#include "version.h" #include #include "char.h" #include "char_base.h" #include "battle.h" #include "battle_event.h" #include "battle_item.h" #include "battle_magic.h" #include "item_event.h" #include "log.h" #include "anim_tbl.h" #include "npcutil.h" #include "magic_base.h" #include "lssproto_serv.h" int BATTLE_ItemUseDelete( int charaindex, int haveitemindex ) { int itemindex; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if( ITEM_CHECKINDEX( itemindex ) == FALSE ) return 0; { LogItem( CHAR_getChar( charaindex, CHAR_NAME ), CHAR_getChar( charaindex, CHAR_CDKEY ), #ifdef _add_item_log_name // WON ADD 在item的log中增加item名称 itemindex, #else ITEM_getInt( itemindex, ITEM_ID ), #endif "BattleUse(战斗中使用掉的道具)", CHAR_getInt( charaindex,CHAR_FLOOR), CHAR_getInt( charaindex,CHAR_X ), CHAR_getInt( charaindex,CHAR_Y ), ITEM_getChar( itemindex, ITEM_UNIQUECODE), ITEM_getChar( itemindex, ITEM_NAME), ITEM_getInt( itemindex, ITEM_ID) ); } CHAR_DelItemMess( charaindex, haveitemindex, 0); return 0; } #ifdef _IMPRECATE_ITEM void ITEM_useImprecate( int charaindex, int toNo, int haveitemindex ) { int i; int battleindex, attackNo,itemindex; char *arg; char buf[256]; struct tagImprecate { char fun[256]; int intfun; }; struct tagImprecate ImList[3] ={ {"咒",BD_KIND_CURSE},{"恩",BD_KIND_BESTOW},{"祝",BD_KIND_WISHES} }; if( !CHAR_CHECKINDEX( charaindex) ) return; battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( (attackNo = BATTLE_Index2No( battleindex, charaindex )) < 0 ){ print( "ANDY attackNo=%d\n", attackNo); return; } itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); if( arg == NULL ){ print( "ANDY ITEM id:%d=>arg err\n", ITEM_getInt( itemindex, ITEM_ID)); return; } for( i=0; i<3; i++) { if( strstr( arg, ImList[i].fun ) != 0 ) { char buf1[256]; int kind,powers, rounds, HealedEffect; if( NPC_Util_GetStrFromStrWithDelim( arg, ImList[i].fun, buf, sizeof( buf)) == NULL )continue; kind = ImList[i].intfun; if( getStringFromIndexWithDelim( buf,"x", 1, buf1, sizeof( buf1)) == FALSE ) continue; powers = atoi( buf1); if( getStringFromIndexWithDelim( buf,"x", 2, buf1, sizeof( buf1)) == FALSE ) continue; rounds = atoi( buf1); HealedEffect = SPR_hoshi; BATTLE_ImprecateRecovery( battleindex, attackNo, toNo, kind, powers, rounds, SPR_item3, HealedEffect ); CHAR_setItemIndex(charaindex, haveitemindex ,-1); CHAR_sendItemDataOne( charaindex, haveitemindex); ITEM_endExistItemsOne( itemindex ); break; } } } #endif #ifdef _ITEM_MAGICRECOVERY void ITEM_useMRecovery_Battle( int charaindex, int toNo, int haveitemindex ) { int battleindex, attackNo, itemindex; int turn=0, magicid, marray; char buf1[256]; char *arg=NULL; battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( BATTLE_CHECKINDEX( battleindex ) == FALSE ) return; if( (attackNo = BATTLE_Index2No( battleindex, charaindex )) == -1 ) return; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar( itemindex, ITEM_ARGUMENT ); if( getStringFromIndexWithDelim( arg, ":", 2, buf1, sizeof(buf1)) ==FALSE ) return; turn = atoi( buf1); if( getStringFromIndexWithDelim( arg, ":", 1, buf1, sizeof(buf1)) ==FALSE ) return; if( strstr( buf1, "全" ) != NULL ){ }else{ } magicid = ITEM_getInt( itemindex, ITEM_MAGICID); marray = MAGIC_getMagicArray( magicid); if( marray == -1 ) return; if( IsBATTLING( charaindex ) == TRUE ){ int i, status=-1; char *magicarg=NULL, *pszP=NULL; #ifdef _PREVENT_TEAMATTACK //光镜守..不得使用敌方 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER //&& BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){ if( BATTLE_CheckSameSide( charaindex, toNo) == 0 ){//不同边 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); BATTLE_NoAction( battleindex, BATTLE_Index2No( battleindex, charaindex) ); CHAR_talkToCli( charaindex, -1, "光镜守..不得施予非玩家敌方。", CHAR_COLORYELLOW); return; } } #endif magicarg = MAGIC_getChar( marray, MAGIC_OPTION ); pszP = magicarg; for( ;status == -1 && pszP[0] != 0; pszP++ ){ for( i = 1; i < BATTLE_MD_END; i ++ ){ if( strncmp( pszP, aszMagicDef[i], 2 ) == 0 ){ status = i; pszP +=2; break; } } } if( status == -1 ) return; BATTLE_MultiMagicDef( battleindex, attackNo, toNo, status, turn, MAGIC_EFFECT_USER, SPR_difence ); LogItem( CHAR_getChar( charaindex, CHAR_NAME ), CHAR_getChar( charaindex, CHAR_CDKEY ), #ifdef _add_item_log_name // WON ADD 在item的log中增加item名称 itemindex, #else ITEM_getInt( itemindex, ITEM_ID ), #endif "BattleUse(战斗中使用掉的道具)", CHAR_getInt( charaindex,CHAR_FLOOR), CHAR_getInt( charaindex,CHAR_X ), CHAR_getInt( charaindex,CHAR_Y ), ITEM_getChar( itemindex, ITEM_UNIQUECODE), ITEM_getChar( itemindex, ITEM_NAME), ITEM_getInt( itemindex, ITEM_ID) ); } CHAR_DelItemMess( charaindex, haveitemindex, 0); } #endif #ifdef _ITEM_USEMAGIC void ITEM_useMagic_Battle( int charaindex, int toNo, int haveitemindex ) { int itemindex,itemmaxuse; char *arg=NULL; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar( itemindex, ITEM_ARGUMENT ); CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, toNo ); CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_JYUJYUTU ); CHAR_SETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3, atoi(arg) ); CHAR_SETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3, 0 ); CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_C_OK ); MAGIC_DirectUse( charaindex, CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 ), CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 ), CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3 ) ); itemmaxuse = ITEM_getInt( itemindex, ITEM_DAMAGEBREAK); if( itemmaxuse > 0 ) ITEM_setInt( itemindex, ITEM_DAMAGEBREAK, itemmaxuse-1 ); else{ LogItem( CHAR_getChar( charaindex, CHAR_NAME ), CHAR_getChar( charaindex, CHAR_CDKEY ), #ifdef _add_item_log_name // WON ADD 在item的log中增加item名称 itemindex, #else ITEM_getInt( itemindex, ITEM_ID ), #endif "BattleUse(战斗中使用掉的道具)", CHAR_getInt( charaindex,CHAR_FLOOR), CHAR_getInt( charaindex,CHAR_X ), CHAR_getInt( charaindex,CHAR_Y ), ITEM_getChar( itemindex, ITEM_UNIQUECODE), ITEM_getChar( itemindex, ITEM_NAME), ITEM_getInt( itemindex, ITEM_ID) ); CHAR_DelItemMess( charaindex, haveitemindex, 0); } } #endif void ITEM_useRecovery_Battle( int charaindex, int toNo, int haveitemindex ) { #ifdef _CHANGEITEMUSE // Syu ADD 调整战斗中使用料理设定 int power1 = 0; #endif int power = 0, per = 0, HealedEffect=0; int battleindex, attackNo,itemindex, kind = BD_KIND_HP; char *p = NULL, *arg; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); #ifdef _CHANGEITEMUSE // Syu ADD 调整战斗中使用料理设定 if( ((p = strstr( arg, "体" )) != NULL) && ((p = strstr( arg,"气")) != NULL)) { kind = BD_KIND_HP_MP; p = strstr( arg,"气"); if( sscanf( p+2, "%d", &power1 ) != 1 ) { power1 = 0; } p = strstr( arg,"体"); } else if( (p = strstr( arg, "体" )) != NULL ) #else if( (p = strstr( arg, "体" )) != NULL ) #endif { kind = BD_KIND_HP; } else if( (p = strstr( arg, "气" )) != NULL ) { kind = BD_KIND_MP; } else #ifdef _ITEM_UNBECOMEPIG if( (p = strstr( arg, "解猪" )) != NULL ){ kind = BD_KIND_UNBECOMEPIG; HealedEffect = 100608; //特效编号 } else #endif #ifdef _ITEM_LVUPUP if( (p = strstr( arg, "LVUPUP" )) != NULL ){ return; } else #endif #ifdef _ITEM_PROPERTY if( (p = strstr( arg, "PROPERTY" )) != NULL ){ kind = BD_KIND_PROPERTY; HealedEffect = 100608; //特效编号 if( strstr( arg, "+" ) ) power = 1; else if( strstr( arg, "-" ) ) power = 2; } else #endif #ifdef _ITEM_ADDPETEXP if( (p = strstr( arg, "GETEXP" )) != NULL ){ return; } else #endif return; #ifdef _ITEM_UNBECOMEPIG if( HealedEffect != 100608 ){ #endif if( sscanf( p+2, "%d", &power ) != 1 ) power = 0; if( power <= 100 ) HealedEffect = SPR_heal;//SPR_hoshi else if( power <= 300 ) HealedEffect = SPR_heal2; else HealedEffect = SPR_heal3; #ifdef _ITEM_UNBECOMEPIG } #endif battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); if( attackNo < 0 )return; #ifdef _CHANGEITEMUSE // Syu ADD 调整战斗中使用料理设定 BATTLE_MultiRecovery( battleindex, attackNo, toNo, kind, power, per, SPR_item3, HealedEffect , power1); #else BATTLE_MultiRecovery( battleindex, attackNo, toNo, kind, power, per, SPR_item3, HealedEffect ); #endif { LogItem( CHAR_getChar( charaindex, CHAR_NAME ), CHAR_getChar( charaindex, CHAR_CDKEY ), #ifdef _add_item_log_name // WON ADD 在item的log中增加item名称 itemindex, #else ITEM_getInt( itemindex, ITEM_ID ), #endif "BattleUse(战斗中使用掉的道具)", CHAR_getInt( charaindex,CHAR_FLOOR), CHAR_getInt( charaindex,CHAR_X ), CHAR_getInt( charaindex,CHAR_Y ), ITEM_getChar( itemindex, ITEM_UNIQUECODE), ITEM_getChar( itemindex, ITEM_NAME), ITEM_getInt( itemindex, ITEM_ID) ); } CHAR_DelItemMess( charaindex, haveitemindex, 0); } void ITEM_useStatusChange_Battle( int charaindex, int toNo, int haveitemindex ){ int turn = 0, i; int battleindex, attackNo,itemindex, status = -1, Success = 15; int ReceveEffect; char *pszP = NULL, *arg; char szTurn[] = "turn"; char szSuccess[] = "成"; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); pszP = arg; for( ;status == -1 && pszP[0] != 0; pszP++ ){ for( i = 0; i < BATTLE_ST_END; i ++ ){ if( strncmp( pszP, aszStatus[i], 2 ) == 0 ){ status = i; pszP +=2; break; } } } if( status == -1 ) return ; if( ( pszP = strstr( arg, szTurn ) ) != NULL){ pszP += sizeof( szTurn ); sscanf( pszP, "%d", &turn ); } if( ( pszP = strstr( arg, szSuccess ) ) != NULL){ pszP += sizeof( szSuccess ); sscanf( pszP, "%d", &Success ); } battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); if( status == BATTLE_ST_NONE ){ ReceveEffect = SPR_tyusya; }else{ ReceveEffect = SPR_hoshi; } BATTLE_MultiStatusChange( battleindex, attackNo, toNo, status, turn, SPR_item3, ReceveEffect, Success ); BATTLE_ItemUseDelete( charaindex, haveitemindex ); } void ITEM_useStatusRecovery_Battle( int charaindex, // 银匀凶谛及奶件犯永弁旦 int toNo, // 银歹木月谛及 寞 int haveitemindex // 银丹谛及失奶 丞及 寞 ){ int i; int battleindex, attackNo,itemindex, status = -1; int ReceveEffect; char *pszP = NULL, *arg; // 失奶 丞互丐月井升丹井 itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; // 由仿丢□正毛潸 arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); pszP = arg; // 躲绊毛潸 for( ;status == -1 && pszP[0] != 0; pszP++ ){ // 蝈莒手丐月及匹ㄟ井日腹绸 for( i = 0; i < BATTLE_ST_END; i ++ ){ // 躲绊疋永正伉井" if( strncmp( pszP, aszStatus[i], 2 ) == 0 ){ status = i; pszP +=2; break; } } } // 躲绊卅中及匹撩 if( status == -1 ) return ; //------- 仇仇井日荚汊质 ----------- battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); ReceveEffect = SPR_tyusya; // 月午五反仇木 // 蝈够 BATTLE_MultiStatusRecovery( battleindex, attackNo, toNo, status, SPR_item3, ReceveEffect ); // 爵 卞失奶 丞互壅尹凶桦宁及隋骚质 BATTLE_ItemUseDelete( charaindex, haveitemindex ); } void ITEM_useMagicDef_Battle( int charaindex, int toNo, int haveitemindex ) { int turn = 0, i; int battleindex, attackNo,itemindex, status = -1; char *pszP = NULL, *arg; char szTurn[] = "turn"; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); pszP = arg; for( ;status == -1 && pszP[0] != 0; pszP++ ){ for( i = 1; i < BATTLE_MD_END; i ++ ){ if( strncmp( pszP, aszMagicDef[i], 2 ) == 0 ){ status = i; pszP +=2; break; } } } if( status == -1 ) return ; if( ( pszP = strstr( arg, szTurn ) ) != NULL){ pszP += sizeof( szTurn ); sscanf( pszP, "%d", &turn ); } battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); BATTLE_MultiMagicDef( battleindex, attackNo, toNo, status, turn, SPR_item3, SPR_difence ); BATTLE_ItemUseDelete( charaindex, haveitemindex ); } //-------------------------------------------------------------- // 由仿丢□正 凳失奶 丞毛银匀凶桦宁及质 //-------------------------------------------------------------- // 爵 及桦宁 void ITEM_useParamChange_Battle( int charaindex, // 银匀凶谛及奶件犯永弁旦 int toNo, // 银歹木月谛及 寞 int haveitemindex // 银丹谛及失奶 丞及 寞 ) { int i; int battleindex, attackNo,itemindex; int pow, par = 0; int kind = -1; char *pszP = NULL, *arg; // 失奶 丞互丐月井升丹井 itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; // 由仿丢□正毛潸 arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); pszP = arg; // 躲绊毛潸 for( ;kind == -1 && pszP[0] != 0; pszP++ ){ for( i = 1; i < BATTLE_MD_END; i ++ ){ // 躲绊疋永正伉井" if( strncmp( pszP, aszParamChange[i], 2 ) == 0 ){ kind = i; pszP +=2; break; } } } // 躲绊卅中及匹撩 if( kind == -1 ) return ; if( strstr( pszP, "%" ) ){ // 仇及桦宁反⊙煌遥 par = 1; } if( sscanf( pszP, "%d", &pow ) != 1 ){ // 窒禾奶件玄丐仆月井 pow = 30; } //------- 仇仇井日质 ----------- battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); // 蝈够 BATTLE_MultiParamChange( battleindex, attackNo, toNo, kind, pow, par, SPR_item3, SPR_hoshi ); // 爵 卞失奶 丞互壅尹凶桦宁及隋骚质 BATTLE_ItemUseDelete( charaindex, haveitemindex ); } //-------------------------------------------------------------- // 白奴□伙玉箪岭 凳失奶 丞毛银匀凶桦宁及质 //-------------------------------------------------------------- // 爵 及桦宁 void ITEM_useFieldChange_Battle( int charaindex, // 银匀凶谛及奶件犯永弁旦 int toNo, // 银歹木月谛及 寞 int haveitemindex // 银丹谛及失奶 丞及 寞 ) { int itemindex; char *pArg; // 失奶 丞互丐月井升丹井 itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; //------- 仇仇井日质 ----------- // 由仿丢□正毛潸 pArg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); // 由仿丢□正 中及匹撩 if( pArg == NULL )return ; BATTLE_FieldAttChange( charaindex, pArg ); // 爵 卞失奶 丞互壅尹凶桦宁及隋骚质 BATTLE_ItemUseDelete( charaindex, haveitemindex ); } //-------------------------------------------------------------- // 箪岭 鳖失奶 丞毛银匀凶桦宁及质 //-------------------------------------------------------------- // 爵 及桦宁 void ITEM_useAttReverse_Battle( int charaindex, // 银匀凶谛及奶件犯永弁旦 int toNo, // 银歹木月谛及 寞 int haveitemindex // 银丹谛及失奶 丞及 寞 ) { int itemindex, battleindex, attackNo; // 失奶 丞互丐月井升丹井 itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; //------- 仇仇井日质 ----------- battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); // 蝈够 BATTLE_MultiAttReverse( battleindex, attackNo, toNo, SPR_item3, SPR_kyu ); // 爵 卞失奶 丞互壅尹凶桦宁及隋骚质 BATTLE_ItemUseDelete( charaindex, haveitemindex ); } //-------------------------------------------------------------- // 竣濮井日汊唾毛银匀凶桦宁及质 //-------------------------------------------------------------- // 爵 及桦宁 void ITEM_useRessurect( int charaindex, // 银匀凶谛及奶件犯永弁旦 int toNo, // 银歹木月谛及 寞 int haveitemindex // 银丹谛及失奶 丞及 寞 ) { int itemindex, battleindex, attackNo, par = 0, pow = 0, ReceveEffect; char *pszP = NULL; // 失奶 丞互丐月井升丹井 itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; //------- 仇仇井日质 ----------- pszP = ITEM_getChar(itemindex, ITEM_ARGUMENT ); if( strstr( pszP, "%" ) ){ // 仇及桦宁反⊙煌遥 par = 1; } if( sscanf( pszP, "%d", &pow ) != 1 ){ // 窒禾奶件玄荚汊允月井" pow = 0; // ㄟ及桦宁反敦蝈荚汊 } battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); if( pow <= 0 ){ ReceveEffect = SPR_fukkatu3; }else if( pow <= 100 ){ ReceveEffect = SPR_fukkatu1; }else if( pow <= 300 ){ ReceveEffect = SPR_fukkatu2; }else{ ReceveEffect = SPR_fukkatu3; } // 蝈够 BATTLE_MultiRessurect( battleindex, attackNo, toNo, pow, par, SPR_item3, ReceveEffect ); // 爵 卞失奶 丞互壅尹凶桦宁及隋骚质 BATTLE_ItemUseDelete( charaindex, haveitemindex ); } //-------------------------------------------------------------- // 凯 膜恳毛银匀凶桦宁及质 //-------------------------------------------------------------- // 爵 及桦宁 void ITEM_useCaptureUp_Battle( int charaindex, // 银匀凶谛及奶件犯永弁旦 int toNo, // 银歹木月谛及 寞 int haveitemindex // 银丹谛及失奶 丞及 寞 ) { int itemindex, battleindex, attackNo, pow = 5, ReceveEffect; char *pArg; // 失奶 丞互丐月井升丹井 itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; //------- 仇仇井日质 ----------- // 由仿丢□正毛潸 pArg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); // 由仿丢□正 中及匹撩 if( pArg == NULL )return ; if( sscanf( pArg, "%d", &pow ) != 1 ){ // 窒禾奶件玄荚汊允月井" pow = 5; } battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); ReceveEffect = SPR_hoshi; // 蝈够 BATTLE_MultiCaptureUp( battleindex, attackNo, toNo, pow, SPR_item3, ReceveEffect ); // 爵 卞失奶 丞互壅尹凶桦宁及隋骚质 BATTLE_ItemUseDelete( charaindex, haveitemindex ); } #ifdef _ITEM_CRACKER void ITEM_useCracker_Effect( charaindex, toindex, haveitemindex) { int itemindex,x,y,tofd; itemindex = CHAR_getItemIndex(charaindex,haveitemindex); // 检查物品 if(!ITEM_CHECKINDEX(itemindex)) return; x = CHAR_getInt( charaindex, CHAR_X); y = CHAR_getInt( charaindex, CHAR_Y); CHAR_setMyPosition( charaindex, x, y, TRUE); CHAR_setWorkInt( charaindex, CHAR_WORKITEM_CRACKER, 1); CHAR_sendCrackerEffect( charaindex, 101125); //to client tofd = getfdFromCharaIndex( charaindex ); lssproto_IC_send(tofd, x, y); //清除道具 BATTLE_ItemUseDelete(charaindex,haveitemindex); CHAR_talkToCli(charaindex,-1,"道具消失了。",CHAR_COLORYELLOW); } #endif #ifdef _ITEM_REFRESH //vincent 解除异常状态道具 void ITEM_useRefresh_Effect( charaindex, toindex, haveitemindex) { int i,itemindex,ReceveEffect; char *arg; // char szBuffer[128]=""; int status = -1,attackNo,index2; int battleindex; char *pszP; //print("\nvincent--ITEM_useRefresh_Effect"); // 检查物品 itemindex = CHAR_getItemIndex(charaindex,haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); pszP = arg; // 躲绊毛潸 for( ;status == -1 && pszP[0] != 0; pszP++ ){ // ㄠ井日腹绸 for( i = 1; i < BATTLE_ST_END; i ++ ){ // 躲绊疋永正伉井" if( strncmp( pszP, aszStatus[i], 2 ) == 0 ){ status = i; pszP +=2; break; } } } //print("\nvincent-->status:%d",status); // 躲绊卅中及匹撩 if( status == -1 ) return; // 田玄伙 寞 battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); index2 = BATTLE_No2Index( battleindex, toindex);//被击中目标之index attackNo = BATTLE_Index2No( battleindex, charaindex ); // defNo = BATTLE_Index2No( battleindex, index2 ); //print("\nvincent-->charaindex:%d,attackNo:%d,index2:%d,defNo:%d,",charaindex,attackNo,index2,defNo); /* 平乓仿弁正□及赭 伉旦玄井日壅蛔 */ CHAR_setItemIndex(charaindex, haveitemindex ,-1); CHAR_sendItemDataOne( charaindex, haveitemindex);/* 失奶 丞凳蕙 */ // if( CHAR_getWorkInt( charaindex, StatusTbl[status] ) > 0 ){ // ReceveEffect = SPR_tyusya; // }else{ // ReceveEffect = SPR_hoshi; // } ReceveEffect = SPR_tyusya;//打针 BATTLE_MultiStatusRecovery( battleindex, attackNo, toindex, status, MAGIC_EFFECT_USER, ReceveEffect ); /* 壅允 */ ITEM_endExistItemsOne( itemindex ); ////////////////////////// // BATTLE_MultiList( battleindex, defNo, ToList ); // for( i = 0; ToList[i] != -1; i ++ ){ // toindex = BATTLE_No2Index( battleindex, ToList[i] ); // // } //////////////////////////// } #endif #ifdef _ITEM_ADDEXP //vincent 经验提升 void ITEM_useAddexp_Effect( charaindex, toindex, haveitemindex) { int itemindex,power,vtime; //,pindex char *p = NULL, *arg; char szBuffer[1024]=""; itemindex = CHAR_getItemIndex(charaindex,haveitemindex); // 检查物品 if(!ITEM_CHECKINDEX(itemindex)) return; arg = ITEM_getChar(itemindex, ITEM_ARGUMENT ); if( (p = strstr( arg, "增" )) != NULL ){ sscanf( p+2, "%d", &power ); } if( (p = strstr( arg, "分" )) != NULL ){ sscanf( p+2, "%d", &vtime ); } if( p == NULL )return; #ifdef _ITEM_ADDEXP2 // 智果时间可以累加 { int point; point = CHAR_getWorkInt( charaindex, CHAR_WORKITEM_ADDEXP) * (int)(CHAR_getWorkInt( charaindex, CHAR_WORKITEM_ADDEXPTIME)/60); if( point >= 72000) { CHAR_talkToCli( charaindex, -1, "智慧之果累计时间及效果已达上限。", CHAR_COLORYELLOW); return; } point += (power * vtime); point = min( point, 72000); vtime = (int)(point / power); #ifdef _LOG_OTHER sprintf( szBuffer, "使用智慧之果 %d\t累积效果= 分数%d 能力%d% 时间%d分 ", ITEM_getInt( itemindex, ITEM_ID ), point, power, vtime); LogOther( CHAR_getChar( charaindex, CHAR_CDKEY), CHAR_getChar( charaindex, CHAR_NAME), szBuffer ); #endif //CHAR_setInt( charaindex, CHAR_ADDEXPPOWER, power); //CHAR_setInt( charaindex, CHAR_ADDEXPTIME,vtime*60 ); //sprintf(szBuffer, "测试讯息:目前分数%d 时间%d秒。", point, vtime*60); //CHAR_talkToCli(charaindex,-1,szBuffer,CHAR_COLORRED); } #endif CHAR_setWorkInt( charaindex, CHAR_WORKITEM_ADDEXP, power); CHAR_setWorkInt( charaindex, CHAR_WORKITEM_ADDEXPTIME,vtime*60 ); //清除道具 BATTLE_ItemUseDelete(charaindex,haveitemindex); //sprintf(szBuffer, "学习经验的能力提升了%d%", power); sprintf(szBuffer, "学习经验的能力提升了%d%,时效剩馀%d分钟。", power, vtime); CHAR_talkToCli(charaindex,-1,szBuffer,CHAR_COLORYELLOW); } #endif //Terry add 2001/12/24 #ifdef _ITEM_FIRECRACKER void ITEM_useFirecracker_Battle( charaindex, toindex, haveitemindex) { int itemindex, battleindex, masteridx=-1, index2; char szWork[128]; #ifdef _FIX_FIRECRACKER int petid=-1, i=1; BOOL FINDPET=FALSE; char *buff1; char token[256], buf1[256]; #else int PetEscape = 0; #endif itemindex = CHAR_getItemIndex(charaindex,haveitemindex); // 检查物品 if(!ITEM_CHECKINDEX(itemindex)) return; battleindex = CHAR_getWorkInt(charaindex,CHAR_WORKBATTLEINDEX); #ifdef _FIX_FIRECRACKER index2 = BATTLE_No2Index( battleindex, toindex); if( !CHAR_CHECKINDEX( index2) ) return; { int attackNo = BATTLE_Index2No( battleindex, charaindex ); int safeSide = 0; int MySide_start, MySide_end; if( attackNo >= 10 ) safeSide = 1; MySide_start = safeSide*SIDE_OFFSET; MySide_end = ((safeSide*SIDE_OFFSET) + SIDE_OFFSET); if( (toindex >= MySide_start) && (toindex= 901 && CHAR_getInt(index2,CHAR_PETID) <= 904){ // 取得目标的正後方的角色的index masteridx = BATTLE_No2Index(battleindex,toindex-5); // 如果对战的是玩家 if(CHAR_getInt(masteridx,CHAR_WHICHTYPE) == CHAR_TYPEPLAYER) PetEscape = 1; else print("\n年兽在遇敌时出现"); } } // 如果不是炸自己 if(BATTLE_Index2No(battleindex,charaindex) != toindex) { sprintf(szWork,"BB|a%X|w3|r%X|f0|d0|p0|FF|",BATTLE_Index2No(battleindex,charaindex),toindex); BATTLESTR_ADD(szWork); if(PetEscape) { BATTLE_Exit(index2,battleindex); CHAR_setInt(masteridx,CHAR_DEFAULTPET,-1); sprintf(szWork,"BQ|e%X|",toindex); BATTLESTR_ADD(szWork); CHAR_talkToCli(masteridx,-1,"年兽被吓跑了!",CHAR_COLORWHITE); CHAR_talkToCli(charaindex,-1,"年兽被吓跑了!",CHAR_COLORWHITE); } } CHAR_talkToCli(charaindex,-1,"什麽事都没发生。",CHAR_COLORWHITE); CHAR_talkToCli(charaindex,-1,"道具消失了。",CHAR_COLORWHITE); // 使用後道具消失 BATTLE_ItemUseDelete(charaindex,haveitemindex); #endif } #endif //Terry end //气绝状态回复耐力,复加复活(光,镜,守)精灵 参数同魔法(光,镜,守)精灵,但只能在战斗之使用,用完就没了 //参数 例如:耐力值 吸 turn 1 #ifdef _FEV_ADD_NEW_ITEM // FEV ADD 增加复活守精 void ITEM_ResAndDef( int charaindex, int toindex, int haveitemindex ) { int itemindex, battleindex, attackNo, par = 0, pow = 0, ReceveEffect; char *buffer = NULL; char *magicarg = NULL; char *magicarg2 = NULL; char *magicarg3 = NULL; char magicarg4[200]; char *pszP = NULL; char delim[] = " ";//协助分解字串的区隔字元 int status = -1, i, turn = 3; char szTurn[] = "turn"; // 失奶 丞互丐月井升丹井 itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if(!ITEM_CHECKINDEX(itemindex)) return; buffer = ITEM_getChar(itemindex, ITEM_ARGUMENT );//整串字串 pszP = strtok(buffer, delim);//第一个参数 magicarg = strtok(NULL, delim);//第二个参数 magicarg2 = strtok(NULL, delim);//第叁个参数 magicarg3 = strtok(NULL, delim);//第四个参数 sprintf(magicarg4,"%s %s %s",magicarg,magicarg2,magicarg3); magicarg = (char*)magicarg4; //光镜守..不得使用敌方 battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER //&& BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){ if( BATTLE_CheckSameSide( charaindex, toindex) == 0 ){//不同边 battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); BATTLE_NoAction( battleindex, BATTLE_Index2No( battleindex, charaindex) ); CHAR_talkToCli( charaindex, -1, "光镜守..不得施予非玩家敌方。", CHAR_COLORYELLOW); return; } } //在气绝状态回复耐力 if( strstr( pszP, "%" ) ){ par = 1; } if( sscanf( pszP, "%d", &pow ) != 1 ){ pow = 0; } attackNo = BATTLE_Index2No( battleindex, charaindex ); //选择代表的特效 if( pow <= 0 ){ ReceveEffect = SPR_fukkatu3; }else if( pow <= 100 ){ ReceveEffect = SPR_fukkatu1; }else if( pow <= 300 ){ ReceveEffect = SPR_fukkatu2; }else{ ReceveEffect = SPR_fukkatu3; } BATTLE_MultiRessurect( battleindex, attackNo, toindex, pow, par, SPR_item3, ReceveEffect ); //(光,镜,守)精灵 // 躲绊毛潸 for( ;status == -1 && magicarg[0] != 0; magicarg++ ){ for( i = 1; i < BATTLE_MD_END; i ++ ){ // 躲绊疋永正伉井" if( strncmp( magicarg, aszMagicDef[i], 2 ) == 0 ){ status = i; pszP +=2; break; } } } // 躲绊卅中及匹撩 if( status == -1 ) return; // 窒荚 凳今六月井" if( ( magicarg = strstr( magicarg, szTurn ) ) != NULL){ magicarg += sizeof( szTurn ); sscanf( magicarg, "%d", &turn ); } //print("次数:%d",turn); // 田玄伙 寞 battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); // 蝈够 BATTLE_MultiMagicDef( battleindex, attackNo, toindex, status, turn, MAGIC_EFFECT_USER, SPR_difence ); BATTLE_ItemUseDelete( charaindex, haveitemindex ); } #endif