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authorIbrahem Zidan <brahem@aotsw.com>2020-05-04 11:10:05 +0200
committerGitHub <noreply@github.com>2020-05-04 11:10:05 +0200
commit1a8c4d6f6cace95cbc0520d7e49c36e18cf404bd (patch)
tree331e4732cd2988b81c24c085d1464cb7faa04b5d /src/map/pc.c
parent292b9c9444b2dd59e06689ded9bdebc10242a641 (diff)
parent8a0a5d23f44ebb603fcd3bfc93089fc0d5f5d63c (diff)
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Merge pull request #2710 from MishimaHaruna/fix-skill-idx
Fix skill idx
Diffstat (limited to 'src/map/pc.c')
-rw-r--r--src/map/pc.c80
1 files changed, 40 insertions, 40 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index 06ab57e0e..5faadf76a 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -1605,58 +1605,56 @@ static void pc_calc_skilltree_clear(struct map_session_data *sd)
*------------------------------------------*/
static int pc_calc_skilltree(struct map_session_data *sd)
{
- int i,id=0,flag;
- int class = 0, classidx = 0;
-
nullpo_ret(sd);
- i = pc->calc_skilltree_normalize_job(sd);
- class = pc->mapid2jobid(i, sd->status.sex);
+ uint32 job = pc->calc_skilltree_normalize_job(sd);
+ int class = pc->mapid2jobid(job, sd->status.sex);
if (class == -1) {
//Unable to normalize job??
- ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
+ ShowError("pc_calc_skilltree: Unable to normalize job %u for character %s (%d:%d)\n", job, sd->status.name, sd->status.account_id, sd->status.char_id);
return 1;
}
- classidx = pc->class2idx(class);
+ int classidx = pc->class2idx(class);
pc->calc_skilltree_clear(sd);
- for (i = 0; i < MAX_SKILL_DB; i++) {
- if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
- { // Restore original level of skills after deleting earned skills.
+ for (int i = 0; i < MAX_SKILL_DB; i++) {
+ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
+ // Restore original level of skills after deleting earned skills.
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
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->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.
- if (i < 8) {
- Assert_report(i >= 8);
- continue;
- }
- if (sd->status.skill[i-8].lv < 10)
- continue;
- 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
+ if (sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER
+ && ((skill->dbs->db[i].nameid >= BA_WHISTLE && skill->dbs->db[i].nameid <= BA_APPLEIDUN)
+ || (skill->dbs->db[i].nameid >= DC_HUMMING && skill->dbs->db[i].nameid <= DC_SERVICEFORYOU))
+ ) {
+ //Enable Bard/Dancer spirit linked skills.
+ int linked_nameid = skill->get_linked_song_dance_id(skill->dbs->db[i].nameid);
+ if (linked_nameid == 0) {
+ Assert_report("Linked bard/dance skill not found");
+ continue;
+ }
+ int copy_from_index;
+ int copy_to_index;
+ if (sd->status.sex == SEX_MALE && skill->dbs->db[i].nameid >= BA_WHISTLE && skill->dbs->db[i].nameid <= BA_APPLEIDUN) {
+ copy_from_index = i;
+ copy_to_index = skill->get_index(linked_nameid);
} else {
- // Link bard skills to dancer.
- if (i < 8) {
- Assert_report(i >= 8);
- continue;
- }
- if (sd->status.skill[i].lv < 10)
- continue;
- 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
+ copy_from_index = skill->get_index(linked_nameid);
+ copy_to_index = i;
}
+ if (copy_from_index < copy_to_index)
+ continue; // Copy only after the source skill has been filled into the tree
+ if (sd->status.skill[copy_from_index].lv < 10)
+ continue; // Copy only if the linked skill has been mastered
+ sd->status.skill[copy_to_index].id = skill->dbs->db[copy_to_index].nameid;
+ sd->status.skill[copy_to_index].lv = sd->status.skill[copy_from_index].lv; // Set the level to the same as the linking skill
+ sd->status.skill[copy_to_index].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
}
}
if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
- for (i = 0; i < MAX_SKILL_DB; i++) {
+ for (int i = 0; i < MAX_SKILL_DB; i++) {
switch(skill->dbs->db[i].nameid) {
/**
* Dummy skills must be added here otherwise they'll be displayed in the,
@@ -1688,9 +1686,11 @@ static int pc_calc_skilltree(struct map_session_data *sd)
return 0;
}
+ bool changed = false;
do {
- flag = 0;
- for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
+ changed = false;
+ int id;
+ for (int i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
int idx = pc->skill_tree[classidx][i].idx;
bool satisfied = true;
if (sd->status.skill[idx].id > 0)
@@ -1740,10 +1740,10 @@ static int pc_calc_skilltree(struct map_session_data *sd)
sd->status.skill[idx].lv = 1; // need to manually specify a skill level
sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
}
- flag = 1; // skill list has changed, perform another pass
+ changed = true; // skill list has changed, perform another pass
}
}
- } while(flag);
+ } while (changed);
pc->calc_skilltree_bonus(sd, classidx);
@@ -4206,7 +4206,7 @@ static int pc_skill(struct map_session_data *sd, int id, int level, int flag)
if( sd->status.skill[index].id == id ) {
if( sd->status.skill[index].lv >= level )
return 0;
- if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
+ if (sd->status.skill[index].flag == SKILL_FLAG_PERMANENT) // Non-granted skill, store its level.
sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv;
} else {
sd->status.skill[index].id = id;
@@ -7568,7 +7568,7 @@ static int pc_allskillup(struct map_session_data *sd)
nullpo_ret(sd);
for (i = 0; i < MAX_SKILL_DB; i++) {
- if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
+ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
if (sd->status.skill[i].lv == 0)