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#ifndef TMWA_MAP_SKILL_HPP
#define TMWA_MAP_SKILL_HPP
// skill.hpp - Old-style skills.
//
// Copyright © ????-2004 Athena Dev Teams
// Copyright © 2004-2011 The Mana World Development Team
// Copyright © 2011-2014 Ben Longbons <b.r.longbons@gmail.com>
//
// This file is part of The Mana World (Athena server)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# include "fwd.hpp"
# include "skill.t.hpp"
# include "skill-pools.hpp"
# include "../strings/fwd.hpp"
# include "../strings/rstring.hpp"
# include "../strings/literal.hpp"
# include "../generic/fwd.hpp"
# include "../generic/array.hpp"
# include "map.hpp"
namespace tmwa
{
constexpr int MAX_SKILL_PRODUCE_DB = 150;
constexpr int MAX_SKILL_ARROW_DB = 150;
constexpr int MAX_SKILL_ABRA_DB = 350;
// スキルデータベース
struct skill_db_
{
int range_k, hit, inf, pl, nk, max;
SP stat;
SkillFlags poolflags;
int max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups
int num_k;
Array<int, MAX_SKILL_LEVEL> cast, delay;
Array<int, MAX_SKILL_LEVEL> upkeep_time, upkeep_time2;
bool castcancel;
int cast_def_rate;
int inf2, maxcount;
Array<int, MAX_SKILL_LEVEL> hp, sp, mhp,
hprate, sp_rate,
zeny;
int weapon;
Array<int, MAX_SKILL_LEVEL> castnodex;
};
extern
earray<skill_db_, SkillID, SkillID::MAX_SKILL_DB> skill_db;
struct skill_name_db
{
SkillID id; // skill id
LString name; // search strings
RString desc; // description that shows up for searches
// this makes const char(&)[] not decay into const char * in {}
skill_name_db(SkillID i, LString n, LString d)
: id(i), name(n), desc(d)
{}
};
// used only by @skillid for iteration - should be depublicized
extern struct skill_name_db skill_names[];
skill_name_db& skill_lookup_by_id(SkillID id);
skill_name_db& skill_lookup_by_name(XString name);
bool skill_readdb(ZString filename);
// スキルデータベースへのアクセサ
int skill_get_hit(SkillID id);
int skill_get_inf(SkillID id);
int skill_get_nk(SkillID id);
int skill_get_max(SkillID id);
int skill_get_max_raise(SkillID id);
int skill_get_range(SkillID id, int lv);
int skill_get_sp(SkillID id, int lv);
int skill_get_num(SkillID id, int lv);
int skill_get_cast(SkillID id, int lv);
int skill_get_delay(SkillID id, int lv);
int skill_get_inf2(SkillID id);
int skill_get_maxcount(SkillID id);
// 追加効果
int skill_additional_effect(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv);
interval_t skill_castfix(dumb_ptr<block_list> bl, interval_t time);
interval_t skill_delayfix(dumb_ptr<block_list> bl, interval_t time);
void skill_stop_dancing(dumb_ptr<block_list> src, int flag);
// 詠唱キャンセル
int skill_castcancel(dumb_ptr<block_list> bl, int type);
// ステータス異常
int skill_status_effect(dumb_ptr<block_list> bl, StatusChange type,
int val1,
interval_t tick, BlockId spell_invocation);
int skill_status_change_start(dumb_ptr<block_list> bl, StatusChange type,
int val1,
interval_t tick);
int skill_status_change_active(dumb_ptr<block_list> bl, StatusChange type); // [fate]
void skill_status_change_end(dumb_ptr<block_list> bl, StatusChange type, TimerData *tid);
int skill_status_change_clear(dumb_ptr<block_list> bl, int type);
// mobスキルのため
int skill_castend_nodamage_id(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv);
int skill_castend_damage_id(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv, tick_t tick,
BCT flag);
int skill_update_heal_animation(dumb_ptr<map_session_data> sd); // [Fate] Check whether the healing flag must be updated, do so if needed
void skill_reload(void);
// [Fate] Skill pools API
// Max. # of active entries in the skill pool
constexpr int MAX_SKILL_POOL = 3;
// Max. # of skills that may be classified as pool skills in db/skill_db.txt
constexpr int MAX_POOL_SKILLS = 128;
extern Array<SkillID, MAX_POOL_SKILLS> skill_pool_skills; // All pool skills
extern int skill_pool_skills_size; // Number of entries in skill_pool_skills
// Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills.
int skill_pool(dumb_ptr<map_session_data> sd, SkillID *skills);
int skill_pool_size(dumb_ptr<map_session_data> sd);
int skill_pool_max(dumb_ptr<map_session_data> sd); // Max. number of pool skills
// Skill into skill pool. Return is zero iff okay.
int skill_pool_activate(dumb_ptr<map_session_data> sd, SkillID skill);
// Skill into skill pool. Return is zero when activated.
bool skill_pool_is_activated(dumb_ptr<map_session_data> sd, SkillID skill);
// Skill out of skill pool. Return is zero iff okay.
int skill_pool_deactivate(dumb_ptr<map_session_data> sd, SkillID skill);
// Yield configurable skill name
inline
const RString& skill_name(SkillID skill)
{
return skill_lookup_by_id(skill).desc;
}
// 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(dumb_ptr<map_session_data> sd, SkillID skill);
int skill_power_bl(dumb_ptr<block_list> bl, SkillID skill);
// [Fate] Remember that a certain skill ID belongs to a pool skill
void skill_pool_register(SkillID id);
} // namespace tmwa
#endif // TMWA_MAP_SKILL_HPP
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