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authorBen Longbons <b.r.longbons@gmail.com>2012-12-13 16:25:50 -0800
committerBen Longbons <b.r.longbons@gmail.com>2012-12-14 16:18:22 -0800
commit069f39e8a1ebee3e4a4ce8302d0099842876782b (patch)
tree57d8de5f57d65878f8ef560e2884b9dee08e9323 /src/map/skill.hpp
parentf9563edf69f083287630f4b17db70d97524196d6 (diff)
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Some formatting fixes before I go insane
Also delete the French translation from ladmin.
Diffstat (limited to 'src/map/skill.hpp')
-rw-r--r--src/map/skill.hpp204
1 files changed, 102 insertions, 102 deletions
diff --git a/src/map/skill.hpp b/src/map/skill.hpp
index 3dea4d3..38a0ed5 100644
--- a/src/map/skill.hpp
+++ b/src/map/skill.hpp
@@ -7,37 +7,37 @@
#include "map.hpp"
#include "magic.hpp"
-#define MAX_SKILL_DB 450
-#define MAX_SKILL_PRODUCE_DB 150
-#define MAX_SKILL_ARROW_DB 150
-#define MAX_SKILL_ABRA_DB 350
+#define MAX_SKILL_DB 450
+#define MAX_SKILL_PRODUCE_DB 150
+#define MAX_SKILL_ARROW_DB 150
+#define MAX_SKILL_ABRA_DB 350
-#define SKILL_POOL_FLAG 0x1 // is a pool skill
-#define SKILL_POOL_ACTIVE 0x2 // is an active pool skill
-#define SKILL_POOL_ACTIVATED 0x4 // pool skill has been activated (used for clif)
+#define SKILL_POOL_FLAG 0x1 // is a pool skill
+#define SKILL_POOL_ACTIVE 0x2 // is an active pool skill
+#define SKILL_POOL_ACTIVATED 0x4 // pool skill has been activated (used for clif)
// スキルデータベース
struct skill_db
{
- int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups
- int num[MAX_SKILL_LEVEL];
- int cast[MAX_SKILL_LEVEL], delay[MAX_SKILL_LEVEL];
- int upkeep_time[MAX_SKILL_LEVEL], upkeep_time2[MAX_SKILL_LEVEL];
- int castcancel, cast_def_rate;
- int inf2, maxcount, skill_type;
- int blewcount[MAX_SKILL_LEVEL];
- int hp[MAX_SKILL_LEVEL], sp[MAX_SKILL_LEVEL], mhp[MAX_SKILL_LEVEL],
+ int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups
+ int num[MAX_SKILL_LEVEL];
+ int cast[MAX_SKILL_LEVEL], delay[MAX_SKILL_LEVEL];
+ int upkeep_time[MAX_SKILL_LEVEL], upkeep_time2[MAX_SKILL_LEVEL];
+ int castcancel, cast_def_rate;
+ int inf2, maxcount, skill_type;
+ int blewcount[MAX_SKILL_LEVEL];
+ int hp[MAX_SKILL_LEVEL], sp[MAX_SKILL_LEVEL], mhp[MAX_SKILL_LEVEL],
hp_rate[MAX_SKILL_LEVEL], sp_rate[MAX_SKILL_LEVEL],
zeny[MAX_SKILL_LEVEL];
- int weapon, state, spiritball[MAX_SKILL_LEVEL];
- int itemid[10], amount[10];
- int castnodex[MAX_SKILL_LEVEL];
+ int weapon, state, spiritball[MAX_SKILL_LEVEL];
+ int itemid[10], amount[10];
+ int castnodex[MAX_SKILL_LEVEL];
};
extern struct skill_db skill_db[MAX_SKILL_DB];
struct skill_name_db
{
- int id; // skill id
+ int id; // skill id
const char *name; // search strings
const char *desc; // description that shows up for search's
};
@@ -48,133 +48,133 @@ struct map_session_data;
struct skill_unit;
struct skill_unit_group;
-int do_init_skill (void);
+int do_init_skill(void);
// スキルデータベースへのアクセサ
-int skill_get_hit (int id);
-int skill_get_inf (int id);
-int skill_get_pl (int id);
-int skill_get_nk (int id);
-int skill_get_max (int id);
-int skill_get_max_raise (int id);
-int skill_get_range (int id, int lv);
-int skill_get_hp (int id, int lv);
-int skill_get_mhp (int id, int lv);
-int skill_get_sp (int id, int lv);
-int skill_get_zeny (int id, int lv);
-int skill_get_num (int id, int lv);
-int skill_get_cast (int id, int lv);
-int skill_get_delay (int id, int lv);
-int skill_get_time (int id, int lv);
-int skill_get_time2 (int id, int lv);
-int skill_get_castdef (int id);
-int skill_get_weapontype (int id);
-int skill_get_unit_id (int id, int flag);
-int skill_get_inf2 (int id);
-int skill_get_maxcount (int id);
-int skill_get_blewcount (int id, int lv);
+int skill_get_hit(int id);
+int skill_get_inf(int id);
+int skill_get_pl(int id);
+int skill_get_nk(int id);
+int skill_get_max(int id);
+int skill_get_max_raise(int id);
+int skill_get_range(int id, int lv);
+int skill_get_hp(int id, int lv);
+int skill_get_mhp(int id, int lv);
+int skill_get_sp(int id, int lv);
+int skill_get_zeny(int id, int lv);
+int skill_get_num(int id, int lv);
+int skill_get_cast(int id, int lv);
+int skill_get_delay(int id, int lv);
+int skill_get_time(int id, int lv);
+int skill_get_time2(int id, int lv);
+int skill_get_castdef(int id);
+int skill_get_weapontype(int id);
+int skill_get_unit_id(int id, int flag);
+int skill_get_inf2(int id);
+int skill_get_maxcount(int id);
+int skill_get_blewcount(int id, int lv);
// スキルの使用
-int skill_use_id (struct map_session_data *sd, int target_id,
+int skill_use_id(struct map_session_data *sd, int target_id,
int skill_num, int skill_lv);
-int skill_use_pos (struct map_session_data *sd,
+int skill_use_pos(struct map_session_data *sd,
int skill_x, int skill_y, int skill_num, int skill_lv);
-int skill_castend_map (struct map_session_data *sd, int skill_num,
+int skill_castend_map(struct map_session_data *sd, int skill_num,
const char *map);
-int skill_cleartimerskill (struct block_list *src);
-int skill_addtimerskill (struct block_list *src, unsigned int tick,
+int skill_cleartimerskill(struct block_list *src);
+int skill_addtimerskill(struct block_list *src, unsigned int tick,
int target, int x, int y, int skill_id,
int skill_lv, int type, int flag);
// 追加効果
-int skill_additional_effect (struct block_list *src, struct block_list *bl,
+int skill_additional_effect(struct block_list *src, struct block_list *bl,
int skillid, int skilllv, int attack_type,
unsigned int tick);
// ユニットスキル
-struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx,
+struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx,
int x, int y);
-int skill_delunit (struct skill_unit *unit);
-struct skill_unit_group *skill_initunitgroup (struct block_list *src,
+int skill_delunit(struct skill_unit *unit);
+struct skill_unit_group *skill_initunitgroup(struct block_list *src,
int count, int skillid,
int skilllv, int unit_id);
-int skill_delunitgroup (struct skill_unit_group *group);
-struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct
+int skill_delunitgroup(struct skill_unit_group *group);
+struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct
block_list
*bl,
int group_id);
-int skill_unitgrouptickset_delete (struct block_list *bl, int group_id);
-int skill_clear_unitgroup (struct block_list *src);
+int skill_unitgrouptickset_delete(struct block_list *bl, int group_id);
+int skill_clear_unitgroup(struct block_list *src);
-int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl,
+int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl,
int damage, unsigned int tick);
-int skill_castfix (struct block_list *bl, int time);
-int skill_delayfix (struct block_list *bl, int time);
-int skill_check_unit_range (int m, int x, int y, int range, int skillid);
-int skill_check_unit_range2 (int m, int x, int y, int range);
+int skill_castfix(struct block_list *bl, int time);
+int skill_delayfix(struct block_list *bl, int time);
+int skill_check_unit_range(int m, int x, int y, int range, int skillid);
+int skill_check_unit_range2(int m, int x, int y, int range);
// -- moonsoul (added skill_check_unit_cell)
-int skill_check_unit_cell (int skillid, int m, int x, int y, int unit_id);
-int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range);
-int skill_unit_move (struct block_list *bl, unsigned int tick, int range);
-int skill_unit_move_unit_group (struct skill_unit_group *group, int m,
+int skill_check_unit_cell(int skillid, int m, int x, int y, int unit_id);
+int skill_unit_out_all(struct block_list *bl, unsigned int tick, int range);
+int skill_unit_move(struct block_list *bl, unsigned int tick, int range);
+int skill_unit_move_unit_group(struct skill_unit_group *group, int m,
int dx, int dy);
-struct skill_unit_group *skill_check_dancing (struct block_list *src);
-void skill_stop_dancing (struct block_list *src, int flag);
+struct skill_unit_group *skill_check_dancing(struct block_list *src);
+void skill_stop_dancing(struct block_list *src, int flag);
// 詠唱キャンセル
-int skill_castcancel (struct block_list *bl, int type);
-
-int skill_gangsterparadise (struct map_session_data *sd, int type);
-void skill_brandishspear_first (struct square *tc, int dir, int x, int y);
-void skill_brandishspear_dir (struct square *tc, int dir, int are);
-int skill_autospell (struct map_session_data *md, int skillid);
-void skill_devotion (struct map_session_data *md, int target);
-void skill_devotion2 (struct block_list *bl, int crusader);
-int skill_devotion3 (struct block_list *bl, int target);
-void skill_devotion_end (struct map_session_data *md,
+int skill_castcancel(struct block_list *bl, int type);
+
+int skill_gangsterparadise(struct map_session_data *sd, int type);
+void skill_brandishspear_first(struct square *tc, int dir, int x, int y);
+void skill_brandishspear_dir(struct square *tc, int dir, int are);
+int skill_autospell(struct map_session_data *md, int skillid);
+void skill_devotion(struct map_session_data *md, int target);
+void skill_devotion2(struct block_list *bl, int crusader);
+int skill_devotion3(struct block_list *bl, int target);
+void skill_devotion_end(struct map_session_data *md,
struct map_session_data *sd, int target);
#define skill_calc_heal(bl,skill_lv) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8))
// その他
-int skill_check_cloaking (struct block_list *bl);
-int skill_is_danceskill (int id);
+int skill_check_cloaking(struct block_list *bl);
+int skill_is_danceskill(int id);
// ステータス異常
-int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
+int skill_status_effect(struct block_list *bl, int type, int val1, int val2,
int val3, int val4, int tick, int flag,
int spell_invocation);
-int skill_status_change_start (struct block_list *bl, int type, int val1,
+int skill_status_change_start(struct block_list *bl, int type, int val1,
int val2, int val3, int val4, int tick,
int flag);
-void skill_status_change_timer (timer_id, tick_t, custom_id_t, custom_data_t);
-int skill_status_change_active (struct block_list *bl, int type); // [fate]
-int skill_encchant_eremental_end (struct block_list *bl, int type);
-int skill_status_change_end (struct block_list *bl, int type, int tid);
-int skill_status_change_clear (struct block_list *bl, int type);
+void skill_status_change_timer(timer_id, tick_t, custom_id_t, custom_data_t);
+int skill_status_change_active(struct block_list *bl, int type); // [fate]
+int skill_encchant_eremental_end(struct block_list *bl, int type);
+int skill_status_change_end(struct block_list *bl, int type, int tid);
+int skill_status_change_clear(struct block_list *bl, int type);
// mobスキルのため
-int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
+int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl,
int skillid, int skilllv, unsigned int tick,
int flag);
-int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
+int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
int skillid, int skilllv, unsigned int tick,
int flag);
-int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
+int skill_castend_pos2(struct block_list *src, int x, int y, int skillid,
int skilllv, unsigned int tick, int flag);
// スキル攻撃一括処理
-int skill_attack (int attack_type, struct block_list *src,
+int skill_attack(int attack_type, struct block_list *src,
struct block_list *dsrc, struct block_list *bl,
int skillid, int skilllv, unsigned int tick, int flag);
-int skill_update_heal_animation (struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed
+int skill_update_heal_animation(struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed
-void skill_reload (void);
+void skill_reload(void);
enum
{
@@ -874,19 +874,19 @@ enum
extern int skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills
extern int skill_pool_skills_size; // Number of entries in skill_pool_skills
-int skill_pool (struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills.
-int skill_pool_size (struct map_session_data *sd);
-int skill_pool_max (struct map_session_data *sd); // Max. number of pool skills
-void skill_pool_empty (struct map_session_data *sd); // Deactivate all pool skills
-int skill_pool_activate (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay.
-int skill_pool_is_activated (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated.
-int skill_pool_deactivate (struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay.
+int skill_pool(struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills.
+int skill_pool_size(struct map_session_data *sd);
+int skill_pool_max(struct map_session_data *sd); // Max. number of pool skills
+void skill_pool_empty(struct map_session_data *sd); // Deactivate all pool skills
+int skill_pool_activate(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay.
+int skill_pool_is_activated(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated.
+int skill_pool_deactivate(struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay.
const char *skill_name(int skill); // Yield configurable skill name
-int skill_stat (int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise
-int skill_power (struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
+int skill_stat(int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise
+int skill_power(struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
// otherwise a value from 0 to 255 (with 200 being the `normal maximum')
-int skill_power_bl (struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
+int skill_power_bl(struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
// otherwise a value from 0 to 255 (with 200 being the `normal maximum')
-void skill_pool_register (int id); // [Fate] Remember that a certain skill ID belongs to a pool skill
+void skill_pool_register(int id); // [Fate] Remember that a certain skill ID belongs to a pool skill
#endif