#include "battle.hpp" // battle.cpp - Not so scary code. // // Copyright © ????-2004 Athena Dev Teams // Copyright © 2004-2011 The Mana World Development Team // Copyright © 2011-2014 Ben Longbons // Copyright © 2012 Vincent Petithory // // This file is part of The Mana World (Athena server) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include #include "../compat/nullpo.hpp" #include "../strings/astring.hpp" #include "../strings/zstring.hpp" #include "../strings/xstring.hpp" #include "../generic/random.hpp" #include "../io/cxxstdio.hpp" #include "../io/read.hpp" #include "../mmo/config_parse.hpp" #include "clif.hpp" #include "itemdb.hpp" #include "map.hpp" #include "mob.hpp" #include "path.hpp" #include "pc.hpp" #include "skill.hpp" #include "../poison.hpp" static Battle_Config init_battle_config(); #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wshadow" struct Battle_Config battle_config = init_battle_config(); #pragma GCC diagnostic pop /*========================================== * 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 *------------------------------------------ */ static int battle_counttargeted(dumb_ptr bl, dumb_ptr src, ATK target_lv) { nullpo_ret(bl); if (bl->bl_type == BL::PC) return pc_counttargeted(bl->is_player(), src, target_lv); else if (bl->bl_type == BL::MOB) return mob_counttargeted(bl->is_mob(), src, target_lv); return 0; } /*========================================== * 対象のClassを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ Species battle_get_class(dumb_ptr bl) { nullpo_retr(Species(), bl); if (bl->bl_type == BL::MOB) return bl->is_mob()->mob_class; else if (bl->bl_type == BL::PC) return bl->is_player()->status.species; else return Species(); } /*========================================== * 対象の方向を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ DIR battle_get_dir(dumb_ptr bl) { nullpo_retr(DIR::S, bl); if (bl->bl_type == BL::MOB) return bl->is_mob()->dir; else if (bl->bl_type == BL::PC) return bl->is_player()->dir; else return DIR::S; } /*========================================== * 対象のレベルを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_lv(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return bl->is_mob()->stats[mob_stat::LV]; else if (bl->bl_type == BL::PC) return bl->is_player()->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(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return get_mob_db(bl->is_mob()->mob_class).range; else if (bl->bl_type == BL::PC) return bl->is_player()->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(dumb_ptr bl) { nullpo_retr(1, bl); if (bl->bl_type == BL::MOB) return bl->is_mob()->hp; else if (bl->bl_type == BL::PC) return bl->is_player()->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(dumb_ptr bl) { nullpo_retr(1, bl); if (bl->bl_type == BL::PC) return bl->is_player()->status.max_hp; else { int max_hp = 1; if (bl->bl_type == BL::MOB) { max_hp = bl->is_mob()->stats[mob_stat::MAX_HP]; { if (battle_config.monster_hp_rate != 100) max_hp = (max_hp * battle_config.monster_hp_rate) / 100; } } if (max_hp < 1) max_hp = 1; return max_hp; } } /*========================================== * 対象のStrを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_str(dumb_ptr bl) { int str = 0; eptr sc_data; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::MOB) str = bl->is_mob()->stats[mob_stat::STR]; else if (bl->bl_type == BL::PC) return bl->is_player()->paramc[ATTR::STR]; 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(dumb_ptr bl) { int agi = 0; eptr sc_data; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::MOB) agi = bl->is_mob()->stats[mob_stat::AGI]; else if (bl->bl_type == BL::PC) agi = bl->is_player()->paramc[ATTR::AGI]; 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(dumb_ptr bl) { int vit = 0; eptr sc_data; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::MOB) vit = bl->is_mob()->stats[mob_stat::VIT]; else if (bl->bl_type == BL::PC) vit = bl->is_player()->paramc[ATTR::VIT]; 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(dumb_ptr bl) { int int_ = 0; eptr sc_data; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::MOB) int_ = bl->is_mob()->stats[mob_stat::INT]; else if (bl->bl_type == BL::PC) int_ = bl->is_player()->paramc[ATTR::INT]; 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(dumb_ptr bl) { int dex = 0; eptr sc_data; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::MOB) dex = bl->is_mob()->stats[mob_stat::DEX]; else if (bl->bl_type == BL::PC) dex = bl->is_player()->paramc[ATTR::DEX]; 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(dumb_ptr bl) { int luk = 0; eptr sc_data; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::MOB) luk = bl->is_mob()->stats[mob_stat::LUK]; else if (bl->bl_type == BL::PC) luk = bl->is_player()->paramc[ATTR::LUK]; 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 *------------------------------------------ */ static int battle_get_flee(dumb_ptr bl) { int flee = 1; eptr sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) flee = bl->is_player()->flee; else flee = battle_get_agi(bl) + battle_get_lv(bl); if (sc_data) { if (battle_is_unarmed(bl)) flee += (skill_power_bl(bl, SkillID::TMW_BRAWLING) >> 3); // +25 for 200 flee += skill_power_bl(bl, SkillID::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 *------------------------------------------ */ static int battle_get_hit(dumb_ptr bl) { int hit = 1; eptr sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) hit = bl->is_player()->hit; else hit = battle_get_dex(bl) + battle_get_lv(bl); if (sc_data) { if (battle_is_unarmed(bl)) hit += (skill_power_bl(bl, SkillID::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 *------------------------------------------ */ static int battle_get_flee2(dumb_ptr bl) { int flee2 = 1; eptr sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) { dumb_ptr sd = bl->is_player(); flee2 = battle_get_luk(bl) + 10; flee2 += sd->flee2 - (sd->paramc[ATTR::LUK] + 10); } else flee2 = battle_get_luk(bl) + 1; { if (battle_is_unarmed(bl)) flee2 += (skill_power_bl(bl, SkillID::TMW_BRAWLING) >> 3); // +25 for 200 flee2 += skill_power_bl(bl, SkillID::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 *------------------------------------------ */ static int battle_get_critical(dumb_ptr bl) { int critical = 1; eptr sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) { dumb_ptr sd = bl->is_player(); critical = battle_get_luk(bl) * 2 + 10; critical += sd->critical - ((sd->paramc[ATTR::LUK] * 3) + 10); } else critical = battle_get_luk(bl) * 3 + 1; if (critical < 1) critical = 1; return critical; } /*========================================== * base_atkの取得 * 戻りは整数で1以上 *------------------------------------------ */ static int battle_get_baseatk(dumb_ptr bl) { eptr sc_data; int batk = 1; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) batk = bl->is_player()->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 (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 *------------------------------------------ */ static int battle_get_atk(dumb_ptr bl) { eptr sc_data; int atk = 0; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) atk = bl->is_player()->watk; else if (bl->bl_type == BL::MOB) atk = bl->is_mob()->stats[mob_stat::ATK1]; 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 *------------------------------------------ */ static int battle_get_atk_(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::PC) return bl->is_player()->watk_; else return 0; } /*========================================== * 対象のAtk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ static int battle_get_atk2(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::PC) return bl->is_player()->watk2; else { int atk2 = 0; if (bl->bl_type == BL::MOB) atk2 = bl->is_mob()->stats[mob_stat::ATK2]; if (atk2 < 0) atk2 = 0; return atk2; } } /*========================================== * 対象の左手Atk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ static int battle_get_atk_2(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::PC) return bl->is_player()->watk_2; else return 0; } /*========================================== * 対象のMAtk1を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ static int battle_get_matk1(dumb_ptr bl) { eptr sc_data; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::MOB) { int matk, int_ = battle_get_int(bl); matk = int_ + (int_ / 5) * (int_ / 5); return matk; } else if (bl->bl_type == BL::PC) return bl->is_player()->matk1; else return 0; } /*========================================== * 対象のMAtk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ static int battle_get_matk2(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) { int matk, int_ = battle_get_int(bl); matk = int_ + (int_ / 7) * (int_ / 7); return matk; } else if (bl->bl_type == BL::PC) return bl->is_player()->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(dumb_ptr bl) { eptr sc_data; int def = 0; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) { def = bl->is_player()->def; } else if (bl->bl_type == BL::MOB) { def = bl->is_mob()->stats[mob_stat::DEF]; } if (def < 1000000) { if (sc_data) { //毒にかかっている時は減算 if (sc_data[StatusChange::SC_POISON].timer && bl->bl_type != BL::PC) def = def * 75 / 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(dumb_ptr bl) { eptr sc_data; int mdef = 0; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) mdef = bl->is_player()->mdef; else if (bl->bl_type == BL::MOB) mdef = bl->is_mob()->stats[mob_stat::MDEF]; if (mdef < 1000000) { if (sc_data) { //バリアー状態時はMDEF100 if (mdef < 90 && sc_data[StatusChange::SC_MBARRIER].timer) { mdef += sc_data[StatusChange::SC_MBARRIER].val1; if (mdef > 90) mdef = 90; } } } 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(dumb_ptr bl) { eptr sc_data; int def2 = 1; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); if (bl->bl_type == BL::PC) def2 = bl->is_player()->def2; else if (bl->bl_type == BL::MOB) def2 = bl->is_mob()->stats[mob_stat::VIT]; if (sc_data) { if (sc_data[StatusChange::SC_POISON].timer && bl->bl_type != BL::PC) def2 = def2 * 75 / 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(dumb_ptr bl) { int mdef2 = 0; nullpo_ret(bl); if (bl->bl_type == BL::MOB) { dumb_ptr md = bl->is_mob(); mdef2 = md->stats[mob_stat::INT] + (md->stats[mob_stat::VIT] >> 1); } else if (bl->bl_type == BL::PC) { dumb_ptr sd = bl->is_player(); mdef2 = sd->mdef2 + (sd->paramc[ATTR::VIT] >> 1); } 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 *------------------------------------------ */ interval_t battle_get_speed(dumb_ptr bl) { nullpo_retr(std::chrono::seconds(1), bl); if (bl->bl_type == BL::PC) return bl->is_player()->speed; else { interval_t speed = std::chrono::seconds(1); if (bl->bl_type == BL::MOB) speed = static_cast(bl->is_mob()->stats[mob_stat::SPEED]); return std::max(speed, std::chrono::milliseconds(1)); } } /*========================================== * 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 *------------------------------------------ */ // TODO figure out what all the doubling is about interval_t battle_get_adelay(dumb_ptr bl) { nullpo_retr(std::chrono::seconds(4), bl); if (bl->bl_type == BL::PC) return bl->is_player()->aspd * 2; else { eptr sc_data = battle_get_sc_data(bl); interval_t adelay = std::chrono::seconds(4); int aspd_rate = 100; if (bl->bl_type == BL::MOB) adelay = static_cast(bl->is_mob()->stats[mob_stat::ADELAY]); if (sc_data) { if (sc_data[StatusChange::SC_SPEEDPOTION0].timer) aspd_rate -= sc_data[StatusChange::SC_SPEEDPOTION0].val1; // Fate's `haste' spell works the same as the above if (sc_data[StatusChange::SC_HASTE].timer) aspd_rate -= sc_data[StatusChange::SC_HASTE].val1; } if (aspd_rate != 100) adelay = adelay * aspd_rate / 100; return std::max(adelay, static_cast(battle_config.monster_max_aspd) * 2); } } interval_t battle_get_amotion(dumb_ptr bl) { nullpo_retr(std::chrono::seconds(2), bl); if (bl->bl_type == BL::PC) return bl->is_player()->amotion; else { eptr sc_data = battle_get_sc_data(bl); interval_t amotion = std::chrono::seconds(2); int aspd_rate = 100; if (bl->bl_type == BL::MOB) amotion = static_cast(get_mob_db(bl->is_mob()->mob_class).amotion); if (sc_data) { if (sc_data[StatusChange::SC_SPEEDPOTION0].timer) aspd_rate -= sc_data[StatusChange::SC_SPEEDPOTION0].val1; if (sc_data[StatusChange::SC_HASTE].timer) aspd_rate -= sc_data[StatusChange::SC_HASTE].val1; } if (aspd_rate != 100) amotion = amotion * aspd_rate / 100; return std::max(amotion, static_cast(battle_config.monster_max_aspd)); } } interval_t battle_get_dmotion(dumb_ptr bl) { nullpo_retr(interval_t::zero(), bl); if (bl->bl_type == BL::MOB) { return static_cast(get_mob_db(bl->is_mob()->mob_class).dmotion); } else if (bl->bl_type == BL::PC) { return bl->is_player()->dmotion; } else return std::chrono::seconds(2); } LevelElement battle_get_element(dumb_ptr bl) { LevelElement ret = {2, Element::neutral}; nullpo_retr(ret, bl); if (bl->bl_type == BL::MOB) // 10の位=Lv*2、1の位=属性 ret = bl->is_mob()->def_ele; return ret; } PartyId battle_get_party_id(dumb_ptr bl) { nullpo_retr(PartyId(), bl); if (bl->bl_type == BL::PC) return bl->is_player()->status.party_id; else if (bl->bl_type == BL::MOB) { dumb_ptr md = bl->is_mob(); if (md->master_id) return wrap(-unwrap(md->master_id)); return wrap(-unwrap(md->bl_id)); } return PartyId(); } Race battle_get_race(dumb_ptr bl) { nullpo_retr(Race::formless, bl); if (bl->bl_type == BL::MOB) return get_mob_db(bl->is_mob()->mob_class).race; else if (bl->bl_type == BL::PC) return Race::demihuman; else return Race::formless; } MobMode battle_get_mode(dumb_ptr bl) { nullpo_retr(MobMode::CAN_MOVE, bl); if (bl->bl_type == BL::MOB) return get_mob_db(bl->is_mob()->mob_class).mode; // とりあえず動くということで1 return MobMode::CAN_MOVE; } int battle_get_stat(SP stat_id, dumb_ptr 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 eptr battle_get_sc_data(dumb_ptr bl) { nullpo_retr(nullptr, bl); switch (bl->bl_type) { case BL::MOB: return bl->is_mob()->sc_data; case BL::PC: return bl->is_player()->sc_data; } return nullptr; } short *battle_get_sc_count(dumb_ptr bl) { nullpo_retr(NULL, bl); if (bl->bl_type == BL::MOB) return &bl->is_mob()->sc_count; else if (bl->bl_type == BL::PC) return &bl->is_player()->sc_count; return NULL; } Opt1 *battle_get_opt1(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return &bl->is_mob()->opt1; else if (bl->bl_type == BL::PC) return &bl->is_player()->opt1; else if (bl->bl_type == BL::NPC) return &bl->is_npc()->opt1; return 0; } Opt2 *battle_get_opt2(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return &bl->is_mob()->opt2; else if (bl->bl_type == BL::PC) return &bl->is_player()->opt2; else if (bl->bl_type == BL::NPC) return &bl->is_npc()->opt2; return 0; } Opt3 *battle_get_opt3(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return &bl->is_mob()->opt3; else if (bl->bl_type == BL::PC) return &bl->is_player()->opt3; else if (bl->bl_type == BL::NPC) return &bl->is_npc()->opt3; return 0; } Option *battle_get_option(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return &bl->is_mob()->option; else if (bl->bl_type == BL::PC) return &bl->is_player()->status.option; else if (bl->bl_type == BL::NPC) return &bl->is_npc()->option; return 0; } //------------------------------------------------------------------- // ダメージの遅延 struct battle_delay_damage_ { dumb_ptr src, *target; int damage; int flag; }; // 実際にHPを操作 int battle_damage(dumb_ptr bl, dumb_ptr target, int damage, int flag) { nullpo_ret(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->bl_prev == NULL) return 0; if (bl) { if (bl->bl_prev == NULL) return 0; } if (damage < 0) return battle_heal(bl, target, -damage, 0, flag); if (target->bl_type == BL::MOB) { // MOB dumb_ptr md = target->is_mob(); if (md && md->skilltimer && md->state.skillcastcancel) // 詠唱妨害 skill_castcancel(target, 0); return mob_damage(bl, md, damage, 0); } else if (target->bl_type == BL::PC) { // PC dumb_ptr tsd = target->is_player(); return pc_damage(bl, tsd, damage); } return 0; } int battle_heal(dumb_ptr bl, dumb_ptr target, int hp, int sp, int flag) { nullpo_ret(target); //blはNULLで呼ばれることがあるので他でチェック if (target->bl_type == BL::PC && pc_isdead(target->is_player())) return 0; if (hp == 0 && sp == 0) return 0; if (hp < 0) return battle_damage(bl, target, -hp, flag); if (target->bl_type == BL::MOB) return mob_heal(target->is_mob(), hp); else if (target->bl_type == BL::PC) return pc_heal(target->is_player(), hp, sp); return 0; } // 攻撃停止 int battle_stopattack(dumb_ptr bl) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return mob_stopattack(bl->is_mob()); else if (bl->bl_type == BL::PC) return pc_stopattack(bl->is_player()); return 0; } // 移動停止 int battle_stopwalking(dumb_ptr bl, int type) { nullpo_ret(bl); if (bl->bl_type == BL::MOB) return mob_stop_walking(bl->is_mob(), type); else if (bl->bl_type == BL::PC) return pc_stop_walking(bl->is_player(), type); return 0; } /*========================================== * ダメージ最終計算 *------------------------------------------ */ static int battle_calc_damage(dumb_ptr, dumb_ptr bl, int damage, int div_, SkillID, int, BF flag) { dumb_ptr md = NULL; nullpo_ret(bl); if (bl->bl_type == BL::MOB) md = bl->is_mob(); if (battle_config.skill_min_damage || bool(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; } static struct Damage battle_calc_mob_weapon_attack(dumb_ptr src, dumb_ptr target, SkillID skill_num, int skill_lv, int) { dumb_ptr tsd = NULL; dumb_ptr md = src->is_mob(), tmd = NULL; int hitrate, flee, cri = 0, atkmin, atkmax; int 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; DamageType type; int div_; BF flag; int ac_flag = 0; ATK dmg_lv = ATK::ZERO; eptr sc_data, t_sc_data; nullpo_retr(wd, src); nullpo_retr(wd, target); nullpo_retr(wd, md); sc_data = battle_get_sc_data(src); // ターゲット if (target->bl_type == BL::PC) tsd = target->is_player(); else if (target->bl_type == BL::MOB) tmd = target->is_mob(); MobMode t_mode = battle_get_mode(target); t_sc_data = battle_get_sc_data(target); 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, ATK(battle_config.agi_penaly_count_lv)); // FIXME 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 = DamageType::NORMAL; div_ = 1; // single attack if (battle_config.enemy_str) damage = battle_get_baseatk(src); else damage = 0; { atkmin = battle_get_atk(src); atkmax = battle_get_atk2(src); } if (get_mob_db(md->mob_class).range > 3) flag = (flag & ~BF::RANGEMASK) | BF::LONG; if (atkmin > atkmax) 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 (ac_flag) cri = 1000; if (tsd && tsd->critical_def) cri = cri * (100 - tsd->critical_def) / 100; if ((skill_num == SkillID::ZERO) && skill_lv >= 0 && battle_config.enemy_critical && random_::chance({cri, 1000})) // 判定(スキルの場合は無視) // 敵の判定 { damage += atkmax; type = DamageType::CRITICAL; } else { int vitbonusmax; if (atkmax > atkmin) damage += random_::in(atkmin, atkmax); else damage += atkmin; if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE) { flag = (flag & ~BF::SKILLMASK) | BF::SKILL; } { // 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 (def1 < 1000000) { //DEF, VIT無視 int t_def; target_count = 1 + battle_counttargeted(target, src, ATK(battle_config.vit_penaly_count_lv)); // FIXME 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; { damage = damage * (100 - def1) / 100; damage -= t_def; if (vitbonusmax > 0) damage -= random_::in(0, vitbonusmax); } } } } // 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 (type == DamageType::NORMAL && !random_::chance({hitrate, 100})) { damage = damage2 = 0; dmg_lv = ATK::FLEE; } else { dmg_lv = ATK::DEF; } if (damage < 0) damage = 0; // 完全回避の判定 if (skill_num == SkillID::ZERO && skill_lv >= 0 && tsd != NULL && random_::chance({battle_get_flee2(target), 1000})) { damage = 0; type = DamageType::FLEE2; dmg_lv = ATK::LUCKY; } if (battle_config.enemy_perfect_flee) { if (skill_num == SkillID::ZERO && skill_lv >= 0 && tmd != NULL && random_::chance({battle_get_flee2(target), 1000})) { damage = 0; type = DamageType::FLEE2; dmg_lv = ATK::LUCKY; } } // if(def1 >= 1000000 && damage > 0) if (bool(t_mode & MobMode::PLANT) && damage > 0) damage = 1; 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); wd.dmotion = battle_get_dmotion(target); wd.flag = flag; wd.dmg_lv = dmg_lv; return wd; } int battle_is_unarmed(dumb_ptr bl) { if (!bl) return 0; if (bl->bl_type == BL::PC) { dumb_ptr sd = bl->is_player(); IOff0 sidx = sd->equip_index_maybe[EQUIP::SHIELD]; IOff0 widx = sd->equip_index_maybe[EQUIP::WEAPON]; return !sidx.ok() && !widx.ok(); } else return 0; } /* * ========================================================================= * PCの武器による攻撃 *------------------------------------------------------------------------- */ static struct Damage battle_calc_pc_weapon_attack(dumb_ptr src, dumb_ptr target, SkillID skill_num, int skill_lv, int) { dumb_ptr sd = src->is_player(), tsd = NULL; dumb_ptr tmd = NULL; int hitrate, flee, cri = 0, atkmin, atkmax; int dex, 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; DamageType type; int div_; BF flag; ATK dmg_lv = ATK::ZERO; eptr sc_data, t_sc_data; int atkmax_ = 0, atkmin_ = 0; //二刀流用 int watk, watk_; bool da = false; int ac_flag = 0; int target_distance; nullpo_retr(wd, src); nullpo_retr(wd, target); nullpo_retr(wd, sd); // アタッカー sc_data = battle_get_sc_data(src); //ステータス異常 sd->state.attack_type = BF::WEAPON; //攻撃タイプは武器攻撃 // ターゲット if (target->bl_type == BL::PC) //対象がPCなら tsd = target->is_player(); //tsdに代入(tmdはNULL) else if (target->bl_type == BL::MOB) //対象がMobなら tmd = target->is_mob(); //tmdに代入(tsdはNULL) MobMode 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 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, ATK(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->bl_x - target->bl_x); int dy = abs(src->bl_y - target->bl_y); int malus_dist; target_distance = std::max(dx, dy); malus_dist = std::max(0, target_distance - (skill_power(sd, SkillID::AC_OWL) / 75)); hitrate -= (malus_dist * (malus_dist + 1)); } dex = battle_get_dex(src); //DEX watk = battle_get_atk(src); //ATK watk_ = battle_get_atk_(src); //ATK左手 type = DamageType::NORMAL; div_ = 1; // single attack { damage = damage2 = battle_get_baseatk(sd); //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 IOff0 widx = sd->equip_index_maybe[EQUIP::WEAPON]; IOff0 sidx = sd->equip_index_maybe[EQUIP::SHIELD]; if (widx.ok() && sd->inventory_data[widx]) atkmin = atkmin * (80 + sd->inventory_data[widx]->wlv * 20) / 100; if (sidx.ok() && sd->inventory_data[sidx]) atkmin_ = atkmin_ * (80 + sd->inventory_data[sidx]->wlv * 20) / 100; if (sd->status.weapon == ItemLook::BOW) { //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 sd->state.arrow_atk = 1; //arrow_atk有効化 } { 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 (sd->double_rate > 0 && skill_num == SkillID::ZERO && skill_lv >= 0) da = random_::chance({sd->double_rate, 100}); if (!da) { //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 == ItemLook::_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 (ac_flag) cri = 1000; } if (tsd && tsd->critical_def) cri = cri * (100 - tsd->critical_def) / 100; //ダブルアタックが発動していない // 判定(スキルの場合は無視) if (!da && skill_num == SkillID::ZERO && skill_lv >= 0 && random_::chance({cri, 1000})) { 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 = DamageType::CRITICAL; } else { int vitbonusmax; if (atkmax > atkmin) damage += random_::in(atkmin, atkmax); else damage += atkmin; if (atkmax_ > atkmin_) damage2 += random_::in(atkmin_, atkmax_); 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 += random_::in(0, sd->arrow_atk); hitrate += sd->arrow_hit; } if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE) { flag = (flag & ~BF::SKILLMASK) | BF::SKILL; } { // 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 (def1 < 1000000) { //DEF, VIT無視 int t_def; target_count = 1 + battle_counttargeted(target, src, ATK(battle_config.vit_penaly_count_lv)); // FIXME 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; { { damage = damage * (100 - def1) / 100; damage -= t_def; if (vitbonusmax > 0) damage -= random_::in(0, vitbonusmax); } } { { damage2 = damage2 * (100 - def1) / 100; damage2 -= t_def; if (vitbonusmax > 0) damage2 -= random_::in(0, vitbonusmax); } } } } } // 精錬ダメージの追加 { //DEF, VIT無視 damage += battle_get_atk2(src); damage2 += battle_get_atk_2(src); } // 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) { //修練ダメージ無視 } if (sd->perfect_hit > 0) { if (random_::chance({sd->perfect_hit, 100})) hitrate = 1000000; } // 回避修正 hitrate = (hitrate < 5) ? 5 : hitrate; if (type == DamageType::NORMAL && !random_::chance({hitrate, 100})) { damage = damage2 = 0; dmg_lv = ATK::FLEE; } else { dmg_lv = ATK::DEF; } if (damage < 0) damage = 0; if (damage2 < 0) damage2 = 0; // >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 == ItemLook::NONE && sd->weapontype2 != ItemLook::NONE) { damage = damage2; damage2 = 0; } // 右手、左手修練の適用 if (sd->status.weapon >= ItemLook::SINGLE_HANDED_COUNT) { // 二刀流か? int dmg = damage, dmg2 = damage2; // 右手修練(60% 〜 100%) 右手全般 damage = damage * 50 / 100; if (dmg > 0 && damage < 1) damage = 1; // 左手修練(40% 〜 80%) 左手全般 damage2 = damage2 * 30 / 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) { //ダブルアタックが発動しているか div_ = 2; damage += damage; type = DamageType::DOUBLED; } if (sd->status.weapon == ItemLook::_16) { // カタール追撃ダメージ damage2 = damage * 1 / 100; if (damage > 0 && damage2 < 1) damage2 = 1; } // 完全回避の判定 if (skill_num == SkillID::ZERO && skill_lv >= 0 && tsd != NULL && div_ < 255 && random_::chance({battle_get_flee2(target), 1000})) { damage = damage2 = 0; type = DamageType::FLEE2; 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 == SkillID::ZERO && skill_lv >= 0 && tmd != NULL && div_ < 255 && random_::chance({battle_get_flee2(target), 1000})) { damage = damage2 = 0; type = DamageType::FLEE2; 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 (bool(t_mode & MobMode::PLANT)) { if (damage > 0) damage = 1; if (damage2 > 0) damage2 = 1; } if (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; } } wd.damage = damage; wd.damage2 = damage2; wd.type = type; wd.div_ = div_; wd.amotion = battle_get_amotion(src); wd.dmotion = battle_get_dmotion(target); wd.flag = flag; wd.dmg_lv = dmg_lv; return wd; } /*========================================== * 武器ダメージ計算 *------------------------------------------ */ static struct Damage battle_calc_weapon_attack(dumb_ptr src, dumb_ptr target, SkillID skill_num, int skill_lv, int wflag) { struct Damage wd {}; nullpo_retr(wd, src); nullpo_retr(wd, target); if (src->bl_type == BL::PC) wd = battle_calc_pc_weapon_attack(src, target, skill_num, skill_lv, wflag); // weapon breaking [Valaris] else if (src->bl_type == BL::MOB) wd = battle_calc_mob_weapon_attack(src, target, skill_num, skill_lv, wflag); return wd; } /*========================================== * 魔法ダメージ計算 *------------------------------------------ */ static struct Damage battle_calc_magic_attack(dumb_ptr bl, dumb_ptr target, SkillID skill_num, int skill_lv, int) { int mdef1 = battle_get_mdef(target); int mdef2 = battle_get_mdef2(target); int matk1, matk2, damage = 0, div_ = 1; struct Damage md {}; int normalmagic_flag = 1; dumb_ptr sd = NULL; nullpo_retr(md, bl); nullpo_retr(md, target); matk1 = battle_get_matk1(bl); matk2 = battle_get_matk2(bl); MobMode t_mode = battle_get_mode(target); if (bl->bl_type == BL::PC) { sd = bl->is_player(); sd->state.attack_type = BF::MAGIC; if (sd->matk_rate != 100) { matk1 = matk1 * sd->matk_rate / 100; matk2 = matk2 * sd->matk_rate / 100; } sd->state.arrow_atk = 0; } BF aflag = BF::MAGIC | BF::LONG | BF::SKILL; if (normalmagic_flag) { // 一般魔法ダメージ計算 if (matk1 > matk2) damage = random_::in(matk2, matk1); else damage = matk2; { { damage = (damage * (100 - mdef1)) / 100; damage -= mdef2; } } if (damage < 1) damage = 1; } if (damage < 0) damage = 0; div_ = skill_get_num(skill_num, skill_lv); if (div_ > 1) damage *= div_; // if(mdef1 >= 1000000 && damage > 0) if (bool(t_mode & MobMode::PLANT) && damage > 0) damage = 1; 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 = DamageType::NORMAL; md.flag = aflag; return md; } /*========================================== * その他ダメージ計算 *------------------------------------------ */ static struct Damage battle_calc_misc_attack(dumb_ptr bl, dumb_ptr target, SkillID skill_num, int skill_lv, int) { dumb_ptr sd = NULL; int damage = 0, div_ = 1; struct Damage md {}; int damagefix = 1; BF aflag = BF::MISC | BF::LONG | BF::SKILL; nullpo_retr(md, bl); nullpo_retr(md, target); if (bl->bl_type == BL::PC) { sd = bl->is_player(); sd->state.attack_type = BF::MISC; sd->state.arrow_atk = 0; } switch (skill_num) { case SkillID::NPC_SELFDESTRUCTION: // 自爆 damage = battle_get_hp(bl) - (bl == target ? 1 : 0); damagefix = 0; break; } if (damagefix) { if (damage < 1) damage = 1; } 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 = DamageType::NORMAL; md.flag = aflag; return md; } /*========================================== * ダメージ計算一括処理用 *------------------------------------------ */ struct Damage battle_calc_attack(BF attack_type, dumb_ptr bl, dumb_ptr target, SkillID skill_num, int skill_lv, int flag) { struct Damage 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"_fmt, attack_type); break; } return d; } /*========================================== * 通常攻撃処理まとめ *------------------------------------------ */ ATK battle_weapon_attack(dumb_ptr src, dumb_ptr target, tick_t tick) { dumb_ptr sd = NULL; eptr t_sc_data = battle_get_sc_data(target); struct Damage wd; nullpo_retr(ATK::ZERO, src); nullpo_retr(ATK::ZERO, target); if (src->bl_type == BL::PC) sd = src->is_player(); if (src->bl_prev == NULL || target->bl_prev == NULL) return ATK::ZERO; if (src->bl_type == BL::PC && pc_isdead(sd)) return ATK::ZERO; if (target->bl_type == BL::PC && pc_isdead(target->is_player())) return ATK::ZERO; Opt1 *opt1 = battle_get_opt1(src); if (opt1 != NULL && bool(*opt1)) { battle_stopattack(src); return ATK::ZERO; } 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 == ItemLook::BOW) { IOff0 aidx = sd->equip_index_maybe[EQUIP::ARROW]; if (aidx.ok()) { if (battle_config.arrow_decrement) pc_delitem(sd, aidx, 1, 0); } else { clif_arrow_fail(sd, 0); return ATK::ZERO; } } wd = battle_calc_weapon_attack(src, target, SkillID::ZERO, 0, 0); // significantly increase injuries for hasted characters if (wd.damage > 0 && t_sc_data[StatusChange::SC_HASTE].timer) { wd.damage = (wd.damage * (16 + t_sc_data[StatusChange::SC_HASTE].val1)) >> 4; } if (wd.damage > 0 && t_sc_data[StatusChange::SC_PHYS_SHIELD].timer && target->bl_type == BL::PC) { int reduction = t_sc_data[StatusChange::SC_PHYS_SHIELD].val1; if (reduction > wd.damage) reduction = wd.damage; wd.damage -= reduction; MAP_LOG_PC(target->is_player(), "MAGIC-ABSORB-DMG %d"_fmt, reduction); } { clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_, wd.type, wd.damage2); if (sd && (sd->status.weapon == ItemLook::_16 || sd->status.weapon >= ItemLook::SINGLE_HANDED_COUNT) && wd.damage2 == 0) clif_damage(src, target, tick + std::chrono::milliseconds(10), wd.amotion, wd.dmotion, 0, 1, DamageType::NORMAL, 0); } MapBlockLock lock; if (src->bl_type == BL::PC) { IOff0 weapon_index = sd->equip_index_maybe[EQUIP::WEAPON]; ItemNameId weapon; if (weapon_index.ok() && sd->inventory_data[weapon_index] && bool(sd->status.inventory[weapon_index].equip & EPOS::WEAPON)) weapon = sd->inventory_data[weapon_index]->nameid; MAP_LOG("PC%d %s:%d,%d WPNDMG %s%d %d FOR %d WPN %d"_fmt, sd->status_key.char_id, src->bl_m->name_, src->bl_x, src->bl_y, (target->bl_type == BL::PC) ? "PC"_s : "MOB"_s, (target->bl_type == BL::PC) ? unwrap(target->is_player()->status_key.char_id) : unwrap(target->bl_id), battle_get_class(target), wd.damage + wd.damage2, weapon); } if (target->bl_type == BL::PC) { dumb_ptr sd2 = target->is_player(); MAP_LOG("PC%d %s:%d,%d WPNINJURY %s%d %d FOR %d"_fmt, sd2->status_key.char_id, target->bl_m->name_, target->bl_x, target->bl_y, (src->bl_type == BL::PC) ? "PC"_s : "MOB"_s, (src->bl_type == BL::PC) ? unwrap(src->is_player()->status_key.char_id) : unwrap(src->bl_id), battle_get_class(src), wd.damage + wd.damage2); } battle_damage(src, target, (wd.damage + wd.damage2), 0); if (target->bl_prev != NULL && (target->bl_type != BL::PC || (target->bl_type == BL::PC && !pc_isdead(target->is_player())))) { if (wd.damage > 0 || wd.damage2 > 0) { skill_additional_effect(src, target, SkillID::ZERO, 0); } } if (sd) { if (bool(wd.flag & BF::WEAPON) && src != target && (wd.damage > 0 || wd.damage2 > 0)) { int hp = 0, sp = 0; if (sd->hp_drain_rate && wd.damage > 0 && random_::chance({sd->hp_drain_rate, 100})) { hp += (wd.damage * sd->hp_drain_per) / 100; } if (sd->hp_drain_rate_ && wd.damage2 > 0 && random_::chance({sd->hp_drain_rate_, 100})) { hp += (wd.damage2 * sd->hp_drain_per_) / 100; } if (sd->sp_drain_rate && wd.damage > 0 && random_::chance({sd->sp_drain_rate, 100})) { sp += (wd.damage * sd->sp_drain_per) / 100; } if (sd->sp_drain_rate_ && wd.damage2 > 0 && random_::chance({sd->sp_drain_rate_, 100})) { sp += (wd.damage2 * sd->sp_drain_per_) / 100; } if (hp || sp) pc_heal(sd, hp, sp); } } } return wd.dmg_lv; } bool battle_check_undead(Race race, Element element) { if (battle_config.undead_detect_type == 0) { return element == Element::undead; } else if (battle_config.undead_detect_type == 1) { return race == Race::undead; } else { return element == Element::undead || race == Race::undead; } } /*========================================== * 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(dumb_ptr src, dumb_ptr target, BCT flag) { PartyId s_p, t_p; dumb_ptr ss = src; nullpo_ret(src); nullpo_ret(target); if (flag & BCT_ENEMY) { // 反転フラグ int ret = battle_check_target(src, target, flag & (BCT_PARTY | BCT_ALL)); if (ret != -1) return !ret; return -1; } if (flag & BCT_ALL) { if (target->bl_type == BL::MOB || target->bl_type == BL::PC) return 1; else return -1; } if (target->bl_type == BL::PC && target->is_player()->invincible_timer) return -1; // Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める if (src->bl_type == BL::MOB) { dumb_ptr md = src->is_mob(); if (md && md->master_id) { if (md->master_id == target->bl_id) // 主なら肯定 return 1; if (md->state.special_mob_ai) { if (target->bl_type == BL::MOB) { //special_mob_aiで対象がMob dumb_ptr tmd = target->is_mob(); 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->bl_type == BL::PC && pc_isinvisible(target->is_player())) return -1; if (src->bl_prev == NULL || // 死んでるならエラー (src->bl_type == BL::PC && pc_isdead(src->is_player()))) return -1; if ((ss->bl_type == BL::PC && target->bl_type == BL::MOB) || (ss->bl_type == BL::MOB && target->bl_type == BL::PC)) return 0; // PCvsMOBなら否定 s_p = battle_get_party_id(ss); t_p = battle_get_party_id(target); if (flag & BCT_PARTY) { 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->bl_type == BL::PC && target->bl_type == BL::PC) { // 両方PVPモードなら否定(敵) if (ss->bl_m->flag.get(MapFlag::PVP) || pc_iskiller(ss->is_player(), target->is_player())) { // [MouseJstr] if (battle_config.pk_mode) return 1; // prevent novice engagement in pk_mode [Valaris] else if (ss->bl_m->flag.get(MapFlag::PVP_NOPARTY) && s_p && t_p && s_p == t_p) return 1; 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(dumb_ptr src, dumb_ptr bl, int range) { int dx, dy; struct walkpath_data wpd; int arange; nullpo_ret(src); nullpo_ret(bl); dx = abs(bl->bl_x - src->bl_x); dy = abs(bl->bl_y - src->bl_y); arange = ((dx > dy) ? dx : dy); if (src->bl_m != bl->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->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->bl_m, src->bl_x, src->bl_y, bl->bl_x, bl->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->bl_m, src->bl_x + dx, src->bl_y + dy, bl->bl_x - dx, bl->bl_y - dy, 0x10001) != -1) ? 1 : 0; } Battle_Config init_battle_config() { #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wshadow" Battle_Config battle_config; #pragma GCC diagnostic pop { 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.casting_rate = 100; battle_config.delay_rate = 100; battle_config.delay_dependon_dex = 0; battle_config.skill_delay_attack_enable = 0; battle_config.monster_skill_add_range = 0; battle_config.player_damage_delay = 1; battle_config.flooritem_lifetime = std::chrono::duration_cast(LIFETIME_FLOORITEM).count(); 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.base_exp_rate = 100; battle_config.job_exp_rate = 100; battle_config.death_penalty_type = 0; battle_config.death_penalty_base = 0; battle_config.death_penalty_job = 0; battle_config.restart_hp_rate = 0; battle_config.restart_sp_rate = 0; battle_config.monster_hp_rate = 100; battle_config.monster_max_aspd = 199; battle_config.atcommand_gm_only = 0; battle_config.gm_all_equipment = 0; battle_config.monster_active_enable = 1; battle_config.mob_skill_use = 1; battle_config.mob_count_rate = 100; battle_config.basic_skill_check = 1; battle_config.player_invincible_time = 5000; battle_config.skill_min_damage = 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.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.monster_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.agi_penaly_type = 0; battle_config.agi_penaly_count = 3; battle_config.agi_penaly_num = 0; battle_config.agi_penaly_count_lv = static_cast(ATK::FLEE); // FIXME battle_config.vit_penaly_type = 0; battle_config.vit_penaly_count = 3; battle_config.vit_penaly_num = 0; battle_config.vit_penaly_count_lv = static_cast(ATK::DEF); // FIXME battle_config.mob_changetarget_byskill = 0; battle_config.player_attack_direction_change = 1; battle_config.monster_attack_direction_change = 1; battle_config.display_delay_skill_fail = 1; battle_config.dead_branch_active = 0; battle_config.show_steal_in_same_party = 0; battle_config.hide_GM_session = 0; battle_config.invite_request_check = 1; battle_config.disp_experience = 0; 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.pk_mode = 0; // [Valaris] battle_config.multi_level_up = 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.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; } return battle_config; } bool battle_config_read(ZString cfgName) { bool rv = true; io::ReadFile in(cfgName); if (!in.is_open()) { PRINTF("file not found: %s\n"_fmt, cfgName); return false; } AString line; while (in.getline(line)) { #define BATTLE_CONFIG_VAR(name) {#name##_s, &battle_config.name} const struct { LString str; int *val; } data[] = { BATTLE_CONFIG_VAR(warp_point_debug), BATTLE_CONFIG_VAR(enemy_critical), BATTLE_CONFIG_VAR(enemy_critical_rate), BATTLE_CONFIG_VAR(enemy_str), BATTLE_CONFIG_VAR(enemy_perfect_flee), BATTLE_CONFIG_VAR(casting_rate), BATTLE_CONFIG_VAR(delay_rate), BATTLE_CONFIG_VAR(delay_dependon_dex), BATTLE_CONFIG_VAR(skill_delay_attack_enable), BATTLE_CONFIG_VAR(monster_skill_add_range), BATTLE_CONFIG_VAR(player_damage_delay), BATTLE_CONFIG_VAR(flooritem_lifetime), BATTLE_CONFIG_VAR(item_auto_get), BATTLE_CONFIG_VAR(drop_pickup_safety_zone), BATTLE_CONFIG_VAR(item_first_get_time), BATTLE_CONFIG_VAR(item_second_get_time), BATTLE_CONFIG_VAR(item_third_get_time), BATTLE_CONFIG_VAR(base_exp_rate), BATTLE_CONFIG_VAR(job_exp_rate), BATTLE_CONFIG_VAR(death_penalty_type), BATTLE_CONFIG_VAR(death_penalty_base), BATTLE_CONFIG_VAR(death_penalty_job), BATTLE_CONFIG_VAR(restart_hp_rate), BATTLE_CONFIG_VAR(restart_sp_rate), BATTLE_CONFIG_VAR(monster_hp_rate), BATTLE_CONFIG_VAR(monster_max_aspd), BATTLE_CONFIG_VAR(atcommand_gm_only), BATTLE_CONFIG_VAR(atcommand_spawn_quantity_limit), BATTLE_CONFIG_VAR(gm_all_equipment), BATTLE_CONFIG_VAR(monster_active_enable), BATTLE_CONFIG_VAR(mob_skill_use), BATTLE_CONFIG_VAR(mob_count_rate), BATTLE_CONFIG_VAR(basic_skill_check), BATTLE_CONFIG_VAR(player_invincible_time), BATTLE_CONFIG_VAR(skill_min_damage), BATTLE_CONFIG_VAR(natural_healhp_interval), BATTLE_CONFIG_VAR(natural_healsp_interval), BATTLE_CONFIG_VAR(natural_heal_skill_interval), BATTLE_CONFIG_VAR(natural_heal_weight_rate), BATTLE_CONFIG_VAR(itemheal_regeneration_factor), BATTLE_CONFIG_VAR(arrow_decrement), BATTLE_CONFIG_VAR(max_aspd), BATTLE_CONFIG_VAR(max_hp), BATTLE_CONFIG_VAR(max_sp), BATTLE_CONFIG_VAR(max_lv), BATTLE_CONFIG_VAR(max_parameter), BATTLE_CONFIG_VAR(monster_skill_log), BATTLE_CONFIG_VAR(battle_log), BATTLE_CONFIG_VAR(save_log), BATTLE_CONFIG_VAR(error_log), BATTLE_CONFIG_VAR(etc_log), BATTLE_CONFIG_VAR(save_clothcolor), BATTLE_CONFIG_VAR(undead_detect_type), BATTLE_CONFIG_VAR(agi_penaly_type), BATTLE_CONFIG_VAR(agi_penaly_count), BATTLE_CONFIG_VAR(agi_penaly_num), BATTLE_CONFIG_VAR(agi_penaly_count_lv), BATTLE_CONFIG_VAR(vit_penaly_type), BATTLE_CONFIG_VAR(vit_penaly_count), BATTLE_CONFIG_VAR(vit_penaly_num), BATTLE_CONFIG_VAR(vit_penaly_count_lv), BATTLE_CONFIG_VAR(mob_changetarget_byskill), BATTLE_CONFIG_VAR(player_attack_direction_change), BATTLE_CONFIG_VAR(monster_attack_direction_change), BATTLE_CONFIG_VAR(display_delay_skill_fail), BATTLE_CONFIG_VAR(dead_branch_active), BATTLE_CONFIG_VAR(show_steal_in_same_party), BATTLE_CONFIG_VAR(hide_GM_session), BATTLE_CONFIG_VAR(invite_request_check), BATTLE_CONFIG_VAR(disp_experience), BATTLE_CONFIG_VAR(prevent_logout), // Added by RoVeRT BATTLE_CONFIG_VAR(alchemist_summon_reward), // [Valaris] BATTLE_CONFIG_VAR(maximum_level), // [Valaris] BATTLE_CONFIG_VAR(drops_by_luk), // [Valaris] BATTLE_CONFIG_VAR(monsters_ignore_gm), // [Valaris] BATTLE_CONFIG_VAR(pk_mode), // [Valaris] BATTLE_CONFIG_VAR(multi_level_up), // [Valaris] BATTLE_CONFIG_VAR(hack_info_GM_level), // added by [Yor] BATTLE_CONFIG_VAR(any_warp_GM_min_level), // added by [Yor] BATTLE_CONFIG_VAR(min_hair_style), // added by [MouseJstr] BATTLE_CONFIG_VAR(max_hair_style), // added by [MouseJstr] BATTLE_CONFIG_VAR(min_hair_color), // added by [MouseJstr] BATTLE_CONFIG_VAR(max_hair_color), // added by [MouseJstr] BATTLE_CONFIG_VAR(min_cloth_color), // added by [MouseJstr] BATTLE_CONFIG_VAR(max_cloth_color), // added by [MouseJstr] BATTLE_CONFIG_VAR(castrate_dex_scale), // added by [MouseJstr] BATTLE_CONFIG_VAR(area_size), // added by [MouseJstr] BATTLE_CONFIG_VAR(chat_lame_penalty), BATTLE_CONFIG_VAR(chat_spam_threshold), BATTLE_CONFIG_VAR(chat_spam_flood), BATTLE_CONFIG_VAR(chat_spam_ban), BATTLE_CONFIG_VAR(chat_spam_warn), BATTLE_CONFIG_VAR(chat_maxline), BATTLE_CONFIG_VAR(packet_spam_threshold), BATTLE_CONFIG_VAR(packet_spam_flood), BATTLE_CONFIG_VAR(packet_spam_kick), BATTLE_CONFIG_VAR(mask_ip_gms), BATTLE_CONFIG_VAR(mob_splash_radius), }; if (is_comment(line)) continue; XString w1; ZString w2; if (!config_split(line, &w1, &w2)) { PRINTF("Bad config line: %s\n"_fmt, line); rv = false; continue; } if (w1 == "import"_s) { battle_config_read(w2); continue; } for (auto datum : data) if (w1 == datum.str) { *datum.val = config_switch(w2); goto continue_outer; } PRINTF("WARNING: unknown battle conf key: %s\n"_fmt, AString(w1)); rv = false; continue_outer: ; } return rv; } void battle_config_check() { { if (static_cast(battle_config.flooritem_lifetime) < std::chrono::seconds(1)) battle_config.flooritem_lifetime = std::chrono::duration_cast(LIFETIME_FLOORITEM).count(); 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.count()) battle_config.natural_healhp_interval = NATURAL_HEAL_INTERVAL.count(); if (battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL.count()) battle_config.natural_healsp_interval = NATURAL_HEAL_INTERVAL.count(); if (battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL.count()) battle_config.natural_heal_skill_interval = NATURAL_HEAL_INTERVAL.count(); 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.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.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; } }