summaryrefslogtreecommitdiff
path: root/src/map/skill.c
diff options
context:
space:
mode:
authorshennetsind <ind@henn.et>2013-09-27 12:58:41 -0300
committershennetsind <ind@henn.et>2013-09-27 12:58:41 -0300
commit4a6a25f6675bd11666b235b97d59f5035a249295 (patch)
tree9e2ae3c4492aec5d8204a4c32b7054225f347bc6 /src/map/skill.c
parent605fe9775beff1fb0e3df68b2df886d4e5b54a2d (diff)
downloadhercules-4a6a25f6675bd11666b235b97d59f5035a249295.tar.gz
hercules-4a6a25f6675bd11666b235b97d59f5035a249295.tar.bz2
hercules-4a6a25f6675bd11666b235b97d59f5035a249295.tar.xz
hercules-4a6a25f6675bd11666b235b97d59f5035a249295.zip
HPM: Skill.c Completed
Moved missing vars and declarations of interest into the interface. Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c1057
1 files changed, 519 insertions, 538 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 8e83f8bd2..5c4dddc6f 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -59,50 +59,6 @@
#error GD_SKILLRANGEMAX is greater than 999
#endif
-DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
-
-/**
- * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
- **/
-DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
-struct skill_usave {
- uint16 skill_id, skill_lv;
-};
-
-struct s_skill_db skill_db[MAX_SKILL_DB];
-struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
-struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
-struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
-struct s_skill_improvise_db {
- uint16 skill_id;
- short per;//1-10000
-};
-struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
-bool skill_reproduce_db[MAX_SKILL_DB];
-struct s_skill_changematerial_db {
- int itemid;
- short rate;
- int qty[5];
- short qty_rate[5];
-};
-struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
-
-//Warlock
-struct s_skill_spellbook_db {
- int nameid;
- uint16 skill_id;
- int point;
-};
-
-struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
-//Guillotine Cross
-struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
-
-struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
-int firewall_unit_pos;
-int icewall_unit_pos;
-int earthstrain_unit_pos;
-
struct skill_interface skill_s;
//Since only mob-casted splash skills can hit ice-walls
@@ -119,7 +75,7 @@ int skill_name2id(const char* name) {
if( name == NULL )
return 0;
- return strdb_iget(skilldb_name2id, name);
+ return strdb_iget(skill->name2id_db, name);
}
/// Maps skill ids to skill db offsets.
@@ -163,11 +119,11 @@ int skill_get_index( uint16 skill_id ) {
}
const char* skill_get_name( uint16 skill_id ) {
- return skill_db[skill->get_index(skill_id)].name;
+ return skill->db[skill->get_index(skill_id)].name;
}
const char* skill_get_desc( uint16 skill_id ) {
- return skill_db[skill->get_index(skill_id)].desc;
+ return skill->db[skill->get_index(skill_id)].desc;
}
// out of bounds error checking [celest]
@@ -180,57 +136,57 @@ void skill_chk(uint16* skill_id) {
skill->chk(&id); \
if(!id) return 0; \
if( lv > MAX_SKILL_LEVEL && var > 1 ) { \
- int lv2 = lv; lv = skill_db[id].max; \
+ int lv2 = lv; lv = skill->db[id].max; \
return (var) + ((lv2-lv)/2);\
} \
return var;\
}
#define skill_glv(lv) min(lv,MAX_SKILL_LEVEL-1)
// Skill DB
-int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
-int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
-int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
-int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
-int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
-int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill_db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id); }
-int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill_db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id); }
-int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id); }
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
-int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id); }
-int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id); }
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
-int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
-int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id); }
-int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
-int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
-int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
-int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
-int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); }
+int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); }
+int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
+int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); }
+int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); }
+int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
+int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); }
+int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); }
+int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); }
+int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); }
+int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); }
+int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); }
+int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); }
+int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); }
+int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); }
+int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); }
+int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); }
+int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); }
+int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); }
+int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); }
+int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
#ifdef RENEWAL_CAST
-int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
#endif
int skill_tree_get_max(uint16 skill_id, int b_class)
{
@@ -244,9 +200,6 @@ int skill_tree_get_max(uint16 skill_id, int b_class)
return skill->get_max(skill_id);
}
-int enchant_eff[5] = { 10, 14, 17, 19, 20 };
-int deluge_eff[5] = { 5, 9, 12, 14, 15 };
-
int skill_get_casttype (uint16 skill_id) {
int inf = skill->get_inf(skill_id);
if (inf&(INF_GROUND_SKILL))
@@ -264,17 +217,17 @@ int skill_get_casttype (uint16 skill_id) {
}
int skill_get_casttype2 (uint16 index) {
- int inf = skill_db[index].inf;
+ int inf = skill->db[index].inf;
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
- if(skill_db[index].inf2&INF2_NO_TARGET_SELF)
+ if(skill->db[index].inf2&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
- if (skill_db[index].nk&NK_NO_DAMAGE)
+ if (skill->db[index].nk&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
}
@@ -470,7 +423,7 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b
if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
- else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill->get_index(skill_id)] )
+ else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] )
return 0;
return 1;
@@ -664,19 +617,19 @@ struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill
}
if (pos != -1) // simple single-definition layout
- return &skill_unit_layout[pos];
+ return &skill->unit_layout[pos];
dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction
if (skill_id == MG_FIREWALL)
- return &skill_unit_layout [firewall_unit_pos + dir];
+ return &skill->unit_layout [skill->firewall_unit_pos + dir];
else if (skill_id == WZ_ICEWALL)
- return &skill_unit_layout [icewall_unit_pos + dir];
+ return &skill->unit_layout [skill->icewall_unit_pos + dir];
else if( skill_id == WL_EARTHSTRAIN ) //Warlock
- return &skill_unit_layout [earthstrain_unit_pos + dir];
+ return &skill->unit_layout [skill->earthstrain_unit_pos + dir];
ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
- return &skill_unit_layout[0]; // default 1x1 layout
+ return &skill->unit_layout[0]; // default 1x1 layout
}
/*==========================================
@@ -1702,8 +1655,6 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
return 1;
}
-//Early declaration
-static int skill_area_temp[8];
/* Splitted off from skill->additional_effect, which is never called when the
* attack skill kills the enemy. Place in this function counter status effects
* when using skills (eg: Asura's sp regen penalty, or counter-status effects
@@ -1784,7 +1735,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
) {
//Soul Drain should only work on targetted spells [Skotlex]
if( pc_issit(sd) ) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
- if( skill->get_nk(skill_id)&NK_SPLASH && skill_area_temp[1] != bl->id )
+ if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id )
;
else {
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
@@ -2655,7 +2606,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
dir = rand()%8;
break;
case WL_CRIMSONROCK:
- dir = map->calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
+ dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]);
break;
}
@@ -2738,7 +2689,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(rnd()%100 < rate)
skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
} else if( skill_id == SC_FATALMENACE )
- skill->addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
+ skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag);
}
if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
@@ -2803,7 +2754,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
* Checking bl battle flag and display dammage
* then call func with source,target,skill_id,skill_lv,tick,flag
*------------------------------------------*/
-typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
int skill_area_sub (struct block_list *bl, va_list ap) {
struct block_list *src;
uint16 skill_id,skill_lv;
@@ -2822,11 +2772,11 @@ int skill_area_sub (struct block_list *bl, va_list ap) {
if(battle->check_target(src,bl,flag) > 0) {
// several splash skills need this initial dummy packet to display correctly
- if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
+ if (flag&SD_PREAMBLE && skill->area_temp[2] == 0)
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if (flag&(SD_SPLASH|SD_PREAMBLE))
- skill_area_temp[2]++;
+ skill->area_temp[2]++;
return func(src,bl,skill_id,skill_lv,tick,flag);
}
@@ -2986,15 +2936,15 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv,
// Requeriments
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
{
- itemid[i] = skill_db[idx].itemid[i];
- amount[i] = skill_db[idx].amount[i];
- }
- hp = skill_db[idx].hp[lv-1];
- sp = skill_db[idx].sp[lv-1];
- hp_rate = skill_db[idx].hp_rate[lv-1];
- sp_rate = skill_db[idx].sp_rate[lv-1];
- state = skill_db[idx].state;
- if( (mhp = skill_db[idx].mhp[lv-1]) > 0 )
+ itemid[i] = skill->db[idx].itemid[i];
+ amount[i] = skill->db[idx].amount[i];
+ }
+ hp = skill->db[idx].hp[lv-1];
+ sp = skill->db[idx].sp[lv-1];
+ hp_rate = skill->db[idx].hp_rate[lv-1];
+ sp_rate = skill->db[idx].sp_rate[lv-1];
+ state = skill->db[idx].state;
+ if( (mhp = skill->db[idx].mhp[lv-1]) > 0 )
hp += (st->max_hp * mhp) / 100;
if( hp_rate > 0 )
hp += (st->hp * hp_rate) / 100;
@@ -3128,9 +3078,9 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
case NPC_EARTHQUAKE:
if( skl->type > 1 )
skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- skill_area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
- skill_area_temp[1] = src->id;
- skill_area_temp[2] = 0;
+ skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+ skill->area_temp[1] = src->id;
+ skill->area_temp[2] = 0;
map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
break;
case WZ_WATERBALL:
@@ -3564,7 +3514,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case TK_STORMKICK: // Taekwon kicks [Dralnu]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_area_temp[1] = 0;
+ skill->area_temp[1] = 0;
map->foreachinrange(skill->attack_area, src,
skill->get_splash(skill_id, skill_lv), splash_target(src),
BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
@@ -3599,7 +3549,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case LG_CANNONSPEAR:
//It won't shoot through walls since on castend there has to be a direct
//line of sight between caster and target.
- skill_area_temp[1] = bl->id;
+ skill->area_temp[1] = bl->id;
map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
@@ -3610,7 +3560,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
- skill_area_temp[1] = bl->id;
+ skill->area_temp[1] = bl->id;
map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
@@ -3749,13 +3699,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case KO_BAKURETSU:
case GN_ILLUSIONDOPING:
if( flag&1 ) {//Recursive invocation
- // skill_area_temp[0] holds number of targets in area
- // skill_area_temp[1] holds the id of the original target
- // skill_area_temp[2] counts how many targets have already been processed
- int sflag = skill_area_temp[0] & 0xFFF, heal;
+ // skill->area_temp[0] holds number of targets in area
+ // skill->area_temp[1] holds the id of the original target
+ // skill->area_temp[2] counts how many targets have already been processed
+ int sflag = skill->area_temp[0] & 0xFFF, heal;
if( flag&SD_LEVEL )
sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
- if( (skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION )
+ if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION )
sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
@@ -3783,20 +3733,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
}
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = 0;
+ skill->area_temp[0] = 0;
+ skill->area_temp[1] = bl->id;
+ skill->area_temp[2] = 0;
if( skill_id == WL_CRIMSONROCK ) {
- skill_area_temp[4] = bl->x;
- skill_area_temp[5] = bl->y;
+ skill->area_temp[4] = bl->x;
+ skill->area_temp[5] = bl->y;
}
if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
- skill_area_temp[1] = 0;
+ skill->area_temp[1] = 0;
// if skill damage should be split among targets, count them
//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
//special case: Venom Splasher uses a different range for searching than for splashing
if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
- skill_area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+ skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
// recursive invocation of skill->castend_damage_id() with flag|1
map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
@@ -3806,7 +3756,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
//Coded apart for it needs the flag passed to the damage calculation.
- if (skill_area_temp[1] != bl->id)
+ if (skill->area_temp[1] != bl->id)
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
else
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
@@ -3815,7 +3765,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case KN_BOWLINGBASH:
case MS_BOWLINGBASH:
if(flag&1){
- if(bl->id==skill_area_temp[1])
+ if(bl->id==skill->area_temp[1])
break;
//two hits for 500%
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
@@ -3827,12 +3777,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
for(i=0;i<c;i++){
if (!skill->blown(src,bl,1,(unit->getdir(src)+4)%8,0x1))
break; //Can't knockback
- skill_area_temp[0] = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
- if( skill_area_temp[0] > 1 ) break; // collision
+ skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
+ if( skill->area_temp[0] > 1 ) break; // collision
}
clif->blown(bl); //Update target pos.
if (i!=c) { //Splash
- skill_area_temp[1] = bl->id;
+ skill->area_temp[1] = bl->id;
map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
}
//Weirdo dual-hit property, two attacks for 500%
@@ -3843,18 +3793,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case KN_SPEARSTAB:
if(flag&1) {
- if (bl->id==skill_area_temp[1])
+ if (bl->id==skill->area_temp[1])
break;
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
- skill->blown(src,bl,skill_area_temp[2],-1,0);
+ skill->blown(src,bl,skill->area_temp[2],-1,0);
} else {
int x=bl->x,y=bl->y,i,dir;
dir = map->calc_dir(bl,src->x,src->y);
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
+ skill->area_temp[1] = bl->id;
+ skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
// all the enemies between the caster and the target are hit, as well as the target
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
- skill->blown(src,bl,skill_area_temp[2],-1,0);
+ skill->blown(src,bl,skill->area_temp[2],-1,0);
for (i=0;i<4;i++) {
map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv,
tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
@@ -3867,7 +3817,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case TK_TURNKICK:
case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
{
- skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
+ skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
map->foreachinrange(skill->area_sub,bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
@@ -4326,8 +4276,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
short x, y;
map->search_freecell(src, 0, &x, &y, -1, -1, 0);
// Destination area
- skill_area_temp[4] = x;
- skill_area_temp[5] = y;
+ skill->area_temp[4] = x;
+ skill->area_temp[5] = y;
map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
@@ -4522,10 +4472,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case 0:/* no skill - basic/normal attack */
if(sd) {
if (flag & 3){
- if (bl->id != skill_area_temp[1])
+ if (bl->id != skill->area_temp[1])
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
} else {
- skill_area_temp[1] = bl->id;
+ skill->area_temp[1] = bl->id;
map->foreachinrange(skill->area_sub, bl,
sd->bonus.splash_range, BL_CHAR,
src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
@@ -5084,19 +5034,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- skill_area_temp[0] = 0;
+ skill->area_temp[0] = 0;
party_foreachsamemap(skill->area_sub,
sd,skill->get_splash(skill_id, skill_lv),
src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
skill->castend_nodamage_id);
- if (skill_area_temp[0] == 0) {
+ if (skill->area_temp[0] == 0) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
- if (skill_area_temp[0] > 0 && !maplist[src->m].flag.noexppenalty) { //Apply penalty
- sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
- sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill_area_temp[0] * 2/1000);
+ skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty...
+ if (skill->area_temp[0] > 0 && !maplist[src->m].flag.noexppenalty) { //Apply penalty
+ sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each.
+ sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
@@ -5104,7 +5054,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
status->set_sp(src, 0, 0);
break;
} else if (status->isdead(bl) && flag&1) { //Revive
- skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
+ skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skill_lv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
break;
@@ -5185,10 +5135,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int abra_skill_id = 0, abra_skill_lv;
do {
i = rnd() % MAX_SKILL_ABRA_DB;
- abra_skill_id = skill_abra_db[i].skill_id;
+ abra_skill_id = skill->abra_db[i].skill_id;
} while (abra_skill_id == 0 ||
- skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
- rnd()%10000 >= skill_abra_db[i].per
+ skill->abra_db[i].req_lv > skill_lv || //Required lv for it to appear
+ rnd()%10000 >= skill->abra_db[i].per
);
abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id));
clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
@@ -5439,7 +5389,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
//Passive Magnum, should had been casted on yourself.
case SM_MAGNUM:
case MS_MAGNUM:
- skill_area_temp[1] = 0;
+ skill->area_temp[1] = 0;
map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
clif->skill_nodamage (src,src,skill_id,skill_lv,1);
@@ -5800,7 +5750,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case TK_TURNKICK:
case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
- if (skill_area_temp[1] != bl->id) {
+ if (skill->area_temp[1] != bl->id) {
skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0);
skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
}
@@ -5847,7 +5797,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)));
break;
case RG_RAID:
- skill_area_temp[1] = 0;
+ skill->area_temp[1] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
map->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv), splash_target(src),
@@ -5865,7 +5815,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SR_RAMPAGEBLASTER:
case SR_HOWLINGOFLION:
case KO_HAPPOKUNAI:
- skill_area_temp[1] = 0;
+ skill->area_temp[1] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
i = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
@@ -5910,7 +5860,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NJ_RAIGEKISAI:
case WZ_FROSTNOVA:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_area_temp[1] = 0;
+ skill->area_temp[1] = 0;
map->foreachinrange(skill->attack_area, src,
skill->get_splash(skill_id, skill_lv), splash_target(src),
BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
@@ -6085,7 +6035,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
// custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
//NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
char temp[70];
- snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
+ snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc);
clif->disp_overhead(&md->bl,temp);
}
break;
@@ -6282,7 +6232,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
map->freeblock_unlock();
return 1;
}
- status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded
+ status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded
}
break;
@@ -6460,13 +6410,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd ) {
int x,bonus=100, potion = min(500+skill_lv,505);
x = skill_lv%11 - 1;
- i = pc->search_inventory(sd,skill_db[skill_id].itemid[x]);
- if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
+ i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]);
+ if( i < 0 || skill->db[skill_id].itemid[x] <= 0 ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map->freeblock_unlock();
return 1;
}
- if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
+ if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map->freeblock_unlock();
return 1;
@@ -6993,14 +6943,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WE_MALE:
{
- int hp_rate = (!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
+ int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1];
int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1);
}
break;
case WE_FEMALE:
{
- int sp_rate = (!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
+ int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1];
int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1);
}
@@ -7054,15 +7004,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( battle_config.skill_removetrap_type ) {
// get back all items used to deploy the trap
for( i = 0; i < 10; i++ ) {
- if( skill_db[su->group->skill_id].itemid[i] > 0 ) {
+ if( skill->db[su->group->skill_id].itemid[i] > 0 ) {
int flag;
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
+ item_tmp.nameid = skill->db[su->group->skill_id].itemid[i];
item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) {
+ if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) {
clif->additem(sd,0,0,flag);
- map->addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
@@ -7288,7 +7238,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
map->freeblock_unlock();
return 0;
}
- status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
+ status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
do {
eff = rnd() % 14;
if( eff == 5 )
@@ -7661,7 +7611,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
}
} else {
- skill_area_temp[2] = 0; //For SD_PREAMBLE
+ skill->area_temp[2] = 0; //For SD_PREAMBLE
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
map->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
@@ -7673,7 +7623,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (flag&1)
status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
else {
- skill_area_temp[2] = 0; //For SD_PREAMBLE
+ skill->area_temp[2] = 0; //For SD_PREAMBLE
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
map->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
@@ -7714,7 +7664,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( flag&1)
sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
else {
- skill_area_temp[2] = 0;
+ skill->area_temp[2] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
map->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id,skill_lv),BL_CHAR,
@@ -7764,13 +7714,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RK_FIGHTINGSPIRIT:
if( flag&1 ) {
if( src == bl )
- sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
+ sc_start2(bl,type,100,skill->area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
else
- sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,skill->area_temp[5]/4,skill->get_time(skill_id,skill_lv));
} else if( sd ) {
if( sd->status.party_id ) {
i = party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count);
- skill_area_temp[5] = 7 * i; // ATK
+ skill->area_temp[5] = 7 * i; // ATK
party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
} else
sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv));
@@ -7782,37 +7732,37 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd == NULL || sd->status.party_id == 0 || flag&1 ){
if( src == bl )
break;
- while( skill_area_temp[5] >= 0x10 ){
+ while( skill->area_temp[5] >= 0x10 ){
type = SC_NONE;
i = 0;
- if( skill_area_temp[5]&0x10 ){
+ if( skill->area_temp[5]&0x10 ){
if( dstsd ){
i = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
clif->millenniumshield(dstsd,i);
- skill_area_temp[5] &= ~0x10;
+ skill->area_temp[5] &= ~0x10;
type = SC_MILLENNIUMSHIELD;
}
- }else if( skill_area_temp[5]&0x20 ){
+ }else if( skill->area_temp[5]&0x20 ){
i = status_get_max_hp(bl) * 25 / 100;
status->change_clear_buffs(bl,4);
- skill_area_temp[5] &= ~0x20;
+ skill->area_temp[5] &= ~0x20;
status->heal(bl,i,0,1);
type = SC_REFRESH;
- }else if( skill_area_temp[5]&0x40 ){
- skill_area_temp[5] &= ~0x40;
+ }else if( skill->area_temp[5]&0x40 ){
+ skill->area_temp[5] &= ~0x40;
type = SC_GIANTGROWTH;
- }else if( skill_area_temp[5]&0x80 ){
+ }else if( skill->area_temp[5]&0x80 ){
if( dstsd ){
i = sstatus->hp / 4;
if( status->charge(bl,i,0) )
type = SC_STONEHARDSKIN;
- skill_area_temp[5] &= ~0x80;
+ skill->area_temp[5] &= ~0x80;
}
- }else if( skill_area_temp[5]&0x100 ){
- skill_area_temp[5] &= ~0x100;
+ }else if( skill->area_temp[5]&0x100 ){
+ skill->area_temp[5] &= ~0x100;
type = SC_VITALITYACTIVATION;
- }else if( skill_area_temp[5]&0x200 ){
- skill_area_temp[5] &= ~0x200;
+ }else if( skill->area_temp[5]&0x200 ){
+ skill->area_temp[5] &= ~0x200;
type = SC_ABUNDANCE;
}
if( type > SC_NONE )
@@ -7822,17 +7772,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}else if( sd ){
if( tsc && tsc->count ){
if(tsc->data[SC_MILLENNIUMSHIELD])
- skill_area_temp[5] |= 0x10;
+ skill->area_temp[5] |= 0x10;
if(tsc->data[SC_REFRESH])
- skill_area_temp[5] |= 0x20;
+ skill->area_temp[5] |= 0x20;
if(tsc->data[SC_GIANTGROWTH])
- skill_area_temp[5] |= 0x40;
+ skill->area_temp[5] |= 0x40;
if(tsc->data[SC_STONEHARDSKIN])
- skill_area_temp[5] |= 0x80;
+ skill->area_temp[5] |= 0x80;
if(tsc->data[SC_VITALITYACTIVATION])
- skill_area_temp[5] |= 0x100;
+ skill->area_temp[5] |= 0x100;
if(tsc->data[SC_ABUNDANCE])
- skill_area_temp[5] |= 0x200;
+ skill->area_temp[5] |= 0x200;
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
@@ -7844,7 +7794,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case GC_ROLLINGCUTTER:
{
short count = 1;
- skill_area_temp[2] = 0;
+ skill->area_temp[2] = 0;
map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
if( tsc && tsc->data[SC_ROLLINGCUTTER] )
{ // Every time the skill is casted the status change is reseted adding a counter.
@@ -8468,7 +8418,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( flag&1 )
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else {
- skill_area_temp[2] = 0;
+ skill->area_temp[2] = 0;
map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
@@ -8494,7 +8444,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}
}else {
- skill_area_temp[2] = 0;
+ skill->area_temp[2] = 0;
if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
flag |= BCT_GUILD;
map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
@@ -8727,10 +8677,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_BEYOND_OF_WARCRY:
case WM_UNLIMITED_HUMMING_VOICE:
if( flag&1 ) {
- sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv));
+ sc_start2(bl,type,100,skill_lv,skill->area_temp[0],skill->get_time(skill_id,skill_lv));
} else { // These affect to all targets arround the caster.
uint16 lv = skill_lv;
- skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
+ skill->area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
@@ -8740,8 +8690,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int improv_skill_id = 0, improv_skill_lv;
do {
i = rnd() % MAX_SKILL_IMPROVISE_DB;
- improv_skill_id = skill_improvise_db[i].skill_id;
- } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
+ improv_skill_id = skill->improvise_db[i].skill_id;
+ } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[i].per );
improv_skill_lv = 4 + skill_lv;
clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
@@ -9201,12 +9151,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER);
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
}
- if( skill_area_temp[2] == 1 ){
+ if( skill->area_temp[2] == 1 ){
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
}
} else {
- skill_area_temp[2] = 0;
+ skill->area_temp[2] = 0;
map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
}
break;
@@ -9686,7 +9636,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
switch(skill_id) {
case PR_BENEDICTIO:
- skill_area_temp[1] = src->id;
+ skill->area_temp[1] = src->id;
i = skill->get_splash(skill_id, skill_lv);
map->foreachinarea(skill->area_sub,
src->m, x-i, y-i, x+i, y+i, BL_PC,
@@ -9968,8 +9918,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case CR_SLIMPITCHER:
if (sd) {
int i = skill_lv%11 - 1;
- int j = pc->search_inventory(sd,skill_db[skill_id].itemid[i]);
- if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
+ int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]);
+ if( j < 0 || skill->db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
@@ -9998,7 +9948,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
} else {
int i = skill_lv%11 - 1;
struct item_data *item;
- i = skill_db[skill_id].itemid[i];
+ i = skill->db[skill_id].itemid[i];
item = itemdb->search(i);
script->potion_flag = 1;
script->potion_hp = 0;
@@ -11924,7 +11874,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
/*==========================================
* Triggered when a char steps out of a skill group (entirely) [Skotlex]
*------------------------------------------*/
-static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) {
+int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) {
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
@@ -13525,17 +13475,17 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
st = &sd->battle_status;
- req.hp = skill_db[idx].hp[skill_lv-1];
- hp_rate = skill_db[idx].hp_rate[skill_lv-1];
+ req.hp = skill->db[idx].hp[skill_lv-1];
+ hp_rate = skill->db[idx].hp_rate[skill_lv-1];
if(hp_rate > 0)
req.hp += (st->hp * hp_rate)/100;
else
req.hp += (st->max_hp * (-hp_rate))/100;
- req.sp = skill_db[idx].sp[skill_lv-1];
+ req.sp = skill->db[idx].sp[skill_lv-1];
if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
req.sp /= 2;
- sp_rate = skill_db[idx].sp_rate[skill_lv-1];
+ sp_rate = skill->db[idx].sp_rate[skill_lv-1];
if(sp_rate > 0)
req.sp += (st->sp * sp_rate)/100;
else
@@ -13563,22 +13513,22 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
}
- req.zeny = skill_db[idx].zeny[skill_lv-1];
+ req.zeny = skill->db[idx].zeny[skill_lv-1];
if( sc && sc->data[SC__UNLUCKY] )
req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
- req.spiritball = skill_db[idx].spiritball[skill_lv-1];
+ req.spiritball = skill->db[idx].spiritball[skill_lv-1];
- req.state = skill_db[idx].state;
+ req.state = skill->db[idx].state;
- req.mhp = skill_db[idx].mhp[skill_lv-1];
+ req.mhp = skill->db[idx].mhp[skill_lv-1];
- req.weapon = skill_db[idx].weapon;
+ req.weapon = skill->db[idx].weapon;
- req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1];
+ req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1];
if (req.ammo_qty)
- req.ammo = skill_db[idx].ammo;
+ req.ammo = skill->db[idx].ammo;
if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) {
//Assume this skill is using the weapon, therefore it requires arrows.
@@ -13604,11 +13554,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
continue;
break;
case AB_ADORAMUS:
- if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
+ if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
continue;
break;
case WL_COMET:
- if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
+ if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
continue;
break;
case GN_FIRE_EXPANSION:
@@ -13628,8 +13578,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
break;
}
- req.itemid[i] = skill_db[idx].itemid[i];
- req.amount[i] = skill_db[idx].amount[i];
+ req.itemid[i] = skill->db[idx].itemid[i];
+ req.amount[i] = skill->db[idx].amount[i];
if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
{
@@ -13668,8 +13618,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
case SO_FIRE_INSIGNIA:
case SO_WIND_INSIGNIA:
case SO_EARTH_INSIGNIA:
- req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1];
- req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1];
+ req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1];
+ req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1];
break;
}
@@ -14184,7 +14134,7 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
int x=bl->x,y=bl->y;
skill->brandishspear_first(&tc,dir,x,y);
skill->brandishspear_dir(&tc,dir,4);
- skill_area_temp[1] = bl->id;
+ skill->area_temp[1] = bl->id;
if(skill_lv > 9){
for(c=1;c<4;c++){
@@ -14576,7 +14526,7 @@ int skill_attack_area (struct block_list *bl, va_list ap) {
type=va_arg(ap,int);
- if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
+ if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
if( battle->check_target(dsrc,bl,type) <= 0
@@ -15096,7 +15046,7 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
su->val1=val1;
su->val2=val2;
- idb_put(skillunit_db, su->bl.id, su);
+ idb_put(skill->unit_db, su->bl.id, su);
map->addiddb(&su->bl);
map->addblock(&su->bl);
@@ -15192,7 +15142,7 @@ int skill_delunit (struct skill_unit* su) {
su->group=NULL;
map->delblock(&su->bl); // don't free yet
map->deliddb(&su->bl);
- idb_remove(skillunit_db, su->bl.id);
+ idb_remove(skill->unit_db, su->bl.id);
if(--group->alive_count==0)
skill->del_unitgroup(group,ALC_MARK);
@@ -15201,31 +15151,26 @@ int skill_delunit (struct skill_unit* su) {
/*==========================================
*
*------------------------------------------*/
-static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
-
/// Returns the target skill_unit_group or NULL if not found.
struct skill_unit_group* skill_id2group(int group_id)
{
- return (struct skill_unit_group*)idb_get(group_db, group_id);
+ return (struct skill_unit_group*)idb_get(skill->group_db, group_id);
}
-
-static int skill_unit_group_newid = MAX_SKILL_DB;
-
-/// Returns a new group_id that isn't being used in group_db.
+/// Returns a new group_id that isn't being used in skill->group_db.
/// Fatal error if nothing is available.
-static int skill_get_new_group_id(void)
+int skill_get_new_group_id(void)
{
- if( skill_unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill_unit_group_newid) == NULL )
- return skill_unit_group_newid++;// available
+ if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL )
+ return skill->unit_group_newid++;// available
{// find next id
- int base_id = skill_unit_group_newid;
- while( base_id != ++skill_unit_group_newid )
+ int base_id = skill->unit_group_newid;
+ while( base_id != ++skill->unit_group_newid )
{
- if( skill_unit_group_newid < MAX_SKILL_DB )
- skill_unit_group_newid = MAX_SKILL_DB;
- if( skill->id2group(skill_unit_group_newid) == NULL )
- return skill_unit_group_newid++;// available
+ if( skill->unit_group_newid < MAX_SKILL_DB )
+ skill->unit_group_newid = MAX_SKILL_DB;
+ if( skill->id2group(skill->unit_group_newid) == NULL )
+ return skill->unit_group_newid++;// available
}
// full loop, nothing available
ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
@@ -15265,7 +15210,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
group->party_id = status->get_party_id(src);
group->guild_id = status->get_guild_id(src);
group->bg_id = bg->team_get_id(src);
- group->group_id = skill_get_new_group_id();
+ group->group_id = skill->get_new_group_id();
group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
group->unit_count = count;
group->alive_count = 0;
@@ -15286,7 +15231,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
group->tick += 1500;
- idb_put(group_db, group->group_id, group);
+ idb_put(skill->group_db, group->group_id, group);
return group;
}
@@ -15403,7 +15348,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
group->valstr = NULL;
}
- idb_remove(group_db, group->group_id);
+ idb_remove(skill->group_db, group->group_id);
map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
group->unit=NULL;
group->group_id=0;
@@ -15721,14 +15666,13 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
map->freeblock_lock();
- skillunit_db->foreach(skillunit_db, skill->unit_timer_sub, tick);
+ skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick);
map->freeblock_unlock();
return 0;
}
-static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
/*==========================================
*
*------------------------------------------*/
@@ -15768,15 +15712,15 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) {
if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
if( flag&1 ) {
if( flag&2 ) { //Clear this skill id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = 0;
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = 0;
}
} else {
if( flag&2 ) { //Store this skill id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = skill_id;
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = skill_id;
else
ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
}
@@ -15794,16 +15738,16 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) {
if( flag&1 ) {
int result = skill->unit_onplace(su,target,tick);
if( flag&2 && result ) { //Clear skill ids we have stored in onout.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = 0;
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = 0;
}
} else {
int result = skill->unit_onout(su,target,tick);
if( flag&2 && result ) { //Store this unit id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = skill_id;
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = skill_id;
else
ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
}
@@ -15836,16 +15780,16 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
return 0;
if( flag&2 && !(flag&1) ) { //Onout, clear data
- memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
+ memset(skill->unit_temp, 0, sizeof(skill->unit_temp));
}
map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
int i;
- for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
- if( skill_unit_temp[i] )
- skill->unit_onleft(skill_unit_temp[i], bl, tick);
+ for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ )
+ if( skill->unit_temp[i] )
+ skill->unit_onleft(skill->unit_temp[i], bl, tick);
}
return 0;
@@ -15954,9 +15898,9 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
return 0;
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
- if(skill_produce_db[i].nameid == nameid ){
- if((j=skill_produce_db[i].req_skill)>0 &&
- pc->checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
+ if(skill->produce_db[i].nameid == nameid ){
+ if((j=skill->produce_db[i].req_skill)>0 &&
+ pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv)
continue; // must iterate again to check other skills that produce it. [malufett]
if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
continue; // special case
@@ -15974,22 +15918,22 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
if(trigger>=0){
if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
- if(skill_produce_db[i].itemlv!=trigger)
+ if(skill->produce_db[i].itemlv!=trigger)
return 0;
} else if(trigger>10) { // Food (any item level between 10 and 20 will do)
- if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
+ if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20)
return 0;
} else { // Weapon (itemlv must be higher or equal)
- if(skill_produce_db[i].itemlv>trigger)
+ if(skill->produce_db[i].itemlv>trigger)
return 0;
}
}
for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
int id,x,y;
- if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
+ if( (id=skill->produce_db[i].mat_id[j]) <= 0 )
continue;
- if(skill_produce_db[i].mat_amount[j] <= 0) {
+ if(skill->produce_db[i].mat_amount[j] <= 0) {
if(pc->search_inventory(sd,id) < 0)
return 0;
}
@@ -15997,7 +15941,7 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
for(y=0,x=0;y<MAX_INVENTORY;y++)
if( sd->status.inventory[y].nameid == id )
x+=sd->status.inventory[y].amount;
- if(x<qty*skill_produce_db[i].mat_amount[j])
+ if(x<qty*skill->produce_db[i].mat_amount[j])
return 0;
}
}
@@ -16028,7 +15972,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
qty = 1;
if (!skill_id) //A skill can be specified for some override cases.
- skill_id = skill_produce_db[idx].req_skill;
+ skill_id = skill->produce_db[idx].req_skill;
if( skill_id == GC_RESEARCHNEWPOISON )
skill_id = GC_CREATENEWPOISON;
@@ -16085,10 +16029,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
int j,id,x;
- if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
+ if( (id=skill->produce_db[idx].mat_id[i]) <= 0 )
continue;
num++;
- x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
+ x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i];
do{
int y=0;
j = pc->search_inventory(sd,id);
@@ -16229,8 +16173,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
break;
case GN_CHANGEMATERIAL:
for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
- if( skill_changematerial_db[i].itemid == nameid ){
- make_per = skill_changematerial_db[i].rate * 10;
+ if( skill->changematerial_db[i].itemid == nameid ){
+ make_per = skill->changematerial_db[i].rate * 10;
break;
}
break;
@@ -16332,7 +16276,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
+ 20 * (sd->status.base_level + 1)
+ 20 * (st->dex + 1)
+ 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
- - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
+ - 400 * (skill->produce_db[idx].itemlv - 11 + 1)
- 10 * (100 - st->luk + 1)
- 500 * (num - 1)
- 100 * (rnd()%4 + 1);
@@ -16482,11 +16426,11 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
clif->misceffect(&sd->bl,5);
break;
default: //Those that don't require a skill?
- if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
+ if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20)
{ //Cooking items.
clif->specialeffect(&sd->bl, 608, AREA);
if( sd->cook_mastery < 1999 )
- pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
+ pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5);
}
break;
}
@@ -16494,10 +16438,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
int j, k = 0;
for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
- if( skill_changematerial_db[i].itemid == nameid ){
+ if( skill->changematerial_db[i].itemid == nameid ){
for(j=0; j<5; j++){
- if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
- tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
+ if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){
+ tmp_item.amount = qty * skill->changematerial_db[i].qty[j];
if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif->additem(sd,0,0,flag);
map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
@@ -16577,11 +16521,11 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
clif->msg_skill(sd,skill_id,0x628);
break;
default:
- if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
+ if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 )
{ //Cooking items.
clif->specialeffect(&sd->bl, 609, AREA);
if( sd->cook_mastery > 0 )
- pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
+ pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
}
}
}
@@ -16599,7 +16543,7 @@ int skill_arrow_create (struct map_session_data *sd, int nameid)
return 1;
for(i=0;i<MAX_SKILL_ARROW_DB;i++)
- if(nameid == skill_arrow_db[i].nameid) {
+ if(nameid == skill->arrow_db[i].nameid) {
index = i;
break;
}
@@ -16611,8 +16555,8 @@ int skill_arrow_create (struct map_session_data *sd, int nameid)
for(i=0;i<MAX_ARROW_RESOURCE;i++) {
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.identify = 1;
- tmp_item.nameid = skill_arrow_db[index].cre_id[i];
- tmp_item.amount = skill_arrow_db[index].cre_amount[i];
+ tmp_item.nameid = skill->arrow_db[index].cre_id[i];
+ tmp_item.amount = skill->arrow_db[index].cre_amount[i];
if(battle_config.produce_item_name_input&0x4) {
tmp_item.card[0]=CARD0_CREATE;
tmp_item.card[1]=0;
@@ -16736,10 +16680,10 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
return 0;
}
- ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
+ ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item
if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
- if( !pc->checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
+ if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) )
{ // User don't know the skill
sc_start(&sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB)));
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
@@ -16747,7 +16691,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
}
max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10;
- point = skill_spellbook_db[i].point;
+ point = skill->spellbook_db[i].point;
if( sc && sc->data[SC_READING_SB] ) {
if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
@@ -16868,13 +16812,13 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
// Search for objects that can be created.
for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
- if( skill_produce_db[i].itemlv == 26 ) {
+ if( skill->produce_db[i].itemlv == 26 ) {
p = 0;
do {
c = 0;
// Verification of overlap between the objects required and the list submitted.
for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
- if( skill_produce_db[i].mat_id[j] > 0 ) {
+ if( skill->produce_db[i].mat_id[j] > 0 ) {
for( k = 0; k < n; k++ ) {
int idx = item_list[k*2+0]-2;
nameid = sd->status.inventory[idx].nameid;
@@ -16883,8 +16827,8 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
return 0;
}
- if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
- && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
+ if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j]
+ && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
c++; // match
}
}
@@ -16895,7 +16839,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
} while(n == j && c == n);
p--;
if ( p > 0 ) {
- skill->produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
+ skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p);
return 1;
}
}
@@ -17104,14 +17048,14 @@ int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
* Adds a new skill unit entry for this player to recast after map load
**/
void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
- struct skill_usave * sus = NULL;
+ struct skill_unit_save * sus = NULL;
- if( idb_exists(skillusave_db,sd->status.char_id) ) {
- idb_remove(skillusave_db,sd->status.char_id);
+ if( idb_exists(skill->usave_db,sd->status.char_id) ) {
+ idb_remove(skill->usave_db,sd->status.char_id);
}
- CREATE( sus, struct skill_usave, 1 );
- idb_put( skillusave_db, sd->status.char_id, sus );
+ CREATE( sus, struct skill_unit_save, 1 );
+ idb_put( skill->usave_db, sd->status.char_id, sus );
sus->skill_id = skill_id;
sus->skill_lv = skill_lv;
@@ -17119,15 +17063,15 @@ void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill
return;
}
void skill_usave_trigger(struct map_session_data *sd) {
- struct skill_usave * sus = NULL;
+ struct skill_unit_save * sus = NULL;
- if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
+ if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) {
return;
}
skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
- idb_remove(skillusave_db,sd->status.char_id);
+ idb_remove(skill->usave_db,sd->status.char_id);
return;
}
@@ -17195,25 +17139,27 @@ int skill_split_atoi (char *str, int *val) {
void skill_init_unit_layout (void) {
int i,j,size,pos = 0;
- memset(skill_unit_layout,0,sizeof(skill_unit_layout));
+ //when != it was already cleared during skill_defaults() no need to repeat
+ if( runflag == MAPSERVER_ST_RUNNING )
+ memset(skill->unit_layout,0,sizeof(skill->unit_layout));
// standard square layouts go first
for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
size = i*2+1;
- skill_unit_layout[i].count = size*size;
+ skill->unit_layout[i].count = size*size;
for (j=0; j<size*size; j++) {
- skill_unit_layout[i].dx[j] = (j%size-i);
- skill_unit_layout[i].dy[j] = (j/size-i);
+ skill->unit_layout[i].dx[j] = (j%size-i);
+ skill->unit_layout[i].dy[j] = (j/size-i);
}
}
// afterwards add special ones
pos = i;
for (i=0;i<MAX_SKILL_DB;i++) {
- if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
+ if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1)
continue;
- switch (skill_db[i].nameid) {
+ switch (skill->db[i].nameid) {
case MG_FIREWALL:
case WZ_ICEWALL:
case WL_EARTHSTRAIN://Warlock
@@ -17227,9 +17173,9 @@ void skill_init_unit_layout (void) {
static const int dy[]={
-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 21;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 21;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case PR_MAGNUS: {
@@ -17241,18 +17187,18 @@ void skill_init_unit_layout (void) {
-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 33;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case MH_POISON_MIST:
case AS_VENOMDUST: {
static const int dx[] = {-1, 0, 0, 0, 1};
static const int dy[] = { 0,-1, 0, 1, 0};
- skill_unit_layout[pos].count = 5;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 5;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case CR_GRANDCROSS:
@@ -17265,9 +17211,9 @@ void skill_init_unit_layout (void) {
-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill_unit_layout[pos].count = 29;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 29;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case PF_FOGWALL: {
@@ -17275,9 +17221,9 @@ void skill_init_unit_layout (void) {
-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
static const int dy[] = {
-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill_unit_layout[pos].count = 15;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 15;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case PA_GOSPEL: {
@@ -17291,17 +17237,17 @@ void skill_init_unit_layout (void) {
-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 33;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case NJ_KAENSIN: {
static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
- skill_unit_layout[pos].count = 24;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 24;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case NJ_TATAMIGAESHI: {
@@ -17316,29 +17262,29 @@ void skill_init_unit_layout (void) {
static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
//lv1
j = 0;
- skill_unit_layout[pos].count = 4;
- memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
- memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
- skill_db[i].unit_layout_type[j] = pos;
+ skill->unit_layout[pos].count = 4;
+ memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1));
+ memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1));
+ skill->db[i].unit_layout_type[j] = pos;
//lv2/3
j++;
pos++;
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
- memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
+ skill->unit_layout[pos].count = 8;
+ memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2));
+ memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2));
+ skill->db[i].unit_layout_type[j] = pos;
+ skill->db[i].unit_layout_type[++j] = pos;
//lv4/5
j++;
pos++;
- skill_unit_layout[pos].count = 12;
- memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
- memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
+ skill->unit_layout[pos].count = 12;
+ memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3));
+ memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3));
+ skill->db[i].unit_layout_type[j] = pos;
+ skill->db[i].unit_layout_type[++j] = pos;
//Fill in the rest using lv 5.
for (;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
+ skill->db[i].unit_layout_type[j] = pos;
//Skip, this way the check below will fail and continue to the next skill.
pos++;
}
@@ -17346,104 +17292,104 @@ void skill_init_unit_layout (void) {
case GN_WALLOFTHORN: {
static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 16;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 16;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case EL_FIRE_MANTLE: {
static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ skill->unit_layout[pos].count = 8;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
default:
ShowError("unknown unit layout at skill %d\n",i);
break;
}
- if (!skill_unit_layout[pos].count)
+ if (!skill->unit_layout[pos].count)
continue;
for (j=0;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
+ skill->db[i].unit_layout_type[j] = pos;
pos++;
}
// firewall and icewall have 8 layouts (direction-dependent)
- firewall_unit_pos = pos;
+ skill->firewall_unit_pos = pos;
for (i=0;i<8;i++) {
if (i&1) {
- skill_unit_layout[pos].count = 5;
+ skill->unit_layout[pos].count = 5;
if (i&0x2) {
int dx[] = {-1,-1, 0, 0, 1};
int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 1, 1 ,0, 0,-1};
int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
} else {
- skill_unit_layout[pos].count = 3;
+ skill->unit_layout[pos].count = 3;
if (i%4==0) {
int dx[] = {-1, 0, 1};
int dy[] = { 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 0, 0, 0};
int dy[] = {-1, 0, 1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
- icewall_unit_pos = pos;
+ skill->icewall_unit_pos = pos;
for (i=0;i<8;i++) {
- skill_unit_layout[pos].count = 5;
+ skill->unit_layout[pos].count = 5;
if (i&1) {
if (i&0x2) {
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 2, 1 ,0,-1,-2};
int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
} else {
if (i%4==0) {
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 0, 0, 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 0, 0, 0, 0, 0};
int dy[] = {-2,-1, 0, 1, 2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
- earthstrain_unit_pos = pos;
+ skill->earthstrain_unit_pos = pos;
for( i = 0; i < 8; i++ )
{ // For each Direction
- skill_unit_layout[pos].count = 15;
+ skill->unit_layout[pos].count = 15;
switch( i )
{
case 0: case 1: case 3: case 4: case 5: case 7:
{
int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case 2:
@@ -17451,8 +17397,8 @@ void skill_init_unit_layout (void) {
{
int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
}
break;
}
@@ -17607,35 +17553,35 @@ bool skill_parse_row_skilldb(char* split[], int columns, int current) {
if( !idx ) // invalid skill id
return false;
- skill_db[idx].nameid = skill_id;
- skill->split_atoi(split[1],skill_db[idx].range);
- skill_db[idx].hit = atoi(split[2]);
- skill_db[idx].inf = atoi(split[3]);
- skill->split_atoi(split[4],skill_db[idx].element);
- skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
- skill->split_atoi(split[6],skill_db[idx].splash);
- skill_db[idx].max = atoi(split[7]);
- skill->split_atoi(split[8],skill_db[idx].num);
+ skill->db[idx].nameid = skill_id;
+ skill->split_atoi(split[1],skill->db[idx].range);
+ skill->db[idx].hit = atoi(split[2]);
+ skill->db[idx].inf = atoi(split[3]);
+ skill->split_atoi(split[4],skill->db[idx].element);
+ skill->db[idx].nk = (int)strtol(split[5], NULL, 0);
+ skill->split_atoi(split[6],skill->db[idx].splash);
+ skill->db[idx].max = atoi(split[7]);
+ skill->split_atoi(split[8],skill->db[idx].num);
if( strcmpi(split[9],"yes") == 0 )
- skill_db[idx].castcancel = 1;
+ skill->db[idx].castcancel = 1;
else
- skill_db[idx].castcancel = 0;
- skill_db[idx].cast_def_rate = atoi(split[10]);
- skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
- skill->split_atoi(split[12],skill_db[idx].maxcount);
+ skill->db[idx].castcancel = 0;
+ skill->db[idx].cast_def_rate = atoi(split[10]);
+ skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0);
+ skill->split_atoi(split[12],skill->db[idx].maxcount);
if( strcmpi(split[13],"weapon") == 0 )
- skill_db[idx].skill_type = BF_WEAPON;
+ skill->db[idx].skill_type = BF_WEAPON;
else if( strcmpi(split[13],"magic") == 0 )
- skill_db[idx].skill_type = BF_MAGIC;
+ skill->db[idx].skill_type = BF_MAGIC;
else if( strcmpi(split[13],"misc") == 0 )
- skill_db[idx].skill_type = BF_MISC;
+ skill->db[idx].skill_type = BF_MISC;
else
- skill_db[idx].skill_type = 0;
- skill->split_atoi(split[14],skill_db[idx].blewcount);
- safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
- safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
- strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
+ skill->db[idx].skill_type = 0;
+ skill->split_atoi(split[14],skill->db[idx].blewcount);
+ safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name));
+ safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc));
+ strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id);
return true;
}
@@ -17650,22 +17596,22 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) {
if( !idx ) // invalid skill id
return false;
- skill->split_atoi(split[1],skill_db[idx].hp);
- skill->split_atoi(split[2],skill_db[idx].mhp);
- skill->split_atoi(split[3],skill_db[idx].sp);
- skill->split_atoi(split[4],skill_db[idx].hp_rate);
- skill->split_atoi(split[5],skill_db[idx].sp_rate);
- skill->split_atoi(split[6],skill_db[idx].zeny);
+ skill->split_atoi(split[1],skill->db[idx].hp);
+ skill->split_atoi(split[2],skill->db[idx].mhp);
+ skill->split_atoi(split[3],skill->db[idx].sp);
+ skill->split_atoi(split[4],skill->db[idx].hp_rate);
+ skill->split_atoi(split[5],skill->db[idx].sp_rate);
+ skill->split_atoi(split[6],skill->db[idx].zeny);
//Wich 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_db[idx].weapon = 0;
+ skill->db[idx].weapon = 0;
break;
} else
- skill_db[idx].weapon |= 1<<l;
+ skill->db[idx].weapon |= 1<<l;
p = strchr(p,':');
if(!p)
break;
@@ -17677,49 +17623,49 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) {
for( j = 0; j < 32; j++ ) {
int l = atoi(p);
if( l == 99 ) { // Any ammo type
- skill_db[idx].ammo = 0xFFFFFFFF;
+ skill->db[idx].ammo = 0xFFFFFFFF;
break;
} else if( l ) // 0 stands for no requirement
- skill_db[idx].ammo |= 1<<l;
+ skill->db[idx].ammo |= 1<<l;
p = strchr(p,':');
if( !p )
break;
p++;
}
- skill->split_atoi(split[9],skill_db[idx].ammo_qty);
-
- if( strcmpi(split[10],"hiding") == 0 ) skill_db[idx].state = ST_HIDING;
- else if( strcmpi(split[10],"cloaking") == 0 ) skill_db[idx].state = ST_CLOAKING;
- else if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].state = ST_HIDDEN;
- else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].state = ST_RIDING;
- else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].state = ST_FALCON;
- else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].state = ST_CART;
- else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].state = ST_SHIELD;
- else if( strcmpi(split[10],"sight") == 0 ) skill_db[idx].state = ST_SIGHT;
- else if( strcmpi(split[10],"explosionspirits") == 0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[10],"cartboost") == 0 ) skill_db[idx].state = ST_CARTBOOST;
- else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].state = ST_MOVE_ENABLE;
- else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].state = ST_WATER;
- else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].state = ST_RIDINGDRAGON;
- else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].state = ST_WUG;
- else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].state = ST_RIDINGWUG;
- else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].state = ST_MADO;
- else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
- else if( strcmpi(split[10],"poisonweapon") == 0 ) skill_db[idx].state = ST_POISONINGWEAPON;
- else if( strcmpi(split[10],"rollingcutter") == 0 ) skill_db[idx].state = ST_ROLLINGCUTTER;
- else if( strcmpi(split[10],"mh_fighting") == 0 ) skill_db[idx].state = ST_MH_FIGHTING;
- else if( strcmpi(split[10],"mh_grappling") == 0 ) skill_db[idx].state = ST_MH_GRAPPLING;
- else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].state = ST_PECO;
+ skill->split_atoi(split[9],skill->db[idx].ammo_qty);
+
+ if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING;
+ else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING;
+ else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN;
+ else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING;
+ else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON;
+ else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART;
+ else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD;
+ else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT;
+ else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS;
+ else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST;
+ else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE;
+ else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE;
+ else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER;
+ else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON;
+ else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG;
+ else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG;
+ else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO;
+ else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT;
+ else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON;
+ else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER;
+ else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING;
+ else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING;
+ else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO;
/**
* Unknown or no state
**/
- else skill_db[idx].state = ST_NONE;
+ else skill->db[idx].state = ST_NONE;
- skill->split_atoi(split[11],skill_db[idx].spiritball);
+ skill->split_atoi(split[11],skill->db[idx].spiritball);
for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
- skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
- skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
+ skill->db[idx].itemid[j] = atoi(split[12+ 2*j]);
+ skill->db[idx].amount[j] = atoi(split[13+ 2*j]);
}
return true;
@@ -17732,14 +17678,14 @@ bool skill_parse_row_castdb(char* split[], int columns, int current) {
if( !idx ) // invalid skill id
return false;
- skill->split_atoi(split[1],skill_db[idx].cast);
- skill->split_atoi(split[2],skill_db[idx].delay);
- skill->split_atoi(split[3],skill_db[idx].walkdelay);
- skill->split_atoi(split[4],skill_db[idx].upkeep_time);
- skill->split_atoi(split[5],skill_db[idx].upkeep_time2);
- skill->split_atoi(split[6],skill_db[idx].cooldown);
+ skill->split_atoi(split[1],skill->db[idx].cast);
+ skill->split_atoi(split[2],skill->db[idx].delay);
+ skill->split_atoi(split[3],skill->db[idx].walkdelay);
+ skill->split_atoi(split[4],skill->db[idx].upkeep_time);
+ skill->split_atoi(split[5],skill->db[idx].upkeep_time2);
+ skill->split_atoi(split[6],skill->db[idx].cooldown);
#ifdef RENEWAL_CAST
- skill->split_atoi(split[7],skill_db[idx].fixed_cast);
+ skill->split_atoi(split[7],skill->db[idx].fixed_cast);
#endif
return true;
}
@@ -17751,9 +17697,9 @@ bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
if( !idx ) // invalid skill id
return false;
- skill->split_atoi(split[1],skill_db[idx].castnodex);
+ skill->split_atoi(split[1],skill->db[idx].castnodex);
if( split[2] ) // optional column
- skill->split_atoi(split[2],skill_db[idx].delaynodex);
+ skill->split_atoi(split[2],skill->db[idx].delaynodex);
return true;
}
@@ -17765,37 +17711,37 @@ bool skill_parse_row_unitdb(char* split[], int columns, int current) {
if( !idx ) // invalid skill id
return false;
- skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
- skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
- skill->split_atoi(split[3],skill_db[idx].unit_layout_type);
- skill->split_atoi(split[4],skill_db[idx].unit_range);
- skill_db[idx].unit_interval = atoi(split[5]);
-
- if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
- else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
- else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
- else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
- else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
- else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
- else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
- else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
- else skill_db[idx].unit_target = strtol(split[6],NULL,16);
-
- skill_db[idx].unit_flag = strtol(split[7],NULL,16);
-
- if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
- skill_db[idx].unit_target = BCT_NOENEMY;
+ skill->db[idx].unit_id[0] = strtol(split[1],NULL,16);
+ skill->db[idx].unit_id[1] = strtol(split[2],NULL,16);
+ skill->split_atoi(split[3],skill->db[idx].unit_layout_type);
+ skill->split_atoi(split[4],skill->db[idx].unit_range);
+ skill->db[idx].unit_interval = atoi(split[5]);
+
+ if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY;
+ else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY;
+ else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY;
+ else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD;
+ else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD;
+ else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL;
+ else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY;
+ else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF;
+ else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
+ else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE;
+ else skill->db[idx].unit_target = strtol(split[6],NULL,16);
+
+ skill->db[idx].unit_flag = strtol(split[7],NULL,16);
+
+ if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
+ skill->db[idx].unit_target = BCT_NOENEMY;
//By default, target just characters.
- skill_db[idx].unit_target |= BL_CHAR;
- if (skill_db[idx].unit_flag&UF_NOPC)
- skill_db[idx].unit_target &= ~BL_PC;
- if (skill_db[idx].unit_flag&UF_NOMOB)
- skill_db[idx].unit_target &= ~BL_MOB;
- if (skill_db[idx].unit_flag&UF_SKILL)
- skill_db[idx].unit_target |= BL_SKILL;
+ skill->db[idx].unit_target |= BL_CHAR;
+ if (skill->db[idx].unit_flag&UF_NOPC)
+ skill->db[idx].unit_target &= ~BL_PC;
+ if (skill->db[idx].unit_flag&UF_NOMOB)
+ skill->db[idx].unit_target &= ~BL_MOB;
+ if (skill->db[idx].unit_flag&UF_SKILL)
+ skill->db[idx].unit_target |= BL_SKILL;
return true;
}
@@ -17808,14 +17754,14 @@ bool skill_parse_row_producedb(char* split[], int columns, int current) {
if( !i )
return false;
- skill_produce_db[current].nameid = i;
- skill_produce_db[current].itemlv = atoi(split[1]);
- skill_produce_db[current].req_skill = atoi(split[2]);
- skill_produce_db[current].req_skill_lv = atoi(split[3]);
+ skill->produce_db[current].nameid = i;
+ skill->produce_db[current].itemlv = atoi(split[1]);
+ skill->produce_db[current].req_skill = atoi(split[2]);
+ skill->produce_db[current].req_skill_lv = atoi(split[3]);
for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
- skill_produce_db[current].mat_id[y] = atoi(split[x]);
- skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
+ skill->produce_db[current].mat_id[y] = atoi(split[x]);
+ skill->produce_db[current].mat_amount[y] = atoi(split[x+1]);
}
return true;
@@ -17829,11 +17775,11 @@ bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
if( !i )
return false;
- skill_arrow_db[current].nameid = i;
+ skill->arrow_db[current].nameid = i;
for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
- skill_arrow_db[current].cre_id[y] = atoi(split[x]);
- skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
+ skill->arrow_db[current].cre_id[y] = atoi(split[x]);
+ skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]);
}
return true;
@@ -17852,9 +17798,9 @@ bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
if( points < 1 )
ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
else {
- skill_spellbook_db[current].skill_id = skill_id;
- skill_spellbook_db[current].point = points;
- skill_spellbook_db[current].nameid = nameid;
+ skill->spellbook_db[current].skill_id = skill_id;
+ skill->spellbook_db[current].point = points;
+ skill->spellbook_db[current].nameid = nameid;
return true;
}
@@ -17881,8 +17827,8 @@ bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
if( current >= MAX_SKILL_IMPROVISE_DB ) {
ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
}
- skill_improvise_db[current].skill_id = skill_id;
- skill_improvise_db[current].per = j; // Still need confirm it.
+ skill->improvise_db[current].skill_id = skill_id;
+ skill->improvise_db[current].per = j; // Still need confirm it.
return true;
}
@@ -17899,7 +17845,7 @@ bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
return false;
}
- skill_magicmushroom_db[current].skill_id = skill_id;
+ skill->magicmushroom_db[current].skill_id = skill_id;
return true;
}
@@ -17910,7 +17856,7 @@ bool skill_parse_row_reproducedb(char* split[], int column, int current) {
if( !idx )
return false;
- skill_reproduce_db[idx] = true;
+ skill->reproduce_db[idx] = true;
return true;
}
@@ -17928,9 +17874,9 @@ bool skill_parse_row_abradb(char* split[], int columns, int current) {
return false;
}
- skill_abra_db[current].skill_id = skill_id;
- skill_abra_db[current].req_lv = atoi(split[2]);
- skill_abra_db[current].per = atoi(split[3]);
+ skill->abra_db[current].skill_id = skill_id;
+ skill->abra_db[current].req_lv = atoi(split[2]);
+ skill->abra_db[current].per = atoi(split[3]);
return true;
}
@@ -17942,8 +17888,8 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
int x,y;
for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
- if( skill_produce_db[x].nameid == skill_id )
- if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
+ if( skill->produce_db[x].nameid == skill_id )
+ if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL )
break;
}
@@ -17956,12 +17902,12 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
}
- skill_changematerial_db[current].itemid = skill_id;
- skill_changematerial_db[current].rate = j;
+ skill->changematerial_db[current].itemid = skill_id;
+ skill->changematerial_db[current].rate = j;
for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
- skill_changematerial_db[current].qty[y] = atoi(split[x]);
- skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
+ skill->changematerial_db[current].qty[y] = atoi(split[x]);
+ skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
}
return true;
@@ -17981,19 +17927,25 @@ bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
*------------------------------*/
void skill_readdb(void) {
// init skill db structures
- db_clear(skilldb_name2id);
- memset(skill_db,0,sizeof(skill_db));
- memset(skill_produce_db,0,sizeof(skill_produce_db));
- memset(skill_arrow_db,0,sizeof(skill_arrow_db));
- memset(skill_abra_db,0,sizeof(skill_abra_db));
- memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
- memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
- memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
- memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
+ db_clear(skill->name2id_db);
+
+ /* when != it was called during init and this procedure was already performed by skill_defaults() */
+ if( runflag == MAPSERVER_ST_RUNNING ) {
+ memset(skill->db,0,sizeof(skill->db)
+ + sizeof(skill->produce_db)
+ + sizeof(skill->arrow_db)
+ + sizeof(skill->abra_db)
+ + sizeof(skill->magicmushroom_db)
+ + sizeof(skill->improvise_db)
+ + sizeof(skill->changematerial_db)
+ + sizeof(skill->spellbook_db)
+ + sizeof(skill->reproduce_db)
+ );
+ }
// load skill databases
- safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
- safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
+ safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name));
+ safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc));
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_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
@@ -18050,13 +18002,13 @@ void skill_reload (void) {
*
*------------------------------------------*/
int do_init_skill (void) {
- skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH);
+ skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH);
skill->read_db();
- group_db = idb_alloc(DB_OPT_BASE);
- skillunit_db = idb_alloc(DB_OPT_BASE);
+ skill->group_db = idb_alloc(DB_OPT_BASE);
+ skill->unit_db = idb_alloc(DB_OPT_BASE);
skill->cd_db = idb_alloc(DB_OPT_BASE);
- skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
+ skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA);
skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
@@ -18079,11 +18031,11 @@ int do_init_skill (void) {
int do_final_skill(void) {
- db_destroy(skilldb_name2id);
- db_destroy(group_db);
- db_destroy(skillunit_db);
+ db_destroy(skill->name2id_db);
+ db_destroy(skill->group_db);
+ db_destroy(skill->unit_db);
db_destroy(skill->cd_db);
- db_destroy(skillusave_db);
+ db_destroy(skill->usave_db);
ers_destroy(skill->unit_ers);
ers_destroy(skill->timer_ers);
@@ -18093,6 +18045,9 @@ int do_final_skill(void) {
}
/* initialize the interface */
void skill_defaults(void) {
+ const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 };
+ const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 };
+
skill = &skill_s;
skill->init = do_init_skill;
skill->final = do_final_skill;
@@ -18100,11 +18055,36 @@ void skill_defaults(void) {
skill->read_db = skill_readdb;
/* */
skill->cd_db = NULL;
+ skill->name2id_db = NULL;
+ skill->unit_db = NULL;
+ skill->usave_db = NULL;
+ skill->group_db = NULL;
/* */
skill->unit_ers = NULL;
skill->timer_ers = NULL;
skill->cd_ers = NULL;
skill->cd_entry_ers = NULL;
+ /* one huge 0, follows skill.h order */
+ memset(skill->db,0,sizeof(skill->db)
+ + sizeof(skill->produce_db)
+ + sizeof(skill->arrow_db)
+ + sizeof(skill->abra_db)
+ + sizeof(skill->magicmushroom_db)
+ + sizeof(skill->improvise_db)
+ + sizeof(skill->changematerial_db)
+ + sizeof(skill->spellbook_db)
+ + sizeof(skill->reproduce_db)
+ + sizeof(skill->unit_layout)
+ );
+ /* */
+ memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff));
+ memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff));
+ skill->firewall_unit_pos = 0;
+ skill->icewall_unit_pos = 0;
+ skill->earthstrain_unit_pos = 0;
+ memset(&skill->area_temp,0,sizeof(skill->area_temp));
+ memset(&skill->unit_temp,0,sizeof(skill->unit_temp));
+ skill->unit_group_newid = 0;
/* accesssors */
skill->get_index = skill_get_index;
skill->get_type = skill_get_type;
@@ -18288,4 +18268,5 @@ void skill_defaults(void) {
skill->get_elemental_type = skill_get_elemental_type;
skill->cooldown_save = skill_cooldown_save;
skill->maelstrom_suction = skill_maelstrom_suction;
+ skill->get_new_group_id = skill_get_new_group_id;
}