summaryrefslogtreecommitdiff
path: root/src/map/pc.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/map/pc.c')
-rw-r--r--src/map/pc.c164
1 files changed, 119 insertions, 45 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index 90282209b..5faadf76a 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -1605,58 +1605,56 @@ static void pc_calc_skilltree_clear(struct map_session_data *sd)
*------------------------------------------*/
static int pc_calc_skilltree(struct map_session_data *sd)
{
- int i,id=0,flag;
- int class = 0, classidx = 0;
-
nullpo_ret(sd);
- i = pc->calc_skilltree_normalize_job(sd);
- class = pc->mapid2jobid(i, sd->status.sex);
+ uint32 job = pc->calc_skilltree_normalize_job(sd);
+ int class = pc->mapid2jobid(job, sd->status.sex);
if (class == -1) {
//Unable to normalize job??
- ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
+ ShowError("pc_calc_skilltree: Unable to normalize job %u for character %s (%d:%d)\n", job, sd->status.name, sd->status.account_id, sd->status.char_id);
return 1;
}
- classidx = pc->class2idx(class);
+ int classidx = pc->class2idx(class);
pc->calc_skilltree_clear(sd);
- for (i = 0; i < MAX_SKILL_DB; i++) {
- if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
- { // Restore original level of skills after deleting earned skills.
+ for (int i = 0; i < MAX_SKILL_DB; i++) {
+ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
+ // Restore original level of skills after deleting earned skills.
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
}
- if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill->dbs->db[i].nameid >= DC_HUMMING && skill->dbs->db[i].nameid <= DC_SERVICEFORYOU )
- { //Enable Bard/Dancer spirit linked skills.
- if (sd->status.sex) {
- // Link dancer skills to bard.
- if (i < 8) {
- Assert_report(i >= 8);
- continue;
- }
- if (sd->status.skill[i-8].lv < 10)
- continue;
- sd->status.skill[i].id = skill->dbs->db[i].nameid;
- sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
- sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
+ if (sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER
+ && ((skill->dbs->db[i].nameid >= BA_WHISTLE && skill->dbs->db[i].nameid <= BA_APPLEIDUN)
+ || (skill->dbs->db[i].nameid >= DC_HUMMING && skill->dbs->db[i].nameid <= DC_SERVICEFORYOU))
+ ) {
+ //Enable Bard/Dancer spirit linked skills.
+ int linked_nameid = skill->get_linked_song_dance_id(skill->dbs->db[i].nameid);
+ if (linked_nameid == 0) {
+ Assert_report("Linked bard/dance skill not found");
+ continue;
+ }
+ int copy_from_index;
+ int copy_to_index;
+ if (sd->status.sex == SEX_MALE && skill->dbs->db[i].nameid >= BA_WHISTLE && skill->dbs->db[i].nameid <= BA_APPLEIDUN) {
+ copy_from_index = i;
+ copy_to_index = skill->get_index(linked_nameid);
} else {
- // Link bard skills to dancer.
- if (i < 8) {
- Assert_report(i >= 8);
- continue;
- }
- if (sd->status.skill[i].lv < 10)
- continue;
- sd->status.skill[i-8].id = skill->dbs->db[i-8].nameid;
- sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
- sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
+ copy_from_index = skill->get_index(linked_nameid);
+ copy_to_index = i;
}
+ if (copy_from_index < copy_to_index)
+ continue; // Copy only after the source skill has been filled into the tree
+ if (sd->status.skill[copy_from_index].lv < 10)
+ continue; // Copy only if the linked skill has been mastered
+ sd->status.skill[copy_to_index].id = skill->dbs->db[copy_to_index].nameid;
+ sd->status.skill[copy_to_index].lv = sd->status.skill[copy_from_index].lv; // Set the level to the same as the linking skill
+ sd->status.skill[copy_to_index].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
}
}
if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
- for (i = 0; i < MAX_SKILL_DB; i++) {
+ for (int i = 0; i < MAX_SKILL_DB; i++) {
switch(skill->dbs->db[i].nameid) {
/**
* Dummy skills must be added here otherwise they'll be displayed in the,
@@ -1688,9 +1686,11 @@ static int pc_calc_skilltree(struct map_session_data *sd)
return 0;
}
+ bool changed = false;
do {
- flag = 0;
- for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
+ changed = false;
+ int id;
+ for (int i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
int idx = pc->skill_tree[classidx][i].idx;
bool satisfied = true;
if (sd->status.skill[idx].id > 0)
@@ -1740,10 +1740,10 @@ static int pc_calc_skilltree(struct map_session_data *sd)
sd->status.skill[idx].lv = 1; // need to manually specify a skill level
sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
}
- flag = 1; // skill list has changed, perform another pass
+ changed = true; // skill list has changed, perform another pass
}
}
- } while(flag);
+ } while (changed);
pc->calc_skilltree_bonus(sd, classidx);
@@ -4206,7 +4206,7 @@ static int pc_skill(struct map_session_data *sd, int id, int level, int flag)
if( sd->status.skill[index].id == id ) {
if( sd->status.skill[index].lv >= level )
return 0;
- if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
+ if (sd->status.skill[index].flag == SKILL_FLAG_PERMANENT) // Non-granted skill, store its level.
sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv;
} else {
sd->status.skill[index].id = id;
@@ -7568,7 +7568,7 @@ static int pc_allskillup(struct map_session_data *sd)
nullpo_ret(sd);
for (i = 0; i < MAX_SKILL_DB; i++) {
- if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
+ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
if (sd->status.skill[i].lv == 0)
@@ -8325,7 +8325,7 @@ static int pc_dead(struct map_session_data *sd, struct block_list *src)
base_penalty *= 2;
if (sd->status.mod_death != 100)
- base_penalty *= sd->status.mod_death / 100;
+ base_penalty = base_penalty * sd->status.mod_death / 100;
sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
clif->updatestatus(sd, SP_BASEEXP);
@@ -8350,7 +8350,7 @@ static int pc_dead(struct map_session_data *sd, struct block_list *src)
job_penalty *= 2;
if (sd->status.mod_death != 100)
- job_penalty *= sd->status.mod_death / 100;
+ job_penalty = job_penalty * sd->status.mod_death / 100;
sd->status.job_exp -= min(sd->status.job_exp, job_penalty);
clif->updatestatus(sd, SP_JOBEXP);
@@ -9288,6 +9288,72 @@ static int pc_changelook(struct map_session_data *sd, int type, int val)
return 0;
}
+/**
+ * Hides a character.
+ *
+ * @param sd The character to hide.
+ * @param show_msg Whether to show message to the character or not.
+ *
+ **/
+static void pc_hide(struct map_session_data *sd, bool show_msg)
+{
+ nullpo_retv(sd);
+
+ clif->clearunit_area(&sd->bl, CLR_OUTSIGHT);
+ sd->sc.option |= OPTION_INVISIBLE;
+ sd->vd.class = INVISIBLE_CLASS;
+
+ if (show_msg)
+ clif->message(sd->fd, atcommand->msgsd(sd, 11)); // Invisible: On
+
+ // Decrement the number of pvp players on the map.
+ map->list[sd->bl.m].users_pvp--;
+
+ if (map->list[sd->bl.m].flag.pvp != 0 && map->list[sd->bl.m].flag.pvp_nocalcrank == 0
+ && sd->pvp_timer != INVALID_TIMER) { // Unregister the player for ranking.
+ timer->delete(sd->pvp_timer, pc->calc_pvprank_timer);
+ sd->pvp_timer = INVALID_TIMER;
+ }
+
+ clif->changeoption(&sd->bl);
+}
+
+/**
+ * Unhides a character.
+ *
+ * @param sd The character to unhide.
+ * @param show_msg Whether to show message to the character or not.
+ *
+ **/
+static void pc_unhide(struct map_session_data *sd, bool show_msg)
+{
+ nullpo_retv(sd);
+
+ sd->sc.option &= ~OPTION_INVISIBLE;
+
+ if (sd->disguise != -1)
+ status->set_viewdata(&sd->bl, sd->disguise);
+ else
+ status->set_viewdata(&sd->bl, sd->status.class);
+
+ if (show_msg)
+ clif->message(sd->fd, atcommand->msgsd(sd, 10)); // Invisible: Off
+
+ // Increment the number of pvp players on the map.
+ map->list[sd->bl.m].users_pvp++;
+
+ if (map->list[sd->bl.m].flag.pvp != 0 && map->list[sd->bl.m].flag.pvp_nocalcrank == 0) // Register the player for ranking.
+ sd->pvp_timer = timer->add(timer->gettick() + 200, pc->calc_pvprank_timer, sd->bl.id, 0);
+
+ // bugreport:2266
+ map->foreachinmovearea(clif->insight, &sd->bl, AREA_SIZE, sd->bl.x, sd->bl.y, BL_ALL, &sd->bl);
+
+ if (sd->disguise != -1)
+ clif->spawn_unit(&sd->bl, AREA_WOS);
+
+ clif->changeoption(&sd->bl);
+}
+
/*==========================================
* Give an option (type) to player (sd) and display it to client
*------------------------------------------*/
@@ -9299,7 +9365,13 @@ static int pc_setoption(struct map_session_data *sd, int type)
//Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
sd->sc.option=type;
- clif->changeoption(&sd->bl);
+
+ if ((p_type & OPTION_INVISIBLE) != 0 && (type & OPTION_INVISIBLE) == 0) // Unhide character.
+ pc->unhide(sd, false);
+ else if ((p_type & OPTION_INVISIBLE) == 0 && (type & OPTION_INVISIBLE) != 0) // Hide character.
+ pc->hide(sd, false);
+ else
+ clif->changeoption(&sd->bl);
if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc->checkskill(sd,RK_DRAGONTRAINING) > 0) ) {
// Mounting
@@ -11256,7 +11328,7 @@ static int pc_charm_timer(int tid, int64 tick, int id, intptr_t data)
* @param max Maximum amount of charms to add.
* @param type Charm type (@see spirit_charm_types)
*/
-static void pc_add_charm(struct map_session_data *sd, int interval, int max, int type)
+static void pc_add_charm(struct map_session_data *sd, int interval, int max, enum spirit_charm_types type)
{
int tid, i;
@@ -11298,7 +11370,7 @@ static void pc_add_charm(struct map_session_data *sd, int interval, int max, int
* @param count Amount of charms to remove.
* @param type Type of charm to remove.
*/
-static void pc_del_charm(struct map_session_data *sd, int count, int type)
+static void pc_del_charm(struct map_session_data *sd, int count, enum spirit_charm_types type)
{
int i;
@@ -12824,6 +12896,8 @@ void pc_defaults(void)
pc->itemheal = pc_itemheal;
pc->percentheal = pc_percentheal;
pc->jobchange = pc_jobchange;
+ pc->hide = pc_hide;
+ pc->unhide = pc_unhide;
pc->setoption = pc_setoption;
pc->setcart = pc_setcart;
pc->setfalcon = pc_setfalcon;