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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-06 18:47:11 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-06 18:47:11 +0000 |
commit | f0fa9794bcdde0b1402bb7a7256265f59bbd7313 (patch) | |
tree | 7b63a598956cf1c3acf681c13112f5d6c4278e93 /src/map/pc.c | |
parent | b1b0860d1ca7e0f9ddb57756be9af11d9557d555 (diff) | |
download | hercules-f0fa9794bcdde0b1402bb7a7256265f59bbd7313.tar.gz hercules-f0fa9794bcdde0b1402bb7a7256265f59bbd7313.tar.bz2 hercules-f0fa9794bcdde0b1402bb7a7256265f59bbd7313.tar.xz hercules-f0fa9794bcdde0b1402bb7a7256265f59bbd7313.zip |
- Added EQP_/EQI_ constants in pc.h to identify equip position and equip indexes, makes equipping related code much easier to read.
- Also cleaned up pc_equipitem. When dual wielding or equipping accessories, if the client actually specifies one of the two positions, it will be taken into account.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7550 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 140 |
1 files changed, 68 insertions, 72 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index 935c3b3eb..f965fb6e3 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -57,7 +57,7 @@ struct fame_list smith_fame_list[MAX_FAME_LIST]; struct fame_list chemist_fame_list[MAX_FAME_LIST]; struct fame_list taekwon_fame_list[MAX_FAME_LIST]; -static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000}; +static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_AMMO}; static struct gm_account *gm_account = NULL; static int GM_num = 0; @@ -391,8 +391,8 @@ int pc_equippoint(struct map_session_data *sd,int n) if(sd->inventory_data[n]->look == W_DAGGER || sd->inventory_data[n]->look == W_1HSWORD || sd->inventory_data[n]->look == W_1HAXE) { - if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)) - return 34; + if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)) + return EQP_WEAPON; } } return ep; @@ -446,26 +446,26 @@ int pc_setequipindex(struct map_session_data *sd) nullpo_retr(0, sd); - for(i=0;i<11;i++) + for(i=0;i<EQI_MAX;i++) sd->equip_index[i] = -1; for(i=0;i<MAX_INVENTORY;i++) { if(sd->status.inventory[i].nameid <= 0) continue; if(sd->status.inventory[i].equip) { - for(j=0;j<11;j++) + for(j=0;j<EQI_MAX;j++) if(sd->status.inventory[i].equip & equip_pos[j]) sd->equip_index[j] = i; - if(sd->status.inventory[i].equip & 0x0002) { + if(sd->status.inventory[i].equip & EQP_HAND_R) { if(sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->look; else sd->weapontype1 = 0; } - if(sd->status.inventory[i].equip & 0x0020) { + if(sd->status.inventory[i].equip & EQP_HAND_L) { if(sd->inventory_data[i]) { if(sd->inventory_data[i]->type == 4) { - if(sd->status.inventory[i].equip == 0x0020) + if(sd->status.inventory[i].equip == EQP_HAND_L) sd->weapontype2 = sd->inventory_data[i]->look; else sd->weapontype2 = 0; @@ -530,21 +530,21 @@ int pc_isequip(struct map_session_data *sd,int n) return 0; if (sd->sc.count) { - if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG] + if(item->equip & EQP_WEAPON && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG] return 0; - if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG] + if(item->equip & EQP_SHIELD && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) return 0; - if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1) + if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR].timer != -1) return 0; - if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1) + if(item->equip & EQP_HELM && sd->sc.data[SC_STRIPHELM].timer != -1) return 0; if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] - if (sd->status.base_level > 90 && item->equip & 0x301) + if (sd->status.base_level > 90 && item->equip & EQP_HELM) return 1; //Can equip all helms - if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4) + if (sd->status.base_level > 96 && item->equip & EQP_WEAPON && item->type == 4) switch(item->look) { //In weapons, the look determines type of weapon. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess? case W_1HSWORD: //All 1H swords @@ -2389,7 +2389,7 @@ int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip) sd->status.inventory[idx_equip].card[0]==0x00fe || sd->status.inventory[idx_equip].card[0]==(short)0xff00 || !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い - (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド + (sd->inventory_data[idx_equip]->type==4 && ep==EQP_SHIELD) || // ? 手武器と盾カ?ド sd->status.inventory[idx_equip].equip){ clif_insert_card(sd,idx_equip,idx_card,1); @@ -3460,7 +3460,7 @@ int pc_checkequip(struct map_session_data *sd,int pos) nullpo_retr(-1, sd); - for(i=0;i<11;i++){ + for(i=0;i<EQI_MAX;i++){ if(pos & equip_pos[i]) return sd->equip_index[i]; } @@ -6108,20 +6108,19 @@ int pc_cleareventtimer(struct map_session_data *sd) * アイテムを?備する *------------------------------------------ */ -int pc_equipitem(struct map_session_data *sd,int n,int pos) +int pc_equipitem(struct map_session_data *sd,int n,int req_pos) { - int i,nameid, arrow; + int i,pos; struct item_data *id; - //?生や養子の場合の元の職業を算出する nullpo_retr(0, sd); - nameid = sd->status.inventory[n].nameid; id = sd->inventory_data[n]; - pos = pc_equippoint(sd,n); + pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots. + if(battle_config.battle_log) - ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos); - if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris] + ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id->equip,req_pos); + if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].attribute==1 ) { // [Valaris] clif_equipitemack(sd,n,0,0); // fail return 0; } @@ -6133,51 +6132,41 @@ int pc_equipitem(struct map_session_data *sd,int n,int pos) return 0; } - if(pos==0x88){ // アクセサリ用例外?理 - int epor=0; - if(sd->equip_index[0] >= 0) - epor |= sd->status.inventory[sd->equip_index[0]].equip; - if(sd->equip_index[1] >= 0) - epor |= sd->status.inventory[sd->equip_index[1]].equip; - epor &= 0x88; - pos = epor == 0x08 ? 0x80 : 0x08; + if(pos == EQP_ACC) { //Accesories should only go in one of the two, + pos = req_pos&EQP_ACC; + if (pos == EQP_ACC) //User specified both slots.. + pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_ACC_R : EQP_ACC_L; } - // 二刀流?理 - if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする - && (id->equip==2) // ? 手武器 - && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有 - { - int tpos=0; - if(sd->equip_index[8] >= 0) - tpos |= sd->status.inventory[sd->equip_index[8]].equip; - if(sd->equip_index[9] >= 0) - tpos |= sd->status.inventory[sd->equip_index[9]].equip; - tpos &= 0x02; - pos = tpos == 0x02 ? 0x20 : 0x02; + if(pos == EQP_WEAPON && id->equip == EQP_HAND_R && + (pc_checkskill(sd, AS_LEFT) > 0 || + (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) + ) { //Dual wield capable weapon. + pos = (req_pos&EQP_WEAPON); + if (pos == EQP_WEAPON) //User specified both slots, pick one for them. + pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R; } + + for(i=0;i<EQI_MAX;i++) { - arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT - for(i=0;i<11;i++) { - if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) { - pc_unequipitem(sd,sd->equip_index[i],2); + if(pos & equip_pos[i]) { + if(sd->equip_index[i] >= 0) //Slot taken, remove item from there. + pc_unequipitem(sd,sd->equip_index[i],2); + + sd->equip_index[i] = n; } } - // 弓矢?備 - if(pos==0x8000){ + + if(pos==EQP_AMMO){ clif_arrowequip(sd,n); - clif_arrow_fail(sd,3); // 3=矢が?備できました + clif_arrow_fail(sd,3); } else clif_equipitemack(sd,n,pos,1); - for(i=0;i<11;i++) { - if(pos & equip_pos[i]) - sd->equip_index[i] = n; - } sd->status.inventory[n].equip=pos; - if(sd->status.inventory[n].equip & 0x0002) { + if(sd->status.inventory[n].equip & EQP_HAND_R) { if(sd->inventory_data[n]) sd->weapontype1 = sd->inventory_data[n]->look; else @@ -6185,11 +6174,11 @@ int pc_equipitem(struct map_session_data *sd,int n,int pos) pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } - if(sd->status.inventory[n].equip & 0x0020) { + if(sd->status.inventory[n].equip & EQP_HAND_L) { if(sd->inventory_data[n]) { if(sd->inventory_data[n]->type == 4) { sd->status.shield = 0; - if(sd->status.inventory[n].equip == 0x0020) + if(sd->status.inventory[n].equip == EQP_HAND_L) sd->weapontype2 = sd->inventory_data[n]->look; else sd->weapontype2 = 0; @@ -6204,35 +6193,42 @@ int pc_equipitem(struct map_session_data *sd,int n,int pos) pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } - if(sd->status.inventory[n].equip & 0x0001) { + if(sd->status.inventory[n].equip & EQP_HEAD_LOW) { if(sd->inventory_data[n]) sd->status.head_bottom = sd->inventory_data[n]->look; else sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } - if(sd->status.inventory[n].equip & 0x0100) { + if(sd->status.inventory[n].equip & EQP_HEAD_TOP) { if(sd->inventory_data[n]) sd->status.head_top = sd->inventory_data[n]->look; else sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } - if(sd->status.inventory[n].equip & 0x0200) { + if(sd->status.inventory[n].equip & EQP_HEAD_MID) { if(sd->inventory_data[n]) sd->status.head_mid = sd->inventory_data[n]->look; else sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } - if(sd->status.inventory[n].equip & 0x0040) + if(sd->status.inventory[n].equip & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); - pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック - if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT + pc_checkallowskill(sd); //Check if status changes should be halted. + + +/* WTF? pc_checkequip returns an item index, pc_search_inventory expects a + * nameid as argument. This function is totally broken, so most (all?) of the + * time it would return arrow == -1 anyway...?? [Skotlex] + arrow=pc_search_inventory(sd,pc_checkequip(sd,EQI_AMMO)); // Added by RoVeRT + if (itemdb_look(sd->status.inventory[n].nameid) == W_BOW && (arrow >= 0)){ // Added by RoVeRT clif_arrowequip(sd,arrow); - sd->status.inventory[arrow].equip=32768; + sd->status.inventory[arrow].equip=EQP_AMMO; } +*/ status_calc_pc(sd,0); //OnEquip script [Skotlex] if (sd->inventory_data[n]) { @@ -6284,12 +6280,12 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag) clif_unequipitemack(sd,n,0,0); return 0; } - for(i=0;i<11;i++) { + for(i=0;i<EQI_MAX;i++) { if(sd->status.inventory[n].equip & equip_pos[i]) sd->equip_index[i] = -1; } - if(sd->status.inventory[n].equip & 0x0002) { + if(sd->status.inventory[n].equip & EQP_HAND_R) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); @@ -6297,29 +6293,29 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag) if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex] skill_stop_dancing(&sd->bl); } - if(sd->status.inventory[n].equip & 0x0020) { + if(sd->status.inventory[n].equip & EQP_HAND_L) { sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } - if(sd->status.inventory[n].equip & 0x0001) { + if(sd->status.inventory[n].equip & EQP_HEAD_LOW) { sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } - if(sd->status.inventory[n].equip & 0x0100) { + if(sd->status.inventory[n].equip & EQP_HEAD_TOP) { sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } - if(sd->status.inventory[n].equip & 0x0200) { + if(sd->status.inventory[n].equip & EQP_HEAD_MID) { sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } - if(sd->status.inventory[n].equip & 0x0040) + if(sd->status.inventory[n].equip & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1); - if((sd->status.inventory[n].equip&0x0022) && + if((sd->status.inventory[n].equip & EQP_WEAPON) && sd->weapontype1 == 0 && sd->weapontype2 == 0) skill_enchant_elemental_end(&sd->bl,-1); |