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author | Haru <haru@dotalux.com> | 2015-01-20 04:36:08 +0100 |
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committer | Haru <haru@dotalux.com> | 2015-01-20 04:41:33 +0100 |
commit | 4ae2b9b72dd4fce3d7a7778222d1c39abbb564a4 (patch) | |
tree | dab9d12a6a4b95a37598e27e6e86d6047360d61b /src/map/skill.c | |
parent | 03709c136ad300be631adfd38dc36c2433bda718 (diff) | |
download | hercules-4ae2b9b72dd4fce3d7a7778222d1c39abbb564a4.tar.gz hercules-4ae2b9b72dd4fce3d7a7778222d1c39abbb564a4.tar.bz2 hercules-4ae2b9b72dd4fce3d7a7778222d1c39abbb564a4.tar.xz hercules-4ae2b9b72dd4fce3d7a7778222d1c39abbb564a4.zip |
Minor fixes and tweaks suggested by cppcheck
- Variable scopes reduced
- Parenthesized ambiguous expressions
- Removed or added NULL checks where (un)necessary
- Corrected format strings
- Fixed typos potentially leading to bugs
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 388 |
1 files changed, 189 insertions, 199 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 2d992d24f..81095b4ac 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -384,16 +384,16 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; } sc = status->get_sc(target); - if( sc && sc->count ) { - if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] + if (sc && sc->count) { + if(sc->data[SC_CRITICALWOUND] && heal) // Critical Wound has no effect on offensive heal. [Inkfish] hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; - if( sc->data[SC_DEATHHURT] && heal ) + if(sc->data[SC_DEATHHURT] && heal) hp -= hp * 20/100; - if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) + if(sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] - if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) + if(sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) hp += hp / 10; - if ( sc && sc->data[SC_VITALITYACTIVATION] ) + if (sc->data[SC_VITALITYACTIVATION]) hp = hp * 150 / 100; } @@ -1367,7 +1367,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 if( sd && sd->special_state.bonus_coma ) { rate = sd->weapon_coma_ele[tstatus->def_ele]; rate += sd->weapon_coma_race[tstatus->race]; - rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; + rate += sd->weapon_coma_race[(tstatus->mode&MD_BOSS) ? RC_BOSS : RC_NONBOSS]; if (rate) status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE); } @@ -1533,7 +1533,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 rate = skill->delay_fix(src, temp, auto_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && sd ) + if (battle_config.display_status_timers) clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); } } @@ -1885,7 +1885,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && dstsd ) + if (battle_config.display_status_timers) clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0); } } @@ -1920,12 +1920,13 @@ void skill_counter_additional_effect_unknown(struct block_list* src, struct bloc * - flag is a BCT_ flag to indicate which type of adjustment should be used * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. *------------------------------------------------------------------------*/ -int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { +int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) +{ const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM}; struct status_change *sc = status->get_sc(bl); - int i,j; + int i; TBL_PC *sd; sd = BL_CAST(BL_PC, bl); if (sc && !sc->count) @@ -1973,7 +1974,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in return 0; if (sd) { for (i = 0; i < EQI_MAX; i++) { - j = sd->equip_index[i]; + int j = sd->equip_index[i]; if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) continue; @@ -2258,16 +2259,16 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr #endif { short s_ele = skill->get_ele(skill_id, skill_lv); - + if (s_ele == -1) // the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == -2) //Use status element s_ele = status_get_attack_sc_element(src,status->get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; - + dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); - + if( sc && sc->data[SC_ENERGYCOAT] ) { struct status_data *st = status->get_status_data(bl); int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval @@ -2296,7 +2297,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || - skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] ) + skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd && tsd->sc.data[SC_PROPERTYUNDEAD] ) damage = 1; if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ @@ -2520,14 +2521,14 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); + dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5); if( dsrc != src ) // avoid damage display redundancy break; case HT_LANDMINE: dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type); break; case WZ_SIGHTBLASTER: - dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); + dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5); break; case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: @@ -2642,7 +2643,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) ud->attackabletime = tick + type; } - + shadow_flag = skill->check_shadowform(bl, damage, dmg.div_); if( !dmg.amotion ) { @@ -2690,11 +2691,11 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr break; } - + /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */ if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 ) dmg.blewcount = 25; - + //blown-specific handling switch( skill_id ) { case LG_OVERBRAND_BRANDISH: @@ -2840,9 +2841,9 @@ void skill_attack_display_unknown(int *attack_type, struct block_list* src, stru if (bl->type == BL_SKILL ) { TBL_SKILL *su = (TBL_SKILL*)bl; if (su->group && skill->get_inf2(su->group->skill_id) & INF2_TRAP) // show damage on trap targets - clif->skill_damage(src, bl, *tick, dmg->amotion, dmg->dmotion, *damage, dmg->div_, *skill_id, *flag & SD_LEVEL ? -1 : *skill_lv, 5); + clif->skill_damage(src, bl, *tick, dmg->amotion, dmg->dmotion, *damage, dmg->div_, *skill_id, (*flag & SD_LEVEL) ? -1 : *skill_lv, 5); } - dmg->dmotion = clif->skill_damage(dsrc, bl, *tick, dmg->amotion, dmg->dmotion, *damage, dmg->div_, *skill_id, *flag & SD_LEVEL ? -1 : *skill_lv, *type); + dmg->dmotion = clif->skill_damage(dsrc, bl, *tick, dmg->amotion, dmg->dmotion, *damage, dmg->div_, *skill_id, (*flag & SD_LEVEL) ? -1 : *skill_lv, *type); } int skill_attack_copy_unknown(int *attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 *skill_id, uint16 *skill_lv, int64 *tick, int *flag) { @@ -3248,22 +3249,20 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { /** * Warlock **/ - case WL_CHAINLIGHTNING_ATK: { - struct block_list *nbl = NULL; // Next Target of Chain - skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target - skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - - if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 ) - { // Remaining Chains Hit - nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range. - BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... - if( nbl == NULL) - skl->x++; - else - skl->x = 0; - - skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); - } + case WL_CHAINLIGHTNING_ATK: + skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target + skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + + if (skl->type < (4 + skl->skill_lv - 1) && skl->x < 3) { + // Remaining Chains Hit + struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, /* After 2 bounces, it will bounce to other targets in 7x7 range. */ + BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... + if (nbl == NULL) + skl->x++; + else + skl->x = 0; + + skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); } break; case WL_TETRAVORTEX_FIRE: @@ -3795,7 +3794,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 short x, y, i = 2; // Move 2 cells for Issen(from target) struct block_list *mbl = bl; short dir = 0; - + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if( skill_id == MO_EXTREMITYFIST ) { @@ -4294,7 +4293,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); - if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. + if( sd && tsd && sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. ; // No damage to Members else skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); @@ -4371,16 +4370,17 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 break; case WL_TETRAVORTEX: - if( sc ){ + if (sc) { int i = SC_SUMMON5, x = 0; int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}}; - for(; i >= SC_SUMMON1; i--){ - if( sc->data[i] ){ - int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0; - if( x < 4 ){ + for(; i >= SC_SUMMON1; i--) { + if (sc->data[i]) { + int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER); + if (x < 4) { + int sc_index = 0, rate = 0; types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1; types[x][1] = 25; // 25% each for equal sharing - if( x == 3 ){ + if (x == 3) { x = 0; sc_index = types[rnd()%4][0]; for(; x < 4; x++) @@ -4397,14 +4397,16 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 break; case WL_RELEASE: - if( sd ) { - int i, cooldown; + if (sd) { + int i; clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); skill->toggle_magicpower(src, skill_id); // Priority is to release SpellBook - if( sc && sc->data[SC_READING_SB] ) { // SpellBook + if (sc && sc->data[SC_READING_SB]) { + // SpellBook uint16 spell_skill_id, spell_skill_lv, point, s = 0; int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1]; + int cooldown; for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released if( sc->data[i] ) spell[s++] = i; @@ -4418,9 +4420,11 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 spell_skill_lv = sc->data[i]->val2; point = sc->data[i]->val3; status_change_end(src, (sc_type)i, INVALID_TIMER); - }else //something went wrong :( + } else { + //something went wrong :( break; - + } + if( sc->data[SC_READING_SB]->val2 > point ) sc->data[SC_READING_SB]->val2 -= point; else // Last spell to be released @@ -4949,11 +4953,11 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { else inf = 0; - if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) - { - inf |= - (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| - (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); + if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) { + if (inf2&INF2_PARTY_ONLY) + inf |= BCT_PARTY; + if (inf2&INF2_GUILD_ONLY) + inf |= BCT_GUILD; //Remove neutral targets (but allow enemy if skill is designed to be so) inf &= ~BCT_NEUTRAL; } @@ -5074,11 +5078,11 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill->toggle_magicpower(src, ud->skill_id); - - /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. + +#if 0 // On aegis damage skills are also increase by camouflage. Need confirmation on kRO. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); - */ +#endif // 0 if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); @@ -5888,12 +5892,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; - case KN_AUTOCOUNTER: sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; - case SO_STRIKING: if (sd) { int bonus = 25 + 10 * skill_lv; @@ -5905,7 +5907,6 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin ); } break; - case NPC_STOP: if( clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) @@ -6881,7 +6882,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; } } - + if( (i = pc->skillheal_bonus(sd, skill_id)) ) { hp += hp * i / 100; sp += sp * i / 100; @@ -7360,7 +7361,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) mob->unlocktarget(md,tick); - + if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) sc_start4(src, src, type, 100, skill_lv, md->db->skill[md->skill_idx].val[1], @@ -7693,8 +7694,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case CG_TAROTCARD: { - int eff, count = -1; - if( tsc && tsc->data[type] ){ + int count = -1; + if (tsc && tsc->data[type]) { map->freeblock_unlock(); return 0; } @@ -7707,7 +7708,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] do { - eff = rnd() % 14; + int eff = rnd() % 14; if( eff == 5 ) clif->specialeffect(src, 528, AREA); else @@ -8396,7 +8397,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case AB_CHEAL: if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { - if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { + if (sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !(tsc && tsc->data[SC_BERSERK])) { int lv = pc->checkskill(sd, AL_HEAL); int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true); @@ -8473,9 +8474,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self. break; - + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -9421,7 +9422,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int duration = 3000; if( !sd->ed ) break; - + switch(sd->ed->db->class_){ case 2115:case 2124: case 2118:case 2121: @@ -9432,11 +9433,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin duration = 9000; break; } - + sd->skill_id_old = skill_id; elemental->action(sd->ed, bl, tick); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - + skill->blockpc_start(sd, skill_id, duration); } break; @@ -9778,12 +9779,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case MH_PYROCLASTIC: if( hd ){ struct block_list *s_bl = battle->get_master(src); - + if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master - + sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); - + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); } break; @@ -9881,9 +9882,9 @@ bool skill_castend_nodamage_id_unknown(struct block_list *src, struct block_list /*========================================== * *------------------------------------------*/ -int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { +int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) +{ struct block_list* src = map->id2bl(id); - int maxcount; struct map_session_data *sd; struct unit_data *ud = unit->bl2ud(src); struct mob_data *md; @@ -9913,6 +9914,7 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { ud->skilltimer = INVALID_TIMER; do { + int maxcount; if( status->isdead(src) ) break; @@ -10041,10 +10043,10 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { } static int check_npc_chaospanic(struct block_list* bl, va_list args) { TBL_NPC* nd = (TBL_NPC*)bl; - + if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) return 0; - + return 1; } /* skill count without self */ @@ -10436,7 +10438,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); return 1; } - + skill->clear_unitgroup(src); if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); @@ -10971,13 +10973,13 @@ int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { int skill_dance_overlap(struct skill_unit* su, int flag) { if (!su || !su->group || !(su->group->state.song_dance&0x1)) return 0; - + if (su->val1 != su->group->skill_id) { //Reset state su->val1 = su->group->skill_id; su->val2 &= ~UF_ENSEMBLE; } - + return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); } @@ -11011,9 +11013,9 @@ bool skill_dance_switch(struct skill_unit* su, int flag) { } prevflag = flag; - if( !flag ) { + if (!flag) { //Transform - uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + uint16 skill_id = (su->val2&UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE; // backup backup.skill_id = group->skill_id; @@ -11073,7 +11075,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ limit = limit * map->list[src->m].units[i]->modifier / 100; } } - + sd = BL_CAST(BL_PC, src); st = status->get_status_data(src); sc = status->get_sc(src); // for traps, firewall and fogwall - celest @@ -11418,7 +11420,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ group->target_flag=target; group->bl_flag= skill->get_unit_bl_target(skill_id); group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. - group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet + group->state.song_dance = ((unit_flag&(UF_DANCE|UF_SONG)) ? 1 : 0)|((unit_flag&UF_ENSEMBLE) ? 2 : 0); //Signals if this is a song/dance/duet group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; group->item_id = req_item; //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] @@ -11440,7 +11442,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ } if ( sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, - (group->state.song_dance&2?BCT_SELF:0), limit+1000) && + (group->state.song_dance&2) ? BCT_SELF : 0, limit+1000) && sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! ) skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); @@ -12147,8 +12149,8 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) ) break; - - sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); + + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); break; case UNT_TATAMIGAESHI: case UNT_DEMONSTRATION: @@ -13178,7 +13180,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) return 0; - + require = skill->get_requirement(sd,skill_id,skill_lv); //Can only update state when weapon/arrow info is checked. @@ -13226,7 +13228,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; if(sc->data[SC_BLADESTOP]) break; - if( sc && sc->data[SC_COMBOATTACK] ) { + if (sc->data[SC_COMBOATTACK]) { if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); @@ -13371,11 +13373,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] { - int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1; + int i,range = skill->get_splash(skill_id, skill_lv)+1; int size = range*2+1; for (i=0;i<size*size;i++) { - x = sd->bl.x+(i%size-range); - y = sd->bl.y+(i/size-range); + int x = sd->bl.x+(i%size-range); + int y = sd->bl.y+(i/size-range); if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; @@ -14034,7 +14036,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, } case NC_SILVERSNIPER: case NC_MAGICDECOY: { - int c = 0, j; + int c = 0; int maxcount = skill->get_maxcount(skill_id,skill_lv); int mob_class = 2042; if( skill_id == NC_MAGICDECOY ) @@ -14042,7 +14044,8 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { if( skill_id == NC_MAGICDECOY ) { - for( j = mob_class; j <= 2046; j++ ) + int j; + for(j = mob_class; j <= 2046; j++) map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); } else map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); @@ -14163,8 +14166,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin req = skill->get_requirement(sd,skill_id,skill_lv); - if( type&1 ) { - + if (type&1) { switch( skill_id ) { case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] case MC_IDENTIFY: @@ -14175,7 +14177,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin req.sp = 0; break; } - + if(req.hp || req.sp) status_zap(&sd->bl, req.hp, req.sp); @@ -14632,7 +14634,7 @@ int skill_castfix_sc (struct block_list *bl, int time) { if( time < 0 ) return 0; - + if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. return time; @@ -15128,22 +15130,20 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) { nullpo_retv(sd); - if (idx >= 0 && idx < MAX_INVENTORY) - { - int i = 0, ep = 0, per; - int material[5] = { - 0, - ITEMID_PHRACON, - ITEMID_EMVERETARCON, - ITEMID_ORIDECON, - ITEMID_ORIDECON, - }; + if (idx >= 0 && idx < MAX_INVENTORY) { struct item *item; struct item_data *ditem = sd->inventory_data[idx]; item = &sd->status.inventory[idx]; - if(item->nameid > 0 && ditem->type == IT_WEAPON) - { + if (item->nameid > 0 && ditem->type == IT_WEAPON) { + int material[5] = { + 0, + ITEMID_PHRACON, + ITEMID_EMVERETARCON, + ITEMID_ORIDECON, + ITEMID_ORIDECON, + }; + int i = 0, per; if( ditem->flag.no_refine ) { // if the item isn't refinable clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); @@ -15159,15 +15159,16 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) } per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10; - + // Aegis leaked formula. [malufett] if( sd->status.class_ == JOB_MECHANIC_T ) per += 100; else per += 5 * ((signed int)sd->status.job_level - 50); - + pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); if (per > rnd() % 1000) { + int ep = 0; logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem); item->refine++; logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem); @@ -15510,7 +15511,7 @@ int skill_graffitiremover (struct block_list *bl, va_list ap) { if(bl->type != BL_SKILL) return 0; - + su = ((struct skill_unit *)bl); if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) @@ -15542,9 +15543,9 @@ int skill_detonator(struct block_list *bl, va_list ap) { if( bl->type != BL_SKILL ) return 0; - + su = (struct skill_unit *)bl; - + if( !su->group || su->group->src_id != src->id ) return 0; @@ -15594,10 +15595,10 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { if( su == NULL || su->group == NULL || (*alive) == 0 ) return 0; - + if( su->group->state.guildaura ) /* guild auras are not canceled! */ return 0; - + switch (skill_id) { case SA_LANDPROTECTOR: if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] @@ -15907,16 +15908,16 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s return wall; } -bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){ +bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit) +{ struct status_change *sc; - struct block_list *src; nullpo_retr(false, bl); sc = status->get_sc(bl); - if( sc && sc->data[SC__SHADOWFORM] && damage ) { - src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); + if (sc && sc->data[SC__SHADOWFORM] && damage) { + struct block_list *src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); if( !src || src->m != bl->m ) { status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); @@ -16113,12 +16114,14 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, if(i == MAX_SKILLUNITGROUP) { // array is full, make room by discarding oldest group int j=0; - int64 maxdiff = 0, x, tick = timer->gettick(); - for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) - if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) { - maxdiff = x; + int64 maxdiff = 0, tick = timer->gettick(); + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { + int64 diff = DIFF_TICK(tick,ud->skillunit[i]->tick); + if (diff > maxdiff) { + maxdiff = diff; j = i; } + } skill->del_unitgroup(ud->skillunit[j],ALC_MARK); //Since elements must have shifted, we use the last slot. i = MAX_SKILLUNITGROUP-1; @@ -16304,8 +16307,9 @@ int skill_clear_unitgroup (struct block_list *src) /*========================================== * *------------------------------------------*/ -struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) { - int i,j=-1,k,s,id; +struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) +{ + int i,j=-1,s,id; struct unit_data *ud; struct skill_unit_group_tickset *set; @@ -16324,7 +16328,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list id = s = group->group_id; for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) { - k = (i+s) % MAX_SKILLUNITGROUPTICKSET; + int k = (i+s) % MAX_SKILLUNITGROUPTICKSET; if (set[k].id == id) return &set[k]; else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0)) @@ -16841,14 +16845,15 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, } } - for(j=0;j<MAX_PRODUCE_RESOURCE;j++){ - int id,x,y; - if( (id=skill->produce_db[i].mat_id[j]) <= 0 ) + for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) { + int id = skill->produce_db[i].mat_id[j]; + if (id <= 0) continue; if (skill->produce_db[i].mat_amount[j] <= 0) { if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) return 0; } else { + int x, y; for(y=0,x=0;y<MAX_INVENTORY;y++) if( sd->status.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; @@ -17657,7 +17662,7 @@ int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { aslvl = sd->sc.data[SC_STOP]->val1; status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); } - + idx = skill->get_index(skill_id); if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC || @@ -17681,8 +17686,8 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, if( n <= 0 ) return 1; - for( i = 0; i < n; i++ ) { - int nameid, add_amount, del_amount, idx, product, flag; + for (i = 0; i < n; i++) { + int nameid, add_amount, del_amount, idx, product; struct item tmp_item; idx = item_list[i*2+0]-2; @@ -17730,8 +17735,9 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, tmp_item.amount = add_amount; tmp_item.identify = 1; - if( tmp_item.amount ) { - if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { + if (tmp_item.amount) { + int flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME); + if (flag) { 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); } @@ -17835,21 +17841,21 @@ int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) { int i; - + for( i = 0; i < cd->cursor; i++ ) { if( cd->entry[i]->skidx == data ) break; } - + if (i == cd->cursor) { ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data); } else { int cursor = 0; - + ers_free(skill->cd_entry_ers, cd->entry[i]); - + cd->entry[i] = NULL; - + for( i = 0, cursor = 0; i < cd->cursor; i++ ) { if( !cd->entry[i] ) continue; @@ -17857,14 +17863,14 @@ int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { cd->entry[cursor] = cd->entry[i]; cursor++; } - + if( (cd->cursor = cursor) == 0 ) { idb_remove(skill->cd_db,sd->status.char_id); ers_free(skill->cd_ers, cd); } } } - + sd->blockskill[data] = false; return 1; } @@ -17890,15 +17896,14 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) sd->blockskill[idx] = false; return -1; } - + if( battle_config.display_status_timers ) clif->skill_cooldown(sd, skill_id, tick); - + if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage cd = ers_alloc(skill->cd_ers, struct skill_cd); - + idb_put( skill->cd_db, sd->status.char_id, cd ); - } else { int i; @@ -17906,7 +17911,7 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) if( cd->entry[i] && cd->entry[i]->skidx == idx ) break; } - + if( i != cd->cursor ) {/* duplicate, update necessary */ cd->entry[i]->duration = tick; #if PACKETVER >= 20120604 @@ -17919,9 +17924,9 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) int cursor; /** somehow, the timer vanished. (bugreport:8367) **/ ers_free(skill->cd_entry_ers, cd->entry[i]); - + cd->entry[i] = NULL; - + for( i = 0, cursor = 0; i < cd->cursor; i++ ) { if( !cd->entry[i] ) continue; @@ -17929,20 +17934,19 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) cd->entry[cursor] = cd->entry[i]; cursor++; } - + cd->cursor = cursor; } } - } - + if( cd->cursor == MAX_SKILL_TREE ) { ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE); return -1; } - + cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry); - + cd->entry[cd->cursor]->duration = tick; #if PACKETVER >= 20120604 cd->entry[cd->cursor]->total = tick; @@ -17951,7 +17955,7 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) cd->entry[cd->cursor]->skill_id = skill_id; cd->entry[cd->cursor]->started = now; cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx); - + cd->cursor++; sd->blockskill[idx] = true; @@ -18041,23 +18045,9 @@ void skill_usave_trigger(struct map_session_data *sd) { /* * */ -int skill_split_str (char *str, char **val, int num) { - int i; - - for( i = 0; i < num && str; i++ ) { - val[i] = str; - str = strchr(str,','); - if( str ) - *str++=0; - } - - return i; -} -/* - * - */ -int skill_split_atoi (char *str, int *val) { - int i, j, diff, step = 1; +int skill_split_atoi(char *str, int *val) +{ + int i, j, step = 1; for (i=0; i<MAX_SKILL_LEVEL; i++) { if (!str) break; @@ -18076,7 +18066,7 @@ int skill_split_atoi (char *str, int *val) { } //Check for linear change with increasing steps until we reach half of the data acquired. for (step = 1; step <= i/2; step++) { - diff = val[i-1] - val[i-step-1]; + int diff = val[i-1] - val[i-step-1]; for(j = i-1; j >= step; j--) if ((val[j]-val[j-step]) != diff) break; @@ -18100,8 +18090,9 @@ int skill_split_atoi (char *str, int *val) { /* * */ -void skill_init_unit_layout (void) { - int i,j,size,pos = 0; +void skill_init_unit_layout (void) +{ + int i,j,pos = 0; //when != it was already cleared during skill_defaults() no need to repeat if( runflag == MAPSERVER_ST_RUNNING ) @@ -18109,7 +18100,7 @@ void skill_init_unit_layout (void) { // standard square layouts go first for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { - size = i*2+1; + int size = i*2+1; skill->unit_layout[i].count = size*size; for (j=0; j<size*size; j++) { skill->unit_layout[i].dx[j] = (j%size-i); @@ -18122,7 +18113,7 @@ void skill_init_unit_layout (void) { for (i=0;i<MAX_SKILL_DB;i++) { if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) continue; - + switch (skill->db[i].nameid) { case MG_FIREWALL: case WZ_ICEWALL: @@ -18541,16 +18532,16 @@ void skill_cooldown_save(struct map_session_data * sd) { int i; struct skill_cd* cd = NULL; int64 now = 0; - + // always check to make sure the session properly exists nullpo_retv(sd); - + if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character return; } - + now = timer->gettick(); - + // process each individual cooldown associated with the character for( i = 0; i < cd->cursor; i++ ) { cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now); @@ -18560,7 +18551,7 @@ void skill_cooldown_save(struct map_session_data * sd) { } } } - + /** * reload stored skill cooldowns when a player logs in. * @param sd the affected player structure @@ -18578,9 +18569,9 @@ void skill_cooldown_load(struct map_session_data * sd) { } clif->cooldown_list(sd->fd,cd); - + now = timer->gettick(); - + // process each individual cooldown associated with the character for( i = 0; i < cd->cursor; i++ ) { cd->entry[i]->started = now; @@ -18608,7 +18599,7 @@ bool skill_parse_row_skilldb(char* split[], int columns, int current) { idx = skill->get_index(skill_id); 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]); @@ -18639,7 +18630,7 @@ bool skill_parse_row_skilldb(char* split[], int columns, int current) { safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); script->set_constant2(skill->db[idx].name,(int)skill_id,0); - + return true; } @@ -18820,7 +18811,7 @@ bool skill_parse_row_producedb(char* split[], int columns, int current) { skill->produce_db[current].mat_id[y] = atoi(split[x]); skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); } - + return true; } @@ -18987,7 +18978,7 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { void skill_readdb(bool minimal) { // init skill db structures 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) @@ -19043,9 +19034,9 @@ void skill_reload (void) { struct s_mapiterator *iter; struct map_session_data *sd; int i,c,k; - + skill->read_db(false); - + //[Ind/Hercules] refresh index cache for(c = 0; c < CLASS_COUNT; c++) { for( i = 0; i < MAX_SKILL_TREE; i++ ) { @@ -19091,7 +19082,7 @@ int do_init_skill(bool minimal) { ers_chunk_size(skill->cd_entry_ers, 100); ers_chunk_size(skill->unit_ers, 150); ers_chunk_size(skill->timer_ers, 150); - + timer->add_func_list(skill->unit_timer,"skill_unit_timer"); timer->add_func_list(skill->castend_id,"skill_castend_id"); timer->add_func_list(skill->castend_pos,"skill_castend_pos"); @@ -19099,12 +19090,11 @@ int do_init_skill(bool minimal) { timer->add_func_list(skill->blockpc_end, "skill_blockpc_end"); timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); - + return 0; } int do_final_skill(void) { - db_destroy(skill->name2id_db); db_destroy(skill->group_db); db_destroy(skill->unit_db); @@ -19121,7 +19111,7 @@ int do_final_skill(void) { 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; 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