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Diffstat (limited to 'src/map/skill.cpp')
-rw-r--r-- | src/map/skill.cpp | 12279 |
1 files changed, 12279 insertions, 0 deletions
diff --git a/src/map/skill.cpp b/src/map/skill.cpp new file mode 100644 index 0000000..779af98 --- /dev/null +++ b/src/map/skill.cpp @@ -0,0 +1,12279 @@ +// $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.hpp" +#include "../common/nullpo.hpp" +#include "../common/mt_rand.hpp" +#include "magic.hpp" + +#include "battle.hpp" +#include "clif.hpp" +#include "intif.hpp" +#include "itemdb.hpp" +#include "map.hpp" +#include "mob.hpp" +#include "party.hpp" +#include "pc.hpp" +#include "script.hpp" +#include "skill.hpp" +#include "../common/socket.hpp" + +#ifdef MEMWATCH +#include "memwatch.hpp" +#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; +} |