pc.c 209 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 <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <ctype.h>
  7. #include <time.h>
  8. #include <limits.h>
  9. #include "../common/socket.h" // [Valaris]
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/malloc.h"
  14. #include "../common/core.h"
  15. #include "map.h"
  16. #include "chrif.h"
  17. #include "clif.h"
  18. #include "intif.h"
  19. #include "pc.h"
  20. #include "status.h"
  21. #include "npc.h"
  22. #include "mob.h"
  23. #include "pet.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "battle.h"
  27. #include "skill.h"
  28. #include "party.h"
  29. #include "guild.h"
  30. #include "chat.h"
  31. #include "trade.h"
  32. #include "storage.h"
  33. #include "vending.h"
  34. #include "atcommand.h"
  35. #include "log.h"
  36. #ifndef TXT_ONLY // mail system [Valaris]
  37. #include "mail.h"
  38. #endif
  39. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  40. static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
  41. static unsigned int max_level[MAX_PC_CLASS][2];
  42. static short statp[MAX_LEVEL];
  43. // h-files are for declarations, not for implementations... [Shinomori]
  44. struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
  45. // timer for night.day implementation
  46. int day_timer_tid;
  47. int night_timer_tid;
  48. struct fame_list smith_fame_list[MAX_FAME_LIST];
  49. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  50. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  51. static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
  52. static struct gm_account *gm_account = NULL;
  53. static int GM_num = 0;
  54. #define MOTD_LINE_SIZE 128
  55. char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
  56. int pc_isGM(struct map_session_data *sd) {
  57. int i;
  58. nullpo_retr(0, sd);
  59. if(sd->bl.type!=BL_PC )
  60. return 0;
  61. //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
  62. // if ( sd->fd == 0 )
  63. // return 99;
  64. for(i = 0; i < GM_num; i++)
  65. if (gm_account[i].account_id == sd->status.account_id)
  66. return gm_account[i].level;
  67. return 0;
  68. }
  69. int pc_iskiller(struct map_session_data *src, struct map_session_data *target) {
  70. nullpo_retr(0, src);
  71. if(src->bl.type!=BL_PC )
  72. return 0;
  73. if (src->special_state.killer)
  74. return 1;
  75. if(target->bl.type!=BL_PC )
  76. return 0;
  77. if (target->special_state.killable)
  78. return 1;
  79. return 0;
  80. }
  81. int pc_set_gm_level(int account_id, int level) {
  82. int i;
  83. for (i = 0; i < GM_num; i++) {
  84. if (account_id == gm_account[i].account_id) {
  85. gm_account[i].level = level;
  86. return 0;
  87. }
  88. }
  89. GM_num++;
  90. gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
  91. gm_account[GM_num - 1].account_id = account_id;
  92. gm_account[GM_num - 1].level = level;
  93. return 0;
  94. }
  95. static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
  96. struct map_session_data *sd;
  97. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  98. return 1;
  99. if(sd->invincible_timer != tid){
  100. if(battle_config.error_log)
  101. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  102. return 0;
  103. }
  104. sd->invincible_timer=-1;
  105. skill_unit_move(&sd->bl,tick,1);
  106. return 0;
  107. }
  108. int pc_setinvincibletimer(struct map_session_data *sd,int val) {
  109. nullpo_retr(0, sd);
  110. if(sd->invincible_timer != -1)
  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. return 0;
  114. }
  115. int pc_delinvincibletimer(struct map_session_data *sd) {
  116. nullpo_retr(0, sd);
  117. if(sd->invincible_timer != -1) {
  118. delete_timer(sd->invincible_timer,pc_invincible_timer);
  119. sd->invincible_timer = -1;
  120. skill_unit_move(&sd->bl,gettick(),1);
  121. }
  122. return 0;
  123. }
  124. static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
  125. struct map_session_data *sd;
  126. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  127. return 1;
  128. if(sd->spirit_timer[0] != tid){
  129. if(battle_config.error_log)
  130. ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
  131. return 0;
  132. }
  133. if(sd->spiritball <= 0) {
  134. if(battle_config.error_log)
  135. ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
  136. sd->spiritball = 0;
  137. return 0;
  138. }
  139. sd->spiritball--;
  140. // I leave this here as bad example [Shinomori]
  141. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
  142. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
  143. sd->spirit_timer[sd->spiritball]=-1;
  144. clif_spiritball(sd);
  145. return 0;
  146. }
  147. int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
  148. nullpo_retr(0, sd);
  149. if(max > MAX_SKILL_LEVEL)
  150. max = MAX_SKILL_LEVEL;
  151. if(sd->spiritball < 0)
  152. sd->spiritball = 0;
  153. if(sd->spiritball >= max) {
  154. if(sd->spirit_timer[0] != -1)
  155. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  156. // I leave this here as bad example [Shinomori]
  157. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
  158. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
  159. //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
  160. } else
  161. sd->spiritball++;
  162. sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
  163. clif_spiritball(sd);
  164. return 0;
  165. }
  166. int pc_delspiritball(struct map_session_data *sd,int count,int type) {
  167. int i;
  168. nullpo_retr(0, sd);
  169. if(sd->spiritball <= 0) {
  170. sd->spiritball = 0;
  171. return 0;
  172. }
  173. if(count > sd->spiritball)
  174. count = sd->spiritball;
  175. sd->spiritball -= count;
  176. if(count > MAX_SKILL_LEVEL)
  177. count = MAX_SKILL_LEVEL;
  178. for(i=0;i<count;i++) {
  179. if(sd->spirit_timer[i] != -1) {
  180. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  181. sd->spirit_timer[i] = -1;
  182. }
  183. }
  184. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  185. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  186. sd->spirit_timer[i] = -1;
  187. }
  188. if(!type)
  189. clif_spiritball(sd);
  190. return 0;
  191. }
  192. // Increases a player's and displays a notice to him
  193. void pc_addfame(struct map_session_data *sd,int count) {
  194. nullpo_retv(sd);
  195. sd->status.fame += count;
  196. if(sd->status.fame > MAX_FAME)
  197. sd->status.fame = MAX_FAME;
  198. switch(sd->class_&MAPID_UPPERMASK){
  199. case MAPID_BLACKSMITH: // Blacksmith
  200. clif_fame_blacksmith(sd,count);
  201. break;
  202. case MAPID_ALCHEMIST: // Alchemist
  203. clif_fame_alchemist(sd,count);
  204. break;
  205. case MAPID_TAEKWON: // Taekwon
  206. clif_fame_taekwon(sd,count);
  207. break;
  208. }
  209. //FIXME: Is this needed? It places unnecessary stress on the char server.... >.< [Skotlex]
  210. chrif_save(sd,0); // Save to allow up-to-date fame list refresh
  211. chrif_reqfamelist(); // Refresh the fame list
  212. }
  213. // Check whether a player ID is in the Top 10 fame list of its job
  214. int pc_istop10fame(int char_id,int job) {
  215. int i;
  216. switch(job){
  217. case MAPID_BLACKSMITH: // Blacksmith
  218. for(i=0;i<MAX_FAME_LIST;i++){
  219. if(smith_fame_list[i].id==char_id)
  220. return smith_fame_list[i].fame;
  221. }
  222. break;
  223. case MAPID_ALCHEMIST: // Alchemist
  224. for(i=0;i<MAX_FAME_LIST;i++){
  225. if(chemist_fame_list[i].id==char_id)
  226. return chemist_fame_list[i].fame;
  227. }
  228. break;
  229. case MAPID_TAEKWON: // Taekwon
  230. for(i=0;i<MAX_FAME_LIST;i++){
  231. if(taekwon_fame_list[i].id==char_id)
  232. return taekwon_fame_list[i].fame;
  233. }
  234. break;
  235. }
  236. return 0;
  237. }
  238. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  239. //?生や養子の場合の元の職業を算出する
  240. nullpo_retr(0, sd);
  241. //-----------------------
  242. // 死亡した
  243. if(sd->special_state.restart_full_recover || // オシリスカ?ド
  244. sd->state.snovice_flag == 4) { // [Celest]
  245. sd->status.hp=sd->status.max_hp;
  246. sd->status.sp=sd->status.max_sp;
  247. if (sd->state.snovice_flag == 4) {
  248. sd->state.snovice_flag = 0;
  249. sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
  250. }
  251. }
  252. else {
  253. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) { //ノビは半分回復
  254. sd->status.hp=(sd->status.max_hp)/2;
  255. }
  256. else {
  257. if(battle_config.restart_hp_rate <= 0)
  258. sd->status.hp = 1;
  259. else {
  260. sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100;
  261. if(sd->status.hp <= 0)
  262. sd->status.hp = 1;
  263. }
  264. }
  265. if(battle_config.restart_sp_rate > 0) {
  266. int sp = sd->status.max_sp * battle_config.restart_sp_rate /100;
  267. if(sd->status.sp < sp)
  268. sd->status.sp = sp;
  269. }
  270. }
  271. if(type&1)
  272. clif_updatestatus(sd,SP_HP);
  273. if(type&1)
  274. clif_updatestatus(sd,SP_SP);
  275. /* removed exp penalty on spawn [Valaris] */
  276. if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
  277. int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  278. if(zeny < 1) zeny = 1;
  279. sd->status.zeny -= zeny;
  280. if(sd->status.zeny < 0) sd->status.zeny = 0;
  281. clif_updatestatus(sd,SP_ZENY);
  282. }
  283. return 0;
  284. }
  285. /*==========================================
  286. Determines if the GM can give / drop / trade / vend items [Lupus]
  287. Args: GM Level (current player GM level)
  288. * Returns
  289. 1 = this GM can't do it
  290. 0 = this one can do it
  291. *------------------------------------------
  292. */
  293. int pc_can_give_items(int level) {
  294. return ( level >= battle_config.gm_cant_drop_min_lv
  295. && level <= battle_config.gm_cant_drop_max_lv);
  296. }
  297. /*==========================================
  298. * saveに必要なステ?タス修正を行なう
  299. *------------------------------------------
  300. */
  301. int pc_makesavestatus(struct map_session_data *sd)
  302. {
  303. nullpo_retr(0, sd);
  304. if (sd->state.finalsave)
  305. return 0; //Nothing to change.
  306. // 秒フ色は色?弊害が多いので保存?象にはしない
  307. if(!battle_config.save_clothcolor)
  308. sd->status.clothes_color=0;
  309. // 死亡?態だったのでhpを1、位置をセ?ブ場所に?更
  310. if(!sd->state.waitingdisconnect) {
  311. sd->status.option = sd->sc.option; //Since the option saved is in
  312. if(pc_isdead(sd)){
  313. pc_setrestartvalue(sd,0);
  314. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  315. } else {
  316. sd->status.last_point.map = sd->mapindex;
  317. sd->status.last_point.x = sd->bl.x;
  318. sd->status.last_point.y = sd->bl.y;
  319. }
  320. // セ?ブ禁止マップだったので指定位置に移動
  321. if(map[sd->bl.m].flag.nosave){
  322. struct map_data *m=&map[sd->bl.m];
  323. if(m->save.map)
  324. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  325. else
  326. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  327. }
  328. }
  329. return 0;
  330. }
  331. /*==========================================
  332. * 接?暫フ初期化
  333. *------------------------------------------
  334. */
  335. 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) {
  336. nullpo_retr(0, sd);
  337. sd->bl.id = account_id;
  338. sd->char_id = char_id;
  339. sd->login_id1 = login_id1;
  340. sd->login_id2 = 0; // at this point, we can not know the value :(
  341. sd->client_tick = client_tick;
  342. sd->sex = sex;
  343. sd->state.auth = 0;
  344. sd->bl.type = BL_PC;
  345. sd->canlog_tick = gettick();
  346. sd->state.waitingdisconnect = 0;
  347. return 0;
  348. }
  349. int pc_equippoint(struct map_session_data *sd,int n)
  350. {
  351. int ep = 0;
  352. //?生や養子の場合の元の職業を算出する
  353. nullpo_retr(0, sd);
  354. if(sd->inventory_data[n]) {
  355. ep = sd->inventory_data[n]->equip;
  356. if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
  357. if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
  358. return 34;
  359. }
  360. }
  361. return ep;
  362. }
  363. int pc_setinventorydata(struct map_session_data *sd)
  364. {
  365. int i,id;
  366. nullpo_retr(0, sd);
  367. for(i=0;i<MAX_INVENTORY;i++) {
  368. id = sd->status.inventory[i].nameid;
  369. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  370. }
  371. return 0;
  372. }
  373. int pc_calcweapontype(struct map_session_data *sd)
  374. {
  375. nullpo_retr(0, sd);
  376. if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
  377. sd->status.weapon = sd->weapontype1;
  378. else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// 左手武器 Only
  379. sd->status.weapon = sd->weapontype2;
  380. else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?短?
  381. sd->status.weapon = MAX_WEAPON_TYPE+1;
  382. else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??手?
  383. sd->status.weapon = MAX_WEAPON_TYPE+2;
  384. else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??手斧
  385. sd->status.weapon = MAX_WEAPON_TYPE+3;
  386. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) ||
  387. (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // 短? - ?手?
  388. sd->status.weapon = MAX_WEAPON_TYPE+4;
  389. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) ||
  390. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // 短? - 斧
  391. sd->status.weapon = MAX_WEAPON_TYPE+5;
  392. else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) ||
  393. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?手? - 斧
  394. sd->status.weapon = MAX_WEAPON_TYPE+6;
  395. else
  396. sd->status.weapon = sd->weapontype1;
  397. return 0;
  398. }
  399. int pc_setequipindex(struct map_session_data *sd)
  400. {
  401. int i,j;
  402. nullpo_retr(0, sd);
  403. for(i=0;i<11;i++)
  404. sd->equip_index[i] = -1;
  405. for(i=0;i<MAX_INVENTORY;i++) {
  406. if(sd->status.inventory[i].nameid <= 0)
  407. continue;
  408. if(sd->status.inventory[i].equip) {
  409. for(j=0;j<11;j++)
  410. if(sd->status.inventory[i].equip & equip_pos[j])
  411. sd->equip_index[j] = i;
  412. if(sd->status.inventory[i].equip & 0x0002) {
  413. if(sd->inventory_data[i])
  414. sd->weapontype1 = sd->inventory_data[i]->look;
  415. else
  416. sd->weapontype1 = 0;
  417. }
  418. if(sd->status.inventory[i].equip & 0x0020) {
  419. if(sd->inventory_data[i]) {
  420. if(sd->inventory_data[i]->type == 4) {
  421. if(sd->status.inventory[i].equip == 0x0020)
  422. sd->weapontype2 = sd->inventory_data[i]->look;
  423. else
  424. sd->weapontype2 = 0;
  425. }
  426. else
  427. sd->weapontype2 = 0;
  428. }
  429. else
  430. sd->weapontype2 = 0;
  431. }
  432. }
  433. }
  434. pc_calcweapontype(sd);
  435. return 0;
  436. }
  437. static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
  438. int i;
  439. struct item *item = &sd->status.inventory[eqindex];
  440. struct item_data *data;
  441. if ( //Crafted/made/hatched items.
  442. item->card[0]==0x00ff ||
  443. item->card[0]==0x00fe ||
  444. item->card[0]==(short)0xff00
  445. )
  446. return 1;
  447. for (i=0;i<s;i++) {
  448. if (item->card[i] &&
  449. (data = itemdb_exists(item->card[i])) &&
  450. data->flag.no_equip&flag
  451. )
  452. return 0;
  453. }
  454. return 1;
  455. }
  456. int pc_isequip(struct map_session_data *sd,int n)
  457. {
  458. struct item_data *item;
  459. //?生や養子の場合の元の職業を算出する
  460. nullpo_retr(0, sd);
  461. item = sd->inventory_data[n];
  462. if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
  463. return 1;
  464. if(item == NULL)
  465. return 0;
  466. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  467. return 0;
  468. if(item->sex != 2 && sd->status.sex != item->sex)
  469. return 0;
  470. if(map[sd->bl.m].flag.pvp && item->flag.no_equip&1)
  471. return 0;
  472. if(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2)
  473. return 0;
  474. if(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone)
  475. return 0;
  476. if (sd->sc.count) {
  477. if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
  478. return 0;
  479. if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
  480. return 0;
  481. if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1)
  482. return 0;
  483. if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1)
  484. return 0;
  485. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
  486. //Spirit of Super Novice equip bonuses. [Skotlex]
  487. if (sd->status.base_level > 90 && item->equip & 0x301)
  488. return 1; //Can equip all helms
  489. if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
  490. switch(item->look) { //In weapons, the look determines type of weapon.
  491. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  492. case W_1HSWORD: //All 1H swords
  493. case W_1HAXE: //All 1H Axes
  494. case W_MACE: //All Maces
  495. case W_STAFF: //All Staffs
  496. return 1;
  497. }
  498. }
  499. }
  500. //Not equipable by class. [Skotlex]
  501. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  502. return 0;
  503. //Not equipable by upper class. [Skotlex]
  504. if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
  505. return 0;
  506. return 1;
  507. }
  508. /*==========================================
  509. * session idに問題無し
  510. * char鯖から送られてきたステ?タスを設定
  511. *------------------------------------------
  512. */
  513. int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
  514. {
  515. struct party *p;
  516. struct guild *g;
  517. int i;
  518. unsigned long tick = gettick();
  519. if (sd->state.auth) //Temporary debug. [Skotlex]
  520. {
  521. ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
  522. return 1;
  523. }
  524. sd->login_id2 = login_id2;
  525. memcpy(&sd->status, st, sizeof(*st));
  526. if (sd->status.sex != sd->sex) {
  527. clif_authfail_fd(sd->fd, 0);
  528. return 1;
  529. }
  530. //Set the map-server used job id. [Skotlex]
  531. i = pc_jobid2mapid(sd->status.class_);
  532. if (i == -1) { //Invalid class?
  533. if (battle_config.error_log)
  534. 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);
  535. sd->status.class_ = JOB_NOVICE;
  536. sd->class_ = MAPID_NOVICE;
  537. } else
  538. sd->class_ = i;
  539. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  540. // 基本的な初期化
  541. sd->state.connect_new = 1;
  542. sd->speed = DEFAULT_WALK_SPEED;
  543. sd->followtimer = -1; // [MouseJstr]
  544. sd->skillitem = -1;
  545. sd->skillitemlv = -1;
  546. sd->invincible_timer = -1;
  547. sd->canregen_tick = tick;
  548. sd->canuseitem_tick = tick;
  549. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  550. sd->spirit_timer[i] = -1;
  551. if (battle_config.item_auto_get)
  552. sd->state.autoloot = 10000;
  553. if (battle_config.disp_experience)
  554. sd->state.showexp = 1;
  555. if (battle_config.disp_zeny)
  556. sd->state.showzeny = 1;
  557. if (battle_config.display_delay_skill_fail)
  558. sd->state.showdelay = 1;
  559. // Request all registries.
  560. intif_request_registry(sd,7);
  561. // アイテムチェック
  562. pc_setinventorydata(sd);
  563. pc_checkitem(sd);
  564. //Set here because we need the inventory data for weapon sprite parsing.
  565. status_set_viewdata(&sd->bl, sd->status.class_);
  566. status_change_init(&sd->bl);
  567. unit_dataset(&sd->bl);
  568. // pet
  569. sd->pet_hungry_timer = -1;
  570. if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
  571. (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
  572. sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
  573. else
  574. sd->status.option &= OPTION_MASK;
  575. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  576. // パ?ティ??係の初期化
  577. sd->party_x = -1;
  578. sd->party_y = -1;
  579. sd->guild_x = -1;
  580. sd->guild_y = -1;
  581. // イベント?係の初期化
  582. for(i = 0; i < MAX_EVENTTIMER; i++)
  583. sd->eventtimer[i] = -1;
  584. sd->npc_timer_id = -1;
  585. // Moved PVP timer initialisation before set_pos
  586. sd->pvp_timer = -1;
  587. // 位置の設定
  588. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
  589. if(battle_config.error_log)
  590. 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);
  591. // try warping to a default map instead (church graveyard)
  592. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
  593. // if we fail again
  594. clif_authfail_fd(sd->fd, 0);
  595. return 1;
  596. }
  597. }
  598. // pet
  599. if (sd->status.pet_id > 0)
  600. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  601. // パ?ティ、ギルドデ?タの要求
  602. if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL)
  603. party_request_info(sd->status.party_id);
  604. if (sd->status.guild_id > 0)
  605. {
  606. if ((g = guild_search(sd->status.guild_id)) == NULL)
  607. guild_request_info(sd->status.guild_id);
  608. else if (strcmp(sd->status.name,g->master) == 0)
  609. { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
  610. guild_block_skill(sd, 300000);
  611. //Also set the Guild Master flag.
  612. sd->state.gmaster_flag = g;
  613. }
  614. }
  615. // 通知
  616. clif_authok(sd);
  617. map_addiddb(&sd->bl);
  618. if (map_charid2nick(sd->status.char_id) == NULL)
  619. map_addchariddb(sd->status.char_id, sd->status.name);
  620. // Notify everyone that this char logged in [Skotlex].
  621. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
  622. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  623. sd->die_counter=-1;
  624. //Until the reg values arrive, set them to not require trigger...
  625. sd->state.event_death = 1;
  626. sd->state.event_kill_pc = 1;
  627. sd->state.event_disconnect = 1;
  628. sd->state.event_kill_mob = 1;
  629. // ステ?タス初期計算など
  630. status_calc_pc(sd,1);
  631. sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
  632. { //Add IP field
  633. unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
  634. if (pc_isGM(sd))
  635. ShowInfo("GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3], pc_isGM(sd));
  636. else
  637. ShowInfo("Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3]);
  638. }
  639. // Send friends list
  640. clif_friendslist_send(sd);
  641. if (battle_config.display_version == 1){
  642. char buf[256];
  643. sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
  644. clif_displaymessage(sd->fd, buf);
  645. }
  646. // Message of the Day [Valaris]
  647. {
  648. int ln;
  649. for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
  650. if (battle_config.motd_type)
  651. clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
  652. else
  653. clif_displaymessage(sd->fd, motd_text[ln]);
  654. }
  655. }
  656. #ifndef TXT_ONLY
  657. if(mail_server_enable)
  658. mail_check(sd,1); // check mail at login [Valaris]
  659. #endif
  660. // message of the limited time of the account
  661. if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
  662. char tmpstr[1024];
  663. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  664. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  665. }
  666. if(sd->status.manner < 0) //Needed or manner will always be negative.
  667. sc_start(&sd->bl,SC_NOCHAT,100,0,0);
  668. return 0;
  669. }
  670. /*==========================================
  671. * Closes a connection because it failed to be authenticated from the char server.
  672. *------------------------------------------
  673. */
  674. int pc_authfail(struct map_session_data *sd) {
  675. if (sd->state.auth) //Temporary debug. [Skotlex]
  676. ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
  677. if (!sd->fd)
  678. ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
  679. clif_authfail_fd(sd->fd, 0);
  680. return 0;
  681. }
  682. /*==========================================
  683. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  684. *------------------------------------------
  685. */
  686. int pc_reg_received(struct map_session_data *sd)
  687. {
  688. int i,j;
  689. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  690. char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
  691. pc_clean_skilltree(sd); //Clean skill tree before loading reg-based skills
  692. sd->change_level = pc_readglobalreg(sd,"jobchange_level");
  693. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  694. if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  695. status_calc_pc(sd, 0); //Check +10 to all stats bonus.
  696. if (pc_checkskill(sd, TK_MISSION)) {
  697. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  698. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  699. }
  700. //SG map and mob read [Komurka]
  701. for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
  702. {
  703. if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
  704. sd->feel_map[i].index = j;
  705. sd->feel_map[i].m = map_mapindex2mapid(j);
  706. } else {
  707. sd->feel_map[i].index = 0;
  708. sd->feel_map[i].m = -1;
  709. }
  710. sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
  711. }
  712. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  713. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  714. if (sd->cloneskill_id > 0) {
  715. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  716. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  717. if (i < sd->status.skill[sd->cloneskill_id].lv)
  718. sd->status.skill[sd->cloneskill_id].lv = i;
  719. sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
  720. clif_skillinfoblock(sd);
  721. }
  722. }
  723. // Automated script events
  724. if (script_config.event_requires_trigger) {
  725. sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
  726. sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name);
  727. sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name);
  728. sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
  729. // if script triggers are not required
  730. } else {
  731. sd->state.event_death = 1;
  732. sd->state.event_kill_pc = 1;
  733. sd->state.event_disconnect = 1;
  734. sd->state.event_kill_mob = 1;
  735. }
  736. if (script_config.event_script_type == 0) {
  737. struct npc_data *npc;
  738. if ((npc = npc_name2id(script_config.login_event_name))) {
  739. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLoginNPC
  740. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.login_event_name);
  741. }
  742. } else {
  743. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  744. npc_event_doall_id(script_config.login_event_name, sd->bl.id), script_config.login_event_name);
  745. }
  746. return 0;
  747. }
  748. static int pc_calc_skillpoint(struct map_session_data* sd)
  749. {
  750. int i,skill,inf2,skill_point=0;
  751. nullpo_retr(0, sd);
  752. for(i=1;i<MAX_SKILL;i++){
  753. if( (skill = pc_checkskill(sd,i)) > 0) {
  754. inf2 = skill_get_inf2(i);
  755. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  756. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  757. ) {
  758. if(!sd->status.skill[i].flag)
  759. skill_point += skill;
  760. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  761. skill_point += (sd->status.skill[i].flag - 2);
  762. }
  763. }
  764. }
  765. }
  766. return skill_point;
  767. }
  768. /*==========================================
  769. * ?えられるスキルの計算
  770. *------------------------------------------
  771. */
  772. int pc_calc_skilltree(struct map_session_data *sd)
  773. {
  774. int i,id=0,flag;
  775. int c=0;
  776. nullpo_retr(0, sd);
  777. i = pc_calc_skilltree_normalize_job(sd);
  778. c = pc_mapid2jobid(i, sd->status.sex);
  779. if (c == -1) { //Unable to normalize job??
  780. if (battle_config.error_log)
  781. 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);
  782. return 1;
  783. }
  784. for(i=0;i<MAX_SKILL;i++){
  785. if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
  786. sd->status.skill[i].id=0; //First clear skills.
  787. }
  788. for(i=0;i<MAX_SKILL;i++){
  789. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills.
  790. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
  791. sd->status.skill[i].flag=0;
  792. }
  793. if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU)
  794. { //Enable Bard/Dancer spirit linked skills.
  795. if (sd->status.sex) { //Link dancer skills to bard.
  796. sd->status.skill[i].id=i;
  797. sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  798. sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  799. } else { //Link bard skills to dancer.
  800. sd->status.skill[i-8].id=i-8;
  801. sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
  802. sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  803. }
  804. }
  805. }
  806. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  807. for(i=0;i<MAX_SKILL;i++){
  808. if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
  809. continue;
  810. if (skill_get_max(i) > 0)
  811. sd->status.skill[i].id=i;
  812. }
  813. return 0;
  814. }
  815. do {
  816. flag=0;
  817. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  818. int j,f=1;
  819. if(!battle_config.skillfree) {
  820. for(j=0;j<5;j++) {
  821. if( skill_tree[c][i].need[j].id &&
  822. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  823. skill_tree[c][i].need[j].lv) {
  824. f=0;
  825. break;
  826. }
  827. }
  828. if (sd->status.job_level < skill_tree[c][i].joblv)
  829. f=0;
  830. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  831. f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  832. }
  833. if(sd->status.skill[id].id==0 ){
  834. if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && skill_get_inf2(id)&INF2_SPIRIT_SKILL) { //Enable Spirit Skills. [Skotlex]
  835. sd->status.skill[id].id=id;
  836. sd->status.skill[id].lv=1;
  837. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  838. flag=1;
  839. } else if (f){
  840. sd->status.skill[id].id=id;
  841. flag=1;
  842. }
  843. }
  844. }
  845. } while(flag);
  846. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON)) {
  847. //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
  848. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  849. if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
  850. continue; //Do not include Quest/Wedding skills.
  851. if(sd->status.skill[id].id==0 ){
  852. sd->status.skill[id].id=id;
  853. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  854. } else
  855. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  856. sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
  857. }
  858. }
  859. return 0;
  860. }
  861. // Make sure all the skills are in the correct condition
  862. // before persisting to the backend.. [MouseJstr]
  863. int pc_clean_skilltree(struct map_session_data *sd) {
  864. int i;
  865. for (i = 0; i < MAX_SKILL; i++){
  866. if (sd->status.skill[i].flag == 13){
  867. sd->status.skill[i].id = 0;
  868. sd->status.skill[i].lv = 0;
  869. sd->status.skill[i].flag = 0;
  870. }
  871. }
  872. return 0;
  873. }
  874. int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
  875. int skill_point;
  876. int c = sd->class_;
  877. if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  878. return c; //Only Normalize non-first classes (and non-super novice)
  879. skill_point = pc_calc_skillpoint(sd);
  880. if(skill_point < 9)
  881. c = MAPID_NOVICE;
  882. else if (sd->status.skill_point >= (int)sd->status.job_level
  883. && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
  884. //Send it to first class.
  885. c &= MAPID_BASEMASK;
  886. }
  887. if (sd->class_&JOBL_UPPER) //Convert to Upper
  888. c |= JOBL_UPPER;
  889. else if (sd->class_&JOBL_BABY) //Convert to Baby
  890. c |= JOBL_BABY;
  891. return c;
  892. }
  893. /*==========================================
  894. * 重量アイコンの確認
  895. *------------------------------------------
  896. */
  897. int pc_checkweighticon(struct map_session_data *sd)
  898. {
  899. int flag=0;
  900. nullpo_retr(0, sd);
  901. //Consider the battle option 50% criteria....
  902. if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
  903. flag=1;
  904. if(sd->weight*10 >= sd->max_weight*9)
  905. flag=2;
  906. if(flag==1){
  907. if(sd->sc.data[SC_WEIGHT50].timer==-1)
  908. sc_start(&sd->bl,SC_WEIGHT50,100,0,0);
  909. }else{
  910. if(sd->sc.data[SC_WEIGHT50].timer!=-1)
  911. status_change_end(&sd->bl,SC_WEIGHT50,-1);
  912. }
  913. if(flag==2){
  914. if(sd->sc.data[SC_WEIGHT90].timer==-1)
  915. sc_start(&sd->bl,SC_WEIGHT90,100,0,0);
  916. }else{
  917. if(sd->sc.data[SC_WEIGHT90].timer!=-1)
  918. status_change_end(&sd->bl,SC_WEIGHT90,-1);
  919. }
  920. return 0;
  921. }
  922. int pc_disguise(struct map_session_data *sd, int class_) {
  923. if (!class_ && !sd->disguise)
  924. return 0;
  925. if (class_ && (sd->disguise || pc_isriding(sd)))
  926. return 0;
  927. pc_stop_walking(sd, 0);
  928. clif_clearchar(&sd->bl, 0);
  929. if (!class_) {
  930. sd->disguise = 0;
  931. class_ = sd->status.class_;
  932. } else
  933. sd->disguise=class_;
  934. status_set_viewdata(&sd->bl, class_);
  935. clif_changeoption(&sd->bl);
  936. clif_spawn(&sd->bl);
  937. return 1;
  938. }
  939. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
  940. int i;
  941. for (i = 0; i < max && spell[i].id; i++) {
  942. if (spell[i].card_id == card_id &&
  943. spell[i].id == id && spell[i].lv == lv)
  944. {
  945. if (!battle_config.autospell_stacking)
  946. return 0;
  947. rate += spell[i].rate;
  948. break;
  949. }
  950. }
  951. if (i == max) {
  952. if (battle_config.error_log)
  953. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  954. return 0;
  955. }
  956. spell[i].id = id;
  957. spell[i].lv = lv;
  958. spell[i].rate = rate;
  959. spell[i].card_id = card_id;
  960. return 1;
  961. }
  962. static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) {
  963. int i;
  964. //Apply config rate adjustment settings.
  965. if (rate >= 0) { //Absolute drop.
  966. if (battle_config.item_rate_adddrop != 100)
  967. rate = rate*battle_config.item_rate_adddrop/100;
  968. if (rate < battle_config.item_drop_adddrop_min)
  969. rate = battle_config.item_drop_adddrop_min;
  970. else if (rate > battle_config.item_drop_adddrop_max)
  971. rate = battle_config.item_drop_adddrop_max;
  972. } else { //Relative drop, max/min limits are applied at drop time.
  973. if (battle_config.item_rate_adddrop != 100)
  974. rate = rate*battle_config.item_rate_adddrop/100;
  975. if (rate > -1)
  976. rate = -1;
  977. }
  978. for(i = 0; i < *count; i++) {
  979. if(
  980. (id && drop[i].id == id) ||
  981. (group && drop[i].group == group)
  982. ) {
  983. drop[i].race |= race;
  984. if(drop[i].rate > 0 && rate > 0)
  985. { //Both are absolute rates.
  986. if (drop[i].rate < rate)
  987. drop[i].rate = rate;
  988. } else
  989. if(drop[i].rate < 0 && rate < 0) {
  990. //Both are relative rates.
  991. if (drop[i].rate > rate)
  992. drop[i].rate = rate;
  993. } else if (rate < 0) //Give preference to relative rate.
  994. drop[i].rate = rate;
  995. return 1;
  996. }
  997. }
  998. if(*count >= MAX_PC_BONUS) {
  999. if (battle_config.error_log)
  1000. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS);
  1001. return 0;
  1002. }
  1003. drop[*count].id = id;
  1004. drop[*count].group = group;
  1005. drop[*count].race |= race;
  1006. drop[*count].rate = rate;
  1007. (*count)++;
  1008. return 1;
  1009. }
  1010. /*==========================================
  1011. * ? 備品による能力等のボ?ナス設定
  1012. *------------------------------------------
  1013. */
  1014. int pc_bonus(struct map_session_data *sd,int type,int val)
  1015. {
  1016. nullpo_retr(0, sd);
  1017. switch(type){
  1018. case SP_STR:
  1019. case SP_AGI:
  1020. case SP_VIT:
  1021. case SP_INT:
  1022. case SP_DEX:
  1023. case SP_LUK:
  1024. if(sd->state.lr_flag != 2)
  1025. sd->parame[type-SP_STR]+=val;
  1026. break;
  1027. case SP_ATK1:
  1028. if(!sd->state.lr_flag)
  1029. sd->right_weapon.watk+=val;
  1030. else if(sd->state.lr_flag == 1)
  1031. sd->left_weapon.watk+=val;
  1032. break;
  1033. case SP_ATK2:
  1034. if(!sd->state.lr_flag)
  1035. sd->right_weapon.watk2+=val;
  1036. else if(sd->state.lr_flag == 1)
  1037. sd->left_weapon.watk2+=val;
  1038. break;
  1039. case SP_BASE_ATK:
  1040. if(sd->state.lr_flag != 2)
  1041. sd->base_atk+=val;
  1042. break;
  1043. case SP_MATK1:
  1044. if(sd->state.lr_flag != 2)
  1045. sd->matk1 += val;
  1046. break;
  1047. case SP_MATK2:
  1048. if(sd->state.lr_flag != 2)
  1049. sd->matk2 += val;
  1050. break;
  1051. case SP_MATK:
  1052. if(sd->state.lr_flag != 2) {
  1053. sd->matk1 += val;
  1054. sd->matk2 += val;
  1055. }
  1056. break;
  1057. case SP_DEF1:
  1058. if(sd->state.lr_flag != 2)
  1059. sd->def+=val;
  1060. break;
  1061. case SP_DEF2:
  1062. if(sd->state.lr_flag != 2)
  1063. sd->def2+=val;
  1064. break;
  1065. case SP_MDEF1:
  1066. if(sd->state.lr_flag != 2)
  1067. sd->mdef+=val;
  1068. break;
  1069. case SP_MDEF2:
  1070. if(sd->state.lr_flag != 2)
  1071. sd->mdef+=val;
  1072. break;
  1073. case SP_HIT:
  1074. if(sd->state.lr_flag != 2)
  1075. sd->hit+=val;
  1076. else
  1077. sd->arrow_hit+=val;
  1078. break;
  1079. case SP_FLEE1:
  1080. if(sd->state.lr_flag != 2)
  1081. sd->flee+=val;
  1082. break;
  1083. case SP_FLEE2:
  1084. if(sd->state.lr_flag != 2)
  1085. sd->flee2+=val*10;
  1086. break;
  1087. case SP_CRITICAL:
  1088. if(sd->state.lr_flag != 2)
  1089. sd->critical+=val*10;
  1090. else
  1091. sd->arrow_cri += val*10;
  1092. break;
  1093. case SP_ATKELE:
  1094. if(!sd->state.lr_flag)
  1095. sd->right_weapon.atk_ele=val;
  1096. else if(sd->state.lr_flag == 1)
  1097. sd->left_weapon.atk_ele=val;
  1098. else if(sd->state.lr_flag == 2)
  1099. sd->arrow_ele=val;
  1100. break;
  1101. case SP_DEFELE:
  1102. if(sd->state.lr_flag != 2)
  1103. sd->def_ele=val;
  1104. break;
  1105. case SP_MAXHP:
  1106. if(sd->state.lr_flag != 2)
  1107. sd->status.max_hp+=val;
  1108. break;
  1109. case SP_MAXSP:
  1110. if(sd->state.lr_flag != 2)
  1111. sd->status.max_sp+=val;
  1112. break;
  1113. case SP_CASTRATE:
  1114. if(sd->state.lr_flag != 2)
  1115. sd->castrate+=val;
  1116. break;
  1117. case SP_MAXHPRATE:
  1118. if(sd->state.lr_flag != 2)
  1119. sd->hprate+=val;
  1120. break;
  1121. case SP_MAXSPRATE:
  1122. if(sd->state.lr_flag != 2)
  1123. sd->sprate+=val;
  1124. break;
  1125. case SP_SPRATE:
  1126. if(sd->state.lr_flag != 2)
  1127. sd->dsprate+=val;
  1128. break;
  1129. case SP_ATTACKRANGE:
  1130. if(!sd->state.lr_flag)
  1131. sd->attackrange += val;
  1132. else if(sd->state.lr_flag == 1)
  1133. sd->attackrange_ += val;
  1134. else if(sd->state.lr_flag == 2)
  1135. sd->arrow_range += val;
  1136. break;
  1137. case SP_ADD_SPEED: //Raw increase
  1138. if(sd->state.lr_flag != 2)
  1139. sd->speed -= val;
  1140. break;
  1141. case SP_SPEED_RATE: //Non stackable increase
  1142. if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
  1143. sd->speed_rate = 100-val;
  1144. break;
  1145. case SP_SPEED_ADDRATE: //Stackable increase
  1146. if(sd->state.lr_flag != 2)
  1147. sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
  1148. break;
  1149. case SP_ASPD: //Raw increase
  1150. if(sd->state.lr_flag != 2)
  1151. sd->aspd -= val*10;
  1152. break;
  1153. case SP_ASPD_RATE: //Non stackable increase
  1154. if(sd->state.lr_flag != 2 && sd->aspd_rate > 100-val)
  1155. sd->aspd_rate = 100-val;
  1156. break;
  1157. case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
  1158. if(sd->state.lr_flag != 2)
  1159. sd->aspd_add_rate -= val;
  1160. break;
  1161. case SP_HP_RECOV_RATE:
  1162. if(sd->state.lr_flag != 2)
  1163. sd->hprecov_rate += val;
  1164. break;
  1165. case SP_SP_RECOV_RATE:
  1166. if(sd->state.lr_flag != 2)
  1167. sd->sprecov_rate += val;
  1168. break;
  1169. case SP_CRITICAL_DEF:
  1170. if(sd->state.lr_flag != 2)
  1171. sd->critical_def += val;
  1172. break;
  1173. case SP_NEAR_ATK_DEF:
  1174. if(sd->state.lr_flag != 2)
  1175. sd->near_attack_def_rate += val;
  1176. break;
  1177. case SP_LONG_ATK_DEF:
  1178. if(sd->state.lr_flag != 2)
  1179. sd->long_attack_def_rate += val;
  1180. break;
  1181. case SP_DOUBLE_RATE:
  1182. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  1183. sd->double_rate = val;
  1184. break;
  1185. case SP_DOUBLE_ADD_RATE:
  1186. if(sd->state.lr_flag == 0)
  1187. sd->double_add_rate += val;
  1188. break;
  1189. case SP_MATK_RATE:
  1190. if(sd->state.lr_flag != 2)
  1191. sd->matk_rate += val;
  1192. break;
  1193. case SP_IGNORE_DEF_ELE:
  1194. if(!sd->state.lr_flag)
  1195. sd->right_weapon.ignore_def_ele |= 1<<val;
  1196. else if(sd->state.lr_flag == 1)
  1197. sd->left_weapon.ignore_def_ele |= 1<<val;
  1198. break;
  1199. case SP_IGNORE_DEF_RACE:
  1200. if(!sd->state.lr_flag)
  1201. sd->right_weapon.ignore_def_race |= 1<<val;
  1202. else if(sd->state.lr_flag == 1)
  1203. sd->left_weapon.ignore_def_race |= 1<<val;
  1204. break;
  1205. case SP_ATK_RATE:
  1206. if(sd->state.lr_flag != 2)
  1207. sd->atk_rate += val;
  1208. break;
  1209. case SP_MAGIC_ATK_DEF:
  1210. if(sd->state.lr_flag != 2)
  1211. sd->magic_def_rate += val;
  1212. break;
  1213. case SP_MISC_ATK_DEF:
  1214. if(sd->state.lr_flag != 2)
  1215. sd->misc_def_rate += val;
  1216. break;
  1217. case SP_IGNORE_MDEF_ELE:
  1218. if(sd->state.lr_flag != 2)
  1219. sd->ignore_mdef_ele |= 1<<val;
  1220. break;
  1221. case SP_IGNORE_MDEF_RACE:
  1222. if(sd->state.lr_flag != 2)
  1223. sd->ignore_mdef_race |= 1<<val;
  1224. break;
  1225. case SP_PERFECT_HIT_RATE:
  1226. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  1227. sd->perfect_hit = val;
  1228. break;
  1229. case SP_PERFECT_HIT_ADD_RATE:
  1230. if(sd->state.lr_flag != 2)
  1231. sd->perfect_hit_add += val;
  1232. break;
  1233. case SP_CRITICAL_RATE:
  1234. if(sd->state.lr_flag != 2)
  1235. sd->critical_rate+=val;
  1236. break;
  1237. case SP_DEF_RATIO_ATK_ELE:
  1238. if(!sd->state.lr_flag)
  1239. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  1240. else if(sd->state.lr_flag == 1)
  1241. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  1242. break;
  1243. case SP_DEF_RATIO_ATK_RACE:
  1244. if(!sd->state.lr_flag)
  1245. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  1246. else if(sd->state.lr_flag == 1)
  1247. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  1248. break;
  1249. case SP_HIT_RATE:
  1250. if(sd->state.lr_flag != 2)
  1251. sd->hit_rate += val;
  1252. break;
  1253. case SP_FLEE_RATE:
  1254. if(sd->state.lr_flag != 2)
  1255. sd->flee_rate += val;
  1256. break;
  1257. case SP_FLEE2_RATE:
  1258. if(sd->state.lr_flag != 2)
  1259. sd->flee2_rate += val;
  1260. break;
  1261. case SP_DEF_RATE:
  1262. if(sd->state.lr_flag != 2)
  1263. sd->def_rate += val;
  1264. break;
  1265. case SP_DEF2_RATE:
  1266. if(sd->state.lr_flag != 2)
  1267. sd->def2_rate += val;
  1268. break;
  1269. case SP_MDEF_RATE:
  1270. if(sd->state.lr_flag != 2)
  1271. sd->mdef_rate += val;
  1272. break;
  1273. case SP_MDEF2_RATE:
  1274. if(sd->state.lr_flag != 2)
  1275. sd->mdef2_rate += val;
  1276. break;
  1277. case SP_RESTART_FULL_RECOVER:
  1278. if(sd->state.lr_flag != 2)
  1279. sd->special_state.restart_full_recover = 1;
  1280. break;
  1281. case SP_NO_CASTCANCEL:
  1282. if(sd->state.lr_flag != 2)
  1283. sd->special_state.no_castcancel = 1;
  1284. break;
  1285. case SP_NO_CASTCANCEL2:
  1286. if(sd->state.lr_flag != 2)
  1287. sd->special_state.no_castcancel2 = 1;
  1288. break;
  1289. case SP_NO_SIZEFIX:
  1290. if(sd->state.lr_flag != 2)
  1291. sd->special_state.no_sizefix = 1;
  1292. break;
  1293. case SP_NO_MAGIC_DAMAGE:
  1294. if(sd->state.lr_flag != 2)
  1295. sd->special_state.no_magic_damage = 1;
  1296. break;
  1297. case SP_NO_WEAPON_DAMAGE:
  1298. if(sd->state.lr_flag != 2)
  1299. sd->special_state.no_weapon_damage = 1;
  1300. break;
  1301. case SP_NO_GEMSTONE:
  1302. if(sd->state.lr_flag != 2)
  1303. sd->special_state.no_gemstone = 1;
  1304. break;
  1305. case SP_INFINITE_ENDURE:
  1306. if(sd->state.lr_flag != 2) {
  1307. sd->special_state.infinite_endure = 1;
  1308. if (sd->sc.data[SC_ENDURE].timer == -1)
  1309. sc_start(&sd->bl,SC_ENDURE,100,11,600000);
  1310. }
  1311. break;
  1312. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  1313. if(sd->state.lr_flag != 2)
  1314. sd->special_state.intravision = 1;
  1315. break;
  1316. case SP_SPLASH_RANGE:
  1317. if(sd->state.lr_flag != 2 && sd->splash_range < val)
  1318. sd->splash_range = val;
  1319. break;
  1320. case SP_SPLASH_ADD_RANGE:
  1321. if(sd->state.lr_flag != 2)
  1322. sd->splash_add_range += val;
  1323. break;
  1324. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  1325. if(sd->state.lr_flag != 2)
  1326. sd->short_weapon_damage_return += val;
  1327. break;
  1328. case SP_LONG_WEAPON_DAMAGE_RETURN:
  1329. if(sd->state.lr_flag != 2)
  1330. sd->long_weapon_damage_return += val;
  1331. break;
  1332. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  1333. if(sd->state.lr_flag != 2)
  1334. sd->magic_damage_return += val;
  1335. break;
  1336. case SP_ALL_STATS: // [Valaris]
  1337. if(sd->state.lr_flag!=2) {
  1338. sd->parame[SP_STR-SP_STR]+=val;
  1339. sd->parame[SP_AGI-SP_STR]+=val;
  1340. sd->parame[SP_VIT-SP_STR]+=val;
  1341. sd->parame[SP_INT-SP_STR]+=val;
  1342. sd->parame[SP_DEX-SP_STR]+=val;
  1343. sd->parame[SP_LUK-SP_STR]+=val;
  1344. }
  1345. break;
  1346. case SP_AGI_VIT: // [Valaris]
  1347. if(sd->state.lr_flag!=2) {
  1348. sd->parame[SP_AGI-SP_STR]+=val;
  1349. sd->parame[SP_VIT-SP_STR]+=val;
  1350. }
  1351. break;
  1352. case SP_AGI_DEX_STR: // [Valaris]
  1353. if(sd->state.lr_flag!=2) {
  1354. sd->parame[SP_AGI-SP_STR]+=val;
  1355. sd->parame[SP_DEX-SP_STR]+=val;
  1356. sd->parame[SP_STR-SP_STR]+=val;
  1357. }
  1358. break;
  1359. case SP_PERFECT_HIDE: // [Valaris]
  1360. if(sd->state.lr_flag!=2) {
  1361. sd->state.perfect_hiding=1;
  1362. }
  1363. break;
  1364. case SP_DISGUISE: // Disguise script for items [Valaris]
  1365. if(sd->state.lr_flag!=2)
  1366. pc_disguise(sd, val);
  1367. break;
  1368. case SP_UNBREAKABLE:
  1369. if(sd->state.lr_flag!=2) {
  1370. sd->unbreakable += val;
  1371. }
  1372. break;
  1373. case SP_UNBREAKABLE_WEAPON:
  1374. if(sd->state.lr_flag != 2)
  1375. sd->unbreakable_equip |= EQP_WEAPON;
  1376. break;
  1377. case SP_UNBREAKABLE_ARMOR:
  1378. if(sd->state.lr_flag != 2)
  1379. sd->unbreakable_equip |= EQP_ARMOR;
  1380. break;
  1381. case SP_UNBREAKABLE_HELM:
  1382. if(sd->state.lr_flag != 2)
  1383. sd->unbreakable_equip |= EQP_HELM;
  1384. break;
  1385. case SP_UNBREAKABLE_SHIELD:
  1386. if(sd->state.lr_flag != 2)
  1387. sd->unbreakable_equip |= EQP_SHIELD;
  1388. break;
  1389. case SP_CLASSCHANGE: // [Valaris]
  1390. if(sd->state.lr_flag !=2){
  1391. sd->classchange=val;
  1392. }
  1393. break;
  1394. case SP_LONG_ATK_RATE:
  1395. //if(sd->state.lr_flag != 2 && sd->long_attack_atk_rate < val)
  1396. // sd->long_attack_atk_rate = val;
  1397. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  1398. sd->long_attack_atk_rate+=val;
  1399. break;
  1400. case SP_BREAK_WEAPON_RATE:
  1401. if(sd->state.lr_flag != 2)
  1402. sd->break_weapon_rate+=val;
  1403. break;
  1404. case SP_BREAK_ARMOR_RATE:
  1405. if(sd->state.lr_flag != 2)
  1406. sd->break_armor_rate+=val;
  1407. break;
  1408. case SP_ADD_STEAL_RATE:
  1409. if(sd->state.lr_flag != 2)
  1410. sd->add_steal_rate+=val;
  1411. break;
  1412. case SP_DELAYRATE:
  1413. if(sd->state.lr_flag != 2)
  1414. sd->delayrate+=val;
  1415. break;
  1416. case SP_CRIT_ATK_RATE:
  1417. if(sd->state.lr_flag != 2)
  1418. sd->crit_atk_rate += val;
  1419. break;
  1420. case SP_NO_REGEN:
  1421. if(sd->state.lr_flag != 2)
  1422. sd->no_regen = val;
  1423. break;
  1424. case SP_UNSTRIPABLE_WEAPON:
  1425. if(sd->state.lr_flag != 2)
  1426. sd->unstripable_equip |= EQP_WEAPON;
  1427. break;
  1428. case SP_UNSTRIPABLE:
  1429. case SP_UNSTRIPABLE_ARMOR:
  1430. if(sd->state.lr_flag != 2)
  1431. sd->unstripable_equip |= EQP_ARMOR;
  1432. break;
  1433. case SP_UNSTRIPABLE_HELM:
  1434. if(sd->state.lr_flag != 2)
  1435. sd->unstripable_equip |= EQP_HELM;
  1436. break;
  1437. case SP_UNSTRIPABLE_SHIELD:
  1438. if(sd->state.lr_flag != 2)
  1439. sd->unstripable_equip |= EQP_SHIELD;
  1440. break;
  1441. case SP_HP_DRAIN_VALUE:
  1442. if(!sd->state.lr_flag) {
  1443. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1444. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1445. }
  1446. else if(sd->state.lr_flag == 1) {
  1447. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1448. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1449. }
  1450. break;
  1451. case SP_SP_DRAIN_VALUE:
  1452. if(!sd->state.lr_flag) {
  1453. sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
  1454. sd->right_weapon.sp_drain[RC_BOSS].value += val;
  1455. }
  1456. else if(sd->state.lr_flag == 1) {
  1457. sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
  1458. sd->left_weapon.sp_drain[RC_BOSS].value += val;
  1459. }
  1460. break;
  1461. case SP_SP_GAIN_VALUE:
  1462. if(!sd->state.lr_flag)
  1463. sd->sp_gain_value += val;
  1464. break;
  1465. case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
  1466. if(!sd->state.lr_flag)
  1467. sd->right_weapon.ignore_def_mob |= 1<<val;
  1468. else if(sd->state.lr_flag == 1)
  1469. sd->left_weapon.ignore_def_mob |= 1<<val;
  1470. break;
  1471. case SP_HP_GAIN_VALUE:
  1472. if(!sd->state.lr_flag)
  1473. sd->hp_gain_value += val;
  1474. break;
  1475. default:
  1476. if(battle_config.error_log)
  1477. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  1478. break;
  1479. }
  1480. return 0;
  1481. }
  1482. /*==========================================
  1483. * ? 備品による能力等のボ?ナス設定
  1484. *------------------------------------------
  1485. */
  1486. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  1487. {
  1488. int i;
  1489. nullpo_retr(0, sd);
  1490. switch(type){
  1491. case SP_ADDELE:
  1492. if(!sd->state.lr_flag)
  1493. sd->right_weapon.addele[type2]+=val;
  1494. else if(sd->state.lr_flag == 1)
  1495. sd->left_weapon.addele[type2]+=val;
  1496. else if(sd->state.lr_flag == 2)
  1497. sd->arrow_addele[type2]+=val;
  1498. break;
  1499. case SP_ADDRACE:
  1500. if(!sd->state.lr_flag)
  1501. sd->right_weapon.addrace[type2]+=val;
  1502. else if(sd->state.lr_flag == 1)
  1503. sd->left_weapon.addrace[type2]+=val;
  1504. else if(sd->state.lr_flag == 2)
  1505. sd->arrow_addrace[type2]+=val;
  1506. break;
  1507. case SP_ADDSIZE:
  1508. if(!sd->state.lr_flag)
  1509. sd->right_weapon.addsize[type2]+=val;
  1510. else if(sd->state.lr_flag == 1)
  1511. sd->left_weapon.addsize[type2]+=val;
  1512. else if(sd->state.lr_flag == 2)
  1513. sd->arrow_addsize[type2]+=val;
  1514. break;
  1515. case SP_SUBELE:
  1516. if(sd->state.lr_flag != 2)
  1517. sd->subele[type2]+=val;
  1518. break;
  1519. case SP_SUBRACE:
  1520. if(sd->state.lr_flag != 2)
  1521. sd->subrace[type2]+=val;
  1522. break;
  1523. case SP_ADDEFF:
  1524. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1525. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  1526. break;
  1527. }
  1528. if(sd->state.lr_flag != 2)
  1529. sd->addeff[type2-SC_COMMON_MIN]+=val;
  1530. else
  1531. sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
  1532. break;
  1533. case SP_ADDEFF2:
  1534. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1535. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  1536. break;
  1537. }
  1538. if(sd->state.lr_flag != 2)
  1539. sd->addeff2[type2-SC_COMMON_MIN]+=val;
  1540. else
  1541. sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
  1542. break;
  1543. case SP_RESEFF:
  1544. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1545. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  1546. break;
  1547. }
  1548. if(sd->state.lr_flag != 2)
  1549. sd->reseff[type2-SC_COMMON_MIN]+=val;
  1550. break;
  1551. case SP_MAGIC_ADDELE:
  1552. if(sd->state.lr_flag != 2)
  1553. sd->magic_addele[type2]+=val;
  1554. break;
  1555. case SP_MAGIC_ADDRACE:
  1556. if(sd->state.lr_flag != 2)
  1557. sd->magic_addrace[type2]+=val;
  1558. break;
  1559. case SP_MAGIC_ADDSIZE:
  1560. if(sd->state.lr_flag != 2)
  1561. sd->magic_addsize[type2]+=val;
  1562. break;
  1563. case SP_ADD_DAMAGE_CLASS:
  1564. if(!sd->state.lr_flag) {
  1565. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1566. if(sd->right_weapon.add_damage_classid[i] == type2) {
  1567. sd->right_weapon.add_damage_classrate[i] += val;
  1568. break;
  1569. }
  1570. }
  1571. if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
  1572. sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
  1573. sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
  1574. sd->right_weapon.add_damage_class_count++;
  1575. }
  1576. }
  1577. else if(sd->state.lr_flag == 1) {
  1578. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1579. if(sd->left_weapon.add_damage_classid[i] == type2) {
  1580. sd->left_weapon.add_damage_classrate[i] += val;
  1581. break;
  1582. }
  1583. }
  1584. if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
  1585. sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
  1586. sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
  1587. sd->left_weapon.add_damage_class_count++;
  1588. }
  1589. }
  1590. break;
  1591. case SP_ADD_MAGIC_DAMAGE_CLASS:
  1592. if(sd->state.lr_flag != 2) {
  1593. for(i=0;i<sd->add_mdmg_count;i++) {
  1594. if(sd->add_mdmg[i].class_ == type2) {
  1595. sd->add_mdmg[i].rate += val;
  1596. break;
  1597. }
  1598. }
  1599. if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
  1600. sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
  1601. sd->add_mdmg[sd->add_mdmg_count].rate += val;
  1602. sd->add_mdmg_count++;
  1603. }
  1604. }
  1605. break;
  1606. case SP_ADD_DEF_CLASS:
  1607. if(sd->state.lr_flag != 2) {
  1608. for(i=0;i<sd->add_def_count;i++) {
  1609. if(sd->add_def[i].class_ == type2) {
  1610. sd->add_def[i].rate += val;
  1611. break;
  1612. }
  1613. }
  1614. if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
  1615. sd->add_def[sd->add_def_count].class_ = type2;
  1616. sd->add_def[sd->add_def_count].rate += val;
  1617. sd->add_def_count++;
  1618. }
  1619. }
  1620. break;
  1621. case SP_ADD_MDEF_CLASS:
  1622. if(sd->state.lr_flag != 2) {
  1623. for(i=0;i<sd->add_mdef_count;i++) {
  1624. if(sd->add_mdef[i].class_ == type2) {
  1625. sd->add_mdef[i].rate += val;
  1626. break;
  1627. }
  1628. }
  1629. if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
  1630. sd->add_mdef[sd->add_mdef_count].class_ = type2;
  1631. sd->add_mdef[sd->add_mdef_count].rate += val;
  1632. sd->add_mdef_count++;
  1633. }
  1634. }
  1635. break;
  1636. case SP_HP_DRAIN_RATE:
  1637. if(!sd->state.lr_flag) {
  1638. sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1639. sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
  1640. sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
  1641. sd->right_weapon.hp_drain[RC_BOSS].per += val;
  1642. }
  1643. else if(sd->state.lr_flag == 1) {
  1644. sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1645. sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
  1646. sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
  1647. sd->left_weapon.hp_drain[RC_BOSS].per += val;
  1648. }
  1649. break;
  1650. case SP_HP_DRAIN_VALUE:
  1651. if(!sd->state.lr_flag) {
  1652. sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
  1653. sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
  1654. sd->right_weapon.hp_drain[RC_BOSS].value += type2;
  1655. sd->right_weapon.hp_drain[RC_BOSS].type = val;
  1656. }
  1657. else if(sd->state.lr_flag == 1) {
  1658. sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
  1659. sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
  1660. sd->left_weapon.hp_drain[RC_BOSS].value += type2;
  1661. sd->left_weapon.hp_drain[RC_BOSS].type = val;
  1662. }
  1663. break;
  1664. case SP_SP_DRAIN_RATE:
  1665. if(!sd->state.lr_flag) {
  1666. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1667. sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
  1668. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  1669. sd->right_weapon.sp_drain[RC_BOSS].per += val;
  1670. }
  1671. else if(sd->state.lr_flag == 1) {
  1672. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1673. sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
  1674. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  1675. sd->left_weapon.sp_drain[RC_BOSS].per += val;
  1676. }
  1677. break;
  1678. case SP_SP_DRAIN_VALUE:
  1679. if(!sd->state.lr_flag) {
  1680. sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
  1681. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  1682. sd->right_weapon.sp_drain[RC_BOSS].value += type2;
  1683. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  1684. }
  1685. else if(sd->state.lr_flag == 1) {
  1686. sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
  1687. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  1688. sd->left_weapon.sp_drain[RC_BOSS].value += type2;
  1689. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  1690. }
  1691. break;
  1692. case SP_SP_VANISH_RATE:
  1693. if(sd->state.lr_flag != 2) {
  1694. sd->sp_vanish_rate += type2;
  1695. sd->sp_vanish_per += val;
  1696. }
  1697. break;
  1698. case SP_GET_ZENY_NUM:
  1699. if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
  1700. {
  1701. sd->get_zeny_rate = val;
  1702. sd->get_zeny_num = type2;
  1703. }
  1704. break;
  1705. case SP_ADD_GET_ZENY_NUM:
  1706. if(sd->state.lr_flag != 2)
  1707. {
  1708. sd->get_zeny_rate += val;
  1709. sd->get_zeny_num += type2;
  1710. }
  1711. break;
  1712. case SP_WEAPON_COMA_ELE:
  1713. if(sd->state.lr_flag != 2)
  1714. sd->weapon_coma_ele[type2] += val;
  1715. break;
  1716. case SP_WEAPON_COMA_RACE:
  1717. if(sd->state.lr_flag != 2)
  1718. sd->weapon_coma_race[type2] += val;
  1719. break;
  1720. case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
  1721. if(sd->state.lr_flag !=2){
  1722. sd->random_attack_increase_add = type2;
  1723. sd->random_attack_increase_per += val;
  1724. }
  1725. break;
  1726. case SP_WEAPON_ATK:
  1727. if(sd->state.lr_flag != 2)
  1728. sd->weapon_atk[type2]+=val;
  1729. break;
  1730. case SP_WEAPON_ATK_RATE:
  1731. if(sd->state.lr_flag != 2)
  1732. sd->weapon_atk_rate[type2]+=val;
  1733. break;
  1734. case SP_CRITICAL_ADDRACE:
  1735. if(sd->state.lr_flag != 2)
  1736. sd->critaddrace[type2] += val*10;
  1737. break;
  1738. case SP_ADDEFF_WHENHIT:
  1739. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1740. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  1741. break;
  1742. }
  1743. if(sd->state.lr_flag != 2) {
  1744. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1745. sd->addeff3_type[type2-SC_COMMON_MIN]=1;
  1746. }
  1747. break;
  1748. case SP_ADDEFF_WHENHIT_SHORT:
  1749. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1750. ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
  1751. break;
  1752. }
  1753. if(sd->state.lr_flag != 2) {
  1754. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1755. sd->addeff3_type[type2-SC_COMMON_MIN]=0;
  1756. }
  1757. break;
  1758. case SP_SKILL_ATK:
  1759. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
  1760. if (i == MAX_PC_BONUS)
  1761. { //Better mention this so the array length can be updated. [Skotlex]
  1762. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1763. break;
  1764. }
  1765. if(sd->state.lr_flag != 2) {
  1766. if (sd->skillatk[i].id == type2)
  1767. sd->skillatk[i].val += val;
  1768. else {
  1769. sd->skillatk[i].id = type2;
  1770. sd->skillatk[i].val = val;
  1771. }
  1772. }
  1773. break;
  1774. case SP_ADD_SKILL_BLOW:
  1775. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
  1776. if (i == MAX_PC_BONUS)
  1777. { //Better mention this so the array length can be updated. [Skotlex]
  1778. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1779. break;
  1780. }
  1781. if(sd->state.lr_flag != 2) {
  1782. if (sd->skillblown[i].id == type2)
  1783. sd->skillblown[i].val += val;
  1784. else {
  1785. sd->skillblown[i].id = type2;
  1786. sd->skillblown[i].val = val;
  1787. }
  1788. }
  1789. break;
  1790. case SP_ADD_DAMAGE_BY_CLASS:
  1791. if(sd->state.lr_flag != 2) {
  1792. for(i=0;i<sd->add_dmg_count;i++) {
  1793. if(sd->add_dmg[i].class_ == type2) {
  1794. sd->add_dmg[i].rate += val;
  1795. break;
  1796. }
  1797. }
  1798. if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
  1799. sd->add_dmg[sd->add_dmg_count].class_ = type2;
  1800. sd->add_dmg[sd->add_dmg_count].rate += val;
  1801. sd->add_dmg_count++;
  1802. }
  1803. }
  1804. break;
  1805. case SP_HP_LOSS_RATE:
  1806. if(sd->state.lr_flag != 2) {
  1807. sd->hp_loss_value = type2;
  1808. sd->hp_loss_rate = val;
  1809. }
  1810. break;
  1811. case SP_ADDRACE2:
  1812. if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
  1813. break;
  1814. if(sd->state.lr_flag != 2)
  1815. sd->right_weapon.addrace2[type2] += val;
  1816. else
  1817. sd->left_weapon.addrace2[type2] += val;
  1818. break;
  1819. case SP_SUBSIZE:
  1820. if(sd->state.lr_flag != 2)
  1821. sd->subsize[type2]+=val;
  1822. break;
  1823. case SP_SUBRACE2:
  1824. if(sd->state.lr_flag != 2)
  1825. sd->subrace2[type2]+=val;
  1826. break;
  1827. case SP_ADD_ITEM_HEAL_RATE:
  1828. if(sd->state.lr_flag != 2)
  1829. sd->itemhealrate[type2 - 1] += val;
  1830. break;
  1831. case SP_EXP_ADDRACE:
  1832. if(sd->state.lr_flag != 2)
  1833. sd->expaddrace[type2]+=val;
  1834. break;
  1835. case SP_SP_GAIN_RACE:
  1836. if(sd->state.lr_flag != 2)
  1837. sd->sp_gain_race[type2]+=val;
  1838. break;
  1839. case SP_ADD_MONSTER_DROP_ITEM:
  1840. if (sd->state.lr_flag != 2)
  1841. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, (1<<10)|(1<<11), val);
  1842. break;
  1843. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1844. if (sd->state.lr_flag != 2)
  1845. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<10)|(1<<11), val);
  1846. break;
  1847. case SP_SP_LOSS_RATE:
  1848. if(sd->state.lr_flag != 2) {
  1849. sd->sp_loss_value = type2;
  1850. sd->sp_loss_rate = val;
  1851. }
  1852. break;
  1853. case SP_HP_DRAIN_VALUE_RACE:
  1854. if(!sd->state.lr_flag) {
  1855. sd->right_weapon.hp_drain[type2].value += val;
  1856. }
  1857. else if(sd->state.lr_flag == 1) {
  1858. sd->left_weapon.hp_drain[type2].value += val;
  1859. }
  1860. break;
  1861. case SP_SP_DRAIN_VALUE_RACE:
  1862. if(!sd->state.lr_flag) {
  1863. sd->right_weapon.sp_drain[type2].value += val;
  1864. }
  1865. else if(sd->state.lr_flag == 1) {
  1866. sd->left_weapon.sp_drain[type2].value += val;
  1867. }
  1868. break;
  1869. default:
  1870. if(battle_config.error_log)
  1871. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  1872. break;
  1873. }
  1874. return 0;
  1875. }
  1876. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  1877. {
  1878. nullpo_retr(0, sd);
  1879. switch(type){
  1880. case SP_ADD_MONSTER_DROP_ITEM:
  1881. if(sd->state.lr_flag != 2)
  1882. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<<type3, val);
  1883. break;
  1884. case SP_AUTOSPELL:
  1885. if(sd->state.lr_flag != 2)
  1886. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  1887. break;
  1888. case SP_AUTOSPELL_WHENHIT:
  1889. if(sd->state.lr_flag != 2)
  1890. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  1891. break;
  1892. case SP_HP_LOSS_RATE:
  1893. if(sd->state.lr_flag != 2) {
  1894. sd->hp_loss_value = type2;
  1895. sd->hp_loss_rate = type3;
  1896. sd->hp_loss_type = val;
  1897. }
  1898. break;
  1899. case SP_SP_DRAIN_RATE:
  1900. if(!sd->state.lr_flag) {
  1901. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1902. sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
  1903. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  1904. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  1905. sd->right_weapon.sp_drain[RC_BOSS].per += type3;
  1906. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  1907. }
  1908. else if(sd->state.lr_flag == 1) {
  1909. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1910. sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
  1911. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  1912. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  1913. sd->left_weapon.sp_drain[RC_BOSS].per += type3;
  1914. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  1915. }
  1916. break;
  1917. case SP_HP_DRAIN_RATE_RACE:
  1918. if(!sd->state.lr_flag) {
  1919. sd->right_weapon.hp_drain[type2].rate += type3;
  1920. sd->right_weapon.hp_drain[type2].per += val;
  1921. }
  1922. else if(sd->state.lr_flag == 1) {
  1923. sd->left_weapon.hp_drain[type2].rate += type3;
  1924. sd->left_weapon.hp_drain[type2].per += val;
  1925. }
  1926. break;
  1927. case SP_SP_DRAIN_RATE_RACE:
  1928. if(!sd->state.lr_flag) {
  1929. sd->right_weapon.sp_drain[type2].rate += type3;
  1930. sd->right_weapon.sp_drain[type2].per += val;
  1931. }
  1932. else if(sd->state.lr_flag == 1) {
  1933. sd->left_weapon.sp_drain[type2].rate += type3;
  1934. sd->left_weapon.sp_drain[type2].per += val;
  1935. }
  1936. break;
  1937. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1938. if (sd->state.lr_flag != 2)
  1939. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<<type3, val);
  1940. break;
  1941. default:
  1942. if(battle_config.error_log)
  1943. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  1944. break;
  1945. }
  1946. return 0;
  1947. }
  1948. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  1949. {
  1950. nullpo_retr(0, sd);
  1951. switch(type){
  1952. case SP_AUTOSPELL:
  1953. if(sd->state.lr_flag != 2)
  1954. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  1955. break;
  1956. case SP_AUTOSPELL_WHENHIT:
  1957. if(sd->state.lr_flag != 2)
  1958. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  1959. break;
  1960. default:
  1961. if(battle_config.error_log)
  1962. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  1963. break;
  1964. }
  1965. return 0;
  1966. }
  1967. /*==========================================
  1968. * スクリプトによるスキル所得
  1969. *------------------------------------------
  1970. */
  1971. int pc_skill(struct map_session_data *sd,int id,int level,int flag)
  1972. {
  1973. nullpo_retr(0, sd);
  1974. if(level>MAX_SKILL_LEVEL){
  1975. if(battle_config.error_log)
  1976. ShowError("support card skill only!\n");
  1977. return 0;
  1978. }
  1979. if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
  1980. sd->status.skill[id].lv=level;
  1981. status_calc_pc(sd,0);
  1982. clif_skillinfoblock(sd);
  1983. }
  1984. else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
  1985. sd->status.skill[id].lv+=level;
  1986. status_calc_pc(sd,0);
  1987. clif_skillinfoblock(sd);
  1988. }
  1989. else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
  1990. if(sd->status.skill[id].id==id)
  1991. sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶
  1992. else {
  1993. sd->status.skill[id].id=id;
  1994. sd->status.skill[id].flag=1; // cardスキルとする
  1995. }
  1996. sd->status.skill[id].lv=level;
  1997. }
  1998. return 0;
  1999. }
  2000. /*==========================================
  2001. * カ?ド?入
  2002. *------------------------------------------
  2003. */
  2004. int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
  2005. {
  2006. int i, ep;
  2007. int nameid, cardid;
  2008. nullpo_retr(0, sd);
  2009. if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
  2010. return 0; //Invalid card index.
  2011. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
  2012. return 0; //Invalid item index.
  2013. nameid=sd->status.inventory[idx_equip].nameid;
  2014. cardid=sd->status.inventory[idx_card].nameid;
  2015. ep=sd->inventory_data[idx_card]->equip;
  2016. if( nameid <= 0 || cardid <= 0 ||
  2017. (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
  2018. sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
  2019. sd->status.inventory[idx_equip].identify==0 || // 未鑑定
  2020. sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
  2021. sd->status.inventory[idx_equip].card[0]==0x00fe ||
  2022. sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
  2023. !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
  2024. (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
  2025. sd->status.inventory[idx_equip].equip){
  2026. clif_insert_card(sd,idx_equip,idx_card,1);
  2027. return 0;
  2028. }
  2029. for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
  2030. if( sd->status.inventory[idx_equip].card[i] == 0){
  2031. // 空きスロットが� ったので差し?む
  2032. sd->status.inventory[idx_equip].card[i]=cardid;
  2033. // カ?ドは減らす
  2034. clif_insert_card(sd,idx_equip,idx_card,0);
  2035. pc_delitem(sd,idx_card,1,1);
  2036. return 0;
  2037. }
  2038. }
  2039. clif_insert_card(sd,idx_equip,idx_card,1);
  2040. return 0;
  2041. }
  2042. //
  2043. // アイテム物
  2044. //
  2045. /*==========================================
  2046. * スキルによる買い値修正
  2047. *------------------------------------------
  2048. */
  2049. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  2050. {
  2051. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  2052. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  2053. rate1 = 5+skill*2-((skill==10)? 1:0);
  2054. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  2055. rate2 = 5+skill*4;
  2056. if(rate1 < rate2) rate1 = rate2;
  2057. if(rate1)
  2058. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  2059. if(val < 0) val = 0;
  2060. if(orig_value > 0 && val < 1) val = 1;
  2061. return val;
  2062. }
  2063. /*==========================================
  2064. * スキルによる?り値修正
  2065. *------------------------------------------
  2066. */
  2067. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  2068. {
  2069. int skill,val = orig_value,rate = 0;
  2070. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  2071. rate = 5+skill*2-((skill==10)? 1:0);
  2072. if(rate)
  2073. val = (int)((double)orig_value*(double)(100+rate)/100.);
  2074. if(val < 0) val = 0;
  2075. if(orig_value > 0 && val < 1) val = 1;
  2076. return val;
  2077. }
  2078. /*==========================================
  2079. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  2080. * 3万個制限にかかるか確認
  2081. *------------------------------------------
  2082. */
  2083. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  2084. {
  2085. int i;
  2086. nullpo_retr(0, sd);
  2087. if(itemdb_isequip(nameid))
  2088. return ADDITEM_NEW;
  2089. for(i=0;i<MAX_INVENTORY;i++){
  2090. if(sd->status.inventory[i].nameid==nameid){
  2091. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2092. return ADDITEM_OVERAMOUNT;
  2093. return ADDITEM_EXIST;
  2094. }
  2095. }
  2096. if(amount > MAX_AMOUNT)
  2097. return ADDITEM_OVERAMOUNT;
  2098. return ADDITEM_NEW;
  2099. }
  2100. /*==========================================
  2101. * 空きアイテム欄の個?
  2102. *------------------------------------------
  2103. */
  2104. int pc_inventoryblank(struct map_session_data *sd)
  2105. {
  2106. int i,b;
  2107. nullpo_retr(0, sd);
  2108. for(i=0,b=0;i<MAX_INVENTORY;i++){
  2109. if(sd->status.inventory[i].nameid==0)
  2110. b++;
  2111. }
  2112. return b;
  2113. }
  2114. /*==========================================
  2115. * お金を?う
  2116. *------------------------------------------
  2117. */
  2118. int pc_payzeny(struct map_session_data *sd,int zeny)
  2119. {
  2120. double z;
  2121. nullpo_retr(0, sd);
  2122. z = (double)sd->status.zeny;
  2123. if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
  2124. return 1;
  2125. sd->status.zeny-=zeny;
  2126. clif_updatestatus(sd,SP_ZENY);
  2127. return 0;
  2128. }
  2129. /*==========================================
  2130. * お金を得る
  2131. *------------------------------------------
  2132. */
  2133. int pc_getzeny(struct map_session_data *sd,int zeny)
  2134. {
  2135. double z;
  2136. nullpo_retr(0, sd);
  2137. z = (double)sd->status.zeny;
  2138. if(z + (double)zeny > MAX_ZENY) {
  2139. zeny = 0;
  2140. sd->status.zeny = MAX_ZENY;
  2141. }
  2142. sd->status.zeny+=zeny;
  2143. clif_updatestatus(sd,SP_ZENY);
  2144. if(zeny > 0 && sd->state.showzeny){
  2145. char output[255];
  2146. sprintf(output, "Gained %dz.", zeny);
  2147. clif_disp_onlyself(sd,output,strlen(output));
  2148. }
  2149. return 0;
  2150. }
  2151. /*==========================================
  2152. * アイテムを探して、インデックスを返す
  2153. *------------------------------------------
  2154. */
  2155. int pc_search_inventory(struct map_session_data *sd,int item_id)
  2156. {
  2157. int i;
  2158. nullpo_retr(-1, sd);
  2159. for(i=0;i<MAX_INVENTORY;i++) {
  2160. if(sd->status.inventory[i].nameid == item_id &&
  2161. (sd->status.inventory[i].amount > 0 || item_id == 0))
  2162. return i;
  2163. }
  2164. return -1;
  2165. }
  2166. /*==========================================
  2167. * アイテム追加。個?のみitem構造?の?字を無視
  2168. *------------------------------------------
  2169. */
  2170. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2171. {
  2172. struct item_data *data;
  2173. int i;
  2174. long w;
  2175. nullpo_retr(1, sd);
  2176. nullpo_retr(1, item_data);
  2177. if(item_data->nameid <= 0 || amount <= 0)
  2178. return 1;
  2179. data = itemdb_search(item_data->nameid);
  2180. w = data->weight*amount;
  2181. if(w + (long)sd->weight > (long)sd->max_weight || w + (long)sd->weight < 0) //Weight overflow check?
  2182. return 2;
  2183. i = MAX_INVENTORY;
  2184. if (!itemdb_isequip2(data)){
  2185. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2186. for (i = 0; i < MAX_INVENTORY; i++)
  2187. if(sd->status.inventory[i].nameid == item_data->nameid &&
  2188. sd->status.inventory[i].card[0] == item_data->card[0] &&
  2189. sd->status.inventory[i].card[1] == item_data->card[1] &&
  2190. sd->status.inventory[i].card[2] == item_data->card[2] &&
  2191. sd->status.inventory[i].card[3] == item_data->card[3])
  2192. {
  2193. if (amount < 0 || amount > MAX_AMOUNT || sd->status.inventory[i].amount + amount > MAX_AMOUNT)
  2194. return 5;
  2195. sd->status.inventory[i].amount += amount;
  2196. clif_additem(sd,i,amount,0);
  2197. break;
  2198. }
  2199. }
  2200. if (i >= MAX_INVENTORY){
  2201. // 装 備品か未所有品だったので空き欄へ追加
  2202. i = pc_search_inventory(sd,0);
  2203. if(i >= 0) {
  2204. // clear equips field first, just in case
  2205. if (item_data->equip != 0)
  2206. item_data->equip = 0;
  2207. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  2208. sd->status.inventory[i].amount = amount;
  2209. sd->inventory_data[i] = data;
  2210. clif_additem(sd,i,amount,0);
  2211. }
  2212. else return 4;
  2213. }
  2214. sd->weight += (int)w;
  2215. clif_updatestatus(sd,SP_WEIGHT);
  2216. return 0;
  2217. }
  2218. /*==========================================
  2219. * アイテムを減らす
  2220. *------------------------------------------
  2221. */
  2222. int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
  2223. {
  2224. nullpo_retr(1, sd);
  2225. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  2226. return 1;
  2227. sd->status.inventory[n].amount -= amount;
  2228. sd->weight -= sd->inventory_data[n]->weight*amount ;
  2229. if(sd->status.inventory[n].amount<=0){
  2230. if(sd->status.inventory[n].equip)
  2231. pc_unequipitem(sd,n,3);
  2232. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  2233. sd->inventory_data[n] = NULL;
  2234. }
  2235. if(!(type&1))
  2236. clif_delitem(sd,n,amount);
  2237. if(!(type&2))
  2238. clif_updatestatus(sd,SP_WEIGHT);
  2239. return 0;
  2240. }
  2241. /*==========================================
  2242. * アイテムを落す
  2243. *------------------------------------------
  2244. */
  2245. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  2246. {
  2247. nullpo_retr(1, sd);
  2248. if(n < 0 || n >= MAX_INVENTORY)
  2249. return 0;
  2250. if(amount <= 0)
  2251. return 0;
  2252. if (sd->status.inventory[n].nameid <= 0 ||
  2253. sd->status.inventory[n].amount < amount ||
  2254. sd->trade_partner != 0 || sd->vender_id != 0 ||
  2255. sd->status.inventory[n].amount <= 0)
  2256. return 0;
  2257. if (map[sd->bl.m].flag.nodrop) {
  2258. clif_displaymessage (sd->fd, msg_txt(271));
  2259. return 0; //Can't drop items in nodrop mapflag maps.
  2260. }
  2261. if (!pc_candrop(sd,sd->status.inventory[n].nameid)) {
  2262. clif_displaymessage (sd->fd, msg_txt(263));
  2263. return 0;
  2264. }
  2265. //Logs items, dropped by (P)layers [Lupus]
  2266. if(log_config.pick > 0 )
  2267. log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
  2268. //Logs
  2269. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2))
  2270. return 0;
  2271. pc_delitem(sd, n, amount, 0);
  2272. return 1;
  2273. }
  2274. /*==========================================
  2275. * アイテムを拾う
  2276. *------------------------------------------
  2277. */
  2278. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  2279. {
  2280. int flag=0;
  2281. unsigned int tick = gettick();
  2282. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  2283. struct party *p=NULL;
  2284. nullpo_retr(0, sd);
  2285. nullpo_retr(0, fitem);
  2286. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
  2287. return 0; // 距離が遠い
  2288. if (sd->status.party_id)
  2289. p = party_search(sd->status.party_id);
  2290. if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id) {
  2291. first_sd = map_id2sd(fitem->first_get_id);
  2292. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  2293. if (!(p && p->item&1 &&
  2294. first_sd && first_sd->status.party_id == sd->status.party_id
  2295. )) {
  2296. clif_additem(sd,0,0,6);
  2297. return 0;
  2298. }
  2299. }
  2300. else if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id) {
  2301. second_sd = map_id2sd(fitem->second_get_id);
  2302. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  2303. if(!(p && p->item&1 &&
  2304. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2305. (second_sd && second_sd->status.party_id == sd->status.party_id))
  2306. )) {
  2307. clif_additem(sd,0,0,6);
  2308. return 0;
  2309. }
  2310. }
  2311. else if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id) {
  2312. third_sd = map_id2sd(fitem->third_get_id);
  2313. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  2314. if(!(p && p->item&1 &&
  2315. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2316. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  2317. (third_sd && third_sd->status.party_id == sd->status.party_id))
  2318. )) {
  2319. clif_additem(sd,0,0,6);
  2320. return 0;
  2321. }
  2322. }
  2323. }
  2324. }
  2325. }
  2326. //This function takes care of giving the item to whoever should have it
  2327. //considering party-share options.
  2328. if ((flag = party_share_loot(p,sd,&fitem->item_data))) {
  2329. clif_additem(sd,0,0,flag);
  2330. return 1;
  2331. }
  2332. //Display pickup animation.
  2333. pc_stop_attack(sd);
  2334. clif_takeitem(&sd->bl,&fitem->bl);
  2335. if(itemdb_autoequip(fitem->item_data.nameid) != 0){
  2336. pc_equipitem(sd, fitem->item_data.nameid, fitem->item_data.equip);
  2337. }
  2338. map_clearflooritem(fitem->bl.id);
  2339. return 0;
  2340. }
  2341. int pc_isUseitem(struct map_session_data *sd,int n)
  2342. {
  2343. struct item_data *item;
  2344. int nameid;
  2345. nullpo_retr(0, sd);
  2346. item = sd->inventory_data[n];
  2347. nameid = sd->status.inventory[n].nameid;
  2348. if(item == NULL)
  2349. return 0;
  2350. //Not consumable item
  2351. if(item->type != 0 && item->type != 2)
  2352. return 0;
  2353. if(!item->script) //if it has no script, you can't really consume it!
  2354. return 0;
  2355. //Anodyne (can't use Anodyne's Endure at GVG)
  2356. if(nameid == 605 && map_flag_gvg(sd->bl.m))
  2357. return 0;
  2358. //Fly Wing (can't use at GVG and when noteleport flag is on)
  2359. if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
  2360. clif_skill_teleportmessage(sd,0);
  2361. return 0;
  2362. }
  2363. //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza]
  2364. if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) {
  2365. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  2366. return 0;
  2367. }
  2368. //Butterfly Wing (can't use noreturn flag is on and if duel)
  2369. if(nameid == 602 && map[sd->bl.m].flag.noreturn)
  2370. return 0;
  2371. //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
  2372. if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
  2373. return 0;
  2374. //Anodyne/Aleovera not usable while sitting.
  2375. if ((nameid == 605 || nameid == 606) && pc_issit(sd))
  2376. return 0;
  2377. //added item_noequip.txt items check by Maya&[Lupus]
  2378. if (
  2379. (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
  2380. (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
  2381. (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
  2382. )
  2383. return 0;
  2384. //Gender check
  2385. if(item->sex != 2 && sd->status.sex != item->sex)
  2386. return 0;
  2387. //Required level check
  2388. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  2389. return 0;
  2390. //Not equipable by class. [Skotlex]
  2391. if (!(
  2392. (1<<(sd->class_&MAPID_BASEMASK)) &
  2393. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  2394. ))
  2395. return 0;
  2396. //Not usable by upper class. [Skotlex]
  2397. if(!(
  2398. (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
  2399. item->class_upper
  2400. ))
  2401. return 0;
  2402. //Dead Branch & Bloody Branch & Porings Box
  2403. if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
  2404. log_branch(sd);
  2405. return 1;
  2406. }
  2407. /*==========================================
  2408. * アイテムを使う
  2409. *------------------------------------------
  2410. */
  2411. int pc_useitem(struct map_session_data *sd,int n)
  2412. {
  2413. unsigned int tick = gettick();
  2414. int amount;
  2415. unsigned char *script;
  2416. nullpo_retr(0, sd);
  2417. if(sd->status.inventory[n].nameid <= 0 ||
  2418. sd->status.inventory[n].amount <= 0)
  2419. return 0;
  2420. if(!pc_isUseitem(sd,n))
  2421. return 0;
  2422. //Prevent mass item usage. [Skotlex]
  2423. if(DIFF_TICK(sd->canuseitem_tick, tick) > 0)
  2424. return 0;
  2425. if (sd->sc.count && (
  2426. sd->sc.data[SC_BERSERK].timer!=-1 ||
  2427. sd->sc.data[SC_MARIONETTE].timer!=-1 ||
  2428. sd->sc.data[SC_GRAVITATION].timer!=-1 ||
  2429. //Cannot use Potions/Healing items while under Gospel.
  2430. (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0)
  2431. ))
  2432. return 0;
  2433. sd->itemid = sd->status.inventory[n].nameid;
  2434. sd->itemindex = n;
  2435. amount = sd->status.inventory[n].amount;
  2436. script = sd->inventory_data[n]->script;
  2437. //Check if the item is to be consumed inmediately [Skotlex]
  2438. if (sd->inventory_data[n]->flag.delay_consume)
  2439. clif_useitemack(sd,n,amount,1);
  2440. else {
  2441. clif_useitemack(sd,n,amount-1,1);
  2442. //Logs (C)onsumable items [Lupus]
  2443. if(log_config.pick > 0 )
  2444. log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
  2445. //Logs
  2446. pc_delitem(sd,n,1,1);
  2447. }
  2448. if(sd->status.inventory[n].card[0]==0x00fe &&
  2449. pc_istop10fame(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  2450. {
  2451. potion_flag = 2; // Famous player's potions have 50% more efficiency
  2452. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
  2453. potion_flag = 3; //Even more effective potions.
  2454. }
  2455. sd->canuseitem_tick= tick + battle_config.item_use_interval; //Update item use time.
  2456. run_script(script,0,sd->bl.id,0);
  2457. potion_flag = 0;
  2458. return 1;
  2459. }
  2460. /*==========================================
  2461. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  2462. *------------------------------------------
  2463. */
  2464. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2465. {
  2466. struct item_data *data;
  2467. int i,w;
  2468. nullpo_retr(1, sd);
  2469. nullpo_retr(1, item_data);
  2470. if(item_data->nameid <= 0 || amount <= 0)
  2471. return 1;
  2472. data = itemdb_search(item_data->nameid);
  2473. if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd)))
  2474. { //Check item trade restrictions [Skotlex]
  2475. clif_displaymessage (sd->fd, msg_txt(264));
  2476. return 1;
  2477. }
  2478. if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
  2479. return 1;
  2480. i=MAX_CART;
  2481. if(!itemdb_isequip2(data)){
  2482. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2483. for(i=0;i<MAX_CART;i++){
  2484. if(sd->status.cart[i].nameid==item_data->nameid &&
  2485. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  2486. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
  2487. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  2488. return 1;
  2489. sd->status.cart[i].amount+=amount;
  2490. clif_cart_additem(sd,i,amount,0);
  2491. break;
  2492. }
  2493. }
  2494. }
  2495. if(i >= MAX_CART){
  2496. // 装 備品か未所有品だったので空き欄へ追加
  2497. for(i=0;i<MAX_CART;i++){
  2498. if(sd->status.cart[i].nameid==0){
  2499. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  2500. sd->status.cart[i].amount=amount;
  2501. sd->cart_num++;
  2502. clif_cart_additem(sd,i,amount,0);
  2503. break;
  2504. }
  2505. }
  2506. if(i >= MAX_CART)
  2507. return 1;
  2508. }
  2509. sd->cart_weight += w;
  2510. clif_updatestatus(sd,SP_CARTINFO);
  2511. return 0;
  2512. }
  2513. /*==========================================
  2514. * カ?トアイテムを減らす
  2515. *------------------------------------------
  2516. */
  2517. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
  2518. {
  2519. nullpo_retr(1, sd);
  2520. if(sd->status.cart[n].nameid==0 ||
  2521. sd->status.cart[n].amount<amount)
  2522. return 1;
  2523. sd->status.cart[n].amount -= amount;
  2524. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  2525. if(sd->status.cart[n].amount <= 0){
  2526. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  2527. sd->cart_num--;
  2528. }
  2529. if(!type) {
  2530. clif_cart_delitem(sd,n,amount);
  2531. clif_updatestatus(sd,SP_CARTINFO);
  2532. }
  2533. return 0;
  2534. }
  2535. /*==========================================
  2536. * カ?トへアイテム移動
  2537. *------------------------------------------
  2538. */
  2539. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
  2540. struct item *item_data;
  2541. nullpo_retr(0, sd);
  2542. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2543. return 1;
  2544. item_data = &sd->status.inventory[idx];
  2545. if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
  2546. return 1;
  2547. if (pc_cart_additem(sd,item_data,amount) == 0)
  2548. return pc_delitem(sd,idx,amount,0);
  2549. return 1;
  2550. }
  2551. /*==========================================
  2552. * カ?ト?のアイテム?確認(個?の差分を返す)
  2553. *------------------------------------------
  2554. */
  2555. int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
  2556. {
  2557. struct item *item_data;
  2558. nullpo_retr(-1, sd);
  2559. nullpo_retr(-1, item_data=&sd->status.cart[idx]);
  2560. if( item_data->nameid==0 || !item_data->amount)
  2561. return -1;
  2562. return item_data->amount-amount;
  2563. }
  2564. /*==========================================
  2565. * カ?トからアイテム移動
  2566. *------------------------------------------
  2567. */
  2568. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  2569. {
  2570. struct item *item_data;
  2571. int flag;
  2572. nullpo_retr(0, sd);
  2573. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2574. return 1;
  2575. item_data=&sd->status.cart[idx];
  2576. if( item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
  2577. return 1;
  2578. if((flag = pc_additem(sd,item_data,amount)) == 0)
  2579. return pc_cart_delitem(sd,idx,amount,0);
  2580. clif_additem(sd,0,0,flag);
  2581. return 1;
  2582. }
  2583. /*==========================================
  2584. * スティル品公開
  2585. *------------------------------------------
  2586. */
  2587. int pc_show_steal(struct block_list *bl,va_list ap)
  2588. {
  2589. struct map_session_data *sd;
  2590. int itemid;
  2591. int type;
  2592. struct item_data *item=NULL;
  2593. char output[100];
  2594. nullpo_retr(0, bl);
  2595. nullpo_retr(0, ap);
  2596. nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
  2597. itemid=va_arg(ap,int);
  2598. type=va_arg(ap,int);
  2599. if(!type){
  2600. if((item=itemdb_exists(itemid))==NULL)
  2601. sprintf(output,"%s stole an Unknown Item.",sd->status.name);
  2602. else
  2603. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  2604. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2605. }else{
  2606. sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
  2607. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2608. }
  2609. return 0;
  2610. }
  2611. /*==========================================
  2612. *
  2613. *------------------------------------------
  2614. */
  2615. //** pc.c: Small Steal Item fix by fritz
  2616. int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
  2617. {
  2618. int i,j,skill,itemid,flag;
  2619. struct mob_data *md;
  2620. struct item tmp_item;
  2621. if(!sd || !bl || bl->type != BL_MOB)
  2622. return 0;
  2623. md=(struct mob_data *)bl;
  2624. if(md->state.steal_flag || status_get_mode(bl)&MD_BOSS || md->master_id ||
  2625. (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
  2626. map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
  2627. md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
  2628. )
  2629. return 0;
  2630. skill = battle_config.skill_steal_type == 1
  2631. ? (sd->paramc[4] - md->db->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
  2632. : sd->paramc[4] - md->db->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
  2633. if (skill < 1)
  2634. return 0;
  2635. j = i = rand()%MAX_MOB_DROP; //Pick one mobs drop slot.
  2636. do {
  2637. //if it's empty, we check one by one, till find an item
  2638. i--;
  2639. if(i<0)
  2640. i=MAX_MOB_DROP-1;
  2641. itemid = md->db->dropitem[i].nameid;
  2642. //now try all 10 slots till success
  2643. if(itemid <= 0 || (itemdb_type(itemid) == 6 && pc_checkskill(sd,TF_STEAL) <= 5))
  2644. continue;
  2645. } while (i != j &&
  2646. rand() % 10000 > ((md->db->dropitem[i].p * skill) / 100 + sd->add_steal_rate)); //fixed rate. From Freya [Lupus]
  2647. if (i == j)
  2648. return 0;
  2649. md->state.steal_flag = 1;
  2650. memset(&tmp_item,0,sizeof(tmp_item));
  2651. tmp_item.nameid = itemid;
  2652. tmp_item.amount = 1;
  2653. tmp_item.identify = !itemdb_isequip3(itemid);
  2654. flag = pc_additem(sd,&tmp_item,1);
  2655. if(battle_config.show_steal_in_same_party)
  2656. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0);
  2657. if(flag)
  2658. clif_additem(sd,0,0,flag);
  2659. else
  2660. { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
  2661. //Logs items, Stolen from mobs [Lupus]
  2662. if(log_config.pick > 0 ) {
  2663. log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
  2664. log_pick(sd, "P", 0, itemid, 1, NULL);
  2665. }
  2666. if(log_config.steal) { //this drop log contains ALL stolen items [Lupus]
  2667. int log_item[10]; //for stolen items logging Lupus
  2668. memset(&log_item,0,sizeof(log_item));
  2669. log_item[i] = itemid; //i == monster's drop slot
  2670. log_drop(sd, md->class_, log_item);
  2671. }
  2672. //A Rare Steal Global Announce by Lupus
  2673. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  2674. struct item_data *i_data;
  2675. char message[128];
  2676. i_data = itemdb_search(itemid);
  2677. sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
  2678. //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
  2679. intif_GMmessage(message,strlen(message)+1,0);
  2680. }
  2681. }
  2682. return 1;
  2683. }
  2684. /*==========================================
  2685. *
  2686. *------------------------------------------
  2687. */
  2688. int pc_steal_coin(struct map_session_data *sd,struct block_list *bl)
  2689. {
  2690. if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
  2691. int rate,skill;
  2692. struct mob_data *md=(struct mob_data *)bl;
  2693. if(md && !md->state.steal_coin_flag) {
  2694. if (md->sc.data && (md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1))
  2695. return 0;
  2696. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  2697. rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2;
  2698. if(rand()%1000 < rate) {
  2699. pc_getzeny(sd,md->db->lv*10 + rand()%100);
  2700. md->state.steal_coin_flag = 1;
  2701. return 1;
  2702. }
  2703. }
  2704. }
  2705. return 0;
  2706. }
  2707. //
  2708. //
  2709. //
  2710. /*==========================================
  2711. * Set's a player position.
  2712. * Return values:
  2713. * 0 - Success.
  2714. * 1 - Invalid map index.
  2715. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  2716. * 3 - Failed to warp player because it was in transition between maps.
  2717. *------------------------------------------
  2718. */
  2719. int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
  2720. {
  2721. int m;
  2722. nullpo_retr(0, sd);
  2723. if (!mapindex || !mapindex_id2name(mapindex)) {
  2724. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  2725. return 1;
  2726. }
  2727. if(sd->state.auth && sd->bl.prev == NULL)
  2728. { //Should NOT move a character while it is not in a map (changing between maps, for example)
  2729. //state.auth helps identifies if this is the initial setpos rather than a normal map-change set pos.
  2730. if (battle_config.etc_log)
  2731. ShowInfo("pc_setpos failed: Attempted to relocate player %s (%d:%d) while it is still between maps.\n", sd->status.name, sd->status.account_id, sd->status.char_id);
  2732. return 3;
  2733. }
  2734. m=map_mapindex2mapid(mapindex);
  2735. if (sd->mapindex != mapindex)
  2736. { //Misc map-changing settings
  2737. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  2738. guild_send_dot_remove(sd);
  2739. skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
  2740. if (sd->sc.count)
  2741. { //Cancel some map related stuff.
  2742. if (sd->sc.data[SC_WARM].timer != -1)
  2743. status_change_end(&sd->bl,SC_WARM,-1);
  2744. if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
  2745. status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
  2746. if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
  2747. status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
  2748. if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
  2749. status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
  2750. if (sd->sc.data[SC_KNOWLEDGE].timer != -1) {
  2751. delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer);
  2752. sd->sc.data[SC_KNOWLEDGE].timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sd->sc.data[SC_KNOWLEDGE].val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
  2753. }
  2754. }
  2755. }
  2756. if(m<0){
  2757. if(sd->mapindex){
  2758. int ip,port;
  2759. if(map_mapname2ipport(mapindex,&ip,&port)==0){
  2760. unit_remove_map(&sd->bl,clrtype);
  2761. sd->mapindex = mapindex;
  2762. sd->bl.x=x;
  2763. sd->bl.y=y;
  2764. sd->state.waitingdisconnect=1;
  2765. pc_clean_skilltree(sd);
  2766. if(sd->status.pet_id > 0 && sd->pd) {
  2767. unit_remove_map(&sd->pd->bl, clrtype);
  2768. intif_save_petdata(sd->status.account_id,&sd->pet);
  2769. }
  2770. chrif_save(sd,1);
  2771. chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
  2772. return 0;
  2773. }
  2774. }
  2775. return 2;
  2776. }
  2777. if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
  2778. x=y=0;
  2779. if((x==0 && y==0) ||
  2780. (map_getcell(m, x, y, CELL_CHKNOPASS) &&
  2781. !map_getcell(m, x, y, CELL_CHKICEWALL) &&
  2782. #ifdef CELL_NOSTACK
  2783. !map_getcell(m, x, y, CELL_CHKSTACK) &&
  2784. #endif
  2785. !map_getcell(m, x, y, CELL_CHKMOONLIT))
  2786. ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
  2787. if(x||y) {
  2788. if(battle_config.error_log)
  2789. ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
  2790. }
  2791. do {
  2792. x=rand()%(map[m].xs-2)+1;
  2793. y=rand()%(map[m].ys-2)+1;
  2794. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  2795. }
  2796. if(sd->bl.prev != NULL){
  2797. unit_remove_map(&sd->bl, clrtype);
  2798. if(sd->status.pet_id > 0 && sd->pd)
  2799. unit_remove_map(&sd->pd->bl, clrtype);
  2800. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  2801. }
  2802. sd->mapindex = mapindex;
  2803. sd->bl.m = m;
  2804. sd->bl.x = sd->ud.to_x = x;
  2805. sd->bl.y = sd->ud.to_y = y;
  2806. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  2807. sd->pd->bl.m = m;
  2808. sd->pd->bl.x = sd->pd->ud.to_x = x;
  2809. sd->pd->bl.y = sd->pd->ud.to_y = y;
  2810. sd->pd->ud.dir = sd->ud.dir;
  2811. }
  2812. return 0;
  2813. }
  2814. /*==========================================
  2815. * PCのランダムワ?プ
  2816. *------------------------------------------
  2817. */
  2818. int pc_randomwarp(struct map_session_data *sd, int type) {
  2819. int x,y,i=0;
  2820. int m;
  2821. nullpo_retr(0, sd);
  2822. m=sd->bl.m;
  2823. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  2824. return 0;
  2825. do{
  2826. x=rand()%(map[m].xs-2)+1;
  2827. y=rand()%(map[m].ys-2)+1;
  2828. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  2829. if (i < 1000)
  2830. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  2831. return 0;
  2832. }
  2833. /*==========================================
  2834. * 現在位置のメモ
  2835. *------------------------------------------
  2836. */
  2837. int pc_memo(struct map_session_data *sd, int i) {
  2838. int skill;
  2839. int j;
  2840. nullpo_retr(0, sd);
  2841. skill = pc_checkskill(sd, AL_WARP);
  2842. if (i >= MIN_PORTAL_MEMO)
  2843. i -= MIN_PORTAL_MEMO;
  2844. else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
  2845. clif_skill_teleportmessage(sd, 1);
  2846. return 0;
  2847. }
  2848. if (skill < 1) {
  2849. clif_skill_memo(sd,2);
  2850. }
  2851. if (skill < 2 || i < -1 || i > 2) {
  2852. clif_skill_memo(sd, 1);
  2853. return 0;
  2854. }
  2855. for(j = 0 ; j < 3; j++) {
  2856. if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
  2857. i = j;
  2858. break;
  2859. }
  2860. }
  2861. if (i == -1) {
  2862. for(i = skill - 3; i >= 0; i--) {
  2863. memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
  2864. sizeof(struct point));
  2865. }
  2866. i = 0;
  2867. }
  2868. sd->status.memo_point[i].map = map[sd->bl.m].index;
  2869. sd->status.memo_point[i].x = sd->bl.x;
  2870. sd->status.memo_point[i].y = sd->bl.y;
  2871. clif_skill_memo(sd, 0);
  2872. return 1;
  2873. }
  2874. //
  2875. // 武器??
  2876. //
  2877. /*==========================================
  2878. * スキルの?索 所有していた場合Lvが返る
  2879. *------------------------------------------
  2880. */
  2881. int pc_checkskill(struct map_session_data *sd,int skill_id)
  2882. {
  2883. if(sd == NULL) return 0;
  2884. if( skill_id>=10000 ){
  2885. struct guild *g;
  2886. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  2887. return guild_checkskill(g,skill_id);
  2888. return 0;
  2889. }
  2890. if(sd->status.skill[skill_id].id == skill_id)
  2891. return (sd->status.skill[skill_id].lv);
  2892. return 0;
  2893. }
  2894. /*==========================================
  2895. * 武器?更によるスキルの??チェック
  2896. * 引?:
  2897. * struct map_session_data *sd セッションデ?タ
  2898. * int nameid ?備品ID
  2899. * 返り値:
  2900. * 0 ?更なし
  2901. * -1 スキルを解除
  2902. *------------------------------------------
  2903. */
  2904. int pc_checkallowskill(struct map_session_data *sd)
  2905. {
  2906. const int scw_list[] = {
  2907. SC_TWOHANDQUICKEN,
  2908. SC_ONEHAND,
  2909. SC_AURABLADE,
  2910. SC_PARRYING,
  2911. SC_SPEARSQUICKEN,
  2912. SC_ADRENALINE,
  2913. SC_ADRENALINE2,
  2914. SC_GATLINGFEVER
  2915. };
  2916. const int scs_list[] = {
  2917. SC_AUTOGUARD,
  2918. SC_DEFENDER,
  2919. SC_REFLECTSHIELD
  2920. };
  2921. int i;
  2922. nullpo_retr(0, sd);
  2923. if(!sd->sc.count)
  2924. return 0;
  2925. for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++)
  2926. { // Skills requiring specific weapon types
  2927. if(sd->sc.data[scw_list[i]].timer!=-1 && !(skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])&(1<<sd->status.weapon)))
  2928. status_change_end(&sd->bl,scw_list[i],-1);
  2929. }
  2930. if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
  2931. // Spurt requires bare hands (feet, in fact xD)
  2932. status_change_end(&sd->bl,SC_SPURT,-1);
  2933. if(sd->status.shield <= 0) { // Skills requiring a shield
  2934. for (i = 0; i < sizeof(scs_list)/sizeof(scs_list[0]); i++)
  2935. if(sd->sc.data[scs_list[i]].timer!=-1) // Guard
  2936. status_change_end(&sd->bl,scs_list[i],-1);
  2937. }
  2938. return 0;
  2939. }
  2940. /*==========================================
  2941. * ? 備品のチェック
  2942. *------------------------------------------
  2943. */
  2944. int pc_checkequip(struct map_session_data *sd,int pos)
  2945. {
  2946. int i;
  2947. nullpo_retr(-1, sd);
  2948. for(i=0;i<11;i++){
  2949. if(pos & equip_pos[i])
  2950. return sd->equip_index[i];
  2951. }
  2952. return -1;
  2953. }
  2954. /*==========================================
  2955. * Convert's from the client's lame Job ID system
  2956. * to the map server's 'makes sense' system. [Skotlex]
  2957. *------------------------------------------
  2958. */
  2959. int pc_jobid2mapid(unsigned short b_class)
  2960. {
  2961. int class_ = 0;
  2962. if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
  2963. {
  2964. if (b_class == JOB_SUPER_BABY)
  2965. b_class = JOB_SUPER_NOVICE;
  2966. else
  2967. b_class -= JOB_BABY;
  2968. class_|= JOBL_BABY;
  2969. }
  2970. else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
  2971. {
  2972. b_class -= JOB_NOVICE_HIGH;
  2973. class_|= JOBL_UPPER;
  2974. }
  2975. if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
  2976. class_|= JOBL_2_1;
  2977. else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
  2978. class_|= JOBL_2_2;
  2979. switch (b_class)
  2980. {
  2981. case JOB_NOVICE:
  2982. case JOB_SWORDMAN:
  2983. case JOB_MAGE:
  2984. case JOB_ARCHER:
  2985. case JOB_ACOLYTE:
  2986. case JOB_MERCHANT:
  2987. case JOB_THIEF:
  2988. class_ |= b_class;
  2989. break;
  2990. case JOB_KNIGHT:
  2991. case JOB_KNIGHT2:
  2992. case JOB_CRUSADER:
  2993. case JOB_CRUSADER2:
  2994. class_ |= MAPID_SWORDMAN;
  2995. break;
  2996. case JOB_PRIEST:
  2997. case JOB_MONK:
  2998. class_ |= MAPID_ACOLYTE;
  2999. break;
  3000. case JOB_WIZARD:
  3001. case JOB_SAGE:
  3002. class_ |= MAPID_MAGE;
  3003. break;
  3004. case JOB_BLACKSMITH:
  3005. case JOB_ALCHEMIST:
  3006. class_ |= MAPID_MERCHANT;
  3007. break;
  3008. case JOB_HUNTER:
  3009. case JOB_BARD:
  3010. case JOB_DANCER:
  3011. class_ |= MAPID_ARCHER;
  3012. break;
  3013. case JOB_ASSASSIN:
  3014. case JOB_ROGUE:
  3015. class_ |= MAPID_THIEF;
  3016. break;
  3017. case JOB_STAR_GLADIATOR:
  3018. case JOB_STAR_GLADIATOR2:
  3019. class_ |= JOBL_2_1;
  3020. class_ |= MAPID_TAEKWON;
  3021. break;
  3022. case JOB_SOUL_LINKER:
  3023. class_ |= JOBL_2_2;
  3024. case JOB_TAEKWON:
  3025. class_ |= MAPID_TAEKWON;
  3026. break;
  3027. case JOB_WEDDING:
  3028. class_ = MAPID_WEDDING;
  3029. break;
  3030. case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
  3031. class_ |= JOBL_2_1;
  3032. break;
  3033. case JOB_GUNSLINGER:
  3034. class_ |= MAPID_GUNSLINGER;
  3035. break;
  3036. case JOB_NINJA:
  3037. class_ |= MAPID_NINJA;
  3038. break;
  3039. case JOB_XMAS:
  3040. class_ = MAPID_XMAS;
  3041. break;
  3042. default:
  3043. ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
  3044. return -1;
  3045. }
  3046. return class_;
  3047. }
  3048. //Reverts the map-style class id to the client-style one.
  3049. int pc_mapid2jobid(unsigned short class_, int sex) {
  3050. switch(class_) {
  3051. case MAPID_NOVICE:
  3052. return JOB_NOVICE;
  3053. case MAPID_SWORDMAN:
  3054. return JOB_SWORDMAN;
  3055. case MAPID_MAGE:
  3056. return JOB_MAGE;
  3057. case MAPID_ARCHER:
  3058. return JOB_ARCHER;
  3059. case MAPID_ACOLYTE:
  3060. return JOB_ACOLYTE;
  3061. case MAPID_MERCHANT:
  3062. return JOB_MERCHANT;
  3063. case MAPID_THIEF:
  3064. return JOB_THIEF;
  3065. case MAPID_TAEKWON:
  3066. return JOB_TAEKWON;
  3067. case MAPID_WEDDING:
  3068. return JOB_WEDDING;
  3069. case MAPID_GUNSLINGER:
  3070. return JOB_GUNSLINGER;
  3071. case MAPID_NINJA:
  3072. return JOB_NINJA;
  3073. case MAPID_XMAS: // [Valaris]
  3074. return JOB_XMAS;
  3075. //2_1 classes
  3076. case MAPID_SUPER_NOVICE:
  3077. return JOB_SUPER_NOVICE;
  3078. case MAPID_KNIGHT:
  3079. return JOB_KNIGHT;
  3080. case MAPID_WIZARD:
  3081. return JOB_WIZARD;
  3082. case MAPID_HUNTER:
  3083. return JOB_HUNTER;
  3084. case MAPID_PRIEST:
  3085. return JOB_PRIEST;
  3086. case MAPID_BLACKSMITH:
  3087. return JOB_BLACKSMITH;
  3088. case MAPID_ASSASSIN:
  3089. return JOB_ASSASSIN;
  3090. case MAPID_STAR_GLADIATOR:
  3091. return JOB_STAR_GLADIATOR;
  3092. //2_2 classes
  3093. case MAPID_CRUSADER:
  3094. return JOB_CRUSADER;
  3095. case MAPID_SAGE:
  3096. return JOB_SAGE;
  3097. case MAPID_BARDDANCER:
  3098. return sex?JOB_BARD:JOB_DANCER;
  3099. case MAPID_MONK:
  3100. return JOB_MONK;
  3101. case MAPID_ALCHEMIST:
  3102. return JOB_ALCHEMIST;
  3103. case MAPID_ROGUE:
  3104. return JOB_ROGUE;
  3105. case MAPID_SOUL_LINKER:
  3106. return JOB_SOUL_LINKER;
  3107. //1-1: advanced
  3108. case MAPID_NOVICE_HIGH:
  3109. return JOB_NOVICE_HIGH;
  3110. case MAPID_SWORDMAN_HIGH:
  3111. return JOB_SWORDMAN_HIGH;
  3112. case MAPID_MAGE_HIGH:
  3113. return JOB_MAGE_HIGH;
  3114. case MAPID_ARCHER_HIGH:
  3115. return JOB_ARCHER_HIGH;
  3116. case MAPID_ACOLYTE_HIGH:
  3117. return JOB_ACOLYTE_HIGH;
  3118. case MAPID_MERCHANT_HIGH:
  3119. return JOB_MERCHANT_HIGH;
  3120. case MAPID_THIEF_HIGH:
  3121. return JOB_THIEF_HIGH;
  3122. //2_1 advanced
  3123. case MAPID_LORD_KNIGHT:
  3124. return JOB_LORD_KNIGHT;
  3125. case MAPID_HIGH_WIZARD:
  3126. return JOB_HIGH_WIZARD;
  3127. case MAPID_SNIPER:
  3128. return JOB_SNIPER;
  3129. case MAPID_HIGH_PRIEST:
  3130. return JOB_HIGH_PRIEST;
  3131. case MAPID_WHITESMITH:
  3132. return JOB_WHITESMITH;
  3133. case MAPID_ASSASSIN_CROSS:
  3134. return JOB_ASSASSIN_CROSS;
  3135. //2_2 advanced
  3136. case MAPID_PALADIN:
  3137. return JOB_PALADIN;
  3138. case MAPID_PROFESSOR:
  3139. return JOB_PROFESSOR;
  3140. case MAPID_CLOWNGYPSY:
  3141. return sex?JOB_CLOWN:JOB_GYPSY;
  3142. case MAPID_CHAMPION:
  3143. return JOB_CHAMPION;
  3144. case MAPID_CREATOR:
  3145. return JOB_CREATOR;
  3146. case MAPID_STALKER:
  3147. return JOB_STALKER;
  3148. //1-1 baby
  3149. case MAPID_BABY:
  3150. return JOB_BABY;
  3151. case MAPID_BABY_SWORDMAN:
  3152. return JOB_BABY_SWORDMAN;
  3153. case MAPID_BABY_MAGE:
  3154. return JOB_BABY_MAGE;
  3155. case MAPID_BABY_ARCHER:
  3156. return JOB_BABY_ARCHER;
  3157. case MAPID_BABY_ACOLYTE:
  3158. return JOB_BABY_ACOLYTE;
  3159. case MAPID_BABY_MERCHANT:
  3160. return JOB_BABY_MERCHANT;
  3161. case MAPID_BABY_THIEF:
  3162. return JOB_BABY_THIEF;
  3163. //2_1 baby
  3164. case MAPID_SUPER_BABY:
  3165. return JOB_SUPER_BABY;
  3166. case MAPID_BABY_KNIGHT:
  3167. return JOB_BABY_KNIGHT;
  3168. case MAPID_BABY_WIZARD:
  3169. return JOB_BABY_WIZARD;
  3170. case MAPID_BABY_HUNTER:
  3171. return JOB_BABY_HUNTER;
  3172. case MAPID_BABY_PRIEST:
  3173. return JOB_BABY_PRIEST;
  3174. case MAPID_BABY_BLACKSMITH:
  3175. return JOB_BABY_BLACKSMITH;
  3176. case MAPID_BABY_ASSASSIN:
  3177. return JOB_BABY_ASSASSIN;
  3178. //2_2 baby
  3179. case MAPID_BABY_CRUSADER:
  3180. return JOB_BABY_CRUSADER;
  3181. case MAPID_BABY_SAGE:
  3182. return JOB_BABY_SAGE;
  3183. case MAPID_BABY_BARDDANCER:
  3184. return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  3185. case MAPID_BABY_MONK:
  3186. return JOB_BABY_MONK;
  3187. case MAPID_BABY_ALCHEMIST:
  3188. return JOB_BABY_ALCHEMIST;
  3189. case MAPID_BABY_ROGUE:
  3190. return JOB_BABY_ROGUE;
  3191. default:
  3192. ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
  3193. return -1;
  3194. }
  3195. }
  3196. /*====================================================
  3197. * This function return the name of the job (by [Yor])
  3198. *----------------------------------------------------
  3199. */
  3200. char * job_name(int class_) {
  3201. switch (class_) {
  3202. case JOB_NOVICE:
  3203. case JOB_SWORDMAN:
  3204. case JOB_MAGE:
  3205. case JOB_ARCHER:
  3206. case JOB_ACOLYTE:
  3207. case JOB_MERCHANT:
  3208. case JOB_THIEF:
  3209. return msg_txt(550 - JOB_NOVICE+class_);
  3210. case JOB_KNIGHT:
  3211. case JOB_PRIEST:
  3212. case JOB_WIZARD:
  3213. case JOB_BLACKSMITH:
  3214. case JOB_HUNTER:
  3215. case JOB_ASSASSIN:
  3216. return msg_txt(557 - JOB_KNIGHT+class_);
  3217. case JOB_KNIGHT2:
  3218. return msg_txt(557);
  3219. case JOB_CRUSADER:
  3220. case JOB_MONK:
  3221. case JOB_SAGE:
  3222. case JOB_ROGUE:
  3223. case JOB_ALCHEMIST:
  3224. case JOB_BARD:
  3225. case JOB_DANCER:
  3226. return msg_txt(563 - JOB_CRUSADER+class_);
  3227. case JOB_CRUSADER2:
  3228. return msg_txt(563);
  3229. case JOB_WEDDING:
  3230. case JOB_SUPER_NOVICE:
  3231. case JOB_XMAS:
  3232. return msg_txt(570 - JOB_WEDDING+class_);
  3233. case JOB_NOVICE_HIGH:
  3234. case JOB_SWORDMAN_HIGH:
  3235. case JOB_MAGE_HIGH:
  3236. case JOB_ARCHER_HIGH:
  3237. case JOB_ACOLYTE_HIGH:
  3238. case JOB_MERCHANT_HIGH:
  3239. case JOB_THIEF_HIGH:
  3240. return msg_txt(575 - JOB_NOVICE_HIGH+class_);
  3241. case JOB_LORD_KNIGHT:
  3242. case JOB_HIGH_PRIEST:
  3243. case JOB_HIGH_WIZARD:
  3244. case JOB_WHITESMITH:
  3245. case JOB_SNIPER:
  3246. case JOB_ASSASSIN_CROSS:
  3247. return msg_txt(582 - JOB_LORD_KNIGHT+class_);
  3248. case JOB_LORD_KNIGHT2:
  3249. return msg_txt(582);
  3250. case JOB_PALADIN:
  3251. case JOB_CHAMPION:
  3252. case JOB_PROFESSOR:
  3253. case JOB_STALKER:
  3254. case JOB_CREATOR:
  3255. case JOB_CLOWN:
  3256. case JOB_GYPSY:
  3257. return msg_txt(588 - JOB_PALADIN + class_);
  3258. case JOB_PALADIN2:
  3259. return msg_txt(588);
  3260. case JOB_BABY:
  3261. case JOB_BABY_SWORDMAN:
  3262. case JOB_BABY_MAGE:
  3263. case JOB_BABY_ARCHER:
  3264. case JOB_BABY_ACOLYTE:
  3265. case JOB_BABY_MERCHANT:
  3266. case JOB_BABY_THIEF:
  3267. return msg_txt(595 - JOB_BABY + class_);
  3268. case JOB_BABY_KNIGHT:
  3269. case JOB_BABY_PRIEST:
  3270. case JOB_BABY_WIZARD:
  3271. case JOB_BABY_BLACKSMITH:
  3272. case JOB_BABY_HUNTER:
  3273. case JOB_BABY_ASSASSIN:
  3274. return msg_txt(602 - JOB_BABY_KNIGHT + class_);
  3275. case JOB_BABY_KNIGHT2:
  3276. return msg_txt(602);
  3277. case JOB_BABY_CRUSADER:
  3278. case JOB_BABY_MONK:
  3279. case JOB_BABY_SAGE:
  3280. case JOB_BABY_ROGUE:
  3281. case JOB_BABY_ALCHEMIST:
  3282. case JOB_BABY_BARD:
  3283. case JOB_BABY_DANCER:
  3284. return msg_txt(608 - JOB_BABY_CRUSADER +class_);
  3285. case JOB_BABY_CRUSADER2:
  3286. return msg_txt(608);
  3287. case JOB_SUPER_BABY:
  3288. return msg_txt(615);
  3289. case JOB_TAEKWON:
  3290. return msg_txt(616);
  3291. case JOB_STAR_GLADIATOR:
  3292. case JOB_STAR_GLADIATOR2:
  3293. return msg_txt(617);
  3294. case JOB_SOUL_LINKER:
  3295. return msg_txt(618);
  3296. case JOB_GUNSLINGER:
  3297. return msg_txt(619);
  3298. case JOB_NINJA:
  3299. return msg_txt(620);
  3300. default:
  3301. return msg_txt(650);
  3302. }
  3303. }
  3304. int pc_follow_timer(int tid,unsigned int tick,int id,int data)
  3305. {
  3306. struct map_session_data *sd, *tsd;
  3307. sd = map_id2sd(id);
  3308. nullpo_retr(0, sd);
  3309. if (sd->followtimer != tid){
  3310. if(battle_config.error_log)
  3311. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  3312. sd->followtimer = -1;
  3313. return 0;
  3314. }
  3315. sd->followtimer = -1;
  3316. if (pc_isdead(sd))
  3317. return 0;
  3318. if ((tsd = map_id2sd(sd->followtarget)) == NULL || pc_isdead(tsd))
  3319. return 0;
  3320. // either player or target is currently detached from map blocks (could be teleporting),
  3321. // but still connected to this map, so we'll just increment the timer and check back later
  3322. if (sd->bl.prev != NULL && tsd->bl.prev != NULL &&
  3323. sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
  3324. {
  3325. if((sd->bl.m == tsd->bl.m) && unit_can_reach_bl(&sd->bl,&tsd->bl, AREA_SIZE, 0, NULL, NULL)) {
  3326. if (!check_distance_bl(&sd->bl, &tsd->bl, 5))
  3327. unit_walktobl(&sd->bl, &tsd->bl, 5, 0);
  3328. } else
  3329. pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
  3330. }
  3331. sd->followtimer = add_timer(
  3332. tick + 1000, // increase time a bit to loosen up map's load
  3333. pc_follow_timer, sd->bl.id, 0);
  3334. return 0;
  3335. }
  3336. int pc_stop_following (struct map_session_data *sd)
  3337. {
  3338. nullpo_retr(0, sd);
  3339. if (sd->followtimer != -1) {
  3340. delete_timer(sd->followtimer,pc_follow_timer);
  3341. sd->followtimer = -1;
  3342. }
  3343. sd->followtarget = -1;
  3344. return 0;
  3345. }
  3346. int pc_follow(struct map_session_data *sd,int target_id)
  3347. {
  3348. struct block_list *bl = map_id2bl(target_id);
  3349. if (bl == NULL /*|| bl->type != BL_PC*/)
  3350. return 1;
  3351. if (sd->followtimer != -1)
  3352. pc_stop_following(sd);
  3353. sd->followtarget = target_id;
  3354. pc_follow_timer(-1,gettick(),sd->bl.id,0);
  3355. return 0;
  3356. }
  3357. int pc_checkbaselevelup(struct map_session_data *sd)
  3358. {
  3359. unsigned int next = pc_nextbaseexp(sd);
  3360. nullpo_retr(0, sd);
  3361. if(sd->status.base_exp >= next && next > 0){
  3362. sd->status.base_exp -= next;
  3363. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3364. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  3365. sd->status.base_exp = next-1;
  3366. sd->status.base_level ++;
  3367. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  3368. status_calc_pet(sd,0);
  3369. if (battle_config.use_statpoint_table)
  3370. next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
  3371. else //Estimated way.
  3372. next = (sd->status.base_level+14) / 5 ;
  3373. if (sd->status.status_point > USHRT_MAX - next)
  3374. sd->status.status_point = USHRT_MAX;
  3375. else
  3376. sd->status.status_point += next;
  3377. clif_updatestatus(sd,SP_STATUSPOINT);
  3378. clif_updatestatus(sd,SP_BASELEVEL);
  3379. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3380. status_calc_pc(sd,0);
  3381. pc_heal(sd,sd->status.max_hp,sd->status.max_sp);
  3382. //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
  3383. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  3384. {
  3385. sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,1,skill_get_time(PR_KYRIE,1));
  3386. sc_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],100,1,skill_get_time(PR_IMPOSITIO,1));
  3387. sc_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],100,1,skill_get_time(PR_MAGNIFICAT,1));
  3388. sc_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],100,1,skill_get_time(PR_GLORIA,1));
  3389. sc_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],100,1,skill_get_time(PR_SUFFRAGIUM,1));
  3390. } else
  3391. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON)
  3392. {
  3393. sc_start(&sd->bl,SkillStatusChangeTable[AL_INCAGI],100,10,skill_get_time(AL_INCAGI,10));
  3394. sc_start(&sd->bl,SkillStatusChangeTable[AL_BLESSING],100,10,skill_get_time(AL_BLESSING,10));
  3395. }
  3396. clif_misceffect(&sd->bl,0);
  3397. //LORDALFA - LVLUPEVENT
  3398. if (script_config.event_script_type == 0) {
  3399. struct npc_data *npc;
  3400. if ((npc = npc_name2id(script_config.baselvup_event_name))) {
  3401. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
  3402. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.baselvup_event_name);
  3403. }
  3404. } else {
  3405. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  3406. npc_event_doall_id(script_config.baselvup_event_name, sd->bl.id), script_config.baselvup_event_name);
  3407. }
  3408. return 1;
  3409. }
  3410. return 0;
  3411. }
  3412. int pc_checkjoblevelup(struct map_session_data *sd)
  3413. {
  3414. unsigned int next = pc_nextjobexp(sd);
  3415. nullpo_retr(0, sd);
  3416. if(sd->status.job_exp >= next && next > 0){
  3417. sd->status.job_exp -= next;
  3418. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3419. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  3420. sd->status.job_exp = next-1;
  3421. sd->status.job_level ++;
  3422. clif_updatestatus(sd,SP_JOBLEVEL);
  3423. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3424. sd->status.skill_point ++;
  3425. clif_updatestatus(sd,SP_SKILLPOINT);
  3426. status_calc_pc(sd,0);
  3427. clif_misceffect(&sd->bl,1);
  3428. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  3429. clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
  3430. if (script_config.event_script_type == 0) {
  3431. struct npc_data *npc;
  3432. if ((npc = npc_name2id(script_config.joblvup_event_name))) {
  3433. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
  3434. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.joblvup_event_name);
  3435. }
  3436. } else {
  3437. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  3438. npc_event_doall_id(script_config.joblvup_event_name, sd->bl.id), script_config.joblvup_event_name);
  3439. }
  3440. return 1;
  3441. }
  3442. return 0;
  3443. }
  3444. /*==========================================
  3445. * ??値取得
  3446. *------------------------------------------
  3447. */
  3448. int pc_gainexp(struct map_session_data *sd,unsigned int base_exp,unsigned int job_exp)
  3449. {
  3450. char output[256];
  3451. float nextbp=0, nextjp=0;
  3452. unsigned int nextb=0, nextj=0;
  3453. nullpo_retr(0, sd);
  3454. if(sd->bl.prev == NULL || pc_isdead(sd))
  3455. return 0;
  3456. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  3457. return 0; // no exp on pvp maps
  3458. if(sd->status.guild_id>0){ // ギルドに上納
  3459. base_exp-=guild_payexp(sd,base_exp);
  3460. }
  3461. nextb = pc_nextbaseexp(sd);
  3462. nextj = pc_nextjobexp(sd);
  3463. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  3464. if (nextb > 0)
  3465. nextbp = (float) base_exp / (float) nextb;
  3466. if (nextj > 0)
  3467. nextjp = (float) job_exp / (float) nextj;
  3468. if(battle_config.max_exp_gain_rate) {
  3469. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  3470. //Note that this value should never be greater than the original
  3471. //base_exp, therefore no overflow checks are needed. [Skotlex]
  3472. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  3473. if (sd->state.showexp)
  3474. nextbp = (float) base_exp / (float) nextb;
  3475. }
  3476. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  3477. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  3478. if (sd->state.showexp)
  3479. nextjp = (float) job_exp / (float) nextj;
  3480. }
  3481. }
  3482. }
  3483. //Overflow checks... think we'll ever really need'em? [Skotlex]
  3484. if (base_exp > 0 && sd->status.base_exp > UINT_MAX - base_exp)
  3485. sd->status.base_exp = UINT_MAX;
  3486. else if (base_exp < 0 && sd->status.base_exp > base_exp)
  3487. sd->status.base_exp = 0;
  3488. else
  3489. sd->status.base_exp += base_exp;
  3490. while(pc_checkbaselevelup(sd)) ;
  3491. clif_updatestatus(sd,SP_BASEEXP);
  3492. //Overflow checks... think we'll ever really need'em? [Skotlex]
  3493. if (job_exp > 0 && sd->status.job_exp > UINT_MAX - job_exp)
  3494. sd->status.job_exp = UINT_MAX;
  3495. else if (job_exp < 0 && sd->status.job_exp > job_exp)
  3496. sd->status.job_exp = 0;
  3497. else
  3498. sd->status.job_exp += job_exp;
  3499. while(pc_checkjoblevelup(sd)) ;
  3500. clif_updatestatus(sd,SP_JOBEXP);
  3501. if(sd->state.showexp){
  3502. sprintf(output,
  3503. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  3504. clif_disp_onlyself(sd,output,strlen(output));
  3505. }
  3506. return 1;
  3507. }
  3508. /*==========================================
  3509. * Returns max level for this character.
  3510. *------------------------------------------
  3511. */
  3512. unsigned int pc_maxbaselv(struct map_session_data *sd) {
  3513. return max_level[sd->status.class_][0];
  3514. };
  3515. unsigned int pc_maxjoblv(struct map_session_data *sd) {
  3516. return max_level[sd->status.class_][1];
  3517. };
  3518. /*==========================================
  3519. * base level側必要??値計算
  3520. *------------------------------------------
  3521. */
  3522. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  3523. {
  3524. nullpo_retr(0, sd);
  3525. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  3526. return 0;
  3527. return exp_table[sd->status.class_][0][sd->status.base_level-1];
  3528. }
  3529. /*==========================================
  3530. * job level側必要??値計算
  3531. *------------------------------------------
  3532. */
  3533. unsigned int pc_nextjobexp(struct map_session_data *sd)
  3534. {
  3535. nullpo_retr(0, sd);
  3536. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  3537. return 0;
  3538. return exp_table[sd->status.class_][1][sd->status.job_level-1];
  3539. }
  3540. /*==========================================
  3541. * 必要ステ?タスポイント計算
  3542. *------------------------------------------
  3543. */
  3544. int pc_need_status_point(struct map_session_data *sd,int type)
  3545. {
  3546. int val;
  3547. nullpo_retr(-1, sd);
  3548. if(type<SP_STR || type>SP_LUK)
  3549. return -1;
  3550. val =
  3551. type==SP_STR ? sd->status.str :
  3552. type==SP_AGI ? sd->status.agi :
  3553. type==SP_VIT ? sd->status.vit :
  3554. type==SP_INT ? sd->status.int_:
  3555. type==SP_DEX ? sd->status.dex : sd->status.luk;
  3556. return (val+9)/10+1;
  3557. }
  3558. /*==========================================
  3559. * 能力値成長
  3560. *------------------------------------------
  3561. */
  3562. int pc_statusup(struct map_session_data *sd,int type)
  3563. {
  3564. int max, need,val = 0;
  3565. nullpo_retr(0, sd);
  3566. max = pc_maxparameter(sd);
  3567. need=pc_need_status_point(sd,type);
  3568. if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
  3569. clif_statusupack(sd,type,0,0);
  3570. return 1;
  3571. }
  3572. switch(type){
  3573. case SP_STR:
  3574. if(sd->status.str >= max) {
  3575. clif_statusupack(sd,type,0,0);
  3576. return 1;
  3577. }
  3578. val= ++sd->status.str;
  3579. break;
  3580. case SP_AGI:
  3581. if(sd->status.agi >= max) {
  3582. clif_statusupack(sd,type,0,0);
  3583. return 1;
  3584. }
  3585. val= ++sd->status.agi;
  3586. break;
  3587. case SP_VIT:
  3588. if(sd->status.vit >= max) {
  3589. clif_statusupack(sd,type,0,0);
  3590. return 1;
  3591. }
  3592. val= ++sd->status.vit;
  3593. break;
  3594. case SP_INT:
  3595. if(sd->status.int_ >= max) {
  3596. clif_statusupack(sd,type,0,0);
  3597. return 1;
  3598. }
  3599. val= ++sd->status.int_;
  3600. break;
  3601. case SP_DEX:
  3602. if(sd->status.dex >= max) {
  3603. clif_statusupack(sd,type,0,0);
  3604. return 1;
  3605. }
  3606. val= ++sd->status.dex;
  3607. break;
  3608. case SP_LUK:
  3609. if(sd->status.luk >= max) {
  3610. clif_statusupack(sd,type,0,0);
  3611. return 1;
  3612. }
  3613. val= ++sd->status.luk;
  3614. break;
  3615. }
  3616. sd->status.status_point-=need;
  3617. if(need!=pc_need_status_point(sd,type)){
  3618. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  3619. }
  3620. clif_updatestatus(sd,SP_STATUSPOINT);
  3621. clif_updatestatus(sd,type);
  3622. status_calc_pc(sd,0);
  3623. clif_statusupack(sd,type,1,val);
  3624. return 0;
  3625. }
  3626. /*==========================================
  3627. * 能力値成長
  3628. *------------------------------------------
  3629. */
  3630. int pc_statusup2(struct map_session_data *sd,int type,int val)
  3631. {
  3632. int max;
  3633. nullpo_retr(0, sd);
  3634. max = pc_maxparameter(sd);
  3635. if(type<SP_STR || type>SP_LUK){
  3636. clif_statusupack(sd,type,0,0);
  3637. return 1;
  3638. }
  3639. switch(type){
  3640. case SP_STR:
  3641. if(sd->status.str + val >= max)
  3642. val = max;
  3643. else if(sd->status.str + val < 1)
  3644. val = 1;
  3645. else
  3646. val += sd->status.str;
  3647. sd->status.str = val;
  3648. break;
  3649. case SP_AGI:
  3650. if(sd->status.agi + val >= max)
  3651. val = max;
  3652. else if(sd->status.agi + val < 1)
  3653. val = 1;
  3654. else
  3655. val += sd->status.agi;
  3656. sd->status.agi = val;
  3657. break;
  3658. case SP_VIT:
  3659. if(sd->status.vit + val >= max)
  3660. val = max;
  3661. else if(sd->status.vit + val < 1)
  3662. val = 1;
  3663. else
  3664. val += sd->status.vit;
  3665. sd->status.vit = val;
  3666. break;
  3667. case SP_INT:
  3668. if(sd->status.int_ + val >= max)
  3669. val = max;
  3670. else if(sd->status.int_ + val < 1)
  3671. val = 1;
  3672. else
  3673. val += sd->status.int_;
  3674. sd->status.int_ = val;
  3675. break;
  3676. case SP_DEX:
  3677. if(sd->status.dex + val >= max)
  3678. val = max;
  3679. else if(sd->status.dex + val < 1)
  3680. val = 1;
  3681. else
  3682. val += sd->status.dex;
  3683. sd->status.dex = val;
  3684. break;
  3685. case SP_LUK:
  3686. if(sd->status.luk + val >= max)
  3687. val = max;
  3688. else if(sd->status.luk + val < 1)
  3689. val = 1;
  3690. else
  3691. val = sd->status.luk + val;
  3692. sd->status.luk = val;
  3693. break;
  3694. }
  3695. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  3696. clif_updatestatus(sd,type);
  3697. status_calc_pc(sd,0);
  3698. clif_statusupack(sd,type,1,val);
  3699. return 0;
  3700. }
  3701. /*==========================================
  3702. * スキルポイント割り振り
  3703. *------------------------------------------
  3704. */
  3705. int pc_skillup(struct map_session_data *sd,int skill_num)
  3706. {
  3707. nullpo_retr(0, sd);
  3708. if( skill_num>=GD_SKILLBASE){
  3709. guild_skillup(sd,skill_num,0);
  3710. return 0;
  3711. }
  3712. if (skill_num < 0 || skill_num >= MAX_SKILL)
  3713. return 0;
  3714. if(sd->status.skill_point>0 &&
  3715. sd->status.skill[skill_num].id &&
  3716. sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
  3717. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
  3718. {
  3719. sd->status.skill[skill_num].lv++;
  3720. sd->status.skill_point--;
  3721. status_calc_pc(sd,0);
  3722. clif_skillup(sd,skill_num);
  3723. clif_updatestatus(sd,SP_SKILLPOINT);
  3724. clif_skillinfoblock(sd);
  3725. }
  3726. return 0;
  3727. }
  3728. /*==========================================
  3729. * /allskill
  3730. *------------------------------------------
  3731. */
  3732. int pc_allskillup(struct map_session_data *sd)
  3733. {
  3734. int i,id;
  3735. nullpo_retr(0, sd);
  3736. for(i=0;i<MAX_SKILL;i++){
  3737. sd->status.skill[i].id=0;
  3738. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  3739. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  3740. sd->status.skill[i].flag=0; // flagは0にしておく
  3741. }
  3742. }
  3743. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  3744. // 全てのスキル
  3745. for(i=0;i<MAX_SKILL;i++){
  3746. if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
  3747. if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
  3748. sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
  3749. }
  3750. }
  3751. else {
  3752. int inf2;
  3753. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
  3754. inf2 = skill_get_inf2(id);
  3755. if(sd->status.skill[id].id==0 &&
  3756. (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  3757. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
  3758. (id!=SG_DEVIL))
  3759. {
  3760. sd->status.skill[id].id = id; // celest
  3761. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  3762. }
  3763. }
  3764. }
  3765. status_calc_pc(sd,0);
  3766. return 0;
  3767. }
  3768. /*==========================================
  3769. * /resetlvl
  3770. *------------------------------------------
  3771. */
  3772. int pc_resetlvl(struct map_session_data* sd,int type)
  3773. {
  3774. int i;
  3775. nullpo_retr(0, sd);
  3776. if (type != 3) //Also reset skills
  3777. pc_resetskill(sd, 0);
  3778. if(type == 1){
  3779. sd->status.skill_point=0;
  3780. sd->status.base_level=1;
  3781. sd->status.job_level=1;
  3782. sd->status.base_exp=sd->status.base_exp=0;
  3783. sd->status.job_exp=sd->status.job_exp=0;
  3784. if(sd->sc.option !=0)
  3785. sd->sc.option = 0;
  3786. sd->status.str=1;
  3787. sd->status.agi=1;
  3788. sd->status.vit=1;
  3789. sd->status.int_=1;
  3790. sd->status.dex=1;
  3791. sd->status.luk=1;
  3792. if(sd->status.class_ == JOB_NOVICE_HIGH)
  3793. sd->status.status_point=100; // not 88 [celest]
  3794. // give platinum skills upon changing
  3795. pc_skill(sd,142,1,0);
  3796. pc_skill(sd,143,1,0);
  3797. }
  3798. if(type == 2){
  3799. sd->status.skill_point=0;
  3800. sd->status.base_level=1;
  3801. sd->status.job_level=1;
  3802. sd->status.base_exp=0;
  3803. sd->status.job_exp=0;
  3804. }
  3805. if(type == 3){
  3806. sd->status.base_level=1;
  3807. sd->status.base_exp=0;
  3808. }
  3809. if(type == 4){
  3810. sd->status.job_level=1;
  3811. sd->status.job_exp=0;
  3812. }
  3813. clif_updatestatus(sd,SP_STATUSPOINT);
  3814. clif_updatestatus(sd,SP_STR);
  3815. clif_updatestatus(sd,SP_AGI);
  3816. clif_updatestatus(sd,SP_VIT);
  3817. clif_updatestatus(sd,SP_INT);
  3818. clif_updatestatus(sd,SP_DEX);
  3819. clif_updatestatus(sd,SP_LUK);
  3820. clif_updatestatus(sd,SP_BASELEVEL);
  3821. clif_updatestatus(sd,SP_JOBLEVEL);
  3822. clif_updatestatus(sd,SP_STATUSPOINT);
  3823. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3824. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3825. clif_updatestatus(sd,SP_SKILLPOINT);
  3826. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  3827. clif_updatestatus(sd,SP_UAGI);
  3828. clif_updatestatus(sd,SP_UVIT);
  3829. clif_updatestatus(sd,SP_UINT);
  3830. clif_updatestatus(sd,SP_UDEX);
  3831. clif_updatestatus(sd,SP_ULUK); // End Addition
  3832. for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  3833. if(sd->equip_index[i] >= 0)
  3834. if(!pc_isequip(sd,sd->equip_index[i]))
  3835. pc_unequipitem(sd,sd->equip_index[i],2);
  3836. }
  3837. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
  3838. //Send map-change packet to do a level range check and break party settings. [Skotlex]
  3839. party_send_movemap(sd);
  3840. }
  3841. status_calc_pc(sd,0);
  3842. clif_skillinfoblock(sd);
  3843. return 0;
  3844. }
  3845. /*==========================================
  3846. * /resetstate
  3847. *------------------------------------------
  3848. */
  3849. int pc_resetstate(struct map_session_data* sd)
  3850. {
  3851. nullpo_retr(0, sd);
  3852. if (battle_config.use_statpoint_table)
  3853. { // New statpoint table used here - Dexity
  3854. int stat;
  3855. stat = statp[sd->status.base_level];
  3856. if (sd->class_&JOBL_UPPER)
  3857. stat+=52; // extra 52+48=100 stat points
  3858. if (stat > USHRT_MAX)
  3859. sd->status.status_point = USHRT_MAX;
  3860. else
  3861. sd->status.status_point = stat;
  3862. } else { //Use new stat-calculating equation [Skotlex]
  3863. #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
  3864. int add=0;
  3865. add += sumsp(sd->status.str);
  3866. add += sumsp(sd->status.agi);
  3867. add += sumsp(sd->status.vit);
  3868. add += sumsp(sd->status.int_);
  3869. add += sumsp(sd->status.dex);
  3870. add += sumsp(sd->status.luk);
  3871. if (add > USHRT_MAX - sd->status.status_point)
  3872. sd->status.status_point = USHRT_MAX;
  3873. else
  3874. sd->status.status_point+=add;
  3875. }
  3876. sd->status.str=1;
  3877. sd->status.agi=1;
  3878. sd->status.vit=1;
  3879. sd->status.int_=1;
  3880. sd->status.dex=1;
  3881. sd->status.luk=1;
  3882. clif_updatestatus(sd,SP_STR);
  3883. clif_updatestatus(sd,SP_AGI);
  3884. clif_updatestatus(sd,SP_VIT);
  3885. clif_updatestatus(sd,SP_INT);
  3886. clif_updatestatus(sd,SP_DEX);
  3887. clif_updatestatus(sd,SP_LUK);
  3888. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  3889. clif_updatestatus(sd,SP_UAGI);
  3890. clif_updatestatus(sd,SP_UVIT);
  3891. clif_updatestatus(sd,SP_UINT);
  3892. clif_updatestatus(sd,SP_UDEX);
  3893. clif_updatestatus(sd,SP_ULUK); // End Addition
  3894. clif_updatestatus(sd,SP_STATUSPOINT);
  3895. status_calc_pc(sd,0);
  3896. return 0;
  3897. }
  3898. /*==========================================
  3899. * /resetskill
  3900. * if flag is 1, perform block resync and status_calc call.
  3901. *------------------------------------------
  3902. */
  3903. int pc_resetskill(struct map_session_data* sd, int flag)
  3904. {
  3905. int i, skill, inf2, skill_point=0;
  3906. nullpo_retr(0, sd);
  3907. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  3908. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  3909. for (i = 1; i < MAX_SKILL; i++) {
  3910. if ((skill = sd->status.skill[i].lv) > 0) {
  3911. inf2 = skill_get_inf2(i);
  3912. if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  3913. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
  3914. {
  3915. if (!sd->status.skill[i].flag)
  3916. skill_point += skill;
  3917. else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
  3918. skill_point += (sd->status.skill[i].flag - 2);
  3919. sd->status.skill[i].lv = 0;
  3920. sd->status.skill[i].flag = 0;
  3921. }
  3922. else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL))
  3923. {
  3924. sd->status.skill[i].lv = 0;
  3925. sd->status.skill[i].flag = 0;
  3926. }
  3927. } else {
  3928. sd->status.skill[i].lv = 0;
  3929. }
  3930. }
  3931. if (sd->status.skill_point > USHRT_MAX - skill_point)
  3932. sd->status.skill_point = USHRT_MAX;
  3933. else
  3934. sd->status.skill_point += skill_point;
  3935. if (flag) {
  3936. clif_updatestatus(sd,SP_SKILLPOINT);
  3937. clif_skillinfoblock(sd);
  3938. status_calc_pc(sd,0);
  3939. }
  3940. return 0;
  3941. }
  3942. /*==========================================
  3943. * /resetfeel [Komurka]
  3944. *------------------------------------------
  3945. */
  3946. int pc_resetfeel(struct map_session_data* sd)
  3947. {
  3948. int i;
  3949. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  3950. nullpo_retr(0, sd);
  3951. for (i=0; i<3; i++)
  3952. {
  3953. sd->feel_map[i].m = -1;
  3954. sd->feel_map[i].index = 0;
  3955. pc_setglobalreg(sd,feel_var[i],0);
  3956. }
  3957. return 0;
  3958. }
  3959. static int pc_respawn(int tid,unsigned int tick,int id,int data)
  3960. {
  3961. struct map_session_data *sd = map_id2sd(id);
  3962. if (sd && pc_isdead(sd))
  3963. { //Auto-respawn [Skotlex]
  3964. pc_setstand(sd);
  3965. pc_setrestartvalue(sd,3);
  3966. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  3967. }
  3968. return 0;
  3969. }
  3970. /*==========================================
  3971. * Damages a player's SP, returns remaining SP. [Skotlex]
  3972. * damage is absolute damage, rate is % damage (100 = 100%)
  3973. * if rate is positive, it is % of current sp, if negative, it is % of max
  3974. * Returns remaining SP, or -1 if the player did not have enough SP to substract from.
  3975. *------------------------------------------
  3976. */
  3977. int pc_damage_sp(struct map_session_data *sd, int damage, int rate)
  3978. {
  3979. if (!sd->status.sp)
  3980. return 0;
  3981. if (rate > 0)
  3982. damage += (rate*sd->status.sp)/100;
  3983. else if (rate < 0)
  3984. damage -= (rate*sd->status.max_sp)/100;
  3985. if (sd->status.sp >= damage){
  3986. sd->status.sp -= damage;
  3987. clif_updatestatus(sd,SP_SP);
  3988. return sd->status.sp;
  3989. }
  3990. sd->status.sp = 0;
  3991. clif_updatestatus(sd,SP_SP);
  3992. return -1;
  3993. }
  3994. /*==========================================
  3995. * pcにダメ?ジを?える
  3996. *------------------------------------------
  3997. */
  3998. int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
  3999. {
  4000. int i=0,j=0, resurrect_flag=0;
  4001. nullpo_retr(0, sd);
  4002. // ?に死んでいたら無?
  4003. if(pc_isdead(sd))
  4004. return 0;
  4005. // 座ってたら立ち上がる
  4006. if(pc_issit(sd)) {
  4007. pc_setstand(sd);
  4008. skill_gangsterparadise(sd,0);
  4009. skill_rest(sd,0);
  4010. }
  4011. // 演奏/ダンスの中?
  4012. if(damage > sd->status.max_hp>>2)
  4013. skill_stop_dancing(&sd->bl);
  4014. if (damage < sd->status.hp)
  4015. sd->status.hp-=damage;
  4016. else
  4017. sd->status.hp = 0;
  4018. if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support)
  4019. pet_target_check(sd,src,1);
  4020. clif_updatestatus(sd,SP_HP);
  4021. if (sd->status.hp<sd->status.max_hp>>2) { //25% HP left effects.
  4022. if(sd->status.hp>0 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
  4023. (sd->sc.data[SC_PROVOKE].timer==-1 || sd->sc.data[SC_PROVOKE].val2==0 ))
  4024. sc_start4(&sd->bl,SC_PROVOKE,100,10,1,0,0,0);
  4025. for(i = 0; i < 5; i++)
  4026. if (sd->devotion[i]){
  4027. struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
  4028. if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
  4029. sd->devotion[i] = 0;
  4030. }
  4031. }
  4032. if(sd->status.hp>0){
  4033. sd->canlog_tick = gettick();
  4034. return damage;
  4035. }
  4036. if(sd->vender_id)
  4037. vending_closevending(sd);
  4038. if(sd->status.pet_id > 0 && sd->pd &&
  4039. !map[sd->bl.m].flag.nopenalty) {
  4040. if(sd->petDB) {
  4041. sd->pet.intimate -= sd->petDB->die;
  4042. if(sd->pet.intimate < 0)
  4043. sd->pet.intimate = 0;
  4044. clif_send_petdata(sd,1,sd->pet.intimate);
  4045. }
  4046. }
  4047. // Leave duel if you die [LuzZza]
  4048. if(battle_config.duel_autoleave_when_die) {
  4049. if(sd->duel_group > 0)
  4050. duel_leave(sd->duel_group, sd);
  4051. if(sd->duel_invite > 0)
  4052. duel_reject(sd->duel_invite, sd);
  4053. }
  4054. pc_stop_attack(sd);
  4055. pc_stop_walking(sd,0);
  4056. unit_skillcastcancel(&sd->bl,0);
  4057. skill_stop_dancing(&sd->bl); //You should stop dancing when dead... [Skotlex]
  4058. if (sd->sc.data[SC_GOSPEL].timer != -1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF)
  4059. { //Remove Gospel [Skotlex]
  4060. struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc.data[SC_GOSPEL].val3;
  4061. if (sg)
  4062. skill_delunitgroup(&sd->bl, sg);
  4063. }
  4064. clif_clearchar_area(&sd->bl,1);
  4065. if (src && src->type == BL_PC) {
  4066. struct map_session_data *ssd = (struct map_session_data *)src;
  4067. if (ssd) {
  4068. if (sd->state.event_death)
  4069. pc_setglobalreg(sd,"killerrid",(ssd->status.account_id));
  4070. if (ssd->state.event_kill_pc) {
  4071. pc_setglobalreg(ssd, "killedrid", sd->bl.id);
  4072. if (script_config.event_script_type == 0) {
  4073. struct npc_data *npc;
  4074. if ((npc = npc_name2id(script_config.kill_pc_event_name))) {
  4075. run_script(npc->u.scr.script,0,ssd->bl.id,npc->bl.id); // PCKillPC [Lance]
  4076. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.kill_pc_event_name);
  4077. }
  4078. } else {
  4079. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4080. npc_event_doall_id(script_config.kill_pc_event_name, ssd->bl.id), script_config.kill_pc_event_name);
  4081. }
  4082. }
  4083. if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
  4084. ssd->status.manner -= 5;
  4085. if(ssd->status.manner < 0)
  4086. sc_start(src,SC_NOCHAT,100,0,0);
  4087. // PK/Karma system code (not enabled yet) [celest]
  4088. // originally from Kade Online, so i don't know if any of these is correct ^^;
  4089. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  4090. // karma going down = more 'good' / more honourable.
  4091. // The Karma System way...
  4092. /*if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  4093. sd->status.karma--;
  4094. ssd->status.karma--;
  4095. }
  4096. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  4097. ssd->status.karma++;*/
  4098. // or the PK System way...
  4099. /* if (sd->status.karma > 0) // player killed is dishonourable?
  4100. ssd->status.karma--; // honour points earned
  4101. sd->status.karma++; // honour points lost */
  4102. // To-do: Receive exp on certain occasions
  4103. }
  4104. }
  4105. } else {
  4106. pc_setglobalreg(sd, "killerrid", 0);
  4107. }
  4108. if (sd->state.event_death) {
  4109. if (script_config.event_script_type == 0) {
  4110. struct npc_data *npc;
  4111. if ((npc = npc_name2id(script_config.die_event_name))) {
  4112. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCDeathNPC
  4113. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.die_event_name);
  4114. }
  4115. } else {
  4116. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4117. npc_event_doall_id(script_config.die_event_name, sd->bl.id), script_config.die_event_name);
  4118. }
  4119. }
  4120. // PK/Karma system code (not enabled yet) [celest]
  4121. /*if(sd->status.karma > 0) {
  4122. int eq_num=0,eq_n[MAX_INVENTORY];
  4123. memset(eq_n,0,sizeof(eq_n));
  4124. for(i=0;i<MAX_INVENTORY;i++){
  4125. int k;
  4126. for(k=0;k<MAX_INVENTORY;k++){
  4127. if(eq_n[k] <= 0){
  4128. eq_n[k]=i;
  4129. break;
  4130. }
  4131. }
  4132. eq_num++;
  4133. }
  4134. if(eq_num > 0){
  4135. int n = eq_n[rand()%eq_num];
  4136. if(rand()%10000 < sd->status.karma){
  4137. if(sd->status.inventory[n].equip)
  4138. pc_unequipitem(sd,n,0);
  4139. pc_dropitem(sd,n,1);
  4140. }
  4141. }
  4142. }*/
  4143. if(battle_config.bone_drop==2
  4144. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)){ // ドクロドロップ
  4145. struct item item_tmp;
  4146. memset(&item_tmp,0,sizeof(item_tmp));
  4147. item_tmp.nameid=7420; //PVP Skull item ID
  4148. item_tmp.identify=1;
  4149. item_tmp.card[0]=0x00fe;
  4150. item_tmp.card[1]=0;
  4151. item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
  4152. item_tmp.card[3]=GetWord(sd->char_id,1);
  4153. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4154. }
  4155. // activate Steel body if a super novice dies at 99+% exp [celest]
  4156. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  4157. if ((i=pc_nextbaseexp(sd))<=0)
  4158. i=sd->status.base_exp;
  4159. if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
  4160. sd->state.snovice_flag = 4;
  4161. }
  4162. pc_setdead(sd);
  4163. skill_unit_move(&sd->bl,gettick(),4);
  4164. if (battle_config.clear_unit_ondeath)
  4165. skill_clear_unitgroup(&sd->bl); //orn
  4166. pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み
  4167. // changed penalty options, added death by player if pk_mode [Valaris]
  4168. if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
  4169. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  4170. && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
  4171. && !(sd->sc.count && sd->sc.data[SC_BABY].timer!=-1))
  4172. {
  4173. unsigned int base_penalty =0;
  4174. if (battle_config.death_penalty_base > 0) {
  4175. switch (battle_config.death_penalty_type) {
  4176. case 1:
  4177. base_penalty += (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  4178. break;
  4179. case 2:
  4180. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  4181. break;
  4182. }
  4183. if(base_penalty) {
  4184. if (battle_config.pk_mode && src && src->type==BL_PC)
  4185. base_penalty*=2;
  4186. if(sd->status.base_exp < base_penalty)
  4187. sd->status.base_exp = 0;
  4188. else
  4189. sd->status.base_exp -= base_penalty;
  4190. clif_updatestatus(sd,SP_BASEEXP);
  4191. }
  4192. }
  4193. if(battle_config.death_penalty_job > 0)
  4194. {
  4195. base_penalty = 0;
  4196. switch (battle_config.death_penalty_type) {
  4197. case 1:
  4198. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  4199. break;
  4200. case 2:
  4201. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  4202. break;
  4203. }
  4204. if(base_penalty) {
  4205. if (battle_config.pk_mode && src && src->type==BL_PC)
  4206. base_penalty*=2;
  4207. if(sd->status.job_exp < base_penalty)
  4208. sd->status.job_exp = 0;
  4209. else
  4210. sd->status.job_exp -= base_penalty;
  4211. clif_updatestatus(sd,SP_JOBEXP);
  4212. }
  4213. }
  4214. }
  4215. if(src && src->type==BL_MOB) {
  4216. struct mob_data *md=(struct mob_data *)src;
  4217. if(md && md->target_id != 0 && md->target_id==sd->bl.id) {
  4218. // reset target id when player dies
  4219. mob_unlocktarget(md,gettick());
  4220. }
  4221. if(battle_config.mobs_level_up && md && md->hp &&
  4222. md->level < pc_maxbaselv(sd) &&
  4223. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  4224. ) { // monster level up [Valaris]
  4225. clif_misceffect(&md->bl,0);
  4226. md->level++;
  4227. md->hp+=(int) (sd->status.max_hp*.1);
  4228. if (battle_config.show_mob_hp)
  4229. clif_charnameack (0, &md->bl);
  4230. }
  4231. }
  4232. //Clear these data here so that SC_BABY check may work. [Skotlex]
  4233. resurrect_flag = (sd->sc.data[SC_KAIZEL].timer != -1)?sd->sc.data[SC_KAIZEL].val1:0; //Auto-resurrect later in the code.
  4234. status_change_clear(&sd->bl,0); // ステ?タス異常を解除する
  4235. clif_updatestatus(sd,SP_HP);
  4236. status_calc_pc(sd,0);
  4237. sd->canregen_tick = gettick();
  4238. //ナイトメアモ?ドアイテムドロップ
  4239. if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
  4240. for(j=0;j<MAX_DROP_PER_MAP;j++){
  4241. int id = map[sd->bl.m].drop_list[j].drop_id;
  4242. int type = map[sd->bl.m].drop_list[j].drop_type;
  4243. int per = map[sd->bl.m].drop_list[j].drop_per;
  4244. if(id == 0)
  4245. continue;
  4246. if(id == -1){//ランダムドロップ
  4247. int eq_num=0,eq_n[MAX_INVENTORY];
  4248. memset(eq_n,0,sizeof(eq_n));
  4249. //先ず?備しているアイテム?をカウント
  4250. for(i=0;i<MAX_INVENTORY;i++){
  4251. int k;
  4252. if( (type == 1 && !sd->status.inventory[i].equip)
  4253. || (type == 2 && sd->status.inventory[i].equip)
  4254. || type == 3){
  4255. //InventoryIndexを格納
  4256. for(k=0;k<MAX_INVENTORY;k++){
  4257. if(eq_n[k] <= 0){
  4258. eq_n[k]=i;
  4259. break;
  4260. }
  4261. }
  4262. eq_num++;
  4263. }
  4264. }
  4265. if(eq_num > 0){
  4266. int n = eq_n[rand()%eq_num];//該?アイテムの中からランダム
  4267. if(rand()%10000 < per){
  4268. if(sd->status.inventory[n].equip)
  4269. pc_unequipitem(sd,n,3);
  4270. pc_dropitem(sd,n,1);
  4271. }
  4272. }
  4273. }
  4274. else if(id > 0){
  4275. for(i=0;i<MAX_INVENTORY;i++){
  4276. if(sd->status.inventory[i].nameid == id//ItemIDが一致していて
  4277. && rand()%10000 < per//ドロップ率判定もOKで
  4278. && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ
  4279. || (type == 2 && sd->status.inventory[i].equip)
  4280. || type == 3) ){
  4281. if(sd->status.inventory[i].equip)
  4282. pc_unequipitem(sd,i,3);
  4283. pc_dropitem(sd,i,1);
  4284. break;
  4285. }
  4286. }
  4287. }
  4288. }
  4289. }
  4290. // pvp
  4291. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
  4292. //ランキング計算
  4293. if (!map[sd->bl.m].flag.pvp_nocalcrank) {
  4294. sd->pvp_point -= 5;
  4295. sd->pvp_lost++;
  4296. if (src && src->type == BL_PC) {
  4297. struct map_session_data *ssd = (struct map_session_data *)src;
  4298. if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
  4299. }
  4300. }
  4301. // ?制送還
  4302. if( sd->pvp_point < 0 ){
  4303. sd->pvp_point=0;
  4304. add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
  4305. return damage;
  4306. }
  4307. }
  4308. //GvG
  4309. if(map_flag_gvg(sd->bl.m)){
  4310. add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
  4311. return damage;
  4312. }
  4313. if (sd->state.snovice_flag == 4 || resurrect_flag) {
  4314. if (sd->state.snovice_flag == 4 || sd->special_state.restart_full_recover) {
  4315. sd->status.hp = sd->status.max_hp;
  4316. sd->status.sp = sd->status.max_sp;
  4317. } else { //10% life per each level in Kaizel
  4318. sd->status.hp = 10*resurrect_flag*sd->status.max_hp/100;
  4319. }
  4320. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4321. pc_setstand(sd);
  4322. clif_updatestatus(sd, SP_HP);
  4323. clif_updatestatus(sd, SP_SP);
  4324. clif_resurrection(&sd->bl, 1);
  4325. sd->state.snovice_flag = 0;
  4326. if(battle_config.pc_invincible_time)
  4327. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4328. if (resurrect_flag)
  4329. sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,skill_get_time2(SL_KAIZEL, resurrect_flag));
  4330. else
  4331. sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
  4332. return 0;
  4333. }
  4334. return damage;
  4335. }
  4336. //
  4337. // script? 連
  4338. //
  4339. /*==========================================
  4340. * script用PCステ?タス?み出し
  4341. *------------------------------------------
  4342. */
  4343. int pc_readparam(struct map_session_data *sd,int type)
  4344. {
  4345. int val=0;
  4346. nullpo_retr(0, sd);
  4347. switch(type){
  4348. case SP_SKILLPOINT:
  4349. val= sd->status.skill_point;
  4350. break;
  4351. case SP_STATUSPOINT:
  4352. val= sd->status.status_point;
  4353. break;
  4354. case SP_ZENY:
  4355. val= sd->status.zeny;
  4356. break;
  4357. case SP_BASELEVEL:
  4358. val= sd->status.base_level;
  4359. break;
  4360. case SP_JOBLEVEL:
  4361. val= sd->status.job_level;
  4362. break;
  4363. case SP_CLASS:
  4364. val= sd->status.class_;
  4365. break;
  4366. case SP_BASEJOB: //Base job, extracting upper type.
  4367. val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
  4368. break;
  4369. case SP_UPPER:
  4370. val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
  4371. break;
  4372. case SP_BASECLASS: //Extract base class tree. [Skotlex]
  4373. val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
  4374. break;
  4375. case SP_SEX:
  4376. val= sd->sex;
  4377. break;
  4378. case SP_WEIGHT:
  4379. val= sd->weight;
  4380. break;
  4381. case SP_MAXWEIGHT:
  4382. val= sd->max_weight;
  4383. break;
  4384. case SP_BASEEXP:
  4385. val= sd->status.base_exp;
  4386. break;
  4387. case SP_JOBEXP:
  4388. val= sd->status.job_exp;
  4389. break;
  4390. case SP_NEXTBASEEXP:
  4391. val= pc_nextbaseexp(sd);
  4392. break;
  4393. case SP_NEXTJOBEXP:
  4394. val= pc_nextjobexp(sd);
  4395. break;
  4396. case SP_HP:
  4397. val= sd->status.hp;
  4398. break;
  4399. case SP_MAXHP:
  4400. val= sd->status.max_hp;
  4401. break;
  4402. case SP_SP:
  4403. val= sd->status.sp;
  4404. break;
  4405. case SP_MAXSP:
  4406. val= sd->status.max_sp;
  4407. break;
  4408. case SP_STR:
  4409. val= sd->status.str;
  4410. break;
  4411. case SP_AGI:
  4412. val= sd->status.agi;
  4413. break;
  4414. case SP_VIT:
  4415. val= sd->status.vit;
  4416. break;
  4417. case SP_INT:
  4418. val= sd->status.int_;
  4419. break;
  4420. case SP_DEX:
  4421. val= sd->status.dex;
  4422. break;
  4423. case SP_LUK:
  4424. val= sd->status.luk;
  4425. break;
  4426. case SP_KARMA: // celest
  4427. val = sd->status.karma;
  4428. break;
  4429. case SP_MANNER:
  4430. val = sd->status.manner;
  4431. break;
  4432. case SP_FAME:
  4433. val= sd->status.fame;
  4434. break;
  4435. }
  4436. return val;
  4437. }
  4438. /*==========================================
  4439. * script用PCステ?タス設定
  4440. *------------------------------------------
  4441. */
  4442. int pc_setparam(struct map_session_data *sd,int type,int val)
  4443. {
  4444. int i = 0;
  4445. nullpo_retr(0, sd);
  4446. switch(type){
  4447. case SP_BASELEVEL:
  4448. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  4449. val = pc_maxbaselv(sd);
  4450. if ((unsigned int)val > sd->status.base_level) {
  4451. int stat=0;
  4452. for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
  4453. stat += (sd->status.base_level + i + 14) / 5 ;
  4454. if (sd->status.status_point > USHRT_MAX - stat)
  4455. sd->status.status_point = USHRT_MAX;
  4456. else
  4457. sd->status.status_point += stat;
  4458. }
  4459. sd->status.base_level = (unsigned int)val;
  4460. sd->status.base_exp = 0;
  4461. clif_updatestatus(sd, SP_BASELEVEL);
  4462. clif_updatestatus(sd, SP_NEXTBASEEXP);
  4463. clif_updatestatus(sd, SP_STATUSPOINT);
  4464. clif_updatestatus(sd, SP_BASEEXP);
  4465. status_calc_pc(sd, 0);
  4466. pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
  4467. break;
  4468. case SP_JOBLEVEL:
  4469. if ((unsigned int)val >= sd->status.job_level) {
  4470. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  4471. if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level)
  4472. sd->status.skill_point = USHRT_MAX;
  4473. else
  4474. sd->status.skill_point += val-sd->status.job_level;
  4475. clif_updatestatus(sd, SP_SKILLPOINT);
  4476. clif_misceffect(&sd->bl, 1);
  4477. }
  4478. sd->status.job_level = (unsigned int)val;
  4479. sd->status.job_exp = 0;
  4480. clif_updatestatus(sd, SP_JOBLEVEL);
  4481. clif_updatestatus(sd, SP_NEXTJOBEXP);
  4482. clif_updatestatus(sd, SP_JOBEXP);
  4483. status_calc_pc(sd, 0);
  4484. clif_updatestatus(sd,type);
  4485. break;
  4486. case SP_SKILLPOINT:
  4487. sd->status.skill_point = val;
  4488. break;
  4489. case SP_STATUSPOINT:
  4490. sd->status.status_point = val;
  4491. break;
  4492. case SP_ZENY:
  4493. if(val <= MAX_ZENY) {
  4494. // MAX_ZENY 以下なら代入
  4495. sd->status.zeny = val;
  4496. } else {
  4497. sd->status.zeny = MAX_ZENY;
  4498. /* Could someone explain the comments below? I have no idea what they are trying to do...
  4499. * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
  4500. if(sd->status.zeny > val) {
  4501. // Zeny が減少しているなら代入
  4502. sd->status.zeny = val;
  4503. } else if(sd->status.zeny <= MAX_ZENY) {
  4504. // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
  4505. sd->status.zeny = MAX_ZENY;
  4506. } else {
  4507. // Zeny が増加していて、現在の値がMAX_ZENY より下なら増加分を無視
  4508. ;
  4509. }
  4510. */
  4511. }
  4512. break;
  4513. case SP_BASEEXP:
  4514. if(pc_nextbaseexp(sd) > 0) {
  4515. sd->status.base_exp = val;
  4516. if(sd->status.base_exp < 0)
  4517. sd->status.base_exp=0;
  4518. pc_checkbaselevelup(sd);
  4519. }
  4520. break;
  4521. case SP_JOBEXP:
  4522. if(pc_nextjobexp(sd) > 0) {
  4523. sd->status.job_exp = val;
  4524. if(sd->status.job_exp < 0)
  4525. sd->status.job_exp=0;
  4526. pc_checkjoblevelup(sd);
  4527. }
  4528. break;
  4529. case SP_SEX:
  4530. sd->sex = val;
  4531. break;
  4532. case SP_WEIGHT:
  4533. sd->weight = val;
  4534. break;
  4535. case SP_MAXWEIGHT:
  4536. sd->max_weight = val;
  4537. break;
  4538. case SP_HP:
  4539. sd->status.hp = val;
  4540. break;
  4541. case SP_MAXHP:
  4542. sd->status.max_hp = val;
  4543. break;
  4544. case SP_SP:
  4545. sd->status.sp = val;
  4546. break;
  4547. case SP_MAXSP:
  4548. sd->status.max_sp = val;
  4549. break;
  4550. case SP_STR:
  4551. sd->status.str = val;
  4552. break;
  4553. case SP_AGI:
  4554. sd->status.agi = val;
  4555. break;
  4556. case SP_VIT:
  4557. sd->status.vit = val;
  4558. break;
  4559. case SP_INT:
  4560. sd->status.int_ = val;
  4561. break;
  4562. case SP_DEX:
  4563. sd->status.dex = val;
  4564. break;
  4565. case SP_LUK:
  4566. sd->status.luk = val;
  4567. break;
  4568. case SP_KARMA:
  4569. sd->status.karma = val;
  4570. break;
  4571. case SP_MANNER:
  4572. sd->status.manner = val;
  4573. break;
  4574. case SP_FAME:
  4575. sd->status.fame = val;
  4576. break;
  4577. }
  4578. clif_updatestatus(sd,type);
  4579. return 0;
  4580. }
  4581. /*==========================================
  4582. * HP/SP回復
  4583. *------------------------------------------
  4584. */
  4585. int pc_heal(struct map_session_data *sd,int hp,int sp)
  4586. {
  4587. // if(battle_config.battle_log)
  4588. // printf("heal %d %d\n",hp,sp);
  4589. nullpo_retr(0, sd);
  4590. //Uneeded as the hp range adjustment below will auto-adap itself and make hp = max. [Skotlex]
  4591. // if(hp > 0 && pc_checkoverhp(sd))
  4592. // hp = 0;
  4593. // if(sp > 0 && pc_checkoversp(sd))
  4594. // sp = 0;
  4595. if(hp > sd->status.max_hp - sd->status.hp)
  4596. hp = sd->status.max_hp - sd->status.hp;
  4597. sd->status.hp+=hp;
  4598. if(sp > sd->status.max_sp - sd->status.sp)
  4599. sp = sd->status.max_sp - sd->status.sp;
  4600. sd->status.sp+=sp;
  4601. if(sd->status.sp <= 0)
  4602. sd->status.sp = 0;
  4603. if(sd->status.hp <= 0) {
  4604. sd->status.hp = 0;
  4605. pc_damage(NULL,sd,1);
  4606. hp = 0;
  4607. }
  4608. if(hp)
  4609. clif_updatestatus(sd,SP_HP);
  4610. if(sp)
  4611. clif_updatestatus(sd,SP_SP);
  4612. if(sd->status.hp>=sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
  4613. (sd->sc.data[SC_PROVOKE].timer!=-1 && sd->sc.data[SC_PROVOKE].val2==1 ))
  4614. status_change_end(&sd->bl,SC_PROVOKE,-1); //End auto berserk.
  4615. return hp + sp;
  4616. }
  4617. /*==========================================
  4618. * HP/SP回復
  4619. *------------------------------------------
  4620. */
  4621. int pc_itemheal(struct map_session_data *sd,int hp,int sp)
  4622. {
  4623. int bonus, type;
  4624. // if(battle_config.battle_log)
  4625. // printf("heal %d %d\n",hp,sp);
  4626. nullpo_retr(0, sd);
  4627. if(hp > 0 && pc_checkoverhp(sd))
  4628. hp = 0;
  4629. if(sp > 0 && pc_checkoversp(sd))
  4630. sp = 0;
  4631. if(hp > 0) {
  4632. bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10
  4633. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4634. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  4635. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4636. if ((type = itemdb_group(sd->itemid)) > 0 && type <= 7)
  4637. bonus = bonus * (100+sd->itemhealrate[type - 1]) / 100;
  4638. if(bonus != 100)
  4639. hp = hp * bonus / 100;
  4640. }
  4641. if(sp > 0) {
  4642. bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10
  4643. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4644. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4645. if(bonus != 100)
  4646. sp = sp * bonus / 100;
  4647. }
  4648. if(hp > sd->status.max_hp - sd->status.hp)
  4649. sd->status.hp = sd->status.max_hp;
  4650. else
  4651. sd->status.hp+=hp;
  4652. if(sp > sd->status.max_sp - sd->status.sp)
  4653. sd->status.sp = sd->status.max_sp;
  4654. else
  4655. sd->status.sp += sp;
  4656. if(sd->status.hp <= 0) {
  4657. sd->status.hp = 0;
  4658. pc_damage(NULL,sd,1);
  4659. hp = 0;
  4660. }
  4661. if(sd->status.sp <= 0)
  4662. sd->status.sp = 0;
  4663. if(hp)
  4664. clif_updatestatus(sd,SP_HP);
  4665. if(sp)
  4666. clif_updatestatus(sd,SP_SP);
  4667. return 0;
  4668. }
  4669. /*==========================================
  4670. * HP/SP回復
  4671. *------------------------------------------
  4672. */
  4673. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  4674. {
  4675. nullpo_retr(0, sd);
  4676. /* Shouldn't be needed, these functions are proof of bad coding xP
  4677. if(pc_checkoverhp(sd)) {
  4678. if(hp > 0)
  4679. hp = 0;
  4680. }
  4681. if(pc_checkoversp(sd)) {
  4682. if(sp > 0)
  4683. sp = 0;
  4684. }
  4685. */
  4686. if(hp) {
  4687. if(hp >= 100)
  4688. sd->status.hp = sd->status.max_hp;
  4689. else if(hp <= -100) {
  4690. sd->status.hp = 0;
  4691. pc_damage(NULL,sd,1);
  4692. }
  4693. else if (hp > 0) {
  4694. hp = sd->status.max_hp*hp/100;
  4695. if (sd->status.max_hp - sd->status.hp < hp)
  4696. sd->status.hp = sd->status.max_hp;
  4697. else
  4698. sd->status.hp += hp;
  4699. }
  4700. else { //hp < 0
  4701. hp = sd->status.max_hp*hp/100;
  4702. if (sd->status.hp <= -hp) {
  4703. sd->status.hp = 0;
  4704. pc_damage(NULL,sd,1);
  4705. } else
  4706. sd->status.hp += hp;
  4707. }
  4708. }
  4709. if(sp) {
  4710. if(sp >= 100)
  4711. sd->status.sp = sd->status.max_sp;
  4712. else if(sp <= -100)
  4713. sd->status.sp = 0;
  4714. else if(sp > 0) {
  4715. sp = sd->status.max_sp*sp/100;
  4716. if (sd->status.max_sp - sd->status.sp < sp)
  4717. sd->status.sp = sd->status.max_sp;
  4718. else
  4719. sd->status.sp += sp;
  4720. } else { //sp < 0
  4721. sp = sd->status.max_sp*sp/100;
  4722. if (sd->status.sp <= -sp)
  4723. sd->status.sp = 0;
  4724. else
  4725. sd->status.sp += sp;
  4726. }
  4727. }
  4728. if(hp)
  4729. clif_updatestatus(sd,SP_HP);
  4730. if(sp)
  4731. clif_updatestatus(sd,SP_SP);
  4732. return 0;
  4733. }
  4734. /*==========================================
  4735. * 職?更
  4736. * 引? job 職業 0~23
  4737. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  4738. * Rewrote to make it tidider [Celest]
  4739. *------------------------------------------
  4740. */
  4741. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  4742. {
  4743. int i, fame_flag=0;
  4744. int b_class;
  4745. nullpo_retr(0, sd);
  4746. if (job < 0)
  4747. return 1;
  4748. //Normalize job.
  4749. b_class = pc_jobid2mapid(job);
  4750. if (b_class == -1)
  4751. return 1;
  4752. switch (upper) {
  4753. case 1:
  4754. b_class|= JOBL_UPPER;
  4755. break;
  4756. case 2:
  4757. b_class|= JOBL_BABY;
  4758. break;
  4759. }
  4760. //This will automatically adjust bard/dancer classes to the correct gender
  4761. //That is, if you try to jobchange into dancer, it will turn you to bard.
  4762. job = pc_mapid2jobid(b_class, sd->status.sex);
  4763. if (job == -1)
  4764. return 1;
  4765. if ((unsigned short)b_class == sd->class_)
  4766. return 1; //Nothing to change.
  4767. // check if we are changing from 1st to 2nd job
  4768. if (b_class&JOBL_2) {
  4769. if (!(sd->class_&JOBL_2))
  4770. sd->change_level = sd->status.job_level;
  4771. else if (!sd->change_level)
  4772. sd->change_level = 40; //Assume 40?
  4773. }
  4774. pc_setglobalreg (sd, "jobchange_level", sd->change_level);
  4775. sd->status.class_ = job;
  4776. status_set_viewdata(&sd->bl, job);
  4777. fame_flag = pc_istop10fame(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  4778. sd->class_ = (unsigned short)b_class;
  4779. sd->status.job_level=1;
  4780. sd->status.job_exp=0;
  4781. clif_updatestatus(sd,SP_JOBLEVEL);
  4782. clif_updatestatus(sd,SP_JOBEXP);
  4783. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4784. for(i=0;i<11;i++) {
  4785. if(sd->equip_index[i] >= 0)
  4786. if(!pc_isequip(sd,sd->equip_index[i]))
  4787. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  4788. }
  4789. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  4790. if(sd->vd.cloth_color)
  4791. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4792. if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
  4793. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4794. if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems.
  4795. pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
  4796. status_calc_pc(sd,0);
  4797. pc_checkallowskill(sd);
  4798. pc_equiplookall(sd);
  4799. clif_equiplist(sd);
  4800. //if you were previously famous, not anymore.
  4801. if (fame_flag) {
  4802. chrif_save(sd,0);
  4803. chrif_reqfamelist();
  4804. } else if (sd->status.fame > 0) {
  4805. //It may be that now they are famous?
  4806. switch (sd->class_&MAPID_UPPERMASK) {
  4807. case MAPID_BLACKSMITH:
  4808. case MAPID_ALCHEMIST:
  4809. case MAPID_TAEKWON:
  4810. chrif_save(sd,0);
  4811. chrif_reqfamelist();
  4812. break;
  4813. }
  4814. }
  4815. return 0;
  4816. }
  4817. /*==========================================
  4818. * 見た目?更
  4819. *------------------------------------------
  4820. */
  4821. int pc_equiplookall(struct map_session_data *sd)
  4822. {
  4823. nullpo_retr(0, sd);
  4824. #if PACKETVER < 4
  4825. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  4826. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  4827. #else
  4828. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  4829. clif_changelook(&sd->bl,LOOK_SHOES,0);
  4830. #endif
  4831. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  4832. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  4833. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  4834. return 0;
  4835. }
  4836. /*==========================================
  4837. * 見た目?更
  4838. *------------------------------------------
  4839. */
  4840. int pc_changelook(struct map_session_data *sd,int type,int val)
  4841. {
  4842. nullpo_retr(0, sd);
  4843. switch(type){
  4844. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  4845. if (val < battle_config.min_hair_style)
  4846. val = battle_config.min_hair_style;
  4847. else if (val > battle_config.max_hair_style)
  4848. val = battle_config.max_hair_style;
  4849. if (sd->status.hair != val)
  4850. {
  4851. sd->status.hair=val;
  4852. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4853. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4854. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  4855. }
  4856. break;
  4857. case LOOK_WEAPON:
  4858. sd->status.weapon=val;
  4859. break;
  4860. case LOOK_HEAD_BOTTOM:
  4861. sd->status.head_bottom=val;
  4862. break;
  4863. case LOOK_HEAD_TOP:
  4864. sd->status.head_top=val;
  4865. break;
  4866. case LOOK_HEAD_MID:
  4867. sd->status.head_mid=val;
  4868. break;
  4869. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  4870. if (val < battle_config.min_hair_color)
  4871. val = battle_config.min_hair_color;
  4872. else if (val > battle_config.max_hair_color)
  4873. val = battle_config.max_hair_color;
  4874. if (sd->status.hair_color != val)
  4875. {
  4876. sd->status.hair_color=val;
  4877. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4878. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4879. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  4880. }
  4881. break;
  4882. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  4883. if (val < battle_config.min_cloth_color)
  4884. val = battle_config.min_cloth_color;
  4885. else if (val > battle_config.max_cloth_color)
  4886. val = battle_config.max_cloth_color;
  4887. sd->status.clothes_color=val;
  4888. break;
  4889. case LOOK_SHIELD:
  4890. sd->status.shield=val;
  4891. break;
  4892. case LOOK_SHOES:
  4893. break;
  4894. }
  4895. clif_changelook(&sd->bl,type,val);
  4896. return 0;
  4897. }
  4898. /*==========================================
  4899. * 付?品(鷹,ペコ,カ?ト)設定
  4900. *------------------------------------------
  4901. */
  4902. int pc_setoption(struct map_session_data *sd,int type)
  4903. {
  4904. nullpo_retr(0, sd);
  4905. if (type&OPTION_RIDING && !(sd->sc.option&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  4906. { //We are going to mount. [Skotlex]
  4907. switch (sd->status.class_)
  4908. {
  4909. case JOB_KNIGHT:
  4910. clif_changelook(&sd->bl,LOOK_BASE,JOB_KNIGHT2);
  4911. break;
  4912. case JOB_CRUSADER:
  4913. clif_changelook(&sd->bl,LOOK_BASE,JOB_CRUSADER2);
  4914. break;
  4915. case JOB_LORD_KNIGHT:
  4916. clif_changelook(&sd->bl,LOOK_BASE,JOB_LORD_KNIGHT2);
  4917. break;
  4918. case JOB_PALADIN:
  4919. clif_changelook(&sd->bl,LOOK_BASE,JOB_PALADIN2);
  4920. break;
  4921. case JOB_BABY_KNIGHT:
  4922. clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_KNIGHT2);
  4923. break;
  4924. case JOB_BABY_CRUSADER:
  4925. clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_CRUSADER2);
  4926. break;
  4927. }
  4928. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4929. clif_status_load(&sd->bl,SI_RIDING,1);
  4930. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  4931. }
  4932. else if (!(type&OPTION_RIDING) && sd->sc.option&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  4933. { //We are going to dismount.
  4934. if (sd->vd.class_ != sd->status.class_) {
  4935. clif_changelook(&sd->bl,LOOK_BASE,sd->status.class_);
  4936. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4937. }
  4938. clif_status_load(&sd->bl,SI_RIDING,0);
  4939. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  4940. }
  4941. if (type&OPTION_FALCON && !(sd->sc.option&OPTION_FALCON)) //Falcon ON
  4942. clif_status_load(&sd->bl,SI_FALCON,1);
  4943. else if (!(type&OPTION_FALCON) && sd->sc.option&OPTION_FALCON) //Falcon OFF
  4944. clif_status_load(&sd->bl,SI_FALCON,0);
  4945. //SG flying [Komurka]
  4946. if (type&OPTION_FLYING && !(sd->sc.option&OPTION_FLYING)) //Flying ON
  4947. {
  4948. if (sd->status.class_==JOB_STAR_GLADIATOR)
  4949. clif_changelook(&sd->bl,LOOK_BASE,JOB_STAR_GLADIATOR2);
  4950. }
  4951. else if (!(type&OPTION_FLYING) && sd->sc.option&OPTION_FLYING) //Flying OFF
  4952. if (sd->vd.class_ != sd->status.class_)
  4953. clif_changelook(&sd->bl,LOOK_BASE,sd->status.class_);
  4954. sd->sc.option=type;
  4955. clif_changeoption(&sd->bl);
  4956. status_calc_pc(sd,0);
  4957. return 0;
  4958. }
  4959. /*==========================================
  4960. * カ?ト設定
  4961. *------------------------------------------
  4962. */
  4963. int pc_setcart(struct map_session_data *sd,int type)
  4964. {
  4965. int cart[6]={0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
  4966. int option;
  4967. nullpo_retr(0, sd);
  4968. if (type < 0 || type > 5)
  4969. return 0; //Never trust the values sent by the client! [Skotlex]
  4970. if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
  4971. option = sd->sc.option;
  4972. //This should preserve the current option, only modifying the cart bit.
  4973. option&=~(OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5);
  4974. option|=cart[type];
  4975. if(!pc_iscarton(sd)){ // カ?トを付けていない
  4976. pc_setoption(sd,option);
  4977. clif_cart_itemlist(sd);
  4978. clif_cart_equiplist(sd);
  4979. clif_updatestatus(sd,SP_CARTINFO);
  4980. clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
  4981. }
  4982. else{
  4983. pc_setoption(sd,option);
  4984. }
  4985. }
  4986. return 0;
  4987. }
  4988. /*==========================================
  4989. * 鷹設定
  4990. *------------------------------------------
  4991. */
  4992. int pc_setfalcon(struct map_session_data *sd)
  4993. {
  4994. if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
  4995. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  4996. }
  4997. return 0;
  4998. }
  4999. /*==========================================
  5000. * ペコペコ設定
  5001. *------------------------------------------
  5002. */
  5003. int pc_setriding(struct map_session_data *sd)
  5004. {
  5005. if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
  5006. pc_setoption(sd,sd->sc.option|OPTION_RIDING);
  5007. }
  5008. return 0;
  5009. }
  5010. /*==========================================
  5011. * アイテムドロップ可不可判定
  5012. *------------------------------------------
  5013. */
  5014. int pc_candrop(struct map_session_data *sd,int item_id)
  5015. {
  5016. int level = pc_isGM(sd);
  5017. if ( pc_can_give_items(level) ) //check if this GM level can drop items
  5018. return 0;
  5019. return (itemdb_isdropable(item_id, level));
  5020. }
  5021. /*==========================================
  5022. * script用??の値を?む
  5023. *------------------------------------------
  5024. */
  5025. int pc_readreg(struct map_session_data *sd,int reg)
  5026. {
  5027. int i;
  5028. nullpo_retr(0, sd);
  5029. for(i=0;i<sd->reg_num;i++)
  5030. if(sd->reg[i].index==reg)
  5031. return sd->reg[i].data;
  5032. return 0;
  5033. }
  5034. /*==========================================
  5035. * script用??の値を設定
  5036. *------------------------------------------
  5037. */
  5038. int pc_setreg(struct map_session_data *sd,int reg,int val)
  5039. {
  5040. int i;
  5041. nullpo_retr(0, sd);
  5042. for (i = 0; i < sd->reg_num; i++) {
  5043. if (sd->reg[i].index == reg){
  5044. sd->reg[i].data = val;
  5045. return 0;
  5046. }
  5047. }
  5048. sd->reg_num++;
  5049. sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
  5050. memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
  5051. sd->reg[i].index = reg;
  5052. sd->reg[i].data = val;
  5053. return 0;
  5054. }
  5055. /*==========================================
  5056. * script用文字列??の値を?む
  5057. *------------------------------------------
  5058. */
  5059. char *pc_readregstr(struct map_session_data *sd,int reg)
  5060. {
  5061. int i;
  5062. nullpo_retr(0, sd);
  5063. for(i=0;i<sd->regstr_num;i++)
  5064. if(sd->regstr[i].index==reg)
  5065. return sd->regstr[i].data;
  5066. return NULL;
  5067. }
  5068. /*==========================================
  5069. * script用文字列??の値を設定
  5070. *------------------------------------------
  5071. */
  5072. int pc_setregstr(struct map_session_data *sd,int reg,char *str)
  5073. {
  5074. int i;
  5075. nullpo_retr(0, sd);
  5076. if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
  5077. ShowWarning("pc_setregstr: string too long !\n");
  5078. return 0;
  5079. }
  5080. for(i=0;i<sd->regstr_num;i++)
  5081. if(sd->regstr[i].index==reg){
  5082. strcpy(sd->regstr[i].data,str);
  5083. return 0;
  5084. }
  5085. sd->regstr_num++;
  5086. sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
  5087. if(sd->regstr==NULL){
  5088. ShowFatalError("out of memory : pc_setreg\n");
  5089. exit(1);
  5090. }
  5091. memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
  5092. sd->regstr[i].index = reg;
  5093. strcpy(sd->regstr[i].data, str);
  5094. return 0;
  5095. }
  5096. int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
  5097. struct global_reg *sd_reg;
  5098. int i,max;
  5099. nullpo_retr(0, sd);
  5100. switch (type) {
  5101. case 3: //Char reg
  5102. sd_reg = sd->save_reg.global;
  5103. max = sd->save_reg.global_num;
  5104. break;
  5105. case 2: //Account reg
  5106. sd_reg = sd->save_reg.account;
  5107. max = sd->save_reg.account_num;
  5108. break;
  5109. case 1: //Account2 reg
  5110. sd_reg = sd->save_reg.account2;
  5111. max = sd->save_reg.account2_num;
  5112. break;
  5113. default:
  5114. return 0;
  5115. }
  5116. if (max == -1) {
  5117. if (battle_config.error_log)
  5118. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5119. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5120. intif_request_registry(sd,type==3?4:type);
  5121. return 0;
  5122. }
  5123. for(i=0;i<max;i++){
  5124. if(strcmp(sd_reg[i].str,reg)==0)
  5125. return atoi(sd_reg[i].value);
  5126. }
  5127. return 0;
  5128. }
  5129. char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
  5130. struct global_reg *sd_reg;
  5131. int i,max;
  5132. nullpo_retr(0, sd);
  5133. switch (type) {
  5134. case 3: //Char reg
  5135. sd_reg = sd->save_reg.global;
  5136. max = sd->save_reg.global_num;
  5137. break;
  5138. case 2: //Account reg
  5139. sd_reg = sd->save_reg.account;
  5140. max = sd->save_reg.account_num;
  5141. break;
  5142. case 1: //Account2 reg
  5143. sd_reg = sd->save_reg.account2;
  5144. max = sd->save_reg.account2_num;
  5145. break;
  5146. default:
  5147. return NULL;
  5148. }
  5149. if (max == -1) {
  5150. if (battle_config.error_log)
  5151. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5152. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5153. intif_request_registry(sd,type==3?4:type);
  5154. return NULL;
  5155. }
  5156. for(i=0;i<max;i++){
  5157. if(strcmp(sd_reg[i].str,reg)==0)
  5158. return sd_reg[i].value;
  5159. }
  5160. return NULL;
  5161. }
  5162. int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
  5163. struct global_reg *sd_reg;
  5164. int i,*max, regmax;
  5165. nullpo_retr(0, sd);
  5166. if (type == 3) { //Some special character reg values...
  5167. if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
  5168. sd->die_counter = val;
  5169. // status_calc_pc(sd,0); //I doubt this is needed....
  5170. } else if(strcmp(reg,script_config.die_event_name) == 0){
  5171. sd->state.event_death = val;
  5172. } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){
  5173. sd->state.event_kill_pc = val;
  5174. } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){
  5175. sd->state.event_kill_mob = val;
  5176. } else if(strcmp(reg,script_config.logout_event_name) == 0){
  5177. sd->state.event_disconnect = val;
  5178. }
  5179. }
  5180. switch (type) {
  5181. case 3: //Char reg
  5182. sd_reg = sd->save_reg.global;
  5183. max = &sd->save_reg.global_num;
  5184. regmax = GLOBAL_REG_NUM;
  5185. break;
  5186. case 2: //Account reg
  5187. sd_reg = sd->save_reg.account;
  5188. max = &sd->save_reg.account_num;
  5189. regmax = ACCOUNT_REG_NUM;
  5190. break;
  5191. case 1: //Account2 reg
  5192. sd_reg = sd->save_reg.account2;
  5193. max = &sd->save_reg.account2_num;
  5194. regmax = ACCOUNT_REG2_NUM;
  5195. break;
  5196. default:
  5197. return 0;
  5198. }
  5199. if (*max == -1) {
  5200. if(battle_config.error_log)
  5201. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5202. return 1;
  5203. }
  5204. // delete reg
  5205. if (val == 0) {
  5206. for(i = 0; i < *max; i++) {
  5207. if (strcmp(sd_reg[i].str, reg) == 0) {
  5208. if (i != *max - 1)
  5209. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5210. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5211. (*max)--;
  5212. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5213. break;
  5214. }
  5215. }
  5216. return 0;
  5217. }
  5218. // change value if found
  5219. for(i = 0; i < *max; i++) {
  5220. if (strcmp(sd_reg[i].str, reg) == 0) {
  5221. sprintf(sd_reg[i].value, "%d", val);
  5222. sd->state.reg_dirty |= 1<<(type-1);
  5223. return 0;
  5224. }
  5225. }
  5226. // add value if not found
  5227. if (i < regmax) {
  5228. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5229. strncpy(sd_reg[i].str, reg, 32);
  5230. sprintf(sd_reg[i].value, "%d", val);
  5231. (*max)++;
  5232. sd->state.reg_dirty |= 1<<(type-1);
  5233. return 0;
  5234. }
  5235. if(battle_config.error_log)
  5236. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5237. return 1;
  5238. }
  5239. int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
  5240. struct global_reg *sd_reg;
  5241. int i,*max, regmax;
  5242. nullpo_retr(0, sd);
  5243. if (reg[strlen(reg)-1] != '$') {
  5244. if(battle_config.error_log)
  5245. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  5246. return 1;
  5247. }
  5248. switch (type) {
  5249. case 3: //Char reg
  5250. sd_reg = sd->save_reg.global;
  5251. max = &sd->save_reg.global_num;
  5252. regmax = GLOBAL_REG_NUM;
  5253. break;
  5254. case 2: //Account reg
  5255. sd_reg = sd->save_reg.account;
  5256. max = &sd->save_reg.account_num;
  5257. regmax = ACCOUNT_REG_NUM;
  5258. break;
  5259. case 1: //Account2 reg
  5260. sd_reg = sd->save_reg.account2;
  5261. max = &sd->save_reg.account2_num;
  5262. regmax = ACCOUNT_REG2_NUM;
  5263. break;
  5264. default:
  5265. return 0;
  5266. }
  5267. if (*max == -1) {
  5268. if(battle_config.error_log)
  5269. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5270. return 1;
  5271. }
  5272. // delete reg
  5273. if (strcmp(val,"")==0) {
  5274. for(i = 0; i < *max; i++) {
  5275. if (strcmp(sd_reg[i].str, reg) == 0) {
  5276. if (i != *max - 1)
  5277. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5278. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5279. (*max)--;
  5280. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5281. if (type!=3) intif_saveregistry(sd,type);
  5282. break;
  5283. }
  5284. }
  5285. return 0;
  5286. }
  5287. // change value if found
  5288. for(i = 0; i < *max; i++) {
  5289. if (strcmp(sd_reg[i].str, reg) == 0) {
  5290. strncpy(sd_reg[i].value, val, 256);
  5291. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5292. if (type!=3) intif_saveregistry(sd,type);
  5293. return 0;
  5294. }
  5295. }
  5296. // add value if not found
  5297. if (i < regmax) {
  5298. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5299. strncpy(sd_reg[i].str, reg, 32);
  5300. strncpy(sd_reg[i].value, val, 256);
  5301. (*max)++;
  5302. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5303. if (type!=3) intif_saveregistry(sd,type);
  5304. return 0;
  5305. }
  5306. if(battle_config.error_log)
  5307. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5308. return 1;
  5309. }
  5310. /*==========================================
  5311. * イベントタイマ??理
  5312. *------------------------------------------
  5313. */
  5314. int pc_eventtimer(int tid,unsigned int tick,int id,int data)
  5315. {
  5316. struct map_session_data *sd=map_id2sd(id);
  5317. char *p = (char *)data;
  5318. int i;
  5319. if(sd==NULL)
  5320. return 0;
  5321. for(i=0;i < MAX_EVENTTIMER;i++){
  5322. if( sd->eventtimer[i]==tid ){
  5323. sd->eventtimer[i]=-1;
  5324. npc_event(sd,p,0);
  5325. break;
  5326. }
  5327. }
  5328. if (p) aFree(p);
  5329. if(i==MAX_EVENTTIMER) {
  5330. if(battle_config.error_log)
  5331. ShowError("pc_eventtimer: no such event timer\n");
  5332. }
  5333. return 0;
  5334. }
  5335. /*==========================================
  5336. * イベントタイマ?追加
  5337. *------------------------------------------
  5338. */
  5339. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  5340. {
  5341. int i;
  5342. nullpo_retr(0, sd);
  5343. for(i=0;i<MAX_EVENTTIMER;i++)
  5344. if( sd->eventtimer[i]==-1 )
  5345. break;
  5346. if(i<MAX_EVENTTIMER){
  5347. char *evname = aStrdup(name);
  5348. //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
  5349. //memcpy(evname,name,(strlen(name)+1));
  5350. sd->eventtimer[i]=add_timer(gettick()+tick,
  5351. pc_eventtimer,sd->bl.id,(int)evname);
  5352. sd->eventcount++;
  5353. }
  5354. return 0;
  5355. }
  5356. /*==========================================
  5357. * イベントタイマ?削除
  5358. *------------------------------------------
  5359. */
  5360. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  5361. {
  5362. int i;
  5363. nullpo_retr(0, sd);
  5364. if (sd->eventcount <= 0)
  5365. return 0;
  5366. for(i=0;i<MAX_EVENTTIMER;i++)
  5367. if( sd->eventtimer[i]!=-1 ) {
  5368. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5369. if(p && strcmp(p, name)==0) {
  5370. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5371. sd->eventtimer[i]=-1;
  5372. sd->eventcount--;
  5373. aFree(p);
  5374. break;
  5375. }
  5376. }
  5377. return 0;
  5378. }
  5379. /*==========================================
  5380. * イベントタイマ?カウント値追加
  5381. *------------------------------------------
  5382. */
  5383. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  5384. {
  5385. int i;
  5386. nullpo_retr(0, sd);
  5387. for(i=0;i<MAX_EVENTTIMER;i++)
  5388. if( sd->eventtimer[i]!=-1 && strcmp(
  5389. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  5390. addtick_timer(sd->eventtimer[i],tick);
  5391. break;
  5392. }
  5393. return 0;
  5394. }
  5395. /*==========================================
  5396. * イベントタイマ?全削除
  5397. *------------------------------------------
  5398. */
  5399. int pc_cleareventtimer(struct map_session_data *sd)
  5400. {
  5401. int i;
  5402. nullpo_retr(0, sd);
  5403. if (sd->eventcount <= 0)
  5404. return 0;
  5405. for(i=0;i<MAX_EVENTTIMER;i++)
  5406. if( sd->eventtimer[i]!=-1 ){
  5407. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5408. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5409. sd->eventtimer[i]=-1;
  5410. if (p) aFree(p);
  5411. }
  5412. return 0;
  5413. }
  5414. //
  5415. // ? 備物
  5416. //
  5417. /*==========================================
  5418. * アイテムを?備する
  5419. *------------------------------------------
  5420. */
  5421. int pc_equipitem(struct map_session_data *sd,int n,int pos)
  5422. {
  5423. int i,nameid, arrow;
  5424. struct item_data *id;
  5425. //?生や養子の場合の元の職業を算出する
  5426. nullpo_retr(0, sd);
  5427. nameid = sd->status.inventory[n].nameid;
  5428. id = sd->inventory_data[n];
  5429. pos = pc_equippoint(sd,n);
  5430. if(battle_config.battle_log)
  5431. ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
  5432. if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  5433. clif_equipitemack(sd,n,0,0); // fail
  5434. return 0;
  5435. }
  5436. // -- moonsoul (if player is berserk then cannot equip)
  5437. //
  5438. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
  5439. clif_equipitemack(sd,n,0,0); // fail
  5440. return 0;
  5441. }
  5442. if(pos==0x88){ // アクセサリ用例外?理
  5443. int epor=0;
  5444. if(sd->equip_index[0] >= 0)
  5445. epor |= sd->status.inventory[sd->equip_index[0]].equip;
  5446. if(sd->equip_index[1] >= 0)
  5447. epor |= sd->status.inventory[sd->equip_index[1]].equip;
  5448. epor &= 0x88;
  5449. pos = epor == 0x08 ? 0x80 : 0x08;
  5450. }
  5451. // 二刀流?理
  5452. if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
  5453. && (id->equip==2) // ? 手武器
  5454. && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
  5455. {
  5456. int tpos=0;
  5457. if(sd->equip_index[8] >= 0)
  5458. tpos |= sd->status.inventory[sd->equip_index[8]].equip;
  5459. if(sd->equip_index[9] >= 0)
  5460. tpos |= sd->status.inventory[sd->equip_index[9]].equip;
  5461. tpos &= 0x02;
  5462. pos = tpos == 0x02 ? 0x20 : 0x02;
  5463. }
  5464. arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
  5465. for(i=0;i<11;i++) {
  5466. if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
  5467. pc_unequipitem(sd,sd->equip_index[i],2);
  5468. }
  5469. }
  5470. // 弓矢?備
  5471. if(pos==0x8000){
  5472. clif_arrowequip(sd,n);
  5473. clif_arrow_fail(sd,3); // 3=矢が?備できました
  5474. }
  5475. else
  5476. clif_equipitemack(sd,n,pos,1);
  5477. for(i=0;i<11;i++) {
  5478. if(pos & equip_pos[i])
  5479. sd->equip_index[i] = n;
  5480. }
  5481. sd->status.inventory[n].equip=pos;
  5482. if(sd->status.inventory[n].equip & 0x0002) {
  5483. if(sd->inventory_data[n])
  5484. sd->weapontype1 = sd->inventory_data[n]->look;
  5485. else
  5486. sd->weapontype1 = 0;
  5487. pc_calcweapontype(sd);
  5488. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5489. }
  5490. if(sd->status.inventory[n].equip & 0x0020) {
  5491. if(sd->inventory_data[n]) {
  5492. if(sd->inventory_data[n]->type == 4) {
  5493. sd->status.shield = 0;
  5494. if(sd->status.inventory[n].equip == 0x0020)
  5495. sd->weapontype2 = sd->inventory_data[n]->look;
  5496. else
  5497. sd->weapontype2 = 0;
  5498. }
  5499. else if(sd->inventory_data[n]->type == 5) {
  5500. sd->status.shield = sd->inventory_data[n]->look;
  5501. sd->weapontype2 = 0;
  5502. }
  5503. }
  5504. else
  5505. sd->status.shield = sd->weapontype2 = 0;
  5506. pc_calcweapontype(sd);
  5507. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5508. }
  5509. if(sd->status.inventory[n].equip & 0x0001) {
  5510. if(sd->inventory_data[n])
  5511. sd->status.head_bottom = sd->inventory_data[n]->look;
  5512. else
  5513. sd->status.head_bottom = 0;
  5514. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5515. }
  5516. if(sd->status.inventory[n].equip & 0x0100) {
  5517. if(sd->inventory_data[n])
  5518. sd->status.head_top = sd->inventory_data[n]->look;
  5519. else
  5520. sd->status.head_top = 0;
  5521. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5522. }
  5523. if(sd->status.inventory[n].equip & 0x0200) {
  5524. if(sd->inventory_data[n])
  5525. sd->status.head_mid = sd->inventory_data[n]->look;
  5526. else
  5527. sd->status.head_mid = 0;
  5528. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5529. }
  5530. if(sd->status.inventory[n].equip & 0x0040)
  5531. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5532. pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
  5533. if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
  5534. clif_arrowequip(sd,arrow);
  5535. sd->status.inventory[arrow].equip=32768;
  5536. }
  5537. status_calc_pc(sd,0);
  5538. //OnEquip script [Skotlex]
  5539. if (sd->inventory_data[n]) {
  5540. int i;
  5541. struct item_data *data;
  5542. if (sd->inventory_data[n]->equip_script)
  5543. run_script(sd->inventory_data[n]->equip_script,0,sd->bl.id,0);
  5544. if(sd->status.inventory[n].card[0]==0x00ff ||
  5545. sd->status.inventory[n].card[0]==0x00fe ||
  5546. sd->status.inventory[n].card[0]==(short)0xff00)
  5547. ; //No cards
  5548. else
  5549. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5550. {
  5551. if (!sd->status.inventory[n].card[i])
  5552. continue;
  5553. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5554. if (data && data->equip_script)
  5555. run_script(data->equip_script,0,sd->bl.id,0);
  5556. }
  5557. }
  5558. return 0;
  5559. }
  5560. /*==========================================
  5561. * ? 備した物を外す
  5562. * type:
  5563. * 0 - only unequip
  5564. * 1 - calculate status after unequipping
  5565. * 2 - force unequip
  5566. *------------------------------------------
  5567. */
  5568. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  5569. {
  5570. int i;
  5571. nullpo_retr(0, sd);
  5572. // -- moonsoul (if player is berserk then cannot unequip)
  5573. //
  5574. if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
  5575. clif_unequipitemack(sd,n,0,0);
  5576. return 0;
  5577. }
  5578. if(battle_config.battle_log)
  5579. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  5580. if(!sd->status.inventory[n].equip){ //Nothing to unequip
  5581. clif_unequipitemack(sd,n,0,0);
  5582. return 0;
  5583. }
  5584. for(i=0;i<11;i++) {
  5585. if(sd->status.inventory[n].equip & equip_pos[i])
  5586. sd->equip_index[i] = -1;
  5587. }
  5588. if(sd->status.inventory[n].equip & 0x0002) {
  5589. sd->weapontype1 = 0;
  5590. sd->status.weapon = sd->weapontype2;
  5591. pc_calcweapontype(sd);
  5592. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5593. if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
  5594. skill_stop_dancing(&sd->bl);
  5595. }
  5596. if(sd->status.inventory[n].equip & 0x0020) {
  5597. sd->status.shield = sd->weapontype2 = 0;
  5598. pc_calcweapontype(sd);
  5599. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5600. }
  5601. if(sd->status.inventory[n].equip & 0x0001) {
  5602. sd->status.head_bottom = 0;
  5603. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5604. }
  5605. if(sd->status.inventory[n].equip & 0x0100) {
  5606. sd->status.head_top = 0;
  5607. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5608. }
  5609. if(sd->status.inventory[n].equip & 0x0200) {
  5610. sd->status.head_mid = 0;
  5611. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5612. }
  5613. if(sd->status.inventory[n].equip & 0x0040)
  5614. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5615. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  5616. sd->status.inventory[n].equip=0;
  5617. if(flag&1)
  5618. pc_checkallowskill(sd);
  5619. if(sd->weapontype1 == 0 && sd->weapontype2 == 0)
  5620. skill_enchant_elemental_end(&sd->bl,-1); //武器持ち誓えは無?件で?性付?解除
  5621. if(flag&1)
  5622. status_calc_pc(sd,0);
  5623. if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(RC_DEMIHUMAN,sd->def_ele))
  5624. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  5625. //OnUnEquip script [Skotlex]
  5626. if (sd->inventory_data[n]) {
  5627. struct item_data *data;
  5628. if (sd->inventory_data[n]->unequip_script)
  5629. run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,0);
  5630. if(sd->status.inventory[n].card[0]==0x00ff ||
  5631. sd->status.inventory[n].card[0]==0x00fe ||
  5632. sd->status.inventory[n].card[0]==(short)0xff00)
  5633. ; //No cards
  5634. else
  5635. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5636. {
  5637. if (!sd->status.inventory[n].card[i])
  5638. continue;
  5639. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5640. if (data && data->unequip_script)
  5641. run_script(data->unequip_script,0,sd->bl.id,0);
  5642. }
  5643. }
  5644. return 0;
  5645. }
  5646. /*==========================================
  5647. * アイテムのindex番?を詰めたり
  5648. * ? 備品の?備可能チェックを行なう
  5649. *------------------------------------------
  5650. */
  5651. int pc_checkitem(struct map_session_data *sd)
  5652. {
  5653. int i,j,k,id,calc_flag = 0;
  5654. struct item_data *it=NULL;
  5655. nullpo_retr(0, sd);
  5656. if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  5657. return 0;
  5658. // 所持品空き詰め
  5659. for(i=j=0;i<MAX_INVENTORY;i++){
  5660. if( (id=sd->status.inventory[i].nameid)==0)
  5661. continue;
  5662. if( battle_config.item_check && !itemdb_available(id) ){
  5663. if(battle_config.error_log)
  5664. ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
  5665. pc_delitem(sd,i,sd->status.inventory[i].amount,3);
  5666. continue;
  5667. }
  5668. if(i>j){
  5669. memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
  5670. sd->inventory_data[j] = sd->inventory_data[i];
  5671. }
  5672. j++;
  5673. }
  5674. if(j < MAX_INVENTORY)
  5675. memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
  5676. for(k=j;k<MAX_INVENTORY;k++)
  5677. sd->inventory_data[k] = NULL;
  5678. // カ?ト?空き詰め
  5679. for(i=j=0;i<MAX_CART;i++){
  5680. if( (id=sd->status.cart[i].nameid)==0 )
  5681. continue;
  5682. if( battle_config.item_check && !itemdb_available(id) ){
  5683. if(battle_config.error_log)
  5684. ShowWarning("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
  5685. pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
  5686. continue;
  5687. }
  5688. if(i>j){
  5689. memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
  5690. }
  5691. j++;
  5692. }
  5693. if(j < MAX_CART)
  5694. memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
  5695. // ? 備位置チェック
  5696. for(i=0;i<MAX_INVENTORY;i++){
  5697. it=sd->inventory_data[i];
  5698. if(sd->status.inventory[i].nameid==0)
  5699. continue;
  5700. if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
  5701. sd->status.inventory[i].equip=0;
  5702. calc_flag = 1;
  5703. }
  5704. //?備制限チェック
  5705. if(sd->status.inventory[i].equip && it) {
  5706. if (map[sd->bl.m].flag.pvp && it->flag.no_equip&1)
  5707. { //PVP check for forbiden items. optimized by [Lupus]
  5708. sd->status.inventory[i].equip=0;
  5709. calc_flag = 1;
  5710. } else
  5711. if (map_flag_gvg(sd->bl.m) && it->flag.no_equip&2)
  5712. { //GvG optimized by [Lupus]
  5713. sd->status.inventory[i].equip=0;
  5714. calc_flag = 1;
  5715. } else
  5716. if(map[sd->bl.m].flag.restricted && it->flag.no_equip&map[sd->bl.m].zone)
  5717. { // Restricted zone by [Komurka]
  5718. sd->status.inventory[i].equip=0;
  5719. calc_flag = 1;
  5720. }
  5721. if (!calc_flag) { //Check cards
  5722. int flag;
  5723. flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0)
  5724. | (map[sd->bl.m].flag.pvp?1:0)
  5725. | (map_flag_gvg(sd->bl.m)?2:0);
  5726. if (flag && !pc_isAllowedCardOn(sd,it->slot,i,flag))
  5727. calc_flag = 1;
  5728. }
  5729. }
  5730. }
  5731. pc_setequipindex(sd);
  5732. if(calc_flag)
  5733. status_calc_pc(sd,2);
  5734. return 0;
  5735. }
  5736. int pc_checkoverhp(struct map_session_data *sd)
  5737. {
  5738. nullpo_retr(0, sd);
  5739. if(sd->status.hp == sd->status.max_hp)
  5740. return 1;
  5741. if(sd->status.hp > sd->status.max_hp) {
  5742. sd->status.hp = sd->status.max_hp;
  5743. clif_updatestatus(sd,SP_HP);
  5744. return 2;
  5745. }
  5746. return 0;
  5747. }
  5748. int pc_checkoversp(struct map_session_data *sd)
  5749. {
  5750. nullpo_retr(0, sd);
  5751. if(sd->status.sp == sd->status.max_sp)
  5752. return 1;
  5753. if(sd->status.sp > sd->status.max_sp) {
  5754. sd->status.sp = sd->status.max_sp;
  5755. clif_updatestatus(sd,SP_SP);
  5756. return 2;
  5757. }
  5758. return 0;
  5759. }
  5760. /*==========================================
  5761. * PVP順位計算用(foreachinarea)
  5762. *------------------------------------------
  5763. */
  5764. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  5765. {
  5766. struct map_session_data *sd1,*sd2=NULL;
  5767. nullpo_retr(0, bl);
  5768. nullpo_retr(0, ap);
  5769. nullpo_retr(0, sd1=(struct map_session_data *)bl);
  5770. nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *));
  5771. if( sd1->pvp_point > sd2->pvp_point )
  5772. sd2->pvp_rank++;
  5773. return 0;
  5774. }
  5775. /*==========================================
  5776. * PVP順位計算
  5777. *------------------------------------------
  5778. */
  5779. int pc_calc_pvprank(struct map_session_data *sd)
  5780. {
  5781. int old;
  5782. struct map_data *m;
  5783. nullpo_retr(0, sd);
  5784. nullpo_retr(0, m=&map[sd->bl.m]);
  5785. old=sd->pvp_rank;
  5786. if( !(m->flag.pvp) )
  5787. return 0;
  5788. sd->pvp_rank=1;
  5789. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  5790. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
  5791. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
  5792. return sd->pvp_rank;
  5793. }
  5794. /*==========================================
  5795. * PVP順位計算(timer)
  5796. *------------------------------------------
  5797. */
  5798. int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
  5799. {
  5800. struct map_session_data *sd=NULL;
  5801. if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
  5802. return 0;
  5803. sd=map_id2sd(id);
  5804. if(sd==NULL)
  5805. return 0;
  5806. sd->pvp_timer=-1;
  5807. if( pc_calc_pvprank(sd)>0 )
  5808. sd->pvp_timer=add_timer(
  5809. gettick()+PVP_CALCRANK_INTERVAL,
  5810. pc_calc_pvprank_timer,id,data);
  5811. return 0;
  5812. }
  5813. /*==========================================
  5814. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  5815. *------------------------------------------
  5816. */
  5817. int pc_ismarried(struct map_session_data *sd)
  5818. {
  5819. if(sd == NULL)
  5820. return -1;
  5821. if(sd->status.partner_id > 0)
  5822. return sd->status.partner_id;
  5823. else
  5824. return 0;
  5825. }
  5826. /*==========================================
  5827. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  5828. *------------------------------------------
  5829. */
  5830. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  5831. {
  5832. if(sd == NULL || dstsd == NULL ||
  5833. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  5834. sd->class_&JOBL_BABY)
  5835. return -1;
  5836. sd->status.partner_id = dstsd->status.char_id;
  5837. dstsd->status.partner_id = sd->status.char_id;
  5838. return 0;
  5839. }
  5840. /*==========================================
  5841. * sdが離婚(相手はsd->status.partner_idに依る)(相手も同暫ノ離婚?結婚指輪自動?奪)
  5842. *------------------------------------------
  5843. */
  5844. int pc_divorce(struct map_session_data *sd)
  5845. {
  5846. struct map_session_data *p_sd;
  5847. if (sd == NULL || !pc_ismarried(sd))
  5848. return -1;
  5849. if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
  5850. int i;
  5851. if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
  5852. ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
  5853. return -1;
  5854. }
  5855. sd->status.partner_id = 0;
  5856. p_sd->status.partner_id = 0;
  5857. for (i = 0; i < MAX_INVENTORY; i++) {
  5858. if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
  5859. pc_delitem(sd, i, 1, 0);
  5860. if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
  5861. pc_delitem(p_sd, i, 1, 0);
  5862. }
  5863. clif_divorced(sd, p_sd->status.name);
  5864. clif_divorced(p_sd, sd->status.name);
  5865. } else {
  5866. ShowError("pc_divorce: p_sd nullpo\n");
  5867. return -1;
  5868. }
  5869. return 0;
  5870. }
  5871. /*==========================================
  5872. * sd - father dstsd - mother jasd - child
  5873. */
  5874. int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
  5875. {
  5876. int j;
  5877. if (sd == NULL || dstsd == NULL || jasd == NULL ||
  5878. sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
  5879. sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
  5880. sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
  5881. return -1;
  5882. jasd->status.father = sd->status.char_id;
  5883. jasd->status.mother = dstsd->status.char_id;
  5884. sd->status.child = jasd->status.char_id;
  5885. dstsd->status.child = jasd->status.char_id;
  5886. for (j=0; j < MAX_INVENTORY; j++) {
  5887. if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
  5888. pc_unequipitem(jasd, j, 3);
  5889. }
  5890. if (pc_jobchange(jasd, 4023, 0) == 0)
  5891. { //Success, and give Junior the Baby skills. [Skotlex]
  5892. pc_skill(jasd,WE_BABY,1,0);
  5893. pc_skill(jasd,WE_CALLPARENT,1,0);
  5894. clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
  5895. //We should also grant the parent skills to the parents [Skotlex]
  5896. pc_skill(sd,WE_CALLBABY,1,0);
  5897. pc_skill(dstsd,WE_CALLBABY,1,0);
  5898. } else {
  5899. clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
  5900. return -1;
  5901. }
  5902. return 0;
  5903. }
  5904. /*==========================================
  5905. * sdの相方のmap_session_dataを返す
  5906. *------------------------------------------
  5907. */
  5908. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  5909. {
  5910. //struct map_session_data *p_sd = NULL;
  5911. //char *nick;
  5912. //if(sd == NULL || !pc_ismarried(sd))
  5913. // return NULL;
  5914. //nick=map_charid2nick(sd->status.partner_id);
  5915. //if (nick==NULL)
  5916. // return NULL;
  5917. //if((p_sd=map_nick2sd(nick)) == NULL )
  5918. // return NULL;
  5919. if (sd && pc_ismarried(sd))
  5920. // charid2sd returns NULL if not found
  5921. return map_charid2sd(sd->status.partner_id);
  5922. return NULL;
  5923. }
  5924. struct map_session_data *pc_get_father (struct map_session_data *sd)
  5925. {
  5926. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  5927. // charid2sd returns NULL if not found
  5928. return map_charid2sd(sd->status.father);
  5929. return NULL;
  5930. }
  5931. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  5932. {
  5933. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  5934. // charid2sd returns NULL if not found
  5935. return map_charid2sd(sd->status.mother);
  5936. return NULL;
  5937. }
  5938. struct map_session_data *pc_get_child (struct map_session_data *sd)
  5939. {
  5940. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  5941. // charid2sd returns NULL if not found
  5942. return map_charid2sd(sd->status.child);
  5943. return NULL;
  5944. }
  5945. //
  5946. // 自然回復物
  5947. //
  5948. /*==========================================
  5949. * SP回復量計算
  5950. *------------------------------------------
  5951. */
  5952. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  5953. static int pc_spheal(struct map_session_data *sd)
  5954. {
  5955. int a = natural_heal_diff_tick;
  5956. nullpo_retr(0, sd);
  5957. if(pc_issit(sd))
  5958. a += a;
  5959. if (sd->sc.count) {
  5960. if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
  5961. a += a;
  5962. if (sd->sc.data[SC_REGENERATION].timer != -1)
  5963. a *= sd->sc.data[SC_REGENERATION].val1;
  5964. }
  5965. // Re-added back to status_calc
  5966. //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
  5967. //a += a*skill*3/100;
  5968. if (sd->status.guild_id > 0) {
  5969. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  5970. if(gc) {
  5971. struct guild *g = guild_search(sd->status.guild_id);
  5972. if(g && g->guild_id == gc->guild_id)
  5973. a += a;
  5974. } // end addition [Valaris]
  5975. }
  5976. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  5977. a += a;
  5978. return a;
  5979. }
  5980. /*==========================================
  5981. * HP回復量計算
  5982. *------------------------------------------
  5983. */
  5984. static int pc_hpheal(struct map_session_data *sd)
  5985. {
  5986. int a = natural_heal_diff_tick;
  5987. nullpo_retr(0, sd);
  5988. if(pc_issit(sd))
  5989. a += a;
  5990. if (sd->sc.count) {
  5991. if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
  5992. a += a;
  5993. if (sd->sc.data[SC_REGENERATION].timer != -1)
  5994. a *= sd->sc.data[SC_REGENERATION].val1;
  5995. }
  5996. if (sd->status.guild_id > 0) {
  5997. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  5998. if(gc) {
  5999. struct guild *g = guild_search(sd->status.guild_id);
  6000. if(g && g->guild_id == gc->guild_id)
  6001. a += a;
  6002. } // end addition [Valaris]
  6003. }
  6004. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  6005. a += a;
  6006. return a;
  6007. }
  6008. static int pc_natural_heal_hp(struct map_session_data *sd)
  6009. {
  6010. int bhp;
  6011. int inc_num,bonus,hp_flag;
  6012. nullpo_retr(0, sd);
  6013. if (sd->no_regen & 1)
  6014. return 0;
  6015. if(pc_checkoverhp(sd)) {
  6016. sd->hp_sub = sd->inchealhptick = 0;
  6017. return 0;
  6018. }
  6019. bhp=sd->status.hp;
  6020. hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
  6021. if(sd->ud.walktimer == -1) {
  6022. inc_num = pc_hpheal(sd);
  6023. if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス
  6024. sd->hp_sub += 2*inc_num;
  6025. sd->inchealhptick += 3*natural_heal_diff_tick;
  6026. } else {
  6027. sd->hp_sub += inc_num;
  6028. sd->inchealhptick += natural_heal_diff_tick;
  6029. }
  6030. }
  6031. else if(hp_flag) {
  6032. inc_num = pc_hpheal(sd);
  6033. sd->hp_sub += inc_num;
  6034. sd->inchealhptick = 0;
  6035. }
  6036. else {
  6037. sd->hp_sub = sd->inchealhptick = 0;
  6038. return 0;
  6039. }
  6040. if(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6041. bonus = sd->nhealhp;
  6042. if(hp_flag) {
  6043. bonus >>= 2;
  6044. if(bonus <= 0) bonus = 1;
  6045. }
  6046. while(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6047. sd->hp_sub -= battle_config.natural_healhp_interval;
  6048. if(sd->status.hp + bonus <= sd->status.max_hp)
  6049. sd->status.hp += bonus;
  6050. else {
  6051. sd->status.hp = sd->status.max_hp;
  6052. sd->hp_sub = sd->inchealhptick = 0;
  6053. }
  6054. }
  6055. }
  6056. if(bhp!=sd->status.hp)
  6057. clif_updatestatus(sd,SP_HP);
  6058. if(sd->nshealhp > 0) {
  6059. if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) {
  6060. bonus = sd->nshealhp;
  6061. while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) {
  6062. sd->inchealhptick -= battle_config.natural_heal_skill_interval;
  6063. if(sd->status.hp + bonus <= sd->status.max_hp)
  6064. sd->status.hp += bonus;
  6065. else {
  6066. bonus = sd->status.max_hp - sd->status.hp;
  6067. sd->status.hp = sd->status.max_hp;
  6068. sd->hp_sub = sd->inchealhptick = 0;
  6069. }
  6070. clif_heal(sd->fd,SP_HP,bonus);
  6071. }
  6072. }
  6073. }
  6074. else sd->inchealhptick = 0;
  6075. return 0;
  6076. }
  6077. static int pc_natural_heal_sp(struct map_session_data *sd)
  6078. {
  6079. int bsp;
  6080. int inc_num,bonus;
  6081. nullpo_retr(0, sd);
  6082. if (sd->no_regen & 2)
  6083. return 0;
  6084. if(pc_checkoversp(sd)) {
  6085. sd->sp_sub = sd->inchealsptick = 0;
  6086. return 0;
  6087. }
  6088. bsp=sd->status.sp;
  6089. inc_num = pc_spheal(sd);
  6090. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
  6091. sd->sp_sub += inc_num;
  6092. if(sd->ud.walktimer == -1)
  6093. sd->inchealsptick += natural_heal_diff_tick;
  6094. else sd->inchealsptick = 0;
  6095. if(sd->sp_sub >= battle_config.natural_healsp_interval){
  6096. bonus = sd->nhealsp;;
  6097. while(sd->sp_sub >= battle_config.natural_healsp_interval){
  6098. sd->sp_sub -= battle_config.natural_healsp_interval;
  6099. if(sd->status.sp + bonus <= sd->status.max_sp)
  6100. sd->status.sp += bonus;
  6101. else {
  6102. sd->status.sp = sd->status.max_sp;
  6103. sd->sp_sub = sd->inchealsptick = 0;
  6104. }
  6105. }
  6106. }
  6107. if(bsp != sd->status.sp)
  6108. clif_updatestatus(sd,SP_SP);
  6109. if(sd->nshealsp > 0) {
  6110. if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) {
  6111. if(sd->doridori_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  6112. bonus = sd->nshealsp*2;
  6113. sd->doridori_counter = 0;
  6114. } else
  6115. bonus = sd->nshealsp;
  6116. while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) {
  6117. sd->inchealsptick -= battle_config.natural_heal_skill_interval;
  6118. if(sd->status.sp + bonus <= sd->status.max_sp)
  6119. sd->status.sp += bonus;
  6120. else {
  6121. bonus = sd->status.max_sp - sd->status.sp;
  6122. sd->status.sp = sd->status.max_sp;
  6123. sd->sp_sub = sd->inchealsptick = 0;
  6124. }
  6125. clif_heal(sd->fd,SP_SP,bonus);
  6126. }
  6127. }
  6128. }
  6129. else sd->inchealsptick = 0;
  6130. return 0;
  6131. }
  6132. static int pc_spirit_heal_hp(struct map_session_data *sd)
  6133. {
  6134. int bonus_hp,interval = battle_config.natural_heal_skill_interval;
  6135. nullpo_retr(0, sd);
  6136. if(pc_checkoverhp(sd)) {
  6137. sd->inchealspirithptick = 0;
  6138. return 0;
  6139. }
  6140. sd->inchealspirithptick += natural_heal_diff_tick;
  6141. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6142. interval += interval;
  6143. if(sd->inchealspirithptick >= interval) {
  6144. bonus_hp = sd->nsshealhp;
  6145. if(sd->doridori_counter && pc_checkskill(sd,TK_HPTIME) > 0) {
  6146. //TK_HPTIME doridori provided bonus [Dralnu]
  6147. bonus_hp += sd->nsshealhp;
  6148. if (!sd->nsshealsp) //If there's sp regen, this gets clear in the next function. [Skotlex]
  6149. sd->doridori_counter = 0;
  6150. }
  6151. while(sd->inchealspirithptick >= interval) {
  6152. if(pc_issit(sd)) {
  6153. sd->inchealspirithptick -= interval;
  6154. if(sd->status.hp < sd->status.max_hp) {
  6155. if(sd->status.hp + bonus_hp <= sd->status.max_hp)
  6156. sd->status.hp += bonus_hp;
  6157. else {
  6158. bonus_hp = sd->status.max_hp - sd->status.hp;
  6159. sd->status.hp = sd->status.max_hp;
  6160. }
  6161. clif_heal(sd->fd,SP_HP,bonus_hp);
  6162. sd->inchealspirithptick = 0;
  6163. }
  6164. }else{
  6165. sd->inchealspirithptick -= natural_heal_diff_tick;
  6166. break;
  6167. }
  6168. }
  6169. }
  6170. return 0;
  6171. }
  6172. static int pc_spirit_heal_sp(struct map_session_data *sd)
  6173. {
  6174. int bonus_sp,interval = battle_config.natural_heal_skill_interval;
  6175. nullpo_retr(0, sd);
  6176. if(pc_checkoversp(sd)) {
  6177. sd->inchealspiritsptick = 0;
  6178. return 0;
  6179. }
  6180. sd->inchealspiritsptick += natural_heal_diff_tick;
  6181. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6182. interval += interval;
  6183. if(sd->inchealspiritsptick >= interval) {
  6184. bonus_sp = sd->nsshealsp;
  6185. if(sd->doridori_counter && pc_checkskill(sd,TK_SPTIME) > 0) {
  6186. //TK_SPTIME doridori provided bonus [Dralnu]
  6187. bonus_sp += sd->nsshealsp;
  6188. sd->doridori_counter = 0;
  6189. }
  6190. while(sd->inchealspiritsptick >= interval) {
  6191. if(pc_issit(sd)) {
  6192. sd->inchealspiritsptick -= interval;
  6193. if(sd->status.sp < sd->status.max_sp) {
  6194. if(sd->status.sp + bonus_sp <= sd->status.max_sp)
  6195. sd->status.sp += bonus_sp;
  6196. else {
  6197. bonus_sp = sd->status.max_sp - sd->status.sp;
  6198. sd->status.sp = sd->status.max_sp;
  6199. }
  6200. clif_heal(sd->fd,SP_SP,bonus_sp);
  6201. sd->inchealspiritsptick = 0;
  6202. }
  6203. }else{
  6204. sd->inchealspiritsptick -= natural_heal_diff_tick;
  6205. break;
  6206. }
  6207. }
  6208. }
  6209. return 0;
  6210. }
  6211. static int pc_bleeding (struct map_session_data *sd)
  6212. {
  6213. int hp = 0, sp = 0;
  6214. nullpo_retr(0, sd);
  6215. if (sd->hp_loss_value > 0) {
  6216. sd->hp_loss_tick += natural_heal_diff_tick;
  6217. if (sd->hp_loss_tick >= sd->hp_loss_rate) {
  6218. do {
  6219. hp += sd->hp_loss_value;
  6220. sd->hp_loss_tick -= sd->hp_loss_rate;
  6221. } while (sd->hp_loss_tick >= sd->hp_loss_rate);
  6222. sd->hp_loss_tick = 0;
  6223. }
  6224. }
  6225. if (sd->sp_loss_value > 0) {
  6226. sd->sp_loss_tick += natural_heal_diff_tick;
  6227. if (sd->sp_loss_tick >= sd->sp_loss_rate) {
  6228. do {
  6229. sp += sd->sp_loss_value;
  6230. sd->sp_loss_tick -= sd->sp_loss_rate;
  6231. } while (sd->sp_loss_tick >= sd->sp_loss_rate);
  6232. sd->sp_loss_tick = 0;
  6233. }
  6234. }
  6235. if (hp > 0 || sp > 0)
  6236. pc_heal(sd,-hp,-sp);
  6237. return 0;
  6238. }
  6239. /*==========================================
  6240. * HP/SP 自然回復 各クライアント
  6241. *------------------------------------------
  6242. */
  6243. static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
  6244. int tick;
  6245. nullpo_retr(0, sd);
  6246. tick = va_arg(ap,int);
  6247. // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
  6248. if (pc_isdead(sd) || pc_ishiding(sd) ||
  6249. //-- cannot regen for 5 minutes after using Berserk --- [Celest]
  6250. (sd->sc.count && (
  6251. (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6252. (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6253. sd->sc.data[SC_BERSERK].timer != -1 ||
  6254. sd->sc.data[SC_TRICKDEAD].timer != -1 ||
  6255. sd->sc.data[SC_BLEEDING].timer != -1
  6256. ))
  6257. ) { //Cannot heal neither natural or special.
  6258. sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
  6259. sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
  6260. } else {
  6261. if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
  6262. sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
  6263. sd->hp_sub = sd->inchealhptick = 0;
  6264. sd->sp_sub = sd->inchealsptick = 0;
  6265. } else { //natural heal
  6266. pc_natural_heal_hp(sd);
  6267. if(sd->sc.count && (
  6268. sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
  6269. sd->sc.data[SC_DANCING].timer != -1
  6270. )) //No SP natural heal.
  6271. sd->sp_sub = sd->inchealsptick = 0;
  6272. else
  6273. pc_natural_heal_sp(sd);
  6274. sd->canregen_tick = tick;
  6275. }
  6276. //Sitting Healing
  6277. if (sd->nsshealhp)
  6278. pc_spirit_heal_hp(sd);
  6279. if (sd->nsshealsp)
  6280. pc_spirit_heal_sp(sd);
  6281. }
  6282. if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
  6283. pc_bleeding(sd);
  6284. else
  6285. sd->hp_loss_tick = sd->sp_loss_tick = 0;
  6286. return 0;
  6287. }
  6288. /*==========================================
  6289. * HP/SP自然回復 (interval timer??)
  6290. *------------------------------------------
  6291. */
  6292. int pc_natural_heal(int tid,unsigned int tick,int id,int data)
  6293. {
  6294. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6295. clif_foreachclient(pc_natural_heal_sub, tick);
  6296. natural_heal_prev_tick = tick;
  6297. return 0;
  6298. }
  6299. /*==========================================
  6300. * セ?ブポイントの保存
  6301. *------------------------------------------
  6302. */
  6303. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  6304. {
  6305. nullpo_retr(0, sd);
  6306. sd->status.save_point.map = mapindex;
  6307. sd->status.save_point.x = x;
  6308. sd->status.save_point.y = y;
  6309. return 0;
  6310. }
  6311. /*==========================================
  6312. * 自動セ?ブ 各クライアント
  6313. *------------------------------------------
  6314. */
  6315. static int last_save_fd,save_flag;
  6316. static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
  6317. {
  6318. nullpo_retr(0, sd);
  6319. Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
  6320. if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
  6321. {
  6322. // pet
  6323. if(sd->status.pet_id > 0 && sd->pd)
  6324. intif_save_petdata(sd->status.account_id,&sd->pet);
  6325. chrif_save(sd,0);
  6326. save_flag=1;
  6327. last_save_fd = sd->fd;
  6328. }
  6329. return 0;
  6330. }
  6331. /*==========================================
  6332. * 自動セ?ブ (timer??)
  6333. *------------------------------------------
  6334. */
  6335. int pc_autosave(int tid,unsigned int tick,int id,int data)
  6336. {
  6337. int interval;
  6338. save_flag=0;
  6339. clif_foreachclient(pc_autosave_sub);
  6340. if(save_flag==0)
  6341. last_save_fd=0;
  6342. interval = autosave_interval/(clif_countusers()+1);
  6343. if(interval <= 0)
  6344. interval = 1;
  6345. add_timer(gettick()+interval,pc_autosave,0,0);
  6346. return 0;
  6347. }
  6348. int pc_read_gm_account(int fd)
  6349. {
  6350. int i = 0;
  6351. RFIFOHEAD(fd);
  6352. if (gm_account != NULL)
  6353. aFree(gm_account);
  6354. GM_num = 0;
  6355. gm_account = (struct gm_account *) aMallocA(((RFIFOW(fd,2) - 4) / 5)*sizeof(struct gm_account));
  6356. for (i = 4; i < RFIFOW(fd,2); i += 5) {
  6357. gm_account[GM_num].account_id = RFIFOL(fd,i);
  6358. gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
  6359. //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  6360. GM_num++;
  6361. }
  6362. return GM_num;
  6363. }
  6364. /*================================================
  6365. * timer to do the day [Yor]
  6366. * data: 0 = called by timer, 1 = gmcommand/script
  6367. *------------------------------------------------
  6368. */
  6369. int map_day_timer(int tid, unsigned int tick, int id, int data)
  6370. {
  6371. char tmp_soutput[1024];
  6372. struct map_session_data *pl_sd;
  6373. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  6374. return 0;
  6375. if (night_flag != 0) {
  6376. int i;
  6377. night_flag = 0; // 0=day, 1=night [Yor]
  6378. for(i = 0; i < fd_max; i++) {
  6379. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6380. {
  6381. if (pl_sd->state.night) {
  6382. clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
  6383. pl_sd->state.night = 0;
  6384. }
  6385. }
  6386. }
  6387. strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
  6388. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6389. }
  6390. return 0;
  6391. }
  6392. /*================================================
  6393. * timer to do the night [Yor]
  6394. * data: 0 = called by timer, 1 = gmcommand/script
  6395. *------------------------------------------------
  6396. */
  6397. int map_night_timer(int tid, unsigned int tick, int id, int data)
  6398. {
  6399. char tmp_soutput[1024];
  6400. struct map_session_data *pl_sd;
  6401. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  6402. return 0;
  6403. if (night_flag == 0) {
  6404. int i;
  6405. night_flag = 1; // 0=day, 1=night [Yor]
  6406. for(i = 0; i < fd_max; i++) {
  6407. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6408. {
  6409. if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
  6410. clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
  6411. pl_sd->state.night = 1;
  6412. }
  6413. }
  6414. }
  6415. strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
  6416. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6417. }
  6418. return 0;
  6419. }
  6420. void pc_setstand(struct map_session_data *sd){
  6421. nullpo_retv(sd);
  6422. if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
  6423. status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  6424. sd->state.dead_sit = sd->vd.dead_sit = 0;
  6425. }
  6426. int pc_split_str(char *str,char **val,int num)
  6427. {
  6428. int i;
  6429. for (i=0; i<num && str; i++){
  6430. val[i] = str;
  6431. str = strchr(str,',');
  6432. if (str && i<num-1) //Do not remove a trailing comma.
  6433. *str++=0;
  6434. }
  6435. return i;
  6436. }
  6437. int pc_split_atoi(char *str,int *val, char sep, int max)
  6438. {
  6439. int i,j;
  6440. for (i=0; i<max; i++) {
  6441. if (!str) break;
  6442. val[i] = atoi(str);
  6443. str = strchr(str,sep);
  6444. if (str)
  6445. *str++=0;
  6446. }
  6447. //Zero up the remaining.
  6448. for(j=i; j < max; j++)
  6449. val[j] = 0;
  6450. return i;
  6451. }
  6452. int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
  6453. {
  6454. static int warning=0;
  6455. int i,j;
  6456. double f;
  6457. for (i=0; i<max; i++) {
  6458. if (!str) break;
  6459. f = atof(str);
  6460. if (f < 0)
  6461. val[i] = 0;
  6462. else if (f > UINT_MAX) {
  6463. val[i] = UINT_MAX;
  6464. if (!warning) {
  6465. warning = 1;
  6466. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  6467. }
  6468. } else
  6469. val[i] = (unsigned int)f;
  6470. str = strchr(str,sep);
  6471. if (str)
  6472. *str++=0;
  6473. }
  6474. //Zero up the remaining.
  6475. for(j=i; j < max; j++)
  6476. val[j] = 0;
  6477. return i;
  6478. }
  6479. //
  6480. // 初期化物
  6481. //
  6482. /*==========================================
  6483. * 設定ファイル?み?む
  6484. * exp.txt 必要??値
  6485. * job_db1.txt 重量,hp,sp,攻?速度
  6486. * job_db2.txt job能力値ボ?ナス
  6487. * skill_tree.txt 各職?のスキルツリ?
  6488. * attr_fix.txt ?性修正テ?ブル
  6489. * size_fix.txt サイズ補正テ?ブル
  6490. * refine_db.txt 精?デ?タテ?ブル
  6491. *------------------------------------------
  6492. */
  6493. int pc_readdb(void)
  6494. {
  6495. int i,j,k;
  6496. FILE *fp;
  6497. char line[24000],*p;
  6498. // 必要??値?み?み
  6499. memset(exp_table,0,sizeof(exp_table));
  6500. memset(max_level,0,sizeof(max_level));
  6501. sprintf(line, "%s/exp.txt", db_path);
  6502. fp=fopen(line, "r");
  6503. if(fp==NULL){
  6504. ShowError("can't read %s\n", line);
  6505. return 1;
  6506. }
  6507. while(fgets(line, sizeof(line)-1, fp)){
  6508. int jobs[MAX_PC_CLASS], job_count, job;
  6509. int type;
  6510. unsigned int max;
  6511. char *split[4];
  6512. if(line[0]=='/' && line[1]=='/')
  6513. continue;
  6514. if (pc_split_str(line,split,4) < 4)
  6515. continue;
  6516. job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
  6517. if (job_count < 1)
  6518. continue;
  6519. job = jobs[0];
  6520. if (!pcdb_checkid(job)) {
  6521. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6522. continue;
  6523. }
  6524. type = atoi(split[2]);
  6525. if (type < 0 || type > 1) {
  6526. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  6527. continue;
  6528. }
  6529. max = atoi(split[0]);
  6530. if (max > MAX_LEVEL) {
  6531. ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
  6532. max = MAX_LEVEL;
  6533. }
  6534. //We send one less and then one more because the last entry in the exp array should hold 0.
  6535. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
  6536. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  6537. //The reasoning behind the -2 is this... if the max level is 5, then the array
  6538. //should look like this:
  6539. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  6540. while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
  6541. max_level[job][type]--;
  6542. if (max_level[job][type] < max) {
  6543. ShowWarning("pc_readdb: Specified max %d for job %d, but that job's exp table only goes up to level %d.\n", max, job, max_level[job][type]);
  6544. ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n");
  6545. max_level[job][type] = max;
  6546. }
  6547. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6548. for (i = 1; i < job_count; i++) {
  6549. job = jobs[i];
  6550. if (!pcdb_checkid(job)) {
  6551. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6552. continue;
  6553. }
  6554. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  6555. max_level[job][type] = max;
  6556. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6557. }
  6558. }
  6559. fclose(fp);
  6560. for (i = 0; i < MAX_PC_CLASS; i++) {
  6561. if (!pcdb_checkid(i)) continue;
  6562. if (i == JOB_WEDDING || i == JOB_XMAS)
  6563. continue; //Classes that do not need exp tables.
  6564. if (!max_level[i][0])
  6565. ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
  6566. if (!max_level[i][1])
  6567. ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
  6568. }
  6569. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  6570. // スキルツリ?
  6571. memset(skill_tree,0,sizeof(skill_tree));
  6572. sprintf(line, "%s/skill_tree.txt", db_path);
  6573. fp=fopen(line,"r");
  6574. if(fp==NULL){
  6575. ShowError("can't read %s\n", line);
  6576. return 1;
  6577. }
  6578. while(fgets(line, sizeof(line)-1, fp)){
  6579. char *split[50];
  6580. int f=0, m=3;
  6581. if(line[0]=='/' && line[1]=='/')
  6582. continue;
  6583. for(j=0,p=line;j<14 && p;j++){
  6584. split[j]=p;
  6585. p=strchr(p,',');
  6586. if(p) *p++=0;
  6587. }
  6588. if(j<13)
  6589. continue;
  6590. if (j == 14) {
  6591. f=1; // MinJobLvl has been added
  6592. m++;
  6593. }
  6594. // check for bounds [celest]
  6595. if (atoi(split[0]) >= MAX_PC_CLASS)
  6596. continue;
  6597. k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
  6598. for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
  6599. if (j == MAX_SKILL_TREE)
  6600. {
  6601. ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0]));
  6602. continue;
  6603. }
  6604. skill_tree[atoi(split[0])][j].id=k;
  6605. skill_tree[atoi(split[0])][j].max=atoi(split[2]);
  6606. if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
  6607. for(k=0;k<5;k++){
  6608. skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
  6609. skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
  6610. }
  6611. }
  6612. fclose(fp);
  6613. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
  6614. // ?性修正テ?ブル
  6615. for(i=0;i<4;i++)
  6616. for(j=0;j<10;j++)
  6617. for(k=0;k<10;k++)
  6618. attr_fix_table[i][j][k]=100;
  6619. sprintf(line, "%s/attr_fix.txt", db_path);
  6620. fp=fopen(line,"r");
  6621. if(fp==NULL){
  6622. ShowError("can't read %s\n", line);
  6623. return 1;
  6624. }
  6625. while(fgets(line, sizeof(line)-1, fp)){
  6626. char *split[10];
  6627. int lv,n;
  6628. if(line[0]=='/' && line[1]=='/')
  6629. continue;
  6630. for(j=0,p=line;j<3 && p;j++){
  6631. split[j]=p;
  6632. p=strchr(p,',');
  6633. if(p) *p++=0;
  6634. }
  6635. lv=atoi(split[0]);
  6636. n=atoi(split[1]);
  6637. for(i=0;i<n;){
  6638. if( !fgets(line, sizeof(line)-1, fp) )
  6639. break;
  6640. if(line[0]=='/' && line[1]=='/')
  6641. continue;
  6642. for(j=0,p=line;j<n && p;j++){
  6643. while(*p==32 && *p>0)
  6644. p++;
  6645. attr_fix_table[lv-1][i][j]=atoi(p);
  6646. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  6647. attr_fix_table[lv-1][i][j] = 0;
  6648. p=strchr(p,',');
  6649. if(p) *p++=0;
  6650. }
  6651. i++;
  6652. }
  6653. }
  6654. fclose(fp);
  6655. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  6656. // スキルツリ?
  6657. memset(statp,0,sizeof(statp));
  6658. i=1;
  6659. j=45; // base points
  6660. sprintf(line, "%s/statpoint.txt", db_path);
  6661. fp=fopen(line,"r");
  6662. if(fp == NULL){
  6663. ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  6664. //return 1;
  6665. } else {
  6666. while(fgets(line, sizeof(line)-1, fp)){
  6667. if(line[0]=='/' && line[1]=='/')
  6668. continue;
  6669. if ((j=atoi(line))<0)
  6670. j=0;
  6671. if (i >= MAX_LEVEL)
  6672. break;
  6673. statp[i]=j;
  6674. i++;
  6675. }
  6676. fclose(fp);
  6677. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  6678. }
  6679. // generate the remaining parts of the db if necessary
  6680. for (; i < MAX_LEVEL; i++) {
  6681. j += (i+15)/5;
  6682. statp[i] = j;
  6683. }
  6684. return 0;
  6685. }
  6686. // Read MOTD on startup. [Valaris]
  6687. int pc_read_motd(void) {
  6688. FILE *fp;
  6689. int ln=0,i=0;
  6690. memset(motd_text,0,sizeof(motd_text));
  6691. if ((fp = fopen(motd_txt, "r")) != NULL) {
  6692. while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
  6693. if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
  6694. continue;
  6695. for(i=0; motd_text[ln][i]; i++) {
  6696. if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
  6697. if(i)
  6698. motd_text[ln][i]=0;
  6699. else
  6700. motd_text[ln][0]=' ';
  6701. ln++;
  6702. break;
  6703. }
  6704. }
  6705. }
  6706. fclose(fp);
  6707. }
  6708. else if(battle_config.error_log)
  6709. ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  6710. return 0;
  6711. }
  6712. /*==========================================
  6713. * pc? 係初期化
  6714. *------------------------------------------
  6715. */
  6716. void do_final_pc(void) {
  6717. if (gm_account)
  6718. aFree(gm_account);
  6719. return;
  6720. }
  6721. int do_init_pc(void) {
  6722. pc_readdb();
  6723. pc_read_motd(); // Read MOTD [Valaris]
  6724. add_timer_func_list(pc_natural_heal, "pc_natural_heal");
  6725. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  6726. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  6727. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  6728. add_timer_func_list(pc_autosave, "pc_autosave");
  6729. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  6730. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  6731. natural_heal_prev_tick = gettick();
  6732. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
  6733. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  6734. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  6735. int day_duration = battle_config.day_duration;
  6736. int night_duration = battle_config.night_duration;
  6737. // add night/day timer (by [yor])
  6738. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  6739. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  6740. if (!battle_config.night_at_start) {
  6741. night_flag = 0; // 0=day, 1=night [Yor]
  6742. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6743. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6744. } else {
  6745. night_flag = 1; // 0=day, 1=night [Yor]
  6746. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6747. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6748. }
  6749. }
  6750. return 0;
  6751. }