summaryrefslogtreecommitdiff
path: root/src/map/skill.hpp
blob: a724781c47918be0bc603710cb38836aa3b4b2a9 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
#ifndef SKILL_HPP
#define SKILL_HPP

#include "skill.t.hpp"

#include "map.hpp"

constexpr int MAX_SKILL_PRODUCE_DB = 150;
constexpr int MAX_SKILL_ARROW_DB = 150;
constexpr int MAX_SKILL_ABRA_DB = 350;

// スキルデータベース
struct skill_db
{
    int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max;
    SP stat;
    SkillFlags poolflags;
    int 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;
    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;
    int itemid[10], amount[10];
    int castnodex[MAX_SKILL_LEVEL];
};
extern earray<struct skill_db, SkillID, SkillID::MAX_SKILL_DB> skill_db;

struct skill_name_db
{
    SkillID id;                    // skill id
    const char *name;                 // search strings
    const char *desc;                 // description that shows up for search's
};

// used only by @skillid for iteration - should be depublicized
extern struct skill_name_db skill_names[];

skill_name_db& skill_lookup_by_id(SkillID id);
skill_name_db& skill_lookup_by_name(const char *name);

struct block_list;
struct map_session_data;

int do_init_skill(void);

// スキルデータベースへのアクセサ
int skill_get_hit(SkillID id);
int skill_get_inf(SkillID id);
int skill_get_nk(SkillID id);
int skill_get_max(SkillID id);
int skill_get_max_raise(SkillID id);
int skill_get_range(SkillID id, int lv);
int skill_get_sp(SkillID id, int lv);
int skill_get_num(SkillID id, int lv);
int skill_get_cast(SkillID id, int lv);
int skill_get_delay(SkillID id, int lv);
int skill_get_inf2(SkillID id);
int skill_get_maxcount(SkillID id);

// 追加効果
int skill_additional_effect(struct block_list *src, struct block_list *bl,
        SkillID skillid, int skilllv);

interval_t skill_castfix(struct block_list *bl, interval_t time);
interval_t skill_delayfix(struct block_list *bl, interval_t time);

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_devotion(struct map_session_data *md, int target);
int skill_devotion3(struct block_list *bl, int target);

// ステータス異常
int skill_status_effect(struct block_list *bl, StatusChange type,
        int val1,
        interval_t tick, int spell_invocation);
int skill_status_change_start(struct block_list *bl, StatusChange type,
        int val1,
        interval_t tick);
int skill_status_change_active(struct block_list *bl, StatusChange type);  // [fate]
void skill_status_change_end(struct block_list *bl, StatusChange type, TimerData *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,
        SkillID skillid, int skilllv);
int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
        SkillID skillid, int skilllv, tick_t tick,
        BCT flag);

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);

// [Fate] Skill pools API

// Max. # of active entries in the skill pool
constexpr int MAX_SKILL_POOL = 3;
// Max. # of skills that may be classified as pool skills in db/skill_db.txt
constexpr int MAX_POOL_SKILLS = 128;

extern SkillID skill_pool_skills[MAX_POOL_SKILLS];  // All pool skills
extern int skill_pool_skills_size;  // Number of entries in skill_pool_skills

// Yields all active skills in the skill pool; no more than MAX_SKILL_POOL.  Return is number of skills.
int skill_pool(struct map_session_data *sd, SkillID *skills);
int skill_pool_size(struct map_session_data *sd);
int skill_pool_max(struct map_session_data *sd);  // Max. number of pool skills
// Skill into skill pool.  Return is zero iff okay.
int skill_pool_activate(struct map_session_data *sd, SkillID skill);
// Skill into skill pool.  Return is zero when activated.
bool skill_pool_is_activated(struct map_session_data *sd, SkillID skill);
// Skill out of skill pool.  Return is zero iff okay.
int skill_pool_deactivate(struct map_session_data *sd, SkillID skill);
// Yield configurable skill name
inline
const char *skill_name(SkillID skill)
{
    return skill_lookup_by_id(skill).desc;
}
// 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(struct map_session_data *sd, SkillID skill);
int skill_power_bl(struct block_list *bl, SkillID skill);

// [Fate] Remember that a certain skill ID belongs to a pool skill
void skill_pool_register(SkillID id);
#endif // SKILL_HPP