pc.c 294 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 "channel.h"
  18. #include "chrif.h"
  19. #include "clif.h"
  20. #include "date.h" // is_day_of_*()
  21. #include "duel.h"
  22. #include "intif.h"
  23. #include "itemdb.h"
  24. #include "log.h"
  25. #include "mail.h"
  26. #include "map.h"
  27. #include "path.h"
  28. #include "homunculus.h"
  29. #include "instance.h"
  30. #include "mercenary.h"
  31. #include "elemental.h"
  32. #include "npc.h" // fake_nd
  33. #include "pet.h" // pet_unlocktarget()
  34. #include "party.h" // party_search()
  35. #include "guild.h" // guild_search(), guild_request_info()
  36. #include "script.h" // script_config
  37. #include "skill.h"
  38. #include "status.h" // struct status_data
  39. #include "pc.h"
  40. #include "pc_groups.h"
  41. #include "quest.h"
  42. #include <stdio.h>
  43. #include <stdlib.h>
  44. #include <string.h>
  45. #include <time.h>
  46. #define PVP_CALCRANK_INTERVAL 1000 // PVP calculation interval
  47. static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL];
  48. static unsigned int max_level[CLASS_COUNT][2];
  49. static unsigned int statp[MAX_LEVEL+1];
  50. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  51. static unsigned int level_penalty[3][RC_MAX][MAX_LEVEL*2+1];
  52. #endif
  53. // h-files are for declarations, not for implementations... [Shinomori]
  54. struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE];
  55. // timer for night.day implementation
  56. int day_timer_tid;
  57. int night_timer_tid;
  58. struct fame_list smith_fame_list[MAX_FAME_LIST];
  59. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  60. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  61. 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_COSTUME_GARMENT,EQP_AMMO};
  62. #define MOTD_LINE_SIZE 128
  63. static char motd_text[MOTD_LINE_SIZE][CHAT_SIZE_MAX]; // Message of the day buffer [Valaris]
  64. //Links related info to the sd->hate_mob[]/sd->feel_map[] entries
  65. const struct sg_data sg_info[MAX_PC_FEELHATE] = {
  66. { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
  67. { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
  68. { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
  69. };
  70. /**
  71. * Item Cool Down Delay Saving
  72. * Struct item_cd is not a member of struct map_session_data
  73. * to keep cooldowns in memory between player log-ins.
  74. * All cooldowns are reset when server is restarted.
  75. **/
  76. DBMap* itemcd_db = NULL; // char_id -> struct skill_cd
  77. struct item_cd {
  78. unsigned int tick[MAX_ITEMDELAYS];//tick
  79. short nameid[MAX_ITEMDELAYS];//skill id
  80. };
  81. //Converts a class to its array index for CLASS_COUNT defined arrays.
  82. //Note that it does not do a validity check for speed purposes, where parsing
  83. //player input make sure to use a pcdb_checkid first!
  84. int pc_class2idx(int class_) {
  85. if (class_ >= JOB_NOVICE_HIGH)
  86. return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC;
  87. return class_;
  88. }
  89. inline int pc_get_group_id(struct map_session_data *sd) {
  90. return sd->group_id;
  91. }
  92. inline int pc_get_group_level(struct map_session_data *sd) {
  93. return sd->group_level;
  94. }
  95. static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr_t data)
  96. {
  97. struct map_session_data *sd;
  98. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  99. return 1;
  100. if(sd->invincible_timer != tid){
  101. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  102. return 0;
  103. }
  104. sd->invincible_timer = INVALID_TIMER;
  105. skill_unit_move(&sd->bl,tick,1);
  106. return 0;
  107. }
  108. void pc_setinvincibletimer(struct map_session_data* sd, int val) {
  109. nullpo_retv(sd);
  110. if( sd->invincible_timer != INVALID_TIMER )
  111. delete_timer(sd->invincible_timer,pc_invincible_timer);
  112. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  113. }
  114. void pc_delinvincibletimer(struct map_session_data* sd)
  115. {
  116. nullpo_retv(sd);
  117. if( sd->invincible_timer != INVALID_TIMER )
  118. {
  119. delete_timer(sd->invincible_timer,pc_invincible_timer);
  120. sd->invincible_timer = INVALID_TIMER;
  121. skill_unit_move(&sd->bl,gettick(),1);
  122. }
  123. }
  124. static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr_t data)
  125. {
  126. struct map_session_data *sd;
  127. int i;
  128. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  129. return 1;
  130. if( sd->spiritball <= 0 )
  131. {
  132. 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);
  133. sd->spiritball = 0;
  134. return 0;
  135. }
  136. ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
  137. if( i == sd->spiritball )
  138. {
  139. ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
  140. return 0;
  141. }
  142. sd->spiritball--;
  143. if( i != sd->spiritball )
  144. memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
  145. sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
  146. clif_spiritball(&sd->bl);
  147. return 0;
  148. }
  149. int pc_addspiritball(struct map_session_data *sd,int interval,int max)
  150. {
  151. int tid, i;
  152. nullpo_ret(sd);
  153. if(max > MAX_SKILL_LEVEL)
  154. max = MAX_SKILL_LEVEL;
  155. if(sd->spiritball < 0)
  156. sd->spiritball = 0;
  157. if( sd->spiritball && sd->spiritball >= max )
  158. {
  159. if(sd->spirit_timer[0] != INVALID_TIMER)
  160. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  161. sd->spiritball--;
  162. if( sd->spiritball != 0 )
  163. memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
  164. sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
  165. }
  166. tid = add_timer(gettick()+interval, pc_spiritball_timer, sd->bl.id, 0);
  167. 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);
  168. if( i != sd->spiritball )
  169. memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
  170. sd->spirit_timer[i] = tid;
  171. sd->spiritball++;
  172. if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
  173. clif_millenniumshield(sd,sd->spiritball);
  174. else
  175. clif_spiritball(&sd->bl);
  176. return 0;
  177. }
  178. int pc_delspiritball(struct map_session_data *sd,int count,int type)
  179. {
  180. int i;
  181. nullpo_ret(sd);
  182. if(sd->spiritball <= 0) {
  183. sd->spiritball = 0;
  184. return 0;
  185. }
  186. if(count <= 0)
  187. return 0;
  188. if(count > sd->spiritball)
  189. count = sd->spiritball;
  190. sd->spiritball -= count;
  191. if(count > MAX_SKILL_LEVEL)
  192. count = MAX_SKILL_LEVEL;
  193. for(i=0;i<count;i++) {
  194. if(sd->spirit_timer[i] != INVALID_TIMER) {
  195. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  196. sd->spirit_timer[i] = INVALID_TIMER;
  197. }
  198. }
  199. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  200. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  201. sd->spirit_timer[i] = INVALID_TIMER;
  202. }
  203. if(!type) {
  204. if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
  205. clif_millenniumshield(sd,sd->spiritball);
  206. else
  207. clif_spiritball(&sd->bl);
  208. }
  209. return 0;
  210. }
  211. static int pc_check_banding( struct block_list *bl, va_list ap ) {
  212. int *c, *b_sd;
  213. struct block_list *src;
  214. struct map_session_data *tsd;
  215. struct status_change *sc;
  216. nullpo_ret(bl);
  217. nullpo_ret(tsd = (struct map_session_data*)bl);
  218. nullpo_ret(src = va_arg(ap,struct block_list *));
  219. c = va_arg(ap,int *);
  220. b_sd = va_arg(ap, int *);
  221. if(pc_isdead(tsd))
  222. return 0;
  223. sc = status_get_sc(bl);
  224. if( bl == src )
  225. return 0;
  226. if( sc && sc->data[SC_BANDING] )
  227. {
  228. b_sd[(*c)++] = tsd->bl.id;
  229. return 1;
  230. }
  231. return 0;
  232. }
  233. int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
  234. int c;
  235. int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
  236. int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp;
  237. struct map_session_data *bsd;
  238. struct status_change *sc;
  239. int range = skill_get_splash(LG_BANDING,skill_lv);
  240. nullpo_ret(sd);
  241. c = 0;
  242. memset(b_sd, 0, sizeof(b_sd));
  243. i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd);
  244. if( c < 1 ) //just recalc status no need to recalc hp
  245. { // No more Royal Guards in Banding found.
  246. if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] )
  247. {
  248. sc->data[SC_BANDING]->val2 = 0; // Reset the counter
  249. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_BANDING));
  250. }
  251. return 0;
  252. }
  253. //Add yourself
  254. hp = status_get_hp(&sd->bl);
  255. i++;
  256. // Get total HP of all Royal Guards in party.
  257. for( j = 0; j < i; j++ )
  258. {
  259. bsd = map_id2sd(b_sd[j]);
  260. if( bsd != NULL )
  261. hp += status_get_hp(&bsd->bl);
  262. }
  263. // Set average HP.
  264. hp = hp / i;
  265. // If a Royal Guard have full HP, give more HP to others that haven't full HP.
  266. for( j = 0; j < i; j++ )
  267. {
  268. bsd = map_id2sd(b_sd[j]);
  269. if( bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0 )
  270. {
  271. extra_hp += tmp_hp;
  272. tmp_qty++;
  273. }
  274. }
  275. if( extra_hp > 0 && tmp_qty > 0 )
  276. hp += extra_hp / tmp_qty;
  277. for( j = 0; j < i; j++ )
  278. {
  279. bsd = map_id2sd(b_sd[j]);
  280. if( bsd != NULL )
  281. {
  282. status_set_hp(&bsd->bl,hp,0); // Set hp
  283. if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] )
  284. {
  285. sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
  286. status_calc_bl(&bsd->bl, status_sc2scb_flag(SC_BANDING)); // Set atk and def.
  287. }
  288. }
  289. }
  290. return c;
  291. }
  292. // Increases a player's fame points and displays a notice to him
  293. void pc_addfame(struct map_session_data *sd,int count)
  294. {
  295. nullpo_retv(sd);
  296. sd->status.fame += count;
  297. if(sd->status.fame > MAX_FAME)
  298. sd->status.fame = MAX_FAME;
  299. switch(sd->class_&MAPID_UPPERMASK){
  300. case MAPID_BLACKSMITH: // Blacksmith
  301. clif_fame_blacksmith(sd,count);
  302. break;
  303. case MAPID_ALCHEMIST: // Alchemist
  304. clif_fame_alchemist(sd,count);
  305. break;
  306. case MAPID_TAEKWON: // Taekwon
  307. clif_fame_taekwon(sd,count);
  308. break;
  309. }
  310. chrif_updatefamelist(sd);
  311. }
  312. // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
  313. unsigned char pc_famerank(int char_id, int job)
  314. {
  315. int i;
  316. switch(job){
  317. case MAPID_BLACKSMITH: // Blacksmith
  318. for(i = 0; i < MAX_FAME_LIST; i++){
  319. if(smith_fame_list[i].id == char_id)
  320. return i + 1;
  321. }
  322. break;
  323. case MAPID_ALCHEMIST: // Alchemist
  324. for(i = 0; i < MAX_FAME_LIST; i++){
  325. if(chemist_fame_list[i].id == char_id)
  326. return i + 1;
  327. }
  328. break;
  329. case MAPID_TAEKWON: // Taekwon
  330. for(i = 0; i < MAX_FAME_LIST; i++){
  331. if(taekwon_fame_list[i].id == char_id)
  332. return i + 1;
  333. }
  334. break;
  335. }
  336. return 0;
  337. }
  338. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  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) { //Normal resurrection
  344. status->hp = 1; //Otherwise status_heal may fail if dead.
  345. status_heal(&sd->bl, b_status->hp, 0, 1);
  346. if( status->sp < b_status->sp )
  347. status_set_sp(&sd->bl, b_status->sp, 1);
  348. } else { //Just for saving on the char-server (with values as if respawned)
  349. sd->status.hp = b_status->hp;
  350. sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
  351. }
  352. return 0;
  353. }
  354. /*==========================================
  355. Rental System
  356. *------------------------------------------*/
  357. static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr_t data)
  358. {
  359. struct map_session_data *sd = map_id2sd(id);
  360. if( sd == NULL )
  361. return 0;
  362. if( tid != sd->rental_timer )
  363. {
  364. ShowError("pc_inventory_rental_end: invalid timer id.\n");
  365. return 0;
  366. }
  367. pc_inventory_rentals(sd);
  368. return 1;
  369. }
  370. int pc_inventory_rental_clear(struct map_session_data *sd)
  371. {
  372. if( sd->rental_timer != INVALID_TIMER )
  373. {
  374. delete_timer(sd->rental_timer, pc_inventory_rental_end);
  375. sd->rental_timer = INVALID_TIMER;
  376. }
  377. return 1;
  378. }
  379. void pc_inventory_rentals(struct map_session_data *sd)
  380. {
  381. int i, c = 0;
  382. unsigned int expire_tick, next_tick = UINT_MAX;
  383. for( i = 0; i < MAX_INVENTORY; i++ )
  384. { // Check for Rentals on Inventory
  385. if( sd->status.inventory[i].nameid == 0 )
  386. continue; // Nothing here
  387. if( sd->status.inventory[i].expire_time == 0 )
  388. continue;
  389. if( sd->status.inventory[i].expire_time <= time(NULL) ) {
  390. if( sd->status.inventory[i].nameid == ITEMID_REINS_OF_MOUNT
  391. && sd->sc.option&OPTION_MOUNTING ) {
  392. pc_setoption(sd, sd->sc.option&~OPTION_MOUNTING);
  393. }
  394. clif_rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
  395. pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
  396. } else {
  397. expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000;
  398. clif_rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000));
  399. next_tick = min(expire_tick, next_tick);
  400. c++;
  401. }
  402. }
  403. 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
  404. sd->rental_timer = add_timer(gettick() + min(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
  405. else
  406. sd->rental_timer = INVALID_TIMER;
  407. }
  408. void pc_inventory_rental_add(struct map_session_data *sd, int seconds)
  409. {
  410. int tick = seconds * 1000;
  411. if( sd == NULL )
  412. return;
  413. if( sd->rental_timer != INVALID_TIMER )
  414. {
  415. const struct TimerData * td;
  416. td = get_timer(sd->rental_timer);
  417. if( DIFF_TICK(td->tick, gettick()) > tick )
  418. { // Update Timer as this one ends first than the current one
  419. pc_inventory_rental_clear(sd);
  420. sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0);
  421. }
  422. }
  423. else
  424. sd->rental_timer = add_timer(gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
  425. }
  426. /**
  427. * Determines if player can give / drop / trade / vend items
  428. */
  429. bool pc_can_give_items(struct map_session_data *sd)
  430. {
  431. return pc_has_permission(sd, PC_PERM_TRADE);
  432. }
  433. /*==========================================
  434. * prepares character for saving.
  435. *------------------------------------------*/
  436. int pc_makesavestatus(struct map_session_data *sd)
  437. {
  438. nullpo_ret(sd);
  439. if(!battle_config.save_clothcolor)
  440. sd->status.clothes_color=0;
  441. //Only copy the Cart/Peco/Falcon options, the rest are handled via
  442. //status change load/saving. [Skotlex]
  443. #ifdef NEW_CARTS
  444. sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR|OPTION_MOUNTING);
  445. #else
  446. sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR|OPTION_MOUNTING);
  447. #endif
  448. if (sd->sc.data[SC_JAILED])
  449. { //When Jailed, do not move last point.
  450. if(pc_isdead(sd)){
  451. pc_setrestartvalue(sd,0);
  452. } else {
  453. sd->status.hp = sd->battle_status.hp;
  454. sd->status.sp = sd->battle_status.sp;
  455. }
  456. sd->status.last_point.map = sd->mapindex;
  457. sd->status.last_point.x = sd->bl.x;
  458. sd->status.last_point.y = sd->bl.y;
  459. return 0;
  460. }
  461. if(pc_isdead(sd)){
  462. pc_setrestartvalue(sd,0);
  463. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  464. } else {
  465. sd->status.hp = sd->battle_status.hp;
  466. sd->status.sp = sd->battle_status.sp;
  467. sd->status.last_point.map = sd->mapindex;
  468. sd->status.last_point.x = sd->bl.x;
  469. sd->status.last_point.y = sd->bl.y;
  470. }
  471. if(map[sd->bl.m].flag.nosave){
  472. struct map_data *m=&map[sd->bl.m];
  473. if(m->save.map)
  474. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  475. else
  476. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  477. }
  478. return 0;
  479. }
  480. /*==========================================
  481. * Off init ? Connection?
  482. *------------------------------------------*/
  483. 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)
  484. {
  485. nullpo_ret(sd);
  486. sd->bl.id = account_id;
  487. sd->status.account_id = account_id;
  488. sd->status.char_id = char_id;
  489. sd->status.sex = sex;
  490. sd->login_id1 = login_id1;
  491. sd->login_id2 = 0; // at this point, we can not know the value :(
  492. sd->client_tick = client_tick;
  493. sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
  494. sd->bl.type = BL_PC;
  495. sd->canlog_tick = gettick();
  496. //Required to prevent homunculus copuing a base speed of 0.
  497. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
  498. return 0;
  499. }
  500. int pc_equippoint(struct map_session_data *sd,int n){
  501. int ep = 0;
  502. nullpo_ret(sd);
  503. if(!sd->inventory_data[n])
  504. return 0;
  505. if (!itemdb_isequip2(sd->inventory_data[n]))
  506. return 0; //Not equippable by players.
  507. ep = sd->inventory_data[n]->equip;
  508. if(sd->inventory_data[n]->look == W_DAGGER ||
  509. sd->inventory_data[n]->look == W_1HSWORD ||
  510. sd->inventory_data[n]->look == W_1HAXE) {
  511. if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN ||
  512. (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO))//Kagerou and Oboro can dual wield daggers. [Rytech]
  513. return EQP_ARMS;
  514. }
  515. return ep;
  516. }
  517. int pc_setinventorydata(struct map_session_data *sd)
  518. {
  519. int i,id;
  520. nullpo_ret(sd);
  521. for(i=0;i<MAX_INVENTORY;i++) {
  522. id = sd->status.inventory[i].nameid;
  523. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  524. }
  525. return 0;
  526. }
  527. int pc_calcweapontype(struct map_session_data *sd)
  528. {
  529. nullpo_ret(sd);
  530. // single-hand
  531. if(sd->weapontype2 == W_FIST) {
  532. sd->status.weapon = sd->weapontype1;
  533. return 1;
  534. }
  535. if(sd->weapontype1 == W_FIST) {
  536. sd->status.weapon = sd->weapontype2;
  537. return 1;
  538. }
  539. // dual-wield
  540. sd->status.weapon = 0;
  541. switch (sd->weapontype1){
  542. case W_DAGGER:
  543. switch (sd->weapontype2) {
  544. case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
  545. case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
  546. case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
  547. }
  548. break;
  549. case W_1HSWORD:
  550. switch (sd->weapontype2) {
  551. case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
  552. case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
  553. case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
  554. }
  555. break;
  556. case W_1HAXE:
  557. switch (sd->weapontype2) {
  558. case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
  559. case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
  560. case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
  561. }
  562. }
  563. // unknown, default to right hand type
  564. if (!sd->status.weapon)
  565. sd->status.weapon = sd->weapontype1;
  566. return 2;
  567. }
  568. int pc_setequipindex(struct map_session_data *sd)
  569. {
  570. int i,j;
  571. nullpo_ret(sd);
  572. for(i=0;i<EQI_MAX;i++)
  573. sd->equip_index[i] = -1;
  574. for(i=0;i<MAX_INVENTORY;i++) {
  575. if(sd->status.inventory[i].nameid <= 0)
  576. continue;
  577. if(sd->status.inventory[i].equip) {
  578. for(j=0;j<EQI_MAX;j++)
  579. if(sd->status.inventory[i].equip & equip_pos[j])
  580. sd->equip_index[j] = i;
  581. if(sd->status.inventory[i].equip & EQP_HAND_R)
  582. {
  583. if(sd->inventory_data[i])
  584. sd->weapontype1 = sd->inventory_data[i]->look;
  585. else
  586. sd->weapontype1 = 0;
  587. }
  588. if( sd->status.inventory[i].equip & EQP_HAND_L )
  589. {
  590. if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
  591. sd->weapontype2 = sd->inventory_data[i]->look;
  592. else
  593. sd->weapontype2 = 0;
  594. }
  595. }
  596. }
  597. pc_calcweapontype(sd);
  598. return 0;
  599. }
  600. //static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag)
  601. //{
  602. // int i;
  603. // struct item *item = &sd->status.inventory[eqindex];
  604. // struct item_data *data;
  605. //
  606. // //Crafted/made/hatched items.
  607. // if (itemdb_isspecial(item->card[0]))
  608. // return 1;
  609. //
  610. // /* scan for enchant armor gems */
  611. // if( item->card[MAX_SLOTS - 1] && s < MAX_SLOTS - 1 )
  612. // s = MAX_SLOTS - 1;
  613. //
  614. // ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag );
  615. // return( i < s ) ? 0 : 1;
  616. //}
  617. bool pc_isequipped(struct map_session_data *sd, int nameid)
  618. {
  619. int i, j, index;
  620. for( i = 0; i < EQI_MAX; i++ )
  621. {
  622. index = sd->equip_index[i];
  623. if( index < 0 ) continue;
  624. if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
  625. if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
  626. if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
  627. if( !sd->inventory_data[index] ) continue;
  628. if( sd->inventory_data[index]->nameid == nameid )
  629. return true;
  630. for( j = 0; j < sd->inventory_data[index]->slot; j++ )
  631. if( sd->status.inventory[index].card[j] == nameid )
  632. return true;
  633. }
  634. return false;
  635. }
  636. bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd )
  637. {
  638. if( !p1_sd || !p2_sd || !b_sd )
  639. return false;
  640. if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
  641. return false; // already adopted baby / in adopt request
  642. if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
  643. return false; // You need to be married and in party with baby to adopt
  644. if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
  645. return false; // Not married, wrong married
  646. if( p2_sd->status.party_id != p1_sd->status.party_id )
  647. return false; // Both parents need to be in the same party
  648. // Parents need to have their ring equipped
  649. if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) )
  650. return false;
  651. if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) )
  652. return false;
  653. // Already adopted a baby
  654. if( p1_sd->status.child || p2_sd->status.child ) {
  655. clif_Adopt_reply(p1_sd, 0);
  656. return false;
  657. }
  658. // Parents need at least lvl 70 to adopt
  659. if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
  660. clif_Adopt_reply(p1_sd, 1);
  661. return false;
  662. }
  663. if( b_sd->status.partner_id ) {
  664. clif_Adopt_reply(p1_sd, 2);
  665. return false;
  666. }
  667. if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE ) )
  668. return false;
  669. return true;
  670. }
  671. /*==========================================
  672. * Adoption Process
  673. *------------------------------------------*/
  674. bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
  675. {
  676. int job, joblevel;
  677. unsigned int jobexp;
  678. if( !pc_can_Adopt(p1_sd, p2_sd, b_sd) )
  679. return false;
  680. // Preserve current job levels and progress
  681. joblevel = b_sd->status.job_level;
  682. jobexp = b_sd->status.job_exp;
  683. job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex);
  684. if( job != -1 && !pc_jobchange(b_sd, job, 0) )
  685. { // Success, proceed to configure parents and baby skills
  686. p1_sd->status.child = b_sd->status.char_id;
  687. p2_sd->status.child = b_sd->status.char_id;
  688. b_sd->status.father = p1_sd->status.char_id;
  689. b_sd->status.mother = p2_sd->status.char_id;
  690. // Restore progress
  691. b_sd->status.job_level = joblevel;
  692. clif_updatestatus(b_sd, SP_JOBLEVEL);
  693. b_sd->status.job_exp = jobexp;
  694. clif_updatestatus(b_sd, SP_JOBEXP);
  695. // Baby Skills
  696. pc_skill(b_sd, WE_BABY, 1, 0);
  697. pc_skill(b_sd, WE_CALLPARENT, 1, 0);
  698. // Parents Skills
  699. pc_skill(p1_sd, WE_CALLBABY, 1, 0);
  700. pc_skill(p2_sd, WE_CALLBABY, 1, 0);
  701. return true;
  702. }
  703. return false; // Job Change Fail
  704. }
  705. /*=================================================
  706. * Checks if the player can equip the item at index n in inventory.
  707. * Returns 0 (no) or 1 (yes).
  708. *------------------------------------------------*/
  709. int pc_isequip(struct map_session_data *sd,int n)
  710. {
  711. struct item_data *item;
  712. nullpo_ret(sd);
  713. item = sd->inventory_data[n];
  714. if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))
  715. return 1;
  716. if(item == NULL)
  717. return 0;
  718. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  719. return 0;
  720. #ifdef RENEWAL
  721. if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax)
  722. return 0;
  723. #endif
  724. if(item->sex != 2 && sd->status.sex != item->sex)
  725. return 0;
  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(item->equip && sd->sc.data[SC_KYOUGAKU])
  738. return 0;
  739. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) {
  740. //Spirit of Super Novice equip bonuses. [Skotlex]
  741. if (sd->status.base_level > 90 && item->equip & EQP_HELM)
  742. return 1; //Can equip all helms
  743. if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
  744. switch(item->look) { //In weapons, the look determines type of weapon.
  745. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  746. case W_1HSWORD: //All 1H swords
  747. case W_1HAXE: //All 1H Axes
  748. case W_MACE: //All 1H Maces
  749. case W_STAFF: //All 1H Staves
  750. return 1;
  751. }
  752. }
  753. }
  754. //Not equipable by class. [Skotlex]
  755. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  756. return 0;
  757. //Not usable by upper class. [Inkfish]
  758. while( 1 ) {
  759. if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
  760. if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
  761. if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
  762. if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
  763. return 0;
  764. }
  765. return 1;
  766. }
  767. /*==========================================
  768. * No problem with the session id
  769. * set the status that has been sent from char server
  770. *------------------------------------------*/
  771. 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)
  772. {
  773. int i;
  774. unsigned long tick = gettick();
  775. uint32 ip = session[sd->fd]->client_addr;
  776. sd->login_id2 = login_id2;
  777. sd->group_id = group_id;
  778. /* load user permissions */
  779. pc_group_pc_load(sd);
  780. memcpy(&sd->status, st, sizeof(*st));
  781. if (st->sex != sd->status.sex) {
  782. clif_authfail_fd(sd->fd, 0);
  783. return false;
  784. }
  785. //Set the map-server used job id. [Skotlex]
  786. i = pc_jobid2mapid(sd->status.class_);
  787. if (i == -1) { //Invalid class?
  788. 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);
  789. sd->status.class_ = JOB_NOVICE;
  790. sd->class_ = MAPID_NOVICE;
  791. } else
  792. sd->class_ = i;
  793. // Checks and fixes to character status data, that are required
  794. // in case of configuration change or stuff, which cannot be
  795. // checked on char-server.
  796. if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE )
  797. {
  798. sd->status.hair = MIN_HAIR_STYLE;
  799. }
  800. if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR )
  801. {
  802. sd->status.hair_color = MIN_HAIR_COLOR;
  803. }
  804. if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR )
  805. {
  806. sd->status.clothes_color = MIN_CLOTH_COLOR;
  807. }
  808. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  809. if(!sd->status.hp) pc_setdead(sd);
  810. sd->state.connect_new = 1;
  811. sd->followtimer = INVALID_TIMER; // [MouseJstr]
  812. sd->invincible_timer = INVALID_TIMER;
  813. sd->npc_timer_id = INVALID_TIMER;
  814. sd->pvp_timer = INVALID_TIMER;
  815. #ifdef SECURE_NPCTIMEOUT
  816. // Initialize to defaults/expected
  817. sd->npc_idle_timer = INVALID_TIMER;
  818. sd->npc_idle_tick = tick;
  819. sd->npc_idle_type = NPCT_INPUT;
  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. if( sd->status.option&OPTION_INVISIBLE && !pc_can_use_command( sd, "hide", COMMAND_ATCOMMAND ) ){
  846. sd->status.option &= ~OPTION_INVISIBLE;
  847. }
  848. status_change_init(&sd->bl);
  849. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  850. //Set here because we need the inventory data for weapon sprite parsing.
  851. status_set_viewdata(&sd->bl, sd->status.class_);
  852. unit_dataset(&sd->bl);
  853. sd->guild_x = -1;
  854. sd->guild_y = -1;
  855. // Event Timers
  856. for( i = 0; i < MAX_EVENTTIMER; i++ )
  857. sd->eventtimer[i] = INVALID_TIMER;
  858. // Rental Timer
  859. sd->rental_timer = INVALID_TIMER;
  860. for( i = 0; i < 3; i++ )
  861. sd->hate_mob[i] = -1;
  862. //warp player
  863. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) {
  864. 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);
  865. // try warping to a default map instead (church graveyard)
  866. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) {
  867. // if we fail again
  868. clif_authfail_fd(sd->fd, 0);
  869. return false;
  870. }
  871. }
  872. clif_authok(sd);
  873. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  874. sd->die_counter=-1;
  875. //display login notice
  876. ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in."
  877. " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
  878. " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"',"
  879. " Group '"CL_WHITE"%d"CL_RESET"').\n",
  880. sd->status.name, sd->status.account_id, sd->status.char_id,
  881. sd->packet_ver, CONVIP(ip), sd->group_id);
  882. // Send friends list
  883. clif_friendslist_send(sd);
  884. if( !changing_mapservers ) {
  885. if (battle_config.display_version == 1){
  886. char buf[256];
  887. sprintf(buf, "SVN version: %s", get_svn_revision());
  888. clif_displaymessage(sd->fd, buf);
  889. }
  890. // Message of the Day [Valaris]
  891. for(i=0; motd_text[i][0] && i < MOTD_LINE_SIZE; i++) {
  892. if (battle_config.motd_type)
  893. clif_disp_onlyself(sd,motd_text[i],strlen(motd_text[i]));
  894. else
  895. clif_displaymessage(sd->fd, motd_text[i]);
  896. }
  897. // message of the limited time of the account
  898. if (expiration_time != 0) { // don't display if it's unlimited or unknow value
  899. char tmpstr[1024];
  900. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(sd,501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  901. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  902. }
  903. /**
  904. * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P)
  905. **/
  906. clif_changemap(sd,sd->mapindex,sd->bl.x,sd->bl.y);
  907. }
  908. /**
  909. * Check if player have any cool downs on
  910. **/
  911. skill_cooldown_load(sd);
  912. /**
  913. * Check if player have any item cooldowns on
  914. **/
  915. pc_itemcd_do(sd,true);
  916. // Request all registries (auth is considered completed whence they arrive)
  917. intif_request_registry(sd,7);
  918. return true;
  919. }
  920. /*==========================================
  921. * Closes a connection because it failed to be authenticated from the char server.
  922. *------------------------------------------*/
  923. void pc_authfail(struct map_session_data *sd)
  924. {
  925. clif_authfail_fd(sd->fd, 0);
  926. return;
  927. }
  928. //Attempts to set a mob.
  929. int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
  930. {
  931. int class_;
  932. if (!sd || !bl || pos < 0 || pos > 2)
  933. return 0;
  934. if (sd->hate_mob[pos] != -1)
  935. { //Can't change hate targets.
  936. clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
  937. return 0;
  938. }
  939. class_ = status_get_class(bl);
  940. if (!pcdb_checkid(class_)) {
  941. unsigned int max_hp = status_get_max_hp(bl);
  942. if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
  943. return 0;
  944. if (pos != status_get_size(bl))
  945. return 0; //Wrong size
  946. }
  947. sd->hate_mob[pos] = class_;
  948. pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1);
  949. clif_hate_info(sd, pos, class_, 1);
  950. return 1;
  951. }
  952. /*==========================================
  953. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  954. *------------------------------------------*/
  955. int pc_reg_received(struct map_session_data *sd)
  956. {
  957. int i,j;
  958. sd->change_level_2nd = pc_readglobalreg(sd,"jobchange_level");
  959. sd->change_level_3rd = pc_readglobalreg(sd,"jobchange_level_3rd");
  960. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  961. sd->langtype = pc_readaccountreg(sd,"#langtype");
  962. if(msg_checklangtype(sd->langtype,true)<0) sd->langtype=0; //invalid langtype reset to default
  963. // Cash shop
  964. sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS");
  965. sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS");
  966. // Cooking Exp
  967. sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY");
  968. if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
  969. { // Better check for class rather than skill to prevent "skill resets" from unsetting this
  970. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  971. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  972. }
  973. //SG map and mob read [Komurka]
  974. for(i=0;i<MAX_PC_FEELHATE;i++) //for now - someone need to make reading from txt/sql
  975. {
  976. if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) {
  977. sd->feel_map[i].index = j;
  978. sd->feel_map[i].m = map_mapindex2mapid(j);
  979. } else {
  980. sd->feel_map[i].index = 0;
  981. sd->feel_map[i].m = -1;
  982. }
  983. sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1;
  984. }
  985. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  986. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  987. if (sd->cloneskill_id > 0) {
  988. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  989. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  990. if (sd->status.skill[sd->cloneskill_id].lv > i)
  991. sd->status.skill[sd->cloneskill_id].lv = i;
  992. sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PLAGIARIZED;
  993. }
  994. }
  995. if ((i = pc_checkskill(sd,SC_REPRODUCE)) > 0) {
  996. sd->reproduceskill_id = pc_readglobalreg(sd,"REPRODUCE_SKILL");
  997. if( sd->reproduceskill_id > 0) {
  998. sd->status.skill[sd->reproduceskill_id].id = sd->reproduceskill_id;
  999. sd->status.skill[sd->reproduceskill_id].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV");
  1000. if( i < sd->status.skill[sd->reproduceskill_id].lv)
  1001. sd->status.skill[sd->reproduceskill_id].lv = i;
  1002. sd->status.skill[sd->reproduceskill_id].flag = SKILL_FLAG_PLAGIARIZED;
  1003. }
  1004. }
  1005. //Weird... maybe registries were reloaded?
  1006. if (sd->state.active)
  1007. return 0;
  1008. sd->state.active = 1;
  1009. if (sd->status.party_id)
  1010. party_member_joined(sd);
  1011. if (sd->status.guild_id)
  1012. guild_member_joined(sd);
  1013. // pet
  1014. if (sd->status.pet_id > 0)
  1015. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  1016. // Homunculus [albator]
  1017. if( sd->status.hom_id > 0 )
  1018. intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
  1019. if( sd->status.mer_id > 0 )
  1020. intif_mercenary_request(sd->status.mer_id, sd->status.char_id);
  1021. if( sd->status.ele_id > 0 )
  1022. intif_elemental_request(sd->status.ele_id, sd->status.char_id);
  1023. map_addiddb(&sd->bl);
  1024. map_delnickdb(sd->status.char_id, sd->status.name);
  1025. if (!chrif_auth_finished(sd))
  1026. ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);
  1027. pc_load_combo(sd);
  1028. status_calc_pc(sd,1);
  1029. chrif_scdata_request(sd->status.account_id, sd->status.char_id);
  1030. intif_Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox
  1031. intif_request_questlog(sd);
  1032. if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually.
  1033. sd->state.connect_new = 1;
  1034. clif_parse_LoadEndAck(sd->fd, sd);
  1035. }
  1036. pc_inventory_rentals(sd);
  1037. if( sd->sc.option&OPTION_INVISIBLE ) {
  1038. sd->vd.class_ = INVISIBLE_CLASS;
  1039. clif_displaymessage( sd->fd, msg_txt( sd, 11 ) ); // Invisible: On
  1040. // decrement the number of pvp players on the map
  1041. map[sd->bl.m].users_pvp--;
  1042. if( map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.pvp_nocalcrank && sd->pvp_timer != INVALID_TIMER ){
  1043. // unregister the player for ranking
  1044. delete_timer( sd->pvp_timer, pc_calc_pvprank_timer );
  1045. sd->pvp_timer = INVALID_TIMER;
  1046. }
  1047. clif_changeoption( &sd->bl );
  1048. }
  1049. return 1;
  1050. }
  1051. static int pc_calc_skillpoint(struct map_session_data* sd)
  1052. {
  1053. int i,skill_lv,inf2,skill_point=0;
  1054. nullpo_ret(sd);
  1055. for(i=1;i<MAX_SKILL;i++){
  1056. if( (skill_lv = pc_checkskill(sd,i)) > 0) {
  1057. inf2 = skill_get_inf2(i);
  1058. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  1059. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  1060. ) {
  1061. if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
  1062. skill_point += skill_lv;
  1063. else
  1064. if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0)
  1065. skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
  1066. }
  1067. }
  1068. }
  1069. return skill_point;
  1070. }
  1071. /*==========================================
  1072. * Calculation of skill level.
  1073. *------------------------------------------*/
  1074. int pc_calc_skilltree(struct map_session_data *sd)
  1075. {
  1076. int i,id=0,flag;
  1077. int c=0;
  1078. nullpo_ret(sd);
  1079. i = pc_calc_skilltree_normalize_job(sd);
  1080. c = pc_mapid2jobid(i, sd->status.sex);
  1081. if( c == -1 )
  1082. { //Unable to normalize job??
  1083. 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);
  1084. return 1;
  1085. }
  1086. c = pc_class2idx(c);
  1087. for( i = 0; i < MAX_SKILL; i++ ) {
  1088. if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these
  1089. sd->status.skill[i].id = 0; //First clear skills.
  1090. /* permanent skills that must be re-checked */
  1091. if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) {
  1092. switch( i ) {
  1093. case NV_TRICKDEAD:
  1094. if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) {
  1095. sd->status.skill[i].id = 0;
  1096. sd->status.skill[i].lv = 0;
  1097. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1098. }
  1099. break;
  1100. }
  1101. }
  1102. }
  1103. for( i = 0; i < MAX_SKILL; i++ )
  1104. {
  1105. if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
  1106. { // Restore original level of skills after deleting earned skills.
  1107. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  1108. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1109. }
  1110. if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU )
  1111. { //Enable Bard/Dancer spirit linked skills.
  1112. if( sd->status.sex )
  1113. { //Link dancer skills to bard.
  1114. if( sd->status.skill[i-8].lv < 10 )
  1115. continue;
  1116. sd->status.skill[i].id = i;
  1117. sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  1118. sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
  1119. }
  1120. else
  1121. { //Link bard skills to dancer.
  1122. if( sd->status.skill[i].lv < 10 )
  1123. continue;
  1124. sd->status.skill[i-8].id = i - 8;
  1125. sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
  1126. sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
  1127. }
  1128. }
  1129. }
  1130. if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
  1131. for( i = 0; i < MAX_SKILL; i++ ) {
  1132. switch(i) {
  1133. /**
  1134. * Dummy skills must be added here otherwise they'll be displayed in the,
  1135. * skill tree and since they have no icons they'll give resource errors
  1136. **/
  1137. case SM_SELFPROVOKE:
  1138. case AB_DUPLELIGHT_MELEE:
  1139. case AB_DUPLELIGHT_MAGIC:
  1140. case WL_CHAINLIGHTNING_ATK:
  1141. case WL_TETRAVORTEX_FIRE:
  1142. case WL_TETRAVORTEX_WATER:
  1143. case WL_TETRAVORTEX_WIND:
  1144. case WL_TETRAVORTEX_GROUND:
  1145. case WL_SUMMON_ATK_FIRE:
  1146. case WL_SUMMON_ATK_WIND:
  1147. case WL_SUMMON_ATK_WATER:
  1148. case WL_SUMMON_ATK_GROUND:
  1149. case LG_OVERBRAND_BRANDISH:
  1150. case LG_OVERBRAND_PLUSATK:
  1151. case WM_SEVERE_RAINSTORM_MELEE:
  1152. continue;
  1153. default:
  1154. break;
  1155. }
  1156. if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
  1157. continue; //Only skills you can't have are npc/guild ones
  1158. if( skill_get_max(i) > 0 )
  1159. sd->status.skill[i].id = i;
  1160. }
  1161. return 0;
  1162. }
  1163. do {
  1164. flag = 0;
  1165. for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
  1166. {
  1167. int f;
  1168. if( sd->status.skill[id].id )
  1169. continue; //Skill already known.
  1170. f = 1;
  1171. if(!battle_config.skillfree) {
  1172. int j;
  1173. for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) {
  1174. int k;
  1175. if((k=skill_tree[c][i].need[j].id))
  1176. {
  1177. if (sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED)
  1178. k = 0; //Not learned.
  1179. else
  1180. if (sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
  1181. k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
  1182. else
  1183. k = pc_checkskill(sd,k);
  1184. if (k < skill_tree[c][i].need[j].lv)
  1185. {
  1186. f = 0;
  1187. break;
  1188. }
  1189. }
  1190. }
  1191. if( sd->status.job_level < skill_tree[c][i].joblv ) { //We need to get the actual class in this case
  1192. int class = pc_mapid2jobid(sd->class_, sd->status.sex);
  1193. class = pc_class2idx(class);
  1194. if (class == c || (class != c && sd->status.job_level < skill_tree[class][i].joblv))
  1195. f = 0; // job level requirement wasn't satisfied
  1196. }
  1197. }
  1198. if( f ) {
  1199. int inf2;
  1200. inf2 = skill_get_inf2(id);
  1201. if(!sd->status.skill[id].lv && (
  1202. (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  1203. inf2&INF2_WEDDING_SKILL ||
  1204. (inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
  1205. ))
  1206. continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
  1207. sd->status.skill[id].id = id;
  1208. if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
  1209. sd->status.skill[id].lv = 1; // need to manually specify a skill level
  1210. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
  1211. }
  1212. flag = 1; // skill list has changed, perform another pass
  1213. }
  1214. }
  1215. } while(flag);
  1216. //
  1217. 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) )
  1218. {
  1219. /* Taekwon Ranger Bonus Skill Tree
  1220. ============================================
  1221. - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
  1222. - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
  1223. - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */
  1224. for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
  1225. {
  1226. if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
  1227. continue; //Do not include Quest/Wedding skills.
  1228. if( sd->status.skill[id].id == 0 )
  1229. {
  1230. sd->status.skill[id].id = id;
  1231. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
  1232. }
  1233. else if( id != NV_BASIC )
  1234. {
  1235. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Remember original level
  1236. }
  1237. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_);
  1238. }
  1239. }
  1240. return 0;
  1241. }
  1242. //Checks if you can learn a new skill after having leveled up a skill.
  1243. static void pc_check_skilltree(struct map_session_data *sd, int skill)
  1244. {
  1245. int i,id=0,flag;
  1246. int c=0;
  1247. if(battle_config.skillfree)
  1248. return; //Function serves no purpose if this is set
  1249. i = pc_calc_skilltree_normalize_job(sd);
  1250. c = pc_mapid2jobid(i, sd->status.sex);
  1251. if (c == -1) { //Unable to normalize job??
  1252. 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);
  1253. return;
  1254. }
  1255. c = pc_class2idx(c);
  1256. do {
  1257. flag = 0;
  1258. for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ )
  1259. {
  1260. int j, f = 1, k;
  1261. if( sd->status.skill[id].id ) //Already learned
  1262. continue;
  1263. for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ )
  1264. {
  1265. if( (k = skill_tree[c][i].need[j].id) )
  1266. {
  1267. if( sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED )
  1268. k = 0; //Not learned.
  1269. else
  1270. if( sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
  1271. k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
  1272. else
  1273. k = pc_checkskill(sd,k);
  1274. if( k < skill_tree[c][i].need[j].lv )
  1275. {
  1276. f = 0;
  1277. break;
  1278. }
  1279. }
  1280. }
  1281. if( !f )
  1282. continue;
  1283. if( sd->status.job_level < skill_tree[c][i].joblv )
  1284. continue;
  1285. j = skill_get_inf2(id);
  1286. if( !sd->status.skill[id].lv && (
  1287. (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  1288. j&INF2_WEDDING_SKILL ||
  1289. (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
  1290. ) )
  1291. continue; //Cannot be learned via normal means.
  1292. sd->status.skill[id].id = id;
  1293. flag = 1;
  1294. }
  1295. } while(flag);
  1296. }
  1297. // Make sure all the skills are in the correct condition
  1298. // before persisting to the backend.. [MouseJstr]
  1299. int pc_clean_skilltree(struct map_session_data *sd)
  1300. {
  1301. int i;
  1302. for (i = 0; i < MAX_SKILL; i++){
  1303. if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED)
  1304. {
  1305. sd->status.skill[i].id = 0;
  1306. sd->status.skill[i].lv = 0;
  1307. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1308. }
  1309. else
  1310. if (sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0){
  1311. sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  1312. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  1313. }
  1314. }
  1315. return 0;
  1316. }
  1317. int pc_calc_skilltree_normalize_job(struct map_session_data *sd)
  1318. {
  1319. int skill_point, novice_skills;
  1320. int c = sd->class_;
  1321. if (!battle_config.skillup_limit || pc_has_permission(sd, PC_PERM_ALL_SKILL))
  1322. return c;
  1323. skill_point = pc_calc_skillpoint(sd);
  1324. novice_skills = max_level[pc_class2idx(JOB_NOVICE)][1] - 1;
  1325. // limit 1st class and above to novice job levels
  1326. if(skill_point < novice_skills)
  1327. {
  1328. c = MAPID_NOVICE;
  1329. }
  1330. // limit 2nd class and above to first class job levels (super novices are exempt)
  1331. else if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE)
  1332. {
  1333. // regenerate change_level_2nd
  1334. if (!sd->change_level_2nd)
  1335. {
  1336. if (sd->class_&JOBL_THIRD)
  1337. {
  1338. // if neither 2nd nor 3rd jobchange levels are known, we have to assume a default for 2nd
  1339. if (!sd->change_level_3rd)
  1340. sd->change_level_2nd = max_level[pc_class2idx(pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex))][1];
  1341. else
  1342. sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
  1343. - (sd->status.job_level - 1)
  1344. - (sd->change_level_3rd - 1)
  1345. - novice_skills;
  1346. }
  1347. else
  1348. {
  1349. sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
  1350. - (sd->status.job_level - 1)
  1351. - novice_skills;
  1352. }
  1353. pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
  1354. }
  1355. if (skill_point < novice_skills + (sd->change_level_2nd - 1))
  1356. {
  1357. c &= MAPID_BASEMASK;
  1358. }
  1359. // limit 3rd class to 2nd class/trans job levels
  1360. else if(sd->class_&JOBL_THIRD)
  1361. {
  1362. // regenerate change_level_3rd
  1363. if (!sd->change_level_3rd)
  1364. {
  1365. sd->change_level_3rd = 1 + skill_point + sd->status.skill_point
  1366. - (sd->status.job_level - 1)
  1367. - (sd->change_level_2nd - 1)
  1368. - novice_skills;
  1369. pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
  1370. }
  1371. if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1))
  1372. c &= MAPID_UPPERMASK;
  1373. }
  1374. }
  1375. // restore non-limiting flags
  1376. c |= sd->class_&(JOBL_UPPER|JOBL_BABY);
  1377. return c;
  1378. }
  1379. /*==========================================
  1380. * Updates the weight status
  1381. *------------------------------------------
  1382. * 1: overweight 50%
  1383. * 2: overweight 90%
  1384. * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here.
  1385. */
  1386. int pc_updateweightstatus(struct map_session_data *sd)
  1387. {
  1388. int old_overweight;
  1389. int new_overweight;
  1390. nullpo_retr(1, sd);
  1391. old_overweight = (sd->sc.data[SC_WEIGHT90]) ? 2 : (sd->sc.data[SC_WEIGHT50]) ? 1 : 0;
  1392. new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;
  1393. if( old_overweight == new_overweight )
  1394. return 0; // no change
  1395. // stop old status change
  1396. if( old_overweight == 1 )
  1397. status_change_end(&sd->bl, SC_WEIGHT50, INVALID_TIMER);
  1398. else if( old_overweight == 2 )
  1399. status_change_end(&sd->bl, SC_WEIGHT90, INVALID_TIMER);
  1400. // start new status change
  1401. if( new_overweight == 1 )
  1402. sc_start(&sd->bl,&sd->bl, SC_WEIGHT50, 100, 0, 0);
  1403. else if( new_overweight == 2 )
  1404. sc_start(&sd->bl,&sd->bl, SC_WEIGHT90, 100, 0, 0);
  1405. // update overweight status
  1406. sd->regen.state.overweight = new_overweight;
  1407. return 0;
  1408. }
  1409. int pc_disguise(struct map_session_data *sd, int class_)
  1410. {
  1411. if (!class_ && !sd->disguise)
  1412. return 0;
  1413. if (class_ && sd->disguise == class_)
  1414. return 0;
  1415. if(sd->sc.option&OPTION_INVISIBLE)
  1416. { //Character is invisible. Stealth class-change. [Skotlex]
  1417. sd->disguise = class_; //viewdata is set on uncloaking.
  1418. return 2;
  1419. }
  1420. if (sd->bl.prev != NULL) {
  1421. pc_stop_walking(sd, 0);
  1422. clif_clearunit_area(&sd->bl, CLR_OUTSIGHT);
  1423. }
  1424. if (!class_) {
  1425. sd->disguise = 0;
  1426. class_ = sd->status.class_;
  1427. } else
  1428. sd->disguise=class_;
  1429. status_set_viewdata(&sd->bl, class_);
  1430. clif_changeoption(&sd->bl);
  1431. if (sd->bl.prev != NULL) {
  1432. clif_spawn(&sd->bl);
  1433. if (class_ == sd->status.class_ && pc_iscarton(sd))
  1434. { //It seems the cart info is lost on undisguise.
  1435. clif_cartlist(sd);
  1436. clif_updatestatus(sd,SP_CARTINFO);
  1437. }
  1438. }
  1439. return 1;
  1440. }
  1441. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id)
  1442. {
  1443. int i;
  1444. if( !rate )
  1445. return 0;
  1446. for( i = 0; i < max && spell[i].id; i++ )
  1447. {
  1448. if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv )
  1449. {
  1450. if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
  1451. return 0;
  1452. rate += spell[i].rate;
  1453. break;
  1454. }
  1455. }
  1456. if (i == max) {
  1457. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  1458. return 0;
  1459. }
  1460. spell[i].id = id;
  1461. spell[i].lv = lv;
  1462. spell[i].rate = rate;
  1463. //Auto-update flag value.
  1464. if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
  1465. if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon.
  1466. if (!(flag&BF_SKILLMASK)) {
  1467. if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL
  1468. if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
  1469. }
  1470. spell[i].flag|= flag;
  1471. spell[i].card_id = card_id;
  1472. return 1;
  1473. }
  1474. static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id)
  1475. {
  1476. int i;
  1477. if( !rate )
  1478. return 0;
  1479. for( i = 0; i < max && spell[i].id; i++ )
  1480. {
  1481. ; // each autospell works independently
  1482. }
  1483. if( i == max )
  1484. {
  1485. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  1486. return 0;
  1487. }
  1488. spell[i].flag = src_skill;
  1489. spell[i].id = id;
  1490. spell[i].lv = lv;
  1491. spell[i].rate = rate;
  1492. spell[i].card_id = card_id;
  1493. return 1;
  1494. }
  1495. static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag)
  1496. {
  1497. int i;
  1498. if (!(flag&(ATF_SHORT|ATF_LONG)))
  1499. flag|=ATF_SHORT|ATF_LONG; //Default range: both
  1500. if (!(flag&(ATF_TARGET|ATF_SELF)))
  1501. flag|=ATF_TARGET; //Default target: enemy.
  1502. if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)))
  1503. flag|=ATF_WEAPON; //Default type: weapon.
  1504. for (i = 0; i < max && effect[i].flag; i++) {
  1505. if (effect[i].id == id && effect[i].flag == flag)
  1506. {
  1507. effect[i].rate += rate;
  1508. effect[i].arrow_rate += arrow_rate;
  1509. return 1;
  1510. }
  1511. }
  1512. if (i == max) {
  1513. ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
  1514. return 0;
  1515. }
  1516. effect[i].id = id;
  1517. effect[i].rate = rate;
  1518. effect[i].arrow_rate = arrow_rate;
  1519. effect[i].flag = flag;
  1520. return 1;
  1521. }
  1522. static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target)
  1523. {
  1524. int i;
  1525. for( i = 0; i < max && effect[i].skill; i++ )
  1526. {
  1527. if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target )
  1528. {
  1529. effect[i].rate += rate;
  1530. return 1;
  1531. }
  1532. }
  1533. if( i == max ) {
  1534. ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max);
  1535. return 0;
  1536. }
  1537. effect[i].id = id;
  1538. effect[i].rate = rate;
  1539. effect[i].skill = skill;
  1540. effect[i].target = target;
  1541. return 1;
  1542. }
  1543. static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate)
  1544. {
  1545. int i;
  1546. //Apply config rate adjustment settings.
  1547. if (rate >= 0) { //Absolute drop.
  1548. if (battle_config.item_rate_adddrop != 100)
  1549. rate = rate*battle_config.item_rate_adddrop/100;
  1550. if (rate < battle_config.item_drop_adddrop_min)
  1551. rate = battle_config.item_drop_adddrop_min;
  1552. else if (rate > battle_config.item_drop_adddrop_max)
  1553. rate = battle_config.item_drop_adddrop_max;
  1554. } else { //Relative drop, max/min limits are applied at drop time.
  1555. if (battle_config.item_rate_adddrop != 100)
  1556. rate = rate*battle_config.item_rate_adddrop/100;
  1557. if (rate > -1)
  1558. rate = -1;
  1559. }
  1560. for(i = 0; i < max && (drop[i].id || drop[i].group); i++) {
  1561. if(
  1562. ((id && drop[i].id == id) ||
  1563. (group && drop[i].group == group))
  1564. && race > 0
  1565. ) {
  1566. drop[i].race |= race;
  1567. if(drop[i].rate > 0 && rate > 0)
  1568. { //Both are absolute rates.
  1569. if (drop[i].rate < rate)
  1570. drop[i].rate = rate;
  1571. } else
  1572. if(drop[i].rate < 0 && rate < 0) {
  1573. //Both are relative rates.
  1574. if (drop[i].rate > rate)
  1575. drop[i].rate = rate;
  1576. } else if (rate < 0) //Give preference to relative rate.
  1577. drop[i].rate = rate;
  1578. return 1;
  1579. }
  1580. }
  1581. if(i == max) {
  1582. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max);
  1583. return 0;
  1584. }
  1585. drop[i].id = id;
  1586. drop[i].group = group;
  1587. drop[i].race |= race;
  1588. drop[i].rate = rate;
  1589. return 1;
  1590. }
  1591. 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)
  1592. {
  1593. int i;
  1594. ARR_FIND(0, max, i, bonus[i].rate == 0);
  1595. if( i == max )
  1596. {
  1597. ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max);
  1598. return 0;
  1599. }
  1600. if( !onskill )
  1601. {
  1602. if( !(flag&BF_RANGEMASK) )
  1603. flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
  1604. if( !(flag&BF_WEAPONMASK) )
  1605. flag|=BF_WEAPON; //No attack type defined? Use weapon.
  1606. if( !(flag&BF_SKILLMASK) )
  1607. {
  1608. if( flag&(BF_MAGIC|BF_MISC) )
  1609. flag|=BF_SKILL; //These two would never trigger without BF_SKILL
  1610. if( flag&BF_WEAPON )
  1611. flag|=BF_NORMAL|BF_SKILL;
  1612. }
  1613. }
  1614. bonus[i].rate = rate;
  1615. bonus[i].duration = dur;
  1616. bonus[i].active = INVALID_TIMER;
  1617. bonus[i].atk_type = flag;
  1618. bonus[i].pos = pos;
  1619. bonus[i].bonus_script = aStrdup(script);
  1620. bonus[i].other_script = other_script?aStrdup(other_script):NULL;
  1621. return 1;
  1622. }
  1623. int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore)
  1624. {
  1625. int i;
  1626. nullpo_ret(sd);
  1627. for( i = 0; i < max; i++ )
  1628. {
  1629. if( autobonus[i].active != INVALID_TIMER )
  1630. {
  1631. if( restore && sd->state.autobonus&autobonus[i].pos )
  1632. {
  1633. if( autobonus[i].bonus_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[i].pos );
  1637. if( j < EQI_MAX-1 )
  1638. script_run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]);
  1639. }
  1640. continue;
  1641. }
  1642. else
  1643. { // Logout / Unequipped an item with an activated bonus
  1644. delete_timer(autobonus[i].active,pc_endautobonus);
  1645. autobonus[i].active = INVALID_TIMER;
  1646. }
  1647. }
  1648. if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script);
  1649. if( autobonus[i].other_script ) aFree(autobonus[i].other_script);
  1650. autobonus[i].bonus_script = autobonus[i].other_script = NULL;
  1651. autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0;
  1652. autobonus[i].active = INVALID_TIMER;
  1653. }
  1654. return 0;
  1655. }
  1656. int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus)
  1657. {
  1658. nullpo_ret(sd);
  1659. nullpo_ret(autobonus);
  1660. if( autobonus->other_script )
  1661. {
  1662. int j;
  1663. ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos );
  1664. if( j < EQI_MAX-1 )
  1665. script_run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]);
  1666. }
  1667. autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd->bl.id, (intptr_t)autobonus);
  1668. sd->state.autobonus |= autobonus->pos;
  1669. status_calc_pc(sd,0);
  1670. return 0;
  1671. }
  1672. int pc_endautobonus(int tid, unsigned int tick, int id, intptr_t data)
  1673. {
  1674. struct map_session_data *sd = map_id2sd(id);
  1675. struct s_autobonus *autobonus = (struct s_autobonus *)data;
  1676. nullpo_ret(sd);
  1677. nullpo_ret(autobonus);
  1678. autobonus->active = INVALID_TIMER;
  1679. sd->state.autobonus &= ~autobonus->pos;
  1680. status_calc_pc(sd,0);
  1681. return 0;
  1682. }
  1683. int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
  1684. {
  1685. int i;
  1686. struct weapon_data* wd;
  1687. wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);
  1688. ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0);
  1689. if (i == MAX_PC_BONUS)
  1690. {
  1691. ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
  1692. return 0;
  1693. }
  1694. if (!(flag&BF_RANGEMASK))
  1695. flag |= BF_SHORT|BF_LONG;
  1696. if (!(flag&BF_WEAPONMASK))
  1697. flag |= BF_WEAPON;
  1698. if (!(flag&BF_SKILLMASK))
  1699. {
  1700. if (flag&(BF_MAGIC|BF_MISC))
  1701. flag |= BF_SKILL;
  1702. if (flag&BF_WEAPON)
  1703. flag |= BF_NORMAL|BF_SKILL;
  1704. }
  1705. wd->addele2[i].ele = ele;
  1706. wd->addele2[i].rate = rate;
  1707. wd->addele2[i].flag = flag;
  1708. return 0;
  1709. }
  1710. int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
  1711. {
  1712. int i;
  1713. ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0);
  1714. if (i == MAX_PC_BONUS)
  1715. {
  1716. ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
  1717. return 0;
  1718. }
  1719. if (!(flag&BF_RANGEMASK))
  1720. flag |= BF_SHORT|BF_LONG;
  1721. if (!(flag&BF_WEAPONMASK))
  1722. flag |= BF_WEAPON;
  1723. if (!(flag&BF_SKILLMASK))
  1724. {
  1725. if (flag&(BF_MAGIC|BF_MISC))
  1726. flag |= BF_SKILL;
  1727. if (flag&BF_WEAPON)
  1728. flag |= BF_NORMAL|BF_SKILL;
  1729. }
  1730. sd->subele2[i].ele = ele;
  1731. sd->subele2[i].rate = rate;
  1732. sd->subele2[i].flag = flag;
  1733. return 0;
  1734. }
  1735. /*==========================================
  1736. * Add a bonus(type) to player sd
  1737. *------------------------------------------*/
  1738. int pc_bonus(struct map_session_data *sd,int type,int val)
  1739. {
  1740. struct status_data *status;
  1741. int bonus;
  1742. nullpo_ret(sd);
  1743. status = &sd->base_status;
  1744. switch(type){
  1745. case SP_STR:
  1746. case SP_AGI:
  1747. case SP_VIT:
  1748. case SP_INT:
  1749. case SP_DEX:
  1750. case SP_LUK:
  1751. if(sd->state.lr_flag != 2)
  1752. sd->param_bonus[type-SP_STR]+=val;
  1753. break;
  1754. case SP_ATK1:
  1755. if(!sd->state.lr_flag) {
  1756. bonus = status->rhw.atk + val;
  1757. status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
  1758. }
  1759. else if(sd->state.lr_flag == 1) {
  1760. bonus = status->lhw.atk + val;
  1761. status->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
  1762. }
  1763. break;
  1764. case SP_ATK2:
  1765. if(!sd->state.lr_flag) {
  1766. bonus = status->rhw.atk2 + val;
  1767. status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
  1768. }
  1769. else if(sd->state.lr_flag == 1) {
  1770. bonus = status->lhw.atk2 + val;
  1771. status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
  1772. }
  1773. break;
  1774. case SP_BASE_ATK:
  1775. if(sd->state.lr_flag != 2) {
  1776. //#ifdef RENEWAL
  1777. // sd->bonus.eatk += val;
  1778. //#else
  1779. bonus = status->batk + val;
  1780. status->batk = cap_value(bonus, 0, USHRT_MAX);
  1781. //#endif
  1782. }
  1783. break;
  1784. case SP_DEF1:
  1785. if(sd->state.lr_flag != 2) {
  1786. bonus = status->def + val;
  1787. #ifdef RENEWAL
  1788. status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1789. #else
  1790. status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1791. #endif
  1792. }
  1793. break;
  1794. case SP_DEF2:
  1795. if(sd->state.lr_flag != 2) {
  1796. bonus = status->def2 + val;
  1797. status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1798. }
  1799. break;
  1800. case SP_MDEF1:
  1801. if(sd->state.lr_flag != 2) {
  1802. bonus = status->mdef + val;
  1803. #ifdef RENEWAL
  1804. status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1805. #else
  1806. status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1807. #endif
  1808. if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
  1809. sd->bonus.shieldmdef += bonus;
  1810. }
  1811. }
  1812. break;
  1813. case SP_MDEF2:
  1814. if(sd->state.lr_flag != 2) {
  1815. bonus = status->mdef2 + val;
  1816. status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1817. }
  1818. break;
  1819. case SP_HIT:
  1820. if(sd->state.lr_flag != 2) {
  1821. bonus = status->hit + val;
  1822. status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1823. } else
  1824. sd->bonus.arrow_hit+=val;
  1825. break;
  1826. case SP_FLEE1:
  1827. if(sd->state.lr_flag != 2) {
  1828. bonus = status->flee + val;
  1829. status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1830. }
  1831. break;
  1832. case SP_FLEE2:
  1833. if(sd->state.lr_flag != 2) {
  1834. bonus = status->flee2 + val*10;
  1835. status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1836. }
  1837. break;
  1838. case SP_CRITICAL:
  1839. if(sd->state.lr_flag != 2) {
  1840. bonus = status->cri + val*10;
  1841. status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1842. } else
  1843. sd->bonus.arrow_cri += val*10;
  1844. break;
  1845. case SP_ATKELE:
  1846. if(val >= ELE_MAX) {
  1847. ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
  1848. break;
  1849. }
  1850. switch (sd->state.lr_flag)
  1851. {
  1852. case 2:
  1853. switch (sd->status.weapon) {
  1854. case W_BOW:
  1855. case W_REVOLVER:
  1856. case W_RIFLE:
  1857. case W_GATLING:
  1858. case W_SHOTGUN:
  1859. case W_GRENADE:
  1860. //Become weapon element.
  1861. status->rhw.ele=val;
  1862. break;
  1863. default: //Become arrow element.
  1864. sd->bonus.arrow_ele=val;
  1865. break;
  1866. }
  1867. break;
  1868. case 1:
  1869. status->lhw.ele=val;
  1870. break;
  1871. default:
  1872. status->rhw.ele=val;
  1873. break;
  1874. }
  1875. break;
  1876. case SP_DEFELE:
  1877. if(val >= ELE_MAX) {
  1878. ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
  1879. break;
  1880. }
  1881. if(sd->state.lr_flag != 2)
  1882. status->def_ele=val;
  1883. break;
  1884. case SP_MAXHP:
  1885. if(sd->state.lr_flag == 2)
  1886. break;
  1887. val += (int)status->max_hp;
  1888. //Negative bonuses will underflow, this will be handled in status_calc_pc through casting
  1889. //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
  1890. status->max_hp = (unsigned int)val;
  1891. break;
  1892. case SP_MAXSP:
  1893. if(sd->state.lr_flag == 2)
  1894. break;
  1895. val += (int)status->max_sp;
  1896. status->max_sp = (unsigned int)val;
  1897. break;
  1898. #ifndef RENEWAL_CAST
  1899. case SP_VARCASTRATE:
  1900. #endif
  1901. case SP_CASTRATE:
  1902. if(sd->state.lr_flag != 2)
  1903. sd->castrate+=val;
  1904. break;
  1905. case SP_MAXHPRATE:
  1906. if(sd->state.lr_flag != 2)
  1907. sd->hprate+=val;
  1908. break;
  1909. case SP_MAXSPRATE:
  1910. if(sd->state.lr_flag != 2)
  1911. sd->sprate+=val;
  1912. break;
  1913. case SP_SPRATE:
  1914. if(sd->state.lr_flag != 2)
  1915. sd->dsprate+=val;
  1916. break;
  1917. case SP_ATTACKRANGE:
  1918. switch (sd->state.lr_flag) {
  1919. case 2:
  1920. switch (sd->status.weapon) {
  1921. case W_BOW:
  1922. case W_REVOLVER:
  1923. case W_RIFLE:
  1924. case W_GATLING:
  1925. case W_SHOTGUN:
  1926. case W_GRENADE:
  1927. status->rhw.range += val;
  1928. }
  1929. break;
  1930. case 1:
  1931. status->lhw.range += val;
  1932. break;
  1933. default:
  1934. status->rhw.range += val;
  1935. break;
  1936. }
  1937. break;
  1938. case SP_SPEED_RATE: //Non stackable increase
  1939. if(sd->state.lr_flag != 2)
  1940. sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val);
  1941. break;
  1942. case SP_SPEED_ADDRATE: //Stackable increase
  1943. if(sd->state.lr_flag != 2)
  1944. sd->bonus.speed_add_rate -= val;
  1945. break;
  1946. case SP_ASPD: //Raw increase
  1947. if(sd->state.lr_flag != 2)
  1948. sd->bonus.aspd_add -= 10*val;
  1949. break;
  1950. case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
  1951. if(sd->state.lr_flag != 2)
  1952. #ifndef RENEWAL_ASPD
  1953. status->aspd_rate -= 10*val;
  1954. #else
  1955. status->aspd_rate2 += val;
  1956. #endif
  1957. break;
  1958. case SP_HP_RECOV_RATE:
  1959. if(sd->state.lr_flag != 2)
  1960. sd->hprecov_rate += val;
  1961. break;
  1962. case SP_SP_RECOV_RATE:
  1963. if(sd->state.lr_flag != 2)
  1964. sd->sprecov_rate += val;
  1965. break;
  1966. case SP_CRITICAL_DEF:
  1967. if(sd->state.lr_flag != 2)
  1968. sd->bonus.critical_def += val;
  1969. break;
  1970. case SP_NEAR_ATK_DEF:
  1971. if(sd->state.lr_flag != 2)
  1972. sd->bonus.near_attack_def_rate += val;
  1973. break;
  1974. case SP_LONG_ATK_DEF:
  1975. if(sd->state.lr_flag != 2)
  1976. sd->bonus.long_attack_def_rate += val;
  1977. break;
  1978. case SP_DOUBLE_RATE:
  1979. if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val)
  1980. sd->bonus.double_rate = val;
  1981. break;
  1982. case SP_DOUBLE_ADD_RATE:
  1983. if(sd->state.lr_flag == 0)
  1984. sd->bonus.double_add_rate += val;
  1985. break;
  1986. case SP_MATK_RATE:
  1987. if(sd->state.lr_flag != 2)
  1988. sd->matk_rate += val;
  1989. break;
  1990. case SP_IGNORE_DEF_ELE:
  1991. if(val >= ELE_MAX) {
  1992. ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
  1993. break;
  1994. }
  1995. if(!sd->state.lr_flag)
  1996. sd->right_weapon.ignore_def_ele |= 1<<val;
  1997. else if(sd->state.lr_flag == 1)
  1998. sd->left_weapon.ignore_def_ele |= 1<<val;
  1999. break;
  2000. case SP_IGNORE_DEF_RACE:
  2001. if(!sd->state.lr_flag)
  2002. sd->right_weapon.ignore_def_race |= 1<<val;
  2003. else if(sd->state.lr_flag == 1)
  2004. sd->left_weapon.ignore_def_race |= 1<<val;
  2005. break;
  2006. case SP_ATK_RATE:
  2007. if(sd->state.lr_flag != 2)
  2008. sd->bonus.atk_rate += val;
  2009. break;
  2010. case SP_MAGIC_ATK_DEF:
  2011. if(sd->state.lr_flag != 2)
  2012. sd->bonus.magic_def_rate += val;
  2013. break;
  2014. case SP_MISC_ATK_DEF:
  2015. if(sd->state.lr_flag != 2)
  2016. sd->bonus.misc_def_rate += val;
  2017. break;
  2018. case SP_IGNORE_MDEF_RATE:
  2019. if(sd->state.lr_flag != 2) {
  2020. sd->ignore_mdef[RC_NONBOSS] += val;
  2021. sd->ignore_mdef[RC_BOSS] += val;
  2022. }
  2023. break;
  2024. case SP_IGNORE_MDEF_ELE:
  2025. if(val >= ELE_MAX) {
  2026. ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
  2027. break;
  2028. }
  2029. if(sd->state.lr_flag != 2)
  2030. sd->bonus.ignore_mdef_ele |= 1<<val;
  2031. break;
  2032. case SP_IGNORE_MDEF_RACE:
  2033. if(sd->state.lr_flag != 2)
  2034. sd->bonus.ignore_mdef_race |= 1<<val;
  2035. break;
  2036. case SP_PERFECT_HIT_RATE:
  2037. if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val)
  2038. sd->bonus.perfect_hit = val;
  2039. break;
  2040. case SP_PERFECT_HIT_ADD_RATE:
  2041. if(sd->state.lr_flag != 2)
  2042. sd->bonus.perfect_hit_add += val;
  2043. break;
  2044. case SP_CRITICAL_RATE:
  2045. if(sd->state.lr_flag != 2)
  2046. sd->critical_rate+=val;
  2047. break;
  2048. case SP_DEF_RATIO_ATK_ELE:
  2049. if(val >= ELE_MAX) {
  2050. ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
  2051. break;
  2052. }
  2053. if(!sd->state.lr_flag)
  2054. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  2055. else if(sd->state.lr_flag == 1)
  2056. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  2057. break;
  2058. case SP_DEF_RATIO_ATK_RACE:
  2059. if(val >= RC_MAX) {
  2060. ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
  2061. break;
  2062. }
  2063. if(!sd->state.lr_flag)
  2064. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  2065. else if(sd->state.lr_flag == 1)
  2066. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  2067. break;
  2068. case SP_HIT_RATE:
  2069. if(sd->state.lr_flag != 2)
  2070. sd->hit_rate += val;
  2071. break;
  2072. case SP_FLEE_RATE:
  2073. if(sd->state.lr_flag != 2)
  2074. sd->flee_rate += val;
  2075. break;
  2076. case SP_FLEE2_RATE:
  2077. if(sd->state.lr_flag != 2)
  2078. sd->flee2_rate += val;
  2079. break;
  2080. case SP_DEF_RATE:
  2081. if(sd->state.lr_flag != 2)
  2082. sd->def_rate += val;
  2083. break;
  2084. case SP_DEF2_RATE:
  2085. if(sd->state.lr_flag != 2)
  2086. sd->def2_rate += val;
  2087. break;
  2088. case SP_MDEF_RATE:
  2089. if(sd->state.lr_flag != 2)
  2090. sd->mdef_rate += val;
  2091. break;
  2092. case SP_MDEF2_RATE:
  2093. if(sd->state.lr_flag != 2)
  2094. sd->mdef2_rate += val;
  2095. break;
  2096. case SP_RESTART_FULL_RECOVER:
  2097. if(sd->state.lr_flag != 2)
  2098. sd->special_state.restart_full_recover = 1;
  2099. break;
  2100. case SP_NO_CASTCANCEL:
  2101. if(sd->state.lr_flag != 2)
  2102. sd->special_state.no_castcancel = 1;
  2103. break;
  2104. case SP_NO_CASTCANCEL2:
  2105. if(sd->state.lr_flag != 2)
  2106. sd->special_state.no_castcancel2 = 1;
  2107. break;
  2108. case SP_NO_SIZEFIX:
  2109. if(sd->state.lr_flag != 2)
  2110. sd->special_state.no_sizefix = 1;
  2111. break;
  2112. case SP_NO_MAGIC_DAMAGE:
  2113. if(sd->state.lr_flag == 2)
  2114. break;
  2115. val+= sd->special_state.no_magic_damage;
  2116. sd->special_state.no_magic_damage = cap_value(val,0,100);
  2117. break;
  2118. case SP_NO_WEAPON_DAMAGE:
  2119. if(sd->state.lr_flag == 2)
  2120. break;
  2121. val+= sd->special_state.no_weapon_damage;
  2122. sd->special_state.no_weapon_damage = cap_value(val,0,100);
  2123. break;
  2124. case SP_NO_MISC_DAMAGE:
  2125. if(sd->state.lr_flag == 2)
  2126. break;
  2127. val+= sd->special_state.no_misc_damage;
  2128. sd->special_state.no_misc_damage = cap_value(val,0,100);
  2129. break;
  2130. case SP_NO_GEMSTONE:
  2131. if(sd->state.lr_flag != 2)
  2132. sd->special_state.no_gemstone = 1;
  2133. break;
  2134. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  2135. if(sd->state.lr_flag != 2) {
  2136. sd->special_state.intravision = 1;
  2137. clif_status_load(&sd->bl, SI_INTRAVISION, 1);
  2138. }
  2139. break;
  2140. case SP_NO_KNOCKBACK:
  2141. if(sd->state.lr_flag != 2)
  2142. sd->special_state.no_knockback = 1;
  2143. break;
  2144. case SP_SPLASH_RANGE:
  2145. if(sd->bonus.splash_range < val)
  2146. sd->bonus.splash_range = val;
  2147. break;
  2148. case SP_SPLASH_ADD_RANGE:
  2149. sd->bonus.splash_add_range += val;
  2150. break;
  2151. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  2152. if(sd->state.lr_flag != 2)
  2153. sd->bonus.short_weapon_damage_return += val;
  2154. break;
  2155. case SP_LONG_WEAPON_DAMAGE_RETURN:
  2156. if(sd->state.lr_flag != 2)
  2157. sd->bonus.long_weapon_damage_return += val;
  2158. break;
  2159. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  2160. if(sd->state.lr_flag != 2)
  2161. sd->bonus.magic_damage_return += val;
  2162. break;
  2163. case SP_ALL_STATS: // [Valaris]
  2164. if(sd->state.lr_flag!=2) {
  2165. sd->param_bonus[SP_STR-SP_STR]+=val;
  2166. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2167. sd->param_bonus[SP_VIT-SP_STR]+=val;
  2168. sd->param_bonus[SP_INT-SP_STR]+=val;
  2169. sd->param_bonus[SP_DEX-SP_STR]+=val;
  2170. sd->param_bonus[SP_LUK-SP_STR]+=val;
  2171. }
  2172. break;
  2173. case SP_AGI_VIT: // [Valaris]
  2174. if(sd->state.lr_flag!=2) {
  2175. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2176. sd->param_bonus[SP_VIT-SP_STR]+=val;
  2177. }
  2178. break;
  2179. case SP_AGI_DEX_STR: // [Valaris]
  2180. if(sd->state.lr_flag!=2) {
  2181. sd->param_bonus[SP_AGI-SP_STR]+=val;
  2182. sd->param_bonus[SP_DEX-SP_STR]+=val;
  2183. sd->param_bonus[SP_STR-SP_STR]+=val;
  2184. }
  2185. break;
  2186. case SP_PERFECT_HIDE: // [Valaris]
  2187. if(sd->state.lr_flag!=2)
  2188. sd->special_state.perfect_hiding=1;
  2189. break;
  2190. case SP_UNBREAKABLE:
  2191. if(sd->state.lr_flag!=2)
  2192. sd->bonus.unbreakable += val;
  2193. break;
  2194. case SP_UNBREAKABLE_WEAPON:
  2195. if(sd->state.lr_flag != 2)
  2196. sd->bonus.unbreakable_equip |= EQP_WEAPON;
  2197. break;
  2198. case SP_UNBREAKABLE_ARMOR:
  2199. if(sd->state.lr_flag != 2)
  2200. sd->bonus.unbreakable_equip |= EQP_ARMOR;
  2201. break;
  2202. case SP_UNBREAKABLE_HELM:
  2203. if(sd->state.lr_flag != 2)
  2204. sd->bonus.unbreakable_equip |= EQP_HELM;
  2205. break;
  2206. case SP_UNBREAKABLE_SHIELD:
  2207. if(sd->state.lr_flag != 2)
  2208. sd->bonus.unbreakable_equip |= EQP_SHIELD;
  2209. break;
  2210. case SP_UNBREAKABLE_GARMENT:
  2211. if(sd->state.lr_flag != 2)
  2212. sd->bonus.unbreakable_equip |= EQP_GARMENT;
  2213. break;
  2214. case SP_UNBREAKABLE_SHOES:
  2215. if(sd->state.lr_flag != 2)
  2216. sd->bonus.unbreakable_equip |= EQP_SHOES;
  2217. break;
  2218. case SP_CLASSCHANGE: // [Valaris]
  2219. if(sd->state.lr_flag !=2)
  2220. sd->bonus.classchange=val;
  2221. break;
  2222. case SP_LONG_ATK_RATE:
  2223. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  2224. sd->bonus.long_attack_atk_rate+=val;
  2225. break;
  2226. case SP_BREAK_WEAPON_RATE:
  2227. if(sd->state.lr_flag != 2)
  2228. sd->bonus.break_weapon_rate+=val;
  2229. break;
  2230. case SP_BREAK_ARMOR_RATE:
  2231. if(sd->state.lr_flag != 2)
  2232. sd->bonus.break_armor_rate+=val;
  2233. break;
  2234. case SP_ADD_STEAL_RATE:
  2235. if(sd->state.lr_flag != 2)
  2236. sd->bonus.add_steal_rate+=val;
  2237. break;
  2238. case SP_DELAYRATE:
  2239. if(sd->state.lr_flag != 2)
  2240. sd->delayrate+=val;
  2241. break;
  2242. case SP_CRIT_ATK_RATE:
  2243. if(sd->state.lr_flag != 2)
  2244. sd->bonus.crit_atk_rate += val;
  2245. break;
  2246. case SP_NO_REGEN:
  2247. if(sd->state.lr_flag != 2)
  2248. sd->regen.state.block|=val;
  2249. break;
  2250. case SP_UNSTRIPABLE_WEAPON:
  2251. if(sd->state.lr_flag != 2)
  2252. sd->bonus.unstripable_equip |= EQP_WEAPON;
  2253. break;
  2254. case SP_UNSTRIPABLE:
  2255. case SP_UNSTRIPABLE_ARMOR:
  2256. if(sd->state.lr_flag != 2)
  2257. sd->bonus.unstripable_equip |= EQP_ARMOR;
  2258. break;
  2259. case SP_UNSTRIPABLE_HELM:
  2260. if(sd->state.lr_flag != 2)
  2261. sd->bonus.unstripable_equip |= EQP_HELM;
  2262. break;
  2263. case SP_UNSTRIPABLE_SHIELD:
  2264. if(sd->state.lr_flag != 2)
  2265. sd->bonus.unstripable_equip |= EQP_SHIELD;
  2266. break;
  2267. case SP_HP_DRAIN_VALUE:
  2268. if(!sd->state.lr_flag) {
  2269. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  2270. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  2271. }
  2272. else if(sd->state.lr_flag == 1) {
  2273. sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
  2274. sd->left_weapon.hp_drain[RC_BOSS].value += val;
  2275. }
  2276. break;
  2277. case SP_SP_DRAIN_VALUE:
  2278. if(!sd->state.lr_flag) {
  2279. sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
  2280. sd->right_weapon.sp_drain[RC_BOSS].value += val;
  2281. }
  2282. else if(sd->state.lr_flag == 1) {
  2283. sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
  2284. sd->left_weapon.sp_drain[RC_BOSS].value += val;
  2285. }
  2286. break;
  2287. case SP_SP_GAIN_VALUE:
  2288. if(!sd->state.lr_flag)
  2289. sd->bonus.sp_gain_value += val;
  2290. break;
  2291. case SP_HP_GAIN_VALUE:
  2292. if(!sd->state.lr_flag)
  2293. sd->bonus.hp_gain_value += val;
  2294. break;
  2295. case SP_MAGIC_SP_GAIN_VALUE:
  2296. if(!sd->state.lr_flag)
  2297. sd->bonus.magic_sp_gain_value += val;
  2298. break;
  2299. case SP_MAGIC_HP_GAIN_VALUE:
  2300. if(!sd->state.lr_flag)
  2301. sd->bonus.magic_hp_gain_value += val;
  2302. break;
  2303. case SP_ADD_HEAL_RATE:
  2304. if(sd->state.lr_flag != 2)
  2305. sd->bonus.add_heal_rate += val;
  2306. break;
  2307. case SP_ADD_HEAL2_RATE:
  2308. if(sd->state.lr_flag != 2)
  2309. sd->bonus.add_heal2_rate += val;
  2310. break;
  2311. case SP_ADD_ITEM_HEAL_RATE:
  2312. if(sd->state.lr_flag != 2)
  2313. sd->bonus.itemhealrate2 += val;
  2314. break;
  2315. case SP_EMATK:
  2316. if(sd->state.lr_flag != 2)
  2317. sd->bonus.ematk += val;
  2318. break;
  2319. case SP_FIXCASTRATE:
  2320. if(sd->state.lr_flag != 2)
  2321. sd->bonus.fixcastrate -= val;
  2322. break;
  2323. case SP_ADD_FIXEDCAST:
  2324. if(sd->state.lr_flag != 2)
  2325. sd->bonus.add_fixcast += val;
  2326. break;
  2327. #ifdef RENEWAL_CAST
  2328. case SP_VARCASTRATE:
  2329. if(sd->state.lr_flag != 2)
  2330. sd->bonus.varcastrate -= val;
  2331. break;
  2332. case SP_ADD_VARIABLECAST:
  2333. if(sd->state.lr_flag != 2)
  2334. sd->bonus.add_varcast += val;
  2335. break;
  2336. #endif
  2337. default:
  2338. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  2339. break;
  2340. }
  2341. return 0;
  2342. }
  2343. /*==========================================
  2344. * Player bonus (type) with args type2 and val, called trough bonus2 (npc)
  2345. *------------------------------------------*/
  2346. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  2347. {
  2348. int i;
  2349. nullpo_ret(sd);
  2350. switch(type){
  2351. case SP_ADDELE:
  2352. if(type2 >= ELE_MAX) {
  2353. ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
  2354. break;
  2355. }
  2356. if(!sd->state.lr_flag)
  2357. sd->right_weapon.addele[type2]+=val;
  2358. else if(sd->state.lr_flag == 1)
  2359. sd->left_weapon.addele[type2]+=val;
  2360. else if(sd->state.lr_flag == 2)
  2361. sd->arrow_addele[type2]+=val;
  2362. break;
  2363. case SP_ADDRACE:
  2364. if(!sd->state.lr_flag)
  2365. sd->right_weapon.addrace[type2]+=val;
  2366. else if(sd->state.lr_flag == 1)
  2367. sd->left_weapon.addrace[type2]+=val;
  2368. else if(sd->state.lr_flag == 2)
  2369. sd->arrow_addrace[type2]+=val;
  2370. break;
  2371. case SP_ADDSIZE:
  2372. if(!sd->state.lr_flag)
  2373. sd->right_weapon.addsize[type2]+=val;
  2374. else if(sd->state.lr_flag == 1)
  2375. sd->left_weapon.addsize[type2]+=val;
  2376. else if(sd->state.lr_flag == 2)
  2377. sd->arrow_addsize[type2]+=val;
  2378. break;
  2379. case SP_SUBELE:
  2380. if(type2 >= ELE_MAX) {
  2381. ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
  2382. break;
  2383. }
  2384. if(sd->state.lr_flag != 2)
  2385. sd->subele[type2]+=val;
  2386. break;
  2387. case SP_SUBRACE:
  2388. if(sd->state.lr_flag != 2)
  2389. sd->subrace[type2]+=val;
  2390. break;
  2391. case SP_ADDEFF:
  2392. if (type2 > SC_MAX) {
  2393. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  2394. break;
  2395. }
  2396. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  2397. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0);
  2398. break;
  2399. case SP_ADDEFF2:
  2400. if (type2 > SC_MAX) {
  2401. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  2402. break;
  2403. }
  2404. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  2405. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF);
  2406. break;
  2407. case SP_RESEFF:
  2408. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  2409. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  2410. break;
  2411. }
  2412. if(sd->state.lr_flag == 2)
  2413. break;
  2414. i = sd->reseff[type2-SC_COMMON_MIN]+val;
  2415. sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000);
  2416. break;
  2417. case SP_MAGIC_ADDELE:
  2418. if(type2 >= ELE_MAX) {
  2419. ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
  2420. break;
  2421. }
  2422. if(sd->state.lr_flag != 2)
  2423. sd->magic_addele[type2]+=val;
  2424. break;
  2425. case SP_MAGIC_ADDRACE:
  2426. if(sd->state.lr_flag != 2)
  2427. sd->magic_addrace[type2]+=val;
  2428. break;
  2429. case SP_MAGIC_ADDSIZE:
  2430. if(sd->state.lr_flag != 2)
  2431. sd->magic_addsize[type2]+=val;
  2432. break;
  2433. case SP_MAGIC_ATK_ELE:
  2434. if(sd->state.lr_flag != 2)
  2435. sd->magic_atk_ele[type2]+=val;
  2436. break;
  2437. case SP_ADD_DAMAGE_CLASS:
  2438. switch (sd->state.lr_flag) {
  2439. case 0: //Right hand
  2440. 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);
  2441. if (i == ARRAYLENGTH(sd->right_weapon.add_dmg))
  2442. {
  2443. ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg));
  2444. break;
  2445. }
  2446. sd->right_weapon.add_dmg[i].class_ = type2;
  2447. sd->right_weapon.add_dmg[i].rate += val;
  2448. if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up.
  2449. 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]));
  2450. break;
  2451. case 1: //Left hand
  2452. 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);
  2453. if (i == ARRAYLENGTH(sd->left_weapon.add_dmg))
  2454. {
  2455. ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg));
  2456. break;
  2457. }
  2458. sd->left_weapon.add_dmg[i].class_ = type2;
  2459. sd->left_weapon.add_dmg[i].rate += val;
  2460. if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up.
  2461. 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]));
  2462. break;
  2463. }
  2464. break;
  2465. case SP_ADD_MAGIC_DAMAGE_CLASS:
  2466. if(sd->state.lr_flag == 2)
  2467. break;
  2468. ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2);
  2469. if (i == ARRAYLENGTH(sd->add_mdmg))
  2470. {
  2471. ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg));
  2472. break;
  2473. }
  2474. sd->add_mdmg[i].class_ = type2;
  2475. sd->add_mdmg[i].rate += val;
  2476. if (!sd->add_mdmg[i].rate) //Shift the rest of elements up.
  2477. memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0]));
  2478. break;
  2479. case SP_ADD_DEF_CLASS:
  2480. if(sd->state.lr_flag == 2)
  2481. break;
  2482. ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2);
  2483. if (i == ARRAYLENGTH(sd->add_def))
  2484. {
  2485. ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def));
  2486. break;
  2487. }
  2488. sd->add_def[i].class_ = type2;
  2489. sd->add_def[i].rate += val;
  2490. if (!sd->add_def[i].rate) //Shift the rest of elements up.
  2491. memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0]));
  2492. break;
  2493. case SP_ADD_MDEF_CLASS:
  2494. if(sd->state.lr_flag == 2)
  2495. break;
  2496. ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2);
  2497. if (i == ARRAYLENGTH(sd->add_mdef))
  2498. {
  2499. ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef));
  2500. break;
  2501. }
  2502. sd->add_mdef[i].class_ = type2;
  2503. sd->add_mdef[i].rate += val;
  2504. if (!sd->add_mdef[i].rate) //Shift the rest of elements up.
  2505. memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0]));
  2506. break;
  2507. case SP_HP_DRAIN_RATE:
  2508. if(!sd->state.lr_flag) {
  2509. sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
  2510. sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
  2511. sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
  2512. sd->right_weapon.hp_drain[RC_BOSS].per += val;
  2513. }
  2514. else if(sd->state.lr_flag == 1) {
  2515. sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
  2516. sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
  2517. sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
  2518. sd->left_weapon.hp_drain[RC_BOSS].per += val;
  2519. }
  2520. break;
  2521. case SP_HP_DRAIN_VALUE:
  2522. if(!sd->state.lr_flag) {
  2523. sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
  2524. sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
  2525. sd->right_weapon.hp_drain[RC_BOSS].value += type2;
  2526. sd->right_weapon.hp_drain[RC_BOSS].type = val;
  2527. }
  2528. else if(sd->state.lr_flag == 1) {
  2529. sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
  2530. sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
  2531. sd->left_weapon.hp_drain[RC_BOSS].value += type2;
  2532. sd->left_weapon.hp_drain[RC_BOSS].type = val;
  2533. }
  2534. break;
  2535. case SP_SP_DRAIN_RATE:
  2536. if(!sd->state.lr_flag) {
  2537. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2538. sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
  2539. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2540. sd->right_weapon.sp_drain[RC_BOSS].per += val;
  2541. }
  2542. else if(sd->state.lr_flag == 1) {
  2543. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2544. sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
  2545. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2546. sd->left_weapon.sp_drain[RC_BOSS].per += val;
  2547. }
  2548. break;
  2549. case SP_SP_DRAIN_VALUE:
  2550. if(!sd->state.lr_flag) {
  2551. sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
  2552. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2553. sd->right_weapon.sp_drain[RC_BOSS].value += type2;
  2554. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2555. }
  2556. else if(sd->state.lr_flag == 1) {
  2557. sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
  2558. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2559. sd->left_weapon.sp_drain[RC_BOSS].value += type2;
  2560. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2561. }
  2562. break;
  2563. case SP_SP_VANISH_RATE:
  2564. if(sd->state.lr_flag != 2) {
  2565. sd->bonus.sp_vanish_rate += type2;
  2566. sd->bonus.sp_vanish_per += val;
  2567. }
  2568. break;
  2569. case SP_GET_ZENY_NUM:
  2570. if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) {
  2571. sd->bonus.get_zeny_rate = val;
  2572. sd->bonus.get_zeny_num = type2;
  2573. }
  2574. break;
  2575. case SP_ADD_GET_ZENY_NUM:
  2576. if(sd->state.lr_flag != 2) {
  2577. sd->bonus.get_zeny_rate += val;
  2578. sd->bonus.get_zeny_num += type2;
  2579. }
  2580. break;
  2581. case SP_WEAPON_COMA_ELE:
  2582. if(type2 >= ELE_MAX) {
  2583. ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
  2584. break;
  2585. }
  2586. if(sd->state.lr_flag == 2)
  2587. break;
  2588. sd->weapon_coma_ele[type2] += val;
  2589. sd->special_state.bonus_coma = 1;
  2590. break;
  2591. case SP_WEAPON_COMA_RACE:
  2592. if(sd->state.lr_flag == 2)
  2593. break;
  2594. sd->weapon_coma_race[type2] += val;
  2595. sd->special_state.bonus_coma = 1;
  2596. break;
  2597. case SP_WEAPON_ATK:
  2598. if(sd->state.lr_flag != 2)
  2599. sd->weapon_atk[type2]+=val;
  2600. break;
  2601. case SP_WEAPON_ATK_RATE:
  2602. if(sd->state.lr_flag != 2)
  2603. sd->weapon_atk_rate[type2]+=val;
  2604. break;
  2605. case SP_CRITICAL_ADDRACE:
  2606. if(sd->state.lr_flag != 2)
  2607. sd->critaddrace[type2] += val*10;
  2608. break;
  2609. case SP_ADDEFF_WHENHIT:
  2610. if (type2 > SC_MAX) {
  2611. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  2612. break;
  2613. }
  2614. if(sd->state.lr_flag != 2)
  2615. pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0);
  2616. break;
  2617. case SP_SKILL_ATK:
  2618. if(sd->state.lr_flag == 2)
  2619. break;
  2620. ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2);
  2621. if (i == ARRAYLENGTH(sd->skillatk))
  2622. { //Better mention this so the array length can be updated. [Skotlex]
  2623. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val);
  2624. break;
  2625. }
  2626. if (sd->skillatk[i].id == type2)
  2627. sd->skillatk[i].val += val;
  2628. else {
  2629. sd->skillatk[i].id = type2;
  2630. sd->skillatk[i].val = val;
  2631. }
  2632. break;
  2633. case SP_SKILL_HEAL:
  2634. if(sd->state.lr_flag == 2)
  2635. break;
  2636. ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2);
  2637. if (i == ARRAYLENGTH(sd->skillheal))
  2638. { // Better mention this so the array length can be updated. [Skotlex]
  2639. ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val);
  2640. break;
  2641. }
  2642. if (sd->skillheal[i].id == type2)
  2643. sd->skillheal[i].val += val;
  2644. else {
  2645. sd->skillheal[i].id = type2;
  2646. sd->skillheal[i].val = val;
  2647. }
  2648. break;
  2649. case SP_SKILL_HEAL2:
  2650. if(sd->state.lr_flag == 2)
  2651. break;
  2652. ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2);
  2653. if (i == ARRAYLENGTH(sd->skillheal2))
  2654. { // Better mention this so the array length can be updated. [Skotlex]
  2655. ShowDebug("run_script: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val);
  2656. break;
  2657. }
  2658. if (sd->skillheal2[i].id == type2)
  2659. sd->skillheal2[i].val += val;
  2660. else {
  2661. sd->skillheal2[i].id = type2;
  2662. sd->skillheal2[i].val = val;
  2663. }
  2664. break;
  2665. case SP_ADD_SKILL_BLOW:
  2666. if(sd->state.lr_flag == 2)
  2667. break;
  2668. ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2);
  2669. if (i == ARRAYLENGTH(sd->skillblown))
  2670. { //Better mention this so the array length can be updated. [Skotlex]
  2671. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val);
  2672. break;
  2673. }
  2674. if(sd->skillblown[i].id == type2)
  2675. sd->skillblown[i].val += val;
  2676. else {
  2677. sd->skillblown[i].id = type2;
  2678. sd->skillblown[i].val = val;
  2679. }
  2680. break;
  2681. #ifndef RENEWAL_CAST
  2682. case SP_VARCASTRATE:
  2683. #endif
  2684. case SP_CASTRATE:
  2685. if(sd->state.lr_flag == 2)
  2686. break;
  2687. ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
  2688. if (i == ARRAYLENGTH(sd->skillcast))
  2689. { //Better mention this so the array length can be updated. [Skotlex]
  2690. ShowDebug("run_script: bonus2 %s reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
  2691. #ifndef RENEWAL_CAST
  2692. "bCastRate",
  2693. #else
  2694. "bVariableCastrate",
  2695. #endif
  2696. ARRAYLENGTH(sd->skillcast), type2, val);
  2697. break;
  2698. }
  2699. if(sd->skillcast[i].id == type2)
  2700. sd->skillcast[i].val += val;
  2701. else {
  2702. sd->skillcast[i].id = type2;
  2703. sd->skillcast[i].val = val;
  2704. }
  2705. break;
  2706. case SP_FIXCASTRATE:
  2707. if(sd->state.lr_flag == 2)
  2708. break;
  2709. ARR_FIND(0, ARRAYLENGTH(sd->skillfixcastrate), i, sd->skillfixcastrate[i].id == 0 || sd->skillfixcastrate[i].id == type2);
  2710. if (i == ARRAYLENGTH(sd->skillfixcastrate))
  2711. {
  2712. ShowDebug("run_script: bonus2 bFixedCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcastrate), type2, val);
  2713. break;
  2714. }
  2715. if(sd->skillfixcastrate[i].id == type2)
  2716. sd->skillfixcastrate[i].val += val;
  2717. else {
  2718. sd->skillfixcastrate[i].id = type2;
  2719. sd->skillfixcastrate[i].val = val;
  2720. }
  2721. break;
  2722. case SP_HP_LOSS_RATE:
  2723. if(sd->state.lr_flag != 2) {
  2724. sd->hp_loss.value = type2;
  2725. sd->hp_loss.rate = val;
  2726. }
  2727. break;
  2728. case SP_HP_REGEN_RATE:
  2729. if(sd->state.lr_flag != 2) {
  2730. sd->hp_regen.value = type2;
  2731. sd->hp_regen.rate = val;
  2732. }
  2733. break;
  2734. case SP_ADDRACE2:
  2735. if (!(type2 > RC2_NONE && type2 < RC2_MAX))
  2736. break;
  2737. if(sd->state.lr_flag != 2)
  2738. sd->right_weapon.addrace2[type2] += val;
  2739. else
  2740. sd->left_weapon.addrace2[type2] += val;
  2741. break;
  2742. case SP_SUBSIZE:
  2743. if(sd->state.lr_flag != 2)
  2744. sd->subsize[type2]+=val;
  2745. break;
  2746. case SP_SUBRACE2:
  2747. if (!(type2 > RC2_NONE && type2 < RC2_MAX))
  2748. break;
  2749. if(sd->state.lr_flag != 2)
  2750. sd->subrace2[type2]+=val;
  2751. break;
  2752. case SP_ADD_ITEM_HEAL_RATE:
  2753. if(sd->state.lr_flag == 2)
  2754. break;
  2755. if (type2 < MAX_ITEMGROUP) { //Group bonus
  2756. sd->itemgrouphealrate[type2] += val;
  2757. break;
  2758. }
  2759. //Standard item bonus.
  2760. for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
  2761. if(i == ARRAYLENGTH(sd->itemhealrate)) {
  2762. ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate));
  2763. break;
  2764. }
  2765. sd->itemhealrate[i].nameid = type2;
  2766. sd->itemhealrate[i].rate += val;
  2767. break;
  2768. case SP_EXP_ADDRACE:
  2769. if(sd->state.lr_flag != 2)
  2770. sd->expaddrace[type2]+=val;
  2771. break;
  2772. case SP_SP_GAIN_RACE:
  2773. if(sd->state.lr_flag != 2)
  2774. sd->sp_gain_race[type2]+=val;
  2775. break;
  2776. case SP_ADD_MONSTER_DROP_ITEM:
  2777. if (sd->state.lr_flag != 2)
  2778. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2779. break;
  2780. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2781. if (sd->state.lr_flag != 2)
  2782. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2783. break;
  2784. case SP_SP_LOSS_RATE:
  2785. if(sd->state.lr_flag != 2) {
  2786. sd->sp_loss.value = type2;
  2787. sd->sp_loss.rate = val;
  2788. }
  2789. break;
  2790. case SP_SP_REGEN_RATE:
  2791. if(sd->state.lr_flag != 2) {
  2792. sd->sp_regen.value = type2;
  2793. sd->sp_regen.rate = val;
  2794. }
  2795. break;
  2796. case SP_HP_DRAIN_VALUE_RACE:
  2797. if(!sd->state.lr_flag) {
  2798. sd->right_weapon.hp_drain[type2].value += val;
  2799. }
  2800. else if(sd->state.lr_flag == 1) {
  2801. sd->left_weapon.hp_drain[type2].value += val;
  2802. }
  2803. break;
  2804. case SP_SP_DRAIN_VALUE_RACE:
  2805. if(!sd->state.lr_flag) {
  2806. sd->right_weapon.sp_drain[type2].value += val;
  2807. }
  2808. else if(sd->state.lr_flag == 1) {
  2809. sd->left_weapon.sp_drain[type2].value += val;
  2810. }
  2811. break;
  2812. case SP_IGNORE_MDEF_RATE:
  2813. if(sd->state.lr_flag != 2)
  2814. sd->ignore_mdef[type2] += val;
  2815. break;
  2816. case SP_IGNORE_DEF_RATE:
  2817. if(sd->state.lr_flag != 2)
  2818. sd->ignore_def[type2] += val;
  2819. break;
  2820. case SP_SP_GAIN_RACE_ATTACK:
  2821. if(sd->state.lr_flag != 2)
  2822. sd->sp_gain_race_attack[type2] = cap_value(sd->sp_gain_race_attack[type2] + val, 0, INT16_MAX);
  2823. break;
  2824. case SP_HP_GAIN_RACE_ATTACK:
  2825. if(sd->state.lr_flag != 2)
  2826. sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX);
  2827. break;
  2828. case SP_SKILL_USE_SP_RATE: //bonus2 bSkillUseSPrate,n,x;
  2829. if(sd->state.lr_flag == 2)
  2830. break;
  2831. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == 0 || sd->skillusesprate[i].id == type2);
  2832. if (i == ARRAYLENGTH(sd->skillusesprate)) {
  2833. ShowDebug("run_script: bonus2 bSkillUseSPrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesprate), type2, val);
  2834. break;
  2835. }
  2836. if (sd->skillusesprate[i].id == type2)
  2837. sd->skillusesprate[i].val += val;
  2838. else {
  2839. sd->skillusesprate[i].id = type2;
  2840. sd->skillusesprate[i].val = val;
  2841. }
  2842. break;
  2843. case SP_SKILL_COOLDOWN:
  2844. if(sd->state.lr_flag == 2)
  2845. break;
  2846. ARR_FIND(0, ARRAYLENGTH(sd->skillcooldown), i, sd->skillcooldown[i].id == 0 || sd->skillcooldown[i].id == type2);
  2847. if (i == ARRAYLENGTH(sd->skillcooldown))
  2848. {
  2849. ShowDebug("run_script: bonus2 bSkillCoolDown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcooldown), type2, val);
  2850. break;
  2851. }
  2852. if (sd->skillcooldown[i].id == type2)
  2853. sd->skillcooldown[i].val += val;
  2854. else {
  2855. sd->skillcooldown[i].id = type2;
  2856. sd->skillcooldown[i].val = val;
  2857. }
  2858. break;
  2859. case SP_SKILL_FIXEDCAST:
  2860. if(sd->state.lr_flag == 2)
  2861. break;
  2862. ARR_FIND(0, ARRAYLENGTH(sd->skillfixcast), i, sd->skillfixcast[i].id == 0 || sd->skillfixcast[i].id == type2);
  2863. if (i == ARRAYLENGTH(sd->skillfixcast))
  2864. {
  2865. ShowDebug("run_script: bonus2 bSkillFixedCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcast), type2, val);
  2866. break;
  2867. }
  2868. if (sd->skillfixcast[i].id == type2)
  2869. sd->skillfixcast[i].val += val;
  2870. else {
  2871. sd->skillfixcast[i].id = type2;
  2872. sd->skillfixcast[i].val = val;
  2873. }
  2874. break;
  2875. case SP_SKILL_VARIABLECAST:
  2876. if(sd->state.lr_flag == 2)
  2877. break;
  2878. ARR_FIND(0, ARRAYLENGTH(sd->skillvarcast), i, sd->skillvarcast[i].id == 0 || sd->skillvarcast[i].id == type2);
  2879. if (i == ARRAYLENGTH(sd->skillvarcast))
  2880. {
  2881. ShowDebug("run_script: bonus2 bSkillVariableCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillvarcast), type2, val);
  2882. break;
  2883. }
  2884. if (sd->skillvarcast[i].id == type2)
  2885. sd->skillvarcast[i].val += val;
  2886. else {
  2887. sd->skillvarcast[i].id = type2;
  2888. sd->skillvarcast[i].val = val;
  2889. }
  2890. break;
  2891. #ifdef RENEWAL_CAST
  2892. case SP_VARCASTRATE:
  2893. if(sd->state.lr_flag == 2)
  2894. break;
  2895. ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
  2896. if (i == ARRAYLENGTH(sd->skillcast))
  2897. {
  2898. ShowDebug("run_script: bonus2 bVariableCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",ARRAYLENGTH(sd->skillcast), type2, val);
  2899. break;
  2900. }
  2901. if(sd->skillcast[i].id == type2)
  2902. sd->skillcast[i].val -= val;
  2903. else {
  2904. sd->skillcast[i].id = type2;
  2905. sd->skillcast[i].val -= val;
  2906. }
  2907. break;
  2908. #endif
  2909. case SP_SKILL_USE_SP: //bonus2 bSkillUseSP,n,x;
  2910. if(sd->state.lr_flag == 2)
  2911. break;
  2912. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == 0 || sd->skillusesp[i].id == type2);
  2913. if (i == ARRAYLENGTH(sd->skillusesp)) {
  2914. ShowDebug("run_script: bonus2 bSkillUseSP reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesp), type2, val);
  2915. break;
  2916. }
  2917. if (sd->skillusesp[i].id == type2)
  2918. sd->skillusesp[i].val += val;
  2919. else {
  2920. sd->skillusesp[i].id = type2;
  2921. sd->skillusesp[i].val = val;
  2922. }
  2923. break;
  2924. default:
  2925. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  2926. break;
  2927. }
  2928. return 0;
  2929. }
  2930. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  2931. {
  2932. nullpo_ret(sd);
  2933. switch(type){
  2934. case SP_ADD_MONSTER_DROP_ITEM:
  2935. if(sd->state.lr_flag != 2)
  2936. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<<type3, val);
  2937. break;
  2938. case SP_ADD_CLASS_DROP_ITEM:
  2939. if(sd->state.lr_flag != 2)
  2940. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, -type3, val);
  2941. break;
  2942. case SP_AUTOSPELL:
  2943. if(sd->state.lr_flag != 2)
  2944. {
  2945. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  2946. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  2947. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
  2948. target?-type2:type2, type3, val, 0, current_equip_card_id);
  2949. }
  2950. break;
  2951. case SP_AUTOSPELL_WHENHIT:
  2952. if(sd->state.lr_flag != 2)
  2953. {
  2954. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  2955. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  2956. pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
  2957. target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id);
  2958. }
  2959. break;
  2960. case SP_SP_DRAIN_RATE:
  2961. if(!sd->state.lr_flag) {
  2962. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2963. sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
  2964. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2965. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2966. sd->right_weapon.sp_drain[RC_BOSS].per += type3;
  2967. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2968. }
  2969. else if(sd->state.lr_flag == 1) {
  2970. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2971. sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
  2972. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2973. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2974. sd->left_weapon.sp_drain[RC_BOSS].per += type3;
  2975. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2976. }
  2977. break;
  2978. case SP_HP_DRAIN_RATE_RACE:
  2979. if(!sd->state.lr_flag) {
  2980. sd->right_weapon.hp_drain[type2].rate += type3;
  2981. sd->right_weapon.hp_drain[type2].per += val;
  2982. }
  2983. else if(sd->state.lr_flag == 1) {
  2984. sd->left_weapon.hp_drain[type2].rate += type3;
  2985. sd->left_weapon.hp_drain[type2].per += val;
  2986. }
  2987. break;
  2988. case SP_SP_DRAIN_RATE_RACE:
  2989. if(!sd->state.lr_flag) {
  2990. sd->right_weapon.sp_drain[type2].rate += type3;
  2991. sd->right_weapon.sp_drain[type2].per += val;
  2992. }
  2993. else if(sd->state.lr_flag == 1) {
  2994. sd->left_weapon.sp_drain[type2].rate += type3;
  2995. sd->left_weapon.sp_drain[type2].per += val;
  2996. }
  2997. break;
  2998. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2999. if (sd->state.lr_flag != 2)
  3000. pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1<<type3, val);
  3001. break;
  3002. case SP_ADDEFF:
  3003. if (type2 > SC_MAX) {
  3004. ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
  3005. break;
  3006. }
  3007. pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
  3008. sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val);
  3009. break;
  3010. case SP_ADDEFF_WHENHIT:
  3011. if (type2 > SC_MAX) {
  3012. ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
  3013. break;
  3014. }
  3015. if(sd->state.lr_flag != 2)
  3016. pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val);
  3017. break;
  3018. case SP_ADDEFF_ONSKILL:
  3019. if( type3 > SC_MAX ) {
  3020. ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3);
  3021. break;
  3022. }
  3023. if( sd->state.lr_flag != 2 )
  3024. pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET);
  3025. break;
  3026. case SP_ADDELE:
  3027. if (type2 > ELE_MAX) {
  3028. ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2);
  3029. break;
  3030. }
  3031. if (sd->state.lr_flag != 2)
  3032. pc_bonus_addele(sd, (unsigned char)type2, type3, val);
  3033. break;
  3034. case SP_SUBELE:
  3035. if (type2 > ELE_MAX) {
  3036. ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2);
  3037. break;
  3038. }
  3039. if (sd->state.lr_flag != 2)
  3040. pc_bonus_subele(sd, (unsigned char)type2, type3, val);
  3041. break;
  3042. default:
  3043. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  3044. break;
  3045. }
  3046. return 0;
  3047. }
  3048. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  3049. {
  3050. nullpo_ret(sd);
  3051. switch(type){
  3052. case SP_AUTOSPELL:
  3053. if(sd->state.lr_flag != 2)
  3054. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id);
  3055. break;
  3056. case SP_AUTOSPELL_WHENHIT:
  3057. if(sd->state.lr_flag != 2)
  3058. 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);
  3059. break;
  3060. case SP_AUTOSPELL_ONSKILL:
  3061. if(sd->state.lr_flag != 2)
  3062. {
  3063. int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
  3064. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
  3065. pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id);
  3066. }
  3067. break;
  3068. case SP_ADDEFF_ONSKILL:
  3069. if( type2 > SC_MAX ) {
  3070. ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2);
  3071. break;
  3072. }
  3073. if( sd->state.lr_flag != 2 )
  3074. pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
  3075. break;
  3076. default:
  3077. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  3078. break;
  3079. }
  3080. return 0;
  3081. }
  3082. int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
  3083. {
  3084. nullpo_ret(sd);
  3085. switch(type){
  3086. case SP_AUTOSPELL:
  3087. if(sd->state.lr_flag != 2)
  3088. pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
  3089. break;
  3090. case SP_AUTOSPELL_WHENHIT:
  3091. if(sd->state.lr_flag != 2)
  3092. pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
  3093. break;
  3094. case SP_AUTOSPELL_ONSKILL:
  3095. if(sd->state.lr_flag != 2)
  3096. pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id);
  3097. break;
  3098. default:
  3099. ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val);
  3100. break;
  3101. }
  3102. return 0;
  3103. }
  3104. /*==========================================
  3105. * Grants a player a given skill. Flag values are:
  3106. * 0 - Grant permanent skill to be bound to skill tree
  3107. * 1 - Grant an item skill (temporary)
  3108. * 2 - Like 1, except the level granted can stack with previously learned level.
  3109. * 4 - Like 0, except the skill will ignore skill tree (saves through job changes and resets).
  3110. *------------------------------------------*/
  3111. int pc_skill(TBL_PC* sd, int id, int level, int flag)
  3112. {
  3113. nullpo_ret(sd);
  3114. if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) {
  3115. ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
  3116. return 0;
  3117. }
  3118. if( level > MAX_SKILL_LEVEL ) {
  3119. ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
  3120. return 0;
  3121. }
  3122. if( flag == 2 && sd->status.skill[id].lv + level > MAX_SKILL_LEVEL ) {
  3123. 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);
  3124. return 0;
  3125. }
  3126. switch( flag ){
  3127. case 0: //Set skill data overwriting whatever was there before.
  3128. sd->status.skill[id].id = id;
  3129. sd->status.skill[id].lv = level;
  3130. sd->status.skill[id].flag = SKILL_FLAG_PERMANENT;
  3131. if( level == 0 ) { //Remove skill.
  3132. sd->status.skill[id].id = 0;
  3133. clif_deleteskill(sd,id);
  3134. } else
  3135. clif_addskill(sd,id);
  3136. if( !skill_get_inf(id) ) //Only recalculate for passive skills.
  3137. status_calc_pc(sd, 0);
  3138. break;
  3139. case 1: //Item bonus skill.
  3140. if( sd->status.skill[id].id == id ){
  3141. if( sd->status.skill[id].lv >= level )
  3142. return 0;
  3143. if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
  3144. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv;
  3145. } else {
  3146. sd->status.skill[id].id = id;
  3147. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY;
  3148. }
  3149. sd->status.skill[id].lv = level;
  3150. break;
  3151. case 2: //Add skill bonus on top of what you had.
  3152. if( sd->status.skill[id].id == id ){
  3153. if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT )
  3154. sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Store previous level.
  3155. } else {
  3156. sd->status.skill[id].id = id;
  3157. sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
  3158. }
  3159. sd->status.skill[id].lv += level;
  3160. break;
  3161. case 4: //Permanent granted skills ignore the skill tree
  3162. sd->status.skill[id].id = id;
  3163. sd->status.skill[id].lv = level;
  3164. sd->status.skill[id].flag = SKILL_FLAG_PERM_GRANTED;
  3165. if( level == 0 ) { //Remove skill.
  3166. sd->status.skill[id].id = 0;
  3167. clif_deleteskill(sd,id);
  3168. } else
  3169. clif_addskill(sd,id);
  3170. if( !skill_get_inf(id) ) //Only recalculate for passive skills.
  3171. status_calc_pc(sd, 0);
  3172. break;
  3173. default: //Unknown flag?
  3174. return 0;
  3175. }
  3176. return 1;
  3177. }
  3178. /*==========================================
  3179. * Append a card to an item ?
  3180. *------------------------------------------*/
  3181. int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip)
  3182. {
  3183. int i;
  3184. int nameid;
  3185. nullpo_ret(sd);
  3186. if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL )
  3187. return 0; //Invalid item index.
  3188. if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL )
  3189. return 0; //Invalid card index.
  3190. if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 )
  3191. return 0; // target item missing
  3192. if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 )
  3193. return 0; // target card missing
  3194. if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR )
  3195. return 0; // only weapons and armor are allowed
  3196. if( sd->inventory_data[idx_card]->type != IT_CARD )
  3197. return 0; // must be a card
  3198. if( sd->status.inventory[idx_equip].identify == 0 )
  3199. return 0; // target must be identified
  3200. if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) )
  3201. return 0; // card slots reserved for other purposes
  3202. if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 )
  3203. return 0; // card cannot be compounded on this item type
  3204. if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD )
  3205. return 0; // attempted to place shield card on left-hand weapon.
  3206. if( sd->status.inventory[idx_equip].equip != 0 )
  3207. return 0; // item must be unequipped
  3208. ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 );
  3209. if( i == sd->inventory_data[idx_equip]->slot )
  3210. return 0; // no free slots
  3211. // remember the card id to insert
  3212. nameid = sd->status.inventory[idx_card].nameid;
  3213. if( pc_delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 )
  3214. {// failed
  3215. clif_insert_card(sd,idx_equip,idx_card,1);
  3216. }
  3217. else
  3218. {// success
  3219. log_pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->status.inventory[idx_equip]);
  3220. sd->status.inventory[idx_equip].card[i] = nameid;
  3221. log_pick_pc(sd, LOG_TYPE_OTHER, 1, &sd->status.inventory[idx_equip]);
  3222. clif_insert_card(sd,idx_equip,idx_card,0);
  3223. }
  3224. return 0;
  3225. }
  3226. //
  3227. // Items
  3228. //
  3229. /*==========================================
  3230. * Update buying value by skills
  3231. *------------------------------------------*/
  3232. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  3233. {
  3234. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  3235. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // merchant discount
  3236. rate1 = 5+skill*2-((skill==10)? 1:0);
  3237. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // rogue discount
  3238. rate2 = 5+skill*4;
  3239. if(rate1 < rate2) rate1 = rate2;
  3240. if(rate1)
  3241. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  3242. if(val < 0) val = 0;
  3243. if(orig_value > 0 && val < 1) val = 1;
  3244. return val;
  3245. }
  3246. /*==========================================
  3247. * Update selling value by skills
  3248. *------------------------------------------*/
  3249. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  3250. {
  3251. int skill,val = orig_value,rate = 0;
  3252. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) //OverCharge
  3253. rate = 5+skill*2-((skill==10)? 1:0);
  3254. if(rate)
  3255. val = (int)((double)orig_value*(double)(100+rate)/100.);
  3256. if(val < 0) val = 0;
  3257. if(orig_value > 0 && val < 1) val = 1;
  3258. return val;
  3259. }
  3260. /*==========================================
  3261. * Checking if we have enough place on inventory for new item
  3262. * Make sure to take 30k as limit (for client I guess)
  3263. *------------------------------------------*/
  3264. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  3265. {
  3266. int i;
  3267. struct item_data* data;
  3268. nullpo_ret(sd);
  3269. if(amount > MAX_AMOUNT)
  3270. return CHKADDITEM_OVERAMOUNT;
  3271. data = itemdb_search(nameid);
  3272. if(!itemdb_isstackable2(data))
  3273. return CHKADDITEM_NEW;
  3274. if( data->stack.inventory && amount > data->stack.amount )
  3275. return CHKADDITEM_OVERAMOUNT;
  3276. for(i=0;i<MAX_INVENTORY;i++){
  3277. // FIXME: This does not consider the checked item's cards, thus could check a wrong slot for stackability.
  3278. if(sd->status.inventory[i].nameid==nameid){
  3279. if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
  3280. return CHKADDITEM_OVERAMOUNT;
  3281. return CHKADDITEM_EXIST;
  3282. }
  3283. }
  3284. return CHKADDITEM_NEW;
  3285. }
  3286. /*==========================================
  3287. * Return number of available place in inventory
  3288. * Each non stackable item will reduce place by 1
  3289. *------------------------------------------*/
  3290. int pc_inventoryblank(struct map_session_data *sd)
  3291. {
  3292. int i,b;
  3293. nullpo_ret(sd);
  3294. for(i=0,b=0;i<MAX_INVENTORY;i++){
  3295. if(sd->status.inventory[i].nameid==0)
  3296. b++;
  3297. }
  3298. return b;
  3299. }
  3300. /*==========================================
  3301. * attempts to remove zeny from player (sd)
  3302. *------------------------------------------*/
  3303. int pc_payzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
  3304. {
  3305. nullpo_retr(-1,sd);
  3306. zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3307. if( zeny < 0 )
  3308. {
  3309. ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
  3310. return 1;
  3311. }
  3312. if( sd->status.zeny < zeny )
  3313. return 1; //Not enough.
  3314. sd->status.zeny -= zeny;
  3315. clif_updatestatus(sd,SP_ZENY);
  3316. if(!tsd) tsd = sd;
  3317. log_zeny(sd, type, tsd, -zeny);
  3318. if( zeny > 0 && sd->state.showzeny ) {
  3319. char output[255];
  3320. sprintf(output, "Removed %dz.", zeny);
  3321. clif_disp_onlyself(sd,output,strlen(output));
  3322. }
  3323. return 0;
  3324. }
  3325. /*==========================================
  3326. * Cash Shop
  3327. *------------------------------------------*/
  3328. int pc_paycash(struct map_session_data *sd, int price, int points, e_log_pick_type type ){
  3329. int cash;
  3330. nullpo_retr(-1,sd);
  3331. points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3332. if( price < 0 || points < 0 )
  3333. {
  3334. 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);
  3335. return -2;
  3336. }
  3337. if( points > price )
  3338. {
  3339. 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);
  3340. points = price;
  3341. }
  3342. cash = price-points;
  3343. if( sd->cashPoints < cash || sd->kafraPoints < points )
  3344. {
  3345. 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);
  3346. return -1;
  3347. }
  3348. pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints-cash);
  3349. if( cash ){
  3350. log_cash( sd, type, LOG_CASH_TYPE_CASH, -cash );
  3351. }
  3352. pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints-points);
  3353. if( points ){
  3354. log_cash( sd, type, LOG_CASH_TYPE_KAFRA, -points );
  3355. }
  3356. if( battle_config.cashshop_show_points )
  3357. {
  3358. char output[128];
  3359. sprintf(output, msg_txt(sd,504), points, cash, sd->kafraPoints, sd->cashPoints);
  3360. clif_disp_onlyself(sd, output, strlen(output));
  3361. }
  3362. return cash+points;
  3363. }
  3364. int pc_getcash( struct map_session_data *sd, int cash, int points, e_log_pick_type type ){
  3365. char output[128];
  3366. nullpo_retr(-1,sd);
  3367. cash = cap_value(cash,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3368. points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3369. if( cash > 0 )
  3370. {
  3371. if( cash > MAX_ZENY-sd->cashPoints )
  3372. {
  3373. 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);
  3374. cash = MAX_ZENY-sd->cashPoints;
  3375. }
  3376. pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints+cash);
  3377. if( cash ){
  3378. log_cash( sd, type, LOG_CASH_TYPE_CASH, cash );
  3379. }
  3380. if( battle_config.cashshop_show_points )
  3381. {
  3382. sprintf(output, msg_txt(sd,505), cash, sd->cashPoints);
  3383. clif_disp_onlyself(sd, output, strlen(output));
  3384. }
  3385. return cash;
  3386. }
  3387. else if( cash < 0 )
  3388. {
  3389. 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);
  3390. return -1;
  3391. }
  3392. if( points > 0 )
  3393. {
  3394. if( points > MAX_ZENY-sd->kafraPoints )
  3395. {
  3396. 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);
  3397. points = MAX_ZENY-sd->kafraPoints;
  3398. }
  3399. pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints+points);
  3400. if( points ){
  3401. log_cash( sd, type, LOG_CASH_TYPE_KAFRA, points );
  3402. }
  3403. if( battle_config.cashshop_show_points )
  3404. {
  3405. sprintf(output, msg_txt(sd,506), points, sd->kafraPoints);
  3406. clif_disp_onlyself(sd, output, strlen(output));
  3407. }
  3408. return points;
  3409. }
  3410. else if( points < 0 )
  3411. {
  3412. 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);
  3413. return -1;
  3414. }
  3415. return -2; //shouldn't happen but jsut in case
  3416. }
  3417. /*==========================================
  3418. * Attempts to give zeny to player (sd)
  3419. * tsd (optional) from who for log (if null take sd)
  3420. *------------------------------------------*/
  3421. int pc_getzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
  3422. {
  3423. nullpo_retr(-1,sd);
  3424. zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
  3425. if( zeny < 0 )
  3426. {
  3427. ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
  3428. return 1;
  3429. }
  3430. if( zeny > MAX_ZENY - sd->status.zeny )
  3431. zeny = MAX_ZENY - sd->status.zeny;
  3432. sd->status.zeny += zeny;
  3433. clif_updatestatus(sd,SP_ZENY);
  3434. if(!tsd) tsd = sd;
  3435. log_zeny(sd, type, tsd, zeny);
  3436. if( zeny > 0 && sd->state.showzeny ) {
  3437. char output[255];
  3438. sprintf(output, "Gained %dz.", zeny);
  3439. clif_disp_onlyself(sd,output,strlen(output));
  3440. }
  3441. return 0;
  3442. }
  3443. /*==========================================
  3444. * Searching a specified itemid in inventory and return his stored index
  3445. *------------------------------------------*/
  3446. int pc_search_inventory(struct map_session_data *sd,int item_id)
  3447. {
  3448. int i;
  3449. nullpo_retr(-1, sd);
  3450. ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) );
  3451. return ( i < MAX_INVENTORY ) ? i : -1;
  3452. }
  3453. /*==========================================
  3454. * Attempt to add a new item to inventory.
  3455. * Return:
  3456. 0 = success
  3457. 1 = invalid itemid not found or negative amount
  3458. 2 = overweight
  3459. 3 = ?
  3460. 4 = no free place found
  3461. 5 = max amount reached
  3462. 6 = ?
  3463. 7 = stack limitation
  3464. *------------------------------------------*/
  3465. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
  3466. {
  3467. struct item_data *data;
  3468. int i;
  3469. unsigned int w;
  3470. nullpo_retr(1, sd);
  3471. nullpo_retr(1, item_data);
  3472. if( item_data->nameid <= 0 || amount <= 0 )
  3473. return ADDITEM_INVALID;
  3474. if( amount > MAX_AMOUNT )
  3475. return ADDITEM_OVERAMOUNT;
  3476. data = itemdb_search(item_data->nameid);
  3477. if( data->stack.inventory && amount > data->stack.amount )
  3478. {// item stack limitation
  3479. return ADDITEM_STACKLIMIT;
  3480. }
  3481. w = data->weight*amount;
  3482. if(sd->weight + w > sd->max_weight)
  3483. return ADDITEM_OVERWEIGHT;
  3484. i = MAX_INVENTORY;
  3485. if( itemdb_isstackable2(data) && item_data->expire_time == 0 )
  3486. { // Stackable | Non Rental
  3487. for( i = 0; i < MAX_INVENTORY; i++ )
  3488. {
  3489. if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 )
  3490. {
  3491. if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
  3492. return 5;
  3493. sd->status.inventory[i].amount += amount;
  3494. clif_additem(sd,i,amount,0);
  3495. break;
  3496. }
  3497. }
  3498. }
  3499. if( i >= MAX_INVENTORY )
  3500. {
  3501. i = pc_search_inventory(sd,0);
  3502. if( i < 0 )
  3503. return ADDITEM_OVERITEM;
  3504. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  3505. // clear equips field first, just in case
  3506. if( item_data->equip )
  3507. sd->status.inventory[i].equip = 0;
  3508. sd->status.inventory[i].amount = amount;
  3509. sd->inventory_data[i] = data;
  3510. clif_additem(sd,i,amount,0);
  3511. }
  3512. #ifdef NSI_UNIQUE_ID
  3513. if( !itemdb_isstackable2(data) && !item_data->unique_id )
  3514. sd->status.inventory[i].unique_id = itemdb_unique_id(0,0);
  3515. #endif
  3516. log_pick_pc(sd, log_type, amount, &sd->status.inventory[i]);
  3517. sd->weight += w;
  3518. clif_updatestatus(sd,SP_WEIGHT);
  3519. //Auto-equip
  3520. if(data->flag.autoequip)
  3521. pc_equipitem(sd, i, data->equip);
  3522. /* rental item check */
  3523. if( item_data->expire_time ) {
  3524. if( time(NULL) > item_data->expire_time ) {
  3525. clif_rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
  3526. pc_delitem(sd, i, sd->status.inventory[i].amount, 1, 0, LOG_TYPE_OTHER);
  3527. } else {
  3528. int seconds = (int)( item_data->expire_time - time(NULL) );
  3529. clif_rental_time(sd->fd, sd->status.inventory[i].nameid, seconds);
  3530. pc_inventory_rental_add(sd, seconds);
  3531. }
  3532. }
  3533. return ADDITEM_SUCCESS;
  3534. }
  3535. /*==========================================
  3536. * Remove an item at index n from inventory by amount.
  3537. * Parameters :
  3538. * @type
  3539. * 1 : don't notify deletion
  3540. * 2 : don't notify weight change
  3541. * Return:
  3542. * 0 = success
  3543. * 1 = invalid itemid or negative amount
  3544. *------------------------------------------*/
  3545. int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type)
  3546. {
  3547. nullpo_retr(1, sd);
  3548. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  3549. return 1;
  3550. log_pick_pc(sd, log_type, -amount, &sd->status.inventory[n]);
  3551. sd->status.inventory[n].amount -= amount;
  3552. sd->weight -= sd->inventory_data[n]->weight*amount ;
  3553. if( sd->status.inventory[n].amount <= 0 ){
  3554. if(sd->status.inventory[n].equip)
  3555. pc_unequipitem(sd,n,3);
  3556. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  3557. sd->inventory_data[n] = NULL;
  3558. }
  3559. if(!(type&1))
  3560. clif_delitem(sd,n,amount,reason);
  3561. if(!(type&2))
  3562. clif_updatestatus(sd,SP_WEIGHT);
  3563. return 0;
  3564. }
  3565. /*==========================================
  3566. * Attempt to drop an item.
  3567. * Return:
  3568. * 0 = fail
  3569. * 1 = success
  3570. *------------------------------------------*/
  3571. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  3572. {
  3573. nullpo_retr(1, sd);
  3574. if(n < 0 || n >= MAX_INVENTORY)
  3575. return 0;
  3576. if(amount <= 0)
  3577. return 0;
  3578. if(sd->status.inventory[n].nameid <= 0 ||
  3579. sd->status.inventory[n].amount <= 0 ||
  3580. sd->status.inventory[n].amount < amount ||
  3581. sd->state.trading || sd->state.vending ||
  3582. !sd->inventory_data[n] //pc_delitem would fail on this case.
  3583. )
  3584. return 0;
  3585. if( map[sd->bl.m].flag.nodrop )
  3586. {
  3587. clif_displaymessage (sd->fd, msg_txt(sd,271));
  3588. return 0; //Can't drop items in nodrop mapflag maps.
  3589. }
  3590. if( !pc_candrop(sd,&sd->status.inventory[n]) )
  3591. {
  3592. clif_displaymessage (sd->fd, msg_txt(sd,263));
  3593. return 0;
  3594. }
  3595. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2))
  3596. return 0;
  3597. pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
  3598. clif_dropitem(sd, n, amount);
  3599. return 1;
  3600. }
  3601. /*==========================================
  3602. * Attempt to pick up an item.
  3603. * Return:
  3604. * 0 = fail
  3605. * 1 = success
  3606. *------------------------------------------*/
  3607. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  3608. {
  3609. int flag=0;
  3610. unsigned int tick = gettick();
  3611. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  3612. struct party_data *p=NULL;
  3613. nullpo_ret(sd);
  3614. nullpo_ret(fitem);
  3615. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED)
  3616. return 0; // Distance is too far
  3617. if (sd->status.party_id)
  3618. p = party_search(sd->status.party_id);
  3619. if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id)
  3620. {
  3621. first_sd = map_charid2sd(fitem->first_get_charid);
  3622. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  3623. if (!(p && p->party.item&1 &&
  3624. first_sd && first_sd->status.party_id == sd->status.party_id
  3625. ))
  3626. return 0;
  3627. }
  3628. else
  3629. if(fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id)
  3630. {
  3631. second_sd = map_charid2sd(fitem->second_get_charid);
  3632. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  3633. if(!(p && p->party.item&1 &&
  3634. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  3635. (second_sd && second_sd->status.party_id == sd->status.party_id))
  3636. ))
  3637. return 0;
  3638. }
  3639. else
  3640. if(fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id)
  3641. {
  3642. third_sd = map_charid2sd(fitem->third_get_charid);
  3643. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  3644. if(!(p && p->party.item&1 &&
  3645. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  3646. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  3647. (third_sd && third_sd->status.party_id == sd->status.party_id))
  3648. ))
  3649. return 0;
  3650. }
  3651. }
  3652. }
  3653. }
  3654. //This function takes care of giving the item to whoever should have it, considering party-share options.
  3655. if ((flag = party_share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) {
  3656. clif_additem(sd,0,0,flag);
  3657. return 1;
  3658. }
  3659. //Display pickup animation.
  3660. pc_stop_attack(sd);
  3661. clif_takeitem(&sd->bl,&fitem->bl);
  3662. map_clearflooritem(&fitem->bl);
  3663. return 1;
  3664. }
  3665. /*==========================================
  3666. * Check if item is usable.
  3667. * Return:
  3668. * 0 = no
  3669. * 1 = yes
  3670. *------------------------------------------*/
  3671. int pc_isUseitem(struct map_session_data *sd,int n)
  3672. {
  3673. struct item_data *item;
  3674. int nameid;
  3675. nullpo_ret(sd);
  3676. item = sd->inventory_data[n];
  3677. nameid = sd->status.inventory[n].nameid;
  3678. if( item == NULL )
  3679. return 0;
  3680. //Not consumable item
  3681. if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH )
  3682. return 0;
  3683. else if(map[sd->bl.m].flag.noitemconsumption) //consumable but mapflag prevent it
  3684. return 0;
  3685. if( !item->script ) //if it has no script, you can't really consume it!
  3686. return 0;
  3687. if( (item->item_usage.flag&NOUSE_SITTING) && (pc_issit(sd) == 1) && (pc_get_group_level(sd) < item->item_usage.override) ) {
  3688. return 0; // You cannot use this item while sitting.
  3689. }
  3690. switch( nameid ) //@TODO, lot of hardcoded nameid here
  3691. {
  3692. case 605: // Anodyne
  3693. if( map_flag_gvg(sd->bl.m) )
  3694. return 0;
  3695. case 606:
  3696. if( pc_issit(sd) )
  3697. return 0;
  3698. break;
  3699. case 601: // Fly Wing
  3700. case 12212: // Giant Fly Wing
  3701. if( map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m) )
  3702. {
  3703. clif_skill_teleportmessage(sd,0);
  3704. return 0;
  3705. }
  3706. case 602: // ButterFly Wing
  3707. case 14527: // Dungeon Teleport Scroll
  3708. case 14581: // Dungeon Teleport Scroll 2
  3709. case 12352: // Dungeon Teleport Scroll 3
  3710. case 14582: // Yellow Butterfly Wing
  3711. case 14583: // Green Butterfly Wing
  3712. case 14584: // Red Butterfly Wing
  3713. case 14585: // Blue Butterfly Wing
  3714. case 14591: // Siege Teleport Scroll
  3715. if( sd->duel_group && !battle_config.duel_allow_teleport )
  3716. {
  3717. clif_displaymessage(sd->fd, msg_txt(sd,663));
  3718. return 0;
  3719. }
  3720. if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn )
  3721. return 0;
  3722. break;
  3723. case 604: // Dead Branch
  3724. case 12024: // Red Pouch
  3725. case 12103: // Bloody Branch
  3726. case 12109: // Poring Box
  3727. if( map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m) )
  3728. return 0;
  3729. break;
  3730. case 12210: // Bubble Gum
  3731. case 12264: // Comp Bubble Gum
  3732. if( sd->sc.data[SC_ITEMBOOST] )
  3733. return 0;
  3734. break;
  3735. case 12208: // Battle Manual
  3736. case 12263: // Comp Battle Manual
  3737. case 12312: // Thick Battle Manual
  3738. case 12705: // Noble Nameplate
  3739. case 14532: // Battle_Manual25
  3740. case 14533: // Battle_Manual100
  3741. case 14545: // Battle_Manual300
  3742. if( sd->sc.data[SC_EXPBOOST] )
  3743. return 0;
  3744. break;
  3745. case 14592: // JOB_Battle_Manual
  3746. if( sd->sc.data[SC_JEXPBOOST] )
  3747. return 0;
  3748. break;
  3749. // Mercenary Items
  3750. case 12184: // Mercenary's Red Potion
  3751. case 12185: // Mercenary's Blue Potion
  3752. case 12241: // Mercenary's Concentration Potion
  3753. case 12242: // Mercenary's Awakening Potion
  3754. case 12243: // Mercenary's Berserk Potion
  3755. if( sd->md == NULL || sd->md->db == NULL )
  3756. return 0;
  3757. if (sd->md->sc.data[SC_BERSERK] || sd->md->sc.data[SC_SATURDAYNIGHTFEVER] || sd->md->sc.data[SC__BLOODYLUST])
  3758. return 0;
  3759. if( nameid == 12242 && sd->md->db->lv < 40 )
  3760. return 0;
  3761. if( nameid == 12243 && sd->md->db->lv < 80 )
  3762. return 0;
  3763. break;
  3764. case 12213: //Neuralizer
  3765. if( !map[sd->bl.m].flag.reset )
  3766. return 0;
  3767. break;
  3768. }
  3769. if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL )
  3770. return 0; // Mercenary Scrolls
  3771. /**
  3772. * Only Rune Knights may use runes
  3773. **/
  3774. if( itemdb_is_rune(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_RUNE_KNIGHT )
  3775. return 0;
  3776. /**
  3777. * Only GCross may use poisons
  3778. **/
  3779. else if( itemdb_is_poison(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_GUILLOTINE_CROSS )
  3780. return 0;
  3781. //Gender check
  3782. if(item->sex != 2 && sd->status.sex != item->sex)
  3783. return 0;
  3784. //Required level check
  3785. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  3786. return 0;
  3787. #ifdef RENEWAL
  3788. if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax)
  3789. return 0;
  3790. #endif
  3791. //Not equipable by class. [Skotlex]
  3792. if (!(
  3793. (1<<(sd->class_&MAPID_BASEMASK)) &
  3794. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  3795. ))
  3796. return 0;
  3797. //Not usable by upper class. [Inkfish]
  3798. while( 1 ) {
  3799. if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
  3800. if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
  3801. if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
  3802. if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
  3803. return 0;
  3804. }
  3805. //Dead Branch & Bloody Branch & Porings Box
  3806. // FIXME: outdated, use constants or database
  3807. if( nameid == 604 || nameid == 12103 || nameid == 12109 )
  3808. log_branch(sd);
  3809. return 1;
  3810. }
  3811. /*==========================================
  3812. * Last checks to use an item.
  3813. * Return:
  3814. * 0 = fail
  3815. * 1 = success
  3816. *------------------------------------------*/
  3817. int pc_useitem(struct map_session_data *sd,int n)
  3818. {
  3819. unsigned int tick = gettick();
  3820. int amount, nameid;
  3821. struct script_code *script;
  3822. nullpo_ret(sd);
  3823. if( sd->npc_id ){
  3824. #ifdef RENEWAL
  3825. clif_msg(sd, USAGE_FAIL); // TODO look for the client date that has this message.
  3826. #endif
  3827. return 0;
  3828. }
  3829. if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 )
  3830. return 0;
  3831. if( !pc_isUseitem(sd,n) )
  3832. return 0;
  3833. // Store information for later use before it is lost (via pc_delitem) [Paradox924X]
  3834. nameid = sd->inventory_data[n]->nameid;
  3835. if (nameid != ITEMID_NAUTHIZ && sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT && sd->sc.opt1 != OPT1_BURNING)
  3836. return 0;
  3837. if (sd->sc.count && (
  3838. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || sd->sc.data[SC_SATURDAYNIGHTFEVER] ||
  3839. (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) ||
  3840. sd->sc.data[SC_TRICKDEAD] ||
  3841. sd->sc.data[SC_HIDING] ||
  3842. sd->sc.data[SC__SHADOWFORM] ||
  3843. sd->sc.data[SC__MANHOLE] ||
  3844. sd->sc.data[SC_KAGEHUMI] ||
  3845. (sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM)
  3846. ))
  3847. return 0;
  3848. //Prevent mass item usage. [Skotlex]
  3849. if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 ||
  3850. (itemdb_iscashfood(nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0)
  3851. )
  3852. return 0;
  3853. /* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */
  3854. if( sd->inventory_data[n]->flag.delay_consume ) {
  3855. if( nameid != ITEMID_REINS_OF_MOUNT && sd->sc.option&OPTION_MOUNTING )
  3856. return 0;
  3857. else if( pc_issit(sd) )
  3858. return 0;
  3859. }
  3860. //Since most delay-consume items involve using a "skill-type" target cursor,
  3861. //perform a skill-use check before going through. [Skotlex]
  3862. //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
  3863. //FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
  3864. if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
  3865. return 0;
  3866. if( sd->inventory_data[n]->delay > 0 ) {
  3867. int i;
  3868. ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid );
  3869. if( i == MAX_ITEMDELAYS ) /* item not found. try first empty now */
  3870. ARR_FIND(0, MAX_ITEMDELAYS, i, !sd->item_delay[i].nameid );
  3871. if( i < MAX_ITEMDELAYS ) {
  3872. if( sd->item_delay[i].nameid ) {// found
  3873. if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) {
  3874. int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000;
  3875. char e_msg[100];
  3876. if( e_tick > 99 )
  3877. sprintf(e_msg,msg_txt(sd,379), //Item Failed. [%s] is cooling down. Wait %.1f minutes.
  3878. itemdb_jname(sd->status.inventory[n].nameid),
  3879. (double)e_tick / 60);
  3880. else
  3881. sprintf(e_msg,msg_txt(sd,380), //Item Failed. [%s] is cooling down. Wait %d seconds.
  3882. itemdb_jname(sd->status.inventory[n].nameid),
  3883. e_tick+1);
  3884. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  3885. return 0; // Delay has not expired yet
  3886. }
  3887. } else {// not yet used item (all slots are initially empty)
  3888. sd->item_delay[i].nameid = nameid;
  3889. }
  3890. sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
  3891. } else {// should not happen
  3892. ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id);
  3893. }
  3894. //clean up used delays so we can give room for more
  3895. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  3896. if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) {
  3897. sd->item_delay[i].tick = 0;
  3898. sd->item_delay[i].nameid = 0;
  3899. }
  3900. }
  3901. }
  3902. /* on restricted maps the item is consumed but the effect is not used */
  3903. if (
  3904. (!map_flag_vs(sd->bl.m) && sd->inventory_data[n]->flag.no_equip&1) || // Normal
  3905. (map[sd->bl.m].flag.pvp && sd->inventory_data[n]->flag.no_equip&2) || // PVP
  3906. (map_flag_gvg(sd->bl.m) && sd->inventory_data[n]->flag.no_equip&4) || // GVG
  3907. (map[sd->bl.m].flag.battleground && sd->inventory_data[n]->flag.no_equip&8) || // Battleground
  3908. (map[sd->bl.m].flag.restricted && sd->inventory_data[n]->flag.no_equip&(8*map[sd->bl.m].zone)) // Zone restriction
  3909. ) {
  3910. if( battle_config.item_restricted_consumption_type ) {
  3911. clif_useitemack(sd,n,sd->status.inventory[n].amount-1,true);
  3912. pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME);
  3913. }
  3914. return 0;/* regardless, effect is not run */
  3915. }
  3916. sd->itemid = sd->status.inventory[n].nameid;
  3917. sd->itemindex = n;
  3918. if(sd->catch_target_class != -1) //Abort pet catching.
  3919. sd->catch_target_class = -1;
  3920. amount = sd->status.inventory[n].amount;
  3921. script = sd->inventory_data[n]->script;
  3922. //Check if the item is to be consumed immediately [Skotlex]
  3923. if( sd->inventory_data[n]->flag.delay_consume )
  3924. clif_useitemack(sd,n,amount,true);
  3925. else {
  3926. if( sd->status.inventory[n].expire_time == 0 ) {
  3927. clif_useitemack(sd,n,amount-1,true);
  3928. pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration
  3929. } else
  3930. clif_useitemack(sd,n,0,false);
  3931. }
  3932. if(sd->status.inventory[n].card[0]==CARD0_CREATE &&
  3933. pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  3934. {
  3935. potion_flag = 2; // Famous player's potions have 50% more efficiency
  3936. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE)
  3937. potion_flag = 3; //Even more effective potions.
  3938. }
  3939. //Update item use time.
  3940. sd->canuseitem_tick = tick + battle_config.item_use_interval;
  3941. if( itemdb_iscashfood(nameid) )
  3942. sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval;
  3943. run_script(script,0,sd->bl.id,fake_nd->bl.id);
  3944. potion_flag = 0;
  3945. return 1;
  3946. }
  3947. /*==========================================
  3948. * Add item on cart for given index.
  3949. * Return:
  3950. * 0 = success
  3951. * 1 = fail
  3952. *------------------------------------------*/
  3953. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
  3954. {
  3955. struct item_data *data;
  3956. int i,w;
  3957. nullpo_retr(1, sd);
  3958. nullpo_retr(1, item_data);
  3959. if(item_data->nameid <= 0 || amount <= 0)
  3960. return 1;
  3961. data = itemdb_search(item_data->nameid);
  3962. if( data->stack.cart && amount > data->stack.amount )
  3963. {// item stack limitation
  3964. return 1;
  3965. }
  3966. if( !itemdb_cancartstore(item_data, pc_get_group_level(sd)) )
  3967. { // Check item trade restrictions [Skotlex]
  3968. clif_displaymessage (sd->fd, msg_txt(sd,264));
  3969. return 1;
  3970. }
  3971. if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max )
  3972. return 1;
  3973. i = MAX_CART;
  3974. if( itemdb_isstackable2(data) && !item_data->expire_time )
  3975. {
  3976. ARR_FIND( 0, MAX_CART, i,
  3977. sd->status.cart[i].nameid == item_data->nameid &&
  3978. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  3979. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] );
  3980. };
  3981. if( i < MAX_CART )
  3982. {// item already in cart, stack it
  3983. if( amount > MAX_AMOUNT - sd->status.cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->status.cart[i].amount ) )
  3984. return 1; // no room
  3985. sd->status.cart[i].amount+=amount;
  3986. clif_cart_additem(sd,i,amount,0);
  3987. }
  3988. else
  3989. {// item not stackable or not present, add it
  3990. ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 );
  3991. if( i == MAX_CART )
  3992. return 1; // no room
  3993. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  3994. sd->status.cart[i].amount=amount;
  3995. sd->cart_num++;
  3996. clif_cart_additem(sd,i,amount,0);
  3997. }
  3998. sd->status.cart[i].favorite = 0;/* clear */
  3999. log_pick_pc(sd, log_type, amount, &sd->status.cart[i]);
  4000. sd->cart_weight += w;
  4001. clif_updatestatus(sd,SP_CARTINFO);
  4002. return 0;
  4003. }
  4004. /*==========================================
  4005. * Delete item on cart for given index.
  4006. * Return:
  4007. * 0 = success
  4008. * 1 = fail
  4009. *------------------------------------------*/
  4010. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type)
  4011. {
  4012. nullpo_retr(1, sd);
  4013. if(sd->status.cart[n].nameid==0 ||
  4014. sd->status.cart[n].amount<amount)
  4015. return 1;
  4016. log_pick_pc(sd, log_type, -amount, &sd->status.cart[n]);
  4017. sd->status.cart[n].amount -= amount;
  4018. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  4019. if(sd->status.cart[n].amount <= 0){
  4020. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  4021. sd->cart_num--;
  4022. }
  4023. if(!type) {
  4024. clif_cart_delitem(sd,n,amount);
  4025. clif_updatestatus(sd,SP_CARTINFO);
  4026. }
  4027. return 0;
  4028. }
  4029. /*==========================================
  4030. * Transfer item from inventory to cart.
  4031. * Return:
  4032. * 0 = fail
  4033. * 1 = succes
  4034. *------------------------------------------*/
  4035. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount)
  4036. {
  4037. struct item *item_data;
  4038. nullpo_ret(sd);
  4039. if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
  4040. return 1;
  4041. item_data = &sd->status.inventory[idx];
  4042. if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending )
  4043. return 1;
  4044. if( pc_cart_additem(sd,item_data,amount,LOG_TYPE_NONE) == 0 )
  4045. return pc_delitem(sd,idx,amount,0,5,LOG_TYPE_NONE);
  4046. return 1;
  4047. }
  4048. /*==========================================
  4049. * Get number of item in cart.
  4050. * Return:
  4051. -1 = itemid not found or no amount found
  4052. x = remaining itemid on cart after get
  4053. *------------------------------------------*/
  4054. int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount)
  4055. {
  4056. struct item* item_data;
  4057. nullpo_retr(-1, sd);
  4058. item_data = &sd->status.cart[idx];
  4059. if( item_data->nameid == 0 || item_data->amount == 0 )
  4060. return -1;
  4061. return item_data->amount - amount;
  4062. }
  4063. /*==========================================
  4064. * Retrieve an item at index idx from cart.
  4065. * Return:
  4066. * 0 = player not found or (FIXME) succes (from pc_cart_delitem)
  4067. * 1 = failure
  4068. *------------------------------------------*/
  4069. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  4070. {
  4071. struct item *item_data;
  4072. int flag;
  4073. nullpo_ret(sd);
  4074. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  4075. return 1;
  4076. item_data=&sd->status.cart[idx];
  4077. if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->state.vending )
  4078. return 1;
  4079. if((flag = pc_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0)
  4080. return pc_cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE);
  4081. clif_additem(sd,0,0,flag);
  4082. return 1;
  4083. }
  4084. /*==========================================
  4085. * Display item stolen msg to player sd
  4086. *------------------------------------------*/
  4087. int pc_show_steal(struct block_list *bl,va_list ap)
  4088. {
  4089. struct map_session_data *sd;
  4090. int itemid;
  4091. struct item_data *item=NULL;
  4092. char output[100];
  4093. sd=va_arg(ap,struct map_session_data *);
  4094. itemid=va_arg(ap,int);
  4095. if((item=itemdb_exists(itemid))==NULL)
  4096. sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid);
  4097. else
  4098. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  4099. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  4100. return 0;
  4101. }
  4102. /*==========================================
  4103. * Steal an item from bl (mob).
  4104. * Return:
  4105. * 0 = fail
  4106. * 1 = succes
  4107. *------------------------------------------*/
  4108. int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv)
  4109. {
  4110. int i,itemid,flag;
  4111. double rate;
  4112. struct status_data *sd_status, *md_status;
  4113. struct mob_data *md;
  4114. struct item tmp_item;
  4115. if(!sd || !bl || bl->type!=BL_MOB)
  4116. return 0;
  4117. md = (TBL_MOB *)bl;
  4118. if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check
  4119. return 0;
  4120. sd_status= status_get_status_data(&sd->bl);
  4121. md_status= status_get_status_data(bl);
  4122. if( md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) ||
  4123. map[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
  4124. (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
  4125. md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
  4126. ) { //Can't steal from
  4127. md->state.steal_flag = UCHAR_MAX;
  4128. return 0;
  4129. }
  4130. // base skill success chance (percentual)
  4131. rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4;
  4132. rate += sd->bonus.add_steal_rate;
  4133. if( rate < 1 )
  4134. return 0;
  4135. // Try dropping one item, in the order from first to last possible slot.
  4136. // Droprate is affected by the skill success rate.
  4137. for( i = 0; i < MAX_STEAL_DROP; i++ )
  4138. if( md->db->dropitem[i].nameid > 0 && itemdb_exists(md->db->dropitem[i].nameid) && rnd() % 10000 < md->db->dropitem[i].p * rate/100. )
  4139. break;
  4140. if( i == MAX_STEAL_DROP )
  4141. return 0;
  4142. itemid = md->db->dropitem[i].nameid;
  4143. memset(&tmp_item,0,sizeof(tmp_item));
  4144. tmp_item.nameid = itemid;
  4145. tmp_item.amount = 1;
  4146. tmp_item.identify = itemdb_isidentified(itemid);
  4147. flag = pc_additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER);
  4148. //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?
  4149. md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
  4150. if(flag) { //Failed to steal due to overweight
  4151. clif_additem(sd,0,0,flag);
  4152. return 0;
  4153. }
  4154. if(battle_config.show_steal_in_same_party)
  4155. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);
  4156. //Logs items, Stolen from mobs [Lupus]
  4157. log_pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item);
  4158. //A Rare Steal Global Announce by Lupus
  4159. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  4160. struct item_data *i_data;
  4161. char message[128];
  4162. i_data = itemdb_search(itemid);
  4163. sprintf (message, msg_txt(sd,542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
  4164. //MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
  4165. intif_broadcast(message,strlen(message)+1,0);
  4166. }
  4167. return 1;
  4168. }
  4169. /*==========================================
  4170. * Stole zeny from bl (mob)
  4171. * return
  4172. * 0 = fail
  4173. * 1 = success
  4174. *------------------------------------------*/
  4175. int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
  4176. {
  4177. int rate,skill;
  4178. struct mob_data *md;
  4179. if(!sd || !target || target->type != BL_MOB)
  4180. return 0;
  4181. md = (TBL_MOB*)target;
  4182. if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS )
  4183. return 0;
  4184. if( mob_is_treasure(md) )
  4185. return 0;
  4186. // FIXME: This formula is either custom or outdated.
  4187. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  4188. rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
  4189. if(rnd()%1000 < rate)
  4190. {
  4191. int amount = md->level*10 + rnd()%100;
  4192. pc_getzeny(sd, amount, LOG_TYPE_STEAL, NULL);
  4193. md->state.steal_coin_flag = 1;
  4194. return 1;
  4195. }
  4196. return 0;
  4197. }
  4198. /*==========================================
  4199. * Set's a player position.
  4200. * Return values:
  4201. * 0 - Success.
  4202. * 1 - Invalid map index.
  4203. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  4204. *------------------------------------------*/
  4205. int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype)
  4206. {
  4207. struct party_data *p;
  4208. int16 m;
  4209. nullpo_ret(sd);
  4210. if( !mapindex || !mapindex_id2name(mapindex) )
  4211. {
  4212. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  4213. return 1;
  4214. }
  4215. if( pc_isdead(sd) )
  4216. { //Revive dead people before warping them
  4217. pc_setstand(sd);
  4218. pc_setrestartvalue(sd,1);
  4219. }
  4220. m = map_mapindex2mapid(mapindex);
  4221. if( map[m].flag.src4instance && sd->status.party_id && (p = party_search(sd->status.party_id)) != NULL && p->instance_id )
  4222. {
  4223. // Request the mapid of this src map into the instance of the party
  4224. int im = instance_map2imap(m, p->instance_id);
  4225. if( im < 0 )
  4226. ; // Player will enter the src map for instances
  4227. else
  4228. { // Changes destiny to the instance map, not the source map
  4229. m = im;
  4230. mapindex = map_id2index(m);
  4231. }
  4232. }
  4233. sd->state.changemap = (sd->mapindex != mapindex);
  4234. sd->state.warping = 1;
  4235. if( sd->state.changemap ) { // Misc map-changing settings
  4236. int i;
  4237. sd->state.pmap = sd->bl.m;
  4238. if (sd->sc.count) { // Cancel some map related stuff.
  4239. if (sd->sc.data[SC_JAILED])
  4240. return 1; //You may not get out!
  4241. status_change_end(&sd->bl, SC_BOSSMAPINFO, INVALID_TIMER);
  4242. status_change_end(&sd->bl, SC_WARM, INVALID_TIMER);
  4243. status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER);
  4244. status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER);
  4245. status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER);
  4246. status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER);
  4247. if (sd->sc.data[SC_KNOWLEDGE]) {
  4248. struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
  4249. if (sce->timer != INVALID_TIMER)
  4250. delete_timer(sce->timer, status_change_timer);
  4251. sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
  4252. }
  4253. status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER);
  4254. status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER);
  4255. status_change_end(&sd->bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4256. }
  4257. for( i = 0; i < EQI_MAX; i++ ) {
  4258. if( sd->equip_index[ i ] >= 0 )
  4259. if( !pc_isequip( sd , sd->equip_index[ i ] ) )
  4260. pc_unequipitem( sd , sd->equip_index[ i ] , 2 );
  4261. }
  4262. if (battle_config.clear_unit_onwarp&BL_PC)
  4263. skill_clear_unitgroup(&sd->bl);
  4264. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  4265. guild_send_dot_remove(sd);
  4266. bg_send_dot_remove(sd);
  4267. if (sd->regen.state.gc)
  4268. sd->regen.state.gc = 0;
  4269. // make sure vending is allowed here
  4270. if (sd->state.vending && map[m].flag.novending) {
  4271. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  4272. vending_closevending(sd);
  4273. }
  4274. channel_pcquit(sd,4); //quit map chan
  4275. }
  4276. if( m < 0 )
  4277. {
  4278. uint32 ip;
  4279. uint16 port;
  4280. //if can't find any map-servers, just abort setting position.
  4281. if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port))
  4282. return 2;
  4283. if (sd->npc_id)
  4284. npc_event_dequeue(sd);
  4285. npc_script_event(sd, NPCE_LOGOUT);
  4286. //remove from map, THEN change x/y coordinates
  4287. unit_remove_map_pc(sd,clrtype);
  4288. sd->mapindex = mapindex;
  4289. sd->bl.x=x;
  4290. sd->bl.y=y;
  4291. pc_clean_skilltree(sd);
  4292. chrif_save(sd,2);
  4293. chrif_changemapserver(sd, ip, (short)port);
  4294. //Free session data from this map server [Kevin]
  4295. unit_free_pc(sd);
  4296. return 0;
  4297. }
  4298. if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys )
  4299. {
  4300. 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);
  4301. x = y = 0; // make it random
  4302. }
  4303. if( x == 0 && y == 0 )
  4304. {// pick a random walkable cell
  4305. do {
  4306. x=rnd()%(map[m].xs-2)+1;
  4307. y=rnd()%(map[m].ys-2)+1;
  4308. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  4309. }
  4310. if (sd->state.vending && map_getcell(m,x,y,CELL_CHKNOVENDING)) {
  4311. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  4312. vending_closevending(sd);
  4313. }
  4314. if(sd->bl.prev != NULL){
  4315. unit_remove_map_pc(sd,clrtype);
  4316. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  4317. } else if(sd->state.active) //Tag player for rewarping after map-loading is done. [Skotlex]
  4318. sd->state.rewarp = 1;
  4319. sd->mapindex = mapindex;
  4320. sd->bl.m = m;
  4321. sd->bl.x = sd->ud.to_x = x;
  4322. sd->bl.y = sd->ud.to_y = y;
  4323. if( sd->status.guild_id > 0 && map[m].flag.gvg_castle )
  4324. { // Increased guild castle regen [Valaris]
  4325. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex);
  4326. if(gc && gc->guild_id == sd->status.guild_id)
  4327. sd->regen.state.gc = 1;
  4328. }
  4329. if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
  4330. {
  4331. sd->pd->bl.m = m;
  4332. sd->pd->bl.x = sd->pd->ud.to_x = x;
  4333. sd->pd->bl.y = sd->pd->ud.to_y = y;
  4334. sd->pd->ud.dir = sd->ud.dir;
  4335. }
  4336. if( merc_is_hom_active(sd->hd) )
  4337. {
  4338. sd->hd->bl.m = m;
  4339. sd->hd->bl.x = sd->hd->ud.to_x = x;
  4340. sd->hd->bl.y = sd->hd->ud.to_y = y;
  4341. sd->hd->ud.dir = sd->ud.dir;
  4342. }
  4343. if( sd->md )
  4344. {
  4345. sd->md->bl.m = m;
  4346. sd->md->bl.x = sd->md->ud.to_x = x;
  4347. sd->md->bl.y = sd->md->ud.to_y = y;
  4348. sd->md->ud.dir = sd->ud.dir;
  4349. }
  4350. return 0;
  4351. }
  4352. /*==========================================
  4353. * Warp player sd to random location on current map.
  4354. * May fail if no walkable cell found (1000 attempts).
  4355. * Return:
  4356. * 0 = fail or FIXME success (from pc_setpos)
  4357. * x(1|2) = fail
  4358. *------------------------------------------*/
  4359. int pc_randomwarp(struct map_session_data *sd, clr_type type)
  4360. {
  4361. int x,y,i=0;
  4362. int16 m;
  4363. nullpo_ret(sd);
  4364. m=sd->bl.m;
  4365. if (map[sd->bl.m].flag.noteleport) //Teleport forbidden
  4366. return 0;
  4367. do{
  4368. x=rnd()%(map[m].xs-2)+1;
  4369. y=rnd()%(map[m].ys-2)+1;
  4370. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  4371. if (i < 1000)
  4372. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  4373. return 0;
  4374. }
  4375. /*==========================================
  4376. * Records a memo point at sd's current position
  4377. * pos - entry to replace, (-1: shift oldest entry out)
  4378. *------------------------------------------*/
  4379. int pc_memo(struct map_session_data* sd, int pos)
  4380. {
  4381. int skill;
  4382. nullpo_ret(sd);
  4383. // check mapflags
  4384. 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) ) {
  4385. clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized."
  4386. return 0;
  4387. }
  4388. // check inputs
  4389. if( pos < -1 || pos >= MAX_MEMOPOINTS )
  4390. return 0; // invalid input
  4391. // check required skill level
  4392. skill = pc_checkskill(sd, AL_WARP);
  4393. if( skill < 1 ) {
  4394. clif_skill_memomessage(sd,2); // "You haven't learned Warp."
  4395. return 0;
  4396. }
  4397. if( skill < 2 || skill - 2 < pos ) {
  4398. clif_skill_memomessage(sd,1); // "Skill Level is not high enough."
  4399. return 0;
  4400. }
  4401. if( pos == -1 )
  4402. {
  4403. int i;
  4404. // prevent memo-ing the same map multiple times
  4405. ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) );
  4406. memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point));
  4407. pos = 0;
  4408. }
  4409. sd->status.memo_point[pos].map = map_id2index(sd->bl.m);
  4410. sd->status.memo_point[pos].x = sd->bl.x;
  4411. sd->status.memo_point[pos].y = sd->bl.y;
  4412. clif_skill_memomessage(sd, 0);
  4413. return 1;
  4414. }
  4415. //
  4416. // Skills
  4417. //
  4418. /*==========================================
  4419. * Return player sd skill_lv learned for given skill
  4420. *------------------------------------------*/
  4421. int pc_checkskill(struct map_session_data *sd,uint16 skill_id)
  4422. {
  4423. if(sd == NULL) return 0;
  4424. if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) {
  4425. struct guild *g;
  4426. if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
  4427. return guild_checkskill(g,skill_id);
  4428. return 0;
  4429. } else if(skill_id >= ARRAYLENGTH(sd->status.skill) ) {
  4430. ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
  4431. return 0;
  4432. }
  4433. if(sd->status.skill[skill_id].id == skill_id)
  4434. return (sd->status.skill[skill_id].lv);
  4435. return 0;
  4436. }
  4437. /*==========================================
  4438. * Chk if we still have the correct weapon to continue the skill (actually status)
  4439. * If not ending it
  4440. * Return
  4441. * 0 - No status found or all done
  4442. *------------------------------------------*/
  4443. int pc_checkallowskill(struct map_session_data *sd)
  4444. {
  4445. const enum sc_type scw_list[] = {
  4446. SC_TWOHANDQUICKEN,
  4447. SC_ONEHAND,
  4448. SC_AURABLADE,
  4449. SC_PARRYING,
  4450. SC_SPEARQUICKEN,
  4451. SC_ADRENALINE,
  4452. SC_ADRENALINE2,
  4453. SC_DANCING,
  4454. SC_GATLINGFEVER,
  4455. SC_FEARBREEZE
  4456. };
  4457. const enum sc_type scs_list[] = {
  4458. SC_AUTOGUARD,
  4459. SC_DEFENDER,
  4460. SC_REFLECTSHIELD,
  4461. SC_REFLECTDAMAGE
  4462. };
  4463. int i;
  4464. nullpo_ret(sd);
  4465. if(!sd->sc.count)
  4466. return 0;
  4467. for (i = 0; i < ARRAYLENGTH(scw_list); i++)
  4468. { // Skills requiring specific weapon types
  4469. if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix )
  4470. continue;
  4471. if(sd->sc.data[scw_list[i]] &&
  4472. !pc_check_weapontype(sd,skill_get_weapontype(status_sc2skill(scw_list[i]))))
  4473. status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
  4474. }
  4475. if(sd->sc.data[SC_SPURT] && sd->status.weapon)
  4476. // Spurt requires bare hands (feet, in fact xD)
  4477. status_change_end(&sd->bl, SC_SPURT, INVALID_TIMER);
  4478. if(sd->status.shield <= 0) { // Skills requiring a shield
  4479. for (i = 0; i < ARRAYLENGTH(scs_list); i++)
  4480. if(sd->sc.data[scs_list[i]])
  4481. status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
  4482. }
  4483. return 0;
  4484. }
  4485. /*==========================================
  4486. * Return equiped itemid? on player sd at pos
  4487. * Return
  4488. * -1 : mean nothing equiped
  4489. * idx : (this index could be used in inventory to found item_data)
  4490. *------------------------------------------*/
  4491. int pc_checkequip(struct map_session_data *sd,int pos)
  4492. {
  4493. int i;
  4494. nullpo_retr(-1, sd);
  4495. for(i=0;i<EQI_MAX;i++){
  4496. if(pos & equip_pos[i])
  4497. return sd->equip_index[i];
  4498. }
  4499. return -1;
  4500. }
  4501. /*==========================================
  4502. * Convert's from the client's lame Job ID system
  4503. * to the map server's 'makes sense' system. [Skotlex]
  4504. *------------------------------------------*/
  4505. int pc_jobid2mapid(unsigned short b_class)
  4506. {
  4507. switch(b_class)
  4508. {
  4509. //Novice And 1-1 Jobs
  4510. case JOB_NOVICE: return MAPID_NOVICE;
  4511. case JOB_SWORDMAN: return MAPID_SWORDMAN;
  4512. case JOB_MAGE: return MAPID_MAGE;
  4513. case JOB_ARCHER: return MAPID_ARCHER;
  4514. case JOB_ACOLYTE: return MAPID_ACOLYTE;
  4515. case JOB_MERCHANT: return MAPID_MERCHANT;
  4516. case JOB_THIEF: return MAPID_THIEF;
  4517. case JOB_TAEKWON: return MAPID_TAEKWON;
  4518. case JOB_WEDDING: return MAPID_WEDDING;
  4519. case JOB_GUNSLINGER: return MAPID_GUNSLINGER;
  4520. case JOB_NINJA: return MAPID_NINJA;
  4521. case JOB_XMAS: return MAPID_XMAS;
  4522. case JOB_SUMMER: return MAPID_SUMMER;
  4523. case JOB_HANBOK: return MAPID_HANBOK;
  4524. case JOB_GANGSI: return MAPID_GANGSI;
  4525. //2-1 Jobs
  4526. case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE;
  4527. case JOB_KNIGHT: return MAPID_KNIGHT;
  4528. case JOB_WIZARD: return MAPID_WIZARD;
  4529. case JOB_HUNTER: return MAPID_HUNTER;
  4530. case JOB_PRIEST: return MAPID_PRIEST;
  4531. case JOB_BLACKSMITH: return MAPID_BLACKSMITH;
  4532. case JOB_ASSASSIN: return MAPID_ASSASSIN;
  4533. case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR;
  4534. case JOB_KAGEROU:
  4535. case JOB_OBORO: return MAPID_KAGEROUOBORO;
  4536. case JOB_DEATH_KNIGHT: return MAPID_DEATH_KNIGHT;
  4537. //2-2 Jobs
  4538. case JOB_CRUSADER: return MAPID_CRUSADER;
  4539. case JOB_SAGE: return MAPID_SAGE;
  4540. case JOB_BARD:
  4541. case JOB_DANCER: return MAPID_BARDDANCER;
  4542. case JOB_MONK: return MAPID_MONK;
  4543. case JOB_ALCHEMIST: return MAPID_ALCHEMIST;
  4544. case JOB_ROGUE: return MAPID_ROGUE;
  4545. case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER;
  4546. case JOB_DARK_COLLECTOR: return MAPID_DARK_COLLECTOR;
  4547. //Trans Novice And Trans 1-1 Jobs
  4548. case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH;
  4549. case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH;
  4550. case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH;
  4551. case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH;
  4552. case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH;
  4553. case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH;
  4554. case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH;
  4555. //Trans 2-1 Jobs
  4556. case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT;
  4557. case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD;
  4558. case JOB_SNIPER: return MAPID_SNIPER;
  4559. case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST;
  4560. case JOB_WHITESMITH: return MAPID_WHITESMITH;
  4561. case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS;
  4562. //Trans 2-2 Jobs
  4563. case JOB_PALADIN: return MAPID_PALADIN;
  4564. case JOB_PROFESSOR: return MAPID_PROFESSOR;
  4565. case JOB_CLOWN:
  4566. case JOB_GYPSY: return MAPID_CLOWNGYPSY;
  4567. case JOB_CHAMPION: return MAPID_CHAMPION;
  4568. case JOB_CREATOR: return MAPID_CREATOR;
  4569. case JOB_STALKER: return MAPID_STALKER;
  4570. //Baby Novice And Baby 1-1 Jobs
  4571. case JOB_BABY: return MAPID_BABY;
  4572. case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN;
  4573. case JOB_BABY_MAGE: return MAPID_BABY_MAGE;
  4574. case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER;
  4575. case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE;
  4576. case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT;
  4577. case JOB_BABY_THIEF: return MAPID_BABY_THIEF;
  4578. //Baby 2-1 Jobs
  4579. case JOB_SUPER_BABY: return MAPID_SUPER_BABY;
  4580. case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT;
  4581. case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD;
  4582. case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER;
  4583. case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST;
  4584. case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH;
  4585. case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN;
  4586. //Baby 2-2 Jobs
  4587. case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER;
  4588. case JOB_BABY_SAGE: return MAPID_BABY_SAGE;
  4589. case JOB_BABY_BARD:
  4590. case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER;
  4591. case JOB_BABY_MONK: return MAPID_BABY_MONK;
  4592. case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST;
  4593. case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE;
  4594. //3-1 Jobs
  4595. case JOB_SUPER_NOVICE_E: return MAPID_SUPER_NOVICE_E;
  4596. case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT;
  4597. case JOB_WARLOCK: return MAPID_WARLOCK;
  4598. case JOB_RANGER: return MAPID_RANGER;
  4599. case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP;
  4600. case JOB_MECHANIC: return MAPID_MECHANIC;
  4601. case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS;
  4602. //3-2 Jobs
  4603. case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD;
  4604. case JOB_SORCERER: return MAPID_SORCERER;
  4605. case JOB_MINSTREL:
  4606. case JOB_WANDERER: return MAPID_MINSTRELWANDERER;
  4607. case JOB_SURA: return MAPID_SURA;
  4608. case JOB_GENETIC: return MAPID_GENETIC;
  4609. case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER;
  4610. //Trans 3-1 Jobs
  4611. case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T;
  4612. case JOB_WARLOCK_T: return MAPID_WARLOCK_T;
  4613. case JOB_RANGER_T: return MAPID_RANGER_T;
  4614. case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T;
  4615. case JOB_MECHANIC_T: return MAPID_MECHANIC_T;
  4616. case JOB_GUILLOTINE_CROSS_T: return MAPID_GUILLOTINE_CROSS_T;
  4617. //Trans 3-2 Jobs
  4618. case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T;
  4619. case JOB_SORCERER_T: return MAPID_SORCERER_T;
  4620. case JOB_MINSTREL_T:
  4621. case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T;
  4622. case JOB_SURA_T: return MAPID_SURA_T;
  4623. case JOB_GENETIC_T: return MAPID_GENETIC_T;
  4624. case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T;
  4625. //Baby 3-1 Jobs
  4626. case JOB_SUPER_BABY_E: return MAPID_SUPER_BABY_E;
  4627. case JOB_BABY_RUNE: return MAPID_BABY_RUNE;
  4628. case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK;
  4629. case JOB_BABY_RANGER: return MAPID_BABY_RANGER;
  4630. case JOB_BABY_BISHOP: return MAPID_BABY_BISHOP;
  4631. case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC;
  4632. case JOB_BABY_CROSS: return MAPID_BABY_CROSS;
  4633. //Baby 3-2 Jobs
  4634. case JOB_BABY_GUARD: return MAPID_BABY_GUARD;
  4635. case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER;
  4636. case JOB_BABY_MINSTREL:
  4637. case JOB_BABY_WANDERER: return MAPID_BABY_MINSTRELWANDERER;
  4638. case JOB_BABY_SURA: return MAPID_BABY_SURA;
  4639. case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC;
  4640. case JOB_BABY_CHASER: return MAPID_BABY_CHASER;
  4641. default:
  4642. return -1;
  4643. }
  4644. }
  4645. //Reverts the map-style class id to the client-style one.
  4646. int pc_mapid2jobid(unsigned short class_, int sex)
  4647. {
  4648. switch(class_)
  4649. {
  4650. //Novice And 1-1 Jobs
  4651. case MAPID_NOVICE: return JOB_NOVICE;
  4652. case MAPID_SWORDMAN: return JOB_SWORDMAN;
  4653. case MAPID_MAGE: return JOB_MAGE;
  4654. case MAPID_ARCHER: return JOB_ARCHER;
  4655. case MAPID_ACOLYTE: return JOB_ACOLYTE;
  4656. case MAPID_MERCHANT: return JOB_MERCHANT;
  4657. case MAPID_THIEF: return JOB_THIEF;
  4658. case MAPID_TAEKWON: return JOB_TAEKWON;
  4659. case MAPID_WEDDING: return JOB_WEDDING;
  4660. case MAPID_GUNSLINGER: return JOB_GUNSLINGER;
  4661. case MAPID_NINJA: return JOB_NINJA;
  4662. case MAPID_XMAS: return JOB_XMAS;
  4663. case MAPID_SUMMER: return JOB_SUMMER;
  4664. case MAPID_HANBOK: return JOB_HANBOK;
  4665. case MAPID_GANGSI: return JOB_GANGSI;
  4666. //2-1 Jobs
  4667. case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE;
  4668. case MAPID_KNIGHT: return JOB_KNIGHT;
  4669. case MAPID_WIZARD: return JOB_WIZARD;
  4670. case MAPID_HUNTER: return JOB_HUNTER;
  4671. case MAPID_PRIEST: return JOB_PRIEST;
  4672. case MAPID_BLACKSMITH: return JOB_BLACKSMITH;
  4673. case MAPID_ASSASSIN: return JOB_ASSASSIN;
  4674. case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR;
  4675. case MAPID_KAGEROUOBORO: return sex?JOB_KAGEROU:JOB_OBORO;
  4676. case MAPID_DEATH_KNIGHT: return JOB_DEATH_KNIGHT;
  4677. //2-2 Jobs
  4678. case MAPID_CRUSADER: return JOB_CRUSADER;
  4679. case MAPID_SAGE: return JOB_SAGE;
  4680. case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER;
  4681. case MAPID_MONK: return JOB_MONK;
  4682. case MAPID_ALCHEMIST: return JOB_ALCHEMIST;
  4683. case MAPID_ROGUE: return JOB_ROGUE;
  4684. case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER;
  4685. case MAPID_DARK_COLLECTOR: return JOB_DARK_COLLECTOR;
  4686. //Trans Novice And Trans 2-1 Jobs
  4687. case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH;
  4688. case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH;
  4689. case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH;
  4690. case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH;
  4691. case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH;
  4692. case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH;
  4693. case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH;
  4694. //Trans 2-1 Jobs
  4695. case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT;
  4696. case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD;
  4697. case MAPID_SNIPER: return JOB_SNIPER;
  4698. case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST;
  4699. case MAPID_WHITESMITH: return JOB_WHITESMITH;
  4700. case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS;
  4701. //Trans 2-2 Jobs
  4702. case MAPID_PALADIN: return JOB_PALADIN;
  4703. case MAPID_PROFESSOR: return JOB_PROFESSOR;
  4704. case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY;
  4705. case MAPID_CHAMPION: return JOB_CHAMPION;
  4706. case MAPID_CREATOR: return JOB_CREATOR;
  4707. case MAPID_STALKER: return JOB_STALKER;
  4708. //Baby Novice And Baby 1-1 Jobs
  4709. case MAPID_BABY: return JOB_BABY;
  4710. case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN;
  4711. case MAPID_BABY_MAGE: return JOB_BABY_MAGE;
  4712. case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER;
  4713. case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE;
  4714. case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT;
  4715. case MAPID_BABY_THIEF: return JOB_BABY_THIEF;
  4716. //Baby 2-1 Jobs
  4717. case MAPID_SUPER_BABY: return JOB_SUPER_BABY;
  4718. case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT;
  4719. case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD;
  4720. case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER;
  4721. case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST;
  4722. case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH;
  4723. case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN;
  4724. //Baby 2-2 Jobs
  4725. case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER;
  4726. case MAPID_BABY_SAGE: return JOB_BABY_SAGE;
  4727. case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  4728. case MAPID_BABY_MONK: return JOB_BABY_MONK;
  4729. case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST;
  4730. case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE;
  4731. //3-1 Jobs
  4732. case MAPID_SUPER_NOVICE_E: return JOB_SUPER_NOVICE_E;
  4733. case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT;
  4734. case MAPID_WARLOCK: return JOB_WARLOCK;
  4735. case MAPID_RANGER: return JOB_RANGER;
  4736. case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP;
  4737. case MAPID_MECHANIC: return JOB_MECHANIC;
  4738. case MAPID_GUILLOTINE_CROSS: return JOB_GUILLOTINE_CROSS;
  4739. //3-2 Jobs
  4740. case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD;
  4741. case MAPID_SORCERER: return JOB_SORCERER;
  4742. case MAPID_MINSTRELWANDERER: return sex?JOB_MINSTREL:JOB_WANDERER;
  4743. case MAPID_SURA: return JOB_SURA;
  4744. case MAPID_GENETIC: return JOB_GENETIC;
  4745. case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER;
  4746. //Trans 3-1 Jobs
  4747. case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T;
  4748. case MAPID_WARLOCK_T: return JOB_WARLOCK_T;
  4749. case MAPID_RANGER_T: return JOB_RANGER_T;
  4750. case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T;
  4751. case MAPID_MECHANIC_T: return JOB_MECHANIC_T;
  4752. case MAPID_GUILLOTINE_CROSS_T: return JOB_GUILLOTINE_CROSS_T;
  4753. //Trans 3-2 Jobs
  4754. case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T;
  4755. case MAPID_SORCERER_T: return JOB_SORCERER_T;
  4756. case MAPID_MINSTRELWANDERER_T: return sex?JOB_MINSTREL_T:JOB_WANDERER_T;
  4757. case MAPID_SURA_T: return JOB_SURA_T;
  4758. case MAPID_GENETIC_T: return JOB_GENETIC_T;
  4759. case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T;
  4760. //Baby 3-1 Jobs
  4761. case MAPID_SUPER_BABY_E: return JOB_SUPER_BABY_E;
  4762. case MAPID_BABY_RUNE: return JOB_BABY_RUNE;
  4763. case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK;
  4764. case MAPID_BABY_RANGER: return JOB_BABY_RANGER;
  4765. case MAPID_BABY_BISHOP: return JOB_BABY_BISHOP;
  4766. case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC;
  4767. case MAPID_BABY_CROSS: return JOB_BABY_CROSS;
  4768. //Baby 3-2 Jobs
  4769. case MAPID_BABY_GUARD: return JOB_BABY_GUARD;
  4770. case MAPID_BABY_SORCERER: return JOB_BABY_SORCERER;
  4771. case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER;
  4772. case MAPID_BABY_SURA: return JOB_BABY_SURA;
  4773. case MAPID_BABY_GENETIC: return JOB_BABY_GENETIC;
  4774. case MAPID_BABY_CHASER: return JOB_BABY_CHASER;
  4775. default:
  4776. return -1;
  4777. }
  4778. }
  4779. /*====================================================
  4780. * This function return the name of the job (by [Yor])
  4781. *----------------------------------------------------*/
  4782. const char* job_name(int class_)
  4783. {
  4784. switch (class_) {
  4785. case JOB_NOVICE:
  4786. case JOB_SWORDMAN:
  4787. case JOB_MAGE:
  4788. case JOB_ARCHER:
  4789. case JOB_ACOLYTE:
  4790. case JOB_MERCHANT:
  4791. case JOB_THIEF:
  4792. return msg_txt(NULL,550 - JOB_NOVICE+class_);
  4793. case JOB_KNIGHT:
  4794. case JOB_PRIEST:
  4795. case JOB_WIZARD:
  4796. case JOB_BLACKSMITH:
  4797. case JOB_HUNTER:
  4798. case JOB_ASSASSIN:
  4799. return msg_txt(NULL,557 - JOB_KNIGHT+class_);
  4800. case JOB_KNIGHT2:
  4801. return msg_txt(NULL,557);
  4802. case JOB_CRUSADER:
  4803. case JOB_MONK:
  4804. case JOB_SAGE:
  4805. case JOB_ROGUE:
  4806. case JOB_ALCHEMIST:
  4807. case JOB_BARD:
  4808. case JOB_DANCER:
  4809. return msg_txt(NULL,563 - JOB_CRUSADER+class_);
  4810. case JOB_CRUSADER2:
  4811. return msg_txt(NULL,563);
  4812. case JOB_WEDDING:
  4813. case JOB_SUPER_NOVICE:
  4814. case JOB_GUNSLINGER:
  4815. case JOB_NINJA:
  4816. case JOB_XMAS:
  4817. return msg_txt(NULL,570 - JOB_WEDDING+class_);
  4818. case JOB_SUMMER:
  4819. return msg_txt(NULL,621);
  4820. case JOB_HANBOK:
  4821. return msg_txt(NULL,694);
  4822. case JOB_NOVICE_HIGH:
  4823. case JOB_SWORDMAN_HIGH:
  4824. case JOB_MAGE_HIGH:
  4825. case JOB_ARCHER_HIGH:
  4826. case JOB_ACOLYTE_HIGH:
  4827. case JOB_MERCHANT_HIGH:
  4828. case JOB_THIEF_HIGH:
  4829. return msg_txt(NULL,575 - JOB_NOVICE_HIGH+class_);
  4830. case JOB_LORD_KNIGHT:
  4831. case JOB_HIGH_PRIEST:
  4832. case JOB_HIGH_WIZARD:
  4833. case JOB_WHITESMITH:
  4834. case JOB_SNIPER:
  4835. case JOB_ASSASSIN_CROSS:
  4836. return msg_txt(NULL,582 - JOB_LORD_KNIGHT+class_);
  4837. case JOB_LORD_KNIGHT2:
  4838. return msg_txt(NULL,582);
  4839. case JOB_PALADIN:
  4840. case JOB_CHAMPION:
  4841. case JOB_PROFESSOR:
  4842. case JOB_STALKER:
  4843. case JOB_CREATOR:
  4844. case JOB_CLOWN:
  4845. case JOB_GYPSY:
  4846. return msg_txt(NULL,588 - JOB_PALADIN + class_);
  4847. case JOB_PALADIN2:
  4848. return msg_txt(NULL,588);
  4849. case JOB_BABY:
  4850. case JOB_BABY_SWORDMAN:
  4851. case JOB_BABY_MAGE:
  4852. case JOB_BABY_ARCHER:
  4853. case JOB_BABY_ACOLYTE:
  4854. case JOB_BABY_MERCHANT:
  4855. case JOB_BABY_THIEF:
  4856. return msg_txt(NULL,595 - JOB_BABY + class_);
  4857. case JOB_BABY_KNIGHT:
  4858. case JOB_BABY_PRIEST:
  4859. case JOB_BABY_WIZARD:
  4860. case JOB_BABY_BLACKSMITH:
  4861. case JOB_BABY_HUNTER:
  4862. case JOB_BABY_ASSASSIN:
  4863. return msg_txt(NULL,602 - JOB_BABY_KNIGHT + class_);
  4864. case JOB_BABY_KNIGHT2:
  4865. return msg_txt(NULL,602);
  4866. case JOB_BABY_CRUSADER:
  4867. case JOB_BABY_MONK:
  4868. case JOB_BABY_SAGE:
  4869. case JOB_BABY_ROGUE:
  4870. case JOB_BABY_ALCHEMIST:
  4871. case JOB_BABY_BARD:
  4872. case JOB_BABY_DANCER:
  4873. return msg_txt(NULL,608 - JOB_BABY_CRUSADER + class_);
  4874. case JOB_BABY_CRUSADER2:
  4875. return msg_txt(NULL,608);
  4876. case JOB_SUPER_BABY:
  4877. return msg_txt(NULL,615);
  4878. case JOB_TAEKWON:
  4879. return msg_txt(NULL,616);
  4880. case JOB_STAR_GLADIATOR:
  4881. case JOB_STAR_GLADIATOR2:
  4882. return msg_txt(NULL,617);
  4883. case JOB_SOUL_LINKER:
  4884. return msg_txt(NULL,618);
  4885. case JOB_GANGSI:
  4886. case JOB_DEATH_KNIGHT:
  4887. case JOB_DARK_COLLECTOR:
  4888. return msg_txt(NULL,622 - JOB_GANGSI+class_);
  4889. case JOB_RUNE_KNIGHT:
  4890. case JOB_WARLOCK:
  4891. case JOB_RANGER:
  4892. case JOB_ARCH_BISHOP:
  4893. case JOB_MECHANIC:
  4894. case JOB_GUILLOTINE_CROSS:
  4895. return msg_txt(NULL,625 - JOB_RUNE_KNIGHT+class_);
  4896. case JOB_RUNE_KNIGHT_T:
  4897. case JOB_WARLOCK_T:
  4898. case JOB_RANGER_T:
  4899. case JOB_ARCH_BISHOP_T:
  4900. case JOB_MECHANIC_T:
  4901. case JOB_GUILLOTINE_CROSS_T:
  4902. return msg_txt(NULL,681 - JOB_RUNE_KNIGHT_T+class_);
  4903. case JOB_ROYAL_GUARD:
  4904. case JOB_SORCERER:
  4905. case JOB_MINSTREL:
  4906. case JOB_WANDERER:
  4907. case JOB_SURA:
  4908. case JOB_GENETIC:
  4909. case JOB_SHADOW_CHASER:
  4910. return msg_txt(NULL,631 - JOB_ROYAL_GUARD+class_);
  4911. case JOB_ROYAL_GUARD_T:
  4912. case JOB_SORCERER_T:
  4913. case JOB_MINSTREL_T:
  4914. case JOB_WANDERER_T:
  4915. case JOB_SURA_T:
  4916. case JOB_GENETIC_T:
  4917. case JOB_SHADOW_CHASER_T:
  4918. return msg_txt(NULL,687 - JOB_ROYAL_GUARD_T+class_);
  4919. case JOB_RUNE_KNIGHT2:
  4920. case JOB_RUNE_KNIGHT_T2:
  4921. return msg_txt(NULL,625);
  4922. case JOB_ROYAL_GUARD2:
  4923. case JOB_ROYAL_GUARD_T2:
  4924. return msg_txt(NULL,631);
  4925. case JOB_RANGER2:
  4926. case JOB_RANGER_T2:
  4927. return msg_txt(NULL,627);
  4928. case JOB_MECHANIC2:
  4929. case JOB_MECHANIC_T2:
  4930. return msg_txt(NULL,629);
  4931. case JOB_BABY_RUNE:
  4932. case JOB_BABY_WARLOCK:
  4933. case JOB_BABY_RANGER:
  4934. case JOB_BABY_BISHOP:
  4935. case JOB_BABY_MECHANIC:
  4936. case JOB_BABY_CROSS:
  4937. case JOB_BABY_GUARD:
  4938. case JOB_BABY_SORCERER:
  4939. case JOB_BABY_MINSTREL:
  4940. case JOB_BABY_WANDERER:
  4941. case JOB_BABY_SURA:
  4942. case JOB_BABY_GENETIC:
  4943. case JOB_BABY_CHASER:
  4944. return msg_txt(NULL,638 - JOB_BABY_RUNE+class_);
  4945. case JOB_BABY_RUNE2:
  4946. return msg_txt(NULL,638);
  4947. case JOB_BABY_GUARD2:
  4948. return msg_txt(NULL,644);
  4949. case JOB_BABY_RANGER2:
  4950. return msg_txt(NULL,640);
  4951. case JOB_BABY_MECHANIC2:
  4952. return msg_txt(NULL,642);
  4953. case JOB_SUPER_NOVICE_E:
  4954. case JOB_SUPER_BABY_E:
  4955. return msg_txt(NULL,651 - JOB_SUPER_NOVICE_E+class_);
  4956. case JOB_KAGEROU:
  4957. case JOB_OBORO:
  4958. return msg_txt(NULL,653 - JOB_KAGEROU+class_);
  4959. default:
  4960. return msg_txt(NULL,655);
  4961. }
  4962. }
  4963. /*====================================================
  4964. * Timered function to make id follow a target.
  4965. * @id = bl.id (player only atm)
  4966. * target is define in sd->followtarget (bl.id)
  4967. * used by pc_follow
  4968. *----------------------------------------------------*/
  4969. int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
  4970. {
  4971. struct map_session_data *sd;
  4972. struct block_list *tbl;
  4973. sd = map_id2sd(id);
  4974. nullpo_ret(sd);
  4975. if (sd->followtimer != tid){
  4976. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  4977. sd->followtimer = INVALID_TIMER;
  4978. return 0;
  4979. }
  4980. sd->followtimer = INVALID_TIMER;
  4981. tbl = map_id2bl(sd->followtarget);
  4982. if (tbl == NULL || pc_isdead(sd) || status_isdead(tbl))
  4983. {
  4984. pc_stop_following(sd);
  4985. return 0;
  4986. }
  4987. // either player or target is currently detached from map blocks (could be teleporting),
  4988. // but still connected to this map, so we'll just increment the timer and check back later
  4989. if (sd->bl.prev != NULL && tbl->prev != NULL &&
  4990. sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER)
  4991. {
  4992. if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
  4993. if (!check_distance_bl(&sd->bl, tbl, 5))
  4994. unit_walktobl(&sd->bl, tbl, 5, 0);
  4995. } else
  4996. pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT);
  4997. }
  4998. sd->followtimer = add_timer(
  4999. tick + 1000, // increase time a bit to loosen up map's load
  5000. pc_follow_timer, sd->bl.id, 0);
  5001. return 0;
  5002. }
  5003. int pc_stop_following (struct map_session_data *sd)
  5004. {
  5005. nullpo_ret(sd);
  5006. if (sd->followtimer != INVALID_TIMER) {
  5007. delete_timer(sd->followtimer,pc_follow_timer);
  5008. sd->followtimer = INVALID_TIMER;
  5009. }
  5010. sd->followtarget = -1;
  5011. sd->ud.target_to = 0;
  5012. unit_stop_walking(&sd->bl, 1);
  5013. return 0;
  5014. }
  5015. int pc_follow(struct map_session_data *sd,int target_id)
  5016. {
  5017. struct block_list *bl = map_id2bl(target_id);
  5018. if (bl == NULL /*|| bl->type != BL_PC*/)
  5019. return 1;
  5020. if (sd->followtimer != INVALID_TIMER)
  5021. pc_stop_following(sd);
  5022. sd->followtarget = target_id;
  5023. pc_follow_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
  5024. return 0;
  5025. }
  5026. int pc_checkbaselevelup(struct map_session_data *sd) {
  5027. unsigned int next = pc_nextbaseexp(sd);
  5028. if (!next || sd->status.base_exp < next)
  5029. return 0;
  5030. do {
  5031. sd->status.base_exp -= next;
  5032. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  5033. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  5034. sd->status.base_exp = next-1;
  5035. next = pc_gets_status_point(sd->status.base_level);
  5036. sd->status.base_level ++;
  5037. sd->status.status_point += next;
  5038. } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
  5039. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  5040. status_calc_pet(sd->pd,0);
  5041. clif_updatestatus(sd,SP_STATUSPOINT);
  5042. clif_updatestatus(sd,SP_BASELEVEL);
  5043. clif_updatestatus(sd,SP_BASEEXP);
  5044. clif_updatestatus(sd,SP_NEXTBASEEXP);
  5045. status_calc_pc(sd,0);
  5046. status_percent_heal(&sd->bl,100,100);
  5047. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  5048. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
  5049. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
  5050. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
  5051. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
  5052. sc_start(&sd->bl,&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
  5053. if (sd->state.snovice_dead_flag)
  5054. sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
  5055. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
  5056. sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000);
  5057. sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000);
  5058. }
  5059. clif_misceffect(&sd->bl,0);
  5060. npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
  5061. if(sd->status.party_id)
  5062. party_send_levelup(sd);
  5063. pc_baselevelchanged(sd);
  5064. return 1;
  5065. }
  5066. void pc_baselevelchanged(struct map_session_data *sd) {
  5067. #ifdef RENEWAL
  5068. int i;
  5069. for( i = 0; i < EQI_MAX; i++ ) {
  5070. if( sd->equip_index[i] >= 0 ) {
  5071. if( sd->inventory_data[ sd->equip_index[i] ]->elvmax && sd->status.base_level > (unsigned int)sd->inventory_data[ sd->equip_index[i] ]->elvmax )
  5072. pc_unequipitem(sd, sd->equip_index[i], 3);
  5073. }
  5074. }
  5075. #endif
  5076. }
  5077. int pc_checkjoblevelup(struct map_session_data *sd)
  5078. {
  5079. unsigned int next = pc_nextjobexp(sd);
  5080. nullpo_ret(sd);
  5081. if(!next || sd->status.job_exp < next)
  5082. return 0;
  5083. do {
  5084. sd->status.job_exp -= next;
  5085. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  5086. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  5087. sd->status.job_exp = next-1;
  5088. sd->status.job_level ++;
  5089. sd->status.skill_point ++;
  5090. } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
  5091. clif_updatestatus(sd,SP_JOBLEVEL);
  5092. clif_updatestatus(sd,SP_JOBEXP);
  5093. clif_updatestatus(sd,SP_NEXTJOBEXP);
  5094. clif_updatestatus(sd,SP_SKILLPOINT);
  5095. status_calc_pc(sd,0);
  5096. clif_misceffect(&sd->bl,1);
  5097. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  5098. clif_status_change(&sd->bl,SI_DEVIL, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
  5099. npc_script_event(sd, NPCE_JOBLVUP);
  5100. return 1;
  5101. }
  5102. /*==========================================
  5103. * Alters experienced based on self bonuses that do not get even shared to the party.
  5104. *------------------------------------------*/
  5105. static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
  5106. {
  5107. int bonus = 0;
  5108. struct status_data *status = status_get_status_data(src);
  5109. if (sd->expaddrace[status->race])
  5110. bonus += sd->expaddrace[status->race];
  5111. bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  5112. if (battle_config.pk_mode &&
  5113. (int)(status_get_lv(src) - sd->status.base_level) >= 20)
  5114. bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
  5115. if (sd->sc.data[SC_EXPBOOST])
  5116. bonus += sd->sc.data[SC_EXPBOOST]->val1;
  5117. *base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX);
  5118. if (sd->sc.data[SC_JEXPBOOST])
  5119. bonus += sd->sc.data[SC_JEXPBOOST]->val1;
  5120. *job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX);
  5121. return;
  5122. }
  5123. /*==========================================
  5124. * Give x exp at sd player and calculate remaining exp for next lvl
  5125. *------------------------------------------*/
  5126. int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest)
  5127. {
  5128. float nextbp=0, nextjp=0;
  5129. unsigned int nextb=0, nextj=0;
  5130. nullpo_ret(sd);
  5131. if(sd->bl.prev == NULL || pc_isdead(sd))
  5132. return 0;
  5133. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  5134. return 0; // no exp on pvp maps
  5135. if(sd->status.guild_id>0)
  5136. base_exp-=guild_payexp(sd,base_exp);
  5137. if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
  5138. nextb = pc_nextbaseexp(sd);
  5139. nextj = pc_nextjobexp(sd);
  5140. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  5141. if (nextb > 0)
  5142. nextbp = (float) base_exp / (float) nextb;
  5143. if (nextj > 0)
  5144. nextjp = (float) job_exp / (float) nextj;
  5145. if(battle_config.max_exp_gain_rate) {
  5146. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  5147. //Note that this value should never be greater than the original
  5148. //base_exp, therefore no overflow checks are needed. [Skotlex]
  5149. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  5150. if (sd->state.showexp)
  5151. nextbp = (float) base_exp / (float) nextb;
  5152. }
  5153. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  5154. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  5155. if (sd->state.showexp)
  5156. nextjp = (float) job_exp / (float) nextj;
  5157. }
  5158. }
  5159. }
  5160. //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]
  5161. if (base_exp) {
  5162. nextb = nextb?UINT_MAX:pc_thisbaseexp(sd);
  5163. if(sd->status.base_exp > nextb - base_exp)
  5164. sd->status.base_exp = nextb;
  5165. else
  5166. sd->status.base_exp += base_exp;
  5167. pc_checkbaselevelup(sd);
  5168. clif_updatestatus(sd,SP_BASEEXP);
  5169. }
  5170. if (job_exp) {
  5171. nextj = nextj?UINT_MAX:pc_thisjobexp(sd);
  5172. if(sd->status.job_exp > nextj - job_exp)
  5173. sd->status.job_exp = nextj;
  5174. else
  5175. sd->status.job_exp += job_exp;
  5176. pc_checkjoblevelup(sd);
  5177. clif_updatestatus(sd,SP_JOBEXP);
  5178. }
  5179. if(base_exp)
  5180. clif_displayexp(sd, base_exp, SP_BASEEXP, quest);
  5181. if(job_exp)
  5182. clif_displayexp(sd, job_exp, SP_JOBEXP, quest);
  5183. if(sd->state.showexp) {
  5184. char output[256];
  5185. sprintf(output,
  5186. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  5187. clif_disp_onlyself(sd,output,strlen(output));
  5188. }
  5189. return 1;
  5190. }
  5191. /*==========================================
  5192. * Returns max level for this character.
  5193. *------------------------------------------*/
  5194. unsigned int pc_maxbaselv(struct map_session_data *sd)
  5195. {
  5196. return max_level[pc_class2idx(sd->status.class_)][0];
  5197. }
  5198. unsigned int pc_maxjoblv(struct map_session_data *sd)
  5199. {
  5200. return max_level[pc_class2idx(sd->status.class_)][1];
  5201. }
  5202. /*==========================================
  5203. * base level exp lookup.
  5204. *------------------------------------------*/
  5205. //Base exp needed for next level.
  5206. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  5207. {
  5208. nullpo_ret(sd);
  5209. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  5210. return 0;
  5211. return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-1];
  5212. }
  5213. //Base exp needed for this level.
  5214. unsigned int pc_thisbaseexp(struct map_session_data *sd)
  5215. {
  5216. if(sd->status.base_level>pc_maxbaselv(sd) || sd->status.base_level<=1)
  5217. return 0;
  5218. return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-2];
  5219. }
  5220. /*==========================================
  5221. * job level exp lookup
  5222. * Return:
  5223. * 0 = not found
  5224. * x = exp for level
  5225. *------------------------------------------*/
  5226. //Job exp needed for next level.
  5227. unsigned int pc_nextjobexp(struct map_session_data *sd)
  5228. {
  5229. nullpo_ret(sd);
  5230. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  5231. return 0;
  5232. return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-1];
  5233. }
  5234. //Job exp needed for this level.
  5235. unsigned int pc_thisjobexp(struct map_session_data *sd)
  5236. {
  5237. if(sd->status.job_level>pc_maxjoblv(sd) || sd->status.job_level<=1)
  5238. return 0;
  5239. return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-2];
  5240. }
  5241. /// Returns the value of the specified stat.
  5242. static int pc_getstat(struct map_session_data* sd, int type)
  5243. {
  5244. nullpo_retr(-1, sd);
  5245. switch( type ) {
  5246. case SP_STR: return sd->status.str;
  5247. case SP_AGI: return sd->status.agi;
  5248. case SP_VIT: return sd->status.vit;
  5249. case SP_INT: return sd->status.int_;
  5250. case SP_DEX: return sd->status.dex;
  5251. case SP_LUK: return sd->status.luk;
  5252. default:
  5253. return -1;
  5254. }
  5255. }
  5256. /// Sets the specified stat to the specified value.
  5257. /// Returns the new value.
  5258. static int pc_setstat(struct map_session_data* sd, int type, int val)
  5259. {
  5260. nullpo_retr(-1, sd);
  5261. switch( type ) {
  5262. case SP_STR: sd->status.str = val; break;
  5263. case SP_AGI: sd->status.agi = val; break;
  5264. case SP_VIT: sd->status.vit = val; break;
  5265. case SP_INT: sd->status.int_ = val; break;
  5266. case SP_DEX: sd->status.dex = val; break;
  5267. case SP_LUK: sd->status.luk = val; break;
  5268. default:
  5269. return -1;
  5270. }
  5271. return val;
  5272. }
  5273. // Calculates the number of status points PC gets when leveling up (from level to level+1)
  5274. int pc_gets_status_point(int level)
  5275. {
  5276. if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt"
  5277. return (statp[level+1] - statp[level]);
  5278. else //Default increase
  5279. return ((level+15) / 5);
  5280. }
  5281. /// Returns the number of stat points needed to change the specified stat by val.
  5282. /// If val is negative, returns the number of stat points that would be needed to
  5283. /// raise the specified stat from (current value - val) to current value.
  5284. int pc_need_status_point(struct map_session_data* sd, int type, int val)
  5285. {
  5286. int low, high, sp = 0;
  5287. if ( val == 0 )
  5288. return 0;
  5289. low = pc_getstat(sd,type);
  5290. if ( low >= pc_maxparameter(sd) && val > 0 )
  5291. return 0; // Official servers show '0' when max is reached
  5292. high = low + val;
  5293. if ( val < 0 )
  5294. swap(low, high);
  5295. for ( ; low < high; low++ )
  5296. #ifdef RENEWAL // renewal status point cost formula
  5297. sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5));
  5298. #else
  5299. sp += ( 1 + (low + 9) / 10 );
  5300. #endif
  5301. return sp;
  5302. }
  5303. /// Raises a stat by 1.
  5304. /// Obeys max_parameter limits.
  5305. /// Subtracts stat points.
  5306. ///
  5307. /// @param type The stat to change (see enum _sp)
  5308. int pc_statusup(struct map_session_data* sd, int type)
  5309. {
  5310. int max, need, val;
  5311. nullpo_ret(sd);
  5312. // check conditions
  5313. need = pc_need_status_point(sd,type,1);
  5314. if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point )
  5315. {
  5316. clif_statusupack(sd,type,0,0);
  5317. return 1;
  5318. }
  5319. // check limits
  5320. max = pc_maxparameter(sd);
  5321. if( pc_getstat(sd,type) >= max )
  5322. {
  5323. clif_statusupack(sd,type,0,0);
  5324. return 1;
  5325. }
  5326. // set new values
  5327. val = pc_setstat(sd, type, pc_getstat(sd,type) + 1);
  5328. sd->status.status_point -= need;
  5329. status_calc_pc(sd,0);
  5330. // update increase cost indicator
  5331. if( need != pc_need_status_point(sd,type,1) )
  5332. clif_updatestatus(sd, SP_USTR + type-SP_STR);
  5333. // update statpoint count
  5334. clif_updatestatus(sd,SP_STATUSPOINT);
  5335. // update stat value
  5336. clif_statusupack(sd,type,1,val); // required
  5337. if( val > 255 )
  5338. clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
  5339. return 0;
  5340. }
  5341. /// Raises a stat by the specified amount.
  5342. /// Obeys max_parameter limits.
  5343. /// Does not subtract stat points.
  5344. ///
  5345. /// @param type The stat to change (see enum _sp)
  5346. /// @param val The stat increase amount.
  5347. int pc_statusup2(struct map_session_data* sd, int type, int val)
  5348. {
  5349. int max, need;
  5350. nullpo_ret(sd);
  5351. if( type < SP_STR || type > SP_LUK )
  5352. {
  5353. clif_statusupack(sd,type,0,0);
  5354. return 1;
  5355. }
  5356. need = pc_need_status_point(sd,type,1);
  5357. // set new value
  5358. max = pc_maxparameter(sd);
  5359. val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max));
  5360. status_calc_pc(sd,0);
  5361. // update increase cost indicator
  5362. if( need != pc_need_status_point(sd,type,1) )
  5363. clif_updatestatus(sd, SP_USTR + type-SP_STR);
  5364. // update stat value
  5365. clif_statusupack(sd,type,1,val); // required
  5366. if( val > 255 )
  5367. clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
  5368. return 0;
  5369. }
  5370. /*==========================================
  5371. * Update skill_lv for player sd
  5372. * Skill point allocation
  5373. *------------------------------------------*/
  5374. int pc_skillup(struct map_session_data *sd,uint16 skill_id)
  5375. {
  5376. nullpo_ret(sd);
  5377. if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL )
  5378. {
  5379. guild_skillup(sd, skill_id);
  5380. return 0;
  5381. }
  5382. if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
  5383. {
  5384. merc_hom_skillup(sd->hd, skill_id);
  5385. return 0;
  5386. }
  5387. if(skill_id >= MAX_SKILL )
  5388. return 0;
  5389. if( sd->status.skill_point > 0 &&
  5390. sd->status.skill[skill_id].id &&
  5391. sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
  5392. sd->status.skill[skill_id].lv < skill_tree_get_max(skill_id, sd->status.class_) )
  5393. {
  5394. int lv,range, upgradable;
  5395. sd->status.skill[skill_id].lv++;
  5396. sd->status.skill_point--;
  5397. if( !skill_get_inf(skill_id) )
  5398. status_calc_pc(sd,0); // Only recalculate for passive skills.
  5399. 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) )
  5400. pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
  5401. else
  5402. pc_check_skilltree(sd, skill_id); // Check if a new skill can Lvlup
  5403. lv = sd->status.skill[skill_id].lv;
  5404. range = skill_get_range2(&sd->bl, skill_id, lv);
  5405. upgradable = (lv < skill_tree_get_max(sd->status.skill[skill_id].id, sd->status.class_)) ? 1 : 0;
  5406. clif_skillup(sd,skill_id,lv,range,upgradable);
  5407. clif_updatestatus(sd,SP_SKILLPOINT);
  5408. if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
  5409. clif_updatestatus(sd,SP_CARTINFO);
  5410. if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
  5411. clif_skillinfoblock(sd);
  5412. }
  5413. return 0;
  5414. }
  5415. /*==========================================
  5416. * /allskill
  5417. *------------------------------------------*/
  5418. int pc_allskillup(struct map_session_data *sd)
  5419. {
  5420. int i,id;
  5421. nullpo_ret(sd);
  5422. for(i=0;i<MAX_SKILL;i++){
  5423. if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
  5424. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
  5425. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5426. if (sd->status.skill[i].lv == 0)
  5427. sd->status.skill[i].id = 0;
  5428. }
  5429. }
  5430. if (pc_has_permission(sd, PC_PERM_ALL_SKILL))
  5431. { //Get ALL skills except npc/guild ones. [Skotlex]
  5432. //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
  5433. for(i=0;i<MAX_SKILL;i++){
  5434. switch( i ) {
  5435. case SG_DEVIL:
  5436. case MO_TRIPLEATTACK:
  5437. case RG_SNATCHER:
  5438. continue;
  5439. default:
  5440. if( !(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
  5441. if ( ( sd->status.skill[i].lv = skill_get_max(i) ) )//Nonexistant skills should return a max of 0 anyway.
  5442. sd->status.skill[i].id = i;
  5443. }
  5444. }
  5445. } else {
  5446. int inf2;
  5447. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){
  5448. inf2 = skill_get_inf2(id);
  5449. if (
  5450. (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
  5451. (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
  5452. id==SG_DEVIL
  5453. )
  5454. continue; //Cannot be learned normally.
  5455. sd->status.skill[id].id = id;
  5456. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  5457. }
  5458. }
  5459. status_calc_pc(sd,0);
  5460. //Required because if you could level up all skills previously,
  5461. //the update will not be sent as only the lv variable changes.
  5462. clif_skillinfoblock(sd);
  5463. return 0;
  5464. }
  5465. /*==========================================
  5466. * /resetlvl
  5467. *------------------------------------------*/
  5468. int pc_resetlvl(struct map_session_data* sd,int type)
  5469. {
  5470. int i;
  5471. nullpo_ret(sd);
  5472. if (type != 3) //Also reset skills
  5473. pc_resetskill(sd, 0);
  5474. if(type == 1){
  5475. sd->status.skill_point=0;
  5476. sd->status.base_level=1;
  5477. sd->status.job_level=1;
  5478. sd->status.base_exp=0;
  5479. sd->status.job_exp=0;
  5480. if(sd->sc.option !=0)
  5481. sd->sc.option = 0;
  5482. sd->status.str=1;
  5483. sd->status.agi=1;
  5484. sd->status.vit=1;
  5485. sd->status.int_=1;
  5486. sd->status.dex=1;
  5487. sd->status.luk=1;
  5488. if(sd->status.class_ == JOB_NOVICE_HIGH) {
  5489. sd->status.status_point=100; // not 88 [celest]
  5490. // give platinum skills upon changing
  5491. pc_skill(sd,142,1,0);
  5492. pc_skill(sd,143,1,0);
  5493. }
  5494. }
  5495. if(type == 2){
  5496. sd->status.skill_point=0;
  5497. sd->status.base_level=1;
  5498. sd->status.job_level=1;
  5499. sd->status.base_exp=0;
  5500. sd->status.job_exp=0;
  5501. }
  5502. if(type == 3){
  5503. sd->status.base_level=1;
  5504. sd->status.base_exp=0;
  5505. }
  5506. if(type == 4){
  5507. sd->status.job_level=1;
  5508. sd->status.job_exp=0;
  5509. }
  5510. clif_updatestatus(sd,SP_STATUSPOINT);
  5511. clif_updatestatus(sd,SP_STR);
  5512. clif_updatestatus(sd,SP_AGI);
  5513. clif_updatestatus(sd,SP_VIT);
  5514. clif_updatestatus(sd,SP_INT);
  5515. clif_updatestatus(sd,SP_DEX);
  5516. clif_updatestatus(sd,SP_LUK);
  5517. clif_updatestatus(sd,SP_BASELEVEL);
  5518. clif_updatestatus(sd,SP_JOBLEVEL);
  5519. clif_updatestatus(sd,SP_STATUSPOINT);
  5520. clif_updatestatus(sd,SP_BASEEXP);
  5521. clif_updatestatus(sd,SP_JOBEXP);
  5522. clif_updatestatus(sd,SP_NEXTBASEEXP);
  5523. clif_updatestatus(sd,SP_NEXTJOBEXP);
  5524. clif_updatestatus(sd,SP_SKILLPOINT);
  5525. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  5526. clif_updatestatus(sd,SP_UAGI);
  5527. clif_updatestatus(sd,SP_UVIT);
  5528. clif_updatestatus(sd,SP_UINT);
  5529. clif_updatestatus(sd,SP_UDEX);
  5530. clif_updatestatus(sd,SP_ULUK); // End Addition
  5531. for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  5532. if(sd->equip_index[i] >= 0)
  5533. if(!pc_isequip(sd,sd->equip_index[i]))
  5534. pc_unequipitem(sd,sd->equip_index[i],2);
  5535. }
  5536. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
  5537. party_send_levelup(sd);
  5538. status_calc_pc(sd,0);
  5539. clif_skillinfoblock(sd);
  5540. return 0;
  5541. }
  5542. /*==========================================
  5543. * /resetstate
  5544. *------------------------------------------*/
  5545. int pc_resetstate(struct map_session_data* sd)
  5546. {
  5547. nullpo_ret(sd);
  5548. if (battle_config.use_statpoint_table)
  5549. { // New statpoint table used here - Dexity
  5550. if (sd->status.base_level > MAX_LEVEL)
  5551. { //statp[] goes out of bounds, can't reset!
  5552. ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n",
  5553. sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL);
  5554. return 0;
  5555. }
  5556. sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points
  5557. }
  5558. else
  5559. {
  5560. int add=0;
  5561. add += pc_need_status_point(sd, SP_STR, 1-pc_getstat(sd, SP_STR));
  5562. add += pc_need_status_point(sd, SP_AGI, 1-pc_getstat(sd, SP_AGI));
  5563. add += pc_need_status_point(sd, SP_VIT, 1-pc_getstat(sd, SP_VIT));
  5564. add += pc_need_status_point(sd, SP_INT, 1-pc_getstat(sd, SP_INT));
  5565. add += pc_need_status_point(sd, SP_DEX, 1-pc_getstat(sd, SP_DEX));
  5566. add += pc_need_status_point(sd, SP_LUK, 1-pc_getstat(sd, SP_LUK));
  5567. sd->status.status_point+=add;
  5568. }
  5569. pc_setstat(sd, SP_STR, 1);
  5570. pc_setstat(sd, SP_AGI, 1);
  5571. pc_setstat(sd, SP_VIT, 1);
  5572. pc_setstat(sd, SP_INT, 1);
  5573. pc_setstat(sd, SP_DEX, 1);
  5574. pc_setstat(sd, SP_LUK, 1);
  5575. clif_updatestatus(sd,SP_STR);
  5576. clif_updatestatus(sd,SP_AGI);
  5577. clif_updatestatus(sd,SP_VIT);
  5578. clif_updatestatus(sd,SP_INT);
  5579. clif_updatestatus(sd,SP_DEX);
  5580. clif_updatestatus(sd,SP_LUK);
  5581. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  5582. clif_updatestatus(sd,SP_UAGI);
  5583. clif_updatestatus(sd,SP_UVIT);
  5584. clif_updatestatus(sd,SP_UINT);
  5585. clif_updatestatus(sd,SP_UDEX);
  5586. clif_updatestatus(sd,SP_ULUK); // End Addition
  5587. clif_updatestatus(sd,SP_STATUSPOINT);
  5588. if( sd->mission_mobid ) { //bugreport:2200
  5589. sd->mission_mobid = 0;
  5590. sd->mission_count = 0;
  5591. pc_setglobalreg(sd,"TK_MISSION_ID", 0);
  5592. }
  5593. status_calc_pc(sd,0);
  5594. return 1;
  5595. }
  5596. /*==========================================
  5597. * /resetskill
  5598. * if flag&1, perform block resync and status_calc call.
  5599. * if flag&2, just count total amount of skill points used by player, do not really reset.
  5600. * if flag&4, just reset the skills if the player class is a bard/dancer type (for changesex.)
  5601. *------------------------------------------*/
  5602. int pc_resetskill(struct map_session_data* sd, int flag)
  5603. {
  5604. int i, lv, inf2, skill_point=0;
  5605. nullpo_ret(sd);
  5606. if( flag&4 && (sd->class_&MAPID_UPPERMASK) != MAPID_BARDDANCER )
  5607. return 0;
  5608. if( !(flag&2) ) { //Remove stuff lost when resetting skills.
  5609. /**
  5610. * 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)
  5611. **/
  5612. if( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
  5613. return 0;
  5614. if( pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd) )
  5615. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  5616. i = sd->sc.option;
  5617. if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) )
  5618. i &= ~OPTION_RIDING;
  5619. if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) )
  5620. i &= ~OPTION_FALCON;
  5621. if( i&OPTION_DRAGON && pc_checkskill(sd, RK_DRAGONTRAINING) )
  5622. i &= ~OPTION_DRAGON;
  5623. if( i&OPTION_WUG && pc_checkskill(sd, RA_WUGMASTERY) )
  5624. i &= ~OPTION_WUG;
  5625. if( i&OPTION_WUGRIDER && pc_checkskill(sd, RA_WUGRIDER) )
  5626. i &= ~OPTION_WUGRIDER;
  5627. if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC )
  5628. i &= ~OPTION_MADOGEAR;
  5629. if( i&OPTION_MOUNTING )
  5630. i &= ~OPTION_MOUNTING;
  5631. #ifndef NEW_CARTS
  5632. if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) )
  5633. i &= ~OPTION_CART;
  5634. #else
  5635. if( sd->sc.data[SC_PUSH_CART] )
  5636. pc_setcart(sd, 0);
  5637. #endif
  5638. if( i != sd->sc.option )
  5639. pc_setoption(sd, i);
  5640. if( merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) )
  5641. merc_hom_vaporize(sd, HOM_ST_ACTIVE);
  5642. }
  5643. for( i = 1; i < MAX_SKILL; i++ )
  5644. {
  5645. lv = sd->status.skill[i].lv;
  5646. if (lv < 1) continue;
  5647. inf2 = skill_get_inf2(i);
  5648. if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
  5649. continue;
  5650. // Don't reset trick dead if not a novice/baby
  5651. if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
  5652. {
  5653. sd->status.skill[i].lv = 0;
  5654. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5655. continue;
  5656. }
  5657. // do not reset basic skill
  5658. if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
  5659. continue;
  5660. if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED )
  5661. continue;
  5662. if( flag&4 && !skill_ischangesex(i) )
  5663. continue;
  5664. if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn )
  5665. { //Only handle quest skills in a special way when you can't learn them manually
  5666. if( battle_config.quest_skill_reset && !(flag&2) )
  5667. { //Wipe them
  5668. sd->status.skill[i].lv = 0;
  5669. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5670. }
  5671. continue;
  5672. }
  5673. if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT )
  5674. skill_point += lv;
  5675. else
  5676. if( sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0 )
  5677. skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
  5678. if( !(flag&2) )
  5679. {// reset
  5680. sd->status.skill[i].lv = 0;
  5681. sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
  5682. }
  5683. }
  5684. if( flag&2 || !skill_point ) return skill_point;
  5685. sd->status.skill_point += skill_point;
  5686. if( flag&1 )
  5687. {
  5688. clif_updatestatus(sd,SP_SKILLPOINT);
  5689. clif_skillinfoblock(sd);
  5690. status_calc_pc(sd,0);
  5691. }
  5692. return skill_point;
  5693. }
  5694. /*==========================================
  5695. * /resetfeel [Komurka]
  5696. *------------------------------------------*/
  5697. int pc_resetfeel(struct map_session_data* sd)
  5698. {
  5699. int i;
  5700. nullpo_ret(sd);
  5701. for (i=0; i<MAX_PC_FEELHATE; i++)
  5702. {
  5703. sd->feel_map[i].m = -1;
  5704. sd->feel_map[i].index = 0;
  5705. pc_setglobalreg(sd,sg_info[i].feel_var,0);
  5706. }
  5707. return 0;
  5708. }
  5709. int pc_resethate(struct map_session_data* sd)
  5710. {
  5711. int i;
  5712. nullpo_ret(sd);
  5713. for (i=0; i<3; i++)
  5714. {
  5715. sd->hate_mob[i] = -1;
  5716. pc_setglobalreg(sd,sg_info[i].hate_var,0);
  5717. }
  5718. return 0;
  5719. }
  5720. int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id)
  5721. {
  5722. int i, bonus = 0;
  5723. nullpo_ret(sd);
  5724. ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id);
  5725. if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;
  5726. if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION])
  5727. bonus += 10;
  5728. return bonus;
  5729. }
  5730. int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) {
  5731. int i, bonus = sd->bonus.add_heal_rate;
  5732. if( bonus ) {
  5733. switch( skill_id ) {
  5734. case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
  5735. case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
  5736. case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
  5737. case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
  5738. case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break;
  5739. }
  5740. }
  5741. ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id);
  5742. if( i < ARRAYLENGTH(sd->skillheal) )
  5743. bonus += sd->skillheal[i].val;
  5744. return bonus;
  5745. }
  5746. int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) {
  5747. int i, bonus = sd->bonus.add_heal2_rate;
  5748. ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id);
  5749. if( i < ARRAYLENGTH(sd->skillheal2) )
  5750. bonus += sd->skillheal2[i].val;
  5751. return bonus;
  5752. }
  5753. void pc_respawn(struct map_session_data* sd, clr_type clrtype)
  5754. {
  5755. if( !pc_isdead(sd) )
  5756. return; // not applicable
  5757. if( sd->bg_id && bg_member_respawn(sd) )
  5758. return; // member revived by battleground
  5759. pc_setstand(sd);
  5760. pc_setrestartvalue(sd,3);
  5761. if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) )
  5762. clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
  5763. }
  5764. static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data)
  5765. {
  5766. struct map_session_data *sd = map_id2sd(id);
  5767. if( sd != NULL )
  5768. {
  5769. sd->pvp_point=0;
  5770. pc_respawn(sd,CLR_OUTSIGHT);
  5771. }
  5772. return 0;
  5773. }
  5774. /*==========================================
  5775. * Invoked when a player has received damage
  5776. *------------------------------------------*/
  5777. void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
  5778. {
  5779. if (sp) clif_updatestatus(sd,SP_SP);
  5780. if (hp) clif_updatestatus(sd,SP_HP);
  5781. else return;
  5782. if( !src || src == &sd->bl )
  5783. return;
  5784. if( pc_issit(sd) ) {
  5785. pc_setstand(sd);
  5786. skill_sit(sd,0);
  5787. }
  5788. if( sd->progressbar.npc_id )
  5789. clif_progressbar_abort(sd);
  5790. if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
  5791. pet_target_check(sd,src,1);
  5792. if( sd->status.ele_id > 0 )
  5793. elemental_set_target(sd,src);
  5794. sd->canlog_tick = gettick();
  5795. }
  5796. static int pc_close_npc_timer(int tid, unsigned int tick, int id, intptr_t data)
  5797. {
  5798. TBL_PC *sd = map_id2sd(id);
  5799. if(sd) pc_close_npc(sd,data);
  5800. return 0;
  5801. }
  5802. /*
  5803. * Method to properly close npc for player and clear anything related
  5804. * @flag == 1 : produce close button
  5805. * @flag == 2 : directly close it
  5806. */
  5807. void pc_close_npc(struct map_session_data *sd,int flag)
  5808. {
  5809. nullpo_retv(sd);
  5810. if (sd->npc_id || sd->npc_shopid) {
  5811. if (sd->state.using_fake_npc) {
  5812. clif_clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd);
  5813. sd->state.using_fake_npc = 0;
  5814. }
  5815. if (sd->st) {
  5816. if(sd->st->state == RUN){ //wait ending code execution
  5817. add_timer(gettick()+500,pc_close_npc_timer,sd->bl.id,flag);
  5818. return;
  5819. }
  5820. sd->st->state = ((flag==1 && sd->st->mes_active)?CLOSE:END);
  5821. sd->st->mes_active = 0;
  5822. }
  5823. sd->state.menu_or_input = 0;
  5824. sd->npc_menu = 0;
  5825. sd->npc_shopid = 0;
  5826. #ifdef SECURE_NPCTIMEOUT
  5827. sd->npc_idle_timer = INVALID_TIMER;
  5828. #endif
  5829. clif_scriptclose(sd,sd->npc_id);
  5830. if(sd->st && sd->st->state == END ) {// free attached scripts that are waiting
  5831. script_free_state(sd->st);
  5832. sd->st = NULL;
  5833. sd->npc_id = 0;
  5834. }
  5835. }
  5836. }
  5837. /*==========================================
  5838. * Invoked when a player has negative current hp
  5839. *------------------------------------------*/
  5840. int pc_dead(struct map_session_data *sd,struct block_list *src)
  5841. {
  5842. int i=0,j=0,k=0;
  5843. unsigned int tick = gettick();
  5844. for(k = 0; k < 5; k++)
  5845. if (sd->devotion[k]){
  5846. struct map_session_data *devsd = map_id2sd(sd->devotion[k]);
  5847. if (devsd)
  5848. status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER);
  5849. sd->devotion[k] = 0;
  5850. }
  5851. if(sd->shadowform_id) { //if we were target of shadowform
  5852. status_change_end(map_id2bl(sd->shadowform_id), SC__SHADOWFORM, INVALID_TIMER);
  5853. sd->shadowform_id = 0; //should be remove on status end anyway
  5854. }
  5855. if(sd->status.pet_id > 0 && sd->pd) {
  5856. struct pet_data *pd = sd->pd;
  5857. if( !map[sd->bl.m].flag.noexppenalty ) {
  5858. pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die);
  5859. if( pd->pet.intimate < 0 )
  5860. pd->pet.intimate = 0;
  5861. clif_send_petdata(sd,sd->pd,1,pd->pet.intimate);
  5862. }
  5863. if( sd->pd->target_id ) // Unlock all targets...
  5864. pet_unlocktarget(sd->pd);
  5865. }
  5866. if (sd->status.hom_id > 0) {
  5867. if(battle_config.homunculus_auto_vapor && sd->hd && !sd->hd->sc.data[SC_LIGHT_OF_REGENE])
  5868. merc_hom_vaporize(sd, HOM_ST_ACTIVE);
  5869. }
  5870. if( sd->md )
  5871. merc_delete(sd->md, 3); // Your mercenary soldier has ran away.
  5872. if( sd->ed )
  5873. elemental_delete(sd->ed, 0);
  5874. // Leave duel if you die [LuzZza]
  5875. if(battle_config.duel_autoleave_when_die) {
  5876. if(sd->duel_group > 0)
  5877. duel_leave(sd->duel_group, sd);
  5878. if(sd->duel_invite > 0)
  5879. duel_reject(sd->duel_invite, sd);
  5880. }
  5881. pc_close_npc(sd,2); //close npc if we were using one
  5882. /* e.g. not killed thru pc_damage */
  5883. if( pc_issit(sd) ) {
  5884. clif_status_load(&sd->bl,SI_SIT,0);
  5885. }
  5886. pc_setdead(sd);
  5887. pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1);
  5888. pc_setparam(sd, SP_KILLERRID, src?src->id:0);
  5889. if( sd->bg_id ) {
  5890. struct battleground_data *bg;
  5891. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  5892. npc_event(sd, bg->die_event, 0);
  5893. }
  5894. npc_script_event(sd,NPCE_DIE);
  5895. //Reset menu skills/item skills
  5896. if (sd->skillitem)
  5897. sd->skillitem = sd->skillitemlv = 0;
  5898. if (sd->menuskill_id)
  5899. sd->menuskill_id = sd->menuskill_val = 0;
  5900. //Reset ticks.
  5901. sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;
  5902. if ( sd && sd->spiritball )
  5903. pc_delspiritball(sd,sd->spiritball,0);
  5904. for(i = 1; i < 5; i++)
  5905. pc_del_talisman(sd, sd->talisman[i], i);
  5906. if (src)
  5907. switch (src->type) {
  5908. case BL_MOB:
  5909. {
  5910. struct mob_data *md=(struct mob_data *)src;
  5911. if(md->target_id==sd->bl.id)
  5912. mob_unlocktarget(md,tick);
  5913. if(battle_config.mobs_level_up && md->status.hp &&
  5914. (unsigned int)md->level < pc_maxbaselv(sd) &&
  5915. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  5916. ) { // monster level up [Valaris]
  5917. clif_misceffect(&md->bl,0);
  5918. md->level++;
  5919. status_calc_mob(md, 0);
  5920. status_percent_heal(src,10,0);
  5921. if( battle_config.show_mob_info&4 )
  5922. {// update name with new level
  5923. clif_charnameack(0, &md->bl);
  5924. }
  5925. }
  5926. src = battle_get_master(src); // Maybe Player Summon
  5927. }
  5928. break;
  5929. case BL_PET: //Pass on to master...
  5930. case BL_HOM:
  5931. case BL_MER:
  5932. src = battle_get_master(src);
  5933. break;
  5934. }
  5935. if (src && src->type == BL_PC) {
  5936. struct map_session_data *ssd = (struct map_session_data *)src;
  5937. pc_setparam(ssd, SP_KILLEDRID, sd->bl.id);
  5938. npc_script_event(ssd, NPCE_KILLPC);
  5939. if (battle_config.pk_mode&2) {
  5940. ssd->status.manner -= 5;
  5941. if(ssd->status.manner < 0)
  5942. sc_start(&sd->bl,src,SC_NOCHAT,100,0,0);
  5943. #if 0
  5944. // PK/Karma system code (not enabled yet) [celest]
  5945. // originally from Kade Online, so i don't know if any of these is correct ^^;
  5946. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  5947. // karma going down = more 'good' / more honourable.
  5948. // The Karma System way...
  5949. if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  5950. sd->status.karma--;
  5951. ssd->status.karma--;
  5952. }
  5953. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  5954. ssd->status.karma++;
  5955. // or the PK System way...
  5956. if (sd->status.karma > 0) // player killed is dishonourable?
  5957. ssd->status.karma--; // honour points earned
  5958. sd->status.karma++; // honour points lost
  5959. // To-do: Receive exp on certain occasions
  5960. #endif
  5961. }
  5962. }
  5963. if(battle_config.bone_drop==2
  5964. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
  5965. {
  5966. struct item item_tmp;
  5967. memset(&item_tmp,0,sizeof(item_tmp));
  5968. item_tmp.nameid=ITEMID_SKULL_;
  5969. item_tmp.identify=1;
  5970. item_tmp.card[0]=CARD0_CREATE;
  5971. item_tmp.card[1]=0;
  5972. item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
  5973. item_tmp.card[3]=GetWord(sd->status.char_id,1);
  5974. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5975. }
  5976. // activate Steel body if a super novice dies at 99+% exp [celest]
  5977. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) {
  5978. unsigned int next = pc_nextbaseexp(sd);
  5979. if( next == 0 ) next = pc_thisbaseexp(sd);
  5980. if( get_percentage(sd->status.base_exp,next) >= 99 ) {
  5981. sd->state.snovice_dead_flag = 1;
  5982. pc_setstand(sd);
  5983. pc_setrestartvalue(sd,1);
  5984. status_percent_heal(&sd->bl, 100, 100);
  5985. clif_resurrection(&sd->bl, 1);
  5986. if(battle_config.pc_invincible_time)
  5987. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  5988. sc_start(&sd->bl,&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  5989. if(map_flag_gvg(sd->bl.m))
  5990. pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
  5991. return 0;
  5992. }
  5993. }
  5994. // changed penalty options, added death by player if pk_mode [Valaris]
  5995. if(battle_config.death_penalty_type
  5996. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  5997. && !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m)
  5998. && !sd->sc.data[SC_BABY] && !sd->sc.data[SC_LIFEINSURANCE])
  5999. {
  6000. unsigned int base_penalty =0;
  6001. if (battle_config.death_penalty_base > 0) {
  6002. switch (battle_config.death_penalty_type) {
  6003. case 1:
  6004. base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  6005. break;
  6006. case 2:
  6007. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  6008. break;
  6009. }
  6010. if(base_penalty) {
  6011. if (battle_config.pk_mode && src && src->type==BL_PC)
  6012. base_penalty*=2;
  6013. sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
  6014. clif_updatestatus(sd,SP_BASEEXP);
  6015. }
  6016. }
  6017. if(battle_config.death_penalty_job > 0) {
  6018. base_penalty = 0;
  6019. switch (battle_config.death_penalty_type) {
  6020. case 1:
  6021. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  6022. break;
  6023. case 2:
  6024. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  6025. break;
  6026. }
  6027. if(base_penalty) {
  6028. if (battle_config.pk_mode && src && src->type==BL_PC)
  6029. base_penalty*=2;
  6030. sd->status.job_exp -= min(sd->status.job_exp, base_penalty);
  6031. clif_updatestatus(sd,SP_JOBEXP);
  6032. }
  6033. }
  6034. if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
  6035. base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  6036. if(base_penalty)
  6037. pc_payzeny(sd, base_penalty, LOG_TYPE_PICKDROP_PLAYER, NULL);
  6038. }
  6039. }
  6040. if(map[sd->bl.m].flag.pvp_nightmaredrop) { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
  6041. for(j=0;j<MAX_DROP_PER_MAP;j++){
  6042. int id = map[sd->bl.m].drop_list[j].drop_id;
  6043. int type = map[sd->bl.m].drop_list[j].drop_type;
  6044. int per = map[sd->bl.m].drop_list[j].drop_per;
  6045. if(id == 0)
  6046. continue;
  6047. if(id == -1){
  6048. int eq_num=0,eq_n[MAX_INVENTORY];
  6049. memset(eq_n,0,sizeof(eq_n));
  6050. for(i=0;i<MAX_INVENTORY;i++) {
  6051. if( (type == 1 && !sd->status.inventory[i].equip)
  6052. || (type == 2 && sd->status.inventory[i].equip)
  6053. || type == 3)
  6054. {
  6055. int k;
  6056. ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 );
  6057. if( k < MAX_INVENTORY )
  6058. eq_n[k] = i;
  6059. eq_num++;
  6060. }
  6061. }
  6062. if(eq_num > 0){
  6063. int n = eq_n[rnd()%eq_num];
  6064. if(rnd()%10000 < per) {
  6065. if(sd->status.inventory[n].equip)
  6066. pc_unequipitem(sd,n,3);
  6067. pc_dropitem(sd,n,1);
  6068. }
  6069. }
  6070. }
  6071. else if(id > 0) {
  6072. for(i=0;i<MAX_INVENTORY;i++){
  6073. if(sd->status.inventory[i].nameid == id
  6074. && rnd()%10000 < per
  6075. && ((type == 1 && !sd->status.inventory[i].equip)
  6076. || (type == 2 && sd->status.inventory[i].equip)
  6077. || type == 3) ){
  6078. if(sd->status.inventory[i].equip)
  6079. pc_unequipitem(sd,i,3);
  6080. pc_dropitem(sd,i,1);
  6081. break;
  6082. }
  6083. }
  6084. }
  6085. }
  6086. }
  6087. // pvp
  6088. // disable certain pvp functions on pk_mode [Valaris]
  6089. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank ) {
  6090. sd->pvp_point -= 5;
  6091. sd->pvp_lost++;
  6092. if( src && src->type == BL_PC ) {
  6093. struct map_session_data *ssd = (struct map_session_data *)src;
  6094. ssd->pvp_point++;
  6095. ssd->pvp_won++;
  6096. }
  6097. if( sd->pvp_point < 0 ) {
  6098. add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0);
  6099. return 1|8;
  6100. }
  6101. }
  6102. //GvG
  6103. if( map_flag_gvg(sd->bl.m) ) {
  6104. add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
  6105. return 1|8;
  6106. }
  6107. else if( sd->bg_id ) {
  6108. struct battleground_data *bg = bg_team_search(sd->bg_id);
  6109. if( bg && bg->mapindex > 0 ) { // Respawn by BG
  6110. add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
  6111. return 1|8;
  6112. }
  6113. }
  6114. //Reset "can log out" tick.
  6115. if( battle_config.prevent_logout )
  6116. sd->canlog_tick = gettick() - battle_config.prevent_logout;
  6117. return 1;
  6118. }
  6119. void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) {
  6120. if(hp) clif_updatestatus(sd,SP_HP);
  6121. if(sp) clif_updatestatus(sd,SP_SP);
  6122. pc_setstand(sd);
  6123. if(battle_config.pc_invincible_time > 0)
  6124. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  6125. if( sd->state.gmaster_flag ) {
  6126. guild_guildaura_refresh(sd,GD_LEADERSHIP,guild_checkskill(sd->state.gmaster_flag,GD_LEADERSHIP));
  6127. guild_guildaura_refresh(sd,GD_GLORYWOUNDS,guild_checkskill(sd->state.gmaster_flag,GD_GLORYWOUNDS));
  6128. guild_guildaura_refresh(sd,GD_SOULCOLD,guild_checkskill(sd->state.gmaster_flag,GD_SOULCOLD));
  6129. guild_guildaura_refresh(sd,GD_HAWKEYES,guild_checkskill(sd->state.gmaster_flag,GD_HAWKEYES));
  6130. }
  6131. }
  6132. // script
  6133. //
  6134. /*==========================================
  6135. * script reading pc status registry
  6136. *------------------------------------------*/
  6137. int pc_readparam(struct map_session_data* sd,int type)
  6138. {
  6139. int val = 0;
  6140. nullpo_ret(sd);
  6141. switch(type) {
  6142. case SP_SKILLPOINT: val = sd->status.skill_point; break;
  6143. case SP_STATUSPOINT: val = sd->status.status_point; break;
  6144. case SP_ZENY: val = sd->status.zeny; break;
  6145. case SP_BASELEVEL: val = sd->status.base_level; break;
  6146. case SP_JOBLEVEL: val = sd->status.job_level; break;
  6147. case SP_CLASS: val = sd->status.class_; break;
  6148. case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
  6149. case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
  6150. case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
  6151. case SP_SEX: val = sd->status.sex; break;
  6152. case SP_WEIGHT: val = sd->weight; break;
  6153. case SP_MAXWEIGHT: val = sd->max_weight; break;
  6154. case SP_BASEEXP: val = sd->status.base_exp; break;
  6155. case SP_JOBEXP: val = sd->status.job_exp; break;
  6156. case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break;
  6157. case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break;
  6158. case SP_HP: val = sd->battle_status.hp; break;
  6159. case SP_MAXHP: val = sd->battle_status.max_hp; break;
  6160. case SP_SP: val = sd->battle_status.sp; break;
  6161. case SP_MAXSP: val = sd->battle_status.max_sp; break;
  6162. case SP_STR: val = sd->status.str; break;
  6163. case SP_AGI: val = sd->status.agi; break;
  6164. case SP_VIT: val = sd->status.vit; break;
  6165. case SP_INT: val = sd->status.int_; break;
  6166. case SP_DEX: val = sd->status.dex; break;
  6167. case SP_LUK: val = sd->status.luk; break;
  6168. case SP_KARMA: val = sd->status.karma; break;
  6169. case SP_MANNER: val = sd->status.manner; break;
  6170. case SP_FAME: val = sd->status.fame; break;
  6171. case SP_KILLERRID: val = sd->killerrid; break;
  6172. case SP_KILLEDRID: val = sd->killedrid; break;
  6173. case SP_SITTING: val = pc_issit(sd)?1:0; break;
  6174. case SP_CHARMOVE: val = sd->status.character_moves; break;
  6175. case SP_CRITICAL: val = sd->battle_status.cri/10; break;
  6176. case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break;
  6177. case SP_BASE_ATK: val = sd->battle_status.batk; break;
  6178. case SP_DEF1: val = sd->battle_status.def; break;
  6179. case SP_DEF2: val = sd->battle_status.def2; break;
  6180. case SP_MDEF1: val = sd->battle_status.mdef; break;
  6181. case SP_MDEF2: val = sd->battle_status.mdef2; break;
  6182. case SP_HIT: val = sd->battle_status.hit; break;
  6183. case SP_FLEE1: val = sd->battle_status.flee; break;
  6184. case SP_FLEE2: val = sd->battle_status.flee2; break;
  6185. case SP_DEFELE: val = sd->battle_status.def_ele; break;
  6186. #ifndef RENEWAL_CAST
  6187. case SP_VARCASTRATE:
  6188. #endif
  6189. case SP_CASTRATE:
  6190. val = sd->castrate+=val;
  6191. break;
  6192. case SP_MAXHPRATE: val = sd->hprate; break;
  6193. case SP_MAXSPRATE: val = sd->sprate; break;
  6194. case SP_SPRATE: val = sd->dsprate; break;
  6195. case SP_SPEED_RATE: val = sd->bonus.speed_rate; break;
  6196. case SP_SPEED_ADDRATE: val = sd->bonus.speed_add_rate; break;
  6197. case SP_ASPD_RATE:
  6198. #ifndef RENEWAL_ASPD
  6199. val = sd->battle_status.aspd_rate;
  6200. #else
  6201. val = sd->battle_status.aspd_rate2;
  6202. #endif
  6203. break;
  6204. case SP_HP_RECOV_RATE: val = sd->hprecov_rate; break;
  6205. case SP_SP_RECOV_RATE: val = sd->sprecov_rate; break;
  6206. case SP_CRITICAL_DEF: val = sd->bonus.critical_def; break;
  6207. case SP_NEAR_ATK_DEF: val = sd->bonus.near_attack_def_rate; break;
  6208. case SP_LONG_ATK_DEF: val = sd->bonus.long_attack_def_rate; break;
  6209. case SP_DOUBLE_RATE: val = sd->bonus.double_rate; break;
  6210. case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break;
  6211. case SP_MATK_RATE: val = sd->matk_rate; break;
  6212. case SP_ATK_RATE: val = sd->bonus.atk_rate; break;
  6213. case SP_MAGIC_ATK_DEF: val = sd->bonus.magic_def_rate; break;
  6214. case SP_MISC_ATK_DEF: val = sd->bonus.misc_def_rate; break;
  6215. case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break;
  6216. case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break;
  6217. case SP_CRITICAL_RATE: val = sd->critical_rate; break;
  6218. case SP_HIT_RATE: val = sd->hit_rate; break;
  6219. case SP_FLEE_RATE: val = sd->flee_rate; break;
  6220. case SP_FLEE2_RATE: val = sd->flee2_rate; break;
  6221. case SP_DEF_RATE: val = sd->def_rate; break;
  6222. case SP_DEF2_RATE: val = sd->def2_rate; break;
  6223. case SP_MDEF_RATE: val = sd->mdef_rate; break;
  6224. case SP_MDEF2_RATE: val = sd->mdef2_rate; break;
  6225. case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break;
  6226. case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break;
  6227. case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break;
  6228. case SP_NO_SIZEFIX: val = sd->special_state.no_sizefix?1:0; break;
  6229. case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break;
  6230. case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break;
  6231. case SP_NO_MISC_DAMAGE: val = sd->special_state.no_misc_damage; break;
  6232. case SP_NO_GEMSTONE: val = sd->special_state.no_gemstone?1:0; break;
  6233. case SP_INTRAVISION: val = sd->special_state.intravision?1:0; break;
  6234. case SP_NO_KNOCKBACK: val = sd->special_state.no_knockback?1:0; break;
  6235. case SP_SPLASH_RANGE: val = sd->bonus.splash_range; break;
  6236. case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break;
  6237. case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break;
  6238. case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break;
  6239. case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break;
  6240. case SP_PERFECT_HIDE: val = sd->special_state.perfect_hiding?1:0; break;
  6241. case SP_UNBREAKABLE: val = sd->bonus.unbreakable; break;
  6242. case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break;
  6243. case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break;
  6244. case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break;
  6245. case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break;
  6246. case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break;
  6247. case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break;
  6248. case SP_CLASSCHANGE: val = sd->bonus.classchange; break;
  6249. case SP_LONG_ATK_RATE: val = sd->bonus.long_attack_atk_rate; break;
  6250. case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break;
  6251. case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break;
  6252. case SP_ADD_STEAL_RATE: val = sd->bonus.add_steal_rate; break;
  6253. case SP_DELAYRATE: val = sd->delayrate; break;
  6254. case SP_CRIT_ATK_RATE: val = sd->bonus.crit_atk_rate; break;
  6255. case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break;
  6256. case SP_UNSTRIPABLE:
  6257. case SP_UNSTRIPABLE_ARMOR:
  6258. val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0;
  6259. break;
  6260. case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break;
  6261. case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break;
  6262. case SP_SP_GAIN_VALUE: val = sd->bonus.sp_gain_value; break;
  6263. case SP_HP_GAIN_VALUE: val = sd->bonus.hp_gain_value; break;
  6264. case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break;
  6265. case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break;
  6266. case SP_ADD_HEAL_RATE: val = sd->bonus.add_heal_rate; break;
  6267. case SP_ADD_HEAL2_RATE: val = sd->bonus.add_heal2_rate; break;
  6268. case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break;
  6269. case SP_EMATK: val = sd->bonus.ematk; break;
  6270. case SP_FIXCASTRATE: val = sd->bonus.fixcastrate; break;
  6271. case SP_ADD_FIXEDCAST: val = sd->bonus.add_fixcast; break;
  6272. #ifdef RENEWAL_CAST
  6273. case SP_VARCASTRATE: val = sd->bonus.varcastrate; break;
  6274. case SP_ADD_VARIABLECAST:val = sd->bonus.add_varcast; break;
  6275. #endif
  6276. }
  6277. return val;
  6278. }
  6279. /*==========================================
  6280. * script set pc status registry
  6281. *------------------------------------------*/
  6282. int pc_setparam(struct map_session_data *sd,int type,int val)
  6283. {
  6284. int i = 0;
  6285. nullpo_ret(sd);
  6286. switch(type){
  6287. case SP_BASELEVEL:
  6288. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  6289. val = pc_maxbaselv(sd);
  6290. if ((unsigned int)val > sd->status.base_level) {
  6291. int stat=0;
  6292. for (i = 0; i < (int)((unsigned int)val - sd->status.base_level); i++)
  6293. stat += pc_gets_status_point(sd->status.base_level + i);
  6294. sd->status.status_point += stat;
  6295. }
  6296. sd->status.base_level = (unsigned int)val;
  6297. sd->status.base_exp = 0;
  6298. // clif_updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom
  6299. clif_updatestatus(sd, SP_NEXTBASEEXP);
  6300. clif_updatestatus(sd, SP_STATUSPOINT);
  6301. clif_updatestatus(sd, SP_BASEEXP);
  6302. status_calc_pc(sd, 0);
  6303. if(sd->status.party_id)
  6304. {
  6305. party_send_levelup(sd);
  6306. }
  6307. break;
  6308. case SP_JOBLEVEL:
  6309. if ((unsigned int)val >= sd->status.job_level) {
  6310. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  6311. sd->status.skill_point += val - sd->status.job_level;
  6312. clif_updatestatus(sd, SP_SKILLPOINT);
  6313. }
  6314. sd->status.job_level = (unsigned int)val;
  6315. sd->status.job_exp = 0;
  6316. // clif_updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom
  6317. clif_updatestatus(sd, SP_NEXTJOBEXP);
  6318. clif_updatestatus(sd, SP_JOBEXP);
  6319. status_calc_pc(sd, 0);
  6320. break;
  6321. case SP_SKILLPOINT:
  6322. sd->status.skill_point = val;
  6323. break;
  6324. case SP_STATUSPOINT:
  6325. sd->status.status_point = val;
  6326. break;
  6327. case SP_ZENY:
  6328. if( val < 0 )
  6329. return 0;// can't set negative zeny
  6330. log_zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
  6331. sd->status.zeny = cap_value(val, 0, MAX_ZENY);
  6332. break;
  6333. case SP_BASEEXP:
  6334. if(pc_nextbaseexp(sd) > 0) {
  6335. sd->status.base_exp = val;
  6336. pc_checkbaselevelup(sd);
  6337. }
  6338. break;
  6339. case SP_JOBEXP:
  6340. if(pc_nextjobexp(sd) > 0) {
  6341. sd->status.job_exp = val;
  6342. pc_checkjoblevelup(sd);
  6343. }
  6344. break;
  6345. case SP_SEX:
  6346. sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
  6347. break;
  6348. case SP_WEIGHT:
  6349. sd->weight = val;
  6350. break;
  6351. case SP_MAXWEIGHT:
  6352. sd->max_weight = val;
  6353. break;
  6354. case SP_HP:
  6355. sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
  6356. break;
  6357. case SP_MAXHP:
  6358. sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);
  6359. if( sd->battle_status.max_hp < sd->battle_status.hp )
  6360. {
  6361. sd->battle_status.hp = sd->battle_status.max_hp;
  6362. clif_updatestatus(sd, SP_HP);
  6363. }
  6364. break;
  6365. case SP_SP:
  6366. sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
  6367. break;
  6368. case SP_MAXSP:
  6369. sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);
  6370. if( sd->battle_status.max_sp < sd->battle_status.sp )
  6371. {
  6372. sd->battle_status.sp = sd->battle_status.max_sp;
  6373. clif_updatestatus(sd, SP_SP);
  6374. }
  6375. break;
  6376. case SP_STR:
  6377. sd->status.str = cap_value(val, 1, pc_maxparameter(sd));
  6378. break;
  6379. case SP_AGI:
  6380. sd->status.agi = cap_value(val, 1, pc_maxparameter(sd));
  6381. break;
  6382. case SP_VIT:
  6383. sd->status.vit = cap_value(val, 1, pc_maxparameter(sd));
  6384. break;
  6385. case SP_INT:
  6386. sd->status.int_ = cap_value(val, 1, pc_maxparameter(sd));
  6387. break;
  6388. case SP_DEX:
  6389. sd->status.dex = cap_value(val, 1, pc_maxparameter(sd));
  6390. break;
  6391. case SP_LUK:
  6392. sd->status.luk = cap_value(val, 1, pc_maxparameter(sd));
  6393. break;
  6394. case SP_KARMA:
  6395. sd->status.karma = val;
  6396. break;
  6397. case SP_MANNER:
  6398. sd->status.manner = val;
  6399. break;
  6400. case SP_FAME:
  6401. sd->status.fame = val;
  6402. break;
  6403. case SP_KILLERRID:
  6404. sd->killerrid = val;
  6405. return 1;
  6406. case SP_KILLEDRID:
  6407. sd->killedrid = val;
  6408. return 1;
  6409. case SP_CHARMOVE:
  6410. sd->status.character_moves = val;
  6411. return 1;
  6412. default:
  6413. ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type);
  6414. return 0;
  6415. }
  6416. clif_updatestatus(sd,type);
  6417. return 1;
  6418. }
  6419. /*==========================================
  6420. * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
  6421. *------------------------------------------*/
  6422. void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
  6423. {
  6424. if (type) {
  6425. if (hp)
  6426. clif_heal(sd->fd,SP_HP,hp);
  6427. if (sp)
  6428. clif_heal(sd->fd,SP_SP,sp);
  6429. } else {
  6430. if(hp)
  6431. clif_updatestatus(sd,SP_HP);
  6432. if(sp)
  6433. clif_updatestatus(sd,SP_SP);
  6434. }
  6435. return;
  6436. }
  6437. /*==========================================
  6438. * HP/SP Recovery
  6439. * Heal player hp and/or sp linearly.
  6440. * Calculate bonus by status.
  6441. *------------------------------------------*/
  6442. int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
  6443. {
  6444. int bonus;
  6445. if(hp) {
  6446. int i;
  6447. bonus = 100 + (sd->battle_status.vit<<1)
  6448. + pc_checkskill(sd,SM_RECOVERY)*10
  6449. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  6450. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  6451. if (potion_flag > 1)
  6452. bonus += bonus*(potion_flag-1)*50/100;
  6453. //All item bonuses.
  6454. bonus += sd->bonus.itemhealrate2;
  6455. //Item Group bonuses
  6456. bonus += bonus*itemdb_group_bonus(sd, itemid)/100;
  6457. //Individual item bonuses.
  6458. for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++)
  6459. {
  6460. if (sd->itemhealrate[i].nameid == itemid) {
  6461. bonus += bonus*sd->itemhealrate[i].rate/100;
  6462. break;
  6463. }
  6464. }
  6465. if(bonus!=100)
  6466. hp = hp * bonus / 100;
  6467. // Recovery Potion
  6468. if( sd->sc.data[SC_INCHEALRATE] )
  6469. hp += (int)(hp * sd->sc.data[SC_INCHEALRATE]->val1/100.);
  6470. }
  6471. if(sp) {
  6472. bonus = 100 + (sd->battle_status.int_<<1)
  6473. + pc_checkskill(sd,MG_SRECOVERY)*10
  6474. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  6475. if (potion_flag > 1)
  6476. bonus += bonus*(potion_flag-1)*50/100;
  6477. if(bonus != 100)
  6478. sp = sp * bonus / 100;
  6479. }
  6480. if( sd->sc.count ) {
  6481. if ( sd->sc.data[SC_CRITICALWOUND] ) {
  6482. hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
  6483. sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
  6484. }
  6485. if ( sd->sc.data[SC_DEATHHURT] ) {
  6486. hp -= hp * 20 / 100;
  6487. sp -= sp * 20 / 100;
  6488. }
  6489. if( sd->sc.data[SC_VITALITYACTIVATION] ){
  6490. hp += hp / 2; // 1.5 times
  6491. sp -= sp / 2;
  6492. }
  6493. if( sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6494. hp += hp / 10;
  6495. sp += sp / 10;
  6496. }
  6497. #ifdef RENEWAL
  6498. if( sd->sc.data[SC_EXTREMITYFIST2] )
  6499. sp = 0;
  6500. #endif
  6501. }
  6502. return status_heal(&sd->bl, hp, sp, 1);
  6503. }
  6504. /*==========================================
  6505. * HP/SP Recovery
  6506. * Heal player hp nad/or sp by rate
  6507. *------------------------------------------*/
  6508. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  6509. {
  6510. nullpo_ret(sd);
  6511. if(hp > 100) hp = 100;
  6512. else
  6513. if(hp <-100) hp =-100;
  6514. if(sp > 100) sp = 100;
  6515. else
  6516. if(sp <-100) sp =-100;
  6517. if(hp >= 0 && sp >= 0) //Heal
  6518. return status_percent_heal(&sd->bl, hp, sp);
  6519. if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
  6520. return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);
  6521. //Crossed signs
  6522. if(hp) {
  6523. if(hp > 0)
  6524. status_percent_heal(&sd->bl, hp, 0);
  6525. else
  6526. status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
  6527. }
  6528. if(sp) {
  6529. if(sp > 0)
  6530. status_percent_heal(&sd->bl, 0, sp);
  6531. else
  6532. status_percent_damage(NULL, &sd->bl, 0, sp, false);
  6533. }
  6534. return 0;
  6535. }
  6536. static int jobchange_killclone(struct block_list *bl, va_list ap)
  6537. {
  6538. struct mob_data *md;
  6539. int flag;
  6540. md = (struct mob_data *)bl;
  6541. nullpo_ret(md);
  6542. flag = va_arg(ap, int);
  6543. if (md->master_id && md->special_state.clone && md->master_id == flag)
  6544. status_kill(&md->bl);
  6545. return 1;
  6546. }
  6547. /*==========================================
  6548. * Called when player changes job
  6549. * Rewrote to make it tidider [Celest]
  6550. *------------------------------------------*/
  6551. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  6552. {
  6553. int i, fame_flag=0;
  6554. int b_class;
  6555. nullpo_ret(sd);
  6556. if (job < 0)
  6557. return 1;
  6558. //Normalize job.
  6559. b_class = pc_jobid2mapid(job);
  6560. if (b_class == -1)
  6561. return 1;
  6562. switch (upper) {
  6563. case 1:
  6564. b_class|= JOBL_UPPER;
  6565. break;
  6566. case 2:
  6567. b_class|= JOBL_BABY;
  6568. break;
  6569. }
  6570. //This will automatically adjust bard/dancer classes to the correct gender
  6571. //That is, if you try to jobchange into dancer, it will turn you to bard.
  6572. job = pc_mapid2jobid(b_class, sd->status.sex);
  6573. if (job == -1)
  6574. return 1;
  6575. if ((unsigned short)b_class == sd->class_)
  6576. return 1; //Nothing to change.
  6577. // changing from 1st to 2nd job
  6578. if ((b_class&JOBL_2) && !(sd->class_&JOBL_2) && (b_class&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) {
  6579. sd->change_level_2nd = sd->status.job_level;
  6580. pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
  6581. }
  6582. // changing from 2nd to 3rd job
  6583. else if((b_class&JOBL_THIRD) && !(sd->class_&JOBL_THIRD)) {
  6584. sd->change_level_3rd = sd->status.job_level;
  6585. pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
  6586. }
  6587. if(sd->cloneskill_id) {
  6588. if( sd->status.skill[sd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  6589. sd->status.skill[sd->cloneskill_id].id = 0;
  6590. sd->status.skill[sd->cloneskill_id].lv = 0;
  6591. sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PERMANENT;
  6592. clif_deleteskill(sd,sd->cloneskill_id);
  6593. }
  6594. sd->cloneskill_id = 0;
  6595. pc_setglobalreg(sd, "CLONE_SKILL", 0);
  6596. pc_setglobalreg(sd, "CLONE_SKILL_LV", 0);
  6597. }
  6598. if(sd->reproduceskill_id) {
  6599. if( sd->status.skill[sd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  6600. sd->status.skill[sd->reproduceskill_id].id = 0;
  6601. sd->status.skill[sd->reproduceskill_id].lv = 0;
  6602. sd->status.skill[sd->reproduceskill_id].flag = SKILL_FLAG_PERMANENT;
  6603. clif_deleteskill(sd,sd->reproduceskill_id);
  6604. }
  6605. sd->reproduceskill_id = 0;
  6606. pc_setglobalreg(sd, "REPRODUCE_SKILL",0);
  6607. pc_setglobalreg(sd, "REPRODUCE_SKILL_LV",0);
  6608. }
  6609. // Give or reduce transcendent status points
  6610. if( (b_class&JOBL_UPPER) && !(sd->class_&JOBL_UPPER) ){ // Change from a non t class to a t class -> give points
  6611. sd->status.status_point += 52;
  6612. clif_updatestatus(sd,SP_STATUSPOINT);
  6613. }else if( !(b_class&JOBL_UPPER) && (sd->class_&JOBL_UPPER) ){ // Change from a t class to a non t class -> remove points
  6614. if( sd->status.status_point < 52 ){
  6615. // The player already used his bonus points, so we have to reset his status points
  6616. pc_resetstate(sd);
  6617. }
  6618. sd->status.status_point -= 52;
  6619. clif_updatestatus(sd,SP_STATUSPOINT);
  6620. }
  6621. if ( (b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK) ) { //Things to remove when changing class tree.
  6622. const int class_ = pc_class2idx(sd->status.class_);
  6623. short id;
  6624. for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
  6625. //Remove status specific to your current tree skills.
  6626. enum sc_type sc = status_skill2sc(id);
  6627. if (sc > SC_COMMON_MAX && sd->sc.data[sc])
  6628. status_change_end(&sd->bl, sc, INVALID_TIMER);
  6629. }
  6630. }
  6631. if( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) {
  6632. /* going off star glad lineage, reset feel to not store no-longer-used vars in the database */
  6633. pc_resetfeel(sd);
  6634. }
  6635. sd->status.class_ = job;
  6636. fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  6637. sd->class_ = (unsigned short)b_class;
  6638. sd->status.job_level=1;
  6639. sd->status.job_exp=0;
  6640. if (sd->status.base_level > pc_maxbaselv(sd)) {
  6641. sd->status.base_level = pc_maxbaselv(sd);
  6642. sd->status.base_exp=0;
  6643. pc_resetstate(sd);
  6644. clif_updatestatus(sd,SP_STATUSPOINT);
  6645. clif_updatestatus(sd,SP_BASELEVEL);
  6646. clif_updatestatus(sd,SP_BASEEXP);
  6647. clif_updatestatus(sd,SP_NEXTBASEEXP);
  6648. }
  6649. clif_updatestatus(sd,SP_JOBLEVEL);
  6650. clif_updatestatus(sd,SP_JOBEXP);
  6651. clif_updatestatus(sd,SP_NEXTJOBEXP);
  6652. for(i=0;i<EQI_MAX;i++) {
  6653. if(sd->equip_index[i] >= 0)
  6654. if(!pc_isequip(sd,sd->equip_index[i]))
  6655. pc_unequipitem(sd,sd->equip_index[i],2); // unequip invalid item for class
  6656. }
  6657. //Change look, if disguised, you need to undisguise
  6658. //to correctly calculate new job sprite without
  6659. if (sd->disguise)
  6660. pc_disguise(sd, 0);
  6661. status_set_viewdata(&sd->bl, job);
  6662. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  6663. if(sd->vd.cloth_color)
  6664. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  6665. //Update skill tree.
  6666. pc_calc_skilltree(sd);
  6667. clif_skillinfoblock(sd);
  6668. if (sd->ed)
  6669. elemental_delete(sd->ed, 0);
  6670. if (sd->state.vending)
  6671. vending_closevending(sd);
  6672. map_foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
  6673. //Remove peco/cart/falcon
  6674. i = sd->sc.option;
  6675. if( i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING) )
  6676. i&=~OPTION_RIDING;
  6677. if( i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON) )
  6678. i&=~OPTION_FALCON;
  6679. if( i&OPTION_DRAGON && !pc_checkskill(sd,RK_DRAGONTRAINING) )
  6680. i&=~OPTION_DRAGON;
  6681. if( i&OPTION_WUGRIDER && !pc_checkskill(sd,RA_WUGMASTERY) )
  6682. i&=~OPTION_WUGRIDER;
  6683. if( i&OPTION_WUG && !pc_checkskill(sd,RA_WUGMASTERY) )
  6684. i&=~OPTION_WUG;
  6685. if( i&OPTION_MADOGEAR ) //You do not need a skill for this.
  6686. i&=~OPTION_MADOGEAR;
  6687. #ifndef NEW_CARTS
  6688. if( i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART) )
  6689. i&=~OPTION_CART;
  6690. #else
  6691. if( sd->sc.data[SC_PUSH_CART] && !pc_checkskill(sd, MC_PUSHCART) )
  6692. pc_setcart(sd, 0);
  6693. #endif
  6694. if(i != sd->sc.option)
  6695. pc_setoption(sd, i);
  6696. if(merc_is_hom_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN))
  6697. merc_hom_vaporize(sd, HOM_ST_ACTIVE);
  6698. if(sd->status.manner < 0)
  6699. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6700. status_calc_pc(sd,0);
  6701. pc_checkallowskill(sd);
  6702. pc_equiplookall(sd);
  6703. //if you were previously famous, not anymore.
  6704. if (fame_flag) {
  6705. chrif_save(sd,0);
  6706. chrif_buildfamelist();
  6707. } else if (sd->status.fame > 0) {
  6708. //It may be that now they are famous?
  6709. switch (sd->class_&MAPID_UPPERMASK) {
  6710. case MAPID_BLACKSMITH:
  6711. case MAPID_ALCHEMIST:
  6712. case MAPID_TAEKWON:
  6713. chrif_save(sd,0);
  6714. chrif_buildfamelist();
  6715. break;
  6716. }
  6717. }
  6718. return 0;
  6719. }
  6720. /*==========================================
  6721. * Tell client player sd has change equipement
  6722. *------------------------------------------*/
  6723. int pc_equiplookall(struct map_session_data *sd)
  6724. {
  6725. nullpo_ret(sd);
  6726. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  6727. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6728. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6729. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6730. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6731. clif_changelook(&sd->bl,LOOK_ROBE, sd->status.robe);
  6732. return 0;
  6733. }
  6734. /*==========================================
  6735. * Tell client player sd has change look (hair,equip...)
  6736. *------------------------------------------*/
  6737. int pc_changelook(struct map_session_data *sd,int type,int val)
  6738. {
  6739. nullpo_ret(sd);
  6740. switch(type){
  6741. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  6742. val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  6743. if (sd->status.hair != val)
  6744. {
  6745. sd->status.hair=val;
  6746. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  6747. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  6748. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  6749. }
  6750. break;
  6751. case LOOK_WEAPON:
  6752. sd->status.weapon=val;
  6753. break;
  6754. case LOOK_HEAD_BOTTOM:
  6755. sd->status.head_bottom=val;
  6756. break;
  6757. case LOOK_HEAD_TOP:
  6758. sd->status.head_top=val;
  6759. break;
  6760. case LOOK_HEAD_MID:
  6761. sd->status.head_mid=val;
  6762. break;
  6763. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  6764. val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  6765. if (sd->status.hair_color != val) {
  6766. sd->status.hair_color=val;
  6767. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  6768. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  6769. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  6770. }
  6771. break;
  6772. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  6773. val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  6774. sd->status.clothes_color=val;
  6775. break;
  6776. case LOOK_SHIELD:
  6777. sd->status.shield=val;
  6778. break;
  6779. case LOOK_SHOES:
  6780. break;
  6781. case LOOK_ROBE:
  6782. sd->status.robe = val;
  6783. break;
  6784. }
  6785. clif_changelook(&sd->bl,type,val);
  6786. return 0;
  6787. }
  6788. /*==========================================
  6789. * Give an option (type) to player (sd) and display it to client
  6790. *------------------------------------------*/
  6791. int pc_setoption(struct map_session_data *sd,int type)
  6792. {
  6793. int p_type, new_look=0;
  6794. nullpo_ret(sd);
  6795. p_type = sd->sc.option;
  6796. //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
  6797. sd->sc.option=type;
  6798. clif_changeoption(&sd->bl);
  6799. if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
  6800. { // Mounting
  6801. clif_status_load(&sd->bl,SI_RIDING,1);
  6802. status_calc_pc(sd,0);
  6803. }
  6804. else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
  6805. { // Dismount
  6806. clif_status_load(&sd->bl,SI_RIDING,0);
  6807. status_calc_pc(sd,0);
  6808. }
  6809. #ifndef NEW_CARTS
  6810. if( type&OPTION_CART && !( p_type&OPTION_CART ) ) { //Cart On
  6811. clif_cartlist(sd);
  6812. clif_updatestatus(sd, SP_CARTINFO);
  6813. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6814. status_calc_pc(sd,0); //Apply speed penalty.
  6815. } else if( !( type&OPTION_CART ) && p_type&OPTION_CART ){ //Cart Off
  6816. clif_clearcart(sd->fd);
  6817. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6818. status_calc_pc(sd,0); //Remove speed penalty.
  6819. }
  6820. #endif
  6821. if (type&OPTION_MOUNTING && !(p_type&OPTION_MOUNTING) ) {
  6822. clif_status_load_notick(&sd->bl,SI_ALL_RIDING,2,1,0,0);
  6823. status_calc_pc(sd,0);
  6824. } else if (!(type&OPTION_MOUNTING) && p_type&OPTION_MOUNTING) {
  6825. clif_status_load_notick(&sd->bl,SI_ALL_RIDING,0,0,0,0);
  6826. status_calc_pc(sd,0);
  6827. }
  6828. if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
  6829. clif_status_load(&sd->bl,SI_FALCON,1);
  6830. else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
  6831. clif_status_load(&sd->bl,SI_FALCON,0);
  6832. if( (sd->class_&MAPID_THIRDMASK) == MAPID_RANGER ) {
  6833. if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting
  6834. clif_status_load(&sd->bl,SI_WUGRIDER,1);
  6835. status_calc_pc(sd,0);
  6836. } else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount
  6837. clif_status_load(&sd->bl,SI_WUGRIDER,0);
  6838. status_calc_pc(sd,0);
  6839. }
  6840. }
  6841. if( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) {
  6842. if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) {
  6843. status_calc_pc(sd, 0);
  6844. status_change_end(&sd->bl,SC_MAXIMIZEPOWER,INVALID_TIMER);
  6845. status_change_end(&sd->bl,SC_OVERTHRUST,INVALID_TIMER);
  6846. status_change_end(&sd->bl,SC_WEAPONPERFECTION,INVALID_TIMER);
  6847. status_change_end(&sd->bl,SC_ADRENALINE,INVALID_TIMER);
  6848. status_change_end(&sd->bl,SC_CARTBOOST,INVALID_TIMER);
  6849. status_change_end(&sd->bl,SC_MELTDOWN,INVALID_TIMER);
  6850. status_change_end(&sd->bl,SC_MAXOVERTHRUST,INVALID_TIMER);
  6851. } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) {
  6852. status_calc_pc(sd, 0);
  6853. status_change_end(&sd->bl,SC_SHAPESHIFT,INVALID_TIMER);
  6854. status_change_end(&sd->bl,SC_HOVERING,INVALID_TIMER);
  6855. status_change_end(&sd->bl,SC_ACCELERATION,INVALID_TIMER);
  6856. status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6857. status_change_end(&sd->bl,SC_OVERHEAT,INVALID_TIMER);
  6858. }
  6859. }
  6860. if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
  6861. new_look = JOB_STAR_GLADIATOR2;
  6862. else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
  6863. new_look = -1;
  6864. if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
  6865. new_look = JOB_WEDDING;
  6866. else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
  6867. new_look = -1;
  6868. if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
  6869. new_look = JOB_XMAS;
  6870. else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
  6871. new_look = -1;
  6872. if (type&OPTION_SUMMER && !(p_type&OPTION_SUMMER))
  6873. new_look = JOB_SUMMER;
  6874. else if (!(type&OPTION_SUMMER) && p_type&OPTION_SUMMER)
  6875. new_look = -1;
  6876. if (type&OPTION_HANBOK && !(p_type&OPTION_HANBOK))
  6877. new_look = JOB_HANBOK;
  6878. else if (!(type&OPTION_HANBOK) && p_type&OPTION_HANBOK)
  6879. new_look = -1;
  6880. if (sd->disguise || !new_look)
  6881. return 0; //Disguises break sprite changes
  6882. if (new_look < 0) { //Restore normal look.
  6883. status_set_viewdata(&sd->bl, sd->status.class_);
  6884. new_look = sd->vd.class_;
  6885. }
  6886. pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
  6887. clif_changelook(&sd->bl,LOOK_BASE,new_look);
  6888. if (sd->vd.cloth_color)
  6889. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  6890. clif_skillinfoblock(sd); // Skill list needs to be updated after base change.
  6891. return 0;
  6892. }
  6893. /*==========================================
  6894. * Give player a cart
  6895. *------------------------------------------*/
  6896. int pc_setcart(struct map_session_data *sd,int type) {
  6897. #ifndef NEW_CARTS
  6898. int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
  6899. int option;
  6900. #endif
  6901. nullpo_ret(sd);
  6902. if( type < 0 || type > MAX_CARTS )
  6903. return 1;// Never trust the values sent by the client! [Skotlex]
  6904. if( pc_checkskill(sd,MC_PUSHCART) <= 0 && type != 0 )
  6905. return 1;// Push cart is required
  6906. if( type == 0 && pc_iscarton(sd) )
  6907. status_change_end(&sd->bl,SC_GN_CARTBOOST,INVALID_TIMER);
  6908. #ifdef NEW_CARTS
  6909. switch( type ) {
  6910. case 0:
  6911. if( !sd->sc.data[SC_PUSH_CART] )
  6912. return 0;
  6913. status_change_end(&sd->bl,SC_PUSH_CART,INVALID_TIMER);
  6914. clif_clearcart(sd->fd);
  6915. break;
  6916. default:/* everything else is an allowed ID so we can move on */
  6917. if( !sd->sc.data[SC_PUSH_CART] ) /* first time, so fill cart data */
  6918. clif_cartlist(sd);
  6919. clif_updatestatus(sd, SP_CARTINFO);
  6920. sc_start(&sd->bl,&sd->bl, SC_PUSH_CART, 100, type, 0);
  6921. clif_status_load_notick(&sd->bl, SI_ON_PUSH_CART, 2 , type, 0, 0);
  6922. if( sd->sc.data[SC_PUSH_CART] )/* forcefully update */
  6923. sd->sc.data[SC_PUSH_CART]->val1 = type;
  6924. break;
  6925. }
  6926. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  6927. status_calc_pc(sd,0); //Recalc speed penalty.
  6928. #else
  6929. // Update option
  6930. option = sd->sc.option;
  6931. option &= ~OPTION_CART;// clear cart bits
  6932. option |= cart[type]; // set cart
  6933. pc_setoption(sd, option);
  6934. #endif
  6935. return 0;
  6936. }
  6937. /*==========================================
  6938. * Give player a falcon
  6939. *------------------------------------------*/
  6940. int pc_setfalcon(TBL_PC* sd, int flag)
  6941. {
  6942. if( flag ){
  6943. if( pc_checkskill(sd,HT_FALCON)>0 ) // add falcon if he have the skill
  6944. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  6945. } else if( pc_isfalcon(sd) ){
  6946. pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
  6947. }
  6948. return 0;
  6949. }
  6950. /*==========================================
  6951. * Set player riding
  6952. *------------------------------------------*/
  6953. int pc_setriding(TBL_PC* sd, int flag)
  6954. {
  6955. if( flag ){
  6956. if( pc_checkskill(sd,KN_RIDING) > 0 ) // add peco
  6957. pc_setoption(sd, sd->sc.option|OPTION_RIDING);
  6958. } else if( pc_isriding(sd) ){
  6959. pc_setoption(sd, sd->sc.option&~OPTION_RIDING);
  6960. }
  6961. return 0;
  6962. }
  6963. /*==========================================
  6964. * Give player a mado
  6965. *------------------------------------------*/
  6966. int pc_setmadogear(TBL_PC* sd, int flag)
  6967. {
  6968. if( flag ){
  6969. if( pc_checkskill(sd,NC_MADOLICENCE) > 0 )
  6970. pc_setoption(sd, sd->sc.option|OPTION_MADOGEAR);
  6971. } else if( pc_ismadogear(sd) ){
  6972. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6973. }
  6974. return 0;
  6975. }
  6976. /*==========================================
  6977. * Check if player can drop an item
  6978. *------------------------------------------*/
  6979. int pc_candrop(struct map_session_data *sd, struct item *item)
  6980. {
  6981. if( item && item->expire_time )
  6982. return 0;
  6983. if( !pc_can_give_items(sd) ) //check if this GM level can drop items
  6984. return 0;
  6985. return (itemdb_isdropable(item, pc_get_group_level(sd)));
  6986. }
  6987. /*==========================================
  6988. * Read ram register for player sd
  6989. * get val (int) from reg for player sd
  6990. *------------------------------------------*/
  6991. int pc_readreg(struct map_session_data* sd, int reg)
  6992. {
  6993. int i;
  6994. nullpo_ret(sd);
  6995. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
  6996. return ( i < sd->reg_num ) ? sd->reg[i].data : 0;
  6997. }
  6998. /*==========================================
  6999. * Set ram register for player sd
  7000. * memo val(int) at reg for player sd
  7001. *------------------------------------------*/
  7002. int pc_setreg(struct map_session_data* sd, int reg, int val)
  7003. {
  7004. int i;
  7005. nullpo_ret(sd);
  7006. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
  7007. if( i < sd->reg_num )
  7008. {// overwrite existing entry
  7009. sd->reg[i].data = val;
  7010. return 1;
  7011. }
  7012. ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 );
  7013. if( i == sd->reg_num )
  7014. {// nothing free, increase size
  7015. sd->reg_num++;
  7016. RECREATE(sd->reg, struct script_reg, sd->reg_num);
  7017. }
  7018. sd->reg[i].index = reg;
  7019. sd->reg[i].data = val;
  7020. return 1;
  7021. }
  7022. /*==========================================
  7023. * Read ram register for player sd
  7024. * get val (str) from reg for player sd
  7025. *------------------------------------------*/
  7026. char* pc_readregstr(struct map_session_data* sd, int reg)
  7027. {
  7028. int i;
  7029. nullpo_ret(sd);
  7030. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
  7031. return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL;
  7032. }
  7033. /*==========================================
  7034. * Set ram register for player sd
  7035. * memo val(str) at reg for player sd
  7036. *------------------------------------------*/
  7037. int pc_setregstr(struct map_session_data* sd, int reg, const char* str)
  7038. {
  7039. int i;
  7040. nullpo_ret(sd);
  7041. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
  7042. if( i < sd->regstr_num )
  7043. {// found entry, update
  7044. if( str == NULL || *str == '\0' )
  7045. {// empty string
  7046. if( sd->regstr[i].data != NULL )
  7047. aFree(sd->regstr[i].data);
  7048. sd->regstr[i].data = NULL;
  7049. }
  7050. else if( sd->regstr[i].data )
  7051. {// recreate
  7052. size_t len = strlen(str)+1;
  7053. RECREATE(sd->regstr[i].data, char, len);
  7054. memcpy(sd->regstr[i].data, str, len*sizeof(char));
  7055. }
  7056. else
  7057. {// create
  7058. sd->regstr[i].data = aStrdup(str);
  7059. }
  7060. return 1;
  7061. }
  7062. if( str == NULL || *str == '\0' )
  7063. return 1;// nothing to add, empty string
  7064. ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL );
  7065. if( i == sd->regstr_num )
  7066. {// nothing free, increase size
  7067. sd->regstr_num++;
  7068. RECREATE(sd->regstr, struct script_regstr, sd->regstr_num);
  7069. }
  7070. sd->regstr[i].index = reg;
  7071. sd->regstr[i].data = aStrdup(str);
  7072. return 1;
  7073. }
  7074. int pc_readregistry(struct map_session_data *sd,const char *reg,int type)
  7075. {
  7076. struct global_reg *sd_reg;
  7077. int i,max;
  7078. nullpo_ret(sd);
  7079. switch (type) {
  7080. case 3: //Char reg
  7081. sd_reg = sd->save_reg.global;
  7082. max = sd->save_reg.global_num;
  7083. break;
  7084. case 2: //Account reg
  7085. sd_reg = sd->save_reg.account;
  7086. max = sd->save_reg.account_num;
  7087. break;
  7088. case 1: //Account2 reg
  7089. sd_reg = sd->save_reg.account2;
  7090. max = sd->save_reg.account2_num;
  7091. break;
  7092. default:
  7093. return 0;
  7094. }
  7095. if (max == -1) {
  7096. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  7097. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  7098. intif_request_registry(sd,type==3?4:type);
  7099. return 0;
  7100. }
  7101. ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
  7102. return ( i < max ) ? atoi(sd_reg[i].value) : 0;
  7103. }
  7104. char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type)
  7105. {
  7106. struct global_reg *sd_reg;
  7107. int i,max;
  7108. nullpo_ret(sd);
  7109. switch (type) {
  7110. case 3: //Char reg
  7111. sd_reg = sd->save_reg.global;
  7112. max = sd->save_reg.global_num;
  7113. break;
  7114. case 2: //Account reg
  7115. sd_reg = sd->save_reg.account;
  7116. max = sd->save_reg.account_num;
  7117. break;
  7118. case 1: //Account2 reg
  7119. sd_reg = sd->save_reg.account2;
  7120. max = sd->save_reg.account2_num;
  7121. break;
  7122. default:
  7123. return NULL;
  7124. }
  7125. if (max == -1) {
  7126. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  7127. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  7128. intif_request_registry(sd,type==3?4:type);
  7129. return NULL;
  7130. }
  7131. ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
  7132. return ( i < max ) ? sd_reg[i].value : NULL;
  7133. }
  7134. int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type)
  7135. {
  7136. struct global_reg *sd_reg;
  7137. int i,*max, regmax;
  7138. nullpo_ret(sd);
  7139. switch( type )
  7140. {
  7141. case 3: //Char reg
  7142. if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val )
  7143. {
  7144. i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
  7145. sd->die_counter = val;
  7146. if( i )
  7147. status_calc_pc(sd,0); // Lost the bonus.
  7148. }
  7149. else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val )
  7150. {
  7151. val = cap_value(val, 0, 1999);
  7152. sd->cook_mastery = val;
  7153. }
  7154. sd_reg = sd->save_reg.global;
  7155. max = &sd->save_reg.global_num;
  7156. regmax = GLOBAL_REG_NUM;
  7157. break;
  7158. case 2: //Account reg
  7159. if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val )
  7160. {
  7161. val = cap_value(val, 0, MAX_ZENY);
  7162. sd->cashPoints = val;
  7163. }
  7164. else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val )
  7165. {
  7166. val = cap_value(val, 0, MAX_ZENY);
  7167. sd->kafraPoints = val;
  7168. }
  7169. sd_reg = sd->save_reg.account;
  7170. max = &sd->save_reg.account_num;
  7171. regmax = ACCOUNT_REG_NUM;
  7172. break;
  7173. case 1: //Account2 reg
  7174. sd_reg = sd->save_reg.account2;
  7175. max = &sd->save_reg.account2_num;
  7176. regmax = ACCOUNT_REG2_NUM;
  7177. break;
  7178. default:
  7179. return 0;
  7180. }
  7181. if (*max == -1) {
  7182. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  7183. return 1;
  7184. }
  7185. // delete reg
  7186. if (val == 0) {
  7187. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7188. if( i < *max )
  7189. {
  7190. if (i != *max - 1)
  7191. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  7192. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  7193. (*max)--;
  7194. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7195. }
  7196. return 1;
  7197. }
  7198. // change value if found
  7199. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7200. if( i < *max )
  7201. {
  7202. safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
  7203. sd->state.reg_dirty |= 1<<(type-1);
  7204. return 1;
  7205. }
  7206. // add value if not found
  7207. if (i < regmax) {
  7208. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  7209. safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
  7210. safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
  7211. (*max)++;
  7212. sd->state.reg_dirty |= 1<<(type-1);
  7213. return 1;
  7214. }
  7215. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  7216. return 0;
  7217. }
  7218. int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type)
  7219. {
  7220. struct global_reg *sd_reg;
  7221. int i,*max, regmax;
  7222. nullpo_ret(sd);
  7223. if (reg[strlen(reg)-1] != '$') {
  7224. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  7225. return 0;
  7226. }
  7227. switch (type) {
  7228. case 3: //Char reg
  7229. sd_reg = sd->save_reg.global;
  7230. max = &sd->save_reg.global_num;
  7231. regmax = GLOBAL_REG_NUM;
  7232. break;
  7233. case 2: //Account reg
  7234. sd_reg = sd->save_reg.account;
  7235. max = &sd->save_reg.account_num;
  7236. regmax = ACCOUNT_REG_NUM;
  7237. break;
  7238. case 1: //Account2 reg
  7239. sd_reg = sd->save_reg.account2;
  7240. max = &sd->save_reg.account2_num;
  7241. regmax = ACCOUNT_REG2_NUM;
  7242. break;
  7243. default:
  7244. return 0;
  7245. }
  7246. if (*max == -1) {
  7247. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  7248. return 0;
  7249. }
  7250. // delete reg
  7251. if (!val || strcmp(val,"")==0)
  7252. {
  7253. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7254. if( i < *max )
  7255. {
  7256. if (i != *max - 1)
  7257. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  7258. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  7259. (*max)--;
  7260. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7261. if (type!=3) intif_saveregistry(sd,type);
  7262. }
  7263. return 1;
  7264. }
  7265. // change value if found
  7266. ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
  7267. if( i < *max )
  7268. {
  7269. safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
  7270. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7271. if (type!=3) intif_saveregistry(sd,type);
  7272. return 1;
  7273. }
  7274. // add value if not found
  7275. if (i < regmax) {
  7276. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  7277. safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
  7278. safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
  7279. (*max)++;
  7280. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  7281. if (type!=3) intif_saveregistry(sd,type);
  7282. return 1;
  7283. }
  7284. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  7285. return 0;
  7286. }
  7287. /*==========================================
  7288. * Exec eventtimer for player sd (retrieved from map_session (id))
  7289. *------------------------------------------*/
  7290. static int pc_eventtimer(int tid, unsigned int tick, int id, intptr_t data)
  7291. {
  7292. struct map_session_data *sd=map_id2sd(id);
  7293. char *p = (char *)data;
  7294. int i;
  7295. if(sd==NULL)
  7296. return 0;
  7297. ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
  7298. if( i < MAX_EVENTTIMER )
  7299. {
  7300. sd->eventtimer[i] = INVALID_TIMER;
  7301. sd->eventcount--;
  7302. npc_event(sd,p,0);
  7303. }
  7304. else
  7305. ShowError("pc_eventtimer: no such event timer\n");
  7306. if (p) aFree(p);
  7307. return 0;
  7308. }
  7309. /*==========================================
  7310. * Add eventtimer for player sd ?
  7311. *------------------------------------------*/
  7312. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  7313. {
  7314. int i;
  7315. nullpo_ret(sd);
  7316. ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER );
  7317. if( i == MAX_EVENTTIMER )
  7318. return 0;
  7319. sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name));
  7320. sd->eventcount++;
  7321. return 1;
  7322. }
  7323. /*==========================================
  7324. * Del eventtimer for player sd ?
  7325. *------------------------------------------*/
  7326. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  7327. {
  7328. char* p = NULL;
  7329. int i;
  7330. nullpo_ret(sd);
  7331. if (sd->eventcount <= 0)
  7332. return 0;
  7333. // find the named event timer
  7334. ARR_FIND( 0, MAX_EVENTTIMER, i,
  7335. sd->eventtimer[i] != INVALID_TIMER &&
  7336. (p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL &&
  7337. strcmp(p, name) == 0
  7338. );
  7339. if( i == MAX_EVENTTIMER )
  7340. return 0; // not found
  7341. delete_timer(sd->eventtimer[i],pc_eventtimer);
  7342. sd->eventtimer[i] = INVALID_TIMER;
  7343. sd->eventcount--;
  7344. aFree(p);
  7345. return 1;
  7346. }
  7347. /*==========================================
  7348. * Update eventtimer count for player sd
  7349. *------------------------------------------*/
  7350. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  7351. {
  7352. int i;
  7353. nullpo_ret(sd);
  7354. for(i=0;i<MAX_EVENTTIMER;i++)
  7355. if( sd->eventtimer[i] != INVALID_TIMER && strcmp(
  7356. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  7357. addtick_timer(sd->eventtimer[i],tick);
  7358. break;
  7359. }
  7360. return 0;
  7361. }
  7362. /*==========================================
  7363. * Remove all eventtimer for player sd
  7364. *------------------------------------------*/
  7365. int pc_cleareventtimer(struct map_session_data *sd)
  7366. {
  7367. int i;
  7368. nullpo_ret(sd);
  7369. if (sd->eventcount <= 0)
  7370. return 0;
  7371. for(i=0;i<MAX_EVENTTIMER;i++)
  7372. if( sd->eventtimer[i] != INVALID_TIMER ){
  7373. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  7374. delete_timer(sd->eventtimer[i],pc_eventtimer);
  7375. sd->eventtimer[i] = INVALID_TIMER;
  7376. sd->eventcount--;
  7377. if (p) aFree(p);
  7378. }
  7379. return 0;
  7380. }
  7381. /* called when a item with combo is worn */
  7382. int pc_checkcombo(struct map_session_data *sd, struct item_data *data ) {
  7383. int i, j, k, z;
  7384. int index, idx, success = 0;
  7385. for( i = 0; i < data->combos_count; i++ ) {
  7386. /* ensure this isn't a duplicate combo */
  7387. if( sd->combos.bonus != NULL ) {
  7388. int x;
  7389. ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id );
  7390. /* found a match, skip this combo */
  7391. if( x < sd->combos.count )
  7392. continue;
  7393. }
  7394. for( j = 0; j < data->combos[i]->count; j++ ) {
  7395. int id = data->combos[i]->nameid[j];
  7396. bool found = false;
  7397. for( k = 0; k < EQI_MAX; k++ ) {
  7398. index = sd->equip_index[k];
  7399. if( index < 0 ) continue;
  7400. if( k == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
  7401. if( k == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
  7402. if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
  7403. if(!sd->inventory_data[index])
  7404. continue;
  7405. if ( itemdb_type(id) != IT_CARD ) {
  7406. if ( sd->inventory_data[index]->nameid != id )
  7407. continue;
  7408. found = true;
  7409. break;
  7410. } else { //Cards
  7411. if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) )
  7412. continue;
  7413. for (z = 0; z < sd->inventory_data[index]->slot; z++) {
  7414. if (sd->status.inventory[index].card[z] != id)
  7415. continue;
  7416. // We have found a match
  7417. found = true;
  7418. break;
  7419. }
  7420. }
  7421. }
  7422. if( !found )
  7423. break;/* we haven't found all the ids for this combo, so we can return */
  7424. }
  7425. /* means we broke out of the count loop w/o finding all ids, we can move to the next combo */
  7426. if( j < data->combos[i]->count )
  7427. continue;
  7428. /* we got here, means all items in the combo are matching */
  7429. idx = sd->combos.count;
  7430. if( sd->combos.bonus == NULL ) {
  7431. CREATE(sd->combos.bonus, struct script_code *, 1);
  7432. CREATE(sd->combos.id, unsigned short, 1);
  7433. sd->combos.count = 1;
  7434. } else {
  7435. RECREATE(sd->combos.bonus, struct script_code *, ++sd->combos.count);
  7436. RECREATE(sd->combos.id, unsigned short, sd->combos.count);
  7437. }
  7438. /* we simply copy the pointer */
  7439. sd->combos.bonus[idx] = data->combos[i]->script;
  7440. /* save this combo's id */
  7441. sd->combos.id[idx] = data->combos[i]->id;
  7442. success++;
  7443. }
  7444. return success;
  7445. }
  7446. /* called when a item with combo is removed */
  7447. int pc_removecombo(struct map_session_data *sd, struct item_data *data ) {
  7448. int i, retval = 0;
  7449. if( sd->combos.bonus == NULL )
  7450. return 0;/* nothing to do here, player has no combos */
  7451. for( i = 0; i < data->combos_count; i++ ) {
  7452. /* check if this combo exists in this user */
  7453. int x = 0, cursor = 0, j;
  7454. ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id );
  7455. /* no match, skip this combo */
  7456. if( !(x < sd->combos.count) )
  7457. continue;
  7458. sd->combos.bonus[x] = NULL;
  7459. sd->combos.id[x] = 0;
  7460. retval++;
  7461. for( j = 0, cursor = 0; j < sd->combos.count; j++ ) {
  7462. if( sd->combos.bonus[j] == NULL )
  7463. continue;
  7464. if( cursor != j ) {
  7465. sd->combos.bonus[cursor] = sd->combos.bonus[j];
  7466. sd->combos.id[cursor] = sd->combos.id[j];
  7467. }
  7468. cursor++;
  7469. }
  7470. /* check if combo requirements still fit */
  7471. if( pc_checkcombo( sd, data ) )
  7472. continue;
  7473. /* it's empty, we can clear all the memory */
  7474. if( (sd->combos.count = cursor) == 0 ) {
  7475. aFree(sd->combos.bonus);
  7476. aFree(sd->combos.id);
  7477. sd->combos.bonus = NULL;
  7478. sd->combos.id = NULL;
  7479. return retval; /* we also can return at this point for we have no more combos to check */
  7480. }
  7481. }
  7482. return retval;
  7483. }
  7484. int pc_load_combo(struct map_session_data *sd) {
  7485. int i, ret = 0;
  7486. for( i = 0; i < EQI_MAX; i++ ) {
  7487. struct item_data *id = NULL;
  7488. int idx = sd->equip_index[i];
  7489. if( sd->equip_index[i] < 0 || !(id = sd->inventory_data[idx] ) )
  7490. continue;
  7491. if( id->combos_count )
  7492. ret += pc_checkcombo(sd,id);
  7493. if(!itemdb_isspecial(sd->status.inventory[idx].card[0])) {
  7494. struct item_data *data;
  7495. int j;
  7496. for( j = 0; j < id->slot; j++ ) {
  7497. if (!sd->status.inventory[idx].card[j])
  7498. continue;
  7499. if ( ( data = itemdb_exists(sd->status.inventory[idx].card[j]) ) != NULL ) {
  7500. if( data->combos_count )
  7501. ret += pc_checkcombo(sd,data);
  7502. }
  7503. }
  7504. }
  7505. }
  7506. return ret;
  7507. }
  7508. /*==========================================
  7509. * Equip item on player sd at req_pos from inventory index n
  7510. *------------------------------------------*/
  7511. int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
  7512. {
  7513. int i,pos,flag=0,iflag;
  7514. struct item_data *id;
  7515. nullpo_ret(sd);
  7516. if( n < 0 || n >= MAX_INVENTORY ) {
  7517. clif_equipitemack(sd,0,0,0);
  7518. return 0;
  7519. }
  7520. if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 )
  7521. {
  7522. clif_equipitemack(sd,n,0,0);
  7523. return 0;
  7524. }
  7525. id = sd->inventory_data[n];
  7526. pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
  7527. if(battle_config.battle_log)
  7528. ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id?id->equip:0,req_pos);
  7529. if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  7530. // FIXME: pc_isequip: equip level failure uses 2 instead of 0
  7531. clif_equipitemack(sd,n,0,0); // fail
  7532. return 0;
  7533. }
  7534. if (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAYNIGHTFEVER] || sd->sc.data[SC__BLOODYLUST])
  7535. {
  7536. clif_equipitemack(sd,n,0,0); // fail
  7537. return 0;
  7538. }
  7539. if(pos == EQP_ACC) { //Accesories should only go in one of the two,
  7540. pos = req_pos&EQP_ACC;
  7541. if (pos == EQP_ACC) //User specified both slots..
  7542. pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
  7543. }
  7544. if(pos == EQP_ARMS && id->equip == EQP_HAND_R)
  7545. { //Dual wield capable weapon.
  7546. pos = (req_pos&EQP_ARMS);
  7547. if (pos == EQP_ARMS) //User specified both slots, pick one for them.
  7548. pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
  7549. }
  7550. if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC)
  7551. { //Update skill-block range database when weapon range changes. [Skotlex]
  7552. i = sd->equip_index[EQI_HAND_R];
  7553. if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
  7554. flag = 1;
  7555. else
  7556. flag = id->range != sd->inventory_data[i]->range;
  7557. }
  7558. for(i=0;i<EQI_MAX;i++) {
  7559. if(pos & equip_pos[i]) {
  7560. if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
  7561. pc_unequipitem(sd,sd->equip_index[i],2);
  7562. sd->equip_index[i] = n;
  7563. }
  7564. }
  7565. if(pos==EQP_AMMO){
  7566. clif_arrowequip(sd,n);
  7567. clif_arrow_fail(sd,3);
  7568. }
  7569. else
  7570. clif_equipitemack(sd,n,pos,1);
  7571. sd->status.inventory[n].equip=pos;
  7572. if(pos & EQP_HAND_R) {
  7573. if(id)
  7574. sd->weapontype1 = id->look;
  7575. else
  7576. sd->weapontype1 = 0;
  7577. pc_calcweapontype(sd);
  7578. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  7579. }
  7580. if(pos & EQP_HAND_L) {
  7581. if(id) {
  7582. if(id->type == IT_WEAPON) {
  7583. sd->status.shield = 0;
  7584. sd->weapontype2 = id->look;
  7585. }
  7586. else
  7587. if(id->type == IT_ARMOR) {
  7588. sd->status.shield = id->look;
  7589. sd->weapontype2 = 0;
  7590. }
  7591. }
  7592. else
  7593. sd->status.shield = sd->weapontype2 = 0;
  7594. pc_calcweapontype(sd);
  7595. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  7596. }
  7597. //Added check to prevent sending the same look on multiple slots ->
  7598. //causes client to redraw item on top of itself. (suggested by Lupus)
  7599. if(pos & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
  7600. if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
  7601. sd->status.head_bottom = id->look;
  7602. else
  7603. sd->status.head_bottom = 0;
  7604. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7605. }
  7606. if(pos & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
  7607. if(id)
  7608. sd->status.head_top = id->look;
  7609. else
  7610. sd->status.head_top = 0;
  7611. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7612. }
  7613. if(pos & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
  7614. if(id && !(pos&EQP_HEAD_TOP))
  7615. sd->status.head_mid = id->look;
  7616. else
  7617. sd->status.head_mid = 0;
  7618. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7619. }
  7620. if(pos & EQP_COSTUME_HEAD_TOP) {
  7621. if(id){
  7622. sd->status.head_top = id->look;
  7623. } else
  7624. sd->status.head_top = 0;
  7625. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7626. }
  7627. if(pos & EQP_COSTUME_HEAD_MID) {
  7628. if(id && !(pos&EQP_HEAD_TOP)){
  7629. sd->status.head_mid = id->look;
  7630. } else
  7631. sd->status.head_mid = 0;
  7632. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7633. }
  7634. if(pos & EQP_COSTUME_HEAD_LOW) {
  7635. if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
  7636. sd->status.head_bottom = id->look;
  7637. } else
  7638. sd->status.head_bottom = 0;
  7639. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7640. }
  7641. if(pos & EQP_SHOES)
  7642. clif_changelook(&sd->bl,LOOK_SHOES,0);
  7643. if(pos&EQP_GARMENT && pc_checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
  7644. sd->status.robe = id ? id->look : 0;
  7645. clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
  7646. }
  7647. if(pos & EQP_COSTUME_GARMENT) {
  7648. sd->status.robe = id ? id->look : 0;
  7649. clif_changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
  7650. }
  7651. pc_checkallowskill(sd); //Check if status changes should be halted.
  7652. iflag = sd->npc_item_flag;
  7653. /* check for combos (MUST be before status_calc_pc) */
  7654. if ( id ) {
  7655. if( id->combos_count )
  7656. pc_checkcombo(sd,id);
  7657. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7658. ; //No cards
  7659. else {
  7660. for( i = 0; i < id->slot; i++ ) {
  7661. struct item_data *data;
  7662. if (!sd->status.inventory[n].card[i])
  7663. continue;
  7664. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7665. if( data->combos_count )
  7666. pc_checkcombo(sd,data);
  7667. }
  7668. }
  7669. }
  7670. }
  7671. status_calc_pc(sd,0);
  7672. if (flag) //Update skill data
  7673. clif_skillinfoblock(sd);
  7674. //OnEquip script [Skotlex]
  7675. if (id) {
  7676. if (id->equip_script)
  7677. run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id);
  7678. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7679. ; //No cards
  7680. else {
  7681. for( i = 0; i < id->slot; i++ ) {
  7682. struct item_data *data;
  7683. if (!sd->status.inventory[n].card[i])
  7684. continue;
  7685. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7686. if( data->equip_script )
  7687. run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
  7688. }
  7689. }
  7690. }
  7691. }
  7692. sd->npc_item_flag = iflag;
  7693. return 0;
  7694. }
  7695. /*==========================================
  7696. * Called when attemting to unequip an item from player
  7697. * type:
  7698. * 0 - only unequip
  7699. * 1 - calculate status after unequipping
  7700. * 2 - force unequip
  7701. *------------------------------------------*/
  7702. int pc_unequipitem(struct map_session_data *sd,int n,int flag) {
  7703. int i,iflag;
  7704. bool status_cacl = false;
  7705. nullpo_ret(sd);
  7706. if( n < 0 || n >= MAX_INVENTORY ) {
  7707. clif_unequipitemack(sd,0,0,0);
  7708. return 0;
  7709. }
  7710. // if player is berserk then cannot unequip
  7711. if (!(flag & 2) && sd->sc.count && (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAYNIGHTFEVER] || sd->sc.data[SC__BLOODYLUST]))
  7712. {
  7713. clif_unequipitemack(sd,n,0,0);
  7714. return 0;
  7715. }
  7716. if( !(flag&2) && sd->sc.count && sd->sc.data[SC_KYOUGAKU] )
  7717. {
  7718. clif_unequipitemack(sd,n,0,0);
  7719. return 0;
  7720. }
  7721. if(battle_config.battle_log)
  7722. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  7723. if(!sd->status.inventory[n].equip){ //Nothing to unequip
  7724. clif_unequipitemack(sd,n,0,0);
  7725. return 0;
  7726. }
  7727. for(i=0;i<EQI_MAX;i++) {
  7728. if(sd->status.inventory[n].equip & equip_pos[i])
  7729. sd->equip_index[i] = -1;
  7730. }
  7731. if(sd->status.inventory[n].equip & EQP_HAND_R) {
  7732. sd->weapontype1 = 0;
  7733. sd->status.weapon = sd->weapontype2;
  7734. pc_calcweapontype(sd);
  7735. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  7736. if( !battle_config.dancing_weaponswitch_fix )
  7737. status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing.
  7738. }
  7739. if(sd->status.inventory[n].equip & EQP_HAND_L) {
  7740. sd->status.shield = sd->weapontype2 = 0;
  7741. pc_calcweapontype(sd);
  7742. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  7743. }
  7744. if(sd->status.inventory[n].equip & EQP_HEAD_LOW && pc_checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1 ) {
  7745. sd->status.head_bottom = 0;
  7746. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7747. }
  7748. if(sd->status.inventory[n].equip & EQP_HEAD_TOP && pc_checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1 ) {
  7749. sd->status.head_top = 0;
  7750. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7751. }
  7752. if(sd->status.inventory[n].equip & EQP_HEAD_MID && pc_checkequip(sd,EQP_COSTUME_HEAD_MID) == -1 ) {
  7753. sd->status.head_mid = 0;
  7754. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7755. }
  7756. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_TOP) {
  7757. sd->status.head_top = ( pc_checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_TOP)]->look : 0;
  7758. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  7759. }
  7760. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_MID) {
  7761. sd->status.head_mid = ( pc_checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_MID)]->look : 0;
  7762. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  7763. }
  7764. if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_LOW) {
  7765. sd->status.head_bottom = ( pc_checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_HEAD_LOW)]->look : 0;
  7766. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  7767. }
  7768. if(sd->status.inventory[n].equip & EQP_SHOES)
  7769. clif_changelook(&sd->bl,LOOK_SHOES,0);
  7770. if(sd->status.inventory[n].equip&EQP_GARMENT && pc_checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
  7771. sd->status.robe = 0;
  7772. clif_changelook(&sd->bl, LOOK_ROBE, 0);
  7773. }
  7774. if(sd->status.inventory[n].equip & EQP_COSTUME_GARMENT) {
  7775. sd->status.robe = ( pc_checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc_checkequip(sd,EQP_GARMENT)]->look : 0;
  7776. clif_changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
  7777. }
  7778. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  7779. if((sd->status.inventory[n].equip & EQP_ARMS) &&
  7780. sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
  7781. skill_enchant_elemental_end(&sd->bl,-1);
  7782. if(sd->status.inventory[n].equip & EQP_ARMOR) {
  7783. // On Armor Change...
  7784. status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER);
  7785. status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER);
  7786. }
  7787. if( sd->state.autobonus&sd->status.inventory[n].equip )
  7788. sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish]
  7789. sd->status.inventory[n].equip=0;
  7790. iflag = sd->npc_item_flag;
  7791. /* check for combos (MUST be before status_calc_pc) */
  7792. if ( sd->inventory_data[n] ) {
  7793. if( sd->inventory_data[n]->combos_count ) {
  7794. if( pc_removecombo(sd,sd->inventory_data[n]) )
  7795. status_cacl = true;
  7796. } if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7797. ; //No cards
  7798. else {
  7799. for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
  7800. struct item_data *data;
  7801. if (!sd->status.inventory[n].card[i])
  7802. continue;
  7803. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7804. if( data->combos_count ) {
  7805. if( pc_removecombo(sd,data) )
  7806. status_cacl = true;
  7807. }
  7808. }
  7809. }
  7810. }
  7811. }
  7812. if(flag&1 || status_cacl) {
  7813. pc_checkallowskill(sd);
  7814. status_calc_pc(sd,0);
  7815. }
  7816. if(sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
  7817. status_change_end(&sd->bl, SC_SIGNUMCRUCIS, INVALID_TIMER);
  7818. //OnUnEquip script [Skotlex]
  7819. if (sd->inventory_data[n]) {
  7820. if (sd->inventory_data[n]->unequip_script)
  7821. run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  7822. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  7823. ; //No cards
  7824. else {
  7825. for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
  7826. struct item_data *data;
  7827. if (!sd->status.inventory[n].card[i])
  7828. continue;
  7829. if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) {
  7830. if( data->unequip_script )
  7831. run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  7832. }
  7833. }
  7834. }
  7835. }
  7836. sd->npc_item_flag = iflag;
  7837. return 0;
  7838. }
  7839. /*==========================================
  7840. * Checking if player (sd) have unauthorize, invalide item
  7841. * on inventory, cart, equiped for the map (item_noequip)
  7842. *------------------------------------------*/
  7843. int pc_checkitem(struct map_session_data *sd)
  7844. {
  7845. int i,id,calc_flag = 0;
  7846. nullpo_ret(sd);
  7847. if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  7848. return 0;
  7849. if( battle_config.item_check ) {// check for invalid(ated) items
  7850. for( i = 0; i < MAX_INVENTORY; i++ ) {
  7851. id = sd->status.inventory[i].nameid;
  7852. if( id && !itemdb_available(id) ) {
  7853. 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);
  7854. pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
  7855. }
  7856. }
  7857. for( i = 0; i < MAX_CART; i++ ) {
  7858. id = sd->status.cart[i].nameid;
  7859. if( id && !itemdb_available(id) ) {
  7860. 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);
  7861. pc_cart_delitem(sd, i, sd->status.cart[i].amount, 0, LOG_TYPE_OTHER);
  7862. }
  7863. }
  7864. }
  7865. for( i = 0; i < MAX_INVENTORY; i++) {
  7866. if( sd->status.inventory[i].nameid == 0 )
  7867. continue;
  7868. if( !sd->status.inventory[i].equip )
  7869. continue;
  7870. if( sd->status.inventory[i].equip&~pc_equippoint(sd,i) ) {
  7871. pc_unequipitem(sd, i, 2);
  7872. calc_flag = 1;
  7873. continue;
  7874. }
  7875. }
  7876. if( calc_flag && sd->state.active ) {
  7877. pc_checkallowskill(sd);
  7878. status_calc_pc(sd,0);
  7879. }
  7880. return 0;
  7881. }
  7882. /*==========================================
  7883. * Update PVP rank for sd1 in cmp to sd2
  7884. *------------------------------------------*/
  7885. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  7886. {
  7887. struct map_session_data *sd1,*sd2;
  7888. sd1=(struct map_session_data *)bl;
  7889. sd2=va_arg(ap,struct map_session_data *);
  7890. if( sd1->sc.option&OPTION_INVISIBLE || sd2->sc.option&OPTION_INVISIBLE )
  7891. {// cannot register pvp rank for hidden GMs
  7892. return 0;
  7893. }
  7894. if( sd1->pvp_point > sd2->pvp_point )
  7895. sd2->pvp_rank++;
  7896. return 0;
  7897. }
  7898. /*==========================================
  7899. * Calculate new rank beetween all present players (map_foreachinarea)
  7900. * and display result
  7901. *------------------------------------------*/
  7902. int pc_calc_pvprank(struct map_session_data *sd)
  7903. {
  7904. int old;
  7905. struct map_data *m;
  7906. m=&map[sd->bl.m];
  7907. old=sd->pvp_rank;
  7908. sd->pvp_rank=1;
  7909. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  7910. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users_pvp)
  7911. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0);
  7912. return sd->pvp_rank;
  7913. }
  7914. /*==========================================
  7915. * Calculate next sd ranking calculation from config
  7916. *------------------------------------------*/
  7917. int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr_t data)
  7918. {
  7919. struct map_session_data *sd;
  7920. sd=map_id2sd(id);
  7921. if(sd==NULL)
  7922. return 0;
  7923. sd->pvp_timer = INVALID_TIMER;
  7924. if( sd->sc.option&OPTION_INVISIBLE )
  7925. {// do not calculate the pvp rank for a hidden GM
  7926. return 0;
  7927. }
  7928. if( pc_calc_pvprank(sd) > 0 )
  7929. sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data);
  7930. return 0;
  7931. }
  7932. /*==========================================
  7933. * Checking if sd is married
  7934. * Return:
  7935. * partner_id = yes
  7936. * 0 = no
  7937. *------------------------------------------*/
  7938. int pc_ismarried(struct map_session_data *sd)
  7939. {
  7940. if(sd == NULL)
  7941. return -1;
  7942. if(sd->status.partner_id > 0)
  7943. return sd->status.partner_id;
  7944. else
  7945. return 0;
  7946. }
  7947. /*==========================================
  7948. * Marry player sd to player dstsd
  7949. * Return:
  7950. * -1 = fail
  7951. * 0 = success
  7952. *------------------------------------------*/
  7953. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  7954. {
  7955. if(sd == NULL || dstsd == NULL ||
  7956. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  7957. (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY))
  7958. return -1;
  7959. sd->status.partner_id = dstsd->status.char_id;
  7960. dstsd->status.partner_id = sd->status.char_id;
  7961. return 0;
  7962. }
  7963. /*==========================================
  7964. * Divorce sd from its partner
  7965. * Return:
  7966. * -1 = fail
  7967. * 0 = success
  7968. *------------------------------------------*/
  7969. int pc_divorce(struct map_session_data *sd)
  7970. {
  7971. struct map_session_data *p_sd;
  7972. int i;
  7973. if( sd == NULL || !pc_ismarried(sd) )
  7974. return -1;
  7975. if( !sd->status.partner_id )
  7976. return -1; // Char is not married
  7977. if( (p_sd = map_charid2sd(sd->status.partner_id)) == NULL )
  7978. { // Lets char server do the divorce
  7979. if( chrif_divorce(sd->status.char_id, sd->status.partner_id) )
  7980. return -1; // No char server connected
  7981. return 0;
  7982. }
  7983. // Both players online, lets do the divorce manually
  7984. sd->status.partner_id = 0;
  7985. p_sd->status.partner_id = 0;
  7986. for( i = 0; i < MAX_INVENTORY; i++ )
  7987. {
  7988. if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F )
  7989. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  7990. if( p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F )
  7991. pc_delitem(p_sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  7992. }
  7993. clif_divorced(sd, p_sd->status.name);
  7994. clif_divorced(p_sd, sd->status.name);
  7995. return 0;
  7996. }
  7997. /*==========================================
  7998. * Get sd partner charid. (Married partner)
  7999. *------------------------------------------*/
  8000. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  8001. {
  8002. if (sd && pc_ismarried(sd))
  8003. // charid2sd returns NULL if not found
  8004. return map_charid2sd(sd->status.partner_id);
  8005. return NULL;
  8006. }
  8007. /*==========================================
  8008. * Get sd father charid. (Need to be baby)
  8009. *------------------------------------------*/
  8010. struct map_session_data *pc_get_father (struct map_session_data *sd)
  8011. {
  8012. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  8013. // charid2sd returns NULL if not found
  8014. return map_charid2sd(sd->status.father);
  8015. return NULL;
  8016. }
  8017. /*==========================================
  8018. * Get sd mother charid. (Need to be baby)
  8019. *------------------------------------------*/
  8020. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  8021. {
  8022. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  8023. // charid2sd returns NULL if not found
  8024. return map_charid2sd(sd->status.mother);
  8025. return NULL;
  8026. }
  8027. /*==========================================
  8028. * Get sd children charid. (Need to be married)
  8029. *------------------------------------------*/
  8030. struct map_session_data *pc_get_child (struct map_session_data *sd)
  8031. {
  8032. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  8033. // charid2sd returns NULL if not found
  8034. return map_charid2sd(sd->status.child);
  8035. return NULL;
  8036. }
  8037. /*==========================================
  8038. * Set player sd to bleed. (losing hp and/or sp each diff_tick)
  8039. *------------------------------------------*/
  8040. void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
  8041. {
  8042. int hp = 0, sp = 0;
  8043. if( pc_isdead(sd) )
  8044. return;
  8045. if (sd->hp_loss.value) {
  8046. sd->hp_loss.tick += diff_tick;
  8047. while (sd->hp_loss.tick >= sd->hp_loss.rate) {
  8048. hp += sd->hp_loss.value;
  8049. sd->hp_loss.tick -= sd->hp_loss.rate;
  8050. }
  8051. if(hp >= sd->battle_status.hp)
  8052. hp = sd->battle_status.hp-1; //Script drains cannot kill you.
  8053. }
  8054. if (sd->sp_loss.value) {
  8055. sd->sp_loss.tick += diff_tick;
  8056. while (sd->sp_loss.tick >= sd->sp_loss.rate) {
  8057. sp += sd->sp_loss.value;
  8058. sd->sp_loss.tick -= sd->sp_loss.rate;
  8059. }
  8060. }
  8061. if (hp > 0 || sp > 0)
  8062. status_zap(&sd->bl, hp, sp);
  8063. return;
  8064. }
  8065. //Character regen. Flag is used to know which types of regen can take place.
  8066. //&1: HP regen
  8067. //&2: SP regen
  8068. void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
  8069. {
  8070. int hp = 0, sp = 0;
  8071. if (sd->hp_regen.value) {
  8072. sd->hp_regen.tick += diff_tick;
  8073. while (sd->hp_regen.tick >= sd->hp_regen.rate) {
  8074. hp += sd->hp_regen.value;
  8075. sd->hp_regen.tick -= sd->hp_regen.rate;
  8076. }
  8077. }
  8078. if (sd->sp_regen.value) {
  8079. sd->sp_regen.tick += diff_tick;
  8080. while (sd->sp_regen.tick >= sd->sp_regen.rate) {
  8081. sp += sd->sp_regen.value;
  8082. sd->sp_regen.tick -= sd->sp_regen.rate;
  8083. }
  8084. }
  8085. if (hp > 0 || sp > 0)
  8086. status_heal(&sd->bl, hp, sp, 0);
  8087. return;
  8088. }
  8089. /*==========================================
  8090. * Memo player sd savepoint. (map,x,y)
  8091. *------------------------------------------*/
  8092. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  8093. {
  8094. nullpo_ret(sd);
  8095. sd->status.save_point.map = mapindex;
  8096. sd->status.save_point.x = x;
  8097. sd->status.save_point.y = y;
  8098. return 0;
  8099. }
  8100. /*==========================================
  8101. * Save 1 player data at autosave intervalle
  8102. *------------------------------------------*/
  8103. int pc_autosave(int tid, unsigned int tick, int id, intptr_t data)
  8104. {
  8105. int interval;
  8106. struct s_mapiterator* iter;
  8107. struct map_session_data* sd;
  8108. static int last_save_id = 0, save_flag = 0;
  8109. if(save_flag == 2) //Someone was saved on last call, normal cycle
  8110. save_flag = 0;
  8111. else
  8112. save_flag = 1; //Noone was saved, so save first found char.
  8113. iter = mapit_getallusers();
  8114. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  8115. {
  8116. if(sd->bl.id == last_save_id && save_flag != 1) {
  8117. save_flag = 1;
  8118. continue;
  8119. }
  8120. if(save_flag != 1) //Not our turn to save yet.
  8121. continue;
  8122. //Save char.
  8123. last_save_id = sd->bl.id;
  8124. save_flag = 2;
  8125. chrif_save(sd,0);
  8126. break;
  8127. }
  8128. mapit_free(iter);
  8129. interval = autosave_interval/(map_usercount()+1);
  8130. if(interval < minsave_interval)
  8131. interval = minsave_interval;
  8132. add_timer(gettick()+interval,pc_autosave,0,0);
  8133. return 0;
  8134. }
  8135. static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap)
  8136. {
  8137. if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled)
  8138. { //Night/day state does not match.
  8139. clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex]
  8140. sd->state.night = night_flag;
  8141. return 1;
  8142. }
  8143. return 0;
  8144. }
  8145. /*================================================
  8146. * timer to do the day [Yor]
  8147. * data: 0 = called by timer, 1 = gmcommand/script
  8148. *------------------------------------------------*/
  8149. int map_day_timer(int tid, unsigned int tick, int id, intptr_t data)
  8150. {
  8151. char tmp_soutput[1024];
  8152. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  8153. return 0;
  8154. if (!night_flag)
  8155. return 0; //Already day.
  8156. night_flag = 0; // 0=day, 1=night [Yor]
  8157. map_foreachpc(pc_daynight_timer_sub);
  8158. strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,502) : msg_txt(NULL,60)); // The day has arrived!
  8159. intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  8160. return 0;
  8161. }
  8162. /*================================================
  8163. * timer to do the night [Yor]
  8164. * data: 0 = called by timer, 1 = gmcommand/script
  8165. *------------------------------------------------*/
  8166. int map_night_timer(int tid, unsigned int tick, int id, intptr_t data)
  8167. {
  8168. char tmp_soutput[1024];
  8169. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  8170. return 0;
  8171. if (night_flag)
  8172. return 0; //Already nigth.
  8173. night_flag = 1; // 0=day, 1=night [Yor]
  8174. map_foreachpc(pc_daynight_timer_sub);
  8175. strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,503) : msg_txt(NULL,59)); // The night has fallen...
  8176. intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  8177. return 0;
  8178. }
  8179. void pc_setstand(struct map_session_data *sd){
  8180. nullpo_retv(sd);
  8181. status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER);
  8182. clif_status_load(&sd->bl,SI_SIT,0);
  8183. clif_standing(&sd->bl); //Inform area PC is standing
  8184. //Reset sitting tick.
  8185. sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
  8186. sd->state.dead_sit = sd->vd.dead_sit = 0;
  8187. }
  8188. /**
  8189. * Mechanic (MADO GEAR)
  8190. **/
  8191. void pc_overheat(struct map_session_data *sd, int val) {
  8192. int heat = val, skill,
  8193. limit[] = { 10, 20, 28, 46, 66 };
  8194. if( !pc_ismadogear(sd) || sd->sc.data[SC_OVERHEAT] )
  8195. return; // already burning
  8196. skill = cap_value(pc_checkskill(sd,NC_MAINFRAME),0,4);
  8197. if( sd->sc.data[SC_OVERHEAT_LIMITPOINT] ) {
  8198. heat += sd->sc.data[SC_OVERHEAT_LIMITPOINT]->val1;
  8199. status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  8200. }
  8201. heat = max(0,heat); // Avoid negative HEAT
  8202. if( heat >= limit[skill] )
  8203. sc_start(&sd->bl,&sd->bl,SC_OVERHEAT,100,0,1000);
  8204. else
  8205. sc_start(&sd->bl,&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000);
  8206. return;
  8207. }
  8208. /**
  8209. * Check if player is autolooting given itemID.
  8210. */
  8211. bool pc_isautolooting(struct map_session_data *sd, int nameid)
  8212. {
  8213. int i;
  8214. if( !sd->state.autolooting )
  8215. return false;
  8216. ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid);
  8217. return (i != AUTOLOOTITEM_SIZE);
  8218. }
  8219. /**
  8220. * Checks if player can use @/#command
  8221. * @param sd Player map session data
  8222. * @param command Command name without @/# and params
  8223. * @param type is it atcommand or charcommand
  8224. */
  8225. bool pc_can_use_command(struct map_session_data *sd, const char *command, AtCommandType type)
  8226. {
  8227. return pc_group_can_use_command(pc_get_group_id(sd), command, type);
  8228. }
  8229. /**
  8230. * Checks if commands used by a player should be logged
  8231. * according to their group setting.
  8232. * @param sd Player map session data
  8233. */
  8234. bool pc_should_log_commands(struct map_session_data *sd)
  8235. {
  8236. return pc_group_should_log_commands(pc_get_group_id(sd));
  8237. }
  8238. static int pc_talisman_timer(int tid, unsigned int tick, int id, intptr_t data)
  8239. {
  8240. struct map_session_data *sd;
  8241. int i, type;
  8242. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  8243. return 1;
  8244. ARR_FIND(1, 5, type, sd->talisman[type] > 0);
  8245. if( sd->talisman[type] <= 0 )
  8246. {
  8247. ShowError("pc_talisman_timer: %d talisman's available. (aid=%d cid=%d tid=%d)\n", sd->talisman[type], sd->status.account_id, sd->status.char_id, tid);
  8248. sd->talisman[type] = 0;
  8249. return 0;
  8250. }
  8251. ARR_FIND(0, sd->talisman[type], i, sd->talisman_timer[type][i] == tid);
  8252. if( i == sd->talisman[type] )
  8253. {
  8254. ShowError("pc_talisman_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
  8255. return 0;
  8256. }
  8257. sd->talisman[type]--;
  8258. if( i != sd->talisman[type] )
  8259. memmove(sd->talisman_timer[type]+i, sd->talisman_timer[type]+i+1, (sd->talisman[type]-i)*sizeof(int));
  8260. sd->talisman_timer[type][sd->talisman[type]] = INVALID_TIMER;
  8261. clif_talisman(sd, type);
  8262. return 0;
  8263. }
  8264. int pc_add_talisman(struct map_session_data *sd,int interval,int max,int type)
  8265. {
  8266. int tid, i;
  8267. nullpo_ret(sd);
  8268. if(max > 10)
  8269. max = 10;
  8270. if(sd->talisman[type] < 0)
  8271. sd->talisman[type] = 0;
  8272. if( sd->talisman[type] && sd->talisman[type] >= max )
  8273. {
  8274. if(sd->talisman_timer[type][0] != INVALID_TIMER)
  8275. delete_timer(sd->talisman_timer[type][0],pc_talisman_timer);
  8276. sd->talisman[type]--;
  8277. if( sd->talisman[type] != 0 )
  8278. memmove(sd->talisman_timer[type]+0, sd->talisman_timer[type]+1, (sd->talisman[type])*sizeof(int));
  8279. sd->talisman_timer[type][sd->talisman[type]] = INVALID_TIMER;
  8280. }
  8281. tid = add_timer(gettick()+interval, pc_talisman_timer, sd->bl.id, 0);
  8282. ARR_FIND(0, sd->talisman[type], i, sd->talisman_timer[type][i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->talisman_timer[type][i])->tick) < 0);
  8283. if( i != sd->talisman[type] )
  8284. memmove(sd->talisman_timer[type]+i+1, sd->talisman_timer[type]+i, (sd->talisman[type]-i)*sizeof(int));
  8285. sd->talisman_timer[type][i] = tid;
  8286. sd->talisman[type]++;
  8287. clif_talisman(sd, type);
  8288. return 0;
  8289. }
  8290. int pc_del_talisman(struct map_session_data *sd,int count,int type)
  8291. {
  8292. int i;
  8293. nullpo_ret(sd);
  8294. if( sd->talisman[type] <= 0 ) {
  8295. sd->talisman[type] = 0;
  8296. return 0;
  8297. }
  8298. if( count <= 0 )
  8299. return 0;
  8300. if( count > sd->talisman[type] )
  8301. count = sd->talisman[type];
  8302. sd->talisman[type] -= count;
  8303. if( count > 10 )
  8304. count = 10;
  8305. for(i = 0; i < count; i++) {
  8306. if(sd->talisman_timer[type][i] != INVALID_TIMER) {
  8307. delete_timer(sd->talisman_timer[type][i],pc_talisman_timer);
  8308. sd->talisman_timer[type][i] = INVALID_TIMER;
  8309. }
  8310. }
  8311. for(i = count; i < 10; i++) {
  8312. sd->talisman_timer[type][i-count] = sd->talisman_timer[type][i];
  8313. sd->talisman_timer[type][i] = INVALID_TIMER;
  8314. }
  8315. clif_talisman(sd, type);
  8316. return 0;
  8317. }
  8318. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  8319. /*==========================================
  8320. * Renewal EXP/Itemdrop rate modifier base on level penalty
  8321. * 1=exp 2=itemdrop
  8322. *------------------------------------------*/
  8323. int pc_level_penalty_mod(struct map_session_data *sd, int mob_level, uint32 mob_race, uint32 mob_mode, int type)
  8324. {
  8325. int diff, rate = 100, i;
  8326. nullpo_ret(sd);
  8327. diff = mob_level - sd->status.base_level;
  8328. if( diff < 0 )
  8329. diff = MAX_LEVEL + ( ~diff + 1 );
  8330. for(i=0; i<RC_MAX; i++){
  8331. int tmp;
  8332. if( mob_race != i ){
  8333. if( mob_mode&MD_BOSS && i < RC_BOSS )
  8334. i = RC_BOSS;
  8335. else if( i <= RC_BOSS )
  8336. continue;
  8337. }
  8338. if( (tmp=level_penalty[type][i][diff]) > 0 ){
  8339. rate = tmp;
  8340. break;
  8341. }
  8342. }
  8343. return rate;
  8344. }
  8345. #endif
  8346. int pc_split_str(char *str,char **val,int num)
  8347. {
  8348. int i;
  8349. for (i=0; i<num && str; i++){
  8350. val[i] = str;
  8351. str = strchr(str,',');
  8352. if (str && i<num-1) //Do not remove a trailing comma.
  8353. *str++=0;
  8354. }
  8355. return i;
  8356. }
  8357. int pc_split_atoi(char* str, int* val, char sep, int max)
  8358. {
  8359. int i,j;
  8360. for (i=0; i<max; i++) {
  8361. if (!str) break;
  8362. val[i] = atoi(str);
  8363. str = strchr(str,sep);
  8364. if (str)
  8365. *str++=0;
  8366. }
  8367. //Zero up the remaining.
  8368. for(j=i; j < max; j++)
  8369. val[j] = 0;
  8370. return i;
  8371. }
  8372. int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
  8373. {
  8374. static int warning=0;
  8375. int i,j;
  8376. double f;
  8377. for (i=0; i<max; i++) {
  8378. if (!str) break;
  8379. f = atof(str);
  8380. if (f < 0)
  8381. val[i] = 0;
  8382. else if (f > UINT_MAX) {
  8383. val[i] = UINT_MAX;
  8384. if (!warning) {
  8385. warning = 1;
  8386. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  8387. }
  8388. } else
  8389. val[i] = (unsigned int)f;
  8390. str = strchr(str,sep);
  8391. if (str)
  8392. *str++=0;
  8393. }
  8394. //Zero up the remaining.
  8395. for(j=i; j < max; j++)
  8396. val[j] = 0;
  8397. return i;
  8398. }
  8399. /*==========================================
  8400. * sub DB reading.
  8401. * Function used to read skill_tree.txt
  8402. *------------------------------------------*/
  8403. static bool pc_readdb_skilltree(char* fields[], int columns, int current)
  8404. {
  8405. unsigned char joblv = 0, skill_lv;
  8406. uint16 skill_id;
  8407. int idx, class_;
  8408. unsigned int i, offset = 3, skill_idx;
  8409. class_ = atoi(fields[0]);
  8410. skill_id = (uint16)atoi(fields[1]);
  8411. skill_lv = (unsigned char)atoi(fields[2]);
  8412. if(columns==4+MAX_PC_SKILL_REQUIRE*2)
  8413. {// job level requirement extra column
  8414. joblv = (unsigned char)atoi(fields[3]);
  8415. offset++;
  8416. }
  8417. if(!pcdb_checkid(class_))
  8418. {
  8419. ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_);
  8420. return false;
  8421. }
  8422. idx = pc_class2idx(class_);
  8423. //This is to avoid adding two lines for the same skill. [Skotlex]
  8424. ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id );
  8425. if( skill_idx == MAX_SKILL_TREE )
  8426. {
  8427. ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_);
  8428. return false;
  8429. }
  8430. else if(skill_tree[idx][skill_idx].id)
  8431. {
  8432. ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_);
  8433. }
  8434. skill_tree[idx][skill_idx].id = skill_id;
  8435. skill_tree[idx][skill_idx].max = skill_lv;
  8436. skill_tree[idx][skill_idx].joblv = joblv;
  8437. for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++)
  8438. {
  8439. skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]);
  8440. skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]);
  8441. }
  8442. return true;
  8443. }
  8444. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  8445. static bool pc_readdb_levelpenalty(char* fields[], int columns, int current)
  8446. {
  8447. int type, race, diff;
  8448. type = atoi(fields[0]);
  8449. race = atoi(fields[1]);
  8450. diff = atoi(fields[2]);
  8451. if( type != 1 && type != 2 ){
  8452. ShowWarning("pc_readdb_levelpenalty: Invalid type %d specified.\n", type);
  8453. return false;
  8454. }
  8455. if( race < 0 || race > RC_MAX ){
  8456. ShowWarning("pc_readdb_levelpenalty: Invalid race %d specified.\n", race);
  8457. return false;
  8458. }
  8459. diff = min(diff, MAX_LEVEL);
  8460. if( diff < 0 )
  8461. diff = min(MAX_LEVEL + ( ~(diff) + 1 ), MAX_LEVEL*2);
  8462. level_penalty[type][race][diff] = atoi(fields[3]);
  8463. return true;
  8464. }
  8465. #endif
  8466. /*==========================================
  8467. * pc DB reading.
  8468. * exp.txt - required experience values
  8469. * skill_tree.txt - skill tree for every class
  8470. * attr_fix.txt - elemental adjustment table
  8471. *------------------------------------------*/
  8472. int pc_readdb(void)
  8473. {
  8474. int i,j,k,tmp=0;
  8475. FILE *fp;
  8476. char line[24000],*p;
  8477. //reset
  8478. memset(exp_table,0,sizeof(exp_table));
  8479. memset(max_level,0,sizeof(max_level));
  8480. sprintf(line, "%s/"DBPATH"exp.txt", db_path);
  8481. fp=fopen(line, "r");
  8482. if(fp==NULL){
  8483. ShowError("can't read %s\n", line);
  8484. return 1;
  8485. }
  8486. while(fgets(line, sizeof(line), fp))
  8487. {
  8488. int jobs[CLASS_COUNT], job_count, job, job_id;
  8489. int type;
  8490. unsigned int ui,maxlv;
  8491. char *split[4];
  8492. if(line[0]=='/' && line[1]=='/')
  8493. continue;
  8494. if (pc_split_str(line,split,4) < 4)
  8495. continue;
  8496. job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT);
  8497. if (job_count < 1)
  8498. continue;
  8499. job_id = jobs[0];
  8500. if (!pcdb_checkid(job_id)) {
  8501. ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
  8502. continue;
  8503. }
  8504. type = atoi(split[2]);
  8505. if (type < 0 || type > 1) {
  8506. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  8507. continue;
  8508. }
  8509. maxlv = atoi(split[0]);
  8510. if (maxlv > MAX_LEVEL) {
  8511. ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL);
  8512. maxlv = MAX_LEVEL;
  8513. }
  8514. job = jobs[0] = pc_class2idx(job_id);
  8515. //We send one less and then one more because the last entry in the exp array should hold 0.
  8516. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1;
  8517. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  8518. //The reasoning behind the -2 is this... if the max level is 5, then the array
  8519. //should look like this:
  8520. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  8521. while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0)
  8522. max_level[job][type]--;
  8523. if (max_level[job][type] < maxlv) {
  8524. 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]);
  8525. ShowInfo("Filling the missing values with the last exp entry.\n");
  8526. //Fill the requested values with the last entry.
  8527. ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2);
  8528. for (; ui+2 < maxlv; ui++)
  8529. exp_table[job][type][ui] = exp_table[job][type][ui-1];
  8530. max_level[job][type] = maxlv;
  8531. }
  8532. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]);
  8533. for (i = 1; i < job_count; i++) {
  8534. job_id = jobs[i];
  8535. if (!pcdb_checkid(job_id)) {
  8536. ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
  8537. continue;
  8538. }
  8539. job = pc_class2idx(job_id);
  8540. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  8541. max_level[job][type] = maxlv;
  8542. // ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]);
  8543. }
  8544. }
  8545. fclose(fp);
  8546. for (i = 0; i < JOB_MAX; i++) {
  8547. if (!pcdb_checkid(i)) continue;
  8548. if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER || i == JOB_HANBOK)
  8549. continue; //Classes that do not need exp tables.
  8550. j = pc_class2idx(i);
  8551. if (!max_level[j][0])
  8552. ShowWarning("Class %s (%d) does not have a base exp table.\n", job_name(i), i);
  8553. if (!max_level[j][1])
  8554. ShowWarning("Class %s (%d) does not have a job exp table.\n", job_name(i), i);
  8555. }
  8556. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  8557. // Reset and read skilltree
  8558. memset(skill_tree,0,sizeof(skill_tree));
  8559. sv_readdb(db_path, DBPATH"skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree);
  8560. #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
  8561. sv_readdb(db_path, "re/level_penalty.txt", ',', 4, 4, -1, &pc_readdb_levelpenalty);
  8562. for( k=1; k < 3; k++ ){ // fill in the blanks
  8563. for( j = 0; j < RC_MAX; j++ ){
  8564. tmp = 0;
  8565. for( i = 0; i < MAX_LEVEL*2; i++ ){
  8566. if( i == MAX_LEVEL+1 )
  8567. tmp = level_penalty[k][j][0];// reset
  8568. if( level_penalty[k][j][i] > 0 )
  8569. tmp = level_penalty[k][j][i];
  8570. else
  8571. level_penalty[k][j][i] = tmp;
  8572. }
  8573. }
  8574. }
  8575. #endif
  8576. // Reset then read attr_fix
  8577. for(i=0;i<4;i++)
  8578. for(j=0;j<ELE_MAX;j++)
  8579. for(k=0;k<ELE_MAX;k++)
  8580. attr_fix_table[i][j][k]=100;
  8581. sprintf(line, "%s/"DBPATH"attr_fix.txt", db_path);
  8582. fp=fopen(line,"r");
  8583. if(fp==NULL){
  8584. ShowError("can't read %s\n", line);
  8585. return 1;
  8586. }
  8587. while(fgets(line, sizeof(line), fp))
  8588. {
  8589. char *split[10];
  8590. int lv,n;
  8591. if(line[0]=='/' && line[1]=='/')
  8592. continue;
  8593. for(j=0,p=line;j<3 && p;j++){
  8594. split[j]=p;
  8595. p=strchr(p,',');
  8596. if(p) *p++=0;
  8597. }
  8598. if( j < 2 )
  8599. continue;
  8600. lv=atoi(split[0]);
  8601. n=atoi(split[1]);
  8602. for(i=0;i<n && i<ELE_MAX;){
  8603. if( !fgets(line, sizeof(line), fp) )
  8604. break;
  8605. if(line[0]=='/' && line[1]=='/')
  8606. continue;
  8607. for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
  8608. while(*p==32 && *p>0)
  8609. p++;
  8610. attr_fix_table[lv-1][i][j]=atoi(p);
  8611. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  8612. attr_fix_table[lv-1][i][j] = 0;
  8613. p=strchr(p,',');
  8614. if(p) *p++=0;
  8615. }
  8616. i++;
  8617. }
  8618. }
  8619. fclose(fp);
  8620. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  8621. // reset then read statspoint
  8622. memset(statp,0,sizeof(statp));
  8623. i=1;
  8624. sprintf(line, "%s/"DBPATH"statpoint.txt", db_path);
  8625. fp=fopen(line,"r");
  8626. if(fp == NULL){
  8627. ShowWarning("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  8628. //return 1;
  8629. } else {
  8630. while(fgets(line, sizeof(line), fp))
  8631. {
  8632. int stat;
  8633. if(line[0]=='/' && line[1]=='/')
  8634. continue;
  8635. if ((stat=strtoul(line,NULL,10))<0)
  8636. stat=0;
  8637. if (i > MAX_LEVEL)
  8638. break;
  8639. statp[i]=stat;
  8640. i++;
  8641. }
  8642. fclose(fp);
  8643. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  8644. }
  8645. // generate the remaining parts of the db if necessary
  8646. k = battle_config.use_statpoint_table; //save setting
  8647. battle_config.use_statpoint_table = 0; //temporarily disable to force pc_gets_status_point use default values
  8648. statp[0] = 45; // seed value
  8649. for (; i <= MAX_LEVEL; i++)
  8650. statp[i] = statp[i-1] + pc_gets_status_point(i-1);
  8651. battle_config.use_statpoint_table = k; //restore setting
  8652. return 0;
  8653. }
  8654. // Read MOTD on startup. [Valaris]
  8655. int pc_read_motd(void)
  8656. {
  8657. FILE* fp;
  8658. // clear old MOTD
  8659. memset(motd_text, 0, sizeof(motd_text));
  8660. // read current MOTD
  8661. if( ( fp = fopen(motd_txt, "r") ) != NULL )
  8662. {
  8663. char* buf, * ptr;
  8664. unsigned int lines = 0, entries = 0;
  8665. size_t len;
  8666. while( entries < MOTD_LINE_SIZE && fgets(motd_text[entries], sizeof(motd_text[entries]), fp) )
  8667. {
  8668. lines++;
  8669. buf = motd_text[entries];
  8670. if( buf[0] == '/' && buf[1] == '/' )
  8671. {
  8672. continue;
  8673. }
  8674. len = strlen(buf);
  8675. while( len && ( buf[len-1] == '\r' || buf[len-1] == '\n' ) )
  8676. {// strip trailing EOL characters
  8677. len--;
  8678. }
  8679. if( len )
  8680. {
  8681. buf[len] = 0;
  8682. if( ( ptr = strstr(buf, " :") ) != NULL && ptr-buf >= NAME_LENGTH )
  8683. {// crashes newer clients
  8684. 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);
  8685. }
  8686. }
  8687. else
  8688. {// empty line
  8689. buf[0] = ' ';
  8690. buf[1] = 0;
  8691. }
  8692. entries++;
  8693. }
  8694. fclose(fp);
  8695. ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, motd_txt);
  8696. }
  8697. else
  8698. {
  8699. ShowWarning("File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  8700. }
  8701. return 0;
  8702. }
  8703. void pc_itemcd_do(struct map_session_data *sd, bool load) {
  8704. int i,cursor = 0;
  8705. struct item_cd* cd = NULL;
  8706. if( load ) {
  8707. if( !(cd = idb_get(itemcd_db, sd->status.char_id)) ) {
  8708. // no skill cooldown is associated with this character
  8709. return;
  8710. }
  8711. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  8712. if( cd->nameid[i] && DIFF_TICK(gettick(),cd->tick[i]) < 0 ) {
  8713. sd->item_delay[cursor].tick = cd->tick[i];
  8714. sd->item_delay[cursor].nameid = cd->nameid[i];
  8715. cursor++;
  8716. }
  8717. }
  8718. idb_remove(itemcd_db,sd->status.char_id);
  8719. } else {
  8720. if( !(cd = idb_get(itemcd_db,sd->status.char_id)) ) {
  8721. // create a new skill cooldown object for map storage
  8722. CREATE( cd, struct item_cd, 1 );
  8723. idb_put( itemcd_db, sd->status.char_id, cd );
  8724. }
  8725. for(i = 0; i < MAX_ITEMDELAYS; i++) {
  8726. if( sd->item_delay[i].nameid && DIFF_TICK(gettick(),sd->item_delay[i].tick) < 0 ) {
  8727. cd->tick[cursor] = sd->item_delay[i].tick;
  8728. cd->nameid[cursor] = sd->item_delay[i].nameid;
  8729. cursor++;
  8730. }
  8731. }
  8732. }
  8733. return;
  8734. }
  8735. /*==========================================
  8736. * pc Init/Terminate
  8737. *------------------------------------------*/
  8738. void do_final_pc(void) {
  8739. db_destroy(itemcd_db);
  8740. do_final_pc_groups();
  8741. return;
  8742. }
  8743. int do_init_pc(void) {
  8744. itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  8745. pc_readdb();
  8746. pc_read_motd(); // Read MOTD [Valaris]
  8747. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  8748. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  8749. add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end");
  8750. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  8751. add_timer_func_list(pc_autosave, "pc_autosave");
  8752. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  8753. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  8754. add_timer_func_list(pc_endautobonus, "pc_endautobonus");
  8755. add_timer_func_list(pc_talisman_timer, "pc_talisman_timer");
  8756. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  8757. // 0=day, 1=night [Yor]
  8758. night_flag = battle_config.night_at_start ? 1 : 0;
  8759. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  8760. int day_duration = battle_config.day_duration;
  8761. int night_duration = battle_config.night_duration;
  8762. // add night/day timer [Yor]
  8763. add_timer_func_list(map_day_timer, "map_day_timer");
  8764. add_timer_func_list(map_night_timer, "map_night_timer");
  8765. day_timer_tid = add_timer_interval(gettick() + (night_flag ? 0 : day_duration) + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  8766. night_timer_tid = add_timer_interval(gettick() + day_duration + (night_flag ? night_duration : 0), map_night_timer, 0, 0, day_duration + night_duration);
  8767. }
  8768. do_init_pc_groups();
  8769. return 0;
  8770. }