pc.c 212 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <ctype.h>
  7. #include <time.h>
  8. #include <limits.h>
  9. #include "../common/socket.h" // [Valaris]
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/malloc.h"
  14. #include "../common/core.h"
  15. #include "map.h"
  16. #include "chrif.h"
  17. #include "clif.h"
  18. #include "intif.h"
  19. #include "pc.h"
  20. #include "status.h"
  21. #include "npc.h"
  22. #include "mob.h"
  23. #include "pet.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "battle.h"
  27. #include "skill.h"
  28. #include "party.h"
  29. #include "guild.h"
  30. #include "chat.h"
  31. #include "trade.h"
  32. #include "storage.h"
  33. #include "vending.h"
  34. #include "atcommand.h"
  35. #include "log.h"
  36. #ifndef TXT_ONLY // mail system [Valaris]
  37. #include "mail.h"
  38. #endif
  39. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  40. static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
  41. static unsigned int max_level[MAX_PC_CLASS][2];
  42. static short statp[MAX_LEVEL];
  43. // h-files are for declarations, not for implementations... [Shinomori]
  44. struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
  45. // timer for night.day implementation
  46. int day_timer_tid;
  47. int night_timer_tid;
  48. static int dirx[8]={0,-1,-1,-1,0,1,1,1};
  49. static int diry[8]={1,1,0,-1,-1,-1,0,1};
  50. struct fame_list smith_fame_list[MAX_FAME_LIST];
  51. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  52. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  53. static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
  54. static struct gm_account *gm_account = NULL;
  55. static int GM_num = 0;
  56. #define MOTD_LINE_SIZE 128
  57. char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
  58. int pc_isGM(struct map_session_data *sd) {
  59. int i;
  60. nullpo_retr(0, sd);
  61. if(sd->bl.type!=BL_PC )
  62. return 0;
  63. //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
  64. // if ( sd->fd == 0 )
  65. // return 99;
  66. for(i = 0; i < GM_num; i++)
  67. if (gm_account[i].account_id == sd->status.account_id)
  68. return gm_account[i].level;
  69. return 0;
  70. }
  71. int pc_iskiller(struct map_session_data *src, struct map_session_data *target) {
  72. nullpo_retr(0, src);
  73. if(src->bl.type!=BL_PC )
  74. return 0;
  75. if (src->special_state.killer)
  76. return 1;
  77. if(target->bl.type!=BL_PC )
  78. return 0;
  79. if (target->special_state.killable)
  80. return 1;
  81. return 0;
  82. }
  83. int pc_set_gm_level(int account_id, int level) {
  84. int i;
  85. for (i = 0; i < GM_num; i++) {
  86. if (account_id == gm_account[i].account_id) {
  87. gm_account[i].level = level;
  88. return 0;
  89. }
  90. }
  91. GM_num++;
  92. gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
  93. gm_account[GM_num - 1].account_id = account_id;
  94. gm_account[GM_num - 1].level = level;
  95. return 0;
  96. }
  97. static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
  98. struct map_session_data *sd;
  99. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  100. return 1;
  101. if(sd->invincible_timer != tid){
  102. if(battle_config.error_log)
  103. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  104. return 0;
  105. }
  106. sd->invincible_timer=-1;
  107. skill_unit_move(&sd->bl,tick,1);
  108. return 0;
  109. }
  110. int pc_setinvincibletimer(struct map_session_data *sd,int val) {
  111. nullpo_retr(0, sd);
  112. if(sd->invincible_timer != -1)
  113. delete_timer(sd->invincible_timer,pc_invincible_timer);
  114. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  115. return 0;
  116. }
  117. int pc_delinvincibletimer(struct map_session_data *sd) {
  118. nullpo_retr(0, sd);
  119. if(sd->invincible_timer != -1) {
  120. delete_timer(sd->invincible_timer,pc_invincible_timer);
  121. sd->invincible_timer = -1;
  122. }
  123. return 0;
  124. }
  125. static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
  126. struct map_session_data *sd;
  127. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  128. return 1;
  129. if(sd->spirit_timer[0] != tid){
  130. if(battle_config.error_log)
  131. ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
  132. return 0;
  133. }
  134. if(sd->spiritball <= 0) {
  135. if(battle_config.error_log)
  136. ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
  137. sd->spiritball = 0;
  138. return 0;
  139. }
  140. sd->spiritball--;
  141. // I leave this here as bad example [Shinomori]
  142. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
  143. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
  144. sd->spirit_timer[sd->spiritball]=-1;
  145. clif_spiritball(sd);
  146. return 0;
  147. }
  148. int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
  149. nullpo_retr(0, sd);
  150. if(max > MAX_SKILL_LEVEL)
  151. max = MAX_SKILL_LEVEL;
  152. if(sd->spiritball < 0)
  153. sd->spiritball = 0;
  154. if(sd->spiritball >= max) {
  155. if(sd->spirit_timer[0] != -1)
  156. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  157. // I leave this here as bad example [Shinomori]
  158. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
  159. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
  160. //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
  161. } else
  162. sd->spiritball++;
  163. sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
  164. clif_spiritball(sd);
  165. return 0;
  166. }
  167. int pc_delspiritball(struct map_session_data *sd,int count,int type) {
  168. int i;
  169. nullpo_retr(0, sd);
  170. if(sd->spiritball <= 0) {
  171. sd->spiritball = 0;
  172. return 0;
  173. }
  174. if(count > sd->spiritball)
  175. count = sd->spiritball;
  176. sd->spiritball -= count;
  177. if(count > MAX_SKILL_LEVEL)
  178. count = MAX_SKILL_LEVEL;
  179. for(i=0;i<count;i++) {
  180. if(sd->spirit_timer[i] != -1) {
  181. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  182. sd->spirit_timer[i] = -1;
  183. }
  184. }
  185. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  186. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  187. sd->spirit_timer[i] = -1;
  188. }
  189. if(!type)
  190. clif_spiritball(sd);
  191. return 0;
  192. }
  193. // Increases a player's and displays a notice to him
  194. void pc_addfame(struct map_session_data *sd,int count) {
  195. nullpo_retv(sd);
  196. sd->status.fame += count;
  197. if(sd->status.fame > MAX_FAME)
  198. sd->status.fame = MAX_FAME;
  199. switch(sd->class_&MAPID_UPPERMASK){
  200. case MAPID_BLACKSMITH: // Blacksmith
  201. clif_fame_blacksmith(sd,count);
  202. break;
  203. case MAPID_ALCHEMIST: // Alchemist
  204. clif_fame_alchemist(sd,count);
  205. break;
  206. case MAPID_TAEKWON: // Taekwon
  207. clif_fame_taekwon(sd,count);
  208. break;
  209. }
  210. //FIXME: Is this needed? It places unnecessary stress on the char server.... >.< [Skotlex]
  211. chrif_save(sd,0); // Save to allow up-to-date fame list refresh
  212. chrif_reqfamelist(); // Refresh the fame list
  213. }
  214. // Check whether a player ID is in the Top 10 fame list of its job
  215. int pc_istop10fame(int char_id,int job) {
  216. int i;
  217. switch(job){
  218. case MAPID_BLACKSMITH: // Blacksmith
  219. for(i=0;i<MAX_FAME_LIST;i++){
  220. if(smith_fame_list[i].id==char_id)
  221. return smith_fame_list[i].fame;
  222. }
  223. break;
  224. case MAPID_ALCHEMIST: // Alchemist
  225. for(i=0;i<MAX_FAME_LIST;i++){
  226. if(chemist_fame_list[i].id==char_id)
  227. return chemist_fame_list[i].fame;
  228. }
  229. break;
  230. case MAPID_TAEKWON: // Taekwon
  231. for(i=0;i<MAX_FAME_LIST;i++){
  232. if(taekwon_fame_list[i].id==char_id)
  233. return taekwon_fame_list[i].fame;
  234. }
  235. break;
  236. }
  237. return 0;
  238. }
  239. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  240. //?生や養子の場合の元の職業を算出する
  241. nullpo_retr(0, sd);
  242. //-----------------------
  243. // 死亡した
  244. if(sd->special_state.restart_full_recover || // オシリスカ?ド
  245. sd->state.snovice_flag == 4) { // [Celest]
  246. sd->status.hp=sd->status.max_hp;
  247. sd->status.sp=sd->status.max_sp;
  248. if (sd->state.snovice_flag == 4) {
  249. sd->state.snovice_flag = 0;
  250. sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
  251. }
  252. }
  253. else {
  254. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) { //ノビは半分回復
  255. sd->status.hp=(sd->status.max_hp)/2;
  256. }
  257. else {
  258. if(battle_config.restart_hp_rate <= 0)
  259. sd->status.hp = 1;
  260. else {
  261. sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100;
  262. if(sd->status.hp <= 0)
  263. sd->status.hp = 1;
  264. }
  265. }
  266. if(battle_config.restart_sp_rate > 0) {
  267. int sp = sd->status.max_sp * battle_config.restart_sp_rate /100;
  268. if(sd->status.sp < sp)
  269. sd->status.sp = sp;
  270. }
  271. }
  272. if(type&1)
  273. clif_updatestatus(sd,SP_HP);
  274. if(type&1)
  275. clif_updatestatus(sd,SP_SP);
  276. /* removed exp penalty on spawn [Valaris] */
  277. if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
  278. int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  279. if(zeny < 1) zeny = 1;
  280. sd->status.zeny -= zeny;
  281. if(sd->status.zeny < 0) sd->status.zeny = 0;
  282. clif_updatestatus(sd,SP_ZENY);
  283. }
  284. return 0;
  285. }
  286. /*==========================================
  287. Determines if the GM can give / drop / trade / vend items [Lupus]
  288. Args: GM Level (current player GM level)
  289. * Returns
  290. 1 = this GM can't do it
  291. 0 = this one can do it
  292. *------------------------------------------
  293. */
  294. int pc_can_give_items(int level) {
  295. return ( level >= battle_config.gm_cant_drop_min_lv
  296. && level <= battle_config.gm_cant_drop_max_lv);
  297. }
  298. /*==========================================
  299. * saveに必要なステ?タス修正を行なう
  300. *------------------------------------------
  301. */
  302. int pc_makesavestatus(struct map_session_data *sd)
  303. {
  304. nullpo_retr(0, sd);
  305. if (sd->state.finalsave)
  306. return 0; //Nothing to change.
  307. // 秒フ色は色?弊害が多いので保存?象にはしない
  308. if(!battle_config.save_clothcolor)
  309. sd->status.clothes_color=0;
  310. // 死亡?態だったのでhpを1、位置をセ?ブ場所に?更
  311. if(!sd->state.waitingdisconnect) {
  312. sd->status.option = sd->sc.option; //Since the option saved is in
  313. if(pc_isdead(sd)){
  314. pc_setrestartvalue(sd,0);
  315. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  316. } else {
  317. sd->status.last_point.map = sd->mapindex;
  318. sd->status.last_point.x = sd->bl.x;
  319. sd->status.last_point.y = sd->bl.y;
  320. }
  321. // セ?ブ禁止マップだったので指定位置に移動
  322. if(map[sd->bl.m].flag.nosave){
  323. struct map_data *m=&map[sd->bl.m];
  324. if(m->save.map)
  325. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  326. else
  327. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  328. }
  329. }
  330. return 0;
  331. }
  332. /*==========================================
  333. * 接?暫フ初期化
  334. *------------------------------------------
  335. */
  336. 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) {
  337. nullpo_retr(0, sd);
  338. sd->bl.id = account_id;
  339. sd->char_id = char_id;
  340. sd->login_id1 = login_id1;
  341. sd->login_id2 = 0; // at this point, we can not know the value :(
  342. sd->client_tick = client_tick;
  343. sd->sex = sex;
  344. sd->state.auth = 0;
  345. sd->bl.type = BL_PC;
  346. sd->canlog_tick = gettick();
  347. unit_dataset(&sd->bl);
  348. sd->state.waitingdisconnect = 0;
  349. return 0;
  350. }
  351. int pc_equippoint(struct map_session_data *sd,int n)
  352. {
  353. int ep = 0;
  354. //?生や養子の場合の元の職業を算出する
  355. nullpo_retr(0, sd);
  356. if(sd->inventory_data[n]) {
  357. ep = sd->inventory_data[n]->equip;
  358. if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
  359. if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
  360. return 34;
  361. }
  362. }
  363. return ep;
  364. }
  365. int pc_setinventorydata(struct map_session_data *sd)
  366. {
  367. int i,id;
  368. nullpo_retr(0, sd);
  369. for(i=0;i<MAX_INVENTORY;i++) {
  370. id = sd->status.inventory[i].nameid;
  371. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  372. }
  373. return 0;
  374. }
  375. int pc_calcweapontype(struct map_session_data *sd)
  376. {
  377. nullpo_retr(0, sd);
  378. if(sd->weapontype1 != 0 && sd->weapontype2 == 0)
  379. sd->status.weapon = sd->weapontype1;
  380. if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// 左手武器 Only
  381. sd->status.weapon = sd->weapontype2;
  382. else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?短?
  383. sd->status.weapon = MAX_WEAPON_TYPE+1;
  384. else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??手?
  385. sd->status.weapon = MAX_WEAPON_TYPE+2;
  386. else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??手斧
  387. sd->status.weapon = MAX_WEAPON_TYPE+3;
  388. else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
  389. (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短? - ?手?
  390. sd->status.weapon = MAX_WEAPON_TYPE+4;
  391. else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
  392. (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短? - 斧
  393. sd->status.weapon = MAX_WEAPON_TYPE+5;
  394. else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
  395. (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?手? - 斧
  396. sd->status.weapon = MAX_WEAPON_TYPE+6;
  397. else
  398. sd->status.weapon = sd->weapontype1;
  399. return 0;
  400. }
  401. int pc_setequipindex(struct map_session_data *sd)
  402. {
  403. int i,j;
  404. nullpo_retr(0, sd);
  405. for(i=0;i<11;i++)
  406. sd->equip_index[i] = -1;
  407. for(i=0;i<MAX_INVENTORY;i++) {
  408. if(sd->status.inventory[i].nameid <= 0)
  409. continue;
  410. if(sd->status.inventory[i].equip) {
  411. for(j=0;j<11;j++)
  412. if(sd->status.inventory[i].equip & equip_pos[j])
  413. sd->equip_index[j] = i;
  414. if(sd->status.inventory[i].equip & 0x0002) {
  415. if(sd->inventory_data[i])
  416. sd->weapontype1 = sd->inventory_data[i]->look;
  417. else
  418. sd->weapontype1 = 0;
  419. }
  420. if(sd->status.inventory[i].equip & 0x0020) {
  421. if(sd->inventory_data[i]) {
  422. if(sd->inventory_data[i]->type == 4) {
  423. if(sd->status.inventory[i].equip == 0x0020)
  424. sd->weapontype2 = sd->inventory_data[i]->look;
  425. else
  426. sd->weapontype2 = 0;
  427. }
  428. else
  429. sd->weapontype2 = 0;
  430. }
  431. else
  432. sd->weapontype2 = 0;
  433. }
  434. }
  435. }
  436. pc_calcweapontype(sd);
  437. return 0;
  438. }
  439. int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
  440. int i;
  441. struct item *item = &sd->status.inventory[eqindex];
  442. struct item_data *data;
  443. if ( //Crafted/made/hatched items.
  444. item->card[0]==0x00ff ||
  445. item->card[0]==0x00fe ||
  446. item->card[0]==(short)0xff00
  447. )
  448. return 1;
  449. for (i=0;i<s;i++) {
  450. if (item->card[i] &&
  451. (data = itemdb_exists(item->card[i])) &&
  452. data->flag.no_equip&flag
  453. )
  454. return 0;
  455. }
  456. return 1;
  457. }
  458. int pc_isequip(struct map_session_data *sd,int n)
  459. {
  460. struct item_data *item;
  461. //?生や養子の場合の元の職業を算出する
  462. nullpo_retr(0, sd);
  463. item = sd->inventory_data[n];
  464. if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
  465. return 1;
  466. if(item == NULL)
  467. return 0;
  468. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  469. return 0;
  470. if(item->sex != 2 && sd->status.sex != item->sex)
  471. return 0;
  472. if(map[sd->bl.m].flag.pvp && (item->flag.no_equip&1 || !pc_isAllowedCardOn(sd,item->slot,n,1))) //optimized by Lupus
  473. return 0;
  474. if(map_flag_gvg(sd->bl.m) && (item->flag.no_equip&2 || !pc_isAllowedCardOn(sd,item->slot,n,2))) //optimized by Lupus
  475. return 0;
  476. if(map[sd->bl.m].zone && map[sd->bl.m].flag.restricted && (item->flag.no_equip&map[sd->bl.m].zone || !pc_isAllowedCardOn(sd,item->slot,n,map[sd->bl.m].zone)))
  477. return 0;
  478. if (sd->sc.count) {
  479. if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
  480. return 0;
  481. if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
  482. return 0;
  483. if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1)
  484. return 0;
  485. if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1)
  486. return 0;
  487. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
  488. //Spirit of Super Novice equip bonuses. [Skotlex]
  489. if (sd->status.base_level > 90 && item->equip & 0x301)
  490. return 1; //Can equip all helms
  491. if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
  492. switch(item->look) { //In weapons, the look determines type of weapon.
  493. case 0x01: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  494. case 0x02: //All 1H swords
  495. case 0x06: //All 1H Axes
  496. case 0x08: //All Maces
  497. case 0x0a: //All Staffs
  498. return 1;
  499. }
  500. }
  501. if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->status.weapon != 20 && sd->sc.data[SC_GATLINGFEVER].timer != -1)
  502. status_change_end(&sd->bl,SC_GATLINGFEVER,-1); // added to disable effects if new wepaon is not a Gatlin gun [Reddozen]
  503. }
  504. //Not equipable by class. [Skotlex]
  505. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  506. return 0;
  507. //Not equipable by upper class. [Skotlex]
  508. if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
  509. return 0;
  510. return 1;
  511. }
  512. /*==========================================
  513. * session idに問題無し
  514. * char鯖から送られてきたステ?タスを設定
  515. *------------------------------------------
  516. */
  517. int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
  518. {
  519. struct party *p;
  520. struct guild *g;
  521. int i;
  522. unsigned long tick = gettick();
  523. if (sd->state.auth) //Temporary debug. [Skotlex]
  524. {
  525. ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
  526. return 1;
  527. }
  528. sd->login_id2 = login_id2;
  529. memcpy(&sd->status, st, sizeof(*st));
  530. if (sd->status.sex != sd->sex) {
  531. clif_authfail_fd(sd->fd, 0);
  532. return 1;
  533. }
  534. //Set the map-server used job id. [Skotlex]
  535. i = pc_jobid2mapid(sd->status.class_);
  536. if (i == -1) { //Invalid class?
  537. if (battle_config.error_log)
  538. 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);
  539. sd->status.class_ = JOB_NOVICE;
  540. sd->class_ = MAPID_NOVICE;
  541. } else
  542. sd->class_ = i;
  543. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  544. // 基本的な初期化
  545. sd->state.connect_new = 1;
  546. sd->speed = DEFAULT_WALK_SPEED;
  547. sd->followtimer = -1; // [MouseJstr]
  548. sd->skillitem = -1;
  549. sd->skillitemlv = -1;
  550. sd->invincible_timer = -1;
  551. sd->canregen_tick = tick;
  552. sd->canuseitem_tick = tick;
  553. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  554. sd->spirit_timer[i] = -1;
  555. if (battle_config.item_auto_get)
  556. sd->state.autoloot = 10000;
  557. if (battle_config.disp_experience)
  558. sd->state.showexp = 1;
  559. if (battle_config.disp_zeny)
  560. sd->state.showzeny = 1;
  561. if (battle_config.display_delay_skill_fail)
  562. sd->state.showdelay = 1;
  563. // Request all registries.
  564. intif_request_registry(sd,7);
  565. // アイテムチェック
  566. pc_setinventorydata(sd);
  567. pc_checkitem(sd);
  568. //Set here because we need the inventory data for weapon sprite parsing.
  569. status_set_viewdata(&sd->bl, sd->status.class_);
  570. // pet
  571. sd->pet_hungry_timer = -1;
  572. // ステ?タス異常の初期化
  573. for(i = 0; i < MAX_STATUSCHANGE; i++) {
  574. sd->sc.data[i].timer=-1;
  575. }
  576. sd->sc.count=0;
  577. if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
  578. (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
  579. sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
  580. else
  581. sd->status.option &= OPTION_MASK;
  582. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  583. // パ?ティ??係の初期化
  584. sd->party_x = -1;
  585. sd->party_y = -1;
  586. sd->guild_x = -1;
  587. sd->guild_y = -1;
  588. // イベント?係の初期化
  589. for(i = 0; i < MAX_EVENTTIMER; i++)
  590. sd->eventtimer[i] = -1;
  591. sd->npc_timer_id = -1;
  592. // Moved PVP timer initialisation before set_pos
  593. sd->pvp_timer = -1;
  594. // 位置の設定
  595. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
  596. if(battle_config.error_log)
  597. 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);
  598. // try warping to a default map instead (church graveyard)
  599. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
  600. // if we fail again
  601. clif_authfail_fd(sd->fd, 0);
  602. return 1;
  603. }
  604. }
  605. // pet
  606. if (sd->status.pet_id > 0)
  607. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  608. // パ?ティ、ギルドデ?タの要求
  609. if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL)
  610. party_request_info(sd->status.party_id);
  611. if (sd->status.guild_id > 0)
  612. {
  613. if ((g = guild_search(sd->status.guild_id)) == NULL)
  614. guild_request_info(sd->status.guild_id);
  615. else if (strcmp(sd->status.name,g->master) == 0)
  616. { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
  617. guild_block_skill(sd, 300000);
  618. //Also set the Guild Master flag.
  619. sd->state.gmaster_flag = g;
  620. }
  621. }
  622. // 通知
  623. clif_authok(sd);
  624. map_addiddb(&sd->bl);
  625. if (map_charid2nick(sd->status.char_id) == NULL)
  626. map_addchariddb(sd->status.char_id, sd->status.name);
  627. // Notify everyone that this char logged in [Skotlex].
  628. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
  629. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  630. sd->die_counter=-1;
  631. //Until the reg values arrive, set them to not require trigger...
  632. sd->state.event_death = 1;
  633. sd->state.event_kill_pc = 1;
  634. sd->state.event_disconnect = 1;
  635. sd->state.event_kill_mob = 1;
  636. if (night_flag) {
  637. char tmpstr[1024];
  638. strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
  639. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  640. //Night packet is sent when it finishes loading the map. [Skotlex]
  641. }
  642. // ステ?タス初期計算など
  643. status_calc_pc(sd,1);
  644. sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
  645. { //Add IP field
  646. unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
  647. if (pc_isGM(sd))
  648. ShowInfo("GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3], pc_isGM(sd));
  649. else
  650. ShowInfo("Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3]);
  651. }
  652. // Send friends list
  653. clif_friendslist_send(sd);
  654. if (battle_config.display_version == 1){
  655. char buf[256];
  656. sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
  657. clif_displaymessage(sd->fd, buf);
  658. }
  659. // Message of the Day [Valaris]
  660. {
  661. int ln;
  662. for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
  663. if (battle_config.motd_type)
  664. clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
  665. else
  666. clif_displaymessage(sd->fd, motd_text[ln]);
  667. }
  668. }
  669. #ifndef TXT_ONLY
  670. if(mail_server_enable)
  671. mail_check(sd,1); // check mail at login [Valaris]
  672. #endif
  673. // message of the limited time of the account
  674. if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
  675. char tmpstr[1024];
  676. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  677. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  678. }
  679. if(sd->status.manner < 0) //Needed or manner will always be negative.
  680. sc_start(&sd->bl,SC_NOCHAT,100,0,0);
  681. return 0;
  682. }
  683. /*==========================================
  684. * Closes a connection because it failed to be authenticated from the char server.
  685. *------------------------------------------
  686. */
  687. int pc_authfail(struct map_session_data *sd) {
  688. if (sd->state.auth) //Temporary debug. [Skotlex]
  689. ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
  690. if (!sd->fd)
  691. ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
  692. clif_authfail_fd(sd->fd, 0);
  693. return 0;
  694. }
  695. /*==========================================
  696. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  697. *------------------------------------------
  698. */
  699. int pc_reg_received(struct map_session_data *sd)
  700. {
  701. int i,j;
  702. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  703. char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
  704. pc_clean_skilltree(sd); //Clean skill tree before loading reg-based skills
  705. sd->change_level = pc_readglobalreg(sd,"jobchange_level");
  706. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  707. if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  708. status_calc_pc(sd, 0); //Check +10 to all stats bonus.
  709. if (pc_checkskill(sd, TK_MISSION)) {
  710. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  711. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  712. }
  713. //SG map and mob read [Komurka]
  714. for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
  715. {
  716. if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
  717. sd->feel_map[i].index = j;
  718. sd->feel_map[i].m = map_mapindex2mapid(j);
  719. } else {
  720. sd->feel_map[i].index = 0;
  721. sd->feel_map[i].m = -1;
  722. }
  723. sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
  724. }
  725. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  726. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  727. if (sd->cloneskill_id > 0) {
  728. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  729. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  730. if (i < sd->status.skill[sd->cloneskill_id].lv)
  731. sd->status.skill[sd->cloneskill_id].lv = i;
  732. sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
  733. clif_skillinfoblock(sd);
  734. }
  735. }
  736. // Automated script events
  737. if (script_config.event_requires_trigger) {
  738. sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
  739. sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name);
  740. sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name);
  741. sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
  742. // if script triggers are not required
  743. } else {
  744. sd->state.event_death = 1;
  745. sd->state.event_kill_pc = 1;
  746. sd->state.event_disconnect = 1;
  747. sd->state.event_kill_mob = 1;
  748. }
  749. if (script_config.event_script_type == 0) {
  750. struct npc_data *npc;
  751. if ((npc = npc_name2id(script_config.login_event_name))) {
  752. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLoginNPC
  753. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.login_event_name);
  754. }
  755. } else {
  756. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  757. npc_event_doall_id(script_config.login_event_name, sd->bl.id), script_config.login_event_name);
  758. }
  759. return 0;
  760. }
  761. static int pc_calc_skillpoint(struct map_session_data* sd)
  762. {
  763. int i,skill,inf2,skill_point=0;
  764. nullpo_retr(0, sd);
  765. for(i=1;i<MAX_SKILL;i++){
  766. if( (skill = pc_checkskill(sd,i)) > 0) {
  767. inf2 = skill_get_inf2(i);
  768. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  769. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  770. ) {
  771. if(!sd->status.skill[i].flag)
  772. skill_point += skill;
  773. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  774. skill_point += (sd->status.skill[i].flag - 2);
  775. }
  776. }
  777. }
  778. }
  779. return skill_point;
  780. }
  781. /*==========================================
  782. * ?えられるスキルの計算
  783. *------------------------------------------
  784. */
  785. int pc_calc_skilltree(struct map_session_data *sd)
  786. {
  787. int i,id=0,flag;
  788. int c=0;
  789. nullpo_retr(0, sd);
  790. i = pc_calc_skilltree_normalize_job(sd);
  791. c = pc_mapid2jobid(i, sd->status.sex);
  792. if (c == -1) { //Unable to normalize job??
  793. if (battle_config.error_log)
  794. 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);
  795. return 1;
  796. }
  797. for(i=0;i<MAX_SKILL;i++){
  798. if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
  799. sd->status.skill[i].id=0; //First clear skills.
  800. }
  801. for(i=0;i<MAX_SKILL;i++){
  802. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills.
  803. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
  804. sd->status.skill[i].flag=0;
  805. }
  806. if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU)
  807. { //Enable Bard/Dancer spirit linked skills.
  808. if (sd->status.sex) { //Link dancer skills to bard.
  809. sd->status.skill[i].id=i;
  810. sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  811. sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  812. } else { //Link bard skills to dancer.
  813. sd->status.skill[i-8].id=i-8;
  814. sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
  815. sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  816. }
  817. }
  818. }
  819. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  820. for(i=0;i<MAX_SKILL;i++){
  821. if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
  822. continue;
  823. if (skill_get_max(i) > 0)
  824. sd->status.skill[i].id=i;
  825. }
  826. return 0;
  827. }
  828. do {
  829. flag=0;
  830. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  831. int j,f=1;
  832. if(!battle_config.skillfree) {
  833. for(j=0;j<5;j++) {
  834. if( skill_tree[c][i].need[j].id &&
  835. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  836. skill_tree[c][i].need[j].lv) {
  837. f=0;
  838. break;
  839. }
  840. }
  841. if (sd->status.job_level < skill_tree[c][i].joblv)
  842. f=0;
  843. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  844. f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  845. }
  846. if(sd->status.skill[id].id==0 ){
  847. if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && skill_get_inf2(id)&INF2_SPIRIT_SKILL) { //Enable Spirit Skills. [Skotlex]
  848. sd->status.skill[id].id=id;
  849. sd->status.skill[id].lv=1;
  850. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  851. flag=1;
  852. } else if (f){
  853. sd->status.skill[id].id=id;
  854. flag=1;
  855. }
  856. }
  857. }
  858. } while(flag);
  859. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON)) {
  860. //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
  861. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  862. if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
  863. continue; //Do not include Quest/Wedding skills.
  864. if(sd->status.skill[id].id==0 ){
  865. sd->status.skill[id].id=id;
  866. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  867. } else
  868. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  869. sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
  870. }
  871. }
  872. return 0;
  873. }
  874. // Make sure all the skills are in the correct condition
  875. // before persisting to the backend.. [MouseJstr]
  876. int pc_clean_skilltree(struct map_session_data *sd) {
  877. int i;
  878. for (i = 0; i < MAX_SKILL; i++){
  879. if (sd->status.skill[i].flag == 13){
  880. sd->status.skill[i].id = 0;
  881. sd->status.skill[i].lv = 0;
  882. sd->status.skill[i].flag = 0;
  883. }
  884. }
  885. return 0;
  886. }
  887. int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
  888. int skill_point;
  889. int c = sd->class_;
  890. if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  891. return c; //Only Normalize non-first classes (and non-super novice)
  892. skill_point = pc_calc_skillpoint(sd);
  893. if(skill_point < 9)
  894. c = MAPID_NOVICE;
  895. else if (sd->status.skill_point >= (int)sd->status.job_level
  896. && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
  897. //Send it to first class.
  898. c &= MAPID_BASEMASK;
  899. }
  900. if (sd->class_&JOBL_UPPER) //Convert to Upper
  901. c |= JOBL_UPPER;
  902. else if (sd->class_&JOBL_BABY) //Convert to Baby
  903. c |= JOBL_BABY;
  904. return c;
  905. }
  906. /*==========================================
  907. * 重量アイコンの確認
  908. *------------------------------------------
  909. */
  910. int pc_checkweighticon(struct map_session_data *sd)
  911. {
  912. int flag=0;
  913. nullpo_retr(0, sd);
  914. //Consider the battle option 50% criteria....
  915. if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
  916. flag=1;
  917. if(sd->weight*10 >= sd->max_weight*9)
  918. flag=2;
  919. if(flag==1){
  920. if(sd->sc.data[SC_WEIGHT50].timer==-1)
  921. sc_start(&sd->bl,SC_WEIGHT50,100,0,0);
  922. }else{
  923. if(sd->sc.data[SC_WEIGHT50].timer!=-1)
  924. status_change_end(&sd->bl,SC_WEIGHT50,-1);
  925. }
  926. if(flag==2){
  927. if(sd->sc.data[SC_WEIGHT90].timer==-1)
  928. sc_start(&sd->bl,SC_WEIGHT90,100,0,0);
  929. }else{
  930. if(sd->sc.data[SC_WEIGHT90].timer!=-1)
  931. status_change_end(&sd->bl,SC_WEIGHT90,-1);
  932. }
  933. return 0;
  934. }
  935. int pc_disguise(struct map_session_data *sd, int class_) {
  936. if (!class_ && !sd->disguise)
  937. return 0;
  938. if (class_ && (sd->disguise || pc_isriding(sd)))
  939. return 0;
  940. if (!class_) {
  941. sd->disguise = 0;
  942. class_ = sd->status.class_;
  943. } else
  944. sd->disguise=class_;
  945. pc_stop_walking(sd, 0);
  946. clif_clearchar(&sd->bl, 0);
  947. status_set_viewdata(&sd->bl, class_);
  948. clif_changeoption(&sd->bl);
  949. clif_spawn(&sd->bl);
  950. return 1;
  951. }
  952. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
  953. int i;
  954. for (i = 0; i < max && spell[i].id; i++) {
  955. if (spell[i].card_id == card_id &&
  956. spell[i].id == id && spell[i].lv == lv)
  957. {
  958. if (!battle_config.autospell_stacking)
  959. return 0;
  960. rate += spell[i].rate;
  961. break;
  962. }
  963. }
  964. if (i == max) {
  965. if (battle_config.error_log)
  966. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  967. return 0;
  968. }
  969. spell[i].id = id;
  970. spell[i].lv = lv;
  971. spell[i].rate = rate;
  972. spell[i].card_id = card_id;
  973. return 1;
  974. }
  975. static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) {
  976. int i;
  977. //Apply config rate adjustment settings.
  978. if (rate >= 0) { //Absolute drop.
  979. if (battle_config.item_rate_adddrop != 100)
  980. rate = rate*battle_config.item_rate_adddrop/100;
  981. if (rate < battle_config.item_drop_adddrop_min)
  982. rate = battle_config.item_drop_adddrop_min;
  983. else if (rate > battle_config.item_drop_adddrop_max)
  984. rate = battle_config.item_drop_adddrop_max;
  985. } else { //Relative drop, max/min limits are applied at drop time.
  986. if (battle_config.item_rate_adddrop != 100)
  987. rate = rate*battle_config.item_rate_adddrop/100;
  988. if (rate > -1)
  989. rate = -1;
  990. }
  991. for(i = 0; i < *count; i++) {
  992. if(
  993. (id && drop[i].id == id) ||
  994. (group && drop[i].group == group)
  995. ) {
  996. drop[i].race |= race;
  997. if(drop[i].rate > 0 && rate > 0)
  998. { //Both are absolute rates.
  999. if (drop[i].rate < rate)
  1000. drop[i].rate = rate;
  1001. } else
  1002. if(drop[i].rate < 0 && rate < 0) {
  1003. //Both are relative rates.
  1004. if (drop[i].rate > rate)
  1005. drop[i].rate = rate;
  1006. } else if (rate < 0) //Give preference to relative rate.
  1007. drop[i].rate = rate;
  1008. return 1;
  1009. }
  1010. }
  1011. if(*count >= MAX_PC_BONUS) {
  1012. if (battle_config.error_log)
  1013. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS);
  1014. return 0;
  1015. }
  1016. drop[*count].id = id;
  1017. drop[*count].group = group;
  1018. drop[*count].race |= race;
  1019. drop[*count].rate = rate;
  1020. (*count)++;
  1021. return 1;
  1022. }
  1023. /*==========================================
  1024. * ? 備品による能力等のボ?ナス設定
  1025. *------------------------------------------
  1026. */
  1027. int pc_bonus(struct map_session_data *sd,int type,int val)
  1028. {
  1029. int i;
  1030. nullpo_retr(0, sd);
  1031. switch(type){
  1032. case SP_STR:
  1033. case SP_AGI:
  1034. case SP_VIT:
  1035. case SP_INT:
  1036. case SP_DEX:
  1037. case SP_LUK:
  1038. if(sd->state.lr_flag != 2)
  1039. sd->parame[type-SP_STR]+=val;
  1040. break;
  1041. case SP_ATK1:
  1042. if(!sd->state.lr_flag)
  1043. sd->right_weapon.watk+=val;
  1044. else if(sd->state.lr_flag == 1)
  1045. sd->left_weapon.watk+=val;
  1046. break;
  1047. case SP_ATK2:
  1048. if(!sd->state.lr_flag)
  1049. sd->right_weapon.watk2+=val;
  1050. else if(sd->state.lr_flag == 1)
  1051. sd->left_weapon.watk2+=val;
  1052. break;
  1053. case SP_BASE_ATK:
  1054. if(sd->state.lr_flag != 2)
  1055. sd->base_atk+=val;
  1056. break;
  1057. case SP_MATK1:
  1058. if(sd->state.lr_flag != 2)
  1059. sd->matk1 += val;
  1060. break;
  1061. case SP_MATK2:
  1062. if(sd->state.lr_flag != 2)
  1063. sd->matk2 += val;
  1064. break;
  1065. case SP_MATK:
  1066. if(sd->state.lr_flag != 2) {
  1067. sd->matk1 += val;
  1068. sd->matk2 += val;
  1069. }
  1070. break;
  1071. case SP_DEF1:
  1072. if(sd->state.lr_flag != 2)
  1073. sd->def+=val;
  1074. break;
  1075. case SP_DEF2:
  1076. if(sd->state.lr_flag != 2)
  1077. sd->def2+=val;
  1078. break;
  1079. case SP_MDEF1:
  1080. if(sd->state.lr_flag != 2)
  1081. sd->mdef+=val;
  1082. break;
  1083. case SP_MDEF2:
  1084. if(sd->state.lr_flag != 2)
  1085. sd->mdef+=val;
  1086. break;
  1087. case SP_HIT:
  1088. if(sd->state.lr_flag != 2)
  1089. sd->hit+=val;
  1090. else
  1091. sd->arrow_hit+=val;
  1092. break;
  1093. case SP_FLEE1:
  1094. if(sd->state.lr_flag != 2)
  1095. sd->flee+=val;
  1096. break;
  1097. case SP_FLEE2:
  1098. if(sd->state.lr_flag != 2)
  1099. sd->flee2+=val*10;
  1100. break;
  1101. case SP_CRITICAL:
  1102. if(sd->state.lr_flag != 2)
  1103. sd->critical+=val*10;
  1104. else
  1105. sd->arrow_cri += val*10;
  1106. break;
  1107. case SP_ATKELE:
  1108. if(!sd->state.lr_flag)
  1109. sd->right_weapon.atk_ele=val;
  1110. else if(sd->state.lr_flag == 1)
  1111. sd->left_weapon.atk_ele=val;
  1112. else if(sd->state.lr_flag == 2)
  1113. sd->arrow_ele=val;
  1114. break;
  1115. case SP_DEFELE:
  1116. if(sd->state.lr_flag != 2)
  1117. sd->def_ele=val;
  1118. break;
  1119. case SP_MAXHP:
  1120. if(sd->state.lr_flag != 2)
  1121. sd->status.max_hp+=val;
  1122. break;
  1123. case SP_MAXSP:
  1124. if(sd->state.lr_flag != 2)
  1125. sd->status.max_sp+=val;
  1126. break;
  1127. case SP_CASTRATE:
  1128. if(sd->state.lr_flag != 2)
  1129. sd->castrate+=val;
  1130. break;
  1131. case SP_MAXHPRATE:
  1132. if(sd->state.lr_flag != 2)
  1133. sd->hprate+=val;
  1134. break;
  1135. case SP_MAXSPRATE:
  1136. if(sd->state.lr_flag != 2)
  1137. sd->sprate+=val;
  1138. break;
  1139. case SP_SPRATE:
  1140. if(sd->state.lr_flag != 2)
  1141. sd->dsprate+=val;
  1142. break;
  1143. case SP_ATTACKRANGE:
  1144. if(!sd->state.lr_flag)
  1145. sd->attackrange += val;
  1146. else if(sd->state.lr_flag == 1)
  1147. sd->attackrange_ += val;
  1148. else if(sd->state.lr_flag == 2)
  1149. sd->arrow_range += val;
  1150. break;
  1151. case SP_ADD_SPEED: //Raw increase
  1152. if(sd->state.lr_flag != 2)
  1153. sd->speed -= val;
  1154. break;
  1155. case SP_SPEED_RATE: //Non stackable increase
  1156. if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
  1157. sd->speed_rate = 100-val;
  1158. break;
  1159. case SP_SPEED_ADDRATE: //Stackable increase
  1160. if(sd->state.lr_flag != 2)
  1161. sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
  1162. break;
  1163. case SP_ASPD: //Raw increase
  1164. if(sd->state.lr_flag != 2)
  1165. sd->aspd -= val*10;
  1166. break;
  1167. case SP_ASPD_RATE: //Non stackable increase
  1168. if(sd->state.lr_flag != 2 && sd->aspd_rate > 100-val)
  1169. sd->aspd_rate = 100-val;
  1170. break;
  1171. case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
  1172. if(sd->state.lr_flag != 2)
  1173. sd->aspd_add_rate -= val;
  1174. break;
  1175. case SP_HP_RECOV_RATE:
  1176. if(sd->state.lr_flag != 2)
  1177. sd->hprecov_rate += val;
  1178. break;
  1179. case SP_SP_RECOV_RATE:
  1180. if(sd->state.lr_flag != 2)
  1181. sd->sprecov_rate += val;
  1182. break;
  1183. case SP_CRITICAL_DEF:
  1184. if(sd->state.lr_flag != 2)
  1185. sd->critical_def += val;
  1186. break;
  1187. case SP_NEAR_ATK_DEF:
  1188. if(sd->state.lr_flag != 2)
  1189. sd->near_attack_def_rate += val;
  1190. break;
  1191. case SP_LONG_ATK_DEF:
  1192. if(sd->state.lr_flag != 2)
  1193. sd->long_attack_def_rate += val;
  1194. break;
  1195. case SP_DOUBLE_RATE:
  1196. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  1197. sd->double_rate = val;
  1198. break;
  1199. case SP_DOUBLE_ADD_RATE:
  1200. if(sd->state.lr_flag == 0)
  1201. sd->double_add_rate += val;
  1202. break;
  1203. case SP_MATK_RATE:
  1204. if(sd->state.lr_flag != 2)
  1205. sd->matk_rate += val;
  1206. break;
  1207. case SP_IGNORE_DEF_ELE:
  1208. if(!sd->state.lr_flag)
  1209. sd->right_weapon.ignore_def_ele |= 1<<val;
  1210. else if(sd->state.lr_flag == 1)
  1211. sd->left_weapon.ignore_def_ele |= 1<<val;
  1212. break;
  1213. case SP_IGNORE_DEF_RACE:
  1214. if(!sd->state.lr_flag)
  1215. sd->right_weapon.ignore_def_race |= 1<<val;
  1216. else if(sd->state.lr_flag == 1)
  1217. sd->left_weapon.ignore_def_race |= 1<<val;
  1218. break;
  1219. case SP_ATK_RATE:
  1220. if(sd->state.lr_flag != 2)
  1221. sd->atk_rate += val;
  1222. break;
  1223. case SP_MAGIC_ATK_DEF:
  1224. if(sd->state.lr_flag != 2)
  1225. sd->magic_def_rate += val;
  1226. break;
  1227. case SP_MISC_ATK_DEF:
  1228. if(sd->state.lr_flag != 2)
  1229. sd->misc_def_rate += val;
  1230. break;
  1231. case SP_IGNORE_MDEF_ELE:
  1232. if(sd->state.lr_flag != 2)
  1233. sd->ignore_mdef_ele |= 1<<val;
  1234. break;
  1235. case SP_IGNORE_MDEF_RACE:
  1236. if(sd->state.lr_flag != 2)
  1237. sd->ignore_mdef_race |= 1<<val;
  1238. break;
  1239. case SP_PERFECT_HIT_RATE:
  1240. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  1241. sd->perfect_hit = val;
  1242. break;
  1243. case SP_PERFECT_HIT_ADD_RATE:
  1244. if(sd->state.lr_flag != 2)
  1245. sd->perfect_hit_add += val;
  1246. break;
  1247. case SP_CRITICAL_RATE:
  1248. if(sd->state.lr_flag != 2)
  1249. sd->critical_rate+=val;
  1250. break;
  1251. case SP_DEF_RATIO_ATK_ELE:
  1252. if(!sd->state.lr_flag)
  1253. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  1254. else if(sd->state.lr_flag == 1)
  1255. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  1256. break;
  1257. case SP_DEF_RATIO_ATK_RACE:
  1258. if(!sd->state.lr_flag)
  1259. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  1260. else if(sd->state.lr_flag == 1)
  1261. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  1262. break;
  1263. case SP_HIT_RATE:
  1264. if(sd->state.lr_flag != 2)
  1265. sd->hit_rate += val;
  1266. break;
  1267. case SP_FLEE_RATE:
  1268. if(sd->state.lr_flag != 2)
  1269. sd->flee_rate += val;
  1270. break;
  1271. case SP_FLEE2_RATE:
  1272. if(sd->state.lr_flag != 2)
  1273. sd->flee2_rate += val;
  1274. break;
  1275. case SP_DEF_RATE:
  1276. if(sd->state.lr_flag != 2)
  1277. sd->def_rate += val;
  1278. break;
  1279. case SP_DEF2_RATE:
  1280. if(sd->state.lr_flag != 2)
  1281. sd->def2_rate += val;
  1282. break;
  1283. case SP_MDEF_RATE:
  1284. if(sd->state.lr_flag != 2)
  1285. sd->mdef_rate += val;
  1286. break;
  1287. case SP_MDEF2_RATE:
  1288. if(sd->state.lr_flag != 2)
  1289. sd->mdef2_rate += val;
  1290. break;
  1291. case SP_RESTART_FULL_RECOVER:
  1292. if(sd->state.lr_flag != 2)
  1293. sd->special_state.restart_full_recover = 1;
  1294. break;
  1295. case SP_NO_CASTCANCEL:
  1296. if(sd->state.lr_flag != 2)
  1297. sd->special_state.no_castcancel = 1;
  1298. break;
  1299. case SP_NO_CASTCANCEL2:
  1300. if(sd->state.lr_flag != 2)
  1301. sd->special_state.no_castcancel2 = 1;
  1302. break;
  1303. case SP_NO_SIZEFIX:
  1304. if(sd->state.lr_flag != 2)
  1305. sd->special_state.no_sizefix = 1;
  1306. break;
  1307. case SP_NO_MAGIC_DAMAGE:
  1308. if(sd->state.lr_flag != 2)
  1309. sd->special_state.no_magic_damage = 1;
  1310. break;
  1311. case SP_NO_WEAPON_DAMAGE:
  1312. if(sd->state.lr_flag != 2)
  1313. sd->special_state.no_weapon_damage = 1;
  1314. break;
  1315. case SP_NO_GEMSTONE:
  1316. if(sd->state.lr_flag != 2)
  1317. sd->special_state.no_gemstone = 1;
  1318. break;
  1319. case SP_INFINITE_ENDURE:
  1320. if(sd->state.lr_flag != 2) {
  1321. sd->special_state.infinite_endure = 1;
  1322. if (sd->sc.data[SC_ENDURE].timer == -1)
  1323. sc_start(&sd->bl,SC_ENDURE,100,11,600000);
  1324. }
  1325. break;
  1326. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  1327. if(sd->state.lr_flag != 2)
  1328. sd->special_state.intravision = 1;
  1329. break;
  1330. case SP_SPLASH_RANGE:
  1331. if(sd->state.lr_flag != 2 && sd->splash_range < val)
  1332. sd->splash_range = val;
  1333. break;
  1334. case SP_SPLASH_ADD_RANGE:
  1335. if(sd->state.lr_flag != 2)
  1336. sd->splash_add_range += val;
  1337. break;
  1338. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  1339. if(sd->state.lr_flag != 2)
  1340. sd->short_weapon_damage_return += val;
  1341. break;
  1342. case SP_LONG_WEAPON_DAMAGE_RETURN:
  1343. if(sd->state.lr_flag != 2)
  1344. sd->long_weapon_damage_return += val;
  1345. break;
  1346. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  1347. if(sd->state.lr_flag != 2)
  1348. sd->magic_damage_return += val;
  1349. break;
  1350. case SP_ALL_STATS: // [Valaris]
  1351. if(sd->state.lr_flag!=2) {
  1352. sd->parame[SP_STR-SP_STR]+=val;
  1353. sd->parame[SP_AGI-SP_STR]+=val;
  1354. sd->parame[SP_VIT-SP_STR]+=val;
  1355. sd->parame[SP_INT-SP_STR]+=val;
  1356. sd->parame[SP_DEX-SP_STR]+=val;
  1357. sd->parame[SP_LUK-SP_STR]+=val;
  1358. }
  1359. break;
  1360. case SP_AGI_VIT: // [Valaris]
  1361. if(sd->state.lr_flag!=2) {
  1362. sd->parame[SP_AGI-SP_STR]+=val;
  1363. sd->parame[SP_VIT-SP_STR]+=val;
  1364. }
  1365. break;
  1366. case SP_AGI_DEX_STR: // [Valaris]
  1367. if(sd->state.lr_flag!=2) {
  1368. sd->parame[SP_AGI-SP_STR]+=val;
  1369. sd->parame[SP_DEX-SP_STR]+=val;
  1370. sd->parame[SP_STR-SP_STR]+=val;
  1371. }
  1372. break;
  1373. case SP_PERFECT_HIDE: // [Valaris]
  1374. if(sd->state.lr_flag!=2) {
  1375. sd->state.perfect_hiding=1;
  1376. }
  1377. break;
  1378. case SP_DISGUISE: // Disguise script for items [Valaris]
  1379. if(sd->state.lr_flag!=2)
  1380. pc_disguise(sd, val);
  1381. break;
  1382. case SP_UNBREAKABLE:
  1383. if(sd->state.lr_flag!=2) {
  1384. sd->unbreakable += val;
  1385. }
  1386. break;
  1387. case SP_UNBREAKABLE_WEAPON:
  1388. if(sd->state.lr_flag != 2)
  1389. sd->unbreakable_equip |= EQP_WEAPON;
  1390. break;
  1391. case SP_UNBREAKABLE_ARMOR:
  1392. if(sd->state.lr_flag != 2)
  1393. sd->unbreakable_equip |= EQP_ARMOR;
  1394. break;
  1395. case SP_UNBREAKABLE_HELM:
  1396. if(sd->state.lr_flag != 2)
  1397. sd->unbreakable_equip |= EQP_HELM;
  1398. break;
  1399. case SP_UNBREAKABLE_SHIELD:
  1400. if(sd->state.lr_flag != 2)
  1401. sd->unbreakable_equip |= EQP_SHIELD;
  1402. break;
  1403. case SP_CLASSCHANGE: // [Valaris]
  1404. if(sd->state.lr_flag !=2){
  1405. sd->classchange=val;
  1406. }
  1407. break;
  1408. case SP_LONG_ATK_RATE:
  1409. //if(sd->state.lr_flag != 2 && sd->long_attack_atk_rate < val)
  1410. // sd->long_attack_atk_rate = val;
  1411. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  1412. sd->long_attack_atk_rate+=val;
  1413. break;
  1414. case SP_BREAK_WEAPON_RATE:
  1415. if(sd->state.lr_flag != 2)
  1416. sd->break_weapon_rate+=val;
  1417. break;
  1418. case SP_BREAK_ARMOR_RATE:
  1419. if(sd->state.lr_flag != 2)
  1420. sd->break_armor_rate+=val;
  1421. break;
  1422. case SP_ADD_STEAL_RATE:
  1423. if(sd->state.lr_flag != 2)
  1424. sd->add_steal_rate+=val;
  1425. break;
  1426. case SP_DELAYRATE:
  1427. if(sd->state.lr_flag != 2)
  1428. sd->delayrate+=val;
  1429. break;
  1430. case SP_CRIT_ATK_RATE:
  1431. if(sd->state.lr_flag != 2)
  1432. sd->crit_atk_rate += val;
  1433. break;
  1434. case SP_NO_REGEN:
  1435. if(sd->state.lr_flag != 2)
  1436. sd->no_regen = val;
  1437. break;
  1438. case SP_UNSTRIPABLE_WEAPON:
  1439. if(sd->state.lr_flag != 2)
  1440. sd->unstripable_equip |= EQP_WEAPON;
  1441. break;
  1442. case SP_UNSTRIPABLE:
  1443. case SP_UNSTRIPABLE_ARMOR:
  1444. if(sd->state.lr_flag != 2)
  1445. sd->unstripable_equip |= EQP_ARMOR;
  1446. break;
  1447. case SP_UNSTRIPABLE_HELM:
  1448. if(sd->state.lr_flag != 2)
  1449. sd->unstripable_equip |= EQP_HELM;
  1450. break;
  1451. case SP_UNSTRIPABLE_SHIELD:
  1452. if(sd->state.lr_flag != 2)
  1453. sd->unstripable_equip |= EQP_SHIELD;
  1454. break;
  1455. case SP_HP_DRAIN_VALUE:
  1456. if(!sd->state.lr_flag) {
  1457. sd->right_weapon.hp_drain_value += val;
  1458. }
  1459. else if(sd->state.lr_flag == 1) {
  1460. sd->left_weapon.hp_drain_value += val;
  1461. }
  1462. break;
  1463. case SP_SP_DRAIN_VALUE:
  1464. if(!sd->state.lr_flag) {
  1465. sd->right_weapon.sp_drain_value += val;
  1466. }
  1467. else if(sd->state.lr_flag == 1) {
  1468. sd->left_weapon.sp_drain_value += val;
  1469. }
  1470. break;
  1471. case SP_SP_GAIN_VALUE:
  1472. if(!sd->state.lr_flag)
  1473. sd->sp_gain_value += val;
  1474. break;
  1475. case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
  1476. if(!sd->state.lr_flag)
  1477. sd->right_weapon.ignore_def_mob |= 1<<val;
  1478. else if(sd->state.lr_flag == 1)
  1479. sd->left_weapon.ignore_def_mob |= 1<<val;
  1480. break;
  1481. case SP_HP_GAIN_VALUE:
  1482. if(!sd->state.lr_flag)
  1483. sd->hp_gain_value += val;
  1484. break;
  1485. case SP_DAMAGE_WHEN_UNEQUIP:
  1486. if(!sd->state.lr_flag) {
  1487. for (i=0; i<11; i++) {
  1488. //I think this one is bugged, notice how it uses the item_db info rather
  1489. // than inventory equipped position index [Skotlex]
  1490. // if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) {
  1491. if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) {
  1492. sd->unequip_losehp[i] += val;
  1493. break;
  1494. }
  1495. }
  1496. }
  1497. break;
  1498. case SP_LOSESP_WHEN_UNEQUIP:
  1499. if(!sd->state.lr_flag) {
  1500. for (i=0; i<11; i++) {
  1501. // if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) {
  1502. if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) {
  1503. sd->unequip_losesp[i] += val;
  1504. break;
  1505. }
  1506. }
  1507. }
  1508. break;
  1509. default:
  1510. if(battle_config.error_log)
  1511. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  1512. break;
  1513. }
  1514. return 0;
  1515. }
  1516. /*==========================================
  1517. * ? 備品による能力等のボ?ナス設定
  1518. *------------------------------------------
  1519. */
  1520. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  1521. {
  1522. int i;
  1523. nullpo_retr(0, sd);
  1524. switch(type){
  1525. case SP_ADDELE:
  1526. if(!sd->state.lr_flag)
  1527. sd->right_weapon.addele[type2]+=val;
  1528. else if(sd->state.lr_flag == 1)
  1529. sd->left_weapon.addele[type2]+=val;
  1530. else if(sd->state.lr_flag == 2)
  1531. sd->arrow_addele[type2]+=val;
  1532. break;
  1533. case SP_ADDRACE:
  1534. if(!sd->state.lr_flag)
  1535. sd->right_weapon.addrace[type2]+=val;
  1536. else if(sd->state.lr_flag == 1)
  1537. sd->left_weapon.addrace[type2]+=val;
  1538. else if(sd->state.lr_flag == 2)
  1539. sd->arrow_addrace[type2]+=val;
  1540. break;
  1541. case SP_ADDSIZE:
  1542. if(!sd->state.lr_flag)
  1543. sd->right_weapon.addsize[type2]+=val;
  1544. else if(sd->state.lr_flag == 1)
  1545. sd->left_weapon.addsize[type2]+=val;
  1546. else if(sd->state.lr_flag == 2)
  1547. sd->arrow_addsize[type2]+=val;
  1548. break;
  1549. case SP_SUBELE:
  1550. if(sd->state.lr_flag != 2)
  1551. sd->subele[type2]+=val;
  1552. break;
  1553. case SP_SUBRACE:
  1554. if(sd->state.lr_flag != 2)
  1555. sd->subrace[type2]+=val;
  1556. break;
  1557. case SP_ADDEFF:
  1558. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1559. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  1560. break;
  1561. }
  1562. if(sd->state.lr_flag != 2)
  1563. sd->addeff[type2-SC_COMMON_MIN]+=val;
  1564. else
  1565. sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
  1566. break;
  1567. case SP_ADDEFF2:
  1568. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1569. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  1570. break;
  1571. }
  1572. if(sd->state.lr_flag != 2)
  1573. sd->addeff2[type2-SC_COMMON_MIN]+=val;
  1574. else
  1575. sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
  1576. break;
  1577. case SP_RESEFF:
  1578. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1579. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  1580. break;
  1581. }
  1582. if(sd->state.lr_flag != 2)
  1583. sd->reseff[type2-SC_COMMON_MIN]+=val;
  1584. break;
  1585. case SP_MAGIC_ADDELE:
  1586. if(sd->state.lr_flag != 2)
  1587. sd->magic_addele[type2]+=val;
  1588. break;
  1589. case SP_MAGIC_ADDRACE:
  1590. if(sd->state.lr_flag != 2)
  1591. sd->magic_addrace[type2]+=val;
  1592. break;
  1593. case SP_MAGIC_ADDSIZE:
  1594. if(sd->state.lr_flag != 2)
  1595. sd->magic_addsize[type2]+=val;
  1596. break;
  1597. case SP_ADD_DAMAGE_CLASS:
  1598. if(!sd->state.lr_flag) {
  1599. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1600. if(sd->right_weapon.add_damage_classid[i] == type2) {
  1601. sd->right_weapon.add_damage_classrate[i] += val;
  1602. break;
  1603. }
  1604. }
  1605. if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
  1606. sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
  1607. sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
  1608. sd->right_weapon.add_damage_class_count++;
  1609. }
  1610. }
  1611. else if(sd->state.lr_flag == 1) {
  1612. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1613. if(sd->left_weapon.add_damage_classid[i] == type2) {
  1614. sd->left_weapon.add_damage_classrate[i] += val;
  1615. break;
  1616. }
  1617. }
  1618. if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
  1619. sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
  1620. sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
  1621. sd->left_weapon.add_damage_class_count++;
  1622. }
  1623. }
  1624. break;
  1625. case SP_ADD_MAGIC_DAMAGE_CLASS:
  1626. if(sd->state.lr_flag != 2) {
  1627. for(i=0;i<sd->add_mdmg_count;i++) {
  1628. if(sd->add_mdmg[i].class_ == type2) {
  1629. sd->add_mdmg[i].rate += val;
  1630. break;
  1631. }
  1632. }
  1633. if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
  1634. sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
  1635. sd->add_mdmg[sd->add_mdmg_count].rate += val;
  1636. sd->add_mdmg_count++;
  1637. }
  1638. }
  1639. break;
  1640. case SP_ADD_DEF_CLASS:
  1641. if(sd->state.lr_flag != 2) {
  1642. for(i=0;i<sd->add_def_count;i++) {
  1643. if(sd->add_def[i].class_ == type2) {
  1644. sd->add_def[i].rate += val;
  1645. break;
  1646. }
  1647. }
  1648. if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
  1649. sd->add_def[sd->add_def_count].class_ = type2;
  1650. sd->add_def[sd->add_def_count].rate += val;
  1651. sd->add_def_count++;
  1652. }
  1653. }
  1654. break;
  1655. case SP_ADD_MDEF_CLASS:
  1656. if(sd->state.lr_flag != 2) {
  1657. for(i=0;i<sd->add_mdef_count;i++) {
  1658. if(sd->add_mdef[i].class_ == type2) {
  1659. sd->add_mdef[i].rate += val;
  1660. break;
  1661. }
  1662. }
  1663. if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
  1664. sd->add_mdef[sd->add_mdef_count].class_ = type2;
  1665. sd->add_mdef[sd->add_mdef_count].rate += val;
  1666. sd->add_mdef_count++;
  1667. }
  1668. }
  1669. break;
  1670. case SP_HP_DRAIN_RATE:
  1671. if(!sd->state.lr_flag) {
  1672. sd->right_weapon.hp_drain_rate += type2;
  1673. sd->right_weapon.hp_drain_per += val;
  1674. }
  1675. else if(sd->state.lr_flag == 1) {
  1676. sd->left_weapon.hp_drain_rate += type2;
  1677. sd->left_weapon.hp_drain_per += val;
  1678. }
  1679. break;
  1680. case SP_HP_DRAIN_VALUE:
  1681. if(!sd->state.lr_flag) {
  1682. sd->right_weapon.hp_drain_value += type2;
  1683. }
  1684. else if(sd->state.lr_flag == 1) {
  1685. sd->left_weapon.hp_drain_value += type2;
  1686. }
  1687. sd->sp_drain_type = val;
  1688. break;
  1689. case SP_SP_DRAIN_RATE:
  1690. if(!sd->state.lr_flag) {
  1691. sd->right_weapon.sp_drain_rate += type2;
  1692. sd->right_weapon.sp_drain_per += val;
  1693. }
  1694. else if(sd->state.lr_flag == 1) {
  1695. sd->left_weapon.sp_drain_rate += type2;
  1696. sd->left_weapon.sp_drain_per += val;
  1697. }
  1698. sd->sp_drain_type = 0;
  1699. break;
  1700. case SP_SP_DRAIN_VALUE:
  1701. if(!sd->state.lr_flag) {
  1702. sd->right_weapon.sp_drain_value += type2;
  1703. }
  1704. else if(sd->state.lr_flag == 1) {
  1705. sd->left_weapon.sp_drain_value += type2;
  1706. }
  1707. sd->sp_drain_type = val;
  1708. break;
  1709. case SP_SP_VANISH_RATE:
  1710. if(sd->state.lr_flag != 2) {
  1711. sd->sp_vanish_rate += type2;
  1712. sd->sp_vanish_per += val;
  1713. }
  1714. break;
  1715. case SP_GET_ZENY_NUM:
  1716. if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
  1717. {
  1718. sd->get_zeny_rate = val;
  1719. sd->get_zeny_num = type2;
  1720. }
  1721. break;
  1722. case SP_ADD_GET_ZENY_NUM:
  1723. if(sd->state.lr_flag != 2)
  1724. {
  1725. sd->get_zeny_rate += val;
  1726. sd->get_zeny_num += type2;
  1727. }
  1728. break;
  1729. case SP_WEAPON_COMA_ELE:
  1730. if(sd->state.lr_flag != 2)
  1731. sd->weapon_coma_ele[type2] += val;
  1732. break;
  1733. case SP_WEAPON_COMA_RACE:
  1734. if(sd->state.lr_flag != 2)
  1735. sd->weapon_coma_race[type2] += val;
  1736. break;
  1737. case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
  1738. if(sd->state.lr_flag !=2){
  1739. sd->random_attack_increase_add = type2;
  1740. sd->random_attack_increase_per += val;
  1741. }
  1742. break;
  1743. case SP_WEAPON_ATK:
  1744. if(sd->state.lr_flag != 2)
  1745. sd->weapon_atk[type2]+=val;
  1746. break;
  1747. case SP_WEAPON_ATK_RATE:
  1748. if(sd->state.lr_flag != 2)
  1749. sd->weapon_atk_rate[type2]+=val;
  1750. break;
  1751. case SP_CRITICAL_ADDRACE:
  1752. if(sd->state.lr_flag != 2)
  1753. sd->critaddrace[type2] += val*10;
  1754. break;
  1755. case SP_ADDEFF_WHENHIT:
  1756. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1757. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  1758. break;
  1759. }
  1760. if(sd->state.lr_flag != 2) {
  1761. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1762. sd->addeff3_type[type2-SC_COMMON_MIN]=1;
  1763. }
  1764. break;
  1765. case SP_ADDEFF_WHENHIT_SHORT:
  1766. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1767. ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
  1768. break;
  1769. }
  1770. if(sd->state.lr_flag != 2) {
  1771. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1772. sd->addeff3_type[type2-SC_COMMON_MIN]=0;
  1773. }
  1774. break;
  1775. case SP_SKILL_ATK:
  1776. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
  1777. if (i == MAX_PC_BONUS)
  1778. { //Better mention this so the array length can be updated. [Skotlex]
  1779. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1780. break;
  1781. }
  1782. if(sd->state.lr_flag != 2) {
  1783. if (sd->skillatk[i].id == type2)
  1784. sd->skillatk[i].val += val;
  1785. else {
  1786. sd->skillatk[i].id = type2;
  1787. sd->skillatk[i].val = val;
  1788. }
  1789. }
  1790. break;
  1791. case SP_ADD_SKILL_BLOW:
  1792. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
  1793. if (i == MAX_PC_BONUS)
  1794. { //Better mention this so the array length can be updated. [Skotlex]
  1795. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1796. break;
  1797. }
  1798. if(sd->state.lr_flag != 2) {
  1799. if (sd->skillblown[i].id == type2)
  1800. sd->skillblown[i].val += val;
  1801. else {
  1802. sd->skillblown[i].id = type2;
  1803. sd->skillblown[i].val = val;
  1804. }
  1805. }
  1806. break;
  1807. case SP_ADD_DAMAGE_BY_CLASS:
  1808. if(sd->state.lr_flag != 2) {
  1809. for(i=0;i<sd->add_dmg_count;i++) {
  1810. if(sd->add_dmg[i].class_ == type2) {
  1811. sd->add_dmg[i].rate += val;
  1812. break;
  1813. }
  1814. }
  1815. if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
  1816. sd->add_dmg[sd->add_dmg_count].class_ = type2;
  1817. sd->add_dmg[sd->add_dmg_count].rate += val;
  1818. sd->add_dmg_count++;
  1819. }
  1820. }
  1821. break;
  1822. case SP_HP_LOSS_RATE:
  1823. if(sd->state.lr_flag != 2) {
  1824. sd->hp_loss_value = type2;
  1825. sd->hp_loss_rate = val;
  1826. }
  1827. break;
  1828. case SP_ADDRACE2:
  1829. if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
  1830. break;
  1831. if(sd->state.lr_flag != 2)
  1832. sd->right_weapon.addrace2[type2] += val;
  1833. else
  1834. sd->left_weapon.addrace2[type2] += val;
  1835. break;
  1836. case SP_SUBSIZE:
  1837. if(sd->state.lr_flag != 2)
  1838. sd->subsize[type2]+=val;
  1839. break;
  1840. case SP_SUBRACE2:
  1841. if(sd->state.lr_flag != 2)
  1842. sd->subrace2[type2]+=val;
  1843. break;
  1844. case SP_ADD_ITEM_HEAL_RATE:
  1845. if(sd->state.lr_flag != 2)
  1846. sd->itemhealrate[type2 - 1] += val;
  1847. break;
  1848. case SP_EXP_ADDRACE:
  1849. if(sd->state.lr_flag != 2)
  1850. sd->expaddrace[type2]+=val;
  1851. break;
  1852. case SP_SP_GAIN_RACE:
  1853. if(sd->state.lr_flag != 2)
  1854. sd->sp_gain_race[type2]+=val;
  1855. break;
  1856. case SP_ADD_MONSTER_DROP_ITEM:
  1857. if (sd->state.lr_flag != 2)
  1858. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, (1<<10)|(1<<11), val);
  1859. break;
  1860. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1861. if (sd->state.lr_flag != 2)
  1862. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<10)|(1<<11), val);
  1863. break;
  1864. case SP_SP_LOSS_RATE:
  1865. if(sd->state.lr_flag != 2) {
  1866. sd->sp_loss_value = type2;
  1867. sd->sp_loss_rate = val;
  1868. }
  1869. break;
  1870. default:
  1871. if(battle_config.error_log)
  1872. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  1873. break;
  1874. }
  1875. return 0;
  1876. }
  1877. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  1878. {
  1879. nullpo_retr(0, sd);
  1880. switch(type){
  1881. case SP_ADD_MONSTER_DROP_ITEM:
  1882. if(sd->state.lr_flag != 2)
  1883. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<<type3, val);
  1884. break;
  1885. case SP_AUTOSPELL:
  1886. if(sd->state.lr_flag != 2)
  1887. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  1888. break;
  1889. case SP_AUTOSPELL_WHENHIT:
  1890. if(sd->state.lr_flag != 2)
  1891. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  1892. break;
  1893. case SP_HP_LOSS_RATE:
  1894. if(sd->state.lr_flag != 2) {
  1895. sd->hp_loss_value = type2;
  1896. sd->hp_loss_rate = type3;
  1897. sd->hp_loss_type = val;
  1898. }
  1899. break;
  1900. case SP_SP_DRAIN_RATE:
  1901. if(!sd->state.lr_flag) {
  1902. sd->right_weapon.sp_drain_rate += type2;
  1903. sd->right_weapon.sp_drain_per += type3;
  1904. }
  1905. else if(sd->state.lr_flag == 1) {
  1906. sd->left_weapon.sp_drain_rate += type2;
  1907. sd->left_weapon.sp_drain_per += type3;
  1908. }
  1909. sd->sp_drain_type = val;
  1910. break;
  1911. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1912. if (sd->state.lr_flag != 2)
  1913. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<<type3, val);
  1914. break;
  1915. default:
  1916. if(battle_config.error_log)
  1917. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  1918. break;
  1919. }
  1920. return 0;
  1921. }
  1922. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  1923. {
  1924. nullpo_retr(0, sd);
  1925. switch(type){
  1926. case SP_AUTOSPELL:
  1927. if(sd->state.lr_flag != 2)
  1928. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  1929. break;
  1930. case SP_AUTOSPELL_WHENHIT:
  1931. if(sd->state.lr_flag != 2)
  1932. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  1933. break;
  1934. default:
  1935. if(battle_config.error_log)
  1936. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  1937. break;
  1938. }
  1939. return 0;
  1940. }
  1941. /*==========================================
  1942. * スクリプトによるスキル所得
  1943. *------------------------------------------
  1944. */
  1945. int pc_skill(struct map_session_data *sd,int id,int level,int flag)
  1946. {
  1947. nullpo_retr(0, sd);
  1948. if(level>MAX_SKILL_LEVEL){
  1949. if(battle_config.error_log)
  1950. ShowError("support card skill only!\n");
  1951. return 0;
  1952. }
  1953. if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
  1954. sd->status.skill[id].lv=level;
  1955. status_calc_pc(sd,0);
  1956. clif_skillinfoblock(sd);
  1957. }
  1958. else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
  1959. sd->status.skill[id].lv+=level;
  1960. status_calc_pc(sd,0);
  1961. clif_skillinfoblock(sd);
  1962. }
  1963. else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
  1964. if(sd->status.skill[id].id==id)
  1965. sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶
  1966. else {
  1967. sd->status.skill[id].id=id;
  1968. sd->status.skill[id].flag=1; // cardスキルとする
  1969. }
  1970. sd->status.skill[id].lv=level;
  1971. }
  1972. return 0;
  1973. }
  1974. /*==========================================
  1975. * カ?ド?入
  1976. *------------------------------------------
  1977. */
  1978. int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
  1979. {
  1980. int i, ep;
  1981. int nameid, cardid;
  1982. nullpo_retr(0, sd);
  1983. if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
  1984. return 0; //Invalid card index.
  1985. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
  1986. return 0; //Invalid item index.
  1987. nameid=sd->status.inventory[idx_equip].nameid;
  1988. cardid=sd->status.inventory[idx_card].nameid;
  1989. ep=sd->inventory_data[idx_card]->equip;
  1990. if( nameid <= 0 || cardid <= 0 ||
  1991. (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
  1992. sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
  1993. sd->status.inventory[idx_equip].identify==0 || // 未鑑定
  1994. sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
  1995. sd->status.inventory[idx_equip].card[0]==0x00fe ||
  1996. sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
  1997. !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
  1998. (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
  1999. sd->status.inventory[idx_equip].equip){
  2000. clif_insert_card(sd,idx_equip,idx_card,1);
  2001. return 0;
  2002. }
  2003. for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
  2004. if( sd->status.inventory[idx_equip].card[i] == 0){
  2005. // 空きスロットが� ったので差し?む
  2006. sd->status.inventory[idx_equip].card[i]=cardid;
  2007. // カ?ドは減らす
  2008. clif_insert_card(sd,idx_equip,idx_card,0);
  2009. pc_delitem(sd,idx_card,1,1);
  2010. return 0;
  2011. }
  2012. }
  2013. clif_insert_card(sd,idx_equip,idx_card,1);
  2014. return 0;
  2015. }
  2016. //
  2017. // アイテム物
  2018. //
  2019. /*==========================================
  2020. * スキルによる買い値修正
  2021. *------------------------------------------
  2022. */
  2023. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  2024. {
  2025. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  2026. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  2027. rate1 = 5+skill*2-((skill==10)? 1:0);
  2028. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  2029. rate2 = 5+skill*4;
  2030. if(rate1 < rate2) rate1 = rate2;
  2031. if(rate1)
  2032. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  2033. if(val < 0) val = 0;
  2034. if(orig_value > 0 && val < 1) val = 1;
  2035. return val;
  2036. }
  2037. /*==========================================
  2038. * スキルによる?り値修正
  2039. *------------------------------------------
  2040. */
  2041. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  2042. {
  2043. int skill,val = orig_value,rate = 0;
  2044. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  2045. rate = 5+skill*2-((skill==10)? 1:0);
  2046. if(rate)
  2047. val = (int)((double)orig_value*(double)(100+rate)/100.);
  2048. if(val < 0) val = 0;
  2049. if(orig_value > 0 && val < 1) val = 1;
  2050. return val;
  2051. }
  2052. /*==========================================
  2053. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  2054. * 3万個制限にかかるか確認
  2055. *------------------------------------------
  2056. */
  2057. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  2058. {
  2059. int i;
  2060. nullpo_retr(0, sd);
  2061. if(itemdb_isequip(nameid))
  2062. return ADDITEM_NEW;
  2063. for(i=0;i<MAX_INVENTORY;i++){
  2064. if(sd->status.inventory[i].nameid==nameid){
  2065. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2066. return ADDITEM_OVERAMOUNT;
  2067. return ADDITEM_EXIST;
  2068. }
  2069. }
  2070. if(amount > MAX_AMOUNT)
  2071. return ADDITEM_OVERAMOUNT;
  2072. return ADDITEM_NEW;
  2073. }
  2074. /*==========================================
  2075. * 空きアイテム欄の個?
  2076. *------------------------------------------
  2077. */
  2078. int pc_inventoryblank(struct map_session_data *sd)
  2079. {
  2080. int i,b;
  2081. nullpo_retr(0, sd);
  2082. for(i=0,b=0;i<MAX_INVENTORY;i++){
  2083. if(sd->status.inventory[i].nameid==0)
  2084. b++;
  2085. }
  2086. return b;
  2087. }
  2088. /*==========================================
  2089. * お金を?う
  2090. *------------------------------------------
  2091. */
  2092. int pc_payzeny(struct map_session_data *sd,int zeny)
  2093. {
  2094. double z;
  2095. nullpo_retr(0, sd);
  2096. z = (double)sd->status.zeny;
  2097. if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
  2098. return 1;
  2099. sd->status.zeny-=zeny;
  2100. clif_updatestatus(sd,SP_ZENY);
  2101. return 0;
  2102. }
  2103. /*==========================================
  2104. * お金を得る
  2105. *------------------------------------------
  2106. */
  2107. int pc_getzeny(struct map_session_data *sd,int zeny)
  2108. {
  2109. double z;
  2110. nullpo_retr(0, sd);
  2111. z = (double)sd->status.zeny;
  2112. if(z + (double)zeny > MAX_ZENY) {
  2113. zeny = 0;
  2114. sd->status.zeny = MAX_ZENY;
  2115. }
  2116. sd->status.zeny+=zeny;
  2117. clif_updatestatus(sd,SP_ZENY);
  2118. if(zeny > 0 && sd->state.showzeny){
  2119. char output[255];
  2120. sprintf(output, "Gained %dz.", zeny);
  2121. clif_disp_onlyself(sd,output,strlen(output));
  2122. }
  2123. return 0;
  2124. }
  2125. /*==========================================
  2126. * アイテムを探して、インデックスを返す
  2127. *------------------------------------------
  2128. */
  2129. int pc_search_inventory(struct map_session_data *sd,int item_id)
  2130. {
  2131. int i;
  2132. nullpo_retr(-1, sd);
  2133. for(i=0;i<MAX_INVENTORY;i++) {
  2134. if(sd->status.inventory[i].nameid == item_id &&
  2135. (sd->status.inventory[i].amount > 0 || item_id == 0))
  2136. return i;
  2137. }
  2138. return -1;
  2139. }
  2140. /*==========================================
  2141. * アイテム追加。個?のみitem構造?の?字を無視
  2142. *------------------------------------------
  2143. */
  2144. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2145. {
  2146. struct item_data *data;
  2147. int i;
  2148. long w;
  2149. nullpo_retr(1, sd);
  2150. nullpo_retr(1, item_data);
  2151. if(item_data->nameid <= 0 || amount <= 0)
  2152. return 1;
  2153. data = itemdb_search(item_data->nameid);
  2154. w = data->weight*amount;
  2155. if(w + (long)sd->weight > (long)sd->max_weight || w + (long)sd->weight < 0) //Weight overflow check?
  2156. return 2;
  2157. i = MAX_INVENTORY;
  2158. if (!itemdb_isequip2(data)){
  2159. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2160. for (i = 0; i < MAX_INVENTORY; i++)
  2161. if(sd->status.inventory[i].nameid == item_data->nameid &&
  2162. sd->status.inventory[i].card[0] == item_data->card[0] &&
  2163. sd->status.inventory[i].card[1] == item_data->card[1] &&
  2164. sd->status.inventory[i].card[2] == item_data->card[2] &&
  2165. sd->status.inventory[i].card[3] == item_data->card[3])
  2166. {
  2167. if (amount < 0 || amount > MAX_AMOUNT || sd->status.inventory[i].amount + amount > MAX_AMOUNT)
  2168. return 5;
  2169. sd->status.inventory[i].amount += amount;
  2170. clif_additem(sd,i,amount,0);
  2171. break;
  2172. }
  2173. }
  2174. if (i >= MAX_INVENTORY){
  2175. // 装 備品か未所有品だったので空き欄へ追加
  2176. i = pc_search_inventory(sd,0);
  2177. if(i >= 0) {
  2178. // clear equips field first, just in case
  2179. if (item_data->equip != 0)
  2180. item_data->equip = 0;
  2181. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  2182. sd->status.inventory[i].amount = amount;
  2183. sd->inventory_data[i] = data;
  2184. clif_additem(sd,i,amount,0);
  2185. }
  2186. else return 4;
  2187. }
  2188. sd->weight += (int)w;
  2189. clif_updatestatus(sd,SP_WEIGHT);
  2190. return 0;
  2191. }
  2192. /*==========================================
  2193. * アイテムを減らす
  2194. *------------------------------------------
  2195. */
  2196. int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
  2197. {
  2198. nullpo_retr(1, sd);
  2199. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  2200. return 1;
  2201. sd->status.inventory[n].amount -= amount;
  2202. sd->weight -= sd->inventory_data[n]->weight*amount ;
  2203. if(sd->status.inventory[n].amount<=0){
  2204. if(sd->status.inventory[n].equip)
  2205. pc_unequipitem(sd,n,3);
  2206. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  2207. sd->inventory_data[n] = NULL;
  2208. }
  2209. if(!(type&1))
  2210. clif_delitem(sd,n,amount);
  2211. if(!(type&2))
  2212. clif_updatestatus(sd,SP_WEIGHT);
  2213. return 0;
  2214. }
  2215. /*==========================================
  2216. * アイテムを落す
  2217. *------------------------------------------
  2218. */
  2219. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  2220. {
  2221. nullpo_retr(1, sd);
  2222. if(n < 0 || n >= MAX_INVENTORY)
  2223. return 0;
  2224. if(amount <= 0)
  2225. return 0;
  2226. if (sd->status.inventory[n].nameid <= 0 ||
  2227. sd->status.inventory[n].amount < amount ||
  2228. sd->trade_partner != 0 || sd->vender_id != 0 ||
  2229. sd->status.inventory[n].amount <= 0)
  2230. return 0;
  2231. if (map[sd->bl.m].flag.nodrop) {
  2232. clif_displaymessage (sd->fd, msg_txt(271));
  2233. return 0; //Can't drop items in nodrop mapflag maps.
  2234. }
  2235. if (!pc_candrop(sd,sd->status.inventory[n].nameid)) {
  2236. clif_displaymessage (sd->fd, msg_txt(263));
  2237. return 0;
  2238. }
  2239. //Logs items, dropped by (P)layers [Lupus]
  2240. if(log_config.pick > 0 )
  2241. log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
  2242. //Logs
  2243. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2))
  2244. return 0;
  2245. pc_delitem(sd, n, amount, 0);
  2246. return 1;
  2247. }
  2248. /*==========================================
  2249. * アイテムを拾う
  2250. *------------------------------------------
  2251. */
  2252. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  2253. {
  2254. int flag=0;
  2255. unsigned int tick = gettick();
  2256. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  2257. struct party *p=NULL;
  2258. nullpo_retr(0, sd);
  2259. nullpo_retr(0, fitem);
  2260. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
  2261. return 0; // 距離が遠い
  2262. if (sd->status.party_id)
  2263. p = party_search(sd->status.party_id);
  2264. if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id) {
  2265. first_sd = map_id2sd(fitem->first_get_id);
  2266. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  2267. if (!(p && p->item&1 &&
  2268. first_sd && first_sd->status.party_id == sd->status.party_id
  2269. )) {
  2270. clif_additem(sd,0,0,6);
  2271. return 0;
  2272. }
  2273. }
  2274. else if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id) {
  2275. second_sd = map_id2sd(fitem->second_get_id);
  2276. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  2277. if(!(p && p->item&1 &&
  2278. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2279. (second_sd && second_sd->status.party_id == sd->status.party_id))
  2280. )) {
  2281. clif_additem(sd,0,0,6);
  2282. return 0;
  2283. }
  2284. }
  2285. else if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id) {
  2286. third_sd = map_id2sd(fitem->third_get_id);
  2287. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  2288. if(!(p && p->item&1 &&
  2289. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2290. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  2291. (third_sd && third_sd->status.party_id == sd->status.party_id))
  2292. )) {
  2293. clif_additem(sd,0,0,6);
  2294. return 0;
  2295. }
  2296. }
  2297. }
  2298. }
  2299. }
  2300. first_sd = NULL; //First_sd will store who picked up the item.
  2301. //This function takes care of giving the item to whoever should have it
  2302. //considering party-share options.
  2303. if ((flag = party_share_loot(p,sd,&fitem->item_data))) {
  2304. clif_additem(sd,0,0,flag);
  2305. return 1;
  2306. }
  2307. //Display pickup animation.
  2308. pc_stop_attack(sd);
  2309. clif_takeitem(&sd->bl,&fitem->bl);
  2310. if(itemdb_autoequip(fitem->item_data.nameid) != 0){
  2311. pc_equipitem(sd, fitem->item_data.nameid, fitem->item_data.equip);
  2312. }
  2313. map_clearflooritem(fitem->bl.id);
  2314. return 0;
  2315. }
  2316. int pc_isUseitem(struct map_session_data *sd,int n)
  2317. {
  2318. struct item_data *item;
  2319. int nameid;
  2320. nullpo_retr(0, sd);
  2321. item = sd->inventory_data[n];
  2322. nameid = sd->status.inventory[n].nameid;
  2323. if(item == NULL)
  2324. return 0;
  2325. //Not consumable item
  2326. if(item->type != 0 && item->type != 2)
  2327. return 0;
  2328. if(!item->script) //if it has no script, you can't really consume it!
  2329. return 0;
  2330. //Anodyne (can't use Anodyne's Endure at GVG)
  2331. if(nameid == 605 && map_flag_gvg(sd->bl.m))
  2332. return 0;
  2333. //Fly Wing (can't use at GVG and when noteleport flag is on)
  2334. if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
  2335. clif_skill_teleportmessage(sd,0);
  2336. return 0;
  2337. }
  2338. //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza]
  2339. if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) {
  2340. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  2341. return 0;
  2342. }
  2343. //Butterfly Wing (can't use noreturn flag is on and if duel)
  2344. if(nameid == 602 && map[sd->bl.m].flag.noreturn)
  2345. return 0;
  2346. //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
  2347. if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
  2348. return 0;
  2349. //Anodyne/Aleovera not usable while sitting.
  2350. if ((nameid == 605 || nameid == 606) && pc_issit(sd))
  2351. return 0;
  2352. //added item_noequip.txt items check by Maya&[Lupus]
  2353. if (
  2354. (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
  2355. (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
  2356. (map[sd->bl.m].zone && map[sd->bl.m].flag.restricted &&
  2357. item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
  2358. )
  2359. return 0;
  2360. //Gender check
  2361. if(item->sex != 2 && sd->status.sex != item->sex)
  2362. return 0;
  2363. //Required level check
  2364. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  2365. return 0;
  2366. //Not equipable by class. [Skotlex]
  2367. if (!(
  2368. (1<<(sd->class_&MAPID_BASEMASK)) &
  2369. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  2370. ))
  2371. return 0;
  2372. //Not usable by upper class. [Skotlex]
  2373. if(!(
  2374. (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
  2375. item->class_upper
  2376. ))
  2377. return 0;
  2378. //Dead Branch & Bloody Branch & Porings Box
  2379. if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
  2380. log_branch(sd);
  2381. return 1;
  2382. }
  2383. /*==========================================
  2384. * アイテムを使う
  2385. *------------------------------------------
  2386. */
  2387. int pc_useitem(struct map_session_data *sd,int n)
  2388. {
  2389. int amount;
  2390. unsigned char *script;
  2391. nullpo_retr(0, sd);
  2392. if(sd->status.inventory[n].nameid <= 0 ||
  2393. sd->status.inventory[n].amount <= 0)
  2394. return 0;
  2395. if(!pc_isUseitem(sd,n))
  2396. return 0;
  2397. //Prevent mass item usage. [Skotlex]
  2398. if (battle_config.item_use_interval &&
  2399. DIFF_TICK(sd->canuseitem_tick, gettick()) > 0)
  2400. return 0;
  2401. if (sd->sc.count && (
  2402. sd->sc.data[SC_BERSERK].timer!=-1 ||
  2403. sd->sc.data[SC_MARIONETTE].timer!=-1 ||
  2404. sd->sc.data[SC_GRAVITATION].timer!=-1 ||
  2405. //Cannot use Potions/Healing items while under Gospel.
  2406. (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0)
  2407. ))
  2408. return 0;
  2409. sd->itemid = sd->status.inventory[n].nameid;
  2410. sd->itemindex = n;
  2411. amount = sd->status.inventory[n].amount;
  2412. script = sd->inventory_data[n]->script;
  2413. //Check if the item is to be consumed inmediately [Skotlex]
  2414. if (sd->inventory_data[n]->flag.delay_consume)
  2415. clif_useitemack(sd,n,amount,1);
  2416. else {
  2417. clif_useitemack(sd,n,amount-1,1);
  2418. //Logs (C)onsumable items [Lupus]
  2419. if(log_config.pick > 0 )
  2420. log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
  2421. //Logs
  2422. pc_delitem(sd,n,1,1);
  2423. }
  2424. if(sd->status.inventory[n].card[0]==0x00fe &&
  2425. pc_istop10fame(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  2426. {
  2427. potion_flag = 2; // Famous player's potions have 50% more efficiency
  2428. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
  2429. potion_flag = 3; //Even more effective potions.
  2430. }
  2431. if (battle_config.item_use_interval)
  2432. sd->canuseitem_tick= gettick() + battle_config.item_use_interval; //Update item use time.
  2433. run_script(script,0,sd->bl.id,0);
  2434. potion_flag = 0;
  2435. return 1;
  2436. }
  2437. /*==========================================
  2438. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  2439. *------------------------------------------
  2440. */
  2441. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2442. {
  2443. struct item_data *data;
  2444. int i,w;
  2445. nullpo_retr(1, sd);
  2446. nullpo_retr(1, item_data);
  2447. if(item_data->nameid <= 0 || amount <= 0)
  2448. return 1;
  2449. data = itemdb_search(item_data->nameid);
  2450. if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd)))
  2451. { //Check item trade restrictions [Skotlex]
  2452. clif_displaymessage (sd->fd, msg_txt(264));
  2453. return 1;
  2454. }
  2455. if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
  2456. return 1;
  2457. i=MAX_CART;
  2458. if(!itemdb_isequip2(data)){
  2459. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2460. for(i=0;i<MAX_CART;i++){
  2461. if(sd->status.cart[i].nameid==item_data->nameid &&
  2462. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  2463. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
  2464. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  2465. return 1;
  2466. sd->status.cart[i].amount+=amount;
  2467. clif_cart_additem(sd,i,amount,0);
  2468. break;
  2469. }
  2470. }
  2471. }
  2472. if(i >= MAX_CART){
  2473. // 装 備品か未所有品だったので空き欄へ追加
  2474. for(i=0;i<MAX_CART;i++){
  2475. if(sd->status.cart[i].nameid==0){
  2476. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  2477. sd->status.cart[i].amount=amount;
  2478. sd->cart_num++;
  2479. clif_cart_additem(sd,i,amount,0);
  2480. break;
  2481. }
  2482. }
  2483. if(i >= MAX_CART)
  2484. return 1;
  2485. }
  2486. sd->cart_weight += w;
  2487. clif_updatestatus(sd,SP_CARTINFO);
  2488. return 0;
  2489. }
  2490. /*==========================================
  2491. * カ?トアイテムを減らす
  2492. *------------------------------------------
  2493. */
  2494. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
  2495. {
  2496. nullpo_retr(1, sd);
  2497. if(sd->status.cart[n].nameid==0 ||
  2498. sd->status.cart[n].amount<amount)
  2499. return 1;
  2500. sd->status.cart[n].amount -= amount;
  2501. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  2502. if(sd->status.cart[n].amount <= 0){
  2503. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  2504. sd->cart_num--;
  2505. }
  2506. if(!type) {
  2507. clif_cart_delitem(sd,n,amount);
  2508. clif_updatestatus(sd,SP_CARTINFO);
  2509. }
  2510. return 0;
  2511. }
  2512. /*==========================================
  2513. * カ?トへアイテム移動
  2514. *------------------------------------------
  2515. */
  2516. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
  2517. struct item *item_data;
  2518. nullpo_retr(0, sd);
  2519. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2520. return 1;
  2521. item_data = &sd->status.inventory[idx];
  2522. if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
  2523. return 1;
  2524. if (pc_cart_additem(sd,item_data,amount) == 0)
  2525. return pc_delitem(sd,idx,amount,0);
  2526. return 1;
  2527. }
  2528. /*==========================================
  2529. * カ?ト?のアイテム?確認(個?の差分を返す)
  2530. *------------------------------------------
  2531. */
  2532. int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
  2533. {
  2534. struct item *item_data;
  2535. nullpo_retr(-1, sd);
  2536. nullpo_retr(-1, item_data=&sd->status.cart[idx]);
  2537. if( item_data->nameid==0 || !item_data->amount)
  2538. return -1;
  2539. return item_data->amount-amount;
  2540. }
  2541. /*==========================================
  2542. * カ?トからアイテム移動
  2543. *------------------------------------------
  2544. */
  2545. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  2546. {
  2547. struct item *item_data;
  2548. int flag;
  2549. nullpo_retr(0, sd);
  2550. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2551. return 1;
  2552. item_data=&sd->status.cart[idx];
  2553. if( item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
  2554. return 1;
  2555. if((flag = pc_additem(sd,item_data,amount)) == 0)
  2556. return pc_cart_delitem(sd,idx,amount,0);
  2557. clif_additem(sd,0,0,flag);
  2558. return 1;
  2559. }
  2560. /*==========================================
  2561. * スティル品公開
  2562. *------------------------------------------
  2563. */
  2564. int pc_show_steal(struct block_list *bl,va_list ap)
  2565. {
  2566. struct map_session_data *sd;
  2567. int itemid;
  2568. int type;
  2569. struct item_data *item=NULL;
  2570. char output[100];
  2571. nullpo_retr(0, bl);
  2572. nullpo_retr(0, ap);
  2573. nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
  2574. itemid=va_arg(ap,int);
  2575. type=va_arg(ap,int);
  2576. if(!type){
  2577. if((item=itemdb_exists(itemid))==NULL)
  2578. sprintf(output,"%s stole an Unknown Item.",sd->status.name);
  2579. else
  2580. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  2581. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2582. }else{
  2583. sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
  2584. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2585. }
  2586. return 0;
  2587. }
  2588. /*==========================================
  2589. *
  2590. *------------------------------------------
  2591. */
  2592. //** pc.c: Small Steal Item fix by fritz
  2593. int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
  2594. {
  2595. int i,j,skill,itemid,flag;
  2596. struct mob_data *md;
  2597. struct item tmp_item;
  2598. if(!sd || !bl || bl->type != BL_MOB)
  2599. return 0;
  2600. md=(struct mob_data *)bl;
  2601. if(md->state.steal_flag || status_get_mode(bl)&MD_BOSS || md->master_id ||
  2602. (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
  2603. map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
  2604. md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
  2605. )
  2606. return 0;
  2607. skill = battle_config.skill_steal_type == 1
  2608. ? (sd->paramc[4] - md->db->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
  2609. : sd->paramc[4] - md->db->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
  2610. if (skill < 1)
  2611. return 0;
  2612. j = i = rand()%10; //Pick one mobs drop slot.
  2613. do {
  2614. //if it's empty, we check one by one, till find an item
  2615. i--;
  2616. if(i<0)
  2617. i=9; //9th slot
  2618. itemid = md->db->dropitem[i].nameid;
  2619. //now try all 10 slots till success
  2620. if(itemid <= 0 || (itemdb_type(itemid) == 6 && pc_checkskill(sd,TF_STEAL) <= 5))
  2621. continue;
  2622. } while (i != j &&
  2623. rand() % 10000 > ((md->db->dropitem[i].p * skill) / 100 + sd->add_steal_rate)); //fixed rate. From Freya [Lupus]
  2624. if (i == j)
  2625. return 0;
  2626. md->state.steal_flag = 1;
  2627. memset(&tmp_item,0,sizeof(tmp_item));
  2628. tmp_item.nameid = itemid;
  2629. tmp_item.amount = 1;
  2630. tmp_item.identify = !itemdb_isequip3(itemid);
  2631. flag = pc_additem(sd,&tmp_item,1);
  2632. if(battle_config.show_steal_in_same_party)
  2633. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0);
  2634. if(flag)
  2635. clif_additem(sd,0,0,flag);
  2636. else
  2637. { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
  2638. //Logs items, Stolen from mobs [Lupus]
  2639. if(log_config.pick > 0 ) {
  2640. log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
  2641. log_pick(sd, "P", 0, itemid, 1, NULL);
  2642. }
  2643. if(log_config.steal) { //this drop log contains ALL stolen items [Lupus]
  2644. int log_item[10]; //for stolen items logging Lupus
  2645. memset(&log_item,0,sizeof(log_item));
  2646. log_item[i] = itemid; //i == monster's drop slot
  2647. log_drop(sd, md->class_, log_item);
  2648. }
  2649. //A Rare Steal Global Announce by Lupus
  2650. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  2651. struct item_data *i_data;
  2652. char message[128];
  2653. i_data = itemdb_search(itemid);
  2654. 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);
  2655. //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
  2656. intif_GMmessage(message,strlen(message)+1,0);
  2657. }
  2658. }
  2659. return 1;
  2660. }
  2661. /*==========================================
  2662. *
  2663. *------------------------------------------
  2664. */
  2665. int pc_steal_coin(struct map_session_data *sd,struct block_list *bl)
  2666. {
  2667. if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
  2668. int rate,skill;
  2669. struct mob_data *md=(struct mob_data *)bl;
  2670. if(md && !md->state.steal_coin_flag) {
  2671. if (md->sc.data && (md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1))
  2672. return 0;
  2673. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  2674. rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2;
  2675. if(rand()%1000 < rate) {
  2676. pc_getzeny(sd,md->db->lv*10 + rand()%100);
  2677. md->state.steal_coin_flag = 1;
  2678. return 1;
  2679. }
  2680. }
  2681. }
  2682. return 0;
  2683. }
  2684. //
  2685. //
  2686. //
  2687. /*==========================================
  2688. * Set's a player position.
  2689. * Return values:
  2690. * 0 - Success.
  2691. * 1 - Invalid map index.
  2692. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  2693. * 3 - Failed to warp player because it was in transition between maps.
  2694. *------------------------------------------
  2695. */
  2696. int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
  2697. {
  2698. int m;
  2699. nullpo_retr(0, sd);
  2700. if (!mapindex || !mapindex_id2name(mapindex)) {
  2701. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  2702. return 1;
  2703. }
  2704. if(sd->state.auth && sd->bl.prev == NULL)
  2705. { //Should NOT move a character while it is not in a map (changing between maps, for example)
  2706. //state.auth helps identifies if this is the initial setpos rather than a normal map-change set pos.
  2707. if (battle_config.etc_log)
  2708. ShowInfo("pc_setpos failed: Attempted to relocate player %s (%d:%d) while it is still between maps.\n", sd->status.name, sd->status.account_id, sd->status.char_id);
  2709. return 3;
  2710. }
  2711. m=map_mapindex2mapid(mapindex);
  2712. if (sd->mapindex != mapindex)
  2713. { //Misc map-changing settings
  2714. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  2715. guild_send_dot_remove(sd);
  2716. skill_clear_element_field(&sd->bl);
  2717. if (sd->sc.count)
  2718. { //Cancel some map related stuff.
  2719. if (sd->sc.data[SC_WARM].timer != -1)
  2720. status_change_end(&sd->bl,SC_WARM,-1);
  2721. if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
  2722. status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
  2723. if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
  2724. status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
  2725. if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
  2726. status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
  2727. if (sd->sc.data[SC_KNOWLEDGE].timer != -1) {
  2728. delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer);
  2729. sd->sc.data[SC_KNOWLEDGE].timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sd->sc.data[SC_KNOWLEDGE].val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
  2730. }
  2731. }
  2732. }
  2733. if(m<0){
  2734. if(sd->mapindex){
  2735. int ip,port;
  2736. if(map_mapname2ipport(mapindex,&ip,&port)==0){
  2737. unit_remove_map(&sd->bl,3);
  2738. sd->mapindex = mapindex;
  2739. sd->bl.x=x;
  2740. sd->bl.y=y;
  2741. sd->state.waitingdisconnect=1;
  2742. pc_clean_skilltree(sd);
  2743. if(sd->status.pet_id > 0 && sd->pd) {
  2744. unit_remove_map(&sd->pd->bl, 0);
  2745. intif_save_petdata(sd->status.account_id,&sd->pet);
  2746. }
  2747. chrif_save(sd,1);
  2748. chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
  2749. return 0;
  2750. }
  2751. }
  2752. return 2;
  2753. }
  2754. if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
  2755. x=y=0;
  2756. if((x==0 && y==0) ||
  2757. (map_getcell(m, x, y, CELL_CHKNOPASS) &&
  2758. !map_getcell(m, x, y, CELL_CHKICEWALL) &&
  2759. #ifdef CELL_NOSTACK
  2760. !map_getcell(m, x, y, CELL_CHKSTACK) &&
  2761. #endif
  2762. !map_getcell(m, x, y, CELL_CHKMOONLIT))
  2763. ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
  2764. if(x||y) {
  2765. if(battle_config.error_log)
  2766. ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
  2767. }
  2768. do {
  2769. x=rand()%(map[m].xs-2)+1;
  2770. y=rand()%(map[m].ys-2)+1;
  2771. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  2772. }
  2773. if(sd->bl.prev != NULL){
  2774. unit_remove_map(&sd->bl, 3);
  2775. if(sd->status.pet_id > 0 && sd->pd)
  2776. unit_remove_map(&sd->pd->bl, 3);
  2777. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  2778. }
  2779. sd->mapindex = mapindex;
  2780. sd->bl.m = m;
  2781. sd->bl.x = sd->ud.to_x = x;
  2782. sd->bl.y = sd->ud.to_y = y;
  2783. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  2784. sd->pd->bl.m = m;
  2785. sd->pd->bl.x = sd->pd->ud.to_x = x;
  2786. sd->pd->bl.y = sd->pd->ud.to_y = y;
  2787. sd->pd->ud.dir = sd->ud.dir;
  2788. }
  2789. return 0;
  2790. }
  2791. /*==========================================
  2792. * PCのランダムワ?プ
  2793. *------------------------------------------
  2794. */
  2795. int pc_randomwarp(struct map_session_data *sd, int type) {
  2796. int x,y,i=0;
  2797. int m;
  2798. nullpo_retr(0, sd);
  2799. m=sd->bl.m;
  2800. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  2801. return 0;
  2802. do{
  2803. x=rand()%(map[m].xs-2)+1;
  2804. y=rand()%(map[m].ys-2)+1;
  2805. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  2806. if (i < 1000)
  2807. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  2808. return 0;
  2809. }
  2810. /*==========================================
  2811. * 現在位置のメモ
  2812. *------------------------------------------
  2813. */
  2814. int pc_memo(struct map_session_data *sd, int i) {
  2815. int skill;
  2816. int j;
  2817. nullpo_retr(0, sd);
  2818. skill = pc_checkskill(sd, AL_WARP);
  2819. if (i >= MIN_PORTAL_MEMO)
  2820. i -= MIN_PORTAL_MEMO;
  2821. else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
  2822. clif_skill_teleportmessage(sd, 1);
  2823. return 0;
  2824. }
  2825. if (skill < 1) {
  2826. clif_skill_memo(sd,2);
  2827. }
  2828. if (skill < 2 || i < -1 || i > 2) {
  2829. clif_skill_memo(sd, 1);
  2830. return 0;
  2831. }
  2832. for(j = 0 ; j < 3; j++) {
  2833. if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
  2834. i = j;
  2835. break;
  2836. }
  2837. }
  2838. if (i == -1) {
  2839. for(i = skill - 3; i >= 0; i--) {
  2840. memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
  2841. sizeof(struct point));
  2842. }
  2843. i = 0;
  2844. }
  2845. sd->status.memo_point[i].map = map[sd->bl.m].index;
  2846. sd->status.memo_point[i].x = sd->bl.x;
  2847. sd->status.memo_point[i].y = sd->bl.y;
  2848. clif_skill_memo(sd, 0);
  2849. return 1;
  2850. }
  2851. /*==========================================
  2852. * pc駆け足要求
  2853. *------------------------------------------
  2854. */
  2855. int pc_run(struct map_session_data *sd, int skilllv, int dir)
  2856. {
  2857. int i,to_x,to_y,dir_x,dir_y;
  2858. nullpo_retr(0, sd);
  2859. if (!unit_can_move(&sd->bl)) {
  2860. if(sd->sc.data[SC_RUN].timer!=-1)
  2861. status_change_end(&sd->bl,SC_RUN,-1);
  2862. return 0;
  2863. }
  2864. to_x = sd->bl.x;
  2865. to_y = sd->bl.y;
  2866. dir_x = dirx[dir];
  2867. dir_y = diry[dir];
  2868. for(i=0;i<AREA_SIZE;i++)
  2869. {
  2870. if(!map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
  2871. break;
  2872. to_x += dir_x;
  2873. to_y += dir_y;
  2874. }
  2875. //進めない場合 駆け足終了 障害物で止まった場合スパート状態解除
  2876. if(to_x == sd->bl.x && to_y == sd->bl.y){
  2877. if(sd->sc.data[SC_RUN].timer!=-1)
  2878. status_change_end(&sd->bl,SC_RUN,-1);
  2879. return 0;
  2880. }
  2881. unit_walktoxy(&sd->bl, to_x, to_y, 1);
  2882. return 1;
  2883. }
  2884. /*==========================================
  2885. * PCの向居ているほうにstep分歩く
  2886. *------------------------------------------
  2887. */
  2888. int pc_walktodir(struct map_session_data *sd,int step)
  2889. {
  2890. int i,to_x,to_y,dir_x,dir_y;
  2891. nullpo_retr(0, sd);
  2892. to_x = sd->bl.x;
  2893. to_y = sd->bl.y;
  2894. dir_x = dirx[(int)sd->ud.dir];
  2895. dir_y = diry[(int)sd->ud.dir];
  2896. for(i=0;i<step;i++)
  2897. {
  2898. if(map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKNOPASS))
  2899. break;
  2900. to_x += dir_x;
  2901. to_y += dir_y;
  2902. }
  2903. unit_walktoxy(&sd->bl, to_x, to_y, 1);
  2904. return 1;
  2905. }
  2906. //
  2907. // 武器??
  2908. //
  2909. /*==========================================
  2910. * スキルの?索 所有していた場合Lvが返る
  2911. *------------------------------------------
  2912. */
  2913. int pc_checkskill(struct map_session_data *sd,int skill_id)
  2914. {
  2915. if(sd == NULL) return 0;
  2916. if( skill_id>=10000 ){
  2917. struct guild *g;
  2918. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  2919. return guild_checkskill(g,skill_id);
  2920. return 0;
  2921. }
  2922. if(sd->status.skill[skill_id].id == skill_id)
  2923. return (sd->status.skill[skill_id].lv);
  2924. return 0;
  2925. }
  2926. /*==========================================
  2927. * 武器?更によるスキルの??チェック
  2928. * 引?:
  2929. * struct map_session_data *sd セッションデ?タ
  2930. * int nameid ?備品ID
  2931. * 返り値:
  2932. * 0 ?更なし
  2933. * -1 スキルを解除
  2934. *------------------------------------------
  2935. */
  2936. int pc_checkallowskill(struct map_session_data *sd)
  2937. {
  2938. nullpo_retr(0, sd);
  2939. if(!sd->sc.count)
  2940. return 0;
  2941. // Skills requiring specific weapon types
  2942. if(sd->sc.data[SC_TWOHANDQUICKEN].timer!=-1 && !(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)))
  2943. status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1);
  2944. if(sd->sc.data[SC_ONEHAND].timer!=-1 && !(skill_get_weapontype(KN_ONEHAND)&(1<<sd->status.weapon)))
  2945. status_change_end(&sd->bl,SC_ONEHAND,-1);
  2946. if(sd->sc.data[SC_AURABLADE].timer!=-1 && !(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)))
  2947. // Aura Blade requires any weapon but bare fists
  2948. status_change_end(&sd->bl,SC_AURABLADE,-1);
  2949. if(sd->sc.data[SC_PARRYING].timer!=-1 && !(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)))
  2950. status_change_end(&sd->bl,SC_PARRYING,-1);
  2951. if(sd->sc.data[SC_SPEARSQUICKEN].timer!=-1 && !(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)))
  2952. // Spear Quicken requires a Two-handed spear
  2953. status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1);
  2954. if(sd->sc.data[SC_ADRENALINE].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
  2955. status_change_end(&sd->bl,SC_ADRENALINE,-1);
  2956. if(sd->sc.data[SC_ADRENALINE2].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
  2957. status_change_end(&sd->bl,SC_ADRENALINE2,-1);
  2958. if( sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
  2959. // Spurt requires bare hands (feet, in fact xD)
  2960. status_change_end(&sd->bl,SC_SPURT,-1);
  2961. if(sd->status.shield <= 0) { // Skills requiring a shield
  2962. if(sd->sc.data[SC_AUTOGUARD].timer!=-1) // Guard
  2963. status_change_end(&sd->bl,SC_AUTOGUARD,-1);
  2964. if(sd->sc.data[SC_DEFENDER].timer!=-1) // Defending Aura
  2965. status_change_end(&sd->bl,SC_DEFENDER,-1);
  2966. if(sd->sc.data[SC_REFLECTSHIELD].timer!=-1) // Shield Reflect
  2967. status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
  2968. }
  2969. return 0;
  2970. }
  2971. /*==========================================
  2972. * ? 備品のチェック
  2973. *------------------------------------------
  2974. */
  2975. int pc_checkequip(struct map_session_data *sd,int pos)
  2976. {
  2977. int i;
  2978. nullpo_retr(-1, sd);
  2979. for(i=0;i<11;i++){
  2980. if(pos & equip_pos[i])
  2981. return sd->equip_index[i];
  2982. }
  2983. return -1;
  2984. }
  2985. /*==========================================
  2986. * ?生職や養子職の元の職業を返す
  2987. *------------------------------------------
  2988. */
  2989. struct pc_base_job pc_calc_base_job(int b_class)
  2990. {
  2991. struct pc_base_job bj;
  2992. if(b_class < JOB_NOVICE_HIGH){
  2993. if (b_class == JOB_KNIGHT2)
  2994. bj.job = JOB_KNIGHT;
  2995. else if (b_class == JOB_CRUSADER2)
  2996. bj.job = JOB_CRUSADER;
  2997. else
  2998. bj.job = b_class;
  2999. bj.upper = 0;
  3000. }else if(b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2){ //High Jobs
  3001. if (b_class == JOB_LORD_KNIGHT2)
  3002. bj.job = JOB_KNIGHT;
  3003. else if (b_class == JOB_PALADIN2)
  3004. bj.job = JOB_CRUSADER;
  3005. else
  3006. bj.job = b_class - JOB_NOVICE_HIGH;
  3007. bj.upper = 1;
  3008. }else if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER){
  3009. if (b_class == JOB_STAR_GLADIATOR2)
  3010. bj.job = 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON;
  3011. else
  3012. bj.job = 24 + b_class - JOB_TAEKWON;
  3013. bj.upper = 0;
  3014. }else{ //Baby Classes
  3015. if (b_class == JOB_SUPER_BABY)
  3016. bj.job = JOB_SUPER_NOVICE;
  3017. else if (b_class == JOB_BABY_KNIGHT2)
  3018. bj.job = JOB_KNIGHT;
  3019. else if (b_class == JOB_BABY_CRUSADER2)
  3020. bj.job = JOB_CRUSADER;
  3021. else
  3022. bj.job = b_class - JOB_BABY;
  3023. bj.upper = 2;
  3024. }
  3025. if(bj.job == JOB_NOVICE){
  3026. bj.type = 0;
  3027. }else if(bj.job <= JOB_THIEF || bj.job == JOB_TAEKWON){
  3028. bj.type = 1;
  3029. }else{
  3030. bj.type = 2;
  3031. }
  3032. return bj;
  3033. }
  3034. /*==========================================
  3035. * For quick calculating [Celest]
  3036. *------------------------------------------
  3037. */
  3038. int pc_calc_base_job2 (int b_class)
  3039. {
  3040. if(b_class < JOB_NOVICE_HIGH)
  3041. {
  3042. if (b_class == JOB_KNIGHT2)
  3043. return JOB_KNIGHT;
  3044. if (b_class == JOB_CRUSADER2)
  3045. return JOB_CRUSADER;
  3046. return b_class;
  3047. }
  3048. if(b_class >= JOB_NOVICE_HIGH && b_class < JOB_BABY)
  3049. {
  3050. if (b_class == JOB_LORD_KNIGHT2)
  3051. return JOB_KNIGHT;
  3052. if (b_class == JOB_PALADIN2)
  3053. return JOB_CRUSADER;
  3054. return b_class - JOB_NOVICE_HIGH;
  3055. }
  3056. if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER )
  3057. {
  3058. if (b_class == JOB_STAR_GLADIATOR2)
  3059. return 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON;
  3060. return 24 + b_class - JOB_TAEKWON;
  3061. }
  3062. //Baby Classes
  3063. {
  3064. if (b_class == JOB_SUPER_BABY)
  3065. return JOB_SUPER_NOVICE;
  3066. if (b_class == JOB_BABY_KNIGHT2)
  3067. return JOB_KNIGHT;
  3068. if (b_class == JOB_BABY_CRUSADER2)
  3069. return JOB_CRUSADER;
  3070. return b_class - JOB_BABY;
  3071. }
  3072. }
  3073. /*==========================================
  3074. * Convert's from the client's lame Job ID system
  3075. * to the map server's 'makes sense' system. [Skotlex]
  3076. *------------------------------------------
  3077. */
  3078. int pc_jobid2mapid(unsigned short b_class)
  3079. {
  3080. int class_ = 0;
  3081. if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
  3082. {
  3083. if (b_class == JOB_SUPER_BABY)
  3084. b_class = JOB_SUPER_NOVICE;
  3085. else
  3086. b_class -= JOB_BABY;
  3087. class_|= JOBL_BABY;
  3088. }
  3089. else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
  3090. {
  3091. b_class -= JOB_NOVICE_HIGH;
  3092. class_|= JOBL_UPPER;
  3093. }
  3094. if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
  3095. class_|= JOBL_2_1;
  3096. else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
  3097. class_|= JOBL_2_2;
  3098. switch (b_class)
  3099. {
  3100. case JOB_NOVICE:
  3101. case JOB_SWORDMAN:
  3102. case JOB_MAGE:
  3103. case JOB_ARCHER:
  3104. case JOB_ACOLYTE:
  3105. case JOB_MERCHANT:
  3106. case JOB_THIEF:
  3107. class_ |= b_class;
  3108. break;
  3109. case JOB_KNIGHT:
  3110. case JOB_KNIGHT2:
  3111. case JOB_CRUSADER:
  3112. case JOB_CRUSADER2:
  3113. class_ |= MAPID_SWORDMAN;
  3114. break;
  3115. case JOB_PRIEST:
  3116. case JOB_MONK:
  3117. class_ |= MAPID_ACOLYTE;
  3118. break;
  3119. case JOB_WIZARD:
  3120. case JOB_SAGE:
  3121. class_ |= MAPID_MAGE;
  3122. break;
  3123. case JOB_BLACKSMITH:
  3124. case JOB_ALCHEMIST:
  3125. class_ |= MAPID_MERCHANT;
  3126. break;
  3127. case JOB_HUNTER:
  3128. case JOB_BARD:
  3129. case JOB_DANCER:
  3130. class_ |= MAPID_ARCHER;
  3131. break;
  3132. case JOB_ASSASSIN:
  3133. case JOB_ROGUE:
  3134. class_ |= MAPID_THIEF;
  3135. break;
  3136. case JOB_STAR_GLADIATOR:
  3137. case JOB_STAR_GLADIATOR2:
  3138. class_ |= JOBL_2_1;
  3139. class_ |= MAPID_TAEKWON;
  3140. break;
  3141. case JOB_SOUL_LINKER:
  3142. class_ |= JOBL_2_2;
  3143. case JOB_TAEKWON:
  3144. class_ |= MAPID_TAEKWON;
  3145. break;
  3146. case JOB_WEDDING:
  3147. class_ = MAPID_WEDDING;
  3148. break;
  3149. case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
  3150. class_ |= JOBL_2_1;
  3151. break;
  3152. case JOB_GUNSLINGER:
  3153. class_ |= MAPID_GUNSLINGER;
  3154. break;
  3155. case JOB_NINJA:
  3156. class_ |= MAPID_NINJA;
  3157. break;
  3158. case JOB_XMAS:
  3159. class_ = MAPID_XMAS;
  3160. break;
  3161. default:
  3162. ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
  3163. return -1;
  3164. }
  3165. return class_;
  3166. }
  3167. //Reverts the map-style class id to the client-style one.
  3168. int pc_mapid2jobid(unsigned short class_, int sex) {
  3169. switch(class_) {
  3170. case MAPID_NOVICE:
  3171. return JOB_NOVICE;
  3172. case MAPID_SWORDMAN:
  3173. return JOB_SWORDMAN;
  3174. case MAPID_MAGE:
  3175. return JOB_MAGE;
  3176. case MAPID_ARCHER:
  3177. return JOB_ARCHER;
  3178. case MAPID_ACOLYTE:
  3179. return JOB_ACOLYTE;
  3180. case MAPID_MERCHANT:
  3181. return JOB_MERCHANT;
  3182. case MAPID_THIEF:
  3183. return JOB_THIEF;
  3184. case MAPID_TAEKWON:
  3185. return JOB_TAEKWON;
  3186. case MAPID_WEDDING:
  3187. return JOB_WEDDING;
  3188. case MAPID_GUNSLINGER:
  3189. return JOB_GUNSLINGER;
  3190. case MAPID_NINJA:
  3191. return JOB_NINJA;
  3192. case MAPID_XMAS: // [Valaris]
  3193. return JOB_XMAS;
  3194. //2_1 classes
  3195. case MAPID_SUPER_NOVICE:
  3196. return JOB_SUPER_NOVICE;
  3197. case MAPID_KNIGHT:
  3198. return JOB_KNIGHT;
  3199. case MAPID_WIZARD:
  3200. return JOB_WIZARD;
  3201. case MAPID_HUNTER:
  3202. return JOB_HUNTER;
  3203. case MAPID_PRIEST:
  3204. return JOB_PRIEST;
  3205. case MAPID_BLACKSMITH:
  3206. return JOB_BLACKSMITH;
  3207. case MAPID_ASSASSIN:
  3208. return JOB_ASSASSIN;
  3209. case MAPID_STAR_GLADIATOR:
  3210. return JOB_STAR_GLADIATOR;
  3211. //2_2 classes
  3212. case MAPID_CRUSADER:
  3213. return JOB_CRUSADER;
  3214. case MAPID_SAGE:
  3215. return JOB_SAGE;
  3216. case MAPID_BARDDANCER:
  3217. return sex?JOB_BARD:JOB_DANCER;
  3218. case MAPID_MONK:
  3219. return JOB_MONK;
  3220. case MAPID_ALCHEMIST:
  3221. return JOB_ALCHEMIST;
  3222. case MAPID_ROGUE:
  3223. return JOB_ROGUE;
  3224. case MAPID_SOUL_LINKER:
  3225. return JOB_SOUL_LINKER;
  3226. //1-1: advanced
  3227. case MAPID_NOVICE_HIGH:
  3228. return JOB_NOVICE_HIGH;
  3229. case MAPID_SWORDMAN_HIGH:
  3230. return JOB_SWORDMAN_HIGH;
  3231. case MAPID_MAGE_HIGH:
  3232. return JOB_MAGE_HIGH;
  3233. case MAPID_ARCHER_HIGH:
  3234. return JOB_ARCHER_HIGH;
  3235. case MAPID_ACOLYTE_HIGH:
  3236. return JOB_ACOLYTE_HIGH;
  3237. case MAPID_MERCHANT_HIGH:
  3238. return JOB_MERCHANT_HIGH;
  3239. case MAPID_THIEF_HIGH:
  3240. return JOB_THIEF_HIGH;
  3241. //2_1 advanced
  3242. case MAPID_LORD_KNIGHT:
  3243. return JOB_LORD_KNIGHT;
  3244. case MAPID_HIGH_WIZARD:
  3245. return JOB_HIGH_WIZARD;
  3246. case MAPID_SNIPER:
  3247. return JOB_SNIPER;
  3248. case MAPID_HIGH_PRIEST:
  3249. return JOB_HIGH_PRIEST;
  3250. case MAPID_WHITESMITH:
  3251. return JOB_WHITESMITH;
  3252. case MAPID_ASSASSIN_CROSS:
  3253. return JOB_ASSASSIN_CROSS;
  3254. //2_2 advanced
  3255. case MAPID_PALADIN:
  3256. return JOB_PALADIN;
  3257. case MAPID_PROFESSOR:
  3258. return JOB_PROFESSOR;
  3259. case MAPID_CLOWNGYPSY:
  3260. return sex?JOB_CLOWN:JOB_GYPSY;
  3261. case MAPID_CHAMPION:
  3262. return JOB_CHAMPION;
  3263. case MAPID_CREATOR:
  3264. return JOB_CREATOR;
  3265. case MAPID_STALKER:
  3266. return JOB_STALKER;
  3267. //1-1 baby
  3268. case MAPID_BABY:
  3269. return JOB_BABY;
  3270. case MAPID_BABY_SWORDMAN:
  3271. return JOB_BABY_SWORDMAN;
  3272. case MAPID_BABY_MAGE:
  3273. return JOB_BABY_MAGE;
  3274. case MAPID_BABY_ARCHER:
  3275. return JOB_BABY_ARCHER;
  3276. case MAPID_BABY_ACOLYTE:
  3277. return JOB_BABY_ACOLYTE;
  3278. case MAPID_BABY_MERCHANT:
  3279. return JOB_BABY_MERCHANT;
  3280. case MAPID_BABY_THIEF:
  3281. return JOB_BABY_THIEF;
  3282. //2_1 baby
  3283. case MAPID_SUPER_BABY:
  3284. return JOB_SUPER_BABY;
  3285. case MAPID_BABY_KNIGHT:
  3286. return JOB_BABY_KNIGHT;
  3287. case MAPID_BABY_WIZARD:
  3288. return JOB_BABY_WIZARD;
  3289. case MAPID_BABY_HUNTER:
  3290. return JOB_BABY_HUNTER;
  3291. case MAPID_BABY_PRIEST:
  3292. return JOB_BABY_PRIEST;
  3293. case MAPID_BABY_BLACKSMITH:
  3294. return JOB_BABY_BLACKSMITH;
  3295. case MAPID_BABY_ASSASSIN:
  3296. return JOB_BABY_ASSASSIN;
  3297. //2_2 baby
  3298. case MAPID_BABY_CRUSADER:
  3299. return JOB_BABY_CRUSADER;
  3300. case MAPID_BABY_SAGE:
  3301. return JOB_BABY_SAGE;
  3302. case MAPID_BABY_BARDDANCER:
  3303. return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  3304. case MAPID_BABY_MONK:
  3305. return JOB_BABY_MONK;
  3306. case MAPID_BABY_ALCHEMIST:
  3307. return JOB_BABY_ALCHEMIST;
  3308. case MAPID_BABY_ROGUE:
  3309. return JOB_BABY_ROGUE;
  3310. default:
  3311. ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
  3312. return -1;
  3313. }
  3314. }
  3315. /*====================================================
  3316. * This function return the name of the job (by [Yor])
  3317. *----------------------------------------------------
  3318. */
  3319. char * job_name(int class_) {
  3320. switch (class_) {
  3321. case JOB_NOVICE:
  3322. case JOB_SWORDMAN:
  3323. case JOB_MAGE:
  3324. case JOB_ARCHER:
  3325. case JOB_ACOLYTE:
  3326. case JOB_MERCHANT:
  3327. case JOB_THIEF:
  3328. return msg_txt(550 - JOB_NOVICE+class_);
  3329. case JOB_KNIGHT:
  3330. case JOB_PRIEST:
  3331. case JOB_WIZARD:
  3332. case JOB_BLACKSMITH:
  3333. case JOB_HUNTER:
  3334. case JOB_ASSASSIN:
  3335. return msg_txt(557 - JOB_KNIGHT+class_);
  3336. case JOB_KNIGHT2:
  3337. return msg_txt(557);
  3338. case JOB_CRUSADER:
  3339. case JOB_MONK:
  3340. case JOB_SAGE:
  3341. case JOB_ROGUE:
  3342. case JOB_ALCHEMIST:
  3343. case JOB_BARD:
  3344. case JOB_DANCER:
  3345. return msg_txt(563 - JOB_CRUSADER+class_);
  3346. case JOB_CRUSADER2:
  3347. return msg_txt(563);
  3348. case JOB_WEDDING:
  3349. case JOB_SUPER_NOVICE:
  3350. case JOB_XMAS:
  3351. return msg_txt(570 - JOB_WEDDING+class_);
  3352. case JOB_NOVICE_HIGH:
  3353. case JOB_SWORDMAN_HIGH:
  3354. case JOB_MAGE_HIGH:
  3355. case JOB_ARCHER_HIGH:
  3356. case JOB_ACOLYTE_HIGH:
  3357. case JOB_MERCHANT_HIGH:
  3358. case JOB_THIEF_HIGH:
  3359. return msg_txt(575 - JOB_NOVICE_HIGH+class_);
  3360. case JOB_LORD_KNIGHT:
  3361. case JOB_HIGH_PRIEST:
  3362. case JOB_HIGH_WIZARD:
  3363. case JOB_WHITESMITH:
  3364. case JOB_SNIPER:
  3365. case JOB_ASSASSIN_CROSS:
  3366. return msg_txt(582 - JOB_LORD_KNIGHT+class_);
  3367. case JOB_LORD_KNIGHT2:
  3368. return msg_txt(582);
  3369. case JOB_PALADIN:
  3370. case JOB_CHAMPION:
  3371. case JOB_PROFESSOR:
  3372. case JOB_STALKER:
  3373. case JOB_CREATOR:
  3374. case JOB_CLOWN:
  3375. case JOB_GYPSY:
  3376. return msg_txt(588 - JOB_PALADIN + class_);
  3377. case JOB_PALADIN2:
  3378. return msg_txt(588);
  3379. case JOB_BABY:
  3380. case JOB_BABY_SWORDMAN:
  3381. case JOB_BABY_MAGE:
  3382. case JOB_BABY_ARCHER:
  3383. case JOB_BABY_ACOLYTE:
  3384. case JOB_BABY_MERCHANT:
  3385. case JOB_BABY_THIEF:
  3386. return msg_txt(595 - JOB_BABY + class_);
  3387. case JOB_BABY_KNIGHT:
  3388. case JOB_BABY_PRIEST:
  3389. case JOB_BABY_WIZARD:
  3390. case JOB_BABY_BLACKSMITH:
  3391. case JOB_BABY_HUNTER:
  3392. case JOB_BABY_ASSASSIN:
  3393. return msg_txt(602 - JOB_BABY_KNIGHT + class_);
  3394. case JOB_BABY_KNIGHT2:
  3395. return msg_txt(602);
  3396. case JOB_BABY_CRUSADER:
  3397. case JOB_BABY_MONK:
  3398. case JOB_BABY_SAGE:
  3399. case JOB_BABY_ROGUE:
  3400. case JOB_BABY_ALCHEMIST:
  3401. case JOB_BABY_BARD:
  3402. case JOB_BABY_DANCER:
  3403. return msg_txt(608 - JOB_BABY_CRUSADER +class_);
  3404. case JOB_BABY_CRUSADER2:
  3405. return msg_txt(608);
  3406. case JOB_SUPER_BABY:
  3407. return msg_txt(615);
  3408. case JOB_TAEKWON:
  3409. return msg_txt(616);
  3410. case JOB_STAR_GLADIATOR:
  3411. case JOB_STAR_GLADIATOR2:
  3412. return msg_txt(617);
  3413. case JOB_SOUL_LINKER:
  3414. return msg_txt(618);
  3415. case JOB_GUNSLINGER:
  3416. return msg_txt(619);
  3417. case JOB_NINJA:
  3418. return msg_txt(620);
  3419. default:
  3420. return msg_txt(650);
  3421. }
  3422. }
  3423. int pc_follow_timer(int tid,unsigned int tick,int id,int data)
  3424. {
  3425. struct map_session_data *sd, *tsd;
  3426. sd = map_id2sd(id);
  3427. nullpo_retr(0, sd);
  3428. if (sd->followtimer != tid){
  3429. if(battle_config.error_log)
  3430. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  3431. sd->followtimer = -1;
  3432. return 0;
  3433. }
  3434. sd->followtimer = -1;
  3435. if (pc_isdead(sd))
  3436. return 0;
  3437. if ((tsd = map_id2sd(sd->followtarget)) != NULL)
  3438. {
  3439. if (pc_isdead(tsd))
  3440. return 0;
  3441. // either player or target is currently detached from map blocks (could be teleporting),
  3442. // but still connected to this map, so we'll just increment the timer and check back later
  3443. if (sd->bl.prev != NULL && tsd->bl.prev != NULL &&
  3444. sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
  3445. {
  3446. if((sd->bl.m == tsd->bl.m) && unit_can_reach(&sd->bl,tsd->bl.x,tsd->bl.y)) {
  3447. if (!check_distance_bl(&sd->bl, &tsd->bl, 5) && unit_can_move(&sd->bl))
  3448. unit_walktoxy(&sd->bl,tsd->bl.x,tsd->bl.y, 0);
  3449. } else
  3450. pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
  3451. }
  3452. sd->followtimer = add_timer(
  3453. tick + sd->aspd + rand() % 1000, // increase time a bit to loosen up map's load
  3454. pc_follow_timer, sd->bl.id, 0);
  3455. }
  3456. return 0;
  3457. }
  3458. int pc_stop_following (struct map_session_data *sd)
  3459. {
  3460. nullpo_retr(0, sd);
  3461. if (sd->followtimer != -1) {
  3462. delete_timer(sd->followtimer,pc_follow_timer);
  3463. sd->followtimer = -1;
  3464. }
  3465. sd->followtarget = -1;
  3466. return 0;
  3467. }
  3468. int pc_follow(struct map_session_data *sd,int target_id)
  3469. {
  3470. struct block_list *bl = map_id2bl(target_id);
  3471. if (bl == NULL /*|| bl->type != BL_PC*/)
  3472. return 1;
  3473. if (sd->followtimer != -1)
  3474. pc_stop_following(sd);
  3475. sd->followtarget = target_id;
  3476. pc_follow_timer(-1,gettick(),sd->bl.id,0);
  3477. return 0;
  3478. }
  3479. int pc_checkbaselevelup(struct map_session_data *sd)
  3480. {
  3481. unsigned int next = pc_nextbaseexp(sd);
  3482. nullpo_retr(0, sd);
  3483. if(sd->status.base_exp >= next && next > 0){
  3484. sd->status.base_exp -= next;
  3485. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3486. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  3487. sd->status.base_exp = next-1;
  3488. sd->status.base_level ++;
  3489. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  3490. status_calc_pet(sd,0);
  3491. if (battle_config.use_statpoint_table)
  3492. next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
  3493. else //Estimated way.
  3494. next = (sd->status.base_level+14) / 5 ;
  3495. if (sd->status.status_point > USHRT_MAX - next)
  3496. sd->status.status_point = USHRT_MAX;
  3497. else
  3498. sd->status.status_point += next;
  3499. clif_updatestatus(sd,SP_STATUSPOINT);
  3500. clif_updatestatus(sd,SP_BASELEVEL);
  3501. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3502. status_calc_pc(sd,0);
  3503. pc_heal(sd,sd->status.max_hp,sd->status.max_sp);
  3504. //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
  3505. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE || (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON){
  3506. sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,1,skill_get_time(PR_KYRIE,1));
  3507. sc_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],100,1,skill_get_time(PR_IMPOSITIO,1));
  3508. sc_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],100,1,skill_get_time(PR_MAGNIFICAT,1));
  3509. sc_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],100,1,skill_get_time(PR_GLORIA,1));
  3510. sc_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],100,1,skill_get_time(PR_SUFFRAGIUM,1));
  3511. }
  3512. clif_misceffect(&sd->bl,0);
  3513. //LORDALFA - LVLUPEVENT
  3514. if (script_config.event_script_type == 0) {
  3515. struct npc_data *npc;
  3516. if ((npc = npc_name2id(script_config.baselvup_event_name))) {
  3517. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
  3518. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.baselvup_event_name);
  3519. }
  3520. } else {
  3521. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  3522. npc_event_doall_id(script_config.baselvup_event_name, sd->bl.id), script_config.baselvup_event_name);
  3523. }
  3524. return 1;
  3525. }
  3526. return 0;
  3527. }
  3528. int pc_checkjoblevelup(struct map_session_data *sd)
  3529. {
  3530. unsigned int next = pc_nextjobexp(sd);
  3531. nullpo_retr(0, sd);
  3532. if(sd->status.job_exp >= next && next > 0){
  3533. sd->status.job_exp -= next;
  3534. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3535. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  3536. sd->status.job_exp = next-1;
  3537. sd->status.job_level ++;
  3538. clif_updatestatus(sd,SP_JOBLEVEL);
  3539. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3540. sd->status.skill_point ++;
  3541. clif_updatestatus(sd,SP_SKILLPOINT);
  3542. status_calc_pc(sd,0);
  3543. clif_misceffect(&sd->bl,1);
  3544. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  3545. clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
  3546. if (script_config.event_script_type == 0) {
  3547. struct npc_data *npc;
  3548. if ((npc = npc_name2id(script_config.joblvup_event_name))) {
  3549. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
  3550. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.joblvup_event_name);
  3551. }
  3552. } else {
  3553. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  3554. npc_event_doall_id(script_config.joblvup_event_name, sd->bl.id), script_config.joblvup_event_name);
  3555. }
  3556. return 1;
  3557. }
  3558. return 0;
  3559. }
  3560. /*==========================================
  3561. * ??値取得
  3562. *------------------------------------------
  3563. */
  3564. int pc_gainexp(struct map_session_data *sd,unsigned int base_exp,unsigned int job_exp)
  3565. {
  3566. char output[256];
  3567. float nextbp=0, nextjp=0;
  3568. unsigned int nextb=0, nextj=0;
  3569. nullpo_retr(0, sd);
  3570. if(sd->bl.prev == NULL || pc_isdead(sd))
  3571. return 0;
  3572. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  3573. return 0; // no exp on pvp maps
  3574. if(sd->status.guild_id>0){ // ギルドに上納
  3575. base_exp-=guild_payexp(sd,base_exp);
  3576. }
  3577. nextb = pc_nextbaseexp(sd);
  3578. nextj = pc_nextjobexp(sd);
  3579. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  3580. if (nextb > 0)
  3581. nextbp = (float) base_exp / (float) nextb;
  3582. if (nextj > 0)
  3583. nextjp = (float) job_exp / (float) nextj;
  3584. if(battle_config.max_exp_gain_rate) {
  3585. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  3586. //Note that this value should never be greater than the original
  3587. //base_exp, therefore no overflow checks are needed. [Skotlex]
  3588. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  3589. if (sd->state.showexp)
  3590. nextbp = (float) base_exp / (float) nextb;
  3591. }
  3592. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  3593. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  3594. if (sd->state.showexp)
  3595. nextjp = (float) job_exp / (float) nextj;
  3596. }
  3597. }
  3598. }
  3599. //Overflow checks... think we'll ever really need'em? [Skotlex]
  3600. if (base_exp > 0 && sd->status.base_exp > UINT_MAX - base_exp)
  3601. sd->status.base_exp = UINT_MAX;
  3602. else if (base_exp < 0 && sd->status.base_exp > base_exp)
  3603. sd->status.base_exp = 0;
  3604. else
  3605. sd->status.base_exp += base_exp;
  3606. while(pc_checkbaselevelup(sd)) ;
  3607. clif_updatestatus(sd,SP_BASEEXP);
  3608. //Overflow checks... think we'll ever really need'em? [Skotlex]
  3609. if (job_exp > 0 && sd->status.job_exp > UINT_MAX - job_exp)
  3610. sd->status.job_exp = UINT_MAX;
  3611. else if (job_exp < 0 && sd->status.job_exp > job_exp)
  3612. sd->status.job_exp = 0;
  3613. else
  3614. sd->status.job_exp += job_exp;
  3615. while(pc_checkjoblevelup(sd)) ;
  3616. clif_updatestatus(sd,SP_JOBEXP);
  3617. if(sd->state.showexp){
  3618. sprintf(output,
  3619. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  3620. clif_disp_onlyself(sd,output,strlen(output));
  3621. }
  3622. return 1;
  3623. }
  3624. /*==========================================
  3625. * Returns max level for this character.
  3626. *------------------------------------------
  3627. */
  3628. unsigned int pc_maxbaselv(struct map_session_data *sd) {
  3629. return max_level[sd->status.class_][0];
  3630. };
  3631. unsigned int pc_maxjoblv(struct map_session_data *sd) {
  3632. return max_level[sd->status.class_][1];
  3633. };
  3634. /*==========================================
  3635. * base level側必要??値計算
  3636. *------------------------------------------
  3637. */
  3638. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  3639. {
  3640. nullpo_retr(0, sd);
  3641. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  3642. return 0;
  3643. return exp_table[sd->status.class_][0][sd->status.base_level-1];
  3644. }
  3645. /*==========================================
  3646. * job level側必要??値計算
  3647. *------------------------------------------
  3648. */
  3649. unsigned int pc_nextjobexp(struct map_session_data *sd)
  3650. {
  3651. nullpo_retr(0, sd);
  3652. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  3653. return 0;
  3654. return exp_table[sd->status.class_][1][sd->status.job_level-1];
  3655. }
  3656. /*==========================================
  3657. * 必要ステ?タスポイント計算
  3658. *------------------------------------------
  3659. */
  3660. int pc_need_status_point(struct map_session_data *sd,int type)
  3661. {
  3662. int val;
  3663. nullpo_retr(-1, sd);
  3664. if(type<SP_STR || type>SP_LUK)
  3665. return -1;
  3666. val =
  3667. type==SP_STR ? sd->status.str :
  3668. type==SP_AGI ? sd->status.agi :
  3669. type==SP_VIT ? sd->status.vit :
  3670. type==SP_INT ? sd->status.int_:
  3671. type==SP_DEX ? sd->status.dex : sd->status.luk;
  3672. return (val+9)/10+1;
  3673. }
  3674. /*==========================================
  3675. * 能力値成長
  3676. *------------------------------------------
  3677. */
  3678. int pc_statusup(struct map_session_data *sd,int type)
  3679. {
  3680. int max, need,val = 0;
  3681. nullpo_retr(0, sd);
  3682. max = pc_maxparameter(sd);
  3683. need=pc_need_status_point(sd,type);
  3684. if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
  3685. clif_statusupack(sd,type,0,0);
  3686. return 1;
  3687. }
  3688. switch(type){
  3689. case SP_STR:
  3690. if(sd->status.str >= max) {
  3691. clif_statusupack(sd,type,0,0);
  3692. return 1;
  3693. }
  3694. val= ++sd->status.str;
  3695. break;
  3696. case SP_AGI:
  3697. if(sd->status.agi >= max) {
  3698. clif_statusupack(sd,type,0,0);
  3699. return 1;
  3700. }
  3701. val= ++sd->status.agi;
  3702. break;
  3703. case SP_VIT:
  3704. if(sd->status.vit >= max) {
  3705. clif_statusupack(sd,type,0,0);
  3706. return 1;
  3707. }
  3708. val= ++sd->status.vit;
  3709. break;
  3710. case SP_INT:
  3711. if(sd->status.int_ >= max) {
  3712. clif_statusupack(sd,type,0,0);
  3713. return 1;
  3714. }
  3715. val= ++sd->status.int_;
  3716. break;
  3717. case SP_DEX:
  3718. if(sd->status.dex >= max) {
  3719. clif_statusupack(sd,type,0,0);
  3720. return 1;
  3721. }
  3722. val= ++sd->status.dex;
  3723. break;
  3724. case SP_LUK:
  3725. if(sd->status.luk >= max) {
  3726. clif_statusupack(sd,type,0,0);
  3727. return 1;
  3728. }
  3729. val= ++sd->status.luk;
  3730. break;
  3731. }
  3732. sd->status.status_point-=need;
  3733. if(need!=pc_need_status_point(sd,type)){
  3734. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  3735. }
  3736. clif_updatestatus(sd,SP_STATUSPOINT);
  3737. clif_updatestatus(sd,type);
  3738. status_calc_pc(sd,0);
  3739. clif_statusupack(sd,type,1,val);
  3740. return 0;
  3741. }
  3742. /*==========================================
  3743. * 能力値成長
  3744. *------------------------------------------
  3745. */
  3746. int pc_statusup2(struct map_session_data *sd,int type,int val)
  3747. {
  3748. int max;
  3749. nullpo_retr(0, sd);
  3750. max = pc_maxparameter(sd);
  3751. if(type<SP_STR || type>SP_LUK){
  3752. clif_statusupack(sd,type,0,0);
  3753. return 1;
  3754. }
  3755. switch(type){
  3756. case SP_STR:
  3757. if(sd->status.str + val >= max)
  3758. val = max;
  3759. else if(sd->status.str + val < 1)
  3760. val = 1;
  3761. else
  3762. val += sd->status.str;
  3763. sd->status.str = val;
  3764. break;
  3765. case SP_AGI:
  3766. if(sd->status.agi + val >= max)
  3767. val = max;
  3768. else if(sd->status.agi + val < 1)
  3769. val = 1;
  3770. else
  3771. val += sd->status.agi;
  3772. sd->status.agi = val;
  3773. break;
  3774. case SP_VIT:
  3775. if(sd->status.vit + val >= max)
  3776. val = max;
  3777. else if(sd->status.vit + val < 1)
  3778. val = 1;
  3779. else
  3780. val += sd->status.vit;
  3781. sd->status.vit = val;
  3782. break;
  3783. case SP_INT:
  3784. if(sd->status.int_ + val >= max)
  3785. val = max;
  3786. else if(sd->status.int_ + val < 1)
  3787. val = 1;
  3788. else
  3789. val += sd->status.int_;
  3790. sd->status.int_ = val;
  3791. break;
  3792. case SP_DEX:
  3793. if(sd->status.dex + val >= max)
  3794. val = max;
  3795. else if(sd->status.dex + val < 1)
  3796. val = 1;
  3797. else
  3798. val += sd->status.dex;
  3799. sd->status.dex = val;
  3800. break;
  3801. case SP_LUK:
  3802. if(sd->status.luk + val >= max)
  3803. val = max;
  3804. else if(sd->status.luk + val < 1)
  3805. val = 1;
  3806. else
  3807. val = sd->status.luk + val;
  3808. sd->status.luk = val;
  3809. break;
  3810. }
  3811. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  3812. clif_updatestatus(sd,type);
  3813. status_calc_pc(sd,0);
  3814. clif_statusupack(sd,type,1,val);
  3815. return 0;
  3816. }
  3817. /*==========================================
  3818. * スキルポイント割り振り
  3819. *------------------------------------------
  3820. */
  3821. int pc_skillup(struct map_session_data *sd,int skill_num)
  3822. {
  3823. nullpo_retr(0, sd);
  3824. if( skill_num>=GD_SKILLBASE){
  3825. guild_skillup(sd,skill_num,0);
  3826. return 0;
  3827. }
  3828. if (skill_num < 0 || skill_num >= MAX_SKILL)
  3829. return 0;
  3830. if(sd->status.skill_point>0 &&
  3831. sd->status.skill[skill_num].id &&
  3832. sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
  3833. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
  3834. {
  3835. sd->status.skill[skill_num].lv++;
  3836. sd->status.skill_point--;
  3837. status_calc_pc(sd,0);
  3838. clif_skillup(sd,skill_num);
  3839. clif_updatestatus(sd,SP_SKILLPOINT);
  3840. clif_skillinfoblock(sd);
  3841. }
  3842. return 0;
  3843. }
  3844. /*==========================================
  3845. * /allskill
  3846. *------------------------------------------
  3847. */
  3848. int pc_allskillup(struct map_session_data *sd)
  3849. {
  3850. int i,id;
  3851. nullpo_retr(0, sd);
  3852. for(i=0;i<MAX_SKILL;i++){
  3853. sd->status.skill[i].id=0;
  3854. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  3855. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  3856. sd->status.skill[i].flag=0; // flagは0にしておく
  3857. }
  3858. }
  3859. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  3860. // 全てのスキル
  3861. for(i=0;i<MAX_SKILL;i++){
  3862. if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
  3863. if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
  3864. sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
  3865. }
  3866. }
  3867. else {
  3868. int inf2;
  3869. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
  3870. inf2 = skill_get_inf2(id);
  3871. if(sd->status.skill[id].id==0 &&
  3872. (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  3873. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
  3874. (id!=SG_DEVIL))
  3875. {
  3876. sd->status.skill[id].id = id; // celest
  3877. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  3878. }
  3879. }
  3880. }
  3881. status_calc_pc(sd,0);
  3882. return 0;
  3883. }
  3884. /*==========================================
  3885. * /resetlvl
  3886. *------------------------------------------
  3887. */
  3888. int pc_resetlvl(struct map_session_data* sd,int type)
  3889. {
  3890. int i;
  3891. nullpo_retr(0, sd);
  3892. if (type != 3) //Also reset skills
  3893. pc_resetskill(sd, 0);
  3894. if(type == 1){
  3895. sd->status.skill_point=0;
  3896. sd->status.base_level=1;
  3897. sd->status.job_level=1;
  3898. sd->status.base_exp=sd->status.base_exp=0;
  3899. sd->status.job_exp=sd->status.job_exp=0;
  3900. if(sd->sc.option !=0)
  3901. sd->sc.option = 0;
  3902. sd->status.str=1;
  3903. sd->status.agi=1;
  3904. sd->status.vit=1;
  3905. sd->status.int_=1;
  3906. sd->status.dex=1;
  3907. sd->status.luk=1;
  3908. if(sd->status.class_ == JOB_NOVICE_HIGH)
  3909. sd->status.status_point=100; // not 88 [celest]
  3910. // give platinum skills upon changing
  3911. pc_skill(sd,142,1,0);
  3912. pc_skill(sd,143,1,0);
  3913. }
  3914. if(type == 2){
  3915. sd->status.skill_point=0;
  3916. sd->status.base_level=1;
  3917. sd->status.job_level=1;
  3918. sd->status.base_exp=0;
  3919. sd->status.job_exp=0;
  3920. }
  3921. if(type == 3){
  3922. sd->status.base_level=1;
  3923. sd->status.base_exp=0;
  3924. }
  3925. if(type == 4){
  3926. sd->status.job_level=1;
  3927. sd->status.job_exp=0;
  3928. }
  3929. clif_updatestatus(sd,SP_STATUSPOINT);
  3930. clif_updatestatus(sd,SP_STR);
  3931. clif_updatestatus(sd,SP_AGI);
  3932. clif_updatestatus(sd,SP_VIT);
  3933. clif_updatestatus(sd,SP_INT);
  3934. clif_updatestatus(sd,SP_DEX);
  3935. clif_updatestatus(sd,SP_LUK);
  3936. clif_updatestatus(sd,SP_BASELEVEL);
  3937. clif_updatestatus(sd,SP_JOBLEVEL);
  3938. clif_updatestatus(sd,SP_STATUSPOINT);
  3939. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3940. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3941. clif_updatestatus(sd,SP_SKILLPOINT);
  3942. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  3943. clif_updatestatus(sd,SP_UAGI);
  3944. clif_updatestatus(sd,SP_UVIT);
  3945. clif_updatestatus(sd,SP_UINT);
  3946. clif_updatestatus(sd,SP_UDEX);
  3947. clif_updatestatus(sd,SP_ULUK); // End Addition
  3948. for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  3949. if(sd->equip_index[i] >= 0)
  3950. if(!pc_isequip(sd,sd->equip_index[i]))
  3951. pc_unequipitem(sd,sd->equip_index[i],2);
  3952. }
  3953. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
  3954. //Send map-change packet to do a level range check and break party settings. [Skotlex]
  3955. party_send_movemap(sd);
  3956. }
  3957. status_calc_pc(sd,0);
  3958. clif_skillinfoblock(sd);
  3959. return 0;
  3960. }
  3961. /*==========================================
  3962. * /resetstate
  3963. *------------------------------------------
  3964. */
  3965. int pc_resetstate(struct map_session_data* sd)
  3966. {
  3967. nullpo_retr(0, sd);
  3968. if (battle_config.use_statpoint_table)
  3969. { // New statpoint table used here - Dexity
  3970. int stat;
  3971. stat = statp[sd->status.base_level];
  3972. if (sd->class_&JOBL_UPPER)
  3973. stat+=52; // extra 52+48=100 stat points
  3974. if (stat > USHRT_MAX)
  3975. sd->status.status_point = USHRT_MAX;
  3976. else
  3977. sd->status.status_point = stat;
  3978. } else { //Use new stat-calculating equation [Skotlex]
  3979. #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
  3980. int add=0;
  3981. add += sumsp(sd->status.str);
  3982. add += sumsp(sd->status.agi);
  3983. add += sumsp(sd->status.vit);
  3984. add += sumsp(sd->status.int_);
  3985. add += sumsp(sd->status.dex);
  3986. add += sumsp(sd->status.luk);
  3987. if (add > USHRT_MAX - sd->status.status_point)
  3988. sd->status.status_point = USHRT_MAX;
  3989. else
  3990. sd->status.status_point+=add;
  3991. }
  3992. sd->status.str=1;
  3993. sd->status.agi=1;
  3994. sd->status.vit=1;
  3995. sd->status.int_=1;
  3996. sd->status.dex=1;
  3997. sd->status.luk=1;
  3998. clif_updatestatus(sd,SP_STR);
  3999. clif_updatestatus(sd,SP_AGI);
  4000. clif_updatestatus(sd,SP_VIT);
  4001. clif_updatestatus(sd,SP_INT);
  4002. clif_updatestatus(sd,SP_DEX);
  4003. clif_updatestatus(sd,SP_LUK);
  4004. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4005. clif_updatestatus(sd,SP_UAGI);
  4006. clif_updatestatus(sd,SP_UVIT);
  4007. clif_updatestatus(sd,SP_UINT);
  4008. clif_updatestatus(sd,SP_UDEX);
  4009. clif_updatestatus(sd,SP_ULUK); // End Addition
  4010. clif_updatestatus(sd,SP_STATUSPOINT);
  4011. status_calc_pc(sd,0);
  4012. return 0;
  4013. }
  4014. /*==========================================
  4015. * /resetskill
  4016. * if flag is 1, perform block resync and status_calc call.
  4017. *------------------------------------------
  4018. */
  4019. int pc_resetskill(struct map_session_data* sd, int flag)
  4020. {
  4021. int i, skill, inf2, skill_point=0;
  4022. nullpo_retr(0, sd);
  4023. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  4024. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  4025. for (i = 1; i < MAX_SKILL; i++) {
  4026. if ((skill = sd->status.skill[i].lv) > 0) {
  4027. inf2 = skill_get_inf2(i);
  4028. if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  4029. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
  4030. {
  4031. if (!sd->status.skill[i].flag)
  4032. skill_point += skill;
  4033. else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
  4034. skill_point += (sd->status.skill[i].flag - 2);
  4035. sd->status.skill[i].lv = 0;
  4036. sd->status.skill[i].flag = 0;
  4037. }
  4038. else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL))
  4039. {
  4040. sd->status.skill[i].lv = 0;
  4041. sd->status.skill[i].flag = 0;
  4042. }
  4043. } else {
  4044. sd->status.skill[i].lv = 0;
  4045. }
  4046. }
  4047. if (sd->status.skill_point > USHRT_MAX - skill_point)
  4048. sd->status.skill_point = USHRT_MAX;
  4049. else
  4050. sd->status.skill_point += skill_point;
  4051. if (flag) {
  4052. clif_updatestatus(sd,SP_SKILLPOINT);
  4053. clif_skillinfoblock(sd);
  4054. status_calc_pc(sd,0);
  4055. }
  4056. return 0;
  4057. }
  4058. /*==========================================
  4059. * /resetfeel [Komurka]
  4060. *------------------------------------------
  4061. */
  4062. int pc_resetfeel(struct map_session_data* sd)
  4063. {
  4064. int i;
  4065. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  4066. nullpo_retr(0, sd);
  4067. for (i=0; i<3; i++)
  4068. {
  4069. sd->feel_map[i].m = -1;
  4070. sd->feel_map[i].index = 0;
  4071. pc_setglobalreg(sd,feel_var[i],0);
  4072. }
  4073. return 0;
  4074. }
  4075. static int pc_respawn(int tid,unsigned int tick,int id,int data)
  4076. {
  4077. struct map_session_data *sd = map_id2sd(id);
  4078. if (sd && pc_isdead(sd))
  4079. { //Auto-respawn [Skotlex]
  4080. pc_setstand(sd);
  4081. pc_setrestartvalue(sd,3);
  4082. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  4083. }
  4084. return 0;
  4085. }
  4086. /*==========================================
  4087. * Damages a player's SP, returns remaining SP. [Skotlex]
  4088. * damage is absolute damage, rate is % damage (100 = 100%)
  4089. * if rate is positive, it is % of current sp, if negative, it is % of max
  4090. * Returns remaining SP, or -1 if the player did not have enough SP to substract from.
  4091. *------------------------------------------
  4092. */
  4093. int pc_damage_sp(struct map_session_data *sd, int damage, int rate)
  4094. {
  4095. if (!sd->status.sp)
  4096. return 0;
  4097. if (rate > 0)
  4098. damage += (rate*sd->status.sp)/100;
  4099. else if (rate < 0)
  4100. damage -= (rate*sd->status.max_sp)/100;
  4101. if (sd->status.sp >= damage){
  4102. sd->status.sp -= damage;
  4103. clif_updatestatus(sd,SP_SP);
  4104. return sd->status.sp;
  4105. }
  4106. sd->status.sp = 0;
  4107. clif_updatestatus(sd,SP_SP);
  4108. return -1;
  4109. }
  4110. /*==========================================
  4111. * pcにダメ?ジを?える
  4112. *------------------------------------------
  4113. */
  4114. int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
  4115. {
  4116. int i=0,j=0, resurrect_flag=0;
  4117. nullpo_retr(0, sd);
  4118. // ?に死んでいたら無?
  4119. if(pc_isdead(sd))
  4120. return 0;
  4121. // 座ってたら立ち上がる
  4122. if(pc_issit(sd)) {
  4123. pc_setstand(sd);
  4124. skill_gangsterparadise(sd,0);
  4125. skill_rest(sd,0);
  4126. }
  4127. // 演奏/ダンスの中?
  4128. if(damage > sd->status.max_hp>>2)
  4129. skill_stop_dancing(&sd->bl);
  4130. if (damage < sd->status.hp)
  4131. sd->status.hp-=damage;
  4132. else
  4133. sd->status.hp = 0;
  4134. if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support)
  4135. pet_target_check(sd,src,1);
  4136. clif_updatestatus(sd,SP_HP);
  4137. if (sd->status.hp<sd->status.max_hp>>2) { //25% HP left effects.
  4138. if(sd->status.hp>0 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
  4139. (sd->sc.data[SC_PROVOKE].timer==-1 || sd->sc.data[SC_PROVOKE].val2==0 ))
  4140. sc_start4(&sd->bl,SC_PROVOKE,100,10,1,0,0,0);
  4141. for(i = 0; i < 5; i++)
  4142. if (sd->devotion[i]){
  4143. struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
  4144. if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
  4145. sd->devotion[i] = 0;
  4146. }
  4147. }
  4148. if(sd->status.hp>0){
  4149. sd->canlog_tick = gettick();
  4150. return damage;
  4151. }
  4152. if(sd->vender_id)
  4153. vending_closevending(sd);
  4154. if(sd->status.pet_id > 0 && sd->pd &&
  4155. !map[sd->bl.m].flag.nopenalty) {
  4156. if(sd->petDB) {
  4157. sd->pet.intimate -= sd->petDB->die;
  4158. if(sd->pet.intimate < 0)
  4159. sd->pet.intimate = 0;
  4160. clif_send_petdata(sd,1,sd->pet.intimate);
  4161. }
  4162. }
  4163. // Leave duel if you die [LuzZza]
  4164. if(battle_config.duel_autoleave_when_die) {
  4165. if(sd->duel_group > 0)
  4166. duel_leave(sd->duel_group, sd);
  4167. if(sd->duel_invite > 0)
  4168. duel_reject(sd->duel_invite, sd);
  4169. }
  4170. pc_stop_attack(sd);
  4171. pc_stop_walking(sd,0);
  4172. unit_skillcastcancel(&sd->bl,0);
  4173. skill_stop_dancing(&sd->bl); //You should stop dancing when dead... [Skotlex]
  4174. if (sd->sc.data[SC_GOSPEL].timer != -1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF)
  4175. { //Remove Gospel [Skotlex]
  4176. struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc.data[SC_GOSPEL].val3;
  4177. if (sg)
  4178. skill_delunitgroup(sg);
  4179. }
  4180. clif_clearchar_area(&sd->bl,1);
  4181. if (src && src->type == BL_PC) {
  4182. struct map_session_data *ssd = (struct map_session_data *)src;
  4183. if (ssd) {
  4184. if (sd->state.event_death)
  4185. pc_setglobalreg(sd,"killerrid",(ssd->status.account_id));
  4186. if (ssd->state.event_kill_pc) {
  4187. pc_setglobalreg(ssd, "killedrid", sd->bl.id);
  4188. if (script_config.event_script_type == 0) {
  4189. struct npc_data *npc;
  4190. if ((npc = npc_name2id(script_config.kill_pc_event_name))) {
  4191. run_script(npc->u.scr.script,0,ssd->bl.id,npc->bl.id); // PCKillPC [Lance]
  4192. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.kill_pc_event_name);
  4193. }
  4194. } else {
  4195. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4196. npc_event_doall_id(script_config.kill_pc_event_name, ssd->bl.id), script_config.kill_pc_event_name);
  4197. }
  4198. }
  4199. if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
  4200. ssd->status.manner -= 5;
  4201. if(ssd->status.manner < 0)
  4202. sc_start(src,SC_NOCHAT,100,0,0);
  4203. // PK/Karma system code (not enabled yet) [celest]
  4204. // originally from Kade Online, so i don't know if any of these is correct ^^;
  4205. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  4206. // karma going down = more 'good' / more honourable.
  4207. // The Karma System way...
  4208. /*if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  4209. sd->status.karma--;
  4210. ssd->status.karma--;
  4211. }
  4212. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  4213. ssd->status.karma++;*/
  4214. // or the PK System way...
  4215. /* if (sd->status.karma > 0) // player killed is dishonourable?
  4216. ssd->status.karma--; // honour points earned
  4217. sd->status.karma++; // honour points lost */
  4218. // To-do: Receive exp on certain occasions
  4219. }
  4220. }
  4221. } else {
  4222. pc_setglobalreg(sd, "killerrid", 0);
  4223. }
  4224. if (sd->state.event_death) {
  4225. if (script_config.event_script_type == 0) {
  4226. struct npc_data *npc;
  4227. if ((npc = npc_name2id(script_config.die_event_name))) {
  4228. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCDeathNPC
  4229. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.die_event_name);
  4230. }
  4231. } else {
  4232. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4233. npc_event_doall_id(script_config.die_event_name, sd->bl.id), script_config.die_event_name);
  4234. }
  4235. }
  4236. // PK/Karma system code (not enabled yet) [celest]
  4237. /*if(sd->status.karma > 0) {
  4238. int eq_num=0,eq_n[MAX_INVENTORY];
  4239. memset(eq_n,0,sizeof(eq_n));
  4240. for(i=0;i<MAX_INVENTORY;i++){
  4241. int k;
  4242. for(k=0;k<MAX_INVENTORY;k++){
  4243. if(eq_n[k] <= 0){
  4244. eq_n[k]=i;
  4245. break;
  4246. }
  4247. }
  4248. eq_num++;
  4249. }
  4250. if(eq_num > 0){
  4251. int n = eq_n[rand()%eq_num];
  4252. if(rand()%10000 < sd->status.karma){
  4253. if(sd->status.inventory[n].equip)
  4254. pc_unequipitem(sd,n,0);
  4255. pc_dropitem(sd,n,1);
  4256. }
  4257. }
  4258. }*/
  4259. if(battle_config.bone_drop==2
  4260. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)){ // ドクロドロップ
  4261. struct item item_tmp;
  4262. memset(&item_tmp,0,sizeof(item_tmp));
  4263. item_tmp.nameid=7420; //PVP Skull item ID
  4264. item_tmp.identify=1;
  4265. item_tmp.card[0]=0x00fe;
  4266. item_tmp.card[1]=0;
  4267. item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
  4268. item_tmp.card[3]=GetWord(sd->char_id,1);
  4269. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4270. }
  4271. // activate Steel body if a super novice dies at 99+% exp [celest]
  4272. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  4273. if ((i=pc_nextbaseexp(sd))<=0)
  4274. i=sd->status.base_exp;
  4275. if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
  4276. sd->state.snovice_flag = 4;
  4277. }
  4278. pc_setdead(sd);
  4279. skill_unit_move(&sd->bl,gettick(),4);
  4280. if (battle_config.clear_unit_ondeath)
  4281. skill_clear_unitgroup(&sd->bl); //orn
  4282. pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み
  4283. // changed penalty options, added death by player if pk_mode [Valaris]
  4284. if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
  4285. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  4286. && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
  4287. && !(sd->sc.count && sd->sc.data[SC_BABY].timer!=-1))
  4288. {
  4289. unsigned int base_penalty =0;
  4290. if (battle_config.death_penalty_base > 0) {
  4291. switch (battle_config.death_penalty_type) {
  4292. case 1:
  4293. base_penalty += (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  4294. break;
  4295. case 2:
  4296. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  4297. break;
  4298. }
  4299. if(base_penalty) {
  4300. if (battle_config.pk_mode && src && src->type==BL_PC)
  4301. base_penalty*=2;
  4302. if(sd->status.base_exp < base_penalty)
  4303. sd->status.base_exp = 0;
  4304. else
  4305. sd->status.base_exp -= base_penalty;
  4306. clif_updatestatus(sd,SP_BASEEXP);
  4307. }
  4308. }
  4309. if(battle_config.death_penalty_job > 0)
  4310. {
  4311. base_penalty = 0;
  4312. switch (battle_config.death_penalty_type) {
  4313. case 1:
  4314. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  4315. break;
  4316. case 2:
  4317. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  4318. break;
  4319. }
  4320. if(base_penalty) {
  4321. if (battle_config.pk_mode && src && src->type==BL_PC)
  4322. base_penalty*=2;
  4323. if(sd->status.job_exp < base_penalty)
  4324. sd->status.job_exp = 0;
  4325. else
  4326. sd->status.job_exp -= base_penalty;
  4327. clif_updatestatus(sd,SP_JOBEXP);
  4328. }
  4329. }
  4330. }
  4331. if(src && src->type==BL_MOB) {
  4332. struct mob_data *md=(struct mob_data *)src;
  4333. if(md && md->target_id != 0 && md->target_id==sd->bl.id) {
  4334. // reset target id when player dies
  4335. mob_unlocktarget(md,gettick());
  4336. }
  4337. if(battle_config.mobs_level_up && md && md->hp &&
  4338. md->level < pc_maxbaselv(sd) &&
  4339. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  4340. ) { // monster level up [Valaris]
  4341. clif_misceffect(&md->bl,0);
  4342. md->level++;
  4343. md->hp+=(int) (sd->status.max_hp*.1);
  4344. if (battle_config.show_mob_hp)
  4345. clif_charnameack (0, &md->bl);
  4346. }
  4347. }
  4348. //Clear these data here so that SC_BABY check may work. [Skotlex]
  4349. resurrect_flag = (sd->sc.data[SC_KAIZEL].timer != -1)?sd->sc.data[SC_KAIZEL].val1:0; //Auto-resurrect later in the code.
  4350. status_change_clear(&sd->bl,0); // ステ?タス異常を解除する
  4351. clif_updatestatus(sd,SP_HP);
  4352. status_calc_pc(sd,0);
  4353. sd->canregen_tick = gettick();
  4354. //ナイトメアモ?ドアイテムドロップ
  4355. if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
  4356. for(j=0;j<MAX_DROP_PER_MAP;j++){
  4357. int id = map[sd->bl.m].drop_list[j].drop_id;
  4358. int type = map[sd->bl.m].drop_list[j].drop_type;
  4359. int per = map[sd->bl.m].drop_list[j].drop_per;
  4360. if(id == 0)
  4361. continue;
  4362. if(id == -1){//ランダムドロップ
  4363. int eq_num=0,eq_n[MAX_INVENTORY];
  4364. memset(eq_n,0,sizeof(eq_n));
  4365. //先ず?備しているアイテム?をカウント
  4366. for(i=0;i<MAX_INVENTORY;i++){
  4367. int k;
  4368. if( (type == 1 && !sd->status.inventory[i].equip)
  4369. || (type == 2 && sd->status.inventory[i].equip)
  4370. || type == 3){
  4371. //InventoryIndexを格納
  4372. for(k=0;k<MAX_INVENTORY;k++){
  4373. if(eq_n[k] <= 0){
  4374. eq_n[k]=i;
  4375. break;
  4376. }
  4377. }
  4378. eq_num++;
  4379. }
  4380. }
  4381. if(eq_num > 0){
  4382. int n = eq_n[rand()%eq_num];//該?アイテムの中からランダム
  4383. if(rand()%10000 < per){
  4384. if(sd->status.inventory[n].equip)
  4385. pc_unequipitem(sd,n,3);
  4386. pc_dropitem(sd,n,1);
  4387. }
  4388. }
  4389. }
  4390. else if(id > 0){
  4391. for(i=0;i<MAX_INVENTORY;i++){
  4392. if(sd->status.inventory[i].nameid == id//ItemIDが一致していて
  4393. && rand()%10000 < per//ドロップ率判定もOKで
  4394. && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ
  4395. || (type == 2 && sd->status.inventory[i].equip)
  4396. || type == 3) ){
  4397. if(sd->status.inventory[i].equip)
  4398. pc_unequipitem(sd,i,3);
  4399. pc_dropitem(sd,i,1);
  4400. break;
  4401. }
  4402. }
  4403. }
  4404. }
  4405. }
  4406. // pvp
  4407. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
  4408. //ランキング計算
  4409. if (!map[sd->bl.m].flag.pvp_nocalcrank) {
  4410. sd->pvp_point -= 5;
  4411. sd->pvp_lost++;
  4412. if (src && src->type == BL_PC) {
  4413. struct map_session_data *ssd = (struct map_session_data *)src;
  4414. if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
  4415. }
  4416. }
  4417. // ?制送還
  4418. if( sd->pvp_point < 0 ){
  4419. sd->pvp_point=0;
  4420. add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
  4421. return damage;
  4422. }
  4423. }
  4424. //GvG
  4425. if(map_flag_gvg(sd->bl.m)){
  4426. add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
  4427. return damage;
  4428. }
  4429. if (sd->state.snovice_flag == 4 || resurrect_flag) {
  4430. if (sd->state.snovice_flag == 4 || sd->special_state.restart_full_recover) {
  4431. sd->status.hp = sd->status.max_hp;
  4432. sd->status.sp = sd->status.max_sp;
  4433. } else { //10% life per each level in Kaizel
  4434. sd->status.hp = 10*resurrect_flag*sd->status.max_hp/100;
  4435. }
  4436. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4437. pc_setstand(sd);
  4438. clif_updatestatus(sd, SP_HP);
  4439. clif_updatestatus(sd, SP_SP);
  4440. clif_resurrection(&sd->bl, 1);
  4441. sd->state.snovice_flag = 0;
  4442. if(battle_config.pc_invincible_time)
  4443. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4444. if (resurrect_flag)
  4445. sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,skill_get_time2(SL_KAIZEL, resurrect_flag));
  4446. else
  4447. sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
  4448. return 0;
  4449. }
  4450. return damage;
  4451. }
  4452. //
  4453. // script? 連
  4454. //
  4455. /*==========================================
  4456. * script用PCステ?タス?み出し
  4457. *------------------------------------------
  4458. */
  4459. int pc_readparam(struct map_session_data *sd,int type)
  4460. {
  4461. int val=0;
  4462. nullpo_retr(0, sd);
  4463. switch(type){
  4464. case SP_SKILLPOINT:
  4465. val= sd->status.skill_point;
  4466. break;
  4467. case SP_STATUSPOINT:
  4468. val= sd->status.status_point;
  4469. break;
  4470. case SP_ZENY:
  4471. val= sd->status.zeny;
  4472. break;
  4473. case SP_BASELEVEL:
  4474. val= sd->status.base_level;
  4475. break;
  4476. case SP_JOBLEVEL:
  4477. val= sd->status.job_level;
  4478. break;
  4479. case SP_CLASS:
  4480. if(val>=27 && val < 45)
  4481. val+=3978;
  4482. else
  4483. val= sd->status.class_;
  4484. break;
  4485. case SP_BASEJOB: //Base job, extracting upper type.
  4486. val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
  4487. break;
  4488. case SP_UPPER:
  4489. val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
  4490. break;
  4491. case SP_BASECLASS: //Extract base class tree. [Skotlex]
  4492. val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
  4493. break;
  4494. case SP_SEX:
  4495. val= sd->sex;
  4496. break;
  4497. case SP_WEIGHT:
  4498. val= sd->weight;
  4499. break;
  4500. case SP_MAXWEIGHT:
  4501. val= sd->max_weight;
  4502. break;
  4503. case SP_BASEEXP:
  4504. val= sd->status.base_exp;
  4505. break;
  4506. case SP_JOBEXP:
  4507. val= sd->status.job_exp;
  4508. break;
  4509. case SP_NEXTBASEEXP:
  4510. val= pc_nextbaseexp(sd);
  4511. break;
  4512. case SP_NEXTJOBEXP:
  4513. val= pc_nextjobexp(sd);
  4514. break;
  4515. case SP_HP:
  4516. val= sd->status.hp;
  4517. break;
  4518. case SP_MAXHP:
  4519. val= sd->status.max_hp;
  4520. break;
  4521. case SP_SP:
  4522. val= sd->status.sp;
  4523. break;
  4524. case SP_MAXSP:
  4525. val= sd->status.max_sp;
  4526. break;
  4527. case SP_STR:
  4528. val= sd->status.str;
  4529. break;
  4530. case SP_AGI:
  4531. val= sd->status.agi;
  4532. break;
  4533. case SP_VIT:
  4534. val= sd->status.vit;
  4535. break;
  4536. case SP_INT:
  4537. val= sd->status.int_;
  4538. break;
  4539. case SP_DEX:
  4540. val= sd->status.dex;
  4541. break;
  4542. case SP_LUK:
  4543. val= sd->status.luk;
  4544. break;
  4545. case SP_KARMA: // celest
  4546. val = sd->status.karma;
  4547. break;
  4548. case SP_MANNER:
  4549. val = sd->status.manner;
  4550. break;
  4551. case SP_FAME:
  4552. val= sd->status.fame;
  4553. break;
  4554. }
  4555. return val;
  4556. }
  4557. /*==========================================
  4558. * script用PCステ?タス設定
  4559. *------------------------------------------
  4560. */
  4561. int pc_setparam(struct map_session_data *sd,int type,int val)
  4562. {
  4563. int i = 0;
  4564. nullpo_retr(0, sd);
  4565. switch(type){
  4566. case SP_BASELEVEL:
  4567. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  4568. val = pc_maxbaselv(sd);
  4569. if ((unsigned int)val > sd->status.base_level) {
  4570. int stat=0;
  4571. for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
  4572. stat += (sd->status.base_level + i + 14) / 5 ;
  4573. if (sd->status.status_point > USHRT_MAX - stat)
  4574. sd->status.status_point = USHRT_MAX;
  4575. else
  4576. sd->status.status_point += stat;
  4577. }
  4578. sd->status.base_level = (unsigned int)val;
  4579. sd->status.base_exp = 0;
  4580. clif_updatestatus(sd, SP_BASELEVEL);
  4581. clif_updatestatus(sd, SP_NEXTBASEEXP);
  4582. clif_updatestatus(sd, SP_STATUSPOINT);
  4583. clif_updatestatus(sd, SP_BASEEXP);
  4584. status_calc_pc(sd, 0);
  4585. pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
  4586. break;
  4587. case SP_JOBLEVEL:
  4588. if ((unsigned int)val >= sd->status.job_level) {
  4589. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  4590. if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level)
  4591. sd->status.skill_point = USHRT_MAX;
  4592. else
  4593. sd->status.skill_point += val-sd->status.job_level;
  4594. clif_updatestatus(sd, SP_SKILLPOINT);
  4595. clif_misceffect(&sd->bl, 1);
  4596. }
  4597. sd->status.job_level = (unsigned int)val;
  4598. sd->status.job_exp = 0;
  4599. clif_updatestatus(sd, SP_JOBLEVEL);
  4600. clif_updatestatus(sd, SP_NEXTJOBEXP);
  4601. clif_updatestatus(sd, SP_JOBEXP);
  4602. status_calc_pc(sd, 0);
  4603. clif_updatestatus(sd,type);
  4604. break;
  4605. case SP_SKILLPOINT:
  4606. sd->status.skill_point = val;
  4607. break;
  4608. case SP_STATUSPOINT:
  4609. sd->status.status_point = val;
  4610. break;
  4611. case SP_ZENY:
  4612. if(val <= MAX_ZENY) {
  4613. // MAX_ZENY 以下なら代入
  4614. sd->status.zeny = val;
  4615. } else {
  4616. sd->status.zeny = MAX_ZENY;
  4617. /* Could someone explain the comments below? I have no idea what they are trying to do...
  4618. * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
  4619. if(sd->status.zeny > val) {
  4620. // Zeny が減少しているなら代入
  4621. sd->status.zeny = val;
  4622. } else if(sd->status.zeny <= MAX_ZENY) {
  4623. // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
  4624. sd->status.zeny = MAX_ZENY;
  4625. } else {
  4626. // Zeny が増加していて、現在の値がMAX_ZENY より下なら増加分を無視
  4627. ;
  4628. }
  4629. */
  4630. }
  4631. break;
  4632. case SP_BASEEXP:
  4633. if(pc_nextbaseexp(sd) > 0) {
  4634. sd->status.base_exp = val;
  4635. if(sd->status.base_exp < 0)
  4636. sd->status.base_exp=0;
  4637. pc_checkbaselevelup(sd);
  4638. }
  4639. break;
  4640. case SP_JOBEXP:
  4641. if(pc_nextjobexp(sd) > 0) {
  4642. sd->status.job_exp = val;
  4643. if(sd->status.job_exp < 0)
  4644. sd->status.job_exp=0;
  4645. pc_checkjoblevelup(sd);
  4646. }
  4647. break;
  4648. case SP_SEX:
  4649. sd->sex = val;
  4650. break;
  4651. case SP_WEIGHT:
  4652. sd->weight = val;
  4653. break;
  4654. case SP_MAXWEIGHT:
  4655. sd->max_weight = val;
  4656. break;
  4657. case SP_HP:
  4658. sd->status.hp = val;
  4659. break;
  4660. case SP_MAXHP:
  4661. sd->status.max_hp = val;
  4662. break;
  4663. case SP_SP:
  4664. sd->status.sp = val;
  4665. break;
  4666. case SP_MAXSP:
  4667. sd->status.max_sp = val;
  4668. break;
  4669. case SP_STR:
  4670. sd->status.str = val;
  4671. break;
  4672. case SP_AGI:
  4673. sd->status.agi = val;
  4674. break;
  4675. case SP_VIT:
  4676. sd->status.vit = val;
  4677. break;
  4678. case SP_INT:
  4679. sd->status.int_ = val;
  4680. break;
  4681. case SP_DEX:
  4682. sd->status.dex = val;
  4683. break;
  4684. case SP_LUK:
  4685. sd->status.luk = val;
  4686. break;
  4687. case SP_KARMA:
  4688. sd->status.karma = val;
  4689. break;
  4690. case SP_MANNER:
  4691. sd->status.manner = val;
  4692. break;
  4693. case SP_FAME:
  4694. sd->status.fame = val;
  4695. break;
  4696. }
  4697. clif_updatestatus(sd,type);
  4698. return 0;
  4699. }
  4700. /*==========================================
  4701. * HP/SP回復
  4702. *------------------------------------------
  4703. */
  4704. int pc_heal(struct map_session_data *sd,int hp,int sp)
  4705. {
  4706. // if(battle_config.battle_log)
  4707. // printf("heal %d %d\n",hp,sp);
  4708. nullpo_retr(0, sd);
  4709. //Uneeded as the hp range adjustment below will auto-adap itself and make hp = max. [Skotlex]
  4710. // if(hp > 0 && pc_checkoverhp(sd))
  4711. // hp = 0;
  4712. // if(sp > 0 && pc_checkoversp(sd))
  4713. // sp = 0;
  4714. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1 && hp+sp>0)
  4715. return 0;
  4716. if(hp > sd->status.max_hp - sd->status.hp)
  4717. hp = sd->status.max_hp - sd->status.hp;
  4718. sd->status.hp+=hp;
  4719. if(sp > sd->status.max_sp - sd->status.sp)
  4720. sp = sd->status.max_sp - sd->status.sp;
  4721. sd->status.sp+=sp;
  4722. if(sd->status.hp <= 0) {
  4723. sd->status.hp = 0;
  4724. pc_damage(NULL,sd,1);
  4725. hp = 0;
  4726. }
  4727. if(sd->status.sp <= 0)
  4728. sd->status.sp = 0;
  4729. if(hp)
  4730. clif_updatestatus(sd,SP_HP);
  4731. if(sp)
  4732. clif_updatestatus(sd,SP_SP);
  4733. if(sd->status.hp>=sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
  4734. (sd->sc.data[SC_PROVOKE].timer!=-1 && sd->sc.data[SC_PROVOKE].val2==1 ))
  4735. status_change_end(&sd->bl,SC_PROVOKE,-1); //End auto berserk.
  4736. return hp + sp;
  4737. }
  4738. /*==========================================
  4739. * HP/SP回復
  4740. *------------------------------------------
  4741. */
  4742. int pc_itemheal(struct map_session_data *sd,int hp,int sp)
  4743. {
  4744. int bonus, type;
  4745. // if(battle_config.battle_log)
  4746. // printf("heal %d %d\n",hp,sp);
  4747. nullpo_retr(0, sd);
  4748. if(hp > 0 && pc_checkoverhp(sd))
  4749. hp = 0;
  4750. if(sp > 0 && pc_checkoversp(sd))
  4751. sp = 0;
  4752. if(hp > 0) {
  4753. bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10
  4754. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4755. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  4756. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4757. if ((type = itemdb_group(sd->itemid)) > 0 && type <= 7)
  4758. bonus = bonus * (100+sd->itemhealrate[type - 1]) / 100;
  4759. if(bonus != 100)
  4760. hp = hp * bonus / 100;
  4761. }
  4762. if(sp > 0) {
  4763. bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10
  4764. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4765. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4766. if(bonus != 100)
  4767. sp = sp * bonus / 100;
  4768. }
  4769. if(hp > sd->status.max_hp - sd->status.hp)
  4770. sd->status.hp = sd->status.max_hp;
  4771. else
  4772. sd->status.hp+=hp;
  4773. if(sp > sd->status.max_sp - sd->status.sp)
  4774. sd->status.sp = sd->status.max_sp;
  4775. else
  4776. sd->status.sp += sp;
  4777. if(sd->status.hp <= 0) {
  4778. sd->status.hp = 0;
  4779. pc_damage(NULL,sd,1);
  4780. hp = 0;
  4781. }
  4782. if(sd->status.sp <= 0)
  4783. sd->status.sp = 0;
  4784. if(hp)
  4785. clif_updatestatus(sd,SP_HP);
  4786. if(sp)
  4787. clif_updatestatus(sd,SP_SP);
  4788. return 0;
  4789. }
  4790. /*==========================================
  4791. * HP/SP回復
  4792. *------------------------------------------
  4793. */
  4794. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  4795. {
  4796. nullpo_retr(0, sd);
  4797. /* Shouldn't be needed, these functions are proof of bad coding xP
  4798. if(pc_checkoverhp(sd)) {
  4799. if(hp > 0)
  4800. hp = 0;
  4801. }
  4802. if(pc_checkoversp(sd)) {
  4803. if(sp > 0)
  4804. sp = 0;
  4805. }
  4806. */
  4807. if(hp) {
  4808. if(hp >= 100)
  4809. sd->status.hp = sd->status.max_hp;
  4810. else if(hp <= -100) {
  4811. sd->status.hp = 0;
  4812. pc_damage(NULL,sd,1);
  4813. }
  4814. else if (hp > 0) {
  4815. hp = sd->status.max_hp*hp/100;
  4816. if (sd->status.max_hp - sd->status.hp < hp)
  4817. sd->status.hp = sd->status.max_hp;
  4818. else
  4819. sd->status.hp += hp;
  4820. }
  4821. else { //hp < 0
  4822. hp = sd->status.max_hp*hp/100;
  4823. if (sd->status.hp <= -hp) {
  4824. sd->status.hp = 0;
  4825. pc_damage(NULL,sd,1);
  4826. } else
  4827. sd->status.hp += hp;
  4828. }
  4829. }
  4830. if(sp) {
  4831. if(sp >= 100)
  4832. sd->status.sp = sd->status.max_sp;
  4833. else if(sp <= -100)
  4834. sd->status.sp = 0;
  4835. else if(sp > 0) {
  4836. sp = sd->status.max_sp*sp/100;
  4837. if (sd->status.max_sp - sd->status.sp < sp)
  4838. sd->status.sp = sd->status.max_sp;
  4839. else
  4840. sd->status.sp += sp;
  4841. } else { //sp < 0
  4842. sp = sd->status.max_sp*sp/100;
  4843. if (sd->status.sp <= -sp)
  4844. sd->status.sp = 0;
  4845. else
  4846. sd->status.sp += sp;
  4847. }
  4848. }
  4849. if(hp)
  4850. clif_updatestatus(sd,SP_HP);
  4851. if(sp)
  4852. clif_updatestatus(sd,SP_SP);
  4853. return 0;
  4854. }
  4855. /*==========================================
  4856. * 職?更
  4857. * 引? job 職業 0~23
  4858. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  4859. * Rewrote to make it tidider [Celest]
  4860. *------------------------------------------
  4861. */
  4862. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  4863. {
  4864. int i, fame_flag=0;
  4865. int b_class;
  4866. nullpo_retr(0, sd);
  4867. if (job < 0)
  4868. return 1;
  4869. //Normalize job.
  4870. b_class = pc_jobid2mapid(job);
  4871. if (b_class == -1)
  4872. return 1;
  4873. switch (upper) {
  4874. case 1:
  4875. b_class|= JOBL_UPPER;
  4876. break;
  4877. case 2:
  4878. b_class|= JOBL_BABY;
  4879. break;
  4880. }
  4881. //This will automatically adjust bard/dancer classes to the correct gender
  4882. //That is, if you try to jobchange into dancer, it will turn you to bard.
  4883. job = pc_mapid2jobid(b_class, sd->status.sex);
  4884. if (job == -1)
  4885. return 1;
  4886. if ((unsigned short)b_class == sd->class_)
  4887. return 1; //Nothing to change.
  4888. // check if we are changing from 1st to 2nd job
  4889. if (b_class&JOBL_2) {
  4890. if (!(sd->class_&JOBL_2))
  4891. sd->change_level = sd->status.job_level;
  4892. else if (!sd->change_level)
  4893. sd->change_level = 40; //Assume 40?
  4894. }
  4895. pc_setglobalreg (sd, "jobchange_level", sd->change_level);
  4896. sd->status.class_ = job;
  4897. status_set_viewdata(&sd->bl, job);
  4898. fame_flag = pc_istop10fame(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  4899. sd->class_ = (unsigned short)b_class;
  4900. sd->status.job_level=1;
  4901. sd->status.job_exp=0;
  4902. clif_updatestatus(sd,SP_JOBLEVEL);
  4903. clif_updatestatus(sd,SP_JOBEXP);
  4904. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4905. for(i=0;i<11;i++) {
  4906. if(sd->equip_index[i] >= 0)
  4907. if(!pc_isequip(sd,sd->equip_index[i]))
  4908. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  4909. }
  4910. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  4911. if(sd->vd.cloth_color)
  4912. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4913. if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
  4914. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4915. if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems.
  4916. pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
  4917. status_calc_pc(sd,0);
  4918. pc_checkallowskill(sd);
  4919. pc_equiplookall(sd);
  4920. clif_equiplist(sd);
  4921. //if you were previously famous, not anymore.
  4922. if (fame_flag) {
  4923. chrif_save(sd,0);
  4924. chrif_reqfamelist();
  4925. } else if (sd->status.fame > 0) {
  4926. //It may be that now they are famous?
  4927. switch (sd->class_&MAPID_UPPERMASK) {
  4928. case MAPID_BLACKSMITH:
  4929. case MAPID_ALCHEMIST:
  4930. case MAPID_TAEKWON:
  4931. chrif_save(sd,0);
  4932. chrif_reqfamelist();
  4933. break;
  4934. }
  4935. }
  4936. return 0;
  4937. }
  4938. /*==========================================
  4939. * 見た目?更
  4940. *------------------------------------------
  4941. */
  4942. int pc_equiplookall(struct map_session_data *sd)
  4943. {
  4944. nullpo_retr(0, sd);
  4945. #if PACKETVER < 4
  4946. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  4947. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  4948. #else
  4949. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  4950. clif_changelook(&sd->bl,LOOK_SHOES,0);
  4951. #endif
  4952. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  4953. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  4954. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  4955. return 0;
  4956. }
  4957. /*==========================================
  4958. * 見た目?更
  4959. *------------------------------------------
  4960. */
  4961. int pc_changelook(struct map_session_data *sd,int type,int val)
  4962. {
  4963. nullpo_retr(0, sd);
  4964. switch(type){
  4965. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  4966. if (val < battle_config.min_hair_style)
  4967. val = battle_config.min_hair_style;
  4968. else if (val > battle_config.max_hair_style)
  4969. val = battle_config.max_hair_style;
  4970. if (sd->status.hair != val)
  4971. {
  4972. sd->status.hair=val;
  4973. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4974. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4975. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  4976. }
  4977. break;
  4978. case LOOK_WEAPON:
  4979. sd->status.weapon=val;
  4980. break;
  4981. case LOOK_HEAD_BOTTOM:
  4982. sd->status.head_bottom=val;
  4983. break;
  4984. case LOOK_HEAD_TOP:
  4985. sd->status.head_top=val;
  4986. break;
  4987. case LOOK_HEAD_MID:
  4988. sd->status.head_mid=val;
  4989. break;
  4990. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  4991. if (val < battle_config.min_hair_color)
  4992. val = battle_config.min_hair_color;
  4993. else if (val > battle_config.max_hair_color)
  4994. val = battle_config.max_hair_color;
  4995. if (sd->status.hair_color != val)
  4996. {
  4997. sd->status.hair_color=val;
  4998. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4999. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  5000. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  5001. }
  5002. break;
  5003. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  5004. if (val < battle_config.min_cloth_color)
  5005. val = battle_config.min_cloth_color;
  5006. else if (val > battle_config.max_cloth_color)
  5007. val = battle_config.max_cloth_color;
  5008. sd->status.clothes_color=val;
  5009. break;
  5010. case LOOK_SHIELD:
  5011. sd->status.shield=val;
  5012. break;
  5013. case LOOK_SHOES:
  5014. break;
  5015. }
  5016. clif_changelook(&sd->bl,type,val);
  5017. return 0;
  5018. }
  5019. /*==========================================
  5020. * 付?品(鷹,ペコ,カ?ト)設定
  5021. *------------------------------------------
  5022. */
  5023. int pc_setoption(struct map_session_data *sd,int type)
  5024. {
  5025. nullpo_retr(0, sd);
  5026. if (type&OPTION_RIDING && !(sd->sc.option&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  5027. { //We are going to mount. [Skotlex]
  5028. switch (sd->status.class_)
  5029. {
  5030. case JOB_KNIGHT:
  5031. clif_changelook(&sd->bl,LOOK_BASE,JOB_KNIGHT2);
  5032. break;
  5033. case JOB_CRUSADER:
  5034. clif_changelook(&sd->bl,LOOK_BASE,JOB_CRUSADER2);
  5035. break;
  5036. case JOB_LORD_KNIGHT:
  5037. clif_changelook(&sd->bl,LOOK_BASE,JOB_LORD_KNIGHT2);
  5038. break;
  5039. case JOB_PALADIN:
  5040. clif_changelook(&sd->bl,LOOK_BASE,JOB_PALADIN2);
  5041. break;
  5042. case JOB_BABY_KNIGHT:
  5043. clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_KNIGHT2);
  5044. break;
  5045. case JOB_BABY_CRUSADER:
  5046. clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_CRUSADER2);
  5047. break;
  5048. }
  5049. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  5050. clif_status_load(&sd->bl,SI_RIDING,1);
  5051. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  5052. }
  5053. else if (!(type&OPTION_RIDING) && sd->sc.option&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  5054. { //We are going to dismount.
  5055. if (sd->vd.class_ != sd->status.class_) {
  5056. clif_changelook(&sd->bl,LOOK_BASE,sd->status.class_);
  5057. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  5058. }
  5059. clif_status_load(&sd->bl,SI_RIDING,0);
  5060. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  5061. }
  5062. if (type&OPTION_FALCON && !(sd->sc.option&OPTION_FALCON)) //Falcon ON
  5063. clif_status_load(&sd->bl,SI_FALCON,1);
  5064. else if (!(type&OPTION_FALCON) && sd->sc.option&OPTION_FALCON) //Falcon OFF
  5065. clif_status_load(&sd->bl,SI_FALCON,0);
  5066. //SG flying [Komurka]
  5067. if (type&OPTION_FLYING && !(sd->sc.option&OPTION_FLYING)) //Flying ON
  5068. {
  5069. if (sd->status.class_==JOB_STAR_GLADIATOR)
  5070. clif_changelook(&sd->bl,LOOK_BASE,JOB_STAR_GLADIATOR2);
  5071. }
  5072. else if (!(type&OPTION_FLYING) && sd->sc.option&OPTION_FLYING) //Flying OFF
  5073. if (sd->vd.class_ != sd->status.class_)
  5074. clif_changelook(&sd->bl,LOOK_BASE,sd->status.class_);
  5075. sd->sc.option=type;
  5076. clif_changeoption(&sd->bl);
  5077. status_calc_pc(sd,0);
  5078. return 0;
  5079. }
  5080. /*==========================================
  5081. * カ?ト設定
  5082. *------------------------------------------
  5083. */
  5084. int pc_setcart(struct map_session_data *sd,int type)
  5085. {
  5086. int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400};
  5087. int option, i;
  5088. nullpo_retr(0, sd);
  5089. if (type < 0 || type > 5)
  5090. return 0; //Never trust the values sent by the client! [Skotlex]
  5091. option = sd->sc.option;
  5092. for (i = 0; i < 6; i++)
  5093. { //This should preserve the current option, only modifying the cart bit.
  5094. if (i == type)
  5095. option |= cart[i];
  5096. else
  5097. option &= ~cart[i];
  5098. }
  5099. if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
  5100. if(!pc_iscarton(sd)){ // カ?トを付けていない
  5101. pc_setoption(sd,option);
  5102. clif_cart_itemlist(sd);
  5103. clif_cart_equiplist(sd);
  5104. clif_updatestatus(sd,SP_CARTINFO);
  5105. clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
  5106. }
  5107. else{
  5108. pc_setoption(sd,option);
  5109. }
  5110. }
  5111. return 0;
  5112. }
  5113. /*==========================================
  5114. * 鷹設定
  5115. *------------------------------------------
  5116. */
  5117. int pc_setfalcon(struct map_session_data *sd)
  5118. {
  5119. if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
  5120. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  5121. }
  5122. return 0;
  5123. }
  5124. /*==========================================
  5125. * ペコペコ設定
  5126. *------------------------------------------
  5127. */
  5128. int pc_setriding(struct map_session_data *sd)
  5129. {
  5130. if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
  5131. pc_setoption(sd,sd->sc.option|OPTION_RIDING);
  5132. }
  5133. return 0;
  5134. }
  5135. /*==========================================
  5136. * アイテムドロップ可不可判定
  5137. *------------------------------------------
  5138. */
  5139. int pc_candrop(struct map_session_data *sd,int item_id)
  5140. {
  5141. int level = pc_isGM(sd);
  5142. if ( pc_can_give_items(level) ) //check if this GM level can drop items
  5143. return 0;
  5144. return (itemdb_isdropable(item_id, level));
  5145. }
  5146. /*==========================================
  5147. * script用??の値を?む
  5148. *------------------------------------------
  5149. */
  5150. int pc_readreg(struct map_session_data *sd,int reg)
  5151. {
  5152. int i;
  5153. nullpo_retr(0, sd);
  5154. for(i=0;i<sd->reg_num;i++)
  5155. if(sd->reg[i].index==reg)
  5156. return sd->reg[i].data;
  5157. return 0;
  5158. }
  5159. /*==========================================
  5160. * script用??の値を設定
  5161. *------------------------------------------
  5162. */
  5163. int pc_setreg(struct map_session_data *sd,int reg,int val)
  5164. {
  5165. int i;
  5166. nullpo_retr(0, sd);
  5167. for (i = 0; i < sd->reg_num; i++) {
  5168. if (sd->reg[i].index == reg){
  5169. sd->reg[i].data = val;
  5170. return 0;
  5171. }
  5172. }
  5173. sd->reg_num++;
  5174. sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
  5175. memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
  5176. sd->reg[i].index = reg;
  5177. sd->reg[i].data = val;
  5178. return 0;
  5179. }
  5180. /*==========================================
  5181. * script用文字列??の値を?む
  5182. *------------------------------------------
  5183. */
  5184. char *pc_readregstr(struct map_session_data *sd,int reg)
  5185. {
  5186. int i;
  5187. nullpo_retr(0, sd);
  5188. for(i=0;i<sd->regstr_num;i++)
  5189. if(sd->regstr[i].index==reg)
  5190. return sd->regstr[i].data;
  5191. return NULL;
  5192. }
  5193. /*==========================================
  5194. * script用文字列??の値を設定
  5195. *------------------------------------------
  5196. */
  5197. int pc_setregstr(struct map_session_data *sd,int reg,char *str)
  5198. {
  5199. int i;
  5200. nullpo_retr(0, sd);
  5201. if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
  5202. ShowWarning("pc_setregstr: string too long !\n");
  5203. return 0;
  5204. }
  5205. for(i=0;i<sd->regstr_num;i++)
  5206. if(sd->regstr[i].index==reg){
  5207. strcpy(sd->regstr[i].data,str);
  5208. return 0;
  5209. }
  5210. sd->regstr_num++;
  5211. sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
  5212. if(sd->regstr==NULL){
  5213. ShowFatalError("out of memory : pc_setreg\n");
  5214. exit(1);
  5215. }
  5216. memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
  5217. sd->regstr[i].index = reg;
  5218. strcpy(sd->regstr[i].data, str);
  5219. return 0;
  5220. }
  5221. int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
  5222. struct global_reg *sd_reg;
  5223. int i,max;
  5224. nullpo_retr(0, sd);
  5225. switch (type) {
  5226. case 3: //Char reg
  5227. sd_reg = sd->save_reg.global;
  5228. max = sd->save_reg.global_num;
  5229. break;
  5230. case 2: //Account reg
  5231. sd_reg = sd->save_reg.account;
  5232. max = sd->save_reg.account_num;
  5233. break;
  5234. case 1: //Account2 reg
  5235. sd_reg = sd->save_reg.account2;
  5236. max = sd->save_reg.account2_num;
  5237. break;
  5238. default:
  5239. return 0;
  5240. }
  5241. if (max == -1) {
  5242. if (battle_config.error_log)
  5243. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5244. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5245. intif_request_registry(sd,type==3?4:type);
  5246. return 0;
  5247. }
  5248. for(i=0;i<max;i++){
  5249. if(strcmp(sd_reg[i].str,reg)==0)
  5250. return atoi(sd_reg[i].value);
  5251. }
  5252. return 0;
  5253. }
  5254. char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
  5255. struct global_reg *sd_reg;
  5256. int i,max;
  5257. nullpo_retr(0, sd);
  5258. switch (type) {
  5259. case 3: //Char reg
  5260. sd_reg = sd->save_reg.global;
  5261. max = sd->save_reg.global_num;
  5262. break;
  5263. case 2: //Account reg
  5264. sd_reg = sd->save_reg.account;
  5265. max = sd->save_reg.account_num;
  5266. break;
  5267. case 1: //Account2 reg
  5268. sd_reg = sd->save_reg.account2;
  5269. max = sd->save_reg.account2_num;
  5270. break;
  5271. default:
  5272. return NULL;
  5273. }
  5274. if (max == -1) {
  5275. if (battle_config.error_log)
  5276. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5277. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5278. intif_request_registry(sd,type==3?4:type);
  5279. return NULL;
  5280. }
  5281. for(i=0;i<max;i++){
  5282. if(strcmp(sd_reg[i].str,reg)==0)
  5283. return sd_reg[i].value;
  5284. }
  5285. return NULL;
  5286. }
  5287. int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
  5288. struct global_reg *sd_reg;
  5289. int i,*max, regmax;
  5290. nullpo_retr(0, sd);
  5291. if (type == 3) { //Some special character reg values...
  5292. if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
  5293. sd->die_counter = val;
  5294. // status_calc_pc(sd,0); //I doubt this is needed....
  5295. } else if(strcmp(reg,script_config.die_event_name) == 0){
  5296. sd->state.event_death = val;
  5297. } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){
  5298. sd->state.event_kill_pc = val;
  5299. } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){
  5300. sd->state.event_kill_mob = val;
  5301. } else if(strcmp(reg,script_config.logout_event_name) == 0){
  5302. sd->state.event_disconnect = val;
  5303. }
  5304. }
  5305. switch (type) {
  5306. case 3: //Char reg
  5307. sd_reg = sd->save_reg.global;
  5308. max = &sd->save_reg.global_num;
  5309. regmax = GLOBAL_REG_NUM;
  5310. break;
  5311. case 2: //Account reg
  5312. sd_reg = sd->save_reg.account;
  5313. max = &sd->save_reg.account_num;
  5314. regmax = ACCOUNT_REG_NUM;
  5315. break;
  5316. case 1: //Account2 reg
  5317. sd_reg = sd->save_reg.account2;
  5318. max = &sd->save_reg.account2_num;
  5319. regmax = ACCOUNT_REG2_NUM;
  5320. break;
  5321. default:
  5322. return 0;
  5323. }
  5324. if (*max == -1) {
  5325. if(battle_config.error_log)
  5326. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5327. return 1;
  5328. }
  5329. // delete reg
  5330. if (val == 0) {
  5331. for(i = 0; i < *max; i++) {
  5332. if (strcmp(sd_reg[i].str, reg) == 0) {
  5333. if (i != *max - 1)
  5334. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5335. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5336. (*max)--;
  5337. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5338. break;
  5339. }
  5340. }
  5341. return 0;
  5342. }
  5343. // change value if found
  5344. for(i = 0; i < *max; i++) {
  5345. if (strcmp(sd_reg[i].str, reg) == 0) {
  5346. sprintf(sd_reg[i].value, "%d", val);
  5347. sd->state.reg_dirty |= 1<<(type-1);
  5348. return 0;
  5349. }
  5350. }
  5351. // add value if not found
  5352. if (i < regmax) {
  5353. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5354. strncpy(sd_reg[i].str, reg, 32);
  5355. sprintf(sd_reg[i].value, "%d", val);
  5356. (*max)++;
  5357. sd->state.reg_dirty |= 1<<(type-1);
  5358. return 0;
  5359. }
  5360. if(battle_config.error_log)
  5361. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5362. return 1;
  5363. }
  5364. int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
  5365. struct global_reg *sd_reg;
  5366. int i,*max, regmax;
  5367. nullpo_retr(0, sd);
  5368. if (reg[strlen(reg)-1] != '$') {
  5369. if(battle_config.error_log)
  5370. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  5371. return 1;
  5372. }
  5373. switch (type) {
  5374. case 3: //Char reg
  5375. sd_reg = sd->save_reg.global;
  5376. max = &sd->save_reg.global_num;
  5377. regmax = GLOBAL_REG_NUM;
  5378. break;
  5379. case 2: //Account reg
  5380. sd_reg = sd->save_reg.account;
  5381. max = &sd->save_reg.account_num;
  5382. regmax = ACCOUNT_REG_NUM;
  5383. break;
  5384. case 1: //Account2 reg
  5385. sd_reg = sd->save_reg.account2;
  5386. max = &sd->save_reg.account2_num;
  5387. regmax = ACCOUNT_REG2_NUM;
  5388. break;
  5389. default:
  5390. return 0;
  5391. }
  5392. if (*max == -1) {
  5393. if(battle_config.error_log)
  5394. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5395. return 1;
  5396. }
  5397. // delete reg
  5398. if (strcmp(val,"")==0) {
  5399. for(i = 0; i < *max; i++) {
  5400. if (strcmp(sd_reg[i].str, reg) == 0) {
  5401. if (i != *max - 1)
  5402. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5403. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5404. (*max)--;
  5405. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5406. if (type!=3) intif_saveregistry(sd,type);
  5407. break;
  5408. }
  5409. }
  5410. return 0;
  5411. }
  5412. // change value if found
  5413. for(i = 0; i < *max; i++) {
  5414. if (strcmp(sd_reg[i].str, reg) == 0) {
  5415. strncpy(sd_reg[i].value, val, 256);
  5416. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5417. if (type!=3) intif_saveregistry(sd,type);
  5418. return 0;
  5419. }
  5420. }
  5421. // add value if not found
  5422. if (i < regmax) {
  5423. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5424. strncpy(sd_reg[i].str, reg, 32);
  5425. strncpy(sd_reg[i].value, val, 256);
  5426. (*max)++;
  5427. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5428. if (type!=3) intif_saveregistry(sd,type);
  5429. return 0;
  5430. }
  5431. if(battle_config.error_log)
  5432. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5433. return 1;
  5434. }
  5435. /*==========================================
  5436. * イベントタイマ??理
  5437. *------------------------------------------
  5438. */
  5439. int pc_eventtimer(int tid,unsigned int tick,int id,int data)
  5440. {
  5441. struct map_session_data *sd=map_id2sd(id);
  5442. char *p = (char *)data;
  5443. int i;
  5444. if(sd==NULL)
  5445. return 0;
  5446. for(i=0;i < MAX_EVENTTIMER;i++){
  5447. if( sd->eventtimer[i]==tid ){
  5448. sd->eventtimer[i]=-1;
  5449. npc_event(sd,p,0);
  5450. break;
  5451. }
  5452. }
  5453. if (p) aFree(p);
  5454. if(i==MAX_EVENTTIMER) {
  5455. if(battle_config.error_log)
  5456. ShowError("pc_eventtimer: no such event timer\n");
  5457. }
  5458. return 0;
  5459. }
  5460. /*==========================================
  5461. * イベントタイマ?追加
  5462. *------------------------------------------
  5463. */
  5464. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  5465. {
  5466. int i;
  5467. nullpo_retr(0, sd);
  5468. for(i=0;i<MAX_EVENTTIMER;i++)
  5469. if( sd->eventtimer[i]==-1 )
  5470. break;
  5471. if(i<MAX_EVENTTIMER){
  5472. char *evname = aStrdup(name);
  5473. //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
  5474. //memcpy(evname,name,(strlen(name)+1));
  5475. sd->eventtimer[i]=add_timer(gettick()+tick,
  5476. pc_eventtimer,sd->bl.id,(int)evname);
  5477. sd->eventcount++;
  5478. }
  5479. return 0;
  5480. }
  5481. /*==========================================
  5482. * イベントタイマ?削除
  5483. *------------------------------------------
  5484. */
  5485. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  5486. {
  5487. int i;
  5488. nullpo_retr(0, sd);
  5489. if (sd->eventcount <= 0)
  5490. return 0;
  5491. for(i=0;i<MAX_EVENTTIMER;i++)
  5492. if( sd->eventtimer[i]!=-1 ) {
  5493. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5494. if(p && strcmp(p, name)==0) {
  5495. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5496. sd->eventtimer[i]=-1;
  5497. sd->eventcount--;
  5498. aFree(p);
  5499. break;
  5500. }
  5501. }
  5502. return 0;
  5503. }
  5504. /*==========================================
  5505. * イベントタイマ?カウント値追加
  5506. *------------------------------------------
  5507. */
  5508. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  5509. {
  5510. int i;
  5511. nullpo_retr(0, sd);
  5512. for(i=0;i<MAX_EVENTTIMER;i++)
  5513. if( sd->eventtimer[i]!=-1 && strcmp(
  5514. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  5515. addtick_timer(sd->eventtimer[i],tick);
  5516. break;
  5517. }
  5518. return 0;
  5519. }
  5520. /*==========================================
  5521. * イベントタイマ?全削除
  5522. *------------------------------------------
  5523. */
  5524. int pc_cleareventtimer(struct map_session_data *sd)
  5525. {
  5526. int i;
  5527. nullpo_retr(0, sd);
  5528. if (sd->eventcount <= 0)
  5529. return 0;
  5530. for(i=0;i<MAX_EVENTTIMER;i++)
  5531. if( sd->eventtimer[i]!=-1 ){
  5532. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5533. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5534. sd->eventtimer[i]=-1;
  5535. if (p) aFree(p);
  5536. }
  5537. return 0;
  5538. }
  5539. //
  5540. // ? 備物
  5541. //
  5542. /*==========================================
  5543. * アイテムを?備する
  5544. *------------------------------------------
  5545. */
  5546. int pc_equipitem(struct map_session_data *sd,int n,int pos)
  5547. {
  5548. int i,nameid, arrow;
  5549. struct item_data *id;
  5550. //?生や養子の場合の元の職業を算出する
  5551. nullpo_retr(0, sd);
  5552. nameid = sd->status.inventory[n].nameid;
  5553. id = sd->inventory_data[n];
  5554. pos = pc_equippoint(sd,n);
  5555. if(battle_config.battle_log)
  5556. ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
  5557. if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  5558. clif_equipitemack(sd,n,0,0); // fail
  5559. return 0;
  5560. }
  5561. // -- moonsoul (if player is berserk then cannot equip)
  5562. //
  5563. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
  5564. clif_equipitemack(sd,n,0,0); // fail
  5565. return 0;
  5566. }
  5567. if(pos==0x88){ // アクセサリ用例外?理
  5568. int epor=0;
  5569. if(sd->equip_index[0] >= 0)
  5570. epor |= sd->status.inventory[sd->equip_index[0]].equip;
  5571. if(sd->equip_index[1] >= 0)
  5572. epor |= sd->status.inventory[sd->equip_index[1]].equip;
  5573. epor &= 0x88;
  5574. pos = epor == 0x08 ? 0x80 : 0x08;
  5575. }
  5576. // 二刀流?理
  5577. if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
  5578. && (id->equip==2) // ? 手武器
  5579. && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
  5580. {
  5581. int tpos=0;
  5582. if(sd->equip_index[8] >= 0)
  5583. tpos |= sd->status.inventory[sd->equip_index[8]].equip;
  5584. if(sd->equip_index[9] >= 0)
  5585. tpos |= sd->status.inventory[sd->equip_index[9]].equip;
  5586. tpos &= 0x02;
  5587. pos = tpos == 0x02 ? 0x20 : 0x02;
  5588. }
  5589. arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
  5590. for(i=0;i<11;i++) {
  5591. if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
  5592. pc_unequipitem(sd,sd->equip_index[i],2);
  5593. }
  5594. }
  5595. // 弓矢?備
  5596. if(pos==0x8000){
  5597. clif_arrowequip(sd,n);
  5598. clif_arrow_fail(sd,3); // 3=矢が?備できました
  5599. }
  5600. else
  5601. clif_equipitemack(sd,n,pos,1);
  5602. for(i=0;i<11;i++) {
  5603. if(pos & equip_pos[i])
  5604. sd->equip_index[i] = n;
  5605. }
  5606. sd->status.inventory[n].equip=pos;
  5607. if(sd->status.inventory[n].equip & 0x0002) {
  5608. if(sd->inventory_data[n])
  5609. sd->weapontype1 = sd->inventory_data[n]->look;
  5610. else
  5611. sd->weapontype1 = 0;
  5612. pc_calcweapontype(sd);
  5613. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5614. }
  5615. if(sd->status.inventory[n].equip & 0x0020) {
  5616. if(sd->inventory_data[n]) {
  5617. if(sd->inventory_data[n]->type == 4) {
  5618. sd->status.shield = 0;
  5619. if(sd->status.inventory[n].equip == 0x0020)
  5620. sd->weapontype2 = sd->inventory_data[n]->look;
  5621. else
  5622. sd->weapontype2 = 0;
  5623. }
  5624. else if(sd->inventory_data[n]->type == 5) {
  5625. sd->status.shield = sd->inventory_data[n]->look;
  5626. sd->weapontype2 = 0;
  5627. }
  5628. }
  5629. else
  5630. sd->status.shield = sd->weapontype2 = 0;
  5631. pc_calcweapontype(sd);
  5632. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5633. }
  5634. if(sd->status.inventory[n].equip & 0x0001) {
  5635. if(sd->inventory_data[n])
  5636. sd->status.head_bottom = sd->inventory_data[n]->look;
  5637. else
  5638. sd->status.head_bottom = 0;
  5639. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5640. }
  5641. if(sd->status.inventory[n].equip & 0x0100) {
  5642. if(sd->inventory_data[n])
  5643. sd->status.head_top = sd->inventory_data[n]->look;
  5644. else
  5645. sd->status.head_top = 0;
  5646. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5647. }
  5648. if(sd->status.inventory[n].equip & 0x0200) {
  5649. if(sd->inventory_data[n])
  5650. sd->status.head_mid = sd->inventory_data[n]->look;
  5651. else
  5652. sd->status.head_mid = 0;
  5653. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5654. }
  5655. if(sd->status.inventory[n].equip & 0x0040)
  5656. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5657. pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
  5658. if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
  5659. clif_arrowequip(sd,arrow);
  5660. sd->status.inventory[arrow].equip=32768;
  5661. }
  5662. status_calc_pc(sd,0);
  5663. if(sd->sc.count) {
  5664. if (sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
  5665. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  5666. }
  5667. return 0;
  5668. }
  5669. /*==========================================
  5670. * ? 備した物を外す
  5671. * type:
  5672. * 0 - only unequip
  5673. * 1 - calculate status after unequipping
  5674. * 2 - force unequip
  5675. *------------------------------------------
  5676. */
  5677. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  5678. {
  5679. short hp = 0, sp = 0;
  5680. nullpo_retr(0, sd);
  5681. // -- moonsoul (if player is berserk then cannot unequip)
  5682. //
  5683. if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
  5684. clif_unequipitemack(sd,n,0,0);
  5685. return 0;
  5686. }
  5687. if(battle_config.battle_log)
  5688. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  5689. if(sd->status.inventory[n].equip){
  5690. int i;
  5691. for(i=0;i<11;i++) {
  5692. if(sd->status.inventory[n].equip & equip_pos[i]) {
  5693. sd->equip_index[i] = -1;
  5694. if(sd->unequip_losehp[i] > 0) {
  5695. hp += sd->unequip_losehp[i];
  5696. sd->unequip_losehp[i] = 0;
  5697. }
  5698. if(sd->unequip_losesp[i] > 0) {
  5699. sp += sd->unequip_losesp[i];
  5700. sd->unequip_losesp[i] = 0;
  5701. }
  5702. }
  5703. }
  5704. if(sd->status.inventory[n].equip & 0x0002) {
  5705. sd->weapontype1 = 0;
  5706. sd->status.weapon = sd->weapontype2;
  5707. pc_calcweapontype(sd);
  5708. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5709. if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
  5710. skill_stop_dancing(&sd->bl);
  5711. }
  5712. if(sd->status.inventory[n].equip & 0x0020) {
  5713. sd->status.shield = sd->weapontype2 = 0;
  5714. pc_calcweapontype(sd);
  5715. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5716. }
  5717. if(sd->status.inventory[n].equip & 0x0001) {
  5718. sd->status.head_bottom = 0;
  5719. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5720. }
  5721. if(sd->status.inventory[n].equip & 0x0100) {
  5722. sd->status.head_top = 0;
  5723. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5724. }
  5725. if(sd->status.inventory[n].equip & 0x0200) {
  5726. sd->status.head_mid = 0;
  5727. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5728. }
  5729. if(sd->status.inventory[n].equip & 0x0040)
  5730. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5731. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  5732. sd->status.inventory[n].equip=0;
  5733. if(flag&1)
  5734. pc_checkallowskill(sd);
  5735. if(sd->weapontype1 == 0 && sd->weapontype2 == 0)
  5736. skill_enchant_elemental_end(&sd->bl,-1); //武器持ち誓えは無?件で?性付?解除
  5737. } else {
  5738. clif_unequipitemack(sd,n,0,0);
  5739. }
  5740. if(flag&1) {
  5741. status_calc_pc(sd,0);
  5742. if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
  5743. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  5744. }
  5745. if (hp > 0 || sp > 0) {
  5746. if (hp > sd->status.hp)
  5747. hp = sd->status.hp;
  5748. if (sp > sd->status.sp)
  5749. sp = sd->status.sp;
  5750. pc_heal(sd,-hp,-sp);
  5751. }
  5752. return 0;
  5753. }
  5754. /*==========================================
  5755. * アイテムのindex番?を詰めたり
  5756. * ? 備品の?備可能チェックを行なう
  5757. *------------------------------------------
  5758. */
  5759. int pc_checkitem(struct map_session_data *sd)
  5760. {
  5761. int i,j,k,id,calc_flag = 0;
  5762. struct item_data *it=NULL;
  5763. nullpo_retr(0, sd);
  5764. if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  5765. return 0;
  5766. // 所持品空き詰め
  5767. for(i=j=0;i<MAX_INVENTORY;i++){
  5768. if( (id=sd->status.inventory[i].nameid)==0)
  5769. continue;
  5770. if( battle_config.item_check && !itemdb_available(id) ){
  5771. if(battle_config.error_log)
  5772. ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
  5773. pc_delitem(sd,i,sd->status.inventory[i].amount,3);
  5774. continue;
  5775. }
  5776. if(i>j){
  5777. memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
  5778. sd->inventory_data[j] = sd->inventory_data[i];
  5779. }
  5780. j++;
  5781. }
  5782. if(j < MAX_INVENTORY)
  5783. memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
  5784. for(k=j;k<MAX_INVENTORY;k++)
  5785. sd->inventory_data[k] = NULL;
  5786. // カ?ト?空き詰め
  5787. for(i=j=0;i<MAX_CART;i++){
  5788. if( (id=sd->status.cart[i].nameid)==0 )
  5789. continue;
  5790. if( battle_config.item_check && !itemdb_available(id) ){
  5791. if(battle_config.error_log)
  5792. ShowWarning("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
  5793. pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
  5794. continue;
  5795. }
  5796. if(i>j){
  5797. memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
  5798. }
  5799. j++;
  5800. }
  5801. if(j < MAX_CART)
  5802. memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
  5803. // ? 備位置チェック
  5804. for(i=0;i<MAX_INVENTORY;i++){
  5805. it=sd->inventory_data[i];
  5806. if(sd->status.inventory[i].nameid==0)
  5807. continue;
  5808. if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
  5809. sd->status.inventory[i].equip=0;
  5810. calc_flag = 1;
  5811. }
  5812. //?備制限チェック
  5813. if(sd->status.inventory[i].equip && (map[sd->bl.m].flag.pvp||map[sd->bl.m].flag.gvg) &&
  5814. (it->flag.no_equip&1 || !pc_isAllowedCardOn(sd,it->slot,i,1)))
  5815. { //PVP check for forbiden items. optimized by [Lupus]
  5816. sd->status.inventory[i].equip=0;
  5817. calc_flag = 1;
  5818. } else if(sd->status.inventory[i].equip && map_flag_gvg(sd->bl.m) &&
  5819. (it->flag.no_equip&2 || !pc_isAllowedCardOn(sd,it->slot,i,2)))
  5820. { //GvG optimized by [Lupus]
  5821. sd->status.inventory[i].equip=0;
  5822. calc_flag = 1;
  5823. } else if(sd->status.inventory[i].equip && (map[sd->bl.m].zone) && (map[sd->bl.m].flag.restricted) &&
  5824. (it->flag.no_equip&map[sd->bl.m].zone))
  5825. { // Restricted zone by [Komurka]
  5826. sd->status.inventory[i].equip=0;
  5827. calc_flag = 1;
  5828. }
  5829. }
  5830. pc_setequipindex(sd);
  5831. if(calc_flag)
  5832. status_calc_pc(sd,2);
  5833. return 0;
  5834. }
  5835. int pc_checkoverhp(struct map_session_data *sd)
  5836. {
  5837. nullpo_retr(0, sd);
  5838. if(sd->status.hp == sd->status.max_hp)
  5839. return 1;
  5840. if(sd->status.hp > sd->status.max_hp) {
  5841. sd->status.hp = sd->status.max_hp;
  5842. clif_updatestatus(sd,SP_HP);
  5843. return 2;
  5844. }
  5845. return 0;
  5846. }
  5847. int pc_checkoversp(struct map_session_data *sd)
  5848. {
  5849. nullpo_retr(0, sd);
  5850. if(sd->status.sp == sd->status.max_sp)
  5851. return 1;
  5852. if(sd->status.sp > sd->status.max_sp) {
  5853. sd->status.sp = sd->status.max_sp;
  5854. clif_updatestatus(sd,SP_SP);
  5855. return 2;
  5856. }
  5857. return 0;
  5858. }
  5859. /*==========================================
  5860. * PVP順位計算用(foreachinarea)
  5861. *------------------------------------------
  5862. */
  5863. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  5864. {
  5865. struct map_session_data *sd1,*sd2=NULL;
  5866. nullpo_retr(0, bl);
  5867. nullpo_retr(0, ap);
  5868. nullpo_retr(0, sd1=(struct map_session_data *)bl);
  5869. nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *));
  5870. if( sd1->pvp_point > sd2->pvp_point )
  5871. sd2->pvp_rank++;
  5872. return 0;
  5873. }
  5874. /*==========================================
  5875. * PVP順位計算
  5876. *------------------------------------------
  5877. */
  5878. int pc_calc_pvprank(struct map_session_data *sd)
  5879. {
  5880. int old;
  5881. struct map_data *m;
  5882. nullpo_retr(0, sd);
  5883. nullpo_retr(0, m=&map[sd->bl.m]);
  5884. old=sd->pvp_rank;
  5885. if( !(m->flag.pvp) )
  5886. return 0;
  5887. sd->pvp_rank=1;
  5888. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  5889. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
  5890. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
  5891. return sd->pvp_rank;
  5892. }
  5893. /*==========================================
  5894. * PVP順位計算(timer)
  5895. *------------------------------------------
  5896. */
  5897. int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
  5898. {
  5899. struct map_session_data *sd=NULL;
  5900. if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
  5901. return 0;
  5902. sd=map_id2sd(id);
  5903. if(sd==NULL)
  5904. return 0;
  5905. sd->pvp_timer=-1;
  5906. if( pc_calc_pvprank(sd)>0 )
  5907. sd->pvp_timer=add_timer(
  5908. gettick()+PVP_CALCRANK_INTERVAL,
  5909. pc_calc_pvprank_timer,id,data);
  5910. return 0;
  5911. }
  5912. /*==========================================
  5913. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  5914. *------------------------------------------
  5915. */
  5916. int pc_ismarried(struct map_session_data *sd)
  5917. {
  5918. if(sd == NULL)
  5919. return -1;
  5920. if(sd->status.partner_id > 0)
  5921. return sd->status.partner_id;
  5922. else
  5923. return 0;
  5924. }
  5925. /*==========================================
  5926. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  5927. *------------------------------------------
  5928. */
  5929. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  5930. {
  5931. if(sd == NULL || dstsd == NULL ||
  5932. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  5933. sd->class_&JOBL_BABY)
  5934. return -1;
  5935. sd->status.partner_id = dstsd->status.char_id;
  5936. dstsd->status.partner_id = sd->status.char_id;
  5937. return 0;
  5938. }
  5939. /*==========================================
  5940. * sdが離婚(相手はsd->status.partner_idに依る)(相手も同暫ノ離婚?結婚指輪自動?奪)
  5941. *------------------------------------------
  5942. */
  5943. int pc_divorce(struct map_session_data *sd)
  5944. {
  5945. struct map_session_data *p_sd;
  5946. if (sd == NULL || !pc_ismarried(sd))
  5947. return -1;
  5948. if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
  5949. int i;
  5950. if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
  5951. ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
  5952. return -1;
  5953. }
  5954. sd->status.partner_id = 0;
  5955. p_sd->status.partner_id = 0;
  5956. for (i = 0; i < MAX_INVENTORY; i++) {
  5957. if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
  5958. pc_delitem(sd, i, 1, 0);
  5959. if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
  5960. pc_delitem(p_sd, i, 1, 0);
  5961. }
  5962. clif_divorced(sd, p_sd->status.name);
  5963. clif_divorced(p_sd, sd->status.name);
  5964. } else {
  5965. ShowError("pc_divorce: p_sd nullpo\n");
  5966. return -1;
  5967. }
  5968. return 0;
  5969. }
  5970. /*==========================================
  5971. * sd - father dstsd - mother jasd - child
  5972. */
  5973. int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
  5974. {
  5975. int j;
  5976. if (sd == NULL || dstsd == NULL || jasd == NULL ||
  5977. sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
  5978. sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
  5979. sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
  5980. return -1;
  5981. jasd->status.father = sd->status.char_id;
  5982. jasd->status.mother = dstsd->status.char_id;
  5983. sd->status.child = jasd->status.char_id;
  5984. dstsd->status.child = jasd->status.char_id;
  5985. for (j=0; j < MAX_INVENTORY; j++) {
  5986. if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
  5987. pc_unequipitem(jasd, j, 3);
  5988. }
  5989. if (pc_jobchange(jasd, 4023, 0) == 0)
  5990. { //Success, and give Junior the Baby skills. [Skotlex]
  5991. pc_skill(jasd,WE_BABY,1,0);
  5992. pc_skill(jasd,WE_CALLPARENT,1,0);
  5993. clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
  5994. //We should also grant the parent skills to the parents [Skotlex]
  5995. pc_skill(sd,WE_CALLBABY,1,0);
  5996. pc_skill(dstsd,WE_CALLBABY,1,0);
  5997. } else {
  5998. clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
  5999. return -1;
  6000. }
  6001. return 0;
  6002. }
  6003. /*==========================================
  6004. * sdの相方のmap_session_dataを返す
  6005. *------------------------------------------
  6006. */
  6007. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  6008. {
  6009. //struct map_session_data *p_sd = NULL;
  6010. //char *nick;
  6011. //if(sd == NULL || !pc_ismarried(sd))
  6012. // return NULL;
  6013. //nick=map_charid2nick(sd->status.partner_id);
  6014. //if (nick==NULL)
  6015. // return NULL;
  6016. //if((p_sd=map_nick2sd(nick)) == NULL )
  6017. // return NULL;
  6018. if (sd && pc_ismarried(sd))
  6019. // charid2sd returns NULL if not found
  6020. return map_charid2sd(sd->status.partner_id);
  6021. return NULL;
  6022. }
  6023. struct map_session_data *pc_get_father (struct map_session_data *sd)
  6024. {
  6025. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  6026. // charid2sd returns NULL if not found
  6027. return map_charid2sd(sd->status.father);
  6028. return NULL;
  6029. }
  6030. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  6031. {
  6032. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  6033. // charid2sd returns NULL if not found
  6034. return map_charid2sd(sd->status.mother);
  6035. return NULL;
  6036. }
  6037. struct map_session_data *pc_get_child (struct map_session_data *sd)
  6038. {
  6039. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  6040. // charid2sd returns NULL if not found
  6041. return map_charid2sd(sd->status.child);
  6042. return NULL;
  6043. }
  6044. //
  6045. // 自然回復物
  6046. //
  6047. /*==========================================
  6048. * SP回復量計算
  6049. *------------------------------------------
  6050. */
  6051. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6052. static int pc_spheal(struct map_session_data *sd)
  6053. {
  6054. int a = natural_heal_diff_tick;
  6055. nullpo_retr(0, sd);
  6056. if(pc_issit(sd))
  6057. a += a;
  6058. if (sd->sc.count) {
  6059. if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
  6060. a += a;
  6061. if (sd->sc.data[SC_REGENERATION].timer != -1)
  6062. a *= sd->sc.data[SC_REGENERATION].val1;
  6063. }
  6064. // Re-added back to status_calc
  6065. //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
  6066. //a += a*skill*3/100;
  6067. if (sd->status.guild_id > 0) {
  6068. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  6069. if(gc) {
  6070. struct guild *g = guild_search(sd->status.guild_id);
  6071. if(g && g->guild_id == gc->guild_id)
  6072. a += a;
  6073. } // end addition [Valaris]
  6074. }
  6075. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  6076. a += a;
  6077. return a;
  6078. }
  6079. /*==========================================
  6080. * HP回復量計算
  6081. *------------------------------------------
  6082. */
  6083. static int pc_hpheal(struct map_session_data *sd)
  6084. {
  6085. int a = natural_heal_diff_tick;
  6086. nullpo_retr(0, sd);
  6087. if(pc_issit(sd))
  6088. a += a;
  6089. if (sd->sc.count) {
  6090. if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
  6091. a += a;
  6092. if (sd->sc.data[SC_REGENERATION].timer != -1)
  6093. a *= sd->sc.data[SC_REGENERATION].val1;
  6094. }
  6095. if (sd->status.guild_id > 0) {
  6096. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  6097. if(gc) {
  6098. struct guild *g = guild_search(sd->status.guild_id);
  6099. if(g && g->guild_id == gc->guild_id)
  6100. a += a;
  6101. } // end addition [Valaris]
  6102. }
  6103. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  6104. a += a;
  6105. return a;
  6106. }
  6107. static int pc_natural_heal_hp(struct map_session_data *sd)
  6108. {
  6109. int bhp;
  6110. int inc_num,bonus,hp_flag;
  6111. nullpo_retr(0, sd);
  6112. if (sd->no_regen & 1)
  6113. return 0;
  6114. if(pc_checkoverhp(sd)) {
  6115. sd->hp_sub = sd->inchealhptick = 0;
  6116. return 0;
  6117. }
  6118. bhp=sd->status.hp;
  6119. hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
  6120. if(sd->ud.walktimer == -1) {
  6121. inc_num = pc_hpheal(sd);
  6122. if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス
  6123. sd->hp_sub += 2*inc_num;
  6124. sd->inchealhptick += 3*natural_heal_diff_tick;
  6125. } else {
  6126. sd->hp_sub += inc_num;
  6127. sd->inchealhptick += natural_heal_diff_tick;
  6128. }
  6129. }
  6130. else if(hp_flag) {
  6131. inc_num = pc_hpheal(sd);
  6132. sd->hp_sub += inc_num;
  6133. sd->inchealhptick = 0;
  6134. }
  6135. else {
  6136. sd->hp_sub = sd->inchealhptick = 0;
  6137. return 0;
  6138. }
  6139. if(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6140. bonus = sd->nhealhp;
  6141. if(hp_flag) {
  6142. bonus >>= 2;
  6143. if(bonus <= 0) bonus = 1;
  6144. }
  6145. while(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6146. sd->hp_sub -= battle_config.natural_healhp_interval;
  6147. if(sd->status.hp + bonus <= sd->status.max_hp)
  6148. sd->status.hp += bonus;
  6149. else {
  6150. sd->status.hp = sd->status.max_hp;
  6151. sd->hp_sub = sd->inchealhptick = 0;
  6152. }
  6153. }
  6154. }
  6155. if(bhp!=sd->status.hp)
  6156. clif_updatestatus(sd,SP_HP);
  6157. if(sd->nshealhp > 0) {
  6158. if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) {
  6159. bonus = sd->nshealhp;
  6160. while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) {
  6161. sd->inchealhptick -= battle_config.natural_heal_skill_interval;
  6162. if(sd->status.hp + bonus <= sd->status.max_hp)
  6163. sd->status.hp += bonus;
  6164. else {
  6165. bonus = sd->status.max_hp - sd->status.hp;
  6166. sd->status.hp = sd->status.max_hp;
  6167. sd->hp_sub = sd->inchealhptick = 0;
  6168. }
  6169. clif_heal(sd->fd,SP_HP,bonus);
  6170. }
  6171. }
  6172. }
  6173. else sd->inchealhptick = 0;
  6174. return 0;
  6175. }
  6176. static int pc_natural_heal_sp(struct map_session_data *sd)
  6177. {
  6178. int bsp;
  6179. int inc_num,bonus;
  6180. nullpo_retr(0, sd);
  6181. if (sd->no_regen & 2)
  6182. return 0;
  6183. if(pc_checkoversp(sd)) {
  6184. sd->sp_sub = sd->inchealsptick = 0;
  6185. return 0;
  6186. }
  6187. bsp=sd->status.sp;
  6188. inc_num = pc_spheal(sd);
  6189. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
  6190. sd->sp_sub += inc_num;
  6191. if(sd->ud.walktimer == -1)
  6192. sd->inchealsptick += natural_heal_diff_tick;
  6193. else sd->inchealsptick = 0;
  6194. if(sd->sp_sub >= battle_config.natural_healsp_interval){
  6195. bonus = sd->nhealsp;;
  6196. while(sd->sp_sub >= battle_config.natural_healsp_interval){
  6197. sd->sp_sub -= battle_config.natural_healsp_interval;
  6198. if(sd->status.sp + bonus <= sd->status.max_sp)
  6199. sd->status.sp += bonus;
  6200. else {
  6201. sd->status.sp = sd->status.max_sp;
  6202. sd->sp_sub = sd->inchealsptick = 0;
  6203. }
  6204. }
  6205. }
  6206. if(bsp != sd->status.sp)
  6207. clif_updatestatus(sd,SP_SP);
  6208. if(sd->nshealsp > 0) {
  6209. if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) {
  6210. if(sd->doridori_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  6211. bonus = sd->nshealsp*2;
  6212. sd->doridori_counter = 0;
  6213. } else
  6214. bonus = sd->nshealsp;
  6215. while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) {
  6216. sd->inchealsptick -= battle_config.natural_heal_skill_interval;
  6217. if(sd->status.sp + bonus <= sd->status.max_sp)
  6218. sd->status.sp += bonus;
  6219. else {
  6220. bonus = sd->status.max_sp - sd->status.sp;
  6221. sd->status.sp = sd->status.max_sp;
  6222. sd->sp_sub = sd->inchealsptick = 0;
  6223. }
  6224. clif_heal(sd->fd,SP_SP,bonus);
  6225. }
  6226. }
  6227. }
  6228. else sd->inchealsptick = 0;
  6229. return 0;
  6230. }
  6231. static int pc_spirit_heal_hp(struct map_session_data *sd)
  6232. {
  6233. int bonus_hp,interval = battle_config.natural_heal_skill_interval;
  6234. nullpo_retr(0, sd);
  6235. if(pc_checkoverhp(sd)) {
  6236. sd->inchealspirithptick = 0;
  6237. return 0;
  6238. }
  6239. sd->inchealspirithptick += natural_heal_diff_tick;
  6240. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6241. interval += interval;
  6242. if(sd->inchealspirithptick >= interval) {
  6243. bonus_hp = sd->nsshealhp;
  6244. if(sd->doridori_counter && pc_checkskill(sd,TK_HPTIME) > 0) {
  6245. //TK_HPTIME doridori provided bonus [Dralnu]
  6246. bonus_hp += sd->nsshealhp;
  6247. if (!sd->nsshealsp) //If there's sp regen, this gets clear in the next function. [Skotlex]
  6248. sd->doridori_counter = 0;
  6249. }
  6250. while(sd->inchealspirithptick >= interval) {
  6251. if(pc_issit(sd)) {
  6252. sd->inchealspirithptick -= interval;
  6253. if(sd->status.hp < sd->status.max_hp) {
  6254. if(sd->status.hp + bonus_hp <= sd->status.max_hp)
  6255. sd->status.hp += bonus_hp;
  6256. else {
  6257. bonus_hp = sd->status.max_hp - sd->status.hp;
  6258. sd->status.hp = sd->status.max_hp;
  6259. }
  6260. clif_heal(sd->fd,SP_HP,bonus_hp);
  6261. sd->inchealspirithptick = 0;
  6262. }
  6263. }else{
  6264. sd->inchealspirithptick -= natural_heal_diff_tick;
  6265. break;
  6266. }
  6267. }
  6268. }
  6269. return 0;
  6270. }
  6271. static int pc_spirit_heal_sp(struct map_session_data *sd)
  6272. {
  6273. int bonus_sp,interval = battle_config.natural_heal_skill_interval;
  6274. nullpo_retr(0, sd);
  6275. if(pc_checkoversp(sd)) {
  6276. sd->inchealspiritsptick = 0;
  6277. return 0;
  6278. }
  6279. sd->inchealspiritsptick += natural_heal_diff_tick;
  6280. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6281. interval += interval;
  6282. if(sd->inchealspiritsptick >= interval) {
  6283. bonus_sp = sd->nsshealsp;
  6284. if(sd->doridori_counter && pc_checkskill(sd,TK_SPTIME) > 0) {
  6285. //TK_SPTIME doridori provided bonus [Dralnu]
  6286. bonus_sp += sd->nsshealsp;
  6287. sd->doridori_counter = 0;
  6288. }
  6289. while(sd->inchealspiritsptick >= interval) {
  6290. if(pc_issit(sd)) {
  6291. sd->inchealspiritsptick -= interval;
  6292. if(sd->status.sp < sd->status.max_sp) {
  6293. if(sd->status.sp + bonus_sp <= sd->status.max_sp)
  6294. sd->status.sp += bonus_sp;
  6295. else {
  6296. bonus_sp = sd->status.max_sp - sd->status.sp;
  6297. sd->status.sp = sd->status.max_sp;
  6298. }
  6299. clif_heal(sd->fd,SP_SP,bonus_sp);
  6300. sd->inchealspiritsptick = 0;
  6301. }
  6302. }else{
  6303. sd->inchealspiritsptick -= natural_heal_diff_tick;
  6304. break;
  6305. }
  6306. }
  6307. }
  6308. return 0;
  6309. }
  6310. static int pc_bleeding (struct map_session_data *sd)
  6311. {
  6312. int hp = 0, sp = 0;
  6313. nullpo_retr(0, sd);
  6314. if (sd->hp_loss_value > 0) {
  6315. sd->hp_loss_tick += natural_heal_diff_tick;
  6316. if (sd->hp_loss_tick >= sd->hp_loss_rate) {
  6317. do {
  6318. hp += sd->hp_loss_value;
  6319. sd->hp_loss_tick -= sd->hp_loss_rate;
  6320. } while (sd->hp_loss_tick >= sd->hp_loss_rate);
  6321. sd->hp_loss_tick = 0;
  6322. }
  6323. }
  6324. if (sd->sp_loss_value > 0) {
  6325. sd->sp_loss_tick += natural_heal_diff_tick;
  6326. if (sd->sp_loss_tick >= sd->sp_loss_rate) {
  6327. do {
  6328. sp += sd->sp_loss_value;
  6329. sd->sp_loss_tick -= sd->sp_loss_rate;
  6330. } while (sd->sp_loss_tick >= sd->sp_loss_rate);
  6331. sd->sp_loss_tick = 0;
  6332. }
  6333. }
  6334. if (hp > 0 || sp > 0)
  6335. pc_heal(sd,-hp,-sp);
  6336. return 0;
  6337. }
  6338. /*==========================================
  6339. * HP/SP 自然回復 各クライアント
  6340. *------------------------------------------
  6341. */
  6342. static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
  6343. int tick;
  6344. nullpo_retr(0, sd);
  6345. tick = va_arg(ap,int);
  6346. // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
  6347. if (pc_isdead(sd) || pc_ishiding(sd) ||
  6348. //-- cannot regen for 5 minutes after using Berserk --- [Celest]
  6349. (sd->sc.count && (
  6350. (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6351. (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6352. sd->sc.data[SC_BERSERK].timer != -1 ||
  6353. sd->sc.data[SC_TRICKDEAD].timer != -1 ||
  6354. sd->sc.data[SC_BLEEDING].timer != -1
  6355. ))
  6356. ) { //Cannot heal neither natural or special.
  6357. sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
  6358. sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
  6359. } else {
  6360. if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
  6361. sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
  6362. sd->hp_sub = sd->inchealhptick = 0;
  6363. sd->sp_sub = sd->inchealsptick = 0;
  6364. } else { //natural heal
  6365. pc_natural_heal_hp(sd);
  6366. if(sd->sc.count && (
  6367. sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
  6368. sd->sc.data[SC_DANCING].timer != -1
  6369. )) //No SP natural heal.
  6370. sd->sp_sub = sd->inchealsptick = 0;
  6371. else
  6372. pc_natural_heal_sp(sd);
  6373. sd->canregen_tick = tick;
  6374. }
  6375. //Sitting Healing
  6376. if (sd->nsshealhp)
  6377. pc_spirit_heal_hp(sd);
  6378. if (sd->nsshealsp)
  6379. pc_spirit_heal_sp(sd);
  6380. }
  6381. if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
  6382. pc_bleeding(sd);
  6383. else
  6384. sd->hp_loss_tick = sd->sp_loss_tick = 0;
  6385. return 0;
  6386. }
  6387. /*==========================================
  6388. * HP/SP自然回復 (interval timer??)
  6389. *------------------------------------------
  6390. */
  6391. int pc_natural_heal(int tid,unsigned int tick,int id,int data)
  6392. {
  6393. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6394. clif_foreachclient(pc_natural_heal_sub, tick);
  6395. natural_heal_prev_tick = tick;
  6396. return 0;
  6397. }
  6398. /*==========================================
  6399. * セ?ブポイントの保存
  6400. *------------------------------------------
  6401. */
  6402. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  6403. {
  6404. nullpo_retr(0, sd);
  6405. sd->status.save_point.map = mapindex;
  6406. sd->status.save_point.x = x;
  6407. sd->status.save_point.y = y;
  6408. return 0;
  6409. }
  6410. /*==========================================
  6411. * 自動セ?ブ 各クライアント
  6412. *------------------------------------------
  6413. */
  6414. static int last_save_fd,save_flag;
  6415. static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
  6416. {
  6417. nullpo_retr(0, sd);
  6418. Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
  6419. if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
  6420. {
  6421. // pet
  6422. if(sd->status.pet_id > 0 && sd->pd)
  6423. intif_save_petdata(sd->status.account_id,&sd->pet);
  6424. chrif_save(sd,0);
  6425. save_flag=1;
  6426. last_save_fd = sd->fd;
  6427. }
  6428. return 0;
  6429. }
  6430. /*==========================================
  6431. * 自動セ?ブ (timer??)
  6432. *------------------------------------------
  6433. */
  6434. int pc_autosave(int tid,unsigned int tick,int id,int data)
  6435. {
  6436. int interval;
  6437. save_flag=0;
  6438. clif_foreachclient(pc_autosave_sub);
  6439. if(save_flag==0)
  6440. last_save_fd=0;
  6441. interval = autosave_interval/(clif_countusers()+1);
  6442. if(interval <= 0)
  6443. interval = 1;
  6444. add_timer(gettick()+interval,pc_autosave,0,0);
  6445. return 0;
  6446. }
  6447. int pc_read_gm_account(int fd)
  6448. {
  6449. int i = 0;
  6450. RFIFOHEAD(fd);
  6451. if (gm_account != NULL)
  6452. aFree(gm_account);
  6453. GM_num = 0;
  6454. gm_account = (struct gm_account *) aCallocA(((RFIFOW(fd,2) - 4) / 5), sizeof(struct gm_account));
  6455. for (i = 4; i < RFIFOW(fd,2); i = i + 5) {
  6456. gm_account[GM_num].account_id = RFIFOL(fd,i);
  6457. gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
  6458. //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  6459. GM_num++;
  6460. }
  6461. return GM_num;
  6462. }
  6463. /*================================================
  6464. * timer to do the day [Yor]
  6465. * data: 0 = called by timer, 1 = gmcommand/script
  6466. *------------------------------------------------
  6467. */
  6468. int map_day_timer(int tid, unsigned int tick, int id, int data)
  6469. {
  6470. char tmp_soutput[1024];
  6471. struct map_session_data *pl_sd;
  6472. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  6473. return 0;
  6474. if (night_flag != 0) {
  6475. int i;
  6476. night_flag = 0; // 0=day, 1=night [Yor]
  6477. for(i = 0; i < fd_max; i++) {
  6478. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6479. {
  6480. if (pl_sd->state.night) {
  6481. clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
  6482. pl_sd->state.night = 0;
  6483. }
  6484. }
  6485. }
  6486. strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
  6487. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6488. }
  6489. return 0;
  6490. }
  6491. /*================================================
  6492. * timer to do the night [Yor]
  6493. * data: 0 = called by timer, 1 = gmcommand/script
  6494. *------------------------------------------------
  6495. */
  6496. int map_night_timer(int tid, unsigned int tick, int id, int data)
  6497. {
  6498. char tmp_soutput[1024];
  6499. struct map_session_data *pl_sd;
  6500. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  6501. return 0;
  6502. if (night_flag == 0) {
  6503. int i;
  6504. night_flag = 1; // 0=day, 1=night [Yor]
  6505. for(i = 0; i < fd_max; i++) {
  6506. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6507. {
  6508. if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
  6509. clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
  6510. pl_sd->state.night = 1;
  6511. }
  6512. }
  6513. }
  6514. strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
  6515. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6516. }
  6517. return 0;
  6518. }
  6519. void pc_setstand(struct map_session_data *sd){
  6520. nullpo_retv(sd);
  6521. if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
  6522. status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  6523. sd->state.dead_sit = sd->vd.dead_sit = 0;
  6524. }
  6525. int pc_split_str(char *str,char **val,int num)
  6526. {
  6527. int i;
  6528. for (i=0; i<num && str; i++){
  6529. val[i] = str;
  6530. str = strchr(str,',');
  6531. if (str && i<num-1) //Do not remove a trailing comma.
  6532. *str++=0;
  6533. }
  6534. return i;
  6535. }
  6536. int pc_split_atoi(char *str,int *val, char sep, int max)
  6537. {
  6538. int i,j;
  6539. for (i=0; i<max; i++) {
  6540. if (!str) break;
  6541. val[i] = atoi(str);
  6542. str = strchr(str,sep);
  6543. if (str)
  6544. *str++=0;
  6545. }
  6546. //Zero up the remaining.
  6547. for(j=i; j < max; j++)
  6548. val[j] = 0;
  6549. return i;
  6550. }
  6551. int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
  6552. {
  6553. static int warning=0;
  6554. int i,j;
  6555. double f;
  6556. for (i=0; i<max; i++) {
  6557. if (!str) break;
  6558. f = atof(str);
  6559. if (f < 0)
  6560. val[i] = 0;
  6561. else if (f > UINT_MAX) {
  6562. val[i] = UINT_MAX;
  6563. if (!warning) {
  6564. warning = 1;
  6565. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  6566. }
  6567. } else
  6568. val[i] = (unsigned int)f;
  6569. str = strchr(str,sep);
  6570. if (str)
  6571. *str++=0;
  6572. }
  6573. //Zero up the remaining.
  6574. for(j=i; j < max; j++)
  6575. val[j] = 0;
  6576. return i;
  6577. }
  6578. //
  6579. // 初期化物
  6580. //
  6581. /*==========================================
  6582. * 設定ファイル?み?む
  6583. * exp.txt 必要??値
  6584. * job_db1.txt 重量,hp,sp,攻?速度
  6585. * job_db2.txt job能力値ボ?ナス
  6586. * skill_tree.txt 各職?のスキルツリ?
  6587. * attr_fix.txt ?性修正テ?ブル
  6588. * size_fix.txt サイズ補正テ?ブル
  6589. * refine_db.txt 精?デ?タテ?ブル
  6590. *------------------------------------------
  6591. */
  6592. int pc_readdb(void)
  6593. {
  6594. int i,j,k;
  6595. FILE *fp;
  6596. char line[24000],*p;
  6597. // 必要??値?み?み
  6598. memset(exp_table,0,sizeof(exp_table));
  6599. memset(max_level,0,sizeof(max_level));
  6600. sprintf(line, "%s/exp.txt", db_path);
  6601. fp=fopen(line, "r");
  6602. if(fp==NULL){
  6603. ShowError("can't read %s\n", line);
  6604. return 1;
  6605. }
  6606. while(fgets(line, sizeof(line)-1, fp)){
  6607. int jobs[MAX_PC_CLASS], job_count, job;
  6608. int type;
  6609. unsigned int max;
  6610. char *split[4];
  6611. if(line[0]=='/' && line[1]=='/')
  6612. continue;
  6613. if (pc_split_str(line,split,4) < 4)
  6614. continue;
  6615. job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
  6616. if (job_count < 1)
  6617. continue;
  6618. job = jobs[0];
  6619. if (!pcdb_checkid(job)) {
  6620. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6621. continue;
  6622. }
  6623. type = atoi(split[2]);
  6624. if (type < 0 || type > 1) {
  6625. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  6626. continue;
  6627. }
  6628. max = atoi(split[0]);
  6629. if (max > MAX_LEVEL) {
  6630. ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
  6631. max = MAX_LEVEL;
  6632. }
  6633. //We send one less and then one more because the last entry in the exp array should hold 0.
  6634. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
  6635. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  6636. //The reasoning behind the -2 is this... if the max level is 5, then the array
  6637. //should look like this:
  6638. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  6639. while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
  6640. max_level[job][type]--;
  6641. if (max_level[job][type] < max) {
  6642. ShowWarning("pc_readdb: Specified max %d for job %d, but that job's exp table only goes up to level %d.\n", max, job, max_level[job][type]);
  6643. ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n");
  6644. max_level[job][type] = max;
  6645. }
  6646. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6647. for (i = 1; i < job_count; i++) {
  6648. job = jobs[i];
  6649. if (!pcdb_checkid(job)) {
  6650. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6651. continue;
  6652. }
  6653. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  6654. max_level[job][type] = max;
  6655. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6656. }
  6657. }
  6658. fclose(fp);
  6659. for (i = 0; i < MAX_PC_CLASS; i++) {
  6660. if (!pcdb_checkid(i)) continue;
  6661. if (i == JOB_WEDDING || i == JOB_XMAS)
  6662. continue; //Classes that do not need exp tables.
  6663. if (!max_level[i][0])
  6664. ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
  6665. if (!max_level[i][1])
  6666. ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
  6667. }
  6668. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  6669. // スキルツリ?
  6670. memset(skill_tree,0,sizeof(skill_tree));
  6671. sprintf(line, "%s/skill_tree.txt", db_path);
  6672. fp=fopen(line,"r");
  6673. if(fp==NULL){
  6674. ShowError("can't read %s\n", line);
  6675. return 1;
  6676. }
  6677. while(fgets(line, sizeof(line)-1, fp)){
  6678. char *split[50];
  6679. int f=0, m=3;
  6680. if(line[0]=='/' && line[1]=='/')
  6681. continue;
  6682. for(j=0,p=line;j<14 && p;j++){
  6683. split[j]=p;
  6684. p=strchr(p,',');
  6685. if(p) *p++=0;
  6686. }
  6687. if(j<13)
  6688. continue;
  6689. if (j == 14) {
  6690. f=1; // MinJobLvl has been added
  6691. m++;
  6692. }
  6693. // check for bounds [celest]
  6694. if (atoi(split[0]) >= MAX_PC_CLASS)
  6695. continue;
  6696. k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
  6697. for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
  6698. if (j == MAX_SKILL_TREE)
  6699. {
  6700. ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0]));
  6701. continue;
  6702. }
  6703. skill_tree[atoi(split[0])][j].id=k;
  6704. skill_tree[atoi(split[0])][j].max=atoi(split[2]);
  6705. if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
  6706. for(k=0;k<5;k++){
  6707. skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
  6708. skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
  6709. }
  6710. }
  6711. fclose(fp);
  6712. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
  6713. // ?性修正テ?ブル
  6714. for(i=0;i<4;i++)
  6715. for(j=0;j<10;j++)
  6716. for(k=0;k<10;k++)
  6717. attr_fix_table[i][j][k]=100;
  6718. sprintf(line, "%s/attr_fix.txt", db_path);
  6719. fp=fopen(line,"r");
  6720. if(fp==NULL){
  6721. ShowError("can't read %s\n", line);
  6722. return 1;
  6723. }
  6724. while(fgets(line, sizeof(line)-1, fp)){
  6725. char *split[10];
  6726. int lv,n;
  6727. if(line[0]=='/' && line[1]=='/')
  6728. continue;
  6729. for(j=0,p=line;j<3 && p;j++){
  6730. split[j]=p;
  6731. p=strchr(p,',');
  6732. if(p) *p++=0;
  6733. }
  6734. lv=atoi(split[0]);
  6735. n=atoi(split[1]);
  6736. for(i=0;i<n;){
  6737. if( !fgets(line, sizeof(line)-1, fp) )
  6738. break;
  6739. if(line[0]=='/' && line[1]=='/')
  6740. continue;
  6741. for(j=0,p=line;j<n && p;j++){
  6742. while(*p==32 && *p>0)
  6743. p++;
  6744. attr_fix_table[lv-1][i][j]=atoi(p);
  6745. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  6746. attr_fix_table[lv-1][i][j] = 0;
  6747. p=strchr(p,',');
  6748. if(p) *p++=0;
  6749. }
  6750. i++;
  6751. }
  6752. }
  6753. fclose(fp);
  6754. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  6755. // スキルツリ?
  6756. memset(statp,0,sizeof(statp));
  6757. i=1;
  6758. j=45; // base points
  6759. sprintf(line, "%s/statpoint.txt", db_path);
  6760. fp=fopen(line,"r");
  6761. if(fp == NULL){
  6762. ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  6763. //return 1;
  6764. } else {
  6765. while(fgets(line, sizeof(line)-1, fp)){
  6766. if(line[0]=='/' && line[1]=='/')
  6767. continue;
  6768. if ((j=atoi(line))<0)
  6769. j=0;
  6770. if (i >= MAX_LEVEL)
  6771. break;
  6772. statp[i]=j;
  6773. i++;
  6774. }
  6775. fclose(fp);
  6776. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  6777. }
  6778. // generate the remaining parts of the db if necessary
  6779. for (; i < MAX_LEVEL; i++) {
  6780. j += (i+15)/5;
  6781. statp[i] = j;
  6782. }
  6783. return 0;
  6784. }
  6785. // Read MOTD on startup. [Valaris]
  6786. int pc_read_motd(void) {
  6787. FILE *fp;
  6788. int ln=0,i=0;
  6789. memset(motd_text,0,sizeof(motd_text));
  6790. if ((fp = fopen(motd_txt, "r")) != NULL) {
  6791. while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
  6792. if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
  6793. continue;
  6794. for(i=0; motd_text[ln][i]; i++) {
  6795. if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
  6796. if(i)
  6797. motd_text[ln][i]=0;
  6798. else
  6799. motd_text[ln][0]=' ';
  6800. ln++;
  6801. break;
  6802. }
  6803. }
  6804. }
  6805. fclose(fp);
  6806. }
  6807. else if(battle_config.error_log)
  6808. ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  6809. return 0;
  6810. }
  6811. /*==========================================
  6812. * pc? 係初期化
  6813. *------------------------------------------
  6814. */
  6815. void do_final_pc(void) {
  6816. if (gm_account)
  6817. aFree(gm_account);
  6818. return;
  6819. }
  6820. int do_init_pc(void) {
  6821. pc_readdb();
  6822. pc_read_motd(); // Read MOTD [Valaris]
  6823. add_timer_func_list(pc_natural_heal, "pc_natural_heal");
  6824. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  6825. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  6826. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  6827. add_timer_func_list(pc_autosave, "pc_autosave");
  6828. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  6829. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  6830. natural_heal_prev_tick = gettick();
  6831. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
  6832. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  6833. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  6834. int day_duration = battle_config.day_duration;
  6835. int night_duration = battle_config.night_duration;
  6836. // add night/day timer (by [yor])
  6837. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  6838. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  6839. if (!battle_config.night_at_start) {
  6840. night_flag = 0; // 0=day, 1=night [Yor]
  6841. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6842. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6843. } else {
  6844. night_flag = 1; // 0=day, 1=night [Yor]
  6845. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6846. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6847. }
  6848. }
  6849. return 0;
  6850. }