Replaced several 'int' variables with enums that they represent.
Expanded weapon_type enum with dual-wield constants (bugreport:384). git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11704 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,8 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2007/11/09
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* Expanded weapon_type enum with dual-wield constants (bugreport:384)
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* Replaced several 'int' variables with enums that they represent
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* Re-worked the login-char-map packet spam mechanism
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- mapserver no longer sends entire user list to charserver every
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10 seconds; similar change done to the char-login connection
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@ -111,14 +111,14 @@ struct item {
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int id;
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short nameid;
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short amount;
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unsigned short equip;
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unsigned short equip; // location(s) where item is equipped (using enum equip_pos for bitmasking)
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char identify;
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char refine;
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char attribute;
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short card[MAX_SLOTS];
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};
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struct point{
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struct point {
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unsigned short map;
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short x,y;
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};
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@ -217,7 +217,8 @@ struct mmo_charstatus {
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int party_id,guild_id,pet_id,hom_id;
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int fame;
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short weapon,shield;
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enum weapon_type weapon;
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short shield; // view-id
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short head_top,head_mid,head_bottom;
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char name[NAME_LENGTH];
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@ -553,6 +553,8 @@ int guild_recv_info(struct guild *sg)
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guild_check_member(sg);
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if ((sd = map_nick2sd(sg->master)) != NULL)
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{
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//If the guild master is online the first time the guild_info is received,
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//that means he was the first to join, so apply guild skill blocking here.
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if( battle_config.guild_skill_relog_delay )
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guild_block_skill(sd, 300000);
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34
src/map/pc.c
34
src/map/pc.c
@ -439,25 +439,26 @@ int pc_calcweapontype(struct map_session_data *sd)
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{
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nullpo_retr(0, sd);
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// single-hand
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if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
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sd->status.weapon = sd->weapontype1;
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else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// Ť¶Žč•<C48D>Ší Only
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else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
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sd->status.weapon = sd->weapontype2;
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else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?’Z?
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sd->status.weapon = MAX_WEAPON_TYPE+1;
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else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??Žč?
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sd->status.weapon = MAX_WEAPON_TYPE+2;
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else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??Žč•€
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sd->status.weapon = MAX_WEAPON_TYPE+3;
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else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) ||
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(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // ’Z? - ?Žč?
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sd->status.weapon = MAX_WEAPON_TYPE+4;
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else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) ||
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(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // ’Z? - •€
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sd->status.weapon = MAX_WEAPON_TYPE+5;
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else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) ||
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(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?Žč? - •€
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sd->status.weapon = MAX_WEAPON_TYPE+6;
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// dual-wield, matching types
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else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)
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sd->status.weapon = W_DOUBLE_DD;
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else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)
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sd->status.weapon = W_DOUBLE_SS;
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else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)
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sd->status.weapon = W_DOUBLE_AA;
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// dual-wield, mixed types
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else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD || sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER)
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sd->status.weapon = W_DOUBLE_DS;
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else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE || sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER)
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sd->status.weapon = W_DOUBLE_DA;
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else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE || sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD)
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sd->status.weapon = W_DOUBLE_SA;
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// unknown, default to left hand type
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else
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sd->status.weapon = sd->weapontype1;
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@ -885,6 +886,7 @@ int pc_reg_received(struct map_session_data *sd)
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{
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// set the Guild Master flag
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sd->state.gmaster_flag = g;
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// prevent Guild Skills from being used directly after relog
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if( battle_config.guild_skill_relog_delay )
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guild_block_skill(sd, 300000);
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}
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20
src/map/pc.h
20
src/map/pc.h
@ -16,7 +16,7 @@
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//Total number of classes (for data storage)
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#define CLASS_COUNT (JOB_MAX - JOB_NOVICE_HIGH + JOB_MAX_BASIC)
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enum {
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enum weapon_type {
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W_FIST, //Bare hands
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W_DAGGER, //1
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W_1HSWORD, //2
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@ -26,7 +26,7 @@ enum {
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W_1HAXE, //6
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W_2HAXE, //7
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W_MACE, //8
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W_UNKNOWN, //View 9 seems unused anywhere
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W_2HMACE, //9, unused?
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W_STAFF, //10
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W_BOW, //11
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W_KNUCKLE, //12
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@ -40,8 +40,15 @@ enum {
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W_GATLING, //20
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W_GRENADE, //21
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W_HUUMA, //22
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MAX_WEAPON_TYPE
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} weapon_type;
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MAX_WEAPON_TYPE,
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// dual-wield constants
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W_DOUBLE_DD, // 2 daggers
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W_DOUBLE_SS, // 2 swords
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W_DOUBLE_AA, // 2 axes
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W_DOUBLE_DS, // dagger + sword
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W_DOUBLE_DA, // dagger + axe
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W_DOUBLE_SA, // sword + axe
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};
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enum {
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A_ARROW = 1,
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@ -52,8 +59,9 @@ enum {
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A_SHURIKEN, //6
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A_KUNAI //7
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} ammo_type;
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//Equip position constants
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enum {
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enum equip_pos {
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EQP_HEAD_LOW = 0x0001,
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EQP_HEAD_MID = 0x0200, //512
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EQP_HEAD_TOP = 0x0100, //256
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@ -65,7 +73,7 @@ enum {
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EQP_ACC_L = 0x0008,
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EQP_ACC_R = 0x0080, //128
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EQP_AMMO = 0x8000, //32768
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} equip_pos_enum;
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};
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#define EQP_WEAPON EQP_HAND_R
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#define EQP_SHIELD EQP_HAND_L
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@ -153,7 +153,7 @@ static int script_pos,script_size;
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static char *str_buf;
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static int str_pos,str_size;
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static struct str_data_struct {
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int type;
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enum c_op type;
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int str;
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int backpatch;
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int label;
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@ -201,12 +201,13 @@ enum curly_type {
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TYPE_USERFUNC,
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TYPE_ARGLIST // function argument list
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};
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#define ARGLIST_UNDEFINED 0
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#define ARGLIST_NO_PAREN 1
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#define ARGLIST_PAREN 2
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static struct {
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struct {
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int type;
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enum curly_type type;
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int index;
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int count;
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int flag;
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@ -215,13 +216,14 @@ static struct {
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int curly_count; // 右カッコの数
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int index; // スクリプト内で使用した構文の数
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} syntax;
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const char* parse_curly_close(const char* p);
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const char* parse_syntax_close(const char* p);
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const char* parse_syntax_close_sub(const char* p,int* flag);
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const char* parse_syntax(const char* p);
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static int parse_syntax_for_flag = 0;
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extern int current_equip_item_index; //for New CARS Scripts. It contains Inventory Index of the EQUIP_SCRIPT caller item. [Lupus]
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extern int current_equip_item_index; //for New CARDS Scripts. It contains Inventory Index of the EQUIP_SCRIPT caller item. [Lupus]
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int potion_flag=0; //For use on Alchemist improved potions/Potion Pitcher. [Skotlex]
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int potion_hp=0, potion_per_hp=0, potion_sp=0, potion_per_sp=0;
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int potion_target=0;
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@ -11672,7 +11674,6 @@ BUILDIN_FUNC(getd)
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{
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char varname[100];
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const char *buffer;
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//struct script_data dat;
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int elem;
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buffer = script_getstr(st, 2);
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@ -11681,8 +11682,7 @@ BUILDIN_FUNC(getd)
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elem = 0;
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// Push the 'pointer' so it's more flexible [Lance]
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push_val(st->stack,C_NAME,
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(elem<<24) | add_str(varname));
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push_val(st->stack, C_NAME, (elem<<24) | add_str(varname));
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return 0;
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}
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@ -26,7 +26,7 @@ extern struct Script_Config {
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} script_config;
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struct script_data {
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int type;
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enum c_op type;
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union script_data_val {
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int num;
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char *str;
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if (!sc->count)
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sc = NULL;
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// for the guild skills [celest]
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if (skill >= HM_SKILLBASE) //[orn]
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j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
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else
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j = skill;
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if (j < 0 || j >= MAX_SKILL_DB)
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return 0;
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//Code speedup, rather than using skill_get_* over and over again.
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if (lv < 1 || lv > MAX_SKILL_LEVEL)
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j = skill_get_index(skill);
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if( j == 0 )
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return 0;
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if( lv < 1 || lv > MAX_SKILL_LEVEL )
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return 0;
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for(i = 0; i < 10; i++) {
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@ -7510,13 +7506,13 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
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return 1;
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}
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//Code speedup, rather than using skill_get_* over and over again.
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j = skill_get_index(skill);
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if (j == 0) // invalid skill id
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if( j == 0 ) // invalid skill id
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return 0;
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if (lv < 1 || lv > MAX_SKILL_LEVEL)
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if( lv < 1 || lv > MAX_SKILL_LEVEL )
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return 0;
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//Code speedup, rather than using skill_get_* over and over again.
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hp = skill_db[j].hp[lv-1];
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sp = skill_db[j].sp[lv-1];
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if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
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@ -7330,16 +7330,17 @@ int status_readdb(void)
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i = 0;
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while(fgets(line, sizeof(line), fp))
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{
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char *split[MAX_WEAPON_TYPE + 5];
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//NOTE: entry MAX_WEAPON_TYPE is not counted
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char* split[5 + MAX_WEAPON_TYPE];
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i++;
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if(line[0]=='/' && line[1]=='/')
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continue;
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for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
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for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
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split[j]=p;
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p=strchr(p,',');
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if(p) *p++=0;
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}
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if(j < MAX_WEAPON_TYPE + 5)
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if(j < 5 + MAX_WEAPON_TYPE)
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{ //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
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ShowDebug("%s: Not enough columns at line %d\n", path, i);
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continue;
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