diff options
-rw-r--r-- | src/map/pc.c | 212 |
1 files changed, 124 insertions, 88 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index da8eaf022..eb8e87159 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -980,51 +980,63 @@ int pc_calc_skilltree(struct map_session_data *sd) nullpo_retr(0, sd); i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, sd->status.sex); - if (c == -1) { //Unable to normalize job?? + if( c == -1 ) + { //Unable to normalize job?? ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return 1; } c = pc_class2idx(c); - for(i=0;i<MAX_SKILL;i++){ - if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills - sd->status.skill[i].id=0; //First clear skills. + + for( i = 0; i < MAX_SKILL; i++ ) + { + if( sd->status.skill[i].flag != 13 ) //Don't touch plagiarized skills + sd->status.skill[i].id = 0; //First clear skills. } - for(i=0;i<MAX_SKILL;i++){ - if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills. - sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; - sd->status.skill[i].flag=0; + for( i = 0; i < MAX_SKILL; i++ ) + { + if( sd->status.skill[i].flag && sd->status.skill[i].flag != 13 ) + { // Restore original level of skills after deleting earned skills. + sd->status.skill[i].lv = (sd->status.skill[i].flag == 1)?0:sd->status.skill[i].flag-2; + sd->status.skill[i].flag = 0; } - if(sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU) + + if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU ) { //Enable Bard/Dancer spirit linked skills. - if (sd->status.sex) { //Link dancer skills to bard. - sd->status.skill[i].id=i; - sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill - sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill - } else { //Link bard skills to dancer. - sd->status.skill[i-8].id=i-8; - sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill - sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill + if( sd->status.sex ) + { //Link dancer skills to bard. + sd->status.skill[i].id = i; + sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill + sd->status.skill[i].flag = 1; // Tag it as a non-savable, non-uppable, bonus skill + } + else + { //Link bard skills to dancer. + sd->status.skill[i-8].id = i - 8; + sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill + sd->status.skill[i-8].flag = 1; // Tag it as a non-savable, non-uppable, bonus skill } } } - if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){ - for(i=0;i<MAX_SKILL;i++){ - if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones - continue; - if (skill_get_max(i) > 0) - sd->status.skill[i].id=i; + if( battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill ) + { + for( i = 0; i < MAX_SKILL; i++ ) + { + if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) + continue; //Only skills you can't have are npc/guild ones + if( skill_get_max(i) > 0 ) + sd->status.skill[i].id = i; } return 0; } do { flag = 0; - for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++) { + for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) + { int j, f, k, inf2; - if(sd->status.skill[id].id) + if( sd->status.skill[id].id ) continue; //Skill already known. f = 1; @@ -1040,16 +1052,17 @@ int pc_calc_skilltree(struct map_session_data *sd) k = pc_checkskill(sd,k); if (k < skill_tree[c][i].need[j].lv) { - f=0; + f = 0; break; } } } - if (sd->status.job_level < skill_tree[c][i].joblv) + if( sd->status.job_level < skill_tree[c][i].joblv ) f = 0; // job level requirement wasn't satisfied } - if (f) { + if( f ) + { inf2 = skill_get_inf2(id); if(!sd->status.skill[id].lv && ( @@ -1071,17 +1084,29 @@ int pc_calc_skilltree(struct map_session_data *sd) } } while(flag); - if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) { - //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex] - for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){ - if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL))) + // + if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) ) + { + /* Taekwon Ranger Bonus Skill Tree + ============================================ + - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking. + - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic) + - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */ + + for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) + { + if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) continue; //Do not include Quest/Wedding skills. - if(sd->status.skill[id].id==0 ){ - sd->status.skill[id].id=id; - sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill. - } else - sd->status.skill[id].flag=sd->status.skill[id].lv+2; - sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_); + + if( sd->status.skill[id].id == 0 ) + { + sd->status.skill[id].id = id; + sd->status.skill[id].flag = 1; // So it is not saved, and tagged as a "bonus" skill. + } + else + sd->status.skill[id].flag = sd->status.skill[id].lv+2; + + sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); } } @@ -1105,44 +1130,46 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill) } c = pc_class2idx(c); do { - flag=0; - for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){ - int j,f=1, k; + flag = 0; + for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ ) + { + int j, f = 1, k; - if(sd->status.skill[id].id) //Already learned + if( sd->status.skill[id].id ) //Already learned continue; - for(j=0;j<5;j++) { - if((k=skill_tree[c][i].need[j].id)) + for( j = 0; j < 5; j++ ) + { + if( (k = skill_tree[c][i].need[j].id) ) { - if (!sd->status.skill[k].id || sd->status.skill[k].flag == 13) + if( !sd->status.skill[k].id || sd->status.skill[k].flag == 13 ) k = 0; //Not learned. - else if (sd->status.skill[k].flag) //Real lerned level - k = sd->status.skill[skill_tree[c][i].need[j].id].flag-2; + else if( sd->status.skill[k].flag ) //Real lerned level + k = sd->status.skill[skill_tree[c][i].need[j].id].flag - 2; else k = pc_checkskill(sd,k); - if (k < skill_tree[c][i].need[j].lv) + if( k < skill_tree[c][i].need[j].lv ) { - f=0; + f = 0; break; } } } - if (!f) + if( !f ) continue; - if (sd->status.job_level < skill_tree[c][i].joblv) + if( sd->status.job_level < skill_tree[c][i].joblv ) continue; j = skill_get_inf2(id); - if(!sd->status.skill[id].lv && ( + if( !sd->status.skill[id].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT]) - )) + ) ) continue; //Cannot be learned via normal means. - sd->status.skill[id].id=id; - flag=1; + sd->status.skill[id].id = id; + flag = 1; } } while(flag); } @@ -4559,30 +4586,35 @@ int pc_skillup(struct map_session_data *sd,int skill_num) { nullpo_retr(0, sd); - if(skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL){ + if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL ) + { guild_skillup(sd, skill_num); return 0; } - if(skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd){ + if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) + { merc_hom_skillup(sd->hd, skill_num); return 0; } - if (skill_num < 0 || skill_num >= MAX_SKILL) + if( skill_num < 0 || skill_num >= MAX_SKILL ) return 0; - if(sd->status.skill_point>0 && + if( sd->status.skill_point > 0 && sd->status.skill[skill_num].id && - sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex] + sd->status.skill[skill_num].flag == 0 && //Don't allow raising while you have granted skills. [Skotlex] sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) ) { sd->status.skill[skill_num].lv++; sd->status.skill_point--; - if (!skill_get_inf(skill_num)) //Only recalculate for passive skills. - status_calc_pc(sd,0); + if( !skill_get_inf(skill_num) ) + status_calc_pc(sd,0); // Only recalculate for passive skills. + else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) ) + pc_calc_skilltree(sd); // Required to grant all TK Ranger skills. else - pc_check_skilltree(sd, skill_num); + pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup + clif_skillup(sd,skill_num); clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); @@ -4800,66 +4832,70 @@ int pc_resetskill(struct map_session_data* sd, int flag) int i, lv, inf2, skill_point=0; nullpo_retr(0, sd); - if(!(flag&2)) - { //Remove stuff lost when resetting skills. - if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd)) + if( !(flag&2) ) + { //Remove stuff lost when resetting skills. + if( pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd) ) clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex] i = sd->sc.option; - if (i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING)) - i&=~OPTION_RIDING; - if(i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART)) - i&=~OPTION_CART; - if(i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON)) - i&=~OPTION_FALCON; - - if(i != sd->sc.option) + if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) ) + i &= ~OPTION_RIDING; + if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) ) + i &= ~OPTION_CART; + if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) ) + i &= ~OPTION_FALCON; + + if( i != sd->sc.option ) pc_setoption(sd, i); - if(merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN)) + if( merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) ) merc_hom_vaporize(sd, 0); } - - for (i = 1; i < MAX_SKILL; i++) { - lv= sd->status.skill[i].lv; + + for( i = 1; i < MAX_SKILL; i++ ) + { + lv = sd->status.skill[i].lv; if (lv < 1) continue; inf2 = skill_get_inf2(i); - if(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Avoid reseting wedding/linker skills. + if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. continue; - if (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) - { //Only handle quest skills in a special way when you can't learn them manually - if (battle_config.quest_skill_reset && !(flag&2)) + if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) + { //Only handle quest skills in a special way when you can't learn them manually + if( battle_config.quest_skill_reset && !(flag&2) ) { //Wipe them sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } continue; } - if (!sd->status.skill[i].flag) + if( !sd->status.skill[i].flag ) skill_point += lv; - else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) + else if( sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13 ) skill_point += (sd->status.skill[i].flag - 2); - if (!(flag&2)) { + if( !(flag&2) ) + { sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } } - if (flag&2 || !skill_point) return skill_point; + if( flag&2 || !skill_point ) return skill_point; - if (sd->status.skill_point > USHRT_MAX - skill_point) + if( sd->status.skill_point > USHRT_MAX - skill_point ) sd->status.skill_point = USHRT_MAX; else sd->status.skill_point += skill_point; - if (flag&1) { + if( flag&1 ) + { clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); status_calc_pc(sd,0); } + return skill_point; } |