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author | shennetsind <ind@henn.et> | 2013-09-27 12:58:41 -0300 |
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committer | shennetsind <ind@henn.et> | 2013-09-27 12:58:41 -0300 |
commit | 4a6a25f6675bd11666b235b97d59f5035a249295 (patch) | |
tree | 9e2ae3c4492aec5d8204a4c32b7054225f347bc6 /src/map/skill.c | |
parent | 605fe9775beff1fb0e3df68b2df886d4e5b54a2d (diff) | |
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HPM: Skill.c Completed
Moved missing vars and declarations of interest into the interface.
Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 1057 |
1 files changed, 519 insertions, 538 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 8e83f8bd2..5c4dddc6f 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -59,50 +59,6 @@ #error GD_SKILLRANGEMAX is greater than 999 #endif -DBMap* skillunit_db = NULL; // int id -> struct skill_unit* - -/** - * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574) - **/ -DBMap* skillusave_db = NULL; // char_id -> struct skill_usave -struct skill_usave { - uint16 skill_id, skill_lv; -}; - -struct s_skill_db skill_db[MAX_SKILL_DB]; -struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; -struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; -struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; -struct s_skill_improvise_db { - uint16 skill_id; - short per;//1-10000 -}; -struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB]; -bool skill_reproduce_db[MAX_SKILL_DB]; -struct s_skill_changematerial_db { - int itemid; - short rate; - int qty[5]; - short qty_rate[5]; -}; -struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB]; - -//Warlock -struct s_skill_spellbook_db { - int nameid; - uint16 skill_id; - int point; -}; - -struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; -//Guillotine Cross -struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; - -struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; -int firewall_unit_pos; -int icewall_unit_pos; -int earthstrain_unit_pos; - struct skill_interface skill_s; //Since only mob-casted splash skills can hit ice-walls @@ -119,7 +75,7 @@ int skill_name2id(const char* name) { if( name == NULL ) return 0; - return strdb_iget(skilldb_name2id, name); + return strdb_iget(skill->name2id_db, name); } /// Maps skill ids to skill db offsets. @@ -163,11 +119,11 @@ 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->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->db[skill->get_index(skill_id)].desc; } // out of bounds error checking [celest] @@ -180,57 +136,57 @@ 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->db[id].max; \ return (var) + ((lv2-lv)/2);\ } \ return var;\ } #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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ){ 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 ) { 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 ){ 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 ) { 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->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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ){ 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 ) { 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 ){ 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 ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } #ifdef RENEWAL_CAST -int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } #endif int skill_tree_get_max(uint16 skill_id, int b_class) { @@ -244,9 +200,6 @@ int skill_tree_get_max(uint16 skill_id, int b_class) return skill->get_max(skill_id); } -int enchant_eff[5] = { 10, 14, 17, 19, 20 }; -int deluge_eff[5] = { 5, 9, 12, 14, 15 }; - int skill_get_casttype (uint16 skill_id) { int inf = skill->get_inf(skill_id); if (inf&(INF_GROUND_SKILL)) @@ -264,17 +217,17 @@ int skill_get_casttype (uint16 skill_id) { } int skill_get_casttype2 (uint16 index) { - int inf = skill_db[index].inf; + int inf = skill->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->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->db[index].nk&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; } @@ -470,7 +423,7 @@ 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 <= SR_RIDEINLIGHTNING) ) 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->reproduce_db[skill->get_index(skill_id)] ) return 0; return 1; @@ -664,19 +617,19 @@ 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->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 [firewall_unit_pos + dir]; + return &skill->unit_layout [skill->firewall_unit_pos + dir]; else if (skill_id == WZ_ICEWALL) - return &skill_unit_layout [icewall_unit_pos + dir]; + return &skill->unit_layout [skill->icewall_unit_pos + dir]; else if( skill_id == WL_EARTHSTRAIN ) //Warlock - return &skill_unit_layout [earthstrain_unit_pos + dir]; + return &skill->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->unit_layout[0]; // default 1x1 layout } /*========================================== @@ -1702,8 +1655,6 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1 return 1; } -//Early declaration -static int skill_area_temp[8]; /* Splitted off from skill->additional_effect, which is never called when the * attack skill kills the enemy. Place in this function counter status effects * when using skills (eg: Asura's sp regen penalty, or counter-status effects @@ -1784,7 +1735,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b ) { //Soul Drain should only work on targetted spells [Skotlex] if( pc_issit(sd) ) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] - if( skill->get_nk(skill_id)&NK_SPLASH && skill_area_temp[1] != bl->id ) + if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) ; else { clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); @@ -2655,7 +2606,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds dir = rand()%8; break; case WL_CRIMSONROCK: - dir = map->calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); + dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); break; } @@ -2738,7 +2689,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if(rnd()%100 < rate) skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); } else if( skill_id == SC_FATALMENACE ) - skill->addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag); + skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag); } if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) @@ -2803,7 +2754,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds * Checking bl battle flag and display dammage * then call func with source,target,skill_id,skill_lv,tick,flag *------------------------------------------*/ -typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); int skill_area_sub (struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; @@ -2822,11 +2772,11 @@ int skill_area_sub (struct block_list *bl, va_list ap) { if(battle->check_target(src,bl,flag) > 0) { // several splash skills need this initial dummy packet to display correctly - if (flag&SD_PREAMBLE && skill_area_temp[2] == 0) + if (flag&SD_PREAMBLE && skill->area_temp[2] == 0) clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if (flag&(SD_SPLASH|SD_PREAMBLE)) - skill_area_temp[2]++; + skill->area_temp[2]++; return func(src,bl,skill_id,skill_lv,tick,flag); } @@ -2986,15 +2936,15 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, // Requeriments 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->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 ) hp += (st->max_hp * mhp) / 100; if( hp_rate > 0 ) hp += (st->hp * hp_rate) / 100; @@ -3128,9 +3078,9 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { case NPC_EARTHQUAKE: if( skl->type > 1 ) skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - skill_area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); - skill_area_temp[1] = src->id; - skill_area_temp[2] = 0; + skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + skill->area_temp[1] = src->id; + skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); break; case WZ_WATERBALL: @@ -3564,7 +3514,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case TK_STORMKICK: // Taekwon kicks [Dralnu] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill_area_temp[1] = 0; + skill->area_temp[1] = 0; map->foreachinrange(skill->attack_area, src, skill->get_splash(skill_id, skill_lv), splash_target(src), BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); @@ -3599,7 +3549,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case LG_CANNONSPEAR: //It won't shoot through walls since on castend there has to be a direct //line of sight between caster and target. - skill_area_temp[1] = bl->id; + skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); @@ -3610,7 +3560,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: - skill_area_temp[1] = bl->id; + skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); @@ -3749,13 +3699,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case KO_BAKURETSU: case GN_ILLUSIONDOPING: if( flag&1 ) {//Recursive invocation - // skill_area_temp[0] holds number of targets in area - // skill_area_temp[1] holds the id of the original target - // skill_area_temp[2] counts how many targets have already been processed - int sflag = skill_area_temp[0] & 0xFFF, heal; + // skill->area_temp[0] holds number of targets in area + // skill->area_temp[1] holds the id of the original target + // skill->area_temp[2] counts how many targets have already been processed + int sflag = skill->area_temp[0] & 0xFFF, heal; if( flag&SD_LEVEL ) sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level - if( (skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) + if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); @@ -3783,20 +3733,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; } - skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; - skill_area_temp[2] = 0; + skill->area_temp[0] = 0; + skill->area_temp[1] = bl->id; + skill->area_temp[2] = 0; if( skill_id == WL_CRIMSONROCK ) { - skill_area_temp[4] = bl->x; - skill_area_temp[5] = bl->y; + skill->area_temp[4] = bl->x; + skill->area_temp[5] = bl->y; } if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC ) - skill_area_temp[1] = 0; + skill->area_temp[1] = 0; // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) - skill_area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); // recursive invocation of skill->castend_damage_id() with flag|1 map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); @@ -3806,7 +3756,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case KN_BRANDISHSPEAR: case ML_BRANDISH: //Coded apart for it needs the flag passed to the damage calculation. - if (skill_area_temp[1] != bl->id) + if (skill->area_temp[1] != bl->id) skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); else skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); @@ -3815,7 +3765,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case KN_BOWLINGBASH: case MS_BOWLINGBASH: if(flag&1){ - if(bl->id==skill_area_temp[1]) + if(bl->id==skill->area_temp[1]) break; //two hits for 500% skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); @@ -3827,12 +3777,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint for(i=0;i<c;i++){ if (!skill->blown(src,bl,1,(unit->getdir(src)+4)%8,0x1)) break; //Can't knockback - skill_area_temp[0] = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); - if( skill_area_temp[0] > 1 ) break; // collision + skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); + if( skill->area_temp[0] > 1 ) break; // collision } clif->blown(bl); //Update target pos. if (i!=c) { //Splash - skill_area_temp[1] = bl->id; + skill->area_temp[1] = bl->id; map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } //Weirdo dual-hit property, two attacks for 500% @@ -3843,18 +3793,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case KN_SPEARSTAB: if(flag&1) { - if (bl->id==skill_area_temp[1]) + if (bl->id==skill->area_temp[1]) break; if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) - skill->blown(src,bl,skill_area_temp[2],-1,0); + skill->blown(src,bl,skill->area_temp[2],-1,0); } else { int x=bl->x,y=bl->y,i,dir; dir = map->calc_dir(bl,src->x,src->y); - skill_area_temp[1] = bl->id; - skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv); + skill->area_temp[1] = bl->id; + skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv); // all the enemies between the caster and the target are hit, as well as the target if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) - skill->blown(src,bl,skill_area_temp[2],-1,0); + skill->blown(src,bl,skill->area_temp[2],-1,0); for (i=0;i<4;i++) { map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv, tick,flag|BCT_ENEMY|1,skill->castend_damage_id); @@ -3867,7 +3817,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case TK_TURNKICK: case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] { - skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. + skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) map->foreachinrange(skill->area_sub,bl, skill->get_splash(skill_id, skill_lv),BL_CHAR, @@ -4326,8 +4276,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint short x, y; map->search_freecell(src, 0, &x, &y, -1, -1, 0); // Destination area - skill_area_temp[4] = x; - skill_area_temp[5] = y; + skill->area_temp[4] = x; + skill->area_temp[5] = y; map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); @@ -4522,10 +4472,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case 0:/* no skill - basic/normal attack */ if(sd) { if (flag & 3){ - if (bl->id != skill_area_temp[1]) + if (bl->id != skill->area_temp[1]) skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); } else { - skill_area_temp[1] = bl->id; + skill->area_temp[1] = bl->id; map->foreachinrange(skill->area_sub, bl, sd->bonus.splash_range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, @@ -5084,19 +5034,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - skill_area_temp[0] = 0; + skill->area_temp[0] = 0; party_foreachsamemap(skill->area_sub, sd,skill->get_splash(skill_id, skill_lv), src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - if (skill_area_temp[0] == 0) { + if (skill->area_temp[0] == 0) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... - if (skill_area_temp[0] > 0 && !maplist[src->m].flag.noexppenalty) { //Apply penalty - sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each. - sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill_area_temp[0] * 2/1000); + skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty... + if (skill->area_temp[0] > 0 && !maplist[src->m].flag.noexppenalty) { //Apply penalty + sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each. + sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); } @@ -5104,7 +5054,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status->set_sp(src, 0, 0); break; } else if (status->isdead(bl) && flag&1) { //Revive - skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. + skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skill_lv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; @@ -5185,10 +5135,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int abra_skill_id = 0, abra_skill_lv; do { i = rnd() % MAX_SKILL_ABRA_DB; - abra_skill_id = skill_abra_db[i].skill_id; + abra_skill_id = skill->abra_db[i].skill_id; } while (abra_skill_id == 0 || - skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear - rnd()%10000 >= skill_abra_db[i].per + skill->abra_db[i].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill->abra_db[i].per ); abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -5439,7 +5389,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: case MS_MAGNUM: - skill_area_temp[1] = 0; + skill->area_temp[1] = 0; map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); clif->skill_nodamage (src,src,skill_id,skill_lv,1); @@ -5800,7 +5750,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case TK_TURNKICK: case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] - if (skill_area_temp[1] != bl->id) { + if (skill->area_temp[1] != bl->id) { skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback } @@ -5847,7 +5797,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case RG_RAID: - skill_area_temp[1] = 0; + skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), @@ -5865,7 +5815,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SR_RAMPAGEBLASTER: case SR_HOWLINGOFLION: case KO_HAPPOKUNAI: - skill_area_temp[1] = 0; + skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); i = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); @@ -5910,7 +5860,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NJ_RAIGEKISAI: case WZ_FROSTNOVA: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill_area_temp[1] = 0; + skill->area_temp[1] = 0; map->foreachinrange(skill->attack_area, src, skill->get_splash(skill_id, skill_lv), splash_target(src), BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); @@ -6085,7 +6035,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui // 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->db[skill_id].desc); clif->disp_overhead(&md->bl,temp); } break; @@ -6282,7 +6232,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui map->freeblock_unlock(); return 1; } - status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded + status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded } break; @@ -6460,13 +6410,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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 < 0 || skill_db[skill_id].itemid[x] <= 0 ) { + i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]); + if( i < 0 || skill->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->db[skill_id].amount[x]) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; @@ -6993,14 +6943,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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->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 costed 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->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 costed the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); } @@ -7054,15 +7004,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( battle_config.skill_removetrap_type ) { // 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->db[su->group->skill_id].itemid[i] > 0 ) { int flag; 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->db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; - if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { + if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { clif->additem(sd,0,0,flag); - 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->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } @@ -7288,7 +7238,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] do { eff = rnd() % 14; if( eff == 5 ) @@ -7661,7 +7611,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); } } else { - skill_area_temp[2] = 0; //For SD_PREAMBLE + skill->area_temp[2] = 0; //For SD_PREAMBLE clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv),BL_CHAR, @@ -7673,7 +7623,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (flag&1) status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); else { - skill_area_temp[2] = 0; //For SD_PREAMBLE + skill->area_temp[2] = 0; //For SD_PREAMBLE clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv),BL_CHAR, @@ -7714,7 +7664,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( flag&1) sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); else { - skill_area_temp[2] = 0; + skill->area_temp[2] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR, @@ -7764,13 +7714,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RK_FIGHTINGSPIRIT: if( flag&1 ) { if( src == bl ) - sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + sc_start2(bl,type,100,skill->area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); else - sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv)); + sc_start(bl,type,100,skill->area_temp[5]/4,skill->get_time(skill_id,skill_lv)); } else if( sd ) { if( sd->status.party_id ) { i = party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); - skill_area_temp[5] = 7 * i; // ATK + skill->area_temp[5] = 7 * i; // ATK party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); } else sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv)); @@ -7782,37 +7732,37 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd == NULL || sd->status.party_id == 0 || flag&1 ){ if( src == bl ) break; - while( skill_area_temp[5] >= 0x10 ){ + while( skill->area_temp[5] >= 0x10 ){ type = SC_NONE; i = 0; - if( skill_area_temp[5]&0x10 ){ + if( skill->area_temp[5]&0x10 ){ if( dstsd ){ i = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); clif->millenniumshield(dstsd,i); - skill_area_temp[5] &= ~0x10; + skill->area_temp[5] &= ~0x10; type = SC_MILLENNIUMSHIELD; } - }else if( skill_area_temp[5]&0x20 ){ + }else if( skill->area_temp[5]&0x20 ){ i = status_get_max_hp(bl) * 25 / 100; status->change_clear_buffs(bl,4); - skill_area_temp[5] &= ~0x20; + skill->area_temp[5] &= ~0x20; status->heal(bl,i,0,1); type = SC_REFRESH; - }else if( skill_area_temp[5]&0x40 ){ - skill_area_temp[5] &= ~0x40; + }else if( skill->area_temp[5]&0x40 ){ + skill->area_temp[5] &= ~0x40; type = SC_GIANTGROWTH; - }else if( skill_area_temp[5]&0x80 ){ + }else if( skill->area_temp[5]&0x80 ){ if( dstsd ){ i = sstatus->hp / 4; if( status->charge(bl,i,0) ) type = SC_STONEHARDSKIN; - skill_area_temp[5] &= ~0x80; + skill->area_temp[5] &= ~0x80; } - }else if( skill_area_temp[5]&0x100 ){ - skill_area_temp[5] &= ~0x100; + }else if( skill->area_temp[5]&0x100 ){ + skill->area_temp[5] &= ~0x100; type = SC_VITALITYACTIVATION; - }else if( skill_area_temp[5]&0x200 ){ - skill_area_temp[5] &= ~0x200; + }else if( skill->area_temp[5]&0x200 ){ + skill->area_temp[5] &= ~0x200; type = SC_ABUNDANCE; } if( type > SC_NONE ) @@ -7822,17 +7772,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui }else if( sd ){ if( tsc && tsc->count ){ if(tsc->data[SC_MILLENNIUMSHIELD]) - skill_area_temp[5] |= 0x10; + skill->area_temp[5] |= 0x10; if(tsc->data[SC_REFRESH]) - skill_area_temp[5] |= 0x20; + skill->area_temp[5] |= 0x20; if(tsc->data[SC_GIANTGROWTH]) - skill_area_temp[5] |= 0x40; + skill->area_temp[5] |= 0x40; if(tsc->data[SC_STONEHARDSKIN]) - skill_area_temp[5] |= 0x80; + skill->area_temp[5] |= 0x80; if(tsc->data[SC_VITALITYACTIVATION]) - skill_area_temp[5] |= 0x100; + skill->area_temp[5] |= 0x100; if(tsc->data[SC_ABUNDANCE]) - skill_area_temp[5] |= 0x200; + skill->area_temp[5] |= 0x200; } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); @@ -7844,7 +7794,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case GC_ROLLINGCUTTER: { short count = 1; - skill_area_temp[2] = 0; + skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); if( tsc && tsc->data[SC_ROLLINGCUTTER] ) { // Every time the skill is casted the status change is reseted adding a counter. @@ -8468,7 +8418,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( flag&1 ) sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { - skill_area_temp[2] = 0; + skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } @@ -8494,7 +8444,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } } }else { - skill_area_temp[2] = 0; + skill->area_temp[2] = 0; if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) ) flag |= BCT_GUILD; map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); @@ -8727,10 +8677,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WM_BEYOND_OF_WARCRY: case WM_UNLIMITED_HUMMING_VOICE: if( flag&1 ) { - sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv)); + sc_start2(bl,type,100,skill_lv,skill->area_temp[0],skill->get_time(skill_id,skill_lv)); } else { // These affect to all targets arround the caster. uint16 lv = skill_lv; - skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones). + skill->area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones). map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } @@ -8740,8 +8690,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int improv_skill_id = 0, improv_skill_lv; do { i = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skill_id = skill_improvise_db[i].skill_id; - } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per ); + improv_skill_id = skill->improvise_db[i].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[i].per ); improv_skill_lv = 4 + skill_lv; clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -9201,12 +9151,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); } - if( skill_area_temp[2] == 1 ){ + if( skill->area_temp[2] == 1 ){ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } } else { - skill_area_temp[2] = 0; + skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); } break; @@ -9686,7 +9636,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui switch(skill_id) { case PR_BENEDICTIO: - skill_area_temp[1] = src->id; + skill->area_temp[1] = src->id; i = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->area_sub, src->m, x-i, y-i, x+i, y+i, BL_PC, @@ -9968,8 +9918,8 @@ 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 < 0 || 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->db[skill_id].itemid[i]); + if( j < 0 || skill->db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; @@ -9998,7 +9948,7 @@ 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->db[skill_id].itemid[i]; item = itemdb->search(i); script->potion_flag = 1; script->potion_hp = 0; @@ -11924,7 +11874,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in /*========================================== * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ -static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) { +int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) { struct status_change *sc; struct status_change_entry *sce; enum sc_type type; @@ -13525,17 +13475,17 @@ 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->db[idx].hp[skill_lv-1]; + hp_rate = skill->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->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->db[idx].sp_rate[skill_lv-1]; if(sp_rate > 0) req.sp += (st->sp * sp_rate)/100; else @@ -13563,22 +13513,22 @@ 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->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->db[idx].spiritball[skill_lv-1]; - req.state = skill_db[idx].state; + req.state = skill->db[idx].state; - req.mhp = skill_db[idx].mhp[skill_lv-1]; + req.mhp = skill->db[idx].mhp[skill_lv-1]; - req.weapon = skill_db[idx].weapon; + req.weapon = skill->db[idx].weapon; - req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1]; + req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; if (req.ammo_qty) - req.ammo = skill_db[idx].ammo; + req.ammo = skill->db[idx].ammo; if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { //Assume this skill is using the weapon, therefore it requires arrows. @@ -13604,11 +13554,11 @@ 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->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->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) continue; break; case GN_FIRE_EXPANSION: @@ -13628,8 +13578,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 break; } - req.itemid[i] = skill_db[idx].itemid[i]; - req.amount[i] = skill_db[idx].amount[i]; + req.itemid[i] = skill->db[idx].itemid[i]; + req.amount[i] = skill->db[idx].amount[i]; if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN ) { @@ -13668,8 +13618,8 @@ 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->db[idx].itemid[skill_lv-1]; + req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; break; } @@ -14184,7 +14134,7 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s int x=bl->x,y=bl->y; skill->brandishspear_first(&tc,dir,x,y); skill->brandishspear_dir(&tc,dir,4); - skill_area_temp[1] = bl->id; + skill->area_temp[1] = bl->id; if(skill_lv > 9){ for(c=1;c<4;c++){ @@ -14576,7 +14526,7 @@ int skill_attack_area (struct block_list *bl, va_list ap) { type=va_arg(ap,int); - if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. + if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); if( battle->check_target(dsrc,bl,type) <= 0 @@ -15096,7 +15046,7 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int su->val1=val1; su->val2=val2; - idb_put(skillunit_db, su->bl.id, su); + idb_put(skill->unit_db, su->bl.id, su); map->addiddb(&su->bl); map->addblock(&su->bl); @@ -15192,7 +15142,7 @@ int skill_delunit (struct skill_unit* su) { su->group=NULL; map->delblock(&su->bl); // don't free yet map->deliddb(&su->bl); - idb_remove(skillunit_db, su->bl.id); + idb_remove(skill->unit_db, su->bl.id); if(--group->alive_count==0) skill->del_unitgroup(group,ALC_MARK); @@ -15201,31 +15151,26 @@ int skill_delunit (struct skill_unit* su) { /*========================================== * *------------------------------------------*/ -static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group* - /// Returns the target skill_unit_group or NULL if not found. struct skill_unit_group* skill_id2group(int group_id) { - return (struct skill_unit_group*)idb_get(group_db, group_id); + return (struct skill_unit_group*)idb_get(skill->group_db, group_id); } - -static int skill_unit_group_newid = MAX_SKILL_DB; - -/// Returns a new group_id that isn't being used in group_db. +/// Returns a new group_id that isn't being used in skill->group_db. /// Fatal error if nothing is available. -static int skill_get_new_group_id(void) +int skill_get_new_group_id(void) { - if( skill_unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill_unit_group_newid) == NULL ) - return skill_unit_group_newid++;// available + if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available {// find next id - int base_id = skill_unit_group_newid; - while( base_id != ++skill_unit_group_newid ) + int base_id = skill->unit_group_newid; + while( base_id != ++skill->unit_group_newid ) { - if( skill_unit_group_newid < MAX_SKILL_DB ) - skill_unit_group_newid = MAX_SKILL_DB; - if( skill->id2group(skill_unit_group_newid) == NULL ) - return skill_unit_group_newid++;// available + if( skill->unit_group_newid < MAX_SKILL_DB ) + skill->unit_group_newid = MAX_SKILL_DB; + if( skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available } // full loop, nothing available ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); @@ -15265,7 +15210,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, group->party_id = status->get_party_id(src); group->guild_id = status->get_guild_id(src); group->bg_id = bg->team_get_id(src); - group->group_id = skill_get_new_group_id(); + group->group_id = skill->get_new_group_id(); group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); group->unit_count = count; group->alive_count = 0; @@ -15286,7 +15231,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] group->tick += 1500; - idb_put(group_db, group->group_id, group); + idb_put(skill->group_db, group->group_id, group); return group; } @@ -15403,7 +15348,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin group->valstr = NULL; } - idb_remove(group_db, group->group_id); + idb_remove(skill->group_db, group->group_id); map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) group->unit=NULL; group->group_id=0; @@ -15721,14 +15666,13 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) { map->freeblock_lock(); - skillunit_db->foreach(skillunit_db, skill->unit_timer_sub, tick); + skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick); map->freeblock_unlock(); return 0; } -static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them /*========================================== * *------------------------------------------*/ @@ -15768,15 +15712,15 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] if( flag&1 ) { if( flag&2 ) { //Clear this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = 0; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = 0; } } else { if( flag&2 ) { //Store this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = skill_id; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } @@ -15794,16 +15738,16 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { if( flag&1 ) { int result = skill->unit_onplace(su,target,tick); if( flag&2 && result ) { //Clear skill ids we have stored in onout. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = 0; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = 0; } } else { int result = skill->unit_onout(su,target,tick); if( flag&2 && result ) { //Store this unit id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = skill_id; + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } @@ -15836,16 +15780,16 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { return 0; if( flag&2 && !(flag&1) ) { //Onout, clear data - memset(skill_unit_temp, 0, sizeof(skill_unit_temp)); + memset(skill->unit_temp, 0, sizeof(skill->unit_temp)); } map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left. int i; - for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ ) - if( skill_unit_temp[i] ) - skill->unit_onleft(skill_unit_temp[i], bl, tick); + for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ ) + if( skill->unit_temp[i] ) + skill->unit_onleft(skill->unit_temp[i], bl, tick); } return 0; @@ -15954,9 +15898,9 @@ 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->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) 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 @@ -15974,22 +15918,22 @@ 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->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->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) return 0; } else { // Weapon (itemlv must be higher or equal) - if(skill_produce_db[i].itemlv>trigger) + if(skill->produce_db[i].itemlv>trigger) return 0; } } for(j=0;j<MAX_PRODUCE_RESOURCE;j++){ int id,x,y; - if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) + if( (id=skill->produce_db[i].mat_id[j]) <= 0 ) continue; - if(skill_produce_db[i].mat_amount[j] <= 0) { + if(skill->produce_db[i].mat_amount[j] <= 0) { if(pc->search_inventory(sd,id) < 0) return 0; } @@ -15997,7 +15941,7 @@ 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->produce_db[i].mat_amount[j]) return 0; } } @@ -16028,7 +15972,7 @@ 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->produce_db[idx].req_skill; if( skill_id == GC_RESEARCHNEWPOISON ) skill_id = GC_CREATENEWPOISON; @@ -16085,10 +16029,10 @@ 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->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->produce_db[idx].mat_amount[i]; do{ int y=0; j = pc->search_inventory(sd,id); @@ -16229,8 +16173,8 @@ 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->changematerial_db[i].itemid == nameid ){ + make_per = skill->changematerial_db[i].rate * 10; break; } break; @@ -16332,7 +16276,7 @@ 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->produce_db[idx].itemlv - 11 + 1) - 10 * (100 - st->luk + 1) - 500 * (num - 1) - 100 * (rnd()%4 + 1); @@ -16482,11 +16426,11 @@ 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->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) { //Cooking items. clif->specialeffect(&sd->bl, 608, AREA); if( sd->cook_mastery < 1999 ) - pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5); + pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); } break; } @@ -16494,10 +16438,10 @@ 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->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->changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill->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); @@ -16577,11 +16521,11 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, clif->msg_skill(sd,skill_id,0x628); break; default: - if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) + if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) { //Cooking items. clif->specialeffect(&sd->bl, 609, AREA); if( sd->cook_mastery > 0 ) - pc_setglobalreg(sd, "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, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); } } } @@ -16599,7 +16543,7 @@ 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->arrow_db[i].nameid) { index = i; break; } @@ -16611,8 +16555,8 @@ 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->arrow_db[index].cre_id[i]; + tmp_item.amount = skill->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; @@ -16736,10 +16680,10 @@ 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->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->spellbook_db[i].skill_id)) ) { // User don't know the skill sc_start(&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); @@ -16747,7 +16691,7 @@ 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->spellbook_db[i].point; if( sc && sc->data[SC_READING_SB] ) { if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { @@ -16868,13 +16812,13 @@ 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->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->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; @@ -16883,8 +16827,8 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D); 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->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 c++; // match } } @@ -16895,7 +16839,7 @@ 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->produce_db[i].nameid,0,0,0,p); return 1; } } @@ -17104,14 +17048,14 @@ int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) * Adds a new skill unit entry for this player to recast after map load **/ void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { - struct skill_usave * sus = NULL; + struct skill_unit_save * sus = NULL; - if( idb_exists(skillusave_db,sd->status.char_id) ) { - idb_remove(skillusave_db,sd->status.char_id); + if( idb_exists(skill->usave_db,sd->status.char_id) ) { + idb_remove(skill->usave_db,sd->status.char_id); } - CREATE( sus, struct skill_usave, 1 ); - idb_put( skillusave_db, sd->status.char_id, sus ); + CREATE( sus, struct skill_unit_save, 1 ); + idb_put( skill->usave_db, sd->status.char_id, sus ); sus->skill_id = skill_id; sus->skill_lv = skill_lv; @@ -17119,15 +17063,15 @@ void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill return; } void skill_usave_trigger(struct map_session_data *sd) { - struct skill_usave * sus = NULL; + struct skill_unit_save * sus = NULL; - if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) { + if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) { return; } skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); - idb_remove(skillusave_db,sd->status.char_id); + idb_remove(skill->usave_db,sd->status.char_id); return; } @@ -17195,25 +17139,27 @@ int skill_split_atoi (char *str, int *val) { void skill_init_unit_layout (void) { int i,j,size,pos = 0; - memset(skill_unit_layout,0,sizeof(skill_unit_layout)); + //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)); // standard square layouts go first for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { size = i*2+1; - skill_unit_layout[i].count = size*size; + skill->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->unit_layout[i].dx[j] = (j%size-i); + skill->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->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) continue; - switch (skill_db[i].nameid) { + switch (skill->db[i].nameid) { case MG_FIREWALL: case WZ_ICEWALL: case WL_EARTHSTRAIN://Warlock @@ -17227,9 +17173,9 @@ 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->unit_layout[pos].count = 21; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PR_MAGNUS: { @@ -17241,18 +17187,18 @@ 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->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].count = 5; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case CR_GRANDCROSS: @@ -17265,9 +17211,9 @@ 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->unit_layout[pos].count = 29; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PF_FOGWALL: { @@ -17275,9 +17221,9 @@ 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->unit_layout[pos].count = 15; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PA_GOSPEL: { @@ -17291,17 +17237,17 @@ 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->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].count = 24; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_TATAMIGAESHI: { @@ -17316,29 +17262,29 @@ 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->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; //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->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; //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->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; //Fill in the rest using lv 5. for (;j<MAX_SKILL_LEVEL;j++) - skill_db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[j] = pos; //Skip, this way the check below will fail and continue to the next skill. pos++; } @@ -17346,104 +17292,104 @@ 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->unit_layout[pos].count = 16; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].count = 8; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].count) continue; for (j=0;j<MAX_SKILL_LEVEL;j++) - skill_db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[j] = pos; pos++; } // firewall and icewall have 8 layouts (direction-dependent) - firewall_unit_pos = pos; + skill->firewall_unit_pos = pos; for (i=0;i<8;i++) { if (i&1) { - skill_unit_layout[pos].count = 5; + skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } else { - skill_unit_layout[pos].count = 3; + skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } - icewall_unit_pos = pos; + skill->icewall_unit_pos = pos; for (i=0;i<8;i++) { - skill_unit_layout[pos].count = 5; + skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } - earthstrain_unit_pos = pos; + skill->earthstrain_unit_pos = pos; for( i = 0; i < 8; i++ ) { // For each Direction - skill_unit_layout[pos].count = 15; + skill->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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case 2: @@ -17451,8 +17397,8 @@ 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->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; } @@ -17607,35 +17553,35 @@ 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->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); if( strcmpi(split[9],"yes") == 0 ) - skill_db[idx].castcancel = 1; + skill->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->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); if( strcmpi(split[13],"weapon") == 0 ) - skill_db[idx].skill_type = BF_WEAPON; + skill->db[idx].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) - skill_db[idx].skill_type = BF_MAGIC; + skill->db[idx].skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) - skill_db[idx].skill_type = BF_MISC; + skill->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(skilldb_name2id, skill_db[idx].name, skill_id); + 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); return true; } @@ -17650,22 +17596,22 @@ 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->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); //Wich 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->db[idx].weapon = 0; break; } else - skill_db[idx].weapon |= 1<<l; + skill->db[idx].weapon |= 1<<l; p = strchr(p,':'); if(!p) break; @@ -17677,49 +17623,49 @@ 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->db[idx].ammo = 0xFFFFFFFF; break; } else if( l ) // 0 stands for no requirement - skill_db[idx].ammo |= 1<<l; + skill->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->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; /** * Unknown or no state **/ - else skill_db[idx].state = ST_NONE; + else skill->db[idx].state = ST_NONE; - skill->split_atoi(split[11],skill_db[idx].spiritball); + skill->split_atoi(split[11],skill->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->db[idx].itemid[j] = atoi(split[12+ 2*j]); + skill->db[idx].amount[j] = atoi(split[13+ 2*j]); } return true; @@ -17732,14 +17678,14 @@ 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->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); #ifdef RENEWAL_CAST - skill->split_atoi(split[7],skill_db[idx].fixed_cast); + skill->split_atoi(split[7],skill->db[idx].fixed_cast); #endif return true; } @@ -17751,9 +17697,9 @@ 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->db[idx].castnodex); if( split[2] ) // optional column - skill->split_atoi(split[2],skill_db[idx].delaynodex); + skill->split_atoi(split[2],skill->db[idx].delaynodex); return true; } @@ -17765,37 +17711,37 @@ bool skill_parse_row_unitdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill_db[idx].unit_id[0] = strtol(split[1],NULL,16); - skill_db[idx].unit_id[1] = 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 = strtol(split[6],NULL,16); - - skill_db[idx].unit_flag = strtol(split[7],NULL,16); - - if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - skill_db[idx].unit_target = BCT_NOENEMY; + skill->db[idx].unit_id[0] = strtol(split[1],NULL,16); + skill->db[idx].unit_id[1] = 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 = strtol(split[6],NULL,16); + + skill->db[idx].unit_flag = strtol(split[7],NULL,16); + + if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill->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->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; return true; } @@ -17808,14 +17754,14 @@ 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->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]); 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->produce_db[current].mat_id[y] = atoi(split[x]); + skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); } return true; @@ -17829,11 +17775,11 @@ bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { if( !i ) return false; - skill_arrow_db[current].nameid = i; + skill->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->arrow_db[current].cre_id[y] = atoi(split[x]); + skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); } return true; @@ -17852,9 +17798,9 @@ 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->spellbook_db[current].skill_id = skill_id; + skill->spellbook_db[current].point = points; + skill->spellbook_db[current].nameid = nameid; return true; } @@ -17881,8 +17827,8 @@ bool skill_parse_row_improvisedb(char* split[], int columns, int current) { if( current >= MAX_SKILL_IMPROVISE_DB ) { ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); } - skill_improvise_db[current].skill_id = skill_id; - skill_improvise_db[current].per = j; // Still need confirm it. + skill->improvise_db[current].skill_id = skill_id; + skill->improvise_db[current].per = j; // Still need confirm it. return true; } @@ -17899,7 +17845,7 @@ bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { return false; } - skill_magicmushroom_db[current].skill_id = skill_id; + skill->magicmushroom_db[current].skill_id = skill_id; return true; } @@ -17910,7 +17856,7 @@ bool skill_parse_row_reproducedb(char* split[], int column, int current) { if( !idx ) return false; - skill_reproduce_db[idx] = true; + skill->reproduce_db[idx] = true; return true; } @@ -17928,9 +17874,9 @@ 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->abra_db[current].skill_id = skill_id; + skill->abra_db[current].req_lv = atoi(split[2]); + skill->abra_db[current].per = atoi(split[3]); return true; } @@ -17942,8 +17888,8 @@ 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->produce_db[x].nameid == skill_id ) + if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) break; } @@ -17956,12 +17902,12 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); } - skill_changematerial_db[current].itemid = skill_id; - skill_changematerial_db[current].rate = j; + skill->changematerial_db[current].itemid = skill_id; + skill->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->changematerial_db[current].qty[y] = atoi(split[x]); + skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); } return true; @@ -17981,19 +17927,25 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { *------------------------------*/ void skill_readdb(void) { // init skill db structures - db_clear(skilldb_name2id); - memset(skill_db,0,sizeof(skill_db)); - memset(skill_produce_db,0,sizeof(skill_produce_db)); - memset(skill_arrow_db,0,sizeof(skill_arrow_db)); - memset(skill_abra_db,0,sizeof(skill_abra_db)); - memset(skill_spellbook_db,0,sizeof(skill_spellbook_db)); - memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db)); - memset(skill_reproduce_db,0,sizeof(skill_reproduce_db)); - memset(skill_changematerial_db,0,sizeof(skill_changematerial_db)); + db_clear(skill->name2id_db); + + /* when != it was called during init and this procedure was already performed by skill_defaults() */ + if( runflag == MAPSERVER_ST_RUNNING ) { + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_db) + ); + } // 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->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name)); + safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc)); sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); @@ -18050,13 +18002,13 @@ void skill_reload (void) { * *------------------------------------------*/ int do_init_skill (void) { - skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); + skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); skill->read_db(); - group_db = idb_alloc(DB_OPT_BASE); - skillunit_db = idb_alloc(DB_OPT_BASE); + skill->group_db = idb_alloc(DB_OPT_BASE); + skill->unit_db = idb_alloc(DB_OPT_BASE); skill->cd_db = idb_alloc(DB_OPT_BASE); - skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA); + skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA); skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE); skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE); @@ -18079,11 +18031,11 @@ int do_init_skill (void) { int do_final_skill(void) { - db_destroy(skilldb_name2id); - db_destroy(group_db); - db_destroy(skillunit_db); + db_destroy(skill->name2id_db); + db_destroy(skill->group_db); + db_destroy(skill->unit_db); db_destroy(skill->cd_db); - db_destroy(skillusave_db); + db_destroy(skill->usave_db); ers_destroy(skill->unit_ers); ers_destroy(skill->timer_ers); @@ -18093,6 +18045,9 @@ int do_final_skill(void) { } /* initialize the interface */ void skill_defaults(void) { + const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 }; + const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; + skill = &skill_s; skill->init = do_init_skill; skill->final = do_final_skill; @@ -18100,11 +18055,36 @@ void skill_defaults(void) { skill->read_db = skill_readdb; /* */ skill->cd_db = NULL; + skill->name2id_db = NULL; + skill->unit_db = NULL; + skill->usave_db = NULL; + skill->group_db = NULL; /* */ skill->unit_ers = NULL; skill->timer_ers = NULL; skill->cd_ers = NULL; skill->cd_entry_ers = NULL; + /* one huge 0, follows skill.h order */ + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_db) + + sizeof(skill->unit_layout) + ); + /* */ + memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); + memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff)); + skill->firewall_unit_pos = 0; + skill->icewall_unit_pos = 0; + skill->earthstrain_unit_pos = 0; + memset(&skill->area_temp,0,sizeof(skill->area_temp)); + memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); + skill->unit_group_newid = 0; /* accesssors */ skill->get_index = skill_get_index; skill->get_type = skill_get_type; @@ -18288,4 +18268,5 @@ void skill_defaults(void) { skill->get_elemental_type = skill_get_elemental_type; skill->cooldown_save = skill_cooldown_save; skill->maelstrom_suction = skill_maelstrom_suction; + skill->get_new_group_id = skill_get_new_group_id; } |