diff options
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/atcommand.cpp | 143 | ||||
-rw-r--r-- | src/map/battle.cpp | 275 | ||||
-rw-r--r-- | src/map/battle.hpp | 33 | ||||
-rw-r--r-- | src/map/clif.cpp | 158 | ||||
-rw-r--r-- | src/map/clif.hpp | 23 | ||||
-rw-r--r-- | src/map/magic-expr.cpp | 10 | ||||
-rw-r--r-- | src/map/magic-interpreter.hpp | 2 | ||||
-rw-r--r-- | src/map/magic-stmt.cpp | 36 | ||||
-rw-r--r-- | src/map/magic.hpp | 4 | ||||
-rw-r--r-- | src/map/map.cpp | 4 | ||||
-rw-r--r-- | src/map/map.hpp | 53 | ||||
-rw-r--r-- | src/map/mob.cpp | 407 | ||||
-rw-r--r-- | src/map/mob.hpp | 64 | ||||
-rw-r--r-- | src/map/mob.t.hpp | 93 | ||||
-rw-r--r-- | src/map/pc.cpp | 184 | ||||
-rw-r--r-- | src/map/pc.hpp | 6 | ||||
-rw-r--r-- | src/map/script.cpp | 73 | ||||
-rw-r--r-- | src/map/skill-pools.cpp | 38 | ||||
-rw-r--r-- | src/map/skill.cpp | 1444 | ||||
-rw-r--r-- | src/map/skill.hpp | 833 | ||||
-rw-r--r-- | src/map/skill.t.hpp | 1417 |
21 files changed, 3226 insertions, 2074 deletions
diff --git a/src/map/atcommand.cpp b/src/map/atcommand.cpp index de2030c..b01c801 100644 --- a/src/map/atcommand.cpp +++ b/src/map/atcommand.cpp @@ -3126,16 +3126,16 @@ int atcommand_gat(const int fd, struct map_session_data *sd, int atcommand_packet(const int fd, struct map_session_data *sd, const char *command, const char *message) { - int x = 0, y = 0; + int type = 0, flag = 0; - if (!message || !*message || sscanf(message, "%d %d", &x, &y) < 2) + if (!message || !*message || sscanf(message, "%d %d", &type, &flag) < 2) { clif_displaymessage(fd, "Please, enter a status type/flag (usage: @packet <status type> <flag>)."); return -1; } - clif_status_change(&sd->bl, x, y); + clif_status_change(&sd->bl, StatusChange(type), flag); return 0; } @@ -4483,16 +4483,18 @@ int atcommand_allskills(const int fd, struct map_session_data *sd, int atcommand_questskill(const int fd, struct map_session_data *sd, const char *command, const char *message) { - int skill_id; + int skill_id_; - if (!message || !*message || (skill_id = atoi(message)) < 0) + if (!message || !*message || (skill_id_ = atoi(message)) < 0) { clif_displaymessage(fd, "Please, enter a quest skill number (usage: @questskill <#:0+>)."); return -1; } - if (skill_id >= 0 && skill_id < MAX_SKILL_DB) + SkillID skill_id = SkillID(skill_id_); + + if (skill_id >= SkillID() && skill_id < MAX_SKILL_DB) { if (skill_get_inf2(skill_id) & 0x01) { @@ -4531,20 +4533,22 @@ int atcommand_charquestskill(const int fd, struct map_session_data *sd, { char character[100]; struct map_session_data *pl_sd; - int skill_id = 0; + int skill_id_ = 0; memset(character, '\0', sizeof(character)); if (!message || !*message - || sscanf(message, "%d %99[^\n]", &skill_id, character) < 2 - || skill_id < 0) + || sscanf(message, "%d %99[^\n]", &skill_id_, character) < 2 + || skill_id_ < 0) { clif_displaymessage(fd, "Please, enter a quest skill number and a player name (usage: @charquestskill <#:0+> <char_name>)."); return -1; } - if (skill_id >= 0 && skill_id < MAX_SKILL_DB) + SkillID skill_id = SkillID(skill_id_); + + if (skill_id >= SkillID() && skill_id < MAX_SKILL_DB) { if (skill_get_inf2(skill_id) & 0x01) { @@ -4589,16 +4593,18 @@ int atcommand_charquestskill(const int fd, struct map_session_data *sd, int atcommand_lostskill(const int fd, struct map_session_data *sd, const char *command, const char *message) { - int skill_id; + int skill_id_; - if (!message || !*message || (skill_id = atoi(message)) < 0) + if (!message || !*message || (skill_id_ = atoi(message)) < 0) { clif_displaymessage(fd, "Please, enter a quest skill number (usage: @lostskill <#:0+>)."); return -1; } - if (skill_id >= 0 && skill_id < MAX_SKILL) + SkillID skill_id = SkillID(skill_id_); + + if (skill_id >= SkillID() && skill_id < MAX_SKILL) { if (skill_get_inf2(skill_id) & 0x01) { @@ -4639,20 +4645,22 @@ int atcommand_charlostskill(const int fd, struct map_session_data *sd, { char character[100]; struct map_session_data *pl_sd; - int skill_id = 0; + int skill_id_ = 0; memset(character, '\0', sizeof(character)); if (!message || !*message - || sscanf(message, "%d %99[^\n]", &skill_id, character) < 2 - || skill_id < 0) + || sscanf(message, "%d %99[^\n]", &skill_id_, character) < 2 + || skill_id_ < 0) { clif_displaymessage(fd, "Please, enter a quest skill number and a player name (usage: @charlostskill <#:0+> <char_name>)."); return -1; } - if (skill_id >= 0 && skill_id < MAX_SKILL) + SkillID skill_id = SkillID(skill_id_); + + if (skill_id >= SkillID() && skill_id < MAX_SKILL) { if (skill_get_inf2(skill_id) & 0x01) { @@ -5860,9 +5868,6 @@ const char *txt_time(unsigned int duration) memset(temp, '\0', sizeof(temp)); memset(temp1, '\0', sizeof(temp1)); - if (duration < 0) - duration = 0; - days = duration / (60 * 60 * 24); duration = duration - (60 * 60 * 24 * days); hours = duration / (60 * 60); @@ -7511,14 +7516,14 @@ atcommand_skillid(const int fd, struct map_session_data *sd, if (!message || !*message) return -1; skillen = strlen(message); - while (skill_names[idx].id != 0) + while (skill_names[idx].id != SkillID::ZERO) { if ((strncasecmp(skill_names[idx].name, message, skillen) == 0) || (strncasecmp(skill_names[idx].desc, message, skillen) == 0)) { char output[255]; - sprintf(output, "skill %d: %s", skill_names[idx].id, - skill_names[idx].desc); + sprintf(output, "skill %d: %s", + uint16_t(skill_names[idx].id), skill_names[idx].desc); clif_displaymessage(fd, output); } idx++; @@ -7537,14 +7542,14 @@ atcommand_useskill(const int fd, struct map_session_data *sd, const char *command, const char *message) { struct map_session_data *pl_sd = NULL; - int skillnum; + int skillnum_; int skilllv; int inf; char target[255]; if (!message || !*message) return -1; - if (sscanf(message, "%d %d %s", &skillnum, &skilllv, target) != 3) + if (sscanf(message, "%d %d %s", &skillnum_, &skilllv, target) != 3) { clif_displaymessage(fd, "Usage: @useskill <skillnum> <skillv> <target>"); @@ -7555,6 +7560,7 @@ atcommand_useskill(const int fd, struct map_session_data *sd, return -1; } + SkillID skillnum = SkillID(skillnum_); inf = skill_get_inf(skillnum); if ((inf == 2) || (inf == 1)) @@ -7823,10 +7829,28 @@ int atcommand_unmute(const int fd, struct map_session_data *sd, /* Magic atcommands by Fate */ -static int magic_base = TMW_MAGIC; -#define magic_skills_nr 6 +static SkillID magic_skills[] = +{ + TMW_MAGIC, + TMW_MAGIC_LIFE, + TMW_MAGIC_WAR, + TMW_MAGIC_TRANSMUTE, + TMW_MAGIC_NATURE, + TMW_MAGIC_ETHER, +}; + +constexpr +size_t magic_skills_nr = sizeof(magic_skills) / sizeof(magic_skills[0]); + static const char *magic_skill_names[magic_skills_nr] = - { "magic", "life", "war", "transmute", "nature", "astral" }; +{ + "magic", + "life", + "war", + "transmute", + "nature", + "astral" +}; int atcommand_magic_info(const int fd, struct map_session_data *sd, @@ -7846,16 +7870,15 @@ atcommand_magic_info(const int fd, struct map_session_data *sd, if ((pl_sd = map_nick2sd(character)) != NULL) { - int i; - sprintf(buf, "`%s' has the following magic skills:", character); clif_displaymessage(fd, buf); - for (i = 0; i < magic_skills_nr; i++) + for (size_t i = 0; i < magic_skills_nr; i++) { - sprintf(buf, "%d in %s", pl_sd->status.skill[i + magic_base].lv, - magic_skill_names[i]); - if (pl_sd->status.skill[i + magic_base].id == i + magic_base) + SkillID sk = magic_skills[i]; + sprintf(buf, "%d in %s", + pl_sd->status.skill[sk].lv, magic_skill_names[i]); + if (pl_sd->status.skill[sk].id == sk) clif_displaymessage(fd, buf); } @@ -7867,9 +7890,9 @@ atcommand_magic_info(const int fd, struct map_session_data *sd, return -1; } -static void set_skill(struct map_session_data *sd, int i, int level) +static void set_skill(struct map_session_data *sd, SkillID i, int level) { - sd->status.skill[i].id = level ? i : 0; + sd->status.skill[i].id = level ? i : SkillID(); sd->status.skill[i].lv = level; } @@ -7879,7 +7902,6 @@ atcommand_set_magic(const int fd, struct map_session_data *sd, { char character[100]; char magic_type[20]; - int skill_index = -1; // 0: all int value; struct map_session_data *pl_sd; @@ -7894,22 +7916,22 @@ atcommand_set_magic(const int fd, struct map_session_data *sd, return -1; } + SkillID skill_index = SkillID::NEGATIVE; if (!strcasecmp("all", magic_type)) - skill_index = 0; + skill_index = SkillID::ZERO; else { - int i; - for (i = 0; i < magic_skills_nr; i++) + for (size_t i = 0; i < magic_skills_nr; i++) { if (!strcasecmp(magic_skill_names[i], magic_type)) { - skill_index = i + magic_base; + skill_index = magic_skills[i]; break; } } } - if (skill_index == -1) + if (skill_index == SkillID::NEGATIVE) { clif_displaymessage(fd, "Incorrect school of magic. Use `magic', `nature', `life', `war', `transmute', `ether', or `all'."); @@ -7918,10 +7940,9 @@ atcommand_set_magic(const int fd, struct map_session_data *sd, if ((pl_sd = map_nick2sd(character)) != NULL) { - int i; - if (skill_index == 0) - for (i = 0; i < magic_skills_nr; i++) - set_skill(pl_sd, i + magic_base, value); + if (skill_index == SkillID::ZERO) + for (SkillID sk : magic_skills) + set_skill(pl_sd, sk, value); else set_skill(pl_sd, skill_index, value); @@ -8070,7 +8091,7 @@ int atcommand_skillpool_info(const int fd, struct map_session_data *sd, if ((pl_sd = map_nick2sd(character)) != NULL) { char buf[200]; - int pool_skills[MAX_SKILL_POOL]; + SkillID pool_skills[MAX_SKILL_POOL]; int pool_skills_nr = skill_pool(pl_sd, pool_skills); int i; @@ -8079,8 +8100,10 @@ int atcommand_skillpool_info(const int fd, struct map_session_data *sd, clif_displaymessage(fd, buf); for (i = 0; i < pool_skills_nr; ++i) { - sprintf(buf, " - %s [%d]: power %d", skill_name(pool_skills[i]), - pool_skills[i], skill_power(pl_sd, pool_skills[i])); + sprintf(buf, " - %s [%d]: power %d", + skill_name(pool_skills[i]), + uint16_t(pool_skills[i]), + skill_power(pl_sd, pool_skills[i])); clif_displaymessage(fd, buf); } @@ -8095,8 +8118,8 @@ int atcommand_skillpool_info(const int fd, struct map_session_data *sd, if (lvl) { - sprintf(buf, " - %s [%d]: lvl %d", name, - skill_pool_skills[i], lvl); + sprintf(buf, " - %s [%d]: lvl %d", + name, uint16_t(skill_pool_skills[i]), lvl); clif_displaymessage(fd, buf); } } @@ -8112,16 +8135,18 @@ int atcommand_skillpool_focus(const int fd, struct map_session_data *sd, const char *command, const char *message) { char character[100]; - int skill; + int skill_; struct map_session_data *pl_sd; if (!message || !*message - || sscanf(message, "%d %99[^\n]", &skill, character) < 1) + || sscanf(message, "%d %99[^\n]", &skill_, character) < 1) { clif_displaymessage(fd, "Usage: @sp-focus <skill-nr> <char_name>"); return -1; } + SkillID skill = SkillID(skill_); + if ((pl_sd = map_nick2sd(character)) != NULL) { if (skill_pool_activate(pl_sd, skill)) @@ -8139,16 +8164,18 @@ int atcommand_skillpool_unfocus(const int fd, struct map_session_data *sd, const char *command, const char *message) { char character[100]; - int skill; + int skill_; struct map_session_data *pl_sd; if (!message || !*message - || sscanf(message, "%d %99[^\n]", &skill, character) < 1) + || sscanf(message, "%d %99[^\n]", &skill_, character) < 1) { clif_displaymessage(fd, "Usage: @sp-unfocus <skill-nr> <char_name>"); return -1; } + SkillID skill = SkillID(skill_); + if ((pl_sd = map_nick2sd(character)) != NULL) { if (skill_pool_deactivate(pl_sd, skill)) @@ -8166,17 +8193,19 @@ int atcommand_skill_learn(const int fd, struct map_session_data *sd, const char *command, const char *message) { char character[100]; - int skill, level; + int skill_, level; struct map_session_data *pl_sd; if (!message || !*message - || sscanf(message, "%d %d %99[^\n]", &skill, &level, character) < 1) + || sscanf(message, "%d %d %99[^\n]", &skill_, &level, character) < 1) { clif_displaymessage(fd, "Usage: @skill-learn <skill-nr> <level> <char_name>"); return -1; } + SkillID skill = SkillID(skill_); + if ((pl_sd = map_nick2sd(character)) != NULL) { set_skill(pl_sd, skill, level); diff --git a/src/map/battle.cpp b/src/map/battle.cpp index 03c522e..126b752 100644 --- a/src/map/battle.cpp +++ b/src/map/battle.cpp @@ -149,7 +149,7 @@ int battle_get_max_hp(struct block_list *bl) return ((struct map_session_data *) bl)->status.max_hp; else { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); int max_hp = 1; if (bl->type == BL_MOB && ((struct mob_data *) bl)) { @@ -188,7 +188,7 @@ int battle_get_max_hp(struct block_list *bl) int battle_get_str(struct block_list *bl) { int str = 0; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -228,7 +228,7 @@ int battle_get_str(struct block_list *bl) int battle_get_agi(struct block_list *bl) { int agi = 0; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -267,7 +267,7 @@ int battle_get_agi(struct block_list *bl) int battle_get_vit(struct block_list *bl) { int vit = 0; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -296,7 +296,7 @@ int battle_get_vit(struct block_list *bl) int battle_get_int(struct block_list *bl) { int int_ = 0; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -334,7 +334,7 @@ int battle_get_int(struct block_list *bl) int battle_get_dex(struct block_list *bl) { int dex = 0; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -377,7 +377,7 @@ int battle_get_dex(struct block_list *bl) int battle_get_luk(struct block_list *bl) { int luk = 0; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -408,7 +408,7 @@ int battle_get_luk(struct block_list *bl) int battle_get_flee(struct block_list *bl) { int flee = 1; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); @@ -447,7 +447,7 @@ int battle_get_flee(struct block_list *bl) int battle_get_hit(struct block_list *bl) { int hit = 1; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); @@ -486,7 +486,7 @@ int battle_get_hit(struct block_list *bl) int battle_get_flee2(struct block_list *bl) { int flee2 = 1; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); @@ -524,7 +524,7 @@ static int battle_get_critical(struct block_list *bl) { int critical = 1; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(1, bl); sc_data = battle_get_sc_data(bl); @@ -561,7 +561,7 @@ int battle_get_critical(struct block_list *bl) */ int battle_get_baseatk(struct block_list *bl) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; int batk = 1; nullpo_retr(1, bl); @@ -596,7 +596,7 @@ int battle_get_baseatk(struct block_list *bl) */ int battle_get_atk(struct block_list *bl) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; int atk = 0; nullpo_retr(0, bl); @@ -653,7 +653,7 @@ int battle_get_atk2(struct block_list *bl) return ((struct map_session_data *) bl)->watk2; else { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); int atk2 = 0; if (bl->type == BL_MOB && (struct mob_data *) bl) atk2 = ((struct mob_data *) bl)->stats[MOB_ATK2]; @@ -706,7 +706,7 @@ int battle_get_atk_2(struct block_list *bl) static int battle_get_matk1(struct block_list *bl) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); if (bl->type == BL_MOB) @@ -733,7 +733,7 @@ int battle_get_matk1(struct block_list *bl) static int battle_get_matk2(struct block_list *bl) { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); nullpo_retr(0, bl); if (bl->type == BL_MOB) { @@ -758,8 +758,9 @@ int battle_get_matk2(struct block_list *bl) */ int battle_get_def(struct block_list *bl) { - struct status_change *sc_data; - int def = 0, skilltimer = -1, skillid = 0; + eptr<struct status_change, StatusChange> sc_data; + int def = 0, skilltimer = -1; + SkillID skillid = SkillID::ZERO; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -831,7 +832,7 @@ int battle_get_def(struct block_list *bl) */ int battle_get_mdef(struct block_list *bl) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; int mdef = 0; nullpo_retr(0, bl); @@ -875,7 +876,7 @@ int battle_get_mdef(struct block_list *bl) */ int battle_get_def2(struct block_list *bl) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; int def2 = 1; nullpo_retr(1, bl); @@ -910,7 +911,7 @@ int battle_get_def2(struct block_list *bl) int battle_get_mdef2(struct block_list *bl) { int mdef2 = 0; - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); nullpo_retr(0, bl); if (bl->type == BL_MOB) @@ -944,7 +945,7 @@ int battle_get_speed(struct block_list *bl) return ((struct map_session_data *) bl)->speed; else { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); int speed = 1000; if (bl->type == BL_MOB && (struct mob_data *) bl) speed = ((struct mob_data *) bl)->stats[MOB_SPEED]; @@ -1003,7 +1004,7 @@ int battle_get_adelay(struct block_list *bl) return (((struct map_session_data *) bl)->aspd << 1); else { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); int adelay = 4000, aspd_rate = 100, i; if (bl->type == BL_MOB && (struct mob_data *) bl) adelay = ((struct mob_data *) bl)->stats[MOB_ADELAY]; @@ -1049,10 +1050,12 @@ int battle_get_adelay(struct block_list *bl) if (sc_data[SC_STEELBODY].timer != -1) // 金剛 aspd_rate += 25; //増速ポーション使用時は減算 - if (sc_data[i = SC_SPEEDPOTION2].timer != -1 - || sc_data[i = SC_SPEEDPOTION1].timer != -1 - || sc_data[i = SC_SPEEDPOTION0].timer != -1) - aspd_rate -= sc_data[i].val1; + if (sc_data[SC_SPEEDPOTION2].timer != -1) + aspd_rate -= sc_data[SC_SPEEDPOTION2].val1; + else if (sc_data[SC_SPEEDPOTION1].timer != -1) + aspd_rate -= sc_data[SC_SPEEDPOTION2].val1; + else if (sc_data[SC_SPEEDPOTION0].timer != -1) + aspd_rate -= sc_data[SC_SPEEDPOTION2].val1; // Fate's `haste' spell works the same as the above if (sc_data[SC_HASTE].timer != -1) aspd_rate -= sc_data[SC_HASTE].val1; @@ -1077,7 +1080,7 @@ int battle_get_amotion(struct block_list *bl) return ((struct map_session_data *) bl)->amotion; else { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); int amotion = 2000, aspd_rate = 100, i; if (bl->type == BL_MOB && (struct mob_data *) bl) amotion = mob_db[((struct mob_data *) bl)->mob_class].amotion; @@ -1114,10 +1117,12 @@ int battle_get_amotion(struct block_list *bl) (sc_data[SC_DONTFORGETME].val3 >> 16); if (sc_data[SC_STEELBODY].timer != -1) // 金剛 aspd_rate += 25; - if (sc_data[i = SC_SPEEDPOTION2].timer != -1 - || sc_data[i = SC_SPEEDPOTION1].timer != -1 - || sc_data[i = SC_SPEEDPOTION0].timer != -1) - aspd_rate -= sc_data[i].val1; + if (sc_data[SC_SPEEDPOTION2].timer != -1) + aspd_rate -= sc_data[SC_SPEEDPOTION2].val1; + else if (sc_data[SC_SPEEDPOTION1].timer != -1) + aspd_rate -= sc_data[SC_SPEEDPOTION1].val1; + else if (sc_data[SC_SPEEDPOTION0].timer != -1) + aspd_rate -= sc_data[SC_SPEEDPOTION0].val1; if (sc_data[SC_HASTE].timer != -1) aspd_rate -= sc_data[SC_HASTE].val1; if (sc_data[SC_DEFENDER].timer != -1) @@ -1136,7 +1141,7 @@ int battle_get_amotion(struct block_list *bl) int battle_get_dmotion(struct block_list *bl) { int ret; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -1166,7 +1171,7 @@ int battle_get_dmotion(struct block_list *bl) int battle_get_element(struct block_list *bl) { int ret = 20; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(ret, bl); sc_data = battle_get_sc_data(bl); @@ -1191,7 +1196,7 @@ int battle_get_element(struct block_list *bl) int battle_get_attack_element(struct block_list *bl) { int ret = 0; - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); nullpo_retr(0, bl); if (bl->type == BL_MOB && (struct mob_data *) bl) @@ -1224,7 +1229,7 @@ int battle_get_attack_element2(struct block_list *bl) if (bl->type == BL_PC && (struct map_session_data *) bl) { int ret = ((struct map_session_data *) bl)->atk_ele_; - struct status_change *sc_data = + eptr<struct status_change, StatusChange> sc_data = ((struct map_session_data *) bl)->sc_data; if (sc_data) @@ -1336,14 +1341,18 @@ int battle_get_stat(int stat_id /* SP_VIT or similar */ , } // StatusChange系の所得 -struct status_change *battle_get_sc_data(struct block_list *bl) +eptr<struct status_change, StatusChange> battle_get_sc_data(struct block_list *bl) { - nullpo_retr(NULL, bl); - if (bl->type == BL_MOB && (struct mob_data *) bl) - return ((struct mob_data *) bl)->sc_data; - else if (bl->type == BL_PC && (struct map_session_data *) bl) - return ((struct map_session_data *) bl)->sc_data; - return NULL; + nullpo_retr(nullptr, bl); + + switch (bl->type) + { + case BL_MOB: + return ((struct mob_data *)(bl))->sc_data; + case BL_PC: + return ((struct map_session_data *)(bl))->sc_data; + } + return nullptr; } short *battle_get_sc_count(struct block_list *bl) @@ -1444,7 +1453,7 @@ int battle_damage(struct block_list *bl, struct block_list *target, int damage, int flag) { struct map_session_data *sd = NULL; - struct status_change *sc_data = battle_get_sc_data(target); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(target); short *sc_count; int i; @@ -1492,7 +1501,7 @@ int battle_damage(struct block_list *bl, struct block_list *target, struct map_session_data *tsd = (struct map_session_data *) target; - if (tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1) + if (tsd && tsd->sc_data[SC_DEVOTION].val1) { // ディボーションをかけられている struct map_session_data *md = map_id2sd(tsd->sc_data[SC_DEVOTION].val1); @@ -1598,12 +1607,12 @@ int battle_attr_fix(int damage, int atk_elem, int def_elem) *------------------------------------------ */ int battle_calc_damage(struct block_list *src, struct block_list *bl, - int damage, int div_, int skill_num, int skill_lv, - int flag) + int damage, int div_, + SkillID skill_num, int skill_lv, int flag) { struct map_session_data *sd = NULL; struct mob_data *md = NULL; - struct status_change *sc_data, *sc; + eptr<struct status_change, StatusChange> sc_data; short *sc_count; int class_; @@ -1700,8 +1709,9 @@ int battle_calc_damage(struct block_list *src, struct block_list *bl, } if (sc_data[SC_KYRIE].timer != -1 && damage > 0) - { // キリエエレイソン - sc = &sc_data[SC_KYRIE]; + { + // キリエエレイソン + struct status_change *sc = &sc_data[SC_KYRIE]; sc->val2 -= damage; if (flag & BF_WEAPON) { @@ -1756,10 +1766,10 @@ int battle_calc_damage(struct block_list *src, struct block_list *bl, // リジェクトソード if (sc_data[SC_REJECTSWORD].timer != -1 && damage > 0 && flag & BF_WEAPON - && + && // the logic was always broken, I've simplfied to what it + // was doing, it's not like this will be sticking around long ((src->type == BL_PC - && ((struct map_session_data *) src)->status.weapon == (1 || 2 - || 3)) + && ((struct map_session_data *) src)->status.weapon == 1) || src->type == BL_MOB)) { if (MRAND(100) < (10 + 5 * sc_data[SC_REJECTSWORD].val1)) @@ -1953,7 +1963,7 @@ int battle_addmastery(struct map_session_data *sd, struct block_list *target, static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, struct block_list *target, - int skill_num, + SkillID skill_num, int skill_lv, int wflag) { struct map_session_data *tsd = NULL; @@ -1968,7 +1978,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, skill_get_blewcount(skill_num, skill_lv); int flag, skill, ac_flag = 0, dmg_lv = 0; int t_mode = 0, t_race = 0, t_size = 1, s_race = 0, s_ele = 0; - struct status_change *sc_data, *t_sc_data; + eptr<struct status_change, StatusChange> sc_data, t_sc_data; short *sc_count; short *option, *opt1, *opt2; @@ -1998,7 +2008,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, t_mode = battle_get_mode(target); t_sc_data = battle_get_sc_data(target); - if ((skill_num == 0 + if ((skill_num == SkillID::ZERO || (target->type == BL_PC && battle_config.pc_auto_counter_type & 2) || (target->type == BL_MOB && battle_config.monster_auto_counter_type & 2)) @@ -2087,7 +2097,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, if (atkmin > atkmax) atkmin = atkmax; - if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1) + if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer != -1) { // マキシマイズパワー atkmin = atkmax; } @@ -2100,7 +2110,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, if (cri < 1) cri = 1; } - if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に + if (t_sc_data && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に cri <<= 1; if (ac_flag) @@ -2117,7 +2127,10 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, if (tsd && tsd->critical_def) cri = cri * (100 - tsd->critical_def) / 100; - if ((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (MRAND(1000)) < cri) // 判定(スキルの場合は無視) + if ((skill_num == SkillID::ZERO || skill_num == KN_AUTOCOUNTER) + && skill_lv >= 0 && battle_config.enemy_critical + && (MRAND(1000)) < cri) + // 判定(スキルの場合は無視) // 敵の判定 { damage += atkmax; @@ -2148,7 +2161,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, damage += damage * 50 / 100; } - if (skill_num > 0) + if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE) { int i; if ((i = skill_get_pl(skill_num)) > 0) @@ -2462,7 +2475,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, if (hitrate < 1000000) hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate)); if (hitrate < 1000000 && // 必中攻撃 - (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中 + (t_sc_data && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中 t_sc_data[SC_STAN].timer != -1 || // スタンは必中 t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中 hitrate = 1000000; @@ -2520,7 +2533,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, // 属 性の適用 if (!((battle_config.mob_ghostring_fix == 1) && (battle_get_element(target) == 8) && (target->type == BL_PC))) // [MouseJstr] - if (skill_num != 0 || s_ele != 0 + if (skill_num != SkillID::ZERO || s_ele != 0 || !battle_config.mob_attack_attr_none) damage = battle_attr_fix(damage, s_ele, battle_get_element(target)); @@ -2543,7 +2556,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, } // 完全回避の判定 - if (skill_num == 0 && skill_lv >= 0 && tsd != NULL + if (skill_num == SkillID::ZERO && skill_lv >= 0 && tsd != NULL && MRAND(1000) < battle_get_flee2(target)) { damage = 0; @@ -2553,7 +2566,7 @@ static struct Damage battle_calc_mob_weapon_attack(struct block_list *src, if (battle_config.enemy_perfect_flee) { - if (skill_num == 0 && skill_lv >= 0 && tmd != NULL + if (skill_num == SkillID::ZERO && skill_lv >= 0 && tmd != NULL && MRAND(1000) < battle_get_flee2(target)) { damage = 0; @@ -2610,7 +2623,7 @@ int battle_is_unarmed(struct block_list *bl) */ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, struct block_list *target, - int skill_num, + SkillID skill_num, int skill_lv, int wflag) { struct map_session_data *sd = (struct map_session_data *) src, *tsd = @@ -2626,7 +2639,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, skill_get_blewcount(skill_num, skill_lv); int flag, skill, dmg_lv = 0; int t_mode = 0, t_race = 0, t_size = 1, s_race = 7, s_ele = 0; - struct status_change *sc_data, *t_sc_data; + eptr<struct status_change, StatusChange> sc_data, t_sc_data; short *sc_count; short *option, *opt1, *opt2; int atkmax_ = 0, atkmin_ = 0, s_ele_; //二刀流用 @@ -2668,7 +2681,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, t_sc_data = battle_get_sc_data(target); //対象のステータス異常 //オートカウンター処理ここから - if ((skill_num == 0 + if ((skill_num == SkillID::ZERO || (target->type == BL_PC && battle_config.pc_auto_counter_type & 2) || (target->type == BL_MOB && battle_config.monster_auto_counter_type & 2)) @@ -2806,7 +2819,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, atkmax_ = (watk_ * sd->atkmods_[t_size]) / 100; atkmin_ = (atkmin_ * sd->atkmods[t_size]) / 100; } - if ((sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer != -1) + if ((sc_data && sc_data[SC_WEAPONPERFECTION].timer != -1) || (sd->special_state.no_sizefix)) { // ウェポンパーフェクション || ドレイクカード atkmax = watk; @@ -2818,7 +2831,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, if (atkmin_ > atkmax_) atkmin_ = atkmax_; - if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1) + if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer != -1) { // マキシマイズパワー atkmin = atkmax; atkmin_ = atkmax_; @@ -2827,20 +2840,20 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, //ダブルアタック判定 if (sd->weapontype1 == 0x01) { - if (skill_num == 0 && skill_lv >= 0 + if (skill_num == SkillID::ZERO && skill_lv >= 0 && (skill = pc_checkskill(sd, TF_DOUBLE)) > 0) da = (MRAND(100) < (skill * 5)) ? 1 : 0; } //三段掌 - if (skill_num == 0 && skill_lv >= 0 + if (skill_num == SkillID::ZERO && skill_lv >= 0 && (skill = pc_checkskill(sd, MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16 && !sd->state.arrow_atk) { da = (MRAND(100) < (30 - skill)) ? 2 : 0; } - if (sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0) + if (sd->double_rate > 0 && da == 0 && skill_num == SkillID::ZERO && skill_lv >= 0) da = (MRAND(100) < sd->double_rate) ? 1 : 0; // 過剰精錬ボーナス @@ -2860,7 +2873,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, // カタールの場合、クリティカルを倍に cri <<= 1; cri -= battle_get_luk(target) * 3; - if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に + if (t_sc_data && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に cri <<= 1; if (ac_flag) cri = 1000; @@ -2880,7 +2893,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, if (tsd && tsd->critical_def) cri = cri * (100 - tsd->critical_def) / 100; - if (da == 0 && (skill_num == 0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない + if (da == 0 && (skill_num == SkillID::ZERO || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない (MRAND(1000)) < cri) // 判定(スキルの場合は無視) { damage += atkmax; @@ -3018,7 +3031,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, } } - if (skill_num > 0) + if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE) { int i; if ((i = skill_get_pl(skill_num)) > 0) @@ -3680,7 +3693,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, // 回避修正 hitrate = (hitrate < 5) ? 5 : hitrate; if (hitrate < 1000000 && // 必中攻撃 - (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中 + (t_sc_data && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中 t_sc_data[SC_STAN].timer != -1 || // スタンは必中 t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中 hitrate = 1000000; @@ -3941,7 +3954,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, } // 完全回避の判定 - if (skill_num == 0 && skill_lv >= 0 && tsd != NULL && div_ < 255 + if (skill_num == SkillID::ZERO && skill_lv >= 0 && tsd != NULL && div_ < 255 && MRAND(1000) < battle_get_flee2(target)) { damage = damage2 = 0; @@ -3952,7 +3965,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, // 対象が完全回避をする設定がONなら if (battle_config.enemy_perfect_flee) { - if (skill_num == 0 && skill_lv >= 0 && tmd != NULL && div_ < 255 + if (skill_num == SkillID::ZERO && skill_lv >= 0 && tmd != NULL && div_ < 255 && MRAND(1000) < battle_get_flee2(target)) { damage = damage2 = 0; @@ -4000,7 +4013,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, /* For executioner card [Valaris] */ if (src->type == BL_PC && sd->random_attack_increase_add > 0 - && sd->random_attack_increase_per > 0 && skill_num == 0) + && sd->random_attack_increase_per > 0 && skill_num == SkillID::ZERO) { if (MRAND(100) < sd->random_attack_increase_per) { @@ -4040,7 +4053,7 @@ static struct Damage battle_calc_pc_weapon_attack(struct block_list *src, */ struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, - int skill_num, int skill_lv, + SkillID skill_num, int skill_lv, int wflag) { struct Damage wd; @@ -4119,7 +4132,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src, */ struct Damage battle_calc_magic_attack(struct block_list *bl, struct block_list *target, - int skill_num, int skill_lv, int flag) + SkillID skill_num, int skill_lv, int flag) { int mdef1 = battle_get_mdef(target); int mdef2 = battle_get_mdef2(target); @@ -4165,7 +4178,7 @@ struct Damage battle_calc_magic_attack(struct block_list *bl, aflag = BF_MAGIC | BF_LONG | BF_SKILL; - if (skill_num > 0) + if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE) { switch (skill_num) { // 基本ダメージ計算(スキルごとに処理) @@ -4452,7 +4465,7 @@ struct Damage battle_calc_magic_attack(struct block_list *bl, */ struct Damage battle_calc_misc_attack(struct block_list *bl, struct block_list *target, - int skill_num, int skill_lv, int flag) + SkillID skill_num, int skill_lv, int flag) { int int_ = battle_get_int(bl); // int luk=battle_get_luk(bl); @@ -4528,7 +4541,7 @@ struct Damage battle_calc_misc_attack(struct block_list *bl, case NPC_DARKBREATH: { - struct status_change *sc_data = battle_get_sc_data(target); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(target); int hitrate = battle_get_hit(bl) - battle_get_flee(target) + 80; hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate)); @@ -4608,7 +4621,7 @@ struct Damage battle_calc_misc_attack(struct block_list *bl, */ struct Damage battle_calc_attack(int attack_type, struct block_list *bl, - struct block_list *target, int skill_num, + struct block_list *target, SkillID skill_num, int skill_lv, int flag) { struct Damage d; @@ -4642,8 +4655,8 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, unsigned int tick, int flag) { struct map_session_data *sd = NULL; - struct status_change *sc_data = battle_get_sc_data(src), *t_sc_data = - battle_get_sc_data(target); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src); + eptr<struct status_change, StatusChange> t_sc_data = battle_get_sc_data(target); short *opt1; int race = 7, ele = 0; int damage, rdamage = 0; @@ -4707,7 +4720,7 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, flag & 0xff, 0); } else - wd = battle_calc_weapon_attack(src, target, 0, 0, 0); + wd = battle_calc_weapon_attack(src, target, SkillID::ZERO, 0, 0); // significantly increase injuries for hasted characters if (wd.damage > 0 && (t_sc_data[SC_HASTE].timer != -1)) @@ -4781,8 +4794,8 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, if ((skilllv = pc_checkskill(sd, MO_CHAINCOMBO)) > 0) delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - skill_status_change_start(src, SC_COMBO, MO_TRIPLEATTACK, - skilllv, 0, 0, delay, 0); + skill_status_change_start(src, SC_COMBO, + uint16_t(MO_TRIPLEATTACK), skilllv, 0, 0, delay, 0); } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src, delay); @@ -4800,7 +4813,7 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, 0, 1, 0, 0); } if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0)) - skill_castend_damage_id(src, target, 0, -1, tick, 0); + skill_castend_damage_id(src, target, SkillID::ZERO, -1, tick, 0); map_freeblock_lock(); if (src->type == BL_PC) @@ -4844,7 +4857,7 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, { if (wd.damage > 0 || wd.damage2 > 0) { - skill_additional_effect(src, target, 0, 0, BF_WEAPON, tick); + skill_additional_effect(src, target, SkillID::ZERO, 0, BF_WEAPON, tick); if (sd) { if (sd->weapon_coma_ele[ele] > 0 @@ -4885,46 +4898,39 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, skilllv = 1; if (sd) { - int sp = skill_get_sp(sc_data[SC_AUTOSPELL].val2, - skilllv) * 2 / 3; + int sp = skill_get_sp(SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv) * 2 / 3; if (sd->status.sp >= sp) { - if ((i = skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) - || i == 32) + // obviously not what was intended + // but this is going away soon anyway + i = skill_get_inf(SkillID(sc_data[SC_AUTOSPELL].val2)) == 2; + if (i || i == 32) f = skill_castend_pos2(src, target->x, target->y, - sc_data[SC_AUTOSPELL].val2, - skilllv, tick, flag); + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); else { - switch (skill_get_nk(sc_data[SC_AUTOSPELL].val2)) + switch (skill_get_nk(SkillID(sc_data[SC_AUTOSPELL].val2))) { case 0: case 2: f = skill_castend_damage_id(src, target, - sc_data - [SC_AUTOSPELL].val2, - skilllv, tick, - flag); + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); break; case 1: /* 支援系 */ - if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL - || (sc_data[SC_AUTOSPELL].val2 == - ALL_RESURRECTION + if ((SkillID(sc_data[SC_AUTOSPELL].val2) == AL_HEAL + || (SkillID(sc_data[SC_AUTOSPELL].val2) == ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race, ele)) f = skill_castend_damage_id(src, target, - sc_data - [SC_AUTOSPELL].val2, - skilllv, - tick, flag); + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); else - f = skill_castend_nodamage_id(src, - target, - sc_data - [SC_AUTOSPELL].val2, - skilllv, - tick, - flag); + f = skill_castend_nodamage_id(src, target, + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); break; } } @@ -4934,38 +4940,33 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, } else { - if ((i = skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) - || i == 32) + i = skill_get_inf(SkillID(sc_data[SC_AUTOSPELL].val2)) == 2; + if (i || i == 32) skill_castend_pos2(src, target->x, target->y, - sc_data[SC_AUTOSPELL].val2, skilllv, - tick, flag); + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); else { - switch (skill_get_nk(sc_data[SC_AUTOSPELL].val2)) + switch (skill_get_nk(SkillID(sc_data[SC_AUTOSPELL].val2))) { case 0: case 2: skill_castend_damage_id(src, target, - sc_data - [SC_AUTOSPELL].val2, - skilllv, tick, flag); + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); break; case 1: /* 支援系 */ - if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL - || (sc_data[SC_AUTOSPELL].val2 == - ALL_RESURRECTION + if ((SkillID(sc_data[SC_AUTOSPELL].val2) == AL_HEAL + || (SkillID(sc_data[SC_AUTOSPELL].val2) == ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race, ele)) skill_castend_damage_id(src, target, - sc_data - [SC_AUTOSPELL].val2, - skilllv, tick, flag); + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); else skill_castend_nodamage_id(src, target, - sc_data - [SC_AUTOSPELL].val2, - skilllv, tick, - flag); + SkillID(sc_data[SC_AUTOSPELL].val2), + skilllv, tick, flag); break; } } @@ -4973,7 +4974,9 @@ int battle_weapon_attack(struct block_list *src, struct block_list *target, } if (sd) { - if (sd->autospell_id > 0 && sd->autospell_lv > 0 + if (sd->autospell_id != SkillID::ZERO + && sd->autospell_id != SkillID::NEGATIVE + && sd->autospell_lv > 0 && MRAND(100) < sd->autospell_rate) { int skilllv = sd->autospell_lv, i, f = 0, sp; diff --git a/src/map/battle.hpp b/src/map/battle.hpp index b907f17..50c3195 100644 --- a/src/map/battle.hpp +++ b/src/map/battle.hpp @@ -2,6 +2,9 @@ #ifndef BATTLE_HPP #define BATTLE_HPP +#include "../common/utils.hpp" +#include "skill.t.hpp" + // ダメージ struct Damage { @@ -23,28 +26,24 @@ struct block_list; // ダメージ計算 struct Damage battle_calc_attack(int attack_type, - struct block_list *bl, - struct block_list *target, int skill_num, - int skill_lv, int flag); -struct Damage battle_calc_weapon_attack(struct block_list *bl, - struct block_list *target, - int skill_num, int skill_lv, - int flag); -struct Damage battle_calc_magic_attack(struct block_list *bl, - struct block_list *target, - int skill_num, int skill_lv, - int flag); -struct Damage battle_calc_misc_attack(struct block_list *bl, - struct block_list *target, - int skill_num, int skill_lv, int flag); + struct block_list *bl, struct block_list *target, + SkillID skill_num, int skill_lv, int flag); +struct Damage battle_calc_weapon_attack( + struct block_list *bl, struct block_list *target, + SkillID skill_num, int skill_lv, int flag); +struct Damage battle_calc_magic_attack( + struct block_list *bl, struct block_list *target, + SkillID skill_num, int skill_lv, int flag); +struct Damage battle_calc_misc_attack( + struct block_list *bl, struct block_list *target, + SkillID skill_num, int skill_lv, int flag); // 属性修正計算 int battle_attr_fix(int damage, int atk_elem, int def_elem); // ダメージ最終計算 int battle_calc_damage(struct block_list *src, struct block_list *bl, - int damage, int div_, int skill_num, int skill_lv, - int flag); + int damage, int div_, SkillID skill_num, int skill_lv, int flag); enum { // 最終計算のフラグ BF_WEAPON = 0x0001, @@ -118,7 +117,7 @@ int battle_get_mexp(struct block_list *bl); int battle_get_stat(int stat_id /* SP_VIT or similar */ , struct block_list *bl); -struct status_change *battle_get_sc_data(struct block_list *bl); +eptr<struct status_change, StatusChange> battle_get_sc_data(struct block_list *bl); short *battle_get_sc_count(struct block_list *bl); short *battle_get_opt1(struct block_list *bl); short *battle_get_opt2(struct block_list *bl); diff --git a/src/map/clif.cpp b/src/map/clif.cpp index 9f287ae..0b95208 100644 --- a/src/map/clif.cpp +++ b/src/map/clif.cpp @@ -2595,9 +2595,9 @@ int clif_changeoption(struct block_list *bl) { uint8_t buf[32]; short option; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; static const int omask[] = { 0x10, 0x20 }; - static const int scnum[] = { SC_FALCON, SC_RIDING }; + static const StatusChange scnum[] = { SC_FALCON, SC_RIDING }; int i; nullpo_retr(0, bl); @@ -3371,7 +3371,7 @@ int clif_damage(struct block_list *src, struct block_list *dst, int div, int type, int damage2) { unsigned char buf[256]; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, src); nullpo_retr(0, dst); @@ -3731,18 +3731,19 @@ void clif_mobinsight(struct block_list *bl, va_list ap) * *------------------------------------------ */ -int clif_skillinfo(struct map_session_data *sd, int skillid, int type, +int clif_skillinfo(struct map_session_data *sd, SkillID skillid, int type, int range) { - int fd, id; + int fd; nullpo_retr(0, sd); fd = sd->fd; - if ((id = sd->status.skill[skillid].id) <= 0) + SkillID id = sd->status.skill[skillid].id; + if (id == SkillID::ZERO || id == SkillID::NEGATIVE) return 0; WFIFOW(fd, 0) = 0x147; - WFIFOW(fd, 2) = id; + WFIFOW(fd, 2) = uint16_t(id); if (type < 0) WFIFOW(fd, 4) = skill_get_inf(id); else @@ -3774,17 +3775,19 @@ int clif_skillinfo(struct map_session_data *sd, int skillid, int type, int clif_skillinfoblock(struct map_session_data *sd) { int fd; - int i, c, len = 4, id, range; + int len = 4, range; nullpo_retr(0, sd); fd = sd->fd; WFIFOW(fd, 0) = 0x10f; - for (i = c = 0; i < MAX_SKILL; i++) + for (SkillID i : erange(SkillID(), MAX_SKILL)) { - if ((id = sd->status.skill[i].id) != 0 && (sd->tmw_version >= 1)) - { // [Fate] Version 1 and later don't crash because of bad skill IDs anymore - WFIFOW(fd, len) = id; + SkillID id = sd->status.skill[i].id; + if (id != SkillID::ZERO && sd->tmw_version >= 1) + { + // [Fate] Version 1 and later don't crash because of bad skill IDs anymore + WFIFOW(fd, len) = uint16_t(id); WFIFOW(fd, len + 2) = skill_get_inf(id); WFIFOW(fd, len + 4) = skill_db[i].poolflags | (sd->status. @@ -3800,7 +3803,6 @@ int clif_skillinfoblock(struct map_session_data *sd) WFIFOB(fd, len + 36) = (sd->status.skill[i].lv < skill_get_max_raise(id)) ? 1 : 0; len += 37; - c++; } } WFIFOW(fd, 2) = len; @@ -3813,7 +3815,7 @@ int clif_skillinfoblock(struct map_session_data *sd) * スキル割り振り通知 *------------------------------------------ */ -int clif_skillup(struct map_session_data *sd, int skill_num) +int clif_skillup(struct map_session_data *sd, SkillID skill_num) { int range, fd; @@ -3821,7 +3823,7 @@ int clif_skillup(struct map_session_data *sd, int skill_num) fd = sd->fd; WFIFOW(fd, 0) = 0x10e; - WFIFOW(fd, 2) = skill_num; + WFIFOW(fd, 2) = uint16_t(skill_num); WFIFOW(fd, 4) = sd->status.skill[skill_num].lv; WFIFOW(fd, 6) = skill_get_sp(skill_num, sd->status.skill[skill_num].lv); range = skill_get_range(skill_num, sd->status.skill[skill_num].lv); @@ -3842,7 +3844,7 @@ int clif_skillup(struct map_session_data *sd, int skill_num) */ int clif_skillcasting(struct block_list *bl, int src_id, int dst_id, int dst_x, int dst_y, - int skill_num, int casttime) + SkillID skill_num, int casttime) { unsigned char buf[32]; WBUFW(buf, 0) = 0x13e; @@ -3850,7 +3852,7 @@ int clif_skillcasting(struct block_list *bl, WBUFL(buf, 6) = dst_id; WBUFW(buf, 10) = dst_x; WBUFW(buf, 12) = dst_y; - WBUFW(buf, 14) = skill_num; //魔法詠唱スキル + WBUFW(buf, 14) = uint16_t(skill_num); //魔法詠唱スキル WBUFL(buf, 16) = skill_get_pl(skill_num); //属性 WBUFL(buf, 20) = casttime; //skill詠唱時間 clif_send(buf, packet_len_table[0x13e], bl, AREA); @@ -3879,7 +3881,7 @@ int clif_skillcastcancel(struct block_list *bl) * スキル詠唱失敗 *------------------------------------------ */ -int clif_skill_fail(struct map_session_data *sd, int skill_id, int type, +int clif_skill_fail(struct map_session_data *sd, SkillID skill_id, int type, int btype) { int fd; @@ -3894,7 +3896,7 @@ int clif_skill_fail(struct map_session_data *sd, int skill_id, int type, } WFIFOW(fd, 0) = 0x110; - WFIFOW(fd, 2) = skill_id; + WFIFOW(fd, 2) = uint16_t(skill_id); WFIFOW(fd, 4) = btype; WFIFOW(fd, 6) = 0; WFIFOB(fd, 8) = 0; @@ -3910,10 +3912,10 @@ int clif_skill_fail(struct map_session_data *sd, int skill_id, int type, */ int clif_skill_damage(struct block_list *src, struct block_list *dst, unsigned int tick, int sdelay, int ddelay, int damage, - int div, int skill_id, int skill_lv, int type) + int div, SkillID skill_id, int skill_lv, int type) { unsigned char buf[64]; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, src); nullpo_retr(0, dst); @@ -3933,7 +3935,7 @@ int clif_skill_damage(struct block_list *src, struct block_list *dst, } WBUFW(buf, 0) = 0x1de; - WBUFW(buf, 2) = skill_id; + WBUFW(buf, 2) = uint16_t(skill_id); WBUFL(buf, 4) = src->id; WBUFL(buf, 8) = dst->id; WBUFL(buf, 12) = tick; @@ -3954,10 +3956,10 @@ int clif_skill_damage(struct block_list *src, struct block_list *dst, */ int clif_skill_damage2(struct block_list *src, struct block_list *dst, unsigned int tick, int sdelay, int ddelay, int damage, - int div, int skill_id, int skill_lv, int type) + int div, SkillID skill_id, int skill_lv, int type) { unsigned char buf[64]; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, src); nullpo_retr(0, dst); @@ -3977,7 +3979,7 @@ int clif_skill_damage2(struct block_list *src, struct block_list *dst, } WBUFW(buf, 0) = 0x115; - WBUFW(buf, 2) = skill_id; + WBUFW(buf, 2) = uint16_t(skill_id); WBUFL(buf, 4) = src->id; WBUFL(buf, 8) = dst->id; WBUFL(buf, 12) = tick; @@ -3999,7 +4001,7 @@ int clif_skill_damage2(struct block_list *src, struct block_list *dst, *------------------------------------------ */ int clif_skill_nodamage(struct block_list *src, struct block_list *dst, - int skill_id, int heal, int fail) + SkillID skill_id, int heal, int fail) { unsigned char buf[32]; @@ -4007,7 +4009,7 @@ int clif_skill_nodamage(struct block_list *src, struct block_list *dst, nullpo_retr(0, dst); WBUFW(buf, 0) = 0x11a; - WBUFW(buf, 2) = skill_id; + WBUFW(buf, 2) = uint16_t(skill_id); WBUFW(buf, 4) = (heal > 0x7fff) ? 0x7fff : heal; WBUFL(buf, 6) = dst->id; WBUFL(buf, 10) = src->id; @@ -4021,7 +4023,7 @@ int clif_skill_nodamage(struct block_list *src, struct block_list *dst, * 場所スキルエフェクト *------------------------------------------ */ -int clif_skill_poseffect(struct block_list *src, int skill_id, int val, +int clif_skill_poseffect(struct block_list *src, SkillID skill_id, int val, int x, int y, int tick) { unsigned char buf[32]; @@ -4029,7 +4031,7 @@ int clif_skill_poseffect(struct block_list *src, int skill_id, int val, nullpo_retr(0, src); WBUFW(buf, 0) = 0x117; - WBUFW(buf, 2) = skill_id; + WBUFW(buf, 2) = uint16_t(skill_id); WBUFL(buf, 4) = src->id; WBUFW(buf, 8) = val; WBUFW(buf, 10) = x; @@ -4117,7 +4119,7 @@ int clif_skill_delunit(struct skill_unit *unit) * ワープ場所選択 *------------------------------------------ */ -int clif_skill_warppoint(struct map_session_data *sd, int skill_num, +int clif_skill_warppoint(struct map_session_data *sd, SkillID skill_num, const char *map1, const char *map2, const char *map3, const char *map4) { @@ -4127,7 +4129,7 @@ int clif_skill_warppoint(struct map_session_data *sd, int skill_num, fd = sd->fd; WFIFOW(fd, 0) = 0x11c; - WFIFOW(fd, 2) = skill_num; + WFIFOW(fd, 2) = uint16_t(skill_num); memcpy(WFIFOP(fd, 4), map1, 16); memcpy(WFIFOP(fd, 20), map2, 16); memcpy(WFIFOP(fd, 36), map3, 16); @@ -4213,14 +4215,14 @@ int clif_skill_estimation(struct map_session_data *sd, * 状態異常アイコン/メッセージ表示 *------------------------------------------ */ -int clif_status_change(struct block_list *bl, int type, int flag) +int clif_status_change(struct block_list *bl, StatusChange type, int flag) { unsigned char buf[16]; nullpo_retr(0, bl); WBUFW(buf, 0) = 0x0196; - WBUFW(buf, 2) = type; + WBUFW(buf, 2) = uint16_t(type); WBUFL(buf, 4) = bl->id; WBUFB(buf, 8) = flag; clif_send(buf, packet_len_table[0x196], bl, AREA); @@ -4611,7 +4613,7 @@ int clif_item_repair_list(struct map_session_data *sd) * アイテムによる一時的なスキル効果 *------------------------------------------ */ -int clif_item_skill(struct map_session_data *sd, int skillid, int skilllv, +int clif_item_skill(struct map_session_data *sd, SkillID skillid, int skilllv, const char *name) { int range, fd; @@ -4620,7 +4622,7 @@ int clif_item_skill(struct map_session_data *sd, int skillid, int skilllv, fd = sd->fd; WFIFOW(fd, 0) = 0x147; - WFIFOW(fd, 2) = skillid; + WFIFOW(fd, 2) = uint16_t(skillid); WFIFOW(fd, 4) = skill_get_inf(skillid); WFIFOW(fd, 6) = 0; WFIFOW(fd, 8) = skilllv; @@ -5195,31 +5197,31 @@ int clif_autospell(struct map_session_data *sd, int skilllv) WFIFOW(fd, 0) = 0x1cd; if (skilllv > 0 && pc_checkskill(sd, MG_NAPALMBEAT) > 0) - WFIFOL(fd, 2) = MG_NAPALMBEAT; + WFIFOL(fd, 2) = uint16_t(MG_NAPALMBEAT); else WFIFOL(fd, 2) = 0x00000000; if (skilllv > 1 && pc_checkskill(sd, MG_COLDBOLT) > 0) - WFIFOL(fd, 6) = MG_COLDBOLT; + WFIFOL(fd, 6) = uint16_t(MG_COLDBOLT); else WFIFOL(fd, 6) = 0x00000000; if (skilllv > 1 && pc_checkskill(sd, MG_FIREBOLT) > 0) - WFIFOL(fd, 10) = MG_FIREBOLT; + WFIFOL(fd, 10) = uint16_t(MG_FIREBOLT); else WFIFOL(fd, 10) = 0x00000000; if (skilllv > 1 && pc_checkskill(sd, MG_LIGHTNINGBOLT) > 0) - WFIFOL(fd, 14) = MG_LIGHTNINGBOLT; + WFIFOL(fd, 14) = uint16_t(MG_LIGHTNINGBOLT); else WFIFOL(fd, 14) = 0x00000000; if (skilllv > 4 && pc_checkskill(sd, MG_SOULSTRIKE) > 0) - WFIFOL(fd, 18) = MG_SOULSTRIKE; + WFIFOL(fd, 18) = uint16_t(MG_SOULSTRIKE); else WFIFOL(fd, 18) = 0x00000000; if (skilllv > 7 && pc_checkskill(sd, MG_FIREBALL) > 0) - WFIFOL(fd, 22) = MG_FIREBALL; + WFIFOL(fd, 22) = uint16_t(MG_FIREBALL); else WFIFOL(fd, 22) = 0x00000000; if (skilllv > 9 && pc_checkskill(sd, MG_FROSTDIVER) > 0) - WFIFOL(fd, 26) = MG_FROSTDIVER; + WFIFOL(fd, 26) = uint16_t(MG_FROSTDIVER); else WFIFOL(fd, 26) = 0x00000000; @@ -5922,7 +5924,7 @@ void clif_parse_QuitGame(int fd, struct map_session_data *sd) && (sd->opt1 || (sd->opt2 && !(night_flag == 1 && sd->opt2 == STATE_BLIND)))) || sd->skilltimer != -1 || (DIFF_TICK(tick, sd->canact_tick) < 0) - || (sd->sc_data && sd->sc_data[SC_DANCING].timer != -1 + || (sd->sc_data[SC_DANCING].timer != -1 && sd->sc_data[SC_DANCING].val4 && (sg = (struct skill_unit_group *) sd->sc_data[SC_DANCING].val2) && sg->src_id == sd->bl.id)) @@ -6078,7 +6080,7 @@ void clif_parse_GlobalMessage(int fd, struct map_session_data *sd) } if (is_atcommand(fd, sd, message, 0) != AtCommand_None - || (sd->sc_data && (sd->sc_data[SC_BERSERK].timer != -1 //バーサーク時は会話も不可 + || ((sd->sc_data[SC_BERSERK].timer != -1 //バーサーク時は会話も不可 || sd->sc_data[SC_NOCHAT].timer != -1)))//チャット禁止 { free(buf); @@ -6214,7 +6216,7 @@ void clif_parse_Emotion(int fd, struct map_session_data *sd) clif_send(buf, packet_len_table[0xc0], &sd->bl, AREA); } else - clif_skill_fail(sd, 1, 0, 1); + clif_skill_fail(sd, SkillID::ONE, 0, 1); } /*========================================== @@ -6248,7 +6250,7 @@ void clif_parse_ActionRequest(int fd, struct map_session_data *sd) return; } if (sd->npc_id != 0 || sd->opt1 > 0 || sd->status.option & 2 || sd->state.storage_open || - (sd->sc_data && (sd->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター + ((sd->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター sd->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り sd->sc_data[SC_DANCING].timer != -1))) return; @@ -6273,7 +6275,7 @@ void clif_parse_ActionRequest(int fd, struct map_session_data *sd) { if (DIFF_TICK(tick, sd->canact_tick) < 0) { - clif_skill_fail(sd, 1, 4, 0); + clif_skill_fail(sd, SkillID::ONE, 4, 0); return; } } @@ -6370,7 +6372,7 @@ void clif_parse_Wis(int fd, struct map_session_data *sd) } if (is_atcommand(fd, sd, message, 0) != AtCommand_None - || (sd->sc_data && (sd->sc_data[SC_BERSERK].timer != -1 + || ((sd->sc_data[SC_BERSERK].timer != -1 || sd->sc_data[SC_NOCHAT].timer != -1))) { free(buf); @@ -6483,7 +6485,7 @@ void clif_parse_TakeItem(int fd, struct map_session_data *sd) return; } - if (sd->npc_id != 0 || sd->opt1 > 0 || (sd->sc_data && + if (sd->npc_id != 0 || sd->opt1 > 0 || ( (sd->sc_data[SC_TRICKDEAD].timer != -1 || //死んだふり sd->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り sd->sc_data[SC_BERSERK].timer != -1 || //バーサーク @@ -6525,7 +6527,7 @@ void clif_parse_DropItem(int fd, struct map_session_data *sd) return; } if (sd->npc_id != 0 || sd->opt1 > 0 || - (sd->sc_data && (sd->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター + ((sd->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター sd->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り sd->sc_data[SC_BERSERK].timer != -1))) //バーサーク { @@ -6553,7 +6555,7 @@ void clif_parse_UseItem(int fd, struct map_session_data *sd) clif_clearchar_area(&sd->bl, 1); return; } - if (sd->npc_id != 0 || sd->opt1 > 0 || (sd->sc_data && + if (sd->npc_id != 0 || sd->opt1 > 0 || ( (sd->sc_data[SC_TRICKDEAD].timer != -1 || //死んだふり sd->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り sd->sc_data[SC_BERSERK].timer != -1 || //バーサーク @@ -6585,8 +6587,7 @@ void clif_parse_EquipItem(int fd, struct map_session_data *sd) index = RFIFOW(fd, 2) - 2; if (sd->npc_id != 0) return; - if (sd->sc_data - && (sd->sc_data[SC_BLADESTOP].timer != -1 + if ((sd->sc_data[SC_BLADESTOP].timer != -1 || sd->sc_data[SC_BERSERK].timer != -1)) return; @@ -6624,14 +6625,11 @@ void clif_parse_UnequipItem(int fd, struct map_session_data *sd) return; } index = RFIFOW(fd, 2) - 2; - if (sd->status.inventory[index].broken == 1 && sd->sc_data - && sd->sc_data[SC_BROKNWEAPON].timer != -1) + if (sd->status.inventory[index].broken == 1 && sd->sc_data[SC_BROKNWEAPON].timer != -1) skill_status_change_end(&sd->bl, SC_BROKNWEAPON, -1); - if (sd->status.inventory[index].broken == 1 && sd->sc_data - && sd->sc_data[SC_BROKNARMOR].timer != -1) + if (sd->status.inventory[index].broken == 1 && sd->sc_data[SC_BROKNARMOR].timer != -1) skill_status_change_end(&sd->bl, SC_BROKNARMOR, -1); - if (sd->sc_data - && (sd->sc_data[SC_BLADESTOP].timer != -1 + if ((sd->sc_data[SC_BLADESTOP].timer != -1 || sd->sc_data[SC_BERSERK].timer != -1)) return; @@ -6786,7 +6784,7 @@ void clif_parse_TradeRequest(int fd, struct map_session_data *sd) trade_traderequest(sd, RFIFOL(sd->fd, 2)); } else - clif_skill_fail(sd, 1, 0, 0); + clif_skill_fail(sd, SkillID::ONE, 0, 0); } /*========================================== @@ -6933,7 +6931,7 @@ void clif_parse_StatusUp(int fd, struct map_session_data *sd) static void clif_parse_SkillUp(int fd, struct map_session_data *sd) { - pc_skillup(sd, RFIFOW(fd, 2)); + pc_skillup(sd, SkillID(RFIFOW(fd, 2))); } /*========================================== @@ -6943,7 +6941,7 @@ void clif_parse_SkillUp(int fd, struct map_session_data *sd) static void clif_parse_UseSkillToId(int fd, struct map_session_data *sd) { - int skillnum, skilllv, lv, target_id; + int skilllv, lv, target_id; unsigned int tick = gettick(); nullpo_retv(sd); @@ -6954,7 +6952,7 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd) return; skilllv = RFIFOW(fd, 2); - skillnum = RFIFOW(fd, 4); + SkillID skillnum = SkillID(RFIFOW(fd, 4)); target_id = RFIFOL(fd, 6); if (sd->skilltimer != -1) @@ -6975,7 +6973,7 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd) return; if (sd->invincible_timer != -1) pc_delinvincibletimer(sd); - if (sd->skillitem >= 0 && sd->skillitem == skillnum) + if (sd->skillitem != SkillID::NEGATIVE && sd->skillitem == skillnum) { if (skilllv != sd->skillitemlv) skilllv = sd->skillitemlv; @@ -6983,12 +6981,13 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd) } else { - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; if (skillnum == MO_EXTREMITYFIST) { if ((sd->sc_data[SC_COMBO].timer == -1 - || (sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH - && sd->sc_data[SC_COMBO].val1 != CH_CHAINCRUSH))) + || (sd->sc_data[SC_COMBO].val1_sk() != MO_COMBOFINISH + && sd->sc_data[SC_COMBO].val1_sk() != CH_CHAINCRUSH))) { if (!sd->state.skill_flag) { @@ -7021,7 +7020,7 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd) static void clif_parse_UseSkillToPos(int fd, struct map_session_data *sd) { - int skillnum, skilllv, lv, x, y; + int skilllv, lv, x, y; unsigned int tick = gettick(); int skillmoreinfo; @@ -7036,7 +7035,7 @@ void clif_parse_UseSkillToPos(int fd, struct map_session_data *sd) skillmoreinfo = -1; skilllv = RFIFOW(fd, 2); - skillnum = RFIFOW(fd, 4); + SkillID skillnum = SkillID(RFIFOW(fd, 4)); x = RFIFOW(fd, 6); y = RFIFOW(fd, 8); if (RFIFOW(fd, 0) == 0x190) @@ -7067,7 +7066,7 @@ void clif_parse_UseSkillToPos(int fd, struct map_session_data *sd) return; if (sd->invincible_timer != -1) pc_delinvincibletimer(sd); - if (sd->skillitem >= 0 && sd->skillitem == skillnum) + if (sd->skillitem != SkillID::NEGATIVE && sd->skillitem == skillnum) { if (skilllv != sd->skillitemlv) skilllv = sd->skillitemlv; @@ -7075,7 +7074,8 @@ void clif_parse_UseSkillToPos(int fd, struct map_session_data *sd) } else { - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; if ((lv = pc_checkskill(sd, skillnum)) > 0) { if (skilllv > lv) @@ -7099,7 +7099,7 @@ void clif_parse_UseSkillMap(int fd, struct map_session_data *sd) if (sd->chatID) return; - if (sd->npc_id != 0 || (sd->sc_data && + if (sd->npc_id != 0 || ( (sd->sc_data[SC_TRICKDEAD].timer != -1 || sd->sc_data[SC_BERSERK].timer != -1 || sd->sc_data[SC_NOCHAT].timer != -1 || @@ -7110,7 +7110,8 @@ void clif_parse_UseSkillMap(int fd, struct map_session_data *sd) if (sd->invincible_timer != -1) pc_delinvincibletimer(sd); - skill_castend_map(sd, RFIFOW(fd, 2), (const char *)RFIFOP(fd, 4)); + SkillID skill_id = SkillID(RFIFOW(fd, 2)); + skill_castend_map(sd, skill_id, (const char *)RFIFOP(fd, 4)); } /*========================================== @@ -7225,7 +7226,8 @@ void clif_parse_ItemIdentify(int fd, struct map_session_data *sd) static void clif_parse_AutoSpell(int fd, struct map_session_data *sd) { - skill_autospell(sd, RFIFOW(fd, 2)); + SkillID skill_id = SkillID(RFIFOW(fd, 2)); + skill_autospell(sd, skill_id); } /*========================================== @@ -7416,7 +7418,7 @@ void clif_parse_CreateParty(int fd, struct map_session_data *sd) party_create(sd, (const char *)RFIFOP(fd, 2)); } else - clif_skill_fail(sd, 1, 0, 4); + clif_skill_fail(sd, SkillID::ONE, 0, 4); } /*========================================== @@ -7440,7 +7442,7 @@ void clif_parse_CreateParty2(int fd, struct map_session_data *sd) party_create(sd, (const char *)RFIFOP(fd, 2)); } else - clif_skill_fail(sd, 1, 0, 4); + clif_skill_fail(sd, SkillID::ONE, 0, 4); } /*========================================== @@ -7474,7 +7476,7 @@ void clif_parse_ReplyPartyInvite(int fd, struct map_session_data *sd) else { party_reply_invite(sd, RFIFOL(fd, 2), 0); - clif_skill_fail(sd, 1, 0, 4); + clif_skill_fail(sd, SkillID::ONE, 0, 4); } } @@ -7532,7 +7534,7 @@ void clif_parse_PartyMessage(int fd, struct map_session_data *sd) } if (is_atcommand(fd, sd, message, 0) != AtCommand_None - || (sd->sc_data && (sd->sc_data[SC_BERSERK].timer != -1 //バーサーク時は会話も不可 + || ((sd->sc_data[SC_BERSERK].timer != -1 //バーサーク時は会話も不可 || sd->sc_data[SC_NOCHAT].timer != -1))) //チャット禁止 { free(buf); diff --git a/src/map/clif.hpp b/src/map/clif.hpp index c3d2555..2214e48 100644 --- a/src/map/clif.hpp +++ b/src/map/clif.hpp @@ -121,31 +121,31 @@ int clif_npc_class_change(struct block_list *bl, int npc_class, int type); int clif_mob_class_change(struct mob_data *md, int mob_class); int clif_mob_equip(struct mob_data *md, int nameid); // [Valaris] -int clif_skillinfo(struct map_session_data *sd, int skillid, int type, +int clif_skillinfo(struct map_session_data *sd, SkillID skillid, int type, int range); int clif_skillinfoblock(struct map_session_data *sd); -int clif_skillup(struct map_session_data *sd, int skill_num); +int clif_skillup(struct map_session_data *sd, SkillID skill_num); int clif_skillcasting(struct block_list *bl, int src_id, int dst_id, int dst_x, int dst_y, - int skill_num, int casttime); + SkillID skill_num, int casttime); int clif_skillcastcancel(struct block_list *bl); -int clif_skill_fail(struct map_session_data *sd, int skill_id, int type, +int clif_skill_fail(struct map_session_data *sd, SkillID skill_id, int type, int btype); int clif_skill_damage(struct block_list *src, struct block_list *dst, unsigned int tick, int sdelay, int ddelay, int damage, - int div, int skill_id, int skill_lv, int type); + int div, SkillID skill_id, int skill_lv, int type); int clif_skill_damage2(struct block_list *src, struct block_list *dst, unsigned int tick, int sdelay, int ddelay, - int damage, int div, int skill_id, int skill_lv, + int damage, int div, SkillID skill_id, int skill_lv, int type); int clif_skill_nodamage(struct block_list *src, struct block_list *dst, - int skill_id, int heal, int fail); -int clif_skill_poseffect(struct block_list *src, int skill_id, int val, + SkillID skill_id, int heal, int fail); +int clif_skill_poseffect(struct block_list *src, SkillID skill_id, int val, int x, int y, int tick); int clif_skill_estimation(struct map_session_data *sd, struct block_list *dst); -int clif_skill_warppoint(struct map_session_data *sd, int skill_num, +int clif_skill_warppoint(struct map_session_data *sd, SkillID skill_num, const char *map1, const char *map2, const char *map3, const char *map4); int clif_skill_memo(struct map_session_data *sd, int flag); @@ -166,7 +166,8 @@ int clif_bladestop(struct block_list *src, struct block_list *dst, int boolean); int clif_changemapcell(int m, int x, int y, int cell_type, int type); -int clif_status_change(struct block_list *bl, int type, int flag); +int clif_status_change(struct block_list *bl, + StatusChange type, int flag); int clif_wis_message(int fd, const char *nick, const char *mes, int mes_len); int clif_wis_end(int fd, int flag); @@ -189,7 +190,7 @@ int clif_item_identify_list(struct map_session_data *sd); int clif_item_identified(struct map_session_data *sd, int idx, int flag); int clif_item_repair_list(struct map_session_data *sd); -int clif_item_skill(struct map_session_data *sd, int skillid, int skilllv, +int clif_item_skill(struct map_session_data *sd, SkillID skillid, int skilllv, const char *name); int clif_mvp_effect(struct map_session_data *sd); diff --git a/src/map/magic-expr.cpp b/src/map/magic-expr.cpp index 7207afc..a53f939 100644 --- a/src/map/magic-expr.cpp +++ b/src/map/magic-expr.cpp @@ -553,12 +553,13 @@ static int fun_is_in(env_t * env, int args_nr, val_t * result, val_t * args) static int fun_skill(env_t * env, int args_nr, val_t * result, val_t * args) { if (ETY(0) != BL_PC + // don't convert to enum until after the range check || ARGINT(1) < 0 - || ARGINT(1) >= MAX_SKILL - || ARGPC(0)->status.skill[ARGINT(1)].id != ARGINT(1)) + || ARGINT(1) >= uint16_t(MAX_SKILL) + || ARGPC(0)->status.skill[SkillID(ARGINT(1))].id != SkillID(ARGINT(1))) RESULTINT = 0; else - RESULTINT = ARGPC(0)->status.skill[ARGINT(1)].lv; + RESULTINT = ARGPC(0)->status.skill[SkillID(ARGINT(1))].lv; return 0; } @@ -974,7 +975,8 @@ fun_running_status_update(env_t * env, int args_nr, val_t * result, if (ETY(0) != BL_PC && ETY(0) != BL_MOB) return 1; - RESULTINT = battle_get_sc_data(ARGENTITY(0))[ARGINT(1)].timer != -1; + StatusChange sc = StatusChange(ARGINT(1)); + RESULTINT = battle_get_sc_data(ARGENTITY(0))[sc].timer != -1; return 0; } diff --git a/src/map/magic-interpreter.hpp b/src/map/magic-interpreter.hpp index 39a057c..2414a7a 100644 --- a/src/map/magic-interpreter.hpp +++ b/src/map/magic-interpreter.hpp @@ -405,7 +405,7 @@ typedef struct cont_activation_record typedef struct status_change_ref { - int sc_type; + StatusChange sc_type; int bl_id; } status_change_ref_t; diff --git a/src/map/magic-stmt.cpp b/src/map/magic-stmt.cpp index b98130e..859d2cd 100644 --- a/src/map/magic-stmt.cpp +++ b/src/map/magic-stmt.cpp @@ -112,21 +112,22 @@ void spell_free_invocation(invocation_t * invocation) } static void -char_set_weapon_icon(character_t * subject, int count, int icon, int look) +char_set_weapon_icon(character_t * subject, int count, + StatusChange icon, int look) { - const int old_icon = subject->attack_spell_icon_override; + const StatusChange old_icon = subject->attack_spell_icon_override; subject->attack_spell_icon_override = icon; subject->attack_spell_look_override = look; - if (old_icon && old_icon != icon) + if (old_icon != StatusChange::ZERO && old_icon != icon) clif_status_change(&subject->bl, old_icon, 0); clif_fixpcpos(subject); if (count) { clif_changelook(&subject->bl, LOOK_WEAPON, look); - if (icon) + if (icon != StatusChange::ZERO) clif_status_change(&subject->bl, icon, 1); } else @@ -157,9 +158,8 @@ static void char_set_attack_info(character_t * subject, int speed, int range) void magic_stop_completely(character_t * c) { - int i; // Zap all status change references to spells - for (i = 0; i < MAX_STATUSCHANGE; i++) + for (StatusChange i : erange(StatusChange(), MAX_STATUSCHANGE)) c->sc_data[i].spell_invocation = 0; while (c->active_spells) @@ -172,7 +172,7 @@ void magic_stop_completely(character_t * c) if (attack_spell) spell_free_invocation(attack_spell); c->attack_spell_override = 0; - char_set_weapon_icon(c, 0, 0, 0); + char_set_weapon_icon(c, 0, StatusChange::ZERO, 0); char_set_attack_info(c, 0, 0); } } @@ -464,7 +464,8 @@ static int op_banish(env_t * env, int args_nr, val_t * args) } static void -record_status_change(invocation_t * invocation, int bl_id, int sc_id) +record_status_change(invocation_t * invocation, int bl_id, + StatusChange sc_id) { int index = invocation->status_change_refs_nr++; status_change_ref_t *cr; @@ -484,12 +485,12 @@ static int op_status_change(env_t * env, int args_nr, val_t * args) ? VAR(VAR_INVOCATION).v.v_int : 0; invocation_t *invocation = (invocation_t *) map_id2bl(invocation_id); - skill_status_effect(subject, ARGINT(1), ARGINT(2), ARGINT(3), - ARGINT(4), ARGINT(5), ARGINT(6), 0, - invocation_id); + skill_status_effect(subject, StatusChange(ARGINT(1)), + ARGINT(2), ARGINT(3), ARGINT(4), ARGINT(5), + ARGINT(6), 0, invocation_id); if (invocation && subject->type == BL_PC) - record_status_change(invocation, subject->id, ARGINT(1)); + record_status_change(invocation, subject->id, StatusChange(ARGINT(1))); return 0; } @@ -498,7 +499,8 @@ static int op_stop_status_change(env_t * env, int args_nr, val_t * args) { entity_t *subject = ARGENTITY(0); - skill_status_change_end(subject, ARGINT(1), -1); + StatusChange sc = StatusChange(ARGINT(1)); + skill_status_change_end(subject, sc, -1); return 0; } @@ -509,7 +511,7 @@ static int op_override_attack(env_t * env, int args_nr, val_t * args) int charges = ARGINT(1); int attack_delay = ARGINT(2); int attack_range = ARGINT(3); - int icon = ARGINT(4); + StatusChange icon = StatusChange(ARGINT(4)); int look = ARGINT(5); int stopattack = ARGINT(6); character_t *subject; @@ -885,8 +887,8 @@ op_t *magic_get_op(char *name, int *index) } void -spell_effect_report_termination(int invocation_id, int bl_id, int sc_id, - int supplanted) +spell_effect_report_termination(int invocation_id, int bl_id, + StatusChange sc_id, int supplanted) { int i; int index = -1; @@ -1578,7 +1580,7 @@ int spell_attack(int caster_id, int target_id) else if (!invocation || caster->attack_spell_charges <= 0) { caster->attack_spell_override = 0; - char_set_weapon_icon(caster, 0, 0, 0); + char_set_weapon_icon(caster, 0, StatusChange::ZERO, 0); char_set_attack_info(caster, 0, 0); if (stop_attack) diff --git a/src/map/magic.hpp b/src/map/magic.hpp index f7e832c..fecb975 100644 --- a/src/map/magic.hpp +++ b/src/map/magic.hpp @@ -40,8 +40,8 @@ void magic_unshroud(character_t * character); * \param supplanted Whether the status_change finished normally (0) or was supplanted by a new status_change (1) */ void -spell_effect_report_termination(int invocation, int bl_id, int sc_id, - int supplanted); +spell_effect_report_termination(int invocation, int bl_id, + StatusChange sc_id, int supplanted); /** * Initialise all spells, read config data diff --git a/src/map/map.cpp b/src/map/map.cpp index a6b8b08..dbdafdc 100644 --- a/src/map/map.cpp +++ b/src/map/map.cpp @@ -688,7 +688,7 @@ int map_delobjectnofree(int id, int type) { fprintf(stderr, "Incorrect type: expected %d, got %d\n", type, object[id]->type); - *((char *) 0) = 0; // break for backtrace + abort(); } map_delblock(object[id]); @@ -1115,7 +1115,7 @@ int map_quit(struct map_session_data *sd) skill_castcancel(&sd->bl, 0); // 詠唱を中断する skill_stop_dancing(&sd->bl, 1); // ダンス/演奏中断 - if (sd->sc_data && sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中の終了はHPを100に + if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中の終了はHPを100に sd->status.hp = 100; skill_status_change_clear(&sd->bl, 1); // ステータス異常を解除する diff --git a/src/map/map.hpp b/src/map/map.hpp index a94b46f..18b1e8d 100644 --- a/src/map/map.hpp +++ b/src/map/map.hpp @@ -7,10 +7,13 @@ #include <time.h> #include <sys/time.h> #include <netinet/in.h> + #include "../common/mmo.hpp" #include "../common/timer.hpp" #include "../common/db.hpp" #include "script.hpp" +#include "mob.t.hpp" +#include "skill.t.hpp" #ifndef MAX # define MAX(x,y) (((x)>(y)) ? (x) : (y)) @@ -31,7 +34,6 @@ #define DAMAGELOG_SIZE 30 #define LOOTITEM_SIZE 10 #define MAX_SKILL_LEVEL 100 -#define MAX_STATUSCHANGE 200 #define MAX_SKILLUNITGROUP 32 #define MAX_MOBSKILLUNITGROUP 8 #define MAX_SKILLUNITGROUPTICKSET 128 @@ -60,11 +62,6 @@ #define OPTION_SCRIBE 0x2000 // [Fate] Auto-logging of nearby comments #define OPTION_CHASEWALK 0x4000 -// Below are special clif_changestatus() IDs reserved for option updates -#define CLIF_OPTION_SC_BASE 0x1000 -#define CLIF_OPTION_SC_INVISIBILITY (CLIF_OPTION_SC_BASE) -#define CLIF_OPTION_SC_SCRIBE (CLIF_OPTION_SC_BASE + 1) - enum { BL_NUL, BL_PC, BL_NPC, BL_MOB, BL_ITEM, BL_CHAT, BL_SKILL, BL_SPELL }; enum @@ -97,6 +94,7 @@ struct status_change { int timer; int val1, val2, val3, val4; + SkillID val1_sk() { return SkillID(val1); } int spell_invocation; /* [Fate] If triggered by a spell, record here */ }; @@ -122,7 +120,8 @@ struct skill_unit_group unsigned int tick; int limit, interval; - int skill_id, skill_lv; + SkillID skill_id; + int skill_lv; int val1, val2; char *valstr; int unit_id; @@ -142,7 +141,8 @@ struct skill_timerskill int target_id; int map; short x, y; - short skill_id, skill_lv; + SkillID skill_id; + short skill_lv; int type; int flag; }; @@ -247,7 +247,8 @@ struct map_session_data struct invocation *active_spells; // [Fate] Singly-linked list of active spells linked to this PC int attack_spell_override; // [Fate] When an attack spell is active for this player, they trigger it // like a weapon. Check pc_attack_timer() for details. - short attack_spell_icon_override; // Weapon equipment slot (slot 4) item override + // Weapon equipment slot (slot 4) item override + StatusChange attack_spell_icon_override; short attack_spell_look_override; // Weapon `look' (attack animation) override short attack_spell_charges; // [Fate] Remaining number of charges for the attack spell short attack_spell_delay; // [Fate] ms delay after spell attack @@ -259,10 +260,14 @@ struct map_session_data int skilltimer; int skilltarget; short skillx, skilly; - short skillid, skilllv; - short skillitem, skillitemlv; - short skillid_old, skilllv_old; - short skillid_dance, skilllv_dance; + SkillID skillid; + short skilllv; + SkillID skillitem; + short skillitemlv; + SkillID skillid_old; + short skilllv_old; + SkillID skillid_dance; + short skilllv_dance; struct skill_unit_group skillunit[MAX_SKILLUNITGROUP]; struct skill_unit_group_tickset skillunittick[MAX_SKILLUNITGROUPTICKSET]; struct skill_timerskill skilltimerskill[MAX_SKILLTIMERSKILL]; @@ -295,13 +300,13 @@ struct map_session_data int atk_ele, def_ele, star, overrefine; int castrate, hprate, sprate, dsprate; int addele[10], addrace[12], addsize[3], subele[10], subrace[12]; - int addeff[10], addeff2[10], reseff[10]; + earray<int, BadSC, BadSC::COUNT> addeff, addeff2, reseff; int watk_, watk_2, atkmods_[3], addele_[10], addrace_[12], addsize_[3]; //二刀流のために追加 int atk_ele_, star_, overrefine_; //二刀流のために追加 int base_atk, atk_rate; int arrow_atk, arrow_ele, arrow_cri, arrow_hit, arrow_range; - int arrow_addele[10], arrow_addrace[12], arrow_addsize[3], - arrow_addeff[10], arrow_addeff2[10]; + int arrow_addele[10], arrow_addrace[12], arrow_addsize[3]; + earray<int, BadSC, BadSC::COUNT> arrow_addeff, arrow_addeff2; int nhealhp, nhealsp, nshealhp, nshealsp, nsshealhp, nsshealsp; int aspd_rate, speed_rate, hprecov_rate, sprecov_rate, critical_def, double_rate; @@ -331,7 +336,8 @@ struct map_session_data int double_add_rate, speed_add_rate, aspd_add_rate, perfect_hit_add, get_zeny_add_num; short splash_range, splash_add_range; - short autospell_id, autospell_lv, autospell_rate; + SkillID autospell_id; + short autospell_lv, autospell_rate; short hp_drain_rate, hp_drain_per, sp_drain_rate, sp_drain_per; short hp_drain_rate_, hp_drain_per_, sp_drain_rate_, sp_drain_per_; int short_weapon_damage_return, long_weapon_damage_return; @@ -354,7 +360,7 @@ struct map_session_data int regstr_num; struct script_regstr *regstr; - struct status_change sc_data[MAX_STATUSCHANGE]; + earray<struct status_change, StatusChange, MAX_STATUSCHANGE> sc_data; short sc_count; struct square dev; @@ -378,7 +384,9 @@ struct map_session_data char eventqueue[MAX_EVENTQUEUE][50]; int eventtimer[MAX_EVENTTIMER]; - int last_skillid, last_skilllv; // Added by RoVeRT + SkillID last_skillid; + int last_skilllv; + struct { char name[24]; @@ -490,7 +498,7 @@ struct mob_data struct { unsigned state:8; - unsigned skillstate:8; + MSS skillstate; unsigned targettype:1; unsigned steal_flag:1; unsigned steal_coin_flag:1; @@ -519,7 +527,7 @@ struct mob_data struct item *lootitem; short lootitem_count; - struct status_change sc_data[MAX_STATUSCHANGE]; + earray<struct status_change, StatusChange, MAX_STATUSCHANGE> sc_data; short sc_count; short opt1, opt2, opt3, option; short min_chase; @@ -529,7 +537,8 @@ struct mob_data int skilltimer; int skilltarget; short skillx, skilly; - short skillid, skilllv, skillidx; + SkillID skillid; + short skilllv, skillidx; unsigned int skilldelay[MAX_MOBSKILL]; int def_ele; int master_id, master_dist; diff --git a/src/map/mob.cpp b/src/map/mob.cpp index 8d58cb9..d1f431f 100644 --- a/src/map/mob.cpp +++ b/src/map/mob.cpp @@ -40,14 +40,21 @@ struct mob_db mob_db[2001]; * Local prototype declaration (only required thing) *------------------------------------------ */ -static int distance(int, int, int, int); -static int mob_makedummymobdb(int); -static void mob_timer(timer_id, tick_t, custom_id_t, custom_data_t); +static +int distance(int, int, int, int); +static +int mob_makedummymobdb(int); +static +void mob_timer(timer_id, tick_t, custom_id_t, custom_data_t); +static int mobskill_deltimer(struct mob_data *md); -int mob_skillid2skillidx(int mob_class, int skillid); +static +int mob_skillid2skillidx(int mob_class, SkillID skillid); +static int mobskill_use_id(struct mob_data *md, struct block_list *target, int skill_idx); -static int mob_unlocktarget(struct mob_data *md, int tick); +static +int mob_unlocktarget(struct mob_data *md, int tick); /*========================================== * Mob is searched with a name. @@ -867,7 +874,7 @@ static int mob_attack(struct mob_data *md, unsigned int tick, int data) //clif_fixmobpos(md); md->state.skillstate = MSS_ATTACK; - if (mobskill_use(md, tick, -2)) // スキル使用 + if (mobskill_use(md, tick, MSC::NEVER_EQUAL)) return 0; md->target_lv = battle_weapon_attack(&md->bl, tbl, tick, 0); @@ -1243,18 +1250,18 @@ int mob_spawn(int id) md->skilltimer = -1; for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; - md->skillid = 0; + md->skillid = SkillID(); md->skilllv = 0; memset(md->dmglog, 0, sizeof(md->dmglog)); if (md->lootitem) - memset(md->lootitem, 0, sizeof(md->lootitem)); + memset(md->lootitem, 0, sizeof(*md->lootitem)); md->lootitem_count = 0; for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++) md->skilltimerskill[i].timer = -1; - for (i = 0; i < MAX_STATUSCHANGE; i++) + for (StatusChange i : erange(StatusChange(), MAX_STATUSCHANGE)) { md->sc_data[i].timer = -1; md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 = @@ -1416,7 +1423,7 @@ int mob_can_reach(struct mob_data *md, struct block_list *bl, int range) int mob_target(struct mob_data *md, struct block_list *bl, int dist) { struct map_session_data *sd; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; short *option; int mode, race; @@ -2015,7 +2022,7 @@ void mob_ai_sub_hard(struct block_list *bl, va_list ap) if (!mob_can_move(md)) // 動けない状態にある return; md->state.skillstate = MSS_CHASE; // 突撃時スキル - mobskill_use(md, tick, -1); + mobskill_use(md, tick, MSC::ANY); // if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tsd->bl.x,tsd->bl.y)<2) ) if (md->timer != -1 && md->state.state != MS_ATTACK && (DIFF_TICK(md->next_walktime, tick) < 0 @@ -2119,7 +2126,7 @@ void mob_ai_sub_hard(struct block_list *bl, va_list ap) if (!mob_can_move(md)) // 動けない状態にある return; md->state.skillstate = MSS_LOOT; // ルート時スキル使用 - mobskill_use(md, tick, -1); + mobskill_use(md, tick, MSC::ANY); // if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) ) if (md->timer != -1 && md->state.state != MS_ATTACK && (DIFF_TICK(md->next_walktime, tick) < 0 @@ -2177,7 +2184,7 @@ void mob_ai_sub_hard(struct block_list *bl, va_list ap) } // It is skill use at the time of /standby at the time of a walk. - if (mobskill_use(md, tick, -1)) + if (mobskill_use(md, tick, MSC::ANY)) return; // 歩行処理 @@ -2540,7 +2547,9 @@ int mob_damage(struct block_list *src, struct mob_data *md, int damage, if (md->bl.prev != NULL) { mob_changestate(md, MS_DEAD, 0); - mobskill_use(md, tick, -1); // It is skill at the time of death. + // It is skill at the time of death. + mobskill_use(md, tick, MSC::ANY); + clif_clearchar_area(&md->bl, 1); map_delblock(&md->bl); mob_setdelayspawn(md->bl.id); @@ -2669,7 +2678,7 @@ int mob_damage(struct block_list *src, struct mob_data *md, int damage, map_freeblock_lock(); mob_changestate(md, MS_DEAD, 0); - mobskill_use(md, tick, -1); // 死亡時スキル + mobskill_use(md, tick, MSC::ANY); memset(tmpsd, 0, sizeof(tmpsd)); memset(pt, 0, sizeof(pt)); @@ -3060,7 +3069,7 @@ int mob_class_change(struct mob_data *md, int *value) for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; - md->skillid = 0; + md->skillid = SkillID(); md->skilllv = 0; if (md->lootitem == NULL && mob_db[mob_class].mode & 0x02) @@ -3384,7 +3393,7 @@ int mob_counttargeted(struct mob_data *md, struct block_list *src, *MOBskillから該当skillidのskillidxを返す *------------------------------------------ */ -int mob_skillid2skillidx(int mob_class, int skillid) +int mob_skillid2skillidx(int mob_class, SkillID skillid) { int i; struct mob_skill *ms = mob_db[mob_class].skill; @@ -3429,20 +3438,18 @@ void mobskill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_ return; md->skilltimer = -1; - //沈黙や状態異常など - if (md->sc_data) - { - if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 - || md->sc_data[SC_ROKISWEIL].timer != -1 - || md->sc_data[SC_STEELBODY].timer != -1) - return; - if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター - return; - if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り - return; - if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク - return; - } + + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return; + if (md->skillid != NPC_EMOTION) md->last_thinktime = tick + battle_get_adelay(&md->bl); @@ -3456,7 +3463,7 @@ void mobskill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_ if (md->skillid == PR_LEXAETERNA) { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); if (sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 @@ -3484,8 +3491,8 @@ void mobskill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_ md->skilldelay[md->skillidx] = tick; if (battle_config.mob_skill_log == 1) - printf("MOB skill castend skill=%d, mob_class = %d\n", md->skillid, - md->mob_class); + printf("MOB skill castend skill=%d, mob_class = %d\n", + uint16_t(md->skillid), md->mob_class); mob_stop_walking(md, 0); switch (skill_get_nk(md->skillid)) @@ -3534,19 +3541,17 @@ void mobskill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data return; md->skilltimer = -1; - if (md->sc_data) - { - if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 - || md->sc_data[SC_ROKISWEIL].timer != -1 - || md->sc_data[SC_STEELBODY].timer != -1) - return; - if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター - return; - if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り - return; - if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク - return; - } + + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return; if (battle_config.monster_skill_reiteration == 0) { @@ -3634,8 +3639,8 @@ void mobskill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data md->skilldelay[md->skillidx] = tick; if (battle_config.mob_skill_log == 1) - printf("MOB skill castend skill=%d, mob_class = %d\n", md->skillid, - md->mob_class); + printf("MOB skill castend skill=%d, mob_class = %d\n", + uint16_t(md->skillid), md->mob_class); mob_stop_walking(md, 0); skill_castend_pos2(&md->bl, md->skillx, md->skilly, md->skillid, @@ -3653,7 +3658,8 @@ int mobskill_use_id(struct mob_data *md, struct block_list *target, { int casttime, range; struct mob_skill *ms; - int skill_id, skill_lv, forcecast = 0; + SkillID skill_id; + int skill_lv, forcecast = 0; nullpo_retr(0, md); nullpo_retr(0, ms = &mob_db[md->mob_class].skill[skill_idx]); @@ -3667,20 +3673,16 @@ int mobskill_use_id(struct mob_data *md, struct block_list *target, skill_id = ms->skill_id; skill_lv = ms->skill_lv; - // 沈黙や異常 - if (md->sc_data) - { - if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 - || md->sc_data[SC_ROKISWEIL].timer != -1 - || md->sc_data[SC_STEELBODY].timer != -1) - return 0; - if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター - return 0; - if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り - return 0; - if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク - return 0; - } + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return 0; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return 0; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return 0; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return 0; if (md->option & 4 && skill_id == TF_HIDING) return 0; @@ -3727,7 +3729,8 @@ int mobskill_use_id(struct mob_data *md, struct block_list *target, if (battle_config.mob_skill_log == 1) printf("MOB skill use target_id=%d skill=%d lv=%d cast=%d, mob_class = %d\n", - target->id, skill_id, skill_lv, casttime, md->mob_class); + target->id, uint16_t(skill_id), skill_lv, + casttime, md->mob_class); if (casttime > 0 || forcecast) { // 詠唱が必要 @@ -3784,7 +3787,7 @@ int mobskill_use_pos(struct mob_data *md, int casttime = 0, range; struct mob_skill *ms; struct block_list bl; - int skill_id, skill_lv; + int skill_lv; nullpo_retr(0, md); nullpo_retr(0, ms = &mob_db[md->mob_class].skill[skill_idx]); @@ -3792,23 +3795,19 @@ int mobskill_use_pos(struct mob_data *md, if (md->bl.prev == NULL) return 0; - skill_id = ms->skill_id; + SkillID skill_id = ms->skill_id; skill_lv = ms->skill_lv; - //沈黙や状態異常など - if (md->sc_data) - { - if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 - || md->sc_data[SC_ROKISWEIL].timer != -1 - || md->sc_data[SC_STEELBODY].timer != -1) - return 0; - if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター - return 0; - if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り - return 0; - if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク - return 0; - } + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return 0; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return 0; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return 0; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return 0; if (md->option & 2) return 0; @@ -3831,7 +3830,8 @@ int mobskill_use_pos(struct mob_data *md, if (battle_config.mob_skill_log == 1) printf("MOB skill use target_pos= (%d,%d) skill=%d lv=%d cast=%d, mob_class = %d\n", - skill_x, skill_y, skill_id, skill_lv, casttime, md->mob_class); + skill_x, skill_y, uint16_t(skill_id), skill_lv, + casttime, md->mob_class); if (casttime > 0) // A cast time is required. clif_skillcasting(&md->bl, @@ -3910,7 +3910,6 @@ struct mob_data *mob_getfriendhpltmaxrate(struct mob_data *md, int rate) static void mob_getfriendstatus_sub(struct block_list *bl, va_list ap) { - int cond1, cond2; struct mob_data **fr, *md, *mmd; int flag = 0; @@ -3921,15 +3920,16 @@ void mob_getfriendstatus_sub(struct block_list *bl, va_list ap) if (mmd->bl.id == bl->id) return; - cond1 = va_arg(ap, int); - cond2 = va_arg(ap, int); + MSC cond1 = va_arg(ap, MSC); + StatusChange cond2 = va_arg(ap, StatusChange); fr = va_arg(ap, struct mob_data **); - if (cond2 == -1) + if (cond2 == StatusChange::ANY_BAD) { - int j; - for (j = SC_STONE; j <= SC_BLIND && !flag; j++) + for (StatusChange j : MAJOR_STATUS_EFFECTS) { flag = (md->sc_data[j].timer != -1); + if (flag) + break; } } else @@ -3939,8 +3939,8 @@ void mob_getfriendstatus_sub(struct block_list *bl, va_list ap) } static -struct mob_data *mob_getfriendstatus(struct mob_data *md, int cond1, - int cond2) +struct mob_data *mob_getfriendstatus(struct mob_data *md, + MSC cond1, StatusChange cond2) { struct mob_data *fr = NULL; const int r = 8; @@ -3957,7 +3957,8 @@ struct mob_data *mob_getfriendstatus(struct mob_data *md, int cond1, * Skill use judging *------------------------------------------ */ -int mobskill_use(struct mob_data *md, unsigned int tick, int event) +int mobskill_use(struct mob_data *md, unsigned int tick, + MSC event, SkillID skill) { struct mob_skill *ms; // struct block_list *target=NULL; @@ -3979,7 +3980,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event) for (int ii = 0; ii < mob_db[md->mob_class].maxskill; ii++) { - int c2 = ms[ii].cond2, flag = 0; + int flag = 0; struct mob_data *fmd = NULL; // ディレイ中 @@ -3987,10 +3988,10 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event) continue; // 状態判定 - if (ms[ii].state >= 0 && ms[ii].state != md->state.skillstate) + if (ms[ii].state != MSS::ANY && ms[ii].state != md->state.skillstate) continue; - // 条件判定 + // Note: these *may* both be MSC::ANY flag = (event == ms[ii].cond1); if (!flag) { @@ -4000,53 +4001,55 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event) flag = 1; break; case MSC_MYHPLTMAXRATE: // HP< maxhp% - flag = (md->hp < max_hp * c2 / 100); + flag = (md->hp < max_hp * ms[ii].cond2i / 100); break; case MSC_MYSTATUSON: // status[num] on case MSC_MYSTATUSOFF: // status[num] off - if (ms[ii].cond2 == -1) + if (ms[ii].cond2sc() == StatusChange::ANY_BAD) { - int j; - for (j = SC_STONE; j <= SC_BLIND && !flag; j++) + for (StatusChange j : MAJOR_STATUS_EFFECTS) { flag = (md->sc_data[j].timer != -1); + if (flag) + break; } } else - flag = (md->sc_data[ms[ii].cond2].timer != -1); + flag = (md->sc_data[ms[ii].cond2sc()].timer != -1); flag ^= (ms[ii].cond1 == MSC_MYSTATUSOFF); break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag = ((fmd = mob_getfriendhpltmaxrate(md, - ms[ii].cond2)) != NULL); + ms[ii].cond2i)) != NULL); break; case MSC_FRIENDSTATUSON: // friend status[num] on case MSC_FRIENDSTATUSOFF: // friend status[num] off flag = ((fmd = mob_getfriendstatus(md, ms[ii].cond1, - ms[ii].cond2)) != NULL); + ms[ii].cond2sc())) != NULL); break; case MSC_NOTINTOWN: // Only outside of towns. flag = !map[md->bl.m].flag.town; break; case MSC_SLAVELT: // slave < num - flag = (mob_countslave(md) < c2); + flag = (mob_countslave(md) < ms[ii].cond2i); break; case MSC_ATTACKPCGT: // attack pc > num - flag = (mob_counttargeted(md, NULL, 0) > c2); + flag = (mob_counttargeted(md, NULL, 0) > ms[ii].cond2i); break; case MSC_SLAVELE: // slave <= num - flag = (mob_countslave(md) <= c2); + flag = (mob_countslave(md) <= ms[ii].cond2i); break; case MSC_ATTACKPCGE: // attack pc >= num - flag = (mob_counttargeted(md, NULL, 0) >= c2); + flag = (mob_counttargeted(md, NULL, 0) >= ms[ii].cond2i); break; case MSC_SKILLUSED: // specificated skill used - flag = ((event & 0xffff) == MSC_SKILLUSED - && ((event >> 16) == c2 || c2 == 0)); + flag = (event == MSC_SKILLUSED + && (skill == ms[ii].cond2sk() + || ms[ii].cond2sk() == SkillID::ZERO)); break; } } @@ -4089,8 +4092,9 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event) // 自分の周囲 if (ms[ii].target >= MST_AROUND1) { - int bx = x, by = y, i = 0, c, m = bl->m, r = - ms[i].target - MST_AROUND1; + int bx = x, by = y, i = 0, c, m = bl->m; + // the enum values for radii are adjacent + int r = int(ms[i].target) - int(MST_AROUND1); do { bx = x + MRAND((r * 2 + 3)) - r; @@ -4109,8 +4113,8 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event) // 相手の周囲 if (ms[ii].target >= MST_AROUND5) { - int bx = x, by = y, i = 0, c, m = bl->m, r = - (ms[i].target - MST_AROUND5) + 1; + int bx = x, by = y, i = 0, c, m = bl->m; + int r = int(ms[i].target) - int(MST_AROUND5) + 1; do { bx = x + MRAND((r * 2 + 1)) - r; @@ -4580,108 +4584,79 @@ static int mob_readskilldb(void) const struct { char str[32]; - int id; + MSC id; } cond1[] = { - { - "always", MSC_ALWAYS}, - { - "myhpltmaxrate", MSC_MYHPLTMAXRATE}, - { - "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE}, - { - "mystatuson", MSC_MYSTATUSON}, - { - "mystatusoff", MSC_MYSTATUSOFF}, - { - "friendstatuson", MSC_FRIENDSTATUSON}, - { - "friendstatusoff", MSC_FRIENDSTATUSOFF}, - { - "notintown", MSC_NOTINTOWN}, - { - "attackpcgt", MSC_ATTACKPCGT}, - { - "attackpcge", MSC_ATTACKPCGE}, - { - "slavelt", MSC_SLAVELT}, - { - "slavele", MSC_SLAVELE}, - { - "closedattacked", MSC_CLOSEDATTACKED}, - { - "longrangeattacked", MSC_LONGRANGEATTACKED}, - { - "skillused", MSC_SKILLUSED}, - { - "casttargeted", MSC_CASTTARGETED},}, cond2[] = + {"always", MSC_ALWAYS}, + {"myhpltmaxrate", MSC_MYHPLTMAXRATE}, + {"friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE}, + {"mystatuson", MSC_MYSTATUSON}, + {"mystatusoff", MSC_MYSTATUSOFF}, + {"friendstatuson", MSC_FRIENDSTATUSON}, + {"friendstatusoff", MSC_FRIENDSTATUSOFF}, + {"notintown", MSC_NOTINTOWN}, + {"attackpcgt", MSC_ATTACKPCGT}, + {"attackpcge", MSC_ATTACKPCGE}, + {"slavelt", MSC_SLAVELT}, + {"slavele", MSC_SLAVELE}, + {"closedattacked", MSC_CLOSEDATTACKED}, + {"longrangeattacked", MSC_LONGRANGEATTACKED}, + {"skillused", MSC_SKILLUSED}, + {"casttargeted", MSC_CASTTARGETED}, + }; + const struct { - { - "anybad", -1}, - { - "stone", SC_STONE}, - { - "freeze", SC_FREEZE}, - { - "stan", SC_STAN}, - { - "sleep", SC_SLEEP}, - { - "poison", SC_POISON}, - { - "curse", SC_CURSE}, - { - "silence", SC_SILENCE}, - { - "confusion", SC_CONFUSION}, - { - "blind", SC_BLIND}, - { - "hiding", SC_HIDING}, - { - "sight", SC_SIGHT},}, state[] = + char str[32]; + StatusChange id; + } cond2[] = { - { - "any", -1}, - { - "idle", MSS_IDLE}, - { - "walk", MSS_WALK}, - { - "attack", MSS_ATTACK}, - { - "dead", MSS_DEAD}, - { - "loot", MSS_LOOT}, - { - "chase", MSS_CHASE},}, target[] = + {"anybad", StatusChange::ANY_BAD}, + {"stone", SC_STONE}, + {"freeze", SC_FREEZE}, + {"stan", SC_STAN}, + {"sleep", SC_SLEEP}, + {"poison", SC_POISON}, + {"curse", SC_CURSE}, + {"silence", SC_SILENCE}, + {"confusion", SC_CONFUSION}, + {"blind", SC_BLIND}, + {"hiding", SC_HIDING}, + {"sight", SC_SIGHT}, + }; + const struct { - { - "target", MST_TARGET}, - { - "self", MST_SELF}, - { - "friend", MST_FRIEND}, - { - "master", MST_MASTER}, - { - "around5", MST_AROUND5}, - { - "around6", MST_AROUND6}, - { - "around7", MST_AROUND7}, - { - "around8", MST_AROUND8}, - { - "around1", MST_AROUND1}, - { - "around2", MST_AROUND2}, - { - "around3", MST_AROUND3}, - { - "around4", MST_AROUND4}, - { - "around", MST_AROUND},}; + char str[32]; + MSS id; + } state[] = + { + {"any", MSS::ANY}, + {"idle", MSS_IDLE}, + {"walk", MSS_WALK}, + {"attack", MSS_ATTACK}, + {"dead", MSS_DEAD}, + {"loot", MSS_LOOT}, + {"chase", MSS_CHASE}, + }; + const struct + { + char str[32]; + MST id; + } target[] = + { + {"target", MST_TARGET}, + {"self", MST_SELF}, + {"friend", MST_FRIEND}, + {"master", MST_MASTER}, + {"around5", MST_AROUND5}, + {"around6", MST_AROUND6}, + {"around7", MST_AROUND7}, + {"around8", MST_AROUND8}, + {"around1", MST_AROUND1}, + {"around2", MST_AROUND2}, + {"around3", MST_AROUND3}, + {"around4", MST_AROUND4}, + {"around", MST_AROUND}, + }; int x; const char *filename[] = { "db/mob_skill_db.txt", "db/mob_skill_db2.txt" }; @@ -4725,7 +4700,7 @@ static int mob_readskilldb(void) } for (i = 0; i < MAX_MOBSKILL; i++) - if ((ms = &mob_db[mob_id].skill[i])->skill_id == 0) + if ((ms = &mob_db[mob_id].skill[i])->skill_id == SkillID::ZERO) break; if (i == MAX_MOBSKILL) { @@ -4734,13 +4709,13 @@ static int mob_readskilldb(void) continue; } - ms->state = atoi(sp[2]); + ms->state = MSS(atoi(sp[2])); for (j = 0; j < sizeof(state) / sizeof(state[0]); j++) { if (strcmp(sp[2], state[j].str) == 0) ms->state = state[j].id; } - ms->skill_id = atoi(sp[3]); + ms->skill_id = SkillID(atoi(sp[3])); ms->skill_lv = atoi(sp[4]); ms->permillage = atoi(sp[5]); @@ -4749,23 +4724,25 @@ static int mob_readskilldb(void) ms->cancel = atoi(sp[8]); if (strcmp(sp[8], "yes") == 0) ms->cancel = 1; - ms->target = atoi(sp[9]); + ms->target = MST(atoi(sp[9])); for (j = 0; j < sizeof(target) / sizeof(target[0]); j++) { if (strcmp(sp[9], target[j].str) == 0) ms->target = target[j].id; } - ms->cond1 = -1; + ms->cond1 = MSC::ANY; for (j = 0; j < sizeof(cond1) / sizeof(cond1[0]); j++) { if (strcmp(sp[10], cond1[j].str) == 0) ms->cond1 = cond1[j].id; } - ms->cond2 = atoi(sp[11]); + // sometimes legitimately an integer + // in fact, with current data it always is. Yay! + ms->cond2i = atoi(sp[11]); for (j = 0; j < sizeof(cond2) / sizeof(cond2[0]); j++) { if (strcmp(sp[11], cond2[j].str) == 0) - ms->cond2 = cond2[j].id; + ms->cond2i = int(cond2[j].id); } ms->val[0] = atoi(sp[12]); ms->val[1] = atoi(sp[13]); diff --git a/src/map/mob.hpp b/src/map/mob.hpp index f1416d7..02197cf 100644 --- a/src/map/mob.hpp +++ b/src/map/mob.hpp @@ -1,18 +1,26 @@ // $Id: mob.h,v 1.4 2004/09/25 05:32:18 MouseJstr Exp $ #ifndef MOB_HPP #define MOB_HPP + +#include "mob.t.hpp" #include "../common/timer.hpp" +#include "skill.t.hpp" + #define MAX_RANDOMMONSTER 3 struct mob_skill { - short state; - short skill_id, skill_lv; + MSS state; + SkillID skill_id; + short skill_lv; short permillage; int casttime, delay; short cancel; - short cond1, cond2; - short target; + MSC cond1; + int cond2i; + StatusChange cond2sc() { return StatusChange(cond2i); } + SkillID cond2sk() { return SkillID(cond2i); }; + MST target; int val[5]; short emotion; }; @@ -48,51 +56,6 @@ struct mob_db }; extern struct mob_db mob_db[]; -enum -{ - MST_TARGET = 0, - MST_SELF, - MST_FRIEND, - MST_MASTER, - MST_AROUND5, - MST_AROUND6, - MST_AROUND7, - MST_AROUND8, - MST_AROUND1, - MST_AROUND2, - MST_AROUND3, - MST_AROUND4, - MST_AROUND = MST_AROUND4, - - MSC_ALWAYS = 0x0000, - MSC_MYHPLTMAXRATE = 0x0001, - MSC_FRIENDHPLTMAXRATE = 0x0010, - MSC_MYSTATUSON = 0x0020, - MSC_MYSTATUSOFF = 0x0021, - MSC_FRIENDSTATUSON = 0x0030, - MSC_FRIENDSTATUSOFF = 0x0031, - MSC_NOTINTOWN = 0x0032, - - MSC_ATTACKPCGT = 0x0100, - MSC_ATTACKPCGE = 0x0101, - MSC_SLAVELT = 0x0110, - MSC_SLAVELE = 0x0111, - MSC_CLOSEDATTACKED = 0x1000, - MSC_LONGRANGEATTACKED = 0x1001, - MSC_SKILLUSED = 0x1010, - MSC_CASTTARGETED = 0x1011, -}; - -enum -{ - MSS_IDLE, // 待機 - MSS_WALK, // 移動 - MSS_ATTACK, // 攻撃 - MSS_DEAD, // 死亡 - MSS_LOOT, // ルート - MSS_CHASE, // 突撃 -}; - int mobdb_searchname(const char *str); int mobdb_checkid(const int id); int mob_once_spawn(struct map_session_data *sd, const char *mapname, @@ -139,7 +102,8 @@ int mob_counttargeted(struct mob_data *md, struct block_list *src, int mob_class_change(struct mob_data *md, int *value); int mob_warp(struct mob_data *md, int m, int x, int y, int type); -int mobskill_use(struct mob_data *md, unsigned int tick, int event); +int mobskill_use(struct mob_data *md, unsigned int tick, + MSC event, SkillID skill=SkillID::ZERO); int mobskill_event(struct mob_data *md, int flag); void mobskill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data); void mobskill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data); diff --git a/src/map/mob.t.hpp b/src/map/mob.t.hpp new file mode 100644 index 0000000..edbbf40 --- /dev/null +++ b/src/map/mob.t.hpp @@ -0,0 +1,93 @@ +#ifndef MOB_T_HPP +#define MOB_T_HPP + +enum class MST +{ + MST_TARGET = 0, +#define MST_TARGET MST::MST_TARGET + MST_SELF, +#define MST_SELF MST::MST_SELF + MST_FRIEND, +#define MST_FRIEND MST::MST_FRIEND + MST_MASTER, +#define MST_MASTER MST::MST_MASTER + MST_AROUND5, +#define MST_AROUND5 MST::MST_AROUND5 + MST_AROUND6, +#define MST_AROUND6 MST::MST_AROUND6 + MST_AROUND7, +#define MST_AROUND7 MST::MST_AROUND7 + MST_AROUND8, +#define MST_AROUND8 MST::MST_AROUND8 + MST_AROUND1, +#define MST_AROUND1 MST::MST_AROUND1 + MST_AROUND2, +#define MST_AROUND2 MST::MST_AROUND2 + MST_AROUND3, +#define MST_AROUND3 MST::MST_AROUND3 + MST_AROUND4, +#define MST_AROUND4 MST::MST_AROUND4 + MST_AROUND = MST_AROUND4, +#define MST_AROUND MST::MST_AROUND +}; + +enum class MSC : uint16_t +{ + // used as something that never compares true + NEVER_EQUAL = 0xfffe, + ANY = 0xffff, + + MSC_ALWAYS = 0x0000, +#define MSC_ALWAYS MSC::MSC_ALWAYS + MSC_MYHPLTMAXRATE = 0x0001, +#define MSC_MYHPLTMAXRATE MSC::MSC_MYHPLTMAXRATE + MSC_FRIENDHPLTMAXRATE = 0x0010, +#define MSC_FRIENDHPLTMAXRATE MSC::MSC_FRIENDHPLTMAXRATE + MSC_MYSTATUSON = 0x0020, +#define MSC_MYSTATUSON MSC::MSC_MYSTATUSON + MSC_MYSTATUSOFF = 0x0021, +#define MSC_MYSTATUSOFF MSC::MSC_MYSTATUSOFF + MSC_FRIENDSTATUSON = 0x0030, +#define MSC_FRIENDSTATUSON MSC::MSC_FRIENDSTATUSON + MSC_FRIENDSTATUSOFF = 0x0031, +#define MSC_FRIENDSTATUSOFF MSC::MSC_FRIENDSTATUSOFF + MSC_NOTINTOWN = 0x0032, +#define MSC_NOTINTOWN MSC::MSC_NOTINTOWN + + MSC_ATTACKPCGT = 0x0100, +#define MSC_ATTACKPCGT MSC::MSC_ATTACKPCGT + MSC_ATTACKPCGE = 0x0101, +#define MSC_ATTACKPCGE MSC::MSC_ATTACKPCGE + MSC_SLAVELT = 0x0110, +#define MSC_SLAVELT MSC::MSC_SLAVELT + MSC_SLAVELE = 0x0111, +#define MSC_SLAVELE MSC::MSC_SLAVELE + MSC_CLOSEDATTACKED = 0x1000, +#define MSC_CLOSEDATTACKED MSC::MSC_CLOSEDATTACKED + MSC_LONGRANGEATTACKED = 0x1001, +#define MSC_LONGRANGEATTACKED MSC::MSC_LONGRANGEATTACKED + MSC_SKILLUSED = 0x1010, +#define MSC_SKILLUSED MSC::MSC_SKILLUSED + MSC_CASTTARGETED = 0x1011, +#define MSC_CASTTARGETED MSC::MSC_CASTTARGETED +}; + +enum class MSS : uint8_t +{ + ANY = 0xff, + + MSS_IDLE = 0, +#define MSS_IDLE MSS::MSS_IDLE + MSS_WALK, +#define MSS_WALK MSS::MSS_WALK + MSS_ATTACK, +#define MSS_ATTACK MSS::MSS_ATTACK + MSS_DEAD, +#define MSS_DEAD MSS::MSS_DEAD + MSS_LOOT, +#define MSS_LOOT MSS::MSS_LOOT + MSS_CHASE, +#define MSS_CHASE MSS::MSS_CHASE +}; + +#endif diff --git a/src/map/pc.cpp b/src/map/pc.cpp index c3f4533..6446044 100644 --- a/src/map/pc.cpp +++ b/src/map/pc.cpp @@ -77,11 +77,12 @@ static int exp_table[14][MAX_LEVEL]; static char statp[255][7]; static struct { - int id; + SkillID id; int max; struct { - short id, lv; + SkillID id; + short lv; } need[6]; } skill_tree[3][MAX_PC_CLASS][100]; @@ -623,7 +624,7 @@ int pc_setequipindex(struct map_session_data *sd) int pc_isequip(struct map_session_data *sd, int n) { struct item_data *item; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; //転生や養子の場合の元の職業を算出する nullpo_retr(0, sd); @@ -673,7 +674,7 @@ int pc_breakweapon(struct map_session_data *sd) return -1; if (sd->unbreakable >= MRAND(100)) return 0; - if (sd->sc_data && sd->sc_data[SC_CP_WEAPON].timer != -1) + if (sd->sc_data[SC_CP_WEAPON].timer != -1) return 0; for (i = 0; i < MAX_INVENTORY; i++) @@ -718,7 +719,7 @@ int pc_breakarmor(struct map_session_data *sd) return -1; if (sd->unbreakable >= MRAND(100)) return 0; - if (sd->sc_data && sd->sc_data[SC_CP_ARMOR].timer != -1) + if (sd->sc_data[SC_CP_ARMOR].timer != -1) return 0; for (i = 0; i < MAX_INVENTORY; i++) @@ -798,7 +799,7 @@ int pc_authok(int id, int login_id2, time_t connect_until_time, sd->attacktimer = -1; sd->followtimer = -1; // [MouseJstr] sd->skilltimer = -1; - sd->skillitem = -1; + sd->skillitem = SkillID::NEGATIVE; sd->skillitemlv = -1; sd->invincible_timer = -1; sd->sg_count = 0; @@ -847,7 +848,7 @@ int pc_authok(int id, int login_id2, time_t connect_until_time, pc_checkitem(sd); // ステータス異常の初期化 - for (int i = 0; i < MAX_STATUSCHANGE; i++) + for (StatusChange i : erange(StatusChange(), MAX_STATUSCHANGE)) { sd->sc_data[i].timer = -1; sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 = @@ -1133,15 +1134,19 @@ int pc_calc_skilltree(struct map_session_data *sd) && pc_isGM(sd) >= battle_config.gm_allskill) { // 全てのスキル - for (i = 1; i < 158; i++) + + // Restoring oritinal values + // This one is probably more correct than the copypasta + for (SkillID i : erange(NV_EMOTE, NPC_PIERCINGATT)) sd->status.skill[i].id = i; - for (i = 210; i < 291; i++) + for (SkillID i : erange(RG_SNATCHER, SA_MONOCELL)) sd->status.skill[i].id = i; - for (i = 304; i < 337; i++) + for (SkillID i : erange(BD_ADAPTATION, SkillID(uint16_t(WE_CALLPARTNER) + 1))) sd->status.skill[i].id = i; if (battle_config.enable_upper_class) - { //confで無効でなければ読み込む - for (i = 355; i < MAX_SKILL; i++) + { + //confで無効でなければ読み込む + for (SkillID i : erange(LK_AURABLADE, MAX_SKILL)) sd->status.skill[i].id = i; } @@ -1152,21 +1157,25 @@ int pc_calc_skilltree(struct map_session_data *sd) do { flag = 0; - for (i = 0;(id = skill_tree[s][c][i].id) > 0; i++) + SkillID id; + for (i = 0; + (id = skill_tree[s][c][i].id) != SkillID::ZERO + && id != SkillID::NEGATIVE; + i++) { int j, f = 1; if (!battle_config.skillfree) { for (j = 0; j < 5; j++) { - if (skill_tree[s][c][i].need[j].id && - pc_checkskill(sd, + if (skill_tree[s][c][i].need[j].id != SkillID::ZERO + && pc_checkskill(sd, skill_tree[s][c][i].need[j].id) < skill_tree[s][c][i].need[j].lv) f = 0; } } - if (f && sd->status.skill[id].id == 0) + if (f && sd->status.skill[id].id == SkillID::ZERO) { sd->status.skill[id].id = id; flag = 1; @@ -1243,7 +1252,7 @@ int pc_calcstatus(struct map_session_data *sd, int first) int b_aspd, b_watk, b_def, b_watk2, b_def2, b_flee2, b_critical, b_attackrange, b_matk1, b_matk2, b_mdef, b_mdef2, b_class; int b_base_atk; - struct skill b_skill[MAX_SKILL]; + earray<struct skill, SkillID, MAX_SKILL> b_skill; int i, bl, index; int skill, aspd_rate, wele, wele_, def_ele, refinedef = 0; int str, dstr, dex; @@ -1263,7 +1272,7 @@ int pc_calcstatus(struct map_session_data *sd, int first) b_max_weight = sd->max_weight; memcpy(b_paramb, &sd->paramb, sizeof(b_paramb)); memcpy(b_parame, &sd->paramc, sizeof(b_parame)); - memcpy(b_skill, &sd->status.skill, sizeof(b_skill)); + b_skill = sd->status.skill; b_hit = sd->hit; b_flee = sd->flee; b_aspd = sd->aspd; @@ -1356,9 +1365,12 @@ int pc_calcstatus(struct map_session_data *sd, int first) memset(sd->addsize_, 0, sizeof(sd->addsize_)); memset(sd->subele, 0, sizeof(sd->subele)); memset(sd->subrace, 0, sizeof(sd->subrace)); - memset(sd->addeff, 0, sizeof(sd->addeff)); - memset(sd->addeff2, 0, sizeof(sd->addeff2)); - memset(sd->reseff, 0, sizeof(sd->reseff)); + for (int& ire : sd->addeff) + ire = 0; + for (int& ire : sd->addeff2) + ire = 0; + for (int& ire : sd->reseff) + ire = 0; memset(&sd->special_state, 0, sizeof(sd->special_state)); memset(sd->weapon_coma_ele, 0, sizeof(sd->weapon_coma_ele)); memset(sd->weapon_coma_race, 0, sizeof(sd->weapon_coma_race)); @@ -1385,8 +1397,10 @@ int pc_calcstatus(struct map_session_data *sd, int first) memset(sd->arrow_addele, 0, sizeof(sd->arrow_addele)); memset(sd->arrow_addrace, 0, sizeof(sd->arrow_addrace)); memset(sd->arrow_addsize, 0, sizeof(sd->arrow_addsize)); - memset(sd->arrow_addeff, 0, sizeof(sd->arrow_addeff)); - memset(sd->arrow_addeff2, 0, sizeof(sd->arrow_addeff2)); + for (int& ire : sd->arrow_addeff) + ire = 0; + for (int& ire : sd->arrow_addeff2) + ire = 0; memset(sd->magic_addele, 0, sizeof(sd->magic_addele)); memset(sd->magic_addrace, 0, sizeof(sd->magic_addrace)); memset(sd->magic_subrace, 0, sizeof(sd->magic_subrace)); @@ -1411,7 +1425,8 @@ int pc_calcstatus(struct map_session_data *sd, int first) sd->speed_add_rate = sd->aspd_add_rate = 100; sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0; sd->splash_range = sd->splash_add_range = 0; - sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0; + sd->autospell_id = SkillID::ZERO; + sd->autospell_lv = sd->autospell_rate = 0; sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = @@ -1922,7 +1937,7 @@ int pc_calcstatus(struct map_session_data *sd, int first) if (sd->hprate != 100) sd->status.max_hp = sd->status.max_hp * sd->hprate / 100; - if (sd->sc_data && sd->sc_data[SC_BERSERK].timer != -1) + if (sd->sc_data[SC_BERSERK].timer != -1) { // バーサーク sd->status.max_hp = sd->status.max_hp * 3; sd->status.hp = sd->status.hp * 3; @@ -2186,8 +2201,13 @@ int pc_calcstatus(struct map_session_data *sd, int first) (sd->sc_data[SC_DONTFORGETME].val3 & 0xffff)) / 100; } - if (sd->sc_data[i = SC_SPEEDPOTION2].timer != -1 || sd->sc_data[i = SC_SPEEDPOTION1].timer != -1 || sd->sc_data[i = SC_SPEEDPOTION0].timer != -1) // 増 速ポーション - aspd_rate -= sd->sc_data[i].val1; + { + StatusChange i; + if (sd->sc_data[i = SC_SPEEDPOTION2].timer != -1 + || sd->sc_data[i = SC_SPEEDPOTION1].timer != -1 + || sd->sc_data[i = SC_SPEEDPOTION0].timer != -1) + aspd_rate -= sd->sc_data[i].val1; + } if (sd->sc_data[SC_HASTE].timer != -1) aspd_rate -= sd->sc_data[SC_HASTE].val1; @@ -2315,7 +2335,7 @@ int pc_calcstatus(struct map_session_data *sd, int first) (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1 * 5)) / 100; } if (sd->sc_data[SC_ENCPOISON].timer != -1) - sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2; + sd->addeff[BadSC::POISON] += sd->sc_data[SC_ENCPOISON].val2; if (sd->sc_data[SC_DANCING].timer != -1) { // 演奏/ダンス使用中 @@ -2391,7 +2411,7 @@ int pc_calcstatus(struct map_session_data *sd, int first) clif_changelook(&sd->bl, LOOK_WEAPON, 0); } - if (memcmp(b_skill, sd->status.skill, sizeof(sd->status.skill)) + if (memcmp(&b_skill, &sd->status.skill, sizeof(sd->status.skill)) || b_attackrange != sd->attackrange) clif_skillinfoblock(sd); // スキル送信 @@ -2910,19 +2930,19 @@ int pc_bonus2(struct map_session_data *sd, int type, int type2, int val) break; case SP_ADDEFF: if (sd->state.lr_flag != 2) - sd->addeff[type2] += val; + sd->addeff[BadSC(type2)] += val; else - sd->arrow_addeff[type2] += val; + sd->arrow_addeff[BadSC(type2)] += val; break; case SP_ADDEFF2: if (sd->state.lr_flag != 2) - sd->addeff2[type2] += val; + sd->addeff2[BadSC(type2)] += val; else - sd->arrow_addeff2[type2] += val; + sd->arrow_addeff2[BadSC(type2)] += val; break; case SP_RESEFF: if (sd->state.lr_flag != 2) - sd->reseff[type2] += val; + sd->reseff[BadSC(type2)] += val; break; case SP_MAGIC_ADDELE: if (sd->state.lr_flag != 2) @@ -3123,7 +3143,7 @@ int pc_bonus3(struct map_session_data *sd, int type, int type2, int type3, case SP_AUTOSPELL: if (sd->state.lr_flag != 2) { - sd->autospell_id = type2; + sd->autospell_id = SkillID(type2); sd->autospell_lv = type3; sd->autospell_rate = val; } @@ -3142,7 +3162,7 @@ int pc_bonus3(struct map_session_data *sd, int type, int type2, int type3, * スクリプトによるスキル所得 *------------------------------------------ */ -int pc_skill(struct map_session_data *sd, int id, int level, int flag) +int pc_skill(struct map_session_data *sd, SkillID id, int level, int flag) { nullpo_retr(0, sd); @@ -4021,7 +4041,7 @@ int pc_steal_coin(struct map_session_data *sd, struct block_list *bl) { int rate, skill; struct mob_data *md = (struct mob_data *) bl; - if (md && !md->state.steal_coin_flag && md->sc_data + if (md && !md->state.steal_coin_flag && md->sc_data[SC_STONE].timer == -1 && md->sc_data[SC_FREEZE].timer == -1) { @@ -4429,7 +4449,7 @@ static void pc_walk(timer_id tid, tick_t tick, custom_id_t id, custom_data_t dat break; } // 被ディボーション検査 - if (sd->sc_data && sd->sc_data[SC_DEVOTION].val1) + if (sd->sc_data[SC_DEVOTION].val1) { skill_devotion2(&sd->bl, sd->sc_data[SC_DEVOTION].val1); } @@ -4617,15 +4637,10 @@ int pc_movepos(struct map_session_data *sd, int dst_x, int dst_y) * スキルの検索 所有していた場合Lvが返る *------------------------------------------ */ -int pc_checkskill(struct map_session_data *sd, int skill_id) +int pc_checkskill(struct map_session_data *sd, SkillID skill_id) { if (sd == NULL) return 0; - if (skill_id >= 10000) - { - // was: guild skills - return 0; - } if (sd->status.skill[skill_id].id == skill_id) return (sd->status.skill[skill_id].lv); @@ -4647,9 +4662,6 @@ int pc_checkallowskill(struct map_session_data *sd) { nullpo_retr(0, sd); - if (sd->sc_data == NULL) - return 0; - if (!(skill_get_weapontype(KN_TWOHANDQUICKEN) & (1 << sd->status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer != -1) { // 2HQ @@ -4787,7 +4799,7 @@ void pc_attack_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t da { struct map_session_data *sd; struct block_list *bl; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; short *opt; int dist, skill, range; int attack_spell_delay; @@ -4828,9 +4840,9 @@ void pc_attack_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t da if ((opt = battle_get_option(bl)) != NULL && *opt & 0x46) return; - if (((sc_data = battle_get_sc_data(bl)) != NULL + if (((sc_data = battle_get_sc_data(bl)) && sc_data[SC_TRICKDEAD].timer != -1) - || ((sc_data = battle_get_sc_data(bl)) != NULL + || ((sc_data = battle_get_sc_data(bl)) && sc_data[SC_BASILICA].timer != -1)) return; @@ -4842,7 +4854,7 @@ void pc_attack_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t da { if (DIFF_TICK(tick, sd->canact_tick) < 0) { - clif_skill_fail(sd, 1, 4, 0); + clif_skill_fail(sd, SkillID::ONE, 4, 0); return; } } @@ -5117,13 +5129,13 @@ int pc_checkbaselevelup(struct map_session_data *sd) static int pc_skillpt_potential(struct map_session_data *sd) { - int skill_id; int potential = 0; #define RAISE_COST(x) (((x)*((x)-1))>>1) - for (skill_id = 0; skill_id < MAX_SKILL; skill_id++) - if (sd->status.skill[skill_id].id != 0 + for (SkillID skill_id = SkillID(); skill_id < MAX_SKILL; + skill_id = SkillID(uint16_t(skill_id) + 1)) + if (sd->status.skill[skill_id].id != SkillID::ZERO && sd->status.skill[skill_id].lv < skill_db[skill_id].max_raise) potential += RAISE_COST(skill_db[skill_id].max_raise) - RAISE_COST(sd->status.skill[skill_id].lv); @@ -5562,11 +5574,11 @@ int pc_statusup2(struct map_session_data *sd, int type, int val) * スキルポイント割り振り *------------------------------------------ */ -int pc_skillup(struct map_session_data *sd, int skill_num) +int pc_skillup(struct map_session_data *sd, SkillID skill_num) { nullpo_retr(0, sd); - if (sd->status.skill[skill_num].id != 0 + if (sd->status.skill[skill_num].id != SkillID::ZERO && sd->status.skill_point >= sd->status.skill[skill_num].lv && sd->status.skill[skill_num].lv < skill_db[skill_num].max_raise) { @@ -5578,7 +5590,7 @@ int pc_skillup(struct map_session_data *sd, int skill_num) clif_updatestatus(sd, SP_SKILLPOINT); clif_skillinfoblock(sd); MAP_LOG_PC(sd, "SKILLUP %d %d %d", - skill_num, sd->status.skill[skill_num].lv, skill_power(sd, skill_num)); + uint16_t(skill_num), sd->status.skill[skill_num].lv, skill_power(sd, skill_num)); } return 0; @@ -5601,25 +5613,35 @@ int pc_allskillup(struct map_session_data *sd) c = s_class.job; s = (s_class.upper == 1) ? 1 : 0; //転生以外は通常のスキル? - for (i = 0; i < MAX_SKILL; i++) - sd->status.skill[i].id = 0; + for (SkillID i : erange(SkillID(), MAX_SKILL)) + sd->status.skill[i].id = SkillID::ZERO; if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) { // 全てのスキル - for (i = 1; i < 158; i++) + + // Note: I restored to the original value, not the new ones. + // However, I left the MAX_SKILL, which was wrong and is fixed. + for (SkillID i : erange(NV_EMOTE, NPC_PIERCINGATT)) sd->status.skill[i].lv = skill_get_max(i); - for (i = 210; i < 291; i++) + // Skip NPC_* + for (SkillID i : erange(RG_SNATCHER, SA_MONOCELL)) sd->status.skill[i].lv = skill_get_max(i); - for (i = 304; i < MAX_SKILL; i++) + // Not sure why these few are skipped though + for (SkillID i : erange(BD_ADAPTATION, MAX_SKILL)) sd->status.skill[i].lv = skill_get_max(i); } else { - for (i = 0;(id = skill_tree[s][c][i].id) > 0; i++) + SkillID id; + for (i = 0; + (id = skill_tree[s][c][i].id) != SkillID::ZERO + && id != SkillID::NEGATIVE; + i++) { - if (sd->status.skill[id].id == 0 && skill_get_inf2(id) & 0x01) + if (sd->status.skill[id].id == SkillID::ZERO + && skill_get_inf2(id) & 0x01) sd->status.skill[id].lv = skill_get_max(id); } } @@ -5634,11 +5656,9 @@ int pc_allskillup(struct map_session_data *sd) */ int pc_resetlvl(struct map_session_data *sd, int type) { - int i; - nullpo_retr(0, sd); - for (i = 1; i < MAX_SKILL; i++) + for (SkillID i : erange(SkillID(1), MAX_SKILL)) { sd->status.skill[i].lv = 0; } @@ -5703,7 +5723,7 @@ int pc_resetlvl(struct map_session_data *sd, int type) clif_updatestatus(sd, SP_UDEX); clif_updatestatus(sd, SP_ULUK); // End Addition - for (i = 0; i < 11; i++) + for (int i = 0; i < 11; i++) { // unequip items that can't be equipped by base 1 [Valaris] if (sd->equip_index[i] >= 0) if (!pc_isequip(sd, sd->equip_index[i])) @@ -5779,13 +5799,13 @@ int pc_resetstate(struct map_session_data *sd) */ int pc_resetskill(struct map_session_data *sd) { - int i, skill; + int skill; nullpo_retr(0, sd); sd->status.skill_point += pc_calc_skillpoint(sd); - for (i = 1; i < MAX_SKILL; i++) + for (SkillID i : erange(SkillID(1), MAX_SKILL)) if ((skill = pc_checkskill(sd, i)) > 0) { sd->status.skill[i].lv = 0; @@ -6337,7 +6357,7 @@ int pc_heal(struct map_session_data *sd, int hp, int sp) sp = 0; } - if (sd->sc_data && sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中は回復させないらしい + if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中は回復させないらしい return 0; if (hp + sd->status.hp > sd->status.max_hp) @@ -6449,7 +6469,7 @@ static int pc_itemheal_effect(struct map_session_data *sd, int hp, int sp) nullpo_retr(0, sd); - if (sd->sc_data && sd->sc_data[SC_GOSPEL].timer != -1) //バーサーク中は回復させないらしい + if (sd->sc_data[SC_GOSPEL].timer != -1) //バーサーク中は回復させないらしい return 0; if (sd->state.potionpitcher_flag) @@ -6773,7 +6793,7 @@ int pc_setcart(struct map_session_data *sd, int type) clif_cart_itemlist(sd); clif_cart_equiplist(sd); clif_updatestatus(sd, SP_CARTINFO); - clif_status_change(&sd->bl, 0x0c, 0); + clif_status_change(&sd->bl, StatusChange::CART, 0); } else { @@ -7543,7 +7563,7 @@ int pc_unequipitem(struct map_session_data *sd, int n, int type) if (!type) pc_checkallowskill(sd); if (sd->weapontype1 == 0 && sd->weapontype2 == 0) - skill_encchant_eremental_end(&sd->bl, -1); //武器持ち誓えは無条件で属性付与解除 + skill_encchant_eremental_end(&sd->bl, StatusChange::NEGATIVE1); } else { @@ -8098,7 +8118,7 @@ static int pc_natural_heal_sp(struct map_session_data *sd) static int pc_spirit_heal_hp(struct map_session_data *sd, int level) { int bonus_hp, interval = battle_config.natural_heal_skill_interval; - struct status_change *sc_data = battle_get_sc_data(&sd->bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(&sd->bl); nullpo_retr(0, sd); @@ -8273,7 +8293,7 @@ static int pc_natural_heal_sub(struct map_session_data *sd, va_list ap) && !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1) { pc_natural_heal_hp(sd); - if (sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅状態ではSPが回復しない + if (sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅状態ではSPが回復しない sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない sd->sc_data[SC_BERSERK].timer == -1 //バーサーク状態ではSPが回復しない ) @@ -8457,7 +8477,7 @@ void pc_setstand(struct map_session_data *sd) { nullpo_retv(sd); - if (sd->sc_data && sd->sc_data[SC_TENSIONRELAX].timer != -1) + if (sd->sc_data[SC_TENSIONRELAX].timer != -1) skill_status_change_end(&sd->bl, SC_TENSIONRELAX, -1); sd->state.dead_sit = 0; @@ -8643,16 +8663,16 @@ int pc_readdb(void) if (j < 13) continue; i = atoi(split[0]); - for (j = 0; skill_tree[0][i][j].id; j++); - skill_tree[0][i][j].id = atoi(split[1]); + for (j = 0; skill_tree[0][i][j].id != SkillID::ZERO; j++); + skill_tree[0][i][j].id = SkillID(atoi(split[1])); skill_tree[0][i][j].max = atoi(split[2]); - skill_tree[2][i][j].id = atoi(split[1]); //養子職は良く分からないので暫定 + skill_tree[2][i][j].id = SkillID(atoi(split[1])); //養子職は良く分からないので暫定 skill_tree[2][i][j].max = atoi(split[2]); //養子職は良く分からないので暫定 for (k = 0; k < 5; k++) { - skill_tree[0][i][j].need[k].id = atoi(split[k * 2 + 3]); + skill_tree[0][i][j].need[k].id = SkillID(atoi(split[k * 2 + 3])); skill_tree[0][i][j].need[k].lv = atoi(split[k * 2 + 4]); - skill_tree[2][i][j].need[k].id = atoi(split[k * 2 + 3]); //養子職は良く分からないので暫定 + skill_tree[2][i][j].need[k].id = SkillID(atoi(split[k * 2 + 3])); //養子職は良く分からないので暫定 skill_tree[2][i][j].need[k].lv = atoi(split[k * 2 + 4]); //養子職は良く分からないので暫定 } } diff --git a/src/map/pc.hpp b/src/map/pc.hpp index 9027694..2f53f8e 100644 --- a/src/map/pc.hpp +++ b/src/map/pc.hpp @@ -45,7 +45,7 @@ int pc_equippoint(struct map_session_data *sd, int n); int pc_breakweapon(struct map_session_data *sd); // weapon breaking [Valaris] int pc_breakarmor(struct map_session_data *sd); // armor breaking [Valaris] -int pc_checkskill(struct map_session_data *sd, int skill_id); +int pc_checkskill(struct map_session_data *sd, SkillID skill_id); int pc_checkallowskill(struct map_session_data *sd); int pc_checkequip(struct map_session_data *sd, int pos); @@ -90,7 +90,7 @@ int pc_calcstatus(struct map_session_data *, int); int pc_bonus(struct map_session_data *, int, int); int pc_bonus2(struct map_session_data *sd, int, int, int); int pc_bonus3(struct map_session_data *sd, int, int, int, int); -int pc_skill(struct map_session_data *, int, int, int); +int pc_skill(struct map_session_data *, SkillID, int, int); int pc_insert_card(struct map_session_data *sd, int idx_card, int idx_equip); @@ -124,7 +124,7 @@ int pc_nextjobafter(struct map_session_data *); // [Valaris] int pc_need_status_point(struct map_session_data *, int); int pc_statusup(struct map_session_data *, int); int pc_statusup2(struct map_session_data *, int, int); -int pc_skillup(struct map_session_data *, int); +int pc_skillup(struct map_session_data *, SkillID); int pc_allskillup(struct map_session_data *); int pc_resetlvl(struct map_session_data *, int type); int pc_resetstate(struct map_session_data *); diff --git a/src/map/script.cpp b/src/map/script.cpp index e2181e2..6ed0863 100644 --- a/src/map/script.cpp +++ b/src/map/script.cpp @@ -3378,10 +3378,10 @@ void builtin_bonus3(ScriptState *st) */ void builtin_skill(ScriptState *st) { - int id, level, flag = 1; + int level, flag = 1; struct map_session_data *sd; - id = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID id = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); level = conv_num(st, &(st->stack->stack_data[st->start + 3])); if (st->end > st->start + 4) flag = conv_num(st, &(st->stack->stack_data[st->start + 4])); @@ -3397,14 +3397,14 @@ void builtin_skill(ScriptState *st) */ void builtin_setskill(ScriptState *st) { - int id, level; + int level; struct map_session_data *sd; - id = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID id = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); level = conv_num(st, &(st->stack->stack_data[st->start + 3])); sd = script_rid2sd(st); - sd->status.skill[id].id = level ? id : 0; + sd->status.skill[id].id = level ? id : SkillID(); sd->status.skill[id].lv = level; clif_skillinfoblock(sd); } @@ -3415,7 +3415,7 @@ void builtin_setskill(ScriptState *st) */ void builtin_getskilllv(ScriptState *st) { - int id = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID id = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); push_val(st->stack, ScriptCode::INT, pc_checkskill(script_rid2sd(st), id)); } @@ -3769,10 +3769,10 @@ void builtin_openstorage(ScriptState *st) */ void builtin_itemskill(ScriptState *st) { - int id, lv; + int lv; struct map_session_data *sd = script_rid2sd(st); - id = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID id = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); lv = conv_num(st, &(st->stack->stack_data[st->start + 3])); const char *str = conv_str(st, &(st->stack->stack_data[st->start + 4])); @@ -4349,8 +4349,8 @@ void builtin_hideonnpc(ScriptState *st) void builtin_sc_start(ScriptState *st) { struct block_list *bl; - int type, tick, val1; - type = conv_num(st, &(st->stack->stack_data[st->start + 2])); + int tick, val1; + StatusChange type = StatusChange(conv_num(st, &(st->stack->stack_data[st->start + 2]))); tick = conv_num(st, &(st->stack->stack_data[st->start + 3])); val1 = conv_num(st, &(st->stack->stack_data[st->start + 4])); if (st->end > st->start + 5) //指定したキャラを状態異常にする @@ -4370,8 +4370,8 @@ void builtin_sc_start(ScriptState *st) void builtin_sc_start2(ScriptState *st) { struct block_list *bl; - int type, tick, val1, per; - type = conv_num(st, &(st->stack->stack_data[st->start + 2])); + int tick, val1, per; + StatusChange type = StatusChange(conv_num(st, &(st->stack->stack_data[st->start + 2]))); tick = conv_num(st, &(st->stack->stack_data[st->start + 3])); val1 = conv_num(st, &(st->stack->stack_data[st->start + 4])); per = conv_num(st, &(st->stack->stack_data[st->start + 5])); @@ -4393,8 +4393,7 @@ void builtin_sc_start2(ScriptState *st) void builtin_sc_end(ScriptState *st) { struct block_list *bl; - int type; - type = conv_num(st, &(st->stack->stack_data[st->start + 2])); + StatusChange type = StatusChange(conv_num(st, &(st->stack->stack_data[st->start + 2]))); bl = map_id2bl(st->rid); if (bl->type == BL_PC && ((struct map_session_data *) bl)->state.potionpitcher_flag) @@ -4407,8 +4406,7 @@ void builtin_sc_end(ScriptState *st) void builtin_sc_check(ScriptState *st) { struct block_list *bl; - int type; - type = conv_num(st, &(st->stack->stack_data[st->start + 2])); + StatusChange type = StatusChange(conv_num(st, &(st->stack->stack_data[st->start + 2]))); bl = map_id2bl(st->rid); if (bl->type == BL_PC && ((struct map_session_data *) bl)->state.potionpitcher_flag) @@ -4426,9 +4424,9 @@ void builtin_getscrate(ScriptState *st) { struct block_list *bl; int sc_def = 100, sc_def_mdef2, sc_def_vit2, sc_def_int2, sc_def_luk2; - int type, rate, luk; + int rate, luk; - type = conv_num(st, &(st->stack->stack_data[st->start + 2])); + StatusChange type = StatusChange(conv_num(st, &(st->stack->stack_data[st->start + 2]))); rate = conv_num(st, &(st->stack->stack_data[st->start + 3])); if (st->end > st->start + 4) //指定したキャラの耐性を計算する bl = map_id2bl(conv_num(st, &(st->stack->stack_data[st->start + 6]))); @@ -5567,15 +5565,17 @@ void builtin_getinventorylist(ScriptState *st) void builtin_getskilllist(ScriptState *st) { struct map_session_data *sd = script_rid2sd(st); - int i, j = 0; + int j = 0; if (!sd) return; - for (i = 0; i < MAX_SKILL; i++) + for (SkillID i : erange(SkillID(), MAX_SKILL)) { - if (sd->status.skill[i].id > 0 && sd->status.skill[i].lv > 0) + if (sd->status.skill[i].id != SkillID::ZERO + && sd->status.skill[i].id != SkillID::NEGATIVE + && sd->status.skill[i].lv > 0) { pc_setreg(sd, add_str("@skilllist_id") + (j << 24), - sd->status.skill[i].id); + uint16_t(sd->status.skill[i].id)); pc_setreg(sd, add_str("@skilllist_lv") + (j << 24), sd->status.skill[i].lv); pc_setreg(sd, add_str("@skilllist_flag") + (j << 24), @@ -5589,7 +5589,7 @@ void builtin_getskilllist(ScriptState *st) void builtin_get_activated_pool_skills(ScriptState *st) { struct map_session_data *sd = script_rid2sd(st); - int pool_skills[MAX_SKILL_POOL]; + SkillID pool_skills[MAX_SKILL_POOL]; int skill_pool_size = skill_pool(sd, pool_skills); int i, count = 0; @@ -5598,12 +5598,12 @@ void builtin_get_activated_pool_skills(ScriptState *st) for (i = 0; i < skill_pool_size; i++) { - int skill_id = pool_skills[i]; + SkillID skill_id = pool_skills[i]; if (sd->status.skill[skill_id].id == skill_id) { pc_setreg(sd, add_str("@skilllist_id") + (count << 24), - sd->status.skill[skill_id].id); + uint16_t(sd->status.skill[skill_id].id)); pc_setreg(sd, add_str("@skilllist_lv") + (count << 24), sd->status.skill[skill_id].lv); pc_setreg(sd, add_str("@skilllist_flag") + (count << 24), @@ -5617,9 +5617,6 @@ void builtin_get_activated_pool_skills(ScriptState *st) } -extern int skill_pool_skills[]; -extern int skill_pool_skills_size; - void builtin_get_unactivated_pool_skills(ScriptState *st) { struct map_session_data *sd = script_rid2sd(st); @@ -5630,12 +5627,12 @@ void builtin_get_unactivated_pool_skills(ScriptState *st) for (i = 0; i < skill_pool_skills_size; i++) { - int skill_id = skill_pool_skills[i]; + SkillID skill_id = skill_pool_skills[i]; if (sd->status.skill[skill_id].id == skill_id && !(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED)) { pc_setreg(sd, add_str("@skilllist_id") + (count << 24), - sd->status.skill[skill_id].id); + uint16_t(sd->status.skill[skill_id].id)); pc_setreg(sd, add_str("@skilllist_lv") + (count << 24), sd->status.skill[skill_id].lv); pc_setreg(sd, add_str("@skilllist_flag") + (count << 24), @@ -5659,12 +5656,12 @@ void builtin_get_pool_skills(ScriptState *st) for (i = 0; i < skill_pool_skills_size; i++) { - int skill_id = skill_pool_skills[i]; + SkillID skill_id = skill_pool_skills[i]; if (sd->status.skill[skill_id].id == skill_id) { pc_setreg(sd, add_str("@skilllist_id") + (count << 24), - sd->status.skill[skill_id].id); + uint16_t(sd->status.skill[skill_id].id)); pc_setreg(sd, add_str("@skilllist_lv") + (count << 24), sd->status.skill[skill_id].lv); pc_setreg(sd, add_str("@skilllist_flag") + (count << 24), @@ -5681,7 +5678,7 @@ void builtin_get_pool_skills(ScriptState *st) void builtin_activate_pool_skill(ScriptState *st) { struct map_session_data *sd = script_rid2sd(st); - int skill_id = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID skill_id = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); skill_pool_activate(sd, skill_id); clif_skillinfoblock(sd); @@ -5691,7 +5688,7 @@ void builtin_activate_pool_skill(ScriptState *st) void builtin_deactivate_pool_skill(ScriptState *st) { struct map_session_data *sd = script_rid2sd(st); - int skill_id = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID skill_id = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); skill_pool_deactivate(sd, skill_id); clif_skillinfoblock(sd); @@ -5701,7 +5698,7 @@ void builtin_deactivate_pool_skill(ScriptState *st) void builtin_check_pool_skill(ScriptState *st) { struct map_session_data *sd = script_rid2sd(st); - int skill_id = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID skill_id = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); push_val(st->stack, ScriptCode::INT, skill_pool_is_activated(sd, skill_id)); @@ -5823,7 +5820,7 @@ void builtin_npcskilleffect(ScriptState *st) { struct npc_data *nd = (struct npc_data *) map_id2bl(st->oid); - int skillid = conv_num(st, &(st->stack->stack_data[st->start + 2])); + SkillID skillid = SkillID(conv_num(st, &(st->stack->stack_data[st->start + 2]))); int skilllv = conv_num(st, &(st->stack->stack_data[st->start + 3])); int x = conv_num(st, &(st->stack->stack_data[st->start + 4])); int y = conv_num(st, &(st->stack->stack_data[st->start + 5])); @@ -6601,7 +6598,7 @@ void run_func(ScriptState *st) { if (battle_config.error_log) printf("run_func : %s? (%d(%d))\n", str_buf + str_data[func].str, - func, str_data[func].type); + func, uint8_t(str_data[func].type)); push_val(st->stack, ScriptCode::INT, 0); } @@ -6728,7 +6725,7 @@ void run_script_main(const ScriptCode *script, int pos_, int rid, int oid, default: if (battle_config.error_log) - printf("unknown command : %d @ %d\n", c, pos_); + printf("unknown command : %d @ %d\n", uint8_t(c), pos_); st->state = END; break; } diff --git a/src/map/skill-pools.cpp b/src/map/skill-pools.cpp index f827427..f363262 100644 --- a/src/map/skill-pools.cpp +++ b/src/map/skill-pools.cpp @@ -24,10 +24,10 @@ #include "memwatch.hpp" #endif -int skill_pool_skills[MAX_POOL_SKILLS]; +SkillID skill_pool_skills[MAX_POOL_SKILLS]; int skill_pool_skills_size = 0; -void skill_pool_register(int id) +void skill_pool_register(SkillID id) { if (skill_pool_skills_size + 1 >= MAX_POOL_SKILLS) { @@ -39,21 +39,13 @@ void skill_pool_register(int id) skill_pool_skills[skill_pool_skills_size++] = id; } -const 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 skill_pool(struct map_session_data *sd, SkillID *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]; + SkillID skill_id = skill_pool_skills[i]; if (sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED) { if (skills) @@ -71,7 +63,7 @@ void skill_pool_empty(struct map_session_data *sd) for (i = 0; i < skill_pool_skills_size; i++) { - int skill_id = skill_pool_skills[i]; + SkillID skill_id = skill_pool_skills[i]; sd->status.skill[skill_id].flags = 0; } } @@ -86,7 +78,7 @@ 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) +int skill_pool_activate(struct map_session_data *sd, SkillID skill_id) { if (sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED) return 0; // Already there @@ -95,26 +87,26 @@ int skill_pool_activate(struct map_session_data *sd, int skill_id) { sd->status.skill[skill_id].flags |= SKILL_POOL_ACTIVATED; pc_calcstatus(sd, 0); - MAP_LOG_PC(sd, "SKILL-ACTIVATE %d %d %d", skill_id, - sd->status.skill[skill_id].lv, skill_power(sd, - skill_id)); + MAP_LOG_PC(sd, "SKILL-ACTIVATE %d %d %d", + uint16_t(skill_id), sd->status.skill[skill_id].lv, + skill_power(sd, skill_id)); return 0; } return 1; // failed } -int skill_pool_is_activated(struct map_session_data *sd, int skill_id) +int skill_pool_is_activated(struct map_session_data *sd, SkillID skill_id) { return sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED; } -int skill_pool_deactivate(struct map_session_data *sd, int skill_id) +int skill_pool_deactivate(struct map_session_data *sd, SkillID 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); + MAP_LOG_PC(sd, "SKILL-DEACTIVATE %d", uint16_t(skill_id)); pc_calcstatus(sd, 0); return 0; } @@ -122,12 +114,12 @@ int skill_pool_deactivate(struct map_session_data *sd, int skill_id) return 1; } -int skill_stat(int skill_id) +int skill_stat(SkillID skill_id) { return skill_db[skill_id].stat; } -int skill_power(struct map_session_data *sd, int skill_id) +int skill_power(struct map_session_data *sd, SkillID skill_id) { int stat = skill_stat(skill_id); int stat_value, skill_value; @@ -149,7 +141,7 @@ int skill_power(struct map_session_data *sd, int skill_id) return result; } -int skill_power_bl(struct block_list *bl, int skill) +int skill_power_bl(struct block_list *bl, SkillID skill) { if (bl->type == BL_PC) return skill_power((struct map_session_data *) bl, skill); diff --git a/src/map/skill.cpp b/src/map/skill.cpp index 4cd0c06..5f0336f 100644 --- a/src/map/skill.cpp +++ b/src/map/skill.cpp @@ -31,234 +31,476 @@ #define STATE_BLIND 0x10 +// This table appears to be wrong /* スキル番号=>ステータス異常番号変換テーブル */ -int SkillStatusChangeTable[] = { /* skill.hのenumのSC_***とあわせること */ -/* 0- */ - -1, -1, -1, -1, -1, -1, +earray<StatusChange, SkillID, MAX_SKILL_DB> SkillStatusChangeTable = +{ + // 0- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_PROVOKE, /* プロボック */ - -1, 1, -1, -/* 10- */ + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 10- SC_SIGHT, /* サイト */ - -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_FREEZE, /* フロストダイバー */ SC_STONE, /* ストーンカース */ - -1, -1, -1, -/* 20- */ - -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 20- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_RUWACH, /* ルアフ */ - -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_INCREASEAGI, /* 速度増加 */ -/* 30- */ + // 30- SC_DECREASEAGI, /* 速度減少 */ - -1, + StatusChange::NEGATIVE1, SC_SIGNUMCRUCIS, /* シグナムクルシス */ SC_ANGELUS, /* エンジェラス */ SC_BLESSING, /* ブレッシング */ - -1, -1, -1, -1, -1, -/* 40- */ - -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 40- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_CONCENTRATE, /* 集中力向上 */ - -1, -1, -1, -1, -/* 50- */ - -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 50- + StatusChange::NEGATIVE1, SC_HIDING, /* ハイディング */ - -1, -1, -1, -1, -1, -1, -1, -1, -/* 60- */ + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 60- SC_TWOHANDQUICKEN, /* 2HQ */ SC_AUTOCOUNTER, - -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_IMPOSITIO, /* インポシティオマヌス */ SC_SUFFRAGIUM, /* サフラギウム */ SC_ASPERSIO, /* アスペルシオ */ SC_BENEDICTIO, /* 聖体降福 */ -/* 70- */ - -1, + // 70- + StatusChange::NEGATIVE1, SC_SLOWPOISON, - -1, + StatusChange::NEGATIVE1, SC_KYRIE, /* キリエエレイソン */ SC_MAGNIFICAT, /* マグニフィカート */ SC_GLORIA, /* グロリア */ SC_DIVINA, /* レックスディビーナ */ - -1, + StatusChange::NEGATIVE1, SC_AETERNA, /* レックスエーテルナ */ - -1, -/* 80- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 90- */ - -1, -1, + StatusChange::NEGATIVE1, + // 80- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 90- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_QUAGMIRE, /* クァグマイア */ - -1, -1, -1, -1, -1, -1, -1, -/* 100- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 110- */ - -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 100- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 110- + StatusChange::NEGATIVE1, SC_ADRENALINE, /* アドレナリンラッシュ */ SC_WEAPONPERFECTION, /* ウェポンパーフェクション */ SC_OVERTHRUST, /* オーバートラスト */ SC_MAXIMIZEPOWER, /* マキシマイズパワー */ - -1, -1, -1, -1, -1, -/* 120- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 130- */ - -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 120- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 130- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_CLOAKING, /* クローキング */ SC_STAN, /* ソニックブロー */ - -1, + StatusChange::NEGATIVE1, SC_ENCPOISON, /* エンチャントポイズン */ SC_POISONREACT, /* ポイズンリアクト */ -/* 140- */ + // 140- SC_POISON, /* ベノムダスト */ SC_SPLASHER, /* ベナムスプラッシャー */ - -1, + StatusChange::NEGATIVE1, SC_TRICKDEAD, /* 死んだふり */ - -1, -1, -1, -1, -1, -1, -/* 150- */ - -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 150- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_LOUD, /* ラウドボイス */ - -1, + StatusChange::NEGATIVE1, SC_ENERGYCOAT, /* エナジーコート */ - -1, -1, -/* 160- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, - -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 160- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 170- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_SELFDESTRUCTION, - -1, -1, -1, -1, -1, -1, - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, - -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 180- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 190- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 200- + StatusChange::NEGATIVE1, SC_KEEPING, - -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_BARRIER, - -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_HALLUCINATION, - -1, -1, -/* 210- */ - -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 210- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, - -1, -/* 220- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 230- */ - -1, -1, -1, -1, + StatusChange::NEGATIVE1, + // 220- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 230- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, - -1, -1, -/* 240- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 240- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_AUTOGUARD, -/* 250- */ - -1, -1, + // 250- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_REFLECTSHIELD, - -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_DEVOTION, SC_PROVIDENCE, SC_DEFENDER, SC_SPEARSQUICKEN, - -1, -/* 260- */ - -1, -1, -1, -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + // 260- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_STEELBODY, SC_BLADESTOP_WAIT, -/* 270- */ + // 270- SC_EXPLOSIONSPIRITS, SC_EXTREMITYFIST, - -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_MAGICROD, - -1, -1, -1, -/* 280- */ + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 280- SC_FLAMELAUNCHER, SC_FROSTWEAPON, SC_LIGHTNINGLOADER, SC_SEISMICWEAPON, - -1, + StatusChange::NEGATIVE1, SC_VOLCANO, SC_DELUGE, SC_VIOLENTGALE, SC_LANDPROTECTOR, - -1, -/* 290- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 300- */ - -1, -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + // 290- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 300- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_LULLABY, SC_RICHMANKIM, SC_ETERNALCHAOS, SC_DRUMBATTLE, -/* 310- */ + // 310- SC_NIBELUNGEN, SC_ROKISWEIL, SC_INTOABYSS, SC_SIEGFRIED, - -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_DISSONANCE, - -1, + StatusChange::NEGATIVE1, SC_WHISTLE, -/* 320- */ + // 320- SC_ASSNCROS, SC_POEMBRAGI, SC_APPLEIDUN, - -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_UGLYDANCE, - -1, + StatusChange::NEGATIVE1, SC_HUMMING, SC_DONTFORGETME, SC_FORTUNE, -/* 330- */ + // 330- SC_SERVICE4U, SC_SELFDESTRUCTION, - -1, -1, -1, -1, -1, -1, -1, -1, -/* 340- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 350- */ - -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 340- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 350- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_AURABLADE, SC_PARRYING, SC_CONCENTRATION, SC_TENSIONRELAX, SC_BERSERK, -/* 360- */ + // 360- SC_BERSERK, SC_ASSUMPTIO, SC_BASILICA, - -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_MAGICPOWER, - -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_GOSPEL, -/* 370- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -/* 380- */ + // 370- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 380- SC_TRUESIGHT, - -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_WINDWALK, SC_MELTDOWN, - -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_CARTBOOST, - -1, + StatusChange::NEGATIVE1, SC_CHASEWALK, -/* 390- */ + // 390- SC_REJECTSWORD, - -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_MARIONETTE, - -1, + StatusChange::NEGATIVE1, SC_HEADCRUSH, SC_JOINTBEAT, -/* 400 */ - -1, -1, + // 400- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, SC_MINDBREAKER, SC_MEMORIZE, SC_FOGWALL, SC_SPIDERWEB, - -1, -1, -1, -1, -/* 410- */ - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + // 410- + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, + StatusChange::NEGATIVE1, }; -struct skill_name_db skill_names[] = { +struct skill_name_db skill_names[] = +{ {AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow"}, {AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration"}, {AC_DOUBLE, "DOUBLE", "Double_Strafe"}, @@ -711,7 +953,7 @@ struct skill_name_db skill_names[] = { {WZ_STORMGUST, "STORMGUST", "Storm_Gust"}, {WZ_VERMILION, "VERMILION", "Lord_of_Vermilion"}, {WZ_WATERBALL, "WATERBALL", "Water_Ball"}, - {0, 0, 0} + {SkillID::ZERO, nullptr, nullptr} }; static const int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 }; @@ -719,138 +961,146 @@ static const int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 }; static int rdamage; -/* スキルデータベース */ -struct skill_db skill_db[MAX_SKILL_DB]; +earray<struct skill_db, SkillID, MAX_SKILL_DB> skill_db; #define UNARMED_PLAYER_DAMAGE_MIN(bl) (skill_power_bl((bl), TMW_BRAWLING) >> 4) // +50 for 200 #define UNARMED_PLAYER_DAMAGE_MAX(bl) (skill_power_bl((bl), TMW_BRAWLING)) // +200 for 200 -int skill_get_hit(int id) +int skill_get_hit(SkillID id) { return skill_db[id].hit; } -int skill_get_inf(int id) +int skill_get_inf(SkillID id) { return skill_db[id].inf; } -int skill_get_pl(int id) +int skill_get_pl(SkillID id) { return skill_db[id].pl; } -int skill_get_nk(int id) +int skill_get_nk(SkillID id) { return skill_db[id].nk; } -int skill_get_max(int id) +int skill_get_max(SkillID id) { return skill_db[id].max; } -int skill_get_max_raise(int id) +int skill_get_max_raise(SkillID id) { return skill_db[id].max_raise; } -int skill_get_range(int id, int lv) +int skill_get_range(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].range[lv - 1]; } -int skill_get_hp(int id, int lv) +int skill_get_hp(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].hp[lv - 1]; } -int skill_get_sp(int id, int lv) +int skill_get_sp(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1]; } -int skill_get_zeny(int id, int lv) +int skill_get_zeny(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].zeny[lv - 1]; } -int skill_get_num(int id, int lv) +int skill_get_num(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].num[lv - 1]; } -int skill_get_cast(int id, int lv) +int skill_get_cast(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1]; } -int skill_get_delay(int id, int lv) +int skill_get_delay(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1]; } -int skill_get_time(int id, int lv) +int skill_get_time(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].upkeep_time[lv - 1]; } -int skill_get_time2(int id, int lv) +int skill_get_time2(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].upkeep_time2[lv - 1]; } -int skill_get_castdef(int id) +int skill_get_castdef(SkillID id) { return skill_db[id].cast_def_rate; } -int skill_get_weapontype(int id) +int skill_get_weapontype(SkillID id) { return skill_db[id].weapon; } -int skill_get_inf2(int id) +int skill_get_inf2(SkillID id) { return skill_db[id].inf2; } -int skill_get_maxcount(int id) +int skill_get_maxcount(SkillID id) { return skill_db[id].maxcount; } -int skill_get_blewcount(int id, int lv) +int skill_get_blewcount(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].blewcount[lv - 1]; } -int skill_get_mhp(int id, int lv) +int skill_get_mhp(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].mhp[lv - 1]; } static -int skill_get_castnodex(int id, int lv) +int skill_get_castnodex(SkillID id, int lv) { return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1]; } /* プロトタイプ */ +static struct skill_unit_group *skill_unitsetting(struct block_list *src, - int skillid, int skilllv, int x, - int y, int flag); + SkillID skillid, int skilllv, + int x, int y, int flag); +static int skill_check_condition(struct map_session_data *sd, int type); +static void skill_frostjoke_scream(struct block_list *bl, va_list ap); +static void skill_status_change_timer_sub(struct block_list *bl, va_list ap); +static void skill_attack_area(struct block_list *bl, va_list ap); +static void skill_clear_element_field(struct block_list *bl); +static void skill_landprotector(struct block_list *bl, va_list ap); +static void skill_trap_splash(struct block_list *bl, va_list ap); +static void skill_count_target(struct block_list *bl, va_list ap); // [MouseJstr] - skill ok to cast? and when? -static int skillnotok(int skillid, struct map_session_data *sd) +static int skillnotok(SkillID skillid, struct map_session_data *sd) { if (sd == 0) return 0; @@ -877,7 +1127,7 @@ static int distance(int x0, int y0, int x1, int y1) } /* スキルユニットIDを返す(これもデータベースに入れたいな) */ -int skill_get_unit_id(int id, int flag) +int skill_get_unit_id(SkillID id, int flag) { switch (id) @@ -1023,20 +1273,9 @@ int skill_get_unit_id(int id, int flag) *------------------------------------------ */ int skill_additional_effect(struct block_list *src, struct block_list *bl, - int skillid, int skilllv, int attack_type, + SkillID skillid, int skilllv, int attack_type, unsigned int tick) { - /* MOB追加効果スキル用 */ - const int sc[] = { - SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN, - SC_STONE, SC_CURSE, SC_SLEEP - }; - const int sc2[] = { - MG_STONECURSE, MG_FROSTDIVER, NPC_STUNATTACK, - NPC_SLEEPATTACK, TF_POISON, NPC_CURSEATTACK, - NPC_SILENCEATTACK, 0, NPC_BLINDATTACK - }; - struct map_session_data *sd = NULL; struct map_session_data *dstsd = NULL; struct mob_data *md = NULL; @@ -1104,7 +1343,7 @@ int skill_additional_effect(struct block_list *src, struct block_list *bl, switch (skillid) { - case 0: /* 通常攻撃 */ + case SkillID::ZERO: /* 通常攻撃 */ /* 自動鷹 */ if (sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 @@ -1183,7 +1422,7 @@ int skill_additional_effect(struct block_list *src, struct block_list *bl, case WZ_STORMGUST: /* ストームガスト */ { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); if (sc_data) { sc_data[SC_FREEZE].val3++; @@ -1290,31 +1529,49 @@ int skill_additional_effect(struct block_list *src, struct block_list *bl, case NPC_PETRIFYATTACK: if (MRAND(100) < sc_def_mdef) - skill_status_change_start(bl, sc[skillid - NPC_POISON], + skill_status_change_start(bl, SC_STONE, skilllv, 0, 0, 0, skill_get_time2(skillid, skilllv), 0); break; case NPC_POISON: + if (MRAND(100) < + 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + + (skilllv >> 2)) + skill_status_change_start(bl, SC_POISON, + skilllv, 0, 0, 0, skilllv, 0); + break; case NPC_SILENCEATTACK: + if (MRAND(100) < + 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + + (skilllv >> 2)) + skill_status_change_start(bl, SC_SILENCE, + skilllv, 0, 0, 0, skilllv, 0); + break; case NPC_STUNATTACK: if (MRAND(100) < 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + (skilllv >> 2)) - skill_status_change_start(bl, sc[skillid - NPC_POISON], + skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0, skilllv, 0); break; case NPC_CURSEATTACK: if (MRAND(100) < sc_def_luk) - skill_status_change_start(bl, sc[skillid - NPC_POISON], + skill_status_change_start(bl, SC_CURSE, skilllv, 0, 0, 0, skill_get_time2(skillid, skilllv), 0); break; case NPC_SLEEPATTACK: + if (MRAND(100) < sc_def_int) + skill_status_change_start(bl, SC_SLEEP, + skilllv, 0, 0, 0, + skill_get_time2(skillid, skilllv), + 0); + break; case NPC_BLINDATTACK: if (MRAND(100) < sc_def_int) - skill_status_change_start(bl, sc[skillid - NPC_POISON], + skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0, skill_get_time2(skillid, skilllv), 0); @@ -1418,107 +1675,78 @@ int skill_additional_effect(struct block_list *src, struct block_list *bl, break; } - if (sd && skillid != MC_CARTREVOLUTION && attack_type & BF_WEAPON) - { /* カードによる追加効果 */ - int i; - int sc_def_card = 100; + if (not (sd && skillid != MC_CARTREVOLUTION && attack_type & BF_WEAPON)) + return 0; + earray<int, BadSC, BadSC::COUNT> arr_sc_def_card1 = + { + sc_def_mdef, // stone + sc_def_mdef, // freeze + sc_def_vit, // stan + sc_def_int, // sleep + sc_def_vit, // poison + sc_def_luk, // curse + sc_def_vit, // silence + sc_def_int, // confusion + sc_def_int, // blind + }, arr_sc_def_card2 = + { + sc_def_mdef2, // stone + sc_def_mdef2, // freeze + sc_def_vit2, // stan + sc_def_int2, // sleep + sc_def_vit2, // poison + sc_def_luk2, // curse + sc_def_vit2, // silence + sc_def_int2, // confusion + sc_def_int2, // blind + }; - for (i = SC_STONE; i <= SC_BLIND; i++) + earray<SkillID, BadSC, BadSC::COUNT> sc2 = + { + MG_STONECURSE, // stone + MG_FROSTDIVER, // freeze + NPC_STUNATTACK, // stan + NPC_SLEEPATTACK, // sleep + TF_POISON, // poison + NPC_CURSEATTACK, // curse + NPC_SILENCEATTACK, // silence + SkillID::ZERO, // confusion + NPC_BLINDATTACK, // blind + }; + + for (BadSC bi : erange(BadSC(), BadSC::COUNT)) + { + StatusChange si = BadSC_to_SC(bi); + int sc_def_card1 = arr_sc_def_card1[bi]; + int eff1 = sd->addeff[bi]; + if (sd->state.arrow_atk) + eff1 += sd->arrow_addeff[bi]; + if (MRAND(10000) < eff1 * sc_def_card1 / 100) { - //対象に状態異常 - if (i == SC_STONE || i == SC_FREEZE) - sc_def_card = sc_def_mdef; - else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE) - sc_def_card = sc_def_vit; - else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND) - sc_def_card = sc_def_int; - else if (i == SC_CURSE) - sc_def_card = sc_def_luk; + if (battle_config.battle_log) + printf("PC %d skill_addeff: cardによる異常発動 %d %d\n", + sd->bl.id, uint16_t(si), eff1); - if (!sd->state.arrow_atk) - { - if (MRAND(10000) < - (sd->addeff[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常発動 %d %d\n", - sd->bl.id, i, sd->addeff[i - SC_STONE]); - skill_status_change_start(bl, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2(sc2 - [i - - SC_STONE], - 7), 0); - } - } - else - { - if (MRAND(10000) < - (sd->addeff[i - SC_STONE] + - sd->arrow_addeff[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常発動 %d %d\n", - sd->bl.id, i, sd->addeff[i - SC_STONE]); - skill_status_change_start(bl, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2(sc2 - [i - - SC_STONE], - 7), 0); - } - } - //自分に状態異常 - if (i == SC_STONE || i == SC_FREEZE) - sc_def_card = sc_def_mdef2; - else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE) - sc_def_card = sc_def_vit2; - else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND) - sc_def_card = sc_def_int2; - else if (i == SC_CURSE) - sc_def_card = sc_def_luk2; + skill_status_change_start(bl, si, 7, 0, 0, 0, + (bi == BadSC::CONFUSION) + ? 10000 + 7000 + : skill_get_time2(sc2[bi], 7), + 0); + } - if (!sd->state.arrow_atk) - { - if (MRAND(10000) < - (sd->addeff2[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常発動 %d %d\n", - src->id, i, sd->addeff2[i - SC_STONE]); - skill_status_change_start(src, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2(sc2 - [i - - SC_STONE], - 7), 0); - } - } - else - { - if (MRAND(10000) < - (sd->addeff2[i - SC_STONE] + - sd->arrow_addeff2[i - SC_STONE]) * sc_def_card / 100) - { - if (battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常発動 %d %d\n", - src->id, i, sd->addeff2[i - SC_STONE]); - skill_status_change_start(src, i, 7, 0, 0, 0, - (i == - SC_CONFUSION) ? 10000 + - 7000 : - skill_get_time2(sc2 - [i - - SC_STONE], - 7), 0); - } - } + int sc_def_card2 = arr_sc_def_card2[bi]; + int eff2 = sd->addeff2[bi]; + + if (MRAND(10000) < eff2 * sc_def_card2 / 100) + { + if (battle_config.battle_log) + printf("PC %d skill_addeff: cardによる異常発動 %d %d\n", + src->id, uint16_t(si), eff2); + skill_status_change_start(src, si, 7, 0, 0, 0, + (bi == BadSC::CONFUSION) + ? 10000 + 7000 + : skill_get_time2(sc2[bi], 7), + 0); } } return 0; @@ -1620,7 +1848,7 @@ int skill_blown(struct block_list *src, struct block_list *target, int count) } else { -// struct status_change *sc_data=battle_get_sc_data(target); +// eptr<struct status_change, StatusChange> sc_data=battle_get_sc_data(target); if (moveblock) map_delblock(target); target->x = nx; @@ -1671,11 +1899,11 @@ int skill_blown(struct block_list *src, struct block_list *target, int count) */ int skill_attack(int attack_type, struct block_list *src, - struct block_list *dsrc, struct block_list *bl, int skillid, - int skilllv, unsigned int tick, int flag) + struct block_list *dsrc, struct block_list *bl, + SkillID skillid, int skilllv, unsigned int tick, int flag) { struct Damage dmg; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; int type, lv, damage; rdamage = 0; @@ -1786,7 +2014,9 @@ int skill_attack(int attack_type, struct block_list *src, if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&気球保持時は+300ms delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - skill_status_change_start(src, SC_COMBO, MO_CHAINCOMBO, skilllv, 0, 0, delay, 0); //コンボ状態に + skill_status_change_start(src, SC_COMBO, + uint16_t(MO_CHAINCOMBO), skilllv, + 0, 0, delay, 0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src, delay); //コンボディレイパケットの送信 @@ -1810,7 +2040,9 @@ int skill_attack(int attack_type, struct block_list *src, && sd->spiritball > 1)) delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - skill_status_change_start(src, SC_COMBO, MO_COMBOFINISH, skilllv, 0, 0, delay, 0); //コンボ状態に + skill_status_change_start(src, SC_COMBO, + uint16_t(MO_COMBOFINISH), skilllv, + 0, 0, delay, 0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src, delay); //コンボディレイパケットの送信 @@ -1826,7 +2058,9 @@ int skill_attack(int attack_type, struct block_list *src, if (pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - skill_status_change_start(src, SC_COMBO, CH_TIGERFIST, skilllv, 0, 0, delay, 0); //コンボ状態に + skill_status_change_start(src, SC_COMBO, + uint16_t(CH_TIGERFIST), skilllv, + 0, 0, delay, 0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src, delay); //コンボディレイパケットの送信 @@ -1845,7 +2079,9 @@ int skill_attack(int attack_type, struct block_list *src, && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整 - skill_status_change_start(src, SC_COMBO, CH_CHAINCRUSH, skilllv, 0, 0, delay, 0); //コンボ状態に + skill_status_change_start(src, + SC_COMBO, uint16_t(CH_CHAINCRUSH), skilllv, + 0, 0, delay, 0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src, delay); //コンボディレイパケットの送信 @@ -1928,7 +2164,7 @@ int skill_attack(int attack_type, struct block_list *src, clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, (lv != 0) ? lv : skilllv, - (skillid == 0) ? 5 : type); + (skillid == SkillID::ZERO) ? 5 : type); } if (dmg.blewcount > 0) { /* 吹き飛ばし処理とそのパケット */ @@ -1998,11 +2234,11 @@ int skill_attack(int attack_type, struct block_list *src, target = md->target_id; if (src->type == BL_PC) md->target_id = src->id; - mobskill_use(md, tick, MSC_SKILLUSED | (skillid << 16)); + mobskill_use(md, tick, MSC_SKILLUSED, skillid); md->target_id = target; } else - mobskill_use(md, tick, MSC_SKILLUSED | (skillid << 16)); + mobskill_use(md, tick, MSC_SKILLUSED, skillid); } } } @@ -2098,7 +2334,7 @@ void skill_check_unit_range_sub(struct block_list *bl, va_list ap) struct skill_unit *unit; int *c, x, y, range, sx[4], sy[4]; int t_range, tx[4], ty[4]; - int i, r_flag, skillid; + int i, r_flag; nullpo_retv(bl); nullpo_retv(ap); @@ -2114,7 +2350,7 @@ void skill_check_unit_range_sub(struct block_list *bl, va_list ap) x = va_arg(ap, int); y = va_arg(ap, int); range = va_arg(ap, int); - skillid = va_arg(ap, int); + SkillID skillid = va_arg(ap, SkillID); if (skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) { @@ -2169,7 +2405,7 @@ void skill_check_unit_range_sub(struct block_list *bl, va_list ap) (*c)++; } -int skill_check_unit_range(int m, int x, int y, int range, int skillid) +int skill_check_unit_range(int m, int x, int y, int range, SkillID skillid) { int c = 0; @@ -2392,7 +2628,8 @@ static void skill_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t *------------------------------------------ */ int skill_addtimerskill(struct block_list *src, unsigned int tick, - int target, int x, int y, int skill_id, int skill_lv, + int target, int x, int y, + SkillID skill_id, int skill_lv, int type, int flag) { int i; @@ -2503,8 +2740,8 @@ int skill_cleartimerskill(struct block_list *src) *------------------------------------------ */ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, - int flag) + SkillID skillid, int skilllv, + unsigned int tick, int flag) { struct map_session_data *sd = NULL; @@ -2593,7 +2830,7 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, break; case MO_INVESTIGATE: /* 発勁 */ { - struct status_change *sc_data = battle_get_sc_data(src); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src); skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); if (sc_data[SC_BLADESTOP].timer != -1) @@ -2628,7 +2865,7 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, if ((dist > 0 && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { - struct status_change *sc_data = battle_get_sc_data(src); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src); if (sc_data && sc_data[SC_HIDING].timer != -1) skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除 skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, @@ -2650,7 +2887,7 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, break; case MO_FINGEROFFENSIVE: /* 指弾 */ { - struct status_change *sc_data = battle_get_sc_data(src); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src); if (!battle_config.finger_offensive_type) skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, @@ -2674,7 +2911,7 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, break; case MO_CHAINCOMBO: /* 連打掌 */ { - struct status_change *sc_data = battle_get_sc_data(src); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src); skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); if (sc_data && sc_data[SC_BLADESTOP].timer != -1) @@ -2690,7 +2927,7 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, break; case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ { - struct status_change *sc_data = battle_get_sc_data(src); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src); if (sd) { @@ -3099,7 +3336,7 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, } } break; - case 0: + case SkillID::ZERO: if (sd) { if (flag & 3) @@ -3136,8 +3373,8 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl, *------------------------------------------ */ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, - int flag) + SkillID skillid, int skilllv, + unsigned int tick, int flag) { struct map_session_data *sd = NULL; struct map_session_data *dstsd = NULL; @@ -3362,7 +3599,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case PR_LEXDIVINA: /* レックスディビーナ */ { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (bl->type == BL_PC && ((struct map_session_data *) bl)-> @@ -3632,7 +3869,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case SM_PROVOKE: /* プロボック */ { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); /* MVPmobと不死には効かない */ if ((bl->type == BL_MOB && battle_get_mode(bl) & 0x20) || battle_check_undead(battle_get_race(bl), battle_get_elem_type(bl))) //不死には効かない @@ -3963,8 +4200,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case CR_DEFENDER: /* ディフェンダー */ case CR_AUTOGUARD: /* オートガード */ { - struct status_change *tsc_data = battle_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); + StatusChange sc = SkillStatusChangeTable[skillid]; clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (tsc_data) { @@ -3982,8 +4219,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case TF_HIDING: /* ハイディング */ { - struct status_change *tsc_data = battle_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); + StatusChange sc = SkillStatusChangeTable[skillid]; clif_skill_nodamage(src, bl, skillid, -1, 1); if (tsc_data) { @@ -4001,8 +4238,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case AS_CLOAKING: /* クローキング */ { - struct status_change *tsc_data = battle_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); + StatusChange sc = SkillStatusChangeTable[skillid]; clif_skill_nodamage(src, bl, skillid, -1, 1); if (tsc_data) { @@ -4022,8 +4259,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case ST_CHASEWALK: /* ハイディング */ { - struct status_change *tsc_data = battle_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); + StatusChange sc = SkillStatusChangeTable[skillid]; clif_skill_nodamage(src, bl, skillid, -1, 1); if (tsc_data) { @@ -4072,7 +4309,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case BD_ADAPTATION: /* アドリブ */ { - struct status_change *sc_data = battle_get_sc_data(src); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src); if (sc_data && sc_data[SC_DANCING].timer != -1) { clif_skill_nodamage(src, bl, skillid, skilllv, 1); @@ -4288,7 +4525,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case RG_STRIPWEAPON: /* ストリップウェポン */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); if (tsc_data && tsc_data[SC_CP_WEAPON].timer != -1) break; @@ -4318,7 +4555,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case RG_STRIPSHIELD: /* ストリップシールド */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); if (tsc_data && tsc_data[SC_CP_SHIELD].timer != -1) break; @@ -4348,7 +4585,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case RG_STRIPARMOR: /* ストリップアーマー */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); if (tsc_data && tsc_data[SC_CP_ARMOR].timer != -1) break; @@ -4377,7 +4614,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case RG_STRIPHELM: /* ストリップヘルム */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); if (tsc_data && tsc_data[SC_CP_HELM].timer != -1) break; @@ -4515,7 +4752,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case AM_CP_WEAPON: { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1) skill_status_change_end(bl, SC_STRIPWEAPON, -1); @@ -4526,7 +4763,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case AM_CP_SHIELD: { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1) skill_status_change_end(bl, SC_STRIPSHIELD, -1); @@ -4537,7 +4774,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case AM_CP_ARMOR: { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (tsc_data && tsc_data[SC_STRIPARMOR].timer != -1) skill_status_change_end(bl, SC_STRIPARMOR, -1); @@ -4548,7 +4785,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case AM_CP_HELM: { - struct status_change *tsc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (tsc_data && tsc_data[SC_STRIPHELM].timer != -1) skill_status_change_end(bl, SC_STRIPHELM, -1); @@ -4559,13 +4796,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case SA_DISPELL: /* ディスペル */ { - int i; clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (bl->type == BL_PC && ((struct map_session_data *) bl)-> special_state.no_magic_damage) break; - for (i = 0; i < 136; i++) + // up to SC_BLIND, exclusive. WTF? + for (StatusChange i : erange(StatusChange(0), StatusChange(136))) { if (i == SC_RIDING || i == SC_FALCON || i == SC_HALLUCINATION || i == SC_WEIGHT50 || i == SC_WEIGHT90 @@ -4605,7 +4842,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, break; case SA_SPELLBREAKER: // スペルブレイカー { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); int sp; if (sc_data && sc_data[SC_MAGICROD].timer != -1) { @@ -4638,7 +4875,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, } else { - int bl_skillid = 0, bl_skilllv = 0; + SkillID bl_skillid = SkillID::ZERO; + int bl_skilllv = 0; if (bl->type == BL_PC) { if (dstsd && dstsd->skilltimer != -1) @@ -4655,7 +4893,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, bl_skilllv = dstmd->skilllv; } } - if (bl_skillid > 0 + if (bl_skillid != SkillID::ZERO + && bl_skillid != SkillID::NEGATIVE && skill_db[bl_skillid].skill_type == BF_MAGIC) { clif_skill_nodamage(src, bl, skillid, skilllv, 1); @@ -4702,9 +4941,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, clif_autospell(sd, skilllv); else { - int maxlv = 1, spellid = 0; - static const int spellarray[3] = - { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT }; + int maxlv = 1; + SkillID spellid = SkillID::ZERO; + static const SkillID spellarray[3] = + { + MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT, + }; if (skilllv >= 10) { spellid = MG_FROSTDIVER; @@ -4731,9 +4973,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, spellid = MG_NAPALMBEAT; maxlv = 3; } - if (spellid > 0) + if (spellid != SkillID::ZERO) skill_status_change_start(src, SC_AUTOSPELL, skilllv, - spellid, maxlv, 0, + uint16_t(spellid), maxlv, 0, skill_get_time(SA_AUTOSPELL, skilllv), 0); } @@ -4808,7 +5050,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case NPC_SELFDESTRUCTION: /* 自爆 */ case NPC_SELFDESTRUCTION2: /* 自爆2 */ skill_status_change_start(bl, SkillStatusChangeTable[skillid], - skilllv, skillid, 0, 0, + skilllv, uint16_t(skillid), 0, 0, skill_get_time(skillid, skilllv), 0); break; case NPC_LICK: @@ -5035,12 +5277,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, return 1; clif_skill_nodamage(src, bl, skillid, skilllv, 1); skill_status_change_start(bl, SkillStatusChangeTable[skillid], - skilllv, skillid, src->id, 0, + skilllv, uint16_t(skillid), src->id, 0, skill_get_time(skillid, skilllv), 0); break; case PF_MINDBREAKER: /* プロボック */ { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); /* MVPmobと不死には効かない */ if ((bl->type == BL_MOB && battle_get_mode(bl) & 0x20) || battle_check_undead(battle_get_race(bl), battle_get_elem_type(bl))) //不死には効かない @@ -5098,7 +5340,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, } break; default: - printf("Unknown skill used:%d\n", skillid); + printf("Unknown skill used:%d\n", uint16_t(skillid)); map_freeblock_unlock(); return 1; } @@ -5138,20 +5380,22 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d { sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } if (sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } if (sd->skillid == PR_LEXAETERNA) { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); if (sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 @@ -5160,7 +5404,8 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -5174,7 +5419,8 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -5185,7 +5431,8 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d { sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } if (inf2 & 0xC00 && sd->bl.id != bl->id) @@ -5198,7 +5445,8 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -5208,23 +5456,25 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d range = battle_get_range(&sd->bl) - (range + 1); range += battle_config.pc_skill_add_range; if ((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) + && SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH) || (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) + && SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH) || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) + && SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH) || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 - && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST)) + && SkillID(sd->sc_data[SC_COMBO].val1) == CH_TIGERFIST)) range += skill_get_blewcount(MO_COMBOFINISH, sd->sc_data[SC_COMBO].val2); if (battle_config.skill_out_range_consume) - { // changed to allow casting when target walks out of range [Valaris] + { + // changed to allow casting when target walks out of range [Valaris] if (range < distance(sd->bl.x, sd->bl.y, bl->x, bl->y)) { clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -5232,10 +5482,12 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d { /* 使用条件チェック */ sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; if (battle_config.skill_out_range_consume) { if (range < distance(sd->bl.x, sd->bl.y, bl->x, bl->y)) @@ -5248,7 +5500,8 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d } if (battle_config.pc_skill_log) - printf("PC %d skill castend skill=%d\n", sd->bl.id, sd->skillid); + printf("PC %d skill castend skill=%d\n", + sd->bl.id, uint16_t(sd->skillid)); pc_stop_walking(sd, 0); switch (skill_get_nk(sd->skillid)) @@ -5278,8 +5531,8 @@ void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t d * スキル使用(詠唱完了、場所指定の実際の処理) *------------------------------------------ */ -int skill_castend_pos2(struct block_list *src, int x, int y, int skillid, - int skilllv, unsigned int tick, int flag) +int skill_castend_pos2(struct block_list *src, int x, int y, + SkillID skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data *sd = NULL; int i, tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; @@ -5499,7 +5752,7 @@ int skill_castend_pos2(struct block_list *src, int x, int y, int skillid, * スキル使用(詠唱完了、map指定) *------------------------------------------ */ -int skill_castend_map(struct map_session_data *sd, int skill_num, +int skill_castend_map(struct map_session_data *sd, SkillID skill_num, const char *mapname) { int x = 0, y = 0; @@ -5510,17 +5763,14 @@ int skill_castend_map(struct map_session_data *sd, int skill_num, if (sd->opt1 > 0 || sd->status.option & 2) return 0; - //スキルが使えない状態異常中 - if (sd->sc_data) - { - if (sd->sc_data[SC_DIVINA].timer != -1 || - sd->sc_data[SC_ROKISWEIL].timer != -1 || - sd->sc_data[SC_AUTOCOUNTER].timer != -1 || - sd->sc_data[SC_STEELBODY].timer != -1 || - sd->sc_data[SC_DANCING].timer != -1 || - sd->sc_data[SC_BERSERK].timer != -1) - return 0; - } + + if (sd->sc_data[SC_DIVINA].timer != -1 + || sd->sc_data[SC_ROKISWEIL].timer != -1 + || sd->sc_data[SC_AUTOCOUNTER].timer != -1 + || sd->sc_data[SC_STEELBODY].timer != -1 + || sd->sc_data[SC_DANCING].timer != -1 + || sd->sc_data[SC_BERSERK].timer != -1) + return 0; if (skill_num != sd->skillid) /* 不正パケットらしい */ return 0; @@ -5528,8 +5778,8 @@ int skill_castend_map(struct map_session_data *sd, int skill_num, pc_stopattack(sd); if (battle_config.pc_skill_log) - printf("PC %d skill castend skill =%d map=%s\n", sd->bl.id, - skill_num, mapname); + printf("PC %d skill castend skill =%d map=%s\n", + sd->bl.id, uint16_t(skill_num), mapname); pc_stop_walking(sd, 0); if (strcmp(mapname, "cancel") == 0) @@ -5570,7 +5820,8 @@ int skill_castend_map(struct map_session_data *sd, int skill_num, clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = gettick(); sd->canmove_tick = gettick(); - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return 0; } } @@ -5608,8 +5859,8 @@ int skill_castend_map(struct map_session_data *sd, int skill_num, *------------------------------------------ */ struct skill_unit_group *skill_unitsetting(struct block_list *src, - int skillid, int skilllv, int x, - int y, int flag) + SkillID skillid, int skilllv, + int x, int y, int flag) { struct skill_unit_group *group; int i, count = 1, limit_ = 10000, val1_ = 0, val2_ = 0; @@ -6311,8 +6562,8 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, case 0x85: /* ニューマ */ { struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data(bl); - int type = SC_PNEUMA; + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); + StatusChange type = SC_PNEUMA; if (sc_data && sc_data[type].timer == -1) skill_status_change_start(bl, type, sg->skill_lv, (int) src, 0, 0, 0, 0); @@ -6329,8 +6580,8 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, case 0x7e: /* セイフティウォール */ { struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data(bl); - int type = SC_SAFETYWALL; + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); + StatusChange type = SC_SAFETYWALL; if (sc_data && sc_data[type].timer == -1) skill_status_change_start(bl, type, sg->skill_lv, (int) src, 0, 0, 0, 0); @@ -6410,7 +6661,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, case 0x91: /* アンクルスネア */ { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); if (sg->val2 == 0 && sc_data && sc_data[SC_ANKLE].timer == -1) { int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE @@ -6479,7 +6730,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, case 0x8e: /* クァグマイア */ { - int type = SkillStatusChangeTable[sg->skill_id]; + StatusChange type = SkillStatusChangeTable[sg->skill_id]; if (bl->type == BL_PC && ((struct map_session_data *) bl)-> special_state.no_magic_damage) @@ -6493,8 +6744,8 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, break; case 0x92: /* ベノムダスト */ { - struct status_change *sc_data = battle_get_sc_data(bl); - int type = SkillStatusChangeTable[sg->skill_id]; + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); + StatusChange type = SkillStatusChangeTable[sg->skill_id]; if (sc_data && sc_data[type].timer == -1) skill_status_change_start(bl, type, sg->skill_lv, (int) src, 0, 0, @@ -6507,8 +6758,8 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, case 0x9c: /* バイオレントゲイル */ { struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data(bl); - int type = SkillStatusChangeTable[sg->skill_id]; + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); + StatusChange type = SkillStatusChangeTable[sg->skill_id]; if (sc_data && sc_data[type].timer == -1) skill_status_change_start(bl, type, sg->skill_lv, (int) src, 0, 0, @@ -6547,8 +6798,8 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, case 0xb4: { struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data(bl); - int type = SkillStatusChangeTable[sg->skill_id]; + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); + StatusChange type = SkillStatusChangeTable[sg->skill_id]; if (sg->src_id == bl->id) break; if (sc_data && sc_data[type].timer == -1) @@ -6573,8 +6824,8 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, case 0xaa: /* イドゥンの林檎 */ { struct skill_unit *unit2; - struct status_change *sc_data = battle_get_sc_data(bl); - int type = SkillStatusChangeTable[sg->skill_id]; + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); + StatusChange type = SkillStatusChangeTable[sg->skill_id]; if (sg->src_id == bl->id) break; if (sc_data && sc_data[type].timer == -1) @@ -6662,12 +6913,12 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, if (ss->type == BL_PC) ((struct mob_data *) bl)->target_id = ss->id; mobskill_use((struct mob_data *) bl, tick, - MSC_SKILLUSED | (sg->skill_id << 16)); + MSC_SKILLUSED, sg->skill_id); ((struct mob_data *) bl)->target_id = target; } else mobskill_use((struct mob_data *) bl, tick, - MSC_SKILLUSED | (sg->skill_id << 16)); + MSC_SKILLUSED, sg->skill_id); } return 0; @@ -6699,8 +6950,8 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, case 0x85: /* ニューマ */ case 0x8e: /* クァグマイア */ { - struct status_change *sc_data = battle_get_sc_data(bl); - int type = + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); + StatusChange type = (sg->unit_id == 0x85) ? SC_PNEUMA : ((sg->unit_id == 0x7e) ? SC_SAFETYWALL : SC_QUAGMIRE); if ((type != SC_QUAGMIRE || bl->type != BL_MOB) && @@ -6742,9 +6993,9 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, case 0x9b: /* デリュージ */ case 0x9c: /* バイオレントゲイル */ { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); struct skill_unit *su; - int type = SkillStatusChangeTable[sg->skill_id]; + StatusChange type = SkillStatusChangeTable[sg->skill_id]; if (sc_data && sc_data[type].timer != -1 && (su = ((struct skill_unit *) sc_data[type].val2)) && su == src) @@ -6774,9 +7025,9 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, case 0xaf: /* サービスフォーユー */ case 0xb4: { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); struct skill_unit *su; - int type = SkillStatusChangeTable[sg->skill_id]; + StatusChange type = SkillStatusChangeTable[sg->skill_id]; if (sc_data && sc_data[type].timer != -1 && (su = ((struct skill_unit *) sc_data[type].val4)) && su == src) @@ -6968,7 +7219,8 @@ void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t { sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } @@ -7005,7 +7257,8 @@ void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -7041,7 +7294,8 @@ void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -7064,7 +7318,8 @@ void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -7081,7 +7336,8 @@ void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t clif_skill_fail(sd, sd->skillid, 0, 0); sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } } @@ -7089,10 +7345,12 @@ void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t { /* 使用条件チェック */ sd->canact_tick = tick; sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return; } - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; if (battle_config.skill_out_range_consume) { if (range < distance(sd->bl.x, sd->bl.y, sd->skillx, sd->skilly)) @@ -7105,7 +7363,8 @@ void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t } if (battle_config.pc_skill_log) - printf("PC %d skill castend skill=%d\n", sd->bl.id, sd->skillid); + printf("PC %d skill castend skill=%d\n", + sd->bl.id, uint16_t(sd->skillid)); pc_stop_walking(sd, 0); skill_castend_pos2(&sd->bl, sd->skillx, sd->skilly, sd->skillid, @@ -7197,7 +7456,7 @@ void skill_check_condition_use_sub(struct block_list *bl, va_list ap) struct map_session_data *ssd; struct pc_base_job s_class; struct pc_base_job ss_class; - int skillid, skilllv; + int skilllv; nullpo_retv(bl); nullpo_retv(ap); @@ -7216,7 +7475,7 @@ void skill_check_condition_use_sub(struct block_list *bl, va_list ap) } ss_class = pc_calc_base_job(ssd->status.pc_class); - skillid = ssd->skillid; + SkillID skillid = ssd->skillid; skilllv = ssd->skilllv; switch (skillid) { @@ -7259,7 +7518,7 @@ void skill_check_condition_use_sub(struct block_list *bl, va_list ap) { ssd->sc_data[SC_DANCING].val4 = bl->id; clif_skill_nodamage(bl, src, skillid, skilllv, 1); - skill_status_change_start(bl, SC_DANCING, skillid, + skill_status_change_start(bl, SC_DANCING, uint16_t(skillid), ssd->sc_data[SC_DANCING].val2, 0, src->id, skill_get_time(skillid, skilllv) + @@ -7303,7 +7562,7 @@ void skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap) */ int skill_check_condition(struct map_session_data *sd, int type) { - int hp, sp, hp_rate, sp_rate, zeny, weapon, state, spiritball, skill, + int hp, sp, hp_rate, sp_rate, zeny, weapon, spiritball, lv, mhp; int index[10], itemid[10], amount[10]; @@ -7312,26 +7571,30 @@ int skill_check_condition(struct map_session_data *sd, int type) if (battle_config.gm_skilluncond > 0 && pc_isGM(sd) >= battle_config.gm_skilluncond) { - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return 1; } if (sd->opt1 > 0) { clif_skill_fail(sd, sd->skillid, 0, 0); - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return 0; } if (pc_is90overweight(sd)) { clif_skill_fail(sd, sd->skillid, 9, 0); - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return 0; } if (sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) { - sd->skillitem = sd->skillitemlv = -1; + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; return 0; } /*if (sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) { @@ -7342,7 +7605,10 @@ int skill_check_condition(struct map_session_data *sd, int type) if (sd->skillitem == sd->skillid) { /* アイテムの場合無条件成功 */ if (type & 1) - sd->skillitem = sd->skillitemlv = -1; + { + sd->skillitem = SkillID::NEGATIVE; + sd->skillitemlv = -1; + } return 1; } if (sd->opt1 > 0) @@ -7350,20 +7616,17 @@ int skill_check_condition(struct map_session_data *sd, int type) clif_skill_fail(sd, sd->skillid, 0, 0); return 0; } - if (sd->sc_data) + if (sd->sc_data[SC_DIVINA].timer != -1 || + sd->sc_data[SC_ROKISWEIL].timer != -1 || + (sd->sc_data[SC_AUTOCOUNTER].timer != -1 + && sd->skillid != KN_AUTOCOUNTER) + || sd->sc_data[SC_STEELBODY].timer != -1 + || sd->sc_data[SC_BERSERK].timer != -1) { - if (sd->sc_data[SC_DIVINA].timer != -1 || - sd->sc_data[SC_ROKISWEIL].timer != -1 || - (sd->sc_data[SC_AUTOCOUNTER].timer != -1 - && sd->skillid != KN_AUTOCOUNTER) - || sd->sc_data[SC_STEELBODY].timer != -1 - || sd->sc_data[SC_BERSERK].timer != -1) - { - clif_skill_fail(sd, sd->skillid, 0, 0); - return 0; /* 状態異常や沈黙など */ - } + clif_skill_fail(sd, sd->skillid, 0, 0); + return 0; /* 状態異常や沈黙など */ } - skill = sd->skillid; + SkillID skill = sd->skillid; lv = sd->skilllv; hp = skill_get_hp(skill, lv); /* 消費HP */ sp = skill_get_sp(skill, lv); /* 消費SP */ @@ -7373,7 +7636,7 @@ int skill_check_condition(struct map_session_data *sd, int type) sp_rate = (lv <= 0) ? 0 : skill_db[skill].sp_rate[lv - 1]; zeny = skill_get_zeny(skill, lv); weapon = skill_db[skill].weapon; - state = skill_db[skill].state; + SkillState state = skill_db[skill].state; spiritball = (lv <= 0) ? 0 : skill_db[skill].spiritball[lv - 1]; mhp = skill_get_mhp(skill, lv); /* 消費HP */ for (int i = 0; i < 10; i++) @@ -7448,31 +7711,31 @@ int skill_check_condition(struct map_session_data *sd, int type) if (sd->sc_data[SC_BLADESTOP].timer == -1) { if (sd->sc_data[SC_COMBO].timer == -1 - || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK) + || SkillID(sd->sc_data[SC_COMBO].val1) != MO_TRIPLEATTACK) return 0; } break; case MO_COMBOFINISH: //猛龍拳 if (sd->sc_data[SC_COMBO].timer == -1 - || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO) + || SkillID(sd->sc_data[SC_COMBO].val1) != MO_CHAINCOMBO) return 0; break; case CH_TIGERFIST: //伏虎拳 if (sd->sc_data[SC_COMBO].timer == -1 - || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) + || SkillID(sd->sc_data[SC_COMBO].val1) != MO_COMBOFINISH) return 0; break; case CH_CHAINCRUSH: //連柱崩撃 if (sd->sc_data[SC_COMBO].timer == -1) return 0; - if (sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH - && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST) + if (SkillID(sd->sc_data[SC_COMBO].val1) != MO_COMBOFINISH + && SkillID(sd->sc_data[SC_COMBO].val1) != CH_TIGERFIST) return 0; break; case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 if ((sd->sc_data[SC_COMBO].timer != -1 - && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH - || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) + && (SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH + || SkillID(sd->sc_data[SC_COMBO].val1) == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer != -1) spiritball--; break; @@ -7484,7 +7747,7 @@ int skill_check_condition(struct map_session_data *sd, int type) ((group = (struct skill_unit_group *) sd->sc_data[SC_DANCING].val2) && - (skill_get_time(sd->sc_data[SC_DANCING].val1, + (skill_get_time(SkillID(sd->sc_data[SC_DANCING].val1), group->skill_lv) - sd->sc_data[SC_DANCING].val3 * 1000) <= skill_get_time2(skill, lv))) { //ダンス中で使用後5秒以上のみ? @@ -7763,10 +8026,11 @@ int skill_castfix(struct block_list *bl, int time) { struct map_session_data *sd; struct mob_data *md; // [Valaris] - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; int dex; int castrate = 100; - int skill, lv, castnodex; + SkillID skill; + int lv, castnodex; nullpo_retr(0, bl); @@ -7787,7 +8051,7 @@ int skill_castfix(struct block_list *bl, int time) sc_data = battle_get_sc_data(bl); dex = battle_get_dex(bl); - if (skill > MAX_SKILL_DB || skill < 0) + if (skill > MAX_SKILL_DB || skill < SkillID::ZERO) return 0; castnodex = skill_get_castnodex(skill, lv); @@ -7829,7 +8093,7 @@ int skill_castfix(struct block_list *bl, int time) */ int skill_delayfix(struct block_list *bl, int time) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); @@ -7863,14 +8127,14 @@ int skill_delayfix(struct block_list *bl, int time) *------------------------------------------ */ int skill_use_id(struct map_session_data *sd, int target_id, - int skill_num, int skill_lv) + SkillID skill_num, int skill_lv) { unsigned int tick; int casttime = 0, delay = 0, skill, range_; struct map_session_data *target_sd = NULL; int forcecast = 0; struct block_list *bl; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; tick = gettick(); nullpo_retr(0, sd); @@ -7898,50 +8162,48 @@ int skill_use_id(struct map_session_data *sd, int target_id, /* 沈黙や異常(ただし、グリムなどの判定をする) */ if (sd->opt1 > 0) return 0; - if (sd->sc_data) + + if (sc_data[SC_CHASEWALK].timer != -1) + return 0; + if (sc_data[SC_VOLCANO].timer != -1) { - if (sc_data[SC_CHASEWALK].timer != -1) + if (skill_num == WZ_ICEWALL) return 0; - if (sc_data[SC_VOLCANO].timer != -1) - { - if (skill_num == WZ_ICEWALL) - return 0; - } - if (sc_data[SC_ROKISWEIL].timer != -1) - { - if (skill_num == BD_ADAPTATION) - return 0; - } - if (sd->sc_data[SC_DIVINA].timer != -1 || - sd->sc_data[SC_ROKISWEIL].timer != -1 || - (sd->sc_data[SC_AUTOCOUNTER].timer != -1 - && sd->skillid != KN_AUTOCOUNTER) - || sd->sc_data[SC_STEELBODY].timer != -1 - || sd->sc_data[SC_BERSERK].timer != -1) - { - return 0; /* 状態異常や沈黙など */ - } + } + if (sc_data[SC_ROKISWEIL].timer != -1) + { + if (skill_num == BD_ADAPTATION) + return 0; + } + if (sd->sc_data[SC_DIVINA].timer != -1 || + sd->sc_data[SC_ROKISWEIL].timer != -1 || + (sd->sc_data[SC_AUTOCOUNTER].timer != -1 + && sd->skillid != KN_AUTOCOUNTER) + || sd->sc_data[SC_STEELBODY].timer != -1 + || sd->sc_data[SC_BERSERK].timer != -1) + { + return 0; /* 状態異常や沈黙など */ + } - if (sc_data[SC_BLADESTOP].timer != -1) - { - int lv = sc_data[SC_BLADESTOP].val1; - if (sc_data[SC_BLADESTOP].val2 == 1) - return 0; //白羽された側なのでダメ - if (lv == 1) - return 0; - if (lv == 2 && skill_num != MO_FINGEROFFENSIVE) - return 0; - if (lv == 3 && skill_num != MO_FINGEROFFENSIVE - && skill_num != MO_INVESTIGATE) - return 0; - if (lv == 4 && skill_num != MO_FINGEROFFENSIVE - && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) - return 0; - if (lv == 5 && skill_num != MO_FINGEROFFENSIVE - && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO - && skill_num != MO_EXTREMITYFIST) - return 0; - } + if (sc_data[SC_BLADESTOP].timer != -1) + { + int lv = sc_data[SC_BLADESTOP].val1; + if (sc_data[SC_BLADESTOP].val2 == 1) + return 0; //白羽された側なのでダメ + if (lv == 1) + return 0; + if (lv == 2 && skill_num != MO_FINGEROFFENSIVE) + return 0; + if (lv == 3 && skill_num != MO_FINGEROFFENSIVE + && skill_num != MO_INVESTIGATE) + return 0; + if (lv == 4 && skill_num != MO_FINGEROFFENSIVE + && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) + return 0; + if (lv == 5 && skill_num != MO_FINGEROFFENSIVE + && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO + && skill_num != MO_EXTREMITYFIST) + return 0; } if (sd->status.option & 4 && skill_num == TF_HIDING) @@ -7978,7 +8240,7 @@ int skill_use_id(struct map_session_data *sd, int target_id, break; } case BD_ENCORE: /* アンコール */ - if (!sd->skillid_dance) + if (sd->skillid_dance == SkillID::ZERO) { //前回使用した踊りがないとだめ clif_skill_fail(sd, skill_num, 0, 0); return 0; @@ -8102,8 +8364,8 @@ int skill_use_id(struct map_session_data *sd, int target_id, // case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */ if (sc_data && sc_data[SC_COMBO].timer != -1 - && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH - || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) + && (SkillID(sc_data[SC_COMBO].val1) == MO_COMBOFINISH + || SkillID(sc_data[SC_COMBO].val1) == CH_CHAINCRUSH)) { casttime = 0; target_id = sd->attacktarget; @@ -8133,7 +8395,7 @@ int skill_use_id(struct map_session_data *sd, int target_id, break; case AS_SPLASHER: /* ベナムスプラッシャー */ { - struct status_change *t_sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> t_sc_data = battle_get_sc_data(bl); if (t_sc_data && t_sc_data[SC_POISON].timer == -1) { clif_skill_fail(sd, skill_num, 0, 10); @@ -8157,7 +8419,7 @@ int skill_use_id(struct map_session_data *sd, int target_id, if (battle_config.pc_skill_log) printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n", - sd->bl.id, target_id, skill_num, skill_lv, casttime); + sd->bl.id, target_id, uint16_t(skill_num), skill_lv, casttime); // if(sd->skillitem == skill_num) // casttime = delay = 0; @@ -8224,10 +8486,11 @@ int skill_use_id(struct map_session_data *sd, int target_id, *------------------------------------------ */ int skill_use_pos(struct map_session_data *sd, - int skill_x, int skill_y, int skill_num, int skill_lv) + int skill_x, int skill_y, + SkillID skill_num, int skill_lv) { struct block_list bl; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; unsigned int tick; int casttime = 0, delay = 0, skill, range; @@ -8283,7 +8546,8 @@ int skill_use_pos(struct map_session_data *sd, if (battle_config.pc_skill_log) printf("PC %d skill use target_pos= (%d,%d) skill=%d lv=%d cast=%d\n", - sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime); + sd->bl.id, skill_x, skill_y, + uint16_t(skill_num), skill_lv, casttime); // if(sd->skillitem == skill_num) // casttime = delay = 0; @@ -8573,8 +8837,7 @@ void skill_devotion(struct map_session_data *md, int target) struct map_session_data *sd = map_id2sd(md->dev.val1[n]); // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる if (sd == NULL - || (sd->sc_data - && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) + || (md->bl.id != sd->sc_data[SC_DEVOTION].val1) || skill_devotion3(&md->bl, md->dev.val1[n])) { skill_devotion_end(md, sd, n); @@ -8628,7 +8891,7 @@ void skill_devotion_end(struct map_session_data *md, nullpo_retv(sd); md->dev.val1[target] = md->dev.val2[target] = 0; - if (sd && sd->sc_data) + if (sd) { // skill_status_change_end(sd->bl,SC_DEVOTION,-1); sd->sc_data[SC_DEVOTION].val1 = 0; @@ -8642,7 +8905,7 @@ void skill_devotion_end(struct map_session_data *md, * オートスペル *------------------------------------------ */ -int skill_autospell(struct map_session_data *sd, int skillid) +int skill_autospell(struct map_session_data *sd, SkillID skillid) { int skilllv; int maxlv = 1, lv; @@ -8687,8 +8950,9 @@ int skill_autospell(struct map_session_data *sd, int skillid) if (maxlv > (lv = pc_checkskill(sd, skillid))) maxlv = lv; - skill_status_change_start(&sd->bl, SC_AUTOSPELL, skilllv, skillid, maxlv, 0, // val1:スキルID val2:使用最大Lv - skill_get_time(SA_AUTOSPELL, skilllv), 0); // にしてみたけどbscriptが書き易い・・・? + skill_status_change_start(&sd->bl, SC_AUTOSPELL, + skilllv, uint16_t(skillid), maxlv, 0, + skill_get_time(SA_AUTOSPELL, skilllv), 0); return 0; } @@ -8785,14 +9049,14 @@ int skill_gangsterparadise(struct map_session_data *sd, int type) void skill_frostjoke_scream(struct block_list *bl, va_list ap) { struct block_list *src; - int skillnum, skilllv; + int skilllv; unsigned int tick; nullpo_retv(bl); nullpo_retv(ap); nullpo_retv(src = va_arg(ap, struct block_list *)); - skillnum = va_arg(ap, int); + SkillID skillnum = va_arg(ap, SkillID); skilllv = va_arg(ap, int); tick = va_arg(ap, unsigned int); @@ -8816,7 +9080,7 @@ void skill_frostjoke_scream(struct block_list *bl, va_list ap) void skill_attack_area(struct block_list *bl, va_list ap) { struct block_list *src, *dsrc; - int atk_type, skillid, skilllv, flag, type; + int atk_type, skilllv, flag, type; unsigned int tick; nullpo_retv(bl); @@ -8827,7 +9091,7 @@ void skill_attack_area(struct block_list *bl, va_list ap) return; if ((dsrc = va_arg(ap, struct block_list *)) == NULL) return; - skillid = va_arg(ap, int); + SkillID skillid = va_arg(ap, SkillID); skilllv = va_arg(ap, int); tick = va_arg(ap, unsigned int); flag = va_arg(ap, int); @@ -8845,7 +9109,7 @@ void skill_clear_element_field(struct block_list *bl) { struct mob_data *md = NULL; struct map_session_data *sd = NULL; - int i, skillid; + int i; nullpo_retv(bl); @@ -8858,14 +9122,14 @@ void skill_clear_element_field(struct block_list *bl) { if (sd) { - skillid = sd->skillunit[i].skill_id; + SkillID skillid = sd->skillunit[i].skill_id; if (skillid == SA_DELUGE || skillid == SA_VOLCANO || skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR) skill_delunitgroup(&sd->skillunit[i]); } else if (md) { - skillid = md->skillunit[i].skill_id; + SkillID skillid = md->skillunit[i].skill_id; if (skillid == SA_DELUGE || skillid == SA_VOLCANO || skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR) skill_delunitgroup(&md->skillunit[i]); @@ -8879,14 +9143,13 @@ void skill_clear_element_field(struct block_list *bl) */ void skill_landprotector(struct block_list *bl, va_list ap) { - int skillid; int *alive; struct skill_unit *unit; nullpo_retv(bl); nullpo_retv(ap); - skillid = va_arg(ap, int); + SkillID skillid = va_arg(ap, SkillID); alive = va_arg(ap, int *); if ((unit = (struct skill_unit *) bl) == NULL) return; @@ -9016,13 +9279,12 @@ void skill_trap_splash(struct block_list *bl, va_list ap) void skill_status_change_timer_sub(struct block_list *bl, va_list ap) { struct block_list *src; - int type; unsigned int tick; nullpo_retv(bl); nullpo_retv(ap); nullpo_retv(src = va_arg(ap, struct block_list *)); - type = va_arg(ap, int); + StatusChange type = va_arg(ap, StatusChange); tick = va_arg(ap, unsigned int); if (bl->type != BL_PC && bl->type != BL_MOB) @@ -9045,7 +9307,7 @@ void skill_status_change_timer_sub(struct block_list *bl, va_list ap) skill_status_change_end(bl, SC_CLOAKING, -1); if (battle_check_target(src, bl, BCT_ENEMY) > 0) { - struct status_change *sc_data = battle_get_sc_data(bl); + eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl); skill_attack(BF_MAGIC, src, src, bl, AL_RUWACH, sc_data[type].val1, tick, 0); } @@ -9058,9 +9320,9 @@ void skill_status_change_timer_sub(struct block_list *bl, va_list ap) * ステータス異常終了 *------------------------------------------ */ -int skill_status_change_active(struct block_list *bl, int type) +int skill_status_change_active(struct block_list *bl, StatusChange type) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); if (bl->type != BL_PC && bl->type != BL_MOB) @@ -9070,14 +9332,16 @@ int skill_status_change_active(struct block_list *bl, int type) return 0; } - nullpo_retr(0, sc_data = battle_get_sc_data(bl)); + sc_data = battle_get_sc_data(bl); + if (not sc_data) + return 0; return sc_data[type].timer != -1; } -int skill_status_change_end(struct block_list *bl, int type, int tid) +int skill_status_change_end(struct block_list *bl, StatusChange type, int tid) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; int opt_flag = 0, calc_flag = 0; short *sc_count, *option, *opt1, *opt2, *opt3; @@ -9088,7 +9352,9 @@ int skill_status_change_end(struct block_list *bl, int type, int tid) printf("skill_status_change_end: neither MOB nor PC !\n"); return 0; } - nullpo_retr(0, sc_data = battle_get_sc_data(bl)); + sc_data = battle_get_sc_data(bl); + if (not sc_data) + return 0; nullpo_retr(0, sc_count = battle_get_sc_count(bl)); nullpo_retr(0, option = battle_get_option(bl)); nullpo_retr(0, opt1 = battle_get_opt1(bl)); @@ -9179,7 +9445,7 @@ int skill_status_change_end(struct block_list *bl, int type, int tid) break; case SC_BLADESTOP: { - struct status_change *t_sc_data = + eptr<struct status_change, StatusChange> t_sc_data = battle_get_sc_data((struct block_list *) sc_data[type].val4); //片方が切れたので相手の白刃状態が切れてないのなら解除 @@ -9197,7 +9463,7 @@ int skill_status_change_end(struct block_list *bl, int type, int tid) case SC_DANCING: { struct map_session_data *dsd; - struct status_change *d_sc_data; + eptr<struct status_change, StatusChange> d_sc_data; if (sc_data[type].val4 && (dsd = map_id2sd(sc_data[type].val4))) { @@ -9233,9 +9499,9 @@ int skill_status_change_end(struct block_list *bl, int type, int tid) if (src && tid != -1) { //自分にダメージ&周囲3*3にダメージ - skill_castend_damage_id(src, bl, sc_data[type].val2, - sc_data[type].val1, gettick(), - 0); + skill_castend_damage_id(src, bl, + SkillID(sc_data[type].val2), sc_data[type].val1, + gettick(), 0); } } break; @@ -9244,9 +9510,9 @@ int skill_status_change_end(struct block_list *bl, int type, int tid) //自分のダメージは0にして struct mob_data *md = NULL; if (bl->type == BL_MOB && (md = (struct mob_data *) bl)) - skill_castend_damage_id(bl, bl, sc_data[type].val2, - sc_data[type].val1, gettick(), - 0); + skill_castend_damage_id(bl, bl, + SkillID( sc_data[type].val2), sc_data[type].val1, + gettick(), 0); } break; /* option1 */ @@ -9276,10 +9542,22 @@ int skill_status_change_end(struct block_list *bl, int type, int tid) break; case SC_POISON: + *opt2 &= ~0x0001; + opt_flag = 1; + break; + case SC_CURSE: + *opt2 &= ~0x0002; + opt_flag = 1; + break; + case SC_SILENCE: + *opt2 &= ~0x0004; + opt_flag = 1; + break; + case SC_BLIND: - *opt2 &= ~(1 << (type - SC_POISON)); + *opt2 &= ~0x0010; opt_flag = 1; break; @@ -9405,15 +9683,18 @@ int skill_update_heal_animation(struct map_session_data *sd) */ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { - int type = data; + StatusChange type = StatusChange(data); struct block_list *bl; struct map_session_data *sd = NULL; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; //short *sc_count; //使ってない? if ((bl = map_id2bl(id)) == NULL) - return; //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる - nullpo_retv(sc_data = battle_get_sc_data(bl)); + return; + //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる + sc_data = battle_get_sc_data(bl); + if (not sc_data) + return; if (bl->type == BL_PC) sd = (struct map_session_data *) bl; @@ -9733,7 +10014,7 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom { if (sd->status.sp > 0 && (--sc_data[type].val3) > 0) { - switch (sc_data[type].val1) + switch (SkillID(sc_data[type].val1)) { case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き 3秒にSP1 */ @@ -9856,12 +10137,14 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom * ステータス異常終了 *------------------------------------------ */ -int skill_encchant_eremental_end(struct block_list *bl, int type) +int skill_encchant_eremental_end(struct block_list *bl, StatusChange type) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; nullpo_retr(0, bl); - nullpo_retr(0, sc_data = battle_get_sc_data(bl)); + sc_data = battle_get_sc_data(bl); + if (not sc_data) + return 0; if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解除 */ skill_status_change_end(bl, SC_ENCPOISON, -1); @@ -9883,20 +10166,20 @@ int skill_encchant_eremental_end(struct block_list *bl, int type) * ステータス異常開始 *------------------------------------------ */ -int skill_status_change_start(struct block_list *bl, int type, int val1, - int val2, int val3, int val4, int tick, - int flag) +int skill_status_change_start(struct block_list *bl, StatusChange type, + int val1, int val2, int val3, int val4, + int tick, int flag) { return skill_status_effect(bl, type, val1, val2, val3, val4, tick, flag, 0); } -int skill_status_effect(struct block_list *bl, int type, int val1, int val2, - int val3, int val4, int tick, int flag, - int spell_invocation) +int skill_status_effect(struct block_list *bl, StatusChange type, + int val1, int val2, int val3, int val4, + int tick, int flag, int spell_invocation) { struct map_session_data *sd = NULL; - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; short *sc_count, *option, *opt1, *opt2, *opt3; int opt_flag = 0, calc_flag = 0, updateflag = 0, race, mode, elem, undead_flag; @@ -9905,7 +10188,9 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, nullpo_retr(0, bl); if (bl->type == BL_SKILL) return 0; - nullpo_retr(0, sc_data = battle_get_sc_data(bl)); + sc_data = battle_get_sc_data(bl); + if (not sc_data) + return 0; nullpo_retr(0, sc_count = battle_get_sc_count(bl)); nullpo_retr(0, option = battle_get_option(bl)); nullpo_retr(0, opt1 = battle_get_opt1(bl)); @@ -9955,9 +10240,11 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, return 0; if (SC_STONE <= type && type <= SC_BLIND) - { /* カードによる耐性 */ - if (sd && sd->reseff[type - SC_STONE] > 0 - && MRAND(10000) < sd->reseff[type - SC_STONE]) + { + BadSC bsc = BadSC_from_SC(type); + /* カードによる耐性 */ + if (sd && sd->reseff[bsc] > 0 + && MRAND(10000) < sd->reseff[bsc]) { if (battle_config.battle_log) printf("PC %d skill_sc_start: cardによる異常耐性発動\n", @@ -10369,8 +10656,8 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, } break; case SC_SELFDESTRUCTION: //自爆 - clif_skillcasting(bl, bl->id, bl->id, 0, 0, 331, - skill_get_time(val2, val1)); + clif_skillcasting(bl, bl->id, bl->id, 0, 0, DC_FORTUNEKISS, + skill_get_time(SkillID(val2), val1)); val3 = tick / 1000; tick = 1000; break; @@ -10627,7 +10914,7 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, break; default: if (battle_config.error_log) - printf("UnknownStatusChange [%d]\n", type); + printf("UnknownStatusChange [%d]\n", uint16_t(type)); return 0; } @@ -10643,23 +10930,24 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, case SC_SLEEP: battle_stopattack(bl); /* 攻撃停止 */ skill_stop_dancing(bl, 0); /* 演奏/ダンスの中断 */ - { /* 同時に掛からないステータス異常を解除 */ - int i; - for (i = SC_STONE; i <= SC_SLEEP; i++) + /* 同時に掛からないステータス異常を解除 */ + for (StatusChange i : MAJOR_STATUS_EFFECTS_1) + { + if (sc_data[i].timer != -1) { - if (sc_data[i].timer != -1) - { - (*sc_count)--; - delete_timer(sc_data[i].timer, - skill_status_change_timer); - sc_data[i].timer = -1; - } + (*sc_count)--; + delete_timer(sc_data[i].timer, + skill_status_change_timer); + sc_data[i].timer = -1; } } - if (type == SC_STONE) - *opt1 = 6; - else - *opt1 = type - SC_STONE + 1; + switch (type) + { + case SC_STONE: *opt1 = 6; break; + case SC_FREEZE: *opt1 = 2; break; + case SC_STAN: *opt1 = 3; break; + case SC_SLEEP: *opt1 = 4; break; + } opt_flag = 1; break; case SC_POISON: @@ -10671,11 +10959,18 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, break; case SC_CURSE: + *opt2 |= 0x0002; + opt_flag = 1; + break; case SC_SILENCE: + *opt2 |= 0x0004; + opt_flag = 1; + break; case SC_BLIND: - *opt2 |= 1 << (type - SC_POISON); + *opt2 |= 0x0010; opt_flag = 1; break; + case SC_SLOWPOISON: *opt2 &= ~0x1; *opt2 |= 0x200; @@ -10727,7 +11022,7 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, /* タイマー設定 */ sc_data[type].timer = add_timer(gettick() + tick, skill_status_change_timer, bl->id, - type); + custom_data_t(type)); if (bl->type == BL_PC && calc_flag) pc_calcstatus(sd, 0); /* ステータス再計算 */ @@ -10744,12 +11039,13 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, */ int skill_status_change_clear(struct block_list *bl, int type) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; short *sc_count, *option, *opt1, *opt2, *opt3; - int i; nullpo_retr(0, bl); - nullpo_retr(0, sc_data = battle_get_sc_data(bl)); + sc_data = battle_get_sc_data(bl); + if (not sc_data) + return 0; nullpo_retr(0, sc_count = battle_get_sc_count(bl)); nullpo_retr(0, option = battle_get_option(bl)); nullpo_retr(0, opt1 = battle_get_opt1(bl)); @@ -10758,7 +11054,7 @@ int skill_status_change_clear(struct block_list *bl, int type) if (*sc_count == 0) return 0; - for (i = 0; i < MAX_STATUSCHANGE; i++) + for (StatusChange i : erange(StatusChange(), MAX_STATUSCHANGE)) { if (sc_data[i].timer != -1) { /* 異常があるならタイマーを削除する */ @@ -10830,9 +11126,8 @@ int skill_check_cloaking(struct block_list *bl) * 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1 *------------------------------------------ */ -int skill_is_danceskill(int id) +int skill_is_danceskill(SkillID id) { - int i; switch (id) { case BD_LULLABY: /* 子守歌 */ @@ -10845,8 +11140,7 @@ int skill_is_danceskill(int id) case BD_SIEGFRIED: /* 不死身のジークフリード */ case BD_RAGNAROK: /* 神々の黄昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - i = 2; - break; + return 2; case BA_DISSONANCE: /* 不協和音 */ case BA_FROSTJOKE: /* 寒いジョーク */ case BA_WHISTLE: /* 口笛 */ @@ -10859,12 +11153,10 @@ int skill_is_danceskill(int id) case DC_DONTFORGETME: /* 私を忘れないで… */ case DC_FORTUNEKISS: /* 幸運のキス */ case DC_SERVICEFORYOU: /* サービスフォーユー */ - i = 1; - break; + return 1; default: - i = 0; + return 0; } - return i; } /*========================================== @@ -10875,7 +11167,7 @@ int skill_is_danceskill(int id) */ void skill_stop_dancing(struct block_list *src, int flag) { - struct status_change *sc_data; + eptr<struct status_change, StatusChange> sc_data; struct skill_unit_group *group; nullpo_retv(src); @@ -11003,8 +11295,7 @@ int skill_delunit(struct skill_unit *unit) */ static int skill_unit_group_newid = 10; struct skill_unit_group *skill_initunitgroup(struct block_list *src, - int count, int skillid, - int skilllv, int unit_id) + int count, SkillID skillid, int skilllv, int unit_id) { int i; struct skill_unit_group *group = NULL, *list = NULL; @@ -11078,9 +11369,9 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src, sd->skillid_dance = skillid; sd->skilllv_dance = skilllv; } - skill_status_change_start(src, SC_DANCING, skillid, (int) group, 0, - 0, skill_get_time(skillid, - skilllv) + 1000, 0); + skill_status_change_start(src, SC_DANCING, + uint16_t(skillid), (int) group, 0, 0, + skill_get_time(skillid, skilllv) + 1000, 0); switch (skillid) { //合奏スキルは相方をダンス状態にする case BD_LULLABY: /* 子守歌 */ @@ -11740,12 +12031,12 @@ static int scan_stat(char *statname) static int skill_readdb(void) { - int i, j, k, l; + int j, k, l; FILE *fp; char line[1024], *p; /* The main skill database */ - memset(skill_db, 0, sizeof(skill_db)); + memset(&skill_db, 0, sizeof(skill_db)); fp = fopen_("db/skill_db.txt", "r"); if (fp == NULL) { @@ -11773,8 +12064,8 @@ int skill_readdb(void) continue; } - i = atoi(split[0]); - if (i < 0 || i > MAX_SKILL_DB) + SkillID i = SkillID(atoi(split[0])); + if (i < SkillID() || i > MAX_SKILL_DB) continue; memset(split2, 0, sizeof(split2)); @@ -11850,8 +12141,8 @@ int skill_readdb(void) skill_db[i].stat = scan_stat(split[16]); char *tmp = strdup(split[17]); - skill_names[i].desc = tmp; - { // replace "_" by " " + { + // replace "_" by " " char *s = tmp; while ((s = strchr(s, '_'))) *s = ' '; @@ -11860,6 +12151,7 @@ int skill_readdb(void) || (s = strchr(tmp, '\n'))) *s = '\000'; } + skill_lookup_by_id(i).desc = tmp; } fclose_(fp); printf("read db/skill_db.txt done\n"); @@ -11887,8 +12179,8 @@ int skill_readdb(void) if (split[29] == NULL || j < 30) continue; - i = atoi(split[0]); - if (i < 0 || i > MAX_SKILL_DB) + SkillID i = SkillID(atoi(split[0])); + if (i < SkillID() || i > MAX_SKILL_DB) continue; memset(split2, 0, sizeof(split2)); @@ -12070,8 +12362,8 @@ int skill_readdb(void) if (split[4] == NULL || j < 5) continue; - i = atoi(split[0]); - if (i < 0 || i > MAX_SKILL_DB) + SkillID i = SkillID(atoi(split[0])); + if (i < SkillID() || i > MAX_SKILL_DB) continue; memset(split2, 0, sizeof(split2)); @@ -12147,8 +12439,8 @@ int skill_readdb(void) *p++ = 0; } - i = atoi(split[0]); - if (i < 0 || i > MAX_SKILL_DB) + SkillID i = SkillID(atoi(split[0])); + if (i < SkillID() || i > MAX_SKILL_DB) continue; memset(split2, 0, sizeof(split2)); @@ -12194,3 +12486,21 @@ int do_init_skill(void) return 0; } + +constexpr size_t num_names = sizeof(skill_names) / sizeof(skill_names[0]); + +skill_name_db& skill_lookup_by_id(SkillID id) +{ + for (skill_name_db& ner : skill_names) + if (ner.id == id) + return ner; + return skill_names[num_names - 1]; +} + +skill_name_db& skill_lookup_by_name(const char *name) +{ + for (skill_name_db& ner : skill_names) + if (!strcasecmp(name, ner.name) || !strcasecmp(name, ner.desc)) + return ner; + return skill_names[num_names - 1]; +} diff --git a/src/map/skill.hpp b/src/map/skill.hpp index 38a0ed5..5452bd2 100644 --- a/src/map/skill.hpp +++ b/src/map/skill.hpp @@ -2,12 +2,13 @@ #ifndef SKILL_HPP #define SKILL_HPP +#include "skill.t.hpp" + #include "../common/timer.hpp" #include "map.hpp" #include "magic.hpp" -#define MAX_SKILL_DB 450 #define MAX_SKILL_PRODUCE_DB 150 #define MAX_SKILL_ARROW_DB 150 #define MAX_SKILL_ABRA_DB 350 @@ -29,20 +30,27 @@ struct skill_db int hp[MAX_SKILL_LEVEL], sp[MAX_SKILL_LEVEL], mhp[MAX_SKILL_LEVEL], hp_rate[MAX_SKILL_LEVEL], sp_rate[MAX_SKILL_LEVEL], zeny[MAX_SKILL_LEVEL]; - int weapon, state, spiritball[MAX_SKILL_LEVEL]; + int weapon; + SkillState state; + int spiritball[MAX_SKILL_LEVEL]; int itemid[10], amount[10]; int castnodex[MAX_SKILL_LEVEL]; }; -extern struct skill_db skill_db[MAX_SKILL_DB]; +extern earray<struct skill_db, SkillID, MAX_SKILL_DB> skill_db; struct skill_name_db { - int id; // skill id + SkillID id; // skill id const char *name; // search strings const char *desc; // description that shows up for search's }; + +// used only by @skillid for iteration - should be depublicized extern struct skill_name_db skill_names[]; +skill_name_db& skill_lookup_by_id(SkillID id); +skill_name_db& skill_lookup_by_name(const char *name); + struct block_list; struct map_session_data; struct skill_unit; @@ -51,46 +59,46 @@ struct skill_unit_group; int do_init_skill(void); // スキルデータベースへのアクセサ -int skill_get_hit(int id); -int skill_get_inf(int id); -int skill_get_pl(int id); -int skill_get_nk(int id); -int skill_get_max(int id); -int skill_get_max_raise(int id); -int skill_get_range(int id, int lv); -int skill_get_hp(int id, int lv); -int skill_get_mhp(int id, int lv); -int skill_get_sp(int id, int lv); -int skill_get_zeny(int id, int lv); -int skill_get_num(int id, int lv); -int skill_get_cast(int id, int lv); -int skill_get_delay(int id, int lv); -int skill_get_time(int id, int lv); -int skill_get_time2(int id, int lv); -int skill_get_castdef(int id); -int skill_get_weapontype(int id); -int skill_get_unit_id(int id, int flag); -int skill_get_inf2(int id); -int skill_get_maxcount(int id); -int skill_get_blewcount(int id, int lv); +int skill_get_hit(SkillID id); +int skill_get_inf(SkillID id); +int skill_get_pl(SkillID id); +int skill_get_nk(SkillID id); +int skill_get_max(SkillID id); +int skill_get_max_raise(SkillID id); +int skill_get_range(SkillID id, int lv); +int skill_get_hp(SkillID id, int lv); +int skill_get_mhp(SkillID id, int lv); +int skill_get_sp(SkillID id, int lv); +int skill_get_zeny(SkillID id, int lv); +int skill_get_num(SkillID id, int lv); +int skill_get_cast(SkillID id, int lv); +int skill_get_delay(SkillID id, int lv); +int skill_get_time(SkillID id, int lv); +int skill_get_time2(SkillID id, int lv); +int skill_get_castdef(SkillID id); +int skill_get_weapontype(SkillID id); +int skill_get_unit_id(SkillID id, int flag); +int skill_get_inf2(SkillID id); +int skill_get_maxcount(SkillID id); +int skill_get_blewcount(SkillID id, int lv); // スキルの使用 int skill_use_id(struct map_session_data *sd, int target_id, - int skill_num, int skill_lv); + SkillID skill_num, int skill_lv); int skill_use_pos(struct map_session_data *sd, - int skill_x, int skill_y, int skill_num, int skill_lv); + int skill_x, int skill_y, SkillID skill_num, int skill_lv); -int skill_castend_map(struct map_session_data *sd, int skill_num, +int skill_castend_map(struct map_session_data *sd, SkillID skill_num, const char *map); int skill_cleartimerskill(struct block_list *src); int skill_addtimerskill(struct block_list *src, unsigned int tick, - int target, int x, int y, int skill_id, + int target, int x, int y, SkillID skill_id, int skill_lv, int type, int flag); // 追加効果 int skill_additional_effect(struct block_list *src, struct block_list *bl, - int skillid, int skilllv, int attack_type, + SkillID skillid, int skilllv, int attack_type, unsigned int tick); // ユニットスキル @@ -98,7 +106,7 @@ struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y); int skill_delunit(struct skill_unit *unit); struct skill_unit_group *skill_initunitgroup(struct block_list *src, - int count, int skillid, + int count, SkillID skillid, int skilllv, int unit_id); int skill_delunitgroup(struct skill_unit_group *group); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct @@ -113,10 +121,10 @@ int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int skill_castfix(struct block_list *bl, int time); int skill_delayfix(struct block_list *bl, int time); -int skill_check_unit_range(int m, int x, int y, int range, int skillid); +int skill_check_unit_range(int m, int x, int y, int range, SkillID skillid); int skill_check_unit_range2(int m, int x, int y, int range); // -- moonsoul (added skill_check_unit_cell) -int skill_check_unit_cell(int skillid, int m, int x, int y, int unit_id); +int skill_check_unit_cell(SkillID skillid, int m, int x, int y, int unit_id); int skill_unit_out_all(struct block_list *bl, unsigned int tick, int range); int skill_unit_move(struct block_list *bl, unsigned int tick, int range); int skill_unit_move_unit_group(struct skill_unit_group *group, int m, @@ -131,7 +139,7 @@ int skill_castcancel(struct block_list *bl, int type); int skill_gangsterparadise(struct map_session_data *sd, int type); void skill_brandishspear_first(struct square *tc, int dir, int x, int y); void skill_brandishspear_dir(struct square *tc, int dir, int are); -int skill_autospell(struct map_session_data *md, int skillid); +int skill_autospell(struct map_session_data *md, SkillID skillid); void skill_devotion(struct map_session_data *md, int target); void skill_devotion2(struct block_list *bl, int crusader); int skill_devotion3(struct block_list *bl, int target); @@ -142,727 +150,40 @@ void skill_devotion_end(struct map_session_data *md, // その他 int skill_check_cloaking(struct block_list *bl); -int skill_is_danceskill(int id); +int skill_is_danceskill(SkillID id); // ステータス異常 -int skill_status_effect(struct block_list *bl, int type, int val1, int val2, - int val3, int val4, int tick, int flag, - int spell_invocation); -int skill_status_change_start(struct block_list *bl, int type, int val1, - int val2, int val3, int val4, int tick, - int flag); +int skill_status_effect(struct block_list *bl, StatusChange type, + int val1, int val2, int val3, int val4, + int tick, int flag, int spell_invocation); +int skill_status_change_start(struct block_list *bl, StatusChange type, + int val1, int val2, int val3, int val4, int tick, int flag); void skill_status_change_timer(timer_id, tick_t, custom_id_t, custom_data_t); -int skill_status_change_active(struct block_list *bl, int type); // [fate] -int skill_encchant_eremental_end(struct block_list *bl, int type); -int skill_status_change_end(struct block_list *bl, int type, int tid); +int skill_status_change_active(struct block_list *bl, StatusChange type); // [fate] +int skill_encchant_eremental_end(struct block_list *bl, StatusChange type); +int skill_status_change_end(struct block_list *bl, StatusChange type, int tid); int skill_status_change_clear(struct block_list *bl, int type); // mobスキルのため int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, + SkillID skillid, int skilllv, unsigned int tick, int flag); int skill_castend_damage_id(struct block_list *src, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, + SkillID skillid, int skilllv, unsigned int tick, int flag); -int skill_castend_pos2(struct block_list *src, int x, int y, int skillid, +int skill_castend_pos2(struct block_list *src, int x, int y, SkillID skillid, int skilllv, unsigned int tick, int flag); // スキル攻撃一括処理 int skill_attack(int attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl, - int skillid, int skilllv, unsigned int tick, int flag); + SkillID skillid, int skilllv, unsigned int tick, int flag); int skill_update_heal_animation(struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed void skill_reload(void); -enum -{ - ST_NONE, ST_HIDING, ST_CLOAKING, ST_HIDDEN, ST_RIDING, ST_FALCON, ST_CART, - ST_SHIELD, ST_SIGHT, ST_EXPLOSIONSPIRITS, - ST_RECOV_WEIGHT_RATE, ST_MOVE_ENABLE, ST_WATER, -}; - -enum -{ // struct map_session_data の status_changeの番号テーブル - SC_SENDMAX = 256, - SC_PROVOKE = 0, - SC_ENDURE = 1, - SC_TWOHANDQUICKEN = 2, - SC_CONCENTRATE = 3, - SC_HIDING = 4, - SC_CLOAKING = 5, - SC_ENCPOISON = 6, - SC_POISONREACT = 7, - SC_QUAGMIRE = 8, - SC_ANGELUS = 9, - SC_BLESSING = 10, - SC_SIGNUMCRUCIS = 11, - SC_INCREASEAGI = 12, - SC_DECREASEAGI = 13, - SC_SLOWPOISON = 14, - SC_IMPOSITIO = 15, - SC_SUFFRAGIUM = 16, - SC_ASPERSIO = 17, - SC_BENEDICTIO = 18, - SC_KYRIE = 19, - SC_MAGNIFICAT = 20, - SC_GLORIA = 21, - SC_AETERNA = 22, - SC_ADRENALINE = 23, - SC_WEAPONPERFECTION = 24, - SC_OVERTHRUST = 25, - SC_MAXIMIZEPOWER = 26, - SC_RIDING = 27, - SC_FALCON = 28, - SC_TRICKDEAD = 29, - SC_LOUD = 30, - SC_ENERGYCOAT = 31, - SC_BROKNARMOR = 32, - SC_BROKNWEAPON = 33, - SC_HALLUCINATION = 34, - SC_WEIGHT50 = 35, - SC_WEIGHT90 = 36, - SC_SPEEDPOTION0 = 37, - SC_SPEEDPOTION1 = 38, - SC_SPEEDPOTION2 = 39, - - SC_STRIPWEAPON = 50, - SC_STRIPSHIELD = 51, - SC_STRIPARMOR = 52, - SC_STRIPHELM = 53, - SC_CP_WEAPON = 54, - SC_CP_SHIELD = 55, - SC_CP_ARMOR = 56, - SC_CP_HELM = 57, - SC_AUTOGUARD = 58, - SC_REFLECTSHIELD = 59, - SC_DEVOTION = 60, - SC_PROVIDENCE = 61, - SC_DEFENDER = 62, - SC_AUTOSPELL = 65, - SC_EXPLOSIONSPIRITS = 86, - SC_STEELBODY = 87, - SC_SPEARSQUICKEN = 68, - - SC_HEALING = 70, - - SC_SIGHTTRASHER = 73, - - SC_COMBO = 89, - SC_FLAMELAUNCHER = 90, - SC_FROSTWEAPON = 91, - SC_LIGHTNINGLOADER = 92, - SC_SEISMICWEAPON = 93, - - SC_AURABLADE = 103, - SC_PARRYING = 104, - SC_CONCENTRATION = 105, - SC_TENSIONRELAX = 106, - SC_BERSERK = 107, - - SC_ASSUMPTIO = 110, - - SC_MAGICPOWER = 113, - - SC_TRUESIGHT = 115, - SC_WINDWALK = 116, - SC_MELTDOWN = 117, - SC_CARTBOOST = 118, - - SC_REJECTSWORD = 120, - SC_MARIONETTE = 121, - - SC_HEADCRUSH = 124, - SC_JOINTBEAT = 125, - SC_BASILICA = 125, - - SC_STONE = 128, - SC_FREEZE = 129, - SC_STAN = 130, - SC_SLEEP = 131, - SC_POISON = 132, - SC_CURSE = 133, - SC_SILENCE = 134, - SC_CONFUSION = 135, - SC_BLIND = 136, - - SC_SAFETYWALL = 140, - SC_PNEUMA = 141, - SC_WATERBALL = 142, - SC_ANKLE = 143, - SC_DANCING = 144, - SC_KEEPING = 145, - SC_BARRIER = 146, - - SC_MAGICROD = 149, - SC_SIGHT = 150, - SC_RUWACH = 151, - SC_AUTOCOUNTER = 152, - SC_VOLCANO = 153, - SC_DELUGE = 154, - SC_VIOLENTGALE = 155, - SC_BLADESTOP_WAIT = 156, - SC_BLADESTOP = 157, - SC_EXTREMITYFIST = 158, - SC_GRAFFITI = 159, - SC_ENSEMBLE = 159, - - SC_LULLABY = 160, - SC_RICHMANKIM = 161, - SC_ETERNALCHAOS = 162, - SC_DRUMBATTLE = 163, - SC_NIBELUNGEN = 164, - SC_ROKISWEIL = 165, - SC_INTOABYSS = 166, - SC_SIEGFRIED = 167, - SC_DISSONANCE = 168, - SC_WHISTLE = 169, - SC_ASSNCROS = 170, - SC_POEMBRAGI = 171, - SC_APPLEIDUN = 172, - SC_UGLYDANCE = 173, - SC_HUMMING = 174, - SC_DONTFORGETME = 175, - SC_FORTUNE = 176, - SC_SERVICE4U = 177, - SC_FOGWALL = 178, - SC_GOSPEL = 179, - SC_SPIDERWEB = 180, - SC_MEMORIZE = 181, - SC_LANDPROTECTOR = 182, - SC_ADAPTATION = 183, - SC_CHASEWALK = 184, - SC_ATKPOT = 185, - SC_MATKPOT = 186, - SC_WEDDING = 187, - SC_NOCHAT = 188, - SC_SPLASHER = 189, - SC_SELFDESTRUCTION = 190, - SC_MINDBREAKER = 191, - SC_SPELLBREAKER = 192, - -// Added for Fate's spells - SC_HIDE = 194, // Hide from `detect' magic - SC_HALT_REGENERATE = 195, // Suspend regeneration - SC_FLYING_BACKPACK = 196, // Flying backpack - SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%)) - SC_HASTE = 198, // `Haste' spell (val1 : power) - SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power) - - SC_DIVINA = SC_SILENCE, -}; -extern int SkillStatusChangeTable[]; - -enum -{ - NV_EMOTE = 1, - NV_TRADE, - NV_PARTY, - - SM_SWORD, - SM_TWOHAND, - SM_RECOVERY, - SM_BASH, - SM_PROVOKE, - SM_MAGNUM, - SM_ENDURE, - - MG_SRECOVERY, - MG_SIGHT, - MG_NAPALMBEAT, - MG_SAFETYWALL, - MG_SOULSTRIKE, - MG_COLDBOLT, - MG_FROSTDIVER, - MG_STONECURSE, - MG_FIREBALL, - MG_FIREWALL, - MG_FIREBOLT, - MG_LIGHTNINGBOLT, - MG_THUNDERSTORM, - - AL_DP, - AL_DEMONBANE, - AL_RUWACH, - AL_PNEUMA, - AL_TELEPORT, - AL_WARP, - AL_HEAL, - AL_INCAGI, - AL_DECAGI, - AL_HOLYWATER, - AL_CRUCIS, - AL_ANGELUS, - AL_BLESSING, - AL_CURE, - - MC_INCCARRY, - MC_DISCOUNT, - MC_OVERCHARGE, - MC_PUSHCART, - MC_IDENTIFY, - MC_VENDING, - MC_MAMMONITE, - - AC_OWL = 45, - AC_VULTURE, - AC_CONCENTRATION, - AC_DOUBLE, - AC_SHOWER, - - TF_DOUBLE, - TF_MISS, - TF_STEAL, - TF_HIDING, - TF_POISON, - TF_DETOXIFY, - - ALL_RESURRECTION, - - KN_SPEARMASTERY, - KN_PIERCE, - KN_BRANDISHSPEAR, - KN_SPEARSTAB, - KN_SPEARBOOMERANG, - KN_TWOHANDQUICKEN, - KN_AUTOCOUNTER, - KN_BOWLINGBASH, - KN_RIDING, - KN_CAVALIERMASTERY, - - PR_MACEMASTERY, - PR_IMPOSITIO, - PR_SUFFRAGIUM, - PR_ASPERSIO, - PR_BENEDICTIO, - PR_SANCTUARY, - PR_SLOWPOISON, - PR_STRECOVERY, - PR_KYRIE, - PR_MAGNIFICAT, - PR_GLORIA, - PR_LEXDIVINA, - PR_TURNUNDEAD, - PR_LEXAETERNA, - PR_MAGNUS, - - WZ_FIREPILLAR, - WZ_SIGHTRASHER, - WZ_FIREIVY, - WZ_METEOR, - WZ_JUPITEL, - WZ_VERMILION, - WZ_WATERBALL, - WZ_ICEWALL, - WZ_FROSTNOVA, - WZ_STORMGUST, - WZ_EARTHSPIKE, - WZ_HEAVENDRIVE, - WZ_QUAGMIRE, - WZ_ESTIMATION, - - BS_IRON, - BS_STEEL, - BS_ENCHANTEDSTONE, - BS_ORIDEOCON, - BS_DAGGER, - BS_SWORD, - BS_TWOHANDSWORD, - BS_AXE, - BS_MACE, - BS_KNUCKLE, - BS_SPEAR, - BS_HILTBINDING, - BS_FINDINGORE, - BS_WEAPONRESEARCH, - BS_REPAIRWEAPON, - BS_SKINTEMPER, - BS_HAMMERFALL, - BS_ADRENALINE, - BS_WEAPONPERFECT, - BS_OVERTHRUST, - BS_MAXIMIZE, - - HT_SKIDTRAP, - HT_LANDMINE, - HT_ANKLESNARE, - HT_SHOCKWAVE, - HT_SANDMAN, - HT_FLASHER, - HT_FREEZINGTRAP, - HT_BLASTMINE, - HT_CLAYMORETRAP, - HT_REMOVETRAP, - HT_TALKIEBOX, - HT_BEASTBANE, - HT_FALCON, - HT_STEELCROW, - HT_BLITZBEAT, - HT_DETECTING, - HT_SPRINGTRAP, - - AS_RIGHT, - AS_LEFT, - AS_KATAR, - AS_CLOAKING, - AS_SONICBLOW, - AS_GRIMTOOTH, - AS_ENCHANTPOISON, - AS_POISONREACT, - AS_VENOMDUST, - AS_SPLASHER, - - NV_FIRSTAID, - NV_TRICKDEAD, - SM_MOVINGRECOVERY, - SM_FATALBLOW, - SM_AUTOBERSERK, - AC_MAKINGARROW, - AC_CHARGEARROW, - TF_SPRINKLESAND, - TF_BACKSLIDING, - TF_PICKSTONE, - TF_THROWSTONE, - MC_CARTREVOLUTION, - MC_CHANGECART, - MC_LOUD, - AL_HOLYLIGHT, - MG_ENERGYCOAT, - - NPC_PIERCINGATT, - NPC_MENTALBREAKER, - NPC_RANGEATTACK, - NPC_ATTRICHANGE, - NPC_CHANGEWATER, - NPC_CHANGEGROUND, - NPC_CHANGEFIRE, - NPC_CHANGEWIND, - NPC_CHANGEPOISON, - NPC_CHANGEHOLY, - NPC_CHANGEDARKNESS, - NPC_CHANGETELEKINESIS, - NPC_CRITICALSLASH, - NPC_COMBOATTACK, - NPC_GUIDEDATTACK, - NPC_SELFDESTRUCTION, - NPC_SPLASHATTACK, - NPC_SUICIDE, - NPC_POISON, - NPC_BLINDATTACK, - NPC_SILENCEATTACK, - NPC_STUNATTACK, - NPC_PETRIFYATTACK, - NPC_CURSEATTACK, - NPC_SLEEPATTACK, - NPC_RANDOMATTACK, - NPC_WATERATTACK, - NPC_GROUNDATTACK, - NPC_FIREATTACK, - NPC_WINDATTACK, - NPC_POISONATTACK, - NPC_HOLYATTACK, - NPC_DARKNESSATTACK, - NPC_TELEKINESISATTACK, - NPC_MAGICALATTACK, - NPC_METAMORPHOSIS, - NPC_PROVOCATION, - NPC_SMOKING, - NPC_SUMMONSLAVE, - NPC_EMOTION, - NPC_TRANSFORMATION, - NPC_BLOODDRAIN, - NPC_ENERGYDRAIN, - NPC_KEEPING, - NPC_DARKBREATH, - NPC_DARKBLESSING, - NPC_BARRIER, - NPC_DEFENDER, - NPC_LICK, - NPC_HALLUCINATION, - NPC_REBIRTH, - NPC_SUMMONMONSTER, - - RG_SNATCHER, - RG_STEALCOIN, - RG_BACKSTAP, - RG_TUNNELDRIVE, - RG_RAID, - RG_STRIPWEAPON, - RG_STRIPSHIELD, - RG_STRIPARMOR, - RG_STRIPHELM, - RG_INTIMIDATE, - RG_GRAFFITI, - RG_FLAGGRAFFITI, - RG_CLEANER, - RG_GANGSTER, - RG_COMPULSION, - RG_PLAGIARISM, - - AM_AXEMASTERY, - AM_LEARNINGPOTION, - AM_PHARMACY, - AM_DEMONSTRATION, - AM_ACIDTERROR, - AM_POTIONPITCHER, - AM_CANNIBALIZE, - AM_SPHEREMINE, - AM_CP_WEAPON, - AM_CP_SHIELD, - AM_CP_ARMOR, - AM_CP_HELM, - AM_BIOETHICS, - AM_BIOTECHNOLOGY, - AM_CREATECREATURE, - AM_CULTIVATION, - AM_FLAMECONTROL, - AM_CALLHOMUN, - AM_REST, - AM_DRILLMASTER, - AM_HEALHOMUN, - AM_RESURRECTHOMUN, - - CR_TRUST, - CR_AUTOGUARD, - CR_SHIELDCHARGE, - CR_SHIELDBOOMERANG, - CR_REFLECTSHIELD, - CR_HOLYCROSS, - CR_GRANDCROSS, - CR_DEVOTION, - CR_PROVIDENCE, - CR_DEFENDER, - CR_SPEARQUICKEN, - - MO_IRONHAND, - MO_SPIRITSRECOVERY, - MO_CALLSPIRITS, - MO_ABSORBSPIRITS, - MO_TRIPLEATTACK, - MO_BODYRELOCATION, - MO_DODGE, - MO_INVESTIGATE, - MO_FINGEROFFENSIVE, - MO_STEELBODY, - MO_BLADESTOP, - MO_EXPLOSIONSPIRITS, - MO_EXTREMITYFIST, - MO_CHAINCOMBO, - MO_COMBOFINISH, - - SA_ADVANCEDBOOK, - SA_CASTCANCEL, - SA_MAGICROD, - SA_SPELLBREAKER, - SA_FREECAST, - SA_AUTOSPELL, - SA_FLAMELAUNCHER, - SA_FROSTWEAPON, - SA_LIGHTNINGLOADER, - SA_SEISMICWEAPON, - SA_DRAGONOLOGY, - SA_VOLCANO, - SA_DELUGE, - SA_VIOLENTGALE, - SA_LANDPROTECTOR, - SA_DISPELL, - SA_ABRACADABRA, - SA_MONOCELL, - SA_CLASSCHANGE, - SA_SUMMONMONSTER, - SA_REVERSEORCISH, - SA_DEATH, - SA_FORTUNE, - SA_TAMINGMONSTER, - SA_QUESTION, - SA_GRAVITY, - SA_LEVELUP, - SA_INSTANTDEATH, - SA_FULLRECOVERY, - SA_COMA, - - BD_ADAPTATION, - BD_ENCORE, - BD_LULLABY, - BD_RICHMANKIM, - BD_ETERNALCHAOS, - BD_DRUMBATTLEFIELD, - BD_RINGNIBELUNGEN, - BD_ROKISWEIL, - BD_INTOABYSS, - BD_SIEGFRIED, - BD_RAGNAROK, - - BA_MUSICALLESSON, - BA_MUSICALSTRIKE, - BA_DISSONANCE, - BA_FROSTJOKE, - BA_WHISTLE, - BA_ASSASSINCROSS, - BA_POEMBRAGI, - BA_APPLEIDUN, - - DC_DANCINGLESSON, - DC_THROWARROW, - DC_UGLYDANCE, - DC_SCREAM, - DC_HUMMING, - DC_DONTFORGETME, - DC_FORTUNEKISS, - DC_SERVICEFORYOU, - - NPC_SELFDESTRUCTION2 = 333, - - WE_MALE = 334, - WE_FEMALE, - WE_CALLPARTNER, - - NPC_DARKCROSS = 338, - - TMW_SKILLPOOL = 339, // skill pool size - - TMW_MAGIC = 340, - TMW_MAGIC_LIFE = 341, - TMW_MAGIC_WAR = 342, - TMW_MAGIC_TRANSMUTE = 343, - TMW_MAGIC_NATURE = 344, - TMW_MAGIC_ETHER = 345, - TMW_MAGIC_DARK = 346, - TMW_MAGIC_LIGHT = 347, - - TMW_BRAWLING = 350, - TMW_LUCKY_COUNTER = 351, - TMW_SPEED = 352, - TMW_RESIST_POISON = 353, - TMW_ASTRAL_SOUL = 354, - TMW_RAGING = 355, - - LK_AURABLADE = 356, - LK_PARRYING, - LK_CONCENTRATION, - LK_TENSIONRELAX, - LK_BERSERK, - LK_FURY, - HP_ASSUMPTIO, - HP_BASILICA, - HP_MEDITATIO, - HW_SOULDRAIN, - HW_MAGICCRASHER, - HW_MAGICPOWER, - PA_PRESSURE, - PA_SACRIFICE, - PA_GOSPEL, - CH_PALMSTRIKE, - CH_TIGERFIST, - CH_CHAINCRUSH, - PF_HPCONVERSION, - PF_SOULCHANGE, - PF_SOULBURN, - ASC_KATAR, - ASC_HALLUCINATION, - ASC_EDP, - ASC_BREAKER, - SN_SIGHT, - SN_FALCONASSAULT, - SN_SHARPSHOOTING, - SN_WINDWALK, - WS_MELTDOWN, - WS_CREATECOIN, - WS_CREATENUGGET, - WS_CARTBOOST, - WS_SYSTEMCREATE, - ST_CHASEWALK, - ST_REJECTSWORD, - ST_STEALBACKPACK, - CR_ALCHEMY, - CR_SYNTHESISPOTION, - CG_ARROWVULCAN, - CG_MOONLIT, - CG_MARIONETTE, - LK_SPIRALPIERCE, - LK_HEADCRUSH, - LK_JOINTBEAT, - HW_NAPALMVULCAN, - CH_SOULCOLLECT, - PF_MINDBREAKER, - PF_MEMORIZE, - PF_FOGWALL, - PF_SPIDERWEB, - ASC_METEORASSAULT, - ASC_CDP, - WE_BABY, - WE_CALLPARENT, - WE_CALLBABY, - TK_RUN, - TK_READYSTORM, - TK_STORMKICK, - TK_READYDOWN, - TK_DOWNKICK, - TK_READYTURN, - TK_TURNKICK, - TK_READYCOUNTER, - TK_COUNTER, - TK_DODGE, - TK_JUMPKICK, - TK_HPTIME, - TK_SPTIME, - TK_POWER, - TK_SEVENWIND, - TK_HIGHJUMP, - SG_FEEL, - SG_SUN_WARM, - SG_MOON_WARM, - SG_STAR_WARM, - SG_SUN_COMFORT, - SG_MOON_COMFORT, - SG_STAR_COMFORT, - SG_HATE, - SG_SUN_ANGER, - SG_MOON_ANGER, - SG_STAR_ANGER, - SG_SUN_BLESS, - SG_MOON_BLESS, - SG_STAR_BLESS, - SG_DEVIL, - SG_FRIEND, - SG_KNOWLEDGE, - SG_FUSION, - SL_ALCHEMIST, - AM_BERSERKPITCHER, - SL_MONK, - SL_STAR, - SL_SAGE, - SL_CRUSADER, - SL_SUPERNOVICE, - SL_KNIGHT, - SL_WIZARD, - SL_PRIEST, - SL_BARDDANCER, - SL_ROGUE, - SL_ASSASIN, - SL_BLACKSMITH, - BS_ADRENALINE2, - SL_HUNTER, - SL_SOULLINKER, - SL_KAIZEL, - SL_KAAHI, - SL_KAUPE, - SL_KAITE, - SL_KAINA, - SL_STIN, - SL_STUN, - SL_SMA, - SL_SWOO, - SL_SKE, - SL_SKA, - - GD_APPROVAL = 10000, - GD_KAFRACONTACT, - GD_GUARDIANRESEARCH, - GD_CHARISMA, - GD_EXTENSION, -}; +extern earray<StatusChange, SkillID, MAX_SKILL_DB> SkillStatusChangeTable; // [Fate] Skill pools API @@ -871,22 +192,36 @@ enum // Max. # of skills that may be classified as pool skills in db/skill_db.txt #define MAX_POOL_SKILLS 128 -extern int skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills +extern SkillID skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills extern int skill_pool_skills_size; // Number of entries in skill_pool_skills -int skill_pool(struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills. +// Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills. +int skill_pool(struct map_session_data *sd, SkillID *skills); int skill_pool_size(struct map_session_data *sd); int skill_pool_max(struct map_session_data *sd); // Max. number of pool skills void skill_pool_empty(struct map_session_data *sd); // Deactivate all pool skills -int skill_pool_activate(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay. -int skill_pool_is_activated(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated. -int skill_pool_deactivate(struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay. -const char *skill_name(int skill); // Yield configurable skill name -int skill_stat(int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise -int skill_power(struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, - // otherwise a value from 0 to 255 (with 200 being the `normal maximum') -int skill_power_bl(struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, - // otherwise a value from 0 to 255 (with 200 being the `normal maximum') - -void skill_pool_register(int id); // [Fate] Remember that a certain skill ID belongs to a pool skill +// Skill into skill pool. Return is zero iff okay. +int skill_pool_activate(struct map_session_data *sd, SkillID skill); +// Skill into skill pool. Return is zero when activated. +int skill_pool_is_activated(struct map_session_data *sd, SkillID skill); +// Skill out of skill pool. Return is zero iff okay. +int skill_pool_deactivate(struct map_session_data *sd, SkillID skill); +// Yield configurable skill name +inline +const char *skill_name(SkillID skill) +{ + return skill_lookup_by_id(skill).desc; +} +// Yields the stat associated with a skill. +// Returns zero if none, or SP_STR, SP_VIT, ... otherwise +int skill_stat(SkillID skill); +// Yields the power of a skill. +// This is zero if the skill is unknown +// or if it's a pool skill that is outside of the skill pool, +// otherwise a value from 0 to 255 (with 200 being the `normal maximum') +int skill_power(struct map_session_data *sd, SkillID skill); +int skill_power_bl(struct block_list *bl, SkillID skill); + +// [Fate] Remember that a certain skill ID belongs to a pool skill +void skill_pool_register(SkillID id); #endif diff --git a/src/map/skill.t.hpp b/src/map/skill.t.hpp new file mode 100644 index 0000000..0175985 --- /dev/null +++ b/src/map/skill.t.hpp @@ -0,0 +1,1417 @@ +#ifndef SKILL_T_HPP +#define SKILL_T_HPP + +// only ST_NONE is actually used - TODO remove +enum class SkillState +{ + ST_NONE, +#define ST_NONE SkillState::ST_NONE + ST_HIDING, +#define ST_HIDING SkillState::ST_HIDING + ST_CLOAKING, +#define ST_CLOAKING SkillState::ST_CLOAKING + ST_HIDDEN, +#define ST_HIDDEN SkillState::ST_HIDDEN + ST_RIDING, +#define ST_RIDING SkillState::ST_RIDING + ST_FALCON, +#define ST_FALCON SkillState::ST_FALCON + ST_CART, +#define ST_CART SkillState::ST_CART + ST_SHIELD, +#define ST_SHIELD SkillState::ST_SHIELD + ST_SIGHT, +#define ST_SIGHT SkillState::ST_SIGHT + ST_EXPLOSIONSPIRITS, +#define ST_EXPLOSIONSPIRITS SkillState::ST_EXPLOSIONSPIRITS + ST_RECOV_WEIGHT_RATE, +#define ST_RECOV_WEIGHT_RATE SkillState::ST_RECOV_WEIGHT_RATE + ST_MOVE_ENABLE, +#define ST_MOVE_ENABLE SkillState::ST_MOVE_ENABLE + ST_WATER, +#define ST_WATER SkillState::ST_WATER +}; + +// TODO remove most of these as their corresponding SkillIDs get deleted. +enum class StatusChange : uint16_t +{ + // indices into (map_session_data).status_change + SC_SENDMAX = 256, +#define SC_SENDMAX StatusChange::SC_SENDMAX + + // sometimes means "none", sometimes not + NEGATIVE1 = 0xffff, + ANY_BAD = NEGATIVE1, + + // these ones are used by clif_status_change, + // e.g. by the magic system + ZERO = 0, + ATTACK_ICON_GENERIC = 2000, + ATTACK_ICON_SHEARING = 2001, + CART = 0x0c, + CLIF_OPTION_SC_INVISIBILITY = 0x1000, +#define CLIF_OPTION_SC_INVISIBILITY StatusChange::CLIF_OPTION_SC_INVISIBILITY + CLIF_OPTION_SC_SCRIBE = 0x1001, +#define CLIF_OPTION_SC_SCRIBE StatusChange::CLIF_OPTION_SC_SCRIBE + + // the rest are the normal effects + SC_PROVOKE = 0, +#define SC_PROVOKE StatusChange::SC_PROVOKE + SC_ENDURE = 1, +#define SC_ENDURE StatusChange::SC_ENDURE + SC_TWOHANDQUICKEN = 2, +#define SC_TWOHANDQUICKEN StatusChange::SC_TWOHANDQUICKEN + SC_CONCENTRATE = 3, +#define SC_CONCENTRATE StatusChange::SC_CONCENTRATE + SC_HIDING = 4, +#define SC_HIDING StatusChange::SC_HIDING + SC_CLOAKING = 5, +#define SC_CLOAKING StatusChange::SC_CLOAKING + SC_ENCPOISON = 6, +#define SC_ENCPOISON StatusChange::SC_ENCPOISON + SC_POISONREACT = 7, +#define SC_POISONREACT StatusChange::SC_POISONREACT + SC_QUAGMIRE = 8, +#define SC_QUAGMIRE StatusChange::SC_QUAGMIRE + SC_ANGELUS = 9, +#define SC_ANGELUS StatusChange::SC_ANGELUS + SC_BLESSING = 10, +#define SC_BLESSING StatusChange::SC_BLESSING + SC_SIGNUMCRUCIS = 11, +#define SC_SIGNUMCRUCIS StatusChange::SC_SIGNUMCRUCIS + SC_INCREASEAGI = 12, +#define SC_INCREASEAGI StatusChange::SC_INCREASEAGI + SC_DECREASEAGI = 13, +#define SC_DECREASEAGI StatusChange::SC_DECREASEAGI + SC_SLOWPOISON = 14, // +#define SC_SLOWPOISON StatusChange::SC_SLOWPOISON + SC_IMPOSITIO = 15, +#define SC_IMPOSITIO StatusChange::SC_IMPOSITIO + SC_SUFFRAGIUM = 16, +#define SC_SUFFRAGIUM StatusChange::SC_SUFFRAGIUM + SC_ASPERSIO = 17, +#define SC_ASPERSIO StatusChange::SC_ASPERSIO + SC_BENEDICTIO = 18, +#define SC_BENEDICTIO StatusChange::SC_BENEDICTIO + SC_KYRIE = 19, +#define SC_KYRIE StatusChange::SC_KYRIE + SC_MAGNIFICAT = 20, +#define SC_MAGNIFICAT StatusChange::SC_MAGNIFICAT + SC_GLORIA = 21, +#define SC_GLORIA StatusChange::SC_GLORIA + SC_AETERNA = 22, +#define SC_AETERNA StatusChange::SC_AETERNA + SC_ADRENALINE = 23, +#define SC_ADRENALINE StatusChange::SC_ADRENALINE + SC_WEAPONPERFECTION = 24, +#define SC_WEAPONPERFECTION StatusChange::SC_WEAPONPERFECTION + SC_OVERTHRUST = 25, +#define SC_OVERTHRUST StatusChange::SC_OVERTHRUST + SC_MAXIMIZEPOWER = 26, +#define SC_MAXIMIZEPOWER StatusChange::SC_MAXIMIZEPOWER + SC_RIDING = 27, +#define SC_RIDING StatusChange::SC_RIDING + SC_FALCON = 28, +#define SC_FALCON StatusChange::SC_FALCON + SC_TRICKDEAD = 29, +#define SC_TRICKDEAD StatusChange::SC_TRICKDEAD + SC_LOUD = 30, +#define SC_LOUD StatusChange::SC_LOUD + SC_ENERGYCOAT = 31, +#define SC_ENERGYCOAT StatusChange::SC_ENERGYCOAT + SC_BROKNARMOR = 32, +#define SC_BROKNARMOR StatusChange::SC_BROKNARMOR + SC_BROKNWEAPON = 33, +#define SC_BROKNWEAPON StatusChange::SC_BROKNWEAPON + SC_HALLUCINATION = 34, +#define SC_HALLUCINATION StatusChange::SC_HALLUCINATION + SC_WEIGHT50 = 35, +#define SC_WEIGHT50 StatusChange::SC_WEIGHT50 + SC_WEIGHT90 = 36, +#define SC_WEIGHT90 StatusChange::SC_WEIGHT90 + SC_SPEEDPOTION0 = 37, // +#define SC_SPEEDPOTION0 StatusChange::SC_SPEEDPOTION0 + SC_SPEEDPOTION1 = 38, +#define SC_SPEEDPOTION1 StatusChange::SC_SPEEDPOTION1 + SC_SPEEDPOTION2 = 39, +#define SC_SPEEDPOTION2 StatusChange::SC_SPEEDPOTION2 + + SC_STRIPWEAPON = 50, +#define SC_STRIPWEAPON StatusChange::SC_STRIPWEAPON + SC_STRIPSHIELD = 51, +#define SC_STRIPSHIELD StatusChange::SC_STRIPSHIELD + SC_STRIPARMOR = 52, +#define SC_STRIPARMOR StatusChange::SC_STRIPARMOR + SC_STRIPHELM = 53, +#define SC_STRIPHELM StatusChange::SC_STRIPHELM + SC_CP_WEAPON = 54, +#define SC_CP_WEAPON StatusChange::SC_CP_WEAPON + SC_CP_SHIELD = 55, +#define SC_CP_SHIELD StatusChange::SC_CP_SHIELD + SC_CP_ARMOR = 56, +#define SC_CP_ARMOR StatusChange::SC_CP_ARMOR + SC_CP_HELM = 57, +#define SC_CP_HELM StatusChange::SC_CP_HELM + SC_AUTOGUARD = 58, +#define SC_AUTOGUARD StatusChange::SC_AUTOGUARD + SC_REFLECTSHIELD = 59, +#define SC_REFLECTSHIELD StatusChange::SC_REFLECTSHIELD + SC_DEVOTION = 60, +#define SC_DEVOTION StatusChange::SC_DEVOTION + SC_PROVIDENCE = 61, +#define SC_PROVIDENCE StatusChange::SC_PROVIDENCE + SC_DEFENDER = 62, +#define SC_DEFENDER StatusChange::SC_DEFENDER + SC_AUTOSPELL = 65, +#define SC_AUTOSPELL StatusChange::SC_AUTOSPELL + SC_SPEARSQUICKEN = 68, +#define SC_SPEARSQUICKEN StatusChange::SC_SPEARSQUICKEN + + SC_HEALING = 70, // +#define SC_HEALING StatusChange::SC_HEALING + + SC_SIGHTTRASHER = 73, +#define SC_SIGHTTRASHER StatusChange::SC_SIGHTTRASHER + + SC_EXPLOSIONSPIRITS = 86, +#define SC_EXPLOSIONSPIRITS StatusChange::SC_EXPLOSIONSPIRITS + SC_STEELBODY = 87, +#define SC_STEELBODY StatusChange::SC_STEELBODY + + SC_COMBO = 89, +#define SC_COMBO StatusChange::SC_COMBO + SC_FLAMELAUNCHER = 90, +#define SC_FLAMELAUNCHER StatusChange::SC_FLAMELAUNCHER + SC_FROSTWEAPON = 91, +#define SC_FROSTWEAPON StatusChange::SC_FROSTWEAPON + SC_LIGHTNINGLOADER = 92, +#define SC_LIGHTNINGLOADER StatusChange::SC_LIGHTNINGLOADER + SC_SEISMICWEAPON = 93, +#define SC_SEISMICWEAPON StatusChange::SC_SEISMICWEAPON + + SC_AURABLADE = 103, +#define SC_AURABLADE StatusChange::SC_AURABLADE + SC_PARRYING = 104, +#define SC_PARRYING StatusChange::SC_PARRYING + SC_CONCENTRATION = 105, +#define SC_CONCENTRATION StatusChange::SC_CONCENTRATION + SC_TENSIONRELAX = 106, +#define SC_TENSIONRELAX StatusChange::SC_TENSIONRELAX + SC_BERSERK = 107, +#define SC_BERSERK StatusChange::SC_BERSERK + + SC_ASSUMPTIO = 110, +#define SC_ASSUMPTIO StatusChange::SC_ASSUMPTIO + + SC_MAGICPOWER = 113, +#define SC_MAGICPOWER StatusChange::SC_MAGICPOWER + + SC_TRUESIGHT = 115, +#define SC_TRUESIGHT StatusChange::SC_TRUESIGHT + SC_WINDWALK = 116, +#define SC_WINDWALK StatusChange::SC_WINDWALK + SC_MELTDOWN = 117, +#define SC_MELTDOWN StatusChange::SC_MELTDOWN + SC_CARTBOOST = 118, +#define SC_CARTBOOST StatusChange::SC_CARTBOOST + + SC_REJECTSWORD = 120, +#define SC_REJECTSWORD StatusChange::SC_REJECTSWORD + SC_MARIONETTE = 121, +#define SC_MARIONETTE StatusChange::SC_MARIONETTE + + SC_HEADCRUSH = 124, +#define SC_HEADCRUSH StatusChange::SC_HEADCRUSH + SC_JOINTBEAT = 125, +#define SC_JOINTBEAT StatusChange::SC_JOINTBEAT + SC_BASILICA = SC_JOINTBEAT, +#define SC_BASILICA StatusChange::SC_BASILICA + + SC_STONE = 128, +#define SC_STONE StatusChange::SC_STONE + SC_FREEZE = 129, +#define SC_FREEZE StatusChange::SC_FREEZE + SC_STAN = 130, +#define SC_STAN StatusChange::SC_STAN + SC_SLEEP = 131, +#define SC_SLEEP StatusChange::SC_SLEEP + SC_POISON = 132, // +#define SC_POISON StatusChange::SC_POISON + SC_CURSE = 133, +#define SC_CURSE StatusChange::SC_CURSE + SC_SILENCE = 134, +#define SC_SILENCE StatusChange::SC_SILENCE + SC_DIVINA = SC_SILENCE, +#define SC_DIVINA StatusChange::SC_DIVINA + SC_CONFUSION = 135, +#define SC_CONFUSION StatusChange::SC_CONFUSION + SC_BLIND = 136, +#define SC_BLIND StatusChange::SC_BLIND + + SC_SAFETYWALL = 140, +#define SC_SAFETYWALL StatusChange::SC_SAFETYWALL + SC_PNEUMA = 141, +#define SC_PNEUMA StatusChange::SC_PNEUMA + SC_WATERBALL = 142, +#define SC_WATERBALL StatusChange::SC_WATERBALL + SC_ANKLE = 143, +#define SC_ANKLE StatusChange::SC_ANKLE + SC_DANCING = 144, +#define SC_DANCING StatusChange::SC_DANCING + SC_KEEPING = 145, +#define SC_KEEPING StatusChange::SC_KEEPING + SC_BARRIER = 146, +#define SC_BARRIER StatusChange::SC_BARRIER + + SC_MAGICROD = 149, +#define SC_MAGICROD StatusChange::SC_MAGICROD + SC_SIGHT = 150, +#define SC_SIGHT StatusChange::SC_SIGHT + SC_RUWACH = 151, +#define SC_RUWACH StatusChange::SC_RUWACH + SC_AUTOCOUNTER = 152, +#define SC_AUTOCOUNTER StatusChange::SC_AUTOCOUNTER + SC_VOLCANO = 153, +#define SC_VOLCANO StatusChange::SC_VOLCANO + SC_DELUGE = 154, +#define SC_DELUGE StatusChange::SC_DELUGE + SC_VIOLENTGALE = 155, +#define SC_VIOLENTGALE StatusChange::SC_VIOLENTGALE + SC_BLADESTOP_WAIT = 156, +#define SC_BLADESTOP_WAIT StatusChange::SC_BLADESTOP_WAIT + SC_BLADESTOP = 157, +#define SC_BLADESTOP StatusChange::SC_BLADESTOP + SC_EXTREMITYFIST = 158, +#define SC_EXTREMITYFIST StatusChange::SC_EXTREMITYFIST + SC_GRAFFITI = 159, +#define SC_GRAFFITI StatusChange::SC_GRAFFITI + SC_ENSEMBLE = 159, +#define SC_ENSEMBLE StatusChange::SC_ENSEMBLE + + SC_LULLABY = 160, +#define SC_LULLABY StatusChange::SC_LULLABY + SC_RICHMANKIM = 161, +#define SC_RICHMANKIM StatusChange::SC_RICHMANKIM + SC_ETERNALCHAOS = 162, +#define SC_ETERNALCHAOS StatusChange::SC_ETERNALCHAOS + SC_DRUMBATTLE = 163, +#define SC_DRUMBATTLE StatusChange::SC_DRUMBATTLE + SC_NIBELUNGEN = 164, +#define SC_NIBELUNGEN StatusChange::SC_NIBELUNGEN + SC_ROKISWEIL = 165, +#define SC_ROKISWEIL StatusChange::SC_ROKISWEIL + SC_INTOABYSS = 166, +#define SC_INTOABYSS StatusChange::SC_INTOABYSS + SC_SIEGFRIED = 167, +#define SC_SIEGFRIED StatusChange::SC_SIEGFRIED + SC_DISSONANCE = 168, +#define SC_DISSONANCE StatusChange::SC_DISSONANCE + SC_WHISTLE = 169, +#define SC_WHISTLE StatusChange::SC_WHISTLE + SC_ASSNCROS = 170, +#define SC_ASSNCROS StatusChange::SC_ASSNCROS + SC_POEMBRAGI = 171, +#define SC_POEMBRAGI StatusChange::SC_POEMBRAGI + SC_APPLEIDUN = 172, +#define SC_APPLEIDUN StatusChange::SC_APPLEIDUN + SC_UGLYDANCE = 173, +#define SC_UGLYDANCE StatusChange::SC_UGLYDANCE + SC_HUMMING = 174, +#define SC_HUMMING StatusChange::SC_HUMMING + SC_DONTFORGETME = 175, +#define SC_DONTFORGETME StatusChange::SC_DONTFORGETME + SC_FORTUNE = 176, +#define SC_FORTUNE StatusChange::SC_FORTUNE + SC_SERVICE4U = 177, +#define SC_SERVICE4U StatusChange::SC_SERVICE4U + SC_FOGWALL = 178, +#define SC_FOGWALL StatusChange::SC_FOGWALL + SC_GOSPEL = 179, +#define SC_GOSPEL StatusChange::SC_GOSPEL + SC_SPIDERWEB = 180, +#define SC_SPIDERWEB StatusChange::SC_SPIDERWEB + SC_MEMORIZE = 181, +#define SC_MEMORIZE StatusChange::SC_MEMORIZE + SC_LANDPROTECTOR = 182, +#define SC_LANDPROTECTOR StatusChange::SC_LANDPROTECTOR + SC_ADAPTATION = 183, +#define SC_ADAPTATION StatusChange::SC_ADAPTATION + SC_CHASEWALK = 184, +#define SC_CHASEWALK StatusChange::SC_CHASEWALK + SC_ATKPOT = 185, // +#define SC_ATKPOT StatusChange::SC_ATKPOT + SC_MATKPOT = 186, +#define SC_MATKPOT StatusChange::SC_MATKPOT + SC_WEDDING = 187, +#define SC_WEDDING StatusChange::SC_WEDDING + SC_NOCHAT = 188, +#define SC_NOCHAT StatusChange::SC_NOCHAT + SC_SPLASHER = 189, +#define SC_SPLASHER StatusChange::SC_SPLASHER + SC_SELFDESTRUCTION = 190, +#define SC_SELFDESTRUCTION StatusChange::SC_SELFDESTRUCTION + SC_MINDBREAKER = 191, +#define SC_MINDBREAKER StatusChange::SC_MINDBREAKER + SC_SPELLBREAKER = 192, +#define SC_SPELLBREAKER StatusChange::SC_SPELLBREAKER + +// Added for Fate's spells + SC_HIDE = 194, // Hide from `detect' magic (PCs only) +#define SC_HIDE StatusChange::SC_HIDE + SC_SHEARED = 194, // Has been sheared (mobs only) +#define SC_SHEARED StatusChange::SC_SHEARED + SC_HALT_REGENERATE = 195, // Suspend regeneration +#define SC_HALT_REGENERATE StatusChange::SC_HALT_REGENERATE + SC_FLYING_BACKPACK = 196, // Flying backpack +#define SC_FLYING_BACKPACK StatusChange::SC_FLYING_BACKPACK + SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%)) +#define SC_MBARRIER StatusChange::SC_MBARRIER + SC_HASTE = 198, // `Haste' spell (val1 : power) +#define SC_HASTE StatusChange::SC_HASTE + SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power) +#define SC_PHYS_SHIELD StatusChange::SC_PHYS_SHIELD + MAX_STATUSCHANGE = 200, +#define MAX_STATUSCHANGE StatusChange::MAX_STATUSCHANGE +}; + +constexpr +StatusChange MAJOR_STATUS_EFFECTS[] = +{ + SC_STONE, + SC_FREEZE, + SC_STAN, + SC_SLEEP, + SC_POISON, + SC_CURSE, + SC_SILENCE, + SC_CONFUSION, + SC_BLIND, +}; + +constexpr +StatusChange MAJOR_STATUS_EFFECTS_1[] = +{ + SC_STONE, + SC_FREEZE, + SC_STAN, + SC_SLEEP, +}; + +// needed to work around some subtractative indexing +// I think it *might* be able to be totally removed. +enum class BadSC +{ + STONE = 0, + FREEZE = 1, + STAN = 2, + SLEEP = 3, + POISON = 4, + CURSE = 5, + SILENCE = 6, + CONFUSION = 7, + BLIND = 8, + + COUNT = 9, // formerly 10, +}; + +constexpr +StatusChange BadSC_to_SC(BadSC bsc) +{ + return StatusChange(uint16_t(SC_STONE) + int(bsc)); +} + +constexpr +BadSC BadSC_from_SC(StatusChange sc) +{ + return BadSC(uint16_t(sc) - uint16_t(SC_STONE)); +} + +// TODO remove most of these +enum class SkillID : uint16_t +{ + // TODO: Remove these! + NEGATIVE = 0xffff, + ZERO = 0x0000, + ONE = 0x0001, + + // Basic skills. + // These should probably be made unconditional. + NV_EMOTE = 1, // +#define NV_EMOTE SkillID::NV_EMOTE + NV_TRADE = 2, // +#define NV_TRADE SkillID::NV_TRADE + NV_PARTY = 3, // +#define NV_PARTY SkillID::NV_PARTY + + SM_SWORD = 4, // +#define SM_SWORD SkillID::SM_SWORD + SM_TWOHAND = 5, +#define SM_TWOHAND SkillID::SM_TWOHAND + SM_RECOVERY = 6, // +#define SM_RECOVERY SkillID::SM_RECOVERY + SM_BASH = 7, +#define SM_BASH SkillID::SM_BASH + SM_PROVOKE = 8, +#define SM_PROVOKE SkillID::SM_PROVOKE + SM_MAGNUM = 9, +#define SM_MAGNUM SkillID::SM_MAGNUM + SM_ENDURE = 10, +#define SM_ENDURE SkillID::SM_ENDURE + + MG_SRECOVERY = 11, // +#define MG_SRECOVERY SkillID::MG_SRECOVERY + MG_SIGHT = 12, +#define MG_SIGHT SkillID::MG_SIGHT + MG_NAPALMBEAT = 13, +#define MG_NAPALMBEAT SkillID::MG_NAPALMBEAT + MG_SAFETYWALL = 14, +#define MG_SAFETYWALL SkillID::MG_SAFETYWALL + MG_SOULSTRIKE = 15, +#define MG_SOULSTRIKE SkillID::MG_SOULSTRIKE + MG_COLDBOLT = 16, +#define MG_COLDBOLT SkillID::MG_COLDBOLT + MG_FROSTDIVER = 17, +#define MG_FROSTDIVER SkillID::MG_FROSTDIVER + MG_STONECURSE = 18, +#define MG_STONECURSE SkillID::MG_STONECURSE + MG_FIREBALL = 19, +#define MG_FIREBALL SkillID::MG_FIREBALL + MG_FIREWALL = 20, +#define MG_FIREWALL SkillID::MG_FIREWALL + MG_FIREBOLT = 21, +#define MG_FIREBOLT SkillID::MG_FIREBOLT + MG_LIGHTNINGBOLT = 22, +#define MG_LIGHTNINGBOLT SkillID::MG_LIGHTNINGBOLT + MG_THUNDERSTORM = 23, +#define MG_THUNDERSTORM SkillID::MG_THUNDERSTORM + + AL_DP = 24, +#define AL_DP SkillID::AL_DP + AL_DEMONBANE = 25, +#define AL_DEMONBANE SkillID::AL_DEMONBANE + AL_RUWACH = 26, +#define AL_RUWACH SkillID::AL_RUWACH + AL_PNEUMA = 27, +#define AL_PNEUMA SkillID::AL_PNEUMA + AL_TELEPORT = 28, // +#define AL_TELEPORT SkillID::AL_TELEPORT + AL_WARP = 29, +#define AL_WARP SkillID::AL_WARP + AL_HEAL = 30, // +#define AL_HEAL SkillID::AL_HEAL + AL_INCAGI = 31, +#define AL_INCAGI SkillID::AL_INCAGI + AL_DECAGI = 32, +#define AL_DECAGI SkillID::AL_DECAGI + AL_HOLYWATER = 33, +#define AL_HOLYWATER SkillID::AL_HOLYWATER + AL_CRUCIS = 34, +#define AL_CRUCIS SkillID::AL_CRUCIS + AL_ANGELUS = 35, +#define AL_ANGELUS SkillID::AL_ANGELUS + AL_BLESSING = 36, +#define AL_BLESSING SkillID::AL_BLESSING + AL_CURE = 37, +#define AL_CURE SkillID::AL_CURE + + MC_INCCARRY = 38, // +#define MC_INCCARRY SkillID::MC_INCCARRY + MC_DISCOUNT = 39, // +#define MC_DISCOUNT SkillID::MC_DISCOUNT + MC_OVERCHARGE = 40, // +#define MC_OVERCHARGE SkillID::MC_OVERCHARGE + MC_PUSHCART = 41, +#define MC_PUSHCART SkillID::MC_PUSHCART + MC_IDENTIFY = 42, +#define MC_IDENTIFY SkillID::MC_IDENTIFY + MC_VENDING = 43, +#define MC_VENDING SkillID::MC_VENDING + MC_MAMMONITE = 44, +#define MC_MAMMONITE SkillID::MC_MAMMONITE + + AC_OWL = 45, // +#define AC_OWL SkillID::AC_OWL + AC_VULTURE = 46, +#define AC_VULTURE SkillID::AC_VULTURE + AC_CONCENTRATION = 47, +#define AC_CONCENTRATION SkillID::AC_CONCENTRATION + AC_DOUBLE = 48, +#define AC_DOUBLE SkillID::AC_DOUBLE + AC_SHOWER = 49, +#define AC_SHOWER SkillID::AC_SHOWER + + TF_DOUBLE = 50, // +#define TF_DOUBLE SkillID::TF_DOUBLE + TF_MISS = 51, // +#define TF_MISS SkillID::TF_MISS + TF_STEAL = 52, +#define TF_STEAL SkillID::TF_STEAL + TF_HIDING = 53, +#define TF_HIDING SkillID::TF_HIDING + TF_POISON = 54, // +#define TF_POISON SkillID::TF_POISON + TF_DETOXIFY = 55, +#define TF_DETOXIFY SkillID::TF_DETOXIFY + + ALL_RESURRECTION = 56, +#define ALL_RESURRECTION SkillID::ALL_RESURRECTION + + KN_SPEARMASTERY = 57, +#define KN_SPEARMASTERY SkillID::KN_SPEARMASTERY + KN_PIERCE = 58, +#define KN_PIERCE SkillID::KN_PIERCE + KN_BRANDISHSPEAR = 59, +#define KN_BRANDISHSPEAR SkillID::KN_BRANDISHSPEAR + KN_SPEARSTAB = 60, +#define KN_SPEARSTAB SkillID::KN_SPEARSTAB + KN_SPEARBOOMERANG = 61, +#define KN_SPEARBOOMERANG SkillID::KN_SPEARBOOMERANG + KN_TWOHANDQUICKEN = 62, +#define KN_TWOHANDQUICKEN SkillID::KN_TWOHANDQUICKEN + KN_AUTOCOUNTER = 63, +#define KN_AUTOCOUNTER SkillID::KN_AUTOCOUNTER + KN_BOWLINGBASH = 64, +#define KN_BOWLINGBASH SkillID::KN_BOWLINGBASH + KN_RIDING = 65, +#define KN_RIDING SkillID::KN_RIDING + KN_CAVALIERMASTERY = 66, +#define KN_CAVALIERMASTERY SkillID::KN_CAVALIERMASTERY + + PR_MACEMASTERY = 67, +#define PR_MACEMASTERY SkillID::PR_MACEMASTERY + PR_IMPOSITIO = 68, +#define PR_IMPOSITIO SkillID::PR_IMPOSITIO + PR_SUFFRAGIUM = 69, +#define PR_SUFFRAGIUM SkillID::PR_SUFFRAGIUM + PR_ASPERSIO = 70, +#define PR_ASPERSIO SkillID::PR_ASPERSIO + PR_BENEDICTIO = 71, +#define PR_BENEDICTIO SkillID::PR_BENEDICTIO + PR_SANCTUARY = 72, +#define PR_SANCTUARY SkillID::PR_SANCTUARY + PR_SLOWPOISON = 73, +#define PR_SLOWPOISON SkillID::PR_SLOWPOISON + PR_STRECOVERY = 74, +#define PR_STRECOVERY SkillID::PR_STRECOVERY + PR_KYRIE = 75, +#define PR_KYRIE SkillID::PR_KYRIE + PR_MAGNIFICAT = 76, +#define PR_MAGNIFICAT SkillID::PR_MAGNIFICAT + PR_GLORIA = 77, +#define PR_GLORIA SkillID::PR_GLORIA + PR_LEXDIVINA = 78, +#define PR_LEXDIVINA SkillID::PR_LEXDIVINA + PR_TURNUNDEAD = 79, +#define PR_TURNUNDEAD SkillID::PR_TURNUNDEAD + PR_LEXAETERNA = 80, +#define PR_LEXAETERNA SkillID::PR_LEXAETERNA + PR_MAGNUS = 81, +#define PR_MAGNUS SkillID::PR_MAGNUS + + WZ_FIREPILLAR = 82, +#define WZ_FIREPILLAR SkillID::WZ_FIREPILLAR + WZ_SIGHTRASHER = 83, +#define WZ_SIGHTRASHER SkillID::WZ_SIGHTRASHER + WZ_FIREIVY = 84, +#define WZ_FIREIVY SkillID::WZ_FIREIVY + WZ_METEOR = 85, +#define WZ_METEOR SkillID::WZ_METEOR + WZ_JUPITEL = 86, +#define WZ_JUPITEL SkillID::WZ_JUPITEL + WZ_VERMILION = 87, +#define WZ_VERMILION SkillID::WZ_VERMILION + WZ_WATERBALL = 88, +#define WZ_WATERBALL SkillID::WZ_WATERBALL + WZ_ICEWALL = 89, +#define WZ_ICEWALL SkillID::WZ_ICEWALL + WZ_FROSTNOVA = 90, +#define WZ_FROSTNOVA SkillID::WZ_FROSTNOVA + WZ_STORMGUST = 91, +#define WZ_STORMGUST SkillID::WZ_STORMGUST + WZ_EARTHSPIKE = 92, +#define WZ_EARTHSPIKE SkillID::WZ_EARTHSPIKE + WZ_HEAVENDRIVE = 93, +#define WZ_HEAVENDRIVE SkillID::WZ_HEAVENDRIVE + WZ_QUAGMIRE = 94, +#define WZ_QUAGMIRE SkillID::WZ_QUAGMIRE + WZ_ESTIMATION = 95, +#define WZ_ESTIMATION SkillID::WZ_ESTIMATION + + BS_IRON = 96, +#define BS_IRON SkillID::BS_IRON + BS_STEEL = 97, +#define BS_STEEL SkillID::BS_STEEL + BS_ENCHANTEDSTONE = 98, +#define BS_ENCHANTEDSTONE SkillID::BS_ENCHANTEDSTONE + BS_ORIDEOCON = 99, +#define BS_ORIDEOCON SkillID::BS_ORIDEOCON + BS_DAGGER = 100, +#define BS_DAGGER SkillID::BS_DAGGER + BS_SWORD = 101, +#define BS_SWORD SkillID::BS_SWORD + BS_TWOHANDSWORD = 102, +#define BS_TWOHANDSWORD SkillID::BS_TWOHANDSWORD + BS_AXE = 103, +#define BS_AXE SkillID::BS_AXE + BS_MACE = 104, +#define BS_MACE SkillID::BS_MACE + BS_KNUCKLE = 105, +#define BS_KNUCKLE SkillID::BS_KNUCKLE + BS_SPEAR = 106, +#define BS_SPEAR SkillID::BS_SPEAR + BS_HILTBINDING = 107, +#define BS_HILTBINDING SkillID::BS_HILTBINDING + BS_FINDINGORE = 108, +#define BS_FINDINGORE SkillID::BS_FINDINGORE + BS_WEAPONRESEARCH = 109, +#define BS_WEAPONRESEARCH SkillID::BS_WEAPONRESEARCH + BS_REPAIRWEAPON = 110, +#define BS_REPAIRWEAPON SkillID::BS_REPAIRWEAPON + BS_SKINTEMPER = 111, +#define BS_SKINTEMPER SkillID::BS_SKINTEMPER + BS_HAMMERFALL = 112, +#define BS_HAMMERFALL SkillID::BS_HAMMERFALL + BS_ADRENALINE = 113, +#define BS_ADRENALINE SkillID::BS_ADRENALINE + BS_WEAPONPERFECT = 114, +#define BS_WEAPONPERFECT SkillID::BS_WEAPONPERFECT + BS_OVERTHRUST = 115, +#define BS_OVERTHRUST SkillID::BS_OVERTHRUST + BS_MAXIMIZE = 116, +#define BS_MAXIMIZE SkillID::BS_MAXIMIZE + + HT_SKIDTRAP = 117, +#define HT_SKIDTRAP SkillID::HT_SKIDTRAP + HT_LANDMINE = 118, +#define HT_LANDMINE SkillID::HT_LANDMINE + HT_ANKLESNARE = 119, +#define HT_ANKLESNARE SkillID::HT_ANKLESNARE + HT_SHOCKWAVE = 120, +#define HT_SHOCKWAVE SkillID::HT_SHOCKWAVE + HT_SANDMAN = 121, +#define HT_SANDMAN SkillID::HT_SANDMAN + HT_FLASHER = 122, +#define HT_FLASHER SkillID::HT_FLASHER + HT_FREEZINGTRAP = 123, +#define HT_FREEZINGTRAP SkillID::HT_FREEZINGTRAP + HT_BLASTMINE = 124, +#define HT_BLASTMINE SkillID::HT_BLASTMINE + HT_CLAYMORETRAP = 125, +#define HT_CLAYMORETRAP SkillID::HT_CLAYMORETRAP + HT_REMOVETRAP = 126, +#define HT_REMOVETRAP SkillID::HT_REMOVETRAP + HT_TALKIEBOX = 127, +#define HT_TALKIEBOX SkillID::HT_TALKIEBOX + HT_BEASTBANE = 128, +#define HT_BEASTBANE SkillID::HT_BEASTBANE + HT_FALCON = 129, +#define HT_FALCON SkillID::HT_FALCON + HT_STEELCROW = 130, +#define HT_STEELCROW SkillID::HT_STEELCROW + HT_BLITZBEAT = 131, +#define HT_BLITZBEAT SkillID::HT_BLITZBEAT + HT_DETECTING = 132, +#define HT_DETECTING SkillID::HT_DETECTING + HT_SPRINGTRAP = 133, +#define HT_SPRINGTRAP SkillID::HT_SPRINGTRAP + + AS_RIGHT = 134, +#define AS_RIGHT SkillID::AS_RIGHT + AS_LEFT = 135, +#define AS_LEFT SkillID::AS_LEFT + AS_KATAR = 136, +#define AS_KATAR SkillID::AS_KATAR + AS_CLOAKING = 137, +#define AS_CLOAKING SkillID::AS_CLOAKING + AS_SONICBLOW = 138, +#define AS_SONICBLOW SkillID::AS_SONICBLOW + AS_GRIMTOOTH = 139, +#define AS_GRIMTOOTH SkillID::AS_GRIMTOOTH + AS_ENCHANTPOISON = 140, +#define AS_ENCHANTPOISON SkillID::AS_ENCHANTPOISON + AS_POISONREACT = 141, +#define AS_POISONREACT SkillID::AS_POISONREACT + AS_VENOMDUST = 142, +#define AS_VENOMDUST SkillID::AS_VENOMDUST + AS_SPLASHER = 143, +#define AS_SPLASHER SkillID::AS_SPLASHER + + NV_FIRSTAID = 144, // +#define NV_FIRSTAID SkillID::NV_FIRSTAID + NV_TRICKDEAD = 145, +#define NV_TRICKDEAD SkillID::NV_TRICKDEAD + SM_MOVINGRECOVERY = 146, // +#define SM_MOVINGRECOVERY SkillID::SM_MOVINGRECOVERY + SM_FATALBLOW = 147, +#define SM_FATALBLOW SkillID::SM_FATALBLOW + SM_AUTOBERSERK = 148, // +#define SM_AUTOBERSERK SkillID::SM_AUTOBERSERK + AC_MAKINGARROW = 149, +#define AC_MAKINGARROW SkillID::AC_MAKINGARROW + AC_CHARGEARROW = 150, +#define AC_CHARGEARROW SkillID::AC_CHARGEARROW + TF_SPRINKLESAND = 151, +#define TF_SPRINKLESAND SkillID::TF_SPRINKLESAND + TF_BACKSLIDING = 152, // +#define TF_BACKSLIDING SkillID::TF_BACKSLIDING + TF_PICKSTONE = 153, +#define TF_PICKSTONE SkillID::TF_PICKSTONE + TF_THROWSTONE = 154, +#define TF_THROWSTONE SkillID::TF_THROWSTONE + MC_CARTREVOLUTION = 155, +#define MC_CARTREVOLUTION SkillID::MC_CARTREVOLUTION + MC_CHANGECART = 156, +#define MC_CHANGECART SkillID::MC_CHANGECART + MC_LOUD = 157, +#define MC_LOUD SkillID::MC_LOUD + AL_HOLYLIGHT = 158, +#define AL_HOLYLIGHT SkillID::AL_HOLYLIGHT + MG_ENERGYCOAT = 159, +#define MG_ENERGYCOAT SkillID::MG_ENERGYCOAT + + NPC_PIERCINGATT = 160, +#define NPC_PIERCINGATT SkillID::NPC_PIERCINGATT + NPC_MENTALBREAKER = 161, +#define NPC_MENTALBREAKER SkillID::NPC_MENTALBREAKER + NPC_RANGEATTACK = 162, +#define NPC_RANGEATTACK SkillID::NPC_RANGEATTACK + NPC_ATTRICHANGE = 163, +#define NPC_ATTRICHANGE SkillID::NPC_ATTRICHANGE + NPC_CHANGEWATER = 164, +#define NPC_CHANGEWATER SkillID::NPC_CHANGEWATER + NPC_CHANGEGROUND = 165, +#define NPC_CHANGEGROUND SkillID::NPC_CHANGEGROUND + NPC_CHANGEFIRE = 166, +#define NPC_CHANGEFIRE SkillID::NPC_CHANGEFIRE + NPC_CHANGEWIND = 167, +#define NPC_CHANGEWIND SkillID::NPC_CHANGEWIND + NPC_CHANGEPOISON = 168, +#define NPC_CHANGEPOISON SkillID::NPC_CHANGEPOISON + NPC_CHANGEHOLY = 169, +#define NPC_CHANGEHOLY SkillID::NPC_CHANGEHOLY + NPC_CHANGEDARKNESS = 170, +#define NPC_CHANGEDARKNESS SkillID::NPC_CHANGEDARKNESS + NPC_CHANGETELEKINESIS = 171, +#define NPC_CHANGETELEKINESIS SkillID::NPC_CHANGETELEKINESIS + NPC_CRITICALSLASH = 172, +#define NPC_CRITICALSLASH SkillID::NPC_CRITICALSLASH + NPC_COMBOATTACK = 173, +#define NPC_COMBOATTACK SkillID::NPC_COMBOATTACK + NPC_GUIDEDATTACK = 174, +#define NPC_GUIDEDATTACK SkillID::NPC_GUIDEDATTACK + NPC_SELFDESTRUCTION = 175, // +#define NPC_SELFDESTRUCTION SkillID::NPC_SELFDESTRUCTION + NPC_SPLASHATTACK = 176, +#define NPC_SPLASHATTACK SkillID::NPC_SPLASHATTACK + NPC_SUICIDE = 177, +#define NPC_SUICIDE SkillID::NPC_SUICIDE + NPC_POISON = 178, // +#define NPC_POISON SkillID::NPC_POISON + NPC_BLINDATTACK = 179, +#define NPC_BLINDATTACK SkillID::NPC_BLINDATTACK + NPC_SILENCEATTACK = 180, +#define NPC_SILENCEATTACK SkillID::NPC_SILENCEATTACK + NPC_STUNATTACK = 181, +#define NPC_STUNATTACK SkillID::NPC_STUNATTACK + NPC_PETRIFYATTACK = 182, +#define NPC_PETRIFYATTACK SkillID::NPC_PETRIFYATTACK + NPC_CURSEATTACK = 183, +#define NPC_CURSEATTACK SkillID::NPC_CURSEATTACK + NPC_SLEEPATTACK = 184, +#define NPC_SLEEPATTACK SkillID::NPC_SLEEPATTACK + NPC_RANDOMATTACK = 185, +#define NPC_RANDOMATTACK SkillID::NPC_RANDOMATTACK + NPC_WATERATTACK = 186, +#define NPC_WATERATTACK SkillID::NPC_WATERATTACK + NPC_GROUNDATTACK = 187, +#define NPC_GROUNDATTACK SkillID::NPC_GROUNDATTACK + NPC_FIREATTACK = 188, +#define NPC_FIREATTACK SkillID::NPC_FIREATTACK + NPC_WINDATTACK = 189, +#define NPC_WINDATTACK SkillID::NPC_WINDATTACK + + NPC_POISONATTACK = 190, // +#define NPC_POISONATTACK SkillID::NPC_POISONATTACK + NPC_HOLYATTACK = 191, +#define NPC_HOLYATTACK SkillID::NPC_HOLYATTACK + NPC_DARKNESSATTACK = 192, +#define NPC_DARKNESSATTACK SkillID::NPC_DARKNESSATTACK + NPC_TELEKINESISATTACK = 193, +#define NPC_TELEKINESISATTACK SkillID::NPC_TELEKINESISATTACK + NPC_MAGICALATTACK = 194, +#define NPC_MAGICALATTACK SkillID::NPC_MAGICALATTACK + NPC_METAMORPHOSIS = 195, +#define NPC_METAMORPHOSIS SkillID::NPC_METAMORPHOSIS + NPC_PROVOCATION = 196, +#define NPC_PROVOCATION SkillID::NPC_PROVOCATION + NPC_SMOKING = 197, +#define NPC_SMOKING SkillID::NPC_SMOKING + NPC_SUMMONSLAVE = 198, // +#define NPC_SUMMONSLAVE SkillID::NPC_SUMMONSLAVE + NPC_EMOTION = 199, // +#define NPC_EMOTION SkillID::NPC_EMOTION + NPC_TRANSFORMATION = 200, +#define NPC_TRANSFORMATION SkillID::NPC_TRANSFORMATION + NPC_BLOODDRAIN = 201, +#define NPC_BLOODDRAIN SkillID::NPC_BLOODDRAIN + NPC_ENERGYDRAIN = 202, +#define NPC_ENERGYDRAIN SkillID::NPC_ENERGYDRAIN + NPC_KEEPING = 203, +#define NPC_KEEPING SkillID::NPC_KEEPING + NPC_DARKBREATH = 204, +#define NPC_DARKBREATH SkillID::NPC_DARKBREATH + NPC_DARKBLESSING = 205, +#define NPC_DARKBLESSING SkillID::NPC_DARKBLESSING + NPC_BARRIER = 206, +#define NPC_BARRIER SkillID::NPC_BARRIER + NPC_DEFENDER = 207, +#define NPC_DEFENDER SkillID::NPC_DEFENDER + NPC_LICK = 208, +#define NPC_LICK SkillID::NPC_LICK + NPC_HALLUCINATION = 209, +#define NPC_HALLUCINATION SkillID::NPC_HALLUCINATION + NPC_REBIRTH = 210, +#define NPC_REBIRTH SkillID::NPC_REBIRTH + NPC_SUMMONMONSTER = 211, +#define NPC_SUMMONMONSTER SkillID::NPC_SUMMONMONSTER + + RG_SNATCHER = 212, +#define RG_SNATCHER SkillID::RG_SNATCHER + RG_STEALCOIN = 213, +#define RG_STEALCOIN SkillID::RG_STEALCOIN + RG_BACKSTAP = 214, +#define RG_BACKSTAP SkillID::RG_BACKSTAP + RG_TUNNELDRIVE = 215, +#define RG_TUNNELDRIVE SkillID::RG_TUNNELDRIVE + RG_RAID = 216, +#define RG_RAID SkillID::RG_RAID + RG_STRIPWEAPON = 217, +#define RG_STRIPWEAPON SkillID::RG_STRIPWEAPON + RG_STRIPSHIELD = 218, +#define RG_STRIPSHIELD SkillID::RG_STRIPSHIELD + RG_STRIPARMOR = 219, +#define RG_STRIPARMOR SkillID::RG_STRIPARMOR + RG_STRIPHELM = 220, +#define RG_STRIPHELM SkillID::RG_STRIPHELM + RG_INTIMIDATE = 221, +#define RG_INTIMIDATE SkillID::RG_INTIMIDATE + RG_GRAFFITI = 222, +#define RG_GRAFFITI SkillID::RG_GRAFFITI + RG_FLAGGRAFFITI = 223, +#define RG_FLAGGRAFFITI SkillID::RG_FLAGGRAFFITI + RG_CLEANER = 224, +#define RG_CLEANER SkillID::RG_CLEANER + RG_GANGSTER = 225, +#define RG_GANGSTER SkillID::RG_GANGSTER + RG_COMPULSION = 226, +#define RG_COMPULSION SkillID::RG_COMPULSION + RG_PLAGIARISM = 227, +#define RG_PLAGIARISM SkillID::RG_PLAGIARISM + + AM_AXEMASTERY = 228, +#define AM_AXEMASTERY SkillID::AM_AXEMASTERY + AM_LEARNINGPOTION = 229, +#define AM_LEARNINGPOTION SkillID::AM_LEARNINGPOTION + AM_PHARMACY = 230, +#define AM_PHARMACY SkillID::AM_PHARMACY + AM_DEMONSTRATION = 231, +#define AM_DEMONSTRATION SkillID::AM_DEMONSTRATION + AM_ACIDTERROR = 232, +#define AM_ACIDTERROR SkillID::AM_ACIDTERROR + AM_POTIONPITCHER = 233, +#define AM_POTIONPITCHER SkillID::AM_POTIONPITCHER + AM_CANNIBALIZE = 234, +#define AM_CANNIBALIZE SkillID::AM_CANNIBALIZE + AM_SPHEREMINE = 235, +#define AM_SPHEREMINE SkillID::AM_SPHEREMINE + AM_CP_WEAPON = 236, +#define AM_CP_WEAPON SkillID::AM_CP_WEAPON + AM_CP_SHIELD = 237, +#define AM_CP_SHIELD SkillID::AM_CP_SHIELD + AM_CP_ARMOR = 238, +#define AM_CP_ARMOR SkillID::AM_CP_ARMOR + AM_CP_HELM = 239, +#define AM_CP_HELM SkillID::AM_CP_HELM + AM_BIOETHICS = 240, +#define AM_BIOETHICS SkillID::AM_BIOETHICS + AM_BIOTECHNOLOGY = 241, +#define AM_BIOTECHNOLOGY SkillID::AM_BIOTECHNOLOGY + AM_CREATECREATURE = 242, +#define AM_CREATECREATURE SkillID::AM_CREATECREATURE + AM_CULTIVATION = 243, +#define AM_CULTIVATION SkillID::AM_CULTIVATION + AM_FLAMECONTROL = 244, +#define AM_FLAMECONTROL SkillID::AM_FLAMECONTROL + AM_CALLHOMUN = 245, +#define AM_CALLHOMUN SkillID::AM_CALLHOMUN + AM_REST = 246, +#define AM_REST SkillID::AM_REST + AM_DRILLMASTER = 247, +#define AM_DRILLMASTER SkillID::AM_DRILLMASTER + AM_HEALHOMUN = 248, +#define AM_HEALHOMUN SkillID::AM_HEALHOMUN + AM_RESURRECTHOMUN = 249, +#define AM_RESURRECTHOMUN SkillID::AM_RESURRECTHOMUN + + CR_TRUST = 250, +#define CR_TRUST SkillID::CR_TRUST + CR_AUTOGUARD = 251, +#define CR_AUTOGUARD SkillID::CR_AUTOGUARD + CR_SHIELDCHARGE = 252, +#define CR_SHIELDCHARGE SkillID::CR_SHIELDCHARGE + CR_SHIELDBOOMERANG = 253, +#define CR_SHIELDBOOMERANG SkillID::CR_SHIELDBOOMERANG + CR_REFLECTSHIELD = 254, +#define CR_REFLECTSHIELD SkillID::CR_REFLECTSHIELD + CR_HOLYCROSS = 255, +#define CR_HOLYCROSS SkillID::CR_HOLYCROSS + CR_GRANDCROSS = 256, +#define CR_GRANDCROSS SkillID::CR_GRANDCROSS + CR_DEVOTION = 257, +#define CR_DEVOTION SkillID::CR_DEVOTION + CR_PROVIDENCE = 258, +#define CR_PROVIDENCE SkillID::CR_PROVIDENCE + CR_DEFENDER = 259, +#define CR_DEFENDER SkillID::CR_DEFENDER + CR_SPEARQUICKEN = 260, +#define CR_SPEARQUICKEN SkillID::CR_SPEARQUICKEN + + MO_IRONHAND = 261, +#define MO_IRONHAND SkillID::MO_IRONHAND + MO_SPIRITSRECOVERY = 262, +#define MO_SPIRITSRECOVERY SkillID::MO_SPIRITSRECOVERY + MO_CALLSPIRITS = 263, +#define MO_CALLSPIRITS SkillID::MO_CALLSPIRITS + MO_ABSORBSPIRITS = 264, +#define MO_ABSORBSPIRITS SkillID::MO_ABSORBSPIRITS + MO_TRIPLEATTACK = 265, +#define MO_TRIPLEATTACK SkillID::MO_TRIPLEATTACK + MO_BODYRELOCATION = 266, +#define MO_BODYRELOCATION SkillID::MO_BODYRELOCATION + MO_DODGE = 267, +#define MO_DODGE SkillID::MO_DODGE + MO_INVESTIGATE = 268, +#define MO_INVESTIGATE SkillID::MO_INVESTIGATE + MO_FINGEROFFENSIVE = 269, +#define MO_FINGEROFFENSIVE SkillID::MO_FINGEROFFENSIVE + MO_STEELBODY = 270, +#define MO_STEELBODY SkillID::MO_STEELBODY + MO_BLADESTOP = 271, +#define MO_BLADESTOP SkillID::MO_BLADESTOP + MO_EXPLOSIONSPIRITS = 272, +#define MO_EXPLOSIONSPIRITS SkillID::MO_EXPLOSIONSPIRITS + MO_EXTREMITYFIST = 273, +#define MO_EXTREMITYFIST SkillID::MO_EXTREMITYFIST + MO_CHAINCOMBO = 274, +#define MO_CHAINCOMBO SkillID::MO_CHAINCOMBO + MO_COMBOFINISH = 275, +#define MO_COMBOFINISH SkillID::MO_COMBOFINISH + + SA_ADVANCEDBOOK = 276, +#define SA_ADVANCEDBOOK SkillID::SA_ADVANCEDBOOK + SA_CASTCANCEL = 277, +#define SA_CASTCANCEL SkillID::SA_CASTCANCEL + SA_MAGICROD = 278, +#define SA_MAGICROD SkillID::SA_MAGICROD + SA_SPELLBREAKER = 279, +#define SA_SPELLBREAKER SkillID::SA_SPELLBREAKER + SA_FREECAST = 280, +#define SA_FREECAST SkillID::SA_FREECAST + SA_AUTOSPELL = 281, +#define SA_AUTOSPELL SkillID::SA_AUTOSPELL + SA_FLAMELAUNCHER = 282, +#define SA_FLAMELAUNCHER SkillID::SA_FLAMELAUNCHER + SA_FROSTWEAPON = 283, +#define SA_FROSTWEAPON SkillID::SA_FROSTWEAPON + SA_LIGHTNINGLOADER = 284, +#define SA_LIGHTNINGLOADER SkillID::SA_LIGHTNINGLOADER + SA_SEISMICWEAPON = 285, +#define SA_SEISMICWEAPON SkillID::SA_SEISMICWEAPON + SA_DRAGONOLOGY = 286, +#define SA_DRAGONOLOGY SkillID::SA_DRAGONOLOGY + SA_VOLCANO = 287, +#define SA_VOLCANO SkillID::SA_VOLCANO + SA_DELUGE = 288, +#define SA_DELUGE SkillID::SA_DELUGE + SA_VIOLENTGALE = 289, +#define SA_VIOLENTGALE SkillID::SA_VIOLENTGALE + SA_LANDPROTECTOR = 290, +#define SA_LANDPROTECTOR SkillID::SA_LANDPROTECTOR + SA_DISPELL = 291, +#define SA_DISPELL SkillID::SA_DISPELL + SA_ABRACADABRA = 292, +#define SA_ABRACADABRA SkillID::SA_ABRACADABRA + SA_MONOCELL = 293, +#define SA_MONOCELL SkillID::SA_MONOCELL + SA_CLASSCHANGE = 294, +#define SA_CLASSCHANGE SkillID::SA_CLASSCHANGE + SA_SUMMONMONSTER = 295, +#define SA_SUMMONMONSTER SkillID::SA_SUMMONMONSTER + SA_REVERSEORCISH = 296, +#define SA_REVERSEORCISH SkillID::SA_REVERSEORCISH + SA_DEATH = 297, +#define SA_DEATH SkillID::SA_DEATH + SA_FORTUNE = 298, +#define SA_FORTUNE SkillID::SA_FORTUNE + SA_TAMINGMONSTER = 299, +#define SA_TAMINGMONSTER SkillID::SA_TAMINGMONSTER + SA_QUESTION = 300, +#define SA_QUESTION SkillID::SA_QUESTION + SA_GRAVITY = 301, +#define SA_GRAVITY SkillID::SA_GRAVITY + SA_LEVELUP = 302, +#define SA_LEVELUP SkillID::SA_LEVELUP + SA_INSTANTDEATH = 303, +#define SA_INSTANTDEATH SkillID::SA_INSTANTDEATH + SA_FULLRECOVERY = 304, +#define SA_FULLRECOVERY SkillID::SA_FULLRECOVERY + SA_COMA = 305, +#define SA_COMA SkillID::SA_COMA + + BD_ADAPTATION = 306, +#define BD_ADAPTATION SkillID::BD_ADAPTATION + BD_ENCORE = 307, +#define BD_ENCORE SkillID::BD_ENCORE + BD_LULLABY = 308, +#define BD_LULLABY SkillID::BD_LULLABY + BD_RICHMANKIM = 309, +#define BD_RICHMANKIM SkillID::BD_RICHMANKIM + BD_ETERNALCHAOS = 310, +#define BD_ETERNALCHAOS SkillID::BD_ETERNALCHAOS + BD_DRUMBATTLEFIELD = 311, +#define BD_DRUMBATTLEFIELD SkillID::BD_DRUMBATTLEFIELD + BD_RINGNIBELUNGEN = 312, +#define BD_RINGNIBELUNGEN SkillID::BD_RINGNIBELUNGEN + BD_ROKISWEIL = 313, +#define BD_ROKISWEIL SkillID::BD_ROKISWEIL + BD_INTOABYSS = 314, +#define BD_INTOABYSS SkillID::BD_INTOABYSS + BD_SIEGFRIED = 315, +#define BD_SIEGFRIED SkillID::BD_SIEGFRIED + BD_RAGNAROK = 316, +#define BD_RAGNAROK SkillID::BD_RAGNAROK + + BA_MUSICALLESSON = 317, +#define BA_MUSICALLESSON SkillID::BA_MUSICALLESSON + BA_MUSICALSTRIKE = 318, +#define BA_MUSICALSTRIKE SkillID::BA_MUSICALSTRIKE + BA_DISSONANCE = 319, +#define BA_DISSONANCE SkillID::BA_DISSONANCE + BA_FROSTJOKE = 320, +#define BA_FROSTJOKE SkillID::BA_FROSTJOKE + BA_WHISTLE = 321, +#define BA_WHISTLE SkillID::BA_WHISTLE + BA_ASSASSINCROSS = 322, +#define BA_ASSASSINCROSS SkillID::BA_ASSASSINCROSS + BA_POEMBRAGI = 323, +#define BA_POEMBRAGI SkillID::BA_POEMBRAGI + BA_APPLEIDUN = 324, +#define BA_APPLEIDUN SkillID::BA_APPLEIDUN + + DC_DANCINGLESSON = 325, +#define DC_DANCINGLESSON SkillID::DC_DANCINGLESSON + DC_THROWARROW = 326, +#define DC_THROWARROW SkillID::DC_THROWARROW + DC_UGLYDANCE = 327, +#define DC_UGLYDANCE SkillID::DC_UGLYDANCE + DC_SCREAM = 328, +#define DC_SCREAM SkillID::DC_SCREAM + DC_HUMMING = 329, +#define DC_HUMMING SkillID::DC_HUMMING + DC_DONTFORGETME = 330, +#define DC_DONTFORGETME SkillID::DC_DONTFORGETME + DC_FORTUNEKISS = 331, +#define DC_FORTUNEKISS SkillID::DC_FORTUNEKISS + DC_SERVICEFORYOU = 332, +#define DC_SERVICEFORYOU SkillID::DC_SERVICEFORYOU + + NPC_SELFDESTRUCTION2 = 333, +#define NPC_SELFDESTRUCTION2 SkillID::NPC_SELFDESTRUCTION2 + + WE_MALE = 334, +#define WE_MALE SkillID::WE_MALE + WE_FEMALE = 335, +#define WE_FEMALE SkillID::WE_FEMALE + WE_CALLPARTNER = 336, +#define WE_CALLPARTNER SkillID::WE_CALLPARTNER + + NPC_DARKCROSS = 338, +#define NPC_DARKCROSS SkillID::NPC_DARKCROSS + + TMW_SKILLPOOL = 339, // skill pool size +#define TMW_SKILLPOOL SkillID::TMW_SKILLPOOL + + // magic skills + TMW_MAGIC = 340, // +#define TMW_MAGIC SkillID::TMW_MAGIC + TMW_MAGIC_LIFE = 341, // +#define TMW_MAGIC_LIFE SkillID::TMW_MAGIC_LIFE + TMW_MAGIC_WAR = 342, // +#define TMW_MAGIC_WAR SkillID::TMW_MAGIC_WAR + TMW_MAGIC_TRANSMUTE = 343, // +#define TMW_MAGIC_TRANSMUTE SkillID::TMW_MAGIC_TRANSMUTE + TMW_MAGIC_NATURE = 344, // +#define TMW_MAGIC_NATURE SkillID::TMW_MAGIC_NATURE + TMW_MAGIC_ETHER = 345, // +#define TMW_MAGIC_ETHER SkillID::TMW_MAGIC_ETHER + TMW_MAGIC_DARK = 346, // +#define TMW_MAGIC_DARK SkillID::TMW_MAGIC_DARK + TMW_MAGIC_LIGHT = 347, // +#define TMW_MAGIC_LIGHT SkillID::TMW_MAGIC_LIGHT + + // focusable skills + TMW_BRAWLING = 350, // +#define TMW_BRAWLING SkillID::TMW_BRAWLING + TMW_LUCKY_COUNTER = 351, // +#define TMW_LUCKY_COUNTER SkillID::TMW_LUCKY_COUNTER + TMW_SPEED = 352, // +#define TMW_SPEED SkillID::TMW_SPEED + TMW_RESIST_POISON = 353, // +#define TMW_RESIST_POISON SkillID::TMW_RESIST_POISON + TMW_ASTRAL_SOUL = 354, // +#define TMW_ASTRAL_SOUL SkillID::TMW_ASTRAL_SOUL + TMW_RAGING = 355, // +#define TMW_RAGING SkillID::TMW_RAGING + + LK_AURABLADE = 356, +#define LK_AURABLADE SkillID::LK_AURABLADE + LK_PARRYING = 357, +#define LK_PARRYING SkillID::LK_PARRYING + LK_CONCENTRATION = 358, +#define LK_CONCENTRATION SkillID::LK_CONCENTRATION + LK_TENSIONRELAX = 359, +#define LK_TENSIONRELAX SkillID::LK_TENSIONRELAX + LK_BERSERK = 360, +#define LK_BERSERK SkillID::LK_BERSERK + LK_FURY = 361, +#define LK_FURY SkillID::LK_FURY + HP_ASSUMPTIO = 362, +#define HP_ASSUMPTIO SkillID::HP_ASSUMPTIO + HP_BASILICA = 363, +#define HP_BASILICA SkillID::HP_BASILICA + HP_MEDITATIO = 364, +#define HP_MEDITATIO SkillID::HP_MEDITATIO + HW_SOULDRAIN = 365, +#define HW_SOULDRAIN SkillID::HW_SOULDRAIN + HW_MAGICCRASHER = 366, +#define HW_MAGICCRASHER SkillID::HW_MAGICCRASHER + HW_MAGICPOWER = 367, +#define HW_MAGICPOWER SkillID::HW_MAGICPOWER + PA_PRESSURE = 368, +#define PA_PRESSURE SkillID::PA_PRESSURE + PA_SACRIFICE = 369, +#define PA_SACRIFICE SkillID::PA_SACRIFICE + PA_GOSPEL = 370, +#define PA_GOSPEL SkillID::PA_GOSPEL + CH_PALMSTRIKE = 371, +#define CH_PALMSTRIKE SkillID::CH_PALMSTRIKE + CH_TIGERFIST = 372, +#define CH_TIGERFIST SkillID::CH_TIGERFIST + CH_CHAINCRUSH = 373, +#define CH_CHAINCRUSH SkillID::CH_CHAINCRUSH + PF_HPCONVERSION = 374, +#define PF_HPCONVERSION SkillID::PF_HPCONVERSION + PF_SOULCHANGE = 375, +#define PF_SOULCHANGE SkillID::PF_SOULCHANGE + PF_SOULBURN = 376, +#define PF_SOULBURN SkillID::PF_SOULBURN + ASC_KATAR = 377, +#define ASC_KATAR SkillID::ASC_KATAR + ASC_HALLUCINATION = 378, +#define ASC_HALLUCINATION SkillID::ASC_HALLUCINATION + ASC_EDP = 379, +#define ASC_EDP SkillID::ASC_EDP + ASC_BREAKER = 380, +#define ASC_BREAKER SkillID::ASC_BREAKER + SN_SIGHT = 381, +#define SN_SIGHT SkillID::SN_SIGHT + SN_FALCONASSAULT = 382, +#define SN_FALCONASSAULT SkillID::SN_FALCONASSAULT + SN_SHARPSHOOTING = 383, +#define SN_SHARPSHOOTING SkillID::SN_SHARPSHOOTING + SN_WINDWALK = 384, +#define SN_WINDWALK SkillID::SN_WINDWALK + WS_MELTDOWN = 385, +#define WS_MELTDOWN SkillID::WS_MELTDOWN + WS_CREATECOIN = 386, +#define WS_CREATECOIN SkillID::WS_CREATECOIN + WS_CREATENUGGET = 387, +#define WS_CREATENUGGET SkillID::WS_CREATENUGGET + WS_CARTBOOST = 388, +#define WS_CARTBOOST SkillID::WS_CARTBOOST + WS_SYSTEMCREATE = 389, +#define WS_SYSTEMCREATE SkillID::WS_SYSTEMCREATE + ST_CHASEWALK = 390, +#define ST_CHASEWALK SkillID::ST_CHASEWALK + ST_REJECTSWORD = 391, +#define ST_REJECTSWORD SkillID::ST_REJECTSWORD + ST_STEALBACKPACK = 392, +#define ST_STEALBACKPACK SkillID::ST_STEALBACKPACK + CR_ALCHEMY = 393, +#define CR_ALCHEMY SkillID::CR_ALCHEMY + CR_SYNTHESISPOTION = 394, +#define CR_SYNTHESISPOTION SkillID::CR_SYNTHESISPOTION + CG_ARROWVULCAN = 395, +#define CG_ARROWVULCAN SkillID::CG_ARROWVULCAN + CG_MOONLIT = 396, +#define CG_MOONLIT SkillID::CG_MOONLIT + CG_MARIONETTE = 397, +#define CG_MARIONETTE SkillID::CG_MARIONETTE + LK_SPIRALPIERCE = 398, +#define LK_SPIRALPIERCE SkillID::LK_SPIRALPIERCE + LK_HEADCRUSH = 399, +#define LK_HEADCRUSH SkillID::LK_HEADCRUSH + LK_JOINTBEAT = 400, +#define LK_JOINTBEAT SkillID::LK_JOINTBEAT + HW_NAPALMVULCAN = 401, +#define HW_NAPALMVULCAN SkillID::HW_NAPALMVULCAN + CH_SOULCOLLECT = 402, +#define CH_SOULCOLLECT SkillID::CH_SOULCOLLECT + PF_MINDBREAKER = 403, +#define PF_MINDBREAKER SkillID::PF_MINDBREAKER + PF_MEMORIZE = 404, +#define PF_MEMORIZE SkillID::PF_MEMORIZE + PF_FOGWALL = 405, +#define PF_FOGWALL SkillID::PF_FOGWALL + PF_SPIDERWEB = 406, +#define PF_SPIDERWEB SkillID::PF_SPIDERWEB + ASC_METEORASSAULT = 407, +#define ASC_METEORASSAULT SkillID::ASC_METEORASSAULT + ASC_CDP = 408, +#define ASC_CDP SkillID::ASC_CDP + WE_BABY = 409, +#define WE_BABY SkillID::WE_BABY + WE_CALLPARENT = 410, +#define WE_CALLPARENT SkillID::WE_CALLPARENT + WE_CALLBABY = 411, +#define WE_CALLBABY SkillID::WE_CALLBABY + TK_RUN = 412, +#define TK_RUN SkillID::TK_RUN + TK_READYSTORM = 413, +#define TK_READYSTORM SkillID::TK_READYSTORM + TK_STORMKICK = 414, +#define TK_STORMKICK SkillID::TK_STORMKICK + TK_READYDOWN = 415, +#define TK_READYDOWN SkillID::TK_READYDOWN + TK_DOWNKICK = 416, +#define TK_DOWNKICK SkillID::TK_DOWNKICK + TK_READYTURN = 417, +#define TK_READYTURN SkillID::TK_READYTURN + TK_TURNKICK = 418, +#define TK_TURNKICK SkillID::TK_TURNKICK + TK_READYCOUNTER = 419, +#define TK_READYCOUNTER SkillID::TK_READYCOUNTER + TK_COUNTER = 420, +#define TK_COUNTER SkillID::TK_COUNTER + TK_DODGE = 421, +#define TK_DODGE SkillID::TK_DODGE + TK_JUMPKICK = 422, +#define TK_JUMPKICK SkillID::TK_JUMPKICK + TK_HPTIME = 423, +#define TK_HPTIME SkillID::TK_HPTIME + TK_SPTIME = 424, +#define TK_SPTIME SkillID::TK_SPTIME + TK_POWER = 425, +#define TK_POWER SkillID::TK_POWER + TK_SEVENWIND = 426, +#define TK_SEVENWIND SkillID::TK_SEVENWIND + TK_HIGHJUMP = 427, +#define TK_HIGHJUMP SkillID::TK_HIGHJUMP + SG_FEEL = 428, +#define SG_FEEL SkillID::SG_FEEL + SG_SUN_WARM = 429, +#define SG_SUN_WARM SkillID::SG_SUN_WARM + SG_MOON_WARM = 430, +#define SG_MOON_WARM SkillID::SG_MOON_WARM + SG_STAR_WARM = 431, +#define SG_STAR_WARM SkillID::SG_STAR_WARM + SG_SUN_COMFORT = 432, +#define SG_SUN_COMFORT SkillID::SG_SUN_COMFORT + SG_MOON_COMFORT = 433, +#define SG_MOON_COMFORT SkillID::SG_MOON_COMFORT + SG_STAR_COMFORT = 434, +#define SG_STAR_COMFORT SkillID::SG_STAR_COMFORT + SG_HATE = 435, +#define SG_HATE SkillID::SG_HATE + SG_SUN_ANGER = 436, +#define SG_SUN_ANGER SkillID::SG_SUN_ANGER + SG_MOON_ANGER = 437, +#define SG_MOON_ANGER SkillID::SG_MOON_ANGER + SG_STAR_ANGER = 438, +#define SG_STAR_ANGER SkillID::SG_STAR_ANGER + SG_SUN_BLESS = 439, +#define SG_SUN_BLESS SkillID::SG_SUN_BLESS + SG_MOON_BLESS = 440, +#define SG_MOON_BLESS SkillID::SG_MOON_BLESS + SG_STAR_BLESS = 441, +#define SG_STAR_BLESS SkillID::SG_STAR_BLESS + SG_DEVIL = 442, +#define SG_DEVIL SkillID::SG_DEVIL + SG_FRIEND = 443, +#define SG_FRIEND SkillID::SG_FRIEND + SG_KNOWLEDGE = 444, +#define SG_KNOWLEDGE SkillID::SG_KNOWLEDGE + SG_FUSION = 445, +#define SG_FUSION SkillID::SG_FUSION + SL_ALCHEMIST = 446, +#define SL_ALCHEMIST SkillID::SL_ALCHEMIST + AM_BERSERKPITCHER = 447, +#define AM_BERSERKPITCHER SkillID::AM_BERSERKPITCHER + SL_MONK = 448, +#define SL_MONK SkillID::SL_MONK + SL_STAR = 449, +#define SL_STAR SkillID::SL_STAR + SL_SAGE = 450, +#define SL_SAGE SkillID::SL_SAGE + SL_CRUSADER = 451, +#define SL_CRUSADER SkillID::SL_CRUSADER + SL_SUPERNOVICE = 452, +#define SL_SUPERNOVICE SkillID::SL_SUPERNOVICE + SL_KNIGHT = 453, +#define SL_KNIGHT SkillID::SL_KNIGHT + SL_WIZARD = 454, +#define SL_WIZARD SkillID::SL_WIZARD + SL_PRIEST = 455, +#define SL_PRIEST SkillID::SL_PRIEST + SL_BARDDANCER = 456, +#define SL_BARDDANCER SkillID::SL_BARDDANCER + SL_ROGUE = 457, +#define SL_ROGUE SkillID::SL_ROGUE + SL_ASSASIN = 458, +#define SL_ASSASIN SkillID::SL_ASSASIN + SL_BLACKSMITH = 459, +#define SL_BLACKSMITH SkillID::SL_BLACKSMITH + BS_ADRENALINE2 = 460, +#define BS_ADRENALINE2 SkillID::BS_ADRENALINE2 + SL_HUNTER = 461, +#define SL_HUNTER SkillID::SL_HUNTER + SL_SOULLINKER = 462, +#define SL_SOULLINKER SkillID::SL_SOULLINKER + SL_KAIZEL = 463, +#define SL_KAIZEL SkillID::SL_KAIZEL + SL_KAAHI = 464, +#define SL_KAAHI SkillID::SL_KAAHI + SL_KAUPE = 465, +#define SL_KAUPE SkillID::SL_KAUPE + SL_KAITE = 466, +#define SL_KAITE SkillID::SL_KAITE + SL_KAINA = 467, +#define SL_KAINA SkillID::SL_KAINA + SL_STIN = 468, +#define SL_STIN SkillID::SL_STIN + SL_STUN = 469, +#define SL_STUN SkillID::SL_STUN + SL_SMA = 470, +#define SL_SMA SkillID::SL_SMA + SL_SWOO = 471, +#define SL_SWOO SkillID::SL_SWOO + SL_SKE = 472, +#define SL_SKE SkillID::SL_SKE + SL_SKA = 473, +#define SL_SKA SkillID::SL_SKA + + MAX_SKILL_DB = 474, // not 450 +#define MAX_SKILL_DB SkillID::MAX_SKILL_DB +}; + +#endif // SKILL_T_HPP |