From 069f39e8a1ebee3e4a4ce8302d0099842876782b Mon Sep 17 00:00:00 2001 From: Ben Longbons Date: Thu, 13 Dec 2012 16:25:50 -0800 Subject: Some formatting fixes before I go insane Also delete the French translation from ladmin. --- src/map/skill.hpp | 204 +++++++++++++++++++++++++++--------------------------- 1 file changed, 102 insertions(+), 102 deletions(-) (limited to 'src/map/skill.hpp') diff --git a/src/map/skill.hpp b/src/map/skill.hpp index 3dea4d3..38a0ed5 100644 --- a/src/map/skill.hpp +++ b/src/map/skill.hpp @@ -7,37 +7,37 @@ #include "map.hpp" #include "magic.hpp" -#define MAX_SKILL_DB 450 -#define MAX_SKILL_PRODUCE_DB 150 -#define MAX_SKILL_ARROW_DB 150 -#define MAX_SKILL_ABRA_DB 350 +#define MAX_SKILL_DB 450 +#define MAX_SKILL_PRODUCE_DB 150 +#define MAX_SKILL_ARROW_DB 150 +#define MAX_SKILL_ABRA_DB 350 -#define SKILL_POOL_FLAG 0x1 // is a pool skill -#define SKILL_POOL_ACTIVE 0x2 // is an active pool skill -#define SKILL_POOL_ACTIVATED 0x4 // pool skill has been activated (used for clif) +#define SKILL_POOL_FLAG 0x1 // is a pool skill +#define SKILL_POOL_ACTIVE 0x2 // is an active pool skill +#define SKILL_POOL_ACTIVATED 0x4 // pool skill has been activated (used for clif) // スキルデータベース struct skill_db { - int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups - int num[MAX_SKILL_LEVEL]; - int cast[MAX_SKILL_LEVEL], delay[MAX_SKILL_LEVEL]; - int upkeep_time[MAX_SKILL_LEVEL], upkeep_time2[MAX_SKILL_LEVEL]; - int castcancel, cast_def_rate; - int inf2, maxcount, skill_type; - int blewcount[MAX_SKILL_LEVEL]; - int hp[MAX_SKILL_LEVEL], sp[MAX_SKILL_LEVEL], mhp[MAX_SKILL_LEVEL], + int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups + int num[MAX_SKILL_LEVEL]; + int cast[MAX_SKILL_LEVEL], delay[MAX_SKILL_LEVEL]; + int upkeep_time[MAX_SKILL_LEVEL], upkeep_time2[MAX_SKILL_LEVEL]; + int castcancel, cast_def_rate; + int inf2, maxcount, skill_type; + int blewcount[MAX_SKILL_LEVEL]; + int hp[MAX_SKILL_LEVEL], sp[MAX_SKILL_LEVEL], mhp[MAX_SKILL_LEVEL], hp_rate[MAX_SKILL_LEVEL], sp_rate[MAX_SKILL_LEVEL], zeny[MAX_SKILL_LEVEL]; - int weapon, state, spiritball[MAX_SKILL_LEVEL]; - int itemid[10], amount[10]; - int castnodex[MAX_SKILL_LEVEL]; + int weapon, state, spiritball[MAX_SKILL_LEVEL]; + int itemid[10], amount[10]; + int castnodex[MAX_SKILL_LEVEL]; }; extern struct skill_db skill_db[MAX_SKILL_DB]; struct skill_name_db { - int id; // skill id + int id; // skill id const char *name; // search strings const char *desc; // description that shows up for search's }; @@ -48,133 +48,133 @@ struct map_session_data; struct skill_unit; struct skill_unit_group; -int do_init_skill (void); +int do_init_skill(void); // スキルデータベースへのアクセサ -int skill_get_hit (int id); -int skill_get_inf (int id); -int skill_get_pl (int id); -int skill_get_nk (int id); -int skill_get_max (int id); -int skill_get_max_raise (int id); -int skill_get_range (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_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_time (int id, int lv); -int skill_get_time2 (int id, int lv); -int skill_get_castdef (int id); -int skill_get_weapontype (int id); -int skill_get_unit_id (int id, int flag); -int skill_get_inf2 (int id); -int skill_get_maxcount (int id); -int skill_get_blewcount (int id, int lv); +int skill_get_hit(int id); +int skill_get_inf(int id); +int skill_get_pl(int id); +int skill_get_nk(int id); +int skill_get_max(int id); +int skill_get_max_raise(int id); +int skill_get_range(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_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_time(int id, int lv); +int skill_get_time2(int id, int lv); +int skill_get_castdef(int id); +int skill_get_weapontype(int id); +int skill_get_unit_id(int id, int flag); +int skill_get_inf2(int id); +int skill_get_maxcount(int id); +int skill_get_blewcount(int id, int lv); // スキルの使用 -int skill_use_id (struct map_session_data *sd, int target_id, +int skill_use_id(struct map_session_data *sd, int target_id, int skill_num, int skill_lv); -int skill_use_pos (struct map_session_data *sd, +int skill_use_pos(struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv); -int skill_castend_map (struct map_session_data *sd, int skill_num, +int skill_castend_map(struct map_session_data *sd, int skill_num, const char *map); -int skill_cleartimerskill (struct block_list *src); -int skill_addtimerskill (struct block_list *src, unsigned int tick, +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); // 追加効果 -int skill_additional_effect (struct block_list *src, struct block_list *bl, +int skill_additional_effect(struct block_list *src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick); // ユニットスキル -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, +struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y); -int skill_delunit (struct skill_unit *unit); -struct skill_unit_group *skill_initunitgroup (struct block_list *src, +int skill_delunit(struct skill_unit *unit); +struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count, int skillid, int skilllv, int unit_id); -int skill_delunitgroup (struct skill_unit_group *group); -struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct +int skill_delunitgroup(struct skill_unit_group *group); +struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, int group_id); -int skill_unitgrouptickset_delete (struct block_list *bl, int group_id); -int skill_clear_unitgroup (struct block_list *src); +int skill_unitgrouptickset_delete(struct block_list *bl, int group_id); +int skill_clear_unitgroup(struct block_list *src); -int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, +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 time); -int skill_delayfix (struct block_list *bl, int time); -int skill_check_unit_range (int m, int x, int y, int range, int skillid); -int skill_check_unit_range2 (int m, int x, int y, int range); +int skill_castfix(struct block_list *bl, int time); +int skill_delayfix(struct block_list *bl, int time); +int skill_check_unit_range(int m, int x, int y, int range, int skillid); +int skill_check_unit_range2(int m, int x, int y, int range); // -- moonsoul (added skill_check_unit_cell) -int skill_check_unit_cell (int skillid, int m, int x, int 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 range); -int skill_unit_move_unit_group (struct skill_unit_group *group, int m, +int skill_check_unit_cell(int skillid, int m, int x, int 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 range); +int skill_unit_move_unit_group(struct skill_unit_group *group, int m, int dx, int dy); -struct skill_unit_group *skill_check_dancing (struct block_list *src); -void skill_stop_dancing (struct block_list *src, int flag); +struct skill_unit_group *skill_check_dancing(struct block_list *src); +void skill_stop_dancing(struct block_list *src, int flag); // 詠唱キャンセル -int skill_castcancel (struct block_list *bl, int type); - -int skill_gangsterparadise (struct map_session_data *sd, int type); -void skill_brandishspear_first (struct square *tc, int dir, int x, int y); -void skill_brandishspear_dir (struct square *tc, int dir, int are); -int skill_autospell (struct map_session_data *md, int skillid); -void skill_devotion (struct map_session_data *md, int target); -void skill_devotion2 (struct block_list *bl, int crusader); -int skill_devotion3 (struct block_list *bl, int target); -void skill_devotion_end (struct map_session_data *md, +int skill_castcancel(struct block_list *bl, int type); + +int skill_gangsterparadise(struct map_session_data *sd, int type); +void skill_brandishspear_first(struct square *tc, int dir, int x, int y); +void skill_brandishspear_dir(struct square *tc, int dir, int are); +int skill_autospell(struct map_session_data *md, int skillid); +void skill_devotion(struct map_session_data *md, int target); +void skill_devotion2(struct block_list *bl, int crusader); +int skill_devotion3(struct block_list *bl, int target); +void skill_devotion_end(struct map_session_data *md, struct map_session_data *sd, int target); #define skill_calc_heal(bl,skill_lv) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8)) // その他 -int skill_check_cloaking (struct block_list *bl); -int skill_is_danceskill (int id); +int skill_check_cloaking(struct block_list *bl); +int skill_is_danceskill(int id); // ステータス異常 -int skill_status_effect (struct block_list *bl, int type, int val1, int val2, +int skill_status_effect(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag, int spell_invocation); -int skill_status_change_start (struct block_list *bl, int type, int val1, +int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag); -void skill_status_change_timer (timer_id, tick_t, custom_id_t, custom_data_t); -int skill_status_change_active (struct block_list *bl, int type); // [fate] -int skill_encchant_eremental_end (struct block_list *bl, int type); -int skill_status_change_end (struct block_list *bl, int type, int tid); -int skill_status_change_clear (struct block_list *bl, int type); +void skill_status_change_timer(timer_id, tick_t, custom_id_t, custom_data_t); +int skill_status_change_active(struct block_list *bl, int type); // [fate] +int skill_encchant_eremental_end(struct block_list *bl, int type); +int skill_status_change_end(struct block_list *bl, int type, int tid); +int skill_status_change_clear(struct block_list *bl, int type); // mobスキルのため -int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, +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 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 skill_castend_pos2(struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag); // スキル攻撃一括処理 -int skill_attack (int attack_type, struct block_list *src, +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_update_heal_animation (struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed +int skill_update_heal_animation(struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed -void skill_reload (void); +void skill_reload(void); enum { @@ -874,19 +874,19 @@ enum extern int skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills extern int skill_pool_skills_size; // Number of entries in skill_pool_skills -int skill_pool (struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills. -int skill_pool_size (struct map_session_data *sd); -int skill_pool_max (struct map_session_data *sd); // Max. number of pool skills -void skill_pool_empty (struct map_session_data *sd); // Deactivate all pool skills -int skill_pool_activate (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay. -int skill_pool_is_activated (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated. -int skill_pool_deactivate (struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay. +int skill_pool(struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills. +int skill_pool_size(struct map_session_data *sd); +int skill_pool_max(struct map_session_data *sd); // Max. number of pool skills +void skill_pool_empty(struct map_session_data *sd); // Deactivate all pool skills +int skill_pool_activate(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay. +int skill_pool_is_activated(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated. +int skill_pool_deactivate(struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay. const char *skill_name(int skill); // Yield configurable skill name -int skill_stat (int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise -int skill_power (struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, +int skill_stat(int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise +int skill_power(struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, // otherwise a value from 0 to 255 (with 200 being the `normal maximum') -int skill_power_bl (struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, +int skill_power_bl(struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, // otherwise a value from 0 to 255 (with 200 being the `normal maximum') -void skill_pool_register (int id); // [Fate] Remember that a certain skill ID belongs to a pool skill +void skill_pool_register(int id); // [Fate] Remember that a certain skill ID belongs to a pool skill #endif -- cgit v1.2.3-70-g09d2