- Changed define EQP_WEAPON to specify only the right-hand weapon, added define EQP_ARMS to specify both arm-slots.

- Some minor code cleanups to take account for the above, fixed Strip shield/weapon removing both.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8177 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-08-08 01:16:56 +00:00
parent e9bee91ea7
commit b372f8dfce
6 changed files with 17 additions and 16 deletions

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@ -4,6 +4,8 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/07 2006/08/07
* Fixed EQP_WEAPON related code messing up with both weapon AND shield.
[Skotlex]
* Cleaned up the Asura code so that when the skill fails your * Cleaned up the Asura code so that when the skill fails your
SP/Spheres/Fury are all taken away always, as well as moving you next to SP/Spheres/Fury are all taken away always, as well as moving you next to
the target (as long as the target still exists within a reachable path from the target (as long as the target still exists within a reachable path from

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@ -783,11 +783,11 @@ charcommand_itemlist(
strcat(equipstr, "left accessory, "); strcat(equipstr, "left accessory, ");
if (equip & EQP_ARMOR) if (equip & EQP_ARMOR)
strcat(equipstr, "body/armor, "); strcat(equipstr, "body/armor, ");
if ((equip & EQP_WEAPON) == EQP_HAND_R) if ((equip & EQP_ARMS) == EQP_HAND_R)
strcat(equipstr, "right hand, "); strcat(equipstr, "right hand, ");
if ((equip & EQP_WEAPON) == EQP_HAND_L) if ((equip & EQP_ARMS) == EQP_HAND_L)
strcat(equipstr, "left hand, "); strcat(equipstr, "left hand, ");
if ((equip & EQP_WEAPON) == EQP_WEAPON) if ((equip & EQP_ARMS) == EQP_ARMS)
strcat(equipstr, "both hands, "); strcat(equipstr, "both hands, ");
if (equip & EQP_SHOES) if (equip & EQP_SHOES)
strcat(equipstr, "feet, "); strcat(equipstr, "feet, ");

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@ -1801,8 +1801,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris] if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate; bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
if (bonus > 400) bonus = 400; //Limit gained exp to quadro the mob's exp. [3->4 Komurka]
if(battle_config.zeny_from_mobs && md->level) { if(battle_config.zeny_from_mobs && md->level) {
// zeny calculation moblv + random moblv [Valaris] // zeny calculation moblv + random moblv [Valaris]
zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.); zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.);

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@ -390,7 +390,7 @@ int pc_equippoint(struct map_session_data *sd,int n)
sd->inventory_data[n]->look == W_1HSWORD || sd->inventory_data[n]->look == W_1HSWORD ||
sd->inventory_data[n]->look == W_1HAXE) { sd->inventory_data[n]->look == W_1HAXE) {
if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)) if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
return EQP_WEAPON; return EQP_ARMS;
} }
return ep; return ep;
} }
@ -524,9 +524,9 @@ int pc_isequip(struct map_session_data *sd,int n)
return 0; return 0;
if (sd->sc.count) { if (sd->sc.count) {
if(item->equip & EQP_WEAPON && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG] if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
return 0; return 0;
if(item->equip & EQP_SHIELD && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD].timer != -1)
return 0; return 0;
if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR].timer != -1) if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR].timer != -1)
return 0; return 0;
@ -538,7 +538,7 @@ int pc_isequip(struct map_session_data *sd,int n)
if (sd->status.base_level > 90 && item->equip & EQP_HELM) if (sd->status.base_level > 90 && item->equip & EQP_HELM)
return 1; //Can equip all helms return 1; //Can equip all helms
if (sd->status.base_level > 96 && item->equip & EQP_WEAPON && item->type == IT_WEAPON) 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. 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_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
case W_1HSWORD: //All 1H swords case W_1HSWORD: //All 1H swords
@ -6215,12 +6215,12 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_ACC_R : EQP_ACC_L; pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_ACC_R : EQP_ACC_L;
} }
if(pos == EQP_WEAPON && id->equip == EQP_HAND_R && if(pos == EQP_ARMS && id->equip == EQP_HAND_R &&
(pc_checkskill(sd, AS_LEFT) > 0 || (pc_checkskill(sd, AS_LEFT) > 0 ||
(sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)
) { //Dual wield capable weapon. ) { //Dual wield capable weapon.
pos = (req_pos&EQP_WEAPON); pos = (req_pos&EQP_ARMS);
if (pos == EQP_WEAPON) //User specified both slots, pick one for them. if (pos == EQP_ARMS) //User specified both slots, pick one for them.
pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R; pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
} }
@ -6404,7 +6404,7 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1); clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
if((sd->status.inventory[n].equip & EQP_WEAPON) && if((sd->status.inventory[n].equip & EQP_ARMS) &&
sd->weapontype1 == 0 && sd->weapontype2 == 0) sd->weapontype1 == 0 && sd->weapontype2 == 0)
skill_enchant_elemental_end(&sd->bl,-1); skill_enchant_elemental_end(&sd->bl,-1);

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@ -64,8 +64,9 @@ enum {
EQP_AMMO = 0x8000, //32768 EQP_AMMO = 0x8000, //32768
} equip_pos_enum; } equip_pos_enum;
#define EQP_WEAPON (EQP_HAND_R|EQP_HAND_L) #define EQP_WEAPON EQP_HAND_R
#define EQP_SHIELD EQP_HAND_L #define EQP_SHIELD EQP_HAND_L
#define EQP_ARMS (EQP_HAND_R|EQP_HAND_L)
#define EQP_HELM (EQP_HEAD_LOW|EQP_HEAD_MID|EQP_HEAD_TOP) #define EQP_HELM (EQP_HEAD_LOW|EQP_HEAD_MID|EQP_HEAD_TOP)
#define EQP_ACC (EQP_ACC_L|EQP_ACC_R) #define EQP_ACC (EQP_ACC_L|EQP_ACC_R)

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@ -1664,8 +1664,8 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
case EQI_HAND_R: //Left/Right hands case EQI_HAND_R: //Left/Right hands
case EQI_HAND_L: case EQI_HAND_L:
flag = ( flag = (
(where&EQP_WEAPON && sd->inventory_data[j]->type == 4) || (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
(where&EQP_SHIELD && sd->inventory_data[j]->type == 5)); (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
break; break;
default: default:
continue; continue;