diff options
Diffstat (limited to 'src/map/script.c')
-rw-r--r-- | src/map/script.c | 239 |
1 files changed, 175 insertions, 64 deletions
diff --git a/src/map/script.c b/src/map/script.c index 8722fcdbe..7dcebd6f6 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -13982,43 +13982,70 @@ BUILDIN(getitemslots) return true; } -// TODO: add matk here if needed/once we get rid of RENEWAL +// TODO: add matk here if needed /*========================================== * Returns some values of an item [Lupus] * Price, Weight, etc... - * getiteminfo(itemID,n), where n - * 0 value_buy; - * 1 value_sell; - * 2 type; - * 3 maxchance = Max drop chance of this item e.g. 1 = 0.01% , etc.. - * if = 0, then monsters don't drop it at all (rare or a quest item) - * if = -1, then this item is sold in NPC shops only - * 4 sex; - * 5 equip; - * 6 weight; - * 7 atk; - * 8 def; - * 9 range; - * 10 slot; - * 11 look; - * 12 elv; - * 13 wlv; - * 14 view id *------------------------------------------*/ BUILDIN(getiteminfo) { - int item_id,n; - struct item_data *i_data; + int item_id = script_getnum(st, 2); + int n = script_getnum(st, 3); + struct item_data *it = itemdb->exists(item_id); - item_id = script_getnum(st,2); - n = script_getnum(st,3); - i_data = itemdb->exists(item_id); + if (it == NULL) { + script_pushint(st, -1); + return true; + } - if (i_data && n>=0 && n<=14) { - int *item_arr = (int*)&i_data->value_buy; - script_pushint(st,item_arr[n]); - } else { + switch (n) { + case 0: + script_pushint(st, it->value_buy); + break; + case 1: + script_pushint(st, it->value_sell); + break; + case 2: + script_pushint(st, it->type); + break; + case 3: + script_pushint(st, it->maxchance); + break; + case 4: + script_pushint(st, it->sex); + break; + case 5: + script_pushint(st, it->equip); + break; + case 6: + script_pushint(st, it->weight); + break; + case 7: + script_pushint(st, it->atk); + break; + case 8: + script_pushint(st, it->def); + break; + case 9: + script_pushint(st, it->range); + break; + case 10: + script_pushint(st, it->slot); + break; + case 11: + script_pushint(st, it->subtype); + break; + case 12: + script_pushint(st, it->elv); + break; + case 13: + script_pushint(st, it->wlv); + break; + case 14: + script_pushint(st, it->view_id); + break; + default: script_pushint(st,-1); } return true; @@ -14211,43 +14238,71 @@ BUILDIN(setequipoption) /*========================================== * Set some values of an item [Lupus] * Price, Weight, etc... - * setiteminfo(itemID,n,Value), where n - * 0 value_buy; - * 1 value_sell; - * 2 type; - * 3 maxchance = Max drop chance of this item e.g. 1 = 0.01% , etc.. - * if = 0, then monsters don't drop it at all (rare or a quest item) - * if = -1, then this item is sold in NPC shops only - * 4 sex; - * 5 equip; - * 6 weight; - * 7 atk; - * 8 def; - * 9 range; - * 10 slot; - * 11 look; - * 12 elv; - * 13 wlv; - * 14 view id - * Returns Value or -1 if the wrong field's been set *------------------------------------------*/ BUILDIN(setiteminfo) { - int item_id,n,value; - struct item_data *i_data; + // TODO: Validate data in a similar way as during database load + int item_id = script_getnum(st, 2); + int n = script_getnum(st, 3); + int value = script_getnum(st,4); + struct item_data *it = itemdb->exists(item_id); - item_id = script_getnum(st,2); - n = script_getnum(st,3); - value = script_getnum(st,4); - i_data = itemdb->exists(item_id); + if (it == NULL) { + script_pushint(st, -1); + return true; + } - if (i_data && n>=0 && n<=14) { - int *item_arr = (int*)&i_data->value_buy; - item_arr[n] = value; - script_pushint(st,value); - } else { + switch (n) { + case 0: + it->value_buy = value; + break; + case 1: + it->value_sell = value; + break; + case 2: + it->type = value; + break; + case 3: + it->maxchance = value; + break; + case 4: + it->sex = value; + break; + case 5: + it->equip = value; + break; + case 6: + it->weight = value; + break; + case 7: + it->atk = value; + break; + case 8: + it->def = value; + break; + case 9: + it->range = value; + break; + case 10: + it->slot = value; + break; + case 11: + it->subtype = value; + break; + case 12: + it->elv = value; + break; + case 13: + it->wlv = value; + break; + case 14: + it->view_id = value; + break; + default: script_pushint(st,-1); + return true; } + script_pushint(st,value); return true; } @@ -15464,15 +15519,15 @@ BUILDIN(getlook) type=script_getnum(st,2); switch(type) { case LOOK_HAIR: val = sd->status.hair; break; //1 - case LOOK_WEAPON: val = sd->status.weapon; break; //2 - case LOOK_HEAD_BOTTOM: val = sd->status.head_bottom; break; //3 - case LOOK_HEAD_TOP: val = sd->status.head_top; break; //4 - case LOOK_HEAD_MID: val = sd->status.head_mid; break; //5 + case LOOK_WEAPON: val = sd->status.look.weapon; break; //2 + case LOOK_HEAD_BOTTOM: val = sd->status.look.head_bottom; break; //3 + case LOOK_HEAD_TOP: val = sd->status.look.head_top; break; //4 + case LOOK_HEAD_MID: val = sd->status.look.head_mid; break; //5 case LOOK_HAIR_COLOR: val = sd->status.hair_color; break; //6 case LOOK_CLOTHES_COLOR: val = sd->status.clothes_color; break; //7 - case LOOK_SHIELD: val = sd->status.shield; break; //8 + case LOOK_SHIELD: val = sd->status.look.shield; break; //8 case LOOK_SHOES: break; //9 - case LOOK_ROBE: val = sd->status.robe; break; //12 + case LOOK_ROBE: val = sd->status.look.robe; break; //12 case LOOK_BODY2: val=sd->status.body; break; //13 } @@ -24404,6 +24459,15 @@ void script_hardcoded_constants(void) script->set_constant("EQP_SHADOW_SHOES", EQP_SHADOW_SHOES, false, false); script->set_constant("EQP_SHADOW_ACC_R", EQP_SHADOW_ACC_R, false, false); script->set_constant("EQP_SHADOW_ACC_L", EQP_SHADOW_ACC_L, false, false); + // Synonyms and combined values + script->set_constant("EQP_WEAPON", EQP_WEAPON, false, false); + script->set_constant("EQP_SHIELD", EQP_SHIELD, false, false); + script->set_constant("EQP_ARMS", EQP_ARMS, false, false); + script->set_constant("EQP_HELM", EQP_HELM, false, false); + script->set_constant("EQP_ACC", EQP_ACC, false, false); + script->set_constant("EQP_COSTUME", EQP_COSTUME, false, false); + script->set_constant("EQP_SHADOW_ACC", EQP_SHADOW_ACC, false, false); + script->set_constant("EQP_SHADOW_ARMS", EQP_SHADOW_ARMS, false, false); script->constdb_comment("Item Option Types"); script->set_constant("IT_OPT_INDEX", IT_OPT_INDEX, false, false); @@ -24480,6 +24544,53 @@ void script_hardcoded_constants(void) script->set_constant("DATATYPE_VAR", DATATYPE_VAR, false, false); script->set_constant("DATATYPE_LABEL", DATATYPE_LABEL, false, false); + script->constdb_comment("Item Subtypes (Weapon types)"); + script->set_constant("W_FIST", W_FIST, false, false); + script->set_constant("W_DAGGER", W_DAGGER, false, false); + script->set_constant("W_1HSWORD", W_1HSWORD, false, false); + script->set_constant("W_2HSWORD", W_2HSWORD, false, false); + script->set_constant("W_1HSPEAR", W_1HSPEAR, false, false); + script->set_constant("W_2HSPEAR", W_2HSPEAR, false, false); + script->set_constant("W_1HAXE", W_1HAXE, false, false); + script->set_constant("W_2HAXE", W_2HAXE, false, false); + script->set_constant("W_MACE", W_MACE, false, false); + script->set_constant("W_2HMACE", W_2HMACE, false, false); + script->set_constant("W_STAFF", W_STAFF, false, false); + script->set_constant("W_BOW", W_BOW, false, false); + script->set_constant("W_KNUCKLE", W_KNUCKLE, false, false); + script->set_constant("W_MUSICAL", W_MUSICAL, false, false); + script->set_constant("W_WHIP", W_WHIP, false, false); + script->set_constant("W_BOOK", W_BOOK, false, false); + script->set_constant("W_KATAR", W_KATAR, false, false); + script->set_constant("W_REVOLVER", W_REVOLVER, false, false); + script->set_constant("W_RIFLE", W_RIFLE, false, false); + script->set_constant("W_GATLING", W_GATLING, false, false); + script->set_constant("W_SHOTGUN", W_SHOTGUN, false, false); + script->set_constant("W_GRENADE", W_GRENADE, false, false); + script->set_constant("W_HUUMA", W_HUUMA, false, false); + script->set_constant("W_2HSTAFF", W_2HSTAFF, false, false); + + script->constdb_comment("Item Subtypes (Ammunition types)"); + script->set_constant("A_ARROW", A_ARROW, false, false); + script->set_constant("A_DAGGER", A_DAGGER, false, false); + script->set_constant("A_BULLET", A_BULLET, false, false); + script->set_constant("A_SHELL", A_SHELL, false, false); + script->set_constant("A_GRENADE", A_GRENADE, false, false); + script->set_constant("A_SHURIKEN", A_SHURIKEN, false, false); + script->set_constant("A_KUNAI", A_KUNAI, false, false); + script->set_constant("A_CANNONBALL", A_CANNONBALL, false, false); + script->set_constant("A_THROWWEAPON", A_THROWWEAPON, false, false); + + script->constdb_comment("Item Upper Masks"); + script->set_constant("ITEMUPPER_NONE", ITEMUPPER_NONE, false, false); + script->set_constant("ITEMUPPER_NORMAL", ITEMUPPER_NORMAL, false, false); + script->set_constant("ITEMUPPER_UPPER", ITEMUPPER_UPPER, false, false); + script->set_constant("ITEMUPPER_BABY", ITEMUPPER_BABY, false, false); + script->set_constant("ITEMUPPER_THIRD", ITEMUPPER_THIRD, false, false); + script->set_constant("ITEMUPPER_THIRDUPPER", ITEMUPPER_THIRDUPPER, false, false); + script->set_constant("ITEMUPPER_THIRDBABY", ITEMUPPER_THIRDBABY, false, false); + script->set_constant("ITEMUPPER_ALL", ITEMUPPER_ALL, false, false); + script->constdb_comment("Renewal"); #ifdef RENEWAL script->set_constant("RENEWAL", 1, false, false); |