diff options
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 83 |
1 files changed, 41 insertions, 42 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index ff696b76e..bdf59fce4 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -119,7 +119,7 @@ static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr_t data return 0; } sd->invincible_timer = INVALID_TIMER; - skill_unit_move(&sd->bl,tick,1); + skill->unit_move(&sd->bl,tick,1); return 0; } @@ -141,7 +141,7 @@ void pc_delinvincibletimer(struct map_session_data* sd) { delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = INVALID_TIMER; - skill_unit_move(&sd->bl,gettick(),1); + skill->unit_move(&sd->bl,gettick(),1); } } @@ -284,7 +284,7 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) { int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp; struct map_session_data *bsd; struct status_change *sc; - int range = skill_get_splash(LG_BANDING,skill_lv); + int range = skill->get_splash(LG_BANDING,skill_lv); nullpo_ret(sd); @@ -1095,7 +1095,7 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim /** * Check if player have any cool downs on **/ - skill_cooldown_load(sd); + skill->cooldown_load(sd); /** * Check if player have any item cooldowns on @@ -1247,18 +1247,18 @@ int pc_reg_received(struct map_session_data *sd) static int pc_calc_skillpoint(struct map_session_data* sd) { - int i,skill,inf2,skill_point=0; + int i,skill_lv,inf2,skill_point=0; nullpo_ret(sd); for(i=1;i<MAX_SKILL;i++){ - if( (skill = pc_checkskill(sd,i)) > 0) { - inf2 = skill_get_inf2(i); + if( (skill_lv = pc_checkskill(sd,i)) > 0) { + inf2 = skill->get_inf2(i); if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) - skill_point += skill; + skill_point += skill_lv; else if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0) skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0); @@ -1360,9 +1360,9 @@ int pc_calc_skilltree(struct map_session_data *sd) default: break; } - if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) + if( skill->get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) continue; //Only skills you can't have are npc/guild ones - if( skill_get_max(i) > 0 ) + if( skill->get_max(i) > 0 ) sd->status.skill[i].id = i; } return 0; @@ -1403,7 +1403,7 @@ int pc_calc_skilltree(struct map_session_data *sd) if( f ) { int inf2; - inf2 = skill_get_inf2(id); + inf2 = skill->get_inf2(id); if(!sd->status.skill[id].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || @@ -1434,7 +1434,7 @@ int pc_calc_skilltree(struct map_session_data *sd) for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { - if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) + if( (skill->get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) continue; //Do not include Quest/Wedding skills. if( sd->status.skill[id].id == 0 ) @@ -1447,7 +1447,7 @@ int pc_calc_skilltree(struct map_session_data *sd) sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Remember original level } - sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); + sd->status.skill[id].lv = skill->tree_get_max(id, sd->status.class_); } } @@ -1455,7 +1455,7 @@ int pc_calc_skilltree(struct map_session_data *sd) } //Checks if you can learn a new skill after having leveled up a skill. -static void pc_check_skilltree(struct map_session_data *sd, int skill) +static void pc_check_skilltree(struct map_session_data *sd, int skill_id) { int i,id=0,flag; int c=0; @@ -1502,7 +1502,7 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill) if( sd->status.job_level < skill_tree[c][i].joblv ) continue; - j = skill_get_inf2(id); + j = skill->get_inf2(id); if( !sd->status.skill[id].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || @@ -3252,8 +3252,8 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) case SP_AUTOSPELL: if(sd->state.lr_flag != 2) { - int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. - target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); + int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. + target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), target?-type2:type2, type3, val, 0, current_equip_card_id); } @@ -3261,8 +3261,8 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) { - int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. - target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); + int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. + target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id); } @@ -3382,8 +3382,8 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4 case SP_AUTOSPELL_ONSKILL: if(sd->state.lr_flag != 2) { - int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. - target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); + int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. + target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id); } @@ -3470,7 +3470,7 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag) } else clif_addskill(sd,id); - if( !skill_get_inf(id) ) //Only recalculate for passive skills. + if( !skill->get_inf(id) ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; case 1: //Item bonus skill. @@ -4737,7 +4737,7 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE]; if (sce->timer != INVALID_TIMER) delete_timer(sce->timer, status_change_timer); - sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE); + sce->timer = add_timer(gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE); } status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER); status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER); @@ -4749,7 +4749,7 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y pc_unequipitem( sd , sd->equip_index[ i ] , 2 ); } if (battle_config.clear_unit_onwarp&BL_PC) - skill_clear_unitgroup(&sd->bl); + skill->clear_unitgroup(&sd->bl); party_send_dot_remove(sd); //minimap dot fix [Kevin] guild_send_dot_remove(sd); bg_send_dot_remove(sd); @@ -4998,7 +4998,7 @@ int pc_checkallowskill(struct map_session_data *sd) if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix ) continue; if(sd->sc.data[scw_list[i]] && - !pc_check_weapontype(sd,skill_get_weapontype(status_sc2skill(scw_list[i])))) + !pc_check_weapontype(sd,skill->get_weapontype(status_sc2skill(scw_list[i])))) status_change_end(&sd->bl, scw_list[i], INVALID_TIMER); } @@ -5629,11 +5629,11 @@ int pc_checkbaselevelup(struct map_session_data *sd) { status_percent_heal(&sd->bl,100,100); if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { - sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1)); - sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1)); - sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1)); - sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1)); - sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1)); + sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1)); + sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1)); + sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1)); + sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1)); + sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1)); if (sd->state.snovice_dead_flag) sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { @@ -6052,11 +6052,11 @@ int pc_skillup(struct map_session_data *sd,uint16 skill_id) if( sd->status.skill_point > 0 && 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_id].lv < skill->tree_get_max(skill_id, sd->status.class_) ) { sd->status.skill[skill_id].lv++; sd->status.skill_point--; - if( !skill_get_inf(skill_id) ) + 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. @@ -6102,15 +6102,15 @@ int pc_allskillup(struct map_session_data *sd) case RG_SNATCHER: continue; default: - if( !(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) - if ( ( sd->status.skill[i].lv = skill_get_max(i) ) )//Nonexistant skills should return a max of 0 anyway. + if( !(skill->get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) + if ( ( sd->status.skill[i].lv = skill->get_max(i) ) )//Nonexistant skills should return a max of 0 anyway. sd->status.skill[i].id = i; } } } else { int inf2; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){ - inf2 = skill_get_inf2(id); + inf2 = skill->get_inf2(id); if ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || @@ -6119,7 +6119,7 @@ int pc_allskillup(struct map_session_data *sd) continue; //Cannot be learned normally. sd->status.skill[id].id = id; - sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest + sd->status.skill[id].lv = skill->tree_get_max(id, sd->status.class_); // celest } } status_calc_pc(sd,0); @@ -6340,7 +6340,7 @@ int pc_resetskill(struct map_session_data* sd, int flag) lv = sd->status.skill[i].lv; if (lv < 1) continue; - inf2 = skill_get_inf2(i); + inf2 = skill->get_inf2(i); if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. continue; @@ -6513,10 +6513,9 @@ void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int h if( !src || src == &sd->bl ) return; - if( pc_issit(sd) ) - { + if( pc_issit(sd) ) { pc_setstand(sd); - skill_sit(sd,0); + skill->sit(sd,0); } if( sd->progressbar.npc_id ) @@ -6723,7 +6722,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) clif_resurrection(&sd->bl, 1); if(battle_config.pc_invincible_time) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); - sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1)); + sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1)); if(map_flag_gvg(sd->bl.m)) pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0); return 0; @@ -8707,7 +8706,7 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag) { if((sd->status.inventory[n].equip & EQP_ARMS) && sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!) - skill_enchant_elemental_end(&sd->bl,-1); + skill->enchant_elemental_end(&sd->bl,-1); if(sd->status.inventory[n].equip & EQP_ARMOR) { // On Armor Change... |