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Diffstat (limited to 'src/map/pc.c')
-rw-r--r--src/map/pc.c386
1 files changed, 219 insertions, 167 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index f332feea8..760519298 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -765,9 +765,9 @@ int pc_equippoint(struct map_session_data *sd,int n)
return 0; //Not equippable by players.
ep = sd->inventory_data[n]->equip;
- if (sd->inventory_data[n]->look == W_DAGGER
- || sd->inventory_data[n]->look == W_1HSWORD
- || sd->inventory_data[n]->look == W_1HAXE
+ if (sd->inventory_data[n]->subtype == W_DAGGER
+ || sd->inventory_data[n]->subtype == W_1HSWORD
+ || sd->inventory_data[n]->subtype == W_1HAXE
) {
if (pc->checkskill(sd,AS_LEFT) > 0
|| (sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN
@@ -794,9 +794,9 @@ int pc_item_equippoint(struct map_session_data *sd, struct item_data* id)
return 0; //Not equippable by players.
ep = id->equip;
- if (id->look == W_DAGGER ||
- id->look == W_1HSWORD ||
- id->look == W_1HAXE) {
+ if (id->subtype == W_DAGGER ||
+ id->subtype == W_1HSWORD ||
+ id->subtype == W_1HAXE) {
if (pc->checkskill(sd, AS_LEFT) > 0 ||
(sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN ||
(sd->job & MAPID_UPPERMASK) == MAPID_KAGEROUOBORO) {
@@ -829,40 +829,40 @@ int pc_calcweapontype(struct map_session_data *sd)
// single-hand
if(sd->weapontype2 == W_FIST) {
- sd->status.weapon = sd->weapontype1;
+ sd->weapontype = sd->weapontype1;
return 1;
}
if(sd->weapontype1 == W_FIST) {
- sd->status.weapon = sd->weapontype2;
+ sd->weapontype = sd->weapontype2;
return 1;
}
// dual-wield
- sd->status.weapon = 0;
+ sd->weapontype = W_FIST;
switch (sd->weapontype1){
case W_DAGGER:
switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
+ case W_DAGGER: sd->weapontype = W_DOUBLE_DD; break;
+ case W_1HSWORD: sd->weapontype = W_DOUBLE_DS; break;
+ case W_1HAXE: sd->weapontype = W_DOUBLE_DA; break;
}
break;
case W_1HSWORD:
switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
+ case W_DAGGER: sd->weapontype = W_DOUBLE_DS; break;
+ case W_1HSWORD: sd->weapontype = W_DOUBLE_SS; break;
+ case W_1HAXE: sd->weapontype = W_DOUBLE_SA; break;
}
break;
case W_1HAXE:
switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
+ case W_DAGGER: sd->weapontype = W_DOUBLE_DA; break;
+ case W_1HSWORD: sd->weapontype = W_DOUBLE_SA; break;
+ case W_1HAXE: sd->weapontype = W_DOUBLE_AA; break;
}
}
// unknown, default to right hand type
- if (!sd->status.weapon)
- sd->status.weapon = sd->weapontype1;
+ if (sd->weapontype == W_FIST)
+ sd->weapontype = sd->weapontype1;
return 2;
}
@@ -884,20 +884,30 @@ int pc_setequipindex(struct map_session_data *sd)
if(sd->status.inventory[i].equip & pc->equip_pos[j])
sd->equip_index[j] = i;
- if(sd->status.inventory[i].equip & EQP_HAND_R)
- {
- if(sd->inventory_data[i])
- sd->weapontype1 = sd->inventory_data[i]->look;
- else
- sd->weapontype1 = 0;
+ if (sd->status.inventory[i].equip & EQP_HAND_R) {
+ if (sd->inventory_data[i]) {
+ sd->weapontype1 = sd->inventory_data[i]->subtype;
+ sd->status.look.weapon = sd->inventory_data[i]->view_sprite;
+ } else {
+ sd->weapontype1 = W_FIST;
+ sd->status.look.weapon = 0;
+ }
}
- if( sd->status.inventory[i].equip & EQP_HAND_L )
- {
- if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
- sd->weapontype2 = sd->inventory_data[i]->look;
- else
- sd->weapontype2 = 0;
+ if (sd->status.inventory[i].equip & EQP_HAND_L) {
+ if (sd->inventory_data[i] != NULL) {
+ if (sd->inventory_data[i]->type == IT_WEAPON)
+ sd->weapontype2 = sd->inventory_data[i]->subtype;
+ else
+ sd->weapontype2 = W_FIST;
+ if (sd->inventory_data[i]->type == IT_ARMOR)
+ sd->has_shield = true;
+ else
+ sd->has_shield = false;
+ } else {
+ sd->weapontype2 = W_FIST;
+ sd->has_shield = false;
+ }
}
}
}
@@ -985,7 +995,7 @@ bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd
bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
{
int class, joblevel;
- unsigned int jobexp;
+ uint64 jobexp;
if( !pc->can_Adopt(p1_sd, p2_sd, b_sd) )
return false;
@@ -1088,13 +1098,13 @@ int pc_isequip(struct map_session_data *sd,int n)
return 1; //Can equip all helms
if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
- switch(item->look) { //In weapons, the look determines type of weapon.
- case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
- case W_1HSWORD: //All 1H swords
- case W_1HAXE: //All 1H Axes
- case W_MACE: //All 1H Maces
- case W_STAFF: //All 1H Staves
- return 1;
+ switch (item->subtype) { //In weapons, the look determines type of weapon.
+ case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
+ case W_1HSWORD: //All 1H swords
+ case W_1HAXE: //All 1H Axes
+ case W_MACE: //All 1H Maces
+ case W_STAFF: //All 1H Staves
+ return 1;
}
}
}
@@ -2488,7 +2498,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) {
}
switch (sd->state.lr_flag) {
case 2:
- switch (sd->status.weapon) {
+ switch (sd->weapontype) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
@@ -2555,7 +2565,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) {
case SP_ATTACKRANGE:
switch (sd->state.lr_flag) {
case 2:
- switch (sd->status.weapon) {
+ switch (sd->weapontype) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
@@ -5022,7 +5032,7 @@ int pc_isUseitem(struct map_session_data *sd,int n)
break;
}
// Upper third classes
- if ((item->class_upper & ITEMUPPER_THURDUPPER) != 0) {
+ if ((item->class_upper & ITEMUPPER_THIRDUPPER) != 0) {
if ((sd->job & JOBL_THIRD) != 0 && (sd->job & JOBL_UPPER) != 0)
break;
}
@@ -5942,11 +5952,11 @@ int pc_checkallowskill(struct map_session_data *sd)
status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
}
- if(sd->sc.data[SC_STRUP] && sd->status.weapon)
+ if(sd->sc.data[SC_STRUP] && sd->weapontype != W_FIST)
// Spurt requires bare hands (feet, in fact xD)
status_change_end(&sd->bl, SC_STRUP, INVALID_TIMER);
- if(sd->status.shield <= 0) { // Skills requiring a shield
+ if (!sd->has_shield) { // Skills requiring a shield
for (i = 0; i < ARRAYLENGTH(scs_list); i++)
if(sd->sc.data[scs_list[i]])
status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
@@ -6688,8 +6698,9 @@ int pc_follow(struct map_session_data *sd,int target_id) {
return 0;
}
-int pc_checkbaselevelup(struct map_session_data *sd) {
- unsigned int next = pc->nextbaseexp(sd);
+int pc_checkbaselevelup(struct map_session_data *sd)
+{
+ uint64 next = pc->nextbaseexp(sd);
nullpo_ret(sd);
if (!next || sd->status.base_exp < next)
@@ -6753,7 +6764,7 @@ void pc_baselevelchanged(struct map_session_data *sd) {
int pc_checkjoblevelup(struct map_session_data *sd)
{
- unsigned int next = pc->nextjobexp(sd);
+ uint64 next = pc->nextjobexp(sd);
nullpo_ret(sd);
if(!next || sd->status.job_exp < next)
@@ -6786,7 +6797,7 @@ int pc_checkjoblevelup(struct map_session_data *sd)
/**
* Alters EXP based on self bonuses that do not get shared with the party
**/
-void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src) {
+void pc_calcexp(struct map_session_data *sd, uint64 *base_exp, uint64 *job_exp, struct block_list *src) {
int buff_ratio = 0, buff_job_ratio = 0, race_ratio = 0, pk_ratio = 0;
int64 jexp, bexp;
@@ -6851,8 +6862,8 @@ void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned in
bexp += apply_percentrate64(bexp, buff_ratio, 100);
jexp += apply_percentrate64(jexp, buff_ratio + buff_job_ratio, 100);
- *job_exp = (unsigned int)cap_value(jexp, 1, UINT_MAX);
- *base_exp = (unsigned int)cap_value(bexp, 1, UINT_MAX);
+ *job_exp = cap_value(jexp, 1, UINT64_MAX);
+ *base_exp = cap_value(bexp, 1, UINT64_MAX);
}
/**
@@ -6861,9 +6872,10 @@ void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned in
* @param is_quest Used to let client know that the EXP was from a quest (clif->displayexp) PACKETVER >= 20091027
* @retval true success
**/
-bool pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool is_quest) {
- float nextbp=0, nextjp=0;
- unsigned int nextb=0, nextj=0;
+bool pc_gainexp(struct map_session_data *sd, struct block_list *src, uint64 base_exp, uint64 job_exp, bool is_quest)
+{
+ float nextbp = 0, nextjp = 0;
+ uint64 nextb = 0, nextj = 0;
nullpo_ret(sd);
if (sd->bl.prev == NULL || pc_isdead(sd))
@@ -6879,7 +6891,7 @@ bool pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned in
pc->calcexp(sd, &base_exp, &job_exp, src);
if (sd->status.guild_id > 0)
- base_exp -= guild->payexp(sd,base_exp);
+ base_exp -= guild->payexp(sd, base_exp);
nextb = pc->nextbaseexp(sd);
nextj = pc->nextjobexp(sd);
@@ -6890,16 +6902,16 @@ bool pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned in
if (nextj > 0)
nextjp = (float) job_exp / (float) nextj;
- if(battle_config.max_exp_gain_rate) {
+ if (battle_config.max_exp_gain_rate) {
if (nextbp > battle_config.max_exp_gain_rate/1000.) {
//Note that this value should never be greater than the original
//base_exp, therefore no overflow checks are needed. [Skotlex]
- base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
+ base_exp = (uint64)(battle_config.max_exp_gain_rate / 1000. * nextb);
if (sd->state.showexp)
nextbp = (float) base_exp / (float) nextb;
}
if (nextjp > battle_config.max_exp_gain_rate/1000.) {
- job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
+ job_exp = (uint64)(battle_config.max_exp_gain_rate / 1000. * nextj);
if (sd->state.showexp)
nextjp = (float) job_exp / (float) nextj;
}
@@ -6909,23 +6921,23 @@ bool pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned in
// Cap exp to the level up requirement of the previous level when you are at max level,
// otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex]
if (base_exp) {
- nextb = nextb?UINT_MAX:pc->thisbaseexp(sd);
- if(sd->status.base_exp > nextb - base_exp)
+ nextb = nextb ? UINT64_MAX : pc->thisbaseexp(sd);
+ if (sd->status.base_exp > nextb - base_exp)
sd->status.base_exp = nextb;
else
sd->status.base_exp += base_exp;
pc->checkbaselevelup(sd);
- clif->updatestatus(sd,SP_BASEEXP);
+ clif->updatestatus(sd, SP_BASEEXP);
}
if (job_exp) {
- nextj = nextj?UINT_MAX:pc->thisjobexp(sd);
- if(sd->status.job_exp > nextj - job_exp)
+ nextj = nextj ? UINT64_MAX : pc->thisjobexp(sd);
+ if (sd->status.job_exp > nextj - job_exp)
sd->status.job_exp = nextj;
else
sd->status.job_exp += job_exp;
pc->checkjoblevelup(sd);
- clif->updatestatus(sd,SP_JOBEXP);
+ clif->updatestatus(sd, SP_JOBEXP);
}
#if PACKETVER >= 20091027
@@ -6938,7 +6950,8 @@ bool pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned in
if(sd->state.showexp) {
char output[256];
sprintf(output,
- "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
+ "Experience Gained Base:%"PRIu64" (%.2f%%) Job:%"PRIu64" (%.2f%%)",
+ base_exp, nextbp * (float)100, job_exp, nextjp * (float)100);
clif_disp_onlyself(sd, output);
}
@@ -6963,7 +6976,7 @@ int pc_maxjoblv(const struct map_session_data *sd)
*------------------------------------------*/
//Base exp needed for next level.
-unsigned int pc_nextbaseexp(const struct map_session_data *sd)
+uint64 pc_nextbaseexp(const struct map_session_data *sd)
{
nullpo_ret(sd);
@@ -6974,7 +6987,7 @@ unsigned int pc_nextbaseexp(const struct map_session_data *sd)
}
//Base exp needed for this level.
-unsigned int pc_thisbaseexp(const struct map_session_data *sd)
+uint64 pc_thisbaseexp(const struct map_session_data *sd)
{
if (sd->status.base_level > pc->maxbaselv(sd) || sd->status.base_level <= 1)
return 0;
@@ -6990,7 +7003,7 @@ unsigned int pc_thisbaseexp(const struct map_session_data *sd)
*------------------------------------------*/
//Job exp needed for next level.
-unsigned int pc_nextjobexp(const struct map_session_data *sd)
+uint64 pc_nextjobexp(const struct map_session_data *sd)
{
nullpo_ret(sd);
@@ -7000,7 +7013,7 @@ unsigned int pc_nextjobexp(const struct map_session_data *sd)
}
//Job exp needed for this level.
-unsigned int pc_thisjobexp(const struct map_session_data *sd)
+uint64 pc_thisjobexp(const struct map_session_data *sd)
{
if (sd->status.job_level > pc->maxjoblv(sd) || sd->status.job_level <= 1)
return 0;
@@ -7948,9 +7961,9 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) {
// activate Steel body if a super novice dies at 99+% exp [celest]
if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) {
- unsigned int next = pc->nextbaseexp(sd);
+ uint64 next = pc->nextbaseexp(sd);
if( next == 0 ) next = pc->thisbaseexp(sd);
- if( get_percentage(sd->status.base_exp,next) >= 99 ) {
+ if (get_percentage64(sd->status.base_exp, next) >= 99) {
sd->state.snovice_dead_flag = 1;
pc->setstand(sd);
status_percent_heal(&sd->bl, 100, 100);
@@ -8135,9 +8148,9 @@ void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) {
/*==========================================
* script reading pc status registry
*------------------------------------------*/
-int pc_readparam(const struct map_session_data *sd, int type)
+int64 pc_readparam(const struct map_session_data *sd, int type)
{
- int val = 0;
+ int64 val = 0;
nullpo_ret(sd);
@@ -8288,7 +8301,7 @@ int pc_readparam(const struct map_session_data *sd, int type)
/*==========================================
* script set pc status registry
*------------------------------------------*/
-int pc_setparam(struct map_session_data *sd,int type,int val)
+int pc_setparam(struct map_session_data *sd, int type, int64 val)
{
int delta;
nullpo_ret(sd);
@@ -8303,7 +8316,7 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
stat += pc->gets_status_point(sd->status.base_level + i);
sd->status.status_point += stat;
}
- sd->status.base_level = val;
+ sd->status.base_level = (int32)val;
sd->status.base_exp = 0;
// clif->updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom
clif->updatestatus(sd, SP_NEXTBASEEXP);
@@ -8322,7 +8335,7 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
sd->status.skill_point += val - sd->status.job_level;
clif->updatestatus(sd, SP_SKILLPOINT);
}
- sd->status.job_level = val;
+ sd->status.job_level = (int32)val;
sd->status.job_exp = 0;
// clif->updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom
clif->updatestatus(sd, SP_NEXTJOBEXP);
@@ -8330,21 +8343,21 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
status_calc_pc(sd, SCO_FORCE);
break;
case SP_SKILLPOINT:
- sd->status.skill_point = val;
+ sd->status.skill_point = (int32)val;
break;
case SP_STATUSPOINT:
- sd->status.status_point = val;
+ sd->status.status_point = (int32)val;
break;
case SP_ZENY:
if( val < 0 )
return 0;// can't set negative zeny
- logs->zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
- sd->status.zeny = cap_value(val, 0, MAX_ZENY);
+ logs->zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value((int32)val, 0, MAX_ZENY)));
+ sd->status.zeny = cap_value((int32)val, 0, MAX_ZENY);
break;
case SP_BANKVAULT:
val = cap_value(val, 0, MAX_BANK_ZENY);
- delta = (val - sd->status.bank_vault);
- sd->status.bank_vault = val;
+ delta = ((int32)val - sd->status.bank_vault);
+ sd->status.bank_vault = (int32)val;
if (map->save_settings & 256) {
chrif->save(sd, 0); // send to char server
}
@@ -8370,16 +8383,16 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
break;
case SP_WEIGHT:
- sd->weight = val;
+ sd->weight = (int32)val;
break;
case SP_MAXWEIGHT:
- sd->max_weight = val;
+ sd->max_weight = (int32)val;
break;
case SP_HP:
- sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
+ sd->battle_status.hp = cap_value((int32)val, 1, (int)sd->battle_status.max_hp);
break;
case SP_MAXHP:
- sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);
+ sd->battle_status.max_hp = cap_value((int32)val, 1, battle_config.max_hp);
if( sd->battle_status.max_hp < sd->battle_status.hp )
{
@@ -8388,10 +8401,10 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
}
break;
case SP_SP:
- sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
+ sd->battle_status.sp = cap_value((int32)val, 0, (int)sd->battle_status.max_sp);
break;
case SP_MAXSP:
- sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);
+ sd->battle_status.max_sp = cap_value((int32)val, 1, battle_config.max_sp);
if( sd->battle_status.max_sp < sd->battle_status.sp )
{
@@ -8430,28 +8443,28 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
}
return 1; // status_change_start/status_change_end already sends packets warning the client
case SP_FAME:
- sd->status.fame = val;
+ sd->status.fame = (int32)val;
break;
case SP_KILLERRID:
- sd->killerrid = val;
+ sd->killerrid = (int32)val;
return 1;
case SP_KILLEDRID:
- sd->killedrid = val;
+ sd->killedrid = (int32)val;
return 1;
case SP_SLOTCHANGE:
- sd->status.slotchange = val;
+ sd->status.slotchange = (int32)val;
return 1;
case SP_CHARRENAME:
- sd->status.rename = val;
+ sd->status.rename = (int32)val;
return 1;
case SP_MOD_EXP:
- sd->status.mod_exp = val;
+ sd->status.mod_exp = (int32)val;
return 1;
case SP_MOD_DROP:
- sd->status.mod_drop = val;
+ sd->status.mod_drop = (int32)val;
return 1;
case SP_MOD_DEATH:
- sd->status.mod_death = val;
+ sd->status.mod_death = (int32)val;
return 1;
default:
ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type);
@@ -8825,10 +8838,10 @@ int pc_equiplookall(struct map_session_data *sd)
clif->changelook(&sd->bl,LOOK_WEAPON,0);
clif->changelook(&sd->bl,LOOK_SHOES,0);
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- clif->changelook(&sd->bl,LOOK_ROBE, sd->status.robe);
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
return 0;
}
@@ -8844,7 +8857,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
case LOOK_BASE:
status->set_viewdata(&sd->bl, val);
clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class);
- clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon);
if (sd->vd.cloth_color)
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
if (sd->vd.body_style)
@@ -8863,16 +8876,16 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
}
break;
case LOOK_WEAPON:
- sd->status.weapon=val;
+ sd->status.look.weapon = val;
break;
case LOOK_HEAD_BOTTOM:
- sd->status.head_bottom=val;
+ sd->status.look.head_bottom = val;
break;
case LOOK_HEAD_TOP:
- sd->status.head_top=val;
+ sd->status.look.head_top = val;
break;
case LOOK_HEAD_MID:
- sd->status.head_mid=val;
+ sd->status.look.head_mid = val;
break;
case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
@@ -8890,12 +8903,12 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
sd->status.clothes_color=val;
break;
case LOOK_SHIELD:
- sd->status.shield=val;
+ sd->status.look.shield = val;
break;
case LOOK_SHOES:
break;
case LOOK_ROBE:
- sd->status.robe = val;
+ sd->status.look.robe = val;
break;
case LOOK_BODY2:
val = cap_value(val, MIN_BODY_STYLE, MAX_BODY_STYLE);
@@ -9757,83 +9770,91 @@ void pc_equipitem_pos(struct map_session_data *sd, struct item_data *id, int n,
nullpo_retv(sd);
if ((!map_no_view(sd->bl.m,EQP_SHADOW_WEAPON) && pos & EQP_SHADOW_WEAPON) ||
(pos & EQP_HAND_R)) {
- if(id)
- sd->weapontype1 = id->look;
- else
- sd->weapontype1 = 0;
+ if (id != NULL) {
+ sd->weapontype1 = id->subtype;
+ sd->status.look.weapon = id->view_sprite;
+ } else {
+ sd->weapontype1 = W_FIST;
+ sd->status.look.weapon = 0;
+ }
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon);
}
if ((!map_no_view(sd->bl.m,EQP_SHADOW_SHIELD) && pos & EQP_SHADOW_SHIELD) ||
(pos & EQP_HAND_L)) {
- if (id) {
- if(id->type == IT_WEAPON) {
- sd->status.shield = 0;
- sd->weapontype2 = id->look;
- } else if(id->type == IT_ARMOR) {
- sd->status.shield = id->look;
- sd->weapontype2 = 0;
+ if (id != NULL) {
+ if (id->type == IT_WEAPON) {
+ sd->has_shield = false;
+ sd->status.look.shield = 0;
+ sd->weapontype2 = id->subtype;
+ } else if (id->type == IT_ARMOR) {
+ sd->has_shield = true;
+ sd->status.look.shield = id->view_sprite;
+ sd->weapontype2 = W_FIST;
}
- } else
- sd->status.shield = sd->weapontype2 = 0;
+ } else {
+ sd->has_shield = false;
+ sd->status.look.shield = 0;
+ sd->weapontype2 = W_FIST;
+ }
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ clif->changelook(&sd->bl, LOOK_SHIELD, sd->status.look.shield);
}
//Added check to prevent sending the same look on multiple slots ->
//causes client to redraw item on top of itself. (suggested by Lupus)
if (!map_no_view(sd->bl.m,EQP_HEAD_LOW) && pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
- sd->status.head_bottom = id->look;
+ sd->status.look.head_bottom = id->view_sprite;
else
- sd->status.head_bottom = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (!map_no_view(sd->bl.m,EQP_HEAD_TOP) && pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
if (id)
- sd->status.head_top = id->look;
+ sd->status.look.head_top = id->view_sprite;
else
- sd->status.head_top = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (!map_no_view(sd->bl.m,EQP_HEAD_MID) && pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
if (id && !(pos&EQP_HEAD_TOP))
- sd->status.head_mid = id->look;
+ sd->status.look.head_mid = id->view_sprite;
else
- sd->status.head_mid = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_TOP) && pos & EQP_COSTUME_HEAD_TOP) {
if (id){
- sd->status.head_top = id->look;
+ sd->status.look.head_top = id->view_sprite;
} else
- sd->status.head_top = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_MID) && pos & EQP_COSTUME_HEAD_MID) {
if(id && !(pos&EQP_HEAD_TOP)){
- sd->status.head_mid = id->look;
+ sd->status.look.head_mid = id->view_sprite;
} else
- sd->status.head_mid = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_LOW) && pos & EQP_COSTUME_HEAD_LOW) {
if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
- sd->status.head_bottom = id->look;
+ sd->status.look.head_bottom = id->view_sprite;
} else
- sd->status.head_bottom = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (!map_no_view(sd->bl.m,EQP_SHOES) && pos & EQP_SHOES)
clif->changelook(&sd->bl,LOOK_SHOES,0);
if (!map_no_view(sd->bl.m,EQP_GARMENT) && pos&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
- sd->status.robe = id ? id->look : 0;
- clif->changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
+ sd->status.look.robe = id ? id->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_GARMENT) && pos & EQP_COSTUME_GARMENT) {
- sd->status.robe = id ? id->look : 0;
- clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
+ sd->status.look.robe = id ? id->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
}
}
@@ -9987,57 +10008,59 @@ void pc_unequipitem_pos(struct map_session_data *sd, int n, int pos)
{
nullpo_retv(sd);
if (pos & EQP_HAND_R) {
- sd->weapontype1 = 0;
- sd->status.weapon = sd->weapontype2;
+ sd->weapontype1 = W_FIST;
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ sd->status.look.weapon = 0;
+ clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon);
if (!battle_config.dancing_weaponswitch_fix)
status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing.
}
if (pos & EQP_HAND_L) {
- sd->status.shield = sd->weapontype2 = 0;
+ sd->has_shield = false;
+ sd->status.look.shield = 0;
+ sd->weapontype2 = W_FIST;
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ clif->changelook(&sd->bl, LOOK_SHIELD, sd->status.look.shield);
}
if (pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
- sd->status.head_bottom = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
- sd->status.head_top = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
- sd->status.head_mid = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (pos & EQP_COSTUME_HEAD_TOP) {
- sd->status.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->look : 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (pos & EQP_COSTUME_HEAD_MID) {
- sd->status.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->look : 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (pos & EQP_COSTUME_HEAD_LOW) {
- sd->status.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->look : 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (pos & EQP_SHOES)
clif->changelook(&sd->bl,LOOK_SHOES,0);
if (pos & EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
- sd->status.robe = 0;
+ sd->status.look.robe = 0;
clif->changelook(&sd->bl, LOOK_ROBE, 0);
}
if (pos & EQP_COSTUME_GARMENT) {
- sd->status.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->look : 0;
- clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
+ sd->status.look.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
}
}
@@ -10091,7 +10114,7 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
clif->unequipitemack(sd, n, pos, UIA_SUCCESS);
if ((pos & EQP_ARMS) &&
- sd->weapontype1 == 0 && sd->weapontype2 == 0 && (sd->sc.data[SC_TK_SEVENWIND] == 0 || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
+ sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST && (sd->sc.data[SC_TK_SEVENWIND] == NULL || sd->sc.data[SC_ASPERSIO] != NULL)) //Check for seven wind (but not level seven!)
skill->enchant_elemental_end(&sd->bl, -1);
if (pos & EQP_ARMOR) {
@@ -10968,6 +10991,35 @@ int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
return i;
}
+int pc_split_atoui64(char* str, uint64* val, char sep, int max)
+{
+ static int warning=0;
+ int i,j;
+ nullpo_ret(val);
+ for (i=0; i<max; i++) {
+ double f;
+ if (!str) break;
+ f = atof(str);
+ if (f < 0)
+ val[i] = 0;
+ else if (f > UINT64_MAX) {
+ val[i] = UINT64_MAX;
+ if (!warning) {
+ warning = 1;
+ ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %"PRIu64"\n", UINT64_MAX);
+ }
+ } else
+ val[i] = (uint64)f;
+ str = strchr(str,sep);
+ if (str)
+ *str++=0;
+ }
+ //Zero up the remaining.
+ for(j=i; j < max; j++)
+ val[j] = 0;
+ return i;
+}
+
/**
* Parses the skill tree config file.
*
@@ -11275,7 +11327,7 @@ int pc_readdb(void) {
count++;
job = jobs[0] = pc->class2idx(job_id);
//We send one less and then one more because the last entry in the exp array should hold 0.
- pc->max_level[job][type] = pc_split_atoui(split[3], pc->exp_table[job][type],',',maxlv-1)+1;
+ pc->max_level[job][type] = pc_split_atoui64(split[3], pc->exp_table[job][type], ',', maxlv - 1) + 1;
//Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
//The reasoning behind the -2 is this... if the max level is 5, then the array
//should look like this:
@@ -11912,7 +11964,7 @@ bool pc_process_chat_message(struct map_session_data *sd, const char *message)
*/
void pc_check_supernovice_call(struct map_session_data *sd, const char *message)
{
- unsigned int next = pc->nextbaseexp(sd);
+ uint64 next = pc->nextbaseexp(sd);
int percent = 0;
nullpo_retv(sd);