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authorKenpachi Developer <Kenpachi.Developer@gmx.de>2020-05-17 20:39:18 +0200
committerKenpachi Developer <Kenpachi.Developer@gmx.de>2020-06-01 02:01:57 +0200
commite776d742cceae6d0f104692697c03f61d50fcf37 (patch)
tree7ea228ae49326031faaef175c3e9298678edefad
parent4f36f0c78cc8e082263d74ccd4ad7fb1abbf2c64 (diff)
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Implement Requirements->Items->Any code
-rw-r--r--src/map/skill.c280
-rw-r--r--src/map/skill.h4
2 files changed, 221 insertions, 63 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 0e90cdbc2..27598f88b 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -415,6 +415,28 @@ static int skill_get_itemqty(int skill_id, int item_idx, int skill_lv)
return skill->dbs->db[idx].req_items.item[item_idx].amount[skill_get_lvl_idx(skill_lv)];
}
+/**
+ * Gets a skill's required items any-flag by the skill's ID and level.
+ *
+ * @param skill_id The skill's ID.
+ * @param skill_lv The skill's level.
+ * @return The skill's required items any-flag corresponding to the passed level. Defaults to false in case of error.
+ *
+ **/
+static bool skill_get_item_any_flag(int skill_id, int skill_lv)
+{
+ if (skill_id == 0)
+ return false;
+
+ Assert_retr(false, skill_lv > 0);
+
+ int idx = skill->get_index(skill_id);
+
+ Assert_retr(false, idx != 0);
+
+ return skill->dbs->db[idx].req_items.any[skill_get_lvl_idx(skill_lv)];
+}
+
static int skill_get_zeny(int skill_id, int skill_lv)
{
int idx;
@@ -3906,9 +3928,9 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill_id,
{
struct status_data *st;
struct map_session_data *sd = NULL;
- int i, hp, sp, hp_rate, sp_rate, state, mhp;
+ int hp, sp, hp_rate, sp_rate, state, mhp;
int idx;
- int itemid[MAX_SKILL_ITEM_REQUIRE], amount[MAX_SKILL_ITEM_REQUIRE], index[MAX_SKILL_ITEM_REQUIRE];
+ int itemid[MAX_SKILL_ITEM_REQUIRE], amount[MAX_SKILL_ITEM_REQUIRE];
if( lv < 1 || lv > MAX_SKILL_LEVEL )
return 0;
@@ -3924,7 +3946,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill_id,
return 0;
// Requirements
- for (i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
itemid[i] = skill->get_itemid(skill_id, i);
amount[i] = skill->get_itemqty(skill_id, i, lv);
}
@@ -3981,21 +4003,27 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill_id,
if( !(type&1) )
return 1;
- // Check item existences
- for (i = 0; i < ARRAYLENGTH(itemid); i++) {
- index[i] = INDEX_NOT_FOUND;
- if (itemid[i] < 1) continue; // No item
- index[i] = pc->search_inventory(sd, itemid[i]);
- if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i], itemid[i]);
- return 0;
- }
- }
+ bool items_required = skill->items_required(sd, skill_id, lv);
+
+ if (items_required && skill->check_condition_required_items(sd, skill_id, lv) != 0)
+ return 0;
+
+ int any_item_index = INDEX_NOT_FOUND;
- // Consume items
- for (i = 0; i < ARRAYLENGTH(itemid); i++) {
- if (index[i] != INDEX_NOT_FOUND)
- pc->delitem(sd, index[i], amount[i], 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME);
+ if (items_required)
+ any_item_index = skill->get_any_item_index(sd, skill_id, lv);
+
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE && items_required; i++) {
+ if (itemid[i] == 0)
+ continue;
+
+ if (any_item_index != INDEX_NOT_FOUND && any_item_index != i)
+ continue;
+
+ int inventory_index = pc->search_inventory(sd, itemid[i]);
+
+ if (inventory_index != INDEX_NOT_FOUND)
+ pc->delitem(sd, inventory_index, amount[i], 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME);
}
if( type&2 )
@@ -15216,12 +15244,127 @@ static int skill_check_condition_castbegin_unknown(struct status_change *sc, uin
return -1;
}
+/**
+ * Checks if a skill's item requirements are fulfilled.
+ *
+ * @param sd The character who casts the skill.
+ * @param skill_id The skill's ID.
+ * @param skill_lv The skill's level.
+ * @return 0 on success or 1 in case of error.
+ *
+ **/
+static int skill_check_condition_required_items(struct map_session_data *sd, int skill_id, int skill_lv)
+{
+ nullpo_retr(1, sd);
+
+ struct skill_condition req = skill->get_requirement(sd, skill_id, skill_lv);
+
+ if (skill->get_item_any_flag(skill_id, skill_lv)) {
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
+ if (req.itemid[i] == 0)
+ continue;
+
+ int inv_idx = pc->search_inventory(sd, req.itemid[i]);
+
+ if (inv_idx == INDEX_NOT_FOUND)
+ continue;
+
+ if ((req.amount[i] > 0 && sd->status.inventory[inv_idx].amount >= req.amount[i])
+ || (req.amount[i] == 0 && sd->status.inventory[inv_idx].amount > 0)) {
+ return 0;
+ }
+ }
+ }
+
+ /**
+ * Find first missing item and show skill failed message if item any-flag is false
+ * or item any-flag check didn't find an item with sufficient amount.
+ *
+ **/
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
+ if (req.itemid[i] == 0)
+ continue;
+
+ int inv_idx = pc->search_inventory(sd, req.itemid[i]);
+
+ if (inv_idx == INDEX_NOT_FOUND || sd->status.inventory[inv_idx].amount < req.amount[i]) {
+ useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM;
+
+ switch (skill_id) {
+ case NC_SILVERSNIPER:
+ case NC_MAGICDECOY:
+ cause = USESKILL_FAIL_STUFF_INSUFFICIENT;
+ break;
+ default:
+ switch (req.itemid[i]) {
+ case ITEMID_RED_GEMSTONE:
+ cause = USESKILL_FAIL_REDJAMSTONE;
+ break;
+ case ITEMID_BLUE_GEMSTONE:
+ cause = USESKILL_FAIL_BLUEJAMSTONE;
+ break;
+ case ITEMID_HOLY_WATER:
+ cause = USESKILL_FAIL_HOLYWATER;
+ break;
+ case ITEMID_ANSILA:
+ cause = USESKILL_FAIL_ANCILLA;
+ break;
+ case ITEMID_ACCELERATOR:
+ case ITEMID_HOVERING_BOOSTER:
+ case ITEMID_SUICIDAL_DEVICE:
+ case ITEMID_SHAPE_SHIFTER:
+ case ITEMID_COOLING_DEVICE:
+ case ITEMID_MAGNETIC_FIELD_GENERATOR:
+ case ITEMID_BARRIER_BUILDER:
+ case ITEMID_CAMOUFLAGE_GENERATOR:
+ case ITEMID_REPAIR_KIT:
+ case ITEMID_MONKEY_SPANNER:
+ cause = USESKILL_FAIL_NEED_EQUIPMENT;
+ FALLTHROUGH
+ default:
+ clif->skill_fail(sd, skill_id, cause, max(1, req.amount[i]), req.itemid[i]);
+ return 1;
+ }
+
+ break;
+ }
+
+ clif->skill_fail(sd, skill_id, cause, 0, 0);
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+/**
+ * Checks if a skill has item requirements.
+ *
+ * @param sd The character who casts the skill.
+ * @param skill_id The skill's ID.
+ * @param skill_lv The skill's level.
+ * @return True if skill has item requirements, otherwise false.
+ *
+ **/
+static bool skill_items_required(struct map_session_data *sd, int skill_id, int skill_lv)
+{
+ nullpo_retr(false, sd);
+
+ struct skill_condition req = skill->get_requirement(sd, skill_id, skill_lv);
+
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
+ if (req.itemid[i] != 0)
+ return true;
+ }
+
+ return false;
+}
+
static int skill_check_condition_castend(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
{
struct skill_condition require;
struct status_data *st;
int i;
- int index[MAX_SKILL_ITEM_REQUIRE];
nullpo_ret(sd);
@@ -15373,48 +15516,10 @@ static int skill_check_condition_castend(struct map_session_data *sd, uint16 ski
}
}
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
- if( !require.itemid[i] )
- continue;
- index[i] = pc->search_inventory(sd,require.itemid[i]);
- if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) {
- useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM;
- switch( skill_id ){
- case NC_SILVERSNIPER:
- case NC_MAGICDECOY:
- cause = USESKILL_FAIL_STUFF_INSUFFICIENT;
- break;
- default:
- switch(require.itemid[i]){
- case ITEMID_RED_GEMSTONE:
- cause = USESKILL_FAIL_REDJAMSTONE; break;
- case ITEMID_BLUE_GEMSTONE:
- cause = USESKILL_FAIL_BLUEJAMSTONE; break;
- case ITEMID_HOLY_WATER:
- cause = USESKILL_FAIL_HOLYWATER; break;
- case ITEMID_ANSILA:
- cause = USESKILL_FAIL_ANCILLA; break;
- case ITEMID_ACCELERATOR:
- case ITEMID_HOVERING_BOOSTER:
- case ITEMID_SUICIDAL_DEVICE:
- case ITEMID_SHAPE_SHIFTER:
- case ITEMID_COOLING_DEVICE:
- case ITEMID_MAGNETIC_FIELD_GENERATOR:
- case ITEMID_BARRIER_BUILDER:
- case ITEMID_CAMOUFLAGE_GENERATOR:
- case ITEMID_REPAIR_KIT:
- case ITEMID_MONKEY_SPANNER:
- cause = USESKILL_FAIL_NEED_EQUIPMENT;
- /* Fall through */
- default:
- clif->skill_fail(sd, skill_id, cause, max(1, require.amount[i]), require.itemid[i]);
- return 0;
- }
- }
- clif->skill_fail(sd, skill_id, cause, 0, 0);
- return 0;
- }
- }
+ bool items_required = skill->items_required(sd, skill_id, skill_lv);
+
+ if (items_required && skill->check_condition_required_items(sd, skill_id, skill_lv) != 0)
+ return 0;
return 1;
}
@@ -15424,6 +15529,43 @@ static bool skill_check_condition_castend_unknown(struct map_session_data *sd, u
return false;
}
+/**
+ * Gets the array index of the first required item with sufficient amount.
+ *
+ * @param sd The character who casts the skill.
+ * @param skill_id The skill's ID.
+ * @param skill_lv The skill's level.
+ * @return A number greater than or equal to 0 on success, otherwise INDEX_NOT_FOUND (-1).
+ *
+ **/
+static int skill_get_any_item_index(struct map_session_data *sd, int skill_id, int skill_lv)
+{
+ nullpo_retr(INDEX_NOT_FOUND, sd);
+
+ int any_item_index = INDEX_NOT_FOUND;
+
+ if (skill->get_item_any_flag(skill_id, skill_lv)) {
+ struct skill_condition req = skill->get_requirement(sd, skill_id, skill_lv);
+
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
+ if (req.itemid[i] == 0)
+ continue;
+
+ int inv_idx = pc->search_inventory(sd, req.itemid[i]);
+
+ if (inv_idx == INDEX_NOT_FOUND)
+ continue;
+
+ if (req.amount[i] == 0 || sd->status.inventory[inv_idx].amount >= req.amount[i]) {
+ any_item_index = i;
+ break;
+ }
+ }
+ }
+
+ return any_item_index;
+}
+
// type&2: consume items (after skill was used)
// type&1: consume the others (before skill was used)
static int skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
@@ -15476,16 +15618,24 @@ static int skill_consume_requirement(struct map_session_data *sd, uint16 skill_i
if( type&2 )
{
struct status_change *sc = &sd->sc;
- int n,i;
+ int n;
if( !sc->count )
sc = NULL;
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
- {
+ bool items_required = skill->items_required(sd, skill_id, skill_lv);
+ int any_item_index = INDEX_NOT_FOUND;
+
+ if (items_required)
+ any_item_index = skill->get_any_item_index(sd, skill_id, skill_lv);
+
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE && items_required; i++) {
if( !req.itemid[i] )
continue;
+ if (any_item_index != INDEX_NOT_FOUND && any_item_index != i)
+ continue;
+
if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD )
continue; //Gemstones are checked, but not subtracted from inventory.
@@ -23386,6 +23536,7 @@ void skill_defaults(void)
skill->get_spiritball = skill_get_spiritball;
skill->get_itemid = skill_get_itemid;
skill->get_itemqty = skill_get_itemqty;
+ skill->get_item_any_flag = skill_get_item_any_flag;
skill->get_zeny = skill_get_zeny;
skill->get_num = skill_get_num;
skill->get_cast = skill_get_cast;
@@ -23445,7 +23596,10 @@ void skill_defaults(void)
skill->vf_cast_fix = skill_vfcastfix;
skill->delay_fix = skill_delay_fix;
skill->check_condition_castbegin = skill_check_condition_castbegin;
+ skill->check_condition_required_items = skill_check_condition_required_items;
+ skill->items_required = skill_items_required;
skill->check_condition_castend = skill_check_condition_castend;
+ skill->get_any_item_index = skill_get_any_item_index;
skill->consume_requirement = skill_consume_requirement;
skill->get_requirement = skill_get_requirement;
skill->check_pc_partner = skill_check_pc_partner;
diff --git a/src/map/skill.h b/src/map/skill.h
index 374b76b7f..dc3de84fe 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -1996,6 +1996,7 @@ struct skill_interface {
int (*get_spiritball) (int skill_id, int skill_lv);
int (*get_itemid) (int skill_id, int item_idx);
int (*get_itemqty) (int skill_id, int item_idx, int skill_lv);
+ bool (*get_item_any_flag) (int skill_id, int skill_lv);
int (*get_zeny) (int skill_id, int skill_lv);
int (*get_num) (int skill_id, int skill_lv);
int (*get_cast) (int skill_id, int skill_lv);
@@ -2055,7 +2056,10 @@ struct skill_interface {
int (*vf_cast_fix) ( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
int (*delay_fix) ( struct block_list *bl, uint16 skill_id, uint16 skill_lv);
int (*check_condition_castbegin) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
+ int (*check_condition_required_items) (struct map_session_data *sd, int skill_id, int skill_lv);
+ bool (*items_required) (struct map_session_data *sd, int skill_id, int skill_lv);
int (*check_condition_castend) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
+ int (*get_any_item_index) (struct map_session_data *sd, int skill_id, int skill_lv);
int (*consume_requirement) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
struct skill_condition (*get_requirement) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
int (*check_pc_partner) (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag);