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-rw-r--r--src/map/pc.c212
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;
}