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author | Andrei Karas <akaras@inbox.ru> | 2015-07-17 00:06:13 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2015-07-25 14:49:04 +0300 |
commit | 79ab58428bfde461fb4fa92418624982f181d036 (patch) | |
tree | eb7f99c839dd74b9769bc47ef9759b8665f81853 /src/map/pc.c | |
parent | a929202e304d2cd3d5873272ea5ecb6a0371e314 (diff) | |
download | hercules-79ab58428bfde461fb4fa92418624982f181d036.tar.gz hercules-79ab58428bfde461fb4fa92418624982f181d036.tar.bz2 hercules-79ab58428bfde461fb4fa92418624982f181d036.tar.xz hercules-79ab58428bfde461fb4fa92418624982f181d036.zip |
Reduce memory usage in HPM in skill.c
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 52 |
1 files changed, 26 insertions, 26 deletions
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 ) { |