pc.c 256 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/core.h" // get_svn_revision()
  5. #include "../common/malloc.h"
  6. #include "../common/nullpo.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/socket.h" // session[]
  10. #include "../common/strlib.h" // safestrncpy()
  11. #include "../common/timer.h"
  12. #include "../common/utils.h"
  13. #include "../common/mmo.h" //NAME_LENGTH
  14. #include "atcommand.h" // get_atcommand_level()
  15. #include "battle.h" // battle_config
  16. #include "battleground.h"
  17. #include "chrif.h"
  18. #include "clif.h"
  19. #include "date.h" // is_day_of_*()
  20. #include "duel.h"
  21. #include "intif.h"
  22. #include "itemdb.h"
  23. #include "log.h"
  24. #include "mail.h"
  25. #include "map.h"
  26. #include "path.h"
  27. #include "homunculus.h"
  28. #include "instance.h"
  29. #include "mercenary.h"
  30. #include "elemental.h"
  31. #include "npc.h" // fake_nd
  32. #include "pet.h" // pet_unlocktarget()
  33. #include "party.h" // party_search()
  34. #include "guild.h" // guild_search(), guild_request_info()
  35. #include "script.h" // script_config
  36. #include "skill.h"
  37. #include "status.h" // struct status_data
  38. #include "pc.h"
  39. #include "pc_groups.h"
  40. #include "quest.h"
  41. #include <stdio.h>
  42. #include <stdlib.h>
  43. #include <string.h>
  44. #include <time.h>
  45. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  46. static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL];
  47. static unsigned int max_level[CLASS_COUNT][2];
  48. static unsigned int statp[MAX_LEVEL+1];
  49. // h-files are for declarations, not for implementations... [Shinomori]
  50. struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE];
  51. // timer for night.day implementation
  52. int day_timer_tid;
  53. int night_timer_tid;
  54. struct fame_list smith_fame_list[MAX_FAME_LIST];
  55. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  56. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  57. static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_LOW,EQP_AMMO};
  58. #define MOTD_LINE_SIZE 128
  59. static char motd_text[MOTD_LINE_SIZE][CHAT_SIZE_MAX]; // Message of the day buffer [Valaris]
  60. //Links related info to the sd->hate_mob[]/sd->feel_map[] entries
  61. const struct sg_data sg_info[MAX_PC_FEELHATE] = {
  62. { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
  63. { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
  64. { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
  65. };
  66. /**
  67. * Item Cool Down Delay Saving
  68. * Struct item_cd is not a member of struct map_session_data
  69. * to keep cooldowns in memory between player log-ins.
  70. * All cooldowns are reset when server is restarted.
  71. **/
  72. DBMap* itemcd_db = NULL; // char_id -> struct skill_cd
  73. struct item_cd {
  74. unsigned int tick[MAX_ITEMDELAYS];//tick
  75. short nameid[MAX_ITEMDELAYS];//skill id
  76. };
  77. //Converts a class to its array index for CLASS_COUNT defined arrays.
  78. //Note that it does not do a validity check for speed purposes, where parsing
  79. //player input make sure to use a pcdb_checkid first!
  80. int pc_class2idx(int class_) {
  81. if (class_ >= JOB_NOVICE_HIGH)
  82. return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC;
  83. return class_;
  84. }
  85. int inline pc_get_group_id(struct map_session_data *sd)
  86. {
  87. return sd->group_id;
  88. }
  89. int inline pc_get_group_level(struct map_session_data *sd)
  90. {
  91. return pc_group_id2level(pc_get_group_id(sd));
  92. }
  93. static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr_t data)
  94. {
  95. struct map_session_data *sd;
  96. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  97. return 1;
  98. if(sd->invincible_timer != tid){
  99. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  100. return 0;
  101. }
  102. sd->invincible_timer = INVALID_TIMER;
  103. skill_unit_move(&sd->bl,tick,1);
  104. return 0;
  105. }
  106. void pc_setinvincibletimer(struct map_session_data* sd, int val)
  107. {
  108. nullpo_retv(sd);
  109. if( sd->invincible_timer != INVALID_TIMER )
  110. delete_timer(sd->invincible_timer,pc_invincible_timer);
  111. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  112. }
  113. void pc_delinvincibletimer(struct map_session_data* sd)
  114. {
  115. nullpo_retv(sd);
  116. if( sd->invincible_timer != INVALID_TIMER )
  117. {
  118. delete_timer(sd->invincible_timer,pc_invincible_timer);
  119. sd->invincible_timer = INVALID_TIMER;
  120. skill_unit_move(&sd->bl,gettick(),1);
  121. }
  122. }
  123. static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr_t data)
  124. {
  125. struct map_session_data *sd;
  126. int i;
  127. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  128. return 1;
  129. if( sd->spiritball <= 0 )
  130. {
  131. ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid);
  132. sd->spiritball = 0;
  133. return 0;
  134. }
  135. ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
  136. if( i == sd->spiritball )
  137. {
  138. ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
  139. return 0;
  140. }
  141. sd->spiritball--;
  142. if( i != sd->spiritball )
  143. memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
  144. sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
  145. clif_spiritball(sd);
  146. return 0;
  147. }
  148. int pc_addspiritball(struct map_session_data *sd,int interval,int max)
  149. {
  150. int tid, i;
  151. nullpo_ret(sd);
  152. if(max > MAX_SKILL_LEVEL)
  153. max = MAX_SKILL_LEVEL;
  154. if(sd->spiritball < 0)
  155. sd->spiritball = 0;
  156. if( sd->spiritball && sd->spiritball >= max )
  157. {
  158. if(sd->spirit_timer[0] != INVALID_TIMER)
  159. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  160. sd->spiritball--;
  161. if( sd->spiritball != 0 )
  162. memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
  163. sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
  164. }
  165. tid = add_timer(gettick()+interval, pc_spiritball_timer, sd->bl.id, 0);
  166. ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->spirit_timer[i])->tick) < 0);
  167. if( i != sd->spiritball )
  168. memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
  169. sd->spirit_timer[i] = tid;
  170. sd->spiritball++;
  171. if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
  172. clif_millenniumshield(sd,sd->spiritball);
  173. else
  174. clif_spiritball(sd);
  175. return 0;
  176. }
  177. int pc_delspiritball(struct map_session_data *sd,int count,int type)
  178. {
  179. int i;
  180. nullpo_ret(sd);
  181. if(sd->spiritball <= 0) {
  182. sd->spiritball = 0;
  183. return 0;
  184. }
  185. if(count <= 0)
  186. return 0;
  187. if(count > sd->spiritball)
  188. count = sd->spiritball;
  189. sd->spiritball -= count;
  190. if(count > MAX_SKILL_LEVEL)
  191. count = MAX_SKILL_LEVEL;
  192. for(i=0;i<count;i++) {
  193. if(sd->spirit_timer[i] != INVALID_TIMER) {
  194. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  195. sd->spirit_timer[i] = INVALID_TIMER;
  196. }
  197. }
  198. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  199. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  200. sd->spirit_timer[i] = INVALID_TIMER;
  201. }
  202. if(!type) {
  203. if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
  204. clif_millenniumshield(sd,sd->spiritball);
  205. else
  206. clif_spiritball(sd);
  207. }
  208. return 0;
  209. }
  210. static int pc_check_banding( struct block_list *bl, va_list ap ) {
  211. int *c, *b_sd;
  212. struct block_list *src;
  213. struct map_session_data *tsd;
  214. struct status_change *sc;
  215. nullpo_ret(bl);
  216. nullpo_ret(tsd = (struct map_session_data*)bl);
  217. nullpo_ret(src = va_arg(ap,struct block_list *));
  218. c = va_arg(ap,int *);
  219. b_sd = va_arg(ap, int *);
  220. if(pc_isdead(tsd))
  221. return 0;
  222. sc = status_get_sc(bl);
  223. if( bl == src )
  224. return 0;
  225. if( sc && sc->data[SC_BANDING] )
  226. {
  227. b_sd[(*c)++] = tsd->bl.id;
  228. return 1;
  229. }
  230. return 0;
  231. }
  232. int pc_banding(struct map_session_data *sd, short skill_lv) {
  233. int c;
  234. int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
  235. int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp;
  236. struct map_session_data *bsd;
  237. struct status_change *sc;
  238. int range = skill_get_splash(LG_BANDING,skill_lv);
  239. nullpo_ret(sd);
  240. c = 0;
  241. memset(b_sd, 0, sizeof(b_sd));
  242. i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd);
  243. if( c < 1 )
  244. { // No more Royal Guards in Banding found.
  245. if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] )
  246. {
  247. sc->data[SC_BANDING]->val2 = 0; // Reset the counter
  248. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_BANDING));
  249. }
  250. return 0;
  251. }
  252. //Add yourself
  253. hp = status_get_hp(&sd->bl);
  254. i++;
  255. // Get total HP of all Royal Guards in party.
  256. for( j = 0; j < i; j++ )
  257. {
  258. bsd = map_id2sd(b_sd[j]);
  259. if( bsd != NULL )
  260. hp += status_get_hp(&bsd->bl);
  261. }
  262. // Set average HP.
  263. hp = hp / i;
  264. // If a Royal Guard have full HP, give more HP to others that haven't full HP.
  265. for( j = 0; j < i; j++ )
  266. {
  267. bsd = map_id2sd(b_sd[j]);
  268. if( bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0 )
  269. {
  270. extra_hp += tmp_hp;
  271. tmp_qty++;
  272. }
  273. }
  274. if( extra_hp > 0 && tmp_qty > 0 )
  275. hp += extra_hp / tmp_qty;
  276. for( j = 0; j < i; j++ )
  277. {
  278. bsd = map_id2sd(b_sd[j]);
  279. if( bsd != NULL )
  280. {
  281. status_set_hp(&bsd->bl,hp,0); // Set hp
  282. if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] )
  283. {
  284. sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
  285. status_calc_bl(&bsd->bl, status_sc2scb_flag(SC_BANDING)); // Set atk and def.
  286. }
  287. }
  288. }
  289. return c;
  290. }
  291. // Increases a player's fame points and displays a notice to him
  292. void pc_addfame(struct map_session_data *sd,int count)
  293. {
  294. nullpo_retv(sd);
  295. sd->status.fame += count;
  296. if(sd->status.fame > MAX_FAME)
  297. sd->status.fame = MAX_FAME;
  298. switch(sd->class_&MAPID_UPPERMASK){
  299. case MAPID_BLACKSMITH: // Blacksmith
  300. clif_fame_blacksmith(sd,count);
  301. break;
  302. case MAPID_ALCHEMIST: // Alchemist
  303. clif_fame_alchemist(sd,count);
  304. break;
  305. case MAPID_TAEKWON: // Taekwon
  306. clif_fame_taekwon(sd,count);
  307. break;
  308. }
  309. chrif_updatefamelist(sd);
  310. }
  311. // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
  312. unsigned char pc_famerank(int char_id, int job)
  313. {
  314. int i;
  315. switch(job){
  316. case MAPID_BLACKSMITH: // Blacksmith
  317. for(i = 0; i < MAX_FAME_LIST; i++){
  318. if(smith_fame_list[i].id == char_id)
  319. return i + 1;
  320. }
  321. break;
  322. case MAPID_ALCHEMIST: // Alchemist
  323. for(i = 0; i < MAX_FAME_LIST; i++){
  324. if(chemist_fame_list[i].id == char_id)
  325. return i + 1;
  326. }
  327. break;
  328. case MAPID_TAEKWON: // Taekwon
  329. for(i = 0; i < MAX_FAME_LIST; i++){
  330. if(taekwon_fame_list[i].id == char_id)
  331. return i + 1;
  332. }
  333. break;
  334. }
  335. return 0;
  336. }
  337. int pc_setrestartvalue(struct map_session_data *sd,int type)
  338. {
  339. struct status_data *status, *b_status;
  340. nullpo_ret(sd);
  341. b_status = &sd->base_status;
  342. status = &sd->battle_status;
  343. if (type&1)
  344. { //Normal resurrection
  345. status->hp = 1; //Otherwise status_heal may fail if dead.
  346. status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
  347. } else { //Just for saving on the char-server (with values as if respawned)
  348. sd->status.hp = b_status->hp;
  349. sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
  350. }
  351. return 0;
  352. }
  353. /*==========================================
  354. Rental System
  355. *------------------------------------------*/
  356. static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr_t data)
  357. {
  358. struct map_session_data *sd = map_id2sd(id);
  359. if( sd == NULL )
  360. return 0;
  361. if( tid != sd->rental_timer )
  362. {
  363. ShowError("pc_inventory_rental_end: invalid timer id.\n");
  364. return 0;
  365. }
  366. pc_inventory_rentals(sd);
  367. return 1;
  368. }
  369. int pc_inventory_rental_clear(struct map_session_data *sd)
  370. {
  371. if( sd->rental_timer != INVALID_TIMER )
  372. {
  373. delete_timer(sd->rental_timer, pc_inventory_rental_end);
  374. sd->rental_timer = INVALID_TIMER;
  375. }
  376. return 1;
  377. }
  378. void pc_inventory_rentals(struct map_session_data *sd)
  379. {
  380. int i, c = 0;
  381. unsigned int expire_tick, next_tick = UINT_MAX;
  382. for( i = 0; i < MAX_INVENTORY; i++ )
  383. { // Check for Rentals on Inventory
  384. if( sd->status.inventory[i].nameid == 0 )
  385. continue; // Nothing here
  386. if( sd->status.inventory[i].expire_time == 0 )
  387. continue;
  388. if( sd->status.inventory[i].expire_time <= time(NULL) ) {
  389. if( sd->status.inventory[i].nameid == ITEMID_REINS_OF_MOUNT
  390. && sd->sc.option&OPTION_MOUNTING ) {
  391. pc_setoption(sd, sd->sc.option&~OPTION_MOUNTING);
  392. }
  393. clif_rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
  394. pc_delitem(sd, i, sd->status.inventory[i].amount, 1, 0, LOG_TYPE_OTHER);
  395. } else {
  396. expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000;
  397. clif_rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000));
  398. next_tick = min(expire_tick, next_tick);
  399. c++;
  400. }
  401. }
  402. if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days
  403. sd->rental_timer = add_timer(gettick() + min(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
  404. else
  405. sd->rental_timer = INVALID_TIMER;
  406. }
  407. void pc_inventory_rental_add(struct map_session_data *sd, int seconds)
  408. {
  409. const struct TimerData * td;
  410. int tick = seconds * 1000;
  411. if( sd == NULL )
  412. return;
  413. if( sd->rental_timer != INVALID_TIMER )
  414. {
  415. td = get_timer(sd->rental_timer);
  416. if( DIFF_TICK(td->tick, gettick()) > tick )
  417. { // Update Timer as this one ends first than the current one
  418. pc_inventory_rental_clear(sd);
  419. sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0);
  420. }
  421. }
  422. else
  423. sd->rental_timer = add_timer(gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
  424. }
  425. /**
  426. * Determines if player can give / drop / trade / vend items
  427. */
  428. bool pc_can_give_items(struct map_session_data *sd)
  429. {
  430. return pc_has_permission(sd, PC_PERM_TRADE);
  431. }
  432. /*==========================================
  433. * prepares character for saving.
  434. *------------------------------------------*/
  435. int pc_makesavestatus(struct map_session_data *sd)
  436. {
  437. nullpo_ret(sd);
  438. if(!battle_config.save_clothcolor)
  439. sd->status.clothes_color=0;
  440. //Only copy the Cart/Peco/Falcon options, the rest are handled via
  441. //status change load/saving. [Skotlex]
  442. sd->status.option = sd->sc.option&(OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR|OPTION_MOUNTING);
  443. if (sd->sc.data[SC_JAILED])
  444. { //When Jailed, do not move last point.
  445. if(pc_isdead(sd)){
  446. pc_setrestartvalue(sd,0);
  447. } else {
  448. sd->status.hp = sd->battle_status.hp;
  449. sd->status.sp = sd->battle_status.sp;
  450. }
  451. sd->status.last_point.map = sd->mapindex;
  452. sd->status.last_point.x = sd->bl.x;
  453. sd->status.last_point.y = sd->bl.y;
  454. return 0;
  455. }
  456. if(pc_isdead(sd)){
  457. pc_setrestartvalue(sd,0);
  458. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  459. } else {
  460. sd->status.hp = sd->battle_status.hp;
  461. sd->status.sp = sd->battle_status.sp;
  462. sd->status.last_point.map = sd->mapindex;
  463. sd->status.last_point.x = sd->bl.x;
  464. sd->status.last_point.y = sd->bl.y;
  465. }
  466. if(map[sd->bl.m].flag.nosave){
  467. struct map_data *m=&map[sd->bl.m];
  468. if(m->save.map)
  469. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  470. else
  471. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  472. }
  473. return 0;
  474. }
  475. /*==========================================
  476. * 接?暫フ初期�?
  477. *------------------------------------------*/
  478. 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)
  479. {
  480. nullpo_ret(sd);
  481. sd->bl.id = account_id;
  482. sd->status.account_id = account_id;
  483. sd->status.char_id = char_id;
  484. sd->status.sex = sex;
  485. sd->login_id1 = login_id1;
  486. sd->login_id2 = 0; // at this point, we can not know the value :(
  487. sd->client_tick = client_tick;
  488. sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
  489. sd->bl.type = BL_PC;
  490. sd->canlog_tick = gettick();
  491. //Required to prevent homunculus copuing a base speed of 0.
  492. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
  493. return 0;
  494. }
  495. int pc_equippoint(struct map_session_data *sd,int n)
  496. {
  497. int ep = 0;
  498. nullpo_ret(sd);
  499. if(!sd->inventory_data[n])
  500. return 0;
  501. if (!itemdb_isequip2(sd->inventory_data[n]))
  502. return 0; //Not equippable by players.
  503. ep = sd->inventory_data[n]->equip;
  504. if(sd->inventory_data[n]->look == W_DAGGER ||
  505. sd->inventory_data[n]->look == W_1HSWORD ||
  506. sd->inventory_data[n]->look == W_1HAXE) {
  507. if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN ||
  508. (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO))//Kagerou and Oboro can dual wield daggers. [Rytech]
  509. return EQP_ARMS;
  510. }
  511. return ep;
  512. }
  513. int pc_setinventorydata(struct map_session_data *sd)
  514. {
  515. int i,id;
  516. nullpo_ret(sd);
  517. for(i=0;i<MAX_INVENTORY;i++) {
  518. id = sd->status.inventory[i].nameid;
  519. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  520. }
  521. return 0;
  522. }
  523. int pc_calcweapontype(struct map_session_data *sd)
  524. {
  525. nullpo_ret(sd);
  526. // single-hand
  527. if(sd->weapontype2 == W_FIST) {
  528. sd->status.weapon = sd->weapontype1;
  529. return 1;
  530. }
  531. if(sd->weapontype1 == W_FIST) {
  532. sd->status.weapon = sd->weapontype2;
  533. return 1;
  534. }
  535. // dual-wield
  536. sd->status.weapon = 0;
  537. switch (sd->weapontype1){
  538. case W_DAGGER:
  539. switch (sd->weapontype2) {
  540. case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
  541. case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
  542. case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
  543. }
  544. break;
  545. case W_1HSWORD:
  546. switch (sd->weapontype2) {
  547. case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
  548. case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
  549. case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
  550. }
  551. break;
  552. case W_1HAXE:
  553. switch (sd->weapontype2) {
  554. case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
  555. case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
  556. case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
  557. }
  558. }
  559. // unknown, default to right hand type
  560. if (!sd->status.weapon)
  561. sd->status.weapon = sd->weapontype1;
  562. return 2;
  563. }
  564. int pc_setequipindex(struct map_session_data *sd)
  565. {
  566. int i,j;
  567. nullpo_ret(sd);
  568. for(i=0;i<EQI_MAX;i++)
  569. sd->equip_index[i] = -1;
  570. for(i=0;i<MAX_INVENTORY;i++) {
  571. if(sd->status.inventory[i].nameid <= 0)
  572. continue;
  573. if(sd->status.inventory[i].equip) {
  574. for(j=0;j<EQI_MAX;j++)
  575. if(sd->status.inventory[i].equip & equip_pos[j])
  576. sd->equip_index[j] = i;
  577. if(sd->status.inventory[i].equip & EQP_HAND_R)
  578. {
  579. if(sd->inventory_data[i])
  580. sd->weapontype1 = sd->inventory_data[i]->look;
  581. else
  582. sd->weapontype1 = 0;
  583. }
  584. if( sd->status.inventory[i].equip & EQP_HAND_L )
  585. {
  586. if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
  587. sd->weapontype2 = sd->inventory_data[i]->look;
  588. else
  589. sd->weapontype2 = 0;
  590. }
  591. }
  592. }
  593. pc_calcweapontype(sd);
  594. return 0;
  595. }
  596. static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag)
  597. {
  598. int i;
  599. struct item *item = &sd->status.inventory[eqindex];
  600. struct item_data *data;
  601. //Crafted/made/hatched items.
  602. if (itemdb_isspecial(item->card[0]))
  603. return 1;
  604. /* scan for enchant armor gems */
  605. if( item->card[MAX_SLOTS - 1] && s < MAX_SLOTS - 1 )
  606. s = MAX_SLOTS - 1;
  607. ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag );
  608. return( i < s ) ? 0 : 1;
  609. }
  610. bool pc_isequipped(struct map_session_data *sd, int nameid)
  611. {
  612. int i, j, index;
  613. for( i = 0; i < EQI_MAX; i++ )
  614. {
  615. index = sd->equip_index[i];
  616. if( index < 0 ) continue;
  617. if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
  618. if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
  619. if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
  620. if( !sd->inventory_data[index] ) continue;
  621. if( sd->inventory_data[index]->nameid == nameid )
  622. return true;
  623. for( j = 0; j < sd->inventory_data[index]->slot; j++ )
  624. if( sd->status.inventory[index].card[j] == nameid )
  625. return true;
  626. }
  627. return false;
  628. }
  629. bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd )
  630. {
  631. if( !p1_sd || !p2_sd || !b_sd )
  632. return false;
  633. if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
  634. return false; // already adopted baby / in adopt request
  635. if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
  636. return false; // You need to be married and in party with baby to adopt
  637. if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
  638. return false; // Not married, wrong married
  639. if( p2_sd->status.party_id != p1_sd->status.party_id )
  640. return false; // Both parents need to be in the same party
  641. // Parents need to have their ring equipped
  642. if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) )
  643. return false;
  644. if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) )
  645. return false;
  646. // Already adopted a baby
  647. if( p1_sd->status.child || p2_sd->status.child ) {
  648. clif_Adopt_reply(p1_sd, 0);
  649. return false;
  650. }
  651. // Parents need at least lvl 70 to adopt
  652. if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
  653. clif_Adopt_reply(p1_sd, 1);
  654. return false;
  655. }
  656. if( b_sd->status.partner_id ) {
  657. clif_Adopt_reply(p1_sd, 2);
  658. return false;
  659. }
  660. if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE ) )
  661. return false;
  662. return true;
  663. }
  664. /*==========================================
  665. * Adoption Process
  666. *------------------------------------------*/
  667. bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
  668. {
  669. int job, joblevel;
  670. unsigned int jobexp;
  671. if( !pc_can_Adopt(p1_sd, p2_sd, b_sd) )
  672. return false;
  673. // Preserve current job levels and progress
  674. joblevel = b_sd->status.job_level;
  675. jobexp = b_sd->status.job_exp;
  676. job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex);
  677. if( job != -1 && !pc_jobchange(b_sd, job, 0) )
  678. { // Success, proceed to configure parents and baby skills
  679. p1_sd->status.child = b_sd->status.char_id;
  680. p2_sd->status.child = b_sd->status.char_id;
  681. b_sd->status.father = p1_sd->status.char_id;
  682. b_sd->status.mother = p2_sd->status.char_id;
  683. // Restore progress
  684. b_sd->status.job_level = joblevel;
  685. clif_updatestatus(b_sd, SP_JOBLEVEL);
  686. b_sd->status.job_exp = jobexp;
  687. clif_updatestatus(b_sd, SP_JOBEXP);
  688. // Baby Skills
  689. pc_skill(b_sd, WE_BABY, 1, 0);
  690. pc_skill(b_sd, WE_CALLPARENT, 1, 0);
  691. // Parents Skills
  692. pc_skill(p1_sd, WE_CALLBABY, 1, 0);
  693. pc_skill(p2_sd, WE_CALLBABY, 1, 0);
  694. return true;
  695. }
  696. return false; // Job Change Fail
  697. }
  698. int pc_isequip(struct map_session_data *sd,int n)
  699. {
  700. struct item_data *item;
  701. //?生や養子の場合の元の職業を算出する
  702. nullpo_ret(sd);
  703. item = sd->inventory_data[n];
  704. if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))
  705. return 1;
  706. if(item == NULL)
  707. return 0;
  708. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  709. return 0;
  710. if(item->sex != 2 && sd->status.sex != item->sex)
  711. return 0;
  712. if(!map_flag_vs(sd->bl.m) && ((item->flag.no_equip&1) || !pc_isAllowedCardOn(sd,item->slot,n,1)))
  713. return 0;
  714. if(map[sd->bl.m].flag.pvp && ((item->flag.no_equip&2) || !pc_isAllowedCardOn(sd,item->slot,n,2)))
  715. return 0;
  716. if(map_flag_gvg(sd->bl.m) && ((item->flag.no_equip&4) || !pc_isAllowedCardOn(sd,item->slot,n,4)))
  717. return 0;
  718. if(map[sd->bl.m].flag.battleground && ((item->flag.no_equip&8) || !pc_isAllowedCardOn(sd,item->slot,n,8)))
  719. return 0;
  720. if(map[sd->bl.m].flag.restricted)
  721. {
  722. int flag =8*map[sd->bl.m].zone;
  723. if (item->flag.no_equip&flag || !pc_isAllowedCardOn(sd,item->slot,n,flag))
  724. return 0;
  725. }
  726. if (sd->sc.count) {
  727. if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG]
  728. return 0;
  729. if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD])
  730. return 0;
  731. if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR])
  732. return 0;
  733. if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_STRIPHELM])
  734. return 0;
  735. if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSORY])
  736. return 0;
  737. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) {
  738. //Spirit of Super Novice equip bonuses. [Skotlex]
  739. if (sd->status.base_level > 90 && item->equip & EQP_HELM)
  740. return 1; //Can equip all helms
  741. if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
  742. switch(item->look) { //In weapons, the look determines type of weapon.
  743. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  744. case W_1HSWORD: //All 1H swords
  745. case W_1HAXE: //All 1H Axes
  746. case W_MACE: //All 1H Maces
  747. case W_STAFF: //All 1H Staves
  748. return 1;
  749. }
  750. }
  751. }
  752. //Not equipable by class. [Skotlex]
  753. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  754. return 0;
  755. //Not usable by upper class. [Inkfish]
  756. while( 1 ) {
  757. if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
  758. if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
  759. if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
  760. if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
  761. return 0;
  762. }
  763. return 1;
  764. }
  765. /*==========================================
  766. * session idに問題無し
  767. * char鯖から送られてきたステ?タスを設定
  768. *------------------------------------------*/
  769. bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers)
  770. {
  771. int i;
  772. unsigned long tick = gettick();
  773. uint32 ip = session[sd->fd]->client_addr;
  774. sd->login_id2 = login_id2;
  775. sd->group_id = group_id;
  776. memcpy(&sd->status, st, sizeof(*st));
  777. if (st->sex != sd->status.sex) {
  778. clif_authfail_fd(sd->fd, 0);
  779. return false;
  780. }
  781. //Set the map-server used job id. [Skotlex]
  782. i = pc_jobid2mapid(sd->status.class_);
  783. if (i == -1) { //Invalid class?
  784. 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);
  785. sd->status.class_ = JOB_NOVICE;
  786. sd->class_ = MAPID_NOVICE;
  787. } else
  788. sd->class_ = i;
  789. // Checks and fixes to character status data, that are required
  790. // in case of configuration change or stuff, which cannot be
  791. // checked on char-server.
  792. if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE )
  793. {
  794. sd->status.hair = MIN_HAIR_STYLE;
  795. }
  796. if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR )
  797. {
  798. sd->status.hair_color = MIN_HAIR_COLOR;
  799. }
  800. if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR )
  801. {
  802. sd->status.clothes_color = MIN_CLOTH_COLOR;
  803. }
  804. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  805. if(!sd->status.hp) pc_setdead(sd);
  806. sd->state.connect_new = 1;
  807. sd->followtimer = INVALID_TIMER; // [MouseJstr]
  808. sd->invincible_timer = INVALID_TIMER;
  809. sd->npc_timer_id = INVALID_TIMER;
  810. sd->pvp_timer = INVALID_TIMER;
  811. /**
  812. * For the Secure NPC Timeout option (check config/Secure.h) [RR]
  813. **/
  814. #if SECURE_NPCTIMEOUT
  815. /**
  816. * Initialize to defaults/expected
  817. **/
  818. sd->npc_idle_timer = INVALID_TIMER;
  819. sd->npc_idle_tick = tick;
  820. #endif
  821. sd->canuseitem_tick = tick;
  822. sd->canusecashfood_tick = tick;
  823. sd->canequip_tick = tick;
  824. sd->cantalk_tick = tick;
  825. sd->canskill_tick = tick;
  826. sd->cansendmail_tick = tick;
  827. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  828. sd->spirit_timer[i] = INVALID_TIMER;
  829. for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++)
  830. sd->autobonus[i].active = INVALID_TIMER;
  831. for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++)
  832. sd->autobonus2[i].active = INVALID_TIMER;
  833. for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++)
  834. sd->autobonus3[i].active = INVALID_TIMER;
  835. if (battle_config.item_auto_get)
  836. sd->state.autoloot = 10000;
  837. if (battle_config.disp_experience)
  838. sd->state.showexp = 1;
  839. if (battle_config.disp_zeny)
  840. sd->state.showzeny = 1;
  841. if (!(battle_config.display_skill_fail&2))
  842. sd->state.showdelay = 1;
  843. pc_setinventorydata(sd);
  844. pc_setequipindex(sd);
  845. status_change_init(&sd->bl);
  846. if (pc_can_use_command(sd, "hide", COMMAND_ATCOMMAND))
  847. sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
  848. else
  849. sd->status.option &= OPTION_MASK;
  850. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  851. //Set here because we need the inventory data for weapon sprite parsing.
  852. status_set_viewdata(&sd->bl, sd->status.class_);
  853. unit_dataset(&sd->bl);
  854. sd->guild_x = -1;
  855. sd->guild_y = -1;
  856. // Event Timers
  857. for( i = 0; i < MAX_EVENTTIMER; i++ )
  858. sd->eventtimer[i] = INVALID_TIMER;
  859. // Rental Timer
  860. sd->rental_timer = INVALID_TIMER;
  861. for( i = 0; i < 3; i++ )
  862. sd->hate_mob[i] = -1;
  863. // 位置の設定
  864. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) {
  865. 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);
  866. // try warping to a default map instead (church graveyard)
  867. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) {
  868. // if we fail again
  869. clif_authfail_fd(sd->fd, 0);
  870. return false;
  871. }
  872. }
  873. clif_authok(sd);
  874. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  875. sd->die_counter=-1;
  876. //display login notice
  877. ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in."
  878. " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
  879. " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"',"
  880. " Group '"CL_WHITE"%d"CL_RESET"').\n",
  881. sd->status.name, sd->status.account_id, sd->status.char_id,
  882. sd->packet_ver, CONVIP(ip), sd->group_id);
  883. // Send friends list
  884. clif_friendslist_send(sd);
  885. if( !changing_mapservers ) {
  886. if (battle_config.display_version == 1){
  887. char buf[256];
  888. sprintf(buf, "SVN version: %s", get_svn_revision());
  889. clif_displaymessage(sd->fd, buf);
  890. }
  891. // Message of the Day [Valaris]
  892. for(i=0; motd_text[i][0] && i < MOTD_LINE_SIZE; i++) {
  893. if (battle_config.motd_type)
  894. clif_disp_onlyself(sd,motd_text[i],strlen(motd_text[i]));
  895. else
  896. clif_displaymessage(sd->fd, motd_text[i]);
  897. }
  898. // message of the limited time of the account
  899. if (expiration_time != 0) { // don't display if it's unlimited or unknow value
  900. char tmpstr[1024];
  901. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  902. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  903. }
  904. /**
  905. * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P)
  906. **/
  907. clif_changemap(sd,sd->mapindex,sd->bl.x,sd->bl.y);
  908. }
  909. /**
  910. * Check if player have any cool downs on
  911. **/
  912. skill_cooldown_load(sd);
  913. /**
  914. * Check if player have any item cooldowns on
  915. **/
  916. pc_itemcd_do(sd,true);
  917. // Request all registries (auth is considered completed whence they arrive)
  918. intif_request_registry(sd,7);
  919. return true;
  920. }
  921. /*==========================================
  922. * Closes a connection because it failed to be authenticated from the char server.
  923. *------------------------------------------*/
  924. void pc_authfail(struct map_session_data *sd)
  925. {
  926. clif_authfail_fd(sd->fd, 0);
  927. return;
  928. }
  929. //Attempts to set a mob.
  930. int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
  931. {
  932. int class_;
  933. if (!sd || !bl || pos < 0 || pos > 2)
  934. return 0;
  935. if (sd->hate_mob[pos] != -1)
  936. { //Can't change hate targets.
  937. clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
  938. return 0;
  939. }
  940. class_ = status_get_class(bl);
  941. if (!pcdb_checkid(class_)) {
  942. unsigned int max_hp = status_get_max_hp(bl);
  943. if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
  944. return 0;
  945. if (pos != status_get_size(bl))
  946. return 0; //Wrong size
  947. }
  948. sd->hate_mob[pos] = class_;
  949. pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1);
  950. clif_hate_info(sd, pos, class_, 1);
  951. return 1;
  952. }
  953. /*==========================================
  954. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  955. *------------------------------------------*/
  956. int pc_reg_received(struct map_session_data *sd)
  957. {
  958. int i,j;
  959. sd->change_level_2nd = pc_readglobalreg(sd,"jobchange_level");
  960. sd->change_level_3rd = pc_readglobalreg(sd,"jobchange_level_3rd");
  961. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  962. // Cash shop
  963. sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS");
  964. sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS");
  965. // Cooking Exp
  966. sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY");
  967. if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
  968. { // Better check for class rather than skill to prevent "skill resets" from unsetting this
  969. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  970. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  971. }
  972. //SG map and mob read [Komurka]
  973. for(i=0;i<MAX_PC_FEELHATE;i++) //for now - someone need to make reading from txt/sql
  974. {
  975. if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) {
  976. sd->feel_map[i].index = j;
  977. sd->feel_map[i].m = map_mapindex2mapid(j);
  978. } else {
  979. sd->feel_map[i].index = 0;
  980. sd->feel_map[i].m = -1;
  981. }
  982. sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1;
  983. }
  984. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  985. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  986. if (sd->cloneskill_id > 0) {
  987. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  988. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  989. if (sd->status.skill[sd->cloneskill_id].lv > i)
  990. sd->status.skill[sd->cloneskill_id].lv = i;
  991. sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PLAGIARIZED;
  992. }
  993. }
  994. if ((i = pc_checkskill(sd,SC_REPRODUCE)) > 0) {
  995. sd->reproduceskill_id = pc_readglobalreg(sd,"REPRODUCE_SKILL");
  996. if( sd->reproduceskill_id > 0) {
  997. sd->status.skill[sd->reproduceskill_id].id = sd->reproduceskill_id;
  998. sd->status.skill[sd->reproduceskill_id].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV");
  999. if( i < sd->status.skill[sd->reproduceskill_id].lv)
  1000. sd->status.skill[sd->reproduceskill_id].lv = i;
  1001. sd->status.skill[sd->reproduceskill_id].flag = SKILL_FLAG_PLAGIARIZED;
  1002. }
  1003. }
  1004. //Weird... maybe registries were reloaded?
  1005. if (sd->state.active)
  1006. return 0;
  1007. sd->state.active = 1;
  1008. if (sd->status.party_id)
  1009. party_member_joined(sd);
  1010. if (sd->status.guild_id)
  1011. guild_member_joined(sd);
  1012. // pet
  1013. if (sd->status.pet_id > 0)
  1014. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  1015. // Homunculus [albator]
  1016. if( sd->status.hom_id > 0 )
  1017. intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
  1018. if( sd->status.mer_id > 0 )
  1019. intif_mercenary_request(sd->status.mer_id, sd->status.char_id);
  1020. if( sd->status.ele_id > 0 )
  1021. intif_elemental_request(sd->status.ele_id, sd->status.char_id);
  1022. map_addiddb(&sd->bl);
  1023. map_delnickdb(sd->status.char_id, sd->status.name);
  1024. if (!chrif_auth_finished(sd))
  1025. ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);
  1026. status_calc_pc(sd,1);
  1027. chrif_scdata_request(sd->status.account_id, sd->status.char_id);
  1028. intif_Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox
  1029. intif_request_questlog(sd);
  1030. if (sd->state.connect_new == 0 && sd->fd)
  1031. { //Character already loaded map! Gotta trigger LoadEndAck manually.
  1032. sd->state.connect_new = 1;
  1033. clif_parse_LoadEndAck(sd->fd, sd);
  1034. }
  1035. pc_inventory_rentals(sd);
  1036. return 1;
  1037. }
  1038. static int pc_calc_skillpoint(struct map_session_data* sd)
  1039. {
  1040. int i,skill,inf2,skill_point=0;
  1041. nullpo_ret(sd);
  1042. for(i=1;i<MAX_SKILL;i++){
  1043. if( (skill = pc_checkskill(sd,i)) > 0) {
  1044. inf2 = skill_get_inf2(i);
  1045. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  1046. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  1047. ) {
  1048. if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
  1049. skill_point += skill;
  1050. else
  1051. if(sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0)
  1052. skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
  1053. }
  1054. }
  1055. }
  1056. return skill_point;
  1057. }
  1058. /*==========================================
  1059. * ?えられるスキルの計算
  1060. *------------------------------------------*/
  1061. int pc_calc_skilltree(struct map_session_data *sd)
  1062. {
  1063. int i,id=0,flag;
  1064. int c=0;
  1065. nullpo_ret(sd);
  1066. i = pc_calc_skilltree_normalize_job(sd);
  1067. c = pc_mapid2jobid(i, sd->status.sex);
  1068. if( c == -1 )
  1069. { //Unable to normalize job??
  1070. 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);
  1071. return 1;
  1072. }
  1073. c = pc_class2idx(c);
  1074. for( i = 0; i < MAX_SKILL; i++ )
  1075. {
  1076. if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED ) //Don't touch plagiarized skills
  1077. sd->status.skill[i].id = 0; //First clear skills.
  1078. }
  1079. for( i = 0; i < MAX_SKILL; i++ )
  1080. {
  1081. if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
  1082. { // Restore original level of skills after deleting earned skills.
  1083. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  1084. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1085. }
  1086. if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU )
  1087. { //Enable Bard/Dancer spirit linked skills.
  1088. if( sd->status.sex )
  1089. { //Link dancer skills to bard.
  1090. if( sd->status.skill[i-8].lv < 10 )
  1091. continue;
  1092. sd->status.skill[i].id = i;
  1093. sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  1094. sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
  1095. }
  1096. else
  1097. { //Link bard skills to dancer.
  1098. if( sd->status.skill[i].lv < 10 )
  1099. continue;
  1100. sd->status.skill[i-8].id = i - 8;
  1101. sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
  1102. sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
  1103. }
  1104. }
  1105. }
  1106. if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
  1107. for( i = 0; i < MAX_SKILL; i++ ) {
  1108. switch(i) {
  1109. /**
  1110. * Dummy skills must be added here otherwise they'll be displayed in the,
  1111. * skill tree and since they have no icons they'll give resource errors
  1112. **/
  1113. case SM_SELFPROVOKE:
  1114. case AB_DUPLELIGHT_MELEE:
  1115. case AB_DUPLELIGHT_MAGIC:
  1116. case WL_CHAINLIGHTNING_ATK:
  1117. case WL_TETRAVORTEX_FIRE:
  1118. case WL_TETRAVORTEX_WATER:
  1119. case WL_TETRAVORTEX_WIND:
  1120. case WL_TETRAVORTEX_GROUND:
  1121. case WL_SUMMON_ATK_FIRE:
  1122. case WL_SUMMON_ATK_WIND:
  1123. case WL_SUMMON_ATK_WATER:
  1124. case WL_SUMMON_ATK_GROUND:
  1125. case LG_OVERBRAND_BRANDISH:
  1126. case LG_OVERBRAND_PLUSATK:
  1127. case WM_SEVERE_RAINSTORM_MELEE:
  1128. case ALL_BUYING_STORE:
  1129. continue;
  1130. default:
  1131. break;
  1132. }
  1133. if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
  1134. continue; //Only skills you can't have are npc/guild ones
  1135. if( skill_get_max(i) > 0 )
  1136. sd->status.skill[i].id = i;
  1137. }
  1138. return 0;
  1139. }
  1140. do {
  1141. flag = 0;
  1142. for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
  1143. {
  1144. int j, f, k, inf2;
  1145. if( sd->status.skill[id].id )
  1146. continue; //Skill already known.
  1147. f = 1;
  1148. if(!battle_config.skillfree) {
  1149. for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) {
  1150. if((k=skill_tree[c][i].need[j].id))
  1151. {
  1152. if (sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED)
  1153. k = 0; //Not learned.
  1154. else
  1155. if (sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
  1156. k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
  1157. else
  1158. k = pc_checkskill(sd,k);
  1159. if (k < skill_tree[c][i].need[j].lv)
  1160. {
  1161. f = 0;
  1162. break;
  1163. }
  1164. }
  1165. }
  1166. if( sd->status.job_level < skill_tree[c][i].joblv )
  1167. f = 0; // job level requirement wasn't satisfied
  1168. }
  1169. if( f ) {
  1170. inf2 = skill_get_inf2(id);
  1171. if(!sd->status.skill[id].lv && (
  1172. (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  1173. inf2&INF2_WEDDING_SKILL ||
  1174. (inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
  1175. ))
  1176. continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
  1177. /* This thing is present in all skill trees (for whatever reason) and it crashes if gm w/o PC_PERM_ALL_SKILL uses @allskills */
  1178. if( id == ALL_BUYING_STORE )
  1179. continue;
  1180. sd->status.skill[id].id = id;
  1181. if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
  1182. sd->status.skill[id].lv = 1; // need to manually specify a skill level
  1183. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
  1184. }
  1185. flag = 1; // skill list has changed, perform another pass
  1186. }
  1187. }
  1188. } while(flag);
  1189. //
  1190. if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
  1191. {
  1192. /* Taekwon Ranger Bonus Skill Tree
  1193. ============================================
  1194. - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
  1195. - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
  1196. - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */
  1197. for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
  1198. {
  1199. if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
  1200. continue; //Do not include Quest/Wedding skills.
  1201. if( sd->status.skill[id].id == 0 )
  1202. {
  1203. sd->status.skill[id].id = id;
  1204. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
  1205. }
  1206. else
  1207. {
  1208. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Remember original level
  1209. }
  1210. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_);
  1211. }
  1212. }
  1213. return 0;
  1214. }
  1215. //Checks if you can learn a new skill after having leveled up a skill.
  1216. static void pc_check_skilltree(struct map_session_data *sd, int skill)
  1217. {
  1218. int i,id=0,flag;
  1219. int c=0;
  1220. if(battle_config.skillfree)
  1221. return; //Function serves no purpose if this is set
  1222. i = pc_calc_skilltree_normalize_job(sd);
  1223. c = pc_mapid2jobid(i, sd->status.sex);
  1224. if (c == -1) { //Unable to normalize job??
  1225. ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
  1226. return;
  1227. }
  1228. c = pc_class2idx(c);
  1229. do {
  1230. flag = 0;
  1231. for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ )
  1232. {
  1233. int j, f = 1, k;
  1234. if( sd->status.skill[id].id ) //Already learned
  1235. continue;
  1236. for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ )
  1237. {
  1238. if( (k = skill_tree[c][i].need[j].id) )
  1239. {
  1240. if( sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED )
  1241. k = 0; //Not learned.
  1242. else
  1243. if( sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
  1244. k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
  1245. else
  1246. k = pc_checkskill(sd,k);
  1247. if( k < skill_tree[c][i].need[j].lv )
  1248. {
  1249. f = 0;
  1250. break;
  1251. }
  1252. }
  1253. }
  1254. if( !f )
  1255. continue;
  1256. if( sd->status.job_level < skill_tree[c][i].joblv )
  1257. continue;
  1258. j = skill_get_inf2(id);
  1259. if( !sd->status.skill[id].lv && (
  1260. (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  1261. j&INF2_WEDDING_SKILL ||
  1262. (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
  1263. ) )
  1264. continue; //Cannot be learned via normal means.
  1265. sd->status.skill[id].id = id;
  1266. flag = 1;
  1267. }
  1268. } while(flag);
  1269. }
  1270. // Make sure all the skills are in the correct condition
  1271. // before persisting to the backend.. [MouseJstr]
  1272. int pc_clean_skilltree(struct map_session_data *sd)
  1273. {
  1274. int i;
  1275. for (i = 0; i < MAX_SKILL; i++){
  1276. if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED)
  1277. {
  1278. sd->status.skill[i].id = 0;
  1279. sd->status.skill[i].lv = 0;
  1280. sd->status.skill[i].flag = 0;
  1281. }
  1282. else
  1283. if (sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0){
  1284. sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  1285. sd->status.skill[i].flag = 0;
  1286. }
  1287. }
  1288. return 0;
  1289. }
  1290. int pc_calc_skilltree_normalize_job(struct map_session_data *sd)
  1291. {
  1292. int skill_point, novice_skills;
  1293. int c = sd->class_;
  1294. if (!battle_config.skillup_limit || pc_has_permission(sd, PC_PERM_ALL_SKILL))
  1295. return c;
  1296. skill_point = pc_calc_skillpoint(sd);
  1297. novice_skills = max_level[pc_class2idx(JOB_NOVICE)][1] - 1;
  1298. // limit 1st class and above to novice job levels
  1299. if(skill_point < novice_skills)
  1300. {
  1301. c = MAPID_NOVICE;
  1302. }
  1303. // limit 2nd class and above to first class job levels (super novices are exempt)
  1304. else if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE)
  1305. {
  1306. // regenerate change_level_2nd
  1307. if (!sd->change_level_2nd)
  1308. {
  1309. if (sd->class_&JOBL_THIRD)
  1310. {
  1311. // if neither 2nd nor 3rd jobchange levels are known, we have to assume a default for 2nd
  1312. if (!sd->change_level_3rd)
  1313. sd->change_level_2nd = max_level[pc_class2idx(pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex))][1];
  1314. else
  1315. sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
  1316. - (sd->status.job_level - 1)
  1317. - (sd->change_level_3rd - 1)
  1318. - novice_skills;
  1319. }
  1320. else
  1321. {
  1322. sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
  1323. - (sd->status.job_level - 1)
  1324. - novice_skills;
  1325. }
  1326. pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
  1327. }
  1328. if (skill_point < novice_skills + (sd->change_level_2nd - 1))
  1329. {
  1330. c &= MAPID_BASEMASK;
  1331. }
  1332. // limit 3rd class to 2nd class/trans job levels
  1333. else if(sd->class_&JOBL_THIRD)
  1334. {
  1335. // regenerate change_level_3rd
  1336. if (!sd->change_level_3rd)
  1337. {
  1338. sd->change_level_3rd = 1 + skill_point + sd->status.skill_point
  1339. - (sd->status.job_level - 1)
  1340. - (sd->change_level_2nd - 1)
  1341. - novice_skills;
  1342. pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
  1343. }
  1344. if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1))
  1345. c &= MAPID_UPPERMASK;
  1346. }
  1347. }
  1348. // restore non-limiting flags
  1349. c |= sd->class_&(JOBL_UPPER|JOBL_BABY);
  1350. return c;
  1351. }
  1352. /*==========================================
  1353. * Updates the weight status
  1354. *------------------------------------------
  1355. * 1: overweight 50%
  1356. * 2: overweight 90%
  1357. * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here.
  1358. */
  1359. int pc_updateweightstatus(struct map_session_data *sd)
  1360. {
  1361. int old_overweight;
  1362. int new_overweight;
  1363. nullpo_retr(1, sd);
  1364. old_overweight = (sd->sc.data[SC_WEIGHT90]) ? 2 : (sd->sc.data[SC_WEIGHT50]) ? 1 : 0;
  1365. new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;
  1366. if( old_overweight == new_overweight )
  1367. return 0; // no change
  1368. // stop old status change
  1369. if( old_overweight == 1 )
  1370. status_change_end(&sd->bl, SC_WEIGHT50, INVALID_TIMER);
  1371. else if( old_overweight == 2 )
  1372. status_change_end(&sd->bl, SC_WEIGHT90, INVALID_TIMER);
  1373. // start new status change
  1374. if( new_overweight == 1 )
  1375. sc_start(&sd->bl, SC_WEIGHT50, 100, 0, 0);
  1376. else if( new_overweight == 2 )
  1377. sc_start(&sd->bl, SC_WEIGHT90, 100, 0, 0);
  1378. // update overweight status
  1379. sd->regen.state.overweight = new_overweight;
  1380. return 0;
  1381. }
  1382. int pc_disguise(struct map_session_data *sd, int class_)
  1383. {
  1384. if (!class_ && !sd->disguise)
  1385. return 0;
  1386. if (class_ && sd->disguise == class_)
  1387. return 0;
  1388. if(sd->sc.option&OPTION_INVISIBLE)
  1389. { //Character is invisible. Stealth class-change. [Skotlex]
  1390. sd->disguise = class_; //viewdata is set on uncloaking.
  1391. return 2;
  1392. }
  1393. if (sd->bl.prev != NULL) {
  1394. pc_stop_walking(sd, 0);
  1395. clif_clearunit_area(&sd->bl, CLR_OUTSIGHT);
  1396. }
  1397. if (!class_) {
  1398. sd->disguise = 0;
  1399. class_ = sd->status.class_;
  1400. } else
  1401. sd->disguise=class_;
  1402. status_set_viewdata(&sd->bl, class_);
  1403. clif_changeoption(&sd->bl);
  1404. if (sd->bl.prev != NULL) {
  1405. clif_spawn(&sd->bl);
  1406. if (class_ == sd->status.class_ && pc_iscarton(sd))
  1407. { //It seems the cart info is lost on undisguise.
  1408. clif_cartlist(sd);
  1409. clif_updatestatus(sd,SP_CARTINFO);
  1410. }
  1411. }
  1412. return 1;
  1413. }
  1414. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id)
  1415. {
  1416. int i;
  1417. if( !rate )
  1418. return 0;
  1419. for( i = 0; i < max && spell[i].id; i++ )
  1420. {
  1421. if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv )
  1422. {
  1423. if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
  1424. return 0;
  1425. rate += spell[i].rate;
  1426. break;
  1427. }
  1428. }
  1429. if (i == max) {
  1430. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  1431. return 0;
  1432. }
  1433. spell[i].id = id;
  1434. spell[i].lv = lv;
  1435. spell[i].rate = rate;
  1436. //Auto-update flag value.
  1437. if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
  1438. if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon.
  1439. if (!(flag&BF_SKILLMASK)) {
  1440. if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL
  1441. if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
  1442. }
  1443. spell[i].flag|= flag;
  1444. spell[i].card_id = card_id;
  1445. return 1;
  1446. }
  1447. static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id)
  1448. {
  1449. int i;
  1450. if( !rate )
  1451. return 0;
  1452. for( i = 0; i < max && spell[i].id; i++ )
  1453. {
  1454. ; // each autospell works independently
  1455. }
  1456. if( i == max )
  1457. {
  1458. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  1459. return 0;
  1460. }
  1461. spell[i].flag = src_skill;
  1462. spell[i].id = id;
  1463. spell[i].lv = lv;
  1464. spell[i].rate = rate;
  1465. spell[i].card_id = card_id;
  1466. return 1;
  1467. }
  1468. static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag)
  1469. {
  1470. int i;
  1471. if (!(flag&(ATF_SHORT|ATF_LONG)))
  1472. flag|=ATF_SHORT|ATF_LONG; //Default range: both
  1473. if (!(flag&(ATF_TARGET|ATF_SELF)))
  1474. flag|=ATF_TARGET; //Default target: enemy.
  1475. if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)))
  1476. flag|=ATF_WEAPON; //Default type: weapon.
  1477. for (i = 0; i < max && effect[i].flag; i++) {
  1478. if (effect[i].id == id && effect[i].flag == flag)
  1479. {
  1480. effect[i].rate += rate;
  1481. effect[i].arrow_rate += arrow_rate;
  1482. return 1;
  1483. }
  1484. }
  1485. if (i == max) {
  1486. ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
  1487. return 0;
  1488. }
  1489. effect[i].id = id;
  1490. effect[i].rate = rate;
  1491. effect[i].arrow_rate = arrow_rate;
  1492. effect[i].flag = flag;
  1493. return 1;
  1494. }
  1495. static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target)
  1496. {
  1497. int i;
  1498. for( i = 0; i < max && effect[i].skill; i++ )
  1499. {
  1500. if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target )
  1501. {
  1502. effect[i].rate += rate;
  1503. return 1;
  1504. }
  1505. }
  1506. if( i == max ) {
  1507. ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max);
  1508. return 0;
  1509. }
  1510. effect[i].id = id;
  1511. effect[i].rate = rate;
  1512. effect[i].skill = skill;
  1513. effect[i].target = target;
  1514. return 1;
  1515. }
  1516. static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate)
  1517. {
  1518. int i;
  1519. //Apply config rate adjustment settings.
  1520. if (rate >= 0) { //Absolute drop.
  1521. if (battle_config.item_rate_adddrop != 100)
  1522. rate = rate*battle_config.item_rate_adddrop/100;
  1523. if (rate < battle_config.item_drop_adddrop_min)
  1524. rate = battle_config.item_drop_adddrop_min;
  1525. else if (rate > battle_config.item_drop_adddrop_max)
  1526. rate = battle_config.item_drop_adddrop_max;
  1527. } else { //Relative drop, max/min limits are applied at drop time.
  1528. if (battle_config.item_rate_adddrop != 100)
  1529. rate = rate*battle_config.item_rate_adddrop/100;
  1530. if (rate > -1)
  1531. rate = -1;
  1532. }
  1533. for(i = 0; i < max && (drop[i].id || drop[i].group); i++) {
  1534. if(
  1535. ((id && drop[i].id == id) ||
  1536. (group && drop[i].group == group))
  1537. && race > 0
  1538. ) {
  1539. drop[i].race |= race;
  1540. if(drop[i].rate > 0 && rate > 0)
  1541. { //Both are absolute rates.
  1542. if (drop[i].rate < rate)
  1543. drop[i].rate = rate;
  1544. } else
  1545. if(drop[i].rate < 0 && rate < 0) {
  1546. //Both are relative rates.
  1547. if (drop[i].rate > rate)
  1548. drop[i].rate = rate;
  1549. } else if (rate < 0) //Give preference to relative rate.
  1550. drop[i].rate = rate;
  1551. return 1;
  1552. }
  1553. }
  1554. if(i == max) {
  1555. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max);
  1556. return 0;
  1557. }
  1558. drop[i].id = id;
  1559. drop[i].group = group;
  1560. drop[i].race |= race;
  1561. drop[i].rate = rate;
  1562. return 1;
  1563. }
  1564. int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill)
  1565. {
  1566. int i;
  1567. ARR_FIND(0, max, i, bonus[i].rate == 0);
  1568. if( i == max )
  1569. {
  1570. ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max);
  1571. return 0;
  1572. }
  1573. if( !onskill )
  1574. {
  1575. if( !(flag&BF_RANGEMASK) )
  1576. flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
  1577. if( !(flag&BF_WEAPONMASK) )
  1578. flag|=BF_WEAPON; //No attack type defined? Use weapon.
  1579. if( !(flag&BF_SKILLMASK) )
  1580. {
  1581. if( flag&(BF_MAGIC|BF_MISC) )
  1582. flag|=BF_SKILL; //These two would never trigger without BF_SKILL
  1583. if( flag&BF_WEAPON )
  1584. flag|=BF_NORMAL|BF_SKILL;
  1585. }
  1586. }
  1587. bonus[i].rate = rate;
  1588. bonus[i].duration = dur;
  1589. bonus[i].active = INVALID_TIMER;
  1590. bonus[i].atk_type = flag;
  1591. bonus[i].pos = pos;
  1592. bonus[i].bonus_script = aStrdup(script);
  1593. bonus[i].other_script = other_script?aStrdup(other_script):NULL;
  1594. return 1;
  1595. }
  1596. int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore)
  1597. {
  1598. int i;
  1599. nullpo_ret(sd);
  1600. for( i = 0; i < max; i++ )
  1601. {
  1602. if( autobonus[i].active != INVALID_TIMER )
  1603. {
  1604. if( restore && sd->state.autobonus&autobonus[i].pos )
  1605. {
  1606. if( autobonus[i].bonus_script )
  1607. {
  1608. int j;
  1609. ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos );
  1610. if( j < EQI_MAX-1 )
  1611. script_run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]);
  1612. }
  1613. continue;
  1614. }
  1615. else
  1616. { // Logout / Unequipped an item with an activated bonus
  1617. delete_timer(autobonus[i].active,pc_endautobonus);
  1618. autobonus[i].active = INVALID_TIMER;
  1619. }
  1620. }
  1621. if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script);
  1622. if( autobonus[i].other_script ) aFree(autobonus[i].other_script);
  1623. autobonus[i].bonus_script = autobonus[i].other_script = NULL;
  1624. autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0;
  1625. autobonus[i].active = INVALID_TIMER;
  1626. }
  1627. return 0;
  1628. }
  1629. int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus)
  1630. {
  1631. nullpo_ret(sd);
  1632. nullpo_ret(autobonus);
  1633. if( autobonus->other_script )
  1634. {
  1635. int j;
  1636. ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos );
  1637. if( j < EQI_MAX-1 )
  1638. script_run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]);
  1639. }
  1640. autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd->bl.id, (intptr_t)autobonus);
  1641. sd->state.autobonus |= autobonus->pos;
  1642. status_calc_pc(sd,0);
  1643. return 0;
  1644. }
  1645. int pc_endautobonus(int tid, unsigned int tick, int id, intptr_t data)
  1646. {
  1647. struct map_session_data *sd = map_id2sd(id);
  1648. struct s_autobonus *autobonus = (struct s_autobonus *)data;
  1649. nullpo_ret(sd);
  1650. nullpo_ret(autobonus);
  1651. autobonus->active = INVALID_TIMER;
  1652. sd->state.autobonus &= ~autobonus->pos;
  1653. status_calc_pc(sd,0);
  1654. return 0;
  1655. }
  1656. int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
  1657. {
  1658. int i;
  1659. struct weapon_data* wd;
  1660. wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);
  1661. ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0);
  1662. if (i == MAX_PC_BONUS)
  1663. {
  1664. ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
  1665. return 0;
  1666. }
  1667. if (!(flag&BF_RANGEMASK))
  1668. flag |= BF_SHORT|BF_LONG;
  1669. if (!(flag&BF_WEAPONMASK))
  1670. flag |= BF_WEAPON;
  1671. if (!(flag&BF_SKILLMASK))
  1672. {
  1673. if (flag&(BF_MAGIC|BF_MISC))
  1674. flag |= BF_SKILL;
  1675. if (flag&BF_WEAPON)
  1676. flag |= BF_NORMAL|BF_SKILL;
  1677. }
  1678. wd->addele2[i].ele = ele;
  1679. wd->addele2[i].rate = rate;
  1680. wd->addele2[i].flag = flag;
  1681. return 0;
  1682. }
  1683. int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
  1684. {
  1685. int i;
  1686. ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0);
  1687. if (i == MAX_PC_BONUS)
  1688. {
  1689. ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
  1690. return 0;
  1691. }
  1692. if (!(flag&BF_RANGEMASK))
  1693. flag |= BF_SHORT|BF_LONG;
  1694. if (!(flag&BF_WEAPONMASK))
  1695. flag |= BF_WEAPON;
  1696. if (!(flag&BF_SKILLMASK))
  1697. {
  1698. if (flag&(BF_MAGIC|BF_MISC))
  1699. flag |= BF_SKILL;
  1700. if (flag&BF_WEAPON)
  1701. flag |= BF_NORMAL|BF_SKILL;
  1702. }
  1703. sd->subele2[i].ele = ele;
  1704. sd->subele2[i].rate = rate;
  1705. sd->subele2[i].flag = flag;
  1706. return 0;
  1707. }
  1708. /*==========================================
  1709. * ? 備品による能力等のボ?ナス設定
  1710. *------------------------------------------*/
  1711. int pc_bonus(struct map_session_data *sd,int type,int val)
  1712. {
  1713. struct status_data *status;
  1714. int bonus;
  1715. nullpo_ret(sd);
  1716. status = &sd->base_status;
  1717. switch(type){
  1718. case SP_STR:
  1719. case SP_AGI:
  1720. case SP_VIT:
  1721. case SP_INT:
  1722. case SP_DEX:
  1723. case SP_LUK:
  1724. if(sd->state.lr_flag != 2)
  1725. sd->param_bonus[type-SP_STR]+=val;
  1726. break;
  1727. case SP_ATK1:
  1728. if(!sd->state.lr_flag) {
  1729. bonus = status->rhw.atk + val;
  1730. status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
  1731. }
  1732. else if(sd->state.lr_flag == 1) {
  1733. bonus = status->lhw.atk + val;
  1734. status->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
  1735. }
  1736. break;
  1737. case SP_ATK2:
  1738. if(!sd->state.lr_flag) {
  1739. bonus = status->rhw.atk2 + val;
  1740. status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
  1741. }
  1742. else if(sd->state.lr_flag == 1) {
  1743. bonus = status->lhw.atk2 + val;
  1744. status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
  1745. }
  1746. break;
  1747. case SP_BASE_ATK:
  1748. if(sd->state.lr_flag != 2) {
  1749. bonus = status->batk + val;
  1750. status->batk = cap_value(bonus, 0, USHRT_MAX);
  1751. }
  1752. break;
  1753. case SP_DEF1:
  1754. if(sd->state.lr_flag != 2) {
  1755. bonus = status->def + val;
  1756. #ifdef RENEWAL
  1757. status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1758. #else
  1759. status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1760. #endif
  1761. }
  1762. break;
  1763. case SP_DEF2:
  1764. if(sd->state.lr_flag != 2) {
  1765. bonus = status->def2 + val;
  1766. status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1767. }
  1768. break;
  1769. case SP_MDEF1:
  1770. if(sd->state.lr_flag != 2) {
  1771. bonus = status->mdef + val;
  1772. #ifdef RENEWAL
  1773. status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1774. #else
  1775. status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1776. #endif
  1777. if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
  1778. sd->shieldmdef += bonus;
  1779. }
  1780. }
  1781. break;
  1782. case SP_MDEF2:
  1783. if(sd->state.lr_flag != 2) {
  1784. bonus = status->mdef2 + val;
  1785. status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1786. }
  1787. break;
  1788. case SP_HIT:
  1789. if(sd->state.lr_flag != 2) {
  1790. bonus = status->hit + val;
  1791. status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1792. } else
  1793. sd->arrow_hit+=val;
  1794. break;
  1795. case SP_FLEE1:
  1796. if(sd->state.lr_flag != 2) {
  1797. bonus = status->flee + val;
  1798. status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1799. }
  1800. break;
  1801. case SP_FLEE2:
  1802. if(sd->state.lr_flag != 2) {
  1803. bonus = status->flee2 + val*10;
  1804. status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1805. }
  1806. break;
  1807. case SP_CRITICAL:
  1808. if(sd->state.lr_flag != 2) {
  1809. bonus = status->cri + val*10;
  1810. status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1811. } else
  1812. sd->arrow_cri += val*10;
  1813. break;
  1814. case SP_ATKELE:
  1815. if(val >= ELE_MAX) {
  1816. ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
  1817. break;
  1818. }
  1819. switch (sd->state.lr_flag)
  1820. {
  1821. case 2:
  1822. switch (sd->status.weapon) {
  1823. case W_BOW:
  1824. case W_REVOLVER:
  1825. case W_RIFLE:
  1826. case W_GATLING:
  1827. case W_SHOTGUN:
  1828. case W_GRENADE:
  1829. //Become weapon element.
  1830. status->rhw.ele=val;
  1831. break;
  1832. default: //Become arrow element.
  1833. sd->arrow_ele=val;
  1834. break;
  1835. }
  1836. break;
  1837. case 1:
  1838. status->lhw.ele=val;
  1839. break;
  1840. default:
  1841. status->rhw.ele=val;
  1842. break;
  1843. }
  1844. break;
  1845. case SP_DEFELE:
  1846. if(val >= ELE_MAX) {
  1847. ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
  1848. break;
  1849. }
  1850. if(sd->state.lr_flag != 2)
  1851. status->def_ele=val;
  1852. break;
  1853. case SP_MAXHP:
  1854. if(sd->state.lr_flag == 2)
  1855. break;
  1856. val += (int)status->max_hp;
  1857. //Negative bonuses will underflow, this will be handled in status_calc_pc through casting
  1858. //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
  1859. status->max_hp = (unsigned int)val;
  1860. break;
  1861. case SP_MAXSP:
  1862. if(sd->state.lr_flag == 2)
  1863. break;
  1864. val += (int)status->max_sp;
  1865. status->max_sp = (unsigned int)val;
  1866. break;
  1867. case SP_CASTRATE:
  1868. if(sd->state.lr_flag != 2)
  1869. sd->castrate+=val;
  1870. break;
  1871. case SP_MAXHPRATE:
  1872. if(sd->state.lr_flag != 2)
  1873. sd->hprate+=val;
  1874. break;
  1875. case SP_MAXSPRATE:
  1876. if(sd->state.lr_flag != 2)
  1877. sd->sprate+=val;
  1878. break;
  1879. case SP_SPRATE:
  1880. if(sd->state.lr_flag != 2)
  1881. sd->dsprate+=val;
  1882. break;
  1883. case SP_ATTACKRANGE:
  1884. switch (sd->state.lr_flag) {
  1885. case 2:
  1886. switch (sd->status.weapon) {
  1887. case W_BOW:
  1888. case W_REVOLVER:
  1889. case W_RIFLE:
  1890. case W_GATLING:
  1891. case W_SHOTGUN:
  1892. case W_GRENADE:
  1893. status->rhw.range += val;
  1894. }
  1895. break;
  1896. case 1:
  1897. status->lhw.range += val;
  1898. break;
  1899. default:
  1900. status->rhw.range += val;
  1901. break;
  1902. }
  1903. break;
  1904. case SP_SPEED_RATE: //Non stackable increase
  1905. if(sd->state.lr_flag != 2)
  1906. sd->speed_rate = min(sd->speed_rate, -val);
  1907. break;
  1908. case SP_SPEED_ADDRATE: //Stackable increase
  1909. if(sd->state.lr_flag != 2)
  1910. sd->speed_add_rate -= val;
  1911. break;
  1912. case SP_ASPD: //Raw increase
  1913. if(sd->state.lr_flag != 2)
  1914. sd->aspd_add -= 10*val;
  1915. break;
  1916. case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
  1917. if(sd->state.lr_flag != 2)
  1918. status->aspd_rate -= 10*val;
  1919. break;
  1920. case SP_HP_RECOV_RATE:
  1921. if(sd->state.lr_flag != 2)
  1922. sd->hprecov_rate += val;
  1923. break;
  1924. case SP_SP_RECOV_RATE:
  1925. if(sd->state.lr_flag != 2)
  1926. sd->sprecov_rate += val;
  1927. break;
  1928. case SP_CRITICAL_DEF:
  1929. if(sd->state.lr_flag != 2)
  1930. sd->critical_def += val;
  1931. break;
  1932. case SP_NEAR_ATK_DEF:
  1933. if(sd->state.lr_flag != 2)
  1934. sd->near_attack_def_rate += val;
  1935. break;
  1936. case SP_LONG_ATK_DEF:
  1937. if(sd->state.lr_flag != 2)
  1938. sd->long_attack_def_rate += val;
  1939. break;
  1940. case SP_DOUBLE_RATE:
  1941. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  1942. sd->double_rate = val;
  1943. break;
  1944. case SP_DOUBLE_ADD_RATE:
  1945. if(sd->state.lr_flag == 0)
  1946. sd->double_add_rate += val;
  1947. break;
  1948. case SP_MATK_RATE:
  1949. if(sd->state.lr_flag != 2)
  1950. sd->matk_rate += val;
  1951. break;
  1952. case SP_IGNORE_DEF_ELE:
  1953. if(val >= ELE_MAX) {
  1954. ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
  1955. break;
  1956. }
  1957. if(!sd->state.lr_flag)
  1958. sd->right_weapon.ignore_def_ele |= 1<<val;
  1959. else if(sd->state.lr_flag == 1)
  1960. sd->left_weapon.ignore_def_ele |= 1<<val;
  1961. break;
  1962. case SP_IGNORE_DEF_RACE:
  1963. if(!sd->state.lr_flag)
  1964. sd->right_weapon.ignore_def_race |= 1<<val;
  1965. else if(sd->state.lr_flag == 1)
  1966. sd->left_weapon.ignore_def_race |= 1<<val;
  1967. break;
  1968. case SP_ATK_RATE:
  1969. if(sd->state.lr_flag != 2)
  1970. sd->atk_rate += val;
  1971. break;
  1972. case SP_MAGIC_ATK_DEF:
  1973. if(sd->state.lr_flag != 2)
  1974. sd->magic_def_rate += val;
  1975. break;
  1976. case SP_MISC_ATK_DEF:
  1977. if(sd->state.lr_flag != 2)
  1978. sd->misc_def_rate += val;
  1979. break;
  1980. case SP_IGNORE_MDEF_RATE:
  1981. if(sd->state.lr_flag != 2) {
  1982. sd->ignore_mdef[RC_NONBOSS] += val;
  1983. sd->ignore_mdef[RC_BOSS] += val;
  1984. }
  1985. break;
  1986. case SP_IGNORE_MDEF_ELE:
  1987. if(val >= ELE_MAX) {
  1988. ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
  1989. break;
  1990. }
  1991. if(sd->state.lr_flag != 2)
  1992. sd->ignore_mdef_ele |= 1<<val;
  1993. break;
  1994. case SP_IGNORE_MDEF_RACE:
  1995. if(sd->state.lr_flag != 2)
  1996. sd->ignore_mdef_race |= 1<<val;
  1997. break;
  1998. case SP_PERFECT_HIT_RATE:
  1999. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  2000. sd->perfect_hit = val;
  2001. break;
  2002. case SP_PERFECT_HIT_ADD_RATE:
  2003. if(sd->state.lr_flag != 2)
  2004. sd->perfect_hit_add += val;
  2005. break;
  2006. case SP_CRITICAL_RATE:
  2007. if(sd->state.lr_flag != 2)
  2008. sd->critical_rate+=val;
  2009. break;
  2010. case SP_DEF_RATIO_ATK_ELE:
  2011. if(val >= ELE_MAX) {
  2012. ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
  2013. break;
  2014. }
  2015. if(!sd->state.lr_flag)
  2016. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  2017. else if(sd->state.lr_flag == 1)
  2018. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  2019. break;
  2020. case SP_DEF_RATIO_ATK_RACE:
  2021. if(val >= RC_MAX) {
  2022. ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
  2023. break;
  2024. }
  2025. if(!sd->state.lr_flag)
  2026. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  2027. else if(sd->state.lr_flag == 1)
  2028. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  2029. break;
  2030. case SP_HIT_RATE:
  2031. if(sd->state.lr_flag != 2)
  2032. sd->hit_rate += val;
  2033. break;
  2034. case SP_FLEE_RATE:
  2035. if(sd->state.lr_flag != 2)
  2036. sd->flee_rate += val;
  2037. break;
  2038. case SP_FLEE2_RATE:
  2039. if(sd->state.lr_flag != 2)
  2040. sd->flee2_rate += val;
  2041. break;
  2042. case SP_DEF_RATE:
  2043. if(sd->state.lr_flag != 2)
  2044. sd->def_rate += val;
  2045. break;
  2046. case SP_DEF2_RATE:
  2047. if(sd->state.lr_flag != 2)
  2048. sd->def2_rate += val;
  2049. break;
  2050. case SP_MDEF_RATE:
  2051. if(sd->state.lr_flag != 2)
  2052. sd->mdef_rate += val;
  2053. break;
  2054. case SP_MDEF2_RATE:
  2055. if(sd->state.lr_flag != 2)
  2056. sd->mdef2_rate += val;
  2057. break;
  2058. case SP_RESTART_FULL_RECOVER:
  2059. if(sd->state.lr_flag != 2)
  2060. sd->special_state.restart_full_recover = 1;
  2061. break;
  2062. case SP_NO_CASTCANCEL:
  2063. if(sd->state.lr_flag != 2)
  2064. sd->special_state.no_castcancel = 1;
  2065. break;
  2066. case SP_NO_CASTCANCEL2:
  2067. if(sd->state.lr_flag != 2)
  2068. sd->special_state.no_castcancel2 = 1;
  2069. break;
  2070. case SP_NO_SIZEFIX:
  2071. if(sd->state.lr_flag != 2)
  2072. sd->special_state.no_sizefix = 1;
  2073. break;
  2074. case SP_NO_MAGIC_DAMAGE:
  2075. if(sd->state.lr_flag == 2)
  2076. break;
  2077. val+= sd->special_state.no_magic_damage;
  2078. sd->special_state.no_magic_damage = cap_value(val,0,100);
  2079. break;
  2080. case SP_NO_WEAPON_DAMAGE:
  2081. if(sd->state.lr_flag == 2)
  2082. break;
  2083. val+= sd->special_state.no_weapon_damage;
  2084. sd->special_state.no_weapon_damage = cap_value(val,0,100);
  2085. break;
  2086. case SP_NO_MISC_DAMAGE:
  2087. if(sd->state.lr_flag == 2)
  2088. break;
  2089. val+= sd->special_state.no_misc_damage;
  2090. sd->special_state.no_misc_damage = cap_value(val,0,100);
  2091. break;
  2092. case SP_NO_GEMSTONE:
  2093. if(sd->state.lr_flag != 2)
  2094. sd->special_state.no_gemstone = 1;
  2095. break;
  2096. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  2097. if(sd->state.lr_flag != 2) {
  2098. sd->special_state.intravision = 1;
  2099. clif_status_load(&sd->bl, SI_INTRAVISION, 1);
  2100. }
  2101. break;
  2102. case SP_NO_KNOCKBACK:
  2103. if(sd->state.lr_flag != 2)
  2104. sd->special_state.no_knockback = 1;
  2105. break;
  2106. case SP_SPLASH_RANGE:
  2107. if(sd->splash_range < val)
  2108. sd->splash_range = val;
  2109. break;
  2110. case SP_SPLASH_ADD_RANGE:
  2111. sd->splash_add_range += val;
  2112. break;
  2113. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  2114. if(sd->state.lr_flag != 2)
  2115. sd->short_weapon_damage_return += val;
  2116. break;
  2117. case SP_LONG_WEAPON_DAMAGE_RETURN:
  2118. if(sd->state.lr_flag != 2)
  2119. sd->long_weapon_damage_return += val;
  2120. break;
  2121. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  2122. if(sd->state.lr_flag != 2)
  2123. sd->magic_damage_return += val;
  2124. break;
  2125. case SP_ALL_STATS: // [Valaris]
  2126. if(sd->state.lr_flag!=2) {
  2127. sd->param_bonus[SP_STR-SP_STR]+=val;
  2128. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2129. sd->param_bonus[SP_VIT-SP_STR]+=val;
  2130. sd->param_bonus[SP_INT-SP_STR]+=val;
  2131. sd->param_bonus[SP_DEX-SP_STR]+=val;
  2132. sd->param_bonus[SP_LUK-SP_STR]+=val;
  2133. }
  2134. break;
  2135. case SP_AGI_VIT: // [Valaris]
  2136. if(sd->state.lr_flag!=2) {
  2137. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2138. sd->param_bonus[SP_VIT-SP_STR]+=val;
  2139. }
  2140. break;
  2141. case SP_AGI_DEX_STR: // [Valaris]
  2142. if(sd->state.lr_flag!=2) {
  2143. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2144. sd->param_bonus[SP_DEX-SP_STR]+=val;
  2145. sd->param_bonus[SP_STR-SP_STR]+=val;
  2146. }
  2147. break;
  2148. case SP_PERFECT_HIDE: // [Valaris]
  2149. if(sd->state.lr_flag!=2)
  2150. sd->special_state.perfect_hiding=1;
  2151. break;
  2152. case SP_UNBREAKABLE:
  2153. if(sd->state.lr_flag!=2)
  2154. sd->unbreakable += val;
  2155. break;
  2156. case SP_UNBREAKABLE_WEAPON:
  2157. if(sd->state.lr_flag != 2)
  2158. sd->unbreakable_equip |= EQP_WEAPON;
  2159. break;
  2160. case SP_UNBREAKABLE_ARMOR:
  2161. if(sd->state.lr_flag != 2)
  2162. sd->unbreakable_equip |= EQP_ARMOR;
  2163. break;
  2164. case SP_UNBREAKABLE_HELM:
  2165. if(sd->state.lr_flag != 2)
  2166. sd->unbreakable_equip |= EQP_HELM;
  2167. break;
  2168. case SP_UNBREAKABLE_SHIELD:
  2169. if(sd->state.lr_flag != 2)
  2170. sd->unbreakable_equip |= EQP_SHIELD;
  2171. break;
  2172. case SP_UNBREAKABLE_GARMENT:
  2173. if(sd->state.lr_flag != 2)
  2174. sd->unbreakable_equip |= EQP_GARMENT;
  2175. break;
  2176. case SP_UNBREAKABLE_SHOES:
  2177. if(sd->state.lr_flag != 2)
  2178. sd->unbreakable_equip |= EQP_SHOES;
  2179. break;
  2180. case SP_CLASSCHANGE: // [Valaris]
  2181. if(sd->state.lr_flag !=2)
  2182. sd->classchange=val;
  2183. break;
  2184. case SP_LONG_ATK_RATE:
  2185. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  2186. sd->long_attack_atk_rate+=val;
  2187. break;
  2188. case SP_BREAK_WEAPON_RATE:
  2189. if(sd->state.lr_flag != 2)
  2190. sd->break_weapon_rate+=val;
  2191. break;
  2192. case SP_BREAK_ARMOR_RATE:
  2193. if(sd->state.lr_flag != 2)
  2194. sd->break_armor_rate+=val;
  2195. break;
  2196. case SP_ADD_STEAL_RATE:
  2197. if(sd->state.lr_flag != 2)
  2198. sd->add_steal_rate+=val;
  2199. break;
  2200. case SP_DELAYRATE:
  2201. if(sd->state.lr_flag != 2)
  2202. sd->delayrate+=val;
  2203. break;
  2204. case SP_CRIT_ATK_RATE:
  2205. if(sd->state.lr_flag != 2)
  2206. sd->crit_atk_rate += val;
  2207. break;
  2208. case SP_NO_REGEN:
  2209. if(sd->state.lr_flag != 2)
  2210. sd->regen.state.block|=val;
  2211. break;
  2212. case SP_UNSTRIPABLE_WEAPON:
  2213. if(sd->state.lr_flag != 2)
  2214. sd->unstripable_equip |= EQP_WEAPON;
  2215. break;
  2216. case SP_UNSTRIPABLE:
  2217. case SP_UNSTRIPABLE_ARMOR:
  2218. if(sd->state.lr_flag != 2)
  2219. sd->unstripable_equip |= EQP_ARMOR;
  2220. break;
  2221. case SP_UNSTRIPABLE_HELM:
  2222. if(sd->state.lr_flag != 2)
  2223. sd->unstripable_equip |= EQP_HELM;
  2224. break;
  2225. case SP_UNSTRIPABLE_SHIELD:
  2226. if(sd->state.lr_flag != 2)
  2227. sd->unstripable_equip |= EQP_SHIELD;
  2228. break;
  2229. case SP_HP_DRAIN_VALUE:
  2230. if(!sd->state.lr_flag) {
  2231. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  2232. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  2233. }
  2234. else if(sd->state.lr_flag == 1) {
  2235. sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
  2236. sd->left_weapon.hp_drain[RC_BOSS].value += val;
  2237. }
  2238. break;
  2239. case SP_SP_DRAIN_VALUE:
  2240. if(!sd->state.lr_flag) {
  2241. sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
  2242. sd->right_weapon.sp_drain[RC_BOSS].value += val;
  2243. }
  2244. else if(sd->state.lr_flag == 1) {
  2245. sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
  2246. sd->left_weapon.sp_drain[RC_BOSS].value += val;
  2247. }
  2248. break;
  2249. case SP_SP_GAIN_VALUE:
  2250. if(!sd->state.lr_flag)
  2251. sd->sp_gain_value += val;
  2252. break;
  2253. case SP_HP_GAIN_VALUE:
  2254. if(!sd->state.lr_flag)
  2255. sd->hp_gain_value += val;
  2256. break;
  2257. case SP_MAGIC_SP_GAIN_VALUE:
  2258. if(!sd->state.lr_flag)
  2259. sd->magic_sp_gain_value += val;
  2260. break;
  2261. case SP_MAGIC_HP_GAIN_VALUE:
  2262. if(!sd->state.lr_flag)
  2263. sd->magic_hp_gain_value += val;
  2264. break;
  2265. case SP_ADD_HEAL_RATE:
  2266. if(sd->state.lr_flag != 2)
  2267. sd->add_heal_rate += val;
  2268. break;
  2269. case SP_ADD_HEAL2_RATE:
  2270. if(sd->state.lr_flag != 2)
  2271. sd->add_heal2_rate += val;
  2272. break;
  2273. case SP_ADD_ITEM_HEAL_RATE:
  2274. if(sd->state.lr_flag != 2)
  2275. sd->itemhealrate2 += val;
  2276. break;
  2277. case SP_WEAPON_MATK:
  2278. if(sd->state.lr_flag != 2)
  2279. sd->sp_weapon_matk += val;
  2280. break;
  2281. case SP_BASE_MATK:
  2282. if(sd->state.lr_flag != 2)
  2283. sd->sp_base_matk += val;
  2284. break;
  2285. default:
  2286. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  2287. break;
  2288. }
  2289. return 0;
  2290. }
  2291. /*==========================================
  2292. * ? 備品による能力等のボ?ナス設定
  2293. *------------------------------------------*/
  2294. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  2295. {
  2296. int i;
  2297. nullpo_ret(sd);
  2298. switch(type){
  2299. case SP_ADDELE:
  2300. if(type2 >= ELE_MAX) {
  2301. ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
  2302. break;
  2303. }
  2304. if(!sd->state.lr_flag)
  2305. sd->right_weapon.addele[type2]+=val;
  2306. else if(sd->state.lr_flag == 1)
  2307. sd->left_weapon.addele[type2]+=val;
  2308. else if(sd->state.lr_flag == 2)
  2309. sd->arrow_addele[type2]+=val;
  2310. break;
  2311. case SP_ADDRACE:
  2312. if(!sd->state.lr_flag)
  2313. sd->right_weapon.addrace[type2]+=val;
  2314. else if(sd->state.lr_flag == 1)
  2315. sd->left_weapon.addrace[type2]+=val;
  2316. else if(sd->state.lr_flag == 2)
  2317. sd->arrow_addrace[type2]+=val;
  2318. break;
  2319. case SP_ADDSIZE:
  2320. if(!sd->state.lr_flag)
  2321. sd->right_weapon.addsize[type2]+=val;
  2322. else if(sd->state.lr_flag == 1)
  2323. sd->left_weapon.addsize[type2]+=val;
  2324. else if(sd->state.lr_flag == 2)
  2325. sd->arrow_addsize[type2]+=val;
  2326. break;
  2327. case SP_SUBELE:
  2328. if(type2 >= ELE_MAX) {
  2329. ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
  2330. break;
  2331. }
  2332. if(sd->state.lr_flag != 2)
  2333. sd->subele[type2]+=val;
  2334. break;
  2335. case SP_SUBRACE:
  2336. if(sd->state.lr_flag != 2)
  2337. sd->subrace[type2]+=val;
  2338. break;
  2339. case SP_ADDEFF:
  2340. if (type2 > SC_MAX) {
  2341. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  2342. break;
  2343. }
  2344. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  2345. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0);
  2346. break;
  2347. case SP_ADDEFF2:
  2348. if (type2 > SC_MAX) {
  2349. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  2350. break;
  2351. }
  2352. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  2353. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF);
  2354. break;
  2355. case SP_RESEFF:
  2356. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  2357. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  2358. break;
  2359. }
  2360. if(sd->state.lr_flag == 2)
  2361. break;
  2362. i = sd->reseff[type2-SC_COMMON_MIN]+val;
  2363. sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000);
  2364. break;
  2365. case SP_MAGIC_ADDELE:
  2366. if(type2 >= ELE_MAX) {
  2367. ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
  2368. break;
  2369. }
  2370. if(sd->state.lr_flag != 2)
  2371. sd->magic_addele[type2]+=val;
  2372. break;
  2373. case SP_MAGIC_ADDRACE:
  2374. if(sd->state.lr_flag != 2)
  2375. sd->magic_addrace[type2]+=val;
  2376. break;
  2377. case SP_MAGIC_ADDSIZE:
  2378. if(sd->state.lr_flag != 2)
  2379. sd->magic_addsize[type2]+=val;
  2380. break;
  2381. case SP_ADD_DAMAGE_CLASS:
  2382. switch (sd->state.lr_flag) {
  2383. case 0: //Right hand
  2384. ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2);
  2385. if (i == ARRAYLENGTH(sd->right_weapon.add_dmg))
  2386. {
  2387. ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg));
  2388. break;
  2389. }
  2390. sd->right_weapon.add_dmg[i].class_ = type2;
  2391. sd->right_weapon.add_dmg[i].rate += val;
  2392. if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up.
  2393. memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0]));
  2394. break;
  2395. case 1: //Left hand
  2396. ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2);
  2397. if (i == ARRAYLENGTH(sd->left_weapon.add_dmg))
  2398. {
  2399. ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg));
  2400. break;
  2401. }
  2402. sd->left_weapon.add_dmg[i].class_ = type2;
  2403. sd->left_weapon.add_dmg[i].rate += val;
  2404. if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up.
  2405. memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0]));
  2406. break;
  2407. }
  2408. break;
  2409. case SP_ADD_MAGIC_DAMAGE_CLASS:
  2410. if(sd->state.lr_flag == 2)
  2411. break;
  2412. ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2);
  2413. if (i == ARRAYLENGTH(sd->add_mdmg))
  2414. {
  2415. ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg));
  2416. break;
  2417. }
  2418. sd->add_mdmg[i].class_ = type2;
  2419. sd->add_mdmg[i].rate += val;
  2420. if (!sd->add_mdmg[i].rate) //Shift the rest of elements up.
  2421. memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0]));
  2422. break;
  2423. case SP_ADD_DEF_CLASS:
  2424. if(sd->state.lr_flag == 2)
  2425. break;
  2426. ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2);
  2427. if (i == ARRAYLENGTH(sd->add_def))
  2428. {
  2429. ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def));
  2430. break;
  2431. }
  2432. sd->add_def[i].class_ = type2;
  2433. sd->add_def[i].rate += val;
  2434. if (!sd->add_def[i].rate) //Shift the rest of elements up.
  2435. memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0]));
  2436. break;
  2437. case SP_ADD_MDEF_CLASS:
  2438. if(sd->state.lr_flag == 2)
  2439. break;
  2440. ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2);
  2441. if (i == ARRAYLENGTH(sd->add_mdef))
  2442. {
  2443. ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef));
  2444. break;
  2445. }
  2446. sd->add_mdef[i].class_ = type2;
  2447. sd->add_mdef[i].rate += val;
  2448. if (!sd->add_mdef[i].rate) //Shift the rest of elements up.
  2449. memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0]));
  2450. break;
  2451. case SP_HP_DRAIN_RATE:
  2452. if(!sd->state.lr_flag) {
  2453. sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
  2454. sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
  2455. sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
  2456. sd->right_weapon.hp_drain[RC_BOSS].per += val;
  2457. }
  2458. else if(sd->state.lr_flag == 1) {
  2459. sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
  2460. sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
  2461. sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
  2462. sd->left_weapon.hp_drain[RC_BOSS].per += val;
  2463. }
  2464. break;
  2465. case SP_HP_DRAIN_VALUE:
  2466. if(!sd->state.lr_flag) {
  2467. sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
  2468. sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
  2469. sd->right_weapon.hp_drain[RC_BOSS].value += type2;
  2470. sd->right_weapon.hp_drain[RC_BOSS].type = val;
  2471. }
  2472. else if(sd->state.lr_flag == 1) {
  2473. sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
  2474. sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
  2475. sd->left_weapon.hp_drain[RC_BOSS].value += type2;
  2476. sd->left_weapon.hp_drain[RC_BOSS].type = val;
  2477. }
  2478. break;
  2479. case SP_SP_DRAIN_RATE:
  2480. if(!sd->state.lr_flag) {
  2481. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2482. sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
  2483. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2484. sd->right_weapon.sp_drain[RC_BOSS].per += val;
  2485. }
  2486. else if(sd->state.lr_flag == 1) {
  2487. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2488. sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
  2489. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2490. sd->left_weapon.sp_drain[RC_BOSS].per += val;
  2491. }
  2492. break;
  2493. case SP_SP_DRAIN_VALUE:
  2494. if(!sd->state.lr_flag) {
  2495. sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
  2496. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2497. sd->right_weapon.sp_drain[RC_BOSS].value += type2;
  2498. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2499. }
  2500. else if(sd->state.lr_flag == 1) {
  2501. sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
  2502. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2503. sd->left_weapon.sp_drain[RC_BOSS].value += type2;
  2504. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2505. }
  2506. break;
  2507. case SP_SP_VANISH_RATE:
  2508. if(sd->state.lr_flag != 2) {
  2509. sd->sp_vanish_rate += type2;
  2510. sd->sp_vanish_per += val;
  2511. }
  2512. break;
  2513. case SP_GET_ZENY_NUM:
  2514. if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
  2515. {
  2516. sd->get_zeny_rate = val;
  2517. sd->get_zeny_num = type2;
  2518. }
  2519. break;
  2520. case SP_ADD_GET_ZENY_NUM:
  2521. if(sd->state.lr_flag != 2)
  2522. {
  2523. sd->get_zeny_rate += val;
  2524. sd->get_zeny_num += type2;
  2525. }
  2526. break;
  2527. case SP_WEAPON_COMA_ELE:
  2528. if(type2 >= ELE_MAX) {
  2529. ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
  2530. break;
  2531. }
  2532. if(sd->state.lr_flag == 2)
  2533. break;
  2534. sd->weapon_coma_ele[type2] += val;
  2535. sd->special_state.bonus_coma = 1;
  2536. break;
  2537. case SP_WEAPON_COMA_RACE:
  2538. if(sd->state.lr_flag == 2)
  2539. break;
  2540. sd->weapon_coma_race[type2] += val;
  2541. sd->special_state.bonus_coma = 1;
  2542. break;
  2543. case SP_WEAPON_ATK:
  2544. if(sd->state.lr_flag != 2)
  2545. sd->weapon_atk[type2]+=val;
  2546. break;
  2547. case SP_WEAPON_ATK_RATE:
  2548. if(sd->state.lr_flag != 2)
  2549. sd->weapon_atk_rate[type2]+=val;
  2550. break;
  2551. case SP_CRITICAL_ADDRACE:
  2552. if(sd->state.lr_flag != 2)
  2553. sd->critaddrace[type2] += val*10;
  2554. break;
  2555. case SP_ADDEFF_WHENHIT:
  2556. if (type2 > SC_MAX) {
  2557. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  2558. break;
  2559. }
  2560. if(sd->state.lr_flag != 2)
  2561. pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0);
  2562. break;
  2563. case SP_SKILL_ATK:
  2564. if(sd->state.lr_flag == 2)
  2565. break;
  2566. ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2);
  2567. if (i == ARRAYLENGTH(sd->skillatk))
  2568. { //Better mention this so the array length can be updated. [Skotlex]
  2569. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val);
  2570. break;
  2571. }
  2572. if (sd->skillatk[i].id == type2)
  2573. sd->skillatk[i].val += val;
  2574. else {
  2575. sd->skillatk[i].id = type2;
  2576. sd->skillatk[i].val = val;
  2577. }
  2578. break;
  2579. case SP_SKILL_HEAL:
  2580. if(sd->state.lr_flag == 2)
  2581. break;
  2582. ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2);
  2583. if (i == ARRAYLENGTH(sd->skillheal))
  2584. { // Better mention this so the array length can be updated. [Skotlex]
  2585. ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val);
  2586. break;
  2587. }
  2588. if (sd->skillheal[i].id == type2)
  2589. sd->skillheal[i].val += val;
  2590. else {
  2591. sd->skillheal[i].id = type2;
  2592. sd->skillheal[i].val = val;
  2593. }
  2594. break;
  2595. case SP_SKILL_HEAL2:
  2596. if(sd->state.lr_flag == 2)
  2597. break;
  2598. ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2);
  2599. if (i == ARRAYLENGTH(sd->skillheal2))
  2600. { // Better mention this so the array length can be updated. [Skotlex]
  2601. ShowDebug("run_script: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val);
  2602. break;
  2603. }
  2604. if (sd->skillheal2[i].id == type2)
  2605. sd->skillheal2[i].val += val;
  2606. else {
  2607. sd->skillheal2[i].id = type2;
  2608. sd->skillheal2[i].val = val;
  2609. }
  2610. break;
  2611. case SP_ADD_SKILL_BLOW:
  2612. if(sd->state.lr_flag == 2)
  2613. break;
  2614. ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2);
  2615. if (i == ARRAYLENGTH(sd->skillblown))
  2616. { //Better mention this so the array length can be updated. [Skotlex]
  2617. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val);
  2618. break;
  2619. }
  2620. if(sd->skillblown[i].id == type2)
  2621. sd->skillblown[i].val += val;
  2622. else {
  2623. sd->skillblown[i].id = type2;
  2624. sd->skillblown[i].val = val;
  2625. }
  2626. break;
  2627. case SP_CASTRATE:
  2628. if(sd->state.lr_flag == 2)
  2629. break;
  2630. ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
  2631. if (i == ARRAYLENGTH(sd->skillcast))
  2632. { //Better mention this so the array length can be updated. [Skotlex]
  2633. ShowDebug("run_script: bonus2 bCastRate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcast), type2, val);
  2634. break;
  2635. }
  2636. if(sd->skillcast[i].id == type2)
  2637. sd->skillcast[i].val += val;
  2638. else {
  2639. sd->skillcast[i].id = type2;
  2640. sd->skillcast[i].val = val;
  2641. }
  2642. break;
  2643. case SP_HP_LOSS_RATE:
  2644. if(sd->state.lr_flag != 2) {
  2645. sd->hp_loss.value = type2;
  2646. sd->hp_loss.rate = val;
  2647. }
  2648. break;
  2649. case SP_HP_REGEN_RATE:
  2650. if(sd->state.lr_flag != 2) {
  2651. sd->hp_regen.value = type2;
  2652. sd->hp_regen.rate = val;
  2653. }
  2654. break;
  2655. case SP_ADDRACE2:
  2656. if (!(type2 > RC2_NONE && type2 < RC2_MAX))
  2657. break;
  2658. if(sd->state.lr_flag != 2)
  2659. sd->right_weapon.addrace2[type2] += val;
  2660. else
  2661. sd->left_weapon.addrace2[type2] += val;
  2662. break;
  2663. case SP_SUBSIZE:
  2664. if(sd->state.lr_flag != 2)
  2665. sd->subsize[type2]+=val;
  2666. break;
  2667. case SP_SUBRACE2:
  2668. if (!(type2 > RC2_NONE && type2 < RC2_MAX))
  2669. break;
  2670. if(sd->state.lr_flag != 2)
  2671. sd->subrace2[type2]+=val;
  2672. break;
  2673. case SP_ADD_ITEM_HEAL_RATE:
  2674. if(sd->state.lr_flag == 2)
  2675. break;
  2676. if (type2 < MAX_ITEMGROUP) { //Group bonus
  2677. sd->itemgrouphealrate[type2] += val;
  2678. break;
  2679. }
  2680. //Standard item bonus.
  2681. for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
  2682. if(i == ARRAYLENGTH(sd->itemhealrate)) {
  2683. ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate));
  2684. break;
  2685. }
  2686. sd->itemhealrate[i].nameid = type2;
  2687. sd->itemhealrate[i].rate += val;
  2688. break;
  2689. case SP_EXP_ADDRACE:
  2690. if(sd->state.lr_flag != 2)
  2691. sd->expaddrace[type2]+=val;
  2692. break;
  2693. case SP_SP_GAIN_RACE:
  2694. if(sd->state.lr_flag != 2)
  2695. sd->sp_gain_race[type2]+=val;
  2696. break;
  2697. case SP_ADD_MONSTER_DROP_ITEM:
  2698. if (sd->state.lr_flag != 2)
  2699. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2700. break;
  2701. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2702. if (sd->state.lr_flag != 2)
  2703. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2704. break;
  2705. case SP_SP_LOSS_RATE:
  2706. if(sd->state.lr_flag != 2) {
  2707. sd->sp_loss.value = type2;
  2708. sd->sp_loss.rate = val;
  2709. }
  2710. break;
  2711. case SP_SP_REGEN_RATE:
  2712. if(sd->state.lr_flag != 2) {
  2713. sd->sp_regen.value = type2;
  2714. sd->sp_regen.rate = val;
  2715. }
  2716. break;
  2717. case SP_HP_DRAIN_VALUE_RACE:
  2718. if(!sd->state.lr_flag) {
  2719. sd->right_weapon.hp_drain[type2].value += val;
  2720. }
  2721. else if(sd->state.lr_flag == 1) {
  2722. sd->left_weapon.hp_drain[type2].value += val;
  2723. }
  2724. break;
  2725. case SP_SP_DRAIN_VALUE_RACE:
  2726. if(!sd->state.lr_flag) {
  2727. sd->right_weapon.sp_drain[type2].value += val;
  2728. }
  2729. else if(sd->state.lr_flag == 1) {
  2730. sd->left_weapon.sp_drain[type2].value += val;
  2731. }
  2732. break;
  2733. case SP_IGNORE_MDEF_RATE:
  2734. if(sd->state.lr_flag != 2)
  2735. sd->ignore_mdef[type2] += val;
  2736. break;
  2737. case SP_IGNORE_DEF_RATE:
  2738. if(sd->state.lr_flag != 2)
  2739. sd->ignore_def[type2] += val;
  2740. break;
  2741. case SP_SP_GAIN_RACE_ATTACK:
  2742. if(sd->state.lr_flag != 2)
  2743. sd->sp_gain_race_attack[type2] = cap_value(sd->sp_gain_race_attack[type2] + val, 0, INT16_MAX);
  2744. break;
  2745. case SP_HP_GAIN_RACE_ATTACK:
  2746. if(sd->state.lr_flag != 2)
  2747. sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX);
  2748. break;
  2749. default:
  2750. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  2751. break;
  2752. }
  2753. return 0;
  2754. }
  2755. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  2756. {
  2757. nullpo_ret(sd);
  2758. switch(type){
  2759. case SP_ADD_MONSTER_DROP_ITEM:
  2760. if(sd->state.lr_flag != 2)
  2761. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<<type3, val);
  2762. break;
  2763. case SP_ADD_CLASS_DROP_ITEM:
  2764. if(sd->state.lr_flag != 2)
  2765. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, -type3, val);
  2766. break;
  2767. case SP_AUTOSPELL:
  2768. if(sd->state.lr_flag != 2)
  2769. {
  2770. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  2771. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  2772. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
  2773. target?-type2:type2, type3, val, 0, current_equip_card_id);
  2774. }
  2775. break;
  2776. case SP_AUTOSPELL_WHENHIT:
  2777. if(sd->state.lr_flag != 2)
  2778. {
  2779. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  2780. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  2781. pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
  2782. target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id);
  2783. }
  2784. break;
  2785. case SP_SP_DRAIN_RATE:
  2786. if(!sd->state.lr_flag) {
  2787. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2788. sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
  2789. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2790. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2791. sd->right_weapon.sp_drain[RC_BOSS].per += type3;
  2792. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2793. }
  2794. else if(sd->state.lr_flag == 1) {
  2795. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2796. sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
  2797. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2798. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2799. sd->left_weapon.sp_drain[RC_BOSS].per += type3;
  2800. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2801. }
  2802. break;
  2803. case SP_HP_DRAIN_RATE_RACE:
  2804. if(!sd->state.lr_flag) {
  2805. sd->right_weapon.hp_drain[type2].rate += type3;
  2806. sd->right_weapon.hp_drain[type2].per += val;
  2807. }
  2808. else if(sd->state.lr_flag == 1) {
  2809. sd->left_weapon.hp_drain[type2].rate += type3;
  2810. sd->left_weapon.hp_drain[type2].per += val;
  2811. }
  2812. break;
  2813. case SP_SP_DRAIN_RATE_RACE:
  2814. if(!sd->state.lr_flag) {
  2815. sd->right_weapon.sp_drain[type2].rate += type3;
  2816. sd->right_weapon.sp_drain[type2].per += val;
  2817. }
  2818. else if(sd->state.lr_flag == 1) {
  2819. sd->left_weapon.sp_drain[type2].rate += type3;
  2820. sd->left_weapon.sp_drain[type2].per += val;
  2821. }
  2822. break;
  2823. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2824. if (sd->state.lr_flag != 2)
  2825. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1<<type3, val);
  2826. break;
  2827. case SP_ADDEFF:
  2828. if (type2 > SC_MAX) {
  2829. ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
  2830. break;
  2831. }
  2832. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  2833. sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val);
  2834. break;
  2835. case SP_ADDEFF_WHENHIT:
  2836. if (type2 > SC_MAX) {
  2837. ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
  2838. break;
  2839. }
  2840. if(sd->state.lr_flag != 2)
  2841. pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val);
  2842. break;
  2843. case SP_ADDEFF_ONSKILL:
  2844. if( type3 > SC_MAX ) {
  2845. ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3);
  2846. break;
  2847. }
  2848. if( sd->state.lr_flag != 2 )
  2849. pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET);
  2850. break;
  2851. case SP_ADDELE:
  2852. if (type2 > ELE_MAX) {
  2853. ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2);
  2854. break;
  2855. }
  2856. if (sd->state.lr_flag != 2)
  2857. pc_bonus_addele(sd, (unsigned char)type2, type3, val);
  2858. break;
  2859. case SP_SUBELE:
  2860. if (type2 > ELE_MAX) {
  2861. ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2);
  2862. break;
  2863. }
  2864. if (sd->state.lr_flag != 2)
  2865. pc_bonus_subele(sd, (unsigned char)type2, type3, val);
  2866. break;
  2867. default:
  2868. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  2869. break;
  2870. }
  2871. return 0;
  2872. }
  2873. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  2874. {
  2875. nullpo_ret(sd);
  2876. switch(type){
  2877. case SP_AUTOSPELL:
  2878. if(sd->state.lr_flag != 2)
  2879. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id);
  2880. break;
  2881. case SP_AUTOSPELL_WHENHIT:
  2882. if(sd->state.lr_flag != 2)
  2883. pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id);
  2884. break;
  2885. case SP_AUTOSPELL_ONSKILL:
  2886. if(sd->state.lr_flag != 2)
  2887. {
  2888. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  2889. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  2890. pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id);
  2891. }
  2892. break;
  2893. case SP_ADDEFF_ONSKILL:
  2894. if( type2 > SC_MAX ) {
  2895. ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2);
  2896. break;
  2897. }
  2898. if( sd->state.lr_flag != 2 )
  2899. pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
  2900. break;
  2901. default:
  2902. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  2903. break;
  2904. }
  2905. return 0;
  2906. }
  2907. int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
  2908. {
  2909. nullpo_ret(sd);
  2910. switch(type){
  2911. case SP_AUTOSPELL:
  2912. if(sd->state.lr_flag != 2)
  2913. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
  2914. break;
  2915. case SP_AUTOSPELL_WHENHIT:
  2916. if(sd->state.lr_flag != 2)
  2917. pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
  2918. break;
  2919. case SP_AUTOSPELL_ONSKILL:
  2920. if(sd->state.lr_flag != 2)
  2921. pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id);
  2922. break;
  2923. default:
  2924. ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val);
  2925. break;
  2926. }
  2927. return 0;
  2928. }
  2929. /*==========================================
  2930. * Grants a player a given skill. Flag values are:
  2931. * 0 - Grant skill unconditionally and forever (only this one invokes status_calc_pc,
  2932. * as the other two are assumed to be invoked from within it)
  2933. * 1 - Grant an item skill (temporary)
  2934. * 2 - Like 1, except the level granted can stack with previously learned level.
  2935. *------------------------------------------*/
  2936. int pc_skill(TBL_PC* sd, int id, int level, int flag)
  2937. {
  2938. nullpo_ret(sd);
  2939. if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) {
  2940. ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
  2941. return 0;
  2942. }
  2943. if( level > MAX_SKILL_LEVEL ) {
  2944. ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
  2945. return 0;
  2946. }
  2947. if( flag == 2 && sd->status.skill[id].lv + level > MAX_SKILL_LEVEL ) {
  2948. ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[id].lv);
  2949. return 0;
  2950. }
  2951. switch( flag ){
  2952. case 0: //Set skill data overwriting whatever was there before.
  2953. sd->status.skill[id].id = id;
  2954. sd->status.skill[id].lv = level;
  2955. sd->status.skill[id].flag = SKILL_FLAG_PERMANENT;
  2956. if( level == 0 ) //Remove skill.
  2957. {
  2958. sd->status.skill[id].id = 0;
  2959. clif_deleteskill(sd,id);
  2960. }
  2961. else
  2962. clif_addskill(sd,id);
  2963. if( !skill_get_inf(id) ) //Only recalculate for passive skills.
  2964. status_calc_pc(sd, 0);
  2965. break;
  2966. case 1: //Item bonus skill.
  2967. if( sd->status.skill[id].id == id ){
  2968. if( sd->status.skill[id].lv >= level )
  2969. return 0;
  2970. if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
  2971. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv;
  2972. } else {
  2973. sd->status.skill[id].id = id;
  2974. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY;
  2975. }
  2976. sd->status.skill[id].lv = level;
  2977. break;
  2978. case 2: //Add skill bonus on top of what you had.
  2979. if( sd->status.skill[id].id == id ){
  2980. if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT )
  2981. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Store previous level.
  2982. } else {
  2983. sd->status.skill[id].id = id;
  2984. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
  2985. }
  2986. sd->status.skill[id].lv += level;
  2987. break;
  2988. default: //Unknown flag?
  2989. return 0;
  2990. }
  2991. return 1;
  2992. }
  2993. /*==========================================
  2994. * カ?ド?入
  2995. *------------------------------------------*/
  2996. int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip)
  2997. {
  2998. int i;
  2999. int nameid;
  3000. nullpo_ret(sd);
  3001. if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL )
  3002. return 0; //Invalid item index.
  3003. if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL )
  3004. return 0; //Invalid card index.
  3005. if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 )
  3006. return 0; // target item missing
  3007. if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 )
  3008. return 0; // target card missing
  3009. if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR )
  3010. return 0; // only weapons and armor are allowed
  3011. if( sd->inventory_data[idx_card]->type != IT_CARD )
  3012. return 0; // must be a card
  3013. if( sd->status.inventory[idx_equip].identify == 0 )
  3014. return 0; // target must be identified
  3015. if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) )
  3016. return 0; // card slots reserved for other purposes
  3017. if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 )
  3018. return 0; // card cannot be compounded on this item type
  3019. if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD )
  3020. return 0; // attempted to place shield card on left-hand weapon.
  3021. if( sd->status.inventory[idx_equip].equip != 0 )
  3022. return 0; // item must be unequipped
  3023. ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 );
  3024. if( i == sd->inventory_data[idx_equip]->slot )
  3025. return 0; // no free slots
  3026. // remember the card id to insert
  3027. nameid = sd->status.inventory[idx_card].nameid;
  3028. if( pc_delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 )
  3029. {// failed
  3030. clif_insert_card(sd,idx_equip,idx_card,1);
  3031. }
  3032. else
  3033. {// success
  3034. log_pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->status.inventory[idx_equip]);
  3035. sd->status.inventory[idx_equip].card[i] = nameid;
  3036. log_pick_pc(sd, LOG_TYPE_OTHER, 1, &sd->status.inventory[idx_equip]);
  3037. clif_insert_card(sd,idx_equip,idx_card,0);
  3038. }
  3039. return 0;
  3040. }
  3041. //
  3042. // アイテム物
  3043. //
  3044. /*==========================================
  3045. * スキルによる買い値修正
  3046. *------------------------------------------*/
  3047. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  3048. {
  3049. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  3050. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  3051. rate1 = 5+skill*2-((skill==10)? 1:0);
  3052. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  3053. rate2 = 5+skill*4;
  3054. if(rate1 < rate2) rate1 = rate2;
  3055. if(rate1)
  3056. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  3057. if(val < 0) val = 0;
  3058. if(orig_value > 0 && val < 1) val = 1;
  3059. return val;
  3060. }
  3061. /*==========================================
  3062. * スキルによる?り値修正
  3063. *------------------------------------------*/
  3064. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  3065. {
  3066. int skill,val = orig_value,rate = 0;
  3067. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  3068. rate = 5+skill*2-((skill==10)? 1:0);
  3069. if(rate)
  3070. val = (int)((double)orig_value*(double)(100+rate)/100.);
  3071. if(val < 0) val = 0;
  3072. if(orig_value > 0 && val < 1) val = 1;
  3073. return val;
  3074. }
  3075. /*==========================================
  3076. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  3077. * 3万個制限にかかるか確認
  3078. *------------------------------------------*/
  3079. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  3080. {
  3081. int i;
  3082. nullpo_ret(sd);
  3083. if(amount > MAX_AMOUNT)
  3084. return ADDITEM_OVERAMOUNT;
  3085. if(!itemdb_isstackable(nameid))
  3086. return ADDITEM_NEW;
  3087. for(i=0;i<MAX_INVENTORY;i++){
  3088. // FIXME: This does not consider the checked item's cards, thus could check a wrong slot for stackability.
  3089. if(sd->status.inventory[i].nameid==nameid){
  3090. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  3091. return ADDITEM_OVERAMOUNT;
  3092. return ADDITEM_EXIST;
  3093. }
  3094. }
  3095. return ADDITEM_NEW;
  3096. }
  3097. /*==========================================
  3098. * 空きアイテム欄の個?
  3099. *------------------------------------------*/
  3100. int pc_inventoryblank(struct map_session_data *sd)
  3101. {
  3102. int i,b;
  3103. nullpo_ret(sd);
  3104. for(i=0,b=0;i<MAX_INVENTORY;i++){
  3105. if(sd->status.inventory[i].nameid==0)
  3106. b++;
  3107. }
  3108. return b;
  3109. }
  3110. /*==========================================
  3111. * attempts to remove zeny from player (sd)
  3112. *------------------------------------------*/
  3113. int pc_payzeny(struct map_session_data *sd,int zeny)
  3114. {
  3115. nullpo_ret(sd);
  3116. if( zeny < 0 )
  3117. {
  3118. ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
  3119. return 1;
  3120. }
  3121. if( sd->status.zeny < zeny )
  3122. return 1; //Not enough.
  3123. sd->status.zeny -= zeny;
  3124. clif_updatestatus(sd,SP_ZENY);
  3125. if( zeny > 0 && sd->state.showzeny ) {
  3126. char output[255];
  3127. sprintf(output, "Removed %dz.", zeny);
  3128. clif_disp_onlyself(sd,output,strlen(output));
  3129. }
  3130. return 0;
  3131. }
  3132. /*==========================================
  3133. * Cash Shop
  3134. *------------------------------------------*/
  3135. void pc_paycash(struct map_session_data *sd, int price, int points)
  3136. {
  3137. char output[128];
  3138. int cash;
  3139. nullpo_retv(sd);
  3140. if( price < 0 || points < 0 )
  3141. {
  3142. ShowError("pc_paycash: Paying negative points (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
  3143. return;
  3144. }
  3145. if( points > price )
  3146. {
  3147. ShowWarning("pc_paycash: More kafra points provided than needed (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
  3148. points = price;
  3149. }
  3150. cash = price-points;
  3151. if( sd->cashPoints < cash || sd->kafraPoints < points )
  3152. {
  3153. ShowError("pc_paycash: Not enough points (cash=%d, kafra=%d) to cover the price (cash=%d, kafra=%d) (account_id=%d, char_id=%d).\n", sd->cashPoints, sd->kafraPoints, cash, points, sd->status.account_id, sd->status.char_id);
  3154. return;
  3155. }
  3156. pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints-cash);
  3157. pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints-points);
  3158. if( battle_config.cashshop_show_points )
  3159. {
  3160. sprintf(output, msg_txt(504), points, cash, sd->kafraPoints, sd->cashPoints);
  3161. clif_disp_onlyself(sd, output, strlen(output));
  3162. }
  3163. }
  3164. void pc_getcash(struct map_session_data *sd, int cash, int points)
  3165. {
  3166. char output[128];
  3167. nullpo_retv(sd);
  3168. if( cash > 0 )
  3169. {
  3170. if( cash > MAX_ZENY-sd->cashPoints )
  3171. {
  3172. ShowWarning("pc_getcash: Cash point overflow (cash=%d, have cash=%d, account_id=%d, char_id=%d).\n", cash, sd->cashPoints, sd->status.account_id, sd->status.char_id);
  3173. cash = MAX_ZENY-sd->cashPoints;
  3174. }
  3175. pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints+cash);
  3176. if( battle_config.cashshop_show_points )
  3177. {
  3178. sprintf(output, msg_txt(505), cash, sd->cashPoints);
  3179. clif_disp_onlyself(sd, output, strlen(output));
  3180. }
  3181. }
  3182. else if( cash < 0 )
  3183. {
  3184. ShowError("pc_getcash: Obtaining negative cash points (cash=%d, account_id=%d, char_id=%d).\n", cash, sd->status.account_id, sd->status.char_id);
  3185. }
  3186. if( points > 0 )
  3187. {
  3188. if( points > MAX_ZENY-sd->kafraPoints )
  3189. {
  3190. ShowWarning("pc_getcash: Kafra point overflow (points=%d, have points=%d, account_id=%d, char_id=%d).\n", points, sd->kafraPoints, sd->status.account_id, sd->status.char_id);
  3191. points = MAX_ZENY-sd->kafraPoints;
  3192. }
  3193. pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints+points);
  3194. if( battle_config.cashshop_show_points )
  3195. {
  3196. sprintf(output, msg_txt(506), points, sd->kafraPoints);
  3197. clif_disp_onlyself(sd, output, strlen(output));
  3198. }
  3199. }
  3200. else if( points < 0 )
  3201. {
  3202. ShowError("pc_getcash: Obtaining negative kafra points (points=%d, account_id=%d, char_id=%d).\n", points, sd->status.account_id, sd->status.char_id);
  3203. }
  3204. }
  3205. /*==========================================
  3206. * Attempts to give zeny to player (sd)
  3207. *------------------------------------------*/
  3208. int pc_getzeny(struct map_session_data *sd,int zeny)
  3209. {
  3210. nullpo_ret(sd);
  3211. if( zeny < 0 )
  3212. {
  3213. ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
  3214. return 1;
  3215. }
  3216. if( zeny > MAX_ZENY - sd->status.zeny )
  3217. zeny = MAX_ZENY - sd->status.zeny;
  3218. sd->status.zeny += zeny;
  3219. clif_updatestatus(sd,SP_ZENY);
  3220. if( zeny > 0 && sd->state.showzeny ) {
  3221. char output[255];
  3222. sprintf(output, "Gained %dz.", zeny);
  3223. clif_disp_onlyself(sd,output,strlen(output));
  3224. }
  3225. return 0;
  3226. }
  3227. /*==========================================
  3228. * アイテムを探して、インデックスを返す
  3229. *------------------------------------------*/
  3230. int pc_search_inventory(struct map_session_data *sd,int item_id)
  3231. {
  3232. int i;
  3233. nullpo_retr(-1, sd);
  3234. ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) );
  3235. return ( i < MAX_INVENTORY ) ? i : -1;
  3236. }
  3237. /*==========================================
  3238. * アイテム追加。個?のみitem構造?の?字を無視
  3239. *------------------------------------------*/
  3240. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
  3241. {
  3242. struct item_data *data;
  3243. int i;
  3244. unsigned int w;
  3245. nullpo_retr(1, sd);
  3246. nullpo_retr(1, item_data);
  3247. if( item_data->nameid <= 0 || amount <= 0 )
  3248. return 1;
  3249. if( amount > MAX_AMOUNT )
  3250. return 5;
  3251. data = itemdb_search(item_data->nameid);
  3252. w = data->weight*amount;
  3253. if(sd->weight + w > sd->max_weight)
  3254. return 2;
  3255. if( itemdb_is_rune(item_data->nameid) ) {
  3256. int rune = pc_search_inventory(sd,item_data->nameid);
  3257. if( ( rune >= 0 && sd->status.inventory[rune].amount + amount > MAX_RUNE ) ||
  3258. ( rune == -1 && amount > MAX_RUNE )
  3259. ) {
  3260. clif_msgtable(sd->fd,0x61b);
  3261. return 1;
  3262. }
  3263. }
  3264. i = MAX_INVENTORY;
  3265. if( itemdb_isstackable2(data) && item_data->expire_time == 0 )
  3266. { // Stackable | Non Rental
  3267. for( i = 0; i < MAX_INVENTORY; i++ )
  3268. {
  3269. if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 )
  3270. {
  3271. if( amount > MAX_AMOUNT - sd->status.inventory[i].amount )
  3272. return 5;
  3273. sd->status.inventory[i].amount += amount;
  3274. clif_additem(sd,i,amount,0);
  3275. break;
  3276. }
  3277. }
  3278. }
  3279. if( i >= MAX_INVENTORY )
  3280. {
  3281. i = pc_search_inventory(sd,0);
  3282. if( i < 0 )
  3283. return 4;
  3284. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  3285. // clear equips field first, just in case
  3286. if( item_data->equip )
  3287. sd->status.inventory[i].equip = 0;
  3288. sd->status.inventory[i].amount = amount;
  3289. sd->inventory_data[i] = data;
  3290. clif_additem(sd,i,amount,0);
  3291. }
  3292. log_pick_pc(sd, log_type, amount, &sd->status.inventory[i]);
  3293. sd->weight += w;
  3294. clif_updatestatus(sd,SP_WEIGHT);
  3295. //Auto-equip
  3296. if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
  3297. return 0;
  3298. }
  3299. /*==========================================
  3300. * アイテムを減らす
  3301. *------------------------------------------*/
  3302. int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type)
  3303. {
  3304. nullpo_retr(1, sd);
  3305. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  3306. return 1;
  3307. log_pick_pc(sd, log_type, -amount, &sd->status.inventory[n]);
  3308. sd->status.inventory[n].amount -= amount;
  3309. sd->weight -= sd->inventory_data[n]->weight*amount ;
  3310. if(sd->status.inventory[n].amount<=0){
  3311. if(sd->status.inventory[n].equip)
  3312. pc_unequipitem(sd,n,3);
  3313. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  3314. sd->inventory_data[n] = NULL;
  3315. }
  3316. if(!(type&1))
  3317. clif_delitem(sd,n,amount,reason);
  3318. if(!(type&2))
  3319. clif_updatestatus(sd,SP_WEIGHT);
  3320. return 0;
  3321. }
  3322. /*==========================================
  3323. * アイテムを落す
  3324. *------------------------------------------*/
  3325. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  3326. {
  3327. nullpo_retr(1, sd);
  3328. if(n < 0 || n >= MAX_INVENTORY)
  3329. return 0;
  3330. if(amount <= 0)
  3331. return 0;
  3332. if(sd->status.inventory[n].nameid <= 0 ||
  3333. sd->status.inventory[n].amount <= 0 ||
  3334. sd->status.inventory[n].amount < amount ||
  3335. sd->state.trading || sd->state.vending ||
  3336. !sd->inventory_data[n] //pc_delitem would fail on this case.
  3337. )
  3338. return 0;
  3339. if( map[sd->bl.m].flag.nodrop )
  3340. {
  3341. clif_displaymessage (sd->fd, msg_txt(271));
  3342. return 0; //Can't drop items in nodrop mapflag maps.
  3343. }
  3344. if( !pc_candrop(sd,&sd->status.inventory[n]) )
  3345. {
  3346. clif_displaymessage (sd->fd, msg_txt(263));
  3347. return 0;
  3348. }
  3349. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2))
  3350. return 0;
  3351. pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
  3352. clif_dropitem(sd, n, amount);
  3353. return 1;
  3354. }
  3355. /*==========================================
  3356. * アイテムを拾う
  3357. *------------------------------------------*/
  3358. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  3359. {
  3360. int flag=0;
  3361. unsigned int tick = gettick();
  3362. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  3363. struct party_data *p=NULL;
  3364. nullpo_ret(sd);
  3365. nullpo_ret(fitem);
  3366. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
  3367. return 0; // 距離が遠い
  3368. if (sd->status.party_id)
  3369. p = party_search(sd->status.party_id);
  3370. if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id)
  3371. {
  3372. first_sd = map_charid2sd(fitem->first_get_charid);
  3373. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  3374. if (!(p && p->party.item&1 &&
  3375. first_sd && first_sd->status.party_id == sd->status.party_id
  3376. ))
  3377. return 0;
  3378. }
  3379. else
  3380. if(fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id)
  3381. {
  3382. second_sd = map_charid2sd(fitem->second_get_charid);
  3383. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  3384. if(!(p && p->party.item&1 &&
  3385. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  3386. (second_sd && second_sd->status.party_id == sd->status.party_id))
  3387. ))
  3388. return 0;
  3389. }
  3390. else
  3391. if(fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id)
  3392. {
  3393. third_sd = map_charid2sd(fitem->third_get_charid);
  3394. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  3395. if(!(p && p->party.item&1 &&
  3396. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  3397. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  3398. (third_sd && third_sd->status.party_id == sd->status.party_id))
  3399. ))
  3400. return 0;
  3401. }
  3402. }
  3403. }
  3404. }
  3405. //This function takes care of giving the item to whoever should have it, considering party-share options.
  3406. if ((flag = party_share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) {
  3407. clif_additem(sd,0,0,flag);
  3408. return 1;
  3409. }
  3410. //Display pickup animation.
  3411. pc_stop_attack(sd);
  3412. clif_takeitem(&sd->bl,&fitem->bl);
  3413. map_clearflooritem(fitem->bl.id);
  3414. return 1;
  3415. }
  3416. int pc_isUseitem(struct map_session_data *sd,int n)
  3417. {
  3418. struct item_data *item;
  3419. int nameid;
  3420. nullpo_ret(sd);
  3421. item = sd->inventory_data[n];
  3422. nameid = sd->status.inventory[n].nameid;
  3423. if( item == NULL )
  3424. return 0;
  3425. //Not consumable item
  3426. if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH )
  3427. return 0;
  3428. if( !item->script ) //if it has no script, you can't really consume it!
  3429. return 0;
  3430. switch( nameid )
  3431. {
  3432. case 605: // Anodyne
  3433. if( map_flag_gvg(sd->bl.m) )
  3434. return 0;
  3435. case 606:
  3436. if( pc_issit(sd) )
  3437. return 0;
  3438. break;
  3439. case 601: // Fly Wing
  3440. case 12212: // Giant Fly Wing
  3441. if( map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m) )
  3442. {
  3443. clif_skill_teleportmessage(sd,0);
  3444. return 0;
  3445. }
  3446. case 602: // ButterFly Wing
  3447. case 14527: // Dungeon Teleport Scroll
  3448. case 14581: // Dungeon Teleport Scroll
  3449. case 14582: // Yellow Butterfly Wing
  3450. case 14583: // Green Butterfly Wing
  3451. case 14584: // Red Butterfly Wing
  3452. case 14585: // Blue Butterfly Wing
  3453. case 14591: // Siege Teleport Scroll
  3454. if( sd->duel_group && !battle_config.duel_allow_teleport )
  3455. {
  3456. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  3457. return 0;
  3458. }
  3459. if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn )
  3460. return 0;
  3461. break;
  3462. case 604: // Dead Branch
  3463. case 12024: // Red Pouch
  3464. case 12103: // Bloody Branch
  3465. case 12109: // Poring Box
  3466. if( map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m) )
  3467. return 0;
  3468. break;
  3469. case 12210: // Bubble Gum
  3470. case 12264: // Comp Bubble Gum
  3471. if( sd->sc.data[SC_ITEMBOOST] )
  3472. return 0;
  3473. break;
  3474. case 12208: // Battle Manual
  3475. case 12263: // Comp Battle Manual
  3476. case 12312: // Thick Battle Manual
  3477. case 12705: // Noble Nameplate
  3478. case 14532: // Battle_Manual25
  3479. case 14533: // Battle_Manual100
  3480. case 14545: // Battle_Manual300
  3481. if( sd->sc.data[SC_EXPBOOST] )
  3482. return 0;
  3483. break;
  3484. case 14592: // JOB_Battle_Manual
  3485. if( sd->sc.data[SC_JEXPBOOST] )
  3486. return 0;
  3487. break;
  3488. // Mercenary Items
  3489. case 12184: // Mercenary's Red Potion
  3490. case 12185: // Mercenary's Blue Potion
  3491. case 12241: // Mercenary's Concentration Potion
  3492. case 12242: // Mercenary's Awakening Potion
  3493. case 12243: // Mercenary's Berserk Potion
  3494. if( sd->md == NULL || sd->md->db == NULL )
  3495. return 0;
  3496. if( sd->md->sc.data[SC_BERSERK] )
  3497. return 0;
  3498. if( nameid == 12242 && sd->md->db->lv < 40 )
  3499. return 0;
  3500. if( nameid == 12243 && sd->md->db->lv < 80 )
  3501. return 0;
  3502. break;
  3503. case 12213: //Neuralizer
  3504. if( !map[sd->bl.m].flag.reset )
  3505. return 0;
  3506. break;
  3507. }
  3508. if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL )
  3509. return 0; // Mercenary Scrolls
  3510. /**
  3511. * Only Rune Knights may use runes
  3512. **/
  3513. if( itemdb_is_rune(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_RUNE_KNIGHT )
  3514. return 0;
  3515. /**
  3516. * Only GCross may use poisons
  3517. **/
  3518. else if( itemdb_is_poison(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_GUILLOTINE_CROSS )
  3519. return 0;
  3520. //added item_noequip.txt items check by Maya&[Lupus]
  3521. if (
  3522. (!map_flag_vs(sd->bl.m) && item->flag.no_equip&1) || // Normal
  3523. (map[sd->bl.m].flag.pvp && item->flag.no_equip&2) || // PVP
  3524. (map_flag_gvg(sd->bl.m) && item->flag.no_equip&4) || // GVG
  3525. (map[sd->bl.m].flag.battleground && item->flag.no_equip&8) || // Battleground
  3526. (map[sd->bl.m].flag.restricted && item->flag.no_equip&(8*map[sd->bl.m].zone)) // Zone restriction
  3527. )
  3528. return 0;
  3529. //Gender check
  3530. if(item->sex != 2 && sd->status.sex != item->sex)
  3531. return 0;
  3532. //Required level check
  3533. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  3534. return 0;
  3535. //Not equipable by class. [Skotlex]
  3536. if (!(
  3537. (1<<(sd->class_&MAPID_BASEMASK)) &
  3538. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  3539. ))
  3540. return 0;
  3541. //Not usable by upper class. [Inkfish]
  3542. while( 1 ) {
  3543. if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
  3544. if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
  3545. if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
  3546. if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
  3547. return 0;
  3548. }
  3549. //Dead Branch & Bloody Branch & Porings Box
  3550. // FIXME: outdated, use constants or database
  3551. if( nameid == 604 || nameid == 12103 || nameid == 12109 )
  3552. log_branch(sd);
  3553. return 1;
  3554. }
  3555. /*==========================================
  3556. * アイテムを使う
  3557. *------------------------------------------*/
  3558. int pc_useitem(struct map_session_data *sd,int n)
  3559. {
  3560. unsigned int tick = gettick();
  3561. int amount, i, nameid;
  3562. struct script_code *script;
  3563. nullpo_ret(sd);
  3564. if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 )
  3565. return 0;
  3566. if( !pc_isUseitem(sd,n) )
  3567. return 0;
  3568. //Prevent mass item usage. [Skotlex]
  3569. if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 ||
  3570. (itemdb_iscashfood(sd->status.inventory[n].nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0)
  3571. )
  3572. return 0;
  3573. if( sd->sc.count && (
  3574. sd->sc.data[SC_BERSERK] ||
  3575. (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) ||
  3576. sd->sc.data[SC_TRICKDEAD] ||
  3577. sd->sc.data[SC_HIDING] ||
  3578. sd->sc.data[SC__SHADOWFORM] ||
  3579. (sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM)
  3580. ))
  3581. return 0;
  3582. // Store information for later use before it is lost (via pc_delitem) [Paradox924X]
  3583. nameid = sd->inventory_data[n]->nameid;
  3584. /* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */
  3585. if( sd->inventory_data[n]->flag.delay_consume ) {
  3586. if( nameid != 12622 && sd->sc.option&OPTION_MOUNTING )
  3587. return 0;
  3588. else if( pc_issit(sd) )
  3589. return 0;
  3590. }
  3591. //Since most delay-consume items involve using a "skill-type" target cursor,
  3592. //perform a skill-use check before going through. [Skotlex]
  3593. //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
  3594. //FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
  3595. if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
  3596. return 0;
  3597. if( sd->inventory_data[n]->delay > 0 ) { // Check if there is a delay on this item [Paradox924X]
  3598. ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid || !sd->item_delay[i].nameid);
  3599. if( i < MAX_ITEMDELAYS ) {
  3600. if( sd->item_delay[i].nameid ) {// found
  3601. if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) {
  3602. int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000;
  3603. char e_msg[100];
  3604. if( e_tick > 99 )
  3605. sprintf(e_msg,"Item Failed. [%s] is cooling down. wait %.1f minutes.",
  3606. itemdb_jname(sd->status.inventory[n].nameid),
  3607. (double)e_tick / 60);
  3608. else
  3609. sprintf(e_msg,"Item Failed. [%s] is cooling down. wait %d seconds.",
  3610. itemdb_jname(sd->status.inventory[n].nameid),
  3611. e_tick);
  3612. clif_colormes(sd,COLOR_RED,e_msg);
  3613. return 0; // Delay has not expired yet
  3614. }
  3615. } else {// not yet used item (all slots are initially empty)
  3616. sd->item_delay[i].nameid = nameid;
  3617. }
  3618. sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
  3619. } else {// should not happen
  3620. ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id);
  3621. }
  3622. //clean up used delays so we can give room for more
  3623. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  3624. if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) {
  3625. sd->item_delay[i].tick = 0;
  3626. sd->item_delay[i].nameid = 0;
  3627. }
  3628. }
  3629. }
  3630. sd->itemid = sd->status.inventory[n].nameid;
  3631. sd->itemindex = n;
  3632. if(sd->catch_target_class != -1) //Abort pet catching.
  3633. sd->catch_target_class = -1;
  3634. amount = sd->status.inventory[n].amount;
  3635. script = sd->inventory_data[n]->script;
  3636. //Check if the item is to be consumed immediately [Skotlex]
  3637. if( sd->inventory_data[n]->flag.delay_consume )
  3638. clif_useitemack(sd,n,amount,true);
  3639. else {
  3640. if( sd->status.inventory[n].expire_time == 0 ) {
  3641. clif_useitemack(sd,n,amount-1,true);
  3642. pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration
  3643. } else
  3644. clif_useitemack(sd,n,0,false);
  3645. }
  3646. if(sd->status.inventory[n].card[0]==CARD0_CREATE &&
  3647. pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  3648. {
  3649. potion_flag = 2; // Famous player's potions have 50% more efficiency
  3650. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE)
  3651. potion_flag = 3; //Even more effective potions.
  3652. }
  3653. //Update item use time.
  3654. sd->canuseitem_tick = tick + battle_config.item_use_interval;
  3655. if( itemdb_iscashfood(nameid) )
  3656. sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval;
  3657. run_script(script,0,sd->bl.id,fake_nd->bl.id);
  3658. potion_flag = 0;
  3659. return 1;
  3660. }
  3661. /*==========================================
  3662. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  3663. *------------------------------------------*/
  3664. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
  3665. {
  3666. struct item_data *data;
  3667. int i,w;
  3668. nullpo_retr(1, sd);
  3669. nullpo_retr(1, item_data);
  3670. if(item_data->nameid <= 0 || amount <= 0)
  3671. return 1;
  3672. data = itemdb_search(item_data->nameid);
  3673. if( !itemdb_cancartstore(item_data, pc_get_group_level(sd)) )
  3674. { // Check item trade restrictions [Skotlex]
  3675. clif_displaymessage (sd->fd, msg_txt(264));
  3676. return 1;
  3677. }
  3678. if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max )
  3679. return 1;
  3680. i = MAX_CART;
  3681. if( itemdb_isstackable2(data) && !item_data->expire_time )
  3682. {
  3683. ARR_FIND( 0, MAX_CART, i,
  3684. sd->status.cart[i].nameid == item_data->nameid &&
  3685. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  3686. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] );
  3687. };
  3688. if( i < MAX_CART )
  3689. {// item already in cart, stack it
  3690. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  3691. return 1; // no room
  3692. sd->status.cart[i].amount+=amount;
  3693. clif_cart_additem(sd,i,amount,0);
  3694. }
  3695. else
  3696. {// item not stackable or not present, add it
  3697. ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 );
  3698. if( i == MAX_CART )
  3699. return 1; // no room
  3700. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  3701. sd->status.cart[i].amount=amount;
  3702. sd->cart_num++;
  3703. clif_cart_additem(sd,i,amount,0);
  3704. }
  3705. log_pick_pc(sd, log_type, amount, &sd->status.cart[i]);
  3706. sd->cart_weight += w;
  3707. clif_updatestatus(sd,SP_CARTINFO);
  3708. return 0;
  3709. }
  3710. /*==========================================
  3711. * カ?トアイテムを減らす
  3712. *------------------------------------------*/
  3713. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type)
  3714. {
  3715. nullpo_retr(1, sd);
  3716. if(sd->status.cart[n].nameid==0 ||
  3717. sd->status.cart[n].amount<amount)
  3718. return 1;
  3719. log_pick_pc(sd, log_type, -amount, &sd->status.cart[n]);
  3720. sd->status.cart[n].amount -= amount;
  3721. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  3722. if(sd->status.cart[n].amount <= 0){
  3723. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  3724. sd->cart_num--;
  3725. }
  3726. if(!type) {
  3727. clif_cart_delitem(sd,n,amount);
  3728. clif_updatestatus(sd,SP_CARTINFO);
  3729. }
  3730. return 0;
  3731. }
  3732. /*==========================================
  3733. * カ?トへアイテム移動
  3734. *------------------------------------------*/
  3735. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount)
  3736. {
  3737. struct item *item_data;
  3738. nullpo_ret(sd);
  3739. if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
  3740. return 1;
  3741. item_data = &sd->status.inventory[idx];
  3742. if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending )
  3743. return 1;
  3744. if( pc_cart_additem(sd,item_data,amount,LOG_TYPE_NONE) == 0 )
  3745. return pc_delitem(sd,idx,amount,0,5,LOG_TYPE_NONE);
  3746. return 1;
  3747. }
  3748. /*==========================================
  3749. * カ?ト?のアイテム?確認(個?の差分を返す)
  3750. *------------------------------------------*/
  3751. int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount)
  3752. {
  3753. struct item* item_data;
  3754. nullpo_retr(-1, sd);
  3755. item_data = &sd->status.cart[idx];
  3756. if( item_data->nameid == 0 || item_data->amount == 0 )
  3757. return -1;
  3758. return item_data->amount - amount;
  3759. }
  3760. /*==========================================
  3761. * カ?トからアイテム移動
  3762. *------------------------------------------*/
  3763. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  3764. {
  3765. struct item *item_data;
  3766. int flag;
  3767. nullpo_ret(sd);
  3768. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  3769. return 1;
  3770. item_data=&sd->status.cart[idx];
  3771. if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->state.vending )
  3772. return 1;
  3773. if((flag = pc_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0)
  3774. return pc_cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE);
  3775. clif_additem(sd,0,0,flag);
  3776. return 1;
  3777. }
  3778. /*==========================================
  3779. * スティル品公開
  3780. *------------------------------------------*/
  3781. int pc_show_steal(struct block_list *bl,va_list ap)
  3782. {
  3783. struct map_session_data *sd;
  3784. int itemid;
  3785. struct item_data *item=NULL;
  3786. char output[100];
  3787. sd=va_arg(ap,struct map_session_data *);
  3788. itemid=va_arg(ap,int);
  3789. if((item=itemdb_exists(itemid))==NULL)
  3790. sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid);
  3791. else
  3792. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  3793. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  3794. return 0;
  3795. }
  3796. /*==========================================
  3797. *
  3798. *------------------------------------------*/
  3799. int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
  3800. {
  3801. int i,itemid,flag;
  3802. double rate;
  3803. struct status_data *sd_status, *md_status;
  3804. struct mob_data *md;
  3805. struct item tmp_item;
  3806. if(!sd || !bl || bl->type!=BL_MOB)
  3807. return 0;
  3808. md = (TBL_MOB *)bl;
  3809. if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING ) ) //already stolen from / status change check
  3810. return 0;
  3811. sd_status= status_get_status_data(&sd->bl);
  3812. md_status= status_get_status_data(bl);
  3813. if( md->master_id || md_status->mode&MD_BOSS ||
  3814. (md->class_ >= 1324 && md->class_ < 1364) || // Treasure Boxes WoE
  3815. (md->class_ >= 1938 && md->class_ < 1946) || // Treasure Boxes WoE SE
  3816. map[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
  3817. (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
  3818. md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
  3819. ) { //Can't steal from
  3820. md->state.steal_flag = UCHAR_MAX;
  3821. return 0;
  3822. }
  3823. // base skill success chance (percentual)
  3824. rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4;
  3825. rate += sd->add_steal_rate;
  3826. if( rate < 1 )
  3827. return 0;
  3828. // Try dropping one item, in the order from first to last possible slot.
  3829. // Droprate is affected by the skill success rate.
  3830. for( i = 0; i < MAX_STEAL_DROP; i++ )
  3831. if( md->db->dropitem[i].nameid > 0 && itemdb_exists(md->db->dropitem[i].nameid) && rnd() % 10000 < md->db->dropitem[i].p * rate/100. )
  3832. break;
  3833. if( i == MAX_STEAL_DROP )
  3834. return 0;
  3835. itemid = md->db->dropitem[i].nameid;
  3836. memset(&tmp_item,0,sizeof(tmp_item));
  3837. tmp_item.nameid = itemid;
  3838. tmp_item.amount = 1;
  3839. tmp_item.identify = itemdb_isidentified(itemid);
  3840. flag = pc_additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER);
  3841. //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise?
  3842. md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
  3843. if(flag) { //Failed to steal due to overweight
  3844. clif_additem(sd,0,0,flag);
  3845. return 0;
  3846. }
  3847. if(battle_config.show_steal_in_same_party)
  3848. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);
  3849. //Logs items, Stolen from mobs [Lupus]
  3850. log_pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item);
  3851. //A Rare Steal Global Announce by Lupus
  3852. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  3853. struct item_data *i_data;
  3854. char message[128];
  3855. i_data = itemdb_search(itemid);
  3856. 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);
  3857. //MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
  3858. intif_broadcast(message,strlen(message)+1,0);
  3859. }
  3860. return 1;
  3861. }
  3862. /*==========================================
  3863. *
  3864. *------------------------------------------*/
  3865. int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
  3866. {
  3867. int rate,skill;
  3868. struct mob_data *md;
  3869. if(!sd || !target || target->type != BL_MOB)
  3870. return 0;
  3871. md = (TBL_MOB*)target;
  3872. if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS )
  3873. return 0;
  3874. if( (md->class_ >= 1324 && md->class_ < 1364) || (md->class_ >= 1938 && md->class_ < 1946) )
  3875. return 0;
  3876. // FIXME: This formula is either custom or outdated.
  3877. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  3878. rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
  3879. if(rnd()%1000 < rate)
  3880. {
  3881. int amount = md->level*10 + rnd()%100;
  3882. log_zeny(sd, LOG_TYPE_STEAL, sd, amount);
  3883. pc_getzeny(sd, amount);
  3884. md->state.steal_coin_flag = 1;
  3885. return 1;
  3886. }
  3887. return 0;
  3888. }
  3889. /*==========================================
  3890. * Set's a player position.
  3891. * Return values:
  3892. * 0 - Success.
  3893. * 1 - Invalid map index.
  3894. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  3895. *------------------------------------------*/
  3896. int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype)
  3897. {
  3898. struct party_data *p;
  3899. int m;
  3900. nullpo_ret(sd);
  3901. if( !mapindex || !mapindex_id2name(mapindex) )
  3902. {
  3903. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  3904. return 1;
  3905. }
  3906. if( pc_isdead(sd) )
  3907. { //Revive dead people before warping them
  3908. pc_setstand(sd);
  3909. pc_setrestartvalue(sd,1);
  3910. }
  3911. m = map_mapindex2mapid(mapindex);
  3912. if( map[m].flag.src4instance && sd->status.party_id && (p = party_search(sd->status.party_id)) != NULL && p->instance_id )
  3913. {
  3914. // Request the mapid of this src map into the instance of the party
  3915. int im = instance_map2imap(m, p->instance_id);
  3916. if( im < 0 )
  3917. ; // Player will enter the src map for instances
  3918. else
  3919. { // Changes destiny to the instance map, not the source map
  3920. m = im;
  3921. mapindex = map_id2index(m);
  3922. }
  3923. }
  3924. sd->state.changemap = (sd->mapindex != mapindex);
  3925. sd->state.warping = 1;
  3926. if( sd->state.changemap )
  3927. { // Misc map-changing settings
  3928. sd->state.pmap = sd->bl.m;
  3929. if (sd->sc.count)
  3930. { // Cancel some map related stuff.
  3931. if (sd->sc.data[SC_JAILED])
  3932. return 1; //You may not get out!
  3933. status_change_end(&sd->bl, SC_BOSSMAPINFO, INVALID_TIMER);
  3934. status_change_end(&sd->bl, SC_WARM, INVALID_TIMER);
  3935. status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER);
  3936. status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER);
  3937. status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER);
  3938. status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER);
  3939. if (sd->sc.data[SC_KNOWLEDGE]) {
  3940. struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
  3941. if (sce->timer != INVALID_TIMER)
  3942. delete_timer(sce->timer, status_change_timer);
  3943. sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
  3944. }
  3945. }
  3946. if (battle_config.clear_unit_onwarp&BL_PC)
  3947. skill_clear_unitgroup(&sd->bl);
  3948. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  3949. guild_send_dot_remove(sd);
  3950. bg_send_dot_remove(sd);
  3951. if (sd->regen.state.gc)
  3952. sd->regen.state.gc = 0;
  3953. }
  3954. if( m < 0 )
  3955. {
  3956. uint32 ip;
  3957. uint16 port;
  3958. //if can't find any map-servers, just abort setting position.
  3959. if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port))
  3960. return 2;
  3961. if (sd->npc_id)
  3962. npc_event_dequeue(sd);
  3963. npc_script_event(sd, NPCE_LOGOUT);
  3964. //remove from map, THEN change x/y coordinates
  3965. unit_remove_map_pc(sd,clrtype);
  3966. sd->mapindex = mapindex;
  3967. sd->bl.x=x;
  3968. sd->bl.y=y;
  3969. pc_clean_skilltree(sd);
  3970. chrif_save(sd,2);
  3971. chrif_changemapserver(sd, ip, (short)port);
  3972. //Free session data from this map server [Kevin]
  3973. unit_free_pc(sd);
  3974. return 0;
  3975. }
  3976. if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys )
  3977. {
  3978. ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y);
  3979. x = y = 0; // make it random
  3980. }
  3981. if( x == 0 && y == 0 )
  3982. {// pick a random walkable cell
  3983. do {
  3984. x=rnd()%(map[m].xs-2)+1;
  3985. y=rnd()%(map[m].ys-2)+1;
  3986. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  3987. }
  3988. if(sd->bl.prev != NULL){
  3989. unit_remove_map_pc(sd,clrtype);
  3990. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  3991. } else if(sd->state.active)
  3992. //Tag player for rewarping after map-loading is done. [Skotlex]
  3993. sd->state.rewarp = 1;
  3994. sd->mapindex = mapindex;
  3995. sd->bl.m = m;
  3996. sd->bl.x = sd->ud.to_x = x;
  3997. sd->bl.y = sd->ud.to_y = y;
  3998. if( sd->status.guild_id > 0 && map[m].flag.gvg_castle )
  3999. { // Increased guild castle regen [Valaris]
  4000. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex);
  4001. if(gc && gc->guild_id == sd->status.guild_id)
  4002. sd->regen.state.gc = 1;
  4003. }
  4004. if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
  4005. {
  4006. sd->pd->bl.m = m;
  4007. sd->pd->bl.x = sd->pd->ud.to_x = x;
  4008. sd->pd->bl.y = sd->pd->ud.to_y = y;
  4009. sd->pd->ud.dir = sd->ud.dir;
  4010. }
  4011. if( merc_is_hom_active(sd->hd) )
  4012. {
  4013. sd->hd->bl.m = m;
  4014. sd->hd->bl.x = sd->hd->ud.to_x = x;
  4015. sd->hd->bl.y = sd->hd->ud.to_y = y;
  4016. sd->hd->ud.dir = sd->ud.dir;
  4017. }
  4018. if( sd->md )
  4019. {
  4020. sd->md->bl.m = m;
  4021. sd->md->bl.x = sd->md->ud.to_x = x;
  4022. sd->md->bl.y = sd->md->ud.to_y = y;
  4023. sd->md->ud.dir = sd->ud.dir;
  4024. }
  4025. return 0;
  4026. }
  4027. /*==========================================
  4028. * PCのランダムワ?プ
  4029. *------------------------------------------*/
  4030. int pc_randomwarp(struct map_session_data *sd, clr_type type)
  4031. {
  4032. int x,y,i=0;
  4033. int m;
  4034. nullpo_ret(sd);
  4035. m=sd->bl.m;
  4036. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  4037. return 0;
  4038. do{
  4039. x=rnd()%(map[m].xs-2)+1;
  4040. y=rnd()%(map[m].ys-2)+1;
  4041. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  4042. if (i < 1000)
  4043. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  4044. return 0;
  4045. }
  4046. /*==========================================
  4047. * Records a memo point at sd's current position
  4048. * pos - entry to replace, (-1: shift oldest entry out)
  4049. *------------------------------------------*/
  4050. int pc_memo(struct map_session_data* sd, int pos)
  4051. {
  4052. int skill;
  4053. nullpo_ret(sd);
  4054. // check mapflags
  4055. if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) {
  4056. clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized."
  4057. return 0;
  4058. }
  4059. // check inputs
  4060. if( pos < -1 || pos >= MAX_MEMOPOINTS )
  4061. return 0; // invalid input
  4062. // check required skill level
  4063. skill = pc_checkskill(sd, AL_WARP);
  4064. if( skill < 1 ) {
  4065. clif_skill_memomessage(sd,2); // "You haven't learned Warp."
  4066. return 0;
  4067. }
  4068. if( skill < 2 || skill - 2 < pos ) {
  4069. clif_skill_memomessage(sd,1); // "Skill Level is not high enough."
  4070. return 0;
  4071. }
  4072. if( pos == -1 )
  4073. {
  4074. int i;
  4075. // prevent memo-ing the same map multiple times
  4076. ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) );
  4077. memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point));
  4078. pos = 0;
  4079. }
  4080. sd->status.memo_point[pos].map = map_id2index(sd->bl.m);
  4081. sd->status.memo_point[pos].x = sd->bl.x;
  4082. sd->status.memo_point[pos].y = sd->bl.y;
  4083. clif_skill_memomessage(sd, 0);
  4084. return 1;
  4085. }
  4086. //
  4087. // 武器??
  4088. //
  4089. /*==========================================
  4090. * スキルの?索 所有していた場合Lvが返る
  4091. *------------------------------------------*/
  4092. int pc_checkskill(struct map_session_data *sd,int skill_id)
  4093. {
  4094. if(sd == NULL) return 0;
  4095. if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX )
  4096. {
  4097. struct guild *g;
  4098. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  4099. return guild_checkskill(g,skill_id);
  4100. return 0;
  4101. }
  4102. else if( skill_id < 0 || skill_id >= ARRAYLENGTH(sd->status.skill) )
  4103. {
  4104. ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
  4105. return 0;
  4106. }
  4107. if(sd->status.skill[skill_id].id == skill_id)
  4108. return (sd->status.skill[skill_id].lv);
  4109. return 0;
  4110. }
  4111. /*==========================================
  4112. * 武器?更によるスキルの??チェック
  4113. * 引?:
  4114. * struct map_session_data *sd セッションデ?タ
  4115. * int nameid ?備品ID
  4116. * 返り値:
  4117. * 0 ?更なし
  4118. * -1 スキルを解除
  4119. *------------------------------------------*/
  4120. int pc_checkallowskill(struct map_session_data *sd)
  4121. {
  4122. const enum sc_type scw_list[] = {
  4123. SC_TWOHANDQUICKEN,
  4124. SC_ONEHAND,
  4125. SC_AURABLADE,
  4126. SC_PARRYING,
  4127. SC_SPEARQUICKEN,
  4128. SC_ADRENALINE,
  4129. SC_ADRENALINE2,
  4130. SC_DANCING,
  4131. SC_GATLINGFEVER
  4132. };
  4133. const enum sc_type scs_list[] = {
  4134. SC_AUTOGUARD,
  4135. SC_DEFENDER,
  4136. SC_REFLECTSHIELD,
  4137. SC_REFLECTDAMAGE
  4138. };
  4139. int i;
  4140. nullpo_ret(sd);
  4141. if(!sd->sc.count)
  4142. return 0;
  4143. for (i = 0; i < ARRAYLENGTH(scw_list); i++)
  4144. { // Skills requiring specific weapon types
  4145. if(sd->sc.data[scw_list[i]] &&
  4146. !pc_check_weapontype(sd,skill_get_weapontype(status_sc2skill(scw_list[i]))))
  4147. status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
  4148. }
  4149. if(sd->sc.data[SC_SPURT] && sd->status.weapon)
  4150. // Spurt requires bare hands (feet, in fact xD)
  4151. status_change_end(&sd->bl, SC_SPURT, INVALID_TIMER);
  4152. if(sd->status.shield <= 0) { // Skills requiring a shield
  4153. for (i = 0; i < ARRAYLENGTH(scs_list); i++)
  4154. if(sd->sc.data[scs_list[i]])
  4155. status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
  4156. }
  4157. return 0;
  4158. }
  4159. /*==========================================
  4160. * ? 備品のチェック
  4161. *------------------------------------------*/
  4162. int pc_checkequip(struct map_session_data *sd,int pos)
  4163. {
  4164. int i;
  4165. nullpo_retr(-1, sd);
  4166. for(i=0;i<EQI_MAX;i++){
  4167. if(pos & equip_pos[i])
  4168. return sd->equip_index[i];
  4169. }
  4170. return -1;
  4171. }
  4172. /*==========================================
  4173. * Convert's from the client's lame Job ID system
  4174. * to the map server's 'makes sense' system. [Skotlex]
  4175. *------------------------------------------*/
  4176. int pc_jobid2mapid(unsigned short b_class)
  4177. {
  4178. switch(b_class)
  4179. {
  4180. //Novice And 1-1 Jobs
  4181. case JOB_NOVICE: return MAPID_NOVICE;
  4182. case JOB_SWORDMAN: return MAPID_SWORDMAN;
  4183. case JOB_MAGE: return MAPID_MAGE;
  4184. case JOB_ARCHER: return MAPID_ARCHER;
  4185. case JOB_ACOLYTE: return MAPID_ACOLYTE;
  4186. case JOB_MERCHANT: return MAPID_MERCHANT;
  4187. case JOB_THIEF: return MAPID_THIEF;
  4188. case JOB_TAEKWON: return MAPID_TAEKWON;
  4189. case JOB_WEDDING: return MAPID_WEDDING;
  4190. case JOB_GUNSLINGER: return MAPID_GUNSLINGER;
  4191. case JOB_NINJA: return MAPID_NINJA;
  4192. case JOB_XMAS: return MAPID_XMAS;
  4193. case JOB_SUMMER: return MAPID_SUMMER;
  4194. case JOB_GANGSI: return MAPID_GANGSI;
  4195. //2-1 Jobs
  4196. case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE;
  4197. case JOB_KNIGHT: return MAPID_KNIGHT;
  4198. case JOB_WIZARD: return MAPID_WIZARD;
  4199. case JOB_HUNTER: return MAPID_HUNTER;
  4200. case JOB_PRIEST: return MAPID_PRIEST;
  4201. case JOB_BLACKSMITH: return MAPID_BLACKSMITH;
  4202. case JOB_ASSASSIN: return MAPID_ASSASSIN;
  4203. case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR;
  4204. case JOB_KAGEROU:
  4205. case JOB_OBORO: return MAPID_KAGEROUOBORO;
  4206. case JOB_DEATH_KNIGHT: return MAPID_DEATH_KNIGHT;
  4207. //2-2 Jobs
  4208. case JOB_CRUSADER: return MAPID_CRUSADER;
  4209. case JOB_SAGE: return MAPID_SAGE;
  4210. case JOB_BARD:
  4211. case JOB_DANCER: return MAPID_BARDDANCER;
  4212. case JOB_MONK: return MAPID_MONK;
  4213. case JOB_ALCHEMIST: return MAPID_ALCHEMIST;
  4214. case JOB_ROGUE: return MAPID_ROGUE;
  4215. case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER;
  4216. case JOB_DARK_COLLECTOR: return MAPID_DARK_COLLECTOR;
  4217. //Trans Novice And Trans 1-1 Jobs
  4218. case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH;
  4219. case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH;
  4220. case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH;
  4221. case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH;
  4222. case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH;
  4223. case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH;
  4224. case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH;
  4225. //Trans 2-1 Jobs
  4226. case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT;
  4227. case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD;
  4228. case JOB_SNIPER: return MAPID_SNIPER;
  4229. case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST;
  4230. case JOB_WHITESMITH: return MAPID_WHITESMITH;
  4231. case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS;
  4232. //Trans 2-2 Jobs
  4233. case JOB_PALADIN: return MAPID_PALADIN;
  4234. case JOB_PROFESSOR: return MAPID_PROFESSOR;
  4235. case JOB_CLOWN:
  4236. case JOB_GYPSY: return MAPID_CLOWNGYPSY;
  4237. case JOB_CHAMPION: return MAPID_CHAMPION;
  4238. case JOB_CREATOR: return MAPID_CREATOR;
  4239. case JOB_STALKER: return MAPID_STALKER;
  4240. //Baby Novice And Baby 1-1 Jobs
  4241. case JOB_BABY: return MAPID_BABY;
  4242. case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN;
  4243. case JOB_BABY_MAGE: return MAPID_BABY_MAGE;
  4244. case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER;
  4245. case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE;
  4246. case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT;
  4247. case JOB_BABY_THIEF: return MAPID_BABY_THIEF;
  4248. //Baby 2-1 Jobs
  4249. case JOB_SUPER_BABY: return MAPID_SUPER_BABY;
  4250. case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT;
  4251. case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD;
  4252. case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER;
  4253. case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST;
  4254. case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH;
  4255. case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN;
  4256. //Baby 2-2 Jobs
  4257. case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER;
  4258. case JOB_BABY_SAGE: return MAPID_BABY_SAGE;
  4259. case JOB_BABY_BARD:
  4260. case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER;
  4261. case JOB_BABY_MONK: return MAPID_BABY_MONK;
  4262. case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST;
  4263. case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE;
  4264. //3-1 Jobs
  4265. case JOB_SUPER_NOVICE_E: return MAPID_SUPER_NOVICE_E;
  4266. case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT;
  4267. case JOB_WARLOCK: return MAPID_WARLOCK;
  4268. case JOB_RANGER: return MAPID_RANGER;
  4269. case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP;
  4270. case JOB_MECHANIC: return MAPID_MECHANIC;
  4271. case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS;
  4272. //3-2 Jobs
  4273. case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD;
  4274. case JOB_SORCERER: return MAPID_SORCERER;
  4275. case JOB_MINSTREL:
  4276. case JOB_WANDERER: return MAPID_MINSTRELWANDERER;
  4277. case JOB_SURA: return MAPID_SURA;
  4278. case JOB_GENETIC: return MAPID_GENETIC;
  4279. case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER;
  4280. //Trans 3-1 Jobs
  4281. case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T;
  4282. case JOB_WARLOCK_T: return MAPID_WARLOCK_T;
  4283. case JOB_RANGER_T: return MAPID_RANGER_T;
  4284. case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T;
  4285. case JOB_MECHANIC_T: return MAPID_MECHANIC_T;
  4286. case JOB_GUILLOTINE_CROSS_T: return MAPID_GUILLOTINE_CROSS_T;
  4287. //Trans 3-2 Jobs
  4288. case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T;
  4289. case JOB_SORCERER_T: return MAPID_SORCERER_T;
  4290. case JOB_MINSTREL_T:
  4291. case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T;
  4292. case JOB_SURA_T: return MAPID_SURA_T;
  4293. case JOB_GENETIC_T: return MAPID_GENETIC_T;
  4294. case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T;
  4295. //Baby 3-1 Jobs
  4296. case JOB_SUPER_BABY_E: return MAPID_SUPER_BABY_E;
  4297. case JOB_BABY_RUNE: return MAPID_BABY_RUNE;
  4298. case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK;
  4299. case JOB_BABY_RANGER: return MAPID_BABY_RANGER;
  4300. case JOB_BABY_BISHOP: return MAPID_BABY_BISHOP;
  4301. case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC;
  4302. case JOB_BABY_CROSS: return MAPID_BABY_CROSS;
  4303. //Baby 3-2 Jobs
  4304. case JOB_BABY_GUARD: return MAPID_BABY_GUARD;
  4305. case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER;
  4306. case JOB_BABY_MINSTREL:
  4307. case JOB_BABY_WANDERER: return MAPID_BABY_MINSTRELWANDERER;
  4308. case JOB_BABY_SURA: return MAPID_BABY_SURA;
  4309. case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC;
  4310. case JOB_BABY_CHASER: return MAPID_BABY_CHASER;
  4311. default:
  4312. return -1;
  4313. }
  4314. }
  4315. //Reverts the map-style class id to the client-style one.
  4316. int pc_mapid2jobid(unsigned short class_, int sex)
  4317. {
  4318. switch(class_)
  4319. {
  4320. //Novice And 1-1 Jobs
  4321. case MAPID_NOVICE: return JOB_NOVICE;
  4322. case MAPID_SWORDMAN: return JOB_SWORDMAN;
  4323. case MAPID_MAGE: return JOB_MAGE;
  4324. case MAPID_ARCHER: return JOB_ARCHER;
  4325. case MAPID_ACOLYTE: return JOB_ACOLYTE;
  4326. case MAPID_MERCHANT: return JOB_MERCHANT;
  4327. case MAPID_THIEF: return JOB_THIEF;
  4328. case MAPID_TAEKWON: return JOB_TAEKWON;
  4329. case MAPID_WEDDING: return JOB_WEDDING;
  4330. case MAPID_GUNSLINGER: return JOB_GUNSLINGER;
  4331. case MAPID_NINJA: return JOB_NINJA;
  4332. case MAPID_XMAS: return JOB_XMAS;
  4333. case MAPID_SUMMER: return JOB_SUMMER;
  4334. case MAPID_GANGSI: return JOB_GANGSI;
  4335. //2-1 Jobs
  4336. case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE;
  4337. case MAPID_KNIGHT: return JOB_KNIGHT;
  4338. case MAPID_WIZARD: return JOB_WIZARD;
  4339. case MAPID_HUNTER: return JOB_HUNTER;
  4340. case MAPID_PRIEST: return JOB_PRIEST;
  4341. case MAPID_BLACKSMITH: return JOB_BLACKSMITH;
  4342. case MAPID_ASSASSIN: return JOB_ASSASSIN;
  4343. case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR;
  4344. case MAPID_KAGEROUOBORO: return sex?JOB_KAGEROU:JOB_OBORO;
  4345. case MAPID_DEATH_KNIGHT: return JOB_DEATH_KNIGHT;
  4346. //2-2 Jobs
  4347. case MAPID_CRUSADER: return JOB_CRUSADER;
  4348. case MAPID_SAGE: return JOB_SAGE;
  4349. case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER;
  4350. case MAPID_MONK: return JOB_MONK;
  4351. case MAPID_ALCHEMIST: return JOB_ALCHEMIST;
  4352. case MAPID_ROGUE: return JOB_ROGUE;
  4353. case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER;
  4354. case MAPID_DARK_COLLECTOR: return JOB_DARK_COLLECTOR;
  4355. //Trans Novice And Trans 2-1 Jobs
  4356. case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH;
  4357. case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH;
  4358. case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH;
  4359. case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH;
  4360. case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH;
  4361. case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH;
  4362. case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH;
  4363. //Trans 2-1 Jobs
  4364. case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT;
  4365. case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD;
  4366. case MAPID_SNIPER: return JOB_SNIPER;
  4367. case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST;
  4368. case MAPID_WHITESMITH: return JOB_WHITESMITH;
  4369. case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS;
  4370. //Trans 2-2 Jobs
  4371. case MAPID_PALADIN: return JOB_PALADIN;
  4372. case MAPID_PROFESSOR: return JOB_PROFESSOR;
  4373. case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY;
  4374. case MAPID_CHAMPION: return JOB_CHAMPION;
  4375. case MAPID_CREATOR: return JOB_CREATOR;
  4376. case MAPID_STALKER: return JOB_STALKER;
  4377. //Baby Novice And Baby 1-1 Jobs
  4378. case MAPID_BABY: return JOB_BABY;
  4379. case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN;
  4380. case MAPID_BABY_MAGE: return JOB_BABY_MAGE;
  4381. case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER;
  4382. case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE;
  4383. case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT;
  4384. case MAPID_BABY_THIEF: return JOB_BABY_THIEF;
  4385. //Baby 2-1 Jobs
  4386. case MAPID_SUPER_BABY: return JOB_SUPER_BABY;
  4387. case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT;
  4388. case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD;
  4389. case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER;
  4390. case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST;
  4391. case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH;
  4392. case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN;
  4393. //Baby 2-2 Jobs
  4394. case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER;
  4395. case MAPID_BABY_SAGE: return JOB_BABY_SAGE;
  4396. case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  4397. case MAPID_BABY_MONK: return JOB_BABY_MONK;
  4398. case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST;
  4399. case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE;
  4400. //3-1 Jobs
  4401. case MAPID_SUPER_NOVICE_E: return JOB_SUPER_NOVICE_E;
  4402. case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT;
  4403. case MAPID_WARLOCK: return JOB_WARLOCK;
  4404. case MAPID_RANGER: return JOB_RANGER;
  4405. case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP;
  4406. case MAPID_MECHANIC: return JOB_MECHANIC;
  4407. case MAPID_GUILLOTINE_CROSS: return JOB_GUILLOTINE_CROSS;
  4408. //3-2 Jobs
  4409. case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD;
  4410. case MAPID_SORCERER: return JOB_SORCERER;
  4411. case MAPID_MINSTRELWANDERER: return sex?JOB_MINSTREL:JOB_WANDERER;
  4412. case MAPID_SURA: return JOB_SURA;
  4413. case MAPID_GENETIC: return JOB_GENETIC;
  4414. case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER;
  4415. //Trans 3-1 Jobs
  4416. case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T;
  4417. case MAPID_WARLOCK_T: return JOB_WARLOCK_T;
  4418. case MAPID_RANGER_T: return JOB_RANGER_T;
  4419. case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T;
  4420. case MAPID_MECHANIC_T: return JOB_MECHANIC_T;
  4421. case MAPID_GUILLOTINE_CROSS_T: return JOB_GUILLOTINE_CROSS_T;
  4422. //Trans 3-2 Jobs
  4423. case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T;
  4424. case MAPID_SORCERER_T: return JOB_SORCERER_T;
  4425. case MAPID_MINSTRELWANDERER_T: return sex?JOB_MINSTREL_T:JOB_WANDERER_T;
  4426. case MAPID_SURA_T: return JOB_SURA_T;
  4427. case MAPID_GENETIC_T: return JOB_GENETIC_T;
  4428. case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T;
  4429. //Baby 3-1 Jobs
  4430. case MAPID_SUPER_BABY_E: return JOB_SUPER_BABY_E;
  4431. case MAPID_BABY_RUNE: return JOB_BABY_RUNE;
  4432. case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK;
  4433. case MAPID_BABY_RANGER: return JOB_BABY_RANGER;
  4434. case MAPID_BABY_BISHOP: return JOB_BABY_BISHOP;
  4435. case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC;
  4436. case MAPID_BABY_CROSS: return JOB_BABY_CROSS;
  4437. //Baby 3-2 Jobs
  4438. case MAPID_BABY_GUARD: return JOB_BABY_GUARD;
  4439. case MAPID_BABY_SORCERER: return JOB_BABY_SORCERER;
  4440. case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER;
  4441. case MAPID_BABY_SURA: return JOB_BABY_SURA;
  4442. case MAPID_BABY_GENETIC: return JOB_BABY_GENETIC;
  4443. case MAPID_BABY_CHASER: return JOB_BABY_CHASER;
  4444. default:
  4445. return -1;
  4446. }
  4447. }
  4448. /*====================================================
  4449. * This function return the name of the job (by [Yor])
  4450. *----------------------------------------------------*/
  4451. const char* job_name(int class_)
  4452. {
  4453. switch (class_) {
  4454. case JOB_NOVICE:
  4455. case JOB_SWORDMAN:
  4456. case JOB_MAGE:
  4457. case JOB_ARCHER:
  4458. case JOB_ACOLYTE:
  4459. case JOB_MERCHANT:
  4460. case JOB_THIEF:
  4461. return msg_txt(550 - JOB_NOVICE+class_);
  4462. case JOB_KNIGHT:
  4463. case JOB_PRIEST:
  4464. case JOB_WIZARD:
  4465. case JOB_BLACKSMITH:
  4466. case JOB_HUNTER:
  4467. case JOB_ASSASSIN:
  4468. return msg_txt(557 - JOB_KNIGHT+class_);
  4469. case JOB_KNIGHT2:
  4470. return msg_txt(557);
  4471. case JOB_CRUSADER:
  4472. case JOB_MONK:
  4473. case JOB_SAGE:
  4474. case JOB_ROGUE:
  4475. case JOB_ALCHEMIST:
  4476. case JOB_BARD:
  4477. case JOB_DANCER:
  4478. return msg_txt(563 - JOB_CRUSADER+class_);
  4479. case JOB_CRUSADER2:
  4480. return msg_txt(563);
  4481. case JOB_WEDDING:
  4482. case JOB_SUPER_NOVICE:
  4483. case JOB_GUNSLINGER:
  4484. case JOB_NINJA:
  4485. case JOB_XMAS:
  4486. return msg_txt(570 - JOB_WEDDING+class_);
  4487. case JOB_SUMMER:
  4488. return msg_txt(621);
  4489. case JOB_NOVICE_HIGH:
  4490. case JOB_SWORDMAN_HIGH:
  4491. case JOB_MAGE_HIGH:
  4492. case JOB_ARCHER_HIGH:
  4493. case JOB_ACOLYTE_HIGH:
  4494. case JOB_MERCHANT_HIGH:
  4495. case JOB_THIEF_HIGH:
  4496. return msg_txt(575 - JOB_NOVICE_HIGH+class_);
  4497. case JOB_LORD_KNIGHT:
  4498. case JOB_HIGH_PRIEST:
  4499. case JOB_HIGH_WIZARD:
  4500. case JOB_WHITESMITH:
  4501. case JOB_SNIPER:
  4502. case JOB_ASSASSIN_CROSS:
  4503. return msg_txt(582 - JOB_LORD_KNIGHT+class_);
  4504. case JOB_LORD_KNIGHT2:
  4505. return msg_txt(582);
  4506. case JOB_PALADIN:
  4507. case JOB_CHAMPION:
  4508. case JOB_PROFESSOR:
  4509. case JOB_STALKER:
  4510. case JOB_CREATOR:
  4511. case JOB_CLOWN:
  4512. case JOB_GYPSY:
  4513. return msg_txt(588 - JOB_PALADIN + class_);
  4514. case JOB_PALADIN2:
  4515. return msg_txt(588);
  4516. case JOB_BABY:
  4517. case JOB_BABY_SWORDMAN:
  4518. case JOB_BABY_MAGE:
  4519. case JOB_BABY_ARCHER:
  4520. case JOB_BABY_ACOLYTE:
  4521. case JOB_BABY_MERCHANT:
  4522. case JOB_BABY_THIEF:
  4523. return msg_txt(595 - JOB_BABY + class_);
  4524. case JOB_BABY_KNIGHT:
  4525. case JOB_BABY_PRIEST:
  4526. case JOB_BABY_WIZARD:
  4527. case JOB_BABY_BLACKSMITH:
  4528. case JOB_BABY_HUNTER:
  4529. case JOB_BABY_ASSASSIN:
  4530. return msg_txt(602 - JOB_BABY_KNIGHT + class_);
  4531. case JOB_BABY_KNIGHT2:
  4532. return msg_txt(602);
  4533. case JOB_BABY_CRUSADER:
  4534. case JOB_BABY_MONK:
  4535. case JOB_BABY_SAGE:
  4536. case JOB_BABY_ROGUE:
  4537. case JOB_BABY_ALCHEMIST:
  4538. case JOB_BABY_BARD:
  4539. case JOB_BABY_DANCER:
  4540. return msg_txt(608 - JOB_BABY_CRUSADER + class_);
  4541. case JOB_BABY_CRUSADER2:
  4542. return msg_txt(608);
  4543. case JOB_SUPER_BABY:
  4544. return msg_txt(615);
  4545. case JOB_TAEKWON:
  4546. return msg_txt(616);
  4547. case JOB_STAR_GLADIATOR:
  4548. case JOB_STAR_GLADIATOR2:
  4549. return msg_txt(617);
  4550. case JOB_SOUL_LINKER:
  4551. return msg_txt(618);
  4552. case JOB_GANGSI:
  4553. case JOB_DEATH_KNIGHT:
  4554. case JOB_DARK_COLLECTOR:
  4555. return msg_txt(622 - JOB_GANGSI+class_);
  4556. case JOB_RUNE_KNIGHT:
  4557. case JOB_WARLOCK:
  4558. case JOB_RANGER:
  4559. case JOB_ARCH_BISHOP:
  4560. case JOB_MECHANIC:
  4561. case JOB_GUILLOTINE_CROSS:
  4562. return msg_txt(625 - JOB_RUNE_KNIGHT+class_);
  4563. case JOB_RUNE_KNIGHT_T:
  4564. case JOB_WARLOCK_T:
  4565. case JOB_RANGER_T:
  4566. case JOB_ARCH_BISHOP_T:
  4567. case JOB_MECHANIC_T:
  4568. case JOB_GUILLOTINE_CROSS_T:
  4569. return msg_txt(625 - JOB_RUNE_KNIGHT_T+class_);
  4570. case JOB_ROYAL_GUARD:
  4571. case JOB_SORCERER:
  4572. case JOB_MINSTREL:
  4573. case JOB_WANDERER:
  4574. case JOB_SURA:
  4575. case JOB_GENETIC:
  4576. case JOB_SHADOW_CHASER:
  4577. return msg_txt(631 - JOB_ROYAL_GUARD+class_);
  4578. case JOB_ROYAL_GUARD_T:
  4579. case JOB_SORCERER_T:
  4580. case JOB_MINSTREL_T:
  4581. case JOB_WANDERER_T:
  4582. case JOB_SURA_T:
  4583. case JOB_GENETIC_T:
  4584. case JOB_SHADOW_CHASER_T:
  4585. return msg_txt(631 - JOB_ROYAL_GUARD_T+class_);
  4586. case JOB_RUNE_KNIGHT2:
  4587. case JOB_RUNE_KNIGHT_T2:
  4588. return msg_txt(625);
  4589. case JOB_ROYAL_GUARD2:
  4590. case JOB_ROYAL_GUARD_T2:
  4591. return msg_txt(631);
  4592. case JOB_RANGER2:
  4593. case JOB_RANGER_T2:
  4594. return msg_txt(627);
  4595. case JOB_MECHANIC2:
  4596. case JOB_MECHANIC_T2:
  4597. return msg_txt(629);
  4598. case JOB_BABY_RUNE:
  4599. case JOB_BABY_WARLOCK:
  4600. case JOB_BABY_RANGER:
  4601. case JOB_BABY_BISHOP:
  4602. case JOB_BABY_MECHANIC:
  4603. case JOB_BABY_CROSS:
  4604. case JOB_BABY_GUARD:
  4605. case JOB_BABY_SORCERER:
  4606. case JOB_BABY_MINSTREL:
  4607. case JOB_BABY_WANDERER:
  4608. case JOB_BABY_SURA:
  4609. case JOB_BABY_GENETIC:
  4610. case JOB_BABY_CHASER:
  4611. return msg_txt(638 - JOB_BABY_RUNE+class_);
  4612. case JOB_BABY_RUNE2:
  4613. return msg_txt(638);
  4614. case JOB_BABY_GUARD2:
  4615. return msg_txt(644);
  4616. case JOB_BABY_RANGER2:
  4617. return msg_txt(640);
  4618. case JOB_BABY_MECHANIC2:
  4619. return msg_txt(642);
  4620. case JOB_SUPER_NOVICE_E:
  4621. case JOB_SUPER_BABY_E:
  4622. return msg_txt(651 - JOB_SUPER_NOVICE_E+class_);
  4623. case JOB_KAGEROU:
  4624. case JOB_OBORO:
  4625. return msg_txt(653 - JOB_KAGEROU+class_);
  4626. default:
  4627. return msg_txt(655);
  4628. }
  4629. }
  4630. int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
  4631. {
  4632. struct map_session_data *sd;
  4633. struct block_list *tbl;
  4634. sd = map_id2sd(id);
  4635. nullpo_ret(sd);
  4636. if (sd->followtimer != tid){
  4637. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  4638. sd->followtimer = INVALID_TIMER;
  4639. return 0;
  4640. }
  4641. sd->followtimer = INVALID_TIMER;
  4642. if (pc_isdead(sd))
  4643. return 0;
  4644. if ((tbl = map_id2bl(sd->followtarget)) == NULL)
  4645. return 0;
  4646. if(status_isdead(tbl))
  4647. return 0;
  4648. // either player or target is currently detached from map blocks (could be teleporting),
  4649. // but still connected to this map, so we'll just increment the timer and check back later
  4650. if (sd->bl.prev != NULL && tbl->prev != NULL &&
  4651. sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER)
  4652. {
  4653. if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
  4654. if (!check_distance_bl(&sd->bl, tbl, 5))
  4655. unit_walktobl(&sd->bl, tbl, 5, 0);
  4656. } else
  4657. pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT);
  4658. }
  4659. sd->followtimer = add_timer(
  4660. tick + 1000, // increase time a bit to loosen up map's load
  4661. pc_follow_timer, sd->bl.id, 0);
  4662. return 0;
  4663. }
  4664. int pc_stop_following (struct map_session_data *sd)
  4665. {
  4666. nullpo_ret(sd);
  4667. if (sd->followtimer != INVALID_TIMER) {
  4668. delete_timer(sd->followtimer,pc_follow_timer);
  4669. sd->followtimer = INVALID_TIMER;
  4670. }
  4671. sd->followtarget = -1;
  4672. return 0;
  4673. }
  4674. int pc_follow(struct map_session_data *sd,int target_id)
  4675. {
  4676. struct block_list *bl = map_id2bl(target_id);
  4677. if (bl == NULL /*|| bl->type != BL_PC*/)
  4678. return 1;
  4679. if (sd->followtimer != INVALID_TIMER)
  4680. pc_stop_following(sd);
  4681. sd->followtarget = target_id;
  4682. pc_follow_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
  4683. return 0;
  4684. }
  4685. int pc_checkbaselevelup(struct map_session_data *sd)
  4686. {
  4687. unsigned int next = pc_nextbaseexp(sd);
  4688. if (!next || sd->status.base_exp < next)
  4689. return 0;
  4690. do {
  4691. sd->status.base_exp -= next;
  4692. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  4693. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  4694. sd->status.base_exp = next-1;
  4695. next = pc_gets_status_point(sd->status.base_level);
  4696. sd->status.base_level ++;
  4697. sd->status.status_point += next;
  4698. } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
  4699. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  4700. status_calc_pet(sd->pd,0);
  4701. clif_updatestatus(sd,SP_STATUSPOINT);
  4702. clif_updatestatus(sd,SP_BASELEVEL);
  4703. clif_updatestatus(sd,SP_BASEEXP);
  4704. clif_updatestatus(sd,SP_NEXTBASEEXP);
  4705. status_calc_pc(sd,0);
  4706. status_percent_heal(&sd->bl,100,100);
  4707. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  4708. {
  4709. sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
  4710. sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
  4711. sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
  4712. sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
  4713. sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
  4714. if (sd->state.snovice_dead_flag)
  4715. sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
  4716. } else
  4717. if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
  4718. {
  4719. sc_start(&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000);
  4720. sc_start(&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000);
  4721. }
  4722. clif_misceffect(&sd->bl,0);
  4723. npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
  4724. if(sd->status.party_id)
  4725. party_send_levelup(sd);
  4726. return 1;
  4727. }
  4728. int pc_checkjoblevelup(struct map_session_data *sd)
  4729. {
  4730. unsigned int next = pc_nextjobexp(sd);
  4731. nullpo_ret(sd);
  4732. if(!next || sd->status.job_exp < next)
  4733. return 0;
  4734. do {
  4735. sd->status.job_exp -= next;
  4736. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  4737. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  4738. sd->status.job_exp = next-1;
  4739. sd->status.job_level ++;
  4740. sd->status.skill_point ++;
  4741. } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
  4742. clif_updatestatus(sd,SP_JOBLEVEL);
  4743. clif_updatestatus(sd,SP_JOBEXP);
  4744. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4745. clif_updatestatus(sd,SP_SKILLPOINT);
  4746. status_calc_pc(sd,0);
  4747. clif_misceffect(&sd->bl,1);
  4748. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  4749. clif_status_change(&sd->bl,SI_DEVIL, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
  4750. npc_script_event(sd, NPCE_JOBLVUP);
  4751. return 1;
  4752. }
  4753. /*==========================================
  4754. * Alters experienced based on self bonuses that do not get even shared to the party.
  4755. *------------------------------------------*/
  4756. static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
  4757. {
  4758. int bonus = 0;
  4759. struct status_data *status = status_get_status_data(src);
  4760. if (sd->expaddrace[status->race])
  4761. bonus += sd->expaddrace[status->race];
  4762. bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  4763. if (battle_config.pk_mode &&
  4764. (int)(status_get_lv(src) - sd->status.base_level) >= 20)
  4765. bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
  4766. if (sd->sc.data[SC_EXPBOOST])
  4767. bonus += sd->sc.data[SC_EXPBOOST]->val1;
  4768. *base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX);
  4769. if (sd->sc.data[SC_JEXPBOOST])
  4770. bonus += sd->sc.data[SC_JEXPBOOST]->val1;
  4771. *job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX);
  4772. return;
  4773. }
  4774. /*==========================================
  4775. * ??値取得
  4776. *------------------------------------------*/
  4777. int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest)
  4778. {
  4779. float nextbp=0, nextjp=0;
  4780. unsigned int nextb=0, nextj=0;
  4781. nullpo_ret(sd);
  4782. if(sd->bl.prev == NULL || pc_isdead(sd))
  4783. return 0;
  4784. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  4785. return 0; // no exp on pvp maps
  4786. if(sd->status.guild_id>0)
  4787. base_exp-=guild_payexp(sd,base_exp);
  4788. if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
  4789. nextb = pc_nextbaseexp(sd);
  4790. nextj = pc_nextjobexp(sd);
  4791. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  4792. if (nextb > 0)
  4793. nextbp = (float) base_exp / (float) nextb;
  4794. if (nextj > 0)
  4795. nextjp = (float) job_exp / (float) nextj;
  4796. if(battle_config.max_exp_gain_rate) {
  4797. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  4798. //Note that this value should never be greater than the original
  4799. //base_exp, therefore no overflow checks are needed. [Skotlex]
  4800. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  4801. if (sd->state.showexp)
  4802. nextbp = (float) base_exp / (float) nextb;
  4803. }
  4804. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  4805. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  4806. if (sd->state.showexp)
  4807. nextjp = (float) job_exp / (float) nextj;
  4808. }
  4809. }
  4810. }
  4811. //Cap exp to the level up requirement of the previous level when you are at max level, otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex]
  4812. if (base_exp) {
  4813. nextb = nextb?UINT_MAX:pc_thisbaseexp(sd);
  4814. if(sd->status.base_exp > nextb - base_exp)
  4815. sd->status.base_exp = nextb;
  4816. else
  4817. sd->status.base_exp += base_exp;
  4818. pc_checkbaselevelup(sd);
  4819. clif_updatestatus(sd,SP_BASEEXP);
  4820. }
  4821. if (job_exp) {
  4822. nextj = nextj?UINT_MAX:pc_thisjobexp(sd);
  4823. if(sd->status.job_exp > nextj - job_exp)
  4824. sd->status.job_exp = nextj;
  4825. else
  4826. sd->status.job_exp += job_exp;
  4827. pc_checkjoblevelup(sd);
  4828. clif_updatestatus(sd,SP_JOBEXP);
  4829. }
  4830. if(base_exp)
  4831. clif_displayexp(sd, base_exp, SP_BASEEXP, quest);
  4832. if(job_exp)
  4833. clif_displayexp(sd, job_exp, SP_JOBEXP, quest);
  4834. if(sd->state.showexp) {
  4835. char output[256];
  4836. sprintf(output,
  4837. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  4838. clif_disp_onlyself(sd,output,strlen(output));
  4839. }
  4840. return 1;
  4841. }
  4842. /*==========================================
  4843. * Returns max level for this character.
  4844. *------------------------------------------*/
  4845. unsigned int pc_maxbaselv(struct map_session_data *sd)
  4846. {
  4847. return max_level[pc_class2idx(sd->status.class_)][0];
  4848. };
  4849. unsigned int pc_maxjoblv(struct map_session_data *sd)
  4850. {
  4851. return max_level[pc_class2idx(sd->status.class_)][1];
  4852. };
  4853. /*==========================================
  4854. * base level側必要??値計算
  4855. *------------------------------------------*/
  4856. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  4857. {
  4858. nullpo_ret(sd);
  4859. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  4860. return 0;
  4861. return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-1];
  4862. }
  4863. unsigned int pc_thisbaseexp(struct map_session_data *sd)
  4864. {
  4865. if(sd->status.base_level>pc_maxbaselv(sd) || sd->status.base_level<=1)
  4866. return 0;
  4867. return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-2];
  4868. }
  4869. /*==========================================
  4870. * job level側必要??値計算
  4871. *------------------------------------------*/
  4872. unsigned int pc_nextjobexp(struct map_session_data *sd)
  4873. {
  4874. nullpo_ret(sd);
  4875. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  4876. return 0;
  4877. return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-1];
  4878. }
  4879. unsigned int pc_thisjobexp(struct map_session_data *sd)
  4880. {
  4881. if(sd->status.job_level>pc_maxjoblv(sd) || sd->status.job_level<=1)
  4882. return 0;
  4883. return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-2];
  4884. }
  4885. /// Returns the value of the specified stat.
  4886. static int pc_getstat(struct map_session_data* sd, int type)
  4887. {
  4888. nullpo_retr(-1, sd);
  4889. switch( type ) {
  4890. case SP_STR: return sd->status.str;
  4891. case SP_AGI: return sd->status.agi;
  4892. case SP_VIT: return sd->status.vit;
  4893. case SP_INT: return sd->status.int_;
  4894. case SP_DEX: return sd->status.dex;
  4895. case SP_LUK: return sd->status.luk;
  4896. default:
  4897. return -1;
  4898. }
  4899. }
  4900. /// Sets the specified stat to the specified value.
  4901. /// Returns the new value.
  4902. static int pc_setstat(struct map_session_data* sd, int type, int val)
  4903. {
  4904. nullpo_retr(-1, sd);
  4905. switch( type ) {
  4906. case SP_STR: sd->status.str = val; break;
  4907. case SP_AGI: sd->status.agi = val; break;
  4908. case SP_VIT: sd->status.vit = val; break;
  4909. case SP_INT: sd->status.int_ = val; break;
  4910. case SP_DEX: sd->status.dex = val; break;
  4911. case SP_LUK: sd->status.luk = val; break;
  4912. default:
  4913. return -1;
  4914. }
  4915. return val;
  4916. }
  4917. // Calculates the number of status points PC gets when leveling up (from level to level+1)
  4918. int pc_gets_status_point(int level)
  4919. {
  4920. if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt"
  4921. return (statp[level+1] - statp[level]);
  4922. else //Default increase
  4923. return ((level+15) / 5);
  4924. }
  4925. /// Returns the number of stat points needed to change the specified stat by val.
  4926. /// If val is negative, returns the number of stat points that would be needed to
  4927. /// raise the specified stat from (current value - val) to current value.
  4928. int pc_need_status_point(struct map_session_data* sd, int type, int val)
  4929. {
  4930. int low, high, sp = 0;
  4931. if ( val == 0 )
  4932. return 0;
  4933. low = pc_getstat(sd,type);
  4934. if ( low >= pc_maxparameter(sd) && val > 0 )
  4935. return 0; // Official servers show '0' when max is reached
  4936. high = low + val;
  4937. if ( val < 0 )
  4938. swap(low, high);
  4939. for ( ; low < high; low++ )
  4940. #ifdef RENEWAL // renewal status point cost formula
  4941. sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5));
  4942. #else
  4943. sp += ( 1 + (low + 9) / 10 );
  4944. #endif
  4945. return sp;
  4946. }
  4947. /// Raises a stat by 1.
  4948. /// Obeys max_parameter limits.
  4949. /// Subtracts stat points.
  4950. ///
  4951. /// @param type The stat to change (see enum _sp)
  4952. int pc_statusup(struct map_session_data* sd, int type)
  4953. {
  4954. int max, need, val;
  4955. nullpo_ret(sd);
  4956. // check conditions
  4957. need = pc_need_status_point(sd,type,1);
  4958. if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point )
  4959. {
  4960. clif_statusupack(sd,type,0,0);
  4961. return 1;
  4962. }
  4963. // check limits
  4964. max = pc_maxparameter(sd);
  4965. if( pc_getstat(sd,type) >= max )
  4966. {
  4967. clif_statusupack(sd,type,0,0);
  4968. return 1;
  4969. }
  4970. // set new values
  4971. val = pc_setstat(sd, type, pc_getstat(sd,type) + 1);
  4972. sd->status.status_point -= need;
  4973. status_calc_pc(sd,0);
  4974. // update increase cost indicator
  4975. if( need != pc_need_status_point(sd,type,1) )
  4976. clif_updatestatus(sd, SP_USTR + type-SP_STR);
  4977. // update statpoint count
  4978. clif_updatestatus(sd,SP_STATUSPOINT);
  4979. // update stat value
  4980. clif_statusupack(sd,type,1,val); // required
  4981. if( val > 255 )
  4982. clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
  4983. return 0;
  4984. }
  4985. /// Raises a stat by the specified amount.
  4986. /// Obeys max_parameter limits.
  4987. /// Does not subtract stat points.
  4988. ///
  4989. /// @param type The stat to change (see enum _sp)
  4990. /// @param val The stat increase amount.
  4991. int pc_statusup2(struct map_session_data* sd, int type, int val)
  4992. {
  4993. int max, need;
  4994. nullpo_ret(sd);
  4995. if( type < SP_STR || type > SP_LUK )
  4996. {
  4997. clif_statusupack(sd,type,0,0);
  4998. return 1;
  4999. }
  5000. need = pc_need_status_point(sd,type,1);
  5001. // set new value
  5002. max = pc_maxparameter(sd);
  5003. val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max));
  5004. status_calc_pc(sd,0);
  5005. // update increase cost indicator
  5006. if( need != pc_need_status_point(sd,type,1) )
  5007. clif_updatestatus(sd, SP_USTR + type-SP_STR);
  5008. // update stat value
  5009. clif_statusupack(sd,type,1,val); // required
  5010. if( val > 255 )
  5011. clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
  5012. return 0;
  5013. }
  5014. /*==========================================
  5015. * スキルポイント割り振り
  5016. *------------------------------------------*/
  5017. int pc_skillup(struct map_session_data *sd,int skill_num)
  5018. {
  5019. nullpo_ret(sd);
  5020. if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL )
  5021. {
  5022. guild_skillup(sd, skill_num);
  5023. return 0;
  5024. }
  5025. if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
  5026. {
  5027. merc_hom_skillup(sd->hd, skill_num);
  5028. return 0;
  5029. }
  5030. if( skill_num < 0 || skill_num >= MAX_SKILL )
  5031. return 0;
  5032. if( sd->status.skill_point > 0 &&
  5033. sd->status.skill[skill_num].id &&
  5034. sd->status.skill[skill_num].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
  5035. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
  5036. {
  5037. sd->status.skill[skill_num].lv++;
  5038. sd->status.skill_point--;
  5039. if( !skill_get_inf(skill_num) )
  5040. status_calc_pc(sd,0); // Only recalculate for passive skills.
  5041. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
  5042. pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
  5043. else
  5044. pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup
  5045. clif_skillup(sd,skill_num);
  5046. clif_updatestatus(sd,SP_SKILLPOINT);
  5047. if( skill_num == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
  5048. clif_updatestatus(sd,SP_CARTINFO);
  5049. if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
  5050. clif_skillinfoblock(sd);
  5051. }
  5052. return 0;
  5053. }
  5054. /*==========================================
  5055. * /allskill
  5056. *------------------------------------------*/
  5057. int pc_allskillup(struct map_session_data *sd)
  5058. {
  5059. int i,id;
  5060. nullpo_ret(sd);
  5061. for(i=0;i<MAX_SKILL;i++){
  5062. if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
  5063. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  5064. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5065. if (sd->status.skill[i].lv == 0)
  5066. sd->status.skill[i].id = 0;
  5067. }
  5068. }
  5069. if (pc_has_permission(sd, PC_PERM_ALL_SKILL))
  5070. { //Get ALL skills except npc/guild ones. [Skotlex]
  5071. //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
  5072. for(i=0;i<MAX_SKILL;i++){
  5073. switch( i ) {
  5074. case SG_DEVIL:
  5075. case MO_TRIPLEATTACK:
  5076. case RG_SNATCHER:
  5077. continue;
  5078. default:
  5079. if( !(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
  5080. if ( ( sd->status.skill[i].lv = skill_get_max(i) ) )//Nonexistant skills should return a max of 0 anyway.
  5081. sd->status.skill[i].id = i;
  5082. }
  5083. }
  5084. } else {
  5085. int inf2;
  5086. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){
  5087. inf2 = skill_get_inf2(id);
  5088. if (
  5089. (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  5090. (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
  5091. id==SG_DEVIL
  5092. )
  5093. continue; //Cannot be learned normally.
  5094. sd->status.skill[id].id = id;
  5095. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  5096. }
  5097. }
  5098. status_calc_pc(sd,0);
  5099. //Required because if you could level up all skills previously,
  5100. //the update will not be sent as only the lv variable changes.
  5101. clif_skillinfoblock(sd);
  5102. return 0;
  5103. }
  5104. /*==========================================
  5105. * /resetlvl
  5106. *------------------------------------------*/
  5107. int pc_resetlvl(struct map_session_data* sd,int type)
  5108. {
  5109. int i;
  5110. nullpo_ret(sd);
  5111. if (type != 3) //Also reset skills
  5112. pc_resetskill(sd, 0);
  5113. if(type == 1){
  5114. sd->status.skill_point=0;
  5115. sd->status.base_level=1;
  5116. sd->status.job_level=1;
  5117. sd->status.base_exp=0;
  5118. sd->status.job_exp=0;
  5119. if(sd->sc.option !=0)
  5120. sd->sc.option = 0;
  5121. sd->status.str=1;
  5122. sd->status.agi=1;
  5123. sd->status.vit=1;
  5124. sd->status.int_=1;
  5125. sd->status.dex=1;
  5126. sd->status.luk=1;
  5127. if(sd->status.class_ == JOB_NOVICE_HIGH) {
  5128. sd->status.status_point=100; // not 88 [celest]
  5129. // give platinum skills upon changing
  5130. pc_skill(sd,142,1,0);
  5131. pc_skill(sd,143,1,0);
  5132. }
  5133. }
  5134. if(type == 2){
  5135. sd->status.skill_point=0;
  5136. sd->status.base_level=1;
  5137. sd->status.job_level=1;
  5138. sd->status.base_exp=0;
  5139. sd->status.job_exp=0;
  5140. }
  5141. if(type == 3){
  5142. sd->status.base_level=1;
  5143. sd->status.base_exp=0;
  5144. }
  5145. if(type == 4){
  5146. sd->status.job_level=1;
  5147. sd->status.job_exp=0;
  5148. }
  5149. clif_updatestatus(sd,SP_STATUSPOINT);
  5150. clif_updatestatus(sd,SP_STR);
  5151. clif_updatestatus(sd,SP_AGI);
  5152. clif_updatestatus(sd,SP_VIT);
  5153. clif_updatestatus(sd,SP_INT);
  5154. clif_updatestatus(sd,SP_DEX);
  5155. clif_updatestatus(sd,SP_LUK);
  5156. clif_updatestatus(sd,SP_BASELEVEL);
  5157. clif_updatestatus(sd,SP_JOBLEVEL);
  5158. clif_updatestatus(sd,SP_STATUSPOINT);
  5159. clif_updatestatus(sd,SP_BASEEXP);
  5160. clif_updatestatus(sd,SP_JOBEXP);
  5161. clif_updatestatus(sd,SP_NEXTBASEEXP);
  5162. clif_updatestatus(sd,SP_NEXTJOBEXP);
  5163. clif_updatestatus(sd,SP_SKILLPOINT);
  5164. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  5165. clif_updatestatus(sd,SP_UAGI);
  5166. clif_updatestatus(sd,SP_UVIT);
  5167. clif_updatestatus(sd,SP_UINT);
  5168. clif_updatestatus(sd,SP_UDEX);
  5169. clif_updatestatus(sd,SP_ULUK); // End Addition
  5170. for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  5171. if(sd->equip_index[i] >= 0)
  5172. if(!pc_isequip(sd,sd->equip_index[i]))
  5173. pc_unequipitem(sd,sd->equip_index[i],2);
  5174. }
  5175. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
  5176. party_send_levelup(sd);
  5177. status_calc_pc(sd,0);
  5178. clif_skillinfoblock(sd);
  5179. return 0;
  5180. }
  5181. /*==========================================
  5182. * /resetstate
  5183. *------------------------------------------*/
  5184. int pc_resetstate(struct map_session_data* sd)
  5185. {
  5186. nullpo_ret(sd);
  5187. if (battle_config.use_statpoint_table)
  5188. { // New statpoint table used here - Dexity
  5189. if (sd->status.base_level > MAX_LEVEL)
  5190. { //statp[] goes out of bounds, can't reset!
  5191. ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n",
  5192. sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL);
  5193. return 0;
  5194. }
  5195. sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points
  5196. }
  5197. else
  5198. {
  5199. int add=0;
  5200. add += pc_need_status_point(sd, SP_STR, 1-pc_getstat(sd, SP_STR));
  5201. add += pc_need_status_point(sd, SP_AGI, 1-pc_getstat(sd, SP_AGI));
  5202. add += pc_need_status_point(sd, SP_VIT, 1-pc_getstat(sd, SP_VIT));
  5203. add += pc_need_status_point(sd, SP_INT, 1-pc_getstat(sd, SP_INT));
  5204. add += pc_need_status_point(sd, SP_DEX, 1-pc_getstat(sd, SP_DEX));
  5205. add += pc_need_status_point(sd, SP_LUK, 1-pc_getstat(sd, SP_LUK));
  5206. sd->status.status_point+=add;
  5207. }
  5208. pc_setstat(sd, SP_STR, 1);
  5209. pc_setstat(sd, SP_AGI, 1);
  5210. pc_setstat(sd, SP_VIT, 1);
  5211. pc_setstat(sd, SP_INT, 1);
  5212. pc_setstat(sd, SP_DEX, 1);
  5213. pc_setstat(sd, SP_LUK, 1);
  5214. clif_updatestatus(sd,SP_STR);
  5215. clif_updatestatus(sd,SP_AGI);
  5216. clif_updatestatus(sd,SP_VIT);
  5217. clif_updatestatus(sd,SP_INT);
  5218. clif_updatestatus(sd,SP_DEX);
  5219. clif_updatestatus(sd,SP_LUK);
  5220. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  5221. clif_updatestatus(sd,SP_UAGI);
  5222. clif_updatestatus(sd,SP_UVIT);
  5223. clif_updatestatus(sd,SP_UINT);
  5224. clif_updatestatus(sd,SP_UDEX);
  5225. clif_updatestatus(sd,SP_ULUK); // End Addition
  5226. clif_updatestatus(sd,SP_STATUSPOINT);
  5227. if( sd->mission_mobid ) { //bugreport:2200
  5228. sd->mission_mobid = 0;
  5229. sd->mission_count = 0;
  5230. pc_setglobalreg(sd,"TK_MISSION_ID", 0);
  5231. }
  5232. status_calc_pc(sd,0);
  5233. return 1;
  5234. }
  5235. /*==========================================
  5236. * /resetskill
  5237. * if flag&1, perform block resync and status_calc call.
  5238. * if flag&2, just count total amount of skill points used by player, do not really reset.
  5239. * if flag&4, just reset the skills if the player class is a bard/dancer type (for changesex.)
  5240. *------------------------------------------*/
  5241. int pc_resetskill(struct map_session_data* sd, int flag)
  5242. {
  5243. int i, lv, inf2, skill_point=0;
  5244. nullpo_ret(sd);
  5245. if( flag&4 && (sd->class_&MAPID_UPPERMASK) != MAPID_BARDDANCER )
  5246. return 0;
  5247. if( !(flag&2) ) { //Remove stuff lost when resetting skills.
  5248. /**
  5249. * It has been confirmed on official server that when you reset skills with a ranked tweakwon your skills are not reset (because you have all of them anyway)
  5250. **/
  5251. if( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
  5252. return 0;
  5253. if( pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd) )
  5254. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  5255. i = sd->sc.option;
  5256. if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) )
  5257. i &= ~OPTION_RIDING;
  5258. if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) )
  5259. i &= ~OPTION_CART;
  5260. if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) )
  5261. i &= ~OPTION_FALCON;
  5262. if( i&OPTION_DRAGON && pc_checkskill(sd, RK_DRAGONTRAINING) )
  5263. i &= ~OPTION_DRAGON;
  5264. if( i&OPTION_WUG && pc_checkskill(sd, RA_WUGMASTERY) )
  5265. i &= ~OPTION_WUG;
  5266. if( i&OPTION_WUGRIDER && pc_checkskill(sd, RA_WUGRIDER) )
  5267. i &= ~OPTION_WUGRIDER;
  5268. if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC )
  5269. i &= ~OPTION_MADOGEAR;
  5270. if( i&OPTION_MOUNTING )
  5271. i &= ~OPTION_MOUNTING;
  5272. if( i != sd->sc.option )
  5273. pc_setoption(sd, i);
  5274. if( merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) )
  5275. merc_hom_vaporize(sd, 0);
  5276. }
  5277. for( i = 1; i < MAX_SKILL; i++ )
  5278. {
  5279. lv = sd->status.skill[i].lv;
  5280. if (lv < 1) continue;
  5281. inf2 = skill_get_inf2(i);
  5282. if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
  5283. continue;
  5284. // Don't reset trick dead if not a novice/baby
  5285. if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
  5286. {
  5287. sd->status.skill[i].lv = 0;
  5288. sd->status.skill[i].flag = 0;
  5289. continue;
  5290. }
  5291. // do not reset basic skill
  5292. if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
  5293. continue;
  5294. if( flag&4 && !skill_ischangesex(i) )
  5295. continue;
  5296. if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn )
  5297. { //Only handle quest skills in a special way when you can't learn them manually
  5298. if( battle_config.quest_skill_reset && !(flag&2) )
  5299. { //Wipe them
  5300. sd->status.skill[i].lv = 0;
  5301. sd->status.skill[i].flag = 0;
  5302. }
  5303. continue;
  5304. }
  5305. if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT )
  5306. skill_point += lv;
  5307. else
  5308. if( sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0 )
  5309. skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
  5310. if( !(flag&2) )
  5311. {// reset
  5312. sd->status.skill[i].lv = 0;
  5313. sd->status.skill[i].flag = 0;
  5314. }
  5315. }
  5316. if( flag&2 || !skill_point ) return skill_point;
  5317. sd->status.skill_point += skill_point;
  5318. if( flag&1 )
  5319. {
  5320. clif_updatestatus(sd,SP_SKILLPOINT);
  5321. clif_skillinfoblock(sd);
  5322. status_calc_pc(sd,0);
  5323. }
  5324. return skill_point;
  5325. }
  5326. /*==========================================
  5327. * /resetfeel [Komurka]
  5328. *------------------------------------------*/
  5329. int pc_resetfeel(struct map_session_data* sd)
  5330. {
  5331. int i;
  5332. nullpo_ret(sd);
  5333. for (i=0; i<MAX_PC_FEELHATE; i++)
  5334. {
  5335. sd->feel_map[i].m = -1;
  5336. sd->feel_map[i].index = 0;
  5337. pc_setglobalreg(sd,sg_info[i].feel_var,0);
  5338. }
  5339. return 0;
  5340. }
  5341. int pc_resethate(struct map_session_data* sd)
  5342. {
  5343. int i;
  5344. nullpo_ret(sd);
  5345. for (i=0; i<3; i++)
  5346. {
  5347. sd->hate_mob[i] = -1;
  5348. pc_setglobalreg(sd,sg_info[i].hate_var,0);
  5349. }
  5350. return 0;
  5351. }
  5352. int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
  5353. {
  5354. int i, bonus = 0;
  5355. ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_num);
  5356. if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;
  5357. return bonus;
  5358. }
  5359. int pc_skillheal_bonus(struct map_session_data *sd, int skill_num)
  5360. {
  5361. int i, bonus = sd->add_heal_rate;
  5362. if( bonus )
  5363. {
  5364. switch( skill_num )
  5365. {
  5366. case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
  5367. case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
  5368. case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
  5369. case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
  5370. case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break;
  5371. }
  5372. }
  5373. ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num);
  5374. if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val;
  5375. return bonus;
  5376. }
  5377. int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num)
  5378. {
  5379. int i, bonus = sd->add_heal2_rate;
  5380. ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num);
  5381. if( i < ARRAYLENGTH(sd->skillheal2) ) bonus += sd->skillheal2[i].val;
  5382. return bonus;
  5383. }
  5384. void pc_respawn(struct map_session_data* sd, clr_type clrtype)
  5385. {
  5386. if( !pc_isdead(sd) )
  5387. return; // not applicable
  5388. if( sd->bg_id && bg_member_respawn(sd) )
  5389. return; // member revived by battleground
  5390. pc_setstand(sd);
  5391. pc_setrestartvalue(sd,3);
  5392. if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) )
  5393. clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
  5394. }
  5395. static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data)
  5396. {
  5397. struct map_session_data *sd = map_id2sd(id);
  5398. if( sd != NULL )
  5399. {
  5400. sd->pvp_point=0;
  5401. pc_respawn(sd,CLR_OUTSIGHT);
  5402. }
  5403. return 0;
  5404. }
  5405. /*==========================================
  5406. * Invoked when a player has received damage
  5407. *------------------------------------------*/
  5408. void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
  5409. {
  5410. if (sp) clif_updatestatus(sd,SP_SP);
  5411. if (hp) clif_updatestatus(sd,SP_HP);
  5412. else return;
  5413. if( !src || src == &sd->bl )
  5414. return;
  5415. if( pc_issit(sd) )
  5416. {
  5417. pc_setstand(sd);
  5418. skill_sit(sd,0);
  5419. }
  5420. if( sd->progressbar.npc_id )
  5421. clif_progressbar_abort(sd);
  5422. if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
  5423. pet_target_check(sd,src,1);
  5424. if( sd->status.ele_id > 0 )
  5425. elemental_set_target(sd,src);
  5426. sd->canlog_tick = gettick();
  5427. }
  5428. int pc_dead(struct map_session_data *sd,struct block_list *src)
  5429. {
  5430. int i=0,j=0,k=0;
  5431. unsigned int tick = gettick();
  5432. for(k = 0; k < 5; k++)
  5433. if (sd->devotion[k]){
  5434. struct map_session_data *devsd = map_id2sd(sd->devotion[k]);
  5435. if (devsd)
  5436. status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER);
  5437. sd->devotion[k] = 0;
  5438. }
  5439. if(sd->status.pet_id > 0 && sd->pd) {
  5440. struct pet_data *pd = sd->pd;
  5441. if( !map[sd->bl.m].flag.noexppenalty ) {
  5442. pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die);
  5443. if( pd->pet.intimate < 0 )
  5444. pd->pet.intimate = 0;
  5445. clif_send_petdata(sd,sd->pd,1,pd->pet.intimate);
  5446. }
  5447. if( sd->pd->target_id ) // Unlock all targets...
  5448. pet_unlocktarget(sd->pd);
  5449. }
  5450. if( sd->status.hom_id > 0 && battle_config.homunculus_auto_vapor )
  5451. merc_hom_vaporize(sd, 0);
  5452. if( sd->md )
  5453. merc_delete(sd->md, 3); // Your mercenary soldier has ran away.
  5454. if( sd->ed )
  5455. elemental_delete(sd->ed, 0);
  5456. // Leave duel if you die [LuzZza]
  5457. if(battle_config.duel_autoleave_when_die) {
  5458. if(sd->duel_group > 0)
  5459. duel_leave(sd->duel_group, sd);
  5460. if(sd->duel_invite > 0)
  5461. duel_reject(sd->duel_invite, sd);
  5462. }
  5463. pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1);
  5464. pc_setparam(sd, SP_KILLERRID, src?src->id:0);
  5465. if( sd->bg_id ) {
  5466. struct battleground_data *bg;
  5467. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  5468. npc_event(sd, bg->die_event, 0);
  5469. }
  5470. npc_script_event(sd,NPCE_DIE);
  5471. /* e.g. not killed thru pc_damage */
  5472. if( pc_issit(sd) ) {
  5473. clif_status_load(&sd->bl,SI_SIT,0);
  5474. }
  5475. pc_setdead(sd);
  5476. //Reset menu skills/item skills
  5477. if (sd->skillitem)
  5478. sd->skillitem = sd->skillitemlv = 0;
  5479. if (sd->menuskill_id)
  5480. sd->menuskill_id = sd->menuskill_val = 0;
  5481. //Reset ticks.
  5482. sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;
  5483. if ( sd && sd->spiritball )
  5484. pc_delspiritball(sd,sd->spiritball,0);
  5485. if (src)
  5486. switch (src->type) {
  5487. case BL_MOB:
  5488. {
  5489. struct mob_data *md=(struct mob_data *)src;
  5490. if(md->target_id==sd->bl.id)
  5491. mob_unlocktarget(md,tick);
  5492. if(battle_config.mobs_level_up && md->status.hp &&
  5493. (unsigned int)md->level < pc_maxbaselv(sd) &&
  5494. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  5495. ) { // monster level up [Valaris]
  5496. clif_misceffect(&md->bl,0);
  5497. md->level++;
  5498. status_calc_mob(md, 0);
  5499. status_percent_heal(src,10,0);
  5500. if( battle_config.show_mob_info&4 )
  5501. {// update name with new level
  5502. clif_charnameack(0, &md->bl);
  5503. }
  5504. }
  5505. src = battle_get_master(src); // Maybe Player Summon
  5506. }
  5507. break;
  5508. case BL_PET: //Pass on to master...
  5509. src = &((TBL_PET*)src)->msd->bl;
  5510. break;
  5511. case BL_HOM:
  5512. src = &((TBL_HOM*)src)->master->bl;
  5513. break;
  5514. case BL_MER:
  5515. src = &((TBL_MER*)src)->master->bl;
  5516. break;
  5517. }
  5518. if (src && src->type == BL_PC)
  5519. {
  5520. struct map_session_data *ssd = (struct map_session_data *)src;
  5521. pc_setparam(ssd, SP_KILLEDRID, sd->bl.id);
  5522. npc_script_event(ssd, NPCE_KILLPC);
  5523. if (battle_config.pk_mode&2) {
  5524. ssd->status.manner -= 5;
  5525. if(ssd->status.manner < 0)
  5526. sc_start(src,SC_NOCHAT,100,0,0);
  5527. #if 0
  5528. // PK/Karma system code (not enabled yet) [celest]
  5529. // originally from Kade Online, so i don't know if any of these is correct ^^;
  5530. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  5531. // karma going down = more 'good' / more honourable.
  5532. // The Karma System way...
  5533. if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  5534. sd->status.karma--;
  5535. ssd->status.karma--;
  5536. }
  5537. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  5538. ssd->status.karma++;
  5539. // or the PK System way...
  5540. if (sd->status.karma > 0) // player killed is dishonourable?
  5541. ssd->status.karma--; // honour points earned
  5542. sd->status.karma++; // honour points lost
  5543. // To-do: Receive exp on certain occasions
  5544. #endif
  5545. }
  5546. }
  5547. if(battle_config.bone_drop==2
  5548. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
  5549. {
  5550. struct item item_tmp;
  5551. memset(&item_tmp,0,sizeof(item_tmp));
  5552. item_tmp.nameid=ITEMID_SKULL_;
  5553. item_tmp.identify=1;
  5554. item_tmp.card[0]=CARD0_CREATE;
  5555. item_tmp.card[1]=0;
  5556. item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
  5557. item_tmp.card[3]=GetWord(sd->status.char_id,1);
  5558. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5559. }
  5560. // activate Steel body if a super novice dies at 99+% exp [celest]
  5561. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag)
  5562. {
  5563. unsigned int next = pc_nextbaseexp(sd);
  5564. if( next == 0 ) next = pc_thisbaseexp(sd);
  5565. if( get_percentage(sd->status.base_exp,next) >= 99 ) {
  5566. sd->state.snovice_dead_flag = 1;
  5567. pc_setstand(sd);
  5568. status_percent_heal(&sd->bl, 100, 100);
  5569. clif_resurrection(&sd->bl, 1);
  5570. if(battle_config.pc_invincible_time)
  5571. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  5572. sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  5573. if(map_flag_gvg(sd->bl.m))
  5574. pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
  5575. return 0;
  5576. }
  5577. }
  5578. // changed penalty options, added death by player if pk_mode [Valaris]
  5579. if(battle_config.death_penalty_type
  5580. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  5581. && !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m)
  5582. && !sd->sc.data[SC_BABY] && !sd->sc.data[SC_LIFEINSURANCE])
  5583. {
  5584. unsigned int base_penalty =0;
  5585. if (battle_config.death_penalty_base > 0) {
  5586. switch (battle_config.death_penalty_type) {
  5587. case 1:
  5588. base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  5589. break;
  5590. case 2:
  5591. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  5592. break;
  5593. }
  5594. if(base_penalty) {
  5595. if (battle_config.pk_mode && src && src->type==BL_PC)
  5596. base_penalty*=2;
  5597. sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
  5598. clif_updatestatus(sd,SP_BASEEXP);
  5599. }
  5600. }
  5601. if(battle_config.death_penalty_job > 0)
  5602. {
  5603. base_penalty = 0;
  5604. switch (battle_config.death_penalty_type) {
  5605. case 1:
  5606. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  5607. break;
  5608. case 2:
  5609. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  5610. break;
  5611. }
  5612. if(base_penalty) {
  5613. if (battle_config.pk_mode && src && src->type==BL_PC)
  5614. base_penalty*=2;
  5615. sd->status.job_exp -= min(sd->status.job_exp, base_penalty);
  5616. clif_updatestatus(sd,SP_JOBEXP);
  5617. }
  5618. }
  5619. if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty)
  5620. {
  5621. base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  5622. if(base_penalty)
  5623. pc_payzeny(sd, base_penalty);
  5624. }
  5625. }
  5626. if(map[sd->bl.m].flag.pvp_nightmaredrop)
  5627. { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
  5628. for(j=0;j<MAX_DROP_PER_MAP;j++){
  5629. int id = map[sd->bl.m].drop_list[j].drop_id;
  5630. int type = map[sd->bl.m].drop_list[j].drop_type;
  5631. int per = map[sd->bl.m].drop_list[j].drop_per;
  5632. if(id == 0)
  5633. continue;
  5634. if(id == -1){
  5635. int eq_num=0,eq_n[MAX_INVENTORY];
  5636. memset(eq_n,0,sizeof(eq_n));
  5637. for(i=0;i<MAX_INVENTORY;i++){
  5638. int k;
  5639. if( (type == 1 && !sd->status.inventory[i].equip)
  5640. || (type == 2 && sd->status.inventory[i].equip)
  5641. || type == 3)
  5642. {
  5643. ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 );
  5644. if( k < MAX_INVENTORY )
  5645. eq_n[k] = i;
  5646. eq_num++;
  5647. }
  5648. }
  5649. if(eq_num > 0){
  5650. int n = eq_n[rnd()%eq_num];
  5651. if(rnd()%10000 < per){
  5652. if(sd->status.inventory[n].equip)
  5653. pc_unequipitem(sd,n,3);
  5654. pc_dropitem(sd,n,1);
  5655. }
  5656. }
  5657. }
  5658. else if(id > 0){
  5659. for(i=0;i<MAX_INVENTORY;i++){
  5660. if(sd->status.inventory[i].nameid == id
  5661. && rnd()%10000 < per
  5662. && ((type == 1 && !sd->status.inventory[i].equip)
  5663. || (type == 2 && sd->status.inventory[i].equip)
  5664. || type == 3) ){
  5665. if(sd->status.inventory[i].equip)
  5666. pc_unequipitem(sd,i,3);
  5667. pc_dropitem(sd,i,1);
  5668. break;
  5669. }
  5670. }
  5671. }
  5672. }
  5673. }
  5674. // pvp
  5675. // disable certain pvp functions on pk_mode [Valaris]
  5676. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank )
  5677. {
  5678. sd->pvp_point -= 5;
  5679. sd->pvp_lost++;
  5680. if( src && src->type == BL_PC )
  5681. {
  5682. struct map_session_data *ssd = (struct map_session_data *)src;
  5683. ssd->pvp_point++;
  5684. ssd->pvp_won++;
  5685. }
  5686. if( sd->pvp_point < 0 )
  5687. {
  5688. add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0);
  5689. return 1|8;
  5690. }
  5691. }
  5692. //GvG
  5693. if( map_flag_gvg(sd->bl.m) )
  5694. {
  5695. add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
  5696. return 1|8;
  5697. }
  5698. else if( sd->bg_id )
  5699. {
  5700. struct battleground_data *bg = bg_team_search(sd->bg_id);
  5701. if( bg && bg->mapindex > 0 )
  5702. { // Respawn by BG
  5703. add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
  5704. return 1|8;
  5705. }
  5706. }
  5707. //Reset "can log out" tick.
  5708. if( battle_config.prevent_logout )
  5709. sd->canlog_tick = gettick() - battle_config.prevent_logout;
  5710. return 1;
  5711. }
  5712. void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
  5713. {
  5714. if(hp) clif_updatestatus(sd,SP_HP);
  5715. if(sp) clif_updatestatus(sd,SP_SP);
  5716. pc_setstand(sd);
  5717. if(battle_config.pc_invincible_time > 0)
  5718. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  5719. }
  5720. // script? 連
  5721. //
  5722. /*==========================================
  5723. * script用PCステ?タス?み出し
  5724. *------------------------------------------*/
  5725. int pc_readparam(struct map_session_data* sd,int type)
  5726. {
  5727. int val = 0;
  5728. nullpo_ret(sd);
  5729. switch(type) {
  5730. case SP_SKILLPOINT: val = sd->status.skill_point; break;
  5731. case SP_STATUSPOINT: val = sd->status.status_point; break;
  5732. case SP_ZENY: val = sd->status.zeny; break;
  5733. case SP_BASELEVEL: val = sd->status.base_level; break;
  5734. case SP_JOBLEVEL: val = sd->status.job_level; break;
  5735. case SP_CLASS: val = sd->status.class_; break;
  5736. case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
  5737. case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
  5738. case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
  5739. case SP_SEX: val = sd->status.sex; break;
  5740. case SP_WEIGHT: val = sd->weight; break;
  5741. case SP_MAXWEIGHT: val = sd->max_weight; break;
  5742. case SP_BASEEXP: val = sd->status.base_exp; break;
  5743. case SP_JOBEXP: val = sd->status.job_exp; break;
  5744. case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break;
  5745. case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break;
  5746. case SP_HP: val = sd->battle_status.hp; break;
  5747. case SP_MAXHP: val = sd->battle_status.max_hp; break;
  5748. case SP_SP: val = sd->battle_status.sp; break;
  5749. case SP_MAXSP: val = sd->battle_status.max_sp; break;
  5750. case SP_STR: val = sd->status.str; break;
  5751. case SP_AGI: val = sd->status.agi; break;
  5752. case SP_VIT: val = sd->status.vit; break;
  5753. case SP_INT: val = sd->status.int_; break;
  5754. case SP_DEX: val = sd->status.dex; break;
  5755. case SP_LUK: val = sd->status.luk; break;
  5756. case SP_KARMA: val = sd->status.karma; break;
  5757. case SP_MANNER: val = sd->status.manner; break;
  5758. case SP_FAME: val = sd->status.fame; break;
  5759. case SP_KILLERRID: val = sd->killerrid; break;
  5760. case SP_KILLEDRID: val = sd->killedrid; break;
  5761. }
  5762. return val;
  5763. }
  5764. /*==========================================
  5765. * script用PCステ?タス設定
  5766. *------------------------------------------*/
  5767. int pc_setparam(struct map_session_data *sd,int type,int val)
  5768. {
  5769. int i = 0, statlimit;
  5770. nullpo_ret(sd);
  5771. switch(type){
  5772. case SP_BASELEVEL:
  5773. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  5774. val = pc_maxbaselv(sd);
  5775. if ((unsigned int)val > sd->status.base_level) {
  5776. int stat=0;
  5777. for (i = 0; i < (int)((unsigned int)val - sd->status.base_level); i++)
  5778. stat += pc_gets_status_point(sd->status.base_level + i);
  5779. sd->status.status_point += stat;
  5780. }
  5781. sd->status.base_level = (unsigned int)val;
  5782. sd->status.base_exp = 0;
  5783. // clif_updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom
  5784. clif_updatestatus(sd, SP_NEXTBASEEXP);
  5785. clif_updatestatus(sd, SP_STATUSPOINT);
  5786. clif_updatestatus(sd, SP_BASEEXP);
  5787. status_calc_pc(sd, 0);
  5788. if(sd->status.party_id)
  5789. {
  5790. party_send_levelup(sd);
  5791. }
  5792. break;
  5793. case SP_JOBLEVEL:
  5794. if ((unsigned int)val >= sd->status.job_level) {
  5795. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  5796. sd->status.skill_point += val - sd->status.job_level;
  5797. clif_updatestatus(sd, SP_SKILLPOINT);
  5798. }
  5799. sd->status.job_level = (unsigned int)val;
  5800. sd->status.job_exp = 0;
  5801. // clif_updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom
  5802. clif_updatestatus(sd, SP_NEXTJOBEXP);
  5803. clif_updatestatus(sd, SP_JOBEXP);
  5804. status_calc_pc(sd, 0);
  5805. break;
  5806. case SP_SKILLPOINT:
  5807. sd->status.skill_point = val;
  5808. break;
  5809. case SP_STATUSPOINT:
  5810. sd->status.status_point = val;
  5811. break;
  5812. case SP_ZENY:
  5813. if( val < 0 )
  5814. return 0;// can't set negative zeny
  5815. log_zeny(sd, LOG_TYPE_NPC, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
  5816. sd->status.zeny = cap_value(val, 0, MAX_ZENY);
  5817. break;
  5818. case SP_BASEEXP:
  5819. if(pc_nextbaseexp(sd) > 0) {
  5820. sd->status.base_exp = val;
  5821. pc_checkbaselevelup(sd);
  5822. }
  5823. break;
  5824. case SP_JOBEXP:
  5825. if(pc_nextjobexp(sd) > 0) {
  5826. sd->status.job_exp = val;
  5827. pc_checkjoblevelup(sd);
  5828. }
  5829. break;
  5830. case SP_SEX:
  5831. sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
  5832. break;
  5833. case SP_WEIGHT:
  5834. sd->weight = val;
  5835. break;
  5836. case SP_MAXWEIGHT:
  5837. sd->max_weight = val;
  5838. break;
  5839. case SP_HP:
  5840. sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
  5841. break;
  5842. case SP_MAXHP:
  5843. sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);
  5844. if( sd->battle_status.max_hp < sd->battle_status.hp )
  5845. {
  5846. sd->battle_status.hp = sd->battle_status.max_hp;
  5847. clif_updatestatus(sd, SP_HP);
  5848. }
  5849. break;
  5850. case SP_SP:
  5851. sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
  5852. break;
  5853. case SP_MAXSP:
  5854. sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);
  5855. if( sd->battle_status.max_sp < sd->battle_status.sp )
  5856. {
  5857. sd->battle_status.sp = sd->battle_status.max_sp;
  5858. clif_updatestatus(sd, SP_SP);
  5859. }
  5860. break;
  5861. case SP_STR:
  5862. statlimit = pc_maxparameter(sd);
  5863. sd->status.str = cap_value(val, 1, statlimit);
  5864. break;
  5865. case SP_AGI:
  5866. statlimit = pc_maxparameter(sd);
  5867. sd->status.agi = cap_value(val, 1, statlimit);
  5868. break;
  5869. case SP_VIT:
  5870. statlimit = pc_maxparameter(sd);
  5871. sd->status.vit = cap_value(val, 1, statlimit);
  5872. break;
  5873. case SP_INT:
  5874. statlimit = pc_maxparameter(sd);
  5875. sd->status.int_ = cap_value(val, 1, statlimit);
  5876. break;
  5877. case SP_DEX:
  5878. statlimit = pc_maxparameter(sd);
  5879. sd->status.dex = cap_value(val, 1, statlimit);
  5880. break;
  5881. case SP_LUK:
  5882. statlimit = pc_maxparameter(sd);
  5883. sd->status.luk = cap_value(val, 1, statlimit);
  5884. break;
  5885. case SP_KARMA:
  5886. sd->status.karma = val;
  5887. break;
  5888. case SP_MANNER:
  5889. sd->status.manner = val;
  5890. break;
  5891. case SP_FAME:
  5892. sd->status.fame = val;
  5893. break;
  5894. case SP_KILLERRID:
  5895. sd->killerrid = val;
  5896. return 1;
  5897. case SP_KILLEDRID:
  5898. sd->killedrid = val;
  5899. return 1;
  5900. default:
  5901. ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type);
  5902. return 0;
  5903. }
  5904. clif_updatestatus(sd,type);
  5905. return 1;
  5906. }
  5907. /*==========================================
  5908. * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
  5909. *------------------------------------------*/
  5910. void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
  5911. {
  5912. if (type) {
  5913. if (hp)
  5914. clif_heal(sd->fd,SP_HP,hp);
  5915. if (sp)
  5916. clif_heal(sd->fd,SP_SP,sp);
  5917. } else {
  5918. if(hp)
  5919. clif_updatestatus(sd,SP_HP);
  5920. if(sp)
  5921. clif_updatestatus(sd,SP_SP);
  5922. }
  5923. return;
  5924. }
  5925. /*==========================================
  5926. * HP/SP回復
  5927. *------------------------------------------*/
  5928. int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
  5929. {
  5930. int i, bonus;
  5931. if(hp) {
  5932. bonus = 100 + (sd->battle_status.vit<<1)
  5933. + pc_checkskill(sd,SM_RECOVERY)*10
  5934. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5935. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  5936. if (potion_flag > 1)
  5937. bonus += bonus*(potion_flag-1)*50/100;
  5938. //All item bonuses.
  5939. bonus += sd->itemhealrate2;
  5940. //Item Group bonuses
  5941. bonus += bonus*itemdb_group_bonus(sd, itemid)/100;
  5942. //Individual item bonuses.
  5943. for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++)
  5944. {
  5945. if (sd->itemhealrate[i].nameid == itemid) {
  5946. bonus += bonus*sd->itemhealrate[i].rate/100;
  5947. break;
  5948. }
  5949. }
  5950. if(bonus!=100)
  5951. hp = hp * bonus / 100;
  5952. // Recovery Potion
  5953. if( sd->sc.data[SC_INCHEALRATE] )
  5954. hp += (int)(hp * sd->sc.data[SC_INCHEALRATE]->val1/100.);
  5955. }
  5956. if(sp) {
  5957. bonus = 100 + (sd->battle_status.int_<<1)
  5958. + pc_checkskill(sd,MG_SRECOVERY)*10
  5959. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5960. if (potion_flag > 1)
  5961. bonus += bonus*(potion_flag-1)*50/100;
  5962. if(bonus != 100)
  5963. sp = sp * bonus / 100;
  5964. }
  5965. if( sd->sc.count ) {
  5966. if ( sd->sc.data[SC_CRITICALWOUND] ) {
  5967. hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
  5968. sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
  5969. }
  5970. if ( sd->sc.data[SC_DEATHHURT] ) {
  5971. hp -= hp * 20 / 100;
  5972. sp -= sp * 20 / 100;
  5973. }
  5974. if( sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5975. hp += hp / 10;
  5976. sp += sp / 10;
  5977. }
  5978. }
  5979. return status_heal(&sd->bl, hp, sp, 1);
  5980. }
  5981. /*==========================================
  5982. * HP/SP回復
  5983. *------------------------------------------*/
  5984. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  5985. {
  5986. nullpo_ret(sd);
  5987. if(hp > 100) hp = 100;
  5988. else
  5989. if(hp <-100) hp =-100;
  5990. if(sp > 100) sp = 100;
  5991. else
  5992. if(sp <-100) sp =-100;
  5993. if(hp >= 0 && sp >= 0) //Heal
  5994. return status_percent_heal(&sd->bl, hp, sp);
  5995. if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
  5996. return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);
  5997. //Crossed signs
  5998. if(hp) {
  5999. if(hp > 0)
  6000. status_percent_heal(&sd->bl, hp, 0);
  6001. else
  6002. status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
  6003. }
  6004. if(sp) {
  6005. if(sp > 0)
  6006. status_percent_heal(&sd->bl, 0, sp);
  6007. else
  6008. status_percent_damage(NULL, &sd->bl, 0, sp, false);
  6009. }
  6010. return 0;
  6011. }
  6012. /*==========================================
  6013. * 職?更
  6014. * 引? job 職業 0~23
  6015. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  6016. * Rewrote to make it tidider [Celest]
  6017. *------------------------------------------*/
  6018. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  6019. {
  6020. int i, fame_flag=0;
  6021. int b_class;
  6022. nullpo_ret(sd);
  6023. if (job < 0)
  6024. return 1;
  6025. //Normalize job.
  6026. b_class = pc_jobid2mapid(job);
  6027. if (b_class == -1)
  6028. return 1;
  6029. switch (upper) {
  6030. case 1:
  6031. b_class|= JOBL_UPPER;
  6032. break;
  6033. case 2:
  6034. b_class|= JOBL_BABY;
  6035. break;
  6036. }
  6037. //This will automatically adjust bard/dancer classes to the correct gender
  6038. //That is, if you try to jobchange into dancer, it will turn you to bard.
  6039. job = pc_mapid2jobid(b_class, sd->status.sex);
  6040. if (job == -1)
  6041. return 1;
  6042. if ((unsigned short)b_class == sd->class_)
  6043. return 1; //Nothing to change.
  6044. // changing from 1st to 2nd job
  6045. if ((b_class&JOBL_2) && !(sd->class_&JOBL_2) && (b_class&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) {
  6046. sd->change_level_2nd = sd->status.job_level;
  6047. pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
  6048. }
  6049. // changing from 2nd to 3rd job
  6050. else if((b_class&JOBL_THIRD) && !(sd->class_&JOBL_THIRD)) {
  6051. sd->change_level_3rd = sd->status.job_level;
  6052. pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
  6053. }
  6054. if(sd->cloneskill_id) {
  6055. if( sd->status.skill[sd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  6056. sd->status.skill[sd->cloneskill_id].id = 0;
  6057. sd->status.skill[sd->cloneskill_id].lv = 0;
  6058. sd->status.skill[sd->cloneskill_id].flag = 0;
  6059. clif_deleteskill(sd,sd->cloneskill_id);
  6060. }
  6061. sd->cloneskill_id = 0;
  6062. pc_setglobalreg(sd, "CLONE_SKILL", 0);
  6063. pc_setglobalreg(sd, "CLONE_SKILL_LV", 0);
  6064. }
  6065. if(sd->reproduceskill_id) {
  6066. if( sd->status.skill[sd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  6067. sd->status.skill[sd->reproduceskill_id].id = 0;
  6068. sd->status.skill[sd->reproduceskill_id].lv = 0;
  6069. sd->status.skill[sd->reproduceskill_id].flag = 0;
  6070. clif_deleteskill(sd,sd->reproduceskill_id);
  6071. }
  6072. sd->reproduceskill_id = 0;
  6073. pc_setglobalreg(sd, "REPRODUCE_SKILL",0);
  6074. pc_setglobalreg(sd, "REPRODUCE_SKILL_LV",0);
  6075. }
  6076. if ((b_class&&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK))
  6077. { //Things to remove when changing class tree.
  6078. const int class_ = pc_class2idx(sd->status.class_);
  6079. short id;
  6080. for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
  6081. //Remove status specific to your current tree skills.
  6082. enum sc_type sc = status_skill2sc(id);
  6083. if (sc > SC_COMMON_MAX && sd->sc.data[sc])
  6084. status_change_end(&sd->bl, sc, INVALID_TIMER);
  6085. }
  6086. }
  6087. sd->status.class_ = job;
  6088. fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  6089. sd->class_ = (unsigned short)b_class;
  6090. sd->status.job_level=1;
  6091. sd->status.job_exp=0;
  6092. clif_updatestatus(sd,SP_JOBLEVEL);
  6093. clif_updatestatus(sd,SP_JOBEXP);
  6094. clif_updatestatus(sd,SP_NEXTJOBEXP);
  6095. for(i=0;i<EQI_MAX;i++) {
  6096. if(sd->equip_index[i] >= 0)
  6097. if(!pc_isequip(sd,sd->equip_index[i]))
  6098. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  6099. }
  6100. //Change look, if disguised, you need to undisguise
  6101. //to correctly calculate new job sprite without
  6102. if (sd->disguise)
  6103. pc_disguise(sd, 0);
  6104. status_set_viewdata(&sd->bl, job);
  6105. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  6106. if(sd->vd.cloth_color)
  6107. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  6108. //Update skill tree.
  6109. pc_calc_skilltree(sd);
  6110. clif_skillinfoblock(sd);
  6111. //Remove peco/cart/falcon
  6112. i = sd->sc.option;
  6113. if(i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING))
  6114. i&=~OPTION_RIDING;
  6115. if(i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART))
  6116. i&=~OPTION_CART;
  6117. if(i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON))
  6118. i&=~OPTION_FALCON;
  6119. if( i&OPTION_DRAGON && !pc_checkskill(sd,RK_DRAGONTRAINING) )
  6120. i&=~OPTION_DRAGON;
  6121. if( i&OPTION_WUGRIDER && !pc_checkskill(sd,RA_WUGMASTERY) )
  6122. i&=~OPTION_WUGRIDER;
  6123. if( i&OPTION_WUG && !pc_checkskill(sd,RA_WUGMASTERY) )
  6124. i&=~OPTION_WUG;
  6125. if( i&OPTION_MADOGEAR ) //You do not need a skill for this.
  6126. i&=~OPTION_MADOGEAR;
  6127. if(i != sd->sc.option)
  6128. pc_setoption(sd, i);
  6129. if(merc_is_hom_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN))
  6130. merc_hom_vaporize(sd, 0);
  6131. if(sd->status.manner < 0)
  6132. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6133. status_calc_pc(sd,0);
  6134. pc_checkallowskill(sd);
  6135. pc_equiplookall(sd);
  6136. //if you were previously famous, not anymore.
  6137. if (fame_flag) {
  6138. chrif_save(sd,0);
  6139. chrif_buildfamelist();
  6140. } else if (sd->status.fame > 0) {
  6141. //It may be that now they are famous?
  6142. switch (sd->class_&MAPID_UPPERMASK) {
  6143. case MAPID_BLACKSMITH:
  6144. case MAPID_ALCHEMIST:
  6145. case MAPID_TAEKWON:
  6146. chrif_save(sd,0);
  6147. chrif_buildfamelist();
  6148. break;
  6149. }
  6150. }
  6151. return 0;
  6152. }
  6153. /*==========================================
  6154. * 見た目?更
  6155. *------------------------------------------*/
  6156. int pc_equiplookall(struct map_session_data *sd)
  6157. {
  6158. nullpo_ret(sd);
  6159. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  6160. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6161. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6162. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6163. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6164. clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
  6165. return 0;
  6166. }
  6167. /*==========================================
  6168. * 見た目?更
  6169. *------------------------------------------*/
  6170. int pc_changelook(struct map_session_data *sd,int type,int val)
  6171. {
  6172. nullpo_ret(sd);
  6173. switch(type){
  6174. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  6175. val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  6176. if (sd->status.hair != val)
  6177. {
  6178. sd->status.hair=val;
  6179. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  6180. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  6181. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  6182. }
  6183. break;
  6184. case LOOK_WEAPON:
  6185. sd->status.weapon=val;
  6186. break;
  6187. case LOOK_HEAD_BOTTOM:
  6188. sd->status.head_bottom=val;
  6189. break;
  6190. case LOOK_HEAD_TOP:
  6191. sd->status.head_top=val;
  6192. break;
  6193. case LOOK_HEAD_MID:
  6194. sd->status.head_mid=val;
  6195. break;
  6196. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  6197. val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  6198. if (sd->status.hair_color != val)
  6199. {
  6200. sd->status.hair_color=val;
  6201. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  6202. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  6203. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  6204. }
  6205. break;
  6206. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  6207. val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  6208. sd->status.clothes_color=val;
  6209. break;
  6210. case LOOK_SHIELD:
  6211. sd->status.shield=val;
  6212. break;
  6213. case LOOK_SHOES:
  6214. break;
  6215. case LOOK_ROBE:
  6216. sd->status.robe = val;
  6217. break;
  6218. }
  6219. clif_changelook(&sd->bl,type,val);
  6220. return 0;
  6221. }
  6222. /*==========================================
  6223. * 付?品(鷹,ペコ,カ?ト)設定
  6224. *------------------------------------------*/
  6225. int pc_setoption(struct map_session_data *sd,int type)
  6226. {
  6227. int p_type, new_look=0;
  6228. nullpo_ret(sd);
  6229. p_type = sd->sc.option;
  6230. //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
  6231. sd->sc.option=type;
  6232. clif_changeoption(&sd->bl);
  6233. if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
  6234. { // Mounting
  6235. clif_status_load(&sd->bl,SI_RIDING,1);
  6236. status_calc_pc(sd,0);
  6237. }
  6238. else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
  6239. { // Dismount
  6240. clif_status_load(&sd->bl,SI_RIDING,0);
  6241. status_calc_pc(sd,0);
  6242. }
  6243. if(type&OPTION_CART && !(p_type&OPTION_CART))
  6244. { //Cart On
  6245. clif_cartlist(sd);
  6246. clif_updatestatus(sd, SP_CARTINFO);
  6247. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6248. status_calc_pc(sd,0); //Apply speed penalty.
  6249. } else
  6250. if(!(type&OPTION_CART) && p_type&OPTION_CART)
  6251. { //Cart Off
  6252. clif_clearcart(sd->fd);
  6253. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6254. status_calc_pc(sd,0); //Remove speed penalty.
  6255. }
  6256. if (type&OPTION_MOUNTING && !(p_type&OPTION_MOUNTING) ) {
  6257. clif_status_load_notick(&sd->bl,SI_ALL_RIDING,2,1,0,0);
  6258. status_calc_pc(sd,0);
  6259. } else if (!(type&OPTION_MOUNTING) && p_type&OPTION_MOUNTING) {
  6260. clif_status_load_notick(&sd->bl,SI_ALL_RIDING,0,0,0,0);
  6261. status_calc_pc(sd,0);
  6262. }
  6263. if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
  6264. clif_status_load(&sd->bl,SI_FALCON,1);
  6265. else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
  6266. clif_status_load(&sd->bl,SI_FALCON,0);
  6267. if( (sd->class_&MAPID_THIRDMASK) == MAPID_RANGER ) {
  6268. if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting
  6269. clif_status_load(&sd->bl,SI_WUGRIDER,1);
  6270. status_calc_pc(sd,0);
  6271. } else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount
  6272. clif_status_load(&sd->bl,SI_WUGRIDER,0);
  6273. status_calc_pc(sd,0);
  6274. }
  6275. }
  6276. if( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) {
  6277. if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) {
  6278. status_calc_pc(sd, 0);
  6279. status_change_end(&sd->bl,SC_MAXIMIZEPOWER,INVALID_TIMER);
  6280. status_change_end(&sd->bl,SC_OVERTHRUST,INVALID_TIMER);
  6281. status_change_end(&sd->bl,SC_WEAPONPERFECTION,INVALID_TIMER);
  6282. status_change_end(&sd->bl,SC_ADRENALINE,INVALID_TIMER);
  6283. status_change_end(&sd->bl,SC_CARTBOOST,INVALID_TIMER);
  6284. status_change_end(&sd->bl,SC_MELTDOWN,INVALID_TIMER);
  6285. status_change_end(&sd->bl,SC_MAXOVERTHRUST,INVALID_TIMER);
  6286. } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) {
  6287. status_calc_pc(sd, 0);
  6288. status_change_end(&sd->bl,SC_SHAPESHIFT,INVALID_TIMER);
  6289. status_change_end(&sd->bl,SC_HOVERING,INVALID_TIMER);
  6290. status_change_end(&sd->bl,SC_ACCELERATION,INVALID_TIMER);
  6291. status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6292. status_change_end(&sd->bl,SC_OVERHEAT,INVALID_TIMER);
  6293. }
  6294. }
  6295. if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
  6296. new_look = JOB_STAR_GLADIATOR2;
  6297. else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
  6298. new_look = -1;
  6299. if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
  6300. new_look = JOB_WEDDING;
  6301. else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
  6302. new_look = -1;
  6303. if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
  6304. new_look = JOB_XMAS;
  6305. else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
  6306. new_look = -1;
  6307. if (type&OPTION_SUMMER && !(p_type&OPTION_SUMMER))
  6308. new_look = JOB_SUMMER;
  6309. else if (!(type&OPTION_SUMMER) && p_type&OPTION_SUMMER)
  6310. new_look = -1;
  6311. if (sd->disguise || !new_look)
  6312. return 0; //Disguises break sprite changes
  6313. if (new_look < 0) { //Restore normal look.
  6314. status_set_viewdata(&sd->bl, sd->status.class_);
  6315. new_look = sd->vd.class_;
  6316. }
  6317. pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
  6318. clif_changelook(&sd->bl,LOOK_BASE,new_look);
  6319. if (sd->vd.cloth_color)
  6320. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  6321. clif_skillinfoblock(sd); // Skill list needs to be updated after base change.
  6322. return 0;
  6323. }
  6324. /*==========================================
  6325. * カ?ト設定
  6326. *------------------------------------------*/
  6327. int pc_setcart(struct map_session_data *sd,int type)
  6328. {
  6329. int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
  6330. int option;
  6331. nullpo_ret(sd);
  6332. if( type < 0 || type > 5 )
  6333. return 1;// Never trust the values sent by the client! [Skotlex]
  6334. if( pc_checkskill(sd,MC_PUSHCART) <= 0 )
  6335. return 1;// Push cart is required
  6336. // Update option
  6337. option = sd->sc.option;
  6338. option &= ~OPTION_CART;// clear cart bits
  6339. option |= cart[type]; // set cart
  6340. pc_setoption(sd, option);
  6341. return 0;
  6342. }
  6343. /*==========================================
  6344. * 鷹設定
  6345. *------------------------------------------*/
  6346. int pc_setfalcon(TBL_PC* sd, int flag)
  6347. {
  6348. if( flag ){
  6349. if( pc_checkskill(sd,HT_FALCON)>0 ) // ファルコンマスタリ?スキル所持
  6350. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  6351. } else if( pc_isfalcon(sd) ){
  6352. pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
  6353. }
  6354. return 0;
  6355. }
  6356. /*==========================================
  6357. * ペコペコ設定
  6358. *------------------------------------------*/
  6359. int pc_setriding(TBL_PC* sd, int flag)
  6360. {
  6361. if( flag ){
  6362. if( pc_checkskill(sd,KN_RIDING) > 0 ) // ライディングスキル所持
  6363. pc_setoption(sd, sd->sc.option|OPTION_RIDING);
  6364. } else if( pc_isriding(sd) ){
  6365. pc_setoption(sd, sd->sc.option&~OPTION_RIDING);
  6366. }
  6367. return 0;
  6368. }
  6369. /*==========================================
  6370. *
  6371. *------------------------------------------*/
  6372. int pc_setmadogear(TBL_PC* sd, int flag)
  6373. {
  6374. if( flag ){
  6375. if( pc_checkskill(sd,NC_MADOLICENCE) > 0 )
  6376. pc_setoption(sd, sd->sc.option|OPTION_MADOGEAR);
  6377. } else if( pc_ismadogear(sd) ){
  6378. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6379. }
  6380. return 0;
  6381. }
  6382. /*==========================================
  6383. * アイテムドロップ可不可判定
  6384. *------------------------------------------*/
  6385. int pc_candrop(struct map_session_data *sd, struct item *item)
  6386. {
  6387. if( item && item->expire_time )
  6388. return 0;
  6389. if( !pc_can_give_items(sd) ) //check if this GM level can drop items
  6390. return 0;
  6391. return (itemdb_isdropable(item, pc_get_group_level(sd)));
  6392. }
  6393. /*==========================================
  6394. * script用??の値を?む
  6395. *------------------------------------------*/
  6396. int pc_readreg(struct map_session_data* sd, int reg)
  6397. {
  6398. int i;
  6399. nullpo_ret(sd);
  6400. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
  6401. return ( i < sd->reg_num ) ? sd->reg[i].data : 0;
  6402. }
  6403. /*==========================================
  6404. * script用??の値を設定
  6405. *------------------------------------------*/
  6406. int pc_setreg(struct map_session_data* sd, int reg, int val)
  6407. {
  6408. int i;
  6409. nullpo_ret(sd);
  6410. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
  6411. if( i < sd->reg_num )
  6412. {// overwrite existing entry
  6413. sd->reg[i].data = val;
  6414. return 1;
  6415. }
  6416. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 );
  6417. if( i == sd->reg_num )
  6418. {// nothing free, increase size
  6419. sd->reg_num++;
  6420. RECREATE(sd->reg, struct script_reg, sd->reg_num);
  6421. }
  6422. sd->reg[i].index = reg;
  6423. sd->reg[i].data = val;
  6424. return 1;
  6425. }
  6426. /*==========================================
  6427. * script用文字列??の値を?む
  6428. *------------------------------------------*/
  6429. char* pc_readregstr(struct map_session_data* sd, int reg)
  6430. {
  6431. int i;
  6432. nullpo_ret(sd);
  6433. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
  6434. return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL;
  6435. }
  6436. /*==========================================
  6437. * script用文字列??の値を設定
  6438. *------------------------------------------*/
  6439. int pc_setregstr(struct map_session_data* sd, int reg, const char* str)
  6440. {
  6441. int i;
  6442. nullpo_ret(sd);
  6443. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
  6444. if( i < sd->regstr_num )
  6445. {// found entry, update
  6446. if( str == NULL || *str == '\0' )
  6447. {// empty string
  6448. if( sd->regstr[i].data != NULL )
  6449. aFree(sd->regstr[i].data);
  6450. sd->regstr[i].data = NULL;
  6451. }
  6452. else if( sd->regstr[i].data )
  6453. {// recreate
  6454. size_t len = strlen(str)+1;
  6455. RECREATE(sd->regstr[i].data, char, len);
  6456. memcpy(sd->regstr[i].data, str, len*sizeof(char));
  6457. }
  6458. else
  6459. {// create
  6460. sd->regstr[i].data = aStrdup(str);
  6461. }
  6462. return 1;
  6463. }
  6464. if( str == NULL || *str == '\0' )
  6465. return 1;// nothing to add, empty string
  6466. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL );
  6467. if( i == sd->regstr_num )
  6468. {// nothing free, increase size
  6469. sd->regstr_num++;
  6470. RECREATE(sd->regstr, struct script_regstr, sd->regstr_num);
  6471. }
  6472. sd->regstr[i].index = reg;
  6473. sd->regstr[i].data = aStrdup(str);
  6474. return 1;
  6475. }
  6476. int pc_readregistry(struct map_session_data *sd,const char *reg,int type)
  6477. {
  6478. struct global_reg *sd_reg;
  6479. int i,max;
  6480. nullpo_ret(sd);
  6481. switch (type) {
  6482. case 3: //Char reg
  6483. sd_reg = sd->save_reg.global;
  6484. max = sd->save_reg.global_num;
  6485. break;
  6486. case 2: //Account reg
  6487. sd_reg = sd->save_reg.account;
  6488. max = sd->save_reg.account_num;
  6489. break;
  6490. case 1: //Account2 reg
  6491. sd_reg = sd->save_reg.account2;
  6492. max = sd->save_reg.account2_num;
  6493. break;
  6494. default:
  6495. return 0;
  6496. }
  6497. if (max == -1) {
  6498. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  6499. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  6500. intif_request_registry(sd,type==3?4:type);
  6501. return 0;
  6502. }
  6503. ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
  6504. return ( i < max ) ? atoi(sd_reg[i].value) : 0;
  6505. }
  6506. char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type)
  6507. {
  6508. struct global_reg *sd_reg;
  6509. int i,max;
  6510. nullpo_ret(sd);
  6511. switch (type) {
  6512. case 3: //Char reg
  6513. sd_reg = sd->save_reg.global;
  6514. max = sd->save_reg.global_num;
  6515. break;
  6516. case 2: //Account reg
  6517. sd_reg = sd->save_reg.account;
  6518. max = sd->save_reg.account_num;
  6519. break;
  6520. case 1: //Account2 reg
  6521. sd_reg = sd->save_reg.account2;
  6522. max = sd->save_reg.account2_num;
  6523. break;
  6524. default:
  6525. return NULL;
  6526. }
  6527. if (max == -1) {
  6528. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  6529. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  6530. intif_request_registry(sd,type==3?4:type);
  6531. return NULL;
  6532. }
  6533. ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
  6534. return ( i < max ) ? sd_reg[i].value : NULL;
  6535. }
  6536. int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type)
  6537. {
  6538. struct global_reg *sd_reg;
  6539. int i,*max, regmax;
  6540. nullpo_ret(sd);
  6541. switch( type )
  6542. {
  6543. case 3: //Char reg
  6544. if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val )
  6545. {
  6546. i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
  6547. sd->die_counter = val;
  6548. if( i )
  6549. status_calc_pc(sd,0); // Lost the bonus.
  6550. }
  6551. else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val )
  6552. {
  6553. val = cap_value(val, 0, 1999);
  6554. sd->cook_mastery = val;
  6555. }
  6556. sd_reg = sd->save_reg.global;
  6557. max = &sd->save_reg.global_num;
  6558. regmax = GLOBAL_REG_NUM;
  6559. break;
  6560. case 2: //Account reg
  6561. if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val )
  6562. {
  6563. val = cap_value(val, 0, MAX_ZENY);
  6564. sd->cashPoints = val;
  6565. }
  6566. else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val )
  6567. {
  6568. val = cap_value(val, 0, MAX_ZENY);
  6569. sd->kafraPoints = val;
  6570. }
  6571. sd_reg = sd->save_reg.account;
  6572. max = &sd->save_reg.account_num;
  6573. regmax = ACCOUNT_REG_NUM;
  6574. break;
  6575. case 1: //Account2 reg
  6576. sd_reg = sd->save_reg.account2;
  6577. max = &sd->save_reg.account2_num;
  6578. regmax = ACCOUNT_REG2_NUM;
  6579. break;
  6580. default:
  6581. return 0;
  6582. }
  6583. if (*max == -1) {
  6584. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  6585. return 1;
  6586. }
  6587. // delete reg
  6588. if (val == 0) {
  6589. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  6590. if( i < *max )
  6591. {
  6592. if (i != *max - 1)
  6593. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  6594. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  6595. (*max)--;
  6596. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  6597. }
  6598. return 1;
  6599. }
  6600. // change value if found
  6601. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  6602. if( i < *max )
  6603. {
  6604. safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
  6605. sd->state.reg_dirty |= 1<<(type-1);
  6606. return 1;
  6607. }
  6608. // add value if not found
  6609. if (i < regmax) {
  6610. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  6611. safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
  6612. safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
  6613. (*max)++;
  6614. sd->state.reg_dirty |= 1<<(type-1);
  6615. return 1;
  6616. }
  6617. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  6618. return 0;
  6619. }
  6620. int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type)
  6621. {
  6622. struct global_reg *sd_reg;
  6623. int i,*max, regmax;
  6624. nullpo_ret(sd);
  6625. if (reg[strlen(reg)-1] != '$') {
  6626. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  6627. return 0;
  6628. }
  6629. switch (type) {
  6630. case 3: //Char reg
  6631. sd_reg = sd->save_reg.global;
  6632. max = &sd->save_reg.global_num;
  6633. regmax = GLOBAL_REG_NUM;
  6634. break;
  6635. case 2: //Account reg
  6636. sd_reg = sd->save_reg.account;
  6637. max = &sd->save_reg.account_num;
  6638. regmax = ACCOUNT_REG_NUM;
  6639. break;
  6640. case 1: //Account2 reg
  6641. sd_reg = sd->save_reg.account2;
  6642. max = &sd->save_reg.account2_num;
  6643. regmax = ACCOUNT_REG2_NUM;
  6644. break;
  6645. default:
  6646. return 0;
  6647. }
  6648. if (*max == -1) {
  6649. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  6650. return 0;
  6651. }
  6652. // delete reg
  6653. if (!val || strcmp(val,"")==0)
  6654. {
  6655. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  6656. if( i < *max )
  6657. {
  6658. if (i != *max - 1)
  6659. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  6660. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  6661. (*max)--;
  6662. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  6663. if (type!=3) intif_saveregistry(sd,type);
  6664. }
  6665. return 1;
  6666. }
  6667. // change value if found
  6668. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  6669. if( i < *max )
  6670. {
  6671. safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
  6672. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  6673. if (type!=3) intif_saveregistry(sd,type);
  6674. return 1;
  6675. }
  6676. // add value if not found
  6677. if (i < regmax) {
  6678. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  6679. safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
  6680. safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
  6681. (*max)++;
  6682. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  6683. if (type!=3) intif_saveregistry(sd,type);
  6684. return 1;
  6685. }
  6686. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  6687. return 0;
  6688. }
  6689. /*==========================================
  6690. * イベントタイマ??理
  6691. *------------------------------------------*/
  6692. static int pc_eventtimer(int tid, unsigned int tick, int id, intptr_t data)
  6693. {
  6694. struct map_session_data *sd=map_id2sd(id);
  6695. char *p = (char *)data;
  6696. int i;
  6697. if(sd==NULL)
  6698. return 0;
  6699. ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
  6700. if( i < MAX_EVENTTIMER )
  6701. {
  6702. sd->eventtimer[i] = INVALID_TIMER;
  6703. sd->eventcount--;
  6704. npc_event(sd,p,0);
  6705. }
  6706. else
  6707. ShowError("pc_eventtimer: no such event timer\n");
  6708. if (p) aFree(p);
  6709. return 0;
  6710. }
  6711. /*==========================================
  6712. * イベントタイマ?追加
  6713. *------------------------------------------*/
  6714. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  6715. {
  6716. int i;
  6717. nullpo_ret(sd);
  6718. ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER );
  6719. if( i == MAX_EVENTTIMER )
  6720. return 0;
  6721. sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name));
  6722. sd->eventcount++;
  6723. return 1;
  6724. }
  6725. /*==========================================
  6726. * イベントタイマ?削除
  6727. *------------------------------------------*/
  6728. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  6729. {
  6730. char* p = NULL;
  6731. int i;
  6732. nullpo_ret(sd);
  6733. if (sd->eventcount <= 0)
  6734. return 0;
  6735. // find the named event timer
  6736. ARR_FIND( 0, MAX_EVENTTIMER, i,
  6737. sd->eventtimer[i] != INVALID_TIMER &&
  6738. (p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL &&
  6739. strcmp(p, name) == 0
  6740. );
  6741. if( i == MAX_EVENTTIMER )
  6742. return 0; // not found
  6743. delete_timer(sd->eventtimer[i],pc_eventtimer);
  6744. sd->eventtimer[i] = INVALID_TIMER;
  6745. sd->eventcount--;
  6746. aFree(p);
  6747. return 1;
  6748. }
  6749. /*==========================================
  6750. * イベントタイマ?カウント値追加
  6751. *------------------------------------------*/
  6752. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  6753. {
  6754. int i;
  6755. nullpo_ret(sd);
  6756. for(i=0;i<MAX_EVENTTIMER;i++)
  6757. if( sd->eventtimer[i] != INVALID_TIMER && strcmp(
  6758. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  6759. addtick_timer(sd->eventtimer[i],tick);
  6760. break;
  6761. }
  6762. return 0;
  6763. }
  6764. /*==========================================
  6765. * イベントタイマ?全削除
  6766. *------------------------------------------*/
  6767. int pc_cleareventtimer(struct map_session_data *sd)
  6768. {
  6769. int i;
  6770. nullpo_ret(sd);
  6771. if (sd->eventcount <= 0)
  6772. return 0;
  6773. for(i=0;i<MAX_EVENTTIMER;i++)
  6774. if( sd->eventtimer[i] != INVALID_TIMER ){
  6775. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  6776. delete_timer(sd->eventtimer[i],pc_eventtimer);
  6777. sd->eventtimer[i] = INVALID_TIMER;
  6778. sd->eventcount--;
  6779. if (p) aFree(p);
  6780. }
  6781. return 0;
  6782. }
  6783. //
  6784. // ? 備物
  6785. //
  6786. /*==========================================
  6787. * アイテムを?備する
  6788. *------------------------------------------*/
  6789. int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
  6790. {
  6791. int i,pos,flag=0;
  6792. struct item_data *id;
  6793. nullpo_ret(sd);
  6794. if( n < 0 || n >= MAX_INVENTORY ) {
  6795. clif_equipitemack(sd,0,0,0);
  6796. return 0;
  6797. }
  6798. if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 )
  6799. {
  6800. clif_equipitemack(sd,n,0,0);
  6801. return 0;
  6802. }
  6803. id = sd->inventory_data[n];
  6804. pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
  6805. if(battle_config.battle_log)
  6806. ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id?id->equip:0,req_pos);
  6807. if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  6808. // FIXME: pc_isequip: equip level failure uses 2 instead of 0
  6809. clif_equipitemack(sd,n,0,0); // fail
  6810. return 0;
  6811. }
  6812. if( sd->sc.data[SC_BERSERK] )
  6813. {
  6814. clif_equipitemack(sd,n,0,0); // fail
  6815. return 0;
  6816. }
  6817. if(pos == EQP_ACC) { //Accesories should only go in one of the two,
  6818. pos = req_pos&EQP_ACC;
  6819. if (pos == EQP_ACC) //User specified both slots..
  6820. pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
  6821. }
  6822. if(pos == EQP_ARMS && id->equip == EQP_HAND_R)
  6823. { //Dual wield capable weapon.
  6824. pos = (req_pos&EQP_ARMS);
  6825. if (pos == EQP_ARMS) //User specified both slots, pick one for them.
  6826. pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
  6827. }
  6828. if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC)
  6829. { //Update skill-block range database when weapon range changes. [Skotlex]
  6830. i = sd->equip_index[EQI_HAND_R];
  6831. if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
  6832. flag = 1;
  6833. else
  6834. flag = id->range != sd->inventory_data[i]->range;
  6835. }
  6836. for(i=0;i<EQI_MAX;i++) {
  6837. if(pos & equip_pos[i]) {
  6838. if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
  6839. pc_unequipitem(sd,sd->equip_index[i],2);
  6840. sd->equip_index[i] = n;
  6841. }
  6842. }
  6843. if(pos==EQP_AMMO){
  6844. clif_arrowequip(sd,n);
  6845. clif_arrow_fail(sd,3);
  6846. }
  6847. else
  6848. clif_equipitemack(sd,n,pos,1);
  6849. sd->status.inventory[n].equip=pos;
  6850. if(pos & EQP_HAND_R) {
  6851. if(id)
  6852. sd->weapontype1 = id->look;
  6853. else
  6854. sd->weapontype1 = 0;
  6855. pc_calcweapontype(sd);
  6856. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  6857. }
  6858. if(pos & EQP_HAND_L) {
  6859. if(id) {
  6860. if(id->type == IT_WEAPON) {
  6861. sd->status.shield = 0;
  6862. sd->weapontype2 = id->look;
  6863. }
  6864. else
  6865. if(id->type == IT_ARMOR) {
  6866. sd->status.shield = id->look;
  6867. sd->weapontype2 = 0;
  6868. }
  6869. }
  6870. else
  6871. sd->status.shield = sd->weapontype2 = 0;
  6872. pc_calcweapontype(sd);
  6873. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  6874. }
  6875. //Added check to prevent sending the same look on multiple slots ->
  6876. //causes client to redraw item on top of itself. (suggested by Lupus)
  6877. if(pos & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
  6878. if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
  6879. sd->status.head_bottom = id->look;
  6880. else
  6881. sd->status.head_bottom = 0;
  6882. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6883. }
  6884. if(pos & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
  6885. if(id)
  6886. sd->status.head_top = id->look;
  6887. else
  6888. sd->status.head_top = 0;
  6889. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6890. }
  6891. if(pos & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
  6892. if(id && !(pos&EQP_HEAD_TOP))
  6893. sd->status.head_mid = id->look;
  6894. else
  6895. sd->status.head_mid = 0;
  6896. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6897. }
  6898. if(pos & EQP_COSTUME_HEAD_TOP) {
  6899. if(id){
  6900. sd->status.head_top = id->look;
  6901. } else
  6902. sd->status.head_top = 0;
  6903. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6904. }
  6905. if(pos & EQP_COSTUME_HEAD_MID) {
  6906. if(id && !(pos&EQP_HEAD_TOP)){
  6907. sd->status.head_mid = id->look;
  6908. } else
  6909. sd->status.head_mid = 0;
  6910. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6911. }
  6912. if(pos & EQP_COSTUME_HEAD_LOW) {
  6913. if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
  6914. sd->status.head_bottom = id->look;
  6915. } else
  6916. sd->status.head_bottom = 0;
  6917. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6918. }
  6919. if(pos & EQP_SHOES)
  6920. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6921. if( pos&EQP_GARMENT )
  6922. {
  6923. sd->status.robe = id ? id->look : 0;
  6924. clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
  6925. }
  6926. pc_checkallowskill(sd); //Check if status changes should be halted.
  6927. status_calc_pc(sd,0);
  6928. if (flag) //Update skill data
  6929. clif_skillinfoblock(sd);
  6930. //OnEquip script [Skotlex]
  6931. if (id) {
  6932. int i;
  6933. struct item_data *data;
  6934. if (id->equip_script)
  6935. run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id);
  6936. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  6937. ; //No cards
  6938. else
  6939. for(i=0;i<id->slot; i++)
  6940. {
  6941. if (!sd->status.inventory[n].card[i])
  6942. continue;
  6943. data = itemdb_exists(sd->status.inventory[n].card[i]);
  6944. if (data && data->equip_script)
  6945. run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
  6946. }
  6947. }
  6948. return 0;
  6949. }
  6950. /*==========================================
  6951. * ? 備した物を外す
  6952. * type:
  6953. * 0 - only unequip
  6954. * 1 - calculate status after unequipping
  6955. * 2 - force unequip
  6956. *------------------------------------------*/
  6957. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  6958. {
  6959. int i;
  6960. nullpo_ret(sd);
  6961. if( n < 0 || n >= MAX_INVENTORY ) {
  6962. clif_unequipitemack(sd,0,0,0);
  6963. return 0;
  6964. }
  6965. // if player is berserk then cannot unequip
  6966. if( !(flag&2) && sd->sc.count && sd->sc.data[SC_BERSERK] )
  6967. {
  6968. clif_unequipitemack(sd,n,0,0);
  6969. return 0;
  6970. }
  6971. if(battle_config.battle_log)
  6972. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  6973. if(!sd->status.inventory[n].equip){ //Nothing to unequip
  6974. clif_unequipitemack(sd,n,0,0);
  6975. return 0;
  6976. }
  6977. for(i=0;i<EQI_MAX;i++) {
  6978. if(sd->status.inventory[n].equip & equip_pos[i])
  6979. sd->equip_index[i] = -1;
  6980. }
  6981. if(sd->status.inventory[n].equip & EQP_HAND_R) {
  6982. sd->weapontype1 = 0;
  6983. sd->status.weapon = sd->weapontype2;
  6984. pc_calcweapontype(sd);
  6985. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  6986. }
  6987. if(sd->status.inventory[n].equip & EQP_HAND_L) {
  6988. sd->status.shield = sd->weapontype2 = 0;
  6989. pc_calcweapontype(sd);
  6990. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  6991. }
  6992. if(sd->status.inventory[n].equip & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1 ) {
  6993. sd->status.head_bottom = 0;
  6994. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6995. }
  6996. if(sd->status.inventory[n].equip & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1 ) {
  6997. sd->status.head_top = 0;
  6998. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6999. }
  7000. if(sd->status.inventory[n].equip & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1 ) {
  7001. sd->status.head_mid = 0;
  7002. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7003. }
  7004. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_TOP) {
  7005. sd->status.head_top = ( pc_checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_TOP)]->look : 0;
  7006. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7007. }
  7008. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_MID) {
  7009. sd->status.head_mid = ( pc_checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_MID)]->look : 0;
  7010. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7011. }
  7012. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_LOW) {
  7013. sd->status.head_bottom = ( pc_checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_LOW)]->look : 0;
  7014. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7015. }
  7016. if(sd->status.inventory[n].equip & EQP_SHOES)
  7017. clif_changelook(&sd->bl,LOOK_SHOES,0);
  7018. if( sd->status.inventory[n].equip&EQP_GARMENT )
  7019. {
  7020. sd->status.robe = 0;
  7021. clif_changelook(&sd->bl, LOOK_ROBE, 0);
  7022. }
  7023. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  7024. if((sd->status.inventory[n].equip & EQP_ARMS) &&
  7025. sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
  7026. skill_enchant_elemental_end(&sd->bl,-1);
  7027. if(sd->status.inventory[n].equip & EQP_ARMOR) {
  7028. // On Armor Change...
  7029. status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER);
  7030. status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER);
  7031. }
  7032. if( sd->state.autobonus&sd->status.inventory[n].equip )
  7033. sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish]
  7034. sd->status.inventory[n].equip=0;
  7035. if(flag&1) {
  7036. pc_checkallowskill(sd);
  7037. status_calc_pc(sd,0);
  7038. }
  7039. if(sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
  7040. status_change_end(&sd->bl, SC_SIGNUMCRUCIS, INVALID_TIMER);
  7041. //OnUnEquip script [Skotlex]
  7042. if (sd->inventory_data[n]) {
  7043. struct item_data *data;
  7044. if (sd->inventory_data[n]->unequip_script)
  7045. run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  7046. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7047. ; //No cards
  7048. else
  7049. for(i=0;i<sd->inventory_data[n]->slot; i++)
  7050. {
  7051. if (!sd->status.inventory[n].card[i])
  7052. continue;
  7053. data = itemdb_exists(sd->status.inventory[n].card[i]);
  7054. if (data && data->unequip_script)
  7055. run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  7056. }
  7057. }
  7058. return 0;
  7059. }
  7060. /*==========================================
  7061. * アイテムのindex番?を詰めたり
  7062. * ? 備品の?備可能チェックを行なう
  7063. *------------------------------------------*/
  7064. int pc_checkitem(struct map_session_data *sd)
  7065. {
  7066. int i,id,calc_flag = 0;
  7067. struct item_data *it=NULL;
  7068. nullpo_ret(sd);
  7069. if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  7070. return 0;
  7071. if( battle_config.item_check )
  7072. {// check for invalid(ated) items
  7073. for( i = 0; i < MAX_INVENTORY; i++ )
  7074. {
  7075. id = sd->status.inventory[i].nameid;
  7076. if( id && !itemdb_available(id) )
  7077. {
  7078. ShowWarning("Removed invalid/disabled item id %d from inventory (amount=%d, char_id=%d).\n", id, sd->status.inventory[i].amount, sd->status.char_id);
  7079. pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
  7080. }
  7081. }
  7082. for( i = 0; i < MAX_CART; i++ )
  7083. {
  7084. id = sd->status.cart[i].nameid;
  7085. if( id && !itemdb_available(id) )
  7086. {
  7087. ShowWarning("Removed invalid/disabled item id %d from cart (amount=%d, char_id=%d).\n", id, sd->status.cart[i].amount, sd->status.char_id);
  7088. pc_cart_delitem(sd, i, sd->status.cart[i].amount, 0, LOG_TYPE_OTHER);
  7089. }
  7090. }
  7091. }
  7092. for( i = 0; i < MAX_INVENTORY; i++)
  7093. {
  7094. it = sd->inventory_data[i];
  7095. if( sd->status.inventory[i].nameid == 0 )
  7096. continue;
  7097. if( !sd->status.inventory[i].equip )
  7098. continue;
  7099. if( sd->status.inventory[i].equip&~pc_equippoint(sd,i) )
  7100. {
  7101. pc_unequipitem(sd, i, 2);
  7102. calc_flag = 1;
  7103. continue;
  7104. }
  7105. if( it )
  7106. { // check for forbiden items.
  7107. int flag =
  7108. (map[sd->bl.m].flag.restricted?(8*map[sd->bl.m].zone):0)
  7109. | (!map_flag_vs(sd->bl.m)?1:0)
  7110. | (map[sd->bl.m].flag.pvp?2:0)
  7111. | (map_flag_gvg(sd->bl.m)?4:0)
  7112. | (map[sd->bl.m].flag.battleground?8:0);
  7113. if( flag && (it->flag.no_equip&flag || !pc_isAllowedCardOn(sd,it->slot,i,flag)) )
  7114. {
  7115. pc_unequipitem(sd, i, 2);
  7116. calc_flag = 1;
  7117. }
  7118. }
  7119. }
  7120. if( calc_flag && sd->state.active )
  7121. {
  7122. pc_checkallowskill(sd);
  7123. status_calc_pc(sd,0);
  7124. }
  7125. return 0;
  7126. }
  7127. /*==========================================
  7128. * PVP順位計算用(foreachinarea)
  7129. *------------------------------------------*/
  7130. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  7131. {
  7132. struct map_session_data *sd1,*sd2=NULL;
  7133. sd1=(struct map_session_data *)bl;
  7134. sd2=va_arg(ap,struct map_session_data *);
  7135. if( sd1->sc.option&OPTION_INVISIBLE || sd2->sc.option&OPTION_INVISIBLE )
  7136. {// cannot register pvp rank for hidden GMs
  7137. return 0;
  7138. }
  7139. if( sd1->pvp_point > sd2->pvp_point )
  7140. sd2->pvp_rank++;
  7141. return 0;
  7142. }
  7143. /*==========================================
  7144. * PVP順位計算
  7145. *------------------------------------------*/
  7146. int pc_calc_pvprank(struct map_session_data *sd)
  7147. {
  7148. int old;
  7149. struct map_data *m;
  7150. m=&map[sd->bl.m];
  7151. old=sd->pvp_rank;
  7152. sd->pvp_rank=1;
  7153. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  7154. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users_pvp)
  7155. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0);
  7156. return sd->pvp_rank;
  7157. }
  7158. /*==========================================
  7159. * PVP順位計算(timer)
  7160. *------------------------------------------*/
  7161. int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr_t data)
  7162. {
  7163. struct map_session_data *sd=NULL;
  7164. sd=map_id2sd(id);
  7165. if(sd==NULL)
  7166. return 0;
  7167. sd->pvp_timer = INVALID_TIMER;
  7168. if( sd->sc.option&OPTION_INVISIBLE )
  7169. {// do not calculate the pvp rank for a hidden GM
  7170. return 0;
  7171. }
  7172. if( pc_calc_pvprank(sd) > 0 )
  7173. sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data);
  7174. return 0;
  7175. }
  7176. /*==========================================
  7177. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  7178. *------------------------------------------*/
  7179. int pc_ismarried(struct map_session_data *sd)
  7180. {
  7181. if(sd == NULL)
  7182. return -1;
  7183. if(sd->status.partner_id > 0)
  7184. return sd->status.partner_id;
  7185. else
  7186. return 0;
  7187. }
  7188. /*==========================================
  7189. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  7190. *------------------------------------------*/
  7191. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  7192. {
  7193. if(sd == NULL || dstsd == NULL ||
  7194. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  7195. (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY))
  7196. return -1;
  7197. sd->status.partner_id = dstsd->status.char_id;
  7198. dstsd->status.partner_id = sd->status.char_id;
  7199. return 0;
  7200. }
  7201. /*==========================================
  7202. * Divorce sd from its partner
  7203. *------------------------------------------*/
  7204. int pc_divorce(struct map_session_data *sd)
  7205. {
  7206. struct map_session_data *p_sd;
  7207. int i;
  7208. if( sd == NULL || !pc_ismarried(sd) )
  7209. return -1;
  7210. if( !sd->status.partner_id )
  7211. return -1; // Char is not married
  7212. if( (p_sd = map_charid2sd(sd->status.partner_id)) == NULL )
  7213. { // Lets char server do the divorce
  7214. if( chrif_divorce(sd->status.char_id, sd->status.partner_id) )
  7215. return -1; // No char server connected
  7216. return 0;
  7217. }
  7218. // Both players online, lets do the divorce manually
  7219. sd->status.partner_id = 0;
  7220. p_sd->status.partner_id = 0;
  7221. for( i = 0; i < MAX_INVENTORY; i++ )
  7222. {
  7223. if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F )
  7224. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  7225. if( p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F )
  7226. pc_delitem(p_sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  7227. }
  7228. clif_divorced(sd, p_sd->status.name);
  7229. clif_divorced(p_sd, sd->status.name);
  7230. return 0;
  7231. }
  7232. /*==========================================
  7233. * sdの相方のmap_session_dataを返す
  7234. *------------------------------------------*/
  7235. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  7236. {
  7237. if (sd && pc_ismarried(sd))
  7238. // charid2sd returns NULL if not found
  7239. return map_charid2sd(sd->status.partner_id);
  7240. return NULL;
  7241. }
  7242. struct map_session_data *pc_get_father (struct map_session_data *sd)
  7243. {
  7244. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  7245. // charid2sd returns NULL if not found
  7246. return map_charid2sd(sd->status.father);
  7247. return NULL;
  7248. }
  7249. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  7250. {
  7251. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  7252. // charid2sd returns NULL if not found
  7253. return map_charid2sd(sd->status.mother);
  7254. return NULL;
  7255. }
  7256. struct map_session_data *pc_get_child (struct map_session_data *sd)
  7257. {
  7258. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  7259. // charid2sd returns NULL if not found
  7260. return map_charid2sd(sd->status.child);
  7261. return NULL;
  7262. }
  7263. void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
  7264. {
  7265. int hp = 0, sp = 0;
  7266. if( pc_isdead(sd) )
  7267. return;
  7268. if (sd->hp_loss.value) {
  7269. sd->hp_loss.tick += diff_tick;
  7270. while (sd->hp_loss.tick >= sd->hp_loss.rate) {
  7271. hp += sd->hp_loss.value;
  7272. sd->hp_loss.tick -= sd->hp_loss.rate;
  7273. }
  7274. if(hp >= sd->battle_status.hp)
  7275. hp = sd->battle_status.hp-1; //Script drains cannot kill you.
  7276. }
  7277. if (sd->sp_loss.value) {
  7278. sd->sp_loss.tick += diff_tick;
  7279. while (sd->sp_loss.tick >= sd->sp_loss.rate) {
  7280. sp += sd->sp_loss.value;
  7281. sd->sp_loss.tick -= sd->sp_loss.rate;
  7282. }
  7283. }
  7284. if (hp > 0 || sp > 0)
  7285. status_zap(&sd->bl, hp, sp);
  7286. return;
  7287. }
  7288. //Character regen. Flag is used to know which types of regen can take place.
  7289. //&1: HP regen
  7290. //&2: SP regen
  7291. void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
  7292. {
  7293. int hp = 0, sp = 0;
  7294. if (sd->hp_regen.value) {
  7295. sd->hp_regen.tick += diff_tick;
  7296. while (sd->hp_regen.tick >= sd->hp_regen.rate) {
  7297. hp += sd->hp_regen.value;
  7298. sd->hp_regen.tick -= sd->hp_regen.rate;
  7299. }
  7300. }
  7301. if (sd->sp_regen.value) {
  7302. sd->sp_regen.tick += diff_tick;
  7303. while (sd->sp_regen.tick >= sd->sp_regen.rate) {
  7304. sp += sd->sp_regen.value;
  7305. sd->sp_regen.tick -= sd->sp_regen.rate;
  7306. }
  7307. }
  7308. if (hp > 0 || sp > 0)
  7309. status_heal(&sd->bl, hp, sp, 0);
  7310. return;
  7311. }
  7312. /*==========================================
  7313. * セ?ブポイントの保存
  7314. *------------------------------------------*/
  7315. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  7316. {
  7317. nullpo_ret(sd);
  7318. sd->status.save_point.map = mapindex;
  7319. sd->status.save_point.x = x;
  7320. sd->status.save_point.y = y;
  7321. return 0;
  7322. }
  7323. /*==========================================
  7324. * 自動セ?ブ (timer??)
  7325. *------------------------------------------*/
  7326. int pc_autosave(int tid, unsigned int tick, int id, intptr_t data)
  7327. {
  7328. int interval;
  7329. struct s_mapiterator* iter;
  7330. struct map_session_data* sd;
  7331. static int last_save_id = 0, save_flag = 0;
  7332. if(save_flag == 2) //Someone was saved on last call, normal cycle
  7333. save_flag = 0;
  7334. else
  7335. save_flag = 1; //Noone was saved, so save first found char.
  7336. iter = mapit_getallusers();
  7337. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  7338. {
  7339. if(sd->bl.id == last_save_id && save_flag != 1) {
  7340. save_flag = 1;
  7341. continue;
  7342. }
  7343. if(save_flag != 1) //Not our turn to save yet.
  7344. continue;
  7345. //Save char.
  7346. last_save_id = sd->bl.id;
  7347. save_flag = 2;
  7348. chrif_save(sd,0);
  7349. break;
  7350. }
  7351. mapit_free(iter);
  7352. interval = autosave_interval/(map_usercount()+1);
  7353. if(interval < minsave_interval)
  7354. interval = minsave_interval;
  7355. add_timer(gettick()+interval,pc_autosave,0,0);
  7356. return 0;
  7357. }
  7358. static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap)
  7359. {
  7360. if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled)
  7361. { //Night/day state does not match.
  7362. clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex]
  7363. sd->state.night = night_flag;
  7364. return 1;
  7365. }
  7366. return 0;
  7367. }
  7368. /*================================================
  7369. * timer to do the day [Yor]
  7370. * data: 0 = called by timer, 1 = gmcommand/script
  7371. *------------------------------------------------*/
  7372. int map_day_timer(int tid, unsigned int tick, int id, intptr_t data)
  7373. {
  7374. char tmp_soutput[1024];
  7375. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  7376. return 0;
  7377. if (!night_flag)
  7378. return 0; //Already day.
  7379. night_flag = 0; // 0=day, 1=night [Yor]
  7380. map_foreachpc(pc_daynight_timer_sub);
  7381. strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
  7382. intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  7383. return 0;
  7384. }
  7385. /*================================================
  7386. * timer to do the night [Yor]
  7387. * data: 0 = called by timer, 1 = gmcommand/script
  7388. *------------------------------------------------*/
  7389. int map_night_timer(int tid, unsigned int tick, int id, intptr_t data)
  7390. {
  7391. char tmp_soutput[1024];
  7392. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  7393. return 0;
  7394. if (night_flag)
  7395. return 0; //Already nigth.
  7396. night_flag = 1; // 0=day, 1=night [Yor]
  7397. map_foreachpc(pc_daynight_timer_sub);
  7398. strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
  7399. intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  7400. return 0;
  7401. }
  7402. void pc_setstand(struct map_session_data *sd){
  7403. nullpo_retv(sd);
  7404. status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER);
  7405. //Reset sitting tick.
  7406. sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
  7407. sd->state.dead_sit = sd->vd.dead_sit = 0;
  7408. }
  7409. /**
  7410. * Mechanic (MADO GEAR)
  7411. **/
  7412. void pc_overheat(struct map_session_data *sd, int val) {
  7413. int heat = val, skill,
  7414. limit[] = { 10, 20, 28, 46, 66 };
  7415. if( !pc_ismadogear(sd) || sd->sc.data[SC_OVERHEAT] )
  7416. return; // already burning
  7417. skill = cap_value(pc_checkskill(sd,NC_MAINFRAME),0,4);
  7418. if( sd->sc.data[SC_OVERHEAT_LIMITPOINT] ) {
  7419. heat += sd->sc.data[SC_OVERHEAT_LIMITPOINT]->val1;
  7420. status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,-1);
  7421. }
  7422. heat = max(0,heat); // Avoid negative HEAT
  7423. if( heat >= limit[skill] )
  7424. sc_start(&sd->bl,SC_OVERHEAT,100,0,1000);
  7425. else
  7426. sc_start(&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000);
  7427. return;
  7428. }
  7429. /**
  7430. * Check if player is autolooting given itemID.
  7431. */
  7432. bool pc_isautolooting(struct map_session_data *sd, int nameid)
  7433. {
  7434. int i;
  7435. if( !sd->state.autolooting )
  7436. return false;
  7437. ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid);
  7438. return (i != AUTOLOOTITEM_SIZE);
  7439. }
  7440. /**
  7441. * Checks if player can use @/#command
  7442. * @param sd Player map session data
  7443. * @param command Command name without @/# and params
  7444. * @param type is it atcommand or charcommand
  7445. */
  7446. bool pc_can_use_command(struct map_session_data *sd, const char *command, AtCommandType type)
  7447. {
  7448. return pc_group_can_use_command(pc_get_group_id(sd), command, type);
  7449. }
  7450. /**
  7451. * Checks if player has a permission
  7452. * @param sd Player map session data
  7453. * @param permission permission to check
  7454. */
  7455. bool pc_has_permission(struct map_session_data *sd, int permission)
  7456. {
  7457. return pc_group_has_permission(pc_get_group_id(sd), permission);
  7458. }
  7459. /**
  7460. * Checks if commands used by a player should be logged
  7461. * according to their group setting.
  7462. * @param sd Player map session data
  7463. */
  7464. bool pc_should_log_commands(struct map_session_data *sd)
  7465. {
  7466. return pc_group_should_log_commands(pc_get_group_id(sd));
  7467. }
  7468. int pc_split_str(char *str,char **val,int num)
  7469. {
  7470. int i;
  7471. for (i=0; i<num && str; i++){
  7472. val[i] = str;
  7473. str = strchr(str,',');
  7474. if (str && i<num-1) //Do not remove a trailing comma.
  7475. *str++=0;
  7476. }
  7477. return i;
  7478. }
  7479. int pc_split_atoi(char* str, int* val, char sep, int max)
  7480. {
  7481. int i,j;
  7482. for (i=0; i<max; i++) {
  7483. if (!str) break;
  7484. val[i] = atoi(str);
  7485. str = strchr(str,sep);
  7486. if (str)
  7487. *str++=0;
  7488. }
  7489. //Zero up the remaining.
  7490. for(j=i; j < max; j++)
  7491. val[j] = 0;
  7492. return i;
  7493. }
  7494. int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
  7495. {
  7496. static int warning=0;
  7497. int i,j;
  7498. double f;
  7499. for (i=0; i<max; i++) {
  7500. if (!str) break;
  7501. f = atof(str);
  7502. if (f < 0)
  7503. val[i] = 0;
  7504. else if (f > UINT_MAX) {
  7505. val[i] = UINT_MAX;
  7506. if (!warning) {
  7507. warning = 1;
  7508. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  7509. }
  7510. } else
  7511. val[i] = (unsigned int)f;
  7512. str = strchr(str,sep);
  7513. if (str)
  7514. *str++=0;
  7515. }
  7516. //Zero up the remaining.
  7517. for(j=i; j < max; j++)
  7518. val[j] = 0;
  7519. return i;
  7520. }
  7521. /*==========================================
  7522. * DB reading.
  7523. * exp.txt - required experience values
  7524. * skill_tree.txt - skill tree for every class
  7525. * attr_fix.txt - elemental adjustment table
  7526. * statpoint.txt - status points per base level
  7527. *------------------------------------------*/
  7528. static bool pc_readdb_skilltree(char* fields[], int columns, int current)
  7529. {
  7530. unsigned char joblv = 0, skilllv;
  7531. unsigned short skillid;
  7532. int idx, class_;
  7533. unsigned int i, offset = 3, skillidx;
  7534. class_ = atoi(fields[0]);
  7535. skillid = (unsigned short)atoi(fields[1]);
  7536. skilllv = (unsigned char)atoi(fields[2]);
  7537. if(columns==4+MAX_PC_SKILL_REQUIRE*2)
  7538. {// job level requirement extra column
  7539. joblv = (unsigned char)atoi(fields[3]);
  7540. offset++;
  7541. }
  7542. if(!pcdb_checkid(class_))
  7543. {
  7544. ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_);
  7545. return false;
  7546. }
  7547. idx = pc_class2idx(class_);
  7548. //This is to avoid adding two lines for the same skill. [Skotlex]
  7549. ARR_FIND( 0, MAX_SKILL_TREE, skillidx, skill_tree[idx][skillidx].id == 0 || skill_tree[idx][skillidx].id == skillid );
  7550. if( skillidx == MAX_SKILL_TREE )
  7551. {
  7552. ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skillid, class_);
  7553. return false;
  7554. }
  7555. else if(skill_tree[idx][skillidx].id)
  7556. {
  7557. ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skillid, class_);
  7558. }
  7559. skill_tree[idx][skillidx].id = skillid;
  7560. skill_tree[idx][skillidx].max = skilllv;
  7561. skill_tree[idx][skillidx].joblv = joblv;
  7562. for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++)
  7563. {
  7564. skill_tree[idx][skillidx].need[i].id = atoi(fields[i*2+offset]);
  7565. skill_tree[idx][skillidx].need[i].lv = atoi(fields[i*2+offset+1]);
  7566. }
  7567. return true;
  7568. }
  7569. int pc_readdb(void)
  7570. {
  7571. int i,j,k;
  7572. FILE *fp;
  7573. char line[24000],*p;
  7574. // 必要??値?み?み
  7575. memset(exp_table,0,sizeof(exp_table));
  7576. memset(max_level,0,sizeof(max_level));
  7577. sprintf(line, "%s/"DBPATH"exp.txt", db_path);
  7578. fp=fopen(line, "r");
  7579. if(fp==NULL){
  7580. ShowError("can't read %s\n", line);
  7581. return 1;
  7582. }
  7583. while(fgets(line, sizeof(line), fp))
  7584. {
  7585. int jobs[CLASS_COUNT], job_count, job, job_id;
  7586. int type;
  7587. unsigned int ui,maxlv;
  7588. char *split[4];
  7589. if(line[0]=='/' && line[1]=='/')
  7590. continue;
  7591. if (pc_split_str(line,split,4) < 4)
  7592. continue;
  7593. job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT);
  7594. if (job_count < 1)
  7595. continue;
  7596. job_id = jobs[0];
  7597. if (!pcdb_checkid(job_id)) {
  7598. ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
  7599. continue;
  7600. }
  7601. type = atoi(split[2]);
  7602. if (type < 0 || type > 1) {
  7603. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  7604. continue;
  7605. }
  7606. maxlv = atoi(split[0]);
  7607. if (maxlv > MAX_LEVEL) {
  7608. ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL);
  7609. maxlv = MAX_LEVEL;
  7610. }
  7611. job = jobs[0] = pc_class2idx(job_id);
  7612. //We send one less and then one more because the last entry in the exp array should hold 0.
  7613. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1;
  7614. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  7615. //The reasoning behind the -2 is this... if the max level is 5, then the array
  7616. //should look like this:
  7617. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  7618. while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0)
  7619. max_level[job][type]--;
  7620. if (max_level[job][type] < maxlv) {
  7621. ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job_id, max_level[job][type]);
  7622. ShowInfo("Filling the missing values with the last exp entry.\n");
  7623. //Fill the requested values with the last entry.
  7624. ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2);
  7625. for (; ui+2 < maxlv; ui++)
  7626. exp_table[job][type][ui] = exp_table[job][type][ui-1];
  7627. max_level[job][type] = maxlv;
  7628. }
  7629. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]);
  7630. for (i = 1; i < job_count; i++) {
  7631. job_id = jobs[i];
  7632. if (!pcdb_checkid(job_id)) {
  7633. ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
  7634. continue;
  7635. }
  7636. job = pc_class2idx(job_id);
  7637. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  7638. max_level[job][type] = maxlv;
  7639. // ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]);
  7640. }
  7641. }
  7642. fclose(fp);
  7643. for (i = 0; i < JOB_MAX; i++) {
  7644. if (!pcdb_checkid(i)) continue;
  7645. if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER)
  7646. continue; //Classes that do not need exp tables.
  7647. j = pc_class2idx(i);
  7648. if (!max_level[j][0])
  7649. ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
  7650. if (!max_level[j][1])
  7651. ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
  7652. }
  7653. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  7654. // スキルツリ?
  7655. memset(skill_tree,0,sizeof(skill_tree));
  7656. sv_readdb(db_path, DBPATH"skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree);
  7657. // ?性修正テ?ブル
  7658. for(i=0;i<4;i++)
  7659. for(j=0;j<ELE_MAX;j++)
  7660. for(k=0;k<ELE_MAX;k++)
  7661. attr_fix_table[i][j][k]=100;
  7662. sprintf(line, "%s/"DBPATH"attr_fix.txt", db_path);
  7663. fp=fopen(line,"r");
  7664. if(fp==NULL){
  7665. ShowError("can't read %s\n", line);
  7666. return 1;
  7667. }
  7668. while(fgets(line, sizeof(line), fp))
  7669. {
  7670. char *split[10];
  7671. int lv,n;
  7672. if(line[0]=='/' && line[1]=='/')
  7673. continue;
  7674. for(j=0,p=line;j<3 && p;j++){
  7675. split[j]=p;
  7676. p=strchr(p,',');
  7677. if(p) *p++=0;
  7678. }
  7679. if( j < 2 )
  7680. continue;
  7681. lv=atoi(split[0]);
  7682. n=atoi(split[1]);
  7683. for(i=0;i<n && i<ELE_MAX;){
  7684. if( !fgets(line, sizeof(line), fp) )
  7685. break;
  7686. if(line[0]=='/' && line[1]=='/')
  7687. continue;
  7688. for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
  7689. while(*p==32 && *p>0)
  7690. p++;
  7691. attr_fix_table[lv-1][i][j]=atoi(p);
  7692. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  7693. attr_fix_table[lv-1][i][j] = 0;
  7694. p=strchr(p,',');
  7695. if(p) *p++=0;
  7696. }
  7697. i++;
  7698. }
  7699. }
  7700. fclose(fp);
  7701. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  7702. // スキルツリ?
  7703. memset(statp,0,sizeof(statp));
  7704. i=1;
  7705. sprintf(line, "%s/"DBPATH"statpoint.txt", db_path);
  7706. fp=fopen(line,"r");
  7707. if(fp == NULL){
  7708. ShowWarning("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  7709. //return 1;
  7710. } else {
  7711. while(fgets(line, sizeof(line), fp))
  7712. {
  7713. int stat;
  7714. if(line[0]=='/' && line[1]=='/')
  7715. continue;
  7716. if ((stat=strtoul(line,NULL,10))<0)
  7717. stat=0;
  7718. if (i > MAX_LEVEL)
  7719. break;
  7720. statp[i]=stat;
  7721. i++;
  7722. }
  7723. fclose(fp);
  7724. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  7725. }
  7726. // generate the remaining parts of the db if necessary
  7727. k = battle_config.use_statpoint_table; //save setting
  7728. battle_config.use_statpoint_table = 0; //temporarily disable to force pc_gets_status_point use default values
  7729. statp[0] = 45; // seed value
  7730. for (; i <= MAX_LEVEL; i++)
  7731. statp[i] = statp[i-1] + pc_gets_status_point(i-1);
  7732. battle_config.use_statpoint_table = k; //restore setting
  7733. return 0;
  7734. }
  7735. // Read MOTD on startup. [Valaris]
  7736. int pc_read_motd(void)
  7737. {
  7738. FILE* fp;
  7739. // clear old MOTD
  7740. memset(motd_text, 0, sizeof(motd_text));
  7741. // read current MOTD
  7742. if( ( fp = fopen(motd_txt, "r") ) != NULL )
  7743. {
  7744. char* buf, * ptr;
  7745. unsigned int lines = 0, entries = 0;
  7746. size_t len;
  7747. while( entries < MOTD_LINE_SIZE && fgets(motd_text[entries], sizeof(motd_text[entries]), fp) )
  7748. {
  7749. lines++;
  7750. buf = motd_text[entries];
  7751. if( buf[0] == '/' && buf[1] == '/' )
  7752. {
  7753. continue;
  7754. }
  7755. len = strlen(buf);
  7756. while( len && ( buf[len-1] == '\r' || buf[len-1] == '\n' ) )
  7757. {// strip trailing EOL characters
  7758. len--;
  7759. }
  7760. if( len )
  7761. {
  7762. buf[len] = 0;
  7763. if( ( ptr = strstr(buf, " :") ) != NULL && ptr-buf >= NAME_LENGTH )
  7764. {// crashes newer clients
  7765. ShowWarning("Found sequence '"CL_WHITE" :"CL_RESET"' on line '"CL_WHITE"%u"CL_RESET"' in '"CL_WHITE"%s"CL_RESET"'. This can cause newer clients to crash.\n", lines, motd_txt);
  7766. }
  7767. }
  7768. else
  7769. {// empty line
  7770. buf[0] = ' ';
  7771. buf[1] = 0;
  7772. }
  7773. entries++;
  7774. }
  7775. fclose(fp);
  7776. ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, motd_txt);
  7777. }
  7778. else
  7779. {
  7780. ShowWarning("File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  7781. }
  7782. return 0;
  7783. }
  7784. void pc_itemcd_do(struct map_session_data *sd, bool load) {
  7785. int i,cursor = 0;
  7786. struct item_cd* cd = NULL;
  7787. if( load ) {
  7788. if( !(cd = idb_get(itemcd_db, sd->status.char_id)) ) {
  7789. // no skill cooldown is associated with this character
  7790. return;
  7791. }
  7792. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  7793. if( cd->nameid[i] && DIFF_TICK(gettick(),cd->tick[i]) < 0 ) {
  7794. sd->item_delay[cursor].tick = cd->tick[i];
  7795. sd->item_delay[cursor].nameid = cd->nameid[i];
  7796. cursor++;
  7797. }
  7798. }
  7799. idb_remove(itemcd_db,sd->status.char_id);
  7800. } else {
  7801. if( !(cd = idb_get(itemcd_db,sd->status.char_id)) ) {
  7802. // create a new skill cooldown object for map storage
  7803. CREATE( cd, struct item_cd, 1 );
  7804. idb_put( itemcd_db, sd->status.char_id, cd );
  7805. }
  7806. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  7807. if( sd->item_delay[i].nameid && DIFF_TICK(gettick(),sd->item_delay[i].tick) < 0 ) {
  7808. cd->tick[cursor] = sd->item_delay[i].tick;
  7809. cd->nameid[cursor] = sd->item_delay[i].nameid;
  7810. cursor++;
  7811. }
  7812. }
  7813. }
  7814. return;
  7815. }
  7816. /*==========================================
  7817. * pc? 係初期化
  7818. *------------------------------------------*/
  7819. void do_final_pc(void) {
  7820. db_destroy(itemcd_db);
  7821. do_final_pc_groups();
  7822. return;
  7823. }
  7824. int do_init_pc(void) {
  7825. itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  7826. pc_readdb();
  7827. pc_read_motd(); // Read MOTD [Valaris]
  7828. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  7829. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  7830. add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end");
  7831. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  7832. add_timer_func_list(pc_autosave, "pc_autosave");
  7833. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  7834. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  7835. add_timer_func_list(pc_endautobonus, "pc_endautobonus");
  7836. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  7837. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  7838. int day_duration = battle_config.day_duration;
  7839. int night_duration = battle_config.night_duration;
  7840. // add night/day timer (by [yor])
  7841. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  7842. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  7843. if (!battle_config.night_at_start) {
  7844. night_flag = 0; // 0=day, 1=night [Yor]
  7845. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  7846. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  7847. } else {
  7848. night_flag = 1; // 0=day, 1=night [Yor]
  7849. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  7850. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  7851. }
  7852. }
  7853. do_init_pc_groups();
  7854. return 0;
  7855. }