diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 681 |
1 files changed, 342 insertions, 339 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index d8f967c6c..f2154aa22 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -62,6 +62,7 @@ #endif struct skill_interface skill_s; +struct s_skill_dbs skilldbs; //Since only mob-casted splash skills can hit ice-walls static inline int splash_target(struct block_list* bl) { @@ -121,11 +122,11 @@ 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->dbs->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->dbs->db[skill->get_index(skill_id)].desc; } // out of bounds error checking [celest] @@ -138,58 +139,58 @@ 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->dbs->db[(id)].max; \ return (var) + ((lv2__-(lv))/2);\ } \ return (var);\ } while(0) #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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ){ Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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 ){ Assert_ret(skill_lv > 0); 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 ) { Assert_ret(skill_lv > 0); 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->dbs->db[skill_id].hit, skill_id); } +int skill_get_inf( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].inf, skill_id); } +int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get (skill->dbs->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } +int skill_get_nk( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].nk, skill_id); } +int skill_get_max( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].max, skill_id); } +int skill_get_range( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 ( (skill->dbs->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->dbs->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 ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->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 ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_state(uint16 skill_id) { skill_get (skill->dbs->db[skill_id].state, skill_id); } +int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->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->dbs->db[skill_id].itemid[idx], skill_id); } +int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->dbs->db[skill_id].amount[idx], skill_id); } +int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castdef( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].cast_def_rate, skill_id); } +int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].weapon, skill_id); } +int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].ammo, skill_id); } +int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_inf2( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].inf2, skill_id); } +int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].castcancel, skill_id); } +int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_type( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].skill_type, skill_id); } +int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->dbs->db[skill_id].unit_id[flag], skill_id); } +int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].unit_interval, skill_id); } +int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->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->dbs->db[skill_id].unit_target&BCT_ALL, skill_id); } +int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].unit_target&BL_ALL, skill_id); } +int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->dbs->db[skill_id].unit_flag, skill_id); } +int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->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 ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { #ifdef RENEWAL_CAST - Assert_ret(skill_lv > 0); skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); + Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); #else return 0; #endif @@ -223,17 +224,17 @@ int skill_get_casttype (uint16 skill_id) { } int skill_get_casttype2 (uint16 index) { - int inf = skill->db[index].inf; + int inf = skill->dbs->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->dbs->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->dbs->db[index].nk&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; } @@ -438,7 +439,7 @@ 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 <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE))) 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->dbs->reproduce_db[skill->get_index(skill_id)] ) return 0; return 1; @@ -619,19 +620,19 @@ 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->dbs->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 [skill->firewall_unit_pos + dir]; + return &skill->dbs->unit_layout [skill->firewall_unit_pos + dir]; else if (skill_id == WZ_ICEWALL) - return &skill->unit_layout [skill->icewall_unit_pos + dir]; + return &skill->dbs->unit_layout [skill->icewall_unit_pos + dir]; else if( skill_id == WL_EARTHSTRAIN ) //Warlock - return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; + return &skill->dbs->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->dbs->unit_layout[0]; // default 1x1 layout } /*========================================== @@ -3086,15 +3087,15 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, // Requirements 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->dbs->db[idx].itemid[i]; + amount[i] = skill->dbs->db[idx].amount[i]; + } + hp = skill->dbs->db[idx].hp[lv-1]; + sp = skill->dbs->db[idx].sp[lv-1]; + hp_rate = skill->dbs->db[idx].hp_rate[lv-1]; + sp_rate = skill->dbs->db[idx].sp_rate[lv-1]; + state = skill->dbs->db[idx].state; + if( (mhp = skill->dbs->db[idx].mhp[lv-1]) > 0 ) hp += (st->max_hp * mhp) / 100; if( hp_rate > 0 ) hp += (st->hp * hp_rate) / 100; @@ -5538,10 +5539,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int abra_skill_id = 0, abra_skill_lv, abra_idx; do { abra_idx = rnd() % MAX_SKILL_ABRA_DB; - abra_skill_id = skill->abra_db[abra_idx].skill_id; + abra_skill_id = skill->dbs->abra_db[abra_idx].skill_id; } while (abra_skill_id == 0 || - skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear - rnd()%10000 >= skill->abra_db[abra_idx].per + skill->dbs->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill->dbs->abra_db[abra_idx].per ); abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -6460,7 +6461,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin // 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->dbs->db[skill_id].desc); clif->disp_overhead(&md->bl,temp); } break; @@ -6658,7 +6659,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin return 1; } if( sd->skillitem != skill_id ) - status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded + status_zap(src,0,skill->dbs->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded } break; @@ -6836,13 +6837,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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 == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) { + i = pc->search_inventory(sd,skill->dbs->db[skill_id].itemid[x]); + if (i == INDEX_NOT_FOUND || skill->dbs->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->dbs->db[skill_id].amount[x]) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; @@ -7384,14 +7385,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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->dbs->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 cost 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->dbs->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 cost the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); } @@ -7455,15 +7456,15 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int i; // 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->dbs->db[su->group->skill_id].itemid[i] > 0 ) { int success; 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->dbs->db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; - if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { + if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->dbs->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { clif->additem(sd,0,0,success); - 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->dbs->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } @@ -7693,7 +7694,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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->dbs->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] do { int eff = rnd() % 14; if( eff == 5 ) @@ -9232,8 +9233,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int improv_skill_id = 0, improv_skill_lv, improv_idx; do { improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skill_id = skill->improvise_db[improv_idx].skill_id; - } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); + improv_skill_id = skill->dbs->improvise_db[improv_idx].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill->dbs->improvise_db[improv_idx].per ); improv_skill_lv = 4 + skill_lv; clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); @@ -10528,9 +10529,9 @@ 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 == INDEX_NOT_FOUND || 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->dbs->db[skill_id].itemid[i]); + if (j == INDEX_NOT_FOUND || skill->dbs->db[skill_id].itemid[i] <= 0 + || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->dbs->db[skill_id].amount[i] ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; @@ -10559,7 +10560,7 @@ 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->dbs->db[skill_id].itemid[i]; item = itemdb->search(i); script->potion_flag = 1; script->potion_hp = 0; @@ -14284,17 +14285,17 @@ 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->dbs->db[idx].hp[skill_lv-1]; + hp_rate = skill->dbs->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->dbs->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->dbs->db[idx].sp_rate[skill_lv-1]; if(sp_rate > 0) req.sp += (st->sp * sp_rate)/100; else @@ -14322,22 +14323,22 @@ 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->dbs->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->dbs->db[idx].spiritball[skill_lv-1]; - req.state = skill->db[idx].state; + req.state = skill->dbs->db[idx].state; - req.mhp = skill->db[idx].mhp[skill_lv-1]; + req.mhp = skill->dbs->db[idx].mhp[skill_lv-1]; - req.weapon = skill->db[idx].weapon; + req.weapon = skill->dbs->db[idx].weapon; - req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; + req.ammo_qty = skill->dbs->db[idx].ammo_qty[skill_lv-1]; if (req.ammo_qty) - req.ammo = skill->db[idx].ammo; + req.ammo = skill->dbs->db[idx].ammo; if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { //Assume this skill is using the weapon, therefore it requires arrows. @@ -14363,11 +14364,11 @@ 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->dbs->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->dbs->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) continue; break; case GN_FIRE_EXPANSION: @@ -14393,8 +14394,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 } } - req.itemid[i] = skill->db[idx].itemid[i]; - req.amount[i] = skill->db[idx].amount[i]; + req.itemid[i] = skill->dbs->db[idx].itemid[i]; + req.amount[i] = skill->dbs->db[idx].amount[i]; if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) { if (sd->special_state.no_gemstone) { @@ -14436,8 +14437,8 @@ 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->dbs->db[idx].itemid[skill_lv-1]; + req.amount[skill_lv-1] = skill->dbs->db[idx].amount[skill_lv-1]; break; } if (skill_id == NC_REPAIR) { @@ -16803,9 +16804,9 @@ 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->dbs->produce_db[i].nameid == nameid ){ + if((j=skill->dbs->produce_db[i].req_skill)>0 && + pc->checkskill(sd,j) < skill->dbs->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 @@ -16823,22 +16824,22 @@ 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->dbs->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->dbs->produce_db[i].itemlv<=10 || skill->dbs->produce_db[i].itemlv>20) return 0; } else { // Weapon (itemlv must be higher or equal) - if(skill->produce_db[i].itemlv>trigger) + if(skill->dbs->produce_db[i].itemlv>trigger) return 0; } } for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) { - int id = skill->produce_db[i].mat_id[j]; + int id = skill->dbs->produce_db[i].mat_id[j]; if (id <= 0) continue; - if (skill->produce_db[i].mat_amount[j] <= 0) { + if (skill->dbs->produce_db[i].mat_amount[j] <= 0) { if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) return 0; } else { @@ -16846,7 +16847,7 @@ 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->dbs->produce_db[i].mat_amount[j]) return 0; } } @@ -16877,7 +16878,7 @@ 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->dbs->produce_db[idx].req_skill; if( skill_id == GC_RESEARCHNEWPOISON ) skill_id = GC_CREATENEWPOISON; @@ -16934,10 +16935,10 @@ 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->dbs->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->dbs->produce_db[idx].mat_amount[i]; do{ int y=0; j = pc->search_inventory(sd,id); @@ -17078,8 +17079,8 @@ 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->dbs->changematerial_db[i].itemid == nameid ){ + make_per = skill->dbs->changematerial_db[i].rate * 10; break; } break; @@ -17191,7 +17192,7 @@ 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->dbs->produce_db[idx].itemlv - 11 + 1) - 10 * (100 - st->luk + 1) - 500 * (num - 1) - 100 * (rnd()%4 + 1); @@ -17347,11 +17348,11 @@ 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->dbs->produce_db[idx].itemlv > 10 && skill->dbs->produce_db[idx].itemlv <= 20) { //Cooking items. clif->specialeffect(&sd->bl, 608, AREA); if( sd->cook_mastery < 1999 ) - pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->dbs->produce_db[idx].itemlv - 11) / 2 ) ) * 5); } break; } @@ -17359,10 +17360,10 @@ 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->dbs->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->dbs->changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill->dbs->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); @@ -17450,11 +17451,11 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, clif->msgtable_skill(sd, skill_id, MSG_SKILL_FAILURE); break; default: - if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) + if( skill->dbs->produce_db[idx].itemlv > 10 && skill->dbs->produce_db[idx].itemlv <= 20 ) { //Cooking items. clif->specialeffect(&sd->bl, 609, AREA); if( sd->cook_mastery > 0 ) - pc_setglobalreg(sd, script->add_str("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, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->dbs->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->dbs->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); } } } @@ -17472,7 +17473,7 @@ 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->dbs->arrow_db[i].nameid) { index = i; break; } @@ -17484,8 +17485,8 @@ 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->dbs->arrow_db[index].cre_id[i]; + tmp_item.amount = skill->dbs->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; @@ -17612,10 +17613,10 @@ 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->dbs->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->dbs->spellbook_db[i].skill_id)) ) { // User don't know the skill sc_start(&sd->bl, &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); @@ -17623,7 +17624,7 @@ 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->dbs->spellbook_db[i].point; if( sc && sc->data[SC_READING_SB] ) { if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { @@ -17746,13 +17747,13 @@ 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->dbs->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->dbs->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; @@ -17761,8 +17762,8 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite clif->msgtable_skill(sd, GN_CHANGEMATERIAL, MSG_SKILL_ITEM_NEED_IDENTIFY); 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->dbs->produce_db[i].mat_id[j] && (amount-p*skill->dbs->produce_db[i].mat_amount[j]) >= skill->dbs->produce_db[i].mat_amount[j] + && (amount-p*skill->dbs->produce_db[i].mat_amount[j])%skill->dbs->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount c++; // match } } @@ -17773,7 +17774,7 @@ 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->dbs->produce_db[i].nameid,0,0,0,p); return 1; } } @@ -18089,25 +18090,25 @@ void skill_init_unit_layout (void) //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)); + memset(skill->dbs->unit_layout, 0, sizeof(skill->dbs->unit_layout)); // standard square layouts go first for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { int size = i*2+1; - skill->unit_layout[i].count = size*size; + skill->dbs->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->dbs->unit_layout[i].dx[j] = (j%size-i); + skill->dbs->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->dbs->db[i].unit_id[0] || skill->dbs->db[i].unit_layout_type[0] != -1) continue; - switch (skill->db[i].nameid) { + switch (skill->dbs->db[i].nameid) { case MG_FIREWALL: case WZ_ICEWALL: case WL_EARTHSTRAIN://Warlock @@ -18121,9 +18122,9 @@ 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->dbs->unit_layout[pos].count = 21; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PR_MAGNUS: { @@ -18135,18 +18136,18 @@ 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->dbs->unit_layout[pos].count = 33; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].count = 5; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case CR_GRANDCROSS: @@ -18159,9 +18160,9 @@ 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->dbs->unit_layout[pos].count = 29; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PF_FOGWALL: { @@ -18169,9 +18170,9 @@ 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->dbs->unit_layout[pos].count = 15; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PA_GOSPEL: { @@ -18185,17 +18186,17 @@ 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->dbs->unit_layout[pos].count = 33; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].count = 24; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_TATAMIGAESHI: { @@ -18210,29 +18211,29 @@ 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->dbs->unit_layout[pos].count = 4; + memcpy(skill->dbs->unit_layout[pos].dx,dx1,sizeof(dx1)); + memcpy(skill->dbs->unit_layout[pos].dy,dy1,sizeof(dy1)); + skill->dbs->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->dbs->unit_layout[pos].count = 8; + memcpy(skill->dbs->unit_layout[pos].dx,dx2,sizeof(dx2)); + memcpy(skill->dbs->unit_layout[pos].dy,dy2,sizeof(dy2)); + skill->dbs->db[i].unit_layout_type[j] = pos; + skill->dbs->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->dbs->unit_layout[pos].count = 12; + memcpy(skill->dbs->unit_layout[pos].dx,dx3,sizeof(dx3)); + memcpy(skill->dbs->unit_layout[pos].dy,dy3,sizeof(dy3)); + skill->dbs->db[i].unit_layout_type[j] = pos; + skill->dbs->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->dbs->db[i].unit_layout_type[j] = pos; //Skip, this way the check below will fail and continue to the next skill. pos++; } @@ -18240,27 +18241,27 @@ 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->dbs->unit_layout[pos].count = 16; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].count = 8; + memcpy(skill->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].count) continue; for (j=0;j<MAX_SKILL_LEVEL;j++) - skill->db[i].unit_layout_type[j] = pos; + skill->dbs->db[i].unit_layout_type[j] = pos; pos++; } @@ -18268,60 +18269,60 @@ void skill_init_unit_layout (void) skill->firewall_unit_pos = pos; for (i=0;i<8;i++) { if (i&1) { - skill->unit_layout[pos].count = 5; + skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } } else { - skill->unit_layout[pos].count = 3; + skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } skill->icewall_unit_pos = pos; for (i=0;i<8;i++) { - skill->unit_layout[pos].count = 5; + skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; @@ -18329,15 +18330,15 @@ void skill_init_unit_layout (void) skill->earthstrain_unit_pos = pos; for( i = 0; i < 8; i++ ) { // For each Direction - skill->unit_layout[pos].count = 15; + skill->dbs->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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; case 2: @@ -18345,8 +18346,8 @@ 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->dbs->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->dbs->unit_layout[pos].dy,dy,sizeof(dy)); } break; } @@ -18593,36 +18594,36 @@ 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->dbs->db[idx].nameid = skill_id; + skill->split_atoi(split[1],skill->dbs->db[idx].range); + skill->dbs->db[idx].hit = atoi(split[2]); + skill->dbs->db[idx].inf = atoi(split[3]); + skill->split_atoi(split[4],skill->dbs->db[idx].element); + skill->dbs->db[idx].nk = (int)strtol(split[5], NULL, 0); + skill->split_atoi(split[6],skill->dbs->db[idx].splash); + skill->dbs->db[idx].max = atoi(split[7]); + skill->split_atoi(split[8],skill->dbs->db[idx].num); if( strcmpi(split[9],"yes") == 0 ) - skill->db[idx].castcancel = 1; + skill->dbs->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->dbs->db[idx].castcancel = 0; + skill->dbs->db[idx].cast_def_rate = atoi(split[10]); + skill->dbs->db[idx].inf2 = (int)strtol(split[11], NULL, 0); + skill->split_atoi(split[12],skill->dbs->db[idx].maxcount); if( strcmpi(split[13],"weapon") == 0 ) - skill->db[idx].skill_type = BF_WEAPON; + skill->dbs->db[idx].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) - skill->db[idx].skill_type = BF_MAGIC; + skill->dbs->db[idx].skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) - skill->db[idx].skill_type = BF_MISC; + skill->dbs->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(skill->name2id_db, skill->db[idx].name, skill_id); - script->set_constant2(skill->db[idx].name,(int)skill_id,0); + skill->dbs->db[idx].skill_type = 0; + skill->split_atoi(split[14],skill->dbs->db[idx].blewcount); + safestrncpy(skill->dbs->db[idx].name, trim(split[15]), sizeof(skill->dbs->db[idx].name)); + safestrncpy(skill->dbs->db[idx].desc, trim(split[16]), sizeof(skill->dbs->db[idx].desc)); + strdb_iput(skill->name2id_db, skill->dbs->db[idx].name, skill_id); + script->set_constant2(skill->dbs->db[idx].name,(int)skill_id,0); return true; } @@ -18637,22 +18638,22 @@ 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->dbs->db[idx].hp); + skill->split_atoi(split[2],skill->dbs->db[idx].mhp); + skill->split_atoi(split[3],skill->dbs->db[idx].sp); + skill->split_atoi(split[4],skill->dbs->db[idx].hp_rate); + skill->split_atoi(split[5],skill->dbs->db[idx].sp_rate); + skill->split_atoi(split[6],skill->dbs->db[idx].zeny); //Which 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->dbs->db[idx].weapon = 0; break; } else - skill->db[idx].weapon |= 1<<l; + skill->dbs->db[idx].weapon |= 1<<l; p = strchr(p,':'); if(!p) break; @@ -18664,49 +18665,49 @@ 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->dbs->db[idx].ammo = 0xFFFFFFFF; break; } else if( l ) // 0 stands for no requirement - skill->db[idx].ammo |= 1<<l; + skill->dbs->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->dbs->db[idx].ammo_qty); + + if( strcmpi(split[10],"hiding") == 0 ) skill->dbs->db[idx].state = ST_HIDING; + else if( strcmpi(split[10],"cloaking") == 0 ) skill->dbs->db[idx].state = ST_CLOAKING; + else if( strcmpi(split[10],"hidden") == 0 ) skill->dbs->db[idx].state = ST_HIDDEN; + else if( strcmpi(split[10],"riding") == 0 ) skill->dbs->db[idx].state = ST_RIDING; + else if( strcmpi(split[10],"falcon") == 0 ) skill->dbs->db[idx].state = ST_FALCON; + else if( strcmpi(split[10],"cart") == 0 ) skill->dbs->db[idx].state = ST_CART; + else if( strcmpi(split[10],"shield") == 0 ) skill->dbs->db[idx].state = ST_SHIELD; + else if( strcmpi(split[10],"sight") == 0 ) skill->dbs->db[idx].state = ST_SIGHT; + else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->dbs->db[idx].state = ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[10],"cartboost") == 0 ) skill->dbs->db[idx].state = ST_CARTBOOST; + else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->dbs->db[idx].state = ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[10],"move_enable") == 0 ) skill->dbs->db[idx].state = ST_MOVE_ENABLE; + else if( strcmpi(split[10],"water") == 0 ) skill->dbs->db[idx].state = ST_WATER; + else if( strcmpi(split[10],"dragon") == 0 ) skill->dbs->db[idx].state = ST_RIDINGDRAGON; + else if( strcmpi(split[10],"warg") == 0 ) skill->dbs->db[idx].state = ST_WUG; + else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->dbs->db[idx].state = ST_RIDINGWUG; + else if( strcmpi(split[10],"mado") == 0 ) skill->dbs->db[idx].state = ST_MADO; + else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->dbs->db[idx].state = ST_ELEMENTALSPIRIT; + else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->dbs->db[idx].state = ST_POISONINGWEAPON; + else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->dbs->db[idx].state = ST_ROLLINGCUTTER; + else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->dbs->db[idx].state = ST_MH_FIGHTING; + else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->dbs->db[idx].state = ST_MH_GRAPPLING; + else if( strcmpi(split[10],"peco") == 0 ) skill->dbs->db[idx].state = ST_PECO; /** * Unknown or no state **/ - else skill->db[idx].state = ST_NONE; + else skill->dbs->db[idx].state = ST_NONE; - skill->split_atoi(split[11],skill->db[idx].spiritball); + skill->split_atoi(split[11],skill->dbs->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->dbs->db[idx].itemid[j] = atoi(split[12+ 2*j]); + skill->dbs->db[idx].amount[j] = atoi(split[13+ 2*j]); } return true; @@ -18719,14 +18720,14 @@ 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->dbs->db[idx].cast); + skill->split_atoi(split[2],skill->dbs->db[idx].delay); + skill->split_atoi(split[3],skill->dbs->db[idx].walkdelay); + skill->split_atoi(split[4],skill->dbs->db[idx].upkeep_time); + skill->split_atoi(split[5],skill->dbs->db[idx].upkeep_time2); + skill->split_atoi(split[6],skill->dbs->db[idx].cooldown); #ifdef RENEWAL_CAST - skill->split_atoi(split[7],skill->db[idx].fixed_cast); + skill->split_atoi(split[7],skill->dbs->db[idx].fixed_cast); #endif return true; } @@ -18738,9 +18739,9 @@ 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->dbs->db[idx].castnodex); if( split[2] ) // optional column - skill->split_atoi(split[2],skill->db[idx].delaynodex); + skill->split_atoi(split[2],skill->dbs->db[idx].delaynodex); return true; } @@ -18752,37 +18753,37 @@ bool skill_parse_row_unitdb(char* split[], int columns, int current) { if( !idx ) // invalid skill id return false; - skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); - skill->db[idx].unit_id[1] = (int)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 = (int)strtol(split[6],NULL,16); - - skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); - - if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - skill->db[idx].unit_target = BCT_NOENEMY; + skill->dbs->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); + skill->dbs->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); + skill->split_atoi(split[3],skill->dbs->db[idx].unit_layout_type); + skill->split_atoi(split[4],skill->dbs->db[idx].unit_range); + skill->dbs->db[idx].unit_interval = atoi(split[5]); + + if( strcmpi(split[6],"noenemy")==0 ) skill->dbs->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"friend")==0 ) skill->dbs->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"party")==0 ) skill->dbs->db[idx].unit_target = BCT_PARTY; + else if( strcmpi(split[6],"ally")==0 ) skill->dbs->db[idx].unit_target = BCT_PARTY|BCT_GUILD; + else if( strcmpi(split[6],"guild")==0 ) skill->dbs->db[idx].unit_target = BCT_GUILD; + else if( strcmpi(split[6],"all")==0 ) skill->dbs->db[idx].unit_target = BCT_ALL; + else if( strcmpi(split[6],"enemy")==0 ) skill->dbs->db[idx].unit_target = BCT_ENEMY; + else if( strcmpi(split[6],"self")==0 ) skill->dbs->db[idx].unit_target = BCT_SELF; + else if( strcmpi(split[6],"sameguild")==0 ) skill->dbs->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; + else if( strcmpi(split[6],"noone")==0 ) skill->dbs->db[idx].unit_target = BCT_NOONE; + else skill->dbs->db[idx].unit_target = (int)strtol(split[6],NULL,16); + + skill->dbs->db[idx].unit_flag = (int)strtol(split[7],NULL,16); + + if (skill->dbs->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill->dbs->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->dbs->db[idx].unit_target |= BL_CHAR; + if (skill->dbs->db[idx].unit_flag&UF_NOPC) + skill->dbs->db[idx].unit_target &= ~BL_PC; + if (skill->dbs->db[idx].unit_flag&UF_NOMOB) + skill->dbs->db[idx].unit_target &= ~BL_MOB; + if (skill->dbs->db[idx].unit_flag&UF_SKILL) + skill->dbs->db[idx].unit_target |= BL_SKILL; return true; } @@ -18795,14 +18796,14 @@ 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->dbs->produce_db[current].nameid = i; + skill->dbs->produce_db[current].itemlv = atoi(split[1]); + skill->dbs->produce_db[current].req_skill = atoi(split[2]); + skill->dbs->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->dbs->produce_db[current].mat_id[y] = atoi(split[x]); + skill->dbs->produce_db[current].mat_amount[y] = atoi(split[x+1]); } return true; @@ -18816,11 +18817,11 @@ bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { if( !i ) return false; - skill->arrow_db[current].nameid = i; + skill->dbs->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->dbs->arrow_db[current].cre_id[y] = atoi(split[x]); + skill->dbs->arrow_db[current].cre_amount[y] = atoi(split[x+1]); } return true; @@ -18839,9 +18840,9 @@ 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->dbs->spellbook_db[current].skill_id = skill_id; + skill->dbs->spellbook_db[current].point = points; + skill->dbs->spellbook_db[current].nameid = nameid; return true; } @@ -18869,8 +18870,8 @@ bool skill_parse_row_improvisedb(char* split[], int columns, int current) { ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); return false; } - skill->improvise_db[current].skill_id = skill_id; - skill->improvise_db[current].per = j; // Still need confirm it. + skill->dbs->improvise_db[current].skill_id = skill_id; + skill->dbs->improvise_db[current].per = j; // Still need confirm it. return true; } @@ -18887,7 +18888,7 @@ bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { return false; } - skill->magicmushroom_db[current].skill_id = skill_id; + skill->dbs->magicmushroom_db[current].skill_id = skill_id; return true; } @@ -18898,7 +18899,7 @@ bool skill_parse_row_reproducedb(char* split[], int column, int current) { if( !idx ) return false; - skill->reproduce_db[idx] = true; + skill->dbs->reproduce_db[idx] = true; return true; } @@ -18916,9 +18917,9 @@ 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->dbs->abra_db[current].skill_id = skill_id; + skill->dbs->abra_db[current].req_lv = atoi(split[2]); + skill->dbs->abra_db[current].per = atoi(split[3]); return true; } @@ -18930,8 +18931,8 @@ 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->dbs->produce_db[x].nameid == skill_id ) + if( skill->dbs->produce_db[x].req_skill == GN_CHANGEMATERIAL ) break; } @@ -18945,12 +18946,12 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { return false; } - skill->changematerial_db[current].itemid = skill_id; - skill->changematerial_db[current].rate = j; + skill->dbs->changematerial_db[current].itemid = skill_id; + skill->dbs->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->dbs->changematerial_db[current].qty[y] = atoi(split[x]); + skill->dbs->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); } return true; @@ -18974,12 +18975,12 @@ void skill_readdb(bool minimal) { /* when != it was called during init and this procedure was already performed by skill_defaults() */ if( runflag == MAPSERVER_ST_RUNNING ) { - memset(ZEROED_BLOCK_POS(skill), 0, ZEROED_BLOCK_SIZE(skill)); + memset(ZEROED_BLOCK_POS(skill->dbs), 0, ZEROED_BLOCK_SIZE(skill->dbs)); } // 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->dbs->db[0].name, "UNKNOWN_SKILL", sizeof(skill->dbs->db[0].name)); + safestrncpy(skill->dbs->db[0].desc, "Unknown Skill", sizeof(skill->dbs->db[0].desc)); #ifdef ENABLE_CASE_CHECK script->parser_current_file = DBPATH"skill_db.txt"; @@ -19097,6 +19098,8 @@ void skill_defaults(void) { const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; skill = &skill_s; + skill->dbs = &skilldbs; + skill->init = do_init_skill; skill->final = do_final_skill; skill->reload = skill_reload; @@ -19114,8 +19117,8 @@ void skill_defaults(void) { skill->cd_ers = NULL; skill->cd_entry_ers = NULL; - memset(ZEROED_BLOCK_POS(skill), 0, ZEROED_BLOCK_SIZE(skill)); - memset(skill->unit_layout, 0, sizeof(skill->unit_layout)); + memset(ZEROED_BLOCK_POS(skill->dbs), 0, ZEROED_BLOCK_SIZE(skill->dbs)); + memset(skill->dbs->unit_layout, 0, sizeof(skill->dbs->unit_layout)); /* */ memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); |