#include "skill.hpp"
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include "../common/mt_rand.hpp"
#include "../common/nullpo.hpp"
#include "../common/socket.hpp"
#include "../common/timer.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "magic.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "party.hpp"
#include "pc.hpp"
#include "script.hpp"
#include "../poison.hpp"
SkillID skill_pool_skills[MAX_POOL_SKILLS];
int skill_pool_skills_size = 0;
void skill_pool_register(SkillID id)
{
if (skill_pool_skills_size + 1 >= MAX_POOL_SKILLS)
{
FPRINTF(stderr,
"Too many pool skills! Increase MAX_POOL_SKILLS and recompile.");
return;
}
skill_pool_skills[skill_pool_skills_size++] = id;
}
int skill_pool(struct map_session_data *sd, SkillID *skills)
{
int i, count = 0;
for (i = 0; count < MAX_SKILL_POOL && i < skill_pool_skills_size; i++)
{
SkillID skill_id = skill_pool_skills[i];
if (bool(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED))
{
if (skills)
skills[count] = skill_id;
++count;
}
}
return count;
}
int skill_pool_size(struct map_session_data *sd)
{
return skill_pool(sd, NULL);
}
int skill_pool_max(struct map_session_data *sd)
{
return sd->status.skill[TMW_SKILLPOOL].lv;
}
int skill_pool_activate(struct map_session_data *sd, SkillID skill_id)
{
if (bool(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED))
return 0; // Already there
else if (sd->status.skill[skill_id].id == skill_id // knows the skill
&& (skill_pool_size(sd) < skill_pool_max(sd)))
{
sd->status.skill[skill_id].flags |= SKILL_POOL_ACTIVATED;
pc_calcstatus(sd, 0);
MAP_LOG_PC(sd, "SKILL-ACTIVATE %d %d %d",
uint16_t(skill_id), sd->status.skill[skill_id].lv,
skill_power(sd, skill_id));
return 0;
}
return 1; // failed
}
bool skill_pool_is_activated(struct map_session_data *sd, SkillID skill_id)
{
return bool(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED);
}
int skill_pool_deactivate(struct map_session_data *sd, SkillID skill_id)
{
if (bool(sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED))
{
sd->status.skill[skill_id].flags &= ~SKILL_POOL_ACTIVATED;
MAP_LOG_PC(sd, "SKILL-DEACTIVATE %d", uint16_t(skill_id));
pc_calcstatus(sd, 0);
return 0;
}
return 1;
}
// Yields the stat associated with a skill.
// Returns zero if none, or SP_STR, SP_VIT, ... otherwise
static
SP skill_stat(SkillID skill_id)
{
return skill_db[skill_id].stat;
}
int skill_power(struct map_session_data *sd, SkillID skill_id)
{
SP stat = skill_stat(skill_id);
int stat_value, skill_value;
int result;
if (stat == SP::ZERO || !skill_pool_is_activated(sd, skill_id))
return 0;
stat_value = battle_get_stat(stat, &(sd->bl));
skill_value = sd->status.skill[skill_id].lv;
if ((skill_value * 10) - 1 > stat_value)
skill_value += (stat_value / 10);
else
skill_value *= 2;
result = (skill_value * stat_value) / 10;
return result;
}
int skill_power_bl(struct block_list *bl, SkillID skill)
{
if (bl->type == BL_PC)
return skill_power((struct map_session_data *) bl, skill);
else
return 0;
}