From e81fad940ac591a6a76ecd0aa0b1d26cff688705 Mon Sep 17 00:00:00 2001 From: glighta Date: Sun, 30 Dec 2012 16:00:24 +0000 Subject: -Harmonize skillid, skill_num, skillnum, skill, to skill_id and same for skill_lv -Optimise type from int to int16 in order to reduce ram consumtion. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@17065 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/skill.h | 150 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 75 insertions(+), 75 deletions(-) (limited to 'src/map/skill.h') diff --git a/src/map/skill.h b/src/map/skill.h index 7d7e2956e..afef8b5a2 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -132,7 +132,7 @@ struct skill_timerskill { int target_id; int map; short x,y; - short skill_id,skill_lv; + uint16 skill_id,skill_lv; int type; // a BF_ type (NOTE: some places use this as general-purpose storage...) int flag; }; @@ -149,7 +149,7 @@ struct skill_unit_group { unsigned int tick; int limit,interval; - short skill_id,skill_lv; + uint16 skill_id,skill_lv; int val1,val2,val3; char *valstr; int unit_id; @@ -217,7 +217,7 @@ extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; // Abracadabra database struct s_skill_abra_db { - int skillid; + uint16 skill_id; int req_lv; int per; }; @@ -231,70 +231,70 @@ int do_final_skill(void); //Returns the cast type of the skill: ground cast, castend damage, castend no damage enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE }; -int skill_get_casttype(int id); //[Skotlex] +int skill_get_casttype(uint16 skill_id); //[Skotlex] // Accessor to the skills database // -int skill_get_index( int id ); -int skill_get_type( int id ); -int skill_get_hit( int id ); -int skill_get_inf( int id ); -int skill_get_ele( int id , int lv ); -int skill_get_nk( int id ); -int skill_get_max( int id ); -int skill_get_range( int id , int lv ); -int skill_get_range2(struct block_list *bl, int id, int lv); -int skill_get_splash( int id , int lv ); -int skill_get_hp( int id ,int lv ); -int skill_get_mhp( int id ,int lv ); -int skill_get_sp( int id ,int lv ); -int skill_get_state(int id); -int skill_get_zeny( int id ,int lv ); -int skill_get_num( int id ,int lv ); -int skill_get_cast( int id ,int lv ); -int skill_get_delay( int id ,int lv ); -int skill_get_walkdelay( int id ,int lv ); -int skill_get_time( int id ,int lv ); -int skill_get_time2( int id ,int lv ); -int skill_get_castnodex( int id ,int lv ); -int skill_get_castdef( int id ); -int skill_get_weapontype( int id ); -int skill_get_ammotype( int id ); -int skill_get_ammo_qty( int id, int lv ); -int skill_get_nocast( int id ); -int skill_get_unit_id(int id,int flag); -int skill_get_inf2( int id ); -int skill_get_castcancel( int id ); -int skill_get_maxcount( int id ,int lv ); -int skill_get_blewcount( int id ,int lv ); -int skill_get_unit_flag( int id ); -int skill_get_unit_target( int id ); -int skill_tree_get_max( int id, int b_class ); // Celest -const char* skill_get_name( int id ); // [Skotlex] -const char* skill_get_desc( int id ); // [Skotlex] +int skill_get_index( uint16 skill_id ); +int skill_get_type( uint16 skill_id ); +int skill_get_hit( uint16 skill_id ); +int skill_get_inf( uint16 skill_id ); +int skill_get_ele( uint16 skill_id , uint16 skill_lv ); +int skill_get_nk( uint16 skill_id ); +int skill_get_max( uint16 skill_id ); +int skill_get_range( uint16 skill_id , uint16 skill_lv ); +int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv); +int skill_get_splash( uint16 skill_id , uint16 skill_lv ); +int skill_get_hp( uint16 skill_id ,uint16 skill_lv ); +int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ); +int skill_get_sp( uint16 skill_id ,uint16 skill_lv ); +int skill_get_state(uint16 skill_id); +int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ); +int skill_get_num( uint16 skill_id ,uint16 skill_lv ); +int skill_get_cast( uint16 skill_id ,uint16 skill_lv ); +int skill_get_delay( uint16 skill_id ,uint16 skill_lv ); +int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ); +int skill_get_time( uint16 skill_id ,uint16 skill_lv ); +int skill_get_time2( uint16 skill_id ,uint16 skill_lv ); +int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ); +int skill_get_castdef( uint16 skill_id ); +int skill_get_weapontype( uint16 skill_id ); +int skill_get_ammotype( uint16 skill_id ); +int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ); +int skill_get_nocast( uint16 skill_id ); +int skill_get_unit_id(uint16 skill_id,int flag); +int skill_get_inf2( uint16 skill_id ); +int skill_get_castcancel( uint16 skill_id ); +int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ); +int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ); +int skill_get_unit_flag( uint16 skill_id ); +int skill_get_unit_target( uint16 skill_id ); +int skill_tree_get_max( uint16 skill_id, int b_class ); // Celest +const char* skill_get_name( uint16 skill_id ); // [Skotlex] +const char* skill_get_desc( uint16 skill_id ); // [Skotlex] int skill_name2id(const char* name); int skill_isammotype(struct map_session_data *sd, int skill); int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data); int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data); -int skill_castend_map( struct map_session_data *sd,short skill_num, const char *map); +int skill_castend_map( struct map_session_data *sd,uint16 skill_id, const char *map); int skill_cleartimerskill(struct block_list *src); -int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag); +int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,uint16 skill_id,uint16 skill_lv,int type,int flag); // Results? Added -int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,int dmg_lv,unsigned int tick); -int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); -int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag); +int skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,int dmg_lv,unsigned int tick); +int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,unsigned int tick); +int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag); int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag); int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time); // Skills unit struct skill_unit_group* skill_id2group(int group_id); -struct skill_unit_group *skill_unitsetting(struct block_list* src, short skillid, short skilllv, short x, short y, int flag); +struct skill_unit_group *skill_unitsetting(struct block_list* src, uint16 skill_id, uint16 skill_lv, short x, short y, int flag); struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2); int skill_delunit(struct skill_unit *unit); -struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval); +struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval); int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func); #define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__) int skill_clear_unitgroup(struct block_list *src); @@ -303,12 +303,12 @@ void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsig int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick); -int skill_castfix( struct block_list *bl, int skill_id, int skill_lv); +int skill_castfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv); int skill_castfix_sc( struct block_list *bl, int time); #ifdef RENEWAL_CAST -int skill_vfcastfix( struct block_list *bl, double time, int skill_id, int skill_lv); +int skill_vfcastfix( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv); #endif -int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv); +int skill_delayfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv); // Skill conditions check and remove [Inkfish] int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv); @@ -316,12 +316,12 @@ int skill_check_condition_castend(struct map_session_data *sd, short skill, shor int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type); struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv); -int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag); +int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag); // -- moonsoul (added skill_check_unit_cell) -int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id); +int skill_check_unit_cell(uint16 skill_id,int16 m,int16 x,int16 y,int unit_id); int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range); int skill_unit_move(struct block_list *bl,unsigned int tick,int flag); -int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy); +int skill_unit_move_unit_group( struct skill_unit_group *group, int16 m,int16 dx,int16 dy); struct skill_unit_group *skill_check_dancing( struct block_list *src ); @@ -332,40 +332,40 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag int skill_castcancel(struct block_list *bl,int type); int skill_sit (struct map_session_data *sd, int type); -void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag); +void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag); void skill_repairweapon(struct map_session_data *sd, int idx); void skill_identify(struct map_session_data *sd,int idx); void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest] -int skill_autospell(struct map_session_data *md,int skillid); +int skill_autospell(struct map_session_data *md,uint16 skill_id); -int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal); +int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal); bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce); // Abnormal status int skill_enchant_elemental_end(struct block_list *bl, int type); -int skillnotok(int skillid, struct map_session_data *sd); -int skillnotok_hom(int skillid, struct homun_data *hd); -int skillnotok_mercenary(int skillid, struct mercenary_data *md); +int skillnotok(uint16 skill_id, struct map_session_data *sd); +int skillnotok_hom(uint16 skill_id, struct homun_data *hd); +int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md); int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap); // Item creation int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty); -int skill_produce_mix( struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty ); +int skill_produce_mix( struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty ); int skill_arrow_create( struct map_session_data *sd,int nameid); // skills for the mob -int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); -int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); -int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag); +int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag ); +int skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag ); +int skill_castend_pos2( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag); -int skill_blockpc_start_(struct map_session_data*, int, int, bool); -int skill_blockhomun_start (struct homun_data*,int,int); -int skill_blockmerc_start (struct mercenary_data*,int,int); +int skill_blockpc_start_(struct map_session_data*, uint16 skill_id, int, bool); +int skill_blockhomun_start (struct homun_data*,uint16 skill_id,int); +int skill_blockmerc_start (struct mercenary_data*,uint16 skill_id,int); -#define skill_blockpc_start(sd, skillid, tick) skill_blockpc_start_( sd, skillid, tick, false ) +#define skill_blockpc_start(sd, skill_id, tick) skill_blockpc_start_( sd, skill_id, tick, false ) // (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names) #define skill_ischangesex(id) ( \ @@ -373,7 +373,7 @@ int skill_blockmerc_start (struct mercenary_data*,int,int); ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE)) // Skill action, (return dmg,heal) -int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); +int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag ); void skill_reload(void); @@ -1802,7 +1802,7 @@ enum { /** * Skill Unit Save **/ -void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv); +void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv); void skill_usave_trigger(struct map_session_data *sd); /** * Skill Cool Downs - load from pc.c when the character logs in @@ -1819,13 +1819,13 @@ enum wl_spheres { WLS_STONE, }; int skill_spellbook (struct map_session_data *sd, int nameid); -int skill_block_check(struct block_list *bl, enum sc_type type, int skillid); +int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id); /** * Guilottine Cross **/ #define MAX_SKILL_MAGICMUSHROOM_DB 23 struct s_skill_magicmushroom_db { - int skillid; + uint16 skill_id; }; extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; /** @@ -1854,10 +1854,10 @@ enum gx_poison { /** * Auto Shadow Spell (Shadow Chaser) **/ -int skill_select_menu(struct map_session_data *sd,int skill_id); +int skill_select_menu(struct map_session_data *sd,uint16 skill_id); -int skill_elementalanalysis(struct map_session_data *sd, int n, int type, unsigned short *item_list); // Sorcerer Four Elemental Analisys. +int skill_elementalanalysis(struct map_session_data *sd, int n, uint16 skill_lv, unsigned short *item_list); // Sorcerer Four Elemental Analisys. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material. -int skill_get_elemental_type(int skill_id, int skill_lv); +int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv); #endif /* _SKILL_H_ */ -- cgit v1.2.3-70-g09d2