pc.c 293 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/core.h" // get_svn_revision()
  5. #include "../common/malloc.h"
  6. #include "../common/nullpo.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/socket.h" // session[]
  10. #include "../common/strlib.h" // safestrncpy()
  11. #include "../common/timer.h"
  12. #include "../common/utils.h"
  13. #include "../common/mmo.h" //NAME_LENGTH
  14. #include "atcommand.h" // get_atcommand_level()
  15. #include "battle.h" // battle_config
  16. #include "battleground.h"
  17. #include "channel.h"
  18. #include "chrif.h"
  19. #include "clif.h"
  20. #include "date.h" // is_day_of_*()
  21. #include "duel.h"
  22. #include "intif.h"
  23. #include "itemdb.h"
  24. #include "log.h"
  25. #include "mail.h"
  26. #include "map.h"
  27. #include "path.h"
  28. #include "homunculus.h"
  29. #include "instance.h"
  30. #include "mercenary.h"
  31. #include "elemental.h"
  32. #include "npc.h" // fake_nd
  33. #include "pet.h" // pet_unlocktarget()
  34. #include "party.h" // party_search()
  35. #include "guild.h" // guild_search(), guild_request_info()
  36. #include "script.h" // script_config
  37. #include "skill.h"
  38. #include "status.h" // struct status_data
  39. #include "pc.h"
  40. #include "pc_groups.h"
  41. #include "quest.h"
  42. #include <stdio.h>
  43. #include <stdlib.h>
  44. #include <string.h>
  45. #include <time.h>
  46. #define PVP_CALCRANK_INTERVAL 1000 // PVP calculation interval
  47. static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL];
  48. static unsigned int max_level[CLASS_COUNT][2];
  49. static unsigned int statp[MAX_LEVEL+1];
  50. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  51. static unsigned int level_penalty[3][RC_MAX][MAX_LEVEL*2+1];
  52. #endif
  53. // h-files are for declarations, not for implementations... [Shinomori]
  54. struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE];
  55. // timer for night.day implementation
  56. int day_timer_tid;
  57. int night_timer_tid;
  58. struct fame_list smith_fame_list[MAX_FAME_LIST];
  59. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  60. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  61. static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_LOW,EQP_COSTUME_GARMENT,EQP_AMMO};
  62. #define MOTD_LINE_SIZE 128
  63. static char motd_text[MOTD_LINE_SIZE][CHAT_SIZE_MAX]; // Message of the day buffer [Valaris]
  64. //Links related info to the sd->hate_mob[]/sd->feel_map[] entries
  65. const struct sg_data sg_info[MAX_PC_FEELHATE] = {
  66. { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
  67. { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
  68. { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
  69. };
  70. /**
  71. * Item Cool Down Delay Saving
  72. * Struct item_cd is not a member of struct map_session_data
  73. * to keep cooldowns in memory between player log-ins.
  74. * All cooldowns are reset when server is restarted.
  75. **/
  76. DBMap* itemcd_db = NULL; // char_id -> struct skill_cd
  77. struct item_cd {
  78. unsigned int tick[MAX_ITEMDELAYS];//tick
  79. short nameid[MAX_ITEMDELAYS];//skill id
  80. };
  81. //Converts a class to its array index for CLASS_COUNT defined arrays.
  82. //Note that it does not do a validity check for speed purposes, where parsing
  83. //player input make sure to use a pcdb_checkid first!
  84. int pc_class2idx(int class_) {
  85. if (class_ >= JOB_NOVICE_HIGH)
  86. return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC;
  87. return class_;
  88. }
  89. inline int pc_get_group_id(struct map_session_data *sd) {
  90. return sd->group_id;
  91. }
  92. inline int pc_get_group_level(struct map_session_data *sd) {
  93. return sd->group_level;
  94. }
  95. static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr_t data)
  96. {
  97. struct map_session_data *sd;
  98. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  99. return 1;
  100. if(sd->invincible_timer != tid){
  101. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  102. return 0;
  103. }
  104. sd->invincible_timer = INVALID_TIMER;
  105. skill_unit_move(&sd->bl,tick,1);
  106. return 0;
  107. }
  108. void pc_setinvincibletimer(struct map_session_data* sd, int val) {
  109. nullpo_retv(sd);
  110. if( sd->invincible_timer != INVALID_TIMER )
  111. delete_timer(sd->invincible_timer,pc_invincible_timer);
  112. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  113. }
  114. void pc_delinvincibletimer(struct map_session_data* sd)
  115. {
  116. nullpo_retv(sd);
  117. if( sd->invincible_timer != INVALID_TIMER )
  118. {
  119. delete_timer(sd->invincible_timer,pc_invincible_timer);
  120. sd->invincible_timer = INVALID_TIMER;
  121. skill_unit_move(&sd->bl,gettick(),1);
  122. }
  123. }
  124. static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr_t data)
  125. {
  126. struct map_session_data *sd;
  127. int i;
  128. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  129. return 1;
  130. if( sd->spiritball <= 0 )
  131. {
  132. 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);
  133. sd->spiritball = 0;
  134. return 0;
  135. }
  136. ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
  137. if( i == sd->spiritball )
  138. {
  139. ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
  140. return 0;
  141. }
  142. sd->spiritball--;
  143. if( i != sd->spiritball )
  144. memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
  145. sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
  146. clif_spiritball(&sd->bl);
  147. return 0;
  148. }
  149. int pc_addspiritball(struct map_session_data *sd,int interval,int max)
  150. {
  151. int tid, i;
  152. nullpo_ret(sd);
  153. if(max > MAX_SKILL_LEVEL)
  154. max = MAX_SKILL_LEVEL;
  155. if(sd->spiritball < 0)
  156. sd->spiritball = 0;
  157. if( sd->spiritball && sd->spiritball >= max )
  158. {
  159. if(sd->spirit_timer[0] != INVALID_TIMER)
  160. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  161. sd->spiritball--;
  162. if( sd->spiritball != 0 )
  163. memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
  164. sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
  165. }
  166. tid = add_timer(gettick()+interval, pc_spiritball_timer, sd->bl.id, 0);
  167. 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);
  168. if( i != sd->spiritball )
  169. memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
  170. sd->spirit_timer[i] = tid;
  171. sd->spiritball++;
  172. if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
  173. clif_millenniumshield(sd,sd->spiritball);
  174. else
  175. clif_spiritball(&sd->bl);
  176. return 0;
  177. }
  178. int pc_delspiritball(struct map_session_data *sd,int count,int type)
  179. {
  180. int i;
  181. nullpo_ret(sd);
  182. if(sd->spiritball <= 0) {
  183. sd->spiritball = 0;
  184. return 0;
  185. }
  186. if(count <= 0)
  187. return 0;
  188. if(count > sd->spiritball)
  189. count = sd->spiritball;
  190. sd->spiritball -= count;
  191. if(count > MAX_SKILL_LEVEL)
  192. count = MAX_SKILL_LEVEL;
  193. for(i=0;i<count;i++) {
  194. if(sd->spirit_timer[i] != INVALID_TIMER) {
  195. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  196. sd->spirit_timer[i] = INVALID_TIMER;
  197. }
  198. }
  199. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  200. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  201. sd->spirit_timer[i] = INVALID_TIMER;
  202. }
  203. if(!type) {
  204. if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
  205. clif_millenniumshield(sd,sd->spiritball);
  206. else
  207. clif_spiritball(&sd->bl);
  208. }
  209. return 0;
  210. }
  211. static int pc_check_banding( struct block_list *bl, va_list ap ) {
  212. int *c, *b_sd;
  213. struct block_list *src;
  214. struct map_session_data *tsd;
  215. struct status_change *sc;
  216. nullpo_ret(bl);
  217. nullpo_ret(tsd = (struct map_session_data*)bl);
  218. nullpo_ret(src = va_arg(ap,struct block_list *));
  219. c = va_arg(ap,int *);
  220. b_sd = va_arg(ap, int *);
  221. if(pc_isdead(tsd))
  222. return 0;
  223. sc = status_get_sc(bl);
  224. if( bl == src )
  225. return 0;
  226. if( sc && sc->data[SC_BANDING] )
  227. {
  228. b_sd[(*c)++] = tsd->bl.id;
  229. return 1;
  230. }
  231. return 0;
  232. }
  233. int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
  234. int c;
  235. int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
  236. int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp;
  237. struct map_session_data *bsd;
  238. struct status_change *sc;
  239. int range = skill_get_splash(LG_BANDING,skill_lv);
  240. nullpo_ret(sd);
  241. c = 0;
  242. memset(b_sd, 0, sizeof(b_sd));
  243. i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd);
  244. if( c < 1 ) //just recalc status no need to recalc hp
  245. { // No more Royal Guards in Banding found.
  246. if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] )
  247. {
  248. sc->data[SC_BANDING]->val2 = 0; // Reset the counter
  249. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_BANDING));
  250. }
  251. return 0;
  252. }
  253. //Add yourself
  254. hp = status_get_hp(&sd->bl);
  255. i++;
  256. // Get total HP of all Royal Guards in party.
  257. for( j = 0; j < i; j++ )
  258. {
  259. bsd = map_id2sd(b_sd[j]);
  260. if( bsd != NULL )
  261. hp += status_get_hp(&bsd->bl);
  262. }
  263. // Set average HP.
  264. hp = hp / i;
  265. // If a Royal Guard have full HP, give more HP to others that haven't full HP.
  266. for( j = 0; j < i; j++ )
  267. {
  268. bsd = map_id2sd(b_sd[j]);
  269. if( bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0 )
  270. {
  271. extra_hp += tmp_hp;
  272. tmp_qty++;
  273. }
  274. }
  275. if( extra_hp > 0 && tmp_qty > 0 )
  276. hp += extra_hp / tmp_qty;
  277. for( j = 0; j < i; j++ )
  278. {
  279. bsd = map_id2sd(b_sd[j]);
  280. if( bsd != NULL )
  281. {
  282. status_set_hp(&bsd->bl,hp,0); // Set hp
  283. if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] )
  284. {
  285. sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
  286. status_calc_bl(&bsd->bl, status_sc2scb_flag(SC_BANDING)); // Set atk and def.
  287. }
  288. }
  289. }
  290. return c;
  291. }
  292. // Increases a player's fame points and displays a notice to him
  293. void pc_addfame(struct map_session_data *sd,int count)
  294. {
  295. nullpo_retv(sd);
  296. sd->status.fame += count;
  297. if(sd->status.fame > MAX_FAME)
  298. sd->status.fame = MAX_FAME;
  299. switch(sd->class_&MAPID_UPPERMASK){
  300. case MAPID_BLACKSMITH: // Blacksmith
  301. clif_fame_blacksmith(sd,count);
  302. break;
  303. case MAPID_ALCHEMIST: // Alchemist
  304. clif_fame_alchemist(sd,count);
  305. break;
  306. case MAPID_TAEKWON: // Taekwon
  307. clif_fame_taekwon(sd,count);
  308. break;
  309. }
  310. chrif_updatefamelist(sd);
  311. }
  312. // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
  313. unsigned char pc_famerank(int char_id, int job)
  314. {
  315. int i;
  316. switch(job){
  317. case MAPID_BLACKSMITH: // Blacksmith
  318. for(i = 0; i < MAX_FAME_LIST; i++){
  319. if(smith_fame_list[i].id == char_id)
  320. return i + 1;
  321. }
  322. break;
  323. case MAPID_ALCHEMIST: // Alchemist
  324. for(i = 0; i < MAX_FAME_LIST; i++){
  325. if(chemist_fame_list[i].id == char_id)
  326. return i + 1;
  327. }
  328. break;
  329. case MAPID_TAEKWON: // Taekwon
  330. for(i = 0; i < MAX_FAME_LIST; i++){
  331. if(taekwon_fame_list[i].id == char_id)
  332. return i + 1;
  333. }
  334. break;
  335. }
  336. return 0;
  337. }
  338. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  339. struct status_data *status, *b_status;
  340. nullpo_ret(sd);
  341. b_status = &sd->base_status;
  342. status = &sd->battle_status;
  343. if (type&1) { //Normal resurrection
  344. status->hp = 1; //Otherwise status_heal may fail if dead.
  345. status_heal(&sd->bl, b_status->hp, 0, 1);
  346. if( status->sp < b_status->sp )
  347. status_set_sp(&sd->bl, b_status->sp, 1);
  348. } else { //Just for saving on the char-server (with values as if respawned)
  349. sd->status.hp = b_status->hp;
  350. sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
  351. }
  352. return 0;
  353. }
  354. /*==========================================
  355. Rental System
  356. *------------------------------------------*/
  357. static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr_t data)
  358. {
  359. struct map_session_data *sd = map_id2sd(id);
  360. if( sd == NULL )
  361. return 0;
  362. if( tid != sd->rental_timer )
  363. {
  364. ShowError("pc_inventory_rental_end: invalid timer id.\n");
  365. return 0;
  366. }
  367. pc_inventory_rentals(sd);
  368. return 1;
  369. }
  370. int pc_inventory_rental_clear(struct map_session_data *sd)
  371. {
  372. if( sd->rental_timer != INVALID_TIMER )
  373. {
  374. delete_timer(sd->rental_timer, pc_inventory_rental_end);
  375. sd->rental_timer = INVALID_TIMER;
  376. }
  377. return 1;
  378. }
  379. void pc_inventory_rentals(struct map_session_data *sd)
  380. {
  381. int i, c = 0;
  382. unsigned int expire_tick, next_tick = UINT_MAX;
  383. for( i = 0; i < MAX_INVENTORY; i++ )
  384. { // Check for Rentals on Inventory
  385. if( sd->status.inventory[i].nameid == 0 )
  386. continue; // Nothing here
  387. if( sd->status.inventory[i].expire_time == 0 )
  388. continue;
  389. if( sd->status.inventory[i].expire_time <= time(NULL) ) {
  390. if( sd->status.inventory[i].nameid == ITEMID_REINS_OF_MOUNT
  391. && sd->sc.option&OPTION_MOUNTING ) {
  392. pc_setoption(sd, sd->sc.option&~OPTION_MOUNTING);
  393. }
  394. clif_rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
  395. pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
  396. } else {
  397. expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000;
  398. clif_rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000));
  399. next_tick = min(expire_tick, next_tick);
  400. c++;
  401. }
  402. }
  403. 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
  404. sd->rental_timer = add_timer(gettick() + min(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
  405. else
  406. sd->rental_timer = INVALID_TIMER;
  407. }
  408. void pc_inventory_rental_add(struct map_session_data *sd, int seconds)
  409. {
  410. int tick = seconds * 1000;
  411. if( sd == NULL )
  412. return;
  413. if( sd->rental_timer != INVALID_TIMER )
  414. {
  415. const struct TimerData * td;
  416. td = get_timer(sd->rental_timer);
  417. if( DIFF_TICK(td->tick, gettick()) > tick )
  418. { // Update Timer as this one ends first than the current one
  419. pc_inventory_rental_clear(sd);
  420. sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0);
  421. }
  422. }
  423. else
  424. sd->rental_timer = add_timer(gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
  425. }
  426. /**
  427. * Determines if player can give / drop / trade / vend items
  428. */
  429. bool pc_can_give_items(struct map_session_data *sd)
  430. {
  431. return pc_has_permission(sd, PC_PERM_TRADE);
  432. }
  433. /*==========================================
  434. * prepares character for saving.
  435. *------------------------------------------*/
  436. int pc_makesavestatus(struct map_session_data *sd)
  437. {
  438. nullpo_ret(sd);
  439. if(!battle_config.save_clothcolor)
  440. sd->status.clothes_color=0;
  441. //Only copy the Cart/Peco/Falcon options, the rest are handled via
  442. //status change load/saving. [Skotlex]
  443. #ifdef NEW_CARTS
  444. sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR|OPTION_MOUNTING);
  445. #else
  446. sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR|OPTION_MOUNTING);
  447. #endif
  448. if (sd->sc.data[SC_JAILED])
  449. { //When Jailed, do not move last point.
  450. if(pc_isdead(sd)){
  451. pc_setrestartvalue(sd,0);
  452. } else {
  453. sd->status.hp = sd->battle_status.hp;
  454. sd->status.sp = sd->battle_status.sp;
  455. }
  456. sd->status.last_point.map = sd->mapindex;
  457. sd->status.last_point.x = sd->bl.x;
  458. sd->status.last_point.y = sd->bl.y;
  459. return 0;
  460. }
  461. if(pc_isdead(sd)){
  462. pc_setrestartvalue(sd,0);
  463. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  464. } else {
  465. sd->status.hp = sd->battle_status.hp;
  466. sd->status.sp = sd->battle_status.sp;
  467. sd->status.last_point.map = sd->mapindex;
  468. sd->status.last_point.x = sd->bl.x;
  469. sd->status.last_point.y = sd->bl.y;
  470. }
  471. if(map[sd->bl.m].flag.nosave){
  472. struct map_data *m=&map[sd->bl.m];
  473. if(m->save.map)
  474. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  475. else
  476. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  477. }
  478. return 0;
  479. }
  480. /*==========================================
  481. * Off init ? Connection?
  482. *------------------------------------------*/
  483. int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd)
  484. {
  485. nullpo_ret(sd);
  486. sd->bl.id = account_id;
  487. sd->status.account_id = account_id;
  488. sd->status.char_id = char_id;
  489. sd->status.sex = sex;
  490. sd->login_id1 = login_id1;
  491. sd->login_id2 = 0; // at this point, we can not know the value :(
  492. sd->client_tick = client_tick;
  493. sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
  494. sd->bl.type = BL_PC;
  495. sd->canlog_tick = gettick();
  496. //Required to prevent homunculus copuing a base speed of 0.
  497. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
  498. return 0;
  499. }
  500. int pc_equippoint(struct map_session_data *sd,int n)
  501. {
  502. int ep = 0;
  503. nullpo_ret(sd);
  504. if(!sd->inventory_data[n])
  505. return 0;
  506. if (!itemdb_isequip2(sd->inventory_data[n]))
  507. return 0; //Not equippable by players.
  508. ep = sd->inventory_data[n]->equip;
  509. if(sd->inventory_data[n]->look == W_DAGGER ||
  510. sd->inventory_data[n]->look == W_1HSWORD ||
  511. sd->inventory_data[n]->look == W_1HAXE) {
  512. if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN ||
  513. (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO))//Kagerou and Oboro can dual wield daggers. [Rytech]
  514. return EQP_ARMS;
  515. }
  516. return ep;
  517. }
  518. int pc_setinventorydata(struct map_session_data *sd)
  519. {
  520. int i,id;
  521. nullpo_ret(sd);
  522. for(i=0;i<MAX_INVENTORY;i++) {
  523. id = sd->status.inventory[i].nameid;
  524. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  525. }
  526. return 0;
  527. }
  528. int pc_calcweapontype(struct map_session_data *sd)
  529. {
  530. nullpo_ret(sd);
  531. // single-hand
  532. if(sd->weapontype2 == W_FIST) {
  533. sd->status.weapon = sd->weapontype1;
  534. return 1;
  535. }
  536. if(sd->weapontype1 == W_FIST) {
  537. sd->status.weapon = sd->weapontype2;
  538. return 1;
  539. }
  540. // dual-wield
  541. sd->status.weapon = 0;
  542. switch (sd->weapontype1){
  543. case W_DAGGER:
  544. switch (sd->weapontype2) {
  545. case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
  546. case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
  547. case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
  548. }
  549. break;
  550. case W_1HSWORD:
  551. switch (sd->weapontype2) {
  552. case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
  553. case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
  554. case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
  555. }
  556. break;
  557. case W_1HAXE:
  558. switch (sd->weapontype2) {
  559. case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
  560. case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
  561. case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
  562. }
  563. }
  564. // unknown, default to right hand type
  565. if (!sd->status.weapon)
  566. sd->status.weapon = sd->weapontype1;
  567. return 2;
  568. }
  569. int pc_setequipindex(struct map_session_data *sd)
  570. {
  571. int i,j;
  572. nullpo_ret(sd);
  573. for(i=0;i<EQI_MAX;i++)
  574. sd->equip_index[i] = -1;
  575. for(i=0;i<MAX_INVENTORY;i++) {
  576. if(sd->status.inventory[i].nameid <= 0)
  577. continue;
  578. if(sd->status.inventory[i].equip) {
  579. for(j=0;j<EQI_MAX;j++)
  580. if(sd->status.inventory[i].equip & equip_pos[j])
  581. sd->equip_index[j] = i;
  582. if(sd->status.inventory[i].equip & EQP_HAND_R)
  583. {
  584. if(sd->inventory_data[i])
  585. sd->weapontype1 = sd->inventory_data[i]->look;
  586. else
  587. sd->weapontype1 = 0;
  588. }
  589. if( sd->status.inventory[i].equip & EQP_HAND_L )
  590. {
  591. if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
  592. sd->weapontype2 = sd->inventory_data[i]->look;
  593. else
  594. sd->weapontype2 = 0;
  595. }
  596. }
  597. }
  598. pc_calcweapontype(sd);
  599. return 0;
  600. }
  601. //static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag)
  602. //{
  603. // int i;
  604. // struct item *item = &sd->status.inventory[eqindex];
  605. // struct item_data *data;
  606. //
  607. // //Crafted/made/hatched items.
  608. // if (itemdb_isspecial(item->card[0]))
  609. // return 1;
  610. //
  611. // /* scan for enchant armor gems */
  612. // if( item->card[MAX_SLOTS - 1] && s < MAX_SLOTS - 1 )
  613. // s = MAX_SLOTS - 1;
  614. //
  615. // ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag );
  616. // return( i < s ) ? 0 : 1;
  617. //}
  618. bool pc_isequipped(struct map_session_data *sd, int nameid)
  619. {
  620. int i, j, index;
  621. for( i = 0; i < EQI_MAX; i++ )
  622. {
  623. index = sd->equip_index[i];
  624. if( index < 0 ) continue;
  625. if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
  626. if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
  627. if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
  628. if( !sd->inventory_data[index] ) continue;
  629. if( sd->inventory_data[index]->nameid == nameid )
  630. return true;
  631. for( j = 0; j < sd->inventory_data[index]->slot; j++ )
  632. if( sd->status.inventory[index].card[j] == nameid )
  633. return true;
  634. }
  635. return false;
  636. }
  637. bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd )
  638. {
  639. if( !p1_sd || !p2_sd || !b_sd )
  640. return false;
  641. if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
  642. return false; // already adopted baby / in adopt request
  643. if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
  644. return false; // You need to be married and in party with baby to adopt
  645. if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
  646. return false; // Not married, wrong married
  647. if( p2_sd->status.party_id != p1_sd->status.party_id )
  648. return false; // Both parents need to be in the same party
  649. // Parents need to have their ring equipped
  650. if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) )
  651. return false;
  652. if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) )
  653. return false;
  654. // Already adopted a baby
  655. if( p1_sd->status.child || p2_sd->status.child ) {
  656. clif_Adopt_reply(p1_sd, 0);
  657. return false;
  658. }
  659. // Parents need at least lvl 70 to adopt
  660. if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
  661. clif_Adopt_reply(p1_sd, 1);
  662. return false;
  663. }
  664. if( b_sd->status.partner_id ) {
  665. clif_Adopt_reply(p1_sd, 2);
  666. return false;
  667. }
  668. if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE ) )
  669. return false;
  670. return true;
  671. }
  672. /*==========================================
  673. * Adoption Process
  674. *------------------------------------------*/
  675. bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
  676. {
  677. int job, joblevel;
  678. unsigned int jobexp;
  679. if( !pc_can_Adopt(p1_sd, p2_sd, b_sd) )
  680. return false;
  681. // Preserve current job levels and progress
  682. joblevel = b_sd->status.job_level;
  683. jobexp = b_sd->status.job_exp;
  684. job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex);
  685. if( job != -1 && !pc_jobchange(b_sd, job, 0) )
  686. { // Success, proceed to configure parents and baby skills
  687. p1_sd->status.child = b_sd->status.char_id;
  688. p2_sd->status.child = b_sd->status.char_id;
  689. b_sd->status.father = p1_sd->status.char_id;
  690. b_sd->status.mother = p2_sd->status.char_id;
  691. // Restore progress
  692. b_sd->status.job_level = joblevel;
  693. clif_updatestatus(b_sd, SP_JOBLEVEL);
  694. b_sd->status.job_exp = jobexp;
  695. clif_updatestatus(b_sd, SP_JOBEXP);
  696. // Baby Skills
  697. pc_skill(b_sd, WE_BABY, 1, 0);
  698. pc_skill(b_sd, WE_CALLPARENT, 1, 0);
  699. // Parents Skills
  700. pc_skill(p1_sd, WE_CALLBABY, 1, 0);
  701. pc_skill(p2_sd, WE_CALLBABY, 1, 0);
  702. return true;
  703. }
  704. return false; // Job Change Fail
  705. }
  706. /*=================================================
  707. * Checks if the player can equip the item at index n in inventory.
  708. * Returns 0 (no) or 1 (yes).
  709. *------------------------------------------------*/
  710. int pc_isequip(struct map_session_data *sd,int n)
  711. {
  712. struct item_data *item;
  713. nullpo_ret(sd);
  714. item = sd->inventory_data[n];
  715. if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))
  716. return 1;
  717. if(item == NULL)
  718. return 0;
  719. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  720. return 0;
  721. #ifdef RENEWAL
  722. if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax)
  723. return 0;
  724. #endif
  725. if(item->sex != 2 && sd->status.sex != item->sex)
  726. return 0;
  727. if (sd->sc.count) {
  728. if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG]
  729. return 0;
  730. if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD])
  731. return 0;
  732. if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR])
  733. return 0;
  734. if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_STRIPHELM])
  735. return 0;
  736. if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSORY])
  737. return 0;
  738. if(item->equip && sd->sc.data[SC_KYOUGAKU])
  739. return 0;
  740. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) {
  741. //Spirit of Super Novice equip bonuses. [Skotlex]
  742. if (sd->status.base_level > 90 && item->equip & EQP_HELM)
  743. return 1; //Can equip all helms
  744. if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
  745. switch(item->look) { //In weapons, the look determines type of weapon.
  746. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  747. case W_1HSWORD: //All 1H swords
  748. case W_1HAXE: //All 1H Axes
  749. case W_MACE: //All 1H Maces
  750. case W_STAFF: //All 1H Staves
  751. return 1;
  752. }
  753. }
  754. }
  755. //Not equipable by class. [Skotlex]
  756. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  757. return 0;
  758. //Not usable by upper class. [Inkfish]
  759. while( 1 ) {
  760. if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
  761. if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
  762. if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
  763. if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
  764. return 0;
  765. }
  766. return 1;
  767. }
  768. /*==========================================
  769. * No problem with the session id
  770. * set the status that has been sent from char server
  771. *------------------------------------------*/
  772. bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers)
  773. {
  774. int i;
  775. unsigned long tick = gettick();
  776. uint32 ip = session[sd->fd]->client_addr;
  777. sd->login_id2 = login_id2;
  778. sd->group_id = group_id;
  779. /* load user permissions */
  780. pc_group_pc_load(sd);
  781. memcpy(&sd->status, st, sizeof(*st));
  782. if (st->sex != sd->status.sex) {
  783. clif_authfail_fd(sd->fd, 0);
  784. return false;
  785. }
  786. //Set the map-server used job id. [Skotlex]
  787. i = pc_jobid2mapid(sd->status.class_);
  788. if (i == -1) { //Invalid class?
  789. 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);
  790. sd->status.class_ = JOB_NOVICE;
  791. sd->class_ = MAPID_NOVICE;
  792. } else
  793. sd->class_ = i;
  794. // Checks and fixes to character status data, that are required
  795. // in case of configuration change or stuff, which cannot be
  796. // checked on char-server.
  797. if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE )
  798. {
  799. sd->status.hair = MIN_HAIR_STYLE;
  800. }
  801. if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR )
  802. {
  803. sd->status.hair_color = MIN_HAIR_COLOR;
  804. }
  805. if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR )
  806. {
  807. sd->status.clothes_color = MIN_CLOTH_COLOR;
  808. }
  809. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  810. if(!sd->status.hp) pc_setdead(sd);
  811. sd->state.connect_new = 1;
  812. sd->followtimer = INVALID_TIMER; // [MouseJstr]
  813. sd->invincible_timer = INVALID_TIMER;
  814. sd->npc_timer_id = INVALID_TIMER;
  815. sd->pvp_timer = INVALID_TIMER;
  816. /**
  817. * For the Secure NPC Timeout option (check config/Secure.h) [RR]
  818. **/
  819. #ifdef SECURE_NPCTIMEOUT
  820. /**
  821. * Initialize to defaults/expected
  822. **/
  823. sd->npc_idle_timer = INVALID_TIMER;
  824. sd->npc_idle_tick = tick;
  825. sd->npc_idle_type = NPCT_INPUT;
  826. #endif
  827. sd->canuseitem_tick = tick;
  828. sd->canusecashfood_tick = tick;
  829. sd->canequip_tick = tick;
  830. sd->cantalk_tick = tick;
  831. sd->canskill_tick = tick;
  832. sd->cansendmail_tick = tick;
  833. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  834. sd->spirit_timer[i] = INVALID_TIMER;
  835. for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++)
  836. sd->autobonus[i].active = INVALID_TIMER;
  837. for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++)
  838. sd->autobonus2[i].active = INVALID_TIMER;
  839. for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++)
  840. sd->autobonus3[i].active = INVALID_TIMER;
  841. if (battle_config.item_auto_get)
  842. sd->state.autoloot = 10000;
  843. if (battle_config.disp_experience)
  844. sd->state.showexp = 1;
  845. if (battle_config.disp_zeny)
  846. sd->state.showzeny = 1;
  847. if (!(battle_config.display_skill_fail&2))
  848. sd->state.showdelay = 1;
  849. pc_setinventorydata(sd);
  850. pc_setequipindex(sd);
  851. if( sd->status.option&OPTION_INVISIBLE && !pc_can_use_command( sd, "hide", COMMAND_ATCOMMAND ) ){
  852. sd->status.option &= ~OPTION_INVISIBLE;
  853. }
  854. status_change_init(&sd->bl);
  855. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  856. //Set here because we need the inventory data for weapon sprite parsing.
  857. status_set_viewdata(&sd->bl, sd->status.class_);
  858. unit_dataset(&sd->bl);
  859. sd->guild_x = -1;
  860. sd->guild_y = -1;
  861. // Event Timers
  862. for( i = 0; i < MAX_EVENTTIMER; i++ )
  863. sd->eventtimer[i] = INVALID_TIMER;
  864. // Rental Timer
  865. sd->rental_timer = INVALID_TIMER;
  866. for( i = 0; i < 3; i++ )
  867. sd->hate_mob[i] = -1;
  868. //warp player
  869. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) {
  870. 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);
  871. // try warping to a default map instead (church graveyard)
  872. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) {
  873. // if we fail again
  874. clif_authfail_fd(sd->fd, 0);
  875. return false;
  876. }
  877. }
  878. clif_authok(sd);
  879. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  880. sd->die_counter=-1;
  881. //display login notice
  882. ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in."
  883. " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
  884. " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"',"
  885. " Group '"CL_WHITE"%d"CL_RESET"').\n",
  886. sd->status.name, sd->status.account_id, sd->status.char_id,
  887. sd->packet_ver, CONVIP(ip), sd->group_id);
  888. // Send friends list
  889. clif_friendslist_send(sd);
  890. if( !changing_mapservers ) {
  891. if (battle_config.display_version == 1){
  892. char buf[256];
  893. sprintf(buf, "SVN version: %s", get_svn_revision());
  894. clif_displaymessage(sd->fd, buf);
  895. }
  896. // Message of the Day [Valaris]
  897. for(i=0; motd_text[i][0] && i < MOTD_LINE_SIZE; i++) {
  898. if (battle_config.motd_type)
  899. clif_disp_onlyself(sd,motd_text[i],strlen(motd_text[i]));
  900. else
  901. clif_displaymessage(sd->fd, motd_text[i]);
  902. }
  903. // message of the limited time of the account
  904. if (expiration_time != 0) { // don't display if it's unlimited or unknow value
  905. char tmpstr[1024];
  906. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(sd,501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  907. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  908. }
  909. /**
  910. * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P)
  911. **/
  912. clif_changemap(sd,sd->mapindex,sd->bl.x,sd->bl.y);
  913. }
  914. /**
  915. * Check if player have any cool downs on
  916. **/
  917. skill_cooldown_load(sd);
  918. /**
  919. * Check if player have any item cooldowns on
  920. **/
  921. pc_itemcd_do(sd,true);
  922. // Request all registries (auth is considered completed whence they arrive)
  923. intif_request_registry(sd,7);
  924. return true;
  925. }
  926. /*==========================================
  927. * Closes a connection because it failed to be authenticated from the char server.
  928. *------------------------------------------*/
  929. void pc_authfail(struct map_session_data *sd)
  930. {
  931. clif_authfail_fd(sd->fd, 0);
  932. return;
  933. }
  934. //Attempts to set a mob.
  935. int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
  936. {
  937. int class_;
  938. if (!sd || !bl || pos < 0 || pos > 2)
  939. return 0;
  940. if (sd->hate_mob[pos] != -1)
  941. { //Can't change hate targets.
  942. clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
  943. return 0;
  944. }
  945. class_ = status_get_class(bl);
  946. if (!pcdb_checkid(class_)) {
  947. unsigned int max_hp = status_get_max_hp(bl);
  948. if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
  949. return 0;
  950. if (pos != status_get_size(bl))
  951. return 0; //Wrong size
  952. }
  953. sd->hate_mob[pos] = class_;
  954. pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1);
  955. clif_hate_info(sd, pos, class_, 1);
  956. return 1;
  957. }
  958. /*==========================================
  959. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  960. *------------------------------------------*/
  961. int pc_reg_received(struct map_session_data *sd)
  962. {
  963. int i,j;
  964. sd->change_level_2nd = pc_readglobalreg(sd,"jobchange_level");
  965. sd->change_level_3rd = pc_readglobalreg(sd,"jobchange_level_3rd");
  966. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  967. sd->langtype = pc_readaccountreg(sd,"#langtype");
  968. if(msg_checklangtype(sd->langtype,true)<0) sd->langtype=0; //invalid langtype reset to default
  969. // Cash shop
  970. sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS");
  971. sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS");
  972. // Cooking Exp
  973. sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY");
  974. if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
  975. { // Better check for class rather than skill to prevent "skill resets" from unsetting this
  976. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  977. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  978. }
  979. //SG map and mob read [Komurka]
  980. for(i=0;i<MAX_PC_FEELHATE;i++) //for now - someone need to make reading from txt/sql
  981. {
  982. if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) {
  983. sd->feel_map[i].index = j;
  984. sd->feel_map[i].m = map_mapindex2mapid(j);
  985. } else {
  986. sd->feel_map[i].index = 0;
  987. sd->feel_map[i].m = -1;
  988. }
  989. sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1;
  990. }
  991. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  992. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  993. if (sd->cloneskill_id > 0) {
  994. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  995. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  996. if (sd->status.skill[sd->cloneskill_id].lv > i)
  997. sd->status.skill[sd->cloneskill_id].lv = i;
  998. sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PLAGIARIZED;
  999. }
  1000. }
  1001. if ((i = pc_checkskill(sd,SC_REPRODUCE)) > 0) {
  1002. sd->reproduceskill_id = pc_readglobalreg(sd,"REPRODUCE_SKILL");
  1003. if( sd->reproduceskill_id > 0) {
  1004. sd->status.skill[sd->reproduceskill_id].id = sd->reproduceskill_id;
  1005. sd->status.skill[sd->reproduceskill_id].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV");
  1006. if( i < sd->status.skill[sd->reproduceskill_id].lv)
  1007. sd->status.skill[sd->reproduceskill_id].lv = i;
  1008. sd->status.skill[sd->reproduceskill_id].flag = SKILL_FLAG_PLAGIARIZED;
  1009. }
  1010. }
  1011. //Weird... maybe registries were reloaded?
  1012. if (sd->state.active)
  1013. return 0;
  1014. sd->state.active = 1;
  1015. if (sd->status.party_id)
  1016. party_member_joined(sd);
  1017. if (sd->status.guild_id)
  1018. guild_member_joined(sd);
  1019. // pet
  1020. if (sd->status.pet_id > 0)
  1021. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  1022. // Homunculus [albator]
  1023. if( sd->status.hom_id > 0 )
  1024. intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
  1025. if( sd->status.mer_id > 0 )
  1026. intif_mercenary_request(sd->status.mer_id, sd->status.char_id);
  1027. if( sd->status.ele_id > 0 )
  1028. intif_elemental_request(sd->status.ele_id, sd->status.char_id);
  1029. map_addiddb(&sd->bl);
  1030. map_delnickdb(sd->status.char_id, sd->status.name);
  1031. if (!chrif_auth_finished(sd))
  1032. ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);
  1033. pc_load_combo(sd);
  1034. status_calc_pc(sd,1);
  1035. chrif_scdata_request(sd->status.account_id, sd->status.char_id);
  1036. intif_Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox
  1037. intif_request_questlog(sd);
  1038. if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually.
  1039. sd->state.connect_new = 1;
  1040. clif_parse_LoadEndAck(sd->fd, sd);
  1041. }
  1042. pc_inventory_rentals(sd);
  1043. if( sd->sc.option&OPTION_INVISIBLE ) {
  1044. sd->vd.class_ = INVISIBLE_CLASS;
  1045. clif_displaymessage( sd->fd, msg_txt( sd, 11 ) ); // Invisible: On
  1046. // decrement the number of pvp players on the map
  1047. map[sd->bl.m].users_pvp--;
  1048. if( map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.pvp_nocalcrank && sd->pvp_timer != INVALID_TIMER ){
  1049. // unregister the player for ranking
  1050. delete_timer( sd->pvp_timer, pc_calc_pvprank_timer );
  1051. sd->pvp_timer = INVALID_TIMER;
  1052. }
  1053. clif_changeoption( &sd->bl );
  1054. }
  1055. return 1;
  1056. }
  1057. static int pc_calc_skillpoint(struct map_session_data* sd)
  1058. {
  1059. int i,skill_lv,inf2,skill_point=0;
  1060. nullpo_ret(sd);
  1061. for(i=1;i<MAX_SKILL;i++){
  1062. if( (skill_lv = pc_checkskill(sd,i)) > 0) {
  1063. inf2 = skill_get_inf2(i);
  1064. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  1065. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  1066. ) {
  1067. if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
  1068. skill_point += skill_lv;
  1069. else
  1070. if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0)
  1071. skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
  1072. }
  1073. }
  1074. }
  1075. return skill_point;
  1076. }
  1077. /*==========================================
  1078. * Calculation of skill level.
  1079. *------------------------------------------*/
  1080. int pc_calc_skilltree(struct map_session_data *sd)
  1081. {
  1082. int i,id=0,flag;
  1083. int c=0;
  1084. nullpo_ret(sd);
  1085. i = pc_calc_skilltree_normalize_job(sd);
  1086. c = pc_mapid2jobid(i, sd->status.sex);
  1087. if( c == -1 )
  1088. { //Unable to normalize job??
  1089. 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);
  1090. return 1;
  1091. }
  1092. c = pc_class2idx(c);
  1093. for( i = 0; i < MAX_SKILL; i++ ) {
  1094. if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these
  1095. sd->status.skill[i].id = 0; //First clear skills.
  1096. /* permanent skills that must be re-checked */
  1097. if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) {
  1098. switch( i ) {
  1099. case NV_TRICKDEAD:
  1100. if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) {
  1101. sd->status.skill[i].id = 0;
  1102. sd->status.skill[i].lv = 0;
  1103. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1104. }
  1105. break;
  1106. }
  1107. }
  1108. }
  1109. for( i = 0; i < MAX_SKILL; i++ )
  1110. {
  1111. 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 )
  1112. { // Restore original level of skills after deleting earned skills.
  1113. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  1114. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1115. }
  1116. if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU )
  1117. { //Enable Bard/Dancer spirit linked skills.
  1118. if( sd->status.sex )
  1119. { //Link dancer skills to bard.
  1120. if( sd->status.skill[i-8].lv < 10 )
  1121. continue;
  1122. sd->status.skill[i].id = i;
  1123. sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  1124. sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
  1125. }
  1126. else
  1127. { //Link bard skills to dancer.
  1128. if( sd->status.skill[i].lv < 10 )
  1129. continue;
  1130. sd->status.skill[i-8].id = i - 8;
  1131. sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
  1132. sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
  1133. }
  1134. }
  1135. }
  1136. if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
  1137. for( i = 0; i < MAX_SKILL; i++ ) {
  1138. switch(i) {
  1139. /**
  1140. * Dummy skills must be added here otherwise they'll be displayed in the,
  1141. * skill tree and since they have no icons they'll give resource errors
  1142. **/
  1143. case SM_SELFPROVOKE:
  1144. case AB_DUPLELIGHT_MELEE:
  1145. case AB_DUPLELIGHT_MAGIC:
  1146. case WL_CHAINLIGHTNING_ATK:
  1147. case WL_TETRAVORTEX_FIRE:
  1148. case WL_TETRAVORTEX_WATER:
  1149. case WL_TETRAVORTEX_WIND:
  1150. case WL_TETRAVORTEX_GROUND:
  1151. case WL_SUMMON_ATK_FIRE:
  1152. case WL_SUMMON_ATK_WIND:
  1153. case WL_SUMMON_ATK_WATER:
  1154. case WL_SUMMON_ATK_GROUND:
  1155. case LG_OVERBRAND_BRANDISH:
  1156. case LG_OVERBRAND_PLUSATK:
  1157. case WM_SEVERE_RAINSTORM_MELEE:
  1158. continue;
  1159. default:
  1160. break;
  1161. }
  1162. if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
  1163. continue; //Only skills you can't have are npc/guild ones
  1164. if( skill_get_max(i) > 0 )
  1165. sd->status.skill[i].id = i;
  1166. }
  1167. return 0;
  1168. }
  1169. do {
  1170. flag = 0;
  1171. for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
  1172. {
  1173. int f;
  1174. if( sd->status.skill[id].id )
  1175. continue; //Skill already known.
  1176. f = 1;
  1177. if(!battle_config.skillfree) {
  1178. int j;
  1179. for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) {
  1180. int k;
  1181. if((k=skill_tree[c][i].need[j].id))
  1182. {
  1183. if (sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED)
  1184. k = 0; //Not learned.
  1185. else
  1186. if (sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
  1187. k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
  1188. else
  1189. k = pc_checkskill(sd,k);
  1190. if (k < skill_tree[c][i].need[j].lv)
  1191. {
  1192. f = 0;
  1193. break;
  1194. }
  1195. }
  1196. }
  1197. if( sd->status.job_level < skill_tree[c][i].joblv ) { //We need to get the actual class in this case
  1198. int class = pc_mapid2jobid(sd->class_, sd->status.sex);
  1199. class = pc_class2idx(class);
  1200. if (class == c || (class != c && sd->status.job_level < skill_tree[class][i].joblv))
  1201. f = 0; // job level requirement wasn't satisfied
  1202. }
  1203. }
  1204. if( f ) {
  1205. int inf2;
  1206. inf2 = skill_get_inf2(id);
  1207. if(!sd->status.skill[id].lv && (
  1208. (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  1209. inf2&INF2_WEDDING_SKILL ||
  1210. (inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
  1211. ))
  1212. continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
  1213. sd->status.skill[id].id = id;
  1214. if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
  1215. sd->status.skill[id].lv = 1; // need to manually specify a skill level
  1216. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
  1217. }
  1218. flag = 1; // skill list has changed, perform another pass
  1219. }
  1220. }
  1221. } while(flag);
  1222. //
  1223. if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
  1224. {
  1225. /* Taekwon Ranger Bonus Skill Tree
  1226. ============================================
  1227. - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
  1228. - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
  1229. - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */
  1230. for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
  1231. {
  1232. if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
  1233. continue; //Do not include Quest/Wedding skills.
  1234. if( sd->status.skill[id].id == 0 )
  1235. {
  1236. sd->status.skill[id].id = id;
  1237. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
  1238. }
  1239. else if( id != NV_BASIC )
  1240. {
  1241. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Remember original level
  1242. }
  1243. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_);
  1244. }
  1245. }
  1246. return 0;
  1247. }
  1248. //Checks if you can learn a new skill after having leveled up a skill.
  1249. static void pc_check_skilltree(struct map_session_data *sd, int skill)
  1250. {
  1251. int i,id=0,flag;
  1252. int c=0;
  1253. if(battle_config.skillfree)
  1254. return; //Function serves no purpose if this is set
  1255. i = pc_calc_skilltree_normalize_job(sd);
  1256. c = pc_mapid2jobid(i, sd->status.sex);
  1257. if (c == -1) { //Unable to normalize job??
  1258. 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);
  1259. return;
  1260. }
  1261. c = pc_class2idx(c);
  1262. do {
  1263. flag = 0;
  1264. for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ )
  1265. {
  1266. int j, f = 1, k;
  1267. if( sd->status.skill[id].id ) //Already learned
  1268. continue;
  1269. for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ )
  1270. {
  1271. if( (k = skill_tree[c][i].need[j].id) )
  1272. {
  1273. if( sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED )
  1274. k = 0; //Not learned.
  1275. else
  1276. if( sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
  1277. k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
  1278. else
  1279. k = pc_checkskill(sd,k);
  1280. if( k < skill_tree[c][i].need[j].lv )
  1281. {
  1282. f = 0;
  1283. break;
  1284. }
  1285. }
  1286. }
  1287. if( !f )
  1288. continue;
  1289. if( sd->status.job_level < skill_tree[c][i].joblv )
  1290. continue;
  1291. j = skill_get_inf2(id);
  1292. if( !sd->status.skill[id].lv && (
  1293. (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  1294. j&INF2_WEDDING_SKILL ||
  1295. (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
  1296. ) )
  1297. continue; //Cannot be learned via normal means.
  1298. sd->status.skill[id].id = id;
  1299. flag = 1;
  1300. }
  1301. } while(flag);
  1302. }
  1303. // Make sure all the skills are in the correct condition
  1304. // before persisting to the backend.. [MouseJstr]
  1305. int pc_clean_skilltree(struct map_session_data *sd)
  1306. {
  1307. int i;
  1308. for (i = 0; i < MAX_SKILL; i++){
  1309. if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED)
  1310. {
  1311. sd->status.skill[i].id = 0;
  1312. sd->status.skill[i].lv = 0;
  1313. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1314. }
  1315. else
  1316. if (sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0){
  1317. sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  1318. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1319. }
  1320. }
  1321. return 0;
  1322. }
  1323. int pc_calc_skilltree_normalize_job(struct map_session_data *sd)
  1324. {
  1325. int skill_point, novice_skills;
  1326. int c = sd->class_;
  1327. if (!battle_config.skillup_limit || pc_has_permission(sd, PC_PERM_ALL_SKILL))
  1328. return c;
  1329. skill_point = pc_calc_skillpoint(sd);
  1330. novice_skills = max_level[pc_class2idx(JOB_NOVICE)][1] - 1;
  1331. // limit 1st class and above to novice job levels
  1332. if(skill_point < novice_skills)
  1333. {
  1334. c = MAPID_NOVICE;
  1335. }
  1336. // limit 2nd class and above to first class job levels (super novices are exempt)
  1337. else if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE)
  1338. {
  1339. // regenerate change_level_2nd
  1340. if (!sd->change_level_2nd)
  1341. {
  1342. if (sd->class_&JOBL_THIRD)
  1343. {
  1344. // if neither 2nd nor 3rd jobchange levels are known, we have to assume a default for 2nd
  1345. if (!sd->change_level_3rd)
  1346. sd->change_level_2nd = max_level[pc_class2idx(pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex))][1];
  1347. else
  1348. sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
  1349. - (sd->status.job_level - 1)
  1350. - (sd->change_level_3rd - 1)
  1351. - novice_skills;
  1352. }
  1353. else
  1354. {
  1355. sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
  1356. - (sd->status.job_level - 1)
  1357. - novice_skills;
  1358. }
  1359. pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
  1360. }
  1361. if (skill_point < novice_skills + (sd->change_level_2nd - 1))
  1362. {
  1363. c &= MAPID_BASEMASK;
  1364. }
  1365. // limit 3rd class to 2nd class/trans job levels
  1366. else if(sd->class_&JOBL_THIRD)
  1367. {
  1368. // regenerate change_level_3rd
  1369. if (!sd->change_level_3rd)
  1370. {
  1371. sd->change_level_3rd = 1 + skill_point + sd->status.skill_point
  1372. - (sd->status.job_level - 1)
  1373. - (sd->change_level_2nd - 1)
  1374. - novice_skills;
  1375. pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
  1376. }
  1377. if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1))
  1378. c &= MAPID_UPPERMASK;
  1379. }
  1380. }
  1381. // restore non-limiting flags
  1382. c |= sd->class_&(JOBL_UPPER|JOBL_BABY);
  1383. return c;
  1384. }
  1385. /*==========================================
  1386. * Updates the weight status
  1387. *------------------------------------------
  1388. * 1: overweight 50%
  1389. * 2: overweight 90%
  1390. * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here.
  1391. */
  1392. int pc_updateweightstatus(struct map_session_data *sd)
  1393. {
  1394. int old_overweight;
  1395. int new_overweight;
  1396. nullpo_retr(1, sd);
  1397. old_overweight = (sd->sc.data[SC_WEIGHT90]) ? 2 : (sd->sc.data[SC_WEIGHT50]) ? 1 : 0;
  1398. new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;
  1399. if( old_overweight == new_overweight )
  1400. return 0; // no change
  1401. // stop old status change
  1402. if( old_overweight == 1 )
  1403. status_change_end(&sd->bl, SC_WEIGHT50, INVALID_TIMER);
  1404. else if( old_overweight == 2 )
  1405. status_change_end(&sd->bl, SC_WEIGHT90, INVALID_TIMER);
  1406. // start new status change
  1407. if( new_overweight == 1 )
  1408. sc_start(&sd->bl,&sd->bl, SC_WEIGHT50, 100, 0, 0);
  1409. else if( new_overweight == 2 )
  1410. sc_start(&sd->bl,&sd->bl, SC_WEIGHT90, 100, 0, 0);
  1411. // update overweight status
  1412. sd->regen.state.overweight = new_overweight;
  1413. return 0;
  1414. }
  1415. int pc_disguise(struct map_session_data *sd, int class_)
  1416. {
  1417. if (!class_ && !sd->disguise)
  1418. return 0;
  1419. if (class_ && sd->disguise == class_)
  1420. return 0;
  1421. if(sd->sc.option&OPTION_INVISIBLE)
  1422. { //Character is invisible. Stealth class-change. [Skotlex]
  1423. sd->disguise = class_; //viewdata is set on uncloaking.
  1424. return 2;
  1425. }
  1426. if (sd->bl.prev != NULL) {
  1427. pc_stop_walking(sd, 0);
  1428. clif_clearunit_area(&sd->bl, CLR_OUTSIGHT);
  1429. }
  1430. if (!class_) {
  1431. sd->disguise = 0;
  1432. class_ = sd->status.class_;
  1433. } else
  1434. sd->disguise=class_;
  1435. status_set_viewdata(&sd->bl, class_);
  1436. clif_changeoption(&sd->bl);
  1437. if (sd->bl.prev != NULL) {
  1438. clif_spawn(&sd->bl);
  1439. if (class_ == sd->status.class_ && pc_iscarton(sd))
  1440. { //It seems the cart info is lost on undisguise.
  1441. clif_cartlist(sd);
  1442. clif_updatestatus(sd,SP_CARTINFO);
  1443. }
  1444. }
  1445. return 1;
  1446. }
  1447. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id)
  1448. {
  1449. int i;
  1450. if( !rate )
  1451. return 0;
  1452. for( i = 0; i < max && spell[i].id; i++ )
  1453. {
  1454. if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv )
  1455. {
  1456. if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
  1457. return 0;
  1458. rate += spell[i].rate;
  1459. break;
  1460. }
  1461. }
  1462. if (i == max) {
  1463. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  1464. return 0;
  1465. }
  1466. spell[i].id = id;
  1467. spell[i].lv = lv;
  1468. spell[i].rate = rate;
  1469. //Auto-update flag value.
  1470. if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
  1471. if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon.
  1472. if (!(flag&BF_SKILLMASK)) {
  1473. if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL
  1474. if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
  1475. }
  1476. spell[i].flag|= flag;
  1477. spell[i].card_id = card_id;
  1478. return 1;
  1479. }
  1480. static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id)
  1481. {
  1482. int i;
  1483. if( !rate )
  1484. return 0;
  1485. for( i = 0; i < max && spell[i].id; i++ )
  1486. {
  1487. ; // each autospell works independently
  1488. }
  1489. if( i == max )
  1490. {
  1491. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  1492. return 0;
  1493. }
  1494. spell[i].flag = src_skill;
  1495. spell[i].id = id;
  1496. spell[i].lv = lv;
  1497. spell[i].rate = rate;
  1498. spell[i].card_id = card_id;
  1499. return 1;
  1500. }
  1501. static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag)
  1502. {
  1503. int i;
  1504. if (!(flag&(ATF_SHORT|ATF_LONG)))
  1505. flag|=ATF_SHORT|ATF_LONG; //Default range: both
  1506. if (!(flag&(ATF_TARGET|ATF_SELF)))
  1507. flag|=ATF_TARGET; //Default target: enemy.
  1508. if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)))
  1509. flag|=ATF_WEAPON; //Default type: weapon.
  1510. for (i = 0; i < max && effect[i].flag; i++) {
  1511. if (effect[i].id == id && effect[i].flag == flag)
  1512. {
  1513. effect[i].rate += rate;
  1514. effect[i].arrow_rate += arrow_rate;
  1515. return 1;
  1516. }
  1517. }
  1518. if (i == max) {
  1519. ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
  1520. return 0;
  1521. }
  1522. effect[i].id = id;
  1523. effect[i].rate = rate;
  1524. effect[i].arrow_rate = arrow_rate;
  1525. effect[i].flag = flag;
  1526. return 1;
  1527. }
  1528. static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target)
  1529. {
  1530. int i;
  1531. for( i = 0; i < max && effect[i].skill; i++ )
  1532. {
  1533. if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target )
  1534. {
  1535. effect[i].rate += rate;
  1536. return 1;
  1537. }
  1538. }
  1539. if( i == max ) {
  1540. ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max);
  1541. return 0;
  1542. }
  1543. effect[i].id = id;
  1544. effect[i].rate = rate;
  1545. effect[i].skill = skill;
  1546. effect[i].target = target;
  1547. return 1;
  1548. }
  1549. static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate)
  1550. {
  1551. int i;
  1552. //Apply config rate adjustment settings.
  1553. if (rate >= 0) { //Absolute drop.
  1554. if (battle_config.item_rate_adddrop != 100)
  1555. rate = rate*battle_config.item_rate_adddrop/100;
  1556. if (rate < battle_config.item_drop_adddrop_min)
  1557. rate = battle_config.item_drop_adddrop_min;
  1558. else if (rate > battle_config.item_drop_adddrop_max)
  1559. rate = battle_config.item_drop_adddrop_max;
  1560. } else { //Relative drop, max/min limits are applied at drop time.
  1561. if (battle_config.item_rate_adddrop != 100)
  1562. rate = rate*battle_config.item_rate_adddrop/100;
  1563. if (rate > -1)
  1564. rate = -1;
  1565. }
  1566. for(i = 0; i < max && (drop[i].id || drop[i].group); i++) {
  1567. if(
  1568. ((id && drop[i].id == id) ||
  1569. (group && drop[i].group == group))
  1570. && race > 0
  1571. ) {
  1572. drop[i].race |= race;
  1573. if(drop[i].rate > 0 && rate > 0)
  1574. { //Both are absolute rates.
  1575. if (drop[i].rate < rate)
  1576. drop[i].rate = rate;
  1577. } else
  1578. if(drop[i].rate < 0 && rate < 0) {
  1579. //Both are relative rates.
  1580. if (drop[i].rate > rate)
  1581. drop[i].rate = rate;
  1582. } else if (rate < 0) //Give preference to relative rate.
  1583. drop[i].rate = rate;
  1584. return 1;
  1585. }
  1586. }
  1587. if(i == max) {
  1588. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max);
  1589. return 0;
  1590. }
  1591. drop[i].id = id;
  1592. drop[i].group = group;
  1593. drop[i].race |= race;
  1594. drop[i].rate = rate;
  1595. return 1;
  1596. }
  1597. int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill)
  1598. {
  1599. int i;
  1600. ARR_FIND(0, max, i, bonus[i].rate == 0);
  1601. if( i == max )
  1602. {
  1603. ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max);
  1604. return 0;
  1605. }
  1606. if( !onskill )
  1607. {
  1608. if( !(flag&BF_RANGEMASK) )
  1609. flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
  1610. if( !(flag&BF_WEAPONMASK) )
  1611. flag|=BF_WEAPON; //No attack type defined? Use weapon.
  1612. if( !(flag&BF_SKILLMASK) )
  1613. {
  1614. if( flag&(BF_MAGIC|BF_MISC) )
  1615. flag|=BF_SKILL; //These two would never trigger without BF_SKILL
  1616. if( flag&BF_WEAPON )
  1617. flag|=BF_NORMAL|BF_SKILL;
  1618. }
  1619. }
  1620. bonus[i].rate = rate;
  1621. bonus[i].duration = dur;
  1622. bonus[i].active = INVALID_TIMER;
  1623. bonus[i].atk_type = flag;
  1624. bonus[i].pos = pos;
  1625. bonus[i].bonus_script = aStrdup(script);
  1626. bonus[i].other_script = other_script?aStrdup(other_script):NULL;
  1627. return 1;
  1628. }
  1629. int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore)
  1630. {
  1631. int i;
  1632. nullpo_ret(sd);
  1633. for( i = 0; i < max; i++ )
  1634. {
  1635. if( autobonus[i].active != INVALID_TIMER )
  1636. {
  1637. if( restore && sd->state.autobonus&autobonus[i].pos )
  1638. {
  1639. if( autobonus[i].bonus_script )
  1640. {
  1641. int j;
  1642. ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos );
  1643. if( j < EQI_MAX-1 )
  1644. script_run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]);
  1645. }
  1646. continue;
  1647. }
  1648. else
  1649. { // Logout / Unequipped an item with an activated bonus
  1650. delete_timer(autobonus[i].active,pc_endautobonus);
  1651. autobonus[i].active = INVALID_TIMER;
  1652. }
  1653. }
  1654. if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script);
  1655. if( autobonus[i].other_script ) aFree(autobonus[i].other_script);
  1656. autobonus[i].bonus_script = autobonus[i].other_script = NULL;
  1657. autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0;
  1658. autobonus[i].active = INVALID_TIMER;
  1659. }
  1660. return 0;
  1661. }
  1662. int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus)
  1663. {
  1664. nullpo_ret(sd);
  1665. nullpo_ret(autobonus);
  1666. if( autobonus->other_script )
  1667. {
  1668. int j;
  1669. ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos );
  1670. if( j < EQI_MAX-1 )
  1671. script_run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]);
  1672. }
  1673. autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd->bl.id, (intptr_t)autobonus);
  1674. sd->state.autobonus |= autobonus->pos;
  1675. status_calc_pc(sd,0);
  1676. return 0;
  1677. }
  1678. int pc_endautobonus(int tid, unsigned int tick, int id, intptr_t data)
  1679. {
  1680. struct map_session_data *sd = map_id2sd(id);
  1681. struct s_autobonus *autobonus = (struct s_autobonus *)data;
  1682. nullpo_ret(sd);
  1683. nullpo_ret(autobonus);
  1684. autobonus->active = INVALID_TIMER;
  1685. sd->state.autobonus &= ~autobonus->pos;
  1686. status_calc_pc(sd,0);
  1687. return 0;
  1688. }
  1689. int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
  1690. {
  1691. int i;
  1692. struct weapon_data* wd;
  1693. wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);
  1694. ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0);
  1695. if (i == MAX_PC_BONUS)
  1696. {
  1697. ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
  1698. return 0;
  1699. }
  1700. if (!(flag&BF_RANGEMASK))
  1701. flag |= BF_SHORT|BF_LONG;
  1702. if (!(flag&BF_WEAPONMASK))
  1703. flag |= BF_WEAPON;
  1704. if (!(flag&BF_SKILLMASK))
  1705. {
  1706. if (flag&(BF_MAGIC|BF_MISC))
  1707. flag |= BF_SKILL;
  1708. if (flag&BF_WEAPON)
  1709. flag |= BF_NORMAL|BF_SKILL;
  1710. }
  1711. wd->addele2[i].ele = ele;
  1712. wd->addele2[i].rate = rate;
  1713. wd->addele2[i].flag = flag;
  1714. return 0;
  1715. }
  1716. int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
  1717. {
  1718. int i;
  1719. ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0);
  1720. if (i == MAX_PC_BONUS)
  1721. {
  1722. ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
  1723. return 0;
  1724. }
  1725. if (!(flag&BF_RANGEMASK))
  1726. flag |= BF_SHORT|BF_LONG;
  1727. if (!(flag&BF_WEAPONMASK))
  1728. flag |= BF_WEAPON;
  1729. if (!(flag&BF_SKILLMASK))
  1730. {
  1731. if (flag&(BF_MAGIC|BF_MISC))
  1732. flag |= BF_SKILL;
  1733. if (flag&BF_WEAPON)
  1734. flag |= BF_NORMAL|BF_SKILL;
  1735. }
  1736. sd->subele2[i].ele = ele;
  1737. sd->subele2[i].rate = rate;
  1738. sd->subele2[i].flag = flag;
  1739. return 0;
  1740. }
  1741. /*==========================================
  1742. * Add a bonus(type) to player sd
  1743. *------------------------------------------*/
  1744. int pc_bonus(struct map_session_data *sd,int type,int val)
  1745. {
  1746. struct status_data *status;
  1747. int bonus;
  1748. nullpo_ret(sd);
  1749. status = &sd->base_status;
  1750. switch(type){
  1751. case SP_STR:
  1752. case SP_AGI:
  1753. case SP_VIT:
  1754. case SP_INT:
  1755. case SP_DEX:
  1756. case SP_LUK:
  1757. if(sd->state.lr_flag != 2)
  1758. sd->param_bonus[type-SP_STR]+=val;
  1759. break;
  1760. case SP_ATK1:
  1761. if(!sd->state.lr_flag) {
  1762. bonus = status->rhw.atk + val;
  1763. status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
  1764. }
  1765. else if(sd->state.lr_flag == 1) {
  1766. bonus = status->lhw.atk + val;
  1767. status->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
  1768. }
  1769. break;
  1770. case SP_ATK2:
  1771. if(!sd->state.lr_flag) {
  1772. bonus = status->rhw.atk2 + val;
  1773. status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
  1774. }
  1775. else if(sd->state.lr_flag == 1) {
  1776. bonus = status->lhw.atk2 + val;
  1777. status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
  1778. }
  1779. break;
  1780. case SP_BASE_ATK:
  1781. if(sd->state.lr_flag != 2) {
  1782. //#ifdef RENEWAL
  1783. // sd->bonus.eatk += val;
  1784. //#else
  1785. bonus = status->batk + val;
  1786. status->batk = cap_value(bonus, 0, USHRT_MAX);
  1787. //#endif
  1788. }
  1789. break;
  1790. case SP_DEF1:
  1791. if(sd->state.lr_flag != 2) {
  1792. bonus = status->def + val;
  1793. #ifdef RENEWAL
  1794. status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1795. #else
  1796. status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1797. #endif
  1798. }
  1799. break;
  1800. case SP_DEF2:
  1801. if(sd->state.lr_flag != 2) {
  1802. bonus = status->def2 + val;
  1803. status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1804. }
  1805. break;
  1806. case SP_MDEF1:
  1807. if(sd->state.lr_flag != 2) {
  1808. bonus = status->mdef + val;
  1809. #ifdef RENEWAL
  1810. status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1811. #else
  1812. status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1813. #endif
  1814. if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
  1815. sd->bonus.shieldmdef += bonus;
  1816. }
  1817. }
  1818. break;
  1819. case SP_MDEF2:
  1820. if(sd->state.lr_flag != 2) {
  1821. bonus = status->mdef2 + val;
  1822. status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1823. }
  1824. break;
  1825. case SP_HIT:
  1826. if(sd->state.lr_flag != 2) {
  1827. bonus = status->hit + val;
  1828. status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1829. } else
  1830. sd->bonus.arrow_hit+=val;
  1831. break;
  1832. case SP_FLEE1:
  1833. if(sd->state.lr_flag != 2) {
  1834. bonus = status->flee + val;
  1835. status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1836. }
  1837. break;
  1838. case SP_FLEE2:
  1839. if(sd->state.lr_flag != 2) {
  1840. bonus = status->flee2 + val*10;
  1841. status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1842. }
  1843. break;
  1844. case SP_CRITICAL:
  1845. if(sd->state.lr_flag != 2) {
  1846. bonus = status->cri + val*10;
  1847. status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1848. } else
  1849. sd->bonus.arrow_cri += val*10;
  1850. break;
  1851. case SP_ATKELE:
  1852. if(val >= ELE_MAX) {
  1853. ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
  1854. break;
  1855. }
  1856. switch (sd->state.lr_flag)
  1857. {
  1858. case 2:
  1859. switch (sd->status.weapon) {
  1860. case W_BOW:
  1861. case W_REVOLVER:
  1862. case W_RIFLE:
  1863. case W_GATLING:
  1864. case W_SHOTGUN:
  1865. case W_GRENADE:
  1866. //Become weapon element.
  1867. status->rhw.ele=val;
  1868. break;
  1869. default: //Become arrow element.
  1870. sd->bonus.arrow_ele=val;
  1871. break;
  1872. }
  1873. break;
  1874. case 1:
  1875. status->lhw.ele=val;
  1876. break;
  1877. default:
  1878. status->rhw.ele=val;
  1879. break;
  1880. }
  1881. break;
  1882. case SP_DEFELE:
  1883. if(val >= ELE_MAX) {
  1884. ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
  1885. break;
  1886. }
  1887. if(sd->state.lr_flag != 2)
  1888. status->def_ele=val;
  1889. break;
  1890. case SP_MAXHP:
  1891. if(sd->state.lr_flag == 2)
  1892. break;
  1893. val += (int)status->max_hp;
  1894. //Negative bonuses will underflow, this will be handled in status_calc_pc through casting
  1895. //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
  1896. status->max_hp = (unsigned int)val;
  1897. break;
  1898. case SP_MAXSP:
  1899. if(sd->state.lr_flag == 2)
  1900. break;
  1901. val += (int)status->max_sp;
  1902. status->max_sp = (unsigned int)val;
  1903. break;
  1904. #ifndef RENEWAL_CAST
  1905. case SP_VARCASTRATE:
  1906. #endif
  1907. case SP_CASTRATE:
  1908. if(sd->state.lr_flag != 2)
  1909. sd->castrate+=val;
  1910. break;
  1911. case SP_MAXHPRATE:
  1912. if(sd->state.lr_flag != 2)
  1913. sd->hprate+=val;
  1914. break;
  1915. case SP_MAXSPRATE:
  1916. if(sd->state.lr_flag != 2)
  1917. sd->sprate+=val;
  1918. break;
  1919. case SP_SPRATE:
  1920. if(sd->state.lr_flag != 2)
  1921. sd->dsprate+=val;
  1922. break;
  1923. case SP_ATTACKRANGE:
  1924. switch (sd->state.lr_flag) {
  1925. case 2:
  1926. switch (sd->status.weapon) {
  1927. case W_BOW:
  1928. case W_REVOLVER:
  1929. case W_RIFLE:
  1930. case W_GATLING:
  1931. case W_SHOTGUN:
  1932. case W_GRENADE:
  1933. status->rhw.range += val;
  1934. }
  1935. break;
  1936. case 1:
  1937. status->lhw.range += val;
  1938. break;
  1939. default:
  1940. status->rhw.range += val;
  1941. break;
  1942. }
  1943. break;
  1944. case SP_SPEED_RATE: //Non stackable increase
  1945. if(sd->state.lr_flag != 2)
  1946. sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val);
  1947. break;
  1948. case SP_SPEED_ADDRATE: //Stackable increase
  1949. if(sd->state.lr_flag != 2)
  1950. sd->bonus.speed_add_rate -= val;
  1951. break;
  1952. case SP_ASPD: //Raw increase
  1953. if(sd->state.lr_flag != 2)
  1954. sd->bonus.aspd_add -= 10*val;
  1955. break;
  1956. case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
  1957. if(sd->state.lr_flag != 2)
  1958. #ifndef RENEWAL_ASPD
  1959. status->aspd_rate -= 10*val;
  1960. #else
  1961. status->aspd_rate2 += val;
  1962. #endif
  1963. break;
  1964. case SP_HP_RECOV_RATE:
  1965. if(sd->state.lr_flag != 2)
  1966. sd->hprecov_rate += val;
  1967. break;
  1968. case SP_SP_RECOV_RATE:
  1969. if(sd->state.lr_flag != 2)
  1970. sd->sprecov_rate += val;
  1971. break;
  1972. case SP_CRITICAL_DEF:
  1973. if(sd->state.lr_flag != 2)
  1974. sd->bonus.critical_def += val;
  1975. break;
  1976. case SP_NEAR_ATK_DEF:
  1977. if(sd->state.lr_flag != 2)
  1978. sd->bonus.near_attack_def_rate += val;
  1979. break;
  1980. case SP_LONG_ATK_DEF:
  1981. if(sd->state.lr_flag != 2)
  1982. sd->bonus.long_attack_def_rate += val;
  1983. break;
  1984. case SP_DOUBLE_RATE:
  1985. if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val)
  1986. sd->bonus.double_rate = val;
  1987. break;
  1988. case SP_DOUBLE_ADD_RATE:
  1989. if(sd->state.lr_flag == 0)
  1990. sd->bonus.double_add_rate += val;
  1991. break;
  1992. case SP_MATK_RATE:
  1993. if(sd->state.lr_flag != 2)
  1994. sd->matk_rate += val;
  1995. break;
  1996. case SP_IGNORE_DEF_ELE:
  1997. if(val >= ELE_MAX) {
  1998. ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
  1999. break;
  2000. }
  2001. if(!sd->state.lr_flag)
  2002. sd->right_weapon.ignore_def_ele |= 1<<val;
  2003. else if(sd->state.lr_flag == 1)
  2004. sd->left_weapon.ignore_def_ele |= 1<<val;
  2005. break;
  2006. case SP_IGNORE_DEF_RACE:
  2007. if(!sd->state.lr_flag)
  2008. sd->right_weapon.ignore_def_race |= 1<<val;
  2009. else if(sd->state.lr_flag == 1)
  2010. sd->left_weapon.ignore_def_race |= 1<<val;
  2011. break;
  2012. case SP_ATK_RATE:
  2013. if(sd->state.lr_flag != 2)
  2014. sd->bonus.atk_rate += val;
  2015. break;
  2016. case SP_MAGIC_ATK_DEF:
  2017. if(sd->state.lr_flag != 2)
  2018. sd->bonus.magic_def_rate += val;
  2019. break;
  2020. case SP_MISC_ATK_DEF:
  2021. if(sd->state.lr_flag != 2)
  2022. sd->bonus.misc_def_rate += val;
  2023. break;
  2024. case SP_IGNORE_MDEF_RATE:
  2025. if(sd->state.lr_flag != 2) {
  2026. sd->ignore_mdef[RC_NONBOSS] += val;
  2027. sd->ignore_mdef[RC_BOSS] += val;
  2028. }
  2029. break;
  2030. case SP_IGNORE_MDEF_ELE:
  2031. if(val >= ELE_MAX) {
  2032. ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
  2033. break;
  2034. }
  2035. if(sd->state.lr_flag != 2)
  2036. sd->bonus.ignore_mdef_ele |= 1<<val;
  2037. break;
  2038. case SP_IGNORE_MDEF_RACE:
  2039. if(sd->state.lr_flag != 2)
  2040. sd->bonus.ignore_mdef_race |= 1<<val;
  2041. break;
  2042. case SP_PERFECT_HIT_RATE:
  2043. if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val)
  2044. sd->bonus.perfect_hit = val;
  2045. break;
  2046. case SP_PERFECT_HIT_ADD_RATE:
  2047. if(sd->state.lr_flag != 2)
  2048. sd->bonus.perfect_hit_add += val;
  2049. break;
  2050. case SP_CRITICAL_RATE:
  2051. if(sd->state.lr_flag != 2)
  2052. sd->critical_rate+=val;
  2053. break;
  2054. case SP_DEF_RATIO_ATK_ELE:
  2055. if(val >= ELE_MAX) {
  2056. ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
  2057. break;
  2058. }
  2059. if(!sd->state.lr_flag)
  2060. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  2061. else if(sd->state.lr_flag == 1)
  2062. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  2063. break;
  2064. case SP_DEF_RATIO_ATK_RACE:
  2065. if(val >= RC_MAX) {
  2066. ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
  2067. break;
  2068. }
  2069. if(!sd->state.lr_flag)
  2070. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  2071. else if(sd->state.lr_flag == 1)
  2072. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  2073. break;
  2074. case SP_HIT_RATE:
  2075. if(sd->state.lr_flag != 2)
  2076. sd->hit_rate += val;
  2077. break;
  2078. case SP_FLEE_RATE:
  2079. if(sd->state.lr_flag != 2)
  2080. sd->flee_rate += val;
  2081. break;
  2082. case SP_FLEE2_RATE:
  2083. if(sd->state.lr_flag != 2)
  2084. sd->flee2_rate += val;
  2085. break;
  2086. case SP_DEF_RATE:
  2087. if(sd->state.lr_flag != 2)
  2088. sd->def_rate += val;
  2089. break;
  2090. case SP_DEF2_RATE:
  2091. if(sd->state.lr_flag != 2)
  2092. sd->def2_rate += val;
  2093. break;
  2094. case SP_MDEF_RATE:
  2095. if(sd->state.lr_flag != 2)
  2096. sd->mdef_rate += val;
  2097. break;
  2098. case SP_MDEF2_RATE:
  2099. if(sd->state.lr_flag != 2)
  2100. sd->mdef2_rate += val;
  2101. break;
  2102. case SP_RESTART_FULL_RECOVER:
  2103. if(sd->state.lr_flag != 2)
  2104. sd->special_state.restart_full_recover = 1;
  2105. break;
  2106. case SP_NO_CASTCANCEL:
  2107. if(sd->state.lr_flag != 2)
  2108. sd->special_state.no_castcancel = 1;
  2109. break;
  2110. case SP_NO_CASTCANCEL2:
  2111. if(sd->state.lr_flag != 2)
  2112. sd->special_state.no_castcancel2 = 1;
  2113. break;
  2114. case SP_NO_SIZEFIX:
  2115. if(sd->state.lr_flag != 2)
  2116. sd->special_state.no_sizefix = 1;
  2117. break;
  2118. case SP_NO_MAGIC_DAMAGE:
  2119. if(sd->state.lr_flag == 2)
  2120. break;
  2121. val+= sd->special_state.no_magic_damage;
  2122. sd->special_state.no_magic_damage = cap_value(val,0,100);
  2123. break;
  2124. case SP_NO_WEAPON_DAMAGE:
  2125. if(sd->state.lr_flag == 2)
  2126. break;
  2127. val+= sd->special_state.no_weapon_damage;
  2128. sd->special_state.no_weapon_damage = cap_value(val,0,100);
  2129. break;
  2130. case SP_NO_MISC_DAMAGE:
  2131. if(sd->state.lr_flag == 2)
  2132. break;
  2133. val+= sd->special_state.no_misc_damage;
  2134. sd->special_state.no_misc_damage = cap_value(val,0,100);
  2135. break;
  2136. case SP_NO_GEMSTONE:
  2137. if(sd->state.lr_flag != 2)
  2138. sd->special_state.no_gemstone = 1;
  2139. break;
  2140. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  2141. if(sd->state.lr_flag != 2) {
  2142. sd->special_state.intravision = 1;
  2143. clif_status_load(&sd->bl, SI_INTRAVISION, 1);
  2144. }
  2145. break;
  2146. case SP_NO_KNOCKBACK:
  2147. if(sd->state.lr_flag != 2)
  2148. sd->special_state.no_knockback = 1;
  2149. break;
  2150. case SP_SPLASH_RANGE:
  2151. if(sd->bonus.splash_range < val)
  2152. sd->bonus.splash_range = val;
  2153. break;
  2154. case SP_SPLASH_ADD_RANGE:
  2155. sd->bonus.splash_add_range += val;
  2156. break;
  2157. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  2158. if(sd->state.lr_flag != 2)
  2159. sd->bonus.short_weapon_damage_return += val;
  2160. break;
  2161. case SP_LONG_WEAPON_DAMAGE_RETURN:
  2162. if(sd->state.lr_flag != 2)
  2163. sd->bonus.long_weapon_damage_return += val;
  2164. break;
  2165. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  2166. if(sd->state.lr_flag != 2)
  2167. sd->bonus.magic_damage_return += val;
  2168. break;
  2169. case SP_ALL_STATS: // [Valaris]
  2170. if(sd->state.lr_flag!=2) {
  2171. sd->param_bonus[SP_STR-SP_STR]+=val;
  2172. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2173. sd->param_bonus[SP_VIT-SP_STR]+=val;
  2174. sd->param_bonus[SP_INT-SP_STR]+=val;
  2175. sd->param_bonus[SP_DEX-SP_STR]+=val;
  2176. sd->param_bonus[SP_LUK-SP_STR]+=val;
  2177. }
  2178. break;
  2179. case SP_AGI_VIT: // [Valaris]
  2180. if(sd->state.lr_flag!=2) {
  2181. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2182. sd->param_bonus[SP_VIT-SP_STR]+=val;
  2183. }
  2184. break;
  2185. case SP_AGI_DEX_STR: // [Valaris]
  2186. if(sd->state.lr_flag!=2) {
  2187. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2188. sd->param_bonus[SP_DEX-SP_STR]+=val;
  2189. sd->param_bonus[SP_STR-SP_STR]+=val;
  2190. }
  2191. break;
  2192. case SP_PERFECT_HIDE: // [Valaris]
  2193. if(sd->state.lr_flag!=2)
  2194. sd->special_state.perfect_hiding=1;
  2195. break;
  2196. case SP_UNBREAKABLE:
  2197. if(sd->state.lr_flag!=2)
  2198. sd->bonus.unbreakable += val;
  2199. break;
  2200. case SP_UNBREAKABLE_WEAPON:
  2201. if(sd->state.lr_flag != 2)
  2202. sd->bonus.unbreakable_equip |= EQP_WEAPON;
  2203. break;
  2204. case SP_UNBREAKABLE_ARMOR:
  2205. if(sd->state.lr_flag != 2)
  2206. sd->bonus.unbreakable_equip |= EQP_ARMOR;
  2207. break;
  2208. case SP_UNBREAKABLE_HELM:
  2209. if(sd->state.lr_flag != 2)
  2210. sd->bonus.unbreakable_equip |= EQP_HELM;
  2211. break;
  2212. case SP_UNBREAKABLE_SHIELD:
  2213. if(sd->state.lr_flag != 2)
  2214. sd->bonus.unbreakable_equip |= EQP_SHIELD;
  2215. break;
  2216. case SP_UNBREAKABLE_GARMENT:
  2217. if(sd->state.lr_flag != 2)
  2218. sd->bonus.unbreakable_equip |= EQP_GARMENT;
  2219. break;
  2220. case SP_UNBREAKABLE_SHOES:
  2221. if(sd->state.lr_flag != 2)
  2222. sd->bonus.unbreakable_equip |= EQP_SHOES;
  2223. break;
  2224. case SP_CLASSCHANGE: // [Valaris]
  2225. if(sd->state.lr_flag !=2)
  2226. sd->bonus.classchange=val;
  2227. break;
  2228. case SP_LONG_ATK_RATE:
  2229. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  2230. sd->bonus.long_attack_atk_rate+=val;
  2231. break;
  2232. case SP_BREAK_WEAPON_RATE:
  2233. if(sd->state.lr_flag != 2)
  2234. sd->bonus.break_weapon_rate+=val;
  2235. break;
  2236. case SP_BREAK_ARMOR_RATE:
  2237. if(sd->state.lr_flag != 2)
  2238. sd->bonus.break_armor_rate+=val;
  2239. break;
  2240. case SP_ADD_STEAL_RATE:
  2241. if(sd->state.lr_flag != 2)
  2242. sd->bonus.add_steal_rate+=val;
  2243. break;
  2244. case SP_DELAYRATE:
  2245. if(sd->state.lr_flag != 2)
  2246. sd->delayrate+=val;
  2247. break;
  2248. case SP_CRIT_ATK_RATE:
  2249. if(sd->state.lr_flag != 2)
  2250. sd->bonus.crit_atk_rate += val;
  2251. break;
  2252. case SP_NO_REGEN:
  2253. if(sd->state.lr_flag != 2)
  2254. sd->regen.state.block|=val;
  2255. break;
  2256. case SP_UNSTRIPABLE_WEAPON:
  2257. if(sd->state.lr_flag != 2)
  2258. sd->bonus.unstripable_equip |= EQP_WEAPON;
  2259. break;
  2260. case SP_UNSTRIPABLE:
  2261. case SP_UNSTRIPABLE_ARMOR:
  2262. if(sd->state.lr_flag != 2)
  2263. sd->bonus.unstripable_equip |= EQP_ARMOR;
  2264. break;
  2265. case SP_UNSTRIPABLE_HELM:
  2266. if(sd->state.lr_flag != 2)
  2267. sd->bonus.unstripable_equip |= EQP_HELM;
  2268. break;
  2269. case SP_UNSTRIPABLE_SHIELD:
  2270. if(sd->state.lr_flag != 2)
  2271. sd->bonus.unstripable_equip |= EQP_SHIELD;
  2272. break;
  2273. case SP_HP_DRAIN_VALUE:
  2274. if(!sd->state.lr_flag) {
  2275. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  2276. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  2277. }
  2278. else if(sd->state.lr_flag == 1) {
  2279. sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
  2280. sd->left_weapon.hp_drain[RC_BOSS].value += val;
  2281. }
  2282. break;
  2283. case SP_SP_DRAIN_VALUE:
  2284. if(!sd->state.lr_flag) {
  2285. sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
  2286. sd->right_weapon.sp_drain[RC_BOSS].value += val;
  2287. }
  2288. else if(sd->state.lr_flag == 1) {
  2289. sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
  2290. sd->left_weapon.sp_drain[RC_BOSS].value += val;
  2291. }
  2292. break;
  2293. case SP_SP_GAIN_VALUE:
  2294. if(!sd->state.lr_flag)
  2295. sd->bonus.sp_gain_value += val;
  2296. break;
  2297. case SP_HP_GAIN_VALUE:
  2298. if(!sd->state.lr_flag)
  2299. sd->bonus.hp_gain_value += val;
  2300. break;
  2301. case SP_MAGIC_SP_GAIN_VALUE:
  2302. if(!sd->state.lr_flag)
  2303. sd->bonus.magic_sp_gain_value += val;
  2304. break;
  2305. case SP_MAGIC_HP_GAIN_VALUE:
  2306. if(!sd->state.lr_flag)
  2307. sd->bonus.magic_hp_gain_value += val;
  2308. break;
  2309. case SP_ADD_HEAL_RATE:
  2310. if(sd->state.lr_flag != 2)
  2311. sd->bonus.add_heal_rate += val;
  2312. break;
  2313. case SP_ADD_HEAL2_RATE:
  2314. if(sd->state.lr_flag != 2)
  2315. sd->bonus.add_heal2_rate += val;
  2316. break;
  2317. case SP_ADD_ITEM_HEAL_RATE:
  2318. if(sd->state.lr_flag != 2)
  2319. sd->bonus.itemhealrate2 += val;
  2320. break;
  2321. case SP_EMATK:
  2322. if(sd->state.lr_flag != 2)
  2323. sd->bonus.ematk += val;
  2324. break;
  2325. case SP_FIXCASTRATE:
  2326. if(sd->state.lr_flag != 2)
  2327. sd->bonus.fixcastrate -= val;
  2328. break;
  2329. case SP_ADD_FIXEDCAST:
  2330. if(sd->state.lr_flag != 2)
  2331. sd->bonus.add_fixcast += val;
  2332. break;
  2333. #ifdef RENEWAL_CAST
  2334. case SP_VARCASTRATE:
  2335. if(sd->state.lr_flag != 2)
  2336. sd->bonus.varcastrate -= val;
  2337. break;
  2338. case SP_ADD_VARIABLECAST:
  2339. if(sd->state.lr_flag != 2)
  2340. sd->bonus.add_varcast += val;
  2341. break;
  2342. #endif
  2343. default:
  2344. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  2345. break;
  2346. }
  2347. return 0;
  2348. }
  2349. /*==========================================
  2350. * Player bonus (type) with args type2 and val, called trough bonus2 (npc)
  2351. *------------------------------------------*/
  2352. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  2353. {
  2354. int i;
  2355. nullpo_ret(sd);
  2356. switch(type){
  2357. case SP_ADDELE:
  2358. if(type2 >= ELE_MAX) {
  2359. ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
  2360. break;
  2361. }
  2362. if(!sd->state.lr_flag)
  2363. sd->right_weapon.addele[type2]+=val;
  2364. else if(sd->state.lr_flag == 1)
  2365. sd->left_weapon.addele[type2]+=val;
  2366. else if(sd->state.lr_flag == 2)
  2367. sd->arrow_addele[type2]+=val;
  2368. break;
  2369. case SP_ADDRACE:
  2370. if(!sd->state.lr_flag)
  2371. sd->right_weapon.addrace[type2]+=val;
  2372. else if(sd->state.lr_flag == 1)
  2373. sd->left_weapon.addrace[type2]+=val;
  2374. else if(sd->state.lr_flag == 2)
  2375. sd->arrow_addrace[type2]+=val;
  2376. break;
  2377. case SP_ADDSIZE:
  2378. if(!sd->state.lr_flag)
  2379. sd->right_weapon.addsize[type2]+=val;
  2380. else if(sd->state.lr_flag == 1)
  2381. sd->left_weapon.addsize[type2]+=val;
  2382. else if(sd->state.lr_flag == 2)
  2383. sd->arrow_addsize[type2]+=val;
  2384. break;
  2385. case SP_SUBELE:
  2386. if(type2 >= ELE_MAX) {
  2387. ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
  2388. break;
  2389. }
  2390. if(sd->state.lr_flag != 2)
  2391. sd->subele[type2]+=val;
  2392. break;
  2393. case SP_SUBRACE:
  2394. if(sd->state.lr_flag != 2)
  2395. sd->subrace[type2]+=val;
  2396. break;
  2397. case SP_ADDEFF:
  2398. if (type2 > SC_MAX) {
  2399. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  2400. break;
  2401. }
  2402. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  2403. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0);
  2404. break;
  2405. case SP_ADDEFF2:
  2406. if (type2 > SC_MAX) {
  2407. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  2408. break;
  2409. }
  2410. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  2411. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF);
  2412. break;
  2413. case SP_RESEFF:
  2414. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  2415. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  2416. break;
  2417. }
  2418. if(sd->state.lr_flag == 2)
  2419. break;
  2420. i = sd->reseff[type2-SC_COMMON_MIN]+val;
  2421. sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000);
  2422. break;
  2423. case SP_MAGIC_ADDELE:
  2424. if(type2 >= ELE_MAX) {
  2425. ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
  2426. break;
  2427. }
  2428. if(sd->state.lr_flag != 2)
  2429. sd->magic_addele[type2]+=val;
  2430. break;
  2431. case SP_MAGIC_ADDRACE:
  2432. if(sd->state.lr_flag != 2)
  2433. sd->magic_addrace[type2]+=val;
  2434. break;
  2435. case SP_MAGIC_ADDSIZE:
  2436. if(sd->state.lr_flag != 2)
  2437. sd->magic_addsize[type2]+=val;
  2438. break;
  2439. case SP_MAGIC_ATK_ELE:
  2440. if(sd->state.lr_flag != 2)
  2441. sd->magic_atk_ele[type2]+=val;
  2442. break;
  2443. case SP_ADD_DAMAGE_CLASS:
  2444. switch (sd->state.lr_flag) {
  2445. case 0: //Right hand
  2446. 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);
  2447. if (i == ARRAYLENGTH(sd->right_weapon.add_dmg))
  2448. {
  2449. ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg));
  2450. break;
  2451. }
  2452. sd->right_weapon.add_dmg[i].class_ = type2;
  2453. sd->right_weapon.add_dmg[i].rate += val;
  2454. if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up.
  2455. 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]));
  2456. break;
  2457. case 1: //Left hand
  2458. 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);
  2459. if (i == ARRAYLENGTH(sd->left_weapon.add_dmg))
  2460. {
  2461. ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg));
  2462. break;
  2463. }
  2464. sd->left_weapon.add_dmg[i].class_ = type2;
  2465. sd->left_weapon.add_dmg[i].rate += val;
  2466. if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up.
  2467. 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]));
  2468. break;
  2469. }
  2470. break;
  2471. case SP_ADD_MAGIC_DAMAGE_CLASS:
  2472. if(sd->state.lr_flag == 2)
  2473. break;
  2474. ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2);
  2475. if (i == ARRAYLENGTH(sd->add_mdmg))
  2476. {
  2477. ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg));
  2478. break;
  2479. }
  2480. sd->add_mdmg[i].class_ = type2;
  2481. sd->add_mdmg[i].rate += val;
  2482. if (!sd->add_mdmg[i].rate) //Shift the rest of elements up.
  2483. memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0]));
  2484. break;
  2485. case SP_ADD_DEF_CLASS:
  2486. if(sd->state.lr_flag == 2)
  2487. break;
  2488. ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2);
  2489. if (i == ARRAYLENGTH(sd->add_def))
  2490. {
  2491. ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def));
  2492. break;
  2493. }
  2494. sd->add_def[i].class_ = type2;
  2495. sd->add_def[i].rate += val;
  2496. if (!sd->add_def[i].rate) //Shift the rest of elements up.
  2497. memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0]));
  2498. break;
  2499. case SP_ADD_MDEF_CLASS:
  2500. if(sd->state.lr_flag == 2)
  2501. break;
  2502. ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2);
  2503. if (i == ARRAYLENGTH(sd->add_mdef))
  2504. {
  2505. ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef));
  2506. break;
  2507. }
  2508. sd->add_mdef[i].class_ = type2;
  2509. sd->add_mdef[i].rate += val;
  2510. if (!sd->add_mdef[i].rate) //Shift the rest of elements up.
  2511. memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0]));
  2512. break;
  2513. case SP_HP_DRAIN_RATE:
  2514. if(!sd->state.lr_flag) {
  2515. sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
  2516. sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
  2517. sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
  2518. sd->right_weapon.hp_drain[RC_BOSS].per += val;
  2519. }
  2520. else if(sd->state.lr_flag == 1) {
  2521. sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
  2522. sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
  2523. sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
  2524. sd->left_weapon.hp_drain[RC_BOSS].per += val;
  2525. }
  2526. break;
  2527. case SP_HP_DRAIN_VALUE:
  2528. if(!sd->state.lr_flag) {
  2529. sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
  2530. sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
  2531. sd->right_weapon.hp_drain[RC_BOSS].value += type2;
  2532. sd->right_weapon.hp_drain[RC_BOSS].type = val;
  2533. }
  2534. else if(sd->state.lr_flag == 1) {
  2535. sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
  2536. sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
  2537. sd->left_weapon.hp_drain[RC_BOSS].value += type2;
  2538. sd->left_weapon.hp_drain[RC_BOSS].type = val;
  2539. }
  2540. break;
  2541. case SP_SP_DRAIN_RATE:
  2542. if(!sd->state.lr_flag) {
  2543. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2544. sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
  2545. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2546. sd->right_weapon.sp_drain[RC_BOSS].per += val;
  2547. }
  2548. else if(sd->state.lr_flag == 1) {
  2549. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2550. sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
  2551. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2552. sd->left_weapon.sp_drain[RC_BOSS].per += val;
  2553. }
  2554. break;
  2555. case SP_SP_DRAIN_VALUE:
  2556. if(!sd->state.lr_flag) {
  2557. sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
  2558. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2559. sd->right_weapon.sp_drain[RC_BOSS].value += type2;
  2560. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2561. }
  2562. else if(sd->state.lr_flag == 1) {
  2563. sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
  2564. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2565. sd->left_weapon.sp_drain[RC_BOSS].value += type2;
  2566. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2567. }
  2568. break;
  2569. case SP_SP_VANISH_RATE:
  2570. if(sd->state.lr_flag != 2) {
  2571. sd->bonus.sp_vanish_rate += type2;
  2572. sd->bonus.sp_vanish_per += val;
  2573. }
  2574. break;
  2575. case SP_GET_ZENY_NUM:
  2576. if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) {
  2577. sd->bonus.get_zeny_rate = val;
  2578. sd->bonus.get_zeny_num = type2;
  2579. }
  2580. break;
  2581. case SP_ADD_GET_ZENY_NUM:
  2582. if(sd->state.lr_flag != 2) {
  2583. sd->bonus.get_zeny_rate += val;
  2584. sd->bonus.get_zeny_num += type2;
  2585. }
  2586. break;
  2587. case SP_WEAPON_COMA_ELE:
  2588. if(type2 >= ELE_MAX) {
  2589. ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
  2590. break;
  2591. }
  2592. if(sd->state.lr_flag == 2)
  2593. break;
  2594. sd->weapon_coma_ele[type2] += val;
  2595. sd->special_state.bonus_coma = 1;
  2596. break;
  2597. case SP_WEAPON_COMA_RACE:
  2598. if(sd->state.lr_flag == 2)
  2599. break;
  2600. sd->weapon_coma_race[type2] += val;
  2601. sd->special_state.bonus_coma = 1;
  2602. break;
  2603. case SP_WEAPON_ATK:
  2604. if(sd->state.lr_flag != 2)
  2605. sd->weapon_atk[type2]+=val;
  2606. break;
  2607. case SP_WEAPON_ATK_RATE:
  2608. if(sd->state.lr_flag != 2)
  2609. sd->weapon_atk_rate[type2]+=val;
  2610. break;
  2611. case SP_CRITICAL_ADDRACE:
  2612. if(sd->state.lr_flag != 2)
  2613. sd->critaddrace[type2] += val*10;
  2614. break;
  2615. case SP_ADDEFF_WHENHIT:
  2616. if (type2 > SC_MAX) {
  2617. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  2618. break;
  2619. }
  2620. if(sd->state.lr_flag != 2)
  2621. pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0);
  2622. break;
  2623. case SP_SKILL_ATK:
  2624. if(sd->state.lr_flag == 2)
  2625. break;
  2626. ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2);
  2627. if (i == ARRAYLENGTH(sd->skillatk))
  2628. { //Better mention this so the array length can be updated. [Skotlex]
  2629. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val);
  2630. break;
  2631. }
  2632. if (sd->skillatk[i].id == type2)
  2633. sd->skillatk[i].val += val;
  2634. else {
  2635. sd->skillatk[i].id = type2;
  2636. sd->skillatk[i].val = val;
  2637. }
  2638. break;
  2639. case SP_SKILL_HEAL:
  2640. if(sd->state.lr_flag == 2)
  2641. break;
  2642. ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2);
  2643. if (i == ARRAYLENGTH(sd->skillheal))
  2644. { // Better mention this so the array length can be updated. [Skotlex]
  2645. ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val);
  2646. break;
  2647. }
  2648. if (sd->skillheal[i].id == type2)
  2649. sd->skillheal[i].val += val;
  2650. else {
  2651. sd->skillheal[i].id = type2;
  2652. sd->skillheal[i].val = val;
  2653. }
  2654. break;
  2655. case SP_SKILL_HEAL2:
  2656. if(sd->state.lr_flag == 2)
  2657. break;
  2658. ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2);
  2659. if (i == ARRAYLENGTH(sd->skillheal2))
  2660. { // Better mention this so the array length can be updated. [Skotlex]
  2661. ShowDebug("run_script: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val);
  2662. break;
  2663. }
  2664. if (sd->skillheal2[i].id == type2)
  2665. sd->skillheal2[i].val += val;
  2666. else {
  2667. sd->skillheal2[i].id = type2;
  2668. sd->skillheal2[i].val = val;
  2669. }
  2670. break;
  2671. case SP_ADD_SKILL_BLOW:
  2672. if(sd->state.lr_flag == 2)
  2673. break;
  2674. ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2);
  2675. if (i == ARRAYLENGTH(sd->skillblown))
  2676. { //Better mention this so the array length can be updated. [Skotlex]
  2677. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val);
  2678. break;
  2679. }
  2680. if(sd->skillblown[i].id == type2)
  2681. sd->skillblown[i].val += val;
  2682. else {
  2683. sd->skillblown[i].id = type2;
  2684. sd->skillblown[i].val = val;
  2685. }
  2686. break;
  2687. #ifndef RENEWAL_CAST
  2688. case SP_VARCASTRATE:
  2689. #endif
  2690. case SP_CASTRATE:
  2691. if(sd->state.lr_flag == 2)
  2692. break;
  2693. ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
  2694. if (i == ARRAYLENGTH(sd->skillcast))
  2695. { //Better mention this so the array length can be updated. [Skotlex]
  2696. ShowDebug("run_script: bonus2 %s reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
  2697. #ifndef RENEWAL_CAST
  2698. "bCastRate",
  2699. #else
  2700. "bVariableCastrate",
  2701. #endif
  2702. ARRAYLENGTH(sd->skillcast), type2, val);
  2703. break;
  2704. }
  2705. if(sd->skillcast[i].id == type2)
  2706. sd->skillcast[i].val += val;
  2707. else {
  2708. sd->skillcast[i].id = type2;
  2709. sd->skillcast[i].val = val;
  2710. }
  2711. break;
  2712. case SP_FIXCASTRATE:
  2713. if(sd->state.lr_flag == 2)
  2714. break;
  2715. ARR_FIND(0, ARRAYLENGTH(sd->skillfixcastrate), i, sd->skillfixcastrate[i].id == 0 || sd->skillfixcastrate[i].id == type2);
  2716. if (i == ARRAYLENGTH(sd->skillfixcastrate))
  2717. {
  2718. ShowDebug("run_script: bonus2 bFixedCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcastrate), type2, val);
  2719. break;
  2720. }
  2721. if(sd->skillfixcastrate[i].id == type2)
  2722. sd->skillfixcastrate[i].val += val;
  2723. else {
  2724. sd->skillfixcastrate[i].id = type2;
  2725. sd->skillfixcastrate[i].val = val;
  2726. }
  2727. break;
  2728. case SP_HP_LOSS_RATE:
  2729. if(sd->state.lr_flag != 2) {
  2730. sd->hp_loss.value = type2;
  2731. sd->hp_loss.rate = val;
  2732. }
  2733. break;
  2734. case SP_HP_REGEN_RATE:
  2735. if(sd->state.lr_flag != 2) {
  2736. sd->hp_regen.value = type2;
  2737. sd->hp_regen.rate = val;
  2738. }
  2739. break;
  2740. case SP_ADDRACE2:
  2741. if (!(type2 > RC2_NONE && type2 < RC2_MAX))
  2742. break;
  2743. if(sd->state.lr_flag != 2)
  2744. sd->right_weapon.addrace2[type2] += val;
  2745. else
  2746. sd->left_weapon.addrace2[type2] += val;
  2747. break;
  2748. case SP_SUBSIZE:
  2749. if(sd->state.lr_flag != 2)
  2750. sd->subsize[type2]+=val;
  2751. break;
  2752. case SP_SUBRACE2:
  2753. if (!(type2 > RC2_NONE && type2 < RC2_MAX))
  2754. break;
  2755. if(sd->state.lr_flag != 2)
  2756. sd->subrace2[type2]+=val;
  2757. break;
  2758. case SP_ADD_ITEM_HEAL_RATE:
  2759. if(sd->state.lr_flag == 2)
  2760. break;
  2761. if (type2 < MAX_ITEMGROUP) { //Group bonus
  2762. sd->itemgrouphealrate[type2] += val;
  2763. break;
  2764. }
  2765. //Standard item bonus.
  2766. for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
  2767. if(i == ARRAYLENGTH(sd->itemhealrate)) {
  2768. ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate));
  2769. break;
  2770. }
  2771. sd->itemhealrate[i].nameid = type2;
  2772. sd->itemhealrate[i].rate += val;
  2773. break;
  2774. case SP_EXP_ADDRACE:
  2775. if(sd->state.lr_flag != 2)
  2776. sd->expaddrace[type2]+=val;
  2777. break;
  2778. case SP_SP_GAIN_RACE:
  2779. if(sd->state.lr_flag != 2)
  2780. sd->sp_gain_race[type2]+=val;
  2781. break;
  2782. case SP_ADD_MONSTER_DROP_ITEM:
  2783. if (sd->state.lr_flag != 2)
  2784. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2785. break;
  2786. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2787. if (sd->state.lr_flag != 2)
  2788. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2789. break;
  2790. case SP_SP_LOSS_RATE:
  2791. if(sd->state.lr_flag != 2) {
  2792. sd->sp_loss.value = type2;
  2793. sd->sp_loss.rate = val;
  2794. }
  2795. break;
  2796. case SP_SP_REGEN_RATE:
  2797. if(sd->state.lr_flag != 2) {
  2798. sd->sp_regen.value = type2;
  2799. sd->sp_regen.rate = val;
  2800. }
  2801. break;
  2802. case SP_HP_DRAIN_VALUE_RACE:
  2803. if(!sd->state.lr_flag) {
  2804. sd->right_weapon.hp_drain[type2].value += val;
  2805. }
  2806. else if(sd->state.lr_flag == 1) {
  2807. sd->left_weapon.hp_drain[type2].value += val;
  2808. }
  2809. break;
  2810. case SP_SP_DRAIN_VALUE_RACE:
  2811. if(!sd->state.lr_flag) {
  2812. sd->right_weapon.sp_drain[type2].value += val;
  2813. }
  2814. else if(sd->state.lr_flag == 1) {
  2815. sd->left_weapon.sp_drain[type2].value += val;
  2816. }
  2817. break;
  2818. case SP_IGNORE_MDEF_RATE:
  2819. if(sd->state.lr_flag != 2)
  2820. sd->ignore_mdef[type2] += val;
  2821. break;
  2822. case SP_IGNORE_DEF_RATE:
  2823. if(sd->state.lr_flag != 2)
  2824. sd->ignore_def[type2] += val;
  2825. break;
  2826. case SP_SP_GAIN_RACE_ATTACK:
  2827. if(sd->state.lr_flag != 2)
  2828. sd->sp_gain_race_attack[type2] = cap_value(sd->sp_gain_race_attack[type2] + val, 0, INT16_MAX);
  2829. break;
  2830. case SP_HP_GAIN_RACE_ATTACK:
  2831. if(sd->state.lr_flag != 2)
  2832. sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX);
  2833. break;
  2834. case SP_SKILL_USE_SP_RATE: //bonus2 bSkillUseSPrate,n,x;
  2835. if(sd->state.lr_flag == 2)
  2836. break;
  2837. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == 0 || sd->skillusesprate[i].id == type2);
  2838. if (i == ARRAYLENGTH(sd->skillusesprate)) {
  2839. ShowDebug("run_script: bonus2 bSkillUseSPrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesprate), type2, val);
  2840. break;
  2841. }
  2842. if (sd->skillusesprate[i].id == type2)
  2843. sd->skillusesprate[i].val += val;
  2844. else {
  2845. sd->skillusesprate[i].id = type2;
  2846. sd->skillusesprate[i].val = val;
  2847. }
  2848. break;
  2849. case SP_SKILL_COOLDOWN:
  2850. if(sd->state.lr_flag == 2)
  2851. break;
  2852. ARR_FIND(0, ARRAYLENGTH(sd->skillcooldown), i, sd->skillcooldown[i].id == 0 || sd->skillcooldown[i].id == type2);
  2853. if (i == ARRAYLENGTH(sd->skillcooldown))
  2854. {
  2855. ShowDebug("run_script: bonus2 bSkillCoolDown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcooldown), type2, val);
  2856. break;
  2857. }
  2858. if (sd->skillcooldown[i].id == type2)
  2859. sd->skillcooldown[i].val += val;
  2860. else {
  2861. sd->skillcooldown[i].id = type2;
  2862. sd->skillcooldown[i].val = val;
  2863. }
  2864. break;
  2865. case SP_SKILL_FIXEDCAST:
  2866. if(sd->state.lr_flag == 2)
  2867. break;
  2868. ARR_FIND(0, ARRAYLENGTH(sd->skillfixcast), i, sd->skillfixcast[i].id == 0 || sd->skillfixcast[i].id == type2);
  2869. if (i == ARRAYLENGTH(sd->skillfixcast))
  2870. {
  2871. ShowDebug("run_script: bonus2 bSkillFixedCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcast), type2, val);
  2872. break;
  2873. }
  2874. if (sd->skillfixcast[i].id == type2)
  2875. sd->skillfixcast[i].val += val;
  2876. else {
  2877. sd->skillfixcast[i].id = type2;
  2878. sd->skillfixcast[i].val = val;
  2879. }
  2880. break;
  2881. case SP_SKILL_VARIABLECAST:
  2882. if(sd->state.lr_flag == 2)
  2883. break;
  2884. ARR_FIND(0, ARRAYLENGTH(sd->skillvarcast), i, sd->skillvarcast[i].id == 0 || sd->skillvarcast[i].id == type2);
  2885. if (i == ARRAYLENGTH(sd->skillvarcast))
  2886. {
  2887. ShowDebug("run_script: bonus2 bSkillVariableCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillvarcast), type2, val);
  2888. break;
  2889. }
  2890. if (sd->skillvarcast[i].id == type2)
  2891. sd->skillvarcast[i].val += val;
  2892. else {
  2893. sd->skillvarcast[i].id = type2;
  2894. sd->skillvarcast[i].val = val;
  2895. }
  2896. break;
  2897. #ifdef RENEWAL_CAST
  2898. case SP_VARCASTRATE:
  2899. if(sd->state.lr_flag == 2)
  2900. break;
  2901. ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
  2902. if (i == ARRAYLENGTH(sd->skillcast))
  2903. {
  2904. ShowDebug("run_script: bonus2 bVariableCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",ARRAYLENGTH(sd->skillcast), type2, val);
  2905. break;
  2906. }
  2907. if(sd->skillcast[i].id == type2)
  2908. sd->skillcast[i].val -= val;
  2909. else {
  2910. sd->skillcast[i].id = type2;
  2911. sd->skillcast[i].val -= val;
  2912. }
  2913. break;
  2914. #endif
  2915. case SP_SKILL_USE_SP: //bonus2 bSkillUseSP,n,x;
  2916. if(sd->state.lr_flag == 2)
  2917. break;
  2918. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == 0 || sd->skillusesp[i].id == type2);
  2919. if (i == ARRAYLENGTH(sd->skillusesp)) {
  2920. ShowDebug("run_script: bonus2 bSkillUseSP reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesp), type2, val);
  2921. break;
  2922. }
  2923. if (sd->skillusesp[i].id == type2)
  2924. sd->skillusesp[i].val += val;
  2925. else {
  2926. sd->skillusesp[i].id = type2;
  2927. sd->skillusesp[i].val = val;
  2928. }
  2929. break;
  2930. default:
  2931. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  2932. break;
  2933. }
  2934. return 0;
  2935. }
  2936. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  2937. {
  2938. nullpo_ret(sd);
  2939. switch(type){
  2940. case SP_ADD_MONSTER_DROP_ITEM:
  2941. if(sd->state.lr_flag != 2)
  2942. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<<type3, val);
  2943. break;
  2944. case SP_ADD_CLASS_DROP_ITEM:
  2945. if(sd->state.lr_flag != 2)
  2946. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, -type3, val);
  2947. break;
  2948. case SP_AUTOSPELL:
  2949. if(sd->state.lr_flag != 2)
  2950. {
  2951. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  2952. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  2953. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
  2954. target?-type2:type2, type3, val, 0, current_equip_card_id);
  2955. }
  2956. break;
  2957. case SP_AUTOSPELL_WHENHIT:
  2958. if(sd->state.lr_flag != 2)
  2959. {
  2960. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  2961. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  2962. pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
  2963. target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id);
  2964. }
  2965. break;
  2966. case SP_SP_DRAIN_RATE:
  2967. if(!sd->state.lr_flag) {
  2968. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2969. sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
  2970. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2971. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2972. sd->right_weapon.sp_drain[RC_BOSS].per += type3;
  2973. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2974. }
  2975. else if(sd->state.lr_flag == 1) {
  2976. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2977. sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
  2978. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2979. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2980. sd->left_weapon.sp_drain[RC_BOSS].per += type3;
  2981. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2982. }
  2983. break;
  2984. case SP_HP_DRAIN_RATE_RACE:
  2985. if(!sd->state.lr_flag) {
  2986. sd->right_weapon.hp_drain[type2].rate += type3;
  2987. sd->right_weapon.hp_drain[type2].per += val;
  2988. }
  2989. else if(sd->state.lr_flag == 1) {
  2990. sd->left_weapon.hp_drain[type2].rate += type3;
  2991. sd->left_weapon.hp_drain[type2].per += val;
  2992. }
  2993. break;
  2994. case SP_SP_DRAIN_RATE_RACE:
  2995. if(!sd->state.lr_flag) {
  2996. sd->right_weapon.sp_drain[type2].rate += type3;
  2997. sd->right_weapon.sp_drain[type2].per += val;
  2998. }
  2999. else if(sd->state.lr_flag == 1) {
  3000. sd->left_weapon.sp_drain[type2].rate += type3;
  3001. sd->left_weapon.sp_drain[type2].per += val;
  3002. }
  3003. break;
  3004. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  3005. if (sd->state.lr_flag != 2)
  3006. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1<<type3, val);
  3007. break;
  3008. case SP_ADDEFF:
  3009. if (type2 > SC_MAX) {
  3010. ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
  3011. break;
  3012. }
  3013. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  3014. sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val);
  3015. break;
  3016. case SP_ADDEFF_WHENHIT:
  3017. if (type2 > SC_MAX) {
  3018. ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
  3019. break;
  3020. }
  3021. if(sd->state.lr_flag != 2)
  3022. pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val);
  3023. break;
  3024. case SP_ADDEFF_ONSKILL:
  3025. if( type3 > SC_MAX ) {
  3026. ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3);
  3027. break;
  3028. }
  3029. if( sd->state.lr_flag != 2 )
  3030. pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET);
  3031. break;
  3032. case SP_ADDELE:
  3033. if (type2 > ELE_MAX) {
  3034. ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2);
  3035. break;
  3036. }
  3037. if (sd->state.lr_flag != 2)
  3038. pc_bonus_addele(sd, (unsigned char)type2, type3, val);
  3039. break;
  3040. case SP_SUBELE:
  3041. if (type2 > ELE_MAX) {
  3042. ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2);
  3043. break;
  3044. }
  3045. if (sd->state.lr_flag != 2)
  3046. pc_bonus_subele(sd, (unsigned char)type2, type3, val);
  3047. break;
  3048. default:
  3049. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  3050. break;
  3051. }
  3052. return 0;
  3053. }
  3054. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  3055. {
  3056. nullpo_ret(sd);
  3057. switch(type){
  3058. case SP_AUTOSPELL:
  3059. if(sd->state.lr_flag != 2)
  3060. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id);
  3061. break;
  3062. case SP_AUTOSPELL_WHENHIT:
  3063. if(sd->state.lr_flag != 2)
  3064. 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);
  3065. break;
  3066. case SP_AUTOSPELL_ONSKILL:
  3067. if(sd->state.lr_flag != 2)
  3068. {
  3069. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  3070. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  3071. pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id);
  3072. }
  3073. break;
  3074. case SP_ADDEFF_ONSKILL:
  3075. if( type2 > SC_MAX ) {
  3076. ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2);
  3077. break;
  3078. }
  3079. if( sd->state.lr_flag != 2 )
  3080. pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
  3081. break;
  3082. default:
  3083. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  3084. break;
  3085. }
  3086. return 0;
  3087. }
  3088. int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
  3089. {
  3090. nullpo_ret(sd);
  3091. switch(type){
  3092. case SP_AUTOSPELL:
  3093. if(sd->state.lr_flag != 2)
  3094. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
  3095. break;
  3096. case SP_AUTOSPELL_WHENHIT:
  3097. if(sd->state.lr_flag != 2)
  3098. pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
  3099. break;
  3100. case SP_AUTOSPELL_ONSKILL:
  3101. if(sd->state.lr_flag != 2)
  3102. pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id);
  3103. break;
  3104. default:
  3105. ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val);
  3106. break;
  3107. }
  3108. return 0;
  3109. }
  3110. /*==========================================
  3111. * Grants a player a given skill. Flag values are:
  3112. * 0 - Grant permanent skill to be bound to skill tree
  3113. * 1 - Grant an item skill (temporary)
  3114. * 2 - Like 1, except the level granted can stack with previously learned level.
  3115. * 4 - Like 0, except the skill will ignore skill tree (saves through job changes and resets).
  3116. *------------------------------------------*/
  3117. int pc_skill(TBL_PC* sd, int id, int level, int flag)
  3118. {
  3119. nullpo_ret(sd);
  3120. if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) {
  3121. ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
  3122. return 0;
  3123. }
  3124. if( level > MAX_SKILL_LEVEL ) {
  3125. ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
  3126. return 0;
  3127. }
  3128. if( flag == 2 && sd->status.skill[id].lv + level > MAX_SKILL_LEVEL ) {
  3129. ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[id].lv);
  3130. return 0;
  3131. }
  3132. switch( flag ){
  3133. case 0: //Set skill data overwriting whatever was there before.
  3134. sd->status.skill[id].id = id;
  3135. sd->status.skill[id].lv = level;
  3136. sd->status.skill[id].flag = SKILL_FLAG_PERMANENT;
  3137. if( level == 0 ) { //Remove skill.
  3138. sd->status.skill[id].id = 0;
  3139. clif_deleteskill(sd,id);
  3140. } else
  3141. clif_addskill(sd,id);
  3142. if( !skill_get_inf(id) ) //Only recalculate for passive skills.
  3143. status_calc_pc(sd, 0);
  3144. break;
  3145. case 1: //Item bonus skill.
  3146. if( sd->status.skill[id].id == id ){
  3147. if( sd->status.skill[id].lv >= level )
  3148. return 0;
  3149. if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
  3150. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv;
  3151. } else {
  3152. sd->status.skill[id].id = id;
  3153. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY;
  3154. }
  3155. sd->status.skill[id].lv = level;
  3156. break;
  3157. case 2: //Add skill bonus on top of what you had.
  3158. if( sd->status.skill[id].id == id ){
  3159. if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT )
  3160. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Store previous level.
  3161. } else {
  3162. sd->status.skill[id].id = id;
  3163. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
  3164. }
  3165. sd->status.skill[id].lv += level;
  3166. break;
  3167. case 4: //Permanent granted skills ignore the skill tree
  3168. sd->status.skill[id].id = id;
  3169. sd->status.skill[id].lv = level;
  3170. sd->status.skill[id].flag = SKILL_FLAG_PERM_GRANTED;
  3171. if( level == 0 ) { //Remove skill.
  3172. sd->status.skill[id].id = 0;
  3173. clif_deleteskill(sd,id);
  3174. } else
  3175. clif_addskill(sd,id);
  3176. if( !skill_get_inf(id) ) //Only recalculate for passive skills.
  3177. status_calc_pc(sd, 0);
  3178. break;
  3179. default: //Unknown flag?
  3180. return 0;
  3181. }
  3182. return 1;
  3183. }
  3184. /*==========================================
  3185. * Append a card to an item ?
  3186. *------------------------------------------*/
  3187. int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip)
  3188. {
  3189. int i;
  3190. int nameid;
  3191. nullpo_ret(sd);
  3192. if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL )
  3193. return 0; //Invalid item index.
  3194. if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL )
  3195. return 0; //Invalid card index.
  3196. if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 )
  3197. return 0; // target item missing
  3198. if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 )
  3199. return 0; // target card missing
  3200. if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR )
  3201. return 0; // only weapons and armor are allowed
  3202. if( sd->inventory_data[idx_card]->type != IT_CARD )
  3203. return 0; // must be a card
  3204. if( sd->status.inventory[idx_equip].identify == 0 )
  3205. return 0; // target must be identified
  3206. if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) )
  3207. return 0; // card slots reserved for other purposes
  3208. if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 )
  3209. return 0; // card cannot be compounded on this item type
  3210. if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD )
  3211. return 0; // attempted to place shield card on left-hand weapon.
  3212. if( sd->status.inventory[idx_equip].equip != 0 )
  3213. return 0; // item must be unequipped
  3214. ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 );
  3215. if( i == sd->inventory_data[idx_equip]->slot )
  3216. return 0; // no free slots
  3217. // remember the card id to insert
  3218. nameid = sd->status.inventory[idx_card].nameid;
  3219. if( pc_delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 )
  3220. {// failed
  3221. clif_insert_card(sd,idx_equip,idx_card,1);
  3222. }
  3223. else
  3224. {// success
  3225. log_pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->status.inventory[idx_equip]);
  3226. sd->status.inventory[idx_equip].card[i] = nameid;
  3227. log_pick_pc(sd, LOG_TYPE_OTHER, 1, &sd->status.inventory[idx_equip]);
  3228. clif_insert_card(sd,idx_equip,idx_card,0);
  3229. }
  3230. return 0;
  3231. }
  3232. //
  3233. // Items
  3234. //
  3235. /*==========================================
  3236. * Update buying value by skills
  3237. *------------------------------------------*/
  3238. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  3239. {
  3240. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  3241. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // merchant discount
  3242. rate1 = 5+skill*2-((skill==10)? 1:0);
  3243. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // rogue discount
  3244. rate2 = 5+skill*4;
  3245. if(rate1 < rate2) rate1 = rate2;
  3246. if(rate1)
  3247. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  3248. if(val < 0) val = 0;
  3249. if(orig_value > 0 && val < 1) val = 1;
  3250. return val;
  3251. }
  3252. /*==========================================
  3253. * Update selling value by skills
  3254. *------------------------------------------*/
  3255. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  3256. {
  3257. int skill,val = orig_value,rate = 0;
  3258. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) //OverCharge
  3259. rate = 5+skill*2-((skill==10)? 1:0);
  3260. if(rate)
  3261. val = (int)((double)orig_value*(double)(100+rate)/100.);
  3262. if(val < 0) val = 0;
  3263. if(orig_value > 0 && val < 1) val = 1;
  3264. return val;
  3265. }
  3266. /*==========================================
  3267. * Checking if we have enough place on inventory for new item
  3268. * Make sure to take 30k as limit (for client I guess)
  3269. *------------------------------------------*/
  3270. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  3271. {
  3272. int i;
  3273. struct item_data* data;
  3274. nullpo_ret(sd);
  3275. if(amount > MAX_AMOUNT)
  3276. return CHKADDITEM_OVERAMOUNT;
  3277. data = itemdb_search(nameid);
  3278. if(!itemdb_isstackable2(data))
  3279. return CHKADDITEM_NEW;
  3280. if( data->stack.inventory && amount > data->stack.amount )
  3281. return CHKADDITEM_OVERAMOUNT;
  3282. for(i=0;i<MAX_INVENTORY;i++){
  3283. // FIXME: This does not consider the checked item's cards, thus could check a wrong slot for stackability.
  3284. if(sd->status.inventory[i].nameid==nameid){
  3285. if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
  3286. return CHKADDITEM_OVERAMOUNT;
  3287. return CHKADDITEM_EXIST;
  3288. }
  3289. }
  3290. return CHKADDITEM_NEW;
  3291. }
  3292. /*==========================================
  3293. * Return number of available place in inventory
  3294. * Each non stackable item will reduce place by 1
  3295. *------------------------------------------*/
  3296. int pc_inventoryblank(struct map_session_data *sd)
  3297. {
  3298. int i,b;
  3299. nullpo_ret(sd);
  3300. for(i=0,b=0;i<MAX_INVENTORY;i++){
  3301. if(sd->status.inventory[i].nameid==0)
  3302. b++;
  3303. }
  3304. return b;
  3305. }
  3306. /*==========================================
  3307. * attempts to remove zeny from player (sd)
  3308. *------------------------------------------*/
  3309. int pc_payzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
  3310. {
  3311. nullpo_retr(-1,sd);
  3312. zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3313. if( zeny < 0 )
  3314. {
  3315. ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
  3316. return 1;
  3317. }
  3318. if( sd->status.zeny < zeny )
  3319. return 1; //Not enough.
  3320. sd->status.zeny -= zeny;
  3321. clif_updatestatus(sd,SP_ZENY);
  3322. if(!tsd) tsd = sd;
  3323. log_zeny(sd, type, tsd, -zeny);
  3324. if( zeny > 0 && sd->state.showzeny ) {
  3325. char output[255];
  3326. sprintf(output, "Removed %dz.", zeny);
  3327. clif_disp_onlyself(sd,output,strlen(output));
  3328. }
  3329. return 0;
  3330. }
  3331. /*==========================================
  3332. * Cash Shop
  3333. *------------------------------------------*/
  3334. int pc_paycash(struct map_session_data *sd, int price, int points, e_log_pick_type type ){
  3335. int cash;
  3336. nullpo_retr(-1,sd);
  3337. points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3338. if( price < 0 || points < 0 )
  3339. {
  3340. 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);
  3341. return -2;
  3342. }
  3343. if( points > price )
  3344. {
  3345. 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);
  3346. points = price;
  3347. }
  3348. cash = price-points;
  3349. if( sd->cashPoints < cash || sd->kafraPoints < points )
  3350. {
  3351. 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);
  3352. return -1;
  3353. }
  3354. pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints-cash);
  3355. if( cash ){
  3356. log_cash( sd, type, LOG_CASH_TYPE_CASH, -cash );
  3357. }
  3358. pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints-points);
  3359. if( points ){
  3360. log_cash( sd, type, LOG_CASH_TYPE_KAFRA, -points );
  3361. }
  3362. if( battle_config.cashshop_show_points )
  3363. {
  3364. char output[128];
  3365. sprintf(output, msg_txt(sd,504), points, cash, sd->kafraPoints, sd->cashPoints);
  3366. clif_disp_onlyself(sd, output, strlen(output));
  3367. }
  3368. return cash+points;
  3369. }
  3370. int pc_getcash( struct map_session_data *sd, int cash, int points, e_log_pick_type type ){
  3371. char output[128];
  3372. nullpo_retr(-1,sd);
  3373. cash = cap_value(cash,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3374. points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3375. if( cash > 0 )
  3376. {
  3377. if( cash > MAX_ZENY-sd->cashPoints )
  3378. {
  3379. 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);
  3380. cash = MAX_ZENY-sd->cashPoints;
  3381. }
  3382. pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints+cash);
  3383. if( cash ){
  3384. log_cash( sd, type, LOG_CASH_TYPE_CASH, cash );
  3385. }
  3386. if( battle_config.cashshop_show_points )
  3387. {
  3388. sprintf(output, msg_txt(sd,505), cash, sd->cashPoints);
  3389. clif_disp_onlyself(sd, output, strlen(output));
  3390. }
  3391. return cash;
  3392. }
  3393. else if( cash < 0 )
  3394. {
  3395. 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);
  3396. return -1;
  3397. }
  3398. if( points > 0 )
  3399. {
  3400. if( points > MAX_ZENY-sd->kafraPoints )
  3401. {
  3402. 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);
  3403. points = MAX_ZENY-sd->kafraPoints;
  3404. }
  3405. pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints+points);
  3406. if( points ){
  3407. log_cash( sd, type, LOG_CASH_TYPE_KAFRA, points );
  3408. }
  3409. if( battle_config.cashshop_show_points )
  3410. {
  3411. sprintf(output, msg_txt(sd,506), points, sd->kafraPoints);
  3412. clif_disp_onlyself(sd, output, strlen(output));
  3413. }
  3414. return points;
  3415. }
  3416. else if( points < 0 )
  3417. {
  3418. 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);
  3419. return -1;
  3420. }
  3421. return -2; //shouldn't happen but jsut in case
  3422. }
  3423. /*==========================================
  3424. * Attempts to give zeny to player (sd)
  3425. * tsd (optional) from who for log (if null take sd)
  3426. *------------------------------------------*/
  3427. int pc_getzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
  3428. {
  3429. nullpo_retr(-1,sd);
  3430. zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3431. if( zeny < 0 )
  3432. {
  3433. ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
  3434. return 1;
  3435. }
  3436. if( zeny > MAX_ZENY - sd->status.zeny )
  3437. zeny = MAX_ZENY - sd->status.zeny;
  3438. sd->status.zeny += zeny;
  3439. clif_updatestatus(sd,SP_ZENY);
  3440. if(!tsd) tsd = sd;
  3441. log_zeny(sd, type, tsd, zeny);
  3442. if( zeny > 0 && sd->state.showzeny ) {
  3443. char output[255];
  3444. sprintf(output, "Gained %dz.", zeny);
  3445. clif_disp_onlyself(sd,output,strlen(output));
  3446. }
  3447. return 0;
  3448. }
  3449. /*==========================================
  3450. * Searching a specified itemid in inventory and return his stored index
  3451. *------------------------------------------*/
  3452. int pc_search_inventory(struct map_session_data *sd,int item_id)
  3453. {
  3454. int i;
  3455. nullpo_retr(-1, sd);
  3456. ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) );
  3457. return ( i < MAX_INVENTORY ) ? i : -1;
  3458. }
  3459. /*==========================================
  3460. * Attempt to add a new item to inventory.
  3461. * Return:
  3462. 0 = success
  3463. 1 = invalid itemid not found or negative amount
  3464. 2 = overweight
  3465. 3 = ?
  3466. 4 = no free place found
  3467. 5 = max amount reached
  3468. 6 = ?
  3469. 7 = stack limitation
  3470. *------------------------------------------*/
  3471. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
  3472. {
  3473. struct item_data *data;
  3474. int i;
  3475. unsigned int w;
  3476. nullpo_retr(1, sd);
  3477. nullpo_retr(1, item_data);
  3478. if( item_data->nameid <= 0 || amount <= 0 )
  3479. return ADDITEM_INVALID;
  3480. if( amount > MAX_AMOUNT )
  3481. return ADDITEM_OVERAMOUNT;
  3482. data = itemdb_search(item_data->nameid);
  3483. if( data->stack.inventory && amount > data->stack.amount )
  3484. {// item stack limitation
  3485. return ADDITEM_STACKLIMIT;
  3486. }
  3487. w = data->weight*amount;
  3488. if(sd->weight + w > sd->max_weight)
  3489. return ADDITEM_OVERWEIGHT;
  3490. i = MAX_INVENTORY;
  3491. if( itemdb_isstackable2(data) && item_data->expire_time == 0 )
  3492. { // Stackable | Non Rental
  3493. for( i = 0; i < MAX_INVENTORY; i++ )
  3494. {
  3495. if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 )
  3496. {
  3497. if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
  3498. return 5;
  3499. sd->status.inventory[i].amount += amount;
  3500. clif_additem(sd,i,amount,0);
  3501. break;
  3502. }
  3503. }
  3504. }
  3505. if( i >= MAX_INVENTORY )
  3506. {
  3507. i = pc_search_inventory(sd,0);
  3508. if( i < 0 )
  3509. return ADDITEM_OVERITEM;
  3510. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  3511. // clear equips field first, just in case
  3512. if( item_data->equip )
  3513. sd->status.inventory[i].equip = 0;
  3514. sd->status.inventory[i].amount = amount;
  3515. sd->inventory_data[i] = data;
  3516. clif_additem(sd,i,amount,0);
  3517. }
  3518. #ifdef NSI_UNIQUE_ID
  3519. if( !itemdb_isstackable2(data) && !item_data->unique_id )
  3520. sd->status.inventory[i].unique_id = itemdb_unique_id(0,0);
  3521. #endif
  3522. log_pick_pc(sd, log_type, amount, &sd->status.inventory[i]);
  3523. sd->weight += w;
  3524. clif_updatestatus(sd,SP_WEIGHT);
  3525. //Auto-equip
  3526. if(data->flag.autoequip)
  3527. pc_equipitem(sd, i, data->equip);
  3528. /* rental item check */
  3529. if( item_data->expire_time ) {
  3530. if( time(NULL) > item_data->expire_time ) {
  3531. clif_rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
  3532. pc_delitem(sd, i, sd->status.inventory[i].amount, 1, 0, LOG_TYPE_OTHER);
  3533. } else {
  3534. int seconds = (int)( item_data->expire_time - time(NULL) );
  3535. clif_rental_time(sd->fd, sd->status.inventory[i].nameid, seconds);
  3536. pc_inventory_rental_add(sd, seconds);
  3537. }
  3538. }
  3539. return ADDITEM_SUCCESS;
  3540. }
  3541. /*==========================================
  3542. * Remove an item at index n from inventory by amount.
  3543. * Parameters :
  3544. * @type
  3545. * 1 : don't notify deletion
  3546. * 2 : don't notify weight change
  3547. * Return:
  3548. * 0 = success
  3549. * 1 = invalid itemid or negative amount
  3550. *------------------------------------------*/
  3551. int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type)
  3552. {
  3553. nullpo_retr(1, sd);
  3554. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  3555. return 1;
  3556. log_pick_pc(sd, log_type, -amount, &sd->status.inventory[n]);
  3557. sd->status.inventory[n].amount -= amount;
  3558. sd->weight -= sd->inventory_data[n]->weight*amount ;
  3559. if( sd->status.inventory[n].amount <= 0 ){
  3560. if(sd->status.inventory[n].equip)
  3561. pc_unequipitem(sd,n,3);
  3562. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  3563. sd->inventory_data[n] = NULL;
  3564. }
  3565. if(!(type&1))
  3566. clif_delitem(sd,n,amount,reason);
  3567. if(!(type&2))
  3568. clif_updatestatus(sd,SP_WEIGHT);
  3569. return 0;
  3570. }
  3571. /*==========================================
  3572. * Attempt to drop an item.
  3573. * Return:
  3574. * 0 = fail
  3575. * 1 = success
  3576. *------------------------------------------*/
  3577. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  3578. {
  3579. nullpo_retr(1, sd);
  3580. if(n < 0 || n >= MAX_INVENTORY)
  3581. return 0;
  3582. if(amount <= 0)
  3583. return 0;
  3584. if(sd->status.inventory[n].nameid <= 0 ||
  3585. sd->status.inventory[n].amount <= 0 ||
  3586. sd->status.inventory[n].amount < amount ||
  3587. sd->state.trading || sd->state.vending ||
  3588. !sd->inventory_data[n] //pc_delitem would fail on this case.
  3589. )
  3590. return 0;
  3591. if( map[sd->bl.m].flag.nodrop )
  3592. {
  3593. clif_displaymessage (sd->fd, msg_txt(sd,271));
  3594. return 0; //Can't drop items in nodrop mapflag maps.
  3595. }
  3596. if( !pc_candrop(sd,&sd->status.inventory[n]) )
  3597. {
  3598. clif_displaymessage (sd->fd, msg_txt(sd,263));
  3599. return 0;
  3600. }
  3601. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2))
  3602. return 0;
  3603. pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
  3604. clif_dropitem(sd, n, amount);
  3605. return 1;
  3606. }
  3607. /*==========================================
  3608. * Attempt to pick up an item.
  3609. * Return:
  3610. * 0 = fail
  3611. * 1 = success
  3612. *------------------------------------------*/
  3613. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  3614. {
  3615. int flag=0;
  3616. unsigned int tick = gettick();
  3617. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  3618. struct party_data *p=NULL;
  3619. nullpo_ret(sd);
  3620. nullpo_ret(fitem);
  3621. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED)
  3622. return 0; // Distance is too far
  3623. if (sd->status.party_id)
  3624. p = party_search(sd->status.party_id);
  3625. if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id)
  3626. {
  3627. first_sd = map_charid2sd(fitem->first_get_charid);
  3628. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  3629. if (!(p && p->party.item&1 &&
  3630. first_sd && first_sd->status.party_id == sd->status.party_id
  3631. ))
  3632. return 0;
  3633. }
  3634. else
  3635. if(fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id)
  3636. {
  3637. second_sd = map_charid2sd(fitem->second_get_charid);
  3638. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  3639. if(!(p && p->party.item&1 &&
  3640. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  3641. (second_sd && second_sd->status.party_id == sd->status.party_id))
  3642. ))
  3643. return 0;
  3644. }
  3645. else
  3646. if(fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id)
  3647. {
  3648. third_sd = map_charid2sd(fitem->third_get_charid);
  3649. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  3650. if(!(p && p->party.item&1 &&
  3651. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  3652. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  3653. (third_sd && third_sd->status.party_id == sd->status.party_id))
  3654. ))
  3655. return 0;
  3656. }
  3657. }
  3658. }
  3659. }
  3660. //This function takes care of giving the item to whoever should have it, considering party-share options.
  3661. if ((flag = party_share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) {
  3662. clif_additem(sd,0,0,flag);
  3663. return 1;
  3664. }
  3665. //Display pickup animation.
  3666. pc_stop_attack(sd);
  3667. clif_takeitem(&sd->bl,&fitem->bl);
  3668. map_clearflooritem(&fitem->bl);
  3669. return 1;
  3670. }
  3671. /*==========================================
  3672. * Check if item is usable.
  3673. * Return:
  3674. * 0 = no
  3675. * 1 = yes
  3676. *------------------------------------------*/
  3677. int pc_isUseitem(struct map_session_data *sd,int n)
  3678. {
  3679. struct item_data *item;
  3680. int nameid;
  3681. nullpo_ret(sd);
  3682. item = sd->inventory_data[n];
  3683. nameid = sd->status.inventory[n].nameid;
  3684. if( item == NULL )
  3685. return 0;
  3686. //Not consumable item
  3687. if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH )
  3688. return 0;
  3689. if( !item->script ) //if it has no script, you can't really consume it!
  3690. return 0;
  3691. switch( nameid ) //@TODO, lot oh harcoded nameid here
  3692. {
  3693. case 605: // Anodyne
  3694. if( map_flag_gvg(sd->bl.m) )
  3695. return 0;
  3696. case 606:
  3697. if( pc_issit(sd) )
  3698. return 0;
  3699. break;
  3700. case 601: // Fly Wing
  3701. case 12212: // Giant Fly Wing
  3702. if( map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m) )
  3703. {
  3704. clif_skill_teleportmessage(sd,0);
  3705. return 0;
  3706. }
  3707. case 602: // ButterFly Wing
  3708. case 14527: // Dungeon Teleport Scroll
  3709. case 14581: // Dungeon Teleport Scroll
  3710. case 14582: // Yellow Butterfly Wing
  3711. case 14583: // Green Butterfly Wing
  3712. case 14584: // Red Butterfly Wing
  3713. case 14585: // Blue Butterfly Wing
  3714. case 14591: // Siege Teleport Scroll
  3715. if( sd->duel_group && !battle_config.duel_allow_teleport )
  3716. {
  3717. clif_displaymessage(sd->fd, msg_txt(sd,663));
  3718. return 0;
  3719. }
  3720. if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn )
  3721. return 0;
  3722. break;
  3723. case 604: // Dead Branch
  3724. case 12024: // Red Pouch
  3725. case 12103: // Bloody Branch
  3726. case 12109: // Poring Box
  3727. if( map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m) )
  3728. return 0;
  3729. break;
  3730. case 12210: // Bubble Gum
  3731. case 12264: // Comp Bubble Gum
  3732. if( sd->sc.data[SC_ITEMBOOST] )
  3733. return 0;
  3734. break;
  3735. case 12208: // Battle Manual
  3736. case 12263: // Comp Battle Manual
  3737. case 12312: // Thick Battle Manual
  3738. case 12705: // Noble Nameplate
  3739. case 14532: // Battle_Manual25
  3740. case 14533: // Battle_Manual100
  3741. case 14545: // Battle_Manual300
  3742. if( sd->sc.data[SC_EXPBOOST] )
  3743. return 0;
  3744. break;
  3745. case 14592: // JOB_Battle_Manual
  3746. if( sd->sc.data[SC_JEXPBOOST] )
  3747. return 0;
  3748. break;
  3749. // Mercenary Items
  3750. case 12184: // Mercenary's Red Potion
  3751. case 12185: // Mercenary's Blue Potion
  3752. case 12241: // Mercenary's Concentration Potion
  3753. case 12242: // Mercenary's Awakening Potion
  3754. case 12243: // Mercenary's Berserk Potion
  3755. if( sd->md == NULL || sd->md->db == NULL )
  3756. return 0;
  3757. if (sd->md->sc.data[SC_BERSERK] || sd->md->sc.data[SC_SATURDAYNIGHTFEVER] || sd->md->sc.data[SC__BLOODYLUST])
  3758. return 0;
  3759. if( nameid == 12242 && sd->md->db->lv < 40 )
  3760. return 0;
  3761. if( nameid == 12243 && sd->md->db->lv < 80 )
  3762. return 0;
  3763. break;
  3764. case 12213: //Neuralizer
  3765. if( !map[sd->bl.m].flag.reset )
  3766. return 0;
  3767. break;
  3768. }
  3769. if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL )
  3770. return 0; // Mercenary Scrolls
  3771. /**
  3772. * Only Rune Knights may use runes
  3773. **/
  3774. if( itemdb_is_rune(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_RUNE_KNIGHT )
  3775. return 0;
  3776. /**
  3777. * Only GCross may use poisons
  3778. **/
  3779. else if( itemdb_is_poison(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_GUILLOTINE_CROSS )
  3780. return 0;
  3781. //Gender check
  3782. if(item->sex != 2 && sd->status.sex != item->sex)
  3783. return 0;
  3784. //Required level check
  3785. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  3786. return 0;
  3787. #ifdef RENEWAL
  3788. if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax)
  3789. return 0;
  3790. #endif
  3791. //Not equipable by class. [Skotlex]
  3792. if (!(
  3793. (1<<(sd->class_&MAPID_BASEMASK)) &
  3794. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  3795. ))
  3796. return 0;
  3797. //Not usable by upper class. [Inkfish]
  3798. while( 1 ) {
  3799. if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
  3800. if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
  3801. if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
  3802. if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
  3803. return 0;
  3804. }
  3805. //Dead Branch & Bloody Branch & Porings Box
  3806. // FIXME: outdated, use constants or database
  3807. if( nameid == 604 || nameid == 12103 || nameid == 12109 )
  3808. log_branch(sd);
  3809. return 1;
  3810. }
  3811. /*==========================================
  3812. * Last checks to use an item.
  3813. * Return:
  3814. * 0 = fail
  3815. * 1 = success
  3816. *------------------------------------------*/
  3817. int pc_useitem(struct map_session_data *sd,int n)
  3818. {
  3819. unsigned int tick = gettick();
  3820. int amount, nameid;
  3821. struct script_code *script;
  3822. nullpo_ret(sd);
  3823. if( sd->npc_id ){
  3824. #ifdef RENEWAL
  3825. clif_msg(sd, USAGE_FAIL); // TODO look for the client date that has this message.
  3826. #endif
  3827. return 0;
  3828. }
  3829. if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 )
  3830. return 0;
  3831. if( !pc_isUseitem(sd,n) )
  3832. return 0;
  3833. // Store information for later use before it is lost (via pc_delitem) [Paradox924X]
  3834. nameid = sd->inventory_data[n]->nameid;
  3835. if (nameid != ITEMID_NAUTHIZ && sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT && sd->sc.opt1 != OPT1_BURNING)
  3836. return 0;
  3837. if (sd->sc.count && (
  3838. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || sd->sc.data[SC_SATURDAYNIGHTFEVER] ||
  3839. (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) ||
  3840. sd->sc.data[SC_TRICKDEAD] ||
  3841. sd->sc.data[SC_HIDING] ||
  3842. sd->sc.data[SC__SHADOWFORM] ||
  3843. sd->sc.data[SC__MANHOLE] ||
  3844. sd->sc.data[SC_KAGEHUMI] ||
  3845. (sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM)
  3846. ))
  3847. return 0;
  3848. //Prevent mass item usage. [Skotlex]
  3849. if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 ||
  3850. (itemdb_iscashfood(nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0)
  3851. )
  3852. return 0;
  3853. /* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */
  3854. if( sd->inventory_data[n]->flag.delay_consume ) {
  3855. if( nameid != ITEMID_REINS_OF_MOUNT && sd->sc.option&OPTION_MOUNTING )
  3856. return 0;
  3857. else if( pc_issit(sd) )
  3858. return 0;
  3859. }
  3860. //Since most delay-consume items involve using a "skill-type" target cursor,
  3861. //perform a skill-use check before going through. [Skotlex]
  3862. //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
  3863. //FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
  3864. if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
  3865. return 0;
  3866. if( sd->inventory_data[n]->delay > 0 ) {
  3867. int i;
  3868. ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid );
  3869. if( i == MAX_ITEMDELAYS ) /* item not found. try first empty now */
  3870. ARR_FIND(0, MAX_ITEMDELAYS, i, !sd->item_delay[i].nameid );
  3871. if( i < MAX_ITEMDELAYS ) {
  3872. if( sd->item_delay[i].nameid ) {// found
  3873. if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) {
  3874. int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000;
  3875. char e_msg[100];
  3876. if( e_tick > 99 )
  3877. sprintf(e_msg,"Item Failed. [%s] is cooling down. wait %.1f minutes.",
  3878. itemdb_jname(sd->status.inventory[n].nameid),
  3879. (double)e_tick / 60);
  3880. else
  3881. sprintf(e_msg,"Item Failed. [%s] is cooling down. wait %d seconds.",
  3882. itemdb_jname(sd->status.inventory[n].nameid),
  3883. e_tick+1);
  3884. clif_colormes(sd,COLOR_RED,e_msg);
  3885. return 0; // Delay has not expired yet
  3886. }
  3887. } else {// not yet used item (all slots are initially empty)
  3888. sd->item_delay[i].nameid = nameid;
  3889. }
  3890. sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
  3891. } else {// should not happen
  3892. ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id);
  3893. }
  3894. //clean up used delays so we can give room for more
  3895. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  3896. if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) {
  3897. sd->item_delay[i].tick = 0;
  3898. sd->item_delay[i].nameid = 0;
  3899. }
  3900. }
  3901. }
  3902. /* on restricted maps the item is consumed but the effect is not used */
  3903. if (
  3904. (!map_flag_vs(sd->bl.m) && sd->inventory_data[n]->flag.no_equip&1) || // Normal
  3905. (map[sd->bl.m].flag.pvp && sd->inventory_data[n]->flag.no_equip&2) || // PVP
  3906. (map_flag_gvg(sd->bl.m) && sd->inventory_data[n]->flag.no_equip&4) || // GVG
  3907. (map[sd->bl.m].flag.battleground && sd->inventory_data[n]->flag.no_equip&8) || // Battleground
  3908. (map[sd->bl.m].flag.restricted && sd->inventory_data[n]->flag.no_equip&(8*map[sd->bl.m].zone)) // Zone restriction
  3909. ) {
  3910. if( battle_config.item_restricted_consumption_type ) {
  3911. clif_useitemack(sd,n,sd->status.inventory[n].amount-1,true);
  3912. pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME);
  3913. }
  3914. return 0;/* regardless, effect is not run */
  3915. }
  3916. sd->itemid = sd->status.inventory[n].nameid;
  3917. sd->itemindex = n;
  3918. if(sd->catch_target_class != -1) //Abort pet catching.
  3919. sd->catch_target_class = -1;
  3920. amount = sd->status.inventory[n].amount;
  3921. script = sd->inventory_data[n]->script;
  3922. //Check if the item is to be consumed immediately [Skotlex]
  3923. if( sd->inventory_data[n]->flag.delay_consume )
  3924. clif_useitemack(sd,n,amount,true);
  3925. else {
  3926. if( sd->status.inventory[n].expire_time == 0 ) {
  3927. clif_useitemack(sd,n,amount-1,true);
  3928. pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration
  3929. } else
  3930. clif_useitemack(sd,n,0,false);
  3931. }
  3932. if(sd->status.inventory[n].card[0]==CARD0_CREATE &&
  3933. pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  3934. {
  3935. potion_flag = 2; // Famous player's potions have 50% more efficiency
  3936. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE)
  3937. potion_flag = 3; //Even more effective potions.
  3938. }
  3939. //Update item use time.
  3940. sd->canuseitem_tick = tick + battle_config.item_use_interval;
  3941. if( itemdb_iscashfood(nameid) )
  3942. sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval;
  3943. run_script(script,0,sd->bl.id,fake_nd->bl.id);
  3944. potion_flag = 0;
  3945. return 1;
  3946. }
  3947. /*==========================================
  3948. * Add item on cart for given index.
  3949. * Return:
  3950. * 0 = success
  3951. * 1 = fail
  3952. *------------------------------------------*/
  3953. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
  3954. {
  3955. struct item_data *data;
  3956. int i,w;
  3957. nullpo_retr(1, sd);
  3958. nullpo_retr(1, item_data);
  3959. if(item_data->nameid <= 0 || amount <= 0)
  3960. return 1;
  3961. data = itemdb_search(item_data->nameid);
  3962. if( data->stack.cart && amount > data->stack.amount )
  3963. {// item stack limitation
  3964. return 1;
  3965. }
  3966. if( !itemdb_cancartstore(item_data, pc_get_group_level(sd)) )
  3967. { // Check item trade restrictions [Skotlex]
  3968. clif_displaymessage (sd->fd, msg_txt(sd,264));
  3969. return 1;
  3970. }
  3971. if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max )
  3972. return 1;
  3973. i = MAX_CART;
  3974. if( itemdb_isstackable2(data) && !item_data->expire_time )
  3975. {
  3976. ARR_FIND( 0, MAX_CART, i,
  3977. sd->status.cart[i].nameid == item_data->nameid &&
  3978. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  3979. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] );
  3980. };
  3981. if( i < MAX_CART )
  3982. {// item already in cart, stack it
  3983. if( amount > MAX_AMOUNT - sd->status.cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->status.cart[i].amount ) )
  3984. return 1; // no room
  3985. sd->status.cart[i].amount+=amount;
  3986. clif_cart_additem(sd,i,amount,0);
  3987. }
  3988. else
  3989. {// item not stackable or not present, add it
  3990. ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 );
  3991. if( i == MAX_CART )
  3992. return 1; // no room
  3993. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  3994. sd->status.cart[i].amount=amount;
  3995. sd->cart_num++;
  3996. clif_cart_additem(sd,i,amount,0);
  3997. }
  3998. sd->status.cart[i].favorite = 0;/* clear */
  3999. log_pick_pc(sd, log_type, amount, &sd->status.cart[i]);
  4000. sd->cart_weight += w;
  4001. clif_updatestatus(sd,SP_CARTINFO);
  4002. return 0;
  4003. }
  4004. /*==========================================
  4005. * Delete item on cart for given index.
  4006. * Return:
  4007. * 0 = success
  4008. * 1 = fail
  4009. *------------------------------------------*/
  4010. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type)
  4011. {
  4012. nullpo_retr(1, sd);
  4013. if(sd->status.cart[n].nameid==0 ||
  4014. sd->status.cart[n].amount<amount)
  4015. return 1;
  4016. log_pick_pc(sd, log_type, -amount, &sd->status.cart[n]);
  4017. sd->status.cart[n].amount -= amount;
  4018. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  4019. if(sd->status.cart[n].amount <= 0){
  4020. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  4021. sd->cart_num--;
  4022. }
  4023. if(!type) {
  4024. clif_cart_delitem(sd,n,amount);
  4025. clif_updatestatus(sd,SP_CARTINFO);
  4026. }
  4027. return 0;
  4028. }
  4029. /*==========================================
  4030. * Transfer item from inventory to cart.
  4031. * Return:
  4032. * 0 = fail
  4033. * 1 = succes
  4034. *------------------------------------------*/
  4035. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount)
  4036. {
  4037. struct item *item_data;
  4038. nullpo_ret(sd);
  4039. if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
  4040. return 1;
  4041. item_data = &sd->status.inventory[idx];
  4042. if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending )
  4043. return 1;
  4044. if( pc_cart_additem(sd,item_data,amount,LOG_TYPE_NONE) == 0 )
  4045. return pc_delitem(sd,idx,amount,0,5,LOG_TYPE_NONE);
  4046. return 1;
  4047. }
  4048. /*==========================================
  4049. * Get number of item in cart.
  4050. * Return:
  4051. -1 = itemid not found or no amount found
  4052. x = remaining itemid on cart after get
  4053. *------------------------------------------*/
  4054. int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount)
  4055. {
  4056. struct item* item_data;
  4057. nullpo_retr(-1, sd);
  4058. item_data = &sd->status.cart[idx];
  4059. if( item_data->nameid == 0 || item_data->amount == 0 )
  4060. return -1;
  4061. return item_data->amount - amount;
  4062. }
  4063. /*==========================================
  4064. * Retrieve an item at index idx from cart.
  4065. * Return:
  4066. * 0 = player not found or (FIXME) succes (from pc_cart_delitem)
  4067. * 1 = failure
  4068. *------------------------------------------*/
  4069. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  4070. {
  4071. struct item *item_data;
  4072. int flag;
  4073. nullpo_ret(sd);
  4074. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  4075. return 1;
  4076. item_data=&sd->status.cart[idx];
  4077. if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->state.vending )
  4078. return 1;
  4079. if((flag = pc_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0)
  4080. return pc_cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE);
  4081. clif_additem(sd,0,0,flag);
  4082. return 1;
  4083. }
  4084. /*==========================================
  4085. * Display item stolen msg to player sd
  4086. *------------------------------------------*/
  4087. int pc_show_steal(struct block_list *bl,va_list ap)
  4088. {
  4089. struct map_session_data *sd;
  4090. int itemid;
  4091. struct item_data *item=NULL;
  4092. char output[100];
  4093. sd=va_arg(ap,struct map_session_data *);
  4094. itemid=va_arg(ap,int);
  4095. if((item=itemdb_exists(itemid))==NULL)
  4096. sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid);
  4097. else
  4098. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  4099. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  4100. return 0;
  4101. }
  4102. /*==========================================
  4103. * Steal an item from bl (mob).
  4104. * Return:
  4105. * 0 = fail
  4106. * 1 = succes
  4107. *------------------------------------------*/
  4108. int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv)
  4109. {
  4110. int i,itemid,flag;
  4111. double rate;
  4112. struct status_data *sd_status, *md_status;
  4113. struct mob_data *md;
  4114. struct item tmp_item;
  4115. if(!sd || !bl || bl->type!=BL_MOB)
  4116. return 0;
  4117. md = (TBL_MOB *)bl;
  4118. if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check
  4119. return 0;
  4120. sd_status= status_get_status_data(&sd->bl);
  4121. md_status= status_get_status_data(bl);
  4122. if( md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) ||
  4123. map[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
  4124. (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
  4125. md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
  4126. ) { //Can't steal from
  4127. md->state.steal_flag = UCHAR_MAX;
  4128. return 0;
  4129. }
  4130. // base skill success chance (percentual)
  4131. rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4;
  4132. rate += sd->bonus.add_steal_rate;
  4133. if( rate < 1 )
  4134. return 0;
  4135. // Try dropping one item, in the order from first to last possible slot.
  4136. // Droprate is affected by the skill success rate.
  4137. for( i = 0; i < MAX_STEAL_DROP; i++ )
  4138. if( md->db->dropitem[i].nameid > 0 && itemdb_exists(md->db->dropitem[i].nameid) && rnd() % 10000 < md->db->dropitem[i].p * rate/100. )
  4139. break;
  4140. if( i == MAX_STEAL_DROP )
  4141. return 0;
  4142. itemid = md->db->dropitem[i].nameid;
  4143. memset(&tmp_item,0,sizeof(tmp_item));
  4144. tmp_item.nameid = itemid;
  4145. tmp_item.amount = 1;
  4146. tmp_item.identify = itemdb_isidentified(itemid);
  4147. flag = pc_additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER);
  4148. //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?
  4149. md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
  4150. if(flag) { //Failed to steal due to overweight
  4151. clif_additem(sd,0,0,flag);
  4152. return 0;
  4153. }
  4154. if(battle_config.show_steal_in_same_party)
  4155. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);
  4156. //Logs items, Stolen from mobs [Lupus]
  4157. log_pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item);
  4158. //A Rare Steal Global Announce by Lupus
  4159. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  4160. struct item_data *i_data;
  4161. char message[128];
  4162. i_data = itemdb_search(itemid);
  4163. sprintf (message, msg_txt(sd,542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
  4164. //MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
  4165. intif_broadcast(message,strlen(message)+1,0);
  4166. }
  4167. return 1;
  4168. }
  4169. /*==========================================
  4170. * Stole zeny from bl (mob)
  4171. * return
  4172. * 0 = fail
  4173. * 1 = success
  4174. *------------------------------------------*/
  4175. int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
  4176. {
  4177. int rate,skill;
  4178. struct mob_data *md;
  4179. if(!sd || !target || target->type != BL_MOB)
  4180. return 0;
  4181. md = (TBL_MOB*)target;
  4182. if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS )
  4183. return 0;
  4184. if( mob_is_treasure(md) )
  4185. return 0;
  4186. // FIXME: This formula is either custom or outdated.
  4187. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  4188. rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
  4189. if(rnd()%1000 < rate)
  4190. {
  4191. int amount = md->level*10 + rnd()%100;
  4192. pc_getzeny(sd, amount, LOG_TYPE_STEAL, NULL);
  4193. md->state.steal_coin_flag = 1;
  4194. return 1;
  4195. }
  4196. return 0;
  4197. }
  4198. /*==========================================
  4199. * Set's a player position.
  4200. * Return values:
  4201. * 0 - Success.
  4202. * 1 - Invalid map index.
  4203. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  4204. *------------------------------------------*/
  4205. int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype)
  4206. {
  4207. struct party_data *p;
  4208. int16 m;
  4209. nullpo_ret(sd);
  4210. if( !mapindex || !mapindex_id2name(mapindex) )
  4211. {
  4212. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  4213. return 1;
  4214. }
  4215. if( pc_isdead(sd) )
  4216. { //Revive dead people before warping them
  4217. pc_setstand(sd);
  4218. pc_setrestartvalue(sd,1);
  4219. }
  4220. m = map_mapindex2mapid(mapindex);
  4221. if( map[m].flag.src4instance && sd->status.party_id && (p = party_search(sd->status.party_id)) != NULL && p->instance_id )
  4222. {
  4223. // Request the mapid of this src map into the instance of the party
  4224. int im = instance_map2imap(m, p->instance_id);
  4225. if( im < 0 )
  4226. ; // Player will enter the src map for instances
  4227. else
  4228. { // Changes destiny to the instance map, not the source map
  4229. m = im;
  4230. mapindex = map_id2index(m);
  4231. }
  4232. }
  4233. sd->state.changemap = (sd->mapindex != mapindex);
  4234. sd->state.warping = 1;
  4235. if( sd->state.changemap ) { // Misc map-changing settings
  4236. int i;
  4237. sd->state.pmap = sd->bl.m;
  4238. if (sd->sc.count) { // Cancel some map related stuff.
  4239. if (sd->sc.data[SC_JAILED])
  4240. return 1; //You may not get out!
  4241. status_change_end(&sd->bl, SC_BOSSMAPINFO, INVALID_TIMER);
  4242. status_change_end(&sd->bl, SC_WARM, INVALID_TIMER);
  4243. status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER);
  4244. status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER);
  4245. status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER);
  4246. status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER);
  4247. if (sd->sc.data[SC_KNOWLEDGE]) {
  4248. struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
  4249. if (sce->timer != INVALID_TIMER)
  4250. delete_timer(sce->timer, status_change_timer);
  4251. sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
  4252. }
  4253. status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER);
  4254. status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER);
  4255. status_change_end(&sd->bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4256. }
  4257. for( i = 0; i < EQI_MAX; i++ ) {
  4258. if( sd->equip_index[ i ] >= 0 )
  4259. if( !pc_isequip( sd , sd->equip_index[ i ] ) )
  4260. pc_unequipitem( sd , sd->equip_index[ i ] , 2 );
  4261. }
  4262. if (battle_config.clear_unit_onwarp&BL_PC)
  4263. skill_clear_unitgroup(&sd->bl);
  4264. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  4265. guild_send_dot_remove(sd);
  4266. bg_send_dot_remove(sd);
  4267. if (sd->regen.state.gc)
  4268. sd->regen.state.gc = 0;
  4269. // make sure vending is allowed here
  4270. if (sd->state.vending && map[m].flag.novending) {
  4271. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  4272. vending_closevending(sd);
  4273. }
  4274. channel_pcquit(sd,4); //quit map chan
  4275. }
  4276. if( m < 0 )
  4277. {
  4278. uint32 ip;
  4279. uint16 port;
  4280. //if can't find any map-servers, just abort setting position.
  4281. if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port))
  4282. return 2;
  4283. if (sd->npc_id)
  4284. npc_event_dequeue(sd);
  4285. npc_script_event(sd, NPCE_LOGOUT);
  4286. //remove from map, THEN change x/y coordinates
  4287. unit_remove_map_pc(sd,clrtype);
  4288. sd->mapindex = mapindex;
  4289. sd->bl.x=x;
  4290. sd->bl.y=y;
  4291. pc_clean_skilltree(sd);
  4292. chrif_save(sd,2);
  4293. chrif_changemapserver(sd, ip, (short)port);
  4294. //Free session data from this map server [Kevin]
  4295. unit_free_pc(sd);
  4296. return 0;
  4297. }
  4298. if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys )
  4299. {
  4300. 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);
  4301. x = y = 0; // make it random
  4302. }
  4303. if( x == 0 && y == 0 )
  4304. {// pick a random walkable cell
  4305. do {
  4306. x=rnd()%(map[m].xs-2)+1;
  4307. y=rnd()%(map[m].ys-2)+1;
  4308. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  4309. }
  4310. if (sd->state.vending && map_getcell(m,x,y,CELL_CHKNOVENDING)) {
  4311. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  4312. vending_closevending(sd);
  4313. }
  4314. if(sd->bl.prev != NULL){
  4315. unit_remove_map_pc(sd,clrtype);
  4316. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  4317. } else if(sd->state.active)
  4318. //Tag player for rewarping after map-loading is done. [Skotlex]
  4319. sd->state.rewarp = 1;
  4320. sd->mapindex = mapindex;
  4321. sd->bl.m = m;
  4322. sd->bl.x = sd->ud.to_x = x;
  4323. sd->bl.y = sd->ud.to_y = y;
  4324. if( sd->status.guild_id > 0 && map[m].flag.gvg_castle )
  4325. { // Increased guild castle regen [Valaris]
  4326. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex);
  4327. if(gc && gc->guild_id == sd->status.guild_id)
  4328. sd->regen.state.gc = 1;
  4329. }
  4330. if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
  4331. {
  4332. sd->pd->bl.m = m;
  4333. sd->pd->bl.x = sd->pd->ud.to_x = x;
  4334. sd->pd->bl.y = sd->pd->ud.to_y = y;
  4335. sd->pd->ud.dir = sd->ud.dir;
  4336. }
  4337. if( merc_is_hom_active(sd->hd) )
  4338. {
  4339. sd->hd->bl.m = m;
  4340. sd->hd->bl.x = sd->hd->ud.to_x = x;
  4341. sd->hd->bl.y = sd->hd->ud.to_y = y;
  4342. sd->hd->ud.dir = sd->ud.dir;
  4343. }
  4344. if( sd->md )
  4345. {
  4346. sd->md->bl.m = m;
  4347. sd->md->bl.x = sd->md->ud.to_x = x;
  4348. sd->md->bl.y = sd->md->ud.to_y = y;
  4349. sd->md->ud.dir = sd->ud.dir;
  4350. }
  4351. return 0;
  4352. }
  4353. /*==========================================
  4354. * Warp player sd to random location on current map.
  4355. * May fail if no walkable cell found (1000 attempts).
  4356. * Return:
  4357. * 0 = fail or FIXME success (from pc_setpos)
  4358. * x(1|2) = fail
  4359. *------------------------------------------*/
  4360. int pc_randomwarp(struct map_session_data *sd, clr_type type)
  4361. {
  4362. int x,y,i=0;
  4363. int16 m;
  4364. nullpo_ret(sd);
  4365. m=sd->bl.m;
  4366. if (map[sd->bl.m].flag.noteleport) //Teleport forbidden
  4367. return 0;
  4368. do{
  4369. x=rnd()%(map[m].xs-2)+1;
  4370. y=rnd()%(map[m].ys-2)+1;
  4371. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  4372. if (i < 1000)
  4373. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  4374. return 0;
  4375. }
  4376. /*==========================================
  4377. * Records a memo point at sd's current position
  4378. * pos - entry to replace, (-1: shift oldest entry out)
  4379. *------------------------------------------*/
  4380. int pc_memo(struct map_session_data* sd, int pos)
  4381. {
  4382. int skill;
  4383. nullpo_ret(sd);
  4384. // check mapflags
  4385. if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) {
  4386. clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized."
  4387. return 0;
  4388. }
  4389. // check inputs
  4390. if( pos < -1 || pos >= MAX_MEMOPOINTS )
  4391. return 0; // invalid input
  4392. // check required skill level
  4393. skill = pc_checkskill(sd, AL_WARP);
  4394. if( skill < 1 ) {
  4395. clif_skill_memomessage(sd,2); // "You haven't learned Warp."
  4396. return 0;
  4397. }
  4398. if( skill < 2 || skill - 2 < pos ) {
  4399. clif_skill_memomessage(sd,1); // "Skill Level is not high enough."
  4400. return 0;
  4401. }
  4402. if( pos == -1 )
  4403. {
  4404. int i;
  4405. // prevent memo-ing the same map multiple times
  4406. ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) );
  4407. memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point));
  4408. pos = 0;
  4409. }
  4410. sd->status.memo_point[pos].map = map_id2index(sd->bl.m);
  4411. sd->status.memo_point[pos].x = sd->bl.x;
  4412. sd->status.memo_point[pos].y = sd->bl.y;
  4413. clif_skill_memomessage(sd, 0);
  4414. return 1;
  4415. }
  4416. //
  4417. // Skills
  4418. //
  4419. /*==========================================
  4420. * Return player sd skill_lv learned for given skill
  4421. *------------------------------------------*/
  4422. int pc_checkskill(struct map_session_data *sd,uint16 skill_id)
  4423. {
  4424. if(sd == NULL) return 0;
  4425. if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) {
  4426. struct guild *g;
  4427. if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
  4428. return guild_checkskill(g,skill_id);
  4429. return 0;
  4430. } else if(skill_id >= ARRAYLENGTH(sd->status.skill) ) {
  4431. ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
  4432. return 0;
  4433. }
  4434. if(sd->status.skill[skill_id].id == skill_id)
  4435. return (sd->status.skill[skill_id].lv);
  4436. return 0;
  4437. }
  4438. /*==========================================
  4439. * Chk if we still have the correct weapon to continue the skill (actually status)
  4440. * If not ending it
  4441. * Return
  4442. * 0 - No status found or all done
  4443. *------------------------------------------*/
  4444. int pc_checkallowskill(struct map_session_data *sd)
  4445. {
  4446. const enum sc_type scw_list[] = {
  4447. SC_TWOHANDQUICKEN,
  4448. SC_ONEHAND,
  4449. SC_AURABLADE,
  4450. SC_PARRYING,
  4451. SC_SPEARQUICKEN,
  4452. SC_ADRENALINE,
  4453. SC_ADRENALINE2,
  4454. SC_DANCING,
  4455. SC_GATLINGFEVER,
  4456. SC_FEARBREEZE
  4457. };
  4458. const enum sc_type scs_list[] = {
  4459. SC_AUTOGUARD,
  4460. SC_DEFENDER,
  4461. SC_REFLECTSHIELD,
  4462. SC_REFLECTDAMAGE
  4463. };
  4464. int i;
  4465. nullpo_ret(sd);
  4466. if(!sd->sc.count)
  4467. return 0;
  4468. for (i = 0; i < ARRAYLENGTH(scw_list); i++)
  4469. { // Skills requiring specific weapon types
  4470. if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix )
  4471. continue;
  4472. if(sd->sc.data[scw_list[i]] &&
  4473. !pc_check_weapontype(sd,skill_get_weapontype(status_sc2skill(scw_list[i]))))
  4474. status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
  4475. }
  4476. if(sd->sc.data[SC_SPURT] && sd->status.weapon)
  4477. // Spurt requires bare hands (feet, in fact xD)
  4478. status_change_end(&sd->bl, SC_SPURT, INVALID_TIMER);
  4479. if(sd->status.shield <= 0) { // Skills requiring a shield
  4480. for (i = 0; i < ARRAYLENGTH(scs_list); i++)
  4481. if(sd->sc.data[scs_list[i]])
  4482. status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
  4483. }
  4484. return 0;
  4485. }
  4486. /*==========================================
  4487. * Return equiped itemid? on player sd at pos
  4488. * Return
  4489. * -1 : mean nothing equiped
  4490. * idx : (this index could be used in inventory to found item_data)
  4491. *------------------------------------------*/
  4492. int pc_checkequip(struct map_session_data *sd,int pos)
  4493. {
  4494. int i;
  4495. nullpo_retr(-1, sd);
  4496. for(i=0;i<EQI_MAX;i++){
  4497. if(pos & equip_pos[i])
  4498. return sd->equip_index[i];
  4499. }
  4500. return -1;
  4501. }
  4502. /*==========================================
  4503. * Convert's from the client's lame Job ID system
  4504. * to the map server's 'makes sense' system. [Skotlex]
  4505. *------------------------------------------*/
  4506. int pc_jobid2mapid(unsigned short b_class)
  4507. {
  4508. switch(b_class)
  4509. {
  4510. //Novice And 1-1 Jobs
  4511. case JOB_NOVICE: return MAPID_NOVICE;
  4512. case JOB_SWORDMAN: return MAPID_SWORDMAN;
  4513. case JOB_MAGE: return MAPID_MAGE;
  4514. case JOB_ARCHER: return MAPID_ARCHER;
  4515. case JOB_ACOLYTE: return MAPID_ACOLYTE;
  4516. case JOB_MERCHANT: return MAPID_MERCHANT;
  4517. case JOB_THIEF: return MAPID_THIEF;
  4518. case JOB_TAEKWON: return MAPID_TAEKWON;
  4519. case JOB_WEDDING: return MAPID_WEDDING;
  4520. case JOB_GUNSLINGER: return MAPID_GUNSLINGER;
  4521. case JOB_NINJA: return MAPID_NINJA;
  4522. case JOB_XMAS: return MAPID_XMAS;
  4523. case JOB_SUMMER: return MAPID_SUMMER;
  4524. case JOB_HANBOK: return MAPID_HANBOK;
  4525. case JOB_GANGSI: return MAPID_GANGSI;
  4526. //2-1 Jobs
  4527. case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE;
  4528. case JOB_KNIGHT: return MAPID_KNIGHT;
  4529. case JOB_WIZARD: return MAPID_WIZARD;
  4530. case JOB_HUNTER: return MAPID_HUNTER;
  4531. case JOB_PRIEST: return MAPID_PRIEST;
  4532. case JOB_BLACKSMITH: return MAPID_BLACKSMITH;
  4533. case JOB_ASSASSIN: return MAPID_ASSASSIN;
  4534. case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR;
  4535. case JOB_KAGEROU:
  4536. case JOB_OBORO: return MAPID_KAGEROUOBORO;
  4537. case JOB_DEATH_KNIGHT: return MAPID_DEATH_KNIGHT;
  4538. //2-2 Jobs
  4539. case JOB_CRUSADER: return MAPID_CRUSADER;
  4540. case JOB_SAGE: return MAPID_SAGE;
  4541. case JOB_BARD:
  4542. case JOB_DANCER: return MAPID_BARDDANCER;
  4543. case JOB_MONK: return MAPID_MONK;
  4544. case JOB_ALCHEMIST: return MAPID_ALCHEMIST;
  4545. case JOB_ROGUE: return MAPID_ROGUE;
  4546. case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER;
  4547. case JOB_DARK_COLLECTOR: return MAPID_DARK_COLLECTOR;
  4548. //Trans Novice And Trans 1-1 Jobs
  4549. case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH;
  4550. case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH;
  4551. case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH;
  4552. case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH;
  4553. case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH;
  4554. case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH;
  4555. case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH;
  4556. //Trans 2-1 Jobs
  4557. case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT;
  4558. case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD;
  4559. case JOB_SNIPER: return MAPID_SNIPER;
  4560. case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST;
  4561. case JOB_WHITESMITH: return MAPID_WHITESMITH;
  4562. case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS;
  4563. //Trans 2-2 Jobs
  4564. case JOB_PALADIN: return MAPID_PALADIN;
  4565. case JOB_PROFESSOR: return MAPID_PROFESSOR;
  4566. case JOB_CLOWN:
  4567. case JOB_GYPSY: return MAPID_CLOWNGYPSY;
  4568. case JOB_CHAMPION: return MAPID_CHAMPION;
  4569. case JOB_CREATOR: return MAPID_CREATOR;
  4570. case JOB_STALKER: return MAPID_STALKER;
  4571. //Baby Novice And Baby 1-1 Jobs
  4572. case JOB_BABY: return MAPID_BABY;
  4573. case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN;
  4574. case JOB_BABY_MAGE: return MAPID_BABY_MAGE;
  4575. case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER;
  4576. case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE;
  4577. case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT;
  4578. case JOB_BABY_THIEF: return MAPID_BABY_THIEF;
  4579. //Baby 2-1 Jobs
  4580. case JOB_SUPER_BABY: return MAPID_SUPER_BABY;
  4581. case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT;
  4582. case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD;
  4583. case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER;
  4584. case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST;
  4585. case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH;
  4586. case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN;
  4587. //Baby 2-2 Jobs
  4588. case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER;
  4589. case JOB_BABY_SAGE: return MAPID_BABY_SAGE;
  4590. case JOB_BABY_BARD:
  4591. case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER;
  4592. case JOB_BABY_MONK: return MAPID_BABY_MONK;
  4593. case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST;
  4594. case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE;
  4595. //3-1 Jobs
  4596. case JOB_SUPER_NOVICE_E: return MAPID_SUPER_NOVICE_E;
  4597. case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT;
  4598. case JOB_WARLOCK: return MAPID_WARLOCK;
  4599. case JOB_RANGER: return MAPID_RANGER;
  4600. case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP;
  4601. case JOB_MECHANIC: return MAPID_MECHANIC;
  4602. case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS;
  4603. //3-2 Jobs
  4604. case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD;
  4605. case JOB_SORCERER: return MAPID_SORCERER;
  4606. case JOB_MINSTREL:
  4607. case JOB_WANDERER: return MAPID_MINSTRELWANDERER;
  4608. case JOB_SURA: return MAPID_SURA;
  4609. case JOB_GENETIC: return MAPID_GENETIC;
  4610. case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER;
  4611. //Trans 3-1 Jobs
  4612. case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T;
  4613. case JOB_WARLOCK_T: return MAPID_WARLOCK_T;
  4614. case JOB_RANGER_T: return MAPID_RANGER_T;
  4615. case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T;
  4616. case JOB_MECHANIC_T: return MAPID_MECHANIC_T;
  4617. case JOB_GUILLOTINE_CROSS_T: return MAPID_GUILLOTINE_CROSS_T;
  4618. //Trans 3-2 Jobs
  4619. case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T;
  4620. case JOB_SORCERER_T: return MAPID_SORCERER_T;
  4621. case JOB_MINSTREL_T:
  4622. case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T;
  4623. case JOB_SURA_T: return MAPID_SURA_T;
  4624. case JOB_GENETIC_T: return MAPID_GENETIC_T;
  4625. case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T;
  4626. //Baby 3-1 Jobs
  4627. case JOB_SUPER_BABY_E: return MAPID_SUPER_BABY_E;
  4628. case JOB_BABY_RUNE: return MAPID_BABY_RUNE;
  4629. case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK;
  4630. case JOB_BABY_RANGER: return MAPID_BABY_RANGER;
  4631. case JOB_BABY_BISHOP: return MAPID_BABY_BISHOP;
  4632. case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC;
  4633. case JOB_BABY_CROSS: return MAPID_BABY_CROSS;
  4634. //Baby 3-2 Jobs
  4635. case JOB_BABY_GUARD: return MAPID_BABY_GUARD;
  4636. case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER;
  4637. case JOB_BABY_MINSTREL:
  4638. case JOB_BABY_WANDERER: return MAPID_BABY_MINSTRELWANDERER;
  4639. case JOB_BABY_SURA: return MAPID_BABY_SURA;
  4640. case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC;
  4641. case JOB_BABY_CHASER: return MAPID_BABY_CHASER;
  4642. default:
  4643. return -1;
  4644. }
  4645. }
  4646. //Reverts the map-style class id to the client-style one.
  4647. int pc_mapid2jobid(unsigned short class_, int sex)
  4648. {
  4649. switch(class_)
  4650. {
  4651. //Novice And 1-1 Jobs
  4652. case MAPID_NOVICE: return JOB_NOVICE;
  4653. case MAPID_SWORDMAN: return JOB_SWORDMAN;
  4654. case MAPID_MAGE: return JOB_MAGE;
  4655. case MAPID_ARCHER: return JOB_ARCHER;
  4656. case MAPID_ACOLYTE: return JOB_ACOLYTE;
  4657. case MAPID_MERCHANT: return JOB_MERCHANT;
  4658. case MAPID_THIEF: return JOB_THIEF;
  4659. case MAPID_TAEKWON: return JOB_TAEKWON;
  4660. case MAPID_WEDDING: return JOB_WEDDING;
  4661. case MAPID_GUNSLINGER: return JOB_GUNSLINGER;
  4662. case MAPID_NINJA: return JOB_NINJA;
  4663. case MAPID_XMAS: return JOB_XMAS;
  4664. case MAPID_SUMMER: return JOB_SUMMER;
  4665. case MAPID_HANBOK: return JOB_HANBOK;
  4666. case MAPID_GANGSI: return JOB_GANGSI;
  4667. //2-1 Jobs
  4668. case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE;
  4669. case MAPID_KNIGHT: return JOB_KNIGHT;
  4670. case MAPID_WIZARD: return JOB_WIZARD;
  4671. case MAPID_HUNTER: return JOB_HUNTER;
  4672. case MAPID_PRIEST: return JOB_PRIEST;
  4673. case MAPID_BLACKSMITH: return JOB_BLACKSMITH;
  4674. case MAPID_ASSASSIN: return JOB_ASSASSIN;
  4675. case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR;
  4676. case MAPID_KAGEROUOBORO: return sex?JOB_KAGEROU:JOB_OBORO;
  4677. case MAPID_DEATH_KNIGHT: return JOB_DEATH_KNIGHT;
  4678. //2-2 Jobs
  4679. case MAPID_CRUSADER: return JOB_CRUSADER;
  4680. case MAPID_SAGE: return JOB_SAGE;
  4681. case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER;
  4682. case MAPID_MONK: return JOB_MONK;
  4683. case MAPID_ALCHEMIST: return JOB_ALCHEMIST;
  4684. case MAPID_ROGUE: return JOB_ROGUE;
  4685. case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER;
  4686. case MAPID_DARK_COLLECTOR: return JOB_DARK_COLLECTOR;
  4687. //Trans Novice And Trans 2-1 Jobs
  4688. case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH;
  4689. case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH;
  4690. case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH;
  4691. case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH;
  4692. case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH;
  4693. case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH;
  4694. case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH;
  4695. //Trans 2-1 Jobs
  4696. case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT;
  4697. case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD;
  4698. case MAPID_SNIPER: return JOB_SNIPER;
  4699. case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST;
  4700. case MAPID_WHITESMITH: return JOB_WHITESMITH;
  4701. case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS;
  4702. //Trans 2-2 Jobs
  4703. case MAPID_PALADIN: return JOB_PALADIN;
  4704. case MAPID_PROFESSOR: return JOB_PROFESSOR;
  4705. case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY;
  4706. case MAPID_CHAMPION: return JOB_CHAMPION;
  4707. case MAPID_CREATOR: return JOB_CREATOR;
  4708. case MAPID_STALKER: return JOB_STALKER;
  4709. //Baby Novice And Baby 1-1 Jobs
  4710. case MAPID_BABY: return JOB_BABY;
  4711. case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN;
  4712. case MAPID_BABY_MAGE: return JOB_BABY_MAGE;
  4713. case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER;
  4714. case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE;
  4715. case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT;
  4716. case MAPID_BABY_THIEF: return JOB_BABY_THIEF;
  4717. //Baby 2-1 Jobs
  4718. case MAPID_SUPER_BABY: return JOB_SUPER_BABY;
  4719. case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT;
  4720. case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD;
  4721. case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER;
  4722. case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST;
  4723. case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH;
  4724. case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN;
  4725. //Baby 2-2 Jobs
  4726. case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER;
  4727. case MAPID_BABY_SAGE: return JOB_BABY_SAGE;
  4728. case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  4729. case MAPID_BABY_MONK: return JOB_BABY_MONK;
  4730. case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST;
  4731. case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE;
  4732. //3-1 Jobs
  4733. case MAPID_SUPER_NOVICE_E: return JOB_SUPER_NOVICE_E;
  4734. case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT;
  4735. case MAPID_WARLOCK: return JOB_WARLOCK;
  4736. case MAPID_RANGER: return JOB_RANGER;
  4737. case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP;
  4738. case MAPID_MECHANIC: return JOB_MECHANIC;
  4739. case MAPID_GUILLOTINE_CROSS: return JOB_GUILLOTINE_CROSS;
  4740. //3-2 Jobs
  4741. case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD;
  4742. case MAPID_SORCERER: return JOB_SORCERER;
  4743. case MAPID_MINSTRELWANDERER: return sex?JOB_MINSTREL:JOB_WANDERER;
  4744. case MAPID_SURA: return JOB_SURA;
  4745. case MAPID_GENETIC: return JOB_GENETIC;
  4746. case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER;
  4747. //Trans 3-1 Jobs
  4748. case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T;
  4749. case MAPID_WARLOCK_T: return JOB_WARLOCK_T;
  4750. case MAPID_RANGER_T: return JOB_RANGER_T;
  4751. case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T;
  4752. case MAPID_MECHANIC_T: return JOB_MECHANIC_T;
  4753. case MAPID_GUILLOTINE_CROSS_T: return JOB_GUILLOTINE_CROSS_T;
  4754. //Trans 3-2 Jobs
  4755. case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T;
  4756. case MAPID_SORCERER_T: return JOB_SORCERER_T;
  4757. case MAPID_MINSTRELWANDERER_T: return sex?JOB_MINSTREL_T:JOB_WANDERER_T;
  4758. case MAPID_SURA_T: return JOB_SURA_T;
  4759. case MAPID_GENETIC_T: return JOB_GENETIC_T;
  4760. case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T;
  4761. //Baby 3-1 Jobs
  4762. case MAPID_SUPER_BABY_E: return JOB_SUPER_BABY_E;
  4763. case MAPID_BABY_RUNE: return JOB_BABY_RUNE;
  4764. case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK;
  4765. case MAPID_BABY_RANGER: return JOB_BABY_RANGER;
  4766. case MAPID_BABY_BISHOP: return JOB_BABY_BISHOP;
  4767. case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC;
  4768. case MAPID_BABY_CROSS: return JOB_BABY_CROSS;
  4769. //Baby 3-2 Jobs
  4770. case MAPID_BABY_GUARD: return JOB_BABY_GUARD;
  4771. case MAPID_BABY_SORCERER: return JOB_BABY_SORCERER;
  4772. case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER;
  4773. case MAPID_BABY_SURA: return JOB_BABY_SURA;
  4774. case MAPID_BABY_GENETIC: return JOB_BABY_GENETIC;
  4775. case MAPID_BABY_CHASER: return JOB_BABY_CHASER;
  4776. default:
  4777. return -1;
  4778. }
  4779. }
  4780. /*====================================================
  4781. * This function return the name of the job (by [Yor])
  4782. *----------------------------------------------------*/
  4783. const char* job_name(int class_)
  4784. {
  4785. switch (class_) {
  4786. case JOB_NOVICE:
  4787. case JOB_SWORDMAN:
  4788. case JOB_MAGE:
  4789. case JOB_ARCHER:
  4790. case JOB_ACOLYTE:
  4791. case JOB_MERCHANT:
  4792. case JOB_THIEF:
  4793. return msg_txt(NULL,550 - JOB_NOVICE+class_);
  4794. case JOB_KNIGHT:
  4795. case JOB_PRIEST:
  4796. case JOB_WIZARD:
  4797. case JOB_BLACKSMITH:
  4798. case JOB_HUNTER:
  4799. case JOB_ASSASSIN:
  4800. return msg_txt(NULL,557 - JOB_KNIGHT+class_);
  4801. case JOB_KNIGHT2:
  4802. return msg_txt(NULL,557);
  4803. case JOB_CRUSADER:
  4804. case JOB_MONK:
  4805. case JOB_SAGE:
  4806. case JOB_ROGUE:
  4807. case JOB_ALCHEMIST:
  4808. case JOB_BARD:
  4809. case JOB_DANCER:
  4810. return msg_txt(NULL,563 - JOB_CRUSADER+class_);
  4811. case JOB_CRUSADER2:
  4812. return msg_txt(NULL,563);
  4813. case JOB_WEDDING:
  4814. case JOB_SUPER_NOVICE:
  4815. case JOB_GUNSLINGER:
  4816. case JOB_NINJA:
  4817. case JOB_XMAS:
  4818. return msg_txt(NULL,570 - JOB_WEDDING+class_);
  4819. case JOB_SUMMER:
  4820. return msg_txt(NULL,621);
  4821. case JOB_HANBOK:
  4822. return msg_txt(NULL,694);
  4823. case JOB_NOVICE_HIGH:
  4824. case JOB_SWORDMAN_HIGH:
  4825. case JOB_MAGE_HIGH:
  4826. case JOB_ARCHER_HIGH:
  4827. case JOB_ACOLYTE_HIGH:
  4828. case JOB_MERCHANT_HIGH:
  4829. case JOB_THIEF_HIGH:
  4830. return msg_txt(NULL,575 - JOB_NOVICE_HIGH+class_);
  4831. case JOB_LORD_KNIGHT:
  4832. case JOB_HIGH_PRIEST:
  4833. case JOB_HIGH_WIZARD:
  4834. case JOB_WHITESMITH:
  4835. case JOB_SNIPER:
  4836. case JOB_ASSASSIN_CROSS:
  4837. return msg_txt(NULL,582 - JOB_LORD_KNIGHT+class_);
  4838. case JOB_LORD_KNIGHT2:
  4839. return msg_txt(NULL,582);
  4840. case JOB_PALADIN:
  4841. case JOB_CHAMPION:
  4842. case JOB_PROFESSOR:
  4843. case JOB_STALKER:
  4844. case JOB_CREATOR:
  4845. case JOB_CLOWN:
  4846. case JOB_GYPSY:
  4847. return msg_txt(NULL,588 - JOB_PALADIN + class_);
  4848. case JOB_PALADIN2:
  4849. return msg_txt(NULL,588);
  4850. case JOB_BABY:
  4851. case JOB_BABY_SWORDMAN:
  4852. case JOB_BABY_MAGE:
  4853. case JOB_BABY_ARCHER:
  4854. case JOB_BABY_ACOLYTE:
  4855. case JOB_BABY_MERCHANT:
  4856. case JOB_BABY_THIEF:
  4857. return msg_txt(NULL,595 - JOB_BABY + class_);
  4858. case JOB_BABY_KNIGHT:
  4859. case JOB_BABY_PRIEST:
  4860. case JOB_BABY_WIZARD:
  4861. case JOB_BABY_BLACKSMITH:
  4862. case JOB_BABY_HUNTER:
  4863. case JOB_BABY_ASSASSIN:
  4864. return msg_txt(NULL,602 - JOB_BABY_KNIGHT + class_);
  4865. case JOB_BABY_KNIGHT2:
  4866. return msg_txt(NULL,602);
  4867. case JOB_BABY_CRUSADER:
  4868. case JOB_BABY_MONK:
  4869. case JOB_BABY_SAGE:
  4870. case JOB_BABY_ROGUE:
  4871. case JOB_BABY_ALCHEMIST:
  4872. case JOB_BABY_BARD:
  4873. case JOB_BABY_DANCER:
  4874. return msg_txt(NULL,608 - JOB_BABY_CRUSADER + class_);
  4875. case JOB_BABY_CRUSADER2:
  4876. return msg_txt(NULL,608);
  4877. case JOB_SUPER_BABY:
  4878. return msg_txt(NULL,615);
  4879. case JOB_TAEKWON:
  4880. return msg_txt(NULL,616);
  4881. case JOB_STAR_GLADIATOR:
  4882. case JOB_STAR_GLADIATOR2:
  4883. return msg_txt(NULL,617);
  4884. case JOB_SOUL_LINKER:
  4885. return msg_txt(NULL,618);
  4886. case JOB_GANGSI:
  4887. case JOB_DEATH_KNIGHT:
  4888. case JOB_DARK_COLLECTOR:
  4889. return msg_txt(NULL,622 - JOB_GANGSI+class_);
  4890. case JOB_RUNE_KNIGHT:
  4891. case JOB_WARLOCK:
  4892. case JOB_RANGER:
  4893. case JOB_ARCH_BISHOP:
  4894. case JOB_MECHANIC:
  4895. case JOB_GUILLOTINE_CROSS:
  4896. return msg_txt(NULL,625 - JOB_RUNE_KNIGHT+class_);
  4897. case JOB_RUNE_KNIGHT_T:
  4898. case JOB_WARLOCK_T:
  4899. case JOB_RANGER_T:
  4900. case JOB_ARCH_BISHOP_T:
  4901. case JOB_MECHANIC_T:
  4902. case JOB_GUILLOTINE_CROSS_T:
  4903. return msg_txt(NULL,681 - JOB_RUNE_KNIGHT_T+class_);
  4904. case JOB_ROYAL_GUARD:
  4905. case JOB_SORCERER:
  4906. case JOB_MINSTREL:
  4907. case JOB_WANDERER:
  4908. case JOB_SURA:
  4909. case JOB_GENETIC:
  4910. case JOB_SHADOW_CHASER:
  4911. return msg_txt(NULL,631 - JOB_ROYAL_GUARD+class_);
  4912. case JOB_ROYAL_GUARD_T:
  4913. case JOB_SORCERER_T:
  4914. case JOB_MINSTREL_T:
  4915. case JOB_WANDERER_T:
  4916. case JOB_SURA_T:
  4917. case JOB_GENETIC_T:
  4918. case JOB_SHADOW_CHASER_T:
  4919. return msg_txt(NULL,687 - JOB_ROYAL_GUARD_T+class_);
  4920. case JOB_RUNE_KNIGHT2:
  4921. case JOB_RUNE_KNIGHT_T2:
  4922. return msg_txt(NULL,625);
  4923. case JOB_ROYAL_GUARD2:
  4924. case JOB_ROYAL_GUARD_T2:
  4925. return msg_txt(NULL,631);
  4926. case JOB_RANGER2:
  4927. case JOB_RANGER_T2:
  4928. return msg_txt(NULL,627);
  4929. case JOB_MECHANIC2:
  4930. case JOB_MECHANIC_T2:
  4931. return msg_txt(NULL,629);
  4932. case JOB_BABY_RUNE:
  4933. case JOB_BABY_WARLOCK:
  4934. case JOB_BABY_RANGER:
  4935. case JOB_BABY_BISHOP:
  4936. case JOB_BABY_MECHANIC:
  4937. case JOB_BABY_CROSS:
  4938. case JOB_BABY_GUARD:
  4939. case JOB_BABY_SORCERER:
  4940. case JOB_BABY_MINSTREL:
  4941. case JOB_BABY_WANDERER:
  4942. case JOB_BABY_SURA:
  4943. case JOB_BABY_GENETIC:
  4944. case JOB_BABY_CHASER:
  4945. return msg_txt(NULL,638 - JOB_BABY_RUNE+class_);
  4946. case JOB_BABY_RUNE2:
  4947. return msg_txt(NULL,638);
  4948. case JOB_BABY_GUARD2:
  4949. return msg_txt(NULL,644);
  4950. case JOB_BABY_RANGER2:
  4951. return msg_txt(NULL,640);
  4952. case JOB_BABY_MECHANIC2:
  4953. return msg_txt(NULL,642);
  4954. case JOB_SUPER_NOVICE_E:
  4955. case JOB_SUPER_BABY_E:
  4956. return msg_txt(NULL,651 - JOB_SUPER_NOVICE_E+class_);
  4957. case JOB_KAGEROU:
  4958. case JOB_OBORO:
  4959. return msg_txt(NULL,653 - JOB_KAGEROU+class_);
  4960. default:
  4961. return msg_txt(NULL,655);
  4962. }
  4963. }
  4964. /*====================================================
  4965. * Timered function to make id follow a target.
  4966. * @id = bl.id (player only atm)
  4967. * target is define in sd->followtarget (bl.id)
  4968. * used by pc_follow
  4969. *----------------------------------------------------*/
  4970. int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
  4971. {
  4972. struct map_session_data *sd;
  4973. struct block_list *tbl;
  4974. sd = map_id2sd(id);
  4975. nullpo_ret(sd);
  4976. if (sd->followtimer != tid){
  4977. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  4978. sd->followtimer = INVALID_TIMER;
  4979. return 0;
  4980. }
  4981. sd->followtimer = INVALID_TIMER;
  4982. tbl = map_id2bl(sd->followtarget);
  4983. if (tbl == NULL || pc_isdead(sd) || status_isdead(tbl))
  4984. {
  4985. pc_stop_following(sd);
  4986. return 0;
  4987. }
  4988. // either player or target is currently detached from map blocks (could be teleporting),
  4989. // but still connected to this map, so we'll just increment the timer and check back later
  4990. if (sd->bl.prev != NULL && tbl->prev != NULL &&
  4991. sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER)
  4992. {
  4993. if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
  4994. if (!check_distance_bl(&sd->bl, tbl, 5))
  4995. unit_walktobl(&sd->bl, tbl, 5, 0);
  4996. } else
  4997. pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT);
  4998. }
  4999. sd->followtimer = add_timer(
  5000. tick + 1000, // increase time a bit to loosen up map's load
  5001. pc_follow_timer, sd->bl.id, 0);
  5002. return 0;
  5003. }
  5004. int pc_stop_following (struct map_session_data *sd)
  5005. {
  5006. nullpo_ret(sd);
  5007. if (sd->followtimer != INVALID_TIMER) {
  5008. delete_timer(sd->followtimer,pc_follow_timer);
  5009. sd->followtimer = INVALID_TIMER;
  5010. }
  5011. sd->followtarget = -1;
  5012. sd->ud.target_to = 0;
  5013. unit_stop_walking(&sd->bl, 1);
  5014. return 0;
  5015. }
  5016. int pc_follow(struct map_session_data *sd,int target_id)
  5017. {
  5018. struct block_list *bl = map_id2bl(target_id);
  5019. if (bl == NULL /*|| bl->type != BL_PC*/)
  5020. return 1;
  5021. if (sd->followtimer != INVALID_TIMER)
  5022. pc_stop_following(sd);
  5023. sd->followtarget = target_id;
  5024. pc_follow_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
  5025. return 0;
  5026. }
  5027. int pc_checkbaselevelup(struct map_session_data *sd) {
  5028. unsigned int next = pc_nextbaseexp(sd);
  5029. if (!next || sd->status.base_exp < next)
  5030. return 0;
  5031. do {
  5032. sd->status.base_exp -= next;
  5033. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  5034. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  5035. sd->status.base_exp = next-1;
  5036. next = pc_gets_status_point(sd->status.base_level);
  5037. sd->status.base_level ++;
  5038. sd->status.status_point += next;
  5039. } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
  5040. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  5041. status_calc_pet(sd->pd,0);
  5042. clif_updatestatus(sd,SP_STATUSPOINT);
  5043. clif_updatestatus(sd,SP_BASELEVEL);
  5044. clif_updatestatus(sd,SP_BASEEXP);
  5045. clif_updatestatus(sd,SP_NEXTBASEEXP);
  5046. status_calc_pc(sd,0);
  5047. status_percent_heal(&sd->bl,100,100);
  5048. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  5049. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
  5050. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
  5051. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
  5052. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
  5053. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
  5054. if (sd->state.snovice_dead_flag)
  5055. sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
  5056. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
  5057. sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000);
  5058. sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000);
  5059. }
  5060. clif_misceffect(&sd->bl,0);
  5061. npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
  5062. if(sd->status.party_id)
  5063. party_send_levelup(sd);
  5064. pc_baselevelchanged(sd);
  5065. return 1;
  5066. }
  5067. void pc_baselevelchanged(struct map_session_data *sd) {
  5068. #ifdef RENEWAL
  5069. int i;
  5070. for( i = 0; i < EQI_MAX; i++ ) {
  5071. if( sd->equip_index[i] >= 0 ) {
  5072. if( sd->inventory_data[ sd->equip_index[i] ]->elvmax && sd->status.base_level > (unsigned int)sd->inventory_data[ sd->equip_index[i] ]->elvmax )
  5073. pc_unequipitem(sd, sd->equip_index[i], 3);
  5074. }
  5075. }
  5076. #endif
  5077. }
  5078. int pc_checkjoblevelup(struct map_session_data *sd)
  5079. {
  5080. unsigned int next = pc_nextjobexp(sd);
  5081. nullpo_ret(sd);
  5082. if(!next || sd->status.job_exp < next)
  5083. return 0;
  5084. do {
  5085. sd->status.job_exp -= next;
  5086. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  5087. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  5088. sd->status.job_exp = next-1;
  5089. sd->status.job_level ++;
  5090. sd->status.skill_point ++;
  5091. } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
  5092. clif_updatestatus(sd,SP_JOBLEVEL);
  5093. clif_updatestatus(sd,SP_JOBEXP);
  5094. clif_updatestatus(sd,SP_NEXTJOBEXP);
  5095. clif_updatestatus(sd,SP_SKILLPOINT);
  5096. status_calc_pc(sd,0);
  5097. clif_misceffect(&sd->bl,1);
  5098. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  5099. clif_status_change(&sd->bl,SI_DEVIL, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
  5100. npc_script_event(sd, NPCE_JOBLVUP);
  5101. return 1;
  5102. }
  5103. /*==========================================
  5104. * Alters experienced based on self bonuses that do not get even shared to the party.
  5105. *------------------------------------------*/
  5106. static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
  5107. {
  5108. int bonus = 0;
  5109. struct status_data *status = status_get_status_data(src);
  5110. if (sd->expaddrace[status->race])
  5111. bonus += sd->expaddrace[status->race];
  5112. bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  5113. if (battle_config.pk_mode &&
  5114. (int)(status_get_lv(src) - sd->status.base_level) >= 20)
  5115. bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
  5116. if (sd->sc.data[SC_EXPBOOST])
  5117. bonus += sd->sc.data[SC_EXPBOOST]->val1;
  5118. *base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX);
  5119. if (sd->sc.data[SC_JEXPBOOST])
  5120. bonus += sd->sc.data[SC_JEXPBOOST]->val1;
  5121. *job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX);
  5122. return;
  5123. }
  5124. /*==========================================
  5125. * Give x exp at sd player and calculate remaining exp for next lvl
  5126. *------------------------------------------*/
  5127. int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest)
  5128. {
  5129. float nextbp=0, nextjp=0;
  5130. unsigned int nextb=0, nextj=0;
  5131. nullpo_ret(sd);
  5132. if(sd->bl.prev == NULL || pc_isdead(sd))
  5133. return 0;
  5134. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  5135. return 0; // no exp on pvp maps
  5136. if(sd->status.guild_id>0)
  5137. base_exp-=guild_payexp(sd,base_exp);
  5138. if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
  5139. nextb = pc_nextbaseexp(sd);
  5140. nextj = pc_nextjobexp(sd);
  5141. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  5142. if (nextb > 0)
  5143. nextbp = (float) base_exp / (float) nextb;
  5144. if (nextj > 0)
  5145. nextjp = (float) job_exp / (float) nextj;
  5146. if(battle_config.max_exp_gain_rate) {
  5147. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  5148. //Note that this value should never be greater than the original
  5149. //base_exp, therefore no overflow checks are needed. [Skotlex]
  5150. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  5151. if (sd->state.showexp)
  5152. nextbp = (float) base_exp / (float) nextb;
  5153. }
  5154. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  5155. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  5156. if (sd->state.showexp)
  5157. nextjp = (float) job_exp / (float) nextj;
  5158. }
  5159. }
  5160. }
  5161. //Cap exp to the level up requirement of the previous level when you are at max level, otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex]
  5162. if (base_exp) {
  5163. nextb = nextb?UINT_MAX:pc_thisbaseexp(sd);
  5164. if(sd->status.base_exp > nextb - base_exp)
  5165. sd->status.base_exp = nextb;
  5166. else
  5167. sd->status.base_exp += base_exp;
  5168. pc_checkbaselevelup(sd);
  5169. clif_updatestatus(sd,SP_BASEEXP);
  5170. }
  5171. if (job_exp) {
  5172. nextj = nextj?UINT_MAX:pc_thisjobexp(sd);
  5173. if(sd->status.job_exp > nextj - job_exp)
  5174. sd->status.job_exp = nextj;
  5175. else
  5176. sd->status.job_exp += job_exp;
  5177. pc_checkjoblevelup(sd);
  5178. clif_updatestatus(sd,SP_JOBEXP);
  5179. }
  5180. if(base_exp)
  5181. clif_displayexp(sd, base_exp, SP_BASEEXP, quest);
  5182. if(job_exp)
  5183. clif_displayexp(sd, job_exp, SP_JOBEXP, quest);
  5184. if(sd->state.showexp) {
  5185. char output[256];
  5186. sprintf(output,
  5187. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  5188. clif_disp_onlyself(sd,output,strlen(output));
  5189. }
  5190. return 1;
  5191. }
  5192. /*==========================================
  5193. * Returns max level for this character.
  5194. *------------------------------------------*/
  5195. unsigned int pc_maxbaselv(struct map_session_data *sd)
  5196. {
  5197. return max_level[pc_class2idx(sd->status.class_)][0];
  5198. }
  5199. unsigned int pc_maxjoblv(struct map_session_data *sd)
  5200. {
  5201. return max_level[pc_class2idx(sd->status.class_)][1];
  5202. }
  5203. /*==========================================
  5204. * base level exp lookup.
  5205. *------------------------------------------*/
  5206. //Base exp needed for next level.
  5207. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  5208. {
  5209. nullpo_ret(sd);
  5210. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  5211. return 0;
  5212. return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-1];
  5213. }
  5214. //Base exp needed for this level.
  5215. unsigned int pc_thisbaseexp(struct map_session_data *sd)
  5216. {
  5217. if(sd->status.base_level>pc_maxbaselv(sd) || sd->status.base_level<=1)
  5218. return 0;
  5219. return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-2];
  5220. }
  5221. /*==========================================
  5222. * job level exp lookup
  5223. * Return:
  5224. * 0 = not found
  5225. * x = exp for level
  5226. *------------------------------------------*/
  5227. //Job exp needed for next level.
  5228. unsigned int pc_nextjobexp(struct map_session_data *sd)
  5229. {
  5230. nullpo_ret(sd);
  5231. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  5232. return 0;
  5233. return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-1];
  5234. }
  5235. //Job exp needed for this level.
  5236. unsigned int pc_thisjobexp(struct map_session_data *sd)
  5237. {
  5238. if(sd->status.job_level>pc_maxjoblv(sd) || sd->status.job_level<=1)
  5239. return 0;
  5240. return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-2];
  5241. }
  5242. /// Returns the value of the specified stat.
  5243. static int pc_getstat(struct map_session_data* sd, int type)
  5244. {
  5245. nullpo_retr(-1, sd);
  5246. switch( type ) {
  5247. case SP_STR: return sd->status.str;
  5248. case SP_AGI: return sd->status.agi;
  5249. case SP_VIT: return sd->status.vit;
  5250. case SP_INT: return sd->status.int_;
  5251. case SP_DEX: return sd->status.dex;
  5252. case SP_LUK: return sd->status.luk;
  5253. default:
  5254. return -1;
  5255. }
  5256. }
  5257. /// Sets the specified stat to the specified value.
  5258. /// Returns the new value.
  5259. static int pc_setstat(struct map_session_data* sd, int type, int val)
  5260. {
  5261. nullpo_retr(-1, sd);
  5262. switch( type ) {
  5263. case SP_STR: sd->status.str = val; break;
  5264. case SP_AGI: sd->status.agi = val; break;
  5265. case SP_VIT: sd->status.vit = val; break;
  5266. case SP_INT: sd->status.int_ = val; break;
  5267. case SP_DEX: sd->status.dex = val; break;
  5268. case SP_LUK: sd->status.luk = val; break;
  5269. default:
  5270. return -1;
  5271. }
  5272. return val;
  5273. }
  5274. // Calculates the number of status points PC gets when leveling up (from level to level+1)
  5275. int pc_gets_status_point(int level)
  5276. {
  5277. if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt"
  5278. return (statp[level+1] - statp[level]);
  5279. else //Default increase
  5280. return ((level+15) / 5);
  5281. }
  5282. /// Returns the number of stat points needed to change the specified stat by val.
  5283. /// If val is negative, returns the number of stat points that would be needed to
  5284. /// raise the specified stat from (current value - val) to current value.
  5285. int pc_need_status_point(struct map_session_data* sd, int type, int val)
  5286. {
  5287. int low, high, sp = 0;
  5288. if ( val == 0 )
  5289. return 0;
  5290. low = pc_getstat(sd,type);
  5291. if ( low >= pc_maxparameter(sd) && val > 0 )
  5292. return 0; // Official servers show '0' when max is reached
  5293. high = low + val;
  5294. if ( val < 0 )
  5295. swap(low, high);
  5296. for ( ; low < high; low++ )
  5297. #ifdef RENEWAL // renewal status point cost formula
  5298. sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5));
  5299. #else
  5300. sp += ( 1 + (low + 9) / 10 );
  5301. #endif
  5302. return sp;
  5303. }
  5304. /// Raises a stat by 1.
  5305. /// Obeys max_parameter limits.
  5306. /// Subtracts stat points.
  5307. ///
  5308. /// @param type The stat to change (see enum _sp)
  5309. int pc_statusup(struct map_session_data* sd, int type)
  5310. {
  5311. int max, need, val;
  5312. nullpo_ret(sd);
  5313. // check conditions
  5314. need = pc_need_status_point(sd,type,1);
  5315. if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point )
  5316. {
  5317. clif_statusupack(sd,type,0,0);
  5318. return 1;
  5319. }
  5320. // check limits
  5321. max = pc_maxparameter(sd);
  5322. if( pc_getstat(sd,type) >= max )
  5323. {
  5324. clif_statusupack(sd,type,0,0);
  5325. return 1;
  5326. }
  5327. // set new values
  5328. val = pc_setstat(sd, type, pc_getstat(sd,type) + 1);
  5329. sd->status.status_point -= need;
  5330. status_calc_pc(sd,0);
  5331. // update increase cost indicator
  5332. if( need != pc_need_status_point(sd,type,1) )
  5333. clif_updatestatus(sd, SP_USTR + type-SP_STR);
  5334. // update statpoint count
  5335. clif_updatestatus(sd,SP_STATUSPOINT);
  5336. // update stat value
  5337. clif_statusupack(sd,type,1,val); // required
  5338. if( val > 255 )
  5339. clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
  5340. return 0;
  5341. }
  5342. /// Raises a stat by the specified amount.
  5343. /// Obeys max_parameter limits.
  5344. /// Does not subtract stat points.
  5345. ///
  5346. /// @param type The stat to change (see enum _sp)
  5347. /// @param val The stat increase amount.
  5348. int pc_statusup2(struct map_session_data* sd, int type, int val)
  5349. {
  5350. int max, need;
  5351. nullpo_ret(sd);
  5352. if( type < SP_STR || type > SP_LUK )
  5353. {
  5354. clif_statusupack(sd,type,0,0);
  5355. return 1;
  5356. }
  5357. need = pc_need_status_point(sd,type,1);
  5358. // set new value
  5359. max = pc_maxparameter(sd);
  5360. val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max));
  5361. status_calc_pc(sd,0);
  5362. // update increase cost indicator
  5363. if( need != pc_need_status_point(sd,type,1) )
  5364. clif_updatestatus(sd, SP_USTR + type-SP_STR);
  5365. // update stat value
  5366. clif_statusupack(sd,type,1,val); // required
  5367. if( val > 255 )
  5368. clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
  5369. return 0;
  5370. }
  5371. /*==========================================
  5372. * Update skill_lv for player sd
  5373. * Skill point allocation
  5374. *------------------------------------------*/
  5375. int pc_skillup(struct map_session_data *sd,uint16 skill_id)
  5376. {
  5377. nullpo_ret(sd);
  5378. if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL )
  5379. {
  5380. guild_skillup(sd, skill_id);
  5381. return 0;
  5382. }
  5383. if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
  5384. {
  5385. merc_hom_skillup(sd->hd, skill_id);
  5386. return 0;
  5387. }
  5388. if(skill_id >= MAX_SKILL )
  5389. return 0;
  5390. if( sd->status.skill_point > 0 &&
  5391. sd->status.skill[skill_id].id &&
  5392. sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
  5393. sd->status.skill[skill_id].lv < skill_tree_get_max(skill_id, sd->status.class_) )
  5394. {
  5395. int lv,range, upgradable;
  5396. sd->status.skill[skill_id].lv++;
  5397. sd->status.skill_point--;
  5398. if( !skill_get_inf(skill_id) )
  5399. status_calc_pc(sd,0); // Only recalculate for passive skills.
  5400. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
  5401. pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
  5402. else
  5403. pc_check_skilltree(sd, skill_id); // Check if a new skill can Lvlup
  5404. lv = sd->status.skill[skill_id].lv;
  5405. range = skill_get_range2(&sd->bl, skill_id, lv);
  5406. upgradable = (lv < skill_tree_get_max(sd->status.skill[skill_id].id, sd->status.class_)) ? 1 : 0;
  5407. clif_skillup(sd,skill_id,lv,range,upgradable);
  5408. clif_updatestatus(sd,SP_SKILLPOINT);
  5409. if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
  5410. clif_updatestatus(sd,SP_CARTINFO);
  5411. if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
  5412. clif_skillinfoblock(sd);
  5413. }
  5414. return 0;
  5415. }
  5416. /*==========================================
  5417. * /allskill
  5418. *------------------------------------------*/
  5419. int pc_allskillup(struct map_session_data *sd)
  5420. {
  5421. int i,id;
  5422. nullpo_ret(sd);
  5423. for(i=0;i<MAX_SKILL;i++){
  5424. 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) {
  5425. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  5426. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5427. if (sd->status.skill[i].lv == 0)
  5428. sd->status.skill[i].id = 0;
  5429. }
  5430. }
  5431. if (pc_has_permission(sd, PC_PERM_ALL_SKILL))
  5432. { //Get ALL skills except npc/guild ones. [Skotlex]
  5433. //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
  5434. for(i=0;i<MAX_SKILL;i++){
  5435. switch( i ) {
  5436. case SG_DEVIL:
  5437. case MO_TRIPLEATTACK:
  5438. case RG_SNATCHER:
  5439. continue;
  5440. default:
  5441. if( !(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
  5442. if ( ( sd->status.skill[i].lv = skill_get_max(i) ) )//Nonexistant skills should return a max of 0 anyway.
  5443. sd->status.skill[i].id = i;
  5444. }
  5445. }
  5446. } else {
  5447. int inf2;
  5448. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){
  5449. inf2 = skill_get_inf2(id);
  5450. if (
  5451. (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  5452. (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
  5453. id==SG_DEVIL
  5454. )
  5455. continue; //Cannot be learned normally.
  5456. sd->status.skill[id].id = id;
  5457. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  5458. }
  5459. }
  5460. status_calc_pc(sd,0);
  5461. //Required because if you could level up all skills previously,
  5462. //the update will not be sent as only the lv variable changes.
  5463. clif_skillinfoblock(sd);
  5464. return 0;
  5465. }
  5466. /*==========================================
  5467. * /resetlvl
  5468. *------------------------------------------*/
  5469. int pc_resetlvl(struct map_session_data* sd,int type)
  5470. {
  5471. int i;
  5472. nullpo_ret(sd);
  5473. if (type != 3) //Also reset skills
  5474. pc_resetskill(sd, 0);
  5475. if(type == 1){
  5476. sd->status.skill_point=0;
  5477. sd->status.base_level=1;
  5478. sd->status.job_level=1;
  5479. sd->status.base_exp=0;
  5480. sd->status.job_exp=0;
  5481. if(sd->sc.option !=0)
  5482. sd->sc.option = 0;
  5483. sd->status.str=1;
  5484. sd->status.agi=1;
  5485. sd->status.vit=1;
  5486. sd->status.int_=1;
  5487. sd->status.dex=1;
  5488. sd->status.luk=1;
  5489. if(sd->status.class_ == JOB_NOVICE_HIGH) {
  5490. sd->status.status_point=100; // not 88 [celest]
  5491. // give platinum skills upon changing
  5492. pc_skill(sd,142,1,0);
  5493. pc_skill(sd,143,1,0);
  5494. }
  5495. }
  5496. if(type == 2){
  5497. sd->status.skill_point=0;
  5498. sd->status.base_level=1;
  5499. sd->status.job_level=1;
  5500. sd->status.base_exp=0;
  5501. sd->status.job_exp=0;
  5502. }
  5503. if(type == 3){
  5504. sd->status.base_level=1;
  5505. sd->status.base_exp=0;
  5506. }
  5507. if(type == 4){
  5508. sd->status.job_level=1;
  5509. sd->status.job_exp=0;
  5510. }
  5511. clif_updatestatus(sd,SP_STATUSPOINT);
  5512. clif_updatestatus(sd,SP_STR);
  5513. clif_updatestatus(sd,SP_AGI);
  5514. clif_updatestatus(sd,SP_VIT);
  5515. clif_updatestatus(sd,SP_INT);
  5516. clif_updatestatus(sd,SP_DEX);
  5517. clif_updatestatus(sd,SP_LUK);
  5518. clif_updatestatus(sd,SP_BASELEVEL);
  5519. clif_updatestatus(sd,SP_JOBLEVEL);
  5520. clif_updatestatus(sd,SP_STATUSPOINT);
  5521. clif_updatestatus(sd,SP_BASEEXP);
  5522. clif_updatestatus(sd,SP_JOBEXP);
  5523. clif_updatestatus(sd,SP_NEXTBASEEXP);
  5524. clif_updatestatus(sd,SP_NEXTJOBEXP);
  5525. clif_updatestatus(sd,SP_SKILLPOINT);
  5526. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  5527. clif_updatestatus(sd,SP_UAGI);
  5528. clif_updatestatus(sd,SP_UVIT);
  5529. clif_updatestatus(sd,SP_UINT);
  5530. clif_updatestatus(sd,SP_UDEX);
  5531. clif_updatestatus(sd,SP_ULUK); // End Addition
  5532. for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  5533. if(sd->equip_index[i] >= 0)
  5534. if(!pc_isequip(sd,sd->equip_index[i]))
  5535. pc_unequipitem(sd,sd->equip_index[i],2);
  5536. }
  5537. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
  5538. party_send_levelup(sd);
  5539. status_calc_pc(sd,0);
  5540. clif_skillinfoblock(sd);
  5541. return 0;
  5542. }
  5543. /*==========================================
  5544. * /resetstate
  5545. *------------------------------------------*/
  5546. int pc_resetstate(struct map_session_data* sd)
  5547. {
  5548. nullpo_ret(sd);
  5549. if (battle_config.use_statpoint_table)
  5550. { // New statpoint table used here - Dexity
  5551. if (sd->status.base_level > MAX_LEVEL)
  5552. { //statp[] goes out of bounds, can't reset!
  5553. ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n",
  5554. sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL);
  5555. return 0;
  5556. }
  5557. sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points
  5558. }
  5559. else
  5560. {
  5561. int add=0;
  5562. add += pc_need_status_point(sd, SP_STR, 1-pc_getstat(sd, SP_STR));
  5563. add += pc_need_status_point(sd, SP_AGI, 1-pc_getstat(sd, SP_AGI));
  5564. add += pc_need_status_point(sd, SP_VIT, 1-pc_getstat(sd, SP_VIT));
  5565. add += pc_need_status_point(sd, SP_INT, 1-pc_getstat(sd, SP_INT));
  5566. add += pc_need_status_point(sd, SP_DEX, 1-pc_getstat(sd, SP_DEX));
  5567. add += pc_need_status_point(sd, SP_LUK, 1-pc_getstat(sd, SP_LUK));
  5568. sd->status.status_point+=add;
  5569. }
  5570. pc_setstat(sd, SP_STR, 1);
  5571. pc_setstat(sd, SP_AGI, 1);
  5572. pc_setstat(sd, SP_VIT, 1);
  5573. pc_setstat(sd, SP_INT, 1);
  5574. pc_setstat(sd, SP_DEX, 1);
  5575. pc_setstat(sd, SP_LUK, 1);
  5576. clif_updatestatus(sd,SP_STR);
  5577. clif_updatestatus(sd,SP_AGI);
  5578. clif_updatestatus(sd,SP_VIT);
  5579. clif_updatestatus(sd,SP_INT);
  5580. clif_updatestatus(sd,SP_DEX);
  5581. clif_updatestatus(sd,SP_LUK);
  5582. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  5583. clif_updatestatus(sd,SP_UAGI);
  5584. clif_updatestatus(sd,SP_UVIT);
  5585. clif_updatestatus(sd,SP_UINT);
  5586. clif_updatestatus(sd,SP_UDEX);
  5587. clif_updatestatus(sd,SP_ULUK); // End Addition
  5588. clif_updatestatus(sd,SP_STATUSPOINT);
  5589. if( sd->mission_mobid ) { //bugreport:2200
  5590. sd->mission_mobid = 0;
  5591. sd->mission_count = 0;
  5592. pc_setglobalreg(sd,"TK_MISSION_ID", 0);
  5593. }
  5594. status_calc_pc(sd,0);
  5595. return 1;
  5596. }
  5597. /*==========================================
  5598. * /resetskill
  5599. * if flag&1, perform block resync and status_calc call.
  5600. * if flag&2, just count total amount of skill points used by player, do not really reset.
  5601. * if flag&4, just reset the skills if the player class is a bard/dancer type (for changesex.)
  5602. *------------------------------------------*/
  5603. int pc_resetskill(struct map_session_data* sd, int flag)
  5604. {
  5605. int i, lv, inf2, skill_point=0;
  5606. nullpo_ret(sd);
  5607. if( flag&4 && (sd->class_&MAPID_UPPERMASK) != MAPID_BARDDANCER )
  5608. return 0;
  5609. if( !(flag&2) ) { //Remove stuff lost when resetting skills.
  5610. /**
  5611. * It has been confirmed on official server that when you reset skills with a ranked tweakwon your skills are not reset (because you have all of them anyway)
  5612. **/
  5613. if( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
  5614. return 0;
  5615. if( pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd) )
  5616. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  5617. i = sd->sc.option;
  5618. if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) )
  5619. i &= ~OPTION_RIDING;
  5620. if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) )
  5621. i &= ~OPTION_FALCON;
  5622. if( i&OPTION_DRAGON && pc_checkskill(sd, RK_DRAGONTRAINING) )
  5623. i &= ~OPTION_DRAGON;
  5624. if( i&OPTION_WUG && pc_checkskill(sd, RA_WUGMASTERY) )
  5625. i &= ~OPTION_WUG;
  5626. if( i&OPTION_WUGRIDER && pc_checkskill(sd, RA_WUGRIDER) )
  5627. i &= ~OPTION_WUGRIDER;
  5628. if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC )
  5629. i &= ~OPTION_MADOGEAR;
  5630. if( i&OPTION_MOUNTING )
  5631. i &= ~OPTION_MOUNTING;
  5632. #ifndef NEW_CARTS
  5633. if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) )
  5634. i &= ~OPTION_CART;
  5635. #else
  5636. if( sd->sc.data[SC_PUSH_CART] )
  5637. pc_setcart(sd, 0);
  5638. #endif
  5639. if( i != sd->sc.option )
  5640. pc_setoption(sd, i);
  5641. if( merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) )
  5642. merc_hom_vaporize(sd, HOM_ST_ACTIVE);
  5643. }
  5644. for( i = 1; i < MAX_SKILL; i++ )
  5645. {
  5646. lv = sd->status.skill[i].lv;
  5647. if (lv < 1) continue;
  5648. inf2 = skill_get_inf2(i);
  5649. if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
  5650. continue;
  5651. // Don't reset trick dead if not a novice/baby
  5652. if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
  5653. {
  5654. sd->status.skill[i].lv = 0;
  5655. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5656. continue;
  5657. }
  5658. // do not reset basic skill
  5659. if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
  5660. continue;
  5661. if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED )
  5662. continue;
  5663. if( flag&4 && !skill_ischangesex(i) )
  5664. continue;
  5665. if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn )
  5666. { //Only handle quest skills in a special way when you can't learn them manually
  5667. if( battle_config.quest_skill_reset && !(flag&2) )
  5668. { //Wipe them
  5669. sd->status.skill[i].lv = 0;
  5670. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5671. }
  5672. continue;
  5673. }
  5674. if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT )
  5675. skill_point += lv;
  5676. else
  5677. if( sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0 )
  5678. skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
  5679. if( !(flag&2) )
  5680. {// reset
  5681. sd->status.skill[i].lv = 0;
  5682. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5683. }
  5684. }
  5685. if( flag&2 || !skill_point ) return skill_point;
  5686. sd->status.skill_point += skill_point;
  5687. if( flag&1 )
  5688. {
  5689. clif_updatestatus(sd,SP_SKILLPOINT);
  5690. clif_skillinfoblock(sd);
  5691. status_calc_pc(sd,0);
  5692. }
  5693. return skill_point;
  5694. }
  5695. /*==========================================
  5696. * /resetfeel [Komurka]
  5697. *------------------------------------------*/
  5698. int pc_resetfeel(struct map_session_data* sd)
  5699. {
  5700. int i;
  5701. nullpo_ret(sd);
  5702. for (i=0; i<MAX_PC_FEELHATE; i++)
  5703. {
  5704. sd->feel_map[i].m = -1;
  5705. sd->feel_map[i].index = 0;
  5706. pc_setglobalreg(sd,sg_info[i].feel_var,0);
  5707. }
  5708. return 0;
  5709. }
  5710. int pc_resethate(struct map_session_data* sd)
  5711. {
  5712. int i;
  5713. nullpo_ret(sd);
  5714. for (i=0; i<3; i++)
  5715. {
  5716. sd->hate_mob[i] = -1;
  5717. pc_setglobalreg(sd,sg_info[i].hate_var,0);
  5718. }
  5719. return 0;
  5720. }
  5721. int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id)
  5722. {
  5723. int i, bonus = 0;
  5724. nullpo_ret(sd);
  5725. ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id);
  5726. if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;
  5727. if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION])
  5728. bonus += 10;
  5729. return bonus;
  5730. }
  5731. int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) {
  5732. int i, bonus = sd->bonus.add_heal_rate;
  5733. if( bonus ) {
  5734. switch( skill_id ) {
  5735. case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
  5736. case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
  5737. case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
  5738. case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
  5739. case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break;
  5740. }
  5741. }
  5742. ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id);
  5743. if( i < ARRAYLENGTH(sd->skillheal) )
  5744. bonus += sd->skillheal[i].val;
  5745. return bonus;
  5746. }
  5747. int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) {
  5748. int i, bonus = sd->bonus.add_heal2_rate;
  5749. ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id);
  5750. if( i < ARRAYLENGTH(sd->skillheal2) )
  5751. bonus += sd->skillheal2[i].val;
  5752. return bonus;
  5753. }
  5754. void pc_respawn(struct map_session_data* sd, clr_type clrtype)
  5755. {
  5756. if( !pc_isdead(sd) )
  5757. return; // not applicable
  5758. if( sd->bg_id && bg_member_respawn(sd) )
  5759. return; // member revived by battleground
  5760. pc_setstand(sd);
  5761. pc_setrestartvalue(sd,3);
  5762. if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) )
  5763. clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
  5764. }
  5765. static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data)
  5766. {
  5767. struct map_session_data *sd = map_id2sd(id);
  5768. if( sd != NULL )
  5769. {
  5770. sd->pvp_point=0;
  5771. pc_respawn(sd,CLR_OUTSIGHT);
  5772. }
  5773. return 0;
  5774. }
  5775. /*==========================================
  5776. * Invoked when a player has received damage
  5777. *------------------------------------------*/
  5778. void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
  5779. {
  5780. if (sp) clif_updatestatus(sd,SP_SP);
  5781. if (hp) clif_updatestatus(sd,SP_HP);
  5782. else return;
  5783. if( !src || src == &sd->bl )
  5784. return;
  5785. if( pc_issit(sd) ) {
  5786. pc_setstand(sd);
  5787. skill_sit(sd,0);
  5788. }
  5789. if( sd->progressbar.npc_id )
  5790. clif_progressbar_abort(sd);
  5791. if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
  5792. pet_target_check(sd,src,1);
  5793. if( sd->status.ele_id > 0 )
  5794. elemental_set_target(sd,src);
  5795. sd->canlog_tick = gettick();
  5796. }
  5797. /*==========================================
  5798. * Invoked when a player has negative current hp
  5799. *------------------------------------------*/
  5800. int pc_dead(struct map_session_data *sd,struct block_list *src)
  5801. {
  5802. int i=0,j=0,k=0;
  5803. unsigned int tick = gettick();
  5804. for(k = 0; k < 5; k++)
  5805. if (sd->devotion[k]){
  5806. struct map_session_data *devsd = map_id2sd(sd->devotion[k]);
  5807. if (devsd)
  5808. status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER);
  5809. sd->devotion[k] = 0;
  5810. }
  5811. if(sd->shadowform_id){ //if we were target of shadowform
  5812. status_change_end(map_id2bl(sd->shadowform_id), SC__SHADOWFORM, INVALID_TIMER);
  5813. sd->shadowform_id = 0; //should be remove on status end anyway
  5814. }
  5815. if(sd->status.pet_id > 0 && sd->pd) {
  5816. struct pet_data *pd = sd->pd;
  5817. if( !map[sd->bl.m].flag.noexppenalty ) {
  5818. pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die);
  5819. if( pd->pet.intimate < 0 )
  5820. pd->pet.intimate = 0;
  5821. clif_send_petdata(sd,sd->pd,1,pd->pet.intimate);
  5822. }
  5823. if( sd->pd->target_id ) // Unlock all targets...
  5824. pet_unlocktarget(sd->pd);
  5825. }
  5826. if (sd->status.hom_id > 0){
  5827. if(battle_config.homunculus_auto_vapor && sd->hd && !sd->hd->sc.data[SC_LIGHT_OF_REGENE])
  5828. merc_hom_vaporize(sd, HOM_ST_ACTIVE);
  5829. }
  5830. if( sd->md )
  5831. merc_delete(sd->md, 3); // Your mercenary soldier has ran away.
  5832. if( sd->ed )
  5833. elemental_delete(sd->ed, 0);
  5834. // Leave duel if you die [LuzZza]
  5835. if(battle_config.duel_autoleave_when_die) {
  5836. if(sd->duel_group > 0)
  5837. duel_leave(sd->duel_group, sd);
  5838. if(sd->duel_invite > 0)
  5839. duel_reject(sd->duel_invite, sd);
  5840. }
  5841. pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1);
  5842. pc_setparam(sd, SP_KILLERRID, src?src->id:0);
  5843. if( sd->bg_id ) {
  5844. struct battleground_data *bg;
  5845. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  5846. npc_event(sd, bg->die_event, 0);
  5847. }
  5848. // Clear anything NPC-related when you die and was interacting with one.
  5849. if (sd->npc_id)
  5850. {
  5851. if (sd->state.using_fake_npc) {
  5852. clif_clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd);
  5853. sd->state.using_fake_npc = 0;
  5854. }
  5855. if (sd->state.menu_or_input)
  5856. sd->state.menu_or_input = 0;
  5857. if (sd->npc_menu)
  5858. sd->npc_menu = 0;
  5859. sd->npc_id = 0;
  5860. if (sd->st && sd->st->state != END)
  5861. sd->st->state = END;
  5862. }
  5863. npc_script_event(sd,NPCE_DIE);
  5864. /* e.g. not killed thru pc_damage */
  5865. if( pc_issit(sd) ) {
  5866. clif_status_load(&sd->bl,SI_SIT,0);
  5867. }
  5868. pc_setdead(sd);
  5869. //Reset menu skills/item skills
  5870. if (sd->skillitem)
  5871. sd->skillitem = sd->skillitemlv = 0;
  5872. if (sd->menuskill_id)
  5873. sd->menuskill_id = sd->menuskill_val = 0;
  5874. //Reset ticks.
  5875. sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;
  5876. if ( sd && sd->spiritball )
  5877. pc_delspiritball(sd,sd->spiritball,0);
  5878. for(i = 1; i < 5; i++)
  5879. pc_del_talisman(sd, sd->talisman[i], i);
  5880. if (src)
  5881. switch (src->type) {
  5882. case BL_MOB:
  5883. {
  5884. struct mob_data *md=(struct mob_data *)src;
  5885. if(md->target_id==sd->bl.id)
  5886. mob_unlocktarget(md,tick);
  5887. if(battle_config.mobs_level_up && md->status.hp &&
  5888. (unsigned int)md->level < pc_maxbaselv(sd) &&
  5889. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  5890. ) { // monster level up [Valaris]
  5891. clif_misceffect(&md->bl,0);
  5892. md->level++;
  5893. status_calc_mob(md, 0);
  5894. status_percent_heal(src,10,0);
  5895. if( battle_config.show_mob_info&4 )
  5896. {// update name with new level
  5897. clif_charnameack(0, &md->bl);
  5898. }
  5899. }
  5900. src = battle_get_master(src); // Maybe Player Summon
  5901. }
  5902. break;
  5903. case BL_PET: //Pass on to master...
  5904. src = &((TBL_PET*)src)->msd->bl;
  5905. break;
  5906. case BL_HOM:
  5907. src = &((TBL_HOM*)src)->master->bl;
  5908. break;
  5909. case BL_MER:
  5910. src = &((TBL_MER*)src)->master->bl;
  5911. break;
  5912. }
  5913. if (src && src->type == BL_PC)
  5914. {
  5915. struct map_session_data *ssd = (struct map_session_data *)src;
  5916. pc_setparam(ssd, SP_KILLEDRID, sd->bl.id);
  5917. npc_script_event(ssd, NPCE_KILLPC);
  5918. if (battle_config.pk_mode&2) {
  5919. ssd->status.manner -= 5;
  5920. if(ssd->status.manner < 0)
  5921. sc_start(&sd->bl,src,SC_NOCHAT,100,0,0);
  5922. #if 0
  5923. // PK/Karma system code (not enabled yet) [celest]
  5924. // originally from Kade Online, so i don't know if any of these is correct ^^;
  5925. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  5926. // karma going down = more 'good' / more honourable.
  5927. // The Karma System way...
  5928. if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  5929. sd->status.karma--;
  5930. ssd->status.karma--;
  5931. }
  5932. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  5933. ssd->status.karma++;
  5934. // or the PK System way...
  5935. if (sd->status.karma > 0) // player killed is dishonourable?
  5936. ssd->status.karma--; // honour points earned
  5937. sd->status.karma++; // honour points lost
  5938. // To-do: Receive exp on certain occasions
  5939. #endif
  5940. }
  5941. }
  5942. if(battle_config.bone_drop==2
  5943. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
  5944. {
  5945. struct item item_tmp;
  5946. memset(&item_tmp,0,sizeof(item_tmp));
  5947. item_tmp.nameid=ITEMID_SKULL_;
  5948. item_tmp.identify=1;
  5949. item_tmp.card[0]=CARD0_CREATE;
  5950. item_tmp.card[1]=0;
  5951. item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
  5952. item_tmp.card[3]=GetWord(sd->status.char_id,1);
  5953. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5954. }
  5955. // activate Steel body if a super novice dies at 99+% exp [celest]
  5956. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag)
  5957. {
  5958. unsigned int next = pc_nextbaseexp(sd);
  5959. if( next == 0 ) next = pc_thisbaseexp(sd);
  5960. if( get_percentage(sd->status.base_exp,next) >= 99 ) {
  5961. sd->state.snovice_dead_flag = 1;
  5962. pc_setstand(sd);
  5963. status_percent_heal(&sd->bl, 100, 100);
  5964. clif_resurrection(&sd->bl, 1);
  5965. if(battle_config.pc_invincible_time)
  5966. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  5967. sc_start(&sd->bl,&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  5968. if(map_flag_gvg(sd->bl.m))
  5969. pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
  5970. return 0;
  5971. }
  5972. }
  5973. // changed penalty options, added death by player if pk_mode [Valaris]
  5974. if(battle_config.death_penalty_type
  5975. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  5976. && !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m)
  5977. && !sd->sc.data[SC_BABY] && !sd->sc.data[SC_LIFEINSURANCE])
  5978. {
  5979. unsigned int base_penalty =0;
  5980. if (battle_config.death_penalty_base > 0) {
  5981. switch (battle_config.death_penalty_type) {
  5982. case 1:
  5983. base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  5984. break;
  5985. case 2:
  5986. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  5987. break;
  5988. }
  5989. if(base_penalty) {
  5990. if (battle_config.pk_mode && src && src->type==BL_PC)
  5991. base_penalty*=2;
  5992. sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
  5993. clif_updatestatus(sd,SP_BASEEXP);
  5994. }
  5995. }
  5996. if(battle_config.death_penalty_job > 0)
  5997. {
  5998. base_penalty = 0;
  5999. switch (battle_config.death_penalty_type) {
  6000. case 1:
  6001. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  6002. break;
  6003. case 2:
  6004. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  6005. break;
  6006. }
  6007. if(base_penalty) {
  6008. if (battle_config.pk_mode && src && src->type==BL_PC)
  6009. base_penalty*=2;
  6010. sd->status.job_exp -= min(sd->status.job_exp, base_penalty);
  6011. clif_updatestatus(sd,SP_JOBEXP);
  6012. }
  6013. }
  6014. if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty)
  6015. {
  6016. base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  6017. if(base_penalty)
  6018. pc_payzeny(sd, base_penalty, LOG_TYPE_PICKDROP_PLAYER, NULL);
  6019. }
  6020. }
  6021. if(map[sd->bl.m].flag.pvp_nightmaredrop)
  6022. { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
  6023. for(j=0;j<MAX_DROP_PER_MAP;j++){
  6024. int id = map[sd->bl.m].drop_list[j].drop_id;
  6025. int type = map[sd->bl.m].drop_list[j].drop_type;
  6026. int per = map[sd->bl.m].drop_list[j].drop_per;
  6027. if(id == 0)
  6028. continue;
  6029. if(id == -1){
  6030. int eq_num=0,eq_n[MAX_INVENTORY];
  6031. memset(eq_n,0,sizeof(eq_n));
  6032. for(i=0;i<MAX_INVENTORY;i++){
  6033. if( (type == 1 && !sd->status.inventory[i].equip)
  6034. || (type == 2 && sd->status.inventory[i].equip)
  6035. || type == 3)
  6036. {
  6037. int k;
  6038. ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 );
  6039. if( k < MAX_INVENTORY )
  6040. eq_n[k] = i;
  6041. eq_num++;
  6042. }
  6043. }
  6044. if(eq_num > 0){
  6045. int n = eq_n[rnd()%eq_num];
  6046. if(rnd()%10000 < per){
  6047. if(sd->status.inventory[n].equip)
  6048. pc_unequipitem(sd,n,3);
  6049. pc_dropitem(sd,n,1);
  6050. }
  6051. }
  6052. }
  6053. else if(id > 0){
  6054. for(i=0;i<MAX_INVENTORY;i++){
  6055. if(sd->status.inventory[i].nameid == id
  6056. && rnd()%10000 < per
  6057. && ((type == 1 && !sd->status.inventory[i].equip)
  6058. || (type == 2 && sd->status.inventory[i].equip)
  6059. || type == 3) ){
  6060. if(sd->status.inventory[i].equip)
  6061. pc_unequipitem(sd,i,3);
  6062. pc_dropitem(sd,i,1);
  6063. break;
  6064. }
  6065. }
  6066. }
  6067. }
  6068. }
  6069. // pvp
  6070. // disable certain pvp functions on pk_mode [Valaris]
  6071. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank )
  6072. {
  6073. sd->pvp_point -= 5;
  6074. sd->pvp_lost++;
  6075. if( src && src->type == BL_PC )
  6076. {
  6077. struct map_session_data *ssd = (struct map_session_data *)src;
  6078. ssd->pvp_point++;
  6079. ssd->pvp_won++;
  6080. }
  6081. if( sd->pvp_point < 0 )
  6082. {
  6083. add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0);
  6084. return 1|8;
  6085. }
  6086. }
  6087. //GvG
  6088. if( map_flag_gvg(sd->bl.m) )
  6089. {
  6090. add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
  6091. return 1|8;
  6092. }
  6093. else if( sd->bg_id )
  6094. {
  6095. struct battleground_data *bg = bg_team_search(sd->bg_id);
  6096. if( bg && bg->mapindex > 0 )
  6097. { // Respawn by BG
  6098. add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
  6099. return 1|8;
  6100. }
  6101. }
  6102. //Reset "can log out" tick.
  6103. if( battle_config.prevent_logout )
  6104. sd->canlog_tick = gettick() - battle_config.prevent_logout;
  6105. return 1;
  6106. }
  6107. void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) {
  6108. if(hp) clif_updatestatus(sd,SP_HP);
  6109. if(sp) clif_updatestatus(sd,SP_SP);
  6110. pc_setstand(sd);
  6111. if(battle_config.pc_invincible_time > 0)
  6112. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  6113. if( sd->state.gmaster_flag ) {
  6114. guild_guildaura_refresh(sd,GD_LEADERSHIP,guild_checkskill(sd->state.gmaster_flag,GD_LEADERSHIP));
  6115. guild_guildaura_refresh(sd,GD_GLORYWOUNDS,guild_checkskill(sd->state.gmaster_flag,GD_GLORYWOUNDS));
  6116. guild_guildaura_refresh(sd,GD_SOULCOLD,guild_checkskill(sd->state.gmaster_flag,GD_SOULCOLD));
  6117. guild_guildaura_refresh(sd,GD_HAWKEYES,guild_checkskill(sd->state.gmaster_flag,GD_HAWKEYES));
  6118. }
  6119. }
  6120. // script
  6121. //
  6122. /*==========================================
  6123. * script reading pc status registry
  6124. *------------------------------------------*/
  6125. int pc_readparam(struct map_session_data* sd,int type)
  6126. {
  6127. int val = 0;
  6128. nullpo_ret(sd);
  6129. switch(type) {
  6130. case SP_SKILLPOINT: val = sd->status.skill_point; break;
  6131. case SP_STATUSPOINT: val = sd->status.status_point; break;
  6132. case SP_ZENY: val = sd->status.zeny; break;
  6133. case SP_BASELEVEL: val = sd->status.base_level; break;
  6134. case SP_JOBLEVEL: val = sd->status.job_level; break;
  6135. case SP_CLASS: val = sd->status.class_; break;
  6136. case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
  6137. case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
  6138. case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
  6139. case SP_SEX: val = sd->status.sex; break;
  6140. case SP_WEIGHT: val = sd->weight; break;
  6141. case SP_MAXWEIGHT: val = sd->max_weight; break;
  6142. case SP_BASEEXP: val = sd->status.base_exp; break;
  6143. case SP_JOBEXP: val = sd->status.job_exp; break;
  6144. case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break;
  6145. case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break;
  6146. case SP_HP: val = sd->battle_status.hp; break;
  6147. case SP_MAXHP: val = sd->battle_status.max_hp; break;
  6148. case SP_SP: val = sd->battle_status.sp; break;
  6149. case SP_MAXSP: val = sd->battle_status.max_sp; break;
  6150. case SP_STR: val = sd->status.str; break;
  6151. case SP_AGI: val = sd->status.agi; break;
  6152. case SP_VIT: val = sd->status.vit; break;
  6153. case SP_INT: val = sd->status.int_; break;
  6154. case SP_DEX: val = sd->status.dex; break;
  6155. case SP_LUK: val = sd->status.luk; break;
  6156. case SP_KARMA: val = sd->status.karma; break;
  6157. case SP_MANNER: val = sd->status.manner; break;
  6158. case SP_FAME: val = sd->status.fame; break;
  6159. case SP_KILLERRID: val = sd->killerrid; break;
  6160. case SP_KILLEDRID: val = sd->killedrid; break;
  6161. case SP_SITTING: val = pc_issit(sd)?1:0; break;
  6162. case SP_CHARMOVE: val = sd->status.character_moves; break;
  6163. case SP_CRITICAL: val = sd->battle_status.cri/10; break;
  6164. case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break;
  6165. case SP_BASE_ATK: val = sd->battle_status.batk; break;
  6166. case SP_DEF1: val = sd->battle_status.def; break;
  6167. case SP_DEF2: val = sd->battle_status.def2; break;
  6168. case SP_MDEF1: val = sd->battle_status.mdef; break;
  6169. case SP_MDEF2: val = sd->battle_status.mdef2; break;
  6170. case SP_HIT: val = sd->battle_status.hit; break;
  6171. case SP_FLEE1: val = sd->battle_status.flee; break;
  6172. case SP_FLEE2: val = sd->battle_status.flee2; break;
  6173. case SP_DEFELE: val = sd->battle_status.def_ele; break;
  6174. #ifndef RENEWAL_CAST
  6175. case SP_VARCASTRATE:
  6176. #endif
  6177. case SP_CASTRATE:
  6178. val = sd->castrate+=val;
  6179. break;
  6180. case SP_MAXHPRATE: val = sd->hprate; break;
  6181. case SP_MAXSPRATE: val = sd->sprate; break;
  6182. case SP_SPRATE: val = sd->dsprate; break;
  6183. case SP_SPEED_RATE: val = sd->bonus.speed_rate; break;
  6184. case SP_SPEED_ADDRATE: val = sd->bonus.speed_add_rate; break;
  6185. case SP_ASPD_RATE:
  6186. #ifndef RENEWAL_ASPD
  6187. val = sd->battle_status.aspd_rate;
  6188. #else
  6189. val = sd->battle_status.aspd_rate2;
  6190. #endif
  6191. break;
  6192. case SP_HP_RECOV_RATE: val = sd->hprecov_rate; break;
  6193. case SP_SP_RECOV_RATE: val = sd->sprecov_rate; break;
  6194. case SP_CRITICAL_DEF: val = sd->bonus.critical_def; break;
  6195. case SP_NEAR_ATK_DEF: val = sd->bonus.near_attack_def_rate; break;
  6196. case SP_LONG_ATK_DEF: val = sd->bonus.long_attack_def_rate; break;
  6197. case SP_DOUBLE_RATE: val = sd->bonus.double_rate; break;
  6198. case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break;
  6199. case SP_MATK_RATE: val = sd->matk_rate; break;
  6200. case SP_ATK_RATE: val = sd->bonus.atk_rate; break;
  6201. case SP_MAGIC_ATK_DEF: val = sd->bonus.magic_def_rate; break;
  6202. case SP_MISC_ATK_DEF: val = sd->bonus.misc_def_rate; break;
  6203. case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break;
  6204. case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break;
  6205. case SP_CRITICAL_RATE: val = sd->critical_rate; break;
  6206. case SP_HIT_RATE: val = sd->hit_rate; break;
  6207. case SP_FLEE_RATE: val = sd->flee_rate; break;
  6208. case SP_FLEE2_RATE: val = sd->flee2_rate; break;
  6209. case SP_DEF_RATE: val = sd->def_rate; break;
  6210. case SP_DEF2_RATE: val = sd->def2_rate; break;
  6211. case SP_MDEF_RATE: val = sd->mdef_rate; break;
  6212. case SP_MDEF2_RATE: val = sd->mdef2_rate; break;
  6213. case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break;
  6214. case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break;
  6215. case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break;
  6216. case SP_NO_SIZEFIX: val = sd->special_state.no_sizefix?1:0; break;
  6217. case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break;
  6218. case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break;
  6219. case SP_NO_MISC_DAMAGE: val = sd->special_state.no_misc_damage; break;
  6220. case SP_NO_GEMSTONE: val = sd->special_state.no_gemstone?1:0; break;
  6221. case SP_INTRAVISION: val = sd->special_state.intravision?1:0; break;
  6222. case SP_NO_KNOCKBACK: val = sd->special_state.no_knockback?1:0; break;
  6223. case SP_SPLASH_RANGE: val = sd->bonus.splash_range; break;
  6224. case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break;
  6225. case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break;
  6226. case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break;
  6227. case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break;
  6228. case SP_PERFECT_HIDE: val = sd->special_state.perfect_hiding?1:0; break;
  6229. case SP_UNBREAKABLE: val = sd->bonus.unbreakable; break;
  6230. case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break;
  6231. case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break;
  6232. case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break;
  6233. case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break;
  6234. case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break;
  6235. case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break;
  6236. case SP_CLASSCHANGE: val = sd->bonus.classchange; break;
  6237. case SP_LONG_ATK_RATE: val = sd->bonus.long_attack_atk_rate; break;
  6238. case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break;
  6239. case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break;
  6240. case SP_ADD_STEAL_RATE: val = sd->bonus.add_steal_rate; break;
  6241. case SP_DELAYRATE: val = sd->delayrate; break;
  6242. case SP_CRIT_ATK_RATE: val = sd->bonus.crit_atk_rate; break;
  6243. case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break;
  6244. case SP_UNSTRIPABLE:
  6245. case SP_UNSTRIPABLE_ARMOR:
  6246. val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0;
  6247. break;
  6248. case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break;
  6249. case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break;
  6250. case SP_SP_GAIN_VALUE: val = sd->bonus.sp_gain_value; break;
  6251. case SP_HP_GAIN_VALUE: val = sd->bonus.hp_gain_value; break;
  6252. case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break;
  6253. case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break;
  6254. case SP_ADD_HEAL_RATE: val = sd->bonus.add_heal_rate; break;
  6255. case SP_ADD_HEAL2_RATE: val = sd->bonus.add_heal2_rate; break;
  6256. case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break;
  6257. case SP_EMATK: val = sd->bonus.ematk; break;
  6258. case SP_FIXCASTRATE: val = sd->bonus.fixcastrate; break;
  6259. case SP_ADD_FIXEDCAST: val = sd->bonus.add_fixcast; break;
  6260. #ifdef RENEWAL_CAST
  6261. case SP_VARCASTRATE: val = sd->bonus.varcastrate; break;
  6262. case SP_ADD_VARIABLECAST:val = sd->bonus.add_varcast; break;
  6263. #endif
  6264. }
  6265. return val;
  6266. }
  6267. /*==========================================
  6268. * script set pc status registry
  6269. *------------------------------------------*/
  6270. int pc_setparam(struct map_session_data *sd,int type,int val)
  6271. {
  6272. int i = 0;
  6273. nullpo_ret(sd);
  6274. switch(type){
  6275. case SP_BASELEVEL:
  6276. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  6277. val = pc_maxbaselv(sd);
  6278. if ((unsigned int)val > sd->status.base_level) {
  6279. int stat=0;
  6280. for (i = 0; i < (int)((unsigned int)val - sd->status.base_level); i++)
  6281. stat += pc_gets_status_point(sd->status.base_level + i);
  6282. sd->status.status_point += stat;
  6283. }
  6284. sd->status.base_level = (unsigned int)val;
  6285. sd->status.base_exp = 0;
  6286. // clif_updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom
  6287. clif_updatestatus(sd, SP_NEXTBASEEXP);
  6288. clif_updatestatus(sd, SP_STATUSPOINT);
  6289. clif_updatestatus(sd, SP_BASEEXP);
  6290. status_calc_pc(sd, 0);
  6291. if(sd->status.party_id)
  6292. {
  6293. party_send_levelup(sd);
  6294. }
  6295. break;
  6296. case SP_JOBLEVEL:
  6297. if ((unsigned int)val >= sd->status.job_level) {
  6298. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  6299. sd->status.skill_point += val - sd->status.job_level;
  6300. clif_updatestatus(sd, SP_SKILLPOINT);
  6301. }
  6302. sd->status.job_level = (unsigned int)val;
  6303. sd->status.job_exp = 0;
  6304. // clif_updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom
  6305. clif_updatestatus(sd, SP_NEXTJOBEXP);
  6306. clif_updatestatus(sd, SP_JOBEXP);
  6307. status_calc_pc(sd, 0);
  6308. break;
  6309. case SP_SKILLPOINT:
  6310. sd->status.skill_point = val;
  6311. break;
  6312. case SP_STATUSPOINT:
  6313. sd->status.status_point = val;
  6314. break;
  6315. case SP_ZENY:
  6316. if( val < 0 )
  6317. return 0;// can't set negative zeny
  6318. log_zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
  6319. sd->status.zeny = cap_value(val, 0, MAX_ZENY);
  6320. break;
  6321. case SP_BASEEXP:
  6322. if(pc_nextbaseexp(sd) > 0) {
  6323. sd->status.base_exp = val;
  6324. pc_checkbaselevelup(sd);
  6325. }
  6326. break;
  6327. case SP_JOBEXP:
  6328. if(pc_nextjobexp(sd) > 0) {
  6329. sd->status.job_exp = val;
  6330. pc_checkjoblevelup(sd);
  6331. }
  6332. break;
  6333. case SP_SEX:
  6334. sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
  6335. break;
  6336. case SP_WEIGHT:
  6337. sd->weight = val;
  6338. break;
  6339. case SP_MAXWEIGHT:
  6340. sd->max_weight = val;
  6341. break;
  6342. case SP_HP:
  6343. sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
  6344. break;
  6345. case SP_MAXHP:
  6346. sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);
  6347. if( sd->battle_status.max_hp < sd->battle_status.hp )
  6348. {
  6349. sd->battle_status.hp = sd->battle_status.max_hp;
  6350. clif_updatestatus(sd, SP_HP);
  6351. }
  6352. break;
  6353. case SP_SP:
  6354. sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
  6355. break;
  6356. case SP_MAXSP:
  6357. sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);
  6358. if( sd->battle_status.max_sp < sd->battle_status.sp )
  6359. {
  6360. sd->battle_status.sp = sd->battle_status.max_sp;
  6361. clif_updatestatus(sd, SP_SP);
  6362. }
  6363. break;
  6364. case SP_STR:
  6365. sd->status.str = cap_value(val, 1, pc_maxparameter(sd));
  6366. break;
  6367. case SP_AGI:
  6368. sd->status.agi = cap_value(val, 1, pc_maxparameter(sd));
  6369. break;
  6370. case SP_VIT:
  6371. sd->status.vit = cap_value(val, 1, pc_maxparameter(sd));
  6372. break;
  6373. case SP_INT:
  6374. sd->status.int_ = cap_value(val, 1, pc_maxparameter(sd));
  6375. break;
  6376. case SP_DEX:
  6377. sd->status.dex = cap_value(val, 1, pc_maxparameter(sd));
  6378. break;
  6379. case SP_LUK:
  6380. sd->status.luk = cap_value(val, 1, pc_maxparameter(sd));
  6381. break;
  6382. case SP_KARMA:
  6383. sd->status.karma = val;
  6384. break;
  6385. case SP_MANNER:
  6386. sd->status.manner = val;
  6387. break;
  6388. case SP_FAME:
  6389. sd->status.fame = val;
  6390. break;
  6391. case SP_KILLERRID:
  6392. sd->killerrid = val;
  6393. return 1;
  6394. case SP_KILLEDRID:
  6395. sd->killedrid = val;
  6396. return 1;
  6397. case SP_CHARMOVE:
  6398. sd->status.character_moves = val;
  6399. return 1;
  6400. default:
  6401. ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type);
  6402. return 0;
  6403. }
  6404. clif_updatestatus(sd,type);
  6405. return 1;
  6406. }
  6407. /*==========================================
  6408. * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
  6409. *------------------------------------------*/
  6410. void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
  6411. {
  6412. if (type) {
  6413. if (hp)
  6414. clif_heal(sd->fd,SP_HP,hp);
  6415. if (sp)
  6416. clif_heal(sd->fd,SP_SP,sp);
  6417. } else {
  6418. if(hp)
  6419. clif_updatestatus(sd,SP_HP);
  6420. if(sp)
  6421. clif_updatestatus(sd,SP_SP);
  6422. }
  6423. return;
  6424. }
  6425. /*==========================================
  6426. * HP/SP Recovery
  6427. * Heal player hp and/or sp linearly.
  6428. * Calculate bonus by status.
  6429. *------------------------------------------*/
  6430. int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
  6431. {
  6432. int bonus;
  6433. if(hp) {
  6434. int i;
  6435. bonus = 100 + (sd->battle_status.vit<<1)
  6436. + pc_checkskill(sd,SM_RECOVERY)*10
  6437. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  6438. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  6439. if (potion_flag > 1)
  6440. bonus += bonus*(potion_flag-1)*50/100;
  6441. //All item bonuses.
  6442. bonus += sd->bonus.itemhealrate2;
  6443. //Item Group bonuses
  6444. bonus += bonus*itemdb_group_bonus(sd, itemid)/100;
  6445. //Individual item bonuses.
  6446. for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++)
  6447. {
  6448. if (sd->itemhealrate[i].nameid == itemid) {
  6449. bonus += bonus*sd->itemhealrate[i].rate/100;
  6450. break;
  6451. }
  6452. }
  6453. if(bonus!=100)
  6454. hp = hp * bonus / 100;
  6455. // Recovery Potion
  6456. if( sd->sc.data[SC_INCHEALRATE] )
  6457. hp += (int)(hp * sd->sc.data[SC_INCHEALRATE]->val1/100.);
  6458. }
  6459. if(sp) {
  6460. bonus = 100 + (sd->battle_status.int_<<1)
  6461. + pc_checkskill(sd,MG_SRECOVERY)*10
  6462. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  6463. if (potion_flag > 1)
  6464. bonus += bonus*(potion_flag-1)*50/100;
  6465. if(bonus != 100)
  6466. sp = sp * bonus / 100;
  6467. }
  6468. if( sd->sc.count ) {
  6469. if ( sd->sc.data[SC_CRITICALWOUND] ) {
  6470. hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
  6471. sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
  6472. }
  6473. if ( sd->sc.data[SC_DEATHHURT] ) {
  6474. hp -= hp * 20 / 100;
  6475. sp -= sp * 20 / 100;
  6476. }
  6477. if( sd->sc.data[SC_VITALITYACTIVATION] ){
  6478. hp += hp / 2; // 1.5 times
  6479. sp -= sp / 2;
  6480. }
  6481. if( sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6482. hp += hp / 10;
  6483. sp += sp / 10;
  6484. }
  6485. #ifdef RENEWAL
  6486. if( sd->sc.data[SC_EXTREMITYFIST2] )
  6487. sp = 0;
  6488. #endif
  6489. }
  6490. return status_heal(&sd->bl, hp, sp, 1);
  6491. }
  6492. /*==========================================
  6493. * HP/SP Recovery
  6494. * Heal player hp nad/or sp by rate
  6495. *------------------------------------------*/
  6496. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  6497. {
  6498. nullpo_ret(sd);
  6499. if(hp > 100) hp = 100;
  6500. else
  6501. if(hp <-100) hp =-100;
  6502. if(sp > 100) sp = 100;
  6503. else
  6504. if(sp <-100) sp =-100;
  6505. if(hp >= 0 && sp >= 0) //Heal
  6506. return status_percent_heal(&sd->bl, hp, sp);
  6507. if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
  6508. return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);
  6509. //Crossed signs
  6510. if(hp) {
  6511. if(hp > 0)
  6512. status_percent_heal(&sd->bl, hp, 0);
  6513. else
  6514. status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
  6515. }
  6516. if(sp) {
  6517. if(sp > 0)
  6518. status_percent_heal(&sd->bl, 0, sp);
  6519. else
  6520. status_percent_damage(NULL, &sd->bl, 0, sp, false);
  6521. }
  6522. return 0;
  6523. }
  6524. static int jobchange_killclone(struct block_list *bl, va_list ap)
  6525. {
  6526. struct mob_data *md;
  6527. int flag;
  6528. md = (struct mob_data *)bl;
  6529. nullpo_ret(md);
  6530. flag = va_arg(ap, int);
  6531. if (md->master_id && md->special_state.clone && md->master_id == flag)
  6532. status_kill(&md->bl);
  6533. return 1;
  6534. }
  6535. /*==========================================
  6536. * Called when player changes job
  6537. * Rewrote to make it tidider [Celest]
  6538. *------------------------------------------*/
  6539. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  6540. {
  6541. int i, fame_flag=0;
  6542. int b_class;
  6543. nullpo_ret(sd);
  6544. if (job < 0)
  6545. return 1;
  6546. //Normalize job.
  6547. b_class = pc_jobid2mapid(job);
  6548. if (b_class == -1)
  6549. return 1;
  6550. switch (upper) {
  6551. case 1:
  6552. b_class|= JOBL_UPPER;
  6553. break;
  6554. case 2:
  6555. b_class|= JOBL_BABY;
  6556. break;
  6557. }
  6558. //This will automatically adjust bard/dancer classes to the correct gender
  6559. //That is, if you try to jobchange into dancer, it will turn you to bard.
  6560. job = pc_mapid2jobid(b_class, sd->status.sex);
  6561. if (job == -1)
  6562. return 1;
  6563. if ((unsigned short)b_class == sd->class_)
  6564. return 1; //Nothing to change.
  6565. // changing from 1st to 2nd job
  6566. if ((b_class&JOBL_2) && !(sd->class_&JOBL_2) && (b_class&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) {
  6567. sd->change_level_2nd = sd->status.job_level;
  6568. pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
  6569. }
  6570. // changing from 2nd to 3rd job
  6571. else if((b_class&JOBL_THIRD) && !(sd->class_&JOBL_THIRD)) {
  6572. sd->change_level_3rd = sd->status.job_level;
  6573. pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
  6574. }
  6575. if(sd->cloneskill_id) {
  6576. if( sd->status.skill[sd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  6577. sd->status.skill[sd->cloneskill_id].id = 0;
  6578. sd->status.skill[sd->cloneskill_id].lv = 0;
  6579. sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PERMANENT;
  6580. clif_deleteskill(sd,sd->cloneskill_id);
  6581. }
  6582. sd->cloneskill_id = 0;
  6583. pc_setglobalreg(sd, "CLONE_SKILL", 0);
  6584. pc_setglobalreg(sd, "CLONE_SKILL_LV", 0);
  6585. }
  6586. if(sd->reproduceskill_id) {
  6587. if( sd->status.skill[sd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  6588. sd->status.skill[sd->reproduceskill_id].id = 0;
  6589. sd->status.skill[sd->reproduceskill_id].lv = 0;
  6590. sd->status.skill[sd->reproduceskill_id].flag = SKILL_FLAG_PERMANENT;
  6591. clif_deleteskill(sd,sd->reproduceskill_id);
  6592. }
  6593. sd->reproduceskill_id = 0;
  6594. pc_setglobalreg(sd, "REPRODUCE_SKILL",0);
  6595. pc_setglobalreg(sd, "REPRODUCE_SKILL_LV",0);
  6596. }
  6597. // Give or reduce transcendent status points
  6598. if( (b_class&JOBL_UPPER) && !(sd->class_&JOBL_UPPER) ){ // Change from a non t class to a t class -> give points
  6599. sd->status.status_point += 52;
  6600. clif_updatestatus(sd,SP_STATUSPOINT);
  6601. }else if( !(b_class&JOBL_UPPER) && (sd->class_&JOBL_UPPER) ){ // Change from a t class to a non t class -> remove points
  6602. if( sd->status.status_point < 52 ){
  6603. // The player already used his bonus points, so we have to reset his status points
  6604. pc_resetstate(sd);
  6605. }
  6606. sd->status.status_point -= 52;
  6607. clif_updatestatus(sd,SP_STATUSPOINT);
  6608. }
  6609. if ( (b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK) ) { //Things to remove when changing class tree.
  6610. const int class_ = pc_class2idx(sd->status.class_);
  6611. short id;
  6612. for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
  6613. //Remove status specific to your current tree skills.
  6614. enum sc_type sc = status_skill2sc(id);
  6615. if (sc > SC_COMMON_MAX && sd->sc.data[sc])
  6616. status_change_end(&sd->bl, sc, INVALID_TIMER);
  6617. }
  6618. }
  6619. if( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) {
  6620. /* going off star glad lineage, reset feel to not store no-longer-used vars in the database */
  6621. pc_resetfeel(sd);
  6622. }
  6623. sd->status.class_ = job;
  6624. fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  6625. sd->class_ = (unsigned short)b_class;
  6626. sd->status.job_level=1;
  6627. sd->status.job_exp=0;
  6628. if (sd->status.base_level > pc_maxbaselv(sd)) {
  6629. sd->status.base_level = pc_maxbaselv(sd);
  6630. sd->status.base_exp=0;
  6631. pc_resetstate(sd);
  6632. clif_updatestatus(sd,SP_STATUSPOINT);
  6633. clif_updatestatus(sd,SP_BASELEVEL);
  6634. clif_updatestatus(sd,SP_BASEEXP);
  6635. clif_updatestatus(sd,SP_NEXTBASEEXP);
  6636. }
  6637. clif_updatestatus(sd,SP_JOBLEVEL);
  6638. clif_updatestatus(sd,SP_JOBEXP);
  6639. clif_updatestatus(sd,SP_NEXTJOBEXP);
  6640. for(i=0;i<EQI_MAX;i++) {
  6641. if(sd->equip_index[i] >= 0)
  6642. if(!pc_isequip(sd,sd->equip_index[i]))
  6643. pc_unequipitem(sd,sd->equip_index[i],2); // unequip invalid item for class
  6644. }
  6645. //Change look, if disguised, you need to undisguise
  6646. //to correctly calculate new job sprite without
  6647. if (sd->disguise)
  6648. pc_disguise(sd, 0);
  6649. status_set_viewdata(&sd->bl, job);
  6650. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  6651. if(sd->vd.cloth_color)
  6652. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  6653. //Update skill tree.
  6654. pc_calc_skilltree(sd);
  6655. clif_skillinfoblock(sd);
  6656. if (sd->ed)
  6657. elemental_delete(sd->ed, 0);
  6658. if (sd->state.vending)
  6659. vending_closevending(sd);
  6660. map_foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
  6661. //Remove peco/cart/falcon
  6662. i = sd->sc.option;
  6663. if( i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING) )
  6664. i&=~OPTION_RIDING;
  6665. if( i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON) )
  6666. i&=~OPTION_FALCON;
  6667. if( i&OPTION_DRAGON && !pc_checkskill(sd,RK_DRAGONTRAINING) )
  6668. i&=~OPTION_DRAGON;
  6669. if( i&OPTION_WUGRIDER && !pc_checkskill(sd,RA_WUGMASTERY) )
  6670. i&=~OPTION_WUGRIDER;
  6671. if( i&OPTION_WUG && !pc_checkskill(sd,RA_WUGMASTERY) )
  6672. i&=~OPTION_WUG;
  6673. if( i&OPTION_MADOGEAR ) //You do not need a skill for this.
  6674. i&=~OPTION_MADOGEAR;
  6675. #ifndef NEW_CARTS
  6676. if( i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART) )
  6677. i&=~OPTION_CART;
  6678. #else
  6679. if( sd->sc.data[SC_PUSH_CART] && !pc_checkskill(sd, MC_PUSHCART) )
  6680. pc_setcart(sd, 0);
  6681. #endif
  6682. if(i != sd->sc.option)
  6683. pc_setoption(sd, i);
  6684. if(merc_is_hom_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN))
  6685. merc_hom_vaporize(sd, HOM_ST_ACTIVE);
  6686. if(sd->status.manner < 0)
  6687. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6688. status_calc_pc(sd,0);
  6689. pc_checkallowskill(sd);
  6690. pc_equiplookall(sd);
  6691. //if you were previously famous, not anymore.
  6692. if (fame_flag) {
  6693. chrif_save(sd,0);
  6694. chrif_buildfamelist();
  6695. } else if (sd->status.fame > 0) {
  6696. //It may be that now they are famous?
  6697. switch (sd->class_&MAPID_UPPERMASK) {
  6698. case MAPID_BLACKSMITH:
  6699. case MAPID_ALCHEMIST:
  6700. case MAPID_TAEKWON:
  6701. chrif_save(sd,0);
  6702. chrif_buildfamelist();
  6703. break;
  6704. }
  6705. }
  6706. return 0;
  6707. }
  6708. /*==========================================
  6709. * Tell client player sd has change equipement
  6710. *------------------------------------------*/
  6711. int pc_equiplookall(struct map_session_data *sd)
  6712. {
  6713. nullpo_ret(sd);
  6714. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  6715. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6716. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6717. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6718. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6719. clif_changelook(&sd->bl,LOOK_ROBE, sd->status.robe);
  6720. return 0;
  6721. }
  6722. /*==========================================
  6723. * Tell client player sd has change look (hair,equip...)
  6724. *------------------------------------------*/
  6725. int pc_changelook(struct map_session_data *sd,int type,int val)
  6726. {
  6727. nullpo_ret(sd);
  6728. switch(type){
  6729. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  6730. val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  6731. if (sd->status.hair != val)
  6732. {
  6733. sd->status.hair=val;
  6734. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  6735. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  6736. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  6737. }
  6738. break;
  6739. case LOOK_WEAPON:
  6740. sd->status.weapon=val;
  6741. break;
  6742. case LOOK_HEAD_BOTTOM:
  6743. sd->status.head_bottom=val;
  6744. break;
  6745. case LOOK_HEAD_TOP:
  6746. sd->status.head_top=val;
  6747. break;
  6748. case LOOK_HEAD_MID:
  6749. sd->status.head_mid=val;
  6750. break;
  6751. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  6752. val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  6753. if (sd->status.hair_color != val) {
  6754. sd->status.hair_color=val;
  6755. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  6756. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  6757. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  6758. }
  6759. break;
  6760. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  6761. val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  6762. sd->status.clothes_color=val;
  6763. break;
  6764. case LOOK_SHIELD:
  6765. sd->status.shield=val;
  6766. break;
  6767. case LOOK_SHOES:
  6768. break;
  6769. case LOOK_ROBE:
  6770. sd->status.robe = val;
  6771. break;
  6772. }
  6773. clif_changelook(&sd->bl,type,val);
  6774. return 0;
  6775. }
  6776. /*==========================================
  6777. * Give an option (type) to player (sd) and display it to client
  6778. *------------------------------------------*/
  6779. int pc_setoption(struct map_session_data *sd,int type)
  6780. {
  6781. int p_type, new_look=0;
  6782. nullpo_ret(sd);
  6783. p_type = sd->sc.option;
  6784. //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
  6785. sd->sc.option=type;
  6786. clif_changeoption(&sd->bl);
  6787. if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
  6788. { // Mounting
  6789. clif_status_load(&sd->bl,SI_RIDING,1);
  6790. status_calc_pc(sd,0);
  6791. }
  6792. else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
  6793. { // Dismount
  6794. clif_status_load(&sd->bl,SI_RIDING,0);
  6795. status_calc_pc(sd,0);
  6796. }
  6797. #ifndef NEW_CARTS
  6798. if( type&OPTION_CART && !( p_type&OPTION_CART ) ) { //Cart On
  6799. clif_cartlist(sd);
  6800. clif_updatestatus(sd, SP_CARTINFO);
  6801. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6802. status_calc_pc(sd,0); //Apply speed penalty.
  6803. } else if( !( type&OPTION_CART ) && p_type&OPTION_CART ){ //Cart Off
  6804. clif_clearcart(sd->fd);
  6805. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6806. status_calc_pc(sd,0); //Remove speed penalty.
  6807. }
  6808. #endif
  6809. if (type&OPTION_MOUNTING && !(p_type&OPTION_MOUNTING) ) {
  6810. clif_status_load_notick(&sd->bl,SI_ALL_RIDING,2,1,0,0);
  6811. status_calc_pc(sd,0);
  6812. } else if (!(type&OPTION_MOUNTING) && p_type&OPTION_MOUNTING) {
  6813. clif_status_load_notick(&sd->bl,SI_ALL_RIDING,0,0,0,0);
  6814. status_calc_pc(sd,0);
  6815. }
  6816. if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
  6817. clif_status_load(&sd->bl,SI_FALCON,1);
  6818. else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
  6819. clif_status_load(&sd->bl,SI_FALCON,0);
  6820. if( (sd->class_&MAPID_THIRDMASK) == MAPID_RANGER ) {
  6821. if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting
  6822. clif_status_load(&sd->bl,SI_WUGRIDER,1);
  6823. status_calc_pc(sd,0);
  6824. } else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount
  6825. clif_status_load(&sd->bl,SI_WUGRIDER,0);
  6826. status_calc_pc(sd,0);
  6827. }
  6828. }
  6829. if( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) {
  6830. if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) {
  6831. status_calc_pc(sd, 0);
  6832. status_change_end(&sd->bl,SC_MAXIMIZEPOWER,INVALID_TIMER);
  6833. status_change_end(&sd->bl,SC_OVERTHRUST,INVALID_TIMER);
  6834. status_change_end(&sd->bl,SC_WEAPONPERFECTION,INVALID_TIMER);
  6835. status_change_end(&sd->bl,SC_ADRENALINE,INVALID_TIMER);
  6836. status_change_end(&sd->bl,SC_CARTBOOST,INVALID_TIMER);
  6837. status_change_end(&sd->bl,SC_MELTDOWN,INVALID_TIMER);
  6838. status_change_end(&sd->bl,SC_MAXOVERTHRUST,INVALID_TIMER);
  6839. } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) {
  6840. status_calc_pc(sd, 0);
  6841. status_change_end(&sd->bl,SC_SHAPESHIFT,INVALID_TIMER);
  6842. status_change_end(&sd->bl,SC_HOVERING,INVALID_TIMER);
  6843. status_change_end(&sd->bl,SC_ACCELERATION,INVALID_TIMER);
  6844. status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6845. status_change_end(&sd->bl,SC_OVERHEAT,INVALID_TIMER);
  6846. }
  6847. }
  6848. if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
  6849. new_look = JOB_STAR_GLADIATOR2;
  6850. else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
  6851. new_look = -1;
  6852. if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
  6853. new_look = JOB_WEDDING;
  6854. else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
  6855. new_look = -1;
  6856. if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
  6857. new_look = JOB_XMAS;
  6858. else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
  6859. new_look = -1;
  6860. if (type&OPTION_SUMMER && !(p_type&OPTION_SUMMER))
  6861. new_look = JOB_SUMMER;
  6862. else if (!(type&OPTION_SUMMER) && p_type&OPTION_SUMMER)
  6863. new_look = -1;
  6864. if (type&OPTION_HANBOK && !(p_type&OPTION_HANBOK))
  6865. new_look = JOB_HANBOK;
  6866. else if (!(type&OPTION_HANBOK) && p_type&OPTION_HANBOK)
  6867. new_look = -1;
  6868. if (sd->disguise || !new_look)
  6869. return 0; //Disguises break sprite changes
  6870. if (new_look < 0) { //Restore normal look.
  6871. status_set_viewdata(&sd->bl, sd->status.class_);
  6872. new_look = sd->vd.class_;
  6873. }
  6874. pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
  6875. clif_changelook(&sd->bl,LOOK_BASE,new_look);
  6876. if (sd->vd.cloth_color)
  6877. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  6878. clif_skillinfoblock(sd); // Skill list needs to be updated after base change.
  6879. return 0;
  6880. }
  6881. /*==========================================
  6882. * Give player a cart
  6883. *------------------------------------------*/
  6884. int pc_setcart(struct map_session_data *sd,int type) {
  6885. #ifndef NEW_CARTS
  6886. int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
  6887. int option;
  6888. #endif
  6889. nullpo_ret(sd);
  6890. if( type < 0 || type > MAX_CARTS )
  6891. return 1;// Never trust the values sent by the client! [Skotlex]
  6892. if( pc_checkskill(sd,MC_PUSHCART) <= 0 && type != 0 )
  6893. return 1;// Push cart is required
  6894. if( type == 0 && pc_iscarton(sd) )
  6895. status_change_end(&sd->bl,SC_GN_CARTBOOST,INVALID_TIMER);
  6896. #ifdef NEW_CARTS
  6897. switch( type ) {
  6898. case 0:
  6899. if( !sd->sc.data[SC_PUSH_CART] )
  6900. return 0;
  6901. status_change_end(&sd->bl,SC_PUSH_CART,INVALID_TIMER);
  6902. clif_clearcart(sd->fd);
  6903. break;
  6904. default:/* everything else is an allowed ID so we can move on */
  6905. if( !sd->sc.data[SC_PUSH_CART] ) /* first time, so fill cart data */
  6906. clif_cartlist(sd);
  6907. clif_updatestatus(sd, SP_CARTINFO);
  6908. sc_start(&sd->bl,&sd->bl, SC_PUSH_CART, 100, type, 0);
  6909. clif_status_load_notick(&sd->bl, SI_ON_PUSH_CART, 2 , type, 0, 0);
  6910. if( sd->sc.data[SC_PUSH_CART] )/* forcefully update */
  6911. sd->sc.data[SC_PUSH_CART]->val1 = type;
  6912. break;
  6913. }
  6914. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6915. status_calc_pc(sd,0); //Recalc speed penalty.
  6916. #else
  6917. // Update option
  6918. option = sd->sc.option;
  6919. option &= ~OPTION_CART;// clear cart bits
  6920. option |= cart[type]; // set cart
  6921. pc_setoption(sd, option);
  6922. #endif
  6923. return 0;
  6924. }
  6925. /*==========================================
  6926. * Give player a falcon
  6927. *------------------------------------------*/
  6928. int pc_setfalcon(TBL_PC* sd, int flag)
  6929. {
  6930. if( flag ){
  6931. if( pc_checkskill(sd,HT_FALCON)>0 ) // add falcon if he have the skill
  6932. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  6933. } else if( pc_isfalcon(sd) ){
  6934. pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
  6935. }
  6936. return 0;
  6937. }
  6938. /*==========================================
  6939. * Set player riding
  6940. *------------------------------------------*/
  6941. int pc_setriding(TBL_PC* sd, int flag)
  6942. {
  6943. if( flag ){
  6944. if( pc_checkskill(sd,KN_RIDING) > 0 ) // add peco
  6945. pc_setoption(sd, sd->sc.option|OPTION_RIDING);
  6946. } else if( pc_isriding(sd) ){
  6947. pc_setoption(sd, sd->sc.option&~OPTION_RIDING);
  6948. }
  6949. return 0;
  6950. }
  6951. /*==========================================
  6952. * Give player a mado
  6953. *------------------------------------------*/
  6954. int pc_setmadogear(TBL_PC* sd, int flag)
  6955. {
  6956. if( flag ){
  6957. if( pc_checkskill(sd,NC_MADOLICENCE) > 0 )
  6958. pc_setoption(sd, sd->sc.option|OPTION_MADOGEAR);
  6959. } else if( pc_ismadogear(sd) ){
  6960. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6961. }
  6962. return 0;
  6963. }
  6964. /*==========================================
  6965. * Check if player can drop an item
  6966. *------------------------------------------*/
  6967. int pc_candrop(struct map_session_data *sd, struct item *item)
  6968. {
  6969. if( item && item->expire_time )
  6970. return 0;
  6971. if( !pc_can_give_items(sd) ) //check if this GM level can drop items
  6972. return 0;
  6973. return (itemdb_isdropable(item, pc_get_group_level(sd)));
  6974. }
  6975. /*==========================================
  6976. * Read ram register for player sd
  6977. * get val (int) from reg for player sd
  6978. *------------------------------------------*/
  6979. int pc_readreg(struct map_session_data* sd, int reg)
  6980. {
  6981. int i;
  6982. nullpo_ret(sd);
  6983. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
  6984. return ( i < sd->reg_num ) ? sd->reg[i].data : 0;
  6985. }
  6986. /*==========================================
  6987. * Set ram register for player sd
  6988. * memo val(int) at reg for player sd
  6989. *------------------------------------------*/
  6990. int pc_setreg(struct map_session_data* sd, int reg, int val)
  6991. {
  6992. int i;
  6993. nullpo_ret(sd);
  6994. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
  6995. if( i < sd->reg_num )
  6996. {// overwrite existing entry
  6997. sd->reg[i].data = val;
  6998. return 1;
  6999. }
  7000. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 );
  7001. if( i == sd->reg_num )
  7002. {// nothing free, increase size
  7003. sd->reg_num++;
  7004. RECREATE(sd->reg, struct script_reg, sd->reg_num);
  7005. }
  7006. sd->reg[i].index = reg;
  7007. sd->reg[i].data = val;
  7008. return 1;
  7009. }
  7010. /*==========================================
  7011. * Read ram register for player sd
  7012. * get val (str) from reg for player sd
  7013. *------------------------------------------*/
  7014. char* pc_readregstr(struct map_session_data* sd, int reg)
  7015. {
  7016. int i;
  7017. nullpo_ret(sd);
  7018. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
  7019. return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL;
  7020. }
  7021. /*==========================================
  7022. * Set ram register for player sd
  7023. * memo val(str) at reg for player sd
  7024. *------------------------------------------*/
  7025. int pc_setregstr(struct map_session_data* sd, int reg, const char* str)
  7026. {
  7027. int i;
  7028. nullpo_ret(sd);
  7029. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
  7030. if( i < sd->regstr_num )
  7031. {// found entry, update
  7032. if( str == NULL || *str == '\0' )
  7033. {// empty string
  7034. if( sd->regstr[i].data != NULL )
  7035. aFree(sd->regstr[i].data);
  7036. sd->regstr[i].data = NULL;
  7037. }
  7038. else if( sd->regstr[i].data )
  7039. {// recreate
  7040. size_t len = strlen(str)+1;
  7041. RECREATE(sd->regstr[i].data, char, len);
  7042. memcpy(sd->regstr[i].data, str, len*sizeof(char));
  7043. }
  7044. else
  7045. {// create
  7046. sd->regstr[i].data = aStrdup(str);
  7047. }
  7048. return 1;
  7049. }
  7050. if( str == NULL || *str == '\0' )
  7051. return 1;// nothing to add, empty string
  7052. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL );
  7053. if( i == sd->regstr_num )
  7054. {// nothing free, increase size
  7055. sd->regstr_num++;
  7056. RECREATE(sd->regstr, struct script_regstr, sd->regstr_num);
  7057. }
  7058. sd->regstr[i].index = reg;
  7059. sd->regstr[i].data = aStrdup(str);
  7060. return 1;
  7061. }
  7062. int pc_readregistry(struct map_session_data *sd,const char *reg,int type)
  7063. {
  7064. struct global_reg *sd_reg;
  7065. int i,max;
  7066. nullpo_ret(sd);
  7067. switch (type) {
  7068. case 3: //Char reg
  7069. sd_reg = sd->save_reg.global;
  7070. max = sd->save_reg.global_num;
  7071. break;
  7072. case 2: //Account reg
  7073. sd_reg = sd->save_reg.account;
  7074. max = sd->save_reg.account_num;
  7075. break;
  7076. case 1: //Account2 reg
  7077. sd_reg = sd->save_reg.account2;
  7078. max = sd->save_reg.account2_num;
  7079. break;
  7080. default:
  7081. return 0;
  7082. }
  7083. if (max == -1) {
  7084. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  7085. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  7086. intif_request_registry(sd,type==3?4:type);
  7087. return 0;
  7088. }
  7089. ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
  7090. return ( i < max ) ? atoi(sd_reg[i].value) : 0;
  7091. }
  7092. char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type)
  7093. {
  7094. struct global_reg *sd_reg;
  7095. int i,max;
  7096. nullpo_ret(sd);
  7097. switch (type) {
  7098. case 3: //Char reg
  7099. sd_reg = sd->save_reg.global;
  7100. max = sd->save_reg.global_num;
  7101. break;
  7102. case 2: //Account reg
  7103. sd_reg = sd->save_reg.account;
  7104. max = sd->save_reg.account_num;
  7105. break;
  7106. case 1: //Account2 reg
  7107. sd_reg = sd->save_reg.account2;
  7108. max = sd->save_reg.account2_num;
  7109. break;
  7110. default:
  7111. return NULL;
  7112. }
  7113. if (max == -1) {
  7114. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  7115. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  7116. intif_request_registry(sd,type==3?4:type);
  7117. return NULL;
  7118. }
  7119. ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
  7120. return ( i < max ) ? sd_reg[i].value : NULL;
  7121. }
  7122. int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type)
  7123. {
  7124. struct global_reg *sd_reg;
  7125. int i,*max, regmax;
  7126. nullpo_ret(sd);
  7127. switch( type )
  7128. {
  7129. case 3: //Char reg
  7130. if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val )
  7131. {
  7132. i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
  7133. sd->die_counter = val;
  7134. if( i )
  7135. status_calc_pc(sd,0); // Lost the bonus.
  7136. }
  7137. else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val )
  7138. {
  7139. val = cap_value(val, 0, 1999);
  7140. sd->cook_mastery = val;
  7141. }
  7142. sd_reg = sd->save_reg.global;
  7143. max = &sd->save_reg.global_num;
  7144. regmax = GLOBAL_REG_NUM;
  7145. break;
  7146. case 2: //Account reg
  7147. if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val )
  7148. {
  7149. val = cap_value(val, 0, MAX_ZENY);
  7150. sd->cashPoints = val;
  7151. }
  7152. else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val )
  7153. {
  7154. val = cap_value(val, 0, MAX_ZENY);
  7155. sd->kafraPoints = val;
  7156. }
  7157. sd_reg = sd->save_reg.account;
  7158. max = &sd->save_reg.account_num;
  7159. regmax = ACCOUNT_REG_NUM;
  7160. break;
  7161. case 1: //Account2 reg
  7162. sd_reg = sd->save_reg.account2;
  7163. max = &sd->save_reg.account2_num;
  7164. regmax = ACCOUNT_REG2_NUM;
  7165. break;
  7166. default:
  7167. return 0;
  7168. }
  7169. if (*max == -1) {
  7170. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  7171. return 1;
  7172. }
  7173. // delete reg
  7174. if (val == 0) {
  7175. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7176. if( i < *max )
  7177. {
  7178. if (i != *max - 1)
  7179. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  7180. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  7181. (*max)--;
  7182. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7183. }
  7184. return 1;
  7185. }
  7186. // change value if found
  7187. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7188. if( i < *max )
  7189. {
  7190. safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
  7191. sd->state.reg_dirty |= 1<<(type-1);
  7192. return 1;
  7193. }
  7194. // add value if not found
  7195. if (i < regmax) {
  7196. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  7197. safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
  7198. safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
  7199. (*max)++;
  7200. sd->state.reg_dirty |= 1<<(type-1);
  7201. return 1;
  7202. }
  7203. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  7204. return 0;
  7205. }
  7206. int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type)
  7207. {
  7208. struct global_reg *sd_reg;
  7209. int i,*max, regmax;
  7210. nullpo_ret(sd);
  7211. if (reg[strlen(reg)-1] != '$') {
  7212. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  7213. return 0;
  7214. }
  7215. switch (type) {
  7216. case 3: //Char reg
  7217. sd_reg = sd->save_reg.global;
  7218. max = &sd->save_reg.global_num;
  7219. regmax = GLOBAL_REG_NUM;
  7220. break;
  7221. case 2: //Account reg
  7222. sd_reg = sd->save_reg.account;
  7223. max = &sd->save_reg.account_num;
  7224. regmax = ACCOUNT_REG_NUM;
  7225. break;
  7226. case 1: //Account2 reg
  7227. sd_reg = sd->save_reg.account2;
  7228. max = &sd->save_reg.account2_num;
  7229. regmax = ACCOUNT_REG2_NUM;
  7230. break;
  7231. default:
  7232. return 0;
  7233. }
  7234. if (*max == -1) {
  7235. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  7236. return 0;
  7237. }
  7238. // delete reg
  7239. if (!val || strcmp(val,"")==0)
  7240. {
  7241. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7242. if( i < *max )
  7243. {
  7244. if (i != *max - 1)
  7245. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  7246. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  7247. (*max)--;
  7248. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7249. if (type!=3) intif_saveregistry(sd,type);
  7250. }
  7251. return 1;
  7252. }
  7253. // change value if found
  7254. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7255. if( i < *max )
  7256. {
  7257. safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
  7258. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7259. if (type!=3) intif_saveregistry(sd,type);
  7260. return 1;
  7261. }
  7262. // add value if not found
  7263. if (i < regmax) {
  7264. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  7265. safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
  7266. safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
  7267. (*max)++;
  7268. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7269. if (type!=3) intif_saveregistry(sd,type);
  7270. return 1;
  7271. }
  7272. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  7273. return 0;
  7274. }
  7275. /*==========================================
  7276. * Exec eventtimer for player sd (retrieved from map_session (id))
  7277. *------------------------------------------*/
  7278. static int pc_eventtimer(int tid, unsigned int tick, int id, intptr_t data)
  7279. {
  7280. struct map_session_data *sd=map_id2sd(id);
  7281. char *p = (char *)data;
  7282. int i;
  7283. if(sd==NULL)
  7284. return 0;
  7285. ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
  7286. if( i < MAX_EVENTTIMER )
  7287. {
  7288. sd->eventtimer[i] = INVALID_TIMER;
  7289. sd->eventcount--;
  7290. npc_event(sd,p,0);
  7291. }
  7292. else
  7293. ShowError("pc_eventtimer: no such event timer\n");
  7294. if (p) aFree(p);
  7295. return 0;
  7296. }
  7297. /*==========================================
  7298. * Add eventtimer for player sd ?
  7299. *------------------------------------------*/
  7300. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  7301. {
  7302. int i;
  7303. nullpo_ret(sd);
  7304. ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER );
  7305. if( i == MAX_EVENTTIMER )
  7306. return 0;
  7307. sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name));
  7308. sd->eventcount++;
  7309. return 1;
  7310. }
  7311. /*==========================================
  7312. * Del eventtimer for player sd ?
  7313. *------------------------------------------*/
  7314. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  7315. {
  7316. char* p = NULL;
  7317. int i;
  7318. nullpo_ret(sd);
  7319. if (sd->eventcount <= 0)
  7320. return 0;
  7321. // find the named event timer
  7322. ARR_FIND( 0, MAX_EVENTTIMER, i,
  7323. sd->eventtimer[i] != INVALID_TIMER &&
  7324. (p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL &&
  7325. strcmp(p, name) == 0
  7326. );
  7327. if( i == MAX_EVENTTIMER )
  7328. return 0; // not found
  7329. delete_timer(sd->eventtimer[i],pc_eventtimer);
  7330. sd->eventtimer[i] = INVALID_TIMER;
  7331. sd->eventcount--;
  7332. aFree(p);
  7333. return 1;
  7334. }
  7335. /*==========================================
  7336. * Update eventtimer count for player sd
  7337. *------------------------------------------*/
  7338. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  7339. {
  7340. int i;
  7341. nullpo_ret(sd);
  7342. for(i=0;i<MAX_EVENTTIMER;i++)
  7343. if( sd->eventtimer[i] != INVALID_TIMER && strcmp(
  7344. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  7345. addtick_timer(sd->eventtimer[i],tick);
  7346. break;
  7347. }
  7348. return 0;
  7349. }
  7350. /*==========================================
  7351. * Remove all eventtimer for player sd
  7352. *------------------------------------------*/
  7353. int pc_cleareventtimer(struct map_session_data *sd)
  7354. {
  7355. int i;
  7356. nullpo_ret(sd);
  7357. if (sd->eventcount <= 0)
  7358. return 0;
  7359. for(i=0;i<MAX_EVENTTIMER;i++)
  7360. if( sd->eventtimer[i] != INVALID_TIMER ){
  7361. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  7362. delete_timer(sd->eventtimer[i],pc_eventtimer);
  7363. sd->eventtimer[i] = INVALID_TIMER;
  7364. sd->eventcount--;
  7365. if (p) aFree(p);
  7366. }
  7367. return 0;
  7368. }
  7369. /* called when a item with combo is worn */
  7370. int pc_checkcombo(struct map_session_data *sd, struct item_data *data ) {
  7371. int i, j, k, z;
  7372. int index, idx, success = 0;
  7373. for( i = 0; i < data->combos_count; i++ ) {
  7374. /* ensure this isn't a duplicate combo */
  7375. if( sd->combos.bonus != NULL ) {
  7376. int x;
  7377. ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id );
  7378. /* found a match, skip this combo */
  7379. if( x < sd->combos.count )
  7380. continue;
  7381. }
  7382. for( j = 0; j < data->combos[i]->count; j++ ) {
  7383. int id = data->combos[i]->nameid[j];
  7384. bool found = false;
  7385. for( k = 0; k < EQI_MAX; k++ ) {
  7386. index = sd->equip_index[k];
  7387. if( index < 0 ) continue;
  7388. if( k == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
  7389. if( k == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
  7390. if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
  7391. if(!sd->inventory_data[index])
  7392. continue;
  7393. if ( itemdb_type(id) != IT_CARD ) {
  7394. if ( sd->inventory_data[index]->nameid != id )
  7395. continue;
  7396. found = true;
  7397. break;
  7398. } else { //Cards
  7399. if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) )
  7400. continue;
  7401. for (z = 0; z < sd->inventory_data[index]->slot; z++) {
  7402. if (sd->status.inventory[index].card[z] != id)
  7403. continue;
  7404. // We have found a match
  7405. found = true;
  7406. break;
  7407. }
  7408. }
  7409. }
  7410. if( !found )
  7411. break;/* we haven't found all the ids for this combo, so we can return */
  7412. }
  7413. /* means we broke out of the count loop w/o finding all ids, we can move to the next combo */
  7414. if( j < data->combos[i]->count )
  7415. continue;
  7416. /* we got here, means all items in the combo are matching */
  7417. idx = sd->combos.count;
  7418. if( sd->combos.bonus == NULL ) {
  7419. CREATE(sd->combos.bonus, struct script_code *, 1);
  7420. CREATE(sd->combos.id, unsigned short, 1);
  7421. sd->combos.count = 1;
  7422. } else {
  7423. RECREATE(sd->combos.bonus, struct script_code *, ++sd->combos.count);
  7424. RECREATE(sd->combos.id, unsigned short, sd->combos.count);
  7425. }
  7426. /* we simply copy the pointer */
  7427. sd->combos.bonus[idx] = data->combos[i]->script;
  7428. /* save this combo's id */
  7429. sd->combos.id[idx] = data->combos[i]->id;
  7430. success++;
  7431. }
  7432. return success;
  7433. }
  7434. /* called when a item with combo is removed */
  7435. int pc_removecombo(struct map_session_data *sd, struct item_data *data ) {
  7436. int i, retval = 0;
  7437. if( sd->combos.bonus == NULL )
  7438. return 0;/* nothing to do here, player has no combos */
  7439. for( i = 0; i < data->combos_count; i++ ) {
  7440. /* check if this combo exists in this user */
  7441. int x = 0, cursor = 0, j;
  7442. ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id );
  7443. /* no match, skip this combo */
  7444. if( !(x < sd->combos.count) )
  7445. continue;
  7446. sd->combos.bonus[x] = NULL;
  7447. sd->combos.id[x] = 0;
  7448. retval++;
  7449. for( j = 0, cursor = 0; j < sd->combos.count; j++ ) {
  7450. if( sd->combos.bonus[j] == NULL )
  7451. continue;
  7452. if( cursor != j ) {
  7453. sd->combos.bonus[cursor] = sd->combos.bonus[j];
  7454. sd->combos.id[cursor] = sd->combos.id[j];
  7455. }
  7456. cursor++;
  7457. }
  7458. /* check if combo requirements still fit */
  7459. if( pc_checkcombo( sd, data ) )
  7460. continue;
  7461. /* it's empty, we can clear all the memory */
  7462. if( (sd->combos.count = cursor) == 0 ) {
  7463. aFree(sd->combos.bonus);
  7464. aFree(sd->combos.id);
  7465. sd->combos.bonus = NULL;
  7466. sd->combos.id = NULL;
  7467. return retval; /* we also can return at this point for we have no more combos to check */
  7468. }
  7469. }
  7470. return retval;
  7471. }
  7472. int pc_load_combo(struct map_session_data *sd) {
  7473. int i, ret = 0;
  7474. for( i = 0; i < EQI_MAX; i++ ) {
  7475. struct item_data *id = NULL;
  7476. int idx = sd->equip_index[i];
  7477. if( sd->equip_index[i] < 0 || !(id = sd->inventory_data[idx] ) )
  7478. continue;
  7479. if( id->combos_count )
  7480. ret += pc_checkcombo(sd,id);
  7481. if(!itemdb_isspecial(sd->status.inventory[idx].card[0])) {
  7482. struct item_data *data;
  7483. int j;
  7484. for( j = 0; j < id->slot; j++ ) {
  7485. if (!sd->status.inventory[idx].card[j])
  7486. continue;
  7487. if ( ( data = itemdb_exists(sd->status.inventory[idx].card[j]) ) != NULL ) {
  7488. if( data->combos_count )
  7489. ret += pc_checkcombo(sd,data);
  7490. }
  7491. }
  7492. }
  7493. }
  7494. return ret;
  7495. }
  7496. /*==========================================
  7497. * Equip item on player sd at req_pos from inventory index n
  7498. *------------------------------------------*/
  7499. int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
  7500. {
  7501. int i,pos,flag=0,iflag;
  7502. struct item_data *id;
  7503. nullpo_ret(sd);
  7504. if( n < 0 || n >= MAX_INVENTORY ) {
  7505. clif_equipitemack(sd,0,0,0);
  7506. return 0;
  7507. }
  7508. if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 )
  7509. {
  7510. clif_equipitemack(sd,n,0,0);
  7511. return 0;
  7512. }
  7513. id = sd->inventory_data[n];
  7514. pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
  7515. if(battle_config.battle_log)
  7516. ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id?id->equip:0,req_pos);
  7517. if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  7518. // FIXME: pc_isequip: equip level failure uses 2 instead of 0
  7519. clif_equipitemack(sd,n,0,0); // fail
  7520. return 0;
  7521. }
  7522. if (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAYNIGHTFEVER] || sd->sc.data[SC__BLOODYLUST])
  7523. {
  7524. clif_equipitemack(sd,n,0,0); // fail
  7525. return 0;
  7526. }
  7527. if(pos == EQP_ACC) { //Accesories should only go in one of the two,
  7528. pos = req_pos&EQP_ACC;
  7529. if (pos == EQP_ACC) //User specified both slots..
  7530. pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
  7531. }
  7532. if(pos == EQP_ARMS && id->equip == EQP_HAND_R)
  7533. { //Dual wield capable weapon.
  7534. pos = (req_pos&EQP_ARMS);
  7535. if (pos == EQP_ARMS) //User specified both slots, pick one for them.
  7536. pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
  7537. }
  7538. if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC)
  7539. { //Update skill-block range database when weapon range changes. [Skotlex]
  7540. i = sd->equip_index[EQI_HAND_R];
  7541. if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
  7542. flag = 1;
  7543. else
  7544. flag = id->range != sd->inventory_data[i]->range;
  7545. }
  7546. for(i=0;i<EQI_MAX;i++) {
  7547. if(pos & equip_pos[i]) {
  7548. if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
  7549. pc_unequipitem(sd,sd->equip_index[i],2);
  7550. sd->equip_index[i] = n;
  7551. }
  7552. }
  7553. if(pos==EQP_AMMO){
  7554. clif_arrowequip(sd,n);
  7555. clif_arrow_fail(sd,3);
  7556. }
  7557. else
  7558. clif_equipitemack(sd,n,pos,1);
  7559. sd->status.inventory[n].equip=pos;
  7560. if(pos & EQP_HAND_R) {
  7561. if(id)
  7562. sd->weapontype1 = id->look;
  7563. else
  7564. sd->weapontype1 = 0;
  7565. pc_calcweapontype(sd);
  7566. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  7567. }
  7568. if(pos & EQP_HAND_L) {
  7569. if(id) {
  7570. if(id->type == IT_WEAPON) {
  7571. sd->status.shield = 0;
  7572. sd->weapontype2 = id->look;
  7573. }
  7574. else
  7575. if(id->type == IT_ARMOR) {
  7576. sd->status.shield = id->look;
  7577. sd->weapontype2 = 0;
  7578. }
  7579. }
  7580. else
  7581. sd->status.shield = sd->weapontype2 = 0;
  7582. pc_calcweapontype(sd);
  7583. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  7584. }
  7585. //Added check to prevent sending the same look on multiple slots ->
  7586. //causes client to redraw item on top of itself. (suggested by Lupus)
  7587. if(pos & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
  7588. if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
  7589. sd->status.head_bottom = id->look;
  7590. else
  7591. sd->status.head_bottom = 0;
  7592. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7593. }
  7594. if(pos & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
  7595. if(id)
  7596. sd->status.head_top = id->look;
  7597. else
  7598. sd->status.head_top = 0;
  7599. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7600. }
  7601. if(pos & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
  7602. if(id && !(pos&EQP_HEAD_TOP))
  7603. sd->status.head_mid = id->look;
  7604. else
  7605. sd->status.head_mid = 0;
  7606. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7607. }
  7608. if(pos & EQP_COSTUME_HEAD_TOP) {
  7609. if(id){
  7610. sd->status.head_top = id->look;
  7611. } else
  7612. sd->status.head_top = 0;
  7613. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7614. }
  7615. if(pos & EQP_COSTUME_HEAD_MID) {
  7616. if(id && !(pos&EQP_HEAD_TOP)){
  7617. sd->status.head_mid = id->look;
  7618. } else
  7619. sd->status.head_mid = 0;
  7620. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7621. }
  7622. if(pos & EQP_COSTUME_HEAD_LOW) {
  7623. if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
  7624. sd->status.head_bottom = id->look;
  7625. } else
  7626. sd->status.head_bottom = 0;
  7627. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7628. }
  7629. if(pos & EQP_SHOES)
  7630. clif_changelook(&sd->bl,LOOK_SHOES,0);
  7631. if(pos&EQP_GARMENT && pc_checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
  7632. sd->status.robe = id ? id->look : 0;
  7633. clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
  7634. }
  7635. if(pos & EQP_COSTUME_GARMENT) {
  7636. sd->status.robe = id ? id->look : 0;
  7637. clif_changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
  7638. }
  7639. pc_checkallowskill(sd); //Check if status changes should be halted.
  7640. iflag = sd->npc_item_flag;
  7641. /* check for combos (MUST be before status_calc_pc) */
  7642. if ( id ) {
  7643. if( id->combos_count )
  7644. pc_checkcombo(sd,id);
  7645. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7646. ; //No cards
  7647. else {
  7648. for( i = 0; i < id->slot; i++ ) {
  7649. struct item_data *data;
  7650. if (!sd->status.inventory[n].card[i])
  7651. continue;
  7652. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7653. if( data->combos_count )
  7654. pc_checkcombo(sd,data);
  7655. }
  7656. }
  7657. }
  7658. }
  7659. status_calc_pc(sd,0);
  7660. if (flag) //Update skill data
  7661. clif_skillinfoblock(sd);
  7662. //OnEquip script [Skotlex]
  7663. if (id) {
  7664. if (id->equip_script)
  7665. run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id);
  7666. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7667. ; //No cards
  7668. else {
  7669. for( i = 0; i < id->slot; i++ ) {
  7670. struct item_data *data;
  7671. if (!sd->status.inventory[n].card[i])
  7672. continue;
  7673. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7674. if( data->equip_script )
  7675. run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
  7676. }
  7677. }
  7678. }
  7679. }
  7680. sd->npc_item_flag = iflag;
  7681. return 0;
  7682. }
  7683. /*==========================================
  7684. * Called when attemting to unequip an item from player
  7685. * type:
  7686. * 0 - only unequip
  7687. * 1 - calculate status after unequipping
  7688. * 2 - force unequip
  7689. *------------------------------------------*/
  7690. int pc_unequipitem(struct map_session_data *sd,int n,int flag) {
  7691. int i,iflag;
  7692. bool status_cacl = false;
  7693. nullpo_ret(sd);
  7694. if( n < 0 || n >= MAX_INVENTORY ) {
  7695. clif_unequipitemack(sd,0,0,0);
  7696. return 0;
  7697. }
  7698. // if player is berserk then cannot unequip
  7699. if (!(flag & 2) && sd->sc.count && (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAYNIGHTFEVER] || sd->sc.data[SC__BLOODYLUST]))
  7700. {
  7701. clif_unequipitemack(sd,n,0,0);
  7702. return 0;
  7703. }
  7704. if( !(flag&2) && sd->sc.count && sd->sc.data[SC_KYOUGAKU] )
  7705. {
  7706. clif_unequipitemack(sd,n,0,0);
  7707. return 0;
  7708. }
  7709. if(battle_config.battle_log)
  7710. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  7711. if(!sd->status.inventory[n].equip){ //Nothing to unequip
  7712. clif_unequipitemack(sd,n,0,0);
  7713. return 0;
  7714. }
  7715. for(i=0;i<EQI_MAX;i++) {
  7716. if(sd->status.inventory[n].equip & equip_pos[i])
  7717. sd->equip_index[i] = -1;
  7718. }
  7719. if(sd->status.inventory[n].equip & EQP_HAND_R) {
  7720. sd->weapontype1 = 0;
  7721. sd->status.weapon = sd->weapontype2;
  7722. pc_calcweapontype(sd);
  7723. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  7724. if( !battle_config.dancing_weaponswitch_fix )
  7725. status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing.
  7726. }
  7727. if(sd->status.inventory[n].equip & EQP_HAND_L) {
  7728. sd->status.shield = sd->weapontype2 = 0;
  7729. pc_calcweapontype(sd);
  7730. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  7731. }
  7732. if(sd->status.inventory[n].equip & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1 ) {
  7733. sd->status.head_bottom = 0;
  7734. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7735. }
  7736. if(sd->status.inventory[n].equip & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1 ) {
  7737. sd->status.head_top = 0;
  7738. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7739. }
  7740. if(sd->status.inventory[n].equip & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1 ) {
  7741. sd->status.head_mid = 0;
  7742. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7743. }
  7744. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_TOP) {
  7745. sd->status.head_top = ( pc_checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_TOP)]->look : 0;
  7746. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7747. }
  7748. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_MID) {
  7749. sd->status.head_mid = ( pc_checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_MID)]->look : 0;
  7750. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7751. }
  7752. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_LOW) {
  7753. sd->status.head_bottom = ( pc_checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_LOW)]->look : 0;
  7754. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7755. }
  7756. if(sd->status.inventory[n].equip & EQP_SHOES)
  7757. clif_changelook(&sd->bl,LOOK_SHOES,0);
  7758. if(sd->status.inventory[n].equip&EQP_GARMENT && pc_checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
  7759. sd->status.robe = 0;
  7760. clif_changelook(&sd->bl, LOOK_ROBE, 0);
  7761. }
  7762. if(sd->status.inventory[n].equip & EQP_COSTUME_GARMENT) {
  7763. sd->status.robe = ( pc_checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_GARMENT)]->look : 0;
  7764. clif_changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
  7765. }
  7766. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  7767. if((sd->status.inventory[n].equip & EQP_ARMS) &&
  7768. sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
  7769. skill_enchant_elemental_end(&sd->bl,-1);
  7770. if(sd->status.inventory[n].equip & EQP_ARMOR) {
  7771. // On Armor Change...
  7772. status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER);
  7773. status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER);
  7774. }
  7775. if( sd->state.autobonus&sd->status.inventory[n].equip )
  7776. sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish]
  7777. sd->status.inventory[n].equip=0;
  7778. iflag = sd->npc_item_flag;
  7779. /* check for combos (MUST be before status_calc_pc) */
  7780. if ( sd->inventory_data[n] ) {
  7781. if( sd->inventory_data[n]->combos_count ) {
  7782. if( pc_removecombo(sd,sd->inventory_data[n]) )
  7783. status_cacl = true;
  7784. } if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7785. ; //No cards
  7786. else {
  7787. for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
  7788. struct item_data *data;
  7789. if (!sd->status.inventory[n].card[i])
  7790. continue;
  7791. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7792. if( data->combos_count ) {
  7793. if( pc_removecombo(sd,data) )
  7794. status_cacl = true;
  7795. }
  7796. }
  7797. }
  7798. }
  7799. }
  7800. if(flag&1 || status_cacl) {
  7801. pc_checkallowskill(sd);
  7802. status_calc_pc(sd,0);
  7803. }
  7804. if(sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
  7805. status_change_end(&sd->bl, SC_SIGNUMCRUCIS, INVALID_TIMER);
  7806. //OnUnEquip script [Skotlex]
  7807. if (sd->inventory_data[n]) {
  7808. if (sd->inventory_data[n]->unequip_script)
  7809. run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  7810. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7811. ; //No cards
  7812. else {
  7813. for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
  7814. struct item_data *data;
  7815. if (!sd->status.inventory[n].card[i])
  7816. continue;
  7817. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7818. if( data->unequip_script )
  7819. run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  7820. }
  7821. }
  7822. }
  7823. }
  7824. sd->npc_item_flag = iflag;
  7825. return 0;
  7826. }
  7827. /*==========================================
  7828. * Checking if player (sd) have unauthorize, invalide item
  7829. * on inventory, cart, equiped for the map (item_noequip)
  7830. *------------------------------------------*/
  7831. int pc_checkitem(struct map_session_data *sd)
  7832. {
  7833. int i,id,calc_flag = 0;
  7834. nullpo_ret(sd);
  7835. if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  7836. return 0;
  7837. if( battle_config.item_check ) {// check for invalid(ated) items
  7838. for( i = 0; i < MAX_INVENTORY; i++ ) {
  7839. id = sd->status.inventory[i].nameid;
  7840. if( id && !itemdb_available(id) ) {
  7841. ShowWarning("Removed invalid/disabled item id %d from inventory (amount=%d, char_id=%d).\n", id, sd->status.inventory[i].amount, sd->status.char_id);
  7842. pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
  7843. }
  7844. }
  7845. for( i = 0; i < MAX_CART; i++ ) {
  7846. id = sd->status.cart[i].nameid;
  7847. if( id && !itemdb_available(id) ) {
  7848. ShowWarning("Removed invalid/disabled item id %d from cart (amount=%d, char_id=%d).\n", id, sd->status.cart[i].amount, sd->status.char_id);
  7849. pc_cart_delitem(sd, i, sd->status.cart[i].amount, 0, LOG_TYPE_OTHER);
  7850. }
  7851. }
  7852. }
  7853. for( i = 0; i < MAX_INVENTORY; i++) {
  7854. if( sd->status.inventory[i].nameid == 0 )
  7855. continue;
  7856. if( !sd->status.inventory[i].equip )
  7857. continue;
  7858. if( sd->status.inventory[i].equip&~pc_equippoint(sd,i) ) {
  7859. pc_unequipitem(sd, i, 2);
  7860. calc_flag = 1;
  7861. continue;
  7862. }
  7863. }
  7864. if( calc_flag && sd->state.active ) {
  7865. pc_checkallowskill(sd);
  7866. status_calc_pc(sd,0);
  7867. }
  7868. return 0;
  7869. }
  7870. /*==========================================
  7871. * Update PVP rank for sd1 in cmp to sd2
  7872. *------------------------------------------*/
  7873. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  7874. {
  7875. struct map_session_data *sd1,*sd2;
  7876. sd1=(struct map_session_data *)bl;
  7877. sd2=va_arg(ap,struct map_session_data *);
  7878. if( sd1->sc.option&OPTION_INVISIBLE || sd2->sc.option&OPTION_INVISIBLE )
  7879. {// cannot register pvp rank for hidden GMs
  7880. return 0;
  7881. }
  7882. if( sd1->pvp_point > sd2->pvp_point )
  7883. sd2->pvp_rank++;
  7884. return 0;
  7885. }
  7886. /*==========================================
  7887. * Calculate new rank beetween all present players (map_foreachinarea)
  7888. * and display result
  7889. *------------------------------------------*/
  7890. int pc_calc_pvprank(struct map_session_data *sd)
  7891. {
  7892. int old;
  7893. struct map_data *m;
  7894. m=&map[sd->bl.m];
  7895. old=sd->pvp_rank;
  7896. sd->pvp_rank=1;
  7897. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  7898. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users_pvp)
  7899. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0);
  7900. return sd->pvp_rank;
  7901. }
  7902. /*==========================================
  7903. * Calculate next sd ranking calculation from config
  7904. *------------------------------------------*/
  7905. int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr_t data)
  7906. {
  7907. struct map_session_data *sd;
  7908. sd=map_id2sd(id);
  7909. if(sd==NULL)
  7910. return 0;
  7911. sd->pvp_timer = INVALID_TIMER;
  7912. if( sd->sc.option&OPTION_INVISIBLE )
  7913. {// do not calculate the pvp rank for a hidden GM
  7914. return 0;
  7915. }
  7916. if( pc_calc_pvprank(sd) > 0 )
  7917. sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data);
  7918. return 0;
  7919. }
  7920. /*==========================================
  7921. * Checking if sd is married
  7922. * Return:
  7923. * partner_id = yes
  7924. * 0 = no
  7925. *------------------------------------------*/
  7926. int pc_ismarried(struct map_session_data *sd)
  7927. {
  7928. if(sd == NULL)
  7929. return -1;
  7930. if(sd->status.partner_id > 0)
  7931. return sd->status.partner_id;
  7932. else
  7933. return 0;
  7934. }
  7935. /*==========================================
  7936. * Marry player sd to player dstsd
  7937. * Return:
  7938. * -1 = fail
  7939. * 0 = success
  7940. *------------------------------------------*/
  7941. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  7942. {
  7943. if(sd == NULL || dstsd == NULL ||
  7944. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  7945. (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY))
  7946. return -1;
  7947. sd->status.partner_id = dstsd->status.char_id;
  7948. dstsd->status.partner_id = sd->status.char_id;
  7949. return 0;
  7950. }
  7951. /*==========================================
  7952. * Divorce sd from its partner
  7953. * Return:
  7954. * -1 = fail
  7955. * 0 = success
  7956. *------------------------------------------*/
  7957. int pc_divorce(struct map_session_data *sd)
  7958. {
  7959. struct map_session_data *p_sd;
  7960. int i;
  7961. if( sd == NULL || !pc_ismarried(sd) )
  7962. return -1;
  7963. if( !sd->status.partner_id )
  7964. return -1; // Char is not married
  7965. if( (p_sd = map_charid2sd(sd->status.partner_id)) == NULL )
  7966. { // Lets char server do the divorce
  7967. if( chrif_divorce(sd->status.char_id, sd->status.partner_id) )
  7968. return -1; // No char server connected
  7969. return 0;
  7970. }
  7971. // Both players online, lets do the divorce manually
  7972. sd->status.partner_id = 0;
  7973. p_sd->status.partner_id = 0;
  7974. for( i = 0; i < MAX_INVENTORY; i++ )
  7975. {
  7976. if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F )
  7977. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  7978. if( p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F )
  7979. pc_delitem(p_sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  7980. }
  7981. clif_divorced(sd, p_sd->status.name);
  7982. clif_divorced(p_sd, sd->status.name);
  7983. return 0;
  7984. }
  7985. /*==========================================
  7986. * Get sd partner charid. (Married partner)
  7987. *------------------------------------------*/
  7988. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  7989. {
  7990. if (sd && pc_ismarried(sd))
  7991. // charid2sd returns NULL if not found
  7992. return map_charid2sd(sd->status.partner_id);
  7993. return NULL;
  7994. }
  7995. /*==========================================
  7996. * Get sd father charid. (Need to be baby)
  7997. *------------------------------------------*/
  7998. struct map_session_data *pc_get_father (struct map_session_data *sd)
  7999. {
  8000. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  8001. // charid2sd returns NULL if not found
  8002. return map_charid2sd(sd->status.father);
  8003. return NULL;
  8004. }
  8005. /*==========================================
  8006. * Get sd mother charid. (Need to be baby)
  8007. *------------------------------------------*/
  8008. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  8009. {
  8010. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  8011. // charid2sd returns NULL if not found
  8012. return map_charid2sd(sd->status.mother);
  8013. return NULL;
  8014. }
  8015. /*==========================================
  8016. * Get sd children charid. (Need to be married)
  8017. *------------------------------------------*/
  8018. struct map_session_data *pc_get_child (struct map_session_data *sd)
  8019. {
  8020. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  8021. // charid2sd returns NULL if not found
  8022. return map_charid2sd(sd->status.child);
  8023. return NULL;
  8024. }
  8025. /*==========================================
  8026. * Set player sd to bleed. (losing hp and/or sp each diff_tick)
  8027. *------------------------------------------*/
  8028. void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
  8029. {
  8030. int hp = 0, sp = 0;
  8031. if( pc_isdead(sd) )
  8032. return;
  8033. if (sd->hp_loss.value) {
  8034. sd->hp_loss.tick += diff_tick;
  8035. while (sd->hp_loss.tick >= sd->hp_loss.rate) {
  8036. hp += sd->hp_loss.value;
  8037. sd->hp_loss.tick -= sd->hp_loss.rate;
  8038. }
  8039. if(hp >= sd->battle_status.hp)
  8040. hp = sd->battle_status.hp-1; //Script drains cannot kill you.
  8041. }
  8042. if (sd->sp_loss.value) {
  8043. sd->sp_loss.tick += diff_tick;
  8044. while (sd->sp_loss.tick >= sd->sp_loss.rate) {
  8045. sp += sd->sp_loss.value;
  8046. sd->sp_loss.tick -= sd->sp_loss.rate;
  8047. }
  8048. }
  8049. if (hp > 0 || sp > 0)
  8050. status_zap(&sd->bl, hp, sp);
  8051. return;
  8052. }
  8053. //Character regen. Flag is used to know which types of regen can take place.
  8054. //&1: HP regen
  8055. //&2: SP regen
  8056. void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
  8057. {
  8058. int hp = 0, sp = 0;
  8059. if (sd->hp_regen.value) {
  8060. sd->hp_regen.tick += diff_tick;
  8061. while (sd->hp_regen.tick >= sd->hp_regen.rate) {
  8062. hp += sd->hp_regen.value;
  8063. sd->hp_regen.tick -= sd->hp_regen.rate;
  8064. }
  8065. }
  8066. if (sd->sp_regen.value) {
  8067. sd->sp_regen.tick += diff_tick;
  8068. while (sd->sp_regen.tick >= sd->sp_regen.rate) {
  8069. sp += sd->sp_regen.value;
  8070. sd->sp_regen.tick -= sd->sp_regen.rate;
  8071. }
  8072. }
  8073. if (hp > 0 || sp > 0)
  8074. status_heal(&sd->bl, hp, sp, 0);
  8075. return;
  8076. }
  8077. /*==========================================
  8078. * Memo player sd savepoint. (map,x,y)
  8079. *------------------------------------------*/
  8080. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  8081. {
  8082. nullpo_ret(sd);
  8083. sd->status.save_point.map = mapindex;
  8084. sd->status.save_point.x = x;
  8085. sd->status.save_point.y = y;
  8086. return 0;
  8087. }
  8088. /*==========================================
  8089. * Save 1 player data at autosave intervalle
  8090. *------------------------------------------*/
  8091. int pc_autosave(int tid, unsigned int tick, int id, intptr_t data)
  8092. {
  8093. int interval;
  8094. struct s_mapiterator* iter;
  8095. struct map_session_data* sd;
  8096. static int last_save_id = 0, save_flag = 0;
  8097. if(save_flag == 2) //Someone was saved on last call, normal cycle
  8098. save_flag = 0;
  8099. else
  8100. save_flag = 1; //Noone was saved, so save first found char.
  8101. iter = mapit_getallusers();
  8102. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  8103. {
  8104. if(sd->bl.id == last_save_id && save_flag != 1) {
  8105. save_flag = 1;
  8106. continue;
  8107. }
  8108. if(save_flag != 1) //Not our turn to save yet.
  8109. continue;
  8110. //Save char.
  8111. last_save_id = sd->bl.id;
  8112. save_flag = 2;
  8113. chrif_save(sd,0);
  8114. break;
  8115. }
  8116. mapit_free(iter);
  8117. interval = autosave_interval/(map_usercount()+1);
  8118. if(interval < minsave_interval)
  8119. interval = minsave_interval;
  8120. add_timer(gettick()+interval,pc_autosave,0,0);
  8121. return 0;
  8122. }
  8123. static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap)
  8124. {
  8125. if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled)
  8126. { //Night/day state does not match.
  8127. clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex]
  8128. sd->state.night = night_flag;
  8129. return 1;
  8130. }
  8131. return 0;
  8132. }
  8133. /*================================================
  8134. * timer to do the day [Yor]
  8135. * data: 0 = called by timer, 1 = gmcommand/script
  8136. *------------------------------------------------*/
  8137. int map_day_timer(int tid, unsigned int tick, int id, intptr_t data)
  8138. {
  8139. char tmp_soutput[1024];
  8140. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  8141. return 0;
  8142. if (!night_flag)
  8143. return 0; //Already day.
  8144. night_flag = 0; // 0=day, 1=night [Yor]
  8145. map_foreachpc(pc_daynight_timer_sub);
  8146. strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,502) : msg_txt(NULL,60)); // The day has arrived!
  8147. intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  8148. return 0;
  8149. }
  8150. /*================================================
  8151. * timer to do the night [Yor]
  8152. * data: 0 = called by timer, 1 = gmcommand/script
  8153. *------------------------------------------------*/
  8154. int map_night_timer(int tid, unsigned int tick, int id, intptr_t data)
  8155. {
  8156. char tmp_soutput[1024];
  8157. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  8158. return 0;
  8159. if (night_flag)
  8160. return 0; //Already nigth.
  8161. night_flag = 1; // 0=day, 1=night [Yor]
  8162. map_foreachpc(pc_daynight_timer_sub);
  8163. strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,503) : msg_txt(NULL,59)); // The night has fallen...
  8164. intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  8165. return 0;
  8166. }
  8167. void pc_setstand(struct map_session_data *sd){
  8168. nullpo_retv(sd);
  8169. status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER);
  8170. clif_status_load(&sd->bl,SI_SIT,0);
  8171. //Reset sitting tick.
  8172. sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
  8173. sd->state.dead_sit = sd->vd.dead_sit = 0;
  8174. }
  8175. /**
  8176. * Mechanic (MADO GEAR)
  8177. **/
  8178. void pc_overheat(struct map_session_data *sd, int val) {
  8179. int heat = val, skill,
  8180. limit[] = { 10, 20, 28, 46, 66 };
  8181. if( !pc_ismadogear(sd) || sd->sc.data[SC_OVERHEAT] )
  8182. return; // already burning
  8183. skill = cap_value(pc_checkskill(sd,NC_MAINFRAME),0,4);
  8184. if( sd->sc.data[SC_OVERHEAT_LIMITPOINT] ) {
  8185. heat += sd->sc.data[SC_OVERHEAT_LIMITPOINT]->val1;
  8186. status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  8187. }
  8188. heat = max(0,heat); // Avoid negative HEAT
  8189. if( heat >= limit[skill] )
  8190. sc_start(&sd->bl,&sd->bl,SC_OVERHEAT,100,0,1000);
  8191. else
  8192. sc_start(&sd->bl,&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000);
  8193. return;
  8194. }
  8195. /**
  8196. * Check if player is autolooting given itemID.
  8197. */
  8198. bool pc_isautolooting(struct map_session_data *sd, int nameid)
  8199. {
  8200. int i;
  8201. if( !sd->state.autolooting )
  8202. return false;
  8203. ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid);
  8204. return (i != AUTOLOOTITEM_SIZE);
  8205. }
  8206. /**
  8207. * Checks if player can use @/#command
  8208. * @param sd Player map session data
  8209. * @param command Command name without @/# and params
  8210. * @param type is it atcommand or charcommand
  8211. */
  8212. bool pc_can_use_command(struct map_session_data *sd, const char *command, AtCommandType type)
  8213. {
  8214. return pc_group_can_use_command(pc_get_group_id(sd), command, type);
  8215. }
  8216. /**
  8217. * Checks if commands used by a player should be logged
  8218. * according to their group setting.
  8219. * @param sd Player map session data
  8220. */
  8221. bool pc_should_log_commands(struct map_session_data *sd)
  8222. {
  8223. return pc_group_should_log_commands(pc_get_group_id(sd));
  8224. }
  8225. static int pc_talisman_timer(int tid, unsigned int tick, int id, intptr_t data)
  8226. {
  8227. struct map_session_data *sd;
  8228. int i, type;
  8229. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  8230. return 1;
  8231. ARR_FIND(1, 5, type, sd->talisman[type] > 0);
  8232. if( sd->talisman[type] <= 0 )
  8233. {
  8234. ShowError("pc_talisman_timer: %d talisman's available. (aid=%d cid=%d tid=%d)\n", sd->talisman[type], sd->status.account_id, sd->status.char_id, tid);
  8235. sd->talisman[type] = 0;
  8236. return 0;
  8237. }
  8238. ARR_FIND(0, sd->talisman[type], i, sd->talisman_timer[type][i] == tid);
  8239. if( i == sd->talisman[type] )
  8240. {
  8241. ShowError("pc_talisman_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
  8242. return 0;
  8243. }
  8244. sd->talisman[type]--;
  8245. if( i != sd->talisman[type] )
  8246. memmove(sd->talisman_timer[type]+i, sd->talisman_timer[type]+i+1, (sd->talisman[type]-i)*sizeof(int));
  8247. sd->talisman_timer[type][sd->talisman[type]] = INVALID_TIMER;
  8248. clif_talisman(sd, type);
  8249. return 0;
  8250. }
  8251. int pc_add_talisman(struct map_session_data *sd,int interval,int max,int type)
  8252. {
  8253. int tid, i;
  8254. nullpo_ret(sd);
  8255. if(max > 10)
  8256. max = 10;
  8257. if(sd->talisman[type] < 0)
  8258. sd->talisman[type] = 0;
  8259. if( sd->talisman[type] && sd->talisman[type] >= max )
  8260. {
  8261. if(sd->talisman_timer[type][0] != INVALID_TIMER)
  8262. delete_timer(sd->talisman_timer[type][0],pc_talisman_timer);
  8263. sd->talisman[type]--;
  8264. if( sd->talisman[type] != 0 )
  8265. memmove(sd->talisman_timer[type]+0, sd->talisman_timer[type]+1, (sd->talisman[type])*sizeof(int));
  8266. sd->talisman_timer[type][sd->talisman[type]] = INVALID_TIMER;
  8267. }
  8268. tid = add_timer(gettick()+interval, pc_talisman_timer, sd->bl.id, 0);
  8269. ARR_FIND(0, sd->talisman[type], i, sd->talisman_timer[type][i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->talisman_timer[type][i])->tick) < 0);
  8270. if( i != sd->talisman[type] )
  8271. memmove(sd->talisman_timer[type]+i+1, sd->talisman_timer[type]+i, (sd->talisman[type]-i)*sizeof(int));
  8272. sd->talisman_timer[type][i] = tid;
  8273. sd->talisman[type]++;
  8274. clif_talisman(sd, type);
  8275. return 0;
  8276. }
  8277. int pc_del_talisman(struct map_session_data *sd,int count,int type)
  8278. {
  8279. int i;
  8280. nullpo_ret(sd);
  8281. if( sd->talisman[type] <= 0 ) {
  8282. sd->talisman[type] = 0;
  8283. return 0;
  8284. }
  8285. if( count <= 0 )
  8286. return 0;
  8287. if( count > sd->talisman[type] )
  8288. count = sd->talisman[type];
  8289. sd->talisman[type] -= count;
  8290. if( count > 10 )
  8291. count = 10;
  8292. for(i = 0; i < count; i++) {
  8293. if(sd->talisman_timer[type][i] != INVALID_TIMER) {
  8294. delete_timer(sd->talisman_timer[type][i],pc_talisman_timer);
  8295. sd->talisman_timer[type][i] = INVALID_TIMER;
  8296. }
  8297. }
  8298. for(i = count; i < 10; i++) {
  8299. sd->talisman_timer[type][i-count] = sd->talisman_timer[type][i];
  8300. sd->talisman_timer[type][i] = INVALID_TIMER;
  8301. }
  8302. clif_talisman(sd, type);
  8303. return 0;
  8304. }
  8305. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  8306. /*==========================================
  8307. * Renewal EXP/Itemdrop rate modifier base on level penalty
  8308. * 1=exp 2=itemdrop
  8309. *------------------------------------------*/
  8310. int pc_level_penalty_mod(struct map_session_data *sd, int mob_level, uint32 mob_race, uint32 mob_mode, int type)
  8311. {
  8312. int diff, rate = 100, i;
  8313. nullpo_ret(sd);
  8314. diff = mob_level - sd->status.base_level;
  8315. if( diff < 0 )
  8316. diff = MAX_LEVEL + ( ~diff + 1 );
  8317. for(i=0; i<RC_MAX; i++){
  8318. int tmp;
  8319. if( mob_race != i ){
  8320. if( mob_mode&MD_BOSS && i < RC_BOSS )
  8321. i = RC_BOSS;
  8322. else if( i <= RC_BOSS )
  8323. continue;
  8324. }
  8325. if( (tmp=level_penalty[type][i][diff]) > 0 ){
  8326. rate = tmp;
  8327. break;
  8328. }
  8329. }
  8330. return rate;
  8331. }
  8332. #endif
  8333. int pc_split_str(char *str,char **val,int num)
  8334. {
  8335. int i;
  8336. for (i=0; i<num && str; i++){
  8337. val[i] = str;
  8338. str = strchr(str,',');
  8339. if (str && i<num-1) //Do not remove a trailing comma.
  8340. *str++=0;
  8341. }
  8342. return i;
  8343. }
  8344. int pc_split_atoi(char* str, int* val, char sep, int max)
  8345. {
  8346. int i,j;
  8347. for (i=0; i<max; i++) {
  8348. if (!str) break;
  8349. val[i] = atoi(str);
  8350. str = strchr(str,sep);
  8351. if (str)
  8352. *str++=0;
  8353. }
  8354. //Zero up the remaining.
  8355. for(j=i; j < max; j++)
  8356. val[j] = 0;
  8357. return i;
  8358. }
  8359. int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
  8360. {
  8361. static int warning=0;
  8362. int i,j;
  8363. double f;
  8364. for (i=0; i<max; i++) {
  8365. if (!str) break;
  8366. f = atof(str);
  8367. if (f < 0)
  8368. val[i] = 0;
  8369. else if (f > UINT_MAX) {
  8370. val[i] = UINT_MAX;
  8371. if (!warning) {
  8372. warning = 1;
  8373. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  8374. }
  8375. } else
  8376. val[i] = (unsigned int)f;
  8377. str = strchr(str,sep);
  8378. if (str)
  8379. *str++=0;
  8380. }
  8381. //Zero up the remaining.
  8382. for(j=i; j < max; j++)
  8383. val[j] = 0;
  8384. return i;
  8385. }
  8386. /*==========================================
  8387. * sub DB reading.
  8388. * Function used to read skill_tree.txt
  8389. *------------------------------------------*/
  8390. static bool pc_readdb_skilltree(char* fields[], int columns, int current)
  8391. {
  8392. unsigned char joblv = 0, skill_lv;
  8393. uint16 skill_id;
  8394. int idx, class_;
  8395. unsigned int i, offset = 3, skill_idx;
  8396. class_ = atoi(fields[0]);
  8397. skill_id = (uint16)atoi(fields[1]);
  8398. skill_lv = (unsigned char)atoi(fields[2]);
  8399. if(columns==4+MAX_PC_SKILL_REQUIRE*2)
  8400. {// job level requirement extra column
  8401. joblv = (unsigned char)atoi(fields[3]);
  8402. offset++;
  8403. }
  8404. if(!pcdb_checkid(class_))
  8405. {
  8406. ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_);
  8407. return false;
  8408. }
  8409. idx = pc_class2idx(class_);
  8410. //This is to avoid adding two lines for the same skill. [Skotlex]
  8411. ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id );
  8412. if( skill_idx == MAX_SKILL_TREE )
  8413. {
  8414. ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_);
  8415. return false;
  8416. }
  8417. else if(skill_tree[idx][skill_idx].id)
  8418. {
  8419. ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_);
  8420. }
  8421. skill_tree[idx][skill_idx].id = skill_id;
  8422. skill_tree[idx][skill_idx].max = skill_lv;
  8423. skill_tree[idx][skill_idx].joblv = joblv;
  8424. for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++)
  8425. {
  8426. skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]);
  8427. skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]);
  8428. }
  8429. return true;
  8430. }
  8431. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  8432. static bool pc_readdb_levelpenalty(char* fields[], int columns, int current)
  8433. {
  8434. int type, race, diff;
  8435. type = atoi(fields[0]);
  8436. race = atoi(fields[1]);
  8437. diff = atoi(fields[2]);
  8438. if( type != 1 && type != 2 ){
  8439. ShowWarning("pc_readdb_levelpenalty: Invalid type %d specified.\n", type);
  8440. return false;
  8441. }
  8442. if( race < 0 || race > RC_MAX ){
  8443. ShowWarning("pc_readdb_levelpenalty: Invalid race %d specified.\n", race);
  8444. return false;
  8445. }
  8446. diff = min(diff, MAX_LEVEL);
  8447. if( diff < 0 )
  8448. diff = min(MAX_LEVEL + ( ~(diff) + 1 ), MAX_LEVEL*2);
  8449. level_penalty[type][race][diff] = atoi(fields[3]);
  8450. return true;
  8451. }
  8452. #endif
  8453. /*==========================================
  8454. * pc DB reading.
  8455. * exp.txt - required experience values
  8456. * skill_tree.txt - skill tree for every class
  8457. * attr_fix.txt - elemental adjustment table
  8458. *------------------------------------------*/
  8459. int pc_readdb(void)
  8460. {
  8461. int i,j,k,tmp=0;
  8462. FILE *fp;
  8463. char line[24000],*p;
  8464. //reset
  8465. memset(exp_table,0,sizeof(exp_table));
  8466. memset(max_level,0,sizeof(max_level));
  8467. sprintf(line, "%s/"DBPATH"exp.txt", db_path);
  8468. fp=fopen(line, "r");
  8469. if(fp==NULL){
  8470. ShowError("can't read %s\n", line);
  8471. return 1;
  8472. }
  8473. while(fgets(line, sizeof(line), fp))
  8474. {
  8475. int jobs[CLASS_COUNT], job_count, job, job_id;
  8476. int type;
  8477. unsigned int ui,maxlv;
  8478. char *split[4];
  8479. if(line[0]=='/' && line[1]=='/')
  8480. continue;
  8481. if (pc_split_str(line,split,4) < 4)
  8482. continue;
  8483. job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT);
  8484. if (job_count < 1)
  8485. continue;
  8486. job_id = jobs[0];
  8487. if (!pcdb_checkid(job_id)) {
  8488. ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
  8489. continue;
  8490. }
  8491. type = atoi(split[2]);
  8492. if (type < 0 || type > 1) {
  8493. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  8494. continue;
  8495. }
  8496. maxlv = atoi(split[0]);
  8497. if (maxlv > MAX_LEVEL) {
  8498. ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL);
  8499. maxlv = MAX_LEVEL;
  8500. }
  8501. job = jobs[0] = pc_class2idx(job_id);
  8502. //We send one less and then one more because the last entry in the exp array should hold 0.
  8503. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1;
  8504. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  8505. //The reasoning behind the -2 is this... if the max level is 5, then the array
  8506. //should look like this:
  8507. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  8508. while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0)
  8509. max_level[job][type]--;
  8510. if (max_level[job][type] < maxlv) {
  8511. ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job_id, max_level[job][type]);
  8512. ShowInfo("Filling the missing values with the last exp entry.\n");
  8513. //Fill the requested values with the last entry.
  8514. ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2);
  8515. for (; ui+2 < maxlv; ui++)
  8516. exp_table[job][type][ui] = exp_table[job][type][ui-1];
  8517. max_level[job][type] = maxlv;
  8518. }
  8519. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]);
  8520. for (i = 1; i < job_count; i++) {
  8521. job_id = jobs[i];
  8522. if (!pcdb_checkid(job_id)) {
  8523. ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
  8524. continue;
  8525. }
  8526. job = pc_class2idx(job_id);
  8527. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  8528. max_level[job][type] = maxlv;
  8529. // ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]);
  8530. }
  8531. }
  8532. fclose(fp);
  8533. for (i = 0; i < JOB_MAX; i++) {
  8534. if (!pcdb_checkid(i)) continue;
  8535. if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER || i == JOB_HANBOK)
  8536. continue; //Classes that do not need exp tables.
  8537. j = pc_class2idx(i);
  8538. if (!max_level[j][0])
  8539. ShowWarning("Class %s (%d) does not have a base exp table.\n", job_name(i), i);
  8540. if (!max_level[j][1])
  8541. ShowWarning("Class %s (%d) does not have a job exp table.\n", job_name(i), i);
  8542. }
  8543. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  8544. // Reset and read skilltree
  8545. memset(skill_tree,0,sizeof(skill_tree));
  8546. sv_readdb(db_path, DBPATH"skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree);
  8547. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  8548. sv_readdb(db_path, "re/level_penalty.txt", ',', 4, 4, -1, &pc_readdb_levelpenalty);
  8549. for( k=1; k < 3; k++ ){ // fill in the blanks
  8550. for( j = 0; j < RC_MAX; j++ ){
  8551. tmp = 0;
  8552. for( i = 0; i < MAX_LEVEL*2; i++ ){
  8553. if( i == MAX_LEVEL+1 )
  8554. tmp = level_penalty[k][j][0];// reset
  8555. if( level_penalty[k][j][i] > 0 )
  8556. tmp = level_penalty[k][j][i];
  8557. else
  8558. level_penalty[k][j][i] = tmp;
  8559. }
  8560. }
  8561. }
  8562. #endif
  8563. // Reset then read attr_fix
  8564. for(i=0;i<4;i++)
  8565. for(j=0;j<ELE_MAX;j++)
  8566. for(k=0;k<ELE_MAX;k++)
  8567. attr_fix_table[i][j][k]=100;
  8568. sprintf(line, "%s/"DBPATH"attr_fix.txt", db_path);
  8569. fp=fopen(line,"r");
  8570. if(fp==NULL){
  8571. ShowError("can't read %s\n", line);
  8572. return 1;
  8573. }
  8574. while(fgets(line, sizeof(line), fp))
  8575. {
  8576. char *split[10];
  8577. int lv,n;
  8578. if(line[0]=='/' && line[1]=='/')
  8579. continue;
  8580. for(j=0,p=line;j<3 && p;j++){
  8581. split[j]=p;
  8582. p=strchr(p,',');
  8583. if(p) *p++=0;
  8584. }
  8585. if( j < 2 )
  8586. continue;
  8587. lv=atoi(split[0]);
  8588. n=atoi(split[1]);
  8589. for(i=0;i<n && i<ELE_MAX;){
  8590. if( !fgets(line, sizeof(line), fp) )
  8591. break;
  8592. if(line[0]=='/' && line[1]=='/')
  8593. continue;
  8594. for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
  8595. while(*p==32 && *p>0)
  8596. p++;
  8597. attr_fix_table[lv-1][i][j]=atoi(p);
  8598. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  8599. attr_fix_table[lv-1][i][j] = 0;
  8600. p=strchr(p,',');
  8601. if(p) *p++=0;
  8602. }
  8603. i++;
  8604. }
  8605. }
  8606. fclose(fp);
  8607. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  8608. // reset then read statspoint
  8609. memset(statp,0,sizeof(statp));
  8610. i=1;
  8611. sprintf(line, "%s/"DBPATH"statpoint.txt", db_path);
  8612. fp=fopen(line,"r");
  8613. if(fp == NULL){
  8614. ShowWarning("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  8615. //return 1;
  8616. } else {
  8617. while(fgets(line, sizeof(line), fp))
  8618. {
  8619. int stat;
  8620. if(line[0]=='/' && line[1]=='/')
  8621. continue;
  8622. if ((stat=strtoul(line,NULL,10))<0)
  8623. stat=0;
  8624. if (i > MAX_LEVEL)
  8625. break;
  8626. statp[i]=stat;
  8627. i++;
  8628. }
  8629. fclose(fp);
  8630. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  8631. }
  8632. // generate the remaining parts of the db if necessary
  8633. k = battle_config.use_statpoint_table; //save setting
  8634. battle_config.use_statpoint_table = 0; //temporarily disable to force pc_gets_status_point use default values
  8635. statp[0] = 45; // seed value
  8636. for (; i <= MAX_LEVEL; i++)
  8637. statp[i] = statp[i-1] + pc_gets_status_point(i-1);
  8638. battle_config.use_statpoint_table = k; //restore setting
  8639. return 0;
  8640. }
  8641. // Read MOTD on startup. [Valaris]
  8642. int pc_read_motd(void)
  8643. {
  8644. FILE* fp;
  8645. // clear old MOTD
  8646. memset(motd_text, 0, sizeof(motd_text));
  8647. // read current MOTD
  8648. if( ( fp = fopen(motd_txt, "r") ) != NULL )
  8649. {
  8650. char* buf, * ptr;
  8651. unsigned int lines = 0, entries = 0;
  8652. size_t len;
  8653. while( entries < MOTD_LINE_SIZE && fgets(motd_text[entries], sizeof(motd_text[entries]), fp) )
  8654. {
  8655. lines++;
  8656. buf = motd_text[entries];
  8657. if( buf[0] == '/' && buf[1] == '/' )
  8658. {
  8659. continue;
  8660. }
  8661. len = strlen(buf);
  8662. while( len && ( buf[len-1] == '\r' || buf[len-1] == '\n' ) )
  8663. {// strip trailing EOL characters
  8664. len--;
  8665. }
  8666. if( len )
  8667. {
  8668. buf[len] = 0;
  8669. if( ( ptr = strstr(buf, " :") ) != NULL && ptr-buf >= NAME_LENGTH )
  8670. {// crashes newer clients
  8671. 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);
  8672. }
  8673. }
  8674. else
  8675. {// empty line
  8676. buf[0] = ' ';
  8677. buf[1] = 0;
  8678. }
  8679. entries++;
  8680. }
  8681. fclose(fp);
  8682. ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, motd_txt);
  8683. }
  8684. else
  8685. {
  8686. ShowWarning("File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  8687. }
  8688. return 0;
  8689. }
  8690. void pc_itemcd_do(struct map_session_data *sd, bool load) {
  8691. int i,cursor = 0;
  8692. struct item_cd* cd = NULL;
  8693. if( load ) {
  8694. if( !(cd = idb_get(itemcd_db, sd->status.char_id)) ) {
  8695. // no skill cooldown is associated with this character
  8696. return;
  8697. }
  8698. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  8699. if( cd->nameid[i] && DIFF_TICK(gettick(),cd->tick[i]) < 0 ) {
  8700. sd->item_delay[cursor].tick = cd->tick[i];
  8701. sd->item_delay[cursor].nameid = cd->nameid[i];
  8702. cursor++;
  8703. }
  8704. }
  8705. idb_remove(itemcd_db,sd->status.char_id);
  8706. } else {
  8707. if( !(cd = idb_get(itemcd_db,sd->status.char_id)) ) {
  8708. // create a new skill cooldown object for map storage
  8709. CREATE( cd, struct item_cd, 1 );
  8710. idb_put( itemcd_db, sd->status.char_id, cd );
  8711. }
  8712. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  8713. if( sd->item_delay[i].nameid && DIFF_TICK(gettick(),sd->item_delay[i].tick) < 0 ) {
  8714. cd->tick[cursor] = sd->item_delay[i].tick;
  8715. cd->nameid[cursor] = sd->item_delay[i].nameid;
  8716. cursor++;
  8717. }
  8718. }
  8719. }
  8720. return;
  8721. }
  8722. /*==========================================
  8723. * pc Init/Terminate
  8724. *------------------------------------------*/
  8725. void do_final_pc(void) {
  8726. db_destroy(itemcd_db);
  8727. do_final_pc_groups();
  8728. return;
  8729. }
  8730. int do_init_pc(void) {
  8731. itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  8732. pc_readdb();
  8733. pc_read_motd(); // Read MOTD [Valaris]
  8734. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  8735. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  8736. add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end");
  8737. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  8738. add_timer_func_list(pc_autosave, "pc_autosave");
  8739. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  8740. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  8741. add_timer_func_list(pc_endautobonus, "pc_endautobonus");
  8742. add_timer_func_list(pc_talisman_timer, "pc_talisman_timer");
  8743. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  8744. // 0=day, 1=night [Yor]
  8745. night_flag = battle_config.night_at_start ? 1 : 0;
  8746. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  8747. int day_duration = battle_config.day_duration;
  8748. int night_duration = battle_config.night_duration;
  8749. // add night/day timer [Yor]
  8750. add_timer_func_list(map_day_timer, "map_day_timer");
  8751. add_timer_func_list(map_night_timer, "map_night_timer");
  8752. day_timer_tid = add_timer_interval(gettick() + (night_flag ? 0 : day_duration) + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  8753. night_timer_tid = add_timer_interval(gettick() + day_duration + (night_flag ? night_duration : 0), map_night_timer, 0, 0, day_duration + night_duration);
  8754. }
  8755. do_init_pc_groups();
  8756. return 0;
  8757. }