// Copyright (c) Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// Copyright (c) 2014 Evol developers
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "common/HPMi.h"
#include "common/malloc.h"
#include "common/mmo.h"
#include "common/socket.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "map/itemdb.h"
#include "map/pc.h"
#include "emap/clif.h"
#include "emap/pc.h"
#include "emap/data/itemd.h"
#include "emap/data/mapd.h"
#include "emap/data/session.h"
#include "emap/struct/itemdext.h"
#include "emap/struct/mapdext.h"
#include "emap/struct/sessionext.h"
int langScriptId;
int epc_readparam_pre(TBL_PC* sd, int *type)
{
if (*type == Const_ClientVersion)
{
struct SessionExt *data = session_get_bysd(sd);
hookStop();
if (!data)
return 0;
return data->clientVersion;
}
return 0;
}
int epc_setregistry(TBL_PC *sd, int64 *reg, int *val)
{
if (*reg == langScriptId)
{
struct SessionExt *data = session_get_bysd(sd);
if (!data)
return 0;
data->language = *val;
}
return 0;
}
#define equipPos(mask, field, lookf) \
if (pos & (mask)) \
{ \
if (id) \
sd->status.field = id->look; \
else \
sd->status.field = 0; \
eclif_changelook2(&sd->bl, lookf, sd->status.field, id, n); \
}
#define equipPos2(mask, lookf) \
if (pos & (mask)) \
{ \
if (id) \
eclif_changelook2(&sd->bl, lookf, id->look, id, n); \
else \
eclif_changelook2(&sd->bl, lookf, 0, id, n); \
}
void epc_equipitem_pos(TBL_PC *sd, struct item_data *id, int *nPtr, int *posPtr)
{
const int n = *nPtr;
int pos = *posPtr;
hookStop();
if (!id)
return;
if (pos & (EQP_HAND_R|EQP_SHADOW_WEAPON))
{
if(id)
{
sd->weapontype1 = id->look;
}
else
{
sd->weapontype1 = 0;
}
pc->calcweapontype(sd);
eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.weapon, id, n);
if (sd->status.weapon)
{
for (int i = 0; i < id->slot; i++ )
{
struct item_data *data;
if (!sd->status.inventory[n].card[i])
continue;
if ((data = itemdb->exists(sd->status.inventory[n].card[i])) != NULL)
{
ShowWarning("equip: for pos %d card %d\n", LOOK_WEAPON, data->nameid);
}
}
}
}
if (pos & (EQP_HAND_L|EQP_SHADOW_SHIELD))
{
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;
}
}
else
{
sd->status.shield = sd->weapontype2 = 0;
}
pc->calcweapontype(sd);
eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.shield, id, n);
if (sd->status.shield)
{
for (int i = 0; i < id->slot; i++ )
{
struct item_data *data;
if (!sd->status.inventory[n].card[i])
continue;
if ((data = itemdb->exists(sd->status.inventory[n].card[i])) != NULL)
{
ShowWarning("equip: for pos %d card %d\n", LOOK_SHIELD, data->nameid);
}
}
}
}
equipPos(EQP_HEAD_LOW, head_bottom, LOOK_HEAD_BOTTOM);
equipPos(EQP_HEAD_TOP, head_top, LOOK_HEAD_TOP);
equipPos(EQP_HEAD_MID, head_mid, LOOK_HEAD_MID);
equipPos(EQP_GARMENT, robe, LOOK_ROBE);
equipPos2(EQP_SHOES, LOOK_SHOES);
equipPos2(EQP_COSTUME_HEAD_TOP, 13);
equipPos2(EQP_COSTUME_HEAD_MID, 14);
equipPos2(EQP_COSTUME_HEAD_LOW, 15);
equipPos2(EQP_COSTUME_GARMENT, 16);
equipPos2(EQP_ARMOR, 17);
//skipping SHADOW slots
}
#undef equipPos
#undef equipPos2
#define unequipPos(mask, field, lookf) \
if (pos & (mask)) \
{ \
sd->status.field = 0; \
eclif_changelook2(&sd->bl, lookf, sd->status.field, 0, n); \
}
#define unequipPos2(mask, lookf) \
if (pos & (mask)) \
eclif_changelook2(&sd->bl, lookf, 0, 0, n);
void epc_unequipitem_pos(TBL_PC *sd,
int *nPtr,
int *posPtr)
{
if (!sd)
return;
hookStop();
const int n = *nPtr;
int pos = *posPtr;
if (pos & EQP_HAND_R)
{
sd->weapontype1 = 0;
sd->status.weapon = sd->weapontype2;
pc->calcweapontype(sd);
eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.weapon, 0, n);
if (!battle->bc->dancing_weaponswitch_fix)
status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER);
}
if (pos & EQP_HAND_L)
{
sd->status.shield = sd->weapontype2 = 0;
pc->calcweapontype(sd);
eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.shield, 0, n);
}
unequipPos(EQP_HEAD_LOW, head_bottom, LOOK_HEAD_BOTTOM);
unequipPos(EQP_HEAD_TOP, head_top, LOOK_HEAD_TOP);
unequipPos(EQP_HEAD_MID, head_mid, LOOK_HEAD_MID);
unequipPos(EQP_GARMENT, robe, LOOK_ROBE);
unequipPos2(EQP_SHOES, LOOK_SHOES);
unequipPos2(EQP_COSTUME_HEAD_TOP, 13);
unequipPos2(EQP_COSTUME_HEAD_MID, 14);
unequipPos2(EQP_COSTUME_HEAD_LOW, 15);
unequipPos2(EQP_COSTUME_GARMENT, 16);
unequipPos2(EQP_ARMOR, 17);
//skipping SHADOW slots
}
#undef unequipPos
#undef unequipPos2
bool epc_can_attack (TBL_PC *sd, int *target_id)
{
if (!sd)
return false;
struct MapdExt *data = mapd_get(sd->bl.m);
if (!data)
return true;
if (data->flag.nopve)
{
if (map->id2md(*target_id))
{
hookStop();
return false;
}
}
return true;
}
int epc_takeitem(TBL_PC *sd __attribute__ ((unused)),
TBL_ITEM *fitem)
{
if (!fitem)
return 0;
struct ItemdExt *data = itemd_get_by_item(&fitem->item_data);
if (!data)
return 1;
if (!data->allowPickup)
{
hookStop();
return 0;
}
return 1;
}
void epc_validate_levels(void)
{
int i;
for (i = 0; i < 7; i++) {
if (!pc->db_checkid(i)) continue;
if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER)
continue; //Classes that do not need exp tables.
int j = pc->class2idx(i);
if (!pc->max_level[j][0])
ShowWarning("Class %d does not has a base exp table.\n", i);
if (!pc->max_level[j][1])
ShowWarning("Class %d does not has a job exp table.\n", i);
}
hookStop();
}
int epc_isuseequip_post(int retVal, struct map_session_data *sd, int *nPtr)
{
const int n = *nPtr;
if (retVal)
{
if (!sd)
return 0;
if (n < 0 || n >= MAX_INVENTORY)
return 0;
struct ItemdExt *data = itemd_get(sd->inventory_data[n]);
if (!data)
return retVal;
if (sd->battle_status.str < data->requiredStr ||
sd->battle_status.agi < data->requiredAgi ||
sd->battle_status.vit < data->requiredVit ||
sd->battle_status.int_ < data->requiredInt ||
sd->battle_status.dex < data->requiredDex ||
sd->battle_status.luk < data->requiredLuk ||
sd->battle_status.max_hp < data->requiredMaxHp ||
sd->battle_status.max_sp < data->requiredMaxSp ||
sd->battle_status.batk < data->requiredAtk ||
sd->battle_status.matk_min < data->requiredMAtkMin ||
sd->battle_status.matk_max < data->requiredMAtkMax ||
sd->battle_status.def < data->requiredDef ||
sd->battle_status.mdef < data->requiredMDef
)
{
return 0;
}
}
return retVal;
}
int epc_useitem_post(int retVal, struct map_session_data *sd, int *nPtr)
{
const int n = *nPtr;
if (!sd)
return retVal;
if (n < 0 || n >= MAX_INVENTORY)
return retVal;
struct ItemdExt *data = itemd_get(sd->inventory_data[n]);
if (!data)
return retVal;
const int effect = retVal ? data->useEffect : data->useFailEffect;
if (effect != -1)
clif->specialeffect(&sd->bl, effect, AREA);
return retVal;
}
static void equippost_effect(struct map_session_data *const sd, const int n, const bool retVal, const bool equip)
{
if (!sd)
return;
if (n < 0 || n >= MAX_INVENTORY)
return;
struct ItemdExt *data = itemd_get(sd->inventory_data[n]);
if (!data)
return;
int effect;
if (equip)
effect = retVal ? data->useEffect : data->useFailEffect;
else
effect = retVal ? data->unequipEffect : data->unequipFailEffect;
if (effect != -1)
clif->specialeffect(&sd->bl, effect, AREA);
return;
}
int epc_equipitem_post(int retVal, struct map_session_data *sd,
int *nPtr, int *data __attribute__ ((unused)))
{
equippost_effect(sd, *nPtr, retVal, true);
return retVal;
}
int epc_unequipitem_post(int retVal, struct map_session_data *sd,
int *nPtr, int *data __attribute__ ((unused)))
{
equippost_effect(sd, *nPtr, retVal, false);
return retVal;
}
int epc_check_job_name(const char *name)
{
int val = -1;
if (script->get_constant(name, &val))
{
hookStop();
return val;
}
hookStop();
return -1;
}
int epc_setnewpc(int retVal, struct map_session_data *sd,
int *account_id __attribute__ ((unused)),
int *char_id __attribute__ ((unused)),
int *login_id1 __attribute__ ((unused)),
unsigned int *client_tick __attribute__ ((unused)),
int *sex __attribute__ ((unused)),
int *fd __attribute__ ((unused)))
{
if (sd)
{
sd->battle_status.speed = 150;
sd->base_status.speed = 150;
}
return retVal;
}