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|
/* SPDX-License-Identifier: MIT */
/*
* konbattle.c
*
* Copyright (c) 2026 KonAki
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "konbattle.h"
#include <math.h>
#include <string.h>
/*** random numbers ***/
static uint32_t next(kon_battle_t *bt)
{
uint32_t x = bt->seed;
x ^= x << 13;
x ^= x >> 17;
x ^= x << 5;
bt->seed = x;
return x;
}
/* 0 up to but not including n */
static int below(kon_battle_t *bt, int n)
{
return n > 1 ? (int)(next(bt) % (uint32_t)n) : 0;
}
static int percent(kon_battle_t *bt, int chance)
{
return below(bt, 100) < chance;
}
/*** formulas ***/
enum {
F_NUM, F_A, F_B, F_VAR, F_NEG, F_NOT,
F_ADD, F_SUB, F_MUL, F_DIV, F_MOD, F_POW, F_LT, F_GT, F_LE, F_GE, F_EQ, F_NE, F_AND, F_OR, F_SELECT,
F_FLOOR, F_CEIL, F_ROUND, F_ABS, F_SQRT, F_MAX, F_MIN
};
#define FORMULA_STACK 32
#define FORMULA_DEPTH 24
typedef struct parser {
kon_formula_t *f;
const char *s;
int at, depth, stack, ok;
} parser_t;
static void fail(parser_t *p)
{
if (p->ok) p->f->errorAt = p->at;
p->ok = 0;
}
static void emit(parser_t *p, int op, double n, int pushes)
{
if (!p->ok) return;
if (p->f->count >= (int)(sizeof p->f->ops / sizeof p->f->ops[0])) {
fail(p);
return;
}
p->f->ops[p->f->count].op = op;
p->f->ops[p->f->count].n = n;
p->f->count++;
p->stack += pushes;
if (p->stack > FORMULA_STACK || p->stack < 1) fail(p);
}
static void space(parser_t *p)
{
while (p->s[p->at] == ' ' || p->s[p->at] == '\t' || p->s[p->at] == '\n' || p->s[p->at] == '\r') p->at++;
}
static int accept(parser_t *p, const char *token)
{
size_t n = strlen(token);
space(p);
if (strncmp(p->s + p->at, token, n) != 0) return 0;
p->at += (int)n;
return 1;
}
static int isWord(int c)
{
return (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c >= '0' && c <= '9') || c == '_';
}
static int word(parser_t *p, char *out, int size)
{
int n = 0;
space(p);
while (isWord((unsigned char)p->s[p->at])) {
if (n + 1 < size) out[n++] = p->s[p->at];
p->at++;
}
out[n] = '\0';
return n;
}
static void expression(parser_t *p);
static int statNumber(const char *name)
{
static const char *names[KON_STATS] = {"mhp", "mmp", "atk", "def", "mat", "mdf", "agi", "luk", "hp", "mp", "tp", "level"};
int i;
for (i = 0; i < KON_STATS; i++) {
if (strcmp(name, names[i]) == 0) return i;
}
return -1;
}
static void primary(parser_t *p)
{
char w[32];
space(p);
if (!p->ok) return;
if (p->depth++ > FORMULA_DEPTH) {
fail(p);
return;
}
if (accept(p, "(")) {
expression(p);
if (!accept(p, ")")) fail(p);
} else if ((p->s[p->at] >= '0' && p->s[p->at] <= '9') || p->s[p->at] == '.') {
double v = 0.0, scale = 1.0;
int digits = 0;
while (p->s[p->at] >= '0' && p->s[p->at] <= '9') {
v = v * 10.0 + (double)(p->s[p->at++] - '0');
digits++;
}
if (p->s[p->at] == '.') {
p->at++;
while (p->s[p->at] >= '0' && p->s[p->at] <= '9') {
scale *= 0.1;
v += (double)(p->s[p->at++] - '0') * scale;
digits++;
}
}
if (!digits) fail(p);
emit(p, F_NUM, v, 1);
} else if (word(p, w, sizeof w)) {
if ((strcmp(w, "a") == 0 || strcmp(w, "b") == 0) && accept(p, ".")) {
char stat[32];
int n;
if (!word(p, stat, sizeof stat) || (n = statNumber(stat)) < 0) fail(p);
else emit(p, w[0] == 'a' ? F_A : F_B, (double)n, 1);
} else if (strcmp(w, "v") == 0 && accept(p, "[")) {
expression(p);
if (!accept(p, "]")) fail(p);
emit(p, F_VAR, 0.0, 0);
} else if (strcmp(w, "Math") == 0 && accept(p, ".")) {
static const struct { const char *name; int op, args; } fns[] = {
{"floor", F_FLOOR, 1}, {"ceil", F_CEIL, 1}, {"round", F_ROUND, 1}, {"abs", F_ABS, 1}, {"sqrt", F_SQRT, 1},
{"max", F_MAX, 2}, {"min", F_MIN, 2}, {"pow", F_POW, 2}
};
size_t i;
int found = -1;
if (!word(p, w, sizeof w)) fail(p);
for (i = 0; i < sizeof fns / sizeof fns[0]; i++) {
if (strcmp(w, fns[i].name) == 0) found = (int)i;
}
if (found < 0 || !accept(p, "(")) {
fail(p);
} else {
expression(p);
if (fns[found].args == 2) {
if (!accept(p, ",")) fail(p);
expression(p);
}
if (!accept(p, ")")) fail(p);
emit(p, fns[found].op, 0.0, fns[found].args == 2 ? -1 : 0);
}
} else {
fail(p);
}
} else {
fail(p);
}
p->depth--;
}
static void unary(parser_t *p)
{
space(p);
if (!p->ok) return;
if (p->depth++ > FORMULA_DEPTH) {
fail(p);
return;
}
if (accept(p, "-")) {
unary(p);
emit(p, F_NEG, 0.0, 0);
} else if (accept(p, "+")) {
unary(p);
} else if (p->s[p->at] == '!' && p->s[p->at + 1] != '=') {
p->at++;
unary(p);
emit(p, F_NOT, 0.0, 0);
} else {
primary(p);
}
p->depth--;
}
/* ** goes right to left and binds tighter than the minus in front of it */
static void power(parser_t *p)
{
unary(p);
space(p);
if (p->s[p->at] == '*' && p->s[p->at + 1] == '*') {
p->at += 2;
if (p->depth++ > FORMULA_DEPTH) {
fail(p);
return;
}
power(p);
p->depth--;
emit(p, F_POW, 0.0, -1);
}
}
static void product(parser_t *p)
{
power(p);
for (;;) {
int op;
space(p);
if (p->s[p->at] == '*' && p->s[p->at + 1] != '*') op = F_MUL;
else if (p->s[p->at] == '/') op = F_DIV;
else if (p->s[p->at] == '%') op = F_MOD;
else return;
p->at++;
power(p);
emit(p, op, 0.0, -1);
}
}
static void sum(parser_t *p)
{
product(p);
for (;;) {
int op;
space(p);
if (p->s[p->at] == '+') op = F_ADD;
else if (p->s[p->at] == '-') op = F_SUB;
else return;
p->at++;
product(p);
emit(p, op, 0.0, -1);
}
}
static void relation(parser_t *p)
{
sum(p);
for (;;) {
int op;
if (accept(p, "<=")) op = F_LE;
else if (accept(p, ">=")) op = F_GE;
else if (accept(p, "<")) op = F_LT;
else if (accept(p, ">")) op = F_GT;
else return;
sum(p);
emit(p, op, 0.0, -1);
}
}
static void equality(parser_t *p)
{
relation(p);
for (;;) {
int op;
if (accept(p, "===") || accept(p, "==")) op = F_EQ;
else if (accept(p, "!==") || accept(p, "!=")) op = F_NE;
else return;
relation(p);
emit(p, op, 0.0, -1);
}
}
static void conjunction(parser_t *p)
{
equality(p);
while (accept(p, "&&")) {
equality(p);
emit(p, F_AND, 0.0, -1);
}
}
static void disjunction(parser_t *p)
{
conjunction(p);
while (accept(p, "||")) {
conjunction(p);
emit(p, F_OR, 0.0, -1);
}
}
static void expression(parser_t *p)
{
disjunction(p);
if (accept(p, "?")) {
if (p->depth++ > FORMULA_DEPTH) {
fail(p);
return;
}
expression(p);
if (!accept(p, ":")) fail(p);
expression(p);
p->depth--;
emit(p, F_SELECT, 0.0, -2);
}
}
int kon_formulaCompile(kon_formula_t *f, const char *text)
{
parser_t p;
memset(f, 0, sizeof *f);
f->errorAt = -1;
if (!text) {
f->errorAt = 0;
return 0;
}
p.f = f;
p.s = text;
p.at = p.depth = p.stack = 0;
p.ok = 1;
expression(&p);
space(&p);
if (p.ok && text[p.at] != '\0') fail(&p);
if (p.ok && p.stack != 1) fail(&p);
if (!p.ok) {
f->count = 0;
return 0;
}
return 1;
}
static double sane(double v)
{
if (!(v == v)) return 0.0;
if (v > 1e12) return 1e12;
if (v < -1e12) return -1e12;
return v;
}
double kon_formulaEval(const kon_formula_t *f, const kon_battle_t *battle, const kon_battler_t *a, const kon_battler_t *b)
{
double st[FORMULA_STACK + 2];
int sp = 0, i;
if (f->count <= 0) return 0.0;
for (i = 0; i < f->count; i++) {
int op = f->ops[i].op;
double x, y;
switch (op) {
case F_NUM:
st[sp++] = f->ops[i].n;
break;
case F_A:
case F_B: {
const kon_battler_t *who = op == F_A ? a : b;
st[sp++] = who ? (double)kon_battlerStat(battle, who, (int)f->ops[i].n) : 0.0;
break;
}
case F_VAR: {
double n = st[sp - 1];
int id = n >= 0.0 && n < 1e9 ? (int)n : -1;
st[sp - 1] = battle->vars && id >= 0 && id < battle->varCount ? (double)battle->vars[id] : 0.0;
break;
}
case F_NEG: st[sp - 1] = -st[sp - 1]; break;
case F_NOT: st[sp - 1] = st[sp - 1] == 0.0 ? 1.0 : 0.0; break;
case F_FLOOR: st[sp - 1] = floor(st[sp - 1]); break;
case F_CEIL: st[sp - 1] = ceil(st[sp - 1]); break;
case F_ROUND: st[sp - 1] = floor(st[sp - 1] + 0.5); break;
case F_ABS: st[sp - 1] = fabs(st[sp - 1]); break;
case F_SQRT: st[sp - 1] = st[sp - 1] > 0.0 ? sqrt(st[sp - 1]) : 0.0; break;
case F_SELECT:
x = st[sp - 3] != 0.0 ? st[sp - 2] : st[sp - 1];
sp -= 2;
st[sp - 1] = x;
break;
default:
y = st[--sp];
x = st[sp - 1];
switch (op) {
case F_ADD: x = x + y; break;
case F_SUB: x = x - y; break;
case F_MUL: x = x * y; break;
case F_DIV: x = y != 0.0 ? x / y : 0.0; break;
case F_MOD: x = y != 0.0 ? fmod(x, y) : 0.0; break;
case F_POW: x = pow(x, y); break;
case F_LT: x = x < y; break;
case F_GT: x = x > y; break;
case F_LE: x = x <= y; break;
case F_GE: x = x >= y; break;
case F_EQ: x = x == y; break;
case F_NE: x = x != y; break;
case F_AND: x = x != 0.0 && y != 0.0; break;
case F_OR: x = x != 0.0 || y != 0.0; break;
case F_MAX: x = x > y ? x : y; break;
case F_MIN: x = x < y ? x : y; break;
}
st[sp - 1] = x;
break;
}
st[sp - 1] = sane(st[sp - 1]);
}
return sp == 1 ? st[0] : 0.0;
}
/*** battlers ***/
void kon_battlerInit(kon_battler_t *b, const char *name, int team, int level)
{
kon_battler_t zero = {0};
int i;
*b = zero;
b->name = name;
b->team = team == KON_ENEMIES ? KON_ENEMIES : KON_PARTY;
b->level = level;
b->hit = 95;
b->pdr = b->mdr = 100;
for (i = 0; i < KON_ELEMENTS; i++) b->elementRate[i] = 100;
}
int kon_battlerHasState(const kon_battler_t *b, int id)
{
int i;
for (i = 0; i < b->stateCount; i++) {
if (b->states[i].id == id) return 1;
}
return 0;
}
static const kon_state_t *stateOf(const kon_battle_t *battle, int id)
{
return id >= 0 && id < battle->stateCount && battle->states ? &battle->states[id] : NULL;
}
int kon_battlerStat(const kon_battle_t *battle, const kon_battler_t *b, int stat)
{
long value, change = 0;
int i;
switch (stat) {
case KON_STAT_HP: return b->hp;
case KON_STAT_MP: return b->mp;
case KON_STAT_TP: return b->tp;
case KON_STAT_LEVEL: return b->level;
}
if (stat < 0 || stat >= KON_PARAMS) return 0;
for (i = 0; i < b->stateCount; i++) {
const kon_state_t *s = stateOf(battle, b->states[i].id);
if (s) change += s->percent[stat];
}
if (change < -100) change = -100;
if (change > 10000) change = 10000;
value = ((long)b->base[stat] + b->plus[stat]) * (100 + change) / 100;
if (value < (stat == KON_STAT_MHP ? 1 : 0)) value = stat == KON_STAT_MHP ? 1 : 0;
if (value > 99999999L) value = 99999999L;
return (int)value;
}
int kon_battlerAlive(const kon_battle_t *battle, const kon_battler_t *b)
{
int i;
if (b->hp <= 0) return 0;
for (i = 0; i < b->stateCount; i++) {
const kon_state_t *s = stateOf(battle, b->states[i].id);
if (s && s->death) return 0;
}
return 1;
}
static void clampBattler(const kon_battle_t *battle, kon_battler_t *b)
{
int mhp = kon_battlerStat(battle, b, KON_STAT_MHP), mmp = kon_battlerStat(battle, b, KON_STAT_MMP);
if (b->hp > mhp) b->hp = mhp;
if (b->hp < 0) b->hp = 0;
if (b->mp > mmp) b->mp = mmp;
if (b->mp < 0) b->mp = 0;
if (b->tp > 100) b->tp = 100;
if (b->tp < 0) b->tp = 0;
}
static int deathState(const kon_battle_t *battle)
{
int i;
for (i = 0; i < battle->stateCount; i++) {
if (battle->states[i].death) return i;
}
return -1;
}
static int removeState(kon_battler_t *b, int id)
{
int i;
for (i = 0; i < b->stateCount; i++) {
if (b->states[i].id == id) {
b->states[i] = b->states[--b->stateCount];
return 1;
}
}
return 0;
}
static int addState(kon_battle_t *bt, kon_battler_t *b, int id)
{
const kon_state_t *s = stateOf(bt, id);
int i, turns = 0;
if (!s) return 0;
if (s->death) {
b->hp = 0;
b->stateCount = 0;
} else if (!kon_battlerAlive(bt, b)) {
return 0;
}
if (s->removeAt && s->turnsMax > 0) {
int lo = s->turnsMin > 0 ? s->turnsMin : 1;
turns = s->turnsMax > lo ? lo + below(bt, s->turnsMax - lo + 1) : lo;
}
for (i = 0; i < b->stateCount; i++) {
if (b->states[i].id == id) {
b->states[i].turns = turns;
return 1;
}
}
if (b->stateCount >= KON_BATTLER_STATES) return 0;
b->states[b->stateCount].id = id;
b->states[b->stateCount].turns = turns;
b->stateCount++;
return 1;
}
/*** skills ***/
int kon_skillCompile(kon_skill_t *skill)
{
if (!skill->formulaText || !skill->formulaText[0]) {
memset(&skill->formula, 0, sizeof skill->formula);
skill->formula.errorAt = -1;
return 1;
}
return kon_formulaCompile(&skill->formula, skill->formulaText);
}
/*** battle ***/
void kon_battleInit(kon_battle_t *bt, kon_battler_t *battlers, int count, const kon_state_t *states, int stateCount, uint32_t seed)
{
kon_battle_t zero = {0};
*bt = zero;
bt->battlers = battlers;
bt->count = battlers && count > 0 ? (count > KON_BATTLE_MAX ? KON_BATTLE_MAX : count) : 0;
bt->states = states;
bt->stateCount = states && stateCount > 0 ? stateCount : 0;
bt->seed = seed ? seed : 0x9E3779B9u;
bt->escapeRatio = -1.0f;
}
static int aliveNumber(const kon_battle_t *bt, int i)
{
return i >= 0 && i < bt->count && kon_battlerAlive(bt, &bt->battlers[i]);
}
/* the battlers that can be hit by a scope for a user. returns how many, written to out */
static int friends(const kon_battle_t *bt, int user, int wantAlive, int *out)
{
int i, n = 0;
for (i = 0; i < bt->count; i++) {
if (bt->battlers[i].team == bt->battlers[user].team && aliveNumber(bt, i) == wantAlive) out[n++] = i;
}
return n;
}
static int foes(const kon_battle_t *bt, int user, int *out)
{
int i, n = 0;
for (i = 0; i < bt->count; i++) {
if (bt->battlers[i].team != bt->battlers[user].team && aliveNumber(bt, i)) out[n++] = i;
}
return n;
}
static int targets(kon_battle_t *bt, int user, const kon_skill_t *skill, int target, int *out)
{
int list[KON_BATTLE_MAX], n, i, count = 0;
if (bt->forced > 0 && (skill->scope == KON_SCOPE_ONE_ENEMY || skill->scope == KON_SCOPE_ONE_ALLY || skill->scope == KON_SCOPE_RANDOM_ENEMY)) {
out[0] = bt->forced - 1;
return 1;
}
switch (skill->scope) {
case KON_SCOPE_USER:
out[count++] = user;
break;
case KON_SCOPE_ALL_ENEMIES:
count = foes(bt, user, out);
break;
case KON_SCOPE_ALL_ALLIES:
count = friends(bt, user, 1, out);
break;
case KON_SCOPE_ALL_ALLIES_DEAD:
count = friends(bt, user, 0, out);
break;
case KON_SCOPE_ONE_ENEMY:
n = foes(bt, user, list);
if (n == 0) break;
if (target >= 0 && target < bt->count && bt->battlers[target].team != bt->battlers[user].team && aliveNumber(bt, target)) out[count++] = target;
else out[count++] = list[below(bt, n)];
break;
case KON_SCOPE_RANDOM_ENEMY:
n = foes(bt, user, list);
for (i = 0; n > 0 && i < (skill->randomCount > 0 ? skill->randomCount : 1) && i < KON_BATTLE_MAX; i++) out[count++] = list[below(bt, n)];
break;
case KON_SCOPE_ONE_ALLY:
n = friends(bt, user, 1, list);
if (n == 0) break;
if (target >= 0 && target < bt->count && bt->battlers[target].team == bt->battlers[user].team && aliveNumber(bt, target)) out[count++] = target;
else out[count++] = list[below(bt, n)];
break;
case KON_SCOPE_ONE_ALLY_DEAD:
n = friends(bt, user, 0, list);
if (n == 0) break;
if (target >= 0 && target < bt->count && bt->battlers[target].team == bt->battlers[user].team && !aliveNumber(bt, target)) out[count++] = target;
else out[count++] = list[below(bt, n)];
break;
default:
break;
}
return count;
}
static void resultInit(kon_result_t *r, int user, int target)
{
kon_result_t zero = {0};
*r = zero;
r->user = user;
r->target = target;
}
static void noteAdded(kon_result_t *r, int id)
{
if (r->addedCount < KON_SKILL_STATES) r->added[r->addedCount++] = id;
}
static void noteRemoved(kon_result_t *r, int id)
{
if (r->removedCount < KON_SKILL_STATES) r->removed[r->removedCount++] = id;
}
static int stateNoted(kon_battle_t *bt, kon_battler_t *t, int id, kon_result_t *r)
{
int had = kon_battlerHasState(t, id);
if (addState(bt, t, id)) {
if (!had) noteAdded(r, id);
return 1;
}
return 0;
}
/* death follows hp: dying clears the other states, coming back removes death */
static void settle(kon_battle_t *bt, kon_battler_t *t, kon_result_t *r)
{
int death = deathState(bt);
clampBattler(bt, t);
if (death < 0) return;
if (t->hp <= 0 && !kon_battlerHasState(t, death)) {
stateNoted(bt, t, death, r);
r->died = 1;
} else if (t->hp > 0 && kon_battlerHasState(t, death)) {
removeState(t, death);
noteRemoved(r, death);
r->revived = 1;
}
}
static void hit(kon_battle_t *bt, int user, const kon_skill_t *skill, int target, kon_result_t *r)
{
kon_battler_t *u = &bt->battlers[user], *t = &bt->battlers[target];
int success = skill->successRate > 0 ? skill->successRate : 100;
double value;
int i, dmg;
resultInit(r, user, target);
if (skill->hitType == KON_HIT_PHYSICAL) {
success = success * u->hit / 100;
if (!percent(bt, success)) {
r->missed = 1;
return;
}
if (percent(bt, t->eva)) {
r->evaded = 1;
return;
}
} else if (skill->hitType == KON_HIT_MAGICAL) {
if (!percent(bt, success)) {
r->missed = 1;
return;
}
if (percent(bt, t->mev)) {
r->evaded = 1;
return;
}
} else if (!percent(bt, success)) {
r->missed = 1;
return;
}
if (skill->damageType != KON_DAMAGE_NONE) {
int recover = skill->damageType == KON_DAMAGE_HP_RECOVER || skill->damageType == KON_DAMAGE_MP_RECOVER;
int amp;
value = kon_formulaEval(&skill->formula, bt, u, t);
if (skill->element > 0 && skill->element < KON_ELEMENTS) value = value * (double)t->elementRate[skill->element] / 100.0;
if (value > 0.0) {
if (skill->hitType == KON_HIT_PHYSICAL) value = value * (double)t->pdr / 100.0;
else if (skill->hitType == KON_HIT_MAGICAL) value = value * (double)t->mdr / 100.0;
}
if (recover) value = -value;
if (skill->critical && !recover && percent(bt, u->cri * (100 - t->cev) / 100)) {
value *= 3.0;
r->critical = 1;
}
if (value > 0.0 && t->guarding) value /= 2.0;
amp = (int)floor(fabs(value) * (double)skill->variance / 100.0);
if (amp > 0) value += (double)(below(bt, amp + 1) + below(bt, amp + 1) - amp);
dmg = (int)floor(value + 0.5);
if (dmg > 99999999) dmg = 99999999;
if (dmg < -99999999) dmg = -99999999;
switch (skill->damageType) {
case KON_DAMAGE_HP:
case KON_DAMAGE_HP_RECOVER:
case KON_DAMAGE_HP_DRAIN: {
int before = t->hp;
t->hp -= dmg;
clampBattler(bt, t);
r->hp = t->hp - before;
if (skill->damageType == KON_DAMAGE_HP_DRAIN) {
int ub = u->hp;
u->hp += -r->hp;
clampBattler(bt, u);
r->userHp = u->hp - ub;
}
break;
}
default: {
int before = t->mp;
t->mp -= dmg;
clampBattler(bt, t);
r->mp = t->mp - before;
if (skill->damageType == KON_DAMAGE_MP_DRAIN) {
int ub = u->mp;
u->mp += -r->mp;
clampBattler(bt, u);
r->userMp = u->mp - ub;
}
break;
}
}
if (r->hp < 0 && t->hp > 0) {
for (i = t->stateCount - 1; i >= 0; i--) {
const kon_state_t *s = stateOf(bt, t->states[i].id);
if (s && s->removeByDamage > 0 && percent(bt, s->removeByDamage)) {
noteRemoved(r, t->states[i].id);
removeState(t, t->states[i].id);
}
}
}
}
settle(bt, t, r);
for (i = 0; i < skill->addStateCount && i < KON_SKILL_STATES; i++) {
if (percent(bt, skill->addState[i].chance)) {
if (stateNoted(bt, t, skill->addState[i].id, r) && t->hp <= 0) r->died = 1;
}
}
for (i = 0; i < skill->removeStateCount && i < KON_SKILL_STATES; i++) {
if (removeState(t, skill->removeState[i])) noteRemoved(r, skill->removeState[i]);
}
settle(bt, t, r);
u->tp += skill->tpGain;
clampBattler(bt, u);
}
int kon_battleUse(kon_battle_t *bt, int user, const kon_skill_t *skill, int target, kon_result_t *out, int cap)
{
int list[KON_BATTLE_MAX], n, i, rep, made = 0, repeats;
kon_battler_t *u;
if (!bt || !skill || user < 0 || user >= bt->count || !aliveNumber(bt, user)) return -1;
u = &bt->battlers[user];
if (u->mp < skill->mpCost || u->tp < skill->tpCost) return -1;
u->mp -= skill->mpCost;
u->tp -= skill->tpCost;
n = targets(bt, user, skill, target, list);
repeats = skill->repeats > 0 ? skill->repeats : 1;
for (i = 0; i < n; i++) {
for (rep = 0; rep < repeats; rep++) {
kon_result_t scratch;
hit(bt, user, skill, list[i], made < cap && out ? &out[made] : &scratch);
made++;
}
}
return made < cap ? made : (cap > 0 ? cap : 0);
}
/*** turns ***/
int kon_battleQueue(kon_battle_t *bt, int kind, int battler, const kon_skill_t *skill, int target)
{
kon_action_t *a;
if (!bt || bt->queued >= KON_BATTLE_QUEUE || battler < 0 || battler >= bt->count) return 0;
if (kind != KON_ACT_SKILL && kind != KON_ACT_GUARD && kind != KON_ACT_ESCAPE) return 0;
if (kind == KON_ACT_SKILL && !skill) return 0;
a = &bt->queue[bt->queued++];
a->kind = kind;
a->battler = battler;
a->skill = skill;
a->target = target;
a->speed = 0;
bt->sorted = 0;
return 1;
}
static void sortQueue(kon_battle_t *bt)
{
int i, j;
for (i = 0; i < bt->queued; i++) {
kon_action_t *a = &bt->queue[i];
int agi = kon_battlerStat(bt, &bt->battlers[a->battler], KON_STAT_AGI);
a->speed = agi + below(bt, 5 + agi / 4);
if (a->kind == KON_ACT_GUARD) a->speed += 2000;
else if (a->kind == KON_ACT_SKILL) a->speed += a->skill->speed;
}
for (i = 1; i < bt->queued; i++) {
kon_action_t held = bt->queue[i];
for (j = i - 1; j >= 0 && bt->queue[j].speed < held.speed; j--) bt->queue[j + 1] = bt->queue[j];
bt->queue[j + 1] = held;
}
bt->sorted = 1;
bt->next = 0;
}
static int restriction(const kon_battle_t *bt, const kon_battler_t *b)
{
int i;
for (i = 0; i < b->stateCount; i++) {
const kon_state_t *s = stateOf(bt, b->states[i].id);
if (s && s->restriction) return s->restriction;
}
return 0;
}
static float agility(const kon_battle_t *bt, int team)
{
long total = 0;
int i, n = 0;
for (i = 0; i < bt->count; i++) {
if (bt->battlers[i].team == team && kon_battlerAlive(bt, &bt->battlers[i])) {
total += kon_battlerStat(bt, &bt->battlers[i], KON_STAT_AGI);
n++;
}
}
return n ? (float)total / (float)n : 0.0f;
}
static int escape(kon_battle_t *bt, int user, kon_result_t *out, int cap)
{
kon_result_t r;
float party = agility(bt, KON_PARTY), enemies = agility(bt, KON_ENEMIES);
if (bt->escapeRatio < 0.0f) bt->escapeRatio = enemies > 0.0f ? 0.5f * party / enemies : 1.0f;
resultInit(&r, user, -1);
if ((float)below(bt, 10000) < bt->escapeRatio * 10000.0f) {
r.escape = 2;
bt->escaped = 1;
} else {
r.escape = 1;
bt->escapeRatio += 0.1f;
}
if (cap > 0 && out) out[0] = r;
return cap > 0 ? 1 : 0;
}
static void afterAction(kon_battle_t *bt, int user)
{
kon_battler_t *b = &bt->battlers[user];
int i;
for (i = b->stateCount - 1; i >= 0; i--) {
const kon_state_t *s = stateOf(bt, b->states[i].id);
if (s && s->removeAt == 1 && b->states[i].turns > 0 && --b->states[i].turns == 0) removeState(b, b->states[i].id);
}
}
int kon_battleNext(kon_battle_t *bt, kon_result_t *out, int cap)
{
if (!bt) return -1;
if (!bt->sorted) sortQueue(bt);
while (bt->next < bt->queued) {
kon_action_t a = bt->queue[bt->next++];
kon_battler_t *u = &bt->battlers[a.battler];
int n = 0, r;
if (!kon_battlerAlive(bt, u)) continue;
r = restriction(bt, u);
if (r == 4) continue;
if (r >= 1 && r <= 3 && a.kind != KON_ACT_GUARD) {
int pool[KON_BATTLE_MAX], count = 0, i;
for (i = 0; i < bt->count; i++) {
int same = bt->battlers[i].team == u->team;
if (!aliveNumber(bt, i)) continue;
if (r == 2 || (r == 1 && !same) || (r == 3 && same)) pool[count++] = i;
}
if (!bt->attack || count == 0) continue;
a.kind = KON_ACT_SKILL;
a.skill = bt->attack;
a.target = pool[below(bt, count)];
}
bt->last = a;
if (a.kind == KON_ACT_GUARD) {
u->guarding = 1;
} else if (a.kind == KON_ACT_ESCAPE) {
n = escape(bt, a.battler, out, cap);
} else {
bt->forced = r >= 1 && r <= 3 ? a.target + 1 : 0;
n = kon_battleUse(bt, a.battler, a.skill, a.target, out, cap);
bt->forced = 0;
if (n < 0) n = 0;
}
afterAction(bt, a.battler);
return n;
}
return -1;
}
int kon_battleEndTurn(kon_battle_t *bt, kon_result_t *out, int cap)
{
int i, made = 0;
if (!bt) return 0;
for (i = 0; i < bt->count; i++) {
kon_battler_t *b = &bt->battlers[i];
kon_result_t r;
int mhp, mmp, j;
b->guarding = 0;
if (!kon_battlerAlive(bt, b)) continue;
resultInit(&r, i, i);
mhp = kon_battlerStat(bt, b, KON_STAT_MHP);
mmp = kon_battlerStat(bt, b, KON_STAT_MMP);
{
int hp = b->hp, mp = b->mp;
b->hp += (int)((long)mhp * b->hrg / 100);
b->mp += (int)((long)mmp * b->mrg / 100);
b->tp += b->trg;
clampBattler(bt, b);
r.hp = b->hp - hp;
r.mp = b->mp - mp;
}
for (j = b->stateCount - 1; j >= 0; j--) {
const kon_state_t *s = stateOf(bt, b->states[j].id);
if (s && s->removeAt == 2 && b->states[j].turns > 0 && --b->states[j].turns == 0) {
noteRemoved(&r, b->states[j].id);
removeState(b, b->states[j].id);
}
}
settle(bt, b, &r);
if (r.hp || r.mp || r.removedCount || r.died) {
if (made < cap && out) out[made] = r;
made++;
}
}
bt->turn++;
bt->queued = bt->next = bt->sorted = 0;
return made < cap ? made : (cap > 0 ? cap : 0);
}
void kon_battleEnd(kon_battle_t *bt)
{
int i, j;
if (!bt) return;
for (i = 0; i < bt->count; i++) {
kon_battler_t *b = &bt->battlers[i];
b->guarding = 0;
for (j = b->stateCount - 1; j >= 0; j--) {
const kon_state_t *s = stateOf(bt, b->states[j].id);
if (s && s->removeAtBattleEnd && !s->death) removeState(b, b->states[j].id);
}
clampBattler(bt, b);
}
bt->queued = bt->next = bt->sorted = 0;
}
kon_outcome_t kon_battleOutcome(const kon_battle_t *bt)
{
int i, party = 0, enemies = 0;
if (bt->escaped) return KON_BATTLE_ESCAPED;
for (i = 0; i < bt->count; i++) {
if (!kon_battlerAlive(bt, &bt->battlers[i])) continue;
if (bt->battlers[i].team == KON_PARTY) party++;
else enemies++;
}
if (party == 0) return KON_BATTLE_DEFEAT;
if (enemies == 0) return KON_BATTLE_VICTORY;
return KON_BATTLE_ONGOING;
}
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