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author | ai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2010-11-30 08:55:22 +0000 |
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committer | ai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2010-11-30 08:55:22 +0000 |
commit | fd435430623c01ec109f506c9afd1e3b46c03e7d (patch) | |
tree | 486ccda694a57891a8591347089905203d345d1c | |
parent | 1a71202b477c6820b9193a1131a61c3c7b005924 (diff) | |
download | hercules-fd435430623c01ec109f506c9afd1e3b46c03e7d.tar.gz hercules-fd435430623c01ec109f506c9afd1e3b46c03e7d.tar.bz2 hercules-fd435430623c01ec109f506c9afd1e3b46c03e7d.tar.xz hercules-fd435430623c01ec109f506c9afd1e3b46c03e7d.zip |
* Made skill_tree.txt reading use sv_readdb. [Ai4rei]
- Added define for skill entry requirements.
- Reports duplicate skills within same job class.
- Updated comments for skill Berserk in skill_tree.txt, among others because they would cause errors the way they are read now.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14524 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | Changelog-Trunk.txt | 3 | ||||
-rw-r--r-- | db/Changelog.txt | 2 | ||||
-rw-r--r-- | db/skill_tree.txt | 6 | ||||
-rw-r--r-- | src/map/atcommand.c | 2 | ||||
-rw-r--r-- | src/map/homunculus.c | 4 | ||||
-rw-r--r-- | src/map/pc.c | 105 | ||||
-rw-r--r-- | src/map/pc.h | 3 | ||||
-rw-r--r-- | src/map/status.c | 7 |
8 files changed, 72 insertions, 60 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index ff01c6088..46223a3c0 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -1,6 +1,9 @@ Date Added 2010/11/30 + * Made skill_tree.txt reading use sv_readdb. [Ai4rei] + - Added define for skill entry requirements. + - Reports duplicate skills within same job class. * Added a define for star gladiator feel/hate info array length (follow up to r8721 and r11840). [Ai4rei] * Fixed script command getusers causing 'player not attached' errors when asking for character count in entire server (bugreport:4591, since r14495). [Ai4rei] 2010/11/29 diff --git a/db/Changelog.txt b/db/Changelog.txt index ca2ef3de9..efce595ff 100644 --- a/db/Changelog.txt +++ b/db/Changelog.txt @@ -8,6 +8,8 @@ 1475 Equestrian's Spear: NEED INFO. 13005 Angelic Wing Dagger: NEED INFO. ======================= +2010/11/30 + * Rev. 14524 Updated comments for skill Berserk in skill_tree.txt, among others because they would cause errors the way they are read now. [Ai4rei] 2010/11/26 * Rev. 14507 Added killerrid and killedrid param constants to const.txt [ultramage] 2010/11/21 diff --git a/db/skill_tree.txt b/db/skill_tree.txt index 70ac495b8..d64f1fef7 100644 --- a/db/skill_tree.txt +++ b/db/skill_tree.txt @@ -1,4 +1,4 @@ -//JobNo,Skill-ID,MaxLV,Prerequisite Skill-ID-1,Prerequisite Skill-ID-1-Lv,PrereqSkill-ID-2,PrereqSkill-ID-2-Lv,PrereqSkill-ID-3,PrereqSkill-ID-3-Lv,PrereqSkill-ID-4,PrereqSkill-ID-4-Lv,PrereqSkill-ID-5,PrereqSkill-ID-5-Lv//CLASS_SKILLNAME#Skill Name# +//JobNo,Skill-ID,MaxLV{,JobLV},Prerequisite Skill-ID-1,Prerequisite Skill-ID-1-Lv,PrereqSkill-ID-2,PrereqSkill-ID-2-Lv,PrereqSkill-ID-3,PrereqSkill-ID-3-Lv,PrereqSkill-ID-4,PrereqSkill-ID-4-Lv,PrereqSkill-ID-5,PrereqSkill-ID-5-Lv//CLASS_SKILLNAME#Skill Name# //Novice 0,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill# 0,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid# @@ -853,7 +853,7 @@ 4008,356,10,3,10,6,5,60,3,0,0,0,0 //LK_PARRYING#Parrying# 4008,357,5,4,1,55,5,63,1,0,0,0,0 //LK_CONCENTRATION#Concentration# 4008,358,1,4,10,6,5,8,3,0,0,0,0 //LK_TENSIONRELAX#Relax# -4008,359,1,50,0,0,0,0,0,0,0,0,0,0 //LK_BERSERK#Frenzy# //It has an extra collumn after "MaxLevel" for Job Level 50 requeriment +4008,359,1,50,0,0,0,0,0,0,0,0,0,0 //LK_BERSERK#Frenzy# //It has an extra column after "MaxLevel" for Job Level 50 requirement 4008,397,5,55,10,56,5,58,5,63,1,0,0 //LK_SPIRALPIERCE#Spiral Pierce# 4008,398,5,55,9,63,1,0,0,0,0,0,0 //LK_HEADCRUSH#Traumatic Blow# 4008,399,10,55,9,64,3,398,3,0,0,0,0 //LK_JOINTBEAT#Vital Strike# @@ -1084,7 +1084,7 @@ 4014,356,10,3,10,6,5,60,3,0,0,0,0 //LK_PARRYING#Parrying# 4014,357,5,4,1,55,5,63,1,0,0,0,0 //LK_CONCENTRATION#Concentration# 4014,358,1,4,10,6,5,8,3,0,0,0,0 //LK_TENSIONRELAX#Relax# -4014,359,1,50,0,0,0,0,0,0,0,0,0,0 //LK_BERSERK#Frenzy# //check this, the last ",0" shouldn't be needed I think +4014,359,1,50,0,0,0,0,0,0,0,0,0,0 //LK_BERSERK#Frenzy# //It has an extra column after "MaxLevel" for Job Level 50 requirement 4014,397,5,55,10,56,5,58,5,63,1,0,0 //LK_SPIRALPIERCE#Spiral Pierce# 4014,398,5,55,9,63,1,0,0,0,0,0,0 //LK_HEADCRUSH#Traumatic Blow# 4014,399,10,55,9,64,3,398,3,0,0,0,0 //LK_JOINTBEAT#Vital Strike# diff --git a/src/map/atcommand.c b/src/map/atcommand.c index 7f73a536a..59849bc8a 100644 --- a/src/map/atcommand.c +++ b/src/map/atcommand.c @@ -5786,7 +5786,7 @@ ACMD_FUNC(skilltree) ent = &skill_tree[c][j]; meets = 1; - for(j=0;j<5;j++) + for(j=0;j<MAX_PC_SKILL_REQUIRE;j++) { if( ent->need[j].id && pc_checkskill(sd,ent->need[j].id) < ent->need[j].lv) { diff --git a/src/map/homunculus.c b/src/map/homunculus.c index 2cdce9fb6..0e253e230 100644 --- a/src/map/homunculus.c +++ b/src/map/homunculus.c @@ -147,7 +147,7 @@ int merc_hom_calc_skilltree(struct homun_data *hd) continue; //Skill already known. if(!battle_config.skillfree) { - for(j=0;j<5;j++) + for(j=0;j<MAX_PC_SKILL_REQUIRE;j++) { if( hskill_tree[c][i].need[j].id && merc_hom_checkskill(hd,hskill_tree[c][i].need[j].id) < hskill_tree[c][i].need[j].lv) @@ -1088,7 +1088,7 @@ int read_homunculus_skilldb(void) if (minJobLevelPresent) hskill_tree[classid][j].joblv=atoi(split[3]); - for(k=0;k<5;k++){ + for(k=0;k<MAX_PC_SKILL_REQUIRE;k++){ hskill_tree[classid][j].need[k].id=atoi(split[3+k*2+minJobLevelPresent]); hskill_tree[classid][j].need[k].lv=atoi(split[3+k*2+minJobLevelPresent+1]); } diff --git a/src/map/pc.c b/src/map/pc.c index 37882908a..ac352524e 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -1199,7 +1199,7 @@ int pc_calc_skilltree(struct map_session_data *sd) f = 1; if(!battle_config.skillfree) { - for(j = 0; j < 5; j++) { + for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) { if((k=skill_tree[c][i].need[j].id)) { if (!sd->status.skill[k].id || sd->status.skill[k].flag == 13) @@ -1296,7 +1296,7 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill) if( sd->status.skill[id].id ) //Already learned continue; - for( j = 0; j < 5; j++ ) + for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) { if( (k = skill_tree[c][i].need[j].id) ) { @@ -7910,13 +7910,58 @@ int pc_split_atoui(char* str, unsigned int* val, char sep, int max) /*========================================== * DB reading. * exp.txt - required experience values - * job_db1.txt - weight, hp, sp, aspd - * job_db2.txt - job level stat bonuses * skill_tree.txt - skill tree for every class * attr_fix.txt - elemental adjustment table - * size_fix.txt - size adjustment table for weapons - * refine_db.txt - refining data table + * statpoint.txt - status points per base level *------------------------------------------*/ +static bool pc_readdb_skilltree(char* fields[], int columns, int current) +{ + unsigned char joblv = 0, skilllv; + unsigned short skillid; + int idx, class_; + unsigned int i, offset = 3, skillidx; + + class_ = atoi(fields[0]); + skillid = (unsigned short)atoi(fields[1]); + skilllv = (unsigned char)atoi(fields[2]); + + if(columns==4+MAX_PC_SKILL_REQUIRE*2) + {// job level requirement extra column + joblv = (unsigned char)atoi(fields[3]); + offset++; + } + + if(!pcdb_checkid(class_)) + { + ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_); + return false; + } + idx = pc_class2idx(class_); + + //This is to avoid adding two lines for the same skill. [Skotlex] + ARR_FIND( 0, MAX_SKILL_TREE, skillidx, skill_tree[idx][skillidx].id == 0 || skill_tree[idx][skillidx].id == skillid ); + if( skillidx == MAX_SKILL_TREE ) + { + ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skillid, class_); + return false; + } + else if(skill_tree[idx][skillidx].id) + { + ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skillid, class_); + } + + skill_tree[idx][skillidx].id = skillid; + skill_tree[idx][skillidx].max = skilllv; + skill_tree[idx][skillidx].joblv = joblv; + + for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) + { + skill_tree[idx][skillidx].need[i].id = atoi(fields[i*2+offset]); + skill_tree[idx][skillidx].need[i].lv = atoi(fields[i*2+offset+1]); + } + return true; +} + int pc_readdb(void) { int i,j,k; @@ -8008,53 +8053,7 @@ int pc_readdb(void) // スキルツリ? memset(skill_tree,0,sizeof(skill_tree)); - sprintf(line, "%s/skill_tree.txt", db_path); - fp=fopen(line,"r"); - if(fp==NULL){ - ShowError("can't read %s\n", line); - return 1; - } - - while(fgets(line, sizeof(line), fp)) - { - char *split[50]; - int f=0, m=3, idx; - if(line[0]=='/' && line[1]=='/') - continue; - for(j=0,p=line;j<14 && p;j++){ - split[j]=p; - p=strchr(p,','); - if(p) *p++=0; - } - if(j<13) - continue; - if (j == 14) { - f=1; // MinJobLvl has been added - m++; - } - // check for bounds [celest] - idx = atoi(split[0]); - if(!pcdb_checkid(idx)) - continue; - idx = pc_class2idx(idx); - k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex] - ARR_FIND( 0, MAX_SKILL_TREE, j, skill_tree[idx][j].id == 0 || skill_tree[idx][j].id == k ); - if( j == MAX_SKILL_TREE ) - { - ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0])); - continue; - } - skill_tree[idx][j].id=k; - skill_tree[idx][j].max=atoi(split[2]); - if (f) skill_tree[idx][j].joblv=atoi(split[3]); - - for(k=0;k<5;k++){ - skill_tree[idx][j].need[k].id=atoi(split[k*2+m]); - skill_tree[idx][j].need[k].lv=atoi(split[k*2+m+1]); - } - } - fclose(fp); - ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt"); + sv_readdb(db_path, "skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree); // ?性修正テ?ブル for(i=0;i<4;i++) diff --git a/src/map/pc.h b/src/map/pc.h index 5dbff7e23..4a9c17f3a 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -17,6 +17,7 @@ #include "mob.h" #define MAX_PC_BONUS 10 +#define MAX_PC_SKILL_REQUIRE 5 #define MAX_PC_FEELHATE 3 struct weapon_data { @@ -722,7 +723,7 @@ struct skill_tree_entry { struct { short id; unsigned char lv; - } need[5]; + } need[MAX_PC_SKILL_REQUIRE]; }; // Celest extern struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE]; diff --git a/src/map/status.c b/src/map/status.c index ac034c1b6..2d30e6df8 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -7676,6 +7676,13 @@ static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr return 0; } +/*========================================== + * DB reading. + * job_db1.txt - weight, hp, sp, aspd + * job_db2.txt - job level stat bonuses + * size_fix.txt - size adjustment table for weapons + * refine_db.txt - refining data table + *------------------------------------------*/ int status_readdb(void) { int i,j,class_; |