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-rw-r--r--src/map/script.c627
1 files changed, 330 insertions, 297 deletions
diff --git a/src/map/script.c b/src/map/script.c
index 005e471c6..bce1f6cc7 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -59,6 +59,9 @@
#define script_getdata(st,i) &((st)->stack->stack_data[(st)->start+(i)])
/// Returns if the stack contains data at the target index
#define script_hasdata(st,i) ( (st)->end > (st)->start + (i) )
+/// Returns the index of the last data in the stack
+#define script_lastdata(st) ( (st)->end - (st)->start + 1 )
+#define script_pushint(st,val) push_val((st)->stack, C_INT, (val))
#define script_isstring(data) ( (data)->type == C_STR || (data)->type == C_CONSTSTR )
#define script_isint(data) ( (data)->type == C_INT )
@@ -1852,6 +1855,8 @@ struct map_session_data *script_rid2sd(struct script_state *st)
if(!sd){
ShowError("script_rid2sd: fatal error ! player not attached!\n");
report_src(st);
+ //## I would also terminate script execution. [FlavioJS]
+ //st->state = END;
}
return sd;
}
@@ -3866,26 +3871,26 @@ struct script_function buildin_func[] = {
{buildin_statusup,"statusup","i"},
{buildin_statusup2,"statusup2","ii"},
{buildin_bonus,"bonus","ii"},
- {buildin_bonus2,"bonus2","iii"},
- {buildin_bonus3,"bonus3","iiii"},
- {buildin_bonus4,"bonus4","iiiii"},
- {buildin_skill,"skill","ii*"},
- {buildin_addtoskill,"addtoskill","ii*"}, // [Valaris]
+ {buildin_bonus,"bonus2","iii"},
+ {buildin_bonus,"bonus3","iiii"},
+ {buildin_bonus,"bonus4","iiiii"},
+ {buildin_skill,"skill","ii?"},
+ {buildin_addtoskill,"addtoskill","ii?"}, // [Valaris]
{buildin_guildskill,"guildskill","ii"},
{buildin_getskilllv,"getskilllv","i"},
{buildin_getgdskilllv,"getgdskilllv","ii"},
- {buildin_basicskillcheck,"basicskillcheck","*"},
- {buildin_getgmlevel,"getgmlevel","*"},
+ {buildin_basicskillcheck,"basicskillcheck",""},
+ {buildin_getgmlevel,"getgmlevel",""},
{buildin_end,"end",""},
// {buildin_end,"break",""}, this might confuse advanced scripting support [Eoe]
{buildin_checkoption,"checkoption","i"},
- {buildin_setoption,"setoption","i*"},
- {buildin_setcart,"setcart",""},
- {buildin_checkcart,"checkcart","*"}, //fixed by Lupus (added '*')
- {buildin_setfalcon,"setfalcon",""},
- {buildin_checkfalcon,"checkfalcon","*"}, //fixed by Lupus (fixed wrong pointer, added '*')
- {buildin_setriding,"setriding",""},
- {buildin_checkriding,"checkriding","*"}, //fixed by Lupus (fixed wrong pointer, added '*')
+ {buildin_setoption,"setoption","i?"},
+ {buildin_setcart,"setcart","?"},
+ {buildin_checkcart,"checkcart",""},
+ {buildin_setfalcon,"setfalcon","?"},
+ {buildin_checkfalcon,"checkfalcon",""},
+ {buildin_setriding,"setriding","?"},
+ {buildin_checkriding,"checkriding",""},
{buildin_savepoint,"save","sii"},
{buildin_savepoint,"savepoint","sii"},
{buildin_gettimetick,"gettimetick","i"},
@@ -6483,408 +6488,436 @@ int buildin_statusup2(struct script_state *st)
return 0;
}
-/*==========================================
- * 装備品による能力値ボーナス
- *------------------------------------------
- */
-int buildin_bonus(struct script_state *st)
-{
- int type,val;
- struct map_session_data *sd;
-
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- val=conv_num(st,& (st->stack->stack_data[st->start+3]));
- sd=script_rid2sd(st);
- pc_bonus(sd,type,val);
- return 0;
-}
-/*==========================================
- * 装備品による能力値ボーナス
- *------------------------------------------
- */
-int buildin_bonus2(struct script_state *st)
+/// See 'doc/item_bonus.txt'
+/// bonus <bonus type>,<val1>
+/// bonus2 <bonus type>,<val1>,<val2>
+/// bonus3 <bonus type>,<val1>,<val2>,<val3>
+/// bonus4 <bonus type>,<val1>,<val2>,<val3>,<val4>
+int buildin_bonus(struct script_state* st)
{
- int type,type2,val;
- struct map_session_data *sd;
+ int type;
+ int type2;
+ int type3;
+ int type4;
+ int val;
+ TBL_PC* sd;
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- type2=conv_num(st,& (st->stack->stack_data[st->start+3]));
- val=conv_num(st,& (st->stack->stack_data[st->start+4]));
- sd=script_rid2sd(st);
- pc_bonus2(sd,type,type2,val);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0; // no player attached
+
+ type = conv_num(st, script_getdata(st,2));
+ switch( script_lastdata(st) ){
+ case 3:
+ val = conv_num(st, script_getdata(st,3));
+ pc_bonus(sd, type, val);
+ break;
+ case 4:
+ type2 = conv_num(st, script_getdata(st,3));
+ val = conv_num(st, script_getdata(st,4));
+ pc_bonus2(sd, type, type2, val);
+ break;
+ case 5:
+ type2 = conv_num(st, script_getdata(st,3));
+ type3 = conv_num(st, script_getdata(st,4));
+ val = conv_num(st, script_getdata(st,5));
+ pc_bonus3(sd, type, type2, type3, val);
+ break;
+ case 6:
+ type2 = conv_num(st, script_getdata(st,3));
+ type3 = conv_num(st, script_getdata(st,4));
+ type4 = conv_num(st, script_getdata(st,5));
+ val = conv_num(st, script_getdata(st,6));
+ pc_bonus4(sd, type, type2, type3, type4, val);
+ break;
+ default:
+ ShowDebug("buildin_bonus: unexpected last data (%d)\n", script_lastdata(st));
+ }
return 0;
}
-/*==========================================
- * 装備品による能力値ボーナス
- *------------------------------------------
- */
-int buildin_bonus3(struct script_state *st)
+
+/// Changes the level of a player skill.
+/// skill <skill id>,<level>{,<flag>}
+/// @see pc_skill() for flag
+int buildin_skill(struct script_state* st)
{
- int type,type2,type3,val;
- struct map_session_data *sd;
+ int id;
+ int level;
+ int flag = 1;
+ TBL_PC* sd;
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- type2=conv_num(st,& (st->stack->stack_data[st->start+3]));
- type3=conv_num(st,& (st->stack->stack_data[st->start+4]));
- val=conv_num(st,& (st->stack->stack_data[st->start+5]));
- sd=script_rid2sd(st);
- pc_bonus3(sd,type,type2,type3,val);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0; // no player attached
+
+ id = conv_num(st, script_getdata(st,2));
+ level = conv_num(st, script_getdata(st,3));
+ if( script_hasdata(st,4) )
+ flag = conv_num(st, script_getdata(st,4));
+ pc_skill(sd, id, level, flag);
return 0;
}
-int buildin_bonus4(struct script_state *st)
+/// Changes the level of a player skill.
+/// addtoskill <skill id>,<level>{,<flag>}
+/// @see pc_skill() for flag
+int buildin_addtoskill(struct script_state* st)
{
- int type,type2,type3,type4,val;
- struct map_session_data *sd;
+ int id;
+ int level;
+ int flag = 2;
+ TBL_PC* sd;
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- type2=conv_num(st,& (st->stack->stack_data[st->start+3]));
- type3=conv_num(st,& (st->stack->stack_data[st->start+4]));
- type4=conv_num(st,& (st->stack->stack_data[st->start+5]));
- val=conv_num(st,& (st->stack->stack_data[st->start+6]));
- sd=script_rid2sd(st);
- pc_bonus4(sd,type,type2,type3,type4,val);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0; // no player attached
+
+ id = conv_num(st, script_getdata(st,2));
+ level = conv_num(st, script_getdata(st,3));
+ if( script_hasdata(st,4) )
+ flag = conv_num(st, script_getdata(st,4));
+ pc_skill(sd, id, level, flag);
return 0;
}
-/*==========================================
- * スキル所得
- *------------------------------------------
- */
-int buildin_skill(struct script_state *st)
+
+/// Increases the level of the guild skill.
+/// guildskill <skill id>,<level>
+int buildin_guildskill(struct script_state* st)
{
- int id,level,flag=1;
- struct map_session_data *sd;
+ int id;
+ int level;
+ TBL_PC* sd;
+ int i;
- id=conv_num(st,& (st->stack->stack_data[st->start+2]));
- level=conv_num(st,& (st->stack->stack_data[st->start+3]));
- if( st->end>st->start+4 )
- flag=conv_num(st,&(st->stack->stack_data[st->start+4]) );
- sd=script_rid2sd(st);
- pc_skill(sd,id,level,flag);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0; // needs player attached
+
+ id = conv_num(st, script_getdata(st,2));
+ level = conv_num(st, script_getdata(st,3));
+ for( i=0; i < level; i++ )
+ guild_skillup(sd, id);
return 0;
}
-// add x levels of skill (stackable) [Valaris]
-int buildin_addtoskill(struct script_state *st)
+/// Returns the level of the player skill.
+/// getskilllv(<skill id>) -> <level>
+int buildin_getskilllv(struct script_state* st)
{
- int id,level,flag=2;
- struct map_session_data *sd;
+ int id;
+ TBL_PC* sd;
- id=conv_num(st,& (st->stack->stack_data[st->start+2]));
- level=conv_num(st,& (st->stack->stack_data[st->start+3]));
- if( st->end>st->start+4 )
- flag=conv_num(st,&(st->stack->stack_data[st->start+4]) );
- sd=script_rid2sd(st);
- pc_skill(sd,id,level,flag);
+ sd = script_rid2sd(st);
+ if( sd == NULL ){
+ script_pushint(st, 0);
+ return 0; // needs player attached
+ }
+
+ id = conv_num(st, script_getdata(st,2));
+ script_pushint(st, pc_checkskill(sd,id));
return 0;
}
-/*==========================================
- * ギルドスキル取得
- *------------------------------------------
- */
-int buildin_guildskill(struct script_state *st)
+/// Returns the level of the guild skill.
+/// getgdskilllv(<guild id>,<skill id>) -> <level>
+int buildin_getgdskilllv(struct script_state* st)
{
- int id,level,flag=0;
- struct map_session_data *sd;
- int i=0;
+ int guild_id;
+ int skill_id;
+ struct guild* g;
- id=conv_num(st,& (st->stack->stack_data[st->start+2]));
- level=conv_num(st,& (st->stack->stack_data[st->start+3]));
- if( st->end>st->start+4 )
- flag=conv_num(st,&(st->stack->stack_data[st->start+4]) );
- sd=script_rid2sd(st);
- for(i=0;i<level;i++)
- guild_skillup(sd,id,flag);
+ guild_id = conv_num(st, script_getdata(st,2));
+ skill_id = conv_num(st, script_getdata(st,3));
+ g = guild_search(guild_id);
+ if( g == NULL )
+ script_pushint(st, -1);
+ else
+ script_pushint(st, guild_checkskill(g,skill_id));
return 0;
-}
-/*==========================================
- * スキルレベル所得
- *------------------------------------------
- */
-int buildin_getskilllv(struct script_state *st)
-{
- int id=conv_num(st,& (st->stack->stack_data[st->start+2]));
- push_val(st->stack,C_INT, pc_checkskill( script_rid2sd(st) ,id) );
- return 0;
-}
-/*==========================================
- * getgdskilllv(Guild_ID, Skill_ID);
- * skill_id = 10000 : GD_APPROVAL
- * 10001 : GD_KAFRACONTRACT
- * 10002 : GD_GUARDIANRESEARCH
- * 10003 : GD_GUARDUP
- * 10004 : GD_EXTENSION
- *------------------------------------------
- */
-int buildin_getgdskilllv(struct script_state *st)
-{
- int guild_id=conv_num(st,& (st->stack->stack_data[st->start+2]));
- int skill_id=conv_num(st,& (st->stack->stack_data[st->start+3]));
- struct guild *g=guild_search(guild_id);
- push_val(st->stack,C_INT, (g==NULL)?-1:guild_checkskill(g,skill_id) );
- return 0;
/*
- struct map_session_data *sd=NULL;
- struct guild *g=NULL;
int skill_id;
+ TBL_PC* sd;
+ struct guild* g = NULL;
+
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0; // needs player attached
+
+ skill_id = conv_num(st, script_getdata(st,2));
+ if( sd->status.guild_id > 0 )
+ g = guild_search(sd->status.guild_id);
+ if( g == NULL )
+ script_pushint(st, -1);
+ else
+ script_pushint(st, guild_checkskill(g,skill_id+9999));
- skill_id=conv_num(st,& (st->stack->stack_data[st->start+2]));
- sd=script_rid2sd(st);
- if(sd && sd->status.guild_id > 0) g=guild_search(sd->status.guild_id);
- if(sd && g) {
- push_val(st->stack,C_INT, guild_checkskill(g,skill_id+9999) );
- } else {
- push_val(st->stack,C_INT,-1);
- }
return 0;
*/
}
-/*==========================================
- *
- *------------------------------------------
- */
-int buildin_basicskillcheck(struct script_state *st)
+
+/// Returns the 'basic_skill_check' setting.
+/// basicskillcheck() -> <setting>
+int buildin_basicskillcheck(struct script_state* st)
{
- push_val(st->stack,C_INT, battle_config.basic_skill_check);
+ script_pushint(st, battle_config.basic_skill_check);
return 0;
}
-/*==========================================
- *
- *------------------------------------------
- */
-int buildin_getgmlevel(struct script_state *st)
+
+/// Returns the GM level of the player.
+/// getgmlevel() -> <level>
+int buildin_getgmlevel(struct script_state* st)
{
- push_val(st->stack,C_INT, pc_isGM(script_rid2sd(st)));
+ TBL_PC* sd;
+
+ sd = script_rid2sd(st);
+ if( sd == NULL ){
+ script_pushint(st, 0);
+ return 0; // needs player attached
+ }
+
+ script_pushint(st, pc_isGM(sd));
+
return 0;
}
-/*==========================================
- *
- *------------------------------------------
- */
-int buildin_end(struct script_state *st)
+/// Terminates the execution of this script instance.
+/// end
+int buildin_end(struct script_state* st)
{
st->state = END;
return 0;
}
-/*==========================================
- *
- *------------------------------------------
- */
-int buildin_checkoption(struct script_state *st)
+/// Checks if the player has that option.
+/// checkoption(<option>) -> <bool>
+int buildin_checkoption(struct script_state* st)
{
- int type;
- struct map_session_data *sd;
+ int option;
+ TBL_PC* sd;
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- sd=script_rid2sd(st);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return buildin_end(st);// needs player attached
- if(sd->sc.option & type){
- push_val(st->stack,C_INT,1);
- } else {
- push_val(st->stack,C_INT,0);
- }
+ option = conv_num(st, script_getdata(st,2));
+ if( sd->sc.option&option )
+ script_pushint(st, 1);
+ else
+ script_pushint(st, 0);
return 0;
}
-/*==========================================
- *
- *------------------------------------------
- */
-int buildin_checkoption1(struct script_state *st)
+
+/// Checks if the player is in that opt1 state.
+/// checkoption1(<opt1>) -> <bool>
+int buildin_checkoption1(struct script_state* st)
{
- int type;
- struct map_session_data *sd;
+ int opt1;
+ TBL_PC* sd;
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- sd=script_rid2sd(st);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return buildin_end(st);// needs player attached
- if(sd->sc.opt1 & type){
- push_val(st->stack,C_INT,1);
- } else {
- push_val(st->stack,C_INT,0);
- }
+ opt1 = conv_num(st, script_getdata(st,2));
+ if( sd->sc.opt1 == opt1 )
+ script_pushint(st, 1);
+ else
+ script_pushint(st, 0);
return 0;
}
-/*==========================================
- *
- *------------------------------------------
- */
-int buildin_checkoption2(struct script_state *st)
+
+/// Checks if the player has that opt2.
+/// checkoption2(<opt2>) -> <bool>
+int buildin_checkoption2(struct script_state* st)
{
- int type;
- struct map_session_data *sd;
+ int opt2;
+ TBL_PC* sd;
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- sd=script_rid2sd(st);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return buildin_end(st);// needs player attached
- if(sd->sc.opt2 & type){
- push_val(st->stack,C_INT,1);
- } else {
- push_val(st->stack,C_INT,0);
- }
+ opt2 = conv_num(st, script_getdata(st,2));
+ if( sd->sc.opt2&opt2 )
+ script_pushint(st, 1);
+ else
+ script_pushint(st, 0);
return 0;
}
-/*==========================================
- *
- *------------------------------------------
- */
-int buildin_setoption(struct script_state *st)
+/// Changes the option of the player.
+/// setoption <option number>{,<flag>}
+int buildin_setoption(struct script_state* st)
{
- int type;
- struct map_session_data *sd;
- int flag=1;
-
- type=conv_num(st,& (st->stack->stack_data[st->start+2]));
- if(st->end>st->start+3 )
- flag=conv_num(st,&(st->stack->stack_data[st->start+3]) );
- else if (!type) { //Request to remove everything.
+ int option;
+ int flag = 1;
+ TBL_PC* sd;
+
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0;// needs player attached
+
+ option = conv_num(st, script_getdata(st,2));
+ if( script_hasdata(st,3) )
+ flag = conv_num(st, script_getdata(st,3));
+ else if( !option ){// Request to remove everything.
flag = 0;
- type = OPTION_CART|OPTION_FALCON|OPTION_RIDING;
+ option = OPTION_CART|OPTION_FALCON|OPTION_RIDING;
}
- sd=script_rid2sd(st);
- if (!sd) return 0;
+ if( flag ){// Add option
+ if( option&OPTION_WEDDING && !battle_config.wedding_modifydisplay )
+ option &= ~OPTION_WEDDING;// Do not show the wedding sprites
+ pc_setoption(sd, sd->sc.option|option);
+ } else// Remove option
+ pc_setoption(sd, sd->sc.option&~option);
- if (flag) {//Add option
- if (type&OPTION_WEDDING && !battle_config.wedding_modifydisplay)
- type&=~OPTION_WEDDING; //Do not show the wedding sprites
- pc_setoption(sd,sd->sc.option|type);
- } else//Remove option
- pc_setoption(sd,sd->sc.option&~type);
return 0;
}
-/*==========================================
- * Checkcart [Valaris]
- *------------------------------------------
- */
-
-int buildin_checkcart(struct script_state *st)
+/// Returns if the player has a cart.
+/// checkcart() -> <bool>
+/// @author Valaris
+int buildin_checkcart(struct script_state* st)
{
- struct map_session_data *sd;
+ TBL_PC* sd;
- sd=script_rid2sd(st);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return buildin_end(st);// needs player attached
+
+ if( pc_iscarton(sd) )
+ script_pushint(st, 1);
+ else
+ script_pushint(st, 0);
- if(pc_iscarton(sd)){
- push_val(st->stack,C_INT,1);
- } else {
- push_val(st->stack,C_INT,0);
- }
return 0;
}
-/*==========================================
- * カートを付ける
- *------------------------------------------
- */
-int buildin_setcart(struct script_state *st)
+/// Sets the cart of the player.
+/// setcart {<type>}
+int buildin_setcart(struct script_state* st)
{
- struct map_session_data *sd;
+ int type = 1;
+ TBL_PC* sd;
- sd=script_rid2sd(st);
- pc_setcart(sd,1);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0;// needs player attached
+
+ if( script_hasdata(st,2) )
+ type = conv_num(st, script_getdata(st,2));
+ pc_setcart(sd, type);
return 0;
}
-/*==========================================
- * checkfalcon [Valaris]
- *------------------------------------------
- */
-
-int buildin_checkfalcon(struct script_state *st)
+/// Returns if the player has a falcon.
+/// checkfalcon() -> <bool>
+/// @author Valaris
+int buildin_checkfalcon(struct script_state* st)
{
- struct map_session_data *sd;
+ TBL_PC* sd;
- sd=script_rid2sd(st);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return buildin_end(st);// needs player attached
- if(pc_isfalcon(sd)){
- push_val(st->stack,C_INT,1);
- } else {
- push_val(st->stack,C_INT,0);
- }
+ if( pc_isfalcon(sd) )
+ script_pushint(st, 1);
+ else
+ script_pushint(st, 0);
return 0;
}
-
-/*==========================================
- * 鷹を付ける
- *------------------------------------------
- */
-int buildin_setfalcon(struct script_state *st)
+/// Sets if the player has a falcon or not.
+/// setfalcon {<flag>}
+int buildin_setfalcon(struct script_state* st)
{
- struct map_session_data *sd;
+ int flag = 1;
+ TBL_PC* sd;
- sd=script_rid2sd(st);
- pc_setfalcon(sd);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0;// needs player attached
+
+ if( script_hasdata(st,2) )
+ flag = conv_num(st, script_getdata(st,2));
+
+ pc_setfalcon(sd, flag);
return 0;
}
-/*==========================================
- * Checkcart [Valaris]
- *------------------------------------------
- */
-
-int buildin_checkriding(struct script_state *st)
+/// Returns if the player is riding.
+/// checkriding() -> <bool>
+/// @author Valaris
+int buildin_checkriding(struct script_state* st)
{
- struct map_session_data *sd;
+ TBL_PC* sd;
- sd=script_rid2sd(st);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return buildin_end(st);// needs player attached
- if(pc_isriding(sd)){
- push_val(st->stack,C_INT,1);
- } else {
- push_val(st->stack,C_INT,0);
- }
+ if( pc_isriding(sd) )
+ script_pushint(st, 1);
+ else
+ script_pushint(st, 0);
return 0;
}
-
-/*==========================================
- * ペコペコ乗り
- *------------------------------------------
- */
-int buildin_setriding(struct script_state *st)
+/// Sets if the player is riding.
+/// setriding {<flag>}
+int buildin_setriding(struct script_state* st)
{
- struct map_session_data *sd;
+ int flag = 1;
+ TBL_PC* sd;
- sd=script_rid2sd(st);
- pc_setriding(sd);
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0;// needs player attached
+
+ if( script_hasdata(st,2) )
+ flag = conv_num(st, script_getdata(st,2));
+ pc_setriding(sd, flag);
return 0;
}
-/*==========================================
- * セーブポイントの保存
- *------------------------------------------
- */
-int buildin_savepoint(struct script_state *st)
+/// Sets the save point of the player.
+/// save "<map name>",<x>,<y>
+/// savepoint "<map name>",<x>,<y>
+int buildin_savepoint(struct script_state* st)
{
- int x,y;
+ int x;
+ int y;
short map;
- char *str;
+ char* str;
+ TBL_PC* sd;
- str=conv_str(st,& (st->stack->stack_data[st->start+2]));
- x=conv_num(st,& (st->stack->stack_data[st->start+3]));
- y=conv_num(st,& (st->stack->stack_data[st->start+4]));
+ sd = script_rid2sd(st);
+ if( sd == NULL )
+ return 0;// needs player attached
+
+ str = conv_str(st, script_getdata(st,2));
+ x = conv_num(st, script_getdata(st,3));
+ y = conv_num(st, script_getdata(st,4));
map = mapindex_name2id(str);
- if (map)
- pc_setsavepoint(script_rid2sd(st),map,x,y);
+ if( map )
+ pc_setsavepoint(sd, map, x, y);
+
return 0;
}