pc.c 206 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. #include "date.h"
  37. #ifndef TXT_ONLY // mail system [Valaris]
  38. #include "mail.h"
  39. #endif
  40. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  41. static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
  42. static unsigned int max_level[MAX_PC_CLASS][2];
  43. static short statp[MAX_LEVEL];
  44. // h-files are for declarations, not for implementations... [Shinomori]
  45. struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
  46. // timer for night.day implementation
  47. int day_timer_tid;
  48. int night_timer_tid;
  49. struct fame_list smith_fame_list[MAX_FAME_LIST];
  50. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  51. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  52. static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
  53. static struct gm_account *gm_account = NULL;
  54. static int GM_num = 0;
  55. #define MOTD_LINE_SIZE 128
  56. char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
  57. int pc_isGM(struct map_session_data *sd) {
  58. int i;
  59. nullpo_retr(0, sd);
  60. if(sd->bl.type!=BL_PC )
  61. return 0;
  62. //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
  63. // if ( sd->fd == 0 )
  64. // return 99;
  65. for(i = 0; i < GM_num; i++)
  66. if (gm_account[i].account_id == sd->status.account_id)
  67. return gm_account[i].level;
  68. return 0;
  69. }
  70. int pc_set_gm_level(int account_id, int level) {
  71. int i;
  72. for (i = 0; i < GM_num; i++) {
  73. if (account_id == gm_account[i].account_id) {
  74. gm_account[i].level = level;
  75. return 0;
  76. }
  77. }
  78. GM_num++;
  79. gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
  80. gm_account[GM_num - 1].account_id = account_id;
  81. gm_account[GM_num - 1].level = level;
  82. return 0;
  83. }
  84. static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
  85. struct map_session_data *sd;
  86. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  87. return 1;
  88. if(sd->invincible_timer != tid){
  89. if(battle_config.error_log)
  90. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  91. return 0;
  92. }
  93. sd->invincible_timer=-1;
  94. skill_unit_move(&sd->bl,tick,1);
  95. return 0;
  96. }
  97. int pc_setinvincibletimer(struct map_session_data *sd,int val) {
  98. nullpo_retr(0, sd);
  99. if(sd->invincible_timer != -1)
  100. delete_timer(sd->invincible_timer,pc_invincible_timer);
  101. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  102. return 0;
  103. }
  104. int pc_delinvincibletimer(struct map_session_data *sd) {
  105. nullpo_retr(0, sd);
  106. if(sd->invincible_timer != -1) {
  107. delete_timer(sd->invincible_timer,pc_invincible_timer);
  108. sd->invincible_timer = -1;
  109. skill_unit_move(&sd->bl,gettick(),1);
  110. }
  111. return 0;
  112. }
  113. static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
  114. struct map_session_data *sd;
  115. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  116. return 1;
  117. if(sd->spirit_timer[0] != tid){
  118. if(battle_config.error_log)
  119. ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
  120. return 0;
  121. }
  122. if(sd->spiritball <= 0) {
  123. if(battle_config.error_log)
  124. ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
  125. sd->spiritball = 0;
  126. return 0;
  127. }
  128. sd->spiritball--;
  129. // I leave this here as bad example [Shinomori]
  130. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
  131. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
  132. sd->spirit_timer[sd->spiritball]=-1;
  133. clif_spiritball(sd);
  134. return 0;
  135. }
  136. int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
  137. nullpo_retr(0, sd);
  138. if(max > MAX_SKILL_LEVEL)
  139. max = MAX_SKILL_LEVEL;
  140. if(sd->spiritball < 0)
  141. sd->spiritball = 0;
  142. if(sd->spiritball >= max) {
  143. if(sd->spirit_timer[0] != -1)
  144. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  145. // I leave this here as bad example [Shinomori]
  146. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
  147. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
  148. //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
  149. } else
  150. sd->spiritball++;
  151. sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
  152. clif_spiritball(sd);
  153. return 0;
  154. }
  155. int pc_delspiritball(struct map_session_data *sd,int count,int type) {
  156. int i;
  157. nullpo_retr(0, sd);
  158. if(sd->spiritball <= 0) {
  159. sd->spiritball = 0;
  160. return 0;
  161. }
  162. if(count > sd->spiritball)
  163. count = sd->spiritball;
  164. sd->spiritball -= count;
  165. if(count > MAX_SKILL_LEVEL)
  166. count = MAX_SKILL_LEVEL;
  167. for(i=0;i<count;i++) {
  168. if(sd->spirit_timer[i] != -1) {
  169. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  170. sd->spirit_timer[i] = -1;
  171. }
  172. }
  173. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  174. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  175. sd->spirit_timer[i] = -1;
  176. }
  177. if(!type)
  178. clif_spiritball(sd);
  179. return 0;
  180. }
  181. // Increases a player's fame points and displays a notice to him
  182. void pc_addfame(struct map_session_data *sd,int count) {
  183. nullpo_retv(sd);
  184. sd->status.fame += count;
  185. if(sd->status.fame > MAX_FAME)
  186. sd->status.fame = MAX_FAME;
  187. switch(sd->class_&MAPID_UPPERMASK){
  188. case MAPID_BLACKSMITH: // Blacksmith
  189. clif_fame_blacksmith(sd,count);
  190. break;
  191. case MAPID_ALCHEMIST: // Alchemist
  192. clif_fame_alchemist(sd,count);
  193. break;
  194. case MAPID_TAEKWON: // Taekwon
  195. clif_fame_taekwon(sd,count);
  196. break;
  197. }
  198. chrif_updatefamelist(sd);
  199. }
  200. // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
  201. unsigned char pc_famerank(int char_id,int job) {
  202. int i;
  203. switch(job){
  204. case MAPID_BLACKSMITH: // Blacksmith
  205. for(i = 0; i < MAX_FAME_LIST; i++){
  206. if(smith_fame_list[i].id == char_id)
  207. return i + 1;
  208. }
  209. break;
  210. case MAPID_ALCHEMIST: // Alchemist
  211. for(i = 0; i < MAX_FAME_LIST; i++){
  212. if(chemist_fame_list[i].id == char_id)
  213. return i + 1;
  214. }
  215. break;
  216. case MAPID_TAEKWON: // Taekwon
  217. for(i = 0; i < MAX_FAME_LIST; i++){
  218. if(taekwon_fame_list[i].id == char_id)
  219. return i + 1;
  220. }
  221. break;
  222. }
  223. return 0;
  224. }
  225. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  226. struct status_data *status, *b_status;
  227. nullpo_retr(0, sd);
  228. b_status = &sd->base_status;
  229. status = &sd->battle_status;
  230. if (type&1)
  231. { //Normal resurrection
  232. status->hp = 1; //Otherwise status_heal may fail if dead.
  233. if(sd->state.snovice_flag == 4) { // [Celest]
  234. status_heal(&sd->bl, status->max_hp, status->max_sp, 1);
  235. sd->state.snovice_flag = 0;
  236. sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  237. } else
  238. status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
  239. } else { //Just for saving on the char-server
  240. sd->status.hp = b_status->hp;
  241. if ((unsigned int)sd->status.sp < b_status->sp)
  242. sd->status.sp = b_status->sp;
  243. }
  244. /* removed exp penalty on spawn [Valaris] */
  245. if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
  246. int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  247. if(zeny < 1) zeny = 1;
  248. if (sd->status.zeny > zeny)
  249. sd->status.zeny -= zeny;
  250. else
  251. sd->status.zeny = 0;
  252. clif_updatestatus(sd,SP_ZENY);
  253. }
  254. return 0;
  255. }
  256. /*==========================================
  257. Determines if the GM can give / drop / trade / vend items [Lupus]
  258. Args: GM Level (current player GM level)
  259. * Returns
  260. 1 = this GM can't do it
  261. 0 = this one can do it
  262. *------------------------------------------
  263. */
  264. int pc_can_give_items(int level) {
  265. return ( level >= battle_config.gm_cant_drop_min_lv
  266. && level <= battle_config.gm_cant_drop_max_lv);
  267. }
  268. /*==========================================
  269. * prepares character for saving.
  270. *------------------------------------------
  271. */
  272. int pc_makesavestatus(struct map_session_data *sd)
  273. {
  274. nullpo_retr(0, sd);
  275. if (sd->state.finalsave)
  276. return 0; //Nothing to change.
  277. if(!battle_config.save_clothcolor)
  278. sd->status.clothes_color=0;
  279. if(!sd->state.waitingdisconnect) {
  280. sd->status.option = sd->sc.option; //Since the option saved is in
  281. if(pc_isdead(sd)){
  282. pc_setrestartvalue(sd,0);
  283. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  284. } else {
  285. sd->status.hp = sd->battle_status.hp;
  286. sd->status.sp = sd->battle_status.sp;
  287. sd->status.last_point.map = sd->mapindex;
  288. sd->status.last_point.x = sd->bl.x;
  289. sd->status.last_point.y = sd->bl.y;
  290. }
  291. if(map[sd->bl.m].flag.nosave){
  292. struct map_data *m=&map[sd->bl.m];
  293. if(m->save.map)
  294. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  295. else
  296. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  297. }
  298. }
  299. return 0;
  300. }
  301. /*==========================================
  302. * 接?暫フ初期化
  303. *------------------------------------------
  304. */
  305. 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) {
  306. nullpo_retr(0, sd);
  307. sd->bl.id = account_id;
  308. sd->char_id = char_id;
  309. sd->login_id1 = login_id1;
  310. sd->login_id2 = 0; // at this point, we can not know the value :(
  311. sd->client_tick = client_tick;
  312. sd->sex = sex;
  313. sd->state.auth = 0;
  314. sd->bl.type = BL_PC;
  315. sd->canlog_tick = gettick();
  316. sd->state.waitingdisconnect = 0;
  317. return 0;
  318. }
  319. int pc_equippoint(struct map_session_data *sd,int n)
  320. {
  321. int ep = 0;
  322. nullpo_retr(0, sd);
  323. if(sd->inventory_data[n]) {
  324. ep = sd->inventory_data[n]->equip;
  325. if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
  326. if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
  327. return 34;
  328. }
  329. }
  330. return ep;
  331. }
  332. int pc_setinventorydata(struct map_session_data *sd)
  333. {
  334. int i,id;
  335. nullpo_retr(0, sd);
  336. for(i=0;i<MAX_INVENTORY;i++) {
  337. id = sd->status.inventory[i].nameid;
  338. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  339. }
  340. return 0;
  341. }
  342. int pc_calcweapontype(struct map_session_data *sd)
  343. {
  344. nullpo_retr(0, sd);
  345. if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
  346. sd->status.weapon = sd->weapontype1;
  347. else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// 左手武器 Only
  348. sd->status.weapon = sd->weapontype2;
  349. else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?短?
  350. sd->status.weapon = MAX_WEAPON_TYPE+1;
  351. else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??手?
  352. sd->status.weapon = MAX_WEAPON_TYPE+2;
  353. else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??手斧
  354. sd->status.weapon = MAX_WEAPON_TYPE+3;
  355. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) ||
  356. (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // 短? - ?手?
  357. sd->status.weapon = MAX_WEAPON_TYPE+4;
  358. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) ||
  359. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // 短? - 斧
  360. sd->status.weapon = MAX_WEAPON_TYPE+5;
  361. else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) ||
  362. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?手? - 斧
  363. sd->status.weapon = MAX_WEAPON_TYPE+6;
  364. else
  365. sd->status.weapon = sd->weapontype1;
  366. return 0;
  367. }
  368. int pc_setequipindex(struct map_session_data *sd)
  369. {
  370. int i,j;
  371. nullpo_retr(0, sd);
  372. for(i=0;i<11;i++)
  373. sd->equip_index[i] = -1;
  374. for(i=0;i<MAX_INVENTORY;i++) {
  375. if(sd->status.inventory[i].nameid <= 0)
  376. continue;
  377. if(sd->status.inventory[i].equip) {
  378. for(j=0;j<11;j++)
  379. if(sd->status.inventory[i].equip & equip_pos[j])
  380. sd->equip_index[j] = i;
  381. if(sd->status.inventory[i].equip & 0x0002) {
  382. if(sd->inventory_data[i])
  383. sd->weapontype1 = sd->inventory_data[i]->look;
  384. else
  385. sd->weapontype1 = 0;
  386. }
  387. if(sd->status.inventory[i].equip & 0x0020) {
  388. if(sd->inventory_data[i]) {
  389. if(sd->inventory_data[i]->type == 4) {
  390. if(sd->status.inventory[i].equip == 0x0020)
  391. sd->weapontype2 = sd->inventory_data[i]->look;
  392. else
  393. sd->weapontype2 = 0;
  394. }
  395. else
  396. sd->weapontype2 = 0;
  397. }
  398. else
  399. sd->weapontype2 = 0;
  400. }
  401. }
  402. }
  403. pc_calcweapontype(sd);
  404. return 0;
  405. }
  406. static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
  407. int i;
  408. struct item *item = &sd->status.inventory[eqindex];
  409. struct item_data *data;
  410. if ( //Crafted/made/hatched items.
  411. item->card[0]==0x00ff ||
  412. item->card[0]==0x00fe ||
  413. item->card[0]==(short)0xff00
  414. )
  415. return 1;
  416. for (i=0;i<s;i++) {
  417. if (item->card[i] &&
  418. (data = itemdb_exists(item->card[i])) &&
  419. data->flag.no_equip&flag
  420. )
  421. return 0;
  422. }
  423. return 1;
  424. }
  425. int pc_isequip(struct map_session_data *sd,int n)
  426. {
  427. struct item_data *item;
  428. //?生や養子の場合の元の職業を算出する
  429. nullpo_retr(0, sd);
  430. item = sd->inventory_data[n];
  431. if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
  432. return 1;
  433. if(item == NULL)
  434. return 0;
  435. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  436. return 0;
  437. if(item->sex != 2 && sd->status.sex != item->sex)
  438. return 0;
  439. if(map[sd->bl.m].flag.pvp && item->flag.no_equip&1)
  440. return 0;
  441. if(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2)
  442. return 0;
  443. if(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone)
  444. return 0;
  445. if (sd->sc.count) {
  446. if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
  447. return 0;
  448. if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
  449. return 0;
  450. if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1)
  451. return 0;
  452. if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1)
  453. return 0;
  454. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
  455. //Spirit of Super Novice equip bonuses. [Skotlex]
  456. if (sd->status.base_level > 90 && item->equip & 0x301)
  457. return 1; //Can equip all helms
  458. if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
  459. switch(item->look) { //In weapons, the look determines type of weapon.
  460. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  461. case W_1HSWORD: //All 1H swords
  462. case W_1HAXE: //All 1H Axes
  463. case W_MACE: //All Maces
  464. case W_STAFF: //All Staffs
  465. return 1;
  466. }
  467. }
  468. }
  469. //Not equipable by class. [Skotlex]
  470. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  471. return 0;
  472. //Not equipable by upper class. [Skotlex]
  473. if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
  474. return 0;
  475. return 1;
  476. }
  477. /*==========================================
  478. * session idに問題無し
  479. * char鯖から送られてきたステ?タスを設定
  480. *------------------------------------------
  481. */
  482. int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
  483. {
  484. struct guild *g;
  485. int i;
  486. unsigned long tick = gettick();
  487. if (sd->state.auth) //Temporary debug. [Skotlex]
  488. {
  489. ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
  490. return 1;
  491. }
  492. sd->login_id2 = login_id2;
  493. memcpy(&sd->status, st, sizeof(*st));
  494. if (sd->status.sex != sd->sex) {
  495. clif_authfail_fd(sd->fd, 0);
  496. return 1;
  497. }
  498. //Set the map-server used job id. [Skotlex]
  499. i = pc_jobid2mapid(sd->status.class_);
  500. if (i == -1) { //Invalid class?
  501. if (battle_config.error_log)
  502. 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);
  503. sd->status.class_ = JOB_NOVICE;
  504. sd->class_ = MAPID_NOVICE;
  505. } else
  506. sd->class_ = i;
  507. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  508. // 基本的な初期化
  509. sd->state.connect_new = 1;
  510. sd->followtimer = -1; // [MouseJstr]
  511. sd->skillitem = -1;
  512. sd->skillitemlv = -1;
  513. sd->invincible_timer = -1;
  514. sd->canregen_tick = tick;
  515. sd->canuseitem_tick = tick;
  516. sd->cantalk_tick = tick;
  517. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  518. sd->spirit_timer[i] = -1;
  519. if (battle_config.item_auto_get)
  520. sd->state.autoloot = 10000;
  521. if (battle_config.disp_experience)
  522. sd->state.showexp = 1;
  523. if (battle_config.disp_zeny)
  524. sd->state.showzeny = 1;
  525. if (battle_config.display_delay_skill_fail)
  526. sd->state.showdelay = 1;
  527. // Request all registries.
  528. intif_request_registry(sd,7);
  529. // アイテムチェック
  530. pc_setinventorydata(sd);
  531. pc_checkitem(sd);
  532. if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
  533. (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
  534. sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
  535. else
  536. sd->status.option &= OPTION_MASK;
  537. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  538. //Set here because we need the inventory data for weapon sprite parsing.
  539. status_set_viewdata(&sd->bl, sd->status.class_);
  540. status_change_init(&sd->bl);
  541. unit_dataset(&sd->bl);
  542. sd->guild_x = -1;
  543. sd->guild_y = -1;
  544. // イベント?係の初期化
  545. for(i = 0; i < MAX_EVENTTIMER; i++)
  546. sd->eventtimer[i] = -1;
  547. sd->npc_timer_id = -1;
  548. // Moved PVP timer initialisation before set_pos
  549. sd->pvp_timer = -1;
  550. // 位置の設定
  551. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
  552. if(battle_config.error_log)
  553. 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);
  554. // try warping to a default map instead (church graveyard)
  555. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
  556. // if we fail again
  557. clif_authfail_fd(sd->fd, 0);
  558. return 1;
  559. }
  560. }
  561. // pet
  562. if (sd->status.pet_id > 0)
  563. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  564. // パ?ティ、ギルドデ?タの要求
  565. if (sd->status.party_id > 0 && party_search(sd->status.party_id) == NULL)
  566. party_request_info(sd->status.party_id);
  567. if (sd->status.guild_id > 0)
  568. {
  569. if ((g = guild_search(sd->status.guild_id)) == NULL)
  570. guild_request_info(sd->status.guild_id);
  571. else if (strcmp(sd->status.name,g->master) == 0)
  572. { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
  573. guild_block_skill(sd, 300000);
  574. //Also set the Guild Master flag.
  575. sd->state.gmaster_flag = g;
  576. }
  577. }
  578. // 通知
  579. clif_authok(sd);
  580. map_addiddb(&sd->bl);
  581. if (map_charid2nick(sd->status.char_id) == NULL)
  582. map_addchariddb(sd->status.char_id, sd->status.name);
  583. // Notify everyone that this char logged in [Skotlex].
  584. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
  585. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  586. sd->die_counter=-1;
  587. //Until the reg values arrive, set them to not require trigger...
  588. sd->state.event_death = 1;
  589. sd->state.event_kill_pc = 1;
  590. sd->state.event_disconnect = 1;
  591. sd->state.event_kill_mob = 1;
  592. status_calc_pc(sd,1);
  593. sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
  594. { //Add IP field
  595. unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
  596. if (pc_isGM(sd))
  597. 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));
  598. else
  599. 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]);
  600. }
  601. // Send friends list
  602. clif_friendslist_send(sd);
  603. if (battle_config.display_version == 1){
  604. char buf[256];
  605. sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
  606. clif_displaymessage(sd->fd, buf);
  607. }
  608. // Message of the Day [Valaris]
  609. {
  610. int ln;
  611. for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
  612. if (battle_config.motd_type)
  613. clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
  614. else
  615. clif_displaymessage(sd->fd, motd_text[ln]);
  616. }
  617. }
  618. #ifndef TXT_ONLY
  619. if(mail_server_enable)
  620. mail_check(sd,1); // check mail at login [Valaris]
  621. #endif
  622. // message of the limited time of the account
  623. if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
  624. char tmpstr[1024];
  625. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  626. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  627. }
  628. if(sd->status.manner < 0) //Needed or manner will always be negative.
  629. sc_start(&sd->bl,SC_NOCHAT,100,0,0);
  630. return 0;
  631. }
  632. /*==========================================
  633. * Closes a connection because it failed to be authenticated from the char server.
  634. *------------------------------------------
  635. */
  636. int pc_authfail(struct map_session_data *sd) {
  637. if (sd->state.auth) //Temporary debug. [Skotlex]
  638. ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
  639. if (!sd->fd)
  640. ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
  641. clif_authfail_fd(sd->fd, 0);
  642. return 0;
  643. }
  644. /*==========================================
  645. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  646. *------------------------------------------
  647. */
  648. int pc_reg_received(struct map_session_data *sd)
  649. {
  650. int i,j;
  651. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  652. char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
  653. sd->change_level = pc_readglobalreg(sd,"jobchange_level");
  654. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  655. if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  656. status_calc_pc(sd, 0); //Check +10 to all stats bonus.
  657. if (pc_checkskill(sd, TK_MISSION)) {
  658. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  659. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  660. }
  661. if(sd->battle_status.hp == 0)
  662. pc_setrestartvalue(sd, 1);
  663. //SG map and mob read [Komurka]
  664. for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
  665. {
  666. if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
  667. sd->feel_map[i].index = j;
  668. sd->feel_map[i].m = map_mapindex2mapid(j);
  669. } else {
  670. sd->feel_map[i].index = 0;
  671. sd->feel_map[i].m = -1;
  672. }
  673. sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
  674. }
  675. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  676. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  677. if (sd->cloneskill_id > 0) {
  678. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  679. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  680. if (i < sd->status.skill[sd->cloneskill_id].lv)
  681. sd->status.skill[sd->cloneskill_id].lv = i;
  682. sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
  683. clif_skillinfoblock(sd);
  684. }
  685. }
  686. // Automated script events
  687. if (script_config.event_requires_trigger) {
  688. sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
  689. sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name);
  690. sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name);
  691. sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
  692. // if script triggers are not required
  693. } else {
  694. sd->state.event_death = 1;
  695. sd->state.event_kill_pc = 1;
  696. sd->state.event_disconnect = 1;
  697. sd->state.event_kill_mob = 1;
  698. }
  699. npc_script_event(sd, NPCE_LOGIN);
  700. return 0;
  701. }
  702. static int pc_calc_skillpoint(struct map_session_data* sd)
  703. {
  704. int i,skill,inf2,skill_point=0;
  705. nullpo_retr(0, sd);
  706. for(i=1;i<MAX_SKILL;i++){
  707. if( (skill = pc_checkskill(sd,i)) > 0) {
  708. inf2 = skill_get_inf2(i);
  709. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  710. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  711. ) {
  712. if(!sd->status.skill[i].flag)
  713. skill_point += skill;
  714. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  715. skill_point += (sd->status.skill[i].flag - 2);
  716. }
  717. }
  718. }
  719. }
  720. return skill_point;
  721. }
  722. /*==========================================
  723. * ?えられるスキルの計算
  724. *------------------------------------------
  725. */
  726. int pc_calc_skilltree(struct map_session_data *sd)
  727. {
  728. int i,id=0,flag;
  729. int c=0;
  730. nullpo_retr(0, sd);
  731. i = pc_calc_skilltree_normalize_job(sd);
  732. c = pc_mapid2jobid(i, sd->status.sex);
  733. if (c == -1) { //Unable to normalize job??
  734. if (battle_config.error_log)
  735. 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);
  736. return 1;
  737. }
  738. for(i=0;i<MAX_SKILL;i++){
  739. if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
  740. sd->status.skill[i].id=0; //First clear skills.
  741. }
  742. for(i=0;i<MAX_SKILL;i++){
  743. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills.
  744. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
  745. sd->status.skill[i].flag=0;
  746. }
  747. 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)
  748. { //Enable Bard/Dancer spirit linked skills.
  749. if (sd->status.sex) { //Link dancer skills to bard.
  750. sd->status.skill[i].id=i;
  751. sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  752. sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  753. } else { //Link bard skills to dancer.
  754. sd->status.skill[i-8].id=i-8;
  755. sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
  756. sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  757. }
  758. }
  759. }
  760. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  761. for(i=0;i<MAX_SKILL;i++){
  762. if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
  763. continue;
  764. if (skill_get_max(i) > 0)
  765. sd->status.skill[i].id=i;
  766. }
  767. return 0;
  768. }
  769. do {
  770. flag=0;
  771. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  772. int j,f=1;
  773. if(sd->status.skill[id].id)
  774. continue; //Skill already known.
  775. if(!battle_config.skillfree) {
  776. for(j=0;j<5;j++) {
  777. if( skill_tree[c][i].need[j].id &&
  778. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  779. skill_tree[c][i].need[j].lv) {
  780. f=0;
  781. break;
  782. }
  783. }
  784. if (sd->status.job_level < skill_tree[c][i].joblv)
  785. f=0;
  786. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  787. f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  788. }
  789. if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
  790. { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
  791. if (sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
  792. { //Enable Spirit Skills. [Skotlex]
  793. sd->status.skill[id].id=id;
  794. sd->status.skill[id].lv=1;
  795. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  796. flag=1;
  797. }
  798. } else if (f){
  799. sd->status.skill[id].id=id;
  800. flag=1;
  801. }
  802. }
  803. } while(flag);
  804. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) {
  805. //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
  806. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  807. if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
  808. continue; //Do not include Quest/Wedding skills.
  809. if(sd->status.skill[id].id==0 ){
  810. sd->status.skill[id].id=id;
  811. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  812. } else
  813. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  814. sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
  815. }
  816. }
  817. return 0;
  818. }
  819. //Checks if you can learn a new skill after having leveled up a skill.
  820. static void pc_check_skilltree(struct map_session_data *sd, int skill) {
  821. int i,id=0,flag;
  822. int c=0;
  823. if(battle_config.skillfree)
  824. return; //Function serves no purpose if this is set
  825. i = pc_calc_skilltree_normalize_job(sd);
  826. c = pc_mapid2jobid(i, sd->status.sex);
  827. if (c == -1) { //Unable to normalize job??
  828. if (battle_config.error_log)
  829. ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
  830. return;
  831. }
  832. do {
  833. flag=0;
  834. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  835. int j,f=1;
  836. if(sd->status.skill[id].id) //Already learned
  837. continue;
  838. for(j=0;j<5;j++) {
  839. if( skill_tree[c][i].need[j].id &&
  840. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  841. skill_tree[c][i].need[j].lv) {
  842. f=0;
  843. break;
  844. }
  845. }
  846. if (!f)
  847. continue;
  848. if (sd->status.job_level < skill_tree[c][i].joblv)
  849. continue;
  850. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  851. continue; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  852. if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
  853. //Spirit skills cannot be learned
  854. continue;
  855. sd->status.skill[id].id=id;
  856. flag=1;
  857. }
  858. } while(flag);
  859. }
  860. // Make sure all the skills are in the correct condition
  861. // before persisting to the backend.. [MouseJstr]
  862. int pc_clean_skilltree(struct map_session_data *sd) {
  863. int i;
  864. for (i = 0; i < MAX_SKILL; i++){
  865. if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1)
  866. {
  867. sd->status.skill[i].id = 0;
  868. sd->status.skill[i].lv = 0;
  869. sd->status.skill[i].flag = 0;
  870. } else if (sd->status.skill[i].flag){
  871. sd->status.skill[i].lv = sd->status.skill[i].flag-2;
  872. sd->status.skill[i].flag = 0;
  873. }
  874. }
  875. return 0;
  876. }
  877. int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
  878. int skill_point;
  879. int c = sd->class_;
  880. if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  881. return c; //Only Normalize non-first classes (and non-super novice)
  882. skill_point = pc_calc_skillpoint(sd);
  883. if(skill_point < 9)
  884. c = MAPID_NOVICE;
  885. else if (sd->status.skill_point >= (int)sd->status.job_level
  886. && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
  887. //Send it to first class.
  888. c &= MAPID_BASEMASK;
  889. }
  890. if (sd->class_&JOBL_UPPER) //Convert to Upper
  891. c |= JOBL_UPPER;
  892. else if (sd->class_&JOBL_BABY) //Convert to Baby
  893. c |= JOBL_BABY;
  894. return c;
  895. }
  896. /*==========================================
  897. * 重量アイコンの確認
  898. *------------------------------------------
  899. */
  900. int pc_checkweighticon(struct map_session_data *sd)
  901. {
  902. int flag=0;
  903. nullpo_retr(0, sd);
  904. //Consider the battle option 50% criteria....
  905. if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
  906. flag=1;
  907. if(sd->weight*10 >= sd->max_weight*9)
  908. flag=2;
  909. if(flag==1){
  910. if(sd->sc.data[SC_WEIGHT50].timer==-1)
  911. sc_start(&sd->bl,SC_WEIGHT50,100,0,0);
  912. }else{
  913. if(sd->sc.data[SC_WEIGHT50].timer!=-1)
  914. status_change_end(&sd->bl,SC_WEIGHT50,-1);
  915. }
  916. if(flag==2){
  917. if(sd->sc.data[SC_WEIGHT90].timer==-1)
  918. sc_start(&sd->bl,SC_WEIGHT90,100,0,0);
  919. }else{
  920. if(sd->sc.data[SC_WEIGHT90].timer!=-1)
  921. status_change_end(&sd->bl,SC_WEIGHT90,-1);
  922. }
  923. return 0;
  924. }
  925. int pc_disguise(struct map_session_data *sd, int class_) {
  926. if (!class_ && !sd->disguise)
  927. return 0;
  928. if (class_ && (sd->disguise == class_ || pc_isriding(sd)))
  929. return 0;
  930. if(sd->sc.option&OPTION_INVISIBLE)
  931. { //Character is invisible. Stealth class-change. [Skotlex]
  932. sd->disguise = class_; //viewdata is set on uncloaking.
  933. return 2;
  934. }
  935. pc_stop_walking(sd, 0);
  936. clif_clearchar(&sd->bl, 0);
  937. if (!class_) {
  938. sd->disguise = 0;
  939. class_ = sd->status.class_;
  940. } else
  941. sd->disguise=class_;
  942. status_set_viewdata(&sd->bl, class_);
  943. clif_changeoption(&sd->bl);
  944. clif_spawn(&sd->bl);
  945. return 1;
  946. }
  947. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
  948. int i;
  949. for (i = 0; i < max && spell[i].id; i++) {
  950. if (spell[i].card_id == card_id &&
  951. spell[i].id == id && spell[i].lv == lv)
  952. {
  953. if (!battle_config.autospell_stacking)
  954. return 0;
  955. rate += spell[i].rate;
  956. break;
  957. }
  958. }
  959. if (i == max) {
  960. if (battle_config.error_log)
  961. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  962. return 0;
  963. }
  964. spell[i].id = id;
  965. spell[i].lv = lv;
  966. spell[i].rate = rate;
  967. spell[i].card_id = card_id;
  968. return 1;
  969. }
  970. static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) {
  971. int i;
  972. //Apply config rate adjustment settings.
  973. if (rate >= 0) { //Absolute drop.
  974. if (battle_config.item_rate_adddrop != 100)
  975. rate = rate*battle_config.item_rate_adddrop/100;
  976. if (rate < battle_config.item_drop_adddrop_min)
  977. rate = battle_config.item_drop_adddrop_min;
  978. else if (rate > battle_config.item_drop_adddrop_max)
  979. rate = battle_config.item_drop_adddrop_max;
  980. } else { //Relative drop, max/min limits are applied at drop time.
  981. if (battle_config.item_rate_adddrop != 100)
  982. rate = rate*battle_config.item_rate_adddrop/100;
  983. if (rate > -1)
  984. rate = -1;
  985. }
  986. for(i = 0; i < *count; i++) {
  987. if(
  988. (id && drop[i].id == id) ||
  989. (group && drop[i].group == group)
  990. ) {
  991. drop[i].race |= race;
  992. if(drop[i].rate > 0 && rate > 0)
  993. { //Both are absolute rates.
  994. if (drop[i].rate < rate)
  995. drop[i].rate = rate;
  996. } else
  997. if(drop[i].rate < 0 && rate < 0) {
  998. //Both are relative rates.
  999. if (drop[i].rate > rate)
  1000. drop[i].rate = rate;
  1001. } else if (rate < 0) //Give preference to relative rate.
  1002. drop[i].rate = rate;
  1003. return 1;
  1004. }
  1005. }
  1006. if(*count >= MAX_PC_BONUS) {
  1007. if (battle_config.error_log)
  1008. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS);
  1009. return 0;
  1010. }
  1011. drop[*count].id = id;
  1012. drop[*count].group = group;
  1013. drop[*count].race |= race;
  1014. drop[*count].rate = rate;
  1015. (*count)++;
  1016. return 1;
  1017. }
  1018. /*==========================================
  1019. * ? 備品による能力等のボ?ナス設定
  1020. *------------------------------------------
  1021. */
  1022. int pc_bonus(struct map_session_data *sd,int type,int val)
  1023. {
  1024. struct status_data *status;
  1025. int bonus;
  1026. nullpo_retr(0, sd);
  1027. status = &sd->base_status;
  1028. switch(type){
  1029. case SP_STR:
  1030. case SP_AGI:
  1031. case SP_VIT:
  1032. case SP_INT:
  1033. case SP_DEX:
  1034. case SP_LUK:
  1035. if(sd->state.lr_flag != 2)
  1036. sd->param_bonus[type-SP_STR]+=val;
  1037. break;
  1038. case SP_ATK1:
  1039. if(!sd->state.lr_flag)
  1040. status->rhw.atk+=val;
  1041. else if(sd->state.lr_flag == 1)
  1042. status->lhw->atk+=val;
  1043. break;
  1044. case SP_ATK2:
  1045. if(!sd->state.lr_flag)
  1046. status->rhw.atk2+=val;
  1047. else if(sd->state.lr_flag == 1)
  1048. status->lhw->atk2+=val;
  1049. break;
  1050. case SP_BASE_ATK:
  1051. if(sd->state.lr_flag != 2)
  1052. status->batk+=val;
  1053. break;
  1054. case SP_MATK1:
  1055. if(sd->state.lr_flag != 2)
  1056. status->matk_max += val;
  1057. break;
  1058. case SP_MATK2:
  1059. if(sd->state.lr_flag != 2)
  1060. status->matk_min += val;
  1061. break;
  1062. case SP_MATK:
  1063. if(sd->state.lr_flag != 2) {
  1064. status->matk_max += val;
  1065. status->matk_min += val;
  1066. }
  1067. break;
  1068. case SP_DEF1:
  1069. if(sd->state.lr_flag != 2) {
  1070. bonus = status->def + val;
  1071. status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1072. }
  1073. break;
  1074. case SP_DEF2:
  1075. if(sd->state.lr_flag != 2) {
  1076. bonus = status->def2 + val;
  1077. status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1078. }
  1079. break;
  1080. case SP_MDEF1:
  1081. if(sd->state.lr_flag != 2) {
  1082. bonus = status->mdef + val;
  1083. status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1084. }
  1085. break;
  1086. case SP_MDEF2:
  1087. if(sd->state.lr_flag != 2) {
  1088. bonus = status->mdef2 + val;
  1089. status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1090. }
  1091. break;
  1092. case SP_HIT:
  1093. if(sd->state.lr_flag != 2) {
  1094. bonus = status->hit + val;
  1095. status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1096. } else
  1097. sd->arrow_hit+=val;
  1098. break;
  1099. case SP_FLEE1:
  1100. if(sd->state.lr_flag != 2) {
  1101. bonus = status->flee + val;
  1102. status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1103. }
  1104. break;
  1105. case SP_FLEE2:
  1106. if(sd->state.lr_flag != 2) {
  1107. bonus = status->flee2 + val*10;
  1108. status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1109. }
  1110. break;
  1111. case SP_CRITICAL:
  1112. if(sd->state.lr_flag != 2) {
  1113. bonus = status->cri + val*10;
  1114. status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1115. } else
  1116. sd->arrow_cri += val*10;
  1117. break;
  1118. case SP_ATKELE:
  1119. if(val >= ELE_MAX) {
  1120. if(battle_config.error_log)
  1121. ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
  1122. break;
  1123. }
  1124. switch (sd->state.lr_flag)
  1125. {
  1126. case 2:
  1127. sd->arrow_ele=val;
  1128. break;
  1129. case 1:
  1130. status->lhw->ele=val;
  1131. break;
  1132. default:
  1133. status->rhw.ele=val;
  1134. break;
  1135. }
  1136. break;
  1137. case SP_DEFELE:
  1138. if(val >= ELE_MAX) {
  1139. if(battle_config.error_log)
  1140. ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
  1141. break;
  1142. }
  1143. if(sd->state.lr_flag != 2)
  1144. status->def_ele=val;
  1145. break;
  1146. case SP_MAXHP:
  1147. if(sd->state.lr_flag != 2) {
  1148. if (val < 0 && status->max_hp <= (unsigned int)(-val))
  1149. status->max_hp = 1;
  1150. else
  1151. status->max_hp+=val;
  1152. }
  1153. break;
  1154. case SP_MAXSP:
  1155. if(sd->state.lr_flag != 2) {
  1156. if (val < 0 && status->max_sp <= (unsigned int)(-val))
  1157. status->max_sp = 1;
  1158. else
  1159. status->max_sp+=val;
  1160. }
  1161. break;
  1162. case SP_CASTRATE:
  1163. if(sd->state.lr_flag != 2)
  1164. sd->castrate+=val;
  1165. break;
  1166. case SP_MAXHPRATE:
  1167. if(sd->state.lr_flag != 2)
  1168. sd->hprate+=val;
  1169. break;
  1170. case SP_MAXSPRATE:
  1171. if(sd->state.lr_flag != 2)
  1172. sd->sprate+=val;
  1173. break;
  1174. case SP_SPRATE:
  1175. if(sd->state.lr_flag != 2)
  1176. sd->dsprate+=val;
  1177. break;
  1178. case SP_ATTACKRANGE:
  1179. switch (sd->state.lr_flag) {
  1180. case 2:
  1181. switch (sd->status.weapon) {
  1182. case W_BOW:
  1183. case W_REVOLVER:
  1184. case W_RIFLE:
  1185. case W_SHOTGUN:
  1186. case W_GATLING:
  1187. case W_GRENADE:
  1188. status->rhw.range += val;
  1189. }
  1190. break;
  1191. case 1:
  1192. status->lhw->range += val;
  1193. break;
  1194. default:
  1195. status->rhw.range += val;
  1196. break;
  1197. }
  1198. break;
  1199. case SP_ADD_SPEED: //Raw increase
  1200. if(sd->state.lr_flag != 2) {
  1201. bonus = status->speed - val;
  1202. status->speed = cap_value(bonus, 0, USHRT_MAX);
  1203. }
  1204. break;
  1205. case SP_SPEED_RATE: //Non stackable increase
  1206. if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
  1207. sd->speed_rate = 100-val;
  1208. break;
  1209. case SP_SPEED_ADDRATE: //Stackable increase
  1210. if(sd->state.lr_flag != 2)
  1211. sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
  1212. break;
  1213. case SP_ASPD: //Raw increase
  1214. if(sd->state.lr_flag != 2)
  1215. status->adelay -= val*10;
  1216. break;
  1217. case SP_ASPD_RATE: //Non stackable increase
  1218. if(sd->state.lr_flag != 2 && status->aspd_rate > 100-val)
  1219. status->aspd_rate = 100-val;
  1220. break;
  1221. case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
  1222. if(sd->state.lr_flag != 2)
  1223. sd->aspd_add_rate -= val;
  1224. break;
  1225. case SP_HP_RECOV_RATE:
  1226. if(sd->state.lr_flag != 2)
  1227. sd->hprecov_rate += val;
  1228. break;
  1229. case SP_SP_RECOV_RATE:
  1230. if(sd->state.lr_flag != 2)
  1231. sd->sprecov_rate += val;
  1232. break;
  1233. case SP_CRITICAL_DEF:
  1234. if(sd->state.lr_flag != 2)
  1235. sd->critical_def += val;
  1236. break;
  1237. case SP_NEAR_ATK_DEF:
  1238. if(sd->state.lr_flag != 2)
  1239. sd->near_attack_def_rate += val;
  1240. break;
  1241. case SP_LONG_ATK_DEF:
  1242. if(sd->state.lr_flag != 2)
  1243. sd->long_attack_def_rate += val;
  1244. break;
  1245. case SP_DOUBLE_RATE:
  1246. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  1247. sd->double_rate = val;
  1248. break;
  1249. case SP_DOUBLE_ADD_RATE:
  1250. if(sd->state.lr_flag == 0)
  1251. sd->double_add_rate += val;
  1252. break;
  1253. case SP_MATK_RATE:
  1254. if(sd->state.lr_flag != 2)
  1255. sd->matk_rate += val;
  1256. break;
  1257. case SP_IGNORE_DEF_ELE:
  1258. if(val >= ELE_MAX) {
  1259. if(battle_config.error_log)
  1260. ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
  1261. break;
  1262. }
  1263. if(!sd->state.lr_flag)
  1264. sd->right_weapon.ignore_def_ele |= 1<<val;
  1265. else if(sd->state.lr_flag == 1)
  1266. sd->left_weapon.ignore_def_ele |= 1<<val;
  1267. break;
  1268. case SP_IGNORE_DEF_RACE:
  1269. if(!sd->state.lr_flag)
  1270. sd->right_weapon.ignore_def_race |= 1<<val;
  1271. else if(sd->state.lr_flag == 1)
  1272. sd->left_weapon.ignore_def_race |= 1<<val;
  1273. break;
  1274. case SP_ATK_RATE:
  1275. if(sd->state.lr_flag != 2)
  1276. sd->atk_rate += val;
  1277. break;
  1278. case SP_MAGIC_ATK_DEF:
  1279. if(sd->state.lr_flag != 2)
  1280. sd->magic_def_rate += val;
  1281. break;
  1282. case SP_MISC_ATK_DEF:
  1283. if(sd->state.lr_flag != 2)
  1284. sd->misc_def_rate += val;
  1285. break;
  1286. case SP_IGNORE_MDEF_ELE:
  1287. if(val >= ELE_MAX) {
  1288. if(battle_config.error_log)
  1289. ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
  1290. break;
  1291. }
  1292. if(sd->state.lr_flag != 2)
  1293. sd->ignore_mdef_ele |= 1<<val;
  1294. break;
  1295. case SP_IGNORE_MDEF_RACE:
  1296. if(sd->state.lr_flag != 2)
  1297. sd->ignore_mdef_race |= 1<<val;
  1298. break;
  1299. case SP_PERFECT_HIT_RATE:
  1300. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  1301. sd->perfect_hit = val;
  1302. break;
  1303. case SP_PERFECT_HIT_ADD_RATE:
  1304. if(sd->state.lr_flag != 2)
  1305. sd->perfect_hit_add += val;
  1306. break;
  1307. case SP_CRITICAL_RATE:
  1308. if(sd->state.lr_flag != 2)
  1309. sd->critical_rate+=val;
  1310. break;
  1311. case SP_DEF_RATIO_ATK_ELE:
  1312. if(val >= ELE_MAX) {
  1313. if(battle_config.error_log)
  1314. ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
  1315. break;
  1316. }
  1317. if(!sd->state.lr_flag)
  1318. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  1319. else if(sd->state.lr_flag == 1)
  1320. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  1321. break;
  1322. case SP_DEF_RATIO_ATK_RACE:
  1323. if(val >= RC_MAX) {
  1324. if(battle_config.error_log)
  1325. ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
  1326. break;
  1327. }
  1328. if(!sd->state.lr_flag)
  1329. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  1330. else if(sd->state.lr_flag == 1)
  1331. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  1332. break;
  1333. case SP_HIT_RATE:
  1334. if(sd->state.lr_flag != 2)
  1335. sd->hit_rate += val;
  1336. break;
  1337. case SP_FLEE_RATE:
  1338. if(sd->state.lr_flag != 2)
  1339. sd->flee_rate += val;
  1340. break;
  1341. case SP_FLEE2_RATE:
  1342. if(sd->state.lr_flag != 2)
  1343. sd->flee2_rate += val;
  1344. break;
  1345. case SP_DEF_RATE:
  1346. if(sd->state.lr_flag != 2)
  1347. sd->def_rate += val;
  1348. break;
  1349. case SP_DEF2_RATE:
  1350. if(sd->state.lr_flag != 2)
  1351. sd->def2_rate += val;
  1352. break;
  1353. case SP_MDEF_RATE:
  1354. if(sd->state.lr_flag != 2)
  1355. sd->mdef_rate += val;
  1356. break;
  1357. case SP_MDEF2_RATE:
  1358. if(sd->state.lr_flag != 2)
  1359. sd->mdef2_rate += val;
  1360. break;
  1361. case SP_RESTART_FULL_RECOVER:
  1362. if(sd->state.lr_flag != 2)
  1363. sd->special_state.restart_full_recover = 1;
  1364. break;
  1365. case SP_NO_CASTCANCEL:
  1366. if(sd->state.lr_flag != 2)
  1367. sd->special_state.no_castcancel = 1;
  1368. break;
  1369. case SP_NO_CASTCANCEL2:
  1370. if(sd->state.lr_flag != 2)
  1371. sd->special_state.no_castcancel2 = 1;
  1372. break;
  1373. case SP_NO_SIZEFIX:
  1374. if(sd->state.lr_flag != 2)
  1375. sd->special_state.no_sizefix = 1;
  1376. break;
  1377. case SP_NO_MAGIC_DAMAGE:
  1378. if(sd->state.lr_flag != 2)
  1379. sd->special_state.no_magic_damage = 1;
  1380. break;
  1381. case SP_NO_WEAPON_DAMAGE:
  1382. if(sd->state.lr_flag != 2)
  1383. sd->special_state.no_weapon_damage = 1;
  1384. break;
  1385. case SP_NO_GEMSTONE:
  1386. if(sd->state.lr_flag != 2)
  1387. sd->special_state.no_gemstone = 1;
  1388. break;
  1389. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  1390. if(sd->state.lr_flag != 2)
  1391. sd->special_state.intravision = 1;
  1392. break;
  1393. case SP_SPLASH_RANGE:
  1394. if(sd->state.lr_flag != 2 && sd->splash_range < val)
  1395. sd->splash_range = val;
  1396. break;
  1397. case SP_SPLASH_ADD_RANGE:
  1398. if(sd->state.lr_flag != 2)
  1399. sd->splash_add_range += val;
  1400. break;
  1401. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  1402. if(sd->state.lr_flag != 2)
  1403. sd->short_weapon_damage_return += val;
  1404. break;
  1405. case SP_LONG_WEAPON_DAMAGE_RETURN:
  1406. if(sd->state.lr_flag != 2)
  1407. sd->long_weapon_damage_return += val;
  1408. break;
  1409. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  1410. if(sd->state.lr_flag != 2)
  1411. sd->magic_damage_return += val;
  1412. break;
  1413. case SP_ALL_STATS: // [Valaris]
  1414. if(sd->state.lr_flag!=2) {
  1415. sd->param_bonus[SP_STR-SP_STR]+=val;
  1416. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1417. sd->param_bonus[SP_VIT-SP_STR]+=val;
  1418. sd->param_bonus[SP_INT-SP_STR]+=val;
  1419. sd->param_bonus[SP_DEX-SP_STR]+=val;
  1420. sd->param_bonus[SP_LUK-SP_STR]+=val;
  1421. }
  1422. break;
  1423. case SP_AGI_VIT: // [Valaris]
  1424. if(sd->state.lr_flag!=2) {
  1425. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1426. sd->param_bonus[SP_VIT-SP_STR]+=val;
  1427. }
  1428. break;
  1429. case SP_AGI_DEX_STR: // [Valaris]
  1430. if(sd->state.lr_flag!=2) {
  1431. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1432. sd->param_bonus[SP_DEX-SP_STR]+=val;
  1433. sd->param_bonus[SP_STR-SP_STR]+=val;
  1434. }
  1435. break;
  1436. case SP_PERFECT_HIDE: // [Valaris]
  1437. if(sd->state.lr_flag!=2) {
  1438. sd->state.perfect_hiding=1;
  1439. }
  1440. break;
  1441. case SP_UNBREAKABLE:
  1442. if(sd->state.lr_flag!=2) {
  1443. sd->unbreakable += val;
  1444. }
  1445. break;
  1446. case SP_UNBREAKABLE_WEAPON:
  1447. if(sd->state.lr_flag != 2)
  1448. sd->unbreakable_equip |= EQP_WEAPON;
  1449. break;
  1450. case SP_UNBREAKABLE_ARMOR:
  1451. if(sd->state.lr_flag != 2)
  1452. sd->unbreakable_equip |= EQP_ARMOR;
  1453. break;
  1454. case SP_UNBREAKABLE_HELM:
  1455. if(sd->state.lr_flag != 2)
  1456. sd->unbreakable_equip |= EQP_HELM;
  1457. break;
  1458. case SP_UNBREAKABLE_SHIELD:
  1459. if(sd->state.lr_flag != 2)
  1460. sd->unbreakable_equip |= EQP_SHIELD;
  1461. break;
  1462. case SP_CLASSCHANGE: // [Valaris]
  1463. if(sd->state.lr_flag !=2)
  1464. sd->classchange=val;
  1465. break;
  1466. case SP_LONG_ATK_RATE:
  1467. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  1468. sd->long_attack_atk_rate+=val;
  1469. break;
  1470. case SP_BREAK_WEAPON_RATE:
  1471. if(sd->state.lr_flag != 2)
  1472. sd->break_weapon_rate+=val;
  1473. break;
  1474. case SP_BREAK_ARMOR_RATE:
  1475. if(sd->state.lr_flag != 2)
  1476. sd->break_armor_rate+=val;
  1477. break;
  1478. case SP_ADD_STEAL_RATE:
  1479. if(sd->state.lr_flag != 2)
  1480. sd->add_steal_rate+=val;
  1481. break;
  1482. case SP_DELAYRATE:
  1483. if(sd->state.lr_flag != 2)
  1484. sd->delayrate+=val;
  1485. break;
  1486. case SP_CRIT_ATK_RATE:
  1487. if(sd->state.lr_flag != 2)
  1488. sd->crit_atk_rate += val;
  1489. break;
  1490. case SP_NO_REGEN:
  1491. if(sd->state.lr_flag != 2)
  1492. sd->no_regen = val;
  1493. break;
  1494. case SP_UNSTRIPABLE_WEAPON:
  1495. if(sd->state.lr_flag != 2)
  1496. sd->unstripable_equip |= EQP_WEAPON;
  1497. break;
  1498. case SP_UNSTRIPABLE:
  1499. case SP_UNSTRIPABLE_ARMOR:
  1500. if(sd->state.lr_flag != 2)
  1501. sd->unstripable_equip |= EQP_ARMOR;
  1502. break;
  1503. case SP_UNSTRIPABLE_HELM:
  1504. if(sd->state.lr_flag != 2)
  1505. sd->unstripable_equip |= EQP_HELM;
  1506. break;
  1507. case SP_UNSTRIPABLE_SHIELD:
  1508. if(sd->state.lr_flag != 2)
  1509. sd->unstripable_equip |= EQP_SHIELD;
  1510. break;
  1511. case SP_HP_DRAIN_VALUE:
  1512. if(!sd->state.lr_flag) {
  1513. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1514. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1515. }
  1516. else if(sd->state.lr_flag == 1) {
  1517. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1518. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1519. }
  1520. break;
  1521. case SP_SP_DRAIN_VALUE:
  1522. if(!sd->state.lr_flag) {
  1523. sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
  1524. sd->right_weapon.sp_drain[RC_BOSS].value += val;
  1525. }
  1526. else if(sd->state.lr_flag == 1) {
  1527. sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
  1528. sd->left_weapon.sp_drain[RC_BOSS].value += val;
  1529. }
  1530. break;
  1531. case SP_SP_GAIN_VALUE:
  1532. if(!sd->state.lr_flag)
  1533. sd->sp_gain_value += val;
  1534. break;
  1535. case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
  1536. if(!sd->state.lr_flag)
  1537. sd->right_weapon.ignore_def_mob |= 1<<val;
  1538. else if(sd->state.lr_flag == 1)
  1539. sd->left_weapon.ignore_def_mob |= 1<<val;
  1540. break;
  1541. case SP_HP_GAIN_VALUE:
  1542. if(!sd->state.lr_flag)
  1543. sd->hp_gain_value += val;
  1544. break;
  1545. default:
  1546. if(battle_config.error_log)
  1547. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  1548. break;
  1549. }
  1550. return 0;
  1551. }
  1552. /*==========================================
  1553. * ? 備品による能力等のボ?ナス設定
  1554. *------------------------------------------
  1555. */
  1556. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  1557. {
  1558. int i;
  1559. nullpo_retr(0, sd);
  1560. switch(type){
  1561. case SP_ADDELE:
  1562. if(type2 >= ELE_MAX) {
  1563. if(battle_config.error_log)
  1564. ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
  1565. break;
  1566. }
  1567. if(!sd->state.lr_flag)
  1568. sd->right_weapon.addele[type2]+=val;
  1569. else if(sd->state.lr_flag == 1)
  1570. sd->left_weapon.addele[type2]+=val;
  1571. else if(sd->state.lr_flag == 2)
  1572. sd->arrow_addele[type2]+=val;
  1573. break;
  1574. case SP_ADDRACE:
  1575. if(!sd->state.lr_flag)
  1576. sd->right_weapon.addrace[type2]+=val;
  1577. else if(sd->state.lr_flag == 1)
  1578. sd->left_weapon.addrace[type2]+=val;
  1579. else if(sd->state.lr_flag == 2)
  1580. sd->arrow_addrace[type2]+=val;
  1581. break;
  1582. case SP_ADDSIZE:
  1583. if(!sd->state.lr_flag)
  1584. sd->right_weapon.addsize[type2]+=val;
  1585. else if(sd->state.lr_flag == 1)
  1586. sd->left_weapon.addsize[type2]+=val;
  1587. else if(sd->state.lr_flag == 2)
  1588. sd->arrow_addsize[type2]+=val;
  1589. break;
  1590. case SP_SUBELE:
  1591. if(type2 >= ELE_MAX) {
  1592. if(battle_config.error_log)
  1593. ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
  1594. break;
  1595. }
  1596. if(sd->state.lr_flag != 2)
  1597. sd->subele[type2]+=val;
  1598. break;
  1599. case SP_SUBRACE:
  1600. if(sd->state.lr_flag != 2)
  1601. sd->subrace[type2]+=val;
  1602. break;
  1603. case SP_ADDEFF:
  1604. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1605. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  1606. break;
  1607. }
  1608. if(sd->state.lr_flag != 2)
  1609. sd->addeff[type2-SC_COMMON_MIN]+=val;
  1610. else
  1611. sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
  1612. break;
  1613. case SP_ADDEFF2:
  1614. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1615. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  1616. break;
  1617. }
  1618. if(sd->state.lr_flag != 2)
  1619. sd->addeff2[type2-SC_COMMON_MIN]+=val;
  1620. else
  1621. sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
  1622. break;
  1623. case SP_RESEFF:
  1624. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1625. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  1626. break;
  1627. }
  1628. if(sd->state.lr_flag != 2)
  1629. sd->reseff[type2-SC_COMMON_MIN]+=val;
  1630. break;
  1631. case SP_MAGIC_ADDELE:
  1632. if(type2 >= ELE_MAX) {
  1633. if(battle_config.error_log)
  1634. ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
  1635. break;
  1636. }
  1637. if(sd->state.lr_flag != 2)
  1638. sd->magic_addele[type2]+=val;
  1639. break;
  1640. case SP_MAGIC_ADDRACE:
  1641. if(sd->state.lr_flag != 2)
  1642. sd->magic_addrace[type2]+=val;
  1643. break;
  1644. case SP_MAGIC_ADDSIZE:
  1645. if(sd->state.lr_flag != 2)
  1646. sd->magic_addsize[type2]+=val;
  1647. break;
  1648. case SP_ADD_DAMAGE_CLASS:
  1649. if(!sd->state.lr_flag) {
  1650. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1651. if(sd->right_weapon.add_damage_classid[i] == type2) {
  1652. sd->right_weapon.add_damage_classrate[i] += val;
  1653. break;
  1654. }
  1655. }
  1656. if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
  1657. sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
  1658. sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
  1659. sd->right_weapon.add_damage_class_count++;
  1660. }
  1661. }
  1662. else if(sd->state.lr_flag == 1) {
  1663. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1664. if(sd->left_weapon.add_damage_classid[i] == type2) {
  1665. sd->left_weapon.add_damage_classrate[i] += val;
  1666. break;
  1667. }
  1668. }
  1669. if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
  1670. sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
  1671. sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
  1672. sd->left_weapon.add_damage_class_count++;
  1673. }
  1674. }
  1675. break;
  1676. case SP_ADD_MAGIC_DAMAGE_CLASS:
  1677. if(sd->state.lr_flag != 2) {
  1678. for(i=0;i<sd->add_mdmg_count;i++) {
  1679. if(sd->add_mdmg[i].class_ == type2) {
  1680. sd->add_mdmg[i].rate += val;
  1681. break;
  1682. }
  1683. }
  1684. if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
  1685. sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
  1686. sd->add_mdmg[sd->add_mdmg_count].rate += val;
  1687. sd->add_mdmg_count++;
  1688. }
  1689. }
  1690. break;
  1691. case SP_ADD_DEF_CLASS:
  1692. if(sd->state.lr_flag != 2) {
  1693. for(i=0;i<sd->add_def_count;i++) {
  1694. if(sd->add_def[i].class_ == type2) {
  1695. sd->add_def[i].rate += val;
  1696. break;
  1697. }
  1698. }
  1699. if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
  1700. sd->add_def[sd->add_def_count].class_ = type2;
  1701. sd->add_def[sd->add_def_count].rate += val;
  1702. sd->add_def_count++;
  1703. }
  1704. }
  1705. break;
  1706. case SP_ADD_MDEF_CLASS:
  1707. if(sd->state.lr_flag != 2) {
  1708. for(i=0;i<sd->add_mdef_count;i++) {
  1709. if(sd->add_mdef[i].class_ == type2) {
  1710. sd->add_mdef[i].rate += val;
  1711. break;
  1712. }
  1713. }
  1714. if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
  1715. sd->add_mdef[sd->add_mdef_count].class_ = type2;
  1716. sd->add_mdef[sd->add_mdef_count].rate += val;
  1717. sd->add_mdef_count++;
  1718. }
  1719. }
  1720. break;
  1721. case SP_HP_DRAIN_RATE:
  1722. if(!sd->state.lr_flag) {
  1723. sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1724. sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
  1725. sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
  1726. sd->right_weapon.hp_drain[RC_BOSS].per += val;
  1727. }
  1728. else if(sd->state.lr_flag == 1) {
  1729. sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1730. sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
  1731. sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
  1732. sd->left_weapon.hp_drain[RC_BOSS].per += val;
  1733. }
  1734. break;
  1735. case SP_HP_DRAIN_VALUE:
  1736. if(!sd->state.lr_flag) {
  1737. sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
  1738. sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
  1739. sd->right_weapon.hp_drain[RC_BOSS].value += type2;
  1740. sd->right_weapon.hp_drain[RC_BOSS].type = val;
  1741. }
  1742. else if(sd->state.lr_flag == 1) {
  1743. sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
  1744. sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
  1745. sd->left_weapon.hp_drain[RC_BOSS].value += type2;
  1746. sd->left_weapon.hp_drain[RC_BOSS].type = val;
  1747. }
  1748. break;
  1749. case SP_SP_DRAIN_RATE:
  1750. if(!sd->state.lr_flag) {
  1751. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1752. sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
  1753. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  1754. sd->right_weapon.sp_drain[RC_BOSS].per += val;
  1755. }
  1756. else if(sd->state.lr_flag == 1) {
  1757. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1758. sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
  1759. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  1760. sd->left_weapon.sp_drain[RC_BOSS].per += val;
  1761. }
  1762. break;
  1763. case SP_SP_DRAIN_VALUE:
  1764. if(!sd->state.lr_flag) {
  1765. sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
  1766. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  1767. sd->right_weapon.sp_drain[RC_BOSS].value += type2;
  1768. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  1769. }
  1770. else if(sd->state.lr_flag == 1) {
  1771. sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
  1772. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  1773. sd->left_weapon.sp_drain[RC_BOSS].value += type2;
  1774. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  1775. }
  1776. break;
  1777. case SP_SP_VANISH_RATE:
  1778. if(sd->state.lr_flag != 2) {
  1779. sd->sp_vanish_rate += type2;
  1780. sd->sp_vanish_per += val;
  1781. }
  1782. break;
  1783. case SP_GET_ZENY_NUM:
  1784. if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
  1785. {
  1786. sd->get_zeny_rate = val;
  1787. sd->get_zeny_num = type2;
  1788. }
  1789. break;
  1790. case SP_ADD_GET_ZENY_NUM:
  1791. if(sd->state.lr_flag != 2)
  1792. {
  1793. sd->get_zeny_rate += val;
  1794. sd->get_zeny_num += type2;
  1795. }
  1796. break;
  1797. case SP_WEAPON_COMA_ELE:
  1798. if(type2 >= ELE_MAX) {
  1799. if(battle_config.error_log)
  1800. ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
  1801. break;
  1802. }
  1803. if(sd->state.lr_flag != 2)
  1804. sd->weapon_coma_ele[type2] += val;
  1805. break;
  1806. case SP_WEAPON_COMA_RACE:
  1807. if(sd->state.lr_flag != 2)
  1808. sd->weapon_coma_race[type2] += val;
  1809. break;
  1810. case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
  1811. if(sd->state.lr_flag !=2){
  1812. sd->random_attack_increase_add = type2;
  1813. sd->random_attack_increase_per += val;
  1814. }
  1815. break;
  1816. case SP_WEAPON_ATK:
  1817. if(sd->state.lr_flag != 2)
  1818. sd->weapon_atk[type2]+=val;
  1819. break;
  1820. case SP_WEAPON_ATK_RATE:
  1821. if(sd->state.lr_flag != 2)
  1822. sd->weapon_atk_rate[type2]+=val;
  1823. break;
  1824. case SP_CRITICAL_ADDRACE:
  1825. if(sd->state.lr_flag != 2)
  1826. sd->critaddrace[type2] += val*10;
  1827. break;
  1828. case SP_ADDEFF_WHENHIT:
  1829. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1830. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  1831. break;
  1832. }
  1833. if(sd->state.lr_flag != 2) {
  1834. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1835. sd->addeff3_type[type2-SC_COMMON_MIN]=1;
  1836. }
  1837. break;
  1838. case SP_ADDEFF_WHENHIT_SHORT:
  1839. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1840. ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
  1841. break;
  1842. }
  1843. if(sd->state.lr_flag != 2) {
  1844. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1845. sd->addeff3_type[type2-SC_COMMON_MIN]=0;
  1846. }
  1847. break;
  1848. case SP_SKILL_ATK:
  1849. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
  1850. if (i == MAX_PC_BONUS)
  1851. { //Better mention this so the array length can be updated. [Skotlex]
  1852. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1853. break;
  1854. }
  1855. if(sd->state.lr_flag != 2) {
  1856. if (sd->skillatk[i].id == type2)
  1857. sd->skillatk[i].val += val;
  1858. else {
  1859. sd->skillatk[i].id = type2;
  1860. sd->skillatk[i].val = val;
  1861. }
  1862. }
  1863. break;
  1864. case SP_ADD_SKILL_BLOW:
  1865. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
  1866. if (i == MAX_PC_BONUS)
  1867. { //Better mention this so the array length can be updated. [Skotlex]
  1868. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1869. break;
  1870. }
  1871. if(sd->state.lr_flag != 2) {
  1872. if (sd->skillblown[i].id == type2)
  1873. sd->skillblown[i].val += val;
  1874. else {
  1875. sd->skillblown[i].id = type2;
  1876. sd->skillblown[i].val = val;
  1877. }
  1878. }
  1879. break;
  1880. case SP_ADD_DAMAGE_BY_CLASS:
  1881. if(sd->state.lr_flag != 2) {
  1882. for(i=0;i<sd->add_dmg_count;i++) {
  1883. if(sd->add_dmg[i].class_ == type2) {
  1884. sd->add_dmg[i].rate += val;
  1885. break;
  1886. }
  1887. }
  1888. if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
  1889. sd->add_dmg[sd->add_dmg_count].class_ = type2;
  1890. sd->add_dmg[sd->add_dmg_count].rate += val;
  1891. sd->add_dmg_count++;
  1892. }
  1893. }
  1894. break;
  1895. case SP_HP_LOSS_RATE:
  1896. if(sd->state.lr_flag != 2) {
  1897. sd->hp_loss_value = type2;
  1898. sd->hp_loss_rate = val;
  1899. }
  1900. break;
  1901. case SP_ADDRACE2:
  1902. if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
  1903. break;
  1904. if(sd->state.lr_flag != 2)
  1905. sd->right_weapon.addrace2[type2] += val;
  1906. else
  1907. sd->left_weapon.addrace2[type2] += val;
  1908. break;
  1909. case SP_SUBSIZE:
  1910. if(sd->state.lr_flag != 2)
  1911. sd->subsize[type2]+=val;
  1912. break;
  1913. case SP_SUBRACE2:
  1914. if(sd->state.lr_flag != 2)
  1915. sd->subrace2[type2]+=val;
  1916. break;
  1917. case SP_ADD_ITEM_HEAL_RATE:
  1918. if(sd->state.lr_flag != 2)
  1919. sd->itemhealrate[type2 - 1] += val;
  1920. break;
  1921. case SP_EXP_ADDRACE:
  1922. if(sd->state.lr_flag != 2)
  1923. sd->expaddrace[type2]+=val;
  1924. break;
  1925. case SP_SP_GAIN_RACE:
  1926. if(sd->state.lr_flag != 2)
  1927. sd->sp_gain_race[type2]+=val;
  1928. break;
  1929. case SP_ADD_MONSTER_DROP_ITEM:
  1930. if (sd->state.lr_flag != 2)
  1931. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  1932. break;
  1933. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1934. if (sd->state.lr_flag != 2)
  1935. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  1936. break;
  1937. case SP_SP_LOSS_RATE:
  1938. if(sd->state.lr_flag != 2) {
  1939. sd->sp_loss_value = type2;
  1940. sd->sp_loss_rate = val;
  1941. }
  1942. break;
  1943. case SP_HP_DRAIN_VALUE_RACE:
  1944. if(!sd->state.lr_flag) {
  1945. sd->right_weapon.hp_drain[type2].value += val;
  1946. }
  1947. else if(sd->state.lr_flag == 1) {
  1948. sd->left_weapon.hp_drain[type2].value += val;
  1949. }
  1950. break;
  1951. case SP_SP_DRAIN_VALUE_RACE:
  1952. if(!sd->state.lr_flag) {
  1953. sd->right_weapon.sp_drain[type2].value += val;
  1954. }
  1955. else if(sd->state.lr_flag == 1) {
  1956. sd->left_weapon.sp_drain[type2].value += val;
  1957. }
  1958. break;
  1959. default:
  1960. if(battle_config.error_log)
  1961. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  1962. break;
  1963. }
  1964. return 0;
  1965. }
  1966. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  1967. {
  1968. nullpo_retr(0, sd);
  1969. switch(type){
  1970. case SP_ADD_MONSTER_DROP_ITEM:
  1971. if(sd->state.lr_flag != 2)
  1972. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<<type3, val);
  1973. break;
  1974. case SP_AUTOSPELL:
  1975. if(sd->state.lr_flag != 2)
  1976. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  1977. break;
  1978. case SP_AUTOSPELL_WHENHIT:
  1979. if(sd->state.lr_flag != 2)
  1980. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  1981. break;
  1982. case SP_HP_LOSS_RATE:
  1983. if(sd->state.lr_flag != 2) {
  1984. sd->hp_loss_value = type2;
  1985. sd->hp_loss_rate = type3;
  1986. sd->hp_loss_type = val;
  1987. }
  1988. break;
  1989. case SP_SP_DRAIN_RATE:
  1990. if(!sd->state.lr_flag) {
  1991. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1992. sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
  1993. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  1994. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  1995. sd->right_weapon.sp_drain[RC_BOSS].per += type3;
  1996. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  1997. }
  1998. else if(sd->state.lr_flag == 1) {
  1999. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2000. sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
  2001. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2002. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2003. sd->left_weapon.sp_drain[RC_BOSS].per += type3;
  2004. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2005. }
  2006. break;
  2007. case SP_HP_DRAIN_RATE_RACE:
  2008. if(!sd->state.lr_flag) {
  2009. sd->right_weapon.hp_drain[type2].rate += type3;
  2010. sd->right_weapon.hp_drain[type2].per += val;
  2011. }
  2012. else if(sd->state.lr_flag == 1) {
  2013. sd->left_weapon.hp_drain[type2].rate += type3;
  2014. sd->left_weapon.hp_drain[type2].per += val;
  2015. }
  2016. break;
  2017. case SP_SP_DRAIN_RATE_RACE:
  2018. if(!sd->state.lr_flag) {
  2019. sd->right_weapon.sp_drain[type2].rate += type3;
  2020. sd->right_weapon.sp_drain[type2].per += val;
  2021. }
  2022. else if(sd->state.lr_flag == 1) {
  2023. sd->left_weapon.sp_drain[type2].rate += type3;
  2024. sd->left_weapon.sp_drain[type2].per += val;
  2025. }
  2026. break;
  2027. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2028. if (sd->state.lr_flag != 2)
  2029. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<<type3, val);
  2030. break;
  2031. default:
  2032. if(battle_config.error_log)
  2033. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  2034. break;
  2035. }
  2036. return 0;
  2037. }
  2038. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  2039. {
  2040. nullpo_retr(0, sd);
  2041. switch(type){
  2042. case SP_AUTOSPELL:
  2043. if(sd->state.lr_flag != 2)
  2044. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  2045. break;
  2046. case SP_AUTOSPELL_WHENHIT:
  2047. if(sd->state.lr_flag != 2)
  2048. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  2049. break;
  2050. default:
  2051. if(battle_config.error_log)
  2052. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  2053. break;
  2054. }
  2055. return 0;
  2056. }
  2057. /*==========================================
  2058. * スクリプトによるスキル所得
  2059. *------------------------------------------
  2060. */
  2061. int pc_skill(struct map_session_data *sd,int id,int level,int flag)
  2062. {
  2063. nullpo_retr(0, sd);
  2064. if(level>MAX_SKILL_LEVEL){
  2065. if(battle_config.error_log)
  2066. ShowError("pc_skill: Skill level %d too high. Max lv supported is MAX_SKILL_LEVEL (%d)\n", level, MAX_SKILL_LEVEL);
  2067. return 0;
  2068. }
  2069. 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
  2070. sd->status.skill[id].lv=level;
  2071. if (!skill_get_inf(id)) //Only recalculate for passive skills.
  2072. status_calc_pc(sd,0);
  2073. clif_skillinfoblock(sd);
  2074. }
  2075. 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
  2076. sd->status.skill[id].lv+=level;
  2077. if (!skill_get_inf(id)) //Only recalculate for passive skills.
  2078. status_calc_pc(sd,0);
  2079. clif_skillinfoblock(sd);
  2080. }
  2081. else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
  2082. if(sd->status.skill[id].id==id) {
  2083. if (!sd->status.skill[id].flag) //Non-granted skill, store it's level.
  2084. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  2085. } else {
  2086. sd->status.skill[id].id=id;
  2087. sd->status.skill[id].flag=1; // cardスキルとする
  2088. }
  2089. sd->status.skill[id].lv=level;
  2090. }
  2091. return 0;
  2092. }
  2093. /*==========================================
  2094. * カ?ド?入
  2095. *------------------------------------------
  2096. */
  2097. int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
  2098. {
  2099. int i, ep;
  2100. int nameid, cardid;
  2101. nullpo_retr(0, sd);
  2102. if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
  2103. return 0; //Invalid card index.
  2104. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
  2105. return 0; //Invalid item index.
  2106. nameid=sd->status.inventory[idx_equip].nameid;
  2107. cardid=sd->status.inventory[idx_card].nameid;
  2108. ep=sd->inventory_data[idx_card]->equip;
  2109. if( nameid <= 0 || cardid <= 0 ||
  2110. (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
  2111. sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
  2112. sd->status.inventory[idx_equip].identify==0 || // 未鑑定
  2113. sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
  2114. sd->status.inventory[idx_equip].card[0]==0x00fe ||
  2115. sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
  2116. !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
  2117. (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
  2118. sd->status.inventory[idx_equip].equip){
  2119. clif_insert_card(sd,idx_equip,idx_card,1);
  2120. return 0;
  2121. }
  2122. for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
  2123. if( sd->status.inventory[idx_equip].card[i] == 0){
  2124. // 空きスロットが� ったので差し?む
  2125. sd->status.inventory[idx_equip].card[i]=cardid;
  2126. // カ?ドは減らす
  2127. clif_insert_card(sd,idx_equip,idx_card,0);
  2128. pc_delitem(sd,idx_card,1,1);
  2129. return 0;
  2130. }
  2131. }
  2132. clif_insert_card(sd,idx_equip,idx_card,1);
  2133. return 0;
  2134. }
  2135. //
  2136. // アイテム物
  2137. //
  2138. /*==========================================
  2139. * スキルによる買い値修正
  2140. *------------------------------------------
  2141. */
  2142. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  2143. {
  2144. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  2145. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  2146. rate1 = 5+skill*2-((skill==10)? 1:0);
  2147. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  2148. rate2 = 5+skill*4;
  2149. if(rate1 < rate2) rate1 = rate2;
  2150. if(rate1)
  2151. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  2152. if(val < 0) val = 0;
  2153. if(orig_value > 0 && val < 1) val = 1;
  2154. return val;
  2155. }
  2156. /*==========================================
  2157. * スキルによる?り値修正
  2158. *------------------------------------------
  2159. */
  2160. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  2161. {
  2162. int skill,val = orig_value,rate = 0;
  2163. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  2164. rate = 5+skill*2-((skill==10)? 1:0);
  2165. if(rate)
  2166. val = (int)((double)orig_value*(double)(100+rate)/100.);
  2167. if(val < 0) val = 0;
  2168. if(orig_value > 0 && val < 1) val = 1;
  2169. return val;
  2170. }
  2171. /*==========================================
  2172. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  2173. * 3万個制限にかかるか確認
  2174. *------------------------------------------
  2175. */
  2176. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  2177. {
  2178. int i;
  2179. nullpo_retr(0, sd);
  2180. if(itemdb_isequip(nameid))
  2181. return ADDITEM_NEW;
  2182. for(i=0;i<MAX_INVENTORY;i++){
  2183. if(sd->status.inventory[i].nameid==nameid){
  2184. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2185. return ADDITEM_OVERAMOUNT;
  2186. return ADDITEM_EXIST;
  2187. }
  2188. }
  2189. if(amount > MAX_AMOUNT)
  2190. return ADDITEM_OVERAMOUNT;
  2191. return ADDITEM_NEW;
  2192. }
  2193. /*==========================================
  2194. * 空きアイテム欄の個?
  2195. *------------------------------------------
  2196. */
  2197. int pc_inventoryblank(struct map_session_data *sd)
  2198. {
  2199. int i,b;
  2200. nullpo_retr(0, sd);
  2201. for(i=0,b=0;i<MAX_INVENTORY;i++){
  2202. if(sd->status.inventory[i].nameid==0)
  2203. b++;
  2204. }
  2205. return b;
  2206. }
  2207. /*==========================================
  2208. * お金を?う
  2209. *------------------------------------------
  2210. */
  2211. int pc_payzeny(struct map_session_data *sd,int zeny)
  2212. {
  2213. double z;
  2214. nullpo_retr(0, sd);
  2215. z = (double)sd->status.zeny;
  2216. if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
  2217. return 1;
  2218. sd->status.zeny-=zeny;
  2219. clif_updatestatus(sd,SP_ZENY);
  2220. return 0;
  2221. }
  2222. /*==========================================
  2223. * お金を得る
  2224. *------------------------------------------
  2225. */
  2226. int pc_getzeny(struct map_session_data *sd,int zeny)
  2227. {
  2228. double z;
  2229. nullpo_retr(0, sd);
  2230. z = (double)sd->status.zeny;
  2231. if(z + (double)zeny > MAX_ZENY) {
  2232. zeny = 0;
  2233. sd->status.zeny = MAX_ZENY;
  2234. }
  2235. sd->status.zeny+=zeny;
  2236. clif_updatestatus(sd,SP_ZENY);
  2237. if(zeny > 0 && sd->state.showzeny){
  2238. char output[255];
  2239. sprintf(output, "Gained %dz.", zeny);
  2240. clif_disp_onlyself(sd,output,strlen(output));
  2241. }
  2242. return 0;
  2243. }
  2244. /*==========================================
  2245. * アイテムを探して、インデックスを返す
  2246. *------------------------------------------
  2247. */
  2248. int pc_search_inventory(struct map_session_data *sd,int item_id)
  2249. {
  2250. int i;
  2251. nullpo_retr(-1, sd);
  2252. for(i=0;i<MAX_INVENTORY;i++) {
  2253. if(sd->status.inventory[i].nameid == item_id &&
  2254. (sd->status.inventory[i].amount > 0 || item_id == 0))
  2255. return i;
  2256. }
  2257. return -1;
  2258. }
  2259. /*==========================================
  2260. * アイテム追加。個?のみitem構造?の?字を無視
  2261. *------------------------------------------
  2262. */
  2263. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2264. {
  2265. struct item_data *data;
  2266. int i;
  2267. unsigned int w;
  2268. nullpo_retr(1, sd);
  2269. nullpo_retr(1, item_data);
  2270. if(item_data->nameid <= 0 || amount <= 0)
  2271. return 1;
  2272. if(amount > MAX_AMOUNT)
  2273. return 5;
  2274. data = itemdb_search(item_data->nameid);
  2275. w = data->weight*amount;
  2276. if(w > sd->max_weight - sd->weight)
  2277. return 2;
  2278. i = MAX_INVENTORY;
  2279. if (!itemdb_isequip2(data))
  2280. { //Stackable
  2281. for (i = 0; i < MAX_INVENTORY; i++)
  2282. {
  2283. if(sd->status.inventory[i].nameid == item_data->nameid &&
  2284. memcmp(&sd->status.inventory[i].card,&item_data->card,
  2285. sizeof(item_data->card))==0)
  2286. {
  2287. if (amount > MAX_AMOUNT - sd->status.inventory[i].amount)
  2288. return 5;
  2289. sd->status.inventory[i].amount += amount;
  2290. clif_additem(sd,i,amount,0);
  2291. break;
  2292. }
  2293. }
  2294. }
  2295. if (i >= MAX_INVENTORY){
  2296. i = pc_search_inventory(sd,0);
  2297. if(i<0) return 4;
  2298. // clear equips field first, just in case
  2299. if (item_data->equip)
  2300. item_data->equip = 0;
  2301. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  2302. sd->status.inventory[i].amount = amount;
  2303. sd->inventory_data[i] = data;
  2304. clif_additem(sd,i,amount,0);
  2305. }
  2306. sd->weight += w;
  2307. clif_updatestatus(sd,SP_WEIGHT);
  2308. //Auto-equip
  2309. if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
  2310. return 0;
  2311. }
  2312. /*==========================================
  2313. * アイテムを減らす
  2314. *------------------------------------------
  2315. */
  2316. int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
  2317. {
  2318. nullpo_retr(1, sd);
  2319. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  2320. return 1;
  2321. sd->status.inventory[n].amount -= amount;
  2322. sd->weight -= sd->inventory_data[n]->weight*amount ;
  2323. if(sd->status.inventory[n].amount<=0){
  2324. if(sd->status.inventory[n].equip)
  2325. pc_unequipitem(sd,n,3);
  2326. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  2327. sd->inventory_data[n] = NULL;
  2328. }
  2329. if(!(type&1))
  2330. clif_delitem(sd,n,amount);
  2331. if(!(type&2))
  2332. clif_updatestatus(sd,SP_WEIGHT);
  2333. return 0;
  2334. }
  2335. /*==========================================
  2336. * アイテムを落す
  2337. *------------------------------------------
  2338. */
  2339. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  2340. {
  2341. nullpo_retr(1, sd);
  2342. if(n < 0 || n >= MAX_INVENTORY)
  2343. return 0;
  2344. if(amount <= 0)
  2345. return 0;
  2346. if (sd->status.inventory[n].nameid <= 0 ||
  2347. sd->status.inventory[n].amount < amount ||
  2348. sd->trade_partner != 0 || sd->vender_id != 0 ||
  2349. sd->status.inventory[n].amount <= 0)
  2350. return 0;
  2351. if (map[sd->bl.m].flag.nodrop) {
  2352. clif_displaymessage (sd->fd, msg_txt(271));
  2353. return 0; //Can't drop items in nodrop mapflag maps.
  2354. }
  2355. if (!pc_candrop(sd,sd->status.inventory[n].nameid)) {
  2356. clif_displaymessage (sd->fd, msg_txt(263));
  2357. return 0;
  2358. }
  2359. //Logs items, dropped by (P)layers [Lupus]
  2360. if(log_config.pick > 0 )
  2361. log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
  2362. //Logs
  2363. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2))
  2364. return 0;
  2365. pc_delitem(sd, n, amount, 0);
  2366. return 1;
  2367. }
  2368. /*==========================================
  2369. * アイテムを拾う
  2370. *------------------------------------------
  2371. */
  2372. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  2373. {
  2374. int flag=0;
  2375. unsigned int tick = gettick();
  2376. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  2377. struct party_data *p=NULL;
  2378. nullpo_retr(0, sd);
  2379. nullpo_retr(0, fitem);
  2380. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
  2381. return 0; // 距離が遠い
  2382. if (sd->status.party_id)
  2383. p = party_search(sd->status.party_id);
  2384. if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id)
  2385. {
  2386. first_sd = map_id2sd(fitem->first_get_id);
  2387. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  2388. if (!(p && p->party.item&1 &&
  2389. first_sd && first_sd->status.party_id == sd->status.party_id
  2390. ))
  2391. return 0;
  2392. }
  2393. else
  2394. if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id)
  2395. {
  2396. second_sd = map_id2sd(fitem->second_get_id);
  2397. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  2398. if(!(p && p->party.item&1 &&
  2399. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2400. (second_sd && second_sd->status.party_id == sd->status.party_id))
  2401. ))
  2402. return 0;
  2403. }
  2404. else
  2405. if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id)
  2406. {
  2407. third_sd = map_id2sd(fitem->third_get_id);
  2408. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  2409. if(!(p && p->party.item&1 &&
  2410. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2411. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  2412. (third_sd && third_sd->status.party_id == sd->status.party_id))
  2413. ))
  2414. return 0;
  2415. }
  2416. }
  2417. }
  2418. }
  2419. //This function takes care of giving the item to whoever should have it
  2420. //considering party-share options.
  2421. if ((flag = party_share_loot(p,sd,&fitem->item_data))) {
  2422. clif_additem(sd,0,0,flag);
  2423. return 1;
  2424. }
  2425. //Display pickup animation.
  2426. pc_stop_attack(sd);
  2427. clif_takeitem(&sd->bl,&fitem->bl);
  2428. map_clearflooritem(fitem->bl.id);
  2429. return 1;
  2430. }
  2431. int pc_isUseitem(struct map_session_data *sd,int n)
  2432. {
  2433. struct item_data *item;
  2434. int nameid;
  2435. nullpo_retr(0, sd);
  2436. item = sd->inventory_data[n];
  2437. nameid = sd->status.inventory[n].nameid;
  2438. if(item == NULL)
  2439. return 0;
  2440. //Not consumable item
  2441. if(item->type != 0 && item->type != 2)
  2442. return 0;
  2443. if(!item->script) //if it has no script, you can't really consume it!
  2444. return 0;
  2445. //Anodyne (can't use Anodyne's Endure at GVG)
  2446. if(nameid == 605 && map_flag_gvg(sd->bl.m))
  2447. return 0;
  2448. //Fly Wing (can't use at GVG and when noteleport flag is on)
  2449. if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
  2450. clif_skill_teleportmessage(sd,0);
  2451. return 0;
  2452. }
  2453. //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza]
  2454. if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) {
  2455. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  2456. return 0;
  2457. }
  2458. //Butterfly Wing (can't use noreturn flag is on and if duel)
  2459. if(nameid == 602 && map[sd->bl.m].flag.noreturn)
  2460. return 0;
  2461. //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
  2462. if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
  2463. return 0;
  2464. //Anodyne/Aleovera not usable while sitting.
  2465. if ((nameid == 605 || nameid == 606) && pc_issit(sd))
  2466. return 0;
  2467. //added item_noequip.txt items check by Maya&[Lupus]
  2468. if (
  2469. (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
  2470. (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
  2471. (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
  2472. )
  2473. return 0;
  2474. //Gender check
  2475. if(item->sex != 2 && sd->status.sex != item->sex)
  2476. return 0;
  2477. //Required level check
  2478. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  2479. return 0;
  2480. //Not equipable by class. [Skotlex]
  2481. if (!(
  2482. (1<<(sd->class_&MAPID_BASEMASK)) &
  2483. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  2484. ))
  2485. return 0;
  2486. //Not usable by upper class. [Skotlex]
  2487. if(!(
  2488. (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
  2489. item->class_upper
  2490. ))
  2491. return 0;
  2492. //Dead Branch & Bloody Branch & Porings Box
  2493. if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
  2494. log_branch(sd);
  2495. return 1;
  2496. }
  2497. /*==========================================
  2498. * アイテムを使う
  2499. *------------------------------------------
  2500. */
  2501. int pc_useitem(struct map_session_data *sd,int n)
  2502. {
  2503. unsigned int tick = gettick();
  2504. int amount;
  2505. struct script_code *script;
  2506. nullpo_retr(0, sd);
  2507. if(sd->status.inventory[n].nameid <= 0 ||
  2508. sd->status.inventory[n].amount <= 0)
  2509. return 0;
  2510. if(!pc_isUseitem(sd,n))
  2511. return 0;
  2512. //Prevent mass item usage. [Skotlex]
  2513. if(DIFF_TICK(sd->canuseitem_tick, tick) > 0)
  2514. return 0;
  2515. if (sd->sc.count && (
  2516. sd->sc.data[SC_BERSERK].timer!=-1 ||
  2517. sd->sc.data[SC_MARIONETTE].timer!=-1 ||
  2518. sd->sc.data[SC_GRAVITATION].timer!=-1 ||
  2519. //Cannot use Potions/Healing items while under Gospel.
  2520. (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0)
  2521. ))
  2522. return 0;
  2523. sd->itemid = sd->status.inventory[n].nameid;
  2524. sd->itemindex = n;
  2525. amount = sd->status.inventory[n].amount;
  2526. script = sd->inventory_data[n]->script;
  2527. //Check if the item is to be consumed inmediately [Skotlex]
  2528. if (sd->inventory_data[n]->flag.delay_consume)
  2529. clif_useitemack(sd,n,amount,1);
  2530. else {
  2531. clif_useitemack(sd,n,amount-1,1);
  2532. //Logs (C)onsumable items [Lupus]
  2533. if(log_config.pick > 0 )
  2534. log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
  2535. //Logs
  2536. pc_delitem(sd,n,1,1);
  2537. }
  2538. if(sd->status.inventory[n].card[0]==0x00fe &&
  2539. pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  2540. {
  2541. potion_flag = 2; // Famous player's potions have 50% more efficiency
  2542. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
  2543. potion_flag = 3; //Even more effective potions.
  2544. }
  2545. sd->canuseitem_tick= tick + battle_config.item_use_interval; //Update item use time.
  2546. //sd->npc_id = fake_nd->bl.id;
  2547. run_script(script,0,sd->bl.id,fake_nd->bl.id);
  2548. potion_flag = 0;
  2549. return 1;
  2550. }
  2551. /*==========================================
  2552. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  2553. *------------------------------------------
  2554. */
  2555. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2556. {
  2557. struct item_data *data;
  2558. int i,w;
  2559. nullpo_retr(1, sd);
  2560. nullpo_retr(1, item_data);
  2561. if(item_data->nameid <= 0 || amount <= 0)
  2562. return 1;
  2563. data = itemdb_search(item_data->nameid);
  2564. if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd)))
  2565. { //Check item trade restrictions [Skotlex]
  2566. clif_displaymessage (sd->fd, msg_txt(264));
  2567. return 1;
  2568. }
  2569. if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
  2570. return 1;
  2571. i=MAX_CART;
  2572. if(!itemdb_isequip2(data)){
  2573. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2574. for(i=0;i<MAX_CART;i++){
  2575. if(sd->status.cart[i].nameid==item_data->nameid &&
  2576. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  2577. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
  2578. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  2579. return 1;
  2580. sd->status.cart[i].amount+=amount;
  2581. clif_cart_additem(sd,i,amount,0);
  2582. break;
  2583. }
  2584. }
  2585. }
  2586. if(i >= MAX_CART){
  2587. // 装 備品か未所有品だったので空き欄へ追加
  2588. for(i=0;i<MAX_CART;i++){
  2589. if(sd->status.cart[i].nameid==0){
  2590. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  2591. sd->status.cart[i].amount=amount;
  2592. sd->cart_num++;
  2593. clif_cart_additem(sd,i,amount,0);
  2594. break;
  2595. }
  2596. }
  2597. if(i >= MAX_CART)
  2598. return 1;
  2599. }
  2600. sd->cart_weight += w;
  2601. clif_updatestatus(sd,SP_CARTINFO);
  2602. return 0;
  2603. }
  2604. /*==========================================
  2605. * カ?トアイテムを減らす
  2606. *------------------------------------------
  2607. */
  2608. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
  2609. {
  2610. nullpo_retr(1, sd);
  2611. if(sd->status.cart[n].nameid==0 ||
  2612. sd->status.cart[n].amount<amount)
  2613. return 1;
  2614. sd->status.cart[n].amount -= amount;
  2615. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  2616. if(sd->status.cart[n].amount <= 0){
  2617. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  2618. sd->cart_num--;
  2619. }
  2620. if(!type) {
  2621. clif_cart_delitem(sd,n,amount);
  2622. clif_updatestatus(sd,SP_CARTINFO);
  2623. }
  2624. return 0;
  2625. }
  2626. /*==========================================
  2627. * カ?トへアイテム移動
  2628. *------------------------------------------
  2629. */
  2630. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
  2631. struct item *item_data;
  2632. nullpo_retr(0, sd);
  2633. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2634. return 1;
  2635. item_data = &sd->status.inventory[idx];
  2636. if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
  2637. return 1;
  2638. if (pc_cart_additem(sd,item_data,amount) == 0)
  2639. return pc_delitem(sd,idx,amount,0);
  2640. return 1;
  2641. }
  2642. /*==========================================
  2643. * カ?ト?のアイテム?確認(個?の差分を返す)
  2644. *------------------------------------------
  2645. */
  2646. int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
  2647. {
  2648. struct item *item_data;
  2649. nullpo_retr(-1, sd);
  2650. nullpo_retr(-1, item_data=&sd->status.cart[idx]);
  2651. if( item_data->nameid==0 || !item_data->amount)
  2652. return -1;
  2653. return item_data->amount-amount;
  2654. }
  2655. /*==========================================
  2656. * カ?トからアイテム移動
  2657. *------------------------------------------
  2658. */
  2659. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  2660. {
  2661. struct item *item_data;
  2662. int flag;
  2663. nullpo_retr(0, sd);
  2664. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2665. return 1;
  2666. item_data=&sd->status.cart[idx];
  2667. if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
  2668. return 1;
  2669. if((flag = pc_additem(sd,item_data,amount)) == 0)
  2670. return pc_cart_delitem(sd,idx,amount,0);
  2671. clif_additem(sd,0,0,flag);
  2672. return 1;
  2673. }
  2674. /*==========================================
  2675. * スティル品公開
  2676. *------------------------------------------
  2677. */
  2678. int pc_show_steal(struct block_list *bl,va_list ap)
  2679. {
  2680. struct map_session_data *sd;
  2681. int itemid;
  2682. int type;
  2683. struct item_data *item=NULL;
  2684. char output[100];
  2685. nullpo_retr(0, bl);
  2686. nullpo_retr(0, ap);
  2687. nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
  2688. itemid=va_arg(ap,int);
  2689. type=va_arg(ap,int);
  2690. if(!type){
  2691. if((item=itemdb_exists(itemid))==NULL)
  2692. sprintf(output,"%s stole an Unknown Item.",sd->status.name);
  2693. else
  2694. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  2695. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2696. }else{
  2697. sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
  2698. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2699. }
  2700. return 0;
  2701. }
  2702. /*==========================================
  2703. *
  2704. *------------------------------------------
  2705. */
  2706. //** pc.c:
  2707. int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
  2708. {
  2709. int i,skill,itemid,flag;
  2710. struct status_data *sd_status, *md_status;
  2711. struct mob_data *md;
  2712. struct item tmp_item;
  2713. if(!sd || !bl || bl->type!=BL_MOB)
  2714. return 0;
  2715. sd_status= status_get_status_data(&sd->bl);
  2716. md_status= status_get_status_data(bl);
  2717. md = (TBL_MOB *)bl;
  2718. if(md->state.steal_flag>=battle_config.skill_steal_max_tries || md_status->mode&MD_BOSS || md->master_id ||
  2719. (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
  2720. map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
  2721. md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
  2722. )
  2723. return 0;
  2724. skill = battle_config.skill_steal_type == 1
  2725. ? (sd_status->dex - md_status->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
  2726. : sd_status->dex - md_status->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
  2727. skill+= sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex]
  2728. if (skill < 1)
  2729. return 0;
  2730. md->state.steal_flag++; //increase steal tries number
  2731. for(i = 0; i<MAX_MOB_DROP; i++)//Pick one mobs drop slot.
  2732. {
  2733. itemid = md->db->dropitem[i].nameid;
  2734. if(itemid <= 0 || (itemid>4000 && itemid<5000 && pc_checkskill(sd,TF_STEAL) <= 5))
  2735. continue;
  2736. if(rand() % 10000 < md->db->dropitem[i].p*skill/100)
  2737. break;
  2738. }
  2739. if (i == MAX_MOB_DROP)
  2740. return 0;
  2741. md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
  2742. memset(&tmp_item,0,sizeof(tmp_item));
  2743. tmp_item.nameid = itemid;
  2744. tmp_item.amount = 1;
  2745. tmp_item.identify = !itemdb_isequip3(itemid);
  2746. flag = pc_additem(sd,&tmp_item,1);
  2747. if(battle_config.show_steal_in_same_party)
  2748. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0);
  2749. if(flag)
  2750. clif_additem(sd,0,0,flag);
  2751. else
  2752. { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
  2753. //Logs items, Stolen from mobs [Lupus]
  2754. if(log_config.pick > 0 ) {
  2755. log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
  2756. log_pick(sd, "P", 0, itemid, 1, NULL);
  2757. }
  2758. //A Rare Steal Global Announce by Lupus
  2759. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  2760. struct item_data *i_data;
  2761. char message[128];
  2762. i_data = itemdb_search(itemid);
  2763. 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);
  2764. //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
  2765. intif_GMmessage(message,strlen(message)+1,0);
  2766. }
  2767. }
  2768. return 1;
  2769. }
  2770. /*==========================================
  2771. *
  2772. *------------------------------------------
  2773. */
  2774. int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
  2775. {
  2776. int rate,skill;
  2777. struct mob_data *md;
  2778. if(!sd || !target || target->type != BL_MOB)
  2779. return 0;
  2780. md = (TBL_MOB*)target;
  2781. if(md->state.steal_coin_flag || md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1)
  2782. return 0;
  2783. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  2784. rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
  2785. if(rand()%1000 < rate) {
  2786. pc_getzeny(sd,md->db->lv*10 + rand()%100);
  2787. md->state.steal_coin_flag = 1;
  2788. return 1;
  2789. }
  2790. return 0;
  2791. }
  2792. //
  2793. //
  2794. //
  2795. /*==========================================
  2796. * Set's a player position.
  2797. * Return values:
  2798. * 0 - Success.
  2799. * 1 - Invalid map index.
  2800. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  2801. * 3 - Failed to warp player because it was in transition between maps.
  2802. *------------------------------------------
  2803. */
  2804. int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
  2805. {
  2806. int m;
  2807. nullpo_retr(0, sd);
  2808. if (!mapindex || !mapindex_id2name(mapindex)) {
  2809. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  2810. return 1;
  2811. }
  2812. if(sd->state.auth && sd->bl.prev == NULL)
  2813. { //Should NOT move a character while it is not in a map (changing between maps, for example)
  2814. //state.auth helps identifies if this is the initial setpos rather than a normal map-change set pos.
  2815. if (battle_config.etc_log)
  2816. 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);
  2817. return 3;
  2818. }
  2819. m=map_mapindex2mapid(mapindex);
  2820. if (sd->mapindex != mapindex)
  2821. { //Misc map-changing settings
  2822. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  2823. guild_send_dot_remove(sd);
  2824. skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
  2825. if (sd->sc.count)
  2826. { //Cancel some map related stuff.
  2827. if (sd->sc.data[SC_WARM].timer != -1)
  2828. status_change_end(&sd->bl,SC_WARM,-1);
  2829. if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
  2830. status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
  2831. if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
  2832. status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
  2833. if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
  2834. status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
  2835. if (sd->sc.data[SC_KNOWLEDGE].timer != -1) {
  2836. delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer);
  2837. 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);
  2838. }
  2839. }
  2840. }
  2841. if(m<0){
  2842. if(sd->mapindex){
  2843. int ip,port;
  2844. if(map_mapname2ipport(mapindex,&ip,&port)==0){
  2845. unit_remove_map(&sd->bl,clrtype);
  2846. sd->mapindex = mapindex;
  2847. sd->bl.x=x;
  2848. sd->bl.y=y;
  2849. sd->state.waitingdisconnect=1;
  2850. pc_clean_skilltree(sd);
  2851. if(sd->status.pet_id > 0 && sd->pd) {
  2852. unit_remove_map(&sd->pd->bl, clrtype);
  2853. intif_save_petdata(sd->status.account_id,&sd->pet);
  2854. }
  2855. chrif_save(sd,2);
  2856. chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
  2857. return 0;
  2858. }
  2859. }
  2860. return 2;
  2861. }
  2862. if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
  2863. x=y=0;
  2864. if((x==0 && y==0) ||
  2865. (map_getcell(m, x, y, CELL_CHKNOPASS) &&
  2866. !map_getcell(m, x, y, CELL_CHKICEWALL) &&
  2867. #ifdef CELL_NOSTACK
  2868. !map_getcell(m, x, y, CELL_CHKSTACK) &&
  2869. #endif
  2870. !map_getcell(m, x, y, CELL_CHKMOONLIT))
  2871. ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
  2872. if(x||y) {
  2873. if(battle_config.error_log)
  2874. ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
  2875. }
  2876. do {
  2877. x=rand()%(map[m].xs-2)+1;
  2878. y=rand()%(map[m].ys-2)+1;
  2879. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  2880. }
  2881. if(sd->bl.prev != NULL){
  2882. unit_remove_map(&sd->bl, clrtype);
  2883. if(sd->status.pet_id > 0 && sd->pd)
  2884. unit_remove_map(&sd->pd->bl, clrtype);
  2885. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  2886. }
  2887. sd->mapindex = mapindex;
  2888. sd->bl.m = m;
  2889. sd->bl.x = sd->ud.to_x = x;
  2890. sd->bl.y = sd->ud.to_y = y;
  2891. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  2892. sd->pd->bl.m = m;
  2893. sd->pd->bl.x = sd->pd->ud.to_x = x;
  2894. sd->pd->bl.y = sd->pd->ud.to_y = y;
  2895. sd->pd->ud.dir = sd->ud.dir;
  2896. }
  2897. return 0;
  2898. }
  2899. /*==========================================
  2900. * PCのランダムワ?プ
  2901. *------------------------------------------
  2902. */
  2903. int pc_randomwarp(struct map_session_data *sd, int type) {
  2904. int x,y,i=0;
  2905. int m;
  2906. nullpo_retr(0, sd);
  2907. m=sd->bl.m;
  2908. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  2909. return 0;
  2910. do{
  2911. x=rand()%(map[m].xs-2)+1;
  2912. y=rand()%(map[m].ys-2)+1;
  2913. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  2914. if (i < 1000)
  2915. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  2916. return 0;
  2917. }
  2918. /*==========================================
  2919. * 現在位置のメモ
  2920. *------------------------------------------
  2921. */
  2922. int pc_memo(struct map_session_data *sd, int i) {
  2923. int skill;
  2924. int j;
  2925. nullpo_retr(0, sd);
  2926. skill = pc_checkskill(sd, AL_WARP);
  2927. if (i >= MIN_PORTAL_MEMO)
  2928. i -= MIN_PORTAL_MEMO;
  2929. else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
  2930. clif_skill_teleportmessage(sd, 1);
  2931. return 0;
  2932. }
  2933. if (skill < 1) {
  2934. clif_skill_memo(sd,2);
  2935. }
  2936. if (skill < 2 || i < -1 || i > 2) {
  2937. clif_skill_memo(sd, 1);
  2938. return 0;
  2939. }
  2940. for(j = 0 ; j < 3; j++) {
  2941. if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
  2942. i = j;
  2943. break;
  2944. }
  2945. }
  2946. if (i == -1) {
  2947. for(i = skill - 3; i >= 0; i--) {
  2948. memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
  2949. sizeof(struct point));
  2950. }
  2951. i = 0;
  2952. }
  2953. sd->status.memo_point[i].map = map[sd->bl.m].index;
  2954. sd->status.memo_point[i].x = sd->bl.x;
  2955. sd->status.memo_point[i].y = sd->bl.y;
  2956. clif_skill_memo(sd, 0);
  2957. return 1;
  2958. }
  2959. //
  2960. // 武器??
  2961. //
  2962. /*==========================================
  2963. * スキルの?索 所有していた場合Lvが返る
  2964. *------------------------------------------
  2965. */
  2966. int pc_checkskill(struct map_session_data *sd,int skill_id)
  2967. {
  2968. if(sd == NULL) return 0;
  2969. if( skill_id>=10000 ){
  2970. struct guild *g;
  2971. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  2972. return guild_checkskill(g,skill_id);
  2973. return 0;
  2974. }
  2975. if(sd->status.skill[skill_id].id == skill_id)
  2976. return (sd->status.skill[skill_id].lv);
  2977. return 0;
  2978. }
  2979. /*==========================================
  2980. * 武器?更によるスキルの??チェック
  2981. * 引?:
  2982. * struct map_session_data *sd セッションデ?タ
  2983. * int nameid ?備品ID
  2984. * 返り値:
  2985. * 0 ?更なし
  2986. * -1 スキルを解除
  2987. *------------------------------------------
  2988. */
  2989. int pc_checkallowskill(struct map_session_data *sd)
  2990. {
  2991. const int scw_list[] = {
  2992. SC_TWOHANDQUICKEN,
  2993. SC_ONEHAND,
  2994. SC_AURABLADE,
  2995. SC_PARRYING,
  2996. SC_SPEARQUICKEN,
  2997. SC_ADRENALINE,
  2998. SC_ADRENALINE2,
  2999. SC_GATLINGFEVER
  3000. };
  3001. const int scs_list[] = {
  3002. SC_AUTOGUARD,
  3003. SC_DEFENDER,
  3004. SC_REFLECTSHIELD
  3005. };
  3006. int i;
  3007. nullpo_retr(0, sd);
  3008. if(!sd->sc.count)
  3009. return 0;
  3010. for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++)
  3011. { // Skills requiring specific weapon types
  3012. if(sd->sc.data[scw_list[i]].timer!=-1 && !(skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])&(1<<sd->status.weapon)))
  3013. status_change_end(&sd->bl,scw_list[i],-1);
  3014. }
  3015. if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
  3016. // Spurt requires bare hands (feet, in fact xD)
  3017. status_change_end(&sd->bl,SC_SPURT,-1);
  3018. if(sd->status.shield <= 0) { // Skills requiring a shield
  3019. for (i = 0; i < sizeof(scs_list)/sizeof(scs_list[0]); i++)
  3020. if(sd->sc.data[scs_list[i]].timer!=-1) // Guard
  3021. status_change_end(&sd->bl,scs_list[i],-1);
  3022. }
  3023. return 0;
  3024. }
  3025. /*==========================================
  3026. * ? 備品のチェック
  3027. *------------------------------------------
  3028. */
  3029. int pc_checkequip(struct map_session_data *sd,int pos)
  3030. {
  3031. int i;
  3032. nullpo_retr(-1, sd);
  3033. for(i=0;i<11;i++){
  3034. if(pos & equip_pos[i])
  3035. return sd->equip_index[i];
  3036. }
  3037. return -1;
  3038. }
  3039. /*==========================================
  3040. * Convert's from the client's lame Job ID system
  3041. * to the map server's 'makes sense' system. [Skotlex]
  3042. *------------------------------------------
  3043. */
  3044. int pc_jobid2mapid(unsigned short b_class)
  3045. {
  3046. int class_ = 0;
  3047. if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
  3048. {
  3049. if (b_class == JOB_SUPER_BABY)
  3050. b_class = JOB_SUPER_NOVICE;
  3051. else
  3052. b_class -= JOB_BABY;
  3053. class_|= JOBL_BABY;
  3054. }
  3055. else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
  3056. {
  3057. b_class -= JOB_NOVICE_HIGH;
  3058. class_|= JOBL_UPPER;
  3059. }
  3060. if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
  3061. class_|= JOBL_2_1;
  3062. else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
  3063. class_|= JOBL_2_2;
  3064. switch (b_class)
  3065. {
  3066. case JOB_NOVICE:
  3067. case JOB_SWORDMAN:
  3068. case JOB_MAGE:
  3069. case JOB_ARCHER:
  3070. case JOB_ACOLYTE:
  3071. case JOB_MERCHANT:
  3072. case JOB_THIEF:
  3073. class_ |= b_class;
  3074. break;
  3075. case JOB_KNIGHT:
  3076. case JOB_KNIGHT2:
  3077. case JOB_CRUSADER:
  3078. case JOB_CRUSADER2:
  3079. class_ |= MAPID_SWORDMAN;
  3080. break;
  3081. case JOB_PRIEST:
  3082. case JOB_MONK:
  3083. class_ |= MAPID_ACOLYTE;
  3084. break;
  3085. case JOB_WIZARD:
  3086. case JOB_SAGE:
  3087. class_ |= MAPID_MAGE;
  3088. break;
  3089. case JOB_BLACKSMITH:
  3090. case JOB_ALCHEMIST:
  3091. class_ |= MAPID_MERCHANT;
  3092. break;
  3093. case JOB_HUNTER:
  3094. case JOB_BARD:
  3095. case JOB_DANCER:
  3096. class_ |= MAPID_ARCHER;
  3097. break;
  3098. case JOB_ASSASSIN:
  3099. case JOB_ROGUE:
  3100. class_ |= MAPID_THIEF;
  3101. break;
  3102. case JOB_STAR_GLADIATOR:
  3103. case JOB_STAR_GLADIATOR2:
  3104. class_ |= JOBL_2_1;
  3105. class_ |= MAPID_TAEKWON;
  3106. break;
  3107. case JOB_SOUL_LINKER:
  3108. class_ |= JOBL_2_2;
  3109. case JOB_TAEKWON:
  3110. class_ |= MAPID_TAEKWON;
  3111. break;
  3112. case JOB_WEDDING:
  3113. class_ = MAPID_WEDDING;
  3114. break;
  3115. case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
  3116. class_ |= JOBL_2_1;
  3117. break;
  3118. case JOB_GUNSLINGER:
  3119. class_ |= MAPID_GUNSLINGER;
  3120. break;
  3121. case JOB_NINJA:
  3122. class_ |= MAPID_NINJA;
  3123. break;
  3124. case JOB_XMAS:
  3125. class_ = MAPID_XMAS;
  3126. break;
  3127. default:
  3128. ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
  3129. return -1;
  3130. }
  3131. return class_;
  3132. }
  3133. //Reverts the map-style class id to the client-style one.
  3134. int pc_mapid2jobid(unsigned short class_, int sex) {
  3135. switch(class_) {
  3136. case MAPID_NOVICE:
  3137. return JOB_NOVICE;
  3138. case MAPID_SWORDMAN:
  3139. return JOB_SWORDMAN;
  3140. case MAPID_MAGE:
  3141. return JOB_MAGE;
  3142. case MAPID_ARCHER:
  3143. return JOB_ARCHER;
  3144. case MAPID_ACOLYTE:
  3145. return JOB_ACOLYTE;
  3146. case MAPID_MERCHANT:
  3147. return JOB_MERCHANT;
  3148. case MAPID_THIEF:
  3149. return JOB_THIEF;
  3150. case MAPID_TAEKWON:
  3151. return JOB_TAEKWON;
  3152. case MAPID_WEDDING:
  3153. return JOB_WEDDING;
  3154. case MAPID_GUNSLINGER:
  3155. return JOB_GUNSLINGER;
  3156. case MAPID_NINJA:
  3157. return JOB_NINJA;
  3158. case MAPID_XMAS: // [Valaris]
  3159. return JOB_XMAS;
  3160. //2_1 classes
  3161. case MAPID_SUPER_NOVICE:
  3162. return JOB_SUPER_NOVICE;
  3163. case MAPID_KNIGHT:
  3164. return JOB_KNIGHT;
  3165. case MAPID_WIZARD:
  3166. return JOB_WIZARD;
  3167. case MAPID_HUNTER:
  3168. return JOB_HUNTER;
  3169. case MAPID_PRIEST:
  3170. return JOB_PRIEST;
  3171. case MAPID_BLACKSMITH:
  3172. return JOB_BLACKSMITH;
  3173. case MAPID_ASSASSIN:
  3174. return JOB_ASSASSIN;
  3175. case MAPID_STAR_GLADIATOR:
  3176. return JOB_STAR_GLADIATOR;
  3177. //2_2 classes
  3178. case MAPID_CRUSADER:
  3179. return JOB_CRUSADER;
  3180. case MAPID_SAGE:
  3181. return JOB_SAGE;
  3182. case MAPID_BARDDANCER:
  3183. return sex?JOB_BARD:JOB_DANCER;
  3184. case MAPID_MONK:
  3185. return JOB_MONK;
  3186. case MAPID_ALCHEMIST:
  3187. return JOB_ALCHEMIST;
  3188. case MAPID_ROGUE:
  3189. return JOB_ROGUE;
  3190. case MAPID_SOUL_LINKER:
  3191. return JOB_SOUL_LINKER;
  3192. //1-1: advanced
  3193. case MAPID_NOVICE_HIGH:
  3194. return JOB_NOVICE_HIGH;
  3195. case MAPID_SWORDMAN_HIGH:
  3196. return JOB_SWORDMAN_HIGH;
  3197. case MAPID_MAGE_HIGH:
  3198. return JOB_MAGE_HIGH;
  3199. case MAPID_ARCHER_HIGH:
  3200. return JOB_ARCHER_HIGH;
  3201. case MAPID_ACOLYTE_HIGH:
  3202. return JOB_ACOLYTE_HIGH;
  3203. case MAPID_MERCHANT_HIGH:
  3204. return JOB_MERCHANT_HIGH;
  3205. case MAPID_THIEF_HIGH:
  3206. return JOB_THIEF_HIGH;
  3207. //2_1 advanced
  3208. case MAPID_LORD_KNIGHT:
  3209. return JOB_LORD_KNIGHT;
  3210. case MAPID_HIGH_WIZARD:
  3211. return JOB_HIGH_WIZARD;
  3212. case MAPID_SNIPER:
  3213. return JOB_SNIPER;
  3214. case MAPID_HIGH_PRIEST:
  3215. return JOB_HIGH_PRIEST;
  3216. case MAPID_WHITESMITH:
  3217. return JOB_WHITESMITH;
  3218. case MAPID_ASSASSIN_CROSS:
  3219. return JOB_ASSASSIN_CROSS;
  3220. //2_2 advanced
  3221. case MAPID_PALADIN:
  3222. return JOB_PALADIN;
  3223. case MAPID_PROFESSOR:
  3224. return JOB_PROFESSOR;
  3225. case MAPID_CLOWNGYPSY:
  3226. return sex?JOB_CLOWN:JOB_GYPSY;
  3227. case MAPID_CHAMPION:
  3228. return JOB_CHAMPION;
  3229. case MAPID_CREATOR:
  3230. return JOB_CREATOR;
  3231. case MAPID_STALKER:
  3232. return JOB_STALKER;
  3233. //1-1 baby
  3234. case MAPID_BABY:
  3235. return JOB_BABY;
  3236. case MAPID_BABY_SWORDMAN:
  3237. return JOB_BABY_SWORDMAN;
  3238. case MAPID_BABY_MAGE:
  3239. return JOB_BABY_MAGE;
  3240. case MAPID_BABY_ARCHER:
  3241. return JOB_BABY_ARCHER;
  3242. case MAPID_BABY_ACOLYTE:
  3243. return JOB_BABY_ACOLYTE;
  3244. case MAPID_BABY_MERCHANT:
  3245. return JOB_BABY_MERCHANT;
  3246. case MAPID_BABY_THIEF:
  3247. return JOB_BABY_THIEF;
  3248. //2_1 baby
  3249. case MAPID_SUPER_BABY:
  3250. return JOB_SUPER_BABY;
  3251. case MAPID_BABY_KNIGHT:
  3252. return JOB_BABY_KNIGHT;
  3253. case MAPID_BABY_WIZARD:
  3254. return JOB_BABY_WIZARD;
  3255. case MAPID_BABY_HUNTER:
  3256. return JOB_BABY_HUNTER;
  3257. case MAPID_BABY_PRIEST:
  3258. return JOB_BABY_PRIEST;
  3259. case MAPID_BABY_BLACKSMITH:
  3260. return JOB_BABY_BLACKSMITH;
  3261. case MAPID_BABY_ASSASSIN:
  3262. return JOB_BABY_ASSASSIN;
  3263. //2_2 baby
  3264. case MAPID_BABY_CRUSADER:
  3265. return JOB_BABY_CRUSADER;
  3266. case MAPID_BABY_SAGE:
  3267. return JOB_BABY_SAGE;
  3268. case MAPID_BABY_BARDDANCER:
  3269. return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  3270. case MAPID_BABY_MONK:
  3271. return JOB_BABY_MONK;
  3272. case MAPID_BABY_ALCHEMIST:
  3273. return JOB_BABY_ALCHEMIST;
  3274. case MAPID_BABY_ROGUE:
  3275. return JOB_BABY_ROGUE;
  3276. default:
  3277. ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
  3278. return -1;
  3279. }
  3280. }
  3281. /*====================================================
  3282. * This function return the name of the job (by [Yor])
  3283. *----------------------------------------------------
  3284. */
  3285. char * job_name(int class_) {
  3286. switch (class_) {
  3287. case JOB_NOVICE:
  3288. case JOB_SWORDMAN:
  3289. case JOB_MAGE:
  3290. case JOB_ARCHER:
  3291. case JOB_ACOLYTE:
  3292. case JOB_MERCHANT:
  3293. case JOB_THIEF:
  3294. return msg_txt(550 - JOB_NOVICE+class_);
  3295. case JOB_KNIGHT:
  3296. case JOB_PRIEST:
  3297. case JOB_WIZARD:
  3298. case JOB_BLACKSMITH:
  3299. case JOB_HUNTER:
  3300. case JOB_ASSASSIN:
  3301. return msg_txt(557 - JOB_KNIGHT+class_);
  3302. case JOB_KNIGHT2:
  3303. return msg_txt(557);
  3304. case JOB_CRUSADER:
  3305. case JOB_MONK:
  3306. case JOB_SAGE:
  3307. case JOB_ROGUE:
  3308. case JOB_ALCHEMIST:
  3309. case JOB_BARD:
  3310. case JOB_DANCER:
  3311. return msg_txt(563 - JOB_CRUSADER+class_);
  3312. case JOB_CRUSADER2:
  3313. return msg_txt(563);
  3314. case JOB_WEDDING:
  3315. case JOB_SUPER_NOVICE:
  3316. case JOB_XMAS:
  3317. return msg_txt(570 - JOB_WEDDING+class_);
  3318. case JOB_NOVICE_HIGH:
  3319. case JOB_SWORDMAN_HIGH:
  3320. case JOB_MAGE_HIGH:
  3321. case JOB_ARCHER_HIGH:
  3322. case JOB_ACOLYTE_HIGH:
  3323. case JOB_MERCHANT_HIGH:
  3324. case JOB_THIEF_HIGH:
  3325. return msg_txt(575 - JOB_NOVICE_HIGH+class_);
  3326. case JOB_LORD_KNIGHT:
  3327. case JOB_HIGH_PRIEST:
  3328. case JOB_HIGH_WIZARD:
  3329. case JOB_WHITESMITH:
  3330. case JOB_SNIPER:
  3331. case JOB_ASSASSIN_CROSS:
  3332. return msg_txt(582 - JOB_LORD_KNIGHT+class_);
  3333. case JOB_LORD_KNIGHT2:
  3334. return msg_txt(582);
  3335. case JOB_PALADIN:
  3336. case JOB_CHAMPION:
  3337. case JOB_PROFESSOR:
  3338. case JOB_STALKER:
  3339. case JOB_CREATOR:
  3340. case JOB_CLOWN:
  3341. case JOB_GYPSY:
  3342. return msg_txt(588 - JOB_PALADIN + class_);
  3343. case JOB_PALADIN2:
  3344. return msg_txt(588);
  3345. case JOB_BABY:
  3346. case JOB_BABY_SWORDMAN:
  3347. case JOB_BABY_MAGE:
  3348. case JOB_BABY_ARCHER:
  3349. case JOB_BABY_ACOLYTE:
  3350. case JOB_BABY_MERCHANT:
  3351. case JOB_BABY_THIEF:
  3352. return msg_txt(595 - JOB_BABY + class_);
  3353. case JOB_BABY_KNIGHT:
  3354. case JOB_BABY_PRIEST:
  3355. case JOB_BABY_WIZARD:
  3356. case JOB_BABY_BLACKSMITH:
  3357. case JOB_BABY_HUNTER:
  3358. case JOB_BABY_ASSASSIN:
  3359. return msg_txt(602 - JOB_BABY_KNIGHT + class_);
  3360. case JOB_BABY_KNIGHT2:
  3361. return msg_txt(602);
  3362. case JOB_BABY_CRUSADER:
  3363. case JOB_BABY_MONK:
  3364. case JOB_BABY_SAGE:
  3365. case JOB_BABY_ROGUE:
  3366. case JOB_BABY_ALCHEMIST:
  3367. case JOB_BABY_BARD:
  3368. case JOB_BABY_DANCER:
  3369. return msg_txt(608 - JOB_BABY_CRUSADER +class_);
  3370. case JOB_BABY_CRUSADER2:
  3371. return msg_txt(608);
  3372. case JOB_SUPER_BABY:
  3373. return msg_txt(615);
  3374. case JOB_TAEKWON:
  3375. return msg_txt(616);
  3376. case JOB_STAR_GLADIATOR:
  3377. case JOB_STAR_GLADIATOR2:
  3378. return msg_txt(617);
  3379. case JOB_SOUL_LINKER:
  3380. return msg_txt(618);
  3381. case JOB_GUNSLINGER:
  3382. return msg_txt(619);
  3383. case JOB_NINJA:
  3384. return msg_txt(620);
  3385. default:
  3386. return msg_txt(650);
  3387. }
  3388. }
  3389. int pc_follow_timer(int tid,unsigned int tick,int id,int data)
  3390. {
  3391. struct map_session_data *sd;
  3392. struct block_list *tbl;
  3393. sd = map_id2sd(id);
  3394. nullpo_retr(0, sd);
  3395. if (sd->followtimer != tid){
  3396. if(battle_config.error_log)
  3397. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  3398. sd->followtimer = -1;
  3399. return 0;
  3400. }
  3401. sd->followtimer = -1;
  3402. if (pc_isdead(sd))
  3403. return 0;
  3404. if ((tbl = map_id2bl(sd->followtarget)) == NULL)
  3405. return 0;
  3406. if(tbl->type == BL_PC && pc_isdead((TBL_PC *)tbl))
  3407. return 0;
  3408. // either player or target is currently detached from map blocks (could be teleporting),
  3409. // but still connected to this map, so we'll just increment the timer and check back later
  3410. if (sd->bl.prev != NULL && tbl->prev != NULL &&
  3411. sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
  3412. {
  3413. if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
  3414. if (!check_distance_bl(&sd->bl, tbl, 5))
  3415. unit_walktobl(&sd->bl, tbl, 5, 0);
  3416. } else
  3417. pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, 3);
  3418. }
  3419. sd->followtimer = add_timer(
  3420. tick + 1000, // increase time a bit to loosen up map's load
  3421. pc_follow_timer, sd->bl.id, 0);
  3422. return 0;
  3423. }
  3424. int pc_stop_following (struct map_session_data *sd)
  3425. {
  3426. nullpo_retr(0, sd);
  3427. if (sd->followtimer != -1) {
  3428. delete_timer(sd->followtimer,pc_follow_timer);
  3429. sd->followtimer = -1;
  3430. }
  3431. sd->followtarget = -1;
  3432. return 0;
  3433. }
  3434. int pc_follow(struct map_session_data *sd,int target_id)
  3435. {
  3436. struct block_list *bl = map_id2bl(target_id);
  3437. if (bl == NULL /*|| bl->type != BL_PC*/)
  3438. return 1;
  3439. if (sd->followtimer != -1)
  3440. pc_stop_following(sd);
  3441. sd->followtarget = target_id;
  3442. pc_follow_timer(-1,gettick(),sd->bl.id,0);
  3443. return 0;
  3444. }
  3445. int pc_checkbaselevelup(struct map_session_data *sd)
  3446. {
  3447. unsigned int next = pc_nextbaseexp(sd);
  3448. if (!next || sd->status.base_exp < next)
  3449. return 0;
  3450. do {
  3451. sd->status.base_exp -= next;
  3452. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3453. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  3454. sd->status.base_exp = next-1;
  3455. sd->status.base_level ++;
  3456. if (battle_config.use_statpoint_table)
  3457. next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
  3458. else //Estimated way.
  3459. next = (sd->status.base_level+14) / 5 ;
  3460. if (sd->status.status_point > USHRT_MAX - next)
  3461. sd->status.status_point = USHRT_MAX;
  3462. else
  3463. sd->status.status_point += next;
  3464. } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
  3465. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  3466. status_calc_pet(sd->pd,0);
  3467. clif_updatestatus(sd,SP_STATUSPOINT);
  3468. clif_updatestatus(sd,SP_BASELEVEL);
  3469. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3470. status_calc_pc(sd,0);
  3471. status_percent_heal(&sd->bl,100,100);
  3472. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  3473. {
  3474. sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
  3475. sc_start(&sd->bl,SkillStatusChangeTable(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
  3476. sc_start(&sd->bl,SkillStatusChangeTable(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
  3477. sc_start(&sd->bl,SkillStatusChangeTable(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
  3478. sc_start(&sd->bl,SkillStatusChangeTable(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
  3479. } else
  3480. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON)
  3481. {
  3482. sc_start(&sd->bl,SkillStatusChangeTable(AL_INCAGI),100,10,skill_get_time(AL_INCAGI,10));
  3483. sc_start(&sd->bl,SkillStatusChangeTable(AL_BLESSING),100,10,skill_get_time(AL_BLESSING,10));
  3484. }
  3485. clif_misceffect(&sd->bl,0);
  3486. //LORDALFA - LVLUPEVENT
  3487. npc_script_event(sd, NPCE_BASELVUP);
  3488. return 1;
  3489. }
  3490. int pc_checkjoblevelup(struct map_session_data *sd)
  3491. {
  3492. unsigned int next = pc_nextjobexp(sd);
  3493. nullpo_retr(0, sd);
  3494. if(!next || sd->status.job_exp < next)
  3495. return 0;
  3496. do {
  3497. sd->status.job_exp -= next;
  3498. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3499. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  3500. sd->status.job_exp = next-1;
  3501. sd->status.job_level ++;
  3502. sd->status.skill_point ++;
  3503. } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
  3504. clif_updatestatus(sd,SP_JOBLEVEL);
  3505. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3506. clif_updatestatus(sd,SP_SKILLPOINT);
  3507. status_calc_pc(sd,0);
  3508. clif_misceffect(&sd->bl,1);
  3509. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  3510. clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
  3511. npc_script_event(sd, NPCE_JOBLVUP);
  3512. return 1;
  3513. }
  3514. /*==========================================
  3515. * Alters experienced based on self bonuses that do not get even shared to the party.
  3516. *------------------------------------------
  3517. */
  3518. static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
  3519. {
  3520. int bonus = 0;
  3521. struct status_data *status = status_get_status_data(src);
  3522. unsigned int temp;
  3523. if (sd->expaddrace[status->race])
  3524. bonus += sd->expaddrace[status->race];
  3525. bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  3526. //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
  3527. temp = status_get_class(src);
  3528. if(temp == sd->hate_mob[2] &&
  3529. (battle_config.allow_skill_without_day || is_day_of_star() || sd->sc.data[SC_MIRACLE].timer!=-1))
  3530. bonus += 20*pc_checkskill(sd,SG_STAR_BLESS);
  3531. else
  3532. if(temp == sd->hate_mob[1] &&
  3533. (battle_config.allow_skill_without_day || is_day_of_moon()))
  3534. bonus += 10*pc_checkskill(sd,SG_MOON_BLESS);
  3535. else
  3536. if(temp == sd->hate_mob[0] &&
  3537. (battle_config.allow_skill_without_day || is_day_of_sun()))
  3538. bonus += 10*pc_checkskill(sd,SG_SUN_BLESS);
  3539. if (battle_config.pk_mode &&
  3540. (int)(status_get_lv(src) - sd->status.base_level) >= 20)
  3541. bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
  3542. if (!bonus)
  3543. return;
  3544. temp = *base_exp*bonus/100;
  3545. if (*base_exp > UINT_MAX - temp)
  3546. *base_exp = UINT_MAX;
  3547. else
  3548. *base_exp += temp;
  3549. temp = *job_exp*bonus/100;
  3550. if (*job_exp > UINT_MAX - temp)
  3551. *job_exp = UINT_MAX;
  3552. else
  3553. *job_exp += temp;
  3554. return;
  3555. }
  3556. /*==========================================
  3557. * ??値取得
  3558. *------------------------------------------
  3559. */
  3560. int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp)
  3561. {
  3562. char output[256];
  3563. float nextbp=0, nextjp=0;
  3564. unsigned int nextb=0, nextj=0;
  3565. nullpo_retr(0, sd);
  3566. if(sd->bl.prev == NULL || pc_isdead(sd))
  3567. return 0;
  3568. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  3569. return 0; // no exp on pvp maps
  3570. if(sd->status.guild_id>0)
  3571. base_exp-=guild_payexp(sd,base_exp);
  3572. if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
  3573. nextb = pc_nextbaseexp(sd);
  3574. nextj = pc_nextjobexp(sd);
  3575. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  3576. if (nextb > 0)
  3577. nextbp = (float) base_exp / (float) nextb;
  3578. if (nextj > 0)
  3579. nextjp = (float) job_exp / (float) nextj;
  3580. if(battle_config.max_exp_gain_rate) {
  3581. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  3582. //Note that this value should never be greater than the original
  3583. //base_exp, therefore no overflow checks are needed. [Skotlex]
  3584. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  3585. if (sd->state.showexp)
  3586. nextbp = (float) base_exp / (float) nextb;
  3587. }
  3588. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  3589. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  3590. if (sd->state.showexp)
  3591. nextjp = (float) job_exp / (float) nextj;
  3592. }
  3593. }
  3594. }
  3595. //Overflow checks... think we'll ever really need'em? [Skotlex]
  3596. if (base_exp && sd->status.base_exp > UINT_MAX - base_exp)
  3597. sd->status.base_exp = UINT_MAX;
  3598. else
  3599. sd->status.base_exp += base_exp;
  3600. pc_checkbaselevelup(sd) ;
  3601. clif_updatestatus(sd,SP_BASEEXP);
  3602. if (job_exp && sd->status.job_exp > UINT_MAX - job_exp)
  3603. sd->status.job_exp = UINT_MAX;
  3604. else
  3605. sd->status.job_exp += job_exp;
  3606. while(pc_checkjoblevelup(sd)) ;
  3607. clif_updatestatus(sd,SP_JOBEXP);
  3608. if(sd->state.showexp){
  3609. sprintf(output,
  3610. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  3611. clif_disp_onlyself(sd,output,strlen(output));
  3612. }
  3613. return 1;
  3614. }
  3615. /*==========================================
  3616. * Returns max level for this character.
  3617. *------------------------------------------
  3618. */
  3619. unsigned int pc_maxbaselv(struct map_session_data *sd) {
  3620. return max_level[sd->status.class_][0];
  3621. };
  3622. unsigned int pc_maxjoblv(struct map_session_data *sd) {
  3623. return max_level[sd->status.class_][1];
  3624. };
  3625. /*==========================================
  3626. * base level側必要??値計算
  3627. *------------------------------------------
  3628. */
  3629. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  3630. {
  3631. nullpo_retr(0, sd);
  3632. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  3633. return 0;
  3634. return exp_table[sd->status.class_][0][sd->status.base_level-1];
  3635. }
  3636. /*==========================================
  3637. * job level側必要??値計算
  3638. *------------------------------------------
  3639. */
  3640. unsigned int pc_nextjobexp(struct map_session_data *sd)
  3641. {
  3642. nullpo_retr(0, sd);
  3643. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  3644. return 0;
  3645. return exp_table[sd->status.class_][1][sd->status.job_level-1];
  3646. }
  3647. /*==========================================
  3648. * 必要ステ?タスポイント計算
  3649. *------------------------------------------
  3650. */
  3651. int pc_need_status_point(struct map_session_data *sd,int type)
  3652. {
  3653. int val;
  3654. nullpo_retr(-1, sd);
  3655. if(type<SP_STR || type>SP_LUK)
  3656. return -1;
  3657. val =
  3658. type==SP_STR ? sd->status.str :
  3659. type==SP_AGI ? sd->status.agi :
  3660. type==SP_VIT ? sd->status.vit :
  3661. type==SP_INT ? sd->status.int_:
  3662. type==SP_DEX ? sd->status.dex : sd->status.luk;
  3663. return (val+9)/10+1;
  3664. }
  3665. /*==========================================
  3666. * 能力値成長
  3667. *------------------------------------------
  3668. */
  3669. int pc_statusup(struct map_session_data *sd,int type)
  3670. {
  3671. int max, need,val = 0;
  3672. nullpo_retr(0, sd);
  3673. max = pc_maxparameter(sd);
  3674. need=pc_need_status_point(sd,type);
  3675. if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
  3676. clif_statusupack(sd,type,0,0);
  3677. return 1;
  3678. }
  3679. switch(type){
  3680. case SP_STR:
  3681. if(sd->status.str >= max) {
  3682. clif_statusupack(sd,type,0,0);
  3683. return 1;
  3684. }
  3685. val= ++sd->status.str;
  3686. break;
  3687. case SP_AGI:
  3688. if(sd->status.agi >= max) {
  3689. clif_statusupack(sd,type,0,0);
  3690. return 1;
  3691. }
  3692. val= ++sd->status.agi;
  3693. break;
  3694. case SP_VIT:
  3695. if(sd->status.vit >= max) {
  3696. clif_statusupack(sd,type,0,0);
  3697. return 1;
  3698. }
  3699. val= ++sd->status.vit;
  3700. break;
  3701. case SP_INT:
  3702. if(sd->status.int_ >= max) {
  3703. clif_statusupack(sd,type,0,0);
  3704. return 1;
  3705. }
  3706. val= ++sd->status.int_;
  3707. break;
  3708. case SP_DEX:
  3709. if(sd->status.dex >= max) {
  3710. clif_statusupack(sd,type,0,0);
  3711. return 1;
  3712. }
  3713. val= ++sd->status.dex;
  3714. break;
  3715. case SP_LUK:
  3716. if(sd->status.luk >= max) {
  3717. clif_statusupack(sd,type,0,0);
  3718. return 1;
  3719. }
  3720. val= ++sd->status.luk;
  3721. break;
  3722. }
  3723. sd->status.status_point-=need;
  3724. if(need!=pc_need_status_point(sd,type)){
  3725. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  3726. }
  3727. clif_updatestatus(sd,SP_STATUSPOINT);
  3728. clif_updatestatus(sd,type);
  3729. status_calc_pc(sd,0);
  3730. clif_statusupack(sd,type,1,val);
  3731. return 0;
  3732. }
  3733. /*==========================================
  3734. * 能力値成長
  3735. *------------------------------------------
  3736. */
  3737. int pc_statusup2(struct map_session_data *sd,int type,int val)
  3738. {
  3739. int max;
  3740. nullpo_retr(0, sd);
  3741. max = pc_maxparameter(sd);
  3742. if(type<SP_STR || type>SP_LUK){
  3743. clif_statusupack(sd,type,0,0);
  3744. return 1;
  3745. }
  3746. switch(type){
  3747. case SP_STR:
  3748. if(sd->status.str + val >= max)
  3749. val = max;
  3750. else if(sd->status.str + val < 1)
  3751. val = 1;
  3752. else
  3753. val += sd->status.str;
  3754. sd->status.str = val;
  3755. break;
  3756. case SP_AGI:
  3757. if(sd->status.agi + val >= max)
  3758. val = max;
  3759. else if(sd->status.agi + val < 1)
  3760. val = 1;
  3761. else
  3762. val += sd->status.agi;
  3763. sd->status.agi = val;
  3764. break;
  3765. case SP_VIT:
  3766. if(sd->status.vit + val >= max)
  3767. val = max;
  3768. else if(sd->status.vit + val < 1)
  3769. val = 1;
  3770. else
  3771. val += sd->status.vit;
  3772. sd->status.vit = val;
  3773. break;
  3774. case SP_INT:
  3775. if(sd->status.int_ + val >= max)
  3776. val = max;
  3777. else if(sd->status.int_ + val < 1)
  3778. val = 1;
  3779. else
  3780. val += sd->status.int_;
  3781. sd->status.int_ = val;
  3782. break;
  3783. case SP_DEX:
  3784. if(sd->status.dex + val >= max)
  3785. val = max;
  3786. else if(sd->status.dex + val < 1)
  3787. val = 1;
  3788. else
  3789. val += sd->status.dex;
  3790. sd->status.dex = val;
  3791. break;
  3792. case SP_LUK:
  3793. if(sd->status.luk + val >= max)
  3794. val = max;
  3795. else if(sd->status.luk + val < 1)
  3796. val = 1;
  3797. else
  3798. val = sd->status.luk + val;
  3799. sd->status.luk = val;
  3800. break;
  3801. }
  3802. status_calc_pc(sd,0);
  3803. clif_statusupack(sd,type,1,val);
  3804. return 0;
  3805. }
  3806. /*==========================================
  3807. * スキルポイント割り振り
  3808. *------------------------------------------
  3809. */
  3810. int pc_skillup(struct map_session_data *sd,int skill_num)
  3811. {
  3812. nullpo_retr(0, sd);
  3813. if( skill_num>=GD_SKILLBASE){
  3814. guild_skillup(sd,skill_num,0);
  3815. return 0;
  3816. }
  3817. if (skill_num < 0 || skill_num >= MAX_SKILL)
  3818. return 0;
  3819. if(sd->status.skill_point>0 &&
  3820. sd->status.skill[skill_num].id &&
  3821. sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
  3822. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
  3823. {
  3824. sd->status.skill[skill_num].lv++;
  3825. sd->status.skill_point--;
  3826. if (!skill_get_inf(skill_num)) //Only recalculate for passive skills.
  3827. status_calc_pc(sd,0);
  3828. else
  3829. pc_check_skilltree(sd, skill_num);
  3830. clif_skillup(sd,skill_num);
  3831. clif_updatestatus(sd,SP_SKILLPOINT);
  3832. clif_skillinfoblock(sd);
  3833. }
  3834. return 0;
  3835. }
  3836. /*==========================================
  3837. * /allskill
  3838. *------------------------------------------
  3839. */
  3840. int pc_allskillup(struct map_session_data *sd)
  3841. {
  3842. int i,id;
  3843. nullpo_retr(0, sd);
  3844. for(i=0;i<MAX_SKILL;i++){
  3845. sd->status.skill[i].id=0;
  3846. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  3847. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  3848. sd->status.skill[i].flag=0; // flagは0にしておく
  3849. }
  3850. }
  3851. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  3852. // 全てのスキル
  3853. for(i=0;i<MAX_SKILL;i++){
  3854. if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
  3855. if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
  3856. sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
  3857. }
  3858. }
  3859. else {
  3860. int inf2;
  3861. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
  3862. inf2 = skill_get_inf2(id);
  3863. if(sd->status.skill[id].id==0 &&
  3864. (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  3865. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
  3866. (id!=SG_DEVIL))
  3867. {
  3868. sd->status.skill[id].id = id; // celest
  3869. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  3870. }
  3871. }
  3872. }
  3873. status_calc_pc(sd,0);
  3874. return 0;
  3875. }
  3876. /*==========================================
  3877. * /resetlvl
  3878. *------------------------------------------
  3879. */
  3880. int pc_resetlvl(struct map_session_data* sd,int type)
  3881. {
  3882. int i;
  3883. nullpo_retr(0, sd);
  3884. if (type != 3) //Also reset skills
  3885. pc_resetskill(sd, 0);
  3886. if(type == 1){
  3887. sd->status.skill_point=0;
  3888. sd->status.base_level=1;
  3889. sd->status.job_level=1;
  3890. sd->status.base_exp=sd->status.base_exp=0;
  3891. sd->status.job_exp=sd->status.job_exp=0;
  3892. if(sd->sc.option !=0)
  3893. sd->sc.option = 0;
  3894. sd->status.str=1;
  3895. sd->status.agi=1;
  3896. sd->status.vit=1;
  3897. sd->status.int_=1;
  3898. sd->status.dex=1;
  3899. sd->status.luk=1;
  3900. if(sd->status.class_ == JOB_NOVICE_HIGH)
  3901. sd->status.status_point=100; // not 88 [celest]
  3902. // give platinum skills upon changing
  3903. pc_skill(sd,142,1,0);
  3904. pc_skill(sd,143,1,0);
  3905. }
  3906. if(type == 2){
  3907. sd->status.skill_point=0;
  3908. sd->status.base_level=1;
  3909. sd->status.job_level=1;
  3910. sd->status.base_exp=0;
  3911. sd->status.job_exp=0;
  3912. }
  3913. if(type == 3){
  3914. sd->status.base_level=1;
  3915. sd->status.base_exp=0;
  3916. }
  3917. if(type == 4){
  3918. sd->status.job_level=1;
  3919. sd->status.job_exp=0;
  3920. }
  3921. clif_updatestatus(sd,SP_STATUSPOINT);
  3922. clif_updatestatus(sd,SP_STR);
  3923. clif_updatestatus(sd,SP_AGI);
  3924. clif_updatestatus(sd,SP_VIT);
  3925. clif_updatestatus(sd,SP_INT);
  3926. clif_updatestatus(sd,SP_DEX);
  3927. clif_updatestatus(sd,SP_LUK);
  3928. clif_updatestatus(sd,SP_BASELEVEL);
  3929. clif_updatestatus(sd,SP_JOBLEVEL);
  3930. clif_updatestatus(sd,SP_STATUSPOINT);
  3931. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3932. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3933. clif_updatestatus(sd,SP_SKILLPOINT);
  3934. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  3935. clif_updatestatus(sd,SP_UAGI);
  3936. clif_updatestatus(sd,SP_UVIT);
  3937. clif_updatestatus(sd,SP_UINT);
  3938. clif_updatestatus(sd,SP_UDEX);
  3939. clif_updatestatus(sd,SP_ULUK); // End Addition
  3940. for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  3941. if(sd->equip_index[i] >= 0)
  3942. if(!pc_isequip(sd,sd->equip_index[i]))
  3943. pc_unequipitem(sd,sd->equip_index[i],2);
  3944. }
  3945. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
  3946. //Send map-change packet to do a level range check and break party settings. [Skotlex]
  3947. party_send_movemap(sd);
  3948. }
  3949. status_calc_pc(sd,0);
  3950. clif_skillinfoblock(sd);
  3951. return 0;
  3952. }
  3953. /*==========================================
  3954. * /resetstate
  3955. *------------------------------------------
  3956. */
  3957. int pc_resetstate(struct map_session_data* sd)
  3958. {
  3959. nullpo_retr(0, sd);
  3960. if (battle_config.use_statpoint_table)
  3961. { // New statpoint table used here - Dexity
  3962. int stat;
  3963. stat = statp[sd->status.base_level];
  3964. if (sd->class_&JOBL_UPPER)
  3965. stat+=52; // extra 52+48=100 stat points
  3966. if (stat > USHRT_MAX)
  3967. sd->status.status_point = USHRT_MAX;
  3968. else
  3969. sd->status.status_point = stat;
  3970. } else { //Use new stat-calculating equation [Skotlex]
  3971. #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
  3972. int add=0;
  3973. add += sumsp(sd->status.str);
  3974. add += sumsp(sd->status.agi);
  3975. add += sumsp(sd->status.vit);
  3976. add += sumsp(sd->status.int_);
  3977. add += sumsp(sd->status.dex);
  3978. add += sumsp(sd->status.luk);
  3979. if (add > USHRT_MAX - sd->status.status_point)
  3980. sd->status.status_point = USHRT_MAX;
  3981. else
  3982. sd->status.status_point+=add;
  3983. }
  3984. sd->status.str=1;
  3985. sd->status.agi=1;
  3986. sd->status.vit=1;
  3987. sd->status.int_=1;
  3988. sd->status.dex=1;
  3989. sd->status.luk=1;
  3990. clif_updatestatus(sd,SP_STR);
  3991. clif_updatestatus(sd,SP_AGI);
  3992. clif_updatestatus(sd,SP_VIT);
  3993. clif_updatestatus(sd,SP_INT);
  3994. clif_updatestatus(sd,SP_DEX);
  3995. clif_updatestatus(sd,SP_LUK);
  3996. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  3997. clif_updatestatus(sd,SP_UAGI);
  3998. clif_updatestatus(sd,SP_UVIT);
  3999. clif_updatestatus(sd,SP_UINT);
  4000. clif_updatestatus(sd,SP_UDEX);
  4001. clif_updatestatus(sd,SP_ULUK); // End Addition
  4002. clif_updatestatus(sd,SP_STATUSPOINT);
  4003. status_calc_pc(sd,0);
  4004. return 0;
  4005. }
  4006. /*==========================================
  4007. * /resetskill
  4008. * if flag&1, perform block resync and status_calc call.
  4009. * if flag&2, just count total amount of skill points used by player, do not really reset.
  4010. *------------------------------------------
  4011. */
  4012. int pc_resetskill(struct map_session_data* sd, int flag)
  4013. {
  4014. int i, skill, inf2, skill_point=0;
  4015. nullpo_retr(0, sd);
  4016. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  4017. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  4018. for (i = 1; i < MAX_SKILL; i++) {
  4019. if ((skill = sd->status.skill[i].lv) > 0) {
  4020. inf2 = skill_get_inf2(i);
  4021. if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  4022. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
  4023. {
  4024. if (!sd->status.skill[i].flag)
  4025. skill_point += skill;
  4026. else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
  4027. skill_point += (sd->status.skill[i].flag - 2);
  4028. if (!(flag&2)) {
  4029. sd->status.skill[i].lv = 0;
  4030. sd->status.skill[i].flag = 0;
  4031. }
  4032. }
  4033. else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL) && !(flag&2))
  4034. {
  4035. sd->status.skill[i].lv = 0;
  4036. sd->status.skill[i].flag = 0;
  4037. }
  4038. } else {
  4039. sd->status.skill[i].lv = 0;
  4040. }
  4041. }
  4042. if (!(flag&2)) {
  4043. if (sd->status.skill_point > USHRT_MAX - skill_point)
  4044. sd->status.skill_point = USHRT_MAX;
  4045. else
  4046. sd->status.skill_point += skill_point;
  4047. if (flag&1) {
  4048. clif_updatestatus(sd,SP_SKILLPOINT);
  4049. clif_skillinfoblock(sd);
  4050. status_calc_pc(sd,0);
  4051. }
  4052. }
  4053. return skill_point;
  4054. }
  4055. /*==========================================
  4056. * /resetfeel [Komurka]
  4057. *------------------------------------------
  4058. */
  4059. int pc_resetfeel(struct map_session_data* sd)
  4060. {
  4061. int i;
  4062. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  4063. nullpo_retr(0, sd);
  4064. for (i=0; i<3; i++)
  4065. {
  4066. sd->feel_map[i].m = -1;
  4067. sd->feel_map[i].index = 0;
  4068. pc_setglobalreg(sd,feel_var[i],0);
  4069. }
  4070. return 0;
  4071. }
  4072. static int pc_respawn(int tid,unsigned int tick,int id,int data)
  4073. {
  4074. struct map_session_data *sd = map_id2sd(id);
  4075. if (sd && pc_isdead(sd))
  4076. { //Auto-respawn [Skotlex]
  4077. pc_setstand(sd);
  4078. pc_setrestartvalue(sd,3);
  4079. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  4080. }
  4081. return 0;
  4082. }
  4083. /*==========================================
  4084. * Invoked when a player has received damage
  4085. *------------------------------------------
  4086. */
  4087. void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
  4088. {
  4089. if (sp) clif_updatestatus(sd,SP_SP);
  4090. if (!hp) return;
  4091. if(pc_issit(sd)) {
  4092. pc_setstand(sd);
  4093. skill_gangsterparadise(sd,0);
  4094. skill_rest(sd,0);
  4095. }
  4096. clif_updatestatus(sd,SP_HP);
  4097. if (sd->battle_status.hp<sd->battle_status.max_hp>>2)
  4098. { //25% HP left effects.
  4099. int i=0;
  4100. for(i = 0; i < 5; i++)
  4101. if (sd->devotion[i]){
  4102. struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
  4103. if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
  4104. sd->devotion[i] = 0;
  4105. }
  4106. }
  4107. if(!src || src == &sd->bl)
  4108. return;
  4109. if(sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support)
  4110. pet_target_check(sd,src,1);
  4111. sd->canlog_tick = gettick();
  4112. return;
  4113. }
  4114. int pc_dead(struct map_session_data *sd,struct block_list *src)
  4115. {
  4116. int i=0,j=0;
  4117. unsigned int tick = gettick();
  4118. if(sd->vender_id)
  4119. vending_closevending(sd);
  4120. if(sd->status.pet_id > 0 && sd->pd)
  4121. {
  4122. if(!map[sd->bl.m].flag.nopenalty){
  4123. sd->pet.intimate -= sd->pd->petDB->die;
  4124. if(sd->pet.intimate < 0)
  4125. sd->pet.intimate = 0;
  4126. clif_send_petdata(sd,1,sd->pet.intimate);
  4127. }
  4128. if(sd->pd->target_id) // Unlock all targets...
  4129. pet_unlocktarget(sd->pd);
  4130. }
  4131. // Leave duel if you die [LuzZza]
  4132. if(battle_config.duel_autoleave_when_die) {
  4133. if(sd->duel_group > 0)
  4134. duel_leave(sd->duel_group, sd);
  4135. if(sd->duel_invite > 0)
  4136. duel_reject(sd->duel_invite, sd);
  4137. }
  4138. pc_setdead(sd);
  4139. sd->canregen_tick = tick;
  4140. pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
  4141. if (sd->state.event_death && (!src || src->type != BL_PC))
  4142. pc_setglobalreg(sd, "killerrid", 0);
  4143. if (src)
  4144. switch (src->type) {
  4145. case BL_MOB:
  4146. {
  4147. struct mob_data *md=(struct mob_data *)src;
  4148. if(md->target_id==sd->bl.id)
  4149. mob_unlocktarget(md,tick);
  4150. if(battle_config.mobs_level_up && md->status.hp &&
  4151. (unsigned int)md->level < pc_maxbaselv(sd) &&
  4152. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  4153. ) { // monster level up [Valaris]
  4154. clif_misceffect(&md->bl,0);
  4155. md->level++;
  4156. status_calc_mob(md, 0);
  4157. status_percent_heal(src,10,0);
  4158. }
  4159. if(md->nd){
  4160. setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)5, &md->nd->u.scr.script->script_vars);
  4161. setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)sd->bl.type, &md->nd->u.scr.script->script_vars);
  4162. setd_sub(NULL, NULL, ".ai_action", 2, (void *)sd->bl.id, &md->nd->u.scr.script->script_vars);
  4163. setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
  4164. run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
  4165. }
  4166. }
  4167. break;
  4168. case BL_PC:
  4169. {
  4170. struct map_session_data *ssd = (struct map_session_data *)src;
  4171. if (sd->state.event_death)
  4172. pc_setglobalreg(sd,"killerrid",(ssd->status.account_id));
  4173. if (ssd->state.event_kill_pc) {
  4174. pc_setglobalreg(ssd, "killedrid", sd->bl.id);
  4175. npc_script_event(ssd, NPCE_KILLPC);
  4176. }
  4177. if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
  4178. ssd->status.manner -= 5;
  4179. if(ssd->status.manner < 0)
  4180. sc_start(src,SC_NOCHAT,100,0,0);
  4181. // PK/Karma system code (not enabled yet) [celest]
  4182. // originally from Kade Online, so i don't know if any of these is correct ^^;
  4183. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  4184. // karma going down = more 'good' / more honourable.
  4185. // The Karma System way...
  4186. /*
  4187. if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  4188. sd->status.karma--;
  4189. ssd->status.karma--;
  4190. }
  4191. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  4192. ssd->status.karma++;
  4193. */
  4194. // or the PK System way...
  4195. /*
  4196. if (sd->status.karma > 0) // player killed is dishonourable?
  4197. ssd->status.karma--; // honour points earned
  4198. sd->status.karma++; // honour points lost
  4199. */
  4200. // To-do: Receive exp on certain occasions
  4201. }
  4202. }
  4203. break;
  4204. }
  4205. if (sd->state.event_death)
  4206. npc_script_event(sd,NPCE_DIE);
  4207. // PK/Karma system code (not enabled yet) [celest]
  4208. /*
  4209. if(sd->status.karma > 0) {
  4210. int eq_num=0,eq_n[MAX_INVENTORY];
  4211. memset(eq_n,0,sizeof(eq_n));
  4212. for(i=0;i<MAX_INVENTORY;i++){
  4213. int k;
  4214. for(k=0;k<MAX_INVENTORY;k++){
  4215. if(eq_n[k] <= 0){
  4216. eq_n[k]=i;
  4217. break;
  4218. }
  4219. }
  4220. eq_num++;
  4221. }
  4222. if(eq_num > 0){
  4223. int n = eq_n[rand()%eq_num];
  4224. if(rand()%10000 < sd->status.karma){
  4225. if(sd->status.inventory[n].equip)
  4226. pc_unequipitem(sd,n,0);
  4227. pc_dropitem(sd,n,1);
  4228. }
  4229. }
  4230. }
  4231. */
  4232. if(battle_config.bone_drop==2
  4233. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
  4234. {
  4235. struct item item_tmp;
  4236. memset(&item_tmp,0,sizeof(item_tmp));
  4237. item_tmp.nameid=7420; //PVP Skull item ID
  4238. item_tmp.identify=1;
  4239. item_tmp.card[0]=0x00fe;
  4240. item_tmp.card[1]=0;
  4241. item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
  4242. item_tmp.card[3]=GetWord(sd->char_id,1);
  4243. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4244. }
  4245. // activate Steel body if a super novice dies at 99+% exp [celest]
  4246. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  4247. if ((i=pc_nextbaseexp(sd))<=0)
  4248. i=sd->status.base_exp;
  4249. if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
  4250. sd->state.snovice_flag = 4;
  4251. }
  4252. // changed penalty options, added death by player if pk_mode [Valaris]
  4253. if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
  4254. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  4255. && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
  4256. && sd->sc.data[SC_BABY].timer == -1)
  4257. {
  4258. unsigned int base_penalty =0;
  4259. if (battle_config.death_penalty_base > 0) {
  4260. switch (battle_config.death_penalty_type) {
  4261. case 1:
  4262. base_penalty += (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  4263. break;
  4264. case 2:
  4265. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  4266. break;
  4267. }
  4268. if(base_penalty) {
  4269. if (battle_config.pk_mode && src && src->type==BL_PC)
  4270. base_penalty*=2;
  4271. if(sd->status.base_exp < base_penalty)
  4272. sd->status.base_exp = 0;
  4273. else
  4274. sd->status.base_exp -= base_penalty;
  4275. clif_updatestatus(sd,SP_BASEEXP);
  4276. }
  4277. }
  4278. if(battle_config.death_penalty_job > 0)
  4279. {
  4280. base_penalty = 0;
  4281. switch (battle_config.death_penalty_type) {
  4282. case 1:
  4283. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  4284. break;
  4285. case 2:
  4286. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  4287. break;
  4288. }
  4289. if(base_penalty) {
  4290. if (battle_config.pk_mode && src && src->type==BL_PC)
  4291. base_penalty*=2;
  4292. if(sd->status.job_exp < base_penalty)
  4293. sd->status.job_exp = 0;
  4294. else
  4295. sd->status.job_exp -= base_penalty;
  4296. clif_updatestatus(sd,SP_JOBEXP);
  4297. }
  4298. }
  4299. }
  4300. if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
  4301. for(j=0;j<MAX_DROP_PER_MAP;j++){
  4302. int id = map[sd->bl.m].drop_list[j].drop_id;
  4303. int type = map[sd->bl.m].drop_list[j].drop_type;
  4304. int per = map[sd->bl.m].drop_list[j].drop_per;
  4305. if(id == 0)
  4306. continue;
  4307. if(id == -1){
  4308. int eq_num=0,eq_n[MAX_INVENTORY];
  4309. memset(eq_n,0,sizeof(eq_n));
  4310. for(i=0;i<MAX_INVENTORY;i++){
  4311. int k;
  4312. if( (type == 1 && !sd->status.inventory[i].equip)
  4313. || (type == 2 && sd->status.inventory[i].equip)
  4314. || type == 3){
  4315. for(k=0;k<MAX_INVENTORY;k++){
  4316. if(eq_n[k] <= 0){
  4317. eq_n[k]=i;
  4318. break;
  4319. }
  4320. }
  4321. eq_num++;
  4322. }
  4323. }
  4324. if(eq_num > 0){
  4325. int n = eq_n[rand()%eq_num];
  4326. if(rand()%10000 < per){
  4327. if(sd->status.inventory[n].equip)
  4328. pc_unequipitem(sd,n,3);
  4329. pc_dropitem(sd,n,1);
  4330. }
  4331. }
  4332. }
  4333. else if(id > 0){
  4334. for(i=0;i<MAX_INVENTORY;i++){
  4335. if(sd->status.inventory[i].nameid == id
  4336. && rand()%10000 < per
  4337. && ((type == 1 && !sd->status.inventory[i].equip)
  4338. || (type == 2 && sd->status.inventory[i].equip)
  4339. || type == 3) ){
  4340. if(sd->status.inventory[i].equip)
  4341. pc_unequipitem(sd,i,3);
  4342. pc_dropitem(sd,i,1);
  4343. break;
  4344. }
  4345. }
  4346. }
  4347. }
  4348. }
  4349. // pvp
  4350. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
  4351. if (!map[sd->bl.m].flag.pvp_nocalcrank) {
  4352. sd->pvp_point -= 5;
  4353. sd->pvp_lost++;
  4354. if (src && src->type == BL_PC) {
  4355. struct map_session_data *ssd = (struct map_session_data *)src;
  4356. if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
  4357. }
  4358. }
  4359. if( sd->pvp_point < 0 ){
  4360. sd->pvp_point=0;
  4361. add_timer(tick+1000, pc_respawn,sd->bl.id,0);
  4362. return 1;
  4363. }
  4364. }
  4365. //GvG
  4366. if(map_flag_gvg(sd->bl.m)){
  4367. add_timer(tick+1000, pc_respawn,sd->bl.id,0);
  4368. return 1;
  4369. }
  4370. if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
  4371. {
  4372. pc_setstand(sd);
  4373. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4374. if(sd->special_state.restart_full_recover)
  4375. status_percent_heal(&sd->bl, 100, 100);
  4376. else
  4377. status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0);
  4378. if(battle_config.pc_invincible_time)
  4379. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4380. sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1));
  4381. status_change_end(&sd->bl,SC_KAIZEL,-1);
  4382. return 0;
  4383. }
  4384. if (sd->state.snovice_flag == 4)
  4385. {
  4386. pc_setstand(sd);
  4387. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4388. status_percent_heal(&sd->bl, 100, 100);
  4389. clif_resurrection(&sd->bl, 1);
  4390. sd->state.snovice_flag = 0;
  4391. if(battle_config.pc_invincible_time)
  4392. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4393. sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  4394. return 0;
  4395. }
  4396. return 1;
  4397. }
  4398. void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
  4399. {
  4400. if(hp) clif_updatestatus(sd,SP_HP);
  4401. if(sp) clif_updatestatus(sd,SP_SP);
  4402. pc_setstand(sd);
  4403. if(battle_config.pc_invincible_time > 0)
  4404. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4405. }
  4406. // script? 連
  4407. //
  4408. /*==========================================
  4409. * script用PCステ?タス?み出し
  4410. *------------------------------------------
  4411. */
  4412. int pc_readparam(struct map_session_data *sd,int type)
  4413. {
  4414. int val=0;
  4415. nullpo_retr(0, sd);
  4416. switch(type){
  4417. case SP_SKILLPOINT:
  4418. val= sd->status.skill_point;
  4419. break;
  4420. case SP_STATUSPOINT:
  4421. val= sd->status.status_point;
  4422. break;
  4423. case SP_ZENY:
  4424. val= sd->status.zeny;
  4425. break;
  4426. case SP_BASELEVEL:
  4427. val= sd->status.base_level;
  4428. break;
  4429. case SP_JOBLEVEL:
  4430. val= sd->status.job_level;
  4431. break;
  4432. case SP_CLASS:
  4433. val= sd->status.class_;
  4434. break;
  4435. case SP_BASEJOB: //Base job, extracting upper type.
  4436. val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
  4437. break;
  4438. case SP_UPPER:
  4439. val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
  4440. break;
  4441. case SP_BASECLASS: //Extract base class tree. [Skotlex]
  4442. val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
  4443. break;
  4444. case SP_SEX:
  4445. val= sd->sex;
  4446. break;
  4447. case SP_WEIGHT:
  4448. val= sd->weight;
  4449. break;
  4450. case SP_MAXWEIGHT:
  4451. val= sd->max_weight;
  4452. break;
  4453. case SP_BASEEXP:
  4454. val= sd->status.base_exp;
  4455. break;
  4456. case SP_JOBEXP:
  4457. val= sd->status.job_exp;
  4458. break;
  4459. case SP_NEXTBASEEXP:
  4460. val= pc_nextbaseexp(sd);
  4461. break;
  4462. case SP_NEXTJOBEXP:
  4463. val= pc_nextjobexp(sd);
  4464. break;
  4465. case SP_HP:
  4466. val= sd->battle_status.hp;
  4467. break;
  4468. case SP_MAXHP:
  4469. val= sd->battle_status.max_hp;
  4470. break;
  4471. case SP_SP:
  4472. val= sd->battle_status.sp;
  4473. break;
  4474. case SP_MAXSP:
  4475. val= sd->battle_status.max_sp;
  4476. break;
  4477. case SP_STR:
  4478. val= sd->status.str;
  4479. break;
  4480. case SP_AGI:
  4481. val= sd->status.agi;
  4482. break;
  4483. case SP_VIT:
  4484. val= sd->status.vit;
  4485. break;
  4486. case SP_INT:
  4487. val= sd->status.int_;
  4488. break;
  4489. case SP_DEX:
  4490. val= sd->status.dex;
  4491. break;
  4492. case SP_LUK:
  4493. val= sd->status.luk;
  4494. break;
  4495. case SP_KARMA: // celest
  4496. val = sd->status.karma;
  4497. break;
  4498. case SP_MANNER:
  4499. val = sd->status.manner;
  4500. break;
  4501. case SP_FAME:
  4502. val= sd->status.fame;
  4503. break;
  4504. }
  4505. return val;
  4506. }
  4507. /*==========================================
  4508. * script用PCステ?タス設定
  4509. *------------------------------------------
  4510. */
  4511. int pc_setparam(struct map_session_data *sd,int type,int val)
  4512. {
  4513. int i = 0;
  4514. nullpo_retr(0, sd);
  4515. switch(type){
  4516. case SP_BASELEVEL:
  4517. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  4518. val = pc_maxbaselv(sd);
  4519. if ((unsigned int)val > sd->status.base_level) {
  4520. int stat=0;
  4521. for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
  4522. stat += (sd->status.base_level + i + 14) / 5 ;
  4523. if (sd->status.status_point > USHRT_MAX - stat)
  4524. sd->status.status_point = USHRT_MAX;
  4525. else
  4526. sd->status.status_point += stat;
  4527. }
  4528. sd->status.base_level = (unsigned int)val;
  4529. sd->status.base_exp = 0;
  4530. clif_updatestatus(sd, SP_BASELEVEL);
  4531. clif_updatestatus(sd, SP_NEXTBASEEXP);
  4532. clif_updatestatus(sd, SP_STATUSPOINT);
  4533. clif_updatestatus(sd, SP_BASEEXP);
  4534. status_calc_pc(sd, 0);
  4535. break;
  4536. case SP_JOBLEVEL:
  4537. if ((unsigned int)val >= sd->status.job_level) {
  4538. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  4539. if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level)
  4540. sd->status.skill_point = USHRT_MAX;
  4541. else
  4542. sd->status.skill_point += val-sd->status.job_level;
  4543. clif_updatestatus(sd, SP_SKILLPOINT);
  4544. }
  4545. sd->status.job_level = (unsigned int)val;
  4546. sd->status.job_exp = 0;
  4547. clif_updatestatus(sd, SP_JOBLEVEL);
  4548. clif_updatestatus(sd, SP_NEXTJOBEXP);
  4549. clif_updatestatus(sd, SP_JOBEXP);
  4550. status_calc_pc(sd, 0);
  4551. clif_updatestatus(sd,type);
  4552. break;
  4553. case SP_SKILLPOINT:
  4554. sd->status.skill_point = val;
  4555. break;
  4556. case SP_STATUSPOINT:
  4557. sd->status.status_point = val;
  4558. break;
  4559. case SP_ZENY:
  4560. if(val <= MAX_ZENY) {
  4561. // MAX_ZENY 以下なら代入
  4562. sd->status.zeny = val;
  4563. } else {
  4564. sd->status.zeny = MAX_ZENY;
  4565. /* Could someone explain the comments below? I have no idea what they are trying to do...
  4566. * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
  4567. if(sd->status.zeny > val) {
  4568. // Zeny が減少しているなら代入
  4569. sd->status.zeny = val;
  4570. } else if(sd->status.zeny <= MAX_ZENY) {
  4571. // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
  4572. sd->status.zeny = MAX_ZENY;
  4573. } else {
  4574. // 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
  4575. ;
  4576. }
  4577. */
  4578. }
  4579. break;
  4580. case SP_BASEEXP:
  4581. if(pc_nextbaseexp(sd) > 0) {
  4582. sd->status.base_exp = val;
  4583. pc_checkbaselevelup(sd);
  4584. }
  4585. break;
  4586. case SP_JOBEXP:
  4587. if(pc_nextjobexp(sd) > 0) {
  4588. sd->status.job_exp = val;
  4589. pc_checkjoblevelup(sd);
  4590. }
  4591. break;
  4592. case SP_SEX:
  4593. sd->sex = val;
  4594. break;
  4595. case SP_WEIGHT:
  4596. sd->weight = val;
  4597. break;
  4598. case SP_MAXWEIGHT:
  4599. sd->max_weight = val;
  4600. break;
  4601. case SP_HP:
  4602. sd->battle_status.hp = val;
  4603. break;
  4604. case SP_MAXHP:
  4605. sd->battle_status.max_hp = val;
  4606. break;
  4607. case SP_SP:
  4608. sd->battle_status.sp = val;
  4609. break;
  4610. case SP_MAXSP:
  4611. sd->battle_status.max_sp = val;
  4612. break;
  4613. case SP_STR:
  4614. sd->status.str = val;
  4615. break;
  4616. case SP_AGI:
  4617. sd->status.agi = val;
  4618. break;
  4619. case SP_VIT:
  4620. sd->status.vit = val;
  4621. break;
  4622. case SP_INT:
  4623. sd->status.int_ = val;
  4624. break;
  4625. case SP_DEX:
  4626. sd->status.dex = val;
  4627. break;
  4628. case SP_LUK:
  4629. sd->status.luk = val;
  4630. break;
  4631. case SP_KARMA:
  4632. sd->status.karma = val;
  4633. break;
  4634. case SP_MANNER:
  4635. sd->status.manner = val;
  4636. break;
  4637. case SP_FAME:
  4638. sd->status.fame = val;
  4639. break;
  4640. }
  4641. clif_updatestatus(sd,type);
  4642. return 0;
  4643. }
  4644. /*==========================================
  4645. * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
  4646. *------------------------------------------
  4647. */
  4648. void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
  4649. {
  4650. if (type) {
  4651. if (hp)
  4652. clif_heal(sd->fd,SP_HP,hp);
  4653. if (sp)
  4654. clif_heal(sd->fd,SP_SP,sp);
  4655. } else {
  4656. if(hp)
  4657. clif_updatestatus(sd,SP_HP);
  4658. if(sp)
  4659. clif_updatestatus(sd,SP_SP);
  4660. }
  4661. return;
  4662. }
  4663. /*==========================================
  4664. * HP/SP回復
  4665. *------------------------------------------
  4666. */
  4667. int pc_itemheal(struct map_session_data *sd,int hp,int sp)
  4668. {
  4669. int bonus, type;
  4670. nullpo_retr(0, sd);
  4671. if(hp) {
  4672. bonus = 100 + (sd->battle_status.vit<<1)
  4673. + pc_checkskill(sd,SM_RECOVERY)*10
  4674. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4675. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  4676. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4677. if ((type = itemdb_group(sd->itemid)) > 0 && type <= 7)
  4678. bonus = bonus * (100+sd->itemhealrate[type - 1]) / 100;
  4679. if(bonus!=100)
  4680. hp = hp * bonus / 100;
  4681. }
  4682. if(sp) {
  4683. bonus = 100 + (sd->battle_status.int_<<1)
  4684. + pc_checkskill(sd,MG_SRECOVERY)*10
  4685. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4686. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4687. if(bonus != 100)
  4688. sp = sp * bonus / 100;
  4689. }
  4690. return status_heal(&sd->bl, hp, sp, 1);
  4691. }
  4692. /*==========================================
  4693. * HP/SP回復
  4694. *------------------------------------------
  4695. */
  4696. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  4697. {
  4698. nullpo_retr(0, sd);
  4699. if(hp > 100) hp = 100;
  4700. else
  4701. if(hp <-100) hp =-100;
  4702. if(sp > 100) sp = 100;
  4703. else
  4704. if(sp <-100) sp =-100;
  4705. if(hp >= 0 && sp >= 0) //Heal
  4706. return status_percent_heal(&sd->bl, hp, sp);
  4707. if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current)
  4708. return status_percent_damage(NULL, &sd->bl, hp, sp);
  4709. //Crossed signs
  4710. if(hp) {
  4711. if(hp > 0)
  4712. status_percent_heal(&sd->bl, hp, 0);
  4713. else
  4714. status_percent_damage(NULL, &sd->bl, hp, 0);
  4715. }
  4716. if(sp) {
  4717. if(sp > 0)
  4718. status_percent_heal(&sd->bl, 0, sp);
  4719. else
  4720. status_percent_damage(NULL, &sd->bl, 0, sp);
  4721. }
  4722. return 0;
  4723. }
  4724. /*==========================================
  4725. * 職?更
  4726. * 引? job 職業 0~23
  4727. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  4728. * Rewrote to make it tidider [Celest]
  4729. *------------------------------------------
  4730. */
  4731. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  4732. {
  4733. int i, fame_flag=0;
  4734. int b_class;
  4735. nullpo_retr(0, sd);
  4736. if (job < 0)
  4737. return 1;
  4738. //Normalize job.
  4739. b_class = pc_jobid2mapid(job);
  4740. if (b_class == -1)
  4741. return 1;
  4742. switch (upper) {
  4743. case 1:
  4744. b_class|= JOBL_UPPER;
  4745. break;
  4746. case 2:
  4747. b_class|= JOBL_BABY;
  4748. break;
  4749. }
  4750. //This will automatically adjust bard/dancer classes to the correct gender
  4751. //That is, if you try to jobchange into dancer, it will turn you to bard.
  4752. job = pc_mapid2jobid(b_class, sd->status.sex);
  4753. if (job == -1)
  4754. return 1;
  4755. if ((unsigned short)b_class == sd->class_)
  4756. return 1; //Nothing to change.
  4757. // check if we are changing from 1st to 2nd job
  4758. if (b_class&JOBL_2) {
  4759. if (!(sd->class_&JOBL_2))
  4760. sd->change_level = sd->status.job_level;
  4761. else if (!sd->change_level)
  4762. sd->change_level = 40; //Assume 40?
  4763. }
  4764. pc_setglobalreg (sd, "jobchange_level", sd->change_level);
  4765. sd->status.class_ = job;
  4766. status_set_viewdata(&sd->bl, job);
  4767. fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  4768. sd->class_ = (unsigned short)b_class;
  4769. sd->status.job_level=1;
  4770. sd->status.job_exp=0;
  4771. clif_updatestatus(sd,SP_JOBLEVEL);
  4772. clif_updatestatus(sd,SP_JOBEXP);
  4773. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4774. for(i=0;i<11;i++) {
  4775. if(sd->equip_index[i] >= 0)
  4776. if(!pc_isequip(sd,sd->equip_index[i]))
  4777. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  4778. }
  4779. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  4780. if(sd->vd.cloth_color)
  4781. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4782. if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
  4783. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4784. if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems.
  4785. pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
  4786. status_calc_pc(sd,0);
  4787. pc_checkallowskill(sd);
  4788. pc_equiplookall(sd);
  4789. //if you were previously famous, not anymore.
  4790. if (fame_flag) {
  4791. chrif_save(sd,0);
  4792. chrif_buildfamelist();
  4793. } else if (sd->status.fame > 0) {
  4794. //It may be that now they are famous?
  4795. switch (sd->class_&MAPID_UPPERMASK) {
  4796. case MAPID_BLACKSMITH:
  4797. case MAPID_ALCHEMIST:
  4798. case MAPID_TAEKWON:
  4799. chrif_save(sd,0);
  4800. chrif_buildfamelist();
  4801. break;
  4802. }
  4803. }
  4804. return 0;
  4805. }
  4806. /*==========================================
  4807. * 見た目?更
  4808. *------------------------------------------
  4809. */
  4810. int pc_equiplookall(struct map_session_data *sd)
  4811. {
  4812. nullpo_retr(0, sd);
  4813. #if PACKETVER < 4
  4814. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  4815. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  4816. #else
  4817. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  4818. clif_changelook(&sd->bl,LOOK_SHOES,0);
  4819. #endif
  4820. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  4821. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  4822. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  4823. return 0;
  4824. }
  4825. /*==========================================
  4826. * 見た目?更
  4827. *------------------------------------------
  4828. */
  4829. int pc_changelook(struct map_session_data *sd,int type,int val)
  4830. {
  4831. nullpo_retr(0, sd);
  4832. switch(type){
  4833. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  4834. if (val < battle_config.min_hair_style)
  4835. val = battle_config.min_hair_style;
  4836. else if (val > battle_config.max_hair_style)
  4837. val = battle_config.max_hair_style;
  4838. if (sd->status.hair != val)
  4839. {
  4840. sd->status.hair=val;
  4841. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4842. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4843. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  4844. }
  4845. break;
  4846. case LOOK_WEAPON:
  4847. sd->status.weapon=val;
  4848. break;
  4849. case LOOK_HEAD_BOTTOM:
  4850. sd->status.head_bottom=val;
  4851. break;
  4852. case LOOK_HEAD_TOP:
  4853. sd->status.head_top=val;
  4854. break;
  4855. case LOOK_HEAD_MID:
  4856. sd->status.head_mid=val;
  4857. break;
  4858. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  4859. if (val < battle_config.min_hair_color)
  4860. val = battle_config.min_hair_color;
  4861. else if (val > battle_config.max_hair_color)
  4862. val = battle_config.max_hair_color;
  4863. if (sd->status.hair_color != val)
  4864. {
  4865. sd->status.hair_color=val;
  4866. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4867. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4868. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  4869. }
  4870. break;
  4871. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  4872. if (val < battle_config.min_cloth_color)
  4873. val = battle_config.min_cloth_color;
  4874. else if (val > battle_config.max_cloth_color)
  4875. val = battle_config.max_cloth_color;
  4876. sd->status.clothes_color=val;
  4877. break;
  4878. case LOOK_SHIELD:
  4879. sd->status.shield=val;
  4880. break;
  4881. case LOOK_SHOES:
  4882. break;
  4883. }
  4884. clif_changelook(&sd->bl,type,val);
  4885. return 0;
  4886. }
  4887. /*==========================================
  4888. * 付?品(鷹,ペコ,カ?ト)設定
  4889. *------------------------------------------
  4890. */
  4891. int pc_setoption(struct map_session_data *sd,int type)
  4892. {
  4893. int p_type;
  4894. nullpo_retr(0, sd);
  4895. p_type = sd->sc.option;
  4896. //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
  4897. sd->sc.option=type;
  4898. clif_changeoption(&sd->bl);
  4899. if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  4900. { //We are going to mount. [Skotlex]
  4901. status_set_viewdata(&sd->bl, sd->status.class_); //Adjust view class.
  4902. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
  4903. if (sd->vd.cloth_color)
  4904. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4905. clif_status_load(&sd->bl,SI_RIDING,1);
  4906. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  4907. }
  4908. else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  4909. { //We are going to dismount.
  4910. if (sd->vd.class_ != sd->status.class_) {
  4911. status_set_viewdata(&sd->bl, sd->status.class_);
  4912. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
  4913. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4914. }
  4915. clif_status_load(&sd->bl,SI_RIDING,0);
  4916. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  4917. }
  4918. if(type&OPTION_CART && !(p_type&OPTION_CART))
  4919. { //Cart On
  4920. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  4921. status_calc_pc(sd,0); //Apply speed penalty.
  4922. } else
  4923. if(!(type&OPTION_CART) && p_type&OPTION_CART)
  4924. { //Cart Off
  4925. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  4926. status_calc_pc(sd,0); //Remove speed penalty.
  4927. }
  4928. if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
  4929. clif_status_load(&sd->bl,SI_FALCON,1);
  4930. else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
  4931. clif_status_load(&sd->bl,SI_FALCON,0);
  4932. if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
  4933. clif_changelook(&sd->bl,LOOK_BASE,JOB_WEDDING);
  4934. else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
  4935. {
  4936. status_set_viewdata(&sd->bl, sd->status.class_);
  4937. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
  4938. if(sd->status.clothes_color)
  4939. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
  4940. }
  4941. if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
  4942. clif_changelook(&sd->bl,LOOK_BASE,JOB_XMAS);
  4943. else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
  4944. {
  4945. status_set_viewdata(&sd->bl, sd->status.class_);
  4946. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
  4947. if(sd->status.clothes_color)
  4948. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
  4949. }
  4950. return 0;
  4951. }
  4952. /*==========================================
  4953. * カ?ト設定
  4954. *------------------------------------------
  4955. */
  4956. int pc_setcart(struct map_session_data *sd,int type)
  4957. {
  4958. int cart[6]={0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
  4959. int option;
  4960. nullpo_retr(0, sd);
  4961. if (type < 0 || type > 5)
  4962. return 0; //Never trust the values sent by the client! [Skotlex]
  4963. if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
  4964. option = sd->sc.option;
  4965. //This should preserve the current option, only modifying the cart bit.
  4966. option&=~OPTION_CART;
  4967. option|=cart[type];
  4968. if(!pc_iscarton(sd)){ // カ?トを付けていない
  4969. pc_setoption(sd,option);
  4970. clif_cartlist(sd);
  4971. clif_updatestatus(sd,SP_CARTINFO);
  4972. clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
  4973. }
  4974. else{
  4975. pc_setoption(sd,option);
  4976. }
  4977. }
  4978. return 0;
  4979. }
  4980. /*==========================================
  4981. * 鷹設定
  4982. *------------------------------------------
  4983. */
  4984. int pc_setfalcon(struct map_session_data *sd)
  4985. {
  4986. if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
  4987. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  4988. }
  4989. return 0;
  4990. }
  4991. /*==========================================
  4992. * ペコペコ設定
  4993. *------------------------------------------
  4994. */
  4995. int pc_setriding(struct map_session_data *sd)
  4996. {
  4997. if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
  4998. pc_setoption(sd,sd->sc.option|OPTION_RIDING);
  4999. }
  5000. return 0;
  5001. }
  5002. /*==========================================
  5003. * アイテムドロップ可不可判定
  5004. *------------------------------------------
  5005. */
  5006. int pc_candrop(struct map_session_data *sd,int item_id)
  5007. {
  5008. int level = pc_isGM(sd);
  5009. if ( pc_can_give_items(level) ) //check if this GM level can drop items
  5010. return 0;
  5011. return (itemdb_isdropable(item_id, level));
  5012. }
  5013. /*==========================================
  5014. * script用??の値を?む
  5015. *------------------------------------------
  5016. */
  5017. int pc_readreg(struct map_session_data *sd,int reg)
  5018. {
  5019. int i;
  5020. nullpo_retr(0, sd);
  5021. for(i=0;i<sd->reg_num;i++)
  5022. if(sd->reg[i].index==reg)
  5023. return sd->reg[i].data;
  5024. return 0;
  5025. }
  5026. /*==========================================
  5027. * script用??の値を設定
  5028. *------------------------------------------
  5029. */
  5030. int pc_setreg(struct map_session_data *sd,int reg,int val)
  5031. {
  5032. int i;
  5033. nullpo_retr(0, sd);
  5034. for (i = 0; i < sd->reg_num; i++) {
  5035. if (sd->reg[i].index == reg){
  5036. sd->reg[i].data = val;
  5037. return 0;
  5038. }
  5039. }
  5040. sd->reg_num++;
  5041. sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
  5042. memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
  5043. sd->reg[i].index = reg;
  5044. sd->reg[i].data = val;
  5045. return 0;
  5046. }
  5047. /*==========================================
  5048. * script用文字列??の値を?む
  5049. *------------------------------------------
  5050. */
  5051. char *pc_readregstr(struct map_session_data *sd,int reg)
  5052. {
  5053. int i;
  5054. nullpo_retr(0, sd);
  5055. for(i=0;i<sd->regstr_num;i++)
  5056. if(sd->regstr[i].index==reg)
  5057. return sd->regstr[i].data;
  5058. return NULL;
  5059. }
  5060. /*==========================================
  5061. * script用文字列??の値を設定
  5062. *------------------------------------------
  5063. */
  5064. int pc_setregstr(struct map_session_data *sd,int reg,char *str)
  5065. {
  5066. int i;
  5067. nullpo_retr(0, sd);
  5068. if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
  5069. ShowWarning("pc_setregstr: string too long !\n");
  5070. return 0;
  5071. }
  5072. for(i=0;i<sd->regstr_num;i++)
  5073. if(sd->regstr[i].index==reg){
  5074. strcpy(sd->regstr[i].data,str);
  5075. return 0;
  5076. }
  5077. sd->regstr_num++;
  5078. sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
  5079. if(sd->regstr==NULL){
  5080. ShowFatalError("out of memory : pc_setreg\n");
  5081. exit(1);
  5082. }
  5083. memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
  5084. sd->regstr[i].index = reg;
  5085. strcpy(sd->regstr[i].data, str);
  5086. return 0;
  5087. }
  5088. int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
  5089. struct global_reg *sd_reg;
  5090. int i,max;
  5091. nullpo_retr(0, sd);
  5092. switch (type) {
  5093. case 3: //Char reg
  5094. sd_reg = sd->save_reg.global;
  5095. max = sd->save_reg.global_num;
  5096. break;
  5097. case 2: //Account reg
  5098. sd_reg = sd->save_reg.account;
  5099. max = sd->save_reg.account_num;
  5100. break;
  5101. case 1: //Account2 reg
  5102. sd_reg = sd->save_reg.account2;
  5103. max = sd->save_reg.account2_num;
  5104. break;
  5105. default:
  5106. return 0;
  5107. }
  5108. if (max == -1) {
  5109. if (battle_config.error_log)
  5110. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5111. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5112. intif_request_registry(sd,type==3?4:type);
  5113. return 0;
  5114. }
  5115. for(i=0;i<max;i++){
  5116. if(strcmp(sd_reg[i].str,reg)==0)
  5117. return atoi(sd_reg[i].value);
  5118. }
  5119. return 0;
  5120. }
  5121. char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
  5122. struct global_reg *sd_reg;
  5123. int i,max;
  5124. nullpo_retr(0, sd);
  5125. switch (type) {
  5126. case 3: //Char reg
  5127. sd_reg = sd->save_reg.global;
  5128. max = sd->save_reg.global_num;
  5129. break;
  5130. case 2: //Account reg
  5131. sd_reg = sd->save_reg.account;
  5132. max = sd->save_reg.account_num;
  5133. break;
  5134. case 1: //Account2 reg
  5135. sd_reg = sd->save_reg.account2;
  5136. max = sd->save_reg.account2_num;
  5137. break;
  5138. default:
  5139. return NULL;
  5140. }
  5141. if (max == -1) {
  5142. if (battle_config.error_log)
  5143. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5144. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5145. intif_request_registry(sd,type==3?4:type);
  5146. return NULL;
  5147. }
  5148. for(i=0;i<max;i++){
  5149. if(strcmp(sd_reg[i].str,reg)==0)
  5150. return sd_reg[i].value;
  5151. }
  5152. return NULL;
  5153. }
  5154. int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
  5155. struct global_reg *sd_reg;
  5156. int i,*max, regmax;
  5157. nullpo_retr(0, sd);
  5158. if (type == 3) { //Some special character reg values...
  5159. if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
  5160. i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
  5161. sd->die_counter = val;
  5162. if (i) status_calc_pc(sd,0); //Lost the bonus.
  5163. } else if(strcmp(reg,script_config.die_event_name) == 0){
  5164. sd->state.event_death = val;
  5165. } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){
  5166. sd->state.event_kill_pc = val;
  5167. } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){
  5168. sd->state.event_kill_mob = val;
  5169. } else if(strcmp(reg,script_config.logout_event_name) == 0){
  5170. sd->state.event_disconnect = val;
  5171. }
  5172. }
  5173. switch (type) {
  5174. case 3: //Char reg
  5175. sd_reg = sd->save_reg.global;
  5176. max = &sd->save_reg.global_num;
  5177. regmax = GLOBAL_REG_NUM;
  5178. break;
  5179. case 2: //Account reg
  5180. sd_reg = sd->save_reg.account;
  5181. max = &sd->save_reg.account_num;
  5182. regmax = ACCOUNT_REG_NUM;
  5183. break;
  5184. case 1: //Account2 reg
  5185. sd_reg = sd->save_reg.account2;
  5186. max = &sd->save_reg.account2_num;
  5187. regmax = ACCOUNT_REG2_NUM;
  5188. break;
  5189. default:
  5190. return 0;
  5191. }
  5192. if (*max == -1) {
  5193. if(battle_config.error_log)
  5194. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5195. return 1;
  5196. }
  5197. // delete reg
  5198. if (val == 0) {
  5199. for(i = 0; i < *max; i++) {
  5200. if (strcmp(sd_reg[i].str, reg) == 0) {
  5201. if (i != *max - 1)
  5202. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5203. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5204. (*max)--;
  5205. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5206. break;
  5207. }
  5208. }
  5209. return 0;
  5210. }
  5211. // change value if found
  5212. for(i = 0; i < *max; i++) {
  5213. if (strcmp(sd_reg[i].str, reg) == 0) {
  5214. sprintf(sd_reg[i].value, "%d", val);
  5215. sd->state.reg_dirty |= 1<<(type-1);
  5216. return 0;
  5217. }
  5218. }
  5219. // add value if not found
  5220. if (i < regmax) {
  5221. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5222. strncpy(sd_reg[i].str, reg, 32);
  5223. sprintf(sd_reg[i].value, "%d", val);
  5224. (*max)++;
  5225. sd->state.reg_dirty |= 1<<(type-1);
  5226. return 0;
  5227. }
  5228. if(battle_config.error_log)
  5229. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5230. return 1;
  5231. }
  5232. int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
  5233. struct global_reg *sd_reg;
  5234. int i,*max, regmax;
  5235. nullpo_retr(0, sd);
  5236. if (reg[strlen(reg)-1] != '$') {
  5237. if(battle_config.error_log)
  5238. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  5239. return 1;
  5240. }
  5241. switch (type) {
  5242. case 3: //Char reg
  5243. sd_reg = sd->save_reg.global;
  5244. max = &sd->save_reg.global_num;
  5245. regmax = GLOBAL_REG_NUM;
  5246. break;
  5247. case 2: //Account reg
  5248. sd_reg = sd->save_reg.account;
  5249. max = &sd->save_reg.account_num;
  5250. regmax = ACCOUNT_REG_NUM;
  5251. break;
  5252. case 1: //Account2 reg
  5253. sd_reg = sd->save_reg.account2;
  5254. max = &sd->save_reg.account2_num;
  5255. regmax = ACCOUNT_REG2_NUM;
  5256. break;
  5257. default:
  5258. return 0;
  5259. }
  5260. if (*max == -1) {
  5261. if(battle_config.error_log)
  5262. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5263. return 1;
  5264. }
  5265. // delete reg
  5266. if (strcmp(val,"")==0) {
  5267. for(i = 0; i < *max; i++) {
  5268. if (strcmp(sd_reg[i].str, reg) == 0) {
  5269. if (i != *max - 1)
  5270. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5271. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5272. (*max)--;
  5273. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5274. if (type!=3) intif_saveregistry(sd,type);
  5275. break;
  5276. }
  5277. }
  5278. return 0;
  5279. }
  5280. // change value if found
  5281. for(i = 0; i < *max; i++) {
  5282. if (strcmp(sd_reg[i].str, reg) == 0) {
  5283. strncpy(sd_reg[i].value, val, 256);
  5284. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5285. if (type!=3) intif_saveregistry(sd,type);
  5286. return 0;
  5287. }
  5288. }
  5289. // add value if not found
  5290. if (i < regmax) {
  5291. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5292. strncpy(sd_reg[i].str, reg, 32);
  5293. strncpy(sd_reg[i].value, val, 256);
  5294. (*max)++;
  5295. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5296. if (type!=3) intif_saveregistry(sd,type);
  5297. return 0;
  5298. }
  5299. if(battle_config.error_log)
  5300. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5301. return 1;
  5302. }
  5303. /*==========================================
  5304. * イベントタイマ??理
  5305. *------------------------------------------
  5306. */
  5307. int pc_eventtimer(int tid,unsigned int tick,int id,int data)
  5308. {
  5309. struct map_session_data *sd=map_id2sd(id);
  5310. char *p = (char *)data;
  5311. int i;
  5312. if(sd==NULL)
  5313. return 0;
  5314. for(i=0;i < MAX_EVENTTIMER;i++){
  5315. if( sd->eventtimer[i]==tid ){
  5316. sd->eventtimer[i]=-1;
  5317. npc_event(sd,p,0);
  5318. break;
  5319. }
  5320. }
  5321. if (p) aFree(p);
  5322. if(i==MAX_EVENTTIMER) {
  5323. if(battle_config.error_log)
  5324. ShowError("pc_eventtimer: no such event timer\n");
  5325. }
  5326. return 0;
  5327. }
  5328. /*==========================================
  5329. * イベントタイマ?追加
  5330. *------------------------------------------
  5331. */
  5332. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  5333. {
  5334. int i;
  5335. nullpo_retr(0, sd);
  5336. for(i=0;i<MAX_EVENTTIMER;i++)
  5337. if( sd->eventtimer[i]==-1 )
  5338. break;
  5339. if(i<MAX_EVENTTIMER){
  5340. char *evname = aStrdup(name);
  5341. //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
  5342. //memcpy(evname,name,(strlen(name)+1));
  5343. sd->eventtimer[i]=add_timer(gettick()+tick,
  5344. pc_eventtimer,sd->bl.id,(int)evname);
  5345. sd->eventcount++;
  5346. }
  5347. return 0;
  5348. }
  5349. /*==========================================
  5350. * イベントタイマ?削除
  5351. *------------------------------------------
  5352. */
  5353. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  5354. {
  5355. int i;
  5356. nullpo_retr(0, sd);
  5357. if (sd->eventcount <= 0)
  5358. return 0;
  5359. for(i=0;i<MAX_EVENTTIMER;i++)
  5360. if( sd->eventtimer[i]!=-1 ) {
  5361. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5362. if(p && strcmp(p, name)==0) {
  5363. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5364. sd->eventtimer[i]=-1;
  5365. sd->eventcount--;
  5366. aFree(p);
  5367. break;
  5368. }
  5369. }
  5370. return 0;
  5371. }
  5372. /*==========================================
  5373. * イベントタイマ?カウント値追加
  5374. *------------------------------------------
  5375. */
  5376. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  5377. {
  5378. int i;
  5379. nullpo_retr(0, sd);
  5380. for(i=0;i<MAX_EVENTTIMER;i++)
  5381. if( sd->eventtimer[i]!=-1 && strcmp(
  5382. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  5383. addtick_timer(sd->eventtimer[i],tick);
  5384. break;
  5385. }
  5386. return 0;
  5387. }
  5388. /*==========================================
  5389. * イベントタイマ?全削除
  5390. *------------------------------------------
  5391. */
  5392. int pc_cleareventtimer(struct map_session_data *sd)
  5393. {
  5394. int i;
  5395. nullpo_retr(0, sd);
  5396. if (sd->eventcount <= 0)
  5397. return 0;
  5398. for(i=0;i<MAX_EVENTTIMER;i++)
  5399. if( sd->eventtimer[i]!=-1 ){
  5400. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5401. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5402. sd->eventtimer[i]=-1;
  5403. if (p) aFree(p);
  5404. }
  5405. return 0;
  5406. }
  5407. //
  5408. // ? 備物
  5409. //
  5410. /*==========================================
  5411. * アイテムを?備する
  5412. *------------------------------------------
  5413. */
  5414. int pc_equipitem(struct map_session_data *sd,int n,int pos)
  5415. {
  5416. int i,nameid, arrow;
  5417. struct item_data *id;
  5418. //?生や養子の場合の元の職業を算出する
  5419. nullpo_retr(0, sd);
  5420. nameid = sd->status.inventory[n].nameid;
  5421. id = sd->inventory_data[n];
  5422. pos = pc_equippoint(sd,n);
  5423. if(battle_config.battle_log)
  5424. ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
  5425. if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  5426. clif_equipitemack(sd,n,0,0); // fail
  5427. return 0;
  5428. }
  5429. // -- moonsoul (if player is berserk then cannot equip)
  5430. //
  5431. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
  5432. clif_equipitemack(sd,n,0,0); // fail
  5433. return 0;
  5434. }
  5435. if(pos==0x88){ // アクセサリ用例外?理
  5436. int epor=0;
  5437. if(sd->equip_index[0] >= 0)
  5438. epor |= sd->status.inventory[sd->equip_index[0]].equip;
  5439. if(sd->equip_index[1] >= 0)
  5440. epor |= sd->status.inventory[sd->equip_index[1]].equip;
  5441. epor &= 0x88;
  5442. pos = epor == 0x08 ? 0x80 : 0x08;
  5443. }
  5444. // 二刀流?理
  5445. if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
  5446. && (id->equip==2) // ? 手武器
  5447. && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
  5448. {
  5449. int tpos=0;
  5450. if(sd->equip_index[8] >= 0)
  5451. tpos |= sd->status.inventory[sd->equip_index[8]].equip;
  5452. if(sd->equip_index[9] >= 0)
  5453. tpos |= sd->status.inventory[sd->equip_index[9]].equip;
  5454. tpos &= 0x02;
  5455. pos = tpos == 0x02 ? 0x20 : 0x02;
  5456. }
  5457. arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
  5458. for(i=0;i<11;i++) {
  5459. if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
  5460. pc_unequipitem(sd,sd->equip_index[i],2);
  5461. }
  5462. }
  5463. // 弓矢?備
  5464. if(pos==0x8000){
  5465. clif_arrowequip(sd,n);
  5466. clif_arrow_fail(sd,3); // 3=矢が?備できました
  5467. }
  5468. else
  5469. clif_equipitemack(sd,n,pos,1);
  5470. for(i=0;i<11;i++) {
  5471. if(pos & equip_pos[i])
  5472. sd->equip_index[i] = n;
  5473. }
  5474. sd->status.inventory[n].equip=pos;
  5475. if(sd->status.inventory[n].equip & 0x0002) {
  5476. if(sd->inventory_data[n])
  5477. sd->weapontype1 = sd->inventory_data[n]->look;
  5478. else
  5479. sd->weapontype1 = 0;
  5480. pc_calcweapontype(sd);
  5481. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5482. }
  5483. if(sd->status.inventory[n].equip & 0x0020) {
  5484. if(sd->inventory_data[n]) {
  5485. if(sd->inventory_data[n]->type == 4) {
  5486. sd->status.shield = 0;
  5487. if(sd->status.inventory[n].equip == 0x0020)
  5488. sd->weapontype2 = sd->inventory_data[n]->look;
  5489. else
  5490. sd->weapontype2 = 0;
  5491. }
  5492. else if(sd->inventory_data[n]->type == 5) {
  5493. sd->status.shield = sd->inventory_data[n]->look;
  5494. sd->weapontype2 = 0;
  5495. }
  5496. }
  5497. else
  5498. sd->status.shield = sd->weapontype2 = 0;
  5499. pc_calcweapontype(sd);
  5500. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5501. }
  5502. if(sd->status.inventory[n].equip & 0x0001) {
  5503. if(sd->inventory_data[n])
  5504. sd->status.head_bottom = sd->inventory_data[n]->look;
  5505. else
  5506. sd->status.head_bottom = 0;
  5507. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5508. }
  5509. if(sd->status.inventory[n].equip & 0x0100) {
  5510. if(sd->inventory_data[n])
  5511. sd->status.head_top = sd->inventory_data[n]->look;
  5512. else
  5513. sd->status.head_top = 0;
  5514. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5515. }
  5516. if(sd->status.inventory[n].equip & 0x0200) {
  5517. if(sd->inventory_data[n])
  5518. sd->status.head_mid = sd->inventory_data[n]->look;
  5519. else
  5520. sd->status.head_mid = 0;
  5521. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5522. }
  5523. if(sd->status.inventory[n].equip & 0x0040)
  5524. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5525. pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
  5526. if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
  5527. clif_arrowequip(sd,arrow);
  5528. sd->status.inventory[arrow].equip=32768;
  5529. }
  5530. status_calc_pc(sd,0);
  5531. //OnEquip script [Skotlex]
  5532. if (sd->inventory_data[n]) {
  5533. int i;
  5534. struct item_data *data;
  5535. if (sd->inventory_data[n]->equip_script)
  5536. run_script(sd->inventory_data[n]->equip_script,0,sd->bl.id,fake_nd->bl.id);
  5537. if(sd->status.inventory[n].card[0]==0x00ff ||
  5538. sd->status.inventory[n].card[0]==0x00fe ||
  5539. sd->status.inventory[n].card[0]==(short)0xff00)
  5540. ; //No cards
  5541. else
  5542. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5543. {
  5544. if (!sd->status.inventory[n].card[i])
  5545. continue;
  5546. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5547. if (data && data->equip_script)
  5548. run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
  5549. }
  5550. }
  5551. return 0;
  5552. }
  5553. /*==========================================
  5554. * ? 備した物を外す
  5555. * type:
  5556. * 0 - only unequip
  5557. * 1 - calculate status after unequipping
  5558. * 2 - force unequip
  5559. *------------------------------------------
  5560. */
  5561. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  5562. {
  5563. int i;
  5564. nullpo_retr(0, sd);
  5565. // -- moonsoul (if player is berserk then cannot unequip)
  5566. //
  5567. if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
  5568. clif_unequipitemack(sd,n,0,0);
  5569. return 0;
  5570. }
  5571. if(battle_config.battle_log)
  5572. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  5573. if(!sd->status.inventory[n].equip){ //Nothing to unequip
  5574. clif_unequipitemack(sd,n,0,0);
  5575. return 0;
  5576. }
  5577. for(i=0;i<11;i++) {
  5578. if(sd->status.inventory[n].equip & equip_pos[i])
  5579. sd->equip_index[i] = -1;
  5580. }
  5581. if(sd->status.inventory[n].equip & 0x0002) {
  5582. sd->weapontype1 = 0;
  5583. sd->status.weapon = sd->weapontype2;
  5584. pc_calcweapontype(sd);
  5585. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5586. if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
  5587. skill_stop_dancing(&sd->bl);
  5588. }
  5589. if(sd->status.inventory[n].equip & 0x0020) {
  5590. sd->status.shield = sd->weapontype2 = 0;
  5591. pc_calcweapontype(sd);
  5592. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5593. }
  5594. if(sd->status.inventory[n].equip & 0x0001) {
  5595. sd->status.head_bottom = 0;
  5596. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5597. }
  5598. if(sd->status.inventory[n].equip & 0x0100) {
  5599. sd->status.head_top = 0;
  5600. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5601. }
  5602. if(sd->status.inventory[n].equip & 0x0200) {
  5603. sd->status.head_mid = 0;
  5604. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5605. }
  5606. if(sd->status.inventory[n].equip & 0x0040)
  5607. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5608. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  5609. if((sd->status.inventory[n].equip&0x0022) &&
  5610. sd->weapontype1 == 0 && sd->weapontype2 == 0)
  5611. skill_enchant_elemental_end(&sd->bl,-1);
  5612. sd->status.inventory[n].equip=0;
  5613. if(flag&1) {
  5614. pc_checkallowskill(sd);
  5615. status_calc_pc(sd,0);
  5616. }
  5617. if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
  5618. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  5619. //OnUnEquip script [Skotlex]
  5620. if (sd->inventory_data[n]) {
  5621. struct item_data *data;
  5622. if (sd->inventory_data[n]->unequip_script)
  5623. run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  5624. if(sd->status.inventory[n].card[0]==0x00ff ||
  5625. sd->status.inventory[n].card[0]==0x00fe ||
  5626. sd->status.inventory[n].card[0]==(short)0xff00)
  5627. ; //No cards
  5628. else
  5629. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5630. {
  5631. if (!sd->status.inventory[n].card[i])
  5632. continue;
  5633. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5634. if (data && data->unequip_script)
  5635. run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  5636. }
  5637. }
  5638. return 0;
  5639. }
  5640. /*==========================================
  5641. * アイテムのindex番?を詰めたり
  5642. * ? 備品の?備可能チェックを行なう
  5643. *------------------------------------------
  5644. */
  5645. int pc_checkitem(struct map_session_data *sd)
  5646. {
  5647. int i,j,k,id,calc_flag = 0;
  5648. struct item_data *it=NULL;
  5649. nullpo_retr(0, sd);
  5650. if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  5651. return 0;
  5652. // 所持品空き詰め
  5653. for(i=j=0;i<MAX_INVENTORY;i++){
  5654. if( (id=sd->status.inventory[i].nameid)==0)
  5655. continue;
  5656. if( battle_config.item_check && !itemdb_available(id) ){
  5657. if(battle_config.error_log)
  5658. ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
  5659. pc_delitem(sd,i,sd->status.inventory[i].amount,3);
  5660. continue;
  5661. }
  5662. if(i>j){
  5663. memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
  5664. sd->inventory_data[j] = sd->inventory_data[i];
  5665. }
  5666. j++;
  5667. }
  5668. if(j < MAX_INVENTORY)
  5669. memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
  5670. for(k=j;k<MAX_INVENTORY;k++)
  5671. sd->inventory_data[k] = NULL;
  5672. // カ?ト?空き詰め
  5673. for(i=j=0;i<MAX_CART;i++){
  5674. if( (id=sd->status.cart[i].nameid)==0 )
  5675. continue;
  5676. if( battle_config.item_check && !itemdb_available(id) ){
  5677. if(battle_config.error_log)
  5678. ShowWarning("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
  5679. pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
  5680. continue;
  5681. }
  5682. if(i>j){
  5683. memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
  5684. }
  5685. j++;
  5686. }
  5687. if(j < MAX_CART)
  5688. memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
  5689. // ? 備位置チェック
  5690. for(i=0;i<MAX_INVENTORY;i++){
  5691. it=sd->inventory_data[i];
  5692. if(sd->status.inventory[i].nameid==0)
  5693. continue;
  5694. if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
  5695. sd->status.inventory[i].equip=0;
  5696. calc_flag = 1;
  5697. }
  5698. //?備制限チェック
  5699. if(sd->status.inventory[i].equip && it) {
  5700. if (map[sd->bl.m].flag.pvp && it->flag.no_equip&1)
  5701. { //PVP check for forbiden items. optimized by [Lupus]
  5702. sd->status.inventory[i].equip=0;
  5703. calc_flag = 1;
  5704. } else
  5705. if (map_flag_gvg(sd->bl.m) && it->flag.no_equip&2)
  5706. { //GvG optimized by [Lupus]
  5707. sd->status.inventory[i].equip=0;
  5708. calc_flag = 1;
  5709. } else
  5710. if(map[sd->bl.m].flag.restricted && it->flag.no_equip&map[sd->bl.m].zone)
  5711. { // Restricted zone by [Komurka]
  5712. sd->status.inventory[i].equip=0;
  5713. calc_flag = 1;
  5714. }
  5715. if (!calc_flag) { //Check cards
  5716. int flag;
  5717. flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0)
  5718. | (map[sd->bl.m].flag.pvp?1:0)
  5719. | (map_flag_gvg(sd->bl.m)?2:0);
  5720. if (flag && !pc_isAllowedCardOn(sd,it->slot,i,flag))
  5721. calc_flag = 1;
  5722. }
  5723. }
  5724. }
  5725. pc_setequipindex(sd);
  5726. if(calc_flag && sd->state.auth)
  5727. status_calc_pc(sd,0);
  5728. return 0;
  5729. }
  5730. /*==========================================
  5731. * PVP順位計算用(foreachinarea)
  5732. *------------------------------------------
  5733. */
  5734. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  5735. {
  5736. struct map_session_data *sd1,*sd2=NULL;
  5737. sd1=(struct map_session_data *)bl;
  5738. sd2=va_arg(ap,struct map_session_data *);
  5739. if( sd1->pvp_point > sd2->pvp_point )
  5740. sd2->pvp_rank++;
  5741. return 0;
  5742. }
  5743. /*==========================================
  5744. * PVP順位計算
  5745. *------------------------------------------
  5746. */
  5747. int pc_calc_pvprank(struct map_session_data *sd)
  5748. {
  5749. int old;
  5750. struct map_data *m;
  5751. nullpo_retr(0, sd);
  5752. nullpo_retr(0, m=&map[sd->bl.m]);
  5753. old=sd->pvp_rank;
  5754. if( !(m->flag.pvp) )
  5755. return 0;
  5756. sd->pvp_rank=1;
  5757. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  5758. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
  5759. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
  5760. return sd->pvp_rank;
  5761. }
  5762. /*==========================================
  5763. * PVP順位計算(timer)
  5764. *------------------------------------------
  5765. */
  5766. int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
  5767. {
  5768. struct map_session_data *sd=NULL;
  5769. if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
  5770. return 0;
  5771. sd=map_id2sd(id);
  5772. if(sd==NULL)
  5773. return 0;
  5774. sd->pvp_timer=-1;
  5775. if( pc_calc_pvprank(sd)>0 )
  5776. sd->pvp_timer=add_timer(
  5777. gettick()+PVP_CALCRANK_INTERVAL,
  5778. pc_calc_pvprank_timer,id,data);
  5779. return 0;
  5780. }
  5781. /*==========================================
  5782. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  5783. *------------------------------------------
  5784. */
  5785. int pc_ismarried(struct map_session_data *sd)
  5786. {
  5787. if(sd == NULL)
  5788. return -1;
  5789. if(sd->status.partner_id > 0)
  5790. return sd->status.partner_id;
  5791. else
  5792. return 0;
  5793. }
  5794. /*==========================================
  5795. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  5796. *------------------------------------------
  5797. */
  5798. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  5799. {
  5800. if(sd == NULL || dstsd == NULL ||
  5801. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  5802. sd->class_&JOBL_BABY)
  5803. return -1;
  5804. sd->status.partner_id = dstsd->status.char_id;
  5805. dstsd->status.partner_id = sd->status.char_id;
  5806. return 0;
  5807. }
  5808. /*==========================================
  5809. * 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)
  5810. *------------------------------------------
  5811. */
  5812. int pc_divorce(struct map_session_data *sd)
  5813. {
  5814. struct map_session_data *p_sd;
  5815. if (sd == NULL || !pc_ismarried(sd))
  5816. return -1;
  5817. if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
  5818. int i;
  5819. if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
  5820. ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
  5821. return -1;
  5822. }
  5823. sd->status.partner_id = 0;
  5824. p_sd->status.partner_id = 0;
  5825. for (i = 0; i < MAX_INVENTORY; i++) {
  5826. if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
  5827. pc_delitem(sd, i, 1, 0);
  5828. if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
  5829. pc_delitem(p_sd, i, 1, 0);
  5830. }
  5831. clif_divorced(sd, p_sd->status.name);
  5832. clif_divorced(p_sd, sd->status.name);
  5833. } else {
  5834. ShowError("pc_divorce: p_sd nullpo\n");
  5835. return -1;
  5836. }
  5837. return 0;
  5838. }
  5839. /*==========================================
  5840. * sd - father dstsd - mother jasd - child
  5841. */
  5842. int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
  5843. {
  5844. int j;
  5845. if (sd == NULL || dstsd == NULL || jasd == NULL ||
  5846. sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
  5847. sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
  5848. sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
  5849. return -1;
  5850. jasd->status.father = sd->status.char_id;
  5851. jasd->status.mother = dstsd->status.char_id;
  5852. sd->status.child = jasd->status.char_id;
  5853. dstsd->status.child = jasd->status.char_id;
  5854. for (j=0; j < MAX_INVENTORY; j++) {
  5855. if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
  5856. pc_unequipitem(jasd, j, 3);
  5857. }
  5858. if (pc_jobchange(jasd, 4023, 0) == 0)
  5859. { //Success, and give Junior the Baby skills. [Skotlex]
  5860. pc_skill(jasd,WE_BABY,1,0);
  5861. pc_skill(jasd,WE_CALLPARENT,1,0);
  5862. clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
  5863. //We should also grant the parent skills to the parents [Skotlex]
  5864. pc_skill(sd,WE_CALLBABY,1,0);
  5865. pc_skill(dstsd,WE_CALLBABY,1,0);
  5866. } else {
  5867. clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
  5868. return -1;
  5869. }
  5870. return 0;
  5871. }
  5872. /*==========================================
  5873. * sdの相方のmap_session_dataを返す
  5874. *------------------------------------------
  5875. */
  5876. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  5877. {
  5878. //struct map_session_data *p_sd = NULL;
  5879. //char *nick;
  5880. //if(sd == NULL || !pc_ismarried(sd))
  5881. // return NULL;
  5882. //nick=map_charid2nick(sd->status.partner_id);
  5883. //if (nick==NULL)
  5884. // return NULL;
  5885. //if((p_sd=map_nick2sd(nick)) == NULL )
  5886. // return NULL;
  5887. if (sd && pc_ismarried(sd))
  5888. // charid2sd returns NULL if not found
  5889. return map_charid2sd(sd->status.partner_id);
  5890. return NULL;
  5891. }
  5892. struct map_session_data *pc_get_father (struct map_session_data *sd)
  5893. {
  5894. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  5895. // charid2sd returns NULL if not found
  5896. return map_charid2sd(sd->status.father);
  5897. return NULL;
  5898. }
  5899. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  5900. {
  5901. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  5902. // charid2sd returns NULL if not found
  5903. return map_charid2sd(sd->status.mother);
  5904. return NULL;
  5905. }
  5906. struct map_session_data *pc_get_child (struct map_session_data *sd)
  5907. {
  5908. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  5909. // charid2sd returns NULL if not found
  5910. return map_charid2sd(sd->status.child);
  5911. return NULL;
  5912. }
  5913. //
  5914. // 自然回復物
  5915. //
  5916. /*==========================================
  5917. * SP回復量計算
  5918. *------------------------------------------
  5919. */
  5920. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  5921. static int pc_spheal(struct map_session_data *sd)
  5922. {
  5923. int a = natural_heal_diff_tick;
  5924. if(pc_issit(sd))
  5925. a += a;
  5926. if (sd->sc.count) {
  5927. if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
  5928. a += a;
  5929. if (sd->sc.data[SC_REGENERATION].timer != -1)
  5930. a *= sd->sc.data[SC_REGENERATION].val3;
  5931. }
  5932. // Re-added back to status_calc
  5933. //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
  5934. //a += a*skill*3/100;
  5935. if (sd->status.guild_id > 0) {
  5936. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  5937. if(gc) {
  5938. struct guild *g = guild_search(sd->status.guild_id);
  5939. if(g && g->guild_id == gc->guild_id)
  5940. a += a;
  5941. } // end addition [Valaris]
  5942. }
  5943. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  5944. a += a;
  5945. return a;
  5946. }
  5947. /*==========================================
  5948. * HP回復量計算
  5949. *------------------------------------------
  5950. */
  5951. static int pc_hpheal(struct map_session_data *sd)
  5952. {
  5953. int a = natural_heal_diff_tick;
  5954. if(pc_issit(sd))
  5955. a += a;
  5956. if (sd->sc.count) {
  5957. if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
  5958. a += a;
  5959. if (sd->sc.data[SC_REGENERATION].timer != -1)
  5960. a *= sd->sc.data[SC_REGENERATION].val2;
  5961. }
  5962. if (sd->status.guild_id > 0) {
  5963. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  5964. if(gc) {
  5965. struct guild *g = guild_search(sd->status.guild_id);
  5966. if(g && g->guild_id == gc->guild_id)
  5967. a += a;
  5968. } // end addition [Valaris]
  5969. }
  5970. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  5971. a += a;
  5972. return a;
  5973. }
  5974. static void pc_natural_heal_hp(struct map_session_data *sd)
  5975. {
  5976. unsigned int hp;
  5977. int inc_num,bonus,hp_flag;
  5978. if (sd->no_regen & 1)
  5979. return;
  5980. if(pc_checkoverhp(sd)) {
  5981. sd->hp_sub = sd->inchealhptick = 0;
  5982. return;
  5983. }
  5984. hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
  5985. if(sd->ud.walktimer == -1) {
  5986. inc_num = pc_hpheal(sd);
  5987. if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){
  5988. sd->hp_sub += 2*inc_num;
  5989. sd->inchealhptick += 3*natural_heal_diff_tick;
  5990. } else {
  5991. sd->hp_sub += inc_num;
  5992. sd->inchealhptick += natural_heal_diff_tick;
  5993. }
  5994. }
  5995. else if(hp_flag) {
  5996. inc_num = pc_hpheal(sd);
  5997. sd->hp_sub += inc_num;
  5998. sd->inchealhptick = 0;
  5999. }
  6000. else {
  6001. sd->hp_sub = sd->inchealhptick = 0;
  6002. return;
  6003. }
  6004. if(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6005. hp = 0;
  6006. bonus = sd->nhealhp;
  6007. if(hp_flag) {
  6008. bonus >>= 2;
  6009. if(bonus <= 0) bonus = 1;
  6010. }
  6011. do {
  6012. sd->hp_sub -= battle_config.natural_healhp_interval;
  6013. hp+= bonus;
  6014. } while(sd->hp_sub >= battle_config.natural_healhp_interval);
  6015. if ((unsigned int)status_heal(&sd->bl, hp, 0, 1) < hp)
  6016. { //At full.
  6017. sd->inchealhptick = 0;
  6018. return;
  6019. }
  6020. }
  6021. if(sd->nshealhp <= 0)
  6022. {
  6023. sd->inchealhptick = 0;
  6024. return;
  6025. }
  6026. while(sd->inchealhptick >= battle_config.natural_heal_skill_interval)
  6027. {
  6028. sd->inchealhptick -= battle_config.natural_heal_skill_interval;
  6029. if(status_heal(&sd->bl, sd->nshealhp, 0, 3) < sd->nshealhp)
  6030. {
  6031. sd->hp_sub = sd->inchealhptick = 0;
  6032. break;
  6033. }
  6034. }
  6035. return;
  6036. }
  6037. static void pc_natural_heal_sp(struct map_session_data *sd)
  6038. {
  6039. int sp;
  6040. int inc_num,bonus;
  6041. if (sd->no_regen & 2)
  6042. return;
  6043. if(pc_checkoversp(sd)) {
  6044. sd->sp_sub = sd->inchealsptick = 0;
  6045. return;
  6046. }
  6047. inc_num = pc_spheal(sd);
  6048. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
  6049. sd->sp_sub += inc_num;
  6050. if(sd->ud.walktimer == -1)
  6051. sd->inchealsptick += natural_heal_diff_tick;
  6052. else
  6053. sd->inchealsptick = 0;
  6054. if(sd->sp_sub >= battle_config.natural_healsp_interval){
  6055. bonus = sd->nhealsp;
  6056. sp = 0;
  6057. do {
  6058. sd->sp_sub -= battle_config.natural_healsp_interval;
  6059. sp += bonus;
  6060. } while(sd->sp_sub >= battle_config.natural_healsp_interval);
  6061. if (status_heal(&sd->bl, 0, sp, 1) < sp) {
  6062. sd->inchealsptick = 0;
  6063. return;
  6064. }
  6065. }
  6066. if(sd->nshealsp <= 0) {
  6067. sd->inchealsptick = 0;
  6068. return;
  6069. }
  6070. if(sd->inchealsptick >= battle_config.natural_heal_skill_interval)
  6071. {
  6072. sp = 0;
  6073. if(sd->doridori_counter) {
  6074. bonus = sd->nshealsp*2;
  6075. sd->doridori_counter = 0;
  6076. } else
  6077. bonus = sd->nshealsp;
  6078. do {
  6079. sd->inchealsptick -= battle_config.natural_heal_skill_interval;
  6080. if (status_heal(&sd->bl, 0, bonus, 3) < sp) {
  6081. sd->sp_sub = sd->inchealsptick = 0;
  6082. break;
  6083. }
  6084. } while(sd->inchealsptick >= battle_config.natural_heal_skill_interval);
  6085. }
  6086. return;
  6087. }
  6088. static void pc_spirit_heal_hp(struct map_session_data *sd)
  6089. {
  6090. int bonus_hp,interval = battle_config.natural_heal_skill_interval;
  6091. if(pc_checkoverhp(sd)) {
  6092. sd->inchealspirithptick = 0;
  6093. return;
  6094. }
  6095. sd->inchealspirithptick += natural_heal_diff_tick;
  6096. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6097. interval += interval;
  6098. if(sd->inchealspirithptick < interval)
  6099. return;
  6100. if(!pc_issit(sd))
  6101. {
  6102. sd->inchealspirithptick -= natural_heal_diff_tick;
  6103. return;
  6104. }
  6105. bonus_hp = sd->nsshealhp;
  6106. while(sd->inchealspirithptick >= interval) {
  6107. sd->inchealspirithptick -= interval;
  6108. if(status_heal(&sd->bl, bonus_hp, 0, 3) < bonus_hp) {
  6109. sd->inchealspirithptick = 0;
  6110. break;
  6111. }
  6112. }
  6113. return;
  6114. }
  6115. static void pc_spirit_heal_sp(struct map_session_data *sd)
  6116. {
  6117. int bonus_sp,interval = battle_config.natural_heal_skill_interval;
  6118. if(pc_checkoversp(sd)) {
  6119. sd->inchealspiritsptick = 0;
  6120. return;
  6121. }
  6122. sd->inchealspiritsptick += natural_heal_diff_tick;
  6123. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6124. interval += interval;
  6125. if(sd->inchealspiritsptick < interval)
  6126. return;
  6127. if(!pc_issit(sd))
  6128. {
  6129. sd->inchealspiritsptick -= natural_heal_diff_tick;
  6130. return;
  6131. }
  6132. bonus_sp = sd->nsshealsp;
  6133. while(sd->inchealspiritsptick >= interval) {
  6134. sd->inchealspiritsptick -= interval;
  6135. if(status_heal(&sd->bl, 0, bonus_sp, 3) < bonus_sp)
  6136. {
  6137. sd->inchealspiritsptick = 0;
  6138. break;
  6139. }
  6140. }
  6141. return;
  6142. }
  6143. static void pc_bleeding (struct map_session_data *sd)
  6144. {
  6145. int hp = 0, sp = 0;
  6146. if (sd->hp_loss_value > 0) {
  6147. sd->hp_loss_tick += natural_heal_diff_tick;
  6148. if (sd->hp_loss_tick >= sd->hp_loss_rate) {
  6149. do {
  6150. hp += sd->hp_loss_value;
  6151. sd->hp_loss_tick -= sd->hp_loss_rate;
  6152. } while (sd->hp_loss_tick >= sd->hp_loss_rate);
  6153. sd->hp_loss_tick = 0;
  6154. }
  6155. }
  6156. if (sd->sp_loss_value > 0) {
  6157. sd->sp_loss_tick += natural_heal_diff_tick;
  6158. if (sd->sp_loss_tick >= sd->sp_loss_rate) {
  6159. do {
  6160. sp += sd->sp_loss_value;
  6161. sd->sp_loss_tick -= sd->sp_loss_rate;
  6162. } while (sd->sp_loss_tick >= sd->sp_loss_rate);
  6163. sd->sp_loss_tick = 0;
  6164. }
  6165. }
  6166. if (hp > 0 || sp > 0)
  6167. status_zap(&sd->bl, hp, sp);
  6168. return;
  6169. }
  6170. /*==========================================
  6171. * HP/SP 自然回復 各クライアント
  6172. *------------------------------------------
  6173. */
  6174. static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
  6175. int tick;
  6176. nullpo_retr(0, sd);
  6177. tick = va_arg(ap,int);
  6178. // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
  6179. if (pc_isdead(sd) || pc_ishiding(sd) ||
  6180. //-- cannot regen for 5 minutes after using Berserk --- [Celest]
  6181. (sd->sc.count && (
  6182. (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6183. (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6184. sd->sc.data[SC_BERSERK].timer != -1 ||
  6185. sd->sc.data[SC_TRICKDEAD].timer != -1 ||
  6186. sd->sc.data[SC_BLEEDING].timer != -1
  6187. ))
  6188. ) { //Cannot heal neither natural or special.
  6189. sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
  6190. sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
  6191. } else {
  6192. if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
  6193. sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
  6194. sd->hp_sub = sd->inchealhptick = 0;
  6195. sd->sp_sub = sd->inchealsptick = 0;
  6196. } else { //natural heal
  6197. pc_natural_heal_hp(sd);
  6198. if(sd->sc.count && (
  6199. sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
  6200. sd->sc.data[SC_DANCING].timer != -1
  6201. )) //No SP natural heal.
  6202. sd->sp_sub = sd->inchealsptick = 0;
  6203. else
  6204. pc_natural_heal_sp(sd);
  6205. sd->canregen_tick = tick;
  6206. }
  6207. //Sitting Healing
  6208. if (sd->nsshealhp)
  6209. pc_spirit_heal_hp(sd);
  6210. if (sd->nsshealsp)
  6211. pc_spirit_heal_sp(sd);
  6212. }
  6213. if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
  6214. pc_bleeding(sd);
  6215. else
  6216. sd->hp_loss_tick = sd->sp_loss_tick = 0;
  6217. return 0;
  6218. }
  6219. /*==========================================
  6220. * HP/SP自然回復 (interval timer??)
  6221. *------------------------------------------
  6222. */
  6223. int pc_natural_heal(int tid,unsigned int tick,int id,int data)
  6224. {
  6225. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6226. clif_foreachclient(pc_natural_heal_sub, tick);
  6227. natural_heal_prev_tick = tick;
  6228. return 0;
  6229. }
  6230. /*==========================================
  6231. * セ?ブポイントの保存
  6232. *------------------------------------------
  6233. */
  6234. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  6235. {
  6236. nullpo_retr(0, sd);
  6237. sd->status.save_point.map = mapindex;
  6238. sd->status.save_point.x = x;
  6239. sd->status.save_point.y = y;
  6240. return 0;
  6241. }
  6242. /*==========================================
  6243. * 自動セ?ブ 各クライアント
  6244. *------------------------------------------
  6245. */
  6246. static int last_save_fd,save_flag;
  6247. static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
  6248. {
  6249. nullpo_retr(0, sd);
  6250. Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
  6251. if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
  6252. {
  6253. // pet
  6254. if(sd->status.pet_id > 0 && sd->pd)
  6255. intif_save_petdata(sd->status.account_id,&sd->pet);
  6256. chrif_save(sd,0);
  6257. save_flag=1;
  6258. last_save_fd = sd->fd;
  6259. }
  6260. return 0;
  6261. }
  6262. /*==========================================
  6263. * 自動セ?ブ (timer??)
  6264. *------------------------------------------
  6265. */
  6266. int pc_autosave(int tid,unsigned int tick,int id,int data)
  6267. {
  6268. int interval;
  6269. save_flag=0;
  6270. clif_foreachclient(pc_autosave_sub);
  6271. if(save_flag==0)
  6272. last_save_fd=0;
  6273. interval = autosave_interval/(clif_countusers()+1);
  6274. if(interval <= 0)
  6275. interval = 1;
  6276. add_timer(gettick()+interval,pc_autosave,0,0);
  6277. return 0;
  6278. }
  6279. int pc_read_gm_account(int fd)
  6280. {
  6281. int i = 0;
  6282. RFIFOHEAD(fd);
  6283. if (gm_account != NULL)
  6284. aFree(gm_account);
  6285. GM_num = 0;
  6286. gm_account = (struct gm_account *) aMallocA(((RFIFOW(fd,2) - 4) / 5)*sizeof(struct gm_account));
  6287. for (i = 4; i < RFIFOW(fd,2); i += 5) {
  6288. gm_account[GM_num].account_id = RFIFOL(fd,i);
  6289. gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
  6290. //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  6291. GM_num++;
  6292. }
  6293. return GM_num;
  6294. }
  6295. /*================================================
  6296. * timer to do the day [Yor]
  6297. * data: 0 = called by timer, 1 = gmcommand/script
  6298. *------------------------------------------------
  6299. */
  6300. int map_day_timer(int tid, unsigned int tick, int id, int data)
  6301. {
  6302. char tmp_soutput[1024];
  6303. struct map_session_data *pl_sd;
  6304. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  6305. return 0;
  6306. if (night_flag != 0) {
  6307. int i;
  6308. night_flag = 0; // 0=day, 1=night [Yor]
  6309. for(i = 0; i < fd_max; i++) {
  6310. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6311. {
  6312. if (pl_sd->state.night) {
  6313. clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
  6314. pl_sd->state.night = 0;
  6315. }
  6316. }
  6317. }
  6318. strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
  6319. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6320. }
  6321. return 0;
  6322. }
  6323. /*================================================
  6324. * timer to do the night [Yor]
  6325. * data: 0 = called by timer, 1 = gmcommand/script
  6326. *------------------------------------------------
  6327. */
  6328. int map_night_timer(int tid, unsigned int tick, int id, int data)
  6329. {
  6330. char tmp_soutput[1024];
  6331. struct map_session_data *pl_sd;
  6332. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  6333. return 0;
  6334. if (night_flag == 0) {
  6335. int i;
  6336. night_flag = 1; // 0=day, 1=night [Yor]
  6337. for(i = 0; i < fd_max; i++) {
  6338. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6339. {
  6340. if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
  6341. clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
  6342. pl_sd->state.night = 1;
  6343. }
  6344. }
  6345. }
  6346. strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
  6347. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6348. }
  6349. return 0;
  6350. }
  6351. void pc_setstand(struct map_session_data *sd){
  6352. nullpo_retv(sd);
  6353. if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
  6354. status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  6355. sd->state.dead_sit = sd->vd.dead_sit = 0;
  6356. }
  6357. int pc_split_str(char *str,char **val,int num)
  6358. {
  6359. int i;
  6360. for (i=0; i<num && str; i++){
  6361. val[i] = str;
  6362. str = strchr(str,',');
  6363. if (str && i<num-1) //Do not remove a trailing comma.
  6364. *str++=0;
  6365. }
  6366. return i;
  6367. }
  6368. int pc_split_atoi(char *str,int *val, char sep, int max)
  6369. {
  6370. int i,j;
  6371. for (i=0; i<max; i++) {
  6372. if (!str) break;
  6373. val[i] = atoi(str);
  6374. str = strchr(str,sep);
  6375. if (str)
  6376. *str++=0;
  6377. }
  6378. //Zero up the remaining.
  6379. for(j=i; j < max; j++)
  6380. val[j] = 0;
  6381. return i;
  6382. }
  6383. int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
  6384. {
  6385. static int warning=0;
  6386. int i,j;
  6387. double f;
  6388. for (i=0; i<max; i++) {
  6389. if (!str) break;
  6390. f = atof(str);
  6391. if (f < 0)
  6392. val[i] = 0;
  6393. else if (f > UINT_MAX) {
  6394. val[i] = UINT_MAX;
  6395. if (!warning) {
  6396. warning = 1;
  6397. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  6398. }
  6399. } else
  6400. val[i] = (unsigned int)f;
  6401. str = strchr(str,sep);
  6402. if (str)
  6403. *str++=0;
  6404. }
  6405. //Zero up the remaining.
  6406. for(j=i; j < max; j++)
  6407. val[j] = 0;
  6408. return i;
  6409. }
  6410. //
  6411. // 初期化物
  6412. //
  6413. /*==========================================
  6414. * 設定ファイル?み?む
  6415. * exp.txt 必要??値
  6416. * job_db1.txt 重量,hp,sp,攻?速度
  6417. * job_db2.txt job能力値ボ?ナス
  6418. * skill_tree.txt 各職?のスキルツリ?
  6419. * attr_fix.txt ?性修正テ?ブル
  6420. * size_fix.txt サイズ補正テ?ブル
  6421. * refine_db.txt 精?デ?タテ?ブル
  6422. *------------------------------------------
  6423. */
  6424. int pc_readdb(void)
  6425. {
  6426. int i,j,k;
  6427. FILE *fp;
  6428. char line[24000],*p;
  6429. // 必要??値?み?み
  6430. memset(exp_table,0,sizeof(exp_table));
  6431. memset(max_level,0,sizeof(max_level));
  6432. sprintf(line, "%s/exp.txt", db_path);
  6433. fp=fopen(line, "r");
  6434. if(fp==NULL){
  6435. ShowError("can't read %s\n", line);
  6436. return 1;
  6437. }
  6438. while(fgets(line, sizeof(line)-1, fp)){
  6439. int jobs[MAX_PC_CLASS], job_count, job;
  6440. int type;
  6441. unsigned int max;
  6442. char *split[4];
  6443. if(line[0]=='/' && line[1]=='/')
  6444. continue;
  6445. if (pc_split_str(line,split,4) < 4)
  6446. continue;
  6447. job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
  6448. if (job_count < 1)
  6449. continue;
  6450. job = jobs[0];
  6451. if (!pcdb_checkid(job)) {
  6452. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6453. continue;
  6454. }
  6455. type = atoi(split[2]);
  6456. if (type < 0 || type > 1) {
  6457. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  6458. continue;
  6459. }
  6460. max = atoi(split[0]);
  6461. if (max > MAX_LEVEL) {
  6462. ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
  6463. max = MAX_LEVEL;
  6464. }
  6465. //We send one less and then one more because the last entry in the exp array should hold 0.
  6466. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
  6467. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  6468. //The reasoning behind the -2 is this... if the max level is 5, then the array
  6469. //should look like this:
  6470. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  6471. while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
  6472. max_level[job][type]--;
  6473. if (max_level[job][type] < max) {
  6474. 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]);
  6475. ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n");
  6476. max_level[job][type] = max;
  6477. }
  6478. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6479. for (i = 1; i < job_count; i++) {
  6480. job = jobs[i];
  6481. if (!pcdb_checkid(job)) {
  6482. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6483. continue;
  6484. }
  6485. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  6486. max_level[job][type] = max;
  6487. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6488. }
  6489. }
  6490. fclose(fp);
  6491. for (i = 0; i < MAX_PC_CLASS; i++) {
  6492. if (!pcdb_checkid(i)) continue;
  6493. if (i == JOB_WEDDING || i == JOB_XMAS)
  6494. continue; //Classes that do not need exp tables.
  6495. if (!max_level[i][0])
  6496. ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
  6497. if (!max_level[i][1])
  6498. ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
  6499. }
  6500. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  6501. // スキルツリ?
  6502. memset(skill_tree,0,sizeof(skill_tree));
  6503. sprintf(line, "%s/skill_tree.txt", db_path);
  6504. fp=fopen(line,"r");
  6505. if(fp==NULL){
  6506. ShowError("can't read %s\n", line);
  6507. return 1;
  6508. }
  6509. while(fgets(line, sizeof(line)-1, fp)){
  6510. char *split[50];
  6511. int f=0, m=3;
  6512. if(line[0]=='/' && line[1]=='/')
  6513. continue;
  6514. for(j=0,p=line;j<14 && p;j++){
  6515. split[j]=p;
  6516. p=strchr(p,',');
  6517. if(p) *p++=0;
  6518. }
  6519. if(j<13)
  6520. continue;
  6521. if (j == 14) {
  6522. f=1; // MinJobLvl has been added
  6523. m++;
  6524. }
  6525. // check for bounds [celest]
  6526. if (atoi(split[0]) >= MAX_PC_CLASS)
  6527. continue;
  6528. k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
  6529. for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
  6530. if (j == MAX_SKILL_TREE)
  6531. {
  6532. 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]));
  6533. continue;
  6534. }
  6535. skill_tree[atoi(split[0])][j].id=k;
  6536. skill_tree[atoi(split[0])][j].max=atoi(split[2]);
  6537. if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
  6538. for(k=0;k<5;k++){
  6539. skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
  6540. skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
  6541. }
  6542. }
  6543. fclose(fp);
  6544. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
  6545. // ?性修正テ?ブル
  6546. for(i=0;i<4;i++)
  6547. for(j=0;j<ELE_MAX;j++)
  6548. for(k=0;k<ELE_MAX;k++)
  6549. attr_fix_table[i][j][k]=100;
  6550. sprintf(line, "%s/attr_fix.txt", db_path);
  6551. fp=fopen(line,"r");
  6552. if(fp==NULL){
  6553. ShowError("can't read %s\n", line);
  6554. return 1;
  6555. }
  6556. while(fgets(line, sizeof(line)-1, fp)){
  6557. char *split[10];
  6558. int lv,n;
  6559. if(line[0]=='/' && line[1]=='/')
  6560. continue;
  6561. for(j=0,p=line;j<3 && p;j++){
  6562. split[j]=p;
  6563. p=strchr(p,',');
  6564. if(p) *p++=0;
  6565. }
  6566. lv=atoi(split[0]);
  6567. n=atoi(split[1]);
  6568. for(i=0;i<n && i<ELE_MAX;){
  6569. if( !fgets(line, sizeof(line)-1, fp) )
  6570. break;
  6571. if(line[0]=='/' && line[1]=='/')
  6572. continue;
  6573. for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
  6574. while(*p==32 && *p>0)
  6575. p++;
  6576. attr_fix_table[lv-1][i][j]=atoi(p);
  6577. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  6578. attr_fix_table[lv-1][i][j] = 0;
  6579. p=strchr(p,',');
  6580. if(p) *p++=0;
  6581. }
  6582. i++;
  6583. }
  6584. }
  6585. fclose(fp);
  6586. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  6587. // スキルツリ?
  6588. memset(statp,0,sizeof(statp));
  6589. i=1;
  6590. j=45; // base points
  6591. sprintf(line, "%s/statpoint.txt", db_path);
  6592. fp=fopen(line,"r");
  6593. if(fp == NULL){
  6594. ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  6595. //return 1;
  6596. } else {
  6597. while(fgets(line, sizeof(line)-1, fp)){
  6598. if(line[0]=='/' && line[1]=='/')
  6599. continue;
  6600. if ((j=atoi(line))<0)
  6601. j=0;
  6602. if (i >= MAX_LEVEL)
  6603. break;
  6604. statp[i]=j;
  6605. i++;
  6606. }
  6607. fclose(fp);
  6608. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  6609. }
  6610. // generate the remaining parts of the db if necessary
  6611. for (; i < MAX_LEVEL; i++) {
  6612. j += (i+15)/5;
  6613. statp[i] = j;
  6614. }
  6615. return 0;
  6616. }
  6617. // Read MOTD on startup. [Valaris]
  6618. int pc_read_motd(void) {
  6619. FILE *fp;
  6620. int ln=0,i=0;
  6621. memset(motd_text,0,sizeof(motd_text));
  6622. if ((fp = fopen(motd_txt, "r")) != NULL) {
  6623. while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
  6624. if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
  6625. continue;
  6626. for(i=0; motd_text[ln][i]; i++) {
  6627. if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
  6628. if(i)
  6629. motd_text[ln][i]=0;
  6630. else
  6631. motd_text[ln][0]=' ';
  6632. ln++;
  6633. break;
  6634. }
  6635. }
  6636. }
  6637. fclose(fp);
  6638. }
  6639. else if(battle_config.error_log)
  6640. ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  6641. return 0;
  6642. }
  6643. /*==========================================
  6644. * pc? 係初期化
  6645. *------------------------------------------
  6646. */
  6647. void do_final_pc(void) {
  6648. if (gm_account)
  6649. aFree(gm_account);
  6650. return;
  6651. }
  6652. int do_init_pc(void) {
  6653. pc_readdb();
  6654. pc_read_motd(); // Read MOTD [Valaris]
  6655. add_timer_func_list(pc_natural_heal, "pc_natural_heal");
  6656. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  6657. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  6658. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  6659. add_timer_func_list(pc_autosave, "pc_autosave");
  6660. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  6661. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  6662. natural_heal_prev_tick = gettick();
  6663. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
  6664. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  6665. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  6666. int day_duration = battle_config.day_duration;
  6667. int night_duration = battle_config.night_duration;
  6668. // add night/day timer (by [yor])
  6669. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  6670. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  6671. if (!battle_config.night_at_start) {
  6672. night_flag = 0; // 0=day, 1=night [Yor]
  6673. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6674. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6675. } else {
  6676. night_flag = 1; // 0=day, 1=night [Yor]
  6677. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6678. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6679. }
  6680. }
  6681. return 0;
  6682. }