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authorHaru <haru@dotalux.com>2017-10-30 01:12:53 +0100
committerHaru <haru@dotalux.com>2017-11-05 18:19:52 +0100
commit2b4bfa5d08931530d5c9b30af10dd58c1af14883 (patch)
treeaf80eea65459de8a6250c6f591a6c7606ddc7800
parent47196c67f11376035671d0758fb6c52d80968c48 (diff)
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Reduce confusion between skill IDs and skill DB indexes (part 1)
Rewrite skill DB accessors to clarify the difference between IDs and indexes, and to report a backtrace to the console when an invalid ID is passed. The type of the skill_id and skill_lv arguments has been changed to int. Signed-off-by: Haru <haru@dotalux.com>
-rw-r--r--src/map/skill.c512
-rw-r--r--src/map/skill.h98
2 files changed, 494 insertions, 116 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 13e8925ed..f03d72b5a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -105,7 +105,7 @@ int skill_name2id(const char* name)
/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
-int skill_get_index (uint16 skill_id)
+int skill_get_index(int skill_id)
{
// avoid ranges reserved for mapping guild/homun/mercenary skills
if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
@@ -138,88 +138,461 @@ int skill_get_index (uint16 skill_id)
}
// validate result
- if( !skill_id || skill_id >= MAX_SKILL_DB )
+ if (skill_id <= 0|| skill_id >= MAX_SKILL_DB)
return 0;
return skill_id;
}
-const char* skill_get_name( uint16 skill_id ) {
+const char *skill_get_name(int skill_id)
+{
return skill->dbs->db[skill->get_index(skill_id)].name;
}
-const char* skill_get_desc( uint16 skill_id ) {
+const char *skill_get_desc(int skill_id)
+{
return skill->dbs->db[skill->get_index(skill_id)].desc;
}
-// out of bounds error checking [celest]
-void skill_chk(uint16* skill_id) {
- *skill_id = skill->get_index(*skill_id); // checks/adjusts id
-}
+#define skill_get_lvl_idx(lv) (min((lv), MAX_SKILL_LEVEL) - 1)
+#define skill_adjust_over_level(val, lv, max_lv) ((val) > 1 ? ((val) + ((lv) - (max_lv)) / 2) : (val))
-#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0)
-#define skill_get2(var,id,lv) do { \
- skill->chk(&(id)); \
- if(!(id)) return 0; \
- if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \
- int lv2__ = (lv); (lv) = skill->dbs->db[(id)].max; \
- return (var) + ((lv2__-(lv))/2);\
- } \
- return (var);\
-} while(0)
-#define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1)
// Skill DB
-int skill_get_hit( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].hit, skill_id); }
-int skill_get_inf( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].inf, skill_id); }
-int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get (skill->dbs->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
-int skill_get_nk( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].nk, skill_id); }
-int skill_get_max( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].max, skill_id); }
-int skill_get_range( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 ( (skill->dbs->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->dbs->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_state(uint16 skill_id) { skill_get (skill->dbs->db[skill_id].state, skill_id); }
-int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->dbs->db[skill_id].itemid[idx], skill_id); }
-int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->dbs->db[skill_id].amount[idx], skill_id); }
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castdef( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].cast_def_rate, skill_id); }
-int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].weapon, skill_id); }
-int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].ammo, skill_id); }
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_inf2( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].inf2, skill_id); }
-int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].castcancel, skill_id); }
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_type( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].skill_type, skill_id); }
-int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->dbs->db[skill_id].unit_id[flag], skill_id); }
-int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].unit_interval, skill_id); }
-int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].unit_target&BCT_ALL, skill_id); }
-int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].unit_target&BL_ALL, skill_id); }
-int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].unit_flag, skill_id); }
-int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) {
+
+int skill_get_hit(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].hit;
+}
+
+int skill_get_inf(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].inf;
+}
+
+int skill_get_ele(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].element[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].element[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_nk(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].nk;
+}
+
+int skill_get_max(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].max;
+}
+
+int skill_get_range(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].range[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].range[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_splash(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].splash[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].splash[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_hp(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].hp[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].hp[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_sp(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].sp[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].sp[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_hp_rate(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].hp_rate[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].hp_rate[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_sp_rate(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].sp_rate[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].sp_rate[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_state(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].state;
+}
+
+int skill_get_spiritball(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].spiritball[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].spiritball[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_itemid(int skill_id, int item_idx)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(item_idx >= 0 && item_idx < MAX_SKILL_ITEM_REQUIRE);
+ return skill->dbs->db[idx].itemid[item_idx];
+}
+
+int skill_get_itemqty(int skill_id, int item_idx)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(item_idx >= 0 && item_idx < MAX_SKILL_ITEM_REQUIRE);
+ return skill->dbs->db[idx].amount[item_idx];
+}
+
+int skill_get_zeny(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].zeny[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].zeny[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_num(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].num[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].num[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_cast(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].cast[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].cast[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_delay(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].delay[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].delay[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_walkdelay(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].walkdelay[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].walkdelay[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_time(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].upkeep_time[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].upkeep_time[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_time2(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].upkeep_time2[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].upkeep_time2[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_castdef(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].cast_def_rate;
+}
+
+int skill_get_weapontype(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].weapon;
+}
+
+int skill_get_ammotype(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].ammo;
+}
+
+int skill_get_ammo_qty(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].ammo_qty[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].ammo_qty[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_inf2(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].inf2;
+}
+
+int skill_get_castcancel(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].castcancel;
+}
+
+int skill_get_maxcount(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].maxcount[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].maxcount[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_blewcount(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].blewcount[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].blewcount[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_mhp(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].mhp[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].mhp[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_castnodex(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].castnodex[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].castnodex[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_delaynodex(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].delaynodex[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].delaynodex[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_type(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].skill_type;
+}
+
+int skill_get_unit_id(int skill_id, int flag)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(flag >= 0 && flag < ARRAYLENGTH(skill->dbs->db[0].unit_id));
+ return skill->dbs->db[idx].unit_id[flag];
+}
+
+int skill_get_unit_interval(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].unit_interval;
+}
+
+int skill_get_unit_range(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].unit_range[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].unit_range[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_unit_target(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].unit_target & BCT_ALL;
+}
+
+int skill_get_unit_bl_target(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].unit_target & BL_ALL;
+}
+
+int skill_get_unit_flag(int skill_id)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ return skill->dbs->db[idx].unit_flag;
+}
+
+int skill_get_unit_layout_type(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].unit_layout_type[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].unit_layout_type[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_cooldown(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].cooldown[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].cooldown[skill_get_lvl_idx(skill_lv)];
+}
+
+int skill_get_fixed_cast(int skill_id, int skill_lv)
+{
+ int idx = skill->get_index(skill_id);
+ Assert_ret(idx != 0);
+ Assert_ret(skill_lv > 0);
#ifdef RENEWAL_CAST
- Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv);
+ if (skill_lv > MAX_SKILL_LEVEL) {
+ int val = skill->dbs->db[idx].fixed_cast[skill_get_lvl_idx(skill_lv)];
+ return skill_adjust_over_level(val, skill_lv, skill->dbs->db[idx].max);
+ }
+ return skill->dbs->db[idx].fixed_cast[skill_get_lvl_idx(skill_lv)];
#else
return 0;
#endif
}
-int skill_tree_get_max(uint16 skill_id, int class)
+int skill_tree_get_max(int skill_id, int class)
{
int i;
int class_idx = pc->class2idx(class);
@@ -231,7 +604,7 @@ int skill_tree_get_max(uint16 skill_id, int class)
return skill->get_max(skill_id);
}
-int skill_get_casttype(uint16 skill_id)
+int skill_get_casttype(int skill_id)
{
int inf = skill->get_inf(skill_id);
if (inf&(INF_GROUND_SKILL))
@@ -248,7 +621,7 @@ int skill_get_casttype(uint16 skill_id)
return CAST_DAMAGE;
}
-int skill_get_casttype2(uint16 index)
+int skill_get_casttype2(int index)
{
int inf;
Assert_retr(CAST_NODAMAGE, index < MAX_SKILL_DB);
@@ -268,7 +641,7 @@ int skill_get_casttype2(uint16 index)
}
//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
-int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
+int skill_get_range2(struct block_list *bl, int skill_id, int skill_lv)
{
int range;
struct map_session_data *sd = BL_CAST(BL_PC, bl);
@@ -20903,8 +21276,12 @@ void skill_defaults(void)
skill->get_hp = skill_get_hp;
skill->get_mhp = skill_get_mhp;
skill->get_sp = skill_get_sp;
+ skill->get_hp_rate = skill_get_hp_rate;
+ skill->get_sp_rate = skill_get_sp_rate;
skill->get_state = skill_get_state;
skill->get_spiritball = skill_get_spiritball;
+ skill->get_itemid = skill_get_itemid;
+ skill->get_itemqty = skill_get_itemqty;
skill->get_zeny = skill_get_zeny;
skill->get_num = skill_get_num;
skill->get_cast = skill_get_cast;
@@ -20933,7 +21310,6 @@ void skill_defaults(void)
skill->tree_get_max = skill_tree_get_max;
skill->get_name = skill_get_name;
skill->get_desc = skill_get_desc;
- skill->chk = skill_chk;
skill->get_casttype = skill_get_casttype;
skill->get_casttype2 = skill_get_casttype2;
skill->is_combo = skill_is_combo;
diff --git a/src/map/skill.h b/src/map/skill.h
index bba440107..7544898bb 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -1930,54 +1930,56 @@ struct skill_interface {
int unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
int unit_group_newid;
/* accesssors */
- int (*get_index) ( uint16 skill_id );
- int (*get_type) ( uint16 skill_id );
- int (*get_hit) ( uint16 skill_id );
- int (*get_inf) ( uint16 skill_id );
- int (*get_ele) ( uint16 skill_id, uint16 skill_lv );
- int (*get_nk) ( uint16 skill_id );
- int (*get_max) ( uint16 skill_id );
- int (*get_range) ( uint16 skill_id, uint16 skill_lv );
- int (*get_range2) (struct block_list *bl, uint16 skill_id, uint16 skill_lv);
- int (*get_splash) ( uint16 skill_id, uint16 skill_lv );
- int (*get_hp) ( uint16 skill_id, uint16 skill_lv );
- int (*get_mhp) ( uint16 skill_id, uint16 skill_lv );
- int (*get_sp) ( uint16 skill_id, uint16 skill_lv );
- int (*get_state) (uint16 skill_id);
- int (*get_spiritball) (uint16 skill_id, uint16 skill_lv);
- int (*get_zeny) ( uint16 skill_id, uint16 skill_lv );
- int (*get_num) ( uint16 skill_id, uint16 skill_lv );
- int (*get_cast) ( uint16 skill_id, uint16 skill_lv );
- int (*get_delay) ( uint16 skill_id, uint16 skill_lv );
- int (*get_walkdelay) ( uint16 skill_id, uint16 skill_lv );
- int (*get_time) ( uint16 skill_id, uint16 skill_lv );
- int (*get_time2) ( uint16 skill_id, uint16 skill_lv );
- int (*get_castnodex) ( uint16 skill_id, uint16 skill_lv );
- int (*get_delaynodex) ( uint16 skill_id ,uint16 skill_lv );
- int (*get_castdef) ( uint16 skill_id );
- int (*get_weapontype) ( uint16 skill_id );
- int (*get_ammotype) ( uint16 skill_id );
- int (*get_ammo_qty) ( uint16 skill_id, uint16 skill_lv );
- int (*get_unit_id) (uint16 skill_id,int flag);
- int (*get_inf2) ( uint16 skill_id );
- int (*get_castcancel) ( uint16 skill_id );
- int (*get_maxcount) ( uint16 skill_id, uint16 skill_lv );
- int (*get_blewcount) ( uint16 skill_id, uint16 skill_lv );
- int (*get_unit_flag) ( uint16 skill_id );
- int (*get_unit_target) ( uint16 skill_id );
- int (*get_unit_interval) ( uint16 skill_id );
- int (*get_unit_bl_target) ( uint16 skill_id );
- int (*get_unit_layout_type) ( uint16 skill_id ,uint16 skill_lv );
- int (*get_unit_range) ( uint16 skill_id, uint16 skill_lv );
- int (*get_cooldown) ( uint16 skill_id, uint16 skill_lv );
- int (*tree_get_max) (uint16 skill_id, int class);
- const char *(*get_name) ( uint16 skill_id );
- const char *(*get_desc) ( uint16 skill_id );
- /* check */
- void (*chk) (uint16* skill_id);
+ int (*get_index) (int skill_id);
+ int (*get_type) (int skill_id);
+ int (*get_hit) (int skill_id);
+ int (*get_inf) (int skill_id);
+ int (*get_ele) (int skill_id, int skill_lv);
+ int (*get_nk) (int skill_id);
+ int (*get_max) (int skill_id);
+ int (*get_range) (int skill_id, int skill_lv);
+ int (*get_range2) (struct block_list *bl, int skill_id, int skill_lv);
+ int (*get_splash) (int skill_id, int skill_lv);
+ int (*get_hp) (int skill_id, int skill_lv);
+ int (*get_mhp) (int skill_id, int skill_lv);
+ int (*get_sp) (int skill_id, int skill_lv);
+ int (*get_hp_rate) (int skill_id, int skill_lv);
+ int (*get_sp_rate) (int skill_id, int skill_lv);
+ int (*get_state) (int skill_id);
+ int (*get_spiritball) (int skill_id, int skill_lv);
+ int (*get_itemid) (int skill_id, int item_idx);
+ int (*get_itemqty) (int skill_id, int item_idx);
+ int (*get_zeny) (int skill_id, int skill_lv);
+ int (*get_num) (int skill_id, int skill_lv);
+ int (*get_cast) (int skill_id, int skill_lv);
+ int (*get_delay) (int skill_id, int skill_lv);
+ int (*get_walkdelay) (int skill_id, int skill_lv);
+ int (*get_time) (int skill_id, int skill_lv);
+ int (*get_time2) (int skill_id, int skill_lv);
+ int (*get_castnodex) (int skill_id, int skill_lv);
+ int (*get_delaynodex) (int skill_id, int skill_lv);
+ int (*get_castdef) (int skill_id);
+ int (*get_weapontype) (int skill_id);
+ int (*get_ammotype) (int skill_id);
+ int (*get_ammo_qty) (int skill_id, int skill_lv);
+ int (*get_unit_id) (int skill_id, int flag);
+ int (*get_inf2) (int skill_id);
+ int (*get_castcancel) (int skill_id);
+ int (*get_maxcount) (int skill_id, int skill_lv);
+ int (*get_blewcount) (int skill_id, int skill_lv);
+ int (*get_unit_flag) (int skill_id);
+ int (*get_unit_target) (int skill_id);
+ int (*get_unit_interval) (int skill_id);
+ int (*get_unit_bl_target) (int skill_id);
+ int (*get_unit_layout_type) (int skill_id, int skill_lv);
+ int (*get_unit_range) (int skill_id, int skill_lv);
+ int (*get_cooldown) (int skill_id, int skill_lv);
+ int (*tree_get_max) (int skill_id, int class);
+ const char *(*get_name) (int skill_id);
+ const char *(*get_desc) (int skill_id);
/* whether its CAST_GROUND, CAST_DAMAGE or CAST_NODAMAGE */
- int (*get_casttype) (uint16 skill_id);
- int (*get_casttype2) (uint16 index);
+ int (*get_casttype) (int skill_id);
+ int (*get_casttype2) (int index);
bool (*is_combo) (int skill_id);
int (*name2id) (const char* name);
int (*isammotype) (struct map_session_data *sd, int skill_id);
@@ -2071,7 +2073,7 @@ struct skill_interface {
int (*check_condition_mob_master_sub) (struct block_list *bl, va_list ap);
void (*brandishspear_first) (struct square *tc, uint8 dir, int16 x, int16 y);
void (*brandishspear_dir) (struct square* tc, uint8 dir, int are);
- int (*get_fixed_cast) ( uint16 skill_id ,uint16 skill_lv );
+ int (*get_fixed_cast) (int skill_id, int skill_lv);
int (*sit_count) (struct block_list *bl, va_list ap);
int (*sit_in) (struct block_list *bl, va_list ap);
int (*sit_out) (struct block_list *bl, va_list ap);