// 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/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; 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 #define MAX_LEVEL_BASE_EXP 99999999 ///< Max Base EXP for player on Max Base Level #define MAX_LEVEL_JOB_EXP 999999999 ///< Max Job EXP for player on Max Job Level static unsigned int statp[MAX_LEVEL+1]; #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) static unsigned int level_penalty[3][CLASS_MAX][MAX_LEVEL*2+1]; #endif // h-files are for declarations, not for implementations... [Shinomori] struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE]; // 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 *pc_itemgrouphealrate_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]; struct s_job_info job_info[CLASS_COUNT]; struct s_attendance_reward{ uint16 item_id; uint16 amount; }; struct s_attendance_period{ uint32 start; uint32 end; std::map rewards; }; std::vector attendance_periods; #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 { unsigned int tick[MAX_ITEMDELAYS]; //tick unsigned short 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; } 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); } } static int pc_check_banding( struct block_list *bl, va_list ap ) { int *c, *b_sd; struct block_list *src; struct map_session_data *tsd; struct status_change *sc; nullpo_ret(bl); nullpo_ret(tsd = (struct map_session_data*)bl); nullpo_ret(src = va_arg(ap,struct block_list *)); c = va_arg(ap,int *); b_sd = va_arg(ap, int *); if(pc_isdead(tsd)) return 0; sc = status_get_sc(bl); if( sc && sc->data[SC_BANDING] ) { b_sd[(*c)++] = tsd->bl.id; return 1; } return 0; } int pc_banding(struct map_session_data *sd, uint16 skill_lv) { int c; int b_sd[MAX_PARTY]; // In case of a full Royal Guard party. int i, j, hp, extra_hp = 0, tmp_qty = 0; int range = skill_get_splash(LG_BANDING,skill_lv); nullpo_ret(sd); c = 0; memset(b_sd, 0, sizeof(b_sd)); i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd); if( c < 1 ) //just recalc status no need to recalc hp { // No more Royal Guards in Banding found. struct status_change *sc; if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val2 = 0; // Reset the counter status_calc_bl(&sd->bl, status_sc2scb_flag(SC_BANDING)); } return 0; } //Add yourself hp = status_get_hp(&sd->bl); i++; // Get total HP of all Royal Guards in party. for( j = 0; j < i; j++ ){ struct map_session_data *bsd = map_id2sd(b_sd[j]); if( bsd != NULL ) hp += status_get_hp(&bsd->bl); } // Set average HP. hp = hp / i; // If a Royal Guard have full HP, give more HP to others that haven't full HP. for( j = 0; j < i; j++ ) { int tmp_hp=0; struct map_session_data *bsd = map_id2sd(b_sd[j]); if( bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0 ){ extra_hp += tmp_hp; tmp_qty++; } } if( extra_hp > 0 && tmp_qty > 0 ) hp += extra_hp / tmp_qty; for( j = 0; j < i; j++ ){ struct map_session_data *bsd = map_id2sd(b_sd[j]); if( bsd != NULL ) { struct status_change *sc; status_set_hp(&bsd->bl,hp,0); // Set hp if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self. status_calc_bl(&bsd->bl, status_sc2scb_flag(SC_BANDING)); // Set atk and def. } } } return c; } /** * Increases a player's fame points and displays a notice to him * @param sd Player * @param count Fame point */ void pc_addfame(struct map_session_data *sd,int count) { enum e_rank ranktype; nullpo_retv(sd); 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->class_), sd->class_ ); return; } clif_update_rankingpoint(sd,ranktype,count); chrif_updatefamelist(sd); } /** * 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; } } /*========================================== 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->fd, 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->fd, 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) { unsigned int 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() + umin(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 * @return bool 'true' is sellable, 'false' otherwise */ bool pc_can_sell_item(struct map_session_data *sd, struct item *item) { struct npc_data *nd; if (sd == NULL || item == NULL) return false; nd = map_id2nd(sd->npc_shopid); if (battle_config.hide_fav_sell && item->favorite) return false; //Cannot sell favs (optional config) if (item->expire_time) return false; // Cannot Sell Rental Items if (nd && nd->subtype == NPCTYPE_ITEMSHOP) { struct item_data *itd; if (item->bound && battle_config.allow_bound_sell&ISR_BOUND) return true; // NPCTYPE_ITEMSHOP and bound item config is sellable if ((itd = itemdb_search(item->nameid)) && itd->flag.trade_restriction&8 && battle_config.allow_bound_sell&ISR_SELLABLE) return true; // NPCTYPE_ITEMSHOP and sell restricted item config is sellable } 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); } /*========================================== * 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; // Since this is currently not officially released, // its best to have a forced option to not save body styles. 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.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.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, unsigned int 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->look == W_DAGGER || id->look == W_1HSWORD || id->look == 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++) { unsigned short 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 = 0; 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; 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]->look; else sd->weapontype1 = 0; } 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]->look; else sd->weapontype2 = 0; } } } 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, unsigned short 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 < sd->inventory_data[index]->slot; 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; unsigned int 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 } /*========================================== * 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_THIRD|JOBL_BABY))) //normal classes (no upper, no baby, no third) 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_TRANS|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) if (item->class_upper&ITEMJ_THIRD && sd->class_&JOBL_THIRD && !(sd->class_&(JOBL_UPPER|JOBL_BABY))) break; //trans-third classes if (item->class_upper&ITEMJ_THIRD_TRANS && sd->class_&JOBL_THIRD && sd->class_&JOBL_UPPER) break; //third-baby classes if (item->class_upper&ITEMJ_THIRD_BABY && sd->class_&JOBL_THIRD && sd->class_&JOBL_BABY) 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 != 2 && 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 (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 && (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->wlv == 4) switch(item->look) { //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 (!(1ULL << (sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1) ? 1 : ((sd->class_&JOBL_2_2) ? 2 : 0)])) 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) { int i; unsigned long 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] i = pc_jobid2mapid(sd->status.class_); if (i == -1) { //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_ = i; // 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; #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(i = 0; i < MAX_SPIRITBALL; i++) sd->spirit_timer[i] = INVALID_TIMER; for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++) sd->autobonus[i].active = INVALID_TIMER; for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++) sd->autobonus2[i].active = INVALID_TIMER; for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++) sd->autobonus3[i].active = 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)); 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( i = 0; i < MAX_EVENTTIMER; i++ ) sd->eventtimer[i] = INVALID_TIMER; // Rental Timer sd->rental_timer = INVALID_TIMER; for( 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->regs.vars = i64db_alloc(DB_OPT_BASE); sd->regs.arrays = NULL; sd->vars_dirty = false; sd->vars_ok = false; sd->vars_received = 0x0; sd->qi_display = NULL; sd->qi_count = 0; //warp player if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 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, i); // 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_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(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; #if PACKETVER >= 20150513 sd->hatEffectIDs = NULL; sd->hatEffectCount = 0; #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 = pc_readglobalreg(sd, add_str(JOBCHANGE2ND_VAR)); sd->change_level_3rd = pc_readglobalreg(sd, add_str(JOBCHANGE3RD_VAR)); sd->die_counter = pc_readglobalreg(sd, add_str(PCDIECOUNTER_VAR)); sd->langtype = 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 = pc_readaccountreg(sd, add_str(CASHPOINT_VAR)); sd->kafraPoints = pc_readaccountreg(sd, add_str(KAFRAPOINT_VAR)); // Cooking Exp sd->cook_mastery = 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 = pc_readglobalreg(sd, add_str(TKMISSIONID_VAR)); sd->mission_count = pc_readglobalreg(sd, add_str(TKMISSIONCOUNT_VAR)); } if (battle_config.feature_banking) sd->bank_vault = pc_readreg2(sd, BANK_VAULT_VAR); if (battle_config.feature_roulette) { sd->roulette_point.bronze = pc_readreg2(sd, ROULETTE_BRONZE_VAR); sd->roulette_point.silver = pc_readreg2(sd, ROULETTE_SILVER_VAR); sd->roulette_point.gold = pc_readreg2(sd, ROULETTE_GOLD_VAR); } sd->roulette.prizeIdx = -1; //SG map and mob read [Komurka] for(i=0;ifeel_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] = pc_readglobalreg(sd, add_str(sg_info[i].hate_var))-1; } if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) { unsigned short skid = 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 = 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 = 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 = 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 if (sd->status.party_id) party_member_joined(sd); if (sd->status.guild_id) guild_member_joined(sd); if( sd->status.clan_id ) clan_member_joined(sd); // 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) { uint16 inf2 = skill_get_inf2(sd->status.skill[i].id); if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //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) { uint16 i = 0; if (!sd || !pc_has_permission(sd, PC_PERM_ALL_SKILL) || !SKILL_MAX_DB()) 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( i = 0; i < MAX_SKILL; i++ ) { uint16 skill_id = skill_idx2id(i); if (!skill_id || (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) 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) { sd->status.skill[i].id = skill_id; if (addlv) sd->status.skill[i].lv = lv; } } break; } } return true; } /*========================================== * Calculation of skill level. * @param sd *------------------------------------------*/ void pc_calc_skilltree(struct map_session_data *sd) { int i, flag; int c = 0; nullpo_retv(sd); i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, sd->status.sex); if( c == -1 ) { //Unable to normalize job?? ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return; } c = pc_class2idx(c); for( i = 0; i < MAX_SKILL; i++ ) { if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these sd->status.skill[i].id = 0; //First clear skills. /* permanent skills that must be re-checked */ if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) { uint16 sk_id = skill_idx2id(i); if (!sk_id) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; continue; } switch (sk_id) { case NV_TRICKDEAD: if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } break; } } } for( i = 0; i < MAX_SKILL; i++ ) { uint16 skill_id = 0; // Restore original level of skills after deleting earned skills. 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; } //Enable Bard/Dancer spirit linked skills. if (!(skill_id = skill_idx2id(i)) || skill_id < DC_HUMMING || skill_id > DC_SERVICEFORYOU) continue; if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER ) { //Link Dancer skills to bard. if( sd->status.sex ) { if( sd->status.skill[i-8].lv < 10 ) continue; sd->status.skill[i].id = skill_id; sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } //Link Bard skills to dancer. else { if( sd->status.skill[i].lv < 10 ) continue; sd->status.skill[i-8].id = skill_id - 8; sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } } } // Removes Taekwon Ranker skill bonus if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) { uint16 c_ = pc_class2idx(JOB_TAEKWON); for (i = 0; i < MAX_SKILL_TREE; i++) { uint16 sk_id = skill_tree[c_][i].skill_id; uint16 sk_idx = 0; if (!sk_id || !(sk_idx = skill_get_index(skill_tree[c_][i].skill_id))) continue; if (sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[sk_idx].flag != SKILL_FLAG_PERM_GRANTED) { if (sk_id == NV_BASIC || sk_id == NV_FIRSTAID || sk_id == WE_CALLBABY) continue; sd->status.skill[sk_idx].id = 0; } } } // Grant all skills pc_grant_allskills(sd, false); do { uint16 skid = 0; flag = 0; for (i = 0; i < MAX_SKILL_TREE && (skid = skill_tree[c][i].skill_id) > 0; i++) { bool fail = false; uint16 sk_idx = skill_get_index(skid); if (sd->status.skill[sk_idx].id) continue; //Skill already known. if (!battle_config.skillfree) { uint8 j; // Checking required skills for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) { uint16 sk_need_id = skill_tree[c][i].need[j].skill_id; uint16 sk_need_idx = 0; if (sk_need_id && (sk_need_idx = skill_get_index(sk_need_id))) { 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 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 < skill_tree[c][i].need[j].skill_lv) { fail = true; break; } } } if (sd->status.base_level < skill_tree[c][i].baselv) { //We need to get the actual class in this case int class_ = pc_mapid2jobid(sd->class_, sd->status.sex); class_ = pc_class2idx(class_); if (class_ == c || (class_ != c && sd->status.base_level < skill_tree[class_][i].baselv)) fail = true; // base level requirement wasn't satisfied } if (sd->status.job_level < skill_tree[c][i].joblv) { //We need to get the actual class in this case int class_ = pc_mapid2jobid(sd->class_, sd->status.sex); class_ = pc_class2idx(class_); if (class_ == c || (class_ != c && sd->status.job_level < skill_tree[class_][i].joblv)) fail = true; // job level requirement wasn't satisfied } } if (!fail) { int inf2 = skill_get_inf2(skid); if (!sd->status.skill[sk_idx].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || inf2&INF2_WEDDING_SKILL || (inf2&INF2_SPIRIT_SKILL && !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(inf2&INF2_SPIRIT_SKILL) { //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( c > 0 && sd->status.skill_point == 0 && pc_is_taekwon_ranker(sd) ) { unsigned short 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. */ for( i = 0; i < MAX_SKILL_TREE && (skid = skill_tree[c][i].skill_id) > 0; i++ ) { uint16 sk_idx = 0; if (!(sk_idx = skill_get_index(skid))) continue; if( (skill_get_inf2(skid)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) 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_); } } } //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 i, flag = 0; int c = 0; if (battle_config.skillfree) return; //Function serves no purpose if this is set i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, 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", i, sd->status.name, sd->status.account_id, sd->status.char_id); return; } c = pc_class2idx(c); do { uint16 skid = 0; flag = 0; for (i = 0; i < MAX_SKILL_TREE && (skid = skill_tree[c][i].skill_id) > 0; i++ ) { uint16 sk_idx = skill_get_index(skid); bool fail = false; uint8 j = 0; if (sd->status.skill[sk_idx].id) //Already learned continue; // Checking required skills for (j = 0; j < MAX_PC_SKILL_REQUIRE; j++) { uint16 sk_need_id = skill_tree[c][i].need[j].skill_id; uint16 sk_need_idx = 0; if (sk_need_id && (sk_need_idx = skill_get_index(sk_need_id))) { 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 < skill_tree[c][i].need[j].skill_lv) { fail = true; break; } } } if( fail ) continue; if (sd->status.base_level < skill_tree[c][i].baselv || sd->status.job_level < skill_tree[c][i].joblv) continue; j = skill_get_inf2(skid); if( !sd->status.skill[sk_idx].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || (j&INF2_SPIRIT_SKILL && !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; } } } int pc_calc_skilltree_normalize_job(struct map_session_data *sd) { int skill_point, novice_skills; int 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_skills = job_info[pc_class2idx(JOB_NOVICE)].max_level[1] - 1; // limit 1st class and above to novice job levels if(skill_point < novice_skills && (sd->class_&MAPID_BASEMASK) != MAPID_SUMMONER) { c = MAPID_NOVICE; } // limit 2nd class and above to first class job levels (super novices are exempt) else if (sd->class_&JOBL_2 && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) { // regenerate change_level_2nd if (!sd->change_level_2nd) { if (sd->class_&JOBL_THIRD) { // if neither 2nd nor 3rd jobchange levels are known, we have to assume a default for 2nd if (!sd->change_level_3rd) sd->change_level_2nd = job_info[pc_class2idx(pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex))].max_level[1]; else sd->change_level_2nd = 1 + skill_point + sd->status.skill_point - (sd->status.job_level - 1) - (sd->change_level_3rd - 1) - novice_skills; } else { sd->change_level_2nd = 1 + skill_point + sd->status.skill_point - (sd->status.job_level - 1) - novice_skills; } pc_setglobalreg(sd, add_str(JOBCHANGE2ND_VAR), sd->change_level_2nd); } if (skill_point < novice_skills + (sd->change_level_2nd - 1)) { c &= MAPID_BASEMASK; } // limit 3rd class to 2nd class/trans job levels else if(sd->class_&JOBL_THIRD) { // regenerate change_level_3rd if (!sd->change_level_3rd) { sd->change_level_3rd = 1 + skill_point + sd->status.skill_point - (sd->status.job_level - 1) - (sd->change_level_2nd - 1) - novice_skills; pc_setglobalreg(sd, add_str(JOBCHANGE3RD_VAR), sd->change_level_3rd); } if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1)) c &= MAPID_UPPERMASK; } } // restore non-limiting flags c |= sd->class_&(JOBL_UPPER|JOBL_BABY); 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)); }} static void pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, unsigned short card_id) { uint8 i; if( !rate ) return; for( i = 0; i < max && spell[i].id; i++ ) { if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv ) { if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 ) return; rate += spell[i].rate; break; } } if (i == max) { ShowWarning("pc_bonus_autospell: Reached max (%d) number of autospells per character!\n", max); return; } spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; //Auto-update flag value. 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; //By default autospells should only trigger on normal weapon attacks. } spell[i].flag|= flag; spell[i].card_id = card_id; } static void pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, unsigned short card_id) { uint8 i; if( !rate ) return; for( i = 0; i < max && spell[i].id; i++ ) { ; // each autospell works independently } if( i == max ) { ShowWarning("pc_bonus_autospell_onskill: Reached max (%d) number of autospells per character!\n", max); return; } spell[i].flag = src_skill; spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; spell[i].card_id = card_id; return; } /** * Add inflict effect bonus for player while attacking/atatcked * @param effect Effect array * @param pmax Max 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(struct s_addeffect* effect, int pmax, enum sc_type sc, short rate, short arrow_rate, unsigned char flag, unsigned int duration) { uint16 i; 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_sc2skill(sc),7); for (i = 0; i < pmax && effect[i].flag; i++) { if (effect[i].sc == sc && effect[i].flag == flag) { effect[i].rate += rate; effect[i].arrow_rate += arrow_rate; effect[i].duration = umax(effect[i].duration, duration); return; } } if (i == pmax) { ShowWarning("pc_bonus_addeff: Reached max (%d) number of add effects per character!\n", pmax); return; } effect[i].sc = sc; effect[i].rate = rate; effect[i].arrow_rate = arrow_rate; effect[i].flag = flag; effect[i].duration = duration; } /** * Add inflict effect bonus for player while attacking using skill * @param effect Effect array * @param pmax Max array * @param sc SC/Effect type * @param rate Success chance * @param flag Target flag * @param duration Duration. If 0 use default duration lookup for associated skill with level 7 **/ static void pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int pmax, enum sc_type sc, short rate, short skill_id, unsigned char target, unsigned int duration) { uint8 i; if (!duration) duration =(unsigned int) skill_get_time2(status_sc2skill(sc),7); for( i = 0; i < pmax && effect[i].skill_id; i++ ) { if( effect[i].sc == sc && effect[i].skill_id == skill_id && effect[i].target == target ) { effect[i].rate += rate; effect[i].duration = umax(effect[i].duration, duration); return; } } if( i == pmax ) { ShowWarning("pc_bonus_addeff_onskill: Reached max (%d) number of add effects on skill per character!\n", pmax); return; } effect[i].sc = sc; effect[i].rate = rate; effect[i].skill_id = skill_id; effect[i].target = target; effect[i].duration = duration; } /** Adjust/add drop rate modifier for player * @param drop: Player's sd->add_drop (struct s_add_drop) * @param max: Max bonus can be received * @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(struct s_add_drop *drop, const short max, unsigned short nameid, uint16 group, int class_, short race, int rate) { uint8 i; 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 %hu\n",nameid); return; } if (group && !itemdb_group_exists(group)) { ShowWarning("pc_bonus_item_drop: Invalid Item Group %hu\n",group); 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; } //Find match entry, and adjust the rate only for (i = 0; i < max; i++) { if (!&drop[i] || (!drop[i].nameid && !drop[i].group)) continue; if (drop[i].nameid == nameid && drop[i].group == group && drop[i].race == race && drop[i].class_ == class_ ) { //Adjust the rate if it has same classification if ((rate < 0 && drop[i].rate < 0) || (rate > 0 && drop[i].rate > 0)) { drop[i].rate += rate; return; } } } ARR_FIND(0,max,i,!&drop[i] || (drop[i].nameid == 0 && drop[i].group == 0)); if (i >= max) { ShowWarning("pc_bonus_item_drop: Reached max (%d) number of added drops per character! (nameid:%hu group:%d class_:%d race:%d rate:%d)\n",max,nameid,group,class_,race,rate); return; } drop[i].nameid = nameid; drop[i].group = group; drop[i].race = race; drop[i].class_ = class_; drop[i].rate = rate; } bool pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned int pos,bool onskill) { int i; ARR_FIND(0, max, i, bonus[i].rate == 0); if( i == max ) { ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max); 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; } } bonus[i].rate = rate; bonus[i].duration = dur; bonus[i].active = INVALID_TIMER; bonus[i].atk_type = flag; bonus[i].pos = pos; bonus[i].bonus_script = aStrdup(script); bonus[i].other_script = other_script?aStrdup(other_script):NULL; return true; } void pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore) { int i; if (!sd) return; for( i = 0; i < max; i++ ) { if( autobonus[i].active != INVALID_TIMER ) { if( restore && (sd->state.autobonus&autobonus[i].pos) == autobonus[i].pos) { if( autobonus[i].bonus_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[i].pos) == autobonus[i].pos) script_run_autobonus(autobonus[i].bonus_script,sd,autobonus[i].pos); } continue; } else { // Logout / Unequipped an item with an activated bonus delete_timer(autobonus[i].active,pc_endautobonus); autobonus[i].active = INVALID_TIMER; } } if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script); if( autobonus[i].other_script ) aFree(autobonus[i].other_script); autobonus[i].bonus_script = autobonus[i].other_script = NULL; autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0; autobonus[i].active = INVALID_TIMER; } } void pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus) { if (!sd || !autobonus) return; 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)autobonus); sd->state.autobonus |= autobonus->pos; status_calc_pc(sd,SCO_FORCE); } TIMER_FUNC(pc_endautobonus){ struct map_session_data *sd = map_id2sd(id); struct s_autobonus *autobonus = (struct s_autobonus *)data; nullpo_ret(sd); nullpo_ret(autobonus); autobonus->active = INVALID_TIMER; sd->state.autobonus &= ~autobonus->pos; status_calc_pc(sd,SCO_FORCE); return 0; } static void pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { uint8 i; struct weapon_data* wd; wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon); ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0); if (i == MAX_PC_BONUS) { ShowWarning("pc_bonus_addele: Reached max (%d) possible bonuses for this player.\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; } wd->addele2[i].ele = ele; wd->addele2[i].rate = rate; wd->addele2[i].flag = flag; } static void pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { uint8 i; ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0); if (i == MAX_PC_BONUS) { ShowWarning("pc_bonus_subele: Reached max (%d) possible bonuses for this player.\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; } sd->subele2[i].ele = ele; sd->subele2[i].rate = rate; sd->subele2[i].flag = flag; } /** Add item group heal rate bonus to player * @param sd Player * @param group_id Item Group ID * @param rate * @author Cydh */ void pc_itemgrouphealrate(struct map_session_data *sd, uint16 group_id, short rate) { struct s_pc_itemgrouphealrate *entry; uint8 i; for (i = 0; i < sd->itemgrouphealrate_count; i++) { if (sd->itemgrouphealrate[i]->group_id == group_id) break; } if (i != sd->itemgrouphealrate_count) { sd->itemgrouphealrate[i]->rate += rate; return; } if (i >= UINT8_MAX) { ShowError("pc_itemgrouphealrate_add: Reached max (%d) possible bonuses for this player %d\n", UINT8_MAX); return; } entry = ers_alloc(pc_itemgrouphealrate_ers, struct s_pc_itemgrouphealrate); entry->group_id = group_id; entry->rate = rate; RECREATE(sd->itemgrouphealrate, struct s_pc_itemgrouphealrate *, sd->itemgrouphealrate_count+1); sd->itemgrouphealrate[sd->itemgrouphealrate_count++] = entry; } /** Clear item group heal rate from player * @param sd Player * @author Cydh */ void pc_itemgrouphealrate_clear(struct map_session_data *sd) { if (!sd || !sd->itemgrouphealrate_count) return; else { uint8 i; for( i = 0; i < sd->itemgrouphealrate_count; i++ ) ers_free(pc_itemgrouphealrate_ers, sd->itemgrouphealrate[i]); sd->itemgrouphealrate_count = 0; aFree(sd->itemgrouphealrate); sd->itemgrouphealrate = NULL; } } /*========================================== * 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->param_bonus[type-SP_STR]+=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_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_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_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_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_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_STR-SP_STR]+=val; sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_VIT-SP_STR]+=val; sd->param_bonus[SP_INT-SP_STR]+=val; sd->param_bonus[SP_DEX-SP_STR]+=val; sd->param_bonus[SP_LUK-SP_STR]+=val; } break; case SP_AGI_VIT: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_VIT-SP_STR]+=val; } break; case SP_AGI_DEX_STR: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_DEX-SP_STR]+=val; sd->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_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->delayrate+=val; break; case SP_CRIT_ATK_RATE: if(sd->state.lr_flag != 2) sd->bonus.crit_atk_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_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; #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; case SP_ADD_VARIABLECAST: if(sd->state.lr_flag != 2) sd->bonus.add_varcast += val; break; #else case SP_ADD_FIXEDCAST: case SP_FIXCASTRATE: case SP_ADD_VARIABLECAST: //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_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; default: if (running_npc_stat_calc_event) { ShowWarning("pc_bonus: unknown bonus type %d %d in OnPCStatCalcEvent!\n", type, val); } else if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus: unknown bonus type %d %d in a combo with item #%d\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 #%d\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) { int i; 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->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->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->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->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->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->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->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->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->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->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->subclass[type2]+=val; break; case SP_ADDEFF: // bonus2 bAddEff,eff,n; PC_BONUS_CHK_SC(type2,SP_ADDEFF); pc_bonus_addeff(sd->addeff, ARRAYLENGTH(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, ARRAYLENGTH(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 (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowError("pc_bonus2: SP_RESEFF: %d is invalid effect.\n", type2); break; } if(sd->state.lr_flag == 2) break; i = sd->reseff[type2]+val; sd->reseff[type2]= cap_value(i, -10000, 10000); break; case SP_MAGIC_ADDELE: // bonus2 bMagicAddEle,e,x; PC_BONUS_CHK_ELEMENT(type2,SP_MAGIC_ADDELE); if(sd->state.lr_flag != 2) sd->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->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->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->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->magic_atk_ele[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: // bonus2 bAddDamageClass,mid,x; switch (sd->state.lr_flag) { case 0: //Right hand ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->right_weapon.add_dmg)) { ShowError("pc_bonus2: SP_ADD_DAMAGE_CLASS: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg)); break; } sd->right_weapon.add_dmg[i].class_ = type2; sd->right_weapon.add_dmg[i].rate += val; if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0])); break; case 1: //Left hand ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->left_weapon.add_dmg)) { ShowError("pc_bonus2: SP_ADD_DAMAGE_CLASS: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg)); break; } sd->left_weapon.add_dmg[i].class_ = type2; sd->left_weapon.add_dmg[i].rate += val; if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0])); break; } break; case SP_ADD_MAGIC_DAMAGE_CLASS: // bonus2 bAddMagicDamageClass,mid,x; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdmg)) { ShowError("pc_bonus2: SP_ADD_MAGIC_DAMAGE_CLASS: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg)); break; } sd->add_mdmg[i].class_ = type2; sd->add_mdmg[i].rate += val; if (!sd->add_mdmg[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0])); break; case SP_ADD_DEF_MONSTER: // bonus2 bAddDefMonster,mid,x; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_def)) { ShowError("pc_bonus2: SP_ADD_DEF_MONSTER: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def)); break; } sd->add_def[i].class_ = type2; sd->add_def[i].rate += val; if (!sd->add_def[i].rate) //Shift the rest of elements up. memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0])); break; case SP_ADD_MDEF_MONSTER: // bonus2 bAddMDefMonster,mid,x; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdef)) { ShowError("pc_bonus2: SP_ADD_MDEF_MONSTER: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef)); break; } sd->add_mdef[i].class_ = type2; sd->add_mdef[i].rate += val; if (!sd->add_mdef[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0])); 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) { sd->bonus.sp_vanish_rate += type2; sd->bonus.sp_vanish_per += val; } break; case SP_HP_VANISH_RATE: // bonus2 bHPVanishRate,x,n; if(sd->state.lr_flag != 2) { sd->bonus.hp_vanish_rate += type2; sd->bonus.hp_vanish_per += val; } 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->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->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->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->weapon_atk[type2]+=val; break; case SP_WEAPON_DAMAGE_RATE: // bonus2 bWeaponDamageRate,w,n; if(sd->state.lr_flag != 2) sd->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->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, ARRAYLENGTH(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; ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2); if (i == ARRAYLENGTH(sd->skillatk)) { //Better mention this so the array length can be updated. [Skotlex] ShowError("pc_bonus2: SP_SKILL_ATK: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val); break; } if (sd->skillatk[i].id == type2) sd->skillatk[i].val += val; else { sd->skillatk[i].id = type2; sd->skillatk[i].val = val; } break; case SP_SKILL_HEAL: // bonus2 bSkillHeal,sk,n; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal)) { // Better mention this so the array length can be updated. [Skotlex] ShowError("pc_bonus2: SP_SKILL_HEAL: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val); break; } if (sd->skillheal[i].id == type2) sd->skillheal[i].val += val; else { sd->skillheal[i].id = type2; sd->skillheal[i].val = val; } break; case SP_SKILL_HEAL2: // bonus2 bSkillHeal2,sk,n; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal2)) { // Better mention this so the array length can be updated. [Skotlex] ShowError("pc_bonus2: SP_SKILL_HEAL2: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val); break; } if (sd->skillheal2[i].id == type2) sd->skillheal2[i].val += val; else { sd->skillheal2[i].id = type2; sd->skillheal2[i].val = val; } break; case SP_ADD_SKILL_BLOW: // bonus2 bAddSkillBlow,sk,n; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2); if (i == ARRAYLENGTH(sd->skillblown)) { //Better mention this so the array length can be updated. [Skotlex] ShowError("pc_bonus2: SP_ADD_SKILL_BLOW: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val); break; } if(sd->skillblown[i].id == type2) sd->skillblown[i].val += val; else { sd->skillblown[i].id = type2; sd->skillblown[i].val = val; } 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->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->subrace2[type2]+=val; break; case SP_ADD_ITEM_HEAL_RATE: // bonus2 bAddItemHealRate,iid,n; if(sd->state.lr_flag == 2) break; if (!itemdb_exists(type2)) { ShowError("pc_bonus2: SP_ADD_ITEM_HEAL_RATE Invalid item with id %d\n", type2); break; } for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++); if(i == ARRAYLENGTH(sd->itemhealrate)) { ShowError("pc_bonus2: SP_ADD_ITEM_HEAL_RATE: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate)); break; } sd->itemhealrate[i].nameid = type2; sd->itemhealrate[i].rate += val; break; case SP_ADD_ITEMGROUP_HEAL_RATE: // bonus2 bAddItemGroupHealRate,ig,n; if (sd->state.lr_flag == 2) break; if (!type2 || !itemdb_group_exists(type2)) { ShowError("pc_bonus2: SP_ADD_ITEMGROUP_HEAL_RATE: Invalid item group with id %d\n", type2); break; } pc_itemgrouphealrate(sd, type2, val); break; case SP_EXP_ADDRACE: // bonus2 bExpAddRace,r,x; PC_BONUS_CHK_RACE(type2,SP_EXP_ADDRACE); if(sd->state.lr_flag != 2) sd->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->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->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, ARRAYLENGTH(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, ARRAYLENGTH(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->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->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->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->ignore_def_by_class[type2] += val; break; case SP_SKILL_USE_SP_RATE: // bonus2 bSkillUseSPrate,sk,n; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == 0 || sd->skillusesprate[i].id == type2); if (i == ARRAYLENGTH(sd->skillusesprate)) { ShowError("pc_bonus2: SP_SKILL_USE_SP_RATE: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesprate), type2, val); break; } if (sd->skillusesprate[i].id == type2) sd->skillusesprate[i].val += val; else { sd->skillusesprate[i].id = type2; sd->skillusesprate[i].val = val; } break; case SP_SKILL_DELAY: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skilldelay), i, sd->skilldelay[i].id == 0 || sd->skilldelay[i].id == type2); if (i == ARRAYLENGTH(sd->skilldelay)) { ShowError("pc_bonus2: SP_SKILL_DELAY: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", ARRAYLENGTH(sd->skilldelay), type2, val); break; } if (sd->skilldelay[i].id == type2) sd->skilldelay[i].val += val; else { sd->skilldelay[i].id = type2; sd->skilldelay[i].val = val; } break; case SP_SKILL_COOLDOWN: // bonus2 bSkillCooldown,sk,t; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillcooldown), i, sd->skillcooldown[i].id == 0 || sd->skillcooldown[i].id == type2); if (i == ARRAYLENGTH(sd->skillcooldown)) { ShowError("pc_bonus2: SP_SKILL_COOLDOWN: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", ARRAYLENGTH(sd->skillcooldown), type2, val); break; } if (sd->skillcooldown[i].id == type2) sd->skillcooldown[i].val += val; else { sd->skillcooldown[i].id = type2; sd->skillcooldown[i].val = val; } break; #ifdef RENEWAL_CAST case SP_SKILL_FIXEDCAST: // bonus2 bSkillFixedCast,sk,t; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillfixcast), i, sd->skillfixcast[i].id == 0 || sd->skillfixcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillfixcast)) { ShowError("pc_bonus2: SP_SKILL_FIXEDCAST: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", ARRAYLENGTH(sd->skillfixcast), type2, val); break; } if (sd->skillfixcast[i].id == type2) sd->skillfixcast[i].val += val; else { sd->skillfixcast[i].id = type2; sd->skillfixcast[i].val = val; } break; case SP_SKILL_VARIABLECAST: // bonus2 bSkillVariableCast,sk,t; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillvarcast), i, sd->skillvarcast[i].id == 0 || sd->skillvarcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillvarcast)) { ShowError("pc_bonus2: SP_SKILL_VARIABLECAST: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", ARRAYLENGTH(sd->skillvarcast), type2, val); break; } if (sd->skillvarcast[i].id == type2) sd->skillvarcast[i].val += val; else { sd->skillvarcast[i].id = type2; sd->skillvarcast[i].val = val; } break; case SP_CASTRATE: // bonus2 bCastrate,sk,n; case SP_VARCASTRATE: // bonus2 bVariableCastrate,sk,n; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillcastrate), i, sd->skillcastrate[i].id == 0 || sd->skillcastrate[i].id == type2); if (i == ARRAYLENGTH(sd->skillcastrate)) { ShowError("pc_bonus2: SP_VARCASTRATE: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n",ARRAYLENGTH(sd->skillcastrate), type2, val); break; } if(sd->skillcastrate[i].id == type2) sd->skillcastrate[i].val -= val; else { sd->skillcastrate[i].id = type2; sd->skillcastrate[i].val -= val; } break; case SP_FIXCASTRATE: // bonus2 bFixedCastrate,sk,n; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillfixcastrate), i, sd->skillfixcastrate[i].id == 0 || sd->skillfixcastrate[i].id == type2); if (i == ARRAYLENGTH(sd->skillfixcastrate)) { ShowError("pc_bonus2: SP_FIXCASTRATE: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcastrate), type2, val); break; } if(sd->skillfixcastrate[i].id == type2) sd->skillfixcastrate[i].val -= val; else { sd->skillfixcastrate[i].id = type2; sd->skillfixcastrate[i].val -= val; } break; #else case SP_SKILL_FIXEDCAST: // bonus2 bSkillFixedCast,sk,t; case SP_SKILL_VARIABLECAST: // bonus2 bSkillVariableCast,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; ARR_FIND(0, ARRAYLENGTH(sd->skillcastrate), i, sd->skillcastrate[i].id == 0 || sd->skillcastrate[i].id == type2); if (i == ARRAYLENGTH(sd->skillcastrate)) { //Better mention this so the array length can be updated. [Skotlex] ShowError("pc_bonus2: %s: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", (type == SP_CASTRATE) ? "SP_CASTRATE" : "SP_VARCASTRATE", ARRAYLENGTH(sd->skillcastrate), type2, val); break; } if(sd->skillcastrate[i].id == type2) sd->skillcastrate[i].val += val; else { sd->skillcastrate[i].id = type2; sd->skillcastrate[i].val = val; } break; #endif case SP_SKILL_USE_SP: // bonus2 bSkillUseSP,sk,n; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == 0 || sd->skillusesp[i].id == type2); if (i == ARRAYLENGTH(sd->skillusesp)) { ShowError("pc_bonus2: SP_SKILL_USE_SP: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", ARRAYLENGTH(sd->skillusesp), type2, val); break; } if (sd->skillusesp[i].id == type2) sd->skillusesp[i].val += val; else { sd->skillusesp[i].id = type2; sd->skillusesp[i].val = val; } break; case SP_SUB_SKILL: // bonus2 bSubSkill,sk,n; ARR_FIND(0, ARRAYLENGTH(sd->subskill), i, sd->subskill[i].id == type2 || sd->subskill[i].id == 0); if (i == ARRAYLENGTH(sd->subskill)) { ShowError("pc_bonus2: SP_SUB_SKILL: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", ARRAYLENGTH(sd->subskill), type2, val); break; } if (sd->subskill[i].id == type2) sd->subskill[i].val += val; else { sd->subskill[i].id = type2; sd->subskill[i].val = val; } break; case SP_SUBDEF_ELE: // bonus2 bSubDefEle,e,x; PC_BONUS_CHK_ELEMENT(type2,SP_SUBDEF_ELE); sd->subdefele[type2] += val; break; case SP_COMA_CLASS: // bonus2 bComaClass,c,n; PC_BONUS_CHK_CLASS(type2,SP_COMA_CLASS); sd->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->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->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->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->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->dropaddclass[type2] += val; break; default: if (running_npc_stat_calc_event) { ShowWarning("pc_bonus2: unknown bonus type %d %d %d in OnPCStatCalcEvent!\n", type, type2, val); } else if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus2: unknown bonus type %d %d %d in a combo with item #%d\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 #%d\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,val; * @param sd * @param type Bonus type used by bBonusName * @param type2 * @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, ARRAYLENGTH(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, ARRAYLENGTH(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, ARRAYLENGTH(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_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), target?-type2:type2, type3, val, 0, current_equip_card_id); } 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_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id); } 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, ARRAYLENGTH(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, ARRAYLENGTH(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, ARRAYLENGTH(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, ARRAYLENGTH(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, ARRAYLENGTH(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_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_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 (running_npc_stat_calc_event) { ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in OnPCStatCalcEvent!\n", type, type2, type3, val); } else if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in a combo with item #%d\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 #%d\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,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_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, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: // bonus4 bAutoSpellWhenHit,sk,y,n,i; if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id); 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_NO_TARGET_SELF)); pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id); } break; case SP_ADDEFF: // bonus4 bAddEff,eff,n,y,t; PC_BONUS_CHK_SC(type2,SP_ADDEFF); pc_bonus_addeff(sd->addeff, ARRAYLENGTH(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, ARRAYLENGTH(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, ARRAYLENGTH(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 (running_npc_stat_calc_event) { ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in OnPCStatCalcEvent!\n", type, type2, type3, type4, val); } else if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in a combo with item #%d\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 #%d\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, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: // bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; case SP_AUTOSPELL_ONSKILL: // bonus5 bAutoSpellOnSkill,sk,x,y,n,i; if(sd->state.lr_flag != 2) pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id); 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, ARRAYLENGTH(sd->addeff_onskill), (sc_type)type3, type4, type2, type5, val); break; default: if (running_npc_stat_calc_event) { ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in OnPCStatCalcEvent!\n", type, type2, type3, type4, type5, val); } else if (current_equip_combo_pos > 0) { ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in a combo with item #%d\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 #%d\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)) //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)) //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) { int i; unsigned short nameid; nullpo_ret(sd); if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL ) return 0; //Invalid item index. if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL ) 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( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR ) return 0; // only weapons and armor are allowed if( sd->inventory_data[idx_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( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 ) return 0; // card cannot be compounded on this item type if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD ) return 0; // attempted to place shield card on left-hand weapon. if( sd->inventory.u.items_inventory[idx_equip].equip != 0 ) return 0; // item must be unequipped ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->inventory.u.items_inventory[idx_equip].card[i] == 0 ); if( i == sd->inventory_data[idx_equip]->slot ) 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; } // // 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 < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; 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 < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; 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, unsigned short 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; 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; 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) { uint8 i, b; nullpo_ret(sd); for(i = 0, b = 0; i < MAX_INVENTORY; 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: Points player has to pay * @param points: Points player has * @param type: Log type * @return -2: Paying negative points, -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,-MAX_ZENY,MAX_ZENY); //prevent command UB if( price < 0 || points < 0 ) { ShowError("pc_paycash: Paying negative points (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id); return -2; } if( points > price ) { ShowWarning("pc_paycash: More kafra points provided than needed (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id); points = price; } 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 player gets * @param points: Points player has * @param type: Log type * @return -2: Error, -1: Giving negative cash/points, 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,-MAX_ZENY,MAX_ZENY); //prevent command UB points = cap_value(points,-MAX_ZENY,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; } else if( cash < 0 ) { ShowError("pc_getcash: Obtaining negative cash points (cash=%d, account_id=%d, char_id=%d).\n", cash, sd->status.account_id, sd->status.char_id); return -1; } 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; } else if( points < 0 ) { ShowError("pc_getcash: Obtaining negative kafra points (points=%d, account_id=%d, char_id=%d).\n", points, sd->status.account_id, sd->status.char_id); return -1; } return -2; //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, unsigned short 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 */ char 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(1, sd); nullpo_retr(1, 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; i = MAX_INVENTORY; 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; sd->inventory.u.items_inventory[i].amount += amount; clif_additem(sd,i,amount,0); break; } } } if (i >= MAX_INVENTORY) { i = pc_search_inventory(sd,0); if( i < 0 ) 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; 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->fd, 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->fd, 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); 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); 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( 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; unsigned int 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; unsigned short 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.flag&NOUSE_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.data[SC_BERSERK] ) 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 != 2 && 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 (!( (1ULL<<(sd->class_&MAPID_BASEMASK)) & (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)]) )) return false; if (sd->sc.count && ( sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAYNIGHTFEVER] || (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) || sd->sc.data[SC_TRICKDEAD] || sd->sc.data[SC_HIDING] || sd->sc.data[SC__SHADOWFORM] || sd->sc.data[SC__INVISIBILITY] || sd->sc.data[SC__MANHOLE] || sd->sc.data[SC_DEEPSLEEP] || sd->sc.data[SC_CRYSTALIZE] || sd->sc.data[SC_KAGEHUMI] || (sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM) || sd->sc.data[SC_KINGS_GRACE] || sd->sc.data[SC_SUHIDE])) 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) { unsigned int tick = gettick(); int amount; unsigned short nameid; struct script_code *script; struct item item; struct item_data *id; nullpo_ret(sd); 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 ) { 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.c after all and this prevents skill items using when silenced [Inkfish] if( id->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) ) return 0; if( id->delay > 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 ) { //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 */ } 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) 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 0 = success; 1 = fail; 2 = no slot */ unsigned char 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(1, sd); nullpo_retr(1, item); if(item->nameid == 0 || amount <= 0) return 1; data = itemdb_search(item->nameid); if( data->stack.cart && amount > data->stack.amount ) {// item stack limitation return 1; } 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 1; } if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max ) return 1; 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 2; // no slot sd->cart.u.items_cart[i].amount += amount; clif_cart_additem(sd,i,amount,0); } 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 2; // 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,0); } sd->cart.u.items_cart[i].favorite = 0; // clear log_pick_pc(sd, log_type, amount, &sd->cart.u.items_cart[i]); sd->cart_weight += w; clif_updatestatus(sd,SP_CARTINFO); return 0; } /*========================================== * 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) { struct item *item_data; char flag; nullpo_retv(sd); if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex] return; item_data = &sd->inventory.u.items_inventory[idx]; if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending ) return; if( (flag = pc_cart_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0 ) pc_delitem(sd,idx,amount,0,5,LOG_TYPE_NONE); else { clif_dropitem(sd,idx,0); clif_cart_additem_ack(sd,(flag==1)?ADDITEM_TO_CART_FAIL_WEIGHT:ADDITEM_TO_CART_FAIL_COUNT); } } /*========================================== * 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) { struct item *item_data; unsigned char flag = 0; nullpo_retv(sd); if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex] return; item_data=&sd->cart.u.items_cart[idx]; if(item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending ) return; if((flag = pc_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0) pc_cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE); else { clif_dropitem(sd,idx,0); clif_additem(sd,0,0,flag); } } /*========================================== * 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; int 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: %i).",sd->status.name, itemid); else sprintf(output,"%s stole %s.",sd->status.name,item->jname); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); return 0; } /*========================================== * Steal an item from bl (mob). * Return: * 0 = fail * 1 = succes *------------------------------------------*/ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv) { int i,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 0; 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 0; 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_STATUS_IMMUNE) || 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 0; } // 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 ) return 0; // 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_STEAL_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].p * rate/100. ) break; if( i == MAX_STEAL_DROP ) return 0; 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 0; } 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].p<=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, i_data->jname, (float)md->db->dropitem[i].p/100); //MSG: "'%s' stole %s's %s (chance: %0.02f%%)" intif_broadcast(message, strlen(message) + 1, BC_DEFAULT); } return 1; } /*========================================== * 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] || status_bl_has_mode(target,MD_STATUS_IMMUNE) || 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); sd->state.changemap = (sd->mapindex != mapindex); sd->state.warping = 1; sd->state.workinprogress = WIP_DISABLE_NONE; if( sd->state.changemap ) { // Misc map-changing settings int i; if(map_getmapdata(sd->bl.m)->instance_id && !mapdata->instance_id) { bool instance_found = false; struct party_data *p = NULL; struct guild *g = NULL; if (sd->instance_id) { instance_delusers(sd->instance_id); instance_found = true; } if (!instance_found && sd->status.party_id && (p = party_search(sd->status.party_id)) != NULL && p->instance_id) { instance_delusers(p->instance_id); instance_found = true; } if (!instance_found && sd->status.guild_id && (g = guild_search(sd->status.guild_id)) != NULL && g->instance_id) instance_delusers(g->instance_id); } sd->state.pmap = sd->bl.m; if (sd->sc.count) { // Cancel some map related stuff. if (sd->sc.data[SC_JAILED]) return SETPOS_MAPINDEX; //You may not get out! status_change_end(&sd->bl, SC_BOSSMAPINFO, INVALID_TIMER); status_change_end(&sd->bl, SC_WARM, INVALID_TIMER); status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER); if (sd->sc.data[SC_KNOWLEDGE]) { struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE]; if (sce->timer != INVALID_TIMER) delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE); } status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER); status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER); status_change_end(&sd->bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } for( 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); 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->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 } 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; } 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] struct guild_castle *gc = guild_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) { int x,y,i=0; nullpo_ret(sd); struct map_data *mapdata = map_getmapdata(sd->bl.m); if (mapdata->flag[MF_NOTELEPORT]) //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) { uint8 i; uint16 idx = skill_get_index(skill_id); int cooldown = 0, cooldownlen = ARRAYLENGTH(sd->skillcooldown); if (!idx) return 0; if (skill_db[idx]->cooldown[skill_lv - 1]) cooldown = skill_db[idx]->cooldown[skill_lv - 1]; if (skill_id == SU_TUNABELLY && pc_checkskill(sd, SU_SPIRITOFSEA)) cooldown -= skill_get_time(SU_TUNABELLY, skill_lv); ARR_FIND(0, cooldownlen, i, sd->skillcooldown[i].id == skill_id); if (i < cooldownlen) { cooldown += sd->skillcooldown[i].val; cooldown = max(0,cooldown); } return 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; if ((idx = skill_get_index(skill_id)) == 0) { 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; } /** * 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) { const enum sc_type scw_list[] = { SC_TWOHANDQUICKEN, SC_ONEHAND, SC_AURABLADE, SC_PARRYING, SC_SPEARQUICKEN, SC_ADRENALINE, SC_ADRENALINE2, SC_DANCING, SC_GATLINGFEVER, }; uint8 i; nullpo_retv(sd); if(!sd->sc.count) return; for (i = 0; i < ARRAYLENGTH(scw_list); i++) { // Skills requiring specific weapon types if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix ) continue; if(sd->sc.data[scw_list[i]] && !pc_check_weapontype(sd,skill_get_weapontype(status_sc2skill(scw_list[i])))) status_change_end(&sd->bl, scw_list[i], INVALID_TIMER); } if(sd->sc.data[SC_SPURT] && sd->status.weapon) // Spurt requires bare hands (feet, in fact xD) status_change_end(&sd->bl, SC_SPURT, INVALID_TIMER); if(sd->status.shield <= 0) { // Skills requiring a shield const enum sc_type scs_list[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_REFLECTDAMAGE }; for (i = 0; i < ARRAYLENGTH(scs_list); i++) if(sd->sc.data[scs_list[i]]) status_change_end(&sd->bl, scs_list[i], 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) { uint8 i; nullpo_retr(-1, sd); for(i=0;iequip_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, unsigned short 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] *------------------------------------------*/ int 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: return MAPID_BABY_RUNE; case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK; case JOB_BABY_RANGER: return MAPID_BABY_RANGER; case JOB_BABY_BISHOP: return MAPID_BABY_BISHOP; case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC; case JOB_BABY_CROSS: return MAPID_BABY_CROSS; case JOB_BABY_STAR_EMPEROR: return MAPID_BABY_STAR_EMPEROR; //Baby 3-2 Jobs case JOB_BABY_GUARD: return MAPID_BABY_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_CHASER: return MAPID_BABY_CHASER; case JOB_BABY_SOUL_REAPER: return MAPID_BABY_SOUL_REAPER; //Doram Jobs case JOB_SUMMONER: return MAPID_SUMMONER; default: return -1; } } //Reverts the map-style class id to the client-style one. int pc_mapid2jobid(unsigned short 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: return JOB_BABY_RUNE; case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK; case MAPID_BABY_RANGER: return JOB_BABY_RANGER; case MAPID_BABY_BISHOP: return JOB_BABY_BISHOP; case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC; case MAPID_BABY_CROSS: return JOB_BABY_CROSS; case MAPID_BABY_STAR_EMPEROR: return JOB_BABY_STAR_EMPEROR; //Baby 3-2 Jobs case MAPID_BABY_GUARD: return JOB_BABY_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_CHASER: return JOB_BABY_CHASER; case MAPID_BABY_SOUL_REAPER: return JOB_BABY_SOUL_REAPER; //Doram Jobs case MAPID_SUMMONER: return JOB_SUMMONER; 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: case JOB_BABY_WARLOCK: case JOB_BABY_RANGER: case JOB_BABY_BISHOP: case JOB_BABY_MECHANIC: case JOB_BABY_CROSS: case JOB_BABY_GUARD: case JOB_BABY_SORCERER: case JOB_BABY_MINSTREL: case JOB_BABY_WANDERER: case JOB_BABY_SURA: case JOB_BABY_GENETIC: case JOB_BABY_CHASER: return msg_txt(NULL,638 - JOB_BABY_RUNE+class_); case JOB_BABY_RUNE2: return msg_txt(NULL,638); case JOB_BABY_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); 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) { unsigned int next = pc_nextbaseexp(sd); if (!next || sd->status.base_exp < next || pc_is_maxbaselv(sd)) return 0; 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 && sd->status.base_exp > next-1) sd->status.base_exp = next-1; next = pc_gets_status_point(sd->status.base_level); sd->status.base_level++; sd->status.status_point += next; if( pc_is_maxbaselv(sd) ){ sd->status.base_exp = u32min(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_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) { sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1)); sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1)); sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1)); sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1)); sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,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 ) { sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000); sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_BLESSING),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); achievement_update_objective(sd, AG_GOAL_LEVEL, 1, sd->status.base_level); achievement_update_objective(sd, AG_GOAL_STATUS, 2, sd->status.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 ) { 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) { unsigned int next = pc_nextjobexp(sd); nullpo_ret(sd); if(!next || sd->status.job_exp < next || pc_is_maxjoblv(sd)) return 0; 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 && 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 = u32min(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) && pc_is_maxbaselv(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); achievement_update_objective(sd, AG_GOAL_LEVEL, 1, sd->status.job_level); 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, unsigned int *base_exp, unsigned int *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->expaddrace[status->race] ) bonus += sd->expaddrace[status->race]; if( sd->expaddrace[RC_ALL] ) bonus += sd->expaddrace[RC_ALL]; if( sd->expaddclass[status->class_] ) bonus += sd->expaddclass[status->class_]; if( sd->expaddclass[CLASS_ALL] ) bonus += sd->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) { unsigned int exp = (unsigned int)(*base_exp + (double)*base_exp * (bonus + vip_bonus_base)/100.); *base_exp = cap_value(exp, 1, UINT_MAX); } // 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) { unsigned int exp = (unsigned int)(*job_exp + (double)*job_exp * (bonus + vip_bonus_job)/100.); *job_exp = cap_value(exp, 1, UINT_MAX); } 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, unsigned int base_exp, unsigned int next_base_exp, unsigned int job_exp, unsigned int 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, unsigned int base_exp, unsigned int job_exp, uint8 exp_flag) { unsigned int 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) { if ((uint64)sd->status.base_exp + base_exp > UINT32_MAX) sd->status.base_exp = UINT32_MAX; else sd->status.base_exp += base_exp; if (!pc_checkbaselevelup(sd)) clif_updatestatus(sd,SP_BASEEXP); } // Give EXP for Job Level if (job_exp) { if ((uint64)sd->status.job_exp + job_exp > UINT32_MAX) sd->status.job_exp = UINT32_MAX; else sd->status.job_exp += job_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, unsigned int base_exp, unsigned int job_exp) { nullpo_retv(sd); if (base_exp) { base_exp = u32min(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 = u32min(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 class_: Player's class * @return Max Base Level */ static unsigned int pc_class_maxbaselv(unsigned short class_) { return job_info[pc_class2idx(class_)].max_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 pc_class_maxbaselv(sd->status.class_); } /** * Returns max job level for this character's class. * @param class_: Player's class * @return Max Job Level */ static unsigned int pc_class_maxjoblv(unsigned short class_) { return job_info[pc_class2idx(class_)].max_level[1]; } /** * Returns max job level for this character. * @param sd Player * @return Max Job Level **/ unsigned int pc_maxjoblv(struct map_session_data *sd){ return pc_class_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)); } /** * Base exp needed for player to level up. * @param sd * @return Base EXP needed for next base level **/ unsigned int 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 job_info[pc_class2idx(sd->status.class_)].exp_table[0][sd->status.base_level-1]; } /** * Job exp needed for player to level up. * @param sd * @return Job EXP needed for next job level **/ unsigned int 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 job_info[pc_class2idx(sd->status.class_)].exp_table[1][sd->status.job_level-1]; } /// Returns the value of the specified stat. static int pc_getstat(struct 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; default: return -1; } } /// Sets the specified stat to the specified value. /// Returns the new value. static 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; default: return -1; } return val; } // Calculates the number of status points PC gets when leveling up (from level to level+1) int pc_gets_status_point(int level) { if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt" return (statp[level+1] - statp[level]); else //Default increase return ((level+15) / 5); } #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; } /*========================================== * 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) ) 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_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; for (i = 0; i < MAX_SKILL_TREE && (sk_id = skill_tree[pc_class2idx(sd->status.class_)][i].skill_id) > 0;i++){ int inf2 = 0; uint16 sk_idx = 0; if (!sk_id || !(sk_idx = skill_get_index(sk_id))) continue; inf2 = skill_get_inf2(sk_id); if ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || 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.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; 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_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_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 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 (battle_config.use_statpoint_table) { // New statpoint table used here - Dexity if (sd->status.base_level > MAX_LEVEL) { //statp[] goes out of bounds, can't reset! ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n", sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL); return 0; } sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points } else { int add=0; add += pc_need_status_point(sd, SP_STR, 1-pc_getstat(sd, SP_STR)); add += pc_need_status_point(sd, SP_AGI, 1-pc_getstat(sd, SP_AGI)); add += pc_need_status_point(sd, SP_VIT, 1-pc_getstat(sd, SP_VIT)); add += pc_need_status_point(sd, SP_INT, 1-pc_getstat(sd, SP_INT)); add += pc_need_status_point(sd, SP_DEX, 1-pc_getstat(sd, SP_DEX)); add += pc_need_status_point(sd, SP_LUK, 1-pc_getstat(sd, SP_LUK)); sd->status.status_point+=add; } 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); 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_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_STATUSPOINT); 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) && 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); } for( i = 1; i < MAX_SKILL; i++ ) { uint8 lv = sd->status.skill[i].lv; int inf2; uint16 skill_id = skill_idx2id(i); if (lv == 0 || skill_id == 0) continue; inf2 = skill_get_inf2(skill_id); if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //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[i].lv = 0; sd->status.skill[i].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[i].flag == SKILL_FLAG_PERM_GRANTED ) continue; if( flag&4 && !skill_ischangesex(skill_id) ) continue; if( inf2&INF2_QUEST_SKILL && !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[i].lv = 0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } continue; } if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) skill_point += 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); if( !(flag&2) ) {// reset sd->status.skill[i].lv = 0; sd->status.skill[i].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; i<3; i++) { sd->hate_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 i, bonus = 0; nullpo_ret(sd); skill_id = skill_dummy2skill_id(skill_id); ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val; return bonus; } int pc_sub_skillatk_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = 0; nullpo_ret(sd); skill_id = skill_dummy2skill_id(skill_id); ARR_FIND(0, ARRAYLENGTH(sd->subskill), i, sd->subskill[i].id == skill_id); if( i < ARRAYLENGTH(sd->subskill) ) bonus = sd->subskill[i].val; return bonus; } int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = sd->bonus.add_heal_rate; 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; } } ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val; return bonus; } int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = sd->bonus.add_heal2_rate; skill_id = skill_dummy2skill_id(skill_id); ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillheal2) ) bonus += sd->skillheal2[i].val; 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; 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) { 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 npc for player and clear anything related * @flag == 1 : produce close button * @flag == 2 : directly close it */ 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 sd->npc_idle_timer = INVALID_TIMER; #endif if (sd->st && 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 && 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; unsigned int 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) { unsigned int exp = pc_nextbaseexp(sd); if( exp && get_percentage(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,status_skill2sc(MO_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; } } 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 < 0 ) pd->pet.intimate = 0; 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); } 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_setglobalreg(sd, add_str(PCDIECOUNTER_VAR), sd->die_counter+1); pc_setparam(sd, SP_KILLERRID, src?src->id: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->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.data[SC_BABY] && !sd->sc.data[SC_LIFEINSURANCE] && !mapdata->flag[MF_NOEXPPENALTY] && !mapdata_flag_gvg2(mapdata)) { uint32 base_penalty = 0; uint32 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 = (uint32) ( pc_nextbaseexp(sd) * ( base_penalty / 10000. ) ); break; case 2: base_penalty = (uint32) ( 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 = u32min(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 = u32min(sd->status.job_exp, job_penalty); } } else job_penalty = 0; if (base_penalty || job_penalty) 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 ) { add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0); return 1|8; } } //GvG if( mapdata_flag_gvg2(mapdata) ) { add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0); return 1|8; } else if( sd->bg_id ) { struct battleground_data *bg = bg_team_search(sd->bg_id); if( bg && bg->mapindex > 0 ) { // Respawn by BG 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) { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); 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)); } } // script // /*========================================== * script reading pc status registry *------------------------------------------*/ int pc_readparam(struct map_session_data* sd,int type) { int 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_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 = sd->status.base_exp; break; case SP_JOBEXP: val = sd->status.job_exp; break; case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break; case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); 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_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_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_CRITICAL: val = sd->battle_status.cri/10; break; case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break; case SP_BASE_ATK: val = sd->battle_status.batk; 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_DEFELE: val = sd->battle_status.def_ele; break; case SP_MAXHPRATE: val = sd->hprate; break; case SP_MAXSPRATE: val = sd->sprate; 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_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_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_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_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->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_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 default: ShowError("pc_readparam: Attempt to read unknown parameter '%d'.\n", type); return -1; } return val; } /*========================================== * script set pc status registry *------------------------------------------*/ bool pc_setparam(struct map_session_data *sd,int type,int val) { nullpo_retr(false,sd); switch(type){ case SP_BASELEVEL: if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max val = pc_maxbaselv(sd); if ((unsigned int)val > sd->status.base_level) { int i = 0; int stat=0; for (i = 0; i < (int)((unsigned int)val - sd->status.base_level); i++) stat += pc_gets_status_point(sd->status.base_level + i); sd->status.status_point += stat; } sd->status.base_level = (unsigned int)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_BASEEXP); status_calc_pc(sd, SCO_FORCE); if(sd->status.party_id) party_send_levelup(sd); break; case SP_JOBLEVEL: if ((unsigned int)val >= sd->status.job_level) { if ((unsigned int)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 = (unsigned int)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_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 = cap_value(val, 0, INT_MAX); if ((unsigned int)val < sd->status.base_exp) // Lost pc_lostexp(sd, sd->status.base_exp - val, 0); else // Gained pc_gainexp(sd, NULL, val - sd->status.base_exp, 0, 2); } return true; case SP_JOBEXP: { val = cap_value(val, 0, INT_MAX); if ((unsigned int)val < sd->status.job_exp) // Lost pc_lostexp(sd, 0, sd->status.job_exp - val); else // Gained pc_gainexp(sd, NULL, 0, val - 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_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_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->die_counter && (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 (val < 0) return false; 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 '%d'.\n", type); return false; } clif_updatestatus(sd,type); return true; } /*========================================== * HP/SP 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, int type) { if (type&2) { if (hp || type&4) clif_heal(sd->fd,SP_HP,hp); if (sp) clif_heal(sd->fd,SP_SP,sp); } else { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); } 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, int itemid, int hp, int sp) { int bonus, tmp, penalty = 0; if (hp) { int i; 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 += 50; if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE) bonus += 100; // Receive an additional +100% effect from ranked potions to HP only } //All item bonuses. bonus += sd->bonus.itemhealrate2; //Item Group bonuses bonus += pc_get_itemgroup_bonus(sd, itemid); //Individual item bonuses. for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { if (sd->itemhealrate[i].nameid == itemid) { bonus += sd->itemhealrate[i].rate; break; } } // Recovery Potion if (sd->sc.data[SC_INCHEALRATE]) bonus += sd->sc.data[SC_INCHEALRATE]->val1; // 2014 Halloween Event : Pumpkin Bonus if (sd->sc.data[SC_MTF_PUMPKIN] && itemid == ITEMID_PUMPKIN) bonus += sd->sc.data[SC_MTF_PUMPKIN]->val1; 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 += 50; 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]) penalty += 20; if (sd->sc.data[SC_NORECOVER_STATE]) penalty = 100; if (sd->sc.data[SC_VITALITYACTIVATION]) { hp += hp / 2; // 1.5 times sp -= sp / 2; } if (sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2) { hp += hp / 10; sp += sp / 10; } 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; int b_class; nullpo_retr(false,sd); if (job < 0) return false; //Normalize job. 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. // 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); } 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,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,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); } // Give or reduce transcendent status points if( (b_class&JOBL_UPPER) && !(sd->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) && (sd->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); } sd->status.status_point -= battle_config.transcendent_status_points; clif_updatestatus(sd,SP_STATUSPOINT); } if ( (b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK) ) { //Things to remove when changing class tree. const int class_ = pc_class2idx(sd->status.class_); uint16 skill_id; for(i = 0; i < MAX_SKILL_TREE && (skill_id = skill_tree[class_][i].skill_id) > 0; i++) { //Remove status specific to your current tree skills. enum sc_type sc = status_skill2sc(skill_id); if (sc > SC_COMMON_MAX && sd->sc.data[sc]) status_change_end(&sd->bl, sc, INVALID_TIMER); } } if( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) { /* going off star glad lineage, reset feel to not store no-longer-used vars in the database */ pc_resetfeel(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); 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_BASELEVEL); clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_NEXTBASEEXP); } 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->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 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( (sd->class_&MAPID_THIRDMASK) == MAPID_RANGER ) { 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( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) { if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) { status_calc_pc(sd,SCO_NONE); status_change_end(&sd->bl,SC_MAXIMIZEPOWER,INVALID_TIMER); status_change_end(&sd->bl,SC_OVERTHRUST,INVALID_TIMER); status_change_end(&sd->bl,SC_WEAPONPERFECTION,INVALID_TIMER); status_change_end(&sd->bl,SC_ADRENALINE,INVALID_TIMER); status_change_end(&sd->bl,SC_CARTBOOST,INVALID_TIMER); status_change_end(&sd->bl,SC_MELTDOWN,INVALID_TIMER); status_change_end(&sd->bl,SC_MAXOVERTHRUST,INVALID_TIMER); pc_bonus_script_clear(sd,BSF_REM_ON_MADOGEAR); } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) { status_calc_pc(sd,SCO_NONE); status_change_end(&sd->bl,SC_SHAPESHIFT,INVALID_TIMER); status_change_end(&sd->bl,SC_HOVERING,INVALID_TIMER); status_change_end(&sd->bl,SC_ACCELERATION,INVALID_TIMER); status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); status_change_end(&sd->bl,SC_OVERHEAT,INVALID_TIMER); status_change_end(&sd->bl,SC_MAGNETICFIELD,INVALID_TIMER); status_change_end(&sd->bl,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); status_change_end(&sd->bl,SC_STEALTHFIELD_MASTER,INVALID_TIMER); pc_bonus_script_clear(sd,BSF_REM_ON_MADOGEAR); } } 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 *------------------------------------------*/ void pc_setmadogear(struct map_session_data* sd, int flag) { if( flag ){ if( pc_checkskill(sd,NC_MADOLICENCE) > 0 ) pc_setoption(sd, sd->sc.option|OPTION_MADOGEAR); } 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))) ) 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))); } /** * Determines whether a player can attack based on status changes * Why not use status_check_skilluse? * "src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack." * Even ground-based attacks should be blocked by these statuses * Called from unit_attack and unit_attack_timer_sub * @retval true Can attack **/ bool pc_can_attack( struct map_session_data *sd, int target_id ) { nullpo_retr(false, sd); if( pc_is90overweight(sd) || pc_isridingwug(sd) ) return false; if( sd->sc.data[SC_BASILICA] || sd->sc.data[SC__SHADOWFORM] || sd->sc.data[SC_CURSEDCIRCLE_ATKER] || sd->sc.data[SC_CURSEDCIRCLE_TARGET] || sd->sc.data[SC_CRYSTALIZE] || sd->sc.data[SC_ALL_RIDING] || // The client doesn't let you, this is to make cheat-safe sd->sc.data[SC_TRICKDEAD] || (sd->sc.data[SC_VOICEOFSIREN] && sd->sc.data[SC_VOICEOFSIREN]->val2 == target_id) || sd->sc.data[SC_BLADESTOP] || sd->sc.data[SC_DEEPSLEEP] || (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) || sd->sc.data[SC_KINGS_GRACE] ) return false; return true; } /*========================================== * Read '@type' variables (temporary numeric char reg) *------------------------------------------*/ int pc_readreg(struct map_session_data* sd, int64 reg) { return i64db_iget(sd->regs.vars, reg); } /*========================================== * Set '@type' variables (temporary numeric char reg) *------------------------------------------*/ bool pc_setreg(struct map_session_data* sd, int64 reg, int val) { unsigned int index = script_getvaridx(reg); nullpo_retr(false, sd); if( val ) { i64db_iput(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) **/ int 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$' (permanent str account reg2) **/ char* pc_readregistry_str(struct map_session_data *sd, int64 reg) { struct script_reg_str *p = NULL; if (!sd->vars_ok) { ShowError("pc_readregistry_str: Trying to read reg %s before it's been loaded!\n", get_str(script_getvarid(reg))); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. //intif->request_registry(sd,type==3?4:type); set_eof(sd->fd); return NULL; } p = (struct script_reg_str *)i64db_get(sd->regs.vars, reg); return p ? p->value : NULL; } /** * Serves the following variable types: * - 'type' (permanent numeric char reg) * - '#type' (permanent numeric account reg) * - '##type' (permanent numeric account reg2) **/ int pc_setregistry(struct map_session_data *sd, int64 reg, int val) { struct script_reg_num *p = NULL; const char *regname = get_str(script_getvarid(reg)); unsigned int index = script_getvaridx(reg); if ( !reg_load && !sd->vars_ok ) { ShowError("pc_setregistry : refusing to set %s until vars are received.\n", regname); return 0; } if ((p = (struct script_reg_num *)i64db_get(sd->regs.vars, reg))) { if( val ) { if( !p->value && index ) /* its a entry that was deleted, so we reset array */ script_array_update(&sd->regs, reg, false); p->value = val; } else { p->value = 0; if( index ) script_array_update(&sd->regs, reg, true); } if (!reg_load) p->flag.update = 1;/* either way, it will require either delete or replace */ } else if( val ) { DBData prev; if( index ) script_array_update(&sd->regs, reg, false); p = ers_alloc(num_reg_ers, struct script_reg_num); p->value = val; if (!reg_load) p->flag.update = 1; if (sd->regs.vars->put(sd->regs.vars, db_i642key(reg), db_ptr2data(p), &prev)) { p = (struct script_reg_num *)db_data2ptr(&prev); ers_free(num_reg_ers, p); } } if (!reg_load && p) sd->vars_dirty = true; return 1; } /** * Serves the following variable types: * - 'type$' (permanent str char reg) * - '#type$' (permanent str account reg) * - '##type$' (permanent str account reg2) **/ int 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 0; } 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 0; } 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 1; } /** * 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, int 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) > 0 : pc_setaccountreg(sd, add_str(reg), val) > 0; default: return pc_setglobalreg(sd, add_str(reg), val) > 0; } return false; } /** * Get value of player variable * @param sd Player * @param reg Variable name * @return Variable value or 0 if failed. **/ int 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 ){ addtick_timer(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 * @param *data struct item_data * @return success numbers of succeed combo */ static int pc_checkcombo(struct map_session_data *sd, struct item_data *data) { uint16 i; int success = 0; for( i = 0; i < data->combos_count; i++ ) { struct itemchk { int idx; unsigned short nameid; short card[MAX_SLOTS]; } *combo_idx; int idx, j; int nb_itemCombo; unsigned int pos = 0; /* ensure this isn't a duplicate combo */ if( sd->combos.bonus != NULL ) { int x; ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id ); /* found a match, skip this combo */ if( x < sd->combos.count ) continue; } nb_itemCombo = data->combos[i]->count; if(nb_itemCombo<2) //a combo with less then 2 item ?? how that possible continue; CREATE(combo_idx,struct itemchk,nb_itemCombo); for(j=0; j < nb_itemCombo; j++){ combo_idx[j].idx=-1; combo_idx[j].nameid=-1; memset(combo_idx[j].card,-1,MAX_SLOTS); } for( j = 0; j < nb_itemCombo; j++ ) { uint16 id = data->combos[i]->nameid[j], k; bool found = false; for( k = 0; k < EQI_MAX; k++ ) { short index = sd->equip_index[k]; if( index < 0 ) continue; if( pc_is_same_equip_index((enum 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 bool do_continue = false; //used to continue that specific loop with some check that also use some loop uint8 z; for (z = 0; z < nb_itemCombo-1; z++) if(combo_idx[z].idx == index && combo_idx[z].nameid == id) //we already have that index recorded do_continue=true; 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 uint16 z; if ( itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]) ) continue; for (z = 0; z < MAX_SLOTS; z++) { bool do_continue=false; if (sd->inventory.u.items_inventory[index].card[z] != id) continue; if(j>0){ int c1, c2; for (c1 = 0; c1 < nb_itemCombo-1; c1++){ if(combo_idx[c1].idx == index && combo_idx[c1].nameid == id){ for (c2 = 0; c2 < MAX_SLOTS; c2++){ if(combo_idx[c1].card[c2] == id){ //we already have that card 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;/* we haven't found all the ids for this combo, so we can return */ } aFree(combo_idx); /* means we broke out of the count loop w/o finding all ids, we can move to the next combo */ if( j < nb_itemCombo ) continue; /* we got here, means all items in the combo are matching */ idx = sd->combos.count; if( sd->combos.bonus == NULL ) { CREATE(sd->combos.bonus, struct script_code *, 1); CREATE(sd->combos.id, unsigned short, 1); CREATE(sd->combos.pos, unsigned int, 1); sd->combos.count = 1; } else { RECREATE(sd->combos.bonus, struct script_code *, ++sd->combos.count); RECREATE(sd->combos.id, unsigned short, sd->combos.count); RECREATE(sd->combos.pos, unsigned int, sd->combos.count); } /* we simply copy the pointer */ sd->combos.bonus[idx] = data->combos[i]->script; /* save this combo's id */ sd->combos.id[idx] = data->combos[i]->id; /* save pos of combo*/ sd->combos.pos[idx] = pos; success++; } return success; } /** * Called when an item with combo is removed * @param *sd * @param *data struct item_data * @return retval numbers of removed combo */ static int pc_removecombo(struct map_session_data *sd, struct item_data *data ) { int i, retval = 0; if( sd->combos.bonus == NULL ) return 0;/* nothing to do here, player has no combos */ for( i = 0; i < data->combos_count; i++ ) { /* check if this combo exists in this user */ int x = 0, cursor = 0, j; ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id ); /* no match, skip this combo */ if(x >= sd->combos.count) continue; sd->combos.bonus[x] = NULL; sd->combos.id[x] = 0; sd->combos.pos[x] = 0; retval++; /* check if combo requirements still fit */ if( pc_checkcombo( sd, data ) ) continue; /* move next value to empty slot */ for( j = 0, cursor = 0; j < sd->combos.count; j++ ) { if( sd->combos.bonus[j] == NULL ) continue; if( cursor != j ) { sd->combos.bonus[cursor] = sd->combos.bonus[j]; sd->combos.id[cursor] = sd->combos.id[j]; sd->combos.pos[cursor] = sd->combos.pos[j]; } cursor++; } /* it's empty, we can clear all the memory */ if( (sd->combos.count = cursor) == 0 ) { aFree(sd->combos.bonus); aFree(sd->combos.id); aFree(sd->combos.pos); sd->combos.bonus = NULL; sd->combos.id = NULL; sd->combos.pos = NULL; return retval; /* we also can return at this point for we have no more combos to check */ } } return retval; } /** * Load combo data(s) of player * @param *sd * @return ret numbers of succeed combo */ int pc_load_combo(struct map_session_data *sd) { int i, ret = 0; for( i = 0; i < EQI_MAX; i++ ) { struct item_data *id = NULL; short idx = sd->equip_index[i]; if( idx < 0 || !(id = sd->inventory_data[idx] ) ) continue; if( id->combos_count ) ret += pc_checkcombo(sd,id); if(!itemdb_isspecial(sd->inventory.u.items_inventory[idx].card[0])) { struct item_data *data; int j; for( j = 0; j < id->slot; j++ ) { if (!sd->inventory.u.items_inventory[idx].card[j]) continue; if ( ( data = itemdb_exists(sd->inventory.u.items_inventory[idx].card[j]) ) != NULL ) { if( data->combos_count ) 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) { int i, pos, flag = 0, iflag; struct item_data *id; uint8 res = ITEM_EQUIP_ACK_OK; nullpo_retr(false,sd); if( n < 0 || n >= MAX_INVENTORY ) { clif_equipitemack(sd,0,0,ITEM_EQUIP_ACK_FAIL); return false; } if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 ) { 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) ShowInfo("equip %hu (%d) %x:%x\n",sd->inventory.u.items_inventory[n].nameid,n,id?id->equip:0,req_pos); if((res = pc_isequip(sd,n))) { clif_equipitemack(sd,n,0,res); // fail return false; } if (!(pos&req_pos) || sd->inventory.u.items_inventory[n].equip != 0 || sd->inventory.u.items_inventory[n].attribute==1 ) { // [Valaris] clif_equipitemack(sd,n,0,ITEM_EQUIP_ACK_FAIL); // fail return false; } if( sd->sc.count && (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAYNIGHTFEVER] || sd->sc.data[SC_KYOUGAKU] || (sd->sc.data[SC_PYROCLASTIC] && sd->inventory_data[n]->type == IT_WEAPON)) ) { clif_equipitemack(sd,n,0,ITEM_EQUIP_ACK_FAIL); //Fail return false; } if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER) { /** Failing condition: * 1. Always failed to equip ammo if no weapon equipped yet * 2. Grenade only can be equipped if weapon is Grenade Launcher * 3. Bullet cannot be equipped if the weapon is Grenade Launcher * (4. The rest is relying on item job/class restriction). **/ if (id->type == IT_AMMO) { int w_idx = sd->equip_index[EQI_HAND_R]; enum weapon_type w_type = (w_idx != -1) ? (enum weapon_type)sd->inventory_data[w_idx]->look : W_FIST; if (w_idx == -1 || (id->look == A_GRENADE && w_type != W_GRENADE) || (id->look != A_GRENADE && w_type == W_GRENADE)) { clif_equipitemack(sd, 0, 0, ITEM_EQUIP_ACK_FAIL); return false; } } else if (id->type == IT_WEAPON && id->look >= W_REVOLVER && id->look <= W_GRENADE) { int a_idx = sd->equip_index[EQI_AMMO]; if (a_idx != -1) { enum ammo_type a_type = (enum ammo_type)sd->inventory_data[a_idx]->look; if ((a_type == A_GRENADE && id->look != W_GRENADE) || (a_type != A_GRENADE && id->look == W_GRENADE)) { clif_equipitemack(sd, 0, 0, ITEM_EQUIP_ACK_FAIL); return false; } } } } if (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) { //Accesories should only go in one of the two, pos = req_pos&EQP_ACC; if (pos == EQP_ACC) //User specified both slots.. pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R; } 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 = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R; } if(pos == EQP_SHADOW_ACC) { // Shadow System pos = req_pos&EQP_SHADOW_ACC; if (pos == EQP_SHADOW_ACC) pos = sd->equip_index[EQI_SHADOW_ACC_L] >= 0 ? EQP_SHADOW_ACC_R : EQP_SHADOW_ACC_L; } if(pos == EQP_SHADOW_ARMS && id->equip == EQP_SHADOW_WEAPON) { pos = (req_pos&EQP_SHADOW_ARMS); if( pos == EQP_SHADOW_ARMS ) pos = (sd->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 = sd->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; } for(i=0;iequip_index[i] >= 0) //Slot taken, remove item from there. pc_unequipitem(sd,sd->equip_index[i],2); sd->equip_index[i] = 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->look; else sd->weapontype1 = 0; 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 = 0; sd->weapontype2 = id->look; } else if(id->type == IT_ARMOR) { sd->status.shield = id->look; sd->weapontype2 = 0; } } else sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(pos & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); 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_count ) 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++ ) { 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->combos_count ) 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; } /*========================================== * Called when attemting to unequip an item from player * type: * 0 - only unequip * 1 - calculate status after unequipping * 2 - force unequip * return: false - fail; true - success *------------------------------------------*/ bool pc_unequipitem(struct map_session_data *sd, int n, int flag) { int i, iflag; bool status_calc = false; nullpo_retr(false,sd); if (n < 0 || n >= MAX_INVENTORY) { clif_unequipitemack(sd,0,0,0); return false; } if (!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.data[SC_BERSERK] || sd->sc.data[SC_SATURDAYNIGHTFEVER] || sd->sc.data[SC__BLOODYLUST] || sd->sc.data[SC_KYOUGAKU] || (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),sd->inventory.u.items_inventory[n].equip); if (!sd->inventory.u.items_inventory[n].equip) { //Nothing to unequip clif_unequipitemack(sd, n, 0, 0); return false; } for(i = 0; i < EQI_MAX; i++) { if (sd->inventory.u.items_inventory[n].equip & equip_bitmask[i]) sd->equip_index[i] = -1; } if(sd->inventory.u.items_inventory[n].equip & 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. } if(sd->inventory.u.items_inventory[n].equip & 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 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->inventory.u.items_inventory[n].equip & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); clif_unequipitemack(sd,n,sd->inventory.u.items_inventory[n].equip,1); pc_set_costume_view(sd); status_change_end(&sd->bl,SC_HEAT_BARREL,INVALID_TIMER); // On weapon change (right and left hand) if ((sd->inventory.u.items_inventory[n].equip & EQP_ARMS) && sd->inventory_data[n]->type == IT_WEAPON) { if (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO]) //Check for seven wind (but not level seven!) 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); } // On armor change if (sd->inventory.u.items_inventory[n].equip & 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 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); if (sd->state.autobonus&sd->inventory.u.items_inventory[n].equip) sd->state.autobonus &= ~sd->inventory.u.items_inventory[n].equip; //Check for activated autobonus [Inkfish] sd->inventory.u.items_inventory[n].equip = 0; 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_count ) { 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++ ) { 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->combos_count ) { if( pc_removecombo(sd,data) ) status_calc = true; } } } } } if(flag&1 || status_calc) { pc_checkallowskill(sd); status_calc_pc(sd,SCO_NONE); } 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; return true; } /*========================================== * 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; } } 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; unsigned short 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 %hu has been removed from your inventory. clif_displaymessage(sd->fd, output); ShowWarning("Removed invalid/disabled item (ID: %hu, 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 %hu has been removed from your cart. clif_displaymessage(sd->fd, output); ShowWarning("Removed invalid/disabled item (ID: %hu, 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 %hu has been removed from your storage. clif_displaymessage(sd->fd, output); ShowWarning("Removed invalid/disabled item (ID: %hu, 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, unsigned int 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, unsigned int 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->percent_hp_regen.value * sd->status.max_hp); 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->percent_sp_regen.value * sd->status.max_sp); 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->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) { struct status_change_entry *sce = NULL; int16 limit[] = { 150, 200, 280, 360, 450 }; uint16 skill_lv; nullpo_retv(sd); skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, 4); if ((sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT])) { 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, unsigned short 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 */ int pc_level_penalty_mod(int level_diff, uint32 mob_class, enum e_mode mode, int type) { int rate = 100; if (type == 2 && (mode&MD_FIXED_ITEMDROP)) return rate; if (level_diff < 0) level_diff = MAX_LEVEL + (~level_diff + 1); if ((rate = level_penalty[type][mob_class][level_diff]) > 0) // Monster class found, return rate return rate; return 100; // Penalty not found, return default } #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; } /*========================================== * sub DB reading. * Function used to read skill_tree.txt *------------------------------------------*/ static bool pc_readdb_skilltree(char* fields[], int columns, int current) { uint32 baselv, joblv, baselv_max, joblv_max; uint16 skill_id, skill_lv, skill_lv_max; int idx, class_; unsigned int i, offset, skill_idx; class_ = atoi(fields[0]); skill_id = (uint16)atoi(fields[1]); skill_lv = (uint16)atoi(fields[2]); if (columns == 5 + MAX_PC_SKILL_REQUIRE * 2) { // Base/Job level requirement extra columns baselv = (uint32)atoi(fields[3]); joblv = (uint32)atoi(fields[4]); offset = 5; } else if (columns == 3 + MAX_PC_SKILL_REQUIRE * 2) { baselv = joblv = 0; offset = 3; } else { ShowWarning("pc_readdb_skilltree: Invalid number of colums in skill %hu of job %d's tree.\n", skill_id, class_); return false; } if(!pcdb_checkid(class_)) { ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_); return false; } idx = pc_class2idx(class_); if (!skill_get_index(skill_id)) { ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree.", skill_id, class_); return false; } if (skill_lv > (skill_lv_max = skill_get_max(skill_id))) { ShowWarning("pc_readdb_skilltree: Skill %hu's level %hu exceeds job %d's max level %hu. Capping skill level.\n", skill_id, skill_lv, class_, skill_lv_max); skill_lv = skill_lv_max; } if (baselv > (baselv_max = pc_class_maxbaselv(class_))) { ShowWarning("pc_readdb_skilltree: Skill %hu's base level requirement %d exceeds job %d's max base level %d. Capping skill base level.\n", skill_id, baselv, class_, baselv_max); baselv = baselv_max; } if (joblv > (joblv_max = pc_class_maxjoblv(class_))) { ShowWarning("pc_readdb_skilltree: Skill %hu's job level requirement %d exceeds job %d's max job level %d. Capping skill job level.\n", skill_id, joblv, class_, joblv_max); joblv = joblv_max; } //This is to avoid adding two lines for the same skill. [Skotlex] ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].skill_id == 0 || skill_tree[idx][skill_idx].skill_id == skill_id ); if( skill_idx == MAX_SKILL_TREE ) { ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per job has been reached.\n", skill_id, class_); return false; } else if(skill_tree[idx][skill_idx].skill_id) { ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job %d.\n", skill_id, class_); } skill_tree[idx][skill_idx].skill_id = skill_id; skill_tree[idx][skill_idx].skill_lv = skill_lv; skill_tree[idx][skill_idx].baselv = baselv; skill_tree[idx][skill_idx].joblv = joblv; for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) { skill_id = (uint16)atoi(fields[i * 2 + offset]); skill_lv = (uint16)atoi(fields[i * 2 + offset + 1]); if (skill_id == 0) { if (skill_tree[idx][skill_idx].need[i].skill_id > 0) { // Remove pre-requisite skill_tree[idx][skill_idx].need[i].skill_id = 0; skill_tree[idx][skill_idx].need[i].skill_lv = 0; } continue; } if (skill_id > MAX_SKILL_ID || !skill_get_index(skill_id)) { ShowWarning("pc_readdb_skilltree: Unable to load requirement skill %hu into job %d's tree.", skill_id, class_); return false; } if (skill_lv > (skill_lv_max = skill_get_max(skill_id))) { ShowWarning("pc_readdb_skilltree: Skill %hu's level %hu exceeds job %d's max level %hu. Capping skill level.\n", skill_id, skill_lv, class_, skill_lv_max); skill_lv = skill_lv_max; } skill_tree[idx][skill_idx].need[i].skill_id = skill_id; skill_tree[idx][skill_idx].need[i].skill_lv = skill_lv; } return true; } #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) static bool pc_readdb_levelpenalty(char* fields[], int columns, int current) { int type, class_, diff; type = atoi(fields[0]); //1=experience, 2=item drop class_ = atoi(fields[1]); diff = atoi(fields[2]); if( type != 1 && type != 2 ){ ShowWarning("pc_readdb_levelpenalty: Invalid type %d specified.\n", type); return false; } if( !CHK_CLASS(class_) ){ ShowWarning("pc_readdb_levelpenalty: Invalid class %d specified.\n", class_); return false; } diff = min(diff, MAX_LEVEL); if( diff < 0 ) diff = min(MAX_LEVEL + ( ~(diff) + 1 ), MAX_LEVEL*2); level_penalty[type][class_][diff] = atoi(fields[3]); return true; } #endif /** [Cydh] * Calculates base hp of player. Reference: http://irowiki.org/wiki/Max_HP * @param level Base level of player * @param class_ Job ID @see enum e_job * @return base_hp */ static unsigned int pc_calc_basehp(uint16 level, uint16 class_) { double base_hp; uint16 i, idx = pc_class2idx(class_); base_hp = 35 + level * (job_info[idx].hp_multiplicator/100.); #ifndef RENEWAL if(level >= 10 && (class_ == JOB_NINJA || class_ == JOB_GUNSLINGER)) base_hp += 90; #endif for (i = 2; i <= level; i++) base_hp += floor(((job_info[idx].hp_factor/100.) * i) + 0.5); //Don't have round() if (class_ == JOB_SUMMONER) base_hp += floor((base_hp / 2) + 0.5); return (unsigned int)base_hp; } /** [Playtester] * Calculates base sp of player. * @param level Base level of player * @param class_ Job ID @see enum e_job * @return base_sp */ static unsigned int pc_calc_basesp(uint16 level, uint16 class_) { double base_sp; uint16 idx = pc_class2idx(class_); base_sp = 10 + floor(level * (job_info[idx].sp_factor / 100.)); switch (class_) { 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: base_sp -= floor(base_sp / 2); break; } return (unsigned int)base_sp; } //Reading job_db1.txt line, (class,weight,HPFactor,HPMultiplicator,SPFactor,aspd/lvl...) static bool pc_readdb_job1(char* fields[], int columns, int current){ int idx, class_; unsigned int i; class_ = atoi(fields[0]); if (!pcdb_checkid(class_)) { ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_); return false; } idx = pc_class2idx(class_); job_info[idx].max_weight_base = atoi(fields[1]); job_info[idx].hp_factor = atoi(fields[2]); job_info[idx].hp_multiplicator = atoi(fields[3]); job_info[idx].sp_factor = atoi(fields[4]); #ifdef RENEWAL_ASPD for(i = 0; i <= MAX_WEAPON_TYPE; i++) #else for(i = 0; i < MAX_WEAPON_TYPE; i++) #endif { job_info[idx].aspd_base[i] = atoi(fields[i+5]); } return true; } //Reading job_db2.txt line (class,JobLv1,JobLv2,JobLv3,...) static bool pc_readdb_job2(char* fields[], int columns, int current) { int idx, class_, i; class_ = atoi(fields[0]); if(!pcdb_checkid(class_)) { ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_); return false; } idx = pc_class2idx(class_); for(i = 1; i < columns; i++) { job_info[idx].job_bonus[i-1] = atoi(fields[i]); } return true; } //Reading job_exp.txt line //Max Level,Class list,Type (0 - Base Exp; 1 - Job Exp),Exp/lvl... static bool pc_readdb_job_exp(char* fields[], int columns, int current) { int idx, i, type; int job_id,job_count,jobs[CLASS_COUNT]; unsigned int ui, maxlvl; maxlvl = atoi(fields[0]); if(maxlvl > MAX_LEVEL || maxlvl<1){ ShowError("pc_readdb_job_exp: Invalid maxlevel %d specified.\n", maxlvl); return false; } if((maxlvl+3) > columns){ //nb values = (maxlvl-startlvl)+1-index1stvalue ShowError("pc_readdb_job_exp: Number of columns %d defined is too low for max level %d.\n",columns,maxlvl); return false; } type = atoi(fields[2]); if(type < 0 || type > 1){ ShowError("pc_readdb_job_exp: Invalid type %d specified.\n", type); return false; } job_count = pc_split_atoi(fields[1],jobs,':',CLASS_COUNT); if (job_count < 1) return false; job_id = jobs[0]; if(!pcdb_checkid(job_id)){ ShowError("pc_readdb_job_exp: Invalid job class %d specified.\n", job_id); return false; } idx = pc_class2idx(job_id); job_info[idx].max_level[type] = maxlvl; for(i=0; i= 2 && job_info[idx].exp_table[type][ui-2] <= 0) job_info[idx].max_level[type]--; if (job_info[idx].max_level[type] < maxlvl) { ShowWarning("pc_readdb_job_exp: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlvl, job_id, job_info[idx].max_level[type]); ShowInfo("Filling the missing values with the last exp entry.\n"); //Fill the requested values with the last entry. ui = (job_info[idx].max_level[type] <= 2? 0: job_info[idx].max_level[type]-2); for (; ui+2 < maxlvl; ui++) job_info[idx].exp_table[type][ui] = job_info[idx].exp_table[type][ui-1]; job_info[idx].max_level[type] = maxlvl; } // ShowInfo("%s - Class %d: %d\n", type?"Job":"Base", job_id, job_info[idx].max_level[type]); for (i = 1; i < job_count; i++) { job_id = jobs[i]; if (!pcdb_checkid(job_id)) { ShowError("pc_readdb_job_exp: Invalid job ID %d.\n", job_id); continue; } idx = pc_class2idx(job_id); memcpy(job_info[idx].exp_table[type], job_info[pc_class2idx(jobs[0])].exp_table[type], sizeof(job_info[pc_class2idx(jobs[0])].exp_table[type])); job_info[idx].max_level[type] = maxlvl; // ShowInfo("%s - Class %d: %u\n", type?"Job":"Base", job_id, job_info[idx].max_level[type]); } return true; } /** * #ifdef HP_SP_TABLES, reads 'job_basehpsp_db.txt to replace hp/sp results from formula * startlvl,endlvl,class,type,values... */ #ifdef HP_SP_TABLES static bool pc_readdb_job_basehpsp(char* fields[], int columns, int current) { int i, startlvl, endlvl; int job_count,jobs[CLASS_COUNT]; short type; startlvl = atoi(fields[0]); if(startlvl<1){ ShowError("pc_readdb_job_basehpsp: Invalid start level %d specified.\n", startlvl); return false; } endlvl = atoi(fields[1]); if(endlvl<1 || endlvl columns){ //nb values = (maxlvl-startlvl)+1-index1stvalue ShowError("pc_readdb_job_basehpsp: Number of columns %d (needs %d) defined is too low for start level %d, max level %d.\n",columns,(endlvl-startlvl+1+4),startlvl,endlvl); return false; } type = atoi(fields[3]); if(type < 0 || type > 1){ ShowError("pc_readdb_job_basehpsp: Invalid type %d specified.\n", type); return false; } job_count = pc_split_atoi(fields[2],jobs,':',CLASS_COUNT); if (job_count < 1) return false; for (i = 0; i < job_count; i++) { int idx, job_id = jobs[i], use_endlvl; if (!pcdb_checkid(job_id)) { ShowError("pc_readdb_job_basehpsp: Invalid job class %d specified.\n", job_id); return false; } idx = pc_class2idx(job_id); if (startlvl > job_info[idx].max_level[0]) { ShowError("pc_readdb_job_basehpsp: Invalid start level %d specified.\n", startlvl); return false; } //Just read until available max level for this job, don't use MAX_LEVEL! use_endlvl = endlvl; if (use_endlvl > job_info[idx].max_level[0]) use_endlvl = job_info[idx].max_level[0]; if(type == 0) { //hp type uint16 j; for(j = 0; j < use_endlvl; j++) { if (atoi(fields[j+4])) { uint16 lvl_idx = startlvl-1+j; job_info[idx].base_hp[lvl_idx] = atoi(fields[j+4]); //Tells if this HP is lower than previous level (but not for 99->100) if (lvl_idx-1 >= 0 && lvl_idx != 99 && job_info[idx].base_hp[lvl_idx] < job_info[idx].base_hp[lvl_idx-1]) ShowInfo("pc_readdb_job_basehpsp: HP value at entry %d col %d is lower than previous level (job=%d,lvl=%d,oldval=%d,val=%d).\n", current,j+4,job_id,lvl_idx+1,job_info[idx].base_hp[lvl_idx-1],job_info[idx].base_hp[lvl_idx]); } } } else { //sp type uint16 j; for(j = 0; j < use_endlvl; j++) { if (atoi(fields[j+4])) { uint16 lvl_idx = startlvl-1+j; job_info[idx].base_sp[lvl_idx] = atoi(fields[j+4]); //Tells if this SP is lower than previous level (but not for 99->100) if (lvl_idx-1 >= 0 && lvl_idx != 99 && job_info[idx].base_sp[lvl_idx] < job_info[idx].base_sp[lvl_idx-1]) ShowInfo("pc_readdb_job_basehpsp: SP value at entry %d col %d is lower than previous level (job=%d,lvl=%d,oldval=%d,val=%d).\n", current,j+4,job_id,lvl_idx+1,job_info[idx].base_sp[lvl_idx-1],job_info[idx].base_sp[lvl_idx]); } } } } return true; } #endif /** [Cydh] * Reads 'job_param_db.txt' to check max. param each job and store them to job_info[].max_param.* */ static bool pc_readdb_job_param(char* fields[], int columns, int current) { int idx, class_; uint16 str, agi, vit, int_, dex, luk; script_get_constant(trim(fields[0]),&class_); if ((idx = pc_class2idx(class_)) < 0) { ShowError("pc_readdb_job_param: Invalid job '%s'. Skipping!",fields[0]); return false; } str = cap_value(atoi(fields[1]),10,SHRT_MAX); agi = atoi(fields[2]) ? cap_value(atoi(fields[2]),10,SHRT_MAX) : str; vit = atoi(fields[3]) ? cap_value(atoi(fields[3]),10,SHRT_MAX) : str; int_ = atoi(fields[4]) ? cap_value(atoi(fields[4]),10,SHRT_MAX) : str; dex = atoi(fields[5]) ? cap_value(atoi(fields[5]),10,SHRT_MAX) : str; luk = atoi(fields[6]) ? cap_value(atoi(fields[6]),10,SHRT_MAX) : str; job_info[idx].max_param.str = str; job_info[idx].max_param.agi = agi; job_info[idx].max_param.vit = vit; job_info[idx].max_param.int_ = int_; job_info[idx].max_param.dex = dex; job_info[idx].max_param.luk = luk; return true; } /** * Read job_noenter_map.txt **/ static bool pc_readdb_job_noenter_map(char *str[], int columns, int current) { int idx, class_ = -1; if (ISDIGIT(str[0][0])) { class_ = atoi(str[0]); } else { if (!script_get_constant(str[0], &class_)) { ShowError("pc_readdb_job_noenter_map: Invalid job %s specified.\n", str[0]); return false; } } if (!pcdb_checkid(class_) || (idx = pc_class2idx(class_)) < 0) { ShowError("pc_readdb_job_noenter_map: Invalid job %d specified.\n", str[0]); return false; } job_info[idx].noenter_map.zone = atoi(str[1]); job_info[idx].noenter_map.group_lv = atoi(str[2]); return true; } static int pc_read_statsdb(const char *basedir, int last_s, bool silent){ int i=1; char line[24000]; //FIXME this seem too big FILE *fp; sprintf(line, "%s/statpoint.txt", basedir); fp=fopen(line,"r"); if(fp == NULL){ if(silent==0) ShowWarning("Can't read '" CL_WHITE "%s" CL_RESET "'... Generating DB.\n",line); return max(last_s,i); } else { int entries=0; while(fgets(line, sizeof(line), fp)) { int stat; trim(line); if(line[0] == '\0' || (line[0]=='/' && line[1]=='/')) continue; if ((stat=strtoul(line,NULL,10))<0) stat=0; if (i > MAX_LEVEL) break; statp[i]=stat; i++; entries++; } fclose(fp); ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s/%s" CL_RESET "'.\n", entries, basedir,"statpoint.txt"); } return max(last_s,i); } /*========================================== * pc DB reading. * job_exp.txt - required experience values * skill_tree.txt - skill tree for every class * attr_fix.txt - elemental adjustment table * job_db1.txt - job,weight,hp_factor,hp_multiplicator,sp_factor,aspds/lvl * job_db2.txt - job,stats bonuses/lvl * job_maxhpsp_db.txt - strtlvl,maxlvl,job,type,values/lvl (values=hp|sp) *------------------------------------------*/ void pc_readdb(void) { int i, k, s = 1; const char* dbsubpath[] = { "", "/" DBIMPORT, //add other path here }; //reset memset(job_info,0,sizeof(job_info)); // job_info table #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) sv_readdb(db_path, "re/level_penalty.txt", ',', 4, 4, -1, &pc_readdb_levelpenalty, 0); sv_readdb(db_path, DBIMPORT"/level_penalty.txt", ',', 4, 4, -1, &pc_readdb_levelpenalty, 1); for( k=1; k < 3; k++ ){ // fill in the blanks int j; for( j = 0; j < CLASS_ALL; j++ ){ int tmp = 0; for( i = 0; i < MAX_LEVEL*2; i++ ){ if( i == MAX_LEVEL+1 ) tmp = level_penalty[k][j][0];// reset if( level_penalty[k][j][i] > 0 ) tmp = level_penalty[k][j][i]; else level_penalty[k][j][i] = tmp; } } } #endif // reset then read statspoint memset(statp,0,sizeof(statp)); for(i=0; i 0); if (i == 0) #ifdef RENEWAL_ASPD sv_readdb(dbsubpath1, "re/job_db1.txt",',',6+MAX_WEAPON_TYPE,6+MAX_WEAPON_TYPE,CLASS_COUNT,&pc_readdb_job1, i > 0); #else sv_readdb(dbsubpath1, "pre-re/job_db1.txt",',',5+MAX_WEAPON_TYPE,5+MAX_WEAPON_TYPE,CLASS_COUNT,&pc_readdb_job1, i > 0); #endif else sv_readdb(dbsubpath1, "job_db1.txt",',',5+MAX_WEAPON_TYPE,6+MAX_WEAPON_TYPE,CLASS_COUNT,&pc_readdb_job1, i > 0); sv_readdb(dbsubpath1, "job_db2.txt",',',1,1+MAX_LEVEL,CLASS_COUNT,&pc_readdb_job2, i > 0); sv_readdb(dbsubpath2, "job_exp.txt",',',4,1000+3,CLASS_COUNT*2,&pc_readdb_job_exp, i > 0); //support till 1000lvl #ifdef HP_SP_TABLES sv_readdb(dbsubpath2, "job_basehpsp_db.txt", ',', 4, 4+500, CLASS_COUNT*2, &pc_readdb_job_basehpsp, i > 0); //Make it support until lvl 500! #endif sv_readdb(dbsubpath2, "job_param_db.txt", ',', 2, PARAM_MAX+1, CLASS_COUNT, &pc_readdb_job_param, i > 0); sv_readdb(dbsubpath2, "job_noenter_map.txt", ',', 3, 3, CLASS_COUNT, &pc_readdb_job_noenter_map, 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 memset(skill_tree, 0, sizeof(skill_tree)); sv_readdb(db_path, DBPATH"skill_tree.txt", ',', 3 + MAX_PC_SKILL_REQUIRE * 2, 5 + MAX_PC_SKILL_REQUIRE * 2, -1, &pc_readdb_skilltree, 0); sv_readdb(db_path, DBIMPORT"/skill_tree.txt", ',', 3 + MAX_PC_SKILL_REQUIRE * 2, 5 + MAX_PC_SKILL_REQUIRE * 2, -1, &pc_readdb_skilltree, 1); // generate the remaining parts of the db if necessary k = battle_config.use_statpoint_table; //save setting battle_config.use_statpoint_table = 0; //temporarily disable to force pc_gets_status_point use default values statp[0] = 45; // seed value for (; s <= MAX_LEVEL; s++) statp[s] = statp[s-1] + pc_gets_status_point(s-1); battle_config.use_statpoint_table = k; //restore setting //Checking if all class have their data for (i = 0; i < JOB_MAX; i++) { int idx; uint16 j; if (!pcdb_checkid(i)) continue; if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER || i == JOB_HANBOK || i == JOB_OKTOBERFEST || i == JOB_SUMMER2) continue; //Classes that do not need exp tables. idx = pc_class2idx(i); if (!job_info[idx].max_level[0]) ShowWarning("Class %s (%d) does not have a base exp table.\n", job_name(i), i); if (!job_info[idx].max_level[1]) ShowWarning("Class %s (%d) does not have a job exp table.\n", job_name(i), i); //Init and checking the empty value of Base HP/SP [Cydh] for (j = 0; j < (job_info[idx].max_level[0] ? job_info[idx].max_level[0] : MAX_LEVEL); j++) { if (job_info[idx].base_hp[j] == 0) job_info[idx].base_hp[j] = pc_calc_basehp(j+1,i); if (job_info[idx].base_sp[j] == 0) job_info[idx].base_sp[j] = pc_calc_basesp(j+1,i); } } } // 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, unsigned int 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 ) { int 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_jname(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_jname(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; } else {// should not happen ShowError("pc_itemcd_add: Exceeded item delay array capacity! (nameid=%hu, 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, unsigned int 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, timer ? DIFF_TICK(timer->tick, tick) / 1000 : 99); return 1; } sc_start(&sd->bl, &sd->bl, (sc_type)id->delay_sc, 100, id->nameid, id->delay); 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)); } } /** * 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) { int 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, uint32 dur, enum efst_types 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) { int newdur = gettick() + dur; if (flag&BSF_FORCE_REPLACE && entry->tick < newdur) { // Change duration settick_timer(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 0x%08X!\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, uint16 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); if (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKBASILICA)) { if (sd->sc.data[SC_BASILICA]) status_change_end(&sd->bl,SC_BASILICA,INVALID_TIMER); } else if (!sd->sc.data[SC_BASILICA]) sc_start(&sd->bl,&sd->bl,SC_BASILICA,100,0,-1); } /** [Cydh] * Get maximum specified parameter for specified class * @param class_: sd->class * @param sex: sd->status.sex * @param flag: parameter will be checked * @return max_param */ short pc_maxparameter(struct map_session_data *sd, enum e_params param) { int idx = -1, class_ = sd->class_; if ((idx = pc_class2idx(pc_mapid2jobid(class_,sd->status.sex))) >= 0) { short max_param = 0; switch (param) { case PARAM_STR: max_param = job_info[idx].max_param.str; break; case PARAM_AGI: max_param = job_info[idx].max_param.agi; break; case PARAM_VIT: max_param = job_info[idx].max_param.vit; break; case PARAM_INT: max_param = job_info[idx].max_param.int_; break; case PARAM_DEX: max_param = job_info[idx].max_param.dex; break; case PARAM_LUK: max_param = job_info[idx].max_param.luk; break; } if (max_param > 0) return max_param; } return (class_&MAPID_BASEMASK) == MAPID_SUMMONER ? battle_config.max_summoner_parameter : ((class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO || (class_&MAPID_UPPERMASK) == MAPID_REBELLION) ? battle_config.max_extended_parameter : ((class_&JOBL_THIRD) ? ((class_&JOBL_UPPER) ? battle_config.max_third_trans_parameter : ((class_&JOBL_BABY) ? battle_config.max_baby_third_parameter : battle_config.max_third_parameter)) : ((class_&JOBL_BABY) ? battle_config.max_baby_parameter : ((class_&JOBL_UPPER) ? battle_config.max_trans_parameter : battle_config.max_parameter))); } /** * 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 : 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, unsigned short nameid) { short bonus = 0; uint8 i; if (!sd->itemgrouphealrate_count) return bonus; for (i = 0; i < sd->itemgrouphealrate_count; i++) { uint16 group_id = sd->itemgrouphealrate[i]->group_id, j; struct s_item_group_db *group = NULL; if (!group_id || !(group = itemdb_group_exists(group_id))) continue; for (j = 0; j < group->random[0].data_qty; j++) { if (group->random[0].data[j].nameid == nameid) { bonus += sd->itemgrouphealrate[i]->rate; break; } } } 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) { short bonus = 0; uint8 i; if (!sd->itemgrouphealrate_count) return bonus; for (i = 0; i < sd->itemgrouphealrate_count; i++) { if (sd->itemgrouphealrate[i]->group_id == group_id) return sd->itemgrouphealrate[i]->rate; } return bonus; } /** * 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); } } } /** * Toggle to remember if the questinfo is displayed yet or not. * @param qi_display Display flag * @param show If show is true and qi_display is 0, set qi_display to 1 and show the event bubble. * If show is false and qi_display is 1, set qi_display to 0 and hide the event bubble. **/ static void pc_show_questinfo_sub(struct map_session_data *sd, bool *qi_display, struct questinfo *qi, bool show) { if (show) { // Check if need to be displayed if ((*qi_display) != 1) { (*qi_display) = 1; clif_quest_show_event(sd, &qi->nd->bl, qi->icon, qi->color); } } else { // Check if need to be hide if ((*qi_display) != 0) { (*qi_display) = 0; #if PACKETVER >= 20120410 clif_quest_show_event(sd, &qi->nd->bl, 9999, 0); #else clif_quest_show_event(sd, &qi->nd->bl, 0, 0); #endif } } } /** * Show available NPC Quest / Event Icon Check [Kisuka] * @param sd Player **/ void pc_show_questinfo(struct map_session_data *sd) { #if PACKETVER >= 20090218 struct questinfo *qi = NULL; unsigned short i; uint8 j; int8 mystate = 0; bool failed = false; nullpo_retv(sd); if (sd->bl.m < 0 || sd->bl.m >= MAX_MAPINDEX) return; struct map_data *mapdata = map_getmapdata(sd->bl.m); if (!mapdata->qi_count || !mapdata->qi_data) return; if (mapdata->qi_count != sd->qi_count) return; // init was not called yet for(i = 0; i < mapdata->qi_count; i++) { qi = &mapdata->qi_data[i]; if (!qi) continue; if (quest_check(sd, qi->quest_id, HAVEQUEST) != -1) { // Check if quest is not started pc_show_questinfo_sub(sd, &sd->qi_display[i], qi, false); continue; } // Level range checks if (sd->status.base_level < qi->min_level || sd->status.base_level > qi->max_level) { pc_show_questinfo_sub(sd, &sd->qi_display[i], qi, false); continue; } // Quest requirements if (qi->req_count) { failed = false; for (j = 0; j < qi->req_count; j++) { mystate = quest_check(sd, qi->req[j].quest_id, HAVEQUEST); mystate = mystate + (mystate < 1); if (mystate != qi->req[j].state) { failed = true; break; } } if (failed) { pc_show_questinfo_sub(sd, &sd->qi_display[i], qi, false); continue; } } // Job requirements if (qi->jobid_count) { failed = true; for (j = 0; j < qi->jobid_count; j++) { if (pc_mapid2jobid(sd->class_,sd->status.sex) == qi->jobid[j]) { pc_show_questinfo_sub(sd, &sd->qi_display[i], qi, true); failed = false; break; } } if (!failed) continue; pc_show_questinfo_sub(sd, &sd->qi_display[i], qi, false); } else { pc_show_questinfo_sub(sd, &sd->qi_display[i], qi, true); } } #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); if (sd->qi_display) { aFree(sd->qi_display); sd->qi_display = NULL; } sd->qi_count = 0; if (sd->bl.m < 0 || sd->bl.m >= MAX_MAPINDEX) return; struct map_data *mapdata = map_getmapdata(sd->bl.m); if (!mapdata->qi_count || !mapdata->qi_data) return; CREATE(sd->qi_display, bool, (sd->qi_count = mapdata->qi_count)); #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) { uint16 idx = 0; // 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; idx = pc_class2idx(jobid); if (!job_info[idx].noenter_map.zone || group_lv > job_info[idx].noenter_map.group_lv) return true; if ((job_info[idx].noenter_map.zone&1 && !mapdata_flag_vs2(mapdata)) || // Normal (job_info[idx].noenter_map.zone&2 && mapdata->flag[MF_PVP]) || // PVP (job_info[idx].noenter_map.zone&4 && mapdata_flag_gvg2_no_te(mapdata)) || // GVG (job_info[idx].noenter_map.zone&8 && mapdata->flag[MF_BATTLEGROUND]) || // Battleground (job_info[idx].noenter_map.zone&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE (job_info[idx].noenter_map.zone&(8*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); } struct s_attendance_period* pc_attendance_period(){ uint32 date = date_get(DT_YYYYMMDD); for( struct s_attendance_period& period : attendance_periods ){ if( period.start <= date && period.end >= date ){ return . } } 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 ){ struct s_attendance_period* period = pc_attendance_period(); // No running attendance period if( period == nullptr ){ return 0; } // Get the counter for the current period int counter = 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 = pc_readreg2( sd, ATTENDANCE_COUNT_VAR ); attendance_counter += 1; struct s_attendance_period* 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); struct s_attendance_reward& reward = period->rewards.at( 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 ); } void pc_attendance_load( std::string path ){ YAML::Node root; try{ root = YAML::LoadFile( path ); }catch( ... ){ ShowError( "pc_attendance_load: Failed to read attendance configuration file \"%s\".\n", path.c_str() ); return; } if( root["Attendance"] ){ YAML::Node attendance = root["Attendance"]; for( const auto &periodNode : attendance ){ if( !periodNode["Start"].IsDefined() ){ ShowError( "pc_attendance_load: Missing \"Start\" for period in line %d.\n", periodNode.Mark().line ); continue; } YAML::Node startNode = periodNode["Start"]; if( !periodNode["End"].IsDefined() ){ ShowError( "pc_attendance_load: Missing \"End\" for period in line %d.\n", periodNode.Mark().line ); continue; } YAML::Node endNode = periodNode["End"]; if( !periodNode["Rewards"].IsDefined() ){ ShowError( "pc_attendance_load: Missing \"Rewards\" for period in line %d.\n", periodNode.Mark().line ); continue; } YAML::Node rewardsNode = periodNode["Rewards"]; uint32 start = startNode.as(); uint32 end = endNode.as(); // If the period is outdated already, we do not even bother parsing if( end < date_get( DT_YYYYMMDD ) ){ continue; } // Collision detection bool collision = false; for( struct s_attendance_period& period : attendance_periods ){ // Check if start is inside another period if( period.start <= start && start <= period.end ){ ShowError( "pc_attendance_load: period start %u intersects with period %u-%u.\n", start, period.start, period.end ); collision = true; break; } // Check if end is inside another period if( period.start <= end && end <= period.end ){ ShowError( "pc_attendance_load: period end %u intersects with period %u-%u.\n", start, period.start, period.end ); collision = true; break; } } if( collision ){ continue; } struct s_attendance_period period; period.start = start; period.end = end; for( const auto& rewardNode : rewardsNode ){ if( !rewardNode["Day"].IsDefined() ){ ShowError( "pc_attendance_load: No day defined for node in line %d.\n", rewardNode.Mark().line ); continue; } uint32 day = rewardNode["Day"].as(); if( !rewardNode["ItemId"].IsDefined() ){ ShowError( "pc_attendance_load: No reward defined for day %d.\n", day ); continue; } YAML::Node itemNode = rewardNode["ItemId"]; uint16 item_id = itemNode.as(); if( item_id == 0 || !itemdb_exists( item_id ) ){ ShowError( "pc_attendance_load: Unknown item ID %hu for day %d.\n", item_id, day ); continue; } uint16 amount; if( rewardNode["Amount"] ){ amount = rewardNode["Amount"].as(); if( amount == 0 ){ ShowError( "pc_attendance_load: Invalid reward count %hu for day %d. Defaulting to 1...\n", amount, day ); 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, MAX_AMOUNT ); amount = MAX_AMOUNT; } }else{ amount = 1; } struct s_attendance_reward* reward = &period.rewards[day - 1]; reward->item_id = item_id; reward->amount = amount; } bool missing_day = false; for( int day = 0; day < period.rewards.size(); day++ ){ if( !util::map_exists( period.rewards, day ) ){ ShowError( "pc_attendance_load: Reward for day %d is missing.\n", day + 1 ); missing_day = true; break; } } if( missing_day ){ continue; } attendance_periods.push_back( period ); } } } void pc_read_attendance(){ char path[1024]; sprintf( path, "%s/%sattendance.yml", db_path, DBPATH ); pc_attendance_load( path ); sprintf( path, "%s/%s/attendance.yml", db_path, DBIMPORT ); pc_attendance_load( path ); } /*========================================== * pc Init/Terminate *------------------------------------------*/ void do_final_pc(void) { db_destroy(itemcd_db); do_final_pc_groups(); ers_destroy(pc_sc_display_ers); ers_destroy(pc_itemgrouphealrate_ers); ers_destroy(num_reg_ers); ers_destroy(str_reg_ers); attendance_periods.clear(); } void do_init_pc(void) { itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA); pc_readdb(); pc_read_motd(); // Read MOTD [Valaris] pc_read_attendance(); 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(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); pc_itemgrouphealrate_ers = ers_new(sizeof(struct s_pc_itemgrouphealrate), "pc.cpp:pc_itemgrouphealrate_ers", ERS_OPT_NONE); 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); }