#include "skill.hpp" #include #include #include #include "../common/cxxstdio.hpp" #include "../common/mt_rand.hpp" #include "../common/nullpo.hpp" #include "../common/socket.hpp" #include "battle.hpp" #include "clif.hpp" #include "magic.hpp" #include "map.hpp" #include "mob.hpp" #include "pc.hpp" #include "../poison.hpp" #define SKILLUNITTIMER_INVERVAL 100 // This table is wrong. // The only used skill with a status effect is NPC_SELFDESTRUCT, // and due to the misnumber, it wasn't active anyway. static __attribute__((deprecated)) earray SkillStatusChangeTable //= {{ // 0- StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // NV_BASIC StatusChange::NEGATIVE1, // SM_SWORD StatusChange::NEGATIVE1, // SM_TWOHAND StatusChange::NEGATIVE1, // SM_RECOVERY StatusChange::NEGATIVE1, // SM_BASH StatusChange::NEGATIVE1, // SM_PROVOKE StatusChange::NEGATIVE1, // SM_MAGNUM StatusChange::NEGATIVE1, // SM_ENDURE StatusChange::NEGATIVE1, // MG_SRECOVERY // 10- StatusChange::NEGATIVE1, // MG_SIGHT StatusChange::NEGATIVE1, // MG_NAPALMBEAT StatusChange::NEGATIVE1, // MG_SAFETYWALL StatusChange::NEGATIVE1, // MG_SOULSTRIKE StatusChange::NEGATIVE1, // MG_COLDBOLT StatusChange::NEGATIVE1, // MG_FROSTDIVER StatusChange::NEGATIVE1, // MG_STONECURSE StatusChange::NEGATIVE1, // MG_FIREBALL StatusChange::NEGATIVE1, // MG_FIREWALL StatusChange::NEGATIVE1, // MG_FIREBOLT // 20- StatusChange::NEGATIVE1, // MG_LIGHTNINGBOLT StatusChange::NEGATIVE1, // MG_THUNDERSTORM StatusChange::NEGATIVE1, // AL_DP StatusChange::NEGATIVE1, // AL_DEMONBANE StatusChange::NEGATIVE1, // AL_RUWACH StatusChange::NEGATIVE1, // AL_PNEUMA StatusChange::NEGATIVE1, // AL_TELEPORT StatusChange::NEGATIVE1, // AL_WARP StatusChange::NEGATIVE1, // AL_HEAL StatusChange::NEGATIVE1, // AL_INCAGI // 30- StatusChange::NEGATIVE1, // AL_DECAGI StatusChange::NEGATIVE1, // AL_HOLYWATER StatusChange::NEGATIVE1, // AL_CRUCIS StatusChange::NEGATIVE1, // AL_ANGELUS StatusChange::NEGATIVE1, // AL_BLESSING StatusChange::NEGATIVE1, // AL_CURE StatusChange::NEGATIVE1, // MC_INCCARRY StatusChange::NEGATIVE1, // MC_DISCOUNT StatusChange::NEGATIVE1, // MC_OVERCHARGE StatusChange::NEGATIVE1, // MC_PUSHCART // 40- StatusChange::NEGATIVE1, // MC_IDENTIFY StatusChange::NEGATIVE1, // MC_VENDING StatusChange::NEGATIVE1, // MC_MAMMONITE StatusChange::NEGATIVE1, // AC_OWL StatusChange::NEGATIVE1, // AC_VULTURE StatusChange::NEGATIVE1, // AC_CONCENTRATION StatusChange::NEGATIVE1, // AC_DOUBLE StatusChange::NEGATIVE1, // AC_SHOWER StatusChange::NEGATIVE1, // TF_DOUBLE StatusChange::NEGATIVE1, // TF_MISS // 50- StatusChange::NEGATIVE1, // TF_STEAL StatusChange::NEGATIVE1, // TF_HIDING StatusChange::NEGATIVE1, // TF_POISON StatusChange::NEGATIVE1, // TF_DETOXIFY StatusChange::NEGATIVE1, // ALL_RESURRECTION StatusChange::NEGATIVE1, // KN_SPEARMASTERY StatusChange::NEGATIVE1, // KN_PIERCE StatusChange::NEGATIVE1, // KN_BRANDISHSPEAR StatusChange::NEGATIVE1, // KN_SPEARSTAB StatusChange::NEGATIVE1, // KN_SPEARBOOMERANG // 60- StatusChange::NEGATIVE1, // KN_TWOHANDQUICKEN StatusChange::NEGATIVE1, // KN_AUTOCOUNTER StatusChange::NEGATIVE1, // KN_BOWLINGBASH StatusChange::NEGATIVE1, // KN_RIDING StatusChange::NEGATIVE1, // KN_CAVALIERMASTERY StatusChange::NEGATIVE1, // PR_MACEMASTERY StatusChange::NEGATIVE1, // PR_IMPOSITIO StatusChange::NEGATIVE1, // PR_SUFFRAGIUM StatusChange::NEGATIVE1, // PR_ASPERSIO StatusChange::NEGATIVE1, // PR_BENEDICTIO // 70- StatusChange::NEGATIVE1, // PR_SANCTUARY StatusChange::NEGATIVE1, // PR_SLOWPOISON StatusChange::NEGATIVE1, // PR_STRECOVERY StatusChange::NEGATIVE1, // PR_KYRIE StatusChange::NEGATIVE1, // PR_MAGNIFICAT StatusChange::NEGATIVE1, // PR_GLORIA StatusChange::NEGATIVE1, // PR_LEXDIVINA StatusChange::NEGATIVE1, // PR_TURNUNDEAD StatusChange::NEGATIVE1, // PR_LEXAETERNA StatusChange::NEGATIVE1, // PR_MAGNUS // 80- StatusChange::NEGATIVE1, // WZ_FIREPILLAR StatusChange::NEGATIVE1, // WZ_SIGHTRASHER StatusChange::NEGATIVE1, // WZ_FIREIVY StatusChange::NEGATIVE1, // WZ_METEOR StatusChange::NEGATIVE1, // WZ_JUPITEL StatusChange::NEGATIVE1, // WZ_VERMILION StatusChange::NEGATIVE1, // WZ_WATERBALL StatusChange::NEGATIVE1, // WZ_ICEWALL StatusChange::NEGATIVE1, // WZ_FROSTNOVA StatusChange::NEGATIVE1, // WZ_STORMGUST // 90- StatusChange::NEGATIVE1, // WZ_EARTHSPIKE StatusChange::NEGATIVE1, // WZ_HEAVENDRIVE StatusChange::NEGATIVE1, // WZ_QUAGMIRE StatusChange::NEGATIVE1, // WZ_ESTIMATION StatusChange::NEGATIVE1, // BS_IRON StatusChange::NEGATIVE1, // BS_STEEL StatusChange::NEGATIVE1, // BS_ENCHANTEDSTONE StatusChange::NEGATIVE1, // BS_ORIDEOCON StatusChange::NEGATIVE1, // BS_DAGGER StatusChange::NEGATIVE1, // BS_SWORD // 100- StatusChange::NEGATIVE1, // BS_TWOHANDSWORD StatusChange::NEGATIVE1, // BS_AXE StatusChange::NEGATIVE1, // BS_MACE StatusChange::NEGATIVE1, // BS_KNUCKLE StatusChange::NEGATIVE1, // BS_SPEAR StatusChange::NEGATIVE1, // BS_HILTBINDING StatusChange::NEGATIVE1, // BS_FINDINGORE StatusChange::NEGATIVE1, // BS_WEAPONRESEARCH StatusChange::NEGATIVE1, // BS_REPAIRWEAPON StatusChange::NEGATIVE1, // BS_SKINTEMPER // 110- StatusChange::NEGATIVE1, // BS_HAMMERFALL StatusChange::NEGATIVE1, // BS_ADRENALINE StatusChange::NEGATIVE1, // BS_WEAPONPERFECT StatusChange::NEGATIVE1, // BS_OVERTHRUST StatusChange::NEGATIVE1, // BS_MAXIMIZE StatusChange::NEGATIVE1, // HT_SKIDTRAP StatusChange::NEGATIVE1, // HT_LANDMINE StatusChange::NEGATIVE1, // HT_ANKLESNARE StatusChange::NEGATIVE1, // HT_SHOCKWAVE StatusChange::NEGATIVE1, // HT_SANDMAN // 120- StatusChange::NEGATIVE1, // HT_FLASHER StatusChange::NEGATIVE1, // HT_FREEZINGTRAP StatusChange::NEGATIVE1, // HT_BLASTMINE StatusChange::NEGATIVE1, // HT_CLAYMORETRAP StatusChange::NEGATIVE1, // HT_REMOVETRAP StatusChange::NEGATIVE1, // HT_TALKIEBOX StatusChange::NEGATIVE1, // HT_BEASTBANE StatusChange::NEGATIVE1, // HT_FALCON StatusChange::NEGATIVE1, // HT_STEELCROW StatusChange::NEGATIVE1, // HT_BLITZBEAT // 130- StatusChange::NEGATIVE1, // HT_DETECTING StatusChange::NEGATIVE1, // HT_SPRINGTRAP StatusChange::NEGATIVE1, // AS_RIGHT StatusChange::NEGATIVE1, // AS_LEFT StatusChange::NEGATIVE1, // AS_KATAR StatusChange::NEGATIVE1, // AS_CLOAKING StatusChange::NEGATIVE1, // AS_SONICBLOW StatusChange::NEGATIVE1, // AS_GRIMTOOTH StatusChange::NEGATIVE1, // AS_ENCHANTPOISON StatusChange::NEGATIVE1, // AS_POISONREACT // 140- StatusChange::NEGATIVE1, // AS_VENOMDUST StatusChange::NEGATIVE1, // AS_SPLASHER StatusChange::NEGATIVE1, // NV_FIRSTAID StatusChange::NEGATIVE1, // NV_TRICKDEAD StatusChange::NEGATIVE1, // SM_MOVINGRECOVERY StatusChange::NEGATIVE1, // SM_FATALBLOW StatusChange::NEGATIVE1, // SM_AUTOBERSERK StatusChange::NEGATIVE1, // AC_MAKINGARROW StatusChange::NEGATIVE1, // AC_CHARGEARROW StatusChange::NEGATIVE1, // TF_SPRINKLESAND // 150- StatusChange::NEGATIVE1, // TF_BACKSLIDING StatusChange::NEGATIVE1, // TF_PICKSTONE StatusChange::NEGATIVE1, // TF_THROWSTONE StatusChange::NEGATIVE1, // MC_CARTREVOLUTION StatusChange::NEGATIVE1, // MC_CHANGECART StatusChange::NEGATIVE1, // MC_LOUD StatusChange::NEGATIVE1, // AL_HOLYLIGHT StatusChange::NEGATIVE1, // MG_ENERGYCOAT StatusChange::NEGATIVE1, // NPC_PIERCINGATT StatusChange::NEGATIVE1, // NPC_MENTALBREAKER // 160- StatusChange::NEGATIVE1, // NPC_RANGEATTACK StatusChange::NEGATIVE1, // NPC_ATTRICHANGE StatusChange::NEGATIVE1, // NPC_CHANGEWATER StatusChange::NEGATIVE1, // NPC_CHANGEGROUND StatusChange::NEGATIVE1, // NPC_CHANGEFIRE StatusChange::NEGATIVE1, // NPC_CHANGEWIND StatusChange::NEGATIVE1, // NPC_CHANGEPOISON StatusChange::NEGATIVE1, // NPC_CHANGEHOLY StatusChange::NEGATIVE1, // NPC_CHANGEDARKNESS StatusChange::NEGATIVE1, // NPC_CHANGETELEKINESIS // 170- StatusChange::NEGATIVE1, // NPC_CRITICALSLASH StatusChange::NEGATIVE1, // NPC_COMBOATTACK StatusChange::NEGATIVE1, // NPC_GUIDEDATTACK SC_SELFDESTRUCTION, // NPC_SELFDESTRUCTION StatusChange::NEGATIVE1, // NPC_SPLASHATTACK StatusChange::NEGATIVE1, // NPC_SUICIDE StatusChange::NEGATIVE1, // NPC_POISON StatusChange::NEGATIVE1, // NPC_BLINDATTACK StatusChange::NEGATIVE1, // NPC_SILENCEATTACK StatusChange::NEGATIVE1, // NPC_STUNATTACK // 180- StatusChange::NEGATIVE1, // NPC_PETRIFYATTACK StatusChange::NEGATIVE1, // NPC_CURSEATTACK StatusChange::NEGATIVE1, // NPC_SLEEPATTACK StatusChange::NEGATIVE1, // NPC_RANDOMATTACK StatusChange::NEGATIVE1, // NPC_WATERATTACK StatusChange::NEGATIVE1, // NPC_GROUNDATTACK StatusChange::NEGATIVE1, // NPC_FIREATTACK StatusChange::NEGATIVE1, // NPC_WINDATTACK StatusChange::NEGATIVE1, // NPC_POISONATTACK StatusChange::NEGATIVE1, // NPC_HOLYATTACK // 190- StatusChange::NEGATIVE1, // NPC_DARKNESSATTACK StatusChange::NEGATIVE1, // NPC_TELEKINESISATTACK StatusChange::NEGATIVE1, // NPC_MAGICALATTACK StatusChange::NEGATIVE1, // NPC_METAMORPHOSIS StatusChange::NEGATIVE1, // NPC_PROVOCATION StatusChange::NEGATIVE1, // NPC_SMOKING StatusChange::NEGATIVE1, // NPC_SUMMONSLAVE StatusChange::NEGATIVE1, // NPC_EMOTION StatusChange::NEGATIVE1, // NPC_TRANSFORMATION StatusChange::NEGATIVE1, // NPC_BLOODDRAIN // 200- StatusChange::NEGATIVE1, // NPC_ENERGYDRAIN StatusChange::NEGATIVE1, // NPC_KEEPING StatusChange::NEGATIVE1, // NPC_DARKBREATH StatusChange::NEGATIVE1, // NPC_DARKBLESSING StatusChange::NEGATIVE1, // NPC_BARRIER StatusChange::NEGATIVE1, // NPC_DEFENDER StatusChange::NEGATIVE1, // NPC_LICK StatusChange::NEGATIVE1, // NPC_HALLUCINATION StatusChange::NEGATIVE1, // NPC_REBIRTH StatusChange::NEGATIVE1, // NPC_SUMMONMONSTER // 210- StatusChange::NEGATIVE1, // RG_SNATCHER StatusChange::NEGATIVE1, // RG_STEALCOIN StatusChange::NEGATIVE1, // RG_BACKSTAP StatusChange::NEGATIVE1, // RG_TUNNELDRIVE StatusChange::NEGATIVE1, // RG_RAID StatusChange::NEGATIVE1, // RG_STRIPWEAPON StatusChange::NEGATIVE1, // RG_STRIPSHIELD StatusChange::NEGATIVE1, // RG_STRIPARMOR StatusChange::NEGATIVE1, // RG_STRIPHELM StatusChange::NEGATIVE1, // RG_INTIMIDATE // 220- StatusChange::NEGATIVE1, // RG_GRAFFITI StatusChange::NEGATIVE1, // RG_FLAGGRAFFITI StatusChange::NEGATIVE1, // RG_CLEANER StatusChange::NEGATIVE1, // RG_GANGSTER StatusChange::NEGATIVE1, // RG_COMPULSION StatusChange::NEGATIVE1, // RG_PLAGIARISM StatusChange::NEGATIVE1, // AM_AXEMASTERY StatusChange::NEGATIVE1, // AM_LEARNINGPOTION StatusChange::NEGATIVE1, // AM_PHARMACY StatusChange::NEGATIVE1, // AM_DEMONSTRATION // 230- StatusChange::NEGATIVE1, // AM_ACIDTERROR StatusChange::NEGATIVE1, // AM_POTIONPITCHER StatusChange::NEGATIVE1, // AM_CANNIBALIZE StatusChange::NEGATIVE1, // AM_SPHEREMINE StatusChange::NEGATIVE1, // AM_CP_WEAPON StatusChange::NEGATIVE1, // AM_CP_SHIELD StatusChange::NEGATIVE1, // AM_CP_ARMOR StatusChange::NEGATIVE1, // AM_CP_HELM StatusChange::NEGATIVE1, // AM_BIOETHICS StatusChange::NEGATIVE1, // AM_BIOTECHNOLOGY // 240- StatusChange::NEGATIVE1, // AM_CREATECREATURE StatusChange::NEGATIVE1, // AM_CULTIVATION StatusChange::NEGATIVE1, // AM_FLAMECONTROL StatusChange::NEGATIVE1, // AM_CALLHOMUN StatusChange::NEGATIVE1, // AM_REST StatusChange::NEGATIVE1, // AM_DRILLMASTER StatusChange::NEGATIVE1, // AM_HEALHOMUN StatusChange::NEGATIVE1, // AM_RESURRECTHOMUN StatusChange::NEGATIVE1, // CR_TRUST StatusChange::NEGATIVE1, // CR_AUTOGUARD // 250- StatusChange::NEGATIVE1, // CR_SHIELDCHARGE StatusChange::NEGATIVE1, // CR_SHIELDBOOMERANG StatusChange::NEGATIVE1, // CR_REFLECTSHIELD StatusChange::NEGATIVE1, // CR_HOLYCROSS StatusChange::NEGATIVE1, // CR_GRANDCROSS StatusChange::NEGATIVE1, // CR_DEVOTION StatusChange::NEGATIVE1, // CR_PROVIDENCE StatusChange::NEGATIVE1, // CR_DEFENDER StatusChange::NEGATIVE1, // CR_SPEARQUICKEN StatusChange::NEGATIVE1, // MO_IRONHAND // 260- StatusChange::NEGATIVE1, // MO_SPIRITSRECOVERY StatusChange::NEGATIVE1, // MO_CALLSPIRITS StatusChange::NEGATIVE1, // MO_ABSORBSPIRITS StatusChange::NEGATIVE1, // MO_TRIPLEATTACK StatusChange::NEGATIVE1, // MO_BODYRELOCATION StatusChange::NEGATIVE1, // MO_DODGE StatusChange::NEGATIVE1, // MO_INVESTIGATE StatusChange::NEGATIVE1, // MO_FINGEROFFENSIVE StatusChange::NEGATIVE1, // MO_STEELBODY StatusChange::NEGATIVE1, // MO_BLADESTOP // 270- StatusChange::NEGATIVE1, // MO_EXPLOSIONSPIRITS StatusChange::NEGATIVE1, // MO_EXTREMITYFIST StatusChange::NEGATIVE1, // MO_CHAINCOMBO StatusChange::NEGATIVE1, // MO_COMBOFINISH StatusChange::NEGATIVE1, // SA_ADVANCEDBOOK StatusChange::NEGATIVE1, // SA_CASTCANCEL StatusChange::NEGATIVE1, // SA_MAGICROD StatusChange::NEGATIVE1, // SA_SPELLBREAKER StatusChange::NEGATIVE1, // SA_FREECAST StatusChange::NEGATIVE1, // SA_AUTOSPELL // 280- StatusChange::NEGATIVE1, // SA_FLAMELAUNCHER StatusChange::NEGATIVE1, // SA_FROSTWEAPON StatusChange::NEGATIVE1, // SA_LIGHTNINGLOADER StatusChange::NEGATIVE1, // SA_SEISMICWEAPON StatusChange::NEGATIVE1, // SA_DRAGONOLOGY StatusChange::NEGATIVE1, // SA_VOLCANO StatusChange::NEGATIVE1, // SA_DELUGE StatusChange::NEGATIVE1, // SA_VIOLENTGALE StatusChange::NEGATIVE1, // SA_LANDPROTECTOR StatusChange::NEGATIVE1, // SA_DISPELL // 290- StatusChange::NEGATIVE1, // SA_ABRACADABRA StatusChange::NEGATIVE1, // SA_MONOCELL StatusChange::NEGATIVE1, // SA_CLASSCHANGE StatusChange::NEGATIVE1, // SA_SUMMONMONSTER StatusChange::NEGATIVE1, // SA_REVERSEORCISH StatusChange::NEGATIVE1, // SA_DEATH StatusChange::NEGATIVE1, // SA_FORTUNE StatusChange::NEGATIVE1, // SA_TAMINGMONSTER StatusChange::NEGATIVE1, // SA_QUESTION StatusChange::NEGATIVE1, // SA_GRAVITY // 300- StatusChange::NEGATIVE1, // SA_LEVELUP StatusChange::NEGATIVE1, // SA_INSTANTDEATH StatusChange::NEGATIVE1, // SA_FULLRECOVERY StatusChange::NEGATIVE1, // SA_COMA StatusChange::NEGATIVE1, // BD_ADAPTATION StatusChange::NEGATIVE1, // BD_ENCORE StatusChange::NEGATIVE1, // BD_LULLABY StatusChange::NEGATIVE1, // BD_RICHMANKIM StatusChange::NEGATIVE1, // BD_ETERNALCHAOS StatusChange::NEGATIVE1, // BD_DRUMBATTLEFIELD // 310- StatusChange::NEGATIVE1, // BD_RINGNIBELUNGEN StatusChange::NEGATIVE1, // BD_ROKISWEIL StatusChange::NEGATIVE1, // BD_INTOABYSS StatusChange::NEGATIVE1, // BD_SIEGFRIED StatusChange::NEGATIVE1, // BD_RAGNAROK StatusChange::NEGATIVE1, // BA_MUSICALLESSON StatusChange::NEGATIVE1, // BA_MUSICALSTRIKE StatusChange::NEGATIVE1, // BA_DISSONANCE StatusChange::NEGATIVE1, // BA_FROSTJOKE StatusChange::NEGATIVE1, // BA_WHISTLE // 320- StatusChange::NEGATIVE1, // BA_ASSASSINCROSS StatusChange::NEGATIVE1, // BA_POEMBRAGI StatusChange::NEGATIVE1, // BA_APPLEIDUN StatusChange::NEGATIVE1, // DC_DANCINGLESSON StatusChange::NEGATIVE1, // DC_THROWARROW StatusChange::NEGATIVE1, // DC_UGLYDANCE StatusChange::NEGATIVE1, // DC_SCREAM StatusChange::NEGATIVE1, // DC_HUMMING StatusChange::NEGATIVE1, // DC_DONTFORGETME StatusChange::NEGATIVE1, // DC_FORTUNEKISS // 330- StatusChange::NEGATIVE1, // DC_SERVICEFORYOU StatusChange::NEGATIVE1, // NPC_SELFDESTRUCTION2 StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // WE_MALE StatusChange::NEGATIVE1, // WE_FEMALE StatusChange::NEGATIVE1, // WE_CALLPARTNER StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // NPC_DARKCROSS StatusChange::NEGATIVE1, // (none) // 340- StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) // 350- StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // (none) StatusChange::NEGATIVE1, // LK_AURABLADE StatusChange::NEGATIVE1, // LK_PARRYING StatusChange::NEGATIVE1, // LK_CONCENTRATION StatusChange::NEGATIVE1, // LK_TENSIONRELAX StatusChange::NEGATIVE1, // LK_BERSERK // 360- StatusChange::NEGATIVE1, // LK_FURY StatusChange::NEGATIVE1, // HP_ASSUMPTIO StatusChange::NEGATIVE1, // HP_BASILICA StatusChange::NEGATIVE1, // HP_MEDITATIO StatusChange::NEGATIVE1, // HW_SOULDRAIN StatusChange::NEGATIVE1, // HW_MAGICCRASHER StatusChange::NEGATIVE1, // HW_MAGICPOWER StatusChange::NEGATIVE1, // PA_PRESSURE StatusChange::NEGATIVE1, // PA_SACRIFICE StatusChange::NEGATIVE1, // PA_GOSPEL // 370- StatusChange::NEGATIVE1, // CH_PALMSTRIKE StatusChange::NEGATIVE1, // CH_TIGERFIST StatusChange::NEGATIVE1, // CH_CHAINCRUSH StatusChange::NEGATIVE1, // PF_HPCONVERSION StatusChange::NEGATIVE1, // PF_SOULCHANGE StatusChange::NEGATIVE1, // PF_SOULBURN StatusChange::NEGATIVE1, // ASC_KATAR StatusChange::NEGATIVE1, // ASC_HALLUCINATION StatusChange::NEGATIVE1, // ASC_EDP StatusChange::NEGATIVE1, // ASC_BREAKER // 380- StatusChange::NEGATIVE1, // SN_SIGHT StatusChange::NEGATIVE1, // SN_FALCONASSAULT StatusChange::NEGATIVE1, // SN_SHARPSHOOTING StatusChange::NEGATIVE1, // SN_WINDWALK StatusChange::NEGATIVE1, // WS_MELTDOWN StatusChange::NEGATIVE1, // WS_CREATECOIN StatusChange::NEGATIVE1, // WS_CREATENUGGET StatusChange::NEGATIVE1, // WS_CARTBOOST StatusChange::NEGATIVE1, // WS_SYSTEMCREATE StatusChange::NEGATIVE1, // ST_CHASEWALK // 390- StatusChange::NEGATIVE1, // ST_REJECTSWORD StatusChange::NEGATIVE1, // ST_STEALBACKPACK StatusChange::NEGATIVE1, // CR_ALCHEMY StatusChange::NEGATIVE1, // CR_SYNTHESISPOTION StatusChange::NEGATIVE1, // CG_ARROWVULCAN StatusChange::NEGATIVE1, // CG_MOONLIT StatusChange::NEGATIVE1, // CG_MARIONETTE StatusChange::NEGATIVE1, // LK_SPIRALPIERCE StatusChange::NEGATIVE1, // LK_HEADCRUSH StatusChange::NEGATIVE1, // LK_JOINTBEAT // 400- StatusChange::NEGATIVE1, // HW_NAPALMVULCAN StatusChange::NEGATIVE1, // CH_SOULCOLLECT StatusChange::NEGATIVE1, // PF_MINDBREAKER StatusChange::NEGATIVE1, // PF_MEMORIZE StatusChange::NEGATIVE1, // PF_FOGWALL StatusChange::NEGATIVE1, // PF_SPIDERWEB StatusChange::NEGATIVE1, // ASC_METEORASSAULT StatusChange::NEGATIVE1, // ASC_CDP StatusChange::NEGATIVE1, // WE_BABY StatusChange::NEGATIVE1, // WE_CALLPARENT // 410- StatusChange::NEGATIVE1, // WE_CALLBABY StatusChange::NEGATIVE1, // TK_RUN StatusChange::NEGATIVE1, // TK_READYSTORM StatusChange::NEGATIVE1, // TK_STORMKICK StatusChange::NEGATIVE1, // TK_READYDOWN StatusChange::NEGATIVE1, // TK_DOWNKICK StatusChange::NEGATIVE1, // TK_READYTURN StatusChange::NEGATIVE1, // TK_TURNKICK StatusChange::NEGATIVE1, // TK_READYCOUNTER StatusChange::NEGATIVE1, // TK_COUNTER }}; struct skill_name_db skill_names[] = { {AC_OWL, "OWL", "Owl's_Eye"}, {NPC_EMOTION, "EMOTION", "NPC_EMOTION"}, {NPC_POISON, "POISON", "NPC_POISON"}, {NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!"}, {NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE"}, {NV_EMOTE, "EMOTE", "Emote_Skill"}, {NV_TRADE, "TRADE", "Trade_Skill"}, {NV_PARTY, "PARTY", "Party_Skill"}, {TMW_MAGIC, "MAGIC", "General Magic"}, {TMW_MAGIC_LIFE, "MAGIC_LIFE", "Life Magic"}, {TMW_MAGIC_WAR, "MAGIC_WAR", "War Magic"}, {TMW_MAGIC_TRANSMUTE, "MAGIC_TRANSMUTE", "Transmutation Magic"}, {TMW_MAGIC_NATURE, "MAGIC_NATURE", "Nature Magic"}, {TMW_MAGIC_ETHER, "MAGIC_ETHER", "Astral Magic"}, {TMW_MAGIC_DARK, "MAGIC_DARK", "Dark Magic"}, {TMW_MAGIC_LIGHT, "MAGIC_LIGHT", "Light Magic"}, {TMW_BRAWLING, "BRAWLING", "Brawling"}, {TMW_LUCKY_COUNTER, "LUCKY_COUNTER", "Lucky Counter"}, {TMW_SPEED, "SPEED", "Speed"}, {TMW_RESIST_POISON, "RESIST_POISON", "Resist Poison"}, {TMW_ASTRAL_SOUL, "ASTRAL_SOUL", "Astral Soul"}, {TMW_RAGING, "RAGING", "Raging"}, {SkillID::ZERO, nullptr, nullptr} }; 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; earray skill_db; static int skill_attack(BF attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl, SkillID skillid, int skilllv, unsigned int tick, BCT flag); static int skill_delunitgroup(struct skill_unit_group *group); static void skill_devotion_end(struct map_session_data *md, struct map_session_data *sd, int target); static struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y); static struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count, SkillID skillid, int skilllv, int unit_id); static void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data); static int skill_unitgrouptickset_delete(struct block_list *bl, int group_id); static struct skill_unit_group_tickset *skill_unitgrouptickset_search( struct block_list *bl, int group_id); int skill_get_hit(SkillID id) { return skill_db[id].hit; } int skill_get_inf(SkillID id) { return skill_db[id].inf; } int skill_get_pl(SkillID id) { return skill_db[id].pl; } int skill_get_nk(SkillID id) { return skill_db[id].nk; } int skill_get_max(SkillID id) { return skill_db[id].max; } int skill_get_max_raise(SkillID id) { return skill_db[id].max_raise; } int skill_get_range(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].range[lv - 1]; } static int skill_get_hp(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].hp[lv - 1]; } int skill_get_sp(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1]; } static int skill_get_zeny(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].zeny[lv - 1]; } int skill_get_num(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].num[lv - 1]; } int skill_get_cast(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1]; } int skill_get_delay(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1]; } int skill_get_time(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].upkeep_time[lv - 1]; } int skill_get_time2(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].upkeep_time2[lv - 1]; } int skill_get_castdef(SkillID id) { return skill_db[id].cast_def_rate; } int skill_get_weapontype(SkillID id) { return skill_db[id].weapon; } int skill_get_inf2(SkillID id) { return skill_db[id].inf2; } int skill_get_maxcount(SkillID id) { return skill_db[id].maxcount; } int skill_get_blewcount(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].blewcount[lv - 1]; } static int skill_get_mhp(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].mhp[lv - 1]; } static int skill_get_castnodex(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1]; } /* プロトタイプ */ static struct skill_unit_group *skill_unitsetting(struct block_list *src, SkillID skillid, int skilllv, int x, int y, int flag); static int skill_check_condition(struct map_session_data *sd, int type); static void skill_status_change_timer_sub(struct block_list *bl, struct block_list *src, StatusChange type, unsigned int tick); static void skill_landprotector(struct block_list *bl, SkillID skillid, int *alive); static void skill_trap_splash(struct block_list *bl, struct block_list *src, int tick, int splash_count); static void skill_count_target(struct block_list *bl, struct block_list *src, int *c); 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; } /*========================================== * スキル追加効果 *------------------------------------------ */ int skill_additional_effect(struct block_list *src, struct block_list *bl, SkillID skillid, int skilllv, BF attack_type, unsigned int) { struct map_session_data *sd = NULL; struct mob_data *md = NULL; int 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_ret(src); nullpo_ret(bl); if (skilllv < 0) return 0; if (src->type == BL_PC) { nullpo_ret(sd = (struct map_session_data *) src); } else if (src->type == BL_MOB) { nullpo_ret(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_MOB) { 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 NPC_POISON: if (MRAND(100) < 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + (skilllv >> 2)) skill_status_change_start(bl, SC_POISON, skilllv, 0, 0, 0, skilllv, 0); break; } if (not (sd && bool(attack_type & BF_WEAPON))) return 0; earray arr_sc_def_card1 //= {{ sc_def_mdef, // stone sc_def_mdef, // freeze sc_def_vit, // stan sc_def_int, // sleep sc_def_vit, // poison sc_def_luk, // curse sc_def_vit, // silence sc_def_int, // confusion sc_def_int, // blind }}, arr_sc_def_card2 //= {{ sc_def_mdef2, // stone sc_def_mdef2, // freeze sc_def_vit2, // stan sc_def_int2, // sleep sc_def_vit2, // poison sc_def_luk2, // curse sc_def_vit2, // silence sc_def_int2, // confusion sc_def_int2, // blind }}; for (BadSC bi : erange(BadSC(), BadSC::COUNT)) { StatusChange si = BadSC_to_SC(bi); int sc_def_card1 = arr_sc_def_card1[bi]; int eff1 = sd->addeff[bi]; if (sd->state.arrow_atk) eff1 += sd->arrow_addeff[bi]; if (MRAND(10000) < eff1 * sc_def_card1 / 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, si, eff1); skill_status_change_start(bl, si, 7, 0, 0, 0, (bi == BadSC::CONFUSION) ? 10000 + 7000 : 0, 0); } int sc_def_card2 = arr_sc_def_card2[bi]; int eff2 = sd->addeff2[bi]; if (MRAND(10000) < eff2 * sc_def_card2 / 100) { if (battle_config.battle_log) PRINTF("PC %d skill_addeff: cardによる異常発動 %d %d\n", src->id, si, eff2); skill_status_change_start(src, si, 7, 0, 0, 0, (bi == BadSC::CONFUSION) ? 10000 + 7000 : 0, 0); } } return 0; } /*========================================================================= スキル攻撃吹き飛ばし処理 -------------------------------------------------------------------------*/ static 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; MS prev_state = MS_IDLE; int moveblock; struct map_session_data *sd = NULL; struct mob_data *md = NULL; struct skill_unit *su = NULL; nullpo_ret(src); nullpo_ret(target); if (target->type == BL_PC) { nullpo_ret(sd = (struct map_session_data *) target); } else if (target->type == BL_MOB) { nullpo_ret(md = (struct mob_data *) target); } else if (target->type == BL_SKILL) { nullpo_ret(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(std::bind(clif_pcoutsight, ph::_1, sd), target->m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, dx, dy, BL_NUL); else if (md) map_foreachinmovearea(std::bind(clif_moboutsight, ph::_1, md), target->m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, dx, dy, BL_PC); if (su) { skill_unit_move_unit_group(su->group, target->m, dx, dy); } else { // eptr 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(std::bind(clif_pcinsight, ph::_1, sd), target->m, nx - AREA_SIZE, ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE, -dx, -dy, BL_NUL); if (count & 0x20000) sd->walktimer = -1; } else if (md) { map_foreachinmovearea(std::bind(clif_mobinsight, ph::_1, md), target->m, nx - AREA_SIZE, ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE, -dx, -dy, BL_PC); 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(BF attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl, SkillID skillid, int skilllv, unsigned int tick, BCT flag) { struct Damage dmg; eptr sc_data; int type, lv, damage; rdamage = 0; nullpo_ret(src); nullpo_ret(dsrc); nullpo_ret(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 (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 (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; //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 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; //武器スキル?ここから //AppleGirl Was Here if (bool(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 (bool(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 (bool(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_ret(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; } } } else if (bool(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_ret(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 NPC_SELFDESTRUCTION: break; default: clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, (lv != 0) ? lv : skilllv, (skillid == SkillID::ZERO) ? 5 : type); } if (dmg.blewcount > 0) { /* 吹き飛ばし処理とそのパケット */ 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 */ battle_damage(src, bl, damage, 0); /* 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_ret(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_ret(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); md->target_id = target; } else mobskill_use(md, tick, MSC_SKILLUSED, skillid); } } } if (src->type == BL_PC && bool(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_ret(sd); if (sd->hp_drain_rate && dmg.damage > 0 && MRAND(100) < sd->hp_drain_rate) { hp += (dmg.damage * sd->hp_drain_per) / 100; } if (sd->hp_drain_rate_ && dmg.damage2 > 0 && MRAND(100) < sd->hp_drain_rate_) { hp += (dmg.damage2 * sd->hp_drain_per_) / 100; } if (sd->sp_drain_rate > 0 && dmg.damage > 0 && MRAND(100) < sd->sp_drain_rate) { sp += (dmg.damage * sd->sp_drain_per) / 100; } if (sd->sp_drain_rate_ > 0 && dmg.damage2 > 0 && MRAND(100) < sd->sp_drain_rate_) { sp += (dmg.damage2 * sd->sp_drain_per_) / 100; } if (hp || sp) pc_heal(sd, hp, sp); } if (rdamage > 0) battle_damage(bl, src, rdamage, 0); map_freeblock_unlock(); return (dmg.damage + dmg.damage2); /* 与ダメを返す */ } typedef int(*SkillFunc)(struct block_list *, struct block_list *, SkillID, int, unsigned int, BCT); static void skill_area_sub(struct block_list *bl, struct block_list *src, SkillID skill_id, int skill_lv, unsigned int tick, BCT flag, SkillFunc func) { nullpo_retv(bl); if (bl->type != BL_PC && bl->type != BL_MOB && bl->type != BL_SKILL) return; if (battle_check_target(src, bl, flag) > 0) func(src, bl, skill_id, skill_lv, tick, flag); } int skill_check_unit_range(int, int, int, int, SkillID) { return 0; } static void skill_check_unit_range2_sub(struct block_list *bl, int *c) { nullpo_retv(bl); nullpo_retv(c); if (bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB)) return; if (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl)) return; (*c)++; } int skill_check_unit_range2(int m, int x, int y, int range) { int c = 0; map_foreachinarea(std::bind(skill_check_unit_range2_sub, ph::_1, &c), m, x - range, y - range, x + range, y + range, BL_NUL); return c; } /*========================================== * *------------------------------------------ */ static void skill_timer(timer_id, 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; 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) { target = map_id2bl(skl->target_id); if (target == NULL) return; if (target->prev == NULL) 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)) return; switch (skl->skill_id) { default: skill_attack(skl->type.bf, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); break; } } } /*========================================== * *------------------------------------------ */ int skill_cleartimerskill(struct block_list *src) { int i; nullpo_ret(src); if (src->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *) src; nullpo_ret(sd); for (i = 0; i < MAX_SKILLTIMERSKILL; i++) { if (sd->skilltimerskill[i].timer != -1) { delete_timer(sd->skilltimerskill[i].timer, skill_timer); sd->skilltimerskill[i].timer = -1; } } } else if (src->type == BL_MOB) { struct mob_data *md = (struct mob_data *) src; nullpo_ret(md); for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++) { if (md->skilltimerskill[i].timer != -1) { delete_timer(md->skilltimerskill[i].timer, skill_timer); md->skilltimerskill[i].timer = -1; } } } return 0; } /* 範囲スキル使用処理小分けここまで * ------------------------------------------------------------------------- */ // these variables are set in the 'else' branches, // and used in the (recursive) 'if' branch static int skill_area_temp_id, skill_area_temp_hp; /*========================================== * 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, SkillID skillid, int skilllv, unsigned int tick, BCT flag) { struct map_session_data *sd = NULL; 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 (bl->prev == NULL) return 1; if (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl)) return 1; map_freeblock_lock(); switch (skillid) { case NPC_POISON: skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); break; case NPC_SELFDESTRUCTION: /* 自爆 */ 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_hp; if (bl->id != skill_area_temp_id) 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_id = bl->id; skill_area_temp_hp = battle_get_hp(src); map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id), bl->m, bl->x - 5, bl->y - 5, bl->x + 5, bl->y + 5, BL_NUL); battle_damage(src, src, md->hp, 0); } } break; /* HP吸収/HP吸収魔法 */ case SkillID::ZERO: if (sd) { if (flag & 3) { if (bl->id != skill_area_temp_id) skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, BCT_mid_x05); } else { int ar = sd->splash_range; skill_area_temp_id = bl->id; map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id), bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, BL_NUL); } } 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, SkillID skillid, int skilllv, unsigned int, BCT) { struct map_session_data *sd = NULL; struct map_session_data *dstsd = NULL; struct mob_data *md = NULL; struct mob_data *dstmd = NULL; int sc_def_vit, sc_def_mdef, strip_fix; 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_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)) return 1; map_freeblock_lock(); switch (skillid) { case NPC_SELFDESTRUCTION: /* 自爆 */ skill_status_change_start(bl, SkillStatusChangeTable[skillid], skilllv, uint16_t(skillid), 0, 0, skill_get_time(skillid, skilllv), 0); break; case NPC_SUMMONSLAVE: /* 手下召喚 */ if (md && !md->master_id) { mob_summonslave(md, mob_db[md->mob_class].skill[md->skillidx].val, skilllv, (true) ? 1 : 0); } 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; 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) *------------------------------------------ */ static void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t) { 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->skilltimer != tid) /* タイマIDの確認 */ return; sd->skilltimer = -1; if ((bl = map_id2bl(sd->skilltarget)) == NULL || bl->prev == NULL) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = SkillID::NEGATIVE; 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 = SkillID::NEGATIVE; 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 = SkillID::NEGATIVE; 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 (fail_flag) { clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = SkillID::NEGATIVE; 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, bl->x, bl->y)) { clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = SkillID::NEGATIVE; 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 = SkillID::NEGATIVE; sd->skillitemlv = -1; return; } sd->skillitem = SkillID::NEGATIVE; 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, BCT_ZERO); break; case 1: /* 支援系 */ skill_castend_nodamage_id(&sd->bl, bl, sd->skillid, sd->skilllv, tick, BCT_ZERO); break; } } /*========================================== * スキル使用(詠唱完了、map指定) *------------------------------------------ */ int skill_castend_map(struct map_session_data *sd, SkillID skill_num, const char *mapname) { nullpo_ret(sd); if (sd->bl.prev == NULL || pc_isdead(sd)) return 0; if (bool(sd->opt1) || bool(sd->status.option & Option::HIDE2)) 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, mapname); pc_stop_walking(sd, 0); if (strcmp(mapname, "cancel") == 0) return 0; return 0; } /*========================================== * スキルユニット設定処理 *------------------------------------------ */ struct skill_unit_group *skill_unitsetting(struct block_list *src, SkillID skillid, int skilllv, int x, int y, int) { struct skill_unit_group *group; int i, count = 1, limit_ = 10000, val1_ = 0, val2_ = 0; BCT target = BCT_ENEMY; int interval = 1000, range_ = 0; nullpo_ret(src); nullpo_retr(NULL, group = skill_initunitgroup(src, count, skillid, skilllv, 0)); group->limit = limit_; group->val1 = val1_; group->val2 = val2_; group->target_flag = target; group->interval = interval; group->range = range_; 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; //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(std::bind(skill_landprotector, ph::_1, skillid, &alive), src->m, ux, uy, ux, uy, BL_SKILL); 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 *------------------------------------------ */ static 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_ret(src); nullpo_ret(bl); if (bl->prev == NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl))) return 0; nullpo_ret(sg = src->group); nullpo_ret(ss = map_id2bl(sg->src_id)); if (ss->type == BL_PC) nullpo_ret(srcsd = (struct map_session_data *) ss); if (srcsd && srcsd->chatID) return 0; if (bl->type != BL_PC && bl->type != BL_MOB) return 0; nullpo_ret(ts = skill_unitgrouptickset_search(bl, sg->group_id)); diff = DIFF_TICK(tick, ts->tick); goflag = (diff > sg->interval || diff < 0); //対象がLP上に居る場合は無効 map_foreachinarea(std::bind(skill_landprotector, ph::_1, SkillID::ZERO, &goflag), bl->m, bl->x, bl->y, bl->x, bl->y, BL_SKILL); 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) */ battle_heal(NULL, bl, heal, 0, 0); } else skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, BCT_ZERO); } 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, BCT_ZERO); } break; case 0x85: /* ニューマ */ { struct skill_unit *unit2; eptr sc_data = battle_get_sc_data(bl); if (sc_data && sc_data[SC_PNEUMA].timer == -1) skill_status_change_start(bl, SC_PNEUMA, sg->skill_lv, (int) src, 0, 0, 0, 0); else if ((unit2 = (struct skill_unit *) sc_data[SC_PNEUMA].val2) && unit2 != src) { if (DIFF_TICK(sg->tick, unit2->group->tick) > 0) skill_status_change_start(bl, SC_PNEUMA, 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; eptr sc_data = battle_get_sc_data(bl); if (sc_data && sc_data[SC_SAFETYWALL].timer == -1) skill_status_change_start(bl, SC_SAFETYWALL, sg->skill_lv, (int) src, 0, 0, 0, 0); else if ((unit2 = (struct skill_unit *) sc_data[SC_SAFETYWALL].val2) && unit2 != src) { if (sg->val1 < unit2->group->val1) skill_status_change_start(bl, SC_SAFETYWALL, 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, BCT_ZERO); 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, BCT_ZERO); 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, BCT_ZERO); break; case 0x90: /* スキッドトラップ */ { int i, c = skill_get_blewcount(sg->skill_id, sg->skill_lv); 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, BCT_ZERO); 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(std::bind(skill_count_target, ph::_1, &src->bl, &splash_count), src->bl.m, src->bl.x - src->range, src->bl.y - src->range, src->bl.x + src->range, src->bl.y + src->range, BL_NUL); map_foreachinarea(std::bind(skill_trap_splash, ph::_1, &src->bl, tick, splash_count), src->bl.m, src->bl.x - src->range, src->bl.y - src->range, src->bl.x + src->range, src->bl.y + src->range, BL_NUL); 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 */ { eptr 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 (bool(battle_get_mode(bl) & MobMode::BOSS)) 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); 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); mob_warp((struct mob_data *) bl, m, sg->val2 >> 16, sg->val2 & 0xffff, 3); } break; case 0x8e: /* クァグマイア */ { StatusChange 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 */ { eptr sc_data = battle_get_sc_data(bl); StatusChange 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; eptr sc_data = battle_get_sc_data(bl); StatusChange 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; eptr sc_data = battle_get_sc_data(bl); StatusChange 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; eptr sc_data = battle_get_sc_data(bl); StatusChange 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, BCT_ZERO); 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) { 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); 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); ((struct mob_data *) bl)->target_id = target; } else mobskill_use((struct mob_data *) bl, tick, MSC_SKILLUSED, sg->skill_id); } 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 *------------------------------------------ */ static int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; nullpo_ret(src); nullpo_ret(bl); nullpo_ret(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 */ { eptr sc_data = battle_get_sc_data(bl); StatusChange type = (sg->unit_id == 0x85) ? SC_PNEUMA : SC_SAFETYWALL; if (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: { sg->limit = DIFF_TICK(tick, sg->tick) + 1000; } break; case 0xb6: { 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 */ { eptr sc_data = battle_get_sc_data(bl); struct skill_unit *su; StatusChange 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: { eptr sc_data = battle_get_sc_data(bl); struct skill_unit *su; StatusChange 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 */ { 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 *------------------------------------------ */ static int skill_unit_ondelete(struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; nullpo_ret(src); nullpo_ret(bl); nullpo_ret(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 *------------------------------------------ */ static int skill_unit_onlimit(struct skill_unit *src, unsigned int) { struct skill_unit_group *sg; nullpo_ret(src); nullpo_ret(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); 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) { struct skill_unit_group *sg; nullpo_ret(src); nullpo_ret(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) *------------------------------------------ */ static void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t) { struct map_session_data *sd = map_id2sd(id) /*,*target_sd=NULL */ ; int maxcount; nullpo_retv(sd); if (sd->bl.prev == NULL) return; if (sd->skilltimer != tid) /* タイマIDの確認 */ return; sd->skilltimer = -1; if (pc_isdead(sd)) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = SkillID::NEGATIVE; 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 = SkillID::NEGATIVE; sd->skillitemlv = -1; return; } } } int 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 = SkillID::NEGATIVE; 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 = SkillID::NEGATIVE; sd->skillitemlv = -1; return; } sd->skillitem = SkillID::NEGATIVE; 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); } /*========================================== * 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 hp, sp, hp_rate, sp_rate, zeny, weapon, spiritball, lv, mhp; int index[10], itemid[10], amount[10]; nullpo_ret(sd); if (battle_config.gm_skilluncond > 0 && pc_isGM(sd) >= battle_config.gm_skilluncond) { sd->skillitem = SkillID::NEGATIVE; sd->skillitemlv = -1; return 1; } if (bool(sd->opt1)) { clif_skill_fail(sd, sd->skillid, 0, 0); sd->skillitem = SkillID::NEGATIVE; sd->skillitemlv = -1; return 0; } if (pc_is90overweight(sd)) { clif_skill_fail(sd, sd->skillid, 9, 0); sd->skillitem = SkillID::NEGATIVE; 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 = SkillID::NEGATIVE; sd->skillitemlv = -1; } return 1; } if (bool(sd->opt1)) { clif_skill_fail(sd, sd->skillid, 0, 0); return 0; } SkillID skill = sd->skillid; lv = sd->skilllv; hp = skill_get_hp(skill, lv); /* 消費HP */ sp = skill_get_sp(skill, lv); /* 消費SP */ 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; spiritball = (lv <= 0) ? 0 : skill_db[skill].spiritball[lv - 1]; mhp = skill_get_mhp(skill, lv); /* 消費HP */ for (int 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 */ 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; } } for (int i = 0; i < 10; i++) { index[i] = -1; if (itemid[i] <= 0) continue; if (itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone) 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; { for (int 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 (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] eptr sc_data; int dex; int castrate = 100; SkillID skill; int lv, castnodex; nullpo_ret(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 < SkillID()*/) 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; } return (time > 0) ? time : 0; } /*========================================== * ディレイ計算 *------------------------------------------ */ int skill_delayfix(struct block_list *bl, int time) { eptr sc_data; nullpo_ret(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; } 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, SkillID skill_num, int skill_lv) { unsigned int tick; int casttime = 0, delay = 0, range_; int forcecast = 0; struct block_list *bl; eptr sc_data; tick = gettick(); nullpo_ret(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; 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 (bool(sd->opt1)) return 0; if (bool(sd->status.option & Option::HIDE2)) return 0; if (skill_get_inf2(skill_num) & 0x200 && sd->bl.id == target_id) return 0; sd->skillid = skill_num; sd->skilllv = skill_lv; 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; 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_id=%d skill=%d lv=%d cast=%d\n", sd->bl.id, target_id, skill_num, skill_lv, casttime); if (casttime > 0 || forcecast) { /* 詠唱が必要 */ struct mob_data *md; /* 詠唱反応モンスター */ if (bl->type == BL_MOB && (md = (struct mob_data *) bl) && bool(mob_db[md->mob_class].mode & MobMode::CAST_SENSOR) && md->state.state != MS_ATTACK && sd->invincible_timer == -1) { md->target_id = sd->bl.id; md->state.attackable = true; 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->skillx = 0; sd->skilly = 0; sd->canact_tick = tick + casttime + delay; sd->canmove_tick = tick; if (casttime > 0) { sd->skilltimer = add_timer(tick + casttime, skill_castend_id, sd->bl.id, 0); pc_stop_walking(sd, 0); } else { sd->skilltimer = -1; skill_castend_id(sd->skilltimer, tick, sd->bl.id, 0); } 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, SkillID skill_num, int skill_lv) { struct block_list bl; eptr sc_data; unsigned int tick; int casttime = 0, delay = 0, range; nullpo_ret(sd); if (pc_isdead(sd)) return 0; sc_data = sd->sc_data; if (bool(sd->opt1)) return 0; if (bool(sd->status.option & Option::HIDE2)) 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 (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; tick = gettick(); sd->canact_tick = tick + casttime + delay; sd->canmove_tick = tick; if (casttime > 0) { sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0); pc_stop_walking(sd, 0); } else { sd->skilltimer = -1; skill_castend_pos(sd->skilltimer, tick, sd->bl.id, 0); } return 0; } /*========================================== * スキル詠唱キャンセル *------------------------------------------ */ int skill_castcancel(struct block_list *bl, int type) { int inf; nullpo_ret(bl); if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *) bl; unsigned long tick = gettick(); nullpo_ret(sd); sd->canact_tick = tick; sd->canmove_tick = tick; if (sd->skilltimer != -1) { 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_ret(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; } /*========================================== * ディボーション 有効確認 *------------------------------------------ */ void skill_devotion(struct map_session_data *md, int) { // 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 || (md->bl.id != 0/* was something else - TODO remove this */) || 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 ( + 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 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; } int skill_gangsterparadise(struct map_session_data *, int) { return 0; } /*========================================== * ランドプロテクターチェック(foreachinarea) *------------------------------------------ */ void skill_landprotector(struct block_list *, SkillID, int *) { } /*========================================== * イドゥンの林檎の回復処理(foreachinarea) *------------------------------------------ */ static void skill_idun_heal(struct block_list *bl, struct skill_unit *unit) { struct skill_unit_group *sg; int heal; nullpo_retv(bl); nullpo_retv(unit); nullpo_retv(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; if (bl->type == BL_PC || bl->type == BL_MOB) { battle_heal(NULL, bl, heal, 0, 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) *------------------------------------------ */ void skill_count_target(struct block_list *bl, struct block_list *src, int *c) { nullpo_retv(bl); if (src == NULL) return; if (c == NULL) return; if (battle_check_target(src, bl, BCT_ENEMY) > 0) (*c)++; } /*========================================== * トラップ範囲処理(foreachinarea) *------------------------------------------ */ void skill_trap_splash(struct block_list *bl, 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_retv(bl); nullpo_retv(src); unit = (struct skill_unit *) src; nullpo_retv(sg = unit->group); nullpo_retv(ss = map_id2bl(sg->src_id)); 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) ? BCT_mid_x05 : BCT_ZERO); } // TODO: determine if this was supposed to break FALLTHROUGH; 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) ? BCT_mid_x05 : BCT_ZERO); break; default: break; } } } /*---------------------------------------------------------------------------- * ステータス異常 *---------------------------------------------------------------------------- */ /*========================================== * ステータス異常タイマー範囲処理 *------------------------------------------ */ void skill_status_change_timer_sub(struct block_list *bl, struct block_list *src, StatusChange type, unsigned int) { nullpo_retv(bl); nullpo_retv(src); if (bl->type != BL_PC && bl->type != BL_MOB) return; switch (type) { case SC_SIGHT: /* サイト */ if (bool((*battle_get_option(bl)) & (Option::HIDE2 | Option::CLOAK))) { skill_status_change_end(bl, SC_HIDING, -1); } break; } } /*========================================== * ステータス異常終了 *------------------------------------------ */ int skill_status_change_active(struct block_list *bl, StatusChange type) { eptr sc_data; nullpo_ret(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; } sc_data = battle_get_sc_data(bl); if (not sc_data) return 0; return sc_data[type].timer != -1; } int skill_status_change_end(struct block_list *bl, StatusChange type, int tid) { eptr sc_data; int opt_flag = 0, calc_flag = 0; short *sc_count; Option *option; Opt1 *opt1; Opt2 *opt2; Opt3 *opt3; nullpo_ret(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; } sc_data = battle_get_sc_data(bl); if (not sc_data) return 0; nullpo_ret(sc_count = battle_get_sc_count(bl)); nullpo_ret(option = battle_get_option(bl)); nullpo_ret(opt1 = battle_get_opt1(bl)); nullpo_ret(opt2 = battle_get_opt2(bl)); nullpo_ret(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_HIDING: case SC_SPEEDPOTION0: /* 増速ポーション */ case SC_ATKPOT: /* attack potion [Valaris] */ case SC_MATKPOT: /* magic attack potion [Valaris] */ case SC_PHYS_SHIELD: case SC_HASTE: calc_flag = 1; break; { 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_NOCHAT: //チャット禁止状態 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, SkillID( sc_data[type].val2), sc_data[type].val1, gettick(), BCT_ZERO); } 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 = Opt1::ZERO; opt_flag = 1; break; case SC_POISON: *opt2 &= ~Opt2::_poison; opt_flag = 1; break; case SC_CURSE: *opt2 &= ~Opt2::_curse; opt_flag = 1; break; case SC_SILENCE: *opt2 &= ~Opt2::_silence; opt_flag = 1; break; case SC_BLIND: *opt2 &= ~Opt2::BLIND; opt_flag = 1; break; case SC_SLOWPOISON: if (sc_data[SC_POISON].timer != -1) *opt2 |= Opt2::_poison; *opt2 &= ~Opt2::_slowpoison; opt_flag = 1; break; case SC_SPEEDPOTION0: *opt2 &= ~Opt2::_speedpotion0; opt_flag = 1; break; case SC_ATKPOT: *opt2 &= ~Opt2::_atkpot; opt_flag = 1; break; case SC_HIDING: *option &= ~Option::HIDE2; opt_flag = 1; break; case SC_SIGHT: *option &= ~Option::SIGHT; opt_flag = 1; break; } if (night_flag == 1 && !bool(*opt2 & Opt2::BLIND) && bl->type == BL_PC) { // by [Yor] *opt2 |= Opt2::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 Opt2 mask = Opt2::_heal; nullpo_ret(sd); bool was_active = bool(sd->opt2 & mask); bool is_active = sd->quick_regeneration_hp.amount > 0; if (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) { StatusChange type = StatusChange(data); struct block_list *bl; struct map_session_data *sd = NULL; eptr 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 sc_data = battle_get_sc_data(bl); if (not sc_data) return; 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_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(std::bind(skill_status_change_timer_sub, ph::_1, bl, type, tick), bl->m, bl->x - range, bl->y - range, bl->x + range, bl->y + range, BL_NUL); 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_STONE: if (sc_data[type].val2 != 0) { Opt1 *opt1 = battle_get_opt1(bl); sc_data[type].val2 = 0; sc_data[type].val4 = 0; battle_stopwalking(bl, 1); if (opt1) { *opt1 = Opt1::_stone1; 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; /* 時間切れ無し?? */ case SC_WEIGHT50: case SC_WEIGHT90: 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_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 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); } /*========================================== * ステータス異常開始 *------------------------------------------ */ int skill_status_change_start(struct block_list *bl, StatusChange 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, StatusChange type, int val1, int val2, int val3, int val4, int tick, int flag, int spell_invocation) { struct map_session_data *sd = NULL; eptr sc_data; short *sc_count; Option *option; Opt1 *opt1; Opt2 *opt2; Opt3 *opt3; int opt_flag = 0, calc_flag = 0; int race, elem, undead_flag; SP updateflag = SP::ZERO; int scdef = 0; nullpo_ret(bl); if (bl->type == BL_SKILL) return 0; sc_data = battle_get_sc_data(bl); if (not sc_data) return 0; nullpo_ret(sc_count = battle_get_sc_count(bl)); nullpo_ret(option = battle_get_option(bl)); nullpo_ret(opt1 = battle_get_opt1(bl)); nullpo_ret(opt2 = battle_get_opt2(bl)); nullpo_ret(opt3 = battle_get_opt3(bl)); race = battle_get_race(bl); MobMode mode = battle_get_mode(bl); elem = battle_get_elem_type(bl); undead_flag = battle_check_undead(race, elem); 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 (SC_STONE <= type && type <= SC_BLIND) { BadSC bsc = BadSC_from_SC(type); /* カードによる耐性 */ if (sd && sd->reseff[bsc] > 0 && MRAND(10000) < sd->reseff[bsc]) { 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 (bool(mode & MobMode::BOSS) && (type == SC_STONE || type == SC_FREEZE || type == SC_STAN || type == SC_SLEEP || type == SC_SILENCE ) && !(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_SPEEDPOTION0 && 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 */ { (*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_SLOWPOISON: if (sc_data[SC_POISON].timer == -1) return 0; break; case SC_SPEEDPOTION0: /* 増速ポーション */ *opt2 |= Opt2::_speedpotion0; calc_flag = 1; tick = 1000 * tick; // val2 = 5*(2+type-SC_SPEEDPOTION0); break; /* atk & matk potions [Valaris] */ case SC_ATKPOT: *opt2 |= Opt2::_atkpot; FALLTHROUGH; case SC_MATKPOT: calc_flag = 1; tick = 1000 * tick; 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 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_SIGHT: /* サイト/ルアフ */ 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; case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKNWEAPON: case SC_BROKNARMOR: tick = 600 * 1000; break; case SC_HASTE: calc_flag = 1; break; 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 */ for (StatusChange i : MAJOR_STATUS_EFFECTS_1) { if (sc_data[i].timer != -1) { (*sc_count)--; delete_timer(sc_data[i].timer, skill_status_change_timer); sc_data[i].timer = -1; } } switch (type) { case SC_STONE: *opt1 = Opt1::_stone6; break; case SC_FREEZE: *opt1 = Opt1::_freeze; break; case SC_STAN: *opt1 = Opt1::_stan; break; case SC_SLEEP: *opt1 = Opt1::_sleep; break; } opt_flag = 1; break; case SC_POISON: if (sc_data[SC_SLOWPOISON].timer == -1) { *opt2 |= Opt2::_poison; opt_flag = 1; } break; case SC_CURSE: *opt2 |= Opt2::_curse; opt_flag = 1; break; case SC_SILENCE: *opt2 |= Opt2::_silence; opt_flag = 1; break; case SC_BLIND: *opt2 |= Opt2::BLIND; opt_flag = 1; break; case SC_SLOWPOISON: *opt2 &= ~Opt2::_poison; *opt2 |= Opt2::_slowpoison; opt_flag = 1; break; case SC_HIDING: battle_stopattack(bl); /* 攻撃停止 */ *option |= Option::HIDE2; opt_flag = 1; break; case SC_SIGHT: *option |= Option::SIGHT; opt_flag = 1; break; } 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, custom_data_t(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 != SP::ZERO) 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) { eptr sc_data; short *sc_count; Option *option; Opt1 *opt1; Opt2 *opt2; Opt3 *opt3; nullpo_ret(bl); sc_data = battle_get_sc_data(bl); if (not sc_data) return 0; nullpo_ret(sc_count = battle_get_sc_count(bl)); nullpo_ret(option = battle_get_option(bl)); nullpo_ret(opt1 = battle_get_opt1(bl)); nullpo_ret(opt2 = battle_get_opt2(bl)); nullpo_ret(opt3 = battle_get_opt3(bl)); if (*sc_count == 0) return 0; for (StatusChange i : erange(StatusChange(), MAX_STATUSCHANGE)) { if (sc_data[i].timer != -1) { skill_status_change_end(bl, i, -1); } } *sc_count = 0; *opt1 = Opt1::ZERO; *opt2 = Opt2::ZERO; *opt3 = Opt3::ZERO; *option &= Option::MASK; if (night_flag == 1 && type == 1) // by [Yor] *opt2 |= Opt2::BLIND; if (type == 0 || 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) { 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_ret(bl); 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) { *battle_get_option(bl) &= ~Option::CLOAK; /* 念のための処理 */ } return end; } /* *---------------------------------------------------------------------------- * スキルユニット *---------------------------------------------------------------------------- */ /*========================================== * 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 *, int) { // TODO remove this } /*========================================== * 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); return unit; } void skill_unit_timer_sub_ondelete(struct block_list *bl, struct block_list *src, unsigned int tick); /*========================================== * スキルユニット削除 *------------------------------------------ */ int skill_delunit(struct skill_unit *unit) { struct skill_unit_group *group; int range; nullpo_ret(unit); if (!unit->alive) return 0; nullpo_ret(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(std::bind(skill_unit_timer_sub_ondelete, ph::_1, &unit->bl, gettick()), unit->bl.m, unit->bl.x - range, unit->bl.y - range, unit->bl.x + range, unit->bl.y + range, BL_NUL); 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, SkillID 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->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; return group; } /*========================================== * スキルユニットグループ削除 *------------------------------------------ */ int skill_delunitgroup(struct skill_unit_group *group) { int i; nullpo_ret(group); if (group->unit_count <= 0) return 0; 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_ret(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_ret(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_ret(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) *------------------------------------------ */ static void skill_unit_timer_sub_onplace(struct block_list *bl, struct block_list *src, unsigned int tick) { struct skill_unit *su; nullpo_retv(bl); 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); } } /*========================================== * スキルユニットタイマー削除処理用(foreachinarea) *------------------------------------------ */ void skill_unit_timer_sub_ondelete(struct block_list *bl, struct block_list *src, unsigned int tick) { struct skill_unit *su; nullpo_retv(bl); 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); } } /*========================================== * スキルユニットタイマー処理用(foreachobject) *------------------------------------------ */ static void skill_unit_timer_sub(struct block_list *bl, unsigned int tick) { struct skill_unit *unit; struct skill_unit_group *group; int range; nullpo_retv(bl); unit = (struct skill_unit *) bl; nullpo_retv(group = unit->group); if (!unit->alive) return; 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(std::bind(skill_unit_timer_sub_onplace, ph::_1, bl, tick), bl->m, bl->x - range, bl->y - range, bl->x + range, bl->y + range, BL_NUL); if (group->unit_id == 0xaa && DIFF_TICK(tick, group->tick) >= 6000 * group->val2) { map_foreachinarea(std::bind(skill_idun_heal, ph::_1, unit), bl->m, bl->x - range, bl->y - range, bl->x + range, bl->y + range, BL_NUL); 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 } } } // TODO: determine if this was supposed to be break FALLTHROUGH; 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); } } /*========================================== * スキルユニットタイマー処理 *------------------------------------------ */ static void skill_unit_timer(timer_id, tick_t tick, custom_id_t, custom_data_t) { map_freeblock_lock(); map_foreachobject(std::bind(skill_unit_timer_sub, ph::_1, tick), BL_SKILL); map_freeblock_unlock(); } /*========================================== * スキルユニット移動時処理用(foreachinarea) *------------------------------------------ */ static void skill_unit_out_all_sub(struct block_list *bl, struct block_list *src, unsigned int tick) { struct skill_unit *unit; struct skill_unit_group *group; int range; nullpo_retv(bl); nullpo_retv(src); unit = (struct skill_unit *) bl; nullpo_retv(group = unit->group); if (!unit->alive || src->prev == NULL) return; range = (unit->range != 0) ? unit->range : group->range; if (range < 0 || battle_check_target(bl, src, group->target_flag) <= 0) return; 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); } /*========================================== * 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_ret(bl); if (bl->prev == NULL) return 0; if (range < 7) range = 7; map_foreachinarea(std::bind(skill_unit_out_all_sub, ph::_1, bl, tick), bl->m, bl->x - range, bl->y - range, bl->x + range, bl->y + range, BL_SKILL); return 0; } /*========================================== * スキルユニット移動時処理用(foreachinarea) *------------------------------------------ */ static void skill_unit_move_sub(struct block_list *bl, struct block_list *src, unsigned int tick) { struct skill_unit *unit; struct skill_unit_group *group; int range; nullpo_retv(bl); nullpo_retv(unit = (struct skill_unit *) bl); nullpo_retv(src); if (!unit->alive || src->prev == NULL) return; if ((group = unit->group) == NULL) return; range = (unit->range != 0) ? unit->range : group->range; if (range < 0 || battle_check_target(bl, src, group->target_flag) <= 0) return; 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); } /*========================================== * 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_ret(bl); if (bl->prev == NULL) return 0; if (range < 7) range = 7; map_foreachinarea(std::bind(skill_unit_move_sub, ph::_1, bl, tick), bl->m, bl->x - range, bl->y - range, bl->x + range, bl->y + range, BL_SKILL); return 0; } /*========================================== * スキルユニット自体の移動時処理(foreachinarea) *------------------------------------------ */ static void skill_unit_move_unit_group_sub(struct block_list *bl, struct block_list *src, unsigned int tick) { struct skill_unit *unit; struct skill_unit_group *group; int range; nullpo_retv(bl); nullpo_retv(src); unit = (struct skill_unit *) src; nullpo_retv(group = unit->group); if (!unit->alive || bl->prev == NULL) return; range = (unit->range != 0) ? unit->range : group->range; if (range < 0 || battle_check_target(src, bl, group->target_flag) <= 0) return; 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); } /*========================================== * 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_ret(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); if (range > 0) { if (range < 7) range = 7; map_foreachinarea(std::bind(skill_unit_move_unit_group_sub, ph::_1, &unit->bl, gettick()), unit->bl.m, unit->bl.x - range, unit->bl.y - range, unit->bl.x + range, unit->bl.y + range, BL_NUL); } } } } 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); if (range > 0) { if (range < 7) range = 7; map_foreachinarea(std::bind(skill_unit_move_unit_group_sub, ph::_1, &unit1->bl, gettick()), unit1->bl.m, unit1->bl.x - range, unit1->bl.y - range, unit1->bl.x + range, unit1->bl.y + range, BL_NUL); } } 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); if (range > 0) { if (range < 7) range = 7; map_foreachinarea(std::bind(skill_unit_move_unit_group_sub, ph::_1, &unit2->bl, gettick()), unit2->bl.m, unit2->bl.x - range, unit2->bl.y - range, unit2->bl.x + range, unit2->bl.y + range, BL_NUL); } 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 SP 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 SP::ZERO; FPRINTF(stderr, "Unknown stat `%s'\n", statname); return SP::ZERO; } /*========================================== * 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 *------------------------------------------ */ static int skill_readdb(void) { int j, k; 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; } SkillID i = SkillID(atoi(split[0])); if (/*i < SkillID() ||*/ 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 = BF::ZERO; 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 = SkillFlags::ZERO; skill_db[i].stat = scan_stat(split[16]); char *tmp = strdup(split[17]); { // replace "_" by " " char *s = tmp; while ((s = strchr(s, '_'))) *s = ' '; if ((s = strchr(tmp, '\t')) || (s = strchr(tmp, ' ')) || (s = strchr(tmp, '\n'))) *s = '\000'; } skill_lookup_by_id(i).desc = tmp; } fclose_(fp); PRINTF("read db/skill_db.txt done\n"); return 0; } void skill_reload(void) { /* * * * * */ 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; } constexpr size_t num_names = sizeof(skill_names) / sizeof(skill_names[0]); skill_name_db& skill_lookup_by_id(SkillID id) { for (skill_name_db& ner : skill_names) if (ner.id == id) return ner; return skill_names[num_names - 1]; } skill_name_db& skill_lookup_by_name(const char *name) { for (skill_name_db& ner : skill_names) if (!strcasecmp(name, ner.name) || !strcasecmp(name, ner.desc)) return ner; return skill_names[num_names - 1]; }