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-rw-r--r--Changelog-Trunk.txt2
-rw-r--r--src/map/charcommand.c6
-rw-r--r--src/map/mob.c2
-rw-r--r--src/map/pc.c16
-rw-r--r--src/map/pc.h3
-rw-r--r--src/map/skill.c4
6 files changed, 17 insertions, 16 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 9a51b271d..9150d891c 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,8 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/07
+ * Fixed EQP_WEAPON related code messing up with both weapon AND shield.
+ [Skotlex]
* Cleaned up the Asura code so that when the skill fails your
SP/Spheres/Fury are all taken away always, as well as moving you next to
the target (as long as the target still exists within a reachable path from
diff --git a/src/map/charcommand.c b/src/map/charcommand.c
index 50f44988a..d2a75eb1d 100644
--- a/src/map/charcommand.c
+++ b/src/map/charcommand.c
@@ -783,11 +783,11 @@ charcommand_itemlist(
strcat(equipstr, "left accessory, ");
if (equip & EQP_ARMOR)
strcat(equipstr, "body/armor, ");
- if ((equip & EQP_WEAPON) == EQP_HAND_R)
+ if ((equip & EQP_ARMS) == EQP_HAND_R)
strcat(equipstr, "right hand, ");
- if ((equip & EQP_WEAPON) == EQP_HAND_L)
+ if ((equip & EQP_ARMS) == EQP_HAND_L)
strcat(equipstr, "left hand, ");
- if ((equip & EQP_WEAPON) == EQP_WEAPON)
+ if ((equip & EQP_ARMS) == EQP_ARMS)
strcat(equipstr, "both hands, ");
if (equip & EQP_SHOES)
strcat(equipstr, "feet, ");
diff --git a/src/map/mob.c b/src/map/mob.c
index 0c76cdb27..cea8b388a 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1801,8 +1801,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
- if (bonus > 400) bonus = 400; //Limit gained exp to quadro the mob's exp. [3->4 Komurka]
-
if(battle_config.zeny_from_mobs && md->level) {
// zeny calculation moblv + random moblv [Valaris]
zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.);
diff --git a/src/map/pc.c b/src/map/pc.c
index 92dc175cc..8614d5956 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -390,7 +390,7 @@ int pc_equippoint(struct map_session_data *sd,int n)
sd->inventory_data[n]->look == W_1HSWORD ||
sd->inventory_data[n]->look == W_1HAXE) {
if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
- return EQP_WEAPON;
+ return EQP_ARMS;
}
return ep;
}
@@ -524,9 +524,9 @@ int pc_isequip(struct map_session_data *sd,int n)
return 0;
if (sd->sc.count) {
- if(item->equip & EQP_WEAPON && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
+ if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
return 0;
- if(item->equip & EQP_SHIELD && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1)
+ if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD].timer != -1)
return 0;
if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR].timer != -1)
return 0;
@@ -538,7 +538,7 @@ int pc_isequip(struct map_session_data *sd,int n)
if (sd->status.base_level > 90 && item->equip & EQP_HELM)
return 1; //Can equip all helms
- if (sd->status.base_level > 96 && item->equip & EQP_WEAPON && item->type == IT_WEAPON)
+ if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
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
@@ -6215,12 +6215,12 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_ACC_R : EQP_ACC_L;
}
- if(pos == EQP_WEAPON && id->equip == EQP_HAND_R &&
+ if(pos == EQP_ARMS && 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 = (req_pos&EQP_ARMS);
+ if (pos == EQP_ARMS) //User specified both slots, pick one for them.
pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
}
@@ -6404,7 +6404,7 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
- if((sd->status.inventory[n].equip & EQP_WEAPON) &&
+ if((sd->status.inventory[n].equip & EQP_ARMS) &&
sd->weapontype1 == 0 && sd->weapontype2 == 0)
skill_enchant_elemental_end(&sd->bl,-1);
diff --git a/src/map/pc.h b/src/map/pc.h
index a8435508b..32eea853c 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -64,8 +64,9 @@ enum {
EQP_AMMO = 0x8000, //32768
} equip_pos_enum;
-#define EQP_WEAPON (EQP_HAND_R|EQP_HAND_L)
+#define EQP_WEAPON EQP_HAND_R
#define EQP_SHIELD EQP_HAND_L
+#define EQP_ARMS (EQP_HAND_R|EQP_HAND_L)
#define EQP_HELM (EQP_HEAD_LOW|EQP_HEAD_MID|EQP_HEAD_TOP)
#define EQP_ACC (EQP_ACC_L|EQP_ACC_R)
diff --git a/src/map/skill.c b/src/map/skill.c
index a3c77829e..5eaadd6bd 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1664,8 +1664,8 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
case EQI_HAND_R: //Left/Right hands
case EQI_HAND_L:
flag = (
- (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
- (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
+ (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
+ (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
break;
default:
continue;