#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "timer.h"
#include "nullpo.h"
#include "malloc.h"
#include "magic.h"
#include "battle.h"
#include "clif.h"
#include "intif.h"
#include "itemdb.h"
#include "map.h"
#include "mob.h"
#include "party.h"
#include "pc.h"
#include "script.h"
#include "skill.h"
#include "../common/socket.h"
#ifdef MEMWATCH
#include "memwatch.h"
#endif
int skill_pool_skills[MAX_POOL_SKILLS];
int skill_pool_skills_size = 0;
extern void
skill_pool_register(int id)
{
if (skill_pool_skills_size + 1 >= MAX_POOL_SKILLS) {
fprintf(stderr, "Too many pool skills! Increase MAX_POOL_SKILLS and recompile.");
return;
}
skill_pool_skills[skill_pool_skills_size++] = id;
}
char *
skill_name(int skill)
{
if (skill > 0 && skill < MAX_SKILL_DB)
return skill_names[skill].desc;
else
return NULL;
}
int
skill_pool(struct map_session_data *sd, int *skills)
{
int i, count = 0;
for (i = 0; count < MAX_SKILL_POOL && i < skill_pool_skills_size; i++) {
int skill_id = skill_pool_skills[i];
if (sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED) {
if (skills)
skills[count] = skill_id;
++count;
}
}
return count;
}
void
skill_pool_empty(struct map_session_data *sd)
{
int i;
for (i = 0; i < skill_pool_skills_size; i++) {
int skill_id = skill_pool_skills[i];
sd->status.skill[skill_id].flags = 0;
}
}
int skill_pool_size(struct map_session_data *sd)
{
return skill_pool(sd, NULL);
}
int
skill_pool_max(struct map_session_data *sd)
{
return sd->status.skill[TMW_SKILLPOOL].lv;
}
int
skill_pool_activate(struct map_session_data *sd, int skill_id)
{
if (sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED)
return 0; // Already there
else if (sd->status.skill[skill_id].id == skill_id // knows the skill
&& (skill_pool_size(sd) < skill_pool_max(sd))) {
sd->status.skill[skill_id].flags |= SKILL_POOL_ACTIVATED;
MAP_LOG_PC(sd, "SKILL-ACTIVATE %d %d %d", skill_id, sd->status.skill[skill_id].lv, skill_power(sd, skill_id));
return 0;
}
pc_calcstatus(sd, 0);
return 1; // failed
}
int
skill_pool_is_activated(struct map_session_data *sd, int skill_id)
{
return sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED;
}
int
skill_pool_deactivate(struct map_session_data *sd, int skill_id)
{
if (sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED) {
sd->status.skill[skill_id].flags &= ~SKILL_POOL_ACTIVATED;
MAP_LOG_PC(sd, "SKILL-DEACTIVATE %d", skill_id);
pc_calcstatus(sd, 0);
return 0;
}
return 1;
}
int
skill_stat(int skill_id)
{
return skill_db[skill_id].stat;
}
int
skill_power(struct map_session_data *sd, int skill_id)
{
int stat = skill_stat(skill_id);
int stat_value, skill_value;
int result;
if (stat == 0
|| !skill_pool_is_activated(sd, skill_id))
return 0;
stat_value = battle_get_stat(stat, &(sd->bl));
skill_value = sd->status.skill[skill_id].lv;
if ((skill_value * 10) - 1 > stat_value)
skill_value += (stat_value / 10);
else
skill_value *= 2;
result = (skill_value * stat_value) / 10;
return result;
}
int
skill_power_bl(struct block_list *bl, int skill)
{
if (bl->type == BL_PC)
return skill_power((struct map_session_data *) bl, skill);
else
return 0;
}