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-rw-r--r--src/map/status.c107
1 files changed, 66 insertions, 41 deletions
diff --git a/src/map/status.c b/src/map/status.c
index bd58b91b0..9b9a8c081 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -30,7 +30,10 @@
#include "../common/showmsg.h"
#include "../common/malloc.h"
-int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill.
+//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
+#define SC_HM_BASE 800
+#define SC_GD_BASE 900
+int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
@@ -52,6 +55,31 @@ int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
//to avoid cards exploits
+static void add_sc(int skill, int sc)
+{
+ int sk = skill;
+ if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
+ else
+ if (sk > HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
+ if (sk < 0 || sk >= MAX_SKILL) {
+ if (battle_config.error_log)
+ ShowError("add_sc: Unsupported skill id %d\n", skill);
+ return;
+ }
+ if (SkillStatusChangeTableArray[skill]==-1)
+ SkillStatusChangeTableArray[skill] = sc;
+ if (StatusSkillChangeTable[sc]==0)
+ StatusSkillChangeTable[sc] = skill;
+}
+
+static void set_sc(int skill, int sc, int icon, unsigned int flag)
+{
+ if (StatusIconChangeTable[sc]==SI_BLANK)
+ StatusIconChangeTable[sc] = icon;
+ StatusChangeFlagTable[sc] |= flag;
+ add_sc(skill, sc);
+}
+
//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
//but it is much less prone to errors. [Skotlex]
void initChangeTables(void) {
@@ -59,7 +87,7 @@ void initChangeTables(void) {
for (i = 0; i < SC_MAX; i++)
StatusIconChangeTable[i] = SI_BLANK;
for (i = 0; i < MAX_SKILL; i++)
- SkillStatusChangeTable[i] = -1;
+ SkillStatusChangeTableArray[i] = -1;
memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
@@ -104,18 +132,6 @@ void initChangeTables(void) {
// StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
-#define set_sc(skill, sc, icon, flag) \
- if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
- if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \
- if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; \
- StatusChangeFlagTable[sc] |= flag;
-
-//This one is for sc's that already were defined.
-#define add_sc(skill, sc) \
- if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
- if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill;
-
-
add_sc(SM_BASH, SC_STUN);
set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
@@ -354,28 +370,30 @@ void initChangeTables(void) {
// set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK);
set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI);
set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
-// FIXME: These skills have IDs of 8k and above, how do I fix these issues??
-// set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
-// set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
-// set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
-// set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
+ set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
+ set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
+ set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
+ set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
+
+ set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_GUILDAURA, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
+ set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BATTLEORDERS, SCB_STR|SCB_INT|SCB_DEX);
// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
- SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST,
- SkillStatusChangeTable[SL_MONK] = MAPID_MONK,
- SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR,
- SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE,
- SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER,
- SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
- SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT,
- SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD,
- SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST,
- SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER,
- SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE,
- SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN,
- SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH,
- SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER,
- SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER,
+ SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
+ SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
+ SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
+ SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
+ SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
+ SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
+ SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
+ SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
+ SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
+ SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
+ SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
+ SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
+ SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
+ SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
+ SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
//Status that don't have a skill associated.
StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
@@ -425,17 +443,24 @@ void initChangeTables(void) {
StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
- //Guild skills don't fit due to their range being beyond MAX_SKILL
- StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
- StatusChangeFlagTable[SC_GUILDAURA] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX;
- StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
- StatusChangeFlagTable[SC_BATTLEORDERS] |= SCB_STR|SCB_INT|SCB_DEX;
-#undef set_sc
-#undef add_sc
if (!battle_config.display_hallucination) //Disable Hallucination.
StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
}
+int SkillStatusChangeTable(int skill)
+{
+ int sk = skill;
+ if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
+ else
+ if (sk > HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
+ if (sk < 0 || sk >= MAX_SKILL) {
+ if (battle_config.error_log)
+ ShowError("add_sc: Unsupported skill id %d\n", skill);
+ return -1;
+ }
+ return SkillStatusChangeTableArray[skill];
+}
+int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
static void initDummyData(void) {
memset(&dummy_status, 0, sizeof(dummy_status));
dummy_status.hp =