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author | Ben Longbons <b.r.longbons@gmail.com> | 2012-08-30 16:16:25 -0700 |
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committer | Ben Longbons <b.r.longbons@gmail.com> | 2012-08-30 17:03:31 -0700 |
commit | 41974ae5265fbc23a06f276f9e008d5dad020e0b (patch) | |
tree | 9d595215172e87e2d83b74f7bf3430b3040e780e /src/map/skill.c | |
parent | 21742909143df9159b2401c3e2a39cc0b2bad620 (diff) | |
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Rename files for C++ conversion. Does not compile.
After updating, you can remove these files, as shown in 'git status':
Untracked files:
(use "git add <file>..." to include in what will be committed)
src/map/magic-interpreter-lexer.c
src/map/magic-interpreter-parser.c
src/map/magic-interpreter-parser.h
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 12279 |
1 files changed, 0 insertions, 12279 deletions
diff --git a/src/map/skill.c b/src/map/skill.c deleted file mode 100644 index e232820..0000000 --- a/src/map/skill.c +++ /dev/null @@ -1,12279 +0,0 @@ -// $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $ -/* スキル関係 */ - -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <time.h> - -#include "../common/timer.h" -#include "../common/nullpo.h" -#include "../common/mt_rand.h" -#include "magic.h" - -#include "battle.h" -#include "clif.h" -#include "intif.h" -#include "itemdb.h" -#include "map.h" -#include "mob.h" -#include "party.h" -#include "pc.h" -#include "script.h" -#include "skill.h" -#include "../common/socket.h" - -#ifdef MEMWATCH -#include "memwatch.h" -#endif - -#define SKILLUNITTIMER_INVERVAL 100 - -#define STATE_BLIND 0x10 - -/* スキル番号=>ステータス異常番号変換テーブル */ -int SkillStatusChangeTable[] = { /* skill.hのenumのSC_***とあわせること */ -/* 0- */ - -1, -1, -1, -1, -1, -1, - SC_PROVOKE, /* プロボック */ - -1, 1, -1, -/* 10- */ - SC_SIGHT, /* サイト */ - -1, -1, -1, -1, - SC_FREEZE, /* フロストダイバー */ - SC_STONE, /* ストーンカース */ - -1, -1, -1, -/* 20- */ - -1, -1, -1, -1, - SC_RUWACH, /* ルアフ */ - -1, -1, -1, -1, - SC_INCREASEAGI, /* 速度増加 */ -/* 30- */ - SC_DECREASEAGI, /* 速度減少 */ - -1, - SC_SIGNUMCRUCIS, /* シグナムクルシス */ - SC_ANGELUS, /* エンジェラス */ - SC_BLESSING, /* ブレッシング */ - -1, -1, -1, -1, -1, -/* 40- */ - -1, -1, -1, -1, -1, - SC_CONCENTRATE, /* 集中力向上 */ - -1, -1, -1, -1, -/* 50- */ - -1, - SC_HIDING, /* ハイディング */ - -1, -1, -1, -1, -1, -1, -1, -1, -/* 60- */ - SC_TWOHANDQUICKEN, /* 2HQ */ - SC_AUTOCOUNTER, - -1, -1, -1, -1, - SC_IMPOSITIO, /* インポシティオマヌス */ - SC_SUFFRAGIUM, /* サフラギウム */ - SC_ASPERSIO, /* アスペルシオ */ - SC_BENEDICTIO, /* 聖体降福 */ -/* 70- */ - -1, - SC_SLOWPOISON, - -1, - SC_KYRIE, /* キリエエレイソン */ - SC_MAGNIFICAT, /* マグニフィカート */ - SC_GLORIA, /* グロリア */ - SC_DIVINA, /* レックスディビーナ */ - -1, - SC_AETERNA, /* レックスエーテルナ */ - -1, -/* 80- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 90- */ - -1, -1, - SC_QUAGMIRE, /* クァグマイア */ - -1, -1, -1, -1, -1, -1, -1, -/* 100- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 110- */ - -1, - SC_ADRENALINE, /* アドレナリンラッシュ */ - SC_WEAPONPERFECTION, /* ウェポンパーフェクション */ - SC_OVERTHRUST, /* オーバートラスト */ - SC_MAXIMIZEPOWER, /* マキシマイズパワー */ - -1, -1, -1, -1, -1, -/* 120- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 130- */ - -1, -1, -1, -1, -1, - SC_CLOAKING, /* クローキング */ - SC_STAN, /* ソニックブロー */ - -1, - SC_ENCPOISON, /* エンチャントポイズン */ - SC_POISONREACT, /* ポイズンリアクト */ -/* 140- */ - SC_POISON, /* ベノムダスト */ - SC_SPLASHER, /* ベナムスプラッシャー */ - -1, - SC_TRICKDEAD, /* 死んだふり */ - -1, -1, -1, -1, -1, -1, -/* 150- */ - -1, -1, -1, -1, -1, - SC_LOUD, /* ラウドボイス */ - -1, - SC_ENERGYCOAT, /* エナジーコート */ - -1, -1, -/* 160- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, - -1, -1, -1, - SC_SELFDESTRUCTION, - -1, -1, -1, -1, -1, -1, - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, - -1, - SC_KEEPING, - -1, -1, - SC_BARRIER, - -1, -1, - SC_HALLUCINATION, - -1, -1, -/* 210- */ - -1, -1, -1, -1, -1, - SC_STRIPWEAPON, - SC_STRIPSHIELD, - SC_STRIPARMOR, - SC_STRIPHELM, - -1, -/* 220- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 230- */ - -1, -1, -1, -1, - SC_CP_WEAPON, - SC_CP_SHIELD, - SC_CP_ARMOR, - SC_CP_HELM, - -1, -1, -/* 240- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, - SC_AUTOGUARD, -/* 250- */ - -1, -1, - SC_REFLECTSHIELD, - -1, -1, - SC_DEVOTION, - SC_PROVIDENCE, - SC_DEFENDER, - SC_SPEARSQUICKEN, - -1, -/* 260- */ - -1, -1, -1, -1, -1, -1, -1, -1, - SC_STEELBODY, - SC_BLADESTOP_WAIT, -/* 270- */ - SC_EXPLOSIONSPIRITS, - SC_EXTREMITYFIST, - -1, -1, -1, -1, - SC_MAGICROD, - -1, -1, -1, -/* 280- */ - SC_FLAMELAUNCHER, - SC_FROSTWEAPON, - SC_LIGHTNINGLOADER, - SC_SEISMICWEAPON, - -1, - SC_VOLCANO, - SC_DELUGE, - SC_VIOLENTGALE, - SC_LANDPROTECTOR, - -1, -/* 290- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 300- */ - -1, -1, -1, -1, -1, -1, - SC_LULLABY, - SC_RICHMANKIM, - SC_ETERNALCHAOS, - SC_DRUMBATTLE, -/* 310- */ - SC_NIBELUNGEN, - SC_ROKISWEIL, - SC_INTOABYSS, - SC_SIEGFRIED, - -1, -1, -1, - SC_DISSONANCE, - -1, - SC_WHISTLE, -/* 320- */ - SC_ASSNCROS, - SC_POEMBRAGI, - SC_APPLEIDUN, - -1, -1, - SC_UGLYDANCE, - -1, - SC_HUMMING, - SC_DONTFORGETME, - SC_FORTUNE, -/* 330- */ - SC_SERVICE4U, - SC_SELFDESTRUCTION, - -1, -1, -1, -1, -1, -1, -1, -1, -/* 340- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 350- */ - -1, -1, -1, -1, -1, - SC_AURABLADE, - SC_PARRYING, - SC_CONCENTRATION, - SC_TENSIONRELAX, - SC_BERSERK, -/* 360- */ - SC_BERSERK, - SC_ASSUMPTIO, - SC_BASILICA, - -1, -1, -1, - SC_MAGICPOWER, - -1, -1, - SC_GOSPEL, -/* 370- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 380- */ - SC_TRUESIGHT, - -1, -1, - SC_WINDWALK, - SC_MELTDOWN, - -1, -1, - SC_CARTBOOST, - -1, - SC_CHASEWALK, -/* 390- */ - SC_REJECTSWORD, - -1, -1, -1, -1, -1, - SC_MARIONETTE, - -1, - SC_HEADCRUSH, - SC_JOINTBEAT, -/* 400 */ - -1, -1, - SC_MINDBREAKER, - SC_MEMORIZE, - SC_FOGWALL, - SC_SPIDERWEB, - -1, -1, -1, -1, -/* 410- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -}; - -struct skill_name_db skill_names[] = { - {AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow"}, - {AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration"}, - {AC_DOUBLE, "DOUBLE", "Double_Strafe"}, - {AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation"}, - {AC_OWL, "OWL", "Owl's_Eye"}, - {AC_SHOWER, "SHOWER", "Arrow_Shower"}, - {AC_VULTURE, "VULTURE", "Vulture's_Eye"}, - {ALL_RESURRECTION, "RESURRECTION", "Resurrection"}, - {AL_ANGELUS, "ANGELUS", "Angelus"}, - {AL_BLESSING, "BLESSING", "Blessing"}, - {AL_CRUCIS, "CRUCIS", "Signum_Crusis"}, - {AL_CURE, "CURE", "Cure"}, - {AL_DECAGI, "DECAGI", "Decrease_AGI"}, - {AL_DEMONBANE, "DEMONBANE", "Demon_Bane"}, - {AL_DP, "DP", "Divine_Protection"}, - {AL_HEAL, "HEAL", "Heal"}, - {AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light"}, - {AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta"}, - {AL_INCAGI, "INCAGI", "Increase_AGI"}, - {AL_PNEUMA, "PNEUMA", "Pneuma"}, - {AL_RUWACH, "RUWACH", "Ruwach"}, - {AL_TELEPORT, "TELEPORT", "Teleport"}, - {AL_WARP, "WARP", "Warp_Portal"}, - {AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror"}, - {AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery"}, - {AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher"}, - {AM_BIOETHICS, "BIOETHICS", "Bioethics"}, - {AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology"}, - {AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus"}, - {AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize"}, - {AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor"}, - {AM_CP_HELM, "HELM", "Chemical_Protection_Helm"}, - {AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield"}, - {AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon"}, - {AM_CREATECREATURE, "CREATECREATURE", "Life_Creation"}, - {AM_CULTIVATION, "CULTIVATION", "Cultivation"}, - {AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration"}, - {AM_DRILLMASTER, "DRILLMASTER", "Drillmaster"}, - {AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control"}, - {AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus"}, - {AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION"}, - {AM_PHARMACY, "PHARMACY", "Pharmacy"}, - {AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher"}, - {AM_REST, "REST", "Sabbath"}, - {AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus"}, - {AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine"}, - {ASC_BREAKER, "BREAKER", "Breaker"}, - {ASC_CDP, "CDP", "Create_Deadly_Poison"}, - {ASC_EDP, "EDP", "Deadly_Poison_Enchantment"}, - {ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk"}, - {ASC_KATAR, "KATAR", "Advanced_Katar_Mastery"}, - {ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault"}, - {AS_CLOAKING, "CLOAKING", "Cloaking"}, - {AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison"}, - {AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth"}, - {AS_KATAR, "KATAR", "Katar_Mastery"}, - {AS_LEFT, "LEFT", "Lefthand_Mastery"}, - {AS_POISONREACT, "POISONREACT", "Poison_React"}, - {AS_RIGHT, "RIGHT", "Righthand_Mastery"}, - {AS_SONICBLOW, "SONICBLOW", "Sonic_Blow"}, - {AS_SPLASHER, "SPLASHER", "Venom_Splasher"}, - {AS_VENOMDUST, "VENOMDUST", "Venom_Dust"}, - {BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun"}, - {BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross"}, - {BA_DISSONANCE, "DISSONANCE", "Dissonance"}, - {BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke"}, - {BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson"}, - {BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike"}, - {BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi"}, - {BA_WHISTLE, "WHISTLE", "Whistle"}, - {BD_ADAPTATION, "ADAPTATION", "Adaption"}, - {BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField"}, - {BD_ENCORE, "ENCORE", "Encore"}, - {BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos"}, - {BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss"}, - {BD_LULLABY, "LULLABY", "Lullaby"}, - {BD_RAGNAROK, "RAGNAROK", "Ragnarok"}, - {BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim"}, - {BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen"}, - {BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail"}, - {BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried"}, - {BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush"}, - {BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2"}, - {BS_AXE, "AXE", "Smith_Axe"}, - {BS_DAGGER, "DAGGER", "Smith_Dagger"}, - {BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft"}, - {BS_FINDINGORE, "FINDINGORE", "Ore_Discovery"}, - {BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall"}, - {BS_HILTBINDING, "HILTBINDING", "Hilt_Binding"}, - {BS_IRON, "IRON", "Iron_Tempering"}, - {BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace"}, - {BS_MACE, "MACE", "Smith_Mace"}, - {BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize"}, - {BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research"}, - {BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust"}, - {BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair"}, - {BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering"}, - {BS_SPEAR, "SPEAR", "Smith_Spear"}, - {BS_STEEL, "STEEL", "Steel_Tempering"}, - {BS_SWORD, "SWORD", "Smith_Sword"}, - {BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword"}, - {BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection"}, - {BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research"}, - {CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow"}, - {CG_MARIONETTE, "MARIONETTE", "Marionette_Control"}, - {CG_MOONLIT, "MOONLIT", "Moonlight_Petals"}, - {CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo"}, - {CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike"}, - {CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul"}, - {CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist"}, - {CR_ALCHEMY, "ALCHEMY", "Alchemy"}, - {CR_AUTOGUARD, "AUTOGUARD", "Guard"}, - {CR_DEFENDER, "DEFENDER", "Defender"}, - {CR_DEVOTION, "DEVOTION", "Sacrifice"}, - {CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross"}, - {CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross"}, - {CR_PROVIDENCE, "PROVIDENCE", "Providence"}, - {CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect"}, - {CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang"}, - {CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge"}, - {CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken"}, - {CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis"}, - {CR_TRUST, "TRUST", "Faith"}, - {DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson"}, - {DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me"}, - {DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss"}, - {DC_HUMMING, "HUMMING", "Humming"}, - {DC_SCREAM, "SCREAM", "Scream"}, - {DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute"}, - {DC_THROWARROW, "THROWARROW", "Throw_Arrow"}, - {DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance"}, - {HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio"}, - {HP_BASILICA, "BASILICA", "Basilica"}, - {HP_MEDITATIO, "MEDITATIO", "Meditation"}, - {HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare"}, - {HT_BEASTBANE, "BEASTBANE", "Beast_Bane"}, - {HT_BLASTMINE, "BLASTMINE", "Blast_Mine"}, - {HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat"}, - {HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap"}, - {HT_DETECTING, "DETECTING", "Detect"}, - {HT_FALCON, "FALCON", "Falconry_Mastery"}, - {HT_FLASHER, "FLASHER", "Flasher"}, - {HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap"}, - {HT_LANDMINE, "LANDMINE", "Land_Mine"}, - {HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap"}, - {HT_SANDMAN, "SANDMAN", "Sandman"}, - {HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap"}, - {HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap"}, - {HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap"}, - {HT_STEELCROW, "STEELCROW", "Steel_Crow"}, - {HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box"}, - {HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher"}, - {HW_MAGICPOWER, "MAGICPOWER", "Magic_Power"}, - {HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan"}, - {HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain"}, - {KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack"}, - {KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash"}, - {KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear"}, - {KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery"}, - {KN_PIERCE, "PIERCE", "Pierce"}, - {KN_RIDING, "RIDING", "Peco_Peco_Ride"}, - {KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang"}, - {KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery"}, - {KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab"}, - {KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken"}, - {LK_AURABLADE, "AURABLADE", "Aura_Blade"}, - {LK_BERSERK, "BERSERK", "Berserk"}, - {LK_CONCENTRATION, "CONCENTRATION", "Concentration"}, - {LK_FURY, "FURY", "LK_FURY"}, - {LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher"}, - {LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat"}, - {LK_PARRYING, "PARRYING", "Parrying"}, - {LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce"}, - {LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax"}, - {MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution"}, - {MC_CHANGECART, "CHANGECART", "Change_Cart"}, - {MC_DISCOUNT, "DISCOUNT", "Discount"}, - {MC_IDENTIFY, "IDENTIFY", "Item_Appraisal"}, - {MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit"}, - {MC_LOUD, "LOUD", "Lord_Exclamation"}, - {MC_MAMMONITE, "MAMMONITE", "Mammonite"}, - {MC_OVERCHARGE, "OVERCHARGE", "Overcharge"}, - {MC_PUSHCART, "PUSHCART", "Pushcart"}, - {MG_COLDBOLT, "COLDBOLT", "Cold_Bolt"}, - {MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat"}, - {MG_FIREBALL, "FIREBALL", "Fire_Ball"}, - {MG_FIREBOLT, "FIREBOLT", "Fire_Bolt"}, - {MG_FIREWALL, "FIREWALL", "Fire_Wall"}, - {MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver"}, - {MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt"}, - {MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat"}, - {MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall"}, - {MG_SIGHT, "SIGHT", "Sight"}, - {MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike"}, - {MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery"}, - {MG_STONECURSE, "STONECURSE", "Stone_Curse"}, - {MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm"}, - {MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits"}, - {MO_BLADESTOP, "BLADESTOP", "Blade_Stop"}, - {MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation"}, - {MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits"}, - {MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo"}, - {MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish"}, - {MO_DODGE, "DODGE", "Dodge"}, - {MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits"}, - {MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist"}, - {MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive"}, - {MO_INVESTIGATE, "INVESTIGATE", "Investigate"}, - {MO_IRONHAND, "IRONHAND", "Iron_Hand"}, - {MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery"}, - {MO_STEELBODY, "STEELBODY", "Steel_Body"}, - {MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows"}, - {NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE"}, - {NPC_BARRIER, "BARRIER", "NPC_BARRIER"}, - {NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK"}, - {NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN"}, - {NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS"}, - {NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE"}, - {NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND"}, - {NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY"}, - {NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON"}, - {NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS"}, - {NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER"}, - {NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND"}, - {NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK"}, - {NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH"}, - {NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK"}, - {NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING"}, - {NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH"}, - {NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS"}, - {NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK"}, - {NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER"}, - {NPC_EMOTION, "EMOTION", "NPC_EMOTION"}, - {NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN"}, - {NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK"}, - {NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK"}, - {NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK"}, - {NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION"}, - {NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK"}, - {NPC_KEEPING, "KEEPING", "NPC_KEEPING"}, - {NPC_LICK, "LICK", "NPC_LICK"}, - {NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK"}, - {NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER"}, - {NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS"}, - {NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK"}, - {NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT"}, - {NPC_POISON, "POISON", "NPC_POISON"}, - {NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK"}, - {NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK"}, - {NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK"}, - {NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH"}, - {NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!"}, - {NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2"}, - {NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK"}, - {NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK"}, - {NPC_SMOKING, "SMOKING", "NPC_SMOKING"}, - {NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK"}, - {NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK"}, - {NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE"}, - {NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER"}, - {NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE"}, - {NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK"}, - {NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION"}, - {NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK"}, - {NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK"}, - {NV_EMOTE, "EMOTE", "Emote_Skill"}, - {NV_TRADE, "TRADE", "Trade_Skill"}, - {NV_PARTY, "PARTY", "Party_Skill"}, - {NV_FIRSTAID, "FIRSTAID", "First Aid"}, - {NV_TRICKDEAD, "TRICKDEAD", "Play_Dead"}, - {PA_GOSPEL, "GOSPEL", "Gospel"}, - {PA_PRESSURE, "PRESSURE", "Pressure"}, - {PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual"}, - {PF_FOGWALL, "FOGWALL", "Wall_of_Fog"}, - {PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion"}, - {PF_MEMORIZE, "MEMORIZE", "Memorize"}, - {PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker"}, - {PF_SOULBURN, "SOULBURN", "Soul_Burn"}, - {PF_SOULCHANGE, "SOULCHANGE", "Soul_Change"}, - {PF_SPIDERWEB, "SPIDERWEB", "Spider_Web"}, - {PR_ASPERSIO, "ASPERSIO", "Aspersio"}, - {PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti"}, - {PR_GLORIA, "GLORIA", "Gloria"}, - {PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus"}, - {PR_KYRIE, "KYRIE", "Kyrie_Eleison"}, - {PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna"}, - {PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina"}, - {PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery"}, - {PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat"}, - {PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus"}, - {PR_SANCTUARY, "SANCTUARY", "Santuary"}, - {PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison"}, - {PR_STRECOVERY, "STRECOVERY", "Status_Recovery"}, - {PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium"}, - {PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead"}, - {RG_BACKSTAP, "BACKSTAP", "Back_Stab"}, - {RG_CLEANER, "CLEANER", "Remover"}, - {RG_COMPULSION, "COMPULSION", "Compulsion_Discount"}, - {RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity"}, - {RG_GANGSTER, "GANGSTER", "Gangster's_Paradise"}, - {RG_GRAFFITI, "GRAFFITI", "Graffiti"}, - {RG_INTIMIDATE, "INTIMIDATE", "Intimidate"}, - {RG_PLAGIARISM, "PLAGIARISM", "Plagiarism"}, - {RG_RAID, "RAID", "Raid"}, - {RG_SNATCHER, "SNATCHER", "Snatcher"}, - {RG_STEALCOIN, "STEALCOIN", "Steal_Coin"}, - {RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor"}, - {RG_STRIPHELM, "STRIPHELM", "Strip_Helm"}, - {RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield"}, - {RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon"}, - {RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive"}, - {SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus"}, - {SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book"}, - {SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast"}, - {SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel"}, - {SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change"}, - {SA_COMA, "COMA", "Coma"}, - {SA_DEATH, "DEATH", "Death"}, - {SA_DELUGE, "DELUGE", "Deluge"}, - {SA_DISPELL, "DISPELL", "Dispel"}, - {SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology"}, - {SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher"}, - {SA_FORTUNE, "FORTUNE", "Fortune"}, - {SA_FREECAST, "FREECAST", "Cast_Freedom"}, - {SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon"}, - {SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery"}, - {SA_GRAVITY, "GRAVITY", "Gravity"}, - {SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death"}, - {SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector"}, - {SA_LEVELUP, "LEVELUP", "Level_Up"}, - {SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader"}, - {SA_MAGICROD, "MAGICROD", "Magic_Rod"}, - {SA_MONOCELL, "MONOCELL", "Monocell"}, - {SA_QUESTION, "QUESTION", "Question?"}, - {SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish"}, - {SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon"}, - {SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell"}, - {SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster"}, - {SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale"}, - {SA_VOLCANO, "VOLCANO", "Volcano"}, - {SG_DEVIL, "DEVIL", "Devil"}, - {SG_FEEL, "FEEL", "Feel"}, - {SG_FRIEND, "FRIEND", "Friend"}, - {SG_FUSION, "FUSION", "Fusion"}, - {SG_HATE, "HATE", "Hate"}, - {SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge"}, - {SG_MOON_ANGER, "ANGER", "Moon Anger"}, - {SG_MOON_BLESS, "BLESS", "Moon Bless"}, - {SG_MOON_COMFORT, "COMFORT", "Moon Comfort"}, - {SG_MOON_WARM, "WARM", "Moon Warm"}, - {SG_STAR_ANGER, "ANGER", "Star Anger"}, - {SG_STAR_BLESS, "BLESS", "Star Bless"}, - {SG_STAR_COMFORT, "COMFORT", "Star Comfort"}, - {SG_STAR_WARM, "WARM", "Star Warm"}, - {SG_SUN_ANGER, "ANGER", "Sun Anger"}, - {SG_SUN_BLESS, "BLESS", "Sun Bless"}, - {SG_SUN_COMFORT, "COMFORT", "Sun Comfort"}, - {SG_SUN_WARM, "WARM", "Sun Warm"}, - {SL_ALCHEMIST, "ALCHEMIST", "Alchemist"}, - {SL_ASSASIN, "ASSASIN", "Assasin"}, - {SL_BARDDANCER, "BARDDANCER", "Bard Dancer"}, - {SL_BLACKSMITH, "BLACKSMITH", "Black Smith"}, - {SL_CRUSADER, "CRUSADER", "Crusader"}, - {SL_HUNTER, "HUNTER", "Hunter"}, - {SL_KAAHI, "KAAHI", "Kaahi"}, - {SL_KAINA, "KAINA", "Kaina"}, - {SL_KAITE, "KAITE", "Kaite"}, - {SL_KAIZEL, "KAIZEL", "Kaizel"}, - {SL_KAUPE, "KAUPE", "Kaupe"}, - {SL_KNIGHT, "KNIGHT", "Knight"}, - {SL_MONK, "MONK", "Monk"}, - {SL_PRIEST, "PRIEST", "Priest"}, - {SL_ROGUE, "ROGUE", "Rogue"}, - {SL_SAGE, "SAGE", "Sage"}, - {SL_SKA, "SKA", "SKA"}, - {SL_SKE, "SKE", "SKE"}, - {SL_SMA, "SMA", "SMA"}, - {SL_SOULLINKER, "SOULLINKER", "Soul Linker"}, - {SL_STAR, "STAR", "Star"}, - {SL_STIN, "STIN", "Stin"}, - {SL_STUN, "STUN", "Stun"}, - {SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice"}, - {SL_SWOO, "SWOO", "Swoo"}, - {SL_WIZARD, "WIZARD", "Wizard"}, - {SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk"}, - {SM_BASH, "BASH", "Bash"}, - {SM_ENDURE, "ENDURE", "Endure"}, - {SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point"}, - {SM_MAGNUM, "MAGNUM", "Magnum_Break"}, - {SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery"}, - {SM_PROVOKE, "PROVOKE", "Provoke"}, - {SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery"}, - {SM_SWORD, "SWORD", "Sword_Mastery"}, - {SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery"}, - {SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault"}, - {SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting"}, - {SN_SIGHT, "SIGHT", "True_Sight"}, - {SN_WINDWALK, "WINDWALK", "Wind_Walk"}, - {ST_CHASEWALK, "CHASEWALK", "Chase_Walk"}, - {ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword"}, - {ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack"}, - {TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding"}, - {TF_DETOXIFY, "DETOXIFY", "Detoxify"}, - {TF_DOUBLE, "DOUBLE", "Double_Attack"}, - {TF_HIDING, "HIDING", "Hiding"}, - {TF_MISS, "MISS", "Improve_Dodge"}, - {TF_PICKSTONE, "PICKSTONE", "Take_Stone"}, - {TF_POISON, "POISON", "Envenom"}, - {TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand"}, - {TF_STEAL, "STEAL", "Steal"}, - {TF_THROWSTONE, "THROWSTONE", "Throw_Stone"}, - {TK_COUNTER, "COUNTER", "Counter"}, - {TK_DODGE, "DODGE", "Dodge"}, - {TK_DOWNKICK, "DOWNKICK", "Down Kick"}, - {TK_HIGHJUMP, "HIGHJUMP", "High Jump"}, - {TK_HPTIME, "HPTIME", "HP Time"}, - {TK_JUMPKICK, "JUMPKICK", "Jump Kick"}, - {TK_POWER, "POWER", "Power"}, - {TK_READYCOUNTER, "READYCOUNTER", "Ready Counter"}, - {TK_READYDOWN, "READYDOWN", "Ready Down"}, - {TK_READYSTORM, "READYSTORM", "Ready Storm"}, - {TK_READYTURN, "READYTURN", "Ready Turn"}, - {TK_RUN, "RUN", "TK_RUN"}, - {TK_SEVENWIND, "SEVENWIND", "Seven Wind"}, - {TK_SPTIME, "SPTIME", "SP Time"}, - {TK_STORMKICK, "STORMKICK", "Storm Kick"}, - {TK_TURNKICK, "TURNKICK", "Turn Kick"}, - {WE_BABY, "BABY", "Adopt_Baby"}, - {WE_CALLBABY, "CALLBABY", "Call_Baby"}, - {WE_CALLPARENT, "CALLPARENT", "Call_Parent"}, - {WE_CALLPARTNER, "CALLPARTNER", "I Want to See You"}, - {WE_FEMALE, "FEMALE", "I Only Look Up to You"}, - {WE_MALE, "MALE", "I Will Protect You"}, - {WS_CARTBOOST, "CARTBOOST", "Cart_Boost"}, - {WS_CREATECOIN, "CREATECOIN", "Create_Coins"}, - {WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets"}, - {WS_MELTDOWN, "MELTDOWN", "Meltdown"}, - {WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower"}, - {WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike"}, - {WZ_ESTIMATION, "ESTIMATION", "Sense"}, - {WZ_FIREIVY, "FIREIVY", "Fire_Ivy"}, - {WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar"}, - {WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova"}, - {WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive"}, - {WZ_ICEWALL, "ICEWALL", "Ice_Wall"}, - {WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder"}, - {WZ_METEOR, "METEOR", "Meteor_Storm"}, - {WZ_QUAGMIRE, "QUAGMIRE", "Quagmire"}, - {WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher"}, - {WZ_STORMGUST, "STORMGUST", "Storm_Gust"}, - {WZ_VERMILION, "VERMILION", "Lord_of_Vermilion"}, - {WZ_WATERBALL, "WATERBALL", "Water_Ball"}, - {0, 0, 0} -}; - -static const int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 }; -static const int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 }; - -static int rdamage; - -/* スキルデータベース */ -struct skill_db skill_db[MAX_SKILL_DB]; - -#define UNARMED_PLAYER_DAMAGE_MIN(bl) (skill_power_bl((bl), TMW_BRAWLING) >> 4) // +50 for 200 -#define UNARMED_PLAYER_DAMAGE_MAX(bl) (skill_power_bl((bl), TMW_BRAWLING)) // +200 for 200 - -int skill_get_hit (int id) -{ - return skill_db[id].hit; -} - -int skill_get_inf (int id) -{ - return skill_db[id].inf; -} - -int skill_get_pl (int id) -{ - return skill_db[id].pl; -} - -int skill_get_nk (int id) -{ - return skill_db[id].nk; -} - -int skill_get_max (int id) -{ - return skill_db[id].max; -} - -int skill_get_max_raise (int id) -{ - return skill_db[id].max_raise; -} - -int skill_get_range (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].range[lv - 1]; -} - -int skill_get_hp (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].hp[lv - 1]; -} - -int skill_get_sp (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1]; -} - -int skill_get_zeny (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].zeny[lv - 1]; -} - -int skill_get_num (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].num[lv - 1]; -} - -int skill_get_cast (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1]; -} - -int skill_get_delay (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1]; -} - -int skill_get_time (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].upkeep_time[lv - 1]; -} - -int skill_get_time2 (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].upkeep_time2[lv - 1]; -} - -int skill_get_castdef (int id) -{ - return skill_db[id].cast_def_rate; -} - -int skill_get_weapontype (int id) -{ - return skill_db[id].weapon; -} - -int skill_get_inf2 (int id) -{ - return skill_db[id].inf2; -} - -int skill_get_maxcount (int id) -{ - return skill_db[id].maxcount; -} - -int skill_get_blewcount (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].blewcount[lv - 1]; -} - -int skill_get_mhp (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].mhp[lv - 1]; -} - -int skill_get_castnodex (int id, int lv) -{ - return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1]; -} - -/* プロトタイプ */ -struct skill_unit_group *skill_unitsetting (struct block_list *src, - int skillid, int skilllv, int x, - int y, int flag); -int skill_check_condition (struct map_session_data *sd, int type); -int skill_castend_damage_id (struct block_list *src, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, - int flag); -int skill_frostjoke_scream (struct block_list *bl, va_list ap); -int skill_status_change_timer_sub (struct block_list *bl, va_list ap); -int skill_attack_area (struct block_list *bl, va_list ap); -int skill_clear_element_field (struct block_list *bl); -int skill_landprotector (struct block_list *bl, va_list ap); -int skill_trap_splash (struct block_list *bl, va_list ap); -int skill_count_target (struct block_list *bl, va_list ap); - -// [MouseJstr] - skill ok to cast? and when? -static int skillnotok (int skillid, struct map_session_data *sd) -{ - if (sd == 0) - return 0; - if (pc_isGM (sd) >= 20) - return 0; // gm's can do anything damn thing they want - switch (skillid) - { - case AL_WARP: - case AL_TELEPORT: - case MC_IDENTIFY: - return 0; // always allowed - default: - return (map[sd->bl.m].flag.noskill); - } -} - -static int distance (int x0, int y0, int x1, int y1) -{ - int dx, dy; - - dx = abs (x0 - x1); - dy = abs (y0 - y1); - return dx > dy ? dx : dy; -} - -/* スキルユニットIDを返す(これもデータベースに入れたいな) */ -int skill_get_unit_id (int id, int flag) -{ - - switch (id) - { - case MG_SAFETYWALL: - return 0x7e; /* セイフティウォール */ - case MG_FIREWALL: - return 0x7f; /* ファイアーウォール */ - case AL_WARP: - return (flag == 0) ? 0x81 : 0x80; /* ワープポータル */ - case PR_BENEDICTIO: - return 0x82; /* 聖体降福 */ - case PR_SANCTUARY: - return 0x83; /* サンクチュアリ */ - case PR_MAGNUS: - return 0x84; /* マグヌスエクソシズム */ - case AL_PNEUMA: - return 0x85; /* ニューマ */ - case MG_THUNDERSTORM: - return 0x86; /* サンダーストーム */ - case WZ_HEAVENDRIVE: - return 0x86; /* ヘヴンズドライブ */ - case WZ_SIGHTRASHER: - return 0x86; /* サイトラッシャー */ - case WZ_METEOR: - return 0x86; /* メテオストーム */ - case WZ_VERMILION: - return 0x86; /* ロードオブヴァーミリオン */ - case WZ_FROSTNOVA: - return 0x86; /* フロストノヴァ */ - case WZ_STORMGUST: - return 0x86; /* ストームガスト(とりあえずLoVと同じで処理) */ - case CR_GRANDCROSS: - return 0x86; /* グランドクロス */ - case WZ_FIREPILLAR: - return (flag == 0) ? 0x87 : 0x88; /* ファイアーピラー */ - case HT_TALKIEBOX: - return 0x99; /* トーキーボックス */ - case WZ_ICEWALL: - return 0x8d; /* アイスウォール */ - case WZ_QUAGMIRE: - return 0x8e; /* クァグマイア */ - case HT_BLASTMINE: - return 0x8f; /* ブラストマイン */ - case HT_SKIDTRAP: - return 0x90; /* スキッドトラップ */ - case HT_ANKLESNARE: - return 0x91; /* アンクルスネア */ - case AS_VENOMDUST: - return 0x92; /* ベノムダスト */ - case HT_LANDMINE: - return 0x93; /* ランドマイン */ - case HT_SHOCKWAVE: - return 0x94; /* ショックウェーブトラップ */ - case HT_SANDMAN: - return 0x95; /* サンドマン */ - case HT_FLASHER: - return 0x96; /* フラッシャー */ - case HT_FREEZINGTRAP: - return 0x97; /* フリージングトラップ */ - case HT_CLAYMORETRAP: - return 0x98; /* クレイモアートラップ */ - case SA_VOLCANO: - return 0x9a; /* ボルケーノ */ - case SA_DELUGE: - return 0x9b; /* デリュージ */ - case SA_VIOLENTGALE: - return 0x9c; /* バイオレントゲイル */ - case SA_LANDPROTECTOR: - return 0x9d; /* ランドプロテクター */ - case BD_LULLABY: - return 0x9e; /* 子守歌 */ - case BD_RICHMANKIM: - return 0x9f; /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: - return 0xa0; /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: - return 0xa1; /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: - return 0xa2; /* ニーベルングの指輪 */ - case BD_ROKISWEIL: - return 0xa3; /* ロキの叫び */ - case BD_INTOABYSS: - return 0xa4; /* 深淵の中に */ - case BD_SIEGFRIED: - return 0xa5; /* 不死身のジークフリード */ - case BA_DISSONANCE: - return 0xa6; /* 不協和音 */ - case BA_WHISTLE: - return 0xa7; /* 口笛 */ - case BA_ASSASSINCROSS: - return 0xa8; /* 夕陽のアサシンクロス */ - case BA_POEMBRAGI: - return 0xa9; /* ブラギの詩 */ - case BA_APPLEIDUN: - return 0xaa; /* イドゥンの林檎 */ - case DC_UGLYDANCE: - return 0xab; /* 自分勝手なダンス */ - case DC_HUMMING: - return 0xac; /* ハミング */ - case DC_DONTFORGETME: - return 0xad; /* 私を忘れないで… */ - case DC_FORTUNEKISS: - return 0xae; /* 幸運のキス */ - case DC_SERVICEFORYOU: - return 0xaf; /* サービスフォーユー */ - case RG_GRAFFITI: - return 0xb0; /* グラフィティ */ - case AM_DEMONSTRATION: - return 0xb1; /* デモンストレーション */ - case WE_CALLPARTNER: - return 0xb2; /* あなたに逢いたい */ - case PA_GOSPEL: - return 0xb3; /* ゴスペル */ - case HP_BASILICA: - return 0xb4; /* バジリカ */ - case PF_FOGWALL: - return 0xb6; /* フォグウォール */ - case PF_SPIDERWEB: - return 0xb7; /* スパイダーウェッブ */ - } - return 0; - /* - * 0x89,0x8a,0x8b 表示無し - * 0x9a 炎属性の詠唱みたいなエフェクト - * 0x9b 水属性の詠唱みたいなエフェクト - * 0x9c 風属性の詠唱みたいなエフェクト - * 0x9d 白い小さなエフェクト - * 0xb1 Alchemist Demonstration - * 0xb2 = Pink Warp Portal - * 0xb3 = Gospel For Paladin - * 0xb4 = Basilica - * 0xb5 = Empty - * 0xb6 = Fog Wall for Professor - * 0xb7 = Spider Web for Professor - * 0xb8 = Empty - * 0xb9 = - */ -} - -/*========================================== - * スキル追加効果 - *------------------------------------------ - */ -int skill_additional_effect (struct block_list *src, struct block_list *bl, - int skillid, int skilllv, int attack_type, - unsigned int tick) -{ - /* MOB追加効果スキル用 */ - const int sc[] = { - SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN, - SC_STONE, SC_CURSE, SC_SLEEP - }; - const int sc2[] = { - MG_STONECURSE, MG_FROSTDIVER, NPC_STUNATTACK, - NPC_SLEEPATTACK, TF_POISON, NPC_CURSEATTACK, - NPC_SILENCEATTACK, 0, NPC_BLINDATTACK - }; - - struct map_session_data *sd = NULL; - struct map_session_data *dstsd = NULL; - struct mob_data *md = NULL; - struct mob_data *dstmd = NULL; - - int skill, skill2; - int rate, luk; - - int sc_def_mdef, sc_def_vit, sc_def_int, sc_def_luk; - int sc_def_mdef2, sc_def_vit2, sc_def_int2, sc_def_luk2; - int sc_def_phys_shield_spell; - - nullpo_retr (0, src); - nullpo_retr (0, bl); - - if (skilllv < 0) - return 0; - - if (src->type == BL_PC) - { - nullpo_retr (0, sd = (struct map_session_data *) src); - } - else if (src->type == BL_MOB) - { - nullpo_retr (0, md = (struct mob_data *) src); //未使用? - } - - sc_def_phys_shield_spell = 0; - if (battle_get_sc_data (bl)[SC_PHYS_SHIELD].timer != -1) - sc_def_phys_shield_spell = - battle_get_sc_data (bl)[SC_PHYS_SHIELD].val1; - - //対象の耐性 - luk = battle_get_luk (bl); - sc_def_mdef = 100 - (3 + battle_get_mdef (bl) + luk / 3); - sc_def_vit = 100 - (3 + battle_get_vit (bl) + luk / 3); - sc_def_int = 100 - (3 + battle_get_int (bl) + luk / 3); - sc_def_luk = 100 - (3 + luk); - //自分の耐性 - luk = battle_get_luk (src); - sc_def_mdef2 = 100 - (3 + battle_get_mdef (src) + luk / 3); - sc_def_vit2 = 100 - (3 + battle_get_vit (src) + luk / 3); - sc_def_int2 = 100 - (3 + battle_get_int (src) + luk / 3); - sc_def_luk2 = 100 - (3 + luk); - if (bl->type == BL_PC) - dstsd = (struct map_session_data *) bl; - else if (bl->type == BL_MOB) - { - dstmd = (struct mob_data *) bl; //未使用? - if (sc_def_mdef > 50) - sc_def_mdef = 50; - if (sc_def_vit > 50) - sc_def_vit = 50; - if (sc_def_int > 50) - sc_def_int = 50; - if (sc_def_luk > 50) - sc_def_luk = 50; - } - if (sc_def_mdef < 0) - sc_def_mdef = 0; - if (sc_def_vit < 0) - sc_def_vit = 0; - if (sc_def_int < 0) - sc_def_int = 0; - - switch (skillid) - { - case 0: /* 通常攻撃 */ - /* 自動鷹 */ - if (sd && pc_isfalcon (sd) && sd->status.weapon == 11 - && (skill = pc_checkskill (sd, HT_BLITZBEAT)) > 0 - && MRAND (1000) <= sd->paramc[5] * 10 / 3 + 1) - { - int lv = (sd->status.job_level + 9) / 10; - skill_castend_damage_id (src, bl, HT_BLITZBEAT, - (skill < lv) ? skill : lv, tick, - 0xf00000); - } - // スナッチャー - if (sd && sd->status.weapon != 11 - && (skill = pc_checkskill (sd, RG_SNATCHER)) > 0) - if ((skill * 15 + 55) + - (skill2 = - pc_checkskill (sd, TF_STEAL)) * 10 > MRAND (1000)) - { - if (pc_steal_item (sd, bl)) - clif_skill_nodamage (src, bl, TF_STEAL, skill2, 1); - else - clif_skill_fail (sd, skillid, 0, 0); - } - break; - - case SM_BASH: /* バッシュ(急所攻撃) */ - if (sd && (skill = pc_checkskill (sd, SM_FATALBLOW)) > 0) - { - if (MRAND (100) < 6 * (skilllv - 5) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (SM_FATALBLOW, - skilllv), 0); - } - break; - - case TF_POISON: /* インベナム */ - case AS_SPLASHER: /* ベナムスプラッシャー */ - if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100) - skill_status_change_start (bl, SC_POISON, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - else - { - if (sd && skillid == TF_POISON) - clif_skill_fail (sd, skillid, 0, 0); - } - break; - - case AS_SONICBLOW: /* ソニックブロー */ - if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case HT_FREEZINGTRAP: /* フリージングトラップ */ - rate = skilllv * 3 + 35; - if (MRAND (100) < rate * sc_def_mdef / 100) - skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case MG_FROSTDIVER: /* フロストダイバー */ - case WZ_FROSTNOVA: /* フロストノヴァ */ - rate = - (skilllv * 3 + 35) * sc_def_mdef / 100 - - (battle_get_int (bl) + battle_get_luk (bl)) / 15; - rate = rate <= 5 ? 5 : rate; - if (MRAND (100) < rate) - skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - else if (sd) - clif_skill_fail (sd, skillid, 0, 0); - break; - - case WZ_STORMGUST: /* ストームガスト */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - if (sc_data) - { - sc_data[SC_FREEZE].val3++; - if (sc_data[SC_FREEZE].val3 >= 3) - skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, - 0, skill_get_time2 (skillid, - skilllv), - 0); - } - } - break; - - case HT_LANDMINE: /* ランドマイン */ - if (MRAND (100) < (5 * skilllv + 30) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case HT_SHOCKWAVE: /* ショックウェーブトラップ */ - if (map[bl->m].flag.pvp && dstsd) - { - dstsd->status.sp -= - dstsd->status.sp * (5 + 15 * skilllv) / 100; - pc_calcstatus (dstsd, 0); - } - break; - case HT_SANDMAN: /* サンドマン */ - if (MRAND (100) < (5 * skilllv + 30) * sc_def_int / 100) - skill_status_change_start (bl, SC_SLEEP, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case TF_SPRINKLESAND: /* 砂まき */ - if (MRAND (100) < 15 * sc_def_int / 100) - skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case TF_THROWSTONE: /* 石投げ */ - if (MRAND (100) < 5 * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case CR_HOLYCROSS: /* ホーリークロス */ - if (MRAND (100) < 3 * skilllv * sc_def_int / 100) - skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case CR_GRANDCROSS: /* グランドクロス */ - { - int race = battle_get_race (bl); - if ((battle_check_undead (race, battle_get_elem_type (bl)) || race == 6) && MRAND (100) < 100000 * sc_def_int / 100) //強制付与だが完全耐性には無効 - skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - } - break; - - case CR_SHIELDCHARGE: /* シールドチャージ */ - if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case RG_RAID: /* サプライズアタック */ - if (MRAND (100) < (10 + 3 * skilllv) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - if (MRAND (100) < (10 + 3 * skilllv) * sc_def_int / 100) - skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case BA_FROSTJOKE: - if (MRAND (100) < (15 + 5 * skilllv) * sc_def_mdef / 100) - skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case DC_SCREAM: - if (MRAND (100) < (25 + 5 * skilllv) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case BD_LULLABY: /* 子守唄 */ - if (MRAND (100) < 15 * sc_def_int / 100) - skill_status_change_start (bl, SC_SLEEP, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - /* MOBの追加効果付きスキル */ - - case NPC_PETRIFYATTACK: - if (MRAND (100) < sc_def_mdef) - skill_status_change_start (bl, sc[skillid - NPC_POISON], - skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case NPC_POISON: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - if (MRAND (100) < - 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + - (skilllv >> 2)) - skill_status_change_start (bl, sc[skillid - NPC_POISON], - skilllv, 0, 0, 0, skilllv, 0); - break; - case NPC_CURSEATTACK: - if (MRAND (100) < sc_def_luk) - skill_status_change_start (bl, sc[skillid - NPC_POISON], - skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case NPC_SLEEPATTACK: - case NPC_BLINDATTACK: - if (MRAND (100) < sc_def_int) - skill_status_change_start (bl, sc[skillid - NPC_POISON], - skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case NPC_MENTALBREAKER: - if (dstsd) - { - int sp = dstsd->status.max_sp * (10 + skilllv) / 100; - if (sp < 1) - sp = 1; - pc_heal (dstsd, 0, -sp); - } - break; - -// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion) -// - case WZ_METEOR: - if (MRAND (100) < sc_def_vit) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case WZ_VERMILION: - if (MRAND (100) < sc_def_int) - skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - -// -- moonsoul (stun ability of new champion skill tigerfist) -// - case CH_TIGERFIST: - if (MRAND (100) < (5 + skilllv * 5) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case LK_SPIRALPIERCE: - if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case ST_REJECTSWORD: /* フリージングトラップ */ - if (MRAND (100) < (10 + skilllv * 5)) - skill_status_change_start (bl, SC_AUTOCOUNTER, skilllv, 0, 0, - 0, skill_get_time2 (skillid, - skilllv), 0); - break; - case PF_FOGWALL: /* ホーリークロス */ - if (MRAND (100) < 3 * skilllv * sc_def_int / 100) - skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case LK_HEADCRUSH: /* ヘッドクラッシュ */ - { //条件が良く分からないので適当に - int race = battle_get_race (bl); - if (! - (battle_check_undead (race, battle_get_elem_type (bl)) - || race == 6) - && MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100) - skill_status_change_start (bl, SC_HEADCRUSH, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - } - break; - case LK_JOINTBEAT: /* ジョイントビート */ - //条件が良く分からないので適当に - if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100) - skill_status_change_start (bl, SC_JOINTBEAT, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case PF_SPIDERWEB: /* スパイダーウェッブ */ - { - int sec = skill_get_time2 (skillid, skilllv); - if (map[src->m].flag.pvp) //PvPでは拘束時間半減? - sec = sec / 2; - battle_stopwalking (bl, 1); - skill_status_change_start (bl, SC_SPIDERWEB, skilllv, 0, 0, 0, - sec, 0); - } - break; - case ASC_METEORASSAULT: /* メテオアサルト */ - if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100) //状態異常は詳細が分からないので適当に - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - if (MRAND (100) < (10 + 3 * skilllv) * sc_def_int / 100) - skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ - //阿修羅を使うと5分間自然回復しないようになる - skill_status_change_start (src, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), 0); - break; - } - - if (sd && skillid != MC_CARTREVOLUTION && attack_type & BF_WEAPON) - { /* カードによる追加効果 */ - int i; - int sc_def_card = 100; - - for (i = SC_STONE; i <= SC_BLIND; i++) - { - //対象に状態異常 - if (i == SC_STONE || i == SC_FREEZE) - sc_def_card = sc_def_mdef; - else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE) - sc_def_card = sc_def_vit; - else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND) - sc_def_card = sc_def_int; - else if (i == SC_CURSE) - sc_def_card = sc_def_luk; - - if (!sd->state.arrow_atk) - { - if (MRAND (10000) < - (sd->addeff[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf - ("PC %d skill_addeff: cardによる異常発動 %d %d\n", - sd->bl.id, i, sd->addeff[i - SC_STONE]); - skill_status_change_start (bl, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2 (sc2 - [i - - SC_STONE], - 7), 0); - } - } - else - { - if (MRAND (10000) < - (sd->addeff[i - SC_STONE] + - sd->arrow_addeff[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf - ("PC %d skill_addeff: cardによる異常発動 %d %d\n", - sd->bl.id, i, sd->addeff[i - SC_STONE]); - skill_status_change_start (bl, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2 (sc2 - [i - - SC_STONE], - 7), 0); - } - } - //自分に状態異常 - if (i == SC_STONE || i == SC_FREEZE) - sc_def_card = sc_def_mdef2; - else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE) - sc_def_card = sc_def_vit2; - else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND) - sc_def_card = sc_def_int2; - else if (i == SC_CURSE) - sc_def_card = sc_def_luk2; - - if (!sd->state.arrow_atk) - { - if (MRAND (10000) < - (sd->addeff2[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf - ("PC %d skill_addeff: cardによる異常発動 %d %d\n", - src->id, i, sd->addeff2[i - SC_STONE]); - skill_status_change_start (src, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2 (sc2 - [i - - SC_STONE], - 7), 0); - } - } - else - { - if (MRAND (10000) < - (sd->addeff2[i - SC_STONE] + - sd->arrow_addeff2[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf - ("PC %d skill_addeff: cardによる異常発動 %d %d\n", - src->id, i, sd->addeff2[i - SC_STONE]); - skill_status_change_start (src, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2 (sc2 - [i - - SC_STONE], - 7), 0); - } - } - } - } - return 0; -} - -/*========================================================================= - スキル攻撃吹き飛ばし処理 --------------------------------------------------------------------------*/ -int skill_blown (struct block_list *src, struct block_list *target, int count) -{ - int dx = 0, dy = 0, nx, ny; - int x = target->x, y = target->y; - int ret, prev_state = MS_IDLE; - int moveblock; - struct map_session_data *sd = NULL; - struct mob_data *md = NULL; - struct skill_unit *su = NULL; - - nullpo_retr (0, src); - nullpo_retr (0, target); - - if (target->type == BL_PC) - { - nullpo_retr (0, sd = (struct map_session_data *) target); - } - else if (target->type == BL_MOB) - { - nullpo_retr (0, md = (struct mob_data *) target); - } - else if (target->type == BL_SKILL) - { - nullpo_retr (0, su = (struct skill_unit *) target); - } - else - return 0; - - if (!(count & 0x10000 && (sd || md || su))) - { /* 指定なしなら位置関係から方向を求める */ - dx = target->x - src->x; - dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0); - dy = target->y - src->y; - dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0); - } - if (dx == 0 && dy == 0) - { - int dir = battle_get_dir (target); - if (dir >= 0 && dir < 8) - { - dx = -dirx[dir]; - dy = -diry[dir]; - } - } - - ret = path_blownpos (target->m, x, y, dx, dy, count & 0xffff); - nx = ret >> 16; - ny = ret & 0xffff; - moveblock = (x / BLOCK_SIZE != nx / BLOCK_SIZE - || y / BLOCK_SIZE != ny / BLOCK_SIZE); - - if (count & 0x20000) - { - battle_stopwalking (target, 1); - if (sd) - { - sd->to_x = nx; - sd->to_y = ny; - sd->walktimer = 1; - clif_walkok (sd); - clif_movechar (sd); - } - else if (md) - { - md->to_x = nx; - md->to_y = ny; - prev_state = md->state.state; - md->state.state = MS_WALK; - clif_fixmobpos (md); - } - } - else - battle_stopwalking (target, 2); - - dx = nx - x; - dy = ny - y; - - if (sd) /* 画面外に出たので消去 */ - map_foreachinmovearea (clif_pcoutsight, target->m, x - AREA_SIZE, - y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, - dx, dy, 0, sd); - else if (md) - map_foreachinmovearea (clif_moboutsight, target->m, x - AREA_SIZE, - y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, - dx, dy, BL_PC, md); - - if (su) - { - skill_unit_move_unit_group (su->group, target->m, dx, dy); - } - else - { -// struct status_change *sc_data=battle_get_sc_data(target); - if (moveblock) - map_delblock (target); - target->x = nx; - target->y = ny; - if (moveblock) - map_addblock (target); -/*ダンス中にエフェクトは移動しないらしい - if(sc_data && sc_data[SC_DANCING].timer!=-1){ //対象がダンス中なのでエフェクトも移動 - struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2; - if(sg) - skill_unit_move_unit_group(sg,target->m,dx,dy); - } -*/ - } - - if (sd) - { /* 画面内に入ってきたので表示 */ - map_foreachinmovearea (clif_pcinsight, target->m, nx - AREA_SIZE, - ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE, - -dx, -dy, 0, sd); - if (count & 0x20000) - sd->walktimer = -1; - } - else if (md) - { - map_foreachinmovearea (clif_mobinsight, target->m, nx - AREA_SIZE, - ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE, - -dx, -dy, BL_PC, md); - if (count & 0x20000) - md->state.state = prev_state; - } - - skill_unit_move (target, gettick (), (count & 0xffff) + 7); /* スキルユニットの判定 */ - - return 0; -} - -/* - * ========================================================================= - * スキル攻撃効果処理まとめ - * flagの説明。16進図 - * 00XRTTff - * ff = magicで計算に渡される) - * TT = パケットのtype部分(0でデフォルト) - * X = パケットのスキルLv - * R = 予約(skill_area_subで使用する) - *------------------------------------------------------------------------- - */ - -int skill_attack (int attack_type, struct block_list *src, - struct block_list *dsrc, struct block_list *bl, int skillid, - int skilllv, unsigned int tick, int flag) -{ - struct Damage dmg; - struct status_change *sc_data; - int type, lv, damage; - - rdamage = 0; - nullpo_retr (0, src); - nullpo_retr (0, dsrc); - nullpo_retr (0, bl); - - sc_data = battle_get_sc_data (bl); - -//何もしない判定ここから - if (dsrc->m != bl->m) //対象が同じマップにいなければ何もしない - return 0; - if (src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※ - return 0; - if (src->type == BL_PC && pc_isdead ((struct map_session_data *) src)) //術者?がPCですでに死んでいたら何もしない - return 0; - if (dsrc->type == BL_PC && pc_isdead ((struct map_session_data *) dsrc)) //術者?がPCですでに死んでいたら何もしない - return 0; - if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) //対象がPCですでに死んでいたら何もしない - return 0; - if (skillnotok (skillid, (struct map_session_data *) bl)) - return 0; // [MouseJstr] - if (sc_data && sc_data[SC_HIDING].timer != -1) - { //ハイディング状態で - if (skill_get_pl (skillid) != 2) //スキルの属性が地属性でなければ何もしない - return 0; - } - if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない - return 0; - if (skillid == WZ_STORMGUST) - { //使用スキルがストームガストで - if (sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら何もしない - return 0; - } - if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない - return 0; - if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //術者がPCでチャット中なら何もしない - return 0; - if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //術者がPCでチャット中なら何もしない - return 0; - if (src->type == BL_PC && bl - && mob_gvmobcheck (((struct map_session_data *) src), bl) == 0) - return 0; - -//何もしない判定ここまで - - type = -1; - lv = (flag >> 20) & 0xf; - dmg = battle_calc_attack (attack_type, src, bl, skillid, skilllv, flag & 0xff); //ダメージ計算 - -//マジックロッド処理ここから - if (attack_type & BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 - && src == dsrc) - { //魔法攻撃でマジックロッド状態でsrc=dsrcなら - dmg.damage = dmg.damage2 = 0; //ダメージ0 - if (bl->type == BL_PC) - { //対象がPCの場合 - int sp = skill_get_sp (skillid, skilllv); //使用されたスキルのSPを吸収 - sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算 - if (skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上 - sp = sp / ((skilllv | 1) * (skilllv | 1)); //さらに計算? - if (sp > 0x7fff) - sp = 0x7fff; //SP多すぎの場合は理論最大値 - else if (sp < 1) - sp = 1; //1以下の場合は1 - if (((struct map_session_data *) bl)->status.sp + sp > - ((struct map_session_data *) bl)->status.max_sp) - { //回復SP+現在のSPがMSPより大きい場合 - sp = ((struct map_session_data *) bl)->status.max_sp - ((struct map_session_data *) bl)->status.sp; //SPをMSP-現在SPにする - ((struct map_session_data *) bl)->status.sp = ((struct map_session_data *) bl)->status.max_sp; //現在のSPにMSPを代入 - } - else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算 - ((struct map_session_data *) bl)->status.sp += sp; - clif_heal (((struct map_session_data *) bl)->fd, SP_SP, sp); //SP回復エフェクトの表示 - ((struct map_session_data *) bl)->canact_tick = tick + skill_delayfix (bl, skill_get_delay (SA_MAGICROD, sc_data[SC_MAGICROD].val1)); // - } - clif_skill_nodamage (bl, bl, SA_MAGICROD, sc_data[SC_MAGICROD].val1, 1); //マジックロッドエフェクトを表示 - } -//マジックロッド処理ここまで - - damage = dmg.damage + dmg.damage2; - - if (lv == 15) - lv = -1; - - if (flag & 0xff00) - type = (flag & 0xff00) >> 8; - - if (damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※ - dmg.blewcount = 0; - - if (skillid == CR_GRANDCROSS) - { //グランドクロス - if (battle_config.gx_disptype) - dsrc = src; // 敵ダメージ白文字表示 - if (src == bl) - type = 4; // 反動はダメージモーションなし - } - -//使用者がPCの場合の処理ここから - if (src->type == BL_PC) - { - struct map_session_data *sd = (struct map_session_data *) src; - nullpo_retr (0, sd); -//連打掌(MO_CHAINCOMBO)ここから - if (skillid == MO_CHAINCOMBO) - { - int delay = 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); //基本ディレイの計算 - if (damage < battle_get_hp (bl)) - { //ダメージが対象のHPより小さい場合 - if (pc_checkskill (sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&気球保持時は+300ms - delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - - skill_status_change_start (src, SC_COMBO, MO_CHAINCOMBO, skilllv, 0, 0, delay, 0); //コンボ状態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //コンボディレイパケットの送信 - } -//連打掌(MO_CHAINCOMBO)ここまで -//猛龍拳(MO_COMBOFINISH)ここから - else if (skillid == MO_COMBOFINISH) - { - int delay = - 700 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); - if (damage < battle_get_hp (bl)) - { - //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms - //伏虎拳(CH_TIGERFIST)取得時も+300ms - if ((pc_checkskill (sd, MO_EXTREMITYFIST) > 0 - && sd->spiritball >= 4 - && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) - || (pc_checkskill (sd, CH_TIGERFIST) > 0 - && sd->spiritball > 0) - || (pc_checkskill (sd, CH_CHAINCRUSH) > 0 - && sd->spiritball > 1)) - delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - - skill_status_change_start (src, SC_COMBO, MO_COMBOFINISH, skilllv, 0, 0, delay, 0); //コンボ状態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //コンボディレイパケットの送信 - } -//猛龍拳(MO_COMBOFINISH)ここまで -//伏虎拳(CH_TIGERFIST)ここから - else if (skillid == CH_TIGERFIST) - { - int delay = - 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); - if (damage < battle_get_hp (bl)) - { - if (pc_checkskill (sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms - delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - - skill_status_change_start (src, SC_COMBO, CH_TIGERFIST, skilllv, 0, 0, delay, 0); //コンボ状態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //コンボディレイパケットの送信 - } -//伏虎拳(CH_TIGERFIST)ここまで -//連柱崩撃(CH_CHAINCRUSH)ここから - else if (skillid == CH_CHAINCRUSH) - { - int delay = - 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); - if (damage < battle_get_hp (bl)) - { - //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms - if (pc_checkskill (sd, MO_EXTREMITYFIST) > 0 - && sd->spiritball >= 4 - && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) - delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - - skill_status_change_start (src, SC_COMBO, CH_CHAINCRUSH, skilllv, 0, 0, delay, 0); //コンボ状態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //コンボディレイパケットの送信 - } -//連柱崩撃(CH_CHAINCRUSH)ここまで - } -//使用者がPCの場合の処理ここまで -//武器スキル?ここから - //AppleGirl Was Here - if (attack_type & BF_MAGIC && damage > 0 && src != bl && src == dsrc) - { //Blah Blah - if (bl->type == BL_PC) - { //Blah Blah - struct map_session_data *tsd = (struct map_session_data *) bl; - if (tsd->magic_damage_return > 0) - { //More Blah - rdamage += damage * tsd->magic_damage_return / 100; - if (rdamage < 1) - rdamage = 1; - } - } - } - //Stop Here - if (attack_type & BF_WEAPON && damage > 0 && src != bl && src == dsrc) - { //武器スキル&ダメージあり&使用者と対象者が違う&src=dsrc - if (dmg.flag & BF_SHORT) - { //近距離攻撃時?※ - if (bl->type == BL_PC) - { //対象がPCの時 - struct map_session_data *tsd = (struct map_session_data *) bl; - nullpo_retr (0, tsd); - if (tsd->short_weapon_damage_return > 0) - { //近距離攻撃跳ね返し?※ - rdamage += damage * tsd->short_weapon_damage_return / 100; - if (rdamage < 1) - rdamage = 1; - } - } - if (sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) - { //リフレクトシールド時 - rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算 - if (rdamage < 1) - rdamage = 1; - } - } - else if (dmg.flag & BF_LONG) - { //遠距離攻撃時?※ - if (bl->type == BL_PC) - { //対象がPCの時 - struct map_session_data *tsd = (struct map_session_data *) bl; - nullpo_retr (0, tsd); - if (tsd->long_weapon_damage_return > 0) - { //遠距離攻撃跳ね返し?※ - rdamage += damage * tsd->long_weapon_damage_return / 100; - if (rdamage < 1) - rdamage = 1; - } - } - } - if (rdamage > 0) - clif_damage (src, src, tick, dmg.amotion, 0, rdamage, 1, 4, 0); - } -//武器スキル?ここまで - - switch (skillid) - { - case WZ_SIGHTRASHER: - clif_skill_damage (src, bl, tick, dmg.amotion, dmg.dmotion, - damage, dmg.div_, skillid, - (lv != 0) ? lv : skilllv, 5); - break; - case AS_SPLASHER: - clif_skill_damage (dsrc, bl, tick, dmg.amotion, dmg.dmotion, - damage, dmg.div_, skillid, -1, 5); - break; - case NPC_SELFDESTRUCTION: - case NPC_SELFDESTRUCTION2: - break; - default: - clif_skill_damage (dsrc, bl, tick, dmg.amotion, dmg.dmotion, - damage, dmg.div_, skillid, - (lv != 0) ? lv : skilllv, - (skillid == 0) ? 5 : type); - } - if (dmg.blewcount > 0 && !map[src->m].flag.gvg) - { /* 吹き飛ばし処理とそのパケット */ - if (skillid == WZ_SIGHTRASHER) - skill_blown (src, bl, dmg.blewcount); - else - skill_blown (dsrc, bl, dmg.blewcount); - if (bl->type == BL_MOB) - clif_fixmobpos ((struct mob_data *) bl); - else - clif_fixpos (bl); - } - - map_freeblock_lock (); - /* 実際にダメージ処理を行う */ - if (skillid != KN_BOWLINGBASH || flag) - battle_damage (src, bl, damage, 0); - if (skillid == RG_INTIMIDATE && damage > 0 - && !(battle_get_mode (bl) & 0x20) && !map[src->m].flag.gvg) - { - int s_lv = battle_get_lv (src), t_lv = battle_get_lv (bl); - int rate = 50 + skilllv * 5; - rate = rate + (s_lv - t_lv); - if (MRAND (100) < rate) - skill_addtimerskill (src, tick + 800, bl->id, 0, 0, skillid, - skilllv, 0, flag); - } -/* - if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){ - struct map_session_data *tsd = (struct map_session_data *)bl; - nullpo_retr(0, tsd); - if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id - && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){ - //既に盗んでいるスキルがあれば該当スキルを消す - if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){ - tsd->status.skill[tsd->cloneskill_id].id=0; - tsd->status.skill[tsd->cloneskill_id].lv=0; - tsd->status.skill[tsd->cloneskill_id].flag=0; - } - tsd->cloneskill_id=skillid; - tsd->cloneskill_lv=skilllv; - tsd->status.skill[skillid].id=skillid; - tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))? - skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM); - tsd->status.skill[skillid].flag=13;//cloneskill flag - clif_skillinfoblock(tsd); - } - } -*/ - /* ダメージがあるなら追加効果判定 */ - if (bl->prev != NULL) - { - struct map_session_data *sd = (struct map_session_data *) bl; - nullpo_retr (0, sd); - if (bl->type != BL_PC || (sd && !pc_isdead (sd))) - { - if (damage > 0) - skill_additional_effect (src, bl, skillid, skilllv, - attack_type, tick); - if (bl->type == BL_MOB && src != bl) /* スキル使用条件のMOBスキル */ - { - struct mob_data *md = (struct mob_data *) bl; - nullpo_retr (0, md); - if (battle_config.mob_changetarget_byskill == 1) - { - int target; - target = md->target_id; - if (src->type == BL_PC) - md->target_id = src->id; - mobskill_use (md, tick, MSC_SKILLUSED | (skillid << 16)); - md->target_id = target; - } - else - mobskill_use (md, tick, MSC_SKILLUSED | (skillid << 16)); - } - } - } - - if (src->type == BL_PC && dmg.flag & BF_WEAPON && src != bl && src == dsrc - && damage > 0) - { - struct map_session_data *sd = (struct map_session_data *) src; - int hp = 0, sp = 0; - nullpo_retr (0, sd); - if (sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 - && MRAND (100) < sd->hp_drain_rate) - { - hp += (dmg.damage * sd->hp_drain_per) / 100; - if (sd->hp_drain_rate > 0 && hp < 1) - hp = 1; - else if (sd->hp_drain_rate < 0 && hp > -1) - hp = -1; - } - if (sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 - && MRAND (100) < sd->hp_drain_rate_) - { - hp += (dmg.damage2 * sd->hp_drain_per_) / 100; - if (sd->hp_drain_rate_ > 0 && hp < 1) - hp = 1; - else if (sd->hp_drain_rate_ < 0 && hp > -1) - hp = -1; - } - if (sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 - && MRAND (100) < sd->sp_drain_rate) - { - sp += (dmg.damage * sd->sp_drain_per) / 100; - if (sd->sp_drain_rate > 0 && sp < 1) - sp = 1; - else if (sd->sp_drain_rate < 0 && sp > -1) - sp = -1; - } - if (sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 - && MRAND (100) < sd->sp_drain_rate_) - { - sp += (dmg.damage2 * sd->sp_drain_per_) / 100; - if (sd->sp_drain_rate_ > 0 && sp < 1) - sp = 1; - else if (sd->sp_drain_rate_ < 0 && sp > -1) - sp = -1; - } - if (hp || sp) - pc_heal (sd, hp, sp); - } - - if ((skillid != KN_BOWLINGBASH || flag) && rdamage > 0) - battle_damage (bl, src, rdamage, 0); - - if (attack_type & BF_WEAPON && sc_data - && sc_data[SC_AUTOCOUNTER].timer != -1 - && sc_data[SC_AUTOCOUNTER].val4 > 0) - { - if (sc_data[SC_AUTOCOUNTER].val3 == dsrc->id) - battle_weapon_attack (bl, dsrc, tick, - 0x8000 | sc_data[SC_AUTOCOUNTER].val1); - skill_status_change_end (bl, SC_AUTOCOUNTER, -1); - } - - map_freeblock_unlock (); - - return (dmg.damage + dmg.damage2); /* 与ダメを返す */ -} - -/*========================================== - * スキル範囲攻撃用(map_foreachinareaから呼ばれる) - * flagについて:16進図を確認 - * MSB <- 00fTffff ->LSB - * T =ターゲット選択用(BCT_*) - * ffff=自由に使用可能 - * 0 =予約。0に固定 - *------------------------------------------ - */ -static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */ -typedef int (*SkillFunc) (struct block_list *, struct block_list *, int, int, - unsigned int, int); -int skill_area_sub (struct block_list *bl, va_list ap) -{ - struct block_list *src; - int skill_id, skill_lv, flag; - unsigned int tick; - SkillFunc func; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - - if (bl->type != BL_PC && bl->type != BL_MOB && bl->type != BL_SKILL) - return 0; - - src = va_arg (ap, struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない - skill_id = va_arg (ap, int); - skill_lv = va_arg (ap, int); - tick = va_arg (ap, unsigned int); - flag = va_arg (ap, int); - func = va_arg (ap, SkillFunc); - - if (battle_check_target (src, bl, flag) > 0) - func (src, bl, skill_id, skill_lv, tick, flag); - return 0; -} - -static int skill_check_unit_range_sub (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - int *c, x, y, range, sx[4], sy[4]; - int t_range, tx[4], ty[4]; - int i, r_flag, skillid; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, unit = (struct skill_unit *) bl); - nullpo_retr (0, c = va_arg (ap, int *)); - - if (bl->prev == NULL || bl->type != BL_SKILL) - return 0; - - if (!unit->alive) - return 0; - - x = va_arg (ap, int); - y = va_arg (ap, int); - range = va_arg (ap, int); - skillid = va_arg (ap, int); - - if (skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) - { - if (unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85) - return 0; - } - else if (skillid == AL_WARP) - { - if ((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) - && unit->group->unit_id != 0x92) - return 0; - } - else if ((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) - || skillid == HT_TALKIEBOX) - { - if ((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) - && unit->group->unit_id != 0x92) - return 0; - } - else if (skillid == WZ_FIREPILLAR) - { - if (unit->group->unit_id != 0x87) - return 0; - } - else - return 0; - t_range = (unit->range != 0) ? unit->range : unit->group->range; - tx[0] = tx[3] = unit->bl.x - t_range; - tx[1] = tx[2] = unit->bl.x + t_range; - ty[0] = ty[1] = unit->bl.y - t_range; - ty[2] = ty[3] = unit->bl.y + t_range; - sx[0] = sx[3] = x - range; - sx[1] = sx[2] = x + range; - sy[0] = sy[1] = y - range; - sy[2] = sy[3] = y + range; - for (i = r_flag = 0; i < 4; i++) - { - if (sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] - && sy[i] <= ty[2]) - { - r_flag = 1; - break; - } - if (tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] - && ty[i] <= sy[2]) - { - r_flag = 1; - break; - } - } - if (r_flag) - (*c)++; - - return 0; -} - -int skill_check_unit_range (int m, int x, int y, int range, int skillid) -{ - int c = 0; - - map_foreachinarea (skill_check_unit_range_sub, m, x - 10, y - 10, x + 10, - y + 10, BL_SKILL, &c, x, y, range, skillid); - - return c; -} - -static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) -{ - int *c; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, c = va_arg (ap, int *)); - - if (bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB)) - return 0; - - if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) - return 0; - - (*c)++; - - return 0; -} - -int skill_check_unit_range2 (int m, int x, int y, int range) -{ - int c = 0; - - map_foreachinarea (skill_check_unit_range2_sub, m, x - range, y - range, - x + range, y + range, 0, &c); - - return c; -} - -/*========================================================================= - * 範囲スキル使用処理小分けここから - */ -/* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */ -int skill_area_sub_count (struct block_list *src, struct block_list *target, - int skillid, int skilllv, unsigned int tick, - int flag) -{ - if (skill_area_temp[0] < 0xffff) - skill_area_temp[0]++; - return 0; -} - -/*========================================== - * - *------------------------------------------ - */ -static void skill_timerskill (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) -{ - struct map_session_data *sd = NULL; - struct mob_data *md = NULL; - struct block_list *src = map_id2bl (id), *target; - struct skill_timerskill *skl = NULL; - int range; - - nullpo_retv (src); - - if (src->prev == NULL) - return; - - if (src->type == BL_PC) - { - nullpo_retv (sd = (struct map_session_data *) src); - skl = &sd->skilltimerskill[data]; - } - else if (src->type == BL_MOB) - { - nullpo_retv (md = (struct mob_data *) src); - skl = &md->skilltimerskill[data]; - } - - else - return; - - nullpo_retv (skl); - - skl->timer = -1; - if (skl->target_id) - { - struct block_list tbl; - target = map_id2bl (skl->target_id); - if (skl->skill_id == RG_INTIMIDATE) - { - if (target == NULL) - { - target = &tbl; //初期化してないのにアドレス突っ込んでいいのかな? - target->type = BL_NUL; - target->m = src->m; - target->prev = target->next = NULL; - } - } - if (target == NULL) - return; - if (target->prev == NULL && skl->skill_id != RG_INTIMIDATE) - return; - if (src->m != target->m) - return; - if (sd && pc_isdead (sd)) - return; - if (target->type == BL_PC - && pc_isdead ((struct map_session_data *) target) - && skl->skill_id != RG_INTIMIDATE) - return; - - switch (skl->skill_id) - { - case TF_BACKSLIDING: - clif_skill_nodamage (src, src, skl->skill_id, skl->skill_lv, - 1); - break; - case RG_INTIMIDATE: - if (sd && !map[src->m].flag.noteleport) - { - int x, y, i, j, c; - pc_randomwarp (sd, 3); - for (i = 0; i < 16; i++) - { - j = MRAND (8); - x = sd->bl.x + dirx[j]; - y = sd->bl.y + diry[j]; - if ((c = map_getcell (sd->bl.m, x, y)) != 1 && c != 5) - break; - } - if (i >= 16) - { - x = sd->bl.x; - y = sd->bl.y; - } - if (target->prev != NULL) - { - if (target->type == BL_PC - && !pc_isdead ((struct map_session_data *) - target)) - pc_setpos ((struct map_session_data *) target, - map[sd->bl.m].name, x, y, 3); - else if (target->type == BL_MOB) - mob_warp ((struct mob_data *) target, -1, x, y, - 3); - } - } - else if (md && !map[src->m].flag.monster_noteleport) - { - int x, y, i, j, c; - mob_warp (md, -1, -1, -1, 3); - for (i = 0; i < 16; i++) - { - j = MRAND (8); - x = md->bl.x + dirx[j]; - y = md->bl.y + diry[j]; - if ((c = map_getcell (md->bl.m, x, y)) != 1 && c != 5) - break; - } - if (i >= 16) - { - x = md->bl.x; - y = md->bl.y; - } - if (target->prev != NULL) - { - if (target->type == BL_PC - && !pc_isdead ((struct map_session_data *) - target)) - pc_setpos ((struct map_session_data *) target, - map[md->bl.m].name, x, y, 3); - else if (target->type == BL_MOB) - mob_warp ((struct mob_data *) target, -1, x, y, - 3); - } - } - break; - - case BA_FROSTJOKE: /* 寒いジョーク */ - case DC_SCREAM: /* スクリーム */ - range = 15; //視界全体 - map_foreachinarea (skill_frostjoke_scream, src->m, - src->x - range, src->y - range, - src->x + range, src->y + range, 0, src, - skl->skill_id, skl->skill_lv, tick); - break; - - default: - skill_attack (skl->type, src, src, target, skl->skill_id, - skl->skill_lv, tick, skl->flag); - break; - } - } - else - { - if (src->m != skl->map) - return; - switch (skl->skill_id) - { - case WZ_METEOR: - if (skl->type >= 0) - { - skill_unitsetting (src, skl->skill_id, skl->skill_lv, - skl->type >> 16, skl->type & 0xFFFF, - 0); - clif_skill_poseffect (src, skl->skill_id, skl->skill_lv, - skl->x, skl->y, tick); - } - else - skill_unitsetting (src, skl->skill_id, skl->skill_lv, - skl->x, skl->y, 0); - break; - } - } -} - -/*========================================== - * - *------------------------------------------ - */ -int skill_addtimerskill (struct block_list *src, unsigned int tick, - int target, int x, int y, int skill_id, int skill_lv, - int type, int flag) -{ - int i; - - nullpo_retr (1, src); - - if (src->type == BL_PC) - { - struct map_session_data *sd = (struct map_session_data *) src; - nullpo_retr (1, sd); - for (i = 0; i < MAX_SKILLTIMERSKILL; i++) - { - if (sd->skilltimerskill[i].timer == -1) - { - sd->skilltimerskill[i].timer = - add_timer (tick, skill_timerskill, src->id, i); - sd->skilltimerskill[i].src_id = src->id; - sd->skilltimerskill[i].target_id = target; - sd->skilltimerskill[i].skill_id = skill_id; - sd->skilltimerskill[i].skill_lv = skill_lv; - sd->skilltimerskill[i].map = src->m; - sd->skilltimerskill[i].x = x; - sd->skilltimerskill[i].y = y; - sd->skilltimerskill[i].type = type; - sd->skilltimerskill[i].flag = flag; - - return 0; - } - } - return 1; - } - else if (src->type == BL_MOB) - { - struct mob_data *md = (struct mob_data *) src; - nullpo_retr (1, md); - for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++) - { - if (md->skilltimerskill[i].timer == -1) - { - md->skilltimerskill[i].timer = - add_timer (tick, skill_timerskill, src->id, i); - md->skilltimerskill[i].src_id = src->id; - md->skilltimerskill[i].target_id = target; - md->skilltimerskill[i].skill_id = skill_id; - md->skilltimerskill[i].skill_lv = skill_lv; - md->skilltimerskill[i].map = src->m; - md->skilltimerskill[i].x = x; - md->skilltimerskill[i].y = y; - md->skilltimerskill[i].type = type; - md->skilltimerskill[i].flag = flag; - - return 0; - } - } - return 1; - } - - return 1; -} - -/*========================================== - * - *------------------------------------------ - */ -int skill_cleartimerskill (struct block_list *src) -{ - int i; - - nullpo_retr (0, src); - - if (src->type == BL_PC) - { - struct map_session_data *sd = (struct map_session_data *) src; - nullpo_retr (0, sd); - for (i = 0; i < MAX_SKILLTIMERSKILL; i++) - { - if (sd->skilltimerskill[i].timer != -1) - { - delete_timer (sd->skilltimerskill[i].timer, skill_timerskill); - sd->skilltimerskill[i].timer = -1; - } - } - } - else if (src->type == BL_MOB) - { - struct mob_data *md = (struct mob_data *) src; - nullpo_retr (0, md); - for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++) - { - if (md->skilltimerskill[i].timer != -1) - { - delete_timer (md->skilltimerskill[i].timer, skill_timerskill); - md->skilltimerskill[i].timer = -1; - } - } - } - - return 0; -} - -/* 範囲スキル使用処理小分けここまで - * ------------------------------------------------------------------------- - */ - -/*========================================== - * スキル使用(詠唱完了、ID指定攻撃系) - * (スパゲッティに向けて1歩前進!(ダメポ)) - *------------------------------------------ - */ -int skill_castend_damage_id (struct block_list *src, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, - int flag) -{ - struct map_session_data *sd = NULL; - int i; - - nullpo_retr (1, src); - nullpo_retr (1, bl); - - if (src->type == BL_PC) - sd = (struct map_session_data *) src; - if (sd && pc_isdead (sd)) - return 1; - - if ((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl) - bl = src; - if (bl->prev == NULL) - return 1; - if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) - return 1; - map_freeblock_lock (); - switch (skillid) - { - /* 武器攻撃系スキル */ - case SM_BASH: /* バッシュ */ - case MC_MAMMONITE: /* メマーナイト */ - case AC_DOUBLE: /* ダブルストレイフィング */ - case AS_SONICBLOW: /* ソニックブロー */ - case KN_PIERCE: /* ピアース */ - case KN_SPEARBOOMERANG: /* スピアブーメラン */ - case TF_POISON: /* インベナム */ - case TF_SPRINKLESAND: /* 砂まき */ - case AC_CHARGEARROW: /* チャージアロー */ - case KN_SPEARSTAB: /* スピアスタブ */ - case RG_RAID: /* サプライズアタック */ - case RG_INTIMIDATE: /* インティミデイト */ - case BA_MUSICALSTRIKE: /* ミュージカルストライク */ - case DC_THROWARROW: /* 矢撃ち */ - case BA_DISSONANCE: /* 不協和音 */ - case CR_HOLYCROSS: /* ホーリークロス */ - case CR_SHIELDCHARGE: - case CR_SHIELDBOOMERANG: - - /* 以下MOB専用 */ - /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */ - case NPC_PIERCINGATT: - case NPC_MENTALBREAKER: - case NPC_RANGEATTACK: - case NPC_CRITICALSLASH: - case NPC_COMBOATTACK: - /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */ - case NPC_GUIDEDATTACK: - case NPC_POISON: - case NPC_BLINDATTACK: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */ - case NPC_PETRIFYATTACK: - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case NPC_RANDOMATTACK: - /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */ - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */ - case NPC_POISONATTACK: - case NPC_HOLYATTACK: - case NPC_DARKNESSATTACK: - case NPC_TELEKINESISATTACK: - case LK_AURABLADE: /* オーラブレード */ - case LK_SPIRALPIERCE: /* スパイラルピアース */ - case LK_HEADCRUSH: /* ヘッドクラッシュ */ - case LK_JOINTBEAT: /* ジョイントビート */ - case PA_PRESSURE: /* プレッシャー */ - case PA_SACRIFICE: /* サクリファイス */ - case SN_SHARPSHOOTING: /* シャープシューティング */ - case CG_ARROWVULCAN: /* アローバルカン */ - case ASC_BREAKER: /* ソウルブレーカー */ - case HW_MAGICCRASHER: /* マジッククラッシャー */ - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - break; - case NPC_DARKBREATH: - clif_emotion (src, 7); - skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick, - flag); - break; - case MO_INVESTIGATE: /* 発勁 */ - { - struct status_change *sc_data = battle_get_sc_data (src); - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - if (sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end (src, SC_BLADESTOP, -1); - } - break; - case SN_FALCONASSAULT: /* ファルコンアサルト */ - skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick, - flag); - break; - case KN_BRANDISHSPEAR: /* ブランディッシュスピア */ - { - struct mob_data *md = (struct mob_data *) bl; - nullpo_retr (1, md); - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - if (md->hp > 0) - { - skill_blown (src, bl, skill_get_blewcount (skillid, skilllv)); - if (bl->type == BL_MOB) - clif_fixmobpos ((struct mob_data *) bl); - else - clif_fixpos (bl); - } - } - break; - case RG_BACKSTAP: /* バックスタブ */ - { - int dir = map_calc_dir (src, bl->x, bl->y), t_dir = - battle_get_dir (bl); - int dist = distance (src->x, src->y, bl->x, bl->y); - if ((dist > 0 && !map_check_dir (dir, t_dir)) - || bl->type == BL_SKILL) - { - struct status_change *sc_data = battle_get_sc_data (src); - if (sc_data && sc_data[SC_HIDING].timer != -1) - skill_status_change_end (src, SC_HIDING, -1); // ハイディング解除 - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - skill_blown (src, bl, skill_get_blewcount (skillid, skilllv)); - } - else if (src->type == BL_PC) - clif_skill_fail (sd, sd->skillid, 0, 0); - } - break; - - case AM_ACIDTERROR: /* アシッドテラー */ - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - if (bl->type == BL_PC - && MRAND (100) < skill_get_time (skillid, skilllv) - && battle_config.equipment_breaking) - pc_breakarmor ((struct map_session_data *) bl); - break; - case MO_FINGEROFFENSIVE: /* 指弾 */ - { - struct status_change *sc_data = battle_get_sc_data (src); - - if (!battle_config.finger_offensive_type) - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - else - { - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - if (sd) - { - for (i = 1; i < sd->spiritball_old; i++) - skill_addtimerskill (src, tick + i * 200, bl->id, 0, - 0, skillid, skilllv, BF_WEAPON, - flag); - sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; - } - } - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end (src, SC_BLADESTOP, -1); - } - break; - case MO_CHAINCOMBO: /* 連打掌 */ - { - struct status_change *sc_data = battle_get_sc_data (src); - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end (src, SC_BLADESTOP, -1); - } - break; - case MO_COMBOFINISH: /* 猛龍拳 */ - case CH_TIGERFIST: /* 伏虎拳 */ - case CH_CHAINCRUSH: /* 連柱崩撃 */ - case CH_PALMSTRIKE: /* 猛虎硬派山 */ - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - break; - case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ - { - struct status_change *sc_data = battle_get_sc_data (src); - - if (sd) - { - struct walkpath_data wpd; - int dx, dy; - - dx = bl->x - sd->bl.x; - dy = bl->y - sd->bl.y; - if (dx > 0) - dx++; - else if (dx < 0) - dx--; - if (dy > 0) - dy++; - else if (dy < 0) - dy--; - if (dx == 0 && dy == 0) - dx++; - if (path_search - (&wpd, src->m, sd->bl.x, sd->bl.y, sd->bl.x + dx, - sd->bl.y + dy, 1) == -1) - { - dx = bl->x - sd->bl.x; - dy = bl->y - sd->bl.y; - if (path_search - (&wpd, src->m, sd->bl.x, sd->bl.y, sd->bl.x + dx, - sd->bl.y + dy, 1) == -1) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - break; - } - } - sd->to_x = sd->bl.x + dx; - sd->to_y = sd->bl.y + dy; - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - clif_walkok (sd); - clif_movechar (sd); - if (dx < 0) - dx = -dx; - if (dy < 0) - dy = -dy; - sd->attackabletime = sd->canmove_tick = - tick + 100 + sd->speed * ((dx > dy) ? dx : dy); - if (sd->canact_tick < sd->canmove_tick) - sd->canact_tick = sd->canmove_tick; - pc_movepos (sd, sd->to_x, sd->to_y); - skill_status_change_end (&sd->bl, SC_COMBO, -1); - } - else - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - flag); - skill_status_change_end (src, SC_EXPLOSIONSPIRITS, -1); - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end (src, SC_BLADESTOP, -1); - } - break; - /* 武器系範囲攻撃スキル */ - case AC_SHOWER: /* アローシャワー */ - case SM_MAGNUM: /* マグナムブレイク */ - case AS_GRIMTOOTH: /* グリムトゥース */ - case MC_CARTREVOLUTION: /* カートレヴォリューション */ - case NPC_SPLASHATTACK: /* スプラッシュアタック */ - case ASC_METEORASSAULT: /* メテオアサルト */ - case AS_SPLASHER: /* [Valaris] */ - if (flag & 1) - { - /* 個別にダメージを与える */ - if (bl->id != skill_area_temp[1]) - { - int dist = 0; - if (skillid == SM_MAGNUM) - { /* マグナムブレイクなら中心からの距離を計算 */ - int dx = abs (bl->x - skill_area_temp[2]); - int dy = abs (bl->y - skill_area_temp[3]); - dist = ((dx > dy) ? dx : dy); - } - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, - tick, 0x0500 | dist); - } - } - else - { - int ar = 1; - int x = bl->x, y = bl->y; - if (skillid == SM_MAGNUM) - { - x = src->x; - y = src->y; - } - else if (skillid == AC_SHOWER || skillid == ASC_METEORASSAULT) /* アローシャワー、メテオアサルト範囲5*5 */ - ar = 2; - else if (skillid == AS_SPLASHER) /* ベナムスプラッシャー範囲3*3 */ - ar = 1; - else if (skillid == NPC_SPLASHATTACK) /* スプラッシュアタックは範囲7*7 */ - ar = 3; - skill_area_temp[1] = bl->id; - skill_area_temp[2] = x; - skill_area_temp[3] = y; - /* まずターゲットに攻撃を加える */ - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, - 0); - /* その後ターゲット以外の範囲内の敵全体に処理を行う */ - map_foreachinarea (skill_area_sub, - bl->m, x - ar, y - ar, x + ar, y + ar, 0, - src, skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - break; - - case KN_BOWLINGBASH: /* ボウリングバッシュ */ - if (flag & 1) - { - /* 個別にダメージを与える */ - if (bl->id != skill_area_temp[1]) - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, - tick, 0x0500); - } - else - { - int damage; - map_freeblock_lock (); - damage = - skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, - tick, 0); - if (damage > 0) - { - int i, c; /* 他人から聞いた動きなので間違ってる可能性大&効率が悪いっす>< */ - c = skill_get_blewcount (skillid, skilllv); - if (map[bl->m].flag.gvg) - c = 0; - for (i = 0; i < c; i++) - { - skill_blown (src, bl, 1); - if (bl->type == BL_MOB) - clif_fixmobpos ((struct mob_data *) bl); - else - clif_fixpos (bl); - skill_area_temp[0] = 0; - map_foreachinarea (skill_area_sub, - bl->m, bl->x - 1, bl->y - 1, - bl->x + 1, bl->y + 1, 0, src, - skillid, skilllv, tick, - flag | BCT_ENEMY, - skill_area_sub_count); - if (skill_area_temp[0] > 1) - break; - } - skill_area_temp[1] = bl->id; - skill_area_temp[2] = bl->x; - skill_area_temp[3] = bl->y; - /* その後ターゲット以外の範囲内の敵全体に処理を行う */ - map_foreachinarea (skill_area_sub, - bl->m, bl->x - 1, bl->y - 1, bl->x + 1, - bl->y + 1, 0, src, skillid, skilllv, - tick, flag | BCT_ENEMY | 1, - skill_castend_damage_id); - battle_damage (src, bl, damage, 1); - if (rdamage > 0) - battle_damage (bl, src, rdamage, 0); - } - map_freeblock_unlock (); - } - break; - - case ALL_RESURRECTION: /* リザレクション */ - case PR_TURNUNDEAD: /* ターンアンデッド */ - if (bl->type != BL_PC - && battle_check_undead (battle_get_race (bl), - battle_get_elem_type (bl))) - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, - flag); - else - { - map_freeblock_unlock (); - return 1; - } - break; - - /* 魔法系スキル */ - case MG_SOULSTRIKE: /* ソウルストライク */ - case MG_COLDBOLT: /* コールドボルト */ - case MG_FIREBOLT: /* ファイアーボルト */ - case MG_LIGHTNINGBOLT: /* ライトニングボルト */ - case WZ_EARTHSPIKE: /* アーススパイク */ - case AL_HEAL: /* ヒール */ - case AL_HOLYLIGHT: /* ホーリーライト */ - case MG_FROSTDIVER: /* フロストダイバー */ - case WZ_JUPITEL: /* ユピテルサンダー */ - case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */ - case PR_ASPERSIO: /* アスペルシオ */ - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, - flag); - break; - - case WZ_WATERBALL: /* ウォーターボール */ - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, - flag); - if (skilllv > 1) - skill_status_change_start (src, SC_WATERBALL, skilllv, bl->id, - 0, 0, 0, 0); - break; - - case PR_BENEDICTIO: /* 聖体降福 */ - if (battle_get_race (bl) == 1 || battle_get_race (bl) == 6) - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, - flag); - break; - - /* 魔法系範囲攻撃スキル */ - case MG_NAPALMBEAT: /* ナパームビート */ - case MG_FIREBALL: /* ファイヤーボール */ - if (flag & 1) - { - /* 個別にダメージを与える */ - if (bl->id != skill_area_temp[1]) - { - if (skillid == MG_FIREBALL) - { /* ファイヤーボールなら中心からの距離を計算 */ - int dx = abs (bl->x - skill_area_temp[2]); - int dy = abs (bl->y - skill_area_temp[3]); - skill_area_temp[0] = ((dx > dy) ? dx : dy); - } - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, - tick, skill_area_temp[0] | 0x0500); - } - } - else - { - int ar = (skillid == MG_NAPALMBEAT) ? 1 : 2; - skill_area_temp[1] = bl->id; - if (skillid == MG_NAPALMBEAT) - { /* ナパームでは先に数える */ - skill_area_temp[0] = 0; - map_foreachinarea (skill_area_sub, - bl->m, bl->x - 1, bl->y - 1, bl->x + 1, - bl->y + 1, 0, src, skillid, skilllv, - tick, flag | BCT_ENEMY, - skill_area_sub_count); - } - else - { - skill_area_temp[0] = 0; - skill_area_temp[2] = bl->x; - skill_area_temp[3] = bl->y; - } - /* まずターゲットに攻撃を加える */ - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, - skill_area_temp[0]); - /* その後ターゲット以外の範囲内の敵全体に処理を行う */ - map_foreachinarea (skill_area_sub, - bl->m, bl->x - ar, bl->y - ar, bl->x + ar, - bl->y + ar, 0, src, skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - break; - - case HW_NAPALMVULCAN: // Fixed By SteelViruZ - if (flag & 1) - { - if (bl->id != skill_area_temp[1]) - { - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, - tick, skill_area_temp[0]); - } - } - else - { - int ar = (skillid == HW_NAPALMVULCAN) ? 1 : 2; - skill_area_temp[1] = bl->id; - if (skillid == HW_NAPALMVULCAN) - { - skill_area_temp[0] = 0; - map_foreachinarea (skill_area_sub, - bl->m, bl->x - 1, bl->y - 1, bl->x + 1, - bl->y + 1, 0, src, skillid, skilllv, - tick, flag | BCT_ENEMY, - skill_area_sub_count); - } - else - { - skill_area_temp[0] = 0; - skill_area_temp[2] = bl->x; - skill_area_temp[3] = bl->y; - } - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, - skill_area_temp[0]); - map_foreachinarea (skill_area_sub, - bl->m, bl->x - ar, bl->y - ar, bl->x + ar, - bl->y + ar, 0, src, skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - break; - - case WZ_FROSTNOVA: /* フロストノヴァ */ - skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0); - skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, - flag); - break; - - case WZ_SIGHTRASHER: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0); - skill_status_change_end (src, SC_SIGHT, -1); - break; - - /* その他 */ - case HT_BLITZBEAT: /* ブリッツビート */ - if (flag & 1) - { - /* 個別にダメージを与える */ - if (bl->id != skill_area_temp[1]) - skill_attack (BF_MISC, src, src, bl, skillid, skilllv, - tick, - skill_area_temp[0] | (flag & 0xf00000)); - } - else - { - skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; - if (flag & 0xf00000) - map_foreachinarea (skill_area_sub, bl->m, bl->x - 1, - bl->y - 1, bl->x + 1, bl->y + 1, 0, - src, skillid, skilllv, tick, - flag | BCT_ENEMY, - skill_area_sub_count); - /* まずターゲットに攻撃を加える */ - skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick, - skill_area_temp[0] | (flag & 0xf00000)); - /* その後ターゲット以外の範囲内の敵全体に処理を行う */ - map_foreachinarea (skill_area_sub, - bl->m, bl->x - 1, bl->y - 1, bl->x + 1, - bl->y + 1, 0, src, skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - break; - - case CR_GRANDCROSS: /* グランドクロス */ - /* スキルユニット配置 */ - skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0); - if (sd) - sd->canmove_tick = tick + 1000; - else if (src->type == BL_MOB) - mob_changestate ((struct mob_data *) src, MS_DELAY, 1000); - break; - - case TF_THROWSTONE: /* 石投げ */ - case NPC_SMOKING: /* スモーキング */ - skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick, 0); - break; - - case NPC_SELFDESTRUCTION: /* 自爆 */ - case NPC_SELFDESTRUCTION2: /* 自爆2 */ - if (flag & 1) - { - /* 個別にダメージを与える */ - if (src->type == BL_MOB) - { - struct mob_data *mb = (struct mob_data *) src; - nullpo_retr (1, mb); - mb->hp = skill_area_temp[2]; - if (bl->id != skill_area_temp[1]) - skill_attack (BF_MISC, src, src, bl, - NPC_SELFDESTRUCTION, skilllv, tick, - flag); - mb->hp = 1; - } - } - else - { - struct mob_data *md; - if ((md = (struct mob_data *) src)) - { - skill_area_temp[1] = bl->id; - skill_area_temp[2] = battle_get_hp (src); - clif_skill_nodamage (src, src, NPC_SELFDESTRUCTION, -1, - 1); - map_foreachinarea (skill_area_sub, bl->m, bl->x - 5, - bl->y - 5, bl->x + 5, bl->y + 5, 0, - src, skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - battle_damage (src, src, md->hp, 0); - } - } - break; - - /* HP吸収/HP吸収魔法 */ - case NPC_BLOODDRAIN: - case NPC_ENERGYDRAIN: - { - int heal; - heal = - skill_attack ((skillid == - NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src, - src, bl, skillid, skilllv, tick, flag); - if (heal > 0) - { - struct block_list tbl; - tbl.id = 0; - tbl.m = src->m; - tbl.x = src->x; - tbl.y = src->y; - clif_skill_nodamage (&tbl, src, AL_HEAL, heal, 1); - battle_heal (NULL, src, heal, 0, 0); - } - } - break; - case 0: - if (sd) - { - if (flag & 3) - { - if (bl->id != skill_area_temp[1]) - skill_attack (BF_WEAPON, src, src, bl, skillid, - skilllv, tick, 0x0500); - } - else - { - int ar = sd->splash_range; - skill_area_temp[1] = bl->id; - map_foreachinarea (skill_area_sub, - bl->m, bl->x - ar, bl->y - ar, - bl->x + ar, bl->y + ar, 0, src, - skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - } - break; - - default: - map_freeblock_unlock (); - return 1; - } - map_freeblock_unlock (); - - return 0; -} - -/*========================================== - * スキル使用(詠唱完了、ID指定支援系) - *------------------------------------------ - */ -int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, - int flag) -{ - struct map_session_data *sd = NULL; - struct map_session_data *dstsd = NULL; - struct mob_data *md = NULL; - struct mob_data *dstmd = NULL; - int i; - int sc_def_vit, sc_def_mdef, strip_fix, strip_time, strip_per; - int sc_dex, sc_luk; - //クラスチェンジ用ボスモンスターID - int changeclass[] = - { 1038, 1039, 1046, 1059, 1086, 1087, 1112, 1115, 1157, 1159, 1190, - 1272, 1312, 1373, 1492 - }; - int poringclass[] = { 1002 }; - - nullpo_retr (1, src); - nullpo_retr (1, bl); - - if (src->type == BL_PC) - sd = (struct map_session_data *) src; - else if (src->type == BL_MOB) - md = (struct mob_data *) src; - - sc_dex = battle_get_mdef (bl); - sc_luk = battle_get_luk (bl); - sc_def_vit = 100 - (3 + battle_get_vit (bl) + battle_get_luk (bl) / 3); - sc_def_vit = 100 - (3 + battle_get_vit (bl) + battle_get_luk (bl) / 3); - sc_def_mdef = 100 - (3 + battle_get_mdef (bl) + battle_get_luk (bl) / 3); - strip_fix = battle_get_dex (src) - battle_get_dex (bl); - - if (bl->type == BL_PC) - { - nullpo_retr (1, dstsd = (struct map_session_data *) bl); - } - else if (bl->type == BL_MOB) - { - nullpo_retr (1, dstmd = (struct mob_data *) bl); - if (sc_def_vit > 50) - sc_def_vit = 50; - if (sc_def_mdef > 50) - sc_def_mdef = 50; - } - if (sc_def_vit < 0) - sc_def_vit = 0; - if (sc_def_mdef < 0) - sc_def_mdef = 0; - if (strip_fix < 0) - strip_fix = 0; - - if (bl == NULL || bl->prev == NULL) - return 1; - if (sd && pc_isdead (sd)) - return 1; - if (dstsd && pc_isdead (dstsd) && skillid != ALL_RESURRECTION) - return 1; - if (battle_get_class (bl) == 1288) - return 1; - if (skillnotok (skillid, (struct map_session_data *) bl)) // [MouseJstr] - return 0; - - map_freeblock_lock (); - switch (skillid) - { - case AL_HEAL: /* ヒール */ - { - int heal = skill_calc_heal (src, skilllv); - int heal_get_jobexp; - int skill; - struct pc_base_job s_class; - - if (dstsd && dstsd->special_state.no_magic_damage) - heal = 0; /* 黄金蟲カード(ヒール量0) */ - if (sd) - { - s_class = pc_calc_base_job (sd->status.pc_class); - if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0) // メディテイティオ - heal += heal * (skill * 2 / 100); - if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、自分がスパノビ、自分が♀なら - heal = heal * 2; //スパノビの嫁が旦那にヒールすると2倍になる - } - - clif_skill_nodamage (src, bl, skillid, heal, 1); - heal_get_jobexp = battle_heal (NULL, bl, heal, 0, 0); - - // JOB経験値獲得 - if (src->type == BL_PC && bl->type == BL_PC && heal > 0 - && src != bl && battle_config.heal_exp > 0) - { - heal_get_jobexp = - heal_get_jobexp * battle_config.heal_exp / 100; - if (heal_get_jobexp <= 0) - heal_get_jobexp = 1; - pc_gainexp ((struct map_session_data *) src, 0, - heal_get_jobexp); - } - } - break; - - case ALL_RESURRECTION: /* リザレクション */ - if (bl->type == BL_PC) - { - int per = 0; - struct map_session_data *tsd = (struct map_session_data *) bl; - nullpo_retr (1, tsd); - if ((map[bl->m].flag.pvp) && tsd->pvp_point < 0) - break; /* PVPで復活不可能状態 */ - - if (pc_isdead (tsd)) - { /* 死亡判定 */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - switch (skilllv) - { - case 1: - per = 10; - break; - case 2: - per = 30; - break; - case 3: - per = 50; - break; - case 4: - per = 80; - break; - } - tsd->status.hp = tsd->status.max_hp * per / 100; - if (tsd->status.hp <= 0) - tsd->status.hp = 1; - if (tsd->special_state.restart_full_recover) - { /* オシリスカード */ - tsd->status.hp = tsd->status.max_hp; - tsd->status.sp = tsd->status.max_sp; - } - pc_setstand (tsd); - if (battle_config.pc_invincible_time > 0) - pc_setinvincibletimer (tsd, - battle_config.pc_invincible_time); - clif_updatestatus (tsd, SP_HP); - clif_resurrection (&tsd->bl, 1); - if (src != bl && sd && battle_config.resurrection_exp > 0) - { - int exp = 0, jexp = 0; - int lv = - tsd->status.base_level - sd->status.base_level, - jlv = - tsd->status.job_level - sd->status.job_level; - if (lv > 0) - { - exp = - (int) ((double) tsd->status.base_exp * - (double) lv * - (double) battle_config.resurrection_exp - / 1000000.); - if (exp < 1) - exp = 1; - } - if (jlv > 0) - { - jexp = - (int) ((double) tsd->status.job_exp * - (double) lv * - (double) battle_config.resurrection_exp - / 1000000.); - if (jexp < 1) - jexp = 1; - } - if (exp > 0 || jexp > 0) - pc_gainexp (sd, exp, jexp); - } - } - } - break; - - case AL_DECAGI: /* 速度減少 */ - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (MRAND (100) < - (50 + skilllv * 3 + - (battle_get_lv (src) + battle_get_int (src) / 5) - - sc_def_mdef)) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), - 0); - } - break; - - case AL_CRUCIS: - if (flag & 1) - { - int race = battle_get_race (bl), ele = - battle_get_elem_type (bl); - if (battle_check_target (src, bl, BCT_ENEMY) - && (race == 6 || battle_check_undead (race, ele))) - { - int slv = battle_get_lv (src), tlv = - battle_get_lv (bl), rate; - rate = 25 + skilllv * 2 + slv - tlv; - if (MRAND (100) < rate) - skill_status_change_start (bl, - SkillStatusChangeTable - [skillid], skilllv, 0, 0, - 0, 0, 0); - } - } - else - { - int range = 15; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - map_foreachinarea (skill_area_sub, - src->m, src->x - range, src->y - range, - src->x + range, src->y + range, 0, src, - skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_nodamage_id); - } - break; - - case PR_LEXDIVINA: /* レックスディビーナ */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (sc_data && sc_data[SC_DIVINA].timer != -1) - skill_status_change_end (bl, SC_DIVINA, -1); - else if (MRAND (100) < sc_def_vit) - { - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), - 0); - } - } - break; - case SA_ABRACADABRA: - break; - case SA_COMA: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (dstsd) - { - dstsd->status.hp = 1; - dstsd->status.sp = 1; - clif_updatestatus (dstsd, SP_HP); - clif_updatestatus (dstsd, SP_SP); - } - if (dstmd) - dstmd->hp = 1; - break; - case SA_FULLRECOVERY: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (dstsd) - pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp); - if (dstmd) - dstmd->hp = battle_get_max_hp (&dstmd->bl); - break; - case SA_SUMMONMONSTER: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd) - mob_once_spawn (sd, map[sd->bl.m].name, sd->bl.x, sd->bl.y, - "--ja--", -1, 1, ""); - break; - case SA_LEVELUP: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd && pc_nextbaseexp (sd)) - pc_gainexp (sd, pc_nextbaseexp (sd) * 10 / 100, 0); - break; - - case SA_INSTANTDEATH: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd) - pc_damage (NULL, sd, sd->status.max_hp); - break; - - case SA_QUESTION: - case SA_GRAVITY: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - break; - case SA_CLASSCHANGE: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (dstmd) - mob_class_change (dstmd, changeclass); - break; - case SA_MONOCELL: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (dstmd) - mob_class_change (dstmd, poringclass); - break; - case SA_DEATH: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (dstsd) - pc_damage (NULL, dstsd, dstsd->status.max_hp); - if (dstmd) - mob_damage (NULL, dstmd, dstmd->hp, 1); - break; - case SA_REVERSEORCISH: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (dstsd) - pc_setoption (dstsd, dstsd->status.option | 0x0800); - break; - case SA_FORTUNE: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd) - pc_getzeny (sd, battle_get_lv (bl) * 100); - break; - case AL_INCAGI: /* 速度増加 */ - case AL_BLESSING: /* ブレッシング */ - case PR_SLOWPOISON: - case PR_IMPOSITIO: /* イムポシティオマヌス */ - case PR_LEXAETERNA: /* レックスエーテルナ */ - case PR_SUFFRAGIUM: /* サフラギウム */ - case PR_BENEDICTIO: /* 聖体降福 */ - case CR_PROVIDENCE: /* プロヴィデンス */ - case CG_MARIONETTE: /* マリオネットコントロール */ - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - } - else - { - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), - 0); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - } - break; - - case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 0); - break; - } - if (bl->type == BL_PC) - { - struct map_session_data *sd2 = (struct map_session_data *) bl; - if (sd2->status.weapon == 0 - || sd2->sc_data[SC_FLAMELAUNCHER].timer != -1 - || sd2->sc_data[SC_FROSTWEAPON].timer != -1 - || sd2->sc_data[SC_LIGHTNINGLOADER].timer != -1 - || sd2->sc_data[SC_SEISMICWEAPON].timer != -1 - || sd2->sc_data[SC_ENCPOISON].timer != -1) - { - clif_skill_fail (sd, skillid, 0, 0); - clif_skill_nodamage (src, bl, skillid, skilllv, 0); - break; - } - } - if (MRAND (100) > (75 + skilllv * 1) && (skilllv != 5)) - { - clif_skill_fail (sd, skillid, 0, 0); - clif_skill_nodamage (src, bl, skillid, skilllv, 0); - if (bl->type == BL_PC && battle_config.equipment_breaking) - { - struct map_session_data *sd2 = - (struct map_session_data *) bl; - if (sd != sd2) - clif_displaymessage (sd->fd, - "You broke target's weapon"); - pc_breakweapon (sd2); - } - break; - } - else - { - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), - 0); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - } - break; - - case PR_ASPERSIO: /* アスペルシオ */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (bl->type == BL_MOB) - break; - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case PR_KYRIE: /* キリエエレイソン */ - clif_skill_nodamage (bl, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case KN_AUTOCOUNTER: /* オートカウンター */ - case KN_TWOHANDQUICKEN: /* ツーハンドクイッケン */ - case CR_SPEARQUICKEN: /* スピアクイッケン */ - case CR_REFLECTSHIELD: - case AS_POISONREACT: /* ポイズンリアクト */ - case MC_LOUD: /* ラウドボイス */ - case MG_ENERGYCOAT: /* エナジーコート */ - case SM_ENDURE: /* インデュア */ - case MG_SIGHT: /* サイト */ - case AL_RUWACH: /* ルアフ */ - case MO_EXPLOSIONSPIRITS: // 爆裂波動 - case MO_STEELBODY: // 金剛 - case LK_AURABLADE: /* オーラブレード */ - case LK_PARRYING: /* パリイング */ - case LK_CONCENTRATION: /* コンセントレーション */ - case LK_BERSERK: /* バーサーク */ - case HP_ASSUMPTIO: /* */ - case WS_CARTBOOST: /* カートブースト */ - case SN_SIGHT: /* トゥルーサイト */ - case WS_MELTDOWN: /* メルトダウン */ - case ST_REJECTSWORD: /* リジェクトソード */ - case HW_MAGICPOWER: /* 魔法力増幅 */ - case PF_MEMORIZE: /* メモライズ */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case AS_ENCHANTPOISON: // Prevent spamming [Valaris] - if (bl->type == BL_PC) - { - struct map_session_data *sd2 = (struct map_session_data *) bl; - if (sd2->sc_data[SC_FLAMELAUNCHER].timer != -1 - || sd2->sc_data[SC_FROSTWEAPON].timer != -1 - || sd2->sc_data[SC_LIGHTNINGLOADER].timer != -1 - || sd2->sc_data[SC_SEISMICWEAPON].timer != -1 - || sd2->sc_data[SC_ENCPOISON].timer != -1) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 0); - clif_skill_fail (sd, skillid, 0, 0); - break; - } - } - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case LK_TENSIONRELAX: /* テンションリラックス */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - pc_setsit (sd); - clif_sitting (sd->fd, sd); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case MC_CHANGECART: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - break; - case AC_CONCENTRATION: /* 集中力向上 */ - { - int range = 1; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - map_foreachinarea (skill_status_change_timer_sub, src->m, - src->x - range, src->y - range, src->x + range, - src->y + range, 0, src, - SkillStatusChangeTable[skillid], tick); - } - break; - case SM_PROVOKE: /* プロボック */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - - /* MVPmobと不死には効かない */ - if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //不死には効かない - { - map_freeblock_unlock (); - return 1; - } - - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - - if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害 - skill_castcancel (bl, 0); - if (dstsd && dstsd->skilltimer != -1 - && (!dstsd->special_state.no_castcancel - || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel - && !dstsd->special_state.no_castcancel2) - skill_castcancel (bl, 0); - - if (sc_data) - { - if (sc_data[SC_FREEZE].timer != -1) - skill_status_change_end (bl, SC_FREEZE, -1); - if (sc_data[SC_STONE].timer != -1 - && sc_data[SC_STONE].val2 == 0) - skill_status_change_end (bl, SC_STONE, -1); - if (sc_data[SC_SLEEP].timer != -1) - skill_status_change_end (bl, SC_SLEEP, -1); - } - - if (bl->type == BL_MOB) - { - int range = skill_get_range (skillid, skilllv); - if (range < 0) - range = battle_get_range (src) - (range + 1); - mob_target ((struct mob_data *) bl, src, range); - } - } - break; - - case CR_DEVOTION: /* ディボーション */ - if (sd && dstsd) - { - //転生や養子の場合の元の職業を算出する - - int lv = sd->status.base_level - dstsd->status.base_level; - lv = (lv < 0) ? -lv : lv; - if ((dstsd->bl.type != BL_PC) // 相手はPCじゃないとだめ - || (sd->bl.id == dstsd->bl.id) // 相手が自分はだめ - || (lv > 10) // レベル差±10まで - || (!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所属無しはだめ - || ((sd->status.party_id != dstsd->status.party_id) // 同じパーティーか、 - || (sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ - || (dstsd->status.pc_class == 14 || dstsd->status.pc_class == 21 - || dstsd->status.pc_class == 4015 - || dstsd->status.pc_class == 4022)) - { // クルセだめ - clif_skill_fail (sd, skillid, 0, 0); - map_freeblock_unlock (); - return 1; - } - for (i = 0; i < skilllv; i++) - { - if (!sd->dev.val1[i]) - { // 空きがあったら入れる - sd->dev.val1[i] = bl->id; - sd->dev.val2[i] = bl->id; - break; - } - else if (i == skilllv - 1) - { // 空きがなかった - clif_skill_fail (sd, skillid, 0, 0); - map_freeblock_unlock (); - return 1; - } - } - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - clif_devotion (sd, bl->id); - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - src->id, 1, 0, 0, - 1000 * (15 + 15 * skilllv), 0); - } - else - clif_skill_fail (sd, skillid, 0, 0); - break; - case MO_CALLSPIRITS: // 気功 - if (sd) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - pc_addspiritball (sd, skill_get_time (skillid, skilllv), - skilllv); - } - break; - case CH_SOULCOLLECT: // 狂気功 - if (sd) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - for (i = 0; i < 5; i++) - pc_addspiritball (sd, skill_get_time (skillid, skilllv), - 5); - } - break; - case MO_BLADESTOP: // 白刃取り - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (src, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case MO_ABSORBSPIRITS: // 気奪 - i = 0; - if (sd && dstsd) - { - if (sd == dstsd || map[sd->bl.m].flag.pvp - || map[sd->bl.m].flag.gvg) - { - if (dstsd->spiritball > 0) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - i = dstsd->spiritball * 7; - pc_delspiritball (dstsd, dstsd->spiritball, 0); - if (i > 0x7FFF) - i = 0x7FFF; - if (sd->status.sp + i > sd->status.max_sp) - i = sd->status.max_sp - sd->status.sp; - } - } - } - else if (sd && dstmd) - { //対象がモンスターの場合 - //20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σ゚Д゚)σゲッツ!! - if (MRAND (100) < 20) - { - i = 2 * mob_db[dstmd->mob_class].lv; - mob_target (dstmd, src, 0); - } - } - if (i) - { - sd->status.sp += i; - clif_heal (sd->fd, SP_SP, i); - } - else - clif_skill_nodamage (src, bl, skillid, skilllv, 0); - break; - - case AC_MAKINGARROW: /* 矢作成 */ -/* if(sd) { - clif_arrow_create_list(sd); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - }*/ - break; - - case AM_PHARMACY: /* ポーション作成 */ -/* if(sd) { - clif_skill_produce_mix_list(sd,32); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - }*/ - break; - case WS_CREATECOIN: /* クリエイトコイン */ -/* if(sd) { - clif_skill_produce_mix_list(sd,64); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - }*/ - break; - case WS_CREATENUGGET: /* 塊製造 */ -/* if(sd) { - clif_skill_produce_mix_list(sd,128); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - }*/ - break; - case BS_HAMMERFALL: /* ハンマーフォール */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_weapon_damage) - break; - if (MRAND (100) < (20 + 10 * skilllv) * sc_def_vit / 100) - { - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - } - break; - - case RG_RAID: /* サプライズアタック */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - { - int x = bl->x, y = bl->y; - skill_area_temp[1] = bl->id; - skill_area_temp[2] = x; - skill_area_temp[3] = y; - map_foreachinarea (skill_area_sub, - bl->m, x - 1, y - 1, x + 1, y + 1, 0, - src, skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - skill_status_change_end (src, SC_HIDING, -1); // ハイディング解除 - break; - - case KN_BRANDISHSPEAR: /*ブランディッシュスピア */ - { - int c, n = 4, ar; - int dir = map_calc_dir (src, bl->x, bl->y); - struct square tc; - int x = bl->x, y = bl->y; - ar = skilllv / 3; - skill_brandishspear_first (&tc, dir, x, y); - skill_brandishspear_dir (&tc, dir, 4); - /* 範囲C */ - if (skilllv == 10) - { - for (c = 1; c < 4; c++) - { - map_foreachinarea (skill_area_sub, - bl->m, tc.val1[c], tc.val2[c], - tc.val1[c], tc.val2[c], 0, src, - skillid, skilllv, tick, - flag | BCT_ENEMY | n, - skill_castend_damage_id); - } - } - /* 範囲BA */ - if (skilllv > 6) - { - skill_brandishspear_dir (&tc, dir, -1); - n--; - } - else - { - skill_brandishspear_dir (&tc, dir, -2); - n -= 2; - } - - if (skilllv > 3) - { - for (c = 0; c < 5; c++) - { - map_foreachinarea (skill_area_sub, - bl->m, tc.val1[c], tc.val2[c], - tc.val1[c], tc.val2[c], 0, src, - skillid, skilllv, tick, - flag | BCT_ENEMY | n, - skill_castend_damage_id); - if (skilllv > 6 && n == 3 && c == 4) - { - skill_brandishspear_dir (&tc, dir, -1); - n--; - c = -1; - } - } - } - /* 範囲@ */ - for (c = 0; c < 10; c++) - { - if (c == 0 || c == 5) - skill_brandishspear_dir (&tc, dir, -1); - map_foreachinarea (skill_area_sub, - bl->m, tc.val1[c % 5], tc.val2[c % 5], - tc.val1[c % 5], tc.val2[c % 5], 0, src, - skillid, skilllv, tick, - flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - } - break; - - /* パーティスキル */ - case AL_ANGELUS: /* エンジェラス */ - case PR_MAGNIFICAT: /* マグニフィカート */ - case PR_GLORIA: /* グロリア */ - case SN_WINDWALK: /* ウインドウォーク */ - if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) - { - /* 個別の処理 */ - clif_skill_nodamage (bl, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), - 0); - } - else - { - /* パーティ全体への処理 */ - party_foreachsamemap (skill_area_sub, - sd, 1, - src, skillid, skilllv, tick, - flag | BCT_PARTY | 1, - skill_castend_nodamage_id); - } - break; - case BS_ADRENALINE: /* アドレナリンラッシュ */ - case BS_WEAPONPERFECT: /* ウェポンパーフェクション */ - case BS_OVERTHRUST: /* オーバートラスト */ - if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) - { - /* 個別の処理 */ - clif_skill_nodamage (bl, bl, skillid, skilllv, 1); - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, (src == bl) ? 1 : 0, 0, 0, - skill_get_time (skillid, skilllv), - 0); - } - else - { - /* パーティ全体への処理 */ - party_foreachsamemap (skill_area_sub, - sd, 1, - src, skillid, skilllv, tick, - flag | BCT_PARTY | 1, - skill_castend_nodamage_id); - } - break; - - /*(付加と解除が必要) */ - case BS_MAXIMIZE: /* マキシマイズパワー */ - case NV_TRICKDEAD: /* 死んだふり */ - case CR_DEFENDER: /* ディフェンダー */ - case CR_AUTOGUARD: /* オートガード */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - int sc = SkillStatusChangeTable[skillid]; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (tsc_data) - { - if (tsc_data[sc].timer == -1) - /* 付加する */ - skill_status_change_start (bl, sc, skilllv, 0, 0, 0, - skill_get_time (skillid, - skilllv), 0); - else - /* 解除する */ - skill_status_change_end (bl, sc, -1); - } - } - break; - - case TF_HIDING: /* ハイディング */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - int sc = SkillStatusChangeTable[skillid]; - clif_skill_nodamage (src, bl, skillid, -1, 1); - if (tsc_data) - { - if (tsc_data[sc].timer == -1) - /* 付加する */ - skill_status_change_start (bl, sc, skilllv, 0, 0, 0, - skill_get_time (skillid, - skilllv), 0); - else - /* 解除する */ - skill_status_change_end (bl, sc, -1); - } - } - break; - - case AS_CLOAKING: /* クローキング */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - int sc = SkillStatusChangeTable[skillid]; - clif_skill_nodamage (src, bl, skillid, -1, 1); - if (tsc_data) - { - if (tsc_data[sc].timer == -1) - /* 付加する */ - skill_status_change_start (bl, sc, skilllv, 0, 0, 0, - skill_get_time (skillid, - skilllv), 0); - else - /* 解除する */ - skill_status_change_end (bl, sc, -1); - } - - skill_check_cloaking (bl); - } - break; - - case ST_CHASEWALK: /* ハイディング */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - int sc = SkillStatusChangeTable[skillid]; - clif_skill_nodamage (src, bl, skillid, -1, 1); - if (tsc_data) - { - if (tsc_data[sc].timer == -1) - /* 付加する */ - skill_status_change_start (bl, sc, skilllv, 0, 0, 0, - skill_get_time (skillid, - skilllv), 0); - else - /* 解除する */ - skill_status_change_end (bl, sc, -1); - } - } - break; - - /* 対地スキル */ - case BD_LULLABY: /* 子守唄 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - case BA_DISSONANCE: /* 不協和音 */ - case BA_POEMBRAGI: /* ブラギの詩 */ - case BA_WHISTLE: /* 口笛 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ - case BA_APPLEIDUN: /* イドゥンの林檎 */ - case DC_UGLYDANCE: /* 自分勝手なダンス */ - case DC_HUMMING: /* ハミング */ - case DC_DONTFORGETME: /* 私を忘れないで… */ - case DC_FORTUNEKISS: /* 幸運のキス */ - case DC_SERVICEFORYOU: /* サービスフォーユー */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0); - break; - - case HP_BASILICA: /* バジリカ */ - case PA_GOSPEL: /* ゴスペル */ - skill_clear_unitgroup (src); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0); - break; - - case BD_ADAPTATION: /* アドリブ */ - { - struct status_change *sc_data = battle_get_sc_data (src); - if (sc_data && sc_data[SC_DANCING].timer != -1) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_stop_dancing (src, 0); - } - } - break; - - case BA_FROSTJOKE: /* 寒いジョーク */ - case DC_SCREAM: /* スクリーム */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_addtimerskill (src, tick + 3000, bl->id, 0, 0, skillid, - skilllv, 0, flag); - break; - - case TF_STEAL: // スティール - if (sd) - { - if (pc_steal_item (sd, bl)) - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - else - clif_skill_nodamage (src, bl, skillid, skilllv, 0); - } - break; - - case RG_STEALCOIN: // スティールコイン - if (sd) - { - if (pc_steal_coin (sd, bl)) - { - int range = skill_get_range (skillid, skilllv); - if (range < 0) - range = battle_get_range (src) - (range + 1); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - mob_target ((struct mob_data *) bl, src, range); - } - else - clif_skill_nodamage (src, bl, skillid, skilllv, 0); - } - break; - - case MG_STONECURSE: /* ストーンカース */ - if (bl->type == BL_MOB && battle_get_mode (bl) & 0x20) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - break; - } - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (MRAND (100) < skilllv * 4 + 20 - && !battle_check_undead (battle_get_race (bl), - battle_get_elem_type (bl))) - skill_status_change_start (bl, SC_STONE, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - else if (sd) - clif_skill_fail (sd, skillid, 0, 0); - break; - - case NV_FIRSTAID: /* 応急手当 */ - clif_skill_nodamage (src, bl, skillid, 5, 1); - battle_heal (NULL, bl, 5, 0, 0); - break; - - case AL_CURE: /* キュアー */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - skill_status_change_end (bl, SC_SILENCE, -1); - skill_status_change_end (bl, SC_BLIND, -1); - skill_status_change_end (bl, SC_CONFUSION, -1); - if (battle_check_undead - (battle_get_race (bl), battle_get_elem_type (bl))) - { //アンデッドなら暗闇効果 - skill_status_change_start (bl, SC_CONFUSION, 1, 0, 0, 0, 6000, - 0); - } - break; - - case TF_DETOXIFY: /* 解毒 */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_end (bl, SC_POISON, -1); - break; - - case PR_STRECOVERY: /* リカバリー */ - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - skill_status_change_end (bl, SC_FREEZE, -1); - skill_status_change_end (bl, SC_STONE, -1); - skill_status_change_end (bl, SC_SLEEP, -1); - skill_status_change_end (bl, SC_STAN, -1); - if (battle_check_undead - (battle_get_race (bl), battle_get_elem_type (bl))) - { //アンデッドなら暗闇効果 - int blind_time; - //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15; - blind_time = - 30 * (100 - - (battle_get_int (bl) + - battle_get_vit (bl)) / 2) / 100; - if (MRAND (100) < - (100 - - (battle_get_int (bl) / 2 + battle_get_vit (bl) / 3 + - battle_get_luk (bl) / 10))) - skill_status_change_start (bl, SC_BLIND, 1, 0, 0, 0, - blind_time, 0); - } - if (dstmd) - { - dstmd->attacked_id = 0; - dstmd->target_id = 0; - dstmd->state.targettype = NONE_ATTACKABLE; - dstmd->state.skillstate = MSS_IDLE; - dstmd->next_walktime = tick + MRAND (3000) + 3000; - } - } - break; - - case WZ_ESTIMATION: /* モンスター情報 */ - if (src->type == BL_PC) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - clif_skill_estimation ((struct map_session_data *) src, bl); - } - break; - - case MC_IDENTIFY: /* アイテム鑑定 */ - if (sd) - clif_item_identify_list (sd); - break; - - case BS_REPAIRWEAPON: /* 武器修理 */ - if (sd) -//動作しないのでとりあえずコメントアウト -// clif_item_repair_list(sd); - break; - - case AL_TELEPORT: /* テレポート */ - if (sd) - { - if (map[sd->bl.m].flag.noteleport) - { /* テレポ禁止 */ - clif_skill_teleportmessage (sd, 0); - break; - } - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd->skilllv == 1) - clif_skill_warppoint (sd, sd->skillid, "Random", "", "", - ""); - else - { - clif_skill_warppoint (sd, sd->skillid, "Random", - sd->status.save_point.map, "", ""); - } - } - else if (bl->type == BL_MOB) - mob_warp ((struct mob_data *) bl, -1, -1, -1, 3); - break; - - case AL_HOLYWATER: /* アクアベネディクタ */ - if (sd) - { - int eflag; - struct item item_tmp; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - memset (&item_tmp, 0, sizeof (item_tmp)); - item_tmp.nameid = 523; - item_tmp.identify = 1; - if (battle_config.holywater_name_input) - { - item_tmp.card[0] = 0xfe; - item_tmp.card[1] = 0; - *((unsigned long *) (&item_tmp.card[2])) = sd->char_id; /* キャラID */ - } - eflag = pc_additem (sd, &item_tmp, 1); - if (eflag) - { - clif_additem (sd, 0, 0, eflag); - map_addflooritem (&item_tmp, 1, sd->bl.m, sd->bl.x, - sd->bl.y, NULL, NULL, NULL, 0); - } - } - break; - case TF_PICKSTONE: - if (sd) - { - int eflag; - struct item item_tmp; - struct block_list tbl; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - memset (&item_tmp, 0, sizeof (item_tmp)); - memset (&tbl, 0, sizeof (tbl)); // [MouseJstr] - item_tmp.nameid = 7049; - item_tmp.identify = 1; - tbl.id = 0; - clif_takeitem (&sd->bl, &tbl); - eflag = pc_additem (sd, &item_tmp, 1); - if (eflag) - { - clif_additem (sd, 0, 0, eflag); - map_addflooritem (&item_tmp, 1, sd->bl.m, sd->bl.x, - sd->bl.y, NULL, NULL, NULL, 0); - } - } - break; - - case RG_STRIPWEAPON: /* ストリップウェポン */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - - if (tsc_data && tsc_data[SC_CP_WEAPON].timer != -1) - break; - strip_per = 5 + 2 * skilllv + strip_fix / 5; - strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2; - if (MRAND (100) < strip_per) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, strip_time, 0); - if (dstsd) - { - for (i = 0; i < MAX_INVENTORY; i++) - { - if (dstsd->status.inventory[i].equip - && dstsd->status.inventory[i].equip & 0x0002) - { - pc_unequipitem (dstsd, i, 0); - break; - } - } - } - } - } - break; - - case RG_STRIPSHIELD: /* ストリップシールド */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - - if (tsc_data && tsc_data[SC_CP_SHIELD].timer != -1) - break; - strip_per = 5 + 2 * skilllv + strip_fix / 5; - strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2; - if (MRAND (100) < strip_per) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, strip_time, 0); - if (dstsd) - { - for (i = 0; i < MAX_INVENTORY; i++) - { - if (dstsd->status.inventory[i].equip - && dstsd->status.inventory[i].equip & 0x0020) - { - pc_unequipitem (dstsd, i, 0); - break; - } - } - } - } - } - break; - - case RG_STRIPARMOR: /* ストリップアーマー */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - - if (tsc_data && tsc_data[SC_CP_ARMOR].timer != -1) - break; - strip_per = 5 + 2 * skilllv + strip_fix / 5; - strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2; - if (MRAND (100) < strip_per) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, strip_time, 0); - if (dstsd) - { - for (i = 0; i < MAX_INVENTORY; i++) - { - if (dstsd->status.inventory[i].equip - && dstsd->status.inventory[i].equip & 0x0010) - { - pc_unequipitem (dstsd, i, 0); - break; - } - } - } - } - } - break; - case RG_STRIPHELM: /* ストリップヘルム */ - { - struct status_change *tsc_data = battle_get_sc_data (bl); - - if (tsc_data && tsc_data[SC_CP_HELM].timer != -1) - break; - strip_per = 5 + 2 * skilllv + strip_fix / 5; - strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2; - if (MRAND (100) < strip_per) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, - SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, strip_time, 0); - if (dstsd) - { - for (i = 0; i < MAX_INVENTORY; i++) - { - if (dstsd->status.inventory[i].equip - && dstsd->status.inventory[i].equip & 0x0100) - { - pc_unequipitem (dstsd, i, 0); - break; - } - } - } - } - } - break; - /* PotionPitcher */ - case AM_POTIONPITCHER: /* ポーションピッチャー */ - { - struct block_list tbl; - int i, x, hp = 0, sp = 0; - if (sd) - { - if (sd == dstsd) - { // cancel use on oneself - map_freeblock_unlock (); - return 1; - } - x = skilllv % 11 - 1; - i = pc_search_inventory (sd, skill_db[skillid].itemid[x]); - if (i < 0 || skill_db[skillid].itemid[x] <= 0) - { - clif_skill_fail (sd, skillid, 0, 0); - map_freeblock_unlock (); - return 1; - } - if (sd->inventory_data[i] == NULL - || sd->status.inventory[i].amount < - skill_db[skillid].amount[x]) - { - clif_skill_fail (sd, skillid, 0, 0); - map_freeblock_unlock (); - return 1; - } - sd->state.potionpitcher_flag = 1; - sd->potion_hp = sd->potion_sp = sd->potion_per_hp = - sd->potion_per_sp = 0; - sd->skilltarget = bl->id; - run_script (sd->inventory_data[i]->use_script, 0, sd->bl.id, - 0); - pc_delitem (sd, i, skill_db[skillid].amount[x], 0); - sd->state.potionpitcher_flag = 0; - if (sd->potion_per_hp > 0 || sd->potion_per_sp > 0) - { - hp = battle_get_max_hp (bl) * sd->potion_per_hp / 100; - hp = hp * (100 + - pc_checkskill (sd, - AM_POTIONPITCHER) * 10 + - pc_checkskill (sd, - AM_LEARNINGPOTION) * 5) / 100; - if (dstsd) - { - sp = dstsd->status.max_sp * sd->potion_per_sp / 100; - sp = sp * (100 + - pc_checkskill (sd, - AM_POTIONPITCHER) + - pc_checkskill (sd, - AM_LEARNINGPOTION) * 5) / - 100; - } - } - else - { - if (sd->potion_hp > 0) - { - hp = sd->potion_hp * (100 + - pc_checkskill (sd, - AM_POTIONPITCHER) - * 10 + pc_checkskill (sd, - AM_LEARNINGPOTION) - * 5) / 100; - hp = hp * (100 + (battle_get_vit (bl) << 1)) / 100; - if (dstsd) - hp = hp * (100 + - pc_checkskill (dstsd, - SM_RECOVERY) * 10) / - 100; - } - if (sd->potion_sp > 0) - { - sp = sd->potion_sp * (100 + - pc_checkskill (sd, - AM_POTIONPITCHER) - + pc_checkskill (sd, - AM_LEARNINGPOTION) - * 5) / 100; - sp = sp * (100 + (battle_get_int (bl) << 1)) / 100; - if (dstsd) - sp = sp * (100 + - pc_checkskill (dstsd, - MG_SRECOVERY) * 10) / - 100; - } - } - } - else - { - hp = (1 + MRAND (400)) * (100 + skilllv * 10) / 100; - hp = hp * (100 + (battle_get_vit (bl) << 1)) / 100; - if (dstsd) - hp = hp * (100 + - pc_checkskill (dstsd, SM_RECOVERY) * 10) / 100; - } - tbl.id = 0; - tbl.m = src->m; - tbl.x = src->x; - tbl.y = src->y; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (hp > 0 || (hp <= 0 && sp <= 0)) - clif_skill_nodamage (&tbl, bl, AL_HEAL, hp, 1); - if (sp > 0) - clif_skill_nodamage (&tbl, bl, MG_SRECOVERY, sp, 1); - battle_heal (src, bl, hp, sp, 0); - } - break; - case AM_CP_WEAPON: - { - struct status_change *tsc_data = battle_get_sc_data (bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1) - skill_status_change_end (bl, SC_STRIPWEAPON, -1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - } - break; - case AM_CP_SHIELD: - { - struct status_change *tsc_data = battle_get_sc_data (bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1) - skill_status_change_end (bl, SC_STRIPSHIELD, -1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - } - break; - case AM_CP_ARMOR: - { - struct status_change *tsc_data = battle_get_sc_data (bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (tsc_data && tsc_data[SC_STRIPARMOR].timer != -1) - skill_status_change_end (bl, SC_STRIPARMOR, -1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - } - break; - case AM_CP_HELM: - { - struct status_change *tsc_data = battle_get_sc_data (bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (tsc_data && tsc_data[SC_STRIPHELM].timer != -1) - skill_status_change_end (bl, SC_STRIPHELM, -1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - } - break; - case SA_DISPELL: /* ディスペル */ - { - int i; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - for (i = 0; i < 136; i++) - { - if (i == SC_RIDING || i == SC_FALCON || i == SC_HALLUCINATION - || i == SC_WEIGHT50 || i == SC_WEIGHT90 - || i == SC_STRIPWEAPON || i == SC_STRIPSHIELD - || i == SC_STRIPARMOR || i == SC_STRIPHELM - || i == SC_CP_WEAPON || i == SC_CP_SHIELD - || i == SC_CP_ARMOR || i == SC_CP_HELM || i == SC_COMBO) - continue; - skill_status_change_end (bl, i, -1); - } - } - break; - - case TF_BACKSLIDING: /* バックステップ */ - battle_stopwalking (src, 1); - skill_blown (src, bl, - skill_get_blewcount (skillid, skilllv) | 0x10000); - if (src->type == BL_MOB) - clif_fixmobpos ((struct mob_data *) src); - else if (src->type == BL_PC) - clif_fixpos (src); - skill_addtimerskill (src, tick + 200, src->id, 0, 0, skillid, - skilllv, 0, flag); - break; - - case SA_CASTCANCEL: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_castcancel (src, 1); - if (sd) - { - int sp = skill_get_sp (sd->skillid_old, sd->skilllv_old); - sp = sp * (90 - (skilllv - 1) * 20) / 100; - if (sp < 0) - sp = 0; - pc_heal (sd, 0, -sp); - } - break; - case SA_SPELLBREAKER: // スペルブレイカー - { - struct status_change *sc_data = battle_get_sc_data (bl); - int sp; - if (sc_data && sc_data[SC_MAGICROD].timer != -1) - { - if (dstsd) - { - sp = skill_get_sp (skillid, skilllv); - sp = sp * sc_data[SC_MAGICROD].val2 / 100; - if (sp > 0x7fff) - sp = 0x7fff; - else if (sp < 1) - sp = 1; - if (dstsd->status.sp + sp > dstsd->status.max_sp) - { - sp = dstsd->status.max_sp - dstsd->status.sp; - dstsd->status.sp = dstsd->status.max_sp; - } - else - dstsd->status.sp += sp; - clif_heal (dstsd->fd, SP_SP, sp); - } - clif_skill_nodamage (bl, bl, SA_MAGICROD, - sc_data[SC_MAGICROD].val1, 1); - if (sd) - { - sp = sd->status.max_sp / 5; - if (sp < 1) - sp = 1; - pc_heal (sd, 0, -sp); - } - } - else - { - int bl_skillid = 0, bl_skilllv = 0; - if (bl->type == BL_PC) - { - if (dstsd && dstsd->skilltimer != -1) - { - bl_skillid = dstsd->skillid; - bl_skilllv = dstsd->skilllv; - } - } - else if (bl->type == BL_MOB) - { - if (dstmd && dstmd->skilltimer != -1) - { - bl_skillid = dstmd->skillid; - bl_skilllv = dstmd->skilllv; - } - } - if (bl_skillid > 0 - && skill_db[bl_skillid].skill_type == BF_MAGIC) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_castcancel (bl, 0); - sp = skill_get_sp (bl_skillid, bl_skilllv); - if (dstsd) - pc_heal (dstsd, 0, -sp); - if (sd) - { - sp = sp * (25 * (skilllv - 1)) / 100; - if (skilllv > 1 && sp < 1) - sp = 1; - if (sp > 0x7fff) - sp = 0x7fff; - else if (sp < 1) - sp = 1; - if (sd->status.sp + sp > sd->status.max_sp) - { - sp = sd->status.max_sp - sd->status.sp; - sd->status.sp = sd->status.max_sp; - } - else - sd->status.sp += sp; - clif_heal (sd->fd, SP_SP, sp); - } - } - else if (sd) - clif_skill_fail (sd, skillid, 0, 0); - } - } - break; - case SA_MAGICROD: - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case SA_AUTOSPELL: /* オートスペル */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd) - clif_autospell (sd, skilllv); - else - { - int maxlv = 1, spellid = 0; - static const int spellarray[3] = - { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT }; - if (skilllv >= 10) - { - spellid = MG_FROSTDIVER; - maxlv = skilllv - 9; - } - else if (skilllv >= 8) - { - spellid = MG_FIREBALL; - maxlv = skilllv - 7; - } - else if (skilllv >= 5) - { - spellid = MG_SOULSTRIKE; - maxlv = skilllv - 4; - } - else if (skilllv >= 2) - { - int i = MRAND (3); - spellid = spellarray[i]; - maxlv = skilllv - 1; - } - else if (skilllv > 0) - { - spellid = MG_NAPALMBEAT; - maxlv = 3; - } - if (spellid > 0) - skill_status_change_start (src, SC_AUTOSPELL, skilllv, - spellid, maxlv, 0, - skill_get_time (SA_AUTOSPELL, - skilllv), 0); - } - break; - - /* ランダム属性変化、水属性変化、地、火、風 */ - case NPC_ATTRICHANGE: - case NPC_CHANGEWATER: - case NPC_CHANGEGROUND: - case NPC_CHANGEFIRE: - case NPC_CHANGEWIND: - /* 毒、聖、念、闇 */ - case NPC_CHANGEPOISON: - case NPC_CHANGEHOLY: - case NPC_CHANGEDARKNESS: - case NPC_CHANGETELEKINESIS: - if (md) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - md->def_ele = skill_get_pl (skillid); - if (md->def_ele == 0) /* ランダム変化、ただし、 */ - md->def_ele = MRAND (10); /* 不死属性は除く */ - md->def_ele += (1 + MRAND (4)) * 20; /* 属性レベルはランダム */ - } - break; - - case NPC_HALLUCINATION: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - - case NPC_KEEPING: - case NPC_BARRIER: - { - int skill_time = skill_get_time (skillid, skilllv); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, skill_time, 0); - mob_changestate ((struct mob_data *) src, MS_DELAY, skill_time); - } - break; - - case NPC_DARKBLESSING: - { - int sc_def = 100 - battle_get_mdef (bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (battle_get_elem_type (bl) == 7 || battle_get_race (bl) == 6) - break; - if (MRAND (100) < sc_def * (50 + skilllv * 5) / 100) - { - if (dstsd) - { - int hp = battle_get_hp (bl) - 1; - pc_heal (dstsd, -hp, 0); - } - else if (dstmd) - dstmd->hp = 1; - } - } - break; - - case NPC_SELFDESTRUCTION: /* 自爆 */ - case NPC_SELFDESTRUCTION2: /* 自爆2 */ - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, skillid, 0, 0, - skill_get_time (skillid, skilllv), 0); - break; - case NPC_LICK: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_weapon_damage) - break; - if (dstsd) - pc_heal (dstsd, 0, -100); - if (MRAND (100) < (skilllv * 5) * sc_def_vit / 100) - skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0, - skill_get_time2 (skillid, skilllv), - 0); - break; - - case NPC_SUICIDE: /* 自決 */ - if (src && bl && md) - { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - mob_damage (NULL, md, md->hp, 0); - } - break; - - case NPC_SUMMONSLAVE: /* 手下召喚 */ - case NPC_SUMMONMONSTER: /* MOB召喚 */ - if (md && !md->master_id) - { - mob_summonslave (md, - mob_db[md->mob_class].skill[md->skillidx].val, - skilllv, - (skillid == NPC_SUMMONSLAVE) ? 1 : 0); - } - break; - - case NPC_TRANSFORMATION: - case NPC_METAMORPHOSIS: - if (md) - mob_class_change (md, - mob_db[md->mob_class].skill[md->skillidx].val); - break; - - case NPC_EMOTION: /* エモーション */ - if (md) - clif_emotion (&md->bl, - mob_db[md->mob_class].skill[md->skillidx].val[0]); - break; - - case NPC_DEFENDER: - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - break; - - case WE_MALE: /* 君だけは護るよ */ - if (sd && dstsd) - { - int hp_rate = - (skilllv <= - 0) ? 0 : skill_db[skillid].hp_rate[skilllv - 1]; - int gain_hp = sd->status.max_hp * abs (hp_rate) / 100; // 15% - clif_skill_nodamage (src, bl, skillid, gain_hp, 1); - battle_heal (NULL, bl, gain_hp, 0, 0); - } - break; - case WE_FEMALE: /* あなたの為に犠牲になります */ - if (sd && dstsd) - { - int sp_rate = - (skilllv <= - 0) ? 0 : skill_db[skillid].sp_rate[skilllv - 1]; - int gain_sp = sd->status.max_sp * abs (sp_rate) / 100; // 15% - clif_skill_nodamage (src, bl, skillid, gain_sp, 1); - battle_heal (NULL, bl, 0, gain_sp, 0); - } - break; - - case WE_CALLPARTNER: /* あなたに会いたい */ - if (sd && dstsd) - { - if (map[sd->bl.m].flag.nomemo) - { - clif_skill_teleportmessage (sd, 1); - return 0; - } - if ((dstsd = pc_get_partner (sd)) == NULL) - { - clif_skill_fail (sd, skillid, 0, 0); - return 0; - } - skill_unitsetting (src, skillid, skilllv, sd->bl.x, sd->bl.y, - 0); - } - break; - - case PF_HPCONVERSION: /* ライフ置き換え */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd) - { - int conv_hp = 0, conv_sp = 0; - conv_hp = sd->status.hp / 10; //基本はHPの10% - sd->status.hp -= conv_hp; //HPを減らす - conv_sp = conv_hp * 20 * skilllv / 100; - conv_sp = - (sd->status.sp + conv_sp > - sd->status.max_sp) ? sd->status.max_sp - - sd->status.sp : conv_sp; - sd->status.sp += conv_sp; //SPを増やす - pc_heal (sd, -conv_hp, conv_sp); - clif_heal (sd->fd, SP_SP, conv_sp); - } - break; - case HT_REMOVETRAP: /* リムーブトラップ */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - { - struct skill_unit *su = NULL; - struct item item_tmp; - int flag; - if ((bl->type == BL_SKILL) && - (su = (struct skill_unit *) bl) && - (su->group->src_id == src->id || map[bl->m].flag.pvp - || map[bl->m].flag.gvg) && (su->group->unit_id >= 0x8f - && su->group->unit_id <= - 0x99) - && (su->group->unit_id != 0x92)) - { //罠を取り返す - if (sd) - { - if (battle_config.skill_removetrap_type == 1) - { - for (i = 0; i < 10; i++) - { - if (skill_db[su->group->skill_id].itemid[i] > - 0) - { - memset (&item_tmp, 0, sizeof (item_tmp)); - item_tmp.nameid = - skill_db[su->group-> - skill_id].itemid[i]; - item_tmp.identify = 1; - if (item_tmp.nameid - && (flag = - pc_additem (sd, &item_tmp, - skill_db[su-> - group->skill_id].amount - [i]))) - { - clif_additem (sd, 0, 0, flag); - map_addflooritem (&item_tmp, - skill_db[su-> - group->skill_id].amount - [i], sd->bl.m, - sd->bl.x, sd->bl.y, - NULL, NULL, NULL, - 0); - } - } - } - } - else - { - memset (&item_tmp, 0, sizeof (item_tmp)); - item_tmp.nameid = 1065; - item_tmp.identify = 1; - if (item_tmp.nameid - && (flag = pc_additem (sd, &item_tmp, 1))) - { - clif_additem (sd, 0, 0, flag); - map_addflooritem (&item_tmp, 1, sd->bl.m, - sd->bl.x, sd->bl.y, NULL, - NULL, NULL, 0); - } - } - - } - if (su->group->unit_id == 0x91 && su->group->val2) - { - struct block_list *target = - map_id2bl (su->group->val2); - if (target - && (target->type == BL_PC - || target->type == BL_MOB)) - skill_status_change_end (target, SC_ANKLE, -1); - } - skill_delunit (su); - } - } - break; - case HT_SPRINGTRAP: /* スプリングトラップ */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - { - struct skill_unit *su = NULL; - if ((bl->type == BL_SKILL) && (su = (struct skill_unit *) bl) - && (su->group)) - { - switch (su->group->unit_id) - { - case 0x8f: /* ブラストマイン */ - case 0x90: /* スキッドトラップ */ - case 0x93: /* ランドマイン */ - case 0x94: /* ショックウェーブトラップ */ - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャー */ - case 0x97: /* フリージングトラップ */ - case 0x98: /* クレイモアートラップ */ - case 0x99: /* トーキーボックス */ - su->group->unit_id = 0x8c; - clif_changelook (bl, LOOK_BASE, - su->group->unit_id); - su->group->limit = - DIFF_TICK (tick + 1500, su->group->tick); - su->limit = - DIFF_TICK (tick + 1500, su->group->tick); - } - } - } - break; - case BD_ENCORE: /* アンコール */ - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (sd) - skill_use_id (sd, src->id, sd->skillid_dance, - sd->skilllv_dance); - break; - case AS_SPLASHER: /* ベナムスプラッシャー */ - if ((double) battle_get_max_hp (bl) * 2 / 3 < battle_get_hp (bl)) //HPが2/3以上残っていたら失敗 - return 1; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, skillid, src->id, 0, - skill_get_time (skillid, skilllv), 0); - break; - case PF_MINDBREAKER: /* プロボック */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - - /* MVPmobと不死には効かない */ - if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //不死には効かない - { - map_freeblock_unlock (); - return 1; - } - - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - skill_status_change_start (bl, SkillStatusChangeTable[skillid], - skilllv, 0, 0, 0, - skill_get_time (skillid, skilllv), 0); - - if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害 - skill_castcancel (bl, 0); - if (dstsd && dstsd->skilltimer != -1 - && (!dstsd->special_state.no_castcancel - || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel - && !dstsd->special_state.no_castcancel2) - skill_castcancel (bl, 0); - - if (sc_data) - { - if (sc_data[SC_FREEZE].timer != -1) - skill_status_change_end (bl, SC_FREEZE, -1); - if (sc_data[SC_STONE].timer != -1 - && sc_data[SC_STONE].val2 == 0) - skill_status_change_end (bl, SC_STONE, -1); - if (sc_data[SC_SLEEP].timer != -1) - skill_status_change_end (bl, SC_SLEEP, -1); - } - - if (bl->type == BL_MOB) - { - int range = skill_get_range (skillid, skilllv); - if (range < 0) - range = battle_get_range (src) - (range + 1); - mob_target ((struct mob_data *) bl, src, range); - } - } - break; - - case RG_CLEANER: //AppleGirl - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - { - struct skill_unit *su = NULL; - if ((bl->type == BL_SKILL) && - (su = (struct skill_unit *) bl) && - (su->group->src_id == src->id || map[bl->m].flag.pvp - || map[bl->m].flag.gvg) && (su->group->unit_id == 0xb0)) - { //罠を取り返す - if (sd) - skill_delunit (su); - } - } - break; - default: - printf ("Unknown skill used:%d\n", skillid); - map_freeblock_unlock (); - return 1; - } - - map_freeblock_unlock (); - return 0; -} - -/*========================================== - * スキル使用(詠唱完了、ID指定) - *------------------------------------------ - */ -void skill_castend_id (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) -{ - struct map_session_data *sd = map_id2sd (id) /*,*target_sd=NULL */ ; - struct block_list *bl; - int range, inf2; - - nullpo_retv ( sd); - - if (sd->bl.prev == NULL) //prevが無いのはありなの? - return; - - if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* タイマIDの確認 */ - return; - if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 - && pc_checkskill (sd, SA_FREECAST) > 0) - { - sd->speed = sd->prev_speed; - clif_updatestatus (sd, SP_SPEED); - } - if (sd->skillid != SA_CASTCANCEL) - sd->skilltimer = -1; - - if ((bl = map_id2bl (sd->skilltarget)) == NULL || bl->prev == NULL) - { - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - if (sd->bl.m != bl->m || pc_isdead (sd)) - { //マップが違うか自分が死んでいる - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - - if (sd->skillid == PR_LEXAETERNA) - { - struct status_change *sc_data = battle_get_sc_data (bl); - if (sc_data - && (sc_data[SC_FREEZE].timer != -1 - || (sc_data[SC_STONE].timer != -1 - && sc_data[SC_STONE].val2 == 0))) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - else if (sd->skillid == RG_BACKSTAP) - { - int dir = map_calc_dir (&sd->bl, bl->x, bl->y), t_dir = - battle_get_dir (bl); - int dist = distance (sd->bl.x, sd->bl.y, bl->x, bl->y); - if (bl->type != BL_SKILL && (dist == 0 || map_check_dir (dir, t_dir))) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - - inf2 = skill_get_inf2 (sd->skillid); - if (((skill_get_inf (sd->skillid) & 1) || inf2 & 4) && // 彼我敵対関係チェック - battle_check_target (&sd->bl, bl, BCT_ENEMY) <= 0) - { - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - if (inf2 & 0xC00 && sd->bl.id != bl->id) - { - int fail_flag = 1; - if (inf2 & 0x400 && battle_check_target (&sd->bl, bl, BCT_PARTY) > 0) - fail_flag = 0; - if (inf2 & 0x800 && sd->status.guild_id > 0 - && sd->status.guild_id == battle_get_guild_id (bl)) - fail_flag = 0; - if (fail_flag) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - - range = skill_get_range (sd->skillid, sd->skilllv); - if (range < 0) - range = battle_get_range (&sd->bl) - (range + 1); - range += battle_config.pc_skill_add_range; - if ((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) - || (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) - || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) - || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST)) - range += - skill_get_blewcount (MO_COMBOFINISH, sd->sc_data[SC_COMBO].val2); - if (battle_config.skill_out_range_consume) - { // changed to allow casting when target walks out of range [Valaris] - if (range < distance (sd->bl.x, sd->bl.y, bl->x, bl->y)) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - if (!skill_check_condition (sd, 1)) - { /* 使用条件チェック */ - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - sd->skillitem = sd->skillitemlv = -1; - if (battle_config.skill_out_range_consume) - { - if (range < distance (sd->bl.x, sd->bl.y, bl->x, bl->y)) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - return; - } - } - - if (battle_config.pc_skill_log) - printf ("PC %d skill castend skill=%d\n", sd->bl.id, sd->skillid); - pc_stop_walking (sd, 0); - - switch (skill_get_nk (sd->skillid)) - { - /* 攻撃系/吹き飛ばし系 */ - case 0: - case 2: - skill_castend_damage_id (&sd->bl, bl, sd->skillid, sd->skilllv, - tick, 0); - break; - case 1: /* 支援系 */ - if ((sd->skillid == AL_HEAL - || (sd->skillid == ALL_RESURRECTION && bl->type != BL_PC) - || sd->skillid == PR_ASPERSIO) - && battle_check_undead (battle_get_race (bl), - battle_get_elem_type (bl))) - skill_castend_damage_id (&sd->bl, bl, sd->skillid, - sd->skilllv, tick, 0); - else - skill_castend_nodamage_id (&sd->bl, bl, sd->skillid, - sd->skilllv, tick, 0); - break; - } -} - -/*========================================== - * スキル使用(詠唱完了、場所指定の実際の処理) - *------------------------------------------ - */ -int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, - int skilllv, unsigned int tick, int flag) -{ - struct map_session_data *sd = NULL; - int i, tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - - nullpo_retr (0, src); - - if (src->type == BL_PC) - { - nullpo_retr (0, sd = (struct map_session_data *) src); - } - if (skillid != WZ_METEOR && - skillid != WZ_SIGHTRASHER && - skillid != AM_CANNIBALIZE && skillid != AM_SPHEREMINE) - clif_skill_poseffect (src, skillid, skilllv, x, y, tick); - - if (skillnotok (skillid, sd)) // [MouseJstr] - return 0; - - switch (skillid) - { - case PR_BENEDICTIO: /* 聖体降福 */ - skill_area_temp[1] = src->id; - map_foreachinarea (skill_area_sub, - src->m, x - 1, y - 1, x + 1, y + 1, 0, - src, skillid, skilllv, tick, - flag | BCT_NOENEMY | 1, - skill_castend_nodamage_id); - map_foreachinarea (skill_area_sub, src->m, x - 1, y - 1, x + 1, - y + 1, 0, src, skillid, skilllv, tick, - flag | BCT_ENEMY | 1, skill_castend_damage_id); - break; - - case BS_HAMMERFALL: /* ハンマーフォール */ - skill_area_temp[1] = src->id; - skill_area_temp[2] = x; - skill_area_temp[3] = y; - map_foreachinarea (skill_area_sub, - src->m, x - 2, y - 2, x + 2, y + 2, 0, - src, skillid, skilllv, tick, - flag | BCT_ENEMY | 2, - skill_castend_nodamage_id); - break; - - case HT_DETECTING: /* ディテクティング */ - { - const int range = 7; - map_foreachinarea (skill_status_change_timer_sub, - src->m, src->x - range, src->y - range, - src->x + range, src->y + range, 0, src, - SC_SIGHT, tick); - } - break; - - case MG_SAFETYWALL: /* セイフティウォール */ - case MG_FIREWALL: /* ファイヤーウォール */ - case MG_THUNDERSTORM: /* サンダーストーム */ - case AL_PNEUMA: /* ニューマ */ - case WZ_ICEWALL: /* アイスウォール */ - case WZ_FIREPILLAR: /* ファイアピラー */ - case WZ_SIGHTRASHER: - case WZ_QUAGMIRE: /* クァグマイア */ - case WZ_VERMILION: /* ロードオブヴァーミリオン */ - case WZ_FROSTNOVA: /* フロストノヴァ */ - case WZ_STORMGUST: /* ストームガスト */ - case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */ - case PR_SANCTUARY: /* サンクチュアリ */ - case PR_MAGNUS: /* マグヌスエクソシズム */ - case CR_GRANDCROSS: /* グランドクロス */ - case HT_SKIDTRAP: /* スキッドトラップ */ - case HT_LANDMINE: /* ランドマイン */ - case HT_ANKLESNARE: /* アンクルスネア */ - case HT_SHOCKWAVE: /* ショックウェーブトラップ */ - case HT_SANDMAN: /* サンドマン */ - case HT_FLASHER: /* フラッシャー */ - case HT_FREEZINGTRAP: /* フリージングトラップ */ - case HT_BLASTMINE: /* ブラストマイン */ - case HT_CLAYMORETRAP: /* クレイモアートラップ */ - case AS_VENOMDUST: /* ベノムダスト */ - case AM_DEMONSTRATION: /* デモンストレーション */ - case PF_SPIDERWEB: /* スパイダーウェッブ */ - case PF_FOGWALL: /* フォグウォール */ - case HT_TALKIEBOX: /* トーキーボックス */ - skill_unitsetting (src, skillid, skilllv, x, y, 0); - break; - - case RG_GRAFFITI: /* Graffiti [Valaris] */ - skill_clear_unitgroup (src); - skill_unitsetting (src, skillid, skilllv, x, y, 0); - break; - - case SA_VOLCANO: /* ボルケーノ */ - case SA_DELUGE: /* デリュージ */ - case SA_VIOLENTGALE: /* バイオレントゲイル */ - case SA_LANDPROTECTOR: /* ランドプロテクター */ - skill_clear_element_field (src); //既に自分が発動している属性場をクリア - skill_unitsetting (src, skillid, skilllv, x, y, 0); - break; - - case WZ_METEOR: //メテオストーム - { - int flag = 0; - for (i = 0; i < 2 + (skilllv >> 1); i++) - { - int j = 0, c; - do - { - tmpx = x + (MRAND (7) - 3); - tmpy = y + (MRAND (7) - 3); - if (tmpx < 0) - tmpx = 0; - else if (tmpx >= map[src->m].xs) - tmpx = map[src->m].xs - 1; - if (tmpy < 0) - tmpy = 0; - else if (tmpy >= map[src->m].ys) - tmpy = map[src->m].ys - 1; - j++; - } - while (((c = map_getcell (src->m, tmpx, tmpy)) == 1 || c == 5) - && j < 100); - if (j >= 100) - continue; - if (flag == 0) - { - clif_skill_poseffect (src, skillid, skilllv, tmpx, tmpy, - tick); - flag = 1; - } - if (i > 0) - skill_addtimerskill (src, tick + i * 1000, 0, tmpx, tmpy, - skillid, skilllv, (x1 << 16) | y1, - flag); - x1 = tmpx; - y1 = tmpy; - } - skill_addtimerskill (src, tick + i * 1000, 0, tmpx, tmpy, skillid, - skilllv, -1, flag); - } - break; - - case AL_WARP: /* ワープポータル */ - if (sd) - { - if (map[sd->bl.m].flag.noteleport) /* テレポ禁止 */ - break; - clif_skill_warppoint (sd, sd->skillid, - sd->status.save_point.map, - (sd->skilllv > - 1) ? sd->status.memo_point[0].map : "", - (sd->skilllv > - 2) ? sd->status.memo_point[1].map : "", - (sd->skilllv > - 3) ? sd->status. - memo_point[2].map : ""); - } - break; - case MO_BODYRELOCATION: - if (sd) - { - pc_movepos (sd, x, y); - } - else if (src->type == BL_MOB) - mob_warp ((struct mob_data *) src, -1, x, y, 0); - break; - case AM_CANNIBALIZE: // バイオプラント - if (sd) - { - int mx, my, id = 0; - struct mob_data *md; - - mx = x; // + (rand()%10 - 5); - my = y; // + (rand()%10 - 5); - id = mob_once_spawn (sd, "this", mx, my, "--ja--", 1118, 1, - ""); - if ((md = (struct mob_data *) map_id2bl (id)) != NULL) - { - md->master_id = sd->bl.id; - md->hp = 2210 + skilllv * 200; - md->state.special_mob_ai = 1; - md->deletetimer = - add_timer (gettick () + - skill_get_time (skillid, skilllv), - mob_timer_delete, id, 0); - } - clif_skill_poseffect (src, skillid, skilllv, x, y, tick); - } - break; - case AM_SPHEREMINE: // スフィアーマイン - if (sd) - { - int mx, my, id = 0; - struct mob_data *md; - - mx = x; // + (rand()%10 - 5); - my = y; // + (rand()%10 - 5); - id = mob_once_spawn (sd, "this", mx, my, "--ja--", 1142, 1, - ""); - if ((md = (struct mob_data *) map_id2bl (id)) != NULL) - { - md->master_id = sd->bl.id; - md->hp = 1000 + skilllv * 200; - md->state.special_mob_ai = 2; - md->deletetimer = - add_timer (gettick () + - skill_get_time (skillid, skilllv), - mob_timer_delete, id, 0); - } - clif_skill_poseffect (src, skillid, skilllv, x, y, tick); - } - break; - } - - return 0; -} - -/*========================================== - * スキル使用(詠唱完了、map指定) - *------------------------------------------ - */ -int skill_castend_map (struct map_session_data *sd, int skill_num, - const char *map) -{ - int x = 0, y = 0; - - nullpo_retr (0, sd); - if (sd->bl.prev == NULL || pc_isdead (sd)) - return 0; - - if (sd->opt1 > 0 || sd->status.option & 2) - return 0; - //スキルが使えない状態異常中 - if (sd->sc_data) - { - if (sd->sc_data[SC_DIVINA].timer != -1 || - sd->sc_data[SC_ROKISWEIL].timer != -1 || - sd->sc_data[SC_AUTOCOUNTER].timer != -1 || - sd->sc_data[SC_STEELBODY].timer != -1 || - sd->sc_data[SC_DANCING].timer != -1 || - sd->sc_data[SC_BERSERK].timer != -1) - return 0; - } - - if (skill_num != sd->skillid) /* 不正パケットらしい */ - return 0; - - pc_stopattack (sd); - - if (battle_config.pc_skill_log) - printf ("PC %d skill castend skill =%d map=%s\n", sd->bl.id, - skill_num, map); - pc_stop_walking (sd, 0); - - if (strcmp (map, "cancel") == 0) - return 0; - - switch (skill_num) - { - case AL_TELEPORT: /* テレポート */ - if (strcmp (map, "Random") == 0) - pc_randomwarp (sd, 3); - else - pc_setpos (sd, sd->status.save_point.map, - sd->status.save_point.x, sd->status.save_point.y, - 3); - break; - - case AL_WARP: /* ワープポータル */ - { - const struct point *p[] = { - &sd->status.save_point, &sd->status.memo_point[0], - &sd->status.memo_point[1], &sd->status.memo_point[2], - }; - struct skill_unit_group *group; - int i; - int maxcount = 0; - - if ((maxcount = skill_get_maxcount (sd->skillid)) > 0) - { - int c; - for (i = c = 0; i < MAX_SKILLUNITGROUP; i++) - { - if (sd->skillunit[i].alive_count > 0 - && sd->skillunit[i].skill_id == sd->skillid) - c++; - } - if (c >= maxcount) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = gettick (); - sd->canmove_tick = gettick (); - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - - for (i = 0; i < sd->skilllv; i++) - { - if (strcmp (map, p[i]->map) == 0) - { - x = p[i]->x; - y = p[i]->y; - break; - } - } - if (x == 0 || y == 0) /* 不正パケット? */ - return 0; - - if (!skill_check_condition (sd, 3)) - return 0; - if ((group = - skill_unitsetting (&sd->bl, sd->skillid, sd->skilllv, - sd->skillx, sd->skilly, 0)) == NULL) - return 0; - CREATE (group->valstr, char, 24); - memcpy (group->valstr, map, 24); - group->val2 = (x << 16) | y; - } - break; - } - - return 0; -} - -/*========================================== - * スキルユニット設定処理 - *------------------------------------------ - */ -struct skill_unit_group *skill_unitsetting (struct block_list *src, - int skillid, int skilllv, int x, - int y, int flag) -{ - struct skill_unit_group *group; - int i, count = 1, limit = 10000, val1 = 0, val2 = 0; - int target = BCT_ENEMY, interval = 1000, range = 0; - int dir = 0, aoe_diameter = 0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills - - nullpo_retr (0, src); - - switch (skillid) - { /* 設定 */ - - case MG_SAFETYWALL: /* セイフティウォール */ - limit = skill_get_time (skillid, skilllv); - val2 = skilllv + 1; - interval = -1; - target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL; - break; - - case MG_FIREWALL: /* ファイヤーウォール */ - if (src->x == x && src->y == y) - dir = 2; - else - dir = map_calc_dir (src, x, y); - if (dir & 1) - count = 5; - else - count = 3; - limit = skill_get_time (skillid, skilllv); - val2 = 4 + skilllv; - interval = 1; - break; - - case AL_PNEUMA: /* ニューマ */ - limit = skill_get_time (skillid, skilllv); - interval = -1; - target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL; - count = 9; - break; - - case AL_WARP: /* ワープポータル */ - target = BCT_ALL; - val1 = skilllv + 6; - if (flag == 0) - limit = 2000; - else - limit = skill_get_time (skillid, skilllv); - break; - - case PR_SANCTUARY: /* サンクチュアリ */ - count = 21; - limit = skill_get_time (skillid, skilllv); - val1 = skilllv + 3; - val2 = (skilllv > 6) ? 777 : skilllv * 100; - target = BCT_ALL; - range = 1; - break; - - case PR_MAGNUS: /* マグヌスエクソシズム */ - count = 33; - limit = skill_get_time (skillid, skilllv); - interval = 3000; - break; - - case WZ_FIREPILLAR: /* ファイアーピラー */ - if (flag == 0) - limit = skill_get_time (skillid, skilllv); - else - limit = 1000; - interval = 2000; - val1 = skilllv + 2; - range = 1; - break; - - case MG_THUNDERSTORM: /* サンダーストーム */ - limit = 500; - range = 1; - break; - - case WZ_FROSTNOVA: /* フロストノヴァ */ - limit = 500; - range = 5; - break; - case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */ - limit = 500; - range = 2; - break; - - case WZ_METEOR: /* メテオストーム */ - limit = 500; - range = 3; - break; - - case WZ_SIGHTRASHER: - limit = 500; - count = 41; - break; - - case WZ_VERMILION: /* ロードオブヴァーミリオン */ - limit = 4100; - interval = 1000; - range = 6; - break; - - case WZ_ICEWALL: /* アイスウォール */ - limit = skill_get_time (skillid, skilllv); - count = 5; - break; - - case WZ_STORMGUST: /* ストームガスト */ - limit = 4600; - interval = 450; - range = 5; - break; - - case WZ_QUAGMIRE: /* クァグマイア */ - limit = skill_get_time (skillid, skilllv); - interval = 200; - count = 25; - break; - - case HT_SKIDTRAP: /* スキッドトラップ */ - case HT_LANDMINE: /* ランドマイン */ - case HT_ANKLESNARE: /* アンクルスネア */ - case HT_SANDMAN: /* サンドマン */ - case PF_SPIDERWEB: /* スパイダーウェッブ */ - case HT_FLASHER: /* フラッシャー */ - case HT_FREEZINGTRAP: /* フリージングトラップ */ - case HT_BLASTMINE: /* ブラストマイン */ - case HT_CLAYMORETRAP: /* クレイモアートラップ */ - limit = skill_get_time (skillid, skilllv); - range = 1; - break; - - case HT_TALKIEBOX: /* トーキーボックス */ - limit = skill_get_time (skillid, skilllv); - range = 1; - target = BCT_ALL; - break; - - case HT_SHOCKWAVE: /* ショックウェーブトラップ */ - limit = skill_get_time (skillid, skilllv); - range = 1; - val1 = skilllv * 15 + 10; - break; - - case AS_VENOMDUST: /* ベノムダスト */ - limit = skill_get_time (skillid, skilllv); - interval = 1000; - count = 5; - break; - - case CR_GRANDCROSS: /* グランドクロス */ - count = 29; - limit = 1000; - interval = 300; - break; - - case SA_VOLCANO: /* ボルケーノ */ - case SA_DELUGE: /* デリュージ */ - case SA_VIOLENTGALE: /* バイオレントゲイル */ - limit = skill_get_time (skillid, skilllv); - count = skilllv <= 2 ? 25 : (skilllv <= 4 ? 49 : 81); - target = BCT_ALL; - break; - - case SA_LANDPROTECTOR: /* グランドクロス */ - limit = skill_get_time (skillid, skilllv); // changed to get duration from cast_db (moonsoul) - val1 = skilllv * 15 + 10; - aoe_diameter = skilllv + skilllv % 2 + 5; - target = BCT_ALL; - count = aoe_diameter * aoe_diameter; // -- this will not function if changed to ^2 (moonsoul) - break; - - case BD_LULLABY: /* 子守唄 */ - case BD_ETERNALCHAOS: /* エターナルカオス */ - case BD_ROKISWEIL: /* ロキの叫び */ - count = 81; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_ALL; - break; - case BD_RICHMANKIM: - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - count = 81; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_PARTY; - break; - - case BA_WHISTLE: /* 口笛 */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_NOENEMY; - if (src->type == BL_PC) - val1 = - (pc_checkskill - ((struct map_session_data *) src, - BA_MUSICALLESSON) + 1) >> 1; - val2 = ((battle_get_agi (src) / 10) & 0xffff) << 16; - val2 |= (battle_get_luk (src) / 10) & 0xffff; - break; - case DC_HUMMING: /* ハミング */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_NOENEMY; - if (src->type == BL_PC) - val1 = - (pc_checkskill - ((struct map_session_data *) src, - DC_DANCINGLESSON) + 1) >> 1; - val2 = battle_get_dex (src) / 10; - break; - - case BA_DISSONANCE: /* 不協和音 */ - case DC_UGLYDANCE: /* 自分勝手なダンス */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_ENEMY; - break; - - case DC_DONTFORGETME: /* 私を忘れないで… */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_ENEMY; - if (src->type == BL_PC) - val1 = - (pc_checkskill - ((struct map_session_data *) src, - DC_DANCINGLESSON) + 1) >> 1; - val2 = ((battle_get_str (src) / 20) & 0xffff) << 16; - val2 |= (battle_get_agi (src) / 10) & 0xffff; - break; - case BA_POEMBRAGI: /* ブラギの詩 */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_NOENEMY; - if (src->type == BL_PC) - val1 = - pc_checkskill ((struct map_session_data *) src, - BA_MUSICALLESSON); - val2 = ((battle_get_dex (src) / 10) & 0xffff) << 16; - val2 |= (battle_get_int (src) / 5) & 0xffff; - break; - case BA_APPLEIDUN: /* イドゥンの林檎 */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_NOENEMY; - if (src->type == BL_PC) - val1 = - ((pc_checkskill - ((struct map_session_data *) src, - BA_MUSICALLESSON)) & 0xffff) << 16; - else - val1 = 0; - val1 |= (battle_get_vit (src)) & 0xffff; - val2 = 0; //回復用タイムカウンタ(6秒毎に1増加) - break; - case DC_SERVICEFORYOU: /* サービスフォーユー */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_PARTY; - if (src->type == BL_PC) - val1 = - (pc_checkskill - ((struct map_session_data *) src, - DC_DANCINGLESSON) + 1) >> 1; - val2 = battle_get_int (src) / 10; - break; - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_NOENEMY; - if (src->type == BL_PC) - val1 = - (pc_checkskill - ((struct map_session_data *) src, - BA_MUSICALLESSON) + 1) >> 1; - val2 = battle_get_agi (src) / 20; - break; - case DC_FORTUNEKISS: /* 幸運のキス */ - count = 49; - limit = skill_get_time (skillid, skilllv); - range = 5; - target = BCT_NOENEMY; - if (src->type == BL_PC) - val1 = - (pc_checkskill - ((struct map_session_data *) src, - DC_DANCINGLESSON) + 1) >> 1; - val2 = battle_get_luk (src) / 10; - break; - case AM_DEMONSTRATION: /* デモンストレーション */ - limit = skill_get_time (skillid, skilllv); - interval = 1000; - range = 1; - target = BCT_ENEMY; - break; - case WE_CALLPARTNER: /* あなたに逢いたい */ - limit = skill_get_time (skillid, skilllv); - range = -1; - break; - - case HP_BASILICA: /* バジリカ */ - limit = skill_get_time (skillid, skilllv); - target = BCT_ALL; - range = 3; - //Fix to prevent the priest from walking while Basilica is up. - battle_stopwalking (src, 1); - skill_status_change_start (src, SC_ANKLE, skilllv, 0, 0, 0, limit, - 0); - break; - case PA_GOSPEL: /* ゴスペル */ - count = 49; - target = BCT_PARTY; - limit = skill_get_time (skillid, skilllv); - break; - case PF_FOGWALL: /* フォグウォール */ - count = 15; - limit = skill_get_time (skillid, skilllv); - break; - case RG_GRAFFITI: /* Graffiti */ - count = 1; // Leave this at 1 [Valaris] - limit = 600000; // Time length [Valaris] - break; - }; - - nullpo_retr (NULL, group = - skill_initunitgroup (src, count, skillid, skilllv, - skill_get_unit_id (skillid, flag & 1))); - group->limit = limit; - group->val1 = val1; - group->val2 = val2; - group->target_flag = target; - group->interval = interval; - group->range = range; - if (skillid == HT_TALKIEBOX || skillid == RG_GRAFFITI) - { - CREATE (group->valstr, char, 80); - memcpy (group->valstr, talkie_mes, 80); - } - for (i = 0; i < count; i++) - { - struct skill_unit *unit; - int ux = x, uy = y, val1 = skilllv, val2 = 0, limit = - group->limit, alive = 1; - int range = group->range; - switch (skillid) - { /* 設定 */ - case AL_PNEUMA: /* ニューマ */ - { - static const int dx[9] = { -1, 0, 1, -1, 0, 1, -1, 0, 1 }; - static const int dy[9] = { -1, -1, -1, 0, 0, 0, 1, 1, 1 }; - ux += dx[i]; - uy += dy[i]; - } - break; - case MG_FIREWALL: /* ファイヤーウォール */ - { - if (dir & 1) - { /* 斜め配置 */ - static const int dx[][5] = { - {1, 1, 0, 0, -1}, {-1, -1, 0, 0, 1}, - }, dy[][5] = - { - { - 1, 0, 0, -1, -1}, - { - 1, 0, 0, -1, -1},}; - ux += dx[(dir >> 1) & 1][i]; - uy += dy[(dir >> 1) & 1][i]; - } - else - { /* 上下配置 */ - if (dir % 4 == 0) /* 上下 */ - ux += i - 1; - else /* 左右 */ - uy += i - 1; - } - val2 = group->val2; - } - break; - - case PR_SANCTUARY: /* サンクチュアリ */ - { - static const int dx[] = { - -1, 0, 1, -2, -1, 0, 1, 2, -2, -1, 0, 1, 2, -2, -1, 0, 1, - 2, -1, 0, 1 - }; - static const int dy[] = { - -2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 1, 1, 1, 1, - 1, 2, 2, 2, - }; - ux += dx[i]; - uy += dy[i]; - } - break; - - case PR_MAGNUS: /* マグヌスエクソシズム */ - { - static const int dx[] = - { -1, 0, 1, -1, 0, 1, -3, -2, -1, 0, 1, 2, 3, - -3, -2, -1, 0, 1, 2, 3, -3, -2, -1, 0, 1, 2, 3, -1, 0, 1, - -1, 0, 1, - }; - static const int dy[] = { - -3, -3, -3, -2, -2, -2, -1, -1, -1, -1, -1, -1, -1, - 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3 - }; - ux += dx[i]; - uy += dy[i]; - } - break; - - case WZ_SIGHTRASHER: - { - static const int dx[] = { - -5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5, -4, - -3, -2, -1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, - 0, 3, -4, 0, 4, -5, 0, 5 - }; - static const int dy[] = { - -5, -5, -5, -4, -4, -4, -3, -3, -3, -2, -2, -2, -1, -1, - -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, - 3, 3, 3, 4, 4, 4, 5, 5, 5 - }; - ux += dx[i]; - uy += dy[i]; - } - break; - - case WZ_ICEWALL: /* アイスウォール */ - { - static const int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 }; - static const int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 }; - if (skilllv <= 1) - val1 = 500; - else - val1 = 200 + 200 * skilllv; - if (src->x == x && src->y == y) - dir = 2; - else - dir = map_calc_dir (src, x, y); - ux += (2 - i) * diry[dir]; - uy += (i - 2) * dirx[dir]; - } - break; - - case WZ_QUAGMIRE: /* クァグマイア */ - ux += (i % 5 - 2); - uy += (i / 5 - 2); - if (i == 12) - range = 2; - else - range = -1; - - break; - - case AS_VENOMDUST: /* ベノムダスト */ - { - static const int dx[] = { -1, 0, 0, 0, 1 }; - static const int dy[] = { 0, -1, 0, 1, 0 }; - ux += dx[i]; - uy += dy[i]; - } - break; - - case CR_GRANDCROSS: /* グランドクロス */ - { - static const int dx[] = { - 0, 0, -1, 0, 1, -2, -1, 0, 1, 2, -4, -3, -2, -1, 0, 1, 2, - 3, 4, -2, -1, 0, 1, 2, -1, 0, 1, 0, 0, - }; - static const int dy[] = { - -4, -3, -2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 4, - }; - ux += dx[i]; - uy += dy[i]; - } - break; - case SA_VOLCANO: /* ボルケーノ */ - case SA_DELUGE: /* デリュージ */ - case SA_VIOLENTGALE: /* バイオレントゲイル */ - { - int u_range = 0, central = 0; - if (skilllv <= 2) - { - u_range = 2; - central = 12; - } - else if (skilllv <= 4) - { - u_range = 3; - central = 24; - } - else if (skilllv >= 5) - { - u_range = 4; - central = 40; - } - ux += (i % (u_range * 2 + 1) - u_range); - uy += (i / (u_range * 2 + 1) - u_range); - - if (i == central) - range = u_range; //中央のユニットの効果範囲は全範囲 - else - range = -1; //中央以外のユニットは飾り - } - break; - case SA_LANDPROTECTOR: /* ランドプロテクター */ - { - int u_range = 0; - - if (skilllv <= 2) - u_range = 3; - else if (skilllv <= 4) - u_range = 4; - else if (skilllv >= 5) - u_range = 5; - - ux += (i % (u_range * 2 + 1) - u_range); - uy += (i / (u_range * 2 + 1) - u_range); - - range = 0; - } - break; - - /* ダンスなど */ - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - ux += (i % 9 - 4); - uy += (i / 9 - 4); - if (i == 40) - range = 4; /* 中心の場合は範囲を4にオーバーライド */ - else - range = -1; /* 中心じゃない場合は範囲を-1にオーバーライド */ - break; - case BA_DISSONANCE: /* 不協和音 */ - case BA_WHISTLE: /* 口笛 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ - case BA_POEMBRAGI: /* ブラギの詩 */ - case BA_APPLEIDUN: /* イドゥンの林檎 */ - case DC_UGLYDANCE: /* 自分勝手なダンス */ - case DC_HUMMING: /* ハミング */ - case DC_DONTFORGETME: /* 私を忘れないで… */ - case DC_FORTUNEKISS: /* 幸運のキス */ - case DC_SERVICEFORYOU: /* サービスフォーユー */ - ux += (i % 7 - 3); - uy += (i / 7 - 3); - if (i == 40) - range = 4; /* 中心の場合は範囲を4にオーバーライド */ - else - range = -1; /* 中心じゃない場合は範囲を-1にオーバーライド */ - break; - case PA_GOSPEL: /* ゴスペル */ - ux += (i % 7 - 3); - uy += (i / 7 - 3); - break; - case PF_FOGWALL: /* フォグウォール */ - ux += (i % 5 - 2); - uy += (i / 5 - 1); - break; - case RG_GRAFFITI: /* Graffiti [Valaris] */ - ux += (i % 5 - 2); - uy += (i / 5 - 2); - break; - } - //直上スキルの場合設置座標上にランドプロテクターがないかチェック - if (range <= 0) - map_foreachinarea (skill_landprotector, src->m, ux, uy, ux, uy, - BL_SKILL, skillid, &alive); - - if (skillid == WZ_ICEWALL && alive) - { - val2 = map_getcell (src->m, ux, uy); - if (val2 == 5 || val2 == 1) - alive = 0; - else - { - map_setcell (src->m, ux, uy, 5); - clif_changemapcell (src->m, ux, uy, 5, 0); - } - } - - if (alive) - { - nullpo_retr (NULL, unit = skill_initunit (group, i, ux, uy)); - unit->val1 = val1; - unit->val2 = val2; - unit->limit = limit; - unit->range = range; - } - } - return group; -} - -/*========================================== - * スキルユニットの発動イベント - *------------------------------------------ - */ -int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, - unsigned int tick) -{ - struct skill_unit_group *sg; - struct block_list *ss; - struct skill_unit_group_tickset *ts; - struct map_session_data *srcsd = NULL; - int diff, goflag, splash_count = 0; - - nullpo_retr (0, src); - nullpo_retr (0, bl); - - if (bl->prev == NULL || !src->alive - || (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl))) - return 0; - - nullpo_retr (0, sg = src->group); - nullpo_retr (0, ss = map_id2bl (sg->src_id)); - - if (ss->type == BL_PC) - nullpo_retr (0, srcsd = (struct map_session_data *) ss); - if (srcsd && srcsd->chatID) - return 0; - - if (bl->type != BL_PC && bl->type != BL_MOB) - return 0; - nullpo_retr (0, ts = skill_unitgrouptickset_search (bl, sg->group_id)); - diff = DIFF_TICK (tick, ts->tick); - goflag = (diff > sg->interval || diff < 0); - if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない - goflag = (diff > sg->interval * map_count_oncell (bl->m, bl->x, bl->y) - || diff < 0); - - //対象がLP上に居る場合は無効 - map_foreachinarea (skill_landprotector, bl->m, bl->x, bl->y, bl->x, bl->y, - BL_SKILL, 0, &goflag); - - if (!goflag) - return 0; - ts->tick = tick; - ts->group_id = sg->group_id; - - switch (sg->unit_id) - { - case 0x83: /* サンクチュアリ */ - { - int race = battle_get_race (bl); - int damage_flag = - (battle_check_undead (race, battle_get_elem_type (bl)) - || race == 6) ? 1 : 0; - - if (battle_get_hp (bl) >= battle_get_max_hp (bl) && !damage_flag) - break; - - if ((sg->val1--) <= 0) - { - skill_delunitgroup (sg); - return 0; - } - if (!damage_flag) - { - int heal = sg->val2; - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - heal = 0; /* 黄金蟲カード(ヒール量0) */ - clif_skill_nodamage (&src->bl, bl, AL_HEAL, heal, 1); - battle_heal (NULL, bl, heal, 0, 0); - } - else - skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id, - sg->skill_lv, tick, 0); - } - break; - - case 0x84: /* マグヌスエクソシズム */ - { - int race = battle_get_race (bl); - int damage_flag = - (battle_check_undead (race, battle_get_elem_type (bl)) - || race == 6) ? 1 : 0; - - if (!damage_flag) - return 0; - skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id, - sg->skill_lv, tick, 0); - } - break; - - case 0x85: /* ニューマ */ - { - struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data (bl); - int type = SC_PNEUMA; - if (sc_data && sc_data[type].timer == -1) - skill_status_change_start (bl, type, sg->skill_lv, (int) src, - 0, 0, 0, 0); - else if ((unit2 = (struct skill_unit *) sc_data[type].val2) - && unit2 != src) - { - if (DIFF_TICK (sg->tick, unit2->group->tick) > 0) - skill_status_change_start (bl, type, sg->skill_lv, - (int) src, 0, 0, 0, 0); - ts->tick -= sg->interval; - } - } - break; - case 0x7e: /* セイフティウォール */ - { - struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data (bl); - int type = SC_SAFETYWALL; - if (sc_data && sc_data[type].timer == -1) - skill_status_change_start (bl, type, sg->skill_lv, (int) src, - 0, 0, 0, 0); - else if ((unit2 = (struct skill_unit *) sc_data[type].val2) - && unit2 != src) - { - if (sg->val1 < unit2->group->val1) - skill_status_change_start (bl, type, sg->skill_lv, - (int) src, 0, 0, 0, 0); - ts->tick -= sg->interval; - } - } - break; - - case 0x86: /* ロードオブヴァーミリオン(&ストームガスト &グランドクロス) */ - skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id, - sg->skill_lv, tick, 0); - break; - - case 0x7f: /* ファイヤーウォール */ - if ((src->val2--) > 0) - skill_attack (BF_MAGIC, ss, &src->bl, bl, - sg->skill_id, sg->skill_lv, tick, 0); - if (src->val2 <= 0) - skill_delunit (src); - break; - - case 0x87: /* ファイアーピラー(発動前) */ - skill_delunit (src); - skill_unitsetting (ss, sg->skill_id, sg->skill_lv, src->bl.x, - src->bl.y, 1); - break; - - case 0x88: /* ファイアーピラー(発動後) */ - if (DIFF_TICK (tick, sg->tick) < 150) - skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id, - sg->skill_lv, tick, 0); - break; - - case 0x90: /* スキッドトラップ */ - { - int i, c = skill_get_blewcount (sg->skill_id, sg->skill_lv); - if (map[bl->m].flag.gvg) - c = 0; - for (i = 0; i < c; i++) - skill_blown (&src->bl, bl, 1 | 0x30000); - sg->unit_id = 0x8c; - clif_changelook (&src->bl, LOOK_BASE, sg->unit_id); - sg->limit = DIFF_TICK (tick, sg->tick) + 1500; - } - break; - - case 0x93: /* ランドマイン */ - skill_attack (BF_MISC, ss, &src->bl, bl, sg->skill_id, - sg->skill_lv, tick, 0); - sg->unit_id = 0x8c; - clif_changelook (&src->bl, LOOK_BASE, 0x88); - sg->limit = DIFF_TICK (tick, sg->tick) + 1500; - break; - - case 0x8f: /* ブラストマイン */ - case 0x94: /* ショックウェーブトラップ */ - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャー */ - case 0x97: /* フリージングトラップ */ - case 0x98: /* クレイモアートラップ */ - map_foreachinarea (skill_count_target, src->bl.m, - src->bl.x - src->range, src->bl.y - src->range, - src->bl.x + src->range, src->bl.y + src->range, - 0, &src->bl, &splash_count); - map_foreachinarea (skill_trap_splash, src->bl.m, - src->bl.x - src->range, src->bl.y - src->range, - src->bl.x + src->range, src->bl.y + src->range, - 0, &src->bl, tick, splash_count); - sg->unit_id = 0x8c; - clif_changelook (&src->bl, LOOK_BASE, sg->unit_id); - sg->limit = DIFF_TICK (tick, sg->tick) + 1500; - break; - - case 0x91: /* アンクルスネア */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - if (sg->val2 == 0 && sc_data && sc_data[SC_ANKLE].timer == -1) - { - int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE - || bl->y / BLOCK_SIZE != - src->bl.y / BLOCK_SIZE); - int sec = skill_get_time2 (sg->skill_id, - sg->skill_lv) - - (double) battle_get_agi (bl) * 0.1; - if (battle_get_mode (bl) & 0x20) - sec = sec / 5; - battle_stopwalking (bl, 1); - skill_status_change_start (bl, SC_ANKLE, sg->skill_lv, 0, 0, - 0, sec, 0); - - if (moveblock) - map_delblock (bl); - bl->x = src->bl.x; - bl->y = src->bl.y; - if (moveblock) - map_addblock (bl); - if (bl->type == BL_MOB) - clif_fixmobpos ((struct mob_data *) bl); - else - clif_fixpos (bl); - clif_01ac (&src->bl); - sg->limit = DIFF_TICK (tick, sg->tick) + sec; - sg->val2 = bl->id; - } - } - break; - - case 0x80: /* ワープポータル(発動後) */ - if (bl->type == BL_PC) - { - struct map_session_data *sd = (struct map_session_data *) bl; - if (sd && src->bl.m == bl->m && src->bl.x == bl->x - && src->bl.y == bl->y && src->bl.x == sd->to_x - && src->bl.y == sd->to_y) - { - if (battle_config.chat_warpportal || !sd->chatID) - { - if ((sg->val1--) > 0) - { - pc_setpos (sd, sg->valstr, sg->val2 >> 16, - sg->val2 & 0xffff, 3); - if (sg->src_id == bl->id - || (strcmp (map[src->bl.m].name, sg->valstr) - == 0 && src->bl.x == (sg->val2 >> 16) - && src->bl.y == (sg->val2 & 0xffff))) - skill_delunitgroup (sg); - } - else - skill_delunitgroup (sg); - } - } - } - else if (bl->type == BL_MOB && battle_config.mob_warpportal) - { - int m = map_mapname2mapid (sg->valstr); - struct mob_data *md; - md = (struct mob_data *) bl; - mob_warp ((struct mob_data *) bl, m, sg->val2 >> 16, - sg->val2 & 0xffff, 3); - } - break; - - case 0x8e: /* クァグマイア */ - { - int type = SkillStatusChangeTable[sg->skill_id]; - if (bl->type == BL_PC - && ((struct map_session_data *) bl)-> - special_state.no_magic_damage) - break; - if (battle_get_sc_data (bl)[type].timer == -1) - skill_status_change_start (bl, type, sg->skill_lv, (int) src, - 0, 0, - skill_get_time2 (sg->skill_id, - sg->skill_lv), 0); - } - break; - case 0x92: /* ベノムダスト */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - int type = SkillStatusChangeTable[sg->skill_id]; - if (sc_data && sc_data[type].timer == -1) - skill_status_change_start (bl, type, sg->skill_lv, (int) src, - 0, 0, - skill_get_time2 (sg->skill_id, - sg->skill_lv), 0); - } - break; - case 0x9a: /* ボルケーノ */ - case 0x9b: /* デリュージ */ - case 0x9c: /* バイオレントゲイル */ - { - struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data (bl); - int type = SkillStatusChangeTable[sg->skill_id]; - if (sc_data && sc_data[type].timer == -1) - skill_status_change_start (bl, type, sg->skill_lv, (int) src, - 0, 0, - skill_get_time2 (sg->skill_id, - sg->skill_lv), 0); - else if ((unit2 = (struct skill_unit *) sc_data[type].val2) - && unit2 != src) - { - if (DIFF_TICK (sg->tick, unit2->group->tick) > 0) - skill_status_change_start (bl, type, sg->skill_lv, - (int) src, 0, 0, - skill_get_time2 (sg->skill_id, - sg->skill_lv), - 0); - ts->tick -= sg->interval; - } - } break; - - case 0x9e: /* 子守唄 */ - case 0x9f: /* ニヨルドの宴 */ - case 0xa0: /* 永遠の混沌 */ - case 0xa1: /* 戦太鼓の響き */ - case 0xa2: /* ニーベルングの指輪 */ - case 0xa3: /* ロキの叫び */ - case 0xa4: /* 深淵の中に */ - case 0xa5: /* 不死身のジークフリード */ - case 0xa6: /* 不協和音 */ - case 0xa7: /* 口笛 */ - case 0xa8: /* 夕陽のアサシンクロス */ - case 0xa9: /* ブラギの詩 */ - case 0xab: /* 自分勝手なダンス */ - case 0xac: /* ハミング */ - case 0xad: /* 私を忘れないで… */ - case 0xae: /* 幸運のキス */ - case 0xaf: /* サービスフォーユー */ - case 0xb4: - { - struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data (bl); - int type = SkillStatusChangeTable[sg->skill_id]; - if (sg->src_id == bl->id) - break; - if (sc_data && sc_data[type].timer == -1) - skill_status_change_start (bl, type, sg->skill_lv, sg->val1, - sg->val2, (int) src, - skill_get_time2 (sg->skill_id, - sg->skill_lv), 0); - else if ((unit2 = (struct skill_unit *) sc_data[type].val4) - && unit2 != src) - { - if (unit2->group - && DIFF_TICK (sg->tick, unit2->group->tick) > 0) - skill_status_change_start (bl, type, sg->skill_lv, - sg->val1, sg->val2, (int) src, - skill_get_time2 (sg->skill_id, - sg->skill_lv), - 0); - ts->tick -= sg->interval; - } - } break; - - case 0xaa: /* イドゥンの林檎 */ - { - struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data (bl); - int type = SkillStatusChangeTable[sg->skill_id]; - if (sg->src_id == bl->id) - break; - if (sc_data && sc_data[type].timer == -1) - skill_status_change_start (bl, type, sg->skill_lv, - (sg->val1) >> 16, - (sg->val1) & 0xffff, (int) src, - skill_get_time2 (sg->skill_id, - sg->skill_lv), 0); - else if ((unit2 = (struct skill_unit *) sc_data[type].val4) - && unit2 != src) - { - if (DIFF_TICK (sg->tick, unit2->group->tick) > 0) - skill_status_change_start (bl, type, sg->skill_lv, - (sg->val1) >> 16, - (sg->val1) & 0xffff, (int) src, - skill_get_time2 (sg->skill_id, - sg->skill_lv), - 0); - ts->tick -= sg->interval; - } - } break; - - case 0xb1: /* デモンストレーション */ - skill_attack (BF_WEAPON, ss, &src->bl, bl, sg->skill_id, - sg->skill_lv, tick, 0); - if (bl->type == BL_PC && MRAND (100) < sg->skill_lv - && battle_config.equipment_breaking) - pc_breakweapon ((struct map_session_data *) bl); - break; - case 0x99: /* トーキーボックス */ - if (sg->src_id == bl->id) //自分が踏んでも発動しない - break; - if (sg->val2 == 0) - { - clif_talkiebox (&src->bl, sg->valstr); - sg->unit_id = 0x8c; - clif_changelook (&src->bl, LOOK_BASE, sg->unit_id); - sg->limit = DIFF_TICK (tick, sg->tick) + 5000; - sg->val2 = -1; //踏んだ - } - break; - case 0xb2: /* あなたを_会いたいです */ - case 0xb3: /* ゴスペル */ - case 0xb6: /* フォグウォール */ - //とりあえず何もしない - break; - - case 0xb7: /* スパイダーウェッブ */ - if (sg->val2 == 0) - { - int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE - || bl->y / BLOCK_SIZE != - src->bl.y / BLOCK_SIZE); - skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, - BF_MISC, tick); - if (moveblock) - map_delblock (bl); - bl->x = (&src->bl)->x; - bl->y = (&src->bl)->y; - if (moveblock) - map_addblock (bl); - if (bl->type == BL_MOB) - clif_fixmobpos ((struct mob_data *) bl); - else - clif_fixpos (bl); - clif_01ac (&src->bl); - sg->limit = - DIFF_TICK (tick, - sg->tick) + skill_get_time2 (sg->skill_id, - sg->skill_lv); - sg->val2 = bl->id; - } - break; - -/* default: - if(battle_config.error_log) - printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); - break;*/ - } - if (bl->type == BL_MOB && ss != bl) /* スキル使用条件のMOBスキル */ - { - if (battle_config.mob_changetarget_byskill == 1) - { - int target = ((struct mob_data *) bl)->target_id; - if (ss->type == BL_PC) - ((struct mob_data *) bl)->target_id = ss->id; - mobskill_use ((struct mob_data *) bl, tick, - MSC_SKILLUSED | (sg->skill_id << 16)); - ((struct mob_data *) bl)->target_id = target; - } - else - mobskill_use ((struct mob_data *) bl, tick, - MSC_SKILLUSED | (sg->skill_id << 16)); - } - - return 0; -} - -/*========================================== - * スキルユニットから離脱する(もしくはしている)場合 - *------------------------------------------ - */ -int skill_unit_onout (struct skill_unit *src, struct block_list *bl, - unsigned int tick) -{ - struct skill_unit_group *sg; - - nullpo_retr (0, src); - nullpo_retr (0, bl); - nullpo_retr (0, sg = src->group); - - if (bl->prev == NULL || !src->alive) - return 0; - - if (bl->type != BL_PC && bl->type != BL_MOB) - return 0; - - switch (sg->unit_id) - { - case 0x7e: /* セイフティウォール */ - case 0x85: /* ニューマ */ - case 0x8e: /* クァグマイア */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - int type = - (sg->unit_id == 0x85) ? SC_PNEUMA : - ((sg->unit_id == 0x7e) ? SC_SAFETYWALL : SC_QUAGMIRE); - if ((type != SC_QUAGMIRE || bl->type != BL_MOB) && - sc_data && sc_data[type].timer != -1 - && ((struct skill_unit *) sc_data[type].val2) == src) - { - skill_status_change_end (bl, type, -1); - } - } break; - - case 0x91: /* アンクルスネア */ - { - struct block_list *target = map_id2bl (sg->val2); - if (target && target == bl) - { - skill_status_change_end (bl, SC_ANKLE, -1); - sg->limit = DIFF_TICK (tick, sg->tick) + 1000; - } - } - break; - case 0xb5: - case 0xb8: - { - struct block_list *target = map_id2bl (sg->val2); - if (target == bl) - skill_status_change_end (bl, SC_SPIDERWEB, -1); - sg->limit = DIFF_TICK (tick, sg->tick) + 1000; - } - break; - case 0xb6: - { - struct block_list *target = map_id2bl (sg->val2); - if (target == bl) - skill_status_change_end (bl, SC_FOGWALL, -1); - sg->limit = DIFF_TICK (tick, sg->tick) + 1000; - } - break; - case 0x9a: /* ボルケーノ */ - case 0x9b: /* デリュージ */ - case 0x9c: /* バイオレントゲイル */ - { - struct status_change *sc_data = battle_get_sc_data (bl); - struct skill_unit *su; - int type = SkillStatusChangeTable[sg->skill_id]; - if (sc_data && sc_data[type].timer != -1 - && (su = ((struct skill_unit *) sc_data[type].val2)) - && su == src) - { - skill_status_change_end (bl, type, -1); - } - } - break; - - case 0x9e: /* 子守唄 */ - case 0x9f: /* ニヨルドの宴 */ - case 0xa0: /* 永遠の混沌 */ - case 0xa1: /* 戦太鼓の響き */ - case 0xa2: /* ニーベルングの指輪 */ - case 0xa3: /* ロキの叫び */ - case 0xa4: /* 深淵の中に */ - case 0xa5: /* 不死身のジークフリード */ - case 0xa6: /* 不協和音 */ - case 0xa7: /* 口笛 */ - case 0xa8: /* 夕陽のアサシンクロス */ - case 0xa9: /* ブラギの詩 */ - case 0xaa: /* イドゥンの林檎 */ - case 0xab: /* 自分勝手なダンス */ - case 0xac: /* ハミング */ - case 0xad: /* 私を忘れないで… */ - case 0xae: /* 幸運のキス */ - case 0xaf: /* サービスフォーユー */ - case 0xb4: - { - struct status_change *sc_data = battle_get_sc_data (bl); - struct skill_unit *su; - int type = SkillStatusChangeTable[sg->skill_id]; - if (sc_data && sc_data[type].timer != -1 - && (su = ((struct skill_unit *) sc_data[type].val4)) - && su == src) - { - skill_status_change_end (bl, type, -1); - } - } - break; - case 0xb7: /* スパイダーウェッブ */ - { - struct block_list *target = map_id2bl (sg->val2); - if (target && target == bl) - skill_status_change_end (bl, SC_SPIDERWEB, -1); - sg->limit = DIFF_TICK (tick, sg->tick) + 1000; - } - break; - -/* default: - if(battle_config.error_log) - printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); - break;*/ - } - skill_unitgrouptickset_delete (bl, sg->group_id); - return 0; -} - -/*========================================== - * スキルユニットの削除イベント - *------------------------------------------ - */ -int skill_unit_ondelete (struct skill_unit *src, struct block_list *bl, - unsigned int tick) -{ - struct skill_unit_group *sg; - - nullpo_retr (0, src); - nullpo_retr (0, bl); - nullpo_retr (0, sg = src->group); - - if (bl->prev == NULL || !src->alive) - return 0; - - if (bl->type != BL_PC && bl->type != BL_MOB) - return 0; - - switch (sg->unit_id) - { - case 0x85: /* ニューマ */ - case 0x7e: /* セイフティウォール */ - case 0x8e: /* クァグマイヤ */ - case 0x9a: /* ボルケーノ */ - case 0x9b: /* デリュージ */ - case 0x9c: /* バイオレントゲイル */ - case 0x9e: /* 子守唄 */ - case 0x9f: /* ニヨルドの宴 */ - case 0xa0: /* 永遠の混沌 */ - case 0xa1: /* 戦太鼓の響き */ - case 0xa2: /* ニーベルングの指輪 */ - case 0xa3: /* ロキの叫び */ - case 0xa4: /* 深淵の中に */ - case 0xa5: /* 不死身のジークフリード */ - case 0xa6: /* 不協和音 */ - case 0xa7: /* 口笛 */ - case 0xa8: /* 夕陽のアサシンクロス */ - case 0xa9: /* ブラギの詩 */ - case 0xaa: /* イドゥンの林檎 */ - case 0xab: /* 自分勝手なダンス */ - case 0xac: /* ハミング */ - case 0xad: /* 私を忘れないで… */ - case 0xae: /* 幸運のキス */ - case 0xaf: /* サービスフォーユー */ - case 0xb4: - return skill_unit_onout (src, bl, tick); - -/* default: - if(battle_config.error_log) - printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); - break;*/ - } - skill_unitgrouptickset_delete (bl, sg->group_id); - return 0; -} - -/*========================================== - * スキルユニットの限界イベント - *------------------------------------------ - */ -int skill_unit_onlimit (struct skill_unit *src, unsigned int tick) -{ - struct skill_unit_group *sg; - - nullpo_retr (0, src); - nullpo_retr (0, sg = src->group); - - switch (sg->unit_id) - { - case 0x81: /* ワープポータル(発動前) */ - { - struct skill_unit_group *group = - skill_unitsetting (map_id2bl (sg->src_id), sg->skill_id, - sg->skill_lv, - src->bl.x, src->bl.y, 1); - if (group == NULL) - return 0; - CREATE (group->valstr, char, 24); - memcpy (group->valstr, sg->valstr, 24); - group->val2 = sg->val2; - } - break; - - case 0x8d: /* アイスウォール */ - map_setcell (src->bl.m, src->bl.x, src->bl.y, src->val2); - clif_changemapcell (src->bl.m, src->bl.x, src->bl.y, src->val2, - 1); - break; - case 0xb2: /* あなたに会いたい */ - { - struct map_session_data *sd = NULL; - struct map_session_data *p_sd = NULL; - if ((sd = - (struct map_session_data *) (map_id2bl (sg->src_id))) == - NULL) - return 0; - if ((p_sd = pc_get_partner (sd)) == NULL) - return 0; - - pc_setpos (p_sd, map[src->bl.m].name, src->bl.x, src->bl.y, 3); - } - break; - } - return 0; -} - -/*========================================== - * スキルユニットのダメージイベント - *------------------------------------------ - */ -int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, - int damage, unsigned int tick) -{ - struct skill_unit_group *sg; - - nullpo_retr (0, src); - nullpo_retr (0, sg = src->group); - - switch (sg->unit_id) - { - case 0x8d: /* アイスウォール */ - src->val1 -= damage; - break; - case 0x8f: /* ブラストマイン */ - case 0x98: /* クレイモアートラップ */ - skill_blown (bl, &src->bl, 2); //吹き飛ばしてみる - break; - default: - damage = 0; - break; - } - return damage; -} - -/*---------------------------------------------------------------------------- */ - -/*========================================== - * スキル使用(詠唱完了、場所指定) - *------------------------------------------ - */ -void skill_castend_pos (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) -{ - struct map_session_data *sd = map_id2sd (id) /*,*target_sd=NULL */ ; - int range, maxcount; - - nullpo_retv (sd); - - if (sd->bl.prev == NULL) - return; - if (sd->skilltimer != tid) /* タイマIDの確認 */ - return; - if (sd->skilltimer != -1 && pc_checkskill (sd, SA_FREECAST) > 0) - { - sd->speed = sd->prev_speed; - clif_updatestatus (sd, SP_SPEED); - } - sd->skilltimer = -1; - if (pc_isdead (sd)) - { - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - - if (battle_config.pc_skill_reiteration == 0) - { - range = -1; - switch (sd->skillid) - { - case MG_SAFETYWALL: - case WZ_FIREPILLAR: - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - case AL_WARP: - case PF_SPIDERWEB: /* スパイダーウェッブ */ - case RG_GRAFFITI: /* グラフィティ */ - range = 0; - break; - case AL_PNEUMA: - range = 1; - break; - } - if (range >= 0) - { - if (skill_check_unit_range - (sd->bl.m, sd->skillx, sd->skilly, range, sd->skillid) > 0) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - } - if (battle_config.pc_skill_nofootset) - { - range = -1; - switch (sd->skillid) - { - case WZ_FIREPILLAR: - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - case PF_SPIDERWEB: /* スパイダーウェッブ */ - case WZ_ICEWALL: - range = 1; - break; - case AL_WARP: - range = 0; - break; - } - if (range >= 0) - { - if (skill_check_unit_range2 - (sd->bl.m, sd->skillx, sd->skilly, range) > 0) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - } - - if (battle_config.pc_land_skill_limit) - { - maxcount = skill_get_maxcount (sd->skillid); - if (maxcount > 0) - { - int i, c; - for (i = c = 0; i < MAX_SKILLUNITGROUP; i++) - { - if (sd->skillunit[i].alive_count > 0 - && sd->skillunit[i].skill_id == sd->skillid) - c++; - } - if (c >= maxcount) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - } - - range = skill_get_range (sd->skillid, sd->skilllv); - if (range < 0) - range = battle_get_range (&sd->bl) - (range + 1); - range += battle_config.pc_skill_add_range; - if (battle_config.skill_out_range_consume) - { // changed to allow casting when target walks out of range [Valaris] - if (range < distance (sd->bl.x, sd->bl.y, sd->skillx, sd->skilly)) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - } - if (!skill_check_condition (sd, 1)) - { /* 使用条件チェック */ - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return; - } - sd->skillitem = sd->skillitemlv = -1; - if (battle_config.skill_out_range_consume) - { - if (range < distance (sd->bl.x, sd->bl.y, sd->skillx, sd->skilly)) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - return; - } - } - - if (battle_config.pc_skill_log) - printf ("PC %d skill castend skill=%d\n", sd->bl.id, sd->skillid); - pc_stop_walking (sd, 0); - - skill_castend_pos2 (&sd->bl, sd->skillx, sd->skilly, sd->skillid, - sd->skilllv, tick, 0); -} - -/*========================================== - * 範囲内キャラ存在確認判定処理(foreachinarea) - *------------------------------------------ - */ - -static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) -{ - int *c; - struct block_list *src; - struct map_session_data *sd; - struct map_session_data *ssd; - struct pc_base_job s_class; - struct pc_base_job ss_class; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, sd = (struct map_session_data *) bl); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - nullpo_retr (0, c = va_arg (ap, int *)); - nullpo_retr (0, ssd = (struct map_session_data *) src); - - s_class = pc_calc_base_job (sd->status.pc_class); - //チェックしない設定ならcにありえない大きな数字を返して終了 - if (!battle_config.player_skill_partner_check) - { //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ - (*c) = 99; - return 0; - } - - ; - ss_class = pc_calc_base_job (ssd->status.pc_class); - - switch (ssd->skillid) - { - case PR_BENEDICTIO: /* 聖体降福 */ - if (sd != ssd - && (sd->status.pc_class == 4 || sd->status.pc_class == 8 - || sd->status.pc_class == 15 || sd->status.pc_class == 4005 - || sd->status.pc_class == 4009 || sd->status.pc_class == 4016) - && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) - && sd->status.sp >= 10) - (*c)++; - break; - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - case BD_RAGNAROK: /* 神々の黄昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - if (sd != ssd && - ((ssd->status.pc_class == 19 && sd->status.pc_class == 20) || - (ssd->status.pc_class == 20 && sd->status.pc_class == 19) || - (ssd->status.pc_class == 4020 && sd->status.pc_class == 4021) || - (ssd->status.pc_class == 4021 && sd->status.pc_class == 4020) || - (ssd->status.pc_class == 20 && sd->status.pc_class == 4020) || - (ssd->status.pc_class == 19 && sd->status.pc_class == 4021)) && - pc_checkskill (sd, ssd->skillid) > 0 && - (*c) == 0 && - sd->status.party_id == ssd->status.party_id && - !pc_issit (sd) && sd->sc_data[SC_DANCING].timer == -1) - (*c) = pc_checkskill (sd, ssd->skillid); - break; - } - return 0; -} - -/*========================================== - * 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea) - *------------------------------------------ - */ - -static int skill_check_condition_use_sub (struct block_list *bl, va_list ap) -{ - int *c; - struct block_list *src; - struct map_session_data *sd; - struct map_session_data *ssd; - struct pc_base_job s_class; - struct pc_base_job ss_class; - int skillid, skilllv; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, sd = (struct map_session_data *) bl); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - nullpo_retr (0, c = va_arg (ap, int *)); - nullpo_retr (0, ssd = (struct map_session_data *) src); - - s_class = pc_calc_base_job (sd->status.pc_class); - - //チェックしない設定ならcにありえない大きな数字を返して終了 - if (!battle_config.player_skill_partner_check) - { //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ - (*c) = 99; - return 0; - } - - ss_class = pc_calc_base_job (ssd->status.pc_class); - skillid = ssd->skillid; - skilllv = ssd->skilllv; - switch (skillid) - { - case PR_BENEDICTIO: /* 聖体降福 */ - if (sd != ssd - && (sd->status.pc_class == 4 || sd->status.pc_class == 8 - || sd->status.pc_class == 15 || sd->status.pc_class == 4005 - || sd->status.pc_class == 4009 || sd->status.pc_class == 4016) - && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) - && sd->status.sp >= 10) - { - sd->status.sp -= 10; - pc_calcstatus (sd, 0); - (*c)++; - } - break; - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - case BD_RAGNAROK: /* 神々の黄昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - if (sd != ssd && //本人以外で - ((ssd->status.pc_class == 19 && sd->status.pc_class == 20) || - (ssd->status.pc_class == 20 && sd->status.pc_class == 19) || - (ssd->status.pc_class == 4020 && sd->status.pc_class == 4021) || - (ssd->status.pc_class == 4021 && sd->status.pc_class == 4020) || - (ssd->status.pc_class == 20 && sd->status.pc_class == 4020) || - (ssd->status.pc_class == 19 && sd->status.pc_class == 4021)) && //自分がダンサーならバードで - pc_checkskill (sd, skillid) > 0 && //スキルを持っていて - (*c) == 0 && //最初の一人で - sd->status.party_id == ssd->status.party_id && //パーティーが同じで - !pc_issit (sd) && //座ってない - sd->sc_data[SC_DANCING].timer == -1 //ダンス中じゃない - ) - { - ssd->sc_data[SC_DANCING].val4 = bl->id; - clif_skill_nodamage (bl, src, skillid, skilllv, 1); - skill_status_change_start (bl, SC_DANCING, skillid, - ssd->sc_data[SC_DANCING].val2, 0, - src->id, skill_get_time (skillid, - skilllv) + - 1000, 0); - sd->skillid_dance = sd->skillid = skillid; - sd->skilllv_dance = sd->skilllv = skilllv; - (*c)++; - } - break; - } - return 0; -} - -/*========================================== - * 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(foreachinarea) - *------------------------------------------ - */ - -static int skill_check_condition_mob_master_sub (struct block_list *bl, - va_list ap) -{ - int *c, src_id = 0, mob_class = 0; - struct mob_data *md; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, md = (struct mob_data *) bl); - - if (!(src_id = va_arg (ap, int))) - return 0; - if (!(mob_class = va_arg (ap, int))) - return 0; - nullpo_retr (0, c = va_arg (ap, int *)); - - if (md->mob_class == mob_class && md->master_id == src_id) - (*c)++; - return 0; -} - -/*========================================== - * スキル使用条件(偽で使用失敗) - *------------------------------------------ - */ -int skill_check_condition (struct map_session_data *sd, int type) -{ - int i, hp, sp, hp_rate, sp_rate, zeny, weapon, state, spiritball, skill, - lv, mhp; - int index[10], itemid[10], amount[10]; - - nullpo_retr (0, sd); - - if (battle_config.gm_skilluncond > 0 - && pc_isGM (sd) >= battle_config.gm_skilluncond) - { - sd->skillitem = sd->skillitemlv = -1; - return 1; - } - - if (sd->opt1 > 0) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - if (pc_is90overweight (sd)) - { - clif_skill_fail (sd, sd->skillid, 9, 0); - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - - if (sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) - { - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - /*if(sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) { - * sd->skillitem = sd->skillitemlv = -1; - * return 0; - * } */ - - if (sd->skillitem == sd->skillid) - { /* アイテムの場合無条件成功 */ - if (type & 1) - sd->skillitem = sd->skillitemlv = -1; - return 1; - } - if (sd->opt1 > 0) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - return 0; - } - if (sd->sc_data) - { - if (sd->sc_data[SC_DIVINA].timer != -1 || - sd->sc_data[SC_ROKISWEIL].timer != -1 || - (sd->sc_data[SC_AUTOCOUNTER].timer != -1 - && sd->skillid != KN_AUTOCOUNTER) - || sd->sc_data[SC_STEELBODY].timer != -1 - || sd->sc_data[SC_BERSERK].timer != -1) - { - clif_skill_fail (sd, sd->skillid, 0, 0); - return 0; /* 状態異常や沈黙など */ - } - } - skill = sd->skillid; - lv = sd->skilllv; - hp = skill_get_hp (skill, lv); /* 消費HP */ - sp = skill_get_sp (skill, lv); /* 消費SP */ - if ((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) - sp = sp / 2; //アンコール時はSP消費が半分 - hp_rate = (lv <= 0) ? 0 : skill_db[skill].hp_rate[lv - 1]; - sp_rate = (lv <= 0) ? 0 : skill_db[skill].sp_rate[lv - 1]; - zeny = skill_get_zeny (skill, lv); - weapon = skill_db[skill].weapon; - state = skill_db[skill].state; - spiritball = (lv <= 0) ? 0 : skill_db[skill].spiritball[lv - 1]; - mhp = skill_get_mhp (skill, lv); /* 消費HP */ - for (i = 0; i < 10; i++) - { - itemid[i] = skill_db[skill].itemid[i]; - amount[i] = skill_db[skill].amount[i]; - } - if (mhp > 0) - hp += (sd->status.max_hp * mhp) / 100; - if (hp_rate > 0) - hp += (sd->status.hp * hp_rate) / 100; - else - hp += (sd->status.max_hp * abs (hp_rate)) / 100; - if (sp_rate > 0) - sp += (sd->status.sp * sp_rate) / 100; - else - sp += (sd->status.max_sp * abs (sp_rate)) / 100; - if (sd->dsprate != 100) - sp = sp * sd->dsprate / 100; /* 消費SP修正 */ - - switch (skill) - { - case SA_CASTCANCEL: - if (sd->skilltimer == -1) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case BS_MAXIMIZE: /* マキシマイズパワー */ - case NV_TRICKDEAD: /* 死んだふり */ - case TF_HIDING: /* ハイディング */ - case AS_CLOAKING: /* クローキング */ - case CR_AUTOGUARD: /* オートガード */ - case CR_DEFENDER: /* ディフェンダー */ - case ST_CHASEWALK: - if (sd->sc_data[SkillStatusChangeTable[skill]].timer != -1) - return 1; /* 解除する場合はSP消費しない */ - break; - case AL_TELEPORT: - case AL_WARP: - if (map[sd->bl.m].flag.noteleport) - { - clif_skill_teleportmessage (sd, 0); - return 0; - } - break; - case MO_CALLSPIRITS: /* 気功 */ - if (sd->spiritball >= lv) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case CH_SOULCOLLECT: /* 狂気功 */ - if (sd->spiritball >= 5) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case MO_FINGEROFFENSIVE: //指弾 - if (sd->spiritball > 0 && sd->spiritball < spiritball) - { - spiritball = sd->spiritball; - sd->spiritball_old = sd->spiritball; - } - else - sd->spiritball_old = lv; - break; - case MO_CHAINCOMBO: //連打掌 - if (sd->sc_data[SC_BLADESTOP].timer == -1) - { - if (sd->sc_data[SC_COMBO].timer == -1 - || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK) - return 0; - } - break; - case MO_COMBOFINISH: //猛龍拳 - if (sd->sc_data[SC_COMBO].timer == -1 - || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO) - return 0; - break; - case CH_TIGERFIST: //伏虎拳 - if (sd->sc_data[SC_COMBO].timer == -1 - || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) - return 0; - break; - case CH_CHAINCRUSH: //連柱崩撃 - if (sd->sc_data[SC_COMBO].timer == -1) - return 0; - if (sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH - && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST) - return 0; - break; - case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 - if ((sd->sc_data[SC_COMBO].timer != -1 - && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH - || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) - || sd->sc_data[SC_BLADESTOP].timer != -1) - spiritball--; - break; - case BD_ADAPTATION: /* アドリブ */ - { - struct skill_unit_group *group = NULL; - if (sd->sc_data[SC_DANCING].timer == -1 - || - ((group = - (struct skill_unit_group *) sd->sc_data[SC_DANCING].val2) - && - (skill_get_time - (sd->sc_data[SC_DANCING].val1, - group->skill_lv) - sd->sc_data[SC_DANCING].val3 * 1000) <= - skill_get_time2 (skill, lv))) - { //ダンス中で使用後5秒以上のみ? - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - } - break; - case PR_BENEDICTIO: /* 聖体降福 */ - { - int range = 1; - int c = 0; - if (!(type & 1)) - { - map_foreachinarea (skill_check_condition_char_sub, sd->bl.m, - sd->bl.x - range, sd->bl.y - range, - sd->bl.x + range, sd->bl.y + range, BL_PC, - &sd->bl, &c); - if (c < 2) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - } - else - { - map_foreachinarea (skill_check_condition_use_sub, sd->bl.m, - sd->bl.x - range, sd->bl.y - range, - sd->bl.x + range, sd->bl.y + range, BL_PC, - &sd->bl, &c); - } - } - break; - case WE_CALLPARTNER: /* あなたに逢いたい */ - if (!sd->status.partner_id) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case AM_CANNIBALIZE: /* バイオプラント */ - case AM_SPHEREMINE: /* スフィアーマイン */ - if (type & 1) - { - int c = 0; - int maxcount = skill_get_maxcount (skill); - int mob_class = (skill == AM_CANNIBALIZE) ? 1118 : 1142; - if (battle_config.pc_land_skill_limit && maxcount > 0) - { - map_foreachinarea (skill_check_condition_mob_master_sub, - sd->bl.m, 0, 0, map[sd->bl.m].xs, - map[sd->bl.m].ys, BL_MOB, sd->bl.id, - mob_class, &c); - if (c >= maxcount) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - } - } - break; - case MG_FIREWALL: /* ファイアーウォール */ - /* 数制限 */ - if (battle_config.pc_land_skill_limit) - { - int maxcount = skill_get_maxcount (skill); - if (maxcount > 0) - { - int i, c; - for (i = c = 0; i < MAX_SKILLUNITGROUP; i++) - { - if (sd->skillunit[i].alive_count > 0 - && sd->skillunit[i].skill_id == skill) - c++; - } - if (c >= maxcount) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - } - } - break; - } - - if (!(type & 2)) - { - if (hp > 0 && sd->status.hp < hp) - { /* HPチェック */ - clif_skill_fail (sd, skill, 2, 0); /* HP不足:失敗通知 */ - return 0; - } - if (sp > 0 && sd->status.sp < sp) - { /* SPチェック */ - clif_skill_fail (sd, skill, 1, 0); /* SP不足:失敗通知 */ - return 0; - } - if (zeny > 0 && sd->status.zeny < zeny) - { - clif_skill_fail (sd, skill, 5, 0); - return 0; - } - if (!(weapon & (1 << sd->status.weapon))) - { - clif_skill_fail (sd, skill, 6, 0); - return 0; - } - if (spiritball > 0 && sd->spiritball < spiritball) - { - clif_skill_fail (sd, skill, 0, 0); // 氣球不足 - return 0; - } - } - - switch (state) - { - case ST_HIDING: - if (!(sd->status.option & 2)) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_CLOAKING: - if (!(sd->status.option & 4)) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_HIDDEN: - if (!pc_ishiding (sd)) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_RIDING: - if (!pc_isriding (sd)) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_FALCON: - if (!pc_isfalcon (sd)) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_CART: - if (!pc_iscarton (sd)) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_SHIELD: - if (sd->status.shield <= 0) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_SIGHT: - if (sd->sc_data[SC_SIGHT].timer == -1 && type & 1) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_EXPLOSIONSPIRITS: - if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_RECOV_WEIGHT_RATE: - if (battle_config.natural_heal_weight_rate <= 100 - && sd->weight * 100 / sd->max_weight >= - battle_config.natural_heal_weight_rate) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - case ST_MOVE_ENABLE: - { - struct walkpath_data wpd; - if (path_search - (&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->skillx, sd->skilly, - 1) == -1) - { - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - } - break; - case ST_WATER: - if (map_getcell (sd->bl.m, sd->bl.x, sd->bl.y) != 3 - && (sd->sc_data[SC_DELUGE].timer == -1)) - { //水場判定 - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - break; - } - - for (i = 0; i < 10; i++) - { - int x = lv % 11 - 1; - index[i] = -1; - if (itemid[i] <= 0) - continue; - if (itemid[i] >= 715 && itemid[i] <= 717 - && sd->special_state.no_gemstone) - continue; - if (((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) - && sd->sc_data[SC_INTOABYSS].timer != -1) - continue; - if (skill == AM_POTIONPITCHER && i != x) - continue; - - index[i] = pc_search_inventory (sd, itemid[i]); - if (index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) - { - if (itemid[i] == 716 || itemid[i] == 717) - clif_skill_fail (sd, skill, (7 + (itemid[i] - 716)), 0); - else - clif_skill_fail (sd, skill, 0, 0); - return 0; - } - } - - if (!(type & 1)) - return 1; - - if (skill != AM_POTIONPITCHER) - { - if (skill == AL_WARP && !(type & 2)) - return 1; - for (i = 0; i < 10; i++) - { - if (index[i] >= 0) - pc_delitem (sd, index[i], amount[i], 0); // アイテム消費 - } - } - - if (type & 2) - return 1; - - pc_heal (sd, -sp, -hp); // [Fate] This might suppress some dupe messages - -/* if(sp > 0) { // SP消費 */ -/* sd->status.sp-=sp; */ -/* clif_updatestatus(sd,SP_SP); */ -/* } */ -/* if(hp > 0) { // HP消費 */ -/* sd->status.hp-=hp; */ -/* clif_updatestatus(sd,SP_HP); */ -/* } */ - if (zeny > 0) // Zeny消費 - pc_payzeny (sd, zeny); - if (spiritball > 0) // 氣球消費 - pc_delspiritball (sd, spiritball, 0); - - return 1; -} - -/*========================================== - * 詠唱時間計算 - *------------------------------------------ - */ -int skill_castfix (struct block_list *bl, int time) -{ - struct map_session_data *sd; - struct mob_data *md; // [Valaris] - struct status_change *sc_data; - int dex; - int castrate = 100; - int skill, lv, castnodex; - - nullpo_retr (0, bl); - - if (bl->type == BL_MOB) - { // Crash fix [Valaris] - md = (struct mob_data *) bl; - skill = md->skillid; - lv = md->skilllv; - } - - else - { - sd = (struct map_session_data *) bl; - skill = sd->skillid; - lv = sd->skilllv; - } - - sc_data = battle_get_sc_data (bl); - dex = battle_get_dex (bl); - - if (skill > MAX_SKILL_DB || skill < 0) - return 0; - - castnodex = skill_get_castnodex (skill, lv); - - if (time == 0) - return 0; - if (castnodex > 0 && bl->type == BL_PC) - castrate = ((struct map_session_data *) bl)->castrate; - else if (castnodex <= 0 && bl->type == BL_PC) - { - castrate = ((struct map_session_data *) bl)->castrate; - time = - time * castrate * (battle_config.castrate_dex_scale - - dex) / (battle_config.castrate_dex_scale * - 100); - time = time * battle_config.cast_rate / 100; - } - - /* サフラギウム */ - if (sc_data && sc_data[SC_SUFFRAGIUM].timer != -1) - { - time = time * (100 - sc_data[SC_SUFFRAGIUM].val1 * 15) / 100; - skill_status_change_end (bl, SC_SUFFRAGIUM, -1); - } - /* ブラギの詩 */ - if (sc_data && sc_data[SC_POEMBRAGI].timer != -1) - time = - time * (100 - - (sc_data[SC_POEMBRAGI].val1 * 3 + - sc_data[SC_POEMBRAGI].val2 + - (sc_data[SC_POEMBRAGI].val3 >> 16))) / 100; - - return (time > 0) ? time : 0; -} - -/*========================================== - * ディレイ計算 - *------------------------------------------ - */ -int skill_delayfix (struct block_list *bl, int time) -{ - struct status_change *sc_data; - - nullpo_retr (0, bl); - - sc_data = battle_get_sc_data (bl); - if (time <= 0) - return 0; - - if (bl->type == BL_PC) - { - if (battle_config.delay_dependon_dex) /* dexの影響を計算する */ - time = - time * (battle_config.castrate_dex_scale - - battle_get_dex (bl)) / - battle_config.castrate_dex_scale; - time = time * battle_config.delay_rate / 100; - } - - /* ブラギの詩 */ - if (sc_data && sc_data[SC_POEMBRAGI].timer != -1) - time = - time * (100 - - (sc_data[SC_POEMBRAGI].val1 * 3 + - sc_data[SC_POEMBRAGI].val2 + - (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100; - - return (time > 0) ? time : 0; -} - -/*========================================== - * スキル使用(ID指定) - *------------------------------------------ - */ -int skill_use_id (struct map_session_data *sd, int target_id, - int skill_num, int skill_lv) -{ - unsigned int tick; - int casttime = 0, delay = 0, skill, range; - struct map_session_data *target_sd = NULL; - int forcecast = 0; - struct block_list *bl; - struct status_change *sc_data; - tick = gettick (); - - nullpo_retr (0, sd); - - if ((bl = map_id2bl (target_id)) == NULL) - { -/* if(battle_config.error_log) - printf("skill target not found %d\n",target_id); */ - return 0; - } - if (sd->bl.m != bl->m || pc_isdead (sd)) - return 0; - - if (skillnotok (skill_num, sd)) // [MouseJstr] - return 0; - - if (sd->skillid == WZ_ICEWALL && map[sd->bl.m].flag.noicewall - && !map[sd->bl.m].flag.pvp) - { // noicewall flag [Valaris] - clif_skill_fail (sd, sd->skillid, 0, 0); - return 0; - } - sc_data = sd->sc_data; - - /* 沈黙や異常(ただし、グリムなどの判定をする) */ - if (sd->opt1 > 0) - return 0; - if (sd->sc_data) - { - if (sc_data[SC_CHASEWALK].timer != -1) - return 0; - if (sc_data[SC_VOLCANO].timer != -1) - { - if (skill_num == WZ_ICEWALL) - return 0; - } - if (sc_data[SC_ROKISWEIL].timer != -1) - { - if (skill_num == BD_ADAPTATION) - return 0; - } - if (sd->sc_data[SC_DIVINA].timer != -1 || - sd->sc_data[SC_ROKISWEIL].timer != -1 || - (sd->sc_data[SC_AUTOCOUNTER].timer != -1 - && sd->skillid != KN_AUTOCOUNTER) - || sd->sc_data[SC_STEELBODY].timer != -1 - || sd->sc_data[SC_BERSERK].timer != -1) - { - return 0; /* 状態異常や沈黙など */ - } - - if (sc_data[SC_BLADESTOP].timer != -1) - { - int lv = sc_data[SC_BLADESTOP].val1; - if (sc_data[SC_BLADESTOP].val2 == 1) - return 0; //白羽された側なのでダメ - if (lv == 1) - return 0; - if (lv == 2 && skill_num != MO_FINGEROFFENSIVE) - return 0; - if (lv == 3 && skill_num != MO_FINGEROFFENSIVE - && skill_num != MO_INVESTIGATE) - return 0; - if (lv == 4 && skill_num != MO_FINGEROFFENSIVE - && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) - return 0; - if (lv == 5 && skill_num != MO_FINGEROFFENSIVE - && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO - && skill_num != MO_EXTREMITYFIST) - return 0; - } - } - - if (sd->status.option & 4 && skill_num == TF_HIDING) - return 0; - if (sd->status.option & 2 && skill_num != TF_HIDING - && skill_num != AS_GRIMTOOTH && skill_num != RG_BACKSTAP - && skill_num != RG_RAID) - return 0; - - if (map[sd->bl.m].flag.gvg) - { //GvGで使用できないスキル - switch (skill_num) - { - case SM_ENDURE: - case AL_TELEPORT: - case AL_WARP: - case WZ_ICEWALL: - case TF_BACKSLIDING: - case LK_BERSERK: - case HP_BASILICA: - case ST_CHASEWALK: - return 0; - } - } - - /* 演奏/ダンス中 */ - if (sc_data && sc_data[SC_DANCING].timer != -1) - { -// if(battle_config.pc_skill_log) -// printf("dancing! %d\n",skill_num); - if (sc_data[SC_DANCING].val4 && skill_num != BD_ADAPTATION) //合奏中はアドリブ以外不可 - return 0; - if (skill_num != BD_ADAPTATION && skill_num != BA_MUSICALSTRIKE - && skill_num != DC_THROWARROW) - { - return 0; - } - } - - if (skill_get_inf2 (skill_num) & 0x200 && sd->bl.id == target_id) - return 0; - //直前のスキルが何か覚える必要のあるスキル - switch (skill_num) - { - case SA_CASTCANCEL: - if (sd->skillid != skill_num) - { //キャストキャンセル自体は覚えない - sd->skillid_old = sd->skillid; - sd->skilllv_old = sd->skilllv; - break; - } - case BD_ENCORE: /* アンコール */ - if (!sd->skillid_dance) - { //前回使用した踊りがないとだめ - clif_skill_fail (sd, skill_num, 0, 0); - return 0; - } - else - { - sd->skillid_old = skill_num; - } - break; - } - - sd->skillid = skill_num; - sd->skilllv = skill_lv; - - switch (skill_num) - { //事前にレベルが変わったりするスキル - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - case BD_RAGNAROK: /* 神々の黄昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - { - int range = 1; - int c = 0; - map_foreachinarea (skill_check_condition_char_sub, sd->bl.m, - sd->bl.x - range, sd->bl.y - range, - sd->bl.x + range, sd->bl.y + range, BL_PC, - &sd->bl, &c); - if (c < 1) - { - clif_skill_fail (sd, skill_num, 0, 0); - return 0; - } - else if (c == 99) - { //相方不要設定だった - ; - } - else - { - sd->skilllv = (c + skill_lv) / 2; - } - } - break; - } - - if (!skill_check_condition (sd, 0)) - return 0; - - /* 射程と障害物チェック */ - range = skill_get_range (skill_num, skill_lv); - if (range < 0) - range = battle_get_range (&sd->bl) - (range + 1); - if (!battle_check_range (&sd->bl, bl, range)) - return 0; - - if (bl->type == BL_PC) - { - target_sd = (struct map_session_data *) bl; - if (target_sd && skill_num == ALL_RESURRECTION - && !pc_isdead (target_sd)) - return 0; - } - if ((skill_num != MO_CHAINCOMBO && - skill_num != MO_COMBOFINISH && - skill_num != MO_EXTREMITYFIST && - skill_num != CH_TIGERFIST && - skill_num != CH_CHAINCRUSH) || - (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag)) - pc_stopattack (sd); - - casttime = skill_castfix (&sd->bl, skill_get_cast (skill_num, skill_lv)); - if (skill_num != SA_MAGICROD) - delay = - skill_delayfix (&sd->bl, skill_get_delay (skill_num, skill_lv)); - sd->state.skillcastcancel = skill_db[skill_num].castcancel; - - switch (skill_num) - { /* 何か特殊な処理が必要 */ -// case AL_HEAL: /* ヒール */ -// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) -// forcecast=1; /* ヒールアタックなら詠唱エフェクト有り */ -// break; - case ALL_RESURRECTION: /* リザレクション */ - if (bl->type != BL_PC - && battle_check_undead (battle_get_race (bl), - battle_get_elem_type (bl))) - { /* 敵がアンデッドなら */ - forcecast = 1; /* ターンアンデットと同じ詠唱時間 */ - casttime = - skill_castfix (&sd->bl, - skill_get_cast (PR_TURNUNDEAD, skill_lv)); - } - break; - case MO_FINGEROFFENSIVE: /* 指弾 */ - casttime += - casttime * - ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv); - break; - case MO_CHAINCOMBO: /*連打掌 */ - target_id = sd->attacktarget; - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - { - struct block_list *tbl; - if ((tbl = (struct block_list *) sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットがいない? - return 0; - target_id = tbl->id; - } - break; - case MO_COMBOFINISH: /*猛龍拳 */ - case CH_TIGERFIST: /* 伏虎拳 */ - case CH_CHAINCRUSH: /* 連柱崩撃 */ - target_id = sd->attacktarget; - break; - -// -- moonsoul (altered to allow proper usage of extremity from new champion combos) -// - case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */ - if (sc_data && sc_data[SC_COMBO].timer != -1 - && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH - || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) - { - casttime = 0; - target_id = sd->attacktarget; - } - forcecast = 1; - break; - case SA_MAGICROD: - case SA_SPELLBREAKER: - forcecast = 1; - break; - case WE_MALE: - case WE_FEMALE: - { - struct map_session_data *p_sd = NULL; - if ((p_sd = pc_get_partner (sd)) == NULL) - return 0; - target_id = p_sd->bl.id; - //rangeをもう1回検査 - range = skill_get_range (skill_num, skill_lv); - if (range < 0) - range = battle_get_range (&sd->bl) - (range + 1); - if (!battle_check_range (&sd->bl, &p_sd->bl, range)) - { - return 0; - } - } - break; - case AS_SPLASHER: /* ベナムスプラッシャー */ - { - struct status_change *t_sc_data = battle_get_sc_data (bl); - if (t_sc_data && t_sc_data[SC_POISON].timer == -1) - { - clif_skill_fail (sd, skill_num, 0, 10); - return 0; - } - } - break; - case PF_MEMORIZE: /* メモライズ */ - casttime = 12000; - break; - - } - - //メモライズ状態ならキャストタイムが1/3 - if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0) - { - casttime = casttime / 3; - if ((--sc_data[SC_MEMORIZE].val2) <= 0) - skill_status_change_end (&sd->bl, SC_MEMORIZE, -1); - } - - if (battle_config.pc_skill_log) - printf ("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n", - sd->bl.id, target_id, skill_num, skill_lv, casttime); - -// if(sd->skillitem == skill_num) -// casttime = delay = 0; - - if (casttime > 0 || forcecast) - { /* 詠唱が必要 */ - struct mob_data *md; - clif_skillcasting (&sd->bl, - sd->bl.id, target_id, 0, 0, skill_num, casttime); - - /* 詠唱反応モンスター */ - if (bl->type == BL_MOB && (md = (struct mob_data *) bl) - && mob_db[md->mob_class].mode & 0x10 && md->state.state != MS_ATTACK - && sd->invincible_timer == -1) - { - md->target_id = sd->bl.id; - md->state.targettype = ATTACKABLE; - md->min_chase = 13; - } - } - - if (casttime <= 0) /* 詠唱の無いものはキャンセルされない */ - sd->state.skillcastcancel = 0; - - sd->skilltarget = target_id; -/* sd->cast_target_bl = bl; */ - sd->skillx = 0; - sd->skilly = 0; - sd->canact_tick = tick + casttime + delay; - sd->canmove_tick = tick; - if (!(battle_config.pc_cloak_check_type & 2) && sc_data - && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING) - skill_status_change_end (&sd->bl, SC_CLOAKING, -1); - if (casttime > 0) - { - sd->skilltimer = - add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0); - if ((skill = pc_checkskill (sd, SA_FREECAST)) > 0) - { - sd->prev_speed = sd->speed; - sd->speed = sd->speed * (175 - skill * 5) / 100; - clif_updatestatus (sd, SP_SPEED); - } - else - pc_stop_walking (sd, 0); - } - else - { - if (skill_num != SA_CASTCANCEL) - sd->skilltimer = -1; - skill_castend_id (sd->skilltimer, tick, sd->bl.id, 0); - } - - //マジックパワーの効果終了 - if (sc_data && sc_data[SC_MAGICPOWER].timer != -1 - && skill_num != HW_MAGICPOWER) - skill_status_change_end (&sd->bl, SC_MAGICPOWER, -1); - - return 0; -} - -/*========================================== - * スキル使用(場所指定) - *------------------------------------------ - */ -int skill_use_pos (struct map_session_data *sd, - int skill_x, int skill_y, int skill_num, int skill_lv) -{ - struct block_list bl; - struct status_change *sc_data; - unsigned int tick; - int casttime = 0, delay = 0, skill, range; - - nullpo_retr (0, sd); - - if (pc_isdead (sd)) - return 0; - - if (skillnotok (skill_num, sd)) // [MoueJstr] - return 0; - - sc_data = sd->sc_data; - - if (sd->opt1 > 0) - return 0; - if (sc_data) - { - if (sc_data[SC_DIVINA].timer != -1 || - sc_data[SC_ROKISWEIL].timer != -1 || - sc_data[SC_AUTOCOUNTER].timer != -1 || - sc_data[SC_STEELBODY].timer != -1 || - sc_data[SC_DANCING].timer != -1 || - sc_data[SC_BERSERK].timer != -1) - return 0; /* 状態異常や沈黙など */ - } - - if (sd->status.option & 2) - return 0; - - if (map[sd->bl.m].flag.gvg - && (skill_num == SM_ENDURE || skill_num == AL_TELEPORT - || skill_num == AL_WARP || skill_num == WZ_ICEWALL - || skill_num == TF_BACKSLIDING)) - return 0; - - sd->skillid = skill_num; - sd->skilllv = skill_lv; - sd->skillx = skill_x; - sd->skilly = skill_y; - if (!skill_check_condition (sd, 0)) - return 0; - - /* 射程と障害物チェック */ - bl.type = BL_NUL; - bl.m = sd->bl.m; - bl.x = skill_x; - bl.y = skill_y; - range = skill_get_range (skill_num, skill_lv); - if (range < 0) - range = battle_get_range (&sd->bl) - (range + 1); - if (!battle_check_range (&sd->bl, &bl, range)) - return 0; - - pc_stopattack (sd); - - casttime = skill_castfix (&sd->bl, skill_get_cast (skill_num, skill_lv)); - delay = skill_delayfix (&sd->bl, skill_get_delay (skill_num, skill_lv)); - sd->state.skillcastcancel = skill_db[skill_num].castcancel; - - if (battle_config.pc_skill_log) - printf ("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n", - sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime); - -// if(sd->skillitem == skill_num) -// casttime = delay = 0; - //メモライズ状態ならキャストタイムが1/3 - if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0) - { - casttime = casttime / 3; - if ((--sc_data[SC_MEMORIZE].val2) <= 0) - skill_status_change_end (&sd->bl, SC_MEMORIZE, -1); - } - - if (casttime > 0) /* 詠唱が必要 */ - clif_skillcasting (&sd->bl, - sd->bl.id, 0, skill_x, skill_y, skill_num, - casttime); - - if (casttime <= 0) /* 詠唱の無いものはキャンセルされない */ - sd->state.skillcastcancel = 0; - - sd->skilltarget = 0; -/* sd->cast_target_bl = NULL; */ - tick = gettick (); - sd->canact_tick = tick + casttime + delay; - sd->canmove_tick = tick; - if (!(battle_config.pc_cloak_check_type & 2) && sc_data - && sc_data[SC_CLOAKING].timer != -1) - skill_status_change_end (&sd->bl, SC_CLOAKING, -1); - if (casttime > 0) - { - sd->skilltimer = - add_timer (tick + casttime, skill_castend_pos, sd->bl.id, 0); - if ((skill = pc_checkskill (sd, SA_FREECAST)) > 0) - { - sd->prev_speed = sd->speed; - sd->speed = sd->speed * (175 - skill * 5) / 100; - clif_updatestatus (sd, SP_SPEED); - } - else - pc_stop_walking (sd, 0); - } - else - { - sd->skilltimer = -1; - skill_castend_pos (sd->skilltimer, tick, sd->bl.id, 0); - } - //マジックパワーの効果終了 - if (sc_data && sc_data[SC_MAGICPOWER].timer != -1 - && skill_num != HW_MAGICPOWER) - skill_status_change_end (&sd->bl, SC_MAGICPOWER, -1); - - return 0; -} - -/*========================================== - * スキル詠唱キャンセル - *------------------------------------------ - */ -int skill_castcancel (struct block_list *bl, int type) -{ - int inf; - - nullpo_retr (0, bl); - - if (bl->type == BL_PC) - { - struct map_session_data *sd = (struct map_session_data *) bl; - unsigned long tick = gettick (); - nullpo_retr (0, sd); - sd->canact_tick = tick; - sd->canmove_tick = tick; - if (sd->skilltimer != -1) - { - if (pc_checkskill (sd, SA_FREECAST) > 0) - { - sd->speed = sd->prev_speed; - clif_updatestatus (sd, SP_SPEED); - } - if (!type) - { - if ((inf = skill_get_inf (sd->skillid)) == 2 || inf == 32) - delete_timer (sd->skilltimer, skill_castend_pos); - else - delete_timer (sd->skilltimer, skill_castend_id); - } - else - { - if ((inf = skill_get_inf (sd->skillid_old)) == 2 || inf == 32) - delete_timer (sd->skilltimer, skill_castend_pos); - else - delete_timer (sd->skilltimer, skill_castend_id); - } - sd->skilltimer = -1; - clif_skillcastcancel (bl); - } - - return 0; - } - else if (bl->type == BL_MOB) - { - struct mob_data *md = (struct mob_data *) bl; - nullpo_retr (0, md); - if (md->skilltimer != -1) - { - if ((inf = skill_get_inf (md->skillid)) == 2 || inf == 32) - delete_timer (md->skilltimer, mobskill_castend_pos); - else - delete_timer (md->skilltimer, mobskill_castend_id); - md->skilltimer = -1; - clif_skillcastcancel (bl); - } - return 0; - } - return 1; -} - -/*========================================= - * ブランディッシュスピア 初期範囲決定 - *---------------------------------------- - */ -void skill_brandishspear_first (struct square *tc, int dir, int x, int y) -{ - - nullpo_retv (tc); - - if (dir == 0) - { - tc->val1[0] = x - 2; - tc->val1[1] = x - 1; - tc->val1[2] = x; - tc->val1[3] = x + 1; - tc->val1[4] = x + 2; - tc->val2[0] = - tc->val2[1] = tc->val2[2] = tc->val2[3] = tc->val2[4] = y - 1; - } - else if (dir == 2) - { - tc->val1[0] = - tc->val1[1] = tc->val1[2] = tc->val1[3] = tc->val1[4] = x + 1; - tc->val2[0] = y + 2; - tc->val2[1] = y + 1; - tc->val2[2] = y; - tc->val2[3] = y - 1; - tc->val2[4] = y - 2; - } - else if (dir == 4) - { - tc->val1[0] = x - 2; - tc->val1[1] = x - 1; - tc->val1[2] = x; - tc->val1[3] = x + 1; - tc->val1[4] = x + 2; - tc->val2[0] = - tc->val2[1] = tc->val2[2] = tc->val2[3] = tc->val2[4] = y + 1; - } - else if (dir == 6) - { - tc->val1[0] = - tc->val1[1] = tc->val1[2] = tc->val1[3] = tc->val1[4] = x - 1; - tc->val2[0] = y + 2; - tc->val2[1] = y + 1; - tc->val2[2] = y; - tc->val2[3] = y - 1; - tc->val2[4] = y - 2; - } - else if (dir == 1) - { - tc->val1[0] = x - 1; - tc->val1[1] = x; - tc->val1[2] = x + 1; - tc->val1[3] = x + 2; - tc->val1[4] = x + 3; - tc->val2[0] = y - 4; - tc->val2[1] = y - 3; - tc->val2[2] = y - 1; - tc->val2[3] = y; - tc->val2[4] = y + 1; - } - else if (dir == 3) - { - tc->val1[0] = x + 3; - tc->val1[1] = x + 2; - tc->val1[2] = x + 1; - tc->val1[3] = x; - tc->val1[4] = x - 1; - tc->val2[0] = y - 1; - tc->val2[1] = y; - tc->val2[2] = y + 1; - tc->val2[3] = y + 2; - tc->val2[4] = y + 3; - } - else if (dir == 5) - { - tc->val1[0] = x + 1; - tc->val1[1] = x; - tc->val1[2] = x - 1; - tc->val1[3] = x - 2; - tc->val1[4] = x - 3; - tc->val2[0] = y + 3; - tc->val2[1] = y + 2; - tc->val2[2] = y + 1; - tc->val2[3] = y; - tc->val2[4] = y - 1; - } - else if (dir == 7) - { - tc->val1[0] = x - 3; - tc->val1[1] = x - 2; - tc->val1[2] = x - 1; - tc->val1[3] = x; - tc->val1[4] = x + 1; - tc->val2[1] = y; - tc->val2[0] = y + 1; - tc->val2[2] = y - 1; - tc->val2[3] = y - 2; - tc->val2[4] = y - 3; - } - -} - -/*========================================= - * ブランディッシュスピア 方向判定 範囲拡張 - *----------------------------------------- - */ -void skill_brandishspear_dir (struct square *tc, int dir, int are) -{ - - int c; - - nullpo_retv (tc); - - for (c = 0; c < 5; c++) - { - if (dir == 0) - { - tc->val2[c] += are; - } - else if (dir == 1) - { - tc->val1[c] -= are; - tc->val2[c] += are; - } - else if (dir == 2) - { - tc->val1[c] -= are; - } - else if (dir == 3) - { - tc->val1[c] -= are; - tc->val2[c] -= are; - } - else if (dir == 4) - { - tc->val2[c] -= are; - } - else if (dir == 5) - { - tc->val1[c] += are; - tc->val2[c] -= are; - } - else if (dir == 6) - { - tc->val1[c] += are; - } - else if (dir == 7) - { - tc->val1[c] += are; - tc->val2[c] += are; - } - } -} - -/*========================================== - * ディボーション 有効確認 - *------------------------------------------ - */ -void skill_devotion (struct map_session_data *md, int target) -{ - // 総確認 - int n; - - nullpo_retv (md); - - for (n = 0; n < 5; n++) - { - if (md->dev.val1[n]) - { - struct map_session_data *sd = map_id2sd (md->dev.val1[n]); - // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる - if (sd == NULL - || (sd->sc_data - && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) - || skill_devotion3 (&md->bl, md->dev.val1[n])) - { - skill_devotion_end (md, sd, n); - } - } - } -} - -void skill_devotion2 (struct block_list *bl, int crusader) -{ - // 被ディボーションが歩いた時の距離チェック - struct map_session_data *sd = map_id2sd (crusader); - - nullpo_retv (bl); - - if (sd) - skill_devotion3 (&sd->bl, bl->id); -} - -int skill_devotion3 (struct block_list *bl, int target) -{ - // クルセが歩いた時の距離チェック - struct map_session_data *md; - struct map_session_data *sd; - int n, r = 0; - - nullpo_retr (1, bl); - - if ((md = (struct map_session_data *) bl) == NULL - || (sd = map_id2sd (target)) == NULL) - return 1; - else - r = distance (bl->x, bl->y, sd->bl.x, sd->bl.y); - - if (pc_checkskill (sd, CR_DEVOTION) + 6 < r) - { // 許容範囲を超えてた - for (n = 0; n < 5; n++) - if (md->dev.val1[n] == target) - md->dev.val2[n] = 0; // 離れた時は、糸を切るだけ - clif_devotion (md, sd->bl.id); - return 1; - } - return 0; -} - -void skill_devotion_end (struct map_session_data *md, - struct map_session_data *sd, int target) -{ - // クルセと被ディボキャラのリセット - nullpo_retv (md); - nullpo_retv (sd); - - md->dev.val1[target] = md->dev.val2[target] = 0; - if (sd && sd->sc_data) - { - // skill_status_change_end(sd->bl,SC_DEVOTION,-1); - sd->sc_data[SC_DEVOTION].val1 = 0; - sd->sc_data[SC_DEVOTION].val2 = 0; - clif_status_change (&sd->bl, SC_DEVOTION, 0); - clif_devotion (md, sd->bl.id); - } -} - -/*========================================== - * オートスペル - *------------------------------------------ - */ -int skill_autospell (struct map_session_data *sd, int skillid) -{ - int skilllv; - int maxlv = 1, lv; - - nullpo_retr (0, sd); - - skilllv = pc_checkskill (sd, SA_AUTOSPELL); - - if (skillid == MG_NAPALMBEAT) - maxlv = 3; - else if (skillid == MG_COLDBOLT || skillid == MG_FIREBOLT - || skillid == MG_LIGHTNINGBOLT) - { - if (skilllv == 2) - maxlv = 1; - else if (skilllv == 3) - maxlv = 2; - else if (skilllv >= 4) - maxlv = 3; - } - else if (skillid == MG_SOULSTRIKE) - { - if (skilllv == 5) - maxlv = 1; - else if (skilllv == 6) - maxlv = 2; - else if (skilllv >= 7) - maxlv = 3; - } - else if (skillid == MG_FIREBALL) - { - if (skilllv == 8) - maxlv = 1; - else if (skilllv >= 9) - maxlv = 2; - } - else if (skillid == MG_FROSTDIVER) - maxlv = 1; - else - return 0; - - if (maxlv > (lv = pc_checkskill (sd, skillid))) - maxlv = lv; - - skill_status_change_start (&sd->bl, SC_AUTOSPELL, skilllv, skillid, maxlv, 0, // val1:スキルID val2:使用最大Lv - skill_get_time (SA_AUTOSPELL, skilllv), 0); // にしてみたけどbscriptが書き易い・・・? - return 0; -} - -/*========================================== - * ギャングスターパラダイス判定処理(foreachinarea) - *------------------------------------------ - */ - -static int skill_gangster_count (struct block_list *bl, va_list ap) -{ - int *c; - struct map_session_data *sd; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - - sd = (struct map_session_data *) bl; - c = va_arg (ap, int *); - - if (sd && c && pc_issit (sd) && pc_checkskill (sd, RG_GANGSTER) > 0) - (*c)++; - return 0; -} - -static int skill_gangster_in (struct block_list *bl, va_list ap) -{ - struct map_session_data *sd; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - - sd = (struct map_session_data *) bl; - if (sd && pc_issit (sd) && pc_checkskill (sd, RG_GANGSTER) > 0) - sd->state.gangsterparadise = 1; - return 0; -} - -static int skill_gangster_out (struct block_list *bl, va_list ap) -{ - struct map_session_data *sd; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - - sd = (struct map_session_data *) bl; - if (sd && sd->state.gangsterparadise) - sd->state.gangsterparadise = 0; - return 0; -} - -int skill_gangsterparadise (struct map_session_data *sd, int type) -{ - int range = 1; - int c = 0; - - nullpo_retr (0, sd); - - if (pc_checkskill (sd, RG_GANGSTER) <= 0) - return 0; - - if (type == 1) - { /* 座った時の処理 */ - map_foreachinarea (skill_gangster_count, sd->bl.m, - sd->bl.x - range, sd->bl.y - range, - sd->bl.x + range, sd->bl.y + range, BL_PC, &c); - if (c > 0) - { /*ギャングスター成功したら自分にもギャングスター属性付与 */ - map_foreachinarea (skill_gangster_in, sd->bl.m, - sd->bl.x - range, sd->bl.y - range, - sd->bl.x + range, sd->bl.y + range, BL_PC); - sd->state.gangsterparadise = 1; - } - return 0; - } - else if (type == 0) - { /* 立ち上がったときの処理 */ - map_foreachinarea (skill_gangster_count, sd->bl.m, - sd->bl.x - range, sd->bl.y - range, - sd->bl.x + range, sd->bl.y + range, BL_PC, &c); - if (c < 1) - map_foreachinarea (skill_gangster_out, sd->bl.m, - sd->bl.x - range, sd->bl.y - range, - sd->bl.x + range, sd->bl.y + range, BL_PC); - sd->state.gangsterparadise = 0; - return 0; - } - return 0; -} - -/*========================================== - * 寒いジョーク・スクリーム判定処理(foreachinarea) - *------------------------------------------ - */ -int skill_frostjoke_scream (struct block_list *bl, va_list ap) -{ - struct block_list *src; - int skillnum, skilllv; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - - skillnum = va_arg (ap, int); - skilllv = va_arg (ap, int); - tick = va_arg (ap, unsigned int); - - if (src == bl) //自分には効かない - return 0; - - if (battle_check_target (src, bl, BCT_ENEMY) > 0) - skill_additional_effect (src, bl, skillnum, skilllv, BF_MISC, tick); - else if (battle_check_target (src, bl, BCT_PARTY) > 0) - { - if (MRAND (100) < 10) //PTメンバにも低確率でかかる(とりあえず10%) - skill_additional_effect (src, bl, skillnum, skilllv, BF_MISC, - tick); - } - - return 0; -} - -/*========================================== - * - *------------------------------------------ - */ -int skill_attack_area (struct block_list *bl, va_list ap) -{ - struct block_list *src, *dsrc; - int atk_type, skillid, skilllv, flag, type; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - - atk_type = va_arg (ap, int); - if ((src = va_arg (ap, struct block_list *)) == NULL) - return 0; - if ((dsrc = va_arg (ap, struct block_list *)) == NULL) - return 0; - skillid = va_arg (ap, int); - skilllv = va_arg (ap, int); - tick = va_arg (ap, unsigned int); - flag = va_arg (ap, int); - type = va_arg (ap, int); - - if (battle_check_target (dsrc, bl, type) > 0) - skill_attack (atk_type, src, dsrc, bl, skillid, skilllv, tick, flag); - - return 0; -} - -/*========================================== - * - *------------------------------------------ - */ -int skill_clear_element_field (struct block_list *bl) -{ - struct mob_data *md = NULL; - struct map_session_data *sd = NULL; - int i, skillid; - - nullpo_retr (0, bl); - - if (bl->type == BL_MOB) - md = (struct mob_data *) bl; - if (bl->type == BL_PC) - sd = (struct map_session_data *) bl; - - for (i = 0; i < MAX_MOBSKILLUNITGROUP; i++) - { - if (sd) - { - skillid = sd->skillunit[i].skill_id; - if (skillid == SA_DELUGE || skillid == SA_VOLCANO - || skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR) - skill_delunitgroup (&sd->skillunit[i]); - } - else if (md) - { - skillid = md->skillunit[i].skill_id; - if (skillid == SA_DELUGE || skillid == SA_VOLCANO - || skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR) - skill_delunitgroup (&md->skillunit[i]); - } - } - return 0; -} - -/*========================================== - * ランドプロテクターチェック(foreachinarea) - *------------------------------------------ - */ -int skill_landprotector (struct block_list *bl, va_list ap) -{ - int skillid; - int *alive; - struct skill_unit *unit; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - - skillid = va_arg (ap, int); - alive = va_arg (ap, int *); - if ((unit = (struct skill_unit *) bl) == NULL) - return 0; - - if (skillid == SA_LANDPROTECTOR) - { - skill_delunit (unit); - } - else - { - if (alive && unit->group->skill_id == SA_LANDPROTECTOR) - (*alive) = 0; - } - return 0; -} - -/*========================================== - * イドゥンの林檎の回復処理(foreachinarea) - *------------------------------------------ - */ -int skill_idun_heal (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - struct skill_unit_group *sg; - int heal; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, unit = va_arg (ap, struct skill_unit *)); - nullpo_retr (0, sg = unit->group); - - heal = - 30 + sg->skill_lv * 5 + ((sg->val1) >> 16) * 5 + - ((sg->val1) & 0xfff) / 2; - - if (bl->type == BL_SKILL || bl->id == sg->src_id) - return 0; - - if (bl->type == BL_PC || bl->type == BL_MOB) - { - clif_skill_nodamage (&unit->bl, bl, AL_HEAL, heal, 1); - battle_heal (NULL, bl, heal, 0, 0); - } - return 0; -} - -/*========================================== - * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea) - *------------------------------------------ - */ -int skill_count_target (struct block_list *bl, va_list ap) -{ - struct block_list *src; - int *c; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - - if ((src = va_arg (ap, struct block_list *)) == NULL) - return 0; - if ((c = va_arg (ap, int *)) == NULL) - return 0; - if (battle_check_target (src, bl, BCT_ENEMY) > 0) - (*c)++; - return 0; -} - -/*========================================== - * トラップ範囲処理(foreachinarea) - *------------------------------------------ - */ -int skill_trap_splash (struct block_list *bl, va_list ap) -{ - struct block_list *src; - int tick; - int splash_count; - struct skill_unit *unit; - struct skill_unit_group *sg; - struct block_list *ss; - int i; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - nullpo_retr (0, unit = (struct skill_unit *) src); - nullpo_retr (0, sg = unit->group); - nullpo_retr (0, ss = map_id2bl (sg->src_id)); - - tick = va_arg (ap, int); - splash_count = va_arg (ap, int); - - if (battle_check_target (src, bl, BCT_ENEMY) > 0) - { - switch (sg->unit_id) - { - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャー */ - case 0x94: /* ショックウェーブトラップ */ - skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, - BF_MISC, tick); - break; - case 0x8f: /* ブラストマイン */ - case 0x98: /* クレイモアートラップ */ - for (i = 0; i < splash_count; i++) - { - skill_attack (BF_MISC, ss, src, bl, sg->skill_id, - sg->skill_lv, tick, - (sg->val2) ? 0x0500 : 0); - } - case 0x97: /* フリージングトラップ */ - skill_attack (BF_WEAPON, ss, src, bl, sg->skill_id, - sg->skill_lv, tick, (sg->val2) ? 0x0500 : 0); - break; - default: - break; - } - } - - return 0; -} - -/*---------------------------------------------------------------------------- - * ステータス異常 - *---------------------------------------------------------------------------- - */ - -/*========================================== - * ステータス異常タイマー範囲処理 - *------------------------------------------ - */ -int skill_status_change_timer_sub (struct block_list *bl, va_list ap) -{ - struct block_list *src; - int type; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - type = va_arg (ap, int); - tick = va_arg (ap, unsigned int); - - if (bl->type != BL_PC && bl->type != BL_MOB) - return 0; - - switch (type) - { - case SC_SIGHT: /* サイト */ - case SC_CONCENTRATE: - if ((*battle_get_option (bl)) & 6) - { - skill_status_change_end (bl, SC_HIDING, -1); - skill_status_change_end (bl, SC_CLOAKING, -1); - } - break; - case SC_RUWACH: /* ルアフ */ - if ((*battle_get_option (bl)) & 6) - { - skill_status_change_end (bl, SC_HIDING, -1); - skill_status_change_end (bl, SC_CLOAKING, -1); - if (battle_check_target (src, bl, BCT_ENEMY) > 0) - { - struct status_change *sc_data = battle_get_sc_data (bl); - skill_attack (BF_MAGIC, src, src, bl, AL_RUWACH, - sc_data[type].val1, tick, 0); - } - } - break; - } - return 0; -} - -/*========================================== - * ステータス異常終了 - *------------------------------------------ - */ -int skill_status_change_active (struct block_list *bl, int type) -{ - struct status_change *sc_data; - - nullpo_retr (0, bl); - if (bl->type != BL_PC && bl->type != BL_MOB) - { - if (battle_config.error_log) - printf ("skill_status_change_active: neither MOB nor PC !\n"); - return 0; - } - - nullpo_retr (0, sc_data = battle_get_sc_data (bl)); - - return sc_data[type].timer != -1; -} - -int skill_status_change_end (struct block_list *bl, int type, int tid) -{ - struct status_change *sc_data; - int opt_flag = 0, calc_flag = 0; - short *sc_count, *option, *opt1, *opt2, *opt3; - - nullpo_retr (0, bl); - if (bl->type != BL_PC && bl->type != BL_MOB) - { - if (battle_config.error_log) - printf ("skill_status_change_end: neither MOB nor PC !\n"); - return 0; - } - nullpo_retr (0, sc_data = battle_get_sc_data (bl)); - nullpo_retr (0, sc_count = battle_get_sc_count (bl)); - nullpo_retr (0, option = battle_get_option (bl)); - nullpo_retr (0, opt1 = battle_get_opt1 (bl)); - nullpo_retr (0, opt2 = battle_get_opt2 (bl)); - nullpo_retr (0, opt3 = battle_get_opt3 (bl)); - - if ((*sc_count) > 0 && sc_data[type].timer != -1 - && (sc_data[type].timer == tid || tid == -1)) - { - - if (tid == -1) // タイマから呼ばれていないならタイマ削除をする - delete_timer (sc_data[type].timer, skill_status_change_timer); - - /* 該当の異常を正常に戻す */ - sc_data[type].timer = -1; - (*sc_count)--; - - switch (type) - { /* 異常の種類ごとの処理 */ - case SC_PROVOKE: /* プロボック */ - case SC_CONCENTRATE: /* 集中力向上 */ - case SC_BLESSING: /* ブレッシング */ - case SC_ANGELUS: /* アンゼルス */ - case SC_INCREASEAGI: /* 速度上昇 */ - case SC_DECREASEAGI: /* 速度減少 */ - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - case SC_HIDING: - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_ADRENALINE: /* アドレナリンラッシュ */ - case SC_ENCPOISON: /* エンチャントポイズン */ - case SC_IMPOSITIO: /* インポシティオマヌス */ - case SC_GLORIA: /* グロリア */ - case SC_LOUD: /* ラウドボイス */ - case SC_QUAGMIRE: /* クァグマイア */ - case SC_PROVIDENCE: /* プロヴィデンス */ - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - case SC_VOLCANO: - case SC_DELUGE: - case SC_VIOLENTGALE: - case SC_ETERNALCHAOS: /* エターナルカオス */ - case SC_DRUMBATTLE: /* 戦太鼓の響き */ - case SC_NIBELUNGEN: /* ニーベルングの指輪 */ - case SC_SIEGFRIED: /* 不死身のジークフリード */ - case SC_WHISTLE: /* 口笛 */ - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - case SC_HUMMING: /* ハミング */ - case SC_DONTFORGETME: /* 私を忘れないで */ - case SC_FORTUNE: /* 幸運のキス */ - case SC_SERVICE4U: /* サービスフォーユー */ - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - case SC_STEELBODY: // 金剛 - case SC_DEFENDER: - case SC_SPEEDPOTION0: /* 増速ポーション */ - case SC_SPEEDPOTION1: - case SC_SPEEDPOTION2: - case SC_APPLEIDUN: /* イドゥンの林檎 */ - case SC_RIDING: - case SC_BLADESTOP_WAIT: - case SC_AURABLADE: /* オーラブレード */ - case SC_PARRYING: /* パリイング */ - case SC_CONCENTRATION: /* コンセントレーション */ - case SC_TENSIONRELAX: /* テンションリラックス */ - case SC_ASSUMPTIO: /* アシャンプティオ */ - case SC_WINDWALK: /* ウインドウォーク */ - case SC_TRUESIGHT: /* トゥルーサイト */ - case SC_SPIDERWEB: /* スパイダーウェッブ */ - case SC_MAGICPOWER: /* 魔法力増幅 */ - case SC_CHASEWALK: - case SC_ATKPOT: /* attack potion [Valaris] */ - case SC_MATKPOT: /* magic attack potion [Valaris] */ - case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) - case SC_MELTDOWN: /* メルトダウン */ - case SC_PHYS_SHIELD: - case SC_HASTE: - calc_flag = 1; - break; - case SC_BERSERK: /* バーサーク */ - calc_flag = 1; - clif_status_change (bl, SC_INCREASEAGI, 0); /* アイコン消去 */ - break; - case SC_DEVOTION: /* ディボーション */ - { - struct map_session_data *md = map_id2sd (sc_data[type].val1); - sc_data[type].val1 = sc_data[type].val2 = 0; - skill_devotion (md, bl->id); - calc_flag = 1; - } - break; - case SC_BLADESTOP: - { - struct status_change *t_sc_data = - battle_get_sc_data ((struct block_list *) - sc_data[type].val4); - //片方が切れたので相手の白刃状態が切れてないのなら解除 - if (t_sc_data && t_sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end ((struct block_list *) - sc_data[type].val4, SC_BLADESTOP, - -1); - - if (sc_data[type].val2 == 2) - clif_bladestop ((struct block_list *) sc_data[type].val3, - (struct block_list *) sc_data[type].val4, - 0); - } - break; - case SC_DANCING: - { - struct map_session_data *dsd; - struct status_change *d_sc_data; - if (sc_data[type].val4 - && (dsd = map_id2sd (sc_data[type].val4))) - { - d_sc_data = dsd->sc_data; - //合奏で相手がいる場合相手のval4を0にする - if (d_sc_data && d_sc_data[type].timer != -1) - d_sc_data[type].val4 = 0; - } - } - calc_flag = 1; - break; - case SC_GRAFFITI: - { - struct skill_unit_group *sg = (struct skill_unit_group *) sc_data[type].val4; //val4がグラフィティのgroup_id - if (sg) - skill_delunitgroup (sg); - } - break; - case SC_NOCHAT: //チャット禁止状態 - { - struct map_session_data *sd = NULL; - if (bl->type == BL_PC - && (sd = (struct map_session_data *) bl)) - { - sd->status.manner = 0; - clif_updatestatus (sd, SP_MANNER); - } - } - break; - case SC_SPLASHER: /* ベナムスプラッシャー */ - { - struct block_list *src = map_id2bl (sc_data[type].val3); - if (src && tid != -1) - { - //自分にダメージ&周囲3*3にダメージ - skill_castend_damage_id (src, bl, sc_data[type].val2, - sc_data[type].val1, gettick (), - 0); - } - } - break; - case SC_SELFDESTRUCTION: /* 自爆 */ - { - //自分のダメージは0にして - struct mob_data *md = NULL; - if (bl->type == BL_MOB && (md = (struct mob_data *) bl)) - skill_castend_damage_id (bl, bl, sc_data[type].val2, - sc_data[type].val1, gettick (), - 0); - } - break; - /* option1 */ - case SC_FREEZE: - sc_data[type].val3 = 0; - break; - - /* option2 */ - case SC_POISON: /* 毒 */ - case SC_BLIND: /* 暗黒 */ - case SC_CURSE: - calc_flag = 1; - break; - } - - if (bl->type == BL_PC && type < SC_SENDMAX) - clif_status_change (bl, type, 0); /* アイコン消去 */ - - switch (type) - { /* 正常に戻るときなにか処理が必要 */ - case SC_STONE: - case SC_FREEZE: - case SC_STAN: - case SC_SLEEP: - *opt1 = 0; - opt_flag = 1; - break; - - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - *opt2 &= ~(1 << (type - SC_POISON)); - opt_flag = 1; - break; - - case SC_SLOWPOISON: - if (sc_data[SC_POISON].timer != -1) - *opt2 |= 0x1; - *opt2 &= ~0x200; - opt_flag = 1; - break; - - case SC_SIGNUMCRUCIS: - *opt2 &= ~0x40; - opt_flag = 1; - break; - - case SC_SPEEDPOTION0: - *opt2 &= ~0x20; - opt_flag = 1; - break; - - case SC_ATKPOT: - *opt2 &= ~0x80; - opt_flag = 1; - break; - - case SC_HIDING: - case SC_CLOAKING: - *option &= ~((type == SC_HIDING) ? 2 : 4); - opt_flag = 1; - break; - - case SC_CHASEWALK: - *option &= ~16388; - opt_flag = 1; - break; - - case SC_SIGHT: - *option &= ~1; - opt_flag = 1; - break; - case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) - *option &= ~4096; - opt_flag = 1; - break; - case SC_RUWACH: - *option &= ~8192; - opt_flag = 1; - break; - - //opt3 - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - case SC_CONCENTRATION: /* コンセントレーション */ - *opt3 &= ~1; - break; - case SC_OVERTHRUST: /* オーバースラスト */ - *opt3 &= ~2; - break; - case SC_ENERGYCOAT: /* エナジーコート */ - *opt3 &= ~4; - break; - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - *opt3 &= ~8; - break; - case SC_STEELBODY: // 金剛 - *opt3 &= ~16; - break; - case SC_BLADESTOP: /* 白刃取り */ - *opt3 &= ~32; - break; - case SC_BERSERK: /* バーサーク */ - *opt3 &= ~128; - break; - case SC_MARIONETTE: /* マリオネットコントロール */ - *opt3 &= ~1024; - break; - case SC_ASSUMPTIO: /* アスムプティオ */ - *opt3 &= ~2048; - break; - } - - if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 - && bl->type == BL_PC) - { // by [Yor] - *opt2 |= STATE_BLIND; - opt_flag = 1; - } - - if (opt_flag) /* optionの変更を伝える */ - clif_changeoption (bl); - - if (bl->type == BL_PC && calc_flag) - pc_calcstatus ((struct map_session_data *) bl, 0); /* ステータス再計算 */ - } - - return 0; -} - -int skill_update_heal_animation (struct map_session_data *sd) -{ - const int mask = 0x100; - int was_active; - int is_active; - - nullpo_retr (0, sd); - was_active = sd->opt2 & mask; - is_active = sd->quick_regeneration_hp.amount > 0; - - if ((was_active && is_active) || (!was_active && !is_active)) - return 0; // no update - - if (is_active) - sd->opt2 |= mask; - else - sd->opt2 &= ~mask; - - return clif_changeoption (&sd->bl); -} - -/*========================================== - * ステータス異常終了タイマー - *------------------------------------------ - */ -void skill_status_change_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) -{ - int type = data; - struct block_list *bl; - struct map_session_data *sd = NULL; - struct status_change *sc_data; - //short *sc_count; //使ってない? - - if ((bl = map_id2bl (id)) == NULL) - return; //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる - nullpo_retv (sc_data = battle_get_sc_data (bl)); - - if (bl->type == BL_PC) - sd = (struct map_session_data *) bl; - - //sc_count=battle_get_sc_count(bl); //使ってない? - - if (sc_data[type].timer != tid) - { - if (battle_config.error_log) - printf ("skill_status_change_timer %d != %d\n", tid, - sc_data[type].timer); - } - - if (sc_data[type].spell_invocation) - { // Must report termination - spell_effect_report_termination (sc_data[type].spell_invocation, - bl->id, type, 0); - sc_data[type].spell_invocation = 0; - } - - switch (type) - { /* 特殊な処理になる場合 */ - case SC_MAXIMIZEPOWER: /* マキシマイズパワー */ - case SC_CLOAKING: /* クローキング */ - case SC_CHASEWALK: - if (sd) - { - if (sd->status.sp > 0) - { /* SP切れるまで持続 */ - sd->status.sp--; - clif_updatestatus (sd, SP_SP); - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - sc_data[type].val2 + - tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - break; - - case SC_HIDING: /* ハイディング */ - if (sd) - { /* SPがあって、時間制限の間は持続 */ - if (sd->status.sp > 0 && (--sc_data[type].val2) > 0) - { - if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0) - { - sd->status.sp--; - clif_updatestatus (sd, SP_SP); - } - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 1000 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - break; - - case SC_SIGHT: /* サイト */ - { - const int range = 7; - map_foreachinarea (skill_status_change_timer_sub, - bl->m, bl->x - range, bl->y - range, - bl->x + range, bl->y + range, 0, bl, type, - tick); - - if ((--sc_data[type].val2) > 0) - { - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 250 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - break; - case SC_RUWACH: /* ルアフ */ - { - const int range = 5; - map_foreachinarea (skill_status_change_timer_sub, - bl->m, bl->x - range, bl->y - range, - bl->x + range, bl->y + range, 0, bl, type, - tick); - - if ((--sc_data[type].val2) > 0) - { - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 250 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - break; - - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - { - int race = battle_get_race (bl); - if (race == 6 - || battle_check_undead (race, battle_get_elem_type (bl))) - { - sc_data[type].timer = - add_timer (1000 * 600 + tick, skill_status_change_timer, - bl->id, data); - return; - } - } - break; - - case SC_PROVOKE: /* プロボック/オートバーサーク */ - if (sc_data[type].val2 != 0) - { /* オートバーサーク(1秒ごとにHPチェック) */ - if (sd && sd->status.hp > sd->status.max_hp >> 2) /* 停止 */ - break; - sc_data[type].timer = - add_timer (1000 + tick, skill_status_change_timer, bl->id, - data); - return; - } - break; - - case SC_WATERBALL: /* ウォーターボール */ - { - struct block_list *target = map_id2bl (sc_data[type].val2); - if (target == NULL || target->prev == NULL) - break; - skill_attack (BF_MAGIC, bl, bl, target, WZ_WATERBALL, - sc_data[type].val1, tick, 0); - if ((--sc_data[type].val3) > 0) - { - sc_data[type].timer = - add_timer (150 + tick, skill_status_change_timer, bl->id, - data); - return; - } - } - break; - - case SC_ENDURE: /* インデュア */ - if (sd && sd->special_state.infinite_endure) - { - sc_data[type].timer = - add_timer (1000 * 600 + tick, skill_status_change_timer, - bl->id, data); - sc_data[type].val2 = 1; - return; - } - break; - - case SC_DISSONANCE: /* 不協和音 */ - if ((--sc_data[type].val2) > 0) - { - struct skill_unit *unit = - (struct skill_unit *) sc_data[type].val4; - struct block_list *src; - - if (!unit || !unit->group) - break; - src = map_id2bl (unit->group->src_id); - if (!src) - break; - skill_attack (BF_MISC, src, &unit->bl, bl, - unit->group->skill_id, sc_data[type].val1, tick, - 0); - sc_data[type].timer = - add_timer (skill_get_time2 - (unit->group->skill_id, - unit->group->skill_lv) + tick, - skill_status_change_timer, bl->id, data); - return; - } - break; - - case SC_LULLABY: /* 子守唄 */ - if ((--sc_data[type].val2) > 0) - { - struct skill_unit *unit = - (struct skill_unit *) sc_data[type].val4; - if (!unit || !unit->group || unit->group->src_id == bl->id) - break; - skill_additional_effect (bl, bl, unit->group->skill_id, - sc_data[type].val1, - BF_LONG | BF_SKILL | BF_MISC, tick); - sc_data[type].timer = - add_timer (skill_get_time - (unit->group->skill_id, - unit->group->skill_lv) / 10 + tick, - skill_status_change_timer, bl->id, data); - return; - } - break; - - case SC_STONE: - if (sc_data[type].val2 != 0) - { - short *opt1 = battle_get_opt1 (bl); - sc_data[type].val2 = 0; - sc_data[type].val4 = 0; - battle_stopwalking (bl, 1); - if (opt1) - { - *opt1 = 1; - clif_changeoption (bl); - } - sc_data[type].timer = - add_timer (1000 + tick, skill_status_change_timer, bl->id, - data); - return; - } - else if ((--sc_data[type].val3) > 0) - { - int hp = battle_get_max_hp (bl); - if ((++sc_data[type].val4) % 5 == 0 - && battle_get_hp (bl) > hp >> 2) - { - hp = hp / 100; - if (hp < 1) - hp = 1; - if (bl->type == BL_PC) - pc_heal ((struct map_session_data *) bl, -hp, 0); - else if (bl->type == BL_MOB) - { - struct mob_data *md; - if ((md = ((struct mob_data *) bl)) == NULL) - break; - md->hp -= hp; - } - } - sc_data[type].timer = - add_timer (1000 + tick, skill_status_change_timer, bl->id, - data); - return; - } - break; - case SC_POISON: - if (sc_data[SC_SLOWPOISON].timer == -1) - { - const int resist_poison = - skill_power_bl (bl, TMW_RESIST_POISON) >> 3; - if (resist_poison) - sc_data[type].val1 -= MRAND (resist_poison + 1); - - if ((--sc_data[type].val1) > 0) - { - - int hp = battle_get_max_hp (bl); - if (battle_get_hp (bl) > hp >> 4) - { - if (bl->type == BL_PC) - { - hp = 3 + hp * 3 / 200; - pc_heal ((struct map_session_data *) bl, -hp, 0); - } - else if (bl->type == BL_MOB) - { - struct mob_data *md; - if ((md = ((struct mob_data *) bl)) == NULL) - break; - hp = 3 + hp / 200; - md->hp -= hp; - } - } - sc_data[type].timer = - add_timer (1000 + tick, skill_status_change_timer, - bl->id, data); - } - } - else - sc_data[type].timer = - add_timer (2000 + tick, skill_status_change_timer, bl->id, - data); - break; - - case SC_TENSIONRELAX: /* テンションリラックス */ - if (sd) - { /* SPがあって、HPが満タンでなければ継続 */ - if (sd->status.sp > 12 && sd->status.max_hp > sd->status.hp) - { - if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0) - { - sd->status.sp -= 12; - clif_updatestatus (sd, SP_SP); - } - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 10000 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - if (sd->status.max_hp <= sd->status.hp) - skill_status_change_end (&sd->bl, SC_TENSIONRELAX, -1); - } - break; - - /* 時間切れ無し?? */ - case SC_AETERNA: - case SC_TRICKDEAD: - case SC_RIDING: - case SC_FALCON: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_MAGICPOWER: /* 魔法力増幅 */ - case SC_REJECTSWORD: /* リジェクトソード */ - case SC_MEMORIZE: /* メモライズ */ - case SC_BROKNWEAPON: - case SC_BROKNARMOR: - if (sc_data[type].timer == tid) - sc_data[type].timer = - add_timer (1000 * 600 + tick, skill_status_change_timer, - bl->id, data); - return; - - case SC_DANCING: //ダンススキルの時間SP消費 - { - int s = 0; - if (sd) - { - if (sd->status.sp > 0 && (--sc_data[type].val3) > 0) - { - switch (sc_data[type].val1) - { - case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き 3秒にSP1 */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 3秒にSP1 */ - case BD_SIEGFRIED: /* 不死身のジークフリード 3秒にSP1 */ - case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ - case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ - s = 3; - break; - case BD_LULLABY: /* 子守歌 4秒にSP1 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ - case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ - case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ - s = 4; - break; - case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ - case BA_WHISTLE: /* 口笛 5秒でSP1 */ - case DC_HUMMING: /* ハミング 5秒でSP1 */ - case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ - case DC_SERVICEFORYOU: /* サービスフォーユー 5秒でSP1 */ - s = 5; - break; - case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ - s = 6; - break; - case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ - s = 10; - break; - } - if (s && ((sc_data[type].val3 % s) == 0)) - { - sd->status.sp--; - clif_updatestatus (sd, SP_SP); - } - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 1000 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - } - break; - case SC_BERSERK: /* バーサーク */ - if (sd) - { /* HPが100以上なら継続 */ - if ((sd->status.hp - sd->status.hp / 100) > 100) - { - sd->status.hp -= sd->status.hp / 100; - clif_updatestatus (sd, SP_HP); - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 15000 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - break; - case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) - if (sd) - { - time_t timer; - if (time (&timer) < ((sc_data[type].val2) + 3600)) - { //1時間たっていないので継続 - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 10000 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - break; - case SC_NOCHAT: //チャット禁止状態 - if (sd && battle_config.muting_players) - { - time_t timer; - if ((++sd->status.manner) - && time (&timer) < - ((sc_data[type].val2) + 60 * (0 - sd->status.manner))) - { //開始からstatus.manner分経ってないので継続 - clif_updatestatus (sd, SP_MANNER); - sc_data[type].timer = add_timer ( /* タイマー再設定(60秒) */ - 60000 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - } - break; - case SC_SELFDESTRUCTION: /* 自爆 */ - if (--sc_data[type].val3 > 0) - { - struct mob_data *md; - if (bl->type == BL_MOB && (md = (struct mob_data *) bl) - && md->stats[MOB_SPEED] > 250) - { - md->stats[MOB_SPEED] -= 250; - md->next_walktime = tick; - } - sc_data[type].timer = add_timer ( /* タイマー再設定 */ - 1000 + tick, - skill_status_change_timer, - bl->id, data); - return; - } - break; - - case SC_FLYING_BACKPACK: - clif_updatestatus (sd, SP_WEIGHT); - break; - - } - - skill_status_change_end (bl, type, tid); -} - -/*========================================== - * ステータス異常終了 - *------------------------------------------ - */ -int skill_encchant_eremental_end (struct block_list *bl, int type) -{ - struct status_change *sc_data; - - nullpo_retr (0, bl); - nullpo_retr (0, sc_data = battle_get_sc_data (bl)); - - if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解除 */ - skill_status_change_end (bl, SC_ENCPOISON, -1); - if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解除 */ - skill_status_change_end (bl, SC_ASPERSIO, -1); - if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* フレイムランチャ解除 */ - skill_status_change_end (bl, SC_FLAMELAUNCHER, -1); - if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* フロストウェポン解除 */ - skill_status_change_end (bl, SC_FROSTWEAPON, -1); - if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ライトニングローダー解除 */ - skill_status_change_end (bl, SC_LIGHTNINGLOADER, -1); - if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* サイスミックウェポン解除 */ - skill_status_change_end (bl, SC_SEISMICWEAPON, -1); - - return 0; -} - -/*========================================== - * ステータス異常開始 - *------------------------------------------ - */ -int skill_status_change_start (struct block_list *bl, int type, int val1, - int val2, int val3, int val4, int tick, - int flag) -{ - return skill_status_effect (bl, type, val1, val2, val3, val4, tick, flag, - 0); -} - -int skill_status_effect (struct block_list *bl, int type, int val1, int val2, - int val3, int val4, int tick, int flag, - int spell_invocation) -{ - struct map_session_data *sd = NULL; - struct status_change *sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; - int opt_flag = 0, calc_flag = 0, updateflag = - 0, race, mode, elem, undead_flag; - int scdef = 0; - - nullpo_retr (0, bl); - if (bl->type == BL_SKILL) - return 0; - nullpo_retr (0, sc_data = battle_get_sc_data (bl)); - nullpo_retr (0, sc_count = battle_get_sc_count (bl)); - nullpo_retr (0, option = battle_get_option (bl)); - nullpo_retr (0, opt1 = battle_get_opt1 (bl)); - nullpo_retr (0, opt2 = battle_get_opt2 (bl)); - nullpo_retr (0, opt3 = battle_get_opt3 (bl)); - - race = battle_get_race (bl); - mode = battle_get_mode (bl); - elem = battle_get_elem_type (bl); - undead_flag = battle_check_undead (race, elem); - - if (type == SC_AETERNA - && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1)) - return 0; - - switch (type) - { - case SC_STONE: - case SC_FREEZE: - scdef = 3 + battle_get_mdef (bl) + battle_get_luk (bl) / 3; - break; - case SC_STAN: - case SC_SILENCE: - case SC_POISON: - scdef = 3 + battle_get_vit (bl) + battle_get_luk (bl) / 3; - break; - case SC_SLEEP: - case SC_BLIND: - scdef = 3 + battle_get_int (bl) + battle_get_luk (bl) / 3; - break; - case SC_CURSE: - scdef = 3 + battle_get_luk (bl); - break; - -// case SC_CONFUSION: - default: - scdef = 0; - } - if (scdef >= 100) - return 0; - if (bl->type == BL_PC) - { - sd = (struct map_session_data *) bl; - if (sd && type == SC_ADRENALINE - && !(skill_get_weapontype (BS_ADRENALINE) & - (1 << sd->status.weapon))) - return 0; - - if (SC_STONE <= type && type <= SC_BLIND) - { /* カードによる耐性 */ - if (sd && sd->reseff[type - SC_STONE] > 0 - && MRAND (10000) < sd->reseff[type - SC_STONE]) - { - if (battle_config.battle_log) - printf ("PC %d skill_sc_start: cardによる異常耐性発動\n", - sd->bl.id); - return 0; - } - } - } - else if (bl->type == BL_MOB) - { - } - else - { - if (battle_config.error_log) - printf ("skill_status_change_start: neither MOB nor PC !\n"); - return 0; - } - - if (type == SC_FREEZE && undead_flag && !(flag & 1)) - return 0; - - if ((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION - || type == SC_OVERTHRUST) && sc_data[type].timer != -1 - && sc_data[type].val2 && !val2) - return 0; - - if (mode & 0x20 && (type == SC_STONE || type == SC_FREEZE || - type == SC_STAN || type == SC_SLEEP - || type == SC_SILENCE || type == SC_QUAGMIRE - || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS - || type == SC_PROVOKE || (type == SC_BLESSING - && (undead_flag - || race == 6))) - && !(flag & 1)) - { - /* ボスには効かない(ただしカードによる効果は適用される) */ - return 0; - } - if (type == SC_FREEZE || type == SC_STAN || type == SC_SLEEP) - battle_stopwalking (bl, 1); - - if (sc_data[type].timer != -1) - { /* すでに同じ異常になっている場合タイマ解除 */ - if (sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] - return 0; - if (type >= SC_STAN && type <= SC_BLIND) - return 0; /* 継ぎ足しができない状態異常である時は状態異常を行わない */ - if (type == SC_GRAFFITI) - { //異常中にもう一度状態異常になった時に解除してから再度かかる - skill_status_change_end (bl, type, -1); - } - else - { - (*sc_count)--; - delete_timer (sc_data[type].timer, skill_status_change_timer); - sc_data[type].timer = -1; - } - } - - switch (type) - { /* 異常の種類ごとの処理 */ - case SC_PROVOKE: /* プロボック */ - calc_flag = 1; - if (tick <= 0) - tick = 1000; /* (オートバーサーク) */ - break; - case SC_ENDURE: /* インデュア */ - if (tick <= 0) - tick = 1000 * 60; - break; - case SC_CONCENTRATE: /* 集中力向上 */ - calc_flag = 1; - break; - case SC_BLESSING: /* ブレッシング */ - { - if (bl->type == BL_PC || (!undead_flag && race != 6)) - { - if (sc_data[SC_CURSE].timer != -1) - skill_status_change_end (bl, SC_CURSE, -1); - if (sc_data[SC_STONE].timer != -1 - && sc_data[SC_STONE].val2 == 0) - skill_status_change_end (bl, SC_STONE, -1); - } - calc_flag = 1; - } - break; - case SC_ANGELUS: /* アンゼルス */ - calc_flag = 1; - break; - case SC_INCREASEAGI: /* 速度上昇 */ - calc_flag = 1; - if (sc_data[SC_DECREASEAGI].timer != -1) - skill_status_change_end (bl, SC_DECREASEAGI, -1); - if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */ - skill_status_change_end (bl, SC_WINDWALK, -1); - break; - case SC_DECREASEAGI: /* 速度減少 */ - calc_flag = 1; - if (sc_data[SC_INCREASEAGI].timer != -1) - skill_status_change_end (bl, SC_INCREASEAGI, -1); - break; - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - calc_flag = 1; -// val2 = 14 + val1; - val2 = 10 + val1 * 2; - tick = 600 * 1000; - clif_emotion (bl, 4); - break; - case SC_SLOWPOISON: - if (sc_data[SC_POISON].timer == -1) - return 0; - break; - case SC_TWOHANDQUICKEN: /* 2HQ */ - *opt3 |= 1; - calc_flag = 1; - break; - case SC_ADRENALINE: /* アドレナリンラッシュ */ - calc_flag = 1; - break; - case SC_WEAPONPERFECTION: /* ウェポンパーフェクション */ - if (battle_config.party_skill_penaly && !val2) - tick /= 5; - break; - case SC_OVERTHRUST: /* オーバースラスト */ - *opt3 |= 2; - if (battle_config.party_skill_penaly && !val2) - tick /= 10; - break; - case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPが1減る時間,val2にも) */ - if (bl->type == BL_PC) - val2 = tick; - else - tick = 5000 * val1; - break; - case SC_ENCPOISON: /* エンチャントポイズン */ - calc_flag = 1; - val2 = (((val1 - 1) / 2) + 3) * 100; /* 毒付与確率 */ - skill_encchant_eremental_end (bl, SC_ENCPOISON); - break; - case SC_POISONREACT: /* ポイズンリアクト */ - break; - case SC_IMPOSITIO: /* インポシティオマヌス */ - calc_flag = 1; - break; - case SC_ASPERSIO: /* アスペルシオ */ - skill_encchant_eremental_end (bl, SC_ASPERSIO); - break; - case SC_SUFFRAGIUM: /* サフラギム */ - case SC_BENEDICTIO: /* 聖体 */ - case SC_MAGNIFICAT: /* マグニフィカート */ - case SC_AETERNA: /* エーテルナ */ - break; - case SC_ENERGYCOAT: /* エナジーコート */ - *opt3 |= 4; - break; - case SC_MAGICROD: - val2 = val1 * 20; - break; - case SC_KYRIE: /* キリエエレイソン */ - val2 = battle_get_max_hp (bl) * (val1 * 2 + 10) / 100; /* 耐久度 */ - val3 = (val1 / 2 + 5); /* 回数 */ -// -- moonsoul (added to undo assumptio status if target has it) - if (sc_data[SC_ASSUMPTIO].timer != -1) - skill_status_change_end (bl, SC_ASSUMPTIO, -1); - break; - case SC_MINDBREAKER: - calc_flag = 1; - if (tick <= 0) - tick = 1000; /* (オートバーサーク) */ - case SC_GLORIA: /* グロリア */ - calc_flag = 1; - break; - case SC_LOUD: /* ラウドボイス */ - calc_flag = 1; - break; - case SC_TRICKDEAD: /* 死んだふり */ - break; - case SC_QUAGMIRE: /* クァグマイア */ - calc_flag = 1; - if (sc_data[SC_CONCENTRATE].timer != -1) /* 集中力向上解除 */ - skill_status_change_end (bl, SC_CONCENTRATE, -1); - if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */ - skill_status_change_end (bl, SC_INCREASEAGI, -1); - if (sc_data[SC_TWOHANDQUICKEN].timer != -1) - skill_status_change_end (bl, SC_TWOHANDQUICKEN, -1); - if (sc_data[SC_SPEARSQUICKEN].timer != -1) - skill_status_change_end (bl, SC_SPEARSQUICKEN, -1); - if (sc_data[SC_ADRENALINE].timer != -1) - skill_status_change_end (bl, SC_ADRENALINE, -1); - if (sc_data[SC_LOUD].timer != -1) - skill_status_change_end (bl, SC_LOUD, -1); - if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */ - skill_status_change_end (bl, SC_TRUESIGHT, -1); - if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */ - skill_status_change_end (bl, SC_WINDWALK, -1); - if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */ - skill_status_change_end (bl, SC_CARTBOOST, -1); - break; - case SC_FLAMELAUNCHER: /* フレームランチャー */ - skill_encchant_eremental_end (bl, SC_FLAMELAUNCHER); - break; - case SC_FROSTWEAPON: /* フロストウェポン */ - skill_encchant_eremental_end (bl, SC_FROSTWEAPON); - break; - case SC_LIGHTNINGLOADER: /* ライトニングローダー */ - skill_encchant_eremental_end (bl, SC_LIGHTNINGLOADER); - break; - case SC_SEISMICWEAPON: /* サイズミックウェポン */ - skill_encchant_eremental_end (bl, SC_SEISMICWEAPON); - break; - case SC_DEVOTION: /* ディボーション */ - calc_flag = 1; - break; - case SC_PROVIDENCE: /* プロヴィデンス */ - calc_flag = 1; - val2 = val1 * 5; - break; - case SC_REFLECTSHIELD: - val2 = 10 + val1 * 3; - break; - case SC_STRIPWEAPON: - case SC_STRIPSHIELD: - case SC_STRIPARMOR: - case SC_STRIPHELM: - case SC_CP_WEAPON: - case SC_CP_SHIELD: - case SC_CP_ARMOR: - case SC_CP_HELM: - break; - - case SC_AUTOSPELL: /* オートスペル */ - val4 = 5 + val1 * 2; - break; - - case SC_VOLCANO: - calc_flag = 1; - val3 = val1 * 10; - val4 = - val1 >= 5 ? 20 : (val1 == - 4 ? 19 : (val1 == - 3 ? 17 : (val1 == 2 ? 14 : 10))); - break; - case SC_DELUGE: - calc_flag = 1; - val3 = - val1 >= 5 ? 15 : (val1 == - 4 ? 14 : (val1 == - 3 ? 12 : (val1 == 2 ? 9 : 5))); - val4 = - val1 >= 5 ? 20 : (val1 == - 4 ? 19 : (val1 == - 3 ? 17 : (val1 == 2 ? 14 : 10))); - break; - case SC_VIOLENTGALE: - calc_flag = 1; - val3 = val1 * 3; - val4 = - val1 >= 5 ? 20 : (val1 == - 4 ? 19 : (val1 == - 3 ? 17 : (val1 == 2 ? 14 : 10))); - break; - - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - calc_flag = 1; - val2 = 20 + val1; - *opt3 |= 1; - break; - case SC_COMBO: - break; - case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ - break; - case SC_BLADESTOP: /* 白刃取り */ - if (val2 == 2) - clif_bladestop ((struct block_list *) val3, - (struct block_list *) val4, 1); - *opt3 |= 32; - break; - - case SC_LULLABY: /* 子守唄 */ - val2 = 11; - break; - case SC_RICHMANKIM: - break; - case SC_ETERNALCHAOS: /* エターナルカオス */ - calc_flag = 1; - break; - case SC_DRUMBATTLE: /* 戦太鼓の響き */ - calc_flag = 1; - val2 = (val1 + 1) * 25; - val3 = (val1 + 1) * 2; - break; - case SC_NIBELUNGEN: /* ニーベルングの指輪 */ - calc_flag = 1; - val2 = (val1 + 2) * 50; - val3 = (val1 + 2) * 25; - break; - case SC_ROKISWEIL: /* ロキの叫び */ - break; - case SC_INTOABYSS: /* 深淵の中に */ - break; - case SC_SIEGFRIED: /* 不死身のジークフリード */ - calc_flag = 1; - val2 = 40 + val1 * 5; - val3 = val1 * 10; - break; - case SC_DISSONANCE: /* 不協和音 */ - val2 = 10; - break; - case SC_WHISTLE: /* 口笛 */ - calc_flag = 1; - break; - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - calc_flag = 1; - break; - case SC_POEMBRAGI: /* ブラギの詩 */ - break; - case SC_APPLEIDUN: /* イドゥンの林檎 */ - calc_flag = 1; - break; - case SC_UGLYDANCE: /* 自分勝手なダンス */ - val2 = 10; - break; - case SC_HUMMING: /* ハミング */ - calc_flag = 1; - break; - case SC_DONTFORGETME: /* 私を忘れないで */ - calc_flag = 1; - if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */ - skill_status_change_end (bl, SC_INCREASEAGI, -1); - if (sc_data[SC_TWOHANDQUICKEN].timer != -1) - skill_status_change_end (bl, SC_TWOHANDQUICKEN, -1); - if (sc_data[SC_SPEARSQUICKEN].timer != -1) - skill_status_change_end (bl, SC_SPEARSQUICKEN, -1); - if (sc_data[SC_ADRENALINE].timer != -1) - skill_status_change_end (bl, SC_ADRENALINE, -1); - if (sc_data[SC_ASSNCROS].timer != -1) - skill_status_change_end (bl, SC_ASSNCROS, -1); - if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */ - skill_status_change_end (bl, SC_TRUESIGHT, -1); - if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */ - skill_status_change_end (bl, SC_WINDWALK, -1); - if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */ - skill_status_change_end (bl, SC_CARTBOOST, -1); - break; - case SC_FORTUNE: /* 幸運のキス */ - calc_flag = 1; - break; - case SC_SERVICE4U: /* サービスフォーユー */ - calc_flag = 1; - break; - case SC_DANCING: /* ダンス/演奏中 */ - calc_flag = 1; - val3 = tick / 1000; - tick = 1000; - break; - - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - calc_flag = 1; - val2 = 75 + 25 * val1; - *opt3 |= 8; - break; - case SC_STEELBODY: // 金剛 - calc_flag = 1; - *opt3 |= 16; - break; - case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ - break; - case SC_AUTOCOUNTER: - val3 = val4 = 0; - break; - - case SC_SPEEDPOTION0: /* 増速ポーション */ - *opt2 |= 0x20; - case SC_SPEEDPOTION1: - case SC_SPEEDPOTION2: - calc_flag = 1; - tick = 1000 * tick; -// val2 = 5*(2+type-SC_SPEEDPOTION0); - break; - - /* atk & matk potions [Valaris] */ - case SC_ATKPOT: - *opt2 |= 0x80; - case SC_MATKPOT: - calc_flag = 1; - tick = 1000 * tick; - break; - case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) - { - time_t timer; - - calc_flag = 1; - tick = 10000; - if (!val2) - val2 = time (&timer); - } - break; - case SC_NOCHAT: //チャット禁止状態 - { - time_t timer; - - if (!battle_config.muting_players) - break; - - tick = 60000; - if (!val2) - val2 = time (&timer); - updateflag = SP_MANNER; - } - break; - case SC_SELFDESTRUCTION: //自爆 - clif_skillcasting (bl, bl->id, bl->id, 0, 0, 331, - skill_get_time (val2, val1)); - val3 = tick / 1000; - tick = 1000; - break; - - /* option1 */ - case SC_STONE: /* 石化 */ - if (!(flag & 2)) - { - int sc_def = battle_get_mdef (bl) * 200; - tick = tick - sc_def; - } - val3 = tick / 1000; - if (val3 < 1) - val3 = 1; - tick = 5000; - val2 = 1; - break; - case SC_SLEEP: /* 睡眠 */ - if (!(flag & 2)) - { -// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3); -// tick = tick * sc_def / 100; -// if(tick < 1000) tick = 1000; - tick = 30000; //睡眠はステータス耐性に関わらず30秒 - } - break; - case SC_FREEZE: /* 凍結 */ - if (!(flag & 2)) - { - int sc_def = 100 - battle_get_mdef (bl); - tick = tick * sc_def / 100; - } - break; - case SC_STAN: /* スタン(val2にミリ秒セット) */ - if (!(flag & 2)) - { - int sc_def = - 100 - (battle_get_vit (bl) + battle_get_luk (bl) / 3); - tick = tick * sc_def / 100; - } - break; - - /* option2 */ - case SC_POISON: /* 毒 */ - calc_flag = 1; - if (!(flag & 2)) - { - int sc_def = - 100 - (battle_get_vit (bl) + battle_get_luk (bl) / 5); - tick = tick * sc_def / 100; - } - val3 = tick / 1000; - if (val3 < 1) - val3 = 1; - tick = 1000; - break; - case SC_SILENCE: /* 沈黙(レックスデビーナ) */ - if (!(flag & 2)) - { - int sc_def = 100 - battle_get_vit (bl); - tick = tick * sc_def / 100; - } - break; - case SC_BLIND: /* 暗黒 */ - calc_flag = 1; - if (!(flag & 2)) - { - int sc_def = - battle_get_lv (bl) / 10 + battle_get_int (bl) / 15; - tick = 30000 - sc_def; - } - break; - case SC_CURSE: - calc_flag = 1; - if (!(flag & 2)) - { - int sc_def = 100 - battle_get_vit (bl); - tick = tick * sc_def / 100; - } - break; - - /* option */ - case SC_HIDING: /* ハイディング */ - calc_flag = 1; - if (bl->type == BL_PC) - { - val2 = tick / 1000; /* 持続時間 */ - tick = 1000; - } - break; - case SC_CHASEWALK: - case SC_CLOAKING: /* クローキング */ - if (bl->type == BL_PC) - val2 = tick; - else - tick = 5000 * val1; - break; - case SC_SIGHT: /* サイト/ルアフ */ - case SC_RUWACH: - val2 = tick / 250; - tick = 10; - break; - - /* セーフティウォール、ニューマ */ - case SC_SAFETYWALL: - case SC_PNEUMA: - tick = ((struct skill_unit *) val2)->group->limit; - break; - - /* アンクル */ - case SC_ANKLE: - break; - - /* ウォーターボール */ - case SC_WATERBALL: - tick = 150; - if (val1 > 5) //レベルが5以上の場合は25発に制限(1発目はすでに打ってるので-1) - val3 = 5 * 5 - 1; - else - val3 = (val1 | 1) * (val1 | 1) - 1; - break; - - /* スキルじゃない/時間に関係しない */ - case SC_RIDING: - calc_flag = 1; - tick = 600 * 1000; - break; - case SC_FALCON: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_BROKNWEAPON: - case SC_BROKNARMOR: - tick = 600 * 1000; - break; - - case SC_AUTOGUARD: - { - int i, t; - for (i = val2 = 0; i < val1; i++) - { - t = 5 - (i >> 1); - val2 += (t < 0) ? 1 : t; - } - } - break; - - case SC_DEFENDER: - calc_flag = 1; - val2 = 5 + val1 * 15; - break; - - case SC_KEEPING: - case SC_BARRIER: - case SC_HALLUCINATION: - break; - case SC_CONCENTRATION: /* コンセントレーション */ - *opt3 |= 1; - calc_flag = 1; - break; - case SC_TENSIONRELAX: /* テンションリラックス */ - calc_flag = 1; - if (bl->type == BL_PC) - { - tick = 10000; - } - break; - case SC_AURABLADE: /* オーラブレード */ - case SC_PARRYING: /* パリイング */ -// case SC_ASSUMPTIO: /* */ - case SC_HEADCRUSH: /* ヘッドクラッシュ */ - case SC_JOINTBEAT: /* ジョイントビート */ -// case SC_MARIONETTE: /* マリオネットコントロール */ - - //とりあえず手抜き - break; - -// -- moonsoul (for new upper class related skill status effects) -/* - case SC_AURABLADE: - val2 = val1*10; - break; - case SC_PARRYING: - val2=val1*3; - break; - case SC_CONCENTRATION: - calc_flag=1; - val2=val1*10; - val3=val1*5; - break; - case SC_TENSIONRELAX: -// val2 = 10; -// val3 = 15; - break; - case SC_BERSERK: - calc_flag=1; - break; - case SC_ASSUMPTIO: - if(sc_data[SC_KYRIE].timer!=-1 ) - skill_status_change_end(bl,SC_KYRIE,-1); - break; -*/ - case SC_WINDWALK: /* ウインドウォーク */ - calc_flag = 1; - val2 = (val1 / 2); //Flee上昇率 - break; - case SC_BERSERK: /* バーサーク */ - if (sd) - { - sd->status.sp = 0; - clif_updatestatus (sd, SP_SP); - clif_status_change (bl, SC_INCREASEAGI, 1); /* アイコン表示 */ - } - *opt3 |= 128; - tick = 1000; - calc_flag = 1; - break; - case SC_ASSUMPTIO: /* アスムプティオ */ - *opt3 |= 2048; - break; - case SC_MARIONETTE: /* マリオネットコントロール */ - *opt3 |= 1024; - break; - case SC_MELTDOWN: /* メルトダウン */ - case SC_CARTBOOST: /* カートブースト */ - case SC_TRUESIGHT: /* トゥルーサイト */ - case SC_SPIDERWEB: /* スパイダーウェッブ */ - case SC_MAGICPOWER: /* 魔法力増幅 */ - calc_flag = 1; - break; - case SC_REJECTSWORD: /* リジェクトソード */ - val2 = 3; //3回攻撃を跳ね返す - break; - case SC_MEMORIZE: /* メモライズ */ - val2 = 3; //3回詠唱を1/3にする - break; - case SC_GRAFFITI: /* グラフィティ */ - { - struct skill_unit_group *sg = - skill_unitsetting (bl, RG_GRAFFITI, val1, val2, val3, 0); - if (sg) - val4 = (int) sg; - } - break; - case SC_HASTE: - calc_flag = 1; - case SC_SPLASHER: /* ベナムスプラッシャー */ - case SC_PHYS_SHIELD: - case SC_MBARRIER: - case SC_HALT_REGENERATE: - case SC_HIDE: - break; - case SC_FLYING_BACKPACK: - updateflag = SP_WEIGHT; - break; - default: - if (battle_config.error_log) - printf ("UnknownStatusChange [%d]\n", type); - return 0; - } - - if (bl->type == BL_PC && type < SC_SENDMAX) - clif_status_change (bl, type, 1); /* アイコン表示 */ - - /* optionの変更 */ - switch (type) - { - case SC_STONE: - case SC_FREEZE: - case SC_STAN: - case SC_SLEEP: - battle_stopattack (bl); /* 攻撃停止 */ - skill_stop_dancing (bl, 0); /* 演奏/ダンスの中断 */ - { /* 同時に掛からないステータス異常を解除 */ - int i; - for (i = SC_STONE; i <= SC_SLEEP; i++) - { - if (sc_data[i].timer != -1) - { - (*sc_count)--; - delete_timer (sc_data[i].timer, - skill_status_change_timer); - sc_data[i].timer = -1; - } - } - } - if (type == SC_STONE) - *opt1 = 6; - else - *opt1 = type - SC_STONE + 1; - opt_flag = 1; - break; - case SC_POISON: - if (sc_data[SC_SLOWPOISON].timer == -1) - { - *opt2 |= 0x1; - opt_flag = 1; - } - break; - - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - *opt2 |= 1 << (type - SC_POISON); - opt_flag = 1; - break; - case SC_SLOWPOISON: - *opt2 &= ~0x1; - *opt2 |= 0x200; - opt_flag = 1; - break; - case SC_SIGNUMCRUCIS: - *opt2 |= 0x40; - opt_flag = 1; - break; - case SC_HIDING: - case SC_CLOAKING: - battle_stopattack (bl); /* 攻撃停止 */ - *option |= ((type == SC_HIDING) ? 2 : 4); - opt_flag = 1; - break; - case SC_CHASEWALK: - battle_stopattack (bl); /* 攻撃停止 */ - *option |= 16388; - opt_flag = 1; - break; - case SC_SIGHT: - *option |= 1; - opt_flag = 1; - break; - case SC_RUWACH: - *option |= 8192; - opt_flag = 1; - break; - case SC_WEDDING: - *option |= 4096; - opt_flag = 1; - } - - if (opt_flag) /* optionの変更 */ - clif_changeoption (bl); - - (*sc_count)++; /* ステータス異常の数 */ - - sc_data[type].val1 = val1; - sc_data[type].val2 = val2; - sc_data[type].val3 = val3; - sc_data[type].val4 = val4; - if (sc_data[type].spell_invocation) // Supplant by newer spell - spell_effect_report_termination (sc_data[type].spell_invocation, - bl->id, type, 1); - - sc_data[type].spell_invocation = spell_invocation; - - /* タイマー設定 */ - sc_data[type].timer = - add_timer (gettick () + tick, skill_status_change_timer, bl->id, - type); - - if (bl->type == BL_PC && calc_flag) - pc_calcstatus (sd, 0); /* ステータス再計算 */ - - if (bl->type == BL_PC && updateflag) - clif_updatestatus (sd, updateflag); /* ステータスをクライアントに送る */ - - return 0; -} - -/*========================================== - * ステータス異常全解除 - *------------------------------------------ - */ -int skill_status_change_clear (struct block_list *bl, int type) -{ - struct status_change *sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; - int i; - - nullpo_retr (0, bl); - nullpo_retr (0, sc_data = battle_get_sc_data (bl)); - nullpo_retr (0, sc_count = battle_get_sc_count (bl)); - nullpo_retr (0, option = battle_get_option (bl)); - nullpo_retr (0, opt1 = battle_get_opt1 (bl)); - nullpo_retr (0, opt2 = battle_get_opt2 (bl)); - nullpo_retr (0, opt3 = battle_get_opt3 (bl)); - - if (*sc_count == 0) - return 0; - for (i = 0; i < MAX_STATUSCHANGE; i++) - { - if (sc_data[i].timer != -1) - { /* 異常があるならタイマーを削除する */ -/* - delete_timer(sc_data[i].timer, skill_status_change_timer); - sc_data[i].timer = -1; - - if (!type && i < SC_SENDMAX) - clif_status_change(bl, i, 0); -*/ - - skill_status_change_end (bl, i, -1); - } - } - *sc_count = 0; - *opt1 = 0; - *opt2 = 0; - *opt3 = 0; - *option &= OPTION_MASK; - - if (night_flag == 1 && type == BL_PC) // by [Yor] - *opt2 |= STATE_BLIND; - - if (!type || type & 2) - clif_changeoption (bl); - - return 0; -} - -/* クローキング検査(周りに移動不可能地帯があるか) */ -int skill_check_cloaking (struct block_list *bl) -{ - struct map_session_data *sd = NULL; - static int dx[] = { -1, 0, 1, -1, 1, -1, 0, 1 }; - static int dy[] = { -1, -1, -1, 0, 0, 1, 1, 1 }; - int end = 1, i; - - nullpo_retr (0, bl); - - if (pc_checkskill (sd, AS_CLOAKING) > 2) - return 0; - if (bl->type == BL_PC && battle_config.pc_cloak_check_type & 1) - return 0; - if (bl->type == BL_MOB && battle_config.monster_cloak_check_type & 1) - return 0; - for (i = 0; i < sizeof (dx) / sizeof (dx[0]); i++) - { - int c = map_getcell (bl->m, bl->x + dx[i], bl->y + dy[i]); - if (c == 1 || c == 5) - end = 0; - } - if (end) - { - skill_status_change_end (bl, SC_CLOAKING, -1); - *battle_get_option (bl) &= ~4; /* 念のための処理 */ - } - return end; -} - -/* - *---------------------------------------------------------------------------- - * スキルユニット - *---------------------------------------------------------------------------- - */ - -/*========================================== - * 演奏/ダンススキルかどうか判定 - * 引数 スキルID - * 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1 - *------------------------------------------ - */ -int skill_is_danceskill (int id) -{ - int i; - switch (id) - { - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - case BD_RAGNAROK: /* 神々の黄昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - i = 2; - break; - case BA_DISSONANCE: /* 不協和音 */ - case BA_FROSTJOKE: /* 寒いジョーク */ - case BA_WHISTLE: /* 口笛 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ - case BA_POEMBRAGI: /* ブラギの詩 */ - case BA_APPLEIDUN: /* イドゥンの林檎 */ - case DC_UGLYDANCE: /* 自分勝手なダンス */ - case DC_SCREAM: /* スクリーム */ - case DC_HUMMING: /* ハミング */ - case DC_DONTFORGETME: /* 私を忘れないで… */ - case DC_FORTUNEKISS: /* 幸運のキス */ - case DC_SERVICEFORYOU: /* サービスフォーユー */ - i = 1; - break; - default: - i = 0; - } - return i; -} - -/*========================================== - * 演奏/ダンスをやめる - * flag 1で合奏中なら相方にユニットを任せる - * - *------------------------------------------ - */ -void skill_stop_dancing (struct block_list *src, int flag) -{ - struct status_change *sc_data; - struct skill_unit_group *group; - - nullpo_retv (src); - - sc_data = battle_get_sc_data (src); - if (sc_data && sc_data[SC_DANCING].timer == -1) - return; - group = (struct skill_unit_group *) sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる - if (group && src->type == BL_PC && sc_data && sc_data[SC_DANCING].val4) - { //合奏中断 - struct map_session_data *dsd = map_id2sd (sc_data[SC_DANCING].val4); //相方のsd取得 - if (flag) - { //ログアウトなど片方が落ちても演奏が継続される - if (dsd && src->id == group->src_id) - { //グループを持ってるPCが落ちる - group->src_id = sc_data[SC_DANCING].val4; //相方にグループを任せる - if (flag & 1) //ログアウト - dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態 - if (flag & 2) //ハエ飛びなど - return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり - } - else if (dsd && dsd->bl.id == group->src_id) - { //相方がグループを持っているPCが落ちる(自分はグループを持っていない) - if (flag & 1) //ログアウト - dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態 - if (flag & 2) //ハエ飛びなど - return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり - } - skill_status_change_end (src, SC_DANCING, -1); //自分のステータスを終了させる - //そしてグループは消さない&消さないのでステータス計算もいらない? - return; - } - else - { - if (dsd && src->id == group->src_id) - { //グループを持ってるPCが止める - skill_status_change_end ((struct block_list *) dsd, SC_DANCING, -1); //相手のステータスを終了させる - } - if (dsd && dsd->bl.id == group->src_id) - { //相方がグループを持っているPCが止める(自分はグループを持っていない) - skill_status_change_end (src, SC_DANCING, -1); //自分のステータスを終了させる - } - } - } - if (flag & 2 && group && src->type == BL_PC) - { //ハエで飛んだときとかはユニットも飛ぶ - struct map_session_data *sd = (struct map_session_data *) src; - skill_unit_move_unit_group (group, sd->bl.m, (sd->to_x - sd->bl.x), - (sd->to_y - sd->bl.y)); - return; - } - skill_delunitgroup (group); - if (src->type == BL_PC) - pc_calcstatus ((struct map_session_data *) src, 0); -} - -/*========================================== - * スキルユニット初期化 - *------------------------------------------ - */ -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, - int x, int y) -{ - struct skill_unit *unit; - - nullpo_retr (NULL, group); - nullpo_retr (NULL, unit = &group->unit[idx]); - - if (!unit->alive) - group->alive_count++; - - unit->bl.id = map_addobject (&unit->bl); - unit->bl.type = BL_SKILL; - unit->bl.m = group->map; - unit->bl.x = x; - unit->bl.y = y; - unit->group = group; - unit->val1 = unit->val2 = 0; - unit->alive = 1; - - map_addblock (&unit->bl); - clif_skill_setunit (unit); - return unit; -} - -int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap); -/*========================================== - * スキルユニット削除 - *------------------------------------------ - */ -int skill_delunit (struct skill_unit *unit) -{ - struct skill_unit_group *group; - int range; - - nullpo_retr (0, unit); - if (!unit->alive) - return 0; - nullpo_retr (0, group = unit->group); - - /* onlimitイベント呼び出し */ - skill_unit_onlimit (unit, gettick ()); - - /* ondeleteイベント呼び出し */ - range = group->range; - map_foreachinarea (skill_unit_timer_sub_ondelete, unit->bl.m, - unit->bl.x - range, unit->bl.y - range, - unit->bl.x + range, unit->bl.y + range, 0, &unit->bl, - gettick ()); - - clif_skill_delunit (unit); - - unit->group = NULL; - unit->alive = 0; - map_delobjectnofree (unit->bl.id, BL_SKILL); - if (group->alive_count > 0 && (--group->alive_count) <= 0) - skill_delunitgroup (group); - - return 0; -} - -/*========================================== - * スキルユニットグループ初期化 - *------------------------------------------ - */ -static int skill_unit_group_newid = 10; -struct skill_unit_group *skill_initunitgroup (struct block_list *src, - int count, int skillid, - int skilllv, int unit_id) -{ - int i; - struct skill_unit_group *group = NULL, *list = NULL; - int maxsug = 0; - - nullpo_retr (NULL, src); - - if (src->type == BL_PC) - { - list = ((struct map_session_data *) src)->skillunit; - maxsug = MAX_SKILLUNITGROUP; - } - else if (src->type == BL_MOB) - { - list = ((struct mob_data *) src)->skillunit; - maxsug = MAX_MOBSKILLUNITGROUP; - } - if (list) - { - for (i = 0; i < maxsug; i++) /* 空いているもの検索 */ - if (list[i].group_id == 0) - { - group = &list[i]; - break; - } - - if (group == NULL) - { /* 空いてないので古いもの検索 */ - int j = 0; - unsigned maxdiff = 0, x, tick = gettick (); - for (i = 0; i < maxsug; i++) - if ((x = DIFF_TICK (tick, list[i].tick)) > maxdiff) - { - maxdiff = x; - j = i; - } - skill_delunitgroup (&list[j]); - group = &list[j]; - } - } - - if (group == NULL) - { - printf ("skill_initunitgroup: error unit group !\n"); - exit (1); - } - - group->src_id = src->id; - group->party_id = battle_get_party_id (src); - group->guild_id = battle_get_guild_id (src); - group->group_id = skill_unit_group_newid++; - if (skill_unit_group_newid <= 0) - skill_unit_group_newid = 10; - CREATE (group->unit, struct skill_unit, count); - group->unit_count = count; - group->val1 = group->val2 = 0; - group->skill_id = skillid; - group->skill_lv = skilllv; - group->unit_id = unit_id; - group->map = src->m; - group->range = 0; - group->limit = 10000; - group->interval = 1000; - group->tick = gettick (); - group->valstr = NULL; - - if (skill_is_danceskill (skillid)) - { - struct map_session_data *sd = NULL; - if (src->type == BL_PC && (sd = (struct map_session_data *) src)) - { - sd->skillid_dance = skillid; - sd->skilllv_dance = skilllv; - } - skill_status_change_start (src, SC_DANCING, skillid, (int) group, 0, - 0, skill_get_time (skillid, - skilllv) + 1000, 0); - switch (skillid) - { //合奏スキルは相方をダンス状態にする - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジークフリード */ - case BD_RAGNAROK: /* 神々の黄昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - { - int range = 1; - int c = 0; - if (sd) - { - map_foreachinarea (skill_check_condition_use_sub, - sd->bl.m, sd->bl.x - range, - sd->bl.y - range, sd->bl.x + range, - sd->bl.y + range, BL_PC, &sd->bl, &c); - } - } - } - } - return group; -} - -/*========================================== - * スキルユニットグループ削除 - *------------------------------------------ - */ -int skill_delunitgroup (struct skill_unit_group *group) -{ - struct block_list *src; - int i; - - nullpo_retr (0, group); - if (group->unit_count <= 0) - return 0; - - src = map_id2bl (group->src_id); - if (skill_is_danceskill (group->skill_id)) - { //ダンススキルはダンス状態を解除する - if (src) - skill_status_change_end (src, SC_DANCING, -1); - } - - group->alive_count = 0; - if (group->unit != NULL) - { - for (i = 0; i < group->unit_count; i++) - if (group->unit[i].alive) - skill_delunit (&group->unit[i]); - } - if (group->valstr != NULL) - { - map_freeblock (group->valstr); - group->valstr = NULL; - } - - map_freeblock (group->unit); /* free()の替わり */ - group->unit = NULL; - group->src_id = 0; - group->group_id = 0; - group->unit_count = 0; - return 0; -} - -/*========================================== - * スキルユニットグループ全削除 - *------------------------------------------ - */ -int skill_clear_unitgroup (struct block_list *src) -{ - struct skill_unit_group *group = NULL; - int maxsug = 0; - - nullpo_retr (0, src); - - if (src->type == BL_PC) - { - group = ((struct map_session_data *) src)->skillunit; - maxsug = MAX_SKILLUNITGROUP; - } - else if (src->type == BL_MOB) - { - group = ((struct mob_data *) src)->skillunit; - maxsug = MAX_MOBSKILLUNITGROUP; - } - if (group) - { - int i; - for (i = 0; i < maxsug; i++) - if (group[i].group_id > 0 && group[i].src_id == src->id) - skill_delunitgroup (&group[i]); - } - return 0; -} - -/*========================================== - * スキルユニットグループの被影響tick検索 - *------------------------------------------ - */ -struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct - block_list - *bl, - int group_id) -{ - int i, j = 0, k, s = group_id % MAX_SKILLUNITGROUPTICKSET; - struct skill_unit_group_tickset *set = NULL; - - nullpo_retr (0, bl); - - if (bl->type == BL_PC) - { - set = ((struct map_session_data *) bl)->skillunittick; - } - else - { - set = ((struct mob_data *) bl)->skillunittick; - } - if (set == NULL) - return 0; - for (i = 0; i < MAX_SKILLUNITGROUPTICKSET; i++) - if (set[(k = (i + s) % MAX_SKILLUNITGROUPTICKSET)].group_id == - group_id) - return &set[k]; - else if (set[k].group_id == 0) - j = k; - - return &set[j]; -} - -/*========================================== - * スキルユニットグループの被影響tick削除 - *------------------------------------------ - */ -int skill_unitgrouptickset_delete (struct block_list *bl, int group_id) -{ - int i, s = group_id % MAX_SKILLUNITGROUPTICKSET; - struct skill_unit_group_tickset *set = NULL, *ts; - - nullpo_retr (0, bl); - - if (bl->type == BL_PC) - { - set = ((struct map_session_data *) bl)->skillunittick; - } - else - { - set = ((struct mob_data *) bl)->skillunittick; - } - - if (set != NULL) - { - - for (i = 0; i < MAX_SKILLUNITGROUPTICKSET; i++) - if ((ts = - &set[(i + s) % MAX_SKILLUNITGROUPTICKSET])->group_id == - group_id) - ts->group_id = 0; - - } - return 0; -} - -/*========================================== - * スキルユニットタイマー発動処理用(foreachinarea) - *------------------------------------------ - */ -int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap) -{ - struct block_list *src; - struct skill_unit *su; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - src = va_arg (ap, struct block_list *); - - tick = va_arg (ap, unsigned int); - su = (struct skill_unit *) src; - - if (su && su->alive) - { - struct skill_unit_group *sg; - sg = su->group; - if (sg && battle_check_target (src, bl, sg->target_flag) > 0) - skill_unit_onplace (su, bl, tick); - } - return 0; -} - -/*========================================== - * スキルユニットタイマー削除処理用(foreachinarea) - *------------------------------------------ - */ -int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap) -{ - struct block_list *src; - struct skill_unit *su; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - src = va_arg (ap, struct block_list *); - - tick = va_arg (ap, unsigned int); - su = (struct skill_unit *) src; - - if (su && su->alive) - { - struct skill_unit_group *sg; - sg = su->group; - if (sg && battle_check_target (src, bl, sg->target_flag) > 0) - skill_unit_ondelete (su, bl, tick); - } - return 0; -} - -/*========================================== - * スキルユニットタイマー処理用(foreachobject) - *------------------------------------------ - */ -int skill_unit_timer_sub (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - struct skill_unit_group *group; - int range; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, unit = (struct skill_unit *) bl); - nullpo_retr (0, group = unit->group); - tick = va_arg (ap, unsigned int); - - if (!unit->alive) - return 0; - - range = (unit->range != 0) ? unit->range : group->range; - - /* onplaceイベント呼び出し */ - if (unit->alive && unit->range >= 0) - { - map_foreachinarea (skill_unit_timer_sub_onplace, bl->m, - bl->x - range, bl->y - range, bl->x + range, - bl->y + range, 0, bl, tick); - if (group->unit_id == 0xaa - && DIFF_TICK (tick, group->tick) >= 6000 * group->val2) - { - map_foreachinarea (skill_idun_heal, bl->m, - bl->x - range, bl->y - range, bl->x + range, - bl->y + range, 0, unit); - group->val2++; - } - } - /* 時間切れ削除 */ - if (unit->alive && - (DIFF_TICK (tick, group->tick) >= group->limit - || DIFF_TICK (tick, group->tick) >= unit->limit)) - { - switch (group->unit_id) - { - - case 0x8f: /* ブラストマイン */ - group->unit_id = 0x8c; - clif_changelook (bl, LOOK_BASE, group->unit_id); - group->limit = DIFF_TICK (tick + 1500, group->tick); - unit->limit = DIFF_TICK (tick + 1500, group->tick); - break; - case 0x90: /* スキッドトラップ */ - case 0x91: /* アンクルスネア */ - case 0x93: /* ランドマイン */ - case 0x94: /* ショックウェーブトラップ */ - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャー */ - case 0x97: /* フリージングトラップ */ - case 0x98: /* クレイモアートラップ */ - case 0x99: /* トーキーボックス */ - { - struct block_list *src = map_id2bl (group->src_id); - if (group->unit_id == 0x91 && group->val2); - else - { - if (src && src->type == BL_PC) - { - struct item item_tmp; - memset (&item_tmp, 0, sizeof (item_tmp)); - item_tmp.nameid = 1065; - item_tmp.identify = 1; - map_addflooritem (&item_tmp, 1, bl->m, bl->x, bl->y, NULL, NULL, NULL, 0); // 罠返還 - } - } - } - default: - skill_delunit (unit); - } - } - - if (group->unit_id == 0x8d) - { - unit->val1 -= 5; - if (unit->val1 <= 0 && unit->limit + group->tick > tick + 700) - unit->limit = DIFF_TICK (tick + 700, group->tick); - } - - return 0; -} - -/*========================================== - * スキルユニットタイマー処理 - *------------------------------------------ - */ -void skill_unit_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) -{ - map_freeblock_lock (); - - map_foreachobject (skill_unit_timer_sub, BL_SKILL, tick); - - map_freeblock_unlock (); -} - -/*========================================== - * スキルユニット移動時処理用(foreachinarea) - *------------------------------------------ - */ -int skill_unit_out_all_sub (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - struct skill_unit_group *group; - struct block_list *src; - int range; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - nullpo_retr (0, unit = (struct skill_unit *) bl); - nullpo_retr (0, group = unit->group); - - tick = va_arg (ap, unsigned int); - - if (!unit->alive || src->prev == NULL) - return 0; - - range = (unit->range != 0) ? unit->range : group->range; - - if (range < 0 || battle_check_target (bl, src, group->target_flag) <= 0) - return 0; - - if (src->x >= bl->x - range && src->x <= bl->x + range && - src->y >= bl->y - range && src->y <= bl->y + range) - skill_unit_onout (unit, src, tick); - - return 0; -} - -/*========================================== - * スキルユニット移動時処理 - *------------------------------------------ - */ -int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range) -{ - nullpo_retr (0, bl); - - if (bl->prev == NULL) - return 0; - - if (range < 7) - range = 7; - map_foreachinarea (skill_unit_out_all_sub, - bl->m, bl->x - range, bl->y - range, bl->x + range, - bl->y + range, BL_SKILL, bl, tick); - - return 0; -} - -/*========================================== - * スキルユニット移動時処理用(foreachinarea) - *------------------------------------------ - */ -int skill_unit_move_sub (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - struct skill_unit_group *group; - struct block_list *src; - int range; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, unit = (struct skill_unit *) bl); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - - tick = va_arg (ap, unsigned int); - - if (!unit->alive || src->prev == NULL) - return 0; - - if ((group = unit->group) == NULL) - return 0; - range = (unit->range != 0) ? unit->range : group->range; - - if (range < 0 || battle_check_target (bl, src, group->target_flag) <= 0) - return 0; - - if (src->x >= bl->x - range && src->x <= bl->x + range && - src->y >= bl->y - range && src->y <= bl->y + range) - skill_unit_onplace (unit, src, tick); - else - skill_unit_onout (unit, src, tick); - - return 0; -} - -/*========================================== - * スキルユニット移動時処理 - *------------------------------------------ - */ -int skill_unit_move (struct block_list *bl, unsigned int tick, int range) -{ - nullpo_retr (0, bl); - - if (bl->prev == NULL) - return 0; - - if (range < 7) - range = 7; - map_foreachinarea (skill_unit_move_sub, - bl->m, bl->x - range, bl->y - range, bl->x + range, - bl->y + range, BL_SKILL, bl, tick); - - return 0; -} - -/*========================================== - * スキルユニット自体の移動時処理(foreachinarea) - *------------------------------------------ - */ -int skill_unit_move_unit_group_sub (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - struct skill_unit_group *group; - struct block_list *src; - int range; - unsigned int tick; - - nullpo_retr (0, bl); - nullpo_retr (0, ap); - nullpo_retr (0, src = va_arg (ap, struct block_list *)); - nullpo_retr (0, unit = (struct skill_unit *) src); - nullpo_retr (0, group = unit->group); - - tick = va_arg (ap, unsigned int); - - if (!unit->alive || bl->prev == NULL) - return 0; - - range = (unit->range != 0) ? unit->range : group->range; - - if (range < 0 || battle_check_target (src, bl, group->target_flag) <= 0) - return 0; - if (bl->x >= src->x - range && bl->x <= src->x + range && - bl->y >= src->y - range && bl->y <= src->y + range) - skill_unit_onplace (unit, bl, tick); - else - skill_unit_onout (unit, bl, tick); - return 0; -} - -/*========================================== - * スキルユニット自体の移動時処理 - * 引数はグループと移動量 - *------------------------------------------ - */ -int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, - int dy) -{ - nullpo_retr (0, group); - - if (group->unit_count <= 0) - return 0; - - if (group->unit != NULL) - { - if (!battle_config.unit_movement_type) - { - int i; - for (i = 0; i < group->unit_count; i++) - { - struct skill_unit *unit = &group->unit[i]; - if (unit->alive && !(m == unit->bl.m && dx == 0 && dy == 0)) - { - int range = unit->range; - map_delblock (&unit->bl); - unit->bl.m = m; - unit->bl.x += dx; - unit->bl.y += dy; - map_addblock (&unit->bl); - clif_skill_setunit (unit); - if (range > 0) - { - if (range < 7) - range = 7; - map_foreachinarea (skill_unit_move_unit_group_sub, - unit->bl.m, unit->bl.x - range, - unit->bl.y - range, - unit->bl.x + range, - unit->bl.y + range, 0, &unit->bl, - gettick ()); - } - } - } - } - else - { - int i, j, *r_flag, *s_flag, *m_flag; - struct skill_unit *unit1; - struct skill_unit *unit2; - r_flag = (int *) malloc (sizeof (int) * group->unit_count); - s_flag = (int *) malloc (sizeof (int) * group->unit_count); - m_flag = (int *) malloc (sizeof (int) * group->unit_count); - memset (r_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ - memset (s_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ - memset (m_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ - - //先にフラグを全部決める - for (i = 0; i < group->unit_count; i++) - { - int move_check = 0; // かぶりフラグ - unit1 = &group->unit[i]; - for (j = 0; j < group->unit_count; j++) - { - unit2 = &group->unit[j]; - if (unit1->bl.m == m && unit1->bl.x + dx == unit2->bl.x - && unit1->bl.y + dy == unit2->bl.y) - { - //移動先にユニットがかぶってたら - s_flag[i] = 1; // 移動前のユニットナンバーの継承フラグon - r_flag[j] = 1; // かぶるユニットナンバーの残留フラグon - move_check = 1; //ユニットがかぶった。 - break; - } - } - if (!move_check) // ユニットがかぶってなかったら - m_flag[i] = 1; // 移動前ユニットナンバーの移動フラグon - } - - //フラグに基づいてユニット移動 - for (i = 0; i < group->unit_count; i++) - { - unit1 = &group->unit[i]; - if (m_flag[i]) - { // 移動フラグがonで - if (!r_flag[i]) - { // 残留フラグがoffなら - //単純移動(rangeも継承の必要無し) - int range = unit1->range; - map_delblock (&unit1->bl); - unit1->bl.m = m; - unit1->bl.x += dx; - unit1->bl.y += dy; - map_addblock (&unit1->bl); - clif_skill_setunit (unit1); - if (range > 0) - { - if (range < 7) - range = 7; - map_foreachinarea (skill_unit_move_unit_group_sub, - unit1->bl.m, - unit1->bl.x - range, - unit1->bl.y - range, - unit1->bl.x + range, - unit1->bl.y + range, 0, - &unit1->bl, gettick ()); - } - } - else - { // 残留フラグがonなら - //空ユニットになるので、継承可能なユニットを探す - for (j = 0; j < group->unit_count; j++) - { - unit2 = &group->unit[j]; - if (s_flag[j] && !r_flag[j]) - { - // 継承移動(range継承付き) - int range = unit1->range; - map_delblock (&unit2->bl); - unit2->bl.m = m; - unit2->bl.x = unit1->bl.x + dx; - unit2->bl.y = unit1->bl.y + dy; - unit2->range = unit1->range; - map_addblock (&unit2->bl); - clif_skill_setunit (unit2); - if (range > 0) - { - if (range < 7) - range = 7; - map_foreachinarea - (skill_unit_move_unit_group_sub, - unit2->bl.m, unit2->bl.x - range, - unit2->bl.y - range, - unit2->bl.x + range, - unit2->bl.y + range, 0, &unit2->bl, - gettick ()); - } - s_flag[j] = 0; // 継承完了したのでoff - break; - } - } - } - } - } - free (r_flag); - free (s_flag); - free (m_flag); - } - } - return 0; -} - -/*---------------------------------------------------------------------------- - * アイテム合成 - *---------------------------------------------------------------------------- - */ - -/*---------------------------------------------------------------------------- - * 初期化系 - */ - -static int scan_stat (char *statname) -{ - if (!strcasecmp (statname, "str")) - return SP_STR; - if (!strcasecmp (statname, "dex")) - return SP_DEX; - if (!strcasecmp (statname, "agi")) - return SP_AGI; - if (!strcasecmp (statname, "vit")) - return SP_VIT; - if (!strcasecmp (statname, "int")) - return SP_INT; - if (!strcasecmp (statname, "luk")) - return SP_LUK; - if (!strcasecmp (statname, "none")) - return 0; - - else - fprintf (stderr, "Unknown stat `%s'\n", statname); - return 0; -} - -extern void skill_pool_register (int id); // [Fate] Remember that a certain skill ID belongs to a pool skill - -/*========================================== - * スキル関係ファイル読み込み - * skill_db.txt スキルデータ - * skill_cast_db.txt スキルの詠唱時間とディレイデータ - *------------------------------------------ - */ -int skill_readdb (void) -{ - int i, j, k, l; - FILE *fp; - char line[1024], *p; - - /* The main skill database */ - memset (skill_db, 0, sizeof (skill_db)); - fp = fopen_ ("db/skill_db.txt", "r"); - if (fp == NULL) - { - printf ("can't read db/skill_db.txt\n"); - return 1; - } - while (fgets (line, 1020, fp)) - { - char *split[50], *split2[MAX_SKILL_LEVEL]; - if (line[0] == '/' && line[1] == '/') - continue; - for (j = 0, p = line; j < 18 && p; j++) - { - while (*p == '\t' || *p == ' ') - p++; - split[j] = p; - p = strchr (p, ','); - if (p) - *p++ = 0; - } - if (split[17] == NULL || j < 18) - { - fprintf (stderr, "Incomplete skill db data online (%d entries)\n", - j); - continue; - } - - i = atoi (split[0]); - if (i < 0 || i > MAX_SKILL_DB) - continue; - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].range[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - skill_db[i].hit = atoi (split[2]); - skill_db[i].inf = atoi (split[3]); - skill_db[i].pl = atoi (split[4]); - skill_db[i].nk = atoi (split[5]); - skill_db[i].max_raise = atoi (split[6]); - skill_db[i].max = atoi (split[7]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[8]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].num[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - if (strcasecmp (split[9], "yes") == 0) - skill_db[i].castcancel = 1; - else - skill_db[i].castcancel = 0; - skill_db[i].cast_def_rate = atoi (split[9]); - skill_db[i].inf2 = atoi (split[10]); - skill_db[i].maxcount = atoi (split[11]); - if (strcasecmp (split[13], "weapon") == 0) - skill_db[i].skill_type = BF_WEAPON; - else if (strcasecmp (split[12], "magic") == 0) - skill_db[i].skill_type = BF_MAGIC; - else if (strcasecmp (split[12], "misc") == 0) - skill_db[i].skill_type = BF_MISC; - else - skill_db[i].skill_type = 0; - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[14]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].blewcount[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - if (!strcasecmp (split[15], "passive")) - { - skill_pool_register (i); - skill_db[i].poolflags = SKILL_POOL_FLAG; - } - else if (!strcasecmp (split[15], "active")) - { - skill_pool_register (i); - skill_db[i].poolflags = SKILL_POOL_FLAG | SKILL_POOL_ACTIVE; - } - else - skill_db[i].poolflags = 0; - - skill_db[i].stat = scan_stat (split[16]); - - skill_names[i].desc = strdup (split[17]); - { // replace "_" by " " - char *s = skill_names[i].desc; - while ((s = strchr (s, '_'))) - *s = ' '; - if ((s = strchr (skill_names[i].desc, '\t')) - || (s = strchr (skill_names[i].desc, ' ')) - || (s = strchr (skill_names[i].desc, '\n'))) - *s = '\000'; - } - } - fclose_ (fp); - printf ("read db/skill_db.txt done\n"); - - fp = fopen_ ("db/skill_require_db.txt", "r"); - if (fp == NULL) - { - printf ("can't read db/skill_require_db.txt\n"); - return 1; - } - while (fgets (line, 1020, fp)) - { - char *split[51], *split2[MAX_SKILL_LEVEL]; - if (line[0] == '/' && line[1] == '/') - continue; - for (j = 0, p = line; j < 30 && p; j++) - { - while (*p == '\t' || *p == ' ') - p++; - split[j] = p; - p = strchr (p, ','); - if (p) - *p++ = 0; - } - if (split[29] == NULL || j < 30) - continue; - - i = atoi (split[0]); - if (i < 0 || i > MAX_SKILL_DB) - continue; - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].hp[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[2]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].mhp[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[3]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].sp[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[4]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].hp_rate[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[5]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].sp_rate[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[6]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].zeny[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[7]; j < 32 && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < 32 && split2[k]; k++) - { - l = atoi (split2[k]); - if (l == 99) - { - skill_db[i].weapon = 0xffffffff; - break; - } - else - skill_db[i].weapon |= 1 << l; - } - - if (strcasecmp (split[8], "hiding") == 0) - skill_db[i].state = ST_HIDING; - else if (strcasecmp (split[8], "cloaking") == 0) - skill_db[i].state = ST_CLOAKING; - else if (strcasecmp (split[8], "hidden") == 0) - skill_db[i].state = ST_HIDDEN; - else if (strcasecmp (split[8], "riding") == 0) - skill_db[i].state = ST_RIDING; - else if (strcasecmp (split[8], "falcon") == 0) - skill_db[i].state = ST_FALCON; - else if (strcasecmp (split[8], "cart") == 0) - skill_db[i].state = ST_CART; - else if (strcasecmp (split[8], "shield") == 0) - skill_db[i].state = ST_SHIELD; - else if (strcasecmp (split[8], "sight") == 0) - skill_db[i].state = ST_SIGHT; - else if (strcasecmp (split[8], "explosionspirits") == 0) - skill_db[i].state = ST_EXPLOSIONSPIRITS; - else if (strcasecmp (split[8], "recover_weight_rate") == 0) - skill_db[i].state = ST_RECOV_WEIGHT_RATE; - else if (strcasecmp (split[8], "move_enable") == 0) - skill_db[i].state = ST_MOVE_ENABLE; - else if (strcasecmp (split[8], "water") == 0) - skill_db[i].state = ST_WATER; - else - skill_db[i].state = ST_NONE; - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[9]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].spiritball[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - skill_db[i].itemid[0] = atoi (split[10]); - skill_db[i].amount[0] = atoi (split[11]); - skill_db[i].itemid[1] = atoi (split[12]); - skill_db[i].amount[1] = atoi (split[13]); - skill_db[i].itemid[2] = atoi (split[14]); - skill_db[i].amount[2] = atoi (split[15]); - skill_db[i].itemid[3] = atoi (split[16]); - skill_db[i].amount[3] = atoi (split[17]); - skill_db[i].itemid[4] = atoi (split[18]); - skill_db[i].amount[4] = atoi (split[19]); - skill_db[i].itemid[5] = atoi (split[20]); - skill_db[i].amount[5] = atoi (split[21]); - skill_db[i].itemid[6] = atoi (split[22]); - skill_db[i].amount[6] = atoi (split[23]); - skill_db[i].itemid[7] = atoi (split[24]); - skill_db[i].amount[7] = atoi (split[25]); - skill_db[i].itemid[8] = atoi (split[26]); - skill_db[i].amount[8] = atoi (split[27]); - skill_db[i].itemid[9] = atoi (split[28]); - skill_db[i].amount[9] = atoi (split[29]); - } - fclose_ (fp); - printf ("read db/skill_require_db.txt done\n"); - - /* ? */ - fp = fopen_ ("db/skill_cast_db.txt", "r"); - if (fp == NULL) - { - printf ("can't read db/skill_cast_db.txt\n"); - return 1; - } - while (fgets (line, 1020, fp)) - { - char *split[50], *split2[MAX_SKILL_LEVEL]; - memset (split, 0, sizeof (split)); // [Valaris] thanks to fov - if (line[0] == '/' && line[1] == '/') - continue; - for (j = 0, p = line; j < 5 && p; j++) - { - while (*p == '\t' || *p == ' ') - p++; - split[j] = p; - p = strchr (p, ','); - if (p) - *p++ = 0; - } - if (split[4] == NULL || j < 5) - continue; - - i = atoi (split[0]); - if (i < 0 || i > MAX_SKILL_DB) - continue; - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].cast[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[2]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].delay[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[3]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].upkeep_time[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[4]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].upkeep_time2[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - } - fclose_ (fp); - printf ("read db/skill_cast_db.txt done\n"); - - fp = fopen_ ("db/skill_castnodex_db.txt", "r"); - if (fp == NULL) - { - printf ("can't read db/skill_castnodex_db.txt\n"); - return 1; - } - while (fgets (line, 1020, fp)) - { - char *split[50], *split2[MAX_SKILL_LEVEL]; - memset (split, 0, sizeof (split)); - if (line[0] == '/' && line[1] == '/') - continue; - for (j = 0, p = line; j < 2 && p; j++) - { - while (*p == '\t' || *p == ' ') - p++; - split[j] = p; - p = strchr (p, ','); - if (p) - *p++ = 0; - } - - i = atoi (split[0]); - if (i < 0 || i > MAX_SKILL_DB) - continue; - - memset (split2, 0, sizeof (split2)); - for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++) - { - split2[j] = p; - p = strchr (p, ':'); - if (p) - *p++ = 0; - } - for (k = 0; k < MAX_SKILL_LEVEL; k++) - skill_db[i].castnodex[k] = - (split2[k]) ? atoi (split2[k]) : atoi (split2[0]); - } - fclose_ (fp); - printf ("read db/skill_castnodex_db.txt done\n"); - - return 0; -} - -void skill_reload (void) -{ - /* - * - * <empty skill database> - * <?> - * - */ - - do_init_skill (); -} - -/*========================================== - * スキル関係初期化処理 - *------------------------------------------ - */ -int do_init_skill (void) -{ - skill_readdb (); - - add_timer_interval (gettick () + SKILLUNITTIMER_INVERVAL, - skill_unit_timer, 0, 0, SKILLUNITTIMER_INVERVAL); - - return 0; -} |