// 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 "../../../map/itemdb.h"
#include "../../../map/pc.h"
#include "map/pc.h"
#include "map/data/itemd.h"
#include "map/data/mapd.h"
#include "map/data/session.h"
#include "map/struct/itemdext.h"
#include "map/struct/mapdext.h"
#include "map/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; \
clif->changelook(&sd->bl, lookf, sd->status.field); \
hookStop(); \
}
#define equipPos2(mask, lookf) \
if (pos & mask) \
{ \
if (id) \
clif->changelook(&sd->bl, lookf, id->look); \
else \
clif->changelook(&sd->bl, lookf, 0); \
hookStop(); \
}
void epc_equipitem_pos(TBL_PC *sd, struct item_data *id, int *posPtr)
{
int pos = *posPtr;
if (!id)
return;
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);
//skip EQP_ARMOR
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; \
clif->changelook(&sd->bl, lookf, sd->status.field); \
hookStop(); \
}
#define unequipPos2(mask, lookf) \
if (pos & mask) \
{ \
clif->changelook(&sd->bl, lookf, 0); \
hookStop(); \
}
void epc_unequipitem_pos(TBL_PC *sd,
int *nPtr __attribute__ ((unused)),
int *posPtr)
{
if (!sd)
return;
int pos = *posPtr;
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_isequip_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 1;
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)
{
return 0;
}
}
return retVal;
}