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authorKenpachi Developer <Kenpachi.Developer@gmx.de>2020-05-21 10:57:55 +0200
committerKenpachi Developer <Kenpachi.Developer@gmx.de>2020-06-01 02:10:02 +0200
commit3fd249c757242ec20f44427391496a9e9397407a (patch)
tree3cb493f41546f98561c3f6743a169062022d33ba /src/map/skill.c
parente776d742cceae6d0f104692697c03f61d50fcf37 (diff)
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Implement Requirements->Equip code
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c341
1 files changed, 341 insertions, 0 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 27598f88b..383db09c9 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -437,6 +437,74 @@ static bool skill_get_item_any_flag(int skill_id, int skill_lv)
return skill->dbs->db[idx].req_items.any[skill_get_lvl_idx(skill_lv)];
}
+/**
+ * Gets a skill's required equipment's ID by the skill's ID and the equipment item's index.
+ *
+ * @param skill_id The skill's ID.
+ * @param item_idx The equipment item's index.
+ * @return The skill's required equipment's ID corresponding to the passed index. Defaults to 0 in case of error.
+ *
+ **/
+static int skill_get_equip_id(int skill_id, int item_idx)
+{
+ if (skill_id == 0)
+ return 0;
+
+ Assert_ret(item_idx >= 0 && item_idx < MAX_SKILL_ITEM_REQUIRE);
+
+ int idx = skill->get_index(skill_id);
+
+ Assert_ret(idx != 0);
+
+ return skill->dbs->db[idx].req_equip.item[item_idx].id;
+}
+
+/**
+ * Gets a skill's required equipment's amount by the skill's ID and level and the equipment item's index.
+ *
+ * @param skill_id The skill's ID.
+ * @param item_idx The equipment item's index.
+ * @param skill_lv The skill's level.
+ * @return The skill's required equipment item's amount corresponding to the passed index and level. Defaults to 0 in case of error.
+ *
+ **/
+static int skill_get_equip_amount(int skill_id, int item_idx, int skill_lv)
+{
+ if (skill_id == 0)
+ return 0;
+
+ Assert_ret(item_idx >= 0 && item_idx < MAX_SKILL_ITEM_REQUIRE);
+ Assert_ret(skill_lv > 0);
+
+ int idx = skill->get_index(skill_id);
+
+ Assert_ret(idx != 0);
+
+ return skill->dbs->db[idx].req_equip.item[item_idx].amount[skill_get_lvl_idx(skill_lv)];
+}
+
+/**
+ * Gets a skill's required equipment 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 equipment's any-flag corresponding to the passed level. Defaults to false in case of error.
+ *
+ **/
+static bool skill_get_equip_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_equip.any[skill_get_lvl_idx(skill_lv)];
+}
+
static int skill_get_zeny(int skill_id, int skill_lv)
{
int idx;
@@ -4026,6 +4094,9 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill_id,
pc->delitem(sd, inventory_index, amount[i], 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME);
}
+ if (skill->check_condition_required_equip(sd, skill_id, lv) != 0)
+ return 0;
+
if( type&2 )
return 1;
@@ -14276,6 +14347,90 @@ static bool skill_is_combo(int skill_id)
return false;
}
+/**
+ * Checks if a skill's equipment 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_equip(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);
+ bool any_equip_flag = skill->get_equip_any_flag(skill_id, skill_lv);
+ bool any_equip_found = false;
+ int fail_id = 0;
+ int fail_amount = 0;
+
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
+ if (req.equip_id[i] == 0)
+ continue;
+
+ int req_id = req.equip_id[i];
+ int req_amount = req.equip_amount[i];
+ int found_amount = 0;
+
+ for (int j = 0; j < EQI_MAX; j++) {
+ int inv_idx = sd->equip_index[j];
+
+ if (inv_idx == INDEX_NOT_FOUND || sd->inventory_data[inv_idx] == NULL)
+ continue;
+
+ if ((j == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == inv_idx)
+ || (j == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == inv_idx)
+ || (j == EQI_HEAD_TOP && sd->equip_index[EQI_HEAD_MID] == inv_idx)
+ || (j == EQI_HEAD_TOP && sd->equip_index[EQI_HEAD_LOW] == inv_idx)
+ || (j == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == inv_idx)
+ || (j == EQI_COSTUME_TOP && sd->equip_index[EQI_COSTUME_MID] == inv_idx)
+ || (j == EQI_COSTUME_TOP && sd->equip_index[EQI_COSTUME_LOW] == inv_idx)) {
+ continue; // Equipment uses more than one slot; only process it once!
+ }
+
+ if (itemdb_type(req_id) != IT_CARD) {
+ if (sd->inventory_data[inv_idx]->nameid != req_id)
+ continue;
+
+ if (itemdb_type(req_id) == IT_AMMO)
+ found_amount += sd->status.inventory[inv_idx].amount;
+ else
+ found_amount++;
+ } else {
+ if (itemdb_isspecial(sd->status.inventory[inv_idx].card[0]))
+ continue;
+
+ for (int k = 0; k < sd->inventory_data[inv_idx]->slot; k++) {
+ if (sd->status.inventory[inv_idx].card[k] == req_id)
+ found_amount++;
+ }
+ }
+ }
+
+ if (any_equip_flag) {
+ if (found_amount >= req_amount) {
+ any_equip_found = true;
+ break;
+ } else if (fail_id == 0) { // Save ID/amount of first missing equipment for skill fail message.
+ fail_id = req_id;
+ fail_amount = req_amount;
+ }
+ } else if (found_amount < req_amount) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, req_amount, req_id);
+ return 1;
+ }
+ }
+
+ if (any_equip_flag && !any_equip_found) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, fail_amount, fail_id);
+ return 1;
+ }
+
+ return 0;
+}
+
static int skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
{
struct status_data *st;
@@ -15198,6 +15353,9 @@ static int skill_check_condition_castbegin(struct map_session_data *sd, uint16 s
return 0;
}
+ if (skill->check_condition_required_equip(sd, skill_id, skill_lv) != 0)
+ return 0;
+
if (require.sp > 0 && st->sp < (unsigned int)require.sp && sd->auto_cast_current.type == AUTOCAST_NONE) { // Auto-cast skills don't consume SP.
clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0, 0);
return 0;
@@ -15818,6 +15976,11 @@ static struct skill_condition skill_get_requirement(struct map_session_data *sd,
req.amount[i] = amount;
}
+ if ((amount = skill->get_equip_amount(skill_id, i, skill_lv)) > 0) {
+ req.equip_id[i] = skill->get_equip_id(skill_id, i);
+ req.equip_amount[i] = amount;
+ }
+
if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) {
if (sd->special_state.no_gemstone) {
// All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica]
@@ -22621,6 +22784,175 @@ static void skill_validate_item_requirements(struct config_setting_t *conf, stru
}
/**
+ * Validates a skill's required equipment amounts when reading the skill DB.
+ *
+ * @param conf The libconfig settings block which contains the skill's data.
+ * @param sk The s_skill_db struct where the required equipment amounts should be set it.
+ *
+ **/
+static void skill_validate_equip_requirements_sub_item_amount(struct config_setting_t *conf, struct s_skill_db *sk, int item_index)
+{
+ nullpo_retv(conf);
+ nullpo_retv(sk);
+
+ for (int i = 0; i < MAX_SKILL_LEVEL; i++)
+ sk->req_equip.item[item_index].amount[i] = 0;
+
+ if (config_setting_is_group(conf)) {
+ for (int i = 0; i < MAX_SKILL_LEVEL; i++) {
+ char lv[6]; // Big enough to contain "Lv999" in case of custom MAX_SKILL_LEVEL.
+ safesnprintf(lv, sizeof(lv), "Lv%d", i + 1);
+ int amount;
+
+ if (libconfig->setting_lookup_int(conf, lv, &amount) == CONFIG_TRUE) {
+ if (amount > 0) {
+ sk->req_equip.item[item_index].amount[i] = amount;
+ } else {
+ ShowWarning("%s: Invalid required equipment amount %d specified in level %d for skill ID %d in %s! Must be greater than 0. Defaulting to 1...\n",
+ __func__, amount, i + 1, sk->nameid, conf->file);
+ sk->req_equip.item[item_index].amount[i] = 1;
+ }
+ }
+ }
+
+ return;
+ }
+
+ int amount = libconfig->setting_get_int(conf);
+
+ if (amount <= 0) {
+ ShowWarning("%s: Invalid required equipment amount %d specified for skill ID %d in %s! Must be greater than 0. Defaulting to 1...\n",
+ __func__, amount, sk->nameid, conf->file);
+ amount = 1;
+ }
+
+ for (int i = 0; i < MAX_SKILL_LEVEL; i++)
+ sk->req_equip.item[item_index].amount[i] = amount;
+}
+
+/**
+ * Validates a skill's required equipment when reading the skill DB.
+ *
+ * @param conf The libconfig settings block which contains the skill's data.
+ * @param sk The s_skill_db struct where the required equipment should be set it.
+ *
+ **/
+static void skill_validate_equip_requirements_sub_items(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ nullpo_retv(conf);
+ nullpo_retv(sk);
+
+ for (int i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
+ sk->req_equip.item[i].id = 0;
+
+ for (int j = 0; j < MAX_SKILL_LEVEL; j++)
+ sk->req_equip.item[i].amount[j] = 0;
+ }
+
+ int item_index = 0;
+ int count = libconfig->setting_length(conf);
+
+ for (int i = 0; i < count; i++) {
+ struct config_setting_t *t = libconfig->setting_get_elem(conf, i);
+
+ if (t != NULL && strcasecmp(config_setting_name(t), "Any") != 0) {
+ if (item_index >= MAX_SKILL_ITEM_REQUIRE) {
+ ShowWarning("%s: Too many required equipment items specified for skill ID %d in %s! Skipping item %s...\n",
+ __func__, sk->nameid, conf->file, config_setting_name(t));
+ continue;
+ }
+
+ int item_id = skill->validate_requirements_item_name(config_setting_name(t));
+ struct item_data *it = itemdb->exists(item_id);
+
+ if (item_id == 0 || it == NULL) {
+ ShowWarning("%s: Invalid required equipment item %s specified for skill ID %d in %s! Skipping item...\n",
+ __func__, config_setting_name(t), sk->nameid, conf->file);
+ continue;
+ }
+
+ if (it->type != IT_WEAPON && it->type != IT_AMMO && it->type != IT_ARMOR && it->type != IT_CARD) {
+ ShowWarning("%s: Non-equipment item %s specified for skill ID %d in %s! Skipping item...\n",
+ __func__, config_setting_name(t), sk->nameid, conf->file);
+ continue;
+ }
+
+ int j;
+
+ ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, j, sk->req_equip.item[j].id == item_id);
+
+ if (j < MAX_SKILL_ITEM_REQUIRE) {
+ ShowWarning("%s: Duplicate required equipment item %s specified for skill ID %d in %s! Skipping item...\n",
+ __func__, config_setting_name(t), sk->nameid, conf->file);
+ continue;
+ }
+
+ sk->req_equip.item[item_index].id = item_id;
+ skill->validate_equip_requirements_sub_item_amount(t, sk, item_index);
+ item_index++;
+ }
+ }
+}
+
+/**
+ * Validates a skill's required equipment any-flag when reading the skill DB.
+ *
+ * @param conf The libconfig settings block which contains the skill's data.
+ * @param sk The s_skill_db struct where the required equipment any-flag should be set it.
+ *
+ **/
+static void skill_validate_equip_requirements_sub_any_flag(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ nullpo_retv(conf);
+ nullpo_retv(sk);
+
+ for (int i = 0; i < MAX_SKILL_LEVEL; i++)
+ sk->req_equip.any[i] = false;
+
+ struct config_setting_t *t = libconfig->setting_get_member(conf, "Any");
+
+ if (t != NULL && config_setting_is_group(t)) {
+ for (int i = 0; i < MAX_SKILL_LEVEL; i++) {
+ char lv[6]; // Big enough to contain "Lv999" in case of custom MAX_SKILL_LEVEL.
+ safesnprintf(lv, sizeof(lv), "Lv%d", i + 1);
+ int any_flag;
+
+ if (libconfig->setting_lookup_bool(t, lv, &any_flag) == CONFIG_TRUE)
+ sk->req_equip.any[i] = (any_flag != 0);
+ }
+
+ return;
+ }
+
+ int any_flag;
+
+ if (libconfig->setting_lookup_bool(conf, "Any", &any_flag) == CONFIG_TRUE && any_flag != 0) {
+ for (int i = 0; i < MAX_SKILL_LEVEL; i++)
+ sk->req_equip.any[i] = true;
+ }
+}
+
+/**
+ * Validates a skill's required equipment when reading the skill DB.
+ *
+ * @param conf The libconfig settings block which contains the skill's data.
+ * @param sk The s_skill_db struct where the required equipment should be set it.
+ *
+ **/
+static void skill_validate_equip_requirements(struct config_setting_t *conf, struct s_skill_db *sk)
+{
+ nullpo_retv(conf);
+ nullpo_retv(sk);
+
+ struct config_setting_t *t = libconfig->setting_get_member(conf, "Equip");
+
+ if (t != NULL && config_setting_is_group(t)) {
+ skill->validate_equip_requirements_sub_any_flag(t, sk);
+ skill->validate_equip_requirements_sub_items(t, sk);
+ }
+}
+
+/**
* Validates a required item's config setting name when reading the skill DB.
*
* @param name The config setting name to validate.
@@ -22678,6 +23010,7 @@ static void skill_validate_requirements(struct config_setting_t *conf, struct s_
skill->validate_state(t, sk);
skill->validate_spirit_sphere_cost(t, sk);
skill->validate_item_requirements(t, sk);
+ skill->validate_equip_requirements(t, sk);
}
}
@@ -23537,6 +23870,9 @@ void skill_defaults(void)
skill->get_itemid = skill_get_itemid;
skill->get_itemqty = skill_get_itemqty;
skill->get_item_any_flag = skill_get_item_any_flag;
+ skill->get_equip_id = skill_get_equip_id;
+ skill->get_equip_amount = skill_get_equip_amount;
+ skill->get_equip_any_flag = skill_get_equip_any_flag;
skill->get_zeny = skill_get_zeny;
skill->get_num = skill_get_num;
skill->get_cast = skill_get_cast;
@@ -23595,6 +23931,7 @@ void skill_defaults(void)
skill->cast_fix_sc = skill_castfix_sc;
skill->vf_cast_fix = skill_vfcastfix;
skill->delay_fix = skill_delay_fix;
+ skill->check_condition_required_equip = skill_check_condition_required_equip;
skill->check_condition_castbegin = skill_check_condition_castbegin;
skill->check_condition_required_items = skill_check_condition_required_items;
skill->items_required = skill_items_required;
@@ -23728,6 +24065,10 @@ void skill_defaults(void)
skill->validate_item_requirements_sub_items = skill_validate_item_requirements_sub_items;
skill->validate_item_requirements_sub_any_flag = skill_validate_item_requirements_sub_any_flag;
skill->validate_item_requirements = skill_validate_item_requirements;
+ skill->validate_equip_requirements_sub_item_amount = skill_validate_equip_requirements_sub_item_amount;
+ skill->validate_equip_requirements_sub_items = skill_validate_equip_requirements_sub_items;
+ skill->validate_equip_requirements_sub_any_flag = skill_validate_equip_requirements_sub_any_flag;
+ skill->validate_equip_requirements = skill_validate_equip_requirements;
skill->validate_requirements_item_name = skill_validate_requirements_item_name;
skill->validate_requirements = skill_validate_requirements;
skill->validate_unit_id_sub = skill_validate_unit_id_sub;