// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "pc.hpp" #include #include #include #include #include "../common/cbasetypes.hpp" #include "../common/core.hpp" // get_svn_revision() #include "../common/database.hpp" #include "../common/ers.hpp" // ers_destroy #include "../common/malloc.hpp" #include "../common/mmo.hpp" //NAME_LENGTH #include "../common/nullpo.hpp" #include "../common/random.hpp" #include "../common/showmsg.hpp" #include "../common/socket.hpp" // session[] #include "../common/strlib.hpp" // safestrncpy() #include "../common/timer.hpp" #include "../common/utilities.hpp" #include "../common/utils.hpp" #include "achievement.hpp" #include "atcommand.hpp" // get_atcommand_level() #include "battle.hpp" // battle_config #include "battleground.hpp" #include "buyingstore.hpp" // struct s_buyingstore #include "channel.hpp" #include "chat.hpp" #include "chrif.hpp" #include "clan.hpp" #include "clif.hpp" #include "date.hpp" // is_day_of_*() #include "duel.hpp" #include "elemental.hpp" #include "guild.hpp" #include "homunculus.hpp" #include "instance.hpp" #include "intif.hpp" #include "itemdb.hpp" // MAX_ITEMGROUP #include "log.hpp" #include "map.hpp" #include "mercenary.hpp" #include "mob.hpp" #include "npc.hpp" #include "party.hpp" // party_search() #include "pc_groups.hpp" #include "pet.hpp" // pet_unlocktarget() #include "quest.hpp" #include "script.hpp" // struct script_reg, struct script_regstr #include "searchstore.hpp" // struct s_search_store_info #include "status.hpp" // OPTION_*, struct weapon_atk #include "storage.hpp" #include "unit.hpp" // unit_stop_attack(), unit_stop_walking() #include "vending.hpp" // struct s_vending using namespace rathena; JobDatabase job_db; int pc_split_atoui(char* str, unsigned int* val, char sep, int max); static inline bool pc_attendance_rewarded_today( struct map_session_data* sd ); #define PVP_CALCRANK_INTERVAL 1000 // PVP calculation interval PlayerStatPointDatabase statpoint_db; SkillTreeDatabase skill_tree_db; // timer for night.day implementation int day_timer_tid = INVALID_TIMER; int night_timer_tid = INVALID_TIMER; struct eri *pc_sc_display_ers = NULL; struct eri *num_reg_ers; struct eri *str_reg_ers; int pc_expiration_tid = INVALID_TIMER; struct fame_list smith_fame_list[MAX_FAME_LIST]; struct fame_list chemist_fame_list[MAX_FAME_LIST]; struct fame_list taekwon_fame_list[MAX_FAME_LIST]; const std::string AttendanceDatabase::getDefaultLocation(){ return std::string(db_path) + "/attendance.yml"; } /** * Reads and parses an entry from the attendance_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 AttendanceDatabase::parseBodyNode(const YAML::Node &node){ uint32 start; if( !this->asUInt32( node, "Start", start ) ){ return 0; } std::shared_ptr attendance_period = this->find( start ); bool exists = attendance_period != nullptr; if( !exists ){ if( !this->nodeExists( node, "End" ) ){ this->invalidWarning( node, "Node \"End\" is missing.\n" ); return 0; } if( !this->nodeExists( node, "Rewards" ) ){ this->invalidWarning( node, "Node \"Rewards\" is missing.\n" ); return 0; } attendance_period = std::make_shared(); attendance_period->start = start; } // If it does not exist yet, we need to check it for sure bool requiresCollisionDetection = !exists; if( this->nodeExists( node, "End" ) ){ uint32 end; if( !this->asUInt32( node, "End", end ) ){ return 0; } // If the period is outdated already, we do not even bother parsing if( end < date_get( DT_YYYYMMDD ) ){ this->invalidWarning( node, "Node \"End\" date %u has already passed, skipping.\n", end ); return 0; } if( !exists || attendance_period->end != end ){ requiresCollisionDetection = true; attendance_period->end = end; } } // Collision detection if( requiresCollisionDetection ){ bool collision = false; for( std::pair>& pair : *this ){ std::shared_ptr period = pair.second; if( exists && period->start == attendance_period->start ){ // Dont compare to yourself continue; } // Check if start is inside another period if( period->start <= attendance_period->start && start <= period->end ){ this->invalidWarning( node, "Node \"Start\" period %u intersects with period %u-%u, skipping.\n", attendance_period->start, period->start, period->end ); collision = true; break; } // Check if end is inside another period if( period->start <= attendance_period->end && attendance_period->end <= period->end ){ this->invalidWarning( node, "Node \"End\" period %u intersects with period %u-%u.\n", attendance_period->start, period->start, period->end ); collision = true; break; } } if( collision ){ return 0; } } if( this->nodeExists( node, "Rewards" ) ){ const YAML::Node& rewardsNode = node["Rewards"]; for( const YAML::Node& rewardNode : rewardsNode ){ uint32 day; if( !this->asUInt32( rewardNode, "Day", day ) ){ continue; } day -= 1; std::shared_ptr reward = util::map_find( attendance_period->rewards, day ); bool reward_exists = reward != nullptr; if( !reward_exists ){ if( !this->nodeExists( rewardNode, "ItemId" ) ){ this->invalidWarning( rewardNode, "Node \"ItemId\" is missing.\n" ); return 0; } reward = std::make_shared(); } if( this->nodeExists( rewardNode, "ItemId" ) ){ t_itemid item_id; if( !this->asUInt32( rewardNode, "ItemId", item_id ) ){ continue; } if( item_id == 0 || !itemdb_exists( item_id ) ){ ShowError( "pc_attendance_load: Unknown item ID %u for day %d.\n", item_id, day + 1 ); continue; } reward->item_id = item_id; } if( this->nodeExists( rewardNode, "Amount" ) ){ uint16 amount; if( !this->asUInt16( rewardNode, "Amount", amount ) ){ continue; } if( amount == 0 ){ ShowWarning( "pc_attendance_load: Invalid reward count %hu for day %d. Defaulting to 1...\n", amount, day + 1 ); amount = 1; }else if( amount > MAX_AMOUNT ){ ShowError( "pc_attendance_load: Reward count %hu above maximum %hu for day %d. Defaulting to %hu...\n", amount, MAX_AMOUNT, day + 1, MAX_AMOUNT ); amount = MAX_AMOUNT; } reward->amount = amount; }else{ if( !reward_exists ){ reward->amount = 1; } } if( !reward_exists ){ attendance_period->rewards[day] = reward; } } bool missing_day = false; for( int day = 0; day < attendance_period->rewards.size(); day++ ){ if( attendance_period->rewards.find( day ) == attendance_period->rewards.end() ){ ShowError( "pc_attendance_load: Reward for day %d is missing.\n", day + 1 ); missing_day = true; break; } } if( missing_day ){ return 0; } } if( !exists ){ this->put( start, attendance_period ); } return 1; } AttendanceDatabase attendance_db; const std::string PenaltyDatabase::getDefaultLocation(){ return std::string( db_path ) + "/level_penalty.yml"; } uint64 PenaltyDatabase::parseBodyNode( const YAML::Node& node ){ std::string type_constant; if( !this->asString( node, "Type", type_constant ) ){ return 0; } int64 constant_value; if( !script_get_constant( ( "PENALTY_" + type_constant ).c_str(), &constant_value ) ){ this->invalidWarning( node["Type"], "Unknown penalty type \"%s\".\n", type_constant.c_str() ); return 0; } if( constant_value < PENALTY_NONE || constant_value > PENALTY_MAX ){ this->invalidWarning( node["Type"], "Invalid penalty type \"%s\".\n", type_constant.c_str() ); return 0; } e_penalty_type type = static_cast( constant_value ); std::shared_ptr penalty = this->find( type ); bool exists = penalty != nullptr; if( !exists ){ penalty = std::make_shared(); penalty->type = type; for( int i = 0, max = ARRAYLENGTH( penalty->rate ); i < max; i++ ){ penalty->rate[i] = UINT16_MAX; } } if( this->nodeExists( node, "LevelDifferences" ) ){ for( const YAML::Node& levelNode : node["LevelDifferences"] ){ if( !this->nodesExist( levelNode, { "Difference", "Rate" } ) ){ return 0; } int32 difference; if( !this->asInt32( levelNode, "Difference", difference ) ){ return 0; } if( std::abs( difference ) > MAX_LEVEL ){ this->invalidWarning( levelNode["Difference"], "Level difference %d is bigger than maximum level %d.\n", difference, MAX_LEVEL ); return 0; } uint16 rate; if( !this->asUInt16Rate( levelNode, "Rate", rate ) ){ return 0; } penalty->rate[difference + MAX_LEVEL - 1] = rate; } } if( !exists ){ this->put( type, penalty ); } return 1; } void PenaltyDatabase::loadingFinished(){ for( const auto& pair : *this ){ for( int i = MAX_LEVEL - 1, max = ARRAYLENGTH( pair.second->rate ), last_rate = 100; i < max; i++ ){ uint16 rate = pair.second->rate[i]; // Check if it has been defined if( rate == UINT16_MAX ){ pair.second->rate[i] = last_rate; }else{ last_rate = rate; } } for( int i = MAX_LEVEL - 1, last_rate = 100; i >= 0; i-- ){ uint16 rate = pair.second->rate[i]; // Check if it has been defined if( rate == UINT16_MAX ){ pair.second->rate[i] = last_rate; }else{ last_rate = rate; } } } } PenaltyDatabase penalty_db; #define MOTD_LINE_SIZE 128 static char motd_text[MOTD_LINE_SIZE][CHAT_SIZE_MAX]; // Message of the day buffer [Valaris] bool reg_load; /** * Translation table from athena equip index to aegis bitmask */ unsigned int equip_bitmask[EQI_MAX] = { EQP_ACC_L, // EQI_ACC_L EQP_ACC_R, // EQI_ACC_R EQP_SHOES, // EQI_SHOES EQP_GARMENT, // EQI_GARMENT EQP_HEAD_LOW, // EQI_HEAD_LOW EQP_HEAD_MID, // EQI_HEAD_MID EQP_HEAD_TOP, // EQI_HEAD_TOP EQP_ARMOR, // EQI_ARMOR EQP_HAND_L, // EQI_HAND_L EQP_HAND_R, // EQI_HAND_R EQP_COSTUME_HEAD_TOP, // EQI_COSTUME_HEAD_TOP EQP_COSTUME_HEAD_MID, // EQI_COSTUME_HEAD_MID EQP_COSTUME_HEAD_LOW, // EQI_COSTUME_HEAD_LOW EQP_COSTUME_GARMENT, // EQI_COSTUME_GARMENT EQP_AMMO, // EQI_AMMO EQP_SHADOW_ARMOR, // EQI_SHADOW_ARMOR EQP_SHADOW_WEAPON, // EQI_SHADOW_WEAPON EQP_SHADOW_SHIELD, // EQI_SHADOW_SHIELD EQP_SHADOW_SHOES, // EQI_SHADOW_SHOES EQP_SHADOW_ACC_R, // EQI_SHADOW_ACC_R EQP_SHADOW_ACC_L // EQI_SHADOW_ACC_L }; //Links related info to the sd->hate_mob[]/sd->feel_map[] entries const struct sg_data sg_info[MAX_PC_FEELHATE] = { { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun }, { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon }, { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star } }; void pc_set_reg_load( bool val ){ reg_load = val; } /** * Item Cool Down Delay Saving * Struct item_cd is not a member of struct map_session_data * to keep cooldowns in memory between player log-ins. * All cooldowns are reset when server is restarted. **/ DBMap* itemcd_db = NULL; // char_id -> struct item_cd struct item_cd { t_tick tick[MAX_ITEMDELAYS]; //tick t_itemid nameid[MAX_ITEMDELAYS]; //item id }; /** * Converts a class to its array index for CLASS_COUNT defined arrays. * Note that it does not do a validity check for speed purposes, where parsing * player input make sure to use a pcdb_checkid first! * @param class_ Job ID see enum e_job * @return Class Index */ int pc_class2idx(int class_) { if (class_ >= JOB_NOVICE_HIGH) return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC; return class_; } /** * Get player's group ID * @param sd * @return Group ID */ int pc_get_group_id(struct map_session_data *sd) { return sd->group_id; } /** Get player's group Level * @param sd * @return Group Level */ int pc_get_group_level(struct map_session_data *sd) { return sd->group_level; } /** * Remove a player from queue after timeout * @param tid: Timer ID * @param tick: Timer * @param id: ID * @return 0 on success or 1 otherwise */ static TIMER_FUNC(pc_on_expire_active) { map_session_data *sd = (map_session_data *)data; nullpo_retr(1, sd); sd->tid_queue_active = INVALID_TIMER; bg_queue_leave(sd); clif_bg_queue_entry_init(sd); return 0; } /** * Function used to set timer externally * @param sd: Player data */ void pc_set_bg_queue_timer(map_session_data *sd) { nullpo_retv(sd); if (sd->tid_queue_active != INVALID_TIMER) { delete_timer(sd->tid_queue_active, pc_on_expire_active); sd->tid_queue_active = INVALID_TIMER; } sd->tid_queue_active = add_timer(gettick() + 20000, pc_on_expire_active, 0, (intptr_t)sd); } /** * Function used to delete timer externally * @param sd: Player data */ void pc_delete_bg_queue_timer(map_session_data *sd) { nullpo_retv(sd); if (sd->tid_queue_active != INVALID_TIMER) { delete_timer(sd->tid_queue_active, pc_on_expire_active); sd->tid_queue_active = INVALID_TIMER; } } static TIMER_FUNC(pc_invincible_timer){ struct map_session_data *sd; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->invincible_timer != tid){ ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid); return 0; } sd->invincible_timer = INVALID_TIMER; skill_unit_move(&sd->bl,tick,1); return 0; } void pc_setinvincibletimer(struct map_session_data* sd, int val) { nullpo_retv(sd); if( sd->invincible_timer != INVALID_TIMER ) delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0); } void pc_delinvincibletimer(struct map_session_data* sd) { nullpo_retv(sd); if( sd->invincible_timer != INVALID_TIMER ) { delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = INVALID_TIMER; skill_unit_move(&sd->bl,gettick(),1); } } static TIMER_FUNC(pc_spiritball_timer){ struct map_session_data *sd; int i; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if( sd->spiritball <= 0 ) { ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid); sd->spiritball = 0; return 0; } ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid); if( i == sd->spiritball ) { ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid); return 0; } sd->spiritball--; if( i != sd->spiritball ) memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int)); sd->spirit_timer[sd->spiritball] = INVALID_TIMER; clif_spiritball(&sd->bl); return 0; } /** * Adds a spiritball to player for 'interval' ms * @param sd * @param interval * @param max */ void pc_addspiritball(struct map_session_data *sd,int interval,int max) { int tid; uint8 i; nullpo_retv(sd); if(max > MAX_SPIRITBALL) max = MAX_SPIRITBALL; if(sd->spiritball < 0) sd->spiritball = 0; if( sd->spiritball && sd->spiritball >= max ) { if(sd->spirit_timer[0] != INVALID_TIMER) delete_timer(sd->spirit_timer[0],pc_spiritball_timer); sd->spiritball--; if( sd->spiritball != 0 ) memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int)); sd->spirit_timer[sd->spiritball] = INVALID_TIMER; } tid = add_timer(gettick()+interval, pc_spiritball_timer, sd->bl.id, 0); ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->spirit_timer[i])->tick) < 0); if( i != sd->spiritball ) memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int)); sd->spirit_timer[i] = tid; sd->spiritball++; if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD ) clif_millenniumshield(&sd->bl,sd->spiritball); else clif_spiritball(&sd->bl); } /** * Removes number of spiritball from player * @param sd * @param count * @param type 1 = doesn't give client effect */ void pc_delspiritball(struct map_session_data *sd,int count,int type) { uint8 i; nullpo_retv(sd); if(sd->spiritball <= 0) { sd->spiritball = 0; return; } if(count == 0) return; if(count > sd->spiritball) count = sd->spiritball; sd->spiritball -= count; if(count > MAX_SPIRITBALL) count = MAX_SPIRITBALL; for(i=0;ispirit_timer[i] != INVALID_TIMER) { delete_timer(sd->spirit_timer[i],pc_spiritball_timer); sd->spirit_timer[i] = INVALID_TIMER; } } for(i=count;ispirit_timer[i-count] = sd->spirit_timer[i]; sd->spirit_timer[i] = INVALID_TIMER; } if(!type) { if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD ) clif_millenniumshield(&sd->bl,sd->spiritball); else clif_spiritball(&sd->bl); } } /** * Adds a soulball to player * @param sd: Player data * @param max: Max amount of soulballs */ int pc_addsoulball(map_session_data *sd, int max) { nullpo_ret(sd); status_change *sc = status_get_sc(&sd->bl); if (sc == nullptr || sc->data[SC_SOULENERGY] == nullptr) { sc_start(&sd->bl, &sd->bl, SC_SOULENERGY, 100, 0, skill_get_time2(SP_SOULCOLLECT, 1)); sd->soulball = 0; } max = min(max, MAX_SOUL_BALL); sd->soulball = cap_value(sd->soulball, 0, MAX_SOUL_BALL); if (sd->soulball && sd->soulball >= max) sd->soulball--; sd->soulball++; sc_start(&sd->bl, &sd->bl, SC_SOULENERGY, 100, sd->soulball, skill_get_time2(SP_SOULCOLLECT, 1)); clif_soulball(sd); return 0; } /** * Removes number of soulball from player * @param sd: Player data * @param count: Amount to remove * @param type: true = doesn't give client effect */ int pc_delsoulball(map_session_data *sd, int count, bool type) { nullpo_ret(sd); if (count <= 0) return 0; status_change *sc = status_get_sc(&sd->bl); if (sd->soulball <= 0 || sc == nullptr || sc->data[SC_SOULENERGY] == nullptr) { sd->soulball = 0; }else{ sd->soulball -= cap_value(count, 0, sd->soulball); if (sd->soulball == 0) status_change_end(&sd->bl, SC_SOULENERGY, INVALID_TIMER); else sc->data[SC_SOULENERGY]->val1 = sd->soulball; } if (!type) clif_soulball(sd); return 0; } /** * Adds servantballs to a player * @param sd: Player data * @param amount: Amount to add */ void pc_addservantball( struct map_session_data& sd, int count ){ sd.servantball = cap_value( sd.servantball + count, 0, MAX_SERVANTBALL ); clif_servantball( sd ); } /** * Removes number of servantballs from player * @param sd: Player data * @param count: Amount to remove */ void pc_delservantball( struct map_session_data& sd, int count ){ sd.servantball = cap_value( sd.servantball - count, 0, MAX_SERVANTBALL ); clif_servantball( sd ); } /** * Adds abyssballs to a player * @param sd: Player data * @param amount: Amount to add */ void pc_addabyssball( struct map_session_data& sd, int count ){ sd.abyssball = cap_value( sd.abyssball + count, 0, MAX_ABYSSBALL ); clif_abyssball( sd ); } /** * Removes number of abyssballs from player * @param sd: Player data * @param count: Amount to remove */ void pc_delabyssball( struct map_session_data& sd, int count ){ sd.abyssball = cap_value( sd.abyssball - count, 0, MAX_ABYSSBALL ); clif_abyssball( sd ); } /** * Increases a player's fame points and displays a notice to him * @param sd Player * @param count Fame point * @return true: on success, false: on error */ bool pc_addfame(map_session_data &sd, int count) { enum e_rank ranktype; sd.status.fame += count; if (sd.status.fame > MAX_FAME) sd.status.fame = MAX_FAME; switch(sd.class_&MAPID_UPPERMASK){ case MAPID_BLACKSMITH: ranktype = RANK_BLACKSMITH; break; case MAPID_ALCHEMIST: ranktype = RANK_ALCHEMIST; break; case MAPID_TAEKWON: ranktype = RANK_TAEKWON; break; default: ShowWarning( "pc_addfame: Trying to add fame to class '%s'(%d).\n", job_name(sd.status.class_), sd.status.class_ ); return false; } clif_update_rankingpoint(sd, ranktype, count); chrif_updatefamelist(sd, ranktype); return true; } /** * Check whether a player ID is in the fame rankers list of its job, returns his/her position if so, 0 else * @param sd * @param job Job use enum e_mapid * @return Rank */ unsigned char pc_famerank(uint32 char_id, int job) { uint8 i; switch(job){ case MAPID_BLACKSMITH: // Blacksmith for(i = 0; i < MAX_FAME_LIST; i++){ if(smith_fame_list[i].id == char_id) return i + 1; } break; case MAPID_ALCHEMIST: // Alchemist for(i = 0; i < MAX_FAME_LIST; i++){ if(chemist_fame_list[i].id == char_id) return i + 1; } break; case MAPID_TAEKWON: // Taekwon for(i = 0; i < MAX_FAME_LIST; i++){ if(taekwon_fame_list[i].id == char_id) return i + 1; } break; } return 0; } /** * Restart player's HP & SP value * @param sd * @param type Restart type: 1 - Normal Resurection */ void pc_setrestartvalue(struct map_session_data *sd, char type) { struct status_data *status, *b_status; nullpo_retv(sd); b_status = &sd->base_status; status = &sd->battle_status; if (type&1) { //Normal resurrection status->hp = 1; //Otherwise status_heal may fail if dead. status_heal(&sd->bl, b_status->hp, 0, 1); if( status->sp < b_status->sp ) status_set_sp(&sd->bl, b_status->sp, 1); } else { //Just for saving on the char-server (with values as if respawned) sd->status.hp = b_status->hp; sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp; sd->status.ap = (status->ap < b_status->ap)?b_status->ap:status->ap; } } /*========================================== Rental System *------------------------------------------*/ /** * Ends a rental and removes the item/effect * @param tid: Tick ID * @param tick: Timer * @param id: Timer ID * @param data: Data * @return false - failure, true - success */ TIMER_FUNC(pc_inventory_rental_end){ struct map_session_data *sd = map_id2sd(id); if( sd == NULL ) return 0; if( tid != sd->rental_timer ) { ShowError("pc_inventory_rental_end: invalid timer id.\n"); return 0; } pc_inventory_rentals(sd); return 1; } /** * Removes the rental timer from the player * @param sd: Player data */ void pc_inventory_rental_clear(struct map_session_data *sd) { if( sd->rental_timer != INVALID_TIMER ) { delete_timer(sd->rental_timer, pc_inventory_rental_end); sd->rental_timer = INVALID_TIMER; } } /** * Check for items in the player's inventory that are rental type * @param sd: Player data */ void pc_inventory_rentals(struct map_session_data *sd) { int i, c = 0; unsigned int next_tick = UINT_MAX; for( i = 0; i < MAX_INVENTORY; i++ ) { // Check for Rentals on Inventory if( sd->inventory.u.items_inventory[i].nameid == 0 ) continue; // Nothing here if( sd->inventory.u.items_inventory[i].expire_time == 0 ) continue; if( sd->inventory.u.items_inventory[i].expire_time <= time(NULL) ) { if (sd->inventory_data[i]->unequip_script) run_script(sd->inventory_data[i]->unequip_script, 0, sd->bl.id, fake_nd->bl.id); clif_rental_expired(sd, i, sd->inventory.u.items_inventory[i].nameid); pc_delitem(sd, i, sd->inventory.u.items_inventory[i].amount, 0, 0, LOG_TYPE_OTHER); } else { unsigned int expire_tick = (unsigned int)(sd->inventory.u.items_inventory[i].expire_time - time(NULL)); clif_rental_time(sd, sd->inventory.u.items_inventory[i].nameid, (int)expire_tick); next_tick = umin(expire_tick * 1000U, next_tick); c++; } } if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days sd->rental_timer = add_timer(gettick() + umin(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0); else sd->rental_timer = INVALID_TIMER; } /** * Add a rental item to the player and adjusts the rental timer appropriately * @param sd: Player data * @param seconds: Rental time */ void pc_inventory_rental_add(struct map_session_data *sd, unsigned int seconds) { t_tick tick = seconds * 1000; if( sd == NULL ) return; if( sd->rental_timer != INVALID_TIMER ) { const struct TimerData * td; td = get_timer(sd->rental_timer); if( DIFF_TICK(td->tick, gettick()) > tick ) { // Update Timer as this one ends first than the current one pc_inventory_rental_clear(sd); sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0); } } else sd->rental_timer = add_timer(gettick() + i64min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0); } /** * Check if the player can sell the current item * @param sd: map_session_data of the player * @param item: struct of the checking item * @param shoptype: NPC's sub type see enum npc_subtype * @return bool 'true' is sellable, 'false' otherwise */ bool pc_can_sell_item(struct map_session_data *sd, struct item *item, enum npc_subtype shoptype) { if (sd == NULL || item == NULL) return false; if (!pc_can_give_items(sd)) return false; if (item->equip > 0 || item->amount < 0) return false; if (battle_config.hide_fav_sell && item->favorite) return false; //Cannot sell favs (optional config) if (!battle_config.rental_transaction && item->expire_time) return false; // Cannot Sell Rental Items if( item->equipSwitch ){ return false; } if (itemdb_ishatched_egg(item)) return false; switch (shoptype) { case NPCTYPE_SHOP: if (item->bound && battle_config.allow_bound_sell&ISR_BOUND_SELLABLE && ( item->bound != BOUND_GUILD || (sd->guild && sd->status.char_id == sd->guild->member[0].char_id) || (item->bound == BOUND_GUILD && !(battle_config.allow_bound_sell&ISR_BOUND_GUILDLEADER_ONLY)) )) return true; break; case NPCTYPE_ITEMSHOP: if (item->bound && battle_config.allow_bound_sell&ISR_BOUND && ( item->bound != BOUND_GUILD || (sd->guild && sd->status.char_id == sd->guild->member[0].char_id) || (item->bound == BOUND_GUILD && !(battle_config.allow_bound_sell&ISR_BOUND_GUILDLEADER_ONLY)) )) return true; else if (!item->bound) { struct item_data *itd = itemdb_search(item->nameid); if (itd && itd->flag.trade_restriction.sell && battle_config.allow_bound_sell&ISR_SELLABLE) return true; } break; } if (!itemdb_cansell(item, pc_get_group_level(sd))) return false; if (item->bound && !pc_can_give_bounded_items(sd)) return false; // Don't allow sale of bound items return true; } /** * Determines if player can give / drop / trade / vend items */ bool pc_can_give_items(struct map_session_data *sd) { return pc_has_permission(sd, PC_PERM_TRADE); } /** * Determines if player can give / drop / trade / vend bounded items */ bool pc_can_give_bounded_items(struct map_session_data *sd) { return pc_has_permission(sd, PC_PERM_TRADE_BOUNDED); } /** * Determine if an item in a player's inventory is tradeable based on several merits. * Checks for item_trade, bound, and rental restrictions. * @param sd: Player data * @param index: Item inventory index * @return True if the item can be traded or false otherwise */ bool pc_can_trade_item(map_session_data *sd, int index) { if (sd && index >= 0) { return (sd->inventory.u.items_inventory[index].expire_time == 0 && (sd->inventory.u.items_inventory[index].bound == 0 || pc_can_give_bounded_items(sd)) && itemdb_cantrade(&sd->inventory.u.items_inventory[index], pc_get_group_level(sd), pc_get_group_level(sd)) ); } return false; } /*========================================== * Prepares character for saving. * @param sd *------------------------------------------*/ void pc_makesavestatus(struct map_session_data *sd) { nullpo_retv(sd); if(!battle_config.save_clothcolor) sd->status.clothes_color = 0; if(!battle_config.save_body_style) sd->status.body = 0; //Only copy the Cart/Peco/Falcon options, the rest are handled via //status change load/saving. [Skotlex] #ifdef NEW_CARTS sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR); #else sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR); #endif if (sd->sc.data[SC_JAILED]) { //When Jailed, do not move last point. if(pc_isdead(sd)){ pc_setrestartvalue(sd, 0); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; sd->status.ap = sd->battle_status.ap; } sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; return; } if(pc_isdead(sd)) { pc_setrestartvalue(sd, 0); memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; sd->status.ap = sd->battle_status.ap; sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } if(map_getmapflag(sd->bl.m, MF_NOSAVE)) { struct map_data *mapdata = map_getmapdata(sd->bl.m); if(mapdata->save.map) memcpy(&sd->status.last_point,&mapdata->save,sizeof(sd->status.last_point)); else memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } } /*========================================== * Off init ? Connection? *------------------------------------------*/ void pc_setnewpc(struct map_session_data *sd, uint32 account_id, uint32 char_id, int login_id1, t_tick client_tick, int sex, int fd) { nullpo_retv(sd); sd->bl.id = account_id; sd->status.account_id = account_id; sd->status.char_id = char_id; sd->status.sex = sex; sd->login_id1 = login_id1; sd->login_id2 = 0; // at this point, we can not know the value :( sd->client_tick = client_tick; sd->state.active = 0; //to be set to 1 after player is fully authed and loaded. sd->bl.type = BL_PC; if(battle_config.prevent_logout_trigger&PLT_LOGIN) sd->canlog_tick = gettick(); //Required to prevent homunculus copuing a base speed of 0. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED; } /** * Get equip point for an equip * @param sd * @param id */ int pc_equippoint_sub(struct map_session_data *sd,struct item_data* id){ int ep = 0; nullpo_ret(sd); nullpo_ret(id); if (!itemdb_isequip2(id)) return 0; //Not equippable by players. ep = id->equip; if(id->subtype == W_DAGGER || id->subtype == W_1HSWORD || id->subtype == W_1HAXE) { if(pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN || (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO) { //Kagerou and Oboro can dual wield daggers. [Rytech] if (ep == EQP_WEAPON) return EQP_ARMS; if (ep == EQP_SHADOW_WEAPON) return EQP_SHADOW_ARMS; } } return ep; } /** * Get equip point for an equip * @param sd * @param n Equip index in inventory */ int pc_equippoint(struct map_session_data *sd,int n){ nullpo_ret(sd); return pc_equippoint_sub(sd,sd->inventory_data[n]); } /** * Fill inventory_data with struct *item_data through inventory (fill with struct *item) * @param sd : player session * @return 0 sucess, 1:invalid sd */ void pc_setinventorydata(struct map_session_data *sd) { uint8 i; nullpo_retv(sd); for(i = 0; i < MAX_INVENTORY; i++) { t_itemid id = sd->inventory.u.items_inventory[i].nameid; sd->inventory_data[i] = id?itemdb_search(id):NULL; } } /** * 'Calculates' weapon type * @param sd : Player */ void pc_calcweapontype(struct map_session_data *sd) { nullpo_retv(sd); // single-hand if(sd->weapontype2 == W_FIST) { sd->status.weapon = sd->weapontype1; return; } if(sd->weapontype1 == W_FIST) { sd->status.weapon = sd->weapontype2; return; } // dual-wield sd->status.weapon = W_FIST; switch (sd->weapontype1){ case W_DAGGER: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break; } break; case W_1HSWORD: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break; } break; case W_1HAXE: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break; } } // unknown, default to right hand type if (!sd->status.weapon) sd->status.weapon = sd->weapontype1; } /** * Set equip index * @param sd : Player */ void pc_setequipindex(struct map_session_data *sd) { uint16 i; nullpo_retv(sd); for (i = 0; i < EQI_MAX; i++){ sd->equip_index[i] = -1; sd->equip_switch_index[i] = -1; } for (i = 0; i < MAX_INVENTORY; i++) { if (sd->inventory.u.items_inventory[i].nameid == 0) continue; if (sd->inventory.u.items_inventory[i].equip) { uint8 j; for (j = 0; j < EQI_MAX; j++) if (sd->inventory.u.items_inventory[i].equip & equip_bitmask[j]) sd->equip_index[j] = i; if (sd->inventory.u.items_inventory[i].equip & EQP_HAND_R) { if (sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->subtype; else sd->weapontype1 = W_FIST; } if( sd->inventory.u.items_inventory[i].equip & EQP_HAND_L ) { if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON ) sd->weapontype2 = sd->inventory_data[i]->subtype; else sd->weapontype2 = W_FIST; } } if (sd->inventory.u.items_inventory[i].equipSwitch) { for (uint8 j = 0; j < EQI_MAX; j++) { if (sd->inventory.u.items_inventory[i].equipSwitch & equip_bitmask[j]) { sd->equip_switch_index[j] = i; } } } } pc_calcweapontype(sd); } //static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) //{ // int i; // struct item *item = &sd->inventory.u.items_inventory[eqindex]; // struct item_data *data; // // //Crafted/made/hatched items. // if (itemdb_isspecial(item->card[0])) // return 1; // // /* scan for enchant armor gems */ // if( item->card[MAX_SLOTS - 1] && s < MAX_SLOTS - 1 ) // s = MAX_SLOTS - 1; // // ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag ); // return( i < s ) ? 0 : 1; //} /** * Check if an item is equiped by player * (Check if the itemid is equiped then search if that match the index in inventory (should be)) * @param sd : player session * @param nameid : itemid * @return 1:yes, 0:no */ bool pc_isequipped(struct map_session_data *sd, t_itemid nameid) { uint8 i; for( i = 0; i < EQI_MAX; i++ ) { short index = sd->equip_index[i], j; if( index < 0 ) continue; if( pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index) ) continue; if( !sd->inventory_data[index] ) continue; if( sd->inventory_data[index]->nameid == nameid ) return true; for( j = 0; j < MAX_SLOTS; j++ ){ if( sd->inventory.u.items_inventory[index].card[j] == nameid ) return true; } } return false; } /** * Check adoption rules * @param p1_sd: Player 1 * @param p2_sd: Player 2 * @param b_sd: Player that will be adopted * @return ADOPT_ALLOWED - Sent message to Baby to accept or deny * ADOPT_ALREADY_ADOPTED - Already adopted * ADOPT_MARRIED_AND_PARTY - Need to be married and in the same party * ADOPT_EQUIP_RINGS - Need wedding rings equipped * ADOPT_NOT_NOVICE - Adoptee is not a Novice * ADOPT_CHARACTER_NOT_FOUND - Parent or Baby not found * ADOPT_MORE_CHILDREN - Cannot adopt more than 1 Baby (client message) * ADOPT_LEVEL_70 - Parents need to be level 70+ (client message) * ADOPT_MARRIED - Cannot adopt a married person (client message) */ enum adopt_responses pc_try_adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd) { if( !p1_sd || !p2_sd || !b_sd ) return ADOPT_CHARACTER_NOT_FOUND; if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite ) return ADOPT_ALREADY_ADOPTED; // already adopted baby / in adopt request if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id ) return ADOPT_MARRIED_AND_PARTY; // You need to be married and in party with baby to adopt if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id ) return ADOPT_MARRIED_AND_PARTY; // Not married, wrong married if( p2_sd->status.party_id != p1_sd->status.party_id ) return ADOPT_MARRIED_AND_PARTY; // Both parents need to be in the same party // Parents need to have their ring equipped if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) ) return ADOPT_EQUIP_RINGS; if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) ) return ADOPT_EQUIP_RINGS; // Already adopted a baby if( p1_sd->status.child || p2_sd->status.child ) { clif_Adopt_reply(p1_sd, ADOPT_REPLY_MORE_CHILDREN); return ADOPT_MORE_CHILDREN; } // Parents need at least lvl 70 to adopt if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) { clif_Adopt_reply(p1_sd, ADOPT_REPLY_LEVEL_70); return ADOPT_LEVEL_70; } if( b_sd->status.partner_id ) { clif_Adopt_reply(p1_sd, ADOPT_REPLY_MARRIED); return ADOPT_MARRIED; } if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE || b_sd->status.class_ == JOB_SUPER_NOVICE_E ) ) return ADOPT_NOT_NOVICE; return ADOPT_ALLOWED; } /*========================================== * Adoption Process *------------------------------------------*/ bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd) { int job, joblevel; t_exp jobexp; if( pc_try_adopt(p1_sd, p2_sd, b_sd) != ADOPT_ALLOWED ) return false; // Preserve current job levels and progress joblevel = b_sd->status.job_level; jobexp = b_sd->status.job_exp; job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex); if( job != -1 && pc_jobchange(b_sd, job, 0) ) { // Success, proceed to configure parents and baby skills p1_sd->status.child = b_sd->status.char_id; p2_sd->status.child = b_sd->status.char_id; b_sd->status.father = p1_sd->status.char_id; b_sd->status.mother = p2_sd->status.char_id; // Restore progress b_sd->status.job_level = joblevel; clif_updatestatus(b_sd, SP_JOBLEVEL); b_sd->status.job_exp = jobexp; clif_updatestatus(b_sd, SP_JOBEXP); // Baby Skills pc_skill(b_sd, WE_BABY, 1, ADDSKILL_PERMANENT); pc_skill(b_sd, WE_CALLPARENT, 1, ADDSKILL_PERMANENT); pc_skill(b_sd, WE_CHEERUP, 1, ADDSKILL_PERMANENT); // Parents Skills pc_skill(p1_sd, WE_CALLBABY, 1, ADDSKILL_PERMANENT); pc_skill(p2_sd, WE_CALLBABY, 1, ADDSKILL_PERMANENT); chrif_save(p1_sd, CSAVE_NORMAL); chrif_save(p2_sd, CSAVE_NORMAL); chrif_save(b_sd, CSAVE_NORMAL); achievement_update_objective(b_sd, AG_BABY, 1, 1); achievement_update_objective(p1_sd, AG_BABY, 1, 2); achievement_update_objective(p2_sd, AG_BABY, 1, 2); return true; } return false; // Job Change Fail } static bool pc_job_can_use_item( struct map_session_data* sd, struct item_data* item ){ nullpo_retr( false, sd ); nullpo_retr( false, item ); // Calculate the required bit to check uint64 job = 1ULL << ( sd->class_ & MAPID_BASEMASK ); size_t index; // 2-1 if( ( sd->class_ & JOBL_2_1 ) != 0 ){ index = 1; // 2-2 }else if( ( sd->class_ & JOBL_2_2 ) != 0 ){ index = 2; // Basejob }else{ index = 0; } return ( item->class_base[index] & job ) != 0; } /*========================================== * Check if player can use/equip selected item. Used by pc_isUseitem and pc_isequip Returns: false : Cannot use/equip true : Can use/equip * Credits: [Inkfish] for first idea [Haru] for third-classes extension [Cydh] finishing :D *------------------------------------------*/ static bool pc_isItemClass (struct map_session_data *sd, struct item_data* item) { while (1) { if (item->class_upper&ITEMJ_NORMAL && !(sd->class_&(JOBL_UPPER|JOBL_BABY|JOBL_THIRD|JOBL_FOURTH))) //normal classes (no upper, no baby, no third, no fourth) break; #ifndef RENEWAL //allow third classes to use trans. class items if (item->class_upper&ITEMJ_UPPER && sd->class_&(JOBL_UPPER|JOBL_THIRD)) //trans. classes break; //third-baby classes can use same item too if (item->class_upper&ITEMJ_BABY && sd->class_&JOBL_BABY) //baby classes break; //don't need to decide specific rules for third-classes? //items for third classes can be used for all third classes if (item->class_upper&(ITEMJ_THIRD|ITEMJ_THIRD_UPPER|ITEMJ_THIRD_BABY) && sd->class_&JOBL_THIRD) break; #else //trans. classes (exl. third-trans.) if (item->class_upper&ITEMJ_UPPER && sd->class_&JOBL_UPPER && !(sd->class_&JOBL_THIRD)) break; //baby classes (exl. third-baby) if (item->class_upper&ITEMJ_BABY && sd->class_&JOBL_BABY && !(sd->class_&JOBL_THIRD)) break; //third classes (exl. third-trans. and baby-third and fourth) if (item->class_upper&ITEMJ_THIRD && sd->class_&JOBL_THIRD && !(sd->class_&(JOBL_UPPER|JOBL_BABY)) && !(sd->class_&JOBL_FOURTH)) break; //trans-third classes (exl. fourth) if (item->class_upper&ITEMJ_THIRD_UPPER && sd->class_&JOBL_THIRD && sd->class_&JOBL_UPPER && !(sd->class_&JOBL_FOURTH)) break; //third-baby classes (exl. fourth) if (item->class_upper&ITEMJ_THIRD_BABY && sd->class_&JOBL_THIRD && sd->class_&JOBL_BABY && !(sd->class_&JOBL_FOURTH)) break; //fourth classes if (item->class_upper&ITEMJ_FOURTH && sd->class_&JOBL_FOURTH) break; #endif return false; } return true; } /*================================================= * Checks if the player can equip the item at index n in inventory. * @param sd * @param n Item index in inventory * @return ITEM_EQUIP_ACK_OK(0) if can be equipped, or ITEM_EQUIP_ACK_FAIL(1)/ITEM_EQUIP_ACK_FAILLEVEL(2) if can't *------------------------------------------------*/ uint8 pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; nullpo_retr(ITEM_EQUIP_ACK_FAIL, sd); item = sd->inventory_data[n]; if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT)) return ITEM_EQUIP_ACK_OK; if(item == NULL) return ITEM_EQUIP_ACK_FAIL; if(item->elv && sd->status.base_level < (unsigned int)item->elv) return ITEM_EQUIP_ACK_FAILLEVEL; if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax) return ITEM_EQUIP_ACK_FAILLEVEL; if(item->sex != SEX_BOTH && sd->status.sex != item->sex) return ITEM_EQUIP_ACK_FAIL; //fail to equip if item is restricted if (!battle_config.allow_equip_restricted_item && itemdb_isNoEquip(item, sd->bl.m)) return ITEM_EQUIP_ACK_FAIL; if (item->equip&EQP_AMMO) { switch (item->subtype) { case AMMO_ARROW: if (battle_config.ammo_check_weapon && sd->status.weapon != W_BOW && sd->status.weapon != W_MUSICAL && sd->status.weapon != W_WHIP) { clif_msg(sd, ITEM_NEED_BOW); return ITEM_EQUIP_ACK_FAIL; } break; case AMMO_DAGGER: if (!pc_checkskill(sd, AS_VENOMKNIFE)) return ITEM_EQUIP_ACK_FAIL; break; case AMMO_BULLET: case AMMO_SHELL: if (battle_config.ammo_check_weapon && sd->status.weapon != W_REVOLVER && sd->status.weapon != W_RIFLE && sd->status.weapon != W_GATLING && sd->status.weapon != W_SHOTGUN #ifdef RENEWAL && sd->status.weapon != W_GRENADE #endif ) { clif_msg(sd, ITEM_BULLET_EQUIP_FAIL); return ITEM_EQUIP_ACK_FAIL; } break; #ifndef RENEWAL case AMMO_GRENADE: if (battle_config.ammo_check_weapon && sd->status.weapon != W_GRENADE) { clif_msg(sd, ITEM_BULLET_EQUIP_FAIL); return ITEM_EQUIP_ACK_FAIL; } break; #endif case AMMO_CANNONBALL: if (!pc_ismadogear(sd) && (sd->status.class_ == JOB_MECHANIC_T || sd->status.class_ == JOB_MECHANIC)) { clif_msg(sd, ITEM_NEED_MADOGEAR); // Item can only be used when Mado Gear is mounted. return ITEM_EQUIP_ACK_FAIL; } if (sd->state.active && !pc_iscarton(sd) && //Check if sc data is already loaded (sd->status.class_ == JOB_GENETIC_T || sd->status.class_ == JOB_GENETIC)) { clif_msg(sd, ITEM_NEED_CART); // Only available when cart is mounted. return ITEM_EQUIP_ACK_FAIL; } break; } } if (sd->sc.count) { if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG] return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_STRIPHELM]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSORY]) return ITEM_EQUIP_ACK_FAIL; if (item->equip & EQP_ARMS && sd->sc.data[SC__WEAKNESS]) return ITEM_EQUIP_ACK_FAIL; if (item->equip & EQP_SHADOW_GEAR && sd->sc.data[SC_SHADOW_STRIP]) return ITEM_EQUIP_ACK_FAIL; if(item->equip && (sd->sc.data[SC_KYOUGAKU] || sd->sc.data[SC_SUHIDE])) return ITEM_EQUIP_ACK_FAIL; if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] if (sd->status.base_level > 90 && item->equip & EQP_HELM) return ITEM_EQUIP_ACK_OK; //Can equip all helms if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON && item->weapon_level == 4) switch(item->subtype) { //In weapons, the look determines type of weapon. case W_DAGGER: //All level 4 - Daggers case W_1HSWORD: //All level 4 - 1H Swords case W_1HAXE: //All level 4 - 1H Axes case W_MACE: //All level 4 - 1H Maces case W_STAFF: //All level 4 - 1H Staves case W_2HSTAFF: //All level 4 - 2H Staves return ITEM_EQUIP_ACK_OK; } } } //Not equipable by class. [Skotlex] if (!pc_job_can_use_item(sd,item)) return ITEM_EQUIP_ACK_FAIL; if (!pc_isItemClass(sd, item)) return ITEM_EQUIP_ACK_FAIL; return ITEM_EQUIP_ACK_OK; } /*========================================== * No problem with the session id * set the status that has been sent from char server *------------------------------------------*/ bool pc_authok(struct map_session_data *sd, uint32 login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers) { t_tick tick = gettick(); uint32 ip = session[sd->fd]->client_addr; sd->login_id2 = login_id2; sd->group_id = group_id; /* load user permissions */ pc_group_pc_load(sd); memcpy(&sd->status, st, sizeof(*st)); if (st->sex != sd->status.sex) { clif_authfail_fd(sd->fd, 0); return false; } //Set the map-server used job id. [Skotlex] uint64 class_ = pc_jobid2mapid(sd->status.class_); if (class_ == -1 || !job_db.exists(sd->status.class_)) { //Invalid class? ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id); sd->status.class_ = JOB_NOVICE; sd->class_ = MAPID_NOVICE; } else sd->class_ = class_; // Checks and fixes to character status data, that are required // in case of configuration change or stuff, which cannot be // checked on char-server. sd->status.hair = cap_value(sd->status.hair,MIN_HAIR_STYLE,MAX_HAIR_STYLE); sd->status.hair_color = cap_value(sd->status.hair_color,MIN_HAIR_COLOR,MAX_HAIR_COLOR); sd->status.clothes_color = cap_value(sd->status.clothes_color,MIN_CLOTH_COLOR,MAX_CLOTH_COLOR); sd->status.body = cap_value(sd->status.body,MIN_BODY_STYLE,MAX_BODY_STYLE); //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation. sd->state.connect_new = 1; sd->followtimer = INVALID_TIMER; // [MouseJstr] sd->invincible_timer = INVALID_TIMER; sd->npc_timer_id = INVALID_TIMER; sd->pvp_timer = INVALID_TIMER; sd->expiration_tid = INVALID_TIMER; sd->autotrade_tid = INVALID_TIMER; sd->respawn_tid = INVALID_TIMER; sd->tid_queue_active = INVALID_TIMER; sd->skill_keep_using.tid = INVALID_TIMER; sd->skill_keep_using.skill_id = 0; sd->skill_keep_using.level = 0; sd->skill_keep_using.target = 0; #ifdef SECURE_NPCTIMEOUT // Initialize to defaults/expected sd->npc_idle_timer = INVALID_TIMER; sd->npc_idle_tick = tick; sd->npc_idle_type = NPCT_INPUT; sd->state.ignoretimeout = false; #endif sd->canuseitem_tick = tick; sd->canusecashfood_tick = tick; sd->canequip_tick = tick; sd->cantalk_tick = tick; sd->canskill_tick = tick; sd->cansendmail_tick = tick; sd->idletime = last_tick; for(int i = 0; i < MAX_SPIRITBALL; i++) sd->spirit_timer[i] = INVALID_TIMER; if (battle_config.item_auto_get) sd->state.autoloot = 10000; if (battle_config.disp_experience) sd->state.showexp = 1; if (battle_config.disp_zeny) sd->state.showzeny = 1; #ifdef VIP_ENABLE if (!battle_config.vip_disp_rate) sd->vip.disableshowrate = 1; #endif if (!(battle_config.display_skill_fail&2)) sd->state.showdelay = 1; memset(&sd->inventory, 0, sizeof(struct s_storage)); memset(&sd->cart, 0, sizeof(struct s_storage)); memset(&sd->storage, 0, sizeof(struct s_storage)); memset(&sd->premiumStorage, 0, sizeof(struct s_storage)); memset(&sd->equip_index, -1, sizeof(sd->equip_index)); memset(&sd->equip_switch_index, -1, sizeof(sd->equip_switch_index)); if( pc_isinvisible(sd) && !pc_can_use_command( sd, "hide", COMMAND_ATCOMMAND ) ){ sd->status.option &= ~OPTION_INVISIBLE; } status_change_init(&sd->bl); sd->sc.option = sd->status.option; //This is the actual option used in battle. unit_dataset(&sd->bl); sd->guild_x = -1; sd->guild_y = -1; sd->delayed_damage = 0; // Event Timers for( int i = 0; i < MAX_EVENTTIMER; i++ ) sd->eventtimer[i] = INVALID_TIMER; // Rental Timer sd->rental_timer = INVALID_TIMER; for( int i = 0; i < 3; i++ ) sd->hate_mob[i] = -1; sd->quest_log = NULL; sd->num_quests = 0; sd->avail_quests = 0; sd->save_quest = false; sd->count_rewarp = 0; sd->mail.pending_weight = 0; sd->mail.pending_zeny = 0; sd->mail.pending_slots = 0; sd->regs.vars = i64db_alloc(DB_OPT_BASE); sd->regs.arrays = NULL; sd->vars_dirty = false; sd->vars_ok = false; sd->vars_received = 0x0; //warp player enum e_setpos setpos_result = pc_setpos( sd, sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT ); if( setpos_result != SETPOS_OK ){ ShowError( "Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, setpos_result ); // try warping to a default map instead (church graveyard) if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != SETPOS_OK) { // if we fail again clif_authfail_fd(sd->fd, 0); return false; } } clif_inventory_expansion_info( sd ); clif_authok(sd); //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex] sd->die_counter=-1; //display login notice ShowInfo("'" CL_WHITE "%s" CL_RESET "' logged in." " (AID/CID: '" CL_WHITE "%d/%d" CL_RESET "'," " IP: '" CL_WHITE "%d.%d.%d.%d" CL_RESET "'," " Group '" CL_WHITE "%d" CL_RESET "').\n", sd->status.name, sd->status.account_id, sd->status.char_id, CONVIP(ip), sd->group_id); // Send friends list clif_friendslist_send(sd); if( !changing_mapservers ) { if (battle_config.display_version == 1) pc_show_version(sd); // Message of the Day [Valaris] for(int i=0; i < MOTD_LINE_SIZE && motd_text[i][0]; i++) { if (battle_config.motd_type) clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], motd_text[i], false, SELF); else clif_displaymessage(sd->fd, motd_text[i]); } if (expiration_time != 0) sd->expiration_time = expiration_time; /** * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P) **/ clif_changemap(sd,sd->bl.m,sd->bl.x,sd->bl.y); } pc_validate_skill(sd); /* [Ind] */ sd->sc_display = NULL; sd->sc_display_count = 0; // Player has not yet received the CashShop list sd->status.cashshop_sent = false; sd->last_addeditem_index = -1; sd->bonus_script.head = NULL; sd->bonus_script.count = 0; // Initialize BG queue sd->bg_queue_id = 0; #if PACKETVER_MAIN_NUM >= 20150507 || PACKETVER_RE_NUM >= 20150429 || defined(PACKETVER_ZERO) sd->hatEffects = {}; #endif sd->catch_target_class = PET_CATCH_FAIL; // Check EXP overflow, since in previous revision EXP on Max Level can be more than 'official' Max EXP if (pc_is_maxbaselv(sd) && sd->status.base_exp > MAX_LEVEL_BASE_EXP) { sd->status.base_exp = MAX_LEVEL_BASE_EXP; clif_updatestatus(sd, SP_BASEEXP); } if (pc_is_maxjoblv(sd) && sd->status.job_exp > MAX_LEVEL_JOB_EXP) { sd->status.job_exp = MAX_LEVEL_JOB_EXP; clif_updatestatus(sd, SP_JOBEXP); } // Request all registries (auth is considered completed whence they arrive) intif_request_registry(sd,7); return true; } /*========================================== * Closes a connection because it failed to be authenticated from the char server. *------------------------------------------*/ void pc_authfail(struct map_session_data *sd) { clif_authfail_fd(sd->fd, 0); return; } /** * Player register a bl as hatred * @param sd : player session * @param pos : hate position [0;2] * @param bl : target bl * @return false:failed, true:success */ bool pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl) { int class_; if (!sd || !bl || pos < 0 || pos > 2) return false; if (sd->hate_mob[pos] != -1) { //Can't change hate targets. clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current return false; } class_ = status_get_class(bl); if (!pcdb_checkid(class_)) { unsigned int max_hp = status_get_max_hp(bl); if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000)) return false; if (pos != status_get_size(bl)) return false; //Wrong size } sd->hate_mob[pos] = class_; pc_setglobalreg(sd, add_str(sg_info[pos].hate_var), class_+1); clif_hate_info(sd, pos, class_, 1); return true; } /*========================================== * Invoked once after the char/account/account2 registry variables are received. [Skotlex] * We didn't receive item information at this point so DO NOT attempt to do item operations here. * See intif_parse_StorageReceived() for item operations [lighta] *------------------------------------------*/ void pc_reg_received(struct map_session_data *sd) { uint8 i; sd->vars_ok = true; sd->change_level_2nd = static_cast(pc_readglobalreg(sd, add_str(JOBCHANGE2ND_VAR))); sd->change_level_3rd = static_cast(pc_readglobalreg(sd, add_str(JOBCHANGE3RD_VAR))); sd->change_level_4th = static_cast(pc_readglobalreg(sd, add_str(JOBCHANGE4TH_VAR))); sd->die_counter = static_cast(pc_readglobalreg(sd, add_str(PCDIECOUNTER_VAR))); sd->langtype = static_cast(pc_readaccountreg(sd, add_str(LANGTYPE_VAR))); if (msg_checklangtype(sd->langtype,true) < 0) sd->langtype = 0; //invalid langtype reset to default // Cash shop sd->cashPoints = static_cast(pc_readaccountreg(sd, add_str(CASHPOINT_VAR))); sd->kafraPoints = static_cast(pc_readaccountreg(sd, add_str(KAFRAPOINT_VAR))); // Cooking Exp sd->cook_mastery = static_cast(pc_readglobalreg(sd, add_str(COOKMASTERY_VAR))); if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { // Better check for class rather than skill to prevent "skill resets" from unsetting this sd->mission_mobid = static_cast(pc_readglobalreg(sd, add_str(TKMISSIONID_VAR))); sd->mission_count = static_cast(pc_readglobalreg(sd, add_str(TKMISSIONCOUNT_VAR))); } if (battle_config.feature_banking) sd->bank_vault = static_cast(pc_readreg2(sd, BANK_VAULT_VAR)); if (battle_config.feature_roulette) { sd->roulette_point.bronze = static_cast(pc_readreg2(sd, ROULETTE_BRONZE_VAR)); sd->roulette_point.silver = static_cast(pc_readreg2(sd, ROULETTE_SILVER_VAR)); sd->roulette_point.gold = static_cast(pc_readreg2(sd, ROULETTE_GOLD_VAR)); } sd->roulette.prizeIdx = -1; //SG map and mob read [Komurka] for(i=0;i(pc_readglobalreg(sd, add_str(sg_info[i].feel_var)))) != 0) { sd->feel_map[i].index = j; sd->feel_map[i].m = map_mapindex2mapid(j); } else { sd->feel_map[i].index = 0; sd->feel_map[i].m = -1; } sd->hate_mob[i] = static_cast(pc_readglobalreg(sd, add_str(sg_info[i].hate_var)))-1; } if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) { unsigned short skid = static_cast(pc_readglobalreg(sd, add_str(SKILL_VAR_PLAGIARISM))); sd->cloneskill_idx = skill_get_index(skid); if (sd->cloneskill_idx > 0) { sd->status.skill[sd->cloneskill_idx].id = skid; sd->status.skill[sd->cloneskill_idx].lv = static_cast(pc_readglobalreg(sd, add_str(SKILL_VAR_PLAGIARISM_LV))); if (sd->status.skill[sd->cloneskill_idx].lv > i) sd->status.skill[sd->cloneskill_idx].lv = i; sd->status.skill[sd->cloneskill_idx].flag = SKILL_FLAG_PLAGIARIZED; } } if ((i = pc_checkskill(sd,SC_REPRODUCE)) > 0) { unsigned short skid = static_cast(pc_readglobalreg(sd, add_str(SKILL_VAR_REPRODUCE))); sd->reproduceskill_idx = skill_get_index(skid); if (sd->reproduceskill_idx > 0) { sd->status.skill[sd->reproduceskill_idx].id = skid; sd->status.skill[sd->reproduceskill_idx].lv = static_cast(pc_readglobalreg(sd, add_str(SKILL_VAR_REPRODUCE_LV))); if (i < sd->status.skill[sd->reproduceskill_idx].lv) sd->status.skill[sd->reproduceskill_idx].lv = i; sd->status.skill[sd->reproduceskill_idx].flag = SKILL_FLAG_PLAGIARIZED; } } //Weird... maybe registries were reloaded? if (sd->state.active) return; sd->state.active = 1; sd->state.pc_loaded = false; // Ensure inventory data and status data is loaded before we calculate player stats intif_storage_request(sd,TABLE_STORAGE, 0, STOR_MODE_ALL); // Request storage data intif_storage_request(sd,TABLE_CART, 0, STOR_MODE_ALL); // Request cart data intif_storage_request(sd,TABLE_INVENTORY, 0, STOR_MODE_ALL); // Request inventory data // Restore IM_CHAR instance to the player for (const auto &instance : instances) { if (instance.second->mode == IM_CHAR && instance.second->owner_id == sd->status.char_id) { sd->instance_id = instance.first; break; } } #if PACKETVER_MAIN_NUM < 20190403 || PACKETVER_RE_NUM < 20190320 || PACKETVER_ZERO_NUM < 20190410 if (sd->instance_id > 0) instance_reqinfo(sd, sd->instance_id); if (sd->status.party_id > 0) party_member_joined(sd); if (sd->status.guild_id > 0) guild_member_joined(sd); if (sd->status.clan_id > 0) clan_member_joined(sd); #endif // pet if (sd->status.pet_id > 0) intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id); // Homunculus [albator] if( sd->status.hom_id > 0 ) intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); if( sd->status.mer_id > 0 ) intif_mercenary_request(sd->status.mer_id, sd->status.char_id); if( sd->status.ele_id > 0 ) intif_elemental_request(sd->status.ele_id, sd->status.char_id); map_addiddb(&sd->bl); map_delnickdb(sd->status.char_id, sd->status.name); if (!chrif_auth_finished(sd)) ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id); chrif_skillcooldown_request(sd->status.account_id, sd->status.char_id); chrif_bsdata_request(sd->status.char_id); #ifdef VIP_ENABLE sd->vip.time = 0; sd->vip.enabled = 0; chrif_req_login_operation(sd->status.account_id, sd->status.name, CHRIF_OP_LOGIN_VIP, 0, 1|8, 0); // request VIP information #endif intif_Mail_requestinbox(sd->status.char_id, 0, MAIL_INBOX_NORMAL); // MAIL SYSTEM - Request Mail Inbox intif_request_questlog(sd); if (battle_config.feature_achievement) { sd->achievement_data.total_score = 0; sd->achievement_data.level = 0; sd->achievement_data.save = false; sd->achievement_data.count = 0; sd->achievement_data.incompleteCount = 0; sd->achievement_data.achievements = NULL; intif_request_achievements(sd->status.char_id); } if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually. sd->state.connect_new = 1; clif_parse_LoadEndAck(sd->fd, sd); if( pc_isinvisible( sd ) ){ sd->vd.class_ = JT_INVISIBLE; clif_displaymessage( sd->fd, msg_txt( sd, 11 ) ); // Invisible: On // decrement the number of pvp players on the map map_getmapdata( sd->bl.m )->users_pvp--; if( map_getmapflag( sd->bl.m, MF_PVP ) && !map_getmapflag( sd->bl.m, MF_PVP_NOCALCRANK ) && sd->pvp_timer != INVALID_TIMER ){ // unregister the player for ranking delete_timer( sd->pvp_timer, pc_calc_pvprank_timer ); sd->pvp_timer = INVALID_TIMER; } clif_changeoption( &sd->bl ); } } channel_autojoin(sd); } static int pc_calc_skillpoint(struct map_session_data* sd) { uint16 i, skill_point = 0; nullpo_ret(sd); for(i = 1; i < MAX_SKILL; i++) { if( sd->status.skill[i].id && sd->status.skill[i].lv > 0) { std::shared_ptr skill = skill_db.find(sd->status.skill[i].id); if ((!skill->inf2[INF2_ISQUEST] || battle_config.quest_skill_learn) && (!skill->inf2[INF2_ISWEDDING] || skill->inf2[INF2_ISSPIRIT]) //Do not count wedding/link skills. [Skotlex] ) { if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) skill_point += sd->status.skill[i].lv; else if(sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0); } } } return skill_point; } static bool pc_grant_allskills(struct map_session_data *sd, bool addlv) { if (!sd || !pc_has_permission(sd, PC_PERM_ALL_SKILL)) return false; /** * Dummy skills must NOT be added here otherwise they'll be displayed in the, * skill tree and since they have no icons they'll give resource errors * Get ALL skills except npc/guild ones. [Skotlex] * Don't add SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage] **/ for (const auto &skill : skill_db) { uint16 skill_id = skill.second->nameid; if (skill_id == 0 || skill.second->inf2[INF2_ISNPC]|| skill.second->inf2[INF2_ISGUILD]) continue; switch (skill_id) { case SM_SELFPROVOKE: case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: case WL_CHAINLIGHTNING_ATK: case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: case WL_SUMMON_ATK_FIRE: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_GROUND: case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: case WM_SEVERE_RAINSTORM_MELEE: case RL_R_TRIP_PLUSATK: case SG_DEVIL: case MO_TRIPLEATTACK: case RG_SNATCHER: continue; default: { uint8 lv = (uint8)skill_get_max(skill_id); if (lv > 0) { uint16 idx = skill_get_index(skill_id); sd->status.skill[idx].id = skill_id; if (addlv) sd->status.skill[idx].lv = lv; } } break; } } return true; } /*========================================== * Calculation of skill level. * @param sd *------------------------------------------*/ void pc_calc_skilltree(struct map_session_data *sd) { nullpo_retv(sd); uint64 job = pc_calc_skilltree_normalize_job(sd); int class_ = pc_mapid2jobid(job, sd->status.sex); if( class_ == -1 ) { //Unable to normalize job?? ShowError( "pc_calc_skilltree: Unable to normalize job %s(%d) for character %s (%d:%d)\n", job_name( sd->status.class_ ), sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id ); return; } uint16 job_id = class_; class_ = pc_class2idx(class_); for (const auto &skill : skill_db) { uint16 skill_id = skill.second->nameid; uint16 idx = skill_get_index(skill_id); if( sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[idx].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these sd->status.skill[idx].id = 0; //First clear skills. /* permanent skills that must be re-checked */ if( sd->status.skill[idx].flag == SKILL_FLAG_PERM_GRANTED ) { if (skill_id == 0) { sd->status.skill[idx].id = 0; sd->status.skill[idx].lv = 0; sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT; continue; } switch (skill_id) { case NV_TRICKDEAD: if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) { sd->status.skill[idx].id = 0; sd->status.skill[idx].lv = 0; sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT; } break; } } } for (const auto &skill : skill_db) { uint16 idx = skill_get_index(skill.second->nameid); // Restore original level of skills after deleting earned skills. if( sd->status.skill[idx].flag != SKILL_FLAG_PERMANENT && sd->status.skill[idx].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) { sd->status.skill[idx].lv = (sd->status.skill[idx].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT; } } // Removes Taekwon Ranker skill bonus if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) { std::shared_ptr tree = skill_tree_db.find(JOB_TAEKWON); if (tree != nullptr && !tree->skills.empty()) { for (const auto &it : tree->skills) { uint16 sk_idx = skill_get_index(it.first); if (sk_idx == 0) continue; if (sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[sk_idx].flag != SKILL_FLAG_PERM_GRANTED) { if (it.first == NV_BASIC || it.first == NV_FIRSTAID || it.first == WE_CALLBABY) continue; sd->status.skill[sk_idx].id = 0; } } } } // Grant all skills pc_grant_allskills(sd, false); int flag; std::shared_ptr tree = skill_tree_db.find(job_id); do { flag = 0; if (tree == nullptr || tree->skills.empty()) break; for (const auto &skillsit : tree->skills) { bool fail = false; uint16 skid = skillsit.first; uint16 sk_idx = skill_get_index(skid); if (sd->status.skill[sk_idx].id) continue; //Skill already known. if (!battle_config.skillfree) { // Checking required skills std::shared_ptr entry = skillsit.second; if (entry != nullptr && !entry->need.empty()) { for (const auto &it : entry->need) { uint16 sk_need_id = it.first; uint16 sk_need_idx = skill_get_index(sk_need_id); if (sk_need_idx > 0) { uint16 sk_need = sk_need_id; if (sd->status.skill[sk_need_idx].id == 0 || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_PLAGIARIZED) sk_need = 0; //Not learned. else if (sd->status.skill[sk_need_idx].flag >= SKILL_FLAG_REPLACED_LV_0) //Real learned level sk_need = sd->status.skill[sk_need_idx].flag - SKILL_FLAG_REPLACED_LV_0; else sk_need = pc_checkskill(sd,sk_need_id); if (sk_need < it.second) { fail = true; break; } } } } if (sd->status.base_level < entry->baselv) { //We need to get the actual class in this case int c_ = pc_mapid2jobid(sd->class_, sd->status.sex); c_ = pc_class2idx(c_); if (class_ == c_ || (class_ != c_ && sd->status.base_level < entry->baselv)) fail = true; // base level requirement wasn't satisfied } if (sd->status.job_level < entry->joblv) { //We need to get the actual class in this case int c_ = pc_mapid2jobid(sd->class_, sd->status.sex); c_ = pc_class2idx(c_); if (class_ == c_ || (class_ != c_ && sd->status.job_level < entry->joblv)) fail = true; // job level requirement wasn't satisfied } } if (!fail) { std::shared_ptr skill = skill_db.find(skid); if (!sd->status.skill[sk_idx].lv && ( (skill->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn) || skill->inf2[INF2_ISWEDDING] || (skill->inf2[INF2_ISSPIRIT] && !sd->sc.data[SC_SPIRIT]) )) continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills. sd->status.skill[sk_idx].id = skid; if(skill->inf2[INF2_ISSPIRIT]) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed. sd->status.skill[sk_idx].lv = 1; // need to manually specify a skill level sd->status.skill[sk_idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill. } flag = 1; // skill list has changed, perform another pass } } } while(flag); if( class_ > 0 && sd->status.skill_point == 0 && pc_is_taekwon_ranker(sd) ) { uint16 skid = 0; /* Taekwon Ranker Bonus Skill Tree ============================================ - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking. - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic) - (sd->status.skill_point == 0) to wait until all skill points are assigned to avoid problems with Job Change quest. */ std::shared_ptr tree = skill_tree_db.find(job_id); if (tree != nullptr && !tree->skills.empty()) { for (const auto &it : tree->skills) { skid = it.first; uint16 sk_idx = skill_get_index(skid); if (sk_idx == 0) continue; if( skill_get_inf2_(skid, { INF2_ISQUEST, INF2_ISWEDDING }) ) continue; //Do not include Quest/Wedding skills. if( sd->status.skill[sk_idx].id == 0 ) { sd->status.skill[sk_idx].id = skid; sd->status.skill[sk_idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill. } else if( skid != NV_BASIC ) sd->status.skill[sk_idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[sk_idx].lv; // Remember original level sd->status.skill[sk_idx].lv = skill_tree_get_max(skid, sd->status.class_); } } } // Enable Bard/Dancer spirit linked skills. if (sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER) { std::vector> linked_skills = { { BA_WHISTLE, DC_HUMMING }, { BA_ASSASSINCROSS, DC_DONTFORGETME }, { BA_POEMBRAGI, DC_FORTUNEKISS }, { BA_APPLEIDUN, DC_SERVICEFORYOU } }; for (const auto &skill : linked_skills) { if (pc_checkskill(sd, skill[!sd->status.sex]) < 10) continue; // Tag it as a non-savable, non-uppable, bonus skill pc_skill(sd, skill[sd->status.sex], 10, ADDSKILL_TEMP); } } } //Checks if you can learn a new skill after having leveled up a skill. static void pc_check_skilltree(struct map_session_data *sd) { int flag = 0; if (battle_config.skillfree) return; //Function serves no purpose if this is set int c = pc_mapid2jobid( pc_calc_skilltree_normalize_job( sd ), sd->status.sex ); if (c == -1) { //Unable to normalize job?? ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id); return; } std::shared_ptr tree = skill_tree_db.find(c); if (tree == nullptr || tree->skills.empty()) return; do { flag = 0; for (const auto &skillsit : tree->skills) { uint16 skid = skillsit.first; uint16 sk_idx = skill_get_index(skid); bool fail = false; if (sd->status.skill[sk_idx].id) //Already learned continue; // Checking required skills std::shared_ptr entry = skillsit.second; if (entry != nullptr && !entry->need.empty()) { for (const auto &it : entry->need) { uint16 sk_need_id = it.first; uint16 sk_need_idx = skill_get_index(sk_need_id); if (sk_need_id > 0) { short sk_need = sk_need_id; if (sd->status.skill[sk_need_idx].id == 0 || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_PLAGIARIZED) sk_need = 0; //Not learned. else if (sd->status.skill[sk_need_idx].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level sk_need = sd->status.skill[sk_need_idx].flag - SKILL_FLAG_REPLACED_LV_0; else sk_need = pc_checkskill(sd,sk_need_id); if (sk_need < it.second) { fail = true; break; } } } } if( fail ) continue; if (sd->status.base_level < entry->baselv || sd->status.job_level < entry->joblv) continue; std::shared_ptr skill = skill_db.find(skid); if( !sd->status.skill[sk_idx].lv && ( (skill->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn) || skill->inf2[INF2_ISWEDDING] || (skill->inf2[INF2_ISSPIRIT] && !sd->sc.data[SC_SPIRIT]) ) ) continue; //Cannot be learned via normal means. sd->status.skill[sk_idx].id = skid; flag = 1; } } while(flag); } // Make sure all the skills are in the correct condition // before persisting to the backend.. [MouseJstr] void pc_clean_skilltree(struct map_session_data *sd) { uint16 i; for (i = 0; i < MAX_SKILL; i++){ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } else if (sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0){ sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } } } uint64 pc_calc_skilltree_normalize_job(struct map_session_data *sd) { int skill_point, novice_skills; uint64 c = sd->class_; if (!battle_config.skillup_limit || pc_has_permission(sd, PC_PERM_ALL_SKILL)) return c; skill_point = pc_calc_skillpoint(sd); // Novice's skill points for basic skill. std::shared_ptr novice_job = job_db.find(JOB_NOVICE); novice_skills = novice_job->max_job_level - 1; // 1st Class Job LV Check if (sd->class_ & JOBL_2 && (sd->class_ & MAPID_UPPERMASK) != MAPID_SUPER_NOVICE && !sd->change_level_2nd) { sd->change_level_2nd = job_db.find(pc_mapid2jobid(sd->class_ & MAPID_BASEMASK, sd->status.sex))->max_job_level; pc_setglobalreg(sd, add_str(JOBCHANGE2ND_VAR), sd->change_level_2nd); } // 2nd Class Job LV Check if (sd->class_ & JOBL_THIRD && (sd->class_ & MAPID_THIRDMASK) != MAPID_SUPER_NOVICE_E && !sd->change_level_3rd) { sd->change_level_3rd = job_db.find(pc_mapid2jobid(sd->class_ & MAPID_UPPERMASK, sd->status.sex))->max_job_level; pc_setglobalreg(sd, add_str(JOBCHANGE3RD_VAR), sd->change_level_3rd); } // 3rd Class Job LV Check if (sd->class_ & JOBL_FOURTH && !sd->change_level_4th) { sd->change_level_4th = job_db.find(pc_mapid2jobid(sd->class_ & MAPID_THIRDMASK | JOBL_THIRD, sd->status.sex))->max_job_level; pc_setglobalreg(sd, add_str(JOBCHANGE4TH_VAR), sd->change_level_4th); } // Check the skill tree the player has access to depending on the used number of skill points. if (skill_point < novice_skills && (sd->class_&MAPID_BASEMASK) != MAPID_SUMMONER) // Novice Skill Tree c = MAPID_NOVICE; else if (skill_point < novice_skills + (sd->change_level_2nd - 1) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) // 1st Job Skill Tree c &= MAPID_BASEMASK; else if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1) && (sd->class_&MAPID_THIRDMASK) != MAPID_SUPER_NOVICE_E) // 2nd Job Skill Tree c &= MAPID_UPPERMASK; else if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1) + (sd->change_level_4th - 1)) // 3rd Job Skill Tree c &= MAPID_THIRDMASK; // Special Masks if (sd->class_&JOBL_UPPER) c |= JOBL_UPPER;// Rebirth Job if (sd->class_&JOBL_BABY) c |= JOBL_BABY;// Baby Job return c; } /*========================================== * Updates the weight status *------------------------------------------ * 1: overweight 50% for pre-renewal and 70% for renewal * 2: overweight 90% * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here. */ void pc_updateweightstatus(struct map_session_data *sd) { int old_overweight; int new_overweight; nullpo_retv(sd); old_overweight = (sd->sc.data[SC_WEIGHT90]) ? 2 : (sd->sc.data[SC_WEIGHT50]) ? 1 : 0; #ifdef RENEWAL new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is70overweight(sd)) ? 1 : 0; #else new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0; #endif if( old_overweight == new_overweight ) return; // no change // stop old status change if( old_overweight == 1 ) status_change_end(&sd->bl, SC_WEIGHT50, INVALID_TIMER); else if( old_overweight == 2 ) status_change_end(&sd->bl, SC_WEIGHT90, INVALID_TIMER); // start new status change if( new_overweight == 1 ) sc_start(&sd->bl,&sd->bl, SC_WEIGHT50, 100, 0, 0); else if( new_overweight == 2 ) sc_start(&sd->bl,&sd->bl, SC_WEIGHT90, 100, 0, 0); // update overweight status sd->regen.state.overweight = new_overweight; } int pc_disguise(struct map_session_data *sd, int class_) { if (!class_ && !sd->disguise) return 0; if (class_ && sd->disguise == class_) return 0; if(pc_isinvisible(sd)) { //Character is invisible. Stealth class-change. [Skotlex] sd->disguise = class_; //viewdata is set on uncloaking. return 2; } if (sd->bl.prev != NULL) { pc_stop_walking(sd, 0); clif_clearunit_area(&sd->bl, CLR_OUTSIGHT); } if (!class_) { sd->disguise = 0; class_ = sd->status.class_; } else sd->disguise=class_; status_set_viewdata(&sd->bl, class_); clif_changeoption(&sd->bl); if (sd->bl.prev != NULL) { clif_spawn(&sd->bl); if (class_ == sd->status.class_ && pc_iscarton(sd)) { //It seems the cart info is lost on undisguise. clif_cartlist(sd); clif_updatestatus(sd,SP_CARTINFO); } if (sd->chatID) { struct chat_data* cd; if ((cd = (struct chat_data*)map_id2bl(sd->chatID)) != NULL) clif_dispchat(cd,0); } } return 1; } /// Show error message #define PC_BONUS_SHOW_ERROR(type,type2,val) { ShowError("%s: %s: Invalid %s %d.\n",__FUNCTION__,#type,#type2,(val)); break; } /// Check for valid Element, break & show error message if invalid Element #define PC_BONUS_CHK_ELEMENT(ele,bonus) { if (!CHK_ELEMENT((ele))) { PC_BONUS_SHOW_ERROR((bonus),Element,(ele)); }} /// Check for valid Race, break & show error message if invalid Race #define PC_BONUS_CHK_RACE(rc,bonus) { if (!CHK_RACE((rc))) { PC_BONUS_SHOW_ERROR((bonus),Race,(rc)); }} /// Check for valid Race2, break & show error message if invalid Race2 #define PC_BONUS_CHK_RACE2(rc2,bonus) { if (!CHK_RACE2((rc2))) { PC_BONUS_SHOW_ERROR((bonus),Race2,(rc2)); }} /// Check for valid Class, break & show error message if invalid Class #define PC_BONUS_CHK_CLASS(cl,bonus) { if (!CHK_CLASS((cl))) { PC_BONUS_SHOW_ERROR((bonus),Class,(cl)); }} /// Check for valid Size, break & show error message if invalid Size #define PC_BONUS_CHK_SIZE(sz,bonus) { if (!CHK_MOBSIZE((sz))) { PC_BONUS_SHOW_ERROR((bonus),Size,(sz)); }} /// Check for valid SC, break & show error message if invalid SC #define PC_BONUS_CHK_SC(sc,bonus) { if ((sc) <= SC_NONE || (sc) >= SC_MAX) { PC_BONUS_SHOW_ERROR((bonus),Effect,(sc)); }} /** * Add auto spell bonus for player while attacking/attacked * @param spell: Spell array * @param id: Skill to cast * @param lv: Skill level * @param rate: Success chance * @param battle_flag: Battle flag * @param card_id: Used to prevent card stacking * @param flag: Flags used for extra arguments * &0: forces the skill to be casted on self, rather than on the target * &1: forces the skill to be casted on target, rather than self * &2: random skill level in [1..lv] is chosen */ static void pc_bonus_autospell(std::vector &spell, uint16 id, uint16 lv, short rate, short battle_flag, t_itemid card_id, uint8 flag) { if (spell.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_autospell: Reached max (%d) number of autospells per character!\n", MAX_PC_BONUS); return; } if (!rate) return; if (!(battle_flag&BF_RANGEMASK)) battle_flag |= BF_SHORT | BF_LONG; //No range defined? Use both. if (!(battle_flag&BF_WEAPONMASK)) battle_flag |= BF_WEAPON; //No attack type defined? Use weapon. if (!(battle_flag&BF_SKILLMASK)) { if (battle_flag&(BF_MAGIC | BF_MISC)) battle_flag |= BF_SKILL; //These two would never trigger without BF_SKILL if (battle_flag&BF_WEAPON) battle_flag |= BF_NORMAL; //By default autospells should only trigger on normal weapon attacks. } for (auto &it : spell) { if ((it.card_id == card_id || it.rate < 0 || rate < 0) && it.id == id && it.lv == lv && it.battle_flag == battle_flag && it.flag == flag) { if (!battle_config.autospell_stacking && it.rate > 0 && rate > 0) // Stacking disabled return; it.rate = cap_value(it.rate + rate, -10000, 10000); return; } } struct s_autospell entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_autospell: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.id = id; entry.lv = lv; entry.rate = cap_value(rate, -10000, 10000); entry.battle_flag = battle_flag; entry.card_id = card_id; entry.flag = flag; spell.push_back(entry); } /** * Add auto spell bonus for player while using skills * @param spell: Spell array * @param src_skill: Trigger skill * @param id: Support or target type * @param lv: Skill level * @param rate: Success chance * @param card_id: Used to prevent card stacking * @param flag: Flags used for extra arguments * &1: forces the skill to be casted on self, rather than on the target of skill * &2: random skill level in [1..lv] is chosen */ static void pc_bonus_autospell_onskill(std::vector &spell, uint16 src_skill, uint16 id, uint16 lv, short rate, t_itemid card_id, uint8 flag) { if (spell.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_autospell_onskill: Reached max (%d) number of autospells per character!\n", MAX_PC_BONUS); return; } if (!rate) return; struct s_autospell entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_onskill: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.trigger_skill = src_skill; entry.id = id; entry.lv = lv; entry.rate = cap_value(rate, -10000, 10000); entry.card_id = card_id; entry.flag = flag; spell.push_back(entry); } /** * Add inflict effect bonus for player while attacking/attacked * @param effect: Effect array * @param sc: SC/Effect type * @param rate: Success chance * @param arrow_rate: success chance if bonus comes from arrow-type item * @param flag: Target flag * @param duration: Duration. If 0 use default duration lookup for associated skill with level 7 */ static void pc_bonus_addeff(std::vector &effect, enum sc_type sc, short rate, short arrow_rate, unsigned char flag, unsigned int duration) { if (effect.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_addeff: Reached max (%d) number of add effects per character!\n", MAX_PC_BONUS); return; } if (!(flag&(ATF_SHORT | ATF_LONG))) flag |= ATF_SHORT | ATF_LONG; //Default range: both if (!(flag&(ATF_TARGET | ATF_SELF))) flag |= ATF_TARGET; //Default target: enemy. if (!(flag&(ATF_WEAPON | ATF_MAGIC | ATF_MISC))) flag |= ATF_WEAPON; //Default type: weapon. if (!duration) duration = (unsigned int)skill_get_time2(status_db.getSkill(sc), 7); for (auto &it : effect) { if (it.sc == sc && it.flag == flag) { it.rate = cap_value(it.rate + rate, -10000, 10000); it.arrow_rate += arrow_rate; it.duration = umax(it.duration, duration); return; } } struct s_addeffect entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_addeff: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.sc = sc; entry.rate = cap_value(rate, -10000, 10000); entry.arrow_rate = arrow_rate; entry.flag = flag; entry.duration = duration; effect.push_back(entry); } /** * Add inflict effect bonus for player while attacking using skill * @param effect: Effect array * @param sc: SC/Effect type * @param rate: Success chance * @param skill_id: Skill to cast * @param target: Target type * @param duration: Duration. If 0 use default duration lookup for associated skill with level 7 */ static void pc_bonus_addeff_onskill(std::vector &effect, enum sc_type sc, short rate, short skill_id, unsigned char target, unsigned int duration) { if (effect.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_addeff_onskill: Reached max (%d) number of add effects per character!\n", MAX_PC_BONUS); return; } if (!duration) duration = (unsigned int)skill_get_time2(status_db.getSkill(sc), 7); for (auto &it : effect) { if (it.sc == sc && it.skill_id == skill_id && it.target == target) { it.rate = cap_value(it.rate + rate, -10000, 10000); it.duration = umax(it.duration, duration); return; } } struct s_addeffectonskill entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_addeff_onskill: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.sc = sc; entry.rate = cap_value(rate, -10000, 10000); entry.skill_id = skill_id; entry.target = target; entry.duration = duration; effect.push_back(entry); } /** * Adjust/add drop rate modifier for player * @param drop: Player's sd->add_drop (struct s_add_drop) * @param nameid: item id that will be dropped * @param group: group id * @param class_: target class * @param race: target race. if < 0, means monster_id * @param rate: rate value: 1 ~ 10000. If < 0, it will be multiplied with mob level/10 */ static void pc_bonus_item_drop(std::vector &drop, t_itemid nameid, uint16 group, int class_, short race, int rate) { if (!nameid && !group) { ShowWarning("pc_bonus_item_drop: No Item ID nor Item Group ID specified.\n"); return; } if (nameid && !itemdb_exists(nameid)) { ShowWarning("pc_bonus_item_drop: Invalid item id %u\n",nameid); return; } if (group && !itemdb_group.exists(group)) { ShowWarning("pc_bonus_item_drop: Invalid Item Group %hu\n",group); return; } if (drop.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_item_drop: Reached max (%d) number of added drops per character! (nameid: %u group: %d class_: %d race: %d rate: %d)\n", MAX_PC_BONUS, nameid, group, class_, race, rate); return; } //Apply config rate adjustment settings. if (rate >= 0) { //Absolute drop. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate < battle_config.item_drop_adddrop_min) rate = battle_config.item_drop_adddrop_min; else if (rate > battle_config.item_drop_adddrop_max) rate = battle_config.item_drop_adddrop_max; } else { //Relative drop, max/min limits are applied at drop time. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate > -1) rate = -1; } for (auto &it : drop) { if (it.nameid == nameid && it.group == group && it.race == race && it.class_ == class_) { if ((rate < 0 && it.rate < 0) || (rate > 0 && it.rate > 0)) //Adjust the rate if it has same classification it.rate = cap_value(it.rate + rate, -10000, 10000); return; } } struct s_add_drop entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_item_drop: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.nameid = nameid; entry.group = group; entry.race = race; entry.class_ = class_; entry.rate = cap_value(rate, -10000, 10000); drop.push_back(entry); } s_autobonus::~s_autobonus(){ if( this->active != INVALID_TIMER ){ delete_timer( this->active, pc_endautobonus ); this->active = INVALID_TIMER; } if( this->bonus_script != nullptr ){ aFree( this->bonus_script ); this->bonus_script = nullptr; } if( this->other_script != nullptr ){ aFree( this->other_script ); this->other_script = nullptr; } } /** * Add autobonus to player when attacking/attacked * @param bonus: Bonus array * @param script: Script to execute * @param rate: Success chance * @param dur: Duration * @param flag: Battle flag/skill * @param other_script: Secondary script to execute * @param pos: Item equip position * @param onskill: Skill used to trigger autobonus * @return True on success or false otherwise */ bool pc_addautobonus(std::vector> &bonus, const char *script, short rate, unsigned int dur, uint16 flag, const char *other_script, unsigned int pos, bool onskill){ // Check if the same bonus already exists for( std::shared_ptr autobonus : bonus ){ // Compare based on position and bonus script if( autobonus->pos == pos && strcmp( script, autobonus->bonus_script ) == 0 ){ return false; } } if (bonus.size() == MAX_PC_BONUS) { ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", MAX_PC_BONUS); return false; } if (!onskill) { if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT | BF_LONG; //No range defined? Use both. if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; //No attack type defined? Use weapon. if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC | BF_MISC)) flag |= BF_SKILL; //These two would never trigger without BF_SKILL if (flag&BF_WEAPON) flag |= BF_NORMAL | BF_SKILL; } } std::shared_ptr entry = std::make_shared(); if (rate < -10000 || rate > 10000) ShowWarning("pc_addautobonus: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry->rate = cap_value(rate, -10000, 10000); entry->duration = dur; entry->active = INVALID_TIMER; entry->atk_type = flag; entry->pos = pos; entry->bonus_script = aStrdup(script); entry->other_script = (other_script ? aStrdup(other_script) : NULL); bonus.push_back(entry); return true; } /** * Remove an autobonus from player * @param sd: Player data * @param bonus: Autobonus array * @param restore: Run script on clearing or not */ void pc_delautobonus(struct map_session_data &sd, std::vector> &bonus, bool restore){ std::vector>::iterator it = bonus.begin(); while( it != bonus.end() ){ std::shared_ptr b = *it; if( b->active != INVALID_TIMER && restore && b->bonus_script != nullptr ){ unsigned int equip_pos_idx = 0; // Create a list of all equipped positions to see if all items needed for the autobonus are still present [Playtester] for (uint8 j = 0; j < EQI_MAX; j++) { if (sd.equip_index[j] >= 0) equip_pos_idx |= sd.inventory.u.items_inventory[sd.equip_index[j]].equip; } if( ( equip_pos_idx&b->pos ) == b->pos ){ script_run_autobonus(b->bonus_script, &sd, b->pos); }else{ // Not all required items equipped anymore restore = false; } } if( restore ){ it++; continue; } it = bonus.erase(it); } } /** * Execute autobonus on player * @param sd: Player data * @param autobonus: Autobonus to run */ void pc_exeautobonus(struct map_session_data &sd, std::vector> *bonus, std::shared_ptr autobonus) { if (autobonus->active != INVALID_TIMER) delete_timer(autobonus->active, pc_endautobonus); if( autobonus->other_script ) { int j; unsigned int equip_pos_idx = 0; //Create a list of all equipped positions to see if all items needed for the autobonus are still present [Playtester] for(j = 0; j < EQI_MAX; j++) { if(sd.equip_index[j] >= 0) equip_pos_idx |= sd.inventory.u.items_inventory[sd.equip_index[j]].equip; } if((equip_pos_idx&autobonus->pos) == autobonus->pos) script_run_autobonus(autobonus->other_script,&sd,autobonus->pos); } autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd.bl.id, (intptr_t)bonus); status_calc_pc(&sd,SCO_FORCE); } /** * Remove autobonus timer from player */ TIMER_FUNC(pc_endautobonus){ struct map_session_data *sd = map_id2sd(id); std::vector> *bonus = (std::vector> *)data; nullpo_ret(sd); nullpo_ret(bonus); for( std::shared_ptr autobonus : *bonus ){ if( autobonus->active == tid ){ autobonus->active = INVALID_TIMER; break; } } status_calc_pc(sd,SCO_FORCE); return 0; } /** * Add element bonus to player when attacking * @param sd: Player data * @param ele: Element to adjust * @param rate: Success chance * @param flag: Battle flag */ static void pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { nullpo_retv(sd); struct weapon_data *wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon); if (wd->addele2.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_addele: Reached max (%d) number of add element damage bonuses per character!\n", MAX_PC_BONUS); return; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT | BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC | BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL | BF_SKILL; } for (auto &it : wd->addele2) { if (it.ele == ele && it.flag == flag) { it.rate = cap_value(it.rate + rate, -10000, 10000); return; } } struct s_addele2 entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_addele: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.ele = ele; entry.rate = cap_value(rate, -10000, 10000); entry.flag = flag; wd->addele2.push_back(entry); } /** * Reduce element bonus to player when attacking * @param sd: Player data * @param ele: Element to adjust * @param rate: Success chance * @param flag: Battle flag */ static void pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { nullpo_retv(sd); if (sd->subele2.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_subele: Reached max (%d) number of resist element damage bonuses per character!\n", MAX_PC_BONUS); return; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT | BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC | BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL | BF_SKILL; } for (auto &it : sd->subele2) { if (it.ele == ele && it.flag == flag) { it.rate = cap_value(it.rate + rate, -10000, 10000); return; } } struct s_addele2 entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_subele: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.ele = ele; entry.rate = cap_value(rate, -10000, 10000); entry.flag = flag; sd->subele2.push_back(entry); } /** * Adjust race damage to target when attacking * @param sd: Player data * @param race: Race to adjust * @param rate: Success chance * @param flag: Battle flag */ static void pc_bonus_subrace(struct map_session_data* sd, unsigned char race, short rate, short flag) { if (sd->subrace3.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_subrace: Reached max (%d) number of resist race damage bonuses per character!\n", MAX_PC_BONUS); return; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT | BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC | BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL | BF_SKILL; } for (auto &it : sd->subrace3) { if (it.race == race && it.flag == flag) { it.rate = cap_value(it.rate + rate, -10000, 10000); return; } } struct s_addrace2 entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_subrace: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.race = race; entry.rate = cap_value(rate, -10000, 10000); entry.flag = flag; sd->subrace3.push_back(entry); } /** * General item bonus for player * @param bonus: Bonus array * @param id: Key * @param val: Value * @param cap_rate: If Value is a rate value that needs to be capped */ static void pc_bonus_itembonus(std::vector &bonus, uint16 id, int val, bool cap_rate) { for (auto &it : bonus) { if (it.id == id) { if (cap_rate) it.val = cap_value(it.val + val, -10000, 10000); else it.val += val; return; } } struct s_item_bonus entry = {}; if (cap_rate && (val < -10000 || val > 10000)) { ShowWarning("pc_bonus_itembonus: Item bonus val %d exceeds -10000~10000 range, capping.\n", val); val = cap_value(val, -10000, 10000); } entry.id = id; entry.val = val; bonus.push_back(entry); } /** * Remove HP/SP to player when attacking * @param bonus: Bonus array * @param rate: Success chance * @param per: Percentage of HP/SP to vanish * @param flag: Battle flag */ static void pc_bonus_addvanish(std::vector &bonus, int16 rate, int16 per, int flag) { if (bonus.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus_addvanish: Reached max (%d) number of vanish damage bonuses per character!\n", MAX_PC_BONUS); return; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT | BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC | BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL | BF_SKILL; } for (auto &it : bonus) { if (it.flag == flag) { it.rate = cap_value(it.rate + rate, -10000, 10000); it.per += per; return; } } struct s_vanish_bonus entry = {}; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_addvanish: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); entry.rate = cap_value(rate, -10000, 10000); entry.per = per; entry.flag = flag; bonus.push_back(entry); } /*========================================== * Add a bonus(type) to player sd * format: bonus bBonusName,val; * @param sd * @param type Bonus type used by bBonusName * @param val Value that usually for rate or fixed value *------------------------------------------*/ void pc_bonus(struct map_session_data *sd,int type,int val) { struct status_data *status; int bonus; nullpo_retv(sd); status = &sd->base_status; switch(type){ case SP_STR: case SP_AGI: case SP_VIT: case SP_INT: case SP_DEX: case SP_LUK: if(sd->state.lr_flag != 2) sd->indexed_bonus.param_bonus[type-SP_STR]+=val; break; case SP_POW: case SP_STA: case SP_WIS: case SP_SPL: case SP_CON: case SP_CRT: if (sd->state.lr_flag != 2) sd->indexed_bonus.param_bonus[type - SP_POW + PARAM_POW] += val; break; case SP_ATK1: if(!sd->state.lr_flag) { bonus = status->rhw.atk + val; status->rhw.atk = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw.atk + val; status->lhw.atk = cap_value(bonus, 0, USHRT_MAX); } break; case SP_ATK2: if(!sd->state.lr_flag) { bonus = status->rhw.atk2 + val; status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw.atk2 + val; status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX); } break; case SP_BASE_ATK: if(sd->state.lr_flag != 2) { #ifdef RENEWAL bonus = sd->bonus.eatk + val; sd->bonus.eatk = cap_value(bonus, SHRT_MIN, SHRT_MAX); #else bonus = status->batk + val; status->batk = cap_value(bonus, 0, USHRT_MAX); #endif } break; case SP_DEF1: if(sd->state.lr_flag != 2) { bonus = status->def + val; #ifdef RENEWAL status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX); #else status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX); #endif } break; case SP_DEF2: if(sd->state.lr_flag != 2) { bonus = status->def2 + val; status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_MDEF1: if(sd->state.lr_flag != 2) { bonus = status->mdef + val; #ifdef RENEWAL status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX); #else status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX); #endif if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard sd->bonus.shieldmdef += bonus; } } break; case SP_MDEF2: if(sd->state.lr_flag != 2) { bonus = status->mdef2 + val; status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_HIT: if(sd->state.lr_flag != 2) { bonus = status->hit + val; status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->bonus.arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) { bonus = status->flee + val; status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_FLEE2: if(sd->state.lr_flag != 2) { bonus = status->flee2 + val*10; status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_CRITICAL: if(sd->state.lr_flag != 2) { bonus = status->cri + val*10; status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->bonus.arrow_cri += val*10; break; case SP_PATK: if (sd->state.lr_flag != 2) { bonus = status->patk + val; status->patk = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_SMATK: if (sd->state.lr_flag != 2) { bonus = status->smatk + val; status->smatk = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_RES: if (sd->state.lr_flag != 2) { bonus = status->res + val; status->res = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_MRES: if (sd->state.lr_flag != 2) { bonus = status->mres + val; status->mres = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_HPLUS: if (sd->state.lr_flag != 2) { bonus = status->hplus + val; status->hplus = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_CRATE: if (sd->state.lr_flag != 2) { bonus = status->crate + val; status->crate = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_ATKELE: PC_BONUS_CHK_ELEMENT(val,SP_ATKELE); switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: //Become weapon element. status->rhw.ele=val; break; default: //Become arrow element. sd->bonus.arrow_ele=val; break; } break; case 1: status->lhw.ele=val; break; default: status->rhw.ele=val; break; } break; case SP_DEFELE: PC_BONUS_CHK_ELEMENT(val,SP_DEFELE); if(sd->state.lr_flag != 2) status->def_ele=val; break; case SP_MAXHP: if(sd->state.lr_flag == 2) break; sd->bonus.hp += val; break; case SP_MAXSP: if(sd->state.lr_flag == 2) break; sd->bonus.sp += val; break; case SP_MAXAP: if (sd->state.lr_flag == 2) break; sd->bonus.ap += val; break; case SP_MAXHPRATE: if(sd->state.lr_flag != 2) sd->hprate+=val; break; case SP_MAXSPRATE: if(sd->state.lr_flag != 2) sd->sprate+=val; break; case SP_MAXAPRATE: if (sd->state.lr_flag != 2) sd->aprate += val; break; case SP_SPRATE: if(sd->state.lr_flag != 2) sd->dsprate+=val; break; case SP_ATTACKRANGE: switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: status->rhw.range += val; } break; case 1: status->lhw.range += val; break; default: status->rhw.range += val; break; } break; case SP_SPEED_RATE: //Non stackable increase if(sd->state.lr_flag != 2) sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val); break; case SP_SPEED_ADDRATE: //Stackable increase if(sd->state.lr_flag != 2) sd->bonus.speed_add_rate -= val; break; case SP_ASPD: //Raw increase if(sd->state.lr_flag != 2) sd->bonus.aspd_add -= 10*val; break; case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone if(sd->state.lr_flag != 2) #ifndef RENEWAL_ASPD status->aspd_rate -= 10*val; #else status->aspd_rate2 += val; #endif break; case SP_HP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->hprecov_rate += val; break; case SP_SP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->sprecov_rate += val; break; case SP_CRITICAL_DEF: if(sd->state.lr_flag != 2) sd->bonus.critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.long_attack_def_rate += val; break; case SP_DOUBLE_RATE: if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val) sd->bonus.double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) sd->bonus.double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; case SP_IGNORE_DEF_ELE: PC_BONUS_CHK_ELEMENT(val,SP_IGNORE_DEF_ELE); if(!sd->state.lr_flag) sd->right_weapon.ignore_def_ele |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_ele |= 1<state.lr_flag) sd->right_weapon.ignore_def_race |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_race |= 1<state.lr_flag) sd->right_weapon.ignore_def_class |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_class |= 1<state.lr_flag != 2) sd->bonus.atk_rate += val; break; case SP_MAGIC_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.magic_def_rate += val; break; case SP_MISC_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.misc_def_rate += val; break; case SP_IGNORE_MDEF_ELE: PC_BONUS_CHK_ELEMENT(val,SP_IGNORE_MDEF_ELE); if(sd->state.lr_flag != 2) sd->bonus.ignore_mdef_ele |= 1<state.lr_flag != 2) sd->bonus.ignore_mdef_race |= 1<state.lr_flag != 2 && sd->bonus.perfect_hit < val) sd->bonus.perfect_hit = val; break; case SP_PERFECT_HIT_ADD_RATE: if(sd->state.lr_flag != 2) sd->bonus.perfect_hit_add += val; break; case SP_CRITICAL_RATE: if(sd->state.lr_flag != 2) sd->critical_rate+=val; break; case SP_DEF_RATIO_ATK_ELE: PC_BONUS_CHK_ELEMENT(val,SP_DEF_RATIO_ATK_ELE); if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_ele |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_ele |= 1<state.lr_flag) sd->right_weapon.def_ratio_atk_race |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_race |= 1<state.lr_flag) sd->right_weapon.def_ratio_atk_class |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_class |= 1<state.lr_flag != 2) sd->hit_rate += val; break; case SP_FLEE_RATE: if(sd->state.lr_flag != 2) sd->flee_rate += val; break; case SP_FLEE2_RATE: if(sd->state.lr_flag != 2) sd->flee2_rate += val; break; case SP_DEF_RATE: if(sd->state.lr_flag != 2) sd->def_rate += val; break; case SP_DEF2_RATE: if(sd->state.lr_flag != 2) sd->def2_rate += val; break; case SP_MDEF_RATE: if(sd->state.lr_flag != 2) sd->mdef_rate += val; break; case SP_MDEF2_RATE: if(sd->state.lr_flag != 2) sd->mdef2_rate += val; break; case SP_PATK_RATE: if (sd->state.lr_flag != 2) sd->patk_rate += val; break; case SP_SMATK_RATE: if (sd->state.lr_flag != 2) sd->smatk_rate += val; break; case SP_RES_RATE: if (sd->state.lr_flag != 2) sd->res_rate += val; break; case SP_MRES_RATE: if (sd->state.lr_flag != 2) sd->mres_rate += val; break; case SP_HPLUS_RATE: if (sd->state.lr_flag != 2) sd->hplus_rate += val; break; case SP_CRATE_RATE: if (sd->state.lr_flag != 2) sd->crate_rate += val; break; case SP_RESTART_FULL_RECOVER: if(sd->state.lr_flag != 2) sd->special_state.restart_full_recover = 1; break; case SP_NO_CASTCANCEL: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel = 1; break; case SP_NO_CASTCANCEL2: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel2 = 1; break; case SP_NO_SIZEFIX: if(sd->state.lr_flag != 2) sd->special_state.no_sizefix = 1; break; case SP_NO_MAGIC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_magic_damage; sd->special_state.no_magic_damage = cap_value(val,0,100); break; case SP_NO_WEAPON_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_weapon_damage; sd->special_state.no_weapon_damage = cap_value(val,0,100); break; case SP_NO_MISC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_misc_damage; sd->special_state.no_misc_damage = cap_value(val,0,100); break; case SP_NO_GEMSTONE: if(sd->state.lr_flag != 2 && sd->special_state.no_gemstone != 2) sd->special_state.no_gemstone = 1; break; case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG] if(sd->state.lr_flag != 2) { sd->special_state.intravision = 1; clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 1); } break; case SP_NO_KNOCKBACK: if(sd->state.lr_flag != 2) sd->special_state.no_knockback = 1; break; case SP_SPLASH_RANGE: if(sd->bonus.splash_range < val) sd->bonus.splash_range = val; break; case SP_SPLASH_ADD_RANGE: sd->bonus.splash_add_range += val; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->bonus.short_weapon_damage_return += val; break; case SP_LONG_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->bonus.long_weapon_damage_return += val; break; case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here if(sd->state.lr_flag != 2) sd->bonus.magic_damage_return += val; break; case SP_REDUCE_DAMAGE_RETURN: if (sd->state.lr_flag != 2) sd->bonus.reduce_damage_return += val; break; case SP_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { sd->indexed_bonus.param_bonus[SP_STR-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_AGI-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_VIT-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_INT-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_DEX-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_LUK-SP_STR]+=val; } break; case SP_ALL_TRAIT_STATS: if (sd->state.lr_flag != 2) { sd->indexed_bonus.param_bonus[PARAM_POW] += val; sd->indexed_bonus.param_bonus[PARAM_STA] += val; sd->indexed_bonus.param_bonus[PARAM_WIS] += val; sd->indexed_bonus.param_bonus[PARAM_SPL] += val; sd->indexed_bonus.param_bonus[PARAM_CON] += val; sd->indexed_bonus.param_bonus[PARAM_CRT] += val; } break; case SP_AGI_VIT: // [Valaris] if(sd->state.lr_flag!=2) { sd->indexed_bonus.param_bonus[SP_AGI-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_VIT-SP_STR]+=val; } break; case SP_AGI_DEX_STR: // [Valaris] if(sd->state.lr_flag!=2) { sd->indexed_bonus.param_bonus[SP_AGI-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_DEX-SP_STR]+=val; sd->indexed_bonus.param_bonus[SP_STR-SP_STR]+=val; } break; case SP_PERFECT_HIDE: // [Valaris] if(sd->state.lr_flag!=2) sd->special_state.perfect_hiding=1; break; case SP_UNBREAKABLE: if(sd->state.lr_flag!=2) sd->bonus.unbreakable += val; break; case SP_UNBREAKABLE_WEAPON: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_WEAPON; break; case SP_UNBREAKABLE_ARMOR: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_ARMOR; break; case SP_UNBREAKABLE_HELM: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_HELM; break; case SP_UNBREAKABLE_SHIELD: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_SHIELD; break; case SP_UNBREAKABLE_GARMENT: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_GARMENT; break; case SP_UNBREAKABLE_SHOES: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_SHOES; break; case SP_CLASSCHANGE: // [Valaris] if(sd->state.lr_flag !=2) sd->bonus.classchange=val; break; case SP_SHORT_ATK_RATE: if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses sd->bonus.short_attack_atk_rate+=val; break; case SP_LONG_ATK_RATE: if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses sd->bonus.long_attack_atk_rate+=val; break; case SP_BREAK_WEAPON_RATE: if(sd->state.lr_flag != 2) sd->bonus.break_weapon_rate+=val; break; case SP_BREAK_ARMOR_RATE: if(sd->state.lr_flag != 2) sd->bonus.break_armor_rate+=val; break; case SP_ADD_STEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_steal_rate+=val; break; case SP_DELAYRATE: if(sd->state.lr_flag != 2) sd->bonus.delayrate -= val; break; case SP_CRIT_ATK_RATE: if(sd->state.lr_flag != 2) sd->bonus.crit_atk_rate += val; break; case SP_CRIT_DEF_RATE: if(sd->state.lr_flag != 2) sd->bonus.crit_def_rate += val; break; case SP_NO_REGEN: if(sd->state.lr_flag != 2) sd->regen.state.block|=val; break; case SP_UNSTRIPABLE_WEAPON: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_WEAPON; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_ARMOR; break; case SP_UNSTRIPABLE_HELM: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_HELM; break; case SP_UNSTRIPABLE_SHIELD: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_SHIELD; break; case SP_HP_DRAIN_VALUE: // bonus bHPDrainValue,n; if(!sd->state.lr_flag) { sd->right_weapon.hp_drain_class[CLASS_NORMAL] += val; sd->right_weapon.hp_drain_class[CLASS_BOSS] += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain_class[CLASS_NORMAL] += val; sd->left_weapon.hp_drain_class[CLASS_BOSS] += val; } break; case SP_SP_DRAIN_VALUE: // bonus bSPDrainValue,n; if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_class[CLASS_NORMAL] += val; sd->right_weapon.sp_drain_class[CLASS_BOSS] += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_class[CLASS_NORMAL] += val; sd->left_weapon.sp_drain_class[CLASS_BOSS] += val; } break; case SP_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.sp_gain_value += val; break; case SP_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.hp_gain_value += val; break; case SP_LONG_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.long_sp_gain_value += val; case SP_LONG_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.long_hp_gain_value += val; break; case SP_MAGIC_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.magic_sp_gain_value += val; break; case SP_MAGIC_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.magic_hp_gain_value += val; break; case SP_ADD_HEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal_rate += val; break; case SP_ADD_HEAL2_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal2_rate += val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.itemhealrate2 += val; break; case SP_EMATK: if(sd->state.lr_flag != 2) sd->bonus.ematk += val; break; case SP_ADD_VARIABLECAST: if (sd->state.lr_flag != 2) sd->bonus.add_varcast += val; break; #ifdef RENEWAL_CAST case SP_FIXCASTRATE: if(sd->state.lr_flag != 2) sd->bonus.fixcastrate = min(sd->bonus.fixcastrate,val); break; case SP_ADD_FIXEDCAST: if(sd->state.lr_flag != 2) sd->bonus.add_fixcast += val; break; case SP_CASTRATE: case SP_VARCASTRATE: if(sd->state.lr_flag != 2) sd->bonus.varcastrate -= val; break; #else case SP_ADD_FIXEDCAST: case SP_FIXCASTRATE: //ShowWarning("pc_bonus: non-RENEWAL_CAST doesn't support this bonus %d.\n", type); break; case SP_VARCASTRATE: case SP_CASTRATE: if(sd->state.lr_flag != 2) sd->castrate += val; break; #endif case SP_ADDMAXWEIGHT: if (sd->state.lr_flag != 2) sd->add_max_weight += val; break; case SP_ABSORB_DMG_MAXHP: // bonus bAbsorbDmgMaxHP,n; sd->bonus.absorb_dmg_maxhp = max(sd->bonus.absorb_dmg_maxhp, val); break; case SP_ABSORB_DMG_MAXHP2: sd->bonus.absorb_dmg_maxhp2 = max(sd->bonus.absorb_dmg_maxhp2, val); break; case SP_CRITICAL_RANGEATK: // bonus bCriticalLong,n; if (sd->state.lr_flag != 2) sd->bonus.critical_rangeatk += val*10; else sd->bonus.arrow_cri += val*10; break; case SP_WEAPON_ATK_RATE: if (sd->state.lr_flag != 2) sd->bonus.weapon_atk_rate += val; break; case SP_WEAPON_MATK_RATE: if (sd->state.lr_flag != 2) sd->bonus.weapon_matk_rate += val; break; case SP_NO_MADO_FUEL: if (sd->state.lr_flag != 2) sd->special_state.no_mado_fuel = 1; break; case SP_NO_WALK_DELAY: if (sd->state.lr_flag != 2) sd->special_state.no_walk_delay = 1; break; case SP_ADD_ITEM_SPHEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.itemsphealrate2 += val; break; default: if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus: unknown bonus type %d %d in a combo with item #%u\n", type, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid); } else if (current_equip_card_id > 0 || current_equip_item_index > 0) { ShowWarning("pc_bonus: unknown bonus type %d %d in item #%u\n", type, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid); } else { ShowWarning("pc_bonus: unknown bonus type %d %d in unknown usage. Report this!\n", type, val); } break; } } /*========================================== * Player bonus (type) with args type2 and val, called trough bonus2 (npc) * format: bonus2 bBonusName,type2,val; * @param sd * @param type Bonus type used by bBonusName * @param type2 * @param val Value that usually for rate or fixed value *------------------------------------------*/ void pc_bonus2(struct map_session_data *sd,int type,int type2,int val) { nullpo_retv(sd); switch(type){ case SP_ADDELE: // bonus2 bAddEle,e,x; PC_BONUS_CHK_ELEMENT(type2,SP_ADDELE); if(!sd->state.lr_flag || sd->state.lr_flag == 3) sd->right_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 2) sd->indexed_bonus.arrow_addele[type2]+=val; break; case SP_ADDRACE: // bonus2 bAddRace,r,x; PC_BONUS_CHK_RACE(type2,SP_ADDRACE); if(!sd->state.lr_flag || sd->state.lr_flag == 3) sd->right_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 2) sd->indexed_bonus.arrow_addrace[type2]+=val; break; case SP_ADDCLASS: // bonus2 bAddClass,c,x; PC_BONUS_CHK_CLASS(type2,SP_ADDCLASS); if(!sd->state.lr_flag || sd->state.lr_flag == 3) sd->right_weapon.addclass[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addclass[type2]+=val; else if(sd->state.lr_flag == 2) sd->indexed_bonus.arrow_addclass[type2]+=val; break; case SP_ADDSIZE: // bonus2 bAddSize,s,x; PC_BONUS_CHK_SIZE(type2,SP_ADDSIZE); if(!sd->state.lr_flag || sd->state.lr_flag == 3) sd->right_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 2) sd->indexed_bonus.arrow_addsize[type2]+=val; break; case SP_SUBELE: // bonus2 bSubEle,e,x; PC_BONUS_CHK_ELEMENT(type2,SP_SUBELE); if(sd->state.lr_flag != 2) sd->indexed_bonus.subele_script[type2] += val; break; case SP_SUBRACE: // bonus2 bSubRace,r,x; PC_BONUS_CHK_RACE(type2,SP_SUBRACE); if(sd->state.lr_flag != 2) sd->indexed_bonus.subrace[type2]+=val; break; case SP_SUBCLASS: // bonus2 bSubClass,c,x; PC_BONUS_CHK_CLASS(type2,SP_SUBCLASS); if(sd->state.lr_flag != 2) sd->indexed_bonus.subclass[type2]+=val; break; case SP_ADDEFF: // bonus2 bAddEff,eff,n; PC_BONUS_CHK_SC(type2,SP_ADDEFF); pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? val : 0, sd->state.lr_flag == 2 ? val : 0, 0, 0); break; case SP_ADDEFF2: // bonus2 bAddEff2,eff,n; PC_BONUS_CHK_SC(type2,SP_ADDEFF2); pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? val : 0, sd->state.lr_flag == 2 ? val : 0, ATF_SELF, 0); break; case SP_RESEFF: // bonus2 bResEff,eff,n; if(sd->state.lr_flag == 2) break; if (sd->reseff.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_RESEFF: Reached max (%d) number of resistance bonuses per character!\n", MAX_PC_BONUS); break; } pc_bonus_itembonus(sd->reseff, type2, val, true); break; case SP_MAGIC_ADDELE: // bonus2 bMagicAddEle,e,x; PC_BONUS_CHK_ELEMENT(type2,SP_MAGIC_ADDELE); if(sd->state.lr_flag != 2) sd->indexed_bonus.magic_addele_script[type2] += val; break; case SP_MAGIC_ADDRACE: // bonus2 bMagicAddRace,r,x; PC_BONUS_CHK_RACE(type2,SP_MAGIC_ADDRACE); if(sd->state.lr_flag != 2) sd->indexed_bonus.magic_addrace[type2]+=val; break; case SP_MAGIC_ADDCLASS: // bonus2 bMagicAddClass,c,x; PC_BONUS_CHK_CLASS(type2,SP_MAGIC_ADDCLASS); if(sd->state.lr_flag != 2) sd->indexed_bonus.magic_addclass[type2]+=val; break; case SP_MAGIC_ADDSIZE: // bonus2 bMagicAddSize,s,x; PC_BONUS_CHK_SIZE(type2,SP_MAGIC_ADDSIZE); if(sd->state.lr_flag != 2) sd->indexed_bonus.magic_addsize[type2]+=val; break; case SP_MAGIC_ATK_ELE: // bonus2 bMagicAtkEle,e,x; PC_BONUS_CHK_ELEMENT(type2,SP_MAGIC_ATK_ELE); if(sd->state.lr_flag != 2) sd->indexed_bonus.magic_atk_ele[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: { // bonus2 bAddDamageClass,mid,x; struct weapon_data *wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon); if (wd->add_dmg.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_ADD_DAMAGE_CLASS: Reached max (%d) number of add class damage bonuses per character!\n", MAX_PC_BONUS); break; } pc_bonus_itembonus(wd->add_dmg, type2, val, false); } break; case SP_ADD_MAGIC_DAMAGE_CLASS: // bonus2 bAddMagicDamageClass,mid,x; if(sd->state.lr_flag == 2) break; if (sd->add_mdmg.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_ADD_MAGIC_DAMAGE_CLASS: Reached max (%d) number of add class magic dmg bonuses per character!\n", MAX_PC_BONUS); break; } pc_bonus_itembonus(sd->add_mdmg, type2, val, false); break; case SP_ADD_DEF_MONSTER: // bonus2 bAddDefMonster,mid,x; if(sd->state.lr_flag == 2) break; if (sd->add_def.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_ADD_DEF_MONSTER: Reached max (%d) number of add class def bonuses per character!\n", MAX_PC_BONUS); break; } pc_bonus_itembonus(sd->add_def, type2, val, false); break; case SP_ADD_MDEF_MONSTER: // bonus2 bAddMDefMonster,mid,x; if(sd->state.lr_flag == 2) break; if (sd->add_mdef.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_ADD_MDEF_MONSTER: Reached max (%d) number of add class mdef bonuses per character!\n", MAX_PC_BONUS); break; } pc_bonus_itembonus(sd->add_mdef, type2, val, false); break; case SP_HP_DRAIN_RATE: // bonus2 bHPDrainRate,x,n; if(!sd->state.lr_flag) { sd->right_weapon.hp_drain_rate.rate += type2; sd->right_weapon.hp_drain_rate.per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain_rate.rate += type2; sd->left_weapon.hp_drain_rate.per += val; } break; case SP_SP_DRAIN_RATE: // bonus2 bSPDrainRate,x,n; if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_rate.rate += type2; sd->right_weapon.sp_drain_rate.per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_rate.rate += type2; sd->left_weapon.sp_drain_rate.per += val; } break; case SP_SP_VANISH_RATE: // bonus2 bSPVanishRate,x,n; if(sd->state.lr_flag != 2) { pc_bonus_addvanish(sd->sp_vanish, type2, val, BF_NORMAL); } break; case SP_HP_VANISH_RATE: // bonus2 bHPVanishRate,x,n; if(sd->state.lr_flag != 2) { pc_bonus_addvanish(sd->hp_vanish, type2, val, BF_NORMAL); } break; case SP_GET_ZENY_NUM: // bonus2 bGetZenyNum,x,n; if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) { sd->bonus.get_zeny_rate = val; sd->bonus.get_zeny_num = type2; } break; case SP_ADD_GET_ZENY_NUM: // bonus2 bAddGetZenyNum,x,n; if(sd->state.lr_flag != 2) { sd->bonus.get_zeny_rate += val; sd->bonus.get_zeny_num += type2; } break; case SP_WEAPON_COMA_ELE: // bonus2 bWeaponComaEle,e,n; PC_BONUS_CHK_ELEMENT(type2,SP_WEAPON_COMA_ELE); if(sd->state.lr_flag == 2) break; sd->indexed_bonus.weapon_coma_ele[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_WEAPON_COMA_RACE: // bonus2 bWeaponComaRace,r,n; PC_BONUS_CHK_RACE(type2,SP_WEAPON_COMA_RACE); if(sd->state.lr_flag == 2) break; sd->indexed_bonus.weapon_coma_race[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_WEAPON_COMA_CLASS: // bonus2 bWeaponComaClass,c,n; PC_BONUS_CHK_CLASS(type2,SP_WEAPON_COMA_CLASS); if(sd->state.lr_flag == 2) break; sd->indexed_bonus.weapon_coma_class[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_WEAPON_ATK: // bonus2 bWeaponAtk,w,n; if(sd->state.lr_flag != 2) sd->indexed_bonus.weapon_atk[type2]+=val; break; case SP_WEAPON_DAMAGE_RATE: // bonus2 bWeaponDamageRate,w,n; if(sd->state.lr_flag != 2) sd->indexed_bonus.weapon_damage_rate[type2]+=val; break; case SP_CRITICAL_ADDRACE: // bonus2 bCriticalAddRace,r,n; PC_BONUS_CHK_RACE(type2,SP_CRITICAL_ADDRACE); if(sd->state.lr_flag != 2) sd->indexed_bonus.critaddrace[type2] += val*10; break; case SP_ADDEFF_WHENHIT: // bonus2 bAddEffWhenHit,eff,n; PC_BONUS_CHK_SC(type2,SP_ADDEFF_WHENHIT); if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff_atked, (sc_type)type2, val, 0, 0, 0); break; case SP_SKILL_ATK: // bonus2 bSkillAtk,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillatk.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SKILL_ATK: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillatk, type2, val, false); break; case SP_SKILL_HEAL: // bonus2 bSkillHeal,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillheal.size() == MAX_PC_BONUS) { // Better mention this so the array length can be updated. [Skotlex] ShowWarning("pc_bonus2: SP_SKILL_HEAL: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillheal, type2, val, false); break; case SP_SKILL_HEAL2: // bonus2 bSkillHeal2,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillheal2.size() == MAX_PC_BONUS) { // Better mention this so the array length can be updated. [Skotlex] ShowWarning("pc_bonus2: SP_SKILL_HEAL2: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillheal2, type2, val, false); break; case SP_ADD_SKILL_BLOW: // bonus2 bAddSkillBlow,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillblown.size() == MAX_PC_BONUS) { //Better mention this so the array length can be updated. [Skotlex] ShowWarning("pc_bonus2: SP_ADD_SKILL_BLOW: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillblown, type2, val, false); break; case SP_HP_LOSS_RATE: // bonus2 bHPLossRate,n,t; if(sd->state.lr_flag != 2) { sd->hp_loss.value = type2; sd->hp_loss.rate = val; } break; case SP_HP_REGEN_RATE: // bonus2 bHPRegenRate,n,t; if(sd->state.lr_flag != 2) { sd->hp_regen.value = type2; sd->hp_regen.rate = val; } break; case SP_REGEN_PERCENT_HP: // bonus2 bRegenPercentHP,n,t; if (sd->state.lr_flag != 2) { sd->percent_hp_regen.value = type2; sd->percent_hp_regen.rate = val; } break; case SP_REGEN_PERCENT_SP: // bonus2 bRegenPercentSP,n,t; if (sd->state.lr_flag != 2) { sd->percent_sp_regen.value = type2; sd->percent_sp_regen.rate = val; } break; case SP_ADDRACE2: // bonus2 bAddRace2,mr,x; PC_BONUS_CHK_RACE2(type2,SP_ADDRACE2); if(sd->state.lr_flag != 2) sd->right_weapon.addrace2[type2] += val; else sd->left_weapon.addrace2[type2] += val; break; case SP_SUBSIZE: // bonus2 bSubSize,s,x; PC_BONUS_CHK_SIZE(type2,SP_SUBSIZE); if(sd->state.lr_flag != 2) sd->indexed_bonus.subsize[type2]+=val; break; case SP_WEAPON_SUBSIZE: // bonus2 bWeaponSubSize,s,x; PC_BONUS_CHK_SIZE(type2, SP_WEAPON_SUBSIZE); if (sd->state.lr_flag != 2) sd->indexed_bonus.weapon_subsize[type2] += val; break; case SP_MAGIC_SUBSIZE: // bonus2 bMagicSubSize,s,x; PC_BONUS_CHK_SIZE(type2,SP_MAGIC_SUBSIZE); if(sd->state.lr_flag != 2) sd->indexed_bonus.magic_subsize[type2]+=val; break; case SP_SUBRACE2: // bonus2 bSubRace2,mr,x; PC_BONUS_CHK_RACE2(type2,SP_SUBRACE2); if(sd->state.lr_flag != 2) sd->indexed_bonus.subrace2[type2]+=val; break; case SP_ADD_ITEM_HEAL_RATE: // bonus2 bAddItemHealRate,iid,n; if(sd->state.lr_flag == 2) break; if( !item_db.exists( type2 ) ){ ShowWarning("pc_bonus2: SP_ADD_ITEM_HEAL_RATE Invalid item with id %d\n", type2); break; } if (sd->itemhealrate.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_ADD_ITEM_HEAL_RATE: Reached max (%d) number of item heal bonuses per character!\n", MAX_PC_BONUS); break; } pc_bonus_itembonus(sd->itemhealrate, type2, val, false); break; case SP_ADD_ITEMGROUP_HEAL_RATE: // bonus2 bAddItemGroupHealRate,ig,n; if (sd->state.lr_flag == 2) break; if (!type2 || !itemdb_group.exists(type2)) { ShowWarning("pc_bonus2: SP_ADD_ITEMGROUP_HEAL_RATE: Invalid item group with id %d\n", type2); break; } if (sd->itemgrouphealrate.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_ADD_ITEMGROUP_HEAL_RATE: Reached max (%d) number of item heal bonuses per character!\n", MAX_PC_BONUS); break; } pc_bonus_itembonus(sd->itemgrouphealrate, type2, val, false); break; case SP_EXP_ADDRACE: // bonus2 bExpAddRace,r,x; PC_BONUS_CHK_RACE(type2,SP_EXP_ADDRACE); if(sd->state.lr_flag != 2) sd->indexed_bonus.expaddrace[type2]+=val; break; case SP_EXP_ADDCLASS: // bonus2 bExpAddClass,c,x; PC_BONUS_CHK_CLASS(type2,SP_EXP_ADDCLASS); if(sd->state.lr_flag != 2) sd->indexed_bonus.expaddclass[type2]+=val; break; case SP_SP_GAIN_RACE: // bonus2 bSPGainRace,r,n; PC_BONUS_CHK_RACE(type2,SP_SP_GAIN_RACE); if(sd->state.lr_flag != 2) sd->indexed_bonus.sp_gain_race[type2]+=val; break; case SP_ADD_MONSTER_DROP_ITEM: // bonus2 bAddMonsterDropItem,iid,n; if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, type2, 0, CLASS_ALL, RC_NONE_, val); break; case SP_ADD_MONSTER_DROP_ITEMGROUP: // bonus2 bAddMonsterDropItemGroup,ig,n; if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, 0, type2, CLASS_ALL, RC_NONE_, val); break; case SP_SP_LOSS_RATE: // bonus2 bSPLossRate,n,t; if(sd->state.lr_flag != 2) { sd->sp_loss.value = type2; sd->sp_loss.rate = val; } break; case SP_SP_REGEN_RATE: // bonus2 bSPRegenRate,n,t; if(sd->state.lr_flag != 2) { sd->sp_regen.value = type2; sd->sp_regen.rate = val; } break; case SP_HP_DRAIN_VALUE_RACE: // bonus2 bHPDrainValueRace,r,n; PC_BONUS_CHK_RACE(type2,SP_HP_DRAIN_VALUE_RACE); if(!sd->state.lr_flag) { sd->right_weapon.hp_drain_race[type2] += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain_race[type2] += val; } break; case SP_SP_DRAIN_VALUE_RACE: // bonus2 bSPDrainValueRace,r,n; PC_BONUS_CHK_RACE(type2,SP_SP_DRAIN_VALUE_RACE); if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_race[type2] += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_race[type2] += val; } break; case SP_HP_DRAIN_VALUE_CLASS: // bonus2 bHPDrainValueClass,c,n; PC_BONUS_CHK_CLASS(type2,SP_HP_DRAIN_VALUE_CLASS); if(!sd->state.lr_flag) { sd->right_weapon.hp_drain_class[type2] += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain_class[type2] += val; } break; case SP_SP_DRAIN_VALUE_CLASS: // bonus2 bSPDrainValueClass,c,n; PC_BONUS_CHK_CLASS(type2,SP_SP_DRAIN_VALUE_CLASS); if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_class[type2] += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_class[type2] += val; } break; case SP_IGNORE_MDEF_RACE_RATE: // bonus2 bIgnoreMdefRaceRate,r,n; PC_BONUS_CHK_RACE(type2,SP_IGNORE_MDEF_RACE_RATE); if(sd->state.lr_flag != 2) sd->indexed_bonus.ignore_mdef_by_race[type2] += val; break; case SP_IGNORE_MDEF_CLASS_RATE: // bonus2 bIgnoreMdefClassRate,c,n; PC_BONUS_CHK_CLASS(type2,SP_IGNORE_MDEF_CLASS_RATE); if(sd->state.lr_flag != 2) sd->indexed_bonus.ignore_mdef_by_class[type2] += val; break; case SP_IGNORE_DEF_RACE_RATE: // bonus2 bIgnoreDefRaceRate,r,n; PC_BONUS_CHK_RACE(type2,SP_IGNORE_DEF_RACE_RATE); if(sd->state.lr_flag != 2) sd->indexed_bonus.ignore_def_by_race[type2] += val; break; case SP_IGNORE_DEF_CLASS_RATE: // bonus2 bIgnoreDefClassRate,r,n; PC_BONUS_CHK_CLASS(type2, SP_IGNORE_DEF_CLASS_RATE); if (sd->state.lr_flag != 2) sd->indexed_bonus.ignore_def_by_class[type2] += val; break; case SP_SKILL_USE_SP_RATE: // bonus2 bSkillUseSPrate,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillusesprate.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SKILL_USE_SP_RATE: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillusesprate, type2, val, true); break; case SP_SKILL_DELAY: if(sd->state.lr_flag == 2) break; if (sd->skilldelay.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SKILL_DELAY: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skilldelay, type2, val, false); break; case SP_SKILL_COOLDOWN: // bonus2 bSkillCooldown,sk,t; if(sd->state.lr_flag == 2) break; if (sd->skillcooldown.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SKILL_COOLDOWN: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillcooldown, type2, val, false); break; case SP_SKILL_VARIABLECAST: // bonus2 bSkillVariableCast,sk,t; if (sd->state.lr_flag == 2) break; if (sd->skillvarcast.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SKILL_VARIABLECAST: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillvarcast, type2, val, false); break; #ifdef RENEWAL_CAST case SP_SKILL_FIXEDCAST: // bonus2 bSkillFixedCast,sk,t; if(sd->state.lr_flag == 2) break; if (sd->skillfixcast.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SKILL_FIXEDCAST: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillfixcast, type2, val, false); break; case SP_CASTRATE: // bonus2 bCastrate,sk,n; case SP_VARCASTRATE: // bonus2 bVariableCastrate,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillcastrate.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_VARCASTRATE: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillcastrate, type2, -val, true); // Send inversed value here break; case SP_FIXCASTRATE: // bonus2 bFixedCastrate,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillfixcastrate.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_FIXCASTRATE: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillfixcastrate, type2, -val, true); // Send inversed value here break; #else case SP_SKILL_FIXEDCAST: // bonus2 bSkillFixedCast,sk,t; case SP_FIXCASTRATE: // bonus2 bFixedCastrate,sk,n; //ShowWarning("pc_bonus2: Non-RENEWAL_CAST doesn't support this bonus %d.\n", type); break; case SP_VARCASTRATE: // bonus2 bVariableCastrate,sk,n; case SP_CASTRATE: // bonus2 bCastrate,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillcastrate.size() == MAX_PC_BONUS) { //Better mention this so the array length can be updated. [Skotlex] ShowWarning("pc_bonus2: %s: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", (type == SP_CASTRATE) ? "SP_CASTRATE" : "SP_VARCASTRATE", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillcastrate, type2, val, true); break; #endif case SP_SKILL_USE_SP: // bonus2 bSkillUseSP,sk,n; if(sd->state.lr_flag == 2) break; if (sd->skillusesp.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SKILL_USE_SP: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->skillusesp, type2, val, false); break; case SP_SUB_SKILL: // bonus2 bSubSkill,sk,n; if (sd->subskill.size() == MAX_PC_BONUS) { ShowWarning("pc_bonus2: SP_SUB_SKILL: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val); break; } pc_bonus_itembonus(sd->subskill, type2, val, false); break; case SP_SUBDEF_ELE: // bonus2 bSubDefEle,e,x; PC_BONUS_CHK_ELEMENT(type2,SP_SUBDEF_ELE); sd->indexed_bonus.subdefele[type2] += val; break; case SP_COMA_CLASS: // bonus2 bComaClass,c,n; PC_BONUS_CHK_CLASS(type2,SP_COMA_CLASS); sd->indexed_bonus.coma_class[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_COMA_RACE: // bonus2 bComaRace,r,n; PC_BONUS_CHK_RACE(type2,SP_COMA_RACE); sd->indexed_bonus.coma_race[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_MAGIC_ADDRACE2: // bonus2 bMagicAddRace2,mr,n; PC_BONUS_CHK_RACE2(type2, SP_MAGIC_ADDRACE2); if(sd->state.lr_flag != 2) sd->indexed_bonus.magic_addrace2[type2] += val; break; case SP_IGNORE_MDEF_RACE2_RATE: //bonus2 bIgnoreMdefRace2Rate,mr,n; PC_BONUS_CHK_RACE2(type2, SP_IGNORE_MDEF_RACE2); if (sd->state.lr_flag != 2) sd->indexed_bonus.ignore_mdef_by_race2[type2] += val; break; case SP_DROP_ADDRACE: // bonus2 bDropAddRace,r,x; PC_BONUS_CHK_RACE(type2, SP_DROP_ADDRACE); if (sd->state.lr_flag != 2) sd->indexed_bonus.dropaddrace[type2] += val; break; case SP_DROP_ADDCLASS: // bonus2 bDropAddClass,c,x; PC_BONUS_CHK_CLASS(type2, SP_DROP_ADDCLASS); if (sd->state.lr_flag != 2) sd->indexed_bonus.dropaddclass[type2] += val; break; case SP_MAGIC_SUBDEF_ELE: // bonus2 bMagicSubDefEle,e,x; PC_BONUS_CHK_ELEMENT(type2, SP_MAGIC_SUBDEF_ELE); sd->indexed_bonus.magic_subdefele[type2] += val; break; case SP_ADD_ITEM_SPHEAL_RATE: // bonus2 bAddItemSPHealRate,iid,n; if( sd->state.lr_flag == 2 ){ break; } if( !item_db.exists( type2 ) ){ ShowWarning( "pc_bonus2: SP_ADD_ITEM_SPHEAL_RATE Invalid item with id %d\n", type2 ); break; } if( sd->itemsphealrate.size() == MAX_PC_BONUS ){ ShowWarning( "pc_bonus2: SP_ADD_ITEM_SPHEAL_RATE: Reached max (%d) number of item SP heal bonuses per character!\n", MAX_PC_BONUS ); break; } pc_bonus_itembonus( sd->itemsphealrate, type2, val, false ); break; case SP_ADD_ITEMGROUP_SPHEAL_RATE: // bonus2 bAddItemGroupSPHealRate,ig,n; if( sd->state.lr_flag == 2 ){ break; } if( !type2 || !itemdb_group.exists( type2 ) ){ ShowWarning( "pc_bonus2: SP_ADD_ITEMGROUP_SPHEAL_RATE: Invalid item group with id %d\n", type2 ); break; } if( sd->itemgroupsphealrate.size() == MAX_PC_BONUS ){ ShowWarning( "pc_bonus2: SP_ADD_ITEMGROUP_SPHEAL_RATE: Reached max (%d) number of item SP heal bonuses per character!\n", MAX_PC_BONUS ); break; } pc_bonus_itembonus( sd->itemgroupsphealrate, type2, val, false ); break; default: if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus2: unknown bonus type %d %d %d in a combo with item #%u\n", type, type2, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid); } else if (current_equip_card_id > 0 || current_equip_item_index > 0) { ShowWarning("pc_bonus2: unknown bonus type %d %d %d in item #%u\n", type, type2, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid); } else { ShowWarning("pc_bonus2: unknown bonus type %d %d %d in unknown usage. Report this!\n", type, type2, val); } break; } } /** * Gives item bonus to player for format: bonus3 bBonusName,type2,type3,val; * @param sd * @param type Bonus type used by bBonusName * @param type2 * @param type3 * @param val Value that usually for rate or fixed value */ void pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) { nullpo_retv(sd); switch(type){ case SP_ADD_MONSTER_DROP_ITEM: // bonus3 bAddMonsterDropItem,iid,r,n; if(sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, type2, 0, CLASS_NONE, type3, val); break; case SP_ADD_MONSTER_ID_DROP_ITEM: // bonus3 bAddMonsterIdDropItem,iid,mid,n; if(sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, type2, 0, CLASS_NONE, -type3, val); break; case SP_ADD_CLASS_DROP_ITEM: // bonus3 bAddClassDropItem,iid,c,n; if(sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, type2, 0, type3, RC_NONE_, val); break; case SP_AUTOSPELL: // bonus3 bAutoSpell,sk,y,n; if(sd->state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !skill_get_inf2(type2, INF2_NOTARGETSELF)); pc_bonus_autospell(sd->autospell, type2, type3, val, 0, current_equip_card_id, target ? AUTOSPELL_FORCE_SELF : AUTOSPELL_FORCE_TARGET); } break; case SP_AUTOSPELL_WHENHIT: // bonus3 bAutoSpellWhenHit,sk,y,n; if(sd->state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !skill_get_inf2(type2, INF2_NOTARGETSELF)); pc_bonus_autospell(sd->autospell2, type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id, target ? AUTOSPELL_FORCE_SELF : AUTOSPELL_FORCE_TARGET); } break; case SP_ADD_MONSTER_DROP_ITEMGROUP: // bonus3 bAddMonsterDropItemGroup,ig,r,n; if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, 0, type2, CLASS_NONE, type3, val); break; case SP_ADD_CLASS_DROP_ITEMGROUP: // bonus3 bAddClassDropItemGroup,ig,c,n; if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, 0, type2, type3, RC_NONE_, val); break; case SP_ADDEFF: // bonus3 bAddEff,eff,n,y; PC_BONUS_CHK_SC(type2,SP_ADDEFF); pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? type3 : 0, sd->state.lr_flag == 2 ? type3 : 0, val, 0); break; case SP_ADDEFF_WHENHIT: // bonus3 bAddEffWhenHit,eff,n,y; PC_BONUS_CHK_SC(type2,SP_ADDEFF_WHENHIT); if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff_atked, (sc_type)type2, type3, 0, val, 0); break; case SP_ADDEFF_ONSKILL: // bonus3 bAddEffOnSkill,sk,eff,n; PC_BONUS_CHK_SC(type2,SP_ADDEFF_ONSKILL); if( sd->state.lr_flag != 2 ) pc_bonus_addeff_onskill(sd->addeff_onskill, (sc_type)type3, val, type2, ATF_TARGET, 0); break; case SP_ADDELE: // bonus3 bAddEle,e,x,bf; PC_BONUS_CHK_ELEMENT(type2,SP_ADDELE); if (sd->state.lr_flag != 2) pc_bonus_addele(sd, (unsigned char)type2, type3, val); break; case SP_SUBELE: // bonus3 bSubEle,e,x,bf; PC_BONUS_CHK_ELEMENT(type2,SP_SUBELE); if (sd->state.lr_flag != 2) pc_bonus_subele(sd, (unsigned char)type2, type3, val); break; case SP_SUBRACE: // bonus3 bSubRace,r,x,bf; PC_BONUS_CHK_RACE(type2, SP_SUBRACE); if (sd->state.lr_flag != 2) pc_bonus_subrace(sd, (unsigned char)type2, type3, val); break; case SP_SP_VANISH_RACE_RATE: // bonus3 bSPVanishRaceRate,r,x,n; PC_BONUS_CHK_RACE(type2,SP_SP_VANISH_RACE_RATE); if(sd->state.lr_flag != 2) { sd->sp_vanish_race[type2].rate += type3; sd->sp_vanish_race[type2].per += val; } break; case SP_HP_VANISH_RACE_RATE: // bonus3 bHPVanishRaceRate,r,x,n; PC_BONUS_CHK_RACE(type2,SP_HP_VANISH_RACE_RATE); if(sd->state.lr_flag != 2) { sd->hp_vanish_race[type2].rate += type3; sd->hp_vanish_race[type2].per += val; } break; case SP_SP_VANISH_RATE: // bonus3 bSPVanishRate,x,n,bf; if(sd->state.lr_flag != 2) { pc_bonus_addvanish(sd->sp_vanish, type2, type3, val); } break; case SP_HP_VANISH_RATE: // bonus3 bHPVanishRate,x,n,bf; if(sd->state.lr_flag != 2) { pc_bonus_addvanish(sd->hp_vanish, type2, type3, val); } break; case SP_STATE_NORECOVER_RACE: // bonus3 bStateNoRecoverRace,r,x,t; PC_BONUS_CHK_RACE(type2, SP_STATE_NORECOVER_RACE); if (sd->state.lr_flag == 2) break; //! CONFIRM: Is it not stackable? Does not check max or min value? //if (type3 > sd->norecover_state_race[type2].rate) { // sd->norecover_state_race[type2].rate = type3; // sd->norecover_state_race[type2].tick = val; // break; //} sd->norecover_state_race[type2].rate = type3; sd->norecover_state_race[type2].tick = val; break; default: if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in a combo with item #%u\n", type, type2, type3, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid); } else if (current_equip_card_id > 0 || current_equip_item_index > 0) { ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in item #%u\n", type, type2, type3, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid); } else { ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in unknown usage. Report this!\n", type, type2, type3, val); } break; } } /** * Gives item bonus to player for format: bonus4 bBonusName,type2,type3,type4,val; * @param sd * @param type Bonus type used by bBonusName * @param type2 * @param type3 * @param type4 * @param val Value that usually for rate or fixed value */ void pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val) { nullpo_retv(sd); switch(type){ case SP_AUTOSPELL: // bonus4 bAutoSpell,sk,y,n,i; if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, type2, type3, type4, 0, current_equip_card_id, val & AUTOSPELL_FORCE_ALL); break; case SP_AUTOSPELL_WHENHIT: // bonus4 bAutoSpellWhenHit,sk,y,n,i; if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, type2, type3, type4, BF_NORMAL|BF_SKILL, current_equip_card_id, val & AUTOSPELL_FORCE_ALL); break; case SP_AUTOSPELL_ONSKILL: // bonus4 bAutoSpellOnSkill,sk,x,y,n; if(sd->state.lr_flag != 2) { int target = skill_get_inf(type3); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !skill_get_inf2(type3, INF2_NOTARGETSELF)); pc_bonus_autospell_onskill(sd->autospell3, type2, type3, type4, val, current_equip_card_id, target ? AUTOSPELL_FORCE_TARGET : AUTOSPELL_FORCE_SELF); } break; case SP_ADDEFF: // bonus4 bAddEff,eff,n,y,t; PC_BONUS_CHK_SC(type2,SP_ADDEFF); pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? type3 : 0, sd->state.lr_flag == 2 ? type3 : 0, type4, val); break; case SP_ADDEFF_WHENHIT: // bonus4 bAddEffWhenHit,eff,n,y,t; PC_BONUS_CHK_SC(type2,SP_ADDEFF_WHENHIT); if (sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff_atked, (sc_type)type2, type3, 0, type4, val); break; case SP_ADDEFF_ONSKILL: // bonus4 bAddEffOnSkill,sk,eff,n,y; PC_BONUS_CHK_SC(type3,SP_ADDEFF_ONSKILL); if( sd->state.lr_flag != 2 ) pc_bonus_addeff_onskill(sd->addeff_onskill, (sc_type)type3, type4, type2, val, 0); break; case SP_SET_DEF_RACE: // bonus4 bSetDefRace,r,n,t,y; PC_BONUS_CHK_RACE(type2,SP_SET_DEF_RACE); if(sd->state.lr_flag == 2) break; sd->def_set_race[type2].rate = type3; sd->def_set_race[type2].tick = type4; sd->def_set_race[type2].value = val; break; case SP_SET_MDEF_RACE: // bonus4 bSetMDefRace,r,n,t,y; PC_BONUS_CHK_RACE(type2,SP_SET_MDEF_RACE); if(sd->state.lr_flag == 2) break; sd->mdef_set_race[type2].rate = type3; sd->mdef_set_race[type2].tick = type4; sd->mdef_set_race[type2].value = val; break; default: if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in a combo with item #%u\n", type, type2, type3, type4, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid); } else if (current_equip_card_id > 0 || current_equip_item_index > 0) { ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in item #%u\n", type, type2, type3, type4, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid); } else { ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in unknown usage. Report this!\n", type, type2, type3, type4, val); } break; } } /** * Gives item bonus to player for format: bonus5 bBonusName,type2,type3,type4,val; * @param sd * @param type Bonus type used by bBonusName * @param type2 * @param type3 * @param type4 * @param val Value that usually for rate or fixed value */ void pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val) { nullpo_retv(sd); switch(type){ case SP_AUTOSPELL: // bonus5 bAutoSpell,sk,y,n,bf,i; if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, type2, type3, type4, type5, current_equip_card_id, val & AUTOSPELL_FORCE_ALL); break; case SP_AUTOSPELL_WHENHIT: // bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, type2, type3, type4, type5, current_equip_card_id, val & AUTOSPELL_FORCE_ALL); break; case SP_AUTOSPELL_ONSKILL: // bonus5 bAutoSpellOnSkill,sk,x,y,n,i; if(sd->state.lr_flag != 2) pc_bonus_autospell_onskill(sd->autospell3, type2, type3, type4, type5, current_equip_card_id, val & AUTOSPELL_FORCE_ALL); break; case SP_ADDEFF_ONSKILL: // bonus5 bAddEffOnSkill,sk,eff,n,y,t; PC_BONUS_CHK_SC(type3,SP_ADDEFF_ONSKILL); if( sd->state.lr_flag != 2 ) pc_bonus_addeff_onskill(sd->addeff_onskill, (sc_type)type3, type4, type2, type5, val); break; default: if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in a combo with item #%u\n", type, type2, type3, type4, type5, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid); } else if (current_equip_card_id > 0 || current_equip_item_index > 0) { ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in item #%u\n", type, type2, type3, type4, type5, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid); } else { ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in unknown usage. Report this!\n", type, type2, type3, type4, type5, val); } break; } } /*========================================== * Grants a player a given skill. Flag values are: * 0 - Grant permanent skill to be bound to skill tree * 1 - Grant an item skill (temporary) * 2 - Like 1, except the level granted can stack with previously learned level. * 4 - Like 0, except the skill will ignore skill tree (saves through job changes and resets). *------------------------------------------*/ bool pc_skill(struct map_session_data* sd, uint16 skill_id, int level, enum e_addskill_type type) { uint16 idx = 0; nullpo_ret(sd); if (!skill_id || !(idx = skill_get_index(skill_id))) { ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", skill_id); return false; } if (level > MAX_SKILL_LEVEL) { ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL); return false; } if (type == ADDSKILL_TEMP_ADDLEVEL && sd->status.skill[idx].lv + level > MAX_SKILL_LEVEL) { ShowWarning("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d. Set to max level.\n", level, MAX_SKILL_LEVEL, sd->status.skill[idx].lv); level = MAX_SKILL_LEVEL - sd->status.skill[idx].lv; } switch (type) { case ADDSKILL_PERMANENT: //Set skill data overwriting whatever was there before. sd->status.skill[idx].id = skill_id; sd->status.skill[idx].lv = level; sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT; if (level == 0) { //Remove skill. sd->status.skill[idx].id = 0; clif_deleteskill(sd,skill_id); } else clif_addskill(sd,skill_id); if (!skill_get_inf(skill_id) || pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20 || pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) //Only recalculate for passive skills. status_calc_pc(sd, SCO_NONE); break; case ADDSKILL_TEMP: //Item bonus skill. if (sd->status.skill[idx].id != 0) { if (sd->status.skill[idx].lv >= level) return true; if (sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT) //Non-granted skill, store it's level. sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; } else { sd->status.skill[idx].id = skill_id; sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; } sd->status.skill[idx].lv = level; break; case ADDSKILL_TEMP_ADDLEVEL: //Add skill bonus on top of what you had. if (sd->status.skill[idx].id != 0) { if (sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT) sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; // Store previous level. } else { sd->status.skill[idx].id = skill_id; sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill. } sd->status.skill[idx].lv += level; break; case ADDSKILL_PERMANENT_GRANTED: //Permanent granted skills ignore the skill tree sd->status.skill[idx].id = skill_id; sd->status.skill[idx].lv = level; sd->status.skill[idx].flag = SKILL_FLAG_PERM_GRANTED; if (level == 0) { //Remove skill. sd->status.skill[idx].id = 0; clif_deleteskill(sd,skill_id); } else clif_addskill(sd,skill_id); if (!skill_get_inf(skill_id) || pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20 || pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) //Only recalculate for passive skills. status_calc_pc(sd, SCO_NONE); break; default: return false; } return true; } /*========================================== * Append a card to an item ? *------------------------------------------*/ int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip) { nullpo_ret(sd); if (idx_equip < 0 || idx_equip >= MAX_INVENTORY) { return 0; } if (idx_card < 0 || idx_card >= MAX_INVENTORY) { return 0; } int i; t_itemid nameid; struct item_data* item_eq = sd->inventory_data[idx_equip]; struct item_data* item_card = sd->inventory_data[idx_card]; if(item_eq == nullptr) return 0; //Invalid item index. if(item_card == nullptr) return 0; //Invalid card index. if( sd->inventory.u.items_inventory[idx_equip].nameid == 0 || sd->inventory.u.items_inventory[idx_equip].amount < 1 ) return 0; // target item missing if( sd->inventory.u.items_inventory[idx_card].nameid == 0 || sd->inventory.u.items_inventory[idx_card].amount < 1 ) return 0; // target card missing if( item_eq->type != IT_WEAPON && item_eq->type != IT_ARMOR ) return 0; // only weapons and armor are allowed if( item_card->type != IT_CARD ) return 0; // must be a card if( sd->inventory.u.items_inventory[idx_equip].identify == 0 ) return 0; // target must be identified if( itemdb_isspecial(sd->inventory.u.items_inventory[idx_equip].card[0]) ) return 0; // card slots reserved for other purposes if( (item_eq->equip & item_card->equip) == 0 ) return 0; // card cannot be compounded on this item type if( item_eq->type == IT_WEAPON && item_card->equip == EQP_SHIELD ) return 0; // attempted to place shield card on left-hand weapon. if( item_eq->type == IT_ARMOR && (item_card->equip & EQP_ACC) && ((item_card->equip & EQP_ACC) != EQP_ACC) && ((item_eq->equip & EQP_ACC) != (item_card->equip & EQP_ACC)) ) return 0; // specific accessory-card can only be inserted to specific accessory. if( sd->inventory.u.items_inventory[idx_equip].equip != 0 ) return 0; // item must be unequipped ARR_FIND( 0, item_eq->slots, i, sd->inventory.u.items_inventory[idx_equip].card[i] == 0 ); if( i == item_eq->slots ) return 0; // no free slots // remember the card id to insert nameid = sd->inventory.u.items_inventory[idx_card].nameid; if( pc_delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 ) {// failed clif_insert_card(sd,idx_equip,idx_card,1); } else {// success log_pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->inventory.u.items_inventory[idx_equip]); sd->inventory.u.items_inventory[idx_equip].card[i] = nameid; log_pick_pc(sd, LOG_TYPE_OTHER, 1, &sd->inventory.u.items_inventory[idx_equip]); clif_insert_card(sd,idx_equip,idx_card,0); } return 0; } /** * Returns the count of unidentified items with the option to identify too. * @param sd: Player data * @param identify_item: Whether or not to identify any unidentified items * @return Unidentified items count */ int pc_identifyall(struct map_session_data *sd, bool identify_item) { int unidentified_count = 0; for (int i = 0; i < MAX_INVENTORY; i++) { if (sd->inventory.u.items_inventory[i].nameid > 0 && sd->inventory.u.items_inventory[i].identify != 1) { if (identify_item == true) { sd->inventory.u.items_inventory[i].identify = 1; clif_item_identified(sd,i,0); } unidentified_count++; } } return unidentified_count; } // // Items // /*========================================== * Update buying value by skills *------------------------------------------*/ int pc_modifybuyvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate1 = 0,rate2 = 0; if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // merchant discount rate1 = 5+skill*2-((skill==10)? 1:0); if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // rogue discount rate2 = 5+skill*4; if(rate1 < rate2) rate1 = rate2; if(rate1) val = (int)((double)orig_value*(double)(100-rate1)/100.); if(val < battle_config.min_shop_buy) val = battle_config.min_shop_buy; return val; } /*========================================== * Update selling value by skills *------------------------------------------*/ int pc_modifysellvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate = 0; if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) //OverCharge rate = 5+skill*2-((skill==10)? 1:0); if(rate) val = (int)((double)orig_value*(double)(100+rate)/100.); if (val < battle_config.min_shop_sell) val = battle_config.min_shop_sell; return val; } /*========================================== * Checking if we have enough place on inventory for new item * Make sure to take 30k as limit (for client I guess) * @param sd * @param nameid * @param amount * @return e_chkitem_result *------------------------------------------*/ char pc_checkadditem(struct map_session_data *sd, t_itemid nameid, int amount) { int i; struct item_data* data; nullpo_ret(sd); if(amount > MAX_AMOUNT) return CHKADDITEM_OVERAMOUNT; data = itemdb_search(nameid); if(!itemdb_isstackable2(data)) return CHKADDITEM_NEW; if( data->stack.inventory && amount > data->stack.amount ) return CHKADDITEM_OVERAMOUNT; if (data->flag.guid) return CHKADDITEM_NEW; for(i=0;iinventory.u.items_inventory[i].nameid == nameid){ if( amount > MAX_AMOUNT - sd->inventory.u.items_inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->inventory.u.items_inventory[i].amount ) ) return CHKADDITEM_OVERAMOUNT; // If the item is in the inventory already, but the player is not allowed to use that many slots anymore if( i >= sd->status.inventory_slots ){ return CHKADDITEM_OVERAMOUNT; } return CHKADDITEM_EXIST; } } return CHKADDITEM_NEW; } /*========================================== * Return number of available place in inventory * Each non stackable item will reduce place by 1 * @param sd * @return Number of empty slots *------------------------------------------*/ uint8 pc_inventoryblank(struct map_session_data *sd) { uint16 i; uint8 b; nullpo_ret(sd); for(i = 0, b = 0; i < sd->status.inventory_slots; i++){ if(sd->inventory.u.items_inventory[i].nameid == 0) b++; } return b; } /** * Attempts to remove zeny from player * @param sd: Player * @param zeny: Zeny removed * @param type: Log type * @param tsd: (optional) From who to log (if null take sd) * @return 0: Success, 1: Failed (Removing negative Zeny or not enough Zeny), 2: Player not found */ char pc_payzeny(struct map_session_data *sd, int zeny, enum e_log_pick_type type, struct map_session_data *tsd) { nullpo_retr(2,sd); zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB if( zeny < 0 ) { ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id); return 1; } if( sd->status.zeny < zeny ) return 1; //Not enough. sd->status.zeny -= zeny; clif_updatestatus(sd,SP_ZENY); if(!tsd) tsd = sd; log_zeny(sd, type, tsd, -zeny); if( zeny > 0 && sd->state.showzeny ) { char output[255]; sprintf(output, "Removed %dz.", zeny); clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); } return 0; } /** * Attempts to give zeny to player * @param sd: Player * @param type: Log type * @param tsd: (optional) From who to log (if null take sd) * @return -1: Player not found, 0: Success, 1: Giving negative Zeny */ char pc_getzeny(struct map_session_data *sd, int zeny, enum e_log_pick_type type, struct map_session_data *tsd) { nullpo_retr(-1,sd); zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB if( zeny < 0 ) { ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id); return 1; } if( zeny > MAX_ZENY - sd->status.zeny ) zeny = MAX_ZENY - sd->status.zeny; sd->status.zeny += zeny; clif_updatestatus(sd,SP_ZENY); if(!tsd) tsd = sd; log_zeny(sd, type, tsd, zeny); if( zeny > 0 && sd->state.showzeny ) { char output[255]; sprintf(output, "Gained %dz.", zeny); clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); } achievement_update_objective(sd, AG_GET_ZENY, 1, sd->status.zeny); return 0; } /** * Attempts to remove Cash Points from player * @param sd: Player * @param price: Total points (cash + kafra) the player has to pay * @param points: Kafra points the player has to pay * @param type: Log type * @return -1: Not enough points, otherwise success (cash+points) */ int pc_paycash(struct map_session_data *sd, int price, int points, e_log_pick_type type) { int cash; nullpo_retr(-1,sd); points = cap_value(points, 0, MAX_ZENY); //prevent command UB cash = price-points; if( sd->cashPoints < cash || sd->kafraPoints < points ) { ShowError("pc_paycash: Not enough points (cash=%d, kafra=%d) to cover the price (cash=%d, kafra=%d) (account_id=%d, char_id=%d).\n", sd->cashPoints, sd->kafraPoints, cash, points, sd->status.account_id, sd->status.char_id); return -1; } if( cash ){ pc_setaccountreg(sd, add_str(CASHPOINT_VAR), sd->cashPoints - cash); sd->cashPoints -= cash; log_cash( sd, type, LOG_CASH_TYPE_CASH, -cash ); } if( points ){ pc_setaccountreg(sd, add_str(KAFRAPOINT_VAR), sd->kafraPoints - points); sd->kafraPoints -= points; log_cash( sd, type, LOG_CASH_TYPE_KAFRA, -points ); } if( battle_config.cashshop_show_points ) { char output[CHAT_SIZE_MAX]; sprintf(output, msg_txt(sd,504), points, cash, sd->kafraPoints, sd->cashPoints); // Used %d kafra points and %d cash points. %d kafra and %d cash points remaining. clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); } return cash+points; } /** * Attempts to give Cash Points to player * @param sd: Player * @param cash: Cash points the player gets * @param points: Kafra points the player gets * @param type: Log type * @return -1: Error, otherwise success (cash or points) */ int pc_getcash(struct map_session_data *sd, int cash, int points, e_log_pick_type type) { char output[CHAT_SIZE_MAX]; nullpo_retr(-1,sd); cash = cap_value(cash, 0, MAX_ZENY); //prevent command UB points = cap_value(points, 0, MAX_ZENY); //prevent command UB if( cash > 0 ) { if( cash > MAX_ZENY-sd->cashPoints ) { ShowWarning("pc_getcash: Cash point overflow (cash=%d, have cash=%d, account_id=%d, char_id=%d).\n", cash, sd->cashPoints, sd->status.account_id, sd->status.char_id); cash = MAX_ZENY-sd->cashPoints; } pc_setaccountreg(sd, add_str(CASHPOINT_VAR), sd->cashPoints+cash); sd->cashPoints += cash; log_cash( sd, type, LOG_CASH_TYPE_CASH, cash ); if( battle_config.cashshop_show_points ) { sprintf(output, msg_txt(sd,505), cash, sd->cashPoints); clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); } return cash; } if( points > 0 ) { if( points > MAX_ZENY-sd->kafraPoints ) { ShowWarning("pc_getcash: Kafra point overflow (points=%d, have points=%d, account_id=%d, char_id=%d).\n", points, sd->kafraPoints, sd->status.account_id, sd->status.char_id); points = MAX_ZENY-sd->kafraPoints; } pc_setaccountreg(sd, add_str(KAFRAPOINT_VAR), sd->kafraPoints+points); sd->kafraPoints += points; log_cash( sd, type, LOG_CASH_TYPE_KAFRA, points ); if( battle_config.cashshop_show_points ) { sprintf(output, msg_txt(sd,506), points, sd->kafraPoints); clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); } return points; } return -1; //shouldn't happen but just in case } /** * Searching a specified itemid in inventory and return his stored index * @param sd Player * @param nameid Find this Item! * @return Stored index in inventory, or -1 if not found. **/ short pc_search_inventory(struct map_session_data *sd, t_itemid nameid) { short i; nullpo_retr(-1, sd); ARR_FIND( 0, MAX_INVENTORY, i, sd->inventory.u.items_inventory[i].nameid == nameid && (sd->inventory.u.items_inventory[i].amount > 0 || nameid == 0) ); return ( i < MAX_INVENTORY ) ? i : -1; } /** Attempt to add a new item to player inventory * @param sd * @param item_data * @param amount * @param log_type * @return * 0 = success * 1 = invalid itemid not found or negative amount * 2 = overweight * 3 = ? * 4 = no free place found * 5 = max amount reached * 6 = ? * 7 = stack limitation */ enum e_additem_result pc_additem(struct map_session_data *sd,struct item *item,int amount,e_log_pick_type log_type) { struct item_data *id; int16 i; unsigned int w; nullpo_retr(ADDITEM_INVALID, sd); nullpo_retr(ADDITEM_INVALID, item); if( item->nameid == 0 || amount <= 0 ) return ADDITEM_INVALID; if( amount > MAX_AMOUNT ) return ADDITEM_OVERAMOUNT; id = itemdb_search(item->nameid); if( id->stack.inventory && amount > id->stack.amount ) {// item stack limitation return ADDITEM_STACKLIMIT; } w = id->weight*amount; if(sd->weight + w > sd->max_weight) return ADDITEM_OVERWEIGHT; if (id->flag.guid && !item->unique_id) item->unique_id = pc_generate_unique_id(sd); // Stackable | Non Rental if( itemdb_isstackable2(id) && item->expire_time == 0 ) { for( i = 0; i < MAX_INVENTORY; i++ ) { if( sd->inventory.u.items_inventory[i].nameid == item->nameid && sd->inventory.u.items_inventory[i].bound == item->bound && sd->inventory.u.items_inventory[i].expire_time == 0 && sd->inventory.u.items_inventory[i].unique_id == item->unique_id && memcmp(&sd->inventory.u.items_inventory[i].card, &item->card, sizeof(item->card)) == 0 ) { if( amount > MAX_AMOUNT - sd->inventory.u.items_inventory[i].amount || ( id->stack.inventory && amount > id->stack.amount - sd->inventory.u.items_inventory[i].amount ) ) return ADDITEM_OVERAMOUNT; // If the item is in the inventory already, but the player is not allowed to use that many slots anymore if( i >= sd->status.inventory_slots ){ return ADDITEM_OVERAMOUNT; } sd->inventory.u.items_inventory[i].amount += amount; clif_additem(sd,i,amount,0); break; } } }else{ i = MAX_INVENTORY; } if (i >= MAX_INVENTORY) { i = pc_search_inventory(sd,0); if( i < 0 ) return ADDITEM_OVERITEM; if( i >= sd->status.inventory_slots ){ return ADDITEM_OVERITEM; } memcpy(&sd->inventory.u.items_inventory[i], item, sizeof(sd->inventory.u.items_inventory[0])); // clear equip and favorite fields first, just in case if( item->equip ) sd->inventory.u.items_inventory[i].equip = 0; if( item->favorite ) sd->inventory.u.items_inventory[i].favorite = 0; if( item->equipSwitch ) sd->inventory.u.items_inventory[i].equipSwitch = 0; sd->inventory.u.items_inventory[i].amount = amount; sd->inventory_data[i] = id; sd->last_addeditem_index = i; if (!itemdb_isstackable2(id) || id->flag.guid) sd->inventory.u.items_inventory[i].unique_id = item->unique_id ? item->unique_id : pc_generate_unique_id(sd); clif_additem(sd,i,amount,0); } log_pick_pc(sd, log_type, amount, &sd->inventory.u.items_inventory[i]); sd->weight += w; clif_updatestatus(sd,SP_WEIGHT); //Auto-equip if(id->flag.autoequip) pc_equipitem(sd, i, id->equip); /* rental item check */ if( item->expire_time ) { if( time(NULL) > item->expire_time ) { clif_rental_expired(sd, i, sd->inventory.u.items_inventory[i].nameid); pc_delitem(sd, i, sd->inventory.u.items_inventory[i].amount, 1, 0, LOG_TYPE_OTHER); } else { unsigned int seconds = (unsigned int)( item->expire_time - time(NULL) ); clif_rental_time(sd, sd->inventory.u.items_inventory[i].nameid, seconds); pc_inventory_rental_add(sd, seconds); } } achievement_update_objective(sd, AG_GET_ITEM, 1, id->value_sell); pc_show_questinfo(sd); return ADDITEM_SUCCESS; } /*========================================== * Remove an item at index n from inventory by amount. * @param sd * @param n Item index in inventory * @param amount * @param type &1: Don't notify deletion; &2 Don't notify weight change; &4 Don't calculate status * @param reason Delete reason * @param log_type e_log_pick_type * @return 1 - invalid itemid or negative amount; 0 - Success *------------------------------------------*/ char pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type) { nullpo_retr(1, sd); if(n < 0 || sd->inventory.u.items_inventory[n].nameid == 0 || amount <= 0 || sd->inventory.u.items_inventory[n].amountinventory_data[n] == NULL) return 1; log_pick_pc(sd, log_type, -amount, &sd->inventory.u.items_inventory[n]); sd->inventory.u.items_inventory[n].amount -= amount; sd->weight -= sd->inventory_data[n]->weight*amount ; if( sd->inventory.u.items_inventory[n].amount <= 0 ){ if(sd->inventory.u.items_inventory[n].equip) pc_unequipitem(sd,n,2|(!(type&4) ? 1 : 0)); memset(&sd->inventory.u.items_inventory[n],0,sizeof(sd->inventory.u.items_inventory[0])); sd->inventory_data[n] = NULL; } if(!(type&1)) clif_delitem(sd,n,amount,reason); if(!(type&2)) clif_updatestatus(sd,SP_WEIGHT); pc_show_questinfo(sd); return 0; } /*========================================== * Attempt to drop an item. * @param sd * @param n Item index in inventory * @param amount Amount of item * @return False = fail; True = success *------------------------------------------*/ bool pc_dropitem(struct map_session_data *sd,int n,int amount) { nullpo_retr(1, sd); if(n < 0 || n >= MAX_INVENTORY) return false; if(amount <= 0) return false; if(sd->inventory.u.items_inventory[n].nameid == 0 || sd->inventory.u.items_inventory[n].amount <= 0 || sd->inventory.u.items_inventory[n].amount < amount || sd->state.trading || sd->state.vending || !sd->inventory_data[n] //pc_delitem would fail on this case. ) return false; if( sd->inventory.u.items_inventory[n].equipSwitch ) return false; if( map_getmapflag(sd->bl.m, MF_NODROP) ) { clif_displaymessage (sd->fd, msg_txt(sd,271)); return false; //Can't drop items in nodrop mapflag maps. } if( !pc_candrop(sd,&sd->inventory.u.items_inventory[n]) ) { clif_displaymessage (sd->fd, msg_txt(sd,263)); return false; } if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2, 0)) return false; pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER); clif_dropitem(sd, n, amount); return true; } /*========================================== * Attempt to pick up an item. * @param sd * @param fitem Item that will be picked * @return False = fail; True = success *------------------------------------------*/ bool pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) { int flag = 0; t_tick tick = gettick(); struct party_data *p = NULL; nullpo_ret(sd); nullpo_ret(fitem); if (!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED) return false; // Distance is too far if (sd->sc.cant.pickup) return false; if (sd->status.party_id) p = party_search(sd->status.party_id); if (fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id) { struct map_session_data *first_sd = map_charid2sd(fitem->first_get_charid); if (DIFF_TICK(tick,fitem->first_get_tick) < 0) { if (!(p && p->party.item&1 && first_sd && first_sd->status.party_id == sd->status.party_id )) return false; } else if (fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id) { struct map_session_data *second_sd = map_charid2sd(fitem->second_get_charid); if (DIFF_TICK(tick, fitem->second_get_tick) < 0) { if (!(p && p->party.item&1 && ((first_sd && first_sd->status.party_id == sd->status.party_id) || (second_sd && second_sd->status.party_id == sd->status.party_id)) )) return false; } else if (fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id){ struct map_session_data *third_sd = map_charid2sd(fitem->third_get_charid); if (DIFF_TICK(tick,fitem->third_get_tick) < 0) { if(!(p && p->party.item&1 && ((first_sd && first_sd->status.party_id == sd->status.party_id) || (second_sd && second_sd->status.party_id == sd->status.party_id) || (third_sd && third_sd->status.party_id == sd->status.party_id)) )) return false; } } } } //This function takes care of giving the item to whoever should have it, considering party-share options. if ((flag = party_share_loot(p,sd,&fitem->item, fitem->first_get_charid))) { clif_additem(sd,0,0,flag); return true; } //Display pickup animation. pc_stop_attack(sd); clif_takeitem(&sd->bl,&fitem->bl); if (fitem->mob_id && (itemdb_search(fitem->item.nameid))->flag.broadcast && (!p || !(p->party.item&2)) // Somehow, if party's pickup distribution is 'Even Share', no announcemet ) intif_broadcast_obtain_special_item(sd, fitem->item.nameid, fitem->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM); map_clearflooritem(&fitem->bl); return true; } /*========================================== * Check if item is usable. * Return: * false = no * true = yes *------------------------------------------*/ bool pc_isUseitem(struct map_session_data *sd,int n) { struct item_data *item; t_itemid nameid; nullpo_ret(sd); item = sd->inventory_data[n]; nameid = sd->inventory.u.items_inventory[n].nameid; if( item == NULL ) return false; //Not consumable item if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH ) return false; if (pc_has_permission(sd,PC_PERM_ITEM_UNCONDITIONAL)) return true; struct map_data *mapdata = map_getmapdata(sd->bl.m); if(mapdata->flag[MF_NOITEMCONSUMPTION]) //consumable but mapflag prevent it return false; //Prevent mass item usage. [Skotlex] if( DIFF_TICK(sd->canuseitem_tick,gettick()) > 0 || (itemdb_group.item_exists(IG_CASH_FOOD, nameid) && DIFF_TICK(sd->canusecashfood_tick,gettick()) > 0) ) return false; if( (item->item_usage.sitting) && (pc_issit(sd) == 1) && (pc_get_group_level(sd) < item->item_usage.override) ) { clif_msg(sd,ITEM_NOUSE_SITTING); return false; // You cannot use this item while sitting. } if (sd->state.storage_flag && item->type != IT_CASH) { clif_messagecolor(&sd->bl, color_table[COLOR_RED], msg_txt(sd,388), false, SELF); return false; // You cannot use this item while storage is open. } if (item->flag.dead_branch && (mapdata->flag[MF_NOBRANCH] || mapdata_flag_gvg2(mapdata))) return false; switch( nameid ) { case ITEMID_WING_OF_FLY: case ITEMID_GIANT_FLY_WING: case ITEMID_N_FLY_WING: if( mapdata->flag[MF_NOTELEPORT] || mapdata_flag_gvg2(mapdata) ) { clif_skill_teleportmessage(sd,0); return false; } if (nameid == ITEMID_GIANT_FLY_WING) { struct party_data *pd = party_search(sd->status.party_id); if (pd) { int i; ARR_FIND(0, MAX_PARTY, i, pd->data[i].sd == sd && pd->party.member[i].leader); if (i == MAX_PARTY) { // User is not party leader clif_msg(sd, ITEM_PARTY_MEMBER_NOT_SUMMONED); break; } ARR_FIND(0, MAX_PARTY, i, pd->data[i].sd && pd->data[i].sd != sd && pd->data[i].sd->bl.m == sd->bl.m && !pc_isdead(pd->data[i].sd)); if (i == MAX_PARTY) { // No party members found on same map clif_msg(sd, ITEM_PARTY_NO_MEMBER_IN_MAP); break; } } else { clif_msg(sd, ITEM_PARTY_MEMBER_NOT_SUMMONED); break; } } // Fall through case ITEMID_WING_OF_BUTTERFLY: case ITEMID_N_BUTTERFLY_WING: case ITEMID_DUN_TELE_SCROLL1: case ITEMID_DUN_TELE_SCROLL2: case ITEMID_DUN_TELE_SCROLL3: case ITEMID_WOB_RUNE: case ITEMID_WOB_SCHWALTZ: case ITEMID_WOB_RACHEL: case ITEMID_WOB_LOCAL: case ITEMID_SIEGE_TELEPORT_SCROLL: if( sd->duel_group && !battle_config.duel_allow_teleport ) { clif_displaymessage(sd->fd, msg_txt(sd,663)); return false; } if( mapdata->flag[MF_NORETURN] && nameid != ITEMID_WING_OF_FLY && nameid != ITEMID_GIANT_FLY_WING && nameid != ITEMID_N_FLY_WING ) return false; break; case ITEMID_MERCENARY_RED_POTION: case ITEMID_MERCENARY_BLUE_POTION: case ITEMID_M_CENTER_POTION: case ITEMID_M_AWAKENING_POTION: case ITEMID_M_BERSERK_POTION: if( sd->md == NULL || sd->md->db == NULL ) return false; if( sd->md->sc.cant.consume ) return false; if( nameid == ITEMID_M_AWAKENING_POTION && sd->md->db->lv < 40 ) return false; if( nameid == ITEMID_M_BERSERK_POTION && sd->md->db->lv < 80 ) return false; break; case ITEMID_NEURALIZER: if( !mapdata->flag[MF_RESET] ) return false; break; } if( itemdb_group.item_exists(IG_MERCENARY, nameid) && sd->md != NULL ) return false; // Mercenary Scrolls if( item->flag.group || item->type == IT_CASH) { //safe check type cash disappear when overweight [Napster] if( pc_is90overweight(sd) ) { clif_msg(sd, ITEM_CANT_OBTAIN_WEIGHT); return false; } if( !pc_inventoryblank(sd) ) { clif_messagecolor(&sd->bl, color_table[COLOR_RED], msg_txt(sd, 732), false, SELF); //Item cannot be open when inventory is full return false; } } //Gender check if(item->sex != SEX_BOTH && sd->status.sex != item->sex) return false; //Required level check if(item->elv && sd->status.base_level < (unsigned int)item->elv) return false; if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax) return false; //Not equipable by class. [Skotlex] if (!pc_job_can_use_item(sd,item)) return false; if (sd->sc.cant.consume) return false; if (!pc_isItemClass(sd,item)) return false; //Dead Branch items if( item->flag.dead_branch ) log_branch(sd); return true; } /*========================================== * Last checks to use an item. * Return: * 0 = fail * 1 = success *------------------------------------------*/ int pc_useitem(struct map_session_data *sd,int n) { t_tick tick = gettick(); int amount; t_itemid nameid; struct script_code *script; struct item item; struct item_data *id; nullpo_ret(sd); if (sd->state.mail_writing) return 0; if (sd->npc_id) { if (sd->progressbar.npc_id) { clif_progressbar_abort(sd); return 0; // First item use attempt cancels the progress bar } if( pc_hasprogress( sd, WIP_DISABLE_SKILLITEM ) || !sd->npc_item_flag ){ #ifdef RENEWAL clif_msg( sd, WORK_IN_PROGRESS ); #endif return 0; } } item = sd->inventory.u.items_inventory[n]; id = sd->inventory_data[n]; if (item.nameid == 0 || item.amount <= 0) return 0; if( !pc_isUseitem(sd,n) ) return 0; // Store information for later use before it is lost (via pc_delitem) [Paradox924X] nameid = id->nameid; if (nameid != ITEMID_NAUTHIZ && sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT && sd->sc.opt1 != OPT1_BURNING) return 0; /* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */ if( id->flag.delay_consume > 0 ) { if( nameid != ITEMID_REINS_OF_MOUNT && sd->sc.data[SC_ALL_RIDING] ) return 0; else if( pc_issit(sd) ) return 0; } //Since most delay-consume items involve using a "skill-type" target cursor, //perform a skill-use check before going through. [Skotlex] //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do. //FIXME: Is this really needed here? It'll be checked in unit.cpp after all and this prevents skill items using when silenced [Inkfish] if( id->flag.delay_consume > 0 && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) ) return 0; if( id->delay.duration > 0 && !pc_has_permission(sd,PC_PERM_ITEM_UNCONDITIONAL) && pc_itemcd_check(sd, id, tick, n)) return 0; /* on restricted maps the item is consumed but the effect is not used */ if (!pc_has_permission(sd,PC_PERM_ITEM_UNCONDITIONAL) && itemdb_isNoEquip(id,sd->bl.m)) { clif_msg(sd,ITEM_CANT_USE_AREA); // This item cannot be used within this area if( battle_config.allow_consume_restricted_item && id->flag.delay_consume > 0 ) { //need confirmation for delayed consumption items clif_useitemack(sd,n,item.amount-1,true); pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); } return 0;/* regardless, effect is not run */ } if (pet_db_search(id->nameid, PET_CATCH) != nullptr && map_getmapflag(sd->bl.m, MF_NOPETCAPTURE)) { clif_displaymessage(sd->fd, msg_txt(sd, 669)); // You can't catch any pet on this map. return 0; } sd->itemid = item.nameid; sd->itemindex = n; if(sd->catch_target_class != PET_CATCH_FAIL) //Abort pet catching. sd->catch_target_class = PET_CATCH_FAIL; amount = item.amount; script = id->script; //Check if the item is to be consumed immediately [Skotlex] if (id->flag.delay_consume > 0) clif_useitemack(sd, n, amount, true); else { if( item.expire_time == 0 && nameid != ITEMID_REINS_OF_MOUNT ) { clif_useitemack(sd, n, amount - 1, true); pc_delitem(sd, n, 1, 1, 0, LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration } else clif_useitemack(sd, n, 0, false); } if (item.card[0]==CARD0_CREATE && pc_famerank(MakeDWord(item.card[2],item.card[3]), MAPID_ALCHEMIST)) potion_flag = 2; // Famous player's potions have 50% more efficiency //Update item use time. sd->canuseitem_tick = tick + battle_config.item_use_interval; if( itemdb_group.item_exists(IG_CASH_FOOD, nameid) ) sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval; run_script(script,0,sd->bl.id,fake_nd->bl.id); potion_flag = 0; return 1; } /** * Add item on cart for given index. * @param sd * @param item * @param amount * @param log_type * @return See pc.hpp::e_additem_result */ enum e_additem_result pc_cart_additem(struct map_session_data *sd,struct item *item,int amount,e_log_pick_type log_type) { struct item_data *data; int i,w; nullpo_retr(ADDITEM_INVALID, sd); nullpo_retr(ADDITEM_INVALID, item); if(item->nameid == 0 || amount <= 0) return ADDITEM_INVALID; if (itemdb_ishatched_egg(item)) return ADDITEM_INVALID; data = itemdb_search(item->nameid); if( data->stack.cart && amount > data->stack.amount ) {// item stack limitation return ADDITEM_STACKLIMIT; } if( !itemdb_cancartstore(item, pc_get_group_level(sd)) || (item->bound > BOUND_ACCOUNT && !pc_can_give_bounded_items(sd))) { // Check item trade restrictions [Skotlex] clif_displaymessage (sd->fd, msg_txt(sd,264)); return ADDITEM_INVALID; } if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max ) return ADDITEM_OVERWEIGHT; i = MAX_CART; if( itemdb_isstackable2(data) && !item->expire_time ) { for (i = 0; i < MAX_CART; i++) { if (sd->cart.u.items_cart[i].nameid == item->nameid && sd->cart.u.items_cart[i].bound == item->bound && sd->cart.u.items_cart[i].unique_id == item->unique_id && memcmp(sd->cart.u.items_cart[i].card, item->card, sizeof(item->card)) == 0 ) break; } } if( i < MAX_CART ) {// item already in cart, stack it if( amount > MAX_AMOUNT - sd->cart.u.items_cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->cart.u.items_cart[i].amount ) ) return ADDITEM_OVERAMOUNT; // no slot sd->cart.u.items_cart[i].amount += amount; clif_cart_additem(sd,i,amount); } else {// item not stackable or not present, add it ARR_FIND( 0, MAX_CART, i, sd->cart.u.items_cart[i].nameid == 0 ); if( i == MAX_CART ) return ADDITEM_OVERAMOUNT; // no slot memcpy(&sd->cart.u.items_cart[i],item,sizeof(sd->cart.u.items_cart[0])); sd->cart.u.items_cart[i].id = 0; sd->cart.u.items_cart[i].amount = amount; sd->cart_num++; clif_cart_additem(sd,i,amount); } sd->cart.u.items_cart[i].favorite = 0; // clear sd->cart.u.items_cart[i].equipSwitch = 0; log_pick_pc(sd, log_type, amount, &sd->cart.u.items_cart[i]); sd->cart_weight += w; clif_updatestatus(sd,SP_CARTINFO); return ADDITEM_SUCCESS; } /*========================================== * Delete item on cart for given index. *------------------------------------------*/ void pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type) { nullpo_retv(sd); if(sd->cart.u.items_cart[n].nameid == 0 || sd->cart.u.items_cart[n].amount < amount) return; log_pick_pc(sd, log_type, -amount, &sd->cart.u.items_cart[n]); sd->cart.u.items_cart[n].amount -= amount; sd->cart_weight -= itemdb_weight(sd->cart.u.items_cart[n].nameid) * amount; if(sd->cart.u.items_cart[n].amount <= 0) { memset(&sd->cart.u.items_cart[n],0,sizeof(sd->cart.u.items_cart[0])); sd->cart_num--; } if(!type) { clif_cart_delitem(sd,n,amount); clif_updatestatus(sd,SP_CARTINFO); } } /*========================================== * Transfer item from inventory to cart. *------------------------------------------*/ void pc_putitemtocart(struct map_session_data *sd,int idx,int amount) { nullpo_retv(sd); if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex] return; struct item *item_data = &sd->inventory.u.items_inventory[idx]; if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending || sd->state.prevend ) return; if( item_data->equipSwitch ){ clif_msg( sd, C_ITEM_EQUIP_SWITCH ); return; } enum e_additem_result flag = pc_cart_additem(sd,item_data,amount,LOG_TYPE_NONE); if (flag == ADDITEM_SUCCESS) pc_delitem(sd,idx,amount,0,5,LOG_TYPE_NONE); else { clif_cart_additem_ack(sd, (flag == ADDITEM_OVERAMOUNT) ? ADDITEM_TO_CART_FAIL_COUNT : ADDITEM_TO_CART_FAIL_WEIGHT); clif_additem(sd, idx, amount, 0); clif_delitem(sd, idx, amount, 0); } } /*========================================== * Get number of item in cart. * Return: -1 = itemid not found or no amount found x = remaining itemid on cart after get *------------------------------------------*/ int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount) { struct item* item_data; nullpo_retr(-1, sd); item_data = &sd->cart.u.items_cart[idx]; if( item_data->nameid == 0 || item_data->amount == 0 ) return -1; return item_data->amount - amount; } /*========================================== * Retrieve an item at index idx from cart. *------------------------------------------*/ void pc_getitemfromcart(struct map_session_data *sd,int idx,int amount) { nullpo_retv(sd); if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex] return; struct item *item_data=&sd->cart.u.items_cart[idx]; if (item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending || sd->state.prevend) return; enum e_additem_result flag = pc_additem(sd, item_data, amount, LOG_TYPE_NONE); if (flag == ADDITEM_SUCCESS) pc_cart_delitem(sd, idx, amount, 0, LOG_TYPE_NONE); else { clif_cart_delitem(sd, idx, amount); clif_additem(sd, idx, amount, flag); clif_cart_additem(sd, idx, amount); } } /*========================================== * Bound Item Check * Type: * 1 Account Bound * 2 Guild Bound * 3 Party Bound * 4 Character Bound *------------------------------------------*/ int pc_bound_chk(TBL_PC *sd,enum bound_type type,int *idxlist) { int i = 0, j = 0; for(i = 0; i < MAX_INVENTORY; i++) { if(sd->inventory.u.items_inventory[i].nameid > 0 && sd->inventory.u.items_inventory[i].amount > 0 && sd->inventory.u.items_inventory[i].bound == type) { idxlist[j] = i; j++; } } return j; } /*========================================== * Display item stolen msg to player sd *------------------------------------------*/ int pc_show_steal(struct block_list *bl,va_list ap) { struct map_session_data *sd; t_itemid itemid; struct item_data *item=NULL; char output[100]; sd=va_arg(ap,struct map_session_data *); itemid=va_arg(ap,int); if((item=itemdb_exists(itemid))==NULL) sprintf(output,"%s stole an Unknown Item (id: %u).",sd->status.name, itemid); else sprintf(output,"%s stole %s.",sd->status.name,item->ename.c_str()); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); return 0; } /** * Steal an item from bl (mob). * @param sd: Player data * @param bl: Object to steal from * @param skill_lv: Level of skill used * @return True on success or false otherwise */ bool pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv) { int i; t_itemid itemid; double rate; unsigned char flag = 0; struct status_data *sd_status, *md_status; struct mob_data *md; struct item tmp_item; if(!sd || !bl || bl->type!=BL_MOB) return false; md = (TBL_MOB *)bl; if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING ) ) //already stolen from / status change check return false; sd_status= status_get_status_data(&sd->bl); md_status= status_get_status_data(bl); if (md->master_id || status_has_mode(md_status, MD_STATUSIMMUNE) || util::vector_exists(status_get_race2(&md->bl), RC2_TREASURE) || map_getmapflag(bl->m, MF_NOMOBLOOT) || // check noloot map flag [Lorky] (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus] md->state.steal_flag++ >= battle_config.skill_steal_max_tries) ) { //Can't steal from md->state.steal_flag = UCHAR_MAX; return false; } // base skill success chance (percentual) rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4; rate += sd->bonus.add_steal_rate; if( rate < 1 #ifdef RENEWAL || rnd()%100 >= rate #endif ) return false; // Try dropping one item, in the order from first to last possible slot. // Droprate is affected by the skill success rate. for( i = 0; i < MAX_MOB_DROP; i++ ) if( md->db->dropitem[i].nameid > 0 && !md->db->dropitem[i].steal_protected && itemdb_exists(md->db->dropitem[i].nameid) && rnd() % 10000 < md->db->dropitem[i].rate #ifndef RENEWAL * rate/100. #endif ) break; if( i == MAX_MOB_DROP ) return false; itemid = md->db->dropitem[i].nameid; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = itemdb_isidentified(itemid); mob_setdropitem_option(&tmp_item, &md->db->dropitem[i]); flag = pc_additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER); //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise? md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more if(flag) { //Failed to steal due to overweight clif_additem(sd,0,0,flag); return false; } if(battle_config.show_steal_in_same_party) party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid); //Logs items, Stolen from mobs [Lupus] log_pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item); //A Rare Steal Global Announce by Lupus if(md->db->dropitem[i].rate <= battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_search(itemid); sprintf (message, msg_txt(sd,542), (sd->status.name[0])?sd->status.name :"GM", md->db->jname.c_str(), i_data->ename.c_str(), (float)md->db->dropitem[i].rate / 100); //MSG: "'%s' stole %s's %s (chance: %0.02f%%)" intif_broadcast(message, strlen(message) + 1, BC_DEFAULT); } return true; } /*========================================== * Stole zeny from bl (mob) * return * 0 = fail * 1 = success *------------------------------------------*/ int pc_steal_coin(struct map_session_data *sd,struct block_list *target) { int rate, target_lv; struct mob_data *md; if(!sd || !target || target->type != BL_MOB) return 0; md = (TBL_MOB*)target; target_lv = status_get_lv(target); if (md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->sc.data[SC_HANDICAPSTATE_FROSTBITE] || md->sc.data[SC_HANDICAPSTATE_SWOONING] || md->sc.data[SC_HANDICAPSTATE_LIGHTNINGSTRIKE] || md->sc.data[SC_HANDICAPSTATE_CRYSTALLIZATION] || status_bl_has_mode(target,MD_STATUSIMMUNE) || util::vector_exists(status_get_race2(&md->bl), RC2_TREASURE)) return 0; rate = sd->battle_status.dex / 2 + 2 * (sd->status.base_level - target_lv) + (10 * pc_checkskill(sd, RG_STEALCOIN)) + sd->battle_status.luk / 2; if(rnd()%1000 < rate) { // Zeny Steal Amount: (rnd() % (10 * target_lv + 1 - 8 * target_lv)) + 8 * target_lv int amount = (rnd() % (2 * target_lv + 1)) + 8 * target_lv; // Reduced formula pc_getzeny(sd, amount, LOG_TYPE_STEAL, NULL); md->state.steal_coin_flag = 1; return 1; } return 0; } /*========================================== * Set's a player position. * @param sd * @param mapindex * @param x * @param y * @param clrtype * @return SETPOS_OK Success * SETPOS_MAPINDEX Invalid map index * SETPOS_NO_MAPSERVER Map not in this map-server, and failed to locate alternate map-server. * SETPOS_AUTOTRADE Player is in autotrade state *------------------------------------------*/ enum e_setpos pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype) { nullpo_retr(SETPOS_OK,sd); if( !mapindex || !mapindex_id2name(mapindex) ) { ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex); return SETPOS_MAPINDEX; } if ( sd->state.autotrade && (sd->vender_id || sd->buyer_id) ) // Player with autotrade just causes clif glitch! @ FIXME return SETPOS_AUTOTRADE; if( battle_config.revive_onwarp && pc_isdead(sd) ) { //Revive dead people before warping them pc_setstand(sd, true); pc_setrestartvalue(sd,1); } int16 m = map_mapindex2mapid(mapindex); struct map_data *mapdata = map_getmapdata(m); status_change *sc = status_get_sc(&sd->bl); sd->state.changemap = (sd->mapindex != mapindex); sd->state.warping = 1; sd->state.workinprogress = WIP_DISABLE_NONE; sd->state.mail_writing = false; sd->state.refineui_open = false; if( sd->state.changemap ) { // Misc map-changing settings int curr_map_instance_id = map_getmapdata(sd->bl.m)->instance_id, new_map_instance_id = (mapdata ? mapdata->instance_id : 0); if (curr_map_instance_id != new_map_instance_id) { if (curr_map_instance_id > 0) { // Update instance timer for the map on leave instance_delusers(curr_map_instance_id); sd->instance_mode = util::umap_find(instances, curr_map_instance_id)->mode; // Store mode for instance destruction button checks } if (new_map_instance_id > 0) // Update instance timer for the map on enter instance_addusers(new_map_instance_id); } if (sd->bg_id && mapdata && !mapdata->flag[MF_BATTLEGROUND]) // Moving to a map that isn't a Battlegrounds bg_team_leave(sd, false, true); sd->state.pmap = sd->bl.m; if (sc && sc->count) { // Cancel some map related stuff. if (sc->cant.warp) return SETPOS_MAPINDEX; // You may not get out! for (const auto &it : status_db) { if (sc->data[it.first]) { if (it.second->flag[SCF_REMOVEONMAPWARP]) status_change_end(&sd->bl, static_cast(it.first), INVALID_TIMER); if (it.second->flag[SCF_RESTARTONMAPWARP] && it.second->skill_id > 0) { status_change_entry *sce = sd->sc.data[it.first]; if (sce->timer != INVALID_TIMER) delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(gettick() + skill_get_time(it.second->skill_id, sce->val1), status_change_timer, sd->bl.id, it.first); } } } } for(int i = 0; i < EQI_MAX; i++ ) { if( sd->equip_index[i] >= 0 ) if( pc_isequip(sd,sd->equip_index[i]) ) pc_unequipitem(sd,sd->equip_index[i],2); } if (battle_config.clear_unit_onwarp&BL_PC) skill_clear_unitgroup(&sd->bl); if( battle_config.loose_ap_on_map && mapdata_flag_vs( mapdata ) ){ status_percent_damage( nullptr, &sd->bl, 0, 0, 100, 0 ); } party_send_dot_remove(sd); //minimap dot fix [Kevin] guild_send_dot_remove(sd); bg_send_dot_remove(sd); if (sd->regen.state.gc) sd->regen.state.gc = 0; // make sure vending is allowed here if (sd->state.vending && mapdata && mapdata->flag[MF_NOVENDING]) { clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map" vending_closevending(sd); } channel_pcquit(sd,4); //quit map chan // Remove Cloaked NPC if changing to another map for (auto it = sd->cloaked_npc.begin(); it != sd->cloaked_npc.end(); ++it) { block_list *npc_bl = map_id2bl(*it); if (npc_bl && npc_bl->m != m) { sd->cloaked_npc.erase(it); break; } } } if( m < 0 ) { uint32 ip; uint16 port; struct script_state *st; //if can't find any map-servers, just abort setting position. if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port)) return SETPOS_NO_MAPSERVER; if (sd->npc_id){ npc_event_dequeue(sd,false); st = sd->st; }else{ st = nullptr; } if (sd->bg_id) // Switching map servers, remove from bg bg_team_leave(sd, false, true); if (sd->state.vending) // Stop vending vending_closevending(sd); npc_script_event(sd, NPCE_LOGOUT); //remove from map, THEN change x/y coordinates unit_remove_map_pc(sd,clrtype); sd->mapindex = mapindex; sd->bl.x=x; sd->bl.y=y; pc_clean_skilltree(sd); chrif_save(sd, CSAVE_CHANGE_MAPSERV|CSAVE_INVENTORY|CSAVE_CART); chrif_changemapserver(sd, ip, (short)port); //Free session data from this map server [Kevin] unit_free_pc(sd); if( st ){ // Has to be done here, because otherwise unit_free_pc will free the stack already st->state = END; } return SETPOS_OK; } if( x < 0 || x >= mapdata->xs || y < 0 || y >= mapdata->ys ) { ShowError("pc_setpos: attempt to place player '%s' (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y); x = y = 0; // make it random } if( x == 0 && y == 0 ) { // pick a random walkable cell int c=0; do { x = rnd()%(mapdata->xs-2)+1; y = rnd()%(mapdata->ys-2)+1; c++; if(c > (mapdata->xs * mapdata->ys)*3){ //force out ShowError("pc_setpos: couldn't found a valid coordinates for player '%s' (%d:%d) on (%s), preventing warp\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex)); return SETPOS_OK; //preventing warp //break; //allow warp anyway } } while(map_getcell(m,x,y,CELL_CHKNOPASS) || (!battle_config.teleport_on_portal && npc_check_areanpc(1,m,x,y,1))); } if (sd->state.vending && map_getcell(m,x,y,CELL_CHKNOVENDING)) { clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell." vending_closevending(sd); } if(sd->bl.prev != NULL){ unit_remove_map_pc(sd,clrtype); clif_changemap(sd,m,x,y); // [MouseJstr] } else if(sd->state.active) //Tag player for rewarping after map-loading is done. [Skotlex] sd->state.rewarp = 1; sd->mapindex = mapindex; sd->bl.m = m; sd->bl.x = sd->ud.to_x = x; sd->bl.y = sd->ud.to_y = y; if( sd->status.guild_id > 0 && mapdata->flag[MF_GVG_CASTLE] ) { // Increased guild castle regen [Valaris] std::shared_ptr gc = castle_db.mapindex2gc(sd->mapindex); if(gc && gc->guild_id == sd->status.guild_id) sd->regen.state.gc = 1; } if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) { sd->pd->bl.m = m; sd->pd->bl.x = sd->pd->ud.to_x = x; sd->pd->bl.y = sd->pd->ud.to_y = y; sd->pd->ud.dir = sd->ud.dir; } if( hom_is_active(sd->hd) ) { sd->hd->bl.m = m; sd->hd->bl.x = sd->hd->ud.to_x = x; sd->hd->bl.y = sd->hd->ud.to_y = y; sd->hd->ud.dir = sd->ud.dir; } if( sd->md ) { sd->md->bl.m = m; sd->md->bl.x = sd->md->ud.to_x = x; sd->md->bl.y = sd->md->ud.to_y = y; sd->md->ud.dir = sd->ud.dir; } if( sd->ed ) { sd->ed->bl.m = m; sd->ed->bl.x = sd->ed->ud.to_x = x; sd->ed->bl.y = sd->ed->ud.to_y = y; sd->ed->ud.dir = sd->ud.dir; } pc_cell_basilica(sd); //check if we gonna be rewarped [lighta] if(npc_check_areanpc(1,m,x,y,0)){ sd->count_rewarp++; } else sd->count_rewarp = 0; return SETPOS_OK; } /*========================================== * Warp player sd to random location on current map. * May fail if no walkable cell found (1000 attempts). * Return: * 0 = Success * 1,2,3 = Fail *------------------------------------------*/ char pc_randomwarp(struct map_session_data *sd, clr_type type, bool ignore_mapflag) { int x,y,i=0; nullpo_ret(sd); struct map_data *mapdata = map_getmapdata(sd->bl.m); if (mapdata->flag[MF_NOTELEPORT] && !ignore_mapflag) //Teleport forbidden return 3; do { x = rnd()%(mapdata->xs-2)+1; y = rnd()%(mapdata->ys-2)+1; } while((map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS) || (!battle_config.teleport_on_portal && npc_check_areanpc(1,sd->bl.m,x,y,1))) && (i++) < 1000); if (i < 1000) return pc_setpos(sd,mapdata->index,x,y,type); return 3; } /*========================================== * Records a memo point at sd's current position * pos - entry to replace, (-1: shift oldest entry out) *------------------------------------------*/ bool pc_memo(struct map_session_data* sd, int pos) { int skill; nullpo_ret(sd); // check mapflags if( sd->bl.m >= 0 && (map_getmapflag(sd->bl.m, MF_NOMEMO) || map_getmapflag(sd->bl.m, MF_NOWARPTO)) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) { clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized." return false; } // check inputs if( pos < -1 || pos >= MAX_MEMOPOINTS ) return false; // invalid input // check required skill level skill = pc_checkskill(sd, AL_WARP); if( skill < 1 ) { clif_skill_memomessage(sd,2); // "You haven't learned Warp." return false; } if( skill < 2 || skill - 2 < pos ) { clif_skill_memomessage(sd,1); // "Skill Level is not high enough." return false; } if( pos == -1 ) { uint8 i; // prevent memo-ing the same map multiple times ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) ); memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (u8min(i,MAX_MEMOPOINTS-1))*sizeof(struct point)); pos = 0; } if( map_getmapdata(sd->bl.m)->instance_id ) { clif_displaymessage( sd->fd, msg_txt(sd,384) ); // You cannot create a memo in an instance. return false; } sd->status.memo_point[pos].map = map_id2index(sd->bl.m); sd->status.memo_point[pos].x = sd->bl.x; sd->status.memo_point[pos].y = sd->bl.y; clif_skill_memomessage(sd, 0); return true; } // // Skills // /** * Get the skill current cooldown for player. * (get the db base cooldown for skill + player specific cooldown) * @param sd : player pointer * @param id : skill id * @param lv : skill lv * @return player skill cooldown */ int pc_get_skillcooldown(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv) { if (skill_id == SJ_NOVAEXPLOSING) { struct status_change *sc = status_get_sc(&sd->bl); if (sc && sc->data[SC_DIMENSION]) return 0; } int cooldown = skill_get_cooldown(skill_id, skill_lv); if (skill_id == SU_TUNABELLY && pc_checkskill(sd, SU_SPIRITOFSEA) > 0) cooldown -= skill_get_time(SU_TUNABELLY, skill_lv); for (auto &it : sd->skillcooldown) { if (it.id == skill_id) { cooldown += it.val; break; } } return max(0, cooldown); } /*========================================== * Return player sd skill_lv learned for given skill *------------------------------------------*/ uint8 pc_checkskill(struct map_session_data *sd, uint16 skill_id) { uint16 idx = 0; if (sd == NULL) return 0; #ifdef RENEWAL if ((idx = skill_get_index(skill_id)) == 0) { #else if( ( idx = skill_db.get_index( skill_id, skill_id >= RK_ENCHANTBLADE, __FUNCTION__, __FILE__, __LINE__ ) ) == 0 ){ if( skill_id >= RK_ENCHANTBLADE ){ // Silently fail for now -> future update planned return 0; } #endif ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id); return 0; } if (SKILL_CHK_GUILD(skill_id) ) { struct guild *g; if( sd->status.guild_id>0 && (g=sd->guild)!=NULL) return guild_checkskill(g,skill_id); return 0; } return (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0; } /** * Returns the amount of skill points invested in a Summoner's Power of Sea/Land/Life * @param sd: Player data * @param type: Summoner Power Type * @return Skill points invested */ uint8 pc_checkskill_summoner(map_session_data *sd, e_summoner_power_type type) { if (sd == nullptr) return 0; uint8 count = 0; switch (type) { case SUMMONER_POWER_SEA: count = pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) + pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY); break; case SUMMONER_POWER_LAND: count = pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) + pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS); break; case SUMMONER_POWER_LIFE: count = pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) + pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT); break; } return count; } /** * Checks for Imperial Guard's passive skills. * @param sd: Player data * @param flag: * Flag&1 = IG_SHIELD_MASTERY * Flag&2 = IG_SPEAR_SWORD_M */ uint8 pc_checkskill_imperial_guard(struct map_session_data *sd, short flag) { nullpo_retr(0, sd); uint8 count = 0; if (flag&1 && sd->status.shield > 0) count += pc_checkskill(sd, IG_SHIELD_MASTERY); if (flag&2 && (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR)) count += pc_checkskill(sd, IG_SPEAR_SWORD_M); return count; } /** * Check if we still have the correct weapon to continue the skill (actually status) * If not ending it * @param sd * @return 0:error, 1:check done */ static void pc_checkallowskill(struct map_session_data *sd) { nullpo_retv(sd); if(!sd->sc.count) return; for (const auto &it : status_db) { sc_type status = it.second->type; std::bitset flag = it.second->flag; if (flag[SCF_REQUIREWEAPON]) { // Skills requiring specific weapon types if (status == SC_DANCING && !battle_config.dancing_weaponswitch_fix) continue; if (sd->sc.data[status] && !pc_check_weapontype(sd, skill_get_weapontype(it.second->skill_id))) status_change_end(&sd->bl, status, INVALID_TIMER); } if (flag[SCF_REQUIRESHIELD]) { // Skills requiring a shield if (sd->sc.data[status] && sd->status.shield <= 0) status_change_end(&sd->bl, status, INVALID_TIMER); } } } /*========================================== * Return equipped index of item on player sd at pos * Return * -1 : Nothing equipped * idx : (this index could be used in inventory to found item_data) *------------------------------------------*/ short pc_checkequip(struct map_session_data *sd,int pos, bool checkall) { uint8 i; nullpo_retr(-1, sd); for(i=0;iequip_index[i] == -1 ){ // Check all if any match is found continue; } return sd->equip_index[i]; } } return -1; } /*========================================== * Check if sd has nameid equipped somewhere * @sd : the player session * @nameid : id of the item to check * @min : : see pc.hpp enum equip_index from ? to @max * @max : see pc.hpp enum equip_index for @min to ? * -return true,false *------------------------------------------*/ bool pc_checkequip2(struct map_session_data *sd, t_itemid nameid, int min, int max) { int i; for(i = min; i < max; i++) { if(equip_bitmask[i]) { int idx = sd->equip_index[i]; if (sd->inventory.u.items_inventory[idx].nameid == nameid) return true; } } return false; } /*========================================== * Convert's from the client's lame Job ID system * to the map server's 'makes sense' system. [Skotlex] *------------------------------------------*/ uint64 pc_jobid2mapid(unsigned short b_class) { switch(b_class) { //Novice And 1-1 Jobs case JOB_NOVICE: return MAPID_NOVICE; case JOB_SWORDMAN: return MAPID_SWORDMAN; case JOB_MAGE: return MAPID_MAGE; case JOB_ARCHER: return MAPID_ARCHER; case JOB_ACOLYTE: return MAPID_ACOLYTE; case JOB_MERCHANT: return MAPID_MERCHANT; case JOB_THIEF: return MAPID_THIEF; case JOB_TAEKWON: return MAPID_TAEKWON; case JOB_WEDDING: return MAPID_WEDDING; case JOB_GUNSLINGER: return MAPID_GUNSLINGER; case JOB_NINJA: return MAPID_NINJA; case JOB_XMAS: return MAPID_XMAS; case JOB_SUMMER: return MAPID_SUMMER; case JOB_HANBOK: return MAPID_HANBOK; case JOB_GANGSI: return MAPID_GANGSI; case JOB_OKTOBERFEST: return MAPID_OKTOBERFEST; case JOB_SUMMER2: return MAPID_SUMMER2; //2-1 Jobs case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE; case JOB_KNIGHT: return MAPID_KNIGHT; case JOB_WIZARD: return MAPID_WIZARD; case JOB_HUNTER: return MAPID_HUNTER; case JOB_PRIEST: return MAPID_PRIEST; case JOB_BLACKSMITH: return MAPID_BLACKSMITH; case JOB_ASSASSIN: return MAPID_ASSASSIN; case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR; case JOB_KAGEROU: case JOB_OBORO: return MAPID_KAGEROUOBORO; case JOB_REBELLION: return MAPID_REBELLION; case JOB_DEATH_KNIGHT: return MAPID_DEATH_KNIGHT; //2-2 Jobs case JOB_CRUSADER: return MAPID_CRUSADER; case JOB_SAGE: return MAPID_SAGE; case JOB_BARD: case JOB_DANCER: return MAPID_BARDDANCER; case JOB_MONK: return MAPID_MONK; case JOB_ALCHEMIST: return MAPID_ALCHEMIST; case JOB_ROGUE: return MAPID_ROGUE; case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER; case JOB_DARK_COLLECTOR: return MAPID_DARK_COLLECTOR; //Trans Novice And Trans 1-1 Jobs case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH; case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH; case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH; case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH; case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH; case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH; case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH; //Trans 2-1 Jobs case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT; case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD; case JOB_SNIPER: return MAPID_SNIPER; case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST; case JOB_WHITESMITH: return MAPID_WHITESMITH; case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS; //Trans 2-2 Jobs case JOB_PALADIN: return MAPID_PALADIN; case JOB_PROFESSOR: return MAPID_PROFESSOR; case JOB_CLOWN: case JOB_GYPSY: return MAPID_CLOWNGYPSY; case JOB_CHAMPION: return MAPID_CHAMPION; case JOB_CREATOR: return MAPID_CREATOR; case JOB_STALKER: return MAPID_STALKER; //Baby Novice And Baby 1-1 Jobs case JOB_BABY: return MAPID_BABY; case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN; case JOB_BABY_MAGE: return MAPID_BABY_MAGE; case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER; case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE; case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT; case JOB_BABY_THIEF: return MAPID_BABY_THIEF; case JOB_BABY_TAEKWON: return MAPID_BABY_TAEKWON; case JOB_BABY_GUNSLINGER: return MAPID_BABY_GUNSLINGER; case JOB_BABY_NINJA: return MAPID_BABY_NINJA; case JOB_BABY_SUMMONER: return MAPID_BABY_SUMMONER; //Baby 2-1 Jobs case JOB_SUPER_BABY: return MAPID_SUPER_BABY; case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT; case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD; case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER; case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST; case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH; case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN; case JOB_BABY_STAR_GLADIATOR: return MAPID_BABY_STAR_GLADIATOR; case JOB_BABY_REBELLION: return MAPID_BABY_REBELLION; case JOB_BABY_KAGEROU: case JOB_BABY_OBORO: return MAPID_BABY_KAGEROUOBORO; //Baby 2-2 Jobs case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER; case JOB_BABY_SAGE: return MAPID_BABY_SAGE; case JOB_BABY_BARD: case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER; case JOB_BABY_MONK: return MAPID_BABY_MONK; case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST; case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE; case JOB_BABY_SOUL_LINKER: return MAPID_BABY_SOUL_LINKER; //3-1 Jobs case JOB_SUPER_NOVICE_E: return MAPID_SUPER_NOVICE_E; case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT; case JOB_WARLOCK: return MAPID_WARLOCK; case JOB_RANGER: return MAPID_RANGER; case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP; case JOB_MECHANIC: return MAPID_MECHANIC; case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS; case JOB_STAR_EMPEROR: return MAPID_STAR_EMPEROR; //3-2 Jobs case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD; case JOB_SORCERER: return MAPID_SORCERER; case JOB_MINSTREL: case JOB_WANDERER: return MAPID_MINSTRELWANDERER; case JOB_SURA: return MAPID_SURA; case JOB_GENETIC: return MAPID_GENETIC; case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER; case JOB_SOUL_REAPER: return MAPID_SOUL_REAPER; //Trans 3-1 Jobs case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T; case JOB_WARLOCK_T: return MAPID_WARLOCK_T; case JOB_RANGER_T: return MAPID_RANGER_T; case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T; case JOB_MECHANIC_T: return MAPID_MECHANIC_T; case JOB_GUILLOTINE_CROSS_T: return MAPID_GUILLOTINE_CROSS_T; //Trans 3-2 Jobs case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T; case JOB_SORCERER_T: return MAPID_SORCERER_T; case JOB_MINSTREL_T: case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T; case JOB_SURA_T: return MAPID_SURA_T; case JOB_GENETIC_T: return MAPID_GENETIC_T; case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T; //Baby 3-1 Jobs case JOB_SUPER_BABY_E: return MAPID_SUPER_BABY_E; case JOB_BABY_RUNE_KNIGHT: return MAPID_BABY_RUNE_KNIGHT; case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK; case JOB_BABY_RANGER: return MAPID_BABY_RANGER; case JOB_BABY_ARCH_BISHOP: return MAPID_BABY_ARCH_BISHOP; case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC; case JOB_BABY_GUILLOTINE_CROSS: return MAPID_BABY_GUILLOTINE_CROSS; case JOB_BABY_STAR_EMPEROR: return MAPID_BABY_STAR_EMPEROR; //Baby 3-2 Jobs case JOB_BABY_ROYAL_GUARD: return MAPID_BABY_ROYAL_GUARD; case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER; case JOB_BABY_MINSTREL: case JOB_BABY_WANDERER: return MAPID_BABY_MINSTRELWANDERER; case JOB_BABY_SURA: return MAPID_BABY_SURA; case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC; case JOB_BABY_SHADOW_CHASER: return MAPID_BABY_SHADOW_CHASER; case JOB_BABY_SOUL_REAPER: return MAPID_BABY_SOUL_REAPER; //Doram Jobs case JOB_SUMMONER: return MAPID_SUMMONER; case JOB_SPIRIT_HANDLER: return MAPID_SPIRIT_HANDLER; //4-1 Jobs case JOB_HYPER_NOVICE: return MAPID_HYPER_NOVICE; case JOB_DRAGON_KNIGHT: return MAPID_DRAGON_KNIGHT; case JOB_ARCH_MAGE: return MAPID_ARCH_MAGE; case JOB_WINDHAWK: return MAPID_WINDHAWK; case JOB_CARDINAL: return MAPID_CARDINAL; case JOB_MEISTER: return MAPID_MEISTER; case JOB_SHADOW_CROSS: return MAPID_SHADOW_CROSS; case JOB_SKY_EMPEROR: return MAPID_SKY_EMPEROR; case JOB_NIGHT_WATCH: return MAPID_NIGHT_WATCH; case JOB_SHINKIRO: case JOB_SHIRANUI: return MAPID_SHINKIRO_SHIRANUI; //4-2 Jobs case JOB_IMPERIAL_GUARD: return MAPID_IMPERIAL_GUARD; case JOB_ELEMENTAL_MASTER: return MAPID_ELEMENTAL_MASTER; case JOB_INQUISITOR: return MAPID_INQUISITOR; case JOB_TROUBADOUR: case JOB_TROUVERE: return MAPID_TROUBADOURTROUVERE; case JOB_BIOLO: return MAPID_BIOLO; case JOB_ABYSS_CHASER: return MAPID_ABYSS_CHASER; //Unknown default: return -1; } } //Reverts the map-style class id to the client-style one. int pc_mapid2jobid(uint64 class_, int sex) { switch(class_) { //Novice And 1-1 Jobs case MAPID_NOVICE: return JOB_NOVICE; case MAPID_SWORDMAN: return JOB_SWORDMAN; case MAPID_MAGE: return JOB_MAGE; case MAPID_ARCHER: return JOB_ARCHER; case MAPID_ACOLYTE: return JOB_ACOLYTE; case MAPID_MERCHANT: return JOB_MERCHANT; case MAPID_THIEF: return JOB_THIEF; case MAPID_TAEKWON: return JOB_TAEKWON; case MAPID_WEDDING: return JOB_WEDDING; case MAPID_GUNSLINGER: return JOB_GUNSLINGER; case MAPID_NINJA: return JOB_NINJA; case MAPID_XMAS: return JOB_XMAS; case MAPID_SUMMER: return JOB_SUMMER; case MAPID_HANBOK: return JOB_HANBOK; case MAPID_GANGSI: return JOB_GANGSI; case MAPID_OKTOBERFEST: return JOB_OKTOBERFEST; case MAPID_SUMMER2: return JOB_SUMMER2; //2-1 Jobs case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE; case MAPID_KNIGHT: return JOB_KNIGHT; case MAPID_WIZARD: return JOB_WIZARD; case MAPID_HUNTER: return JOB_HUNTER; case MAPID_PRIEST: return JOB_PRIEST; case MAPID_BLACKSMITH: return JOB_BLACKSMITH; case MAPID_ASSASSIN: return JOB_ASSASSIN; case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR; case MAPID_KAGEROUOBORO: return sex?JOB_KAGEROU:JOB_OBORO; case MAPID_REBELLION: return JOB_REBELLION; case MAPID_DEATH_KNIGHT: return JOB_DEATH_KNIGHT; //2-2 Jobs case MAPID_CRUSADER: return JOB_CRUSADER; case MAPID_SAGE: return JOB_SAGE; case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER; case MAPID_MONK: return JOB_MONK; case MAPID_ALCHEMIST: return JOB_ALCHEMIST; case MAPID_ROGUE: return JOB_ROGUE; case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER; case MAPID_DARK_COLLECTOR: return JOB_DARK_COLLECTOR; //Trans Novice And Trans 2-1 Jobs case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH; case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH; case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH; case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH; case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH; case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH; case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH; //Trans 2-1 Jobs case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT; case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD; case MAPID_SNIPER: return JOB_SNIPER; case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST; case MAPID_WHITESMITH: return JOB_WHITESMITH; case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS; //Trans 2-2 Jobs case MAPID_PALADIN: return JOB_PALADIN; case MAPID_PROFESSOR: return JOB_PROFESSOR; case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY; case MAPID_CHAMPION: return JOB_CHAMPION; case MAPID_CREATOR: return JOB_CREATOR; case MAPID_STALKER: return JOB_STALKER; //Baby Novice And Baby 1-1 Jobs case MAPID_BABY: return JOB_BABY; case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN; case MAPID_BABY_MAGE: return JOB_BABY_MAGE; case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER; case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE; case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT; case MAPID_BABY_THIEF: return JOB_BABY_THIEF; case MAPID_BABY_TAEKWON: return JOB_BABY_TAEKWON; case MAPID_BABY_GUNSLINGER: return JOB_BABY_GUNSLINGER; case MAPID_BABY_NINJA: return JOB_BABY_NINJA; case MAPID_BABY_SUMMONER: return JOB_BABY_SUMMONER; //Baby 2-1 Jobs case MAPID_SUPER_BABY: return JOB_SUPER_BABY; case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT; case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD; case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER; case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST; case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH; case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN; case MAPID_BABY_STAR_GLADIATOR: return JOB_BABY_STAR_GLADIATOR; case MAPID_BABY_REBELLION: return JOB_BABY_REBELLION; case MAPID_BABY_KAGEROUOBORO: return sex?JOB_BABY_KAGEROU:JOB_BABY_OBORO; //Baby 2-2 Jobs case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER; case MAPID_BABY_SAGE: return JOB_BABY_SAGE; case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER; case MAPID_BABY_MONK: return JOB_BABY_MONK; case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST; case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE; case MAPID_BABY_SOUL_LINKER: return JOB_BABY_SOUL_LINKER; //3-1 Jobs case MAPID_SUPER_NOVICE_E: return JOB_SUPER_NOVICE_E; case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT; case MAPID_WARLOCK: return JOB_WARLOCK; case MAPID_RANGER: return JOB_RANGER; case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP; case MAPID_MECHANIC: return JOB_MECHANIC; case MAPID_GUILLOTINE_CROSS: return JOB_GUILLOTINE_CROSS; case MAPID_STAR_EMPEROR: return JOB_STAR_EMPEROR; //3-2 Jobs case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD; case MAPID_SORCERER: return JOB_SORCERER; case MAPID_MINSTRELWANDERER: return sex?JOB_MINSTREL:JOB_WANDERER; case MAPID_SURA: return JOB_SURA; case MAPID_GENETIC: return JOB_GENETIC; case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER; case MAPID_SOUL_REAPER: return JOB_SOUL_REAPER; //Trans 3-1 Jobs case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T; case MAPID_WARLOCK_T: return JOB_WARLOCK_T; case MAPID_RANGER_T: return JOB_RANGER_T; case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T; case MAPID_MECHANIC_T: return JOB_MECHANIC_T; case MAPID_GUILLOTINE_CROSS_T: return JOB_GUILLOTINE_CROSS_T; //Trans 3-2 Jobs case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T; case MAPID_SORCERER_T: return JOB_SORCERER_T; case MAPID_MINSTRELWANDERER_T: return sex?JOB_MINSTREL_T:JOB_WANDERER_T; case MAPID_SURA_T: return JOB_SURA_T; case MAPID_GENETIC_T: return JOB_GENETIC_T; case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T; //Baby 3-1 Jobs case MAPID_SUPER_BABY_E: return JOB_SUPER_BABY_E; case MAPID_BABY_RUNE_KNIGHT: return JOB_BABY_RUNE_KNIGHT; case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK; case MAPID_BABY_RANGER: return JOB_BABY_RANGER; case MAPID_BABY_ARCH_BISHOP: return JOB_BABY_ARCH_BISHOP; case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC; case MAPID_BABY_GUILLOTINE_CROSS: return JOB_BABY_GUILLOTINE_CROSS; case MAPID_BABY_STAR_EMPEROR: return JOB_BABY_STAR_EMPEROR; //Baby 3-2 Jobs case MAPID_BABY_ROYAL_GUARD: return JOB_BABY_ROYAL_GUARD; case MAPID_BABY_SORCERER: return JOB_BABY_SORCERER; case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER; case MAPID_BABY_SURA: return JOB_BABY_SURA; case MAPID_BABY_GENETIC: return JOB_BABY_GENETIC; case MAPID_BABY_SHADOW_CHASER: return JOB_BABY_SHADOW_CHASER; case MAPID_BABY_SOUL_REAPER: return JOB_BABY_SOUL_REAPER; //Doram Jobs case MAPID_SUMMONER: return JOB_SUMMONER; case MAPID_SPIRIT_HANDLER: return JOB_SPIRIT_HANDLER; //4-1 Jobs case MAPID_DRAGON_KNIGHT: return JOB_DRAGON_KNIGHT; case MAPID_ARCH_MAGE: return JOB_ARCH_MAGE; case MAPID_WINDHAWK: return JOB_WINDHAWK; case MAPID_CARDINAL: return JOB_CARDINAL; case MAPID_MEISTER: return JOB_MEISTER; case MAPID_SHADOW_CROSS: return JOB_SHADOW_CROSS; //4-2 Jobs case MAPID_IMPERIAL_GUARD: return JOB_IMPERIAL_GUARD; case MAPID_ELEMENTAL_MASTER: return JOB_ELEMENTAL_MASTER; case MAPID_INQUISITOR: return JOB_INQUISITOR; case MAPID_TROUBADOURTROUVERE: return sex?JOB_TROUBADOUR:JOB_TROUVERE; case MAPID_BIOLO: return JOB_BIOLO; case MAPID_ABYSS_CHASER: return JOB_ABYSS_CHASER; //Unknown default: return -1; } } /*==================================================== * This function return the name of the job (by [Yor]) *----------------------------------------------------*/ const char* job_name(int class_) { switch (class_) { case JOB_NOVICE: case JOB_SWORDMAN: case JOB_MAGE: case JOB_ARCHER: case JOB_ACOLYTE: case JOB_MERCHANT: case JOB_THIEF: return msg_txt(NULL,550 - JOB_NOVICE+class_); case JOB_KNIGHT: case JOB_PRIEST: case JOB_WIZARD: case JOB_BLACKSMITH: case JOB_HUNTER: case JOB_ASSASSIN: return msg_txt(NULL,557 - JOB_KNIGHT+class_); case JOB_KNIGHT2: return msg_txt(NULL,557); case JOB_CRUSADER: case JOB_MONK: case JOB_SAGE: case JOB_ROGUE: case JOB_ALCHEMIST: case JOB_BARD: case JOB_DANCER: return msg_txt(NULL,563 - JOB_CRUSADER+class_); case JOB_CRUSADER2: return msg_txt(NULL,563); case JOB_WEDDING: case JOB_SUPER_NOVICE: case JOB_GUNSLINGER: case JOB_NINJA: case JOB_XMAS: return msg_txt(NULL,570 - JOB_WEDDING+class_); case JOB_SUMMER: case JOB_SUMMER2: return msg_txt(NULL,621); case JOB_HANBOK: return msg_txt(NULL,694); case JOB_OKTOBERFEST: return msg_txt(NULL,696); case JOB_NOVICE_HIGH: case JOB_SWORDMAN_HIGH: case JOB_MAGE_HIGH: case JOB_ARCHER_HIGH: case JOB_ACOLYTE_HIGH: case JOB_MERCHANT_HIGH: case JOB_THIEF_HIGH: return msg_txt(NULL,575 - JOB_NOVICE_HIGH+class_); case JOB_LORD_KNIGHT: case JOB_HIGH_PRIEST: case JOB_HIGH_WIZARD: case JOB_WHITESMITH: case JOB_SNIPER: case JOB_ASSASSIN_CROSS: return msg_txt(NULL,582 - JOB_LORD_KNIGHT+class_); case JOB_LORD_KNIGHT2: return msg_txt(NULL,582); case JOB_PALADIN: case JOB_CHAMPION: case JOB_PROFESSOR: case JOB_STALKER: case JOB_CREATOR: case JOB_CLOWN: case JOB_GYPSY: return msg_txt(NULL,588 - JOB_PALADIN + class_); case JOB_PALADIN2: return msg_txt(NULL,588); case JOB_BABY: case JOB_BABY_SWORDMAN: case JOB_BABY_MAGE: case JOB_BABY_ARCHER: case JOB_BABY_ACOLYTE: case JOB_BABY_MERCHANT: case JOB_BABY_THIEF: return msg_txt(NULL,595 - JOB_BABY + class_); case JOB_BABY_KNIGHT: case JOB_BABY_PRIEST: case JOB_BABY_WIZARD: case JOB_BABY_BLACKSMITH: case JOB_BABY_HUNTER: case JOB_BABY_ASSASSIN: return msg_txt(NULL,602 - JOB_BABY_KNIGHT + class_); case JOB_BABY_KNIGHT2: return msg_txt(NULL,602); case JOB_BABY_CRUSADER: case JOB_BABY_MONK: case JOB_BABY_SAGE: case JOB_BABY_ROGUE: case JOB_BABY_ALCHEMIST: case JOB_BABY_BARD: case JOB_BABY_DANCER: return msg_txt(NULL,608 - JOB_BABY_CRUSADER + class_); case JOB_BABY_CRUSADER2: return msg_txt(NULL,608); case JOB_SUPER_BABY: return msg_txt(NULL,615); case JOB_TAEKWON: return msg_txt(NULL,616); case JOB_STAR_GLADIATOR: case JOB_STAR_GLADIATOR2: return msg_txt(NULL,617); case JOB_SOUL_LINKER: return msg_txt(NULL,618); case JOB_GANGSI: case JOB_DEATH_KNIGHT: case JOB_DARK_COLLECTOR: return msg_txt(NULL,622 - JOB_GANGSI+class_); case JOB_RUNE_KNIGHT: case JOB_WARLOCK: case JOB_RANGER: case JOB_ARCH_BISHOP: case JOB_MECHANIC: case JOB_GUILLOTINE_CROSS: return msg_txt(NULL,625 - JOB_RUNE_KNIGHT+class_); case JOB_RUNE_KNIGHT_T: case JOB_WARLOCK_T: case JOB_RANGER_T: case JOB_ARCH_BISHOP_T: case JOB_MECHANIC_T: case JOB_GUILLOTINE_CROSS_T: return msg_txt(NULL,681 - JOB_RUNE_KNIGHT_T+class_); case JOB_ROYAL_GUARD: case JOB_SORCERER: case JOB_MINSTREL: case JOB_WANDERER: case JOB_SURA: case JOB_GENETIC: case JOB_SHADOW_CHASER: return msg_txt(NULL,631 - JOB_ROYAL_GUARD+class_); case JOB_ROYAL_GUARD_T: case JOB_SORCERER_T: case JOB_MINSTREL_T: case JOB_WANDERER_T: case JOB_SURA_T: case JOB_GENETIC_T: case JOB_SHADOW_CHASER_T: return msg_txt(NULL,687 - JOB_ROYAL_GUARD_T+class_); case JOB_RUNE_KNIGHT2: case JOB_RUNE_KNIGHT_T2: return msg_txt(NULL,625); case JOB_ROYAL_GUARD2: case JOB_ROYAL_GUARD_T2: return msg_txt(NULL,631); case JOB_RANGER2: case JOB_RANGER_T2: return msg_txt(NULL,627); case JOB_MECHANIC2: case JOB_MECHANIC_T2: return msg_txt(NULL,629); case JOB_BABY_RUNE_KNIGHT: case JOB_BABY_WARLOCK: case JOB_BABY_RANGER: case JOB_BABY_ARCH_BISHOP: case JOB_BABY_MECHANIC: case JOB_BABY_GUILLOTINE_CROSS: case JOB_BABY_ROYAL_GUARD: case JOB_BABY_SORCERER: case JOB_BABY_MINSTREL: case JOB_BABY_WANDERER: case JOB_BABY_SURA: case JOB_BABY_GENETIC: case JOB_BABY_SHADOW_CHASER: return msg_txt(NULL,638 - JOB_BABY_RUNE_KNIGHT+class_); case JOB_BABY_RUNE_KNIGHT2: return msg_txt(NULL,638); case JOB_BABY_ROYAL_GUARD2: return msg_txt(NULL,644); case JOB_BABY_RANGER2: return msg_txt(NULL,640); case JOB_BABY_MECHANIC2: return msg_txt(NULL,642); case JOB_SUPER_NOVICE_E: case JOB_SUPER_BABY_E: return msg_txt(NULL,651 - JOB_SUPER_NOVICE_E+class_); case JOB_KAGEROU: case JOB_OBORO: return msg_txt(NULL,653 - JOB_KAGEROU+class_); case JOB_REBELLION: return msg_txt(NULL,695); case JOB_SUMMONER: return msg_txt(NULL,697); case JOB_BABY_SUMMONER: return msg_txt(NULL,698); case JOB_BABY_NINJA: return msg_txt(NULL,699); case JOB_BABY_KAGEROU: case JOB_BABY_OBORO: case JOB_BABY_TAEKWON: case JOB_BABY_STAR_GLADIATOR: case JOB_BABY_SOUL_LINKER: case JOB_BABY_GUNSLINGER: case JOB_BABY_REBELLION: return msg_txt(NULL,753 - JOB_BABY_KAGEROU+class_); case JOB_BABY_STAR_GLADIATOR2: return msg_txt(NULL,756); case JOB_STAR_EMPEROR: case JOB_SOUL_REAPER: case JOB_BABY_STAR_EMPEROR: case JOB_BABY_SOUL_REAPER: return msg_txt(NULL,782 - JOB_STAR_EMPEROR + class_); case JOB_STAR_EMPEROR2: return msg_txt(NULL,782); case JOB_BABY_STAR_EMPEROR2: return msg_txt(NULL,784); case JOB_DRAGON_KNIGHT: case JOB_MEISTER: case JOB_SHADOW_CROSS: case JOB_ARCH_MAGE: case JOB_CARDINAL: case JOB_WINDHAWK: case JOB_IMPERIAL_GUARD: case JOB_BIOLO: case JOB_ABYSS_CHASER: case JOB_ELEMENTAL_MASTER: case JOB_INQUISITOR: case JOB_TROUBADOUR: case JOB_TROUVERE: return msg_txt( nullptr, 800 - JOB_DRAGON_KNIGHT + class_ ); case JOB_WINDHAWK2: return msg_txt( nullptr, 805); case JOB_MEISTER2: return msg_txt( nullptr, 801 ); case JOB_DRAGON_KNIGHT2: return msg_txt( nullptr, 800 ); case JOB_IMPERIAL_GUARD2: return msg_txt( nullptr, 806 ); case JOB_SKY_EMPEROR: case JOB_SOUL_ASCETIC: case JOB_SHINKIRO: case JOB_SHIRANUI: case JOB_NIGHT_WATCH: case JOB_HYPER_NOVICE: case JOB_SPIRIT_HANDLER: return msg_txt( nullptr, 813 - JOB_SKY_EMPEROR + class_ ); case JOB_SKY_EMPEROR2: return msg_txt( nullptr, 813 ); default: return msg_txt(NULL,655); } } /*==================================================== * Timered function to make id follow a target. * @id = bl.id (player only atm) * target is define in sd->followtarget (bl.id) * used by pc_follow *----------------------------------------------------*/ TIMER_FUNC(pc_follow_timer){ struct map_session_data *sd; struct block_list *tbl; sd = map_id2sd(id); nullpo_ret(sd); if (sd->followtimer != tid){ ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid); sd->followtimer = INVALID_TIMER; return 0; } sd->followtimer = INVALID_TIMER; tbl = map_id2bl(sd->followtarget); if (tbl == NULL || pc_isdead(sd)) { pc_stop_following(sd); return 0; } // either player or target is currently detached from map blocks (could be teleporting), // but still connected to this map, so we'll just increment the timer and check back later if (sd->bl.prev != NULL && tbl->prev != NULL && sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER) { if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) { if (!check_distance_bl(&sd->bl, tbl, 5)) unit_walktobl(&sd->bl, tbl, 5, 0); } else pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT); } sd->followtimer = add_timer( tick + 1000, // increase time a bit to loosen up map's load pc_follow_timer, sd->bl.id, 0); return 0; } int pc_stop_following (struct map_session_data *sd) { nullpo_ret(sd); if (sd->followtimer != INVALID_TIMER) { delete_timer(sd->followtimer,pc_follow_timer); sd->followtimer = INVALID_TIMER; } sd->followtarget = -1; sd->ud.target_to = 0; unit_stop_walking(&sd->bl, 1); return 0; } int pc_follow(struct map_session_data *sd,int target_id) { struct block_list *bl = map_id2bl(target_id); if (bl == NULL /*|| bl->type != BL_PC*/) return 1; if (sd->followtimer != INVALID_TIMER) pc_stop_following(sd); sd->followtarget = target_id; pc_follow_timer(INVALID_TIMER, gettick(), sd->bl.id, 0); return 0; } int pc_checkbaselevelup(struct map_session_data *sd) { t_exp next = pc_nextbaseexp(sd); if (!next || sd->status.base_exp < next || pc_is_maxbaselv(sd)) return 0; uint32 base_level = sd->status.base_level; do { sd->status.base_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_base > 0 && sd->status.base_level >= battle_config.multi_level_up_base ) ) && sd->status.base_exp > next-1 ) sd->status.base_exp = next-1; sd->status.status_point += statpoint_db.pc_gets_status_point(sd->status.base_level); sd->status.trait_point += statpoint_db.pc_gets_trait_point(sd->status.base_level); sd->status.base_level++; if( pc_is_maxbaselv(sd) ){ sd->status.base_exp = u64min(sd->status.base_exp,MAX_LEVEL_BASE_EXP); break; } } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next); if (battle_config.pet_lv_rate && sd->pd) // update pet's level status_calc_pet(sd->pd,SCO_NONE); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_TRAITPOINT); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_NEXTBASEEXP); status_calc_pc(sd,SCO_FORCE); status_percent_heal(&sd->bl,100,100); if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { for (const auto &status : status_db) { if (status.second->flag[SCF_SUPERNOVICEANGEL]) sc_start(&sd->bl, &sd->bl, status.second->type, 100, 1, skill_get_time(status.second->skill_id, 1)); } if (sd->state.snovice_dead_flag) sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { for (const auto &status : status_db) { if (status.second->flag[SCF_TAEKWONANGEL]) sc_start(&sd->bl, &sd->bl, status.second->type, 100, 10, 600000); } } clif_misceffect(&sd->bl,0); npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT if(sd->status.party_id) party_send_levelup(sd); pc_baselevelchanged(sd); for (; base_level <= sd->status.base_level; base_level++) { achievement_update_objective(sd, AG_GOAL_LEVEL, 1, base_level); achievement_update_objective(sd, AG_GOAL_STATUS, 2, base_level, sd->status.class_); } return 1; } void pc_baselevelchanged(struct map_session_data *sd) { uint8 i; for( i = 0; i < EQI_MAX; i++ ) { if( sd->equip_index[i] >= 0 && sd->inventory_data[sd->equip_index[i]] ) { if( sd->inventory_data[ sd->equip_index[i] ]->elvmax && sd->status.base_level > (unsigned int)sd->inventory_data[ sd->equip_index[i] ]->elvmax ) pc_unequipitem(sd, sd->equip_index[i], 3); } } pc_show_questinfo(sd); } int pc_checkjoblevelup(struct map_session_data *sd) { t_exp next = pc_nextjobexp(sd); nullpo_ret(sd); if(!next || sd->status.job_exp < next || pc_is_maxjoblv(sd)) return 0; uint32 job_level = sd->status.job_level; do { sd->status.job_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_job > 0 && sd->status.job_level >= battle_config.multi_level_up_job ) ) && sd->status.job_exp > next-1 ) sd->status.job_exp = next-1; sd->status.job_level ++; sd->status.skill_point ++; if( pc_is_maxjoblv(sd) ){ sd->status.job_exp = u64min(sd->status.job_exp,MAX_LEVEL_JOB_EXP); break; } } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); status_calc_pc(sd,SCO_FORCE); clif_misceffect(&sd->bl,1); if (pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)) ) clif_status_change(&sd->bl, EFST_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL. npc_script_event(sd, NPCE_JOBLVUP); for (; job_level <= sd->status.job_level; job_level++) achievement_update_objective(sd, AG_GOAL_LEVEL, 1, job_level); pc_show_questinfo(sd); return 1; } /** Alters experiences calculation based on self bonuses that do not get even shared to the party. * @param sd Player * @param base_exp Base EXP before peronal bonuses * @param job_exp Job EXP before peronal bonuses * @param src Block list that affecting the exp calculation */ static void pc_calcexp(struct map_session_data *sd, t_exp *base_exp, t_exp *job_exp, struct block_list *src) { int bonus = 0, vip_bonus_base = 0, vip_bonus_job = 0; if (src) { struct status_data *status = status_get_status_data(src); if( sd->indexed_bonus.expaddrace[status->race] ) bonus += sd->indexed_bonus.expaddrace[status->race]; if( sd->indexed_bonus.expaddrace[RC_ALL] ) bonus += sd->indexed_bonus.expaddrace[RC_ALL]; if( sd->indexed_bonus.expaddclass[status->class_] ) bonus += sd->indexed_bonus.expaddclass[status->class_]; if( sd->indexed_bonus.expaddclass[CLASS_ALL] ) bonus += sd->indexed_bonus.expaddclass[CLASS_ALL]; if (battle_config.pk_mode && (int)(status_get_lv(src) - sd->status.base_level) >= 20) bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris] if (src && src->type == BL_MOB && pc_isvip(sd)) { // EXP bonus for VIP player vip_bonus_base = battle_config.vip_base_exp_increase; vip_bonus_job = battle_config.vip_job_exp_increase; } } // Give EXPBOOST for quests even if src is NULL. if (sd->sc.data[SC_EXPBOOST]) { bonus += sd->sc.data[SC_EXPBOOST]->val1; if (battle_config.vip_bm_increase && pc_isvip(sd)) // Increase Battle Manual EXP rate for VIP bonus += (sd->sc.data[SC_EXPBOOST]->val1 / battle_config.vip_bm_increase); } if (*base_exp) { t_exp exp = (t_exp)(*base_exp + ((double)*base_exp * ((bonus + vip_bonus_base) / 100.))); *base_exp = cap_value(exp, 1, MAX_EXP); } // Give JEXPBOOST for quests even if src is NULL. if (sd->sc.data[SC_JEXPBOOST]) bonus += sd->sc.data[SC_JEXPBOOST]->val1; if (*job_exp) { t_exp exp = (t_exp)(*job_exp + ((double)*job_exp * ((bonus + vip_bonus_job) / 100.))); *job_exp = cap_value(exp, 1, MAX_EXP); } return; } /** * Show EXP gained by player in percentage by @showexp * @param sd Player * @param base_exp Base EXP gained/loss * @param next_base_exp Base EXP needed for next base level * @param job_exp Job EXP gained/loss * @param next_job_exp Job EXP needed for next job level * @param lost True:EXP penalty, lose EXP **/ void pc_gainexp_disp(struct map_session_data *sd, t_exp base_exp, t_exp next_base_exp, t_exp job_exp, t_exp next_job_exp, bool lost) { char output[CHAT_SIZE_MAX]; nullpo_retv(sd); sprintf(output, msg_txt(sd,743), // Experience %s Base:%ld (%0.2f%%) Job:%ld (%0.2f%%) (lost) ? msg_txt(sd,742) : msg_txt(sd,741), (long)base_exp * (lost ? -1 : 1), (base_exp / (float)next_base_exp * 100 * (lost ? -1 : 1)), (long)job_exp * (lost ? -1 : 1), (job_exp / (float)next_job_exp * 100 * (lost ? -1 : 1))); clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); } /** * Give Base or Job EXP to player, then calculate remaining exp for next lvl * @param sd Player * @param src EXP source * @param base_exp Base EXP gained * @param base_exp Job EXP gained * @param exp_flag 1: Quest EXP; 2: Param Exp (Ignore Guild EXP tax, EXP adjustments) * @return **/ void pc_gainexp(struct map_session_data *sd, struct block_list *src, t_exp base_exp, t_exp job_exp, uint8 exp_flag) { t_exp nextb = 0, nextj = 0; uint8 flag = 0; ///< 1: Base EXP given, 2: Job EXP given, 4: Max Base level, 8: Max Job Level nullpo_retv(sd); if(sd->bl.prev == NULL || pc_isdead(sd)) return; if (!(exp_flag&2)) { if (!battle_config.pvp_exp && map_getmapflag(sd->bl.m, MF_PVP)) // [MouseJstr] return; // no exp on pvp maps if (sd->status.guild_id>0) base_exp -= guild_payexp(sd,base_exp); } flag = ((base_exp) ? 1 : 0) | ((job_exp) ? 2 : 0) | ((pc_is_maxbaselv(sd)) ? 4 : 0) | ((pc_is_maxjoblv(sd)) ? 8 : 0); if (!(exp_flag&2)) pc_calcexp(sd, &base_exp, &job_exp, src); nextb = pc_nextbaseexp(sd); nextj = pc_nextjobexp(sd); if (flag&4){ if( sd->status.base_exp >= MAX_LEVEL_BASE_EXP ) base_exp = 0; else if( sd->status.base_exp + base_exp >= MAX_LEVEL_BASE_EXP ) base_exp = MAX_LEVEL_BASE_EXP - sd->status.base_exp; } if (flag&8){ if( sd->status.job_exp >= MAX_LEVEL_JOB_EXP ) job_exp = 0; else if( sd->status.job_exp + job_exp >= MAX_LEVEL_JOB_EXP ) job_exp = MAX_LEVEL_JOB_EXP - sd->status.job_exp; } if (!(exp_flag&2) && battle_config.max_exp_gain_rate && (base_exp || job_exp)) { //Note that this value should never be greater than the original //therefore no overflow checks are needed. [Skotlex] if (nextb > 0) { float nextbp = (float) base_exp / (float) nextb; if (nextbp > battle_config.max_exp_gain_rate/1000.) base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb); } if (nextj > 0) { float nextjp = (float) job_exp / (float) nextj; if (nextjp > battle_config.max_exp_gain_rate/1000.) job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj); } } // Give EXP for Base Level if (base_exp) { sd->status.base_exp = util::safe_addition_cap(sd->status.base_exp, base_exp, MAX_EXP); if (!pc_checkbaselevelup(sd)) clif_updatestatus(sd,SP_BASEEXP); } // Give EXP for Job Level if (job_exp) { sd->status.job_exp = util::safe_addition_cap(sd->status.job_exp, job_exp, MAX_EXP); if (!pc_checkjoblevelup(sd)) clif_updatestatus(sd,SP_JOBEXP); } if (flag&1) clif_displayexp(sd, (flag&4) ? 0 : base_exp, SP_BASEEXP, exp_flag&1, false); if (flag&2) clif_displayexp(sd, (flag&8) ? 0 : job_exp, SP_JOBEXP, exp_flag&1, false); if (sd->state.showexp && (base_exp || job_exp)) pc_gainexp_disp(sd, base_exp, nextb, job_exp, nextj, false); } /** * Lost Base/Job EXP from a player * @param sd Player * @param base_exp Base EXP lost * @param job_exp Job EXP lost **/ void pc_lostexp(struct map_session_data *sd, t_exp base_exp, t_exp job_exp) { nullpo_retv(sd); if (base_exp) { base_exp = u64min(sd->status.base_exp, base_exp); sd->status.base_exp -= base_exp; clif_displayexp(sd, base_exp, SP_BASEEXP, false, true); clif_updatestatus(sd, SP_BASEEXP); } if (job_exp) { job_exp = u64min(sd->status.job_exp, job_exp); sd->status.job_exp -= job_exp; clif_displayexp(sd, job_exp, SP_JOBEXP, false, true); clif_updatestatus(sd, SP_JOBEXP); } if (sd->state.showexp && (base_exp || job_exp)) pc_gainexp_disp(sd, base_exp, pc_nextbaseexp(sd), job_exp, pc_nextjobexp(sd), true); } /** * Returns max base level for this character's class. * @param job_id: Player's class * @return Max Base Level */ uint32 JobDatabase::get_maxBaseLv(uint16 job_id) { std::shared_ptr job = job_db.find(job_id); return job ? job->max_base_level : 0; } /** * Returns max base level for this character. * @param sd Player * @return Max Base Level **/ unsigned int pc_maxbaselv(struct map_session_data *sd){ return job_db.get_maxBaseLv(sd->status.class_); } /** * Returns max job level for this character's class. * @param job_id: Player's class * @return Max Job Level */ uint32 JobDatabase::get_maxJobLv(uint16 job_id) { std::shared_ptr job = job_db.find(job_id); return job ? job->max_job_level : 0; } /** * Returns max job level for this character. * @param sd Player * @return Max Job Level **/ unsigned int pc_maxjoblv(struct map_session_data *sd){ return job_db.get_maxJobLv(sd->status.class_); } /** * Check if player is reached max base level * @param sd * @return True if reached max level **/ bool pc_is_maxbaselv(struct map_session_data *sd) { nullpo_retr(false, sd); return (sd->status.base_level >= pc_maxbaselv(sd)); } /** * Check if player is reached max base level * @param sd * @return True if reached max level **/ bool pc_is_maxjoblv(struct map_session_data *sd) { nullpo_retr(false, sd); return (sd->status.job_level >= pc_maxjoblv(sd)); } /** * Returns base experience for this character's class. * @param job_id: Player's class * @param level: Player's level * @return Base EXP */ t_exp JobDatabase::get_baseExp(uint16 job_id, uint32 level) { std::shared_ptr job = job_db.find(job_id); return job ? job->base_exp[level - 1] : 0; } /** * Base exp needed for player to level up. * @param sd * @return Base EXP needed for next base level **/ t_exp pc_nextbaseexp(struct map_session_data *sd){ nullpo_ret(sd); if (sd->status.base_level == 0) // Is this something that possible? return 0; if (pc_is_maxbaselv(sd)) return MAX_LEVEL_BASE_EXP; // On max level, player's base EXP limit is 99,999,999 return static_cast(job_db.get_baseExp(sd->status.class_, sd->status.base_level)); } /** * Returns job experience for this character's class. * @param job_id: Player's class * @param level: Player's level * @return Job EXP */ t_exp JobDatabase::get_jobExp(uint16 job_id, uint32 level) { std::shared_ptr job = job_db.find(job_id); return job ? job->job_exp[level - 1] : 0; } /** * Job exp needed for player to level up. * @param sd * @return Job EXP needed for next job level **/ t_exp pc_nextjobexp(struct map_session_data *sd){ nullpo_ret(sd); if (sd->status.job_level == 0) // Is this something that possible? return 0; if (pc_is_maxjoblv(sd)) return MAX_LEVEL_JOB_EXP; // On max level, player's job EXP limit is 999,999,999 return static_cast(job_db.get_jobExp(sd->status.class_, sd->status.job_level)); } /** * Returns max weight base for this character's class. * @param job_id: Player's class * @return Max weight base */ int32 JobDatabase::get_maxWeight(uint16 job_id) { std::shared_ptr job = job_db.find(job_id); return job ? job->max_weight_base : 0; } /// Returns the value of the specified stat. int pc_getstat(map_session_data *sd, int type) { nullpo_retr(-1, sd); switch( type ) { case SP_STR: return sd->status.str; case SP_AGI: return sd->status.agi; case SP_VIT: return sd->status.vit; case SP_INT: return sd->status.int_; case SP_DEX: return sd->status.dex; case SP_LUK: return sd->status.luk; case SP_POW: return sd->status.pow; case SP_STA: return sd->status.sta; case SP_WIS: return sd->status.wis; case SP_SPL: return sd->status.spl; case SP_CON: return sd->status.con; case SP_CRT: return sd->status.crt; default: return -1; } } /// Sets the specified stat to the specified value. /// Returns the new value. int pc_setstat(struct map_session_data* sd, int type, int val) { nullpo_retr(-1, sd); switch( type ) { case SP_STR: sd->status.str = val; break; case SP_AGI: sd->status.agi = val; break; case SP_VIT: sd->status.vit = val; break; case SP_INT: sd->status.int_ = val; break; case SP_DEX: sd->status.dex = val; break; case SP_LUK: sd->status.luk = val; break; case SP_POW: sd->status.pow = val; break; case SP_STA: sd->status.sta = val; break; case SP_WIS: sd->status.wis = val; break; case SP_SPL: sd->status.spl = val; break; case SP_CON: sd->status.con = val; break; case SP_CRT: sd->status.crt = val; break; default: return -1; } return val; } /** * Gets the total number of status points at the provided level. * @param level: Player base level. * @return Total number of status points at specific base level. */ uint32 PlayerStatPointDatabase::get_table_point(uint16 level) { std::shared_ptr entry = this->find( level ); if( entry != nullptr ){ return entry->statpoints; }else{ return 0; } } /** * Calculates the number of status points PC gets when leveling up (from level to level+1) * @param level: Player base level. * @param table: Use table value or formula. * @return Status points at specific base level. */ uint32 PlayerStatPointDatabase::pc_gets_status_point(uint16 level) { uint32 next_level = this->get_table_point( level + 1 ); uint32 current_level = this->get_table_point( level ); if( next_level > current_level ){ return next_level - current_level; }else{ return 0; } } /** * Gets the total number of trait points at the provided level. * @param level: Player base level. * @return Total number of trait points at specific base level. */ uint32 PlayerStatPointDatabase::get_trait_table_point(uint16 level) { std::shared_ptr entry = this->find( level ); if( entry != nullptr ){ return entry->traitpoints; }else{ return 0; } } /** * Calculates the number of trait points PC gets when leveling up (from level to level+1) * @param level: Player base level. * @param table: Use table value or formula. * @return Trait points at specific base level. */ uint32 PlayerStatPointDatabase::pc_gets_trait_point(uint16 level) { uint32 next_level = this->get_trait_table_point( level + 1 ); uint32 current_level = this->get_trait_table_point( level ); if( next_level > current_level ){ return next_level - current_level; }else{ return 0; } } #ifdef RENEWAL_STAT /// Renewal status point cost formula #define PC_STATUS_POINT_COST(low) (((low) < 100) ? (2 + ((low) - 1) / 10) : (16 + 4 * (((low) - 100) / 5))) #else /// Pre-Renewal status point cost formula #define PC_STATUS_POINT_COST(low) (( 1 + ((low) + 9) / 10 )) #endif /// Returns the number of stat points needed to change the specified stat by val. /// If val is negative, returns the number of stat points that would be needed to /// raise the specified stat from (current value - val) to current value. int pc_need_status_point(struct map_session_data* sd, int type, int val) { int low, high, sp = 0, max = 0; if ( val == 0 ) return 0; low = pc_getstat(sd,type); max = pc_maxparameter(sd,(enum e_params)(type-SP_STR)); if ( low >= max && val > 0 ) return 0; // Official servers show '0' when max is reached high = low + val; if ( val < 0 ) SWAP(low, high); for ( ; low < high; low++ ) sp += PC_STATUS_POINT_COST(low); return sp; } /** * Returns the value the specified stat can be increased by with the current * amount of available status points for the current character's class. * * @param sd The target character. * @param type Stat to verify. * @return Maximum value the stat could grow by. */ int pc_maxparameterincrease(struct map_session_data* sd, int type) { int base, final_val, status_points, max_param; nullpo_ret(sd); base = final_val = pc_getstat(sd, type); status_points = sd->status.status_point; max_param = pc_maxparameter(sd, (enum e_params)(type-SP_STR)); while (final_val <= max_param && status_points >= 0) { status_points -= PC_STATUS_POINT_COST(final_val); final_val++; } final_val--; return (final_val > base ? final_val-base : 0); } /** * Raises a stat by the specified amount. * * Obeys max_parameter limits. * Subtracts status points according to the cost of the increased stat points. * * @param sd The target character. * @param type The stat to change (see enum _sp) * @param increase The stat increase (strictly positive) amount. * @retval true if the stat was increased by any amount. * @retval false if there were no changes. */ bool pc_statusup(struct map_session_data* sd, int type, int increase) { int max_increase = 0, current = 0, needed_points = 0, final_value = 0; nullpo_ret(sd); // check conditions if (type < SP_STR || type > SP_LUK || increase <= 0) { clif_statusupack(sd, type, 0, 0); return false; } // check limits current = pc_getstat(sd, type); max_increase = pc_maxparameterincrease(sd, type); increase = cap_value(increase, 0, max_increase); // cap to the maximum status points available if (increase <= 0 || current + increase > pc_maxparameter(sd, (enum e_params)(type-SP_STR))) { clif_statusupack(sd, type, 0, 0); return false; } // check status points needed_points = pc_need_status_point(sd, type, increase); if (needed_points < 0 || needed_points > sd->status.status_point) { // Sanity check clif_statusupack(sd, type, 0, 0); return false; } // set new values final_value = pc_setstat(sd, type, current + increase); sd->status.status_point -= needed_points; status_calc_pc(sd,SCO_NONE); // update increase cost indicator clif_updatestatus(sd, SP_USTR + type-SP_STR); // update statpoint count clif_updatestatus(sd, SP_STATUSPOINT); // update stat value clif_statusupack(sd, type, 1, final_value); // required if( final_value > 255 ) clif_updatestatus(sd, type); // send after the 'ack' to override the truncated value achievement_update_objective(sd, AG_GOAL_STATUS, 1, final_value); return true; } /** * Raises a stat by the specified amount. * * Obeys max_parameter limits. * Does not subtract status points for the cost of the modified stat points. * * @param sd The target character. * @param type The stat to change (see enum _sp) * @param val The stat increase (or decrease) amount. * @return the stat increase amount. * @retval 0 if no changes were made. */ int pc_statusup2(struct map_session_data* sd, int type, int val) { int max, need; nullpo_ret(sd); if( type < SP_STR || type > SP_LUK ) { clif_statusupack(sd,type,0,0); return 0; } need = pc_need_status_point(sd,type,1); max = pc_maxparameter(sd,(enum e_params)(type-SP_STR)); // set new value val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max)); status_calc_pc(sd,SCO_NONE); // update increase cost indicator if( need != pc_need_status_point(sd,type,1) ) clif_updatestatus(sd, SP_USTR + type-SP_STR); // update stat value clif_statusupack(sd,type,1,val); // required if( val > 255 ) clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value return val; } /// Returns the number of trait stat points needed to change the specified trait stat by val. /// If val is negative, returns the number of trait stat points that would be needed to /// raise the specified trait stat from (current value - val) to current value. int pc_need_trait_point(struct map_session_data* sd, int type, int val) { nullpo_retr(0, sd); if (val == 0 || type < SP_POW || type > SP_CRT) return 0; int low = pc_getstat(sd, type); int max = pc_maxparameter(sd, (e_params)(PARAM_POW + type - SP_POW)); if (low >= max && val > 0) return 0; // Official servers show '0' when max is reached int high = low + val, sp = 0; if (val < 0) SWAP(low, high); for (; low < high; low++) sp += 1; return sp; } /** * Returns the value the specified trait stat can be increased by with the current * amount of available trait status points for the current character's class. * * @param sd The target character. * @param type Trait stat to verify. * @return Maximum value the stat could grow by. */ int pc_maxtraitparameterincrease(struct map_session_data* sd, int type) { nullpo_ret(sd); if( type < SP_POW || type > SP_CRT ){ return 0; } int base, final_val = pc_getstat(sd, type); int trait_points = sd->status.trait_point; int max_param = pc_maxparameter(sd, (enum e_params)(PARAM_POW + type - SP_POW)); base = final_val; while (final_val <= max_param && trait_points >= 0) { trait_points -= 1; final_val++; } final_val--; return (final_val > base ? final_val - base : 0); } /** * Raises a trait stat by the specified amount. * * Obeys max_traitparameter limits. * Subtracts trait status points according to the cost of the increased trait stat points. * * @param sd The target character. * @param type The stat to change (see enum _sp) * @param increase The stat increase (strictly positive) amount. * @retval true if the trait stat was increased by any amount. * @retval false if there were no changes. */ bool pc_traitstatusup(struct map_session_data* sd, int type, int increase) { nullpo_ret(sd); // check conditions if (type < SP_POW || type > SP_CRT || increase <= 0) { clif_statusupack(sd, type, 0, 0); return false; } // check limits int current = pc_getstat(sd, type); int max_increase = pc_maxtraitparameterincrease(sd, type); increase = cap_value(increase, 0, max_increase); // cap to the maximum status points available if (increase <= 0 || current + increase > pc_maxparameter(sd, (enum e_params)(PARAM_POW + type - SP_POW))) { clif_statusupack(sd, type, 0, 0); return false; } // check status points int needed_points = pc_need_trait_point(sd, type, increase); if (needed_points < 0 || needed_points > sd->status.trait_point) { // Sanity check clif_statusupack(sd, type, 0, 0); return false; } // set new values int final_value = pc_setstat(sd, type, current + increase); sd->status.trait_point -= needed_points; status_calc_pc(sd, SCO_NONE); // update increase cost indicator clif_updatestatus(sd, SP_UPOW + type - SP_POW); // update statpoint count clif_updatestatus(sd, SP_TRAITPOINT); // update stat value clif_statusupack(sd, type, 1, final_value); // required if (final_value > 255) clif_updatestatus(sd, type); // send after the 'ack' to override the truncated value //achievement_update_objective(sd, AG_GOAL_STATUS, 1, final_value); return true; } /** * Raises a trait stat by the specified amount. * * Obeys max_trait_parameter limits. * Does not subtract status points for the cost of the modified stat points. * * @param sd The target character. * @param type The stat to change (see enum _sp) * @param val The stat increase (or decrease) amount. * @return the stat increase amount. * @retval 0 if no changes were made. */ int pc_traitstatusup2(struct map_session_data* sd, int type, int val) { nullpo_ret(sd); if (type < SP_POW || type > SP_CRT) { clif_statusupack(sd, type, 0, 0); return 0; } int need = pc_need_trait_point(sd, type, 1); int max = pc_maxparameter(sd, (enum e_params)(PARAM_POW + type - SP_POW)); // set new value val = pc_setstat(sd, type, cap_value(pc_getstat(sd, type) + val, 0, max)); status_calc_pc(sd, SCO_NONE); // update increase cost indicator if (need != pc_need_trait_point(sd, type, 1)) clif_updatestatus(sd, SP_UPOW + type - SP_POW); // update stat value clif_statusupack(sd, type, 1, val); // required if (val > 255) clif_updatestatus(sd, type); // send after the 'ack' to override the truncated value return val; } /*========================================== * Update skill_lv for player sd * Skill point allocation *------------------------------------------*/ void pc_skillup(struct map_session_data *sd,uint16 skill_id) { uint16 idx = skill_get_index(skill_id); nullpo_retv(sd); if (!idx) { if (skill_id) ShowError("pc_skillup: Player attempts to level up invalid skill '%d'\n", skill_id); return; } // Level up guild skill if (SKILL_CHK_GUILD(skill_id)) { guild_skillup(sd, skill_id); return; } // Level up homunculus skill else if (sd->hd && SKILL_CHK_HOMUN(skill_id)) { hom_skillup(sd->hd, skill_id); return; } else { if( sd->status.skill_point > 0 && sd->status.skill[idx].id && sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex] sd->status.skill[idx].lv < skill_tree_get_max(skill_id, sd->status.class_) ) { int lv, range, upgradable; sd->status.skill[idx].lv++; sd->status.skill_point--; if( !skill_get_inf(skill_id) || pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20 || pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20 ) status_calc_pc(sd,SCO_NONE); // Only recalculate for passive skills. else if( sd->status.skill_point == 0 && pc_is_taekwon_ranker(sd) ) pc_calc_skilltree(sd); // Required to grant all TK Ranker skills. else pc_check_skilltree(sd); // Check if a new skill can Lvlup lv = sd->status.skill[idx].lv; range = skill_get_range2(&sd->bl, skill_id, lv, false); upgradable = (lv < skill_tree_get_max(sd->status.skill[idx].id, sd->status.class_)) ? 1 : 0; clif_skillup(sd,skill_id,lv,range,upgradable); clif_updatestatus(sd,SP_SKILLPOINT); if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */ clif_updatestatus(sd,SP_CARTINFO); if (pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd))) clif_status_change(&sd->bl, EFST_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL. if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown clif_skillinfoblock(sd); } //else // ShowDebug("Skill Level up failed. ID:%d idx:%d (CID=%d. AID=%d)\n", skill_id, idx, sd->status.char_id, sd->status.account_id); } } /*========================================== * /allskill *------------------------------------------*/ int pc_allskillup(struct map_session_data *sd) { int i; nullpo_ret(sd); for (i = 0; i < MAX_SKILL; i++) { if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) { sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; if (sd->status.skill[i].lv == 0) sd->status.skill[i].id = 0; } } if (!pc_grant_allskills(sd, true)) { uint16 sk_id; std::shared_ptr tree = skill_tree_db.find(sd->status.class_); if (tree != nullptr && !tree->skills.empty()) { for (const auto &skillsit : tree->skills) { sk_id = skillsit.first; uint16 sk_idx = skill_get_index(sk_id); if (sk_idx == 0) continue; std::shared_ptr skill = skill_db.find(sk_id); if ( (skill->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn) || ((skill->inf2[INF2_ISWEDDING] || skill->inf2[INF2_ISSPIRIT])) || sk_id == SG_DEVIL ) continue; //Cannot be learned normally. sd->status.skill[sk_idx].id = sk_id; sd->status.skill[sk_idx].lv = skill_tree_get_max(sk_id, sd->status.class_); // celest } } } status_calc_pc(sd,SCO_NONE); //Required because if you could level up all skills previously, //the update will not be sent as only the lv variable changes. clif_skillinfoblock(sd); return 0; } /*========================================== * /resetlvl *------------------------------------------*/ int pc_resetlvl(struct map_session_data* sd,int type) { int i; nullpo_ret(sd); if (type != 3) //Also reset skills pc_resetskill(sd, 0); if(type == 1){ sd->status.skill_point=0; sd->status.trait_point = 0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; if(sd->sc.option !=0) sd->sc.option = 0; sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; sd->status.pow=0; sd->status.sta=0; sd->status.wis=0; sd->status.spl=0; sd->status.con=0; sd->status.crt=0; if(sd->status.class_ == JOB_NOVICE_HIGH) { sd->status.status_point=100; // not 88 [celest] // give platinum skills upon changing pc_skill(sd,NV_FIRSTAID,1,ADDSKILL_PERMANENT); pc_skill(sd,NV_TRICKDEAD,1,ADDSKILL_PERMANENT); } } if(type == 2){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; } if(type == 3){ sd->status.base_level=1; sd->status.base_exp=0; } if(type == 4){ sd->status.job_level=1; sd->status.job_exp=0; } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_TRAITPOINT); clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_POW); clif_updatestatus(sd,SP_STA); clif_updatestatus(sd,SP_WIS); clif_updatestatus(sd,SP_SPL); clif_updatestatus(sd,SP_CON); clif_updatestatus(sd,SP_CRT); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTBASEEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition clif_updatestatus(sd,SP_UPOW); clif_updatestatus(sd,SP_USTA); clif_updatestatus(sd,SP_UWIS); clif_updatestatus(sd,SP_USPL); clif_updatestatus(sd,SP_UCON); clif_updatestatus(sd,SP_UCRT); for(i=0;iequip_index[i] >= 0) if(pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); } if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) party_send_levelup(sd); status_calc_pc(sd, SCO_FORCE); clif_skillinfoblock(sd); return 0; } /*========================================== * /resetstate *------------------------------------------*/ int pc_resetstate(struct map_session_data* sd) { nullpo_ret(sd); if( sd->status.base_level > pc_maxbaselv( sd ) ){ ShowError( "pc_resetstate: Capping the Level to %d to reset the stats of %d:%d, the base level (%d) is greater than the max level supported.\n", pc_maxbaselv( sd ), sd->status.account_id, sd->status.char_id, sd->status.base_level ); sd->status.base_level = pc_maxbaselv( sd ); clif_updatestatus( sd, SP_BASELEVEL ); } sd->status.status_point = statpoint_db.get_table_point( sd->status.base_level ); sd->status.trait_point = statpoint_db.get_trait_table_point(sd->status.base_level); if( ( sd->class_&JOBL_UPPER ) != 0 ){ sd->status.status_point += battle_config.transcendent_status_points; } if ((sd->class_&JOBL_FOURTH) != 0) { sd->status.trait_point += battle_config.trait_points_job_change; } pc_setstat(sd, SP_STR, 1); pc_setstat(sd, SP_AGI, 1); pc_setstat(sd, SP_VIT, 1); pc_setstat(sd, SP_INT, 1); pc_setstat(sd, SP_DEX, 1); pc_setstat(sd, SP_LUK, 1); pc_setstat(sd, SP_POW, 0); pc_setstat(sd, SP_STA, 0); pc_setstat(sd, SP_WIS, 0); pc_setstat(sd, SP_SPL, 0); pc_setstat(sd, SP_CON, 0); pc_setstat(sd, SP_CRT, 0); clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_POW); clif_updatestatus(sd,SP_STA); clif_updatestatus(sd,SP_WIS); clif_updatestatus(sd,SP_SPL); clif_updatestatus(sd,SP_CON); clif_updatestatus(sd,SP_CRT); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition clif_updatestatus(sd,SP_UPOW); clif_updatestatus(sd,SP_USTA); clif_updatestatus(sd,SP_UWIS); clif_updatestatus(sd,SP_USPL); clif_updatestatus(sd,SP_UCON); clif_updatestatus(sd,SP_UCRT); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_TRAITPOINT); if( sd->mission_mobid ) { //bugreport:2200 sd->mission_mobid = 0; sd->mission_count = 0; pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), 0); } status_calc_pc(sd, SCO_NONE); return 1; } /*========================================== * /resetskill * if flag&1, perform block resync and status_calc call. * if flag&2, just count total amount of skill points used by player, do not really reset. * if flag&4, just reset the skills if the player class is a bard/dancer type (for changesex.) *------------------------------------------*/ int pc_resetskill(struct map_session_data* sd, int flag) { int i, skill_point=0; nullpo_ret(sd); if( flag&4 && (sd->class_&MAPID_UPPERMASK) != MAPID_BARDDANCER ) return 0; if( !(flag&2) ) { //Remove stuff lost when resetting skills. /** * It has been confirmed on official servers that when you reset skills with a ranked Taekwon your skills are not reset (because you have all of them anyway) **/ if( pc_is_taekwon_ranker(sd) ) return 0; if( pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)) ) clif_status_load(&sd->bl, EFST_DEVIL1, 0); //Remove perma blindness due to skill-reset. [Skotlex] i = sd->sc.option; if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) ) i &= ~OPTION_RIDING; if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) ) i &= ~OPTION_FALCON; if( i&OPTION_DRAGON && pc_checkskill(sd, RK_DRAGONTRAINING) ) i &= ~OPTION_DRAGON; if( i&OPTION_WUG && pc_checkskill(sd, RA_WUGMASTERY) ) i &= ~OPTION_WUG; if( i&OPTION_WUGRIDER && pc_checkskill(sd, RA_WUGRIDER) ) i &= ~OPTION_WUGRIDER; if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC ) i &= ~OPTION_MADOGEAR; #ifndef NEW_CARTS if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) ) i &= ~OPTION_CART; #else if( sd->sc.data[SC_PUSH_CART] ) pc_setcart(sd, 0); #endif if( i != sd->sc.option ) pc_setoption(sd, i); if( hom_is_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) ) hom_vaporize(sd, HOM_ST_ACTIVE); if (sd->sc.data[SC_SPRITEMABLE] && pc_checkskill(sd, SU_SPRITEMABLE)) status_change_end(&sd->bl, SC_SPRITEMABLE, INVALID_TIMER); if (sd->sc.data[SC_SOULATTACK] && pc_checkskill(sd, SU_SOULATTACK)) status_change_end(&sd->bl, SC_SOULATTACK, INVALID_TIMER); } for (const auto &skill : skill_db) { uint16 skill_id = skill.second->nameid, idx = skill_get_index(skill_id); uint8 lv = sd->status.skill[idx].lv; if (lv == 0 || skill_id == 0) continue; if( skill.second->inf2[INF2_ISWEDDING] || skill.second->inf2[INF2_ISSPIRIT] ) //Avoid reseting wedding/linker skills. continue; // Don't reset trick dead if not a novice/baby if( skill_id == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) { sd->status.skill[idx].lv = 0; sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT; continue; } // do not reset basic skill if (skill_id == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) continue; if( sd->status.skill[idx].flag == SKILL_FLAG_PERM_GRANTED ) continue; if( flag&4 && !skill_ischangesex(skill_id) ) continue; if( skill.second->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn ) { //Only handle quest skills in a special way when you can't learn them manually if( battle_config.quest_skill_reset && !(flag&2) ) { //Wipe them sd->status.skill[idx].lv = 0; sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT; } continue; } if( sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT ) skill_point += lv; else if( sd->status.skill[idx].flag >= SKILL_FLAG_REPLACED_LV_0 ) skill_point += (sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0); if( !(flag&2) ) {// reset sd->status.skill[idx].lv = 0; sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT; } } if( flag&2 || !skill_point ) return skill_point; sd->status.skill_point += skill_point; if (flag&1) { clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); status_calc_pc(sd, SCO_FORCE); } return skill_point; } /*========================================== * /resetfeel [Komurka] *------------------------------------------*/ int pc_resetfeel(struct map_session_data* sd) { int i; nullpo_ret(sd); for (i=0; ifeel_map[i].m = -1; sd->feel_map[i].index = 0; pc_setglobalreg(sd, add_str(sg_info[i].feel_var), 0); } return 0; } int pc_resethate(struct map_session_data* sd) { int i; nullpo_ret(sd); for (i=0; ihate_mob[i] = -1; pc_setglobalreg(sd, add_str(sg_info[i].hate_var), 0); } return 0; } int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id) { int bonus = 0; nullpo_ret(sd); skill_id = skill_dummy2skill_id(skill_id); for (auto &it : sd->skillatk) { if (it.id == skill_id) { bonus += it.val; break; } } return bonus; } int pc_sub_skillatk_bonus(struct map_session_data *sd, uint16 skill_id) { int bonus = 0; nullpo_ret(sd); skill_id = skill_dummy2skill_id(skill_id); for (auto &it : sd->subskill) { if (it.id == skill_id) { bonus += it.val; break; } } return bonus; } int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) { int bonus = sd->bonus.add_heal_rate; nullpo_ret(sd); skill_id = skill_dummy2skill_id(skill_id); if( bonus ) { switch( skill_id ) { case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break; case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break; case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break; case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break; case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break; case AB_CHEAL: if (!(battle_config.skill_add_heal_rate & 32)) bonus = 0; break; case AB_HIGHNESSHEAL: if (!(battle_config.skill_add_heal_rate & 64)) bonus = 0; break; case CD_MEDIALE_VOTUM: if (!(battle_config.skill_add_heal_rate & 128)) bonus = 0; break; case CD_DILECTIO_HEAL: if (!(battle_config.skill_add_heal_rate & 256)) bonus = 0; break; } } for (auto &it : sd->skillheal) { if (it.id == skill_id) { bonus += it.val; break; } } return bonus; } int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) { int bonus = sd->bonus.add_heal2_rate; skill_id = skill_dummy2skill_id(skill_id); for (auto &it : sd->skillheal2) { if (it.id == skill_id) { bonus += it.val; break; } } return bonus; } void pc_respawn(struct map_session_data* sd, clr_type clrtype) { if( !pc_isdead(sd) ) return; // not applicable if( sd->bg_id && bg_member_respawn(sd) ) return; // member revived by battleground pc_setstand(sd, true); pc_setrestartvalue(sd,3); if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) != SETPOS_OK ) clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet. } static TIMER_FUNC(pc_respawn_timer){ struct map_session_data *sd = map_id2sd(id); if( sd != NULL ) { sd->pvp_point=0; sd->respawn_tid = INVALID_TIMER; pc_respawn(sd,CLR_OUTSIGHT); } return 0; } /*========================================== * Invoked when a player has received damage *------------------------------------------*/ void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp, unsigned int ap) { if (ap) clif_updatestatus(sd,SP_AP); if (sp) clif_updatestatus(sd,SP_SP); if (hp) clif_updatestatus(sd,SP_HP); else return; if (!src) return; if( pc_issit(sd) ) { pc_setstand(sd, true); skill_sit(sd,0); } if (sd->progressbar.npc_id) clif_progressbar_abort(sd); if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support ) pet_target_check(sd->pd,src,1); if( sd->status.ele_id > 0 ) elemental_set_target(sd,src); if(battle_config.prevent_logout_trigger&PLT_DAMAGE) sd->canlog_tick = gettick(); } TIMER_FUNC(pc_close_npc_timer){ TBL_PC *sd = map_id2sd(id); if(sd) pc_close_npc(sd,data); return 0; } /** * Method to properly close a NPC for player and clear anything related. * @param sd: Player attached * @param flag: Method of closure * 1: Produce a close button and end the NPC * 2: End the NPC (best for no dialog windows) */ void pc_close_npc(struct map_session_data *sd,int flag) { nullpo_retv(sd); if (sd->npc_id || sd->npc_shopid) { if (sd->state.using_fake_npc) { clif_clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd); sd->state.using_fake_npc = 0; } if (sd->st) { if(sd->st->state == RUN){ //wait ending code execution add_timer(gettick()+500,pc_close_npc_timer,sd->bl.id,flag); return; } sd->st->state = ((flag==1 && sd->st->mes_active)?CLOSE:END); sd->st->mes_active = 0; } sd->state.menu_or_input = 0; sd->npc_menu = 0; sd->npc_shopid = 0; #ifdef SECURE_NPCTIMEOUT if( sd->npc_idle_timer != INVALID_TIMER ){ delete_timer( sd->npc_idle_timer, npc_secure_timeout_timer ); sd->npc_idle_timer = INVALID_TIMER; } #endif if (sd->st) { if (sd->st->state == CLOSE) { clif_scriptclose(sd, sd->npc_id); clif_scriptclear(sd, sd->npc_id); // [Ind/Hercules] sd->st->state = END; // Force to end now } if (sd->st->state == END) { // free attached scripts that are waiting script_free_state(sd->st); sd->st = NULL; sd->npc_id = 0; } } } } /*========================================== * Invoked when a player has negative current hp *------------------------------------------*/ int pc_dead(struct map_session_data *sd,struct block_list *src) { int i=0,k=0; t_tick tick = gettick(); struct map_data *mapdata = map_getmapdata(sd->bl.m); // Activate Steel body if a super novice dies at 99+% exp [celest] // Super Novices have no kill or die functions attached when saved by their angel if (!sd->state.snovice_dead_flag && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { t_exp exp = pc_nextbaseexp(sd); if( exp && get_percentage_exp(sd->status.base_exp, exp) >= 99 ) { sd->state.snovice_dead_flag = 1; pc_setrestartvalue(sd,1); status_percent_heal(&sd->bl, 100, 100); clif_resurrection(&sd->bl, 1); if(battle_config.pc_invincible_time) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); sc_start(&sd->bl,&sd->bl,SC_STEELBODY,100,5,skill_get_time(MO_STEELBODY,5)); if(mapdata_flag_gvg2(mapdata)) pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0); return 0; } } for(k = 0; k < MAX_DEVOTION; k++) { if (sd->devotion[k]){ struct map_session_data *devsd = map_id2sd(sd->devotion[k]); if (devsd) status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER); sd->devotion[k] = 0; } } for (k = 0; k < MAX_STELLAR_MARKS; k++) { if (sd->stellar_mark[k]) { struct map_session_data *smarksd = map_id2sd(sd->stellar_mark[k]); if (smarksd) status_change_end(&smarksd->bl, SC_FLASHKICK, INVALID_TIMER); sd->stellar_mark[k] = 0; } } for (k = 0; k < MAX_UNITED_SOULS; k++) { if (sd->united_soul[k]) { struct map_session_data *usoulsd = map_id2sd(sd->united_soul[k]); if (usoulsd) status_change_end(&usoulsd->bl, SC_SOULUNITY, INVALID_TIMER); sd->united_soul[k] = 0; } } for (k = 0; k < MAX_SERVANT_SIGN; k++) { if (sd->servant_sign[k]) { struct map_session_data *ssignsd = map_id2sd(sd->servant_sign[k]); if (ssignsd) status_change_end(&ssignsd->bl, SC_SERVANT_SIGN, INVALID_TIMER); sd->servant_sign[k] = 0; } } if(sd->shadowform_id) { //if we were target of shadowform status_change_end(map_id2bl(sd->shadowform_id), SC__SHADOWFORM, INVALID_TIMER); sd->shadowform_id = 0; //should be remove on status end anyway } if(sd->status.pet_id > 0 && sd->pd) { struct pet_data *pd = sd->pd; if( !mapdata->flag[MF_NOEXPPENALTY] ) { pet_set_intimate(pd, pd->pet.intimate + pd->get_pet_db()->die); if( pd->pet.intimate <= PET_INTIMATE_NONE ) pet_set_intimate(pd, PET_INTIMATE_NONE); clif_send_petdata(sd,sd->pd,1,pd->pet.intimate); } if( sd->pd->target_id ) // Unlock all targets... pet_unlocktarget(sd->pd); } if (hom_is_active(sd->hd) && battle_config.homunculus_auto_vapor && get_percentage(sd->hd->battle_status.hp, sd->hd->battle_status.max_hp) >= battle_config.homunculus_auto_vapor) hom_vaporize(sd, HOM_ST_ACTIVE); if( sd->md ) mercenary_delete(sd->md, 3); // Your mercenary soldier has ran away. if( sd->ed ) elemental_delete(sd->ed); // Leave duel if you die [LuzZza] if(battle_config.duel_autoleave_when_die) { if(sd->duel_group > 0) duel_leave(sd->duel_group, sd); if(sd->duel_invite > 0) duel_reject(sd->duel_invite, sd); } if( sd->skill_keep_using.tid != INVALID_TIMER ){ delete_timer( sd->skill_keep_using.tid, skill_keep_using ); sd->skill_keep_using.tid = INVALID_TIMER; } pc_close_npc(sd,2); //close npc if we were using one /* e.g. not killed thru pc_damage */ if( pc_issit(sd) ) { clif_status_load(&sd->bl,EFST_SIT,0); } pc_setdead(sd); clif_party_dead( sd ); pc_setparam(sd, SP_PCDIECOUNTER, sd->die_counter+1); pc_setparam(sd, SP_KILLERRID, src?src->id:0); if (battle_config.loose_ap_on_death == 1) status_percent_damage( nullptr, &sd->bl, 0, 0, 100, 0 ); //Reset menu skills/item skills if ((sd->skillitem) != 0) sd->skillitem = sd->skillitemlv = 0; if ((sd->menuskill_id) != 0) sd->menuskill_id = sd->menuskill_val = 0; //Reset ticks. sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0; if ( sd->spiritball !=0 ) pc_delspiritball(sd,sd->spiritball,0); if (sd->soulball != 0) pc_delsoulball(sd, sd->soulball, false); if (sd->servantball != 0) pc_delservantball( *sd, sd->servantball ); if (sd->abyssball != 0) pc_delabyssball( *sd, sd->abyssball ); if (sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type); if (src) switch (src->type) { case BL_MOB: { struct mob_data *md=(struct mob_data *)src; if(md->target_id==sd->bl.id) mob_unlocktarget(md,tick); if(battle_config.mobs_level_up && md->status.hp && (unsigned int)md->level < pc_maxbaselv(sd) && !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex] ) { // monster level up [Valaris] clif_misceffect(&md->bl,0); md->level++; status_calc_mob(md, SCO_NONE); status_percent_heal(src,10,0); if( battle_config.show_mob_info&4 ) {// update name with new level clif_name_area(&md->bl); } } src = battle_get_master(src); // Maybe Player Summon } break; case BL_PET: //Pass on to master... case BL_HOM: case BL_MER: src = battle_get_master(src); break; } if (src && src->type == BL_PC) { struct map_session_data *ssd = (struct map_session_data *)src; pc_setparam(ssd, SP_KILLEDRID, sd->bl.id); npc_script_event(ssd, NPCE_KILLPC); if (battle_config.pk_mode&2) { ssd->status.manner -= 5; if(ssd->status.manner < 0) sc_start(&sd->bl,src,SC_NOCHAT,100,0,0); #if 0 // PK/Karma system code (not enabled yet) [celest] // originally from Kade Online, so i don't know if any of these is correct ^^; // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable, // karma going down = more 'good' / more honourable. // The Karma System way... if (sd->status.karma > ssd->status.karma) { // If player killed was more evil sd->status.karma--; ssd->status.karma--; } else if (sd->status.karma < ssd->status.karma) // If player killed was more good ssd->status.karma++; // or the PK System way... if (sd->status.karma > 0) // player killed is dishonourable? ssd->status.karma--; // honour points earned sd->status.karma++; // honour points lost // To-do: Receive exp on certain occasions #endif } } if(battle_config.bone_drop==2 || (battle_config.bone_drop==1 && mapdata->flag[MF_PVP])) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=ITEMID_SKULL_; item_tmp.identify=1; item_tmp.card[0]=CARD0_CREATE; item_tmp.card[1]=0; item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId item_tmp.card[3]=GetWord(sd->status.char_id,1); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0); } //Remove bonus_script when dead pc_bonus_script_clear(sd,BSF_REM_ON_DEAD); // changed penalty options, added death by player if pk_mode [Valaris] if(battle_config.death_penalty_type && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty && !sd->sc.cant.deathpenalty && !mapdata->flag[MF_NOEXPPENALTY] && !mapdata_flag_gvg2(mapdata)) { t_exp base_penalty = 0; t_exp job_penalty = 0; uint32 zeny_penalty = 0; if (pc_isvip(sd)) { // EXP penalty for VIP base_penalty = battle_config.vip_exp_penalty_base; job_penalty = battle_config.vip_exp_penalty_job; zeny_penalty = battle_config.vip_zeny_penalty; } else { base_penalty = battle_config.death_penalty_base; job_penalty = battle_config.death_penalty_job; zeny_penalty = battle_config.zeny_penalty; } if ((battle_config.death_penalty_maxlv&1 || !pc_is_maxbaselv(sd)) && base_penalty > 0) { switch (battle_config.death_penalty_type) { case 1: base_penalty = (t_exp) ( pc_nextbaseexp(sd) * ( base_penalty / 10000. ) ); break; case 2: base_penalty = (t_exp) ( sd->status.base_exp * ( base_penalty / 10000. ) ); break; } if (base_penalty){ //recheck after altering to speedup if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty *= 2; base_penalty = u64min(sd->status.base_exp, base_penalty); } } else base_penalty = 0; if ((battle_config.death_penalty_maxlv&2 || !pc_is_maxjoblv(sd)) && job_penalty > 0) { switch (battle_config.death_penalty_type) { case 1: job_penalty = (uint32) ( pc_nextjobexp(sd) * ( job_penalty / 10000. ) ); break; case 2: job_penalty = (uint32) ( sd->status.job_exp * ( job_penalty /10000. ) ); break; } if (job_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) job_penalty *= 2; job_penalty = u64min(sd->status.job_exp, job_penalty); } } else job_penalty = 0; if (base_penalty || job_penalty) { short insurance_idx = pc_search_inventory(sd, ITEMID_NEW_INSURANCE); if (insurance_idx < 0 || pc_delitem(sd, insurance_idx, 1, 0, 1, LOG_TYPE_CONSUME) != 0) pc_lostexp(sd, base_penalty, job_penalty); } if( zeny_penalty > 0 && !mapdata->flag[MF_NOZENYPENALTY]) { zeny_penalty = (uint32)( sd->status.zeny * ( zeny_penalty / 10000. ) ); if(zeny_penalty) pc_payzeny(sd, zeny_penalty, LOG_TYPE_PICKDROP_PLAYER, NULL); } } if( mapdata->flag[MF_PVP_NIGHTMAREDROP] ) { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker] for (const auto &it : mapdata->drop_list) { int id = it.drop_id, per = it.drop_per; enum e_nightmare_drop_type type = it.drop_type; if(id == 0) continue; if(id == -1){ int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); for(i=0;iinventory.u.items_inventory[i].equip) || (type&NMDT_EQUIP && sd->inventory.u.items_inventory[i].equip) || type&NMDT_ALL) { int l; ARR_FIND( 0, MAX_INVENTORY, l, eq_n[l] <= 0 ); if( l < MAX_INVENTORY ) eq_n[l] = i; eq_num++; } } if(eq_num > 0){ int n = eq_n[rnd()%eq_num]; if(rnd()%10000 < per) { if(sd->inventory.u.items_inventory[n].equip) pc_unequipitem(sd,n,3); pc_dropitem(sd,n,1); } } } else if(id > 0) { for(i=0;iinventory.u.items_inventory[i].nameid == id && rnd()%10000 < per && ((type&NMDT_INVENTORY && !sd->inventory.u.items_inventory[i].equip) || (type&NMDT_EQUIP && sd->inventory.u.items_inventory[i].equip) || type&NMDT_ALL) ){ if(sd->inventory.u.items_inventory[i].equip) pc_unequipitem(sd,i,3); pc_dropitem(sd,i,1); break; } } } } } // pvp // disable certain pvp functions on pk_mode [Valaris] if( !battle_config.pk_mode && mapdata->flag[MF_PVP] && !mapdata->flag[MF_PVP_NOCALCRANK] ) { sd->pvp_point -= 5; sd->pvp_lost++; if( src && src->type == BL_PC ) { struct map_session_data *ssd = (struct map_session_data *)src; ssd->pvp_point++; ssd->pvp_won++; } if( sd->pvp_point < 0 ) { sd->respawn_tid = add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0); return 1|8; } } //GvG if( mapdata_flag_gvg2(mapdata) ) { sd->respawn_tid = add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0); return 1|8; } else if( sd->bg_id ) { std::shared_ptr bg = util::umap_find(bg_team_db, sd->bg_id); if (bg) { if (bg->cemetery.map > 0) { // Respawn by BG sd->respawn_tid = add_timer(tick + 1000, pc_respawn_timer, sd->bl.id, 0); return 1|8; } } } //Reset "can log out" tick. if( battle_config.prevent_logout ) sd->canlog_tick = gettick() - battle_config.prevent_logout; return 1; } void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp, unsigned int ap) { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); if(ap) clif_updatestatus(sd,SP_AP); pc_setstand(sd, true); if(battle_config.pc_invincible_time > 0) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); if( sd->state.gmaster_flag ) { guild_guildaura_refresh(sd,GD_LEADERSHIP,guild_checkskill(sd->guild,GD_LEADERSHIP)); guild_guildaura_refresh(sd,GD_GLORYWOUNDS,guild_checkskill(sd->guild,GD_GLORYWOUNDS)); guild_guildaura_refresh(sd,GD_SOULCOLD,guild_checkskill(sd->guild,GD_SOULCOLD)); guild_guildaura_refresh(sd,GD_HAWKEYES,guild_checkskill(sd->guild,GD_HAWKEYES)); } } bool pc_revive_item(struct map_session_data *sd) { nullpo_retr(false, sd); if (!pc_isdead(sd) || sd->respawn_tid != INVALID_TIMER) return false; if (sd->sc.data[SC_HELLPOWER]) // Cannot resurrect while under the effect of SC_HELLPOWER. return false; int16 item_position = itemdb_group.item_exists_pc(sd, IG_TOKEN_OF_SIEGFRIED); uint8 hp = 100, sp = 100; if (item_position < 0) { if (sd->sc.data[SC_LIGHT_OF_REGENE]) { hp = sd->sc.data[SC_LIGHT_OF_REGENE]->val2; sp = 0; } else return false; } if (!status_revive(&sd->bl, hp, sp)) return false; if (item_position < 0) status_change_end(&sd->bl, SC_LIGHT_OF_REGENE, INVALID_TIMER); else pc_delitem(sd, item_position, 1, 0, 1, LOG_TYPE_CONSUME); clif_skill_nodamage(&sd->bl, &sd->bl, ALL_RESURRECTION, 4, 1); return true; } // script // /*========================================== * script reading pc status registry *------------------------------------------*/ int64 pc_readparam(struct map_session_data* sd,int64 type) { int64 val = 0; nullpo_ret(sd); switch(type) { case SP_SKILLPOINT: val = sd->status.skill_point; break; case SP_STATUSPOINT: val = sd->status.status_point; break; case SP_TRAITPOINT: val = sd->status.trait_point; break; case SP_ZENY: val = sd->status.zeny; break; case SP_BASELEVEL: val = sd->status.base_level; break; case SP_JOBLEVEL: val = sd->status.job_level; break; case SP_CLASS: val = sd->status.class_; break; case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type. case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break; case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex] case SP_SEX: val = sd->status.sex; break; case SP_WEIGHT: val = sd->weight; break; case SP_MAXWEIGHT: val = sd->max_weight; break; case SP_BASEEXP: val = u64min(sd->status.base_exp, MAX_EXP); break; case SP_JOBEXP: val = u64min(sd->status.job_exp, MAX_EXP); break; case SP_NEXTBASEEXP: val = u64min(pc_nextbaseexp(sd), MAX_EXP); break; case SP_NEXTJOBEXP: val = u64min(pc_nextjobexp(sd), MAX_EXP); break; case SP_HP: val = sd->battle_status.hp; break; case SP_MAXHP: val = sd->battle_status.max_hp; break; case SP_SP: val = sd->battle_status.sp; break; case SP_MAXSP: val = sd->battle_status.max_sp; break; case SP_AP: val = sd->battle_status.ap; break; case SP_MAXAP: val = sd->battle_status.max_ap; break; case SP_STR: val = sd->status.str; break; case SP_AGI: val = sd->status.agi; break; case SP_VIT: val = sd->status.vit; break; case SP_INT: val = sd->status.int_; break; case SP_DEX: val = sd->status.dex; break; case SP_LUK: val = sd->status.luk; break; case SP_POW: val = sd->status.pow; break; case SP_STA: val = sd->status.sta; break; case SP_WIS: val = sd->status.wis; break; case SP_SPL: val = sd->status.spl; break; case SP_CON: val = sd->status.con; break; case SP_CRT: val = sd->status.crt; break; case SP_KARMA: val = sd->status.karma; break; case SP_MANNER: val = sd->status.manner; break; case SP_FAME: val = sd->status.fame; break; case SP_KILLERRID: val = sd->killerrid; break; case SP_KILLEDRID: val = sd->killedrid; break; case SP_KILLEDGID: val = sd->killedgid; break; case SP_SITTING: val = pc_issit(sd)?1:0; break; case SP_CHARMOVE: val = sd->status.character_moves; break; case SP_CHARRENAME: val = sd->status.rename; break; case SP_CHARFONT: val = sd->status.font; break; case SP_BANK_VAULT: val = sd->bank_vault; break; case SP_CASHPOINTS: val = sd->cashPoints; break; case SP_KAFRAPOINTS: val = sd->kafraPoints; break; case SP_ROULETTE_BRONZE: val = sd->roulette_point.bronze; break; case SP_ROULETTE_SILVER: val = sd->roulette_point.silver; break; case SP_ROULETTE_GOLD: val = sd->roulette_point.gold; break; case SP_PCDIECOUNTER: val = sd->die_counter; break; case SP_COOKMASTERY: val = sd->cook_mastery; break; case SP_ACHIEVEMENT_LEVEL: val = sd->achievement_data.level; break; case SP_CRITICAL: val = sd->battle_status.cri/10; break; case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break; case SP_BASE_ATK: #ifdef RENEWAL val = sd->bonus.eatk; #else val = sd->battle_status.batk; #endif break; case SP_DEF1: val = sd->battle_status.def; break; case SP_DEF2: val = sd->battle_status.def2; break; case SP_MDEF1: val = sd->battle_status.mdef; break; case SP_MDEF2: val = sd->battle_status.mdef2; break; case SP_HIT: val = sd->battle_status.hit; break; case SP_FLEE1: val = sd->battle_status.flee; break; case SP_FLEE2: val = sd->battle_status.flee2; break; case SP_PATK: val = sd->battle_status.patk; break; case SP_SMATK: val = sd->battle_status.smatk; break; case SP_RES: val = sd->battle_status.res; break; case SP_MRES: val = sd->battle_status.mres; break; case SP_HPLUS: val = sd->battle_status.hplus; break; case SP_CRATE: val = sd->battle_status.crate; break; case SP_DEFELE: val = sd->battle_status.def_ele; break; case SP_MAXHPRATE: val = sd->hprate; break; case SP_MAXSPRATE: val = sd->sprate; break; case SP_MAXAPRATE: val = sd->aprate; break; case SP_SPRATE: val = sd->dsprate; break; case SP_SPEED_RATE: val = sd->bonus.speed_rate; break; case SP_SPEED_ADDRATE: val = sd->bonus.speed_add_rate; break; case SP_ASPD_RATE: #ifndef RENEWAL_ASPD val = sd->battle_status.aspd_rate; #else val = sd->battle_status.aspd_rate2; #endif break; case SP_HP_RECOV_RATE: val = sd->hprecov_rate; break; case SP_SP_RECOV_RATE: val = sd->sprecov_rate; break; case SP_CRITICAL_DEF: val = sd->bonus.critical_def; break; case SP_NEAR_ATK_DEF: val = sd->bonus.near_attack_def_rate; break; case SP_LONG_ATK_DEF: val = sd->bonus.long_attack_def_rate; break; case SP_DOUBLE_RATE: val = sd->bonus.double_rate; break; case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break; case SP_MATK_RATE: val = sd->matk_rate; break; case SP_ATK_RATE: val = sd->bonus.atk_rate; break; case SP_MAGIC_ATK_DEF: val = sd->bonus.magic_def_rate; break; case SP_MISC_ATK_DEF: val = sd->bonus.misc_def_rate; break; case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break; case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break; case SP_CRITICAL_RATE: val = sd->critical_rate; break; case SP_HIT_RATE: val = sd->hit_rate; break; case SP_FLEE_RATE: val = sd->flee_rate; break; case SP_FLEE2_RATE: val = sd->flee2_rate; break; case SP_DEF_RATE: val = sd->def_rate; break; case SP_DEF2_RATE: val = sd->def2_rate; break; case SP_MDEF_RATE: val = sd->mdef_rate; break; case SP_MDEF2_RATE: val = sd->mdef2_rate; break; case SP_PATK_RATE: val = sd->patk_rate; break; case SP_SMATK_RATE: val = sd->smatk_rate; break; case SP_RES_RATE: val = sd->res_rate; break; case SP_MRES_RATE: val = sd->mres_rate; break; case SP_HPLUS_RATE: val = sd->hplus_rate; break; case SP_CRATE_RATE: val = sd->crate_rate; break; case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break; case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break; case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break; case SP_NO_SIZEFIX: val = sd->special_state.no_sizefix?1:0; break; case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break; case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break; case SP_NO_MISC_DAMAGE: val = sd->special_state.no_misc_damage; break; case SP_NO_GEMSTONE: val = sd->special_state.no_gemstone?1:0; break; case SP_INTRAVISION: val = sd->special_state.intravision?1:0; break; case SP_NO_KNOCKBACK: val = sd->special_state.no_knockback?1:0; break; case SP_NO_MADO_FUEL: val = sd->special_state.no_mado_fuel?1:0; break; case SP_NO_WALK_DELAY: val = sd->special_state.no_walk_delay?1:0; break; case SP_SPLASH_RANGE: val = sd->bonus.splash_range; break; case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break; case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break; case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break; case SP_REDUCE_DAMAGE_RETURN: val = sd->bonus.reduce_damage_return; break; case SP_PERFECT_HIDE: val = sd->special_state.perfect_hiding?1:0; break; case SP_UNBREAKABLE: val = sd->bonus.unbreakable; break; case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break; case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break; case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break; case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break; case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break; case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break; case SP_CLASSCHANGE: val = sd->bonus.classchange; break; case SP_SHORT_ATK_RATE: val = sd->bonus.short_attack_atk_rate; break; case SP_LONG_ATK_RATE: val = sd->bonus.long_attack_atk_rate; break; case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break; case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break; case SP_ADD_STEAL_RATE: val = sd->bonus.add_steal_rate; break; case SP_DELAYRATE: val = sd->bonus.delayrate; break; case SP_CRIT_ATK_RATE: val = sd->bonus.crit_atk_rate; break; case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0; break; case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break; case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break; case SP_SP_GAIN_VALUE: val = sd->bonus.sp_gain_value; break; case SP_HP_GAIN_VALUE: val = sd->bonus.hp_gain_value; break; case SP_LONG_SP_GAIN_VALUE: val = sd->bonus.long_sp_gain_value; break; case SP_LONG_HP_GAIN_VALUE: val = sd->bonus.long_hp_gain_value; break; case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break; case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break; case SP_ADD_HEAL_RATE: val = sd->bonus.add_heal_rate; break; case SP_ADD_HEAL2_RATE: val = sd->bonus.add_heal2_rate; break; case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break; case SP_EMATK: val = sd->bonus.ematk; break; case SP_FIXCASTRATE: val = sd->bonus.fixcastrate; break; case SP_ADD_FIXEDCAST: val = sd->bonus.add_fixcast; break; case SP_ADD_VARIABLECAST: val = sd->bonus.add_varcast; break; case SP_CASTRATE: case SP_VARCASTRATE: #ifdef RENEWAL_CAST val = sd->bonus.varcastrate; break; #else val = sd->castrate; break; #endif case SP_CRIT_DEF_RATE: val = sd->bonus.crit_def_rate; break; case SP_ADD_ITEM_SPHEAL_RATE: val = sd->bonus.itemsphealrate2; break; default: ShowError("pc_readparam: Attempt to read unknown parameter '%lld'.\n", type); return -1; } return val; } /*========================================== * script set pc status registry *------------------------------------------*/ bool pc_setparam(struct map_session_data *sd,int64 type,int64 val_tmp) { nullpo_retr(false,sd); int val = static_cast(val_tmp); switch(type){ case SP_BASELEVEL: if (val > pc_maxbaselv(sd)) //Capping to max val = pc_maxbaselv(sd); if (val > sd->status.base_level) { for( int i = 0; i < (int)( val - sd->status.base_level ); i++ ){ sd->status.status_point += statpoint_db.pc_gets_status_point( sd->status.base_level + i ); sd->status.trait_point += statpoint_db.pc_gets_trait_point( sd->status.base_level + i ); } } sd->status.base_level = val; sd->status.base_exp = 0; // clif_updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom clif_updatestatus(sd, SP_NEXTBASEEXP); clif_updatestatus(sd, SP_STATUSPOINT); clif_updatestatus(sd, SP_TRAITPOINT); clif_updatestatus(sd, SP_BASEEXP); status_calc_pc(sd, SCO_FORCE); if(sd->status.party_id) party_send_levelup(sd); break; case SP_JOBLEVEL: if (val >= sd->status.job_level) { if (val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd); sd->status.skill_point += val - sd->status.job_level; clif_updatestatus(sd, SP_SKILLPOINT); } sd->status.job_level = val; sd->status.job_exp = 0; // clif_updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom clif_updatestatus(sd, SP_NEXTJOBEXP); clif_updatestatus(sd, SP_JOBEXP); status_calc_pc(sd, SCO_FORCE); break; case SP_SKILLPOINT: sd->status.skill_point = val; break; case SP_STATUSPOINT: sd->status.status_point = val; break; case SP_TRAITPOINT: sd->status.trait_point = val; break; case SP_ZENY: if( val < 0 ) return false;// can't set negative zeny log_zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY))); sd->status.zeny = cap_value(val, 0, MAX_ZENY); break; case SP_BASEEXP: val_tmp = cap_value(val_tmp, 0, pc_is_maxbaselv(sd) ? MAX_LEVEL_BASE_EXP : MAX_EXP); if (val_tmp < sd->status.base_exp) // Lost pc_lostexp(sd, sd->status.base_exp - val_tmp, 0); else // Gained pc_gainexp(sd, NULL, val_tmp - sd->status.base_exp, 0, 2); return true; case SP_JOBEXP: val_tmp = cap_value(val_tmp, 0, pc_is_maxjoblv(sd) ? MAX_LEVEL_JOB_EXP : MAX_EXP); if (val_tmp < sd->status.job_exp) // Lost pc_lostexp(sd, 0, sd->status.job_exp - val_tmp); else // Gained pc_gainexp(sd, NULL, 0, val_tmp - sd->status.job_exp, 2); return true; case SP_SEX: sd->status.sex = val ? SEX_MALE : SEX_FEMALE; break; case SP_WEIGHT: sd->weight = val; break; case SP_MAXWEIGHT: sd->max_weight = val; break; case SP_HP: sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp); break; case SP_MAXHP: if (sd->status.base_level < 100) sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp_lv99); else if (sd->status.base_level < 151) sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp_lv150); else sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp); if( sd->battle_status.max_hp < sd->battle_status.hp ) { sd->battle_status.hp = sd->battle_status.max_hp; clif_updatestatus(sd, SP_HP); } break; case SP_SP: sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp); break; case SP_MAXSP: sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp); if( sd->battle_status.max_sp < sd->battle_status.sp ) { sd->battle_status.sp = sd->battle_status.max_sp; clif_updatestatus(sd, SP_SP); } break; case SP_AP: sd->battle_status.ap = cap_value(val, 0, (int)sd->battle_status.max_ap); break; case SP_MAXAP: sd->battle_status.max_ap = cap_value(val, 1, battle_config.max_ap); if (sd->battle_status.max_ap < sd->battle_status.ap) { sd->battle_status.ap = sd->battle_status.max_ap; clif_updatestatus(sd, SP_AP); } break; case SP_STR: sd->status.str = cap_value(val, 1, pc_maxparameter(sd,PARAM_STR)); break; case SP_AGI: sd->status.agi = cap_value(val, 1, pc_maxparameter(sd,PARAM_AGI)); break; case SP_VIT: sd->status.vit = cap_value(val, 1, pc_maxparameter(sd,PARAM_VIT)); break; case SP_INT: sd->status.int_ = cap_value(val, 1, pc_maxparameter(sd,PARAM_INT)); break; case SP_DEX: sd->status.dex = cap_value(val, 1, pc_maxparameter(sd,PARAM_DEX)); break; case SP_LUK: sd->status.luk = cap_value(val, 1, pc_maxparameter(sd,PARAM_LUK)); break; case SP_POW: sd->status.pow = cap_value(val, 0, pc_maxparameter(sd,PARAM_POW)); break; case SP_STA: sd->status.sta = cap_value(val, 0, pc_maxparameter(sd,PARAM_STA)); break; case SP_WIS: sd->status.wis = cap_value(val, 0, pc_maxparameter(sd,PARAM_WIS)); break; case SP_SPL: sd->status.spl = cap_value(val, 0, pc_maxparameter(sd,PARAM_SPL)); break; case SP_CON: sd->status.con = cap_value(val, 0, pc_maxparameter(sd,PARAM_CON)); break; case SP_CRT: sd->status.crt = cap_value(val, 0, pc_maxparameter(sd,PARAM_CRT)); break; case SP_KARMA: sd->status.karma = val; break; case SP_MANNER: sd->status.manner = val; if( val < 0 ) sc_start(NULL, &sd->bl, SC_NOCHAT, 100, 0, 0); else { status_change_end(&sd->bl, SC_NOCHAT, INVALID_TIMER); clif_manner_message(sd, 5); } return true; // status_change_start/status_change_end already sends packets warning the client case SP_FAME: sd->status.fame = val; break; case SP_KILLERRID: sd->killerrid = val; return true; case SP_KILLEDRID: sd->killedrid = val; return true; case SP_KILLEDGID: sd->killedgid = val; return true; case SP_CHARMOVE: sd->status.character_moves = val; return true; case SP_CHARRENAME: sd->status.rename = val; return true; case SP_CHARFONT: sd->status.font = val; clif_font(sd); return true; case SP_BANK_VAULT: if (val < 0) return false; log_zeny(sd, LOG_TYPE_BANK, sd, -(sd->bank_vault - cap_value(val, 0, MAX_BANK_ZENY))); sd->bank_vault = cap_value(val, 0, MAX_BANK_ZENY); pc_setreg2(sd, BANK_VAULT_VAR, sd->bank_vault); return true; case SP_ROULETTE_BRONZE: sd->roulette_point.bronze = val; pc_setreg2(sd, ROULETTE_BRONZE_VAR, sd->roulette_point.bronze); return true; case SP_ROULETTE_SILVER: sd->roulette_point.silver = val; pc_setreg2(sd, ROULETTE_SILVER_VAR, sd->roulette_point.silver); return true; case SP_ROULETTE_GOLD: sd->roulette_point.gold = val; pc_setreg2(sd, ROULETTE_GOLD_VAR, sd->roulette_point.gold); return true; case SP_CASHPOINTS: if (val < 0) return false; if (!sd->state.connect_new) log_cash(sd, LOG_TYPE_SCRIPT, LOG_CASH_TYPE_CASH, -(sd->cashPoints - cap_value(val, 0, MAX_ZENY))); sd->cashPoints = cap_value(val, 0, MAX_ZENY); pc_setaccountreg(sd, add_str(CASHPOINT_VAR), sd->cashPoints); return true; case SP_KAFRAPOINTS: if (val < 0) return false; if (!sd->state.connect_new) log_cash(sd, LOG_TYPE_SCRIPT, LOG_CASH_TYPE_KAFRA, -(sd->kafraPoints - cap_value(val, 0, MAX_ZENY))); sd->kafraPoints = cap_value(val, 0, MAX_ZENY); pc_setaccountreg(sd, add_str(KAFRAPOINT_VAR), sd->kafraPoints); return true; case SP_PCDIECOUNTER: if (val < 0) return false; if (sd->die_counter == val) return true; sd->die_counter = val; if (!sd->state.connect_new && sd->die_counter == 1 && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) status_calc_pc(sd, SCO_NONE); // Lost the bonus. pc_setglobalreg(sd, add_str(PCDIECOUNTER_VAR), sd->die_counter); return true; case SP_COOKMASTERY: if (sd->cook_mastery == val) return true; val = cap_value(val, 0, 1999); sd->cook_mastery = val; pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery); return true; default: ShowError("pc_setparam: Attempted to set unknown parameter '%lld'.\n", type); return false; } clif_updatestatus(sd,static_cast(type)); return true; } /*========================================== * HP/SP/AP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status. *------------------------------------------*/ void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, unsigned int ap, int type) {// Is there going to be a effect for gaining AP soon??? [Rytech] if (type&2) { if (hp || type&4) clif_heal(sd->fd,SP_HP,hp); if (sp) clif_heal(sd->fd,SP_SP,sp); if (ap) clif_heal(sd->fd,SP_AP,ap); } else { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); if (ap) clif_updatestatus(sd,SP_AP); } return; } /** * Heal player HP and/or SP linearly. Calculate any bonus based on active statuses. * @param sd: Player data * @param itemid: Item ID * @param hp: HP to heal * @param sp: SP to heal * @return Amount healed to an object */ int pc_itemheal(struct map_session_data *sd, t_itemid itemid, int hp, int sp) { int bonus, tmp, penalty = 0; if (hp) { bonus = 100 + (sd->battle_status.vit << 1) + pc_checkskill(sd, SM_RECOVERY) * 10 + pc_checkskill(sd, AM_LEARNINGPOTION) * 5; // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG] if (potion_flag == 2) { bonus += bonus * 50 / 100; if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE) bonus += bonus; // Receive an additional +100% effect from ranked potions to HP only } //All item bonuses. bonus += sd->bonus.itemhealrate2; //Item Group bonuses bonus += bonus * pc_get_itemgroup_bonus(sd, itemid, sd->itemgrouphealrate) / 100; //Individual item bonuses. for(const auto &it : sd->itemhealrate) { if (it.id == itemid) { bonus += bonus * it.val / 100; break; } } // Recovery Potion if (sd->sc.data[SC_INCHEALRATE]) bonus += bonus * sd->sc.data[SC_INCHEALRATE]->val1 / 100; // 2014 Halloween Event : Pumpkin Bonus if (sd->sc.data[SC_MTF_PUMPKIN]) { if (itemid == ITEMID_PUMPKIN) bonus += bonus * sd->sc.data[SC_MTF_PUMPKIN]->val1 / 100; else if (itemid == ITEMID_COOKIE_BAT) bonus += sd->sc.data[SC_MTF_PUMPKIN]->val2; } tmp = hp * bonus / 100; // Overflow check if (bonus != 100 && tmp > hp) hp = tmp; } if (sp) { bonus = 100 + (sd->battle_status.int_ << 1) + pc_checkskill(sd, MG_SRECOVERY) * 10 + pc_checkskill(sd, AM_LEARNINGPOTION) * 5; // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG] if (potion_flag == 2) bonus += bonus * 50 / 100; // All item bonuses. bonus += sd->bonus.itemsphealrate2; // Item Group bonuses bonus += bonus * pc_get_itemgroup_bonus( sd, itemid, sd->itemgroupsphealrate ) / 100; // Individual item bonuses. for( const auto &it : sd->itemsphealrate ){ if( it.id == itemid ){ bonus += bonus * it.val / 100; break; } } tmp = sp * bonus / 100; // Overflow check if (bonus != 100 && tmp > sp) sp = tmp; } if (sd->sc.count) { // Critical Wound and Death Hurt stack if (sd->sc.data[SC_CRITICALWOUND]) penalty += sd->sc.data[SC_CRITICALWOUND]->val2; if (sd->sc.data[SC_DEATHHURT] && sd->sc.data[SC_DEATHHURT]->val3 == 1) penalty += 20; if (sd->sc.data[SC_NORECOVER_STATE]) penalty = 100; if (sd->sc.data[SC_VITALITYACTIVATION]) hp += hp / 2; // 1.5 times if (sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2) { hp += hp / 10; sp += sp / 10; } #ifdef RENEWAL if (sd->sc.data[SC_APPLEIDUN]) hp += sd->sc.data[SC_APPLEIDUN]->val3 / 100; #endif if (penalty > 0) { hp -= hp * penalty / 100; sp -= sp * penalty / 100; } #ifdef RENEWAL if (sd->sc.data[SC_EXTREMITYFIST2]) sp = 0; #endif if (sd->sc.data[SC_BITESCAR]) hp = 0; } return status_heal(&sd->bl, hp, sp, 1); } /*========================================== * HP/SP Recovery * Heal player hp nad/or sp by rate *------------------------------------------*/ int pc_percentheal(struct map_session_data *sd,int hp,int sp) { nullpo_ret(sd); if (hp > 100) hp = 100; else if (hp <-100) hp = -100; if (sp > 100) sp = 100; else if (sp <-100) sp = -100; if(hp >= 0 && sp >= 0) //Heal return status_percent_heal(&sd->bl, hp, sp); if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100% return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100); //Crossed signs if(hp) { if(hp > 0) status_percent_heal(&sd->bl, hp, 0); else status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100); } if(sp) { if(sp > 0) status_percent_heal(&sd->bl, 0, sp); else status_percent_damage(NULL, &sd->bl, 0, sp, false); } return 0; } static int jobchange_killclone(struct block_list *bl, va_list ap) { struct mob_data *md; int flag; md = (struct mob_data *)bl; nullpo_ret(md); flag = va_arg(ap, int); if (md->master_id && md->special_state.clone && md->master_id == flag) status_kill(&md->bl); return 1; } /** * Called when player changes job * Rewrote to make it tidider [Celest] * @param sd * @param job JOB ID. See enum e_job * @param upper 1 - JOBL_UPPER; 2 - JOBL_BABY * @return True if success, false if failed **/ bool pc_jobchange(struct map_session_data *sd,int job, char upper) { int i, fame_flag = 0; nullpo_retr(false,sd); if (job < 0) return false; //Normalize job. uint64 b_class = pc_jobid2mapid(job); if (b_class == -1) return false; switch (upper) { case 1: b_class|= JOBL_UPPER; break; case 2: b_class|= JOBL_BABY; break; } //This will automatically adjust bard/dancer classes to the correct gender //That is, if you try to jobchange into dancer, it will turn you to bard. job = pc_mapid2jobid(b_class, sd->status.sex); if (job == -1) return false; if ((unsigned short)b_class == sd->class_) return false; //Nothing to change. // If the job does not exist in the job db, dont allow changing to it if( !job_db.exists( job ) ){ return false; } // changing from 1st to 2nd job if ((b_class&JOBL_2) && !(sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) { sd->change_level_2nd = sd->status.job_level; pc_setglobalreg(sd, add_str(JOBCHANGE2ND_VAR), sd->change_level_2nd); } // changing from 2nd to 3rd job else if((b_class&JOBL_THIRD) && !(sd->class_&JOBL_THIRD)) { sd->change_level_3rd = sd->status.job_level; pc_setglobalreg(sd, add_str(JOBCHANGE3RD_VAR), sd->change_level_3rd); } // changing from 3rd to 4th job else if ((b_class&JOBL_FOURTH) && !(sd->class_&JOBL_FOURTH)) { sd->change_level_4th = sd->status.job_level; pc_setglobalreg(sd, add_str(JOBCHANGE4TH_VAR), sd->change_level_4th); } if(sd->cloneskill_idx > 0) { if( sd->status.skill[sd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) { sd->status.skill[sd->cloneskill_idx].id = 0; sd->status.skill[sd->cloneskill_idx].lv = 0; sd->status.skill[sd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT; clif_deleteskill(sd, static_cast(pc_readglobalreg(sd, add_str(SKILL_VAR_PLAGIARISM)))); } sd->cloneskill_idx = 0; pc_setglobalreg(sd, add_str(SKILL_VAR_PLAGIARISM), 0); pc_setglobalreg(sd, add_str(SKILL_VAR_PLAGIARISM_LV), 0); } if(sd->reproduceskill_idx > 0) { if( sd->status.skill[sd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) { sd->status.skill[sd->reproduceskill_idx].id = 0; sd->status.skill[sd->reproduceskill_idx].lv = 0; sd->status.skill[sd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT; clif_deleteskill(sd, static_cast(pc_readglobalreg(sd, add_str(SKILL_VAR_REPRODUCE)))); } sd->reproduceskill_idx = 0; pc_setglobalreg(sd, add_str(SKILL_VAR_REPRODUCE), 0); pc_setglobalreg(sd, add_str(SKILL_VAR_REPRODUCE_LV), 0); } if ( (b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK) ) { //Things to remove when changing class tree. status_db.changeSkillTree(sd); } if( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) { /* going off star glad lineage, reset feel and hate to not store no-longer-used vars in the database */ pc_resetfeel(sd); pc_resethate(sd); } // Reset body style to 0 before changing job to avoid // errors since not every job has a alternate outfit. sd->status.body = 0; clif_changelook(&sd->bl,LOOK_BODY2,0); sd->status.class_ = job; fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK); uint64 previous_class = sd->class_; sd->class_ = (unsigned short)b_class; sd->status.job_level=1; sd->status.job_exp=0; if (sd->status.base_level > pc_maxbaselv(sd)) { sd->status.base_level = pc_maxbaselv(sd); sd->status.base_exp=0; pc_resetstate(sd); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_TRAITPOINT); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_NEXTBASEEXP); } // Give or reduce transcendent status points if( (b_class&JOBL_UPPER) && !(previous_class&JOBL_UPPER) ){ // Change from a non t class to a t class -> give points sd->status.status_point += battle_config.transcendent_status_points; clif_updatestatus(sd,SP_STATUSPOINT); }else if( !(b_class&JOBL_UPPER) && (previous_class&JOBL_UPPER) ){ // Change from a t class to a non t class -> remove points if( sd->status.status_point < battle_config.transcendent_status_points ){ // The player already used his bonus points, so we have to reset his status points pc_resetstate(sd); }else{ sd->status.status_point -= battle_config.transcendent_status_points; clif_updatestatus(sd,SP_STATUSPOINT); } } // Give or reduce trait status points if ((b_class & JOBL_FOURTH) && !(previous_class & JOBL_FOURTH)) {// Change to a 4th job. sd->status.trait_point += battle_config.trait_points_job_change; clif_updatestatus(sd, SP_TRAITPOINT); clif_updatestatus(sd, SP_UPOW); clif_updatestatus(sd, SP_USTA); clif_updatestatus(sd, SP_UWIS); clif_updatestatus(sd, SP_USPL); clif_updatestatus(sd, SP_UCON); clif_updatestatus(sd, SP_UCRT); } else if (!(b_class & JOBL_FOURTH) && (previous_class & JOBL_FOURTH)) {// Change to a non 4th job. if (sd->status.trait_point < battle_config.trait_points_job_change) { // Player may have already used the trait status points. Force a reset. pc_resetstate(sd); } else { sd->status.trait_point = 0; clif_updatestatus(sd, SP_TRAITPOINT); clif_updatestatus(sd, SP_UPOW); clif_updatestatus(sd, SP_USTA); clif_updatestatus(sd, SP_UWIS); clif_updatestatus(sd, SP_USPL); clif_updatestatus(sd, SP_UCON); clif_updatestatus(sd, SP_UCRT); } } clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); for(i=0;iequip_index[i] >= 0) if(pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); // unequip invalid item for class } //Change look, if disguised, you need to undisguise //to correctly calculate new job sprite without if (sd->disguise) pc_disguise(sd, 0); status_set_viewdata(&sd->bl, job); clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris] #if PACKETVER >= 20151001 clif_changelook(&sd->bl, LOOK_HAIR, sd->vd.hair_style); // Update player's head (only matters when switching to or from Doram) #endif if(sd->vd.cloth_color) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); /* if(sd->vd.body_style) clif_changelook(&sd->bl,LOOK_BODY2,sd->vd.body_style); */ //Update skill tree. pc_calc_skilltree(sd); clif_skillinfoblock(sd); if (sd->ed) elemental_delete(sd->ed); if (sd->state.vending) vending_closevending(sd); if (sd->state.buyingstore) buyingstore_close(sd); map_foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id); //Remove peco/cart/falcon i = sd->sc.option; if( i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING) ) i&=~OPTION_RIDING; if( i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON) ) i&=~OPTION_FALCON; if( i&OPTION_DRAGON && !pc_checkskill(sd,RK_DRAGONTRAINING) ) i&=~OPTION_DRAGON; if( i&OPTION_WUGRIDER && !pc_checkskill(sd,RA_WUGMASTERY) ) i&=~OPTION_WUGRIDER; if( i&OPTION_WUG && !pc_checkskill(sd,RA_WUGMASTERY) ) i&=~OPTION_WUG; if( i&OPTION_MADOGEAR ) //You do not need a skill for this. i&=~OPTION_MADOGEAR; #ifndef NEW_CARTS if( i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART) ) i&=~OPTION_CART; #else if( sd->sc.data[SC_PUSH_CART] && !pc_checkskill(sd, MC_PUSHCART) ) pc_setcart(sd, 0); #endif if(i != sd->sc.option) pc_setoption(sd, i); if(hom_is_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN)) hom_vaporize(sd, HOM_ST_ACTIVE); if (sd->sc.data[SC_SPRITEMABLE] && !pc_checkskill(sd, SU_SPRITEMABLE)) status_change_end(&sd->bl, SC_SPRITEMABLE, INVALID_TIMER); if (sd->sc.data[SC_SOULATTACK] && !pc_checkskill(sd, SU_SOULATTACK)) status_change_end(&sd->bl, SC_SOULATTACK, INVALID_TIMER); if( sd->sc.data[SC_SPIRIT] ){ status_change_end( &sd->bl, SC_SPIRIT, INVALID_TIMER ); } if(sd->status.manner < 0) clif_changestatus(sd,SP_MANNER,sd->status.manner); status_calc_pc(sd,SCO_FORCE); pc_checkallowskill(sd); pc_equiplookall(sd); pc_show_questinfo(sd); achievement_update_objective(sd, AG_JOB_CHANGE, 2, sd->status.base_level, job); if( sd->status.party_id ){ struct party_data* p; if( ( p = party_search( sd->status.party_id ) ) != NULL ){ ARR_FIND(0, MAX_PARTY, i, p->party.member[i].char_id == sd->status.char_id); if( i < MAX_PARTY ){ p->party.member[i].class_ = sd->status.class_; clif_party_job_and_level(sd); } } } chrif_save(sd, CSAVE_NORMAL); //if you were previously famous, not anymore. if (fame_flag) chrif_buildfamelist(); else if (sd->status.fame > 0) { //It may be that now they are famous? switch (sd->class_&MAPID_UPPERMASK) { case MAPID_BLACKSMITH: case MAPID_ALCHEMIST: case MAPID_TAEKWON: chrif_buildfamelist(); break; } } return true; } /*========================================== * Tell client player sd has change equipement *------------------------------------------*/ void pc_equiplookall(struct map_session_data *sd) { nullpo_retv(sd); clif_changelook(&sd->bl,LOOK_WEAPON,0); clif_changelook(&sd->bl,LOOK_SHOES,0); clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); clif_changelook(&sd->bl,LOOK_ROBE, sd->status.robe); } /*========================================== * Tell client player sd has change look (hair,equip...) *------------------------------------------*/ void pc_changelook(struct map_session_data *sd,int type,int val) { nullpo_retv(sd); switch(type) { case LOOK_HAIR: //Use the battle_config limits! [Skotlex] val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE); if (sd->status.hair != val) { sd->status.hair = val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id, sd->status.account_id, sd->status.char_id, GMI_HAIR, &sd->status.hair, sizeof(sd->status.hair)); } break; case LOOK_WEAPON: sd->status.weapon = val; break; case LOOK_HEAD_BOTTOM: sd->status.head_bottom = val; sd->setlook_head_bottom = val; break; case LOOK_HEAD_TOP: sd->status.head_top = val; sd->setlook_head_top = val; break; case LOOK_HEAD_MID: sd->status.head_mid = val; sd->setlook_head_mid = val; break; case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex] val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR); if (sd->status.hair_color != val) { sd->status.hair_color = val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id, sd->status.account_id, sd->status.char_id, GMI_HAIR_COLOR, &sd->status.hair_color, sizeof(sd->status.hair_color)); } break; case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex] val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR); sd->status.clothes_color = val; break; case LOOK_SHIELD: sd->status.shield = val; break; case LOOK_SHOES: break; case LOOK_ROBE: sd->status.robe = val; sd->setlook_robe = val; break; case LOOK_BODY2: val = cap_value(val, MIN_BODY_STYLE, MAX_BODY_STYLE); sd->status.body = val; break; } clif_changelook(&sd->bl, type, val); } /*========================================== * Give an option (type) to player (sd) and display it to client *------------------------------------------*/ void pc_setoption(struct map_session_data *sd,int type, int subtype) { int p_type, new_look=0; nullpo_retv(sd); p_type = sd->sc.option; //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex] sd->sc.option=type; clif_changeoption(&sd->bl); if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) ) { // Mounting clif_status_load(&sd->bl,EFST_RIDING,1); status_calc_pc(sd,SCO_NONE); } else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) ) { // Dismount clif_status_load(&sd->bl,EFST_RIDING,0); status_calc_pc(sd,SCO_NONE); } #ifndef NEW_CARTS if( type&OPTION_CART && !( p_type&OPTION_CART ) ) { //Cart On clif_cartlist(sd); clif_updatestatus(sd, SP_CARTINFO); if(pc_checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,SCO_NONE); //Apply speed penalty. } else if( !( type&OPTION_CART ) && p_type&OPTION_CART ){ //Cart Off clif_clearcart(sd->fd); if(pc_checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,SCO_NONE); //Remove speed penalty. } #endif if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON clif_status_load(&sd->bl,EFST_FALCON,1); else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF clif_status_load(&sd->bl,EFST_FALCON,0); if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting clif_status_load(&sd->bl,EFST_WUGRIDER,1); status_calc_pc(sd,SCO_NONE); } else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount clif_status_load(&sd->bl,EFST_WUGRIDER,0); status_calc_pc(sd,SCO_NONE); } if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) { sc_start(&sd->bl, &sd->bl, SC_MADOGEAR, 100, subtype, INFINITE_TICK); } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) { status_change_end(&sd->bl, SC_MADOGEAR, INVALID_TIMER); } if (type&OPTION_FLYING && !(p_type&OPTION_FLYING)) new_look = JOB_STAR_GLADIATOR2; else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING) new_look = -1; if (sd->disguise || !new_look) return; //Disguises break sprite changes if (new_look < 0) { //Restore normal look. status_set_viewdata(&sd->bl, sd->status.class_); new_look = sd->vd.class_; } pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks. clif_changelook(&sd->bl,LOOK_BASE,new_look); if (sd->vd.cloth_color) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); if( sd->vd.body_style ) clif_changelook(&sd->bl,LOOK_BODY2,sd->vd.body_style); clif_skillinfoblock(sd); // Skill list needs to be updated after base change. } /** * Give player a cart * @param sd Player * @param type 0:Remove cart, 1 ~ MAX_CARTS: Cart type **/ bool pc_setcart(struct map_session_data *sd,int type) { #ifndef NEW_CARTS int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5}; int option; #endif nullpo_retr(false,sd); if( type < 0 || type > MAX_CARTS ) return false;// Never trust the values sent by the client! [Skotlex] if( pc_checkskill(sd,MC_PUSHCART) <= 0 && type != 0 ) return false;// Push cart is required #ifdef NEW_CARTS switch( type ) { case 0: if( !sd->sc.data[SC_PUSH_CART] ) return 0; status_change_end(&sd->bl,SC_PUSH_CART,INVALID_TIMER); clif_clearcart(sd->fd); break; default:/* everything else is an allowed ID so we can move on */ if( !sd->sc.data[SC_PUSH_CART] ) { /* first time, so fill cart data */ clif_cartlist(sd); status_calc_cart_weight(sd, (e_status_calc_weight_opt)(CALCWT_ITEM|CALCWT_MAXBONUS|CALCWT_CARTSTATE)); } clif_updatestatus(sd, SP_CARTINFO); sc_start(&sd->bl, &sd->bl, SC_PUSH_CART, 100, type, 0); break; } if(pc_checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,SCO_NONE); //Recalc speed penalty. #else // Update option option = sd->sc.option; option &= ~OPTION_CART;// clear cart bits option |= cart[type]; // set cart pc_setoption(sd, option); #endif return true; } /*========================================== * Give player a falcon *------------------------------------------*/ void pc_setfalcon(struct map_session_data* sd, int flag) { if( flag ){ if( pc_checkskill(sd,HT_FALCON)>0 ) // add falcon if he have the skill pc_setoption(sd,sd->sc.option|OPTION_FALCON); } else if( pc_isfalcon(sd) ){ pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon } } /*========================================== * Set player riding *------------------------------------------*/ void pc_setriding(struct map_session_data* sd, int flag) { if( sd->sc.data[SC_ALL_RIDING] ) return; if( flag ){ if( pc_checkskill(sd,KN_RIDING) > 0 ) // add peco pc_setoption(sd, sd->sc.option|OPTION_RIDING); } else if( pc_isriding(sd) ){ pc_setoption(sd, sd->sc.option&~OPTION_RIDING); } } /** * Give player a mado * @param sd: Player * @param flag: Enable or disable mado * @param type: See pc.hpp::e_mado_type (Default is MADO_ROBOT) */ void pc_setmadogear(struct map_session_data *sd, bool flag, e_mado_type type) { if ((sd->class_ & MAPID_THIRDMASK) != MAPID_MECHANIC) return; if (flag) { if (pc_checkskill(sd, NC_MADOLICENCE) > 0) pc_setoption(sd, sd->sc.option | OPTION_MADOGEAR, type); } else if (pc_ismadogear(sd)) { pc_setoption(sd, sd->sc.option & ~OPTION_MADOGEAR); } } /*========================================== * Check if player can drop an item *------------------------------------------*/ bool pc_candrop(struct map_session_data *sd, struct item *item) { if( item && ((item->expire_time || (item->bound && !pc_can_give_bounded_items(sd))) || (itemdb_ishatched_egg(item))) ) return false; if( !pc_can_give_items(sd) || sd->sc.cant.drop) //check if this GM level can drop items return false; return (itemdb_isdropable(item, pc_get_group_level(sd))); } /*========================================== * Read '@type' variables (temporary numeric char reg) *------------------------------------------*/ int64 pc_readreg(struct map_session_data* sd, int64 reg) { return i64db_i64get(sd->regs.vars, reg); } /*========================================== * Set '@type' variables (temporary numeric char reg) *------------------------------------------*/ bool pc_setreg(struct map_session_data* sd, int64 reg, int64 val) { uint32 index = script_getvaridx(reg); nullpo_retr(false, sd); if( val ) { i64db_i64put(sd->regs.vars, reg, val); if( index ) script_array_update(&sd->regs, reg, false); } else { i64db_remove(sd->regs.vars, reg); if( index ) script_array_update(&sd->regs, reg, true); } return true; } /*========================================== * Read '@type$' variables (temporary string char reg) *------------------------------------------*/ char* pc_readregstr(struct map_session_data* sd, int64 reg) { struct script_reg_str *p = NULL; p = (struct script_reg_str *)i64db_get(sd->regs.vars, reg); return p ? p->value : NULL; } /*========================================== * Set '@type$' variables (temporary string char reg) *------------------------------------------*/ bool pc_setregstr(struct map_session_data* sd, int64 reg, const char* str) { struct script_reg_str *p = NULL; unsigned int index = script_getvaridx(reg); DBData prev; nullpo_retr(false, sd); if( str[0] ) { p = ers_alloc(str_reg_ers, struct script_reg_str); p->value = aStrdup(str); p->flag.type = 1; if (sd->regs.vars->put(sd->regs.vars, db_i642key(reg), db_ptr2data(p), &prev)) { p = (struct script_reg_str *)db_data2ptr(&prev); if( p->value ) aFree(p->value); ers_free(str_reg_ers, p); } else { if( index ) script_array_update(&sd->regs, reg, false); } } else { if (sd->regs.vars->remove(sd->regs.vars, db_i642key(reg), &prev)) { p = (struct script_reg_str *)db_data2ptr(&prev); if( p->value ) aFree(p->value); ers_free(str_reg_ers, p); if( index ) script_array_update(&sd->regs, reg, true); } } return true; } /** * Serves the following variable types: * - 'type' (permanent numeric char reg) * - '#type' (permanent numeric account reg) * - '##type' (permanent numeric account reg2) **/ int64 pc_readregistry(struct map_session_data *sd, int64 reg) { struct script_reg_num *p = NULL; if (!sd->vars_ok) { ShowError("pc_readregistry: Trying to read reg %s before it's been loaded!\n", get_str(script_getvarid(reg))); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. //intif->request_registry(sd,type==3?4:type); set_eof(sd->fd); return 0; } p = (struct script_reg_num *)i64db_get(sd->regs.vars, reg); return p ? p->value : 0; } /** * Serves the following variable types: * - 'type$' (permanent str char reg) * - '#type$' (permanent str account reg) * - '##type$' (permanent str account reg2) **/ char* pc_readregistry_str(struct map_session_data *sd, int64 reg) { struct script_reg_str *p = NULL; if (!sd->vars_ok) { ShowError("pc_readregistry_str: Trying to read reg %s before it's been loaded!\n", get_str(script_getvarid(reg))); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. //intif->request_registry(sd,type==3?4:type); set_eof(sd->fd); return NULL; } p = (struct script_reg_str *)i64db_get(sd->regs.vars, reg); return p ? p->value : NULL; } /** * Serves the following variable types: * - 'type' (permanent numeric char reg) * - '#type' (permanent numeric account reg) * - '##type' (permanent numeric account reg2) **/ bool pc_setregistry(struct map_session_data *sd, int64 reg, int64 val) { struct script_reg_num *p = NULL; const char *regname = get_str(script_getvarid(reg)); uint32 index = script_getvaridx(reg); if ( !reg_load && !sd->vars_ok ) { ShowError("pc_setregistry : refusing to set %s until vars are received.\n", regname); return false; } if ((p = (struct script_reg_num *)i64db_get(sd->regs.vars, reg))) { if( val ) { if( !p->value && index ) /* its a entry that was deleted, so we reset array */ script_array_update(&sd->regs, reg, false); p->value = val; } else { p->value = 0; if( index ) script_array_update(&sd->regs, reg, true); } if (!reg_load) p->flag.update = 1;/* either way, it will require either delete or replace */ } else if( val ) { DBData prev; if( index ) script_array_update(&sd->regs, reg, false); p = ers_alloc(num_reg_ers, struct script_reg_num); p->value = val; if (!reg_load) p->flag.update = 1; if (sd->regs.vars->put(sd->regs.vars, db_i642key(reg), db_ptr2data(p), &prev)) { p = (struct script_reg_num *)db_data2ptr(&prev); ers_free(num_reg_ers, p); } } if (!reg_load && p) sd->vars_dirty = true; return true; } /** * Serves the following variable types: * - 'type$' (permanent str char reg) * - '#type$' (permanent str account reg) * - '##type$' (permanent str account reg2) **/ bool pc_setregistry_str(struct map_session_data *sd, int64 reg, const char *val) { struct script_reg_str *p = NULL; const char *regname = get_str(script_getvarid(reg)); unsigned int index = script_getvaridx(reg); size_t vlen = 0; if (!reg_load && !sd->vars_ok) { ShowError("pc_setregistry_str : refusing to set %s until vars are received.\n", regname); return false; } if ( !script_check_RegistryVariableLength(1, val, &vlen ) ) { ShowError("pc_check_RegistryVariableLength: Variable value length is too long (aid: %d, cid: %d): '%s' sz=%zu\n", sd->status.account_id, sd->status.char_id, val, vlen); return false; } if( (p = (struct script_reg_str *)i64db_get(sd->regs.vars, reg) ) ) { if( val[0] ) { if( p->value ) aFree(p->value); else if ( index ) // an entry that was deleted, so we reset script_array_update(&sd->regs, reg, false); p->value = aStrdup(val); } else { if (p->value) aFree(p->value); p->value = NULL; if( index ) script_array_update(&sd->regs, reg, true); } if( !reg_load ) p->flag.update = 1; // either way, it will require either delete or replace } else if( val[0] ) { DBData prev; if( index ) script_array_update(&sd->regs, reg, false); p = ers_alloc(str_reg_ers, struct script_reg_str); p->value = aStrdup(val); if( !reg_load ) p->flag.update = 1; p->flag.type = 1; if( sd->regs.vars->put(sd->regs.vars, db_i642key(reg), db_ptr2data(p), &prev) ) { p = (struct script_reg_str *)db_data2ptr(&prev); if( p->value ) aFree(p->value); ers_free(str_reg_ers, p); } } if( !reg_load && p ) sd->vars_dirty = true; return true; } /** * Set value of player variable * @param sd Player * @param reg Variable name * @param value * @return True if success, false if failed. **/ bool pc_setreg2(struct map_session_data *sd, const char *reg, int64 val) { char prefix = reg[0]; nullpo_retr(false, sd); if (reg[strlen(reg)-1] == '$') { ShowError("pc_setreg2: Invalid variable scope '%s'\n", reg); return false; } val = cap_value(val, INT_MIN, INT_MAX); switch (prefix) { case '.': case '\'': case '$': ShowError("pc_setreg2: Invalid variable scope '%s'\n", reg); return false; case '@': return pc_setreg(sd, add_str(reg), val); case '#': return (reg[1] == '#') ? pc_setaccountreg2(sd, add_str(reg), val) : pc_setaccountreg(sd, add_str(reg), val); default: return pc_setglobalreg(sd, add_str(reg), val); } return false; } /** * Get value of player variable * @param sd Player * @param reg Variable name * @return Variable value or 0 if failed. **/ int64 pc_readreg2(struct map_session_data *sd, const char *reg) { char prefix = reg[0]; nullpo_ret(sd); if (reg[strlen(reg)-1] == '$') { ShowError("pc_readreg2: Invalid variable scope '%s'\n", reg); return 0; } switch (prefix) { case '.': case '\'': case '$': ShowError("pc_readreg2: Invalid variable scope '%s'\n", reg); return 0; case '@': return pc_readreg(sd, add_str(reg)); case '#': return (reg[1] == '#') ? pc_readaccountreg2(sd, add_str(reg)) : pc_readaccountreg(sd, add_str(reg)); default: return pc_readglobalreg(sd, add_str(reg)); } return 0; } /*========================================== * Exec eventtimer for player sd (retrieved from map_session (id)) *------------------------------------------*/ static TIMER_FUNC(pc_eventtimer){ struct map_session_data *sd=map_id2sd(id); char *p = (char *)data; int i; if(sd==NULL) return 0; ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid ); if( i < MAX_EVENTTIMER ) { sd->eventtimer[i] = INVALID_TIMER; sd->eventcount--; npc_event(sd,p,0); } else ShowError("pc_eventtimer: no such event timer\n"); if (p) aFree(p); return 0; } /*========================================== * Add eventtimer for player sd ? *------------------------------------------*/ bool pc_addeventtimer(struct map_session_data *sd,int tick,const char *name) { int i; nullpo_retr(false,sd); ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER ); if( i == MAX_EVENTTIMER ) return false; sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name)); sd->eventcount++; return true; } /*========================================== * Del eventtimer for player sd ? *------------------------------------------*/ bool pc_deleventtimer(struct map_session_data *sd,const char *name) { char* p = NULL; int i; nullpo_retr(false,sd); if (sd->eventcount == 0) return false; // find the named event timer ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] != INVALID_TIMER && (p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL && strcmp(p, name) == 0 ); if( i == MAX_EVENTTIMER ) return false; // not found delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i] = INVALID_TIMER; if(sd->eventcount > 0) sd->eventcount--; aFree(p); return true; } /*========================================== * Update eventtimer count for player sd *------------------------------------------*/ void pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick) { int i; nullpo_retv(sd); for(i=0;ieventtimer[i] != INVALID_TIMER && strcmp( (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){ addt_tickimer(sd->eventtimer[i],tick); break; } } /*========================================== * Remove all eventtimer for player sd *------------------------------------------*/ void pc_cleareventtimer(struct map_session_data *sd) { int i; nullpo_retv(sd); if (sd->eventcount == 0) return; for(i=0;ieventtimer[i] != INVALID_TIMER ){ char *p = (char *)(get_timer(sd->eventtimer[i])->data); delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i] = INVALID_TIMER; if(sd->eventcount > 0) //avoid looping to max val sd->eventcount--; if (p) aFree(p); } } } /** * Called when an item with combo is worn * @param sd: Player data * @param data: Item data * @return Number of succeeded combo(s) */ static int pc_checkcombo(struct map_session_data *sd, item_data *data) { int success = 0; for (const auto &item_combo : data->combos) { bool do_continue = false; // Ensure this isn't a duplicate combo for (const auto player_combo : sd->combos) { if (player_combo->id == item_combo->id) { do_continue = true; break; } } // Combo already equipped if (do_continue) continue; size_t nb_itemCombo = item_combo->nameid.size(); if (nb_itemCombo < 2) // A combo with less then 2 item? continue; struct s_itemchk { int idx; t_itemid nameid, card[MAX_SLOTS]; s_itemchk() : idx(0), nameid(0), card() {}; }; std::vector combo_idx(nb_itemCombo); size_t j; unsigned int pos = 0; for (j = 0; j < nb_itemCombo; j++) { t_itemid id = item_combo->nameid[j]; bool found = false; for (int16 k = 0; k < EQI_MAX; k++) { short index = sd->equip_index[k]; if (index < 0) continue; if (pc_is_same_equip_index((equip_index)k, sd->equip_index, index)) continue; if (!sd->inventory_data[index]) continue; if (itemdb_type(id) != IT_CARD) { if (sd->inventory_data[index]->nameid != id) continue; if (j > 0) { // Check if this item not already used do_continue = false; for (size_t z = 0; z < nb_itemCombo - 1; z++) { if (combo_idx[z].idx == index && combo_idx[z].nameid == id) { // Index already recorded do_continue = true; break; } } if (do_continue) continue; } combo_idx[j].nameid = id; combo_idx[j].idx = index; pos |= sd->inventory.u.items_inventory[index].equip; found = true; break; } else { // Cards and enchants if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0])) continue; for (uint8 z = 0; z < MAX_SLOTS; z++) { do_continue = false; if (sd->inventory.u.items_inventory[index].card[z] != id) continue; if (j > 0) { for (size_t c1 = 0; c1 < nb_itemCombo - 1; c1++) { if (combo_idx[c1].idx == index && combo_idx[c1].nameid == id) { for (uint8 c2 = 0; c2 < MAX_SLOTS; c2++) { if (combo_idx[c1].card[c2] == id) { // Card already recorded (at this same idx) do_continue = true; break; } } } } } if (do_continue) continue; combo_idx[j].nameid = id; combo_idx[j].idx = index; combo_idx[j].card[z] = id; pos |= sd->inventory.u.items_inventory[index].equip; found = true; break; } } } if (!found) break; // Unable to found all the IDs for this combo, return } // Broke out of the count loop without finding all IDs, move to the next combo if (j < nb_itemCombo) continue; // All items in the combo are matching auto entry = std::make_shared(); entry->bonus = item_combo->script; entry->id = item_combo->id; entry->pos = pos; sd->combos.push_back(entry); combo_idx.clear(); success++; } return success; } /** * Called when an item with combo is removed * @param sd: Player data * @param data: Item data * @return Number of removed combo(s) */ static int pc_removecombo(struct map_session_data *sd, item_data *data ) { if (sd->combos.empty()) return 0; // Nothing to do here, player has no combos int retval = 0; for (const auto &item_combo : data->combos) { std::shared_ptr del_combo = nullptr; // Check if this combo exists on this player for (const auto &player_combo : sd->combos) { if (player_combo->id == item_combo->id) { del_combo = player_combo; break; } } // No match, skip this combo if (del_combo == nullptr) continue; util::vector_erase_if_exists(sd->combos, del_combo); retval++; // Check if combo requirements still fit if (pc_checkcombo(sd, data)) continue; // It's empty, clear all the memory if (sd->combos.empty()) { sd->combos.clear(); return retval; // Return at this point as there are no more combos to check } } return retval; } /** * Load combo data(s) of player * @param sd: Player data * @return ret numbers of succeed combo */ int pc_load_combo(struct map_session_data *sd) { int ret = 0; for (int16 i = 0; i < EQI_MAX; i++) { item_data *id; short idx = sd->equip_index[i]; if (idx < 0 || !(id = sd->inventory_data[idx])) continue; if (!id->combos.empty()) ret += pc_checkcombo(sd, id); if (!itemdb_isspecial(sd->inventory.u.items_inventory[idx].card[0])) { item_data *data; for (uint8 j = 0; j < MAX_SLOTS; j++) { if (!sd->inventory.u.items_inventory[idx].card[j]) continue; if ((data = itemdb_exists(sd->inventory.u.items_inventory[idx].card[j])) != nullptr) { if (!data->combos.empty()) ret += pc_checkcombo(sd, data); } } } } return ret; } /*========================================== * Equip item on player sd at req_pos from inventory index n * return: false - fail; true - success *------------------------------------------*/ bool pc_equipitem(struct map_session_data *sd,short n,int req_pos,bool equipswitch) { int i, pos, flag = 0, iflag; struct item_data *id; uint8 res = ITEM_EQUIP_ACK_OK; short* equip_index; nullpo_retr(false,sd); if( n < 0 || n >= MAX_INVENTORY ) { if( equipswitch ){ clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL ); }else{ clif_equipitemack(sd,0,0,ITEM_EQUIP_ACK_FAIL); } return false; } if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 ) { if( equipswitch ){ clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL ); }else{ clif_equipitemack(sd,n,0,ITEM_EQUIP_ACK_FAIL); } return false; } if (!(id = sd->inventory_data[n])) return false; pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots. if(battle_config.battle_log && !equipswitch) ShowInfo("equip %u (%d) %x:%x\n",sd->inventory.u.items_inventory[n].nameid,n,id?id->equip:0,req_pos); if((res = pc_isequip(sd,n))) { if( equipswitch ){ clif_equipswitch_add( sd, n, req_pos, res ); }else{ clif_equipitemack(sd,n,0,res); // fail } return false; } if( equipswitch && id->type == IT_AMMO ){ clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL ); return false; } if (!(pos&req_pos) || sd->inventory.u.items_inventory[n].equip != 0 || sd->inventory.u.items_inventory[n].attribute==1 ) { // [Valaris] if( equipswitch ){ clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL ); }else{ clif_equipitemack(sd,n,0,ITEM_EQUIP_ACK_FAIL); // fail } return false; } if( sd->sc.count && (sd->sc.cant.equip || (sd->sc.data[SC_PYROCLASTIC] && sd->inventory_data[n]->type == IT_WEAPON)) ) { if( equipswitch ){ clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL ); }else{ clif_equipitemack(sd,n,0,ITEM_EQUIP_ACK_FAIL); //Fail } return false; } equip_index = equipswitch ? sd->equip_switch_index : sd->equip_index; if ( !equipswitch && id->flag.bindOnEquip && !sd->inventory.u.items_inventory[n].bound) { sd->inventory.u.items_inventory[n].bound = (char)battle_config.default_bind_on_equip; clif_notify_bindOnEquip(sd,n); } if(pos == EQP_ACC) { //Accessories should only go in one of the two. pos = req_pos&EQP_ACC; if (pos == EQP_ACC) //User specified both slots. pos = equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R; for (i = 0; i < sd->inventory_data[n]->slots; i++) { // Accessories that have cards that force equip location if (!sd->inventory.u.items_inventory[n].card[i]) continue; struct item_data *card_data = itemdb_exists(sd->inventory.u.items_inventory[n].card[i]); if (card_data) { int card_pos = card_data->equip; if (card_pos == EQP_ACC_L || card_pos == EQP_ACC_R) { pos = card_pos; // Use the card's equip position break; } } } } else if(pos == EQP_ARMS && id->equip == EQP_HAND_R) { //Dual wield capable weapon. pos = (req_pos&EQP_ARMS); if (pos == EQP_ARMS) //User specified both slots, pick one for them. pos = equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R; } else if(pos == EQP_SHADOW_ACC) { // Shadow System pos = req_pos&EQP_SHADOW_ACC; if (pos == EQP_SHADOW_ACC) pos = equip_index[EQI_SHADOW_ACC_L] >= 0 ? EQP_SHADOW_ACC_R : EQP_SHADOW_ACC_L; } else if(pos == EQP_SHADOW_ARMS && id->equip == EQP_SHADOW_WEAPON) { pos = (req_pos&EQP_SHADOW_ARMS); if( pos == EQP_SHADOW_ARMS ) pos = (equip_index[EQI_SHADOW_WEAPON] >= 0 ? EQP_SHADOW_SHIELD : EQP_SHADOW_WEAPON); } if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC) { //Update skill-block range database when weapon range changes. [Skotlex] i = equip_index[EQI_HAND_R]; if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped flag = 1; else flag = id->range != sd->inventory_data[i]->range; } if( equipswitch ){ for( i = 0; i < EQI_MAX; i++ ){ if( pos&equip_bitmask[i] ){ // If there was already an item assigned to this slot if( sd->equip_switch_index[i] >= 0 ){ pc_equipswitch_remove( sd, sd->equip_switch_index[i] ); } // Assign the new index to it sd->equip_switch_index[i] = n; } } sd->inventory.u.items_inventory[n].equipSwitch = pos; clif_equipswitch_add( sd, n, pos, ITEM_EQUIP_ACK_OK ); return true; }else{ for(i=0;iequip_index[i] >= 0) //Slot taken, remove item from there. pc_unequipitem(sd,sd->equip_index[i],2 | 4); sd->equip_index[i] = n; } } pc_equipswitch_remove(sd, n); if(pos==EQP_AMMO) { clif_arrowequip(sd,n); clif_arrow_fail(sd,3); } else clif_equipitemack(sd,n,pos,ITEM_EQUIP_ACK_OK); sd->inventory.u.items_inventory[n].equip = pos; } if(pos & EQP_HAND_R) { if(id) sd->weapontype1 = id->subtype; else sd->weapontype1 = W_FIST; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } if(pos & EQP_HAND_L) { if(id) { if(id->type == IT_WEAPON) { sd->status.shield = W_FIST; sd->weapontype2 = id->subtype; } else if(id->type == IT_ARMOR) { sd->status.shield = id->look; sd->weapontype2 = W_FIST; } } else sd->status.shield = sd->weapontype2 = W_FIST; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(pos & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); if (battle_config.ammo_unequip && (pos&EQP_ARMS) && id->type == IT_WEAPON) { short idx = sd->equip_index[EQI_AMMO]; if (idx >= 0) { switch (sd->inventory_data[idx]->subtype) { case AMMO_ARROW: if (id->subtype != W_BOW && id->subtype != W_MUSICAL && id->subtype != W_WHIP) pc_unequipitem(sd, idx, 2 | 4); break; case AMMO_BULLET: case AMMO_SHELL: if (id->subtype != W_REVOLVER && id->subtype != W_RIFLE && id->subtype != W_GATLING && id->subtype != W_SHOTGUN #ifdef RENEWAL && id->subtype != W_GRENADE #endif ) pc_unequipitem(sd, idx, 2 | 4); break; #ifndef RENEWAL case AMMO_GRENADE: if (id->subtype != W_GRENADE) pc_unequipitem(sd, idx, 2 | 4); break; #endif } } } pc_set_costume_view(sd); pc_checkallowskill(sd); //Check if status changes should be halted. iflag = sd->npc_item_flag; // Check for combos (MUST be before status_calc_pc) if (!id->combos.empty()) pc_checkcombo(sd, id); if (itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0])) ; // No cards else { for (i = 0; i < MAX_SLOTS; i++) { item_data *data; if (!sd->inventory.u.items_inventory[n].card[i]) continue; if ((data = itemdb_exists(sd->inventory.u.items_inventory[n].card[i])) != nullptr) { if (!data->combos.empty()) pc_checkcombo(sd, data); } } } status_calc_pc(sd,SCO_NONE); if (flag) //Update skill data clif_skillinfoblock(sd); //OnEquip script [Skotlex] if (id) { //only run the script if item isn't restricted if (id->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(id,sd->bl.m))) run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id); if(itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0])) ; //No cards else { for( i = 0; i < MAX_SLOTS; i++ ) { struct item_data *data; if (!sd->inventory.u.items_inventory[n].card[i]) continue; if ( ( data = itemdb_exists(sd->inventory.u.items_inventory[n].card[i]) ) != NULL ) { if (data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id); } } } } sd->npc_item_flag = iflag; return true; } static void pc_deleteautobonus( std::vector>& bonus, int position ){ std::vector>::iterator it = bonus.begin(); while( it != bonus.end() ){ std::shared_ptr b = *it; if( ( b->pos & position ) != b->pos ){ it++; continue; } it = bonus.erase( it ); } } /** * Recalculate player status on unequip * @param sd: Player data * @param n: Item inventory index * @param flag: Whether to recalculate a player's status or not * @return True on success or false on failure */ static void pc_unequipitem_sub(struct map_session_data *sd, int n, int flag) { int i, iflag; bool status_calc = false; pc_deleteautobonus( sd->autobonus, sd->inventory.u.items_inventory[n].equip ); pc_deleteautobonus( sd->autobonus2, sd->inventory.u.items_inventory[n].equip ); pc_deleteautobonus( sd->autobonus3, sd->inventory.u.items_inventory[n].equip ); sd->inventory.u.items_inventory[n].equip = 0; if (!(flag & 4)) pc_checkallowskill(sd); iflag = sd->npc_item_flag; // Check for combos (MUST be before status_calc_pc) if (sd->inventory_data[n]) { if (!sd->inventory_data[n]->combos.empty()) { if (pc_removecombo(sd, sd->inventory_data[n])) status_calc = true; } if (itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0])) ; // No cards else { for (i = 0; i < MAX_SLOTS; i++) { item_data *data; if (!sd->inventory.u.items_inventory[n].card[i]) continue; if ((data = itemdb_exists(sd->inventory.u.items_inventory[n].card[i])) != nullptr) { if (!data->combos.empty()) { if (pc_removecombo(sd, data)) status_calc = true; } } } } } if (flag & 1 || status_calc) { pc_checkallowskill(sd); status_calc_pc(sd, SCO_FORCE); } if (sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race, sd->battle_status.def_ele)) status_change_end(&sd->bl, SC_SIGNUMCRUCIS, INVALID_TIMER); //OnUnEquip script [Skotlex] if (sd->inventory_data[n]) { if (sd->inventory_data[n]->unequip_script) run_script(sd->inventory_data[n]->unequip_script, 0, sd->bl.id, fake_nd->bl.id); if (itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0])) ; //No cards else { for (i = 0; i < MAX_SLOTS; i++) { struct item_data *data; if (!sd->inventory.u.items_inventory[n].card[i]) continue; if ((data = itemdb_exists(sd->inventory.u.items_inventory[n].card[i])) != NULL) { if (data->unequip_script) run_script(data->unequip_script, 0, sd->bl.id, fake_nd->bl.id); } } } } sd->npc_item_flag = iflag; } /** * Called when attempting to unequip an item from a player * @param sd: Player data * @param n: Item inventory index * @param flag: Type of unequip * 0 - only unequip * 1 - calculate status after unequipping * 2 - force unequip * 4 - unequip by switching equipment * @return True on success or false on failure */ bool pc_unequipitem(struct map_session_data *sd, int n, int flag) { int i, pos; nullpo_retr(false,sd); if (n < 0 || n >= MAX_INVENTORY) { clif_unequipitemack(sd,0,0,0); return false; } if (!(pos = sd->inventory.u.items_inventory[n].equip)) { clif_unequipitemack(sd,n,0,0); return false; //Nothing to unequip } // status change that makes player cannot unequip equipment if (!(flag&2) && sd->sc.count &&( sd->sc.cant.unequip || (sd->sc.data[SC_PYROCLASTIC] && sd->inventory_data[n]->type == IT_WEAPON))) // can't switch weapon { clif_unequipitemack(sd,n,0,0); return false; } if (battle_config.battle_log) ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),pos); for(i = 0; i < EQI_MAX; i++) { if (pos & equip_bitmask[i]) sd->equip_index[i] = -1; } if(pos & EQP_HAND_R) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); if( !battle_config.dancing_weaponswitch_fix ) status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing. #ifdef RENEWAL if (battle_config.switch_remove_edp&2) { #else if (battle_config.switch_remove_edp&1) { #endif status_change_end(&sd->bl, SC_EDP, INVALID_TIMER); } } if(pos & EQP_HAND_L) { if (sd->status.shield && battle_getcurrentskill(&sd->bl) == LG_SHIELDSPELL) unit_skillcastcancel(&sd->bl, 0); // Cancel Shield Spell if player swaps shields. sd->status.shield = sd->weapontype2 = W_FIST; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(pos & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); clif_unequipitemack(sd,n,pos,1); pc_set_costume_view(sd); status_change_end(&sd->bl,SC_HEAT_BARREL,INVALID_TIMER); // On weapon change (right and left hand) if ((pos & EQP_ARMS) && sd->inventory_data[n]->type == IT_WEAPON) { if (battle_config.ammo_unequip && !(flag & 4)) { switch (sd->inventory_data[n]->subtype) { case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: { short idx = sd->equip_index[EQI_AMMO]; if (idx >= 0) { sd->equip_index[EQI_AMMO] = -1; clif_unequipitemack(sd, idx, sd->inventory.u.items_inventory[idx].equip, 1); pc_unequipitem_sub(sd, idx, 0); } } break; } } skill_enchant_elemental_end(&sd->bl, SC_NONE); status_change_end(&sd->bl, SC_FEARBREEZE, INVALID_TIMER); status_change_end(&sd->bl, SC_EXEEDBREAK, INVALID_TIMER); #ifdef RENEWAL status_change_end(&sd->bl, SC_MAXOVERTHRUST, INVALID_TIMER); #endif } // On armor change if (pos & EQP_ARMOR) { if (sd->sc.data[SC_HOVERING] && sd->inventory_data[n]->nameid == ITEMID_HOVERING_BOOSTER) status_change_end(&sd->bl, SC_HOVERING, INVALID_TIMER); //status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER); // No longer is removed? Need confirmation status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER); } // On equipment change #ifndef RENEWAL if (!(flag&4)) status_change_end(&sd->bl, SC_CONCENTRATION, INVALID_TIMER); #endif // On ammo change if (sd->inventory_data[n]->type == IT_AMMO && (sd->inventory_data[n]->nameid != ITEMID_SILVER_BULLET || sd->inventory_data[n]->nameid != ITEMID_PURIFICATION_BULLET || sd->inventory_data[n]->nameid != ITEMID_SILVER_BULLET_)) status_change_end(&sd->bl, SC_P_ALTER, INVALID_TIMER); pc_unequipitem_sub(sd, n, flag); return true; } int pc_equipswitch( struct map_session_data* sd, int index ){ // Get the target equip mask int position = sd->inventory.u.items_inventory[index].equipSwitch; // Get the currently equipped item short equippedItem = pc_checkequip( sd, position, true ); // No item equipped at the target if( equippedItem == -1 ){ // Remove it from the equip switch pc_equipswitch_remove( sd, index ); pc_equipitem( sd, index, position ); return position; }else{ std::map unequipped; int unequipped_position = 0; // Unequip all items that interfere for( int i = 0; i < EQI_MAX; i++ ){ int unequip_index = sd->equip_index[i]; if( unequip_index >= 0 && position & equip_bitmask[i] ){ struct item* unequip_item = &sd->inventory.u.items_inventory[unequip_index]; // Store the unequipped index and position mask for later unequipped[unequip_index] = unequip_item->equip; // Keep the position for later unequipped_position |= unequip_item->equip; // Unequip the item pc_unequipitem( sd, unequip_index, 0 ); } } int all_position = position | unequipped_position; // Equip everything that is hit by the mask for( int i = 0; i < EQI_MAX; i++ ){ int exchange_index = sd->equip_switch_index[i]; if( exchange_index >= 0 && all_position & equip_bitmask[i] ){ struct item* exchange_item = &sd->inventory.u.items_inventory[exchange_index]; // Store the target position int exchange_position = exchange_item->equipSwitch; // Remove the item from equip switch pc_equipswitch_remove( sd, exchange_index ); // Equip the item at the destinated position pc_equipitem( sd, exchange_index, exchange_position ); } } // Place all unequipped items into the equip switch window for( std::pair pair : unequipped ){ int unequipped_index = pair.first; int unequipped_position = pair.second; // Rebuild the index cache for( int i = 0; i < EQI_MAX; i++ ){ if( unequipped_position & equip_bitmask[i] ){ sd->equip_switch_index[i] = unequipped_index; } } // Set the correct position mask sd->inventory.u.items_inventory[unequipped_index].equipSwitch = unequipped_position; // Notify the client clif_equipswitch_add( sd, unequipped_index, unequipped_position, ITEM_EQUIP_ACK_OK ); } return all_position; } } void pc_equipswitch_remove( struct map_session_data* sd, int index ){ struct item* item = &sd->inventory.u.items_inventory[index]; if( !item->equipSwitch ){ return; } for( int i = 0; i < EQI_MAX; i++ ){ // If a match is found if( sd->equip_switch_index[i] == index ){ // Remove it from the slot sd->equip_switch_index[i] = -1; } } // Send out one packet for all slots using the current item's mask clif_equipswitch_remove( sd, index, item->equipSwitch, false ); item->equipSwitch = 0; } /*========================================== * Checking if player (sd) has an invalid item * and is unequiped on map load (item_noequip) *------------------------------------------*/ void pc_checkitem(struct map_session_data *sd) { int i, calc_flag = 0; struct item* it; nullpo_retv(sd); if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam) return; pc_check_available_item(sd, ITMCHK_NONE); // Check for invalid(ated) items. for( i = 0; i < MAX_INVENTORY; i++ ) { it = &sd->inventory.u.items_inventory[i]; if( it->nameid == 0 ) continue; if( !it->equip ) continue; if( it->equip&~pc_equippoint(sd,i) ) { pc_unequipitem(sd, i, 2); calc_flag = 1; continue; } if( !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && !battle_config.allow_equip_restricted_item && itemdb_isNoEquip(sd->inventory_data[i], sd->bl.m) ) { pc_unequipitem(sd, i, 2); calc_flag = 1; continue; } } for( i = 0; i < MAX_INVENTORY; i++ ) { it = &sd->inventory.u.items_inventory[i]; if( it->nameid == 0 ) continue; if( !it->equipSwitch ) continue; if( it->equipSwitch&~pc_equippoint(sd,i) || ( !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && !battle_config.allow_equip_restricted_item && itemdb_isNoEquip(sd->inventory_data[i], sd->bl.m) ) ){ for( int j = 0; j < EQI_MAX; j++ ){ if( sd->equip_switch_index[j] == i ){ sd->equip_switch_index[j] = -1; } } sd->inventory.u.items_inventory[i].equipSwitch = 0; continue; } } if( calc_flag && sd->state.active ) { pc_checkallowskill(sd); status_calc_pc(sd,SCO_NONE); } } /*========================================== * Checks for unavailable items and removes them. * @param sd: Player data * @param type Forced check: * 1 - Inventory * 2 - Cart * 4 - Storage *------------------------------------------*/ void pc_check_available_item(struct map_session_data *sd, uint8 type) { int i; t_itemid nameid; char output[256]; nullpo_retv(sd); if (battle_config.item_check&ITMCHK_INVENTORY && type&ITMCHK_INVENTORY) { // Check for invalid(ated) items in inventory. for(i = 0; i < MAX_INVENTORY; i++) { nameid = sd->inventory.u.items_inventory[i].nameid; if (!nameid) continue; if (!itemdb_available(nameid)) { sprintf(output, msg_txt(sd, 709), nameid); // Item %u has been removed from your inventory. clif_displaymessage(sd->fd, output); ShowWarning("Removed invalid/disabled item (ID: %u, amount: %d) from inventory (char_id: %d).\n", nameid, sd->inventory.u.items_inventory[i].amount, sd->status.char_id); pc_delitem(sd, i, sd->inventory.u.items_inventory[i].amount, 4, 0, LOG_TYPE_OTHER); continue; } if (!sd->inventory.u.items_inventory[i].unique_id && !itemdb_isstackable(nameid)) sd->inventory.u.items_inventory[i].unique_id = pc_generate_unique_id(sd); } } if (battle_config.item_check&ITMCHK_CART && type&ITMCHK_CART) { // Check for invalid(ated) items in cart. for(i = 0; i < MAX_CART; i++) { nameid = sd->cart.u.items_cart[i].nameid; if (!nameid) continue; if (!itemdb_available(nameid)) { sprintf(output, msg_txt(sd, 710), nameid); // Item %u has been removed from your cart. clif_displaymessage(sd->fd, output); ShowWarning("Removed invalid/disabled item (ID: %u, amount: %d) from cart (char_id: %d).\n", nameid, sd->cart.u.items_cart[i].amount, sd->status.char_id); pc_cart_delitem(sd, i, sd->cart.u.items_cart[i].amount, 0, LOG_TYPE_OTHER); continue; } if (!sd->cart.u.items_cart[i].unique_id && !itemdb_isstackable(nameid)) sd->cart.u.items_cart[i].unique_id = pc_generate_unique_id(sd); } } if (battle_config.item_check&ITMCHK_STORAGE && type&ITMCHK_STORAGE) { // Check for invalid(ated) items in storage. for(i = 0; i < sd->storage.max_amount; i++) { nameid = sd->storage.u.items_storage[i].nameid; if (!nameid) continue; if (!itemdb_available(nameid)) { sprintf(output, msg_txt(sd, 711), nameid); // Item %u has been removed from your storage. clif_displaymessage(sd->fd, output); ShowWarning("Removed invalid/disabled item (ID: %u, amount: %d) from storage (char_id: %d).\n", nameid, sd->storage.u.items_storage[i].amount, sd->status.char_id); storage_delitem(sd, &sd->storage, i, sd->storage.u.items_storage[i].amount); continue; } if (!sd->storage.u.items_storage[i].unique_id && !itemdb_isstackable(nameid)) sd->storage.u.items_storage[i].unique_id = pc_generate_unique_id(sd); } } } /*========================================== * Update PVP rank for sd1 in cmp to sd2 *------------------------------------------*/ static int pc_calc_pvprank_sub(struct block_list *bl,va_list ap) { struct map_session_data *sd1,*sd2; sd1=(struct map_session_data *)bl; sd2=va_arg(ap,struct map_session_data *); if( pc_isinvisible(sd1) || pc_isinvisible(sd2) ) {// cannot register pvp rank for hidden GMs return 0; } if( sd1->pvp_point > sd2->pvp_point ) sd2->pvp_rank++; return 0; } /*========================================== * Calculate new rank beetween all present players (map_foreachinallarea) * and display result *------------------------------------------*/ int pc_calc_pvprank(struct map_session_data *sd) { int old = sd->pvp_rank; struct map_data *mapdata = map_getmapdata(sd->bl.m); sd->pvp_rank=1; map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=mapdata->users_pvp) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=mapdata->users_pvp,0); return sd->pvp_rank; } /*========================================== * Calculate next sd ranking calculation from config *------------------------------------------*/ TIMER_FUNC(pc_calc_pvprank_timer){ struct map_session_data *sd; sd=map_id2sd(id); if(sd==NULL) return 0; sd->pvp_timer = INVALID_TIMER; if( pc_isinvisible(sd) ) {// do not calculate the pvp rank for a hidden GM return 0; } if( pc_calc_pvprank(sd) > 0 ) sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data); return 0; } /*========================================== * Checking if sd is married * Return: * partner_id = yes * 0 = no *------------------------------------------*/ int pc_ismarried(struct map_session_data *sd) { if(sd == NULL) return -1; if(sd->status.partner_id > 0) return sd->status.partner_id; else return 0; } /*========================================== * Marry player sd to player dstsd * Return: * false = fail * true = success *------------------------------------------*/ bool pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd) { if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY)) return false; sd->status.partner_id = dstsd->status.char_id; dstsd->status.partner_id = sd->status.char_id; achievement_update_objective(sd, AG_MARRY, 1, 1); achievement_update_objective(dstsd, AG_MARRY, 1, 1); return true; } /*========================================== * Divorce sd from its partner * Return: * false = fail * true = success *------------------------------------------*/ bool pc_divorce(struct map_session_data *sd) { struct map_session_data *p_sd; int i; if( sd == NULL || !pc_ismarried(sd) ) return false; if( !sd->status.partner_id ) return false; // Char is not married if( (p_sd = map_charid2sd(sd->status.partner_id)) == NULL ) { // Lets char server do the divorce if( chrif_divorce(sd->status.char_id, sd->status.partner_id) ) return false; // No char server connected return true; } // Both players online, lets do the divorce manually sd->status.partner_id = 0; p_sd->status.partner_id = 0; for( i = 0; i < MAX_INVENTORY; i++ ) { if( sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_M || sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_F ) pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); if( p_sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_M || p_sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_F ) pc_delitem(p_sd, i, 1, 0, 0, LOG_TYPE_OTHER); } clif_divorced(sd, p_sd->status.name); clif_divorced(p_sd, sd->status.name); return true; } /** * Get the partner map_session_data of a player * @param sd : the husband|wife session * @return partner session or NULL */ struct map_session_data *pc_get_partner(struct map_session_data *sd){ if (!sd || !pc_ismarried(sd)) return NULL; return map_charid2sd(sd->status.partner_id); } /** * Get the father map_session_data of a player * @param sd : the baby session * @return father session or NULL */ struct map_session_data *pc_get_father (struct map_session_data *sd){ if (!sd || !(sd->class_&JOBL_BABY) || !sd->status.father) return NULL; return map_charid2sd(sd->status.father); } /** * Get the mother map_session_data of a player * @param sd : the baby session * @return mother session or NULL */ struct map_session_data *pc_get_mother (struct map_session_data *sd){ if (!sd || !(sd->class_&JOBL_BABY) || !sd->status.mother) return NULL; return map_charid2sd(sd->status.mother); } /*========================================== * Get sd children charid. (Need to be married) *------------------------------------------*/ struct map_session_data *pc_get_child (struct map_session_data *sd) { if (!sd || !pc_ismarried(sd) || !sd->status.child) // charid2sd returns NULL if not found return NULL; return map_charid2sd(sd->status.child); } /*========================================== * Set player sd to bleed. (losing hp and/or sp each diff_tick) *------------------------------------------*/ void pc_bleeding (struct map_session_data *sd, t_tick diff_tick) { int hp = 0, sp = 0; if( pc_isdead(sd) ) return; if (sd->hp_loss.value) { sd->hp_loss.tick += diff_tick; while (sd->hp_loss.tick >= sd->hp_loss.rate) { hp += sd->hp_loss.value; sd->hp_loss.tick -= sd->hp_loss.rate; } if(hp >= sd->battle_status.hp) hp = sd->battle_status.hp-1; //Script drains cannot kill you. } if (sd->sp_loss.value) { sd->sp_loss.tick += diff_tick; while (sd->sp_loss.tick >= sd->sp_loss.rate) { sp += sd->sp_loss.value; sd->sp_loss.tick -= sd->sp_loss.rate; } } if (hp > 0 || sp > 0) status_zap(&sd->bl, hp, sp); } //Character regen. Flag is used to know which types of regen can take place. //&1: HP regen //&2: SP regen void pc_regen (struct map_session_data *sd, t_tick diff_tick) { int hp = 0, sp = 0; if (sd->hp_regen.value) { sd->hp_regen.tick += diff_tick; while (sd->hp_regen.tick >= sd->hp_regen.rate) { hp += sd->hp_regen.value; sd->hp_regen.tick -= sd->hp_regen.rate; } } if (sd->sp_regen.value) { sd->sp_regen.tick += diff_tick; while (sd->sp_regen.tick >= sd->sp_regen.rate) { sp += sd->sp_regen.value; sd->sp_regen.tick -= sd->sp_regen.rate; } } if (sd->percent_hp_regen.value) { sd->percent_hp_regen.tick += diff_tick; while (sd->percent_hp_regen.tick >= sd->percent_hp_regen.rate) { hp += sd->status.max_hp * sd->percent_hp_regen.value / 100; sd->percent_hp_regen.tick -= sd->percent_hp_regen.rate; } } if (sd->percent_sp_regen.value) { sd->percent_sp_regen.tick += diff_tick; while (sd->percent_sp_regen.tick >= sd->percent_sp_regen.rate) { sp += sd->status.max_sp * sd->percent_sp_regen.value / 100; sd->percent_sp_regen.tick -= sd->percent_sp_regen.rate; } } if (hp > 0 || sp > 0) status_heal(&sd->bl, hp, sp, 0); } /*========================================== * Memo player sd savepoint. (map,x,y) *------------------------------------------*/ void pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y) { nullpo_retv(sd); sd->status.save_point.map = mapindex; sd->status.save_point.x = x; sd->status.save_point.y = y; } /*========================================== * Save 1 player data at autosave interval *------------------------------------------*/ static TIMER_FUNC(pc_autosave){ int interval; struct s_mapiterator* iter; struct map_session_data* sd; static int last_save_id = 0, save_flag = 0; if(save_flag == 2) //Someone was saved on last call, normal cycle save_flag = 0; else save_flag = 1; //Noone was saved, so save first found char. iter = mapit_getallusers(); for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) { if (!sd->state.pc_loaded) // Player data hasn't fully loaded continue; if(sd->bl.id == last_save_id && save_flag != 1) { save_flag = 1; continue; } if(save_flag != 1) //Not our turn to save yet. continue; //Save char. last_save_id = sd->bl.id; save_flag = 2; if (pc_isvip(sd)) // Check if we're still VIP chrif_req_login_operation(1, sd->status.name, CHRIF_OP_LOGIN_VIP, 0, 1, 0); chrif_save(sd, CSAVE_INVENTORY|CSAVE_CART); break; } mapit_free(iter); interval = autosave_interval/(map_usercount()+1); if(interval < minsave_interval) interval = minsave_interval; add_timer(gettick()+interval,pc_autosave,0,0); return 0; } static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap) { if (sd->state.night != night_flag && map_getmapflag(sd->bl.m, MF_NIGHTENABLED)) { //Night/day state does not match. clif_status_load(&sd->bl, EFST_SKE, night_flag); //New night effect by dynamix [Skotlex] sd->state.night = night_flag; return 1; } return 0; } /*================================================ * timer to do the day [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ TIMER_FUNC(map_day_timer){ char tmp_soutput[1024]; if (data == 0 && battle_config.day_duration <= 0) // if we want a day return 0; if (!night_flag) return 0; //Already day. night_flag = 0; // 0=day, 1=night [Yor] map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,502) : msg_txt(NULL,60)); // The day has arrived! intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, BC_DEFAULT); return 0; } /*================================================ * timer to do the night [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ TIMER_FUNC(map_night_timer){ char tmp_soutput[1024]; if (data == 0 && battle_config.night_duration <= 0) // if we want a night return 0; if (night_flag) return 0; //Already nigth. night_flag = 1; // 0=day, 1=night [Yor] map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,503) : msg_txt(NULL,59)); // The night has fallen... intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, BC_DEFAULT); return 0; } /** * Attempt to stand up a player * @param sd * @param force Ignore the check, ask player to stand up. Used in some cases like pc_damage(), pc_revive(), etc * @return True if success, Fals if failed */ bool pc_setstand(struct map_session_data *sd, bool force){ nullpo_ret(sd); // Cannot stand yet // TODO: Move to SCS_NOSTAND [Cydh] if (!force && (sd->sc.data[SC_SITDOWN_FORCE] || sd->sc.data[SC_BANANA_BOMB_SITDOWN])) return false; status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER); clif_status_load(&sd->bl,EFST_SIT,0); clif_standing(&sd->bl); //Inform area PC is standing //Reset sitting tick. sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0; if( pc_isdead( sd ) ){ sd->state.dead_sit = sd->vd.dead_sit = 0; clif_party_dead( sd ); }else{ sd->state.dead_sit = sd->vd.dead_sit = 0; } return true; } /** * Calculate Overheat value * @param sd: Player data * @param heat: Amount of Heat to adjust **/ void pc_overheat(struct map_session_data *sd, int16 heat) { nullpo_retv(sd); status_change_entry *sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT]; if (sce) { static std::vector limit = { 150, 200, 280, 360, 450 }; uint16 skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)); sce->val1 += heat; sce->val1 = cap_value(sce->val1, 0, 1000); if (sd->sc.data[SC_OVERHEAT]) status_change_end(&sd->bl, SC_OVERHEAT, INVALID_TIMER); if (sce->val1 > limit[skill_lv]) sc_start(&sd->bl, &sd->bl, SC_OVERHEAT, 100, sce->val1, 1000); } else if (heat > 0) sc_start(&sd->bl, &sd->bl, SC_OVERHEAT_LIMITPOINT, 100, heat, 1000); } /** * Check if player is autolooting given itemID. */ bool pc_isautolooting(struct map_session_data *sd, t_itemid nameid) { uint8 i = 0; if (sd->state.autoloottype && sd->state.autoloottype&(1<state.autolooting) return false; if (sd->state.autolooting) ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid); return (i != AUTOLOOTITEM_SIZE); } /** * Checks if player can use @/#command * @param sd Player map session data * @param command Command name without @/# and params * @param type is it atcommand or charcommand */ bool pc_can_use_command(struct map_session_data *sd, const char *command, AtCommandType type) { return pc_group_can_use_command(pc_get_group_id(sd), command, type); } /** * Checks if commands used by a player should be logged * according to their group setting. * @param sd Player map session data */ bool pc_should_log_commands(struct map_session_data *sd) { return pc_group_should_log_commands(pc_get_group_id(sd)); } /** * Spirit Charm expiration timer. * @see TimerFunc */ static TIMER_FUNC(pc_spiritcharm_timer){ struct map_session_data *sd; int i; if ((sd = (struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type != BL_PC) return 1; if (sd->spiritcharm <= 0) { ShowError("pc_spiritcharm_timer: %d spiritcharm's available. (aid=%d cid=%d tid=%d)\n", sd->spiritcharm, sd->status.account_id, sd->status.char_id, tid); sd->spiritcharm = 0; sd->spiritcharm_type = CHARM_TYPE_NONE; return 0; } ARR_FIND(0, sd->spiritcharm, i, sd->spiritcharm_timer[i] == tid); if (i == sd->spiritcharm) { ShowError("pc_spiritcharm_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid); return 0; } sd->spiritcharm--; if (i != sd->spiritcharm) memmove(sd->spiritcharm_timer + i, sd->spiritcharm_timer + i + 1, (sd->spiritcharm - i) * sizeof(int)); sd->spiritcharm_timer[sd->spiritcharm] = INVALID_TIMER; if (sd->spiritcharm <= 0) sd->spiritcharm_type = CHARM_TYPE_NONE; clif_spiritcharm(sd); return 0; } /** * Adds a spirit charm. * @param sd: Target character * @param interval: Duration * @param max: Maximum amount of charms to add * @param type: Charm type (@see spirit_charm_types) */ void pc_addspiritcharm(struct map_session_data *sd, int interval, int max, int type) { int tid, i; nullpo_retv(sd); if (sd->spiritcharm_type != CHARM_TYPE_NONE && type != sd->spiritcharm_type) pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type); if (max > MAX_SPIRITCHARM) max = MAX_SPIRITCHARM; if (sd->spiritcharm < 0) sd->spiritcharm = 0; if (sd->spiritcharm && sd->spiritcharm >= max) { if (sd->spiritcharm_timer[0] != INVALID_TIMER) delete_timer(sd->spiritcharm_timer[0], pc_spiritcharm_timer); sd->spiritcharm--; if (sd->spiritcharm != 0) memmove(sd->spiritcharm_timer + 0, sd->spiritcharm_timer + 1, (sd->spiritcharm) * sizeof(int)); sd->spiritcharm_timer[sd->spiritcharm] = INVALID_TIMER; } tid = add_timer(gettick() + interval, pc_spiritcharm_timer, sd->bl.id, 0); ARR_FIND(0, sd->spiritcharm, i, sd->spiritcharm_timer[i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->spiritcharm_timer[i])->tick) < 0); if (i != sd->spiritcharm) memmove(sd->spiritcharm_timer + i + 1, sd->spiritcharm_timer + i, (sd->spiritcharm - i) * sizeof(int)); sd->spiritcharm_timer[i] = tid; sd->spiritcharm++; sd->spiritcharm_type = type; clif_spiritcharm(sd); } /** * Removes one or more spirit charms. * @param sd: The target character * @param count: Amount of charms to remove * @param type: Type of charm to remove */ void pc_delspiritcharm(struct map_session_data *sd, int count, int type) { int i; nullpo_retv(sd); if (sd->spiritcharm_type != type) return; if (sd->spiritcharm <= 0) { sd->spiritcharm = 0; return; } if (count <= 0) return; if (count > sd->spiritcharm) count = sd->spiritcharm; sd->spiritcharm -= count; if (count > MAX_SPIRITCHARM) count = MAX_SPIRITCHARM; for (i = 0; i < count; i++) { if (sd->spiritcharm_timer[i] != INVALID_TIMER) { delete_timer(sd->spiritcharm_timer[i], pc_spiritcharm_timer); sd->spiritcharm_timer[i] = INVALID_TIMER; } } for (i = count; i < MAX_SPIRITCHARM; i++) { sd->spiritcharm_timer[i - count] = sd->spiritcharm_timer[i]; sd->spiritcharm_timer[i] = INVALID_TIMER; } if (sd->spiritcharm <= 0) sd->spiritcharm_type = CHARM_TYPE_NONE; clif_spiritcharm(sd); } #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) /** * Renewal EXP/Item Drop rate modifier based on level penalty * @param level_diff: Monster and Player level difference * @param mob_class: Monster class * @param mode: Monster mode * @param type: 1 - EXP, 2 - Item Drop * @return Penalty rate */ uint16 pc_level_penalty_mod( struct map_session_data* sd, e_penalty_type type, std::shared_ptr mob, mob_data* md ){ // No player was attached, we don't use any modifier (100 = rates are not touched) if( sd == nullptr ){ return 100; } if ((type == PENALTY_DROP && map_getmapflag(sd->bl.m, MF_NORENEWALDROPPENALTY)) || (type == PENALTY_EXP && map_getmapflag(sd->bl.m, MF_NORENEWALEXPPENALTY))) { return 100; } int monster_level; if( md != nullptr ){ monster_level = md->level; mob = md->db; }else if( mob != nullptr ){ monster_level = mob->lv; }else{ return 100; } if( ( type == PENALTY_DROP || type == PENALTY_MVP_DROP ) && status_has_mode( &mob->status, MD_FIXEDITEMDROP ) ){ return 100; } int level_difference = monster_level - sd->status.base_level; std::shared_ptr penalty = penalty_db.find( type ); if( penalty != nullptr ){ return penalty->rate[ level_difference + MAX_LEVEL - 1 ]; }else{ return 100; } } #endif int pc_split_str(char *str,char **val,int num) { int i; for (i=0; i UINT_MAX) { val[i] = UINT_MAX; if (!warning) { warning = 1; ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX); } } else val[i] = (unsigned int)f; str = strchr(str,sep); if (str) *str++=0; } //Zero up the remaining. for(j=i; j < max; j++) val[j] = 0; return i; } std::shared_ptr SkillTreeDatabase::get_skill_data(int class_, uint16 skill_id) { std::shared_ptr tree = this->find(class_); if (tree != nullptr) return util::umap_find(tree->skills, skill_id); return nullptr; } const std::string SkillTreeDatabase::getDefaultLocation() { return std::string(db_path) + "/skill_tree.yml"; } /** * Reads and parses an entry from the skill_tree. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 SkillTreeDatabase::parseBodyNode(const YAML::Node &node) { std::string job_name; if (!this->asString(node, "Job", job_name)) return 0; int64 constant; std::string job_name_constant = "JOB_" + job_name; if (!script_get_constant(job_name_constant.c_str(), &constant) || !pcdb_checkid(constant)) { this->invalidWarning(node["Job"], "Invalid job %s.\n", job_name.c_str()); return 0; } uint16 job_id = static_cast(constant); std::shared_ptr tree = this->find(job_id); bool exists = tree != nullptr; if (!exists) tree = std::make_shared(); if (this->nodeExists(node, "Inherit")) { const YAML::Node &InheritNode = node["Inherit"]; for (const auto &Inheritit : InheritNode) { std::string inheritname = Inheritit.first.as(); std::string inheritname_constant = "JOB_" + inheritname; if (!script_get_constant(inheritname_constant.c_str(), &constant) || !pcdb_checkid(constant)) { this->invalidWarning(InheritNode[inheritname], "Invalid job %s.\n", inheritname.c_str()); return 0; } bool active; if (!this->asBool(InheritNode, inheritname, active)) return 0; uint16 inherit_job = static_cast(constant); if (!active) { if (exists) util::vector_erase_if_exists(tree->inherit_job, inherit_job); } else { if (!util::vector_exists(tree->inherit_job, inherit_job)) tree->inherit_job.push_back(inherit_job); } } } if (this->nodeExists(node, "Tree")) { for (const auto &it : node["Tree"]) { std::string skill_name; if (!this->asString(it, "Name", skill_name)) return 0; uint16 skill_id = skill_name2id(skill_name.c_str()); if (skill_id == 0) { this->invalidWarning(it["Name"], "Invalid skill name \"%s\".\n", skill_name.c_str()); return 0; } if (!skill_get_index(skill_id)) { this->invalidWarning(it["Name"], "Unable to load skill %s into job %hu's tree.\n", skill_name.c_str(), job_id); return 0; } std::shared_ptr entry; bool skill_exists = tree->skills.count(skill_id) > 0; if (skill_exists) entry = tree->skills[skill_id]; else entry = std::make_shared(); entry->skill_id = skill_id; uint16 max_lv; if (!this->asUInt16(it, "MaxLevel", max_lv)) return 0; if (max_lv > MAX_SKILL_LEVEL) { this->invalidWarning(it["MaxLevel"], "MaxLevel exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL); return 0; } uint16 skill_lv_max = skill_get_max(skill_id); if (max_lv > skill_lv_max) { this->invalidWarning(it["MaxLevel"], "Skill %s's level %hu exceeds the skill's max level %hu. Capping skill level.\n", skill_name.c_str(), max_lv, skill_lv_max); max_lv = skill_lv_max; } // if (max_lv == 0) { // skill lvl 0 removed on loadingFinished (because of inherit) // if (!skill_exists || entry->skill_id.erase(skill_id) == 0) // this->invalidWarning(it["Name"], "Failed to erase %s, the skill doesn't exist in for job %s, skipping.\n", skill_name.c_str(), job_name.c_str()); // continue; // } entry->max_lv = max_lv; if (this->nodeExists(it, "BaseLevel")) { uint32 baselv; if (!this->asUInt32(it, "BaseLevel", baselv)) return 0; uint32 baselv_max = job_db.get_maxBaseLv(job_id); if (baselv > baselv_max) { this->invalidWarning(it["BaseLevel"], "Skill %hu's base level requirement %hu exceeds job %s's max base level %d. Capping skill base level.\n", skill_id, baselv, job_name.c_str(), baselv_max); baselv = baselv_max; } entry->baselv = baselv; } else { if (!skill_exists) entry->baselv = 0; } if (this->nodeExists(it, "JobLevel")) { uint32 joblv; if (!this->asUInt32(it, "JobLevel", joblv)) return 0; uint32 joblv_max = job_db.get_maxJobLv(job_id); if (joblv > joblv_max) { this->invalidWarning(it["JobLevel"], "Skill %hu's job level requirement %hu exceeds job %s's max job level %d. Capping skill job level.\n", skill_id, joblv, job_name.c_str(), joblv_max); joblv = joblv_max; } entry->joblv = joblv; } else { if (!skill_exists) entry->joblv = 0; } if (this->nodeExists(it, "Requires")) { for (const auto &Requiresit : it["Requires"]) { if (!this->nodesExist(Requiresit, { "Name" })) return 0; std::string skill_name_req; if (!this->asString(Requiresit, "Name", skill_name_req)) return 0; uint16 skill_id_req = skill_name2id(skill_name_req.c_str()); if (skill_id_req == 0) { this->invalidWarning(Requiresit["Name"], "Invalid skill name \"%s\".\n", skill_name_req.c_str()); return 0; } uint16 lv_req; if (!this->asUInt16(Requiresit, "Level", lv_req)) return 0; if (lv_req > MAX_SKILL_LEVEL) { this->invalidWarning(Requiresit["Level"], "Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL); return 0; } uint16 lv_req_max = skill_get_max(skill_id_req); if (lv_req > lv_req_max) { this->invalidWarning(it["MaxLevel"], "Required skill %s's level %hu exceeds the skill's max level %hu. Capping skill level.\n", skill_name.c_str(), lv_req, lv_req_max); lv_req = lv_req_max; } if (lv_req == 0) { if (entry->need.erase(skill_id_req) == 0) this->invalidWarning(Requiresit["Name"], "Failed to erase %s, the skill doesn't exist in for job %s, skipping.\n", skill_name_req.c_str(), job_name.c_str()); continue; } entry->need[skill_id_req] = lv_req; } } if (this->nodeExists(it, "Exclude")) { bool exclude; if (!this->asBool(it, "Exclude", exclude)) return 0; entry->exclude_inherit = exclude; } else { if (!skill_exists) entry->exclude_inherit = false; } if (!skill_exists) tree->skills.insert({ skill_id, entry }); } } if (!exists) this->put(job_id, tree); return true; } void SkillTreeDatabase::loadingFinished() { std::unordered_map> job_tree; // get the data from skill_tree_db before populate it for (auto &data : *this) { if (data.second->inherit_job.empty()) continue; std::shared_ptr skill_tree = std::make_shared(); uint32 baselv_max = job_db.get_maxBaseLv(data.first); uint32 joblv_max = job_db.get_maxJobLv(data.first); for (const auto &inherit_job : data.second->inherit_job) { std::shared_ptr tree = this->find(inherit_job); if (tree == nullptr || tree->skills.empty()) continue; for (const auto &it : tree->skills) { if (it.second->exclude_inherit) continue; if (data.second->skills.count(it.first) > 0) // skill already in the skill tree continue; if (skill_tree->skills.count(it.first) > 0) // replaced by the last inheritance skill_tree->skills[it.first] = it.second; else skill_tree->skills.insert({ it.first, it.second }); std::shared_ptr skill = skill_tree->skills[it.first]; if (skill->baselv > baselv_max) { ShowWarning("SkillTreeDatabase: Skill %s (%hu)'s base level requirement %hu exceeds job %s's max base level %d. Capping skill base level.\n", skill_get_name(skill->skill_id), skill->skill_id, skill->baselv, job_name(data.first), baselv_max); skill->baselv = baselv_max; } if (skill->joblv > joblv_max) { ShowWarning("SkillTreeDatabase: Skill %s (%hu)'s job level requirement %hu exceeds job %s's max job level %d. Capping skill job level.\n", skill_get_name(skill->skill_id), skill->skill_id, skill->joblv, job_name(data.first), joblv_max); skill->joblv = joblv_max; } } } if (skill_tree != nullptr && !skill_tree->skills.empty()) job_tree.insert({ data.first, skill_tree }); } if (!job_tree.empty()) { for (auto &data : *this) { if (job_tree.count(data.first) == 0) continue; data.second->skills.insert(job_tree[data.first]->skills.begin(), job_tree[data.first]->skills.end()); } } // remove skills with max_lv = 0 for (const auto &job : *this) { if (job.second->skills.empty()) continue; auto it = job.second->skills.begin(); while( it != job.second->skills.end() ){ if( it->second->max_lv == 0 ){ it = job.second->skills.erase( it ); }else{ it++; } } } } /** * Calculates base hp of player. Reference: http://irowiki.org/wiki/Max_HP * @param level: Base level of player * @param job_id: Job ID @see enum e_job * @return base_hp * @author [Cydh] */ static unsigned int pc_calc_basehp(uint16 level, uint16 job_id) { std::shared_ptr job = job_db.find(job_id); double base_hp = 35 + level * (job->hp_multiplicator / 100.); #ifndef RENEWAL if (level >= 10 && (job_id == JOB_NINJA || job_id == JOB_GUNSLINGER)) base_hp += 90; #endif for (uint16 i = 2; i <= level; i++) base_hp += floor(((job->hp_factor / 100.) * i) + 0.5); //Don't have round() if (job_id == JOB_SUMMONER || job_id == JOB_SPIRIT_HANDLER) base_hp += floor((base_hp / 2) + 0.5); return (unsigned int)base_hp; } /** * Calculates base sp of player. * @param level: Base level of player * @param job_id: Job ID @see enum e_job * @return base_sp * @author [Playtester] */ static unsigned int pc_calc_basesp(uint16 level, uint16 job_id) { std::shared_ptr job = job_db.find(job_id); double base_sp = 10 + floor(level * (job->sp_factor / 100.)); switch (job_id) { case JOB_NINJA: if (level >= 10) base_sp -= 22; else base_sp = 11 + 3*level; break; case JOB_GUNSLINGER: if (level > 10) base_sp -= 18; else base_sp = 9 + 3*level; break; case JOB_SUMMONER: case JOB_SPIRIT_HANDLER: base_sp -= floor(base_sp / 2); break; } return (unsigned int)base_sp; } const std::string JobDatabase::getDefaultLocation() { return std::string(db_path) + "/job_stats.yml"; } /** * Reads and parses an entry from the job_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 JobDatabase::parseBodyNode(const YAML::Node &node) { if (this->nodeExists(node, "Jobs")) { const YAML::Node &jobsNode = node["Jobs"]; for (const auto &jobit : jobsNode) { std::string job_name = jobit.first.as(), job_name_constant = "JOB_" + job_name; int64 job_id; if (!script_get_constant(job_name_constant.c_str(), &job_id)) { this->invalidWarning(node["Job"], "Job %s does not exist.\n", job_name.c_str()); return 0; } std::shared_ptr job = job_db.find(static_cast(job_id)); bool exists = job != nullptr; if (!exists) { job = std::make_shared(); job->job_bonus.resize(MAX_LEVEL); std::fill(job->job_bonus.begin(), job->job_bonus.end(), std::array { 0 }); job->base_hp.resize(MAX_LEVEL); std::fill(job->base_hp.begin(), job->base_hp.end(), 0); job->base_sp.resize(MAX_LEVEL); std::fill(job->base_sp.begin(), job->base_sp.end(), 0); job->base_ap.resize(MAX_LEVEL); std::fill(job->base_ap.begin(), job->base_ap.end(), 0); } if (this->nodeExists(node, "MaxWeight")) { uint32 weight; if (!this->asUInt32(node, "MaxWeight", weight)) return 0; job->max_weight_base = weight; } else { if (!exists) job->max_weight_base = 20000; } if (this->nodeExists(node, "HPFactor")) { uint32 hp; if (!this->asUInt32(node, "HPFactor", hp)) return 0; job->hp_factor = hp; } else { if (!exists) job->hp_factor = 20000; } if (this->nodeExists(node, "HPMultiplicator")) { uint32 hp; if (!this->asUInt32(node, "HPMultiplicator", hp)) return 0; job->hp_multiplicator = hp; } else { if (!exists) job->hp_multiplicator = 500; } if (this->nodeExists(node, "SPFactor")) { uint32 sp; if (!this->asUInt32(node, "SPFactor", sp)) return 0; job->sp_factor = sp; } else { if (!exists) job->sp_factor = 100; } if (this->nodeExists(node, "BaseASPD")) { const YAML::Node &aspdNode = node["BaseASPD"]; uint8 max = MAX_WEAPON_TYPE; #ifdef RENEWAL // Renewal adds an extra column for shields max += 1; #endif if (!exists) { job->aspd_base.resize(max); std::fill(job->aspd_base.begin(), job->aspd_base.end(), 2000); } for (const auto &aspdit : aspdNode) { std::string weapon = aspdit.first.as(), weapon_constant = "W_" + weapon; int64 constant; if (!script_get_constant(weapon_constant.c_str(), &constant)) { this->invalidWarning(aspdNode["BaseASPD"], "Unknown weapon type %s specified for %s, skipping.\n", weapon.c_str(), job_name.c_str()); continue; } if (constant < W_FIST || constant > max) { this->invalidWarning(aspdNode["BaseASPD"], "Invalid weapon type %s specified for %s, skipping.\n", weapon.c_str(), job_name.c_str()); continue; } int16 aspd; if (!this->asInt16(aspdNode, weapon.c_str(), aspd)) return 0; job->aspd_base[static_cast(constant)] = aspd; } } else { if (!exists) { uint8 max = MAX_WEAPON_TYPE; #ifdef RENEWAL // Renewal adds an extra column for shields max += 1; #endif job->aspd_base.resize(max); std::fill(job->aspd_base.begin(), job->aspd_base.end(), 2000); } } if (this->nodeExists(node, "MaxStats")) { const YAML::Node &statNode = node["MaxStats"]; for (const auto &statit : statNode) { std::string stat = statit.first.as(), stat_constant = "PARAM_" + stat; int64 constant; if (!script_get_constant(stat_constant.c_str(), &constant)) { this->invalidWarning(statNode["Bonus"], "Unknown max stat %s specified for %s, skipping.\n", stat.c_str(), job_name.c_str()); continue; } if (constant < PARAM_STR || constant >= PARAM_MAX) { this->invalidWarning(statNode["Bonus"], "Invalid max stat %s specified for %s, skipping.\n", stat.c_str(), job_name.c_str()); continue; } uint16 max; if (!this->asUInt16(statNode, stat.c_str(), max)) return 0; job->max_param[constant] = max; } } if (this->nodeExists(node, "MaxBaseLevel")) { uint16 level; if (!this->asUInt16(node, "MaxBaseLevel", level)) return 0; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(node["MaxBaseLevel"], "MaxBaseLevel must be between 1~MAX_LEVEL for %s, capping to MAX_LEVEL.\n", job_name.c_str()); level = MAX_LEVEL; } job->max_base_level = level; } else { if (!exists) job->max_base_level = MAX_LEVEL; } if (this->nodeExists(node, "BaseExp")) { for (const YAML::Node &bexpNode : node["BaseExp"]) { uint16 level; if (!this->asUInt16(bexpNode, "Level", level)) return 0; if (level > job->max_base_level) continue; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(bexpNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str()); return 0; } if (this->nodeExists(bexpNode, "Exp")) { t_exp exp; if (!this->asUInt64(bexpNode, "Exp", exp)) return 0; job->base_exp[level - 1] = exp; } } } if (this->nodeExists(node, "MaxJobLevel")) { uint16 level; if (!this->asUInt16(node, "MaxJobLevel", level)) return 0; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(node["MaxJobLevel"], "MaxJobLevel must be between 1~MAX_LEVEL for %s, capping to MAX_LEVEL.\n", job_name.c_str()); level = MAX_LEVEL; } job->max_job_level = level; } else { if (!exists) job->max_job_level = MAX_LEVEL; } if (this->nodeExists(node, "JobExp")) { for (const YAML::Node &jexpNode : node["JobExp"]) { uint16 level; if (!this->asUInt16(jexpNode, "Level", level)) return 0; if (level > job->max_job_level) continue; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(jexpNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str()); return 0; } if (this->nodeExists(jexpNode, "Exp")) { t_exp exp; if (!this->asUInt64(jexpNode, "Exp", exp)) return 0; job->job_exp[level - 1] = exp; } } } if (this->nodeExists(node, "BonusStats")) { const YAML::Node &bonusNode = node["BonusStats"]; for (const YAML::Node &levelNode : bonusNode) { uint16 level; if (!this->asUInt16(levelNode, "Level", level)) return 0; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(levelNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str()); return 0; } for (uint8 idx = PARAM_STR; idx < PARAM_MAX; idx++) { if (this->nodeExists(levelNode, parameter_names[idx])) { int16 change; if (!this->asInt16(levelNode, parameter_names[idx], change)) return 0; job->job_bonus[level - 1][idx] = change; } } } } #ifdef HP_SP_TABLES if (this->nodeExists(node, "BaseHp")) { for (const YAML::Node &bhpNode : node["BaseHp"]) { uint16 level; if (!this->asUInt16(bhpNode, "Level", level)) return 0; if (level > job->max_base_level) continue; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(bhpNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str()); return 0; } if (this->nodeExists(bhpNode, "Hp")) { uint32 points; if (!this->asUInt32(bhpNode, "Hp", points)) return 0; job->base_hp[level - 1] = points; } } } if (this->nodeExists(node, "BaseSp")) { for (const YAML::Node &bspNode : node["BaseSp"]) { uint16 level; if (!this->asUInt16(bspNode, "Level", level)) return 0; if (level > job->max_base_level) continue; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(bspNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str()); return 0; } if (this->nodeExists(bspNode, "Sp")) { uint32 points; if (!this->asUInt32(bspNode, "Sp", points)) return 0; job->base_sp[level - 1] = points; } } } if (this->nodeExists(node, "BaseAp")) { for (const YAML::Node &bapNode : node["BaseAp"]) { uint16 level; if (!this->asUInt16(bapNode, "Level", level)) return 0; if (level > job->max_base_level) continue; if (level == 0 || level > MAX_LEVEL) { this->invalidWarning(bapNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str()); return 0; } if (this->nodeExists(bapNode, "Ap")) { uint32 points; if (!this->asUInt32(bapNode, "Ap", points)) return 0; job->base_ap[level - 1] = points; } } } #endif if (!exists) this->put(static_cast(job_id), job); } } return 1; } void JobDatabase::loadingFinished() { // Checking if all class have their data for (auto &jobIt : *this) { uint16 job_id = jobIt.first; if (!pcdb_checkid(job_id)) continue; if (job_id == JOB_WEDDING || job_id == JOB_XMAS || job_id == JOB_SUMMER || job_id == JOB_HANBOK || job_id == JOB_OKTOBERFEST || job_id == JOB_SUMMER2) continue; // Classes that do not need exp tables. std::shared_ptr job = jobIt.second; uint16 maxBaseLv = job->max_base_level, maxJobLv = job->max_job_level; if (!maxBaseLv) ShowWarning("Class %s (%d) does not have a base exp table.\n", job_name(job_id), job_id); if (!maxJobLv) ShowWarning("Class %s (%d) does not have a job exp table.\n", job_name(job_id), job_id); // Init and checking the empty value of Base HP/SP [Cydh] if (job->base_hp.empty()) job->base_hp.resize(maxBaseLv); for (uint16 j = 0; j < maxBaseLv; j++) { if (job->base_hp[j] == 0) job->base_hp[j] = pc_calc_basehp(j + 1, job_id); } if (job->base_sp.empty()) job->base_sp.resize(maxBaseLv); for (uint16 j = 0; j < maxBaseLv; j++) { if (job->base_sp[j] == 0) job->base_sp[j] = pc_calc_basesp(j + 1, job_id); } // Resize to the maximum base level if (job->base_hp.capacity() > maxBaseLv) job->base_hp.erase(job->base_hp.begin() + maxBaseLv, job->base_hp.end()); if (job->base_sp.capacity() > maxBaseLv) job->base_sp.erase(job->base_sp.begin() + maxBaseLv, job->base_sp.end()); if (job->base_ap.capacity() > maxBaseLv) job->base_ap.erase(job->base_ap.begin() + maxBaseLv, job->base_ap.end()); // Resize to the maximum job level if (job->job_bonus.capacity() > maxJobLv) job->job_bonus.erase(job->job_bonus.begin() + maxJobLv, job->job_bonus.end()); for (uint16 parameter = PARAM_STR; parameter < PARAM_MAX; parameter++) { // Store total int16 current = 0; for (uint16 job_level = 0; job_level < maxJobLv; job_level++) { // Add the bonus from this job level current += job->job_bonus[job_level][parameter]; // Set the new total on this job level job->job_bonus[job_level][parameter] = current; } } uint64 class_ = pc_jobid2mapid( job_id ); // Set normal status limits uint16 max = battle_config.max_parameter; do{ // Always check babies first if( class_ & JOBL_BABY ){ if( class_ & JOBL_THIRD ){ max = battle_config.max_baby_third_parameter; break; }else{ max = battle_config.max_baby_parameter; break; } } // Summoner if( ( class_ & MAPID_BASEMASK ) == MAPID_SUMMONER ){ max = battle_config.max_summoner_parameter; break; } // Extended classes if( ( class_ & MAPID_UPPERMASK ) == MAPID_KAGEROUOBORO || ( class_ & MAPID_UPPERMASK ) == MAPID_REBELLION ){ max = battle_config.max_extended_parameter; break; } if( class_ & JOBL_FOURTH ){ max = battle_config.max_fourth_parameter; break; } // 3rd class if( class_ & JOBL_THIRD ){ // Transcendent if( class_ & JOBL_UPPER ){ max = battle_config.max_third_trans_parameter; break; }else{ max = battle_config.max_third_parameter; break; } } // Transcendent if( class_ & JOBL_UPPER ){ max = battle_config.max_trans_parameter; break; } }while( false ); for( uint16 parameter = PARAM_STR; parameter < PARAM_POW; parameter++ ){ // If it is not explicitly set in the database file if( job->max_param[parameter] == 0 ){ job->max_param[parameter] = max; } } // Set trait status limit if( class_ & JOBL_FOURTH ){ max = battle_config.max_trait_parameter; }else{ max = 0; } for( uint16 parameter = PARAM_POW; parameter < PARAM_MAX; parameter++ ){ // If it is not explicitly set in the database file if( job->max_param[parameter] == 0 ){ job->max_param[parameter] = max; } } } } /** * Read job_noenter_map.txt **/ static bool pc_readdb_job_noenter_map(char *str[], int columns, int current) { int class_ = -1; int64 class_tmp; if (ISDIGIT(str[0][0])) { class_ = atoi(str[0]); } else { if (!script_get_constant(str[0], &class_tmp)) { ShowError("pc_readdb_job_noenter_map: Invalid job %s specified.\n", str[0]); return false; } class_ = static_cast(class_tmp); } if (!pcdb_checkid(class_)) { ShowError("pc_readdb_job_noenter_map: Invalid job %d specified.\n", class_); return false; } std::shared_ptr job = job_db.find(class_); if (job == nullptr) { ShowError("pc_readdb_job_noenter_map: Job %d data not initialized.\n", class_); return false; } job->noenter_map.zone = atoi(str[1]); job->noenter_map.group_lv = atoi(str[2]); return true; } const std::string PlayerStatPointDatabase::getDefaultLocation() { return std::string(db_path) + "/statpoint.yml"; } uint64 PlayerStatPointDatabase::parseBodyNode(const YAML::Node &node) { if (!this->nodesExist(node, { "Level", "Points" })) { return 0; } uint16 level; if (!this->asUInt16(node, "Level", level)) return 0; uint32 point; if (!this->asUInt32(node, "Points", point)) return 0; if (level == 0) { this->invalidWarning(node["Level"], "The minimum level is 1.\n"); return 0; } if (level > MAX_LEVEL) { this->invalidWarning(node["Level"], "Level %d exceeds maximum BaseLevel %d, skipping.\n", level, MAX_LEVEL); return 0; } std::shared_ptr entry = this->find( level ); bool exists = entry != nullptr; if( !exists ){ entry = std::make_shared(); entry->level = level; entry->statpoints = point; } if( this->nodeExists( node, "TraitPoints" ) ){ uint32 traitpoints; if( !this->asUInt32( node, "TraitPoints", traitpoints ) ){ return 0; } entry->traitpoints = traitpoints; }else{ if( !exists ){ entry->traitpoints = 0; } } if( !exists ){ this->put( level, entry ); } return 1; } /** * Generate the remaining parts of the db if necessary. */ void PlayerStatPointDatabase::loadingFinished(){ const uint16 trait_start_level = 200; std::shared_ptr level_one = this->find( 1 ); if( level_one == nullptr ){ if( battle_config.use_statpoint_table ){ ShowError( "Missing status points for Level 1\n" ); } level_one = std::make_shared(); level_one->level = 1; level_one->statpoints = start_status_points; level_one->traitpoints = 0; this->put( 1, level_one ); }else if( battle_config.use_statpoint_table ){ if( level_one->statpoints != start_status_points ){ ShowError( "Status points for Level 1 (=%u) do not match inter_athena.conf value (=%u).\n", level_one->statpoints, start_status_points ); level_one->statpoints = start_status_points; } }else{ level_one->statpoints = start_status_points; level_one->traitpoints = 0; } std::shared_ptr last_level = level_one; for( uint16 level = 2; level <= MAX_LEVEL; level++ ){ std::shared_ptr entry = this->find( level ); bool exists = entry != nullptr; if( !exists ){ entry = std::make_shared(); entry->level = level; this->put( level, entry ); } if( !battle_config.use_statpoint_table || !exists ){ if( battle_config.use_statpoint_table ){ ShowError("Missing status points for Level %hu\n", level); } if( level <= trait_start_level ){ entry->statpoints = last_level->statpoints + ( ( level - 1 + 15 ) / 5 ); }else{ entry->statpoints = last_level->statpoints; } } if( !battle_config.use_traitpoint_table || !exists ){ if( battle_config.use_traitpoint_table && level > trait_start_level ){ ShowError( "Missing trait points for Level %hu\n", level ); } if( level > trait_start_level ){ entry->traitpoints = ( level - trait_start_level ) * 3 + ( level - trait_start_level ) / 5 * 4; }else{ entry->traitpoints = 0; } } // Store it for next iteration last_level = entry; } } /*========================================== * pc DB reading. * job_stats.yml - Job values * skill_tree.txt - skill tree for every class * attr_fix.yml - elemental adjustment table *------------------------------------------*/ void pc_readdb(void) { int i, s = 1; const char* dbsubpath[] = { "", "/" DBIMPORT, //add other path here }; //reset job_db.clear(); // job_info table #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) penalty_db.load(); #endif statpoint_db.clear(); job_db.load(); for(i=0; i 0); aFree(dbsubpath1); aFree(dbsubpath2); } // Reset and read skilltree - needs to be read after pc_readdb_job_exp to get max base and job levels skill_tree_db.reload(); statpoint_db.load(); } // Read MOTD on startup. [Valaris] int pc_read_motd(void) { FILE* fp; // clear old MOTD memset(motd_text, 0, sizeof(motd_text)); // read current MOTD if( ( fp = fopen(motd_txt, "r") ) != NULL ) { unsigned int entries = 0; char buf[CHAT_SIZE_MAX]; while( entries < MOTD_LINE_SIZE && fgets(buf, CHAT_SIZE_MAX, fp) ) { unsigned int lines = 0; size_t len; lines++; if( buf[0] == '/' && buf[1] == '/' ) continue; len = strlen(buf); while( len && ( buf[len-1] == '\r' || buf[len-1] == '\n' ) ) // strip trailing EOL characters len--; if( len ) { char * ptr; buf[len] = 0; if( ( ptr = strstr(buf, " :") ) != NULL && ptr-buf >= NAME_LENGTH ) // crashes newer clients ShowWarning("Found sequence '" CL_WHITE " :" CL_RESET "' on line '" CL_WHITE "%u" CL_RESET "' in '" CL_WHITE "%s" CL_RESET "'. This can cause newer clients to crash.\n", lines, motd_txt); } else {// empty line buf[0] = ' '; buf[1] = 0; } safestrncpy(motd_text[entries], buf, CHAT_SIZE_MAX); entries++; } fclose(fp); ShowStatus("Done reading '" CL_WHITE "%u" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, motd_txt); } else ShowWarning("File '" CL_WHITE "%s" CL_RESET "' not found.\n", motd_txt); return 0; } void pc_itemcd_do(struct map_session_data *sd, bool load) { int i,cursor = 0; struct item_cd* cd = NULL; if( load ) { if( !(cd = (struct item_cd*)idb_get(itemcd_db, sd->status.char_id)) ) { // no item cooldown is associated with this character return; } for(i = 0; i < MAX_ITEMDELAYS; i++) { if( cd->nameid[i] && DIFF_TICK(gettick(),cd->tick[i]) < 0 ) { sd->item_delay[cursor].tick = cd->tick[i]; sd->item_delay[cursor].nameid = cd->nameid[i]; cursor++; } } idb_remove(itemcd_db,sd->status.char_id); } else { if( !(cd = (struct item_cd*)idb_get(itemcd_db,sd->status.char_id)) ) { // create a new skill cooldown object for map storage CREATE( cd, struct item_cd, 1 ); idb_put( itemcd_db, sd->status.char_id, cd ); } for(i = 0; i < MAX_ITEMDELAYS; i++) { if( sd->item_delay[i].nameid && DIFF_TICK(gettick(),sd->item_delay[i].tick) < 0 ) { cd->tick[cursor] = sd->item_delay[i].tick; cd->nameid[cursor] = sd->item_delay[i].nameid; cursor++; } } } return; } /** * Add item delay to player's item delay data * @param sd Player * @param id Item data * @param tick Current tick * @param n Item index in inventory * @return 0: No delay, can consume item. * 1: Has delay, cancel consumption. **/ uint8 pc_itemcd_add(struct map_session_data *sd, struct item_data *id, t_tick tick, unsigned short n) { int i; ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == id->nameid ); if( i == MAX_ITEMDELAYS ) /* item not found. try first empty now */ ARR_FIND(0, MAX_ITEMDELAYS, i, !sd->item_delay[i].nameid ); if( i < MAX_ITEMDELAYS ) { if( sd->item_delay[i].nameid ) {// found if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) { t_tick e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000; char e_msg[CHAT_SIZE_MAX]; if( e_tick > 99 ) sprintf(e_msg,msg_txt(sd,379), // Item Failed. [%s] is cooling down. Wait %.1f minutes. itemdb_ename(sd->item_delay[i].nameid), (double)e_tick / 60); else sprintf(e_msg,msg_txt(sd,380), // Item Failed. [%s] is cooling down. Wait %d seconds. itemdb_ename(sd->item_delay[i].nameid), e_tick+1); clif_messagecolor(&sd->bl,color_table[COLOR_YELLOW],e_msg,false,SELF); return 1; // Delay has not expired yet } } else {// not yet used item (all slots are initially empty) sd->item_delay[i].nameid = id->nameid; } if( !(id->nameid == ITEMID_REINS_OF_MOUNT && sd->sc.option&(OPTION_WUGRIDER|OPTION_RIDING|OPTION_DRAGON|OPTION_MADOGEAR)) ) sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay.duration; } else {// should not happen ShowError("pc_itemcd_add: Exceeded item delay array capacity! (nameid=%u, char_id=%d)\n", id->nameid, sd->status.char_id); } //clean up used delays so we can give room for more for(i = 0; i < MAX_ITEMDELAYS; i++) { if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) { sd->item_delay[i].tick = 0; sd->item_delay[i].nameid = 0; } } return 0; } /** * Check if player has delay to reuse item * @param sd Player * @param id Item data * @param tick Current tick * @param n Item index in inventory * @return 0: No delay, can consume item. * 1: Has delay, cancel consumption. **/ uint8 pc_itemcd_check(struct map_session_data *sd, struct item_data *id, t_tick tick, unsigned short n) { struct status_change *sc = NULL; nullpo_retr(0, sd); nullpo_retr(0, id); // Do normal delay assignment if (id->delay.sc <= SC_NONE || id->delay.sc >= SC_MAX || !(sc = &sd->sc)) return pc_itemcd_add(sd, id, tick, n); // Send reply of delay remains if (sc->data[id->delay.sc]) { const struct TimerData *timer = get_timer(sc->data[id->delay.sc]->timer); clif_msg_value(sd, ITEM_REUSE_LIMIT, (int)(timer ? DIFF_TICK(timer->tick, tick) / 1000 : 99)); return 1; } sc_start(&sd->bl, &sd->bl, id->delay.sc, 100, id->nameid, id->delay.duration); return 0; } /** * Clear the dmglog data from player * @param sd * @param md **/ static void pc_clear_log_damage_sub(uint32 char_id, struct mob_data *md) { uint8 i; ARR_FIND(0,DAMAGELOG_SIZE,i,md->dmglog[i].id == char_id); if (i < DAMAGELOG_SIZE) { md->dmglog[i].id = 0; md->dmglog[i].dmg = 0; md->dmglog[i].flag = 0; } } /** * Add log to player's dmglog * @param sd * @param id Monster's GID **/ void pc_damage_log_add(struct map_session_data *sd, int id) { uint8 i = 0; if (!sd || !id) return; //Only store new data, don't need to renew the old one with same id ARR_FIND(0, DAMAGELOG_SIZE_PC, i, sd->dmglog[i] == id); if (i < DAMAGELOG_SIZE_PC) return; for (i = 0; i < DAMAGELOG_SIZE_PC; i++) { if (sd->dmglog[i] == 0) { sd->dmglog[i] = id; return; } } } /** * Clear dmglog data from player * @param sd * @param id Monster's id **/ void pc_damage_log_clear(struct map_session_data *sd, int id) { uint8 i; struct mob_data *md = NULL; if (!sd) return; if (!id) { for (i = 0; i < DAMAGELOG_SIZE_PC; i++) { if( !sd->dmglog[i] ) //skip the empty value continue; if ((md = map_id2md(sd->dmglog[i]))) pc_clear_log_damage_sub(sd->status.char_id,md); sd->dmglog[i] = 0; } } else { if ((md = map_id2md(id))) pc_clear_log_damage_sub(sd->status.char_id,md); ARR_FIND(0,DAMAGELOG_SIZE_PC,i,sd->dmglog[i] == id); // find the id position if (i < DAMAGELOG_SIZE_PC) sd->dmglog[i] = 0; } } /** * Status change data arrived from char-server * @param sd: Player data */ void pc_scdata_received(struct map_session_data *sd) { pc_inventory_rentals(sd); // Needed here to remove rentals that have Status Changes after chrif_load_scdata has finished clif_weight_limit( sd ); if( pc_has_permission( sd, PC_PERM_ATTENDANCE ) && pc_attendance_enabled() && !pc_attendance_rewarded_today( sd ) ){ clif_ui_open( sd, OUT_UI_ATTENDANCE, pc_attendance_counter( sd ) ); } sd->state.pc_loaded = true; if (sd->state.connect_new == 0 && sd->fd) { // Character already loaded map! Gotta trigger LoadEndAck manually. sd->state.connect_new = 1; clif_parse_LoadEndAck(sd->fd, sd); } if (pc_iscarton(sd)) { sd->cart_weight_max = 0; // Force a client refesh status_calc_cart_weight(sd, (e_status_calc_weight_opt)(CALCWT_ITEM|CALCWT_MAXBONUS|CALCWT_CARTSTATE)); } if (sd->sc.data[SC_SOULENERGY]) sd->soulball = sd->sc.data[SC_SOULENERGY]->val1; } /** * Check player account expiration time and rental item expirations * @param sd: Player data */ void pc_check_expiration(struct map_session_data *sd) { #ifndef ENABLE_SC_SAVING pc_inventory_rentals(sd); // Check here if Status Change saving is disabled #endif if (sd->expiration_time != 0) { //Don't display if it's unlimited or unknow value time_t exp_time = sd->expiration_time; char tmpstr[1024]; strftime(tmpstr,sizeof(tmpstr) - 1,msg_txt(sd,501),localtime(&exp_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S." clif_wis_message(sd,wisp_server_name,tmpstr,strlen(tmpstr) + 1,0); pc_expire_check(sd); } } TIMER_FUNC(pc_expiration_timer){ struct map_session_data *sd = map_id2sd(id); if( !sd ) return 0; sd->expiration_tid = INVALID_TIMER; if( sd->fd ) clif_authfail_fd(sd->fd,10); map_quit(sd); return 0; } TIMER_FUNC(pc_autotrade_timer){ struct map_session_data *sd = map_id2sd(id); if (!sd) return 0; sd->autotrade_tid = INVALID_TIMER; if (sd->state.autotrade&2) vending_reopen(sd); if (sd->state.autotrade&4) buyingstore_reopen(sd); if (!sd->vender_id && !sd->buyer_id) { sd->state.autotrade = 0; map_quit(sd); } return 0; } /* this timer exists only when a character with a expire timer > 24h is online */ /* it loops thru online players once an hour to check whether a new < 24h is available */ TIMER_FUNC(pc_global_expiration_timer){ struct s_mapiterator* iter; struct map_session_data* sd; iter = mapit_getallusers(); for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) if( sd->expiration_time ) pc_expire_check(sd); mapit_free(iter); return 0; } void pc_expire_check(struct map_session_data *sd) { /* ongoing timer */ if( sd->expiration_tid != INVALID_TIMER ) return; /* not within the next 24h, enable the global check */ if( sd->expiration_time > (time(NULL) + ((60 * 60) * 24)) ) { /* global check not running, enable */ if( pc_expiration_tid == INVALID_TIMER ) /* Starts in 1h, repeats every hour */ pc_expiration_tid = add_timer_interval(gettick() + ((1000 * 60) * 60), pc_global_expiration_timer, 0, 0, ((1000 * 60) * 60)); return; } sd->expiration_tid = add_timer(gettick() + (unsigned int)(sd->expiration_time - time(NULL)) * 1000, pc_expiration_timer, sd->bl.id, 0); } /** * Deposit some money to bank * @param sd * @param money Amount of money to deposit **/ enum e_BANKING_DEPOSIT_ACK pc_bank_deposit(struct map_session_data *sd, int money) { unsigned int limit_check = money + sd->bank_vault; if( money <= 0 || limit_check > MAX_BANK_ZENY ) { return BDA_OVERFLOW; } else if ( money > sd->status.zeny ) { return BDA_NO_MONEY; } if( pc_payzeny(sd,money, LOG_TYPE_BANK, NULL) ) return BDA_NO_MONEY; sd->bank_vault += money; pc_setreg2(sd, BANK_VAULT_VAR, sd->bank_vault); if( save_settings&CHARSAVE_BANK ) chrif_save(sd, CSAVE_NORMAL); return BDA_SUCCESS; } /** * Withdraw money from bank * @param sd * @param money Amount of money that will be withdrawn **/ enum e_BANKING_WITHDRAW_ACK pc_bank_withdraw(struct map_session_data *sd, int money) { unsigned int limit_check = money + sd->status.zeny; if( money <= 0 ) { return BWA_UNKNOWN_ERROR; } else if ( money > sd->bank_vault ) { return BWA_NO_MONEY; } else if ( limit_check > MAX_ZENY ) { /* no official response for this scenario exists. */ clif_messagecolor(&sd->bl,color_table[COLOR_RED],msg_txt(sd,1495),false,SELF); //You can't withdraw that much money return BWA_UNKNOWN_ERROR; } if( pc_getzeny(sd,money, LOG_TYPE_BANK, NULL) ) return BWA_NO_MONEY; sd->bank_vault -= money; pc_setreg2(sd, BANK_VAULT_VAR, sd->bank_vault); if( save_settings&CHARSAVE_BANK ) chrif_save(sd, CSAVE_NORMAL); return BWA_SUCCESS; } /** * Clear Crimson Marker data from caster * @param sd: Player **/ void pc_crimson_marker_clear(struct map_session_data *sd) { uint8 i; if (!sd) return; for (i = 0; i < MAX_SKILL_CRIMSON_MARKER; i++) { struct block_list *bl = NULL; if (sd->c_marker[i] && (bl = map_id2bl(sd->c_marker[i]))) status_change_end(bl,SC_C_MARKER,INVALID_TIMER); sd->c_marker[i] = 0; } } /** * Show version to player * @param sd: Player **/ void pc_show_version(struct map_session_data *sd) { const char* svn = get_svn_revision(); char buf[CHAT_SIZE_MAX]; if( svn[0] != UNKNOWN_VERSION ) sprintf(buf,msg_txt(sd,1295),"SVN: r",svn); //rAthena Version SVN: r%s else { const char* git = get_git_hash(); if( git[0] != UNKNOWN_VERSION ) sprintf(buf,msg_txt(sd,1295),"Git Hash: ",git); //rAthena Version Git Hash: %s else sprintf(buf,"%s",msg_txt(sd,1296)); //Cannot determine SVN/Git version. } clif_displaymessage(sd->fd,buf); } /** * Run bonus_script on player * @param sd * @author [Cydh] **/ void pc_bonus_script(struct map_session_data *sd) { t_tick now = gettick(); struct linkdb_node *node = NULL, *next = NULL; if (!sd || !(node = sd->bonus_script.head)) return; while (node) { struct s_bonus_script_entry *entry = NULL; next = node->next; if ((entry = (struct s_bonus_script_entry *)node->data)) { // Only start timer for new bonus_script if (entry->tid == INVALID_TIMER) { if (entry->icon != EFST_BLANK) // Gives status icon if exist clif_status_change(&sd->bl, entry->icon, 1, entry->tick, 1, 0, 0); entry->tick += now; entry->tid = add_timer(entry->tick, pc_bonus_script_timer, sd->bl.id, (intptr_t)entry); } if (entry->script) run_script(entry->script, 0, sd->bl.id, 0); else ShowError("pc_bonus_script: The script has been removed somewhere. \"%s\"\n", StringBuf_Value(entry->script_buf)); } node = next; } } /** * Add bonus_script to player * @param sd Player * @param script_str Script string * @param dur Duration in ms * @param icon EFST * @param flag Flags @see enum e_bonus_script_flags * @param type 0 - None, 1 - Buff, 2 - Debuff * @return New created entry pointer or NULL if failed or NULL if duplicate fail * @author [Cydh] **/ struct s_bonus_script_entry *pc_bonus_script_add(struct map_session_data *sd, const char *script_str, t_tick dur, enum efst_type icon, uint16 flag, uint8 type) { struct script_code *script = NULL; struct linkdb_node *node = NULL; struct s_bonus_script_entry *entry = NULL; if (!sd) return NULL; if (!(script = parse_script(script_str, "bonus_script", 0, SCRIPT_IGNORE_EXTERNAL_BRACKETS))) { ShowError("pc_bonus_script_add: Failed to parse script '%s' (CID:%d).\n", script_str, sd->status.char_id); return NULL; } // Duplication checks if ((node = sd->bonus_script.head)) { while (node) { entry = (struct s_bonus_script_entry *)node->data; if (strcmpi(script_str, StringBuf_Value(entry->script_buf)) == 0) { t_tick newdur = gettick() + dur; if (flag&BSF_FORCE_REPLACE && entry->tick < newdur) { // Change duration sett_tickimer(entry->tid, newdur); script_free_code(script); return NULL; } else if (flag&BSF_FORCE_DUPLICATE) // Allow duplicate break; else { // No duplicate bonus script_free_code(script); return NULL; } } node = node->next; } } CREATE(entry, struct s_bonus_script_entry, 1); entry->script_buf = StringBuf_Malloc(); StringBuf_AppendStr(entry->script_buf, script_str); entry->tid = INVALID_TIMER; entry->flag = flag; entry->icon = icon; entry->tick = dur; // Use duration first, on run change to expire time entry->type = type; entry->script = script; sd->bonus_script.count++; return entry; } /** * Remove bonus_script data from player * @param sd: Target player * @param list: Bonus script entry from player * @author [Cydh] **/ void pc_bonus_script_free_entry(struct map_session_data *sd, struct s_bonus_script_entry *entry) { if (entry->tid != INVALID_TIMER) delete_timer(entry->tid, pc_bonus_script_timer); if (entry->script) script_free_code(entry->script); if (entry->script_buf) StringBuf_Free(entry->script_buf); if (sd) { if (entry->icon != EFST_BLANK) clif_status_load(&sd->bl, entry->icon, 0); if (sd->bonus_script.count > 0) sd->bonus_script.count--; } aFree(entry); } /** * Do final process if no entry left * @param sd **/ static void inline pc_bonus_script_check_final(struct map_session_data *sd) { if (sd->bonus_script.count == 0) { if (sd->bonus_script.head && sd->bonus_script.head->data) pc_bonus_script_free_entry(sd, (struct s_bonus_script_entry *)sd->bonus_script.head->data); linkdb_final(&sd->bonus_script.head); } } /** * Timer for bonus_script * @param tid * @param tick * @param id * @param data * @author [Cydh] **/ TIMER_FUNC(pc_bonus_script_timer){ struct map_session_data *sd; struct s_bonus_script_entry *entry = (struct s_bonus_script_entry *)data; sd = map_id2sd(id); if (!sd) { ShowError("pc_bonus_script_timer: Null pointer id: %d tid: %d\n", id, tid); return 0; } if (tid == INVALID_TIMER) return 0; if (!sd->bonus_script.head || entry == NULL) { ShowError("pc_bonus_script_timer: Invalid entry pointer %p!\n", entry); return 0; } linkdb_erase(&sd->bonus_script.head, (void *)((intptr_t)entry)); pc_bonus_script_free_entry(sd, entry); pc_bonus_script_check_final(sd); status_calc_pc(sd,SCO_NONE); return 0; } /** * Check then clear all active timer(s) of bonus_script data from player based on reason * @param sd: Target player * @param flag: Reason to remove the bonus_script. e_bonus_script_flags or e_bonus_script_types * @author [Cydh] **/ void pc_bonus_script_clear(struct map_session_data *sd, uint32 flag) { struct linkdb_node *node = NULL; uint16 count = 0; if (!sd || !(node = sd->bonus_script.head)) return; while (node) { struct linkdb_node *next = node->next; struct s_bonus_script_entry *entry = (struct s_bonus_script_entry *)node->data; if (entry && ( (flag == BSF_PERMANENT) || // Remove all with permanent bonus (!flag && !(entry->flag&BSF_PERMANENT)) || // Remove all WITHOUT permanent bonus (flag&entry->flag) || // Matched flag (flag&BSF_REM_BUFF && entry->type == 1) || // Remove buff (flag&BSF_REM_DEBUFF && entry->type == 2) // Remove debuff ) ) { linkdb_erase(&sd->bonus_script.head, (void *)((intptr_t)entry)); pc_bonus_script_free_entry(sd, entry); count++; } node = next; } pc_bonus_script_check_final(sd); if (count && !(flag&BSF_REM_ON_LOGOUT)) //Don't need to do this if log out status_calc_pc(sd,SCO_NONE); } /** [Cydh] * Gives/removes SC_BASILICA when player steps in/out the cell with 'cell_basilica' * @param sd: Target player */ void pc_cell_basilica(struct map_session_data *sd) { nullpo_retv(sd); #ifdef RENEWAL enum sc_type type = SC_BASILICA_CELL; #else enum sc_type type = SC_BASILICA; #endif if (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKBASILICA)) { if (sd->sc.data[type]) status_change_end(&sd->bl, type,INVALID_TIMER); } else if (!sd->sc.data[type]) sc_start(&sd->bl,&sd->bl, type,100,0,INFINITE_TICK); } /** [Cydh] * Get maximum specified parameter for specified class * @param sd: Player data * @param param: Max parameter to check * @return max_param */ uint16 pc_maxparameter(struct map_session_data *sd, e_params param) { nullpo_retr(0, sd); std::shared_ptr job = job_db.find(pc_mapid2jobid(sd->class_,sd->status.sex)); if( job == nullptr || param == PARAM_MAX ){ return 0; } return job->max_param[param]; } /** * Get max ASPD for player based on Class * @param sd Player * @return ASPD */ short pc_maxaspd(struct map_session_data *sd) { nullpo_ret(sd); return (( sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : ( ((sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION) ? battle_config.max_extended_aspd : ( (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.max_summoner_aspd : battle_config.max_aspd )); } /** * Calculates total item-group related bonuses for the given item * @param sd Player * @param nameid Item ID * @return Heal rate **/ short pc_get_itemgroup_bonus(struct map_session_data* sd, t_itemid nameid, std::vector& bonuses) { if (bonuses.empty()) return 0; short bonus = 0; for (const auto &it : bonuses) { uint16 group_id = it.id; if (group_id == 0) continue; if (itemdb_group.item_exists(group_id, nameid)) bonus += it.val; } return bonus; } /** * Calculates total item-group related bonuses for the given item group * @param sd Player * @param group_id Item Group ID * @return Heal rate **/ short pc_get_itemgroup_bonus_group(struct map_session_data* sd, uint16 group_id, std::vector& bonuses) { if (bonuses.empty()) return 0; for (const auto &it : bonuses) { if (it.id == group_id) return it.val; } return 0; } /** * Check if player's equip index in same specified position, like for 2-Handed weapon & Heagdear (inc. costume) * @param eqi Item EQI of enum equip_index * @param *equip_index Player's equip_index[] * @param index Known index item in inventory from sd->equip_index[] to compare with specified EQI in *equip_index * @return True if item in same inventory index, False if doesn't */ bool pc_is_same_equip_index(enum equip_index eqi, short *equip_index, short index) { if (index < 0 || index >= MAX_INVENTORY) return true; // Dual weapon checks if (eqi == EQI_HAND_R && equip_index[EQI_HAND_L] == index) return true; // Headgear with Mid & Low location if (eqi == EQI_HEAD_MID && equip_index[EQI_HEAD_LOW] == index) return true; // Headgear with Top & Mid or Low location if (eqi == EQI_HEAD_TOP && (equip_index[EQI_HEAD_MID] == index || equip_index[EQI_HEAD_LOW] == index)) return true; // Headgear with Mid & Low location if (eqi == EQI_COSTUME_HEAD_MID && equip_index[EQI_COSTUME_HEAD_LOW] == index) return true; // Headgear with Top & Mid or Low location if (eqi == EQI_COSTUME_HEAD_TOP && (equip_index[EQI_COSTUME_HEAD_MID] == index || equip_index[EQI_COSTUME_HEAD_LOW] == index)) return true; return false; } /** * Generate Unique item ID for player * @param sd : Player * @return A generated Unique item ID */ uint64 pc_generate_unique_id(struct map_session_data *sd) { nullpo_ret(sd); return ((uint64)sd->status.char_id << 32) | sd->status.uniqueitem_counter++; } /** * Validating skill from player after logged on * @param sd **/ void pc_validate_skill(struct map_session_data *sd) { if (sd) { uint16 i = 0, count = 0; struct s_skill tmp_skills[MAX_SKILL] = {{ 0 }}; memcpy(tmp_skills, sd->status.skill, sizeof(sd->status.skill)); memset(sd->status.skill, 0, sizeof(sd->status.skill)); for (i = 0; i < MAX_SKILL; i++) { uint16 idx = 0; if (tmp_skills[i].id == 0 || tmp_skills[i].lv == 0) continue; if ((idx = skill_get_index(tmp_skills[i].id))) { memcpy(&sd->status.skill[idx], &tmp_skills[i], sizeof(tmp_skills[i])); count++; } else ShowWarning("pc_validate_skill: Removing invalid skill '%d' from player (AID=%d CID=%d).\n", tmp_skills[i].id, sd->status.account_id, sd->status.char_id); } } } /** * Show available NPC Quest / Event Icon Check [Kisuka] * @param sd Player **/ void pc_show_questinfo(struct map_session_data *sd) { #if PACKETVER >= 20090218 nullpo_retv(sd); if (sd->bl.m < 0 || sd->bl.m >= MAX_MAPINDEX) return; struct map_data *mapdata = map_getmapdata(sd->bl.m); nullpo_retv(mapdata); if (mapdata->qi_npc.empty()) return; if (mapdata->qi_npc.size() != sd->qi_display.size()) return; // init was not called yet for (int i = 0; i < mapdata->qi_npc.size(); i++) { struct npc_data *nd = map_id2nd(mapdata->qi_npc[i]); if (!nd || nd->qi_data.empty()) continue; bool show = false; for (auto &qi : nd->qi_data) { if (!qi->condition || achievement_check_condition(qi->condition, sd)) { show = true; // Check if need to be displayed if (!sd->qi_display[i].is_active || qi->icon != sd->qi_display[i].icon || qi->color != sd->qi_display[i].color) { sd->qi_display[i].is_active = true; sd->qi_display[i].icon = qi->icon; sd->qi_display[i].color = qi->color; clif_quest_show_event(sd, &nd->bl, qi->icon, qi->color); } break; } } if (show == false) { // Check if need to be hide if (sd->qi_display[i].is_active) { sd->qi_display[i].is_active = false; sd->qi_display[i].icon = QTYPE_NONE; sd->qi_display[i].color = QMARK_NONE; #if PACKETVER >= 20120410 clif_quest_show_event(sd, &nd->bl, QTYPE_NONE, QMARK_NONE); #else clif_quest_show_event(sd, &nd->bl, QTYPE_QUEST, QMARK_NONE); #endif } } } #endif } /** * Reinit the questinfo for player when changing map * @param sd Player **/ void pc_show_questinfo_reinit(struct map_session_data *sd) { #if PACKETVER >= 20090218 nullpo_retv(sd); sd->qi_display.clear(); if (sd->bl.m < 0 || sd->bl.m >= MAX_MAPINDEX) return; struct map_data *mapdata = map_getmapdata(sd->bl.m); nullpo_retv(mapdata); if (mapdata->qi_npc.empty()) return; sd->qi_display.reserve( mapdata->qi_npc.size() ); for( int i = 0; i < mapdata->qi_npc.size(); i++ ){ sd->qi_display.push_back( s_qi_display() ); } #endif } /** * Check if a job is allowed to enter the map * @param jobid Job ID see enum e_job or sd->status.class_ * @param m ID -an index- for direct indexing map[] array * @return 1 if job is allowed, 0 otherwise **/ bool pc_job_can_entermap(enum e_job jobid, int m, int group_lv) { // Map is other map server. // !FIXME: Currently, a map-server doesn't recognized map's attributes on other server, so we assume it's fine to warp. if (m < 0) return true; struct map_data *mapdata = map_getmapdata(m); if (!mapdata->cell) return false; if (!pcdb_checkid(jobid)) return false; std::shared_ptr job = job_db.find(jobid); if (!job->noenter_map.zone || group_lv > job->noenter_map.group_lv) return true; if ((job->noenter_map.zone&1 && !mapdata_flag_vs2(mapdata)) || // Normal (job->noenter_map.zone&2 && mapdata->flag[MF_PVP]) || // PVP (job->noenter_map.zone&4 && mapdata_flag_gvg2_no_te(mapdata)) || // GVG (job->noenter_map.zone&8 && mapdata->flag[MF_BATTLEGROUND]) || // Battleground (job->noenter_map.zone&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE (job->noenter_map.zone&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) // Zone restriction ) return false; return true; } /** * Tells client about player's costume view on mapchange for checking 'nocostume' mapflag. * @param sd **/ void pc_set_costume_view(struct map_session_data *sd) { int i = -1, head_low = 0, head_mid = 0, head_top = 0, robe = 0; struct item_data *id = NULL; nullpo_retv(sd); head_low = sd->status.head_bottom; head_mid = sd->status.head_mid; head_top = sd->status.head_top; robe = sd->status.robe; sd->status.head_bottom = sd->status.head_mid = sd->status.head_top = sd->status.robe = 0; //Added check to prevent sending the same look on multiple slots -> //causes client to redraw item on top of itself. (suggested by Lupus) // Normal headgear checks if ((i = sd->equip_index[EQI_HEAD_LOW]) != -1 && (id = sd->inventory_data[i])) { if (!(id->equip&(EQP_HEAD_MID|EQP_HEAD_TOP))) sd->status.head_bottom = id->look; else sd->status.head_bottom = 0; } if ((i = sd->equip_index[EQI_HEAD_MID]) != -1 && (id = sd->inventory_data[i])) { if (!(id->equip&(EQP_HEAD_TOP))) sd->status.head_mid = id->look; else sd->status.head_mid = 0; } if ((i = sd->equip_index[EQI_HEAD_TOP]) != -1 && (id = sd->inventory_data[i])) sd->status.head_top = id->look; if ((i = sd->equip_index[EQI_GARMENT]) != -1 && (id = sd->inventory_data[i])) sd->status.robe = id->look; // Costumes check if (!map_getmapflag(sd->bl.m, MF_NOCOSTUME)) { if ((i = sd->equip_index[EQI_COSTUME_HEAD_LOW]) != -1 && (id = sd->inventory_data[i])) { if (!(id->equip&(EQP_COSTUME_HEAD_MID|EQP_COSTUME_HEAD_TOP))) sd->status.head_bottom = id->look; else sd->status.head_bottom = 0; } if ((i = sd->equip_index[EQI_COSTUME_HEAD_MID]) != -1 && (id = sd->inventory_data[i])) { if (!(id->equip&EQP_COSTUME_HEAD_TOP)) sd->status.head_mid = id->look; else sd->status.head_mid = 0; } if ((i = sd->equip_index[EQI_COSTUME_HEAD_TOP]) != -1 && (id = sd->inventory_data[i])) sd->status.head_top = id->look; if ((i = sd->equip_index[EQI_COSTUME_GARMENT]) != -1 && (id = sd->inventory_data[i])) sd->status.robe = id->look; } if (sd->setlook_head_bottom) sd->status.head_bottom = sd->setlook_head_bottom; if (sd->setlook_head_mid) sd->status.head_mid = sd->setlook_head_mid; if (sd->setlook_head_top) sd->status.head_top = sd->setlook_head_top; if (sd->setlook_robe) sd->status.robe = sd->setlook_robe; if (head_low != sd->status.head_bottom) clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom); if (head_mid != sd->status.head_mid) clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid); if (head_top != sd->status.head_top) clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top); if (robe != sd->status.robe) clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe); } std::shared_ptr pc_attendance_period(){ uint32 date = date_get(DT_YYYYMMDD); for( std::pair>& pair : attendance_db ){ std::shared_ptr period = pair.second; if( period->start <= date && period->end >= date ){ return period; } } return nullptr; } bool pc_attendance_enabled(){ // Check if the attendance feature is disabled if( !battle_config.feature_attendance ){ return false; } // Check if there is a running attendance period return pc_attendance_period() != nullptr; } static inline bool pc_attendance_rewarded_today( struct map_session_data* sd ){ return pc_readreg2( sd, ATTENDANCE_DATE_VAR ) >= date_get(DT_YYYYMMDD); } int32 pc_attendance_counter( struct map_session_data* sd ){ std::shared_ptr period = pc_attendance_period(); // No running attendance period if( period == nullptr ){ return 0; } // Get the counter for the current period int counter = static_cast(pc_readreg2( sd, ATTENDANCE_COUNT_VAR )); // Check if we have a remaining counter from a previous period if( counter > 0 && pc_readreg2( sd, ATTENDANCE_DATE_VAR ) < period->start ){ // Reset the counter to zero pc_setreg2( sd, ATTENDANCE_COUNT_VAR, 0 ); return 0; } return 10 * counter + ( ( pc_attendance_rewarded_today(sd) ) ? 1 : 0 ); } void pc_attendance_claim_reward( struct map_session_data* sd ){ // If the user's group does not have the permission if( !pc_has_permission( sd, PC_PERM_ATTENDANCE ) ){ return; } // Check if the attendance feature is disabled if( !pc_attendance_enabled() ){ return; } // Check if the user already got his reward today if( pc_attendance_rewarded_today( sd ) ){ return; } int32 attendance_counter = static_cast(pc_readreg2( sd, ATTENDANCE_COUNT_VAR )); attendance_counter += 1; std::shared_ptr period = pc_attendance_period(); if( period == nullptr ){ return; } if( period->rewards.size() < attendance_counter ){ return; } pc_setreg2( sd, ATTENDANCE_DATE_VAR, date_get(DT_YYYYMMDD) ); pc_setreg2( sd, ATTENDANCE_COUNT_VAR, attendance_counter ); if( save_settings&CHARSAVE_ATTENDANCE ) chrif_save(sd, CSAVE_NORMAL); std::shared_ptr reward = period->rewards[attendance_counter - 1]; struct mail_message msg; memset( &msg, 0, sizeof( struct mail_message ) ); msg.dest_id = sd->status.char_id; safestrncpy( msg.send_name, msg_txt( sd, 788 ), NAME_LENGTH ); safesnprintf( msg.title, MAIL_TITLE_LENGTH, msg_txt( sd, 789 ), attendance_counter ); safesnprintf( msg.body, MAIL_BODY_LENGTH, msg_txt( sd, 790 ), attendance_counter ); msg.item[0].nameid = reward->item_id; msg.item[0].amount = reward->amount; msg.item[0].identify = 1; msg.status = MAIL_NEW; msg.type = MAIL_INBOX_NORMAL; msg.timestamp = time(NULL); intif_Mail_send(0, &msg); clif_attendence_response( sd, attendance_counter ); } /*========================================== * pc Init/Terminate *------------------------------------------*/ void do_final_pc(void) { db_destroy(itemcd_db); do_final_pc_groups(); ers_destroy(pc_sc_display_ers); ers_destroy(num_reg_ers); ers_destroy(str_reg_ers); attendance_db.clear(); penalty_db.clear(); } void do_init_pc(void) { itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA); pc_readdb(); pc_read_motd(); // Read MOTD [Valaris] attendance_db.load(); add_timer_func_list(pc_invincible_timer, "pc_invincible_timer"); add_timer_func_list(pc_eventtimer, "pc_eventtimer"); add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end"); add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer"); add_timer_func_list(pc_autosave, "pc_autosave"); add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer"); add_timer_func_list(pc_follow_timer, "pc_follow_timer"); add_timer_func_list(pc_endautobonus, "pc_endautobonus"); add_timer_func_list(pc_spiritcharm_timer, "pc_spiritcharm_timer"); add_timer_func_list(pc_global_expiration_timer, "pc_global_expiration_timer"); add_timer_func_list(pc_expiration_timer, "pc_expiration_timer"); add_timer_func_list(pc_autotrade_timer, "pc_autotrade_timer"); add_timer_func_list(pc_on_expire_active, "pc_on_expire_active"); add_timer(gettick() + autosave_interval, pc_autosave, 0, 0); // 0=day, 1=night [Yor] night_flag = battle_config.night_at_start ? 1 : 0; if (battle_config.day_duration > 0 && battle_config.night_duration > 0) { int day_duration = battle_config.day_duration; int night_duration = battle_config.night_duration; // add night/day timer [Yor] add_timer_func_list(map_day_timer, "map_day_timer"); add_timer_func_list(map_night_timer, "map_night_timer"); day_timer_tid = add_timer_interval(gettick() + (night_flag ? 0 : day_duration) + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration + (night_flag ? night_duration : 0), map_night_timer, 0, 0, day_duration + night_duration); } do_init_pc_groups(); pc_sc_display_ers = ers_new(sizeof(struct sc_display_entry), "pc.cpp:pc_sc_display_ers", ERS_OPT_FLEX_CHUNK); num_reg_ers = ers_new(sizeof(struct script_reg_num), "pc.cpp:num_reg_ers", (ERSOptions)(ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK)); str_reg_ers = ers_new(sizeof(struct script_reg_str), "pc.cpp:str_reg_ers", (ERSOptions)(ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK)); ers_chunk_size(pc_sc_display_ers, 150); ers_chunk_size(num_reg_ers, 300); ers_chunk_size(str_reg_ers, 50); }