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authorIbrahem Zidan <brahem@aotsw.com>2020-05-04 11:10:05 +0200
committerGitHub <noreply@github.com>2020-05-04 11:10:05 +0200
commit1a8c4d6f6cace95cbc0520d7e49c36e18cf404bd (patch)
tree331e4732cd2988b81c24c085d1464cb7faa04b5d /src/map
parent292b9c9444b2dd59e06689ded9bdebc10242a641 (diff)
parent8a0a5d23f44ebb603fcd3bfc93089fc0d5f5d63c (diff)
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Merge pull request #2710 from MishimaHaruna/fix-skill-idx
Fix skill idx
Diffstat (limited to 'src/map')
-rw-r--r--src/map/pc.c80
-rw-r--r--src/map/skill.c108
-rw-r--r--src/map/skill.h1
3 files changed, 118 insertions, 71 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index 06ab57e0e..5faadf76a 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -1605,58 +1605,56 @@ static void pc_calc_skilltree_clear(struct map_session_data *sd)
*------------------------------------------*/
static int pc_calc_skilltree(struct map_session_data *sd)
{
- int i,id=0,flag;
- int class = 0, classidx = 0;
-
nullpo_ret(sd);
- i = pc->calc_skilltree_normalize_job(sd);
- class = pc->mapid2jobid(i, sd->status.sex);
+ uint32 job = pc->calc_skilltree_normalize_job(sd);
+ int class = pc->mapid2jobid(job, sd->status.sex);
if (class == -1) {
//Unable to normalize job??
- ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
+ ShowError("pc_calc_skilltree: Unable to normalize job %u for character %s (%d:%d)\n", job, sd->status.name, sd->status.account_id, sd->status.char_id);
return 1;
}
- classidx = pc->class2idx(class);
+ int classidx = pc->class2idx(class);
pc->calc_skilltree_clear(sd);
- for (i = 0; i < MAX_SKILL_DB; i++) {
- if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
- { // Restore original level of skills after deleting earned skills.
+ for (int i = 0; i < MAX_SKILL_DB; i++) {
+ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
+ // Restore original level of skills after deleting earned skills.
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
}
- if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill->dbs->db[i].nameid >= DC_HUMMING && skill->dbs->db[i].nameid <= DC_SERVICEFORYOU )
- { //Enable Bard/Dancer spirit linked skills.
- if (sd->status.sex) {
- // Link dancer skills to bard.
- if (i < 8) {
- Assert_report(i >= 8);
- continue;
- }
- if (sd->status.skill[i-8].lv < 10)
- continue;
- sd->status.skill[i].id = skill->dbs->db[i].nameid;
- sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
- sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
+ if (sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER
+ && ((skill->dbs->db[i].nameid >= BA_WHISTLE && skill->dbs->db[i].nameid <= BA_APPLEIDUN)
+ || (skill->dbs->db[i].nameid >= DC_HUMMING && skill->dbs->db[i].nameid <= DC_SERVICEFORYOU))
+ ) {
+ //Enable Bard/Dancer spirit linked skills.
+ int linked_nameid = skill->get_linked_song_dance_id(skill->dbs->db[i].nameid);
+ if (linked_nameid == 0) {
+ Assert_report("Linked bard/dance skill not found");
+ continue;
+ }
+ int copy_from_index;
+ int copy_to_index;
+ if (sd->status.sex == SEX_MALE && skill->dbs->db[i].nameid >= BA_WHISTLE && skill->dbs->db[i].nameid <= BA_APPLEIDUN) {
+ copy_from_index = i;
+ copy_to_index = skill->get_index(linked_nameid);
} else {
- // Link bard skills to dancer.
- if (i < 8) {
- Assert_report(i >= 8);
- continue;
- }
- if (sd->status.skill[i].lv < 10)
- continue;
- sd->status.skill[i-8].id = skill->dbs->db[i-8].nameid;
- sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
- sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
+ copy_from_index = skill->get_index(linked_nameid);
+ copy_to_index = i;
}
+ if (copy_from_index < copy_to_index)
+ continue; // Copy only after the source skill has been filled into the tree
+ if (sd->status.skill[copy_from_index].lv < 10)
+ continue; // Copy only if the linked skill has been mastered
+ sd->status.skill[copy_to_index].id = skill->dbs->db[copy_to_index].nameid;
+ sd->status.skill[copy_to_index].lv = sd->status.skill[copy_from_index].lv; // Set the level to the same as the linking skill
+ sd->status.skill[copy_to_index].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
}
}
if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
- for (i = 0; i < MAX_SKILL_DB; i++) {
+ for (int i = 0; i < MAX_SKILL_DB; i++) {
switch(skill->dbs->db[i].nameid) {
/**
* Dummy skills must be added here otherwise they'll be displayed in the,
@@ -1688,9 +1686,11 @@ static int pc_calc_skilltree(struct map_session_data *sd)
return 0;
}
+ bool changed = false;
do {
- flag = 0;
- for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
+ changed = false;
+ int id;
+ for (int i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
int idx = pc->skill_tree[classidx][i].idx;
bool satisfied = true;
if (sd->status.skill[idx].id > 0)
@@ -1740,10 +1740,10 @@ static int pc_calc_skilltree(struct map_session_data *sd)
sd->status.skill[idx].lv = 1; // need to manually specify a skill level
sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
}
- flag = 1; // skill list has changed, perform another pass
+ changed = true; // skill list has changed, perform another pass
}
}
- } while(flag);
+ } while (changed);
pc->calc_skilltree_bonus(sd, classidx);
@@ -4206,7 +4206,7 @@ static int pc_skill(struct map_session_data *sd, int id, int level, int flag)
if( sd->status.skill[index].id == id ) {
if( sd->status.skill[index].lv >= level )
return 0;
- if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
+ if (sd->status.skill[index].flag == SKILL_FLAG_PERMANENT) // Non-granted skill, store its level.
sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv;
} else {
sd->status.skill[index].id = id;
@@ -7568,7 +7568,7 @@ static int pc_allskillup(struct map_session_data *sd)
nullpo_ret(sd);
for (i = 0; i < MAX_SKILL_DB; i++) {
- if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
+ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
if (sd->status.skill[i].lv == 0)
diff --git a/src/map/skill.c b/src/map/skill.c
index ca90a7672..6f6effddc 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -72,6 +72,34 @@ static struct s_skill_dbs skilldbs;
struct skill_interface *skill;
+static const struct {
+ int start;
+ int end;
+} skill_idx_ranges[] = {
+ { NV_BASIC, NPC_LEX_AETERNA },
+ { KN_CHARGEATK, SA_ELEMENTWIND },
+ { RK_ENCHANTBLADE, AB_SILENTIUM },
+ { WL_WHITEIMPRISON, SC_FEINTBOMB },
+ { LG_CANNONSPEAR, SR_GENTLETOUCH_REVITALIZE },
+ { WA_SWING_DANCE, WA_MOONLIT_SERENADE },
+ { MI_RUSH_WINDMILL, MI_HARMONIZE },
+ { WM_LESSON, WM_UNLIMITED_HUMMING_VOICE },
+ { SO_FIREWALK, SO_EARTH_INSIGNIA },
+ { GN_TRAINING_SWORD, GN_SLINGITEM_RANGEMELEEATK },
+ { AB_SECRAMENT, LG_OVERBRAND_PLUSATK },
+ { ALL_ODINS_RECALL, ALL_LIGHTGUARD },
+ { RL_GLITTERING_GREED, RL_GLITTERING_GREED_ATK },
+ { KO_YAMIKUMO, OB_AKAITSUKI },
+ { ECL_SNOWFLIP, ALL_THANATOS_RECALL },
+ { GC_DARKCROW, NC_MAGMA_ERUPTION_DOTDAMAGE },
+ { SU_BASIC_SKILL, SU_SPIRITOFSEA },
+ { HLIF_HEAL, MH_VOLCANIC_ASH },
+ { MS_BASH, MER_INVINCIBLEOFF2 },
+ { EL_CIRCLE_OF_FIRE, EL_STONE_RAIN },
+ { GD_APPROVAL, GD_DEVELOPMENT },
+ CUSTOM_SKILL_RANGES
+};
+
//Since only mob-casted splash skills can hit ice-walls
static int skill_splash_target(struct block_list *bl)
{
@@ -96,51 +124,37 @@ static int skill_name2id(const char *name)
/// Returns the skill's array index, or 0 (Unknown Skill).
static int skill_get_index(int skill_id)
{
- int skillRange[] = { NV_BASIC, NPC_LEX_AETERNA,
- KN_CHARGEATK, SA_ELEMENTWIND,
- RK_ENCHANTBLADE, AB_SILENTIUM,
- WL_WHITEIMPRISON, SC_FEINTBOMB,
- LG_CANNONSPEAR, SR_GENTLETOUCH_REVITALIZE,
- WA_SWING_DANCE, WA_MOONLIT_SERENADE,
- MI_RUSH_WINDMILL, MI_HARMONIZE,
- WM_LESSON, WM_UNLIMITED_HUMMING_VOICE,
- SO_FIREWALK, SO_EARTH_INSIGNIA,
- GN_TRAINING_SWORD, GN_SLINGITEM_RANGEMELEEATK,
- AB_SECRAMENT, LG_OVERBRAND_PLUSATK,
- ALL_ODINS_RECALL, ALL_LIGHTGUARD,
- RL_GLITTERING_GREED, RL_GLITTERING_GREED_ATK,
- KO_YAMIKUMO, OB_AKAITSUKI,
- ECL_SNOWFLIP, ALL_THANATOS_RECALL,
- GC_DARKCROW, NC_MAGMA_ERUPTION_DOTDAMAGE,
- SU_BASIC_SKILL, SU_SPIRITOFSEA,
- HLIF_HEAL, MH_VOLCANIC_ASH,
- MS_BASH, MER_INVINCIBLEOFF2,
- EL_CIRCLE_OF_FIRE, EL_STONE_RAIN,
- GD_APPROVAL, GD_DEVELOPMENT
- CUSTOM_SKILL_RANGES};
- int length = sizeof(skillRange) / sizeof(int);
- STATIC_ASSERT(sizeof(skillRange) / sizeof(int) % 2 == 0, "skill_get_index: skillRange should be multiple of 2");
-
-
- if (skill_id < skillRange[0] || skill_id > skillRange[length - 1]) {
+ int length = ARRAYLENGTH(skill_idx_ranges);
+
+
+ if (skill_id < skill_idx_ranges[0].start || skill_id > skill_idx_ranges[length - 1].end) {
ShowWarning("skill_get_index: skill id '%d' is not being handled!\n", skill_id);
+ Assert_report(0);
return 0;
}
int skill_idx = 0;
+ bool found = false;
// Map Skill ID to Skill Indexes (in reverse order)
- for (int i = 0; i < length; i += 2) {
+ for (int i = 0; i < length; i++) {
// Check if SkillID belongs to this range.
- if (skill_id <= skillRange[i + 1] && skill_id >= skillRange[i]) {
- skill_idx += (skillRange[i + 1] - skill_id);
+ if (skill_id <= skill_idx_ranges[i].end && skill_id >= skill_idx_ranges[i].start) {
+ skill_idx += (skill_idx_ranges[i].end - skill_id);
+ found = true;
break;
}
// Add the difference of current range
- skill_idx += (skillRange[i + 1] - skillRange[i] + 1);
+ skill_idx += (skill_idx_ranges[i].end - skill_idx_ranges[i].start + 1);
}
+ if (!found) {
+ ShowWarning("skill_get_index: skill id '%d' (idx: %d) is not handled as it lies outside the defined ranges!\n", skill_id, skill_idx);
+ Assert_report(0);
+ return 0;
+ }
if (skill_idx >= MAX_SKILL_DB) {
ShowWarning("skill_get_index: skill id '%d'(idx: %d) is not being handled as it exceeds MAX_SKILL_DB!\n", skill_id, skill_idx);
+ Assert_report(0);
return 0;
}
@@ -10927,6 +10941,37 @@ static int skill_count_wos(struct block_list *bl, va_list ap)
return 0;
}
+/**
+ * Returns the linked song/dance skill ID, if any (for the Bard/Dancer Soul Link).
+ *
+ * @param skill_id The skill ID to look up
+ *
+ * @return The linked song or dance's skill ID if any
+ * @retval 0 if the given skill_id doesn't have a linked skill ID
+ */
+static int skill_get_linked_song_dance_id(int skill_id)
+{
+ switch (skill_id) {
+ case BA_WHISTLE:
+ return DC_HUMMING;
+ case BA_ASSASSINCROSS:
+ return DC_DONTFORGETME;
+ case BA_POEMBRAGI:
+ return DC_FORTUNEKISS;
+ case BA_APPLEIDUN:
+ return DC_SERVICEFORYOU;
+ case DC_HUMMING:
+ return BA_WHISTLE;
+ case DC_DONTFORGETME:
+ return BA_ASSASSINCROSS;
+ case DC_FORTUNEKISS:
+ return BA_POEMBRAGI;
+ case DC_SERVICEFORYOU:
+ return BA_APPLEIDUN;
+ }
+ return 0;
+}
+
/*==========================================
*
*------------------------------------------*/
@@ -21801,4 +21846,5 @@ void skill_defaults(void)
skill->splash_target = skill_splash_target;
skill->check_npc_chaospanic = skill_check_npc_chaospanic;
skill->count_wos = skill_count_wos;
+ skill->get_linked_song_dance_id = skill_get_linked_song_dance_id;
}
diff --git a/src/map/skill.h b/src/map/skill.h
index 65195dc75..4dbbaf147 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -2200,6 +2200,7 @@ struct skill_interface {
int (*splash_target) (struct block_list* bl);
int (*check_npc_chaospanic) (struct block_list *bl, va_list args);
int (*count_wos) (struct block_list *bl, va_list ap);
+ int (*get_linked_song_dance_id) (int skill_id);
};
#ifdef HERCULES_CORE