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-rw-r--r--src/map/itemdb.h3
-rw-r--r--src/map/script.c171
2 files changed, 113 insertions, 61 deletions
diff --git a/src/map/itemdb.h b/src/map/itemdb.h
index 35cd154cb..0ab6ef65b 100644
--- a/src/map/itemdb.h
+++ b/src/map/itemdb.h
@@ -454,7 +454,6 @@ struct item_data {
uint16 nameid;
char name[ITEM_NAME_LENGTH],jname[ITEM_NAME_LENGTH];
- //Do not add stuff between value_buy and view_id (see how getiteminfo works)
int value_buy;
int value_sell;
int type;
@@ -474,8 +473,6 @@ struct item_data {
int elvmax;/* maximum level for this item */
int delay;
-//Lupus: I rearranged order of these fields due to compatibility with ITEMINFO script command
-// some script commands should be revised as well...
uint64 class_base[3]; ///< Specifies if the base can wear this item (split in 3 indexes per type: 1-1, 2-1, 2-2)
unsigned class_upper : 6; ///< Specifies if the upper-type can equip it (bitfield, 0x01: normal, 0x02: upper, 0x04: baby normal, 0x08: third normal, 0x10: third upper, 0x20: third baby)
struct {
diff --git a/src/map/script.c b/src/map/script.c
index ff6263b4b..914bee75c 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->look);
+ 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->look = 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;
}