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-rw-r--r--Changelog-Trunk.txt4
-rw-r--r--src/map/pc.c6
-rw-r--r--src/map/pc.h3
-rw-r--r--src/map/skill.c3
-rw-r--r--src/map/status.c4
5 files changed, 15 insertions, 5 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 5e018e51f..f1fc39d82 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,10 @@ 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.
2006/07/20
+ * Added pc_check_weapontype to do a proper skill weapon check that takes
+ into account dual-wielding. That is, if a skill can be used with
+ daggers/axes, you'll be able to use the skill when dual-wielding them.
+ [Skotlex]
* Corrected Cloaking level 1-2 not letting you move across walls. [Skotlex]
* updated cloaking code so that when you set "enable cloaking without
walls", the code will consider you as "always next to a wall", thus you get
diff --git a/src/map/pc.c b/src/map/pc.c
index cfb3d86b7..75fc34b7e 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -3474,8 +3474,10 @@ int pc_checkallowskill(struct map_session_data *sd)
for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++)
{ // Skills requiring specific weapon types
- if(sd->sc.data[scw_list[i]].timer!=-1 && !(skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])&(1<<sd->status.weapon)))
- status_change_end(&sd->bl,scw_list[i],-1);
+ if(sd->sc.data[scw_list[i]].timer!=-1 &&
+ !pc_check_weapontype(sd,
+ skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])))
+ status_change_end(&sd->bl,scw_list[i],-1);
}
if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
diff --git a/src/map/pc.h b/src/map/pc.h
index b6d34a873..056aeb401 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -97,6 +97,9 @@ enum {
#define pc_stop_attack(sd) { if (sd->ud.attacktimer!=-1) { unit_stop_attack(&sd->bl); sd->ud.target = 0; } }
#define pc_stop_walking(sd, type) { if (sd->ud.walktimer!=-1) unit_stop_walking(&sd->bl, type); }
+//Weapon check considering dual wielding.
+#define pc_check_weapontype(sd, type) ((type)&((sd)->status.weapon < MAX_WEAPON_TYPE? \
+ 1<<(sd)->status.weapon:(1<<(sd)->weapontype1)|(1<<(sd)->weapontype2)))
//Checks if the given class value corresponds to a player class. [Skotlex]
#define pcdb_checkid(class_) (class_ <= JOB_XMAS || (class_ >= JOB_NOVICE_HIGH && class_ <= JOB_SOUL_LINKER))
diff --git a/src/map/skill.c b/src/map/skill.c
index 47500b7e8..34047b582 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -8362,7 +8362,8 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
clif_skill_fail(sd,skill,5,0);
return 0;
}
- if(!(weapon & (1<<sd->status.weapon) ) ) {
+
+ if(!pc_check_weapontype(sd,weapon)) {
clif_skill_fail(sd,skill,6,0);
return 0;
}
diff --git a/src/map/status.c b/src/map/status.c
index ab0ccb0f0..8d24827ff 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -4397,7 +4397,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
break;
case SC_ADRENALINE:
- if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
+ if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
return 0;
if (sc->data[SC_QUAGMIRE].timer!=-1 ||
sc->data[SC_DONTFORGETME].timer!=-1 ||
@@ -4406,7 +4406,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
return 0;
break;
case SC_ADRENALINE2:
- if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
+ if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
return 0;
if (sc->data[SC_QUAGMIRE].timer!=-1 ||
sc->data[SC_DONTFORGETME].timer!=-1 ||