// Copyright (c) Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// Copyright (c) 2014 - 2015 Evol developers
#include "common/hercules.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "common/HPMi.h"
#include "common/memmgr.h"
#include "common/mmo.h"
#include "common/nullpo.h"
#include "common/socket.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "map/chrif.h"
#include "map/homunculus.h"
#include "map/elemental.h"
#include "map/itemdb.h"
#include "map/npc.h"
#include "map/pc.h"
#include "map/quest.h"
#include "plugins/HPMHooking.h"
#include "emap/clif.h"
#include "emap/pc.h"
#include "emap/send.h"
#include "emap/script.h"
#include "emap/data/itemd.h"
#include "emap/data/mapd.h"
#include "emap/data/session.h"
#include "emap/struct/itemdext.h"
#include "emap/struct/mapdext.h"
#include "emap/struct/sessionext.h"
int langScriptId;
int mountScriptId;
int64 epc_readparam_pre(const TBL_PC **sdPtr,
int *type)
{
if (*type == Const_ClientVersion)
{
struct SessionExt *data = session_get_bysd((TBL_PC*)(*sdPtr));
hookStop();
if (!data)
return 0;
return data->clientVersion;
}
return 0;
}
int epc_setregistry_pre(TBL_PC **sdPtr,
int64 *reg,
int *val)
{
TBL_PC *sd = *sdPtr;
if (*reg == langScriptId)
{
struct SessionExt *data = session_get_bysd(sd);
if (!data)
return 0;
data->language = *val;
send_pc_info(&sd->bl, &sd->bl, AREA);
send_pc_own_flags(&sd->bl);
}
else if (*reg == mountScriptId)
{
struct SessionExt *data = session_get_bysd(sd);
if (!data)
return 0;
if (data->mount != *val)
{
data->mount = *val;
send_pc_info(&sd->bl, &sd->bl, SELF);
send_pc_own_flags(&sd->bl);
}
}
return 0;
}
#define equipPos(mask, field, lookf) \
if (pos & (mask)) \
{ \
if (id) \
sd->status.field = id->view_sprite; \
else \
sd->status.field = 0; \
eclif_changelook2(&sd->bl, lookf, sd->status.field, id, n); \
}
#define equipPos2(mask, lookf) \
if (pos & (mask)) \
{ \
if (id) \
eclif_changelook2(&sd->bl, lookf, id->view_sprite, id, n); \
else \
eclif_changelook2(&sd->bl, lookf, 0, id, n); \
}
void epc_equipitem_pos_pre(TBL_PC **sdPtr,
struct item_data **idPtr,
int *nPtr,
int *posPtr)
{
const int n = *nPtr;
int pos = *posPtr;
TBL_PC *sd = *sdPtr;
struct item_data *id = *idPtr;
hookStop();
if (!id || !sd)
return;
if (pos & (EQP_HAND_R | EQP_SHADOW_WEAPON))
{
if (id != NULL)
{
sd->weapontype1 = id->subtype;
sd->status.look.weapon = id->view_sprite;
}
else
{
sd->weapontype1 = W_FIST;
sd->status.look.weapon = 0;
}
pc->calcweapontype(sd);
eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.look.weapon, id, n);
}
if (pos & (EQP_HAND_L | EQP_SHADOW_SHIELD))
{
if (id != NULL)
{
if (id->type == IT_WEAPON)
{
sd->has_shield = false;
sd->status.look.shield = 0;
sd->weapontype2 = id->subtype;
}
else if (id->type == IT_ARMOR)
{
sd->has_shield = true;
sd->status.look.shield = id->view_sprite;
sd->weapontype2 = W_FIST;
}
}
else
{
sd->has_shield = false;
sd->status.look.shield = 0;
sd->weapontype2 = W_FIST;
}
pc->calcweapontype(sd);
eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.look.shield, id, n);
}
equipPos(EQP_HEAD_LOW, look.head_bottom, LOOK_HEAD_BOTTOM);
equipPos(EQP_HEAD_TOP, look.head_top, LOOK_HEAD_TOP);
equipPos(EQP_HEAD_MID, look.head_mid, LOOK_HEAD_MID);
equipPos(EQP_GARMENT, look.robe, LOOK_ROBE);
equipPos2(EQP_SHOES, LOOK_SHOES);
equipPos2(EQP_COSTUME_HEAD_TOP, 13);
equipPos2(EQP_COSTUME_HEAD_MID, 14);
equipPos2(EQP_COSTUME_HEAD_LOW, 15);
equipPos2(EQP_COSTUME_GARMENT, 16);
equipPos2(EQP_ARMOR, 17);
equipPos2(EQP_ACC_R, 18);
equipPos2(EQP_ACC_L, 19);
//skipping SHADOW slots
}
#undef equipPos
#undef equipPos2
#define unequipPos(mask, field, lookf) \
if (pos & (mask)) \
{ \
sd->status.field = 0; \
eclif_changelook2(&sd->bl, lookf, sd->status.field, 0, n); \
}
#define unequipPos2(mask, lookf) \
if (pos & (mask)) \
eclif_changelook2(&sd->bl, lookf, 0, 0, n);
void epc_unequipitem_pos_pre(TBL_PC **sdPtr,
int *nPtr,
int *posPtr)
{
TBL_PC *sd = *sdPtr;
if (!sd)
return;
hookStop();
const int n = *nPtr;
int pos = *posPtr;
if (pos & EQP_HAND_R)
{
sd->weapontype1 = W_FIST;
pc->calcweapontype(sd);
sd->status.look.weapon = 0;
eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.look.weapon, 0, n);
if (!battle->bc->dancing_weaponswitch_fix)
status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER);
}
if (pos & EQP_HAND_L)
{
sd->has_shield = false;
sd->status.look.shield = 0;
sd->weapontype2 = W_FIST;
pc->calcweapontype(sd);
eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.look.shield, 0, n);
}
unequipPos(EQP_HEAD_LOW, look.head_bottom, LOOK_HEAD_BOTTOM);
unequipPos(EQP_HEAD_TOP, look.head_top, LOOK_HEAD_TOP);
unequipPos(EQP_HEAD_MID, look.head_mid, LOOK_HEAD_MID);
unequipPos(EQP_GARMENT, look.robe, LOOK_ROBE);
unequipPos2(EQP_SHOES, LOOK_SHOES);
unequipPos2(EQP_COSTUME_HEAD_TOP, 13);
unequipPos2(EQP_COSTUME_HEAD_MID, 14);
unequipPos2(EQP_COSTUME_HEAD_LOW, 15);
unequipPos2(EQP_COSTUME_GARMENT, 16);
unequipPos2(EQP_ARMOR, 17);
unequipPos2(EQP_ACC_R, 18);
unequipPos2(EQP_ACC_L, 19);
//skipping SHADOW slots
}
#undef unequipPos
#undef unequipPos2
bool epc_can_attack_pre(TBL_PC **sdPtr,
int *target_id)
{
TBL_PC *sd = *sdPtr;
if (!sd)
return false;
struct MapdExt *data = mapd_get(sd->bl.m);
if (!data)
return true;
if (data->flag.nopve)
{
if (map->id2md(*target_id))
{
hookStop();
return false;
}
}
return true;
}
void epc_validate_levels_pre(void)
{
int i;
for (i = 0; i < 7; i++) {
if (!pc->db_checkid(i)) continue;
if (pc->job_is_dummy(i))
continue; //Classes that do not need exp tables.
int j = pc->class2idx(i);
if (pc->dbs->class_exp_table[j][CLASS_EXP_TABLE_BASE] == NULL)
ShowWarning("Class %d does not has a base exp table.\n", i);
if (pc->dbs->class_exp_table[j][CLASS_EXP_TABLE_JOB] == NULL)
ShowWarning("Class %d does not has a job exp table.\n", i);
}
hookStop();
}
int epc_isequip_post(int retVal,
struct map_session_data *sd,
int n)
{
if (retVal)
{
if (!sd)
return 0;
if (n < 0 || n >= MAX_INVENTORY)
return 0;
struct ItemdExt *data = itemd_get(sd->inventory_data[n]);
if (!data)
return retVal;
if (sd->battle_status.str < data->requiredStr ||
sd->battle_status.agi < data->requiredAgi ||
sd->battle_status.vit < data->requiredVit ||
sd->battle_status.int_ < data->requiredInt ||
sd->battle_status.dex < data->requiredDex ||
sd->battle_status.luk < data->requiredLuk ||
sd->battle_status.max_hp < data->requiredMaxHp ||
sd->battle_status.max_sp < data->requiredMaxSp ||
sd->battle_status.batk < data->requiredAtk ||
sd->battle_status.matk_min < data->requiredMAtkMin ||
sd->battle_status.matk_max < data->requiredMAtkMax ||
sd->battle_status.def < data->requiredDef ||
sd->battle_status.mdef < data->requiredMDef ||
(data->requiredSkill && !pc->checkskill(sd, data->requiredSkill))
)
{
return 0;
}
}
return retVal;
}
int epc_useitem_post(int retVal,
struct map_session_data *sd,
int n)
{
if (!sd)
return retVal;
if (n < 0 || n >= MAX_INVENTORY)
return retVal;
struct ItemdExt *data = itemd_get(sd->inventory_data[n]);
if (!data)
return retVal;
const int effect = retVal ? data->useEffect : data->useFailEffect;
if (effect != -1)
clif->specialeffect(&sd->bl, effect, AREA);
return retVal;
}
static void equippost_effect(struct map_session_data *const sd,
const int n,
const bool retVal,
const bool equip)
{
if (!sd)
return;
if (n < 0 || n >= MAX_INVENTORY)
return;
struct ItemdExt *data = itemd_get(sd->inventory_data[n]);
if (!data)
return;
int effect;
if (equip)
effect = retVal ? data->useEffect : data->useFailEffect;
else
effect = retVal ? data->unequipEffect : data->unequipFailEffect;
if (effect != -1)
clif->specialeffect(&sd->bl, effect, AREA);
return;
}
int epc_equipitem_post(int retVal,
struct map_session_data *sd,
int n,
int data __attribute__ ((unused)))
{
equippost_effect(sd, n, retVal, true);
return retVal;
}
int epc_unequipitem_post(int retVal,
struct map_session_data *sd,
int n,
int data __attribute__ ((unused)))
{
equippost_effect(sd, n, retVal, false);
return retVal;
}
int epc_check_job_name_pre(const char **namePtr)
{
int val = -1;
const char *name = *namePtr;
if (script->get_constant(name, &val))
{
hookStop();
return val;
}
hookStop();
return -1;
}
int epc_setnewpc_post(int retVal,
struct map_session_data *sd,
int account_id __attribute__ ((unused)),
int char_id __attribute__ ((unused)),
int login_id1 __attribute__ ((unused)),
unsigned int client_tick __attribute__ ((unused)),
int sex __attribute__ ((unused)),
int fd __attribute__ ((unused)))
{
if (sd)
{
sd->battle_status.speed = 150;
sd->base_status.speed = 150;
}
return retVal;
}
int epc_additem_post(int retVal,
struct map_session_data *sd,
struct item *item_data,
int amount __attribute__ ((unused)),
e_log_pick_type log_type __attribute__ ((unused)))
{
if (!retVal)
{
struct ItemdExt *data = itemd_get_by_item(item_data);
if (data && data->charmItem)
status_calc_pc(sd, SCO_NONE);
}
return retVal;
}
static bool calcPc = false;
int epc_delitem_pre(struct map_session_data **sdPtr,
int *nPtr,
int *amountPtr,
int *typePtr __attribute__ ((unused)),
short *reasonPtr __attribute__ ((unused)),
e_log_pick_type *log_type __attribute__ ((unused)))
{
struct map_session_data *sd = *sdPtr;
if (!sd)
return 1;
const int n = *nPtr;
const int amount = *amountPtr;
if (sd->status.inventory[n].nameid == 0 ||
amount <= 0 ||
sd->status.inventory[n].amount < amount ||
sd->inventory_data[n] == NULL)
{
return 1;
}
struct ItemdExt *data = itemd_get(sd->inventory_data[n]);
if (data && data->charmItem)
calcPc = true;
return 0;
}
int epc_delitem_post(int retVal,
struct map_session_data *sd,
int n __attribute__ ((unused)),
int amount __attribute__ ((unused)),
int type __attribute__ ((unused)),
short reason __attribute__ ((unused)),
e_log_pick_type log_type __attribute__ ((unused)))
{
if (!retVal && calcPc && sd)
status_calc_pc(sd, SCO_NONE);
calcPc = false;
return retVal;
}
bool epc_can_insert_card_into_post(bool retVal,
struct map_session_data* sd,
int idx_card,
int idx_equip)
{
int f;
if (retVal)
{
if (!sd)
return retVal;
struct ItemdExt *data = itemd_get(sd->inventory_data[idx_equip]);
if (!data)
return retVal;
const int sz = VECTOR_LENGTH(data->allowedCards);
if (sz == 0) // allow cards if AllowedCards list is empty
return retVal;
const int newCardId = sd->status.inventory[idx_card].nameid;
int cardAmountLimit = 0;
for (f = 0; f < sz; f ++)
{
struct ItemCardExt *const card = &VECTOR_INDEX(data->allowedCards, f);
if (card->id == newCardId)
{
cardAmountLimit = card->amount;
break;
}
}
if (!cardAmountLimit)
return false;
int cardsAmount = 0;
const int slots = sd->inventory_data[idx_equip]->slot;
for (f = 0; f < slots; f ++)
{
const int cardId = sd->status.inventory[idx_equip].card[f];
if (cardId == newCardId)
cardsAmount ++;
}
return cardAmountLimit > cardsAmount;
}
return retVal;
}
// temporary inv index and item id
static int tempN = 0;
static int tempId = 0;
static int tempAmount = 0;
int epc_dropitem_pre(struct map_session_data **sdPtr,
int *nPtr,
int *amountPtr __attribute__ ((unused)))
{
struct map_session_data *sd = *sdPtr;
const int n = *nPtr;
if (!sd || n < 0 || n >= MAX_INVENTORY)
{
tempN = 0;
tempId = 0;
return 0;
}
tempN = n;
tempId = sd->status.inventory[n].nameid;
return 1;
}
int epc_dropitem_post(int retVal,
struct map_session_data *sd,
int n,
int amount)
{
if (retVal && n == tempN && tempId)
{
struct item_data *item = itemdb->search(tempId);
if (!item)
return retVal;
struct ItemdExt *data = itemd_get(item);
if (!data)
return retVal;
script_run_item_amount_script(sd, data->dropScript, tempId, amount);
}
return retVal;
}
int epc_takeitem_pre(struct map_session_data **sdPtr __attribute__ ((unused)),
struct flooritem_data **fitemPtr)
{
struct flooritem_data *fitem = *fitemPtr;
if (!fitem)
{
tempN = 0;
tempId = 0;
return 0;
}
struct ItemdExt *data = itemd_get_by_item(&fitem->item_data);
if (!data)
{
tempN = -1;
tempId = fitem->item_data.nameid;
tempAmount = fitem->item_data.amount;
return 1;
}
if (!data->allowPickup)
{
hookStop();
return 0;
}
tempN = -1;
tempId = fitem->item_data.nameid;
tempAmount = fitem->item_data.amount;
return 1;
}
int epc_takeitem_post(int retVal,
struct map_session_data *sd,
struct flooritem_data *fitem __attribute__ ((unused)))
{
if (retVal && tempN == -1 && tempId)
{
struct item_data *item = itemdb->search(tempId);
if (!item)
return retVal;
struct ItemdExt *data = itemd_get(item);
if (!data)
return retVal;
script_run_item_amount_script(sd, data->takeScript, tempId, tempAmount);
}
return retVal;
}
int epc_insert_card_pre(struct map_session_data **sdPtr,
int *idx_card,
int *idx_equip)
{
struct map_session_data *sd = *sdPtr;
if (!sd ||
*idx_equip < 0 ||
*idx_equip >= MAX_INVENTORY ||
*idx_card < 0 ||
*idx_card >= MAX_INVENTORY)
{
tempN = 0;
tempId = 0;
tempAmount = 0;
return 0;
}
tempN = *idx_equip;
tempId = sd->status.inventory[*idx_equip].nameid;
tempAmount = sd->status.inventory[*idx_card].nameid;
return 1;
}
int epc_insert_card_post(int retVal,
struct map_session_data* sd,
int idx_card __attribute__ ((unused)),
int idx_equip)
{
if (retVal && idx_equip == tempN && tempId)
{
struct item_data *item = itemdb->search(tempId);
if (!item)
return retVal;
struct ItemdExt *data = itemd_get(item);
if (!data)
return retVal;
script_run_card_script(sd, data->insertScript, tempId, tempAmount);
}
return retVal;
}
bool epc_can_Adopt_pre(struct map_session_data **p1_sdPtr,
struct map_session_data **p2_sdPtr,
struct map_session_data **b_sdPtr)
{
struct map_session_data *p1_sd = *p1_sdPtr;
struct map_session_data *p2_sd = *p2_sdPtr;
struct map_session_data *b_sd = *b_sdPtr;
hookStop();
if (!p1_sd || !p2_sd || !b_sd)
return false;
if (b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite)
return false; // already adopted baby / in adopt request
if (!p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id)
return false; // You need to be married and in party with baby to adopt
if (p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id)
return false; // Not married, wrong married
if (p2_sd->status.party_id != p1_sd->status.party_id)
return false; // Both parents need to be in the same party
// Parents need to have their ring equipped
// if (!pc->isequipped(p1_sd, WEDDING_RING_M) && !pc->isequipped(p1_sd, WEDDING_RING_F))
// return false;
// if (!pc->isequipped(p2_sd, WEDDING_RING_M) && !pc->isequipped(p2_sd, WEDDING_RING_F))
// return false;
// Already adopted a baby
if (p1_sd->status.child || p2_sd->status.child)
{
clif->adopt_reply(p1_sd, 0);
hookStop();
return false;
}
// Parents need at least lvl 70 to adopt
// if (p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70)
// {
// clif->adopt_reply(p1_sd, 1);
// hookStop();
// return false;
// }
if (b_sd->status.partner_id)
{
clif->adopt_reply(p1_sd, 2);
hookStop();
return false;
}
// if (!((b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF) || b_sd->status.class_ == JOB_SUPER_NOVICE))
// return false;
hookStop();
return true;
}
bool epc_adoption_pre(struct map_session_data **p1_sdPtr,
struct map_session_data **p2_sdPtr,
struct map_session_data **b_sdPtr)
{
struct map_session_data *p1_sd = *p1_sdPtr;
struct map_session_data *p2_sd = *p2_sdPtr;
struct map_session_data *b_sd = *b_sdPtr;
if (!pc->can_Adopt(p1_sd, p2_sd, b_sd))
{
hookStop();
return false;
}
p1_sd->status.child = b_sd->status.char_id;
p2_sd->status.child = b_sd->status.char_id;
b_sd->status.father = p1_sd->status.char_id;
b_sd->status.mother = p2_sd->status.char_id;
// Baby Skills
pc->skill(b_sd, WE_BABY, 1, SKILL_GRANT_PERMANENT);
pc->skill(b_sd, WE_CALLPARENT, 1, SKILL_GRANT_PERMANENT);
// Parents Skills
pc->skill(p1_sd, WE_CALLBABY, 1, SKILL_GRANT_PERMANENT);
pc->skill(p2_sd, WE_CALLBABY, 1, SKILL_GRANT_PERMANENT);
hookStop();
return true;
}
// copy from pc_process_chat_message
// exception only prevent call gm command if string start with ##
bool epc_process_chat_message_pre(struct map_session_data **sdPtr,
const char **messagePtr)
{
struct map_session_data *sd = *sdPtr;
const char *message = *messagePtr;
if (message && strlen(message) > 2 && message[0] == '#' && message[1] == '#')
{
// do nothing
}
else if (atcommand->exec(sd->fd, sd, message, true))
{
hookStop();
return false;
}
if (!pc->can_talk(sd))
{
hookStop();
return false;
}
if (battle->bc->min_chat_delay != 0)
{
if (DIFF_TICK(sd->cantalk_tick, timer->gettick()) > 0)
{
hookStop();
return false;
}
sd->cantalk_tick = timer->gettick() + battle->bc->min_chat_delay;
}
pc->update_idle_time(sd, BCIDLE_CHAT);
hookStop();
return true;
}
int epc_dead_post(int retVal,
struct map_session_data *sd,
struct block_list *src)
{
if (retVal > 0)
{
if (sd)
send_pc_killed(sd->fd, src);
}
return retVal;
}
/*==========================================
* Called when player changes job
* Rewrote to make it tidider [Celest]
*------------------------------------------*/
int epc_jobchange(struct map_session_data *sd,
int class,
int upper __attribute__ ((unused)))
{
int i, fame_flag=0;
int job, idx = 0;
nullpo_ret(sd);
if (class < 0)
return 1;
//Normalize job.
job = pc->jobid2mapid(class);
if (job == -1)
return 1;
/*
switch (upper)
{
case 1:
job |= JOBL_UPPER;
break;
case 2:
job |= JOBL_BABY;
break;
}
//This will automatically adjust bard/dancer classes to the correct gender
//That is, if you try to jobchange into dancer, it will turn you to bard.
class = pc->mapid2jobid(job, sd->status.sex);
if (class == -1)
return 1;
*/
if ((uint16)job == sd->job)
return 1; //Nothing to change.
/*
if ((job & JOBL_2) && !(sd->job & JOBL_2) && (job & MAPID_UPPERMASK) != MAPID_SUPER_NOVICE)
{
// changing from 1st to 2nd job
sd->change_level_2nd = sd->status.job_level;
pc_setglobalreg(sd, script->add_str("jobchange_level"), sd->change_level_2nd);
}
else if ((job & JOBL_THIRD) != 0 && (sd->job & JOBL_THIRD) == 0)
{
// changing from 2nd to 3rd job
sd->change_level_3rd = sd->status.job_level;
pc_setglobalreg(sd, script->add_str("jobchange_level_3rd"), sd->change_level_3rd);
}
*/
if(sd->cloneskill_id)
{
idx = skill->get_index(sd->cloneskill_id);
if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED)
{
sd->status.skill[idx].id = 0;
sd->status.skill[idx].lv = 0;
sd->status.skill[idx].flag = 0;
clif->deleteskill(sd, sd->cloneskill_id);
}
sd->cloneskill_id = 0;
pc_setglobalreg(sd, script->add_str("CLONE_SKILL"), 0);
pc_setglobalreg(sd, script->add_str("CLONE_SKILL_LV"), 0);
}
if(sd->reproduceskill_id)
{
idx = skill->get_index(sd->reproduceskill_id);
if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED)
{
sd->status.skill[idx].id = 0;
sd->status.skill[idx].lv = 0;
sd->status.skill[idx].flag = 0;
clif->deleteskill(sd, sd->reproduceskill_id);
}
sd->reproduceskill_id = 0;
pc_setglobalreg(sd, script->add_str("REPRODUCE_SKILL"),0);
pc_setglobalreg(sd, script->add_str("REPRODUCE_SKILL_LV"),0);
}
/*
if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK))
{ //Things to remove when changing class tree.
const int class_idx = pc->class2idx(sd->status.class_);
short id;
for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_][i].id) > 0; i++)
{
//Remove status specific to your current tree skills.
enum sc_type sc = status->skill2sc(id);
if (sc > SC_COMMON_MAX && sd->sc.data[sc])
status_change_end(&sd->bl, sc, INVALID_TIMER);
}
}
if ((sd->job & MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (job & MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR)
{
// going off star glad lineage, reset feel to not store no-longer-used vars in the database
pc->resetfeel(sd);
}
*/
sd->status.class = class;
{
int fame_list_type = pc->famelist_type(sd->job);
if (fame_list_type != RANKTYPE_UNKNOWN)
fame_flag = pc->fame_rank(sd->status.char_id, fame_list_type);
}
sd->job = (uint16)job;
// sd->status.job_level = 1;
// sd->status.job_exp = 0;
if (sd->status.base_level > pc->maxbaselv(sd))
{
sd->status.base_level = pc->maxbaselv(sd);
sd->status.base_exp=0;
pc->resetstate(sd);
clif->updatestatus(sd, SP_STATUSPOINT);
clif->updatestatus(sd, SP_BASELEVEL);
clif->updatestatus(sd, SP_BASEEXP);
clif->updatestatus(sd, SP_NEXTBASEEXP);
}
clif->updatestatus(sd, SP_JOBLEVEL);
clif->updatestatus(sd, SP_JOBEXP);
clif->updatestatus(sd, SP_NEXTJOBEXP);
for (i = 0; i < EQI_MAX; i ++)
{
if (sd->equip_index[i] >= 0)
{
if (!pc->isequip(sd, sd->equip_index[i]))
pc->unequipitem(sd, sd->equip_index[i], PCUNEQUIPITEM_FORCE); // unequip invalid item for class
}
}
//Change look, if disguised, you need to undisguise
//to correctly calculate new job sprite without
if (sd->disguise != -1)
pc->disguise(sd, -1);
status->set_viewdata(&sd->bl, class);
send_changelook2(sd, &sd->bl, sd->bl.id, LOOK_BASE, sd->vd.class, 0, NULL, 0, AREA);
// clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
if (sd->vd.cloth_color)
clif->changelook(&sd->bl, LOOK_CLOTHES_COLOR, sd->vd.cloth_color);
if (sd->vd.body_style)
clif->changelook(&sd->bl, LOOK_BODY2, sd->vd.body_style);
//Update skill tree.
pc->calc_skilltree(sd);
clif->skillinfoblock(sd);
if (sd->ed)
elemental->delete(sd->ed, 0);
if (sd->state.vending)
vending->close(sd);
map->foreachinmap(pc->jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
//Remove peco/cart/falcon
i = sd->sc.option;
if (i & OPTION_RIDING && (!pc->checkskill(sd, KN_RIDING) || (sd->job & MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT))
i &= ~ OPTION_RIDING;
if (i & OPTION_FALCON && !pc->checkskill(sd, HT_FALCON))
i &= ~ OPTION_FALCON;
if (i & OPTION_DRAGON && !pc->checkskill(sd,RK_DRAGONTRAINING))
i &= ~ OPTION_DRAGON;
if (i & OPTION_WUGRIDER && !pc->checkskill(sd,RA_WUGMASTERY))
i &= ~ OPTION_WUGRIDER;
if (i & OPTION_WUG && !pc->checkskill(sd,RA_WUGMASTERY))
i &= ~ OPTION_WUG;
if (i & OPTION_MADOGEAR) //You do not need a skill for this.
i &= ~ OPTION_MADOGEAR;
//#ifndef NEW_CARTS
// if (i & OPTION_CART && !pc->checkskill(sd, MC_PUSHCART))
// i &= ~ OPTION_CART;
//#else
if (sd->sc.data[SC_PUSH_CART] && !pc->checkskill(sd, MC_PUSHCART))
pc->setcart(sd, 0);
//#endif
if (i != sd->sc.option)
pc->setoption(sd, i);
if (homun_alive(sd->hd) && !pc->checkskill(sd, AM_CALLHOMUN))
homun->vaporize(sd, HOM_ST_REST);
if ((sd->sc.data[SC_SPRITEMABLE] && pc->checkskill(sd, SU_SPRITEMABLE)))
status_change_end(&sd->bl, SC_SPRITEMABLE, INVALID_TIMER);
if (sd->status.manner < 0)
clif->changestatus(sd, SP_MANNER, sd->status.manner);
status_calc_pc(sd, SCO_FORCE);
pc->checkallowskill(sd);
pc->equiplookall(sd);
//if you were previously famous, not anymore.
if (fame_flag != 0)
{
chrif->save(sd, 0);
chrif->buildfamelist();
}
else if (sd->status.fame > 0)
{
//It may be that now they are famous?
switch (sd->job & MAPID_UPPERMASK)
{
case MAPID_BLACKSMITH:
case MAPID_ALCHEMIST:
case MAPID_TAEKWON:
chrif->save(sd, 0);
chrif->buildfamelist();
break;
}
}
quest->questinfo_refresh(sd);
return 0;
}
// copy from pc_calc_skilltree_clear, disabled NV_TRICKDEAD.
void epc_calc_skilltree_clear_pre(struct map_session_data **sdPtr)
{
struct map_session_data *sd = *sdPtr;
nullpo_retv(sd);
for (int i = 0; i < MAX_SKILL_DB; i++)
{
if (sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED) //Don't touch these
sd->status.skill[i].id = 0; //First clear skills.
/* permanent skills that must be re-checked */
// if (sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
// {
// switch (skill->dbs->db[i].nameid)
// {
// case NV_TRICKDEAD:
// if ((sd->job & MAPID_UPPERMASK) != MAPID_NOVICE)
// {
// sd->status.skill[i].id = 0;
// sd->status.skill[i].lv = 0;
// sd->status.skill[i].flag = 0;
// }
// break;
// }
// }
}
hookStop();
}
// disable job based bonuses
void epc_calc_skilltree_bonus_pre(struct map_session_data **sdPtr __attribute__ ((unused)),
int *classidxPtr __attribute__ ((unused)))
{
hookStop();
}
void epc_checkbaselevelup_sc_pre(struct map_session_data **sdPtr __attribute__ ((unused)))
{
hookStop();
}
// disable job based resets
bool epc_resetskill_job_pre(struct map_session_data** sdPtr __attribute__ ((unused)),
int *indexPtr __attribute__ ((unused)))
{
hookStop();
return false;
}
bool epc_isDeathPenaltyJob_pre(uint16 *jobPtr __attribute__ ((unused)))
{
hookStop();
return true;
}
bool epc_read_skill_job_skip_pre(short *skill_idPtr __attribute__ ((unused)),
int *job_idPtr __attribute__ ((unused)))
{
hookStop();
return false;
}