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skill.c
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skill.c
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/**
* This file is part of Hercules.
* http://herc.ws - http://github.com/HerculesWS/Hercules
*
* Copyright (C) 2012-2017 Hercules Dev Team
* Copyright (C) Athena Dev Teams
*
* Hercules is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#define HERCULES_CORE
#include "config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION()
#include "skill.h"
#include "map/battle.h"
#include "map/battleground.h"
#include "map/chrif.h"
#include "map/clan.h"
#include "map/clif.h"
#include "map/date.h"
#include "map/elemental.h"
#include "map/guild.h"
#include "map/homunculus.h"
#include "map/intif.h"
#include "map/itemdb.h"
#include "map/log.h"
#include "map/map.h"
#include "map/mercenary.h"
#include "map/mob.h"
#include "map/npc.h"
#include "map/party.h"
#include "map/path.h"
#include "map/pc.h"
#include "map/pet.h"
#include "map/script.h"
#include "map/status.h"
#include "map/unit.h"
#include "common/cbasetypes.h"
#include "common/ers.h"
#include "common/memmgr.h"
#include "common/nullpo.h"
#include "common/random.h"
#include "common/showmsg.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "common/utils.h"
#include "common/conf.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#define SKILLUNITTIMER_INTERVAL 100
// ranges reserved for mapping skill ids to skilldb offsets
#define HM_SKILLRANGEMIN 750
#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL)
#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1)
#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL)
#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1)
#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL)
#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1)
#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL)
#if GD_SKILLRANGEMAX > 999
#error GD_SKILLRANGEMAX is greater than 999
#endif
struct skill_interface skill_s;
struct s_skill_dbs skilldbs;
struct skill_interface *skill;
//Since only mob-casted splash skills can hit ice-walls
int skill_splash_target(struct block_list* bl)
{
nullpo_retr(BL_CHAR, bl);
#ifndef RENEWAL
return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
#else // Some skills can now hit ground skills(traps, ice wall & etc.)
return BL_SKILL|BL_CHAR;
#endif
}
/// Returns the id of the skill, or 0 if not found.
int skill_name2id(const char* name)
{
if( name == NULL )
return 0;
return strdb_iget(skill->name2id_db, name);
}
/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
int skill_get_index(int skill_id)
{
// avoid ranges reserved for mapping guild/homun/mercenary skills
if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
|| (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
|| (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
|| (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
return 0;
// map skill id to skill db index
if( skill_id >= GD_SKILLBASE )
skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
else if( skill_id >= EL_SKILLBASE )
skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
else if( skill_id >= MC_SKILLBASE )
skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
else if( skill_id >= HM_SKILLBASE )
skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
//[Ind/Hercules] GO GO GO LESS! - http://herc.ws/board/topic/512-skill-id-processing-overhaul/
else if( skill_id > 1019 && skill_id < 8001 ) {
if( skill_id < 2058 ) // 1020 - 2000 are empty
skill_id = 1020 + skill_id - 2001;
else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57
skill_id = (1077) + skill_id - 2201;
else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348
skill_id = (1425) + skill_id - 3001;
else if ( skill_id < 5044 ) // 3036 - 5000 are empty - 1020+57+348+35
skill_id = (1460) + skill_id - 5001;
else
ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id);
}
// validate result
if (skill_id <= 0|| skill_id >= MAX_SKILL_DB)
return 0;
return skill_id;
}
const char *skill_get_name(int skill_id)
{
return skill->dbs->db[skill->get_index(skill_id)].name;
}
const char *skill_get_desc(int skill_id)
{
return skill->dbs->db[skill->get_index(skill_id)].desc;
}
#define skill_get_lvl_idx(lv) (min((lv), MAX_SKILL_LEVEL) - 1)
#define skill_adjust_over_level(val, lv, max_lv) ((val) > 1 ? ((val) + ((lv) - (max_lv)) / 2) : (val))
// Skill DB
int skill_get_hit(int skill_id)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
return skill->dbs->db[idx].hit;
}
int skill_get_inf(int skill_id)
{
int idx;
if (skill_id == 0)
return INF_NONE;
idx = skill->get_index(skill_id);
Assert_retr(INF_NONE, idx != 0);
return skill->dbs->db[idx].inf;
}
int skill_get_ele(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return ELE_NEUTRAL;
idx = skill->get_index(skill_id);
Assert_retr(ELE_NEUTRAL, idx != 0);
Assert_retr(ELE_NEUTRAL, skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].element[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].element[skill_get_lvl_idx(skill_lv)];
}
int skill_get_nk(int skill_id)
{
int idx;
if (skill_id == 0)
return NK_NONE;
idx = skill->get_index(skill_id);
Assert_retr(NK_NONE, idx != 0);
return skill->dbs->db[idx].nk;
}
int skill_get_max(int skill_id)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
return skill->dbs->db[idx].max;
}
int skill_get_range(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].range[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].range[skill_get_lvl_idx(skill_lv)];
}
int skill_get_splash(int skill_id, int skill_lv)
{
int idx, val;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
val = skill->dbs->db[idx].splash[skill_get_lvl_idx(skill_lv)];
if (val < 0) {
val = AREA_SIZE;
}
if (skill_lv > MAX_SKILL_LEVEL) {
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return val;
}
int skill_get_hp(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].hp[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].hp[skill_get_lvl_idx(skill_lv)];
}
int skill_get_sp(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].sp[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].sp[skill_get_lvl_idx(skill_lv)];
}
int skill_get_hp_rate(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].hp_rate[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].hp_rate[skill_get_lvl_idx(skill_lv)];
}
int skill_get_sp_rate(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].sp_rate[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].sp_rate[skill_get_lvl_idx(skill_lv)];
}
int skill_get_state(int skill_id)
{
int idx;
if (skill_id == 0)
return ST_NONE;
idx = skill->get_index(skill_id);
Assert_retr(ST_NONE, idx != 0);
return skill->dbs->db[idx].state;
}
int skill_get_spiritball(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].spiritball[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].spiritball[skill_get_lvl_idx(skill_lv)];
}
int skill_get_itemid(int skill_id, int item_idx)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(item_idx >= 0 && item_idx < MAX_SKILL_ITEM_REQUIRE);
return skill->dbs->db[idx].itemid[item_idx];
}
int skill_get_itemqty(int skill_id, int item_idx)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(item_idx >= 0 && item_idx < MAX_SKILL_ITEM_REQUIRE);
return skill->dbs->db[idx].amount[item_idx];
}
int skill_get_zeny(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].zeny[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].zeny[skill_get_lvl_idx(skill_lv)];
}
int skill_get_num(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].num[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].num[skill_get_lvl_idx(skill_lv)];
}
int skill_get_cast(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].cast[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].cast[skill_get_lvl_idx(skill_lv)];
}
int skill_get_delay(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].delay[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].delay[skill_get_lvl_idx(skill_lv)];
}
int skill_get_walkdelay(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].walkdelay[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].walkdelay[skill_get_lvl_idx(skill_lv)];
}
int skill_get_time(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].upkeep_time[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].upkeep_time[skill_get_lvl_idx(skill_lv)];
}
int skill_get_time2(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].upkeep_time2[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].upkeep_time2[skill_get_lvl_idx(skill_lv)];
}
int skill_get_castdef(int skill_id)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
return skill->dbs->db[idx].cast_def_rate;
}
int skill_get_weapontype(int skill_id)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
return skill->dbs->db[idx].weapon;
}
int skill_get_ammotype(int skill_id)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
return skill->dbs->db[idx].ammo;
}
int skill_get_ammo_qty(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].ammo_qty[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].ammo_qty[skill_get_lvl_idx(skill_lv)];
}
int skill_get_inf2(int skill_id)
{
int idx;
if (skill_id == 0)
return INF2_NONE;
idx = skill->get_index(skill_id);
Assert_retr(INF2_NONE, idx != 0);
return skill->dbs->db[idx].inf2;
}
int skill_get_castcancel(int skill_id)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
return skill->dbs->db[idx].castcancel;
}
int skill_get_maxcount(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].maxcount[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].maxcount[skill_get_lvl_idx(skill_lv)];
}
int skill_get_blewcount(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].blewcount[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].blewcount[skill_get_lvl_idx(skill_lv)];
}
int skill_get_mhp(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].mhp[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].mhp[skill_get_lvl_idx(skill_lv)];
}
int skill_get_castnodex(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].castnodex[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].castnodex[skill_get_lvl_idx(skill_lv)];
}
int skill_get_delaynodex(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].delaynodex[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].delaynodex[skill_get_lvl_idx(skill_lv)];
}
int skill_get_type(int skill_id)
{
int idx;
if (skill_id == 0)
return BF_NONE;
idx = skill->get_index(skill_id);
Assert_retr(BF_NONE, idx != 0);
return skill->dbs->db[idx].skill_type;
}
int skill_get_unit_id(int skill_id, int flag)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(flag >= 0 && flag < ARRAYLENGTH(skill->dbs->db[0].unit_id));
return skill->dbs->db[idx].unit_id[flag];
}
int skill_get_unit_interval(int skill_id)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
return skill->dbs->db[idx].unit_interval;
}
int skill_get_unit_range(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].unit_range[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].unit_range[skill_get_lvl_idx(skill_lv)];
}
int skill_get_unit_target(int skill_id)
{
int idx;
if (skill_id == 0)
return BCT_NOONE;
idx = skill->get_index(skill_id);
Assert_retr(BCT_NOONE, idx != 0);
return skill->dbs->db[idx].unit_target & BCT_ALL;
}
int skill_get_unit_bl_target(int skill_id)
{
int idx;
if (skill_id == 0)
return BL_NUL;
idx = skill->get_index(skill_id);
Assert_retr(BL_NUL, idx != 0);
return skill->dbs->db[idx].unit_target & BL_ALL;
}
int skill_get_unit_flag(int skill_id)
{
int idx;
if (skill_id == 0)
return UF_NONE;
idx = skill->get_index(skill_id);
Assert_retr(UF_NONE, idx != 0);
return skill->dbs->db[idx].unit_flag;
}
int skill_get_unit_layout_type(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].unit_layout_type[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].unit_layout_type[skill_get_lvl_idx(skill_lv)];
}
int skill_get_cooldown(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].cooldown[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].cooldown[skill_get_lvl_idx(skill_lv)];
}
int skill_get_fixed_cast(int skill_id, int skill_lv)
{
int idx;
if (skill_id == 0)
return 0;
idx = skill->get_index(skill_id);
Assert_ret(idx != 0);
Assert_ret(skill_lv > 0);
#ifdef RENEWAL_CAST
if (skill_lv > MAX_SKILL_LEVEL) {
int val = skill->dbs->db[idx].fixed_cast[skill_get_lvl_idx(skill_lv)];
return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
}
return skill->dbs->db[idx].fixed_cast[skill_get_lvl_idx(skill_lv)];
#else
return 0;
#endif
}
int skill_tree_get_max(int skill_id, int class)
{
int i;
int class_idx = pc->class2idx(class);
ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[class_idx][i].id == 0 || pc->skill_tree[class_idx][i].id == skill_id );
if( i < MAX_SKILL_TREE && pc->skill_tree[class_idx][i].id == skill_id )
return pc->skill_tree[class_idx][i].max;
else
return skill->get_max(skill_id);
}
int skill_get_casttype(int skill_id)
{
int inf = skill->get_inf(skill_id);
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
if (skill->get_nk(skill_id)&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
}
int skill_get_casttype2(int index)
{
int inf;
Assert_retr(CAST_NODAMAGE, index < MAX_SKILL_DB);
inf = skill->dbs->db[index].inf;
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
if(skill->dbs->db[index].inf2&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
if (skill->dbs->db[index].nk&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
}
//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
int skill_get_range2(struct block_list *bl, int skill_id, int skill_lv)
{
int range;
struct map_session_data *sd = BL_CAST(BL_PC, bl);
if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
return 9; //Mobs have a range of 9 regardless of skill used.
range = skill->get_range(skill_id, skill_lv);
if( range < 0 ) {
if( battle_config.use_weapon_skill_range&bl->type )
return status_get_range(bl);
range *=-1;
}
//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
switch( skill_id ) {
case AC_SHOWER:
case MA_SHOWER:
case AC_DOUBLE:
case MA_DOUBLE:
case HT_BLITZBEAT:
case AC_CHARGEARROW:
case MA_CHARGEARROW:
case SN_FALCONASSAULT:
case HT_POWER:
/**
* Ranger
**/
case RA_ARROWSTORM:
case RA_AIMEDBOLT:
case RA_WUGBITE:
if (sd != NULL)
range += pc->checkskill(sd, AC_VULTURE);
else
range += battle->bc->mob_eye_range_bonus;
break;
// added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
case GS_RAPIDSHOWER:
case GS_PIERCINGSHOT:
case GS_FULLBUSTER:
case GS_SPREADATTACK:
case GS_GROUNDDRIFT:
if (sd != NULL)
range += pc->checkskill(sd, GS_SNAKEEYE);
else
range += battle->bc->mob_eye_range_bonus;
break;
case NJ_KIRIKAGE:
if (sd != NULL)
range = skill->get_range(NJ_SHADOWJUMP, pc->checkskill(sd, NJ_SHADOWJUMP));
break;
/**
* Warlock
**/
case WL_WHITEIMPRISON:
case WL_SOULEXPANSION:
case WL_MARSHOFABYSS:
case WL_SIENNAEXECRATE:
case WL_DRAINLIFE:
case WL_CRIMSONROCK:
case WL_HELLINFERNO:
case WL_COMET:
case WL_CHAINLIGHTNING:
case WL_TETRAVORTEX:
case WL_EARTHSTRAIN:
case WL_RELEASE:
if (sd != NULL)
range += pc->checkskill(sd, WL_RADIUS);
break;
/**
* Ranger Bonus
**/
case HT_LANDMINE:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
if (sd != NULL)
range += (1 + pc->checkskill(sd, RA_RESEARCHTRAP))/2;
}
if( !range && bl->type != BL_PC )
return 9; // Enable non players to use self skills on others. [Skotlex]
return range;
}
int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
int skill2_lv, hp;
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_change* sc;
nullpo_ret(src);
switch (skill_id) {
case SU_TUNABELLY:
hp = status_get_max_hp(target) * ((20 * skill_lv) - 10) / 100;
break;
case BA_APPLEIDUN:
#ifdef RENEWAL
hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#else // not RENEWAL
hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#endif // RENEWAL
if( sd )
hp += 5*pc->checkskill(sd,BA_MUSICALLESSON);
break;
case PR_SANCTUARY:
hp = (skill_lv>6)?777:skill_lv*100;
break;
case NPC_EVILLAND:
hp = (skill_lv>6)?666:skill_lv*100;
break;
default:
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
#ifdef RENEWAL
/**
* Renewal Heal Formula
* Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
**/
hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
#else // not RENEWAL
hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
#endif // RENEWAL
if (sd && (skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0)
hp += hp * skill2_lv * 2 / 100;
else if (src->type == BL_HOM && (skill2_lv = homun->checkskill(BL_UCAST(BL_HOM, src), HLIF_BRAIN)) > 0)
hp += hp * skill2_lv * 2 / 100;
if (sd != NULL && ((skill2_lv = pc->checkskill(sd, SU_POWEROFSEA)) > 0)) {
hp += hp * 10 / 100;
if (pc->checkskill(sd, SU_TUNABELLY) == 5 && pc->checkskill(sd, SU_TUNAPARTY) == 5 && pc->checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc->checkskill(sd, SU_FRESHSHRIMP) == 5)
hp += hp * 20 / 100;
}
break;
}
if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
hp >>= 1;
if (sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) != 0)
hp += hp*skill2_lv/100;
if (tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) != 0)
hp += hp*skill2_lv/100;
sc = status->get_sc(src);
if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) {
if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL )
hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
}
sc = status->get_sc(target);
if (sc && sc->count) {
if(sc->data[SC_CRITICALWOUND] && heal) // Critical Wound has no effect on offensive heal. [Inkfish]
hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
if(sc->data[SC_DEATHHURT] && heal)
hp -= hp * 20/100;
if(sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
if(sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
hp += hp / 10;
if (sc->data[SC_VITALITYACTIVATION])
hp = hp * 150 / 100;
}
#ifdef RENEWAL
// MATK part of the RE heal formula [malufett]
// Note: in this part matk bonuses from items or skills are not applied
switch( skill_id ) {
case BA_APPLEIDUN:
case PR_SANCTUARY:
case NPC_EVILLAND:
break;
default:
hp += status->get_matk(src, 3);
}
#endif // RENEWAL
return hp;
}
// Making plagiarize check its own function [Aru]
int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
{
nullpo_ret(sd);
// Never copy NPC/Wedding Skills
if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
return 0;
// Transcendent-class skills
if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION)) {
if (battle_config.copyskill_restrict == 2) {
return 0;
} else if (battle_config.copyskill_restrict == 1) {
if ((sd->job & (MAPID_UPPERMASK | JOBL_UPPER)) != MAPID_STALKER)
return 0;
}
}
//Added so plagarize can't copy agi/bless if you're undead since it damages you
if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
skill_id == MER_INCAGI || skill_id == MER_BLESSING))
return 0;
// Couldn't preserve 3rd Class/Summoner skills except only when using Reproduce skill. [Jobbie]
if (!(sd->sc.data[SC__REPRODUCE]) &&
((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) ||
(skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) ||
(skill_id >= GC_DARKCROW && skill_id <= SU_FRESHSHRIMP)))
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
else if (sd->sc.data[SC__REPRODUCE] && (skill->get_inf2(skill_id) & INF2_ALLOW_REPRODUCE) == 0)
return 0;
return 1;
}
// [MouseJstr] - skill ok to cast? and when?
int skillnotok (uint16 skill_id, struct map_session_data *sd)
{
int16 idx,m;