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battle.cpp
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battle.cpp
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// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "battle.hpp"
#include <math.h>
#include <stdlib.h>
#include "../common/cbasetypes.hpp"
#include "../common/ers.hpp"
#include "../common/malloc.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/showmsg.hpp"
#include "../common/socket.hpp"
#include "../common/strlib.hpp"
#include "../common/timer.hpp"
#include "../common/utils.hpp"
#include "battleground.hpp"
#include "chrif.hpp"
#include "clif.hpp"
#include "elemental.hpp"
#include "guild.hpp"
#include "homunculus.hpp"
#include "log.hpp"
#include "map.hpp"
#include "mercenary.hpp"
#include "mob.hpp"
#include "party.hpp"
#include "path.hpp"
#include "pc.hpp"
#include "pc_groups.hpp"
#include "pet.hpp"
int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.
/**
* Returns the current/list skill used by the bl
* @param bl
* @return skill_id
*/
uint16 battle_getcurrentskill(struct block_list *bl)
{
struct unit_data *ud;
if( bl->type == BL_SKILL ) {
struct skill_unit *su = (struct skill_unit*)bl;
return (su && su->group?su->group->skill_id:0);
}
ud = unit_bl2ud(bl);
return (ud?ud->skill_id:0);
}
/**
* Get random targeting enemy
* @param bl
* @param ap
* @return Found target (1) or not found (0)
*/
static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
{
struct block_list **bl_list;
struct unit_data *ud;
int target_id;
int *c;
bl_list = va_arg(ap, struct block_list **);
c = va_arg(ap, int *);
target_id = va_arg(ap, int);
if (bl->id == target_id)
return 0;
if (*c >= 24)
return 0;
if ( !(ud = unit_bl2ud(bl)) )
return 0;
if (ud->target == target_id || ud->skilltarget == target_id) {
bl_list[(*c)++] = bl;
return 1;
}
return 0;
}
/**
* Returns list of targets
* @param target
* @return Target list
*/
struct block_list* battle_gettargeted(struct block_list *target)
{
struct block_list *bl_list[24];
int c = 0;
nullpo_retr(NULL, target);
memset(bl_list, 0, sizeof(bl_list));
map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
if ( c == 0 )
return NULL;
if( c > 24 )
c = 24;
return bl_list[rnd()%c];
}
/**
* Returns the ID of the current targeted character of the passed bl
* @param bl
* @return Target Unit ID
* @author [Skotlex]
*/
int battle_gettarget(struct block_list* bl)
{
switch (bl->type) {
case BL_PC: return ((struct map_session_data*)bl)->ud.target;
case BL_MOB: return ((struct mob_data*)bl)->target_id;
case BL_PET: return ((struct pet_data*)bl)->target_id;
case BL_HOM: return ((struct homun_data*)bl)->ud.target;
case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
}
return 0;
}
/**
* Get random enemy
* @param bl
* @param ap
* @return Found target (1) or not found (0)
*/
static int battle_getenemy_sub(struct block_list *bl, va_list ap)
{
struct block_list **bl_list;
struct block_list *target;
int *c;
bl_list = va_arg(ap, struct block_list **);
c = va_arg(ap, int *);
target = va_arg(ap, struct block_list *);
if (bl->id == target->id)
return 0;
if (*c >= 24)
return 0;
if (status_isdead(bl))
return 0;
if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
bl_list[(*c)++] = bl;
return 1;
}
return 0;
}
/**
* Returns list of enemies within given range
* @param target
* @param type
* @param range
* @return Target list
* @author [Skotlex]
*/
struct block_list* battle_getenemy(struct block_list *target, int type, int range)
{
struct block_list *bl_list[24];
int c = 0;
memset(bl_list, 0, sizeof(bl_list));
map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
if ( c == 0 )
return NULL;
if( c > 24 )
c = 24;
return bl_list[rnd()%c];
}
/**
* Get random enemy within area
* @param bl
* @param ap
* @return Found target (1) or not found (0)
*/
static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
{
struct block_list **bl_list, *src;
int *c, ignore_id;
bl_list = va_arg(ap, struct block_list **);
c = va_arg(ap, int *);
src = va_arg(ap, struct block_list *);
ignore_id = va_arg(ap, int);
if( bl->id == src->id || bl->id == ignore_id )
return 0; // Ignores Caster and a possible pre-target
if( *c >= 23 )
return 0;
if( status_isdead(bl) )
return 0;
if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
bl_list[(*c)++] = bl;
return 1;
}
return 0;
}
/**
* Returns list of enemies within an area
* @param src
* @param x
* @param y
* @param range
* @param type
* @param ignore_id
* @return Target list
*/
struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
{
struct block_list *bl_list[24];
int c = 0;
memset(bl_list, 0, sizeof(bl_list));
map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
if( c == 0 )
return NULL;
if( c >= 24 )
c = 23;
return bl_list[rnd()%c];
}
/*========================================== [Playtester]
* Deals damage without delay, applies additional effects and triggers monster events
* This function is called from battle_delay_damage or battle_delay_damage_sub
* @param src: Source of damage
* @param target: Target of damage
* @param damage: Damage to be dealt
* @param delay: Damage delay
* @param skill_lv: Level of skill used
* @param skill_id: ID o skill used
* @param dmg_lv: State of the attack (miss, etc.)
* @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
* @param additional_effects: Whether additional effect should be applied
* @param isspdamage: If the damage is done to SP
* @param tick: Current tick
*------------------------------------------*/
void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
map_freeblock_lock();
if (isspdamage)
status_fix_spdamage(src, target, damage, delay);
else
status_fix_damage(src, target, damage, delay); // We have to separate here between reflect damage and others [icescope]
if (attack_type && !status_isdead(target) && additional_effects)
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
if (dmg_lv > ATK_BLOCK && attack_type)
skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
// This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
// Monsters differentiate whether they have been attacked by a skill or a normal attack
struct mob_data* md = BL_CAST(BL_MOB, target);
md->norm_attacked_id = md->attacked_id;
}
map_freeblock_unlock();
}
/// Damage Delayed Structure
struct delay_damage {
int src_id;
int target_id;
int64 damage;
t_tick delay;
unsigned short distance;
uint16 skill_lv;
uint16 skill_id;
enum damage_lv dmg_lv;
unsigned short attack_type;
bool additional_effects;
enum bl_type src_type;
bool isspdamage;
};
TIMER_FUNC(battle_delay_damage_sub){
struct delay_damage *dat = (struct delay_damage *)data;
if ( dat ) {
struct block_list* src = NULL;
struct block_list* target = map_id2bl(dat->target_id);
if( !target || status_isdead(target) ) { /* Nothing we can do */
if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
--((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
((TBL_PC*)src)->state.hold_recalc = 0;
status_calc_pc(((TBL_PC*)src), SCO_FORCE);
}
ers_free(delay_damage_ers, dat);
return 0;
}
src = map_id2bl(dat->src_id);
if( src && target->m == src->m &&
(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
{
//Deal damage
battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
} else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
map_freeblock_lock();
status_fix_damage(target, target, dat->damage, dat->delay);
map_freeblock_unlock();
}
if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
((TBL_PC*)src)->state.hold_recalc = 0;
status_calc_pc(((TBL_PC*)src), SCO_FORCE);
}
}
ers_free(delay_damage_ers, dat);
return 0;
}
int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
{
struct delay_damage *dat;
struct status_change *sc;
struct block_list *d_tbl = NULL;
struct block_list *e_tbl = NULL;
nullpo_ret(src);
nullpo_ret(target);
sc = status_get_sc(target);
if (sc) {
if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
}
if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
damage = 0;
if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
//Deal damage
battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
return 0;
}
dat = ers_alloc(delay_damage_ers, struct delay_damage);
dat->src_id = src->id;
dat->target_id = target->id;
dat->skill_id = skill_id;
dat->skill_lv = skill_lv;
dat->attack_type = attack_type;
dat->damage = damage;
dat->dmg_lv = dmg_lv;
dat->delay = ddelay;
dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
dat->additional_effects = additional_effects;
dat->src_type = src->type;
dat->isspdamage = isspdamage;
if (src->type != BL_PC && amotion > 1000)
amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
if( src->type == BL_PC )
((TBL_PC*)src)->delayed_damage++;
add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
return 0;
}
/**
* Get attribute ratio
* @param atk_elem Attack element enum e_element
* @param def_type Defense element enum e_element
* @param def_lv Element level 1 ~ MAX_ELE_LEVEL
*/
int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
{
if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
return 100;
return attr_fix_table[def_lv-1][atk_elem][def_type];
}
/**
* Does attribute fix modifiers.
* Added passing of the chars so that the status changes can affect it. [Skotlex]
* Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
* @param src
* @param target
* @param damage
* @param atk_elem
* @param def_type
* @param def_lv
* @return damage
*/
int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
{
struct status_change *sc = NULL, *tsc = NULL;
int ratio;
if (src) sc = status_get_sc(src);
if (target) tsc = status_get_sc(target);
if (!CHK_ELEMENT(atk_elem))
atk_elem = rnd()%ELE_ALL;
if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
return damage;
}
ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
if (sc && sc->count) { //increase dmg by src status
switch(atk_elem){
case ELE_FIRE:
if (sc->data[SC_VOLCANO])
#ifdef RENEWAL
ratio += sc->data[SC_VOLCANO]->val3;
#else
damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
#endif
break;
case ELE_WIND:
if (sc->data[SC_VIOLENTGALE])
#ifdef RENEWAL
ratio += sc->data[SC_VIOLENTGALE]->val3;
#else
damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
#endif
break;
case ELE_WATER:
if (sc->data[SC_DELUGE])
#ifdef RENEWAL
ratio += sc->data[SC_DELUGE]->val3;
#else
damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
#endif
break;
case ELE_GHOST:
if (sc->data[SC_TELEKINESIS_INTENSE])
ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
break;
}
}
if( target && target->type == BL_SKILL ) {
if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
struct skill_unit *su = (struct skill_unit*)target;
struct skill_unit_group *sg;
struct block_list *src2;
if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
(src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
int x,y;
x = sg->val3 >> 16;
y = sg->val3 & 0xffff;
skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
sg->val3 = -1;
sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
}
}
}
if (tsc && tsc->count) { //increase dmg by target status
switch(atk_elem) {
case ELE_FIRE:
if (tsc->data[SC_SPIDERWEB]) { //Double damage
#ifdef RENEWAL
ratio += 100;
#else
damage *= 2;
#endif
//Remove a unit group or end whole status change
status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
}
if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
if (tsc->data[SC_CRYSTALIZE])
status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
if (tsc->data[SC_EARTH_INSIGNIA])
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
break;
case ELE_HOLY:
if (tsc->data[SC_ORATIO])
#ifdef RENEWAL
ratio += tsc->data[SC_ORATIO]->val1 * 2;
#else
damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
#endif
break;
case ELE_POISON:
if (tsc->data[SC_VENOMIMPRESS])
#ifdef RENEWAL
ratio += tsc->data[SC_VENOMIMPRESS]->val2;
#else
damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
#endif
break;
case ELE_WIND:
if (tsc->data[SC_WATER_INSIGNIA])
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
if (tsc->data[SC_CRYSTALIZE]) {
uint16 skill_id = battle_getcurrentskill(src);
if (skill_get_type(skill_id)&BF_MAGIC)
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
}
break;
case ELE_WATER:
if (tsc->data[SC_FIRE_INSIGNIA])
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
break;
case ELE_EARTH:
if (tsc->data[SC_WIND_INSIGNIA])
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
break;
case ELE_NEUTRAL:
if (tsc->data[SC_ANTI_M_BLAST])
#ifdef RENEWAL
ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
#else
damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
#endif
break;
}
}
if (battle_config.attr_recover == 0 && ratio < 0)
ratio = 0;
#ifdef RENEWAL
//In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
damage = damage - (int64)((damage * (100 - ratio)) / 100);
#else
damage = (int64)((damage*ratio)/100);
#endif
//Damage can be negative, see battle_config.attr_recover
return damage;
}
/**
* Calculates card bonuses damage adjustments.
* @param attack_type @see enum e_battle_flag
* @param src Attacker
* @param target Target
* @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
* @param rh_ele Right-hand weapon element
* @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
* @param damage Original damage
* @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
* 3: Calculates attacker bonuses in both hands.
* 2: Calculates attacker bonuses in right-hand only.
* 0 or 1: Only calculates target bonuses.
* @param flag Misc value of skill & damage flags
* @return damage Damage diff between original damage and after calculation
*/
int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
struct map_session_data *sd, ///< Attacker session data if BL_PC
*tsd; ///< Target session data if BL_PC
short cardfix = 1000;
int s_class, ///< Attacker class
t_class; ///< Target class
enum e_race2 s_race2, /// Attacker Race2
t_race2; ///< Target Race2
enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
struct status_data *sstatus, ///< Attacker status data
*tstatus; ///< Target status data
int64 original_damage;
if( !damage )
return 0;
original_damage = damage;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
t_class = status_get_class(target);
s_class = status_get_class(src);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(target);
s_race2 = status_get_race2(src);
t_race2 = status_get_race2(target);
s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
//Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
#define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
switch( attack_type ) {
case BF_MAGIC:
// Affected by attacker ATK bonuses
if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
}
cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
for (const auto &it : sd->add_mdmg) {
if (it.id == t_class) {
cardfix = cardfix * (100 + it.val) / 100;
break;
}
}
APPLY_CARDFIX(damage, cardfix);
}
// Affected by target DEF bonuses
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
cardfix = 1000; // reset var for target
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
for (const auto &it : tsd->subele2) {
if (it.ele != rh_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix += it.rate;
}
if (s_defele != ELE_NONE)
ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
cardfix = cardfix * (100 - ele_fix) / 100;
}
cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
for (const auto &it : tsd->add_mdef) {
if (it.id == s_class) {
cardfix = cardfix * (100 - it.val) / 100;
break;
}
}
#ifndef RENEWAL
//It was discovered that ranged defense also counts vs magic! [Skotlex]
if( flag&BF_SHORT )
cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
else
cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
#endif
cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
if( tsd->sc.data[SC_MDEF_RATE] )
cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
APPLY_CARDFIX(damage, cardfix);
}
break;
case BF_WEAPON:
// Affected by attacker ATK bonuses
if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
short cardfix_ = 1000;
if( sd->state.arrow_atk ) { // Ranged attack
cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
for (const auto &it : sd->right_weapon.addele2) {
if (it.ele != tstatus->def_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix += it.rate;
}
cardfix = cardfix * (100 + ele_fix) / 100;
}
cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
} else { // Melee attack
int skill = 0;
// Calculates each right & left hand weapon bonuses separatedly
if( !battle_config.left_cardfix_to_right ) {
// Right-handed weapon
cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
for (const auto &it : sd->right_weapon.addele2) {
if (it.ele != tstatus->def_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix += it.rate;
}
cardfix = cardfix * (100 + ele_fix) / 100;
}
cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
if( left&1 ) { // Left-handed weapon
cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
for (const auto &it : sd->left_weapon.addele2) {
if (it.ele != tstatus->def_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix_lh += it.rate;
}
cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
}
cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
}
}
// Calculates right & left hand weapon as unity
else {
//! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
//if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
+ sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
for (const auto &it : sd->right_weapon.addele2) {
if (it.ele != tstatus->def_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix += it.rate;
}
for (const auto &it : sd->left_weapon.addele2) {
if (it.ele != tstatus->def_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix += it.rate;
}
cardfix = cardfix * (100 + ele_fix) / 100;
//}
cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
}
if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
}
//! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
for (const auto &it : sd->right_weapon.add_dmg) {
if (it.id == t_class) {
cardfix = cardfix * (100 + it.val) / 100;
break;
}
}
if( left&1 ) {
for (const auto &it : sd->left_weapon.add_dmg) {
if (it.id == t_class) {
cardfix_ = cardfix_ * (100 + it.val) / 100;
break;
}
}
}
#ifndef RENEWAL
if( flag&BF_LONG )
cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
#endif
if (left&1) {
APPLY_CARDFIX(damage, cardfix_);
} else {
APPLY_CARDFIX(damage, cardfix);
}
}
// Affected by target DEF bonuses
else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
for (const auto &it : tsd->subele2) {
if (it.ele != rh_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix += it.rate;
}
cardfix = cardfix * (100 - ele_fix) / 100;
if( left&1 && lh_ele != rh_ele ) {
int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
for (const auto &it : tsd->subele2) {
if (it.ele != lh_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix_lh += it.rate;
}
cardfix = cardfix * (100 - ele_fix_lh) / 100;
}
cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
}
cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
for (const auto &it : tsd->add_def) {
if (it.id == s_class) {
cardfix = cardfix * (100 - it.val) / 100;
break;
}
}
if( flag&BF_SHORT )
cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
if( tsd->sc.data[SC_DEF_RATE] )
cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
APPLY_CARDFIX(damage, cardfix);
}
break;
case BF_MISC:
// Affected by target DEF bonuses
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
for (const auto &it : tsd->subele2) {
if (it.ele != rh_ele)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
ele_fix += it.rate;
}
if (s_defele != ELE_NONE)
ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
cardfix = cardfix * (100 - ele_fix) / 100;
}
cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
if( flag&BF_SHORT )
cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
APPLY_CARDFIX(damage, cardfix);
}
break;
}
#undef APPLY_CARDFIX
return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
}
/**
* Absorb damage based on criteria
* @param bl
* @param d Damage
**/
static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
int64 dmg_ori = 0, dmg_new = 0;
nullpo_retv(bl);
nullpo_retv(d);
if (!d->damage && !d->damage2)
return;
switch (bl->type) {
case BL_PC:
{
struct map_session_data *sd = BL_CAST(BL_PC, bl);
if (!sd)
return;
if (sd->bonus.absorb_dmg_maxhp) {
int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
dmg_ori = dmg_new = d->damage + d->damage2;
if (dmg_ori > hp)
dmg_new = dmg_ori - hp;
}
}
break;
}
if (dmg_ori == dmg_new)
return;
if (!d->damage2)
d->damage = dmg_new;
else if (!d->damage)
d->damage2 = dmg_new;
else {
d->damage = dmg_new;
d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
if (d->damage2 < 1)
d->damage2 = 1;
d->damage = d->damage - d->damage2;
}
}
/**
* Check Safety Wall and Pneuma effect.
* Maybe expand this to move checks the target's SC from battle_calc_damage?
* @param src Attacker
* @param target Target of attack
* @param sc STatus Change
* @param d Damage data
* @param damage Damage received
* @param skill_id
* @param skill_lv
* @return True:Damage inflicted, False:Missed
**/
bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
if (!sc)
return true;
if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
if (group) {
if (skill_id_val == MH_STEINWAND) {