diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/map/skill.c | 151 |
1 files changed, 37 insertions, 114 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 9ca9dd6b2..ae06305d2 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -751,120 +751,43 @@ struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; /* アブラカダブラ?動スキルデ?タベ?ス */ struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; -int skill_get_hit( int id ){ - if (id >= 10000 && id < 10015) id -= 9500; - return skill_db[id].hit; -} -int skill_get_inf( int id ){ - return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); -} -int skill_get_pl( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - return skill_db[id].pl; -} -int skill_get_nk( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - return skill_db[id].nk; -} -int skill_get_max( int id ){ - return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); -} -int skill_get_range( int id , int lv ){ - if (lv <= 0) return 0; - return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); -} -int skill_get_hp( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0: skill_db[id].hp[lv-1]; -} -int skill_get_sp( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - //if (lv <= 0) return 0; - //return (id < 500) ? skill_db[id].sp[lv-1] : guild_skill_get_sp(id, lv); - return (lv <= 0) ? 0: skill_db[id].sp[lv-1]; -} -int skill_get_zeny( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; -} -int skill_get_num( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].num[lv-1]; -} -int skill_get_cast( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; -} -int skill_get_delay( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].delay[lv-1]; -} -int skill_get_time( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1]; -} -int skill_get_time2( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; -} -int skill_get_castdef( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return skill_db[id].cast_def_rate; -} -int skill_get_weapontype( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return skill_db[id].weapon; -} -int skill_get_inf2( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return skill_db[id].inf2; -} -int skill_get_castcancel( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return skill_db[id].castcancel; -} -int skill_get_maxcount( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return skill_db[id].maxcount; -} -int skill_get_blewcount( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; -} -int skill_get_mhp( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; -} -int skill_get_castnodex( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; -} -int skill_get_delaynodex( int id ,int lv ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return (lv <= 0) ? 0:skill_db[id].delaynodex[lv-1]; -} -int skill_get_nocast ( int id ){ - if (id >= 10000 && id < 10015) id-= 9500; - if ((id > MAX_SKILL) || (id < 0)) return 0; - return skill_db[id].nocast; -} +// macros to check for out of bounds errors [celest] +// i: Skill ID, l: Skill Level, var: Value to return after checking +// for values that don't require level just put a one (putting 0 will trigger return 0; instead +// for values that might need to use a different function just skill_chk would suffice. +#define skill_chk(i, l) \ + if (i >= 10000 && i < 10015) {i -= 9500;} \ + if (i < 1 || i > MAX_SKILL_DB) {return 0;} \ + if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;} +#define skill_get(var, i, l) \ + { skill_chk(i, l); return var; } + +// Skill DB +int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); } +int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); } +int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); } +int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); } +int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); } +int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); } +int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); } +int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); } +int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); } +int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); } +int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); } +int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); } +int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } +int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } +int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); } +int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); } +int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); } +int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); } +int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); } +int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); } +int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); } +int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); } +int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } +int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); } + int skill_tree_get_max(int id, int b_class){ struct pc_base_job s_class = pc_calc_base_job(b_class); int i, skillid; |