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author | malufett <malufett.eat.my.binaries@gmail.com> | 2015-08-02 04:54:11 +0800 |
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committer | malufett <malufett.eat.my.binaries@gmail.com> | 2015-08-02 04:54:11 +0800 |
commit | e900608cc45f33399b12f109548da515df82e723 (patch) | |
tree | 3669888c564fe0527650cccd92af744058290b4a | |
parent | cca4271c9350203bffa2feeb753708f434b71d41 (diff) | |
parent | f780bc47486289acd70fee5dc4f34efca1440eaa (diff) | |
download | hercules-e900608cc45f33399b12f109548da515df82e723.tar.gz hercules-e900608cc45f33399b12f109548da515df82e723.tar.bz2 hercules-e900608cc45f33399b12f109548da515df82e723.tar.xz hercules-e900608cc45f33399b12f109548da515df82e723.zip |
Merge pull request #601 from 4144/hpmreduce
Reduce map server memory usage for 3 MB with loaded HPM
-rw-r--r-- | src/map/atcommand.c | 14 | ||||
-rw-r--r-- | src/map/chrif.c | 4 | ||||
-rw-r--r-- | src/map/clif.c | 32 | ||||
-rw-r--r-- | src/map/elemental.c | 4 | ||||
-rw-r--r-- | src/map/homunculus.c | 82 | ||||
-rw-r--r-- | src/map/homunculus.h | 8 | ||||
-rw-r--r-- | src/map/mercenary.c | 6 | ||||
-rw-r--r-- | src/map/mercenary.h | 2 | ||||
-rw-r--r-- | src/map/mob.c | 8 | ||||
-rw-r--r-- | src/map/pc.c | 52 | ||||
-rw-r--r-- | src/map/quest.c | 2 | ||||
-rw-r--r-- | src/map/quest.h | 2 | ||||
-rw-r--r-- | src/map/skill.c | 681 | ||||
-rw-r--r-- | src/map/skill.h | 28 | ||||
-rw-r--r-- | src/map/status.c | 774 | ||||
-rw-r--r-- | src/map/status.h | 26 |
16 files changed, 873 insertions, 852 deletions
diff --git a/src/map/atcommand.c b/src/map/atcommand.c index 2be990025..fb0b89381 100644 --- a/src/map/atcommand.c +++ b/src/map/atcommand.c @@ -5244,11 +5244,11 @@ ACMD(skillid) { for (data = iter->first(iter,&key); iter->exists(iter); data = iter->next(iter,&key)) { int idx = skill->get_index(DB->data2i(data)); - if (strnicmp(key.str, message, skillen) == 0 || strnicmp(skill->db[idx].desc, message, skillen) == 0) { - sprintf(atcmd_output, msg_fd(fd,1164), DB->data2i(data), skill->db[idx].desc, key.str); // skill %d: %s (%s) + if (strnicmp(key.str, message, skillen) == 0 || strnicmp(skill->dbs->db[idx].desc, message, skillen) == 0) { + sprintf(atcmd_output, msg_fd(fd,1164), DB->data2i(data), skill->dbs->db[idx].desc, key.str); // skill %d: %s (%s) clif->message(fd, atcmd_output); - } else if ( found < MAX_SKILLID_PARTIAL_RESULTS && ( stristr(key.str,message) || stristr(skill->db[idx].desc,message) ) ) { - snprintf(partials[found], MAX_SKILLID_PARTIAL_RESULTS_LEN, msg_fd(fd,1164), DB->data2i(data), skill->db[idx].desc, key.str); + } else if ( found < MAX_SKILLID_PARTIAL_RESULTS && ( stristr(key.str,message) || stristr(skill->dbs->db[idx].desc,message) ) ) { + snprintf(partials[found], MAX_SKILLID_PARTIAL_RESULTS_LEN, msg_fd(fd,1164), DB->data2i(data), skill->dbs->db[idx].desc, key.str); found++; } } @@ -5376,7 +5376,7 @@ ACMD(skilltree) { { if( ent->need[j].id && pc->checkskill(sd,ent->need[j].id) < ent->need[j].lv) { - sprintf(atcmd_output, msg_fd(fd,1170), ent->need[j].lv, skill->db[ent->need[j].id].desc); // Player requires level %d of skill %s. + sprintf(atcmd_output, msg_fd(fd,1170), ent->need[j].lv, skill->dbs->db[ent->need[j].id].desc); // Player requires level %d of skill %s. clif->message(fd, atcmd_output); meets = 0; } @@ -9306,7 +9306,7 @@ ACMD(cddebug) { const struct TimerData *td = timer->get(cd->entry[i]->timer); if( !td || td->func != skill->blockpc_end ) { - clif->messages(fd,"Found invalid entry in slot %d for skill %s",i,skill->db[cd->entry[i]->skidx].name); + clif->messages(fd,"Found invalid entry in slot %d for skill %s",i,skill->dbs->db[cd->entry[i]->skidx].name); sd->blockskill[cd->entry[i]->skidx] = false; } } @@ -9316,7 +9316,7 @@ ACMD(cddebug) { if( !cd || (message && *message && !strcmpi(message,"reset")) ) { for(i = 0; i < MAX_SKILL; i++) { if( sd->blockskill[i] ) { - clif->messages(fd,"Found skill '%s', unblocking...",skill->db[i].name); + clif->messages(fd,"Found skill '%s', unblocking...",skill->dbs->db[i].name); sd->blockskill[i] = false; } } diff --git a/src/map/chrif.c b/src/map/chrif.c index 41485d222..5bd1e436f 100644 --- a/src/map/chrif.c +++ b/src/map/chrif.c @@ -1321,8 +1321,8 @@ void chrif_skillid2idx(int fd) { WFIFOHEAD(fd,4 + (MAX_SKILL * 4)); WFIFOW(fd,0) = 0x2b0b; for(i = 0; i < MAX_SKILL; i++) { - if( skill->db[i].nameid ) { - WFIFOW(fd, 4 + (count*4)) = skill->db[i].nameid; + if( skill->dbs->db[i].nameid ) { + WFIFOW(fd, 4 + (count*4)) = skill->dbs->db[i].nameid; WFIFOW(fd, 6 + (count*4)) = i; count++; } diff --git a/src/map/clif.c b/src/map/clif.c index cc517c24f..cbe22dbb0 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -1370,7 +1370,7 @@ bool clif_spawn(struct block_list *bl) if( sd->bg_id && map->list[sd->bl.m].flag.battleground ) clif->sendbgemblem_area(sd); for( i = 0; i < sd->sc_display_count; i++ ) { - clif->sc_load(&sd->bl, sd->bl.id,AREA,status->IconChangeTable[sd->sc_display[i]->type],sd->sc_display[i]->val1,sd->sc_display[i]->val2,sd->sc_display[i]->val3); + clif->sc_load(&sd->bl, sd->bl.id,AREA,status->dbs->IconChangeTable[sd->sc_display[i]->type],sd->sc_display[i]->val1,sd->sc_display[i]->val2,sd->sc_display[i]->val3); } if (sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) clif->spiritcharm(sd); @@ -3227,14 +3227,14 @@ void clif_arrow_create_list(struct map_session_data *sd) for (i = 0, c = 0; i < MAX_SKILL_ARROW_DB; i++) { int j; - if (skill->arrow_db[i].nameid > 0 - && (j = pc->search_inventory(sd, skill->arrow_db[i].nameid)) != INDEX_NOT_FOUND + if (skill->dbs->arrow_db[i].nameid > 0 + && (j = pc->search_inventory(sd, skill->dbs->arrow_db[i].nameid)) != INDEX_NOT_FOUND && !sd->status.inventory[j].equip && sd->status.inventory[j].identify ) { - if ((j = itemdb_viewid(skill->arrow_db[i].nameid)) > 0) + if ((j = itemdb_viewid(skill->dbs->arrow_db[i].nameid)) > 0) WFIFOW(fd,c*2+4) = j; else - WFIFOW(fd,c*2+4) = skill->arrow_db[i].nameid; + WFIFOW(fd,c*2+4) = skill->dbs->arrow_db[i].nameid; c++; } } @@ -4005,7 +4005,7 @@ void clif_getareachar_pc(struct map_session_data* sd,struct map_session_data* ds clif->charm_single(sd->fd, dstsd); for( i = 0; i < dstsd->sc_display_count; i++ ) { - clif->sc_load(&sd->bl,dstsd->bl.id,SELF,status->IconChangeTable[dstsd->sc_display[i]->type],dstsd->sc_display[i]->val1,dstsd->sc_display[i]->val2,dstsd->sc_display[i]->val3); + clif->sc_load(&sd->bl,dstsd->bl.id,SELF,status->dbs->IconChangeTable[dstsd->sc_display[i]->type],dstsd->sc_display[i]->val1,dstsd->sc_display[i]->val2,dstsd->sc_display[i]->val3); } if( (sd->status.party_id && dstsd->status.party_id == sd->status.party_id) || //Party-mate, or hpdisp setting. (sd->bg_id && sd->bg_id == dstsd->bg_id) || //BattleGround @@ -5190,13 +5190,13 @@ void clif_skill_produce_mix_list(struct map_session_data *sd, int skill_id , int WFIFOW(fd, 0)=0x18d; for(i=0,c=0;i<MAX_SKILL_PRODUCE_DB;i++){ - if( skill->can_produce_mix(sd,skill->produce_db[i].nameid, trigger, 1) && - ( ( skill_id > 0 && skill->produce_db[i].req_skill == skill_id ) || skill_id < 0 ) + if( skill->can_produce_mix(sd,skill->dbs->produce_db[i].nameid, trigger, 1) && + ( ( skill_id > 0 && skill->dbs->produce_db[i].req_skill == skill_id ) || skill_id < 0 ) ){ - if((view = itemdb_viewid(skill->produce_db[i].nameid)) > 0) + if((view = itemdb_viewid(skill->dbs->produce_db[i].nameid)) > 0) WFIFOW(fd,c*8+ 4)= view; else - WFIFOW(fd,c*8+ 4)= skill->produce_db[i].nameid; + WFIFOW(fd,c*8+ 4)= skill->dbs->produce_db[i].nameid; WFIFOW(fd,c*8+ 6)= 0; WFIFOW(fd,c*8+ 8)= 0; WFIFOW(fd,c*8+10)= 0; @@ -5237,13 +5237,13 @@ void clif_cooking_list(struct map_session_data *sd, int trigger, uint16 skill_id c = 0; for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { - if( !skill->can_produce_mix(sd,skill->produce_db[i].nameid,trigger, qty) ) + if( !skill->can_produce_mix(sd,skill->dbs->produce_db[i].nameid,trigger, qty) ) continue; - if( (view = itemdb_viewid(skill->produce_db[i].nameid)) > 0 ) + if( (view = itemdb_viewid(skill->dbs->produce_db[i].nameid)) > 0 ) WFIFOW(fd, 6 + 2 * c) = view; else - WFIFOW(fd, 6 + 2 * c) = skill->produce_db[i].nameid; + WFIFOW(fd, 6 + 2 * c) = skill->dbs->produce_db[i].nameid; c++; } @@ -16723,11 +16723,11 @@ int clif_elementalconverter_list(struct map_session_data *sd) { WFIFOW(fd, 0)=0x1ad; for(i=0,c=0;i<MAX_SKILL_PRODUCE_DB;i++){ - if( skill->can_produce_mix(sd,skill->produce_db[i].nameid,23, 1) ){ - if((view = itemdb_viewid(skill->produce_db[i].nameid)) > 0) + if( skill->can_produce_mix(sd,skill->dbs->produce_db[i].nameid,23, 1) ){ + if((view = itemdb_viewid(skill->dbs->produce_db[i].nameid)) > 0) WFIFOW(fd,c*2+ 4)= view; else - WFIFOW(fd,c*2+ 4)= skill->produce_db[i].nameid; + WFIFOW(fd,c*2+ 4)= skill->dbs->produce_db[i].nameid; c++; } } diff --git a/src/map/elemental.c b/src/map/elemental.c index bf0d42ce9..459ce2a39 100644 --- a/src/map/elemental.c +++ b/src/map/elemental.c @@ -586,8 +586,8 @@ struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) return req; - req.hp = skill->db[idx].hp[skill_lv-1]; - req.sp = skill->db[idx].sp[skill_lv-1]; + req.hp = skill->dbs->db[idx].hp[skill_lv-1]; + req.sp = skill->dbs->db[idx].sp[skill_lv-1]; return req; } diff --git a/src/map/homunculus.c b/src/map/homunculus.c index dd158fc5d..305d60f5b 100644 --- a/src/map/homunculus.c +++ b/src/map/homunculus.c @@ -43,11 +43,12 @@ #include <string.h> struct homunculus_interface homunculus_s; +struct homun_dbs homundbs; //Returns the viewdata for homunculus struct view_data* homunculus_get_viewdata(int class_) { if (homdb_checkid(class_)) - return &homun->viewdb[class_-HM_CLASS_BASE]; + return &homun->dbs->viewdb[class_-HM_CLASS_BASE]; return NULL; } @@ -193,13 +194,13 @@ int homunculus_calc_skilltree(struct homun_data *hd, int flag_evolve) { if( hd->homunculus.prev_class != 0 ) { c = hd->homunculus.prev_class - HM_CLASS_BASE; - for( i = 0; i < MAX_SKILL_TREE && ( id = homun->skill_tree[c][i].id ) > 0; i++ ) { + for( i = 0; i < MAX_SKILL_TREE && ( id = homun->dbs->skill_tree[c][i].id ) > 0; i++ ) { if( hd->homunculus.hskill[ id - HM_SKILLBASE ].id ) continue; //Skill already known. if(!battle_config.skillfree) { for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) { - if( homun->skill_tree[c][i].need[j].id && - homun->checkskill(hd,homun->skill_tree[c][i].need[j].id) < homun->skill_tree[c][i].need[j].lv ) { + if( homun->dbs->skill_tree[c][i].need[j].id && + homun->checkskill(hd,homun->dbs->skill_tree[c][i].need[j].id) < homun->dbs->skill_tree[c][i].need[j].lv ) { f = 0; break; } @@ -214,16 +215,16 @@ int homunculus_calc_skilltree(struct homun_data *hd, int flag_evolve) { c = hd->homunculus.class_ - HM_CLASS_BASE; - for( i = 0; i < MAX_SKILL_TREE && ( id = homun->skill_tree[c][i].id ) > 0; i++ ) { + for( i = 0; i < MAX_SKILL_TREE && ( id = homun->dbs->skill_tree[c][i].id ) > 0; i++ ) { if( hd->homunculus.hskill[ id - HM_SKILLBASE ].id ) continue; //Skill already known. j = ( flag_evolve ) ? 10 : hd->homunculus.intimacy; - if( j < homun->skill_tree[c][i].intimacylv ) + if( j < homun->dbs->skill_tree[c][i].intimacylv ) continue; if(!battle_config.skillfree) { for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) { - if( homun->skill_tree[c][i].need[j].id && - homun->checkskill(hd,homun->skill_tree[c][i].need[j].id) < homun->skill_tree[c][i].need[j].lv ) { + if( homun->dbs->skill_tree[c][i].need[j].id && + homun->checkskill(hd,homun->dbs->skill_tree[c][i].need[j].id) < homun->dbs->skill_tree[c][i].need[j].lv ) { f = 0; break; } @@ -252,9 +253,9 @@ int homunculus_checkskill(struct homun_data *hd,uint16 skill_id) { int homunculus_skill_tree_get_max(int id, int b_class) { int i, skill_id; b_class -= HM_CLASS_BASE; - for(i=0;(skill_id=homun->skill_tree[b_class][i].id)>0;i++) + for(i=0;(skill_id=homun->dbs->skill_tree[b_class][i].id)>0;i++) if (id == skill_id) - return homun->skill_tree[b_class][i].max; + return homun->dbs->skill_tree[b_class][i].max; return skill->get_max(id); } @@ -316,7 +317,7 @@ bool homunculus_levelup(struct homun_data *hd) { hom->skillpts++; //1 skillpoint each 3 base level hom->exp -= hd->exp_next; - hd->exp_next = homun->exptable[hom->level - 1]; + hd->exp_next = homun->dbs->exptable[hom->level - 1]; max = &hd->homunculusDB->gmax; min = &hd->homunculusDB->gmin; @@ -366,7 +367,7 @@ int homunculus_change_class(struct homun_data *hd, short class_) { i = homun->db_search(class_,HOMUNCULUS_CLASS); if(i < 0) return 0; - hd->homunculusDB = &homun->db[i]; + hd->homunculusDB = &homun->dbs->db[i]; hd->homunculus.class_ = class_; status->set_viewdata(&hd->bl, class_); homun->calc_skilltree(hd, 1); @@ -703,16 +704,16 @@ int homunculus_db_search(int key,int type) { int i; for(i=0;i<MAX_HOMUNCULUS_CLASS;i++) { - if(homun->db[i].base_class <= 0) + if(homun->dbs->db[i].base_class <= 0) continue; switch(type) { case HOMUNCULUS_CLASS: - if(homun->db[i].base_class == key || - homun->db[i].evo_class == key) + if(homun->dbs->db[i].base_class == key || + homun->dbs->db[i].evo_class == key) return i; break; case HOMUNCULUS_FOOD: - if(homun->db[i].foodID == key) + if(homun->dbs->db[i].foodID == key) return i; break; default: @@ -743,9 +744,9 @@ bool homunculus_create(struct map_session_data *sd, struct s_homunculus *hom) { hd->bl.id = npc->get_new_npc_id(); hd->master = sd; - hd->homunculusDB = &homun->db[i]; + hd->homunculusDB = &homun->dbs->db[i]; memcpy(&hd->homunculus, hom, sizeof(struct s_homunculus)); - hd->exp_next = homun->exptable[hd->homunculus.level - 1]; + hd->exp_next = homun->dbs->exptable[hd->homunculus.level - 1]; status->set_viewdata(&hd->bl, hd->homunculus.class_); status->change_init(&hd->bl); @@ -879,7 +880,7 @@ bool homunculus_creation_request(struct map_session_data *sd, int class_) { memset(&hom, 0, sizeof(struct s_homunculus)); //Initial data - safestrncpy(hom.name, homun->db[i].name, NAME_LENGTH-1); + safestrncpy(hom.name, homun->dbs->db[i].name, NAME_LENGTH-1); hom.class_ = class_; hom.level = 1; hom.hunger = 32; //32% @@ -887,7 +888,7 @@ bool homunculus_creation_request(struct map_session_data *sd, int class_) { hom.char_id = sd->status.char_id; hom.hp = 10 ; - base = &homun->db[i].base; + base = &homun->dbs->db[i].base; hom.max_hp = base->HP; hom.max_sp = base->SP; hom.str = base->str *10; @@ -963,7 +964,7 @@ void homunculus_stat_reset(struct homun_data *hd) { hom->dex = base->dex *10; hom->luk = base->luk *10; hom->exp = 0; - hd->exp_next = homun->exptable[0]; + hd->exp_next = homun->dbs->exptable[0]; memset(&hd->homunculus.hskill, 0, sizeof hd->homunculus.hskill); hd->homunculus.skillpts = 0; } @@ -1026,7 +1027,7 @@ bool homunculus_read_db_sub(char* str[], int columns, int current) { ShowError("homunculus_read_db_sub : Invalid class %d\n", classid); return false; } - db = &homun->db[current]; + db = &homun->dbs->db[current]; db->base_class = classid; classid = atoi(str[1]); if (classid < HM_CLASS_BASE || classid > HM_CLASS_MAX) { @@ -1129,8 +1130,7 @@ bool homunculus_read_db_sub(char* str[], int columns, int current) { void homunculus_read_db(void) { int i; const char *filename[]={DBPATH"homunculus_db.txt","homunculus_db2.txt"}; - - memset(homun->db,0,sizeof(homun->db)); + memset(homun->dbs->db, 0, sizeof(homun->dbs->db)); for(i = 0; i<ARRAYLENGTH(filename); i++) { if( i > 0 ) { char filepath[256]; @@ -1165,23 +1165,23 @@ bool homunculus_read_skill_db_sub(char* split[], int columns, int current) { k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex] // Search an empty line or a line with the same skill_id (stored in j) - ARR_FIND( 0, MAX_SKILL_TREE, j, !homun->skill_tree[classid][j].id || homun->skill_tree[classid][j].id == k ); + ARR_FIND( 0, MAX_SKILL_TREE, j, !homun->dbs->skill_tree[classid][j].id || homun->dbs->skill_tree[classid][j].id == k ); if (j == MAX_SKILL_TREE) { ShowWarning("Unable to load skill %d into homunculus %d's tree. Maximum number of skills per class has been reached.\n", k, classid); return false; } - homun->skill_tree[classid][j].id = k; - homun->skill_tree[classid][j].max = atoi(split[2]); + homun->dbs->skill_tree[classid][j].id = k; + homun->dbs->skill_tree[classid][j].max = atoi(split[2]); if (minJobLevelPresent) - homun->skill_tree[classid][j].joblv = atoi(split[3]); + homun->dbs->skill_tree[classid][j].joblv = atoi(split[3]); for( k = 0; k < MAX_PC_SKILL_REQUIRE; k++ ) { - homun->skill_tree[classid][j].need[k].id = atoi(split[3+k*2+minJobLevelPresent]); - homun->skill_tree[classid][j].need[k].lv = atoi(split[3+k*2+minJobLevelPresent+1]); + homun->dbs->skill_tree[classid][j].need[k].id = atoi(split[3+k*2+minJobLevelPresent]); + homun->dbs->skill_tree[classid][j].need[k].lv = atoi(split[3+k*2+minJobLevelPresent+1]); } - homun->skill_tree[classid][j].intimacylv = atoi(split[13+minJobLevelPresent]); + homun->dbs->skill_tree[classid][j].intimacylv = atoi(split[13+minJobLevelPresent]); return true; } @@ -1205,9 +1205,8 @@ int8 homunculus_get_intimacy_grade(struct homun_data *hd) { } void homunculus_skill_db_read(void) { - memset(homun->skill_tree,0,sizeof(homun->skill_tree)); + memset(homun->dbs->skill_tree, 0, sizeof(homun->dbs->skill_tree)); sv->readdb(map->db_path, "homun_skill_tree.txt", ',', 13, 15, -1, homun->read_skill_db_sub); - } void homunculus_exp_db_read(void) { @@ -1217,7 +1216,7 @@ void homunculus_exp_db_read(void) { DBPATH"exp_homun.txt", "exp_homun2.txt"}; - memset(homun->exptable,0,sizeof(homun->exptable)); + memset(homun->dbs->exptable, 0, sizeof(homun->dbs->exptable)); for(i = 0; i < 2; i++) { FILE *fp; sprintf(line, "%s/%s", map->db_path, filename[i]); @@ -1231,13 +1230,13 @@ void homunculus_exp_db_read(void) { if(line[0] == '/' && line[1] == '/') continue; - if (!(homun->exptable[j++] = (unsigned int)strtoul(line, NULL, 10))) + if (!(homun->dbs->exptable[j++] = (unsigned int)strtoul(line, NULL, 10))) break; } // Last permitted level have to be 0! - if (homun->exptable[MAX_LEVEL - 1]) { + if (homun->dbs->exptable[MAX_LEVEL - 1]) { ShowWarning("homunculus_exp_db_read: Reached max level in exp_homun [%d]. Remaining lines were not read.\n ", MAX_LEVEL); - homun->exptable[MAX_LEVEL - 1] = 0; + homun->dbs->exptable[MAX_LEVEL - 1] = 0; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' levels in '"CL_WHITE"%s"CL_RESET"'.\n", j, filename[i]); @@ -1266,9 +1265,9 @@ void do_init_homunculus(bool minimal) { timer->add_func_list(homun->hunger_timer, "homunculus_hunger_timer"); //Stock view data for homuncs - memset(&homun->viewdb, 0, sizeof(homun->viewdb)); - for (class_ = 0; class_ < ARRAYLENGTH(homun->viewdb); class_++) - homun->viewdb[class_].class_ = HM_CLASS_BASE+class_; + memset(homun->dbs->viewdb, 0, sizeof(homun->dbs->viewdb)); + for (class_ = 0; class_ < MAX_HOMUNCULUS_CLASS; class_++) + homun->dbs->viewdb[class_].class_ = HM_CLASS_BASE+class_; } void do_final_homunculus(void) { @@ -1277,7 +1276,8 @@ void do_final_homunculus(void) { void homunculus_defaults(void) { homun = &homunculus_s; - + homun->dbs = &homundbs; + homun->init = do_init_homunculus; homun->final = do_final_homunculus; homun->reload = homunculus_reload; diff --git a/src/map/homunculus.h b/src/map/homunculus.h index 32e48b1e9..95b613fff 100644 --- a/src/map/homunculus.h +++ b/src/map/homunculus.h @@ -99,12 +99,16 @@ enum homun_type { HT_INVALID = -1, // Invalid Homunculus }; -/* homunculus.c interface */ -struct homunculus_interface { +struct homun_dbs { unsigned int exptable[MAX_LEVEL]; struct view_data viewdb[MAX_HOMUNCULUS_CLASS]; struct s_homunculus_db db[MAX_HOMUNCULUS_CLASS]; struct homun_skill_tree_entry skill_tree[MAX_HOMUNCULUS_CLASS][MAX_SKILL_TREE]; +}; + +/* homunculus.c interface */ +struct homunculus_interface { + struct homun_dbs *dbs; /* */ void (*init) (bool minimal); void (*final) (void); diff --git a/src/map/mercenary.c b/src/map/mercenary.c index ffcb26629..c60234d5d 100644 --- a/src/map/mercenary.c +++ b/src/map/mercenary.c @@ -42,6 +42,7 @@ #include <string.h> struct mercenary_interface mercenary_s; +struct s_mercenary_db mercdb[MAX_MERCENARY_CLASS]; int merc_search_index(int class_) { @@ -449,7 +450,7 @@ bool read_mercenarydb_sub(char* str[], int columns, int current) { } int read_mercenarydb(void) { - memset(mercenary->db,0,sizeof(mercenary->db)); + memset(mercenary->db, 0, sizeof(struct s_mercenary_db) * MAX_MERCENARY_CLASS); sv->readdb(map->db_path, "mercenary_db.txt", ',', 26, 26, MAX_MERCENARY_CLASS, mercenary->read_db_sub); return 0; @@ -511,7 +512,8 @@ void mercenary_defaults(void) { mercenary = &mercenary_s; /* vars */ - memset(mercenary->db,0,sizeof(mercenary->db)); + mercenary->db = mercdb; + memset(mercenary->db, 0, sizeof(struct s_mercenary_db) * MAX_MERCENARY_CLASS); /* funcs */ diff --git a/src/map/mercenary.h b/src/map/mercenary.h index 29a2c6ba0..c96b5a5ef 100644 --- a/src/map/mercenary.h +++ b/src/map/mercenary.h @@ -58,7 +58,7 @@ struct mercenary_interface { /* vars */ - struct s_mercenary_db db[MAX_MERCENARY_CLASS]; + struct s_mercenary_db *db; /* funcs */ diff --git a/src/map/mob.c b/src/map/mob.c index 493e30049..8112c208c 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -3402,7 +3402,7 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons int idx = pc->skill_tree[pc->class2idx(sd->status.class_)][j].idx; int skill_id = pc->skill_tree[pc->class2idx(sd->status.class_)][j].id; if (!skill_id || sd->status.skill[idx].lv < 1 || - (skill->db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) + (skill->dbs->db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ) continue; for(h = 0; h < map->list[sd->bl.m].zone->disabled_skills_count; h++) { @@ -3435,7 +3435,7 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons ms[i].casttime = skill->cast_fix(&sd->bl,skill_id, ms[i].skill_lv); ms[i].delay = 5000+skill->delay_fix(&sd->bl,skill_id, ms[i].skill_lv); - inf = skill->db[idx].inf; + inf = skill->dbs->db[idx].inf; if (inf&INF_ATTACK_SKILL) { ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; @@ -4399,13 +4399,13 @@ bool mob_parse_row_mobskilldb(char** str, int columns, int current) if ( skill->get_casttype2(sidx) == CAST_GROUND) {//Ground skill. if (ms->target > MST_AROUND) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n", - ms->skill_id, skill->db[sidx].name, + ms->skill_id, skill->dbs->db[sidx].name, mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite); ms->target = MST_TARGET; } } else if (ms->target > MST_MASTER) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n", - ms->skill_id, skill->db[sidx].name, + ms->skill_id, skill->dbs->db[sidx].name, mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite); ms->target = MST_TARGET; } diff --git a/src/map/pc.c b/src/map/pc.c index b9ef479dc..8b52f615d 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -1389,7 +1389,7 @@ int pc_calc_skillpoint(struct map_session_data* sd) { for (i = 1; i < MAX_SKILL; i++) { int skill_lv = pc->checkskill2(sd,i); if (skill_lv > 0) { - inf2 = skill->db[i].inf2; + inf2 = skill->dbs->db[i].inf2; if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL|INF2_GUILD_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { @@ -1428,7 +1428,7 @@ int pc_calc_skilltree(struct map_session_data *sd) sd->status.skill[i].id = 0; //First clear skills. /* permanent skills that must be re-checked */ if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) { - switch( skill->db[i].nameid ) { + switch( skill->dbs->db[i].nameid ) { case NV_TRICKDEAD: if( (sd->class_&(MAPID_BASEMASK|JOBL_2)) != MAPID_NOVICE ) { sd->status.skill[i].id = 0; @@ -1447,21 +1447,21 @@ int pc_calc_skilltree(struct map_session_data *sd) sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } - if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill->db[i].nameid >= DC_HUMMING && skill->db[i].nameid <= DC_SERVICEFORYOU ) + if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill->dbs->db[i].nameid >= DC_HUMMING && skill->dbs->db[i].nameid <= DC_SERVICEFORYOU ) { //Enable Bard/Dancer spirit linked skills. if( sd->status.sex ) { //Link dancer skills to bard. // i can be < 8? if( sd->status.skill[i-8].lv < 10 ) continue; - sd->status.skill[i].id = skill->db[i].nameid; + sd->status.skill[i].id = skill->dbs->db[i].nameid; sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } else { //Link bard skills to dancer. if( sd->status.skill[i].lv < 10 ) continue; // i can be < 8? - sd->status.skill[i-8].id = skill->db[i-8].nameid; + sd->status.skill[i-8].id = skill->dbs->db[i-8].nameid; sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } @@ -1470,7 +1470,7 @@ int pc_calc_skilltree(struct map_session_data *sd) if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) { for( i = 0; i < MAX_SKILL; i++ ) { - switch(skill->db[i].nameid) { + switch(skill->dbs->db[i].nameid) { /** * Dummy skills must be added here otherwise they'll be displayed in the, * skill tree and since they have no icons they'll give resource errors @@ -1493,10 +1493,10 @@ int pc_calc_skilltree(struct map_session_data *sd) default: break; } - if( skill->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) + if( skill->dbs->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) continue; //Only skills you can't have are npc/guild ones - if( skill->db[i].max > 0 ) - sd->status.skill[i].id = skill->db[i].nameid; + if( skill->dbs->db[i].max > 0 ) + sd->status.skill[i].id = skill->dbs->db[i].nameid; } return 0; } @@ -1539,7 +1539,7 @@ int pc_calc_skilltree(struct map_session_data *sd) } if( f ) { int inf2; - inf2 = skill->db[idx].inf2; + inf2 = skill->dbs->db[idx].inf2; if(!sd->status.skill[idx].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || @@ -1570,7 +1570,7 @@ int pc_calc_skilltree(struct map_session_data *sd) for( i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[c][i].id) > 0; i++ ) { int idx = pc->skill_tree[c][i].idx; - if( (skill->db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) + if( (skill->dbs->db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) continue; //Do not include Quest/Wedding skills. if( sd->status.skill[idx].id == 0 ) { @@ -1640,7 +1640,7 @@ void pc_check_skilltree(struct map_session_data *sd, int skill_id) continue; } - j = skill->db[idx].inf2; + j = skill->dbs->db[idx].inf2; if( !sd->status.skill[idx].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || @@ -4017,7 +4017,7 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag) clif->deleteskill(sd,id); } else clif->addskill(sd,id); - if( !skill->db[index].inf ) //Only recalculate for passive skills. + if( !skill->dbs->db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, SCO_NONE); break; case SKILL_GRANT_TEMPORARY: //Item bonus skill. @@ -4051,7 +4051,7 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag) clif->deleteskill(sd,id); } else clif->addskill(sd,id); - if( !skill->db[index].inf ) //Only recalculate for passive skills. + if( !skill->dbs->db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, SCO_NONE); break; default: //Unknown flag? @@ -5706,14 +5706,14 @@ int pc_checkskill2(struct map_session_data *sd,uint16 index) { ShowError("pc_checkskill: Invalid skill index %d (char_id=%d).\n", index, sd->status.char_id); return 0; } - if( skill->db[index].nameid >= GD_SKILLBASE && skill->db[index].nameid < GD_MAX ) { + if( skill->dbs->db[index].nameid >= GD_SKILLBASE && skill->dbs->db[index].nameid < GD_MAX ) { struct guild *g; if( sd->status.guild_id>0 && (g=sd->guild)!=NULL) - return guild->checkskill(g,skill->db[index].nameid); + return guild->checkskill(g,skill->dbs->db[index].nameid); return 0; } - if(sd->status.skill[index].id == skill->db[index].nameid) + if(sd->status.skill[index].id == skill->dbs->db[index].nameid) return (sd->status.skill[index].lv); return 0; @@ -7015,7 +7015,7 @@ int pc_skillup(struct map_session_data *sd,uint16 skill_id) { { sd->status.skill[index].lv++; sd->status.skill_point--; - if( !skill->db[index].inf ) + if( !skill->dbs->db[index].inf ) status_calc_pc(sd,SCO_NONE); // Only recalculate for passive skills. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) ) pc->calc_skilltree(sd); // Required to grant all TK Ranger skills. @@ -7060,22 +7060,22 @@ int pc_allskillup(struct map_session_data *sd) if (pc_has_permission(sd, PC_PERM_ALL_SKILL)) { //Get ALL skills except npc/guild ones. [Skotlex] //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage] for(i=0;i<MAX_SKILL;i++){ - switch( skill->db[i].nameid ) { + switch( skill->dbs->db[i].nameid ) { case SG_DEVIL: case MO_TRIPLEATTACK: case RG_SNATCHER: continue; default: - if( !(skill->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) - if ( ( sd->status.skill[i].lv = skill->db[i].max ) )//Nonexistant skills should return a max of 0 anyway. - sd->status.skill[i].id = skill->db[i].nameid; + if( !(skill->dbs->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) + if ( ( sd->status.skill[i].lv = skill->dbs->db[i].max ) )//Nonexistant skills should return a max of 0 anyway. + sd->status.skill[i].id = skill->dbs->db[i].nameid; } } } else { int id; for (i = 0; i < MAX_SKILL_TREE && (id=pc->skill_tree[pc->class2idx(sd->status.class_)][i].id) > 0; i++) { int idx = pc->skill_tree[pc->class2idx(sd->status.class_)][i].idx; - int inf2 = skill->db[idx].inf2; + int inf2 = skill->dbs->db[idx].inf2; if ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || @@ -7298,17 +7298,17 @@ int pc_resetskill(struct map_session_data* sd, int flag) for( i = 1; i < MAX_SKILL; i++ ) { // FIXME: We're looping on i = [1..MAX_SKILL-1] (which makes sense as index for sd->status.skill[]) but then we're using the - // same i to access skill->db[], and especially to check skill_ischangesex(). This is wrong. + // same i to access skill->dbs->db[], and especially to check skill_ischangesex(). This is wrong. uint16 skill_id = 0; int lv = sd->status.skill[i].lv; if (lv < 1) continue; - inf2 = skill->db[i].inf2; + inf2 = skill->dbs->db[i].inf2; if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. continue; - skill_id = skill->db[i].nameid; + skill_id = skill->dbs->db[i].nameid; // Don't reset trick dead if not a novice/baby if( skill_id == NV_TRICKDEAD && (sd->class_&(MAPID_BASEMASK|JOBL_2)) != MAPID_NOVICE ) { diff --git a/src/map/quest.c b/src/map/quest.c index da5f73caa..463a3395a 100644 --- a/src/map/quest.c +++ b/src/map/quest.c @@ -37,6 +37,7 @@ #include <time.h> struct quest_interface quest_s; +struct quest_db *db_data[MAX_QUEST_DB]; ///< Quest database /** * Searches a quest by ID. @@ -618,6 +619,7 @@ void do_reload_quest(void) { */ void quest_defaults(void) { quest = &quest_s; + quest->db_data = db_data; memset(&quest->db, 0, sizeof(quest->db)); memset(&quest->dummy, 0, sizeof(quest->dummy)); diff --git a/src/map/quest.h b/src/map/quest.h index 014f82527..9b5199625 100644 --- a/src/map/quest.h +++ b/src/map/quest.h @@ -40,7 +40,7 @@ enum quest_check_type { }; struct quest_interface { - struct quest_db *db_data[MAX_QUEST_DB]; ///< Quest database + struct quest_db **db_data; ///< Quest database struct quest_db dummy; ///< Dummy entry for invalid quest lookups /* */ void (*init) (bool minimal); diff --git a/src/map/skill.c b/src/map/skill.c index d8f967c6c..f2154aa22 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -62,6 +62,7 @@ #endif struct skill_interface skill_s; +struct s_skill_dbs skilldbs; //Since only mob-casted splash skills can hit ice-walls static inline int splash_target(struct block_list* bl) { @@ -121,11 +122,11 @@ int skill_get_index( uint16 skill_id ) { } const char* skill_get_name( uint16 skill_id ) { - return skill->db[skill->get_index(skill_id)].name; + return skill->dbs->db[skill->get_index(skill_id)].name; } const char* skill_get_desc( uint16 skill_id ) { - return skill->db[skill->get_index(skill_id)].desc; + return skill->dbs->db[skill->get_index(skill_id)].desc; } // out of bounds error checking [celest] @@ -138,58 +139,58 @@ void skill_chk(uint16* skill_id) { skill->chk(&(id)); \ if(!(id)) return 0; \ if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \ - int lv2__ = (lv); (lv) = skill->db[(id)].max; \ + 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->db[skill_id].hit, skill_id); } -int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); } -int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } -int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); } -int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); } -int skill_get_range( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->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->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->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->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->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->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->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); } -int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { Assert_ret(skill_lv > 0); skill_get2 (skill->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->db[skill_id].itemid[idx], skill_id); } -int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->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->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->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->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->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->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->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->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); } -int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); } -int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->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->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); } -int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); } -int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->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->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->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->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->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); } -int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); } -int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->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->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->db[skill_id].unit_target&BCT_ALL, skill_id); } -int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); } -int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->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->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->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } +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 ) { #ifdef RENEWAL_CAST - Assert_ret(skill_lv > 0); skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); + Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); #else return 0; #endif @@ -223,17 +224,17 @@ int skill_get_casttype (uint16 skill_id) { } int skill_get_casttype2 (uint16 index) { - int inf = skill->db[index].inf; + int inf = skill->dbs->db[index].inf; if (inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (inf&INF_SELF_SKILL) { - if(skill->db[index].inf2&INF2_NO_TARGET_SELF) + if(skill->dbs->db[index].inf2&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } - if (skill->db[index].nk&NK_NO_DAMAGE) + if (skill->dbs->db[index].nk&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; } @@ -438,7 +439,7 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE))) return 0; // Reproduce will only copy skills according on the list. [Jobbie] - else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) + else if( sd->sc.data[SC__REPRODUCE] && !skill->dbs->reproduce_db[skill->get_index(skill_id)] ) return 0; return 1; @@ -619,19 +620,19 @@ struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill } if (pos != -1) // simple single-definition layout - return &skill->unit_layout[pos]; + return &skill->dbs->unit_layout[pos]; dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction if (skill_id == MG_FIREWALL) - return &skill->unit_layout [skill->firewall_unit_pos + dir]; + return &skill->dbs->unit_layout [skill->firewall_unit_pos + dir]; else if (skill_id == WZ_ICEWALL) - return &skill->unit_layout [skill->icewall_unit_pos + dir]; + return &skill->dbs->unit_layout [skill->icewall_unit_pos + dir]; else if( skill_id == WL_EARTHSTRAIN ) //Warlock - return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; + return &skill->dbs->unit_layout [skill->earthstrain_unit_pos + dir]; ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); - return &skill->unit_layout[0]; // default 1x1 layout + return &skill->dbs->unit_layout[0]; // default 1x1 layout } /*========================================== @@ -3086,15 +3087,15 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, // Requirements for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { - itemid[i] = skill->db[idx].itemid[i]; - amount[i] = skill->db[idx].amount[i]; - } - hp = skill->db[idx].hp[lv-1]; - sp = skill->db[idx].sp[lv-1]; - hp_rate = skill->db[idx].hp_rate[lv-1]; - sp_rate = skill->db[idx].sp_rate[lv-1]; - state = skill->db[idx].state; - if( (mhp = skill->db[idx].mhp[lv-1]) > 0 ) + itemid[i] = skill->dbs->db[idx].itemid[i]; + amount[i] = skill->dbs->db[idx].amount[i]; + } + hp = skill->dbs->db[idx].hp[lv-1]; + sp = skill->dbs->db[idx].sp[lv-1]; + hp_rate = skill->dbs->db[idx].hp_rate[lv-1]; + sp_rate = skill->dbs->db[idx].sp_rate[lv-1]; + state = skill->dbs->db[idx].state; + if( (mhp = skill->dbs->db[idx].mhp[lv-1]) > 0 ) hp += (st->max_hp * mhp) / 100; if( hp_rate > 0 ) hp += (st->hp * hp_rate) / 100; @@ -5538,10 +5539,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int abra_skill_id = 0, abra_skill_lv, abra_idx; do { abra_idx = rnd() % MAX_SKILL_ABRA_DB; - abra_skill_id = skill->abra_db[abra_idx].skill_id; + abra_skill_id = skill->dbs->abra_db[abra_idx].skill_id; } while (abra_skill_id == 0 || - skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear - rnd()%10000 >= skill->abra_db[abra_idx].per + skill->dbs->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill->dbs->abra_db[abra_idx].per ); abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -6460,7 +6461,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) char temp[70]; - snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc); + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->dbs->db[skill_id].desc); clif->disp_overhead(&md->bl,temp); } break; @@ -6658,7 +6659,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin return 1; } if( sd->skillitem != skill_id ) - status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded + status_zap(src,0,skill->dbs->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded } break; @@ -6836,13 +6837,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) { int x,bonus=100, potion = min(500+skill_lv,505); x = skill_lv%11 - 1; - i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]); - if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) { + i = pc->search_inventory(sd,skill->dbs->db[skill_id].itemid[x]); + if (i == INDEX_NOT_FOUND || skill->dbs->db[skill_id].itemid[x] <= 0) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) { + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->dbs->db[skill_id].amount[x]) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; @@ -7384,14 +7385,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case WE_MALE: { - int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; + int hp_rate = (!skill_lv)? 0:skill->dbs->db[skill_id].hp_rate[skill_lv-1]; int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); } break; case WE_FEMALE: { - int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; + int sp_rate = (!skill_lv)? 0:skill->dbs->db[skill_id].sp_rate[skill_lv-1]; int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); } @@ -7455,15 +7456,15 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int i; // get back all items used to deploy the trap for( i = 0; i < 10; i++ ) { - if( skill->db[su->group->skill_id].itemid[i] > 0 ) { + if( skill->dbs->db[su->group->skill_id].itemid[i] > 0 ) { int success; struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = skill->db[su->group->skill_id].itemid[i]; + item_tmp.nameid = skill->dbs->db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; - if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { + if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->dbs->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { clif->additem(sd,0,0,success); - map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + map->addflooritem(&item_tmp,skill->dbs->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } @@ -7693,7 +7694,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_unlock(); return 0; } - status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] + status_zap(src,0,skill->dbs->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] do { int eff = rnd() % 14; if( eff == 5 ) @@ -9232,8 +9233,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int improv_skill_id = 0, improv_skill_lv, improv_idx; do { improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skill_id = skill->improvise_db[improv_idx].skill_id; - } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); + improv_skill_id = skill->dbs->improvise_db[improv_idx].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill->dbs->improvise_db[improv_idx].per ); improv_skill_lv = 4 + skill_lv; clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -10528,9 +10529,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case CR_SLIMPITCHER: if (sd) { int i = skill_lv%11 - 1; - int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]); - if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0 - || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] + int j = pc->search_inventory(sd,skill->dbs->db[skill_id].itemid[i]); + if (j == INDEX_NOT_FOUND || skill->dbs->db[skill_id].itemid[i] <= 0 + || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->dbs->db[skill_id].amount[i] ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; @@ -10559,7 +10560,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui } else { int i = skill_lv%11 - 1; struct item_data *item; - i = skill->db[skill_id].itemid[i]; + i = skill->dbs->db[skill_id].itemid[i]; item = itemdb->search(i); script->potion_flag = 1; script->potion_hp = 0; @@ -14284,17 +14285,17 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 st = &sd->battle_status; - req.hp = skill->db[idx].hp[skill_lv-1]; - hp_rate = skill->db[idx].hp_rate[skill_lv-1]; + req.hp = skill->dbs->db[idx].hp[skill_lv-1]; + hp_rate = skill->dbs->db[idx].hp_rate[skill_lv-1]; if(hp_rate > 0) req.hp += (st->hp * hp_rate)/100; else req.hp += (st->max_hp * (-hp_rate))/100; - req.sp = skill->db[idx].sp[skill_lv-1]; + req.sp = skill->dbs->db[idx].sp[skill_lv-1]; if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) req.sp /= 2; - sp_rate = skill->db[idx].sp_rate[skill_lv-1]; + sp_rate = skill->dbs->db[idx].sp_rate[skill_lv-1]; if(sp_rate > 0) req.sp += (st->sp * sp_rate)/100; else @@ -14322,22 +14323,22 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; } - req.zeny = skill->db[idx].zeny[skill_lv-1]; + req.zeny = skill->dbs->db[idx].zeny[skill_lv-1]; if( sc && sc->data[SC__UNLUCKY] ) req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; - req.spiritball = skill->db[idx].spiritball[skill_lv-1]; + req.spiritball = skill->dbs->db[idx].spiritball[skill_lv-1]; - req.state = skill->db[idx].state; + req.state = skill->dbs->db[idx].state; - req.mhp = skill->db[idx].mhp[skill_lv-1]; + req.mhp = skill->dbs->db[idx].mhp[skill_lv-1]; - req.weapon = skill->db[idx].weapon; + req.weapon = skill->dbs->db[idx].weapon; - req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; + req.ammo_qty = skill->dbs->db[idx].ammo_qty[skill_lv-1]; if (req.ammo_qty) - req.ammo = skill->db[idx].ammo; + req.ammo = skill->dbs->db[idx].ammo; if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { //Assume this skill is using the weapon, therefore it requires arrows. @@ -14363,11 +14364,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 continue; break; case AB_ADORAMUS: - if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) + if( itemid_isgemstone(skill->dbs->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) continue; break; case WL_COMET: - if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) + if( itemid_isgemstone(skill->dbs->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) continue; break; case GN_FIRE_EXPANSION: @@ -14393,8 +14394,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 } } - req.itemid[i] = skill->db[idx].itemid[i]; - req.amount[i] = skill->db[idx].amount[i]; + req.itemid[i] = skill->dbs->db[idx].itemid[i]; + req.amount[i] = skill->dbs->db[idx].amount[i]; if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) { if (sd->special_state.no_gemstone) { @@ -14436,8 +14437,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: - req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1]; - req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; + req.itemid[skill_lv-1] = skill->dbs->db[idx].itemid[skill_lv-1]; + req.amount[skill_lv-1] = skill->dbs->db[idx].amount[skill_lv-1]; break; } if (skill_id == NC_REPAIR) { @@ -16803,9 +16804,9 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, return 0; for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ - if(skill->produce_db[i].nameid == nameid ){ - if((j=skill->produce_db[i].req_skill)>0 && - pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv) + if(skill->dbs->produce_db[i].nameid == nameid ){ + if((j=skill->dbs->produce_db[i].req_skill)>0 && + pc->checkskill(sd,j) < skill->dbs->produce_db[i].req_skill_lv) continue; // must iterate again to check other skills that produce it. [malufett] if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) continue; // special case @@ -16823,22 +16824,22 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, if(trigger>=0){ if(trigger>20) { // Non-weapon, non-food item (itemlv must match) - if(skill->produce_db[i].itemlv!=trigger) + if(skill->dbs->produce_db[i].itemlv!=trigger) return 0; } else if(trigger>10) { // Food (any item level between 10 and 20 will do) - if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) + if(skill->dbs->produce_db[i].itemlv<=10 || skill->dbs->produce_db[i].itemlv>20) return 0; } else { // Weapon (itemlv must be higher or equal) - if(skill->produce_db[i].itemlv>trigger) + if(skill->dbs->produce_db[i].itemlv>trigger) return 0; } } for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) { - int id = skill->produce_db[i].mat_id[j]; + int id = skill->dbs->produce_db[i].mat_id[j]; if (id <= 0) continue; - if (skill->produce_db[i].mat_amount[j] <= 0) { + if (skill->dbs->produce_db[i].mat_amount[j] <= 0) { if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) return 0; } else { @@ -16846,7 +16847,7 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, for(y=0,x=0;y<MAX_INVENTORY;y++) if( sd->status.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; - if(x<qty*skill->produce_db[i].mat_amount[j]) + if(x<qty*skill->dbs->produce_db[i].mat_amount[j]) return 0; } } @@ -16877,7 +16878,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, qty = 1; if (!skill_id) //A skill can be specified for some override cases. - skill_id = skill->produce_db[idx].req_skill; + skill_id = skill->dbs->produce_db[idx].req_skill; if( skill_id == GC_RESEARCHNEWPOISON ) skill_id = GC_CREATENEWPOISON; @@ -16934,10 +16935,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, for(i=0;i<MAX_PRODUCE_RESOURCE;i++){ int j,id,x; - if( (id=skill->produce_db[idx].mat_id[i]) <= 0 ) + if( (id=skill->dbs->produce_db[idx].mat_id[i]) <= 0 ) continue; num++; - x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i]; + x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->dbs->produce_db[idx].mat_amount[i]; do{ int y=0; j = pc->search_inventory(sd,id); @@ -17078,8 +17079,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, break; case GN_CHANGEMATERIAL: for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) - if( skill->changematerial_db[i].itemid == nameid ){ - make_per = skill->changematerial_db[i].rate * 10; + if( skill->dbs->changematerial_db[i].itemid == nameid ){ + make_per = skill->dbs->changematerial_db[i].rate * 10; break; } break; @@ -17191,7 +17192,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, + 20 * (sd->status.base_level + 1) + 20 * (st->dex + 1) + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) - - 400 * (skill->produce_db[idx].itemlv - 11 + 1) + - 400 * (skill->dbs->produce_db[idx].itemlv - 11 + 1) - 10 * (100 - st->luk + 1) - 500 * (num - 1) - 100 * (rnd()%4 + 1); @@ -17347,11 +17348,11 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, clif->misceffect(&sd->bl,5); break; default: //Those that don't require a skill? - if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) + if( skill->dbs->produce_db[idx].itemlv > 10 && skill->dbs->produce_db[idx].itemlv <= 20) { //Cooking items. clif->specialeffect(&sd->bl, 608, AREA); if( sd->cook_mastery < 1999 ) - pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->dbs->produce_db[idx].itemlv - 11) / 2 ) ) * 5); } break; } @@ -17359,10 +17360,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success int j, k = 0; for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) - if( skill->changematerial_db[i].itemid == nameid ){ + if( skill->dbs->changematerial_db[i].itemid == nameid ){ for(j=0; j<5; j++){ - if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){ - tmp_item.amount = qty * skill->changematerial_db[i].qty[j]; + if( rnd()%1000 < skill->dbs->changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill->dbs->changematerial_db[i].qty[j]; if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif->additem(sd,0,0,flag); map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); @@ -17450,11 +17451,11 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, clif->msgtable_skill(sd, skill_id, MSG_SKILL_FAILURE); break; default: - if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) + if( skill->dbs->produce_db[idx].itemlv > 10 && skill->dbs->produce_db[idx].itemlv <= 20 ) { //Cooking items. clif->specialeffect(&sd->bl, 609, AREA); if( sd->cook_mastery > 0 ) - pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->dbs->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->dbs->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); } } } @@ -17472,7 +17473,7 @@ int skill_arrow_create (struct map_session_data *sd, int nameid) return 1; for(i=0;i<MAX_SKILL_ARROW_DB;i++) - if(nameid == skill->arrow_db[i].nameid) { + if(nameid == skill->dbs->arrow_db[i].nameid) { index = i; break; } @@ -17484,8 +17485,8 @@ int skill_arrow_create (struct map_session_data *sd, int nameid) for(i=0;i<MAX_ARROW_RESOURCE;i++) { memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.identify = 1; - tmp_item.nameid = skill->arrow_db[index].cre_id[i]; - tmp_item.amount = skill->arrow_db[index].cre_amount[i]; + tmp_item.nameid = skill->dbs->arrow_db[index].cre_id[i]; + tmp_item.amount = skill->dbs->arrow_db[index].cre_amount[i]; if(battle_config.produce_item_name_input&0x4) { tmp_item.card[0]=CARD0_CREATE; tmp_item.card[1]=0; @@ -17612,10 +17613,10 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { return 0; } - ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item + ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->dbs->spellbook_db[i].nameid == nameid); // Search for information of this item if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; - if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) + if( !pc->checkskill(sd, (skill_id = skill->dbs->spellbook_db[i].skill_id)) ) { // User don't know the skill sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); @@ -17623,7 +17624,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { } max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10; - point = skill->spellbook_db[i].point; + point = skill->dbs->spellbook_db[i].point; if( sc && sc->data[SC_READING_SB] ) { if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { @@ -17746,13 +17747,13 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite // Search for objects that can be created. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { - if( skill->produce_db[i].itemlv == 26 ) { + if( skill->dbs->produce_db[i].itemlv == 26 ) { p = 0; do { c = 0; // Verification of overlap between the objects required and the list submitted. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { - if( skill->produce_db[i].mat_id[j] > 0 ) { + if( skill->dbs->produce_db[i].mat_id[j] > 0 ) { for( k = 0; k < n; k++ ) { int idx = item_list[k*2+0]-2; nameid = sd->status.inventory[idx].nameid; @@ -17761,8 +17762,8 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite clif->msgtable_skill(sd, GN_CHANGEMATERIAL, MSG_SKILL_ITEM_NEED_IDENTIFY); return 0; } - if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j] - && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount + if( nameid == skill->dbs->produce_db[i].mat_id[j] && (amount-p*skill->dbs->produce_db[i].mat_amount[j]) >= skill->dbs->produce_db[i].mat_amount[j] + && (amount-p*skill->dbs->produce_db[i].mat_amount[j])%skill->dbs->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount c++; // match } } @@ -17773,7 +17774,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite } while(n == j && c == n); p--; if ( p > 0 ) { - skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p); + skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->dbs->produce_db[i].nameid,0,0,0,p); return 1; } } @@ -18089,25 +18090,25 @@ void skill_init_unit_layout (void) //when != it was already cleared during skill_defaults() no need to repeat if( runflag == MAPSERVER_ST_RUNNING ) - memset(skill->unit_layout,0,sizeof(skill->unit_layout)); + memset(skill->dbs->unit_layout, 0, sizeof(skill->dbs->unit_layout)); // standard square layouts go first for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { int size = i*2+1; - skill->unit_layout[i].count = size*size; + skill->dbs->unit_layout[i].count = size*size; for (j=0; j<size*size; j++) { - skill->unit_layout[i].dx[j] = (j%size-i); - skill->unit_layout[i].dy[j] = (j/size-i); + skill->dbs->unit_layout[i].dx[j] = (j%size-i); + skill->dbs->unit_layout[i].dy[j] = (j/size-i); } } // afterwards add special ones pos = i; for (i=0;i<MAX_SKILL_DB;i++) { - if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) + if (!skill->dbs->db[i].unit_id[0] || skill->dbs->db[i].unit_layout_type[0] != -1) continue; - switch (skill->db[i].nameid) { + switch (skill->dbs->db[i].nameid) { case MG_FIREWALL: case WZ_ICEWALL: case WL_EARTHSTRAIN://Warlock @@ -18121,9 +18122,9 @@ void skill_init_unit_layout (void) static const int dy[]={ -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; - skill->unit_layout[pos].count = 21; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 21; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PR_MAGNUS: { @@ -18135,18 +18136,18 @@ void skill_init_unit_layout (void) -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill->unit_layout[pos].count = 33; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 33; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case MH_POISON_MIST: case AS_VENOMDUST: { static const int dx[] = {-1, 0, 0, 0, 1}; static const int dy[] = { 0,-1, 0, 1, 0}; - skill->unit_layout[pos].count = 5; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 5; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case CR_GRANDCROSS: @@ -18159,9 +18160,9 @@ void skill_init_unit_layout (void) -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 4}; - skill->unit_layout[pos].count = 29; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 29; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PF_FOGWALL: { @@ -18169,9 +18170,9 @@ void skill_init_unit_layout (void) -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; static const int dy[] = { -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; - skill->unit_layout[pos].count = 15; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 15; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PA_GOSPEL: { @@ -18185,17 +18186,17 @@ void skill_init_unit_layout (void) -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill->unit_layout[pos].count = 33; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 33; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_KAENSIN: { static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; - skill->unit_layout[pos].count = 24; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 24; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_TATAMIGAESHI: { @@ -18210,29 +18211,29 @@ void skill_init_unit_layout (void) static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; //lv1 j = 0; - skill->unit_layout[pos].count = 4; - memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1)); - memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1)); - skill->db[i].unit_layout_type[j] = pos; + skill->dbs->unit_layout[pos].count = 4; + memcpy(skill->dbs->unit_layout[pos].dx,dx1,sizeof(dx1)); + memcpy(skill->dbs->unit_layout[pos].dy,dy1,sizeof(dy1)); + skill->dbs->db[i].unit_layout_type[j] = pos; //lv2/3 j++; pos++; - skill->unit_layout[pos].count = 8; - memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2)); - memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2)); - skill->db[i].unit_layout_type[j] = pos; - skill->db[i].unit_layout_type[++j] = pos; + skill->dbs->unit_layout[pos].count = 8; + memcpy(skill->dbs->unit_layout[pos].dx,dx2,sizeof(dx2)); + memcpy(skill->dbs->unit_layout[pos].dy,dy2,sizeof(dy2)); + skill->dbs->db[i].unit_layout_type[j] = pos; + skill->dbs->db[i].unit_layout_type[++j] = pos; //lv4/5 j++; pos++; - skill->unit_layout[pos].count = 12; - memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3)); - memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3)); - skill->db[i].unit_layout_type[j] = pos; - skill->db[i].unit_layout_type[++j] = pos; + skill->dbs->unit_layout[pos].count = 12; + memcpy(skill->dbs->unit_layout[pos].dx,dx3,sizeof(dx3)); + memcpy(skill->dbs->unit_layout[pos].dy,dy3,sizeof(dy3)); + skill->dbs->db[i].unit_layout_type[j] = pos; + skill->dbs->db[i].unit_layout_type[++j] = pos; //Fill in the rest using lv 5. for (;j<MAX_SKILL_LEVEL;j++) - skill->db[i].unit_layout_type[j] = pos; + skill->dbs->db[i].unit_layout_type[j] = pos; //Skip, this way the check below will fail and continue to the next skill. pos++; } @@ -18240,27 +18241,27 @@ void skill_init_unit_layout (void) case GN_WALLOFTHORN: { static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; - skill->unit_layout[pos].count = 16; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 16; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case EL_FIRE_MANTLE: { static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; - skill->unit_layout[pos].count = 8; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + skill->dbs->unit_layout[pos].count = 8; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; default: ShowError("unknown unit layout at skill %d\n",i); break; } - if (!skill->unit_layout[pos].count) + if (!skill->dbs->unit_layout[pos].count) continue; for (j=0;j<MAX_SKILL_LEVEL;j++) - skill->db[i].unit_layout_type[j] = pos; + skill->dbs->db[i].unit_layout_type[j] = pos; pos++; } @@ -18268,60 +18269,60 @@ void skill_init_unit_layout (void) skill->firewall_unit_pos = pos; for (i=0;i<8;i++) { if (i&1) { - skill->unit_layout[pos].count = 5; + skill->dbs->unit_layout[pos].count = 5; if (i&0x2) { int dx[] = {-1,-1, 0, 0, 1}; int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 1, 1 ,0, 0,-1}; int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } } else { - skill->unit_layout[pos].count = 3; + skill->dbs->unit_layout[pos].count = 3; if (i%4==0) { int dx[] = {-1, 0, 1}; int dy[] = { 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0}; int dy[] = {-1, 0, 1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } skill->icewall_unit_pos = pos; for (i=0;i<8;i++) { - skill->unit_layout[pos].count = 5; + skill->dbs->unit_layout[pos].count = 5; if (i&1) { if (i&0x2) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 2, 1 ,0,-1,-2}; int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } } else { if (i%4==0) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 0, 0, 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0, 0, 0}; int dy[] = {-2,-1, 0, 1, 2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; @@ -18329,15 +18330,15 @@ void skill_init_unit_layout (void) skill->earthstrain_unit_pos = pos; for( i = 0; i < 8; i++ ) { // For each Direction - skill->unit_layout[pos].count = 15; + skill->dbs->unit_layout[pos].count = 15; switch( i ) { case 0: case 1: case 3: case 4: case 5: case 7: { int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case 2: @@ -18345,8 +18346,8 @@ void skill_init_unit_layout (void) { int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; } @@ -18593,36 +18594,36 @@ bool skill_parse_row_skilldb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->db[idx].nameid = skill_id; - skill->split_atoi(split[1],skill->db[idx].range); - skill->db[idx].hit = atoi(split[2]); - skill->db[idx].inf = atoi(split[3]); - skill->split_atoi(split[4],skill->db[idx].element); - skill->db[idx].nk = (int)strtol(split[5], NULL, 0); - skill->split_atoi(split[6],skill->db[idx].splash); - skill->db[idx].max = atoi(split[7]); - skill->split_atoi(split[8],skill->db[idx].num); + skill->dbs->db[idx].nameid = skill_id; + skill->split_atoi(split[1],skill->dbs->db[idx].range); + skill->dbs->db[idx].hit = atoi(split[2]); + skill->dbs->db[idx].inf = atoi(split[3]); + skill->split_atoi(split[4],skill->dbs->db[idx].element); + skill->dbs->db[idx].nk = (int)strtol(split[5], NULL, 0); + skill->split_atoi(split[6],skill->dbs->db[idx].splash); + skill->dbs->db[idx].max = atoi(split[7]); + skill->split_atoi(split[8],skill->dbs->db[idx].num); if( strcmpi(split[9],"yes") == 0 ) - skill->db[idx].castcancel = 1; + skill->dbs->db[idx].castcancel = 1; else - skill->db[idx].castcancel = 0; - skill->db[idx].cast_def_rate = atoi(split[10]); - skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0); - skill->split_atoi(split[12],skill->db[idx].maxcount); + skill->dbs->db[idx].castcancel = 0; + skill->dbs->db[idx].cast_def_rate = atoi(split[10]); + skill->dbs->db[idx].inf2 = (int)strtol(split[11], NULL, 0); + skill->split_atoi(split[12],skill->dbs->db[idx].maxcount); if( strcmpi(split[13],"weapon") == 0 ) - skill->db[idx].skill_type = BF_WEAPON; + skill->dbs->db[idx].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) - skill->db[idx].skill_type = BF_MAGIC; + skill->dbs->db[idx].skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) - skill->db[idx].skill_type = BF_MISC; + skill->dbs->db[idx].skill_type = BF_MISC; else - skill->db[idx].skill_type = 0; - skill->split_atoi(split[14],skill->db[idx].blewcount); - safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name)); - safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); - strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); - script->set_constant2(skill->db[idx].name,(int)skill_id,0); + skill->dbs->db[idx].skill_type = 0; + skill->split_atoi(split[14],skill->dbs->db[idx].blewcount); + safestrncpy(skill->dbs->db[idx].name, trim(split[15]), sizeof(skill->dbs->db[idx].name)); + safestrncpy(skill->dbs->db[idx].desc, trim(split[16]), sizeof(skill->dbs->db[idx].desc)); + strdb_iput(skill->name2id_db, skill->dbs->db[idx].name, skill_id); + script->set_constant2(skill->dbs->db[idx].name,(int)skill_id,0); return true; } @@ -18637,22 +18638,22 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->split_atoi(split[1],skill->db[idx].hp); - skill->split_atoi(split[2],skill->db[idx].mhp); - skill->split_atoi(split[3],skill->db[idx].sp); - skill->split_atoi(split[4],skill->db[idx].hp_rate); - skill->split_atoi(split[5],skill->db[idx].sp_rate); - skill->split_atoi(split[6],skill->db[idx].zeny); + skill->split_atoi(split[1],skill->dbs->db[idx].hp); + skill->split_atoi(split[2],skill->dbs->db[idx].mhp); + skill->split_atoi(split[3],skill->dbs->db[idx].sp); + skill->split_atoi(split[4],skill->dbs->db[idx].hp_rate); + skill->split_atoi(split[5],skill->dbs->db[idx].sp_rate); + skill->split_atoi(split[6],skill->dbs->db[idx].zeny); //Which weapon type are required, see doc/item_db for types p = split[7]; for( j = 0; j < 32; j++ ) { int l = atoi(p); if( l == 99 ) { // Any weapon - skill->db[idx].weapon = 0; + skill->dbs->db[idx].weapon = 0; break; } else - skill->db[idx].weapon |= 1<<l; + skill->dbs->db[idx].weapon |= 1<<l; p = strchr(p,':'); if(!p) break; @@ -18664,49 +18665,49 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) { for( j = 0; j < 32; j++ ) { int l = atoi(p); if( l == 99 ) { // Any ammo type - skill->db[idx].ammo = 0xFFFFFFFF; + skill->dbs->db[idx].ammo = 0xFFFFFFFF; break; } else if( l ) // 0 stands for no requirement - skill->db[idx].ammo |= 1<<l; + skill->dbs->db[idx].ammo |= 1<<l; p = strchr(p,':'); if( !p ) break; p++; } - skill->split_atoi(split[9],skill->db[idx].ammo_qty); - - if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING; - else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING; - else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN; - else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING; - else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON; - else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART; - else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD; - else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT; - else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS; - else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST; - else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE; - else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE; - else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER; - else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON; - else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG; - else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG; - else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO; - else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT; - else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON; - else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER; - else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING; - else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING; - else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO; + skill->split_atoi(split[9],skill->dbs->db[idx].ammo_qty); + + if( strcmpi(split[10],"hiding") == 0 ) skill->dbs->db[idx].state = ST_HIDING; + else if( strcmpi(split[10],"cloaking") == 0 ) skill->dbs->db[idx].state = ST_CLOAKING; + else if( strcmpi(split[10],"hidden") == 0 ) skill->dbs->db[idx].state = ST_HIDDEN; + else if( strcmpi(split[10],"riding") == 0 ) skill->dbs->db[idx].state = ST_RIDING; + else if( strcmpi(split[10],"falcon") == 0 ) skill->dbs->db[idx].state = ST_FALCON; + else if( strcmpi(split[10],"cart") == 0 ) skill->dbs->db[idx].state = ST_CART; + else if( strcmpi(split[10],"shield") == 0 ) skill->dbs->db[idx].state = ST_SHIELD; + else if( strcmpi(split[10],"sight") == 0 ) skill->dbs->db[idx].state = ST_SIGHT; + else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->dbs->db[idx].state = ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[10],"cartboost") == 0 ) skill->dbs->db[idx].state = ST_CARTBOOST; + else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->dbs->db[idx].state = ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[10],"move_enable") == 0 ) skill->dbs->db[idx].state = ST_MOVE_ENABLE; + else if( strcmpi(split[10],"water") == 0 ) skill->dbs->db[idx].state = ST_WATER; + else if( strcmpi(split[10],"dragon") == 0 ) skill->dbs->db[idx].state = ST_RIDINGDRAGON; + else if( strcmpi(split[10],"warg") == 0 ) skill->dbs->db[idx].state = ST_WUG; + else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->dbs->db[idx].state = ST_RIDINGWUG; + else if( strcmpi(split[10],"mado") == 0 ) skill->dbs->db[idx].state = ST_MADO; + else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->dbs->db[idx].state = ST_ELEMENTALSPIRIT; + else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->dbs->db[idx].state = ST_POISONINGWEAPON; + else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->dbs->db[idx].state = ST_ROLLINGCUTTER; + else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->dbs->db[idx].state = ST_MH_FIGHTING; + else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->dbs->db[idx].state = ST_MH_GRAPPLING; + else if( strcmpi(split[10],"peco") == 0 ) skill->dbs->db[idx].state = ST_PECO; /** * Unknown or no state **/ - else skill->db[idx].state = ST_NONE; + else skill->dbs->db[idx].state = ST_NONE; - skill->split_atoi(split[11],skill->db[idx].spiritball); + skill->split_atoi(split[11],skill->dbs->db[idx].spiritball); for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { - skill->db[idx].itemid[j] = atoi(split[12+ 2*j]); - skill->db[idx].amount[j] = atoi(split[13+ 2*j]); + skill->dbs->db[idx].itemid[j] = atoi(split[12+ 2*j]); + skill->dbs->db[idx].amount[j] = atoi(split[13+ 2*j]); } return true; @@ -18719,14 +18720,14 @@ bool skill_parse_row_castdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->split_atoi(split[1],skill->db[idx].cast); - skill->split_atoi(split[2],skill->db[idx].delay); - skill->split_atoi(split[3],skill->db[idx].walkdelay); - skill->split_atoi(split[4],skill->db[idx].upkeep_time); - skill->split_atoi(split[5],skill->db[idx].upkeep_time2); - skill->split_atoi(split[6],skill->db[idx].cooldown); + skill->split_atoi(split[1],skill->dbs->db[idx].cast); + skill->split_atoi(split[2],skill->dbs->db[idx].delay); + skill->split_atoi(split[3],skill->dbs->db[idx].walkdelay); + skill->split_atoi(split[4],skill->dbs->db[idx].upkeep_time); + skill->split_atoi(split[5],skill->dbs->db[idx].upkeep_time2); + skill->split_atoi(split[6],skill->dbs->db[idx].cooldown); #ifdef RENEWAL_CAST - skill->split_atoi(split[7],skill->db[idx].fixed_cast); + skill->split_atoi(split[7],skill->dbs->db[idx].fixed_cast); #endif return true; } @@ -18738,9 +18739,9 @@ bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->split_atoi(split[1],skill->db[idx].castnodex); + skill->split_atoi(split[1],skill->dbs->db[idx].castnodex); if( split[2] ) // optional column - skill->split_atoi(split[2],skill->db[idx].delaynodex); + skill->split_atoi(split[2],skill->dbs->db[idx].delaynodex); return true; } @@ -18752,37 +18753,37 @@ bool skill_parse_row_unitdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); - skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); - skill->split_atoi(split[3],skill->db[idx].unit_layout_type); - skill->split_atoi(split[4],skill->db[idx].unit_range); - skill->db[idx].unit_interval = atoi(split[5]); - - if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY; - else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD; - else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD; - else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL; - else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY; - else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF; - else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; - else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE; - else skill->db[idx].unit_target = (int)strtol(split[6],NULL,16); - - skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); - - if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - skill->db[idx].unit_target = BCT_NOENEMY; + skill->dbs->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); + skill->dbs->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); + skill->split_atoi(split[3],skill->dbs->db[idx].unit_layout_type); + skill->split_atoi(split[4],skill->dbs->db[idx].unit_range); + skill->dbs->db[idx].unit_interval = atoi(split[5]); + + if( strcmpi(split[6],"noenemy")==0 ) skill->dbs->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"friend")==0 ) skill->dbs->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"party")==0 ) skill->dbs->db[idx].unit_target = BCT_PARTY; + else if( strcmpi(split[6],"ally")==0 ) skill->dbs->db[idx].unit_target = BCT_PARTY|BCT_GUILD; + else if( strcmpi(split[6],"guild")==0 ) skill->dbs->db[idx].unit_target = BCT_GUILD; + else if( strcmpi(split[6],"all")==0 ) skill->dbs->db[idx].unit_target = BCT_ALL; + else if( strcmpi(split[6],"enemy")==0 ) skill->dbs->db[idx].unit_target = BCT_ENEMY; + else if( strcmpi(split[6],"self")==0 ) skill->dbs->db[idx].unit_target = BCT_SELF; + else if( strcmpi(split[6],"sameguild")==0 ) skill->dbs->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; + else if( strcmpi(split[6],"noone")==0 ) skill->dbs->db[idx].unit_target = BCT_NOONE; + else skill->dbs->db[idx].unit_target = (int)strtol(split[6],NULL,16); + + skill->dbs->db[idx].unit_flag = (int)strtol(split[7],NULL,16); + + if (skill->dbs->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill->dbs->db[idx].unit_target = BCT_NOENEMY; //By default, target just characters. - skill->db[idx].unit_target |= BL_CHAR; - if (skill->db[idx].unit_flag&UF_NOPC) - skill->db[idx].unit_target &= ~BL_PC; - if (skill->db[idx].unit_flag&UF_NOMOB) - skill->db[idx].unit_target &= ~BL_MOB; - if (skill->db[idx].unit_flag&UF_SKILL) - skill->db[idx].unit_target |= BL_SKILL; + skill->dbs->db[idx].unit_target |= BL_CHAR; + if (skill->dbs->db[idx].unit_flag&UF_NOPC) + skill->dbs->db[idx].unit_target &= ~BL_PC; + if (skill->dbs->db[idx].unit_flag&UF_NOMOB) + skill->dbs->db[idx].unit_target &= ~BL_MOB; + if (skill->dbs->db[idx].unit_flag&UF_SKILL) + skill->dbs->db[idx].unit_target |= BL_SKILL; return true; } @@ -18795,14 +18796,14 @@ bool skill_parse_row_producedb(char* split[], int columns, int current) { if( !i ) return false; - skill->produce_db[current].nameid = i; - skill->produce_db[current].itemlv = atoi(split[1]); - skill->produce_db[current].req_skill = atoi(split[2]); - skill->produce_db[current].req_skill_lv = atoi(split[3]); + skill->dbs->produce_db[current].nameid = i; + skill->dbs->produce_db[current].itemlv = atoi(split[1]); + skill->dbs->produce_db[current].req_skill = atoi(split[2]); + skill->dbs->produce_db[current].req_skill_lv = atoi(split[3]); for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { - skill->produce_db[current].mat_id[y] = atoi(split[x]); - skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); + skill->dbs->produce_db[current].mat_id[y] = atoi(split[x]); + skill->dbs->produce_db[current].mat_amount[y] = atoi(split[x+1]); } return true; @@ -18816,11 +18817,11 @@ bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { if( !i ) return false; - skill->arrow_db[current].nameid = i; + skill->dbs->arrow_db[current].nameid = i; for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { - skill->arrow_db[current].cre_id[y] = atoi(split[x]); - skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); + skill->dbs->arrow_db[current].cre_id[y] = atoi(split[x]); + skill->dbs->arrow_db[current].cre_amount[y] = atoi(split[x+1]); } return true; @@ -18839,9 +18840,9 @@ bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { if( points < 1 ) ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); else { - skill->spellbook_db[current].skill_id = skill_id; - skill->spellbook_db[current].point = points; - skill->spellbook_db[current].nameid = nameid; + skill->dbs->spellbook_db[current].skill_id = skill_id; + skill->dbs->spellbook_db[current].point = points; + skill->dbs->spellbook_db[current].nameid = nameid; return true; } @@ -18869,8 +18870,8 @@ bool skill_parse_row_improvisedb(char* split[], int columns, int current) { ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); return false; } - skill->improvise_db[current].skill_id = skill_id; - skill->improvise_db[current].per = j; // Still need confirm it. + skill->dbs->improvise_db[current].skill_id = skill_id; + skill->dbs->improvise_db[current].per = j; // Still need confirm it. return true; } @@ -18887,7 +18888,7 @@ bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { return false; } - skill->magicmushroom_db[current].skill_id = skill_id; + skill->dbs->magicmushroom_db[current].skill_id = skill_id; return true; } @@ -18898,7 +18899,7 @@ bool skill_parse_row_reproducedb(char* split[], int column, int current) { if( !idx ) return false; - skill->reproduce_db[idx] = true; + skill->dbs->reproduce_db[idx] = true; return true; } @@ -18916,9 +18917,9 @@ bool skill_parse_row_abradb(char* split[], int columns, int current) { return false; } - skill->abra_db[current].skill_id = skill_id; - skill->abra_db[current].req_lv = atoi(split[2]); - skill->abra_db[current].per = atoi(split[3]); + skill->dbs->abra_db[current].skill_id = skill_id; + skill->dbs->abra_db[current].req_lv = atoi(split[2]); + skill->dbs->abra_db[current].per = atoi(split[3]); return true; } @@ -18930,8 +18931,8 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { int x,y; for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){ - if( skill->produce_db[x].nameid == skill_id ) - if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) + if( skill->dbs->produce_db[x].nameid == skill_id ) + if( skill->dbs->produce_db[x].req_skill == GN_CHANGEMATERIAL ) break; } @@ -18945,12 +18946,12 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { return false; } - skill->changematerial_db[current].itemid = skill_id; - skill->changematerial_db[current].rate = j; + skill->dbs->changematerial_db[current].itemid = skill_id; + skill->dbs->changematerial_db[current].rate = j; for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) { - skill->changematerial_db[current].qty[y] = atoi(split[x]); - skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); + skill->dbs->changematerial_db[current].qty[y] = atoi(split[x]); + skill->dbs->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); } return true; @@ -18974,12 +18975,12 @@ void skill_readdb(bool minimal) { /* when != it was called during init and this procedure was already performed by skill_defaults() */ if( runflag == MAPSERVER_ST_RUNNING ) { - memset(ZEROED_BLOCK_POS(skill), 0, ZEROED_BLOCK_SIZE(skill)); + memset(ZEROED_BLOCK_POS(skill->dbs), 0, ZEROED_BLOCK_SIZE(skill->dbs)); } // load skill databases - safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name)); - safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc)); + safestrncpy(skill->dbs->db[0].name, "UNKNOWN_SKILL", sizeof(skill->dbs->db[0].name)); + safestrncpy(skill->dbs->db[0].desc, "Unknown Skill", sizeof(skill->dbs->db[0].desc)); #ifdef ENABLE_CASE_CHECK script->parser_current_file = DBPATH"skill_db.txt"; @@ -19097,6 +19098,8 @@ void skill_defaults(void) { const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; skill = &skill_s; + skill->dbs = &skilldbs; + skill->init = do_init_skill; skill->final = do_final_skill; skill->reload = skill_reload; @@ -19114,8 +19117,8 @@ void skill_defaults(void) { skill->cd_ers = NULL; skill->cd_entry_ers = NULL; - memset(ZEROED_BLOCK_POS(skill), 0, ZEROED_BLOCK_SIZE(skill)); - memset(skill->unit_layout, 0, sizeof(skill->unit_layout)); + memset(ZEROED_BLOCK_POS(skill->dbs), 0, ZEROED_BLOCK_SIZE(skill->dbs)); + memset(skill->dbs->unit_layout, 0, sizeof(skill->dbs->unit_layout)); /* */ memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); diff --git a/src/map/skill.h b/src/map/skill.h index 6e56e276b..aa0188be6 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -1814,6 +1814,21 @@ struct s_skill_spellbook_db { typedef int (*SkillFunc)(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag); +struct s_skill_dbs { +BEGIN_ZEROED_BLOCK; // This block will be zeroed in skill_defaults() as well as skill_readdb() + struct s_skill_db db[MAX_SKILL_DB]; + struct s_skill_produce_db produce_db[MAX_SKILL_PRODUCE_DB]; + struct s_skill_arrow_db arrow_db[MAX_SKILL_ARROW_DB]; + struct s_skill_abra_db abra_db[MAX_SKILL_ABRA_DB]; + struct s_skill_magicmushroom_db magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; + struct s_skill_improvise_db improvise_db[MAX_SKILL_IMPROVISE_DB]; + struct s_skill_changematerial_db changematerial_db[MAX_SKILL_PRODUCE_DB]; + struct s_skill_spellbook_db spellbook_db[MAX_SKILL_SPELLBOOK_DB]; + bool reproduce_db[MAX_SKILL_DB]; +END_ZEROED_BLOCK; + struct s_skill_unit_layout unit_layout[MAX_SKILL_UNIT_LAYOUT]; +}; + /** * Skill.c Interface **/ @@ -1835,18 +1850,7 @@ struct skill_interface { struct eri *cd_ers; // ERS Storage for skill cool down managers [Ind/Hercules] struct eri *cd_entry_ers; // ERS Storage for skill cool down entries [Ind/Hercules] /* */ -BEGIN_ZEROED_BLOCK; // This block will be zeroed in skill_defaults() as well as skill_readdb() - struct s_skill_db db[MAX_SKILL_DB]; - struct s_skill_produce_db produce_db[MAX_SKILL_PRODUCE_DB]; - struct s_skill_arrow_db arrow_db[MAX_SKILL_ARROW_DB]; - struct s_skill_abra_db abra_db[MAX_SKILL_ABRA_DB]; - struct s_skill_magicmushroom_db magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; - struct s_skill_improvise_db improvise_db[MAX_SKILL_IMPROVISE_DB]; - struct s_skill_changematerial_db changematerial_db[MAX_SKILL_PRODUCE_DB]; - struct s_skill_spellbook_db spellbook_db[MAX_SKILL_SPELLBOOK_DB]; - bool reproduce_db[MAX_SKILL_DB]; -END_ZEROED_BLOCK; - struct s_skill_unit_layout unit_layout[MAX_SKILL_UNIT_LAYOUT]; + struct s_skill_dbs *dbs; /* */ int enchant_eff[5]; int deluge_eff[5]; diff --git a/src/map/status.c b/src/map/status.c index d88bcf146..c21e81aab 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -44,6 +44,7 @@ #include <time.h> struct status_interface status_s; +struct s_status_dbs statusdbs; /** * Returns the status change associated with a skill. @@ -56,7 +57,7 @@ sc_type status_skill2sc(int skill_id) { ShowError("status_skill2sc: Unsupported skill id %d\n", skill_id); return SC_NONE; } - return status->Skill2SCTable[idx]; + return status->dbs->Skill2SCTable[idx]; } /** @@ -72,7 +73,7 @@ int status_sc2skill(sc_type sc) return 0; } - return status->SkillChangeTable[sc]; + return status->dbs->SkillChangeTable[sc]; } /** @@ -87,7 +88,7 @@ unsigned int status_sc2scb_flag(sc_type sc) return SCB_NONE; } - return status->ChangeFlagTable[sc]; + return status->dbs->ChangeFlagTable[sc]; } /** @@ -102,7 +103,7 @@ int status_type2relevant_bl_types(int type) return BL_NUL; } - return status->RelevantBLTypes[type]; + return status->dbs->RelevantBLTypes[type]; } static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { @@ -116,35 +117,35 @@ static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { return; } - if( status->SkillChangeTable[sc] == 0 ) - status->SkillChangeTable[sc] = skill_id; - if( status->IconChangeTable[sc] == SI_BLANK ) - status->IconChangeTable[sc] = icon; - status->ChangeFlagTable[sc] |= flag; + if( status->dbs->SkillChangeTable[sc] == 0 ) + status->dbs->SkillChangeTable[sc] = skill_id; + if( status->dbs->IconChangeTable[sc] == SI_BLANK ) + status->dbs->IconChangeTable[sc] = icon; + status->dbs->ChangeFlagTable[sc] |= flag; - if( status->Skill2SCTable[idx] == SC_NONE ) - status->Skill2SCTable[idx] = sc; + if( status->dbs->Skill2SCTable[idx] == SC_NONE ) + status->dbs->Skill2SCTable[idx] = sc; } void initChangeTables(void) { #define add_sc(skill,sc) set_sc((skill),(sc),SI_BLANK,SCB_NONE) // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units -#define set_sc_with_vfx(skill, sc, icon, flag) do { set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) +#define set_sc_with_vfx(skill, sc, icon, flag) do { set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->dbs->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) int i; for (i = 0; i < SC_MAX; i++) - status->IconChangeTable[i] = SI_BLANK; + status->dbs->IconChangeTable[i] = SI_BLANK; for (i = 0; i < MAX_SKILL; i++) - status->Skill2SCTable[i] = SC_NONE; + status->dbs->Skill2SCTable[i] = SC_NONE; for (i = 0; i < SI_MAX; i++) - status->RelevantBLTypes[i] = BL_PC; + status->dbs->RelevantBLTypes[i] = BL_PC; - memset(status->SkillChangeTable, 0, sizeof(status->SkillChangeTable)); - memset(status->ChangeFlagTable, 0, sizeof(status->ChangeFlagTable)); - memset(status->DisplayType, 0, sizeof(status->DisplayType)); + memset(status->dbs->SkillChangeTable, 0, sizeof(status->dbs->SkillChangeTable)); + memset(status->dbs->ChangeFlagTable, 0, sizeof(status->dbs->ChangeFlagTable)); + memset(status->dbs->DisplayType, 0, sizeof(status->dbs->DisplayType)); //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); @@ -754,303 +755,303 @@ void initChangeTables(void) { set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT ); // Storing the target job rather than simply SC_SOULLINK simplifies code later on. - status->Skill2SCTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, - status->Skill2SCTable[SL_MONK] = (sc_type)MAPID_MONK, - status->Skill2SCTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, - status->Skill2SCTable[SL_SAGE] = (sc_type)MAPID_SAGE, - status->Skill2SCTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, - status->Skill2SCTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, - status->Skill2SCTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, - status->Skill2SCTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, - status->Skill2SCTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, - status->Skill2SCTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, - status->Skill2SCTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, - status->Skill2SCTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, - status->Skill2SCTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, - status->Skill2SCTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, - status->Skill2SCTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, + status->dbs->Skill2SCTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, + status->dbs->Skill2SCTable[SL_MONK] = (sc_type)MAPID_MONK, + status->dbs->Skill2SCTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, + status->dbs->Skill2SCTable[SL_SAGE] = (sc_type)MAPID_SAGE, + status->dbs->Skill2SCTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, + status->dbs->Skill2SCTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, + status->dbs->Skill2SCTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, + status->dbs->Skill2SCTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, + status->dbs->Skill2SCTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, + status->dbs->Skill2SCTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, + status->dbs->Skill2SCTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, + status->dbs->Skill2SCTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, + status->dbs->Skill2SCTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, + status->dbs->Skill2SCTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, + status->dbs->Skill2SCTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, //Status that don't have a skill associated. - status->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; - status->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; - status->IconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; - status->IconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; - status->IconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; - status->IconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; - status->IconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; - status->IconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; - status->IconChangeTable[SC_CHASEWALK2] = SI_INCSTR; - status->IconChangeTable[SC_MIRACLE] = SI_SOULLINK; - status->IconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; - status->IconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; - status->IconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; - status->IconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; - status->IconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; - status->IconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; - status->IconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; - status->IconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; - status->IconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; - status->IconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; - status->IconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; - status->IconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; - status->IconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; - status->IconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; - status->IconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; - status->IconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; - status->IconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; + status->dbs->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; + status->dbs->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; + status->dbs->IconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; + status->dbs->IconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; + status->dbs->IconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; + status->dbs->IconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; + status->dbs->IconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; + status->dbs->IconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; + status->dbs->IconChangeTable[SC_CHASEWALK2] = SI_INCSTR; + status->dbs->IconChangeTable[SC_MIRACLE] = SI_SOULLINK; + status->dbs->IconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; + status->dbs->IconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; + status->dbs->IconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; + status->dbs->IconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; + status->dbs->IconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; + status->dbs->IconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; + status->dbs->IconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; + status->dbs->IconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; + status->dbs->IconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; + status->dbs->IconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; + status->dbs->IconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; + status->dbs->IconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; + status->dbs->IconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; + status->dbs->IconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; + status->dbs->IconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; + status->dbs->IconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; + status->dbs->IconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; //Cash Items - status->IconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; - status->IconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; - status->IconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; - status->IconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; - status->IconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; - status->IconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; - status->IconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; - status->IconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; - status->IconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; - status->IconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; - status->IconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; - status->IconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; - status->IconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; - status->IconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; - status->IconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; - status->IconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; - status->IconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; - status->IconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; - status->IconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; - status->IconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; + status->dbs->IconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; + status->dbs->IconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; + status->dbs->IconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; + status->dbs->IconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; + status->dbs->IconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; + status->dbs->IconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; + status->dbs->IconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; + status->dbs->IconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; + status->dbs->IconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; + status->dbs->IconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; + status->dbs->IconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; + status->dbs->IconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; + status->dbs->IconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; + status->dbs->IconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; + status->dbs->IconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; + status->dbs->IconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; + status->dbs->IconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; + status->dbs->IconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; + status->dbs->IconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; + status->dbs->IconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; // Mercenary Bonus Effects - status->IconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; - status->IconChangeTable[SC_MER_ATK] = SI_MER_ATK; - status->IconChangeTable[SC_MER_HP] = SI_MER_HP; - status->IconChangeTable[SC_MER_SP] = SI_MER_SP; - status->IconChangeTable[SC_MER_HIT] = SI_MER_HIT; + status->dbs->IconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; + status->dbs->IconChangeTable[SC_MER_ATK] = SI_MER_ATK; + status->dbs->IconChangeTable[SC_MER_HP] = SI_MER_HP; + status->dbs->IconChangeTable[SC_MER_SP] = SI_MER_SP; + status->dbs->IconChangeTable[SC_MER_HIT] = SI_MER_HIT; // Warlock Spheres - status->IconChangeTable[SC_SUMMON1] = SI_SPHERE_1; - status->IconChangeTable[SC_SUMMON2] = SI_SPHERE_2; - status->IconChangeTable[SC_SUMMON3] = SI_SPHERE_3; - status->IconChangeTable[SC_SUMMON4] = SI_SPHERE_4; - status->IconChangeTable[SC_SUMMON5] = SI_SPHERE_5; + status->dbs->IconChangeTable[SC_SUMMON1] = SI_SPHERE_1; + status->dbs->IconChangeTable[SC_SUMMON2] = SI_SPHERE_2; + status->dbs->IconChangeTable[SC_SUMMON3] = SI_SPHERE_3; + status->dbs->IconChangeTable[SC_SUMMON4] = SI_SPHERE_4; + status->dbs->IconChangeTable[SC_SUMMON5] = SI_SPHERE_5; // Warlock Preserved spells - status->IconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; - status->IconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; - status->IconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; - status->IconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; - status->IconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; - status->IconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; - status->IconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; - - status->IconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; - status->IconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; - status->IconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; - status->IconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; - - status->IconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; - status->IconChangeTable[SC_TOXIN] = SI_TOXIN; - status->IconChangeTable[SC_PARALYSE] = SI_PARALYSE; - status->IconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; - status->IconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; - status->IconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; - status->IconChangeTable[SC_PYREXIA] = SI_PYREXIA; - status->IconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; - status->IconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; - - status->IconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; - status->IconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; - status->IconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; - status->IconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; - - status->IconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; - - status->IconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; - status->IconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; - status->IconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; - status->IconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; - status->IconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; + status->dbs->IconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; + status->dbs->IconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; + status->dbs->IconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; + status->dbs->IconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; + status->dbs->IconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; + status->dbs->IconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; + status->dbs->IconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; + + status->dbs->IconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; + status->dbs->IconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; + status->dbs->IconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; + status->dbs->IconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; + + status->dbs->IconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; + status->dbs->IconChangeTable[SC_TOXIN] = SI_TOXIN; + status->dbs->IconChangeTable[SC_PARALYSE] = SI_PARALYSE; + status->dbs->IconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; + status->dbs->IconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; + status->dbs->IconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; + status->dbs->IconChangeTable[SC_PYREXIA] = SI_PYREXIA; + status->dbs->IconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; + status->dbs->IconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; + + status->dbs->IconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; + status->dbs->IconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; + status->dbs->IconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; + status->dbs->IconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; + + status->dbs->IconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; + + status->dbs->IconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; + status->dbs->IconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; + status->dbs->IconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; + status->dbs->IconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; + status->dbs->IconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; //Genetics New Food Items Status Icons - status->IconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; - status->IconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; - status->IconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; - status->IconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; - status->IconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; - status->IconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; - - status->IconChangeTable[SC_BOOST500] |= SI_BOOST500; - status->IconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; - status->IconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; - status->IconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; - status->IconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; - status->IconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; - status->IconChangeTable[SC_VITATA_500] |= SI_VITATA_500; - status->IconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; + status->dbs->IconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; + status->dbs->IconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; + status->dbs->IconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; + status->dbs->IconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; + status->dbs->IconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; + status->dbs->IconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; + + status->dbs->IconChangeTable[SC_BOOST500] |= SI_BOOST500; + status->dbs->IconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; + status->dbs->IconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; + status->dbs->IconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; + status->dbs->IconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; + status->dbs->IconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; + status->dbs->IconChangeTable[SC_VITATA_500] |= SI_VITATA_500; + status->dbs->IconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; // Elemental Spirit's 'side' status change icons. - status->IconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; - status->IconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; - status->IconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; - status->IconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; - status->IconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; - status->IconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; - status->IconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; - status->IconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; - status->IconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; - status->IconChangeTable[SC_HEATER] = SI_HEATER; - status->IconChangeTable[SC_TROPIC] = SI_TROPIC; - status->IconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; - status->IconChangeTable[SC_COOLER] = SI_COOLER; - status->IconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; - status->IconChangeTable[SC_GUST] = SI_GUST; - status->IconChangeTable[SC_BLAST] = SI_BLAST; - status->IconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; - status->IconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; - status->IconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; - status->IconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; - status->IconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; - status->IconChangeTable[SC_REBOUND] = SI_REBOUND; - status->IconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; - status->IconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; - status->IconChangeTable[SC_MOONSTAR] = SI_MOONSTAR; - status->IconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR; - status->IconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS; - status->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC; + status->dbs->IconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; + status->dbs->IconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; + status->dbs->IconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; + status->dbs->IconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; + status->dbs->IconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; + status->dbs->IconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; + status->dbs->IconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; + status->dbs->IconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; + status->dbs->IconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; + status->dbs->IconChangeTable[SC_HEATER] = SI_HEATER; + status->dbs->IconChangeTable[SC_TROPIC] = SI_TROPIC; + status->dbs->IconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; + status->dbs->IconChangeTable[SC_COOLER] = SI_COOLER; + status->dbs->IconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; + status->dbs->IconChangeTable[SC_GUST] = SI_GUST; + status->dbs->IconChangeTable[SC_BLAST] = SI_BLAST; + status->dbs->IconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; + status->dbs->IconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; + status->dbs->IconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; + status->dbs->IconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; + status->dbs->IconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; + status->dbs->IconChangeTable[SC_REBOUND] = SI_REBOUND; + status->dbs->IconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; + status->dbs->IconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; + status->dbs->IconChangeTable[SC_MOONSTAR] = SI_MOONSTAR; + status->dbs->IconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR; + status->dbs->IconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS; + status->dbs->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC; //Other SC which are not necessarily associated to skills. - status->ChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; - status->ChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; - status->ChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; - status->ChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD; - status->ChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED; - status->ChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; - status->ChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; - status->ChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; - status->ChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; - status->ChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; - status->ChangeFlagTable[SC_INCAGI] |= SCB_AGI; - status->ChangeFlagTable[SC_INCVIT] |= SCB_VIT; - status->ChangeFlagTable[SC_INCINT] |= SCB_INT; - status->ChangeFlagTable[SC_INCDEX] |= SCB_DEX; - status->ChangeFlagTable[SC_INCLUK] |= SCB_LUK; - status->ChangeFlagTable[SC_INCHIT] |= SCB_HIT; - status->ChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; - status->ChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; - status->ChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; - status->ChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE; - status->ChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; - status->ChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; - status->ChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; - status->ChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; - status->ChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; - status->ChangeFlagTable[SC_INCMHP] |= SCB_MAXHP; - status->ChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP; - status->ChangeFlagTable[SC_INCMSP] |= SCB_MAXSP; - status->ChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP; - status->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; - status->ChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; - status->ChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; - status->ChangeFlagTable[SC_FOOD_STR] |= SCB_STR; - status->ChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI; - status->ChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT; - status->ChangeFlagTable[SC_FOOD_INT] |= SCB_INT; - status->ChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX; - status->ChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK; - status->ChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT; - status->ChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE; - status->ChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; - status->ChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; - status->ChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; - status->ChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL; - status->ChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; - status->ChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; - status->ChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; - status->ChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; + status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; + status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; + status->dbs->ChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD; + status->dbs->ChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED; + status->dbs->ChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; + status->dbs->ChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; + status->dbs->ChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; + status->dbs->ChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; + status->dbs->ChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; + status->dbs->ChangeFlagTable[SC_INCAGI] |= SCB_AGI; + status->dbs->ChangeFlagTable[SC_INCVIT] |= SCB_VIT; + status->dbs->ChangeFlagTable[SC_INCINT] |= SCB_INT; + status->dbs->ChangeFlagTable[SC_INCDEX] |= SCB_DEX; + status->dbs->ChangeFlagTable[SC_INCLUK] |= SCB_LUK; + status->dbs->ChangeFlagTable[SC_INCHIT] |= SCB_HIT; + status->dbs->ChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; + status->dbs->ChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; + status->dbs->ChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; + status->dbs->ChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE; + status->dbs->ChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; + status->dbs->ChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; + status->dbs->ChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; + status->dbs->ChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; + status->dbs->ChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; + status->dbs->ChangeFlagTable[SC_INCMHP] |= SCB_MAXHP; + status->dbs->ChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP; + status->dbs->ChangeFlagTable[SC_INCMSP] |= SCB_MAXSP; + status->dbs->ChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP; + status->dbs->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; + status->dbs->ChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; + status->dbs->ChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; + status->dbs->ChangeFlagTable[SC_FOOD_STR] |= SCB_STR; + status->dbs->ChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI; + status->dbs->ChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT; + status->dbs->ChangeFlagTable[SC_FOOD_INT] |= SCB_INT; + status->dbs->ChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX; + status->dbs->ChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK; + status->dbs->ChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT; + status->dbs->ChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE; + status->dbs->ChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; + status->dbs->ChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; + status->dbs->ChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; + status->dbs->ChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; + status->dbs->ChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; // Cash Items - status->ChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; - status->ChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; - status->ChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT; - status->ChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; - status->ChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; - status->ChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; + status->dbs->ChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; + status->dbs->ChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; + status->dbs->ChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT; + status->dbs->ChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; + status->dbs->ChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; + status->dbs->ChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; // Mercenary Bonus Effects - status->ChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; - status->ChangeFlagTable[SC_MER_ATK] |= SCB_WATK; - status->ChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; - status->ChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; - status->ChangeFlagTable[SC_MER_HIT] |= SCB_HIT; + status->dbs->ChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; + status->dbs->ChangeFlagTable[SC_MER_ATK] |= SCB_WATK; + status->dbs->ChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; + status->dbs->ChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; + status->dbs->ChangeFlagTable[SC_MER_HIT] |= SCB_HIT; // Guillotine Cross Poison Effects - status->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD; - status->ChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; - status->ChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN; - status->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; - status->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE; - status->ChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; + status->dbs->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD; + status->dbs->ChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; + status->dbs->ChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN; + status->dbs->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; + status->dbs->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE; + status->dbs->ChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; // RG status - status->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK; - status->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF; + status->dbs->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK; + status->dbs->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF; // Meca status - status->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED; - - status->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; - status->ChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT; - status->ChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT; - status->ChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX; - status->ChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI; - status->ChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK; - status->ChangeFlagTable[SC_BOOST500] |= SCB_ASPD; - status->ChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK; - status->ChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK; - status->ChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; - status->ChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; - status->ChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; - status->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; - status->ChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; - status->ChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; - status->ChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2; - status->ChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2; - status->ChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP; - - status->ChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; - status->ChangeFlagTable[SC_WEDDING] = SCB_SPEED; - - status->ChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD|SCB_HIT; - status->ChangeFlagTable[SC_MTF_MATK] = SCB_MATK; - status->ChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL; - - status->ChangeFlagTable[SC_MOONSTAR] |= SCB_NONE; - status->ChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE; - status->ChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE; - status->ChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE; - - /* status->DisplayType Table [Ind/Hercules] */ - status->DisplayType[SC_ALL_RIDING] = true; - status->DisplayType[SC_PUSH_CART] = true; - status->DisplayType[SC_SUMMON1] = true; - status->DisplayType[SC_SUMMON2] = true; - status->DisplayType[SC_SUMMON3] = true; - status->DisplayType[SC_SUMMON4] = true; - status->DisplayType[SC_SUMMON5] = true; - status->DisplayType[SC_CAMOUFLAGE] = true; - status->DisplayType[SC_DUPLELIGHT] = true; - status->DisplayType[SC_ORATIO] = true; - status->DisplayType[SC_FROSTMISTY] = true; - status->DisplayType[SC_VENOMIMPRESS] = true; - status->DisplayType[SC_HALLUCINATIONWALK] = true; - status->DisplayType[SC_ROLLINGCUTTER] = true; - status->DisplayType[SC_BANDING] = true; - status->DisplayType[SC_COLD] = true; - status->DisplayType[SC_DEEP_SLEEP] = true; - status->DisplayType[SC_CURSEDCIRCLE_ATKER] = true; - status->DisplayType[SC_CURSEDCIRCLE_TARGET] = true; - status->DisplayType[SC_BLOOD_SUCKER] = true; - status->DisplayType[SC__SHADOWFORM] = true; - status->DisplayType[SC_MONSTER_TRANSFORM] = true; - status->DisplayType[SC_MOONSTAR] = true; - status->DisplayType[SC_SUPER_STAR] = true; - status->DisplayType[SC_STRANGELIGHTS] = true; - status->DisplayType[SC_DECORATION_OF_MUSIC] = true; + status->dbs->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED; + + status->dbs->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; + status->dbs->ChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT; + status->dbs->ChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT; + status->dbs->ChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX; + status->dbs->ChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI; + status->dbs->ChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK; + status->dbs->ChangeFlagTable[SC_BOOST500] |= SCB_ASPD; + status->dbs->ChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK; + status->dbs->ChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK; + status->dbs->ChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; + status->dbs->ChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; + status->dbs->ChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; + status->dbs->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; + status->dbs->ChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; + status->dbs->ChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; + status->dbs->ChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2; + status->dbs->ChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2; + status->dbs->ChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP; + + status->dbs->ChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; + status->dbs->ChangeFlagTable[SC_WEDDING] = SCB_SPEED; + + status->dbs->ChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD|SCB_HIT; + status->dbs->ChangeFlagTable[SC_MTF_MATK] = SCB_MATK; + status->dbs->ChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL; + + status->dbs->ChangeFlagTable[SC_MOONSTAR] |= SCB_NONE; + status->dbs->ChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE; + status->dbs->ChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE; + status->dbs->ChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE; + + /* status->dbs->DisplayType Table [Ind/Hercules] */ + status->dbs->DisplayType[SC_ALL_RIDING] = true; + status->dbs->DisplayType[SC_PUSH_CART] = true; + status->dbs->DisplayType[SC_SUMMON1] = true; + status->dbs->DisplayType[SC_SUMMON2] = true; + status->dbs->DisplayType[SC_SUMMON3] = true; + status->dbs->DisplayType[SC_SUMMON4] = true; + status->dbs->DisplayType[SC_SUMMON5] = true; + status->dbs->DisplayType[SC_CAMOUFLAGE] = true; + status->dbs->DisplayType[SC_DUPLELIGHT] = true; + status->dbs->DisplayType[SC_ORATIO] = true; + status->dbs->DisplayType[SC_FROSTMISTY] = true; + status->dbs->DisplayType[SC_VENOMIMPRESS] = true; + status->dbs->DisplayType[SC_HALLUCINATIONWALK] = true; + status->dbs->DisplayType[SC_ROLLINGCUTTER] = true; + status->dbs->DisplayType[SC_BANDING] = true; + status->dbs->DisplayType[SC_COLD] = true; + status->dbs->DisplayType[SC_DEEP_SLEEP] = true; + status->dbs->DisplayType[SC_CURSEDCIRCLE_ATKER] = true; + status->dbs->DisplayType[SC_CURSEDCIRCLE_TARGET] = true; + status->dbs->DisplayType[SC_BLOOD_SUCKER] = true; + status->dbs->DisplayType[SC__SHADOWFORM] = true; + status->dbs->DisplayType[SC_MONSTER_TRANSFORM] = true; + status->dbs->DisplayType[SC_MOONSTAR] = true; + status->dbs->DisplayType[SC_SUPER_STAR] = true; + status->dbs->DisplayType[SC_STRANGELIGHTS] = true; + status->dbs->DisplayType[SC_DECORATION_OF_MUSIC] = true; if( !battle_config.display_hallucination ) //Disable Hallucination. - status->IconChangeTable[SC_ILLUSION] = SI_BLANK; + status->dbs->IconChangeTable[SC_ILLUSION] = SI_BLANK; #undef add_sc #undef set_sc_with_vfx } @@ -2089,7 +2090,7 @@ int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt) unsigned int status_get_base_maxsp(struct map_session_data* sd, struct status_data *st) { uint64 val = pc->class2idx(sd->status.class_); - val = status->SP_table[val][sd->status.base_level]; + val = status->dbs->SP_table[val][sd->status.base_level]; if ( sd->class_&JOBL_UPPER ) val += val * 25 / 100; @@ -2106,7 +2107,7 @@ unsigned int status_get_base_maxsp(struct map_session_data* sd, struct status_da unsigned int status_get_base_maxhp(struct map_session_data *sd, struct status_data *st) { uint64 val = pc->class2idx(sd->status.class_); - val = status->HP_table[val][sd->status.base_level]; + val = status->dbs->HP_table[val][sd->status.base_level]; if ( (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99 ) val += 2000; //Supernovice lvl99 hp bonus. @@ -2148,7 +2149,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { pc->calc_skilltree(sd); // SkillTree calculation - sd->max_weight = status->max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300; + sd->max_weight = status->dbs->max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300; if(opt&SCO_FIRST) { //Load Hp/SP from char-received data. @@ -2285,18 +2286,18 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { } wa->atk += sd->inventory_data[index]->atk; if ( (r = sd->status.inventory[index].refine) ) - wa->atk2 = status->refine_info[wlv].bonus[r-1] / 100; + wa->atk2 = status->dbs->refine_info[wlv].bonus[r-1] / 100; #ifdef RENEWAL wa->matk += sd->inventory_data[index]->matk; wa->wlv = wlv; if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus - wa->matk += status->refine_info[wlv].bonus[r-1] / 100; + wa->matk += status->dbs->refine_info[wlv].bonus[r-1] / 100; #endif //Overrefined bonus. if (r) - wd->overrefine = status->refine_info[wlv].randombonus_max[r-1] / 100; + wd->overrefine = status->dbs->refine_info[wlv].randombonus_max[r-1] / 100; wa->range += sd->inventory_data[index]->range; if(sd->inventory_data[index]->script) { @@ -2324,7 +2325,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { else if(sd->inventory_data[index]->type == IT_ARMOR) { int r; if ( (r = sd->status.inventory[index].refine) ) - refinedef += status->refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; + refinedef += status->dbs->refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; if(sd->inventory_data[index]->script) { if( i == EQI_HAND_L ) //Shield sd->state.lr_flag = 3; @@ -2467,12 +2468,12 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->bonus.splash_range += sd->bonus.splash_add_range; // Damage modifiers from weapon type - sd->right_weapon.atkmods[0] = status->atkmods[0][sd->weapontype1]; - sd->right_weapon.atkmods[1] = status->atkmods[1][sd->weapontype1]; - sd->right_weapon.atkmods[2] = status->atkmods[2][sd->weapontype1]; - sd->left_weapon.atkmods[0] = status->atkmods[0][sd->weapontype2]; - sd->left_weapon.atkmods[1] = status->atkmods[1][sd->weapontype2]; - sd->left_weapon.atkmods[2] = status->atkmods[2][sd->weapontype2]; + sd->right_weapon.atkmods[0] = status->dbs->atkmods[0][sd->weapontype1]; + sd->right_weapon.atkmods[1] = status->dbs->atkmods[1][sd->weapontype1]; + sd->right_weapon.atkmods[2] = status->dbs->atkmods[2][sd->weapontype1]; + sd->left_weapon.atkmods[0] = status->dbs->atkmods[0][sd->weapontype2]; + sd->left_weapon.atkmods[1] = status->dbs->atkmods[1][sd->weapontype2]; + sd->left_weapon.atkmods[2] = status->dbs->atkmods[2][sd->weapontype2]; if ((pc_isridingpeco(sd) || pc_isridingdragon(sd)) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR) @@ -2488,9 +2489,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { // Job bonuses index = pc->class2idx(sd->status.class_); for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){ - if(!status->job_bonus[index][i]) + if(!status->dbs->job_bonus[index][i]) continue; - switch(status->job_bonus[index][i]) { + switch(status->dbs->job_bonus[index][i]) { case 1: bstatus->str++; break; case 2: bstatus->agi++; break; case 3: bstatus->vit++; break; @@ -3925,11 +3926,11 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) #ifdef RENEWAL_ASPD /* [malufett/Hercules] */ float temp; int skill_lv, val = 0; - amotion = status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]; + amotion = status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]; if ( sd->status.weapon > MAX_WEAPON_TYPE ) - amotion += status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] / 4; + amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] / 4; if ( sd->status.shield ) - amotion += status->aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE]; + amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE]; switch ( sd->status.weapon ) { case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: @@ -3949,8 +3950,8 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) #else // base weapon delay amotion = (sd->status.weapon < MAX_WEAPON_TYPE) - ? (status->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : (status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 7 / 10; // dual-wield + ? (status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon + : (status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 7 / 10; // dual-wield // percentual delay reduction from stats amotion -= amotion * (4 * st->agi + st->dex) / 1000; @@ -7525,7 +7526,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t } vd = status->get_viewdata(bl); - calc_flag = status->ChangeFlagTable[type]; + calc_flag = status->dbs->ChangeFlagTable[type]; if(!(flag&SCFLAG_LOADED)) { // Do not parse val settings when loading SCs switch(type) { case SC_ADORAMUS: @@ -9056,7 +9057,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t val2 = 20+(20*val1); break; default: - if (calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0) { + if (calc_flag == SCB_NONE && status->dbs->SkillChangeTable[type] == 0 && status->dbs->IconChangeTable[type] == 0) { //Status change with no calc, no icon, and no skill associated...? ShowError("UnknownStatusChange [%d]\n", type); return 0; @@ -9210,7 +9211,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t } /* [Ind/Hercules] */ - if( sd && status->DisplayType[type] ) { + if( sd && status->dbs->DisplayType[type] ) { int dval1 = 0, dval2 = 0, dval3 = 0; switch( type ) { case SC_ALL_RIDING: @@ -9503,8 +9504,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t calc_flag&=~SCB_DYE; } - if(!(flag&SCFLAG_NOICON) && !(flag&SCFLAG_LOADED && status->DisplayType[type])) - clif->status_change(bl,status->IconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); + if(!(flag&SCFLAG_NOICON) && !(flag&SCFLAG_LOADED && status->dbs->DisplayType[type])) + clif->status_change(bl,status->dbs->IconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); /** * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. @@ -9751,7 +9752,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->data[type] = NULL; - if( sd && status->DisplayType[type] ) { + if( sd && status->dbs->DisplayType[type] ) { status->display_remove(sd,type); } @@ -9761,7 +9762,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const #endif vd = status->get_viewdata(bl); - calc_flag = status->ChangeFlagTable[type]; + calc_flag = status->dbs->ChangeFlagTable[type]; switch(type) { case SC_GRANITIC_ARMOR: { @@ -10405,7 +10406,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. - clif->sc_end(bl,bl->id,AREA,status->IconChangeTable[type]); + clif->sc_end(bl,bl->id,AREA,status->dbs->IconChangeTable[type]); if( opt_flag&8 ) //bugreport:681 clif->changeoption2(bl); @@ -10584,7 +10585,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { sc->opt1 = OPT1_STONE; clif->changeoption(bl); sc_timer_next(1000+tick, status->change_timer, bl->id, data ); - status_calc_bl(bl, status->ChangeFlagTable[type]); + status_calc_bl(bl, status->dbs->ChangeFlagTable[type]); return 0; } if(--(sce->val3) > 0) { @@ -10870,7 +10871,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { unit->skillcastcancel(bl,0); do { int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; - mushroom_skill_id = skill->magicmushroom_db[i].skill_id; + mushroom_skill_id = skill->dbs->magicmushroom_db[i].skill_id; } while (mushroom_skill_id == 0); switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage @@ -11449,7 +11450,7 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl short index = sd->equip_index[EQI_HAND_R], refine; if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && (refine = sd->status.inventory[index].refine) < 16 && refine ) { - int r = status->refine_info[watk->wlv].randombonus_max[refine + (4 - watk->wlv)] / 100; + int r = status->dbs->refine_info[watk->wlv].randombonus_max[refine + (4 - watk->wlv)] / 100; if ( r ) max += (rnd() % 100) % r + 1; } @@ -11548,7 +11549,7 @@ void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_m short index = sd->equip_index[EQI_HAND_R], refine; if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && (refine = sd->status.inventory[index].refine) < 16 && refine ) { - int r = status->refine_info[sd->inventory_data[index]->wlv].randombonus_max[refine + (4 - sd->inventory_data[index]->wlv)] / 100; + int r = status->dbs->refine_info[sd->inventory_data[index]->wlv].randombonus_max[refine + (4 - sd->inventory_data[index]->wlv)] / 100; if ( r ) *matk_max += (rnd() % 100) % r + 1; } @@ -11991,7 +11992,7 @@ int status_get_refine_chance(enum refine_type wlv, int refine) { if ( refine < 0 || refine >= MAX_REFINE) return 0; - return status->refine_info[wlv].chance[refine]; + return status->dbs->refine_info[wlv].chance[refine]; } int status_get_sc_type(sc_type type) { @@ -11999,7 +12000,7 @@ int status_get_sc_type(sc_type type) { if( type <= SC_NONE || type >= SC_MAX ) return 0; - return status->sc_conf[type]; + return status->dbs->sc_conf[type]; } void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) @@ -12050,25 +12051,25 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) continue; } iidx = pc->class2idx(iclass); - status->max_weight_base[idx] = status->max_weight_base[iidx]; - memcpy(&status->aspd_base[idx], &status->aspd_base[iidx], sizeof(status->aspd_base[iidx])); + status->dbs->max_weight_base[idx] = status->dbs->max_weight_base[iidx]; + memcpy(&status->dbs->aspd_base[idx], &status->dbs->aspd_base[iidx], sizeof(status->dbs->aspd_base[iidx])); - for (i = 1; i <= MAX_LEVEL && status->HP_table[iidx][i]; i++) { - status->HP_table[idx][i] = status->HP_table[iidx][i]; + for (i = 1; i <= MAX_LEVEL && status->dbs->HP_table[iidx][i]; i++) { + status->dbs->HP_table[idx][i] = status->dbs->HP_table[iidx][i]; } - base = (i > 1 ? status->HP_table[idx][1] : 35); // Safe value if none are specified - avg_increment = (i > 2 ? (status->HP_table[idx][i] - base) / (i-1) : 5); // Safe value if none are specified + base = (i > 1 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified + avg_increment = (i > 2 ? (status->dbs->HP_table[idx][i] - base) / (i-1) : 5); // Safe value if none are specified for ( ; i <= pc->max_level[idx][0]; i++) { - status->HP_table[idx][i] = min(base + avg_increment * i, battle_config.max_hp); + status->dbs->HP_table[idx][i] = min(base + avg_increment * i, battle_config.max_hp); } - for (i = 1; i <= MAX_LEVEL && status->SP_table[iidx][i]; i++) { - status->SP_table[idx][i] = status->SP_table[iidx][i]; + for (i = 1; i <= MAX_LEVEL && status->dbs->SP_table[iidx][i]; i++) { + status->dbs->SP_table[idx][i] = status->dbs->SP_table[iidx][i]; } - base = (i > 1 ? status->SP_table[idx][1] : 10); // Safe value if none are specified - avg_increment = (i > 2 ? (status->SP_table[idx][i] - base) / (i-1) : 1); // Safe value if none are specified + base = (i > 1 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified + avg_increment = (i > 2 ? (status->dbs->SP_table[idx][i] - base) / (i-1) : 1); // Safe value if none are specified for ( ; i <= pc->max_level[idx][0]; i++) { - status->SP_table[idx][i] = min(base + avg_increment * i, battle_config.max_sp); + status->dbs->SP_table[idx][i] = min(base + avg_increment * i, battle_config.max_sp); } } } @@ -12082,13 +12083,13 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) continue; } iidx = pc->class2idx(iclass); - for (i = 1; i <= MAX_LEVEL && status->HP_table[iidx][i]; i++) { - status->HP_table[idx][i] = status->HP_table[iidx][i]; + for (i = 1; i <= MAX_LEVEL && status->dbs->HP_table[iidx][i]; i++) { + status->dbs->HP_table[idx][i] = status->dbs->HP_table[iidx][i]; } - base = (i > 1 ? status->HP_table[idx][1] : 35); // Safe value if none are specified - avg_increment = (i > 2 ? (status->HP_table[idx][i] - base) / (i-1) : 5); // Safe value if none are specified + base = (i > 1 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified + avg_increment = (i > 2 ? (status->dbs->HP_table[idx][i] - base) / (i-1) : 5); // Safe value if none are specified for ( ; i <= pc->max_level[idx][0]; i++) { - status->HP_table[idx][i] = min(base + avg_increment * i, battle_config.max_hp); + status->dbs->HP_table[idx][i] = min(base + avg_increment * i, battle_config.max_hp); } } } @@ -12102,21 +12103,21 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) continue; } iidx = pc->class2idx(iclass); - for (i = 1; i <= MAX_LEVEL && status->SP_table[iidx][i]; i++) { - status->SP_table[idx][i] = status->SP_table[iidx][i]; + for (i = 1; i <= MAX_LEVEL && status->dbs->SP_table[iidx][i]; i++) { + status->dbs->SP_table[idx][i] = status->dbs->SP_table[iidx][i]; } - base = (i > 1 ? status->SP_table[idx][1] : 10); // Safe value if none are specified - avg_increment = (i > 2 ? (status->SP_table[idx][i] - base) / (i-1) : 1); // Safe value if none are specified + base = (i > 1 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified + avg_increment = (i > 2 ? (status->dbs->SP_table[idx][i] - base) / (i-1) : 1); // Safe value if none are specified for ( ; i <= pc->max_level[idx][0]; i++) { - status->SP_table[idx][i] = min(avg_increment * i, battle_config.max_sp); + status->dbs->SP_table[idx][i] = min(avg_increment * i, battle_config.max_sp); } } } if (libconfig->setting_lookup_int(jdb, "Weight", &i32)) - status->max_weight_base[idx] = i32; - else if (!status->max_weight_base[idx]) - status->max_weight_base[idx] = 20000; + status->dbs->max_weight_base[idx] = i32; + else if (!status->dbs->max_weight_base[idx]) + status->dbs->max_weight_base[idx] = 20000; if ((temp = libconfig->setting_get_member(jdb, "BaseASPD"))) { int widx = 0; @@ -12127,7 +12128,7 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) ARR_FIND(0, wlen, w, strcmp(wnames[w].name, wname) == 0); if (w != wlen) { - status->aspd_base[idx][wnames[w].id] = libconfig->setting_get_int(wpn); + status->dbs->aspd_base[idx][wnames[w].id] = libconfig->setting_get_int(wpn); } else { ShowWarning("status_read_job_db: unknown weapon type '%s'!\n", wname); } @@ -12139,12 +12140,12 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) config_setting_t *hp = NULL; while (level <= MAX_LEVEL && (hp = libconfig->setting_get_elem(temp, level))) { i32 = libconfig->setting_get_int(hp); - status->HP_table[idx][++level] = min(i32, battle_config.max_hp); + status->dbs->HP_table[idx][++level] = min(i32, battle_config.max_hp); } - base = (level > 0 ? status->HP_table[idx][1] : 35); // Safe value if none are specified - avg_increment = (level > 1 ? (status->HP_table[idx][level] - base) / level : 5); // Safe value if none are specified + base = (level > 0 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified + avg_increment = (level > 1 ? (status->dbs->HP_table[idx][level] - base) / level : 5); // Safe value if none are specified for (++level; level <= pc->max_level[idx][0]; ++level) { /* limit only to possible maximum level of the given class */ - status->HP_table[idx][level] = min(base + avg_increment * level, battle_config.max_hp); /* some are still empty? then let's use the average increase */ + status->dbs->HP_table[idx][level] = min(base + avg_increment * level, battle_config.max_hp); /* some are still empty? then let's use the average increase */ } } @@ -12153,12 +12154,12 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) config_setting_t *sp = NULL; while (level <= MAX_LEVEL && (sp = libconfig->setting_get_elem(temp, level))) { i32 = libconfig->setting_get_int(sp); - status->SP_table[idx][++level] = min(i32, battle_config.max_sp); + status->dbs->SP_table[idx][++level] = min(i32, battle_config.max_sp); } - base = (level > 0 ? status->SP_table[idx][1] : 10); // Safe value if none are specified - avg_increment = (level > 1 ? (status->SP_table[idx][level] - base) / level : 1); + base = (level > 0 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified + avg_increment = (level > 1 ? (status->dbs->SP_table[idx][level] - base) / level : 1); for ( ; level <= pc->max_level[idx][0]; level++ ) { - status->SP_table[idx][level] = min(base + avg_increment * level, battle_config.max_sp); + status->dbs->SP_table[idx][level] = min(base + avg_increment * level, battle_config.max_sp); } } } @@ -12216,7 +12217,7 @@ bool status_readdb_job2(char* fields[], int columns, int current) for(i = 1; i < columns; i++) { - status->job_bonus[idx][i-1] = atoi(fields[i]); + status->dbs->job_bonus[idx][i-1] = atoi(fields[i]); } return true; } @@ -12227,7 +12228,7 @@ bool status_readdb_sizefix(char* fields[], int columns, int current) for(i = 0; i < MAX_WEAPON_TYPE; i++) { - status->atkmods[current][i] = atoi(fields[i]); + status->dbs->atkmods[current][i] = atoi(fields[i]); } return true; } @@ -12254,14 +12255,14 @@ bool status_readdb_refine(char* fields[], int columns, int current) *delim = '\0'; - status->refine_info[current].chance[i] = atoi(fields[4+i]); + status->dbs->refine_info[current].chance[i] = atoi(fields[4+i]); if (i >= random_bonus_start_level - 1) - status->refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2); + status->dbs->refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2); - status->refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1); + status->dbs->refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1); if (i > 0) - status->refine_info[current].bonus[i] += status->refine_info[current].bonus[i-1]; + status->dbs->refine_info[current].bonus[i] += status->dbs->refine_info[current].bonus[i-1]; } return true; } @@ -12275,7 +12276,7 @@ bool status_readdb_scconfig(char* fields[], int columns, int current) { return false; } - status->sc_conf[val] = (int)strtol(fields[1], NULL, 0); + status->dbs->sc_conf[val] = (int)strtol(fields[1], NULL, 0); return true; } @@ -12294,39 +12295,39 @@ int status_readdb(void) // if( runflag == MAPSERVER_ST_RUNNING ) {//not necessary during boot // reset job_db.conf data - memset(status->max_weight_base, 0, sizeof(status->max_weight_base)); - memset(status->HP_table, 0, sizeof(status->HP_table)); - memset(status->SP_table, 0, sizeof(status->SP_table)); + memset(status->dbs->max_weight_base, 0, sizeof(status->dbs->max_weight_base)); + memset(status->dbs->HP_table, 0, sizeof(status->dbs->HP_table)); + memset(status->dbs->SP_table, 0, sizeof(status->dbs->SP_table)); // reset job_db2.txt data - memset(status->job_bonus,0,sizeof(status->job_bonus)); // Job-specific stats bonus + memset(status->dbs->job_bonus,0,sizeof(status->dbs->job_bonus)); // Job-specific stats bonus } for ( i = 0; i < CLASS_COUNT; i++ ) { for ( j = 0; j < MAX_WEAPON_TYPE; j++ ) - status->aspd_base[i][j] = 2000; + status->dbs->aspd_base[i][j] = 2000; #ifdef RENEWAL_ASPD - status->aspd_base[i][MAX_WEAPON_TYPE] = 0; + status->dbs->aspd_base[i][MAX_WEAPON_TYPE] = 0; #endif } // size_fix.txt - for(i = 0; i < ARRAYLENGTH(status->atkmods); i++) + for(i = 0; i < ARRAYLENGTH(status->dbs->atkmods); i++) for(j = 0; j < MAX_WEAPON_TYPE; j++) - status->atkmods[i][j] = 100; + status->dbs->atkmods[i][j] = 100; // refine_db.txt - for(i=0;i<ARRAYLENGTH(status->refine_info);i++) { + for(i=0;i<ARRAYLENGTH(status->dbs->refine_info);i++) { for(j=0;j<MAX_REFINE; j++) { - status->refine_info[i].chance[j] = 100; - status->refine_info[i].bonus[j] = 0; - status->refine_info[i].randombonus_max[j] = 0; + status->dbs->refine_info[i].chance[j] = 100; + status->dbs->refine_info[i].bonus[j] = 0; + status->dbs->refine_info[i].randombonus_max[j] = 0; } } // read databases // sv->readdb(map->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, status->readdb_job2); - sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(status->atkmods), status->readdb_sizefix); - sv->readdb(map->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(status->refine_info), status->readdb_refine); + sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(status->dbs->atkmods), status->readdb_sizefix); + sv->readdb(map->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(status->dbs->refine_info), status->readdb_refine); sv->readdb(map->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, status->readdb_scconfig); status->read_job_db(); @@ -12362,6 +12363,7 @@ void do_final_status(void) { *-------------------------------------*/ void status_defaults(void) { status = &status_s; + status->dbs = &statusdbs; /* vars */ //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only @@ -12370,7 +12372,7 @@ void status_defaults(void) { status->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex] // These macros are used instead of a sum of sizeof(), to ensure that padding won't interfere with our size, and code won't rot when adding more fields - memset(ZEROED_BLOCK_POS(status), 0, ZEROED_BLOCK_SIZE(status)); + memset(ZEROED_BLOCK_POS(status->dbs), 0, ZEROED_BLOCK_SIZE(status->dbs)); status->data_ers = NULL; memset(&status->dummy, 0, sizeof(status->dummy)); diff --git a/src/map/status.h b/src/map/status.h index 4bda57fa9..9143df6ae 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -1928,17 +1928,7 @@ struct s_refine_info { int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage }; -/*===================================== -* Interface : status.h -* Generated by HerculesInterfaceMaker -* created by Susu -*-------------------------------------*/ -struct status_interface { - - /* vars */ - int current_equip_item_index; - int current_equip_card_id; - +struct s_status_dbs { BEGIN_ZEROED_BLOCK; /* Everything within this block will be memset to 0 when status_defaults() is executed */ int max_weight_base[CLASS_COUNT]; int HP_table[CLASS_COUNT][MAX_LEVEL + 1]; @@ -1957,6 +1947,20 @@ BEGIN_ZEROED_BLOCK; /* Everything within this block will be memset to 0 when sta char job_bonus[CLASS_COUNT][MAX_LEVEL]; sc_conf_type sc_conf[SC_MAX]; END_ZEROED_BLOCK; /* End */ +}; + +/*===================================== +* Interface : status.h +* Generated by HerculesInterfaceMaker +* created by Susu +*-------------------------------------*/ +struct status_interface { + + /* vars */ + int current_equip_item_index; + int current_equip_card_id; + + struct s_status_dbs *dbs; struct eri *data_ers; //For sc_data entries struct status_data dummy; |