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author | Happy <markaizer@gmail.com> | 2014-08-21 04:50:46 +0800 |
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committer | Happy <markaizer@gmail.com> | 2014-08-21 04:50:46 +0800 |
commit | f52e1007fe08c67003c0bc4c78231904dd3fd5cc (patch) | |
tree | 99907d827264e501774e58ab4630e41fa7103c02 /src/map/skill.c | |
parent | 2410110dece79b4598c12f1c953219f1d0d1904a (diff) | |
parent | 769b1d05aa5cfa8cddfe7d21b35d5c5e4da3bbd6 (diff) | |
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Merge pull request #1 from HerculesWS/master
Update from original
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 8745 |
1 files changed, 4734 insertions, 4011 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 685fec353..b82c47a69 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2,122 +2,67 @@ // See the LICENSE file // Portions Copyright (c) Athena Dev Teams -#include "../common/cbasetypes.h" -#include "../common/timer.h" -#include "../common/nullpo.h" -#include "../common/malloc.h" -#include "../common/random.h" -#include "../common/showmsg.h" -#include "../common/strlib.h" -#include "../common/utils.h" -#include "../common/ers.h" +#define HERCULES_CORE -#include "map.h" -#include "path.h" -#include "clif.h" -#include "pc.h" -#include "status.h" +#include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION() #include "skill.h" -#include "pet.h" + +#include <math.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <time.h> + +#include "battle.h" +#include "battleground.h" +#include "chrif.h" +#include "clif.h" +#include "date.h" +#include "elemental.h" +#include "guild.h" #include "homunculus.h" +#include "intif.h" +#include "itemdb.h" +#include "log.h" +#include "map.h" #include "mercenary.h" -#include "elemental.h" #include "mob.h" #include "npc.h" -#include "battle.h" -#include "battleground.h" #include "party.h" -#include "itemdb.h" +#include "path.h" +#include "pc.h" +#include "pet.h" #include "script.h" -#include "intif.h" -#include "log.h" -#include "chrif.h" -#include "guild.h" -#include "date.h" +#include "status.h" #include "unit.h" - -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <time.h> -#include <math.h> - +#include "../common/cbasetypes.h" +#include "../common/ers.h" +#include "../common/malloc.h" +#include "../common/nullpo.h" +#include "../common/random.h" +#include "../common/showmsg.h" +#include "../common/strlib.h" +#include "../common/timer.h" +#include "../common/utils.h" #define SKILLUNITTIMER_INTERVAL 100 // ranges reserved for mapping skill ids to skilldb offsets -#define HM_SKILLRANGEMIN 700 -#define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL -#define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1 -#define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL -#define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1 -#define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL -#define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1 -#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL +#define HM_SKILLRANGEMIN 750 +#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL) +#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1) +#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL) +#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1) +#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL) +#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1) +#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL) #if GD_SKILLRANGEMAX > 999 #error GD_SKILLRANGEMAX is greater than 999 #endif -static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] -static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] - -DBMap* skillunit_db = NULL; // int id -> struct skill_unit* - -/** - * Skill Cool Down Delay Saving - * Struct skill_cd is not a member of struct map_session_data - * to keep cooldowns in memory between player log-ins. - * All cooldowns are reset when server is restarted. - **/ -DBMap* skillcd_db = NULL; // char_id -> struct skill_cd -struct skill_cd { - int duration[MAX_SKILL_TREE];//milliseconds - short skidx[MAX_SKILL_TREE];//the skill index entries belong to - short nameid[MAX_SKILL_TREE];//skill id - unsigned char cursor; -}; - -/** - * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574) - **/ -DBMap* skillusave_db = NULL; // char_id -> struct skill_usave -struct skill_usave { - uint16 skill_id, skill_lv; -}; - -struct s_skill_db skill_db[MAX_SKILL_DB]; -struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; -struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; -struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; -struct s_skill_improvise_db { - uint16 skill_id; - short per;//1-10000 -}; -struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB]; -bool skill_reproduce_db[MAX_SKILL_DB]; -struct s_skill_changematerial_db { - int itemid; - short rate; - int qty[5]; - short qty_rate[5]; -}; -struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB]; - -//Warlock -struct s_skill_spellbook_db { - int nameid; - uint16 skill_id; - int point; -}; -struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; -//Guillotine Cross -struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; +struct skill_interface skill_s; -struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; -int firewall_unit_pos; -int icewall_unit_pos; -int earthstrain_unit_pos; //Since only mob-casted splash skills can hit ice-walls static inline int splash_target(struct block_list* bl) { #ifndef RENEWAL @@ -132,7 +77,7 @@ int skill_name2id(const char* name) { if( name == NULL ) return 0; - return strdb_iget(skilldb_name2id, name); + return strdb_iget(skill->name2id_db, name); } /// Maps skill ids to skill db offsets. @@ -176,90 +121,91 @@ int skill_get_index( uint16 skill_id ) { } const char* skill_get_name( uint16 skill_id ) { - return skill_db[skill->get_index(skill_id)].name; + return skill->db[skill->get_index(skill_id)].name; } const char* skill_get_desc( uint16 skill_id ) { - return skill_db[skill->get_index(skill_id)].desc; + return skill->db[skill->get_index(skill_id)].desc; } // out of bounds error checking [celest] -void skill_chk(int16* skill_id) { +void skill_chk(uint16* skill_id) { *skill_id = skill->get_index(*skill_id); // checks/adjusts id } -#define skill_get(var,id) { skill->chk(&id); if(!id) return 0; return var; } -#define skill_get2(var,id,lv) { \ - skill->chk(&id); \ - if(!id) return 0; \ - if( lv >= MAX_SKILL_LEVEL && var > 1 ) { \ - int lv2 = lv; lv = skill_db[id].max; \ - return (var) + (lv2-lv);\ +#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0) +#define skill_get2(var,id,lv) do { \ + skill->chk(&(id)); \ + if(!(id)) return 0; \ + if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \ + int lv2__ = (lv); (lv) = skill->db[(id)].max; \ + return (var) + ((lv2__-(lv))/2);\ } \ - return var;\ -} -#define skill_glv(lv) min(lv,MAX_SKILL_LEVEL-1) + return (var);\ +} while(0) +#define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1) // Skill DB -int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); } -int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); } -int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } -int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); } -int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); } -int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill_db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); } -int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id); } -int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill_db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id); } -int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id); } -int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); } -int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id); } -int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id); } -int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); } -int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); } -int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); } -int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id); } -int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); } -int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); } -int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); } -int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); } -int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); } +int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); } +int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } +int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); } +int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); } +int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); } +int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); } +int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); } +int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); } +int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); } +int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); } +int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); } +int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); } +int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); } +int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); } +int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); } +int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); } +int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); } +int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); } +int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); } +int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { #ifdef RENEWAL_CAST -int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } + skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); +#else + return 0; #endif +} int skill_tree_get_max(uint16 skill_id, int b_class) { int i; b_class = pc->class2idx(b_class); - ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id ); - if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id ) - return skill_tree[b_class][i].max; + ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id ); + if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id ) + return pc->skill_tree[b_class][i].max; else return skill->get_max(skill_id); } -int enchant_eff[5] = { 10, 14, 17, 19, 20 }; -int deluge_eff[5] = { 5, 9, 12, 14, 15 }; - int skill_get_casttype (uint16 skill_id) { int inf = skill->get_inf(skill_id); if (inf&(INF_GROUND_SKILL)) @@ -277,17 +223,17 @@ int skill_get_casttype (uint16 skill_id) { } int skill_get_casttype2 (uint16 index) { - int inf = skill_db[index].inf; + int inf = skill->db[index].inf; if (inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (inf&INF_SELF_SKILL) { - if(skill_db[index].inf2&INF2_NO_TARGET_SELF) + if(skill->db[index].inf2&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } - if (skill_db[index].nk&NK_NO_DAMAGE) + if (skill->db[index].nk&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; } @@ -379,18 +325,20 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { } int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { - int skill, hp; + int skill2_lv, hp; struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change* sc; + nullpo_ret(src); + switch( skill_id ) { case BA_APPLEIDUN: - #ifdef RENEWAL +#ifdef RENEWAL hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery - #else +#else // not RENEWAL hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery - #endif +#endif // RENEWAL if( sd ) hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); break; @@ -403,32 +351,37 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk default: if (skill_lv >= battle_config.max_heal_lv) return battle_config.max_heal; - #ifdef RENEWAL - /** - * Renewal Heal Formula - * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK - **/ - hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; - #else - hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); - #endif - if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) - hp += hp * skill * 2 / 100; - else if( src->type == BL_HOM && (skill = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) - hp += hp * skill * 2 / 100; +#ifdef RENEWAL + /** + * Renewal Heal Formula + * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK + **/ + hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; +#else // not RENEWAL + hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); +#endif // RENEWAL + if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) + hp += hp * skill2_lv * 2 / 100; + else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) + hp += hp * skill2_lv * 2 / 100; break; } if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) hp >>= 1; - if( sd && (skill = pc->skillheal_bonus(sd, skill_id)) ) - hp += hp*skill/100; + if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) ) + hp += hp*skill2_lv/100; - if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) ) - hp += hp*skill/100; + if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) + hp += hp*skill2_lv/100; - sc = status_get_sc(target); + sc = status->get_sc(src); + if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) { + if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ) + hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; + } + sc = status->get_sc(target); if( sc && sc->count ) { if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; @@ -438,20 +391,22 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) hp += hp / 10; - if( sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) ) - hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; + if ( sc && sc->data[SC_VITALITYACTIVATION] ) + hp = hp * 150 / 100; } #ifdef RENEWAL - // MATK part of the RE heal formula [malufett] - // Note: in this part matk bonuses from items or skills are not applied + // MATK part of the RE heal formula [malufett] + // Note: in this part matk bonuses from items or skills are not applied switch( skill_id ) { - case BA_APPLEIDUN: case PR_SANCTUARY: - case NPC_EVILLAND: break; + case BA_APPLEIDUN: + case PR_SANCTUARY: + case NPC_EVILLAND: + break; default: - hp += status_get_matk(src, 3); + hp += status->get_matk(src, 3); } -#endif +#endif // RENEWAL return hp; } @@ -478,10 +433,14 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b return 0; // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] - if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) ) + if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) || (skill_id >= KO_YAMIKUMO && skill_id <= OB_AKAITSUKI))) return 0; // Reproduce will only copy skills according on the list. [Jobbie] - else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill->get_index(skill_id)] ) + else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) + return 0; + + //Never copy new 3rd class skills By OmegaRed + if(skill_id >= GC_DARKCROW && skill_id <= ALL_FULL_THROTTLE) return 0; return 1; @@ -509,12 +468,12 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && - DIFF_TICK(iTimer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) + DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) {// attempted to cast a skill before the attack motion has finished return 1; } - if (sd->blockskill[idx] > 0) { + if (sd->blockskill[idx]) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0); return 1; } @@ -533,7 +492,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) case AL_WARP: case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: - if(map[m].flag.nowarp) { + if(map->list[m].flag.nowarp) { clif->skill_mapinfomessage(sd,0); return 1; } @@ -541,7 +500,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) case AL_TELEPORT: case SC_FATALMENACE: case SC_DIMENSIONDOOR: - if(map[m].flag.noteleport) { + if(map->list[m].flag.noteleport) { clif->skill_mapinfomessage(sd,0); return 1; } @@ -549,17 +508,17 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: - if (map[m].flag.nomemo) { + if (map->list[m].flag.nomemo) { clif->skill_mapinfomessage(sd,1); return 1; } break; case MC_VENDING: case ALL_BUYING_STORE: - if( npc_isnear(&sd->bl) ) { + if( npc->isnear(&sd->bl) ) { // uncomment for more verbose message. //char output[150]; - //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance); + //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC." //clif->message(sd->fd, output); clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0); return 1; @@ -568,50 +527,31 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) return 0; // always allowed case WZ_ICEWALL: // noicewall flag [Valaris] - if (map[m].flag.noicewall) { + if (map->list[m].flag.noicewall) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; case GC_DARKILLUSION: - if( map_flag_gvg(m) ) { + if( map_flag_gvg2(m) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; case GD_EMERGENCYCALL: - if ( - !(battle_config.emergency_call&((iMap->agit_flag || iMap->agit2_flag)?2:1)) || - !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) || - (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle) - ) { + if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1)) + || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4)) + || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle) + ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; - case BS_GREED: - case WS_CARTBOOST: - case BS_HAMMERFALL: - case BS_ADRENALINE: - case MC_CARTREVOLUTION: - case MC_MAMMONITE: - case WS_MELTDOWN: - case MG_SIGHT: - case TF_HIDING: - /** - * These skills cannot be used while in mado gear (credits to Xantara) - **/ - if( pc_ismadogear(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0); - return 1; - } - break; - case WM_SIRCLEOFNATURE: - case WM_SOUND_OF_DESTRUCTION: case SC_MANHOLE: - case WM_LULLABY_DEEPSLEEP: + case WM_SOUND_OF_DESTRUCTION: case WM_SATURDAY_NIGHT_FEVER: + case WM_LULLABY_DEEPSLEEP: if( !map_flag_vs(m) ) { clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. return 1; @@ -619,7 +559,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) break; } - return (map[m].flag.noskill); + return (map->list[m].flag.noskill); } int skillnotok_hom(uint16 skill_id, struct homun_data *hd) @@ -634,12 +574,12 @@ int skillnotok_hom(uint16 skill_id, struct homun_data *hd) return 1; switch(skill_id){ case MH_LIGHT_OF_REGENE: - if(hd->homunculus.intimacy <= 750) //if not cordial - return 1; - break; - case MH_OVERED_BOOST: - if(hd->homunculus.hunger <= 1) //if we starving - return 1; + if( homun->get_intimacy_grade(hd) != 4 ){ + if( hd->master ) + clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); + return 1; + } + break; case MH_GOLDENE_FERSE: //can be used with angriff if(hd->sc.data[SC_ANGRIFFS_MODUS]) return 1; @@ -676,32 +616,30 @@ struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill } if (pos != -1) // simple single-definition layout - return &skill_unit_layout[pos]; + return &skill->unit_layout[pos]; - dir = (src->x == x && src->y == y) ? 6 : iMap->calc_dir(src,x,y); // 6 - default aegis direction + dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction if (skill_id == MG_FIREWALL) - return &skill_unit_layout [firewall_unit_pos + dir]; + return &skill->unit_layout [skill->firewall_unit_pos + dir]; else if (skill_id == WZ_ICEWALL) - return &skill_unit_layout [icewall_unit_pos + dir]; + return &skill->unit_layout [skill->icewall_unit_pos + dir]; else if( skill_id == WL_EARTHSTRAIN ) //Warlock - return &skill_unit_layout [earthstrain_unit_pos + dir]; + return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); - return &skill_unit_layout[0]; // default 1x1 layout + return &skill->unit_layout[0]; // default 1x1 layout } /*========================================== * *------------------------------------------*/ -int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick) -{ +int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; - enum sc_type status; int temp; int rate; @@ -718,10 +656,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint dstsd = BL_CAST(BL_PC, bl); dstmd = BL_CAST(BL_MOB, bl); - sc = status_get_sc(src); - tsc = status_get_sc(bl); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(bl); + sc = status->get_sc(src); + tsc = status->get_sc(bl); + sstatus = status->get_status_data(src); + tstatus = status->get_status_data(bl); if (!tsc) //skill additional effect is about adding effects to the target... //So if the target can't be inflicted with statuses, this is pointless. return 0; @@ -754,13 +692,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } type = sd->addeff[i].id; - temp = skill->get_time2(status_sc2skill(type),7); + temp = skill->get_time2(status->sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) - status_change_start(bl,type,rate,7,0,0,0,temp,0); + status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); if (sd->addeff[i].flag&ATF_SELF) - status_change_start(src,type,rate,7,0,0,0,temp,0); + status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); } } @@ -772,12 +710,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) continue; type = sd->addeff3[i].id; - temp = skill->get_time2(status_sc2skill(type),7); + temp = skill->get_time2(status->sc2skill(type),7); if( sd->addeff3[i].target&ATF_TARGET ) - status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); if( sd->addeff3[i].target&ATF_SELF ) - status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); } } } @@ -811,15 +749,18 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint // Chance to trigger Taekwon kicks [Dralnu] if(sc && !sc->data[SC_COMBOATTACK]) { if(sc->data[SC_STORMKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_STORMKICK, + sc_start4(src,src,SC_COMBOATTACK, 15, TK_STORMKICK, + bl->id, 2, 0, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_DOWNKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_DOWNKICK, + sc_start4(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK, + bl->id, 2, 0, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_TURNKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_TURNKICK, + sc_start4(src,src,SC_COMBOATTACK, 15, TK_TURNKICK, + bl->id, 2, 0, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka] @@ -828,7 +769,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } - sc_start2(src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, + sc_start2(src, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } @@ -840,26 +781,24 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. - status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(AS_ENCHANTPOISON,sce->val1),0); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if((sce=sc->data[SC_EDP])) - sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, + sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(ASC_EDP,sce->val1)); } } break; case SM_BASH: - if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ){ - //TODO: How much % per base level it actually is? - sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10), - skill_lv,skill->get_time2(SM_FATALBLOW,skill_lv)); - } + if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) + status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, + skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0); break; case MER_CRASH: - sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AS_VENOMKNIFE: @@ -867,30 +806,32 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint skill_lv = pc->checkskill(sd, TF_POISON); case TF_POISON: case AS_SPLASHER: - if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) + if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) && sd && skill_id==TF_POISON ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case AS_SONICBLOW: - sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WZ_FIREPILLAR: - unit_set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); + unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); break; case MG_FROSTDIVER: #ifndef RENEWAL case WZ_FROSTNOVA: #endif - sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)); + if( !sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id == MG_FROSTDIVER ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; #ifdef RENEWAL case WZ_FROSTNOVA: - sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); break; #endif @@ -899,11 +840,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint * Storm Gust counter was dropped in renewal **/ #ifdef RENEWAL - sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #else - //Tharis pointed out that this is normal freeze chance with a base of 300% + // [Tharis] pointed out that this is normal freeze chance with a base of 300% if(tsc->sg_counter >= 3 && - sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) + sc_start(src,bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) tsc->sg_counter = 0; /** * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value @@ -914,25 +855,25 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case WZ_METEOR: - sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WZ_VERMILION: - sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: - sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FLASHER: - sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_LANDMINE: case MA_LANDMINE: - sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_SHOCKWAVE: @@ -941,33 +882,32 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint case HT_SANDMAN: case MA_SANDMAN: - sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_SPRINKLESAND: - sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_THROWSTONE: - sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); + if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) + sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: - sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: //Chance to cause blind status vs demon and undead element, but not against players if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - attack_type |= BF_WEAPON; + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AM_ACIDTERROR: - sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) clif->emotion(bl,E_OMG); break; @@ -977,7 +917,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case CR_SHIELDCHARGE: - sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case PA_PRESSURE: @@ -985,28 +925,28 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case RG_RAID: - sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #ifdef RENEWAL - sc_start(bl,SC_RAID,100,7,5000); + sc_start(src,bl,SC_RAID,100,7,5000); break; case RG_BACKSTAP: - sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); #endif break; case BA_FROSTJOKER: - sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_SCREAM: - sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case BD_LULLABY: - sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_UGLYDANCE: @@ -1017,11 +957,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case SL_STUN: if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. - sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); break; case NPC_PETRIFYATTACK: - sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv, + sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, skill_lv,0,0,skill->get_time(skill_id,skill_lv), skill->get_time2(skill_id,skill_lv)); break; @@ -1032,19 +972,20 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_HELLPOWER: - sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: - sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: - sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NPC_MENTALBREAKER: - { //Based on observations by Tharis, Mental Breaker should do SP damage + { + //Based on observations by [Tharis], Mental Breaker should do SP damage //equal to Matk*skLevel. - rate = status_get_matk(src, 2); + rate = status->get_matk(src, 2); rate*=skill_lv; status_zap(bl, 0, rate); break; @@ -1064,32 +1005,32 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case CH_TIGERFIST: - sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: - sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv)); break; case ST_REJECTSWORD: - sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); break; case PF_FOGWALL: if (src != bl && !tsc->data[SC_DELUGE]) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element + case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start2(bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); + sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); break; case LK_JOINTBEAT: - status = status_skill2sc(skill_id); if (tsc->jb_flag) { - sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); + enum sc_type type = status->skill2sc(skill_id); + sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); tsc->jb_flag = 0; } break; @@ -1097,22 +1038,22 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. switch(rnd()%3) { case 0: - sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); + sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); break; case 1: - sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); + sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); break; default: - sc_start2(bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); + sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); } break; case HW_NAPALMVULCAN: - sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WS_CARTTERMINATION: // Cart termination - sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_ACIDDEMONSTRATION: @@ -1120,7 +1061,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case TK_DOWNKICK: - sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TK_JUMPKICK: @@ -1137,20 +1078,20 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint case TK_TURNKICK: case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. if(attack_type&BF_MISC) //70% base stun chance... - sc_start(bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); break; case GS_PIERCINGSHOT: - sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NJ_HYOUSYOURAKU: - sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_FLING: - sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); break; case GS_DISARM: rate = 3*skill_lv; @@ -1160,112 +1101,132 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case NPC_EVILLAND: - sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_HELLJUDGEMENT: - sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_CRITICALWOUND: - sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case RK_HUNDREDSPEAR: - if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) - break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. - rate = 10 + 3 * skill_lv; - if( rnd()%100 < rate ) - skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case RK_WINDCUTTER: - sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH: - sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH_WATER: - sc_start4(bl,SC_FROSTMISTY,5+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case AB_ADORAMUS: if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. - sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); break; case WL_CRIMSONROCK: - sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); break; case WL_COMET: - sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case WL_EARTHSTRAIN: { - // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett] - const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC }; - skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + status_get_lv(src) / 4 + status_get_dex(src) / 10, - skill_lv, skill->get_time2(skill_id,skill_lv)); + int i; + const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; + + for( i = 0; i < skill_lv; i++ ) + skill->strip_equip(bl,pos[i], (5 + skill_lv) * skill_lv, + skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case WL_JACKFROST: - sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case WL_FROSTMISTY: - sc_start(bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RA_WUGBITE: - sc_start(bl, SC_WUGBITE, (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) ); + rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; + if ( rate < 50 ) + rate = 50; + sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); break; case RA_SENSITIVEKEEN: if( rnd()%100 < 8 * skill_lv ) skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); break; + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + if( dstmd && !(dstmd->status.mode&MD_BOSS) ) + sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); + break; case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - sc_start4(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 40 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_PILEBUNKER: - if( rnd()%100 < 5 + 15*skill_lv ) - { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield + if( rnd()%100 < 25 + 15 *skill_lv ) { + //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_STEELBODY, INVALID_TIMER); status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + status_change_end(bl, SC_STEELBODY, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + status_change_end(bl, SC_DEFENDER, INVALID_TIMER); + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); + status_change_end(bl, SC_BANDING, INVALID_TIMER); status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); } break; case NC_FLAMELAUNCHER: - sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_COLDSLOWER: - sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( tsc && !tsc->data[SC_FREEZE] ) + sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case NC_POWERSWING: - sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + // Use flag=2, the stun duration is not vit-reduced. + status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 2); if( rnd()%100 < 5*skill_lv ) skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); break; case NC_MAGMA_ERUPTION: - sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GC_WEAPONCRUSH: skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); break; case GC_DARKCROW: - sc_start(bl, SC_DARKCROW, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case LG_SHIELDPRESS: - sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv)); + rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_PINPOINTATTACK: - rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10); + rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; switch( skill_lv ) { case 1: - sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); break; case 2: - if( dstsd && dstsd->spiritball && rnd()%100 < rate ) - pc->delspiritball(dstsd, dstsd->spiritball, 0); + skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); break; - default: - skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); + case 3: + skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY); + break; + case 4: + skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY); + break; + case 5: + skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY); break; } break; @@ -1274,149 +1235,123 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet. skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) - sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) - sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); + sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_EARTHDRIVE: - skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF); - sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); + sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_DRAGONCOMBO: - sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_FALLENEMPIRE: - sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_FALLENEMPIRE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_WINDMILL: if( dstsd ) skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) - sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); + sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); break; case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_EARTHSHAKER: - sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SR_HOWLINGOFLION: - sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WM_SOUND_OF_DESTRUCTION: - if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula - status_change_end(bl, SC_DANCING, INVALID_TIMER); - status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); - status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); - status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); - status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); - status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); - status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); - status_change_end(bl, SC_WHISTLE, INVALID_TIMER); - status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); - status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); - status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); - status_change_end(bl, SC_HUMMING, INVALID_TIMER); - status_change_end(bl, SC_FORTUNE, INVALID_TIMER); - status_change_end(bl, SC_SERVICEFORYOU, INVALID_TIMER); - status_change_end(bl, SC_LONGING, INVALID_TIMER); - status_change_end(bl, SC_SWING, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_DC_WINKCHARM, INVALID_TIMER); - status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - } + sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SO_EARTHGRAVE: - sc_start2(bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skill_lv; if( sc && sc->data[SC_COOLER_OPTION] ) - rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; - sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); + rate += sc->data[SC_COOLER_OPTION]->val3 / 5; + sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case SO_VARETYR_SPEAR: - sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code. - case 13261: - sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv)); - sc_start2(bl, SC_BLOODING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv)); + case ITEMID_COCONUT_BOMB: + sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official + sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); break; - case 13262: - sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed + case ITEMID_MELON_BOMB: + sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed break; - case 13264: - sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE? - sc_start(bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds. + case ITEMID_BANANA_BOMB: + sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? + sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds. break; } sd->itemid = -1; } break; case GN_HELLS_PLANT_ATK: - sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - sc_start2(bl, SC_BLOODING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); break; case EL_WIND_SLASH: // Non confirmed rate. - sc_start2(bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: rate = 10 * skill_lv; - sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: - sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); break; case EL_TYPOON_MIS: - sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_JYUMONJIKIRI: - sc_start(bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_MAKIBISHI: - sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); break; case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); + if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); break; case MH_STAHL_HORN: - sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); break; case MH_NEEDLE_OF_PARALYZE: - sc_start(bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case GN_ILLUSIONDOPING: + if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. + sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case MH_XENO_SLASHER: + sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; } - if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) - { //Pass heritage to Master for status causing effects. [Skotlex] - sd = iMap->id2sd(md->master_id); + if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) { + //Pass heritage to Master for status causing effects. [Skotlex] + sd = map->id2sd(md->master_id); src = sd?&sd->bl:src; } - if( attack_type&BF_WEAPON ) - { // Coma, Breaking Equipment - if( sd && sd->special_state.bonus_coma ) - { + if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) { + // Coma, Breaking Equipment + if( sd && sd->special_state.bonus_coma ) { rate = sd->weapon_coma_ele[tstatus->def_ele]; rate += sd->weapon_coma_race[tstatus->race]; rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (rate) - status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); + status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); } if( sd && battle_config.equip_self_break_rate ) { // Self weapon breaking @@ -1453,10 +1388,18 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint if( rate ) skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY); } + if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills. + if (sd->def_set_race[tstatus->race].rate) + status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value, + 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2); + if (sd->def_set_race[tstatus->race].rate) + status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value, + 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2); + } } - if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){ - struct unit_data *ud = unit_bl2ud(src); + if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) { + struct unit_data *ud = unit->bl2ud(src); if( sc->data[SC_WILD_STORM_OPTION] ) temp = sc->data[SC_WILD_STORM_OPTION]->val2; @@ -1484,11 +1427,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } // Autospell when attacking - if( sd && !status_isdead(bl) && sd->autospell[0].id ) - { + if( sd && !status->isdead(bl) && sd->autospell[0].id ) { struct block_list *tbl; struct unit_data *ud; - int i, skill_lv, type, notok; + int i, auto_skill_lv, type, notok; for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { @@ -1506,8 +1448,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint if ( notok ) continue; - skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; - if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv); + auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; + if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; @@ -1520,18 +1462,18 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill->get_unit_flag(temp)&UF_NOREITERATION && - skill->check_unit_range(src,tbl->x,tbl->y,temp,skill_lv) + skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill->get_unit_flag(temp)&UF_NOFOOTSET && - skill->check_unit_range2(src,tbl->x,tbl->y,temp,skill_lv) + skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(temp, skill_lv)) > 0 + (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0 ) { int v; for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { @@ -1544,7 +1486,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } } if( battle_config.autospell_check_range && - !battle->check_range(src, tbl, skill->get_range2(src, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) + !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) continue; if (temp == AS_SONICBLOW) @@ -1553,24 +1495,24 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint type = CAST_GROUND; sd->state.autocast = 1; - skill->consume_requirement(sd,temp,skill_lv,1); + skill->consume_requirement(sd,temp,auto_skill_lv,1); skill->toggle_magicpower(src, temp); switch (type) { case CAST_GROUND: - skill->castend_pos2(src, tbl->x, tbl->y, temp, skill_lv, tick, 0); + skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0); break; case CAST_NODAMAGE: - skill->castend_nodamage_id(src, tbl, temp, skill_lv, tick, 0); + skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0); break; case CAST_DAMAGE: - skill->castend_damage_id(src, tbl, temp, skill_lv, tick, 0); + skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0); break; } sd->state.autocast = 0; //Set canact delay. [Skotlex] - ud = unit_bl2ud(src); + ud = unit->bl2ud(src); if (ud) { - rate = skill->delay_fix(src, temp, skill_lv); + rate = skill->delay_fix(src, temp, auto_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; if ( battle_config.display_status_timers && sd ) @@ -1603,27 +1545,27 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint dstmd && !(tstatus->mode&MD_BOSS) && (rnd()%10000 < sd->bonus.classchange)) { - struct mob_db *mob; + struct mob_db *monster; int class_; temp = 0; do { do { class_ = rnd() % MAX_MOB_DB; - } while (!mobdb_checkid(class_)); + } while (!mob->db_checkid(class_)); rate = rnd() % 1000000; - mob = mob_db(class_); + monster = mob->db(class_); } while ( - (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) && + (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) && (temp++) < 2000); if (temp < 2000) - mob_class_change(dstmd,class_); + mob->class_change(dstmd,class_); } return 0; } -int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) { +int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) { int temp, skill_lv, i, type, notok; struct block_list *tbl; @@ -1713,8 +1655,7 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1 return 1; } - -/* Splitted off from skill->additional_effect, which is never called when the +/* Split off from skill->additional_effect, which is never called when the * attack skill kills the enemy. Place in this function counter status effects * when using skills (eg: Asura's sp regen penalty, or counter-status effects * from cards) that will take effect on the source, not the target. [Skotlex] @@ -1722,8 +1663,7 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1 * type of skills, so not every instance of skill->additional_effect needs a call * to this one. */ -int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick) -{ +int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) { int rate; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; @@ -1731,47 +1671,46 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * nullpo_ret(src); nullpo_ret(bl); - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] sd = BL_CAST(BL_PC, src); dstsd = BL_CAST(BL_PC, bl); - if(dstsd && attack_type&BF_WEAPON) - { //Counter effects. + if(dstsd && attack_type&BF_WEAPON) { + //Counter effects. enum sc_type type; int i, time; - for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) - { + for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { rate = dstsd->addeff2[i].rate; if (attack_type&BF_LONG) rate+=dstsd->addeff2[i].arrow_rate; if (!rate) continue; - if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) - { //Trigger has range consideration. + if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { + //Trigger has range consideration. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } type = dstsd->addeff2[i].id; - time = skill->get_time2(status_sc2skill(type),7); + time = skill->get_time2(status->sc2skill(type),7); if (dstsd->addeff2[i].flag&ATF_TARGET) - status_change_start(src,type,rate,7,0,0,0,time,0); + status->change_start(bl,src,type,rate,7,0,0,0,time,0); - if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) - status_change_start(bl,type,rate,7,0,0,0,time,0); + if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) + status->change_start(bl,bl,type,rate,7,0,0,0,time,0); } } switch(skill_id){ case MO_EXTREMITYFIST: - sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_FULLBUSTER: - sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case HFLI_SBR44: //[orn] + case HFLI_SBR44: // [orn] case HVAN_EXPLOSION: if(src->type == BL_HOM){ TBL_HOM *hd = (TBL_HOM*)src; @@ -1786,20 +1725,25 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * break; } - if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && - rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] - sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR + && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka] + sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); - if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) && - !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && - (rate=pc->checkskill(sd,HW_SOULDRAIN))>0 - ){ //Soul Drain should only work on targetted spells [Skotlex] - if (pc_issit(sd)) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] - clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); - status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); + if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) + && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) + && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0 + ) { + // Soul Drain should only work on targeted spells [Skotlex] + if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex] + if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) + ; + else { + clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); + status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2); + } } - if( sd && status_isdead(bl) ) { + if( sd && status->isdead(bl) ) { int sp = 0, hp = 0; if( attack_type&BF_WEAPON ) { sp += sd->bonus.sp_gain_value; @@ -1810,26 +1754,28 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * if( attack_type&BF_MAGIC ) { sp += sd->bonus.magic_sp_gain_value; hp += sd->bonus.magic_hp_gain_value; - if( skill_id == WZ_WATERBALL ) {//(bugreport:5303) + if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) struct status_change *sc = NULL; - if( ( sc = status_get_sc(src) ) ) { - if(sc->data[SC_SOULLINK] && - sc->data[SC_SOULLINK]->val2 == SL_WIZARD && - sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL) - sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. + if( ( sc = status->get_sc(src) ) ) { + if( sc->data[SC_SOULLINK] + && sc->data[SC_SOULLINK]->val2 == SL_WIZARD + && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL + ) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. } } } - if( hp || sp ) { // updated to force healing to allow healing through berserk - status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); + if( hp || sp ) { + // updated to force healing to allow healing through berserk + status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); } } // Trigger counter-spells to retaliate against damage causing skills. - if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { + if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; - int i, skill_id, skill_lv, rate, type, notok; + int i, auto_skill_id, auto_skill_lv, type, notok; for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { @@ -1838,16 +1784,16 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled - skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; - skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; - if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv); + auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; + auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; + if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); rate = dstsd->autospell2[i].rate; if (attack_type&BF_LONG) rate>>=1; dstsd->state.autocast = 1; - notok = skill->not_ok(skill_id, dstsd); + notok = skill->not_ok(auto_skill_id, dstsd); dstsd->state.autocast = 0; if ( notok ) @@ -1858,26 +1804,26 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * tbl = (dstsd->autospell2[i].id < 0) ? bl : src; - if( (type = skill->get_casttype(skill_id)) == CAST_GROUND ) { + if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && - skill->get_unit_flag(skill_id)&UF_NOREITERATION && - skill->check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv) + skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION && + skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && - skill->get_unit_flag(skill_id)&UF_NOFOOTSET && - skill->check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv) + skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET && + skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(skill_id, skill_lv)) > 0 + (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0 ) { int v; for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) { - if(dstsd->ud.skillunit[v]->skill_id == skill_id) + if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id) maxcount--; } if( maxcount == 0 ) { @@ -1886,27 +1832,27 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } } - if( !battle->check_range(src, tbl, skill->get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) + if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) continue; dstsd->state.autocast = 1; - skill->consume_requirement(dstsd,skill_id,skill_lv,1); + skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1); switch (type) { case CAST_GROUND: - skill->castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0); + skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0); break; case CAST_NODAMAGE: - skill->castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0); + skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); break; case CAST_DAMAGE: - skill->castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0); + skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); break; } dstsd->state.autocast = 0; - //Set canact delay. [Skotlex] - ud = unit_bl2ud(bl); + // Set canact delay. [Skotlex] + ud = unit->bl2ud(bl); if (ud) { - rate = skill->delay_fix(bl, skill_id, skill_lv); + rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; if ( battle_config.display_status_timers && dstsd ) @@ -1917,7 +1863,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } //Autobonus when attacked - if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { + if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { int i; for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { if( rnd()%1000 >= dstsd->autobonus2[i].rate ) @@ -1944,7 +1890,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM}; - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status->get_sc(bl); int i,j; TBL_PC *sd; sd = BL_CAST(BL_PC, bl); @@ -1986,7 +1932,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in else if (rnd()%10000 >= rate) where&=~where_list[i]; else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. - sc_start(bl,scatk[i],100,0,skill->get_time(status_sc2skill(scatk[i]),1)); + sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. @@ -2040,8 +1986,8 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int if (rnd()%100 >= rate) return 0; - sc = status_get_sc(bl); - if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind] + sc = status->get_sc(bl); + if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind] return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { @@ -2051,13 +1997,11 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int if (!where) return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { - if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time)) + if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) where&=~pos[i]; } return where?1:0; } -//Early declaration -static int skill_area_temp[8]; /*========================================================================= Used to knock back players, monsters, traps, etc - 'count' is the number of squares to knock back @@ -2071,17 +2015,17 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in nullpo_ret(src); - if (src != target && map[src->m].flag.noknockback) - return 0; //No knocking + if (src != target && map->list[src->m].flag.noknockback) + return 0; // No knocking if (count == 0) - return 0; //Actual knockback distance is 0. + return 0; // Actual knockback distance is 0. switch (target->type) { case BL_MOB: { struct mob_data* md = BL_CAST(BL_MOB, target); if( md->class_ == MOBID_EMPERIUM ) return 0; - if(src != target && is_boss(target)) //Bosses can't be knocked-back + if(src != target && is_boss(target)) // Bosses can't be knocked-back return 0; } break; @@ -2095,13 +2039,13 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in break; case BL_SKILL: su = (struct skill_unit *)target; - if( su && su->group && su->group->unit_id == UNT_ANKLESNARE ) + if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION)) return 0; // ankle snare cannot be knocked back break; } if (dir == -1) // <optimized>: do the computation here instead of outside - dir = iMap->calc_dir(target, src->x, src->y); // direction from src to target, reversed + dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed if (dir >= 0 && dir < 8) { // take the reversed 'direction' and reverse it @@ -2109,14 +2053,19 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in dy = -diry[dir]; } - return unit_blown(target, dx, dy, count, flag); // send over the proper flag + return unit->blown(target, dx, dy, count, flag); // send over the proper flag } -//Checks if 'bl' should reflect back a spell cast by 'src'. -//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) +/* + Checks if 'bl' should reflect back a spell cast by 'src'. + type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted) + In case of success returns type of reflection, otherwise 0 + 1 - Regular reflection (Maya) + 2 - SL_KAITE reflection +*/ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status->get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability @@ -2136,7 +2085,7 @@ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) return 1; - if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) + if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) ) {// Kaite only works against non-players if they are low-level. clif->specialeffect(bl, 438, AREA); if( --sc->data[SC_KAITE]->val2 <= 0 ) @@ -2161,38 +2110,46 @@ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the * client (causes player characters to not scream skill name) *-------------------------------------------------------------------------*/ -int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) -{ +int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct Damage dmg; struct status_data *sstatus, *tstatus; struct status_change *sc; struct map_session_data *sd, *tsd; - int type,damage; - int8 rmdamage=0;//magic reflected - bool additional_effects = true; + int type; + int64 damage; + bool rmdamage = false;//magic reflected + bool additional_effects = true, shadow_flag = false; if(skill_id > 0 && !skill_lv) return 0; - nullpo_ret(src); //Source is the master behind the attack (player/mob/pet) - nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. + nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) + nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. nullpo_ret(bl); //Target to be attacked. if (src != dsrc) { //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] - if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) + if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) return 0; } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { - //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] - if (!status_check_skilluse(src, bl, skill_id, 2)) + //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] + if (!status->check_skilluse(src, bl, skill_id, 2)) return 0; } sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(bl); - sc= status_get_sc(bl); + // To block skills that aren't called via battle_check_target [Panikon] + // issue: 8203 + if( sd + && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM)) + || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) ) + ) + return 0; + + sstatus = status->get_status_data(src); + tstatus = status->get_status_data(bl); + sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? @@ -2220,28 +2177,29 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } } - if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) - { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] - if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) - { //Magic reflection, switch caster/target + if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { + // Earthquake on multiple targets is not counted as a target skill. [Inkfish] + if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { + //Magic reflection, switch caster/target struct block_list *tbl = bl; - rmdamage = 1; + rmdamage = true; bl = src; src = tbl; dsrc = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); - sc = status_get_sc(bl); + sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ flag |= 2; - + /* bugreport:7859 magical reflected zeroes blow count */ + dmg.blewcount = 0; //Spirit of Wizard blocks Kaite's reflection - if( type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) - { //Consume one Fragment per hit of the casted skill? [Skotlex] - type = tsd?pc->search_inventory (tsd, 7321):0; - if (type >= 0) { + if (type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD) { + //Consume one Fragment per hit of the casted skill? [Skotlex] + type = tsd ? pc->search_inventory(tsd, ITEMID_FRAGMENT_OF_CRYSTAL) : 0; + if (type != INDEX_NOT_FOUND) { if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; @@ -2255,31 +2213,38 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target **/ #if MAGIC_REFLECTION_TYPE - if( dmg.dmg_lv != ATK_MISS ){ //Wiz SL cancelled and consumed fragment + + #ifdef RENEWAL + if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment + #else + // issue:6415 in pre-renewal Kaite reflected the entire damage received + // regardless of caster's equipment (Aegis 11.1) + if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment + #endif + { short s_ele = skill->get_ele(skill_id, skill_lv); if (s_ele == -1) // the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src,status_get_sc(src)); + s_ele = status_get_attack_sc_element(src,status->get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); if( sc && sc->data[SC_ENERGYCOAT] ) { - struct status_data *status = status_get_status_data(bl); - int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval + struct status_data *st = status->get_status_data(bl); + int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP - if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) + if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% dmg.damage -= dmg.damage * (6 * (1+per)) / 100; } - } - #endif + #endif /* MAGIC_REFLECTION_TYPE */ } if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill->get_sp(skill_id,skill_lv); @@ -2288,7 +2253,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sp = sp * sc->data[SC_MAGICROD]->val2 / 100; if(skill_id == WZ_WATERBALL && skill_lv > 1) sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball - status_heal(bl, 0, sp, 2); + status->heal(bl, 0, sp, 2); } } @@ -2327,7 +2292,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } if(sd) { - int flag = 0; //Used to signal if this skill can be combo'ed later on. + int combo = 0; //Used to signal if this skill can be combo'ed later on. struct status_change_entry *sce; if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex] switch (skill_id) { @@ -2339,11 +2304,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sce->val1 = skill_id; //Update combo-skill sce->val3 = skill_id; if( sce->timer != INVALID_TIMER ) - iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBOATTACK); + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK); break; } - unit_cancel_combo(src); // Cancel combo wait + unit->cancel_combo(src); // Cancel combo wait break; default: if( src == dsrc ) // Ground skills are exceptions. [Inkfish] @@ -2353,29 +2318,30 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds switch(skill_id) { case MO_TRIPLEATTACK: if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - flag=1; + combo=1; break; case MO_CHAINCOMBO: if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) - flag=1; + combo=1; break; case MO_COMBOFINISH: if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv); if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) - flag=1; + combo=1; case CH_TIGERFIST: - if (!flag && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) - flag=1; + if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) + combo=1; case CH_CHAINCRUSH: - if (!flag && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) - flag=1; + if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) + combo=1; break; case AC_DOUBLE: - if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc->checkskill(sd, HT_POWER)) - { - //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] - sc_start2(src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000); + // AC_DOUBLE can start the combo with other monster types, but the + // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon] + if( pc->checkskill(sd, HT_POWER) ) + { + sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000); clif->combo_delay(src,2000); } break; @@ -2389,7 +2355,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case SL_STIN: case SL_STUN: if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); + sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); break; case GS_FULLBUSTER: //Can't attack nor use items until skill's delay expires. [Skotlex] @@ -2397,21 +2363,21 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds break; case TK_DODGE: if( pc->checkskill(sd, TK_JUMPKICK) > 0 ) - flag = 1; + combo = 1; break; case SR_DRAGONCOMBO: if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 ) - flag = 1; + combo = 1; break; case SR_FALLENEMPIRE: if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 ) - flag = 1; + combo = 1; break; } //Switch End - if (flag) { //Possible to chain - if ( (flag = DIFF_TICK(sd->ud.canact_tick, tick)) < 50 ) flag = 50;/* less is a waste. */ - sc_start2(src,SC_COMBOATTACK,100,skill_id,bl->id,flag); - clif->combo_delay(src, flag); + if (combo) { //Possible to chain + if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ + sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); + clif->combo_delay(src, combo); } } @@ -2431,7 +2397,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case NPC_CRITICALSLASH: case TF_DOUBLE: case GS_CHAINACTION: - dmg.dmotion = clif->damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); + dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; case AS_SPLASHER: @@ -2456,7 +2422,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); break; case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND: + dmg.amotion = status_get_amotion(src) * 2; case LG_OVERBRAND_PLUSATK: + dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5); + break; case EL_FIRE_BOMB: case EL_FIRE_BOMB_ATK: case EL_FIRE_WAVE: @@ -2473,19 +2443,26 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case EL_ROCK_CRUSHER_ATK: case EL_HURRICANE: case EL_HURRICANE_ATK: + case EL_TYPOON_MIS: + case EL_TYPOON_MIS_ATK: case KO_BAKURETSU: - case GN_CRAZYWEED_ATK: case NC_MAGMA_ERUPTION: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); break; case GN_SLINGITEM_RANGEMELEEATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); break; + case SC_FEINTBOMB: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5); + break; + case GN_CRAZYWEED_ATK: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id, -2, 6); + break; case EL_STONE_RAIN: dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5); break; case WM_SEVERE_RAINSTORM_MELEE: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5); + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6); break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: @@ -2528,7 +2505,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds break; } - iMap->freeblock_lock(); + map->freeblock_lock(); if(damage > 0 && dmg.flag&BF_SKILL && tsd && pc->checkskill(tsd,RG_PLAGIARISM) @@ -2537,7 +2514,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] int copy_skill = skill_id, cidx = 0; /** - * Copy Referal: dummy skills should point to their source upon copying + * Copy Referral: dummy skills should point to their source upon copying **/ switch( skill_id ) { case AB_DUPLELIGHT_MELEE: @@ -2560,6 +2537,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case GN_HELLS_PLANT_ATK: copy_skill = GN_HELLS_PLANT; break; + case GN_SLINGITEM_RANGEMELEEATK: + copy_skill = GN_SLINGITEM; + break; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: copy_skill = LG_OVERBRAND; @@ -2585,8 +2565,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } tsd->reproduceskill_id = copy_skill; - pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill); - pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv); + pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill); + pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv); tsd->status.skill[cidx].id = copy_skill; tsd->status.skill[cidx].lv = lv; @@ -2608,8 +2588,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds lv = type; tsd->cloneskill_id = copy_skill; - pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill); - pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv); + pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill); + pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv); tsd->status.skill[cidx].id = copy_skill; tsd->status.skill[cidx].lv = lv; @@ -2622,76 +2602,74 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) { //Skills with can't walk delay also stop normal attacking for that //duration when the attack connects. [Skotlex] - struct unit_data *ud = unit_bl2ud(src); + struct unit_data *ud = unit->bl2ud(src); if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) ud->attackabletime = tick + type; } + + shadow_flag = skill->check_shadowform(bl, damage, dmg.div_); if( !dmg.amotion ) { //Instant damage - if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) ) + if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag) status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. - if( !status_isdead(bl) && additional_effects ) + if( !status->isdead(bl) && additional_effects ) skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); if( damage > 0 ) //Counter status effects [Skotlex] skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); } // Hell Inferno burning status only starts if Fire part hits. if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) - sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); // Apply knock back chance in SC_TRIANGLESHOT skill. else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0; //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) - if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) { + if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) { int8 dir = -1; // default switch(skill_id) {//direction case MG_FIREWALL: case PR_SANCTUARY: case SC_TRIANGLESHOT: - case LG_OVERBRAND: case SR_KNUCKLEARROW: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: - dir = unit_getdir(bl);// backwards + dir = unit->getdir(bl);// backwards break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: - dir = rand()%8; + dir = rnd()%8; break; case WL_CRIMSONROCK: - dir = iMap->calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); + dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); + break; + case MC_CARTREVOLUTION: + dir = 6; // Official servers push target to the West break; } + + /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */ + if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 ) + dmg.blewcount = 25; + //blown-specific handling switch( skill_id ) { - case LG_OVERBRAND: - if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) ) { - short dir_x, dir_y; - dir_x = dirx[(dir+4)%8]; - dir_y = diry[(dir+4)%8]; - if( iMap->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) - skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag ); - } else - skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag ); + case LG_OVERBRAND_BRANDISH: + if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount ) + skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); break; case SR_KNUCKLEARROW: if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) { short dir_x, dir_y; dir_x = dirx[(dir+4)%8]; dir_y = diry[(dir+4)%8]; - if( iMap->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) + if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); } break; - case GN_WALLOFTHORN: - unit_stop_walking(bl,1); - skill->blown(dsrc,bl,dmg.blewcount,dir, 0x2 ); - clif->fixpos(bl); - break; default: skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 ); if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ @@ -2704,12 +2682,19 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } //Delayed damage must be dealt after the knockback (it needs to know actual position of target) - if (dmg.amotion) - battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects); + if (dmg.amotion){ + if( shadow_flag ){ + if( !status->isdead(bl) && additional_effects ) + skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); + if( dmg.flag > ATK_BLOCK ) + skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); + }else + battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects); + } if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) { struct status_change_entry *sce = sc->data[SC_DEVOTION]; - struct block_list *d_bl = iMap->id2bl(sce->val1); + struct block_list *d_bl = map->id2bl(sce->val1); if( d_bl && ( (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || @@ -2717,12 +2702,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds ) && check_distance_bl(bl, d_bl, sce->val3) ) { if(!rmdamage){ - clif->damage(d_bl,d_bl, iTimer->gettick(), 0, 0, damage, 0, 0, 0); + clif->damage(d_bl,d_bl, 0, 0, damage, 0, 0, 0); status_fix_damage(NULL,d_bl, damage, 0); } else{ //Reflected magics are done directly on the target not on paladin //This check is only for magical skill. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage - clif->damage(bl,bl, iTimer->gettick(), 0, 0, damage, 0, 0, 0); + clif->damage(bl,bl, 0, 0, damage, 0, 0, 0); status_fix_damage(bl,bl, damage, 0); } } @@ -2736,11 +2721,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if(damage > 0 && !(tstatus->mode&MD_BOSS)) { if( skill_id == RG_INTIMIDATE ) { int rate = 50 + skill_lv * 5; - rate = rate + (status_get_lv(src) - status_get_lv(bl)); + rate = rate + (status->get_lv(src) - status->get_lv(bl)); if(rnd()%100 < rate) skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); } else if( skill_id == SC_FATALMENACE ) - skill->addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag); + skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag); } if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) @@ -2761,17 +2746,18 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds * Post-damage effects **/ switch( skill_id ) { - case RK_CRUSHSTRIKE: - skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon. - break; - case GC_VENOMPRESSURE: { - struct status_change *ssc = status_get_sc(src); - if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { - sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1)); - status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } + case GC_VENOMPRESSURE: + { + struct status_change *ssc = status->get_sc(src); + if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { + short rate = 100; + if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5; + sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + status_change_end(src,SC_POISONINGWEAPON,-1); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } + } break; case WM_METALICSOUND: status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10))); @@ -2784,52 +2770,49 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds skill->onskillusage(sd, bl, skill_id, tick); } - if (!(flag&2) && - ( - skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT - ) && - (sc = status_get_sc(src)) && - sc->data[SC_DOUBLECASTING] && - rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2) - { -// skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); + if (!(flag&2) + && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) + && (sc = status->get_sc(src)) + && sc->data[SC_DOUBLECASTING] + && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2 + ) { + //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); } - iMap->freeblock_unlock(); + map->freeblock_unlock(); - return damage; + return (int)cap_value(damage,INT_MIN,INT_MAX); } /*========================================== - * sub fonction for recursive skill call. - * Checking bl battle flag and display dammage + * sub function for recursive skill call. + * Checking bl battle flag and display damage * then call func with source,target,skill_id,skill_lv,tick,flag *------------------------------------------*/ -typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); -int skill_area_sub (struct block_list *bl, va_list ap) { +int skill_area_sub(struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; int flag; - unsigned int tick; + int64 tick; SkillFunc func; nullpo_ret(bl); - src=va_arg(ap,struct block_list *); - skill_id=va_arg(ap,int); - skill_lv=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - flag=va_arg(ap,int); - func=va_arg(ap,SkillFunc); + src = va_arg(ap,struct block_list *); + skill_id = va_arg(ap,int); + skill_lv = va_arg(ap,int); + tick = va_arg(ap,int64); + flag = va_arg(ap,int); + func = va_arg(ap,SkillFunc); if(battle->check_target(src,bl,flag) > 0) { // several splash skills need this initial dummy packet to display correctly - if (flag&SD_PREAMBLE && skill_area_temp[2] == 0) + if (flag&SD_PREAMBLE && skill->area_temp[2] == 0) clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if (flag&(SD_SPLASH|SD_PREAMBLE)) - skill_area_temp[2]++; + skill->area_temp[2]++; return func(src,bl,skill_id,skill_lv,tick,flag); } @@ -2837,26 +2820,27 @@ int skill_area_sub (struct block_list *bl, va_list ap) { } int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { - struct skill_unit *unit; + struct skill_unit *su; uint16 skill_id,g_skill_id; - unit = (struct skill_unit *)bl; + su = (struct skill_unit *)bl; if(bl->prev == NULL || bl->type != BL_SKILL) return 0; - if(!unit->alive) + if(!su->alive) return 0; skill_id = va_arg(ap,int); - g_skill_id = unit->group->skill_id; + g_skill_id = su->group->skill_id; switch (skill_id) { case MH_STEINWAND: case MG_SAFETYWALL: case AL_PNEUMA: case SC_MAELSTROM: - if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM) + case SO_ELEMENTAL_SHIELD: + if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD) return 0; break; case AL_WARP: @@ -2885,6 +2869,8 @@ int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { case RA_ICEBOUNDTRAP: case SC_DIMENSIONDOOR: case SC_BLOODYLUST: + case SC_CHAOSPANIC: + case GN_HELLS_PLANT: //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) return 0; @@ -2908,7 +2894,7 @@ int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id } range += layout_type; - return iMap->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); + return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); } int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { @@ -2919,7 +2905,7 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { skill_id = va_arg(ap,int); - if( status_isdead(bl) && skill_id != AL_WARP ) + if( status->isdead(bl) && skill_id != AL_WARP ) return 0; if( skill_id == HP_BASILICA && bl->type == BL_PC ) @@ -2937,6 +2923,12 @@ int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_i case WZ_ICEWALL: range = 2; break; + case SC_MANHOLE: + range = 0; + break; + case GN_HELLS_PLANT: + range = 0; + break; default: { int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { @@ -2955,27 +2947,9 @@ int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_i else type = BL_PC; - return iMap->foreachinarea(skill->check_unit_range2_sub, bl->m, - x - range, y - range, x + range, y + range, - type, skill_id); -} - -int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex) -{ - if(id == sd->bl.id && battle_config.guild_aura&16) - return 0; // Do not affect guild leader - - if (sd->sc.data[SC_GUILDAURA]) { - struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA]; - if( sce->val3 != strvit || sce->val4 != agidex ) { - sce->val3 = strvit; - sce->val4 = agidex; - status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA)); - } - return 0; - } - sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000); - return 1; + return map->foreachinarea(skill->check_unit_range2_sub, bl->m, + x - range, y - range, x + range, y + range, + type, skill_id); } /*========================================== @@ -2985,7 +2959,7 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) *------------------------------------------*/ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) { - struct status_data *status; + struct status_data *st; struct map_session_data *sd = NULL; int i, hp, sp, hp_rate, sp_rate, state, mhp; uint16 idx; @@ -2995,39 +2969,38 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, return 0; nullpo_ret(bl); - switch( bl->type ) - { + switch( bl->type ) { case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; case BL_MER: sd = ((TBL_MER*)bl)->master; break; } - status = status_get_status_data(bl); + st = status->get_status_data(bl); if( (idx = skill->get_index(skill_id)) == 0 ) return 0; - // Requeriments + // Requirements for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { - itemid[i] = skill_db[idx].itemid[i]; - amount[i] = skill_db[idx].amount[i]; - } - hp = skill_db[idx].hp[lv-1]; - sp = skill_db[idx].sp[lv-1]; - hp_rate = skill_db[idx].hp_rate[lv-1]; - sp_rate = skill_db[idx].sp_rate[lv-1]; - state = skill_db[idx].state; - if( (mhp = skill_db[idx].mhp[lv-1]) > 0 ) - hp += (status->max_hp * mhp) / 100; + itemid[i] = skill->db[idx].itemid[i]; + amount[i] = skill->db[idx].amount[i]; + } + hp = skill->db[idx].hp[lv-1]; + sp = skill->db[idx].sp[lv-1]; + hp_rate = skill->db[idx].hp_rate[lv-1]; + sp_rate = skill->db[idx].sp_rate[lv-1]; + state = skill->db[idx].state; + if( (mhp = skill->db[idx].mhp[lv-1]) > 0 ) + hp += (st->max_hp * mhp) / 100; if( hp_rate > 0 ) - hp += (status->hp * hp_rate) / 100; + hp += (st->hp * hp_rate) / 100; else - hp += (status->max_hp * (-hp_rate)) / 100; + hp += (st->max_hp * (-hp_rate)) / 100; if( sp_rate > 0 ) - sp += (status->sp * sp_rate) / 100; + sp += (st->sp * sp_rate) / 100; else - sp += (status->max_sp * (-sp_rate)) / 100; + sp += (st->max_sp * (-sp_rate)) / 100; - if( bl->type == BL_HOM ) { // Intimacy Requeriments + if( bl->type == BL_HOM ) { // Intimacy Requirements struct homun_data *hd = BL_CAST(BL_HOM, bl); switch( skill_id ) { case HFLI_SBR44: @@ -3042,11 +3015,11 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, } if( !(type&2) ) { - if( hp > 0 && status->hp <= (unsigned int)hp ) { + if( hp > 0 && st->hp <= (unsigned int)hp ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); return 0; } - if( sp > 0 && status->sp <= (unsigned int)sp ) { + if( sp > 0 && st->sp <= (unsigned int)sp ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0); return 0; } @@ -3055,7 +3028,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, if( !type ) switch( state ) { case ST_MOVE_ENABLE: - if( !unit_can_move(bl) ) { + if( !unit->can_move(bl) ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } @@ -3065,22 +3038,20 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, return 1; // Check item existences - for( i = 0; i < ARRAYLENGTH(itemid); i++ ) - { - index[i] = -1; - if( itemid[i] < 1 ) continue; // No item + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + index[i] = INDEX_NOT_FOUND; + if (itemid[i] < 1) continue; // No item index[i] = pc->search_inventory(sd, itemid[i]); - if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] ) - { + if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16)); return 0; } } // Consume items - for( i = 0; i < ARRAYLENGTH(itemid); i++ ) - { - if( index[i] >= 0 ) pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + if (index[i] != INDEX_NOT_FOUND) + pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); } if( type&2 ) @@ -3095,16 +3066,16 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, /*========================================== * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~ *------------------------------------------*/ -int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) { +int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { return 1; } /*========================================== * *------------------------------------------*/ -int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { - struct block_list *src = iMap->id2bl(id),*target; - struct unit_data *ud = unit_bl2ud(src); +int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { + struct block_list *src = map->id2bl(id),*target; + struct unit_data *ud = unit->bl2ud(src); struct skill_timerskill *skl; int range; @@ -3118,7 +3089,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { if(src->prev == NULL) break; // Source not on Map if(skl->target_id) { - target = iMap->id2bl(skl->target_id); + target = map->id2bl(skl->target_id); if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) ) target = src; //Required since it has to warp. if(target == NULL) @@ -3127,42 +3098,61 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { break; // Target not on Map if(src->m != target->m) break; // Different Maps - if(status_isdead(src)) - break; // Caster is Dead - if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) + if(status->isdead(src)){ + // Exceptions + switch(skl->skill_id){ + case WL_CHAINLIGHTNING_ATK: + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + break; + default: + continue; // Caster is Dead + } + } + if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch(skl->skill_id) { case RG_INTIMIDATE: - if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { + if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { short x,y; - iMap->search_freecell(src, 0, &x, &y, 1, 1, 0); - if (target != src && !status_isdead(target)) - unit_warp(target, -1, x, y, CLR_TELEPORT); + map->search_freecell(src, 0, &x, &y, 1, 1, 0); + if (target != src && !status->isdead(target)) + unit->warp(target, -1, x, y, CLR_TELEPORT); } break; case BA_FROSTJOKER: case DC_SCREAM: range= skill->get_splash(skl->skill_id, skl->skill_lv); - iMap->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range, - skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); + map->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range, + skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); + break; + case KN_AUTOCOUNTER: + clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); break; case NPC_EARTHQUAKE: if( skl->type > 1 ) skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - skill_area_temp[0] = iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); - skill_area_temp[1] = src->id; - skill_area_temp[2] = 0; - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); + skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + skill->area_temp[1] = src->id; + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); break; case WZ_WATERBALL: skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if (!status_isdead(target)) + if (!status->isdead(target)) skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) { + if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) { skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); } else { - struct status_change *sc = status_get_sc(src); + struct status_change *sc = status->get_sc(src); if(sc) { if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && @@ -3185,7 +3175,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... if( nbl == NULL) skl->x++; - else + else skl->x = 0; skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); @@ -3197,25 +3187,25 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1); - skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); + skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if( skl->type == 4 ){ + if( skl->type == 4 ){ const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used. int rate = skl->y, index = skl->x-1; - sc_start2(target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index)); + sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); } break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: - skill->castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets + skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL); break; case SC_FATALMENACE: if( src == target ) // Casters Part - unit_warp(src, -1, skl->x, skl->y, 3); + unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT); else { // Target's Part short x = skl->x, y = skl->y; - iMap->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); - unit_warp(target,-1,x,y,3); + map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); + unit->warp(target,-1,x,y,CLR_TELEPORT); } break; case LG_MOONSLASHER: @@ -3229,38 +3219,55 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { } } break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND_PLUSATK: case SR_KNUCKLEARROW: skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); break; case GN_SPORE_EXPLOSION: - iMap->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, - src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, + src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id); break; - case SR_FLASHCOMBO_ATK_STEP1: - case SR_FLASHCOMBO_ATK_STEP2: - case SR_FLASHCOMBO_ATK_STEP3: - case SR_FLASHCOMBO_ATK_STEP4: - if( src->type == BL_PC ) { - struct map_session_data *sd = NULL; - const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW}; - if( (sd = ((TBL_PC*)src)) ){ - uint16 cid = combos[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]; - skill->castend_damage_id(src, target, cid, pc->checkskill(sd, cid), tick, 0); - } + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + { + struct map_session_data *sd = NULL; + + if( src->type == BL_PC && (sd = ((TBL_PC*)src)) ) { + if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) + break; + + skill->castend_damage_id(src, target, skl->skill_id, pc->checkskill(sd, skl->skill_id), tick, 0); + } + break; + } + case SC_ESCAPE: + if( skl->type < 4+skl->skill_lv ){ + clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5); + skill->blown(src,src,1,unit->getdir(src),0); + skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0); } break; + case RK_HUNDREDSPEAR: + if(src->type == BL_PC) { + int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG); + if(skill_lv > 0) + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag); + } else + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag); + break; case CH_PALMSTRIKE: - { - struct status_change* tsc = status_get_sc(target); - struct status_change* sc = status_get_sc(src); - if( ( tsc && tsc->option&OPTION_HIDE ) || - ( sc && sc->option&OPTION_HIDE ) ){ - skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); - break; - } + { + struct status_change* tsc = status->get_sc(target); + struct status_change* sc = status->get_sc(src); + if( (tsc && tsc->option&OPTION_HIDE) + || (sc && sc->option&OPTION_HIDE) + ) { + skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); + break; } + } default: skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; @@ -3272,48 +3279,56 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { case WZ_METEOR: if( skl->type >= 0 ) { int x = skl->type>>16, y = skl->type&0xFFFF; - if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) + if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); - if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } - else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); break; - case GN_CRAZYWEED_ATK: { - int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv); - iMap->foreachinarea(skill->cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src); - } + // fall through ... case WL_EARTHSTRAIN: skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); break; - + case LG_OVERBRAND_BRANDISH: + skill->area_temp[1] = 0; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR, + skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY); + break; + case GN_CRAZYWEED: + if( skl->type >= 0 ) { + int x = skl->type>>16, y = skl->type&0xFFFF; + if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + skill->castend_pos2(src, x, y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag); + } else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + skill->castend_pos2(src, skl->x, skl->y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag); + break; } } } while (0); //Free skl now that it is no longer needed. - ers_free(skill_timer_ers, skl); + ers_free(skill->timer_ers, skl); return 0; } /*========================================== * *------------------------------------------*/ -int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) -{ +int skill_addtimerskill(struct block_list *src, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) { int i; struct unit_data *ud; nullpo_retr(1, src); if (src->prev == NULL) return 0; - ud = unit_bl2ud(src); + ud = unit->bl2ud(src); nullpo_retr(1, ud); ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); if( i == MAX_SKILLTIMERSKILL ) return 1; - ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill); - ud->skilltimerskill[i]->timer = iTimer->add_timer(tick, skill->timerskill, src->id, i); + ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill); + ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i); ud->skilltimerskill[i]->src_id = src->id; ud->skilltimerskill[i]->target_id = target; ud->skilltimerskill[i]->skill_id = skill_id; @@ -3334,26 +3349,40 @@ int skill_cleartimerskill (struct block_list *src) int i; struct unit_data *ud; nullpo_ret(src); - ud = unit_bl2ud(src); + ud = unit->bl2ud(src); nullpo_ret(ud); for(i=0;i<MAX_SKILLTIMERSKILL;i++) { if(ud->skilltimerskill[i]) { - iTimer->delete_timer(ud->skilltimerskill[i]->timer, skill->timerskill); - ers_free(skill_timer_ers, ud->skilltimerskill[i]); + switch(ud->skilltimerskill[i]->skill_id){ + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + continue; + } + timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill); + ers_free(skill->timer_ers, ud->skilltimerskill[i]); ud->skilltimerskill[i]=NULL; } } return 1; } -int skill_activate_reverbetion( struct block_list *bl, va_list ap) { +int skill_activate_reverberation(struct block_list *bl, va_list ap) { struct skill_unit *su = (TBL_SKILL*)bl; struct skill_unit_group *sg; if( bl->type != BL_SKILL ) return 0; - if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) { - iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, iTimer->gettick()); - su->limit=DIFF_TICK(iTimer->gettick(),sg->tick); + if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) { + int64 tick = timer->gettick(); + clif->changetraplook(bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick); + su->limit = DIFF_TICK32(tick,sg->tick)+1500; sg->unit_id = UNT_USED_TRAPS; } return 0; @@ -3364,7 +3393,7 @@ int skill_reveal_trap (struct block_list *bl, va_list ap) { if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] //clif->changetraplook(bl, su->group->unit_id); - clif->skill_setunit(su); + clif->getareachar_skillunit(&su->bl,su,AREA); return 1; } return 0; @@ -3374,8 +3403,7 @@ int skill_reveal_trap (struct block_list *bl, va_list ap) { * * *------------------------------------------*/ -int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) -{ +int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct map_session_data *sd = NULL; struct status_data *tstatus; struct status_change *sc; @@ -3393,25 +3421,25 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint sd = BL_CAST(BL_PC, src); - if (status_isdead(bl)) + if (status->isdead(bl)) return 1; - if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) { - //GTB makes all targetted magic display miss with a single bolt. - sc_type sct = status_skill2sc(skill_id); + if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { + //GTB makes all targeted magic display miss with a single bolt. + sc_type sct = status->skill2sc(skill_id); if(sct != SC_NONE) status_change_end(bl, sct, INVALID_TIMER); clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); return 1; } - sc = status_get_sc(src); + sc = status->get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded - tstatus = status_get_status_data(bl); + tstatus = status->get_status_data(bl); - iMap->freeblock_lock(); + map->freeblock_lock(); switch(skill_id) { case MER_CRASH: @@ -3480,7 +3508,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case WS_CARTTERMINATION: // Cart Termination case AS_VENOMKNIFE: case HT_PHANTASMIC: - case HT_POWER: case TK_DOWNKICK: case TK_COUNTER: case GS_CHAINACTION: @@ -3503,9 +3530,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_CRITICALWOUND: case NPC_HELLPOWER: case RK_SONICWAVE: - case RK_HUNDREDSPEAR: case RK_STORMBLAST: - case RK_CRUSHSTRIKE: case AB_DUPLELIGHT_MELEE: case RA_AIMEDBOLT: case NC_AXEBOOMERANG: @@ -3525,10 +3550,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case SR_GENTLETOUCH_QUIET: case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: + case GN_CRAZYWEED_ATK: case GN_SLINGITEM_RANGEMELEEATK: case KO_JYUMONJIKIRI: case KO_SETSUDAN: case GC_DARKCROW: + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; @@ -3537,9 +3565,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint **/ case NC_BOOSTKNUCKLE: case NC_PILEBUNKER: - case NC_VULCANARM: case NC_COLDSLOWER: - case NC_ARMSCANNON: if (sd) pc->overheat(sd,1); case RK_WINDCUTTER: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); @@ -3555,46 +3581,46 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case 5: flag |= BREAK_NECK; break; } //TODO: is there really no cleaner way to do this? - sc = status_get_sc(bl); + sc = status->get_sc(bl); if (sc) sc->jb_flag = flag; skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case MO_COMBOFINISH: - if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) - { //Becomes a splash attack when Soul Linked. - iMap->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); + if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { + //Becomes a splash attack when Soul Linked. + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); } else skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case TK_STORMKICK: // Taekwon kicks [Dralnu] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill_area_temp[1] = 0; - iMap->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + skill->area_temp[1] = 0; + map->foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; case KN_CHARGEATK: { - bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); + bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); unsigned int dist = distance_bl(src, bl); - uint8 dir = iMap->calc_dir(bl, src->x, src->y); + uint8 dir = map->calc_dir(bl, src->x, src->y); // teleport to target (if not on WoE grounds) - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) ) + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) ) clif->slide(src, bl->x, bl->y); // cause damage and knockback if the path to target was a straight one - if( path ) { + if( path_exists ) { skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); skill->blown(src, bl, dist, dir, 0); //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, // make the caster look in the direction of the target - unit_setdir(src, (dir+4)%8); + unit->setdir(src, (dir+4)%8); } } @@ -3608,10 +3634,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case LG_CANNONSPEAR: //It won't shoot through walls since on castend there has to be a direct //line of sight between caster and target. - skill_area_temp[1] = bl->id; - iMap->foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + skill->area_temp[1] = bl->id; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); break; case NPC_ACIDBREATH: @@ -3619,10 +3645,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: - skill_area_temp[1] = bl->id; - iMap->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + skill->area_temp[1] = bl->id; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); break; case MO_INVESTIGATE: @@ -3632,12 +3658,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case RG_BACKSTAP: { - uint8 dir = iMap->calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); - if ((!check_distance_bl(src, bl, 0) && !iMap->check_dir(dir, t_dir)) || bl->type == BL_SKILL) { + uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl); + if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) { status_change_end(src, SC_HIDING, INVALID_TIMER); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] - unit_setdir(bl,dir); + unit->setdir(bl,dir); } else if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -3668,43 +3694,46 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if( skill_id == MO_EXTREMITYFIST ) - { + if( skill_id == MO_EXTREMITYFIST ) { mbl = src; i = 3; // for Asura(from caster) - status_set_sp(src, 0, 0); + status->set_sp(src, 0, 0); status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - #ifdef RENEWAL - sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - #endif - }else{ +#ifdef RENEWAL + sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); +#endif // RENEWAL + } else { status_change_end(src, SC_NJ_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); - status_set_hp(src, - #ifdef RENEWAL - max(status_get_max_hp(src)/100, 1) - #else - 1 - #endif - , 0); +#ifdef RENEWAL + status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0); +#else // not RENEWAL + status->set_hp(src, 1, 0); +#endif // RENEWAL } - dir = iMap->calc_dir(src,bl->x,bl->y); + dir = map->calc_dir(src,bl->x,bl->y); if( dir > 0 && dir < 4) x = -i; else if( dir > 4 ) x = i; else x = 0; if( dir > 2 && dir < 6 ) y = -i; else if( dir == 7 || dir < 2 ) y = i; else y = 0; - if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG - unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) { + if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG + && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) + ) { clif->slide(src, src->x, src->y); - //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett] - //clif->fixpos(src); + clif->fixpos(src); + clif->spiritball(src); } } break; + case HT_POWER: + if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + //Splash attack skills. case AS_GRIMTOOTH: case MC_CARTREVOLUTION: @@ -3737,6 +3766,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case WL_JACKFROST: case RA_ARROWSTORM: case RA_WUGDASH: + case NC_VULCANARM: + case NC_ARMSCANNON: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case GC_ROLLINGCUTTER: @@ -3748,9 +3779,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case SR_SKYNETBLOW: case SR_WINDMILL: case SR_RIDEINLIGHTNING: - case WM_SOUND_OF_DESTRUCTION: - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: + case WM_REVERBERATION: case SO_VARETYR_SPEAR: case GN_CART_TORNADO: case GN_CARTCANNON: @@ -3758,20 +3787,22 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case KO_HUUMARANKA: case KO_MUCHANAGE: case KO_BAKURETSU: + case GN_ILLUSIONDOPING: + case MH_XENO_SLASHER: if( flag&1 ) {//Recursive invocation - // skill_area_temp[0] holds number of targets in area - // skill_area_temp[1] holds the id of the original target - // skill_area_temp[2] counts how many targets have already been processed - int sflag = skill_area_temp[0] & 0xFFF, heal; + // skill->area_temp[0] holds number of targets in area + // skill->area_temp[1] holds the id of the original target + // skill->area_temp[2] counts how many targets have already been processed + int sflag = skill->area_temp[0] & 0xFFF, heal; if( flag&SD_LEVEL ) sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level - if( (skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) + if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src,heal,0,0); + status->heal(src,heal,0,0); } } else { switch ( skill_id ) { @@ -3781,8 +3812,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case SR_TIGERCANNON: + case GC_COUNTERSLASH: + case GC_ROLLINGCUTTER: flag |= SD_ANIMATION; case LG_MOONSLASHER: + case MH_XENO_SLASHER: clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? @@ -3791,30 +3825,32 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; } - skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; - skill_area_temp[2] = 0; + skill->area_temp[0] = 0; + skill->area_temp[1] = bl->id; + skill->area_temp[2] = 0; if( skill_id == WL_CRIMSONROCK ) { - skill_area_temp[4] = bl->x; - skill_area_temp[5] = bl->y; + skill->area_temp[4] = bl->x; + skill->area_temp[5] = bl->y; } - if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC ) - skill_area_temp[1] = 0; + + if( skill_id == NC_VULCANARM ) + if (sd) pc->overheat(sd,1); + // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) - skill_area_temp[0] = iMap->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); // recursive invocation of skill->castend_damage_id() with flag|1 - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); } break; case KN_BRANDISHSPEAR: case ML_BRANDISH: //Coded apart for it needs the flag passed to the damage calculation. - if (skill_area_temp[1] != bl->id) + if (skill->area_temp[1] != bl->id) skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); else skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); @@ -3822,50 +3858,95 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case KN_BOWLINGBASH: case MS_BOWLINGBASH: - if(flag&1){ - if(bl->id==skill_area_temp[1]) - break; - //two hits for 500% - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); - } else { - int i,c; - c = skill->get_blewcount(skill_id,skill_lv); - // keep moving target in the direction that src is looking, square by square - for(i=0;i<c;i++){ - if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1)) - break; //Can't knockback - skill_area_temp[0] = iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); - if( skill_area_temp[0] > 1 ) break; // collision - } - clif->blown(bl); //Update target pos. - if (i!=c) { //Splash - skill_area_temp[1] = bl->id; - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + { + int min_x,max_x,min_y,max_y,i,c,dir,tx,ty; + // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount + c = (skill_lv-(flag&0xFFF)+1)/2; + // Determine the Bowling Bash area depending on configuration + if (battle_config.bowling_bash_area == 0) { + // Gutter line system + min_x = ((src->x)-c) - ((src->x)-c)%40; + if(min_x < 0) min_x = 0; + max_x = min_x + 39; + min_y = ((src->y)-c) - ((src->y)-c)%40; + if(min_y < 0) min_y = 0; + max_y = min_y + 39; + } else if (battle_config.bowling_bash_area == 1) { + // Gutter line system without demi gutter bug + min_x = src->x - (src->x)%40; + max_x = min_x + 39; + min_y = src->y - (src->y)%40; + max_y = min_y + 39; + } else { + // Area around caster + min_x = src->x - battle_config.bowling_bash_area; + max_x = src->x + battle_config.bowling_bash_area; + min_y = src->y - battle_config.bowling_bash_area; + max_y = src->y + battle_config.bowling_bash_area; + } + // Initialization, break checks, direction + if((flag&0xFFF) > 0) { + // Ignore monsters outside area + if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y) + break; + // Ignore monsters already in list + if(idb_exists(skill->bowling_db, bl->id)) + break; + // Random direction + dir = rnd()%8; + } else { + // Create an empty list of already hit targets + db_clear(skill->bowling_db); + // Direction is walkpath + dir = (unit->getdir(src)+4)%8; + } + // Add current target to the list of already hit targets + idb_put(skill->bowling_db, bl->id, bl); + // Keep moving target in direction square by square + tx = bl->x; + ty = bl->y; + for(i=0;i<c;i++) { + // Target coordinates (get changed even if knockback fails) + tx -= dirx[dir]; + ty -= diry[dir]; + // If target cell is a wall then break + if(map->getcell(bl->m,tx,ty,CELL_CHKWALL)) + break; + skill_blown(src,bl,1,dir,0); + // Splash around target cell, but only cells inside area; we first have to check the area is not negative + if((max(min_x,tx-1) <= min(max_x,tx+1)) && + (max(min_y,ty-1) <= min(max_y,ty+1)) && + (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) { + // Recursive call + map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id); + // Self-collision + if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); + break; + } } - //Weirdo dual-hit property, two attacks for 500% - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); + // Original hit or chain hit depending on flag + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); } break; case KN_SPEARSTAB: if(flag&1) { - if (bl->id==skill_area_temp[1]) + if (bl->id==skill->area_temp[1]) break; if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) - skill->blown(src,bl,skill_area_temp[2],-1,0); + skill->blown(src,bl,skill->area_temp[2],-1,0); } else { int x=bl->x,y=bl->y,i,dir; - dir = iMap->calc_dir(bl,src->x,src->y); - skill_area_temp[1] = bl->id; - skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv); + dir = map->calc_dir(bl,src->x,src->y); + skill->area_temp[1] = bl->id; + skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv); // all the enemies between the caster and the target are hit, as well as the target if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) - skill->blown(src,bl,skill_area_temp[2],-1,0); + skill->blown(src,bl,skill->area_temp[2],-1,0); for (i=0;i<4;i++) { - iMap->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv, + tick,flag|BCT_ENEMY|1,skill->castend_damage_id); x += dirx[dir]; y += diry[dir]; } @@ -3875,17 +3956,17 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case TK_TURNKICK: case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] { - skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. + skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) - iMap->foreachinrange(skill->area_sub,bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, - skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub,bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, + skill->castend_nodamage_id); } break; case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] // clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ - clif->damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. + clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; @@ -3925,7 +4006,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_MAGICALATTACK: skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case HVAN_CAPRICE: //[blackhole89] @@ -3948,10 +4029,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint int maxlv = skill->get_max(skill_id); // learnable level int count = 0; int x, y; - struct skill_unit* unit; + struct skill_unit *su; - if( skill_lv > maxlv ) - { + if( skill_lv > maxlv ) { if( src->type == BL_MOB && skill_lv == 10 ) range = 4; else @@ -3959,16 +4039,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint } for( y = src->y - range; y <= src->y + range; ++y ) - for( x = src->x - range; x <= src->x + range; ++x ) - { - if( !iMap->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) - { - if( src->type != BL_PC || iMap->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement + for( x = src->x - range; x <= src->x + range; ++x ) { + if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { + if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement count++; // natural water cell - else if( (unit = iMap->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = iMap->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) - { + else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL + || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { count++; // skill-induced water cell - skill->delunit(unit); // consume cell + skill->delunit(su); // consume cell } } } @@ -3990,7 +4068,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case SL_STIN: case SL_STUN: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -4017,18 +4095,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint * Rune Knight **/ case RK_DRAGONBREATH_WATER: - case RK_DRAGONBREATH: { - struct status_change *tsc = NULL; - if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - } else - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - } + case RK_DRAGONBREATH: + { + struct status_change *tsc = NULL; + if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + } else + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + } break; - case NPC_SELFDESTRUCTION: { struct status_change *tsc = NULL; - if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] ) + if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] ) break; } case HVAN_EXPLOSION: @@ -4036,7 +4114,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; - // Celest + // [Celest] case PF_SOULBURN: if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -4053,14 +4131,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: - { - int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, - src, src, bl, skill_id, skill_lv, tick, flag); - if (heal > 0){ - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src, heal, 0, 0); - } + { + int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, + src, src, bl, skill_id, skill_lv, tick, flag); + if (heal > 0){ + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status->heal(src, heal, 0, 0); } + } break; case GS_BULLSEYE: @@ -4069,32 +4147,47 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NJ_KASUMIKIRI: if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) - sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case NJ_KIRIKAGE: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) - { //You don't move on GVG grounds. + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { + //You don't move on GVG grounds. short x, y; - iMap->search_freecell(bl, 0, &x, &y, 1, 1, 0); - if (unit_movepos(src, x, y, 0, 0)) + map->search_freecell(bl, 0, &x, &y, 1, 1, 0); + if (unit->movepos(src, x, y, 0, 0)) clif->slide(src,src->x,src->y); } status_change_end(src, SC_HIDING, INVALID_TIMER); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; + case RK_HUNDREDSPEAR: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if(rnd()%100 < (10 + 3*skill_lv)) { + if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) + break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. + skill->blown(src,bl,6,-1,0); + skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); + skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + } + break; case RK_PHANTOMTHRUST: - unit_setdir(src,iMap->calc_dir(src, bl->x, bl->y)); + { + struct map_session_data *tsd = BL_CAST(BL_PC, bl); + unit->setdir(src,map->calc_dir(src, bl->x, bl->y)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0); - if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) + skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); + if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. + ; // No damage to Members + else skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } break; case GC_DARKILLUSION: { short x, y; - short dir = iMap->calc_dir(src,bl->x,bl->y); + short dir = map->calc_dir(src,bl->x,bl->y); if( dir > 0 && dir < 4) x = 2; else if( dir > 4 ) x = -2; @@ -4103,10 +4196,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint else if( dir == 7 || dir < 2 ) y = -2; else y = 0; - if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) + if( unit->movepos(src, bl->x+x, bl->y+y, 1, 1) ) { clif->slide(src,bl->x+x,bl->y+y); - clif->fixpos(src); // the official server send these two packts. + clif->fixpos(src); // the official server send these two packets. skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if( rnd()%100 < 4 * skill_lv ) skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag); @@ -4132,9 +4225,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case GC_PHANTOMMENACE: - if( flag&1 ) - { // Only Hits Invisible Targets - struct status_change *tsc = status_get_sc(bl); + if( flag&1 ) { + // Only Hits Invisible Targets + struct status_change *tsc = status->get_sc(bl); if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } @@ -4144,27 +4237,26 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; case WL_DRAINLIFE: - { - int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - int rate = 70 + 5 * skill_lv; + { + int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + int rate = 70 + 5 * skill_lv; - heal = heal * (5 + 5 * skill_lv) / 100; + heal = heal * (5 + 5 * skill_lv) / 100; - if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP - heal = 0; // Don't absorb heal from Ice Walls or other skill units. + if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP + heal = 0; // Don't absorb heal from Ice Walls or other skill units. - if( heal && rnd()%100 < rate ) - { - status_heal(src, heal, 0, 0); - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - } + if( heal && rnd()%100 < rate ) { + status->heal(src, heal, 0, 0); + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); } + } break; case WL_TETRAVORTEX: if( sc ){ int i = SC_SUMMON5, x = 0; - int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}}; + int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}}; for(; i >= SC_SUMMON1; i--){ if( sc->data[i] ){ int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0; @@ -4173,7 +4265,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint types[x][1] = 25; // 25% each for equal sharing if( x == 3 ){ x = 0; - sc_index = types[rand()%4][0]; + sc_index = types[rnd()%4][0]; for(; x < 4; x++) if(types[x][0] == sc_index) rate += types[x][1]; @@ -4194,7 +4286,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->toggle_magicpower(src, skill_id); // Priority is to release SpellBook if( sc && sc->data[SC_READING_SB] ) { // SpellBook - uint16 skill_id, skill_lv, point, s = 0; + uint16 spell_skill_id, spell_skill_lv, point, s = 0; int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1]; for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released @@ -4203,10 +4295,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint if ( s == 0 ) break; - i = spell[s==1?0:rand()%s];// Random select of spell to be released. + i = spell[s==1?0:rnd()%s];// Random select of spell to be released. if( s && sc->data[i] ){// Now extract the data from the preserved spell - skill_id = sc->data[i]->val1; - skill_lv = sc->data[i]->val2; + spell_skill_id = sc->data[i]->val1; + spell_skill_lv = sc->data[i]->val2; point = sc->data[i]->val3; status_change_end(src, (sc_type)i, INVALID_TIMER); }else //something went wrong :( @@ -4217,36 +4309,35 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint else // Last spell to be released status_change_end(src, SC_READING_SB, INVALID_TIMER); - if( !skill->check_condition_castbegin(sd, skill_id, skill_lv) ) + if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) ) break; - switch( skill->get_casttype(skill_id) ) { + switch( skill->get_casttype(spell_skill_id) ) { case CAST_GROUND: - skill->castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0); + skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0); break; case CAST_NODAMAGE: - skill->castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0); + skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); break; case CAST_DAMAGE: - skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, 0); + skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); break; } - sd->ud.canact_tick = tick + skill->delay_fix(src, skill_id, skill_lv); - clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0); + sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv); + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0); - cooldown = skill_get_cooldown(skill_id, skill_lv); + cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { - if (sd->skillcooldown[i].id == skill_id){ + if (sd->skillcooldown[i].id == spell_skill_id){ cooldown += sd->skillcooldown[i].val; break; - } + } } if(cooldown) - skill->blockpc_start(sd, skill_id, cooldown, false); + skill->blockpc_start(sd, spell_skill_id, cooldown); }else if( sc ){ // Summon Balls - int i = SC_SUMMON5; - for(; i >= SC_SUMMON1; i--){ + for(i = SC_SUMMON5; i >= SC_SUMMON1; i--){ if( sc->data[i] ){ int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE); skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag); @@ -4260,7 +4351,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case WL_FROSTMISTY: // Doesn't deal damage through non-shootable walls. - if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); break; case WL_HELLINFERNO: @@ -4271,9 +4362,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint if( sd && pc_isridingwug(sd) ){ short x[8]={0,-1,-1,-1,0,1,1,1}; short y[8]={1,1,0,-1,-1,-1,0,1}; - uint8 dir = iMap->calc_dir(bl, src->x, src->y); + uint8 dir = map->calc_dir(bl, src->x, src->y); - if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) + if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) { clif->slide(src, bl->x+x[dir], bl->y+y[dir]); clif->fixpos(src); @@ -4282,7 +4373,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; } case RA_WUGBITE: - if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); @@ -4291,91 +4382,78 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case RA_SENSITIVEKEEN: if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets - struct status_change * tsc = status_get_sc(bl); + struct status_change * tsc = status->get_sc(bl); if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } - } - else - { + } else { struct skill_unit *su = BL_CAST(BL_SKILL,bl); struct skill_unit_group* sg; - if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) - { - if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) - { + if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) { + if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; item_tmp.identify = 1; if( item_tmp.nameid ) - iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } skill->delunit(su); } } break; case NC_INFRAREDSCAN: - if( flag&1 ) - { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] - if( rnd()%100 < 50 ) - sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); + if( flag&1 ) { + //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] + sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. - } - else - { - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + } else { + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( sd ) pc->overheat(sd,1); } break; case NC_MAGNETICFIELD: - sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); break; case SC_FATALMENACE: if( flag&1 ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else - { + else { short x, y; - iMap->search_freecell(src, 0, &x, &y, -1, -1, 0); + map->search_freecell(src, 0, &x, &y, -1, -1, 0); // Destination area - skill_area_temp[4] = x; - skill_area_temp[5] = y; - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + skill->area_temp[4] = x; + skill->area_temp[5] = y; + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); } break; case LG_PINPOINTATTACK: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) clif->slide(src,bl->x,bl->y); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case LG_SHIELDSPELL: - // flag&1: Phisycal Attack, flag&2: Magic Attack. - skill->attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case LG_OVERBRAND: - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + if ( skill_lv == 1 ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else if ( skill_lv == 2 ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; - case LG_OVERBRAND_BRANDISH: - skill->addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL); - break; case SR_DRAGONCOMBO: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case SR_KNUCKLEARROW: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) { + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) { clif->slide(src,bl->x,bl->y); clif->fixpos(src); // Aegis send this packet too. } @@ -4393,9 +4471,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); @@ -4409,28 +4491,61 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } else{ - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - } + } break; - case SO_POISON_BUSTER: { - struct status_change *tsc = status_get_sc(bl); - if( tsc && tsc->data[SC_POISON] ) { - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - status_change_end(bl, SC_POISON, INVALID_TIMER); - } - else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } + case WM_SOUND_OF_DESTRUCTION: + { + struct status_change *tsc = status->get_sc(bl); + if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || + tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || + tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || + tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || + tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || + tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && + rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),8); + status_change_end(bl, SC_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + } + } + break; + + case SO_POISON_BUSTER: + { + struct status_change *tsc = status->get_sc(bl); + if( tsc && tsc->data[SC_POISON] ) { + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_POISON, INVALID_TIMER); + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + } break; case GN_SPORE_EXPLOSION: if( flag&1 ) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); else { clif->skill_nodamage(src, bl, skill_id, 0, 1); - skill->addtimerskill(src, iTimer->gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0); + skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); } break; @@ -4446,7 +4561,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( rnd()%100 < 30 ) - iMap->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); else skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); } @@ -4469,7 +4584,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( rnd()%100 < 30 ) - iMap->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); else skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); } @@ -4487,34 +4602,33 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ) { struct elemental_data *ele = BL_CAST(BL_ELEM,src); - struct status_change *sc = status_get_sc(&ele->bl); - struct status_change *tsc = status_get_sc(bl); - sc_type type = status_skill2sc(skill_id), type2; + struct status_change *esc = status->get_sc(&ele->bl); + struct status_change *tsc = status->get_sc(bl); + sc_type type = status->skill2sc(skill_id), type2; type2 = type-1; clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skill_id); + if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); } if( rnd()%100 < 50 ) skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); else { - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); } break; - //recursive homon skill + // Recursive homun skill case MH_MAGMA_FLOW: - case MH_XENO_SLASHER: case MH_HEILIGE_STANGE: if(flag & 1) skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); else { - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); } break; @@ -4523,7 +4637,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case MH_TINDER_BREAKER: - if (unit_movepos(src, bl->x, bl->y, 1, 1)) { + if (unit->movepos(src, bl->x, bl->y, 1, 1)) { #if PACKETVER >= 20111005 clif->snap(src, bl->x, bl->y); #else @@ -4531,21 +4645,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint #endif } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case 0:/* no skill - basic/normal attack */ if(sd) { if (flag & 3){ - if (bl->id != skill_area_temp[1]) + if (bl->id != skill->area_temp[1]) skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); } else { - skill_area_temp[1] = bl->id; - iMap->foreachinrange(skill->area_sub, bl, - sd->bonus.splash_range, BL_CHAR, - src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, - skill->castend_damage_id); + skill->area_temp[1] = bl->id; + map->foreachinrange(skill->area_sub, bl, + sd->bonus.splash_range, BL_CHAR, + src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, + skill->castend_damage_id); flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] } } @@ -4556,18 +4670,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, 0, abs(skill->get_num(skill_id, skill_lv)), skill_id, skill_lv, skill->get_hit(skill_id)); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - iMap->freeblock_unlock(); + map->freeblock_unlock(); if( sd && !(flag&1) ) {// ensure that the skill last-cast tick is recorded - sd->canskill_tick = iTimer->gettick(); + sd->canskill_tick = timer->gettick(); if( sd->state.arrow_atk ) {// consume arrow on last invocation to this skill. @@ -4584,8 +4698,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint /*========================================== * *------------------------------------------*/ -int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) -{ +int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { struct block_list *target, *src; struct map_session_data *sd; struct mob_data *md; @@ -4593,14 +4706,14 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) struct status_change *sc = NULL; int inf,inf2,flag = 0; - src = iMap->id2bl(id); + src = map->id2bl(id); if( src == NULL ) { ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); return 0;// not found } - ud = unit_bl2ud(src); + ud = unit->bl2ud(src); if( ud == NULL ) { ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); @@ -4615,7 +4728,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) return 0; } - if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel() + if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit->skillcastcancel() if( ud->skilltimer != tid ) { ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); ud->skilltimer = INVALID_TIMER; @@ -4634,13 +4747,13 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) if (ud->skilltarget == id) target = src; else - target = iMap->id2bl(ud->skilltarget); + target = map->id2bl(ud->skilltarget); // Use a do so that you can break out of it when the skill fails. do { if(!target || target->prev==NULL) break; - if(src->m != target->m || status_isdead(src)) break; + if(src->m != target->m || status->isdead(src)) break; switch (ud->skill_id) { //These should become skill_castend_pos @@ -4654,7 +4767,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) inf2 = skill->get_splash(ud->skill_id, ud->skill_lv); ud->skillx = target->x + inf2; ud->skilly = target->y + inf2; - if (inf2 && !iMap->random_dir(target, &ud->skillx, &ud->skilly)) { + if (inf2 && !map->random_dir(target, &ud->skillx, &ud->skilly)) { ud->skillx = target->x; ud->skilly = target->y; } @@ -4668,26 +4781,25 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } if(ud->skill_id == RG_BACKSTAP) { - uint8 dir = iMap->calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); - if(check_distance_bl(src, target, 0) || iMap->check_dir(dir,t_dir)) { + uint8 dir = map->calc_dir(src,target->x,target->y),t_dir = unit->getdir(target); + if(check_distance_bl(src, target, 0) || map->check_dir(dir,t_dir)) { break; } } if( ud->skill_id == PR_TURNUNDEAD ) { - struct status_data *tstatus = status_get_status_data(target); + struct status_data *tstatus = status->get_status_data(target); if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) break; } if( ud->skill_id == RA_WUGSTRIKE ){ - if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) + if( !path->search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) break; } - if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) - { - sc = status_get_sc(target); + if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) { + sc = status->get_sc(target); if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) ) { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0); @@ -4717,10 +4829,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) inf &= ~BCT_NEUTRAL; } - if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) { - clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0); - break; - } + if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) { + clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0); + break; + } if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB ) { @@ -4730,18 +4842,23 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) else if (inf && battle->check_target(src, target, inf) <= 0){ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; + } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { + if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) + break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] } - if(inf&BCT_ENEMY && (sc = status_get_sc(target)) && - sc->data[SC_FOGWALL] && - rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75% - if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); - break; + if( inf&BCT_ENEMY + && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL] + && rnd() % 100 < 75 + ) { + // Fogwall makes all offensive-type targeted skills fail at 75% + if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); + break; } } //Avoid doing double checks for instant-cast skills. - if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1)) + if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1)) break; if(md) { @@ -4769,7 +4886,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); } #ifdef OFFICIAL_WALKPATH - if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) + if( !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) break; #endif if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) @@ -4782,11 +4899,11 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH) - unit_stop_walking(src,1); + unit->stop_walking(src,1); if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] - if (sd) { //Cooldown application + ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); // Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] + if (sd) { // Cooldown application int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. if (sd->skillcooldown[i].id == ud->skill_id){ @@ -4795,7 +4912,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } } if(cooldown) - skill->blockpc_start(sd, ud->skill_id, cooldown, false); + skill->blockpc_start(sd, ud->skill_id, cooldown); } if( battle_config.display_status_timers && sd ) clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); @@ -4808,45 +4925,48 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: - if( (sc = status_get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) - { - const struct TimerData *timer = iTimer->get_timer(sc->data[SC_NOEQUIPSHIELD]->timer); - if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) + if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) { + const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer); + if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) break; } - sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); + sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); break; } } if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE) - unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); + unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", src->type, src->id, ud->skill_id, ud->skill_lv, target->id); - iMap->freeblock_lock(); + map->freeblock_lock(); // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill->toggle_magicpower(src, ud->skill_id); + + /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); + */ if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); else skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); - sc = status_get_sc(src); + sc = status->get_sc(src); if(sc && sc->count) { - if(sc->data[SC_SOULLINK] && - sc->data[SC_SOULLINK]->val2 == SL_WIZARD && - sc->data[SC_SOULLINK]->val3 == ud->skill_id && - ud->skill_id != WZ_WATERBALL) + if( sc->data[SC_SOULLINK] + && sc->data[SC_SOULLINK]->val2 == SL_WIZARD + && sc->data[SC_SOULLINK]->val3 == ud->skill_id + && ud->skill_id != WZ_WATERBALL + ) sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd ) - skill->blockpc_start(sd,BD_ADAPTATION,3000, false); + skill->blockpc_start(sd,BD_ADAPTATION,3000); } if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish] @@ -4857,39 +4977,39 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' ud->skill_lv = ud->skilltarget = 0; } - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } while(0); //Skill failed. - if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) - { //When Asura fails... (except when it fails from Fog of Wall) + if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { + //When Asura fails... (except when it fails from Fog of Wall) //Consume SP/spheres skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); - status_set_sp(src, 0, 0); + status->set_sp(src, 0, 0); sc = &sd->sc; if (sc->count) { //End states status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL - sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); + sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); #endif } - if (target && target->m == src->m) - { //Move character to target anyway. + if (target && target->m == src->m) { + //Move character to target anyway. int dir, x, y; - dir = iMap->calc_dir(src,target->x,target->y); + dir = map->calc_dir(src,target->x,target->y); if( dir > 0 && dir < 4) x = -2; else if( dir > 4 ) x = 2; else x = 0; if( dir > 2 && dir < 6 ) y = -2; else if( dir == 7 || dir < 2 ) y = 2; else y = 0; - if (unit_movepos(src, src->x+x, src->y+y, 1, 1)) + if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) { //Display movement + animation. clif->slide(src,src->x,src->y); - clif->skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5); + clif->spiritball(src); } clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); } @@ -4911,8 +5031,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) /*========================================== * *------------------------------------------*/ -int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) -{ +int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct homun_data *hd; @@ -4921,10 +5040,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui struct status_change *tsc; struct status_change_entry *tsce; - int i = 0; + int element = 0; enum sc_type type; - if(skill_id > 0 && !skill_lv) return 0; // celest + if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_retr(1, src); nullpo_retr(1, bl); @@ -4942,10 +5061,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if(bl->prev == NULL) return 1; - if(status_isdead(src)) + if(status->isdead(src)) return 1; - if( src != bl && status_isdead(bl) ) { + if( src != bl && status->isdead(bl) ) { /** * Skills that may be cast on dead targets **/ @@ -4960,41 +5079,94 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } } - tstatus = status_get_status_data(bl); - sstatus = status_get_status_data(src); + // Supportive skills that can't be cast in users with mado + if( sd && dstsd && pc_ismadogear(dstsd) ) { + switch( skill_id ) { + case AL_HEAL: + case AL_INCAGI: + case AL_DECAGI: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + return 0; + default: + break; + } + } + + tstatus = status->get_status_data(bl); + sstatus = status->get_status_data(src); //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { - case HLIF_HEAL: //[orn] + case HLIF_HEAL: // [orn] if (bl->type != BL_HOM) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; break ; } case AL_HEAL: - case ALL_RESURRECTION: - case PR_ASPERSIO: + /** * Arch Bishop **/ case AB_RENOVATIO: case AB_HIGHNESSHEAL: + case AL_INCAGI: + case ALL_RESURRECTION: + case PR_ASPERSIO: //Apparently only player casted skills can be offensive like this. - if (sd && battle->check_undead(tstatus->race,tstatus->def_ele)) { + if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) { if (battle->check_target(src, bl, BCT_ENEMY) < 1) { //Offensive heal does not works on non-enemies. [Skotlex] clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } - return skill->castend_damage_id (src, bl, skill_id, skill_lv, tick, flag); + return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); + } + break; + case SO_ELEMENTAL_SHIELD: + { + struct party_data *p; + short ret = 0; + int x0, y0, x1, y1, range, i; + + if(sd == NULL || !sd->ed) + break; + if((p = party->search(sd->status.party_id)) == NULL) + break; + + range = skill_get_splash(skill_id,skill_lv); + x0 = sd->bl.x - range; + y0 = sd->bl.y - range; + x1 = sd->bl.x + range; + y1 = sd->bl.y + range; + + elemental->delete(sd->ed,0); + + if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv)) + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); + for(i = 0; i < MAX_PARTY; i++) { + struct map_session_data *psd = p->data[i].sd; + if(!psd) + continue; + if(psd->bl.m != sd->bl.m || !psd->bl.prev) + continue; + if(range && (psd->bl.x < x0 || psd->bl.y < y0 || + psd->bl.x > x1 || psd->bl.y > y1)) + continue; + if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv)) + ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag); + } + return ret; } break; case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] - return skill->castend_damage_id (src, bl, skill_id, skill_lv, tick, flag); + return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); case MH_STEINWAND: { struct block_list *s_src = battle->get_master(src); short ret = 0; if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration - ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master if (hd) @@ -5012,9 +5184,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RK_FIGHTINGSPIRIT: case RK_ABUNDANCE: if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ - if( status_change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ + if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ skill->consume_requirement(sd,skill_id,skill_lv,2); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } } @@ -5025,19 +5197,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); } - type = status_skill2sc(skill_id); - tsc = status_get_sc(bl); + type = status->skill2sc(skill_id); + tsc = status->get_sc(bl); tsce = (tsc && type != -1)?tsc->data[type]:NULL; if (src!=bl && type > -1 && - (i = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && + (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && skill->get_inf(skill_id) != INF_SUPPORT_SKILL && - battle->attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0) + battle->attr_fix(NULL, NULL, 100, element, tstatus->def_ele, tstatus->ele_lv) <= 0) return 1; //Skills that cause an status should be blocked if the target element blocks its element. - iMap->freeblock_lock(); + map->freeblock_lock(); switch(skill_id) { - case HLIF_HEAL: //[orn] + case HLIF_HEAL: // [orn] case AL_HEAL: /** * Arch Bishop @@ -5046,13 +5218,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); int heal_get_jobexp; - //Highness Heal: starts at 1.5 boost + 0.5 for each level + //Highness Heal: starts at 1.7 boost + 0.3 for each level if( skill_id == AB_HIGHNESSHEAL ) { - heal = heal * ( 15 + 5 * skill_lv ) / 10; + heal = heal * ( 17 + 3 * skill_lv ) / 10; } - if( status_isimmune(bl) || - (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) || - (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal + if( status->isimmune(bl) || + (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) heal=0; if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) @@ -5071,13 +5242,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui dstsd = sd; } } - else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC__BLOODYLUST]) + else if (tsc->data[SC_BERSERK]) heal = 0; //Needed so that it actually displays 0 when healing. } clif->skill_nodamage (src, bl, skill_id, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) heal = ~heal + 1; - heal_get_jobexp = status_heal(bl,heal,0,0); + heal_get_jobexp = status->heal(bl,heal,0,0); if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; @@ -5094,45 +5265,45 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - skill_area_temp[0] = 0; - party_foreachsamemap(skill->area_sub, + skill->area_temp[0] = 0; + party->foreachsamemap(skill->area_sub, sd,skill->get_splash(skill_id, skill_lv), src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - if (skill_area_temp[0] == 0) { + if (skill->area_temp[0] == 0) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... - if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty - sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each. - sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill_area_temp[0] * 2/1000); + skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty... + if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty + sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each. + sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); } - status_set_hp(src, 1, 0); - status_set_sp(src, 0, 0); + status->set_hp(src, 1, 0); + status->set_sp(src, 0, 0); break; - } else if (status_isdead(bl) && flag&1) { //Revive - skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. + } else if (status->isdead(bl) && flag&1) { //Revive + skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skill_lv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; case ALL_RESURRECTION: - if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) - { //No reviving in WoE grounds! + if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) { + //No reviving in WoE grounds! clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if (!status_isdead(bl)) + if (!status->isdead(bl)) break; { int per = 0, sper = 0; if (tsc && tsc->data[SC_HELLPOWER]) break; - if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) + if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) break; switch(skill_lv){ @@ -5143,7 +5314,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } if(dstsd && dstsd->special_state.restart_full_recover) per = sper = 100; - if (status_revive(bl, per, sper)) + if (status->revive(bl, per, sper)) { clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. if(sd && dstsd && battle_config.resurrection_exp > 0) @@ -5166,17 +5337,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case AL_DECAGI: - case MER_DECAGI: clif->skill_nodamage (src, bl, skill_id, skill_lv, - sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, + /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ + ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); + break; + + case MER_DECAGI: + if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); break; case AL_CRUCIS: if (flag&1) - sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); else { - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; @@ -5186,19 +5364,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( tsce ) status_change_end(bl,type, INVALID_TIMER); else - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); break; case SA_ABRACADABRA: { - int abra_skill_id = 0, abra_skill_lv; + int abra_skill_id = 0, abra_skill_lv, abra_idx; do { - i = rnd() % MAX_SKILL_ABRA_DB; - abra_skill_id = skill_abra_db[i].skill_id; + abra_idx = rnd() % MAX_SKILL_ABRA_DB; + abra_skill_id = skill->abra_db[abra_idx].skill_id; } while (abra_skill_id == 0 || - skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear - rnd()%10000 >= skill_abra_db[i].per + skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill->abra_db[abra_idx].per ); abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -5212,14 +5390,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } else {// mob-casted - struct unit_data *ud = unit_bl2ud(src); + struct unit_data *ud = unit->bl2ud(src); int inf = skill->get_inf(abra_skill_id); if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; - unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); + unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); } else { //Assume offensive skills int target_id = 0; if (ud->target) @@ -5231,11 +5409,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (!target_id) break; if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { - bl = iMap->id2bl(target_id); + bl = map->id2bl(target_id); if (!bl) bl = src; - unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); + unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); } else - unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); + unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); } } } @@ -5243,31 +5421,31 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SA_COMA: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case SA_FULLRECOVERY: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (status_isimmune(bl)) + if (status->isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case NPC_ALLHEAL: - { - int heal; - if( status_isimmune(bl) ) - break; - heal = status_percent_heal(bl, 100, 0); - clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); - if( dstmd ) - { // Reset Damage Logs - memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); - dstmd->tdmg = 0; - } + { + int heal; + if( status->isimmune(bl) ) + break; + heal = status_percent_heal(bl, 100, 0); + clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); + if( dstmd ) { + // Reset Damage Logs + memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); + dstmd->tdmg = 0; } + } break; case SA_SUMMONMONSTER: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); + if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_MEDIUM, AI_NONE); break; case SA_LEVELUP: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5275,7 +5453,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case SA_INSTANTDEATH: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_set_hp(bl,1,0); + status->set_hp(bl,1,0); break; case SA_QUESTION: case SA_GRAVITY: @@ -5291,11 +5469,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0); + class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - mob_class_change(dstmd,class_); + mob->class_change(dstmd,class_); if( tsc && dstmd->status.mode&MD_BOSS ) { + int i; const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP }; for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER); @@ -5314,19 +5493,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_kill(bl); break; case SA_REVERSEORCISH: + case ALL_REVERSEORCISH: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SA_FORTUNE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) pc->getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); break; case SA_TAMINGMONSTER: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd && dstmd) { - ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ ); + int i; + ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ ); if( i < MAX_PET_DB ) - pet_catch_process1(sd, dstmd->class_); + pet->catch_process1(sd, dstmd->class_); } break; @@ -5334,46 +5515,39 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if(sd && dstsd){ //Check they are not another crusader [Skotlex] if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case CG_MARIONETTE: { - struct status_change* sc = status_get_sc(src); + struct status_change* sc = status->get_sc(src); - if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) - {// Cannot cast on another bard/dancer-type class of the same gender as caster + if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) { + // Cannot cast on another bard/dancer-type class of the same gender as caster clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } - if( sc && tsc ) - { - if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) - { - sc_start(src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); + if( sc && tsc ) { + if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { + sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - else - if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id && - tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id ) - { + } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id + && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id + ) { status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); - } - else - { + } else { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } } @@ -5382,7 +5556,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RG_CLOSECONFINE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: @@ -5391,7 +5565,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && - ( //Allow re-enchanting to lenghten time. [Skotlex] + ( //Allow re-enchanting to lengthen time. [Skotlex] dstsd->sc.data[SC_PROPERTYFIRE] || dstsd->sc.data[SC_PROPERTYWATER] || dstsd->sc.data[SC_PROPERTYWIND] || @@ -5407,11 +5581,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } } // 100% success rate at lv4 & 5, but lasts longer at lv5 - if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { + if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) - clif->message(sd->fd, msg_txt(669)); + clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon." } break; @@ -5421,12 +5595,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case ITEM_ENCHANTARMS: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv, + sc_start2(src,bl,type,100,skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; @@ -5441,37 +5615,37 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case ELE_HOLY : type = SC_ASPERSIO; break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - sc_start2(bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); break; case PR_KYRIE: case MER_KYRIE: clif->skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: case MS_MAGNUM: - skill_area_temp[1] = 0; - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + skill->area_temp[1] = 0; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); clif->skill_nodamage (src,src,skill_id,skill_lv,1); // Initiate 10% of your damage becomes fire element. - sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); + sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); if( sd ) - skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false); + skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); else if( bl->type == BL_MER ) skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); break; case TK_JUMPKICK: - /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */ + /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */ if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) { - if( unit_movepos(src, bl->x, bl->y, 1, 1) ) + if( unit->movepos(src, bl->x, bl->y, 1, 1) ) { skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); clif->slide(src,bl->x,bl->y); @@ -5496,7 +5670,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case PR_BENEDICTIO: case LK_BERSERK: case MS_BERSERK: - case KN_AUTOCOUNTER: case KN_TWOHANDQUICKEN: case KN_ONEHAND: case MER_QUICKEN: @@ -5548,6 +5721,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NC_SHAPESHIFT: case WL_RECOGNIZEDSPELL: case GC_VENOMIMPRESS: + case SC_INVISIBILITY: case SC_DEADLYINFECT: case LG_EXEEDBREAK: case LG_PRESTIGE: @@ -5564,8 +5738,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RK_VITALITYACTIVATION: case RK_ABUNDANCE: case RK_CRUSHSTRIKE: + case ALL_ODINS_POWER: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case KN_AUTOCOUNTER: + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; case SO_STRIKING: @@ -5574,7 +5754,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; clif->skill_nodamage( src, bl, skill_id, skill_lv, battle->check_target(src,bl,BCT_PARTY) > 0 ? - sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : + sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : 0 ); } @@ -5582,15 +5762,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_STOP: if( clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) - sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) + sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); break; case HP_ASSUMPTIO: if( sd && dstmd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case MG_SIGHT: case MER_SIGHT: @@ -5600,40 +5780,48 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_STONESKIN: case NPC_ANTIMAGIC: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); break; case HLIF_AVOID: case HAMI_DEFENCE: - i = skill->get_time(skill_id,skill_lv); - clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master - clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc + { + int duration = skill->get_time(skill_id,skill_lv); + clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master + clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun + } break; case NJ_BUNSINJYUTSU: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); break; - /* Was modified to only affect targetted char. [Skotlex] +#if 0 /* Was modified to only affect targetted char. [Skotlex] */ case HP_ASSUMPTIO: if (flag&1) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else - { - iMap->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; - */ +#endif // 0 case SM_ENDURE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (sd) - skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false); + skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); break; + case ALL_ANGEL_PROTECT: + if( dstsd ) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; case AS_ENCHANTPOISON: // Prevent spamming [Valaris] if (sd && dstsd && dstsd->sc.count) { if (dstsd->sc.data[SC_PROPERTYFIRE] || @@ -5650,12 +5838,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case LK_TENSIONRELAX: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), + sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; @@ -5671,48 +5859,48 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - id = mob_get_random_id(0,0xF, sd->status.base_level); + id = mob->get_random_id(0,0xF, sd->status.base_level); if (!id) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } sd->mission_mobid = id; sd->mission_count = 0; - pc_setglobalreg(sd,"TK_MISSION_ID", id); + pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id); clif->mission_info(sd, id, 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case AC_CONCENTRATION: - { - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - iMap->foreachinrange( status_change_timer_sub, src, - skill->get_splash(skill_id, skill_lv), BL_CHAR, - src,NULL,type,tick); - } + { + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + map->foreachinrange(status->change_timer_sub, src, + skill->get_splash(skill_id, skill_lv), BL_CHAR, + src,NULL,type,tick); + } break; case SM_PROVOKE: case SM_SELFPROVOKE: case MER_PROVOKE: - if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) - { - iMap->freeblock_unlock(); + { + int failure; + if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) { + map->freeblock_unlock(); return 1; } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, - (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); - if( !i ) - { + (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); + if( !failure ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - unit_skillcastcancel(bl, 2); + unit->skillcastcancel(bl, 2); if( tsc && tsc->count ) { @@ -5726,14 +5914,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( dstmd ) { dstmd->state.provoke_flag = src->id; - mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); + mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); } + } break; case ML_DEVOTION: case CR_DEVOTION: { - int count, lv; + int count, lv, i; if( !dstsd || (!sd && !mer) ) { // Only players can be devoted if( sd ) @@ -5741,7 +5930,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; } - if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 ) + if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 ) lv = -lv; if( lv > battle_config.devotion_level_difference || // Level difference requeriments (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source @@ -5751,7 +5940,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } @@ -5763,10 +5952,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( i == count ) { ARR_FIND(0, count, i, sd->devotion[i] == 0 ); - if( i == count ) - { // No free slots, skill Fail + if( i == count ) { + // No free slots, skill Fail clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } } @@ -5777,7 +5966,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui mer->devotion_flag = 1; // Mercenary Devoting Owner clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); + sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); clif->devotion(src, NULL); } break; @@ -5794,7 +5983,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case CH_SOULCOLLECT: if(sd) { - int limit = 5; + int limit = 5, i; if( sd->sc.data[SC_RAISINGDRAGON] ) limit += sd->sc.data[SC_RAISINGDRAGON]->val1; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5804,32 +5993,34 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case MO_KITRANSLATION: - if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { + if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] - if (skill_area_temp[1] != bl->id) { + if (skill->area_temp[1] != bl->id) { skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback } break; case MO_ABSORBSPIRITS: - i = 0; - if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) + { + int sp = 0; + if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] - i = dstsd->spiritball * 7; + sp = dstsd->spiritball * 7; pc->delspiritball(dstsd,dstsd->spiritball,0); } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] - i = 2 * dstmd->level; - mob_target(dstmd,src,0); + sp = 2 * dstmd->level; + mob->target(dstmd,src,0); } - if (i) status_heal(src, 0, i, 3); - clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0); + if (sp) status->heal(src, 0, sp, 3); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0); + } break; case AC_MAKINGARROW: @@ -5855,15 +6046,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case BS_HAMMERFALL: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case RG_RAID: - skill_area_temp[1] = 0; + skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); status_change_end(src, SC_HIDING, INVALID_TIMER); break; @@ -5876,12 +6067,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SR_RAMPAGEBLASTER: case SR_HOWLINGOFLION: case KO_HAPPOKUNAI: - skill_area_temp[1] = 0; + { + int count = 0; + skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - i = iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) + count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + } break; case NC_EMERGENCYCOOL: @@ -5911,36 +6105,38 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui //Passive side of the attack. status_change_end(src, SC_SIGHT, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub,src, - skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); + map->foreachinrange(skill->area_sub,src, + skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); break; case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: case WZ_FROSTNOVA: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill_area_temp[1] = 0; - iMap->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + skill->area_temp[1] = 0; + map->foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; - case HVAN_EXPLOSION: //[orn] + case HVAN_EXPLOSION: // [orn] case NPC_SELFDESTRUCTION: + { //Self Destruction hits everyone in range (allies+enemies) //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. - i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? + int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? BCT_ENEMY:BCT_ALL; clif->skill_nodamage(src, src, skill_id, -1, 1); - iMap->delblock(src); //Required to prevent chain-self-destructions hitting back. - iMap->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|i, - skill->castend_damage_id); - iMap->addblock(src); - status_damage(src, src, sstatus->max_hp,0,0,1); + map->delblock(src); //Required to prevent chain-self-destructions hitting back. + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|targetmask, + skill->castend_damage_id); + map->addblock(src); + status->damage(src, src, sstatus->max_hp,0,0,1); + } break; case AL_ANGELUS: @@ -5952,18 +6148,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case CASH_ASSUMPTIO: case WM_FRIGG_SONG: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case MER_MAGNIFICAT: if( mer != NULL ) { - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) - party_foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); else if( mer->master && !(flag&1) ) - clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; @@ -5973,9 +6169,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case BS_OVERTHRUST: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { clif->skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); } else if (sd) { - party_foreachsamemap(skill->area_sub, + party->foreachsamemap(skill->area_sub, sd,skill->get_splash(skill_id, skill_lv), src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); @@ -5999,10 +6195,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( tsce ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case SL_KAITE: case SL_KAAHI: @@ -6010,75 +6206,80 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SL_KAUPE: if (sd) { if (!dstsd || !( - (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) || - (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || - dstsd->status.char_id == sd->status.char_id || - dstsd->status.char_id == sd->status.partner_id || - dstsd->status.char_id == sd->status.child - )) { - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8); + (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) + || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER + || dstsd->status.char_id == sd->status.char_id + || dstsd->status.char_id == sd->status.partner_id + || dstsd->status.char_id == sd->status.child + ) + ) { + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SM_AUTOBERSERK: case MER_AUTOBERSERK: + { + int failure; if( tsce ) - i = status_change_end(bl, type, INVALID_TIMER); + failure = status_change_end(bl, type, INVALID_TIMER); else - i = sc_start(bl,type,100,skill_lv,60000); - clif->skill_nodamage(src,bl,skill_id,skill_lv,i); + failure = sc_start(src,bl,type,100,skill_lv,60000); + clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); + } break; case TF_HIDING: case ST_CHASEWALK: case KO_YAMIKUMO: - if (tsce) - { + if (tsce) { clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } else if( tsc && tsc->option&OPTION_MADOGEAR ) { //Mado Gear cannot hide if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - clif->skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case TK_RUN: - if (tsce) - { + if (tsce) { clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0)); - if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); + if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex] clif->walkok(sd); // So aegis has to resend the walk ok. break; case AS_CLOAKING: case GC_CLOAKINGEXCEED: case LG_FORCEOFVANGUARD: case SC_REPRODUCE: - case SC_INVISIBILITY: if (tsce) { - i = status_change_end(bl, type, INVALID_TIMER); - if( i ) - clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i); + int failure = status_change_end(bl, type, INVALID_TIMER); + if( failure ) + clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + if ( skill_id == LG_FORCEOFVANGUARD ) + break; + map->freeblock_unlock(); return 0; } case RA_CAMOUFLAGE: - i = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - if( i ) - clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i); + { + int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + if( failure ) + clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } break; case BD_ADAPTATION: @@ -6097,27 +6298,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) char temp[70]; - snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc); + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc); clif->disp_overhead(&md->bl,temp); } break; case BA_PANGVOICE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); break; case DC_WINKCHARM: if( dstsd ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); - else - if( dstmd ) - { - if( status_get_lv(src) > status_get_lv(bl) - && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) - && !(tstatus->mode&MD_BOSS) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); - else - { + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); + else if( dstmd ) { + if( status->get_lv(src) > status->get_lv(bl) + && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) + && !(tstatus->mode&MD_BOSS) + ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + } else { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } @@ -6135,15 +6334,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RG_STEALCOIN: if(sd) { - if(pc->steal_coin(sd,bl)) - { + int amount = pc->steal_coin(sd, bl); + if( amount > 0 ) { dstmd->state.provoke_flag = src->id; - mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv)); + clif->skill_nodamage(src, bl, skill_id, amount, 1); - } - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } else + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; @@ -6154,7 +6352,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(status_isimmune(bl) || !tsc) + if(status->isimmune(bl) || !tsc) break; if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) @@ -6165,16 +6363,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate, + if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), skill->get_time2(skill_id,skill_lv))) clif->skill_nodamage(src,bl,skill_id,skill_lv,1); else if(sd) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); // Level 6-10 doesn't consume a red gem if it fails [celest] - if (skill_lv > 5) - { // not to consume items - iMap->freeblock_unlock(); + if (skill_lv > 5) { + // not to consume items + map->freeblock_unlock(); return 0; } } @@ -6183,11 +6381,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NV_FIRSTAID: clif->skill_nodamage(src,bl,skill_id,5,1); - status_heal(bl,5,0,0); + status->heal(bl,5,0,0); break; case AL_CURE: - if(status_isimmune(bl)) { + if(status->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } @@ -6204,7 +6402,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case PR_STRECOVERY: - if(status_isimmune(bl)) { + if(status->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } @@ -6217,14 +6415,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } //Is this equation really right? It looks so... special. if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { - status_change_start(bl, SC_BLIND, - 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), - 1,0,0,0, - skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); + status->change_start(src, bl, SC_BLIND, + 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, + skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(dstmd) - mob_unlocktarget(dstmd,tick); + mob->unlocktarget(dstmd,tick); break; // Mercenary Supportive Skills @@ -6258,10 +6455,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case MER_SCAPEGOAT: - if( mer && mer->master ) - { - status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2); - status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1); + if( mer && mer->master ) { + status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); + status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); } break; @@ -6294,11 +6490,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case MC_IDENTIFY: if(sd) { clif->item_identify_list(sd); - if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, dont consume anything, return */ - iMap->freeblock_unlock(); + if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */ + map->freeblock_unlock(); return 1; } - status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded + status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded } break; @@ -6313,7 +6509,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case MC_VENDING: if(sd) { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] - if ( !pc->can_give_items(sd) ) + if ( !pc_can_give_items(sd) ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else { sd->state.prevend = sd->state.workinprogress = 3; @@ -6323,9 +6519,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case AL_TELEPORT: - if(sd) - { - if (map[bl->m].flag.noteleport && skill_lv <= 2) { + if(sd) { + if (map->list[bl->m].flag.noteleport && skill_lv <= 2) { clif->skill_mapinfomessage(sd,0); break; } @@ -6350,12 +6545,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui else clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); } else - unit_warp(bl,-1,-1,-1,CLR_TELEPORT); + unit->warp(bl,-1,-1,-1,CLR_TELEPORT); break; case NPC_EXPULSION: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit_warp(bl,-1,-1,-1,CLR_TELEPORT); + unit->warp(bl,-1,-1,-1,CLR_TELEPORT); break; case AL_HOLYWATER: @@ -6382,7 +6577,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); if(eflag) { clif->additem(sd,0,0,eflag); - iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } break; @@ -6401,18 +6596,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case GC_WEAPONCRUSH: case SC_STRIPACCESSARY: { unsigned short location = 0; - int d = 0; + int d = 0, rate; //Rate in percent if ( skill_id == ST_FULLSTRIP ) { - i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; + rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; } else if( skill_id == SC_STRIPACCESSARY ) { - i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; + rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; } else { - i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; + rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; } - if (i < 5) i = 5; //Minimum rate 5% + if (rate < 5) rate = 5; //Minimum rate 5% //Duration in ms if( skill_id == GC_WEAPONCRUSH){ @@ -6456,78 +6651,82 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } //Attempts to strip at rate i and duration d - if( (i = skill->strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv,i); + if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) + clif->skill_nodamage(src,bl,skill_id,skill_lv,rate); //Nothing stripped. - if( sd && !i ) + if( sd && !rate ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } case AM_BERSERKPITCHER: - case AM_POTIONPITCHER: { + case AM_POTIONPITCHER: + { int i,sp = 0; int64 hp = 0; if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } if( sd ) { - int x,bonus=100; + int x,bonus=100, potion = min(500+skill_lv,505); x = skill_lv%11 - 1; - i = pc->search_inventory(sd,skill_db[skill_id].itemid[x]); - if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) { + i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]); + if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) { + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } if( skill_id == AM_BERSERKPITCHER ) { if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } } - potion_flag = 1; - potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; - potion_target = bl->id; - run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); - potion_flag = potion_target = 0; + script->potion_flag = 1; + script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0; + script->potion_target = bl->id; + script->run(sd->inventory_data[i]->script,0,sd->bl.id,0); + script->potion_flag = script->potion_target = 0; if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST ) bonus += sd->status.base_level; - if( potion_per_hp > 0 || potion_per_sp > 0 ) { - hp = tstatus->max_hp * potion_per_hp / 100; + if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) { + hp = tstatus->max_hp * script->potion_per_hp / 100; hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; if( dstsd ) { - sp = dstsd->status.max_sp * potion_per_sp / 100; + sp = dstsd->status.max_sp * script->potion_per_sp / 100; sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; } } else { - if( potion_hp > 0 ) { - hp = potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + if( script->potion_hp > 0 ) { + hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; } - if( potion_sp > 0 ) { - sp = potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + if( script->potion_sp > 0 ) { + sp = script->potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; sp = sp * (100 + (tstatus->int_<<1)) / 100; if( dstsd ) sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100; } } - if (sd->itemgrouphealrate[IG_POTION]>0) { - hp += hp * sd->itemgrouphealrate[IG_POTION] / 100; - sp += sp * sd->itemgrouphealrate[IG_POTION] / 100; + for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { + if (sd->itemhealrate[i].nameid == potion) { + hp += hp * sd->itemhealrate[i].rate / 100; + sp += sp * sd->itemhealrate[i].rate / 100; + break; + } } - + if( (i = pc->skillheal_bonus(sd, skill_id)) ) { hp += hp * i / 100; sp += sp * i / 100; @@ -6565,31 +6764,53 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( tsc && tsc->data[SC_EXTREMITYFIST2] ) sp = 0; #endif - status_heal(bl,(int)hp,sp,0); + status->heal(bl,(int)hp,sp,0); } break; case AM_CP_WEAPON: - case AM_CP_SHIELD: - case AM_CP_ARMOR: - case AM_CP_HELM: - { - unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; - - if( sd && ( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){ + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_CP_SHIELD: { + int i; + if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + dstsd->inventory_data[i]->type==IT_ARMOR) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); // Don't consume item requirements return 0; } - + } + break; + case AM_CP_ARMOR: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_CP_HELM: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; } break; case AM_TWILIGHT1: if (sd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); //Prepare 200 White Potions. - if (!skill->produce_mix(sd, skill_id, 504, 0, 0, 0, 200)) + if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200)) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; @@ -6597,56 +6818,57 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (sd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); //Prepare 200 Slim White Potions. - if (!skill->produce_mix(sd, skill_id, 547, 0, 0, 0, 200)) + if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200)) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case AM_TWILIGHT3: if (sd) { - int ebottle = pc->search_inventory(sd,713); - if( ebottle >= 0 ) + int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE); + if (ebottle != INDEX_NOT_FOUND) ebottle = sd->status.inventory[ebottle].amount; //check if you can produce all three, if not, then fail: - if (!skill->can_produce_mix(sd,970,-1, 100) //100 Alcohol - || !skill->can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle - || !skill->can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle + if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol + || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle + || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle || ebottle < 200 //200 empty bottle are required at total. ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, 970, 0, 0, 0, 100); - skill->produce_mix(sd, skill_id, 7136, 0, 0, 0, 50); - skill->produce_mix(sd, skill_id, 7135, 0, 0, 0, 50); + skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100); + skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50); + skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50); } break; case SA_DISPELL: - if (flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1) - { + { + int splash; + if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) { + int i; + if( sd && dstsd && !map_flag_vs(sd->bl.m) + && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) { + // Outside PvP it should only affect party members and no skill fail message. + break; + } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. + || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel. + || (dstsd && pc_ismadogear(dstsd)) || rnd()%100 >= 50+10*skill_lv ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(status_isimmune(bl) || !tsc || !tsc->count) - break; - - if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if(status->isimmune(bl) || !tsc || !tsc->count) break; - } - - for(i = 0; i < SC_MAX; i++) - { + for(i = 0; i < SC_MAX; i++) { if ( !tsc->data[i] ) continue; - if( SC_COMMON_MAX < i ){ - if ( status_get_sc_type(i)&SC_NO_DISPELL ) + if( SC_COMMON_MAX < i ) { + if ( status->get_sc_type(i)&SC_NO_DISPELL ) continue; } switch (i) { @@ -6676,25 +6898,28 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_change_end(bl, (sc_type)i, INVALID_TIMER); } break; + } else { + //Affect all targets on splash area. + map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, + src, skill_id, skill_lv, tick, flag|1, + skill->castend_damage_id); } - //Affect all targets on splash area. - iMap->foreachinrange(skill->area_sub, bl, i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|1, - skill->castend_damage_id); + } break; case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); + clif->fixpos(bl); break; case TK_HIGHJUMP: { - int x,y, dir = unit_getdir(src); + int x,y, dir = unit->getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] - if( map[src->m].flag.noteleport && - !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) + if( map->list[src->m].flag.noteleport + && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) ) { x = src->x; y = src->y; @@ -6704,9 +6929,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); - if(!iMap->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && iMap->getcell(src->m,x,y,CELL_CHKREACH)) { + if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map->getcell(src->m,x,y,CELL_CHKREACH)) { clif->slide(src,x,y); - unit_movepos(src, x, y, 1, 0); + unit->movepos(src, x, y, 1, 0); } } break; @@ -6714,11 +6939,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SA_CASTCANCEL: case SO_SPELLFIST: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit_skillcastcancel(src,1); + unit->skillcastcancel(src,1); if(sd) { int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); if( skill_id == SO_SPELLFIST ){ - sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); sd->skill_id_old = sd->skill_lv_old = 0; break; } @@ -6734,10 +6959,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sp = skill->get_sp(skill_id,skill_lv); sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; if(sp < 1) sp = 1; - status_heal(bl,0,sp,2); + status->heal(bl,0,sp,2); status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. } else { - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); int bl_skill_id=0,bl_skill_lv=0,hp = 0; if (!ud || ud->skilltimer == INVALID_TIMER) break; //Nothing to cancel. @@ -6754,7 +6979,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit_skillcastcancel(bl,0); + unit->skillcastcancel(bl,0); sp = skill->get_sp(bl_skill_id,bl_skill_lv); status_zap(bl, hp, sp); @@ -6767,19 +6992,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sp = sp*(25*(skill_lv-1))/100; if(hp || sp) - status_heal(src, hp, sp, 2); + status->heal(src, hp, sp, 2); } } break; case SA_MAGICROD: clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SA_AUTOSPELL: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) + if(sd){ + sd->state.workinprogress = 3; clif->autospell(sd,skill_lv); - else { + }else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skill_lv >= 10) { @@ -6807,7 +7033,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui maxlv = 3; } if(spellid > 0) - sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, + sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); } break; @@ -6815,8 +7041,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case BS_GREED: if(sd){ clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->greed,bl, - skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); + map->foreachinrange(skill->greed,bl, + skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); } break; @@ -6838,7 +7064,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; case NPC_CHANGEUNDEAD: @@ -6846,22 +7072,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui //TO-DO This is ugly, fix it if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; case NPC_PROVOCATION: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (md) mob_unlocktarget(md, tick); + if (md) mob->unlocktarget(md, tick); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill->get_time(skill_id,skill_lv); - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); if (clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill_time)) + sc_start(src,bl,type,100,skill_lv,skill_time)) && ud) { //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = @@ -6873,18 +7099,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_REBIRTH: if( md && md->state.rebirth ) break; // only works once - sc_start(bl,type,100,skill_lv,-1); + sc_start(src,bl,type,100,skill_lv,-1); break; case NPC_DARKBLESSING: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_SUICIDE: @@ -6895,17 +7121,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: if(md && md->skill_idx >= 0) - mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); + mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); break; case NPC_CALLSLAVE: - mob_warpslave(src,MOB_SLAVEDISTANCE); + mob->warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: if (md) { md->next_walktime = tick - 1; - mob_randomwalk(md,tick); + mob->randomwalk(md,tick); } break; @@ -6916,7 +7142,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (i > SC_ATTHASTE_INFINITY) i = SC_ATTHASTE_INFINITY; clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); + sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); } break; @@ -6924,32 +7150,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui // not really needed... but adding here anyway ^^ if (md && md->master_id > 0) { struct block_list *mbl, *tbl; - if ((mbl = iMap->id2bl(md->master_id)) == NULL || + if ((mbl = map->id2bl(md->master_id)) == NULL || (tbl = battle->get_targeted(mbl)) == NULL) break; md->state.provoke_flag = tbl->id; - mob_target(md, tbl, sstatus->rhw.range); + mob->target(md, tbl, sstatus->rhw.range); } break; case NPC_RUN: { const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; - uint8 dir = (bl == src)?unit_getdir(src):iMap->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. - unit_stop_attack(src); + uint8 dir = (bl == src)?unit->getdir(src):map->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. + unit->stop_attack(src); //Run skillv tiles overriding the can-move check. - if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) - md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. + if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) + md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI. } break; case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md && md->skill_idx >= 0) { - int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0); + int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0); if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] - mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); - if (class_) mob_class_change(md, class_); + mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); + if (class_) mob->class_change(md, class_); } break; @@ -6968,10 +7194,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) - mob_unlocktarget(md,tick); + mob->unlocktarget(md,tick); if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) - sc_start4(src, type, 100, skill_lv, + sc_start4(src, src, type, 100, skill_lv, md->db->skill[md->skill_idx].val[1], md->db->skill[md->skill_idx].val[2], md->db->skill[md->skill_idx].val[3], @@ -6980,21 +7206,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case NPC_POWERUP: - sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_AGIUP: - sc_start(bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_INVISIBLE: //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); break; case NPC_SIEGEMODE: @@ -7003,49 +7229,58 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case WE_MALE: - { - int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1]; - int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1); - } + { + int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; + int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); + } break; case WE_FEMALE: - { - int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1]; - int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1); - } + { + int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; + int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); + } break; // parent-baby skills case WE_BABY: - if(sd){ + if(sd) { struct map_session_data *f_sd = pc->get_father(sd); struct map_session_data *m_sd = pc->get_mother(sd); - // if neither was found - if(!f_sd && !m_sd){ + bool we_baby_parents = false; + if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { + sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->specialeffect(&m_sd->bl,408,AREA); + we_baby_parents = true; + } + if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { + sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->specialeffect(&f_sd->bl,408,AREA); + we_baby_parents = true; + } + if (!we_baby_parents) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); - if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); } break; case PF_HPCONVERSION: - { - int hp, sp; - hp = sstatus->max_hp/10; - sp = hp * 10 * skill_lv / 100; - if (!status_charge(src,hp,0)) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - status_heal(bl,0,sp,2); + { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skill_lv / 100; + if (!status->charge(src,hp,0)) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + status->heal(bl,0,sp,2); + } break; case MA_REMOVETRAP: @@ -7060,37 +7295,33 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) { clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) - { // prevent picking up expired traps - if( battle_config.skill_removetrap_type ) - { // get back all items used to deploy the trap - for( i = 0; i < 10; i++ ) - { - if( skill_db[su->group->skill_id].itemid[i] > 0 ) - { - int flag; + if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) { + // prevent picking up expired traps + if( battle_config.skill_removetrap_type ) { + int i; + // get back all items used to deploy the trap + for( i = 0; i < 10; i++ ) { + if( skill->db[su->group->skill_id].itemid[i] > 0 ) { + int success; struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; + item_tmp.nameid = skill->db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; - if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) - { - clif->additem(sd,0,0,flag); - iMap->addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { + clif->additem(sd,0,0,success); + map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } - } - else - { // get back 1 trap + } else { + // get back 1 trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP; item_tmp.identify = 1; - if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) - { + if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) { clif->additem(sd,0,0,flag); - iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } @@ -7111,7 +7342,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui // if it is already trapping something don't spring it, // remove trap should be used instead break; - // otherwise fallthrough to below + // otherwise fall through to below case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: @@ -7123,8 +7354,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case UNT_TALKIEBOX: su->group->unit_id = UNT_USED_TRAPS; clif->changetraplook(bl, UNT_USED_TRAPS); - su->group->limit=DIFF_TICK(tick+1500,su->group->tick); - su->limit=DIFF_TICK(tick+1500,su->group->tick); + su->group->limit=DIFF_TICK32(tick+1500,su->group->tick); + su->limit=DIFF_TICK32(tick+1500,su->group->tick); } } } @@ -7132,53 +7363,51 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case BD_ENCORE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(sd) - unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); + unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); break; case AS_SPLASHER: - if(tstatus->mode&MD_BOSS - /** - * Renewal dropped the 3/4 hp requirement - **/ - #ifndef RENEWAL - || tstatus-> hp > tstatus->max_hp*3/4 - #endif - ) { + if( tstatus->mode&MD_BOSS +#ifndef RENEWAL + /** Renewal dropped the 3/4 hp requirement **/ + || tstatus-> hp > tstatus->max_hp*3/4 +#endif // RENEWAL + ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); + sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); #ifndef RENEWAL - if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000, false); + if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); #endif break; case PF_MINDBREAKER: { if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) { - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } - if (tsce) - { //HelloKitty2 (?) explained that this silently fails when target is + if (tsce) { + //HelloKitty2 (?) explained that this silently fails when target is //already inflicted. [Skotlex] - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } //Has a 55% + skill_lv*5% success chance. if (!clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)))) - { + sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) + ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - unit_skillcastcancel(bl,0); + unit->skillcastcancel(bl,0); if(tsc && tsc->count){ status_change_end(bl, SC_FREEZE, INVALID_TIMER); @@ -7188,7 +7417,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } if(dstmd) - mob_target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); + mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); } break; @@ -7202,20 +7431,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } dstmd->state.soul_change_flag = 1; sp2 = sstatus->max_sp * 3 /100; - status_heal(src, 0, sp2, 2); + status->heal(src, 0, sp2, 2); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; } sp1 = sstatus->sp; sp2 = tstatus->sp; - #ifdef RENEWAL - sp1 = sp1 / 2; - sp2 = sp2 / 2; - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp1 = tstatus->sp; - #endif - status_set_sp(src, sp2, 3); - status_set_sp(bl, sp1, 3); +#ifdef RENEWAL + sp1 = sp1 / 2; + sp2 = sp2 / 2; + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp1 = tstatus->sp; +#endif // RENEWAL + status->set_sp(src, sp2, 3); + status->set_sp(bl, sp1, 3); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; @@ -7225,8 +7454,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui // Updated to block Slim Pitcher from working on barricades and guardian stones. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) break; - if (potion_hp || potion_sp) { - int hp = potion_hp, sp = potion_sp; + if (script->potion_hp || script->potion_sp) { + int hp = script->potion_hp, sp = script->potion_sp; hp = hp * (100 + (tstatus->vit<<1))/100; sp = sp * (100 + (tstatus->int_<<1))/100; if (dstsd) { @@ -7253,29 +7482,34 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1); if(sp > 0) clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); - status_heal(bl,hp,sp,0); + status->heal(bl,hp,sp,0); } break; // Full Chemical Protection - case CR_FULLPROTECTION: - { - unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; - int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv); - - for (i=0 ; i<4; i++) { - if( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[i]) < 0 ) ) - continue; - sc_start(bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime); - s++; - } - if( sd && !s ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); // Don't consume item requirements - return 0; - } + case CR_FULLPROTECTION: { + bool iused=false; + int i; + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + dstsd->inventory_data[i]->type==IT_ARMOR) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTARMOR,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTHELM,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(iused) clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; } - break; + } + break; case RG_CLEANER: //AppleGirl clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -7287,7 +7521,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] { clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } } break; @@ -7296,18 +7530,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { int eff, count = -1; if( tsc && tsc->data[type] ){ - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) - { + if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] + status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] do { eff = rnd() % 14; if( eff == 5 ) @@ -7320,70 +7553,70 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_percent_damage(src, bl, 0, 100, false); break; case 1: // matk halved - sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 2: // all buffs removed - status_change_clear_buffs(bl,1); + status->change_clear_buffs(bl,1); break; case 3: // 1000 damage, random armor destroyed { status_fix_damage(src, bl, 1000, 0); - clif->damage(src,bl,tick,0,0,1000,0,0,0); - if( !status_isdead(bl) ) { + clif->damage(src,bl,0,0,1000,0,0,0); + if( !status->isdead(bl) ) { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); } } break; case 4: // atk halved - sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 5: // 2000HP heal, random teleported - status_heal(src, 2000, 0, 0); + status->heal(src, 2000, 0, 0); if( !map_flag_vs(bl->m) ) - unit_warp(bl, -1,-1,-1, CLR_TELEPORT); + unit->warp(bl, -1,-1,-1, CLR_TELEPORT); break; case 6: // random 2 other effects if (count == -1) count = 3; else - count++; //Should not retrigger this one. + count++; //Should not re-trigger this one. break; case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; - sc_start(bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case 8: // curse coma and poison - sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 9: // confusion - sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); - clif->damage(src,bl,tick,0,0,6666,0,0,0); - sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); + clif->damage(src,bl,0,0,6666,0,0,0); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); - clif->damage(src,bl,tick,0,0,4444,0,0,0); + clif->damage(src,bl,0,0,4444,0,0,0); break; case 12: // stun - sc_start(bl,SC_STUN,100,skill_lv,5000); + sc_start(src,bl,SC_STUN,100,skill_lv,5000); break; case 13: // atk,matk,hit,flee,def reduced - sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; default: break; @@ -7416,13 +7649,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { //Erase death count 1% of the casts dstsd->die_counter = 0; - pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); + pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0); clif->specialeffect(bl, 0x152, AREA); //SC_SOULLINK invokes status_calc_pc for us. } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { @@ -7430,15 +7663,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_SWOO: if (tsce) { if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8); status_change_end(bl, SC_SWOO, INVALID_TIMER); break; } @@ -7446,53 +7679,53 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10); break; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (skill_id == SL_SKE) - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status_get_guild_id(src)) { + if (status->get_guild_id(src) == status->get_guild_id(bl)) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case GD_REGENERATION: if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status_get_guild_id(src)) { + if (status->get_guild_id(src) == status->get_guild_id(bl)) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case GD_RESTORE: if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) + if (status->get_guild_id(src) == status->get_guild_id(bl)) clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); - } else if (status_get_guild_id(src)) { + } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } @@ -7501,19 +7734,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; - int j = 0; + int i, j = 0; struct guild *g; // i don't know if it actually summons in a circle, but oh well. ;P - g = sd?sd->state.gmaster_flag:guild->search(status_get_guild_id(src)); + g = sd ? sd->guild : guild->search(status->get_guild_id(src)); if (!g) break; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); for(i = 0; i < g->max_member; i++, j++) { if (j>8) j=0; if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { - if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) + if (map->list[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) continue; - if(iMap->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) + if(map->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) dx[j] = dy[j] = 0; pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); } @@ -7555,28 +7788,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui /* per official standards, this skill works on players and mobs. */ if (sd && (dstsd || dstmd)) { - i =65 -5*distance_bl(src,bl); //Base rate - if (i < 30) i = 30; + int rate = 65 -5*distance_bl(src,bl); //Base rate + if (rate < 30) rate = 30; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - sc_start(bl,SC_STUN, i,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; - case AM_CALLHOMUN: //[orn] - if (sd && homun->call(sd)) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + case AM_CALLHOMUN: // [orn] + if( sd ) { + if (homun->call(sd)) + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } break; case AM_REST: if (sd) { - if (homun->vaporize(sd,1)) + if (homun->vaporize(sd,HOM_ST_REST)) clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; - case HAMI_CASTLE: //[orn] + case HAMI_CASTLE: // [orn] if(rnd()%100 < 20*skill_lv && src != bl) { int x,y; @@ -7585,18 +7822,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (hd) skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); - if (unit_movepos(src,bl->x,bl->y,0,0)) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc + if (unit->movepos(src,bl->x,bl->y,0,0)) { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun clif->slide(src,bl->x,bl->y) ; - if (unit_movepos(bl,x,y,0,0)) + if (unit->movepos(bl,x,y,0,0)) { clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master clif->slide(bl,x,y) ; } //TODO: Shouldn't also players and the like switch targets? - iMap->foreachinrange(skill->chastle_mob_changetarget,src, - AREA_SIZE, BL_MOB, bl, src); + map->foreachinrange(skill->chastle_mob_changetarget,src, + AREA_SIZE, BL_MOB, bl, src); } } // Failed @@ -7605,27 +7842,28 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui else if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; - case HVAN_CHAOTIC: //[orn] + case HVAN_CHAOTIC: // [orn] { static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; int r = rnd()%100; - i = (skill_lv-1)%5; - if(r<per[i][0]) //Self + int target = (skill_lv-1)%5; + int hp; + if(r<per[target][0]) //Self bl = src; - else if(r<per[i][1]) //Master + else if(r<per[target][1]) //Master bl = battle->get_master(src); else //Enemy - bl = iMap->id2bl(battle->get_target(src)); + bl = map->id2bl(battle->get_target(src)); if (!bl) bl = src; - i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); + hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); //Eh? why double skill packet? - clif->skill_nodamage(src,bl,AL_HEAL,i,1); - clif->skill_nodamage(src,bl,skill_id,i,1); - status_heal(bl, i, 0, 0); + clif->skill_nodamage(src,bl,AL_HEAL,hp,1); + clif->skill_nodamage(src,bl,skill_id,hp,1); + status->heal(bl, hp, 0, 0); } break; - //Homun single-target support skills [orn] + // Homun single-target support skills [orn] case HAMI_BLOODLUST: case HFLI_FLEET: case HFLI_SPEED: @@ -7633,7 +7871,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case MH_ANGRIFFS_MODUS: case MH_GOLDENE_FERSE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); break; @@ -7641,9 +7879,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_DRAGONFEAR: if (flag&1) { const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; - int j; + int i, j; j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { + while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { i++; if ( i == ARRAYLENGTH(sc) ) i = 0; @@ -7662,27 +7900,42 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_WIDESTUN: case NPC_SLOWCAST: case NPC_WIDEHELLDIGNITY: - if (flag&1) - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - else { - skill_area_temp[2] = 0; //For SD_PREAMBLE + case NPC_WIDEHEALTHFEAR: + case NPC_WIDEBODYBURNNING: + case NPC_WIDEFROSTMISTY: + case NPC_WIDECOLD: + case NPC_WIDE_DEEP_SLEEP: + case NPC_WIDESIREN: + if (flag&1){ + switch( type ){ + case SC_BURNING: + sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + break; + case SC_SIREN: + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + default: + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + } + } else { + skill->area_temp[2] = 0; //For SD_PREAMBLE clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); } break; case NPC_WIDESOULDRAIN: if (flag&1) status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); else { - skill_area_temp[2] = 0; //For SD_PREAMBLE + skill->area_temp[2] = 0; //For SD_PREAMBLE clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); } break; case ALL_PARTYFLEE: @@ -7693,13 +7946,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } else - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case NPC_TALK: case ALL_WEWISH: + case ALL_CATCRY: + case ALL_DREAM_SUMMERNIGHT: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case ALL_BUYING_STORE: @@ -7710,76 +7965,143 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case RK_ENCHANTBLADE: clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed - sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); break; case RK_DRAGONHOWLING: if( flag&1) - sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - else - { - skill_area_temp[2] = 0; + sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + skill->area_temp[2] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); } break; case RK_IGNITIONBREAK: case LG_EARTHDRIVE: + { + int splash; clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - i = skill->get_splash(skill_id,skill_lv); + splash = skill->get_splash(skill_id,skill_lv); if( skill_id == LG_EARTHDRIVE ) { int dummy = 1; - iMap->foreachinarea(skill->cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src); + map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src); } - iMap->foreachinrange(skill->area_sub, bl,i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + } break; case RK_STONEHARDSKIN: - if( sd ) - { - int heal = sstatus->hp / 4; // 25% HP - if( status_charge(bl,heal,0) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); + if( sd ) { + int heal = sstatus->hp / 5; // 20% HP + if( status->charge(bl,heal,0) ) + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case RK_REFRESH: - { - int heal = status_get_max_hp(bl) * 25 / 100; - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status_heal(bl,heal,0,1); - status_change_clear_buffs(bl,4); - } + { + int heal = status_get_max_hp(bl) * 25 / 100; + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + status->heal(bl,heal,0,1); + status->change_clear_buffs(bl,4); + } break; case RK_MILLENNIUMSHIELD: - if( sd ){ - short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); - sc_start4(bl,type,100,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv)); - clif->millenniumshield(sd,shields); + if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) { + short chance = 0; + short num_shields = 0; + chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate. + if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields. + num_shields = 4; + else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields. + num_shields = 3; + else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. + num_shields = 2; + sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); + clif->millenniumshield(src,num_shields); clif->skill_nodamage(src,bl,skill_id,1,1); } break; case RK_FIGHTINGSPIRIT: if( flag&1 ) { + int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); if( src == bl ) - sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); else - sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv)); - } else if( sd ) { - if( sd->status.party_id ) { - i = party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); - skill_area_temp[5] = 7 * i; // ATK - party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - } else - sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); + } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { + if( sd->status.party_id ) + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + else + sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,1,1); + } + break; + + case RK_LUXANIMA: + if( sd == NULL || sd->status.party_id == 0 || flag&1 ){ + if( src == bl ) + break; + while( skill->area_temp[5] >= 0x10 ){ + int value = 0; + type = SC_NONE; + if( skill->area_temp[5]&0x10 ){ + value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); + clif->millenniumshield(bl,value); + skill->area_temp[5] &= ~0x10; + type = SC_MILLENNIUMSHIELD; + }else if( skill->area_temp[5]&0x20 ){ + value = status_get_max_hp(bl) * 25 / 100; + status->change_clear_buffs(bl,4); + skill->area_temp[5] &= ~0x20; + status->heal(bl,value,0,1); + type = SC_REFRESH; + }else if( skill->area_temp[5]&0x40 ){ + skill->area_temp[5] &= ~0x40; + type = SC_GIANTGROWTH; + }else if( skill->area_temp[5]&0x80 ){ + if( dstsd ){ + value = sstatus->hp / 4; + if( status->charge(bl,value,0) ) + type = SC_STONEHARDSKIN; + skill->area_temp[5] &= ~0x80; + } + }else if( skill->area_temp[5]&0x100 ){ + skill->area_temp[5] &= ~0x100; + type = SC_VITALITYACTIVATION; + }else if( skill->area_temp[5]&0x200 ){ + skill->area_temp[5] &= ~0x200; + type = SC_ABUNDANCE; + } + if( type > SC_NONE ) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); + } + }else if( sd ){ + if( tsc && tsc->count ){ + if(tsc->data[SC_MILLENNIUMSHIELD]) + skill->area_temp[5] |= 0x10; + if(tsc->data[SC_REFRESH]) + skill->area_temp[5] |= 0x20; + if(tsc->data[SC_GIANTGROWTH]) + skill->area_temp[5] |= 0x40; + if(tsc->data[SC_STONEHARDSKIN]) + skill->area_temp[5] |= 0x80; + if(tsc->data[SC_VITALITYACTIVATION]) + skill->area_temp[5] |= 0x100; + if(tsc->data[SC_ABUNDANCE]) + skill->area_temp[5] |= 0x200; + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } - clif->skill_nodamage(src,bl,skill_id,1,1); break; /** * Guilotine Cross @@ -7787,16 +8109,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case GC_ROLLINGCUTTER: { short count = 1; - skill_area_temp[2] = 0; - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); if( tsc && tsc->data[SC_ROLLINGCUTTER] ) { // Every time the skill is casted the status change is reseted adding a counter. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; if( count > 10 ) - count = 10; // Max coounter + count = 10; // Max counter status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); } - sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,src,skill_id,skill_lv,1); } break; @@ -7805,7 +8127,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( tsc && tsc->data[SC_WEAPONBLOCKING] ) status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); else - sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; @@ -7840,25 +8162,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case GC_PHANTOMMENACE: + { + int r; clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, + r = skill->get_splash(skill_id, skill_lv); + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinarea( status->change_timer_sub, + src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick); + } break; - case GC_HALLUCINATIONWALK: { - int heal = status_get_max_hp(bl) / 10; + int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100; if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } - if( !status_charge(bl,heal,0) ) - { + if( !status->charge(bl,heal,0) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; /** @@ -7873,57 +8199,72 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case AB_CLEMENTIA: case AB_CANTO: - { - int bless_lv = pc->checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10); - int agi_lv = pc->checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10); - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100, - (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill->get_time(skill_id,skill_lv))); - else if( sd ) - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + { + int level = 0; + if( sd ) + level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); + else if( sd ) { + if( !level ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + else + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } + } break; case AB_PRAEFATIO: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill->get_time(skill_id, skill_lv))); - else if( sd ) - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; + if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) { + int count = 1; + + if( dstsd && dstsd->special_state.no_magic_damage ) + break; + + if( sd && sd->status.party_id != 0 ) + count = party->foreachsamemap(party->sub_count, sd, 0); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; case AB_CHEAL: if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { - if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) { - i = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true); - - if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl)) - i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] + if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { + int lv = pc->checkskill(sd, AL_HEAL); + int heal = skill_calc_heal(src, bl, AL_HEAL, lv, true); + + if( sd->status.party_id ) { + int partycount = party->foreachsamemap(party->sub_count, sd, 0); + if (partycount > 1) + heal += ((heal / 100) * (partycount * 10) / 4); + } + if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) ) + heal = 0; - clif->skill_nodamage(bl, bl, skill_id, i, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && i ) - i = ~i + 1; - status_heal(bl, i, 0, 0); + clif->skill_nodamage(bl, bl, skill_id, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + status->heal(bl, heal, 0, 1); } - } - else if( sd ) - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; - case AB_ORATIO: if( flag&1 ) - sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - else - { - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + else { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case AB_LAUDAAGNUS: - if( flag&1 || sd == NULL ) { + if( (flag&1 || sd == NULL) || !sd->status.party_id) { if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || - tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_CRYSTALIZE])) { + tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) { // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skill_lv ) break; status_change_end(bl, SC_FREEZE, INVALID_TIMER); @@ -7931,50 +8272,57 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); + status_change_end(bl, SC_COLD, INVALID_TIMER); }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } else if( sd ) - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case AB_LAUDARAMUS: - if( flag&1 || sd == NULL ) { - if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){ + if( (flag&1 || sd == NULL) || !sd->status.party_id ) { + if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || + tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){ // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skill_lv ) break; status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } else if( sd ) - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case AB_CLEARANCE: - if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 ) - { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + { + int splash; + if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) { + int i; + //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party. + break; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) - { + + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(status_isimmune(bl) || !tsc || !tsc->count) + if(status->isimmune(bl) || !tsc || !tsc->count) break; - for(i = 0; i < SC_MAX; i++) - { + for(i = 0; i < SC_MAX; i++) { if ( !tsc->data[i] ) continue; if( SC_COMMON_MAX > i ) - if ( status_get_sc_type(i)&SC_NO_CLEARANCE ) + if ( status->get_sc_type(i)&SC_NO_CLEARANCE ) continue; switch (i) { case SC_ASSUMPTIO: @@ -7989,13 +8337,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_change_end(bl,(sc_type)i,INVALID_TIMER); } break; + } else { + map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); } - iMap->foreachinrange(skill->area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); + } break; case AB_SILENTIUM: // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); break; @@ -8004,10 +8354,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui **/ case WL_STASIS: if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else - { - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; @@ -8022,12 +8371,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % if( sd ) - skill->blockpc_start(sd,skill_id,4000, false); + skill->blockpc_start(sd,skill_id,4000); if( !(tsc && tsc->data[type]) ){ - i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,i); - if( sd && !i ) + int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); + if( sd && !failure ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } }else @@ -8036,33 +8385,37 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case WL_FROSTMISTY: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); break; case WL_JACKFROST: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Do not hit invisible enemy clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; case WL_MARSHOFABYSS: clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case WL_SIENNAEXECRATE: if( flag&1 ) { - if( status_isimmune(bl) || !tsc ) + if( status->isimmune(bl) || !tsc ) break; if( tsc && tsc->data[SC_STONE] ) status_change_end(bl,SC_STONE,INVALID_TIMER); else - status_change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); + status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); } else { int rate = 45 + 5 * skill_lv; if( rnd()%100 < rate ){ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - iMap->foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); }else if( sd ) // Failure on Rate clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } @@ -8072,19 +8425,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: + { + int i; for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){ if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0); clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); break; } } + } break; case WL_READING_SB: if( sd ) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status->get_sc(bl); + int i; for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) @@ -8094,7 +8451,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; } - sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. + sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. clif->spellbook_list(sd); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } @@ -8104,7 +8461,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui **/ case RA_FEARBREEZE: clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case RA_WUGMASTERY: @@ -8133,11 +8490,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RA_WUGDASH: if( tsce ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } if( sd && pc_isridingwug(sd) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); clif->walkok(sd); } break; @@ -8145,7 +8502,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RA_SENSITIVEKEEN: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); break; /** * Mechanic @@ -8153,7 +8510,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NC_F_SIDESLIDE: case NC_B_SIDESLIDE: { - uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); + uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src); skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0); clif->slide(src,src->x,src->y); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -8166,41 +8523,46 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui pc->setmadogear(sd, 0); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - status_set_sp(src, 0, 0); + status->set_sp(src, 0, 0); } break; case NC_ANALYZE: clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); if( sd ) pc->overheat(sd,1); break; case NC_MAGNETICFIELD: - if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) + { + int failure; + if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) { - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); if (sd) pc->overheat(sd,1); } - clif->skill_nodamage(src,src,skill_id,skill_lv,i); + clif->skill_nodamage(src,src,skill_id,skill_lv,failure); + } break; case NC_REPAIR: - if( sd ) - { - int heal; - if( dstsd && pc_ismadogear(dstsd) ) - { - heal = dstsd->status.max_hp * (3+3*skill_lv) / 100; - status_heal(bl,heal,0,2); - } else { - heal = sd->status.max_hp * (3+3*skill_lv) / 100; - status_heal(src,heal,0,2); + if( sd ) { + int heal, hp = 0; // % of max hp regen + if( !dstsd || !pc_ismadogear(dstsd) ) { + clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0); + break; } - - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + switch (cap_value(skill_lv, 1, 5)) { + case 1: hp = 4; break; + case 2: hp = 7; break; + case 3: hp = 13; break; + case 4: hp = 17; break; + case 5: hp = 23; break; + } + heal = tstatus->max_hp * hp / 100; + status->heal(bl,heal,0,2); clif->skill_nodamage(src, bl, skill_id, skill_lv, heal); } break; @@ -8208,7 +8570,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NC_DISJOINT: { if( bl->type != BL_MOB ) break; - md = iMap->id2md(bl->id); + md = map->id2md(bl->id); if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) status_kill(bl); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); @@ -8218,7 +8580,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd ) { int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { - sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] + sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] clif->autoshadowspell_list(sd); clif->skill_nodamage(src,bl,skill_id,1,1); } @@ -8229,7 +8591,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SC_SHADOWFORM: if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { - if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) + if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) dstsd->shadowform_id = src->id; } else if( sd ) @@ -8239,171 +8601,171 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SC_BODYPAINT: if( flag&1 ) { if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || - tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || - tsc->data[SC__INVISIBILITY]) ) { + tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) { status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); } } else { clif->skill_nodamage(src, bl, skill_id, 0, 1); - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); } break; case SC_ENERVATION: case SC_GROOMY: + case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case SC_WEAKNESS: if( !(tsc && tsc->data[type]) ) { - //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); - rate = cap_value(rate, skill_lv+sstatus->dex/20, 100); - clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); - } else if( sd ) - clif->skill_fail(sd,skill_id,0,0); - break; - - case SC_IGNORANCE: - if( !(tsc && tsc->data[type]) ) { - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); - rate = cap_value(rate, skill_lv+sstatus->dex/20, 100); - if (clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) { - int sp = 200 * skill_lv; + int joblvbonus = 0; + int rate = 0; + if (is_boss(bl)) break; + joblvbonus = ( sd ? sd->status.job_level : 50 ); + //First we set the success chance based on the caster's build which increases the chance. + rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10; + // We then reduce the success chance based on the target's build. + rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10; + //Finally we set the minimum success chance cap based on the caster's skill level and DEX. + rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); + clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); + if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { + //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. + int sp = 100 * skill_lv; if( dstmd ) sp = dstmd->level * 2; if( status_zap(bl,0,sp) ) - status_heal(src,0,sp/2,3); + status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech] + } + if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { + //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. + switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance. + case 0: + status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + break; + case 1: + status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + break; + case 2: + status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + } } - else if( sd ) clif->skill_fail(sd,skill_id,0,0); } else if( sd ) - clif->skill_fail(sd,skill_id,0,0); + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case LG_TRAMPLE: clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - iMap->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); + map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); break; case LG_REFLECTDAMAGE: if( tsc && tsc->data[type] ) status_change_end(bl,type,INVALID_TIMER); else - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case LG_SHIELDSPELL: + if( !sd ) + break; if( flag&1 ) { - int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; - sc_start(bl,SC_SILENCE,100,skill_lv,duration); - } else if( sd ) { - int opt = skill_lv; - int rate = rnd()%100; - int val, brate; + sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); + } else { + int opt = 0, val = 0, splashrange = 0; + struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; + if( !shield_data || shield_data->type != IT_ARMOR ) { + //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + //Generates a number between 1 - 3. The number generated will determine which effect will be triggered. + opt = rnd()%3 + 1; switch( skill_lv ) { case 1: - { - struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; - if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield? - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + if ( shield_data->def >= 0 && shield_data->def <= 40) + splashrange = 1; + else if ( shield_data->def >= 41 && shield_data->def <= 80) + splashrange = 2; + else + splashrange = 3; + switch( opt ) { + case 1: + sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); + break; + case 2: + val = shield_data->def/10; //Damage Reflecting Increase. + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); + break; + case 3: + //Weapon Attack Increase. + val = shield_data->def; + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); break; - } - brate = shield_data->def * 10; - if( rate < 50 ) - opt = 1; - else if( rate < 75 ) - opt = 2; - else - opt = 3; - - switch( opt ) { - case 1: - sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rate < brate ) - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); - break; - case 2: - val = shield_data->def / 10; // % Reflected damage. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000); - break; - case 3: - val = shield_data->def; // Attack increase. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000); - break; - } } break; - case 2: - brate = sd->bonus.shieldmdef * 20; - if( rate < 30 ) - opt = 1; - else if( rate < 60 ) - opt = 2; + if( sd->bonus.shieldmdef == 0 ) + break; // Nothing should happen if the shield has no mdef, not even displaying a message + if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 ) + splashrange = 1; + else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 ) + splashrange = 2; else - opt = 3; + splashrange = 3; switch( opt ) { case 1: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rate < brate ) - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); break; case 2: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rate < brate ) - iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina + clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); break; case 3: - if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) + if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, - sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); break; } break; - case 3: { - struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; - if( !it ) { // No shield? - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - brate = it->refine * 5; - if( rate < 25 ) - opt = 1; - else if( rate < 50 ) - opt = 2; - else - opt = 3; + int rate = 0; + struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + + if( shield->refine == 0 ) + break; // Nothing should happen if the shield has no refine, not even displaying a message + switch( opt ) { case 1: - val = 105 * it->refine / 10; - sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate break; - case 2: case 3: - if( rate < brate ) - { - val = sstatus->max_hp * (11 + it->refine) / 100; - status_heal(bl, val, 0, 3); - } + case 2: + val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase + rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate + if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) + clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, + sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); + break; + case 3: + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery + val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; + status->heal(bl, val, 0, 2); + status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); break; - /*case 3: - // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it. - break;*/ } } break; @@ -8414,16 +8776,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case LG_PIETY: if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { - skill_area_temp[2] = 0; - iMap->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case LG_KINGS_GRACE: if( flag&1 ){ - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + int i; + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); for(i=0; i<SC_MAX; i++) { if (!tsc->data[i]) @@ -8435,75 +8798,76 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SC_BLOODING: case SC_CURSE: case SC_CONFUSION: case SC_ILLUSION: case SC_SILENCE: case SC_BURNING: - case SC_CRYSTALIZE: case SC_FROSTMISTY: + case SC_COLD: case SC_FROSTMISTY: case SC_DEEP_SLEEP: case SC_FEAR: - case SC_MANDRAGORA: + case SC_MANDRAGORA: case SC__CHAOS: status_change_end(bl, (sc_type)i, INVALID_TIMER); } } }else { - skill_area_temp[2] = 0; + skill->area_temp[2] = 0; if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) ) flag |= BCT_GUILD; - iMap->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case LG_INSPIRATION: - if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { + if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty. sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); } clif->skill_nodamage(bl,src,skill_id,skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case SR_CURSEDCIRCLE: if( flag&1 ) { if( is_boss(bl) ) break; - if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { + if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { if( bl->type == BL_MOB ) - mob_unlocktarget((TBL_MOB*)bl,iTimer->gettick()); - unit_stop_attack(bl); + mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); + unit->stop_attack(bl); clif->bladestop(src, bl->id, 1); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } } else { int count = 0; clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - count = iMap->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors + count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); if( sd ) pc->delspiritball(sd, count, 0); clif->skill_nodamage(src, src, skill_id, skill_lv, - sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); + sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); } break; case SR_RAISINGDRAGON: if( sd ) { short max = 5 + skill_lv; - sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + int i; + sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); for( i = 0; i < max; i++ ) // Don't call more than max available spheres. pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); } break; case SR_ASSIMILATEPOWER: if( flag&1 ) { - i = 0; + int sp = 0; if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) { - i = dstsd->spiritball; //1%sp per spiritball. + sp = dstsd->spiritball; //1%sp per spiritball. pc->delspiritball(dstsd, dstsd->spiritball, 0); + status_percent_heal(src, 0, sp); } - if( i ) status_percent_heal(src, 0, i); - clif->skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0); } else { clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); } break; @@ -8511,6 +8875,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( !dstsd ) break; if( sd && dstsd->spiritball <= 5 ) { + int i; for(i = 0; i <= 5; i++) { pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i); pc->delspiritball(sd, sd->spiritball, 0); @@ -8523,24 +8888,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { int heal; - if( status_isimmune(bl) ) - { + if( status->isimmune(bl) ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; - status_heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); - if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) - { + if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_ILLUSION, INVALID_TIMER); + status_change_end(bl, SC_ILLUSION, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); } @@ -8551,146 +8914,156 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SR_GENTLETOUCH_CHANGE: case SR_GENTLETOUCH_REVITALIZE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); break; case SR_FLASHCOMBO: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - for(i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++) - skill->addtimerskill(src, tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1), bl->id, 0, 0, i, skill_lv, BF_WEAPON, flag|SD_LEVEL); - break; - case WA_SWING_DANCE: - case WA_MOONLIT_SERENADE: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else if( sd ) { // Only shows effects on caster. - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - break; + { + const int combo[] = { + SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW + }; + int i; + + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); + + for( i = 0; i < ARRAYLENGTH(combo); i++ ) + skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL); + break; + } + case WA_SWING_DANCE: case WA_SYMPHONY_OF_LOVER: + case WA_MOONLIT_SERENADE: case MI_RUSH_WINDMILL: case MI_ECHOSONG: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv)); - else if( sd ) { // Only shows effects on caster. + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } break; case MI_HARMONIZE: - if( src != bl ) - clif->skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill->get_time(skill_id,skill_lv))); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); break; case WM_DEADHILLHERE: if( bl->type == BL_PC ) { - if( !status_isdead(bl) ) + if( !status->isdead(bl) ) break; if( rnd()%100 < 88 + 2 * skill_lv ) { - int heal = tstatus->sp; - if( heal <= 0 ) + int heal = 0; + status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100); + heal = tstatus->sp; + if ( heal <= 0 ) heal = 1; - tstatus->hp = heal; - tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100; + status->fixed_revive(bl, heal, 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - pc->revive((TBL_PC*)bl,heal,0); - clif->resurrection(bl,1); + status->set_sp(bl, 0, 0); } } break; + case WM_LULLABY_DEEPSLEEP: + if ( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + else if ( sd ) { + int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + } + } + break; case WM_SIRCLEOFNATURE: flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; case WM_VOICEOFSIREN: if( skill_id != WM_SIRCLEOFNATURE ) flag &= ~BCT_SELF; if( flag&1 ) { - sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); - } else { - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); + } else if( sd ) { + int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + } } break; case WM_GLOOMYDAY: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if( dstsd && ( pc->checkskill(dstsd,KN_BRANDISHSPEAR) || pc->checkskill(dstsd,LK_SPIRALPIERCE) || - pc->checkskill(dstsd,CR_SHIELDCHARGE) || pc->checkskill(dstsd,CR_SHIELDBOOMERANG) || - pc->checkskill(dstsd,PA_SHIELDCHAIN) || pc->checkskill(dstsd,LG_SHIELDPRESS) ) ) - { - sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - } - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - - case WM_SATURDAY_NIGHT_FEVER: - if( flag&1 ) { // Affect to all targets arround the caster and caster too. - if( !(tsc && tsc->data[type]) ) - sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); - } else if( flag&2 ) { - if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 ) - status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0)); - } else if( sd ) { - short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4; - if( !sd->status.party_id || (rnd()%100 > chance)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); - break; - } - if( iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id,skill_lv), - BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count) > 7 ) - flag |= 2; - else - flag |= 1; - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv))); - if( flag&2 ) // Dealed here to prevent conflicts - status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0)); + if ( tsc && tsc->data[type] ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; } + // val4 indicates caster's voice lesson level + sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case WM_SONG_OF_MANA: case WM_DANCE_WITH_WUG: case WM_LERADS_DEW: - if( flag&1 ) { // These affect to to all party members near the caster. - struct status_change *sc = status_get_sc(src); - if( sc && sc->data[type] ) { - sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv)); - } - } else if( sd ) { - short lv = (short)skill_lv; - int count = skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1); - if( sc_start2(bl,type,100,skill_lv,count,skill->get_time(skill_id,skill_lv)) ) - party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + case WM_UNLIMITED_HUMMING_VOICE: + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } + } + break; + case WM_SATURDAY_NIGHT_FEVER: + { + if( flag&1 ) { + int madnesscheck = 0; + if ( sd )//Required to check if the lord of madness effect will be applied. + madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); + sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); + if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. + status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); + //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech] + } else if( sd ) { + int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; + if ( rnd()%100 < rate ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + } + } break; case WM_MELODYOFSINK: case WM_BEYOND_OF_WARCRY: - case WM_UNLIMITED_HUMMING_VOICE: - if( flag&1 ) { - sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv)); - } else { // These affect to all targets arround the caster. - short lv = (short)skill_lv; - skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones). - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } } + } break; case WM_RANDOMIZESPELL: { - int improv_skill_id = 0, improv_skill_lv; + int improv_skill_id = 0, improv_skill_lv, improv_idx; do { - i = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skill_id = skill_improvise_db[i].skill_id; - } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per ); + improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; + improv_skill_id = skill->improvise_db[improv_idx].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); improv_skill_lv = 4 + skill_lv; clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -8700,14 +9073,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sd->skillitemlv = improv_skill_lv; clif->item_skill(sd, improv_skill_id, improv_skill_lv); } else { - struct unit_data *ud = unit_bl2ud(src); + struct unit_data *ud = unit->bl2ud(src); int inf = skill->get_inf(improv_skill_id); if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; - unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); + unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); } else { int target_id = 0; if (ud->target) @@ -8719,11 +9092,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (!target_id) break; if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { - bl = iMap->id2bl(target_id); + bl = map->id2bl(target_id); if (!bl) bl = src; - unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); + unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); } else - unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); + unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); } } } @@ -8735,28 +9108,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd ) { short x, y; // Destiny position. - unsigned short mapindex; + unsigned short map_index; - if( skill_id == RETURN_TO_ELDICASTES) - { + if( skill_id == RETURN_TO_ELDICASTES) { x = 198; y = 187; - mapindex = mapindex_name2id(MAP_DICASTES); - } - else - { + map_index = mapindex->name2id(MAP_DICASTES); + } else { x = 44; y = 151; - mapindex = mapindex_name2id(MAP_MORA); + map_index = mapindex->name2id(MAP_MORA); } - if(!mapindex) - { //Given map not found? + if(!map_index) { + //Given map not found? clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } - pc->setpos(sd, mapindex, x, y, CLR_TELEPORT); + pc->setpos(sd, map_index, x, y, CLR_TELEPORT); } break; @@ -8774,23 +9144,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SO_ARRULLO: { // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] % - int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0); + int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5; rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); - } - break; - - case WM_LULLABY_DEEPSLEEP: - if( flag&1 ){ - //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster?s Base Level / 15) + (Caster?s Job Level / 5)] % - int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15; - if( bl != src ) - sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)); - }else { - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); + sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); } break; @@ -8801,13 +9158,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd ) { int elemental_class = skill->get_elemental_type(skill_id,skill_lv); - // Remove previous elemental fisrt. + // Remove previous elemental first. if( sd->ed ) - elemental_delete(sd->ed,0); + elemental->delete(sd->ed,0); // Summoning the new one. - if( !elemental_create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { - clif->skill_fail(sd,skill_id,0,0); + if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -8821,14 +9178,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( !sd->ed ) break; if( skill_lv == 4 ) {// At level 4 delete elementals. - elemental_delete(sd->ed, 0); + elemental->delete(sd->ed, 0); break; } - switch( skill_lv ) {// Select mode bassed on skill level used. + switch( skill_lv ) {// Select mode based on skill level used. case 2: mode = EL_MODE_ASSIST; break; case 3: mode = EL_MODE_AGGRESSIVE; break; } - if( !elemental_change_mode(sd->ed,mode) ) { + if( !elemental->change_mode(sd->ed,mode) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -8838,22 +9195,26 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SO_EL_ACTION: if( sd ) { - int duration = 3000; - if( !sd->ed ) break; + int duration = 3000; + if( !sd->ed ) + break; + + switch(sd->ed->db->class_){ + case 2115:case 2124: + case 2118:case 2121: + duration = 6000; + break; + case 2116:case 2119: + case 2122:case 2125: + duration = 9000; + break; + } + sd->skill_id_old = skill_id; - elemental_action(sd->ed, bl, tick); + elemental->action(sd->ed, bl, tick); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - switch(sd->ed->db->class_){ - case 2115:case 2124: - case 2118:case 2121: - duration = 6000; - break; - case 2116:case 2119: - case 2122:case 2125: - duration = 9000; - break; - } - skill->blockpc_start(sd, skill_id, duration, false); + + skill->blockpc_start(sd, skill_id, duration); } break; @@ -8864,13 +9225,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int e_hp, e_sp; if( !ed ) break; - if( !status_charge(&sd->bl,s_hp,s_sp) ) { + if( !status->charge(&sd->bl,s_hp,s_sp) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } e_hp = ed->battle_status.max_hp * 10 / 100; e_sp = ed->battle_status.max_sp * 10 / 100; - status_heal(&ed->bl,e_hp,e_sp,3); + status->heal(&ed->bl,e_hp,e_sp,3); clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); } break; @@ -8885,7 +9246,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case GN_BLOOD_SUCKER: { - struct status_change *sc = status_get_sc(src); + struct status_change *sc = status->get_sc(src); if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { if( tsc && tsc->data[type] ){ @@ -8893,7 +9254,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); (sc->bs_counter)++; } else if( sd ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); @@ -8904,40 +9265,45 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case GN_MANDRAGORA: if( flag&1 ) { - if ( clif->skill_nodamage(bl, src, skill_id, skill_lv, - sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) ) - status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); - } else - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5; + if ( chance < 10 ) + chance = 10;//Minimal chance is 10%. + if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); + } + } else if ( sd ) { + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(bl, src, skill_id, skill_lv, 1); + } break; case GN_SLINGITEM: if( sd ) { short ammo_id; - i = sd->equip_index[EQI_AMMO]; - if( i <= 0 ) + int equip_idx = sd->equip_index[EQI_AMMO]; + if( equip_idx <= 0 ) break; // No ammo. - ammo_id = sd->inventory_data[i]->nameid; + ammo_id = sd->inventory_data[equip_idx]->nameid; if( ammo_id <= 0 ) break; sd->itemid = ammo_id; if( itemdb_is_GNbomb(ammo_id) ) { if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. - if( ammo_id == 13263 ) - iMap->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + if( ammo_id == ITEMID_PINEAPPLE_BOMB ) + map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); else skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); } else //Otherwise, it fails, shows animation and removes items. clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); - } else if( itemdb_is_GNthrowable(ammo_id) ){ - struct script_code *script = sd->inventory_data[i]->script; - if( !script ) + } else if( itemdb_is_GNthrowable(ammo_id) ) { + struct script_code *scriptroot = sd->inventory_data[equip_idx]->script; + if( !scriptroot ) break; if( dstsd ) - run_script(script,0,dstsd->bl.id,fake_nd->bl.id); + script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id); else - run_script(script,0,src->id,0); + script->run(scriptroot,0,src->id,0); } } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -8975,24 +9341,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case EL_WIND_CURTAIN: case EL_SOLID_SKIN: case EL_STONE_SHIELD: - case EL_WIND_STEP: { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - sc_type type2 = type-1; - struct status_change *sc = status_get_sc(&ele->bl); - - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skill_id); - } else { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. - skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - } + case EL_WIND_STEP: + { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + sc_type type2 = type-1; + struct status_change *sc = status->get_sc(&ele->bl); + + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. + skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); } } + } break; case EL_FIRE_MANTLE: @@ -9004,23 +9371,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); break; - case EL_WATER_SCREEN: { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - struct status_change *sc = status_get_sc(&ele->bl); - sc_type type2 = type-1; + case EL_WATER_SCREEN: + { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + struct status_change *sc = status->get_sc(&ele->bl); + sc_type type2 = type-1; - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skill_id); - } else { - // This not heals at the end. - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); - } + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + // This not heals at the end. + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); } } + } break; case KO_KAHU_ENTEN: @@ -9028,6 +9396,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case KO_KAZEHU_SEIRAN: case KO_DOHU_KOUKAI: if(sd) { + int i; int ttype = skill->get_ele(skill_id, skill_lv); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); ARR_FIND(1, 6, i, sd->charm[i] > 0 && ttype != i); @@ -9038,21 +9407,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case KO_ZANZOU: - if(sd){ - struct mob_data *md; - - md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE); - if( md ) - { - md->master_id = src->id; - md->special_state.ai = AI_ZANZOU; - if( md->deletetimer != INVALID_TIMER ) - iTimer->delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn( md ); + if(sd) { + struct mob_data *summon_md; + + summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_MEDIUM, AI_NONE); + if( summon_md ) { + summon_md->master_id = src->id; + summon_md->special_state.ai = AI_ZANZOU; + if( summon_md->deletetimer != INVALID_TIMER ) + timer->delete(summon_md->deletetimer, mob->timer_delete); + summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); + mob->spawn( summon_md ); pc->setinvincibletimer(sd,500);// unlock target lock clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); } } break; @@ -9060,48 +9428,49 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case KO_KYOUGAKU: { int rate = max(5, (45 + 5 * skill_lv - status_get_int(bl) / 10)); - if( sd && !map_flag_gvg(src->m) ){ + if( sd && !map_flag_gvg2(src->m) ){ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0); break; } if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){ clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); }else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case KO_JYUSATSU: - if( dstsd && tsc && !tsc->data[type] && - rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){ + if( dstsd && tsc && !tsc->data[type] + && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) + ) { clif->skill_nodamage(src, bl, skill_id, skill_lv, - status_change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); + status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); - if( status_get_lv(bl) <= status_get_lv(src) ) - status_change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); - }else if( sd ) + if( status->get_lv(bl) <= status->get_lv(src) ) + status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); + } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case KO_GENWAKU: - if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { + if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { int x = src->x, y = src->y; if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%. clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } - if (unit_movepos(src, bl->x, bl->y, 0, 0)) { + if (unit->movepos(src, bl->x, bl->y, 0, 0)) { clif->skill_nodamage(src, src, skill_id, skill_lv, 1); clif->slide(src, bl->x, bl->y) ; - sc_start(src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); - if ( !is_boss(bl) && unit_stop_walking(&sd->bl, 1) && unit_movepos(bl, x, y, 0, 0) ) + sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) { if( dstsd && pc_issit(dstsd) ) pc->setstand(dstsd); clif->slide(bl, x, y) ; - sc_start(bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); } } } @@ -9119,7 +9488,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case KG_KYOMU: case KG_KAGEMUSYA: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; @@ -9128,8 +9497,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ - sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); @@ -9138,153 +9507,141 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); } - if( skill_area_temp[2] == 1 ){ + if( skill->area_temp[2] == 1 ){ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } - }else{ - skill_area_temp[2] = 0; - iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); + } else { + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); } break; - case MH_SILENT_BREEZE: { - struct status_change *ssc = status_get_sc(src); - struct block_list *m_bl = battle->get_master(src); - const enum sc_type scs[] = { - SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION - }; - int heal; - if(tsc){ - for (i = 0; i < ARRAYLENGTH(scs); i++) { - if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); - } - if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target - status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + case MH_LIGHT_OF_REGENE: + if( hd && battle->get_master(src) ) { + hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850 + clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info + sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } - heal = status_get_matk_min(src)*4; - status_heal(bl, heal, 0, 7); + break; - //now inflict silence on everyone - if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun - status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); - if(m_bl){ - struct status_change *msc = status_get_sc(m_bl); - if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master - status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + case MH_OVERED_BOOST: + if ( hd && battle->get_master(src) ) { + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } - break; - case MH_OVERED_BOOST: - if (hd){ - struct block_list *s_bl = battle->get_master(src); - if(hd->homunculus.hunger>50) //reduce hunger - hd->homunculus.hunger = hd->homunculus.hunger/2; - else - hd->homunculus.hunger = min(1,hd->homunculus.hunger); - if(s_bl && s_bl->type==BL_PC){ - status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp - clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info - sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus - } - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } - break; - case MH_GRANITIC_ARMOR: - case MH_PYROCLASTIC: { - struct block_list *s_bl = battle->get_master(src); - if(s_bl) - sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master - sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + break; + + case MH_SILENT_BREEZE: + { + const enum sc_type scs[] = { + SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION + }; + int heal; + if(tsc){ + int i; + for (i = 0; i < ARRAYLENGTH(scs); i++) { + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } - break; + } + heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->battle_status, status->get_lv(&hd->bl)); + status->heal(bl, heal, 0, 0); + clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1)); + status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), 1|2|8); + status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), 1|2|8); + } + break; - case MH_LIGHT_OF_REGENE: - if(hd){ - hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750) - if(sd) clif->send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info - } - //don't break need to start status and start block timer - case MH_STYLE_CHANGE: - case MH_MAGMA_FLOW: - case MH_PAIN_KILLER: - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - break; - case MH_SUMMON_LEGION: - { - int summons[5] = {1004, 1303, 1303, 1994, 1994}; - int qty[5] = {3 , 3 , 4 , 4 , 5}; - struct mob_data *md; - int i, dummy = 0; + case MH_GRANITIC_ARMOR: + case MH_PYROCLASTIC: + if( hd ){ + struct block_list *s_bl = battle->get_master(src); + + if(s_bl) + sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master + + sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); + + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; - i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy); - if(i >= qty[skill_lv-1]) - break; - - for(i=0; i<qty[skill_lv - 1]; i++){ //easy way - md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); - if (md) { - md->master_id = src->id; - if (md->deletetimer != INVALID_TIMER) - iTimer->delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = iTimer->add_timer(iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn(md); //Now it is ready for spawning. - sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); - } - } - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } + case MH_MAGMA_FLOW: + case MH_PAIN_KILLER: + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + break; + case MH_SUMMON_LEGION: + { + int summons[5] = {1004, 1303, 1303, 1994, 1994}; + int qty[5] = {3 , 3 , 4 , 4 , 5}; + struct mob_data *summon_md; + int i, dummy = 0; + + i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy); + if(i >= qty[skill_lv-1]) break; + + for(i=0; i<qty[skill_lv - 1]; i++){ //easy way + summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_MEDIUM, AI_ATTACK); + if (summon_md) { + summon_md->master_id = src->id; + if (summon_md->deletetimer != INVALID_TIMER) + timer->delete(summon_md->deletetimer, mob->timer_delete); + summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); + mob->spawn(summon_md); //Now it is ready for spawning. + sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); + } + } + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */ + break; default: ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } - if(skill_id != SR_CURSEDCIRCLE){ - struct status_change *sc = status_get_sc(src); + if(skill_id != SR_CURSEDCIRCLE) { + struct status_change *sc = status->get_sc(src); if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); } if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] - mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) - mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); + mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) + mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); } if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded - sd->canskill_tick = iTimer->gettick(); + sd->canskill_tick = timer->gettick(); if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill. battle->consume_ammo(sd, skill_id, skill_lv); } skill->onskillusage(sd, bl, skill_id, tick); // perform skill requirement consumption - skill->consume_requirement(sd,skill_id,skill_lv,2); + if( skill_id != NC_SELFDESTRUCTION ) + skill->consume_requirement(sd,skill_id,skill_lv,2); } - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------*/ -int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) -{ - struct block_list* src = iMap->id2bl(id); +int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { + struct block_list* src = map->id2bl(id); int maxcount; struct map_session_data *sd; - struct unit_data *ud = unit_bl2ud(src); + struct unit_data *ud = unit->bl2ud(src); struct mob_data *md; nullpo_ret(ud); @@ -9312,7 +9669,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) ud->skilltimer = INVALID_TIMER; do { - if( status_isdead(src) ) + if( status->isdead(src) ) break; if( !(src->type&battle_config.skill_reiteration) && @@ -9346,9 +9703,9 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) } } - if(tid != INVALID_TIMER) - { //Avoid double checks on instant cast skills. [Skotlex] - if (!status_check_skilluse(src, NULL, ud->skill_id, 1)) + if(tid != INVALID_TIMER) { + //Avoid double checks on instant cast skills. [Skotlex] + if (!status->check_skilluse(src, NULL, ud->skill_id, 1)) break; if(battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { @@ -9380,7 +9737,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); if (ud->walktimer != INVALID_TIMER) - unit_stop_walking(src,1); + unit->stop_walking(src,1); if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); @@ -9393,7 +9750,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) } } if(cooldown) - skill->blockpc_start(sd, ud->skill_id, cooldown, false); + skill->blockpc_start(sd, ud->skill_id, cooldown); } if( battle_config.display_status_timers && sd ) clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); @@ -9406,9 +9763,9 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) // break; // } // } - unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); + unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses - iMap->freeblock_lock(); + map->freeblock_lock(); skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] @@ -9420,7 +9777,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) ud->skill_lv = ud->skillx = ud->skilly = 0; } - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 1; } while(0); @@ -9434,6 +9791,14 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) return 0; } +static int check_npc_chaospanic(struct block_list* bl, va_list args) { + TBL_NPC* nd = (TBL_NPC*)bl; + + if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) + return 0; + + return 1; +} /* skill count without self */ static int skill_count_wos(struct block_list *bl,va_list ap) { struct block_list* src = va_arg(ap, struct block_list*); @@ -9446,12 +9811,11 @@ static int skill_count_wos(struct block_list *bl,va_list ap) { /*========================================== * *------------------------------------------*/ -int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map) -{ +int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) { nullpo_ret(sd); //Simplify skill_failed code. -#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } +#define skill_failed(sd) ( (sd)->menuskill_id = (sd)->menuskill_val = 0 ) if(skill_id != sd->menuskill_id) return 0; @@ -9470,7 +9834,7 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char sd->sc.data[SC_AUTOCOUNTER] || sd->sc.data[SC_STEELBODY] || (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) || - sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || + sd->sc.data[SC_BERSERK] || sd->sc.data[SC_BASILICA] || sd->sc.data[SC_MARIONETTE_MASTER] || sd->sc.data[SC_WHITEIMPRISON] || @@ -9488,19 +9852,24 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char pc_stop_walking(sd,0); if(battle_config.skill_log && battle_config.skill_log&BL_PC) - ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map); + ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname); - if(strcmp(map,"cancel")==0) { + if(strcmp(mapname,"cancel")==0) { skill_failed(sd); return 0; } switch(skill_id) { case AL_TELEPORT: - if(strcmp(map,"Random")==0) + // The storage window is closed automatically by the client when there's + // any kind of map change, so we need to restore it automatically + // issue: 8027 + if(strcmp(mapname,"Random")==0) pc->randomwarp(sd,CLR_TELEPORT); else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + + clif->refresh_storagewindow(sd); break; case AL_WARP: @@ -9510,11 +9879,10 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char int i, lv, wx, wy; int maxcount=0; int x,y; - unsigned short mapindex; + unsigned short map_index; - mapindex = mapindex_name2id((char*)map); - sd->state.workinprogress = 0; - if(!mapindex) { //Given map not found? + map_index = mapindex->name2id(mapname); + if(!map_index) { //Given map not found? clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); skill_failed(sd); return 0; @@ -9544,7 +9912,7 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char if( lv > 4 ) lv = 4; // crash prevention // check if the chosen map exists in the memo list - ARR_FIND( 0, lv, i, mapindex == p[i]->map ); + ARR_FIND( 0, lv, i, map_index == p[i]->map ); if( i < lv ) { x=p[i]->x; y=p[i]->y; @@ -9569,7 +9937,7 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char group->val1 = (group->val1<<16)|(short)0; // record the destination coordinates group->val2 = (x<<16)|y; - group->val3 = mapindex; + group->val3 = map_index; } break; } @@ -9582,27 +9950,26 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char /*========================================== * *------------------------------------------*/ -int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) -{ +int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct map_session_data* sd; struct status_change* sc; struct status_change_entry *sce; struct skill_unit_group* sg; enum sc_type type; - int i; + int r; //if(skill_lv <= 0) return 0; - if(skill_id > 0 && !skill_lv) return 0; // celest + if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_ret(src); - if(status_isdead(src)) + if(status->isdead(src)) return 0; sd = BL_CAST(BL_PC, src); - sc = status_get_sc(src); - type = status_skill2sc(skill_id); + sc = status->get_sc(src); + type = status->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { //Skill effect. @@ -9611,6 +9978,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case CR_CULTIVATION: case HW_GANBANTEIN: case LG_EARTHDRIVE: + case SC_ESCAPE: break; //Effect is displayed on respective switch case. default: if(skill->get_inf(skill_id)&INF_SELF_SKILL) @@ -9624,50 +9992,49 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui switch(skill_id) { case PR_BENEDICTIO: - skill_area_temp[1] = src->id; - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea(skill->area_sub, - src->m, x-i, y-i, x+i, y+i, BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); - iMap->foreachinarea(skill->area_sub, - src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); + r = skill->get_splash(skill_id, skill_lv); + skill->area_temp[1] = src->id; + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); break; case BS_HAMMERFALL: - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea (skill->area_sub, - src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, - skill->castend_nodamage_id); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, + skill->castend_nodamage_id); break; case HT_DETECTING: - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea( status_change_timer_sub, - src->m, x-i, y-i, x+i,y+i,BL_CHAR, - src,NULL,SC_SIGHT,tick); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(status->change_timer_sub, + src->m, x-r, y-r, x+r,y+r,BL_CHAR, + src,NULL,SC_SIGHT,tick); if(battle_config.traps_setting&1) - iMap->foreachinarea( skill_reveal_trap, - src->m, x-i, y-i, x+i,y+i,BL_SKILL); + map->foreachinarea(skill_reveal_trap, + src->m, x-r, y-r, x+r, y+r, BL_SKILL); break; case SR_RIDEINLIGHTNING: - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea(skill->area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); break; case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: - { //Does not consumes if the skill is already active. [Skotlex] - struct skill_unit_group *sg; + //Does not consumes if the skill is already active. [Skotlex] if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) { - if (sg->limit - DIFF_TICK(iTimer->gettick(), sg->tick) > 0) { + if (sg->limit - DIFF_TICK(timer->gettick(), sg->tick) > 0) { skill->unitsetting(src,skill_id,skill_lv,x,y,0); return 0; // not to consume items } else @@ -9675,7 +10042,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui } skill->unitsetting(src,skill_id,skill_lv,x,y,0); break; - } + + case SC_CHAOSPANIC: + case SC_MAELSTROM: + if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + case MG_SAFETYWALL: case MG_FIREWALL: case MG_THUNDERSTORM: @@ -9756,8 +10130,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case RA_ICEBOUNDTRAP: case SC_MANHOLE: case SC_DIMENSIONDOOR: - case SC_CHAOSPANIC: - case SC_MAELSTROM: + case SC_BLOODYLUST: case WM_REVERBERATION: case WM_SEVERE_RAINSTORM: case WM_POEMOFNETHERWORLD: @@ -9781,10 +10154,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case MH_VOLCANIC_ASH: case MH_POISON_MIST: case MH_STEINWAND: - case MH_XENO_SLASHER: case NC_MAGMA_ERUPTION: + case SO_ELEMENTAL_SHIELD: + case RL_B_TRAP: + case MH_XENO_SLASHER: flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). case GS_GROUNDDRIFT: //Ammo should be deleted right away. + if ( skill_id == WM_SEVERE_RAINSTORM ) + sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv)); skill->unitsetting(src,skill_id,skill_lv,x,y,0); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ @@ -9796,7 +10173,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if( sc->data[SC_BASILICA] ) status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica else { // Create Basilica. Start SC on caster. Unit timer start SC on others. - if( iMap->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { + if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); return 1; @@ -9804,20 +10181,20 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui skill->clear_unitgroup(src); if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) - sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); flag|=1; } break; case CG_HERMODE: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,SC_DANCING,100, + sc_start4(src,src,SC_DANCING,100, skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; case RG_CLEANER: // [Valaris] - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea(skill->graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL); break; case SO_WARMER: @@ -9826,16 +10203,18 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui skill->unitsetting(src,skill_id,skill_lv,x,y,0); break; - case WZ_METEOR: { + case WZ_METEOR: + { int area = skill->get_splash(skill_id, skill_lv); short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; + int i; for( i = 0; i < 2 + (skill_lv>>1); i++ ) { // Creates a random Cell in the Splash Area tmpx = x - area + rnd()%(area * 2 + 1); tmpy = y - area + rnd()%(area * 2 + 1); - if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) + if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); if( i > 0 ) @@ -9863,19 +10242,19 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui return 0; // not to consume item. case MO_BODYRELOCATION: - if (unit_movepos(src, x, y, 1, 1)) { + if (unit->movepos(src, x, y, 1, 1)) { #if PACKETVER >= 20111005 clif->snap(src, src->x, src->y); #else clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); #endif if (sd) - skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false); + skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000); } break; case NJ_SHADOWJUMP: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds. - unit_movepos(src, x, y, 1, 0); + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds. + unit->movepos(src, x, y, 1, 0); clif->slide(src,x,y); } status_change_end(src, SC_HIDING, INVALID_TIMER); @@ -9888,15 +10267,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; struct mob_data *md; - // Correct info, don't change any of this! [celest] - md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); + // Correct info, don't change any of this! [Celest] + md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_MEDIUM, AI_NONE); if (md) { md->master_id = src->id; md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; if( md->deletetimer != INVALID_TIMER ) - iTimer->delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn (md); //Now it is ready for spawning. + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0); + mob->spawn (md); //Now it is ready for spawning. } } break; @@ -9905,54 +10284,55 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case CR_SLIMPITCHER: if (sd) { int i = skill_lv%11 - 1; - int j = pc->search_inventory(sd,skill_db[skill_id].itemid[i]); - if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] ) - { + int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]); + if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0 + || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] + ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } - potion_flag = 1; - potion_hp = 0; - potion_sp = 0; - run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); - potion_flag = 0; + script->potion_flag = 1; + script->potion_hp = 0; + script->potion_sp = 0; + script->run(sd->inventory_data[j]->script,0,sd->bl.id,0); + script->potion_flag = 0; //Apply skill bonuses i = pc->checkskill(sd,CR_SLIMPITCHER)*10 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5 + pc->skillheal_bonus(sd, skill_id); - potion_hp = potion_hp * (100+i)/100; - potion_sp = potion_sp * (100+i)/100; + script->potion_hp = script->potion_hp * (100+i)/100; + script->potion_sp = script->potion_sp * (100+i)/100; - if(potion_hp > 0 || potion_sp > 0) { + if(script->potion_hp > 0 || script->potion_sp > 0) { i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea(skill->area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); + map->foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); } } else { int i = skill_lv%11 - 1; struct item_data *item; - i = skill_db[skill_id].itemid[i]; - item = itemdb_search(i); - potion_flag = 1; - potion_hp = 0; - potion_sp = 0; - run_script(item->script,0,src->id,0); - potion_flag = 0; + i = skill->db[skill_id].itemid[i]; + item = itemdb->search(i); + script->potion_flag = 1; + script->potion_hp = 0; + script->potion_sp = 0; + script->run(item->script,0,src->id,0); + script->potion_flag = 0; i = skill->get_max(CR_SLIMPITCHER)*10; - potion_hp = potion_hp * (100+i)/100; - potion_sp = potion_sp * (100+i)/100; + script->potion_hp = script->potion_hp * (100+i)/100; + script->potion_sp = script->potion_sp * (100+i)/100; - if(potion_hp > 0 || potion_sp > 0) { + if(script->potion_hp > 0 || script->potion_sp > 0) { i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea(skill->area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); + map->foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); } } break; @@ -9961,8 +10341,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if (rnd()%100 < 80) { int dummy = 1; clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea(skill->cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src); } else { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; @@ -9971,15 +10351,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case HW_GRAVITATION: if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; // Plant Cultivation [Celest] case CR_CULTIVATION: if (sd) { - if( iMap->count_oncell(src->m,x,y,BL_CHAR) > 0 ) - { + if( map->count_oncell(src->m,x,y,BL_CHAR) > 0 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } @@ -9987,16 +10366,16 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if (rnd()%100 < 50) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } else { - TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); + TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_MEDIUM, AI_NONE); int i; if (!md) break; if ((i = skill->get_time(skill_id, skill_lv)) > 0) { if( md->deletetimer != INVALID_TIMER ) - iTimer->delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = iTimer->add_timer (tick + i, mob_timer_delete, md->bl.id, 0); + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0); } - mob_spawn (md); + mob->spawn (md); } } break; @@ -10006,32 +10385,30 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case SG_STAR_WARM: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) - sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; case PA_GOSPEL: - if (sce && sce->val4 == BCT_SELF) - { + if (sce && sce->val4 == BCT_SELF) { status_change_end(src, SC_GOSPEL, INVALID_TIMER); return 0; - } - else - { + } else { sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); if (!sg) break; if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] - sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); + status->change_clear_buffs(src,3); + sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet } break; case NJ_TATAMIGAESHI: if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) - sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case AM_RESURRECTHOMUN: //[orn] + case AM_RESURRECTHOMUN: // [orn] if (sd) { if (!homun->ressurect(sd, 20*skill_lv, x, y)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -10043,18 +10420,33 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case RK_WINDCUTTER: clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); case NC_COLDSLOWER: - case NC_ARMSCANNON: case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: - i = skill->get_splash(skill_id,skill_lv); - iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + case WM_GREAT_ECHO: + case WM_SOUND_OF_DESTRUCTION: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + + case WM_LULLABY_DEEPSLEEP: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); break; + case WM_VOICEOFSIREN: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); + break; case SO_ARRULLO: - i = skill->get_splash(skill_id,skill_lv); - iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); break; /** * Guilotine Cross @@ -10074,14 +10466,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui **/ case AB_EPICLESIS: if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { - i = sg->unit->range; - iMap->foreachinarea(skill->area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id); + r = sg->unit->range; + map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id); } break; case WL_EARTHSTRAIN: { - int i, wave = skill_lv + 4, dir = iMap->calc_dir(src,x,y); + int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y); int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting for( i = 1; i <= wave; i++ ) @@ -10092,7 +10484,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case 2: sx = x - i; break; case 6: sx = x + i; break; } - skill->addtimerskill(src,iTimer->gettick() + (50 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); + skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); } } break; @@ -10100,8 +10492,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui * Ranger **/ case RA_DETONATOR: - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea(skill->detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; /** @@ -10111,7 +10503,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case NC_STEALTHFIELD: skill->clear_unitgroup(src); // To remove previous skills - cannot used combined if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->overheat(sd,1); } break; @@ -10121,15 +10513,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui int class_ = 2042; struct mob_data *md; - md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); - if( md ) - { + md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_MEDIUM, AI_NONE); + if( md ) { md->master_id = src->id; md->special_state.ai = AI_FLORA; if( md->deletetimer != INVALID_TIMER ) - iTimer->delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn( md ); + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); + mob->spawn( md ); } } break; @@ -10139,67 +10530,83 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui break; case SC_FEINTBOMB: - skill->unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if( skill->blown(src,src,6,unit_getdir(src),0) ) - skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0x2); + skill->unitsetting(src, skill_id, skill_lv, x, y, 0); // Set bomb on current Position + clif->skill_nodamage(src, src, skill_id, skill_lv, 1); + if( skill->blown(src, src, 3 * skill_lv, unit->getdir(src), 0) && sc) { + sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB)); + } + break; + + case SC_ESCAPE: + clif->skill_nodamage(src,src,skill_id,-1,1); + skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2); + skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0); break; case LG_OVERBRAND: - { - int width;//according to data from irowiki it actually is a square - for( width = 0; width < 7; width++ ) - for( i = 0; i < 7; i++ ) - iMap->foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id); - for( width = 0; width < 7; width++ ) - for( i = 0; i < 7; i++ ) - iMap->foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id); - } + skill->area_temp[1] = 0; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR, + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag); break; case LG_BANDING: if( sc && sc->data[SC_BANDING] ) status_change_end(src,SC_BANDING,INVALID_TIMER); else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->banding(sd,skill_lv); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); break; case LG_RAYOFGENESIS: - if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { - i = skill->get_splash(skill_id,skill_lv); - iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); } else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); break; case WM_DOMINION_IMPULSE: - i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea( skill->activate_reverberation, - src->m, x-i, y-i, x+i,y+i,BL_SKILL); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL); break; - case WM_GREAT_ECHO: - flag|=1; // Should counsume 1 item per skill usage. - iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id); - break; - case GN_CRAZYWEED: { - int area = skill->get_splash(GN_CRAZYWEED_ATK, skill_lv); - short x1 = 0, y1 = 0; + case GN_CRAZYWEED: + { + int area = skill->get_splash(skill_id, skill_lv); + short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - for( i = 0; i < 3 + (skill_lv/2); i++ ) { - x1 = x - area + rnd()%(area * 2 + 1); - y1 = y - area + rnd()%(area * 2 + 1); - skill->addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0); + for( r = 0; r < 3 + (skill_lv>>1); r++ ) { + // Creates a random Cell in the Splash Area + tmpx = x - area + rnd()%(area * 2 + 1); + tmpy = y - area + rnd()%(area * 2 + 1); + + if( r > 0 ) + skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,(x1<<16)|y1,flag); + + x1 = tmpx; + y1 = tmpy; } + + skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,-1,flag); + } + break; + + case GN_CRAZYWEED_ATK: { + int dummy = 1; + //Enable if any unique animation gets added to this skill ID in the future. [Rytech] + //clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, skill_id, &dummy, src); + map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } break; case GN_FIRE_EXPANSION: { int i; - struct unit_data *ud = unit_bl2ud(src); + struct unit_data *ud = unit->bl2ud(src); if( !ud ) break; @@ -10216,10 +10623,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); break; case 5: - iMap->foreachinarea(skill->area_sub, src->m, - ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3, - ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR, - src, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); + map->foreachinarea(skill->area_sub, src->m, + ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3, + ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR, + src, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); skill->delunit(ud->skillunit[i]->unit); break; default: @@ -10237,20 +10644,18 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if( sc && sc->data[type] ) status_change_end(src,type,INVALID_TIMER); clif->skill_nodamage(src, src ,skill_id, skill_lv, - sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); break; - case SC_BLOODYLUST: //set in another group so instance will move if recasted - flag |= 33; - skill->unitsetting(src, skill_id, skill_lv, x, y, 0); - break; - case KO_MAKIBISHI: + { + int i; for( i = 0; i < (skill_lv+2); i++ ) { x = src->x - 1 + rnd()%3; y = src->y - 1 + rnd()%3; skill->unitsetting(src,skill_id,skill_lv,x,y,0); } + } break; default: @@ -10262,7 +10667,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); if( sd ) {// ensure that the skill last-cast tick is recorded - sd->canskill_tick = iTimer->gettick(); + sd->canskill_tick = timer->gettick(); if( sd->state.arrow_atk && !(flag&1) ) { // consume arrow if this is a ground skill @@ -10294,7 +10699,7 @@ int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { else //Remove dissonance target->val2 &= ~UF_ENSEMBLE; - clif->skill_setunit(target); //Update look of affected cell. + clif->getareachar_skillunit(&target->bl,target,AREA); //Update look of affected cell. return 1; } @@ -10302,32 +10707,38 @@ int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. -int skill_dance_overlap(struct skill_unit* unit, int flag) { - if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) +int skill_dance_overlap(struct skill_unit* su, int flag) { + if (!su || !su->group || !(su->group->state.song_dance&0x1)) return 0; - if (!flag && !(unit->val2&UF_ENSEMBLE)) - return 0; //Nothing to remove, this unit is not overlapped. - - if (unit->val1 != unit->group->skill_id) { + + if (su->val1 != su->group->skill_id) { //Reset state - unit->val1 = unit->group->skill_id; - unit->val2 &= ~UF_ENSEMBLE; + su->val1 = su->group->skill_id; + su->val2 &= ~UF_ENSEMBLE; } - - return iMap->foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); + + return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); } -/*========================================== +/** * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. - * Flag: 0 - Convert, 1 - Revert. - *------------------------------------------*/ -bool skill_dance_switch(struct skill_unit* unit, int flag) { + * This function is safe to call even when the unit or the group were freed by other function + * previously. + * @param su Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE) + * @param flag 0 Convert + * @param flag 1 Revert + * @retval true success + **/ +bool skill_dance_switch(struct skill_unit* su, int flag) { static int prevflag = 1; // by default the backup is empty static struct skill_unit_group backup; - struct skill_unit_group* group = unit->group; + struct skill_unit_group* group; + + if( su == NULL || (group = su->group) == NULL ) + return false; // val2&UF_ENSEMBLE is a hack to indicate dissonance - if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) ) + if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) ) return false; if( flag == prevflag ) { @@ -10340,7 +10751,7 @@ bool skill_dance_switch(struct skill_unit* unit, int flag) { prevflag = flag; if( !flag ) { //Transform - uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; // backup backup.skill_id = group->skill_id; @@ -10377,14 +10788,14 @@ int skill_icewall_block(struct block_list *bl,va_list ap) { nullpo_ret(bl); nullpo_ret(md); - if( !md->target_id || ( target = iMap->id2bl(md->target_id) ) == NULL ) + if( !md->target_id || ( target = map->id2bl(md->target_id) ) == NULL ) return 0; - if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) + if( path->search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) return 0; if( !check_distance_bl(bl, target, status_get_range(bl) ) ) { - mob_unlocktarget(md,iTimer->gettick()); + mob->unlocktarget(md,timer->gettick()); mob_stop_walking(md,1); } @@ -10394,14 +10805,13 @@ int skill_icewall_block(struct block_list *bl,va_list ap) { * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) *------------------------------------------*/ -struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) -{ +struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int target,interval,range,unit_flag,req_item=0; struct s_skill_unit_layout *layout; struct map_session_data *sd; - struct status_data *status; + struct status_data *st; struct status_change *sc; int active_flag=1; int subunt=0; @@ -10415,19 +10825,22 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill unit_flag = skill->get_unit_flag(skill_id); layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y); - if( map[src->m].unit_count ) { - ARR_FIND(0, map[src->m].unit_count, i, map[src->m].units[i]->skill_id == skill_id ); + if( map->list[src->m].unit_count ) { + ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id ); - if( i < map[src->m].unit_count ) { - limit = limit * map[src->m].units[i]->modifier / 100; + if( i < map->list[src->m].unit_count ) { + limit = limit * map->list[src->m].units[i]->modifier / 100; } } sd = BL_CAST(BL_PC, src); - status = status_get_status_data(src); - sc = status_get_sc(src); // for traps, firewall and fogwall - celest + st = status->get_status_data(src); + sc = status->get_sc(src); // for traps, firewall and fogwall - celest switch( skill_id ) { + case SO_ELEMENTAL_SHIELD: + val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp; + break; case MH_STEINWAND: val2 = 4 + skill_lv; //nb of attack blocked break; @@ -10455,7 +10868,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] if( src->type != BL_SKILL ) return NULL; group = ((TBL_SKILL*)src)->group; - src = iMap->id2bl(group->src_id); + src = map->id2bl(group->src_id); if( !src ) return NULL; val2 = group->val2; //Copy the (x,y) position you warp to val3 = group->val3; //as well as the mapindex to warp to. @@ -10471,7 +10884,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill break; case WZ_FIREPILLAR: - if( iMap->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; if((flag&1)!=0) limit=1000; @@ -10480,10 +10893,15 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: case GN_HELLS_PLANT: + if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; if (map_flag_vs(src->m) && battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; + case HT_ANKLESNARE: + if( flag&2 ) + val3 = SC_ESCAPE; case HT_SHOCKWAVE: val1=skill_lv*15+10; case HT_SANDMAN: @@ -10493,7 +10911,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill case MA_SKIDTRAP: case HT_LANDMINE: case MA_LANDMINE: - case HT_ANKLESNARE: case HT_FLASHER: case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: @@ -10512,9 +10929,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill { struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv); ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); - if( req.itemid[i] ) + if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] ) req_item = req.itemid[i]; - if( map_flag_gvg(src->m) || map[src->m].flag.battleground ) + if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground ) limit *= 4; // longer trap times in WOE [celest] if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) target = BCT_ALL; @@ -10536,7 +10953,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill old_sg->skill_id == SA_VIOLENTGALE ) && old_sg->limit > 0) { //Use the previous limit (minus the elapsed time) [Skotlex] - limit = old_sg->limit - DIFF_TICK(iTimer->gettick(), old_sg->tick); + limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick); if (limit < 0) //This can happen... limit = skill->get_time(skill_id,skill_lv); } @@ -10547,18 +10964,18 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill case BA_DISSONANCE: case DC_UGLYDANCE: - val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] + val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] break; case BA_WHISTLE: - val1 = skill_lv +status->agi/10; // Flee increase - val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase + val1 = skill_lv +st->agi/10; // Flee increase + val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase if(sd){ val1 += pc->checkskill(sd,BA_MUSICALLESSON); val2 += pc->checkskill(sd,BA_MUSICALLESSON); } break; case DC_HUMMING: - val1 = 2*skill_lv+status->dex/10; // Hit increase + val1 = 2*skill_lv+st->dex/10; // Hit increase #ifdef RENEWAL val1 *= 2; #endif @@ -10566,9 +10983,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill val1 += pc->checkskill(sd,DC_DANCINGLESSON); break; case BA_POEMBRAGI: - val1 = 3*skill_lv+status->dex/10; // Casting time reduction + val1 = 3*skill_lv+st->dex/10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. - val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction + val2 = (skill_lv<10?3*skill_lv:50)+st->int_/5; // After-cast delay reduction if(sd){ val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON); val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON); @@ -10576,11 +10993,11 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill break; case DC_DONTFORGETME: #ifdef RENEWAL - val1 = status->dex/10 + 3*skill_lv; // ASPD decrease - val2 = status->agi/10 + 2*skill_lv; // Movement speed adjustment. + val1 = st->dex/10 + 3*skill_lv; // ASPD decrease + val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment. #else - val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease - val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. + val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease + val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. #endif if(sd){ val1 += pc->checkskill(sd,DC_DANCINGLESSON); @@ -10588,13 +11005,13 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill } break; case BA_APPLEIDUN: - val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase + val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase if(sd) val1 += pc->checkskill(sd,BA_MUSICALLESSON); break; case DC_SERVICEFORYOU: - val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed - val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction + val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed + val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction if(sd){ val1 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed val2 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value @@ -10602,17 +11019,17 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill break; case BA_ASSASSINCROSS: #ifdef RENEWAL - val1 = 10 + skill_lv + (status->agi/10); // ASPD increase + val1 = 10 + skill_lv + (st->agi/10); // ASPD increase if(sd) val1 += 4*pc->checkskill(sd,BA_MUSICALLESSON); #else - val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase + val1 = 100+(10*skill_lv)+(st->agi/10); // ASPD increase if(sd) val1 += 5*pc->checkskill(sd,BA_MUSICALLESSON); #endif break; case DC_FORTUNEKISS: - val1 = 10+skill_lv+(status->luk/10); // Critical increase + val1 = 10+skill_lv+(st->luk/10); // Critical increase if(sd) val1 += pc->checkskill(sd,DC_DANCINGLESSON); val1*=10; //Because every 10 crit is an actual cri point. @@ -10660,7 +11077,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill { int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; - val1 = status->rhw.ele; + val1 = st->rhw.ele; if (!val1) val1=element[rnd()%5]; @@ -10706,10 +11123,16 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill limit = -1; break; case WM_REVERBERATION: - interval = limit; + if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) + target = BCT_ALL; + val1 = skill_lv + 1; val2 = 1; - case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. - if( iMap->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; break; case SO_CLOUD_KILL: @@ -10718,12 +11141,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill case SO_WARMER: skill->clear_group(src, 8); break; - case SO_VACUUM_EXTREME: - range++; - break; - case SC_BLOODYLUST: - skill->clear_group(src, 32); - break; case GN_WALLOFTHORN: if( flag&1 ) limit = 3000; @@ -10754,7 +11171,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; group->item_id = req_item; //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] - if (DIFF_TICK(group->tick, iTimer->gettick()) > SKILLUNITTIMER_INTERVAL) + if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL) active_flag = 0; if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){ @@ -10771,7 +11188,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill sd->skill_lv_dance = skill_lv; } if ( - sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, + sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) && sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! ) @@ -10780,16 +11197,16 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill limit = group->limit; for( i = 0; i < layout->count; i++ ) { - struct skill_unit *unit; + struct skill_unit *su; int ux = x + layout->dx[i]; int uy = y + layout->dy[i]; - int val1 = skill_lv; - int val2 = 0; int alive = 1; + val1 = skill_lv; + val2 = 0; - if( !group->state.song_dance && !iMap->getcell(src->m,ux,uy,CELL_CHKREACH) ) + if( !group->state.song_dance && !map->getcell(src->m,ux,uy,CELL_CHKREACH) ) continue; // don't place skill units on walls (except for songs/dances/encores) - if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) + if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) continue; // no path between cell and center of casting. switch( skill_id ) { @@ -10799,7 +11216,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill break; case WZ_ICEWALL: val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; - val2 = iMap->getcell(src->m, ux, uy, CELL_GETTYPE); + val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE); break; case HT_LANDMINE: case MA_LANDMINE: @@ -10837,11 +11254,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill if (val1 < 1) val1 = 1; val2 = 0; break; - case WM_REVERBERATION: - val1 = 1 + skill_lv; - break; case GN_WALLOFTHORN: - val1 = 1000 * skill_lv; // Need official value. [LimitLine] + val1 = 2000 + 2000 * skill_lv; + val2 = src->id; break; default: if (group->state.song_dance&0x1) @@ -10852,26 +11267,27 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill val2 |= UF_RANGEDSINGLEUNIT; // center. if( range <= 0 ) - iMap->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); + map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); if( !alive ) continue; - nullpo_retr(NULL, unit=skill->initunit(group,i,ux,uy,val1,val2)); - unit->limit=limit; - unit->range=range; + nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2)); + su->limit=limit; + su->range=range; if (skill_id == PF_FOGWALL && alive == 2) { //Double duration of cells on top of Deluge/Suiton - unit->limit *= 2; - group->limit = unit->limit; + su->limit *= 2; + group->limit = su->limit; } // execute on all targets standing on this cell if (range==0 && active_flag) - iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1); + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); } - if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector? + if (!group->alive_count) { + //No cells? Something that was blocked completely by Land Protector? skill->del_unitgroup(group,ALC_MARK); return NULL; } @@ -10879,7 +11295,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill //success, unit created. switch( skill_id ) { case WZ_ICEWALL: - iMap->foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB); + map->foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB); break; case NJ_TATAMIGAESHI: //Store number of tiles. group->val1 = group->alive_count; @@ -10892,7 +11308,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill /*========================================== * *------------------------------------------*/ -int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) { +int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) { struct skill_unit_group *sg; struct block_list *ss; struct status_change *sc; @@ -10903,21 +11319,23 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned nullpo_ret(src); nullpo_ret(bl); - if(bl->prev==NULL || !src->alive || status_isdead(bl)) + if(bl->prev==NULL || !src->alive || status->isdead(bl)) return 0; nullpo_ret(sg=src->group); - nullpo_ret(ss=iMap->id2bl(sg->src_id)); + nullpo_ret(ss=map->id2bl(sg->src_id)); - if( skill->get_type(sg->skill_id) == BF_MAGIC && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) + if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) return 0; //AoE skills are ineffective. [Skotlex] - - sc = status_get_sc(bl); + sc = status->get_sc(bl); if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] - type = status_skill2sc(sg->skill_id); + if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) + status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); + + type = status->skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. switch (sg->unit_id) { @@ -10928,44 +11346,36 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned break; } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { - const struct TimerData* td = sc->data[type]?iTimer->get_timer(sc->data[type]->timer):NULL; + if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { + const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; if( td ) - sec = DIFF_TICK(td->tick, tick); - iMap->moveblock(bl, src->bl.x, src->bl.y, tick); + sec = DIFF_TICK32(td->tick, tick); + map->moveblock(bl, src->bl.x, src->bl.y, tick); clif->fixpos(bl); sg->val2 = bl->id; } else sec = 3000; //Couldn't trap it? - sg->limit = DIFF_TICK(tick,sg->tick)+sec; + sg->limit = DIFF_TICK32(tick,sg->tick)+sec; } break; case UNT_SAFETYWALL: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + break; + case UNT_BLOODYLUST: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + if (bl->type == BL_MOB) + break; //Does not affect the caster. + if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) + sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); break; - case UNT_PNEUMA: case UNT_CHAOSPANIC: case UNT_MAELSTROM: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); - break; - case UNT_BLOODYLUST: - if (sg->src_id == bl->id) - break; //Does not affect the caster. - if (!sce) { - TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit - if (sd && sd->bloodylust_tick && DIFF_TICK(iTimer->gettick(), sd->bloodylust_tick) < skill->get_time2(SC_BLOODYLUST, 1)) - clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, - sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv))); - else { - if (sd) sd->bloodylust_tick = iTimer->gettick(); - clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, - sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv))); - } - } + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_WARP_WAITING: { @@ -10984,7 +11394,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned if( --count <= 0 ) skill->del_unitgroup(sg,ALC_MARK); - if ( iMap->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) + if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) working = 1;/* we break it because officials break it, lovely stuff. */ sg->val1 = (count<<16)|working; @@ -10992,35 +11402,35 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned pc->setpos(sd,m,x,y,CLR_TELEPORT); } } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { - int16 m = iMap->mapindex2mapid(sg->val3); + int16 m = map->mapindex2mapid(sg->val3); if (m < 0) break; //Map not available on this map-server. - unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); + unit->warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); } } break; case UNT_QUAGMIRE: if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: if(!sce) - sc_start(bl,type,100,sg->skill_lv,sg->limit); + sc_start(ss,bl,type,100,sg->skill_lv,sg->limit); break; case UNT_SUITON: if(!sce) - sc_start4(bl,type,100,sg->skill_lv, + sc_start4(ss,bl,type,100,sg->skill_lv, map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. 0,0,sg->limit); break; case UNT_HERMODE: if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) - status_change_clear_buffs(bl,1); //Should dispell only allies. + status->change_clear_buffs(bl,1); //Should dispell only allies. case UNT_RICHMANKIM: case UNT_ETERNALCHAOS: case UNT_DRUMBATTLEFIELD: @@ -11032,7 +11442,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) return skill_id; if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: @@ -11047,19 +11457,19 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned if (!sc) return 0; if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); else if (sce->val4 == 1) { //Readjust timers since the effect will not last long. sce->val4 = 0; - iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(tick+sg->limit, status_change_timer, bl->id, type); + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type); } break; case UNT_FOGWALL: if (!sce) { - sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); } @@ -11067,14 +11477,14 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned case UNT_GRAVITATION: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; // officially, icewall has no problems existing on occupied cells [ultramage] // case UNT_ICEWALL: //Destroy the cell. [Skotlex] // src->val1 = 0; // if(src->limit + sg->tick > tick + 700) - // src->limit = DIFF_TICK(tick+700,sg->tick); + // src->limit = DIFF_TICK32(tick+700,sg->tick); // break; case UNT_MOONLIT: @@ -11083,7 +11493,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned break; if (ss == bl) //Also needed to prevent infinite loop crash. break; - skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); + skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); break; case UNT_WALLOFTHORN: @@ -11093,17 +11503,26 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); break; + case UNT_REVERBERATION: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + clif->changetraplook(&src->bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + sg->unit_id = UNT_USED_TRAPS; + sg->limit = DIFF_TICK32(tick,sg->tick) + 1500; + break; + case UNT_VOLCANIC_ASH: if (!sce) - sc_start(bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); break; case UNT_GD_LEADERSHIP: case UNT_GD_GLORYWOUNDS: case UNT_GD_SOULCOLD: case UNT_GD_HAWKEYES: - if ( !sce ) - sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000); + if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) + sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); break; } return skill_id; @@ -11112,12 +11531,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned /*========================================== * *------------------------------------------*/ -int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) { +int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) { struct skill_unit_group *sg; struct block_list *ss; TBL_PC* tsd; struct status_data *tstatus; - struct status_change *tsc; + struct status_change *tsc, *ssc; struct skill_unit_group_tickset *ts; enum sc_type type; uint16 skill_id; @@ -11126,19 +11545,24 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns nullpo_ret(src); nullpo_ret(bl); - if (bl->prev==NULL || !src->alive || status_isdead(bl)) + if (bl->prev==NULL || !src->alive || status->isdead(bl)) return 0; nullpo_ret(sg=src->group); - nullpo_ret(ss=iMap->id2bl(sg->src_id)); + nullpo_ret(ss=map->id2bl(sg->src_id)); tsd = BL_CAST(BL_PC, bl); - tsc = status_get_sc(bl); + tsc = status->get_sc(bl); + ssc = status->get_sc(ss); // Status Effects for Unit caster. if ( tsc && tsc->data[SC_HOVERING] ) return 0; //Under hovering characters are immune to trap and ground target skills. - tstatus = status_get_status_data(bl); - type = status_skill2sc(sg->skill_id); + // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk] + if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) + return 0; + + tstatus = status->get_status_data(bl); + type = status->skill2sc(sg->skill_id); skill_id = sg->skill_id; if (sg->interval == -1) { @@ -11156,13 +11580,13 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] - diff = DIFF_TICK(tick,ts->tick); + diff = DIFF_TICK32(tick,ts->tick); if (diff < 0) return 0; ts->tick = tick+sg->interval; if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) - ts->tick += sg->interval*(iMap->count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); + ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); } switch (sg->unit_id) { @@ -11177,8 +11601,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns //Take into account these hit more times than the timer interval can handle. do skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); - while(--src->val2 && x == bl->x && y == bl->y && - ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl)); + while(--src->val2 && x == bl->x && y == bl->y + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl)); if (src->val2<=0) skill->delunit(src); @@ -11201,12 +11625,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; if( tstatus->hp >= tstatus->max_hp ) break; - if( status_isimmune(bl) ) + if( status->isimmune(bl) ) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; - status_heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); if( diff >= 500 ) sg->val1--; } @@ -11216,18 +11640,18 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_EVILLAND: //Will heal demon and undead element monsters, but not players. - if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) - { //Damage enemies + if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { + //Damage enemies if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0) skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); } else { int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); if (tstatus->hp >= tstatus->max_hp) break; - if (status_isimmune(bl)) + if (status->isimmune(bl)) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status_heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); } break; @@ -11238,8 +11662,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_DUMMYSKILL: - switch (sg->skill_id) - { + switch (sg->skill_id) { case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: case SG_STAR_WARM: @@ -11247,24 +11670,23 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int count = 0; const int x = bl->x, y = bl->y; + map->freeblock_lock(); //If target isn't knocked back it should hit every "interval" ms [Playtester] - do - { + do { if( bl->type == BL_PC ) status_zap(bl, 0, 15); // sp damage to players - else // mobs - if( status_charge(ss, 0, 2) ) // costs 2 SP per hit - { + else if( status->charge(ss, 0, 2) ) { // mobs + // costs 2 SP per hit if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) - status_charge(ss, 0, 8); //costs additional 8 SP if miss - } - else - { //should end when out of sp. - sg->limit = DIFF_TICK(tick,sg->tick); + status->charge(ss, 0, 8); //costs additional 8 SP if miss + } else { // mobs + //should end when out of sp. + sg->limit = DIFF_TICK32(tick,sg->tick); break; } - } while( x == bl->x && y == bl->y && - ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); + } while( x == bl->x && y == bl->y && sg->alive_count + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); + map->freeblock_unlock(); } break; /** @@ -11282,12 +11704,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if (rnd()%100 < src->val1) skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; - case GN_CRAZYWEED_ATK: - if( bl->type == BL_SKILL ){ - struct skill_unit *su = (struct skill_unit *)bl; - if( su && !(skill->get_inf2(su->group->skill_id)&INF2_TRAP) ) - break; - } default: skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } @@ -11300,10 +11716,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_SKIDTRAP: { - skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); + skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); sg->unit_id = UNT_USED_TRAPS; clif->changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit=DIFF_TICK(tick,sg->tick)+1500; + sg->limit=DIFF_TICK32(tick,sg->tick)+1500; } break; @@ -11311,12 +11727,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_MANHOLE: if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { - const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL; + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { + const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) - sec = DIFF_TICK(td->tick, tick); - if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) { - unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); + sec = DIFF_TICK32(td->tick, tick); + if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) { + unit->movepos(bl, src->bl.x, src->bl.y, 0, 0); clif->fixpos(bl); } sg->val2 = bl->id; @@ -11331,7 +11747,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns **/ clif->changetraplook(&src->bl, UNT_ANKLESNARE); } - sg->limit = DIFF_TICK(tick,sg->tick)+sec; + sg->limit = DIFF_TICK32(tick,sg->tick)+sec; sg->interval = -1; src->range = 0; } @@ -11341,21 +11757,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( bl->id != ss->id ) { if( status_get_mode(bl)&MD_BOSS ) break; - if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { - - iMap->moveblock(bl, src->bl.x, src->bl.y, tick); + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { + map->moveblock(bl, src->bl.x, src->bl.y, tick); clif->fixpos(bl); } - iMap->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); + map->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. } break; case UNT_VENOMDUST: if(tsc && !tsc->data[type]) - status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); break; @@ -11371,17 +11786,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( bl->id == ss->id )// it won't trigger on caster break; case UNT_LANDMINE: - case UNT_CLAYMORETRAP: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIREPILLAR_ACTIVE: - iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + case UNT_CLAYMORETRAP: + if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP ) + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick); + else + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - sg->limit=DIFF_TICK(tick,sg->tick)+1500 + + sg->limit=DIFF_TICK32(tick,sg->tick)+1500 + (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. break; @@ -11393,7 +11811,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns clif->talkiebox(&src->bl, sg->valstr); sg->unit_id = UNT_USED_TRAPS; clif->changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit = DIFF_TICK(tick, sg->tick) + 5000; + sg->limit = DIFF_TICK32(tick, sg->tick) + 5000; sg->val2 = -1; } break; @@ -11427,7 +11845,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status_heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); break; } @@ -11444,58 +11862,57 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int heal; int i = rnd()%13; // Positive buff count int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration - switch (i) - { + switch (i) { case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); - status_heal(bl,heal,0,0); + status->heal(bl,heal,0,0); break; case 1: // End all negative status - status_change_clear_buffs(bl,2); + status->change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status - sc_start(bl,SC_SCRESIST,100,100,time); + sc_start(ss,bl,SC_SCRESIST,100,100,time); if (tsd) clif->gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% - sc_start(bl,SC_INCMHPRATE,100,100,time); + sc_start(ss,bl,SC_INCMHPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% - sc_start(bl,SC_INCMSPRATE,100,100,time); + sc_start(ss,bl,SC_INCMSPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x18); break; case 5: // All stats +20 - sc_start(bl,SC_INCALLSTATUS,100,20,time); + sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif->gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing - sc_start(bl,SC_BLESSING,100,10,time); + sc_start(ss,bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI - sc_start(bl,SC_INC_AGI,100,10,time); + sc_start(ss,bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element - sc_start(bl,SC_ASPERSIO,100,1,time); + sc_start(ss,bl,SC_ASPERSIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element - sc_start(bl,SC_BENEDICTIO,100,1,time); + sc_start(ss,bl,SC_BENEDICTIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1d); break; case 10: // DEF +25% - sc_start(bl,SC_INCDEFRATE,100,25,time); + sc_start(ss,bl,SC_INCDEFRATE,100,25,time); if (tsd) clif->gospel_info(tsd, 0x1e); break; case 11: // ATK +100% - sc_start(bl,SC_INCATKRATE,100,100,time); + sc_start(ss,bl,SC_INCATKRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x1f); break; case 12: // HIT/Flee +50 - sc_start(bl,SC_INCHIT,100,50,time); - sc_start(bl,SC_INCFLEE,100,50,time); + sc_start(ss,bl,SC_INCHIT,100,50,time); + sc_start(ss,bl,SC_INCFLEE,100,50,time); if (tsd) clif->gospel_info(tsd, 0x20); break; } @@ -11510,28 +11927,28 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 1: // Curse - sc_start(bl,SC_CURSE,100,1,time); + sc_start(ss,bl,SC_CURSE,100,1,time); break; case 2: // Blind - sc_start(bl,SC_BLIND,100,1,time); + sc_start(ss,bl,SC_BLIND,100,1,time); break; case 3: // Poison - sc_start(bl,SC_POISON,100,1,time); + sc_start(ss,bl,SC_POISON,100,1,time); break; case 4: // Level 10 Provoke - sc_start(bl,SC_PROVOKE,100,10,time); + sc_start(ss,bl,SC_PROVOKE,100,10,time); break; case 5: // DEF -100% - sc_start(bl,SC_INCDEFRATE,100,-100,time); + sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); break; case 6: // ATK -100% - sc_start(bl,SC_INCATKRATE,100,-100,time); + sc_start(ss,bl,SC_INCATKRATE,100,-100,time); break; case 7: // Flee -100% - sc_start(bl,SC_INCFLEERATE,100,-100,time); + sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); break; case 8: // Speed/ASPD -25% - sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); + sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); break; } } @@ -11542,12 +11959,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int i = battle->check_target(&src->bl, bl, BCT_ENEMY); if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) { // knock-back any enemy except Boss - skill->blown(&src->bl, bl, 2, unit_getdir(bl), 0); + skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0); clif->fixpos(bl); } if( sg->src_id != bl->id && i <= 0 ) - sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); + sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); } break; @@ -11566,19 +11983,23 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: - iMap->foreachinrange(skill->trap_splash,&src->bl, - skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, - &src->bl,tick); + map->foreachinrange(skill->trap_splash,&src->bl, + skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, + &src->bl,tick); sg->unit_id = UNT_USED_TRAPS; //clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); - sg->limit=DIFF_TICK(tick,sg->tick)+1500; + sg->limit=DIFF_TICK32(tick,sg->tick)+1500; break; /** * 3rd stuff **/ case UNT_POISONSMOKE: - if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 ) - sc_start(bl,sg->val2,100,sg->val3,skill->get_time2(GC_POISONINGWEAPON, 1)); + if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { + short rate = 100; + if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5 ; + sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + } break; case UNT_EPICLESIS: @@ -11592,14 +12013,15 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } hp = tstatus->max_hp * hp / 100; sp = tstatus->max_sp * sp / 100; - status_heal(bl, hp, sp, 2); - sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); + status->heal(bl, hp, sp, 2); + sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); } // Reveal hidden players every 5 seconds. if( sg->val2 % 5 == 0 ) { // TODO: check if other hidden status can be removed. status_change_end(bl,SC_HIDING,INVALID_TIMER); status_change_end(bl,SC_CLOAKING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER); } } /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] @@ -11609,35 +12031,33 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_STEALTHFIELD: if( bl->id == sg->src_id ) - break; // Dont work on Self (video shows that) + break; // Don't work on Self (video shows that) case UNT_NEUTRALBARRIER: - sc_start(bl,type,100,sg->skill_lv,sg->interval + 100); + sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); break; case UNT_DIMENSIONDOOR: - if( tsd && !map[bl->m].flag.noteleport ) + if( tsd && !map->list[bl->m].flag.noteleport ) pc->randomwarp(tsd,3); else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) - unit_warp(bl,-1,-1,-1,3); + unit->warp(bl,-1,-1,-1,3); break; case UNT_REVERBERATION: clif->changetraplook(&src->bl,UNT_USED_TRAPS); - iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - sg->limit = DIFF_TICK(tick,sg->tick)+1000; + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + sg->limit = DIFF_TICK32(tick,sg->tick)+1500; sg->unit_id = UNT_USED_TRAPS; break; case UNT_SEVERE_RAINSTORM: - if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 ) + if( battle->check_target(&src->bl, bl, BCT_ENEMY)) skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); break; case UNT_NETHERWORLD: - if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle->check_target(&src->bl, bl, BCT_PARTY) > 0 ) { + if( !(status_get_mode(bl)&MD_BOSS)) { if( !(tsc && tsc->data[type]) ){ - sc_start(bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); - sg->limit = DIFF_TICK(tick,sg->tick); - sg->unit_id = UNT_USED_TRAPS; + sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } } break; @@ -11645,16 +12065,16 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( tsc ) { if( !sg->val2 ) { int sec = skill->get_time2(sg->skill_id, sg->skill_lv); - if( sc_start(bl, type, 100, sg->skill_lv, sec) ) { - const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL; + if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { + const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) - sec = DIFF_TICK(td->tick, tick); - ///iMap->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] + sec = DIFF_TICK32(td->tick, tick); + ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] clif->fixpos(bl); sg->val2 = bl->id; } else sec = 3000; // Couldn't trap it? - sg->limit = DIFF_TICK(tick, sg->tick) + sec; + sg->limit = DIFF_TICK32(tick, sg->tick) + sec; } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 ) skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); } @@ -11666,7 +12086,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case 1: case 2: default: - sc_start4(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, + sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); @@ -11681,38 +12101,40 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); + sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); break; case UNT_FIRE_EXPANSION_TEAR_GAS: - sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); + sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); break; case UNT_HELLS_PLANT: if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ) skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them - sg->limit = DIFF_TICK(tick, sg->tick) + 100; + sg->limit = DIFF_TICK32(tick, sg->tick) + 100; break; case UNT_CLOUD_KILL: if(tsc && !tsc->data[type]) - status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_WARMER: if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { - int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv. - struct status_change *ssc = status_get_sc(ss); + int hp = 0; if( ssc && ssc->data[SC_HEATER_OPTION] ) - hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; + hp = tstatus->max_hp * 3 * sg->skill_lv / 100; + else + hp = tstatus->max_hp * sg->skill_lv / 100; + status->heal(bl, hp, 0, 0); if( tstatus->hp != tstatus->max_hp ) clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); if( tsc && tsc->data[SC_AKAITSUKI] && hp ) hp = ~hp + 1; - status_heal(bl, hp, 0, 0); - sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); + status->heal(bl, hp, 0, 0); + sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } break; @@ -11721,18 +12143,18 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_WIND_INSIGNIA: case UNT_EARTH_INSIGNIA: case UNT_ZEPHYR: - sc_start(bl,type, 100, sg->skill_lv, sg->interval); + sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { int hp = tstatus->max_hp / 100; //+1% each 5s if ((sg->val3) % 5) { //each 5s - if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)){ - status_heal(bl, hp, 0, 2); - } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) - ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) - ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) - ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) - ){ - status_heal(bl, -hp, 0, 0); + if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) { + status->heal(bl, hp, 0, 2); + } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) + || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) + || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) + || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) + ) { + status->heal(bl, -hp, 0, 0); } } sg->val3++; //timer @@ -11741,31 +12163,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_VACUUM_EXTREME: - {// TODO: official behavior in gvg area. [malufett] - int sec = sg->limit - DIFF_TICK(tick, sg->tick); - int range = skill->get_unit_range(sg->skill_id, sg->skill_lv); - - if( tsc && !tsc->data[type] && - distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies - sc_start(bl, type, 100, sg->skill_lv, sec); - - if( unit_is_walking(bl) && // wait until target stop walking - ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range )) - break; - - if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) ) - break; - - if( unit_is_walking(bl) && - distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop - unit_stop_walking(bl,1); - - if( !unit_is_walking(bl) && - distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or - src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center - unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); - clif->fixpos(bl); - } + if ( tsc && tsc->data[SC_HALLUCINATIONWALK] ) { + return 0; + } else { + sg->limit -= 100 * tstatus->str/20; + sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); } break; @@ -11781,48 +12183,48 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ switch( sg->unit_id ){ case UNT_ZENKAI_WATER: - sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_LAND: - sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_FIRE: - sc_start4(bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: - sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; } }else - sc_start2(bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_LAVA_SLIDE: skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); if(++sg->val1 > 4) //after 5 stop hit and destroy me - sg->limit = DIFF_TICK(tick, sg->tick); + sg->limit = DIFF_TICK32(tick, sg->tick); break; case UNT_POISON_MIST: skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); + status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); break; } if (bl->type == BL_MOB && ss != bl) - mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); + mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); return skill_id; } /*========================================== * Triggered when a char steps out of a skill cell *------------------------------------------*/ -int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) { +int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) { struct skill_unit_group *sg; struct status_change *sc; struct status_change_entry *sce; @@ -11831,12 +12233,13 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in nullpo_ret(src); nullpo_ret(bl); nullpo_ret(sg=src->group); - sc = status_get_sc(bl); - type = status_skill2sc(sg->skill_id); + sc = status->get_sc(bl); + type = status->skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; - if( bl->prev==NULL || - (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died. + if( bl->prev == NULL + || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP) + ) //Need to delete the trap if the source died. return 0; switch(sg->unit_id){ @@ -11845,6 +12248,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in case UNT_EPICLESIS://Arch Bishop case UNT_NEUTRALBARRIER: case UNT_STEALTHFIELD: + case UNT_WARMER: if (sce) status_change_end(bl, type, INVALID_TIMER); break; @@ -11858,16 +12262,17 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in status_change_end(bl, type, INVALID_TIMER); break; - case UNT_SPIDERWEB: { - struct block_list *target = iMap->id2bl(sg->val2); - if (target && target==bl) - { - if (sce && sce->val3 == sg->group_id) - status_change_end(bl, type, INVALID_TIMER); - sg->limit = DIFF_TICK(tick,sg->tick)+1000; - } - break; + case UNT_THORNS_TRAP: + case UNT_SPIDERWEB: + { + struct block_list *target = map->id2bl(sg->val2); + if (target && target==bl) { + if (sce && sce->val3 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + sg->limit = DIFF_TICK32(tick,sg->tick)+1000; } + } + break; } return sg->skill_id; } @@ -11875,17 +12280,16 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in /*========================================== * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ -static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) -{ +int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { struct status_change *sc; struct status_change_entry *sce; enum sc_type type; - sc = status_get_sc(bl); + sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; - type = status_skill2sc(skill_id); + type = status->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { @@ -11909,8 +12313,8 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble - //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel - //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. + //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel + //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it. status_change_end(bl, SC_DANCING, INVALID_TIMER); } case MH_STEINWAND: @@ -11926,20 +12330,18 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: + case SO_ELEMENTAL_SHIELD: + case SC_BLOODYLUST: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; case SO_FIRE_INSIGNIA: case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - case SC_BLOODYLUST: - if (sce) { + if (sce && bl->type != BL_ELEM) status_change_end(bl, type, INVALID_TIMER); - status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone - } break; - case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: @@ -11949,22 +12351,22 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i case DC_FORTUNEKISS: case DC_SERVICEFORYOU: if (sce) { - iTimer->delete_timer(sce->timer, status_change_timer); + timer->delete(sce->timer, status->change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. - sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), status_change_timer, bl->id, type); + sce->timer = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type); } break; case PF_FOGWALL: if (sce) { status_change_end(bl, type, INVALID_TIMER); if ((sce=sc->data[SC_BLIND])) { - if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] + if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex] status_change_end(bl, SC_BLIND, INVALID_TIMER); else { - iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND); + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND); } } } @@ -11987,38 +12389,38 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ -int skill_unit_effect (struct block_list* bl, va_list ap) { - struct skill_unit* unit = va_arg(ap,struct skill_unit*); - struct skill_unit_group* group = unit->group; - unsigned int tick = va_arg(ap,unsigned int); +int skill_unit_effect(struct block_list* bl, va_list ap) { + struct skill_unit* su = va_arg(ap,struct skill_unit*); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); unsigned int flag = va_arg(ap,unsigned int); uint16 skill_id; bool dissonance; - if( (!unit->alive && !(flag&4)) || bl->prev == NULL ) + if( (!su->alive && !(flag&4)) || bl->prev == NULL ) return 0; nullpo_ret(group); - dissonance = skill->dance_switch(unit, 0); + dissonance = skill->dance_switch(su, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = group->skill_id; //Target-type check. - if( !(group->bl_flag&bl->type && battle->check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) { - if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) + if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) { + if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) ) skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. } else { if( flag&1 ) - skill->unit_onplace(unit,bl,tick); + skill->unit_onplace(su,bl,tick); else - skill->unit_onout(unit,bl,tick); + skill->unit_onout(su,bl,tick); if( flag&4 ) skill->unit_onleft(skill_id, bl, tick); } - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } @@ -12026,8 +12428,7 @@ int skill_unit_effect (struct block_list* bl, va_list ap) { /*========================================== * *------------------------------------------*/ -int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick) -{ +int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) { struct skill_unit_group *sg; nullpo_ret(src); @@ -12045,15 +12446,17 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam case UNT_TALKIEBOX: case UNT_ANKLESNARE: case UNT_ICEWALL: - case UNT_REVERBERATION: case UNT_WALLOFTHORN: - src->val1-=damage; + src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); + break; + case UNT_REVERBERATION: + src->val1--; break; default: damage = 0; break; } - return damage; + return (int)cap_value(damage,INT_MIN,INT_MAX); } /*========================================== @@ -12095,8 +12498,8 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { switch(skill_id) { case PR_BENEDICTIO: { - uint8 dir = iMap->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); - dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. + uint8 dir = map->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); + dir = (unit->getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. && sd->status.sp >= 10) p_sd[(*c)++]=tsd->bl.id; @@ -12120,7 +12523,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] { uint16 skill_lv; - if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) + if(pc_issit(tsd) || !unit->can_move(&tsd->bl)) return 0; if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && @@ -12146,7 +12549,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { /*========================================== * Checks and stores partners for ensemble skills [Skotlex] *------------------------------------------*/ -int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag) { +int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) { static int c=0; static int p_sd[2] = { 0, 0 }; int i; @@ -12160,28 +12563,22 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* switch (skill_id) { case PR_BENEDICTIO: for (i = 0; i < c; i++) { - if ((tsd = iMap->id2sd(p_sd[i])) != NULL) - status_charge(&tsd->bl, 0, 10); + if ((tsd = map->id2sd(p_sd[i])) != NULL) + status->charge(&tsd->bl, 0, 10); } return c; case AB_ADORAMUS: - if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) { + if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) { i = 2 * (*skill_lv); - status_charge(&tsd->bl, 0, i); + status->charge(&tsd->bl, 0, i); } break; - case WM_GREAT_ECHO: - for( i = 0; i < c; i++ ) { - if( (tsd = iMap->id2sd(p_sd[i])) != NULL ) - status_zap(&tsd->bl,0,skill->get_sp(skill_id,*skill_lv)/c); - } - break; default: //Warning: Assuming Ensemble skills here (for speed) if( is_chorus ) break;//Chorus skills are not to be parsed as ensambles - if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = iMap->id2sd(p_sd[0])) != NULL) { + if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; - sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); + sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skill_id_dance = skill_id; tsd->skill_lv_dance = *skill_lv; @@ -12194,9 +12591,9 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* c = 0; memset (p_sd, 0, sizeof(p_sd)); if( is_chorus ) - i = party_foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); + i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); else - i = iMap->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); + i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. @@ -12207,15 +12604,15 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* * *------------------------------------------*/ int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { - int *c,src_id,mob_class,skill; + int *c,src_id,mob_class,skill_id; struct mob_data *md; md=(struct mob_data*)bl; src_id=va_arg(ap,int); mob_class=va_arg(ap,int); - skill=va_arg(ap,int); + skill_id=va_arg(ap,int); c=va_arg(ap,int *); - if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?1:3) ) + if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) ) return 0; //Non alchemist summoned mobs have nothing to do here. if(md->class_==mob_class) (*c)++; @@ -12239,11 +12636,39 @@ int skill_isammotype (struct map_session_data *sd, int skill_id) ); } +/** + * Checks whether a skill can be used in combos or not + **/ +bool skill_is_combo( int skill_id ) +{ + switch( skill_id ) + { + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + case MO_EXTREMITYFIST: + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + case TK_JUMPKICK: + case HT_POWER: + case GC_COUNTERSLASH: + case GC_WEAPONCRUSH: + case SR_FALLENEMPIRE: + case SR_DRAGONCOMBO: + case SR_TIGERCANNON: + case SR_GATEOFHELL: + return true; + } + return false; +} + int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { - struct status_data *status; + struct status_data *st; struct status_change *sc; struct skill_condition require; - int i; nullpo_ret(sd); @@ -12276,7 +12701,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; break; } - status = &sd->battle_status; + st = &sd->battle_status; sc = &sd->sc; if( !sc->count ) sc = NULL; @@ -12285,6 +12710,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] sd->state.abra_flag = 0; else { + int i; // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] if( (i = sd->itemindex) == -1 || sd->status.inventory[i].nameid != sd->itemid || @@ -12315,45 +12741,76 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: - case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: - case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: - case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO: - if( sc && sc->data[status_skill2sc(skill_id)] ) + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case CR_DEFENDER: + case ML_DEFENDER: + case ST_CHASEWALK: + case PA_GOSPEL: + case CR_SHRINK: + case TK_RUN: + case GS_GATLINGFEVER: + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case SG_FUSION: + case RA_WUGDASH: + case KO_YAMIKUMO: + if( sc && sc->data[status->skill2sc(skill_id)] ) return 1; } // Check the skills that can be used while mounted on a warg if( pc_isridingwug(sd) ) { switch( skill_id ) { - case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: - case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: - case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB: - case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE: + // Hunter skills + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + // Ranger skills + case RA_DETONATOR: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case RA_WUGDASH: + case RA_WUGRIDER: + case RA_WUGSTRIKE: + // Other + case BS_GREED: break; default: // in official there is no message. return 0; } } + + // Check the skills that can be used whiled using mado if( pc_ismadogear(sd) ) { - switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie] - case BS_REPAIRWEAPON: case WS_MELTDOWN: - case BS_HAMMERFALL: case WS_CARTBOOST: - case BS_ADRENALINE: case WS_WEAPONREFINE: - case BS_WEAPONPERFECT: case WS_CARTTERMINATION: - case BS_OVERTHRUST: case WS_OVERTHRUSTMAX: - case BS_MAXIMIZE: - case BS_ADRENALINE2: - case BS_UNFAIRLYTRICK: - case BS_GREED: - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); - return 0; - default: //Only Mechanic exlcusive skill can be used. - break; + if( !(skill_id > NC_MADOLICENCE && skill_id <= NC_DISJOINT) + && skill_id != NC_MAGMA_ERUPTION + && skill_id != BS_GREED ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); + return 0; } } + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) return 0; @@ -12404,34 +12861,38 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; if(sc->data[SC_BLADESTOP]) break; - if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) - break; - if( i ) + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) + break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); + } return 0; case MO_COMBOFINISH: if(!sc) return 0; - if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) - break; - if( i ) + if( sc && sc->data[SC_COMBOATTACK] ) { + if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) + break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO); + } return 0; case CH_TIGERFIST: if(!sc) return 0; - if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) - break; - if( i ) + if( sc && sc->data[SC_COMBOATTACK] ) { + if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) + break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH); + } return 0; case CH_CHAINCRUSH: if(!sc) return 0; - if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) - break; - if( i ) + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) + break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST); + } return 0; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... @@ -12449,7 +12910,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } } - else if( !unit_can_move(&sd->bl) ) + else if( !unit->can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; @@ -12493,7 +12954,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait. - unit_cancel_combo(&sd->bl); + unit->cancel_combo(&sd->bl); return 0; } break; //Combo ready. @@ -12536,7 +12997,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case CG_HERMODE: - if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv))) + if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv))) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; @@ -12549,7 +13010,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id for (i=0;i<size*size;i++) { x = sd->bl.x+(i%size-range); y = sd->bl.y+(i/size-range); - if (iMap->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { + if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -12579,8 +13040,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case SG_STAR_WARM: if (sc && sc->data[SC_MIRACLE]) break; - i = skill_id-SG_SUN_WARM; - if (sd->bl.m == sd->feel_map[i].m) + if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m) break; clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; @@ -12590,9 +13050,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case SG_STAR_COMFORT: if (sc && sc->data[SC_MIRACLE]) break; - i = skill_id-SG_SUN_COMFORT; - if (sd->bl.m == sd->feel_map[i].m && - (battle_config.allow_skill_without_day || sg_info[i].day_func())) + if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m && + (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func())) break; clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; @@ -12601,9 +13060,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] - if( require.sp > 0 ) - { - if (status->sp < (unsigned int)require.sp) + if( require.sp > 0 ) { + if (st->sp < (unsigned int)require.sp) clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); else status_zap(&sd->bl, 0, require.sp); @@ -12631,9 +13089,9 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case NJ_ISSEN: #ifdef RENEWAL - if (status->hp < (status->hp/100)) { + if (st->hp < (st->hp/100)) { #else - if (status->hp < 2) { + if (st->hp < 2) { #endif clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; @@ -12653,7 +13111,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case PF_HPCONVERSION: - if (status->sp == status->max_sp) + if (st->sp == st->max_sp) return 0; //Unusable when at full SP. break; case AM_CALLHOMUN: //Can't summon if a hom is already out @@ -12662,7 +13120,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } break; - case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% + case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80% if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -12674,7 +13132,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id **/ case AB_ANCILLA: { - int count = 0; + int count = 0, i; for( i = 0; i < MAX_INVENTORY; i ++ ) if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) count += sd->status.inventory[i].amount; @@ -12701,13 +13159,21 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id * Warlock **/ case WL_COMET: - if( skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc->search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) - { + { + int idx; + + if( !require.itemid[0] ) // issue: 7935 + break; + if (skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 + && ((idx = pc->search_inventory(sd,require.itemid[0])) == INDEX_NOT_FOUND + || sd->status.inventory[idx].amount < require.amount[0]) + ) { //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; + } case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: @@ -12715,10 +13181,9 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case WL_TETRAVORTEX: case WL_RELEASE: { - int x = SC_SUMMON1; - i = 0; - for(; x <= SC_SUMMON5; x++) - if( sc && sc->data[x] ) + int j, i = 0; + for(j = SC_SUMMON1; j <= SC_SUMMON5; j++) + if( sc && sc->data[j] ) i++; switch(skill_id){ @@ -12729,8 +13194,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case WL_RELEASE: - for(x = SC_SPELLBOOK7; x >= SC_SPELLBOOK1; x--) - if( sc && sc->data[x] ) + for(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--) + if( sc && sc->data[j] ) i++; if( i == 0 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); @@ -12803,13 +13268,6 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } break; - case LG_RAGEBURST: - if( sd->spiritball == 0 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0); - return 0; - } - sd->spiritball_old = require.spiritball = sd->spiritball; - break; case LG_RAYOFGENESIS: if( sc && sc->data[SC_INSPIRATION] ) return 1; // Don't check for partner. @@ -12826,12 +13284,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case SR_FALLENEMPIRE: - if( !sc ) - return 0; - if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) - break; - if( i ) + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) + break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO); + } return 0; case SR_CRESCENTELBOW: if( sc && sc->data[SC_CRESCENTELBOW] ) { @@ -12840,19 +13297,19 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case SR_CURSEDCIRCLE: - if (map_flag_gvg(sd->bl.m)) { - if (iMap->foreachinrange(mob_count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB, - MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { - char output[128]; - sprintf(output, "You're too close to a stone or emperium to do this skill"); - clif->colormes(sd->fd, COLOR_RED, output); - return 0; - } + if (map_flag_gvg2(sd->bl.m)) { + if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB, + MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { + char output[128]; + sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */ + clif->colormes(sd->fd, COLOR_RED, output); + return 0; + } } if( sd->spiritball > 0 ) sd->spiritball_old = require.spiritball = sd->spiritball; else { - clif->skill_fail(sd,skill_id,0,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; @@ -12863,7 +13320,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case SC_MANHOLE: case SC_DIMENSIONDOOR: if( sc && sc->data[SC_MAGNETICFIELD] ) { - clif->skill_fail(sd,skill_id,0,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; @@ -12877,11 +13334,17 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. } break; + case NC_PILEBUNKER: + if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; case SO_FIREWALK: case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. if( sc && sc->data[SC_PROPERTYWALK] && sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { - clif->skill_fail(sd,skill_id,0x0,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; @@ -12897,9 +13360,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } break; - case LG_REFLECTDAMAGE: case CR_REFLECTSHIELD: - if( sc && sc->data[SC_KYOMU] && rand()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ + if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -12918,11 +13380,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case KO_KAIHOU: case KO_ZENKAI: - ARR_FIND(1, 6, i, sd->charm[i] > 0); + { + int i; + ARR_FIND(1, 6, i, sd->charm[i] > 0); // FIXME: 4 or 6? if( i > 4 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); return 0; } + } break; } @@ -12994,9 +13459,9 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case ST_MOVE_ENABLE: if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) - sd->ud.canmove_tick = iTimer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] + sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] - if (!unit_can_move(&sd->bl)) { + if (!unit->can_move(&sd->bl)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -13004,7 +13469,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case ST_WATER: if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON])) break; - if (iMap->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) + if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) break; clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; @@ -13068,7 +13533,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; } - if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) { + if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) { //mhp is the max-hp-requirement, that is, //you must have this % or less of HP to cast it. clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); @@ -13080,7 +13545,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } - if( require.sp > 0 && status->sp < (unsigned int)require.sp) { + if( require.sp > 0 && st->sp < (unsigned int)require.sp) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); return 0; } @@ -13095,37 +13560,18 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } - if( sd->sc.data[SC_COMBOATTACK] ) { - switch( skill_id ) { - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - case MO_EXTREMITYFIST: - case TK_TURNKICK: - case TK_STORMKICK: - case TK_DOWNKICK: - case TK_COUNTER: - case TK_JUMPKICK: - case HT_POWER: - case GC_COUNTERSLASH: - case GC_WEAPONCRUSH: - case SR_FALLENEMPIRE: - case SR_DRAGONCOMBO: - case SR_TIGERCANNON: - case SR_GATEOFHELL: - break; - default: return 0; - } - } + // There's no need to check if the skill is part of a combo if it's + // already been checked before, see unit_skilluse_id2 [Panikon] + // Note that if this check is read part of issue:8047 will reappear! + //if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) + // return 0; return 1; } -int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) -{ +int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct skill_condition require; - struct status_data *status; + struct status_data *st; int i; int index[MAX_SKILL_ITEM_REQUIRE]; @@ -13186,10 +13632,11 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv); int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { - i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); - if(c >= maxcount || - (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) - { //Fails when: exceed max limit. There are other plant types already out. + i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + if( c >= maxcount + || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2) + ) { + //Fails when: exceed max limit. There are other plant types already out. clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -13207,9 +13654,9 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { if( skill_id == NC_MAGICDECOY ) { for( j = mob_class; j <= 2046; j++ ) - iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); + map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); } else - iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if( c >= maxcount ) { clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return 0; @@ -13219,7 +13666,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, break; case KO_ZANZOU: { int c = 0; - i = iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); + i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) { clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return 0; @@ -13228,11 +13675,11 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, break; } - status = &sd->battle_status; + st = &sd->battle_status; require = skill->get_requirement(sd,skill_id,skill_lv); - if( require.hp > 0 && status->hp <= (unsigned int)require.hp) { + if( require.hp > 0 && st->hp <= (unsigned int)require.hp) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); return 0; } @@ -13270,7 +13717,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, if( !require.itemid[i] ) continue; index[i] = pc->search_inventory(sd,require.itemid[i]); - if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) { + if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) { useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM; switch( skill_id ){ case NC_SILVERSNIPER: @@ -13363,7 +13810,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin continue; if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) - continue; //Gemstones are checked, but not substracted from inventory. + continue; //Gemstones are checked, but not subtracted from inventory. switch( skill_id ){ case SA_SEISMICWEAPON: @@ -13387,7 +13834,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin break; } - if( (n = pc->search_inventory(sd,req.itemid[i])) >= 0 ) + if ((n = pc->search_inventory(sd,req.itemid[i])) != INDEX_NOT_FOUND) pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); } } @@ -13395,10 +13842,9 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin return 1; } -struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) -{ +struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct skill_condition req; - struct status_data *status; + struct status_data *st; struct status_change *sc; int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; uint16 idx; @@ -13407,12 +13853,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 if( !sd ) return req; - /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ -#if 0 +#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ if( sd->state.abra_flag ) -#else +#else // not 0 if( sd->skillitem == skill_id ) -#endif +#endif // 0 return req; // Hocus-Pocus don't have requirements. sc = &sd->sc; @@ -13420,11 +13865,26 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 sc = NULL; switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: - case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: - case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: - case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO: - if( sc && sc->data[status_skill2sc(skill_id)] ) + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case CR_DEFENDER: + case ML_DEFENDER: + case ST_CHASEWALK: + case PA_GOSPEL: + case CR_SHRINK: + case TK_RUN: + case GS_GATLINGFEVER: + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case SG_FUSION: + case KO_YAMIKUMO: + if( sc && sc->data[status->skill2sc(skill_id)] ) return req; } @@ -13434,23 +13894,23 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) return req; - status = &sd->battle_status; + st = &sd->battle_status; - req.hp = skill_db[idx].hp[skill_lv-1]; - hp_rate = skill_db[idx].hp_rate[skill_lv-1]; + req.hp = skill->db[idx].hp[skill_lv-1]; + hp_rate = skill->db[idx].hp_rate[skill_lv-1]; if(hp_rate > 0) - req.hp += (status->hp * hp_rate)/100; + req.hp += (st->hp * hp_rate)/100; else - req.hp += (status->max_hp * (-hp_rate))/100; + req.hp += (st->max_hp * (-hp_rate))/100; - req.sp = skill_db[idx].sp[skill_lv-1]; + req.sp = skill->db[idx].sp[skill_lv-1]; if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) req.sp /= 2; - sp_rate = skill_db[idx].sp_rate[skill_lv-1]; + sp_rate = skill->db[idx].sp_rate[skill_lv-1]; if(sp_rate > 0) - req.sp += (status->sp * sp_rate)/100; + req.sp += (st->sp * sp_rate)/100; else - req.sp += (status->max_sp * (-sp_rate))/100; + req.sp += (st->max_sp * (-sp_rate))/100; if( sd->dsprate != 100 ) req.sp = req.sp * sd->dsprate / 100; @@ -13467,29 +13927,29 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 if( sc->data[SC__LAZINESS] ) req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) - req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val2 / 100; + req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100; if( sc->data[SC_RECOGNIZEDSPELL] ) req.sp += req.sp / 4; if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; } - req.zeny = skill_db[idx].zeny[skill_lv-1]; + req.zeny = skill->db[idx].zeny[skill_lv-1]; if( sc && sc->data[SC__UNLUCKY] ) req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; - req.spiritball = skill_db[idx].spiritball[skill_lv-1]; + req.spiritball = skill->db[idx].spiritball[skill_lv-1]; - req.state = skill_db[idx].state; + req.state = skill->db[idx].state; - req.mhp = skill_db[idx].mhp[skill_lv-1]; + req.mhp = skill->db[idx].mhp[skill_lv-1]; - req.weapon = skill_db[idx].weapon; + req.weapon = skill->db[idx].weapon; - req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1]; + req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; if (req.ammo_qty) - req.ammo = skill_db[idx].ammo; + req.ammo = skill->db[idx].ammo; if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { //Assume this skill is using the weapon, therefore it requires arrows. @@ -13515,11 +13975,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 continue; break; case AB_ADORAMUS: - if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) + if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) continue; break; case WL_COMET: - if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) + if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) continue; break; case GN_FIRE_EXPANSION: @@ -13539,27 +13999,31 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 break; } - req.itemid[i] = skill_db[idx].itemid[i]; - req.amount[i] = skill_db[idx].amount[i]; + req.itemid[i] = skill->db[idx].itemid[i]; + req.amount[i] = skill->db[idx].amount[i]; if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN ) { if( sd->special_state.no_gemstone ) - { //Make it substract 1 gem rather than skipping the cost. - if( --req.amount[i] < 1 ) - req.itemid[i] = 0; + { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] + if( skill_id != SA_ABRACADABRA ) + req.itemid[i] = req.amount[i] = 0; + else if( --req.amount[i] < 1 ) + req.amount[i] = 1; // Hocus Pocus always use at least 1 gem } if(sc && sc->data[SC_INTOABYSS]) { if( skill_id != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) - req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem + req.amount[i] = 1; // Hocus Pocus always use at least 1 gem } } if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){ - int16 itIndex; - if( (itIndex = pc->search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){ + int16 item_index; + if ((item_index = pc->search_inventory(sd,req.itemid[i])) == INDEX_NOT_FOUND + || sd->status.inventory[item_index].amount < req.amount[i] + ) { req.itemid[i] = ITEMID_TRAP_ALLOY; req.amount[i] = 1; } @@ -13579,10 +14043,26 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: - req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1]; - req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1]; + req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1]; + req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; break; } + if (skill_id == NC_REPAIR) { + switch(skill_lv) { + case 1: + case 2: + req.itemid[1] = ITEMID_REPAIR_A; + break; + case 3: + case 4: + req.itemid[1] = ITEMID_REPAIR_B; + break; + case 5: + req.itemid[1] = ITEMID_REPAIR_C; + break; + } + req.amount[1] = 1; + } // Check for cost reductions due to skills & SCs switch(skill_id) { @@ -13656,10 +14136,14 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 case SO_SUMMON_AQUA: case SO_SUMMON_VENTUS: case SO_SUMMON_TERA: - req.sp -= req.sp * (5 + 5 * pc->checkskill(sd,SO_EL_SYMPATHY)) / 100; + { + int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY); + if (spirit_sympathy) + req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100; + } break; case SO_PSYCHIC_WAVE: - if( sc && sc->data[SC_BLAST_OPTION] ) + if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] )) req.sp += req.sp * 150 / 100; break; } @@ -13720,9 +14204,8 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { /*========================================== * Does cast-time reductions based on sc data. *------------------------------------------*/ -int skill_castfix_sc (struct block_list *bl, int time) -{ - struct status_change *sc = status_get_sc(bl); +int skill_castfix_sc (struct block_list *bl, int time) { + struct status_change *sc = status->get_sc(bl); if( time < 0 ) return 0; @@ -13733,8 +14216,8 @@ int skill_castfix_sc (struct block_list *bl, int time) if (sc && sc->count) { if (sc->data[SC_SLOWCAST]) time += time * sc->data[SC_SLOWCAST]->val2 / 100; - if (sc->data[SC_NEEDLE_OF_PARALYZE]) - time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; + if (sc->data[SC_NEEDLE_OF_PARALYZE]) + time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; if (sc->data[SC_SUFFRAGIUM]) { time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); @@ -13749,15 +14232,14 @@ int skill_castfix_sc (struct block_list *bl, int time) if (sc->data[SC_IZAYOI]) time -= time * 50 / 100; } - time = max(time, 0); + time = max(time, 0); -// ShowInfo("Castime castfix_sc = %d\n",time); + //ShowInfo("Castime castfix_sc = %d\n",time); return time; } +int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { #ifdef RENEWAL_CAST -int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) -{ - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status->get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; @@ -13777,9 +14259,9 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 if( sd->bonus.varcastrate < 0 ) VARCAST_REDUCTION(sd->bonus.varcastrate); if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast - time += sd->bonus.add_varcast; + time += sd->bonus.add_varcast; if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast - fixed += sd->bonus.add_fixcast; + fixed += sd->bonus.add_fixcast; for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast fixed += sd->skillfixcast[i].val; @@ -13806,8 +14288,6 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) { // All variable cast additive bonuses must come first - if (sc->data[SC_MAGICPOWER] ) - time += 700; if (sc->data[SC_SLOWCAST]) VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); if (sc->data[SC_FROSTMISTY]) @@ -13848,13 +14328,15 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 // Fixed cast reduction bonuses if( sc->data[SC__LAZINESS] ) fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); + if( sc->data[SC_DANCE_WITH_WUG]) + fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4); if( sc->data[SC_SECRAMENT] ) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); - if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) - fixcast_r = max(fixcast_r, (status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % + if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) + fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] ) - fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; + fixed += sc->data[SC_MANDRAGORA]->val1 * 500; if( sc->data[SC_IZAYOI] ) fixed = 0; if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) @@ -13864,6 +14346,12 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate + if( (i=sd->skillcast[i].val) > 0) + VARCAST_REDUCTION(i); + break; + } } if( varcast_r < 0 ) // now compute overall factors @@ -13872,20 +14360,18 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; // underflow checking/capping time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); - +#endif return (int)time; } -#endif /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ -int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) -{ +int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { int delaynodex = skill->get_delaynodex(skill_id, skill_lv); int time = skill->get_delay(skill_id, skill_lv); struct map_session_data *sd; - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status->get_sc(bl); nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); @@ -13940,7 +14426,7 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) time /= 2; break; case AS_SONICBLOW: - if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) + if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) time /= 2; break; } @@ -14092,22 +14578,21 @@ void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) { } } -void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) -{ +void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { int c,n=4; - uint8 dir = iMap->calc_dir(src,bl->x,bl->y); + uint8 dir = map->calc_dir(src,bl->x,bl->y); struct square tc; int x=bl->x,y=bl->y; skill->brandishspear_first(&tc,dir,x,y); skill->brandishspear_dir(&tc,dir,4); - skill_area_temp[1] = bl->id; + skill->area_temp[1] = bl->id; if(skill_lv > 9){ for(c=1;c<4;c++){ - iMap->foreachincell(skill->area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, - skill->castend_damage_id); + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill->castend_damage_id); } } if(skill_lv > 6){ @@ -14120,19 +14605,19 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s if(skill_lv > 3){ for(c=0;c<5;c++){ - iMap->foreachincell(skill->area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, - skill->castend_damage_id); - if(skill_lv > 6 && n==3 && c==4){ - skill_brandishspear_dir(&tc,dir,-1); + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill->castend_damage_id); + if(skill_lv > 6 && n==3 && c==4) { + skill->brandishspear_dir(&tc,dir,-1); n--;c=-1; } } } for(c=0;c<10;c++){ if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1); - iMap->foreachincell(skill->area_sub, + map->foreachincell(skill->area_sub, bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); @@ -14144,13 +14629,18 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s *------------------------------------------*/ void skill_repairweapon (struct map_session_data *sd, int idx) { int material; - int materials[4] = { 1002, 998, 999, 756 }; + int materials[4] = { + ITEMID_IRON_ORE, + ITEMID_IRON, + ITEMID_STEEL, + ITEMID_ORIDECON_STONE, + }; struct item *item; struct map_session_data *target_sd; nullpo_retv(sd); - if ( !( target_sd = iMap->id2sd(sd->menuskill_val) ) ) //Failed.... + if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed.... return; if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) @@ -14168,10 +14658,10 @@ void skill_repairweapon (struct map_session_data *sd, int idx) { } if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) - material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon + material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon else - material = materials [2]; // Armors consume 1 Steel - if ( pc->search_inventory(sd,material) < 0 ) { + material = materials[2]; // Armors consume 1 Steel + if (pc->search_inventory(sd,material) == INDEX_NOT_FOUND) { clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } @@ -14218,7 +14708,13 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) if (idx >= 0 && idx < MAX_INVENTORY) { int i = 0, ep = 0, per; - int material[5] = { 0, 1010, 1011, 984, 984 }; + int material[5] = { + 0, + ITEMID_PHRACON, + ITEMID_EMVERETARCON, + ITEMID_ORIDECON, + ITEMID_ORIDECON, + }; struct item *item; struct item_data *ditem = sd->inventory_data[idx]; item = &sd->status.inventory[idx]; @@ -14233,12 +14729,12 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) clif->upgrademessage(sd->fd, 2, item->nameid); return; } - if( (i = pc->search_inventory(sd, material [ditem->wlv])) < 0 ){ - clif->upgrademessage(sd->fd, 3, material [ditem->wlv]); + if ((i = pc->search_inventory(sd, material[ditem->wlv])) == INDEX_NOT_FOUND) { + clif->upgrademessage(sd->fd, 3, material[ditem->wlv]); return; } - per = status_get_refine_chance(ditem->wlv, (int)item->refine) * 10; + per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10; // Aegis leaked formula. [malufett] if( sd->status.class_ == JOB_MECHANIC_T ) @@ -14329,7 +14825,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id) if(maxlv > lv) maxlv = lv; - sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, + sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); return 0; } @@ -14368,8 +14864,8 @@ int skill_sit_in (struct block_list *bl, va_list ap) { if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) { sd->state.rest=1; - status_calc_regen(bl, &sd->battle_status, &sd->regen); - status_calc_regen_rate(bl, &sd->regen, &sd->sc); + status->calc_regen(bl, &sd->battle_status, &sd->regen); + status->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; @@ -14383,8 +14879,8 @@ int skill_sit_out (struct block_list *bl, va_list ap) { sd->state.gangsterparadise=0; if(sd->state.rest && type&2) { sd->state.rest=0; - status_calc_regen(bl, &sd->battle_status, &sd->regen); - status_calc_regen_rate(bl, &sd->regen, &sd->sc); + status->calc_regen(bl, &sd->battle_status, &sd->regen); + status->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } @@ -14418,11 +14914,11 @@ int skill_sit (struct map_session_data *sd, int type) if (!flag) return 0; if(type) { - if (iMap->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1) - iMap->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag); + if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1) + map->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag); } else { - if (iMap->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2) - iMap->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag); + if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2) + map->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag); } return 0; } @@ -14430,10 +14926,10 @@ int skill_sit (struct map_session_data *sd, int type) /*========================================== * *------------------------------------------*/ -int skill_frostjoke_scream (struct block_list *bl, va_list ap) { +int skill_frostjoke_scream(struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; - unsigned int tick; + int64 tick; nullpo_ret(bl); nullpo_ret(src=va_arg(ap,struct block_list*)); @@ -14441,9 +14937,9 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap) { skill_id=va_arg(ap,int); skill_lv=va_arg(ap,int); if(!skill_lv) return 0; - tick=va_arg(ap,unsigned int); + tick=va_arg(ap,int64); - if (src == bl || status_isdead(bl)) + if (src == bl || status->isdead(bl)) return 0; if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; @@ -14468,36 +14964,35 @@ void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) - map[src->bl.m].setcell(src->bl.m, x, y, cell, flag); + map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag); } /*========================================== * *------------------------------------------*/ -int skill_attack_area (struct block_list *bl, va_list ap) -{ +int skill_attack_area(struct block_list *bl, va_list ap) { struct block_list *src,*dsrc; int atk_type,skill_id,skill_lv,flag,type; - unsigned int tick; + int64 tick; - if(status_isdead(bl)) + if(status->isdead(bl)) return 0; atk_type = va_arg(ap,int); - src=va_arg(ap,struct block_list*); - dsrc=va_arg(ap,struct block_list*); - skill_id=va_arg(ap,int); - skill_lv=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - flag=va_arg(ap,int); - type=va_arg(ap,int); + src = va_arg(ap,struct block_list*); + dsrc = va_arg(ap,struct block_list*); + skill_id = va_arg(ap,int); + skill_lv = va_arg(ap,int); + tick = va_arg(ap,int64); + flag = va_arg(ap,int); + type = va_arg(ap,int); - if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. + if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); - if(battle->check_target(dsrc,bl,type) <= 0 || - !status_check_skilluse(NULL, bl, skill_id, 2)) + if( battle->check_target(dsrc,bl,type) <= 0 + || !status->check_skilluse(NULL, bl, skill_id, 2)) return 0; @@ -14519,7 +15014,7 @@ int skill_attack_area (struct block_list *bl, va_list ap) *------------------------------------------*/ int skill_clear_group (struct block_list *bl, int flag) { - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); struct skill_unit_group *group[MAX_SKILLUNITGROUP]; int i, count=0; @@ -14538,14 +15033,14 @@ int skill_clear_group (struct block_list *bl, int flag) if (flag&1) group[count++]= ud->skillunit[i]; break; + case SO_CLOUD_KILL: + if( flag&4 ) + group[count++]= ud->skillunit[i]; + break; case SO_WARMER: if( flag&8 ) group[count++]= ud->skillunit[i]; break; - case SC_BLOODYLUST: - if (flag & 32) - group[count++] = ud->skillunit[i]; - break; default: if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) group[count++]= ud->skillunit[i]; @@ -14562,7 +15057,7 @@ int skill_clear_group (struct block_list *bl, int flag) * Returns the first element field found [Skotlex] *------------------------------------------*/ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); int i; nullpo_ret(bl); if (!ud) return NULL; @@ -14574,8 +15069,8 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: + case SO_CLOUD_KILL: case SO_WARMER: - case SC_BLOODYLUST: return ud->skillunit[i]; } } @@ -14584,16 +15079,16 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { // for graffiti cleaner [Valaris] int skill_graffitiremover (struct block_list *bl, va_list ap) { - struct skill_unit *unit=NULL; + struct skill_unit *su=NULL; nullpo_ret(bl); nullpo_ret(ap); - if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) + if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL) return 0; - if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) - skill->delunit(unit); + if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) + skill->delunit(su); return 0; } @@ -14612,9 +15107,8 @@ int skill_greed (struct block_list *bl, va_list ap) { return 0; } //For Ranger's Detonator [Jobbie/3CeAM] -int skill_detonator(struct block_list *bl, va_list ap) -{ - struct skill_unit *unit=NULL; +int skill_detonator(struct block_list *bl, va_list ap) { + struct skill_unit *su=NULL; struct block_list *src; int unit_id; @@ -14622,14 +15116,14 @@ int skill_detonator(struct block_list *bl, va_list ap) nullpo_ret(ap); src = va_arg(ap,struct block_list *); - if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group ) + if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group ) return 0; - if( unit->group->src_id != src->id ) + if( su->group->src_id != src->id ) return 0; - unit_id = unit->group->unit_id; - switch( unit_id ) - { //List of Hunter and Ranger Traps that can be detonate. + unit_id = su->group->unit_id; + switch( unit_id ) { + //List of Hunter and Ranger Traps that can be detonate. case UNT_BLASTMINE: case UNT_SANDMAN: case UNT_CLAYMORETRAP: @@ -14637,16 +15131,23 @@ int skill_detonator(struct block_list *bl, va_list ap) case UNT_CLUSTERBOMB: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: - if( unit_id == UNT_TALKIEBOX ) { - clif->talkiebox(bl,unit->group->valstr); - unit->group->val2 = -1; - } else - iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick); - - clif->changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS); - unit->group->unit_id = UNT_USED_TRAPS; - unit->group->limit = DIFF_TICK(iTimer->gettick(),unit->group->tick) + - (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) ); + switch(unit_id) { + case UNT_TALKIEBOX: + clif->talkiebox(bl,su->group->valstr); + su->group->val2 = -1; + break; + case UNT_CLAYMORETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick); + break; + default: + map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick); + } + clif->changetraplook(bl, UNT_USED_TRAPS); + su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); + su->group->unit_id = UNT_USED_TRAPS; break; } return 0; @@ -14658,31 +15159,35 @@ int skill_detonator(struct block_list *bl, va_list ap) int skill_cell_overlap(struct block_list *bl, va_list ap) { uint16 skill_id; int *alive; - struct skill_unit *unit; + struct skill_unit *su; skill_id = va_arg(ap,int); alive = va_arg(ap,int *); - unit = (struct skill_unit *)bl; + su = (struct skill_unit *)bl; - if (unit == NULL || unit->group == NULL || (*alive) == 0) + if( su == NULL || su->group == NULL || (*alive) == 0 ) return 0; - + + if( su->group->state.guildaura ) /* guild auras are not canceled! */ + return 0; + switch (skill_id) { case SA_LANDPROTECTOR: - if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] + if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] (*alive) = 0; - skill->delunit(unit); + skill->delunit(su); return 1; } - if( !(skill->get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps - skill->delunit(unit); + if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps + skill->delunit(su); return 1; } break; case HW_GANBANTEIN: case LG_EARTHDRIVE: - if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance. - skill->delunit(unit); + case GN_CRAZYWEED_ATK: + if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. + skill->delunit(su); return 1; } break; @@ -14692,14 +15197,13 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { // The official implementation makes them fail to appear when casted on top of ANYTHING // but I wonder if they didn't actually meant to fail when casted on top of each other? // hence, I leave the alternate implementation here, commented. [Skotlex] - if (unit->range <= 0) - { + if (su->range <= 0) { (*alive) = 0; return 1; } /* - switch (unit->group->skill_id) - { //These cannot override each other. + switch (su->group->skill_id) { + //These cannot override each other. case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: @@ -14709,7 +15213,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { */ break; case PF_FOGWALL: - switch(unit->group->skill_id) { + switch(su->group->skill_id) { case SA_VOLCANO: //Can't be placed on top of these case SA_VIOLENTGALE: (*alive) = 0; @@ -14722,33 +15226,16 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { } break; case HP_BASILICA: - if (unit->group->skill_id == HP_BASILICA) - { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] + if (su->group->skill_id == HP_BASILICA) { + //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] (*alive) = 0; return 1; } break; - case GN_CRAZYWEED_ATK: - switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected. - case UNT_WALLOFTHORN: - case UNT_THORNS_TRAP: - case UNT_BLOODYLUST: - case UNT_CHAOSPANIC: - case UNT_MAELSTROM: - case UNT_FIREPILLAR_ACTIVE: - case UNT_LANDPROTECTOR: - case UNT_VOLCANO: - case UNT_DELUGE: - case UNT_VIOLENTGALE: - case UNT_SAFETYWALL: - case UNT_PNEUMA: - skill->delunit(unit); - return 1; - } - break; } - if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps + if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { + //It deletes everything except songs/dances/traps (*alive) = 0; return 1; } @@ -14762,7 +15249,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) { struct mob_data* md; - struct unit_data*ud = unit_bl2ud(bl); + struct unit_data*ud = unit->bl2ud(bl); struct block_list *from_bl; struct block_list *to_bl; md = (struct mob_data*)bl; @@ -14780,21 +15267,21 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) /*========================================== * *------------------------------------------*/ -int skill_trap_splash (struct block_list *bl, va_list ap) { +int skill_trap_splash(struct block_list *bl, va_list ap) { struct block_list *src; - int tick; - struct skill_unit *unit; + int64 tick; + struct skill_unit *src_su; struct skill_unit_group *sg; struct block_list *ss; src = va_arg(ap,struct block_list *); - unit = (struct skill_unit *)src; - tick = va_arg(ap,int); + src_su = (struct skill_unit *)src; + tick = va_arg(ap,int64); - if( !unit->alive || bl->prev == NULL ) + if( !src_su->alive || bl->prev == NULL ) return 0; - nullpo_ret(sg = unit->group); - nullpo_ret(ss = iMap->id2bl(sg->src_id)); + nullpo_ret(sg = src_su->group); + nullpo_ret(ss = map->id2bl(sg->src_id)); if(battle->check_target(src,bl,sg->target_flag) <= 0) return 0; @@ -14807,19 +15294,19 @@ int skill_trap_splash (struct block_list *bl, va_list ap) { break; case UNT_GROUNDDRIFT_WIND: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_DARK: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_POISON: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_WATER: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_FIRE: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) @@ -14828,23 +15315,51 @@ int skill_trap_splash (struct block_list *bl, va_list ap) { case UNT_ELECTRICSHOCKER: clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); break; - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - case UNT_CLUSTERBOMB: - if( ss != bl ) - skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); - break; case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: if( bl->type != BL_PC && !is_boss(bl) ) - sc_start2(bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); + sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); break; case UNT_REVERBERATION: - skill->addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse - skill->addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0); + if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { + skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0); + skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); + } break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + if( src->id == bl->id ) break; + if( bl->type == BL_SKILL ){ + struct skill_unit *su = (struct skill_unit *)bl; + if( su->group->unit_id == UNT_USED_TRAPS ) + break; + } + case UNT_CLUSTERBOMB: + if( ss != bl ) + skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); + break; + case UNT_CLAYMORETRAP: + if( src->id == bl->id ) break; + if( bl->type == BL_SKILL ){ + struct skill_unit *su = (struct skill_unit *)bl; + switch( su->group->unit_id ){ + case UNT_CLAYMORETRAP: + case UNT_LANDMINE: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + clif->changetraplook(bl, UNT_USED_TRAPS); + su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500; + su->group->unit_id = UNT_USED_TRAPS; + } + break; + } default: skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); break; @@ -14855,13 +15370,12 @@ int skill_trap_splash (struct block_list *bl, va_list ap) { /*========================================== * *------------------------------------------*/ -int skill_enchant_elemental_end (struct block_list *bl, int type) -{ +int skill_enchant_elemental_end (struct block_list *bl, int type) { struct status_change *sc; - const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK }; + const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS }; int i; nullpo_ret(bl); - nullpo_ret(sc= status_get_sc(bl)); + nullpo_ret(sc = status->get_sc(bl)); if (!sc->count) return 0; @@ -14879,10 +15393,11 @@ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce bool wall = true; if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1) - || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) ) - { //Check for walls. + || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) + ) { + //Check for walls. int i; - ARR_FIND( 0, 8, i, iMap->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); + ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); if( i == 8 ) wall = false; } @@ -14905,6 +15420,36 @@ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce return wall; } + +/** + * Verifies if an user can use SC_CLOAKING + **/ +bool skill_can_cloak(struct map_session_data *sd) { + nullpo_retr(false, sd); + + //Avoid cloaking with no wall and low skill level. [Skotlex] + //Due to the cloaking card, we have to check the wall versus to known + //skill level rather than the used one. [Skotlex] + //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) + if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL)) + return false; + + return true; +} + +/** + * Verifies if an user can still be cloaked (AS_CLOAKING) + * Is called via map->foreachinrange when any kind of wall disapears + **/ +int skill_check_cloaking_end(struct block_list *bl, va_list ap) { + TBL_PC *sd = BL_CAST(BL_PC, bl); + + if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd)) + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + + return 0; +} + bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) { static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; @@ -14913,7 +15458,7 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s if( bl->type == BL_PC ) { //Check for walls. int i; - ARR_FIND( 0, 8, i, iMap->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); + ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); if( i == 8 ) wall = false; } @@ -14932,126 +15477,162 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s return wall; } +bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){ + struct status_change *sc; + struct block_list *src; + + nullpo_retr(false, bl); + + sc = status->get_sc(bl); + + if( sc && sc->data[SC__SHADOWFORM] && damage ) { + src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); + + if( !src || src->m != bl->m ) { + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + return false; + } + + if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){ + if( src->type == BL_PC ) + ((TBL_PC*)src)->shadowform_id = 0; + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + return false; + } + + status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0); + + /* because damage can cancel it */ + if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) { + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + if( src->type == BL_PC ) + ((TBL_PC*)src)->shadowform_id = 0; + } + return true; + } + return false; +} /*========================================== * *------------------------------------------*/ -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) -{ - struct skill_unit *unit; +struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { + struct skill_unit *su; nullpo_retr(NULL, group); nullpo_retr(NULL, group->unit); // crash-protection against poor coding - nullpo_retr(NULL, unit=&group->unit[idx]); + nullpo_retr(NULL, su=&group->unit[idx]); - if(!unit->alive) + if(!su->alive) group->alive_count++; - unit->bl.id=iMap->get_new_object_id(); - unit->bl.type=BL_SKILL; - unit->bl.m=group->map; - unit->bl.x=x; - unit->bl.y=y; - unit->group=group; - unit->alive=1; - unit->val1=val1; - unit->val2=val2; + su->bl.id=map->get_new_object_id(); + su->bl.type=BL_SKILL; + su->bl.m=group->map; + su->bl.x=x; + su->bl.y=y; + su->group=group; + su->alive=1; + su->val1=val1; + su->val2=val2; - idb_put(skillunit_db, unit->bl.id, unit); - iMap->addiddb(&unit->bl); - iMap->addblock(&unit->bl); + idb_put(skill->unit_db, su->bl.id, su); + map->addiddb(&su->bl); + map->addblock(&su->bl); // perform oninit actions switch (group->skill_id) { case WZ_ICEWALL: - iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); - clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); - skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); - map[unit->bl.m].icewall_num++; + map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); + map->list[su->bl.m].icewall_num++; break; case SA_LANDPROTECTOR: - skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); break; case HP_BASILICA: - skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); - break; - case SC_MAELSTROM: - skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); break; default: if (group->state.song_dance&0x1) //Check for dissonance. - skill->dance_overlap(unit, 1); + skill->dance_overlap(su, 1); break; } - clif->skill_setunit(unit); + clif->getareachar_skillunit(&su->bl,su,AREA); - return unit; + return su; } /*========================================== * *------------------------------------------*/ -int skill_delunit (struct skill_unit* unit) { +int skill_delunit (struct skill_unit* su) { struct skill_unit_group *group; - nullpo_ret(unit); - if( !unit->alive ) + nullpo_ret(su); + if( !su->alive ) return 0; - unit->alive=0; + su->alive=0; - nullpo_ret(group=unit->group); + nullpo_ret(group=su->group); if( group->state.song_dance&0x1 ) //Cancel dissonance effect. - skill->dance_overlap(unit, 0); + skill->dance_overlap(su, 0); // invoke onout event - if( !unit->range ) - iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),4); + if( !su->range ) + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),4); // perform ondelete actions switch (group->skill_id) { - case HT_ANKLESNARE: { - struct block_list* target = iMap->id2bl(group->val2); - if( target ) - status_change_end(target, SC_ANKLESNARE, INVALID_TIMER); - } + case HT_ANKLESNARE: + { + struct block_list* target = map->id2bl(group->val2); + if( target ) + status_change_end(target, SC_ANKLESNARE, INVALID_TIMER); + } break; case WZ_ICEWALL: - iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); - clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug - skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); - map[unit->bl.m].icewall_num--; + map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); + map->list[su->bl.m].icewall_num--; + // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be + // checked again when a wall disapears! issue:8182 [Panikon] + map->foreachinarea(skill->check_cloaking_end, su->bl.m, + // Use 3x3 area to check for users near cell + su->bl.x - 1, su->bl.y - 1, + su->bl.x + 1, su->bl.x + 1, + BL_PC); break; case SA_LANDPROTECTOR: - skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); break; case HP_BASILICA: - skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); break; case RA_ELECTRICSHOCKER: { - struct block_list* target = iMap->id2bl(group->val2); + struct block_list* target = map->id2bl(group->val2); if( target ) status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); } break; - case SC_MAELSTROM: - skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); - break; case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) - if( group->val2 ) { // Someone Traped - struct status_change *tsc = status_get_sc( iMap->id2bl(group->val2)); + if( group->val2 ) { // Someone Trapped + struct status_change *tsc = status->get_sc(map->id2bl(group->val2)); if( tsc && tsc->data[SC__MANHOLE] ) tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID } break; } - clif->skill_delunit(unit); + clif->skill_delunit(su); - unit->group=NULL; - iMap->delblock(&unit->bl); // don't free yet - iMap->deliddb(&unit->bl); - idb_remove(skillunit_db, unit->bl.id); + su->group=NULL; + map->delblock(&su->bl); // don't free yet + map->deliddb(&su->bl); + idb_remove(skill->unit_db, su->bl.id); if(--group->alive_count==0) skill->del_unitgroup(group,ALC_MARK); @@ -15060,31 +15641,26 @@ int skill_delunit (struct skill_unit* unit) { /*========================================== * *------------------------------------------*/ -static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group* - /// Returns the target skill_unit_group or NULL if not found. struct skill_unit_group* skill_id2group(int group_id) { - return (struct skill_unit_group*)idb_get(group_db, group_id); + return (struct skill_unit_group*)idb_get(skill->group_db, group_id); } - -static int skill_unit_group_newid = MAX_SKILL_DB; - -/// Returns a new group_id that isn't being used in group_db. +/// Returns a new group_id that isn't being used in skill->group_db. /// Fatal error if nothing is available. -static int skill_get_new_group_id(void) +int skill_get_new_group_id(void) { - if( skill_unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill_unit_group_newid) == NULL ) - return skill_unit_group_newid++;// available + if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available {// find next id - int base_id = skill_unit_group_newid; - while( base_id != ++skill_unit_group_newid ) + int base_id = skill->unit_group_newid; + while( base_id != ++skill->unit_group_newid ) { - if( skill_unit_group_newid < MAX_SKILL_DB ) - skill_unit_group_newid = MAX_SKILL_DB; - if( skill->id2group(skill_unit_group_newid) == NULL ) - return skill_unit_group_newid++;// available + if( skill->unit_group_newid < MAX_SKILL_DB ) + skill->unit_group_newid = MAX_SKILL_DB; + if( skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available } // full loop, nothing available ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); @@ -15094,7 +15670,7 @@ static int skill_get_new_group_id(void) struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) { - struct unit_data* ud = unit_bl2ud( src ); + struct unit_data* ud = unit->bl2ud( src ); struct skill_unit_group* group; int i; @@ -15108,70 +15684,68 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, if(i == MAX_SKILLUNITGROUP) { // array is full, make room by discarding oldest group int j=0; - unsigned maxdiff=0,x,tick=iTimer->gettick(); + int64 maxdiff = 0, x, tick = timer->gettick(); for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) - if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){ - maxdiff=x; - j=i; + if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) { + maxdiff = x; + j = i; } skill->del_unitgroup(ud->skillunit[j],ALC_MARK); //Since elements must have shifted, we use the last slot. i = MAX_SKILLUNITGROUP-1; } - group = ers_alloc(skill_unit_ers, struct skill_unit_group); - group->src_id = src->id; - group->party_id = status_get_party_id(src); - group->guild_id = status_get_guild_id(src); - group->bg_id = bg_team_get_id(src); - group->group_id = skill_get_new_group_id(); - group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); - group->unit_count = count; + group = ers_alloc(skill->unit_ers, struct skill_unit_group); + group->src_id = src->id; + group->party_id = status->get_party_id(src); + group->guild_id = status->get_guild_id(src); + group->bg_id = bg->team_get_id(src); + group->group_id = skill->get_new_group_id(); + group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); + group->unit_count = count; group->alive_count = 0; - group->val1 = 0; - group->val2 = 0; - group->val3 = 0; - group->skill_id = skill_id; - group->skill_lv = skill_lv; - group->unit_id = unit_id; - group->map = src->m; - group->limit = limit; - group->interval = interval; - group->tick = iTimer->gettick(); - group->valstr = NULL; + group->val1 = 0; + group->val2 = 0; + group->val3 = 0; + group->skill_id = skill_id; + group->skill_lv = skill_lv; + group->unit_id = unit_id; + group->map = src->m; + group->limit = limit; + group->interval = interval; + group->tick = timer->gettick(); + group->valstr = NULL; ud->skillunit[i] = group; if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] group->tick += 1500; - idb_put(group_db, group->group_id, group); + idb_put(skill->group_db, group->group_id, group); return group; } /*========================================== * *------------------------------------------*/ -int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) -{ +int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) { struct block_list* src; struct unit_data *ud; int i,j; - if( group == NULL ) - { + if( group == NULL ) { ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); return 0; } - src=iMap->id2bl(group->src_id); - ud = unit_bl2ud(src); + src=map->id2bl(group->src_id); + ud = unit->bl2ud(src); if(!src || !ud) { ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); return 0; } - if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { + if( !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { switch( group->skill_id ) { case BA_DISSONANCE: case BA_POEMBRAGI: @@ -15188,12 +15762,11 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin } } - if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) - { - struct status_change* sc = status_get_sc(src); + if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { + struct status_change* sc = status->get_sc(src); if (sc && sc->data[SC_DANCING]) { - sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex] + sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex] status_change_end(src, SC_DANCING, INVALID_TIMER); } } @@ -15201,7 +15774,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin // end Gospel's status change on 'src' // (needs to be done when the group is deleted by other means than skill deactivation) if (group->unit_id == UNT_GOSPEL) { - struct status_change *sc = status_get_sc(src); + struct status_change *sc = status->get_sc(src); if(sc && sc->data[SC_GOSPEL]) { sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex] status_change_end(src, SC_GOSPEL, INVALID_TIMER); @@ -15212,40 +15785,40 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: - { - struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) { - sc->data[SC_WARM]->val4 = 0; - status_change_end(src, SC_WARM, INVALID_TIMER); - } + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) { + sc->data[SC_WARM]->val4 = 0; + status_change_end(src, SC_WARM, INVALID_TIMER); } + } break; case NC_NEUTRALBARRIER: - { - struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { - sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; - status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); - } + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { + sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; + status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); } + } break; case NC_STEALTHFIELD: - { - struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { - sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; - status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); - } + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { + sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; + status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); } + } break; case LG_BANDING: - { - struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) { - sc->data[SC_BANDING]->val4 = 0; - status_change_end(src,SC_BANDING,INVALID_TIMER); - } + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) { + sc->data[SC_BANDING]->val4 = 0; + status_change_end(src,SC_BANDING,INVALID_TIMER); } + } break; } @@ -15265,8 +15838,8 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin group->valstr = NULL; } - idb_remove(group_db, group->group_id); - iMap->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) + idb_remove(skill->group_db, group->group_id); + map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) group->unit=NULL; group->group_id=0; group->unit_count=0; @@ -15277,7 +15850,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin if( i < MAX_SKILLUNITGROUP ) { ud->skillunit[i] = ud->skillunit[j]; ud->skillunit[j] = NULL; - ers_free(skill_unit_ers, group); + ers_free(skill->unit_ers, group); } else ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); @@ -15289,7 +15862,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin *------------------------------------------*/ int skill_clear_unitgroup (struct block_list *src) { - struct unit_data *ud = unit_bl2ud(src); + struct unit_data *ud = unit->bl2ud(src); nullpo_ret(ud); @@ -15302,7 +15875,7 @@ int skill_clear_unitgroup (struct block_list *src) /*========================================== * *------------------------------------------*/ -struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) { +struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) { int i,j=-1,k,s,id; struct unit_data *ud; struct skill_unit_group_tickset *set; @@ -15311,7 +15884,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis if (group->interval==-1) return NULL; - ud = unit_bl2ud(bl); + ud = unit->bl2ud(bl); if (!ud) return NULL; set = ud->skillunittick; @@ -15342,23 +15915,23 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis /*========================================== * *------------------------------------------*/ -int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { - struct skill_unit* unit = va_arg(ap,struct skill_unit *); - struct skill_unit_group* group = unit->group; - unsigned int tick = va_arg(ap,unsigned int); +int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) { + struct skill_unit* su = va_arg(ap,struct skill_unit *); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); - if( !unit->alive || bl->prev == NULL ) + if( !su->alive || bl->prev == NULL ) return 0; nullpo_ret(group); - if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) + if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) return 0; //AoE skills are ineffective. [Skotlex] - if( battle->check_target(&unit->bl,bl,group->target_flag) <= 0 ) + if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 ) return 0; - skill->unit_onplace_timer(unit,bl,tick); + skill->unit_onplace_timer(su,bl,tick); return 1; } @@ -15367,22 +15940,21 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { * @see DBApply */ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { - struct skill_unit* unit = DB->data2ptr(data); - struct skill_unit_group* group = unit->group; - unsigned int tick = va_arg(ap,unsigned int); + struct skill_unit* su = DB->data2ptr(data); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); bool dissonance; - struct block_list* bl = &unit->bl; + struct block_list* bl = &su->bl; - if( !unit->alive ) + if( !su->alive ) return 0; nullpo_ret(group); // check for expiration - if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) - {// skill unit expired (inlined from skill_unit_onlimit()) - switch( group->unit_id ) - { + if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) { + // skill unit expired (inlined from skill_unit_onlimit()) + switch( group->unit_id ) { case UNT_BLASTMINE: #ifdef RENEWAL case UNT_CLAYMORETRAP: @@ -15394,15 +15966,15 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { case UNT_GROUNDDRIFT_FIRE: group->unit_id = UNT_USED_TRAPS; //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE); - group->limit=DIFF_TICK(tick+1500,group->tick); - unit->limit=DIFF_TICK(tick+1500,group->tick); + group->limit=DIFF_TICK32(tick+1500,group->tick); + su->limit=DIFF_TICK32(tick+1500,group->tick); break; case UNT_ANKLESNARE: case UNT_ELECTRICSHOCKER: - if( group->val2 > 0 ) { + if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { // Used Trap don't returns back to item - skill->delunit(unit); + skill->delunit(su); break; } case UNT_SKIDTRAP: @@ -15425,93 +15997,94 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { { struct block_list* src; - if( unit->val1 > 0 && (src = iMap->id2bl(group->src_id)) != NULL && src->type == BL_PC ) - { // revert unit back into a trap + if( su->val1 > 0 && (src = map->id2bl(group->src_id)) != NULL && src->type == BL_PC ) { + // revert unit back into a trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP; item_tmp.identify = 1; - iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } - skill->delunit(unit); + skill->delunit(su); } break; case UNT_WARP_ACTIVE: // warp portal opens (morph to a UNT_WARP_WAITING cell) group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING - clif->changelook(&unit->bl, LOOK_BASE, group->unit_id); + clif->changelook(&su->bl, LOOK_BASE, group->unit_id); // restart timers group->limit = skill->get_time(group->skill_id,group->skill_lv); - unit->limit = skill->get_time(group->skill_id,group->skill_lv); + su->limit = skill->get_time(group->skill_id,group->skill_lv); // apply effect to all units standing on it - iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1); + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); break; case UNT_CALLFAMILY: { struct map_session_data *sd = NULL; if(group->val1) { - sd = iMap->charid2sd(group->val1); + sd = map->charid2sd(group->val1); group->val1 = 0; - if (sd && !map[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + if (sd && !map->list[sd->bl.m].flag.nowarp) + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); } if(group->val2) { - sd = iMap->charid2sd(group->val2); + sd = map->charid2sd(group->val2); group->val2 = 0; - if (sd && !map[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + if (sd && !map->list[sd->bl.m].flag.nowarp) + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); } - skill->delunit(unit); + skill->delunit(su); } break; case UNT_REVERBERATION: - if( unit->val1 <= 0 ) { // If it was deactivated. - skill->delunit(unit); + if( su->val1 <= 0 ) { // If it was deactivated. + skill->delunit(su); break; } clif->changetraplook(bl,UNT_USED_TRAPS); - iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); - group->limit = DIFF_TICK(tick,group->tick)+1000; - unit->limit = DIFF_TICK(tick,group->tick)+1000; + map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); + group->limit = DIFF_TICK32(tick,group->tick)+1500; + su->limit = DIFF_TICK32(tick,group->tick)+1500; group->unit_id = UNT_USED_TRAPS; break; case UNT_FEINTBOMB: { - struct block_list *src = iMap->id2bl(group->src_id); - if( src ) - iMap->foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); - skill->delunit(unit); + struct block_list *src = map->id2bl(group->src_id); + if( src ) { + map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); + status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER); + } + skill->delunit(su); break; } case UNT_BANDING: { - struct block_list *src = iMap->id2bl(group->src_id); + struct block_list *src = map->id2bl(group->src_id); struct status_change *sc; - if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) - { - skill->delunit(unit); + if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { + skill->delunit(su); break; } // This unit isn't removed while SC_BANDING is active. - group->limit = DIFF_TICK(tick+group->interval,group->tick); - unit->limit = DIFF_TICK(tick+group->interval,group->tick); + group->limit = DIFF_TICK32(tick+group->interval,group->tick); + su->limit = DIFF_TICK32(tick+group->interval,group->tick); } break; default: - skill->delunit(unit); + skill->delunit(su); } } else {// skill unit is still active switch( group->unit_id ) { case UNT_ICEWALL: // icewall loses 50 hp every second - unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp - if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) - unit->limit = DIFF_TICK(tick+700,group->tick); + su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp + if( su->val1 <= 0 && su->limit + group->tick > tick + 700 ) + su->limit = DIFF_TICK32(tick+700,group->tick); break; case UNT_BLASTMINE: case UNT_SKIDTRAP: @@ -15523,51 +16096,45 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: - if( unit->val1 <= 0 ) { + if( su->val1 <= 0 ) { if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) - skill->delunit(unit); + skill->delunit(su); else { clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - group->limit = DIFF_TICK(tick, group->tick) + 1500; + group->limit = DIFF_TICK32(tick, group->tick) + 1500; group->unit_id = UNT_USED_TRAPS; } } break; case UNT_REVERBERATION: - if( unit->val1 <= 0 ){ - clif->changetraplook(bl,UNT_USED_TRAPS); - iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); - group->limit = DIFF_TICK(tick,group->tick)+1000; - unit->limit = DIFF_TICK(tick,group->tick)+1000; - group->unit_id = UNT_USED_TRAPS; - } + if( su->val1 <= 0 ) + su->limit = DIFF_TICK32(tick + 700,group->tick); break; case UNT_WALLOFTHORN: - if( unit->val1 <= 0 ) { + if( su->val1 <= 0 ) { group->unit_id = UNT_USED_TRAPS; - group->limit = DIFF_TICK(tick, group->tick) + 1500; + group->limit = DIFF_TICK32(tick, group->tick) + 1500; } break; } } //Don't continue if unit or even group is expired and has been deleted. - if( !group || !unit->alive ) + if( !group || !su->alive ) return 0; - dissonance = skill->dance_switch(unit, 0); + dissonance = skill->dance_switch(su, 0); - if( unit->range >= 0 && group->interval != -1 ) - { + if( su->range >= 0 && group->interval != -1 ) { if( battle_config.skill_wall_check ) - iMap->foreachinshootrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); else - iMap->foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); - if(unit->range == -1) //Unit disabled, but it should not be deleted yet. + if(su->range == -1) //Unit disabled, but it should not be deleted yet. group->unit_id = UNT_USED_TRAPS; else if( group->unit_id == UNT_TATAMIGAESHI ) { - unit->range = -1; //Disable processed cell. + su->range = -1; //Disable processed cell. if (--group->val1 <= 0) { // number of live cells //All tiles were processed, disable skill. group->target_flag=BCT_NOONE; @@ -15576,33 +16143,32 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { } } - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } /*========================================== - * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. + * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds. *------------------------------------------*/ -int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) { - iMap->freeblock_lock(); +int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) { + map->freeblock_lock(); - skillunit_db->foreach(skillunit_db, skill->unit_timer_sub, tick); + skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick); - iMap->freeblock_unlock(); + map->freeblock_unlock(); return 0; } -static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them /*========================================== * *------------------------------------------*/ -int skill_unit_move_sub (struct block_list* bl, va_list ap) { - struct skill_unit* unit = (struct skill_unit *)bl; - struct skill_unit_group* group = unit->group; +int skill_unit_move_sub(struct block_list* bl, va_list ap) { + struct skill_unit* su = (struct skill_unit *)bl; + struct skill_unit_group* group = su->group; struct block_list* target = va_arg(ap,struct block_list*); - unsigned int tick = va_arg(ap,unsigned int); + int64 tick = va_arg(ap,int64); int flag = va_arg(ap,int); bool dissonance; @@ -15611,37 +16177,37 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { nullpo_ret(group); - if( !unit->alive || target->prev == NULL ) + if( !su->alive || target->prev == NULL ) return 0; - if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) ) + if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) ) return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish] - dissonance = skill->dance_switch(unit, 0); + dissonance = skill->dance_switch(su, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = unit->group->skill_id; + skill_id = su->group->skill_id; - if( unit->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 + if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 { //Non-dualmode unit skills with a timer don't trigger when walking, so just return - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } //Target-type check. - if( !(group->bl_flag&target->type && battle->check_target(&unit->bl,target,group->target_flag) > 0) ) { + if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) { if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] if( flag&1 ) { if( flag&2 ) { //Clear this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = 0; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = 0; } } else { if( flag&2 ) { //Store this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = skill_id; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } @@ -15652,32 +16218,29 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { skill->unit_onleft(skill_id,target,tick); } - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } else { if( flag&1 ) { - int result = skill->unit_onplace(unit,target,tick); + int result = skill->unit_onplace(su,target,tick); if( flag&2 && result ) { //Clear skill ids we have stored in onout. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = 0; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = 0; } } else { - int result = skill->unit_onout(unit,target,tick); + int result = skill->unit_onout(su,target,tick); if( flag&2 && result ) { //Store this unit id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = skill_id; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } - //TODO: Normally, this is dangerous since the unit and group could be freed - //inside the onout/onplace functions. Currently it is safe because we know song/dance - //cells do not get deleted within them. [Skotlex] - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); if( flag&4 ) skill->unit_onleft(skill_id,target,tick); @@ -15694,23 +16257,23 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { * units to figure out when they have left a group. * flag&4: Force a onleft event (triggered when the bl is killed, for example) *------------------------------------------*/ -int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { +int skill_unit_move(struct block_list *bl, int64 tick, int flag) { nullpo_ret(bl); if( bl->prev == NULL ) return 0; if( flag&2 && !(flag&1) ) { //Onout, clear data - memset(skill_unit_temp, 0, sizeof(skill_unit_temp)); + memset(skill->unit_temp, 0, sizeof(skill->unit_temp)); } - iMap->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); + map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left. int i; - for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ ) - if( skill_unit_temp[i] ) - skill->unit_onleft(skill_unit_temp[i], bl, tick); + for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ ) + if( skill->unit_temp[i] ) + skill->unit_onleft(skill->unit_temp[i], bl, tick); } return 0; @@ -15719,13 +16282,12 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { /*========================================== * *------------------------------------------*/ -int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy) -{ +int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy) { int i,j; - unsigned int tick = iTimer->gettick(); + int64 tick = timer->gettick(); int *m_flag; - struct skill_unit *unit1; - struct skill_unit *unit2; + struct skill_unit *su1; + struct skill_unit *su2; if (group == NULL) return 0; @@ -15746,49 +16308,47 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) // 3: Both 1+2. - for(i=0;i<group->unit_count;i++){ - unit1=&group->unit[i]; - if (!unit1->alive || unit1->bl.m!=m) + for(i=0;i<group->unit_count;i++) { + su1=&group->unit[i]; + if (!su1->alive || su1->bl.m!=m) continue; - for(j=0;j<group->unit_count;j++){ - unit2=&group->unit[j]; - if (!unit2->alive) + for(j=0;j<group->unit_count;j++) { + su2=&group->unit[j]; + if (!su2->alive) continue; - if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ + if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) { m_flag[i] |= 0x1; } - if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ + if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) { m_flag[i] |= 0x2; } } } j = 0; for (i=0;i<group->unit_count;i++) { - unit1=&group->unit[i]; - if (!unit1->alive) + su1=&group->unit[i]; + if (!su1->alive) continue; if (!(m_flag[i]&0x2)) { if (group->state.song_dance&0x1) //Cancel dissonance effect. - skill->dance_overlap(unit1, 0); - iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); + skill->dance_overlap(su1, 0); + map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,4); } //Move Cell using "smart" criteria (avoid useless moving around) - switch(m_flag[i]) - { + switch(m_flag[i]) { case 0: //Cell moves independently, safely move it. - iMap->moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); + map->moveblock(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick); break; case 1: //Cell moves unto another cell, look for a replacement cell that won't collide //and has no cell moving into it (flag == 2) - for(;j<group->unit_count;j++) - { + for(;j<group->unit_count;j++) { if(m_flag[j]!=2 || !group->unit[j].alive) continue; //Move to where this cell would had moved. - unit2 = &group->unit[j]; - iMap->moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); + su2 = &group->unit[j]; + map->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick); j++; //Skip this cell as we have used it. break; } @@ -15799,9 +16359,9 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d } if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 if (group->state.song_dance&0x1) //Check for dissonance effect. - skill->dance_overlap(unit1, 1); - clif->skill_setunit(unit1); - iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); + skill->dance_overlap(su1, 1); + clif->getareachar_skillunit(&su1->bl,su1,AREA); + map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1); } } aFree(m_flag); @@ -15821,9 +16381,9 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, return 0; for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ - if(skill_produce_db[i].nameid == nameid ){ - if((j=skill_produce_db[i].req_skill)>0 && - pc->checkskill(sd,j) < skill_produce_db[i].req_skill_lv) + if(skill->produce_db[i].nameid == nameid ){ + if((j=skill->produce_db[i].req_skill)>0 && + pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv) continue; // must iterate again to check other skills that produce it. [malufett] if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) continue; // special case @@ -15841,30 +16401,29 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, if(trigger>=0){ if(trigger>20) { // Non-weapon, non-food item (itemlv must match) - if(skill_produce_db[i].itemlv!=trigger) + if(skill->produce_db[i].itemlv!=trigger) return 0; } else if(trigger>10) { // Food (any item level between 10 and 20 will do) - if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20) + if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) return 0; } else { // Weapon (itemlv must be higher or equal) - if(skill_produce_db[i].itemlv>trigger) + if(skill->produce_db[i].itemlv>trigger) return 0; } } for(j=0;j<MAX_PRODUCE_RESOURCE;j++){ int id,x,y; - if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) + if( (id=skill->produce_db[i].mat_id[j]) <= 0 ) continue; - if(skill_produce_db[i].mat_amount[j] <= 0) { - if(pc->search_inventory(sd,id) < 0) + if (skill->produce_db[i].mat_amount[j] <= 0) { + if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) return 0; - } - else { + } else { for(y=0,x=0;y<MAX_INVENTORY;y++) if( sd->status.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; - if(x<qty*skill_produce_db[i].mat_amount[j]) + if(x<qty*skill->produce_db[i].mat_amount[j]) return 0; } } @@ -15874,16 +16433,15 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, /*========================================== * *------------------------------------------*/ -int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) -{ +int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { int slot[3]; int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0; int num = -1; // exclude the recipe - struct status_data *status; + struct status_data *st; struct item_data* data; nullpo_ret(sd); - status = status_get_status_data(&sd->bl); + st = status->get_status_data(&sd->bl); if( sd->skill_id_old == skill_id ) skill_lv = sd->skill_lv_old; @@ -15896,7 +16454,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, qty = 1; if (!skill_id) //A skill can be specified for some override cases. - skill_id = skill_produce_db[idx].req_skill; + skill_id = skill->produce_db[idx].req_skill; if( skill_id == GC_RESEARCHNEWPOISON ) skill_id = GC_CREATENEWPOISON; @@ -15910,13 +16468,13 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, if( slot[i]<=0 ) continue; j = pc->search_inventory(sd,slot[i]); - if(j < 0) + if (j == INDEX_NOT_FOUND) continue; - if(slot[i]==1000){ /* Star Crumb */ + if( slot[i]==ITEMID_STAR_CRUMB ) { pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); sc++; } - if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ + if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) { static const int ele_table[4]={3,1,4,2}; pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); ele=ele_table[slot[i]-994]; @@ -15924,11 +16482,11 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, } if( skill_id == RK_RUNEMASTERY ) { - int temp_qty, skill_lv = pc->checkskill(sd,skill_id); - data = itemdb_search(nameid); + int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id); + data = itemdb->search(nameid); - if( skill_lv == 10 ) temp_qty = 1 + rnd()%3; - else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2; + if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3; + else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2; else temp_qty = 1; if (data->stack.inventory) { @@ -15953,15 +16511,15 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, for(i=0;i<MAX_PRODUCE_RESOURCE;i++){ int j,id,x; - if( (id=skill_produce_db[idx].mat_id[i]) <= 0 ) + if( (id=skill->produce_db[idx].mat_id[i]) <= 0 ) continue; num++; - x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i]; + x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i]; do{ int y=0; j = pc->search_inventory(sd,id); - if(j >= 0){ + if (j != INDEX_NOT_FOUND) { y = sd->status.inventory[j].amount; if(y>x)y=x; pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); @@ -15972,7 +16530,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, }while( j>=0 && x>0 ); } - if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) + if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) wlv = itemdb_wlv(nameid); if(!equip) { switch(skill_id){ @@ -15981,24 +16539,24 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, case BS_ENCHANTEDSTONE: // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] i = pc->checkskill(sd,skill_id); - make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance + make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance switch(nameid){ - case 998: // Iron + case ITEMID_IRON: make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 break; - case 999: // Steel + case ITEMID_STEEL: make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 break; - case 1000: //Star Crumb + case ITEMID_STAR_CRUMB: make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] break; default: // Enchanted Stones - make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 + make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 break; } break; case ASC_CDP: - make_per = (2000 + 40*status->dex + 20*status->luk); + make_per = (2000 + 40*st->dex + 20*st->luk); break; case AL_HOLYWATER: /** @@ -16013,39 +16571,39 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, case AM_TWILIGHT3: make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50 + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 - + (status->int_/2)*10 + status->dex*10+status->luk*10; + + (st->int_/2)*10 + st->dex*10+st->luk*10; if(homun_alive(sd->hd)) {//Player got a homun - int skill; - if((skill=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change - make_per += skill*100; //+1% bonus per level + int skill2_lv; + if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change + make_per += skill2_lv*100; //+1% bonus per level } switch(nameid){ - case 501: // Red Potion - case 503: // Yellow Potion - case 504: // White Potion + case ITEMID_RED_POTION: + case ITEMID_YELLOW_POTION: + case ITEMID_WHITE_POTION: make_per += (1+rnd()%100)*10 + 2000; break; - case 970: // Alcohol + case ITEMID_ALCHOL: make_per += (1+rnd()%100)*10 + 1000; break; - case 7135: // Bottle Grenade - case 7136: // Acid Bottle - case 7137: // Plant Bottle - case 7138: // Marine Sphere Bottle + case ITEMID_FIRE_BOTTLE: + case ITEMID_ACID_BOTTLE: + case ITEMID_MENEATER_PLANT_BOTTLE: + case ITEMID_MINI_BOTTLE: make_per += (1+rnd()%100)*10; break; - case 546: // Condensed Yellow Potion + case ITEMID_YELLOW_SLIM_POTION: make_per -= (1+rnd()%50)*10; break; - case 547: // Condensed White Potion - case 7139: // Glistening Coat + case ITEMID_WHITE_SLIM_POTION: + case ITEMID_COATING_BOTTLE: make_per -= (1+rnd()%100)*10; break; - //Common items, recieve no bonus or penalty, listed just because they are commonly produced - case 505: // Blue Potion - case 545: // Condensed Red Potion - case 605: // Anodyne - case 606: // Aloevera + //Common items, receive no bonus or penalty, listed just because they are commonly produced + case ITEMID_BLUE_POTION: + case ITEMID_RED_SLIM_POTION: + case ITEMID_ANODYNE: + case ITEMID_ALOEBERA: default: break; } @@ -16061,22 +16619,23 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, case RK_RUNEMASTERY: { int A = 5100 + 200 * pc->checkskill(sd, skill_id); - int B = 10 * status->dex / 3 + (status->luk + sd->status.job_level); + int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level); int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() int D = 2500; switch (nameid) { //rune rank it_diff 9 craftable rune - case ITEMID_RAIDO: - case ITEMID_THURISAZ: - case ITEMID_HAGALAZ: - case ITEMID_OTHILA: + case ITEMID_RAIDO: + case ITEMID_THURISAZ: + case ITEMID_HAGALAZ: + case ITEMID_OTHILA: D -= 500; //Rank C - case ITEMID_ISA: - case ITEMID_WYRD: + case ITEMID_ISA: + case ITEMID_WYRD: D -= 500; //Rank B - case ITEMID_NAUTHIZ: - case ITEMID_URUZ: + case ITEMID_NAUTHIZ: + case ITEMID_URUZ: D -= 500; //Rank A - case ITEMID_BERKANA: + case ITEMID_BERKANA: + case ITEMID_LUX_ANIMA: D -= 500; //Rank S } make_per = A + B + C - D; @@ -16087,17 +16646,17 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, **/ case GC_CREATENEWPOISON: { - const int min[] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; - const int max[] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; - uint16 lv = pc->checkskill(sd,GC_RESEARCHNEWPOISON); - make_per = 3000 + 500 * lv ; - qty = min[lv] + rand()%(max[lv] - min[lv]); + const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; + const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; + int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1); + qty = min[lv] + rnd()%(max[lv] - min[lv]); + make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10; } break; case GN_CHANGEMATERIAL: for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) - if( skill_changematerial_db[i].itemid == nameid ){ - make_per = skill_changematerial_db[i].rate * 10; + if( skill->changematerial_db[i].itemid == nameid ){ + make_per = skill->changematerial_db[i].rate * 10; break; } break; @@ -16107,26 +16666,32 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) - make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + + make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) switch(nameid){// difficulty factor - case 12422: case 12425: - case 12428: + case ITEMID_HP_INCREASE_POTIONS: + case ITEMID_SP_INCREASE_POTIONS: + case ITEMID_ENRICH_WHITE_POTIONZ: difficulty += 10; break; - case 6212: case 12426: + case ITEMID_BOMB_MUSHROOM_SPORE: + case ITEMID_SP_INCREASE_POTIONM: difficulty += 15; break; - case 13264: case 12423: - case 12427: case 12436: + case ITEMID_BANANA_BOMB: + case ITEMID_HP_INCREASE_POTIONM: + case ITEMID_SP_INCREASE_POTIONL: + case ITEMID_VITATA500: difficulty += 20; break; - case 6210: case 6211: - case 12437: + case ITEMID_SEED_OF_HORNY_PLANT: + case ITEMID_BLOODSUCK_PLANT_SEED: + case ITEMID_ENRICH_CELERMINE_JUICE: difficulty += 30; break; - case 12424: case 12475: + case ITEMID_HP_INCREASE_POTIONL: + case ITEMID_CURE_FREE: difficulty += 40; break; } @@ -16149,22 +16714,27 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, { int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) - make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) + make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) qty = ~(5 + rnd()%5) + 1; switch(nameid){// difficulty factor - case 13260: + case ITEMID_APPLE_BOMB: difficulty += 5; break; - case 13261: case 13262: + case ITEMID_COCONUT_BOMB: + case ITEMID_MELON_BOMB: difficulty += 10; break; - case 12429: case 12430: case 12431: - case 12432: case 12433: case 12434: - case 13263: + case ITEMID_SAVAGE_BBQ: + case ITEMID_WUG_BLOOD_COCKTAIL: + case ITEMID_MINOR_BRISKET: + case ITEMID_SIROMA_ICETEA: + case ITEMID_DROCERA_HERB_STEW: + case ITEMID_PETTI_TAIL_NOODLE: + case ITEMID_PINEAPPLE_BOMB: difficulty += 15; break; - case 13264: + case ITEMID_BANANA_BOMB: difficulty += 20; break; } @@ -16197,10 +16767,10 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, else make_per = 1200 * (sd->menuskill_val - 10) + 20 * (sd->status.base_level + 1) - + 20 * (status->dex + 1) + + 20 * (st->dex + 1) + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) - - 400 * (skill_produce_db[idx].itemlv - 11 + 1) - - 10 * (100 - status->luk + 1) + - 400 * (skill->produce_db[idx].itemlv - 11 + 1) + - 10 * (100 - st->luk + 1) - 500 * (num - 1) - 100 * (rnd()%4 + 1); break; @@ -16209,14 +16779,18 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, break; } } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] - make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base + make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->luk*10; // Base make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 make_per += pc->checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc->checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 - if(pc->search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 - else if(pc->search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 - else if(pc->search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 - else if(pc->search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? + if (pc->search_inventory(sd,ITEMID_EMPERIUM_ANVIL) != INDEX_NOT_FOUND) + make_per+= 1000; // +10 + else if(pc->search_inventory(sd,ITEMID_GOLDEN_ANVIL) != INDEX_NOT_FOUND) + make_per+= 500; // +5 + else if(pc->search_inventory(sd,ITEMID_ORIDECON_ANVIL) != INDEX_NOT_FOUND) + make_per+= 300; // +3 + else if(pc->search_inventory(sd,ITEMID_ANVIL) != INDEX_NOT_FOUND) + make_per+= 0; // +0? if(battle_config.wp_rate != 100) make_per = make_per * battle_config.wp_rate / 100; } @@ -16298,7 +16872,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, } if (rnd()%10000 < make_per || qty == 1) { //Success tmp_item.amount++; - if(nameid < 545 || nameid > 547) + if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION) continue; if( skill_id != AM_PHARMACY && skill_id != AM_TWILIGHT1 && @@ -16349,11 +16923,11 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, clif->misceffect(&sd->bl,5); break; default: //Those that don't require a skill? - if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) + if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) { //Cooking items. clif->specialeffect(&sd->bl, 608, AREA); if( sd->cook_mastery < 1999 ) - pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5); + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); } break; } @@ -16361,13 +16935,13 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success int j, k = 0; for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) - if( skill_changematerial_db[i].itemid == nameid ){ + if( skill->changematerial_db[i].itemid == nameid ){ for(j=0; j<5; j++){ - if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){ - tmp_item.amount = qty * skill_changematerial_db[i].qty[j]; + if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill->changematerial_db[i].qty[j]; if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif->additem(sd,0,0,flag); - iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } k++; } @@ -16381,7 +16955,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, } else if (tmp_item.amount) { //Success if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif->additem(sd,0,0,flag); - iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) clif->msg_skill(sd,skill_id,0x627); @@ -16421,7 +16995,13 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, break; case GN_MIX_COOKING: { struct item tmp_item; - const int compensation[5] = {13265, 13266, 13267, 12435, 13268}; + const int compensation[5] = { + ITEMID_BLACK_LUMP, + ITEMID_BLACK_HARD_LUMP, + ITEMID_VERY_HARD_LUMP, + ITEMID_BLACK_THING, + ITEMID_MYSTERIOUS_POWDER, + }; int rate = rnd()%500; memset(&tmp_item,0,sizeof(tmp_item)); if( rate < 50) i = 4; @@ -16433,7 +17013,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, tmp_item.identify = 1; if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { clif->additem(sd,0,0,flag); - iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } clif->msg_skill(sd,skill_id,0x628); } @@ -16444,11 +17024,11 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, clif->msg_skill(sd,skill_id,0x628); break; default: - if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) + if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) { //Cooking items. clif->specialeffect(&sd->bl, 609, AREA); if( sd->cook_mastery > 0 ) - pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); } } } @@ -16466,20 +17046,20 @@ int skill_arrow_create (struct map_session_data *sd, int nameid) return 1; for(i=0;i<MAX_SKILL_ARROW_DB;i++) - if(nameid == skill_arrow_db[i].nameid) { + if(nameid == skill->arrow_db[i].nameid) { index = i; break; } - if(index < 0 || (j = pc->search_inventory(sd,nameid)) < 0) + if(index < 0 || (j = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND) return 1; pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); for(i=0;i<MAX_ARROW_RESOURCE;i++) { memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.identify = 1; - tmp_item.nameid = skill_arrow_db[index].cre_id[i]; - tmp_item.amount = skill_arrow_db[index].cre_amount[i]; + tmp_item.nameid = skill->arrow_db[index].cre_id[i]; + tmp_item.amount = skill->arrow_db[index].cre_amount[i]; if(battle_config.produce_item_name_input&0x4) { tmp_item.card[0]=CARD0_CREATE; tmp_item.card[1]=0; @@ -16490,7 +17070,7 @@ int skill_arrow_create (struct map_session_data *sd, int nameid) continue; if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif->additem(sd,0,0,flag); - iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } @@ -16500,34 +17080,35 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) { sc_type type; int chance, i; nullpo_ret(sd); - if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) < 0 || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { + if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); return 0; } switch( nameid ) { // t_lv used to take duration from skill->get_time2 - case PO_PARALYSE: type = SC_PARALYSE; break; - case PO_PYREXIA: type = SC_PYREXIA; break; - case PO_DEATHHURT: type = SC_DEATHHURT; break; - case PO_LEECHESEND: type = SC_LEECHESEND; break; - case PO_VENOMBLEED: type = SC_VENOMBLEED; break; - case PO_TOXIN: type = SC_TOXIN; break; - case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break; - case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break; + case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break; + case ITEMID_POISON_FEVER: type = SC_PYREXIA; break; + case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break; + case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break; + case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break; + case ITEMID_POISON_NUMB: type = SC_TOXIN; break; + case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break; + case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break; default: clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); return 0; } + status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv - sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 + sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val)); return 0; } void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status->get_sc(bl); // non-offensive and non-magic skills do not affect the status if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) @@ -16538,7 +17119,7 @@ void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); } else { sc->data[SC_MAGICPOWER]->val4 = 1; - status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER)); + status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER)); #ifndef RENEWAL if(bl->type == BL_PC){// update current display. clif->updatestatus(((TBL_PC *)bl),SP_MATK1); @@ -16556,8 +17137,9 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) { nullpo_ret(sd); skill_id = sd->menuskill_val; - if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) < 0 || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) - { + if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND + || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) + ) { clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); return 0; } @@ -16569,17 +17151,17 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) { sd->sc.comet_x = sd->sc.comet_y = 0; sd->menuskill_val = 0; - class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045; + class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045; - md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); + md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_MEDIUM, AI_NONE); if( md ) { md->master_id = sd->bl.id; md->special_state.ai = AI_FLORA; if( md->deletetimer != INVALID_TIMER ) - iTimer->delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob_timer_delete, md->bl.id, 0); - mob_spawn(md); + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0); + mob->spawn(md); md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id); } @@ -16593,7 +17175,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { nullpo_ret(sd); - sc = status_get_sc(&sd->bl); + sc = status->get_sc(&sd->bl); status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; @@ -16603,18 +17185,18 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { return 0; } - ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item + ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; - if( !pc->checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) + if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) { // User don't know the skill - sc_start(&sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); + sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); return 0; } max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10; - point = skill_spellbook_db[i].point; + point = skill->spellbook_db[i].point; if( sc && sc->data[SC_READING_SB] ) { if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { @@ -16624,13 +17206,13 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] if( !sc->data[i] ){ sc->data[SC_READING_SB]->val2 += point; // increase points - sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); break; } } }else{ - sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); - sc_start4(&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); } return 1; @@ -16655,7 +17237,7 @@ int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { lv = (aslvl + 1) / 2; // The level the skill will be autocasted lv = min(lv,sd->status.skill[idx].lv); prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. - sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); + sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; } int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { @@ -16685,15 +17267,15 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, switch( nameid ) { // Level 1 - case 994: product = 990; break; // Flame Heart -> Red Blood. - case 995: product = 991; break; // Mystic Frozen -> Crystal Blue. - case 996: product = 992; break; // Rough Wind -> Wind of Verdure. - case 997: product = 993; break; // Great Nature -> Green Live. + case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break; + case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break; + case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break; + case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break; // Level 2 - case 990: product = 994; break; // Red Blood -> Flame Heart. - case 991: product = 995; break; // Crystal Blue -> Mystic Frozen. - case 992: product = 996; break; // Wind of Verdure -> Rough Wind. - case 993: product = 997; break; // Green Live -> Great Nature. + case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break; + case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break; + case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break; + case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break; default: clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; @@ -16718,7 +17300,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, if( tmp_item.amount ) { if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { clif->additem(sd,0,0,flag); - iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } @@ -16735,13 +17317,13 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite // Search for objects that can be created. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { - if( skill_produce_db[i].itemlv == 26 ) { + if( skill->produce_db[i].itemlv == 26 ) { p = 0; do { c = 0; // Verification of overlap between the objects required and the list submitted. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { - if( skill_produce_db[i].mat_id[j] > 0 ) { + if( skill->produce_db[i].mat_id[j] > 0 ) { for( k = 0; k < n; k++ ) { int idx = item_list[k*2+0]-2; nameid = sd->status.inventory[idx].nameid; @@ -16750,8 +17332,8 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D); return 0; } - if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j] - && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount + if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j] + && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount c++; // match } } @@ -16762,7 +17344,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite } while(n == j && c == n); p--; if ( p > 0 ) { - skill->produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p); + skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p); return 1; } } @@ -16776,27 +17358,29 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite /** * for Royal Guard's LG_TRAMPLE **/ -int skill_destroy_trap( struct block_list *bl, va_list ap ) { +int skill_destroy_trap(struct block_list *bl, va_list ap) { struct skill_unit *su = (struct skill_unit *)bl; struct skill_unit_group *sg; - unsigned int tick; + int64 tick; nullpo_ret(su); - tick = va_arg(ap, unsigned int); + tick = va_arg(ap, int64); if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) { switch( sg->unit_id ) { - case UNT_LANDMINE: case UNT_CLAYMORETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick); + break; + case UNT_LANDMINE: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLUSTERBOMB: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - iMap->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); + map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); break; } // Traps aren't recovered. @@ -16807,53 +17391,62 @@ int skill_destroy_trap( struct block_list *bl, va_list ap ) { /*========================================== * *------------------------------------------*/ -int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) { - struct map_session_data *sd = iMap->id2sd(id); +int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { + struct map_session_data *sd = map->id2sd(id); struct skill_cd * cd = NULL; if (data <= 0 || data >= MAX_SKILL) return 0; - if (!sd) return 0; - if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0; - - if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) { - int i,cursor; - ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data ); - cd->duration[cursor] = 0; - cd->skidx[cursor] = 0; - cd->nameid[cursor] = 0; - // compact the cool down list - for( i = 0, cursor = 0; i < cd->cursor; i++ ) { - if( cd->duration[i] == 0 ) - continue; - if( cursor != i ) { - cd->duration[cursor] = cd->duration[i]; - cd->skidx[cursor] = cd->skidx[i]; - cd->nameid[cursor] = cd->nameid[i]; + if (!sd || !sd->blockskill[data]) + return 0; + + if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) { + int i; + + for( i = 0; i < cd->cursor; i++ ) { + if( cd->entry[i]->skidx == data ) + break; + } + + if (i == cd->cursor) { + ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data); + } else { + int cursor = 0; + + ers_free(skill->cd_entry_ers, cd->entry[i]); + + cd->entry[i] = NULL; + + for( i = 0, cursor = 0; i < cd->cursor; i++ ) { + if( !cd->entry[i] ) + continue; + if( cursor != i ) + cd->entry[cursor] = cd->entry[i]; + cursor++; + } + + if( (cd->cursor = cursor) == 0 ) { + idb_remove(skill->cd_db,sd->status.char_id); + ers_free(skill->cd_ers, cd); } - cursor++; } - if( cursor == 0 ) - idb_remove(skillcd_db,sd->status.char_id); - else - cd->cursor = cursor; } - - sd->blockskill[data] = 0; + + sd->blockskill[data] = false; return 1; } /** * flags a singular skill as being blocked from persistent usage. * @param sd the player the skill delay affects - * @param skill_id the skill which should be delayed + * @param skill_id the skill which should be delayed * @param tick the length of time the delay should last - * @param load whether this assignment is being loaded upon player login * @return 0 if successful, -1 otherwise */ -int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load) { +int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) { struct skill_cd* cd = NULL; uint16 idx = skill->get_index(skill_id); + int64 now = timer->gettick(); nullpo_retr (-1, sd); @@ -16861,32 +17454,61 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, return -1; if (tick < 1) { - sd->blockskill[idx] = 0; + sd->blockskill[idx] = false; return -1; } if( battle_config.display_status_timers ) clif->skill_cooldown(sd, skill_id, tick); - - if( !load ) {// not being loaded initially so ensure the skill delay is recorded - if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage - CREATE( cd, struct skill_cd, 1 ); - idb_put( skillcd_db, sd->status.char_id, cd ); + + if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage + cd = ers_alloc(skill->cd_ers, struct skill_cd); + + idb_put( skill->cd_db, sd->status.char_id, cd ); + } else { + int i; + + for(i = 0; i < MAX_SKILL_TREE; i++) { + if( cd->entry[i] && cd->entry[i]->skidx == idx ) + break; } - - // record the skill duration in the database map - cd->duration[cd->cursor] = tick; - cd->skidx[cd->cursor] = idx; - cd->nameid[cd->cursor] = skill_id; - cd->cursor++; + + if( i != MAX_SKILL_TREE ) {/* duplicate, update necessary */ + cd->entry[i]->duration = tick; +#if PACKETVER >= 20120604 + cd->entry[i]->total = tick; +#endif + cd->entry[i]->started = now; + timer->settick(cd->entry[i]->timer,now+tick); + return 0; + } + + } + + if( cd->cursor == MAX_SKILL_TREE ) { + ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE); + return -1; } + + cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry); + + cd->entry[cd->cursor]->duration = tick; +#if PACKETVER >= 20120604 + cd->entry[cd->cursor]->total = tick; +#endif + cd->entry[cd->cursor]->skidx = idx; + cd->entry[cd->cursor]->skill_id = skill_id; + cd->entry[cd->cursor]->started = now; + cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx); + + cd->cursor++; - sd->blockskill[idx] = 0x1|(0xFE&iTimer->add_timer(iTimer->gettick()+tick,skill->blockpc_end,sd->bl.id,idx)); + sd->blockskill[idx] = true; return 0; } -int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) { //[orn] - struct homun_data *hd = (TBL_HOM*) iMap->id2bl(id); +int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { // [orn] + struct homun_data *hd = (TBL_HOM*)map->id2bl(id); if (data <= 0 || data >= MAX_SKILL) return 0; if (hd) hd->blockskill[data] = 0; @@ -16894,7 +17516,7 @@ int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) { // return 1; } -int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { //[orn] +int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn] uint16 idx = skill->get_index(skill_id); nullpo_retr (-1, hd); @@ -16907,11 +17529,11 @@ int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { / return -1; } hd->blockskill[idx] = 1; - return iTimer->add_timer(iTimer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); + return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); } -int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) {//[orn] - struct mercenary_data *md = (TBL_MER*)iMap->id2bl(id); +int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn] + struct mercenary_data *md = (TBL_MER*)map->id2bl(id); if( data <= 0 || data >= MAX_SKILL ) return 0; if( md ) md->blockskill[data] = 0; @@ -16932,20 +17554,20 @@ int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) return -1; } md->blockskill[idx] = 1; - return iTimer->add_timer(iTimer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx); + return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx); } /** * Adds a new skill unit entry for this player to recast after map load **/ void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { - struct skill_usave * sus = NULL; + struct skill_unit_save * sus = NULL; - if( idb_exists(skillusave_db,sd->status.char_id) ) { - idb_remove(skillusave_db,sd->status.char_id); + if( idb_exists(skill->usave_db,sd->status.char_id) ) { + idb_remove(skill->usave_db,sd->status.char_id); } - CREATE( sus, struct skill_usave, 1 ); - idb_put( skillusave_db, sd->status.char_id, sus ); + CREATE( sus, struct skill_unit_save, 1 ); + idb_put( skill->usave_db, sd->status.char_id, sus ); sus->skill_id = skill_id; sus->skill_lv = skill_lv; @@ -16953,15 +17575,15 @@ void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill return; } void skill_usave_trigger(struct map_session_data *sd) { - struct skill_usave * sus = NULL; + struct skill_unit_save * sus = NULL; - if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) { + if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) { return; } skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); - idb_remove(skillusave_db,sd->status.char_id); + idb_remove(skill->usave_db,sd->status.char_id); return; } @@ -17029,25 +17651,27 @@ int skill_split_atoi (char *str, int *val) { void skill_init_unit_layout (void) { int i,j,size,pos = 0; - memset(skill_unit_layout,0,sizeof(skill_unit_layout)); + //when != it was already cleared during skill_defaults() no need to repeat + if( runflag == MAPSERVER_ST_RUNNING ) + memset(skill->unit_layout,0,sizeof(skill->unit_layout)); // standard square layouts go first for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { size = i*2+1; - skill_unit_layout[i].count = size*size; + skill->unit_layout[i].count = size*size; for (j=0; j<size*size; j++) { - skill_unit_layout[i].dx[j] = (j%size-i); - skill_unit_layout[i].dy[j] = (j/size-i); + skill->unit_layout[i].dx[j] = (j%size-i); + skill->unit_layout[i].dy[j] = (j/size-i); } } // afterwards add special ones pos = i; for (i=0;i<MAX_SKILL_DB;i++) { - if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1) + if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) continue; - switch (skill_db[i].nameid) { + switch (skill->db[i].nameid) { case MG_FIREWALL: case WZ_ICEWALL: case WL_EARTHSTRAIN://Warlock @@ -17061,9 +17685,9 @@ void skill_init_unit_layout (void) { static const int dy[]={ -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; - skill_unit_layout[pos].count = 21; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 21; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PR_MAGNUS: { @@ -17075,18 +17699,18 @@ void skill_init_unit_layout (void) { -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill_unit_layout[pos].count = 33; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case MH_POISON_MIST: case AS_VENOMDUST: { static const int dx[] = {-1, 0, 0, 0, 1}; static const int dy[] = { 0,-1, 0, 1, 0}; - skill_unit_layout[pos].count = 5; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 5; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case CR_GRANDCROSS: @@ -17099,9 +17723,9 @@ void skill_init_unit_layout (void) { -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 4}; - skill_unit_layout[pos].count = 29; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 29; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PF_FOGWALL: { @@ -17109,9 +17733,9 @@ void skill_init_unit_layout (void) { -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; static const int dy[] = { -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; - skill_unit_layout[pos].count = 15; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 15; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PA_GOSPEL: { @@ -17125,17 +17749,17 @@ void skill_init_unit_layout (void) { -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill_unit_layout[pos].count = 33; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_KAENSIN: { static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; - skill_unit_layout[pos].count = 24; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 24; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_TATAMIGAESHI: { @@ -17150,29 +17774,29 @@ void skill_init_unit_layout (void) { static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; //lv1 j = 0; - skill_unit_layout[pos].count = 4; - memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1)); - memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1)); - skill_db[i].unit_layout_type[j] = pos; + skill->unit_layout[pos].count = 4; + memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1)); + memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1)); + skill->db[i].unit_layout_type[j] = pos; //lv2/3 j++; pos++; - skill_unit_layout[pos].count = 8; - memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2)); - memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2)); - skill_db[i].unit_layout_type[j] = pos; - skill_db[i].unit_layout_type[++j] = pos; + skill->unit_layout[pos].count = 8; + memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2)); + memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2)); + skill->db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[++j] = pos; //lv4/5 j++; pos++; - skill_unit_layout[pos].count = 12; - memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3)); - memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3)); - skill_db[i].unit_layout_type[j] = pos; - skill_db[i].unit_layout_type[++j] = pos; + skill->unit_layout[pos].count = 12; + memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3)); + memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3)); + skill->db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[++j] = pos; //Fill in the rest using lv 5. for (;j<MAX_SKILL_LEVEL;j++) - skill_db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[j] = pos; //Skip, this way the check below will fail and continue to the next skill. pos++; } @@ -17180,104 +17804,104 @@ void skill_init_unit_layout (void) { case GN_WALLOFTHORN: { static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; - skill_unit_layout[pos].count = 16; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 16; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case EL_FIRE_MANTLE: { static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; - skill_unit_layout[pos].count = 8; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + skill->unit_layout[pos].count = 8; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; default: ShowError("unknown unit layout at skill %d\n",i); break; } - if (!skill_unit_layout[pos].count) + if (!skill->unit_layout[pos].count) continue; for (j=0;j<MAX_SKILL_LEVEL;j++) - skill_db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[j] = pos; pos++; } // firewall and icewall have 8 layouts (direction-dependent) - firewall_unit_pos = pos; + skill->firewall_unit_pos = pos; for (i=0;i<8;i++) { if (i&1) { - skill_unit_layout[pos].count = 5; + skill->unit_layout[pos].count = 5; if (i&0x2) { int dx[] = {-1,-1, 0, 0, 1}; int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 1, 1 ,0, 0,-1}; int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } else { - skill_unit_layout[pos].count = 3; + skill->unit_layout[pos].count = 3; if (i%4==0) { int dx[] = {-1, 0, 1}; int dy[] = { 0, 0, 0}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0}; int dy[] = {-1, 0, 1}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } - icewall_unit_pos = pos; + skill->icewall_unit_pos = pos; for (i=0;i<8;i++) { - skill_unit_layout[pos].count = 5; + skill->unit_layout[pos].count = 5; if (i&1) { if (i&0x2) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 2, 1 ,0,-1,-2}; int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } else { if (i%4==0) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 0, 0, 0, 0, 0}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0, 0, 0}; int dy[] = {-2,-1, 0, 1, 2}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } - earthstrain_unit_pos = pos; + skill->earthstrain_unit_pos = pos; for( i = 0; i < 8; i++ ) { // For each Direction - skill_unit_layout[pos].count = 15; + skill->unit_layout[pos].count = 15; switch( i ) { case 0: case 1: case 3: case 4: case 5: case 7: { int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case 2: @@ -17285,8 +17909,8 @@ void skill_init_unit_layout (void) { { int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; } @@ -17297,7 +17921,7 @@ void skill_init_unit_layout (void) { int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { int inf = 0; - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status->get_sc(bl); if( !sc || !bl || !skill_id ) return 0; // Can do it @@ -17305,7 +17929,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { switch(type){ case SC_STASIS: inf = skill->get_inf2(skill_id); - if( inf == INF2_SONG_DANCE || /*skill->get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL ) + if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL ) return 1; // Can't do it. switch( skill_id ) { case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER: @@ -17370,25 +17994,58 @@ int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { } /** + * update stored skill cooldowns for player logout + * @param sd the affected player structure + */ +void skill_cooldown_save(struct map_session_data * sd) { + int i; + struct skill_cd* cd = NULL; + int64 now = 0; + + // always check to make sure the session properly exists + nullpo_retv(sd); + + if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character + return; + } + + now = timer->gettick(); + + // process each individual cooldown associated with the character + for( i = 0; i < cd->cursor; i++ ) { + cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now); + if( cd->entry[i]->timer != INVALID_TIMER ) { + timer->delete(cd->entry[i]->timer,skill->blockpc_end); + cd->entry[i]->timer = INVALID_TIMER; + } + } +} + +/** * reload stored skill cooldowns when a player logs in. * @param sd the affected player structure */ -void skill_cooldown_load(struct map_session_data * sd) -{ +void skill_cooldown_load(struct map_session_data * sd) { int i; struct skill_cd* cd = NULL; + int64 now = 0; // always check to make sure the session properly exists nullpo_retv(sd); - if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character + if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character return; } + clif->cooldown_list(sd->fd,cd); + + now = timer->gettick(); + // process each individual cooldown associated with the character for( i = 0; i < cd->cursor; i++ ) { - // block the skill from usage but ensure it is not recorded (load = true) - skill->blockpc_start( sd, cd->nameid[i], cd->duration[i], true ); + cd->entry[i]->started = now; + cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx); + sd->blockskill[cd->entry[i]->skidx] = true; } } @@ -17412,35 +18069,36 @@ bool skill_parse_row_skilldb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill_db[idx].nameid = skill_id; - skill->split_atoi(split[1],skill_db[idx].range); - skill_db[idx].hit = atoi(split[2]); - skill_db[idx].inf = atoi(split[3]); - skill->split_atoi(split[4],skill_db[idx].element); - skill_db[idx].nk = (int)strtol(split[5], NULL, 0); - skill->split_atoi(split[6],skill_db[idx].splash); - skill_db[idx].max = atoi(split[7]); - skill->split_atoi(split[8],skill_db[idx].num); + skill->db[idx].nameid = skill_id; + skill->split_atoi(split[1],skill->db[idx].range); + skill->db[idx].hit = atoi(split[2]); + skill->db[idx].inf = atoi(split[3]); + skill->split_atoi(split[4],skill->db[idx].element); + skill->db[idx].nk = (int)strtol(split[5], NULL, 0); + skill->split_atoi(split[6],skill->db[idx].splash); + skill->db[idx].max = atoi(split[7]); + skill->split_atoi(split[8],skill->db[idx].num); if( strcmpi(split[9],"yes") == 0 ) - skill_db[idx].castcancel = 1; + skill->db[idx].castcancel = 1; else - skill_db[idx].castcancel = 0; - skill_db[idx].cast_def_rate = atoi(split[10]); - skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0); - skill->split_atoi(split[12],skill_db[idx].maxcount); + skill->db[idx].castcancel = 0; + skill->db[idx].cast_def_rate = atoi(split[10]); + skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0); + skill->split_atoi(split[12],skill->db[idx].maxcount); if( strcmpi(split[13],"weapon") == 0 ) - skill_db[idx].skill_type = BF_WEAPON; + skill->db[idx].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) - skill_db[idx].skill_type = BF_MAGIC; + skill->db[idx].skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) - skill_db[idx].skill_type = BF_MISC; + skill->db[idx].skill_type = BF_MISC; else - skill_db[idx].skill_type = 0; - skill->split_atoi(split[14],skill_db[idx].blewcount); - safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name)); - safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc)); - strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id); + skill->db[idx].skill_type = 0; + skill->split_atoi(split[14],skill->db[idx].blewcount); + safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name)); + safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); + strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); + script->set_constant2(skill->db[idx].name,(int)skill_id,0); return true; } @@ -17455,22 +18113,22 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->split_atoi(split[1],skill_db[idx].hp); - skill->split_atoi(split[2],skill_db[idx].mhp); - skill->split_atoi(split[3],skill_db[idx].sp); - skill->split_atoi(split[4],skill_db[idx].hp_rate); - skill->split_atoi(split[5],skill_db[idx].sp_rate); - skill->split_atoi(split[6],skill_db[idx].zeny); + skill->split_atoi(split[1],skill->db[idx].hp); + skill->split_atoi(split[2],skill->db[idx].mhp); + skill->split_atoi(split[3],skill->db[idx].sp); + skill->split_atoi(split[4],skill->db[idx].hp_rate); + skill->split_atoi(split[5],skill->db[idx].sp_rate); + skill->split_atoi(split[6],skill->db[idx].zeny); - //Wich weapon type are required, see doc/item_db for types + //Which weapon type are required, see doc/item_db for types p = split[7]; for( j = 0; j < 32; j++ ) { int l = atoi(p); if( l == 99 ) { // Any weapon - skill_db[idx].weapon = 0; + skill->db[idx].weapon = 0; break; } else - skill_db[idx].weapon |= 1<<l; + skill->db[idx].weapon |= 1<<l; p = strchr(p,':'); if(!p) break; @@ -17482,49 +18140,49 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) { for( j = 0; j < 32; j++ ) { int l = atoi(p); if( l == 99 ) { // Any ammo type - skill_db[idx].ammo = 0xFFFFFFFF; + skill->db[idx].ammo = 0xFFFFFFFF; break; } else if( l ) // 0 stands for no requirement - skill_db[idx].ammo |= 1<<l; + skill->db[idx].ammo |= 1<<l; p = strchr(p,':'); if( !p ) break; p++; } - skill->split_atoi(split[9],skill_db[idx].ammo_qty); - - if( strcmpi(split[10],"hiding") == 0 ) skill_db[idx].state = ST_HIDING; - else if( strcmpi(split[10],"cloaking") == 0 ) skill_db[idx].state = ST_CLOAKING; - else if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].state = ST_HIDDEN; - else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].state = ST_RIDING; - else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].state = ST_FALCON; - else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].state = ST_CART; - else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].state = ST_SHIELD; - else if( strcmpi(split[10],"sight") == 0 ) skill_db[idx].state = ST_SIGHT; - else if( strcmpi(split[10],"explosionspirits") == 0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS; - else if( strcmpi(split[10],"cartboost") == 0 ) skill_db[idx].state = ST_CARTBOOST; - else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE; - else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].state = ST_MOVE_ENABLE; - else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].state = ST_WATER; - else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].state = ST_RIDINGDRAGON; - else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].state = ST_WUG; - else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].state = ST_RIDINGWUG; - else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].state = ST_MADO; - else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT; - else if( strcmpi(split[10],"poisonweapon") == 0 ) skill_db[idx].state = ST_POISONINGWEAPON; - else if( strcmpi(split[10],"rollingcutter") == 0 ) skill_db[idx].state = ST_ROLLINGCUTTER; - else if( strcmpi(split[10],"mh_fighting") == 0 ) skill_db[idx].state = ST_MH_FIGHTING; - else if( strcmpi(split[10],"mh_grappling") == 0 ) skill_db[idx].state = ST_MH_GRAPPLING; - else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].state = ST_PECO; + skill->split_atoi(split[9],skill->db[idx].ammo_qty); + + if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING; + else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING; + else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN; + else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING; + else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON; + else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART; + else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD; + else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT; + else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST; + else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE; + else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER; + else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON; + else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG; + else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG; + else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO; + else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT; + else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON; + else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER; + else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING; + else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING; + else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO; /** * Unknown or no state **/ - else skill_db[idx].state = ST_NONE; + else skill->db[idx].state = ST_NONE; - skill->split_atoi(split[11],skill_db[idx].spiritball); + skill->split_atoi(split[11],skill->db[idx].spiritball); for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { - skill_db[idx].itemid[j] = atoi(split[12+ 2*j]); - skill_db[idx].amount[j] = atoi(split[13+ 2*j]); + skill->db[idx].itemid[j] = atoi(split[12+ 2*j]); + skill->db[idx].amount[j] = atoi(split[13+ 2*j]); } return true; @@ -17537,14 +18195,14 @@ bool skill_parse_row_castdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->split_atoi(split[1],skill_db[idx].cast); - skill->split_atoi(split[2],skill_db[idx].delay); - skill->split_atoi(split[3],skill_db[idx].walkdelay); - skill->split_atoi(split[4],skill_db[idx].upkeep_time); - skill->split_atoi(split[5],skill_db[idx].upkeep_time2); - skill->split_atoi(split[6],skill_db[idx].cooldown); + skill->split_atoi(split[1],skill->db[idx].cast); + skill->split_atoi(split[2],skill->db[idx].delay); + skill->split_atoi(split[3],skill->db[idx].walkdelay); + skill->split_atoi(split[4],skill->db[idx].upkeep_time); + skill->split_atoi(split[5],skill->db[idx].upkeep_time2); + skill->split_atoi(split[6],skill->db[idx].cooldown); #ifdef RENEWAL_CAST - skill->split_atoi(split[7],skill_db[idx].fixed_cast); + skill->split_atoi(split[7],skill->db[idx].fixed_cast); #endif return true; } @@ -17556,9 +18214,9 @@ bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->split_atoi(split[1],skill_db[idx].castnodex); + skill->split_atoi(split[1],skill->db[idx].castnodex); if( split[2] ) // optional column - skill->split_atoi(split[2],skill_db[idx].delaynodex); + skill->split_atoi(split[2],skill->db[idx].delaynodex); return true; } @@ -17570,37 +18228,37 @@ bool skill_parse_row_unitdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill_db[idx].unit_id[0] = strtol(split[1],NULL,16); - skill_db[idx].unit_id[1] = strtol(split[2],NULL,16); - skill->split_atoi(split[3],skill_db[idx].unit_layout_type); - skill->split_atoi(split[4],skill_db[idx].unit_range); - skill_db[idx].unit_interval = atoi(split[5]); - - if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY; - else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD; - else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD; - else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL; - else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY; - else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF; - else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; - else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE; - else skill_db[idx].unit_target = strtol(split[6],NULL,16); - - skill_db[idx].unit_flag = strtol(split[7],NULL,16); - - if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - skill_db[idx].unit_target = BCT_NOENEMY; + skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); + skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); + skill->split_atoi(split[3],skill->db[idx].unit_layout_type); + skill->split_atoi(split[4],skill->db[idx].unit_range); + skill->db[idx].unit_interval = atoi(split[5]); + + if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY; + else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD; + else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD; + else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL; + else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY; + else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF; + else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; + else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE; + else skill->db[idx].unit_target = (int)strtol(split[6],NULL,16); + + skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); + + if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill->db[idx].unit_target = BCT_NOENEMY; //By default, target just characters. - skill_db[idx].unit_target |= BL_CHAR; - if (skill_db[idx].unit_flag&UF_NOPC) - skill_db[idx].unit_target &= ~BL_PC; - if (skill_db[idx].unit_flag&UF_NOMOB) - skill_db[idx].unit_target &= ~BL_MOB; - if (skill_db[idx].unit_flag&UF_SKILL) - skill_db[idx].unit_target |= BL_SKILL; + skill->db[idx].unit_target |= BL_CHAR; + if (skill->db[idx].unit_flag&UF_NOPC) + skill->db[idx].unit_target &= ~BL_PC; + if (skill->db[idx].unit_flag&UF_NOMOB) + skill->db[idx].unit_target &= ~BL_MOB; + if (skill->db[idx].unit_flag&UF_SKILL) + skill->db[idx].unit_target |= BL_SKILL; return true; } @@ -17613,14 +18271,14 @@ bool skill_parse_row_producedb(char* split[], int columns, int current) { if( !i ) return false; - skill_produce_db[current].nameid = i; - skill_produce_db[current].itemlv = atoi(split[1]); - skill_produce_db[current].req_skill = atoi(split[2]); - skill_produce_db[current].req_skill_lv = atoi(split[3]); + skill->produce_db[current].nameid = i; + skill->produce_db[current].itemlv = atoi(split[1]); + skill->produce_db[current].req_skill = atoi(split[2]); + skill->produce_db[current].req_skill_lv = atoi(split[3]); for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { - skill_produce_db[current].mat_id[y] = atoi(split[x]); - skill_produce_db[current].mat_amount[y] = atoi(split[x+1]); + skill->produce_db[current].mat_id[y] = atoi(split[x]); + skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); } return true; @@ -17634,11 +18292,11 @@ bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { if( !i ) return false; - skill_arrow_db[current].nameid = i; + skill->arrow_db[current].nameid = i; for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { - skill_arrow_db[current].cre_id[y] = atoi(split[x]); - skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]); + skill->arrow_db[current].cre_id[y] = atoi(split[x]); + skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); } return true; @@ -17657,9 +18315,9 @@ bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { if( points < 1 ) ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); else { - skill_spellbook_db[current].skill_id = skill_id; - skill_spellbook_db[current].point = points; - skill_spellbook_db[current].nameid = nameid; + skill->spellbook_db[current].skill_id = skill_id; + skill->spellbook_db[current].point = points; + skill->spellbook_db[current].nameid = nameid; return true; } @@ -17686,8 +18344,8 @@ bool skill_parse_row_improvisedb(char* split[], int columns, int current) { if( current >= MAX_SKILL_IMPROVISE_DB ) { ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); } - skill_improvise_db[current].skill_id = skill_id; - skill_improvise_db[current].per = j; // Still need confirm it. + skill->improvise_db[current].skill_id = skill_id; + skill->improvise_db[current].per = j; // Still need confirm it. return true; } @@ -17704,7 +18362,7 @@ bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { return false; } - skill_magicmushroom_db[current].skill_id = skill_id; + skill->magicmushroom_db[current].skill_id = skill_id; return true; } @@ -17715,7 +18373,7 @@ bool skill_parse_row_reproducedb(char* split[], int column, int current) { if( !idx ) return false; - skill_reproduce_db[idx] = true; + skill->reproduce_db[idx] = true; return true; } @@ -17733,9 +18391,9 @@ bool skill_parse_row_abradb(char* split[], int columns, int current) { return false; } - skill_abra_db[current].skill_id = skill_id; - skill_abra_db[current].req_lv = atoi(split[2]); - skill_abra_db[current].per = atoi(split[3]); + skill->abra_db[current].skill_id = skill_id; + skill->abra_db[current].req_lv = atoi(split[2]); + skill->abra_db[current].per = atoi(split[3]); return true; } @@ -17747,8 +18405,8 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { int x,y; for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){ - if( skill_produce_db[x].nameid == skill_id ) - if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL ) + if( skill->produce_db[x].nameid == skill_id ) + if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) break; } @@ -17761,12 +18419,12 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); } - skill_changematerial_db[current].itemid = skill_id; - skill_changematerial_db[current].rate = j; + skill->changematerial_db[current].itemid = skill_id; + skill->changematerial_db[current].rate = j; for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) { - skill_changematerial_db[current].qty[y] = atoi(split[x]); - skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]); + skill->changematerial_db[current].qty[y] = atoi(split[x]); + skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); } return true; @@ -17784,43 +18442,59 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { * create_arrow_db.txt * abra_db.txt *------------------------------*/ -void skill_readdb(void) { +void skill_readdb(bool minimal) { // init skill db structures - db_clear(skilldb_name2id); - memset(skill_db,0,sizeof(skill_db)); - memset(skill_produce_db,0,sizeof(skill_produce_db)); - memset(skill_arrow_db,0,sizeof(skill_arrow_db)); - memset(skill_abra_db,0,sizeof(skill_abra_db)); - memset(skill_spellbook_db,0,sizeof(skill_spellbook_db)); - memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db)); - memset(skill_reproduce_db,0,sizeof(skill_reproduce_db)); - memset(skill_changematerial_db,0,sizeof(skill_changematerial_db)); + db_clear(skill->name2id_db); + + /* when != it was called during init and this procedure was already performed by skill_defaults() */ + if( runflag == MAPSERVER_ST_RUNNING ) { + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_db) + ); + } // load skill databases - safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name)); - safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc)); + safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name)); + safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc)); + +#ifdef ENABLE_CASE_CHECK + script->parser_current_file = DBPATH"skill_db.txt"; +#endif // ENABLE_CASE_CHECK + sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); +#ifdef ENABLE_CASE_CHECK + script->parser_current_file = NULL; +#endif // ENABLE_CASE_CHECK + + if (minimal) + return; - sv->readdb(iMap->db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); - sv->readdb(iMap->db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); + sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); #ifdef RENEWAL_CAST - sv->readdb(iMap->db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb); + sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb); #else - sv->readdb(iMap->db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb); + sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb); #endif - sv->readdb(iMap->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb); - sv->readdb(iMap->db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb); + sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb); + sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb); skill->init_unit_layout(); - sv->readdb(iMap->db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb); - sv->readdb(iMap->db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb); - sv->readdb(iMap->db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb); + sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb); + sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb); + sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb); //Warlock - sv->readdb(iMap->db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb); + sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb); //Guillotine Cross - sv->readdb(iMap->db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb); - sv->readdb(iMap->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb); - sv->readdb(iMap->db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb); - sv->readdb(iMap->db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb); + sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb); + sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb); + sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb); + sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb); } void skill_reload (void) { @@ -17828,21 +18502,21 @@ void skill_reload (void) { struct map_session_data *sd; int i,c,k; - skill->read_db(); + skill->read_db(false); //[Ind/Hercules] refresh index cache for(c = 0; c < CLASS_COUNT; c++) { for( i = 0; i < MAX_SKILL_TREE; i++ ) { - if( skill_tree[c][i].id ) { - skill_tree[c][i].idx = skill->get_index(skill_tree[c][i].id); + if( pc->skill_tree[c][i].id ) { + pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id); for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) { - if( skill_tree[c][i].need[k].id ) - skill_tree[c][i].need[k].idx = skill->get_index(skill_tree[c][i].need[k].id); + if( pc->skill_tree[c][i].need[k].id ) + pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id); } } } } - chrif_skillid2idx(0); + chrif->skillid2idx(0); /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ iter = mapit_getallusers(); for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) @@ -17854,47 +18528,97 @@ void skill_reload (void) { /*========================================== * *------------------------------------------*/ -int do_init_skill (void) { - skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); - skill->read_db(); - - group_db = idb_alloc(DB_OPT_BASE); - skillunit_db = idb_alloc(DB_OPT_BASE); - skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA); - skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA); - skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE); - skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE); +int do_init_skill(bool minimal) { + skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); + skill->read_db(minimal); - iTimer->add_timer_func_list(skill->unit_timer,"skill_unit_timer"); - iTimer->add_timer_func_list(skill->castend_id,"skill_castend_id"); - iTimer->add_timer_func_list(skill->castend_pos,"skill_castend_pos"); - iTimer->add_timer_func_list(skill->timerskill,"skill_timerskill"); - iTimer->add_timer_func_list(skill->blockpc_end, "skill_blockpc_end"); + if (minimal) + return 0; - iTimer->add_timer_interval(iTimer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); + skill->group_db = idb_alloc(DB_OPT_BASE); + skill->unit_db = idb_alloc(DB_OPT_BASE); + skill->cd_db = idb_alloc(DB_OPT_BASE); + skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA); + skill->bowling_db = idb_alloc(DB_OPT_BASE); + skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK); + skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_FLEX_CHUNK); + + ers_chunk_size(skill->cd_ers, 25); + ers_chunk_size(skill->cd_entry_ers, 100); + ers_chunk_size(skill->unit_ers, 150); + ers_chunk_size(skill->timer_ers, 150); + + timer->add_func_list(skill->unit_timer,"skill_unit_timer"); + timer->add_func_list(skill->castend_id,"skill_castend_id"); + timer->add_func_list(skill->castend_pos,"skill_castend_pos"); + timer->add_func_list(skill->timerskill,"skill_timerskill"); + timer->add_func_list(skill->blockpc_end, "skill_blockpc_end"); + timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); + return 0; } -int do_final_skill(void) -{ - db_destroy(skilldb_name2id); - db_destroy(group_db); - db_destroy(skillunit_db); - db_destroy(skillcd_db); - db_destroy(skillusave_db); - ers_destroy(skill_unit_ers); - ers_destroy(skill_timer_ers); +int do_final_skill(void) { + + db_destroy(skill->name2id_db); + db_destroy(skill->group_db); + db_destroy(skill->unit_db); + db_destroy(skill->cd_db); + db_destroy(skill->usave_db); + db_destroy(skill->bowling_db); + ers_destroy(skill->unit_ers); + ers_destroy(skill->timer_ers); + ers_destroy(skill->cd_ers); + ers_destroy(skill->cd_entry_ers); return 0; } /* initialize the interface */ void skill_defaults(void) { + const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 }; + const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; + skill = &skill_s; skill->init = do_init_skill; skill->final = do_final_skill; skill->reload = skill_reload; skill->read_db = skill_readdb; - /* accesssors */ + /* */ + skill->cd_db = NULL; + skill->name2id_db = NULL; + skill->unit_db = NULL; + skill->usave_db = NULL; + skill->bowling_db = NULL; + skill->group_db = NULL; + /* */ + skill->unit_ers = NULL; + skill->timer_ers = NULL; + skill->cd_ers = NULL; + skill->cd_entry_ers = NULL; + /* one huge 0, follows skill.h order */ + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_db) + + sizeof(skill->unit_layout) + ); + /* */ + memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); + memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff)); + skill->firewall_unit_pos = 0; + skill->icewall_unit_pos = 0; + skill->earthstrain_unit_pos = 0; + memset(&skill->area_temp,0,sizeof(skill->area_temp)); + memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); + skill->unit_group_newid = 0; + /* accessors */ skill->get_index = skill_get_index; skill->get_type = skill_get_type; skill->get_hit = skill_get_hit; @@ -17909,6 +18633,7 @@ void skill_defaults(void) { skill->get_mhp = skill_get_mhp; skill->get_sp = skill_get_sp; skill->get_state = skill_get_state; + skill->get_spiritball = skill_get_spiritball; skill->get_zeny = skill_get_zeny; skill->get_num = skill_get_num; skill->get_cast = skill_get_cast; @@ -17931,7 +18656,6 @@ void skill_defaults(void) { skill->get_unit_target = skill_get_unit_target; skill->get_unit_interval = skill_get_unit_interval; skill->get_unit_bl_target = skill_get_unit_bl_target; - skill->get_spiritball = skill_get_spiritball; skill->get_unit_layout_type = skill_get_unit_layout_type; skill->get_unit_range = skill_get_unit_range; skill->get_cooldown = skill_get_cooldown; @@ -17941,6 +18665,7 @@ void skill_defaults(void) { skill->chk = skill_chk; skill->get_casttype = skill_get_casttype; skill->get_casttype2 = skill_get_casttype2; + skill->is_combo = skill_is_combo; skill->name2id = skill_name2id; skill->isammotype = skill_isammotype; skill->castend_id = skill_castend_id; @@ -17964,22 +18689,18 @@ void skill_defaults(void) { skill->unit_onplace = skill_unit_onplace; skill->unit_ondamaged = skill_unit_ondamaged; skill->cast_fix = skill_castfix; - skill->cast_fix_sc = skill_castfix_sc; -#ifdef RENEWAL_CAST + skill->cast_fix_sc = skill_castfix_sc; skill->vf_cast_fix = skill_vfcastfix; -#endif skill->delay_fix = skill_delay_fix; skill->check_condition_castbegin = skill_check_condition_castbegin; skill->check_condition_castend = skill_check_condition_castend; - skill->check_condition_char_sub = skill_check_condition_char_sub; + skill->consume_requirement = skill_consume_requirement; skill->get_requirement = skill_get_requirement; skill->check_pc_partner = skill_check_pc_partner; - skill->consume_requirement = skill_consume_requirement; skill->unit_move = skill_unit_move; - skill->unit_move_unit_group = skill_unit_move_unit_group; skill->unit_onleft = skill_unit_onleft; skill->unit_onout = skill_unit_onout; - skill->guildaura_sub = skill_guildaura_sub; + skill->unit_move_unit_group = skill_unit_move_unit_group; skill->sit = skill_sit; skill->brandishspear = skill_brandishspear; skill->repairweapon = skill_repairweapon; @@ -17988,6 +18709,8 @@ void skill_defaults(void) { skill->autospell = skill_autospell; skill->calc_heal = skill_calc_heal; skill->check_cloaking = skill_check_cloaking; + skill->check_cloaking_end = skill_check_cloaking_end; + skill->can_cloak = skill_can_cloak; skill->enchant_elemental_end = skill_enchant_elemental_end; skill->not_ok = skillnotok; skill->not_ok_hom = skillnotok_hom; @@ -18019,7 +18742,7 @@ void skill_defaults(void) { skill->check_condition_mercenary = skill_check_condition_mercenary; skill->locate_element_field = skill_locate_element_field; skill->graffitiremover = skill_graffitiremover; - skill->activate_reverberation = skill_activate_reverbetion; + skill->activate_reverberation = skill_activate_reverberation; skill->dance_overlap = skill_dance_overlap; skill->dance_overlap_sub = skill_dance_overlap_sub; skill->get_unit_layout = skill_get_unit_layout; @@ -18033,9 +18756,7 @@ void skill_defaults(void) { skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub; skill->brandishspear_first = skill_brandishspear_first; skill->brandishspear_dir = skill_brandishspear_dir; -#ifdef RENEWAL_CAST skill->get_fixed_cast = skill_get_fixed_cast; -#endif skill->sit_count = skill_sit_count; skill->sit_in = skill_sit_in; skill->sit_out = skill_sit_out; @@ -18077,5 +18798,7 @@ void skill_defaults(void) { skill->elementalanalysis = skill_elementalanalysis; skill->changematerial = skill_changematerial; skill->get_elemental_type = skill_get_elemental_type; - + skill->cooldown_save = skill_cooldown_save; + skill->get_new_group_id = skill_get_new_group_id; + skill->check_shadowform = skill_check_shadowform; } |