diff options
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 98 |
1 files changed, 49 insertions, 49 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index c7c9d7114..3af065db8 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -277,7 +277,7 @@ static int pc_check_banding( struct block_list *bl, va_list ap ) { return 0; } -int pc_banding(struct map_session_data *sd, short skill_lv) { +int pc_banding(struct map_session_data *sd, uint16 skill_lv) { int c; int b_sd[MAX_PARTY]; // In case of a full Royal Guard party. int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp; @@ -3954,7 +3954,7 @@ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) nullpo_ret(sd); nullpo_ret(fitem); - if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED) + if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED) return 0; // Distance is too far if (sd->status.party_id) @@ -4502,7 +4502,7 @@ int pc_show_steal(struct block_list *bl,va_list ap) * 0 = fail * 1 = succes *------------------------------------------*/ -int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv) +int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv) { int i,itemid,flag; double rate; @@ -4531,7 +4531,7 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv) } // base skill success chance (percentual) - rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4; + rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4; rate += sd->bonus.add_steal_rate; if( rate < 1 ) @@ -4622,7 +4622,7 @@ int pc_steal_coin(struct map_session_data *sd,struct block_list *target) int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype) { struct party_data *p; - int m; + int16 m; nullpo_ret(sd); @@ -4796,7 +4796,7 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y int pc_randomwarp(struct map_session_data *sd, clr_type type) { int x,y,i=0; - int m; + int16 m; nullpo_ret(sd); @@ -4869,9 +4869,9 @@ int pc_memo(struct map_session_data* sd, int pos) // Skills // /*========================================== - * Return player sd skilllv learned for given skill + * Return player sd skill_lv learned for given skill *------------------------------------------*/ -int pc_checkskill(struct map_session_data *sd,int skill_id) +int pc_checkskill(struct map_session_data *sd,uint16 skill_id) { if(sd == NULL) return 0; if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) @@ -5957,45 +5957,45 @@ int pc_statusup2(struct map_session_data* sd, int type, int val) } /*========================================== - * Update skilllv for player sd + * Update skill_lv for player sd * Skill point allocation *------------------------------------------*/ -int pc_skillup(struct map_session_data *sd,int skill_num) +int pc_skillup(struct map_session_data *sd,uint16 skill_id) { nullpo_ret(sd); - if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL ) + if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL ) { - guild_skillup(sd, skill_num); + guild_skillup(sd, skill_id); return 0; } - if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) + if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) { - merc_hom_skillup(sd->hd, skill_num); + merc_hom_skillup(sd->hd, skill_id); return 0; } - if( skill_num < 0 || skill_num >= MAX_SKILL ) + if( skill_id < 0 || skill_id >= MAX_SKILL ) return 0; if( sd->status.skill_point > 0 && - sd->status.skill[skill_num].id && - sd->status.skill[skill_num].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex] - sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) ) + sd->status.skill[skill_id].id && + sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex] + sd->status.skill[skill_id].lv < skill_tree_get_max(skill_id, sd->status.class_) ) { - sd->status.skill[skill_num].lv++; + sd->status.skill[skill_id].lv++; sd->status.skill_point--; - if( !skill_get_inf(skill_num) ) + if( !skill_get_inf(skill_id) ) status_calc_pc(sd,0); // Only recalculate for passive skills. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) ) pc_calc_skilltree(sd); // Required to grant all TK Ranger skills. else - pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup + pc_check_skilltree(sd, skill_id); // Check if a new skill can Lvlup - clif_skillup(sd,skill_num); + clif_skillup(sd,skill_id); clif_updatestatus(sd,SP_SKILLPOINT); - if( skill_num == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */ + if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */ clif_updatestatus(sd,SP_CARTINFO); if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown clif_skillinfoblock(sd); @@ -6357,12 +6357,12 @@ int pc_resethate(struct map_session_data* sd) return 0; } -int pc_skillatk_bonus(struct map_session_data *sd, int skill_num) +int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = 0; nullpo_ret(sd); - ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_num); + ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val; if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION]) @@ -6371,11 +6371,11 @@ int pc_skillatk_bonus(struct map_session_data *sd, int skill_num) return bonus; } -int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) { +int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = sd->bonus.add_heal_rate; if( bonus ) { - switch( skill_num ) { + switch( skill_id ) { case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break; case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break; case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break; @@ -6384,7 +6384,7 @@ int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) { } } - ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num); + ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val; @@ -6392,10 +6392,10 @@ int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) { return bonus; } -int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num) { +int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = sd->bonus.add_heal2_rate; - ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num); + ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillheal2) ) bonus += sd->skillheal2[i].val; @@ -6513,7 +6513,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] ) npc_event(sd, bg->die_event, 0); } - + // Clear anything NPC-related when you die and was interacting with one. if (sd->npc_id) { @@ -6525,7 +6525,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) sd->state.menu_or_input = 0; if (sd->npc_menu) sd->npc_menu = 0; - + sd->npc_id = 0; if (sd->st && sd->st->state != END) sd->st->state = END; @@ -7263,12 +7263,12 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper) //Update skill tree. pc_calc_skilltree(sd); clif_skillinfoblock(sd); - + if (sd->ed) elemental_delete(sd->ed, 0); if (sd->state.vending) vending_closevending(sd); - + map_foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id); //Remove peco/cart/falcon @@ -9290,14 +9290,14 @@ int pc_split_atoui(char* str, unsigned int* val, char sep, int max) *------------------------------------------*/ static bool pc_readdb_skilltree(char* fields[], int columns, int current) { - unsigned char joblv = 0, skilllv; - unsigned short skillid; + unsigned char joblv = 0, skill_lv; + uint16 skill_id; int idx, class_; - unsigned int i, offset = 3, skillidx; + unsigned int i, offset = 3, skill_idx; class_ = atoi(fields[0]); - skillid = (unsigned short)atoi(fields[1]); - skilllv = (unsigned char)atoi(fields[2]); + skill_id = (uint16)atoi(fields[1]); + skill_lv = (unsigned char)atoi(fields[2]); if(columns==4+MAX_PC_SKILL_REQUIRE*2) {// job level requirement extra column @@ -9313,25 +9313,25 @@ static bool pc_readdb_skilltree(char* fields[], int columns, int current) idx = pc_class2idx(class_); //This is to avoid adding two lines for the same skill. [Skotlex] - ARR_FIND( 0, MAX_SKILL_TREE, skillidx, skill_tree[idx][skillidx].id == 0 || skill_tree[idx][skillidx].id == skillid ); - if( skillidx == MAX_SKILL_TREE ) + ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id ); + if( skill_idx == MAX_SKILL_TREE ) { - ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skillid, class_); + ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_); return false; } - else if(skill_tree[idx][skillidx].id) + else if(skill_tree[idx][skill_idx].id) { - ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skillid, class_); + ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_); } - skill_tree[idx][skillidx].id = skillid; - skill_tree[idx][skillidx].max = skilllv; - skill_tree[idx][skillidx].joblv = joblv; + skill_tree[idx][skill_idx].id = skill_id; + skill_tree[idx][skill_idx].max = skill_lv; + skill_tree[idx][skill_idx].joblv = joblv; for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) { - skill_tree[idx][skillidx].need[i].id = atoi(fields[i*2+offset]); - skill_tree[idx][skillidx].need[i].lv = atoi(fields[i*2+offset+1]); + skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]); + skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]); } return true; } |