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📄 battle.c.bak

📁 石器时代8.0服务端完整源代码。可以直接编译
💻 BAK
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#include "version.h"#include<string.h>#include<stdlib.h>#include <time.h>#include "buf.h"#include"object.h"#include"char.h"#include"char_base.h"#include"char_data.h"#include"battle.h"#include"battle_event.h"#include"battle_command.h"#include"battle_ai.h"#include"configfile.h"#include"lssproto_serv.h"#include"encount.h"#include"enemy.h"#include"handletime.h"#include"readmap.h"#include"pet_skill.h"#include "npcutil.h"#include "magic.h"#include "npc_npcenemy.h"#include "log.h"#include "pet_skillinfo.h"#include "anim_tbl.h"#include "common.h"#include "battle_magic.h"#ifdef _Item_ReLifeAct#include "item.h"#endif#include "correct_bug.h"#ifdef _DEATH_CONTEND#include "deathcontend.h"#endif#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能#include "profession_skill.h"#include "skill.h"#endif//#define DANTAIstatic int 	Total_BattleNum=0;BATTLE *BattleArray;int BATTLE_battlenum;static int BATTLE_searchCnt = 0;#ifdef _PET_LIMITLEVEL	//ANDY_ADD	void Pet_Check_Die( int petindex);#endif static int BATTLE_SearchTask( void );static int BATTLE_Battling( int battleindex );#ifdef _Item_ReLifeAct	BOOL CHECK_ITEM_RELIFE( int battleindex, int toindex);#endif#ifdef _LOSE_FINCH_	BOOL CHECK_PET_RELIFE( int battleindex, int petindex);#endifchar szAllBattleString[BATTLE_STRING_MAX];#ifdef _OTHER_MAGICSTAUTSvoid BATTLE_MagicStatusSeq( int charaindex );#endif//Terry 2001/11/28char szBattleString[512];char *pszBattleTop,	 *pszBattleLast;char szBadStatusString[1024];int	gWeponType;float gDamageDiv;int	gItemCrushRate = 400000;int BoomerangVsTbl[4][5] = {	{ 4+5*0,2+5*0,0+5*0,1+5*0,3+5*0 },	{ 4+5*1,2+5*1,0+5*1,1+5*1,3+5*1 },	{ 4+5*2,2+5*2,0+5*2,1+5*2,3+5*2 },	{ 4+5*3,2+5*3,0+5*3,1+5*3,3+5*3 },};void BATTLE_BadStatusAllClr( int charaindex ){	int i ;	for( i = 1; i < BATTLE_ST_END; i ++ ){		CHAR_setWorkInt( charaindex, StatusTbl[i], 0 );	}#ifdef _OTHER_MAGICSTAUTS	for( i = 1; i < MAXSTATUSTYPE; i++ ){		CHAR_setWorkInt( charaindex, MagicTbl[i], 0);		CHAR_setWorkInt( charaindex, CHAR_OTHERSTATUSNUMS, 0);	}#endif#ifdef _IMPRECATE_ITEM	for( i=0; i<3; i++)	{		CHAR_setWorkInt( charaindex, CHAR_WORKIMPRECATENUM1+i, 0 );	}#endif#ifdef _PETSKILL_SETDUCK	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDUCK, 0);	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDUCKPOWER, 0 );#ifdef _MAGICPET_SKILL	CHAR_setWorkInt( charaindex, CHAR_MYSKILLSTR, 0);	CHAR_setWorkInt( charaindex, CHAR_MYSKILLSTRPOWER, 0 );	CHAR_setWorkInt( charaindex, CHAR_MYSKILLTGH, 0);	CHAR_setWorkInt( charaindex, CHAR_MYSKILLTGHPOWER, 0 );	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDEX, 0);	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDEXPOWER, 0 );	CHAR_setWorkInt( charaindex, CHAR_MAGICPETMP, 0 );#endif#endif	CHAR_setFlg( charaindex, CHAR_ISDIE, 0 );#ifdef _BATTLE_PROPERTY	{		Char 	*ch;		ch  = CHAR_getCharPointer( charaindex);		if( ch == NULL ) return;		strcpysafe( ch->charfunctable[CHAR_BATTLEPROPERTY].string,			sizeof( ch->charfunctable[CHAR_BATTLEPROPERTY]), "");//战斗		CHAR_constructFunctable( charaindex);	}#endif#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能	CHAR_setWorkInt( charaindex, CHAR_MYSKILLHIT, 0 );	CHAR_setWorkInt( charaindex, CHAR_WORK_P_DUCK, 0 );	CHAR_setWorkInt( charaindex, CHAR_WORKMOD_P_DUCK, 0 );		CHAR_setWorkInt( charaindex, CHAR_WORK_WEAPON, 0 );		// 武器专精		// 火冰电抗性	for( i=0; i<3; i++)		CHAR_setWorkInt( charaindex, CHAR_WORK_F_RESIST+i, 0/*CHAR_getInt( charaindex, PROFESSION_FIRE_R+i )*/ );#endif#ifdef _PETSKILL_BECOMEPIG    if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER )	{        for( i =0; i < CHAR_MAXPETHAVE; i++){		    int pindex = CHAR_getCharPet( charaindex, i );		    if( !CHAR_CHECKINDEX( pindex ) )				continue;		    CHAR_setInt( pindex, CHAR_BECOMEPIG, -1 );    			}	}#endif}int BATTLE_getTopBattle( int battleindex ){	BATTLE *pBattleTop;	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ) return -1;	pBattleTop = &BattleArray[battleindex];	while( pBattleTop != NULL ){		pBattleTop = BattleArray[battleindex].pBefore;	}	if( BATTLE_CHECKINDEX( pBattleTop->battleindex ) == FALSE ){		return -1;	}else{		return pBattleTop->battleindex;	}}static int BATTLE_getBattleFieldNo( int floor, int x, int y ){    int     tile[2], map[3], iRet;    if( !MAP_getTileAndObjData( floor, x, y, &tile[0], &tile[1] ) )        return FALSE;    map[0] = MAP_getImageInt( tile[0], MAP_BATTLEMAP );    map[1] = MAP_getImageInt( tile[0], MAP_BATTLEMAP2 );    map[2] = MAP_getImageInt( tile[0], MAP_BATTLEMAP3 );	iRet = map[RAND( 0, 2 )];	return iRet;}void BATTLE_BadStatusString( int defNo, int status ){	char szWork[256];	if( status < 1 || status >= BATTLE_ST_END  ){		status = 0;	}	sprintf( szWork, "BM|%X|%X|", defNo, status );	strncat( szBadStatusString, szWork, sizeof( szBadStatusString ) );}#ifdef __ATTACK_MAGICstatic int CharTableIdx[20][2] ={   { 3 , 2 } , { 3 , 1 } , { 3 , 3 } , { 3 , 0 } , { 3 , 4 } ,   { 2 , 2 } , { 2 , 1 } , { 2 , 3 } , { 2 , 0 } , { 2 , 4 } ,   { 0 , 2 } , { 0 , 1 } , { 0 , 3 } , { 0 , 0 } , { 0 , 4 } ,     { 1 , 2 } , { 1 , 1 } , { 1 , 3 } , { 1 , 0 } , { 1 , 4 }};typedef int ( *FUNCSORTLOC )( const void* , const void* );static int SortLoc( const int *pEle1 , const int *pEle2 ){   int ele1basex , ele1basey;   int ele2basex , ele2basey;   ele1basex = CharTableIdx[*pEle1][1];   ele1basey = CharTableIdx[*pEle1][0];   ele2basex = CharTableIdx[*pEle2][1];   ele2basey = CharTableIdx[*pEle2][0];   if( *pEle1 >= 10 ){      if( ele1basey != ele2basey )         return ( ele1basey - ele2basey );      return ( ele1basex - ele2basex );          }else{ // 右下方      if( ele1basey != ele2basey )         return ( ele2basey - ele1basey );      return ( ele2basex - ele1basey );   }   return 0;}#endifint BATTLE_MultiList( int battleindex, int toNo, int ToList[] ){	int j , i , cnt=0,nLife = 0,nLifeArea[10];#ifdef __ATTACK_MAGIC	// 单人攻击	if(0 <= toNo && toNo <= 19){		memset(nLifeArea,-1,sizeof(nLifeArea));		// 如果被攻击者是右下方的人		if(toNo >= 0 && toNo <= 9){			for(i=0;i<10;i++){				// 确定活着的人数,并记录活着的人的号码				if(BATTLE_TargetCheck(battleindex,i) == TRUE) nLifeArea[nLife++] = i;			}		}		// 如果被攻击者是左上方的人		if(toNo >= 10 && toNo <= 19){			for(i=10;i<20;i++){				// 确定活着的人数,并记录活着的人的号码				if(BATTLE_TargetCheck(battleindex,i) == TRUE) nLifeArea[nLife++] = i;			}		}		// 全死(虽然不太可能,但..)		if(nLife == 0){			print("\nAll die!!");			return -1;		}else{			// 被攻击的对象已经死亡或不在战场上			if(BATTLE_TargetCheck(battleindex,toNo) == FALSE)				// 随机找一只来打				while((toNo = nLifeArea[rand()%10]) == -1);		}		ToList[0] = toNo;		ToList[1] = -1;		cnt	  = 1;	}	// 右下後一列攻击	else if( TARGET_SIDE_0_B_ROW == toNo ){		for( j = 0 , i = 0 ; i < SIDE_OFFSET / 2 ; i++ ){			if( TRUE == BATTLE_TargetCheck( battleindex , i ) ){				ToList[j] = i;				j++;			}		}		ToList[j] = -1;		cnt       = j;		// 如果这一排都没有人可以打		if(j == 0){			// 换前一排			for( j = 0 , i = SIDE_OFFSET / 2 ; i < SIDE_OFFSET ; i++ ){				if( TRUE == BATTLE_TargetCheck( battleindex , i ) ){					ToList[j] = i;					j++;				}			}			ToList[j] = -1;		  cnt       = j;			// 如果全死			if(j == 0) return -1;			toNo = TARGET_SIDE_0_F_ROW;		}	}	// 右下前一列攻击	else if( TARGET_SIDE_0_F_ROW == toNo )	{		for( j = 0 , i = SIDE_OFFSET / 2 ; i < SIDE_OFFSET ; i++ )		{			if( TRUE == BATTLE_TargetCheck( battleindex , i ) )			{				ToList[j] = i;				j++;			}		}		ToList[j] = -1;		cnt       = j;		// 如果这一排都没有人可以打		if(j == 0)		{			// 换後一排			for( j = 0 , i = 0 ; i < SIDE_OFFSET / 2 ; i++ )			{				if( TRUE == BATTLE_TargetCheck( battleindex , i ) )				{					ToList[j] = i;					j++;				}			}			ToList[j] = -1;			cnt       = j;			// 如果全死			if(j == 0) return -1;			toNo = TARGET_SIDE_0_B_ROW;		}	}	// 左下後一列攻击	else if( TARGET_SIDE_1_B_ROW == toNo )	{		for( j = 0 , i = SIDE_OFFSET ; i < SIDE_OFFSET + SIDE_OFFSET / 2 ; i++ )		{			if( TRUE == BATTLE_TargetCheck( battleindex , i ) )			{				ToList[j] = i;				j++;			}		}		ToList[j] = -1;		cnt       = j;		// 如果这一排都没有人可以打		if(j == 0)		{			// 换前一排			for( j = 0 , i = SIDE_OFFSET + SIDE_OFFSET / 2 ; i < SIDE_OFFSET * 2 ; i++ )			{				if( TRUE == BATTLE_TargetCheck( battleindex , i ) )				{					ToList[j] = i;					j++;				}			}			ToList[j] = -1;			cnt       = j;			// 如果全死			if(j == 0) return -1;			toNo = TARGET_SIDE_1_F_ROW;		}	}	// 左上前一列攻击	else if( TARGET_SIDE_1_F_ROW == toNo )	{		for( j = 0 , i = SIDE_OFFSET + SIDE_OFFSET / 2 ; i < SIDE_OFFSET * 2 ; i++ )		{			if( TRUE == BATTLE_TargetCheck( battleindex , i ) )			{				ToList[j] = i;				j++;			}		}		ToList[j] = -1;		cnt       = j;		// 如果这一排都没有人可以打		if(j == 0)		{			// 换後一排			for( j = 0 , i = SIDE_OFFSET ; i < SIDE_OFFSET + SIDE_OFFSET / 2 ; i++ )			{				if( TRUE == BATTLE_TargetCheck( battleindex , i ) )				{					ToList[j] = i;					j++;				}			}			ToList[j] = -1;			cnt       = j;			// 如果全死			if(j == 0) return -1;			toNo = TARGET_SIDE_1_B_ROW;		}	}	// 右下方所有攻击	else if( TARGET_SIDE_0 == toNo )	{		 //print("BATTLE_MultiList(20)toNo->%d\n",toNo);	   for( j = 0 , i = 0 ; i < SIDE_OFFSET ; i++ )		 {			 if( TRUE == BATTLE_TargetCheck( battleindex , i ) )			 {				 ToList[j] = i;				 j++;			 }		 }		 		 ToList[j] = -1;		 cnt       = j; 	} 	// 左上方所有攻击	else if( toNo == TARGET_SIDE_1 )	{	   for( j = 0 , i = SIDE_OFFSET ; i < SIDE_OFFSET * 2 ; i++ )		 {			 if( TRUE == BATTLE_TargetCheck( battleindex , i ) )			 {				 ToList[j] = i;				 j++;			 }		 }	    		 ToList[j] = -1;		 cnt       = j;	}	// 所有人攻击    else if( toNo == TARGET_ALL ){#ifdef _FIX_ARRAYBUG		for( j = 0 , i = 0 ; i < SIDE_OFFSET * 2 ; i++ ){#else		for( j = 0 , i = 0 ; i < SIDE_OFFSET * 2 ; i++ , j++ ) {#endif			 if( TRUE == BATTLE_TargetCheck( battleindex , i ) ){				 ToList[j] = i;				 j++;			 }		}		 ToList[i] = -1;		 cnt       = j;			// won add	前後排攻击	}else if( toNo == TARGER_THROUGH ){		int toNo2=-1, count=0;		if(BATTLE_TargetCheck(battleindex,toNo) != FALSE){			ToList[count] = toNo;				count++;			cnt = count;		}		if( toNo < (SIDE_OFFSET/2) )	toNo2= toNo + (SIDE_OFFSET/2);		else if( toNo < (SIDE_OFFSET) )	toNo2= toNo - (SIDE_OFFSET/2);		else if( toNo < (SIDE_OFFSET*1.5) )	toNo2= toNo + (SIDE_OFFSET/2);		else if( toNo < (SIDE_OFFSET*2) )	toNo2= toNo - (SIDE_OFFSET/2);				if(BATTLE_TargetCheck(battleindex,toNo2) != FALSE){			ToList[count] = toNo2;				count++;			cnt = count;		}		}else{		ToList[0] = toNo;		ToList[1] = -1;		cnt       = 1;	} 	 	if( cnt > 1 )	qsort( ToList , cnt , sizeof( ToList[0] ) , ( FUNCSORTLOC )SortLoc );	return toNo;	#else	if( 0 <= toNo && toNo <= 19 )	{		if( BATTLE_TargetCheck( battleindex, toNo ) == TRUE )		{			ToList[0] = toNo;			ToList[1] = -1;			cnt       = 1;		}		else		{			ToList[0] = -1;			ToList[1] = -1;			cnt       = 0;		}	}	else if( toNo == TARGET_SIDE_0 )	{		for( j = 0, i = 0; i < SIDE_OFFSET; i ++)		{			if( BATTLE_TargetCheck( battleindex, i ) == TRUE )			{				ToList[j] = i;				j ++ ;			}

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