1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
|
#include "skill.hpp"
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include "../common/mt_rand.hpp"
#include "../common/nullpo.hpp"
#include "../common/socket.hpp"
#include "../common/timer.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "magic.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "party.hpp"
#include "pc.hpp"
#include "script.hpp"
SkillID skill_pool_skills[MAX_POOL_SKILLS];
int skill_pool_skills_size = 0;
void skill_pool_register(SkillID id)
{
if (skill_pool_skills_size + 1 >= MAX_POOL_SKILLS)
{
FPRINTF(stderr,
"Too many pool skills! Increase MAX_POOL_SKILLS and recompile.");
return;
}
skill_pool_skills[skill_pool_skills_size++] = id;
}
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++)
{
SkillID skill_id = skill_pool_skills[i];
if (bool(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED))
{
if (skills)
skills[count] = skill_id;
++count;
}
}
return count;
}
int skill_pool_size(struct map_session_data *sd)
{
return skill_pool(sd, NULL);
}
int skill_pool_max(struct map_session_data *sd)
{
return sd->status.skill[TMW_SKILLPOOL].lv;
}
int skill_pool_activate(struct map_session_data *sd, SkillID skill_id)
{
if (bool(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED))
return 0; // Already there
else if (sd->status.skill[skill_id].id == skill_id // knows the skill
&& (skill_pool_size(sd) < skill_pool_max(sd)))
{
sd->status.skill[skill_id].flags |= SKILL_POOL_ACTIVATED;
pc_calcstatus(sd, 0);
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
}
bool skill_pool_is_activated(struct map_session_data *sd, SkillID skill_id)
{
return bool(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED);
}
int skill_pool_deactivate(struct map_session_data *sd, SkillID skill_id)
{
if (bool(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", uint16_t(skill_id));
pc_calcstatus(sd, 0);
return 0;
}
return 1;
}
// Yields the stat associated with a skill.
// Returns zero if none, or SP_STR, SP_VIT, ... otherwise
static
SP skill_stat(SkillID skill_id)
{
return skill_db[skill_id].stat;
}
int skill_power(struct map_session_data *sd, SkillID skill_id)
{
SP stat = skill_stat(skill_id);
int stat_value, skill_value;
int result;
if (stat == SP::ZERO || !skill_pool_is_activated(sd, skill_id))
return 0;
stat_value = battle_get_stat(stat, &(sd->bl));
skill_value = sd->status.skill[skill_id].lv;
if ((skill_value * 10) - 1 > stat_value)
skill_value += (stat_value / 10);
else
skill_value *= 2;
result = (skill_value * stat_value) / 10;
return result;
}
int skill_power_bl(struct block_list *bl, SkillID skill)
{
if (bl->type == BL_PC)
return skill_power((struct map_session_data *) bl, skill);
else
return 0;
}
|