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-rw-r--r--src/map/skill.c1528
-rw-r--r--src/map/skill.h25
2 files changed, 1316 insertions, 237 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 31be52ae3..fb0d54e23 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -54,6 +54,7 @@
#include "common/strlib.h"
#include "common/timer.h"
#include "common/utils.h"
+#include "common/conf.h"
#include <math.h>
#include <stdio.h>
@@ -18798,220 +18799,6 @@ void skill_cooldown_load(struct map_session_data * sd) {
}
}
-/*==========================================
- * sub-function of DB reading.
- * skill_db.txt
- *------------------------------------------*/
-bool skill_parse_row_skilldb(char* split[], int columns, int current) {
-// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
- uint16 skill_id = atoi(split[0]);
- uint16 idx;
- if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
- || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
- || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
- || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
- ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
- return false;
- }
-
- idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- 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->dbs->db[idx].castcancel = 1;
- else
- 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->dbs->db[idx].skill_type = BF_WEAPON;
- else if( strcmpi(split[13],"magic") == 0 )
- skill->dbs->db[idx].skill_type = BF_MAGIC;
- else if( strcmpi(split[13],"misc") == 0 )
- skill->dbs->db[idx].skill_type = BF_MISC;
- else
- 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, false, false);
-
- return true;
-}
-
-bool skill_parse_row_requiredb(char* split[], int columns, int current) {
-// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
- char* p;
- int j;
-
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- 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->dbs->db[idx].weapon = 0;
- break;
- } else
- skill->dbs->db[idx].weapon |= 1<<l;
- p = strchr(p,':');
- if(!p)
- break;
- p++;
- }
-
- //FIXME: document this
- p = split[8];
- for( j = 0; j < 32; j++ ) {
- int l = atoi(p);
- if( l == 99 ) { // Any ammo type
- skill->dbs->db[idx].ammo = 0xFFFFFFFF;
- break;
- } else if( l ) // 0 stands for no requirement
- skill->dbs->db[idx].ammo |= 1<<l;
- p = strchr(p,':');
- if( !p )
- break;
- p++;
- }
- 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->dbs->db[idx].state = ST_NONE;
-
- skill->split_atoi(split[11],skill->dbs->db[idx].spiritball);
- for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; 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;
-}
-
-bool skill_parse_row_castdb(char* split[], int columns, int current) {
-// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- 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->dbs->db[idx].fixed_cast);
-#endif
- return true;
-}
-
-bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
-// Skill id,Cast,Delay (optional)
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- skill->split_atoi(split[1],skill->dbs->db[idx].castnodex);
- if( split[2] ) // optional column
- skill->split_atoi(split[2],skill->dbs->db[idx].delaynodex);
-
- return true;
-}
-
-bool skill_parse_row_unitdb(char* split[], int columns, int current) {
-// ID,unit ID,unit ID 2,layout,range,interval,target,flag
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- 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->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;
-}
-
bool skill_parse_row_producedb(char* split[], int columns, int current) {
// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
int x,y;
@@ -19180,6 +18967,1276 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
return true;
}
+#define skilldb_duplicate_warning(name, setting, skill) (ShowError("skill_read_skilldb: Duplicate entry '%s' in setting '%s' for Skill Id %d in '%s', skipping...\n", name, setting, skill, "db/"DBPATH"skill_db.conf"))
+#define skilldb_invalid_error(name, setting, skill) (ShowError("skill_read_skilldb: Invalid entry '%s' in setting '%s' for Skill Id %d in '%s', skipping...\n", name, setting, skill, "db/"DBPATH"skill_db.conf"))
+
+/**
+ * Sets Level based configuration for skill groups from skill_db.conf [ Smokexyz/Hercules ]
+ * @param *conf pointer to config setting.
+ * @param *arr pointer to array to be set.
+ */
+void skill_config_set_level(struct config_setting_t *conf, int *arr)
+{
+ int i=0;
+
+ if (config_setting_is_group(conf)) {
+ for (i=0; i<MAX_SKILL_LEVEL; i++) {
+ char level[5];
+ sprintf(level, "Lv%d", i+1);
+ libconfig->setting_lookup_int(conf, level, &arr[i]);
+ }
+ } else if (config_setting_is_array(conf)) {
+ for (i=0; i<config_setting_length(conf) && i < MAX_SKILL_LEVEL; i++) {
+ arr[i] = libconfig->setting_get_int_elem(conf, i);
+ }
+ } else {
+ int val=libconfig->setting_get_int(conf);
+ for(i=0; i<MAX_SKILL_LEVEL; i++) {
+ arr[i] = val;
+ }
+ }
+}
+
+/**
+ * Sets all values in a skill level array to a specified value [ Smokexyz/Hercules ]
+ * @param *arr pointer to array being parsed.
+ * @param value value being set for the array.
+ * @return (void)
+ */
+void skill_level_set_value(int *arr, int value)
+{
+ int i=0;
+
+ for(i=0; i<MAX_SKILL_LEVEL; i++) {
+ arr[i] = value;
+ }
+}
+
+void skill_validate_hittype(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ const char *type = NULL;
+
+ if (libconfig->setting_lookup_string(conf, "Hit", &type)) {
+ if (strcmpi(type, "BDT_SKILL") == 0) {
+ sk->hit = BDT_SKILL;
+ } else if (strcmpi(type, "BDT_MULTIHIT") == 0) {
+ sk->hit = BDT_MULTIHIT;
+ } else if (strcmpi(type, "BDT_NORMAL") == 0) {
+ sk->hit = BDT_NORMAL;
+ } else {
+ skilldb_invalid_error(type, "Hit", sk->nameid);
+ return;
+ }
+ }
+}
+
+/**
+ * Validates "SkillType" when reading skill_db.conf
+ * @param conf struct, pointer to skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_skilltype(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ struct config_setting_t *t = NULL, *tt = NULL;
+
+ if((t=libconfig->setting_get_member(conf, "SkillType")) && config_setting_is_group(t)) {
+ int j=0;
+ while ((tt = libconfig->setting_get_elem(t, j++))) {
+ const char *type = config_setting_name(tt);
+ bool on = libconfig->setting_get_bool_real(tt);
+
+ if (strcmpi(type, "Enemy") == 0) {
+ if (on) {
+ sk->inf |= INF_ATTACK_SKILL;
+ } else {
+ sk->inf &= ~INF_ATTACK_SKILL;
+ }
+ } else if (strcmpi(type, "Place") == 0) {
+ if (on) {
+ sk->inf |= INF_GROUND_SKILL;
+ } else {
+ sk->inf &= ~INF_GROUND_SKILL;
+ }
+ } else if (strcmpi(type, "Self") == 0) {
+ if (on) {
+ sk->inf |= INF_SELF_SKILL;
+ } else {
+ sk->inf &= ~INF_SELF_SKILL;
+ }
+ } else if (strcmpi(type, "Friend") == 0) {
+ if (on) {
+ sk->inf |= INF_SUPPORT_SKILL;
+ } else {
+ sk->inf &= ~INF_SUPPORT_SKILL;
+ }
+ } else if (strcmpi(type, "Trap") == 0) {
+ if (on) {
+ sk->inf |= INF_TARGET_TRAP;
+ } else {
+ sk->inf &= ~INF_TARGET_TRAP;
+ }
+ } else if (strcmpi(type, "Passive") != 0) {
+ skilldb_invalid_error(type, config_setting_name(t), sk->nameid);
+ }
+ }
+ }
+}
+
+/**
+ * Validates "SkillInfo" when reading skill_db.conf
+ * @param conf struct, pointer to skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_skillinfo(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ struct config_setting_t *t = NULL, *tt = NULL;
+
+ if ((t=libconfig->setting_get_member(conf, "SkillInfo")) && config_setting_is_group(t)) {
+ int j=0;
+ while ((tt = libconfig->setting_get_elem(t, j++))) {
+ const char *type = config_setting_name(tt);
+ bool on = libconfig->setting_get_bool_real(tt);
+
+ if (strcmpi(type, "Quest") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_QUEST_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_QUEST_SKILL;
+ }
+ } else if (strcmpi(type, "NPC") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_NPC_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_NPC_SKILL;
+ }
+ } else if (strcmpi(type, "Wedding") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_WEDDING_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_WEDDING_SKILL;
+ }
+ } else if (strcmpi(type, "Spirit") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_SPIRIT_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_SPIRIT_SKILL;
+ }
+ } else if (strcmpi(type, "Guild") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_GUILD_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_GUILD_SKILL;
+ }
+ } else if (strcmpi(type, "Song") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_SONG_DANCE;
+ } else {
+ sk->inf2 &= ~INF2_SONG_DANCE;
+ }
+ } else if (strcmpi(type, "Ensemble") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_ENSEMBLE_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_ENSEMBLE_SKILL;
+ }
+ } else if (strcmpi(type, "Trap") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_TRAP;
+ } else {
+ sk->inf2 &= ~INF2_TRAP;
+ }
+ } else if (strcmpi(type, "TargetSelf") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_TARGET_SELF;
+ } else {
+ sk->inf2 &= ~INF2_TARGET_SELF;
+ }
+ } else if (strcmpi(type, "NoCastSelf") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_NO_TARGET_SELF;
+ } else {
+ sk->inf2 &= ~INF2_NO_TARGET_SELF;
+ }
+ } else if (strcmpi(type, "PartyOnly") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_PARTY_ONLY;
+ } else {
+ sk->inf2 &= ~INF2_PARTY_ONLY;
+ }
+ } else if (strcmpi(type, "GuildOnly") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_GUILD_ONLY;
+ } else {
+ sk->inf2 &= ~INF2_GUILD_ONLY;
+ }
+ } else if (strcmpi(type, "NoEnemy") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_NO_ENEMY;
+ } else {
+ sk->inf2 &= ~INF2_NO_ENEMY;
+ }
+ } else if (strcmpi(type, "IgnoreLandProtector") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_NOLP;
+ } else {
+ sk->inf2 &= ~INF2_NOLP;
+ }
+ } else if (strcmpi(type, "Chorus") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_CHORUS_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_CHORUS_SKILL;
+ }
+ } else if (strcmpi(type, "None") != 0) {
+ skilldb_invalid_error(type, config_setting_name(t), sk->nameid);
+ }
+ }
+ }
+}
+
+/**
+ * Validates "AttackType" when reading skill_db.conf
+ * @param conf struct, pointer to skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_attacktype(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ const char *type = NULL;
+
+ if (libconfig->setting_lookup_string(conf, "AttackType", &type)) {
+ if (!strcmpi(type, "Weapon")) {
+ sk->skill_type = BF_WEAPON;
+ } else if (!strcmpi(type, "Magic")) {
+ sk->skill_type = BF_MAGIC;
+ } else if (!strcmpi(type, "Misc")) {
+ sk->skill_type = BF_MISC;
+ } else {
+ skilldb_invalid_error(type, "AttackType", sk->nameid);
+ return;
+ }
+ }
+}
+
+/**
+ * Validates "Element" when reading skill_db.conf
+ * @param ele_t struct, pointer to skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_element(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ const char *type = NULL;
+ struct config_setting_t *t = NULL;
+
+ if ((t=libconfig->setting_get_member(conf, "Element")) && config_setting_is_group(t)) {
+ int j = 0;
+ char lv[5];
+
+ for (j=0; j < MAX_SKILL_LEVEL; j++) {
+ sprintf(lv, "Lv%d",j+1);
+ if (libconfig->setting_lookup_string(t, lv, &type)) {
+ if (strcmpi(type,"Ele_Weapon") == 0)
+ sk->element[j] = -1;
+ else if (strcmpi(type,"Ele_Endowed") == 0)
+ sk->element[j] = -2;
+ else if (strcmpi(type,"Ele_Random") == 0)
+ sk->element[j] = -3;
+ else if (!script->get_constant(type,&sk->element[j]))
+ skilldb_invalid_error(type, config_setting_name(conf), sk->nameid);
+ }
+ }
+
+ } else if (libconfig->setting_lookup_string(conf, "Element", &type)) {
+ int ele = 0;
+
+ if (strcmpi(type,"Ele_Weapon") == 0)
+ ele = -1;
+ else if (strcmpi(type,"Ele_Endowed") == 0)
+ ele = -2;
+ else if (strcmpi(type,"Ele_Random") == 0)
+ ele = -3;
+ else if (!script->get_constant(type, &ele)) {
+ skilldb_invalid_error(type, config_setting_name(conf), sk->nameid);
+ return;
+ }
+
+ skill->level_set_value(sk->element, ele);
+ }
+}
+
+/**
+ * Validates "DamageType" when reading skill_db.conf
+ * @param conf struct, pointer to skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_damagetype(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ struct config_setting_t *t = NULL, *tt = NULL;
+
+ if ((t=libconfig->setting_get_member(conf, "DamageType")) && config_setting_is_group(t)) {
+ int j=0;
+ while ((tt = libconfig->setting_get_elem(t, j++))) {
+ const char *type = config_setting_name(tt);
+ bool on = libconfig->setting_get_bool_real(tt);
+
+ if (strcmpi(type, "NoDamage") == 0) {
+ if (on) {
+ sk->nk |= NK_NO_DAMAGE;
+ } else {
+ sk->nk &= ~NK_NO_DAMAGE;
+ }
+ } else if (strcmpi(type, "SplashArea") == 0) {
+ if (on) {
+ sk->nk |= NK_SPLASH;
+ } else {
+ sk->nk &= ~NK_SPLASH;
+ }
+ } else if (strcmpi(type, "SplitDamage") == 0) {
+ if (on) {
+ sk->nk |= NK_SPLASHSPLIT;
+ } else {
+ sk->nk &= ~NK_SPLASHSPLIT;
+ }
+ } else if (strcmpi(type, "IgnoreCards") == 0) {
+ if (on) {
+ sk->nk |= NK_NO_CARDFIX_ATK;
+ } else {
+ sk->nk &= ~NK_NO_CARDFIX_ATK;
+ }
+ } else if (strcmpi(type, "IgnoreElement") == 0) {
+ if (on) {
+ sk->nk |= NK_NO_ELEFIX;
+ } else {
+ sk->nk &= ~NK_NO_ELEFIX;
+ }
+ } else if (strcmpi(type, "IgnoreDefense") == 0) {
+ if (on) {
+ sk->nk |= NK_IGNORE_DEF;
+ } else {
+ sk->nk &= ~NK_IGNORE_DEF;
+ }
+ } else if (strcmpi(type, "IgnoreFlee") == 0) {
+ if (on) {
+ sk->nk |= NK_IGNORE_FLEE;
+ } else {
+ sk->nk &= ~NK_IGNORE_FLEE;
+ }
+ } else if (strcmpi(type, "IgnoreDefCards") == 0) {
+ if (on) {
+ sk->nk |= NK_NO_CARDFIX_DEF;
+ } else {
+ sk->nk &= ~NK_NO_CARDFIX_DEF;
+ }
+ } else {
+ skilldb_invalid_error(type, config_setting_name(t), sk->nameid);
+ }
+ }
+ }
+}
+
+/**
+ * Validates "SkillCast/DelayOptions" when reading skill_db.conf
+ * @param conf struct, pointer to skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @param delay boolean, switch for cast/delay setting
+ * @return (void)
+ */
+void skill_validate_castnodex(struct config_setting_t *conf, struct s_skill_db *sk, bool delay)
+{
+ struct config_setting_t *t = NULL, *tt = NULL;
+
+ if ((t=libconfig->setting_get_member(conf, delay?"SkillDelayOptions":"CastTimeOptions")) && config_setting_is_group(t)) {
+ int j = 0, tmpopt = 0;
+ while ((tt = libconfig->setting_get_elem(t, j++)) && j < 4) {
+ const char *type = config_setting_name(tt);
+ bool on = libconfig->setting_get_bool_real(tt);
+
+ if (strcmpi(type, "IgnoreDex") == 0) {
+ if (on) {
+ tmpopt |= 1<<0;
+ } else {
+ tmpopt &= ~(1<<0);
+ }
+ } else if (strcmpi(type, "IgnoreStatusEffect") == 0) {
+ if (on) {
+ tmpopt |= 1<<1;
+ } else {
+ tmpopt &= ~(1<<1);
+ }
+ } else if (strcmpi(type, "IgnoreItemBonus") == 0) {
+ if (on) {
+ tmpopt |= 1<<2;
+ } else {
+ tmpopt &= ~(1<<2);
+ }
+ } else {
+ skilldb_invalid_error(type, config_setting_name(t), sk->nameid);
+ return;
+ }
+
+ }
+ skill->level_set_value(delay?sk->delaynodex:sk->castnodex, tmpopt);
+ }
+}
+
+/**
+ * Validates the "WeaponTypes" flag
+ * when parsing skill_db.conf
+ * @param *type const char, weapon type flag
+ * @param on boolean, switch for the flag
+ * @param *sk struct, pointer to s_skill_db
+ * @return void
+ */
+int skill_validate_weapontype_sub(const char *type, bool on, struct s_skill_db *sk )
+{
+ if (strcmpi(type, "NoWeapon") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_FIST;
+ } else {
+ sk->weapon &= ~(1<<W_FIST);
+ }
+ } else if (strcmpi(type, "Daggers") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_DAGGER;
+ } else {
+ sk->weapon &= ~(1<<W_DAGGER);
+ }
+ } else if (strcmpi(type, "1HSwords") == 0) {
+
+ if (on) {
+ sk->weapon |= 1<<W_1HSWORD;
+ } else {
+ sk->weapon &= ~(1<<W_1HSWORD);
+ }
+ } else if (strcmpi(type, "2HSwords") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_2HSWORD;
+ } else {
+ sk->weapon &= ~(1<<W_2HSWORD);
+ }
+ } else if (strcmpi(type, "1HSpears") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_1HSPEAR;
+ } else {
+ sk->weapon &= ~(1<<W_1HSPEAR);
+ }
+ } else if (strcmpi(type, "2HSpears") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_2HSPEAR;
+ } else {
+ sk->weapon &= ~(1<<W_2HSPEAR);
+ }
+ } else if (strcmpi(type, "1HAxes") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_1HAXE;
+ } else {
+ sk->weapon &= ~(1<<W_1HAXE);
+ }
+ } else if (strcmpi(type, "2HAxes") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_2HAXE;
+ } else {
+ sk->weapon &= ~(1<<W_2HAXE);
+ }
+ } else if (strcmpi(type, "Maces") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_MACE;
+ } else {
+ sk->weapon &= ~(1<<W_MACE);
+ }
+ } else if (strcmpi(type, "2HMaces") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_2HMACE;
+ } else {
+ sk->weapon &= ~(1<<W_2HMACE);
+ }
+ } else if (strcmpi(type, "Staves") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_STAFF;
+ } else {
+ sk->weapon &= ~(1<<W_STAFF);
+ }
+ } else if (strcmpi(type, "Bows") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_BOW;
+ } else {
+ sk->weapon &= ~(1<<W_BOW);
+ }
+ } else if (strcmpi(type, "Knuckles") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_KNUCKLE;
+ } else {
+ sk->weapon &= ~(1<<W_KNUCKLE);
+ }
+ } else if (strcmpi(type, "Instruments") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_MUSICAL;
+ } else {
+ sk->weapon &= ~(1<<W_MUSICAL);
+ }
+ } else if (strcmpi(type, "Whips") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_WHIP;
+ } else {
+ sk->weapon &= ~(1<<W_WHIP);
+ }
+ } else if (strcmpi(type, "Books") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_BOOK;
+ } else {
+ sk->weapon &= ~(1<<W_BOOK);
+ }
+ } else if (strcmpi(type, "Katars") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_KATAR;
+ } else {
+ sk->weapon &= ~(1<<W_KATAR);
+ }
+ } else if (strcmpi(type, "Revolvers") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_REVOLVER;
+ } else {
+ sk->weapon &= ~(1<<W_REVOLVER);
+ }
+ } else if (strcmpi(type, "Rifles") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_RIFLE;
+ } else {
+ sk->weapon &= ~(1<<W_RIFLE);
+ }
+ } else if (strcmpi(type, "GatlingGuns") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_GATLING;
+ } else {
+ sk->weapon &= ~(1<<W_GATLING);
+ }
+ } else if (strcmpi(type, "Shotguns") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_SHOTGUN;
+ } else {
+ sk->weapon &= ~(1<<W_SHOTGUN);
+ }
+ } else if (strcmpi(type, "GrenadeLaunchers") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_GRENADE;
+ } else {
+ sk->weapon &= ~(1<<W_GRENADE);
+ }
+ } else if (strcmpi(type, "FuumaShurikens") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_HUUMA;
+ } else {
+ sk->weapon &= ~(1<<W_HUUMA);
+ }
+ } else if (strcmpi(type, "2HStaves") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_2HSTAFF;
+ } else {
+ sk->weapon &= ~(1<<W_2HSTAFF);
+ }
+ }
+ /* MAX_SINGLE_WEAPON_TYPE excluded */
+ else if (strcmpi(type, "DWDaggers") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_DOUBLE_DD;
+ } else {
+ sk->weapon &= ~(1<<W_DOUBLE_DD);
+ }
+ } else if (strcmpi(type, "DWSwords") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_DOUBLE_SS;
+ } else {
+ sk->weapon &= ~(1<<W_DOUBLE_SS);
+ }
+ } else if (strcmpi(type, "DWAxes") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_DOUBLE_AA;
+ } else {
+ sk->weapon &= ~(1<<W_DOUBLE_AA);
+ }
+ } else if (strcmpi(type, "DWDaggerSword") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_DOUBLE_DA;
+ } else {
+ sk->weapon &= ~(1<<W_DOUBLE_DA);
+ }
+ } else if (strcmpi(type, "DWDaggerAxe") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_DOUBLE_DA;
+ } else {
+ sk->weapon &= ~(1<<W_DOUBLE_DA);
+ }
+ } else if (strcmpi(type, "DWSwordAxe") == 0) {
+ if (on) {
+ sk->weapon |= 1<<W_DOUBLE_SA;
+ } else {
+ sk->weapon &= ~(1<<W_DOUBLE_SA);
+ }
+ } else if (strcmpi(type, "All") == 0) {
+ sk->weapon = 0;
+ } else {
+ return 1; // invalid type
+ }
+
+ return 0;
+}
+
+/**
+ * Validates "WeaponTypes"
+ * when parsing skill_db.conf
+ * @param conf struct, pointer to the skill configuration
+ * @param sk struct, struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_weapontype(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ struct config_setting_t *tt = NULL;
+ const char *type = NULL;
+
+ if ((tt = libconfig->setting_get_member(conf, "WeaponTypes")) && config_setting_is_group(tt)) {
+ int j = 0;
+ struct config_setting_t *wpt = { 0 };
+ while ((wpt = libconfig->setting_get_elem(tt, j++)) && j < 30) {
+ if (skill_validate_weapontype_sub(config_setting_name(wpt), libconfig->setting_get_bool_real(wpt), sk))
+ skilldb_invalid_error(config_setting_name(wpt), config_setting_name(tt), sk->nameid);
+ }
+ } else if (libconfig->setting_lookup_string(conf, "WeaponTypes", &type)) {
+ if (skill_validate_weapontype_sub(type, true, sk))
+ skilldb_invalid_error(type, "WeaponTypes", sk->nameid);
+ }
+}
+
+/**
+ * Validates the "AmmoTypes" flag
+ * when parsing skill_db.conf
+ * @param type string, ammo type flag
+ * @param on boolean, switch for the flag
+ * @param sk struct, pointer to s_skill_db
+ * @return void
+ */
+int skill_validate_ammotype_sub(const char *type, bool on, struct s_skill_db *sk)
+{
+ if (strcmpi(type, "A_ARROW") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_ARROW;
+ } else {
+ sk->ammo &= ~(1<<A_ARROW);
+ }
+ } else if (strcmpi(type, "A_DAGGER") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_DAGGER;
+ } else {
+ sk->ammo &= ~(1<<A_DAGGER);
+ }
+ } else if (strcmpi(type, "A_BULLET") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_BULLET;
+ } else {
+ sk->ammo &= ~(1<<A_BULLET);
+ }
+ } else if (strcmpi(type, "A_SHELL") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_SHELL;
+ } else {
+ sk->ammo &= ~(1<<A_SHELL);
+ }
+ } else if (strcmpi(type, "A_GRENADE") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_GRENADE;
+ } else {
+ sk->ammo &= ~(1<<A_GRENADE);
+ }
+ } else if (strcmpi(type, "A_SHURIKEN") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_SHURIKEN;
+ } else {
+ sk->ammo &= ~(1<<A_SHURIKEN);
+ }
+ } else if (strcmpi(type, "A_KUNAI") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_KUNAI;
+ } else {
+ sk->ammo &= ~(1<<A_KUNAI);
+ }
+ } else if (strcmpi(type, "A_CANNONBALL") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_CANNONBALL;
+ } else {
+ sk->ammo &= ~(1<<A_CANNONBALL);
+ }
+ } else if (strcmpi(type, "A_THROWWEAPON") == 0) {
+ if (on) {
+ sk->ammo |= 1<<A_THROWWEAPON;
+ } else {
+ sk->ammo &= ~(1<<A_THROWWEAPON);
+ }
+ } else if (strcmpi(type, "All") == 0) {
+ if (on) {
+ sk->ammo = 0xFFFFFFFF;
+ } else {
+ sk->ammo = 0;
+ }
+ } else {
+ return 1; // Invalid Entry
+ }
+
+ return 0;
+}
+
+/**
+ * Validates the "AmmoTypes" flag
+ * when parsing skill_db.conf
+ * @param conf pointer to the skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return void
+ */
+void skill_validate_ammotype(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ struct config_setting_t *tt = NULL;
+ const char *tstr = NULL;
+
+ if ((tt = libconfig->setting_get_member(conf, "AmmoTypes")) && config_setting_is_group(tt)) {
+ int j = 0;
+ struct config_setting_t *amt = { 0 };
+ while ((amt = libconfig->setting_get_elem(tt, j++))) {
+ if (skill_validate_ammotype_sub(config_setting_name(amt), libconfig->setting_get_bool_real(amt), sk))
+ skilldb_invalid_error(config_setting_name(amt), config_setting_name(tt), sk->nameid);
+ }
+ } else if( libconfig->setting_lookup_string(conf, "AmmoTypes", &tstr)) {
+ if (skill_validate_ammotype_sub(tstr, true, sk))
+ skilldb_invalid_error(tstr, "AmmoTypes", sk->nameid);
+ }
+}
+
+/**
+ * Validates the "State" flag
+ * when parsing skill_db.conf
+ * @param conf struct, pointer to the skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return void
+ */
+void skill_validate_state(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ const char *type = NULL;
+
+ if (libconfig->setting_lookup_string(conf, "State", &type) && strcmpi(type,"None") != ST_NONE) {
+ if ( strcmpi(type,"Hiding") == 0 ) sk->state = ST_HIDING;
+ else if (strcmpi(type,"Cloaking") == 0 ) sk->state = ST_CLOAKING;
+ else if (strcmpi(type,"Hidden") == 0 ) sk->state = ST_HIDDEN;
+ else if (strcmpi(type,"Riding") == 0 ) sk->state = ST_RIDING;
+ else if (strcmpi(type,"Falcon") == 0 ) sk->state = ST_FALCON;
+ else if (strcmpi(type,"Cart") == 0 ) sk->state = ST_CART;
+ else if (strcmpi(type,"Shield") == 0 ) sk->state = ST_SHIELD;
+ else if (strcmpi(type,"Sight") == 0 ) sk->state = ST_SIGHT;
+ else if (strcmpi(type,"ExplosionSpirits") == 0 ) sk->state = ST_EXPLOSIONSPIRITS;
+ else if (strcmpi(type,"CartBoost") == 0 ) sk->state = ST_CARTBOOST;
+ else if (strcmpi(type,"NotOverWeight") == 0 ) sk->state = ST_RECOV_WEIGHT_RATE;
+ else if (strcmpi(type,"Moveable") == 0 ) sk->state = ST_MOVE_ENABLE;
+ else if (strcmpi(type,"InWater") == 0 ) sk->state = ST_WATER;
+ else if (strcmpi(type,"Dragon") == 0 ) sk->state = ST_RIDINGDRAGON;
+ else if (strcmpi(type,"Warg") == 0 ) sk->state = ST_WUG;
+ else if (strcmpi(type,"RidingWarg") == 0 ) sk->state = ST_RIDINGWUG;
+ else if (strcmpi(type,"MadoGear") == 0 ) sk->state = ST_MADO;
+ else if (strcmpi(type,"ElementalSpirit") == 0 ) sk->state = ST_ELEMENTALSPIRIT;
+ else if (strcmpi(type,"PoisonWeapon") == 0 ) sk->state = ST_POISONINGWEAPON;
+ else if (strcmpi(type,"RollingCutter") == 0 ) sk->state = ST_ROLLINGCUTTER;
+ else if (strcmpi(type,"MH_Fighting") == 0 ) sk->state = ST_MH_FIGHTING;
+ else if (strcmpi(type,"MH_Grappling") == 0 ) sk->state = ST_MH_FIGHTING;
+ else if (strcmpi(type,"Peco") == 0 ) sk->state = ST_PECO;
+ else
+ skilldb_invalid_error(type, "State", sk->nameid);
+ }
+}
+
+/**
+ * Validates the "Items" flag
+ * when parsing skill_db.conf
+ * @param conf struct, pointer to the skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return void
+ */
+void skill_validate_item_requirements(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ struct config_setting_t *tt = NULL;
+
+ if ((tt=libconfig->setting_get_member(conf, "Items")) && config_setting_is_group(conf)) {
+ int itx=-1;
+ struct config_setting_t *it;
+
+ while((it=libconfig->setting_get_elem(tt, itx++)) && itx < MAX_SKILL_ITEM_REQUIRE) {
+ const char *type = config_setting_name(it);
+
+ if( type[0] == 'I' && type[1] == 'D' && itemdb->exists(atoi(type+2)) )
+ sk->itemid[itx] = atoi(type+2);
+ else if(!script->get_constant(type, &sk->itemid[itx])) {
+ ShowWarning("skill_read_skilldb: Invalid required Item '%s' given for skill Id %d in '%s', skipping...\n",type, sk->nameid, DBPATH"skill_db.conf");
+ continue;
+ }
+
+ sk->amount[itx] = libconfig->setting_get_int(it);
+ }
+ }
+}
+
+/**
+ * Validates the "Unit > Target" flag
+ * when parsing skill_db.conf
+ * @param conf struct, pointer to the skill configuration
+ * @param sk struct, pointer to s_skill_db
+ * @return void
+ */
+void skill_validate_unit_target(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ const char *type = NULL;
+
+ if(libconfig->setting_lookup_string(conf, "Target", &type)) {
+
+ if(!strcmpi(type,"NotEnemy")) sk->unit_target = BCT_NOENEMY;
+ else if(!strcmpi(type,"NotParty")) sk->unit_target = BCT_NOPARTY;
+ else if (!strcmpi(type,"NotGuild")) sk->unit_target = BCT_NOGUILD;
+ else if(!strcmpi(type,"Friend")) sk->unit_target = BCT_NOENEMY;
+ else if(!strcmpi(type,"Party")) sk->unit_target = BCT_PARTY;
+ else if(!strcmpi(type,"Ally")) sk->unit_target = BCT_PARTY|BCT_GUILD;
+ else if(!strcmpi(type,"Guild")) sk->unit_target = BCT_GUILD;
+ else if(!strcmpi(type,"All")) sk->unit_target = BCT_ALL;
+ else if(!strcmpi(type,"Enemy")) sk->unit_target = BCT_ENEMY;
+ else if(!strcmpi(type,"Self")) sk->unit_target = BCT_SELF;
+ else if(!strcmpi(type,"SameGuild")) sk->unit_target = BCT_GUILD|BCT_SAMEGUILD;
+
+ if (sk->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
+ sk->unit_target = BCT_NOENEMY;
+
+ //By default, target just characters.
+ sk->unit_target |= BL_CHAR;
+
+ if (sk->unit_flag&UF_NOPC)
+ sk->unit_target &= ~BL_PC;
+ if (sk->unit_flag&UF_NOMOB)
+ sk->unit_target &= ~BL_MOB;
+ if (sk->unit_flag&UF_SKILL)
+ sk->unit_target |= BL_SKILL;
+ }
+}
+
+/**
+ * Validates the "Unit > Flag" setting
+ * when parsing skill_db.conf
+ * @param type const char, name of the flag being parsed.
+ * @param on boolean, switch for flag setting
+ * @param sk struct, pointer to s_skill_db.
+ * @return (void)
+ */
+int skill_validate_unit_flag_sub(const char *type, bool on, struct s_skill_db *sk)
+{
+ if (strcmpi(type, "UF_DEFNOTENEMY") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_DEFNOTENEMY;
+ } else {
+ sk->unit_flag &= ~UF_DEFNOTENEMY;
+ }
+ } else if (strcmpi(type, "UF_NOREITERATION") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_NOREITERATION;
+ } else {
+ sk->unit_flag &= ~UF_NOREITERATION;
+ }
+ } else if (strcmpi(type, "UF_NOFOOTSET") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_NOFOOTSET;
+ } else {
+ sk->unit_flag &= ~UF_NOFOOTSET;
+ }
+ } else if (strcmpi(type, "UF_NOOVERLAP") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_NOOVERLAP;
+ } else {
+ sk->unit_flag &= ~UF_NOOVERLAP;
+ }
+ } else if (strcmpi(type, "UF_PATHCHECK") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_PATHCHECK;
+ } else {
+ sk->unit_flag &= ~UF_PATHCHECK;
+ }
+ } else if (strcmpi(type, "UF_NOPC") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_NOPC;
+ } else {
+ sk->unit_flag &= ~UF_NOPC;
+ }
+ } else if (strcmpi(type, "UF_NOMOB") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_NOMOB;
+ } else {
+ sk->unit_flag &= ~UF_NOMOB;
+ }
+ } else if (strcmpi(type, "UF_SKILL") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_SKILL;
+ } else {
+ sk->unit_flag &= ~UF_SKILL;
+ }
+ } else if (strcmpi(type, "UF_DANCE") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_DANCE;
+ } else {
+ sk->unit_flag &= ~UF_DANCE;
+ }
+ } else if (strcmpi(type, "UF_ENSEMBLE") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_ENSEMBLE;
+ } else {
+ sk->unit_flag &= ~UF_ENSEMBLE;
+ }
+ } else if (strcmpi(type, "UF_SONG") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_SONG;
+ } else {
+ sk->unit_flag &= ~UF_SONG;
+ }
+ } else if (strcmpi(type, "UF_DUALMODE") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_DUALMODE;
+ } else {
+ sk->unit_flag &= ~UF_DUALMODE;
+ }
+ } else if (strcmpi(type, "UF_RANGEDSINGLEUNIT") == 0) {
+ if (on) {
+ sk->unit_flag |= UF_RANGEDSINGLEUNIT;
+ } else {
+ sk->unit_flag &= ~UF_RANGEDSINGLEUNIT;
+ }
+ } else {
+ return 1; // Invalid Type
+ }
+
+ return 0;
+}
+
+/**
+ * Validate "Unit > Flag" setting
+ * when parsing skill_db.conf
+ * @param conf struct, pointer to the skill configuration
+ * @param sk struct, struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_unit_flag(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ struct config_setting_t *t = NULL;
+
+ if ((t=libconfig->setting_get_member(conf, "Flag")) && config_setting_is_group(t)) {
+ int j=0;
+ struct config_setting_t *tt = NULL;
+ while ((tt = libconfig->setting_get_elem(t, j++))) {
+ const char *name = config_setting_name(tt);
+
+ if (skill_validate_unit_flag_sub(name, libconfig->setting_get_bool_real(tt), sk))
+ skilldb_invalid_error(name, config_setting_name(t), sk->nameid);
+ }
+ }
+}
+/**
+ * Validate additional field settings via plugins
+ * when parsing skill_db.conf
+ * @param conf struct, pointer to the skill configuration
+ * @param sk struct, struct, pointer to s_skill_db
+ * @return (void)
+ */
+void skill_validate_additional_fields(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ // Does nothing like a boss. *cough* plugins *cough*
+}
+
+/**
+ * Validates a skill entry and adds it to the database. [ Smokexyz/Hercules ]
+ * @param sk contains skill data to be checked.
+ * @param *source filepath constant.
+ * @return boolean true on success.
+ */
+bool skill_validate_skilldb(struct s_skill_db *sk, const char *source)
+{
+ int idx = skill->get_index(sk->nameid);
+
+ if (idx == 0) {
+ ShowWarning("skill_validate_skilldb: Invalid skill Id %d provided in '%s'! ... skipping\n", sk->nameid, source);
+ ShowInfo("It is possible that the skill Id is 0 or unavailable (interferes with guild/homun/mercenary skill mapping).\n");
+ return false;
+ } else if (sk->max > MAX_SKILL_LEVEL || sk->max <= 0) {
+ ShowError("skill_validate_skilldb: Invalid Max Level %d specified for skill Id %d in '%s', skipping...\n", sk->max, sk->nameid, source);
+ return false;
+ }
+
+ /* Direct assignment of temporary skill storage to skill db */
+ skill->dbs->db[idx] = *sk;
+ /* Put skill name in name2id DB */
+ strdb_iput(skill->name2id_db, skill->dbs->db[idx].name, skill->dbs->db[idx].nameid);
+ /* Set Name to Id script constants */
+ script->set_constant2(skill->dbs->db[idx].name, (int)skill->dbs->db[idx].nameid, false, false);
+
+ return true;
+}
+
+/**
+ * Reads skill_db.conf from relative filepath and processes [ Smokexyz/Hercules ]
+ * entries into the skill database.
+ * @param filename contains the file path and name.
+ * @return boolean true on success
+ */
+bool skill_read_skilldb(const char *filename)
+{
+ struct config_t skilldb;
+ struct config_setting_t *sk, *conf;
+ char filepath[256];
+ int count=0, index=0;
+ bool duplicate[MAX_SKILL] = {0};
+
+ nullpo_retr(false, filename);
+
+ sprintf(filepath,"db/%s",filename);
+
+ if (!libconfig->load_file(&skilldb, filepath)) {
+ return false; // Libconfig error report.
+ }
+
+ // Possible Syntax error.
+ if ((sk=libconfig->setting_get_member(skilldb.root, "skill_db")) == NULL) {
+ ShowError("skill_read_skilldb: Skill DB could not be loaded, please check '%s'.\n", filepath);
+ libconfig->destroy(&skilldb);
+ return false;
+ }
+
+ while ((conf = libconfig->setting_get_elem(sk,index++))) {
+ int idx=0, skill_id=0, temp=0;
+ struct config_setting_t *t = NULL, *tt = NULL;
+ struct s_skill_db tmp_db = { 0 };
+
+ /* Skill ID */
+ if (!libconfig->setting_lookup_int(conf, "Id", &skill_id)) {
+ ShowError("skill_read_skilldb: Skill Id not specified for entry %d in '%s', skipping...\n", index, filepath );
+ continue;
+ }
+
+ tmp_db.nameid = skill_id;
+
+ if((idx = skill->get_index(skill_id)) == 0) {
+ ShowError("skill_read_skilldb: Skill Id %d is out of range, or within a reserved range (for guild, homunculus, mercenary or elemental skills). skipping...\n", idx);
+ continue;
+ }
+
+ if (duplicate[idx]) {
+ ShowWarning("skill_read_skilldb: Duplicate Skill Id %d in entry %d in '%s', skipping...\n", skill_id, index, filepath);
+ continue;
+ }
+
+ /* Skill Name Constant */
+ if (!libconfig->setting_lookup_mutable_string(conf, "Name", tmp_db.name, sizeof(tmp_db.name))) {
+ ShowError("skill_read_skilldb: Name not specified for skill Id %d in '%s', skipping...\n", skill_id, filepath);
+ continue;
+ }
+
+ /* Skill Description */
+ libconfig->setting_lookup_mutable_string(conf, "Description", tmp_db.desc, sizeof(tmp_db.desc));
+
+ /* Max Level */
+ if (!libconfig->setting_lookup_int(conf, "MaxLevel", &temp)) {
+ ShowError("skill_read_skilldb: MaxLevel not specified for skill Id %d in '%s', skipping...\n", skill_id, filepath);
+ continue;
+ } else {
+ tmp_db.max = temp;
+ }
+
+ /* Range */
+ if ((t=libconfig->setting_get_member(conf, "Range")))
+ skill->config_set_level(t, tmp_db.range);
+
+ /* Hit Type */
+ skill->validate_hittype(conf, &tmp_db);
+
+ /* Skill Type */
+ skill->validate_skilltype(conf, &tmp_db);
+
+ /* Skill Info */
+ skill->validate_skillinfo(conf, &tmp_db);
+
+ /* Skill Attack Type */
+ skill->validate_attacktype(conf, &tmp_db);
+
+ /* Skill Element */
+ skill->validate_element(conf, &tmp_db);
+
+ /* Damage Type */
+ skill->validate_damagetype(conf, &tmp_db);
+
+ /* Splash Range */
+ if ((t = libconfig->setting_get_member(conf, "SplashRange")))
+ skill->config_set_level(t, tmp_db.splash);
+
+ /* Number of Hits */
+ if ((t = libconfig->setting_get_member(conf, "NumberOfHits")) && config_setting_is_group(t))
+ skill->config_set_level(t, tmp_db.num);
+ else if ((libconfig->setting_lookup_int(conf, "NumberOfHits", &temp)))
+ skill->level_set_value(tmp_db.num, temp);
+ else
+ skill->level_set_value(tmp_db.num, 1); // Default 1
+
+ /* Interrupt Cast */
+ if (libconfig->setting_lookup_bool(conf, "InterruptCast", &tmp_db.castcancel) == 0)
+ tmp_db.castcancel = 1;
+
+ /* Cast Defense Rate */
+ libconfig->setting_lookup_int(conf, "CastDefRate", &tmp_db.cast_def_rate);
+
+ /* Skill Instances */
+ if ((t = libconfig->setting_get_member(conf, "SkillInstances")))
+ skill->config_set_level(t, tmp_db.maxcount);
+
+ /* Knock-Back Tiles */
+ if ((t = libconfig->setting_get_member(conf, "KnockBackTiles")))
+ skill->config_set_level(t, tmp_db.blewcount);
+ /**
+ * Skill Cast / Delay data handling
+ */
+ /* Cast Time */
+ if ((t=libconfig->setting_get_member(conf, "CastTime")))
+ skill->config_set_level(t, tmp_db.cast);
+
+ /* After Cast Act Delay */
+ if ((t=libconfig->setting_get_member(conf, "AfterCastActDelay")))
+ skill->config_set_level(t, tmp_db.delay);
+
+ /* After Cast Walk Delay */
+ if ((t=libconfig->setting_get_member(conf, "AfterCastWalkDelay")))
+ skill->config_set_level(t, tmp_db.walkdelay);
+
+ /* Skill Data/Duration */
+ if ((t=libconfig->setting_get_member(conf, "SkillData1")))
+ skill->config_set_level(t, tmp_db.upkeep_time);
+
+ /* Skill Data/Duration 2 */
+ if ((t=libconfig->setting_get_member(conf, "SkillData2")))
+ skill->config_set_level(t, tmp_db.upkeep_time2);
+
+ /* Skill Cool Down */
+ if ((t=libconfig->setting_get_member(conf, "CoolDown")))
+ skill->config_set_level(t, tmp_db.cooldown);
+
+#ifdef RENEWAL_CAST
+ /* Fixed Casting Time */
+ if ((t=libconfig->setting_get_member(conf, "FixedCastTime")))
+ skill->config_set_level(t, tmp_db.fixed_cast);
+#endif
+ /* Cast Time Options */
+ skill->validate_castnodex(conf, &tmp_db, false);
+ skill->validate_castnodex(conf, &tmp_db, true);
+
+ /**
+ * Skill Requirements data handling
+ */
+ if ((t=libconfig->setting_get_member(conf, "Requirements")) && config_setting_is_group(t)) {
+
+ /* HP Costs */
+ if ((tt = libconfig->setting_get_member(t, "HPCost")))
+ skill->config_set_level(tt, tmp_db.hp);
+
+ /* Max HP Trigger */
+ if ((tt = libconfig->setting_get_member(t, "MaxHPTrigger")))
+ skill->config_set_level(tt, tmp_db.mhp);
+
+ /* SP Cost */
+ if ((tt = libconfig->setting_get_member(t, "SPCost")))
+ skill->config_set_level(tt, tmp_db.sp);
+
+ /* HP Rate */
+ if ((tt = libconfig->setting_get_member(t, "HPRate")))
+ skill->config_set_level(tt, tmp_db.hp_rate);
+
+ /* SP Rate */
+ if ((tt = libconfig->setting_get_member(t, "SPRate")))
+ skill->config_set_level(tt, tmp_db.sp_rate);
+
+ /* Zeny Cost */
+ if ((tt = libconfig->setting_get_member(t, "ZenyCost")))
+ skill->config_set_level(tt, tmp_db.zeny);
+
+ /* Spirit Sphere Cost */
+ if ((tt = libconfig->setting_get_member(t, "SpiritSphereCost")))
+ skill->config_set_level(tt, tmp_db.spiritball);
+
+ /* Weapon Types */
+ skill->validate_weapontype(conf, &tmp_db);
+
+ /* Ammunition Types */
+ skill->validate_ammotype(conf, &tmp_db);
+
+ /* Ammunition Amount */
+ if ((tt = libconfig->setting_get_member(t, "AmmoAmount")))
+ skill->config_set_level(tt, tmp_db.ammo_qty);
+
+ /* State */
+ skill->validate_state(t, &tmp_db);
+
+ /* Spirit Sphere Cost */
+ if ((tt = libconfig->setting_get_member(t, "SpiritSphereCost")))
+ skill->config_set_level(tt, tmp_db.spiritball);
+
+ /* Item Requirements and Amounts */
+ skill->validate_item_requirements(t, &tmp_db);
+ }
+
+ /**
+ * Skill Unit data handling
+ */
+ if ((t=libconfig->setting_get_member(conf, "Unit")) && config_setting_is_group(t)) {
+
+ /* Unit IDs [1,2] */
+ if ((tt=libconfig->setting_get_member(t, "Id")) && config_setting_is_array(tt)) {
+ tmp_db.unit_id[0] = libconfig->setting_get_int_elem(tt, 0);
+ tmp_db.unit_id[1] = libconfig->setting_get_int_elem(tt, 1);
+ } else {
+ libconfig->setting_lookup_int(t, "Id", &tmp_db.unit_id[0]);
+ }
+
+ /* Layout */
+ if((tt=libconfig->setting_get_member(t, "Layout")))
+ skill->config_set_level(tt, tmp_db.unit_layout_type);
+
+ /* Range */
+ if((tt=libconfig->setting_get_member(t, "Range")))
+ skill->config_set_level(tt, tmp_db.unit_range);
+
+ /* Interval */
+ if(libconfig->setting_lookup_int(t, "Interval", &temp))
+ tmp_db.unit_interval = temp;
+
+ /* Flag */
+ skill->validate_unit_flag(t, &tmp_db);
+
+ /* Target */
+ skill->validate_unit_target(t, &tmp_db);
+ }
+
+ /* Additional Fields for Plugins */
+ skill->validate_additional_fields(conf, &tmp_db);
+
+ // Validate the skill entry, add it to the duplicate array and increment count on success.
+ if ((duplicate[idx] = skill->validate_skilldb(&tmp_db, filepath)))
+ count++;
+ }
+
+ libconfig->destroy(&skilldb);
+
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filepath);
+
+ return true;
+}
+
+#undef skilldb_duplicate_warning
+#undef skilldb_invalid_error
+
/*===============================
* DB reading.
* skill_db.txt
@@ -19205,26 +20262,20 @@ void skill_readdb(bool minimal) {
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));
+ itemdb->name_constants(); // refresh ItemDB constants before loading of skills
+
#ifdef ENABLE_CASE_CHECK
- script->parser_current_file = DBPATH"skill_db.txt";
+ script->parser_current_file = DBPATH"skill_db.conf";
#endif // ENABLE_CASE_CHECK
- sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
+ //sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
+ skill->read_skilldb(DBPATH"skill_db.conf");
#ifdef ENABLE_CASE_CHECK
script->parser_current_file = NULL;
#endif // ENABLE_CASE_CHECK
if (minimal)
return;
-
- sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
-#ifdef RENEWAL_CAST
- sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb);
-#else
- sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb);
-#endif
- sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
- sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb);
-
+
skill->init_unit_layout();
sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
@@ -19507,11 +20558,26 @@ void skill_defaults(void) {
skill->unit_timer = skill_unit_timer;
skill->unit_timer_sub = skill_unit_timer_sub;
skill->init_unit_layout = skill_init_unit_layout;
- skill->parse_row_skilldb = skill_parse_row_skilldb;
- skill->parse_row_requiredb = skill_parse_row_requiredb;
- skill->parse_row_castdb = skill_parse_row_castdb;
- skill->parse_row_castnodexdb = skill_parse_row_castnodexdb;
- skill->parse_row_unitdb = skill_parse_row_unitdb;
+ /* Skill DB Libconfig */
+ skill->validate_hittype = skill_validate_hittype;
+ skill->validate_attacktype = skill_validate_attacktype;
+ skill->validate_element = skill_validate_element;
+ skill->validate_skilltype = skill_validate_skilltype;
+ skill->validate_skillinfo = skill_validate_skillinfo;
+ skill->validate_damagetype = skill_validate_damagetype;
+ skill->validate_castnodex = skill_validate_castnodex;
+ skill->validate_weapontype = skill_validate_weapontype;
+ skill->validate_ammotype = skill_validate_ammotype;
+ skill->validate_state = skill_validate_state;
+ skill->validate_item_requirements = skill_validate_item_requirements;
+ skill->validate_unit_target = skill_validate_unit_target;
+ skill->validate_unit_flag = skill_validate_unit_flag;
+ skill->validate_additional_fields = skill_validate_additional_fields;
+ skill->validate_skilldb = skill_validate_skilldb;
+ skill->read_skilldb = skill_read_skilldb;
+ skill->config_set_level = skill_config_set_level;
+ skill->level_set_value = skill_level_set_value;
+ /* */
skill->parse_row_producedb = skill_parse_row_producedb;
skill->parse_row_createarrowdb = skill_parse_row_createarrowdb;
skill->parse_row_abradb = skill_parse_row_abradb;
diff --git a/src/map/skill.h b/src/map/skill.h
index 35fddafa4..9bb3eae13 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -58,7 +58,7 @@ struct status_change_entry;
#define MAX_SKILLUNITGROUP 25
#define MAX_SKILL_ITEM_REQUIRE 10
#define MAX_SKILLUNITGROUPTICKSET 25
-#define MAX_SKILL_NAME_LENGTH 30
+#define MAX_SKILL_NAME_LENGTH 32
// (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
#define skill_ischangesex(id) ( \
@@ -2033,11 +2033,24 @@ struct skill_interface {
int (*unit_timer) (int tid, int64 tick, int id, intptr_t data);
int (*unit_timer_sub) (union DBKey key, struct DBData *data, va_list ap);
void (*init_unit_layout) (void);
- bool (*parse_row_skilldb) (char* split[], int columns, int current);
- bool (*parse_row_requiredb) (char* split[], int columns, int current);
- bool (*parse_row_castdb) (char* split[], int columns, int current);
- bool (*parse_row_castnodexdb) (char* split[], int columns, int current);
- bool (*parse_row_unitdb) (char* split[], int columns, int current);
+ void (*validate_hittype) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_skilltype) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_attacktype) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_element) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_skillinfo) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_damagetype) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_castnodex) (struct config_setting_t *conf, struct s_skill_db *skill, bool delay);
+ void (*validate_weapontype) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_ammotype) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_state) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_item_requirements) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_unit_target) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_unit_flag) (struct config_setting_t *conf, struct s_skill_db *skill);
+ void (*validate_additional_fields) (struct config_setting_t *conf, struct s_skill_db *skill);
+ bool (*validate_skilldb) (struct s_skill_db *skt, const char *source);
+ bool (*read_skilldb) (const char *filename);
+ void (*config_set_level) (struct config_setting_t *conf, int *arr);
+ void (*level_set_value) (int *arr, int value);
bool (*parse_row_producedb) (char* split[], int columns, int current);
bool (*parse_row_createarrowdb) (char* split[], int columns, int current);
bool (*parse_row_abradb) (char* split[], int columns, int current);