// Copyright (c) Copyright (c) Hercules Dev Team, licensed under GNU GPL. // Copyright (c) 2014 - 2015 Evol developers #include "common/hercules.h" #include #include #include #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/achievement.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 "ecommon/enum/gender.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; } /** * change sex without the complicated RO stuff * @return 1 on success **/ static int epc_changesex(TBL_PC *sd, unsigned char sex) { // because this is evol we do not any of the bulky sex change stuff // since every gender can use every job and every item switch (sex) { case GENDER_FEMALE: case GENDER_MALE: case GENDER_HIDDEN: sd->status.sex = sex; break; default: return 0; } // FIXME: there's no way to tell manaplus we changed gender! //clif->updatestatus(sd, SP_SEX); // FIXME: show gender change to other players: //pc->stop_following(sd); // fixpos // TODO: add a packet to manaplus that calls dstBeing->setGender() in ea/beingrecv or modify an existing packet and bump the protocol version // tell char server we changed sex chrif->changesex(sd, 0); // XXX: we kick to the char server because we currently can't update in manaplus eclif_force_charselect(sd); return 1; } int epc_setparam_pre(TBL_PC **sd, int *type, int64 *val) { if (*type == SP_SEX) { int ret = epc_changesex(*sd, *val); hookStop(); return ret; } return 1; } 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 >= sd->status.inventorySize) return 0; struct ItemdExt *data = itemd_get(sd->inventory_data[n]); if (!data) return retVal; // test for missing basic stats calculation if (sd->regen.sregen == NULL) { 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 >= sd->status.inventorySize) 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 >= sd->status.inventorySize) 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_pre(struct map_session_data **sdPtr __attribute__ ((unused)), const struct item **item_dataPtr, int *amountPtr __attribute__ ((unused)), e_log_pick_type *log_typePtr __attribute__ ((unused))) { #ifndef IT_VIRTUAL return 0; #endif const struct item *item_data = *item_dataPtr; if (item_data != NULL) { struct item_data *data = itemdb->search(item_data->nameid); if (data != NULL && data->type == IT_VIRTUAL) { hookStop(); return 1; } } return 0; } int epc_additem_post(int retVal, struct map_session_data *sd, const 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; struct item_group *card_group = NULL; for (f = 0; f < sz; f ++) { struct ItemCardExt *const card = &VECTOR_INDEX(data->allowedCards, f); struct item_data *card_itemdata = itemdb->search(card->id); if (card_itemdata->group != NULL) { card_group = card_itemdata->group; for (int c = 0; c < card_group->qty; c++) { if (card_group->nameid[c] == newCardId) { cardAmountLimit = card->amount; break; } } if (cardAmountLimit) { // we found it in a group, so break break; } } else 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 ++; } else if (card_group != NULL) { // use the same counter for all cards that belong to the group for (int c = 0; c < card_group->qty; c++) { if (card_group->nameid[c] == cardId) { cardsAmount++; break; } } } } 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 >= sd->status.inventorySize) { 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 >= sd->status.inventorySize || *idx_card < 0 || *idx_card >= sd->status.inventorySize) { 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); // Achievements [Smokexyz/Hercules] achievement->validate_adopt(p1_sd, true); // Parent 1 achievement->validate_adopt(p2_sd, true); // Parent 2 achievement->validate_adopt(b_sd, false); // Baby 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_variable("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_variable("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_variable("CLONE_SKILL"), 0); pc_setglobalreg(sd, script->add_variable("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_variable("REPRODUCE_SKILL"),0); pc_setglobalreg(sd, script->add_variable("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); // Fix atcommand @jobchange when the player changing from 3rd job having alternate body style into non-3rd job, crashing the client // if (pc->has_second_costume(sd) == false) { // sd->status.body = 0; // sd->vd.body_style = 0; // clif->changelook(&sd->bl, LOOK_BODY2, sd->vd.body_style); // } 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, true); 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); achievement->validate_jobchange(sd); // Achievements [Smokexyz/Hercules] 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; }