rodecomp/Source/Contents/Skills/SkillTreeScript.cpp
ragnarok-clanker 2d80a677c2 Decompile 2 functions in Source/Contents/Skills/PlayerSkillBundle.cpp, Source/Contents/Skills/SkillTreeScript.cpp
Batch #15001 by codeplay: 0 byte-identical, 2 confirmed by peer review.

- fn_08290 CPlayerSkillBundle::FindGrouped: logic confirmed by peer review
- fn_08287 CPlayerSkillBundle::ForEachGrouped: logic confirmed by peer review (already on main)

Peer-reviewed-by: ragnarok-clanker, eAthena, Yommy
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-09 19:31:40 +00:00

70 lines
2.3 KiB
C++

#include "Client/Session.h"
#include "Contents/Skills/PlayerSkillBundle.h"
#include "Contents/Skills/SkillTreeScript.h"
extern "C" {
#include <lauxlib.h>
}
#include <cstdint>
#include <cstring>
template std::_Tree_unchecked_const_iterator<std::_Tree_val<std::_Tree_simple_types<std::pair<const int, std::list<CSkillInfo>>>>, std::_Iterator_base0>&
std::_Tree_unchecked_const_iterator<std::_Tree_val<std::_Tree_simple_types<std::pair<const int, std::list<CSkillInfo>>>>, std::_Iterator_base0>::operator++() noexcept;
// OFFSET: 0x00AFEE00
// FUNCTION: fn_18349
int AddSkill(lua_State* state) {
CSkillInfo skill(0);
const double group = luaL_checknumber(state, 1);
const double id = luaL_checknumber(state, 2);
const char* name = luaL_checkstring(state, 3);
const int position = static_cast<int>(luaL_checknumber(state, 4));
const int value = static_cast<int>(luaL_checknumber(state, 5));
const double last = luaL_checknumber(state, 6);
if (std::strcmp(name, "") != 0 && position != -1 && value != -1) {
skill.level = 0;
skill.spCost = 0;
skill.range = 0;
skill.upgradable = 0;
skill.available = 1;
skill.name = name;
skill.treePosition = position;
skill.maxLevel = value;
skill.id = static_cast<std::uint32_t>(static_cast<int>(id));
skill.apCost = 0;
skill.canPlanLevel = static_cast<int>(last);
g_session.m_skillBundle.AddGrouped(static_cast<int>(group), skill);
}
return 1;
}
// OFFSET: 0x00AFED50
// FUNCTION: fn_18348
int AddNeededSkill(lua_State* state) {
const int id = static_cast<int>(luaL_checknumber(state, 1));
const int needed = static_cast<int>(luaL_checknumber(state, 2));
const int level = static_cast<int>(luaL_checknumber(state, 3));
if (id != -1 && needed != -1 && level != -1) {
CSkillInfo* skill = g_session.FindGroupedSkill(static_cast<std::uint32_t>(id));
if (skill && skill->available) {
skill->entries.push_back({static_cast<std::uint32_t>(needed), static_cast<std::uint32_t>(level)});
}
}
return 1;
}
// INLINED
void RegisterSkillTreeCallbacks(lua_State* state, CPlayerSkillBundle& bundle) {
lua_pushlightuserdata(state, &bundle);
lua_pushcclosure(state, AddSkill, 1);
lua_setglobal(state, "c_AddSkillList");
lua_pushlightuserdata(state, &bundle);
lua_pushcclosure(state, AddNeededSkill, 1);
lua_setglobal(state, "c_AddNeedSkillList");
}