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* Fixed compilation errors.
* Tidy up jobmaster for easy debugging.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6686 54d463be-8e91-2dee-dedb-b68131a5f0ec

Lance 19 년 전
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3개의 변경된 파일95개의 추가작업 그리고 91개의 파일을 삭제
  1. 3 0
      Changelog-Trunk.txt
  2. 88 88
      npc/custom/jobs/jobmaster.txt
  3. 4 3
      src/map/clif.c

+ 3 - 0
Changelog-Trunk.txt

@@ -3,6 +3,9 @@ Date	Added
 AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
+2006/05/22
+	* Fixed compilation errors.
+	  Tidy up jobmaster for easy debugging. [Lance]
 2006/05/21
 	* Part A of the Homunculus code.
 	  This only features the structures, status_* and clif_* (packets) and is

+ 88 - 88
npc/custom/jobs/jobmaster.txt

@@ -34,54 +34,54 @@ prontera.gat,153,193,6	script	Job Master	123,{
 			mes "Welcome, please select the job you wish to change into";
 			if(lastJob != 0 && Class == Job_Novice_High){
 				switch(lastJob){
-		case Job_Knight:
-		case Job_Crusader:
-			set @target_job, Job_Swordman_High;
-			break;
-		case Job_Monk:
-		case Job_Priest:
-			set @target_job, Job_Acolyte_High;
-			break;
-		case Job_Alchem:
-		case Job_Blacksmith:
-			set @target_job, Job_Merchant_High;
-			break;
-		case Job_Rogue:
-		case Job_Assassin:
-			set @target_job, Job_Thief_High;
-			break;
-		case Job_Wizard:
-		case Job_Sage:
-			set @target_job, Job_Mage_High;
-			break;
-		case Job_Hunter:
-		case Job_Bard:
-		case Job_Dancer:
-			set @target_job, Job_Archer_High;
-			break;
-				}
+					case Job_Knight:
+					case Job_Crusader:
+						set @target_job, Job_Swordman_High;
+						break;
+					case Job_Monk:
+					case Job_Priest:
+						set @target_job, Job_Acolyte_High;
+						break;
+					case Job_Alchem:
+					case Job_Blacksmith:
+						set @target_job, Job_Merchant_High;
+						break;
+					case Job_Rogue:
+					case Job_Assassin:
+						set @target_job, Job_Thief_High;
+						break;
+					case Job_Wizard:
+					case Job_Sage:
+						set @target_job, Job_Mage_High;
+						break;
+					case Job_Hunter:
+					case Job_Bard:
+					case Job_Dancer:
+						set @target_job, Job_Archer_High;
+						break;
+							}
 			} else {
 				switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
 					"Super Novice","Taekwon","Gunslinger","Ninja")){
-		case 7:
-			if(Class == Job_Novice_High) goto L_noReq;
-			if($@JC_SupNovM > BaseLevel) goto L_BvError;
-			set @target_job, Job_SuperNovice;
-			break;
-		case 8:
-			if(Class == Job_Novice_High) goto L_noReq;
-			if(Upper == 2) goto L_noReq;
-			set @target_job, Job_Taekwon;
-			break;
-		case 9:
-		case 10:
-			if(Class == Job_Novice_High) goto L_noReq;
-			set @target_job, @menu + 15;
-			break;
-		default:
-			set @target_job, @menu;
-			if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
-			break;
+						case 7:
+							if(Class == Job_Novice_High) goto L_noReq;
+							if($@JC_SupNovM > BaseLevel) goto L_BvError;
+							set @target_job, Job_SuperNovice;
+							break;
+						case 8:
+							if(Class == Job_Novice_High) goto L_noReq;
+							if(Upper == 2) goto L_noReq;
+							set @target_job, Job_Taekwon;
+							break;
+						case 9:
+						case 10:
+							if(Class == Job_Novice_High) goto L_noReq;
+							set @target_job, @menu + 15;
+							break;
+						default:
+							set @target_job, @menu;
+							if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
+							break;
 					}
 			}
 			mes "Are you sure?";
@@ -103,49 +103,49 @@ prontera.gat,153,193,6	script	Job Master	123,{
 					set @target_job, lastJob + 4001;
 				} else {
 					switch(Class){
-		case Job_Swordman_High:
-		case Job_Baby_Swordman:
-		case Job_Swordman:
-			set @job_opt[0], Job_Knight;
-			set @job_opt[1], Job_Crusader;
-			break;
-		case Job_Mage_High:
-		case Job_Baby_Mage:
-		case Job_Mage:
-			set @job_opt[0], Job_Wizard;
-			set @job_opt[1], Job_Sage;
-			break;
-		case Job_Archer_High:
-		case Job_Baby_Archer:
-		case Job_Archer:
-			set @job_opt[0], Job_Hunter;
-			if(Sex == 0)
-				set @job_opt[1], Job_Dancer;
-			else
-				set @job_opt[1], Job_Bard;
-			break;
-		case Job_Acolyte_High:
-		case Job_Baby_Acolyte:
-		case Job_Acolyte:
-			set @job_opt[0], Job_Priest;
-			set @job_opt[1], Job_Monk;
-			break;
-		case Job_Merchant_High:
-		case Job_Baby_Merchant:
-		case Job_Merchant:
-			set @job_opt[0], Job_Blacksmith;
-			set @job_opt[1], Job_Alchem;
-			break;
-		case Job_Thief_High:
-		case Job_Baby_Theif:
-		case Job_Theif:
-			set @job_opt[0], Job_Assassin;
-			set @job_opt[1], Job_Rogue;
-			break;						
-		default:
-			set @job_opt[0], Job_Star_Gladiator;
-			set @job_opt[1], Job_Soul_Linker;
-			break;
+						case Job_Swordman_High:
+						case Job_Baby_Swordman:
+						case Job_Swordman:
+							set @job_opt[0], Job_Knight;
+							set @job_opt[1], Job_Crusader;
+							break;
+						case Job_Mage_High:
+						case Job_Baby_Mage:
+						case Job_Mage:
+							set @job_opt[0], Job_Wizard;
+							set @job_opt[1], Job_Sage;
+							break;
+						case Job_Archer_High:
+						case Job_Baby_Archer:
+						case Job_Archer:
+							set @job_opt[0], Job_Hunter;
+							if(Sex == 0)
+								set @job_opt[1], Job_Dancer;
+							else
+								set @job_opt[1], Job_Bard;
+							break;
+						case Job_Acolyte_High:
+						case Job_Baby_Acolyte:
+						case Job_Acolyte:
+							set @job_opt[0], Job_Priest;
+							set @job_opt[1], Job_Monk;
+							break;
+						case Job_Merchant_High:
+						case Job_Baby_Merchant:
+						case Job_Merchant:
+							set @job_opt[0], Job_Blacksmith;
+							set @job_opt[1], Job_Alchem;
+							break;
+						case Job_Thief_High:
+						case Job_Baby_Theif:
+						case Job_Theif:
+							set @job_opt[0], Job_Assassin;
+							set @job_opt[1], Job_Rogue;
+							break;						
+						default:
+							set @job_opt[0], Job_Star_Gladiator;
+							set @job_opt[1], Job_Soul_Linker;
+							break;
 					}
 					mes "Welcome, please select the job you wish to change into";
 					set @target_job, @job_opt[select(callfunc("getJobName",@job_opt[0]), callfunc("getJobName",@job_opt[1]))-1];

+ 4 - 3
src/map/clif.c

@@ -1371,11 +1371,11 @@ int clif_spawn(struct block_list *bl)
 int clif_homunack(struct map_session_data *sd)
 {
 	struct homun_data *hd = sd->hd;
+	unsigned char buf[64];
 
 	nullpo_retr(0, sd);
 	nullpo_retr(0, sd->hd);
 
-	unsigned char buf[64];
 	//memset(buf,0,packet_len_table[0x230]);
 	memset(buf,0,12); //not yet set that stuff
 	WBUFW(buf,0)=0x230;
@@ -1390,11 +1390,11 @@ int clif_homunack(struct map_session_data *sd)
 int clif_homuninfo(struct map_session_data *sd)
 {
 	struct homun_data *hd = sd->hd;
+	unsigned char buf[128];
 	
 	nullpo_retr(0, sd);
 	nullpo_retr(0, sd->hd);
 
-	unsigned char buf[128];
 	memset(buf,0,71); //packet_len_table[0x22e]);
 	WBUFW(buf,0)=0x22e;
 	memcpy(WBUFP(buf,2),hd->name,NAME_LENGTH);
@@ -1418,13 +1418,14 @@ int clif_homuninfo(struct map_session_data *sd)
 	WBUFW(buf,67)=hd->skillpts;
 	WBUFW(buf,69)=0x21;
 	clif_send(buf,/*packet_len_table[0x22e]*/71,&sd->bl,SELF); 
+	return 0;
 }
 
 // like skillinfoblock, just for homunculi.
 int clif_homunskillinfoblock(struct map_session_data *sd)
 {
 	int fd;
-	int i,c,len=4,id, inf2;
+	int i,c,len=4,id/*, inf2*/;
 
 	nullpo_retr(0, sd);
 	nullpo_retr(0, sd->hd);