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Diffstat (limited to 'src/map/pc.c')
-rw-r--r--src/map/pc.c98
1 files changed, 49 insertions, 49 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index c7c9d7114..3af065db8 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -277,7 +277,7 @@ static int pc_check_banding( struct block_list *bl, va_list ap ) {
return 0;
}
-int pc_banding(struct map_session_data *sd, short skill_lv) {
+int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
int c;
int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp;
@@ -3954,7 +3954,7 @@ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
nullpo_ret(sd);
nullpo_ret(fitem);
- if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
+ if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED)
return 0; // Distance is too far
if (sd->status.party_id)
@@ -4502,7 +4502,7 @@ int pc_show_steal(struct block_list *bl,va_list ap)
* 0 = fail
* 1 = succes
*------------------------------------------*/
-int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
+int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv)
{
int i,itemid,flag;
double rate;
@@ -4531,7 +4531,7 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
}
// base skill success chance (percentual)
- rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4;
+ rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4;
rate += sd->bonus.add_steal_rate;
if( rate < 1 )
@@ -4622,7 +4622,7 @@ int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype)
{
struct party_data *p;
- int m;
+ int16 m;
nullpo_ret(sd);
@@ -4796,7 +4796,7 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y
int pc_randomwarp(struct map_session_data *sd, clr_type type)
{
int x,y,i=0;
- int m;
+ int16 m;
nullpo_ret(sd);
@@ -4869,9 +4869,9 @@ int pc_memo(struct map_session_data* sd, int pos)
// Skills
//
/*==========================================
- * Return player sd skilllv learned for given skill
+ * Return player sd skill_lv learned for given skill
*------------------------------------------*/
-int pc_checkskill(struct map_session_data *sd,int skill_id)
+int pc_checkskill(struct map_session_data *sd,uint16 skill_id)
{
if(sd == NULL) return 0;
if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX )
@@ -5957,45 +5957,45 @@ int pc_statusup2(struct map_session_data* sd, int type, int val)
}
/*==========================================
- * Update skilllv for player sd
+ * Update skill_lv for player sd
* Skill point allocation
*------------------------------------------*/
-int pc_skillup(struct map_session_data *sd,int skill_num)
+int pc_skillup(struct map_session_data *sd,uint16 skill_id)
{
nullpo_ret(sd);
- if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL )
+ if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL )
{
- guild_skillup(sd, skill_num);
+ guild_skillup(sd, skill_id);
return 0;
}
- if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
+ if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
{
- merc_hom_skillup(sd->hd, skill_num);
+ merc_hom_skillup(sd->hd, skill_id);
return 0;
}
- if( skill_num < 0 || skill_num >= MAX_SKILL )
+ if( skill_id < 0 || skill_id >= MAX_SKILL )
return 0;
if( sd->status.skill_point > 0 &&
- sd->status.skill[skill_num].id &&
- sd->status.skill[skill_num].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
- sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
+ sd->status.skill[skill_id].id &&
+ sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
+ sd->status.skill[skill_id].lv < skill_tree_get_max(skill_id, sd->status.class_) )
{
- sd->status.skill[skill_num].lv++;
+ sd->status.skill[skill_id].lv++;
sd->status.skill_point--;
- if( !skill_get_inf(skill_num) )
+ if( !skill_get_inf(skill_id) )
status_calc_pc(sd,0); // Only recalculate for passive skills.
else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
else
- pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup
+ pc_check_skilltree(sd, skill_id); // Check if a new skill can Lvlup
- clif_skillup(sd,skill_num);
+ clif_skillup(sd,skill_id);
clif_updatestatus(sd,SP_SKILLPOINT);
- if( skill_num == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
+ if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
clif_updatestatus(sd,SP_CARTINFO);
if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
clif_skillinfoblock(sd);
@@ -6357,12 +6357,12 @@ int pc_resethate(struct map_session_data* sd)
return 0;
}
-int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
+int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id)
{
int i, bonus = 0;
nullpo_ret(sd);
- ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_num);
+ ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;
if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION])
@@ -6371,11 +6371,11 @@ int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
return bonus;
}
-int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
+int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) {
int i, bonus = sd->bonus.add_heal_rate;
if( bonus ) {
- switch( skill_num ) {
+ switch( skill_id ) {
case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
@@ -6384,7 +6384,7 @@ int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
}
}
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num);
+ ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillheal) )
bonus += sd->skillheal[i].val;
@@ -6392,10 +6392,10 @@ int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
return bonus;
}
-int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num) {
+int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) {
int i, bonus = sd->bonus.add_heal2_rate;
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num);
+ ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillheal2) )
bonus += sd->skillheal2[i].val;
@@ -6513,7 +6513,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
npc_event(sd, bg->die_event, 0);
}
-
+
// Clear anything NPC-related when you die and was interacting with one.
if (sd->npc_id)
{
@@ -6525,7 +6525,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
sd->state.menu_or_input = 0;
if (sd->npc_menu)
sd->npc_menu = 0;
-
+
sd->npc_id = 0;
if (sd->st && sd->st->state != END)
sd->st->state = END;
@@ -7263,12 +7263,12 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
//Update skill tree.
pc_calc_skilltree(sd);
clif_skillinfoblock(sd);
-
+
if (sd->ed)
elemental_delete(sd->ed, 0);
if (sd->state.vending)
vending_closevending(sd);
-
+
map_foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
//Remove peco/cart/falcon
@@ -9290,14 +9290,14 @@ int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
*------------------------------------------*/
static bool pc_readdb_skilltree(char* fields[], int columns, int current)
{
- unsigned char joblv = 0, skilllv;
- unsigned short skillid;
+ unsigned char joblv = 0, skill_lv;
+ uint16 skill_id;
int idx, class_;
- unsigned int i, offset = 3, skillidx;
+ unsigned int i, offset = 3, skill_idx;
class_ = atoi(fields[0]);
- skillid = (unsigned short)atoi(fields[1]);
- skilllv = (unsigned char)atoi(fields[2]);
+ skill_id = (uint16)atoi(fields[1]);
+ skill_lv = (unsigned char)atoi(fields[2]);
if(columns==4+MAX_PC_SKILL_REQUIRE*2)
{// job level requirement extra column
@@ -9313,25 +9313,25 @@ static bool pc_readdb_skilltree(char* fields[], int columns, int current)
idx = pc_class2idx(class_);
//This is to avoid adding two lines for the same skill. [Skotlex]
- ARR_FIND( 0, MAX_SKILL_TREE, skillidx, skill_tree[idx][skillidx].id == 0 || skill_tree[idx][skillidx].id == skillid );
- if( skillidx == MAX_SKILL_TREE )
+ ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id );
+ if( skill_idx == MAX_SKILL_TREE )
{
- ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skillid, class_);
+ ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_);
return false;
}
- else if(skill_tree[idx][skillidx].id)
+ else if(skill_tree[idx][skill_idx].id)
{
- ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skillid, class_);
+ ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_);
}
- skill_tree[idx][skillidx].id = skillid;
- skill_tree[idx][skillidx].max = skilllv;
- skill_tree[idx][skillidx].joblv = joblv;
+ skill_tree[idx][skill_idx].id = skill_id;
+ skill_tree[idx][skill_idx].max = skill_lv;
+ skill_tree[idx][skill_idx].joblv = joblv;
for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++)
{
- skill_tree[idx][skillidx].need[i].id = atoi(fields[i*2+offset]);
- skill_tree[idx][skillidx].need[i].lv = atoi(fields[i*2+offset+1]);
+ skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]);
+ skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]);
}
return true;
}