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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "../common/cbasetypes.h"
- #include "../common/core.h" // get_svn_revision()
- #include "../common/malloc.h"
- #include "../common/nullpo.h"
- #include "../common/random.h"
- #include "../common/showmsg.h"
- #include "../common/socket.h" // session[]
- #include "../common/strlib.h" // safestrncpy()
- #include "../common/timer.h"
- #include "../common/utils.h"
- #include "../common/mmo.h" //NAME_LENGTH
- #include "atcommand.h" // get_atcommand_level()
- #include "battle.h" // battle_config
- #include "battleground.h"
- #include "chrif.h"
- #include "clif.h"
- #include "date.h" // is_day_of_*()
- #include "duel.h"
- #include "intif.h"
- #include "itemdb.h"
- #include "log.h"
- #include "mail.h"
- #include "map.h"
- #include "path.h"
- #include "homunculus.h"
- #include "instance.h"
- #include "mercenary.h"
- #include "npc.h" // fake_nd
- #include "pet.h" // pet_unlocktarget()
- #include "party.h" // party_search()
- #include "guild.h" // guild_search(), guild_request_info()
- #include "script.h" // script_config
- #include "skill.h"
- #include "status.h" // struct status_data
- #include "pc.h"
- #include "pc_groups.h"
- #include "quest.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <time.h>
- #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
- static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL];
- static unsigned int max_level[CLASS_COUNT][2];
- static unsigned int statp[MAX_LEVEL+1];
- // h-files are for declarations, not for implementations... [Shinomori]
- struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE];
- // timer for night.day implementation
- int day_timer_tid;
- int night_timer_tid;
- struct fame_list smith_fame_list[MAX_FAME_LIST];
- struct fame_list chemist_fame_list[MAX_FAME_LIST];
- struct fame_list taekwon_fame_list[MAX_FAME_LIST];
- static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_LOW,EQP_AMMO};
- #define MOTD_LINE_SIZE 128
- static char motd_text[MOTD_LINE_SIZE][CHAT_SIZE_MAX]; // Message of the day buffer [Valaris]
- //Links related info to the sd->hate_mob[]/sd->feel_map[] entries
- const struct sg_data sg_info[MAX_PC_FEELHATE] = {
- { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
- { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
- { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
- };
- //Converts a class to its array index for CLASS_COUNT defined arrays.
- //Note that it does not do a validity check for speed purposes, where parsing
- //player input make sure to use a pcdb_checkid first!
- int pc_class2idx(int class_) {
- if (class_ >= JOB_NOVICE_HIGH)
- return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC;
- return class_;
- }
- int inline pc_get_group_id(struct map_session_data *sd)
- {
- return sd->group_id;
- }
- int inline pc_get_group_level(struct map_session_data *sd)
- {
- return pc_group_id2level(pc_get_group_id(sd));
- }
- static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd;
- if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
- return 1;
- if(sd->invincible_timer != tid){
- ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
- return 0;
- }
- sd->invincible_timer = INVALID_TIMER;
- skill_unit_move(&sd->bl,tick,1);
- return 0;
- }
- void pc_setinvincibletimer(struct map_session_data* sd, int val)
- {
- nullpo_retv(sd);
- if( sd->invincible_timer != INVALID_TIMER )
- delete_timer(sd->invincible_timer,pc_invincible_timer);
- sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
- }
- void pc_delinvincibletimer(struct map_session_data* sd)
- {
- nullpo_retv(sd);
- if( sd->invincible_timer != INVALID_TIMER )
- {
- delete_timer(sd->invincible_timer,pc_invincible_timer);
- sd->invincible_timer = INVALID_TIMER;
- skill_unit_move(&sd->bl,gettick(),1);
- }
- }
- static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd;
- int i;
- if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
- return 1;
- if( sd->spiritball <= 0 )
- {
- ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid);
- sd->spiritball = 0;
- return 0;
- }
- ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
- if( i == sd->spiritball )
- {
- ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
- return 0;
- }
- sd->spiritball--;
- if( i != sd->spiritball )
- memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
- sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
- clif_spiritball(sd);
- return 0;
- }
- int pc_addspiritball(struct map_session_data *sd,int interval,int max)
- {
- int tid, i;
- nullpo_ret(sd);
- if(max > MAX_SKILL_LEVEL)
- max = MAX_SKILL_LEVEL;
- if(sd->spiritball < 0)
- sd->spiritball = 0;
- if( sd->spiritball && sd->spiritball >= max )
- {
- if(sd->spirit_timer[0] != INVALID_TIMER)
- delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
- sd->spiritball--;
- if( sd->spiritball != 0 )
- memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
- sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
- }
- tid = add_timer(gettick()+interval, pc_spiritball_timer, sd->bl.id, 0);
- ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->spirit_timer[i])->tick) < 0);
- if( i != sd->spiritball )
- memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
- sd->spirit_timer[i] = tid;
- sd->spiritball++;
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
- clif_millenniumshield(sd,sd->spiritball);
- else
- clif_spiritball(sd);
- return 0;
- }
- int pc_delspiritball(struct map_session_data *sd,int count,int type)
- {
- int i;
- nullpo_ret(sd);
- if(sd->spiritball <= 0) {
- sd->spiritball = 0;
- return 0;
- }
- if(count <= 0)
- return 0;
- if(count > sd->spiritball)
- count = sd->spiritball;
- sd->spiritball -= count;
- if(count > MAX_SKILL_LEVEL)
- count = MAX_SKILL_LEVEL;
- for(i=0;i<count;i++) {
- if(sd->spirit_timer[i] != INVALID_TIMER) {
- delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
- sd->spirit_timer[i] = INVALID_TIMER;
- }
- }
- for(i=count;i<MAX_SKILL_LEVEL;i++) {
- sd->spirit_timer[i-count] = sd->spirit_timer[i];
- sd->spirit_timer[i] = INVALID_TIMER;
- }
- if(!type) {
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
- clif_millenniumshield(sd,sd->spiritball);
- else
- clif_spiritball(sd);
- }
- return 0;
- }
- static int pc_check_banding( struct block_list *bl, va_list ap ) {
- int *c, *b_sd;
- struct block_list *src;
- struct map_session_data *tsd;
- struct status_change *sc;
- nullpo_ret(bl);
- nullpo_ret(tsd = (struct map_session_data*)bl);
- nullpo_ret(src = va_arg(ap,struct block_list *));
- c = va_arg(ap,int *);
- b_sd = va_arg(ap, int *);
- if(pc_isdead(tsd))
- return 0;
- sc = status_get_sc(bl);
- if( bl == src )
- return 0;
- if( sc && sc->data[SC_BANDING] )
- {
- b_sd[(*c)++] = tsd->bl.id;
- return 1;
- }
- return 0;
- }
- int pc_banding(struct map_session_data *sd, short skill_lv) {
- int c;
- int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
- int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp;
- struct map_session_data *bsd;
- struct status_change *sc;
- int range = skill_get_splash(LG_BANDING,skill_lv);
- nullpo_ret(sd);
- c = 0;
- memset(b_sd, 0, sizeof(b_sd));
- i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd);
- if( c < 1 )
- { // No more Royal Guards in Banding found.
- if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] )
- {
- sc->data[SC_BANDING]->val2 = 0; // Reset the counter
- status_calc_bl(&sd->bl,StatusChangeFlagTable[SC_BANDING]);
- }
- return 0;
- }
- //Add yourself
- hp = status_get_hp(&sd->bl);
- i++;
- // Get total HP of all Royal Guards in party.
- for( j = 0; j < i; j++ )
- {
- bsd = map_id2sd(b_sd[j]);
- if( bsd != NULL )
- hp += status_get_hp(&bsd->bl);
- }
- // Set average HP.
- hp = hp / i;
-
- // If a Royal Guard have full HP, give more HP to others that haven't full HP.
- for( j = 0; j < i; j++ )
- {
- bsd = map_id2sd(b_sd[j]);
- if( bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0 )
- {
- extra_hp += tmp_hp;
- tmp_qty++;
- }
- }
- if( extra_hp > 0 && tmp_qty > 0 )
- hp += extra_hp / tmp_qty;
- for( j = 0; j < i; j++ )
- {
- bsd = map_id2sd(b_sd[j]);
- if( bsd != NULL )
- {
- status_set_hp(&bsd->bl,hp,0); // Set hp
- if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] )
- {
- sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
- status_calc_bl(&bsd->bl,StatusChangeFlagTable[SC_BANDING]); // Set atk and def.
- }
- }
- }
- return c;
- }
- // Increases a player's fame points and displays a notice to him
- void pc_addfame(struct map_session_data *sd,int count)
- {
- nullpo_retv(sd);
- sd->status.fame += count;
- if(sd->status.fame > MAX_FAME)
- sd->status.fame = MAX_FAME;
- switch(sd->class_&MAPID_UPPERMASK){
- case MAPID_BLACKSMITH: // Blacksmith
- clif_fame_blacksmith(sd,count);
- break;
- case MAPID_ALCHEMIST: // Alchemist
- clif_fame_alchemist(sd,count);
- break;
- case MAPID_TAEKWON: // Taekwon
- clif_fame_taekwon(sd,count);
- break;
- }
- chrif_updatefamelist(sd);
- }
- // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
- unsigned char pc_famerank(int char_id, int job)
- {
- int i;
-
- switch(job){
- case MAPID_BLACKSMITH: // Blacksmith
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(smith_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- case MAPID_ALCHEMIST: // Alchemist
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(chemist_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- case MAPID_TAEKWON: // Taekwon
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(taekwon_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- }
- return 0;
- }
- int pc_setrestartvalue(struct map_session_data *sd,int type)
- {
- struct status_data *status, *b_status;
- nullpo_ret(sd);
- b_status = &sd->base_status;
- status = &sd->battle_status;
- if (type&1)
- { //Normal resurrection
- status->hp = 1; //Otherwise status_heal may fail if dead.
- status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
- } else { //Just for saving on the char-server (with values as if respawned)
- sd->status.hp = b_status->hp;
- sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
- }
- return 0;
- }
- /*==========================================
- Rental System
- *------------------------------------------*/
- static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd = map_id2sd(id);
- if( sd == NULL )
- return 0;
- if( tid != sd->rental_timer )
- {
- ShowError("pc_inventory_rental_end: invalid timer id.\n");
- return 0;
- }
- pc_inventory_rentals(sd);
- return 1;
- }
- int pc_inventory_rental_clear(struct map_session_data *sd)
- {
- if( sd->rental_timer != INVALID_TIMER )
- {
- delete_timer(sd->rental_timer, pc_inventory_rental_end);
- sd->rental_timer = INVALID_TIMER;
- }
- return 1;
- }
- void pc_inventory_rentals(struct map_session_data *sd)
- {
- int i, c = 0;
- unsigned int expire_tick, next_tick = UINT_MAX;
- for( i = 0; i < MAX_INVENTORY; i++ )
- { // Check for Rentals on Inventory
- if( sd->status.inventory[i].nameid == 0 )
- continue; // Nothing here
- if( sd->status.inventory[i].expire_time == 0 )
- continue;
- if( sd->status.inventory[i].expire_time <= time(NULL) )
- {
- clif_rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
- pc_delitem(sd, i, sd->status.inventory[i].amount, 1, 0, LOG_TYPE_OTHER);
- }
- else
- {
- expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000;
- clif_rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000));
- next_tick = min(expire_tick, next_tick);
- c++;
- }
- }
- if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days
- sd->rental_timer = add_timer(gettick() + min(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
- else
- sd->rental_timer = INVALID_TIMER;
- }
- void pc_inventory_rental_add(struct map_session_data *sd, int seconds)
- {
- const struct TimerData * td;
- int tick = seconds * 1000;
- if( sd == NULL )
- return;
- if( sd->rental_timer != INVALID_TIMER )
- {
- td = get_timer(sd->rental_timer);
- if( DIFF_TICK(td->tick, gettick()) > tick )
- { // Update Timer as this one ends first than the current one
- pc_inventory_rental_clear(sd);
- sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0);
- }
- }
- else
- sd->rental_timer = add_timer(gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
- }
- /**
- * Determines if player can give / drop / trade / vend items
- */
- bool pc_can_give_items(struct map_session_data *sd)
- {
- return pc_has_permission(sd, PC_PERM_TRADE);
- }
- /*==========================================
- * prepares character for saving.
- *------------------------------------------*/
- int pc_makesavestatus(struct map_session_data *sd)
- {
- nullpo_ret(sd);
- if(!battle_config.save_clothcolor)
- sd->status.clothes_color=0;
- //Only copy the Cart/Peco/Falcon options, the rest are handled via
- //status change load/saving. [Skotlex]
- sd->status.option = sd->sc.option&(OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR|OPTION_MOUNTING);
-
- if (sd->sc.data[SC_JAILED])
- { //When Jailed, do not move last point.
- if(pc_isdead(sd)){
- pc_setrestartvalue(sd,0);
- } else {
- sd->status.hp = sd->battle_status.hp;
- sd->status.sp = sd->battle_status.sp;
- }
- sd->status.last_point.map = sd->mapindex;
- sd->status.last_point.x = sd->bl.x;
- sd->status.last_point.y = sd->bl.y;
- return 0;
- }
- if(pc_isdead(sd)){
- pc_setrestartvalue(sd,0);
- memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
- } else {
- sd->status.hp = sd->battle_status.hp;
- sd->status.sp = sd->battle_status.sp;
- sd->status.last_point.map = sd->mapindex;
- sd->status.last_point.x = sd->bl.x;
- sd->status.last_point.y = sd->bl.y;
- }
- if(map[sd->bl.m].flag.nosave){
- struct map_data *m=&map[sd->bl.m];
- if(m->save.map)
- memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
- else
- memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
- }
- return 0;
- }
- /*==========================================
- * 接?暫フ初期�?
- *------------------------------------------*/
- 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)
- {
- nullpo_ret(sd);
- sd->bl.id = account_id;
- sd->status.account_id = account_id;
- sd->status.char_id = char_id;
- sd->status.sex = sex;
- sd->login_id1 = login_id1;
- sd->login_id2 = 0; // at this point, we can not know the value :(
- sd->client_tick = client_tick;
- sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
- sd->bl.type = BL_PC;
- sd->canlog_tick = gettick();
- //Required to prevent homunculus copuing a base speed of 0.
- sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
- return 0;
- }
- int pc_equippoint(struct map_session_data *sd,int n)
- {
- int ep = 0;
- nullpo_ret(sd);
- if(!sd->inventory_data[n])
- return 0;
- if (!itemdb_isequip2(sd->inventory_data[n]))
- return 0; //Not equippable by players.
-
- ep = sd->inventory_data[n]->equip;
- if(sd->inventory_data[n]->look == W_DAGGER ||
- sd->inventory_data[n]->look == W_1HSWORD ||
- sd->inventory_data[n]->look == W_1HAXE) {
- if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
- return EQP_ARMS;
- }
- return ep;
- }
- int pc_setinventorydata(struct map_session_data *sd)
- {
- int i,id;
- nullpo_ret(sd);
- for(i=0;i<MAX_INVENTORY;i++) {
- id = sd->status.inventory[i].nameid;
- sd->inventory_data[i] = id?itemdb_search(id):NULL;
- }
- return 0;
- }
- int pc_calcweapontype(struct map_session_data *sd)
- {
- nullpo_ret(sd);
- // single-hand
- if(sd->weapontype2 == W_FIST) {
- sd->status.weapon = sd->weapontype1;
- return 1;
- }
- if(sd->weapontype1 == W_FIST) {
- sd->status.weapon = sd->weapontype2;
- return 1;
- }
- // dual-wield
- sd->status.weapon = 0;
- switch (sd->weapontype1){
- case W_DAGGER:
- switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
- }
- break;
- case W_1HSWORD:
- switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
- }
- break;
- case W_1HAXE:
- switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
- }
- }
- // unknown, default to right hand type
- if (!sd->status.weapon)
- sd->status.weapon = sd->weapontype1;
- return 2;
- }
- int pc_setequipindex(struct map_session_data *sd)
- {
- int i,j;
- nullpo_ret(sd);
- for(i=0;i<EQI_MAX;i++)
- sd->equip_index[i] = -1;
- for(i=0;i<MAX_INVENTORY;i++) {
- if(sd->status.inventory[i].nameid <= 0)
- continue;
- if(sd->status.inventory[i].equip) {
- for(j=0;j<EQI_MAX;j++)
- if(sd->status.inventory[i].equip & equip_pos[j])
- sd->equip_index[j] = i;
- if(sd->status.inventory[i].equip & EQP_HAND_R)
- {
- if(sd->inventory_data[i])
- sd->weapontype1 = sd->inventory_data[i]->look;
- else
- sd->weapontype1 = 0;
- }
- if( sd->status.inventory[i].equip & EQP_HAND_L )
- {
- if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
- sd->weapontype2 = sd->inventory_data[i]->look;
- else
- sd->weapontype2 = 0;
- }
- }
- }
- pc_calcweapontype(sd);
- return 0;
- }
- static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag)
- {
- int i;
- struct item *item = &sd->status.inventory[eqindex];
- struct item_data *data;
- //Crafted/made/hatched items.
- if (itemdb_isspecial(item->card[0]))
- return 1;
-
- ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag );
- return( i < s ) ? 0 : 1;
- }
- bool pc_isequipped(struct map_session_data *sd, int nameid)
- {
- int i, j, index;
- for( i = 0; i < EQI_MAX; i++ )
- {
- index = sd->equip_index[i];
- if( index < 0 ) continue;
- if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
- if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
- if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
-
- if( !sd->inventory_data[index] ) continue;
- if( sd->inventory_data[index]->nameid == nameid )
- return true;
- for( j = 0; j < sd->inventory_data[index]->slot; j++ )
- if( sd->status.inventory[index].card[j] == nameid )
- return true;
- }
- return false;
- }
- bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd )
- {
- if( !p1_sd || !p2_sd || !b_sd )
- return false;
- if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
- return false; // already adopted baby / in adopt request
- if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
- return false; // You need to be married and in party with baby to adopt
- if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
- return false; // Not married, wrong married
- if( p2_sd->status.party_id != p1_sd->status.party_id )
- return false; // Both parents need to be in the same party
- // Parents need to have their ring equipped
- if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) )
- return false;
- if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) )
- return false;
- // Already adopted a baby
- if( p1_sd->status.child || p2_sd->status.child ) {
- clif_Adopt_reply(p1_sd, 0);
- return false;
- }
- // Parents need at least lvl 70 to adopt
- if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
- clif_Adopt_reply(p1_sd, 1);
- return false;
- }
- if( b_sd->status.partner_id ) {
- clif_Adopt_reply(p1_sd, 2);
- return false;
- }
- if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE ) )
- return false;
- return true;
- }
- /*==========================================
- * Adoption Process
- *------------------------------------------*/
- bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
- {
- int job, joblevel;
- unsigned int jobexp;
-
- if( !pc_can_Adopt(p1_sd, p2_sd, b_sd) )
- return false;
- // Preserve current job levels and progress
- joblevel = b_sd->status.job_level;
- jobexp = b_sd->status.job_exp;
- job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex);
- if( job != -1 && !pc_jobchange(b_sd, job, 0) )
- { // Success, proceed to configure parents and baby skills
- p1_sd->status.child = b_sd->status.char_id;
- p2_sd->status.child = b_sd->status.char_id;
- b_sd->status.father = p1_sd->status.char_id;
- b_sd->status.mother = p2_sd->status.char_id;
- // Restore progress
- b_sd->status.job_level = joblevel;
- clif_updatestatus(b_sd, SP_JOBLEVEL);
- b_sd->status.job_exp = jobexp;
- clif_updatestatus(b_sd, SP_JOBEXP);
- // Baby Skills
- pc_skill(b_sd, WE_BABY, 1, 0);
- pc_skill(b_sd, WE_CALLPARENT, 1, 0);
- // Parents Skills
- pc_skill(p1_sd, WE_CALLBABY, 1, 0);
- pc_skill(p2_sd, WE_CALLBABY, 1, 0);
-
- return true;
- }
- return false; // Job Change Fail
- }
- int pc_isequip(struct map_session_data *sd,int n)
- {
- struct item_data *item;
- //?生や養子の場合の元の職業を算出する
- nullpo_ret(sd);
- item = sd->inventory_data[n];
- if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))
- return 1;
- if(item == NULL)
- return 0;
- if(item->elv && sd->status.base_level < (unsigned int)item->elv)
- return 0;
- if(item->sex != 2 && sd->status.sex != item->sex)
- return 0;
- if(!map_flag_vs(sd->bl.m) && ((item->flag.no_equip&1) || !pc_isAllowedCardOn(sd,item->slot,n,1)))
- return 0;
- if(map[sd->bl.m].flag.pvp && ((item->flag.no_equip&2) || !pc_isAllowedCardOn(sd,item->slot,n,2)))
- return 0;
- if(map_flag_gvg(sd->bl.m) && ((item->flag.no_equip&4) || !pc_isAllowedCardOn(sd,item->slot,n,4)))
- return 0;
- if(map[sd->bl.m].flag.battleground && ((item->flag.no_equip&8) || !pc_isAllowedCardOn(sd,item->slot,n,8)))
- return 0;
- if(map[sd->bl.m].flag.restricted)
- {
- int flag =8*map[sd->bl.m].zone;
- if (item->flag.no_equip&flag || !pc_isAllowedCardOn(sd,item->slot,n,flag))
- return 0;
- }
- if (sd->sc.count) {
-
- if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG]
- return 0;
- if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD])
- return 0;
- if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR])
- return 0;
- if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_STRIPHELM])
- return 0;
- if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) {
- //Spirit of Super Novice equip bonuses. [Skotlex]
- if (sd->status.base_level > 90 && item->equip & EQP_HELM)
- return 1; //Can equip all helms
- if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
- switch(item->look) { //In weapons, the look determines type of weapon.
- case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
- case W_1HSWORD: //All 1H swords
- case W_1HAXE: //All 1H Axes
- case W_MACE: //All 1H Maces
- case W_STAFF: //All 1H Staves
- return 1;
- }
- }
- }
- //Not equipable by class. [Skotlex]
- if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
- return 0;
- //Not usable by upper class. [Inkfish]
- while( 1 ) {
- if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
- if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
- if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
- if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
- return 0;
- }
- return 1;
- }
- /*==========================================
- * session idに問題無し
- * char鯖から送られてきたステ?タスを設定
- *------------------------------------------*/
- bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers)
- {
- int i;
- unsigned long tick = gettick();
- uint32 ip = session[sd->fd]->client_addr;
- sd->login_id2 = login_id2;
- sd->group_id = group_id;
- memcpy(&sd->status, st, sizeof(*st));
- if (st->sex != sd->status.sex) {
- clif_authfail_fd(sd->fd, 0);
- return false;
- }
- //Set the map-server used job id. [Skotlex]
- i = pc_jobid2mapid(sd->status.class_);
- if (i == -1) { //Invalid class?
- ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
- sd->status.class_ = JOB_NOVICE;
- sd->class_ = MAPID_NOVICE;
- } else
- sd->class_ = i;
- // Checks and fixes to character status data, that are required
- // in case of configuration change or stuff, which cannot be
- // checked on char-server.
- if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE )
- {
- sd->status.hair = MIN_HAIR_STYLE;
- }
- if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR )
- {
- sd->status.hair_color = MIN_HAIR_COLOR;
- }
- if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR )
- {
- sd->status.clothes_color = MIN_CLOTH_COLOR;
- }
- //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
- if(!sd->status.hp) pc_setdead(sd);
- sd->state.connect_new = 1;
- sd->followtimer = INVALID_TIMER; // [MouseJstr]
- sd->invincible_timer = INVALID_TIMER;
- sd->npc_timer_id = INVALID_TIMER;
- sd->pvp_timer = INVALID_TIMER;
- /**
- * For the Secure NPC Timeout option (check config/Secure.h) [RR]
- **/
- #if SECURE_NPCTIMEOUT
- /**
- * Initialize to defaults/expected
- **/
- sd->npc_idle_timer = INVALID_TIMER;
- sd->npc_idle_tick = tick;
- #endif
- sd->canuseitem_tick = tick;
- sd->canusecashfood_tick = tick;
- sd->canequip_tick = tick;
- sd->cantalk_tick = tick;
- sd->canskill_tick = tick;
- sd->cansendmail_tick = tick;
- for(i = 0; i < MAX_SKILL_LEVEL; i++)
- sd->spirit_timer[i] = INVALID_TIMER;
- for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++)
- sd->autobonus[i].active = INVALID_TIMER;
- for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++)
- sd->autobonus2[i].active = INVALID_TIMER;
- for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++)
- sd->autobonus3[i].active = INVALID_TIMER;
- if (battle_config.item_auto_get)
- sd->state.autoloot = 10000;
- if (battle_config.disp_experience)
- sd->state.showexp = 1;
- if (battle_config.disp_zeny)
- sd->state.showzeny = 1;
-
- if (!(battle_config.display_skill_fail&2))
- sd->state.showdelay = 1;
-
- pc_setinventorydata(sd);
- pc_setequipindex(sd);
- status_change_init(&sd->bl);
- if (pc_can_use_command(sd, "hide", COMMAND_ATCOMMAND))
- sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
- else
- sd->status.option &= OPTION_MASK;
- sd->sc.option = sd->status.option; //This is the actual option used in battle.
- //Set here because we need the inventory data for weapon sprite parsing.
- status_set_viewdata(&sd->bl, sd->status.class_);
- unit_dataset(&sd->bl);
- sd->guild_x = -1;
- sd->guild_y = -1;
- // Event Timers
- for( i = 0; i < MAX_EVENTTIMER; i++ )
- sd->eventtimer[i] = INVALID_TIMER;
- // Rental Timer
- sd->rental_timer = INVALID_TIMER;
- for( i = 0; i < 3; i++ )
- sd->hate_mob[i] = -1;
- // 位置の設定
- if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) {
- ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i);
- // try warping to a default map instead (church graveyard)
- if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) {
- // if we fail again
- clif_authfail_fd(sd->fd, 0);
- return false;
- }
- }
- clif_authok(sd);
- //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
- sd->die_counter=-1;
- //display login notice
- ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in."
- " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
- " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"',"
- " Group '"CL_WHITE"%d"CL_RESET"').\n",
- sd->status.name, sd->status.account_id, sd->status.char_id,
- sd->packet_ver, CONVIP(ip), sd->group_id);
- // Send friends list
- clif_friendslist_send(sd);
- if( !changing_mapservers ) {
- if (battle_config.display_version == 1){
- char buf[256];
- sprintf(buf, "SVN version: %s", get_svn_revision());
- clif_displaymessage(sd->fd, buf);
- }
- // Message of the Day [Valaris]
- for(i=0; motd_text[i][0] && i < MOTD_LINE_SIZE; i++) {
- if (battle_config.motd_type)
- clif_disp_onlyself(sd,motd_text[i],strlen(motd_text[i]));
- else
- clif_displaymessage(sd->fd, motd_text[i]);
- }
- // message of the limited time of the account
- if (expiration_time != 0) { // don't display if it's unlimited or unknow value
- char tmpstr[1024];
- strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
- clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
- }
- //Night message
- if (night_flag) {
- char tmpstr[1024];
- strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
- clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
- }
- /**
- * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P)
- **/
- clif_changemap(sd,sd->mapindex,sd->bl.x,sd->bl.y);
- }
- /**
- * Check if player have any cool downs on
- **/
- skill_cooldown_load(sd);
- // Request all registries (auth is considered completed whence they arrive)
- intif_request_registry(sd,7);
- return true;
- }
- /*==========================================
- * Closes a connection because it failed to be authenticated from the char server.
- *------------------------------------------*/
- void pc_authfail(struct map_session_data *sd)
- {
- clif_authfail_fd(sd->fd, 0);
- return;
- }
- //Attempts to set a mob.
- int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
- {
- int class_;
- if (!sd || !bl || pos < 0 || pos > 2)
- return 0;
- if (sd->hate_mob[pos] != -1)
- { //Can't change hate targets.
- clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
- return 0;
- }
- class_ = status_get_class(bl);
- if (!pcdb_checkid(class_)) {
- unsigned int max_hp = status_get_max_hp(bl);
- if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
- return 0;
- if (pos != status_get_size(bl))
- return 0; //Wrong size
- }
- sd->hate_mob[pos] = class_;
- pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1);
- clif_hate_info(sd, pos, class_, 1);
- return 1;
- }
- /*==========================================
- * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
- *------------------------------------------*/
- int pc_reg_received(struct map_session_data *sd)
- {
- int i,j;
-
- sd->change_level = pc_readglobalreg(sd,"jobchange_level");
- sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
- // Cash shop
- sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS");
- sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS");
- // Cooking Exp
- sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY");
- if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
- { // Better check for class rather than skill to prevent "skill resets" from unsetting this
- sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
- sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
- }
- //SG map and mob read [Komurka]
- for(i=0;i<MAX_PC_FEELHATE;i++) //for now - someone need to make reading from txt/sql
- {
- if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) {
- sd->feel_map[i].index = j;
- sd->feel_map[i].m = map_mapindex2mapid(j);
- } else {
- sd->feel_map[i].index = 0;
- sd->feel_map[i].m = -1;
- }
- sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1;
- }
- if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
- sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
- if (sd->cloneskill_id > 0) {
- sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
- sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
- if (sd->status.skill[sd->cloneskill_id].lv > i)
- sd->status.skill[sd->cloneskill_id].lv = i;
- sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PLAGIARIZED;
- }
- }
- //Weird... maybe registries were reloaded?
- if (sd->state.active)
- return 0;
- sd->state.active = 1;
- if (sd->status.party_id)
- party_member_joined(sd);
- if (sd->status.guild_id)
- guild_member_joined(sd);
-
- // pet
- if (sd->status.pet_id > 0)
- intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
- // Homunculus [albator]
- if( sd->status.hom_id > 0 )
- intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
- if( sd->status.mer_id > 0 )
- intif_mercenary_request(sd->status.mer_id, sd->status.char_id);
- map_addiddb(&sd->bl);
- map_delnickdb(sd->status.char_id, sd->status.name);
- if (!chrif_auth_finished(sd))
- ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);
- status_calc_pc(sd,1);
- chrif_scdata_request(sd->status.account_id, sd->status.char_id);
- intif_Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox
- intif_request_questlog(sd);
- if (sd->state.connect_new == 0 && sd->fd)
- { //Character already loaded map! Gotta trigger LoadEndAck manually.
- sd->state.connect_new = 1;
- clif_parse_LoadEndAck(sd->fd, sd);
- }
- pc_inventory_rentals(sd);
- return 1;
- }
- static int pc_calc_skillpoint(struct map_session_data* sd)
- {
- int i,skill,inf2,skill_point=0;
- nullpo_ret(sd);
- for(i=1;i<MAX_SKILL;i++){
- if( (skill = pc_checkskill(sd,i)) > 0) {
- inf2 = skill_get_inf2(i);
- if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
- !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
- ) {
- if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
- skill_point += skill;
- else
- if(sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0)
- skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
- }
- }
- }
- return skill_point;
- }
- /*==========================================
- * ?えられるスキルの計算
- *------------------------------------------*/
- int pc_calc_skilltree(struct map_session_data *sd)
- {
- int i,id=0,flag;
- int c=0;
- nullpo_ret(sd);
- i = pc_calc_skilltree_normalize_job(sd);
- c = pc_mapid2jobid(i, sd->status.sex);
- if( c == -1 )
- { //Unable to normalize job??
- ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
- return 1;
- }
- c = pc_class2idx(c);
- for( i = 0; i < MAX_SKILL; i++ )
- {
- if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED ) //Don't touch plagiarized skills
- sd->status.skill[i].id = 0; //First clear skills.
- }
- for( i = 0; i < MAX_SKILL; i++ )
- {
- if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
- { // Restore original level of skills after deleting earned skills.
- sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
- sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
- }
- if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU )
- { //Enable Bard/Dancer spirit linked skills.
- if( sd->status.sex )
- { //Link dancer skills to bard.
- if( sd->status.skill[i-8].lv < 10 )
- continue;
- sd->status.skill[i].id = i;
- sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
- sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
- }
- else
- { //Link bard skills to dancer.
- if( sd->status.skill[i].lv < 10 )
- continue;
- sd->status.skill[i-8].id = i - 8;
- sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
- sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
- }
- }
- }
- if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
- for( i = 0; i < MAX_SKILL; i++ ) {
- switch(i) {
- /**
- * Dummy skills must be added here otherwise they'll be displayed in the,
- * skill tree and since they have no icons they'll give resource errors
- **/
- case AB_DUPLELIGHT_MELEE:
- case AB_DUPLELIGHT_MAGIC:
- case WL_CHAINLIGHTNING_ATK:
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- case WL_SUMMON_ATK_FIRE:
- case WL_SUMMON_ATK_WIND:
- case WL_SUMMON_ATK_WATER:
- case WL_SUMMON_ATK_GROUND:
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND_PLUSATK:
- case ALL_BUYING_STORE:
- continue;
- default:
- break;
- }
- if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
- continue; //Only skills you can't have are npc/guild ones
- if( skill_get_max(i) > 0 )
- sd->status.skill[i].id = i;
- }
- return 0;
- }
- do {
- flag = 0;
- for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
- {
- int j, f, k, inf2;
- if( sd->status.skill[id].id )
- continue; //Skill already known.
- f = 1;
- if(!battle_config.skillfree) {
- for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) {
- if((k=skill_tree[c][i].need[j].id))
- {
- if (sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED)
- k = 0; //Not learned.
- else
- if (sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
- k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
- else
- k = pc_checkskill(sd,k);
- if (k < skill_tree[c][i].need[j].lv)
- {
- f = 0;
- break;
- }
- }
- }
- if( sd->status.job_level < skill_tree[c][i].joblv )
- f = 0; // job level requirement wasn't satisfied
- }
- if( f )
- {
- inf2 = skill_get_inf2(id);
- if(!sd->status.skill[id].lv && (
- (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
- inf2&INF2_WEDDING_SKILL ||
- (inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
- ))
- continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
- sd->status.skill[id].id = id;
- if(inf2&INF2_SPIRIT_SKILL)
- { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
- sd->status.skill[id].lv = 1; // need to manually specify a skill level
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
- }
- flag = 1; // skill list has changed, perform another pass
- }
- }
- } while(flag);
- //
- if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
- {
- /* Taekwon Ranger Bonus Skill Tree
- ============================================
- - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
- - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
- - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */
- for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
- {
- if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
- continue; //Do not include Quest/Wedding skills.
- if( sd->status.skill[id].id == 0 )
- {
- sd->status.skill[id].id = id;
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
- }
- else
- {
- sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Remember original level
- }
- sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_);
- }
- }
- return 0;
- }
- //Checks if you can learn a new skill after having leveled up a skill.
- static void pc_check_skilltree(struct map_session_data *sd, int skill)
- {
- int i,id=0,flag;
- int c=0;
- if(battle_config.skillfree)
- return; //Function serves no purpose if this is set
-
- i = pc_calc_skilltree_normalize_job(sd);
- c = pc_mapid2jobid(i, sd->status.sex);
- if (c == -1) { //Unable to normalize job??
- ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
- return;
- }
- c = pc_class2idx(c);
- do {
- flag = 0;
- for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ )
- {
- int j, f = 1, k;
- if( sd->status.skill[id].id ) //Already learned
- continue;
-
- for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ )
- {
- if( (k = skill_tree[c][i].need[j].id) )
- {
- if( sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED )
- k = 0; //Not learned.
- else
- if( sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
- k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
- else
- k = pc_checkskill(sd,k);
- if( k < skill_tree[c][i].need[j].lv )
- {
- f = 0;
- break;
- }
- }
- }
- if( !f )
- continue;
- if( sd->status.job_level < skill_tree[c][i].joblv )
- continue;
-
- j = skill_get_inf2(id);
- if( !sd->status.skill[id].lv && (
- (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
- j&INF2_WEDDING_SKILL ||
- (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
- ) )
- continue; //Cannot be learned via normal means.
- sd->status.skill[id].id = id;
- flag = 1;
- }
- } while(flag);
- }
- // Make sure all the skills are in the correct condition
- // before persisting to the backend.. [MouseJstr]
- int pc_clean_skilltree(struct map_session_data *sd)
- {
- int i;
- for (i = 0; i < MAX_SKILL; i++){
- if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED)
- {
- sd->status.skill[i].id = 0;
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = 0;
- }
- else
- if (sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0){
- sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
- sd->status.skill[i].flag = 0;
- }
- }
- return 0;
- }
- int pc_calc_skilltree_normalize_job(struct map_session_data *sd)
- {
- int skill_point;
- int c = sd->class_;
-
- if (!battle_config.skillup_limit)
- return c;
-
- skill_point = pc_calc_skillpoint(sd);
- if(pc_checkskill(sd, NV_BASIC) < 9) //Consider Novice Tree when you don't have NV_BASIC maxed.
- c = MAPID_NOVICE;
- else
- //Do not send S. Novices to first class (Novice)
- if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE &&
- sd->status.skill_point >= sd->status.job_level &&
- ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
- //Send it to first class.
- c &= MAPID_BASEMASK;
- }
- if (sd->class_&JOBL_UPPER) //Convert to Upper
- c |= JOBL_UPPER;
- else if (sd->class_&JOBL_BABY) //Convert to Baby
- c |= JOBL_BABY;
- return c;
- }
- /*==========================================
- * Updates the weight status
- *------------------------------------------
- * 1: overweight 50%
- * 2: overweight 90%
- * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here.
- */
- int pc_updateweightstatus(struct map_session_data *sd)
- {
- int old_overweight;
- int new_overweight;
- nullpo_retr(1, sd);
- old_overweight = (sd->sc.data[SC_WEIGHT90]) ? 2 : (sd->sc.data[SC_WEIGHT50]) ? 1 : 0;
- new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;
- if( old_overweight == new_overweight )
- return 0; // no change
- // stop old status change
- if( old_overweight == 1 )
- status_change_end(&sd->bl, SC_WEIGHT50, INVALID_TIMER);
- else if( old_overweight == 2 )
- status_change_end(&sd->bl, SC_WEIGHT90, INVALID_TIMER);
- // start new status change
- if( new_overweight == 1 )
- sc_start(&sd->bl, SC_WEIGHT50, 100, 0, 0);
- else if( new_overweight == 2 )
- sc_start(&sd->bl, SC_WEIGHT90, 100, 0, 0);
- // update overweight status
- sd->regen.state.overweight = new_overweight;
- return 0;
- }
- int pc_disguise(struct map_session_data *sd, int class_)
- {
- if (!class_ && !sd->disguise)
- return 0;
- if (class_ && sd->disguise == class_)
- return 0;
- if(sd->sc.option&OPTION_INVISIBLE)
- { //Character is invisible. Stealth class-change. [Skotlex]
- sd->disguise = class_; //viewdata is set on uncloaking.
- return 2;
- }
- if (sd->bl.prev != NULL) {
- pc_stop_walking(sd, 0);
- clif_clearunit_area(&sd->bl, CLR_OUTSIGHT);
- }
- if (!class_) {
- sd->disguise = 0;
- class_ = sd->status.class_;
- } else
- sd->disguise=class_;
- status_set_viewdata(&sd->bl, class_);
- clif_changeoption(&sd->bl);
- if (sd->bl.prev != NULL) {
- clif_spawn(&sd->bl);
- if (class_ == sd->status.class_ && pc_iscarton(sd))
- { //It seems the cart info is lost on undisguise.
- clif_cartlist(sd);
- clif_updatestatus(sd,SP_CARTINFO);
- }
- }
- return 1;
- }
- static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id)
- {
- int i;
- if( !rate )
- return 0;
- for( i = 0; i < max && spell[i].id; i++ )
- {
- if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv )
- {
- if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
- return 0;
- rate += spell[i].rate;
- break;
- }
- }
- if (i == max) {
- ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
- return 0;
- }
- spell[i].id = id;
- spell[i].lv = lv;
- spell[i].rate = rate;
- //Auto-update flag value.
- if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
- if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon.
- if (!(flag&BF_SKILLMASK)) {
- if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL
- if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
- }
- spell[i].flag|= flag;
- spell[i].card_id = card_id;
- return 1;
- }
- static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id)
- {
- int i;
- if( !rate )
- return 0;
- for( i = 0; i < max && spell[i].id; i++ )
- {
- ; // each autospell works independently
- }
- if( i == max )
- {
- ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
- return 0;
- }
- spell[i].flag = src_skill;
- spell[i].id = id;
- spell[i].lv = lv;
- spell[i].rate = rate;
- spell[i].card_id = card_id;
- return 1;
- }
- static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag)
- {
- int i;
- if (!(flag&(ATF_SHORT|ATF_LONG)))
- flag|=ATF_SHORT|ATF_LONG; //Default range: both
- if (!(flag&(ATF_TARGET|ATF_SELF)))
- flag|=ATF_TARGET; //Default target: enemy.
- if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)))
- flag|=ATF_WEAPON; //Default type: weapon.
- for (i = 0; i < max && effect[i].flag; i++) {
- if (effect[i].id == id && effect[i].flag == flag)
- {
- effect[i].rate += rate;
- effect[i].arrow_rate += arrow_rate;
- return 1;
- }
- }
- if (i == max) {
- ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
- return 0;
- }
- effect[i].id = id;
- effect[i].rate = rate;
- effect[i].arrow_rate = arrow_rate;
- effect[i].flag = flag;
- return 1;
- }
- static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target)
- {
- int i;
- for( i = 0; i < max && effect[i].skill; i++ )
- {
- if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target )
- {
- effect[i].rate += rate;
- return 1;
- }
- }
- if( i == max ) {
- ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max);
- return 0;
- }
- effect[i].id = id;
- effect[i].rate = rate;
- effect[i].skill = skill;
- effect[i].target = target;
- return 1;
- }
- static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate)
- {
- int i;
- //Apply config rate adjustment settings.
- if (rate >= 0) { //Absolute drop.
- if (battle_config.item_rate_adddrop != 100)
- rate = rate*battle_config.item_rate_adddrop/100;
- if (rate < battle_config.item_drop_adddrop_min)
- rate = battle_config.item_drop_adddrop_min;
- else if (rate > battle_config.item_drop_adddrop_max)
- rate = battle_config.item_drop_adddrop_max;
- } else { //Relative drop, max/min limits are applied at drop time.
- if (battle_config.item_rate_adddrop != 100)
- rate = rate*battle_config.item_rate_adddrop/100;
- if (rate > -1)
- rate = -1;
- }
- for(i = 0; i < max && (drop[i].id || drop[i].group); i++) {
- if(
- ((id && drop[i].id == id) ||
- (group && drop[i].group == group))
- && race > 0
- ) {
- drop[i].race |= race;
- if(drop[i].rate > 0 && rate > 0)
- { //Both are absolute rates.
- if (drop[i].rate < rate)
- drop[i].rate = rate;
- } else
- if(drop[i].rate < 0 && rate < 0) {
- //Both are relative rates.
- if (drop[i].rate > rate)
- drop[i].rate = rate;
- } else if (rate < 0) //Give preference to relative rate.
- drop[i].rate = rate;
- return 1;
- }
- }
- if(i == max) {
- ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max);
- return 0;
- }
- drop[i].id = id;
- drop[i].group = group;
- drop[i].race |= race;
- drop[i].rate = rate;
- return 1;
- }
- int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill)
- {
- int i;
- ARR_FIND(0, max, i, bonus[i].rate == 0);
- if( i == max )
- {
- ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max);
- return 0;
- }
- if( !onskill )
- {
- if( !(flag&BF_RANGEMASK) )
- flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
- if( !(flag&BF_WEAPONMASK) )
- flag|=BF_WEAPON; //No attack type defined? Use weapon.
- if( !(flag&BF_SKILLMASK) )
- {
- if( flag&(BF_MAGIC|BF_MISC) )
- flag|=BF_SKILL; //These two would never trigger without BF_SKILL
- if( flag&BF_WEAPON )
- flag|=BF_NORMAL|BF_SKILL;
- }
- }
- bonus[i].rate = rate;
- bonus[i].duration = dur;
- bonus[i].active = INVALID_TIMER;
- bonus[i].atk_type = flag;
- bonus[i].pos = pos;
- bonus[i].bonus_script = aStrdup(script);
- bonus[i].other_script = other_script?aStrdup(other_script):NULL;
- return 1;
- }
- int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore)
- {
- int i;
- nullpo_ret(sd);
- for( i = 0; i < max; i++ )
- {
- if( autobonus[i].active != INVALID_TIMER )
- {
- if( restore && sd->state.autobonus&autobonus[i].pos )
- {
- if( autobonus[i].bonus_script )
- {
- int j;
- ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos );
- if( j < EQI_MAX-1 )
- script_run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]);
- }
- continue;
- }
- else
- { // Logout / Unequipped an item with an activated bonus
- delete_timer(autobonus[i].active,pc_endautobonus);
- autobonus[i].active = INVALID_TIMER;
- }
- }
- if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script);
- if( autobonus[i].other_script ) aFree(autobonus[i].other_script);
- autobonus[i].bonus_script = autobonus[i].other_script = NULL;
- autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0;
- autobonus[i].active = INVALID_TIMER;
- }
- return 0;
- }
- int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus)
- {
- nullpo_ret(sd);
- nullpo_ret(autobonus);
- if( autobonus->other_script )
- {
- int j;
- ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos );
- if( j < EQI_MAX-1 )
- script_run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]);
- }
- autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd->bl.id, (intptr_t)autobonus);
- sd->state.autobonus |= autobonus->pos;
- status_calc_pc(sd,0);
- return 0;
- }
- int pc_endautobonus(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd = map_id2sd(id);
- struct s_autobonus *autobonus = (struct s_autobonus *)data;
- nullpo_ret(sd);
- nullpo_ret(autobonus);
- autobonus->active = INVALID_TIMER;
- sd->state.autobonus &= ~autobonus->pos;
- status_calc_pc(sd,0);
- return 0;
- }
- int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
- {
- int i;
- struct weapon_data* wd;
- wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);
- ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0);
- if (i == MAX_PC_BONUS)
- {
- ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
- return 0;
- }
- if (!(flag&BF_RANGEMASK))
- flag |= BF_SHORT|BF_LONG;
- if (!(flag&BF_WEAPONMASK))
- flag |= BF_WEAPON;
- if (!(flag&BF_SKILLMASK))
- {
- if (flag&(BF_MAGIC|BF_MISC))
- flag |= BF_SKILL;
- if (flag&BF_WEAPON)
- flag |= BF_NORMAL|BF_SKILL;
- }
- wd->addele2[i].ele = ele;
- wd->addele2[i].rate = rate;
- wd->addele2[i].flag = flag;
- return 0;
- }
- int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
- {
- int i;
-
- ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0);
- if (i == MAX_PC_BONUS)
- {
- ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
- return 0;
- }
- if (!(flag&BF_RANGEMASK))
- flag |= BF_SHORT|BF_LONG;
- if (!(flag&BF_WEAPONMASK))
- flag |= BF_WEAPON;
- if (!(flag&BF_SKILLMASK))
- {
- if (flag&(BF_MAGIC|BF_MISC))
- flag |= BF_SKILL;
- if (flag&BF_WEAPON)
- flag |= BF_NORMAL|BF_SKILL;
- }
- sd->subele2[i].ele = ele;
- sd->subele2[i].rate = rate;
- sd->subele2[i].flag = flag;
- return 0;
- }
- /*==========================================
- * ? 備品による能力等のボ?ナス設定
- *------------------------------------------*/
- int pc_bonus(struct map_session_data *sd,int type,int val)
- {
- struct status_data *status;
- int bonus;
- nullpo_ret(sd);
- status = &sd->base_status;
- switch(type){
- case SP_STR:
- case SP_AGI:
- case SP_VIT:
- case SP_INT:
- case SP_DEX:
- case SP_LUK:
- if(sd->state.lr_flag != 2)
- sd->param_bonus[type-SP_STR]+=val;
- break;
- case SP_ATK1:
- if(!sd->state.lr_flag) {
- bonus = status->rhw.atk + val;
- status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
- }
- else if(sd->state.lr_flag == 1) {
- bonus = status->lhw.atk + val;
- status->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_ATK2:
- if(!sd->state.lr_flag) {
- bonus = status->rhw.atk2 + val;
- status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
- }
- else if(sd->state.lr_flag == 1) {
- bonus = status->lhw.atk2 + val;
- status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_BASE_ATK:
- if(sd->state.lr_flag != 2) {
- bonus = status->batk + val;
- status->batk = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_DEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->def + val;
- #if REMODE
- status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- #else
- status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
- #endif
- }
- break;
- case SP_DEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->def2 + val;
- status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_MDEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef + val;
- #if REMODE
- status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- #else
- status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
- #endif
- if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
- sd->shieldmdef += bonus;
- }
- }
- break;
- case SP_MDEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef2 + val;
- status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_HIT:
- if(sd->state.lr_flag != 2) {
- bonus = status->hit + val;
- status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->arrow_hit+=val;
- break;
- case SP_FLEE1:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee + val;
- status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_FLEE2:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee2 + val*10;
- status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_CRITICAL:
- if(sd->state.lr_flag != 2) {
- bonus = status->cri + val*10;
- status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->arrow_cri += val*10;
- break;
- case SP_ATKELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
- break;
- }
- switch (sd->state.lr_flag)
- {
- case 2:
- switch (sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- //Become weapon element.
- status->rhw.ele=val;
- break;
- default: //Become arrow element.
- sd->arrow_ele=val;
- break;
- }
- break;
- case 1:
- status->lhw.ele=val;
- break;
- default:
- status->rhw.ele=val;
- break;
- }
- break;
- case SP_DEFELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
- break;
- }
- if(sd->state.lr_flag != 2)
- status->def_ele=val;
- break;
- case SP_MAXHP:
- if(sd->state.lr_flag == 2)
- break;
- val += (int)status->max_hp;
- //Negative bonuses will underflow, this will be handled in status_calc_pc through casting
- //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
- status->max_hp = (unsigned int)val;
- break;
- case SP_MAXSP:
- if(sd->state.lr_flag == 2)
- break;
- val += (int)status->max_sp;
- status->max_sp = (unsigned int)val;
- break;
- case SP_CASTRATE:
- if(sd->state.lr_flag != 2)
- sd->castrate+=val;
- break;
- case SP_MAXHPRATE:
- if(sd->state.lr_flag != 2)
- sd->hprate+=val;
- break;
- case SP_MAXSPRATE:
- if(sd->state.lr_flag != 2)
- sd->sprate+=val;
- break;
- case SP_SPRATE:
- if(sd->state.lr_flag != 2)
- sd->dsprate+=val;
- break;
- case SP_ATTACKRANGE:
- switch (sd->state.lr_flag) {
- case 2:
- switch (sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- status->rhw.range += val;
- }
- break;
- case 1:
- status->lhw.range += val;
- break;
- default:
- status->rhw.range += val;
- break;
- }
- break;
- case SP_SPEED_RATE: //Non stackable increase
- if(sd->state.lr_flag != 2)
- sd->speed_rate = min(sd->speed_rate, -val);
- break;
- case SP_SPEED_ADDRATE: //Stackable increase
- if(sd->state.lr_flag != 2)
- sd->speed_add_rate -= val;
- break;
- case SP_ASPD: //Raw increase
- if(sd->state.lr_flag != 2)
- sd->aspd_add -= 10*val;
- break;
- case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
- if(sd->state.lr_flag != 2)
- status->aspd_rate -= 10*val;
- break;
- case SP_HP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->hprecov_rate += val;
- break;
- case SP_SP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->sprecov_rate += val;
- break;
- case SP_CRITICAL_DEF:
- if(sd->state.lr_flag != 2)
- sd->critical_def += val;
- break;
- case SP_NEAR_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->near_attack_def_rate += val;
- break;
- case SP_LONG_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->long_attack_def_rate += val;
- break;
- case SP_DOUBLE_RATE:
- if(sd->state.lr_flag == 0 && sd->double_rate < val)
- sd->double_rate = val;
- break;
- case SP_DOUBLE_ADD_RATE:
- if(sd->state.lr_flag == 0)
- sd->double_add_rate += val;
- break;
- case SP_MATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->matk_rate += val;
- break;
- case SP_IGNORE_DEF_ELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_ele |= 1<<val;
- break;
- case SP_IGNORE_DEF_RACE:
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_race |= 1<<val;
- break;
- case SP_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->atk_rate += val;
- break;
- case SP_MAGIC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->magic_def_rate += val;
- break;
- case SP_MISC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->misc_def_rate += val;
- break;
- case SP_IGNORE_MDEF_RATE:
- if(sd->state.lr_flag != 2) {
- sd->ignore_mdef[RC_NONBOSS] += val;
- sd->ignore_mdef[RC_BOSS] += val;
- }
- break;
- case SP_IGNORE_MDEF_ELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->ignore_mdef_ele |= 1<<val;
- break;
- case SP_IGNORE_MDEF_RACE:
- if(sd->state.lr_flag != 2)
- sd->ignore_mdef_race |= 1<<val;
- break;
- case SP_PERFECT_HIT_RATE:
- if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
- sd->perfect_hit = val;
- break;
- case SP_PERFECT_HIT_ADD_RATE:
- if(sd->state.lr_flag != 2)
- sd->perfect_hit_add += val;
- break;
- case SP_CRITICAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->critical_rate+=val;
- break;
- case SP_DEF_RATIO_ATK_ELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_ele |= 1<<val;
- break;
- case SP_DEF_RATIO_ATK_RACE:
- if(val >= RC_MAX) {
- ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_race |= 1<<val;
- break;
- case SP_HIT_RATE:
- if(sd->state.lr_flag != 2)
- sd->hit_rate += val;
- break;
- case SP_FLEE_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee_rate += val;
- break;
- case SP_FLEE2_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee2_rate += val;
- break;
- case SP_DEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->def_rate += val;
- break;
- case SP_DEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->def2_rate += val;
- break;
- case SP_MDEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef_rate += val;
- break;
- case SP_MDEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef2_rate += val;
- break;
- case SP_RESTART_FULL_RECOVER:
- if(sd->state.lr_flag != 2)
- sd->special_state.restart_full_recover = 1;
- break;
- case SP_NO_CASTCANCEL:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel = 1;
- break;
- case SP_NO_CASTCANCEL2:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel2 = 1;
- break;
- case SP_NO_SIZEFIX:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_sizefix = 1;
- break;
- case SP_NO_MAGIC_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_magic_damage;
- sd->special_state.no_magic_damage = cap_value(val,0,100);
- break;
- case SP_NO_WEAPON_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_weapon_damage;
- sd->special_state.no_weapon_damage = cap_value(val,0,100);
- break;
- case SP_NO_MISC_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_misc_damage;
- sd->special_state.no_misc_damage = cap_value(val,0,100);
- break;
- case SP_NO_GEMSTONE:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_gemstone = 1;
- break;
- case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
- if(sd->state.lr_flag != 2) {
- sd->special_state.intravision = 1;
- clif_status_load(&sd->bl, SI_INTRAVISION, 1);
- }
- break;
- case SP_NO_KNOCKBACK:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_knockback = 1;
- break;
- case SP_SPLASH_RANGE:
- if(sd->state.lr_flag != 2 && sd->splash_range < val)
- sd->splash_range = val;
- break;
- case SP_SPLASH_ADD_RANGE:
- if(sd->state.lr_flag != 2)
- sd->splash_add_range += val;
- break;
- case SP_SHORT_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->short_weapon_damage_return += val;
- break;
- case SP_LONG_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->long_weapon_damage_return += val;
- break;
- case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
- if(sd->state.lr_flag != 2)
- sd->magic_damage_return += val;
- break;
- case SP_ALL_STATS: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_STR-SP_STR]+=val;
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_VIT-SP_STR]+=val;
- sd->param_bonus[SP_INT-SP_STR]+=val;
- sd->param_bonus[SP_DEX-SP_STR]+=val;
- sd->param_bonus[SP_LUK-SP_STR]+=val;
- }
- break;
- case SP_AGI_VIT: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_VIT-SP_STR]+=val;
- }
- break;
- case SP_AGI_DEX_STR: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_DEX-SP_STR]+=val;
- sd->param_bonus[SP_STR-SP_STR]+=val;
- }
- break;
- case SP_PERFECT_HIDE: // [Valaris]
- if(sd->state.lr_flag!=2)
- sd->special_state.perfect_hiding=1;
- break;
- case SP_UNBREAKABLE:
- if(sd->state.lr_flag!=2)
- sd->unbreakable += val;
- break;
- case SP_UNBREAKABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_WEAPON;
- break;
- case SP_UNBREAKABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_ARMOR;
- break;
- case SP_UNBREAKABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_HELM;
- break;
- case SP_UNBREAKABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_SHIELD;
- break;
- case SP_UNBREAKABLE_GARMENT:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_GARMENT;
- break;
- case SP_UNBREAKABLE_SHOES:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_SHOES;
- break;
- case SP_CLASSCHANGE: // [Valaris]
- if(sd->state.lr_flag !=2)
- sd->classchange=val;
- break;
- case SP_LONG_ATK_RATE:
- if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
- sd->long_attack_atk_rate+=val;
- break;
- case SP_BREAK_WEAPON_RATE:
- if(sd->state.lr_flag != 2)
- sd->break_weapon_rate+=val;
- break;
- case SP_BREAK_ARMOR_RATE:
- if(sd->state.lr_flag != 2)
- sd->break_armor_rate+=val;
- break;
- case SP_ADD_STEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->add_steal_rate+=val;
- break;
- case SP_DELAYRATE:
- if(sd->state.lr_flag != 2)
- sd->delayrate+=val;
- break;
- case SP_CRIT_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->crit_atk_rate += val;
- break;
- case SP_NO_REGEN:
- if(sd->state.lr_flag != 2)
- sd->regen.state.block|=val;
- break;
- case SP_UNSTRIPABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_WEAPON;
- break;
- case SP_UNSTRIPABLE:
- case SP_UNSTRIPABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_ARMOR;
- break;
- case SP_UNSTRIPABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_HELM;
- break;
- case SP_UNSTRIPABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_SHIELD;
- break;
- case SP_HP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
- sd->right_weapon.hp_drain[RC_BOSS].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
- sd->left_weapon.hp_drain[RC_BOSS].value += val;
- }
- break;
- case SP_SP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
- sd->right_weapon.sp_drain[RC_BOSS].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
- sd->left_weapon.sp_drain[RC_BOSS].value += val;
- }
- break;
- case SP_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->sp_gain_value += val;
- break;
- case SP_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->hp_gain_value += val;
- break;
- case SP_MAGIC_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->magic_sp_gain_value += val;
- break;
- case SP_MAGIC_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->magic_hp_gain_value += val;
- break;
- case SP_ADD_HEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->add_heal_rate += val;
- break;
- case SP_ADD_HEAL2_RATE:
- if(sd->state.lr_flag != 2)
- sd->add_heal2_rate += val;
- break;
- case SP_ADD_ITEM_HEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->itemhealrate2 += val;
- break;
- case SP_WEAPON_MATK:
- if(sd->state.lr_flag != 2)
- sd->sp_weapon_matk += val;
- break;
- case SP_BASE_MATK:
- if(sd->state.lr_flag != 2)
- sd->sp_base_matk += val;
- break;
- default:
- ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
- break;
- }
- return 0;
- }
- /*==========================================
- * ? 備品による能力等のボ?ナス設定
- *------------------------------------------*/
- int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
- {
- int i;
- nullpo_ret(sd);
- switch(type){
- case SP_ADDELE:
- if(type2 >= ELE_MAX) {
- ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.addele[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addele[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->arrow_addele[type2]+=val;
- break;
- case SP_ADDRACE:
- if(!sd->state.lr_flag)
- sd->right_weapon.addrace[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addrace[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->arrow_addrace[type2]+=val;
- break;
- case SP_ADDSIZE:
- if(!sd->state.lr_flag)
- sd->right_weapon.addsize[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addsize[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->arrow_addsize[type2]+=val;
- break;
- case SP_SUBELE:
- if(type2 >= ELE_MAX) {
- ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->subele[type2]+=val;
- break;
- case SP_SUBRACE:
- if(sd->state.lr_flag != 2)
- sd->subrace[type2]+=val;
- break;
- case SP_ADDEFF:
- if (type2 > SC_MAX) {
- ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
- break;
- }
- pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
- sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0);
- break;
- case SP_ADDEFF2:
- if (type2 > SC_MAX) {
- ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
- break;
- }
- pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
- sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF);
- break;
- case SP_RESEFF:
- if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
- ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag == 2)
- break;
- i = sd->reseff[type2-SC_COMMON_MIN]+val;
- sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000);
- break;
- case SP_MAGIC_ADDELE:
- if(type2 >= ELE_MAX) {
- ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->magic_addele[type2]+=val;
- break;
- case SP_MAGIC_ADDRACE:
- if(sd->state.lr_flag != 2)
- sd->magic_addrace[type2]+=val;
- break;
- case SP_MAGIC_ADDSIZE:
- if(sd->state.lr_flag != 2)
- sd->magic_addsize[type2]+=val;
- break;
- case SP_ADD_DAMAGE_CLASS:
- switch (sd->state.lr_flag) {
- case 0: //Right hand
- ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2);
- if (i == ARRAYLENGTH(sd->right_weapon.add_dmg))
- {
- ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg));
- break;
- }
- sd->right_weapon.add_dmg[i].class_ = type2;
- sd->right_weapon.add_dmg[i].rate += val;
- if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up.
- memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0]));
- break;
- case 1: //Left hand
- ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2);
- if (i == ARRAYLENGTH(sd->left_weapon.add_dmg))
- {
- ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg));
- break;
- }
- sd->left_weapon.add_dmg[i].class_ = type2;
- sd->left_weapon.add_dmg[i].rate += val;
- if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up.
- memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0]));
- break;
- }
- break;
- case SP_ADD_MAGIC_DAMAGE_CLASS:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2);
- if (i == ARRAYLENGTH(sd->add_mdmg))
- {
- ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg));
- break;
- }
- sd->add_mdmg[i].class_ = type2;
- sd->add_mdmg[i].rate += val;
- if (!sd->add_mdmg[i].rate) //Shift the rest of elements up.
- memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0]));
- break;
- case SP_ADD_DEF_CLASS:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2);
- if (i == ARRAYLENGTH(sd->add_def))
- {
- ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def));
- break;
- }
- sd->add_def[i].class_ = type2;
- sd->add_def[i].rate += val;
- if (!sd->add_def[i].rate) //Shift the rest of elements up.
- memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0]));
- break;
- case SP_ADD_MDEF_CLASS:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2);
- if (i == ARRAYLENGTH(sd->add_mdef))
- {
- ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef));
- break;
- }
- sd->add_mdef[i].class_ = type2;
- sd->add_mdef[i].rate += val;
- if (!sd->add_mdef[i].rate) //Shift the rest of elements up.
- memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0]));
- break;
- case SP_HP_DRAIN_RATE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
- sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
- sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
- sd->right_weapon.hp_drain[RC_BOSS].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
- sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
- sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
- sd->left_weapon.hp_drain[RC_BOSS].per += val;
- }
- break;
- case SP_HP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
- sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
- sd->right_weapon.hp_drain[RC_BOSS].value += type2;
- sd->right_weapon.hp_drain[RC_BOSS].type = val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
- sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
- sd->left_weapon.hp_drain[RC_BOSS].value += type2;
- sd->left_weapon.hp_drain[RC_BOSS].type = val;
- }
- break;
- case SP_SP_DRAIN_RATE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
- sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_BOSS].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
- sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_BOSS].per += val;
- }
- break;
- case SP_SP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
- sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->right_weapon.sp_drain[RC_BOSS].value += type2;
- sd->right_weapon.sp_drain[RC_BOSS].type = val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
- sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->left_weapon.sp_drain[RC_BOSS].value += type2;
- sd->left_weapon.sp_drain[RC_BOSS].type = val;
- }
- break;
- case SP_SP_VANISH_RATE:
- if(sd->state.lr_flag != 2) {
- sd->sp_vanish_rate += type2;
- sd->sp_vanish_per += val;
- }
- break;
- case SP_GET_ZENY_NUM:
- if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
- {
- sd->get_zeny_rate = val;
- sd->get_zeny_num = type2;
- }
- break;
- case SP_ADD_GET_ZENY_NUM:
- if(sd->state.lr_flag != 2)
- {
- sd->get_zeny_rate += val;
- sd->get_zeny_num += type2;
- }
- break;
- case SP_WEAPON_COMA_ELE:
- if(type2 >= ELE_MAX) {
- ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
- break;
- }
- if(sd->state.lr_flag == 2)
- break;
- sd->weapon_coma_ele[type2] += val;
- sd->special_state.bonus_coma = 1;
- break;
- case SP_WEAPON_COMA_RACE:
- if(sd->state.lr_flag == 2)
- break;
- sd->weapon_coma_race[type2] += val;
- sd->special_state.bonus_coma = 1;
- break;
- case SP_WEAPON_ATK:
- if(sd->state.lr_flag != 2)
- sd->weapon_atk[type2]+=val;
- break;
- case SP_WEAPON_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->weapon_atk_rate[type2]+=val;
- break;
- case SP_CRITICAL_ADDRACE:
- if(sd->state.lr_flag != 2)
- sd->critaddrace[type2] += val*10;
- break;
- case SP_ADDEFF_WHENHIT:
- if (type2 > SC_MAX) {
- ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0);
- break;
- case SP_SKILL_ATK:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2);
- if (i == ARRAYLENGTH(sd->skillatk))
- { //Better mention this so the array length can be updated. [Skotlex]
- ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val);
- break;
- }
- if (sd->skillatk[i].id == type2)
- sd->skillatk[i].val += val;
- else {
- sd->skillatk[i].id = type2;
- sd->skillatk[i].val = val;
- }
- break;
- case SP_SKILL_HEAL:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2);
- if (i == ARRAYLENGTH(sd->skillheal))
- { // Better mention this so the array length can be updated. [Skotlex]
- ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val);
- break;
- }
- if (sd->skillheal[i].id == type2)
- sd->skillheal[i].val += val;
- else {
- sd->skillheal[i].id = type2;
- sd->skillheal[i].val = val;
- }
- break;
- case SP_SKILL_HEAL2:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2);
- if (i == ARRAYLENGTH(sd->skillheal2))
- { // Better mention this so the array length can be updated. [Skotlex]
- ShowDebug("run_script: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val);
- break;
- }
- if (sd->skillheal2[i].id == type2)
- sd->skillheal2[i].val += val;
- else {
- sd->skillheal2[i].id = type2;
- sd->skillheal2[i].val = val;
- }
- break;
- case SP_ADD_SKILL_BLOW:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2);
- if (i == ARRAYLENGTH(sd->skillblown))
- { //Better mention this so the array length can be updated. [Skotlex]
- ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val);
- break;
- }
- if(sd->skillblown[i].id == type2)
- sd->skillblown[i].val += val;
- else {
- sd->skillblown[i].id = type2;
- sd->skillblown[i].val = val;
- }
- break;
- case SP_CASTRATE:
- if(sd->state.lr_flag == 2)
- break;
- ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
- if (i == ARRAYLENGTH(sd->skillcast))
- { //Better mention this so the array length can be updated. [Skotlex]
- ShowDebug("run_script: bonus2 bCastRate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcast), type2, val);
- break;
- }
- if(sd->skillcast[i].id == type2)
- sd->skillcast[i].val += val;
- else {
- sd->skillcast[i].id = type2;
- sd->skillcast[i].val = val;
- }
- break;
- case SP_HP_LOSS_RATE:
- if(sd->state.lr_flag != 2) {
- sd->hp_loss.value = type2;
- sd->hp_loss.rate = val;
- }
- break;
- case SP_HP_REGEN_RATE:
- if(sd->state.lr_flag != 2) {
- sd->hp_regen.value = type2;
- sd->hp_regen.rate = val;
- }
- break;
- case SP_ADDRACE2:
- if (!(type2 > RC2_NONE && type2 < RC2_MAX))
- break;
- if(sd->state.lr_flag != 2)
- sd->right_weapon.addrace2[type2] += val;
- else
- sd->left_weapon.addrace2[type2] += val;
- break;
- case SP_SUBSIZE:
- if(sd->state.lr_flag != 2)
- sd->subsize[type2]+=val;
- break;
- case SP_SUBRACE2:
- if (!(type2 > RC2_NONE && type2 < RC2_MAX))
- break;
- if(sd->state.lr_flag != 2)
- sd->subrace2[type2]+=val;
- break;
- case SP_ADD_ITEM_HEAL_RATE:
- if(sd->state.lr_flag == 2)
- break;
- if (type2 < MAX_ITEMGROUP) { //Group bonus
- sd->itemgrouphealrate[type2] += val;
- break;
- }
- //Standard item bonus.
- for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
- if(i == ARRAYLENGTH(sd->itemhealrate)) {
- ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate));
- break;
- }
- sd->itemhealrate[i].nameid = type2;
- sd->itemhealrate[i].rate += val;
- break;
- case SP_EXP_ADDRACE:
- if(sd->state.lr_flag != 2)
- sd->expaddrace[type2]+=val;
- break;
- case SP_SP_GAIN_RACE:
- if(sd->state.lr_flag != 2)
- sd->sp_gain_race[type2]+=val;
- break;
- case SP_ADD_MONSTER_DROP_ITEM:
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
- break;
- case SP_ADD_MONSTER_DROP_ITEMGROUP:
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
- break;
- case SP_SP_LOSS_RATE:
- if(sd->state.lr_flag != 2) {
- sd->sp_loss.value = type2;
- sd->sp_loss.rate = val;
- }
- break;
- case SP_SP_REGEN_RATE:
- if(sd->state.lr_flag != 2) {
- sd->sp_regen.value = type2;
- sd->sp_regen.rate = val;
- }
- break;
- case SP_HP_DRAIN_VALUE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[type2].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[type2].value += val;
- }
- break;
- case SP_SP_DRAIN_VALUE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[type2].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[type2].value += val;
- }
- break;
- case SP_IGNORE_MDEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->ignore_mdef[type2] += val;
- break;
- case SP_IGNORE_DEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->ignore_def[type2] += val;
- break;
- default:
- ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
- break;
- }
- return 0;
- }
- int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
- {
- nullpo_ret(sd);
- switch(type){
- case SP_ADD_MONSTER_DROP_ITEM:
- if(sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<<type3, val);
- break;
- case SP_ADD_CLASS_DROP_ITEM:
- if(sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, -type3, val);
- break;
- case SP_AUTOSPELL:
- if(sd->state.lr_flag != 2)
- {
- int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
- target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
- pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
- target?-type2:type2, type3, val, 0, current_equip_card_id);
- }
- break;
- case SP_AUTOSPELL_WHENHIT:
- if(sd->state.lr_flag != 2)
- {
- int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
- target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
- pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
- target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id);
- }
- break;
- case SP_SP_DRAIN_RATE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
- sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_BOSS].per += type3;
- sd->right_weapon.sp_drain[RC_BOSS].type = val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
- sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_BOSS].per += type3;
- sd->left_weapon.sp_drain[RC_BOSS].type = val;
- }
- break;
- case SP_HP_DRAIN_RATE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[type2].rate += type3;
- sd->right_weapon.hp_drain[type2].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[type2].rate += type3;
- sd->left_weapon.hp_drain[type2].per += val;
- }
- break;
- case SP_SP_DRAIN_RATE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[type2].rate += type3;
- sd->right_weapon.sp_drain[type2].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[type2].rate += type3;
- sd->left_weapon.sp_drain[type2].per += val;
- }
- break;
- case SP_ADD_MONSTER_DROP_ITEMGROUP:
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1<<type3, val);
- break;
- case SP_ADDEFF:
- if (type2 > SC_MAX) {
- ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
- break;
- }
- pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
- sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val);
- break;
- case SP_ADDEFF_WHENHIT:
- if (type2 > SC_MAX) {
- ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val);
- break;
- case SP_ADDEFF_ONSKILL:
- if( type3 > SC_MAX ) {
- ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3);
- break;
- }
- if( sd->state.lr_flag != 2 )
- pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET);
- break;
-
- case SP_ADDELE:
- if (type2 > ELE_MAX) {
- ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2);
- break;
- }
- if (sd->state.lr_flag != 2)
- pc_bonus_addele(sd, (unsigned char)type2, type3, val);
- break;
- case SP_SUBELE:
- if (type2 > ELE_MAX) {
- ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2);
- break;
- }
- if (sd->state.lr_flag != 2)
- pc_bonus_subele(sd, (unsigned char)type2, type3, val);
- break;
- default:
- ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
- break;
- }
- return 0;
- }
- int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
- {
- nullpo_ret(sd);
- switch(type){
- case SP_AUTOSPELL:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id);
- break;
- case SP_AUTOSPELL_WHENHIT:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id);
- break;
- case SP_AUTOSPELL_ONSKILL:
- if(sd->state.lr_flag != 2)
- {
- int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
- target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
- pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id);
- }
- break;
- case SP_ADDEFF_ONSKILL:
- if( type2 > SC_MAX ) {
- ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2);
- break;
- }
- if( sd->state.lr_flag != 2 )
- pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
- break;
- default:
- ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
- break;
- }
- return 0;
- }
- int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
- {
- nullpo_ret(sd);
- switch(type){
- case SP_AUTOSPELL:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
- break;
- case SP_AUTOSPELL_WHENHIT:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
- break;
- case SP_AUTOSPELL_ONSKILL:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id);
- break;
- default:
- ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val);
- break;
- }
- return 0;
- }
- /*==========================================
- * Grants a player a given skill. Flag values are:
- * 0 - Grant skill unconditionally and forever (only this one invokes status_calc_pc,
- * as the other two are assumed to be invoked from within it)
- * 1 - Grant an item skill (temporary)
- * 2 - Like 1, except the level granted can stack with previously learned level.
- *------------------------------------------*/
- int pc_skill(TBL_PC* sd, int id, int level, int flag)
- {
- nullpo_ret(sd);
- if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) {
- ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
- return 0;
- }
- if( level > MAX_SKILL_LEVEL ) {
- ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
- return 0;
- }
- if( flag == 2 && sd->status.skill[id].lv + level > MAX_SKILL_LEVEL ) {
- ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[id].lv);
- return 0;
- }
- switch( flag ){
- case 0: //Set skill data overwriting whatever was there before.
- sd->status.skill[id].id = id;
- sd->status.skill[id].lv = level;
- sd->status.skill[id].flag = SKILL_FLAG_PERMANENT;
- if( level == 0 ) //Remove skill.
- {
- sd->status.skill[id].id = 0;
- clif_deleteskill(sd,id);
- }
- else
- clif_addskill(sd,id);
- if( !skill_get_inf(id) ) //Only recalculate for passive skills.
- status_calc_pc(sd, 0);
- break;
- case 1: //Item bonus skill.
- if( sd->status.skill[id].id == id ){
- if( sd->status.skill[id].lv >= level )
- return 0;
- if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
- sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv;
- } else {
- sd->status.skill[id].id = id;
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY;
- }
- sd->status.skill[id].lv = level;
- break;
- case 2: //Add skill bonus on top of what you had.
- if( sd->status.skill[id].id == id ){
- if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT )
- sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Store previous level.
- } else {
- sd->status.skill[id].id = id;
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
- }
- sd->status.skill[id].lv += level;
- break;
- default: //Unknown flag?
- return 0;
- }
- return 1;
- }
- /*==========================================
- * カ?ド?入
- *------------------------------------------*/
- int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip)
- {
- int i;
- int nameid;
- nullpo_ret(sd);
- if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL )
- return 0; //Invalid item index.
- if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL )
- return 0; //Invalid card index.
- if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 )
- return 0; // target item missing
- if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 )
- return 0; // target card missing
- if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR )
- return 0; // only weapons and armor are allowed
- if( sd->inventory_data[idx_card]->type != IT_CARD )
- return 0; // must be a card
- if( sd->status.inventory[idx_equip].identify == 0 )
- return 0; // target must be identified
- if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) )
- return 0; // card slots reserved for other purposes
- if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 )
- return 0; // card cannot be compounded on this item type
- if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD )
- return 0; // attempted to place shield card on left-hand weapon.
- if( sd->status.inventory[idx_equip].equip != 0 )
- return 0; // item must be unequipped
- ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 );
- if( i == sd->inventory_data[idx_equip]->slot )
- return 0; // no free slots
- // remember the card id to insert
- nameid = sd->status.inventory[idx_card].nameid;
- if( pc_delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 )
- {// failed
- clif_insert_card(sd,idx_equip,idx_card,1);
- }
- else
- {// success
- log_pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->status.inventory[idx_equip]);
- sd->status.inventory[idx_equip].card[i] = nameid;
- log_pick_pc(sd, LOG_TYPE_OTHER, 1, &sd->status.inventory[idx_equip]);
- clif_insert_card(sd,idx_equip,idx_card,0);
- }
- return 0;
- }
- //
- // アイテム物
- //
- /*==========================================
- * スキルによる買い値修正
- *------------------------------------------*/
- int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
- {
- int skill,val = orig_value,rate1 = 0,rate2 = 0;
- if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
- rate1 = 5+skill*2-((skill==10)? 1:0);
- if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
- rate2 = 5+skill*4;
- if(rate1 < rate2) rate1 = rate2;
- if(rate1)
- val = (int)((double)orig_value*(double)(100-rate1)/100.);
- if(val < 0) val = 0;
- if(orig_value > 0 && val < 1) val = 1;
- return val;
- }
- /*==========================================
- * スキルによる?り値修正
- *------------------------------------------*/
- int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
- {
- int skill,val = orig_value,rate = 0;
- if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
- rate = 5+skill*2-((skill==10)? 1:0);
- if(rate)
- val = (int)((double)orig_value*(double)(100+rate)/100.);
- if(val < 0) val = 0;
- if(orig_value > 0 && val < 1) val = 1;
- return val;
- }
- /*==========================================
- * アイテムを買った暫ノ、新しいアイテム欄を使うか、
- * 3万個制限にかかるか確認
- *------------------------------------------*/
- int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
- {
- int i;
- nullpo_ret(sd);
- if(amount > MAX_AMOUNT)
- return ADDITEM_OVERAMOUNT;
- if(!itemdb_isstackable(nameid))
- return ADDITEM_NEW;
- for(i=0;i<MAX_INVENTORY;i++){
- // FIXME: This does not consider the checked item's cards, thus could check a wrong slot for stackability.
- if(sd->status.inventory[i].nameid==nameid){
- if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
- return ADDITEM_OVERAMOUNT;
- return ADDITEM_EXIST;
- }
- }
- return ADDITEM_NEW;
- }
- /*==========================================
- * 空きアイテム欄の個?
- *------------------------------------------*/
- int pc_inventoryblank(struct map_session_data *sd)
- {
- int i,b;
- nullpo_ret(sd);
- for(i=0,b=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==0)
- b++;
- }
- return b;
- }
- /*==========================================
- * attempts to remove zeny from player (sd)
- *------------------------------------------*/
- int pc_payzeny(struct map_session_data *sd,int zeny)
- {
- nullpo_ret(sd);
- if( zeny < 0 )
- {
- ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
- return 1;
- }
- if( sd->status.zeny < zeny )
- return 1; //Not enough.
- sd->status.zeny -= zeny;
- clif_updatestatus(sd,SP_ZENY);
- if( zeny > 0 && sd->state.showzeny ) {
- char output[255];
- sprintf(output, "Removed %dz.", zeny);
- clif_disp_onlyself(sd,output,strlen(output));
- }
- return 0;
- }
- /*==========================================
- * Cash Shop
- *------------------------------------------*/
- void pc_paycash(struct map_session_data *sd, int price, int points)
- {
- char output[128];
- int cash;
- nullpo_retv(sd);
- if( price < 0 || points < 0 )
- {
- ShowError("pc_paycash: Paying negative points (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
- return;
- }
- if( points > price )
- {
- ShowWarning("pc_paycash: More kafra points provided than needed (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
- points = price;
- }
- cash = price-points;
- if( sd->cashPoints < cash || sd->kafraPoints < points )
- {
- ShowError("pc_paycash: Not enough points (cash=%d, kafra=%d) to cover the price (cash=%d, kafra=%d) (account_id=%d, char_id=%d).\n", sd->cashPoints, sd->kafraPoints, cash, points, sd->status.account_id, sd->status.char_id);
- return;
- }
- pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints-cash);
- pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints-points);
- if( battle_config.cashshop_show_points )
- {
- sprintf(output, msg_txt(504), points, cash, sd->kafraPoints, sd->cashPoints);
- clif_disp_onlyself(sd, output, strlen(output));
- }
- }
- void pc_getcash(struct map_session_data *sd, int cash, int points)
- {
- char output[128];
- nullpo_retv(sd);
- if( cash > 0 )
- {
- if( cash > MAX_ZENY-sd->cashPoints )
- {
- ShowWarning("pc_getcash: Cash point overflow (cash=%d, have cash=%d, account_id=%d, char_id=%d).\n", cash, sd->cashPoints, sd->status.account_id, sd->status.char_id);
- cash = MAX_ZENY-sd->cashPoints;
- }
- pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints+cash);
- if( battle_config.cashshop_show_points )
- {
- sprintf(output, msg_txt(505), cash, sd->cashPoints);
- clif_disp_onlyself(sd, output, strlen(output));
- }
- }
- else if( cash < 0 )
- {
- ShowError("pc_getcash: Obtaining negative cash points (cash=%d, account_id=%d, char_id=%d).\n", cash, sd->status.account_id, sd->status.char_id);
- }
- if( points > 0 )
- {
- if( points > MAX_ZENY-sd->kafraPoints )
- {
- ShowWarning("pc_getcash: Kafra point overflow (points=%d, have points=%d, account_id=%d, char_id=%d).\n", points, sd->kafraPoints, sd->status.account_id, sd->status.char_id);
- points = MAX_ZENY-sd->kafraPoints;
- }
- pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints+points);
- if( battle_config.cashshop_show_points )
- {
- sprintf(output, msg_txt(506), points, sd->kafraPoints);
- clif_disp_onlyself(sd, output, strlen(output));
- }
- }
- else if( points < 0 )
- {
- ShowError("pc_getcash: Obtaining negative kafra points (points=%d, account_id=%d, char_id=%d).\n", points, sd->status.account_id, sd->status.char_id);
- }
- }
- /*==========================================
- * Attempts to give zeny to player (sd)
- *------------------------------------------*/
- int pc_getzeny(struct map_session_data *sd,int zeny)
- {
- nullpo_ret(sd);
- if( zeny < 0 )
- {
- ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
- return 1;
- }
- if( zeny > MAX_ZENY - sd->status.zeny )
- zeny = MAX_ZENY - sd->status.zeny;
- sd->status.zeny += zeny;
- clif_updatestatus(sd,SP_ZENY);
- if( zeny > 0 && sd->state.showzeny ) {
- char output[255];
- sprintf(output, "Gained %dz.", zeny);
- clif_disp_onlyself(sd,output,strlen(output));
- }
- return 0;
- }
- /*==========================================
- * アイテムを探して、インデックスを返す
- *------------------------------------------*/
- int pc_search_inventory(struct map_session_data *sd,int item_id)
- {
- int i;
- nullpo_retr(-1, sd);
- ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) );
- return ( i < MAX_INVENTORY ) ? i : -1;
- }
- /*==========================================
- * アイテム追加。個?のみitem構造?の?字を無視
- *------------------------------------------*/
- int pc_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
- {
- struct item_data *data;
- int i;
- unsigned int w;
- nullpo_retr(1, sd);
- nullpo_retr(1, item_data);
- if( item_data->nameid <= 0 || amount <= 0 )
- return 1;
- if( amount > MAX_AMOUNT )
- return 5;
-
- data = itemdb_search(item_data->nameid);
- w = data->weight*amount;
- if(sd->weight + w > sd->max_weight)
- return 2;
- if( itemdb_is_rune(item_data->nameid) ) {
- int rune = pc_search_inventory(sd,item_data->nameid);
- if( ( rune >= 0 && sd->status.inventory[rune].amount + amount > MAX_RUNE ) ||
- ( rune == -1 && amount > MAX_RUNE )
- ) {
- clif_msgtable(sd->fd,0x61b);
- return 1;
- }
- }
- i = MAX_INVENTORY;
- if( itemdb_isstackable2(data) && item_data->expire_time == 0 )
- { // Stackable | Non Rental
- for( i = 0; i < MAX_INVENTORY; i++ )
- {
- if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 )
- {
- if( amount > MAX_AMOUNT - sd->status.inventory[i].amount )
- return 5;
- sd->status.inventory[i].amount += amount;
- clif_additem(sd,i,amount,0);
- break;
- }
- }
- }
- if( i >= MAX_INVENTORY )
- {
- i = pc_search_inventory(sd,0);
- if( i < 0 )
- return 4;
- memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
- // clear equips field first, just in case
- if( item_data->equip )
- sd->status.inventory[i].equip = 0;
- sd->status.inventory[i].amount = amount;
- sd->inventory_data[i] = data;
- clif_additem(sd,i,amount,0);
- }
- log_pick_pc(sd, log_type, amount, &sd->status.inventory[i]);
- sd->weight += w;
- clif_updatestatus(sd,SP_WEIGHT);
- //Auto-equip
- if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
- return 0;
- }
- /*==========================================
- * アイテムを減らす
- *------------------------------------------*/
- int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type)
- {
- nullpo_retr(1, sd);
- if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
- return 1;
- log_pick_pc(sd, log_type, -amount, &sd->status.inventory[n]);
- sd->status.inventory[n].amount -= amount;
- sd->weight -= sd->inventory_data[n]->weight*amount ;
- if(sd->status.inventory[n].amount<=0){
- if(sd->status.inventory[n].equip)
- pc_unequipitem(sd,n,3);
- memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
- sd->inventory_data[n] = NULL;
- }
- if(!(type&1))
- clif_delitem(sd,n,amount,reason);
- if(!(type&2))
- clif_updatestatus(sd,SP_WEIGHT);
- return 0;
- }
- /*==========================================
- * アイテムを落す
- *------------------------------------------*/
- int pc_dropitem(struct map_session_data *sd,int n,int amount)
- {
- nullpo_retr(1, sd);
- if(n < 0 || n >= MAX_INVENTORY)
- return 0;
- if(amount <= 0)
- return 0;
- if(sd->status.inventory[n].nameid <= 0 ||
- sd->status.inventory[n].amount <= 0 ||
- sd->status.inventory[n].amount < amount ||
- sd->state.trading || sd->state.vending ||
- !sd->inventory_data[n] //pc_delitem would fail on this case.
- )
- return 0;
- if( map[sd->bl.m].flag.nodrop )
- {
- clif_displaymessage (sd->fd, msg_txt(271));
- return 0; //Can't drop items in nodrop mapflag maps.
- }
-
- if( !pc_candrop(sd,&sd->status.inventory[n]) )
- {
- clif_displaymessage (sd->fd, msg_txt(263));
- return 0;
- }
-
- if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2))
- return 0;
-
- pc_delitem(sd, n, amount, 0, 7, LOG_TYPE_PICKDROP_PLAYER);
- return 1;
- }
- /*==========================================
- * アイテムを拾う
- *------------------------------------------*/
- int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
- {
- int flag=0;
- unsigned int tick = gettick();
- struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
- struct party_data *p=NULL;
- nullpo_ret(sd);
- nullpo_ret(fitem);
- if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
- return 0; // 距離が遠い
- if (sd->status.party_id)
- p = party_search(sd->status.party_id);
-
- if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id)
- {
- first_sd = map_charid2sd(fitem->first_get_charid);
- if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
- if (!(p && p->party.item&1 &&
- first_sd && first_sd->status.party_id == sd->status.party_id
- ))
- return 0;
- }
- else
- if(fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id)
- {
- second_sd = map_charid2sd(fitem->second_get_charid);
- if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
- if(!(p && p->party.item&1 &&
- ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
- (second_sd && second_sd->status.party_id == sd->status.party_id))
- ))
- return 0;
- }
- else
- if(fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id)
- {
- third_sd = map_charid2sd(fitem->third_get_charid);
- if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
- if(!(p && p->party.item&1 &&
- ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
- (second_sd && second_sd->status.party_id == sd->status.party_id) ||
- (third_sd && third_sd->status.party_id == sd->status.party_id))
- ))
- return 0;
- }
- }
- }
- }
- //This function takes care of giving the item to whoever should have it, considering party-share options.
- if ((flag = party_share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) {
- clif_additem(sd,0,0,flag);
- return 1;
- }
- //Display pickup animation.
- pc_stop_attack(sd);
- clif_takeitem(&sd->bl,&fitem->bl);
- map_clearflooritem(fitem->bl.id);
- return 1;
- }
- int pc_isUseitem(struct map_session_data *sd,int n)
- {
- struct item_data *item;
- int nameid;
- nullpo_ret(sd);
- item = sd->inventory_data[n];
- nameid = sd->status.inventory[n].nameid;
- if( item == NULL )
- return 0;
- //Not consumable item
- if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH )
- return 0;
- if( !item->script ) //if it has no script, you can't really consume it!
- return 0;
- switch( nameid )
- {
- case 605: // Anodyne
- if( map_flag_gvg(sd->bl.m) )
- return 0;
- case 606:
- if( pc_issit(sd) )
- return 0;
- break;
- case 601: // Fly Wing
- case 12212: // Giant Fly Wing
- if( map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m) )
- {
- clif_skill_teleportmessage(sd,0);
- return 0;
- }
- case 602: // ButterFly Wing
- case 14527: // Dungeon Teleport Scroll
- case 14581: // Dungeon Teleport Scroll
- case 14582: // Yellow Butterfly Wing
- case 14583: // Green Butterfly Wing
- case 14584: // Red Butterfly Wing
- case 14585: // Blue Butterfly Wing
- case 14591: // Siege Teleport Scroll
- if( sd->duel_group && !battle_config.duel_allow_teleport )
- {
- clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
- return 0;
- }
- if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn )
- return 0;
- break;
- case 604: // Dead Branch
- case 12024: // Red Pouch
- case 12103: // Bloody Branch
- case 12109: // Poring Box
- if( map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m) )
- return 0;
- break;
- case 12210: // Bubble Gum
- case 12264: // Comp Bubble Gum
- if( sd->sc.data[SC_ITEMBOOST] )
- return 0;
- break;
- case 12208: // Battle Manual
- case 12263: // Comp Battle Manual
- case 12312: // Thick Battle Manual
- case 12705: // Noble Nameplate
- case 14532: // Battle_Manual25
- case 14533: // Battle_Manual100
- case 14545: // Battle_Manual300
- if( sd->sc.data[SC_EXPBOOST] )
- return 0;
- break;
- case 14592: // JOB_Battle_Manual
- if( sd->sc.data[SC_JEXPBOOST] )
- return 0;
- break;
- // Mercenary Items
- case 12184: // Mercenary's Red Potion
- case 12185: // Mercenary's Blue Potion
- case 12241: // Mercenary's Concentration Potion
- case 12242: // Mercenary's Awakening Potion
- case 12243: // Mercenary's Berserk Potion
- if( sd->md == NULL || sd->md->db == NULL )
- return 0;
- if( sd->md->sc.data[SC_BERSERK] )
- return 0;
- if( nameid == 12242 && sd->md->db->lv < 40 )
- return 0;
- if( nameid == 12243 && sd->md->db->lv < 80 )
- return 0;
- break;
- case 12213: //Neuralizer
- if( !map[sd->bl.m].flag.reset )
- return 0;
- break;
- }
- if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL )
- return 0; // Mercenary Scrolls
- /**
- * Only Rune Knights may use runes
- **/
- if( itemdb_is_rune(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_RUNE_KNIGHT )
- return 0;
- /**
- * Only GCross may use poisons
- **/
- else if( itemdb_is_poison(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_GUILLOTINE_CROSS )
- return 0;
- //added item_noequip.txt items check by Maya&[Lupus]
- if (
- (!map_flag_vs(sd->bl.m) && item->flag.no_equip&1) || // Normal
- (map[sd->bl.m].flag.pvp && item->flag.no_equip&2) || // PVP
- (map_flag_gvg(sd->bl.m) && item->flag.no_equip&4) || // GVG
- (map[sd->bl.m].flag.battleground && item->flag.no_equip&8) || // Battleground
- (map[sd->bl.m].flag.restricted && item->flag.no_equip&(8*map[sd->bl.m].zone)) // Zone restriction
- )
- return 0;
- //Gender check
- if(item->sex != 2 && sd->status.sex != item->sex)
- return 0;
- //Required level check
- if(item->elv && sd->status.base_level < (unsigned int)item->elv)
- return 0;
- //Not equipable by class. [Skotlex]
- if (!(
- (1<<(sd->class_&MAPID_BASEMASK)) &
- (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
- ))
- return 0;
- //Not usable by upper class. [Inkfish]
- while( 1 ) {
- if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
- if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
- if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
- if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
- return 0;
- }
- //Dead Branch & Bloody Branch & Porings Box
- // FIXME: outdated, use constants or database
- if( nameid == 604 || nameid == 12103 || nameid == 12109 )
- log_branch(sd);
- return 1;
- }
- /*==========================================
- * アイテムを使う
- *------------------------------------------*/
- int pc_useitem(struct map_session_data *sd,int n)
- {
- unsigned int tick = gettick();
- int amount, i, nameid;
- struct script_code *script;
- nullpo_ret(sd);
- if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 )
- return 0;
- if( !pc_isUseitem(sd,n) )
- return 0;
- //Prevent mass item usage. [Skotlex]
- if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 ||
- (itemdb_iscashfood(sd->status.inventory[n].nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0)
- )
- return 0;
- if( sd->sc.count && (
- sd->sc.data[SC_BERSERK] ||
- (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) ||
- sd->sc.data[SC_TRICKDEAD] ||
- sd->sc.data[SC_HIDING] ||
- (sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM)
- ))
- return 0;
- // Store information for later use before it is lost (via pc_delitem) [Paradox924X]
- nameid = sd->inventory_data[n]->nameid;
- //Since most delay-consume items involve using a "skill-type" target cursor,
- //perform a skill-use check before going through. [Skotlex]
- //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
- //FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
- if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
- return 0;
- if( sd->inventory_data[n]->delay > 0 ) { // Check if there is a delay on this item [Paradox924X]
- ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid || !sd->item_delay[i].nameid);
- if( i < MAX_ITEMDELAYS )
- {
- if( sd->item_delay[i].nameid )
- {// found
- if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 )
- return 0; // Delay has not expired yet
- }
- else
- {// not yet used item (all slots are initially empty)
- sd->item_delay[i].nameid = nameid;
- }
- sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
- }
- else
- {// should not happen
- ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id);
- }
- }
- sd->itemid = sd->status.inventory[n].nameid;
- sd->itemindex = n;
- if(sd->catch_target_class != -1) //Abort pet catching.
- sd->catch_target_class = -1;
- amount = sd->status.inventory[n].amount;
- script = sd->inventory_data[n]->script;
- //Check if the item is to be consumed immediately [Skotlex]
- if( sd->inventory_data[n]->flag.delay_consume )
- clif_useitemack(sd,n,amount,true);
- else
- {
- if( sd->status.inventory[n].expire_time == 0 )
- {
- clif_useitemack(sd,n,amount-1,true);
- pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration
- }
- else
- clif_useitemack(sd,n,0,false);
- }
- if(sd->status.inventory[n].card[0]==CARD0_CREATE &&
- pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
- {
- potion_flag = 2; // Famous player's potions have 50% more efficiency
- if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE)
- potion_flag = 3; //Even more effective potions.
- }
- //Update item use time.
- sd->canuseitem_tick = tick + battle_config.item_use_interval;
- if( itemdb_iscashfood(nameid) )
- sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval;
- run_script(script,0,sd->bl.id,fake_nd->bl.id);
- potion_flag = 0;
- return 1;
- }
- /*==========================================
- * カ?トアイテム追加。個?のみitem構造?の?字を無視
- *------------------------------------------*/
- int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
- {
- struct item_data *data;
- int i,w;
- nullpo_retr(1, sd);
- nullpo_retr(1, item_data);
- if(item_data->nameid <= 0 || amount <= 0)
- return 1;
- data = itemdb_search(item_data->nameid);
- if( !itemdb_cancartstore(item_data, pc_get_group_level(sd)) )
- { // Check item trade restrictions [Skotlex]
- clif_displaymessage (sd->fd, msg_txt(264));
- return 1;
- }
- if( (w = data->weight*amount) + sd->cart_weight > battle_config.max_cart_weight )
- return 1;
- i = MAX_CART;
- if( itemdb_isstackable2(data) && !item_data->expire_time )
- {
- ARR_FIND( 0, MAX_CART, i,
- sd->status.cart[i].nameid == item_data->nameid &&
- sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
- sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] );
- };
- if( i < MAX_CART )
- {// item already in cart, stack it
- if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
- return 1; // no room
- sd->status.cart[i].amount+=amount;
- clif_cart_additem(sd,i,amount,0);
- }
- else
- {// item not stackable or not present, add it
- ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 );
- if( i == MAX_CART )
- return 1; // no room
- memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
- sd->status.cart[i].amount=amount;
- sd->cart_num++;
- clif_cart_additem(sd,i,amount,0);
- }
- log_pick_pc(sd, log_type, amount, &sd->status.cart[i]);
-
- sd->cart_weight += w;
- clif_updatestatus(sd,SP_CARTINFO);
- return 0;
- }
- /*==========================================
- * カ?トアイテムを減らす
- *------------------------------------------*/
- int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type)
- {
- nullpo_retr(1, sd);
- if(sd->status.cart[n].nameid==0 ||
- sd->status.cart[n].amount<amount)
- return 1;
- log_pick_pc(sd, log_type, -amount, &sd->status.cart[n]);
- sd->status.cart[n].amount -= amount;
- sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
- if(sd->status.cart[n].amount <= 0){
- memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
- sd->cart_num--;
- }
- if(!type) {
- clif_cart_delitem(sd,n,amount);
- clif_updatestatus(sd,SP_CARTINFO);
- }
- return 0;
- }
- /*==========================================
- * カ?トへアイテム移動
- *------------------------------------------*/
- int pc_putitemtocart(struct map_session_data *sd,int idx,int amount)
- {
- struct item *item_data;
- nullpo_ret(sd);
- if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
- return 1;
-
- item_data = &sd->status.inventory[idx];
- if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending )
- return 1;
- if( pc_cart_additem(sd,item_data,amount,LOG_TYPE_NONE) == 0 )
- return pc_delitem(sd,idx,amount,0,5,LOG_TYPE_NONE);
- return 1;
- }
- /*==========================================
- * カ?ト?のアイテム?確認(個?の差分を返す)
- *------------------------------------------*/
- int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount)
- {
- struct item* item_data;
- nullpo_retr(-1, sd);
- item_data = &sd->status.cart[idx];
- if( item_data->nameid == 0 || item_data->amount == 0 )
- return -1;
- return item_data->amount - amount;
- }
- /*==========================================
- * カ?トからアイテム移動
- *------------------------------------------*/
- int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
- {
- struct item *item_data;
- int flag;
- nullpo_ret(sd);
- if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
- return 1;
-
- item_data=&sd->status.cart[idx];
- if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->state.vending )
- return 1;
- if((flag = pc_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0)
- return pc_cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE);
- clif_additem(sd,0,0,flag);
- return 1;
- }
- /*==========================================
- * スティル品公開
- *------------------------------------------*/
- int pc_show_steal(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- int itemid;
- struct item_data *item=NULL;
- char output[100];
- sd=va_arg(ap,struct map_session_data *);
- itemid=va_arg(ap,int);
- if((item=itemdb_exists(itemid))==NULL)
- sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid);
- else
- sprintf(output,"%s stole %s.",sd->status.name,item->jname);
- clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
- {
- int i,itemid,flag;
- double rate;
- struct status_data *sd_status, *md_status;
- struct mob_data *md;
- struct item tmp_item;
- if(!sd || !bl || bl->type!=BL_MOB)
- return 0;
- md = (TBL_MOB *)bl;
- if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING ) ) //already stolen from / status change check
- return 0;
-
- sd_status= status_get_status_data(&sd->bl);
- md_status= status_get_status_data(bl);
- if( md->master_id || md_status->mode&MD_BOSS ||
- (md->class_ >= 1324 && md->class_ < 1364) || // Treasure Boxes WoE
- (md->class_ >= 1938 && md->class_ < 1946) || // Treasure Boxes WoE SE
- map[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
- (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
- md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
- ) { //Can't steal from
- md->state.steal_flag = UCHAR_MAX;
- return 0;
- }
- // base skill success chance (percentual)
- rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4;
- rate += sd->add_steal_rate;
-
- if( rate < 1 )
- return 0;
- // Try dropping one item, in the order from first to last possible slot.
- // Droprate is affected by the skill success rate.
- for( i = 0; i < MAX_STEAL_DROP; i++ )
- if( md->db->dropitem[i].nameid > 0 && itemdb_exists(md->db->dropitem[i].nameid) && rnd() % 10000 < md->db->dropitem[i].p * rate/100. )
- break;
- if( i == MAX_STEAL_DROP )
- return 0;
- itemid = md->db->dropitem[i].nameid;
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid = itemid;
- tmp_item.amount = 1;
- tmp_item.identify = itemdb_isidentified(itemid);
- flag = pc_additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER);
- //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise?
- md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
- if(flag) { //Failed to steal due to overweight
- clif_additem(sd,0,0,flag);
- return 0;
- }
-
- if(battle_config.show_steal_in_same_party)
- party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);
- //Logs items, Stolen from mobs [Lupus]
- log_pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item);
-
- //A Rare Steal Global Announce by Lupus
- if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
- struct item_data *i_data;
- char message[128];
- i_data = itemdb_search(itemid);
- sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
- //MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
- intif_broadcast(message,strlen(message)+1,0);
- }
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
- {
- int rate,skill;
- struct mob_data *md;
- if(!sd || !target || target->type != BL_MOB)
- return 0;
- md = (TBL_MOB*)target;
- if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS )
- return 0;
- if( (md->class_ >= 1324 && md->class_ < 1364) || (md->class_ >= 1938 && md->class_ < 1946) )
- return 0;
- skill = pc_checkskill(sd,RG_STEALCOIN)*10;
- rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
- if(rnd()%1000 < rate) {
- pc_getzeny(sd,md->level*10 + rnd()%100);
- md->state.steal_coin_flag = 1;
- return 1;
- }
- return 0;
- }
- /*==========================================
- * Set's a player position.
- * Return values:
- * 0 - Success.
- * 1 - Invalid map index.
- * 2 - Map not in this map-server, and failed to locate alternate map-server.
- *------------------------------------------*/
- int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype)
- {
- struct party_data *p;
- int m;
- nullpo_ret(sd);
- if( !mapindex || !mapindex_id2name(mapindex) )
- {
- ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
- return 1;
- }
- if( pc_isdead(sd) )
- { //Revive dead people before warping them
- pc_setstand(sd);
- pc_setrestartvalue(sd,1);
- }
- m = map_mapindex2mapid(mapindex);
- if( map[m].flag.src4instance && sd->status.party_id && (p = party_search(sd->status.party_id)) != NULL && p->instance_id )
- {
- // Request the mapid of this src map into the instance of the party
- int im = instance_map2imap(m, p->instance_id);
- if( im < 0 )
- ; // Player will enter the src map for instances
- else
- { // Changes destiny to the instance map, not the source map
- m = im;
- mapindex = map_id2index(m);
- }
- }
- sd->state.changemap = (sd->mapindex != mapindex);
- if( sd->state.changemap )
- { // Misc map-changing settings
- sd->state.pmap = sd->bl.m;
- if (sd->sc.count)
- { // Cancel some map related stuff.
- if (sd->sc.data[SC_JAILED])
- return 1; //You may not get out!
- status_change_end(&sd->bl, SC_BOSSMAPINFO, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WARM, INVALID_TIMER);
- status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER);
- status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER);
- status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER);
- status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER);
- if (sd->sc.data[SC_KNOWLEDGE]) {
- struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
- if (sce->timer != INVALID_TIMER)
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
- }
- }
- if (battle_config.clear_unit_onwarp&BL_PC)
- skill_clear_unitgroup(&sd->bl);
- party_send_dot_remove(sd); //minimap dot fix [Kevin]
- guild_send_dot_remove(sd);
- bg_send_dot_remove(sd);
- if (sd->regen.state.gc)
- sd->regen.state.gc = 0;
- }
- if( m < 0 )
- {
- uint32 ip;
- uint16 port;
- //if can't find any map-servers, just abort setting position.
- if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port))
- return 2;
- if (sd->npc_id)
- npc_event_dequeue(sd);
- npc_script_event(sd, NPCE_LOGOUT);
- //remove from map, THEN change x/y coordinates
- unit_remove_map_pc(sd,clrtype);
- sd->mapindex = mapindex;
- sd->bl.x=x;
- sd->bl.y=y;
- pc_clean_skilltree(sd);
- chrif_save(sd,2);
- chrif_changemapserver(sd, ip, (short)port);
- //Free session data from this map server [Kevin]
- unit_free_pc(sd);
- return 0;
- }
- if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys )
- {
- ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y);
- x = y = 0; // make it random
- }
- if( x == 0 && y == 0 )
- {// pick a random walkable cell
- do {
- x=rnd()%(map[m].xs-2)+1;
- y=rnd()%(map[m].ys-2)+1;
- } while(map_getcell(m,x,y,CELL_CHKNOPASS));
- }
- if(sd->bl.prev != NULL){
- unit_remove_map_pc(sd,clrtype);
- clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
- } else if(sd->state.active)
- //Tag player for rewarping after map-loading is done. [Skotlex]
- sd->state.rewarp = 1;
-
- sd->mapindex = mapindex;
- sd->bl.m = m;
- sd->bl.x = sd->ud.to_x = x;
- sd->bl.y = sd->ud.to_y = y;
- if( sd->status.guild_id > 0 && map[m].flag.gvg_castle )
- { // Increased guild castle regen [Valaris]
- struct guild_castle *gc = guild_mapindex2gc(sd->mapindex);
- if(gc && gc->guild_id == sd->status.guild_id)
- sd->regen.state.gc = 1;
- }
- if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
- {
- sd->pd->bl.m = m;
- sd->pd->bl.x = sd->pd->ud.to_x = x;
- sd->pd->bl.y = sd->pd->ud.to_y = y;
- sd->pd->ud.dir = sd->ud.dir;
- }
- if( merc_is_hom_active(sd->hd) )
- {
- sd->hd->bl.m = m;
- sd->hd->bl.x = sd->hd->ud.to_x = x;
- sd->hd->bl.y = sd->hd->ud.to_y = y;
- sd->hd->ud.dir = sd->ud.dir;
- }
- if( sd->md )
- {
- sd->md->bl.m = m;
- sd->md->bl.x = sd->md->ud.to_x = x;
- sd->md->bl.y = sd->md->ud.to_y = y;
- sd->md->ud.dir = sd->ud.dir;
- }
- return 0;
- }
- /*==========================================
- * PCのランダムワ?プ
- *------------------------------------------*/
- int pc_randomwarp(struct map_session_data *sd, clr_type type)
- {
- int x,y,i=0;
- int m;
- nullpo_ret(sd);
- m=sd->bl.m;
- if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
- return 0;
- do{
- x=rnd()%(map[m].xs-2)+1;
- y=rnd()%(map[m].ys-2)+1;
- }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
- if (i < 1000)
- return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
- return 0;
- }
- /*==========================================
- * Records a memo point at sd's current position
- * pos - entry to replace, (-1: shift oldest entry out)
- *------------------------------------------*/
- int pc_memo(struct map_session_data* sd, int pos)
- {
- int skill;
- nullpo_ret(sd);
- // check mapflags
- if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) {
- clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized."
- return 0;
- }
- // check inputs
- if( pos < -1 || pos >= MAX_MEMOPOINTS )
- return 0; // invalid input
- // check required skill level
- skill = pc_checkskill(sd, AL_WARP);
- if( skill < 1 ) {
- clif_skill_memomessage(sd,2); // "You haven't learned Warp."
- return 0;
- }
- if( skill < 2 || skill - 2 < pos ) {
- clif_skill_memomessage(sd,1); // "Skill Level is not high enough."
- return 0;
- }
- if( pos == -1 )
- {
- int i;
- // prevent memo-ing the same map multiple times
- ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) );
- memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point));
- pos = 0;
- }
- sd->status.memo_point[pos].map = map_id2index(sd->bl.m);
- sd->status.memo_point[pos].x = sd->bl.x;
- sd->status.memo_point[pos].y = sd->bl.y;
- clif_skill_memomessage(sd, 0);
- return 1;
- }
- //
- // 武器??
- //
- /*==========================================
- * スキルの?索 所有していた場合Lvが返る
- *------------------------------------------*/
- int pc_checkskill(struct map_session_data *sd,int skill_id)
- {
- if(sd == NULL) return 0;
- if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX )
- {
- struct guild *g;
- if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
- return guild_checkskill(g,skill_id);
- return 0;
- }
- else if( skill_id < 0 || skill_id >= ARRAYLENGTH(sd->status.skill) )
- {
- ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
- return 0;
- }
- if(sd->status.skill[skill_id].id == skill_id)
- return (sd->status.skill[skill_id].lv);
- return 0;
- }
- /*==========================================
- * 武器?更によるスキルの??チェック
- * 引?:
- * struct map_session_data *sd セッションデ?タ
- * int nameid ?備品ID
- * 返り値:
- * 0 ?更なし
- * -1 スキルを解除
- *------------------------------------------*/
- int pc_checkallowskill(struct map_session_data *sd)
- {
- const enum sc_type scw_list[] = {
- SC_TWOHANDQUICKEN,
- SC_ONEHAND,
- SC_AURABLADE,
- SC_PARRYING,
- SC_SPEARQUICKEN,
- SC_ADRENALINE,
- SC_ADRENALINE2,
- SC_DANCING,
- SC_GATLINGFEVER
- };
- const enum sc_type scs_list[] = {
- SC_AUTOGUARD,
- SC_DEFENDER,
- SC_REFLECTSHIELD
- };
- int i;
- nullpo_ret(sd);
- if(!sd->sc.count)
- return 0;
-
- for (i = 0; i < ARRAYLENGTH(scw_list); i++)
- { // Skills requiring specific weapon types
- if(sd->sc.data[scw_list[i]] &&
- !pc_check_weapontype(sd,skill_get_weapontype(status_sc2skill(scw_list[i]))))
- status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
- }
-
- if(sd->sc.data[SC_SPURT] && sd->status.weapon)
- // Spurt requires bare hands (feet, in fact xD)
- status_change_end(&sd->bl, SC_SPURT, INVALID_TIMER);
-
- if(sd->status.shield <= 0) { // Skills requiring a shield
- for (i = 0; i < ARRAYLENGTH(scs_list); i++)
- if(sd->sc.data[scs_list[i]])
- status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
- }
- return 0;
- }
- /*==========================================
- * ? 備品のチェック
- *------------------------------------------*/
- int pc_checkequip(struct map_session_data *sd,int pos)
- {
- int i;
- nullpo_retr(-1, sd);
- for(i=0;i<EQI_MAX;i++){
- if(pos & equip_pos[i])
- return sd->equip_index[i];
- }
- return -1;
- }
- /*==========================================
- * Convert's from the client's lame Job ID system
- * to the map server's 'makes sense' system. [Skotlex]
- *------------------------------------------*/
- int pc_jobid2mapid(unsigned short b_class)
- {
- switch(b_class)
- {
- case JOB_NOVICE: return MAPID_NOVICE;
- //1st classes
- case JOB_SWORDMAN: return MAPID_SWORDMAN;
- case JOB_MAGE: return MAPID_MAGE;
- case JOB_ARCHER: return MAPID_ARCHER;
- case JOB_ACOLYTE: return MAPID_ACOLYTE;
- case JOB_MERCHANT: return MAPID_MERCHANT;
- case JOB_THIEF: return MAPID_THIEF;
- case JOB_TAEKWON: return MAPID_TAEKWON;
- case JOB_WEDDING: return MAPID_WEDDING;
- case JOB_GUNSLINGER: return MAPID_GUNSLINGER;
- case JOB_NINJA: return MAPID_NINJA;
- case JOB_XMAS: return MAPID_XMAS;
- case JOB_SUMMER: return MAPID_SUMMER;
- //2_1 classes
- case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE;
- case JOB_KNIGHT: return MAPID_KNIGHT;
- case JOB_WIZARD: return MAPID_WIZARD;
- case JOB_HUNTER: return MAPID_HUNTER;
- case JOB_PRIEST: return MAPID_PRIEST;
- case JOB_BLACKSMITH: return MAPID_BLACKSMITH;
- case JOB_ASSASSIN: return MAPID_ASSASSIN;
- case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR;
- //2_2 classes
- case JOB_CRUSADER: return MAPID_CRUSADER;
- case JOB_SAGE: return MAPID_SAGE;
- case JOB_BARD:
- case JOB_DANCER: return MAPID_BARDDANCER;
- case JOB_MONK: return MAPID_MONK;
- case JOB_ALCHEMIST: return MAPID_ALCHEMIST;
- case JOB_ROGUE: return MAPID_ROGUE;
- case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER;
- //1st: advanced
- case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH;
- case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH;
- case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH;
- case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH;
- case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH;
- case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH;
- case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH;
- //2_1 advanced
- case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT;
- case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD;
- case JOB_SNIPER: return MAPID_SNIPER;
- case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST;
- case JOB_WHITESMITH: return MAPID_WHITESMITH;
- case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS;
- //2_2 advanced
- case JOB_PALADIN: return MAPID_PALADIN;
- case JOB_PROFESSOR: return MAPID_PROFESSOR;
- case JOB_CLOWN:
- case JOB_GYPSY: return MAPID_CLOWNGYPSY;
- case JOB_CHAMPION: return MAPID_CHAMPION;
- case JOB_CREATOR: return MAPID_CREATOR;
- case JOB_STALKER: return MAPID_STALKER;
- //1-1 baby
- case JOB_BABY: return MAPID_BABY;
- case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN;
- case JOB_BABY_MAGE: return MAPID_BABY_MAGE;
- case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER;
- case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE;
- case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT;
- case JOB_BABY_THIEF: return MAPID_BABY_THIEF;
- //2_1 baby
- case JOB_SUPER_BABY: return MAPID_SUPER_BABY;
- case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT;
- case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD;
- case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER;
- case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST;
- case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH;
- case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN;
- //2_2 baby
- case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER;
- case JOB_BABY_SAGE: return MAPID_BABY_SAGE;
- case JOB_BABY_BARD:
- case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER;
- case JOB_BABY_MONK: return MAPID_BABY_MONK;
- case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST;
- case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE;
- //3.1 non-trans
- case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT;
- case JOB_WARLOCK: return MAPID_WARLOCK;
- case JOB_RANGER: return MAPID_RANGER;
- case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP;
- case JOB_MECHANIC: return MAPID_MECHANIC;
- case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS;
- //3.1 trans
- case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T;
- case JOB_WARLOCK_T: return MAPID_WARLOCK_T;
- case JOB_RANGER_T: return MAPID_RANGER_T;
- case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T;
- case JOB_MECHANIC_T: return MAPID_MECHANIC_T;
- case JOB_GUILLOTINE_CROSS_T:return MAPID_GUILLOTINE_CROSS_T;
- //3.2 non-trans
- case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD;
- case JOB_SORCERER: return MAPID_SORCERER;
- case JOB_MINSTREL: return MAPID_MINSTRELWANDERER;
- case JOB_WANDERER: return MAPID_MINSTRELWANDERER;
- case JOB_SURA: return MAPID_SURA;
- case JOB_GENETIC: return MAPID_GENETIC;
- case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER;
- //3.2 trans
- case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T;
- case JOB_SORCERER_T: return MAPID_SORCERER_T;
- case JOB_MINSTREL_T: return MAPID_MINSTRELWANDERER_T;
- case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T;
- case JOB_SURA_T: return MAPID_SURA_T;
- case JOB_GENETIC_T: return MAPID_GENETIC_T;
- case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T;
- default:
- return -1;
- }
- }
- //Reverts the map-style class id to the client-style one.
- int pc_mapid2jobid(unsigned short class_, int sex)
- {
- switch(class_)
- {
- case MAPID_NOVICE: return JOB_NOVICE;
- //1st classes
- case MAPID_SWORDMAN: return JOB_SWORDMAN;
- case MAPID_MAGE: return JOB_MAGE;
- case MAPID_ARCHER: return JOB_ARCHER;
- case MAPID_ACOLYTE: return JOB_ACOLYTE;
- case MAPID_MERCHANT: return JOB_MERCHANT;
- case MAPID_THIEF: return JOB_THIEF;
- case MAPID_TAEKWON: return JOB_TAEKWON;
- case MAPID_WEDDING: return JOB_WEDDING;
- case MAPID_GUNSLINGER: return JOB_GUNSLINGER;
- case MAPID_NINJA: return JOB_NINJA;
- case MAPID_XMAS: return JOB_XMAS;
- case MAPID_SUMMER: return JOB_SUMMER;
- //2_1 classes
- case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE;
- case MAPID_KNIGHT: return JOB_KNIGHT;
- case MAPID_WIZARD: return JOB_WIZARD;
- case MAPID_HUNTER: return JOB_HUNTER;
- case MAPID_PRIEST: return JOB_PRIEST;
- case MAPID_BLACKSMITH: return JOB_BLACKSMITH;
- case MAPID_ASSASSIN: return JOB_ASSASSIN;
- case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR;
- //2_2 classes
- case MAPID_CRUSADER: return JOB_CRUSADER;
- case MAPID_SAGE: return JOB_SAGE;
- case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER;
- case MAPID_MONK: return JOB_MONK;
- case MAPID_ALCHEMIST: return JOB_ALCHEMIST;
- case MAPID_ROGUE: return JOB_ROGUE;
- case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER;
- //1st: advanced
- case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH;
- case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH;
- case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH;
- case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH;
- case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH;
- case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH;
- case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH;
- //2_1 advanced
- case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT;
- case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD;
- case MAPID_SNIPER: return JOB_SNIPER;
- case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST;
- case MAPID_WHITESMITH: return JOB_WHITESMITH;
- case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS;
- //2_2 advanced
- case MAPID_PALADIN: return JOB_PALADIN;
- case MAPID_PROFESSOR: return JOB_PROFESSOR;
- case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY;
- case MAPID_CHAMPION: return JOB_CHAMPION;
- case MAPID_CREATOR: return JOB_CREATOR;
- case MAPID_STALKER: return JOB_STALKER;
- //1-1 baby
- case MAPID_BABY: return JOB_BABY;
- case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN;
- case MAPID_BABY_MAGE: return JOB_BABY_MAGE;
- case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER;
- case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE;
- case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT;
- case MAPID_BABY_THIEF: return JOB_BABY_THIEF;
- //2_1 baby
- case MAPID_SUPER_BABY: return JOB_SUPER_BABY;
- case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT;
- case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD;
- case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER;
- case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST;
- case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH;
- case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN;
- //2_2 baby
- case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER;
- case MAPID_BABY_SAGE: return JOB_BABY_SAGE;
- case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
- case MAPID_BABY_MONK: return JOB_BABY_MONK;
- case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST;
- case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE;
- //3.1 non-trans
- case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT;
- case MAPID_WARLOCK: return JOB_WARLOCK;
- case MAPID_RANGER: return JOB_RANGER;
- case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP;
- case MAPID_MECHANIC: return JOB_MECHANIC;
- case MAPID_GUILLOTINE_CROSS:return JOB_GUILLOTINE_CROSS;
- //3.1 trans
- case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T;
- case MAPID_WARLOCK_T: return JOB_WARLOCK_T;
- case MAPID_RANGER_T: return JOB_RANGER_T;
- case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T;
- case MAPID_MECHANIC_T: return JOB_MECHANIC_T;
- case MAPID_GUILLOTINE_CROSS_T:return JOB_GUILLOTINE_CROSS_T;
- //3.2 non-trans
- case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD;
- case MAPID_SORCERER: return JOB_SORCERER;
- case MAPID_MINSTRELWANDERER:return sex?JOB_MINSTREL:JOB_WANDERER;
- case MAPID_SURA: return JOB_SURA;
- case MAPID_GENETIC: return JOB_GENETIC;
- case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER;
- //3.2 trans
- case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T;
- case MAPID_SORCERER_T: return JOB_SORCERER_T;
- case MAPID_MINSTRELWANDERER_T:return sex?JOB_MINSTREL_T:JOB_WANDERER_T;
- case MAPID_SURA_T: return JOB_SURA_T;
- case MAPID_GENETIC_T: return JOB_GENETIC_T;
- case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T;
- default:
- return -1;
- }
- }
- /*====================================================
- * This function return the name of the job (by [Yor])
- *----------------------------------------------------*/
- const char* job_name(int class_)
- {
- switch (class_) {
- case JOB_NOVICE:
- case JOB_SWORDMAN:
- case JOB_MAGE:
- case JOB_ARCHER:
- case JOB_ACOLYTE:
- case JOB_MERCHANT:
- case JOB_THIEF:
- return msg_txt(550 - JOB_NOVICE+class_);
-
- case JOB_KNIGHT:
- case JOB_PRIEST:
- case JOB_WIZARD:
- case JOB_BLACKSMITH:
- case JOB_HUNTER:
- case JOB_ASSASSIN:
- return msg_txt(557 - JOB_KNIGHT+class_);
-
- case JOB_KNIGHT2:
- return msg_txt(557);
-
- case JOB_CRUSADER:
- case JOB_MONK:
- case JOB_SAGE:
- case JOB_ROGUE:
- case JOB_ALCHEMIST:
- case JOB_BARD:
- case JOB_DANCER:
- return msg_txt(563 - JOB_CRUSADER+class_);
-
- case JOB_CRUSADER2:
- return msg_txt(563);
-
- case JOB_WEDDING:
- case JOB_SUPER_NOVICE:
- case JOB_GUNSLINGER:
- case JOB_NINJA:
- case JOB_XMAS:
- return msg_txt(570 - JOB_WEDDING+class_);
- case JOB_SUMMER:
- return msg_txt(621);
- case JOB_NOVICE_HIGH:
- case JOB_SWORDMAN_HIGH:
- case JOB_MAGE_HIGH:
- case JOB_ARCHER_HIGH:
- case JOB_ACOLYTE_HIGH:
- case JOB_MERCHANT_HIGH:
- case JOB_THIEF_HIGH:
- return msg_txt(575 - JOB_NOVICE_HIGH+class_);
- case JOB_LORD_KNIGHT:
- case JOB_HIGH_PRIEST:
- case JOB_HIGH_WIZARD:
- case JOB_WHITESMITH:
- case JOB_SNIPER:
- case JOB_ASSASSIN_CROSS:
- return msg_txt(582 - JOB_LORD_KNIGHT+class_);
-
- case JOB_LORD_KNIGHT2:
- return msg_txt(582);
-
- case JOB_PALADIN:
- case JOB_CHAMPION:
- case JOB_PROFESSOR:
- case JOB_STALKER:
- case JOB_CREATOR:
- case JOB_CLOWN:
- case JOB_GYPSY:
- return msg_txt(588 - JOB_PALADIN + class_);
-
- case JOB_PALADIN2:
- return msg_txt(588);
- case JOB_BABY:
- case JOB_BABY_SWORDMAN:
- case JOB_BABY_MAGE:
- case JOB_BABY_ARCHER:
- case JOB_BABY_ACOLYTE:
- case JOB_BABY_MERCHANT:
- case JOB_BABY_THIEF:
- return msg_txt(595 - JOB_BABY + class_);
-
- case JOB_BABY_KNIGHT:
- case JOB_BABY_PRIEST:
- case JOB_BABY_WIZARD:
- case JOB_BABY_BLACKSMITH:
- case JOB_BABY_HUNTER:
- case JOB_BABY_ASSASSIN:
- return msg_txt(602 - JOB_BABY_KNIGHT + class_);
-
- case JOB_BABY_KNIGHT2:
- return msg_txt(602);
-
- case JOB_BABY_CRUSADER:
- case JOB_BABY_MONK:
- case JOB_BABY_SAGE:
- case JOB_BABY_ROGUE:
- case JOB_BABY_ALCHEMIST:
- case JOB_BABY_BARD:
- case JOB_BABY_DANCER:
- return msg_txt(608 - JOB_BABY_CRUSADER +class_);
-
- case JOB_BABY_CRUSADER2:
- return msg_txt(608);
-
- case JOB_SUPER_BABY:
- return msg_txt(615);
-
- case JOB_TAEKWON:
- return msg_txt(616);
- case JOB_STAR_GLADIATOR:
- case JOB_STAR_GLADIATOR2:
- return msg_txt(617);
- case JOB_SOUL_LINKER:
- return msg_txt(618);
- case JOB_RUNE_KNIGHT:
- case JOB_WARLOCK:
- case JOB_RANGER:
- case JOB_ARCH_BISHOP:
- case JOB_MECHANIC:
- case JOB_GUILLOTINE_CROSS:
- return msg_txt(625 - JOB_RUNE_KNIGHT + class_);
-
- case JOB_RUNE_KNIGHT_T:
- case JOB_WARLOCK_T:
- case JOB_RANGER_T:
- case JOB_ARCH_BISHOP_T:
- case JOB_MECHANIC_T:
- case JOB_GUILLOTINE_CROSS_T:
- return msg_txt(625 - JOB_RUNE_KNIGHT_T + class_);
- case JOB_ROYAL_GUARD:
- case JOB_SORCERER:
- case JOB_MINSTREL:
- case JOB_WANDERER:
- case JOB_SURA:
- case JOB_GENETIC:
- case JOB_SHADOW_CHASER:
- return msg_txt(631 - JOB_ROYAL_GUARD + class_);
-
- case JOB_ROYAL_GUARD_T:
- case JOB_SORCERER_T:
- case JOB_MINSTREL_T:
- case JOB_WANDERER_T:
- case JOB_SURA_T:
- case JOB_GENETIC_T:
- case JOB_SHADOW_CHASER_T:
- return msg_txt(631 - JOB_ROYAL_GUARD_T + class_);
-
- case JOB_RUNE_KNIGHT2:
- case JOB_RUNE_KNIGHT_T2:
- return msg_txt(625);
- case JOB_ROYAL_GUARD2:
- case JOB_ROYAL_GUARD_T2:
- return msg_txt(631);
- case JOB_RANGER2:
- case JOB_RANGER_T2:
- return msg_txt(627);
- case JOB_MECHANIC2:
- case JOB_MECHANIC_T2:
- return msg_txt(629);
- default:
- return msg_txt(651);
- }
- }
- int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd;
- struct block_list *tbl;
- sd = map_id2sd(id);
- nullpo_ret(sd);
- if (sd->followtimer != tid){
- ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
- sd->followtimer = INVALID_TIMER;
- return 0;
- }
- sd->followtimer = INVALID_TIMER;
- if (pc_isdead(sd))
- return 0;
- if ((tbl = map_id2bl(sd->followtarget)) == NULL)
- return 0;
- if(status_isdead(tbl))
- return 0;
- // either player or target is currently detached from map blocks (could be teleporting),
- // but still connected to this map, so we'll just increment the timer and check back later
- if (sd->bl.prev != NULL && tbl->prev != NULL &&
- sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER)
- {
- if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
- if (!check_distance_bl(&sd->bl, tbl, 5))
- unit_walktobl(&sd->bl, tbl, 5, 0);
- } else
- pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT);
- }
- sd->followtimer = add_timer(
- tick + 1000, // increase time a bit to loosen up map's load
- pc_follow_timer, sd->bl.id, 0);
- return 0;
- }
- int pc_stop_following (struct map_session_data *sd)
- {
- nullpo_ret(sd);
- if (sd->followtimer != INVALID_TIMER) {
- delete_timer(sd->followtimer,pc_follow_timer);
- sd->followtimer = INVALID_TIMER;
- }
- sd->followtarget = -1;
- return 0;
- }
- int pc_follow(struct map_session_data *sd,int target_id)
- {
- struct block_list *bl = map_id2bl(target_id);
- if (bl == NULL /*|| bl->type != BL_PC*/)
- return 1;
- if (sd->followtimer != INVALID_TIMER)
- pc_stop_following(sd);
- sd->followtarget = target_id;
- pc_follow_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
- return 0;
- }
- int pc_checkbaselevelup(struct map_session_data *sd)
- {
- unsigned int next = pc_nextbaseexp(sd);
- if (!next || sd->status.base_exp < next)
- return 0;
- do {
- sd->status.base_exp -= next;
- //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
- if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
- sd->status.base_exp = next-1;
- next = pc_gets_status_point(sd->status.base_level);
- sd->status.base_level ++;
- sd->status.status_point += next;
- } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
- if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
- status_calc_pet(sd->pd,0);
-
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_BASELEVEL);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_NEXTBASEEXP);
- status_calc_pc(sd,0);
- status_percent_heal(&sd->bl,100,100);
- if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
- {
- sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
- sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
- sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
- sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
- sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
- if (sd->state.snovice_dead_flag)
- sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
- } else
- if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
- {
- sc_start(&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000);
- sc_start(&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000);
- }
- clif_misceffect(&sd->bl,0);
- npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
- if(sd->status.party_id)
- party_send_levelup(sd);
- return 1;
- }
- int pc_checkjoblevelup(struct map_session_data *sd)
- {
- unsigned int next = pc_nextjobexp(sd);
- nullpo_ret(sd);
- if(!next || sd->status.job_exp < next)
- return 0;
- do {
- sd->status.job_exp -= next;
- //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
- if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
- sd->status.job_exp = next-1;
- sd->status.job_level ++;
- sd->status.skill_point ++;
- } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_JOBEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- clif_updatestatus(sd,SP_SKILLPOINT);
- status_calc_pc(sd,0);
- clif_misceffect(&sd->bl,1);
- if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
- clif_status_change(&sd->bl,SI_DEVIL, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
- npc_script_event(sd, NPCE_JOBLVUP);
- return 1;
- }
- /*==========================================
- * Alters experienced based on self bonuses that do not get even shared to the party.
- *------------------------------------------*/
- static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
- {
- int bonus = 0;
- struct status_data *status = status_get_status_data(src);
- if (sd->expaddrace[status->race])
- bonus += sd->expaddrace[status->race];
- bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- if (battle_config.pk_mode &&
- (int)(status_get_lv(src) - sd->status.base_level) >= 20)
- bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
- if (sd->sc.data[SC_EXPBOOST])
- bonus += sd->sc.data[SC_EXPBOOST]->val1;
- *base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX);
- if (sd->sc.data[SC_JEXPBOOST])
- bonus += sd->sc.data[SC_JEXPBOOST]->val1;
- *job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX);
- return;
- }
- /*==========================================
- * ??値取得
- *------------------------------------------*/
- int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest)
- {
- float nextbp=0, nextjp=0;
- unsigned int nextb=0, nextj=0;
- nullpo_ret(sd);
- if(sd->bl.prev == NULL || pc_isdead(sd))
- return 0;
- if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
- return 0; // no exp on pvp maps
- if(sd->status.guild_id>0)
- base_exp-=guild_payexp(sd,base_exp);
- if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
- nextb = pc_nextbaseexp(sd);
- nextj = pc_nextjobexp(sd);
-
- if(sd->state.showexp || battle_config.max_exp_gain_rate){
- if (nextb > 0)
- nextbp = (float) base_exp / (float) nextb;
- if (nextj > 0)
- nextjp = (float) job_exp / (float) nextj;
- if(battle_config.max_exp_gain_rate) {
- if (nextbp > battle_config.max_exp_gain_rate/1000.) {
- //Note that this value should never be greater than the original
- //base_exp, therefore no overflow checks are needed. [Skotlex]
- base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
- if (sd->state.showexp)
- nextbp = (float) base_exp / (float) nextb;
- }
- if (nextjp > battle_config.max_exp_gain_rate/1000.) {
- job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
- if (sd->state.showexp)
- nextjp = (float) job_exp / (float) nextj;
- }
- }
- }
-
- //Cap exp to the level up requirement of the previous level when you are at max level, otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex]
- if (base_exp) {
- nextb = nextb?UINT_MAX:pc_thisbaseexp(sd);
- if(sd->status.base_exp > nextb - base_exp)
- sd->status.base_exp = nextb;
- else
- sd->status.base_exp += base_exp;
- pc_checkbaselevelup(sd);
- clif_updatestatus(sd,SP_BASEEXP);
- }
- if (job_exp) {
- nextj = nextj?UINT_MAX:pc_thisjobexp(sd);
- if(sd->status.job_exp > nextj - job_exp)
- sd->status.job_exp = nextj;
- else
- sd->status.job_exp += job_exp;
- pc_checkjoblevelup(sd);
- clif_updatestatus(sd,SP_JOBEXP);
- }
- #if PACKETVER >= 20091027
- if(base_exp)
- clif_displayexp(sd, base_exp, SP_BASEEXP, quest);
- if(job_exp)
- clif_displayexp(sd, job_exp, SP_JOBEXP, quest);
- #endif
- if(sd->state.showexp) {
- char output[256];
- sprintf(output,
- "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
- clif_disp_onlyself(sd,output,strlen(output));
- }
- return 1;
- }
- /*==========================================
- * Returns max level for this character.
- *------------------------------------------*/
- unsigned int pc_maxbaselv(struct map_session_data *sd)
- {
- return max_level[pc_class2idx(sd->status.class_)][0];
- };
- unsigned int pc_maxjoblv(struct map_session_data *sd)
- {
- return max_level[pc_class2idx(sd->status.class_)][1];
- };
- /*==========================================
- * base level側必要??値計算
- *------------------------------------------*/
- unsigned int pc_nextbaseexp(struct map_session_data *sd)
- {
- nullpo_ret(sd);
- if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
- return 0;
- return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-1];
- }
- unsigned int pc_thisbaseexp(struct map_session_data *sd)
- {
- if(sd->status.base_level>pc_maxbaselv(sd) || sd->status.base_level<=1)
- return 0;
- return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-2];
- }
- /*==========================================
- * job level側必要??値計算
- *------------------------------------------*/
- unsigned int pc_nextjobexp(struct map_session_data *sd)
- {
- nullpo_ret(sd);
- if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
- return 0;
- return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-1];
- }
- unsigned int pc_thisjobexp(struct map_session_data *sd)
- {
- if(sd->status.job_level>pc_maxjoblv(sd) || sd->status.job_level<=1)
- return 0;
- return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-2];
- }
- /// Returns the value of the specified stat.
- static int pc_getstat(struct map_session_data* sd, int type)
- {
- nullpo_retr(-1, sd);
- switch( type ) {
- case SP_STR: return sd->status.str;
- case SP_AGI: return sd->status.agi;
- case SP_VIT: return sd->status.vit;
- case SP_INT: return sd->status.int_;
- case SP_DEX: return sd->status.dex;
- case SP_LUK: return sd->status.luk;
- default:
- return -1;
- }
- }
- /// Sets the specified stat to the specified value.
- /// Returns the new value.
- static int pc_setstat(struct map_session_data* sd, int type, int val)
- {
- nullpo_retr(-1, sd);
- switch( type ) {
- case SP_STR: sd->status.str = val; break;
- case SP_AGI: sd->status.agi = val; break;
- case SP_VIT: sd->status.vit = val; break;
- case SP_INT: sd->status.int_ = val; break;
- case SP_DEX: sd->status.dex = val; break;
- case SP_LUK: sd->status.luk = val; break;
- default:
- return -1;
- }
- return val;
- }
- // Calculates the number of status points PC gets when leveling up (from level to level+1)
- int pc_gets_status_point(int level)
- {
- if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt"
- return (statp[level+1] - statp[level]);
- else //Default increase
- return ((level+15) / 5);
- }
- /// Returns the number of stat points needed to change the specified stat by val.
- /// If val is negative, returns the number of stat points that would be needed to
- /// raise the specified stat from (current value - val) to current value.
- int pc_need_status_point(struct map_session_data* sd, int type, int val)
- {
- int low, high, sp = 0;
- if ( val == 0 )
- return 0;
- low = pc_getstat(sd,type);
- high = low + val;
- if ( val < 0 )
- swap(low, high);
- for ( ; low < high; low++ )
- #if REMODE //Renewal Stat Cost Formula
- sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5));
- #else
- sp += ( 1 + (low + 9) / 10 );
- #endif
-
- return sp;
- }
- /// Raises a stat by 1.
- /// Obeys max_parameter limits.
- /// Subtracts stat points.
- ///
- /// @param type The stat to change (see enum _sp)
- int pc_statusup(struct map_session_data* sd, int type)
- {
- int max, need, val;
- nullpo_ret(sd);
- // check conditions
- need = pc_need_status_point(sd,type,1);
- if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point )
- {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- // check limits
- max = pc_maxparameter(sd);
- if( pc_getstat(sd,type) >= max )
- {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- // set new values
- val = pc_setstat(sd, type, pc_getstat(sd,type) + 1);
- sd->status.status_point -= need;
- status_calc_pc(sd,0);
- // update increase cost indicator
- if( need != pc_need_status_point(sd,type,1) )
- clif_updatestatus(sd, SP_USTR + type-SP_STR);
- // update statpoint count
- clif_updatestatus(sd,SP_STATUSPOINT);
- // update stat value
- clif_statusupack(sd,type,1,val); // required
- if( val > 255 )
- clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
- return 0;
- }
- /// Raises a stat by the specified amount.
- /// Obeys max_parameter limits.
- /// Does not subtract stat points.
- ///
- /// @param type The stat to change (see enum _sp)
- /// @param val The stat increase amount.
- int pc_statusup2(struct map_session_data* sd, int type, int val)
- {
- int max, need;
- nullpo_ret(sd);
- if( type < SP_STR || type > SP_LUK )
- {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- need = pc_need_status_point(sd,type,1);
- // set new value
- max = pc_maxparameter(sd);
- val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max));
-
- status_calc_pc(sd,0);
- // update increase cost indicator
- if( need != pc_need_status_point(sd,type,1) )
- clif_updatestatus(sd, SP_USTR + type-SP_STR);
- // update stat value
- clif_statusupack(sd,type,1,val); // required
- if( val > 255 )
- clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
- return 0;
- }
- /*==========================================
- * スキルポイント割り振り
- *------------------------------------------*/
- int pc_skillup(struct map_session_data *sd,int skill_num)
- {
- nullpo_ret(sd);
- if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL )
- {
- guild_skillup(sd, skill_num);
- return 0;
- }
- if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
- {
- merc_hom_skillup(sd->hd, skill_num);
- return 0;
- }
- if( skill_num < 0 || skill_num >= MAX_SKILL )
- return 0;
- if( sd->status.skill_point > 0 &&
- sd->status.skill[skill_num].id &&
- sd->status.skill[skill_num].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
- sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
- {
- sd->status.skill[skill_num].lv++;
- sd->status.skill_point--;
- if( !skill_get_inf(skill_num) )
- status_calc_pc(sd,0); // Only recalculate for passive skills.
- else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
- pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
- else
- pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup
- clif_skillup(sd,skill_num);
- clif_updatestatus(sd,SP_SKILLPOINT);
- clif_skillinfoblock(sd);
- }
- return 0;
- }
- /*==========================================
- * /allskill
- *------------------------------------------*/
- int pc_allskillup(struct map_session_data *sd)
- {
- int i,id;
- nullpo_ret(sd);
- for(i=0;i<MAX_SKILL;i++){
- if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
- sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
- sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
- if (sd->status.skill[i].lv == 0)
- sd->status.skill[i].id = 0;
- }
- }
- //pc_calc_skilltree takes care of setting the ID to valid skills. [Skotlex]
- if (pc_has_permission(sd, PC_PERM_ALL_SKILL))
- { //Get ALL skills except npc/guild ones. [Skotlex]
- //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
- for(i=0;i<MAX_SKILL;i++){
- switch( i ) {
- case SG_DEVIL:
- case MO_TRIPLEATTACK:
- case RG_SNATCHER:
- continue;
- default:
- if( !(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
- sd->status.skill[i].lv=skill_get_max(i);//Nonexistant skills should return a max of 0 anyway.
- }
- }
- } else {
- int inf2;
- for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){
- inf2 = skill_get_inf2(id);
- if (
- (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
- (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
- id==SG_DEVIL
- )
- continue; //Cannot be learned normally.
- sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
- }
- }
- status_calc_pc(sd,0);
- //Required because if you could level up all skills previously,
- //the update will not be sent as only the lv variable changes.
- clif_skillinfoblock(sd);
- return 0;
- }
- /*==========================================
- * /resetlvl
- *------------------------------------------*/
- int pc_resetlvl(struct map_session_data* sd,int type)
- {
- int i;
- nullpo_ret(sd);
- if (type != 3) //Also reset skills
- pc_resetskill(sd, 0);
- if(type == 1){
- sd->status.skill_point=0;
- sd->status.base_level=1;
- sd->status.job_level=1;
- sd->status.base_exp=0;
- sd->status.job_exp=0;
- if(sd->sc.option !=0)
- sd->sc.option = 0;
- sd->status.str=1;
- sd->status.agi=1;
- sd->status.vit=1;
- sd->status.int_=1;
- sd->status.dex=1;
- sd->status.luk=1;
- if(sd->status.class_ == JOB_NOVICE_HIGH) {
- sd->status.status_point=100; // not 88 [celest]
- // give platinum skills upon changing
- pc_skill(sd,142,1,0);
- pc_skill(sd,143,1,0);
- }
- }
- if(type == 2){
- sd->status.skill_point=0;
- sd->status.base_level=1;
- sd->status.job_level=1;
- sd->status.base_exp=0;
- sd->status.job_exp=0;
- }
- if(type == 3){
- sd->status.base_level=1;
- sd->status.base_exp=0;
- }
- if(type == 4){
- sd->status.job_level=1;
- sd->status.job_exp=0;
- }
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_STR);
- clif_updatestatus(sd,SP_AGI);
- clif_updatestatus(sd,SP_VIT);
- clif_updatestatus(sd,SP_INT);
- clif_updatestatus(sd,SP_DEX);
- clif_updatestatus(sd,SP_LUK);
- clif_updatestatus(sd,SP_BASELEVEL);
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_JOBEXP);
- clif_updatestatus(sd,SP_NEXTBASEEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- clif_updatestatus(sd,SP_SKILLPOINT);
- clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
- clif_updatestatus(sd,SP_UAGI);
- clif_updatestatus(sd,SP_UVIT);
- clif_updatestatus(sd,SP_UINT);
- clif_updatestatus(sd,SP_UDEX);
- clif_updatestatus(sd,SP_ULUK); // End Addition
- for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
- if(sd->equip_index[i] >= 0)
- if(!pc_isequip(sd,sd->equip_index[i]))
- pc_unequipitem(sd,sd->equip_index[i],2);
- }
- if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
- party_send_levelup(sd);
- status_calc_pc(sd,0);
- clif_skillinfoblock(sd);
- return 0;
- }
- /*==========================================
- * /resetstate
- *------------------------------------------*/
- int pc_resetstate(struct map_session_data* sd)
- {
- nullpo_ret(sd);
-
- if (battle_config.use_statpoint_table)
- { // New statpoint table used here - Dexity
- if (sd->status.base_level > MAX_LEVEL)
- { //statp[] goes out of bounds, can't reset!
- ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n",
- sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL);
- return 0;
- }
-
- sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points
- }
- else
- {
- int add=0;
- add += pc_need_status_point(sd, SP_STR, 1-pc_getstat(sd, SP_STR));
- add += pc_need_status_point(sd, SP_AGI, 1-pc_getstat(sd, SP_AGI));
- add += pc_need_status_point(sd, SP_VIT, 1-pc_getstat(sd, SP_VIT));
- add += pc_need_status_point(sd, SP_INT, 1-pc_getstat(sd, SP_INT));
- add += pc_need_status_point(sd, SP_DEX, 1-pc_getstat(sd, SP_DEX));
- add += pc_need_status_point(sd, SP_LUK, 1-pc_getstat(sd, SP_LUK));
- sd->status.status_point+=add;
- }
- pc_setstat(sd, SP_STR, 1);
- pc_setstat(sd, SP_AGI, 1);
- pc_setstat(sd, SP_VIT, 1);
- pc_setstat(sd, SP_INT, 1);
- pc_setstat(sd, SP_DEX, 1);
- pc_setstat(sd, SP_LUK, 1);
- clif_updatestatus(sd,SP_STR);
- clif_updatestatus(sd,SP_AGI);
- clif_updatestatus(sd,SP_VIT);
- clif_updatestatus(sd,SP_INT);
- clif_updatestatus(sd,SP_DEX);
- clif_updatestatus(sd,SP_LUK);
- clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
- clif_updatestatus(sd,SP_UAGI);
- clif_updatestatus(sd,SP_UVIT);
- clif_updatestatus(sd,SP_UINT);
- clif_updatestatus(sd,SP_UDEX);
- clif_updatestatus(sd,SP_ULUK); // End Addition
-
- clif_updatestatus(sd,SP_STATUSPOINT);
- if( sd->mission_mobid ) { //bugreport:2200
- sd->mission_mobid = 0;
- sd->mission_count = 0;
- pc_setglobalreg(sd,"TK_MISSION_ID", 0);
- }
- status_calc_pc(sd,0);
- return 1;
- }
- /*==========================================
- * /resetskill
- * if flag&1, perform block resync and status_calc call.
- * if flag&2, just count total amount of skill points used by player, do not really reset.
- *------------------------------------------*/
- int pc_resetskill(struct map_session_data* sd, int flag)
- {
- int i, lv, inf2, skill_point=0;
- nullpo_ret(sd);
- if( !(flag&2) ) { //Remove stuff lost when resetting skills.
-
- /**
- * It has been confirmed on official server that when you reset skills with a ranked tweakwon your skills are not reset (because you have all of them anyway)
- **/
- if( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
- return 0;
- if( pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd) )
- clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
- i = sd->sc.option;
- if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) )
- i &= ~OPTION_RIDING;
- if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) )
- i &= ~OPTION_CART;
- if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) )
- i &= ~OPTION_FALCON;
- if( i&OPTION_DRAGON && pc_checkskill(sd, RK_DRAGONTRAINING) )
- i &= ~OPTION_DRAGON;
- if( i&OPTION_WUG && pc_checkskill(sd, RA_WUGMASTERY) )
- i &= ~OPTION_WUG;
- if( i&OPTION_WUGRIDER && pc_checkskill(sd, RA_WUGRIDER) )
- i &= ~OPTION_WUGRIDER;
- if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC )
- i &= ~OPTION_MADOGEAR;
- if( i&OPTION_MOUNTING )
- i &= ~OPTION_MOUNTING;
- if( i != sd->sc.option )
- pc_setoption(sd, i);
- if( merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) )
- merc_hom_vaporize(sd, 0);
- }
- for( i = 1; i < MAX_SKILL; i++ )
- {
- lv = sd->status.skill[i].lv;
- if (lv < 1) continue;
- inf2 = skill_get_inf2(i);
- if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
- continue;
-
- // Don't reset trick dead if not a novice/baby
- if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
- {
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = 0;
- continue;
- }
- if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
- { // Official server does not include Basic Skill to be resetted. [Jobbie]
- sd->status.skill[i].lv = 9;
- sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
- continue;
- }
- if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn )
- { //Only handle quest skills in a special way when you can't learn them manually
- if( battle_config.quest_skill_reset && !(flag&2) )
- { //Wipe them
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = 0;
- }
- continue;
- }
- if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT )
- skill_point += lv;
- else
- if( sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0 )
- skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
- if( !(flag&2) )
- {// reset
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = 0;
- }
- }
-
- if( flag&2 || !skill_point ) return skill_point;
- sd->status.skill_point += skill_point;
- if( flag&1 )
- {
- clif_updatestatus(sd,SP_SKILLPOINT);
- clif_skillinfoblock(sd);
- status_calc_pc(sd,0);
- }
- return skill_point;
- }
- /*==========================================
- * /resetfeel [Komurka]
- *------------------------------------------*/
- int pc_resetfeel(struct map_session_data* sd)
- {
- int i;
- nullpo_ret(sd);
- for (i=0; i<MAX_PC_FEELHATE; i++)
- {
- sd->feel_map[i].m = -1;
- sd->feel_map[i].index = 0;
- pc_setglobalreg(sd,sg_info[i].feel_var,0);
- }
- return 0;
- }
- int pc_resethate(struct map_session_data* sd)
- {
- int i;
- nullpo_ret(sd);
- for (i=0; i<3; i++)
- {
- sd->hate_mob[i] = -1;
- pc_setglobalreg(sd,sg_info[i].hate_var,0);
- }
- return 0;
- }
- int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
- {
- int i, bonus = 0;
- ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_num);
- if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;
- return bonus;
- }
- int pc_skillheal_bonus(struct map_session_data *sd, int skill_num)
- {
- int i, bonus = sd->add_heal_rate;
- if( bonus )
- {
- switch( skill_num )
- {
- case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
- case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
- case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
- case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
- case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16) ) bonus = 0; break;
- }
- }
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num);
- if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val;
- return bonus;
- }
- int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num)
- {
- int i, bonus = sd->add_heal2_rate;
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num);
- if( i < ARRAYLENGTH(sd->skillheal2) ) bonus += sd->skillheal2[i].val;
- return bonus;
- }
- void pc_respawn(struct map_session_data* sd, clr_type clrtype)
- {
- if( !pc_isdead(sd) )
- return; // not applicable
- if( sd->bg_id && bg_member_respawn(sd) )
- return; // member revived by battleground
- pc_setstand(sd);
- pc_setrestartvalue(sd,3);
- if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) )
- clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
- }
- static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd = map_id2sd(id);
- if( sd != NULL )
- {
- sd->pvp_point=0;
- pc_respawn(sd,CLR_OUTSIGHT);
- }
- return 0;
- }
- /*==========================================
- * Invoked when a player has received damage
- *------------------------------------------*/
- void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
- {
- if (sp) clif_updatestatus(sd,SP_SP);
- if (hp) clif_updatestatus(sd,SP_HP);
- else return;
-
- if( !src || src == &sd->bl )
- return;
- if( pc_issit(sd) )
- {
- pc_setstand(sd);
- skill_sit(sd,0);
- }
- if( sd->progressbar.npc_id )
- clif_progressbar_abort(sd);
- if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
- pet_target_check(sd,src,1);
- sd->canlog_tick = gettick();
- }
- int pc_dead(struct map_session_data *sd,struct block_list *src)
- {
- int i=0,j=0,k=0;
- unsigned int tick = gettick();
-
- for(k = 0; k < 5; k++)
- if (sd->devotion[k]){
- struct map_session_data *devsd = map_id2sd(sd->devotion[k]);
- if (devsd)
- status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER);
- sd->devotion[k] = 0;
- }
- if(sd->status.pet_id > 0 && sd->pd)
- {
- struct pet_data *pd = sd->pd;
- if( !map[sd->bl.m].flag.noexppenalty )
- {
- pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die);
- if( pd->pet.intimate < 0 )
- pd->pet.intimate = 0;
- clif_send_petdata(sd,sd->pd,1,pd->pet.intimate);
- }
- if( sd->pd->target_id ) // Unlock all targets...
- pet_unlocktarget(sd->pd);
- }
- if( sd->status.hom_id > 0 && battle_config.homunculus_auto_vapor )
- merc_hom_vaporize(sd, 0);
- if( sd->md )
- merc_delete(sd->md, 3); // Your mercenary soldier has ran away.
- // Leave duel if you die [LuzZza]
- if(battle_config.duel_autoleave_when_die) {
- if(sd->duel_group > 0)
- duel_leave(sd->duel_group, sd);
- if(sd->duel_invite > 0)
- duel_reject(sd->duel_invite, sd);
- }
- pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1);
- pc_setparam(sd, SP_KILLERRID, src?src->id:0);
- if( sd->bg_id )
- {
- struct battleground_data *bg;
- if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
- npc_event(sd, bg->die_event, 0);
- }
- npc_script_event(sd,NPCE_DIE);
- pc_setdead(sd);
- //Reset menu skills/item skills
- if (sd->skillitem)
- sd->skillitem = sd->skillitemlv = 0;
- if (sd->menuskill_id)
- sd->menuskill_id = sd->menuskill_val = 0;
- //Reset ticks.
- sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;
- if ( sd && sd->spiritball )
- pc_delspiritball(sd,sd->spiritball,0);
- if (src)
- switch (src->type) {
- case BL_MOB:
- {
- struct mob_data *md=(struct mob_data *)src;
- if(md->target_id==sd->bl.id)
- mob_unlocktarget(md,tick);
- if(battle_config.mobs_level_up && md->status.hp &&
- (unsigned int)md->level < pc_maxbaselv(sd) &&
- !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
- ) { // monster level up [Valaris]
- clif_misceffect(&md->bl,0);
- md->level++;
- status_calc_mob(md, 0);
- status_percent_heal(src,10,0);
- if( battle_config.show_mob_info&4 )
- {// update name with new level
- clif_charnameack(0, &md->bl);
- }
- }
- src = battle_get_master(src); // Maybe Player Summon
- }
- break;
- case BL_PET: //Pass on to master...
- src = &((TBL_PET*)src)->msd->bl;
- break;
- case BL_HOM:
- src = &((TBL_HOM*)src)->master->bl;
- break;
- case BL_MER:
- src = &((TBL_MER*)src)->master->bl;
- break;
- }
- if (src && src->type == BL_PC)
- {
- struct map_session_data *ssd = (struct map_session_data *)src;
- pc_setparam(ssd, SP_KILLEDRID, sd->bl.id);
- npc_script_event(ssd, NPCE_KILLPC);
- if (battle_config.pk_mode&2) {
- ssd->status.manner -= 5;
- if(ssd->status.manner < 0)
- sc_start(src,SC_NOCHAT,100,0,0);
- #if 0
- // PK/Karma system code (not enabled yet) [celest]
- // originally from Kade Online, so i don't know if any of these is correct ^^;
- // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
- // karma going down = more 'good' / more honourable.
- // The Karma System way...
-
- if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
- sd->status.karma--;
- ssd->status.karma--;
- }
- else if (sd->status.karma < ssd->status.karma) // If player killed was more good
- ssd->status.karma++;
-
- // or the PK System way...
-
- if (sd->status.karma > 0) // player killed is dishonourable?
- ssd->status.karma--; // honour points earned
- sd->status.karma++; // honour points lost
-
- // To-do: Receive exp on certain occasions
- #endif
- }
- }
- if(battle_config.bone_drop==2
- || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
- {
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid=ITEMID_SKULL_;
- item_tmp.identify=1;
- item_tmp.card[0]=CARD0_CREATE;
- item_tmp.card[1]=0;
- item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
- item_tmp.card[3]=GetWord(sd->status.char_id,1);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- // activate Steel body if a super novice dies at 99+% exp [celest]
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag)
- {
- unsigned int next = pc_nextbaseexp(sd);
- if( next == 0 ) next = pc_thisbaseexp(sd);
- if( get_percentage(sd->status.base_exp,next) >= 99 && !map_flag_gvg(sd->bl.m) )
- {
- sd->state.snovice_dead_flag = 1;
- pc_setstand(sd);
- status_percent_heal(&sd->bl, 100, 100);
- clif_resurrection(&sd->bl, 1);
- if(battle_config.pc_invincible_time)
- pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
- sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
- if(map_flag_gvg(sd->bl.m))
- pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
- return 0;
- }
- }
- // changed penalty options, added death by player if pk_mode [Valaris]
- if(battle_config.death_penalty_type
- && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
- && !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m)
- && !sd->sc.data[SC_BABY] && !sd->sc.data[SC_LIFEINSURANCE])
- {
- unsigned int base_penalty =0;
- if (battle_config.death_penalty_base > 0) {
- switch (battle_config.death_penalty_type) {
- case 1:
- base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
- break;
- case 2:
- base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
- break;
- }
- if(base_penalty) {
- if (battle_config.pk_mode && src && src->type==BL_PC)
- base_penalty*=2;
- sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
- clif_updatestatus(sd,SP_BASEEXP);
- }
- }
- if(battle_config.death_penalty_job > 0)
- {
- base_penalty = 0;
- switch (battle_config.death_penalty_type) {
- case 1:
- base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
- break;
- case 2:
- base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
- break;
- }
- if(base_penalty) {
- if (battle_config.pk_mode && src && src->type==BL_PC)
- base_penalty*=2;
- sd->status.job_exp -= min(sd->status.job_exp, base_penalty);
- clif_updatestatus(sd,SP_JOBEXP);
- }
- }
- if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty)
- {
- base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
- if(base_penalty)
- pc_payzeny(sd, base_penalty);
- }
- }
- if(map[sd->bl.m].flag.pvp_nightmaredrop)
- { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
- for(j=0;j<MAX_DROP_PER_MAP;j++){
- int id = map[sd->bl.m].drop_list[j].drop_id;
- int type = map[sd->bl.m].drop_list[j].drop_type;
- int per = map[sd->bl.m].drop_list[j].drop_per;
- if(id == 0)
- continue;
- if(id == -1){
- int eq_num=0,eq_n[MAX_INVENTORY];
- memset(eq_n,0,sizeof(eq_n));
- for(i=0;i<MAX_INVENTORY;i++){
- int k;
- if( (type == 1 && !sd->status.inventory[i].equip)
- || (type == 2 && sd->status.inventory[i].equip)
- || type == 3)
- {
- ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 );
- if( k < MAX_INVENTORY )
- eq_n[k] = i;
- eq_num++;
- }
- }
- if(eq_num > 0){
- int n = eq_n[rnd()%eq_num];
- if(rnd()%10000 < per){
- if(sd->status.inventory[n].equip)
- pc_unequipitem(sd,n,3);
- pc_dropitem(sd,n,1);
- }
- }
- }
- else if(id > 0){
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid == id
- && rnd()%10000 < per
- && ((type == 1 && !sd->status.inventory[i].equip)
- || (type == 2 && sd->status.inventory[i].equip)
- || type == 3) ){
- if(sd->status.inventory[i].equip)
- pc_unequipitem(sd,i,3);
- pc_dropitem(sd,i,1);
- break;
- }
- }
- }
- }
- }
- // pvp
- // disable certain pvp functions on pk_mode [Valaris]
- if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank )
- {
- sd->pvp_point -= 5;
- sd->pvp_lost++;
- if( src && src->type == BL_PC )
- {
- struct map_session_data *ssd = (struct map_session_data *)src;
- ssd->pvp_point++;
- ssd->pvp_won++;
- }
- if( sd->pvp_point < 0 )
- {
- add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0);
- return 1|8;
- }
- }
- //GvG
- if( map_flag_gvg(sd->bl.m) )
- {
- add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
- return 1|8;
- }
- else if( sd->bg_id )
- {
- struct battleground_data *bg = bg_team_search(sd->bg_id);
- if( bg && bg->mapindex > 0 )
- { // Respawn by BG
- add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
- return 1|8;
- }
- }
- //Reset "can log out" tick.
- if( battle_config.prevent_logout )
- sd->canlog_tick = gettick() - battle_config.prevent_logout;
- return 1;
- }
- void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
- {
- if(hp) clif_updatestatus(sd,SP_HP);
- if(sp) clif_updatestatus(sd,SP_SP);
- pc_setstand(sd);
- if(battle_config.pc_invincible_time > 0)
- pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
- }
- // script? 連
- //
- /*==========================================
- * script用PCステ?タス?み出し
- *------------------------------------------*/
- int pc_readparam(struct map_session_data* sd,int type)
- {
- int val = 0;
- nullpo_ret(sd);
- switch(type) {
- case SP_SKILLPOINT: val = sd->status.skill_point; break;
- case SP_STATUSPOINT: val = sd->status.status_point; break;
- case SP_ZENY: val = sd->status.zeny; break;
- case SP_BASELEVEL: val = sd->status.base_level; break;
- case SP_JOBLEVEL: val = sd->status.job_level; break;
- case SP_CLASS: val = sd->status.class_; break;
- case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
- case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
- case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
- case SP_SEX: val = sd->status.sex; break;
- case SP_WEIGHT: val = sd->weight; break;
- case SP_MAXWEIGHT: val = sd->max_weight; break;
- case SP_BASEEXP: val = sd->status.base_exp; break;
- case SP_JOBEXP: val = sd->status.job_exp; break;
- case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break;
- case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break;
- case SP_HP: val = sd->battle_status.hp; break;
- case SP_MAXHP: val = sd->battle_status.max_hp; break;
- case SP_SP: val = sd->battle_status.sp; break;
- case SP_MAXSP: val = sd->battle_status.max_sp; break;
- case SP_STR: val = sd->status.str; break;
- case SP_AGI: val = sd->status.agi; break;
- case SP_VIT: val = sd->status.vit; break;
- case SP_INT: val = sd->status.int_; break;
- case SP_DEX: val = sd->status.dex; break;
- case SP_LUK: val = sd->status.luk; break;
- case SP_KARMA: val = sd->status.karma; break;
- case SP_MANNER: val = sd->status.manner; break;
- case SP_FAME: val = sd->status.fame; break;
- case SP_KILLERRID: val = sd->killerrid; break;
- case SP_KILLEDRID: val = sd->killedrid; break;
- }
- return val;
- }
- /*==========================================
- * script用PCステ?タス設定
- *------------------------------------------*/
- int pc_setparam(struct map_session_data *sd,int type,int val)
- {
- int i = 0, statlimit;
- nullpo_ret(sd);
- switch(type){
- case SP_BASELEVEL:
- if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
- val = pc_maxbaselv(sd);
- if ((unsigned int)val > sd->status.base_level) {
- int stat=0;
- for (i = 0; i < (int)((unsigned int)val - sd->status.base_level); i++)
- stat += pc_gets_status_point(sd->status.base_level + i);
- sd->status.status_point += stat;
- }
- sd->status.base_level = (unsigned int)val;
- sd->status.base_exp = 0;
- // clif_updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom
- clif_updatestatus(sd, SP_NEXTBASEEXP);
- clif_updatestatus(sd, SP_STATUSPOINT);
- clif_updatestatus(sd, SP_BASEEXP);
- status_calc_pc(sd, 0);
- if(sd->status.party_id)
- {
- party_send_levelup(sd);
- }
- break;
- case SP_JOBLEVEL:
- if ((unsigned int)val >= sd->status.job_level) {
- if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
- sd->status.skill_point += val - sd->status.job_level;
- clif_updatestatus(sd, SP_SKILLPOINT);
- }
- sd->status.job_level = (unsigned int)val;
- sd->status.job_exp = 0;
- // clif_updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom
- clif_updatestatus(sd, SP_NEXTJOBEXP);
- clif_updatestatus(sd, SP_JOBEXP);
- status_calc_pc(sd, 0);
- break;
- case SP_SKILLPOINT:
- sd->status.skill_point = val;
- break;
- case SP_STATUSPOINT:
- sd->status.status_point = val;
- break;
- case SP_ZENY:
- if( val < 0 )
- return 0;// can't set negative zeny
- log_zeny(sd, LOG_TYPE_NPC, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
- sd->status.zeny = cap_value(val, 0, MAX_ZENY);
- break;
- case SP_BASEEXP:
- if(pc_nextbaseexp(sd) > 0) {
- sd->status.base_exp = val;
- pc_checkbaselevelup(sd);
- }
- break;
- case SP_JOBEXP:
- if(pc_nextjobexp(sd) > 0) {
- sd->status.job_exp = val;
- pc_checkjoblevelup(sd);
- }
- break;
- case SP_SEX:
- sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
- break;
- case SP_WEIGHT:
- sd->weight = val;
- break;
- case SP_MAXWEIGHT:
- sd->max_weight = val;
- break;
- case SP_HP:
- sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
- break;
- case SP_MAXHP:
- sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);
- if( sd->battle_status.max_hp < sd->battle_status.hp )
- {
- sd->battle_status.hp = sd->battle_status.max_hp;
- clif_updatestatus(sd, SP_HP);
- }
- break;
- case SP_SP:
- sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
- break;
- case SP_MAXSP:
- sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);
- if( sd->battle_status.max_sp < sd->battle_status.sp )
- {
- sd->battle_status.sp = sd->battle_status.max_sp;
- clif_updatestatus(sd, SP_SP);
- }
- break;
- case SP_STR:
- statlimit = pc_maxparameter(sd);
- sd->status.str = cap_value(val, 1, statlimit);
- break;
- case SP_AGI:
- statlimit = pc_maxparameter(sd);
- sd->status.agi = cap_value(val, 1, statlimit);
- break;
- case SP_VIT:
- statlimit = pc_maxparameter(sd);
- sd->status.vit = cap_value(val, 1, statlimit);
- break;
- case SP_INT:
- statlimit = pc_maxparameter(sd);
- sd->status.int_ = cap_value(val, 1, statlimit);
- break;
- case SP_DEX:
- statlimit = pc_maxparameter(sd);
- sd->status.dex = cap_value(val, 1, statlimit);
- break;
- case SP_LUK:
- statlimit = pc_maxparameter(sd);
- sd->status.luk = cap_value(val, 1, statlimit);
- break;
- case SP_KARMA:
- sd->status.karma = val;
- break;
- case SP_MANNER:
- sd->status.manner = val;
- break;
- case SP_FAME:
- sd->status.fame = val;
- break;
- case SP_KILLERRID:
- sd->killerrid = val;
- return 1;
- case SP_KILLEDRID:
- sd->killedrid = val;
- return 1;
- default:
- ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type);
- return 0;
- }
- clif_updatestatus(sd,type);
- return 1;
- }
- /*==========================================
- * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
- *------------------------------------------*/
- void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
- {
- if (type) {
- if (hp)
- clif_heal(sd->fd,SP_HP,hp);
- if (sp)
- clif_heal(sd->fd,SP_SP,sp);
- } else {
- if(hp)
- clif_updatestatus(sd,SP_HP);
- if(sp)
- clif_updatestatus(sd,SP_SP);
- }
- return;
- }
- /*==========================================
- * HP/SP回復
- *------------------------------------------*/
- int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
- {
- int i, bonus;
- if(hp) {
- bonus = 100 + (sd->battle_status.vit<<1)
- + pc_checkskill(sd,SM_RECOVERY)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
- // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
- if (potion_flag > 1)
- bonus += bonus*(potion_flag-1)*50/100;
- //All item bonuses.
- bonus += sd->itemhealrate2;
- //Item Group bonuses
- bonus += bonus*itemdb_group_bonus(sd, itemid)/100;
- //Individual item bonuses.
- for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++)
- {
- if (sd->itemhealrate[i].nameid == itemid) {
- bonus += bonus*sd->itemhealrate[i].rate/100;
- break;
- }
- }
- if(bonus!=100)
- hp = hp * bonus / 100;
- // Recovery Potion
- if( sd->sc.data[SC_INCHEALRATE] )
- hp += (int)(hp * sd->sc.data[SC_INCHEALRATE]->val1/100.);
- }
- if(sp) {
- bonus = 100 + (sd->battle_status.int_<<1)
- + pc_checkskill(sd,MG_SRECOVERY)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
- if (potion_flag > 1)
- bonus += bonus*(potion_flag-1)*50/100;
- if(bonus != 100)
- sp = sp * bonus / 100;
- }
- if (sd->sc.data[SC_CRITICALWOUND])
- {
- hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
- sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
- }
-
- if (sd->sc.data[SC_DEATHHURT])
- {
- hp -= hp * 20 / 100;
- sp -= sp * 20 / 100;
- }
- return status_heal(&sd->bl, hp, sp, 1);
- }
- /*==========================================
- * HP/SP回復
- *------------------------------------------*/
- int pc_percentheal(struct map_session_data *sd,int hp,int sp)
- {
- nullpo_ret(sd);
- if(hp > 100) hp = 100;
- else
- if(hp <-100) hp =-100;
- if(sp > 100) sp = 100;
- else
- if(sp <-100) sp =-100;
- if(hp >= 0 && sp >= 0) //Heal
- return status_percent_heal(&sd->bl, hp, sp);
- if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
- return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);
- //Crossed signs
- if(hp) {
- if(hp > 0)
- status_percent_heal(&sd->bl, hp, 0);
- else
- status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
- }
-
- if(sp) {
- if(sp > 0)
- status_percent_heal(&sd->bl, 0, sp);
- else
- status_percent_damage(NULL, &sd->bl, 0, sp, false);
- }
- return 0;
- }
- /*==========================================
- * 職?更
- * 引? job 職業 0~23
- * upper 通常 0, ?生 1, 養子 2, そのまま -1
- * Rewrote to make it tidider [Celest]
- *------------------------------------------*/
- int pc_jobchange(struct map_session_data *sd,int job, int upper)
- {
- int i, fame_flag=0;
- int b_class;
- nullpo_ret(sd);
- if (job < 0)
- return 1;
- //Normalize job.
- b_class = pc_jobid2mapid(job);
- if (b_class == -1)
- return 1;
- switch (upper) {
- case 1:
- b_class|= JOBL_UPPER;
- break;
- case 2:
- b_class|= JOBL_BABY;
- break;
- }
- //This will automatically adjust bard/dancer classes to the correct gender
- //That is, if you try to jobchange into dancer, it will turn you to bard.
- job = pc_mapid2jobid(b_class, sd->status.sex);
- if (job == -1)
- return 1;
-
- if ((unsigned short)b_class == sd->class_)
- return 1; //Nothing to change.
- // check if we are changing from 1st to 2nd job
- if (b_class&JOBL_2) {
- if (!(sd->class_&JOBL_2))
- sd->change_level = sd->status.job_level;
- else if (!sd->change_level)
- sd->change_level = 40; //Assume 40?
- pc_setglobalreg (sd, "jobchange_level", sd->change_level);
- }
- if(sd->cloneskill_id) {
- if( sd->status.skill[sd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
- sd->status.skill[sd->cloneskill_id].id = 0;
- sd->status.skill[sd->cloneskill_id].lv = 0;
- sd->status.skill[sd->cloneskill_id].flag = 0;
- clif_deleteskill(sd,sd->cloneskill_id);
- }
- sd->cloneskill_id = 0;
- pc_setglobalreg(sd, "CLONE_SKILL", 0);
- pc_setglobalreg(sd, "CLONE_SKILL_LV", 0);
- }
- if ((b_class&&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK))
- { //Things to remove when changing class tree.
- const int class_ = pc_class2idx(sd->status.class_);
- short id;
- for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
- //Remove status specific to your current tree skills.
- enum sc_type sc = status_skill2sc(id);
- if (sc > SC_COMMON_MAX && sd->sc.data[sc])
- status_change_end(&sd->bl, sc, INVALID_TIMER);
- }
- }
-
- sd->status.class_ = job;
- fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
- sd->class_ = (unsigned short)b_class;
- sd->status.job_level=1;
- sd->status.job_exp=0;
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_JOBEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- for(i=0;i<EQI_MAX;i++) {
- if(sd->equip_index[i] >= 0)
- if(!pc_isequip(sd,sd->equip_index[i]))
- pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
- }
- //Change look, if disguised, you need to undisguise
- //to correctly calculate new job sprite without
- if (sd->disguise)
- pc_disguise(sd, 0);
- status_set_viewdata(&sd->bl, job);
- clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
- if(sd->vd.cloth_color)
- clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
- //Update skill tree.
- pc_calc_skilltree(sd);
- clif_skillinfoblock(sd);
- //Remove peco/cart/falcon
- i = sd->sc.option;
- if(i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING))
- i&=~OPTION_RIDING;
- if(i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART))
- i&=~OPTION_CART;
- if(i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON))
- i&=~OPTION_FALCON;
- if( i&OPTION_DRAGON && !pc_checkskill(sd,RK_DRAGONTRAINING) )
- i&=~OPTION_DRAGON;
- if( i&OPTION_WUGRIDER && !pc_checkskill(sd,RA_WUGMASTERY) )
- i&=~OPTION_WUGRIDER;
- if( i&OPTION_WUG && !pc_checkskill(sd,RA_WUGMASTERY) )
- i&=~OPTION_WUG;
- if( i&OPTION_MADOGEAR ) //You do not need a skill for this.
- i&=~OPTION_MADOGEAR;
- if(i != sd->sc.option)
- pc_setoption(sd, i);
- if(merc_is_hom_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN))
- merc_hom_vaporize(sd, 0);
-
- if(sd->status.manner < 0)
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- status_calc_pc(sd,0);
- pc_checkallowskill(sd);
- pc_equiplookall(sd);
- //if you were previously famous, not anymore.
- if (fame_flag) {
- chrif_save(sd,0);
- chrif_buildfamelist();
- } else if (sd->status.fame > 0) {
- //It may be that now they are famous?
- switch (sd->class_&MAPID_UPPERMASK) {
- case MAPID_BLACKSMITH:
- case MAPID_ALCHEMIST:
- case MAPID_TAEKWON:
- chrif_save(sd,0);
- chrif_buildfamelist();
- break;
- }
- }
- return 0;
- }
- /*==========================================
- * 見た目?更
- *------------------------------------------*/
- int pc_equiplookall(struct map_session_data *sd)
- {
- nullpo_ret(sd);
- #if PACKETVER < 4
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- #else
- clif_changelook(&sd->bl,LOOK_WEAPON,0);
- clif_changelook(&sd->bl,LOOK_SHOES,0);
- #endif
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
- return 0;
- }
- /*==========================================
- * 見た目?更
- *------------------------------------------*/
- int pc_changelook(struct map_session_data *sd,int type,int val)
- {
- nullpo_ret(sd);
- switch(type){
- case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
- val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
- if (sd->status.hair != val)
- {
- sd->status.hair=val;
- if (sd->status.guild_id) //Update Guild Window. [Skotlex]
- intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
- GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
- }
- break;
- case LOOK_WEAPON:
- sd->status.weapon=val;
- break;
- case LOOK_HEAD_BOTTOM:
- sd->status.head_bottom=val;
- break;
- case LOOK_HEAD_TOP:
- sd->status.head_top=val;
- break;
- case LOOK_HEAD_MID:
- sd->status.head_mid=val;
- break;
- case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
- val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
- if (sd->status.hair_color != val)
- {
- sd->status.hair_color=val;
- if (sd->status.guild_id) //Update Guild Window. [Skotlex]
- intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
- GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
- }
- break;
- case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
- val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
- sd->status.clothes_color=val;
- break;
- case LOOK_SHIELD:
- sd->status.shield=val;
- break;
- case LOOK_SHOES:
- break;
- case LOOK_ROBE:
- sd->status.robe = val;
- break;
- }
- clif_changelook(&sd->bl,type,val);
- return 0;
- }
- /*==========================================
- * 付?品(鷹,ペコ,カ?ト)設定
- *------------------------------------------*/
- int pc_setoption(struct map_session_data *sd,int type)
- {
- int p_type, new_look=0;
- nullpo_ret(sd);
- p_type = sd->sc.option;
- //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
- sd->sc.option=type;
- clif_changeoption(&sd->bl);
- if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
- { // Mounting
- clif_status_load(&sd->bl,SI_RIDING,1);
- status_calc_pc(sd,0);
- }
- else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
- { // Dismount
- clif_status_load(&sd->bl,SI_RIDING,0);
- status_calc_pc(sd,0);
- }
- if(type&OPTION_CART && !(p_type&OPTION_CART))
- { //Cart On
- clif_cartlist(sd);
- clif_updatestatus(sd, SP_CARTINFO);
- if(pc_checkskill(sd, MC_PUSHCART) < 10)
- status_calc_pc(sd,0); //Apply speed penalty.
- } else
- if(!(type&OPTION_CART) && p_type&OPTION_CART)
- { //Cart Off
- clif_clearcart(sd->fd);
- if(pc_checkskill(sd, MC_PUSHCART) < 10)
- status_calc_pc(sd,0); //Remove speed penalty.
- }
- if (type&OPTION_MOUNTING && !(p_type&OPTION_MOUNTING) && ( sd->class_&MAPID_THIRDMASK ) != MAPID_RANGER ) {
- clif_status_load_notick(&sd->bl,SI_ALL_RIDING,2,1,0,0);
- status_calc_pc(sd,0);
- } else if (!(type&OPTION_MOUNTING) && p_type&OPTION_MOUNTING) {
- clif_status_load_notick(&sd->bl,SI_ALL_RIDING,0,0,0,0);
- status_calc_pc(sd,0);
- }
- if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
- clif_status_load(&sd->bl,SI_FALCON,1);
- else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
- clif_status_load(&sd->bl,SI_FALCON,0);
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_RANGER ) {
- if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting
- clif_status_load(&sd->bl,SI_WUGRIDER,1);
- status_calc_pc(sd,0);
- } else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount
- clif_status_load(&sd->bl,SI_WUGRIDER,0);
- status_calc_pc(sd,0);
- }
- }
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) {
- if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) {
- status_calc_pc(sd, 0);
- status_change_end(&sd->bl,SC_MAXIMIZEPOWER,-1);
- status_change_end(&sd->bl,SC_OVERTHRUST,-1);
- status_change_end(&sd->bl,SC_WEAPONPERFECTION,-1);
- status_change_end(&sd->bl,SC_ADRENALINE,-1);
- status_change_end(&sd->bl,SC_CARTBOOST,-1);
- status_change_end(&sd->bl,SC_MELTDOWN,-1);
- status_change_end(&sd->bl,SC_MAXOVERTHRUST,-1);
- } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) {
- status_calc_pc(sd, 0);
- status_change_end(&sd->bl,SC_SHAPESHIFT,-1);
- status_change_end(&sd->bl,SC_HOVERING,-1);
- status_change_end(&sd->bl,SC_ACCELERATION,-1);
- status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,-1);
- status_change_end(&sd->bl,SC_OVERHEAT,-1);
- }
- }
- if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
- new_look = JOB_STAR_GLADIATOR2;
- else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
- new_look = -1;
-
- if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
- new_look = JOB_WEDDING;
- else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
- new_look = -1;
- if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
- new_look = JOB_XMAS;
- else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
- new_look = -1;
- if (type&OPTION_SUMMER && !(p_type&OPTION_SUMMER))
- new_look = JOB_SUMMER;
- else if (!(type&OPTION_SUMMER) && p_type&OPTION_SUMMER)
- new_look = -1;
- if (sd->disguise || !new_look)
- return 0; //Disguises break sprite changes
- if (new_look < 0) { //Restore normal look.
- status_set_viewdata(&sd->bl, sd->status.class_);
- new_look = sd->vd.class_;
- }
- pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
- clif_changelook(&sd->bl,LOOK_BASE,new_look);
- if (sd->vd.cloth_color)
- clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
- clif_skillinfoblock(sd); // Skill list needs to be updated after base change.
- return 0;
- }
- /*==========================================
- * カ?ト設定
- *------------------------------------------*/
- int pc_setcart(struct map_session_data *sd,int type)
- {
- int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
- int option;
- nullpo_ret(sd);
- if( type < 0 || type > 5 )
- return 1;// Never trust the values sent by the client! [Skotlex]
- if( pc_checkskill(sd,MC_PUSHCART) <= 0 )
- return 1;// Push cart is required
- // Update option
- option = sd->sc.option;
- option &= ~OPTION_CART;// clear cart bits
- option |= cart[type]; // set cart
- pc_setoption(sd, option);
- return 0;
- }
- /*==========================================
- * 鷹設定
- *------------------------------------------*/
- int pc_setfalcon(TBL_PC* sd, int flag)
- {
- if( flag ){
- if( pc_checkskill(sd,HT_FALCON)>0 ) // ファルコンマスタリ?スキル所持
- pc_setoption(sd,sd->sc.option|OPTION_FALCON);
- } else if( pc_isfalcon(sd) ){
- pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
- }
- return 0;
- }
- /*==========================================
- * ペコペコ設定
- *------------------------------------------*/
- int pc_setriding(TBL_PC* sd, int flag)
- {
- if( flag ){
- if( pc_checkskill(sd,KN_RIDING) > 0 ) // ライディングスキル所持
- pc_setoption(sd, sd->sc.option|OPTION_RIDING);
- } else if( pc_isriding(sd) ){
- pc_setoption(sd, sd->sc.option&~OPTION_RIDING);
- }
- return 0;
- }
- /*==========================================
- * アイテムドロップ可不可判定
- *------------------------------------------*/
- int pc_candrop(struct map_session_data *sd, struct item *item)
- {
- if( item && item->expire_time )
- return 0;
- if( !pc_can_give_items(sd) ) //check if this GM level can drop items
- return 0;
- return (itemdb_isdropable(item, pc_get_group_level(sd)));
- }
- /*==========================================
- * script用??の値を?む
- *------------------------------------------*/
- int pc_readreg(struct map_session_data* sd, int reg)
- {
- int i;
- nullpo_ret(sd);
- ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
- return ( i < sd->reg_num ) ? sd->reg[i].data : 0;
- }
- /*==========================================
- * script用??の値を設定
- *------------------------------------------*/
- int pc_setreg(struct map_session_data* sd, int reg, int val)
- {
- int i;
- nullpo_ret(sd);
- ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
- if( i < sd->reg_num )
- {// overwrite existing entry
- sd->reg[i].data = val;
- return 1;
- }
- ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 );
- if( i == sd->reg_num )
- {// nothing free, increase size
- sd->reg_num++;
- RECREATE(sd->reg, struct script_reg, sd->reg_num);
- }
- sd->reg[i].index = reg;
- sd->reg[i].data = val;
- return 1;
- }
- /*==========================================
- * script用文字列??の値を?む
- *------------------------------------------*/
- char* pc_readregstr(struct map_session_data* sd, int reg)
- {
- int i;
- nullpo_ret(sd);
- ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
- return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL;
- }
- /*==========================================
- * script用文字列??の値を設定
- *------------------------------------------*/
- int pc_setregstr(struct map_session_data* sd, int reg, const char* str)
- {
- int i;
- nullpo_ret(sd);
- ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
- if( i < sd->regstr_num )
- {// found entry, update
- if( str == NULL || *str == '\0' )
- {// empty string
- if( sd->regstr[i].data != NULL )
- aFree(sd->regstr[i].data);
- sd->regstr[i].data = NULL;
- }
- else if( sd->regstr[i].data )
- {// recreate
- size_t len = strlen(str)+1;
- RECREATE(sd->regstr[i].data, char, len);
- memcpy(sd->regstr[i].data, str, len*sizeof(char));
- }
- else
- {// create
- sd->regstr[i].data = aStrdup(str);
- }
- return 1;
- }
- if( str == NULL || *str == '\0' )
- return 1;// nothing to add, empty string
- ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL );
- if( i == sd->regstr_num )
- {// nothing free, increase size
- sd->regstr_num++;
- RECREATE(sd->regstr, struct script_regstr, sd->regstr_num);
- }
- sd->regstr[i].index = reg;
- sd->regstr[i].data = aStrdup(str);
- return 1;
- }
- int pc_readregistry(struct map_session_data *sd,const char *reg,int type)
- {
- struct global_reg *sd_reg;
- int i,max;
- nullpo_ret(sd);
- switch (type) {
- case 3: //Char reg
- sd_reg = sd->save_reg.global;
- max = sd->save_reg.global_num;
- break;
- case 2: //Account reg
- sd_reg = sd->save_reg.account;
- max = sd->save_reg.account_num;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = sd->save_reg.account2_num;
- break;
- default:
- return 0;
- }
- if (max == -1) {
- ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
- //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
- intif_request_registry(sd,type==3?4:type);
- return 0;
- }
- ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
- return ( i < max ) ? atoi(sd_reg[i].value) : 0;
- }
- char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type)
- {
- struct global_reg *sd_reg;
- int i,max;
-
- nullpo_ret(sd);
- switch (type) {
- case 3: //Char reg
- sd_reg = sd->save_reg.global;
- max = sd->save_reg.global_num;
- break;
- case 2: //Account reg
- sd_reg = sd->save_reg.account;
- max = sd->save_reg.account_num;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = sd->save_reg.account2_num;
- break;
- default:
- return NULL;
- }
- if (max == -1) {
- ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
- //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
- intif_request_registry(sd,type==3?4:type);
- return NULL;
- }
- ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
- return ( i < max ) ? sd_reg[i].value : NULL;
- }
- int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type)
- {
- struct global_reg *sd_reg;
- int i,*max, regmax;
- nullpo_ret(sd);
- switch( type )
- {
- case 3: //Char reg
- if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val )
- {
- i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
- sd->die_counter = val;
- if( i )
- status_calc_pc(sd,0); // Lost the bonus.
- }
- else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val )
- {
- val = cap_value(val, 0, 1999);
- sd->cook_mastery = val;
- }
- sd_reg = sd->save_reg.global;
- max = &sd->save_reg.global_num;
- regmax = GLOBAL_REG_NUM;
- break;
- case 2: //Account reg
- if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val )
- {
- val = cap_value(val, 0, MAX_ZENY);
- sd->cashPoints = val;
- }
- else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val )
- {
- val = cap_value(val, 0, MAX_ZENY);
- sd->kafraPoints = val;
- }
- sd_reg = sd->save_reg.account;
- max = &sd->save_reg.account_num;
- regmax = ACCOUNT_REG_NUM;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = &sd->save_reg.account2_num;
- regmax = ACCOUNT_REG2_NUM;
- break;
- default:
- return 0;
- }
- if (*max == -1) {
- ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
- return 1;
- }
-
- // delete reg
- if (val == 0) {
- ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
- if( i < *max )
- {
- if (i != *max - 1)
- memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
- memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
- (*max)--;
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- }
- return 1;
- }
- // change value if found
- ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
- if( i < *max )
- {
- safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
- sd->state.reg_dirty |= 1<<(type-1);
- return 1;
- }
- // add value if not found
- if (i < regmax) {
- memset(&sd_reg[i], 0, sizeof(struct global_reg));
- safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
- safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
- (*max)++;
- sd->state.reg_dirty |= 1<<(type-1);
- return 1;
- }
- ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
- return 0;
- }
- int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type)
- {
- struct global_reg *sd_reg;
- int i,*max, regmax;
- nullpo_ret(sd);
- if (reg[strlen(reg)-1] != '$') {
- ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
- return 0;
- }
- switch (type) {
- case 3: //Char reg
- sd_reg = sd->save_reg.global;
- max = &sd->save_reg.global_num;
- regmax = GLOBAL_REG_NUM;
- break;
- case 2: //Account reg
- sd_reg = sd->save_reg.account;
- max = &sd->save_reg.account_num;
- regmax = ACCOUNT_REG_NUM;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = &sd->save_reg.account2_num;
- regmax = ACCOUNT_REG2_NUM;
- break;
- default:
- return 0;
- }
- if (*max == -1) {
- ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
- return 0;
- }
-
- // delete reg
- if (!val || strcmp(val,"")==0)
- {
- ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
- if( i < *max )
- {
- if (i != *max - 1)
- memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
- memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
- (*max)--;
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- if (type!=3) intif_saveregistry(sd,type);
- }
- return 1;
- }
- // change value if found
- ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
- if( i < *max )
- {
- safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- if (type!=3) intif_saveregistry(sd,type);
- return 1;
- }
- // add value if not found
- if (i < regmax) {
- memset(&sd_reg[i], 0, sizeof(struct global_reg));
- safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
- safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
- (*max)++;
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- if (type!=3) intif_saveregistry(sd,type);
- return 1;
- }
- ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
- return 0;
- }
- /*==========================================
- * イベントタイマ??理
- *------------------------------------------*/
- static int pc_eventtimer(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd=map_id2sd(id);
- char *p = (char *)data;
- int i;
- if(sd==NULL)
- return 0;
- ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
- if( i < MAX_EVENTTIMER )
- {
- sd->eventtimer[i] = INVALID_TIMER;
- sd->eventcount--;
- npc_event(sd,p,0);
- }
- else
- ShowError("pc_eventtimer: no such event timer\n");
- if (p) aFree(p);
- return 0;
- }
- /*==========================================
- * イベントタイマ?追加
- *------------------------------------------*/
- int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
- {
- int i;
- nullpo_ret(sd);
- ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER );
- if( i == MAX_EVENTTIMER )
- return 0;
- sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name));
- sd->eventcount++;
- return 1;
- }
- /*==========================================
- * イベントタイマ?削除
- *------------------------------------------*/
- int pc_deleventtimer(struct map_session_data *sd,const char *name)
- {
- char* p = NULL;
- int i;
- nullpo_ret(sd);
- if (sd->eventcount <= 0)
- return 0;
- // find the named event timer
- ARR_FIND( 0, MAX_EVENTTIMER, i,
- sd->eventtimer[i] != INVALID_TIMER &&
- (p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL &&
- strcmp(p, name) == 0
- );
- if( i == MAX_EVENTTIMER )
- return 0; // not found
- delete_timer(sd->eventtimer[i],pc_eventtimer);
- sd->eventtimer[i] = INVALID_TIMER;
- sd->eventcount--;
- aFree(p);
- return 1;
- }
- /*==========================================
- * イベントタイマ?カウント値追加
- *------------------------------------------*/
- int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
- {
- int i;
- nullpo_ret(sd);
- for(i=0;i<MAX_EVENTTIMER;i++)
- if( sd->eventtimer[i] != INVALID_TIMER && strcmp(
- (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
- addtick_timer(sd->eventtimer[i],tick);
- break;
- }
- return 0;
- }
- /*==========================================
- * イベントタイマ?全削除
- *------------------------------------------*/
- int pc_cleareventtimer(struct map_session_data *sd)
- {
- int i;
- nullpo_ret(sd);
- if (sd->eventcount <= 0)
- return 0;
- for(i=0;i<MAX_EVENTTIMER;i++)
- if( sd->eventtimer[i] != INVALID_TIMER ){
- char *p = (char *)(get_timer(sd->eventtimer[i])->data);
- delete_timer(sd->eventtimer[i],pc_eventtimer);
- sd->eventtimer[i] = INVALID_TIMER;
- sd->eventcount--;
- if (p) aFree(p);
- }
- return 0;
- }
- //
- // ? 備物
- //
- /*==========================================
- * アイテムを?備する
- *------------------------------------------*/
- int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
- {
- int i,pos,flag=0;
- struct item_data *id;
- nullpo_ret(sd);
- if( n < 0 || n >= MAX_INVENTORY ) {
- clif_equipitemack(sd,0,0,0);
- return 0;
- }
- if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 )
- {
- clif_equipitemack(sd,n,0,0);
- return 0;
- }
- id = sd->inventory_data[n];
- pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
- if(battle_config.battle_log)
- ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id?id->equip:0,req_pos);
- if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris]
- // FIXME: pc_isequip: equip level failure uses 2 instead of 0
- clif_equipitemack(sd,n,0,0); // fail
- return 0;
- }
- if( sd->sc.data[SC_BERSERK] )
- {
- clif_equipitemack(sd,n,0,0); // fail
- return 0;
- }
- if(pos == EQP_ACC) { //Accesories should only go in one of the two,
- pos = req_pos&EQP_ACC;
- if (pos == EQP_ACC) //User specified both slots..
- pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
- }
- if(pos == EQP_ARMS && id->equip == EQP_HAND_R)
- { //Dual wield capable weapon.
- pos = (req_pos&EQP_ARMS);
- if (pos == EQP_ARMS) //User specified both slots, pick one for them.
- pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
- }
- if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC)
- { //Update skill-block range database when weapon range changes. [Skotlex]
- i = sd->equip_index[EQI_HAND_R];
- if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
- flag = 1;
- else
- flag = id->range != sd->inventory_data[i]->range;
- }
- for(i=0;i<EQI_MAX;i++) {
- if(pos & equip_pos[i]) {
- if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
- pc_unequipitem(sd,sd->equip_index[i],2);
- sd->equip_index[i] = n;
- }
- }
- if(pos==EQP_AMMO){
- clif_arrowequip(sd,n);
- clif_arrow_fail(sd,3);
- }
- else
- clif_equipitemack(sd,n,pos,1);
- sd->status.inventory[n].equip=pos;
- if(pos & EQP_HAND_R) {
- if(id)
- sd->weapontype1 = id->look;
- else
- sd->weapontype1 = 0;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- }
- if(pos & EQP_HAND_L) {
- if(id) {
- if(id->type == IT_WEAPON) {
- sd->status.shield = 0;
- sd->weapontype2 = id->look;
- }
- else
- if(id->type == IT_ARMOR) {
- sd->status.shield = id->look;
- sd->weapontype2 = 0;
- }
- }
- else
- sd->status.shield = sd->weapontype2 = 0;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- }
- //Added check to prevent sending the same look on multiple slots ->
- //causes client to redraw item on top of itself. (suggested by Lupus)
- if(pos & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
- if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
- sd->status.head_bottom = id->look;
- else
- sd->status.head_bottom = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- }
- if(pos & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
- if(id)
- sd->status.head_top = id->look;
- else
- sd->status.head_top = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- }
- if(pos & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
- if(id && !(pos&EQP_HEAD_TOP))
- sd->status.head_mid = id->look;
- else
- sd->status.head_mid = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- }
- if(pos & EQP_COSTUME_HEAD_TOP) {
- if(id){
- sd->status.head_top = id->look;
- } else
- sd->status.head_top = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- }
- if(pos & EQP_COSTUME_HEAD_MID) {
- if(id && !(pos&EQP_HEAD_TOP)){
- sd->status.head_mid = id->look;
- } else
- sd->status.head_mid = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- }
- if(pos & EQP_COSTUME_HEAD_LOW) {
- if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
- sd->status.head_bottom = id->look;
- } else
- sd->status.head_bottom = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- }
- if(pos & EQP_SHOES)
- clif_changelook(&sd->bl,LOOK_SHOES,0);
- if( pos&EQP_GARMENT )
- {
- sd->status.robe = id ? id->look : 0;
- clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
- }
- pc_checkallowskill(sd); //Check if status changes should be halted.
- status_calc_pc(sd,0);
- if (flag) //Update skill data
- clif_skillinfoblock(sd);
- //OnEquip script [Skotlex]
- if (id) {
- int i;
- struct item_data *data;
- if (id->equip_script)
- run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id);
- if(itemdb_isspecial(sd->status.inventory[n].card[0]))
- ; //No cards
- else
- for(i=0;i<id->slot; i++)
- {
- if (!sd->status.inventory[n].card[i])
- continue;
- data = itemdb_exists(sd->status.inventory[n].card[i]);
- if (data && data->equip_script)
- run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
- }
- }
- return 0;
- }
- /*==========================================
- * ? 備した物を外す
- * type:
- * 0 - only unequip
- * 1 - calculate status after unequipping
- * 2 - force unequip
- *------------------------------------------*/
- int pc_unequipitem(struct map_session_data *sd,int n,int flag)
- {
- int i;
- nullpo_ret(sd);
- if( n < 0 || n >= MAX_INVENTORY ) {
- clif_unequipitemack(sd,0,0,0);
- return 0;
- }
- // if player is berserk then cannot unequip
- if( !(flag&2) && sd->sc.count && sd->sc.data[SC_BERSERK] )
- {
- clif_unequipitemack(sd,n,0,0);
- return 0;
- }
- if(battle_config.battle_log)
- ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
- if(!sd->status.inventory[n].equip){ //Nothing to unequip
- clif_unequipitemack(sd,n,0,0);
- return 0;
- }
- for(i=0;i<EQI_MAX;i++) {
- if(sd->status.inventory[n].equip & equip_pos[i])
- sd->equip_index[i] = -1;
- }
- if(sd->status.inventory[n].equip & EQP_HAND_R) {
- sd->weapontype1 = 0;
- sd->status.weapon = sd->weapontype2;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- }
- if(sd->status.inventory[n].equip & EQP_HAND_L) {
- sd->status.shield = sd->weapontype2 = 0;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- }
- if(sd->status.inventory[n].equip & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1 ) {
- sd->status.head_bottom = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- }
- if(sd->status.inventory[n].equip & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1 ) {
- sd->status.head_top = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- }
- if(sd->status.inventory[n].equip & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1 ) {
- sd->status.head_mid = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- }
- if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_TOP) {
- sd->status.head_top = ( pc_checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_TOP)]->look : 0;
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- }
- if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_MID) {
- sd->status.head_mid = ( pc_checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_MID)]->look : 0;
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- }
- if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_LOW) {
- sd->status.head_bottom = ( pc_checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_LOW)]->look : 0;
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- }
- if(sd->status.inventory[n].equip & EQP_SHOES)
- clif_changelook(&sd->bl,LOOK_SHOES,0);
- if( sd->status.inventory[n].equip&EQP_GARMENT )
- {
- sd->status.robe = 0;
- clif_changelook(&sd->bl, LOOK_ROBE, 0);
- }
- clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
- if((sd->status.inventory[n].equip & EQP_ARMS) &&
- sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
- skill_enchant_elemental_end(&sd->bl,-1);
- if(sd->status.inventory[n].equip & EQP_ARMOR) {
- // On Armor Change...
- status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER);
- status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER);
- }
- if( sd->state.autobonus&sd->status.inventory[n].equip )
- sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish]
- sd->status.inventory[n].equip=0;
- if(flag&1) {
- pc_checkallowskill(sd);
- status_calc_pc(sd,0);
- }
- if(sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
- status_change_end(&sd->bl, SC_SIGNUMCRUCIS, INVALID_TIMER);
- //OnUnEquip script [Skotlex]
- if (sd->inventory_data[n]) {
- struct item_data *data;
- if (sd->inventory_data[n]->unequip_script)
- run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
- if(itemdb_isspecial(sd->status.inventory[n].card[0]))
- ; //No cards
- else
- for(i=0;i<sd->inventory_data[n]->slot; i++)
- {
- if (!sd->status.inventory[n].card[i])
- continue;
- data = itemdb_exists(sd->status.inventory[n].card[i]);
- if (data && data->unequip_script)
- run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
- }
- }
- return 0;
- }
- /*==========================================
- * アイテムのindex番?を詰めたり
- * ? 備品の?備可能チェックを行なう
- *------------------------------------------*/
- int pc_checkitem(struct map_session_data *sd)
- {
- int i,id,calc_flag = 0;
- struct item_data *it=NULL;
- nullpo_ret(sd);
- if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
- return 0;
- if( battle_config.item_check )
- {// check for invalid(ated) items
- for( i = 0; i < MAX_INVENTORY; i++ )
- {
- id = sd->status.inventory[i].nameid;
- if( id && !itemdb_available(id) )
- {
- ShowWarning("Removed invalid/disabled item id %d from inventory (amount=%d, char_id=%d).\n", id, sd->status.inventory[i].amount, sd->status.char_id);
- pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
- }
- }
- for( i = 0; i < MAX_CART; i++ )
- {
- id = sd->status.cart[i].nameid;
- if( id && !itemdb_available(id) )
- {
- ShowWarning("Removed invalid/disabled item id %d from cart (amount=%d, char_id=%d).\n", id, sd->status.cart[i].amount, sd->status.char_id);
- pc_cart_delitem(sd, i, sd->status.cart[i].amount, 0, LOG_TYPE_OTHER);
- }
- }
- }
- for( i = 0; i < MAX_INVENTORY; i++)
- {
- it = sd->inventory_data[i];
- if( sd->status.inventory[i].nameid == 0 )
- continue;
- if( !sd->status.inventory[i].equip )
- continue;
- if( sd->status.inventory[i].equip&~pc_equippoint(sd,i) )
- {
- pc_unequipitem(sd, i, 2);
- calc_flag = 1;
- continue;
- }
- if( it )
- { // check for forbiden items.
- int flag =
- (map[sd->bl.m].flag.restricted?(8*map[sd->bl.m].zone):0)
- | (!map_flag_vs(sd->bl.m)?1:0)
- | (map[sd->bl.m].flag.pvp?2:0)
- | (map_flag_gvg(sd->bl.m)?4:0)
- | (map[sd->bl.m].flag.battleground?8:0);
- if( flag && (it->flag.no_equip&flag || !pc_isAllowedCardOn(sd,it->slot,i,flag)) )
- {
- pc_unequipitem(sd, i, 2);
- calc_flag = 1;
- }
- }
- }
- if( calc_flag && sd->state.active )
- {
- pc_checkallowskill(sd);
- status_calc_pc(sd,0);
- }
- return 0;
- }
- /*==========================================
- * PVP順位計算用(foreachinarea)
- *------------------------------------------*/
- int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd1,*sd2=NULL;
- sd1=(struct map_session_data *)bl;
- sd2=va_arg(ap,struct map_session_data *);
- if( sd1->sc.option&OPTION_INVISIBLE || sd2->sc.option&OPTION_INVISIBLE )
- {// cannot register pvp rank for hidden GMs
- return 0;
- }
- if( sd1->pvp_point > sd2->pvp_point )
- sd2->pvp_rank++;
- return 0;
- }
- /*==========================================
- * PVP順位計算
- *------------------------------------------*/
- int pc_calc_pvprank(struct map_session_data *sd)
- {
- int old;
- struct map_data *m;
- m=&map[sd->bl.m];
- old=sd->pvp_rank;
- sd->pvp_rank=1;
- map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
- if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users_pvp)
- clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0);
- return sd->pvp_rank;
- }
- /*==========================================
- * PVP順位計算(timer)
- *------------------------------------------*/
- int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- struct map_session_data *sd=NULL;
- sd=map_id2sd(id);
- if(sd==NULL)
- return 0;
- sd->pvp_timer = INVALID_TIMER;
- if( sd->sc.option&OPTION_INVISIBLE )
- {// do not calculate the pvp rank for a hidden GM
- return 0;
- }
- if( pc_calc_pvprank(sd) > 0 )
- sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data);
- return 0;
- }
- /*==========================================
- * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
- *------------------------------------------*/
- int pc_ismarried(struct map_session_data *sd)
- {
- if(sd == NULL)
- return -1;
- if(sd->status.partner_id > 0)
- return sd->status.partner_id;
- else
- return 0;
- }
- /*==========================================
- * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
- *------------------------------------------*/
- int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
- {
- if(sd == NULL || dstsd == NULL ||
- sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
- (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY))
- return -1;
- sd->status.partner_id = dstsd->status.char_id;
- dstsd->status.partner_id = sd->status.char_id;
- return 0;
- }
- /*==========================================
- * Divorce sd from its partner
- *------------------------------------------*/
- int pc_divorce(struct map_session_data *sd)
- {
- struct map_session_data *p_sd;
- int i;
- if( sd == NULL || !pc_ismarried(sd) )
- return -1;
- if( !sd->status.partner_id )
- return -1; // Char is not married
- if( (p_sd = map_charid2sd(sd->status.partner_id)) == NULL )
- { // Lets char server do the divorce
- if( chrif_divorce(sd->status.char_id, sd->status.partner_id) )
- return -1; // No char server connected
- return 0;
- }
- // Both players online, lets do the divorce manually
- sd->status.partner_id = 0;
- p_sd->status.partner_id = 0;
- for( i = 0; i < MAX_INVENTORY; i++ )
- {
- if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F )
- pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
- if( p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F )
- pc_delitem(p_sd, i, 1, 0, 0, LOG_TYPE_OTHER);
- }
- clif_divorced(sd, p_sd->status.name);
- clif_divorced(p_sd, sd->status.name);
- return 0;
- }
- /*==========================================
- * sdの相方のmap_session_dataを返す
- *------------------------------------------*/
- struct map_session_data *pc_get_partner(struct map_session_data *sd)
- {
- if (sd && pc_ismarried(sd))
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.partner_id);
- return NULL;
- }
- struct map_session_data *pc_get_father (struct map_session_data *sd)
- {
- if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.father);
- return NULL;
- }
- struct map_session_data *pc_get_mother (struct map_session_data *sd)
- {
- if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.mother);
- return NULL;
- }
- struct map_session_data *pc_get_child (struct map_session_data *sd)
- {
- if (sd && pc_ismarried(sd) && sd->status.child > 0)
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.child);
- return NULL;
- }
- void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
- {
- int hp = 0, sp = 0;
- if( pc_isdead(sd) )
- return;
- if (sd->hp_loss.value) {
- sd->hp_loss.tick += diff_tick;
- while (sd->hp_loss.tick >= sd->hp_loss.rate) {
- hp += sd->hp_loss.value;
- sd->hp_loss.tick -= sd->hp_loss.rate;
- }
- if(hp >= sd->battle_status.hp)
- hp = sd->battle_status.hp-1; //Script drains cannot kill you.
- }
-
- if (sd->sp_loss.value) {
- sd->sp_loss.tick += diff_tick;
- while (sd->sp_loss.tick >= sd->sp_loss.rate) {
- sp += sd->sp_loss.value;
- sd->sp_loss.tick -= sd->sp_loss.rate;
- }
- }
- if (hp > 0 || sp > 0)
- status_zap(&sd->bl, hp, sp);
- return;
- }
- //Character regen. Flag is used to know which types of regen can take place.
- //&1: HP regen
- //&2: SP regen
- void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
- {
- int hp = 0, sp = 0;
- if (sd->hp_regen.value) {
- sd->hp_regen.tick += diff_tick;
- while (sd->hp_regen.tick >= sd->hp_regen.rate) {
- hp += sd->hp_regen.value;
- sd->hp_regen.tick -= sd->hp_regen.rate;
- }
- }
-
- if (sd->sp_regen.value) {
- sd->sp_regen.tick += diff_tick;
- while (sd->sp_regen.tick >= sd->sp_regen.rate) {
- sp += sd->sp_regen.value;
- sd->sp_regen.tick -= sd->sp_regen.rate;
- }
- }
- if (hp > 0 || sp > 0)
- status_heal(&sd->bl, hp, sp, 0);
- return;
- }
- /*==========================================
- * セ?ブポイントの保存
- *------------------------------------------*/
- int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
- {
- nullpo_ret(sd);
- sd->status.save_point.map = mapindex;
- sd->status.save_point.x = x;
- sd->status.save_point.y = y;
- return 0;
- }
- /*==========================================
- * 自動セ?ブ (timer??)
- *------------------------------------------*/
- int pc_autosave(int tid, unsigned int tick, int id, intptr_t data)
- {
- int interval;
- struct s_mapiterator* iter;
- struct map_session_data* sd;
- static int last_save_id = 0, save_flag = 0;
- if(save_flag == 2) //Someone was saved on last call, normal cycle
- save_flag = 0;
- else
- save_flag = 1; //Noone was saved, so save first found char.
- iter = mapit_getallusers();
- for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
- {
- if(sd->bl.id == last_save_id && save_flag != 1) {
- save_flag = 1;
- continue;
- }
- if(save_flag != 1) //Not our turn to save yet.
- continue;
- //Save char.
- last_save_id = sd->bl.id;
- save_flag = 2;
- chrif_save(sd,0);
- break;
- }
- mapit_free(iter);
- interval = autosave_interval/(map_usercount()+1);
- if(interval < minsave_interval)
- interval = minsave_interval;
- add_timer(gettick()+interval,pc_autosave,0,0);
- return 0;
- }
- static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap)
- {
- if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled)
- { //Night/day state does not match.
- clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex]
- sd->state.night = night_flag;
- return 1;
- }
- return 0;
- }
- /*================================================
- * timer to do the day [Yor]
- * data: 0 = called by timer, 1 = gmcommand/script
- *------------------------------------------------*/
- int map_day_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- char tmp_soutput[1024];
- if (data == 0 && battle_config.day_duration <= 0) // if we want a day
- return 0;
-
- if (!night_flag)
- return 0; //Already day.
-
- night_flag = 0; // 0=day, 1=night [Yor]
- map_foreachpc(pc_daynight_timer_sub);
- strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
- intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
- return 0;
- }
- /*================================================
- * timer to do the night [Yor]
- * data: 0 = called by timer, 1 = gmcommand/script
- *------------------------------------------------*/
- int map_night_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- char tmp_soutput[1024];
- if (data == 0 && battle_config.night_duration <= 0) // if we want a night
- return 0;
-
- if (night_flag)
- return 0; //Already nigth.
- night_flag = 1; // 0=day, 1=night [Yor]
- map_foreachpc(pc_daynight_timer_sub);
- strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
- intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
- return 0;
- }
- void pc_setstand(struct map_session_data *sd){
- nullpo_retv(sd);
- status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER);
- //Reset sitting tick.
- sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
- sd->state.dead_sit = sd->vd.dead_sit = 0;
- }
- /**
- * Mechanic (MADO GEAR)
- **/
- void pc_overheat(struct map_session_data *sd, int val) {
- int heat = val, skill,
- limit[] = { 10, 20, 28, 46, 66 };
- if( !(sd->sc.option&OPTION_MADOGEAR) || sd->sc.data[SC_OVERHEAT] )
- return; // already burning
- skill = cap_value(pc_checkskill(sd,NC_MAINFRAME),0,4);
- if( sd->sc.data[SC_OVERHEAT_LIMITPOINT] ) {
- heat += sd->sc.data[SC_OVERHEAT_LIMITPOINT]->val1;
- status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,-1);
- }
- heat = max(0,heat); // Avoid negative HEAT
- if( heat >= limit[skill] )
- sc_start(&sd->bl,SC_OVERHEAT,100,0,1000);
- else
- sc_start(&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000);
- return;
- }
- /**
- * Check if player is autolooting given itemID.
- */
- bool pc_isautolooting(struct map_session_data *sd, int nameid)
- {
- int i;
- if( !sd->state.autolooting )
- return false;
- ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid);
- return (i != AUTOLOOTITEM_SIZE);
- }
- /**
- * Checks if player can use @/#command
- * @param sd Player map session data
- * @param command Command name without @/# and params
- * @param type is it atcommand or charcommand
- */
- bool pc_can_use_command(struct map_session_data *sd, const char *command, AtCommandType type)
- {
- return pc_group_can_use_command(pc_get_group_id(sd), command, type);
- }
- /**
- * Checks if player has a permission
- * @param sd Player map session data
- * @param permission permission to check
- */
- bool pc_has_permission(struct map_session_data *sd, int permission)
- {
- return pc_group_has_permission(pc_get_group_id(sd), permission);
- }
- /**
- * Checks if commands used by a player should be logged
- * according to their group setting.
- * @param sd Player map session data
- */
- bool pc_should_log_commands(struct map_session_data *sd)
- {
- return pc_group_should_log_commands(pc_get_group_id(sd));
- }
- int pc_split_str(char *str,char **val,int num)
- {
- int i;
- for (i=0; i<num && str; i++){
- val[i] = str;
- str = strchr(str,',');
- if (str && i<num-1) //Do not remove a trailing comma.
- *str++=0;
- }
- return i;
- }
- int pc_split_atoi(char* str, int* val, char sep, int max)
- {
- int i,j;
- for (i=0; i<max; i++) {
- if (!str) break;
- val[i] = atoi(str);
- str = strchr(str,sep);
- if (str)
- *str++=0;
- }
- //Zero up the remaining.
- for(j=i; j < max; j++)
- val[j] = 0;
- return i;
- }
- int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
- {
- static int warning=0;
- int i,j;
- double f;
- for (i=0; i<max; i++) {
- if (!str) break;
- f = atof(str);
- if (f < 0)
- val[i] = 0;
- else if (f > UINT_MAX) {
- val[i] = UINT_MAX;
- if (!warning) {
- warning = 1;
- ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
- }
- } else
- val[i] = (unsigned int)f;
- str = strchr(str,sep);
- if (str)
- *str++=0;
- }
- //Zero up the remaining.
- for(j=i; j < max; j++)
- val[j] = 0;
- return i;
- }
- /*==========================================
- * DB reading.
- * exp.txt - required experience values
- * skill_tree.txt - skill tree for every class
- * attr_fix.txt - elemental adjustment table
- * statpoint.txt - status points per base level
- *------------------------------------------*/
- static bool pc_readdb_skilltree(char* fields[], int columns, int current)
- {
- unsigned char joblv = 0, skilllv;
- unsigned short skillid;
- int idx, class_;
- unsigned int i, offset = 3, skillidx;
- class_ = atoi(fields[0]);
- skillid = (unsigned short)atoi(fields[1]);
- skilllv = (unsigned char)atoi(fields[2]);
- if(columns==4+MAX_PC_SKILL_REQUIRE*2)
- {// job level requirement extra column
- joblv = (unsigned char)atoi(fields[3]);
- offset++;
- }
- if(!pcdb_checkid(class_))
- {
- ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_);
- return false;
- }
- idx = pc_class2idx(class_);
- //This is to avoid adding two lines for the same skill. [Skotlex]
- ARR_FIND( 0, MAX_SKILL_TREE, skillidx, skill_tree[idx][skillidx].id == 0 || skill_tree[idx][skillidx].id == skillid );
- if( skillidx == MAX_SKILL_TREE )
- {
- ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skillid, class_);
- return false;
- }
- else if(skill_tree[idx][skillidx].id)
- {
- ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skillid, class_);
- }
- skill_tree[idx][skillidx].id = skillid;
- skill_tree[idx][skillidx].max = skilllv;
- skill_tree[idx][skillidx].joblv = joblv;
- for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++)
- {
- skill_tree[idx][skillidx].need[i].id = atoi(fields[i*2+offset]);
- skill_tree[idx][skillidx].need[i].lv = atoi(fields[i*2+offset+1]);
- }
- return true;
- }
- int pc_readdb(void)
- {
- int i,j,k;
- FILE *fp;
- char line[24000],*p;
- // 必要??値?み?み
- memset(exp_table,0,sizeof(exp_table));
- memset(max_level,0,sizeof(max_level));
- #if REMODE
- sprintf(line, "%s/re/exp.txt", db_path);
- #else
- sprintf(line, "%s/pre-re/exp.txt", db_path);
- #endif
- fp=fopen(line, "r");
- if(fp==NULL){
- ShowError("can't read %s\n", line);
- return 1;
- }
- while(fgets(line, sizeof(line), fp))
- {
- int jobs[CLASS_COUNT], job_count, job, job_id;
- int type;
- unsigned int ui,maxlv;
- char *split[4];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if (pc_split_str(line,split,4) < 4)
- continue;
-
- job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT);
- if (job_count < 1)
- continue;
- job_id = jobs[0];
- if (!pcdb_checkid(job_id)) {
- ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
- continue;
- }
- type = atoi(split[2]);
- if (type < 0 || type > 1) {
- ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
- continue;
- }
- maxlv = atoi(split[0]);
- if (maxlv > MAX_LEVEL) {
- ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL);
- maxlv = MAX_LEVEL;
- }
-
- job = jobs[0] = pc_class2idx(job_id);
- //We send one less and then one more because the last entry in the exp array should hold 0.
- max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1;
- //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
- //The reasoning behind the -2 is this... if the max level is 5, then the array
- //should look like this:
- //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
- while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0)
- max_level[job][type]--;
- if (max_level[job][type] < maxlv) {
- ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job_id, max_level[job][type]);
- ShowInfo("Filling the missing values with the last exp entry.\n");
- //Fill the requested values with the last entry.
- ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2);
- for (; ui+2 < maxlv; ui++)
- exp_table[job][type][ui] = exp_table[job][type][ui-1];
- max_level[job][type] = maxlv;
- }
- // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]);
- for (i = 1; i < job_count; i++) {
- job_id = jobs[i];
- if (!pcdb_checkid(job_id)) {
- ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
- continue;
- }
- job = pc_class2idx(job_id);
- memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
- max_level[job][type] = maxlv;
- // ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]);
- }
- }
- fclose(fp);
- for (i = 0; i < JOB_MAX; i++) {
- if (!pcdb_checkid(i)) continue;
- if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER)
- continue; //Classes that do not need exp tables.
- j = pc_class2idx(i);
- if (!max_level[j][0])
- ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
- if (!max_level[j][1])
- ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
- }
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
- // スキルツリ?
- memset(skill_tree,0,sizeof(skill_tree));
- #if REMODE
- sv_readdb(db_path, "re/skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree);
- #else
- sv_readdb(db_path, "pre-re/skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree);
- #endif
- // ?性修正テ?ブル
- for(i=0;i<4;i++)
- for(j=0;j<ELE_MAX;j++)
- for(k=0;k<ELE_MAX;k++)
- attr_fix_table[i][j][k]=100;
- #if REMODE
- sprintf(line, "%s/re/attr_fix.txt", db_path);
- #else
- sprintf(line, "%s/pre-re/attr_fix.txt", db_path);
- #endif
- fp=fopen(line,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", line);
- return 1;
- }
- while(fgets(line, sizeof(line), fp))
- {
- char *split[10];
- int lv,n;
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<3 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if( j < 2 )
- continue;
- lv=atoi(split[0]);
- n=atoi(split[1]);
- for(i=0;i<n && i<ELE_MAX;){
- if( !fgets(line, sizeof(line), fp) )
- break;
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
- while(*p==32 && *p>0)
- p++;
- attr_fix_table[lv-1][i][j]=atoi(p);
- if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
- attr_fix_table[lv-1][i][j] = 0;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- i++;
- }
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
- // スキルツリ?
- memset(statp,0,sizeof(statp));
- i=1;
- #if REMODE
- sprintf(line, "%s/re/statpoint.txt", db_path);
- #else
- sprintf(line, "%s/pre-re/statpoint.txt", db_path);
- #endif
- fp=fopen(line,"r");
- if(fp == NULL){
- ShowWarning("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
- //return 1;
- } else {
- while(fgets(line, sizeof(line), fp))
- {
- int stat;
- if(line[0]=='/' && line[1]=='/')
- continue;
- if ((stat=strtoul(line,NULL,10))<0)
- stat=0;
- if (i > MAX_LEVEL)
- break;
- statp[i]=stat;
- i++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
- }
- // generate the remaining parts of the db if necessary
- k = battle_config.use_statpoint_table; //save setting
- battle_config.use_statpoint_table = 0; //temporarily disable to force pc_gets_status_point use default values
- statp[0] = 45; // seed value
- for (; i <= MAX_LEVEL; i++)
- statp[i] = statp[i-1] + pc_gets_status_point(i-1);
- battle_config.use_statpoint_table = k; //restore setting
- return 0;
- }
- // Read MOTD on startup. [Valaris]
- int pc_read_motd(void)
- {
- FILE* fp;
- // clear old MOTD
- memset(motd_text, 0, sizeof(motd_text));
- // read current MOTD
- if( ( fp = fopen(motd_txt, "r") ) != NULL )
- {
- char* buf, * ptr;
- unsigned int lines = 0, entries = 0;
- size_t len;
- while( entries < MOTD_LINE_SIZE && fgets(motd_text[entries], sizeof(motd_text[entries]), fp) )
- {
- lines++;
- buf = motd_text[entries];
- if( buf[0] == '/' && buf[1] == '/' )
- {
- continue;
- }
- len = strlen(buf);
- while( len && ( buf[len-1] == '\r' || buf[len-1] == '\n' ) )
- {// strip trailing EOL characters
- len--;
- }
- if( len )
- {
- buf[len] = 0;
- if( ( ptr = strstr(buf, " :") ) != NULL && ptr-buf >= NAME_LENGTH )
- {// crashes newer clients
- ShowWarning("Found sequence '"CL_WHITE" :"CL_RESET"' on line '"CL_WHITE"%u"CL_RESET"' in '"CL_WHITE"%s"CL_RESET"'. This can cause newer clients to crash.\n", lines, motd_txt);
- }
- }
- else
- {// empty line
- buf[0] = ' ';
- buf[1] = 0;
- }
- entries++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, motd_txt);
- }
- else
- {
- ShowWarning("File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
- }
- return 0;
- }
- /*==========================================
- * pc? 係初期化
- *------------------------------------------*/
- void do_final_pc(void)
- {
- do_final_pc_groups();
- return;
- }
- int do_init_pc(void)
- {
- pc_readdb();
- pc_read_motd(); // Read MOTD [Valaris]
- add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
- add_timer_func_list(pc_eventtimer, "pc_eventtimer");
- add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end");
- add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
- add_timer_func_list(pc_autosave, "pc_autosave");
- add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
- add_timer_func_list(pc_follow_timer, "pc_follow_timer");
- add_timer_func_list(pc_endautobonus, "pc_endautobonus");
- add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
- if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
- int day_duration = battle_config.day_duration;
- int night_duration = battle_config.night_duration;
- // add night/day timer (by [yor])
- add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
- add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
- if (!battle_config.night_at_start) {
- night_flag = 0; // 0=day, 1=night [Yor]
- day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
- night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
- } else {
- night_flag = 1; // 0=day, 1=night [Yor]
- day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
- night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
- }
- }
- do_init_pc_groups();
- return 0;
- }
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