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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "pc.hpp"
- #include <map>
- #include <math.h>
- #include <stdlib.h>
- #ifdef MAP_GENERATOR
- #include <fstream>
- #include <iostream>
- #include <nlohmann/json.hpp>
- #endif
- #include <common/cbasetypes.hpp>
- #include <common/core.hpp> // get_svn_revision()
- #include <common/database.hpp>
- #include <common/ers.hpp> // ers_destroy
- #include <common/grfio.hpp>
- #include <common/malloc.hpp>
- #include <common/mmo.hpp> //NAME_LENGTH
- #include <common/nullpo.hpp>
- #include <common/random.hpp>
- #include <common/showmsg.hpp>
- #include <common/socket.hpp> // session[]
- #include <common/strlib.hpp> // safestrncpy()
- #include <common/timer.hpp>
- #include <common/utilities.hpp>
- #include <common/utils.hpp>
- #include "achievement.hpp"
- #include "atcommand.hpp" // get_atcommand_level()
- #include "battle.hpp" // battle_config
- #include "battleground.hpp"
- #include "buyingstore.hpp" // struct s_buyingstore
- #include "channel.hpp"
- #include "chat.hpp"
- #include "chrif.hpp"
- #include "clan.hpp"
- #include "clif.hpp"
- #include "date.hpp" // is_day_of_*()
- #include "duel.hpp"
- #include "elemental.hpp"
- #include "guild.hpp"
- #include "homunculus.hpp"
- #include "instance.hpp"
- #include "intif.hpp"
- #include "itemdb.hpp" // MAX_ITEMGROUP
- #include "log.hpp"
- #include "map.hpp"
- #include "mercenary.hpp"
- #include "mob.hpp"
- #include "npc.hpp"
- #include "party.hpp" // party_search()
- #include "pc_groups.hpp"
- #include "pet.hpp" // pet_unlocktarget()
- #include "quest.hpp"
- #include "skill.hpp" // skill_isCopyable()
- #include "script.hpp" // struct script_reg, struct script_regstr
- #include "searchstore.hpp" // struct s_search_store_info
- #include "status.hpp" // OPTION_*, struct weapon_atk
- #include "storage.hpp"
- #include "unit.hpp" // unit_stop_attack(), unit_stop_walking()
- #include "vending.hpp" // struct s_vending
- using namespace rathena;
- JobDatabase job_db;
- CaptchaDatabase captcha_db;
- const char *macro_allowed_answer_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
- int pc_split_atoui(char* str, unsigned int* val, char sep, int max);
- static inline bool pc_attendance_rewarded_today( map_session_data* sd );
- #define PVP_CALCRANK_INTERVAL 1000 // PVP calculation interval
- PlayerStatPointDatabase statpoint_db;
- SkillTreeDatabase skill_tree_db;
- // timer for night.day implementation
- int day_timer_tid = INVALID_TIMER;
- int night_timer_tid = INVALID_TIMER;
- struct eri *pc_sc_display_ers = NULL;
- struct eri *num_reg_ers;
- struct eri *str_reg_ers;
- int pc_expiration_tid = INVALID_TIMER;
- struct fame_list smith_fame_list[MAX_FAME_LIST];
- struct fame_list chemist_fame_list[MAX_FAME_LIST];
- struct fame_list taekwon_fame_list[MAX_FAME_LIST];
- const std::string AttendanceDatabase::getDefaultLocation(){
- return std::string(db_path) + "/attendance.yml";
- }
- /**
- * Reads and parses an entry from the attendance_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 AttendanceDatabase::parseBodyNode(const ryml::NodeRef& node){
- uint32 start;
- if( !this->asUInt32( node, "Start", start ) ){
- return 0;
- }
- std::shared_ptr<s_attendance_period> attendance_period = this->find( start );
- bool exists = attendance_period != nullptr;
- if( !exists ){
- if( !this->nodeExists( node, "End" ) ){
- this->invalidWarning( node, "Node \"End\" is missing.\n" );
- return 0;
- }
- if( !this->nodeExists( node, "Rewards" ) ){
- this->invalidWarning( node, "Node \"Rewards\" is missing.\n" );
- return 0;
- }
- attendance_period = std::make_shared<s_attendance_period>();
- attendance_period->start = start;
- }
- // If it does not exist yet, we need to check it for sure
- bool requiresCollisionDetection = !exists;
- if( this->nodeExists( node, "End" ) ){
- uint32 end;
- if( !this->asUInt32( node, "End", end ) ){
- return 0;
- }
- // If the period is outdated already, we do not even bother parsing
- if( end < date_get( DT_YYYYMMDD ) ){
- this->invalidWarning( node, "Node \"End\" date %u has already passed, skipping.\n", end );
- return 0;
- }
- if( !exists || attendance_period->end != end ){
- requiresCollisionDetection = true;
- attendance_period->end = end;
- }
- }
- // Collision detection
- if( requiresCollisionDetection ){
- bool collision = false;
- for( std::pair<const uint32,std::shared_ptr<s_attendance_period>>& pair : *this ){
- std::shared_ptr<s_attendance_period> period = pair.second;
- if( exists && period->start == attendance_period->start ){
- // Dont compare to yourself
- continue;
- }
- // Check if start is inside another period
- if( period->start <= attendance_period->start && start <= period->end ){
- this->invalidWarning( node, "Node \"Start\" period %u intersects with period %u-%u, skipping.\n", attendance_period->start, period->start, period->end );
- collision = true;
- break;
- }
- // Check if end is inside another period
- if( period->start <= attendance_period->end && attendance_period->end <= period->end ){
- this->invalidWarning( node, "Node \"End\" period %u intersects with period %u-%u.\n", attendance_period->start, period->start, period->end );
- collision = true;
- break;
- }
- }
- if( collision ){
- return 0;
- }
- }
- if( this->nodeExists( node, "Rewards" ) ){
- const auto& rewardsNode = node["Rewards"];
- for( const auto& rewardNode : rewardsNode ){
- uint32 day;
- if( !this->asUInt32( rewardNode, "Day", day ) ){
- continue;
- }
- day -= 1;
- std::shared_ptr<s_attendance_reward> reward = util::map_find( attendance_period->rewards, day );
- bool reward_exists = reward != nullptr;
- if( !reward_exists ){
- if( !this->nodeExists( rewardNode, "ItemId" ) ){
- this->invalidWarning( rewardNode, "Node \"ItemId\" is missing.\n" );
- return 0;
- }
- reward = std::make_shared<s_attendance_reward>();
- }
- if( this->nodeExists( rewardNode, "ItemId" ) ){
- t_itemid item_id;
- if( !this->asUInt32( rewardNode, "ItemId", item_id ) ){
- continue;
- }
- if( !item_db.exists( item_id ) ){
- ShowError( "pc_attendance_load: Unknown item ID %u for day %d.\n", item_id, day + 1 );
- continue;
- }
- reward->item_id = item_id;
- }
- if( this->nodeExists( rewardNode, "Amount" ) ){
- uint16 amount;
- if( !this->asUInt16( rewardNode, "Amount", amount ) ){
- continue;
- }
- if( amount == 0 ){
- ShowWarning( "pc_attendance_load: Invalid reward count %hu for day %d. Defaulting to 1...\n", amount, day + 1 );
- amount = 1;
- }else if( amount > MAX_AMOUNT ){
- ShowError( "pc_attendance_load: Reward count %hu above maximum %hu for day %d. Defaulting to %hu...\n", amount, MAX_AMOUNT, day + 1, MAX_AMOUNT );
- amount = MAX_AMOUNT;
- }
- reward->amount = amount;
- }else{
- if( !reward_exists ){
- reward->amount = 1;
- }
- }
- if( !reward_exists ){
- attendance_period->rewards[day] = reward;
- }
- }
- bool missing_day = false;
- for( int day = 0; day < attendance_period->rewards.size(); day++ ){
- if( attendance_period->rewards.find( day ) == attendance_period->rewards.end() ){
- ShowError( "pc_attendance_load: Reward for day %d is missing.\n", day + 1 );
- missing_day = true;
- break;
- }
- }
- if( missing_day ){
- return 0;
- }
- }
- if( !exists ){
- this->put( start, attendance_period );
- }
- return 1;
- }
- AttendanceDatabase attendance_db;
- const std::string ReputationDatabase::getDefaultLocation(){
- return std::string( db_path ) + "/reputation.yml";
- }
- uint64 ReputationDatabase::parseBodyNode( const ryml::NodeRef& node ){
- int64 id;
- if( !this->asInt64( node, "Id", id ) ){
- return 0;
- }
- std::shared_ptr<s_reputation> reputation = this->find( id );
- bool exists = reputation != nullptr;
- if( !exists ){
- if( !this->nodesExist( node, { "Name", "Variable" } ) ){
- return 0;
- }
- reputation = std::make_shared<s_reputation>();
- reputation->id = id;
- }
- if( this->nodeExists( node, "Name" ) ){
- std::string name;
- if( !this->asString( node, "Name", name ) ){
- return 0;
- }
- reputation->name = name;
- }
- if( this->nodeExists( node, "Variable" ) ){
- std::string variable;
- if( !this->asString( node, "Variable", variable ) ){
- return 0;
- }
- if( variable.length() > 32 ){
- this->invalidWarning( node, "Variable name \"%s\" exceeds maximum length 32.\n", variable.c_str() );
- return 0;
- }
- reputation->variable = variable;
- }
- if( this->nodeExists( node, "Minimum" ) ){
- int64 minimum;
- if( !this->asInt64( node, "Minimum", minimum ) ){
- return 0;
- }
- reputation->minimum = minimum;
- }else{
- if( !exists ){
- reputation->minimum = INT64_MIN;
- }
- }
- if( this->nodeExists( node, "Maximum" ) ){
- int64 maximum;
- if( !this->asInt64( node, "Maximum", maximum ) ){
- return 0;
- }
- reputation->maximum = maximum;
- }else{
- if( !exists ){
- reputation->maximum = INT64_MIN;
- }
- }
- #ifdef MAP_GENERATOR
- if (this->nodeExists(node, "Visibility")) {
- std::string visibility;
- if (!this->asString(node, "Visibility", visibility)) {
- return 0;
- }
- if (visibility == "Always")
- reputation->visibility = s_reputation::e_visibility::ALWAYS;
- else if (visibility == "Never")
- reputation->visibility = s_reputation::e_visibility::NEVER;
- else if (visibility == "Exist")
- reputation->visibility = s_reputation::e_visibility::EXIST;
- else {
- this->invalidWarning(node, "Visibility \"%s\" unknown.\n", visibility.c_str());
- return 0;
- }
- } else {
- if (!exists) {
- reputation->visibility = s_reputation::e_visibility::ALWAYS;
- }
- }
- #endif
- if( !exists ){
- this->put( id, reputation );
- }
- return 1;
- }
- ReputationDatabase reputation_db;
- const std::string ReputationGroupDatabase::getDefaultLocation() {
- return std::string(db_path) + "/reputation_group.yml";
- }
- uint64 ReputationGroupDatabase::parseBodyNode(const ryml::NodeRef& node) {
- int64 id;
- if (!this->asInt64(node, "Id", id)) {
- return 0;
- }
- std::shared_ptr<s_reputationgroup> group = this->find(id);
- bool exists = group != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, {"Name", "ReputeList"})) {
- return 0;
- }
- group = std::make_shared<s_reputationgroup>();
- group->id = id;
- }
- if (this->nodeExists(node, "Name")) {
- std::string name;
- if (!this->asString(node, "Name", name)) {
- return 0;
- }
- group->name = name;
- }
- if (this->nodeExists(node, "ScriptName")) {
- std::string script_name;
- if (!this->asString(node, "ScriptName", script_name)) {
- return 0;
- }
- group->script_name = script_name;
- }
- if (this->nodeExists(node, "ReputeList")) {
- const auto& reputelist = node[c4::to_csubstr("ReputeList")];
- for (const auto& repute : reputelist) {
- int64 repute_id;
- try {
- repute >> repute_id;
- } catch (std::runtime_error const&) {
- this->invalidWarning(node, "Value \"%s\" cannot be parsed as int64.\n", repute.val().str);
- continue;
- }
- if (!reputation_db.find(repute_id)) {
- this->invalidWarning(node, "Reputation id %lld does not exist in reputation_db!\n", repute_id);
- continue;
- }
- group->reputations.push_back(repute_id);
- }
- }
- if (!exists) {
- this->put(id, group);
- }
- return 1;
- }
- ReputationGroupDatabase reputationgroup_db;
- void pc_reputation_generate() {
- #ifdef MAP_GENERATOR
- const std::string filePrefix = "generated/clientside/data/contentdata/";
- auto reputeInfo = nlohmann::json::object();
- for (const auto& pair : reputation_db) {
- auto id = pair.first;
- auto rep = pair.second;
- nlohmann::json node;
- switch (rep->visibility) {
- case s_reputation::e_visibility::ALWAYS:
- node["Invisible"] = "VISIBLE_TRUE";
- break;
- case s_reputation::e_visibility::NEVER:
- node["Invisible"] = "VISIBLE_FALSE";
- break;
- case s_reputation::e_visibility::EXIST:
- node["Invisible"] = "VISIBLE_EXIST";
- break;
- }
- node["MaxPoint_Negative"] = std::abs(rep->minimum);
- node["MaxPoint_Positive"] = std::abs(rep->maximum);
- node["Name"] = rep->name;
- reputeInfo[std::to_string(id)] = node;
- }
- auto j = nlohmann::json::object();
- j["reputeInfo"] = reputeInfo;
- // std::cout << j.dump(2) << "\n";
- auto bson = nlohmann::json::to_bson(j);
- auto reputation_file = std::ofstream(filePrefix + "./reputeinfodata.bson", std::ios::binary);
- if (!reputation_file) {
- ShowError("Failed to create reputation file.\n");
- ShowError("Maybe the file directory \"%s\" does not exist?\n", filePrefix.c_str());
- ShowInfo("Create the directory and rerun map-server-generator\n");
- exit(1);
- }
- reputation_file.write((const char *)&bson[0], bson.size());
- auto reputeGroupInfo = nlohmann::json::object();
- for (const auto& pair : reputationgroup_db) {
- auto id = pair.first;
- auto group = pair.second;
- nlohmann::json node;
- node["ID"] = group->script_name;
- node["Name"] = group->name;
- node["ReputeList"] = group->reputations;
- reputeGroupInfo[std::to_string(id)] = node;
- }
- j = nlohmann::json::object();
- j["ReputeGroup"] = reputeGroupInfo;
- // std::cout << j.dump(2) << "\n";
- bson = nlohmann::json::to_bson(j);
- auto reputation_group_file = std::ofstream(filePrefix + "./reputegroupdata.bson", std::ios::binary);
- if (!reputation_group_file) {
- ShowError("Failed to create reputation group file.\n");
- ShowError("Maybe the file directory \"%s\" does not exist?\n", filePrefix.c_str());
- ShowInfo("Create the directory and rerun map-server-generator\n");
- exit(1);
- }
- reputation_group_file.write((const char *)&bson[0], bson.size());
- #endif
- }
- const std::string PenaltyDatabase::getDefaultLocation(){
- return std::string( db_path ) + "/level_penalty.yml";
- }
- uint64 PenaltyDatabase::parseBodyNode(const ryml::NodeRef& node){
- std::string type_constant;
- if( !this->asString( node, "Type", type_constant ) ){
- return 0;
- }
- int64 constant_value;
- if( !script_get_constant( ( "PENALTY_" + type_constant ).c_str(), &constant_value ) ){
- this->invalidWarning( node["Type"], "Unknown penalty type \"%s\".\n", type_constant.c_str() );
- return 0;
- }
- if( constant_value < PENALTY_NONE || constant_value > PENALTY_MAX ){
- this->invalidWarning( node["Type"], "Invalid penalty type \"%s\".\n", type_constant.c_str() );
- return 0;
- }
- e_penalty_type type = static_cast<e_penalty_type>( constant_value );
- std::shared_ptr<s_penalty> penalty = this->find( type );
- bool exists = penalty != nullptr;
- if( !exists ){
- penalty = std::make_shared<s_penalty>();
- penalty->type = type;
- for( int i = 0, max = ARRAYLENGTH( penalty->rate ); i < max; i++ ){
- penalty->rate[i] = UINT16_MAX;
- }
- }
- if( this->nodeExists( node, "LevelDifferences" ) ){
- for( const auto& levelNode : node["LevelDifferences"] ){
- if( !this->nodesExist( levelNode, { "Difference", "Rate" } ) ){
- return 0;
- }
- int32 difference;
- if( !this->asInt32( levelNode, "Difference", difference ) ){
- return 0;
- }
- if( std::abs( difference ) > MAX_LEVEL ){
- this->invalidWarning( levelNode["Difference"], "Level difference %d is bigger than maximum level %d.\n", difference, MAX_LEVEL );
- return 0;
- }
- uint16 rate;
- if( !this->asUInt16Rate( levelNode, "Rate", rate ) ){
- return 0;
- }
- penalty->rate[difference + MAX_LEVEL - 1] = rate;
- }
- }
- if( !exists ){
- this->put( type, penalty );
- }
- return 1;
- }
- void PenaltyDatabase::loadingFinished(){
- for( const auto& pair : *this ){
- for( int i = MAX_LEVEL - 1, max = ARRAYLENGTH( pair.second->rate ), last_rate = 100; i < max; i++ ){
- uint16 rate = pair.second->rate[i];
- // Check if it has been defined
- if( rate == UINT16_MAX ){
- pair.second->rate[i] = last_rate;
- }else{
- last_rate = rate;
- }
- }
- for( int i = MAX_LEVEL - 1, last_rate = 100; i >= 0; i-- ){
- uint16 rate = pair.second->rate[i];
- // Check if it has been defined
- if( rate == UINT16_MAX ){
- pair.second->rate[i] = last_rate;
- }else{
- last_rate = rate;
- }
- }
- }
- TypesafeYamlDatabase::loadingFinished();
- }
- PenaltyDatabase penalty_db;
- #define MOTD_LINE_SIZE 128
- static char motd_text[MOTD_LINE_SIZE][CHAT_SIZE_MAX]; // Message of the day buffer [Valaris]
- bool reg_load;
- /**
- * Translation table from athena equip index to aegis bitmask
- */
- unsigned int equip_bitmask[EQI_MAX] = {
- EQP_ACC_L, // EQI_ACC_L
- EQP_ACC_R, // EQI_ACC_R
- EQP_SHOES, // EQI_SHOES
- EQP_GARMENT, // EQI_GARMENT
- EQP_HEAD_LOW, // EQI_HEAD_LOW
- EQP_HEAD_MID, // EQI_HEAD_MID
- EQP_HEAD_TOP, // EQI_HEAD_TOP
- EQP_ARMOR, // EQI_ARMOR
- EQP_HAND_L, // EQI_HAND_L
- EQP_HAND_R, // EQI_HAND_R
- EQP_COSTUME_HEAD_TOP, // EQI_COSTUME_HEAD_TOP
- EQP_COSTUME_HEAD_MID, // EQI_COSTUME_HEAD_MID
- EQP_COSTUME_HEAD_LOW, // EQI_COSTUME_HEAD_LOW
- EQP_COSTUME_GARMENT, // EQI_COSTUME_GARMENT
- EQP_AMMO, // EQI_AMMO
- EQP_SHADOW_ARMOR, // EQI_SHADOW_ARMOR
- EQP_SHADOW_WEAPON, // EQI_SHADOW_WEAPON
- EQP_SHADOW_SHIELD, // EQI_SHADOW_SHIELD
- EQP_SHADOW_SHOES, // EQI_SHADOW_SHOES
- EQP_SHADOW_ACC_R, // EQI_SHADOW_ACC_R
- EQP_SHADOW_ACC_L // EQI_SHADOW_ACC_L
- };
- //Links related info to the sd->hate_mob[]/sd->feel_map[] entries
- const struct sg_data sg_info[MAX_PC_FEELHATE] = {
- { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
- { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
- { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
- };
- void pc_set_reg_load( bool val ){
- reg_load = val;
- }
- /**
- * Item Cool Down Delay Saving
- * Struct item_cd is not a member of map_session_data
- * to keep cooldowns in memory between player log-ins.
- * All cooldowns are reset when server is restarted.
- **/
- DBMap* itemcd_db = NULL; // char_id -> struct item_cd
- struct item_cd {
- t_tick tick[MAX_ITEMDELAYS]; //tick
- t_itemid nameid[MAX_ITEMDELAYS]; //item id
- };
- /**
- * Converts a class to its array index for CLASS_COUNT defined arrays.
- * Note that it does not do a validity check for speed purposes, where parsing
- * player input make sure to use a pcdb_checkid first!
- * @param class_ Job ID see enum e_job
- * @return Class Index
- */
- int pc_class2idx(int class_) {
- if (class_ >= JOB_NOVICE_HIGH)
- return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC;
- return class_;
- }
- /**
- * Get player's group ID
- * @param sd
- * @return Group ID
- */
- int pc_get_group_id(map_session_data *sd) {
- return sd->group_id;
- }
- /** Get player's group Level
- * @param sd
- * @return Group Level
- */
- int pc_get_group_level(map_session_data *sd) {
- return sd->group->level;
- }
- /**
- * Remove a player from queue after timeout
- * @param tid: Timer ID
- * @param tick: Timer
- * @param id: ID
- * @return 0 on success or 1 otherwise
- */
- static TIMER_FUNC(pc_on_expire_active)
- {
- map_session_data *sd = (map_session_data *)data;
- nullpo_retr(1, sd);
- sd->tid_queue_active = INVALID_TIMER;
- bg_queue_leave(sd);
- clif_bg_queue_entry_init(sd);
- return 0;
- }
- /**
- * Function used to set timer externally
- * @param sd: Player data
- */
- void pc_set_bg_queue_timer(map_session_data *sd) {
- nullpo_retv(sd);
- if (sd->tid_queue_active != INVALID_TIMER) {
- delete_timer(sd->tid_queue_active, pc_on_expire_active);
- sd->tid_queue_active = INVALID_TIMER;
- }
- sd->tid_queue_active = add_timer(gettick() + 20000, pc_on_expire_active, 0, (intptr_t)sd);
- }
- /**
- * Function used to delete timer externally
- * @param sd: Player data
- */
- void pc_delete_bg_queue_timer(map_session_data *sd) {
- nullpo_retv(sd);
- if (sd->tid_queue_active != INVALID_TIMER) {
- delete_timer(sd->tid_queue_active, pc_on_expire_active);
- sd->tid_queue_active = INVALID_TIMER;
- }
- }
- static TIMER_FUNC(pc_invincible_timer){
- map_session_data *sd;
- if( (sd=(map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
- return 1;
- if(sd->invincible_timer != tid){
- ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
- return 0;
- }
- sd->invincible_timer = INVALID_TIMER;
- skill_unit_move(&sd->bl,tick,1);
- return 0;
- }
- void pc_setinvincibletimer(map_session_data* sd, int val) {
- nullpo_retv(sd);
- if( sd->invincible_timer != INVALID_TIMER )
- delete_timer(sd->invincible_timer,pc_invincible_timer);
- sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
- }
- void pc_delinvincibletimer(map_session_data* sd)
- {
- nullpo_retv(sd);
- if( sd->invincible_timer != INVALID_TIMER )
- {
- delete_timer(sd->invincible_timer,pc_invincible_timer);
- sd->invincible_timer = INVALID_TIMER;
- skill_unit_move(&sd->bl,gettick(),1);
- }
- }
- static TIMER_FUNC(pc_spiritball_timer){
- map_session_data *sd;
- int i;
- if( (sd=(map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
- return 1;
- if( sd->spiritball <= 0 )
- {
- ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid);
- sd->spiritball = 0;
- return 0;
- }
- ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
- if( i == sd->spiritball )
- {
- ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
- return 0;
- }
- sd->spiritball--;
- if( i != sd->spiritball )
- memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
- sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
- clif_spiritball(&sd->bl);
- return 0;
- }
- /**
- * Adds a spiritball to player for 'interval' ms
- * @param sd
- * @param interval
- * @param max
- */
- void pc_addspiritball(map_session_data *sd,int interval,int max)
- {
- int tid;
- uint8 i;
- nullpo_retv(sd);
- if(max > MAX_SPIRITBALL)
- max = MAX_SPIRITBALL;
- if(sd->spiritball < 0)
- sd->spiritball = 0;
- if( sd->spiritball && sd->spiritball >= max )
- {
- if(sd->spirit_timer[0] != INVALID_TIMER)
- delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
- sd->spiritball--;
- if( sd->spiritball != 0 )
- memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
- sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
- }
- tid = add_timer(gettick()+interval, pc_spiritball_timer, sd->bl.id, 0);
- ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->spirit_timer[i])->tick) < 0);
- if( i != sd->spiritball )
- memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
- sd->spirit_timer[i] = tid;
- sd->spiritball++;
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
- clif_millenniumshield(&sd->bl,sd->spiritball);
- else
- clif_spiritball(&sd->bl);
- }
- /**
- * Removes number of spiritball from player
- * @param sd
- * @param count
- * @param type 1 = doesn't give client effect
- */
- void pc_delspiritball(map_session_data *sd,int count,int type)
- {
- uint8 i;
- nullpo_retv(sd);
- if(sd->spiritball <= 0) {
- sd->spiritball = 0;
- return;
- }
- if(count == 0)
- return;
- if(count > sd->spiritball)
- count = sd->spiritball;
- sd->spiritball -= count;
- if(count > MAX_SPIRITBALL)
- count = MAX_SPIRITBALL;
- for(i=0;i<count;i++) {
- if(sd->spirit_timer[i] != INVALID_TIMER) {
- delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
- sd->spirit_timer[i] = INVALID_TIMER;
- }
- }
- for(i=count;i<MAX_SPIRITBALL;i++) {
- sd->spirit_timer[i-count] = sd->spirit_timer[i];
- sd->spirit_timer[i] = INVALID_TIMER;
- }
- if(!type) {
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
- clif_millenniumshield(&sd->bl,sd->spiritball);
- else
- clif_spiritball(&sd->bl);
- }
- }
- /**
- * Adds a soulball to player
- * @param sd: Player data
- * @param max: Max amount of soulballs
- */
- int pc_addsoulball(map_session_data *sd, int max)
- {
- nullpo_ret(sd);
- status_change *sc = status_get_sc(&sd->bl);
- if (sc == nullptr || sc->getSCE(SC_SOULENERGY) == nullptr) {
- sc_start(&sd->bl, &sd->bl, SC_SOULENERGY, 100, 0, skill_get_time2(SP_SOULCOLLECT, 1));
- sd->soulball = 0;
- }
- max = min(max, MAX_SOUL_BALL);
- sd->soulball = cap_value(sd->soulball, 0, MAX_SOUL_BALL);
- if (sd->soulball && sd->soulball >= max)
- sd->soulball--;
- sd->soulball++;
- sc_start(&sd->bl, &sd->bl, SC_SOULENERGY, 100, sd->soulball, skill_get_time2(SP_SOULCOLLECT, 1));
- clif_soulball(sd);
- return 0;
- }
- /**
- * Removes number of soulball from player
- * @param sd: Player data
- * @param count: Amount to remove
- * @param type: true = doesn't give client effect
- */
- int pc_delsoulball(map_session_data *sd, int count, bool type)
- {
- nullpo_ret(sd);
- if (count <= 0)
- return 0;
- status_change *sc = status_get_sc(&sd->bl);
- if (sd->soulball <= 0 || sc == nullptr || sc->getSCE(SC_SOULENERGY) == nullptr) {
- sd->soulball = 0;
- }else{
- sd->soulball -= cap_value(count, 0, sd->soulball);
- if (sd->soulball == 0)
- status_change_end(&sd->bl, SC_SOULENERGY);
- else
- sc->getSCE(SC_SOULENERGY)->val1 = sd->soulball;
- }
- if (!type)
- clif_soulball(sd);
- return 0;
- }
- /**
- * Adds servantballs to a player
- * @param sd: Player data
- * @param amount: Amount to add
- */
- void pc_addservantball( map_session_data& sd, int count ){
- sd.servantball = cap_value( sd.servantball + count, 0, MAX_SERVANTBALL );
- clif_servantball( sd );
- }
- /**
- * Removes number of servantballs from player
- * @param sd: Player data
- * @param count: Amount to remove
- */
- void pc_delservantball( map_session_data& sd, int count ){
- sd.servantball = cap_value( sd.servantball - count, 0, MAX_SERVANTBALL );
- clif_servantball( sd );
- }
- /**
- * Adds abyssballs to a player
- * @param sd: Player data
- * @param amount: Amount to add
- */
- void pc_addabyssball( map_session_data& sd, int count ){
- sd.abyssball = cap_value( sd.abyssball + count, 0, MAX_ABYSSBALL );
- clif_abyssball( sd );
- }
- /**
- * Removes number of abyssballs from player
- * @param sd: Player data
- * @param count: Amount to remove
- */
- void pc_delabyssball( map_session_data& sd, int count ){
- sd.abyssball = cap_value( sd.abyssball - count, 0, MAX_ABYSSBALL );
- clif_abyssball( sd );
- }
- /**
- * Increases a player's fame points and displays a notice to him
- * @param sd Player
- * @param count Fame point
- * @return true: on success, false: on error
- */
- bool pc_addfame(map_session_data &sd, int count)
- {
- enum e_rank ranktype;
- sd.status.fame += count;
- if (sd.status.fame > MAX_FAME)
- sd.status.fame = MAX_FAME;
- switch(sd.class_&MAPID_UPPERMASK){
- case MAPID_BLACKSMITH: ranktype = RANK_BLACKSMITH; break;
- case MAPID_ALCHEMIST: ranktype = RANK_ALCHEMIST; break;
- case MAPID_TAEKWON: ranktype = RANK_TAEKWON; break;
- default:
- ShowWarning( "pc_addfame: Trying to add fame to class '%s'(%d).\n", job_name(sd.status.class_), sd.status.class_ );
- return false;
- }
- clif_update_rankingpoint(sd, ranktype, count);
- chrif_updatefamelist(sd, ranktype);
- return true;
- }
- /**
- * Check whether a player ID is in the fame rankers list of its job, returns his/her position if so, 0 else
- * @param sd
- * @param job Job use enum e_mapid
- * @return Rank
- */
- unsigned char pc_famerank(uint32 char_id, int job)
- {
- uint8 i;
- switch(job){
- case MAPID_BLACKSMITH: // Blacksmith
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(smith_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- case MAPID_ALCHEMIST: // Alchemist
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(chemist_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- case MAPID_TAEKWON: // Taekwon
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(taekwon_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- }
- return 0;
- }
- /**
- * Restart player's HP & SP value
- * @param sd
- * @param type Restart type: 1 - Normal Resurection
- */
- void pc_setrestartvalue(map_session_data *sd, char type) {
- struct status_data *status, *b_status;
- nullpo_retv(sd);
- b_status = &sd->base_status;
- status = &sd->battle_status;
- if (type&1) { //Normal resurrection
- status->hp = 1; //Otherwise status_heal may fail if dead.
- status_heal(&sd->bl, b_status->hp, 0, 1);
- if( status->sp < b_status->sp )
- status_set_sp(&sd->bl, b_status->sp, 1);
- } else { //Just for saving on the char-server (with values as if respawned)
- sd->status.hp = b_status->hp;
- sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
- sd->status.ap = (status->ap < b_status->ap)?b_status->ap:status->ap;
- }
- }
- /*==========================================
- Rental System
- *------------------------------------------*/
- /**
- * Ends a rental and removes the item/effect
- * @param tid: Tick ID
- * @param tick: Timer
- * @param id: Timer ID
- * @param data: Data
- * @return false - failure, true - success
- */
- TIMER_FUNC(pc_inventory_rental_end){
- map_session_data *sd = map_id2sd(id);
- if( sd == NULL )
- return 0;
- if( tid != sd->rental_timer ) {
- ShowError("pc_inventory_rental_end: invalid timer id.\n");
- return 0;
- }
- pc_inventory_rentals(sd);
- return 1;
- }
- /**
- * Removes the rental timer from the player
- * @param sd: Player data
- */
- void pc_inventory_rental_clear(map_session_data *sd)
- {
- if( sd->rental_timer != INVALID_TIMER ) {
- delete_timer(sd->rental_timer, pc_inventory_rental_end);
- sd->rental_timer = INVALID_TIMER;
- }
- }
- /**
- * Check for items in the player's inventory that are rental type
- * @param sd: Player data
- */
- void pc_inventory_rentals(map_session_data *sd)
- {
- int i, c = 0;
- unsigned int next_tick = UINT_MAX;
- for( i = 0; i < MAX_INVENTORY; i++ ) { // Check for Rentals on Inventory
- if( sd->inventory.u.items_inventory[i].nameid == 0 )
- continue; // Nothing here
- if( sd->inventory.u.items_inventory[i].expire_time == 0 )
- continue;
- if( sd->inventory.u.items_inventory[i].expire_time <= time(NULL) ) {
- if (sd->inventory_data[i]->unequip_script)
- run_script(sd->inventory_data[i]->unequip_script, 0, sd->bl.id, fake_nd->bl.id);
- clif_rental_expired(sd, i, sd->inventory.u.items_inventory[i].nameid);
- pc_delitem(sd, i, sd->inventory.u.items_inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
- } else {
- unsigned int expire_tick = (unsigned int)(sd->inventory.u.items_inventory[i].expire_time - time(NULL));
- clif_rental_time(sd, sd->inventory.u.items_inventory[i].nameid, (int)expire_tick);
- next_tick = umin(expire_tick * 1000U, next_tick);
- c++;
- }
- }
- if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days
- sd->rental_timer = add_timer(gettick() + umin(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
- else
- sd->rental_timer = INVALID_TIMER;
- }
- /**
- * Add a rental item to the player and adjusts the rental timer appropriately
- * @param sd: Player data
- * @param seconds: Rental time
- */
- void pc_inventory_rental_add(map_session_data *sd, unsigned int seconds)
- {
- t_tick tick = seconds * 1000;
- if( sd == NULL )
- return;
- if( sd->rental_timer != INVALID_TIMER ) {
- const struct TimerData * td;
- td = get_timer(sd->rental_timer);
- if( DIFF_TICK(td->tick, gettick()) > tick ) { // Update Timer as this one ends first than the current one
- pc_inventory_rental_clear(sd);
- sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0);
- }
- } else
- sd->rental_timer = add_timer(gettick() + i64min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
- }
- /**
- * Check if the player can sell the current item
- * @param sd: map_session_data of the player
- * @param item: struct of the checking item
- * @param shoptype: NPC's sub type see enum npc_subtype
- * @return bool 'true' is sellable, 'false' otherwise
- */
- bool pc_can_sell_item(map_session_data *sd, struct item *item, enum npc_subtype shoptype) {
- if (sd == NULL || item == NULL)
- return false;
- if (!pc_can_give_items(sd))
- return false;
- if (item->equip > 0 || item->amount < 0)
- return false;
- if (battle_config.hide_fav_sell && item->favorite)
- return false; //Cannot sell favs (optional config)
- if (!battle_config.rental_transaction && item->expire_time)
- return false; // Cannot Sell Rental Items
- if( item->equipSwitch ){
- return false;
- }
- if (itemdb_ishatched_egg(item))
- return false;
- switch (shoptype) {
- case NPCTYPE_SHOP:
- if (item->bound && battle_config.allow_bound_sell&ISR_BOUND_SELLABLE && (
- item->bound != BOUND_GUILD ||
- (sd->guild && sd->status.char_id == sd->guild->guild.member[0].char_id) ||
- (item->bound == BOUND_GUILD && !(battle_config.allow_bound_sell&ISR_BOUND_GUILDLEADER_ONLY))
- ))
- return true;
- break;
- case NPCTYPE_ITEMSHOP:
- if (item->bound && battle_config.allow_bound_sell&ISR_BOUND && (
- item->bound != BOUND_GUILD ||
- (sd->guild && sd->status.char_id == sd->guild->guild.member[0].char_id) ||
- (item->bound == BOUND_GUILD && !(battle_config.allow_bound_sell&ISR_BOUND_GUILDLEADER_ONLY))
- ))
- return true;
- else if (!item->bound) {
- struct item_data *itd = itemdb_search(item->nameid);
- if (itd && itd->flag.trade_restriction.sell && battle_config.allow_bound_sell&ISR_SELLABLE)
- return true;
- }
- break;
- }
- if (!itemdb_cansell(item, pc_get_group_level(sd)))
- return false;
- if (item->bound && !pc_can_give_bounded_items(sd))
- return false; // Don't allow sale of bound items
- return true;
- }
- /**
- * Determines if player can give / drop / trade / vend items
- */
- bool pc_can_give_items(map_session_data *sd)
- {
- return pc_has_permission(sd, PC_PERM_TRADE);
- }
- /**
- * Determines if player can give / drop / trade / vend bounded items
- */
- bool pc_can_give_bounded_items(map_session_data *sd)
- {
- return pc_has_permission(sd, PC_PERM_TRADE_BOUNDED);
- }
- /**
- * Determine if an item in a player's inventory is tradeable based on several merits.
- * Checks for item_trade, bound, and rental restrictions.
- * @param sd: Player data
- * @param index: Item inventory index
- * @return True if the item can be traded or false otherwise
- */
- bool pc_can_trade_item(map_session_data *sd, int index) {
- if (sd && index >= 0) {
- return (sd->inventory.u.items_inventory[index].expire_time == 0 &&
- (sd->inventory.u.items_inventory[index].bound == 0 || pc_can_give_bounded_items(sd)) &&
- itemdb_cantrade(&sd->inventory.u.items_inventory[index], pc_get_group_level(sd), pc_get_group_level(sd))
- );
- }
- return false;
- }
- /*==========================================
- * Prepares character for saving.
- * @param sd
- *------------------------------------------*/
- void pc_makesavestatus(map_session_data *sd) {
- nullpo_retv(sd);
- if(!battle_config.save_clothcolor)
- sd->status.clothes_color = 0;
- if(!battle_config.save_body_style)
- sd->status.body = 0;
- //Only copy the Cart/Peco/Falcon options, the rest are handled via
- //status change load/saving. [Skotlex]
- #ifdef NEW_CARTS
- sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR);
- #else
- sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR);
- #endif
- // Mark last point as not instance related by default
- sd->status.last_point_instanceid = 0;
- if (sd->sc.getSCE(SC_JAILED)) { //When Jailed, do not move last point.
- if(pc_isdead(sd)){
- pc_setrestartvalue(sd, 0);
- } else {
- sd->status.hp = sd->battle_status.hp;
- sd->status.sp = sd->battle_status.sp;
- sd->status.ap = sd->battle_status.ap;
- }
- mapindex_getmapname( mapindex_id2name( sd->mapindex ), sd->status.last_point.map );
- sd->status.last_point.x = sd->bl.x;
- sd->status.last_point.y = sd->bl.y;
- return;
- }
- if( pc_isdead( sd ) ){
- pc_setrestartvalue( sd, 0 );
- // Return to save point
- safestrncpy( sd->status.last_point.map, sd->status.save_point.map, sizeof( sd->status.last_point.map ) );
- sd->status.last_point.x = sd->status.save_point.x;
- sd->status.last_point.y = sd->status.save_point.y;
- }else{
- sd->status.hp = sd->battle_status.hp;
- sd->status.sp = sd->battle_status.sp;
- sd->status.ap = sd->battle_status.ap;
- struct map_data* mapdata = map_getmapdata( sd->bl.m );
- // If saving is not allowed on the map, we return the player to the designated point
- if( mapdata->getMapFlag(MF_NOSAVE) ){
- // The map has a specific return point
- if( mapdata->save.map ){
- safestrncpy( sd->status.last_point.map, mapindex_id2name( mapdata->save.map ), sizeof( sd->status.last_point.map ) );
- sd->status.last_point.x = mapdata->save.x;
- sd->status.last_point.y = mapdata->save.y;
- // Return the user to his save point
- }else{
- safestrncpy( sd->status.last_point.map, sd->status.save_point.map, sizeof( sd->status.last_point.map ) );
- sd->status.last_point.x = sd->status.save_point.x;
- sd->status.last_point.y = sd->status.save_point.y;
- }
- // If the user is on a instance map, special handling is needed
- }else if( mapdata->instance_id ){
- if( battle_config.instance_allow_reconnect ){
- // Store the original mapname
- struct map_data* mapdata_source = map_getmapdata( mapdata->instance_src_map );
- mapindex_getmapname( mapindex_id2name( mapdata_source->index ), sd->status.last_point.map );
- sd->status.last_point.x = sd->bl.x;
- sd->status.last_point.y = sd->bl.y;
- sd->status.last_point_instanceid = mapdata->instance_id;
- }else{
- // Return the user to his save point
- safestrncpy( sd->status.last_point.map, sd->status.save_point.map, sizeof( sd->status.last_point.map ) );
- sd->status.last_point.x = sd->status.save_point.x;
- sd->status.last_point.y = sd->status.save_point.y;
- }
- }else{
- // Save normally
- mapindex_getmapname( mapindex_id2name( sd->mapindex ), sd->status.last_point.map );
- sd->status.last_point.x = sd->bl.x;
- sd->status.last_point.y = sd->bl.y;
- }
- }
- }
- /*==========================================
- * Off init ? Connection?
- *------------------------------------------*/
- void pc_setnewpc(map_session_data *sd, uint32 account_id, uint32 char_id, int login_id1, t_tick client_tick, int sex, int fd) {
- nullpo_retv(sd);
- sd->bl.id = account_id;
- sd->status.account_id = account_id;
- sd->status.char_id = char_id;
- sd->status.sex = sex;
- sd->login_id1 = login_id1;
- sd->login_id2 = 0; // at this point, we can not know the value :(
- sd->client_tick = client_tick;
- sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
- sd->bl.type = BL_PC;
- if(battle_config.prevent_logout_trigger&PLT_LOGIN)
- sd->canlog_tick = gettick();
- //Required to prevent homunculus copuing a base speed of 0.
- sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
- }
- /**
- * Get equip point for an equip
- * @param sd
- * @param id
- */
- int pc_equippoint_sub(map_session_data *sd,struct item_data* id){
- int ep = 0;
- nullpo_ret(sd);
- nullpo_ret(id);
- if (!itemdb_isequip2(id))
- return 0; //Not equippable by players.
- ep = id->equip;
- if(id->subtype == W_DAGGER || id->subtype == W_1HSWORD || id->subtype == W_1HAXE) {
- if(pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN || (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO) { //Kagerou and Oboro can dual wield daggers. [Rytech]
- if (ep == EQP_WEAPON)
- return EQP_ARMS;
- if (ep == EQP_SHADOW_WEAPON)
- return EQP_SHADOW_ARMS;
- }
- }
- return ep;
- }
- /**
- * Get equip point for an equip
- * @param sd
- * @param n Equip index in inventory
- */
- int pc_equippoint(map_session_data *sd,int n){
- nullpo_ret(sd);
- return pc_equippoint_sub(sd,sd->inventory_data[n]);
- }
- /**
- * Fill inventory_data with struct *item_data through inventory (fill with struct *item)
- * @param sd : player session
- * @return 0 sucess, 1:invalid sd
- */
- void pc_setinventorydata(map_session_data *sd)
- {
- uint8 i;
- nullpo_retv(sd);
- for(i = 0; i < MAX_INVENTORY; i++) {
- t_itemid id = sd->inventory.u.items_inventory[i].nameid;
- sd->inventory_data[i] = id?itemdb_search(id):NULL;
- }
- }
- /**
- * 'Calculates' weapon type
- * @param sd : Player
- */
- void pc_calcweapontype(map_session_data *sd)
- {
- nullpo_retv(sd);
- // single-hand
- if(sd->weapontype2 == W_FIST) {
- sd->status.weapon = sd->weapontype1;
- return;
- }
- if(sd->weapontype1 == W_FIST) {
- sd->status.weapon = sd->weapontype2;
- return;
- }
- // dual-wield
- sd->status.weapon = W_FIST;
- switch (sd->weapontype1){
- case W_DAGGER:
- switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
- }
- break;
- case W_1HSWORD:
- switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
- }
- break;
- case W_1HAXE:
- switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
- }
- }
- // unknown, default to right hand type
- if (!sd->status.weapon)
- sd->status.weapon = sd->weapontype1;
- }
- /**
- * Set equip index
- * @param sd : Player
- */
- void pc_setequipindex(map_session_data *sd)
- {
- uint16 i;
- nullpo_retv(sd);
- for (i = 0; i < EQI_MAX; i++){
- sd->equip_index[i] = -1;
- sd->equip_switch_index[i] = -1;
- }
- for (i = 0; i < MAX_INVENTORY; i++) {
- if (sd->inventory.u.items_inventory[i].nameid == 0)
- continue;
- if (sd->inventory.u.items_inventory[i].equip) {
- uint8 j;
- for (j = 0; j < EQI_MAX; j++)
- if (sd->inventory.u.items_inventory[i].equip & equip_bitmask[j])
- sd->equip_index[j] = i;
- if (sd->inventory.u.items_inventory[i].equip & EQP_HAND_R) {
- if (sd->inventory_data[i])
- sd->weapontype1 = sd->inventory_data[i]->subtype;
- else
- sd->weapontype1 = W_FIST;
- }
- if( sd->inventory.u.items_inventory[i].equip & EQP_HAND_L ) {
- if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
- sd->weapontype2 = sd->inventory_data[i]->subtype;
- else
- sd->weapontype2 = W_FIST;
- }
- }
- if (sd->inventory.u.items_inventory[i].equipSwitch) {
- for (uint8 j = 0; j < EQI_MAX; j++) {
- if (sd->inventory.u.items_inventory[i].equipSwitch & equip_bitmask[j]) {
- sd->equip_switch_index[j] = i;
- }
- }
- }
- }
- pc_calcweapontype(sd);
- }
- //static int pc_isAllowedCardOn(map_session_data *sd,int s,int eqindex,int flag)
- //{
- // int i;
- // struct item *item = &sd->inventory.u.items_inventory[eqindex];
- // std::shared_ptr<item_data> data;
- //
- // //Crafted/made/hatched items.
- // if (itemdb_isspecial(item->card[0]))
- // return 1;
- //
- // /* scan for enchant armor gems */
- // if( item->card[MAX_SLOTS - 1] && s < MAX_SLOTS - 1 )
- // s = MAX_SLOTS - 1;
- //
- // ARR_FIND( 0, s, i, item->card[i] && (data = item_db.find(item->card[i])) != NULL && data->flag.no_equip&flag );
- // return( i < s ) ? 0 : 1;
- //}
- /**
- * Check if an item is equiped by player
- * (Check if the itemid is equiped then search if that match the index in inventory (should be))
- * @param sd : player session
- * @param nameid : itemid
- * @return 1:yes, 0:no
- */
- bool pc_isequipped(map_session_data *sd, t_itemid nameid)
- {
- uint8 i;
- for( i = 0; i < EQI_MAX; i++ )
- {
- short index = sd->equip_index[i], j;
- if( index < 0 )
- continue;
- if( pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index) )
- continue;
- if( !sd->inventory_data[index] )
- continue;
- if( sd->inventory_data[index]->nameid == nameid )
- return true;
- for( j = 0; j < MAX_SLOTS; j++ ){
- if( sd->inventory.u.items_inventory[index].card[j] == nameid )
- return true;
- }
- }
- return false;
- }
- /**
- * Check adoption rules
- * @param p1_sd: Player 1
- * @param p2_sd: Player 2
- * @param b_sd: Player that will be adopted
- * @return ADOPT_ALLOWED - Sent message to Baby to accept or deny
- * ADOPT_ALREADY_ADOPTED - Already adopted
- * ADOPT_MARRIED_AND_PARTY - Need to be married and in the same party
- * ADOPT_EQUIP_RINGS - Need wedding rings equipped
- * ADOPT_NOT_NOVICE - Adoptee is not a Novice
- * ADOPT_CHARACTER_NOT_FOUND - Parent or Baby not found
- * ADOPT_MORE_CHILDREN - Cannot adopt more than 1 Baby (client message)
- * ADOPT_LEVEL_70 - Parents need to be level 70+ (client message)
- * ADOPT_MARRIED - Cannot adopt a married person (client message)
- */
- enum adopt_responses pc_try_adopt(map_session_data *p1_sd, map_session_data *p2_sd, map_session_data *b_sd)
- {
- if( !p1_sd || !p2_sd || !b_sd )
- return ADOPT_CHARACTER_NOT_FOUND;
- if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
- return ADOPT_ALREADY_ADOPTED; // already adopted baby / in adopt request
- if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
- return ADOPT_MARRIED_AND_PARTY; // You need to be married and in party with baby to adopt
- if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
- return ADOPT_MARRIED_AND_PARTY; // Not married, wrong married
- if( p2_sd->status.party_id != p1_sd->status.party_id )
- return ADOPT_MARRIED_AND_PARTY; // Both parents need to be in the same party
- // Parents need to have their ring equipped
- if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) )
- return ADOPT_EQUIP_RINGS;
- if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) )
- return ADOPT_EQUIP_RINGS;
- // Already adopted a baby
- if( p1_sd->status.child || p2_sd->status.child ) {
- clif_Adopt_reply(p1_sd, ADOPT_REPLY_MORE_CHILDREN);
- return ADOPT_MORE_CHILDREN;
- }
- // Parents need at least lvl 70 to adopt
- if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
- clif_Adopt_reply(p1_sd, ADOPT_REPLY_LEVEL_70);
- return ADOPT_LEVEL_70;
- }
- if( b_sd->status.partner_id ) {
- clif_Adopt_reply(p1_sd, ADOPT_REPLY_MARRIED);
- return ADOPT_MARRIED;
- }
- if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE || b_sd->status.class_ == JOB_SUPER_NOVICE_E ) )
- return ADOPT_NOT_NOVICE;
- return ADOPT_ALLOWED;
- }
- /*==========================================
- * Adoption Process
- *------------------------------------------*/
- bool pc_adoption(map_session_data *p1_sd, map_session_data *p2_sd, map_session_data *b_sd)
- {
- int job, joblevel;
- t_exp jobexp;
- if( pc_try_adopt(p1_sd, p2_sd, b_sd) != ADOPT_ALLOWED )
- return false;
- // Preserve current job levels and progress
- joblevel = b_sd->status.job_level;
- jobexp = b_sd->status.job_exp;
- job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex);
- if( job != -1 && pc_jobchange(b_sd, job, 0) )
- { // Success, proceed to configure parents and baby skills
- p1_sd->status.child = b_sd->status.char_id;
- p2_sd->status.child = b_sd->status.char_id;
- b_sd->status.father = p1_sd->status.char_id;
- b_sd->status.mother = p2_sd->status.char_id;
- // Restore progress
- b_sd->status.job_level = joblevel;
- clif_updatestatus(b_sd, SP_JOBLEVEL);
- b_sd->status.job_exp = jobexp;
- clif_updatestatus(b_sd, SP_JOBEXP);
- // Baby Skills
- pc_skill(b_sd, WE_BABY, 1, ADDSKILL_PERMANENT);
- pc_skill(b_sd, WE_CALLPARENT, 1, ADDSKILL_PERMANENT);
- pc_skill(b_sd, WE_CHEERUP, 1, ADDSKILL_PERMANENT);
- // Parents Skills
- pc_skill(p1_sd, WE_CALLBABY, 1, ADDSKILL_PERMANENT);
- pc_skill(p2_sd, WE_CALLBABY, 1, ADDSKILL_PERMANENT);
- chrif_save(p1_sd, CSAVE_NORMAL);
- chrif_save(p2_sd, CSAVE_NORMAL);
- chrif_save(b_sd, CSAVE_NORMAL);
- achievement_update_objective(b_sd, AG_BABY, 1, 1);
- achievement_update_objective(p1_sd, AG_BABY, 1, 2);
- achievement_update_objective(p2_sd, AG_BABY, 1, 2);
- return true;
- }
- return false; // Job Change Fail
- }
- static bool pc_job_can_use_item( map_session_data* sd, struct item_data* item ){
- nullpo_retr( false, sd );
- nullpo_retr( false, item );
- // Calculate the required bit to check
- uint64 job = 1ULL << ( sd->class_ & MAPID_BASEMASK );
- size_t index;
- // 2-1
- if( ( sd->class_ & JOBL_2_1 ) != 0 ){
- index = 1;
- // 2-2
- }else if( ( sd->class_ & JOBL_2_2 ) != 0 ){
- index = 2;
- // Basejob
- }else{
- index = 0;
- }
- return ( item->class_base[index] & job ) != 0;
- }
- /*==========================================
- * Check if player can use/equip selected item. Used by pc_isUseitem and pc_isequip
- Returns:
- false : Cannot use/equip
- true : Can use/equip
- * Credits:
- [Inkfish] for first idea
- [Haru] for third-classes extension
- [Cydh] finishing :D
- *------------------------------------------*/
- static bool pc_isItemClass (map_session_data *sd, struct item_data* item) {
- while (1) {
- if (item->class_upper&ITEMJ_NORMAL && !(sd->class_&(JOBL_UPPER|JOBL_BABY|JOBL_THIRD|JOBL_FOURTH))) //normal classes (no upper, no baby, no third, no fourth)
- break;
- #ifndef RENEWAL
- //allow third classes to use trans. class items
- if (item->class_upper&ITEMJ_UPPER && sd->class_&(JOBL_UPPER|JOBL_THIRD)) //trans. classes
- break;
- //third-baby classes can use same item too
- if (item->class_upper&ITEMJ_BABY && sd->class_&JOBL_BABY) //baby classes
- break;
- //don't need to decide specific rules for third-classes?
- //items for third classes can be used for all third classes
- if (item->class_upper&(ITEMJ_THIRD|ITEMJ_THIRD_UPPER|ITEMJ_THIRD_BABY) && sd->class_&JOBL_THIRD)
- break;
- #else
- //trans. classes (exl. third-trans.)
- if (item->class_upper&ITEMJ_UPPER && sd->class_&JOBL_UPPER && !(sd->class_&JOBL_THIRD))
- break;
- //baby classes (exl. third-baby)
- if (item->class_upper&ITEMJ_BABY && sd->class_&JOBL_BABY && !(sd->class_&JOBL_THIRD))
- break;
- //third classes (exl. third-trans. and baby-third and fourth)
- if (item->class_upper&ITEMJ_THIRD && sd->class_&JOBL_THIRD && !(sd->class_&(JOBL_UPPER|JOBL_BABY)) && !(sd->class_&JOBL_FOURTH))
- break;
- //trans-third classes (exl. fourth)
- if (item->class_upper&ITEMJ_THIRD_UPPER && sd->class_&JOBL_THIRD && sd->class_&JOBL_UPPER && !(sd->class_&JOBL_FOURTH))
- break;
- //third-baby classes (exl. fourth)
- if (item->class_upper&ITEMJ_THIRD_BABY && sd->class_&JOBL_THIRD && sd->class_&JOBL_BABY && !(sd->class_&JOBL_FOURTH))
- break;
- //fourth classes
- if (item->class_upper&ITEMJ_FOURTH && sd->class_&JOBL_FOURTH)
- break;
- #endif
- return false;
- }
- return true;
- }
- /*=================================================
- * Checks if the player can equip the item at index n in inventory.
- * @param sd
- * @param n Item index in inventory
- * @return ITEM_EQUIP_ACK_OK(0) if can be equipped, or ITEM_EQUIP_ACK_FAIL(1)/ITEM_EQUIP_ACK_FAILLEVEL(2) if can't
- *------------------------------------------------*/
- uint8 pc_isequip(map_session_data *sd,int n)
- {
- struct item_data *item;
- nullpo_retr(ITEM_EQUIP_ACK_FAIL, sd);
- item = sd->inventory_data[n];
- if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))
- return ITEM_EQUIP_ACK_OK;
- if(item == NULL)
- return ITEM_EQUIP_ACK_FAIL;
- if(item->elv && sd->status.base_level < (unsigned int)item->elv)
- return ITEM_EQUIP_ACK_FAILLEVEL;
- if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax)
- return ITEM_EQUIP_ACK_FAILLEVEL;
- if(item->sex != SEX_BOTH && sd->status.sex != item->sex)
- return ITEM_EQUIP_ACK_FAIL;
- //fail to equip if item is restricted
- if (!battle_config.allow_equip_restricted_item && itemdb_isNoEquip(item, sd->bl.m))
- return ITEM_EQUIP_ACK_FAIL;
- if (item->equip&EQP_AMMO) {
- switch (item->subtype) {
- case AMMO_ARROW:
- if (battle_config.ammo_check_weapon && sd->status.weapon != W_BOW && sd->status.weapon != W_MUSICAL && sd->status.weapon != W_WHIP) {
- clif_msg(sd, ITEM_NEED_BOW);
- return ITEM_EQUIP_ACK_FAIL;
- }
- break;
- case AMMO_DAGGER:
- if (!pc_checkskill(sd, AS_VENOMKNIFE))
- return ITEM_EQUIP_ACK_FAIL;
- break;
- case AMMO_BULLET:
- case AMMO_SHELL:
- if (battle_config.ammo_check_weapon && sd->status.weapon != W_REVOLVER && sd->status.weapon != W_RIFLE && sd->status.weapon != W_GATLING && sd->status.weapon != W_SHOTGUN
- #ifdef RENEWAL
- && sd->status.weapon != W_GRENADE
- #endif
- ) {
- clif_msg(sd, ITEM_BULLET_EQUIP_FAIL);
- return ITEM_EQUIP_ACK_FAIL;
- }
- break;
- #ifndef RENEWAL
- case AMMO_GRENADE:
- if (battle_config.ammo_check_weapon && sd->status.weapon != W_GRENADE) {
- clif_msg(sd, ITEM_BULLET_EQUIP_FAIL);
- return ITEM_EQUIP_ACK_FAIL;
- }
- break;
- #endif
- case AMMO_CANNONBALL:
- if (!pc_ismadogear(sd) && (sd->status.class_ == JOB_MECHANIC_T || sd->status.class_ == JOB_MECHANIC)) {
- clif_msg(sd, ITEM_NEED_MADOGEAR); // Item can only be used when Mado Gear is mounted.
- return ITEM_EQUIP_ACK_FAIL;
- }
- if (sd->state.active && !pc_iscarton(sd) && //Check if sc data is already loaded
- (sd->status.class_ == JOB_GENETIC_T || sd->status.class_ == JOB_GENETIC)) {
- clif_msg(sd, ITEM_NEED_CART); // Only available when cart is mounted.
- return ITEM_EQUIP_ACK_FAIL;
- }
- break;
- }
- }
- if (sd->sc.count) {
- if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.getSCE(SC_STRIPWEAPON)) // Also works with left-hand weapons [DracoRPG]
- return ITEM_EQUIP_ACK_FAIL;
- if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.getSCE(SC_STRIPSHIELD))
- return ITEM_EQUIP_ACK_FAIL;
- if(item->equip & EQP_ARMOR && sd->sc.getSCE(SC_STRIPARMOR))
- return ITEM_EQUIP_ACK_FAIL;
- if(item->equip & EQP_HEAD_TOP && sd->sc.getSCE(SC_STRIPHELM))
- return ITEM_EQUIP_ACK_FAIL;
- if(item->equip & EQP_ACC && sd->sc.getSCE(SC__STRIPACCESSORY))
- return ITEM_EQUIP_ACK_FAIL;
- if (item->equip & EQP_ARMS && sd->sc.getSCE(SC__WEAKNESS))
- return ITEM_EQUIP_ACK_FAIL;
- if (item->equip & EQP_SHADOW_GEAR && sd->sc.getSCE(SC_SHADOW_STRIP))
- return ITEM_EQUIP_ACK_FAIL;
- if(item->equip && (sd->sc.getSCE(SC_KYOUGAKU) || sd->sc.getSCE(SC_SUHIDE)))
- return ITEM_EQUIP_ACK_FAIL;
- if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SUPERNOVICE) {
- //Spirit of Super Novice equip bonuses. [Skotlex]
- if (sd->status.base_level > 90 && item->equip & EQP_HELM)
- return ITEM_EQUIP_ACK_OK; //Can equip all helms
- if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON && item->weapon_level == 4)
- switch(item->subtype) { //In weapons, the look determines type of weapon.
- case W_DAGGER: //All level 4 - Daggers
- case W_1HSWORD: //All level 4 - 1H Swords
- case W_1HAXE: //All level 4 - 1H Axes
- case W_MACE: //All level 4 - 1H Maces
- case W_STAFF: //All level 4 - 1H Staves
- case W_2HSTAFF: //All level 4 - 2H Staves
- return ITEM_EQUIP_ACK_OK;
- }
- }
- }
- //Not equipable by class. [Skotlex]
- if (!pc_job_can_use_item(sd,item))
- return ITEM_EQUIP_ACK_FAIL;
- if (!pc_isItemClass(sd, item))
- return ITEM_EQUIP_ACK_FAIL;
- return ITEM_EQUIP_ACK_OK;
- }
- /**
- * Performs some special modifications to a player's last point location,
- * if the map has a nosave mapflag or if the map was an instance.
- * @param sd: Player data
- * @return True if the player should be returned to his savepoint or false if not
- */
- bool pc_lastpoint_special( map_session_data& sd ){
- int16 mapid = map_mapname2mapid( sd.status.last_point.map );
- // Should not happen because otherwise the char-server would have sent the player to another map-server
- if( mapid < 0 ){
- // Return the player to his savepoint
- return true;
- }
- struct map_data* mapdata = map_getmapdata( mapid );
- if( mapdata == nullptr ){
- // Return the player to his savepoint
- return true;
- }
- if (strcmpi(sd.status.last_point.map, MAP_JAIL) == 0) {
- // Don't return jailed player to save point.
- return false;
- }
- // Maybe since the player's logout the nosave mapflag was added to the map
- if( mapdata->getMapFlag(MF_NOSAVE) ){
- // The map has a specific return point
- if( mapdata->save.map ){
- safestrncpy( sd.status.last_point.map, mapindex_id2name( mapdata->save.map ), sizeof( sd.status.last_point.map ) );
- sd.status.last_point.x = mapdata->save.x;
- sd.status.last_point.y = mapdata->save.y;
- return false;
- }else{
- // Return the user to his save point
- return true;
- }
- }
- // Check if the last point was an instance
- if( sd.status.last_point_instanceid == 0 ){
- // Nothing to do
- return false;
- }
- // Check if returning to the instance is allowed in general
- if( !battle_config.instance_allow_reconnect ){
- // Return the player to his savepoint
- return true;
- }
- std::shared_ptr<s_instance_data> instance_data = util::umap_find( instances, sd.status.last_point_instanceid );
- if( instance_data == nullptr ){
- // Instance does not exist anymore, return the player to his savepoint
- return true;
- }
- switch( instance_data->mode ){
- case IM_NONE:
- // Cannot validate
- break;
- case IM_CHAR:
- if( sd.status.char_id != instance_data->owner_id ){
- // It is a character bound instance and the player is not the owner, return the player to his savepoint
- return true;
- }
- break;
- case IM_PARTY:
- if( sd.status.party_id != instance_data->owner_id ){
- // It is a party bound instance and the player is not in the party, return the player to his savepoint
- return true;
- }
- break;
- case IM_GUILD:
- if( sd.status.guild_id != instance_data->owner_id ){
- // It is a guild bound instance and the player is not in the guild, return the player to his savepoint
- return true;
- }
- break;
- case IM_CLAN:
- if( sd.status.clan_id != instance_data->owner_id ){
- // It is a clan bound instance and the player is not in the clan, return the player to his savepoint
- return true;
- }
- break;
- }
- int16 imapid = instance_mapid( mapid, sd.status.last_point_instanceid );
- if( imapid < 0 ){
- // Instance does not contain this map anymore, return the player to his savepoint
- return true;
- }
- // Overwrite the stored "source mapname" with the real mapname
- instance_generate_mapname( mapid, sd.status.last_point_instanceid, sd.status.last_point.map );
- // X/Y coordinates are already correct and do not need to be modified
- // Dont warp the player back to his savepoint
- return false;
- }
- /*==========================================
- * No problem with the session id
- * set the status that has been sent from char server
- *------------------------------------------*/
- bool pc_authok(map_session_data *sd, uint32 login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers)
- {
- t_tick tick = gettick();
- uint32 ip = session[sd->fd]->client_addr;
- sd->login_id2 = login_id2;
- sd->group_id = group_id;
- /* load user permissions */
- pc_group_pc_load(sd);
- memcpy(&sd->status, st, sizeof(*st));
- if (st->sex != sd->status.sex) {
- clif_authfail_fd(sd->fd, 0);
- return false;
- }
- //Set the map-server used job id. [Skotlex]
- uint64 class_ = pc_jobid2mapid(sd->status.class_);
- if (class_ == -1 || !job_db.exists(sd->status.class_)) { //Invalid class?
- ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
- sd->status.class_ = JOB_NOVICE;
- sd->class_ = MAPID_NOVICE;
- } else
- sd->class_ = class_;
- // Checks and fixes to character status data, that are required
- // in case of configuration change or stuff, which cannot be
- // checked on char-server.
- sd->status.hair = cap_value(sd->status.hair,MIN_HAIR_STYLE,MAX_HAIR_STYLE);
- sd->status.hair_color = cap_value(sd->status.hair_color,MIN_HAIR_COLOR,MAX_HAIR_COLOR);
- sd->status.clothes_color = cap_value(sd->status.clothes_color,MIN_CLOTH_COLOR,MAX_CLOTH_COLOR);
- sd->status.body = cap_value(sd->status.body,MIN_BODY_STYLE,MAX_BODY_STYLE);
- //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
- sd->state.connect_new = 1;
- sd->followtimer = INVALID_TIMER; // [MouseJstr]
- sd->invincible_timer = INVALID_TIMER;
- sd->npc_timer_id = INVALID_TIMER;
- sd->pvp_timer = INVALID_TIMER;
- sd->expiration_tid = INVALID_TIMER;
- sd->autotrade_tid = INVALID_TIMER;
- sd->respawn_tid = INVALID_TIMER;
- sd->tid_queue_active = INVALID_TIMER;
- sd->macro_detect.timer = INVALID_TIMER;
- sd->skill_keep_using.tid = INVALID_TIMER;
- sd->skill_keep_using.skill_id = 0;
- sd->skill_keep_using.level = 0;
- sd->skill_keep_using.target = 0;
- #ifdef SECURE_NPCTIMEOUT
- // Initialize to defaults/expected
- sd->npc_idle_timer = INVALID_TIMER;
- sd->npc_idle_tick = tick;
- sd->npc_idle_type = NPCT_INPUT;
- sd->state.ignoretimeout = false;
- #endif
- sd->canuseitem_tick = tick;
- sd->canusecashfood_tick = tick;
- sd->canequip_tick = tick;
- sd->cantalk_tick = tick;
- sd->canskill_tick = tick;
- sd->cansendmail_tick = tick;
- sd->idletime = last_tick;
- sd->regen.tick.hp = tick;
- sd->regen.tick.sp = tick;
- for(int i = 0; i < MAX_SPIRITBALL; i++)
- sd->spirit_timer[i] = INVALID_TIMER;
- if (battle_config.item_auto_get)
- sd->state.autoloot = 10000;
- if (battle_config.disp_experience)
- sd->state.showexp = 1;
- if (battle_config.disp_zeny)
- sd->state.showzeny = 1;
- #ifdef VIP_ENABLE
- if (!battle_config.vip_disp_rate)
- sd->vip.disableshowrate = 1;
- #endif
- if (!(battle_config.display_skill_fail&2))
- sd->state.showdelay = 1;
- memset(&sd->inventory, 0, sizeof(struct s_storage));
- memset(&sd->cart, 0, sizeof(struct s_storage));
- memset(&sd->storage, 0, sizeof(struct s_storage));
- memset(&sd->premiumStorage, 0, sizeof(struct s_storage));
- memset(&sd->equip_index, -1, sizeof(sd->equip_index));
- memset(&sd->equip_switch_index, -1, sizeof(sd->equip_switch_index));
- if( pc_isinvisible(sd) && !pc_can_use_command( sd, "hide", COMMAND_ATCOMMAND ) ){
- sd->status.option &= ~OPTION_INVISIBLE;
- }
- status_change_init(&sd->bl);
- sd->sc.option = sd->status.option; //This is the actual option used in battle.
- unit_dataset(&sd->bl);
- sd->guild_x = -1;
- sd->guild_y = -1;
- sd->delayed_damage = 0;
- // Event Timers
- for( int i = 0; i < MAX_EVENTTIMER; i++ )
- sd->eventtimer[i] = INVALID_TIMER;
- // Rental Timer
- sd->rental_timer = INVALID_TIMER;
- for( int i = 0; i < 3; i++ )
- sd->hate_mob[i] = -1;
- sd->quest_log = NULL;
- sd->num_quests = 0;
- sd->avail_quests = 0;
- sd->save_quest = false;
- sd->count_rewarp = 0;
- sd->mail.pending_weight = 0;
- sd->mail.pending_zeny = 0;
- sd->mail.pending_slots = 0;
- sd->regs.vars = i64db_alloc(DB_OPT_BASE);
- sd->regs.arrays = NULL;
- sd->vars_dirty = false;
- sd->vars_ok = false;
- sd->vars_received = 0x0;
- // Check if the player's last point requires special handling and if conditions apply to return the player to his savepoint
- if( pc_lastpoint_special( *sd ) ){
- // The player should be warped back to his savepoint
- safestrncpy( sd->status.last_point.map, sd->status.save_point.map, sizeof( sd->status.last_point.map ) );
- sd->status.last_point.x = sd->status.save_point.x;
- sd->status.last_point.y = sd->status.save_point.y;
- }
- //warp player
- enum e_setpos setpos_result = pc_setpos( sd, mapindex_name2id( sd->status.last_point.map ), sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT );
- if( setpos_result != SETPOS_OK ){
- ShowError( "Last_point_map %s not found (error code %d)\n", sd->status.last_point.map, setpos_result );
- // try warping to a default map instead (church graveyard)
- if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != SETPOS_OK) {
- // if we fail again
- clif_authfail_fd(sd->fd, 0);
- return false;
- }
- }
- clif_inventory_expansion_info( sd );
- clif_authok(sd);
- //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
- sd->die_counter=-1;
- //display login notice
- ShowInfo("'" CL_WHITE "%s" CL_RESET "' logged in."
- " (AID/CID: '" CL_WHITE "%d/%d" CL_RESET "',"
- " IP: '" CL_WHITE "%d.%d.%d.%d" CL_RESET "',"
- " Group '" CL_WHITE "%d" CL_RESET "').\n",
- sd->status.name, sd->status.account_id, sd->status.char_id,
- CONVIP(ip), sd->group_id);
- // Send friends list
- clif_friendslist_send( *sd );
- if( !changing_mapservers ) {
- if (battle_config.display_version == 1)
- pc_show_version(sd);
- // Message of the Day [Valaris]
- for(int i=0; i < MOTD_LINE_SIZE && motd_text[i][0]; i++) {
- if (battle_config.motd_type)
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], motd_text[i], false, SELF);
- else
- clif_displaymessage(sd->fd, motd_text[i]);
- }
- if (expiration_time != 0)
- sd->expiration_time = expiration_time;
- /**
- * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P)
- **/
- clif_changemap(sd,sd->bl.m,sd->bl.x,sd->bl.y);
- }
- pc_validate_skill(sd);
- /* [Ind] */
- sd->sc_display = NULL;
- sd->sc_display_count = 0;
- // Player has not yet received the CashShop list
- sd->status.cashshop_sent = false;
- sd->last_addeditem_index = -1;
-
- sd->bonus_script.head = NULL;
- sd->bonus_script.count = 0;
- // Initialize BG queue
- sd->bg_queue_id = 0;
- #if PACKETVER_MAIN_NUM >= 20150507 || PACKETVER_RE_NUM >= 20150429 || defined(PACKETVER_ZERO)
- sd->hatEffects = {};
- #endif
- sd->catch_target_class = PET_CATCH_FAIL;
- // Check EXP overflow, since in previous revision EXP on Max Level can be more than 'official' Max EXP
- if (pc_is_maxbaselv(sd) && sd->status.base_exp > MAX_LEVEL_BASE_EXP) {
- sd->status.base_exp = MAX_LEVEL_BASE_EXP;
- clif_updatestatus(sd, SP_BASEEXP);
- }
- if (pc_is_maxjoblv(sd) && sd->status.job_exp > MAX_LEVEL_JOB_EXP) {
- sd->status.job_exp = MAX_LEVEL_JOB_EXP;
- clif_updatestatus(sd, SP_JOBEXP);
- }
- // Request all registries (auth is considered completed whence they arrive)
- intif_request_registry(sd,7);
- return true;
- }
- /*==========================================
- * Closes a connection because it failed to be authenticated from the char server.
- *------------------------------------------*/
- void pc_authfail(map_session_data *sd)
- {
- clif_authfail_fd(sd->fd, 0);
- return;
- }
- /**
- * Player register a bl as hatred
- * @param sd : player session
- * @param pos : hate position [0;2]
- * @param bl : target bl
- * @return false:failed, true:success
- */
- bool pc_set_hate_mob(map_session_data *sd, int pos, struct block_list *bl)
- {
- int class_;
- if (!sd || !bl || pos < 0 || pos > 2)
- return false;
- if (sd->hate_mob[pos] != -1)
- { //Can't change hate targets.
- clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
- return false;
- }
- class_ = status_get_class(bl);
- if (!pcdb_checkid(class_)) {
- unsigned int max_hp = status_get_max_hp(bl);
- if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
- return false;
- if (pos != status_get_size(bl))
- return false; //Wrong size
- }
- sd->hate_mob[pos] = class_;
- pc_setglobalreg(sd, add_str(sg_info[pos].hate_var), class_+1);
- clif_hate_info(sd, pos, class_, 1);
- return true;
- }
- /*==========================================
- * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
- * We didn't receive item information at this point so DO NOT attempt to do item operations here.
- * See intif_parse_StorageReceived() for item operations [lighta]
- *------------------------------------------*/
- void pc_reg_received(map_session_data *sd)
- {
- uint8 i;
- sd->vars_ok = true;
- sd->change_level_2nd = static_cast<unsigned char>(pc_readglobalreg(sd, add_str(JOBCHANGE2ND_VAR)));
- sd->change_level_3rd = static_cast<unsigned char>(pc_readglobalreg(sd, add_str(JOBCHANGE3RD_VAR)));
- sd->change_level_4th = static_cast<unsigned char>(pc_readglobalreg(sd, add_str(JOBCHANGE4TH_VAR)));
- sd->die_counter = static_cast<int>(pc_readglobalreg(sd, add_str(PCDIECOUNTER_VAR)));
- sd->langtype = static_cast<int>(pc_readaccountreg(sd, add_str(LANGTYPE_VAR)));
- if (msg_checklangtype(sd->langtype,true) < 0)
- sd->langtype = 0; //invalid langtype reset to default
- // Cash shop
- sd->cashPoints = static_cast<int>(pc_readaccountreg(sd, add_str(CASHPOINT_VAR)));
- sd->kafraPoints = static_cast<int>(pc_readaccountreg(sd, add_str(KAFRAPOINT_VAR)));
- // Cooking Exp
- sd->cook_mastery = static_cast<short>(pc_readglobalreg(sd, add_str(COOKMASTERY_VAR)));
- if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
- { // Better check for class rather than skill to prevent "skill resets" from unsetting this
- sd->mission_mobid = static_cast<short>(pc_readglobalreg(sd, add_str(TKMISSIONID_VAR)));
- sd->mission_count = static_cast<unsigned char>(pc_readglobalreg(sd, add_str(TKMISSIONCOUNT_VAR)));
- }
- if (battle_config.feature_banking)
- sd->bank_vault = static_cast<int>(pc_readreg2(sd, BANK_VAULT_VAR));
- if (battle_config.feature_roulette) {
- sd->roulette_point.bronze = static_cast<int>(pc_readreg2(sd, ROULETTE_BRONZE_VAR));
- sd->roulette_point.silver = static_cast<int>(pc_readreg2(sd, ROULETTE_SILVER_VAR));
- sd->roulette_point.gold = static_cast<int>(pc_readreg2(sd, ROULETTE_GOLD_VAR));
- }
- sd->roulette.prizeIdx = -1;
- //SG map and mob read [Komurka]
- for(i=0;i<MAX_PC_FEELHATE;i++) { //for now - someone need to make reading from txt/sql
- uint16 j;
- if ((j = static_cast<uint16>(pc_readglobalreg(sd, add_str(sg_info[i].feel_var)))) != 0) {
- sd->feel_map[i].index = j;
- sd->feel_map[i].m = map_mapindex2mapid(j);
- } else {
- sd->feel_map[i].index = 0;
- sd->feel_map[i].m = -1;
- }
- sd->hate_mob[i] = static_cast<short>(pc_readglobalreg(sd, add_str(sg_info[i].hate_var)))-1;
- }
- if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
- unsigned short skid = static_cast<unsigned short>(pc_readglobalreg(sd, add_str(SKILL_VAR_PLAGIARISM)));
- sd->cloneskill_idx = skill_get_index(skid);
- if (sd->cloneskill_idx > 0) {
- sd->status.skill[sd->cloneskill_idx].id = skid;
- sd->status.skill[sd->cloneskill_idx].lv = static_cast<uint8>(pc_readglobalreg(sd, add_str(SKILL_VAR_PLAGIARISM_LV)));
- if (sd->status.skill[sd->cloneskill_idx].lv > i)
- sd->status.skill[sd->cloneskill_idx].lv = i;
- sd->status.skill[sd->cloneskill_idx].flag = SKILL_FLAG_PLAGIARIZED;
- }
- }
- if ((i = pc_checkskill(sd,SC_REPRODUCE)) > 0) {
- unsigned short skid = static_cast<unsigned short>(pc_readglobalreg(sd, add_str(SKILL_VAR_REPRODUCE)));
- sd->reproduceskill_idx = skill_get_index(skid);
- if (sd->reproduceskill_idx > 0) {
- sd->status.skill[sd->reproduceskill_idx].id = skid;
- sd->status.skill[sd->reproduceskill_idx].lv = static_cast<uint8>(pc_readglobalreg(sd, add_str(SKILL_VAR_REPRODUCE_LV)));
- if (i < sd->status.skill[sd->reproduceskill_idx].lv)
- sd->status.skill[sd->reproduceskill_idx].lv = i;
- sd->status.skill[sd->reproduceskill_idx].flag = SKILL_FLAG_PLAGIARIZED;
- }
- }
- //Weird... maybe registries were reloaded?
- if (sd->state.active)
- return;
- sd->state.active = 1;
- sd->state.pc_loaded = false; // Ensure inventory data and status data is loaded before we calculate player stats
- intif_storage_request(sd,TABLE_STORAGE, 0, STOR_MODE_ALL); // Request storage data
- intif_storage_request(sd,TABLE_CART, 0, STOR_MODE_ALL); // Request cart data
- intif_storage_request(sd,TABLE_INVENTORY, 0, STOR_MODE_ALL); // Request inventory data
- // Restore IM_CHAR instance to the player
- for (const auto &instance : instances) {
- if (instance.second->mode == IM_CHAR && instance.second->owner_id == sd->status.char_id) {
- sd->instance_id = instance.first;
- break;
- }
- }
- if (sd->status.party_id > 0)
- party_member_joined(sd);
- if (sd->status.guild_id > 0)
- guild_member_joined(sd);
- if (sd->status.clan_id > 0)
- clan_member_joined(sd);
- #if !( PACKETVER_MAIN_NUM >= 20190403 || PACKETVER_RE_NUM >= 20190320 || PACKETVER_ZERO_NUM >= 20190410 )
- // Before those clients you could send out the instance info even when the client was still loading the map, afterwards you need to send it later
- clif_instance_info( *sd );
- #endif
- // pet
- if (sd->status.pet_id > 0)
- intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
- // Homunculus [albator]
- if( sd->status.hom_id > 0 )
- intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
- if( sd->status.mer_id > 0 )
- intif_mercenary_request(sd->status.mer_id, sd->status.char_id);
- if( sd->status.ele_id > 0 )
- intif_elemental_request(sd->status.ele_id, sd->status.char_id);
- map_addiddb(&sd->bl);
- map_delnickdb(sd->status.char_id, sd->status.name);
- if (!chrif_auth_finished(sd))
- ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);
- chrif_skillcooldown_request(sd->status.account_id, sd->status.char_id);
- chrif_bsdata_request(sd->status.char_id);
- #ifdef VIP_ENABLE
- sd->vip.time = 0;
- sd->vip.enabled = 0;
- chrif_req_login_operation(sd->status.account_id, sd->status.name, CHRIF_OP_LOGIN_VIP, 0, 1|8, 0); // request VIP information
- #endif
- intif_Mail_requestinbox(sd->status.char_id, 0, MAIL_INBOX_NORMAL); // MAIL SYSTEM - Request Mail Inbox
- intif_request_questlog(sd);
- if (battle_config.feature_achievement) {
- sd->achievement_data.total_score = 0;
- sd->achievement_data.level = 0;
- sd->achievement_data.save = false;
- sd->achievement_data.count = 0;
- sd->achievement_data.incompleteCount = 0;
- sd->achievement_data.achievements = NULL;
- intif_request_achievements(sd->status.char_id);
- }
- if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually.
- sd->state.connect_new = 1;
- clif_parse_LoadEndAck(sd->fd, sd);
- if( pc_isinvisible( sd ) ){
- sd->vd.class_ = JT_INVISIBLE;
- clif_displaymessage( sd->fd, msg_txt( sd, 11 ) ); // Invisible: On
- // decrement the number of pvp players on the map
- map_getmapdata( sd->bl.m )->users_pvp--;
- if( map_getmapflag( sd->bl.m, MF_PVP ) && !map_getmapflag( sd->bl.m, MF_PVP_NOCALCRANK ) && sd->pvp_timer != INVALID_TIMER ){
- // unregister the player for ranking
- delete_timer( sd->pvp_timer, pc_calc_pvprank_timer );
- sd->pvp_timer = INVALID_TIMER;
- }
- clif_changeoption( &sd->bl );
- }
- }
- channel_autojoin(sd);
- }
- static int pc_calc_skillpoint(map_session_data* sd)
- {
- uint16 i, skill_point = 0;
- nullpo_ret(sd);
- for(i = 1; i < MAX_SKILL; i++) {
- if( sd->status.skill[i].id && sd->status.skill[i].lv > 0) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(sd->status.skill[i].id);
- if ((!skill->inf2[INF2_ISQUEST] || battle_config.quest_skill_learn) &&
- (!skill->inf2[INF2_ISWEDDING] || skill->inf2[INF2_ISSPIRIT]) //Do not count wedding/link skills. [Skotlex]
- )
- {
- if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
- skill_point += sd->status.skill[i].lv;
- else if(sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0)
- skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
- }
- }
- }
- return skill_point;
- }
- static bool pc_grant_allskills(map_session_data *sd, bool addlv) {
- if (!sd || !pc_has_permission(sd, PC_PERM_ALL_SKILL))
- return false;
- /**
- * Dummy skills must NOT be added here otherwise they'll be displayed in the,
- * skill tree and since they have no icons they'll give resource errors
- * Get ALL skills except npc/guild ones. [Skotlex]
- * Don't add SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
- **/
- for (const auto &skill : skill_db) {
- uint16 skill_id = skill.second->nameid;
- if (skill_id == 0 || skill.second->inf2[INF2_ISNPC]|| skill.second->inf2[INF2_ISGUILD])
- continue;
- switch (skill_id) {
- case SM_SELFPROVOKE:
- case AB_DUPLELIGHT_MELEE:
- case AB_DUPLELIGHT_MAGIC:
- case WL_CHAINLIGHTNING_ATK:
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- case WL_SUMMON_ATK_FIRE:
- case WL_SUMMON_ATK_WIND:
- case WL_SUMMON_ATK_WATER:
- case WL_SUMMON_ATK_GROUND:
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND_PLUSATK:
- case WM_SEVERE_RAINSTORM_MELEE:
- case RL_R_TRIP_PLUSATK:
- case SG_DEVIL:
- case MO_TRIPLEATTACK:
- case RG_SNATCHER:
- continue;
- default:
- {
- uint8 lv = (uint8)skill_get_max(skill_id);
- if (lv > 0) {
- uint16 idx = skill_get_index(skill_id);
- sd->status.skill[idx].id = skill_id;
- if (addlv)
- sd->status.skill[idx].lv = lv;
- }
- }
- break;
- }
- }
- return true;
- }
- /*==========================================
- * Calculation of skill level.
- * @param sd
- *------------------------------------------*/
- void pc_calc_skilltree(map_session_data *sd)
- {
- nullpo_retv(sd);
- uint64 job = pc_calc_skilltree_normalize_job(sd);
- int class_ = pc_mapid2jobid(job, sd->status.sex);
- if( class_ == -1 )
- { //Unable to normalize job??
- ShowError( "pc_calc_skilltree: Unable to normalize job %s(%d) for character %s (%d:%d)\n", job_name( sd->status.class_ ), sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id );
- return;
- }
- uint16 job_id = class_;
- class_ = pc_class2idx(class_);
- for (const auto &skill : skill_db) {
- uint16 skill_id = skill.second->nameid;
- uint16 idx = skill_get_index(skill_id);
- if( sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[idx].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these
- sd->status.skill[idx].id = 0; //First clear skills.
- /* permanent skills that must be re-checked */
- if( sd->status.skill[idx].flag == SKILL_FLAG_PERM_GRANTED ) {
- if (skill_id == 0) {
- sd->status.skill[idx].id = 0;
- sd->status.skill[idx].lv = 0;
- sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- continue;
- }
- switch (skill_id) {
- case NV_TRICKDEAD:
- if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) {
- sd->status.skill[idx].id = 0;
- sd->status.skill[idx].lv = 0;
- sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- }
- break;
- }
- }
- }
- for (const auto &skill : skill_db) {
- uint16 idx = skill_get_index(skill.second->nameid);
- // Restore original level of skills after deleting earned skills.
- if( sd->status.skill[idx].flag != SKILL_FLAG_PERMANENT && sd->status.skill[idx].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) {
- sd->status.skill[idx].lv = (sd->status.skill[idx].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0;
- sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- }
- }
- // Removes Taekwon Ranker skill bonus
- if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
- std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(JOB_TAEKWON);
-
- if (tree != nullptr && !tree->skills.empty()) {
- for (const auto &it : tree->skills) {
- uint16 sk_idx = skill_get_index(it.first);
- if (sk_idx == 0)
- continue;
- if (sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[sk_idx].flag != SKILL_FLAG_PERM_GRANTED) {
- if (it.first == NV_BASIC || it.first == NV_FIRSTAID || it.first == WE_CALLBABY)
- continue;
- sd->status.skill[sk_idx].id = 0;
- }
- }
- }
- }
- // Grant all skills
- pc_grant_allskills(sd, false);
- int flag;
- std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(job_id);
- do {
- flag = 0;
- if (tree == nullptr || tree->skills.empty())
- break;
- for (const auto &skillsit : tree->skills) {
- bool fail = false;
- uint16 skid = skillsit.first;
- uint16 sk_idx = skill_get_index(skid);
- if (sd->status.skill[sk_idx].id)
- continue; //Skill already known.
- if (!battle_config.skillfree) {
- // Checking required skills
- std::shared_ptr<s_skill_tree_entry> entry = skillsit.second;
- if (entry != nullptr && !entry->need.empty()) {
- for (const auto &it : entry->need) {
- uint16 sk_need_id = it.first;
- uint16 sk_need_idx = skill_get_index(sk_need_id);
- if (sk_need_idx > 0) {
- uint16 sk_need = sk_need_id;
- if (sd->status.skill[sk_need_idx].id == 0 || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_PLAGIARIZED)
- sk_need = 0; //Not learned.
- else if (sd->status.skill[sk_need_idx].flag >= SKILL_FLAG_REPLACED_LV_0) //Real learned level
- sk_need = sd->status.skill[sk_need_idx].flag - SKILL_FLAG_REPLACED_LV_0;
- else
- sk_need = pc_checkskill(sd,sk_need_id);
- if (sk_need < it.second) {
- fail = true;
- break;
- }
- }
- }
- }
- if (sd->status.base_level < entry->baselv) { //We need to get the actual class in this case
- int c_ = pc_mapid2jobid(sd->class_, sd->status.sex);
- c_ = pc_class2idx(c_);
- if (class_ == c_ || (class_ != c_ && sd->status.base_level < entry->baselv))
- fail = true; // base level requirement wasn't satisfied
- }
- if (sd->status.job_level < entry->joblv) { //We need to get the actual class in this case
- int c_ = pc_mapid2jobid(sd->class_, sd->status.sex);
- c_ = pc_class2idx(c_);
- if (class_ == c_ || (class_ != c_ && sd->status.job_level < entry->joblv))
- fail = true; // job level requirement wasn't satisfied
- }
- }
- if (!fail) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skid);
- if (!sd->status.skill[sk_idx].lv && (
- (skill->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn) ||
- skill->inf2[INF2_ISWEDDING] ||
- (skill->inf2[INF2_ISSPIRIT] && !sd->sc.getSCE(SC_SPIRIT))
- ))
- continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
- sd->status.skill[sk_idx].id = skid;
- if(skill->inf2[INF2_ISSPIRIT]) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
- sd->status.skill[sk_idx].lv = 1; // need to manually specify a skill level
- sd->status.skill[sk_idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
- }
- flag = 1; // skill list has changed, perform another pass
- }
- }
- } while(flag);
- if( class_ > 0 && sd->status.skill_point == 0 && pc_is_taekwon_ranker(sd) ) {
- uint16 skid = 0;
- /* Taekwon Ranker Bonus Skill Tree
- ============================================
- - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
- - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
- - (sd->status.skill_point == 0) to wait until all skill points are assigned to avoid problems with Job Change quest. */
- std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(job_id);
- if (tree != nullptr && !tree->skills.empty()) {
- for (const auto &it : tree->skills) {
- skid = it.first;
- uint16 sk_idx = skill_get_index(skid);
- if (sk_idx == 0)
- continue;
- if( skill_get_inf2_(skid, { INF2_ISQUEST, INF2_ISWEDDING }) )
- continue; //Do not include Quest/Wedding skills.
- if( sd->status.skill[sk_idx].id == 0 ) {
- sd->status.skill[sk_idx].id = skid;
- sd->status.skill[sk_idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
- } else if( skid != NV_BASIC )
- sd->status.skill[sk_idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[sk_idx].lv; // Remember original level
- sd->status.skill[sk_idx].lv = skill_tree_get_max(skid, sd->status.class_);
- }
- }
- }
- // Enable Bard/Dancer spirit linked skills.
- if (sd->sc.count && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER) {
- std::vector<std::vector<uint16>> linked_skills = { { BA_WHISTLE, DC_HUMMING },
- { BA_ASSASSINCROSS, DC_DONTFORGETME },
- { BA_POEMBRAGI, DC_FORTUNEKISS },
- { BA_APPLEIDUN, DC_SERVICEFORYOU } };
- for (const auto &skill : linked_skills) {
- if (pc_checkskill(sd, skill[!sd->status.sex]) < 10)
- continue;
- // Tag it as a non-savable, non-uppable, bonus skill
- pc_skill(sd, skill[sd->status.sex], 10, ADDSKILL_TEMP);
- }
- }
- }
- //Checks if you can learn a new skill after having leveled up a skill.
- static void pc_check_skilltree(map_session_data *sd)
- {
- int flag = 0;
- if (battle_config.skillfree)
- return; //Function serves no purpose if this is set
- int c = pc_mapid2jobid( pc_calc_skilltree_normalize_job( sd ), sd->status.sex );
- if (c == -1) { //Unable to normalize job??
- ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
- return;
- }
- std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(c);
- if (tree == nullptr || tree->skills.empty())
- return;
- do {
- flag = 0;
- for (const auto &skillsit : tree->skills) {
- uint16 skid = skillsit.first;
- uint16 sk_idx = skill_get_index(skid);
- bool fail = false;
- if (sd->status.skill[sk_idx].id) //Already learned
- continue;
- // Checking required skills
- std::shared_ptr<s_skill_tree_entry> entry = skillsit.second;
- if (entry != nullptr && !entry->need.empty()) {
- for (const auto &it : entry->need) {
- uint16 sk_need_id = it.first;
- uint16 sk_need_idx = skill_get_index(sk_need_id);
- if (sk_need_id > 0) {
- short sk_need = sk_need_id;
- if (sd->status.skill[sk_need_idx].id == 0 || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[sk_need_idx].flag == SKILL_FLAG_PLAGIARIZED)
- sk_need = 0; //Not learned.
- else if (sd->status.skill[sk_need_idx].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
- sk_need = sd->status.skill[sk_need_idx].flag - SKILL_FLAG_REPLACED_LV_0;
- else
- sk_need = pc_checkskill(sd,sk_need_id);
- if (sk_need < it.second) {
- fail = true;
- break;
- }
- }
- }
- }
- if( fail )
- continue;
- if (sd->status.base_level < entry->baselv || sd->status.job_level < entry->joblv)
- continue;
- std::shared_ptr<s_skill_db> skill = skill_db.find(skid);
- if( !sd->status.skill[sk_idx].lv && (
- (skill->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn) ||
- skill->inf2[INF2_ISWEDDING] ||
- (skill->inf2[INF2_ISSPIRIT] && !sd->sc.getSCE(SC_SPIRIT))
- ) )
- continue; //Cannot be learned via normal means.
- sd->status.skill[sk_idx].id = skid;
- flag = 1;
- }
- } while(flag);
- }
- // Make sure all the skills are in the correct condition
- // before persisting to the backend.. [MouseJstr]
- void pc_clean_skilltree(map_session_data *sd)
- {
- uint16 i;
- for (i = 0; i < MAX_SKILL; i++){
- if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) {
- sd->status.skill[i].id = 0;
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
- }
- else if (sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0){
- sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
- sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
- }
- }
- }
- uint64 pc_calc_skilltree_normalize_job_sub( map_session_data *sd ){
- int skill_point = pc_calc_skillpoint( sd );
- if( sd->class_ & MAPID_SUMMONER ){
- // Novice's skill points for basic skill.
- std::shared_ptr<s_job_info> summoner_job = job_db.find( JOB_SUMMONER );
- int summoner_skills = summoner_job->max_job_level - 1;
- if( skill_point < summoner_skills ){
- return MAPID_SUMMONER;
- }
- skill_point -= summoner_skills;
- }else{
- // Novice's skill points for basic skill.
- std::shared_ptr<s_job_info> novice_job = job_db.find( JOB_NOVICE );
- int novice_skills = novice_job->max_job_level - 1;
- if( skill_point < novice_skills ){
- return MAPID_NOVICE;
- }
- skill_point -= novice_skills;
- }
- // 1st Class Job LV Check
- if( sd->class_ & JOBL_2 && ( sd->class_ & MAPID_UPPERMASK ) != MAPID_SUPER_NOVICE ){
- uint64 mapid_1st = sd->class_ & MAPID_BASEMASK;
- int class_1st = pc_mapid2jobid( mapid_1st, sd->status.sex );
- if( !sd->change_level_2nd ){
- if( class_1st >= JOB_NOVICE ){
- sd->change_level_2nd = job_db.find( class_1st )->max_job_level;
- }else{
- sd->change_level_2nd = 0;
- }
- pc_setglobalreg( sd, add_str( JOBCHANGE2ND_VAR ), sd->change_level_2nd );
- }
- if( class_1st > 0 && skill_point < ( sd->change_level_2nd - 1 ) ){
- return mapid_1st;
- }
- skill_point -= ( sd->change_level_2nd - 1 );
- }
- // 2nd Class Job LV Check
- if( sd->class_ & JOBL_THIRD && (sd->class_ & MAPID_THIRDMASK) != MAPID_SUPER_NOVICE_E ){
- uint64 mapid_2nd = sd->class_ & MAPID_UPPERMASK;
- int class_2nd = pc_mapid2jobid( mapid_2nd, sd->status.sex );
- if( !sd->change_level_3rd ){
- if( class_2nd >= JOB_NOVICE ){
- sd->change_level_3rd = job_db.find( class_2nd )->max_job_level;
- }else{
- sd->change_level_3rd = 0;
- }
- pc_setglobalreg( sd, add_str( JOBCHANGE3RD_VAR ), sd->change_level_3rd );
- }
- if( class_2nd > 0 && skill_point < ( sd->change_level_3rd - 1 ) ){
- return mapid_2nd;
- }
- skill_point -= ( sd->change_level_3rd - 1 );
- }
- // 3rd Class Job LV Check
- if( sd->class_ & JOBL_FOURTH ){
- uint64 mapid_3rd = sd->class_ & MAPID_THIRDMASK | JOBL_THIRD;
- int class_3rd = pc_mapid2jobid( mapid_3rd, sd->status.sex );
- if( !sd->change_level_4th ){
- if( class_3rd >= JOB_NOVICE ){
- sd->change_level_4th = job_db.find( class_3rd )->max_job_level;
- }else{
- sd->change_level_4th = 0;
- }
- pc_setglobalreg( sd, add_str( JOBCHANGE4TH_VAR ), sd->change_level_4th );
- }
- if( class_3rd > 0 && skill_point < ( sd->change_level_4th - 1 ) ){
- return mapid_3rd;
- }
- skill_point -= ( sd->change_level_4th - 1 );
- }
- return sd->class_;
- }
- uint64 pc_calc_skilltree_normalize_job( map_session_data *sd ){
- if( !battle_config.skillup_limit || pc_has_permission( sd, PC_PERM_ALL_SKILL ) ){
- return sd->class_;
- }
- uint64 c = pc_calc_skilltree_normalize_job_sub( sd );
- // Special Masks
- if( sd->class_&JOBL_UPPER ){
- if( pc_mapid2jobid( c | JOBL_UPPER, sd->status.sex ) >= JOB_NOVICE ){
- c |= JOBL_UPPER;// Rebirth Job
- }
- }
- if( sd->class_&JOBL_BABY ){
- if( pc_mapid2jobid( c | JOBL_BABY, sd->status.sex ) >= JOB_NOVICE ){
- c |= JOBL_BABY;// Baby Job
- }
- }
- return c;
- }
- /*==========================================
- * Updates the weight status
- *------------------------------------------
- * 1: overweight 50% for pre-renewal and 70% for renewal
- * 2: overweight 90%
- * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here.
- */
- void pc_updateweightstatus(map_session_data *sd)
- {
- int old_overweight;
- int new_overweight;
- nullpo_retv(sd);
- old_overweight = (sd->sc.getSCE(SC_WEIGHT90)) ? 2 : (sd->sc.getSCE(SC_WEIGHT50)) ? 1 : 0;
- #ifdef RENEWAL
- new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is70overweight(sd)) ? 1 : 0;
- #else
- new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;
- #endif
- if( old_overweight == new_overweight )
- return; // no change
- // stop old status change
- if( old_overweight == 1 )
- status_change_end(&sd->bl, SC_WEIGHT50);
- else if( old_overweight == 2 )
- status_change_end(&sd->bl, SC_WEIGHT90);
- // start new status change
- if( new_overweight == 1 )
- sc_start(&sd->bl,&sd->bl, SC_WEIGHT50, 100, 0, 0);
- else if( new_overweight == 2 )
- sc_start(&sd->bl,&sd->bl, SC_WEIGHT90, 100, 0, 0);
- // update overweight status
- sd->regen.state.overweight = new_overweight;
- }
- int pc_disguise(map_session_data *sd, int class_)
- {
- if (!class_ && !sd->disguise)
- return 0;
- if (class_ && sd->disguise == class_)
- return 0;
- if(pc_isinvisible(sd))
- { //Character is invisible. Stealth class-change. [Skotlex]
- sd->disguise = class_; //viewdata is set on uncloaking.
- return 2;
- }
- if (sd->bl.prev != NULL) {
- pc_stop_walking(sd, 0);
- clif_clearunit_area(&sd->bl, CLR_OUTSIGHT);
- }
- if (!class_) {
- sd->disguise = 0;
- class_ = sd->status.class_;
- } else
- sd->disguise=class_;
- status_set_viewdata(&sd->bl, class_);
- clif_changeoption(&sd->bl);
- if (sd->bl.prev != NULL) {
- clif_spawn(&sd->bl);
- if (class_ == sd->status.class_ && pc_iscarton(sd))
- { //It seems the cart info is lost on undisguise.
- clif_cartlist(sd);
- clif_updatestatus(sd,SP_CARTINFO);
- }
- if (sd->chatID) {
- struct chat_data* cd;
- if ((cd = (struct chat_data*)map_id2bl(sd->chatID)) != NULL)
- clif_dispchat(cd,0);
- }
- }
- return 1;
- }
- /// Show error message
- #define PC_BONUS_SHOW_ERROR(type,type2,val) { ShowError("%s: %s: Invalid %s %d.\n",__FUNCTION__,#type,#type2,(val)); break; }
- /// Check for valid Element, break & show error message if invalid Element
- #define PC_BONUS_CHK_ELEMENT(ele,bonus) { if (!CHK_ELEMENT((ele))) { PC_BONUS_SHOW_ERROR((bonus),Element,(ele)); }}
- /// Check for valid Race, break & show error message if invalid Race
- #define PC_BONUS_CHK_RACE(rc,bonus) { if (!CHK_RACE((rc))) { PC_BONUS_SHOW_ERROR((bonus),Race,(rc)); }}
- /// Check for valid Race2, break & show error message if invalid Race2
- #define PC_BONUS_CHK_RACE2(rc2,bonus) { if (!CHK_RACE2((rc2))) { PC_BONUS_SHOW_ERROR((bonus),Race2,(rc2)); }}
- /// Check for valid Class, break & show error message if invalid Class
- #define PC_BONUS_CHK_CLASS(cl,bonus) { if (!CHK_CLASS((cl))) { PC_BONUS_SHOW_ERROR((bonus),Class,(cl)); }}
- /// Check for valid Size, break & show error message if invalid Size
- #define PC_BONUS_CHK_SIZE(sz,bonus) { if (!CHK_MOBSIZE((sz))) { PC_BONUS_SHOW_ERROR((bonus),Size,(sz)); }}
- /// Check for valid SC, break & show error message if invalid SC
- #define PC_BONUS_CHK_SC(sc,bonus) { if ((sc) <= SC_NONE || (sc) >= SC_MAX) { PC_BONUS_SHOW_ERROR((bonus),Effect,(sc)); }}
- /**
- * Add auto spell bonus for player while attacking/attacked
- * @param spell: Spell array
- * @param id: Skill to cast
- * @param lv: Skill level
- * @param rate: Success chance
- * @param battle_flag: Battle flag
- * @param card_id: Used to prevent card stacking
- * @param flag: Flags used for extra arguments
- * &0: forces the skill to be casted on self, rather than on the target
- * &1: forces the skill to be casted on target, rather than self
- * &2: random skill level in [1..lv] is chosen
- */
- static void pc_bonus_autospell(std::vector<s_autospell> &spell, uint16 id, uint16 lv, short rate, short battle_flag, t_itemid card_id, uint8 flag)
- {
- if (spell.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_autospell: Reached max (%d) number of autospells per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!rate)
- return;
- if (!(battle_flag&BF_RANGEMASK))
- battle_flag |= BF_SHORT | BF_LONG; //No range defined? Use both.
- if (!(battle_flag&BF_WEAPONMASK))
- battle_flag |= BF_WEAPON; //No attack type defined? Use weapon.
- if (!(battle_flag&BF_SKILLMASK)) {
- if (battle_flag&(BF_MAGIC | BF_MISC))
- battle_flag |= BF_SKILL; //These two would never trigger without BF_SKILL
- if (battle_flag&BF_WEAPON)
- battle_flag |= BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
- }
- for (auto &it : spell) {
- if ((it.card_id == card_id || it.rate < 0 || rate < 0) && it.id == id && it.lv == lv && it.battle_flag == battle_flag && it.flag == flag) {
- if (!battle_config.autospell_stacking && it.rate > 0 && rate > 0) // Stacking disabled
- return;
- it.rate = util::safe_addition_cap(it.rate, rate, (short)1000);
- return;
- }
- }
- struct s_autospell entry = {};
- entry.id = id;
- entry.lv = lv;
- entry.rate = cap_value(rate, -1000, 1000);
- entry.battle_flag = battle_flag;
- entry.card_id = card_id;
- entry.flag = flag;
- spell.push_back(entry);
- }
- /**
- * Add auto spell bonus for player while using skills
- * @param spell: Spell array
- * @param src_skill: Trigger skill
- * @param id: Support or target type
- * @param lv: Skill level
- * @param rate: Success chance
- * @param card_id: Used to prevent card stacking
- * @param flag: Flags used for extra arguments
- * &1: forces the skill to be casted on self, rather than on the target of skill
- * &2: random skill level in [1..lv] is chosen
- */
- static void pc_bonus_autospell_onskill(std::vector<s_autospell> &spell, uint16 src_skill, uint16 id, uint16 lv, short rate, t_itemid card_id, uint8 flag)
- {
- if (spell.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_autospell_onskill: Reached max (%d) number of autospells per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!rate)
- return;
- struct s_autospell entry = {};
- entry.trigger_skill = src_skill;
- entry.id = id;
- entry.lv = lv;
- entry.rate = cap_value(rate, -1000, 1000);
- entry.card_id = card_id;
- entry.flag = flag;
- spell.push_back(entry);
- }
- /**
- * Add inflict effect bonus for player while attacking/attacked
- * @param effect: Effect array
- * @param sc: SC/Effect type
- * @param rate: Success chance
- * @param arrow_rate: success chance if bonus comes from arrow-type item
- * @param flag: Target flag
- * @param duration: Duration. If 0 use default duration lookup for associated skill with level 7
- */
- static void pc_bonus_addeff(std::vector<s_addeffect> &effect, enum sc_type sc, int rate, short arrow_rate, unsigned char flag, unsigned int duration)
- {
- if (effect.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_addeff: Reached max (%d) number of add effects per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!(flag&(ATF_SHORT | ATF_LONG)))
- flag |= ATF_SHORT | ATF_LONG; //Default range: both
- if (!(flag&(ATF_TARGET | ATF_SELF)))
- flag |= ATF_TARGET; //Default target: enemy.
- if (!(flag&(ATF_WEAPON | ATF_MAGIC | ATF_MISC)))
- flag |= ATF_WEAPON; //Default type: weapon.
- if (!duration)
- duration = (unsigned int)skill_get_time2(status_db.getSkill(sc), 7);
- for (auto &it : effect) {
- if (it.sc == sc && it.flag == flag) {
- it.rate = util::safe_addition_cap(it.rate, rate, INT_MAX);
- it.arrow_rate = util::safe_addition_cap(it.arrow_rate, arrow_rate, (short)SHRT_MAX);
- it.duration = umax(it.duration, duration);
- return;
- }
- }
- struct s_addeffect entry = {};
- entry.sc = sc;
- entry.rate = rate;
- entry.arrow_rate = arrow_rate;
- entry.flag = flag;
- entry.duration = duration;
- effect.push_back(entry);
- }
- /**
- * Add inflict effect bonus for player while attacking using skill
- * @param effect: Effect array
- * @param sc: SC/Effect type
- * @param rate: Success chance
- * @param skill_id: Skill to cast
- * @param target: Target type
- * @param duration: Duration. If 0 use default duration lookup for associated skill with level 7
- */
- static void pc_bonus_addeff_onskill(std::vector<s_addeffectonskill> &effect, enum sc_type sc, int rate, short skill_id, unsigned char target, unsigned int duration)
- {
- if (effect.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_addeff_onskill: Reached max (%d) number of add effects per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!duration)
- duration = (unsigned int)skill_get_time2(status_db.getSkill(sc), 7);
- for (auto &it : effect) {
- if (it.sc == sc && it.skill_id == skill_id && it.target == target) {
- it.rate = util::safe_addition_cap(it.rate, rate, INT_MAX);
- it.duration = umax(it.duration, duration);
- return;
- }
- }
- struct s_addeffectonskill entry = {};
- entry.sc = sc;
- entry.rate = rate;
- entry.skill_id = skill_id;
- entry.target = target;
- entry.duration = duration;
- effect.push_back(entry);
- }
- /**
- * Adjust/add drop rate modifier for player
- * @param drop: Player's sd->add_drop (struct s_add_drop)
- * @param nameid: item id that will be dropped
- * @param group: group id
- * @param class_: target class
- * @param race: target race. if < 0, means monster_id
- * @param rate: rate value: 1 ~ 10000. If < 0, it will be multiplied with mob level/10
- */
- static void pc_bonus_item_drop(std::vector<s_add_drop> &drop, t_itemid nameid, uint16 group, int class_, short race, int rate)
- {
- if (!nameid && !group) {
- ShowWarning("pc_bonus_item_drop: No Item ID nor Item Group ID specified.\n");
- return;
- }
- if (nameid && !item_db.exists(nameid)) {
- ShowWarning("pc_bonus_item_drop: Invalid item id %u\n",nameid);
- return;
- }
- if (group && !itemdb_group.exists(group)) {
- ShowWarning("pc_bonus_item_drop: Invalid Item Group %hu\n",group);
- return;
- }
- if (drop.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_item_drop: Reached max (%d) number of added drops per character! (nameid: %u group: %d class_: %d race: %d rate: %d)\n", MAX_PC_BONUS, nameid, group, class_, race, rate);
- return;
- }
- //Apply config rate adjustment settings.
- if (rate >= 0) { //Absolute drop.
- if (battle_config.item_rate_adddrop != 100)
- rate = rate*battle_config.item_rate_adddrop/100;
- if (rate < battle_config.item_drop_adddrop_min)
- rate = battle_config.item_drop_adddrop_min;
- else if (rate > battle_config.item_drop_adddrop_max)
- rate = battle_config.item_drop_adddrop_max;
- } else { //Relative drop, max/min limits are applied at drop time.
- if (battle_config.item_rate_adddrop != 100)
- rate = rate*battle_config.item_rate_adddrop/100;
- if (rate > -1)
- rate = -1;
- }
- for (auto &it : drop) {
- if (it.nameid == nameid && it.group == group && it.race == race && it.class_ == class_) {
- if ((rate < 0 && it.rate < 0) || (rate > 0 && it.rate > 0)) //Adjust the rate if it has same classification
- it.rate = util::safe_addition_cap(it.rate, rate, 10000);
- return;
- }
- }
- struct s_add_drop entry = {};
- entry.nameid = nameid;
- entry.group = group;
- entry.race = race;
- entry.class_ = class_;
- entry.rate = cap_value(rate, -10000, 10000);
- drop.push_back(entry);
- }
- s_autobonus::~s_autobonus(){
- if( this->active != INVALID_TIMER ){
- delete_timer( this->active, pc_endautobonus );
- this->active = INVALID_TIMER;
- }
- if( this->bonus_script != nullptr ){
- aFree( this->bonus_script );
- this->bonus_script = nullptr;
- }
- if( this->other_script != nullptr ){
- aFree( this->other_script );
- this->other_script = nullptr;
- }
- }
- /**
- * Add autobonus to player when attacking/attacked
- * @param bonus: Bonus array
- * @param script: Script to execute
- * @param rate: Success chance
- * @param dur: Duration
- * @param flag: Battle flag/skill
- * @param other_script: Secondary script to execute
- * @param pos: Item equip position
- * @param onskill: Skill used to trigger autobonus
- * @return True on success or false otherwise
- */
- bool pc_addautobonus(std::vector<std::shared_ptr<s_autobonus>> &bonus, const char *script, short rate, unsigned int dur, uint16 flag, const char *other_script, unsigned int pos, bool onskill){
- // Check if the same bonus already exists
- for( std::shared_ptr<s_autobonus> autobonus : bonus ){
- // Compare based on position and bonus script
- if( autobonus->pos == pos && strcmp( script, autobonus->bonus_script ) == 0 ){
- return false;
- }
- }
- if (bonus.size() == MAX_PC_BONUS) {
- ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", MAX_PC_BONUS);
- return false;
- }
- if (!onskill) {
- if (!(flag&BF_RANGEMASK))
- flag |= BF_SHORT | BF_LONG; //No range defined? Use both.
- if (!(flag&BF_WEAPONMASK))
- flag |= BF_WEAPON; //No attack type defined? Use weapon.
- if (!(flag&BF_SKILLMASK)) {
- if (flag&(BF_MAGIC | BF_MISC))
- flag |= BF_SKILL; //These two would never trigger without BF_SKILL
- if (flag&BF_WEAPON)
- flag |= BF_NORMAL | BF_SKILL;
- }
- }
- std::shared_ptr<s_autobonus> entry = std::make_shared<s_autobonus>();
- if (rate < -10000 || rate > 10000)
- ShowWarning("pc_addautobonus: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate);
- entry->rate = cap_value(rate, -10000, 10000);
- entry->duration = dur;
- entry->active = INVALID_TIMER;
- entry->atk_type = flag;
- entry->pos = pos;
- entry->bonus_script = aStrdup(script);
- entry->other_script = (other_script ? aStrdup(other_script) : NULL);
- bonus.push_back(entry);
- return true;
- }
- /**
- * Remove an autobonus from player
- * @param sd: Player data
- * @param bonus: Autobonus array
- * @param restore: Run script on clearing or not
- */
- void pc_delautobonus(map_session_data &sd, std::vector<std::shared_ptr<s_autobonus>> &bonus, bool restore){
- std::vector<std::shared_ptr<s_autobonus>>::iterator it = bonus.begin();
- while( it != bonus.end() ){
- std::shared_ptr<s_autobonus> b = *it;
- if( b->active != INVALID_TIMER && restore && b->bonus_script != nullptr ){
- unsigned int equip_pos_idx = 0;
- // Create a list of all equipped positions to see if all items needed for the autobonus are still present [Playtester]
- for (uint8 j = 0; j < EQI_MAX; j++) {
- if (sd.equip_index[j] >= 0)
- equip_pos_idx |= sd.inventory.u.items_inventory[sd.equip_index[j]].equip;
- }
- if( ( equip_pos_idx&b->pos ) == b->pos ){
- script_run_autobonus(b->bonus_script, &sd, b->pos);
- }else{
- // Not all required items equipped anymore
- restore = false;
- }
- }
- if( restore ){
- it++;
- continue;
- }
- it = bonus.erase(it);
- }
- }
- /**
- * Execute autobonus on player
- * @param sd: Player data
- * @param autobonus: Autobonus to run
- */
- void pc_exeautobonus(map_session_data &sd, std::vector<std::shared_ptr<s_autobonus>> *bonus, std::shared_ptr<s_autobonus> autobonus)
- {
- if (autobonus->active != INVALID_TIMER)
- delete_timer(autobonus->active, pc_endautobonus);
- if( autobonus->other_script )
- {
- int j;
- unsigned int equip_pos_idx = 0;
- //Create a list of all equipped positions to see if all items needed for the autobonus are still present [Playtester]
- for(j = 0; j < EQI_MAX; j++) {
- if(sd.equip_index[j] >= 0)
- equip_pos_idx |= sd.inventory.u.items_inventory[sd.equip_index[j]].equip;
- }
- if((equip_pos_idx&autobonus->pos) == autobonus->pos)
- script_run_autobonus(autobonus->other_script,&sd,autobonus->pos);
- }
- autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd.bl.id, (intptr_t)bonus);
- status_calc_pc(&sd,SCO_FORCE);
- }
- /**
- * Remove autobonus timer from player
- */
- TIMER_FUNC(pc_endautobonus){
- map_session_data *sd = map_id2sd(id);
- std::vector<std::shared_ptr<s_autobonus>> *bonus = (std::vector<std::shared_ptr<s_autobonus>> *)data;
- nullpo_ret(sd);
- nullpo_ret(bonus);
- for( std::shared_ptr<s_autobonus> autobonus : *bonus ){
- if( autobonus->active == tid ){
- autobonus->active = INVALID_TIMER;
- break;
- }
- }
-
- status_calc_pc(sd,SCO_FORCE);
- return 0;
- }
- /**
- * Add element bonus to player when attacking
- * @param sd: Player data
- * @param ele: Element to adjust
- * @param rate: Success chance
- * @param flag: Battle flag
- */
- static void pc_bonus_addele(map_session_data* sd, unsigned char ele, short rate, short flag)
- {
- nullpo_retv(sd);
- struct weapon_data *wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);
- if (wd->addele2.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_addele: Reached max (%d) number of add element damage bonuses per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!(flag&BF_RANGEMASK))
- flag |= BF_SHORT | BF_LONG;
- if (!(flag&BF_WEAPONMASK))
- flag |= BF_WEAPON;
- if (!(flag&BF_SKILLMASK)) {
- if (flag&(BF_MAGIC | BF_MISC))
- flag |= BF_SKILL;
- if (flag&BF_WEAPON)
- flag |= BF_NORMAL | BF_SKILL;
- }
- for (auto &it : wd->addele2) {
- if (it.ele == ele && it.flag == flag) {
- it.rate = util::safe_addition_cap(it.rate, rate, (short)10000);
- return;
- }
- }
- struct s_addele2 entry = {};
- entry.ele = ele;
- entry.rate = cap_value(rate, -10000, 10000);
- entry.flag = flag;
- wd->addele2.push_back(entry);
- }
- /**
- * Reduce element bonus to player when attacking
- * @param sd: Player data
- * @param ele: Element to adjust
- * @param rate: Success chance
- * @param flag: Battle flag
- */
- static void pc_bonus_subele(map_session_data* sd, unsigned char ele, short rate, short flag)
- {
- nullpo_retv(sd);
- if (sd->subele2.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_subele: Reached max (%d) number of resist element damage bonuses per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!(flag&BF_RANGEMASK))
- flag |= BF_SHORT | BF_LONG;
- if (!(flag&BF_WEAPONMASK))
- flag |= BF_WEAPON;
- if (!(flag&BF_SKILLMASK)) {
- if (flag&(BF_MAGIC | BF_MISC))
- flag |= BF_SKILL;
- if (flag&BF_WEAPON)
- flag |= BF_NORMAL | BF_SKILL;
- }
- for (auto &it : sd->subele2) {
- if (it.ele == ele && it.flag == flag) {
- it.rate = util::safe_addition_cap(it.rate, rate, (short)10000);
- return;
- }
- }
- struct s_addele2 entry = {};
- entry.ele = ele;
- entry.rate = cap_value(rate, -10000, 10000);
- entry.flag = flag;
- sd->subele2.push_back(entry);
- }
- /**
- * Adjust race damage to target when attacking
- * @param sd: Player data
- * @param race: Race to adjust
- * @param rate: Success chance
- * @param flag: Battle flag
- */
- static void pc_bonus_subrace(map_session_data* sd, unsigned char race, short rate, short flag)
- {
- if (sd->subrace3.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_subrace: Reached max (%d) number of resist race damage bonuses per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!(flag&BF_RANGEMASK))
- flag |= BF_SHORT | BF_LONG;
- if (!(flag&BF_WEAPONMASK))
- flag |= BF_WEAPON;
- if (!(flag&BF_SKILLMASK)) {
- if (flag&(BF_MAGIC | BF_MISC))
- flag |= BF_SKILL;
- if (flag&BF_WEAPON)
- flag |= BF_NORMAL | BF_SKILL;
- }
- for (auto &it : sd->subrace3) {
- if (it.race == race && it.flag == flag) {
- it.rate = util::safe_addition_cap(it.rate, rate, (short)10000);
- return;
- }
- }
- struct s_addrace2 entry = {};
- entry.race = race;
- entry.rate = cap_value(rate, -10000, 10000);
- entry.flag = flag;
- sd->subrace3.push_back(entry);
- }
- /**
- * General item bonus for player
- * @param bonus: Bonus array
- * @param id: Key
- * @param val: Value
- * @param cap_rate: If Value is a rate value that needs to be capped
- */
- static void pc_bonus_itembonus(std::vector<s_item_bonus> &bonus, uint16 id, int val, bool cap_rate)
- {
- for (auto &it : bonus) {
- if (it.id == id) {
- if (cap_rate)
- it.val = util::safe_addition_cap(it.val, val, 10000);
- else
- it.val += val;
- return;
- }
- }
- struct s_item_bonus entry = {};
- entry.id = id;
- entry.val = cap_rate ? cap_value(val, -10000, 10000) : val;
- bonus.push_back(entry);
- }
- /**
- * Remove HP/SP to player when attacking
- * @param bonus: Bonus array
- * @param rate: Success chance
- * @param per: Percentage of HP/SP to vanish
- * @param flag: Battle flag
- */
- static void pc_bonus_addvanish(std::vector<s_vanish_bonus> &bonus, int16 rate, int16 per, int flag) {
- if (bonus.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus_addvanish: Reached max (%d) number of vanish damage bonuses per character!\n", MAX_PC_BONUS);
- return;
- }
- if (!(flag&BF_RANGEMASK))
- flag |= BF_SHORT | BF_LONG;
- if (!(flag&BF_WEAPONMASK))
- flag |= BF_WEAPON;
- if (!(flag&BF_SKILLMASK)) {
- if (flag&(BF_MAGIC | BF_MISC))
- flag |= BF_SKILL;
- if (flag&BF_WEAPON)
- flag |= BF_NORMAL | BF_SKILL;
- }
- for (auto &it : bonus) {
- if (it.flag == flag) {
- it.rate = util::safe_addition_cap(it.rate, rate, (int16)10000);
- it.per += per;
- return;
- }
- }
- struct s_vanish_bonus entry = {};
- entry.rate = cap_value(rate, -10000, 10000);
- entry.per = per;
- entry.flag = flag;
- bonus.push_back(entry);
- }
- /*==========================================
- * Add a bonus(type) to player sd
- * format: bonus bBonusName,val;
- * @param sd
- * @param type Bonus type used by bBonusName
- * @param val Value that usually for rate or fixed value
- *------------------------------------------*/
- void pc_bonus(map_session_data *sd,int type,int val)
- {
- struct status_data *status;
- int bonus;
- nullpo_retv(sd);
- status = &sd->base_status;
- switch(type){
- case SP_STR:
- case SP_AGI:
- case SP_VIT:
- case SP_INT:
- case SP_DEX:
- case SP_LUK:
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.param_bonus[type-SP_STR]+=val;
- break;
- case SP_POW:
- case SP_STA:
- case SP_WIS:
- case SP_SPL:
- case SP_CON:
- case SP_CRT:
- if (sd->state.lr_flag != 2)
- sd->indexed_bonus.param_bonus[type - SP_POW + PARAM_POW] += val;
- break;
- case SP_ATK1:
- if(!sd->state.lr_flag) {
- bonus = status->rhw.atk + val;
- status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
- }
- else if(sd->state.lr_flag == 1) {
- bonus = status->lhw.atk + val;
- status->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_ATK2:
- if(!sd->state.lr_flag) {
- bonus = status->rhw.atk2 + val;
- status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
- }
- else if(sd->state.lr_flag == 1) {
- bonus = status->lhw.atk2 + val;
- status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_BASE_ATK:
- if(sd->state.lr_flag != 2) {
- #ifdef RENEWAL
- bonus = sd->bonus.eatk + val;
- sd->bonus.eatk = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- #else
- bonus = status->batk + val;
- status->batk = cap_value(bonus, 0, USHRT_MAX);
- #endif
- }
- break;
- case SP_DEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->def + val;
- #ifdef RENEWAL
- status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- #else
- status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
- #endif
- }
- break;
- case SP_DEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->def2 + val;
- status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_MDEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef + val;
- #ifdef RENEWAL
- status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- #else
- status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
- #endif
- if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
- sd->bonus.shieldmdef += bonus;
- }
- }
- break;
- case SP_MDEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef2 + val;
- status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_HIT:
- if(sd->state.lr_flag != 2) {
- bonus = status->hit + val;
- status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->bonus.arrow_hit+=val;
- break;
- case SP_FLEE1:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee + val;
- status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_FLEE2:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee2 + val*10;
- status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_CRITICAL:
- if(sd->state.lr_flag != 2) {
- bonus = status->cri + val*10;
- status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->bonus.arrow_cri += val*10;
- break;
- case SP_PATK:
- if (sd->state.lr_flag != 2) {
- bonus = status->patk + val;
- status->patk = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_SMATK:
- if (sd->state.lr_flag != 2) {
- bonus = status->smatk + val;
- status->smatk = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_RES:
- if (sd->state.lr_flag != 2) {
- bonus = status->res + val;
- status->res = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_MRES:
- if (sd->state.lr_flag != 2) {
- bonus = status->mres + val;
- status->mres = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_HPLUS:
- if (sd->state.lr_flag != 2) {
- bonus = status->hplus + val;
- status->hplus = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_CRATE:
- if (sd->state.lr_flag != 2) {
- bonus = status->crate + val;
- status->crate = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_ATKELE:
- PC_BONUS_CHK_ELEMENT(val,SP_ATKELE);
- switch (sd->state.lr_flag)
- {
- case 2:
- switch (sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- //Become weapon element.
- status->rhw.ele=val;
- break;
- default: //Become arrow element.
- sd->bonus.arrow_ele=val;
- break;
- }
- break;
- case 1:
- status->lhw.ele=val;
- break;
- default:
- status->rhw.ele=val;
- break;
- }
- break;
- case SP_DEFELE:
- PC_BONUS_CHK_ELEMENT(val,SP_DEFELE);
- if(sd->state.lr_flag != 2)
- status->def_ele=val;
- break;
- case SP_MAXHP:
- if(sd->state.lr_flag == 2)
- break;
- sd->bonus.hp += val;
- break;
- case SP_MAXSP:
- if(sd->state.lr_flag == 2)
- break;
- sd->bonus.sp += val;
- break;
- case SP_MAXAP:
- if (sd->state.lr_flag == 2)
- break;
- sd->bonus.ap += val;
- break;
- case SP_MAXHPRATE:
- if(sd->state.lr_flag != 2)
- sd->hprate+=val;
- break;
- case SP_MAXSPRATE:
- if(sd->state.lr_flag != 2)
- sd->sprate+=val;
- break;
- case SP_MAXAPRATE:
- if (sd->state.lr_flag != 2)
- sd->aprate += val;
- break;
- case SP_SPRATE:
- if(sd->state.lr_flag != 2)
- sd->dsprate+=val;
- break;
- case SP_ATTACKRANGE:
- switch (sd->state.lr_flag) {
- case 2:
- switch (sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- status->rhw.range += val;
- }
- break;
- case 1:
- status->lhw.range += val;
- break;
- default:
- status->rhw.range += val;
- break;
- }
- break;
- case SP_SPEED_RATE: //Non stackable increase
- if(sd->state.lr_flag != 2)
- sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val);
- break;
- case SP_SPEED_ADDRATE: //Stackable increase
- if(sd->state.lr_flag != 2)
- sd->bonus.speed_add_rate -= val;
- break;
- case SP_ASPD: //Raw increase
- if(sd->state.lr_flag != 2)
- sd->bonus.aspd_add -= 10*val;
- break;
- case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
- if(sd->state.lr_flag != 2)
- #ifndef RENEWAL_ASPD
- status->aspd_rate -= 10*val;
- #else
- status->aspd_rate2 += val;
- #endif
- break;
- case SP_HP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->hprecov_rate += val;
- break;
- case SP_SP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->sprecov_rate += val;
- break;
- case SP_CRITICAL_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.critical_def += val;
- break;
- case SP_NEAR_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.near_attack_def_rate += val;
- break;
- case SP_LONG_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.long_attack_def_rate += val;
- break;
- case SP_DOUBLE_RATE:
- if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val)
- sd->bonus.double_rate = val;
- break;
- case SP_DOUBLE_ADD_RATE:
- if(sd->state.lr_flag == 0)
- sd->bonus.double_add_rate += val;
- break;
- case SP_MATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->matk_rate += val;
- break;
- case SP_IGNORE_DEF_ELE:
- PC_BONUS_CHK_ELEMENT(val,SP_IGNORE_DEF_ELE);
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_ele |= 1<<val;
- break;
- case SP_IGNORE_DEF_RACE:
- PC_BONUS_CHK_RACE(val,SP_IGNORE_DEF_RACE);
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_race |= 1<<val;
- break;
- case SP_IGNORE_DEF_CLASS:
- PC_BONUS_CHK_CLASS(val,SP_IGNORE_DEF_CLASS);
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_class |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_class |= 1<<val;
- break;
- case SP_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.atk_rate += val;
- break;
- case SP_MAGIC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.magic_def_rate += val;
- break;
- case SP_MISC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.misc_def_rate += val;
- break;
- case SP_IGNORE_MDEF_ELE:
- PC_BONUS_CHK_ELEMENT(val,SP_IGNORE_MDEF_ELE);
- if(sd->state.lr_flag != 2)
- sd->bonus.ignore_mdef_ele |= 1<<val;
- break;
- case SP_IGNORE_MDEF_RACE:
- PC_BONUS_CHK_RACE(val,SP_IGNORE_MDEF_RACE);
- if(sd->state.lr_flag != 2)
- sd->bonus.ignore_mdef_race |= 1<<val;
- break;
- case SP_PERFECT_HIT_RATE:
- if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val)
- sd->bonus.perfect_hit = val;
- break;
- case SP_PERFECT_HIT_ADD_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.perfect_hit_add += val;
- break;
- case SP_CRITICAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->critical_rate+=val;
- break;
- case SP_DEF_RATIO_ATK_ELE:
- PC_BONUS_CHK_ELEMENT(val,SP_DEF_RATIO_ATK_ELE);
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_ele |= 1<<val;
- break;
- case SP_DEF_RATIO_ATK_RACE:
- PC_BONUS_CHK_RACE(val,SP_DEF_RATIO_ATK_RACE);
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_race |= 1<<val;
- break;
- case SP_DEF_RATIO_ATK_CLASS:
- PC_BONUS_CHK_CLASS(val,SP_DEF_RATIO_ATK_CLASS);
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_class |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_class |= 1<<val;
- break;
- case SP_HIT_RATE:
- if(sd->state.lr_flag != 2)
- sd->hit_rate += val;
- break;
- case SP_FLEE_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee_rate += val;
- break;
- case SP_FLEE2_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee2_rate += val;
- break;
- case SP_DEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->def_rate += val;
- break;
- case SP_DEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->def2_rate += val;
- break;
- case SP_MDEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef_rate += val;
- break;
- case SP_MDEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef2_rate += val;
- break;
- case SP_PATK_RATE:
- if (sd->state.lr_flag != 2)
- sd->patk_rate += val;
- break;
- case SP_SMATK_RATE:
- if (sd->state.lr_flag != 2)
- sd->smatk_rate += val;
- break;
- case SP_RES_RATE:
- if (sd->state.lr_flag != 2)
- sd->res_rate += val;
- break;
- case SP_MRES_RATE:
- if (sd->state.lr_flag != 2)
- sd->mres_rate += val;
- break;
- case SP_HPLUS_RATE:
- if (sd->state.lr_flag != 2)
- sd->hplus_rate += val;
- break;
- case SP_CRATE_RATE:
- if (sd->state.lr_flag != 2)
- sd->crate_rate += val;
- break;
- case SP_RESTART_FULL_RECOVER:
- if(sd->state.lr_flag != 2)
- sd->special_state.restart_full_recover = 1;
- break;
- case SP_NO_CASTCANCEL:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel = 1;
- break;
- case SP_NO_CASTCANCEL2:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel2 = 1;
- break;
- case SP_NO_SIZEFIX:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_sizefix = 1;
- break;
- case SP_NO_MAGIC_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_magic_damage;
- sd->special_state.no_magic_damage = cap_value(val,0,100);
- break;
- case SP_NO_WEAPON_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_weapon_damage;
- sd->special_state.no_weapon_damage = cap_value(val,0,100);
- break;
- case SP_NO_MISC_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_misc_damage;
- sd->special_state.no_misc_damage = cap_value(val,0,100);
- break;
- case SP_NO_GEMSTONE:
- if(sd->state.lr_flag != 2 && sd->special_state.no_gemstone != 2)
- sd->special_state.no_gemstone = 1;
- break;
- case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
- if(sd->state.lr_flag != 2) {
- sd->special_state.intravision = 1;
- clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 1);
- }
- break;
- case SP_NO_KNOCKBACK:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_knockback = 1;
- break;
- case SP_SPLASH_RANGE:
- if(sd->bonus.splash_range < val)
- sd->bonus.splash_range = val;
- break;
- case SP_SPLASH_ADD_RANGE:
- sd->bonus.splash_add_range += val;
- break;
- case SP_SHORT_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->bonus.short_weapon_damage_return += val;
- break;
- case SP_LONG_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->bonus.long_weapon_damage_return += val;
- break;
- case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
- if(sd->state.lr_flag != 2)
- sd->bonus.magic_damage_return += val;
- break;
- case SP_REDUCE_DAMAGE_RETURN:
- if (sd->state.lr_flag != 2)
- sd->bonus.reduce_damage_return += val;
- break;
- case SP_ALL_STATS: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->indexed_bonus.param_bonus[SP_STR-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_AGI-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_VIT-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_INT-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_DEX-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_LUK-SP_STR]+=val;
- }
- break;
- case SP_ALL_TRAIT_STATS:
- if (sd->state.lr_flag != 2) {
- sd->indexed_bonus.param_bonus[PARAM_POW] += val;
- sd->indexed_bonus.param_bonus[PARAM_STA] += val;
- sd->indexed_bonus.param_bonus[PARAM_WIS] += val;
- sd->indexed_bonus.param_bonus[PARAM_SPL] += val;
- sd->indexed_bonus.param_bonus[PARAM_CON] += val;
- sd->indexed_bonus.param_bonus[PARAM_CRT] += val;
- }
- break;
- case SP_AGI_VIT: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->indexed_bonus.param_bonus[SP_AGI-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_VIT-SP_STR]+=val;
- }
- break;
- case SP_AGI_DEX_STR: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->indexed_bonus.param_bonus[SP_AGI-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_DEX-SP_STR]+=val;
- sd->indexed_bonus.param_bonus[SP_STR-SP_STR]+=val;
- }
- break;
- case SP_PERFECT_HIDE: // [Valaris]
- if(sd->state.lr_flag!=2)
- sd->special_state.perfect_hiding=1;
- break;
- case SP_UNBREAKABLE:
- if(sd->state.lr_flag!=2)
- sd->bonus.unbreakable += val;
- break;
- case SP_UNBREAKABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_WEAPON;
- break;
- case SP_UNBREAKABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_ARMOR;
- break;
- case SP_UNBREAKABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_HELM;
- break;
- case SP_UNBREAKABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_SHIELD;
- break;
- case SP_UNBREAKABLE_GARMENT:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_GARMENT;
- break;
- case SP_UNBREAKABLE_SHOES:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_SHOES;
- break;
- case SP_CLASSCHANGE: // [Valaris]
- if(sd->state.lr_flag !=2)
- sd->bonus.classchange=val;
- break;
- case SP_SHORT_ATK_RATE:
- if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
- sd->bonus.short_attack_atk_rate+=val;
- break;
- case SP_LONG_ATK_RATE:
- if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
- sd->bonus.long_attack_atk_rate+=val;
- break;
- case SP_BREAK_WEAPON_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.break_weapon_rate+=val;
- break;
- case SP_BREAK_ARMOR_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.break_armor_rate+=val;
- break;
- case SP_ADD_STEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_steal_rate+=val;
- break;
- case SP_DELAYRATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.delayrate -= val;
- break;
- case SP_CRIT_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.crit_atk_rate += val;
- break;
- case SP_CRIT_DEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.crit_def_rate += val;
- break;
- case SP_NO_REGEN:
- if(sd->state.lr_flag != 2)
- sd->regen.state.block|=val;
- break;
- case SP_UNSTRIPABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_WEAPON;
- break;
- case SP_UNSTRIPABLE:
- case SP_UNSTRIPABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_ARMOR;
- break;
- case SP_UNSTRIPABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_HELM;
- break;
- case SP_UNSTRIPABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_SHIELD;
- break;
- case SP_HP_DRAIN_VALUE: // bonus bHPDrainValue,n;
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain_class[CLASS_NORMAL] += val;
- sd->right_weapon.hp_drain_class[CLASS_BOSS] += val;
- } else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain_class[CLASS_NORMAL] += val;
- sd->left_weapon.hp_drain_class[CLASS_BOSS] += val;
- }
- break;
- case SP_SP_DRAIN_VALUE: // bonus bSPDrainValue,n;
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain_class[CLASS_NORMAL] += val;
- sd->right_weapon.sp_drain_class[CLASS_BOSS] += val;
- } else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain_class[CLASS_NORMAL] += val;
- sd->left_weapon.sp_drain_class[CLASS_BOSS] += val;
- }
- break;
- case SP_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.sp_gain_value += val;
- break;
- case SP_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.hp_gain_value += val;
- break;
- case SP_LONG_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.long_sp_gain_value += val;
- case SP_LONG_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.long_hp_gain_value += val;
- break;
- case SP_MAGIC_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.magic_sp_gain_value += val;
- break;
- case SP_MAGIC_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.magic_hp_gain_value += val;
- break;
- case SP_ADD_HEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_heal_rate += val;
- break;
- case SP_ADD_HEAL2_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_heal2_rate += val;
- break;
- case SP_ADD_ITEM_HEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.itemhealrate2 += val;
- break;
- case SP_EMATK:
- if(sd->state.lr_flag != 2)
- sd->bonus.ematk += val;
- break;
- case SP_ADD_VARIABLECAST:
- if (sd->state.lr_flag != 2)
- sd->bonus.add_varcast += val;
- break;
- #ifdef RENEWAL_CAST
- case SP_FIXCASTRATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.fixcastrate = min(sd->bonus.fixcastrate,val);
- break;
- case SP_ADD_FIXEDCAST:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_fixcast += val;
- break;
- case SP_CASTRATE:
- case SP_VARCASTRATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.varcastrate -= val;
- break;
- #else
- case SP_ADD_FIXEDCAST:
- case SP_FIXCASTRATE:
- //ShowWarning("pc_bonus: non-RENEWAL_CAST doesn't support this bonus %d.\n", type);
- break;
- case SP_VARCASTRATE:
- case SP_CASTRATE:
- if(sd->state.lr_flag != 2)
- sd->castrate += val;
- break;
- #endif
- case SP_ADDMAXWEIGHT:
- if (sd->state.lr_flag != 2)
- sd->add_max_weight += val;
- break;
- case SP_ABSORB_DMG_MAXHP: // bonus bAbsorbDmgMaxHP,n;
- sd->bonus.absorb_dmg_maxhp = max(sd->bonus.absorb_dmg_maxhp, val);
- break;
- case SP_ABSORB_DMG_MAXHP2:
- sd->bonus.absorb_dmg_maxhp2 = max(sd->bonus.absorb_dmg_maxhp2, val);
- break;
- case SP_CRITICAL_RANGEATK: // bonus bCriticalLong,n;
- if (sd->state.lr_flag != 2)
- sd->bonus.critical_rangeatk += val*10;
- else
- sd->bonus.arrow_cri += val*10;
- break;
- case SP_WEAPON_ATK_RATE:
- if (sd->state.lr_flag != 2)
- sd->bonus.weapon_atk_rate += val;
- break;
- case SP_WEAPON_MATK_RATE:
- if (sd->state.lr_flag != 2)
- sd->bonus.weapon_matk_rate += val;
- break;
- case SP_NO_MADO_FUEL:
- if (sd->state.lr_flag != 2)
- sd->special_state.no_mado_fuel = 1;
- break;
- case SP_NO_WALK_DELAY:
- if (sd->state.lr_flag != 2)
- sd->special_state.no_walk_delay = 1;
- break;
- case SP_ADD_ITEM_SPHEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.itemsphealrate2 += val;
- break;
- default:
- if (current_equip_combo_pos > 0) {
- ShowWarning("pc_bonus: unknown bonus type %d %d in a combo with item #%u\n", type, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid);
- }
- else if (current_equip_card_id > 0 || current_equip_item_index > 0) {
- ShowWarning("pc_bonus: unknown bonus type %d %d in item #%u\n", type, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid);
- }
- else {
- ShowWarning("pc_bonus: unknown bonus type %d %d in unknown usage. Report this!\n", type, val);
- }
- break;
- }
- }
- /*==========================================
- * Player bonus (type) with args type2 and val, called trough bonus2 (npc)
- * format: bonus2 bBonusName,type2,val;
- * @param sd
- * @param type Bonus type used by bBonusName
- * @param type2
- * @param val Value that usually for rate or fixed value
- *------------------------------------------*/
- void pc_bonus2(map_session_data *sd,int type,int type2,int val)
- {
- nullpo_retv(sd);
- switch(type){
- case SP_ADDELE: // bonus2 bAddEle,e,x;
- PC_BONUS_CHK_ELEMENT(type2,SP_ADDELE);
- if(!sd->state.lr_flag || sd->state.lr_flag == 3)
- sd->right_weapon.addele[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addele[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->indexed_bonus.arrow_addele[type2]+=val;
- break;
- case SP_ADDRACE: // bonus2 bAddRace,r,x;
- PC_BONUS_CHK_RACE(type2,SP_ADDRACE);
- if(!sd->state.lr_flag || sd->state.lr_flag == 3)
- sd->right_weapon.addrace[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addrace[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->indexed_bonus.arrow_addrace[type2]+=val;
- break;
- case SP_ADDCLASS: // bonus2 bAddClass,c,x;
- PC_BONUS_CHK_CLASS(type2,SP_ADDCLASS);
- if(!sd->state.lr_flag || sd->state.lr_flag == 3)
- sd->right_weapon.addclass[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addclass[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->indexed_bonus.arrow_addclass[type2]+=val;
- break;
- case SP_ADDSIZE: // bonus2 bAddSize,s,x;
- PC_BONUS_CHK_SIZE(type2,SP_ADDSIZE);
- if(!sd->state.lr_flag || sd->state.lr_flag == 3)
- sd->right_weapon.addsize[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addsize[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->indexed_bonus.arrow_addsize[type2]+=val;
- break;
- case SP_SUBELE: // bonus2 bSubEle,e,x;
- PC_BONUS_CHK_ELEMENT(type2,SP_SUBELE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.subele_script[type2] += val;
- break;
- case SP_SUBRACE: // bonus2 bSubRace,r,x;
- PC_BONUS_CHK_RACE(type2,SP_SUBRACE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.subrace[type2]+=val;
- break;
- case SP_SUBCLASS: // bonus2 bSubClass,c,x;
- PC_BONUS_CHK_CLASS(type2,SP_SUBCLASS);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.subclass[type2]+=val;
- break;
- case SP_ADDEFF: // bonus2 bAddEff,eff,n;
- PC_BONUS_CHK_SC(type2,SP_ADDEFF);
- pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? val : 0, sd->state.lr_flag == 2 ? val : 0, 0, 0);
- break;
- case SP_ADDEFF2: // bonus2 bAddEff2,eff,n;
- PC_BONUS_CHK_SC(type2,SP_ADDEFF2);
- pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? val : 0, sd->state.lr_flag == 2 ? val : 0, ATF_SELF, 0);
- break;
- case SP_RESEFF: // bonus2 bResEff,eff,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->reseff.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_RESEFF: Reached max (%d) number of resistance bonuses per character!\n", MAX_PC_BONUS);
- break;
- }
- pc_bonus_itembonus(sd->reseff, type2, val, true);
- break;
- case SP_MAGIC_ADDELE: // bonus2 bMagicAddEle,e,x;
- PC_BONUS_CHK_ELEMENT(type2,SP_MAGIC_ADDELE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.magic_addele_script[type2] += val;
- break;
- case SP_MAGIC_ADDRACE: // bonus2 bMagicAddRace,r,x;
- PC_BONUS_CHK_RACE(type2,SP_MAGIC_ADDRACE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.magic_addrace[type2]+=val;
- break;
- case SP_MAGIC_ADDCLASS: // bonus2 bMagicAddClass,c,x;
- PC_BONUS_CHK_CLASS(type2,SP_MAGIC_ADDCLASS);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.magic_addclass[type2]+=val;
- break;
- case SP_MAGIC_ADDSIZE: // bonus2 bMagicAddSize,s,x;
- PC_BONUS_CHK_SIZE(type2,SP_MAGIC_ADDSIZE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.magic_addsize[type2]+=val;
- break;
- case SP_MAGIC_ATK_ELE: // bonus2 bMagicAtkEle,e,x;
- PC_BONUS_CHK_ELEMENT(type2,SP_MAGIC_ATK_ELE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.magic_atk_ele[type2]+=val;
- break;
- case SP_ADD_DAMAGE_CLASS: { // bonus2 bAddDamageClass,mid,x;
- struct weapon_data *wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);
- if (wd->add_dmg.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_ADD_DAMAGE_CLASS: Reached max (%d) number of add class damage bonuses per character!\n", MAX_PC_BONUS);
- break;
- }
- pc_bonus_itembonus(wd->add_dmg, type2, val, false);
- }
- break;
- case SP_ADD_MAGIC_DAMAGE_CLASS: // bonus2 bAddMagicDamageClass,mid,x;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->add_mdmg.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_ADD_MAGIC_DAMAGE_CLASS: Reached max (%d) number of add class magic dmg bonuses per character!\n", MAX_PC_BONUS);
- break;
- }
- pc_bonus_itembonus(sd->add_mdmg, type2, val, false);
- break;
- case SP_ADD_DEF_MONSTER: // bonus2 bAddDefMonster,mid,x;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->add_def.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_ADD_DEF_MONSTER: Reached max (%d) number of add class def bonuses per character!\n", MAX_PC_BONUS);
- break;
- }
- pc_bonus_itembonus(sd->add_def, type2, val, false);
- break;
- case SP_ADD_MDEF_MONSTER: // bonus2 bAddMDefMonster,mid,x;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->add_mdef.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_ADD_MDEF_MONSTER: Reached max (%d) number of add class mdef bonuses per character!\n", MAX_PC_BONUS);
- break;
- }
- pc_bonus_itembonus(sd->add_mdef, type2, val, false);
- break;
- case SP_HP_DRAIN_RATE: // bonus2 bHPDrainRate,x,n;
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain_rate.rate += type2;
- sd->right_weapon.hp_drain_rate.per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain_rate.rate += type2;
- sd->left_weapon.hp_drain_rate.per += val;
- }
- break;
- case SP_SP_DRAIN_RATE: // bonus2 bSPDrainRate,x,n;
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain_rate.rate += type2;
- sd->right_weapon.sp_drain_rate.per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain_rate.rate += type2;
- sd->left_weapon.sp_drain_rate.per += val;
- }
- break;
- case SP_SP_VANISH_RATE: // bonus2 bSPVanishRate,x,n;
- if(sd->state.lr_flag != 2) {
- pc_bonus_addvanish(sd->sp_vanish, type2, val, BF_NORMAL);
- }
- break;
- case SP_HP_VANISH_RATE: // bonus2 bHPVanishRate,x,n;
- if(sd->state.lr_flag != 2) {
- pc_bonus_addvanish(sd->hp_vanish, type2, val, BF_NORMAL);
- }
- break;
- case SP_GET_ZENY_NUM: // bonus2 bGetZenyNum,x,n;
- if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) {
- sd->bonus.get_zeny_rate = val;
- sd->bonus.get_zeny_num = type2;
- }
- break;
- case SP_ADD_GET_ZENY_NUM: // bonus2 bAddGetZenyNum,x,n;
- if(sd->state.lr_flag != 2) {
- sd->bonus.get_zeny_rate += val;
- sd->bonus.get_zeny_num += type2;
- }
- break;
- case SP_WEAPON_COMA_ELE: // bonus2 bWeaponComaEle,e,n;
- PC_BONUS_CHK_ELEMENT(type2,SP_WEAPON_COMA_ELE);
- if(sd->state.lr_flag == 2)
- break;
- sd->indexed_bonus.weapon_coma_ele[type2] += val;
- sd->special_state.bonus_coma = 1;
- break;
- case SP_WEAPON_COMA_RACE: // bonus2 bWeaponComaRace,r,n;
- PC_BONUS_CHK_RACE(type2,SP_WEAPON_COMA_RACE);
- if(sd->state.lr_flag == 2)
- break;
- sd->indexed_bonus.weapon_coma_race[type2] += val;
- sd->special_state.bonus_coma = 1;
- break;
- case SP_WEAPON_COMA_CLASS: // bonus2 bWeaponComaClass,c,n;
- PC_BONUS_CHK_CLASS(type2,SP_WEAPON_COMA_CLASS);
- if(sd->state.lr_flag == 2)
- break;
- sd->indexed_bonus.weapon_coma_class[type2] += val;
- sd->special_state.bonus_coma = 1;
- break;
- case SP_WEAPON_ATK: // bonus2 bWeaponAtk,w,n;
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.weapon_atk[type2]+=val;
- break;
- case SP_WEAPON_DAMAGE_RATE: // bonus2 bWeaponDamageRate,w,n;
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.weapon_damage_rate[type2]+=val;
- break;
- case SP_CRITICAL_ADDRACE: // bonus2 bCriticalAddRace,r,n;
- PC_BONUS_CHK_RACE(type2,SP_CRITICAL_ADDRACE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.critaddrace[type2] += val*10;
- break;
- case SP_ADDEFF_WHENHIT: // bonus2 bAddEffWhenHit,eff,n;
- PC_BONUS_CHK_SC(type2,SP_ADDEFF_WHENHIT);
- if(sd->state.lr_flag != 2)
- pc_bonus_addeff(sd->addeff_atked, (sc_type)type2, val, 0, 0, 0);
- break;
- case SP_SKILL_ATK: // bonus2 bSkillAtk,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillatk.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SKILL_ATK: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillatk, type2, val, false);
- break;
- case SP_SKILL_HEAL: // bonus2 bSkillHeal,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillheal.size() == MAX_PC_BONUS) { // Better mention this so the array length can be updated. [Skotlex]
- ShowWarning("pc_bonus2: SP_SKILL_HEAL: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
-
- pc_bonus_itembonus(sd->skillheal, type2, val, false);
- break;
- case SP_SKILL_HEAL2: // bonus2 bSkillHeal2,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillheal2.size() == MAX_PC_BONUS) { // Better mention this so the array length can be updated. [Skotlex]
- ShowWarning("pc_bonus2: SP_SKILL_HEAL2: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
-
- pc_bonus_itembonus(sd->skillheal2, type2, val, false);
- break;
- case SP_ADD_SKILL_BLOW: // bonus2 bAddSkillBlow,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillblown.size() == MAX_PC_BONUS) { //Better mention this so the array length can be updated. [Skotlex]
- ShowWarning("pc_bonus2: SP_ADD_SKILL_BLOW: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
-
- pc_bonus_itembonus(sd->skillblown, type2, val, false);
- break;
- case SP_HP_LOSS_RATE: // bonus2 bHPLossRate,n,t;
- if(sd->state.lr_flag != 2) {
- sd->hp_loss.value = type2;
- sd->hp_loss.rate = val;
- }
- break;
- case SP_HP_REGEN_RATE: // bonus2 bHPRegenRate,n,t;
- if(sd->state.lr_flag != 2) {
- sd->hp_regen.value = type2;
- sd->hp_regen.rate = val;
- }
- break;
- case SP_REGEN_PERCENT_HP: // bonus2 bRegenPercentHP,n,t;
- if (sd->state.lr_flag != 2) {
- sd->percent_hp_regen.value = type2;
- sd->percent_hp_regen.rate = val;
- }
- break;
- case SP_REGEN_PERCENT_SP: // bonus2 bRegenPercentSP,n,t;
- if (sd->state.lr_flag != 2) {
- sd->percent_sp_regen.value = type2;
- sd->percent_sp_regen.rate = val;
- }
- break;
- case SP_ADDRACE2: // bonus2 bAddRace2,mr,x;
- PC_BONUS_CHK_RACE2(type2,SP_ADDRACE2);
- if(sd->state.lr_flag != 2)
- sd->right_weapon.addrace2[type2] += val;
- else
- sd->left_weapon.addrace2[type2] += val;
- break;
- case SP_SUBSIZE: // bonus2 bSubSize,s,x;
- PC_BONUS_CHK_SIZE(type2,SP_SUBSIZE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.subsize[type2]+=val;
- break;
- case SP_WEAPON_SUBSIZE: // bonus2 bWeaponSubSize,s,x;
- PC_BONUS_CHK_SIZE(type2, SP_WEAPON_SUBSIZE);
- if (sd->state.lr_flag != 2)
- sd->indexed_bonus.weapon_subsize[type2] += val;
- break;
- case SP_MAGIC_SUBSIZE: // bonus2 bMagicSubSize,s,x;
- PC_BONUS_CHK_SIZE(type2,SP_MAGIC_SUBSIZE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.magic_subsize[type2]+=val;
- break;
- case SP_SUBRACE2: // bonus2 bSubRace2,mr,x;
- PC_BONUS_CHK_RACE2(type2,SP_SUBRACE2);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.subrace2[type2]+=val;
- break;
- case SP_ADD_ITEM_HEAL_RATE: // bonus2 bAddItemHealRate,iid,n;
- if(sd->state.lr_flag == 2)
- break;
- if( !item_db.exists( type2 ) ){
- ShowWarning("pc_bonus2: SP_ADD_ITEM_HEAL_RATE Invalid item with id %d\n", type2);
- break;
- }
- if (sd->itemhealrate.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_ADD_ITEM_HEAL_RATE: Reached max (%d) number of item heal bonuses per character!\n", MAX_PC_BONUS);
- break;
- }
- pc_bonus_itembonus(sd->itemhealrate, type2, val, false);
- break;
- case SP_ADD_ITEMGROUP_HEAL_RATE: // bonus2 bAddItemGroupHealRate,ig,n;
- if (sd->state.lr_flag == 2)
- break;
- if (!type2 || !itemdb_group.exists(type2)) {
- ShowWarning("pc_bonus2: SP_ADD_ITEMGROUP_HEAL_RATE: Invalid item group with id %d\n", type2);
- break;
- }
- if (sd->itemgrouphealrate.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_ADD_ITEMGROUP_HEAL_RATE: Reached max (%d) number of item heal bonuses per character!\n", MAX_PC_BONUS);
- break;
- }
- pc_bonus_itembonus(sd->itemgrouphealrate, type2, val, false);
- break;
- case SP_EXP_ADDRACE: // bonus2 bExpAddRace,r,x;
- PC_BONUS_CHK_RACE(type2,SP_EXP_ADDRACE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.expaddrace[type2]+=val;
- break;
- case SP_EXP_ADDCLASS: // bonus2 bExpAddClass,c,x;
- PC_BONUS_CHK_CLASS(type2,SP_EXP_ADDCLASS);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.expaddclass[type2]+=val;
- break;
- case SP_SP_GAIN_RACE: // bonus2 bSPGainRace,r,n;
- PC_BONUS_CHK_RACE(type2,SP_SP_GAIN_RACE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.sp_gain_race[type2]+=val;
- break;
- case SP_ADD_MONSTER_DROP_ITEM: // bonus2 bAddMonsterDropItem,iid,n;
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, type2, 0, CLASS_ALL, RC_NONE_, val);
- break;
- case SP_ADD_MONSTER_DROP_ITEMGROUP: // bonus2 bAddMonsterDropItemGroup,ig,n;
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, 0, type2, CLASS_ALL, RC_NONE_, val);
- break;
- case SP_SP_LOSS_RATE: // bonus2 bSPLossRate,n,t;
- if(sd->state.lr_flag != 2) {
- sd->sp_loss.value = type2;
- sd->sp_loss.rate = val;
- }
- break;
- case SP_SP_REGEN_RATE: // bonus2 bSPRegenRate,n,t;
- if(sd->state.lr_flag != 2) {
- sd->sp_regen.value = type2;
- sd->sp_regen.rate = val;
- }
- break;
- case SP_HP_DRAIN_VALUE_RACE: // bonus2 bHPDrainValueRace,r,n;
- PC_BONUS_CHK_RACE(type2,SP_HP_DRAIN_VALUE_RACE);
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain_race[type2] += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain_race[type2] += val;
- }
- break;
- case SP_SP_DRAIN_VALUE_RACE: // bonus2 bSPDrainValueRace,r,n;
- PC_BONUS_CHK_RACE(type2,SP_SP_DRAIN_VALUE_RACE);
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain_race[type2] += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain_race[type2] += val;
- }
- break;
- case SP_HP_DRAIN_VALUE_CLASS: // bonus2 bHPDrainValueClass,c,n;
- PC_BONUS_CHK_CLASS(type2,SP_HP_DRAIN_VALUE_CLASS);
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain_class[type2] += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain_class[type2] += val;
- }
- break;
- case SP_SP_DRAIN_VALUE_CLASS: // bonus2 bSPDrainValueClass,c,n;
- PC_BONUS_CHK_CLASS(type2,SP_SP_DRAIN_VALUE_CLASS);
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain_class[type2] += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain_class[type2] += val;
- }
- break;
- case SP_IGNORE_MDEF_RACE_RATE: // bonus2 bIgnoreMdefRaceRate,r,n;
- PC_BONUS_CHK_RACE(type2,SP_IGNORE_MDEF_RACE_RATE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.ignore_mdef_by_race[type2] += val;
- break;
- case SP_IGNORE_MDEF_CLASS_RATE: // bonus2 bIgnoreMdefClassRate,c,n;
- PC_BONUS_CHK_CLASS(type2,SP_IGNORE_MDEF_CLASS_RATE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.ignore_mdef_by_class[type2] += val;
- break;
- case SP_IGNORE_DEF_RACE_RATE: // bonus2 bIgnoreDefRaceRate,r,n;
- PC_BONUS_CHK_RACE(type2,SP_IGNORE_DEF_RACE_RATE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.ignore_def_by_race[type2] += val;
- break;
- case SP_SP_IGNORE_RES_RACE_RATE: // bonus2 bIgnoreResRaceRate,r,n;
- PC_BONUS_CHK_RACE(type2,SP_SP_IGNORE_RES_RACE_RATE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.ignore_res_by_race[type2] += val;
- break;
- case SP_SP_IGNORE_MRES_RACE_RATE: // bonus2 bIgnoreMResRaceRate,r,n;
- PC_BONUS_CHK_RACE(type2,SP_SP_IGNORE_MRES_RACE_RATE);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.ignore_mres_by_race[type2] += val;
- break;
- case SP_IGNORE_DEF_CLASS_RATE: // bonus2 bIgnoreDefClassRate,r,n;
- PC_BONUS_CHK_CLASS(type2, SP_IGNORE_DEF_CLASS_RATE);
- if (sd->state.lr_flag != 2)
- sd->indexed_bonus.ignore_def_by_class[type2] += val;
- break;
- case SP_SKILL_USE_SP_RATE: // bonus2 bSkillUseSPrate,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillusesprate.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SKILL_USE_SP_RATE: Reached max (%d) number of skills per character, bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
-
- pc_bonus_itembonus(sd->skillusesprate, type2, val, true);
- break;
- case SP_SKILL_DELAY:
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skilldelay.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SKILL_DELAY: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skilldelay, type2, val, false);
- break;
- case SP_SKILL_COOLDOWN: // bonus2 bSkillCooldown,sk,t;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillcooldown.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SKILL_COOLDOWN: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillcooldown, type2, val, false);
- break;
- case SP_SKILL_VARIABLECAST: // bonus2 bSkillVariableCast,sk,t;
- if (sd->state.lr_flag == 2)
- break;
- if (sd->skillvarcast.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SKILL_VARIABLECAST: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillvarcast, type2, val, false);
- break;
- #ifdef RENEWAL_CAST
- case SP_SKILL_FIXEDCAST: // bonus2 bSkillFixedCast,sk,t;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillfixcast.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SKILL_FIXEDCAST: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillfixcast, type2, val, false);
- break;
- case SP_CASTRATE: // bonus2 bCastrate,sk,n;
- case SP_VARCASTRATE: // bonus2 bVariableCastrate,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillcastrate.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_VARCASTRATE: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillcastrate, type2, -val, true); // Send inversed value here
- break;
- case SP_FIXCASTRATE: // bonus2 bFixedCastrate,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillfixcastrate.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_FIXCASTRATE: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillfixcastrate, type2, -val, true); // Send inversed value here
- break;
- #else
- case SP_SKILL_FIXEDCAST: // bonus2 bSkillFixedCast,sk,t;
- case SP_FIXCASTRATE: // bonus2 bFixedCastrate,sk,n;
- //ShowWarning("pc_bonus2: Non-RENEWAL_CAST doesn't support this bonus %d.\n", type);
- break;
- case SP_VARCASTRATE: // bonus2 bVariableCastrate,sk,n;
- case SP_CASTRATE: // bonus2 bCastrate,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillcastrate.size() == MAX_PC_BONUS) { //Better mention this so the array length can be updated. [Skotlex]
- ShowWarning("pc_bonus2: %s: Reached max (%d) number of skills per character, bonus skill %d (%d%%) lost.\n", (type == SP_CASTRATE) ? "SP_CASTRATE" : "SP_VARCASTRATE", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillcastrate, type2, val, true);
- break;
- #endif
- case SP_SKILL_USE_SP: // bonus2 bSkillUseSP,sk,n;
- if(sd->state.lr_flag == 2)
- break;
- if (sd->skillusesp.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SKILL_USE_SP: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->skillusesp, type2, val, false);
- break;
- case SP_SUB_SKILL: // bonus2 bSubSkill,sk,n;
- if (sd->subskill.size() == MAX_PC_BONUS) {
- ShowWarning("pc_bonus2: SP_SUB_SKILL: Reached max (%d) number of skills per character, bonus skill %d (%d) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- pc_bonus_itembonus(sd->subskill, type2, val, false);
- break;
- case SP_SUBDEF_ELE: // bonus2 bSubDefEle,e,x;
- PC_BONUS_CHK_ELEMENT(type2,SP_SUBDEF_ELE);
- sd->indexed_bonus.subdefele[type2] += val;
- break;
- case SP_COMA_CLASS: // bonus2 bComaClass,c,n;
- PC_BONUS_CHK_CLASS(type2,SP_COMA_CLASS);
- sd->indexed_bonus.coma_class[type2] += val;
- sd->special_state.bonus_coma = 1;
- break;
- case SP_COMA_RACE: // bonus2 bComaRace,r,n;
- PC_BONUS_CHK_RACE(type2,SP_COMA_RACE);
- sd->indexed_bonus.coma_race[type2] += val;
- sd->special_state.bonus_coma = 1;
- break;
- case SP_MAGIC_ADDRACE2: // bonus2 bMagicAddRace2,mr,n;
- PC_BONUS_CHK_RACE2(type2, SP_MAGIC_ADDRACE2);
- if(sd->state.lr_flag != 2)
- sd->indexed_bonus.magic_addrace2[type2] += val;
- break;
- case SP_IGNORE_MDEF_RACE2_RATE: //bonus2 bIgnoreMdefRace2Rate,mr,n;
- PC_BONUS_CHK_RACE2(type2, SP_IGNORE_MDEF_RACE2);
- if (sd->state.lr_flag != 2)
- sd->indexed_bonus.ignore_mdef_by_race2[type2] += val;
- break;
- case SP_DROP_ADDRACE: // bonus2 bDropAddRace,r,x;
- PC_BONUS_CHK_RACE(type2, SP_DROP_ADDRACE);
- if (sd->state.lr_flag != 2)
- sd->indexed_bonus.dropaddrace[type2] += val;
- break;
- case SP_DROP_ADDCLASS: // bonus2 bDropAddClass,c,x;
- PC_BONUS_CHK_CLASS(type2, SP_DROP_ADDCLASS);
- if (sd->state.lr_flag != 2)
- sd->indexed_bonus.dropaddclass[type2] += val;
- break;
- case SP_MAGIC_SUBDEF_ELE: // bonus2 bMagicSubDefEle,e,x;
- PC_BONUS_CHK_ELEMENT(type2, SP_MAGIC_SUBDEF_ELE);
- sd->indexed_bonus.magic_subdefele[type2] += val;
- break;
- case SP_ADD_ITEM_SPHEAL_RATE: // bonus2 bAddItemSPHealRate,iid,n;
- if( sd->state.lr_flag == 2 ){
- break;
- }
- if( !item_db.exists( type2 ) ){
- ShowWarning( "pc_bonus2: SP_ADD_ITEM_SPHEAL_RATE Invalid item with id %d\n", type2 );
- break;
- }
- if( sd->itemsphealrate.size() == MAX_PC_BONUS ){
- ShowWarning( "pc_bonus2: SP_ADD_ITEM_SPHEAL_RATE: Reached max (%d) number of item SP heal bonuses per character!\n", MAX_PC_BONUS );
- break;
- }
- pc_bonus_itembonus( sd->itemsphealrate, type2, val, false );
- break;
- case SP_ADD_ITEMGROUP_SPHEAL_RATE: // bonus2 bAddItemGroupSPHealRate,ig,n;
- if( sd->state.lr_flag == 2 ){
- break;
- }
- if( !type2 || !itemdb_group.exists( type2 ) ){
- ShowWarning( "pc_bonus2: SP_ADD_ITEMGROUP_SPHEAL_RATE: Invalid item group with id %d\n", type2 );
- break;
- }
- if( sd->itemgroupsphealrate.size() == MAX_PC_BONUS ){
- ShowWarning( "pc_bonus2: SP_ADD_ITEMGROUP_SPHEAL_RATE: Reached max (%d) number of item SP heal bonuses per character!\n", MAX_PC_BONUS );
- break;
- }
- pc_bonus_itembonus( sd->itemgroupsphealrate, type2, val, false );
- break;
- default:
- if (current_equip_combo_pos > 0) {
- ShowWarning("pc_bonus2: unknown bonus type %d %d %d in a combo with item #%u\n", type, type2, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid);
- }
- else if (current_equip_card_id > 0 || current_equip_item_index > 0) {
- ShowWarning("pc_bonus2: unknown bonus type %d %d %d in item #%u\n", type, type2, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid);
- }
- else {
- ShowWarning("pc_bonus2: unknown bonus type %d %d %d in unknown usage. Report this!\n", type, type2, val);
- }
- break;
- }
- }
- /**
- * Gives item bonus to player for format: bonus3 bBonusName,type2,type3,val;
- * @param sd
- * @param type Bonus type used by bBonusName
- * @param type2
- * @param type3
- * @param val Value that usually for rate or fixed value
- */
- void pc_bonus3(map_session_data *sd,int type,int type2,int type3,int val)
- {
- nullpo_retv(sd);
- switch(type){
- case SP_ADD_MONSTER_DROP_ITEM: // bonus3 bAddMonsterDropItem,iid,r,n;
- if(sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, type2, 0, CLASS_NONE, type3, val);
- break;
- case SP_ADD_MONSTER_ID_DROP_ITEM: // bonus3 bAddMonsterIdDropItem,iid,mid,n;
- if(sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, type2, 0, CLASS_NONE, -type3, val);
- break;
- case SP_ADD_CLASS_DROP_ITEM: // bonus3 bAddClassDropItem,iid,c,n;
- if(sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, type2, 0, type3, RC_NONE_, val);
- break;
- case SP_AUTOSPELL: // bonus3 bAutoSpell,sk,y,n;
- if(sd->state.lr_flag != 2)
- {
- int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
- target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !skill_get_inf2(type2, INF2_NOTARGETSELF));
- pc_bonus_autospell(sd->autospell, type2, type3, val, 0, current_equip_card_id, target ? AUTOSPELL_FORCE_SELF : AUTOSPELL_FORCE_TARGET);
- }
- break;
- case SP_AUTOSPELL_WHENHIT: // bonus3 bAutoSpellWhenHit,sk,y,n;
- if(sd->state.lr_flag != 2)
- {
- int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
- target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !skill_get_inf2(type2, INF2_NOTARGETSELF));
- pc_bonus_autospell(sd->autospell2, type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id, target ? AUTOSPELL_FORCE_SELF : AUTOSPELL_FORCE_TARGET);
- }
- break;
- case SP_ADD_MONSTER_DROP_ITEMGROUP: // bonus3 bAddMonsterDropItemGroup,ig,r,n;
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, 0, type2, CLASS_NONE, type3, val);
- break;
- case SP_ADD_CLASS_DROP_ITEMGROUP: // bonus3 bAddClassDropItemGroup,ig,c,n;
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, 0, type2, type3, RC_NONE_, val);
- break;
- case SP_ADDEFF: // bonus3 bAddEff,eff,n,y;
- PC_BONUS_CHK_SC(type2,SP_ADDEFF);
- pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? type3 : 0, sd->state.lr_flag == 2 ? type3 : 0, val, 0);
- break;
- case SP_ADDEFF_WHENHIT: // bonus3 bAddEffWhenHit,eff,n,y;
- PC_BONUS_CHK_SC(type2,SP_ADDEFF_WHENHIT);
- if(sd->state.lr_flag != 2)
- pc_bonus_addeff(sd->addeff_atked, (sc_type)type2, type3, 0, val, 0);
- break;
- case SP_ADDEFF_ONSKILL: // bonus3 bAddEffOnSkill,sk,eff,n;
- PC_BONUS_CHK_SC(type3,SP_ADDEFF_ONSKILL);
- if( sd->state.lr_flag != 2 )
- pc_bonus_addeff_onskill(sd->addeff_onskill, (sc_type)type3, val, type2, ATF_TARGET, 0);
- break;
- case SP_ADDELE: // bonus3 bAddEle,e,x,bf;
- PC_BONUS_CHK_ELEMENT(type2,SP_ADDELE);
- if (sd->state.lr_flag != 2)
- pc_bonus_addele(sd, (unsigned char)type2, type3, val);
- break;
- case SP_SUBELE: // bonus3 bSubEle,e,x,bf;
- PC_BONUS_CHK_ELEMENT(type2,SP_SUBELE);
- if (sd->state.lr_flag != 2)
- pc_bonus_subele(sd, (unsigned char)type2, type3, val);
- break;
- case SP_SUBRACE: // bonus3 bSubRace,r,x,bf;
- PC_BONUS_CHK_RACE(type2, SP_SUBRACE);
- if (sd->state.lr_flag != 2)
- pc_bonus_subrace(sd, (unsigned char)type2, type3, val);
- break;
- case SP_SP_VANISH_RACE_RATE: // bonus3 bSPVanishRaceRate,r,x,n;
- PC_BONUS_CHK_RACE(type2,SP_SP_VANISH_RACE_RATE);
- if(sd->state.lr_flag != 2) {
- sd->sp_vanish_race[type2].rate += type3;
- sd->sp_vanish_race[type2].per += val;
- }
- break;
- case SP_HP_VANISH_RACE_RATE: // bonus3 bHPVanishRaceRate,r,x,n;
- PC_BONUS_CHK_RACE(type2,SP_HP_VANISH_RACE_RATE);
- if(sd->state.lr_flag != 2) {
- sd->hp_vanish_race[type2].rate += type3;
- sd->hp_vanish_race[type2].per += val;
- }
- break;
- case SP_SP_VANISH_RATE: // bonus3 bSPVanishRate,x,n,bf;
- if(sd->state.lr_flag != 2) {
- pc_bonus_addvanish(sd->sp_vanish, type2, type3, val);
- }
- break;
- case SP_HP_VANISH_RATE: // bonus3 bHPVanishRate,x,n,bf;
- if(sd->state.lr_flag != 2) {
- pc_bonus_addvanish(sd->hp_vanish, type2, type3, val);
- }
- break;
- case SP_STATE_NORECOVER_RACE: // bonus3 bStateNoRecoverRace,r,x,t;
- PC_BONUS_CHK_RACE(type2, SP_STATE_NORECOVER_RACE);
- if (sd->state.lr_flag == 2)
- break;
- //! CONFIRM: Is it not stackable? Does not check max or min value?
- //if (type3 > sd->norecover_state_race[type2].rate) {
- // sd->norecover_state_race[type2].rate = type3;
- // sd->norecover_state_race[type2].tick = val;
- // break;
- //}
- sd->norecover_state_race[type2].rate = type3;
- sd->norecover_state_race[type2].tick = val;
- break;
- default:
- if (current_equip_combo_pos > 0) {
- ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in a combo with item #%u\n", type, type2, type3, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid);
- }
- else if (current_equip_card_id > 0 || current_equip_item_index > 0) {
- ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in item #%u\n", type, type2, type3, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid);
- }
- else {
- ShowWarning("pc_bonus3: unknown bonus type %d %d %d %d in unknown usage. Report this!\n", type, type2, type3, val);
- }
- break;
- }
- }
- /**
- * Gives item bonus to player for format: bonus4 bBonusName,type2,type3,type4,val;
- * @param sd
- * @param type Bonus type used by bBonusName
- * @param type2
- * @param type3
- * @param type4
- * @param val Value that usually for rate or fixed value
- */
- void pc_bonus4(map_session_data *sd,int type,int type2,int type3,int type4,int val)
- {
- nullpo_retv(sd);
- switch(type){
- case SP_AUTOSPELL: // bonus4 bAutoSpell,sk,y,n,i;
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, type2, type3, type4, 0, current_equip_card_id, val & AUTOSPELL_FORCE_ALL);
- break;
- case SP_AUTOSPELL_WHENHIT: // bonus4 bAutoSpellWhenHit,sk,y,n,i;
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, type2, type3, type4, BF_NORMAL|BF_SKILL, current_equip_card_id, val & AUTOSPELL_FORCE_ALL);
- break;
- case SP_AUTOSPELL_ONSKILL: // bonus4 bAutoSpellOnSkill,sk,x,y,n;
- if(sd->state.lr_flag != 2)
- {
- int target = skill_get_inf(type3); //Support or Self (non-auto-target) skills should pick self.
- target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !skill_get_inf2(type3, INF2_NOTARGETSELF));
- pc_bonus_autospell_onskill(sd->autospell3, type2, type3, type4, val, current_equip_card_id, target ? AUTOSPELL_FORCE_TARGET : AUTOSPELL_FORCE_SELF);
- }
- break;
- case SP_ADDEFF: // bonus4 bAddEff,eff,n,y,t;
- PC_BONUS_CHK_SC(type2,SP_ADDEFF);
- pc_bonus_addeff(sd->addeff, (sc_type)type2, sd->state.lr_flag != 2 ? type3 : 0, sd->state.lr_flag == 2 ? type3 : 0, type4, val);
- break;
- case SP_ADDEFF_WHENHIT: // bonus4 bAddEffWhenHit,eff,n,y,t;
- PC_BONUS_CHK_SC(type2,SP_ADDEFF_WHENHIT);
- if (sd->state.lr_flag != 2)
- pc_bonus_addeff(sd->addeff_atked, (sc_type)type2, type3, 0, type4, val);
- break;
- case SP_ADDEFF_ONSKILL: // bonus4 bAddEffOnSkill,sk,eff,n,y;
- PC_BONUS_CHK_SC(type3,SP_ADDEFF_ONSKILL);
- if( sd->state.lr_flag != 2 )
- pc_bonus_addeff_onskill(sd->addeff_onskill, (sc_type)type3, type4, type2, val, 0);
- break;
- case SP_SET_DEF_RACE: // bonus4 bSetDefRace,r,n,t,y;
- PC_BONUS_CHK_RACE(type2,SP_SET_DEF_RACE);
- if(sd->state.lr_flag == 2)
- break;
- sd->def_set_race[type2].rate = type3;
- sd->def_set_race[type2].tick = type4;
- sd->def_set_race[type2].value = val;
- break;
- case SP_SET_MDEF_RACE: // bonus4 bSetMDefRace,r,n,t,y;
- PC_BONUS_CHK_RACE(type2,SP_SET_MDEF_RACE);
- if(sd->state.lr_flag == 2)
- break;
- sd->mdef_set_race[type2].rate = type3;
- sd->mdef_set_race[type2].tick = type4;
- sd->mdef_set_race[type2].value = val;
- break;
- default:
- if (current_equip_combo_pos > 0) {
- ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in a combo with item #%u\n", type, type2, type3, type4, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid);
- }
- else if (current_equip_card_id > 0 || current_equip_item_index > 0) {
- ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in item #%u\n", type, type2, type3, type4, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid);
- }
- else {
- ShowWarning("pc_bonus4: unknown bonus type %d %d %d %d %d in unknown usage. Report this!\n", type, type2, type3, type4, val);
- }
- break;
- }
- }
- /**
- * Gives item bonus to player for format: bonus5 bBonusName,type2,type3,type4,val;
- * @param sd
- * @param type Bonus type used by bBonusName
- * @param type2
- * @param type3
- * @param type4
- * @param val Value that usually for rate or fixed value
- */
- void pc_bonus5(map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
- {
- nullpo_retv(sd);
- switch(type){
- case SP_AUTOSPELL: // bonus5 bAutoSpell,sk,y,n,bf,i;
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, type2, type3, type4, type5, current_equip_card_id, val & AUTOSPELL_FORCE_ALL);
- break;
- case SP_AUTOSPELL_WHENHIT: // bonus5 bAutoSpellWhenHit,sk,y,n,bf,i;
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, type2, type3, type4, type5, current_equip_card_id, val & AUTOSPELL_FORCE_ALL);
- break;
- case SP_AUTOSPELL_ONSKILL: // bonus5 bAutoSpellOnSkill,sk,x,y,n,i;
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell_onskill(sd->autospell3, type2, type3, type4, type5, current_equip_card_id, val & AUTOSPELL_FORCE_ALL);
- break;
-
- case SP_ADDEFF_ONSKILL: // bonus5 bAddEffOnSkill,sk,eff,n,y,t;
- PC_BONUS_CHK_SC(type3,SP_ADDEFF_ONSKILL);
- if( sd->state.lr_flag != 2 )
- pc_bonus_addeff_onskill(sd->addeff_onskill, (sc_type)type3, type4, type2, type5, val);
- break;
- default:
- if (current_equip_combo_pos > 0) {
- ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in a combo with item #%u\n", type, type2, type3, type4, type5, val, sd->inventory_data[pc_checkequip( sd, current_equip_combo_pos )]->nameid);
- }
- else if (current_equip_card_id > 0 || current_equip_item_index > 0) {
- ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in item #%u\n", type, type2, type3, type4, type5, val, current_equip_card_id ? current_equip_card_id : sd->inventory_data[current_equip_item_index]->nameid);
- }
- else {
- ShowWarning("pc_bonus5: unknown bonus type %d %d %d %d %d %d in unknown usage. Report this!\n", type, type2, type3, type4, type5, val);
- }
- break;
- }
- }
- /*==========================================
- * Grants a player a given skill. Flag values are:
- * 0 - Grant permanent skill to be bound to skill tree
- * 1 - Grant an item skill (temporary)
- * 2 - Like 1, except the level granted can stack with previously learned level.
- * 4 - Like 0, except the skill will ignore skill tree (saves through job changes and resets).
- *------------------------------------------*/
- bool pc_skill(map_session_data* sd, uint16 skill_id, int level, enum e_addskill_type type) {
- uint16 idx = 0;
- nullpo_ret(sd);
- if (!skill_id || !(idx = skill_get_index(skill_id))) {
- ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", skill_id);
- return false;
- }
- if (level > MAX_SKILL_LEVEL) {
- ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
- return false;
- }
- if (type == ADDSKILL_TEMP_ADDLEVEL && sd->status.skill[idx].lv + level > MAX_SKILL_LEVEL) {
- ShowWarning("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d. Set to max level.\n", level, MAX_SKILL_LEVEL, sd->status.skill[idx].lv);
- level = MAX_SKILL_LEVEL - sd->status.skill[idx].lv;
- }
- switch (type) {
- case ADDSKILL_PERMANENT: //Set skill data overwriting whatever was there before.
- sd->status.skill[idx].id = skill_id;
- sd->status.skill[idx].lv = level;
- sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- if (level == 0) { //Remove skill.
- sd->status.skill[idx].id = 0;
- clif_deleteskill(sd,skill_id);
- } else
- clif_addskill(sd,skill_id);
- if (!skill_get_inf(skill_id) || pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20 || pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) //Only recalculate for passive skills.
- status_calc_pc(sd, SCO_NONE);
- break;
- case ADDSKILL_TEMP: //Item bonus skill.
- if (sd->status.skill[idx].id != 0) {
- if (sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT) //Non-granted skill, store it's level.
- sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv;
- } else {
- sd->status.skill[idx].id = skill_id;
- sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY;
- }
- sd->status.skill[idx].lv = max(sd->status.skill[idx].lv, level);
- break;
- case ADDSKILL_TEMP_ADDLEVEL: //Add skill bonus on top of what you had.
- if (sd->status.skill[idx].id != 0) {
- if (sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT)
- sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; // Store previous level.
- } else {
- sd->status.skill[idx].id = skill_id;
- sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
- }
- sd->status.skill[idx].lv += level;
- break;
- case ADDSKILL_PERMANENT_GRANTED: //Permanent granted skills ignore the skill tree
- sd->status.skill[idx].id = skill_id;
- sd->status.skill[idx].lv = level;
- sd->status.skill[idx].flag = SKILL_FLAG_PERM_GRANTED;
- if (level == 0) { //Remove skill.
- sd->status.skill[idx].id = 0;
- clif_deleteskill(sd,skill_id);
- } else
- clif_addskill(sd,skill_id);
- if (!skill_get_inf(skill_id) || pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20 || pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) //Only recalculate for passive skills.
- status_calc_pc(sd, SCO_NONE);
- break;
- default:
- return false;
- }
- return true;
- }
- /**
- * Set's a player's plagiarized skill.
- * @param sd: Player
- * @param skill_id: Skill to be plagiarized
- * @param skill_lv: Skill level to be plagiarized
- * @return True on success or false otherwise
- */
- bool pc_skill_plagiarism(map_session_data &sd, uint16 skill_id, uint16 skill_lv)
- {
- skill_id = skill_dummy2skill_id(skill_id);
- uint16 idx = skill_get_index(skill_id);
- // Use skill index, avoiding out-of-bound array [Cydh]
- if (idx == 0) {
- ShowWarning("pc_skill_plagiarism: invalid skill idx 0 for skill %d.\n", skill_id);
- return false;
- }
- skill_lv = cap_value(skill_lv, 1, skill_get_max(skill_id));
- int type = skill_isCopyable(&sd, skill_id);
- if (type == 1) {
- pc_skill_plagiarism_reset(sd, type);
- sd.cloneskill_idx = idx;
- pc_setglobalreg(&sd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
- pc_setglobalreg(&sd, add_str(SKILL_VAR_PLAGIARISM_LV), skill_lv);
- } else if (type == 2) {
- pc_skill_plagiarism_reset(sd, type);
- sd.reproduceskill_idx = idx;
- pc_setglobalreg(&sd, add_str(SKILL_VAR_REPRODUCE), skill_id);
- pc_setglobalreg(&sd, add_str(SKILL_VAR_REPRODUCE_LV), skill_lv);
- } else {
- ShowWarning("pc_skill_plagiarism: skill %d is not copyable.\n", skill_id);
- return false;
- }
- sd.status.skill[idx].id = skill_id;
- sd.status.skill[idx].lv = static_cast<uint8>(skill_lv);
- sd.status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
- clif_addskill(&sd, skill_id);
- return true;
- }
- /**
- * Clear plagiarized skills from a player.
- * @param sd: Player
- * @param type: 1 for Plagiarism or 2 for Reproduce
- * @return True on success or false otherwise
- */
- bool pc_skill_plagiarism_reset(map_session_data &sd, uint8 type)
- {
- uint16 idx;
- if (type == 1)
- idx = sd.cloneskill_idx;
- else if (type == 2)
- idx = sd.reproduceskill_idx;
- else {
- ShowError("pc_skill_plagiarism_reset: Unknown type %d.\n", type);
- return false;
- }
- if (sd.status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
- uint16 skill_id = sd.status.skill[idx].id;
- sd.status.skill[idx].id = 0;
- sd.status.skill[idx].lv = 0;
- sd.status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- clif_deleteskill(&sd, skill_id);
-
- if (type == 1) {
- sd.cloneskill_idx = 0;
- pc_setglobalreg(&sd, add_str(SKILL_VAR_PLAGIARISM), 0);
- pc_setglobalreg(&sd, add_str(SKILL_VAR_PLAGIARISM_LV), 0);
- }
- else if (type == 2) {
- sd.reproduceskill_idx = 0;
- pc_setglobalreg(&sd, add_str(SKILL_VAR_REPRODUCE), 0);
- pc_setglobalreg(&sd, add_str(SKILL_VAR_REPRODUCE_LV), 0);
- }
- }
-
- return true;
- }
- /*==========================================
- * Append a card to an item ?
- *------------------------------------------*/
- int pc_insert_card(map_session_data* sd, int idx_card, int idx_equip)
- {
- nullpo_ret(sd);
- if (idx_equip < 0 || idx_equip >= MAX_INVENTORY) {
- return 0;
- }
- if (idx_card < 0 || idx_card >= MAX_INVENTORY) {
- return 0;
- }
- int i;
- t_itemid nameid;
- struct item_data* item_eq = sd->inventory_data[idx_equip];
- struct item_data* item_card = sd->inventory_data[idx_card];
- if(item_eq == nullptr)
- return 0; //Invalid item index.
- if(item_card == nullptr)
- return 0; //Invalid card index.
- if( sd->inventory.u.items_inventory[idx_equip].nameid == 0 || sd->inventory.u.items_inventory[idx_equip].amount < 1 )
- return 0; // target item missing
- if( sd->inventory.u.items_inventory[idx_card].nameid == 0 || sd->inventory.u.items_inventory[idx_card].amount < 1 )
- return 0; // target card missing
- if( item_eq->type != IT_WEAPON && item_eq->type != IT_ARMOR )
- return 0; // only weapons and armor are allowed
- if( item_card->type != IT_CARD )
- return 0; // must be a card
- if( sd->inventory.u.items_inventory[idx_equip].identify == 0 )
- return 0; // target must be identified
- if( itemdb_isspecial(sd->inventory.u.items_inventory[idx_equip].card[0]) )
- return 0; // card slots reserved for other purposes
- if( (item_eq->equip & item_card->equip) == 0 )
- return 0; // card cannot be compounded on this item type
- if( item_eq->type == IT_WEAPON && item_card->equip == EQP_SHIELD )
- return 0; // attempted to place shield card on left-hand weapon.
- if( item_eq->type == IT_ARMOR && (item_card->equip & EQP_ACC) && ((item_card->equip & EQP_ACC) != EQP_ACC) && ((item_eq->equip & EQP_ACC) != (item_card->equip & EQP_ACC)) )
- return 0; // specific accessory-card can only be inserted to specific accessory.
- if( sd->inventory.u.items_inventory[idx_equip].equip != 0 )
- return 0; // item must be unequipped
- ARR_FIND( 0, item_eq->slots, i, sd->inventory.u.items_inventory[idx_equip].card[i] == 0 );
- if( i == item_eq->slots )
- return 0; // no free slots
- // remember the card id to insert
- nameid = sd->inventory.u.items_inventory[idx_card].nameid;
- if( pc_delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 )
- {// failed
- clif_insert_card(sd,idx_equip,idx_card,1);
- }
- else
- {// success
- log_pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->inventory.u.items_inventory[idx_equip]);
- sd->inventory.u.items_inventory[idx_equip].card[i] = nameid;
- log_pick_pc(sd, LOG_TYPE_OTHER, 1, &sd->inventory.u.items_inventory[idx_equip]);
- clif_insert_card(sd,idx_equip,idx_card,0);
- }
- return 0;
- }
- /**
- * Returns the count of unidentified items with the option to identify too.
- * @param sd: Player data
- * @param identify_item: Whether or not to identify any unidentified items
- * @return Unidentified items count
- */
- int pc_identifyall(map_session_data *sd, bool identify_item)
- {
- int unidentified_count = 0;
- for (int i = 0; i < MAX_INVENTORY; i++) {
- if (sd->inventory.u.items_inventory[i].nameid > 0 && sd->inventory.u.items_inventory[i].identify != 1) {
- if (identify_item == true) {
- sd->inventory.u.items_inventory[i].identify = 1;
- clif_item_identified(sd,i,0);
- }
- unidentified_count++;
- }
- }
- return unidentified_count;
- }
- //
- // Items
- //
- /*==========================================
- * Update buying value by skills
- *------------------------------------------*/
- int pc_modifybuyvalue(map_session_data *sd,int orig_value)
- {
- int skill,val = orig_value,rate1 = 0,rate2 = 0;
- if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // merchant discount
- rate1 = 5+skill*2-((skill==10)? 1:0);
- if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // rogue discount
- rate2 = 5+skill*4;
- if(rate1 < rate2) rate1 = rate2;
- if(rate1)
- val = (int)((double)orig_value*(double)(100-rate1)/100.);
- if(val < battle_config.min_shop_buy)
- val = battle_config.min_shop_buy;
- return val;
- }
- /*==========================================
- * Update selling value by skills
- *------------------------------------------*/
- int pc_modifysellvalue(map_session_data *sd,int orig_value)
- {
- int skill,val = orig_value,rate = 0;
- if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) //OverCharge
- rate = 5+skill*2-((skill==10)? 1:0);
- if(rate)
- val = (int)((double)orig_value*(double)(100+rate)/100.);
- if (val < battle_config.min_shop_sell)
- val = battle_config.min_shop_sell;
- return val;
- }
- /*==========================================
- * Checking if we have enough place on inventory for new item
- * Make sure to take 30k as limit (for client I guess)
- * @param sd
- * @param nameid
- * @param amount
- * @return e_chkitem_result
- *------------------------------------------*/
- char pc_checkadditem(map_session_data *sd, t_itemid nameid, int amount)
- {
- int i;
- struct item_data* data;
- nullpo_ret(sd);
- if(amount > MAX_AMOUNT)
- return CHKADDITEM_OVERAMOUNT;
- data = itemdb_search(nameid);
- if(!itemdb_isstackable2(data))
- return CHKADDITEM_NEW;
- if( data->stack.inventory && amount > data->stack.amount )
- return CHKADDITEM_OVERAMOUNT;
- if (data->flag.guid)
- return CHKADDITEM_NEW;
- for(i=0;i<MAX_INVENTORY;i++){
- // FIXME: This does not consider the checked item's cards, thus could check a wrong slot for stackability.
- if(sd->inventory.u.items_inventory[i].nameid == nameid){
- if( amount > MAX_AMOUNT - sd->inventory.u.items_inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->inventory.u.items_inventory[i].amount ) )
- return CHKADDITEM_OVERAMOUNT;
- // If the item is in the inventory already, but the player is not allowed to use that many slots anymore
- if( i >= sd->status.inventory_slots ){
- return CHKADDITEM_OVERAMOUNT;
- }
- return CHKADDITEM_EXIST;
- }
- }
- return CHKADDITEM_NEW;
- }
- /*==========================================
- * Return number of available place in inventory
- * Each non stackable item will reduce place by 1
- * @param sd
- * @return Number of empty slots
- *------------------------------------------*/
- uint8 pc_inventoryblank(map_session_data *sd)
- {
- uint16 i;
- uint8 b;
- nullpo_ret(sd);
- for(i = 0, b = 0; i < sd->status.inventory_slots; i++){
- if(sd->inventory.u.items_inventory[i].nameid == 0)
- b++;
- }
- return b;
- }
- /**
- * Attempts to remove zeny from player
- * @param sd: Player
- * @param zeny: Zeny removed
- * @param type: Log type
- * @param log_charid: (optional) From who to log (if not needed, use 0)
- * @return 0: Success, 1: Failed (Removing negative Zeny or not enough Zeny), 2: Player not found
- */
- char pc_payzeny(map_session_data *sd, int zeny, enum e_log_pick_type type, uint32 log_charid)
- {
- nullpo_retr(2,sd);
- zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
- if( zeny < 0 )
- {
- ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
- return 1;
- }
- if( sd->status.zeny < zeny )
- return 1; //Not enough.
- sd->status.zeny -= zeny;
- clif_updatestatus(sd,SP_ZENY);
- log_zeny(*sd, type, log_charid, -zeny);
- if( zeny > 0 && sd->state.showzeny ) {
- char output[255];
- sprintf(output, "Removed %dz.", zeny);
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- }
- return 0;
- }
- /**
- * Attempts to give zeny to player
- * @param sd: Player
- * @param type: Log type
- * @param log_charid: (optional) From who to log (if not needed, use 0)
- * @return -1: Player not found, 0: Success, 1: Giving negative Zeny
- */
- char pc_getzeny(map_session_data *sd, int zeny, enum e_log_pick_type type, uint32 log_charid)
- {
- nullpo_retr(-1,sd);
- zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
- if( zeny < 0 )
- {
- ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
- return 1;
- }
- if( zeny > MAX_ZENY - sd->status.zeny )
- zeny = MAX_ZENY - sd->status.zeny;
- sd->status.zeny += zeny;
- clif_updatestatus(sd,SP_ZENY);
- log_zeny(*sd, type, log_charid, zeny);
- if( zeny > 0 && sd->state.showzeny ) {
- char output[255];
- sprintf(output, "Gained %dz.", zeny);
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- }
- achievement_update_objective(sd, AG_GET_ZENY, 1, sd->status.zeny);
- return 0;
- }
- /**
- * Attempts to remove Cash Points from player
- * @param sd: Player
- * @param price: Total points (cash + kafra) the player has to pay
- * @param points: Kafra points the player has to pay
- * @param type: Log type
- * @return -1: Not enough points, otherwise success (cash+points)
- */
- int pc_paycash(map_session_data *sd, int price, int points, e_log_pick_type type)
- {
- int cash;
- nullpo_retr(-1,sd);
- points = cap_value(points, 0, MAX_KAFRAPOINT); //prevent command UB
- cash = price-points;
- if( sd->cashPoints < cash || sd->kafraPoints < points )
- {
- ShowError("pc_paycash: Not enough points (cash=%d, kafra=%d) to cover the price (cash=%d, kafra=%d) (account_id=%d, char_id=%d).\n", sd->cashPoints, sd->kafraPoints, cash, points, sd->status.account_id, sd->status.char_id);
- return -1;
- }
- if( cash ){
- pc_setaccountreg(sd, add_str(CASHPOINT_VAR), sd->cashPoints - cash);
- sd->cashPoints -= cash;
- log_cash( sd, type, LOG_CASH_TYPE_CASH, -cash );
- }
- if( points ){
- pc_setaccountreg(sd, add_str(KAFRAPOINT_VAR), sd->kafraPoints - points);
- sd->kafraPoints -= points;
- log_cash( sd, type, LOG_CASH_TYPE_KAFRA, -points );
- }
- if( battle_config.cashshop_show_points )
- {
- char output[CHAT_SIZE_MAX];
- sprintf(output, msg_txt(sd,504), points, cash, sd->kafraPoints, sd->cashPoints); // Used %d kafra points and %d cash points. %d kafra and %d cash points remaining.
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- }
- return cash+points;
- }
- /**
- * Attempts to give Cash Points to player
- * @param sd: Player
- * @param cash: Cash points the player gets
- * @param points: Kafra points the player gets
- * @param type: Log type
- * @return -1: Error, otherwise success (cash or points)
- */
- int pc_getcash(map_session_data *sd, int cash, int points, e_log_pick_type type)
- {
- char output[CHAT_SIZE_MAX];
- nullpo_retr(-1,sd);
- cash = cap_value(cash, 0, MAX_CASHPOINT); //prevent command UB
- points = cap_value(points, 0, MAX_KAFRAPOINT); //prevent command UB
- if( cash > 0 )
- {
- if( cash > MAX_CASHPOINT-sd->cashPoints )
- {
- ShowWarning("pc_getcash: Cash point overflow (cash=%d, have cash=%d, account_id=%d, char_id=%d).\n", cash, sd->cashPoints, sd->status.account_id, sd->status.char_id);
- cash = MAX_CASHPOINT-sd->cashPoints;
- }
- pc_setaccountreg(sd, add_str(CASHPOINT_VAR), sd->cashPoints+cash);
- sd->cashPoints += cash;
- log_cash( sd, type, LOG_CASH_TYPE_CASH, cash );
- if( battle_config.cashshop_show_points )
- {
- sprintf(output, msg_txt(sd,505), cash, sd->cashPoints);
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- }
- return cash;
- }
- if( points > 0 )
- {
- if( points > MAX_KAFRAPOINT-sd->kafraPoints )
- {
- ShowWarning("pc_getcash: Kafra point overflow (points=%d, have points=%d, account_id=%d, char_id=%d).\n", points, sd->kafraPoints, sd->status.account_id, sd->status.char_id);
- points = MAX_KAFRAPOINT-sd->kafraPoints;
- }
- pc_setaccountreg(sd, add_str(KAFRAPOINT_VAR), sd->kafraPoints+points);
- sd->kafraPoints += points;
- log_cash( sd, type, LOG_CASH_TYPE_KAFRA, points );
- if( battle_config.cashshop_show_points )
- {
- sprintf(output, msg_txt(sd,506), points, sd->kafraPoints);
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- }
- return points;
- }
- return -1; //shouldn't happen but just in case
- }
- /**
- * Searching a specified itemid in inventory and return his stored index
- * @param sd Player
- * @param nameid Find this Item!
- * @return Stored index in inventory, or -1 if not found.
- **/
- short pc_search_inventory(map_session_data *sd, t_itemid nameid) {
- short i;
- nullpo_retr(-1, sd);
- ARR_FIND( 0, MAX_INVENTORY, i, sd->inventory.u.items_inventory[i].nameid == nameid && (sd->inventory.u.items_inventory[i].amount > 0 || nameid == 0) );
- return ( i < MAX_INVENTORY ) ? i : -1;
- }
- /** Attempt to add a new item to player inventory
- * @param sd
- * @param item_data
- * @param amount
- * @param log_type
- * @return
- * 0 = success
- * 1 = invalid itemid not found or negative amount
- * 2 = overweight
- * 3 = ?
- * 4 = no free place found
- * 5 = max amount reached
- * 6 = ?
- * 7 = stack limitation
- */
- enum e_additem_result pc_additem(map_session_data *sd,struct item *item,int amount,e_log_pick_type log_type) {
- struct item_data *id;
- int16 i;
- unsigned int w;
- nullpo_retr(ADDITEM_INVALID, sd);
- nullpo_retr(ADDITEM_INVALID, item);
- if( item->nameid == 0 || amount <= 0 )
- return ADDITEM_INVALID;
- if( amount > MAX_AMOUNT )
- return ADDITEM_OVERAMOUNT;
- id = itemdb_search(item->nameid);
- if( id->stack.inventory && amount > id->stack.amount )
- {// item stack limitation
- return ADDITEM_STACKLIMIT;
- }
- w = id->weight*amount;
- if(sd->weight + w > sd->max_weight)
- return ADDITEM_OVERWEIGHT;
- if (id->flag.guid && !item->unique_id)
- item->unique_id = pc_generate_unique_id(sd);
- // Stackable | Non Rental
- if( itemdb_isstackable2(id) && item->expire_time == 0 ) {
- for( i = 0; i < MAX_INVENTORY; i++ ) {
- if( sd->inventory.u.items_inventory[i].nameid == item->nameid &&
- sd->inventory.u.items_inventory[i].bound == item->bound &&
- sd->inventory.u.items_inventory[i].expire_time == 0 &&
- sd->inventory.u.items_inventory[i].unique_id == item->unique_id &&
- memcmp(&sd->inventory.u.items_inventory[i].card, &item->card, sizeof(item->card)) == 0 ) {
- if( amount > MAX_AMOUNT - sd->inventory.u.items_inventory[i].amount || ( id->stack.inventory && amount > id->stack.amount - sd->inventory.u.items_inventory[i].amount ) )
- return ADDITEM_OVERAMOUNT;
- // If the item is in the inventory already, but the player is not allowed to use that many slots anymore
- if( i >= sd->status.inventory_slots ){
- return ADDITEM_OVERAMOUNT;
- }
- sd->inventory.u.items_inventory[i].amount += amount;
- clif_additem(sd,i,amount,0);
- break;
- }
- }
- }else{
- i = MAX_INVENTORY;
- }
- if (i >= MAX_INVENTORY) {
- i = pc_search_inventory(sd,0);
- if( i < 0 )
- return ADDITEM_OVERITEM;
- if( i >= sd->status.inventory_slots ){
- return ADDITEM_OVERITEM;
- }
- memcpy(&sd->inventory.u.items_inventory[i], item, sizeof(sd->inventory.u.items_inventory[0]));
- // clear equip and favorite fields first, just in case
- if( item->equip )
- sd->inventory.u.items_inventory[i].equip = 0;
- if( item->favorite )
- sd->inventory.u.items_inventory[i].favorite = 0;
- if( item->equipSwitch )
- sd->inventory.u.items_inventory[i].equipSwitch = 0;
- sd->inventory.u.items_inventory[i].amount = amount;
- sd->inventory_data[i] = id;
- sd->last_addeditem_index = i;
- if (!itemdb_isstackable2(id) || id->flag.guid)
- sd->inventory.u.items_inventory[i].unique_id = item->unique_id ? item->unique_id : pc_generate_unique_id(sd);
- clif_additem(sd,i,amount,0);
- }
- log_pick_pc(sd, log_type, amount, &sd->inventory.u.items_inventory[i]);
- sd->weight += w;
- clif_updatestatus(sd,SP_WEIGHT);
- //Auto-equip
- if(id->flag.autoequip)
- pc_equipitem(sd, i, id->equip);
- /* rental item check */
- if( item->expire_time ) {
- if( time(NULL) > item->expire_time ) {
- clif_rental_expired(sd, i, sd->inventory.u.items_inventory[i].nameid);
- pc_delitem(sd, i, sd->inventory.u.items_inventory[i].amount, 1, 0, LOG_TYPE_OTHER);
- } else {
- unsigned int seconds = (unsigned int)( item->expire_time - time(NULL) );
- clif_rental_time(sd, sd->inventory.u.items_inventory[i].nameid, seconds);
- pc_inventory_rental_add(sd, seconds);
- }
- }
- achievement_update_objective(sd, AG_GET_ITEM, 1, id->value_sell);
- pc_show_questinfo(sd);
- return ADDITEM_SUCCESS;
- }
- /*==========================================
- * Remove an item at index n from inventory by amount.
- * @param sd
- * @param n Item index in inventory
- * @param amount
- * @param type &1: Don't notify deletion; &2 Don't notify weight change; &4 Don't calculate status
- * @param reason Delete reason
- * @param log_type e_log_pick_type
- * @return 1 - invalid itemid or negative amount; 0 - Success
- *------------------------------------------*/
- char pc_delitem(map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type)
- {
- nullpo_retr(1, sd);
- if(n < 0 || sd->inventory.u.items_inventory[n].nameid == 0 || amount <= 0 || sd->inventory.u.items_inventory[n].amount<amount || sd->inventory_data[n] == NULL)
- return 1;
- log_pick_pc(sd, log_type, -amount, &sd->inventory.u.items_inventory[n]);
- sd->inventory.u.items_inventory[n].amount -= amount;
- sd->weight -= sd->inventory_data[n]->weight*amount ;
- if( sd->inventory.u.items_inventory[n].amount <= 0 ){
- if(sd->inventory.u.items_inventory[n].equip)
- pc_unequipitem(sd,n,2|(!(type&4) ? 1 : 0));
- memset(&sd->inventory.u.items_inventory[n],0,sizeof(sd->inventory.u.items_inventory[0]));
- sd->inventory_data[n] = NULL;
- }
- if(!(type&1))
- clif_delitem(sd,n,amount,reason);
- if(!(type&2))
- clif_updatestatus(sd,SP_WEIGHT);
- pc_show_questinfo(sd);
- return 0;
- }
- /*==========================================
- * Attempt to drop an item.
- * @param sd
- * @param n Item index in inventory
- * @param amount Amount of item
- * @return False = fail; True = success
- *------------------------------------------*/
- bool pc_dropitem(map_session_data *sd,int n,int amount)
- {
- nullpo_retr(1, sd);
- if(n < 0 || n >= MAX_INVENTORY)
- return false;
- if(amount <= 0)
- return false;
- if(sd->inventory.u.items_inventory[n].nameid == 0 ||
- sd->inventory.u.items_inventory[n].amount <= 0 ||
- sd->inventory.u.items_inventory[n].amount < amount ||
- sd->state.trading || sd->state.vending ||
- !sd->inventory_data[n] //pc_delitem would fail on this case.
- )
- return false;
- if( sd->inventory.u.items_inventory[n].equipSwitch )
- return false;
- if( map_getmapflag(sd->bl.m, MF_NODROP) )
- {
- clif_displaymessage (sd->fd, msg_txt(sd,271));
- return false; //Can't drop items in nodrop mapflag maps.
- }
- if( !pc_candrop(sd,&sd->inventory.u.items_inventory[n]) )
- {
- clif_displaymessage (sd->fd, msg_txt(sd,263));
- return false;
- }
- // bypass drop restriction in map_addflooritem because we've already checked it above
- if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2|4, 0))
- return false;
- pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
- clif_dropitem(sd, n, amount);
- return true;
- }
- /*==========================================
- * Attempt to pick up an item.
- * @param sd
- * @param fitem Item that will be picked
- * @return False = fail; True = success
- *------------------------------------------*/
- bool pc_takeitem(map_session_data *sd,struct flooritem_data *fitem)
- {
- int flag = 0;
- t_tick tick = gettick();
- struct party_data *p = NULL;
- nullpo_ret(sd);
- nullpo_ret(fitem);
- if (!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED)
- return false; // Distance is too far
- if (sd->sc.cant.pickup)
- return false;
- if (sd->status.party_id)
- p = party_search(sd->status.party_id);
- if (fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id) {
- map_session_data *first_sd = map_charid2sd(fitem->first_get_charid);
- if (DIFF_TICK(tick,fitem->first_get_tick) < 0) {
- if (!(p && p->party.item&1 &&
- first_sd && first_sd->status.party_id == sd->status.party_id
- ))
- return false;
- }
- else if (fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id) {
- map_session_data *second_sd = map_charid2sd(fitem->second_get_charid);
- if (DIFF_TICK(tick, fitem->second_get_tick) < 0) {
- if (!(p && p->party.item&1 &&
- ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
- (second_sd && second_sd->status.party_id == sd->status.party_id))
- ))
- return false;
- }
- else if (fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id){
- map_session_data *third_sd = map_charid2sd(fitem->third_get_charid);
- if (DIFF_TICK(tick,fitem->third_get_tick) < 0) {
- if(!(p && p->party.item&1 &&
- ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
- (second_sd && second_sd->status.party_id == sd->status.party_id) ||
- (third_sd && third_sd->status.party_id == sd->status.party_id))
- ))
- return false;
- }
- }
- }
- }
- //This function takes care of giving the item to whoever should have it, considering party-share options.
- if ((flag = party_share_loot(p,sd,&fitem->item, fitem->first_get_charid))) {
- clif_additem(sd,0,0,flag);
- return true;
- }
- //Display pickup animation.
- pc_stop_attack(sd);
- clif_takeitem(&sd->bl,&fitem->bl);
- if (fitem->mob_id &&
- (itemdb_search(fitem->item.nameid))->flag.broadcast &&
- (!p || !(p->party.item&2)) // Somehow, if party's pickup distribution is 'Even Share', no announcemet
- )
- intif_broadcast_obtain_special_item(sd, fitem->item.nameid, fitem->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
- map_clearflooritem(&fitem->bl);
- return true;
- }
- /*==========================================
- * Check if item is usable.
- * Return:
- * false = no
- * true = yes
- *------------------------------------------*/
- bool pc_isUseitem(map_session_data *sd,int n)
- {
- struct item_data *item;
- t_itemid nameid;
- nullpo_ret(sd);
- item = sd->inventory_data[n];
- nameid = sd->inventory.u.items_inventory[n].nameid;
- if( item == NULL )
- return false;
- //Not consumable item
- if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH )
- return false;
- if (pc_has_permission(sd,PC_PERM_ITEM_UNCONDITIONAL))
- return true;
- struct map_data *mapdata = map_getmapdata(sd->bl.m);
- if(mapdata->getMapFlag(MF_NOITEMCONSUMPTION)) //consumable but mapflag prevent it
- return false;
- //Prevent mass item usage. [Skotlex]
- if( DIFF_TICK(sd->canuseitem_tick,gettick()) > 0 ||
- (itemdb_group.item_exists(IG_CASH_FOOD, nameid) && DIFF_TICK(sd->canusecashfood_tick,gettick()) > 0)
- )
- return false;
- if( (item->item_usage.sitting) && (pc_issit(sd) == 1) && (pc_get_group_level(sd) < item->item_usage.override) ) {
- clif_msg(sd,ITEM_NOUSE_SITTING);
- return false; // You cannot use this item while sitting.
- }
- if (sd->state.storage_flag && item->type != IT_CASH) {
- clif_messagecolor(&sd->bl, color_table[COLOR_RED], msg_txt(sd,388), false, SELF);
- return false; // You cannot use this item while storage is open.
- }
- if (item->flag.dead_branch && (mapdata->getMapFlag(MF_NOBRANCH) || mapdata_flag_gvg2(mapdata)))
- return false;
- if( itemdb_group.item_exists( IG_MF_NOTELEPORT, nameid ) ){
- if( ( mapdata->getMapFlag(MF_NOTELEPORT) || mapdata_flag_gvg2( mapdata ) ) ){
- clif_skill_teleportmessage( sd, 0 );
- return false;
- }
- if( sd->duel_group && !battle_config.duel_allow_teleport ){
- clif_displaymessage( sd->fd, msg_txt( sd, 663 ) ); // Duel: Can't use this item in duel.
- return false;
- }
- }
- if( itemdb_group.item_exists( IG_MF_NORETURN, nameid ) ){
- if( mapdata->getMapFlag(MF_NORETURN) ){
- return false;
- }
- if( sd->duel_group && !battle_config.duel_allow_teleport ){
- clif_displaymessage( sd->fd, msg_txt( sd, 663 ) ); // Duel: Can't use this item in duel.
- return false;
- }
- }
- if( itemdb_group.item_exists( IG_GIANT_FLY_WING, nameid ) ){
- struct party_data *pd = party_search( sd->status.party_id );
- if( pd ){
- int i;
- ARR_FIND( 0, MAX_PARTY, i, pd->data[i].sd == sd && pd->party.member[i].leader );
- // User is not party leader
- if( i == MAX_PARTY ){
- clif_msg( sd, ITEM_PARTY_MEMBER_NOT_SUMMONED );
- return false;
- }
- ARR_FIND( 0, MAX_PARTY, i, pd->data[i].sd && pd->data[i].sd != sd && pd->data[i].sd->bl.m == sd->bl.m && !pc_isdead( pd->data[i].sd ) );
- // No party members found on same map
- if( i == MAX_PARTY ){
- clif_msg( sd, ITEM_PARTY_NO_MEMBER_IN_MAP );
- return false;
- }
- }else{
- clif_msg( sd, ITEM_PARTY_MEMBER_NOT_SUMMONED );
- return false;
- }
- }
- switch( nameid ) {
- case ITEMID_MERCENARY_RED_POTION:
- case ITEMID_MERCENARY_BLUE_POTION:
- case ITEMID_M_CENTER_POTION:
- case ITEMID_M_AWAKENING_POTION:
- case ITEMID_M_BERSERK_POTION:
- if( sd->md == NULL || sd->md->db == NULL )
- return false;
- if( sd->md->sc.cant.consume )
- return false;
- if( nameid == ITEMID_M_AWAKENING_POTION && sd->md->db->lv < 40 )
- return false;
- if( nameid == ITEMID_M_BERSERK_POTION && sd->md->db->lv < 80 )
- return false;
- break;
- case ITEMID_NEURALIZER:
- if( !mapdata->getMapFlag(MF_RESET) )
- return false;
- break;
- }
- if( itemdb_group.item_exists(IG_MERCENARY, nameid) && sd->md != NULL )
- return false; // Mercenary Scrolls
- if( item->flag.group || item->type == IT_CASH) { //safe check type cash disappear when overweight [Napster]
- if( pc_is90overweight(sd) ) {
- clif_msg(sd, ITEM_CANT_OBTAIN_WEIGHT);
- return false;
- }
- if( !pc_inventoryblank(sd) ) {
- clif_messagecolor(&sd->bl, color_table[COLOR_RED], msg_txt(sd, 732), false, SELF); //Item cannot be open when inventory is full
- return false;
- }
- }
- //Gender check
- if(item->sex != SEX_BOTH && sd->status.sex != item->sex)
- return false;
- //Required level check
- if(item->elv && sd->status.base_level < (unsigned int)item->elv)
- return false;
- if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax)
- return false;
- //Not equipable by class. [Skotlex]
- if (!pc_job_can_use_item(sd,item))
- return false;
-
- if (sd->sc.cant.consume)
- return false;
-
- if (!pc_isItemClass(sd,item))
- return false;
- //Dead Branch items
- if( item->flag.dead_branch )
- log_branch(sd);
- return true;
- }
- /*==========================================
- * Last checks to use an item.
- * Return:
- * 0 = fail
- * 1 = success
- *------------------------------------------*/
- int pc_useitem(map_session_data *sd,int n)
- {
- t_tick tick = gettick();
- int amount;
- t_itemid nameid;
- struct script_code *script;
- struct item item;
- struct item_data *id;
- nullpo_ret(sd);
- if (sd->state.mail_writing)
- return 0;
- if (sd->npc_id) {
- if (sd->progressbar.npc_id) {
- clif_progressbar_abort(sd);
- return 0; // First item use attempt cancels the progress bar
- }
- if( pc_hasprogress( sd, WIP_DISABLE_SKILLITEM ) || !sd->npc_item_flag ){
- #ifdef RENEWAL
- clif_msg( sd, WORK_IN_PROGRESS );
- #endif
- return 0;
- }
- }
- item = sd->inventory.u.items_inventory[n];
- id = sd->inventory_data[n];
- if (item.nameid == 0 || item.amount <= 0)
- return 0;
- if( !pc_isUseitem(sd,n) )
- return 0;
- // Store information for later use before it is lost (via pc_delitem) [Paradox924X]
- nameid = id->nameid;
- if (nameid != ITEMID_NAUTHIZ && sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT && sd->sc.opt1 != OPT1_BURNING)
- return 0;
- /* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */
- if( id->flag.delay_consume > 0 ) {
- if( nameid != ITEMID_REINS_OF_MOUNT && sd->sc.getSCE(SC_ALL_RIDING) )
- return 0;
- else if( pc_issit(sd) )
- return 0;
- }
- //Since most delay-consume items involve using a "skill-type" target cursor,
- //perform a skill-use check before going through. [Skotlex]
- //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
- //FIXME: Is this really needed here? It'll be checked in unit.cpp after all and this prevents skill items using when silenced [Inkfish]
- if( id->flag.delay_consume > 0 && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
- return 0;
- if( id->delay.duration > 0 && !pc_has_permission(sd,PC_PERM_ITEM_UNCONDITIONAL) && pc_itemcd_check(sd, id, tick, n))
- return 0;
- /* on restricted maps the item is consumed but the effect is not used */
- if (!pc_has_permission(sd,PC_PERM_ITEM_UNCONDITIONAL) && itemdb_isNoEquip(id,sd->bl.m)) {
- clif_msg(sd,ITEM_CANT_USE_AREA); // This item cannot be used within this area
- if( battle_config.allow_consume_restricted_item && id->flag.delay_consume > 0 ) { //need confirmation for delayed consumption items
- clif_useitemack(sd,n,item.amount-1,true);
- pc_delitem(sd,n,1,1,0,LOG_TYPE_CONSUME);
- }
- return 0;/* regardless, effect is not run */
- }
- if (pet_db_search(id->nameid, PET_CATCH) != nullptr && map_getmapflag(sd->bl.m, MF_NOPETCAPTURE)) {
- clif_displaymessage(sd->fd, msg_txt(sd, 669)); // You can't catch any pet on this map.
- return 0;
- }
- sd->itemid = item.nameid;
- sd->itemindex = n;
- if(sd->catch_target_class != PET_CATCH_FAIL) //Abort pet catching.
- sd->catch_target_class = PET_CATCH_FAIL;
- amount = item.amount;
- script = id->script;
- //Check if the item is to be consumed immediately [Skotlex]
- if (id->flag.delay_consume > 0)
- clif_useitemack(sd, n, amount, true);
- else
- {
- if( item.expire_time == 0 && nameid != ITEMID_REINS_OF_MOUNT )
- {
- clif_useitemack(sd, n, amount - 1, true);
- pc_delitem(sd, n, 1, 1, 0, LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration
- }
- else
- clif_useitemack(sd, n, 0, false);
- }
- if (item.card[0]==CARD0_CREATE && pc_famerank(MakeDWord(item.card[2],item.card[3]), MAPID_ALCHEMIST))
- potion_flag = 2; // Famous player's potions have 50% more efficiency
- //Update item use time.
- sd->canuseitem_tick = tick + battle_config.item_use_interval;
- if( itemdb_group.item_exists(IG_CASH_FOOD, nameid) )
- sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval;
- run_script(script,0,sd->bl.id,fake_nd->bl.id);
- potion_flag = 0;
- return 1;
- }
- /**
- * Add item on cart for given index.
- * @param sd
- * @param item
- * @param amount
- * @param log_type
- * @return See pc.hpp::e_additem_result
- */
- enum e_additem_result pc_cart_additem(map_session_data *sd,struct item *item,int amount,e_log_pick_type log_type)
- {
- struct item_data *data;
- int i,w;
- nullpo_retr(ADDITEM_INVALID, sd);
- nullpo_retr(ADDITEM_INVALID, item);
- if(item->nameid == 0 || amount <= 0)
- return ADDITEM_INVALID;
- if (itemdb_ishatched_egg(item))
- return ADDITEM_INVALID;
- data = itemdb_search(item->nameid);
- if( data->stack.cart && amount > data->stack.amount )
- {// item stack limitation
- return ADDITEM_STACKLIMIT;
- }
- if( !itemdb_cancartstore(item, pc_get_group_level(sd)) || (item->bound > BOUND_ACCOUNT && !pc_can_give_bounded_items(sd)))
- { // Check item trade restrictions [Skotlex]
- clif_displaymessage (sd->fd, msg_txt(sd,264));
- return ADDITEM_INVALID;
- }
- if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max )
- return ADDITEM_OVERWEIGHT;
- i = MAX_CART;
- if( itemdb_isstackable2(data) && !item->expire_time )
- {
- for (i = 0; i < MAX_CART; i++) {
- if (sd->cart.u.items_cart[i].nameid == item->nameid
- && sd->cart.u.items_cart[i].bound == item->bound
- && sd->cart.u.items_cart[i].unique_id == item->unique_id
- && memcmp(sd->cart.u.items_cart[i].card, item->card, sizeof(item->card)) == 0
- )
- break;
- }
- }
- if( i < MAX_CART )
- {// item already in cart, stack it
- if( amount > MAX_AMOUNT - sd->cart.u.items_cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->cart.u.items_cart[i].amount ) )
- return ADDITEM_OVERAMOUNT; // no slot
- sd->cart.u.items_cart[i].amount += amount;
- clif_cart_additem(sd,i,amount);
- }
- else
- {// item not stackable or not present, add it
- ARR_FIND( 0, MAX_CART, i, sd->cart.u.items_cart[i].nameid == 0 );
- if( i == MAX_CART )
- return ADDITEM_OVERAMOUNT; // no slot
- memcpy(&sd->cart.u.items_cart[i],item,sizeof(sd->cart.u.items_cart[0]));
- sd->cart.u.items_cart[i].id = 0;
- sd->cart.u.items_cart[i].amount = amount;
- sd->cart_num++;
- clif_cart_additem(sd,i,amount);
- }
- sd->cart.u.items_cart[i].favorite = 0; // clear
- sd->cart.u.items_cart[i].equipSwitch = 0;
- log_pick_pc(sd, log_type, amount, &sd->cart.u.items_cart[i]);
- sd->cart_weight += w;
- clif_updatestatus(sd,SP_CARTINFO);
- return ADDITEM_SUCCESS;
- }
- /*==========================================
- * Delete item on cart for given index.
- *------------------------------------------*/
- void pc_cart_delitem(map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type)
- {
- nullpo_retv(sd);
- if(sd->cart.u.items_cart[n].nameid == 0 ||
- sd->cart.u.items_cart[n].amount < amount)
- return;
- log_pick_pc(sd, log_type, -amount, &sd->cart.u.items_cart[n]);
- sd->cart.u.items_cart[n].amount -= amount;
- sd->cart_weight -= itemdb_weight(sd->cart.u.items_cart[n].nameid) * amount;
- if(sd->cart.u.items_cart[n].amount <= 0) {
- memset(&sd->cart.u.items_cart[n],0,sizeof(sd->cart.u.items_cart[0]));
- sd->cart_num--;
- }
- if(!type) {
- clif_cart_delitem(sd,n,amount);
- clif_updatestatus(sd,SP_CARTINFO);
- }
- }
- /*==========================================
- * Transfer item from inventory to cart.
- *------------------------------------------*/
- void pc_putitemtocart(map_session_data *sd,int idx,int amount)
- {
- nullpo_retv(sd);
- if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
- return;
- struct item *item_data = &sd->inventory.u.items_inventory[idx];
- if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending || sd->state.prevend )
- return;
- if( item_data->equipSwitch ){
- clif_msg( sd, C_ITEM_EQUIP_SWITCH );
- return;
- }
- enum e_additem_result flag = pc_cart_additem(sd,item_data,amount,LOG_TYPE_NONE);
- if (flag == ADDITEM_SUCCESS)
- pc_delitem(sd,idx,amount,0,5,LOG_TYPE_NONE);
- else {
- clif_cart_additem_ack(sd, (flag == ADDITEM_OVERAMOUNT) ? ADDITEM_TO_CART_FAIL_COUNT : ADDITEM_TO_CART_FAIL_WEIGHT);
- clif_additem(sd, idx, amount, 0);
- clif_delitem(sd, idx, amount, 0);
- }
- }
- /*==========================================
- * Get number of item in cart.
- * Return:
- -1 = itemid not found or no amount found
- x = remaining itemid on cart after get
- *------------------------------------------*/
- int pc_cartitem_amount(map_session_data* sd, int idx, int amount)
- {
- struct item* item_data;
- nullpo_retr(-1, sd);
- item_data = &sd->cart.u.items_cart[idx];
- if( item_data->nameid == 0 || item_data->amount == 0 )
- return -1;
- return item_data->amount - amount;
- }
- /*==========================================
- * Retrieve an item at index idx from cart.
- *------------------------------------------*/
- void pc_getitemfromcart(map_session_data *sd,int idx,int amount)
- {
- nullpo_retv(sd);
- if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
- return;
- struct item *item_data=&sd->cart.u.items_cart[idx];
- if (item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending || sd->state.prevend)
- return;
- enum e_additem_result flag = pc_additem(sd, item_data, amount, LOG_TYPE_NONE);
- if (flag == ADDITEM_SUCCESS)
- pc_cart_delitem(sd, idx, amount, 0, LOG_TYPE_NONE);
- else {
- clif_cart_delitem(sd, idx, amount);
- clif_additem(sd, idx, amount, flag);
- clif_cart_additem(sd, idx, amount);
- }
- }
- /*==========================================
- * Bound Item Check
- * Type:
- * 1 Account Bound
- * 2 Guild Bound
- * 3 Party Bound
- * 4 Character Bound
- *------------------------------------------*/
- int pc_bound_chk(TBL_PC *sd,enum bound_type type,int *idxlist)
- {
- int i = 0, j = 0;
- for(i = 0; i < MAX_INVENTORY; i++) {
- if(sd->inventory.u.items_inventory[i].nameid > 0 && sd->inventory.u.items_inventory[i].amount > 0 && sd->inventory.u.items_inventory[i].bound == type) {
- idxlist[j] = i;
- j++;
- }
- }
- return j;
- }
- /*==========================================
- * Display item stolen msg to player sd
- *------------------------------------------*/
- int pc_show_steal(struct block_list *bl,va_list ap)
- {
- map_session_data *sd;
- t_itemid itemid;
- char output[100];
- sd=va_arg(ap,map_session_data *);
- itemid=va_arg(ap,int);
- std::shared_ptr<item_data> id = item_db.find(itemid);
- if(id == nullptr)
- sprintf(output,"%s stole an Unknown Item (id: %u).",sd->status.name, itemid);
- else
- sprintf(output,"%s stole %s.",sd->status.name,id->ename.c_str());
- clif_displaymessage( ((map_session_data *)bl)->fd, output);
- return 0;
- }
- /**
- * Steal an item from bl (mob).
- * @param sd: Player data
- * @param bl: Object to steal from
- * @param skill_lv: Level of skill used
- * @return True on success or false otherwise
- */
- bool pc_steal_item(map_session_data *sd,struct block_list *bl, uint16 skill_lv)
- {
- int i;
- t_itemid itemid;
- double rate;
- unsigned char flag = 0;
- struct status_data *sd_status, *md_status;
- struct mob_data *md;
- if(!sd || !bl || bl->type!=BL_MOB)
- return false;
- md = (TBL_MOB *)bl;
- if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING ) ) //already stolen from / status change check
- return false;
- sd_status= status_get_status_data(&sd->bl);
- md_status= status_get_status_data(bl);
- if (md->master_id || status_has_mode(md_status, MD_STATUSIMMUNE) || util::vector_exists(status_get_race2(&md->bl), RC2_TREASURE) ||
- map_getmapflag(bl->m, MF_NOMOBLOOT) || // check noloot map flag [Lorky]
- (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
- md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
- ) { //Can't steal from
- md->state.steal_flag = UCHAR_MAX;
- return false;
- }
- // base skill success chance (percentual)
- rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4;
- rate += sd->bonus.add_steal_rate;
- if( rate < 1
- #ifdef RENEWAL
- || rnd()%100 >= rate
- #endif
- )
- return false;
- // Try dropping one item, in the order from first to last possible slot.
- // Droprate is affected by the skill success rate.
- for( i = 0; i < MAX_MOB_DROP; i++ )
- if( item_db.exists(md->db->dropitem[i].nameid) && !md->db->dropitem[i].steal_protected && rnd() % 10000 < md->db->dropitem[i].rate
- #ifndef RENEWAL
- * rate/100.
- #endif
- )
- break;
- if( i == MAX_MOB_DROP )
- return false;
- itemid = md->db->dropitem[i].nameid;
- struct item tmp_item = {};
- tmp_item.nameid = itemid;
- tmp_item.amount = 1;
- tmp_item.identify = itemdb_isidentified(itemid);
- if( battle_config.skill_steal_random_options ){
- mob_setdropitem_option( &tmp_item, &md->db->dropitem[i] );
- }
- flag = pc_additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER);
- //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise?
- md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
- if(flag) { //Failed to steal due to overweight
- clif_additem(sd,0,0,flag);
- return false;
- }
- if(battle_config.show_steal_in_same_party)
- party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);
- //Logs items, Stolen from mobs [Lupus]
- log_pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item);
- //A Rare Steal Global Announce by Lupus
- if(md->db->dropitem[i].rate <= battle_config.rare_drop_announce) {
- struct item_data *i_data;
- char message[128];
- i_data = itemdb_search(itemid);
- sprintf (message, msg_txt(sd,542), (sd->status.name[0])?sd->status.name :"GM", md->db->jname.c_str(), i_data->ename.c_str(), (float)md->db->dropitem[i].rate / 100);
- //MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
- intif_broadcast(message, strlen(message) + 1, BC_DEFAULT);
- }
- return true;
- }
- /*==========================================
- * Stole zeny from bl (mob)
- * return
- * 0 = fail
- * 1 = success
- *------------------------------------------*/
- int pc_steal_coin(map_session_data *sd,struct block_list *target)
- {
- int rate, target_lv;
- struct mob_data *md;
- if(!sd || !target || target->type != BL_MOB)
- return 0;
- md = (TBL_MOB*)target;
- target_lv = status_get_lv(target);
- if (md->state.steal_coin_flag || md->sc.getSCE(SC_STONE) || md->sc.getSCE(SC_FREEZE) || md->sc.getSCE(SC_HANDICAPSTATE_FROSTBITE) ||
- md->sc.getSCE(SC_HANDICAPSTATE_SWOONING) || md->sc.getSCE(SC_HANDICAPSTATE_LIGHTNINGSTRIKE) || md->sc.getSCE(SC_HANDICAPSTATE_CRYSTALLIZATION) ||
- status_bl_has_mode(target,MD_STATUSIMMUNE) || util::vector_exists(status_get_race2(&md->bl), RC2_TREASURE))
- return 0;
- rate = sd->battle_status.dex / 2 + 2 * (sd->status.base_level - target_lv) + (10 * pc_checkskill(sd, RG_STEALCOIN)) + sd->battle_status.luk / 2;
- if(rnd()%1000 < rate)
- {
- // Zeny Steal Amount: (rnd() % (10 * target_lv + 1 - 8 * target_lv)) + 8 * target_lv
- int amount = (rnd() % (2 * target_lv + 1)) + 8 * target_lv; // Reduced formula
- pc_getzeny(sd, amount, LOG_TYPE_STEAL);
- md->state.steal_coin_flag = 1;
- return 1;
- }
- return 0;
- }
- /*==========================================
- * Set's a player position.
- * @param sd
- * @param mapindex
- * @param x
- * @param y
- * @param clrtype
- * @return SETPOS_OK Success
- * SETPOS_MAPINDEX Invalid map index
- * SETPOS_NO_MAPSERVER Map not in this map-server, and failed to locate alternate map-server.
- * SETPOS_AUTOTRADE Player is in autotrade state
- *------------------------------------------*/
- enum e_setpos pc_setpos(map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype)
- {
- nullpo_retr(SETPOS_OK,sd);
- if( !mapindex || !mapindex_id2name(mapindex) ) {
- ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
- return SETPOS_MAPINDEX;
- }
- if ( sd->state.autotrade && (sd->vender_id || sd->buyer_id) ) // Player with autotrade just causes clif glitch! @ FIXME
- return SETPOS_AUTOTRADE;
- if( battle_config.revive_onwarp && pc_isdead(sd) ) { //Revive dead people before warping them
- pc_setstand(sd, true);
- pc_setrestartvalue(sd,1);
- }
- int16 m = map_mapindex2mapid(mapindex);
- struct map_data *mapdata = map_getmapdata(m);
- status_change *sc = status_get_sc(&sd->bl);
- sd->state.changemap = (sd->mapindex != mapindex);
- sd->state.warping = 1;
- sd->state.workinprogress = WIP_DISABLE_NONE;
- sd->state.mail_writing = false;
- sd->state.refineui_open = false;
- if( sd->state.changemap ) { // Misc map-changing settings
- int curr_map_instance_id = map_getmapdata(sd->bl.m)->instance_id, new_map_instance_id = (mapdata ? mapdata->instance_id : 0);
- if (curr_map_instance_id != new_map_instance_id) {
- if (curr_map_instance_id > 0) { // Update instance timer for the map on leave
- instance_delusers(curr_map_instance_id);
- sd->instance_mode = util::umap_find(instances, curr_map_instance_id)->mode; // Store mode for instance destruction button checks
- }
- if (new_map_instance_id > 0) // Update instance timer for the map on enter
- instance_addusers(new_map_instance_id);
- }
- if (sd->bg_id && mapdata && !mapdata->getMapFlag(MF_BATTLEGROUND)) // Moving to a map that isn't a Battlegrounds
- bg_team_leave(sd, false, true);
- sd->state.pmap = sd->bl.m;
- if (sc && sc->count) { // Cancel some map related stuff.
- if (sc->cant.warp)
- return SETPOS_MAPINDEX; // You may not get out!
- for (const auto &it : status_db) {
- if (sc->getSCE(it.first)) {
- if (it.second->flag[SCF_REMOVEONMAPWARP])
- status_change_end(&sd->bl, static_cast<sc_type>(it.first));
- if (it.second->flag[SCF_RESTARTONMAPWARP] && it.second->skill_id > 0) {
- status_change_entry *sce = sd->sc.getSCE(it.first);
- if (sce->timer != INVALID_TIMER)
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(gettick() + skill_get_time(it.second->skill_id, sce->val1), status_change_timer, sd->bl.id, it.first);
- }
- }
- }
- }
- for(int i = 0; i < EQI_MAX; i++ ) {
- if( sd->equip_index[i] >= 0 )
- if( pc_isequip(sd,sd->equip_index[i]) )
- pc_unequipitem(sd,sd->equip_index[i],2);
- }
- if (battle_config.clear_unit_onwarp&BL_PC)
- skill_clear_unitgroup(&sd->bl);
- if( battle_config.loose_ap_on_map && mapdata_flag_vs( mapdata ) ){
- status_percent_damage( nullptr, &sd->bl, 0, 0, 100, 0 );
- }
- party_send_dot_remove(sd); //minimap dot fix [Kevin]
- guild_send_dot_remove(sd);
- bg_send_dot_remove(sd);
- if (sd->regen.state.gc)
- sd->regen.state.gc = 0;
- if (mapdata) {
- // make sure vending is allowed here
- if (sd->state.vending && mapdata->getMapFlag(MF_NOVENDING)) {
- clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
- vending_closevending(sd);
- }
- // make sure buyingstore is allowed here
- if (sd->state.buyingstore && mapdata->getMapFlag(MF_NOBUYINGSTORE)) {
- clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
- buyingstore_close(sd);
- }
- }
- channel_pcquit(sd,4); //quit map chan
- // Remove Cloaked NPCs on map change
- sd->cloaked_npc.clear();
- }
- if( m < 0 )
- {
- uint32 ip;
- uint16 port;
- struct script_state *st;
- //if can't find any map-servers, just abort setting position.
- if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port))
- return SETPOS_NO_MAPSERVER;
- if (sd->npc_id){
- npc_event_dequeue(sd,false);
- st = sd->st;
- }else{
- st = nullptr;
- }
- if (sd->bg_id) // Switching map servers, remove from bg
- bg_team_leave(sd, false, true);
- if (sd->state.vending) // Stop vending
- vending_closevending(sd);
- if (sd->state.buyingstore) // Stop buyingstore
- buyingstore_close(sd);
- npc_script_event(sd, NPCE_LOGOUT);
- //remove from map, THEN change x/y coordinates
- unit_remove_map_pc(sd,clrtype);
- sd->mapindex = mapindex;
- sd->bl.x=x;
- sd->bl.y=y;
- pc_clean_skilltree(sd);
- chrif_save(sd, CSAVE_CHANGE_MAPSERV|CSAVE_INVENTORY|CSAVE_CART);
- chrif_changemapserver(sd, ip, (short)port);
- //Free session data from this map server [Kevin]
- unit_free_pc(sd);
- if( st ){
- // Has to be done here, because otherwise unit_free_pc will free the stack already
- st->state = END;
- }
- return SETPOS_OK;
- }
- if( x < 0 || x >= mapdata->xs || y < 0 || y >= mapdata->ys )
- {
- ShowError("pc_setpos: attempt to place player '%s' (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y);
- x = y = 0; // make it random
- }
- if( x == 0 && y == 0 ) { // pick a random walkable cell
- int c=0;
- do {
- x = rnd()%(mapdata->xs-2)+1;
- y = rnd()%(mapdata->ys-2)+1;
- c++;
-
- if(c > (mapdata->xs * mapdata->ys)*3){ //force out
- ShowError("pc_setpos: couldn't found a valid coordinates for player '%s' (%d:%d) on (%s), preventing warp\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex));
- return SETPOS_OK; //preventing warp
- //break; //allow warp anyway
- }
- } while(map_getcell(m,x,y,CELL_CHKNOPASS) || (!battle_config.teleport_on_portal && npc_check_areanpc(1,m,x,y,1)));
- }
- if (sd->state.vending && map_getcell(m,x,y,CELL_CHKNOVENDING)) {
- clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
- vending_closevending(sd);
- }
- if (sd->state.buyingstore && map_getcell(m, x, y, CELL_CHKNOBUYINGSTORE)) {
- clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
- buyingstore_close(sd);
- }
- if(sd->bl.prev != NULL){
- unit_remove_map_pc(sd,clrtype);
- clif_changemap(sd,m,x,y); // [MouseJstr]
- } else if(sd->state.active) //Tag player for rewarping after map-loading is done. [Skotlex]
- sd->state.rewarp = 1;
- sd->mapindex = mapindex;
- sd->bl.m = m;
- sd->bl.x = sd->ud.to_x = x;
- sd->bl.y = sd->ud.to_y = y;
- if( sd->status.guild_id > 0 && mapdata->getMapFlag(MF_GVG_CASTLE) )
- { // Increased guild castle regen [Valaris]
- std::shared_ptr<guild_castle> gc = castle_db.mapindex2gc(sd->mapindex);
- if(gc && gc->guild_id == sd->status.guild_id)
- sd->regen.state.gc = 1;
- }
- if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
- {
- sd->pd->bl.m = m;
- sd->pd->bl.x = sd->pd->ud.to_x = x;
- sd->pd->bl.y = sd->pd->ud.to_y = y;
- sd->pd->ud.dir = sd->ud.dir;
- }
- if( hom_is_active(sd->hd) )
- {
- sd->hd->bl.m = m;
- sd->hd->bl.x = sd->hd->ud.to_x = x;
- sd->hd->bl.y = sd->hd->ud.to_y = y;
- sd->hd->ud.dir = sd->ud.dir;
- }
- if( sd->md )
- {
- sd->md->bl.m = m;
- sd->md->bl.x = sd->md->ud.to_x = x;
- sd->md->bl.y = sd->md->ud.to_y = y;
- sd->md->ud.dir = sd->ud.dir;
- }
- if( sd->ed ) {
- sd->ed->bl.m = m;
- sd->ed->bl.x = sd->ed->ud.to_x = x;
- sd->ed->bl.y = sd->ed->ud.to_y = y;
- sd->ed->ud.dir = sd->ud.dir;
- }
- pc_cell_basilica(sd);
- //check if we gonna be rewarped [lighta]
- if(npc_check_areanpc(1,m,x,y,0)){
- sd->count_rewarp++;
- }
- else
- sd->count_rewarp = 0;
- if (sd->state.vending)
- vending_update(*sd);
- if (sd->state.buyingstore)
- buyingstore_update(*sd);
-
- return SETPOS_OK;
- }
- enum e_setpos pc_setpos_savepoint( map_session_data& sd, clr_type clrtype ){
- struct map_data *mapdata = map_getmapdata( sd.bl.m );
- if( mapdata != nullptr && mapdata->getMapFlag(MF_NOSAVE) && mapdata->save.map ){
- return pc_setpos( &sd, mapdata->save.map, mapdata->save.x, mapdata->save.y, clrtype );
- }else{
- return pc_setpos( &sd, mapindex_name2id( sd.status.save_point.map ), sd.status.save_point.x, sd.status.save_point.y, clrtype );
- }
- }
- /*==========================================
- * Warp player sd to random location on current map.
- * May fail if no walkable cell found (1000 attempts).
- * Return:
- * 0 = Success
- * 1,2,3 = Fail
- *------------------------------------------*/
- char pc_randomwarp(map_session_data *sd, clr_type type, bool ignore_mapflag)
- {
- int x,y,i=0;
- nullpo_ret(sd);
- struct map_data *mapdata = map_getmapdata(sd->bl.m);
- if (mapdata->getMapFlag(MF_NOTELEPORT) && !ignore_mapflag) //Teleport forbidden
- return 3;
- do {
- x = rnd()%(mapdata->xs-2)+1;
- y = rnd()%(mapdata->ys-2)+1;
- } while((map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS) || (!battle_config.teleport_on_portal && npc_check_areanpc(1,sd->bl.m,x,y,1))) && (i++) < 1000);
- if (i < 1000)
- return pc_setpos(sd,mapdata->index,x,y,type);
- return 3;
- }
- /*==========================================
- * Records a memo point at sd's current position
- * pos - entry to replace, (-1: shift oldest entry out)
- *------------------------------------------*/
- bool pc_memo(map_session_data* sd, int pos)
- {
- int skill;
- nullpo_ret(sd);
- // check mapflags
- if( sd->bl.m >= 0 && (map_getmapflag(sd->bl.m, MF_NOMEMO) || map_getmapflag(sd->bl.m, MF_NOWARPTO)) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) {
- clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized."
- return false;
- }
- // check inputs
- if( pos < -1 || pos >= MAX_MEMOPOINTS )
- return false; // invalid input
- // check required skill level
- skill = pc_checkskill(sd, AL_WARP);
- if( skill < 1 ) {
- clif_skill_memomessage(sd,2); // "You haven't learned Warp."
- return false;
- }
- if( skill < 2 || skill - 2 < pos ) {
- clif_skill_memomessage(sd,1); // "Skill Level is not high enough."
- return false;
- }
- if( pos == -1 )
- {
- uint8 i;
- const char* mapname = map_mapid2mapname( sd->bl.m );
- // prevent memo-ing the same map multiple times
- ARR_FIND( 0, MAX_MEMOPOINTS, i, strncmp( sd->status.memo_point[i].map, mapname, sizeof( sd->status.memo_point[i].map ) ) == 0 );
- memmove( &sd->status.memo_point[1], &sd->status.memo_point[0], ( u8min( i, MAX_MEMOPOINTS - 1 ) ) * sizeof( struct s_point_str ) );
- pos = 0;
- }
- if( map_getmapdata(sd->bl.m)->instance_id ) {
- clif_displaymessage( sd->fd, msg_txt(sd,384) ); // You cannot create a memo in an instance.
- return false;
- }
- safestrncpy( sd->status.memo_point[pos].map, map_mapid2mapname( sd->bl.m ), sizeof( sd->status.memo_point[pos].map ) );
- sd->status.memo_point[pos].x = sd->bl.x;
- sd->status.memo_point[pos].y = sd->bl.y;
- clif_skill_memomessage(sd, 0);
- return true;
- }
- //
- // Skills
- //
- /**
- * Get the skill current cooldown for player.
- * (get the db base cooldown for skill + player specific cooldown)
- * @param sd : player pointer
- * @param id : skill id
- * @param lv : skill lv
- * @return player skill cooldown
- */
- int pc_get_skillcooldown(map_session_data *sd, uint16 skill_id, uint16 skill_lv) {
- if (skill_id == SJ_NOVAEXPLOSING) {
- status_change *sc = status_get_sc(&sd->bl);
- if (sc && sc->getSCE(SC_DIMENSION))
- return 0;
- }
- int cooldown = skill_get_cooldown(skill_id, skill_lv);
- if (skill_id == SU_TUNABELLY && pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
- cooldown -= skill_get_time(SU_TUNABELLY, skill_lv);
- for (auto &it : sd->skillcooldown) {
- if (it.id == skill_id) {
- cooldown += it.val;
- break;
- }
- }
- return max(0, cooldown);
- }
- /*==========================================
- * Return player sd skill_lv learned for given skill
- *------------------------------------------*/
- uint8 pc_checkskill(map_session_data *sd, uint16 skill_id)
- {
- uint16 idx = 0;
- if (sd == NULL)
- return 0;
- #ifdef RENEWAL
- if ((idx = skill_get_index(skill_id)) == 0) {
- #else
- if( ( idx = skill_db.get_index( skill_id, skill_id >= RK_ENCHANTBLADE, __FUNCTION__, __FILE__, __LINE__ ) ) == 0 ){
- if( skill_id >= RK_ENCHANTBLADE ){
- // Silently fail for now -> future update planned
- return 0;
- }
- #endif
- ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
- return 0;
- }
- if (SKILL_CHK_GUILD(skill_id) ) {
- if (sd->status.guild_id>0 && sd->guild)
- return guild_checkskill(sd->guild->guild,skill_id);
- return 0;
- }
- return (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
- }
- /**
- * Returns the flag of the given skill (when learned).
- * @param sd: Player data
- * @param skill_id: Skill to lookup
- * @return Skill flag type
- */
- e_skill_flag pc_checkskill_flag(map_session_data &sd, uint16 skill_id) {
- uint16 idx;
- #ifdef RENEWAL
- if ((idx = skill_get_index(skill_id)) == 0) {
- #else
- if ((idx = skill_db.get_index(skill_id, skill_id >= RK_ENCHANTBLADE, __FUNCTION__, __FILE__, __LINE__)) == 0) {
- if (skill_id >= RK_ENCHANTBLADE) {
- // Silently fail for now -> future update planned
- return SKILL_FLAG_NONE;
- }
- #endif
- ShowError("pc_checkskill_flag: Invalid skill id %d (char_id=%d).\n", skill_id, sd.status.char_id);
- return SKILL_FLAG_NONE;
- }
- return (sd.status.skill[idx].id == skill_id && sd.status.skill[idx].lv > 0) ? static_cast<e_skill_flag>(sd.status.skill[idx].flag) : SKILL_FLAG_NONE;
- }
- /**
- * Returns the amount of skill points invested in a Summoner's Power of Sea/Land/Life
- * @param sd: Player data
- * @param type: Summoner Power Type
- * @return Skill points invested
- */
- uint8 pc_checkskill_summoner(map_session_data *sd, e_summoner_power_type type) {
- if (sd == nullptr)
- return 0;
- uint8 count = 0;
- switch (type) {
- case SUMMONER_POWER_SEA:
- count = pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
- pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY);
- break;
- case SUMMONER_POWER_LAND:
- count = pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) +
- pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS);
- break;
- case SUMMONER_POWER_LIFE:
- count = pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) +
- pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT);
- break;
- }
- return count;
- }
- /**
- * Checks for Imperial Guard's passive skills.
- * @param sd: Player data
- * @param flag:
- * Flag&1 = IG_SHIELD_MASTERY
- * Flag&2 = IG_SPEAR_SWORD_M
- */
- uint8 pc_checkskill_imperial_guard(map_session_data *sd, short flag)
- {
- nullpo_retr(0, sd);
- uint8 count = 0;
- if (flag&1 && sd->status.shield > 0)
- count += pc_checkskill(sd, IG_SHIELD_MASTERY);
- if (flag&2 && (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
- count += pc_checkskill(sd, IG_SPEAR_SWORD_M);
- return count;
- }
- /**
- * Check if we still have the correct weapon to continue the skill (actually status)
- * If not ending it
- * @param sd
- * @return 0:error, 1:check done
- */
- static void pc_checkallowskill(map_session_data *sd)
- {
- nullpo_retv(sd);
- if(!sd->sc.count)
- return;
- for (const auto &it : status_db) {
- sc_type status = it.second->type;
- std::bitset<SCF_MAX> flag = it.second->flag;
- if (flag[SCF_REQUIREWEAPON]) { // Skills requiring specific weapon types
- if (status == SC_DANCING && !battle_config.dancing_weaponswitch_fix)
- continue;
- if (sd->sc.getSCE(status) && !pc_check_weapontype(sd, skill_get_weapontype(it.second->skill_id)))
- status_change_end(&sd->bl, status);
- }
- if (flag[SCF_REQUIRENOWEAPON]) {
- if (sd->sc.getSCE(status) && sd->status.weapon)
- status_change_end(&sd->bl, status, INVALID_TIMER);
- }
- if (flag[SCF_REQUIRESHIELD]) { // Skills requiring a shield
- if (sd->sc.getSCE(status) && sd->status.shield <= 0)
- status_change_end(&sd->bl, status);
- }
- }
- }
- /*==========================================
- * Return equipped index of item on player sd at pos
- * Return
- * -1 : Nothing equipped
- * idx : (this index could be used in inventory to found item_data)
- *------------------------------------------*/
- short pc_checkequip(map_session_data *sd,int pos, bool checkall)
- {
- uint8 i;
- nullpo_retr(-1, sd);
- for(i=0;i<EQI_MAX;i++){
- if(pos & equip_bitmask[i]){
- if( checkall && ( pos&~equip_bitmask[i] ) != 0 && sd->equip_index[i] == -1 ){
- // Check all if any match is found
- continue;
- }
- return sd->equip_index[i];
- }
- }
- return -1;
- }
- /*==========================================
- * Check if sd has nameid equipped somewhere
- * @sd : the player session
- * @nameid : id of the item to check
- * @min : : see pc.hpp enum equip_index from ? to @max
- * @max : see pc.hpp enum equip_index for @min to ?
- * -return true,false
- *------------------------------------------*/
- bool pc_checkequip2(map_session_data *sd, t_itemid nameid, int min, int max)
- {
- int i;
- for(i = min; i < max; i++) {
- if(equip_bitmask[i]) {
- int idx = sd->equip_index[i];
- if (sd->inventory.u.items_inventory[idx].nameid == nameid)
- return true;
- }
- }
- return false;
- }
- /*==========================================
- * Convert's from the client's lame Job ID system
- * to the map server's 'makes sense' system. [Skotlex]
- *------------------------------------------*/
- uint64 pc_jobid2mapid(unsigned short b_class)
- {
- switch(b_class)
- {
- //Novice And 1-1 Jobs
- case JOB_NOVICE: return MAPID_NOVICE;
- case JOB_SWORDMAN: return MAPID_SWORDMAN;
- case JOB_MAGE: return MAPID_MAGE;
- case JOB_ARCHER: return MAPID_ARCHER;
- case JOB_ACOLYTE: return MAPID_ACOLYTE;
- case JOB_MERCHANT: return MAPID_MERCHANT;
- case JOB_THIEF: return MAPID_THIEF;
- case JOB_TAEKWON: return MAPID_TAEKWON;
- case JOB_WEDDING: return MAPID_WEDDING;
- case JOB_GUNSLINGER: return MAPID_GUNSLINGER;
- case JOB_NINJA: return MAPID_NINJA;
- case JOB_XMAS: return MAPID_XMAS;
- case JOB_SUMMER: return MAPID_SUMMER;
- case JOB_HANBOK: return MAPID_HANBOK;
- case JOB_GANGSI: return MAPID_GANGSI;
- case JOB_OKTOBERFEST: return MAPID_OKTOBERFEST;
- case JOB_SUMMER2: return MAPID_SUMMER2;
- //2-1 Jobs
- case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE;
- case JOB_KNIGHT: return MAPID_KNIGHT;
- case JOB_WIZARD: return MAPID_WIZARD;
- case JOB_HUNTER: return MAPID_HUNTER;
- case JOB_PRIEST: return MAPID_PRIEST;
- case JOB_BLACKSMITH: return MAPID_BLACKSMITH;
- case JOB_ASSASSIN: return MAPID_ASSASSIN;
- case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR;
- case JOB_KAGEROU:
- case JOB_OBORO: return MAPID_KAGEROUOBORO;
- case JOB_REBELLION: return MAPID_REBELLION;
- case JOB_DEATH_KNIGHT: return MAPID_DEATH_KNIGHT;
- //2-2 Jobs
- case JOB_CRUSADER: return MAPID_CRUSADER;
- case JOB_SAGE: return MAPID_SAGE;
- case JOB_BARD:
- case JOB_DANCER: return MAPID_BARDDANCER;
- case JOB_MONK: return MAPID_MONK;
- case JOB_ALCHEMIST: return MAPID_ALCHEMIST;
- case JOB_ROGUE: return MAPID_ROGUE;
- case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER;
- case JOB_DARK_COLLECTOR: return MAPID_DARK_COLLECTOR;
- //Trans Novice And Trans 1-1 Jobs
- case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH;
- case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH;
- case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH;
- case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH;
- case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH;
- case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH;
- case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH;
- //Trans 2-1 Jobs
- case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT;
- case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD;
- case JOB_SNIPER: return MAPID_SNIPER;
- case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST;
- case JOB_WHITESMITH: return MAPID_WHITESMITH;
- case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS;
- //Trans 2-2 Jobs
- case JOB_PALADIN: return MAPID_PALADIN;
- case JOB_PROFESSOR: return MAPID_PROFESSOR;
- case JOB_CLOWN:
- case JOB_GYPSY: return MAPID_CLOWNGYPSY;
- case JOB_CHAMPION: return MAPID_CHAMPION;
- case JOB_CREATOR: return MAPID_CREATOR;
- case JOB_STALKER: return MAPID_STALKER;
- //Baby Novice And Baby 1-1 Jobs
- case JOB_BABY: return MAPID_BABY;
- case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN;
- case JOB_BABY_MAGE: return MAPID_BABY_MAGE;
- case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER;
- case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE;
- case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT;
- case JOB_BABY_THIEF: return MAPID_BABY_THIEF;
- case JOB_BABY_TAEKWON: return MAPID_BABY_TAEKWON;
- case JOB_BABY_GUNSLINGER: return MAPID_BABY_GUNSLINGER;
- case JOB_BABY_NINJA: return MAPID_BABY_NINJA;
- case JOB_BABY_SUMMONER: return MAPID_BABY_SUMMONER;
- //Baby 2-1 Jobs
- case JOB_SUPER_BABY: return MAPID_SUPER_BABY;
- case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT;
- case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD;
- case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER;
- case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST;
- case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH;
- case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN;
- case JOB_BABY_STAR_GLADIATOR: return MAPID_BABY_STAR_GLADIATOR;
- case JOB_BABY_REBELLION: return MAPID_BABY_REBELLION;
- case JOB_BABY_KAGEROU:
- case JOB_BABY_OBORO: return MAPID_BABY_KAGEROUOBORO;
- //Baby 2-2 Jobs
- case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER;
- case JOB_BABY_SAGE: return MAPID_BABY_SAGE;
- case JOB_BABY_BARD:
- case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER;
- case JOB_BABY_MONK: return MAPID_BABY_MONK;
- case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST;
- case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE;
- case JOB_BABY_SOUL_LINKER: return MAPID_BABY_SOUL_LINKER;
- //3-1 Jobs
- case JOB_SUPER_NOVICE_E: return MAPID_SUPER_NOVICE_E;
- case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT;
- case JOB_WARLOCK: return MAPID_WARLOCK;
- case JOB_RANGER: return MAPID_RANGER;
- case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP;
- case JOB_MECHANIC: return MAPID_MECHANIC;
- case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS;
- case JOB_STAR_EMPEROR: return MAPID_STAR_EMPEROR;
- //3-2 Jobs
- case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD;
- case JOB_SORCERER: return MAPID_SORCERER;
- case JOB_MINSTREL:
- case JOB_WANDERER: return MAPID_MINSTRELWANDERER;
- case JOB_SURA: return MAPID_SURA;
- case JOB_GENETIC: return MAPID_GENETIC;
- case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER;
- case JOB_SOUL_REAPER: return MAPID_SOUL_REAPER;
- //Trans 3-1 Jobs
- case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T;
- case JOB_WARLOCK_T: return MAPID_WARLOCK_T;
- case JOB_RANGER_T: return MAPID_RANGER_T;
- case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T;
- case JOB_MECHANIC_T: return MAPID_MECHANIC_T;
- case JOB_GUILLOTINE_CROSS_T: return MAPID_GUILLOTINE_CROSS_T;
- //Trans 3-2 Jobs
- case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T;
- case JOB_SORCERER_T: return MAPID_SORCERER_T;
- case JOB_MINSTREL_T:
- case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T;
- case JOB_SURA_T: return MAPID_SURA_T;
- case JOB_GENETIC_T: return MAPID_GENETIC_T;
- case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T;
- //Baby 3-1 Jobs
- case JOB_SUPER_BABY_E: return MAPID_SUPER_BABY_E;
- case JOB_BABY_RUNE_KNIGHT: return MAPID_BABY_RUNE_KNIGHT;
- case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK;
- case JOB_BABY_RANGER: return MAPID_BABY_RANGER;
- case JOB_BABY_ARCH_BISHOP: return MAPID_BABY_ARCH_BISHOP;
- case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC;
- case JOB_BABY_GUILLOTINE_CROSS: return MAPID_BABY_GUILLOTINE_CROSS;
- case JOB_BABY_STAR_EMPEROR: return MAPID_BABY_STAR_EMPEROR;
- //Baby 3-2 Jobs
- case JOB_BABY_ROYAL_GUARD: return MAPID_BABY_ROYAL_GUARD;
- case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER;
- case JOB_BABY_MINSTREL:
- case JOB_BABY_WANDERER: return MAPID_BABY_MINSTRELWANDERER;
- case JOB_BABY_SURA: return MAPID_BABY_SURA;
- case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC;
- case JOB_BABY_SHADOW_CHASER: return MAPID_BABY_SHADOW_CHASER;
- case JOB_BABY_SOUL_REAPER: return MAPID_BABY_SOUL_REAPER;
- //Doram Jobs
- case JOB_SUMMONER: return MAPID_SUMMONER;
- case JOB_SPIRIT_HANDLER: return MAPID_SPIRIT_HANDLER;
- //4-1 Jobs
- case JOB_HYPER_NOVICE: return MAPID_HYPER_NOVICE;
- case JOB_DRAGON_KNIGHT: return MAPID_DRAGON_KNIGHT;
- case JOB_ARCH_MAGE: return MAPID_ARCH_MAGE;
- case JOB_WINDHAWK: return MAPID_WINDHAWK;
- case JOB_CARDINAL: return MAPID_CARDINAL;
- case JOB_MEISTER: return MAPID_MEISTER;
- case JOB_SHADOW_CROSS: return MAPID_SHADOW_CROSS;
- case JOB_SKY_EMPEROR: return MAPID_SKY_EMPEROR;
- case JOB_NIGHT_WATCH: return MAPID_NIGHT_WATCH;
- case JOB_SHINKIRO:
- case JOB_SHIRANUI: return MAPID_SHINKIRO_SHIRANUI;
- //4-2 Jobs
- case JOB_IMPERIAL_GUARD: return MAPID_IMPERIAL_GUARD;
- case JOB_ELEMENTAL_MASTER: return MAPID_ELEMENTAL_MASTER;
- case JOB_INQUISITOR: return MAPID_INQUISITOR;
- case JOB_TROUBADOUR:
- case JOB_TROUVERE: return MAPID_TROUBADOURTROUVERE;
- case JOB_BIOLO: return MAPID_BIOLO;
- case JOB_ABYSS_CHASER: return MAPID_ABYSS_CHASER;
- case JOB_SOUL_ASCETIC: return MAPID_SOUL_ASCETIC;
- //Unknown
- default:
- return -1;
- }
- }
- //Reverts the map-style class id to the client-style one.
- int pc_mapid2jobid(uint64 class_, int sex)
- {
- switch(class_) {
- //Novice And 1-1 Jobs
- case MAPID_NOVICE: return JOB_NOVICE;
- case MAPID_SWORDMAN: return JOB_SWORDMAN;
- case MAPID_MAGE: return JOB_MAGE;
- case MAPID_ARCHER: return JOB_ARCHER;
- case MAPID_ACOLYTE: return JOB_ACOLYTE;
- case MAPID_MERCHANT: return JOB_MERCHANT;
- case MAPID_THIEF: return JOB_THIEF;
- case MAPID_TAEKWON: return JOB_TAEKWON;
- case MAPID_WEDDING: return JOB_WEDDING;
- case MAPID_GUNSLINGER: return JOB_GUNSLINGER;
- case MAPID_NINJA: return JOB_NINJA;
- case MAPID_XMAS: return JOB_XMAS;
- case MAPID_SUMMER: return JOB_SUMMER;
- case MAPID_HANBOK: return JOB_HANBOK;
- case MAPID_GANGSI: return JOB_GANGSI;
- case MAPID_OKTOBERFEST: return JOB_OKTOBERFEST;
- case MAPID_SUMMER2: return JOB_SUMMER2;
- //2-1 Jobs
- case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE;
- case MAPID_KNIGHT: return JOB_KNIGHT;
- case MAPID_WIZARD: return JOB_WIZARD;
- case MAPID_HUNTER: return JOB_HUNTER;
- case MAPID_PRIEST: return JOB_PRIEST;
- case MAPID_BLACKSMITH: return JOB_BLACKSMITH;
- case MAPID_ASSASSIN: return JOB_ASSASSIN;
- case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR;
- case MAPID_KAGEROUOBORO: return sex?JOB_KAGEROU:JOB_OBORO;
- case MAPID_REBELLION: return JOB_REBELLION;
- case MAPID_DEATH_KNIGHT: return JOB_DEATH_KNIGHT;
- //2-2 Jobs
- case MAPID_CRUSADER: return JOB_CRUSADER;
- case MAPID_SAGE: return JOB_SAGE;
- case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER;
- case MAPID_MONK: return JOB_MONK;
- case MAPID_ALCHEMIST: return JOB_ALCHEMIST;
- case MAPID_ROGUE: return JOB_ROGUE;
- case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER;
- case MAPID_DARK_COLLECTOR: return JOB_DARK_COLLECTOR;
- //Trans Novice And Trans 2-1 Jobs
- case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH;
- case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH;
- case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH;
- case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH;
- case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH;
- case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH;
- case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH;
- //Trans 2-1 Jobs
- case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT;
- case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD;
- case MAPID_SNIPER: return JOB_SNIPER;
- case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST;
- case MAPID_WHITESMITH: return JOB_WHITESMITH;
- case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS;
- //Trans 2-2 Jobs
- case MAPID_PALADIN: return JOB_PALADIN;
- case MAPID_PROFESSOR: return JOB_PROFESSOR;
- case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY;
- case MAPID_CHAMPION: return JOB_CHAMPION;
- case MAPID_CREATOR: return JOB_CREATOR;
- case MAPID_STALKER: return JOB_STALKER;
- //Baby Novice And Baby 1-1 Jobs
- case MAPID_BABY: return JOB_BABY;
- case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN;
- case MAPID_BABY_MAGE: return JOB_BABY_MAGE;
- case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER;
- case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE;
- case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT;
- case MAPID_BABY_THIEF: return JOB_BABY_THIEF;
- case MAPID_BABY_TAEKWON: return JOB_BABY_TAEKWON;
- case MAPID_BABY_GUNSLINGER: return JOB_BABY_GUNSLINGER;
- case MAPID_BABY_NINJA: return JOB_BABY_NINJA;
- case MAPID_BABY_SUMMONER: return JOB_BABY_SUMMONER;
- //Baby 2-1 Jobs
- case MAPID_SUPER_BABY: return JOB_SUPER_BABY;
- case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT;
- case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD;
- case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER;
- case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST;
- case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH;
- case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN;
- case MAPID_BABY_STAR_GLADIATOR: return JOB_BABY_STAR_GLADIATOR;
- case MAPID_BABY_REBELLION: return JOB_BABY_REBELLION;
- case MAPID_BABY_KAGEROUOBORO: return sex?JOB_BABY_KAGEROU:JOB_BABY_OBORO;
- //Baby 2-2 Jobs
- case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER;
- case MAPID_BABY_SAGE: return JOB_BABY_SAGE;
- case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
- case MAPID_BABY_MONK: return JOB_BABY_MONK;
- case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST;
- case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE;
- case MAPID_BABY_SOUL_LINKER: return JOB_BABY_SOUL_LINKER;
- //3-1 Jobs
- case MAPID_SUPER_NOVICE_E: return JOB_SUPER_NOVICE_E;
- case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT;
- case MAPID_WARLOCK: return JOB_WARLOCK;
- case MAPID_RANGER: return JOB_RANGER;
- case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP;
- case MAPID_MECHANIC: return JOB_MECHANIC;
- case MAPID_GUILLOTINE_CROSS: return JOB_GUILLOTINE_CROSS;
- case MAPID_STAR_EMPEROR: return JOB_STAR_EMPEROR;
- //3-2 Jobs
- case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD;
- case MAPID_SORCERER: return JOB_SORCERER;
- case MAPID_MINSTRELWANDERER: return sex?JOB_MINSTREL:JOB_WANDERER;
- case MAPID_SURA: return JOB_SURA;
- case MAPID_GENETIC: return JOB_GENETIC;
- case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER;
- case MAPID_SOUL_REAPER: return JOB_SOUL_REAPER;
- //Trans 3-1 Jobs
- case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T;
- case MAPID_WARLOCK_T: return JOB_WARLOCK_T;
- case MAPID_RANGER_T: return JOB_RANGER_T;
- case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T;
- case MAPID_MECHANIC_T: return JOB_MECHANIC_T;
- case MAPID_GUILLOTINE_CROSS_T: return JOB_GUILLOTINE_CROSS_T;
- //Trans 3-2 Jobs
- case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T;
- case MAPID_SORCERER_T: return JOB_SORCERER_T;
- case MAPID_MINSTRELWANDERER_T: return sex?JOB_MINSTREL_T:JOB_WANDERER_T;
- case MAPID_SURA_T: return JOB_SURA_T;
- case MAPID_GENETIC_T: return JOB_GENETIC_T;
- case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T;
- //Baby 3-1 Jobs
- case MAPID_SUPER_BABY_E: return JOB_SUPER_BABY_E;
- case MAPID_BABY_RUNE_KNIGHT: return JOB_BABY_RUNE_KNIGHT;
- case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK;
- case MAPID_BABY_RANGER: return JOB_BABY_RANGER;
- case MAPID_BABY_ARCH_BISHOP: return JOB_BABY_ARCH_BISHOP;
- case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC;
- case MAPID_BABY_GUILLOTINE_CROSS: return JOB_BABY_GUILLOTINE_CROSS;
- case MAPID_BABY_STAR_EMPEROR: return JOB_BABY_STAR_EMPEROR;
- //Baby 3-2 Jobs
- case MAPID_BABY_ROYAL_GUARD: return JOB_BABY_ROYAL_GUARD;
- case MAPID_BABY_SORCERER: return JOB_BABY_SORCERER;
- case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER;
- case MAPID_BABY_SURA: return JOB_BABY_SURA;
- case MAPID_BABY_GENETIC: return JOB_BABY_GENETIC;
- case MAPID_BABY_SHADOW_CHASER: return JOB_BABY_SHADOW_CHASER;
- case MAPID_BABY_SOUL_REAPER: return JOB_BABY_SOUL_REAPER;
- //Doram Jobs
- case MAPID_SUMMONER: return JOB_SUMMONER;
- case MAPID_SPIRIT_HANDLER: return JOB_SPIRIT_HANDLER;
- //4-1 Jobs
- case MAPID_HYPER_NOVICE: return JOB_HYPER_NOVICE;
- case MAPID_DRAGON_KNIGHT: return JOB_DRAGON_KNIGHT;
- case MAPID_ARCH_MAGE: return JOB_ARCH_MAGE;
- case MAPID_WINDHAWK: return JOB_WINDHAWK;
- case MAPID_CARDINAL: return JOB_CARDINAL;
- case MAPID_MEISTER: return JOB_MEISTER;
- case MAPID_SHADOW_CROSS: return JOB_SHADOW_CROSS;
- case MAPID_SKY_EMPEROR: return JOB_SKY_EMPEROR;
- case MAPID_NIGHT_WATCH: return JOB_NIGHT_WATCH;
- case MAPID_SHINKIRO_SHIRANUI: return sex?JOB_SHINKIRO:JOB_SHIRANUI;
- //4-2 Jobs
- case MAPID_IMPERIAL_GUARD: return JOB_IMPERIAL_GUARD;
- case MAPID_ELEMENTAL_MASTER: return JOB_ELEMENTAL_MASTER;
- case MAPID_INQUISITOR: return JOB_INQUISITOR;
- case MAPID_TROUBADOURTROUVERE: return sex?JOB_TROUBADOUR:JOB_TROUVERE;
- case MAPID_BIOLO: return JOB_BIOLO;
- case MAPID_ABYSS_CHASER: return JOB_ABYSS_CHASER;
- case MAPID_SOUL_ASCETIC: return JOB_SOUL_ASCETIC;
- //Unknown
- default:
- return -1;
- }
- }
- /*====================================================
- * This function return the name of the job (by [Yor])
- *----------------------------------------------------*/
- const char* job_name(int class_)
- {
- switch (class_) {
- case JOB_NOVICE:
- case JOB_SWORDMAN:
- case JOB_MAGE:
- case JOB_ARCHER:
- case JOB_ACOLYTE:
- case JOB_MERCHANT:
- case JOB_THIEF:
- return msg_txt(NULL,550 - JOB_NOVICE+class_);
- case JOB_KNIGHT:
- case JOB_PRIEST:
- case JOB_WIZARD:
- case JOB_BLACKSMITH:
- case JOB_HUNTER:
- case JOB_ASSASSIN:
- return msg_txt(NULL,557 - JOB_KNIGHT+class_);
- case JOB_KNIGHT2:
- return msg_txt(NULL,557);
- case JOB_CRUSADER:
- case JOB_MONK:
- case JOB_SAGE:
- case JOB_ROGUE:
- case JOB_ALCHEMIST:
- case JOB_BARD:
- case JOB_DANCER:
- return msg_txt(NULL,563 - JOB_CRUSADER+class_);
- case JOB_CRUSADER2:
- return msg_txt(NULL,563);
- case JOB_WEDDING:
- case JOB_SUPER_NOVICE:
- case JOB_GUNSLINGER:
- case JOB_NINJA:
- case JOB_XMAS:
- return msg_txt(NULL,570 - JOB_WEDDING+class_);
- case JOB_SUMMER:
- case JOB_SUMMER2:
- return msg_txt(NULL,621);
- case JOB_HANBOK:
- return msg_txt(NULL,694);
- case JOB_OKTOBERFEST:
- return msg_txt(NULL,696);
- case JOB_NOVICE_HIGH:
- case JOB_SWORDMAN_HIGH:
- case JOB_MAGE_HIGH:
- case JOB_ARCHER_HIGH:
- case JOB_ACOLYTE_HIGH:
- case JOB_MERCHANT_HIGH:
- case JOB_THIEF_HIGH:
- return msg_txt(NULL,575 - JOB_NOVICE_HIGH+class_);
- case JOB_LORD_KNIGHT:
- case JOB_HIGH_PRIEST:
- case JOB_HIGH_WIZARD:
- case JOB_WHITESMITH:
- case JOB_SNIPER:
- case JOB_ASSASSIN_CROSS:
- return msg_txt(NULL,582 - JOB_LORD_KNIGHT+class_);
- case JOB_LORD_KNIGHT2:
- return msg_txt(NULL,582);
- case JOB_PALADIN:
- case JOB_CHAMPION:
- case JOB_PROFESSOR:
- case JOB_STALKER:
- case JOB_CREATOR:
- case JOB_CLOWN:
- case JOB_GYPSY:
- return msg_txt(NULL,588 - JOB_PALADIN + class_);
- case JOB_PALADIN2:
- return msg_txt(NULL,588);
- case JOB_BABY:
- case JOB_BABY_SWORDMAN:
- case JOB_BABY_MAGE:
- case JOB_BABY_ARCHER:
- case JOB_BABY_ACOLYTE:
- case JOB_BABY_MERCHANT:
- case JOB_BABY_THIEF:
- return msg_txt(NULL,595 - JOB_BABY + class_);
- case JOB_BABY_KNIGHT:
- case JOB_BABY_PRIEST:
- case JOB_BABY_WIZARD:
- case JOB_BABY_BLACKSMITH:
- case JOB_BABY_HUNTER:
- case JOB_BABY_ASSASSIN:
- return msg_txt(NULL,602 - JOB_BABY_KNIGHT + class_);
- case JOB_BABY_KNIGHT2:
- return msg_txt(NULL,602);
- case JOB_BABY_CRUSADER:
- case JOB_BABY_MONK:
- case JOB_BABY_SAGE:
- case JOB_BABY_ROGUE:
- case JOB_BABY_ALCHEMIST:
- case JOB_BABY_BARD:
- case JOB_BABY_DANCER:
- return msg_txt(NULL,608 - JOB_BABY_CRUSADER + class_);
- case JOB_BABY_CRUSADER2:
- return msg_txt(NULL,608);
- case JOB_SUPER_BABY:
- return msg_txt(NULL,615);
- case JOB_TAEKWON:
- return msg_txt(NULL,616);
- case JOB_STAR_GLADIATOR:
- case JOB_STAR_GLADIATOR2:
- return msg_txt(NULL,617);
- case JOB_SOUL_LINKER:
- return msg_txt(NULL,618);
- case JOB_GANGSI:
- case JOB_DEATH_KNIGHT:
- case JOB_DARK_COLLECTOR:
- return msg_txt(NULL,622 - JOB_GANGSI+class_);
- case JOB_RUNE_KNIGHT:
- case JOB_WARLOCK:
- case JOB_RANGER:
- case JOB_ARCH_BISHOP:
- case JOB_MECHANIC:
- case JOB_GUILLOTINE_CROSS:
- return msg_txt(NULL,625 - JOB_RUNE_KNIGHT+class_);
- case JOB_RUNE_KNIGHT_T:
- case JOB_WARLOCK_T:
- case JOB_RANGER_T:
- case JOB_ARCH_BISHOP_T:
- case JOB_MECHANIC_T:
- case JOB_GUILLOTINE_CROSS_T:
- return msg_txt(NULL,681 - JOB_RUNE_KNIGHT_T+class_);
- case JOB_ROYAL_GUARD:
- case JOB_SORCERER:
- case JOB_MINSTREL:
- case JOB_WANDERER:
- case JOB_SURA:
- case JOB_GENETIC:
- case JOB_SHADOW_CHASER:
- return msg_txt(NULL,631 - JOB_ROYAL_GUARD+class_);
- case JOB_ROYAL_GUARD_T:
- case JOB_SORCERER_T:
- case JOB_MINSTREL_T:
- case JOB_WANDERER_T:
- case JOB_SURA_T:
- case JOB_GENETIC_T:
- case JOB_SHADOW_CHASER_T:
- return msg_txt(NULL,687 - JOB_ROYAL_GUARD_T+class_);
- case JOB_RUNE_KNIGHT2:
- case JOB_RUNE_KNIGHT_T2:
- return msg_txt(NULL,625);
- case JOB_ROYAL_GUARD2:
- case JOB_ROYAL_GUARD_T2:
- return msg_txt(NULL,631);
- case JOB_RANGER2:
- case JOB_RANGER_T2:
- return msg_txt(NULL,627);
- case JOB_MECHANIC2:
- case JOB_MECHANIC_T2:
- return msg_txt(NULL,629);
- case JOB_BABY_RUNE_KNIGHT:
- case JOB_BABY_WARLOCK:
- case JOB_BABY_RANGER:
- case JOB_BABY_ARCH_BISHOP:
- case JOB_BABY_MECHANIC:
- case JOB_BABY_GUILLOTINE_CROSS:
- case JOB_BABY_ROYAL_GUARD:
- case JOB_BABY_SORCERER:
- case JOB_BABY_MINSTREL:
- case JOB_BABY_WANDERER:
- case JOB_BABY_SURA:
- case JOB_BABY_GENETIC:
- case JOB_BABY_SHADOW_CHASER:
- return msg_txt(NULL,638 - JOB_BABY_RUNE_KNIGHT+class_);
- case JOB_BABY_RUNE_KNIGHT2:
- return msg_txt(NULL,638);
- case JOB_BABY_ROYAL_GUARD2:
- return msg_txt(NULL,644);
- case JOB_BABY_RANGER2:
- return msg_txt(NULL,640);
- case JOB_BABY_MECHANIC2:
- return msg_txt(NULL,642);
- case JOB_SUPER_NOVICE_E:
- case JOB_SUPER_BABY_E:
- return msg_txt(NULL,651 - JOB_SUPER_NOVICE_E+class_);
- case JOB_KAGEROU:
- case JOB_OBORO:
- return msg_txt(NULL,653 - JOB_KAGEROU+class_);
- case JOB_REBELLION:
- return msg_txt(NULL,695);
- case JOB_SUMMONER:
- return msg_txt(NULL,697);
- case JOB_BABY_SUMMONER:
- return msg_txt(NULL,698);
- case JOB_BABY_NINJA:
- return msg_txt(NULL,699);
- case JOB_BABY_KAGEROU:
- case JOB_BABY_OBORO:
- case JOB_BABY_TAEKWON:
- case JOB_BABY_STAR_GLADIATOR:
- case JOB_BABY_SOUL_LINKER:
- case JOB_BABY_GUNSLINGER:
- case JOB_BABY_REBELLION:
- return msg_txt(NULL,753 - JOB_BABY_KAGEROU+class_);
- case JOB_BABY_STAR_GLADIATOR2:
- return msg_txt(NULL,756);
- case JOB_STAR_EMPEROR:
- case JOB_SOUL_REAPER:
- case JOB_BABY_STAR_EMPEROR:
- case JOB_BABY_SOUL_REAPER:
- return msg_txt(NULL,782 - JOB_STAR_EMPEROR + class_);
- case JOB_STAR_EMPEROR2:
- return msg_txt(NULL,782);
- case JOB_BABY_STAR_EMPEROR2:
- return msg_txt(NULL,784);
- case JOB_DRAGON_KNIGHT:
- case JOB_MEISTER:
- case JOB_SHADOW_CROSS:
- case JOB_ARCH_MAGE:
- case JOB_CARDINAL:
- case JOB_WINDHAWK:
- case JOB_IMPERIAL_GUARD:
- case JOB_BIOLO:
- case JOB_ABYSS_CHASER:
- case JOB_ELEMENTAL_MASTER:
- case JOB_INQUISITOR:
- case JOB_TROUBADOUR:
- case JOB_TROUVERE:
- return msg_txt( nullptr, 800 - JOB_DRAGON_KNIGHT + class_ );
- case JOB_WINDHAWK2:
- return msg_txt( nullptr, 805);
- case JOB_MEISTER2:
- return msg_txt( nullptr, 801 );
- case JOB_DRAGON_KNIGHT2:
- return msg_txt( nullptr, 800 );
- case JOB_IMPERIAL_GUARD2:
- return msg_txt( nullptr, 806 );
- case JOB_SKY_EMPEROR:
- case JOB_SOUL_ASCETIC:
- case JOB_SHINKIRO:
- case JOB_SHIRANUI:
- case JOB_NIGHT_WATCH:
- case JOB_HYPER_NOVICE:
- case JOB_SPIRIT_HANDLER:
- return msg_txt( nullptr, 813 - JOB_SKY_EMPEROR + class_ );
- case JOB_SKY_EMPEROR2:
- return msg_txt( nullptr, 813 );
- default:
- return msg_txt(NULL,655);
- }
- }
- /*====================================================
- * Timered function to make id follow a target.
- * @id = bl.id (player only atm)
- * target is define in sd->followtarget (bl.id)
- * used by pc_follow
- *----------------------------------------------------*/
- TIMER_FUNC(pc_follow_timer){
- map_session_data *sd;
- struct block_list *tbl;
- sd = map_id2sd(id);
- nullpo_ret(sd);
- if (sd->followtimer != tid){
- ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
- sd->followtimer = INVALID_TIMER;
- return 0;
- }
- sd->followtimer = INVALID_TIMER;
- tbl = map_id2bl(sd->followtarget);
- if (tbl == NULL || pc_isdead(sd))
- {
- pc_stop_following(sd);
- return 0;
- }
- // either player or target is currently detached from map blocks (could be teleporting),
- // but still connected to this map, so we'll just increment the timer and check back later
- if (sd->bl.prev != NULL && tbl->prev != NULL &&
- sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER)
- {
- if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
- if (!check_distance_bl(&sd->bl, tbl, 5))
- unit_walktobl(&sd->bl, tbl, 5, 0);
- } else
- pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT);
- }
- sd->followtimer = add_timer(
- tick + 1000, // increase time a bit to loosen up map's load
- pc_follow_timer, sd->bl.id, 0);
- return 0;
- }
- int pc_stop_following (map_session_data *sd)
- {
- nullpo_ret(sd);
- if (sd->followtimer != INVALID_TIMER) {
- delete_timer(sd->followtimer,pc_follow_timer);
- sd->followtimer = INVALID_TIMER;
- }
- sd->followtarget = -1;
- sd->ud.target_to = 0;
- unit_stop_walking(&sd->bl, 1);
- return 0;
- }
- int pc_follow(map_session_data *sd,int target_id)
- {
- struct block_list *bl = map_id2bl(target_id);
- if (bl == NULL /*|| bl->type != BL_PC*/)
- return 1;
- if (sd->followtimer != INVALID_TIMER)
- pc_stop_following(sd);
- sd->followtarget = target_id;
- pc_follow_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
- return 0;
- }
- int pc_checkbaselevelup(map_session_data *sd) {
- t_exp next = pc_nextbaseexp(sd);
- if (!next || sd->status.base_exp < next || pc_is_maxbaselv(sd))
- return 0;
- uint32 base_level = sd->status.base_level;
- do {
- sd->status.base_exp -= next;
- //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
- if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_base > 0 && sd->status.base_level >= battle_config.multi_level_up_base ) ) && sd->status.base_exp > next-1 )
- sd->status.base_exp = next-1;
- sd->status.status_point += statpoint_db.pc_gets_status_point(sd->status.base_level);
- sd->status.trait_point += statpoint_db.pc_gets_trait_point(sd->status.base_level);
- sd->status.base_level++;
- if( pc_is_maxbaselv(sd) ){
- sd->status.base_exp = u64min(sd->status.base_exp,MAX_LEVEL_BASE_EXP);
- break;
- }
- } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
- if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
- status_calc_pet(sd->pd,SCO_NONE);
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_TRAITPOINT);
- clif_updatestatus(sd,SP_BASELEVEL);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_NEXTBASEEXP);
- status_calc_pc(sd,SCO_FORCE);
- status_percent_heal(&sd->bl,100,100);
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
- for (const auto &status : status_db) {
- if (status.second->flag[SCF_SUPERNOVICEANGEL])
- sc_start(&sd->bl, &sd->bl, status.second->type, 100, 1, skill_get_time(status.second->skill_id, 1));
- }
- if (sd->state.snovice_dead_flag)
- sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
- } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
- for (const auto &status : status_db) {
- if (status.second->flag[SCF_TAEKWONANGEL])
- sc_start(&sd->bl, &sd->bl, status.second->type, 100, 10, 600000);
- }
- }
- clif_misceffect(&sd->bl,0);
- npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
- if(sd->status.party_id)
- party_send_levelup(sd);
- pc_baselevelchanged(sd);
- for (; base_level <= sd->status.base_level; base_level++) {
- achievement_update_objective(sd, AG_GOAL_LEVEL, 1, base_level);
- achievement_update_objective(sd, AG_GOAL_STATUS, 2, base_level, sd->status.class_);
- }
- return 1;
- }
- void pc_baselevelchanged(map_session_data *sd) {
- uint8 i;
- for( i = 0; i < EQI_MAX; i++ ) {
- if( sd->equip_index[i] >= 0 && sd->inventory_data[sd->equip_index[i]] ) {
- if( sd->inventory_data[ sd->equip_index[i] ]->elvmax && sd->status.base_level > (unsigned int)sd->inventory_data[ sd->equip_index[i] ]->elvmax )
- pc_unequipitem(sd, sd->equip_index[i], 3);
- }
- }
- pc_show_questinfo(sd);
- }
- int pc_checkjoblevelup(map_session_data *sd)
- {
- t_exp next = pc_nextjobexp(sd);
- nullpo_ret(sd);
- if(!next || sd->status.job_exp < next || pc_is_maxjoblv(sd))
- return 0;
- uint32 job_level = sd->status.job_level;
- do {
- sd->status.job_exp -= next;
- //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
- if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_job > 0 && sd->status.job_level >= battle_config.multi_level_up_job ) ) && sd->status.job_exp > next-1 )
- sd->status.job_exp = next-1;
- sd->status.job_level ++;
- sd->status.skill_point ++;
- if( pc_is_maxjoblv(sd) ){
- sd->status.job_exp = u64min(sd->status.job_exp,MAX_LEVEL_JOB_EXP);
- break;
- }
- } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_JOBEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- clif_updatestatus(sd,SP_SKILLPOINT);
- status_calc_pc(sd,SCO_FORCE);
- clif_misceffect(&sd->bl,1);
- if (pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)) )
- clif_status_change(&sd->bl, EFST_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
- npc_script_event(sd, NPCE_JOBLVUP);
- for (; job_level <= sd->status.job_level; job_level++)
- achievement_update_objective(sd, AG_GOAL_LEVEL, 1, job_level);
- pc_show_questinfo(sd);
- return 1;
- }
- /** Alters experiences calculation based on self bonuses that do not get even shared to the party.
- * @param sd Player
- * @param base_exp Base EXP before peronal bonuses
- * @param job_exp Job EXP before peronal bonuses
- * @param src Block list that affecting the exp calculation
- */
- static void pc_calcexp(map_session_data *sd, t_exp *base_exp, t_exp *job_exp, struct block_list *src)
- {
- int bonus = 0, vip_bonus_base = 0, vip_bonus_job = 0;
- if (src) {
- struct status_data *status = status_get_status_data(src);
- if( sd->indexed_bonus.expaddrace[status->race] )
- bonus += sd->indexed_bonus.expaddrace[status->race];
- if( sd->indexed_bonus.expaddrace[RC_ALL] )
- bonus += sd->indexed_bonus.expaddrace[RC_ALL];
- if( sd->indexed_bonus.expaddclass[status->class_] )
- bonus += sd->indexed_bonus.expaddclass[status->class_];
- if( sd->indexed_bonus.expaddclass[CLASS_ALL] )
- bonus += sd->indexed_bonus.expaddclass[CLASS_ALL];
- if (battle_config.pk_mode &&
- (int)(status_get_lv(src) - sd->status.base_level) >= 20)
- bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
- if (src && src->type == BL_MOB && pc_isvip(sd)) { // EXP bonus for VIP player
- vip_bonus_base = battle_config.vip_base_exp_increase;
- vip_bonus_job = battle_config.vip_job_exp_increase;
- }
- }
- // Give EXPBOOST for quests even if src is NULL.
- if (sd->sc.getSCE(SC_EXPBOOST)) {
- bonus += sd->sc.getSCE(SC_EXPBOOST)->val1;
- if (battle_config.vip_bm_increase && pc_isvip(sd)) // Increase Battle Manual EXP rate for VIP
- bonus += (sd->sc.getSCE(SC_EXPBOOST)->val1 / battle_config.vip_bm_increase);
- }
- if (*base_exp) {
- t_exp exp = (t_exp)(*base_exp + ((double)*base_exp * ((bonus + vip_bonus_base) / 100.)));
- *base_exp = cap_value(exp, 1, MAX_EXP);
- }
- // Give JEXPBOOST for quests even if src is NULL.
- if (sd->sc.getSCE(SC_JEXPBOOST))
- bonus += sd->sc.getSCE(SC_JEXPBOOST)->val1;
- if (*job_exp) {
- t_exp exp = (t_exp)(*job_exp + ((double)*job_exp * ((bonus + vip_bonus_job) / 100.)));
- *job_exp = cap_value(exp, 1, MAX_EXP);
- }
- return;
- }
- /**
- * Show EXP gained by player in percentage by @showexp
- * @param sd Player
- * @param base_exp Base EXP gained/loss
- * @param next_base_exp Base EXP needed for next base level
- * @param job_exp Job EXP gained/loss
- * @param next_job_exp Job EXP needed for next job level
- * @param lost True:EXP penalty, lose EXP
- **/
- void pc_gainexp_disp(map_session_data *sd, t_exp base_exp, t_exp next_base_exp, t_exp job_exp, t_exp next_job_exp, bool lost) {
- char output[CHAT_SIZE_MAX];
- nullpo_retv(sd);
- sprintf(output, msg_txt(sd,743), // Experience %s Base:%ld (%0.2f%%) Job:%ld (%0.2f%%)
- (lost) ? msg_txt(sd,742) : msg_txt(sd,741),
- (long)base_exp * (lost ? -1 : 1), (base_exp / (float)next_base_exp * 100 * (lost ? -1 : 1)),
- (long)job_exp * (lost ? -1 : 1), (job_exp / (float)next_job_exp * 100 * (lost ? -1 : 1)));
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- }
- /**
- * Give Base or Job EXP to player, then calculate remaining exp for next lvl
- * @param sd Player
- * @param src EXP source
- * @param base_exp Base EXP gained
- * @param base_exp Job EXP gained
- * @param exp_flag 1: Quest EXP; 2: Param Exp (Ignore Guild EXP tax, EXP adjustments)
- * @return
- **/
- void pc_gainexp(map_session_data *sd, struct block_list *src, t_exp base_exp, t_exp job_exp, uint8 exp_flag)
- {
- t_exp nextb = 0, nextj = 0;
- uint8 flag = 0; ///< 1: Base EXP given, 2: Job EXP given, 4: Max Base level, 8: Max Job Level
- nullpo_retv(sd);
- if(sd->bl.prev == NULL || pc_isdead(sd))
- return;
- if (!(exp_flag&2)) {
- if (!battle_config.pvp_exp && map_getmapflag(sd->bl.m, MF_PVP)) // [MouseJstr]
- return; // no exp on pvp maps
-
- if (sd->status.guild_id>0)
- base_exp -= guild_payexp(sd,base_exp);
- }
- flag = ((base_exp) ? 1 : 0) |
- ((job_exp) ? 2 : 0) |
- ((pc_is_maxbaselv(sd)) ? 4 : 0) |
- ((pc_is_maxjoblv(sd)) ? 8 : 0);
- if (!(exp_flag&2))
- pc_calcexp(sd, &base_exp, &job_exp, src);
- nextb = pc_nextbaseexp(sd);
- nextj = pc_nextjobexp(sd);
- if (flag&4){
- if( sd->status.base_exp >= MAX_LEVEL_BASE_EXP )
- base_exp = 0;
- else if( sd->status.base_exp + base_exp >= MAX_LEVEL_BASE_EXP )
- base_exp = MAX_LEVEL_BASE_EXP - sd->status.base_exp;
- }
- if (flag&8){
- if( sd->status.job_exp >= MAX_LEVEL_JOB_EXP )
- job_exp = 0;
- else if( sd->status.job_exp + job_exp >= MAX_LEVEL_JOB_EXP )
- job_exp = MAX_LEVEL_JOB_EXP - sd->status.job_exp;
- }
- if (!(exp_flag&2) && battle_config.max_exp_gain_rate && (base_exp || job_exp)) {
- //Note that this value should never be greater than the original
- //therefore no overflow checks are needed. [Skotlex]
- if (nextb > 0) {
- float nextbp = (float) base_exp / (float) nextb;
- if (nextbp > battle_config.max_exp_gain_rate/1000.)
- base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
- }
- if (nextj > 0) {
- float nextjp = (float) job_exp / (float) nextj;
- if (nextjp > battle_config.max_exp_gain_rate/1000.)
- job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
- }
- }
- // Give EXP for Base Level
- if (base_exp) {
- sd->status.base_exp = util::safe_addition_cap(sd->status.base_exp, base_exp, MAX_EXP);
- if (!pc_checkbaselevelup(sd))
- clif_updatestatus(sd,SP_BASEEXP);
- }
- // Give EXP for Job Level
- if (job_exp) {
- sd->status.job_exp = util::safe_addition_cap(sd->status.job_exp, job_exp, MAX_EXP);
- if (!pc_checkjoblevelup(sd))
- clif_updatestatus(sd,SP_JOBEXP);
- }
- if (flag&1)
- clif_displayexp(sd, (flag&4) ? 0 : base_exp, SP_BASEEXP, exp_flag&1, false);
- if (flag&2)
- clif_displayexp(sd, (flag&8) ? 0 : job_exp, SP_JOBEXP, exp_flag&1, false);
- if (sd->state.showexp && (base_exp || job_exp))
- pc_gainexp_disp(sd, base_exp, nextb, job_exp, nextj, false);
- }
- /**
- * Lost Base/Job EXP from a player
- * @param sd Player
- * @param base_exp Base EXP lost
- * @param job_exp Job EXP lost
- **/
- void pc_lostexp(map_session_data *sd, t_exp base_exp, t_exp job_exp) {
- nullpo_retv(sd);
- if (base_exp) {
- base_exp = u64min(sd->status.base_exp, base_exp);
- sd->status.base_exp -= base_exp;
- clif_displayexp(sd, base_exp, SP_BASEEXP, false, true);
- clif_updatestatus(sd, SP_BASEEXP);
- }
- if (job_exp) {
- job_exp = u64min(sd->status.job_exp, job_exp);
- sd->status.job_exp -= job_exp;
- clif_displayexp(sd, job_exp, SP_JOBEXP, false, true);
- clif_updatestatus(sd, SP_JOBEXP);
- }
- if (sd->state.showexp && (base_exp || job_exp))
- pc_gainexp_disp(sd, base_exp, pc_nextbaseexp(sd), job_exp, pc_nextjobexp(sd), true);
- }
- /**
- * Returns max base level for this character's class.
- * @param job_id: Player's class
- * @return Max Base Level
- */
- uint32 JobDatabase::get_maxBaseLv(uint16 job_id) {
- std::shared_ptr<s_job_info> job = job_db.find(job_id);
- return job ? job->max_base_level : 0;
- }
- /**
- * Returns max base level for this character.
- * @param sd Player
- * @return Max Base Level
- **/
- unsigned int pc_maxbaselv(map_session_data *sd){
- return job_db.get_maxBaseLv(sd->status.class_);
- }
- /**
- * Returns max job level for this character's class.
- * @param job_id: Player's class
- * @return Max Job Level
- */
- uint32 JobDatabase::get_maxJobLv(uint16 job_id) {
- std::shared_ptr<s_job_info> job = job_db.find(job_id);
- return job ? job->max_job_level : 0;
- }
- /**
- * Returns max job level for this character.
- * @param sd Player
- * @return Max Job Level
- **/
- unsigned int pc_maxjoblv(map_session_data *sd){
- return job_db.get_maxJobLv(sd->status.class_);
- }
- /**
- * Check if player is reached max base level
- * @param sd
- * @return True if reached max level
- **/
- bool pc_is_maxbaselv(map_session_data *sd) {
- nullpo_retr(false, sd);
- return (sd->status.base_level >= pc_maxbaselv(sd));
- }
- /**
- * Check if player is reached max base level
- * @param sd
- * @return True if reached max level
- **/
- bool pc_is_maxjoblv(map_session_data *sd) {
- nullpo_retr(false, sd);
- return (sd->status.job_level >= pc_maxjoblv(sd));
- }
- /**
- * Returns base experience for this character's class.
- * @param job_id: Player's class
- * @param level: Player's level
- * @return Base EXP
- */
- t_exp JobDatabase::get_baseExp(uint16 job_id, uint32 level) {
- std::shared_ptr<s_job_info> job = job_db.find(job_id);
- return job ? job->base_exp[level - 1] : 0;
- }
- /**
- * Base exp needed for player to level up.
- * @param sd
- * @return Base EXP needed for next base level
- **/
- t_exp pc_nextbaseexp(map_session_data *sd){
- nullpo_ret(sd);
- if (sd->status.base_level == 0) // Is this something that possible?
- return 0;
- if (pc_is_maxbaselv(sd))
- return MAX_LEVEL_BASE_EXP; // On max level, player's base EXP limit is 99,999,999
- return static_cast<t_exp>(job_db.get_baseExp(sd->status.class_, sd->status.base_level));
- }
- /**
- * Returns job experience for this character's class.
- * @param job_id: Player's class
- * @param level: Player's level
- * @return Job EXP
- */
- t_exp JobDatabase::get_jobExp(uint16 job_id, uint32 level) {
- std::shared_ptr<s_job_info> job = job_db.find(job_id);
- return job ? job->job_exp[level - 1] : 0;
- }
- /**
- * Job exp needed for player to level up.
- * @param sd
- * @return Job EXP needed for next job level
- **/
- t_exp pc_nextjobexp(map_session_data *sd){
- nullpo_ret(sd);
- if (sd->status.job_level == 0) // Is this something that possible?
- return 0;
- if (pc_is_maxjoblv(sd))
- return MAX_LEVEL_JOB_EXP; // On max level, player's job EXP limit is 999,999,999
- return static_cast<t_exp>(job_db.get_jobExp(sd->status.class_, sd->status.job_level));
- }
- /**
- * Returns max weight base for this character's class.
- * @param job_id: Player's class
- * @return Max weight base
- */
- int32 JobDatabase::get_maxWeight(uint16 job_id) {
- std::shared_ptr<s_job_info> job = job_db.find(job_id);
- return job ? job->max_weight_base : 0;
- }
- /// Returns the value of the specified stat.
- int pc_getstat(map_session_data *sd, int type)
- {
- nullpo_retr(-1, sd);
- switch( type ) {
- case SP_STR: return sd->status.str;
- case SP_AGI: return sd->status.agi;
- case SP_VIT: return sd->status.vit;
- case SP_INT: return sd->status.int_;
- case SP_DEX: return sd->status.dex;
- case SP_LUK: return sd->status.luk;
- case SP_POW: return sd->status.pow;
- case SP_STA: return sd->status.sta;
- case SP_WIS: return sd->status.wis;
- case SP_SPL: return sd->status.spl;
- case SP_CON: return sd->status.con;
- case SP_CRT: return sd->status.crt;
- default:
- return -1;
- }
- }
- /// Sets the specified stat to the specified value.
- /// Returns the new value.
- int pc_setstat(map_session_data* sd, int type, int val)
- {
- nullpo_retr(-1, sd);
- switch( type ) {
- case SP_STR: sd->status.str = val; break;
- case SP_AGI: sd->status.agi = val; break;
- case SP_VIT: sd->status.vit = val; break;
- case SP_INT: sd->status.int_ = val; break;
- case SP_DEX: sd->status.dex = val; break;
- case SP_LUK: sd->status.luk = val; break;
- case SP_POW: sd->status.pow = val; break;
- case SP_STA: sd->status.sta = val; break;
- case SP_WIS: sd->status.wis = val; break;
- case SP_SPL: sd->status.spl = val; break;
- case SP_CON: sd->status.con = val; break;
- case SP_CRT: sd->status.crt = val; break;
- default:
- return -1;
- }
- return val;
- }
- /**
- * Gets the total number of status points at the provided level.
- * @param level: Player base level.
- * @return Total number of status points at specific base level.
- */
- uint32 PlayerStatPointDatabase::get_table_point(uint16 level) {
- std::shared_ptr<s_statpoint_entry> entry = this->find( level );
- if( entry != nullptr ){
- return entry->statpoints;
- }else{
- return 0;
- }
- }
- /**
- * Calculates the number of status points PC gets when leveling up (from level to level+1)
- * @param level: Player base level.
- * @param table: Use table value or formula.
- * @return Status points at specific base level.
- */
- uint32 PlayerStatPointDatabase::pc_gets_status_point(uint16 level) {
- uint32 next_level = this->get_table_point( level + 1 );
- uint32 current_level = this->get_table_point( level );
- if( next_level > current_level ){
- return next_level - current_level;
- }else{
- return 0;
- }
- }
- /**
- * Gets the total number of trait points at the provided level.
- * @param level: Player base level.
- * @return Total number of trait points at specific base level.
- */
- uint32 PlayerStatPointDatabase::get_trait_table_point(uint16 level) {
- std::shared_ptr<s_statpoint_entry> entry = this->find( level );
- if( entry != nullptr ){
- return entry->traitpoints;
- }else{
- return 0;
- }
- }
- /**
- * Calculates the number of trait points PC gets when leveling up (from level to level+1)
- * @param level: Player base level.
- * @param table: Use table value or formula.
- * @return Trait points at specific base level.
- */
- uint32 PlayerStatPointDatabase::pc_gets_trait_point(uint16 level) {
- uint32 next_level = this->get_trait_table_point( level + 1 );
- uint32 current_level = this->get_trait_table_point( level );
- if( next_level > current_level ){
- return next_level - current_level;
- }else{
- return 0;
- }
- }
- #ifdef RENEWAL_STAT
- /// Renewal status point cost formula
- #define PC_STATUS_POINT_COST(low) (((low) < 100) ? (2 + ((low) - 1) / 10) : (16 + 4 * (((low) - 100) / 5)))
- #else
- /// Pre-Renewal status point cost formula
- #define PC_STATUS_POINT_COST(low) (( 1 + ((low) + 9) / 10 ))
- #endif
- /// Returns the number of stat points needed to change the specified stat by val.
- /// If val is negative, returns the number of stat points that would be needed to
- /// raise the specified stat from (current value - val) to current value.
- int pc_need_status_point(map_session_data* sd, int type, int val)
- {
- int low, high, sp = 0, max = 0;
- if ( val == 0 )
- return 0;
- low = pc_getstat(sd,type);
- max = pc_maxparameter(sd,(enum e_params)(type-SP_STR));
- if ( low >= max && val > 0 )
- return 0; // Official servers show '0' when max is reached
- high = low + val;
- if ( val < 0 )
- SWAP(low, high);
- for ( ; low < high; low++ )
- sp += PC_STATUS_POINT_COST(low);
- return sp;
- }
- /**
- * Returns the value the specified stat can be increased by with the current
- * amount of available status points for the current character's class.
- *
- * @param sd The target character.
- * @param type Stat to verify.
- * @return Maximum value the stat could grow by.
- */
- int pc_maxparameterincrease(map_session_data* sd, int type)
- {
- int base, final_val, status_points, max_param;
- nullpo_ret(sd);
- base = final_val = pc_getstat(sd, type);
- status_points = sd->status.status_point;
- max_param = pc_maxparameter(sd, (enum e_params)(type-SP_STR));
- while (final_val <= max_param && status_points >= 0) {
- status_points -= PC_STATUS_POINT_COST(final_val);
- final_val++;
- }
- final_val--;
- return (final_val > base ? final_val-base : 0);
- }
- /**
- * Raises a stat by the specified amount.
- *
- * Obeys max_parameter limits.
- * Subtracts status points according to the cost of the increased stat points.
- *
- * @param sd The target character.
- * @param type The stat to change (see enum _sp)
- * @param increase The stat increase (strictly positive) amount.
- * @retval true if the stat was increased by any amount.
- * @retval false if there were no changes.
- */
- bool pc_statusup(map_session_data* sd, int type, int increase)
- {
- int max_increase = 0, current = 0, needed_points = 0, final_value = 0;
- nullpo_ret(sd);
- // check conditions
- if (type < SP_STR || type > SP_LUK || increase <= 0) {
- clif_statusupack(sd, type, 0, 0);
- return false;
- }
- // check limits
- current = pc_getstat(sd, type);
- max_increase = pc_maxparameterincrease(sd, type);
- increase = cap_value(increase, 0, max_increase); // cap to the maximum status points available
- if (increase <= 0 || current + increase > pc_maxparameter(sd, (enum e_params)(type-SP_STR))) {
- clif_statusupack(sd, type, 0, 0);
- return false;
- }
- // check status points
- needed_points = pc_need_status_point(sd, type, increase);
- if (needed_points < 0 || needed_points > sd->status.status_point) { // Sanity check
- clif_statusupack(sd, type, 0, 0);
- return false;
- }
- // set new values
- final_value = pc_setstat(sd, type, current + increase);
- sd->status.status_point -= needed_points;
- status_calc_pc(sd,SCO_NONE);
- // update increase cost indicator
- clif_updatestatus(sd, SP_USTR + type-SP_STR);
- // update statpoint count
- clif_updatestatus(sd, SP_STATUSPOINT);
- // update stat value
- clif_statusupack(sd, type, 1, final_value); // required
- if( final_value > 255 )
- clif_updatestatus(sd, type); // send after the 'ack' to override the truncated value
- achievement_update_objective(sd, AG_GOAL_STATUS, 1, final_value);
- return true;
- }
- /**
- * Raises a stat by the specified amount.
- *
- * Obeys max_parameter limits.
- * Does not subtract status points for the cost of the modified stat points.
- *
- * @param sd The target character.
- * @param type The stat to change (see enum _sp)
- * @param val The stat increase (or decrease) amount.
- * @return the stat increase amount.
- * @retval 0 if no changes were made.
- */
- int pc_statusup2(map_session_data* sd, int type, int val)
- {
- int max, need;
- nullpo_ret(sd);
- if( type < SP_STR || type > SP_LUK )
- {
- clif_statusupack(sd,type,0,0);
- return 0;
- }
- need = pc_need_status_point(sd,type,1);
- max = pc_maxparameter(sd,(enum e_params)(type-SP_STR)); // set new value
- val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max));
- status_calc_pc(sd,SCO_NONE);
- // update increase cost indicator
- if( need != pc_need_status_point(sd,type,1) )
- clif_updatestatus(sd, SP_USTR + type-SP_STR);
- // update stat value
- clif_statusupack(sd,type,1,val); // required
- if( val > 255 )
- clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value
- return val;
- }
- /// Returns the number of trait stat points needed to change the specified trait stat by val.
- /// If val is negative, returns the number of trait stat points that would be needed to
- /// raise the specified trait stat from (current value - val) to current value.
- int pc_need_trait_point(map_session_data* sd, int type, int val)
- {
- nullpo_retr(0, sd);
- if (val == 0 || type < SP_POW || type > SP_CRT)
- return 0;
- int low = pc_getstat(sd, type);
- int max = pc_maxparameter(sd, (e_params)(PARAM_POW + type - SP_POW));
- if (low >= max && val > 0)
- return 0; // Official servers show '0' when max is reached
- int high = low + val, sp = 0;
- if (val < 0)
- SWAP(low, high);
- for (; low < high; low++)
- sp += 1;
- return sp;
- }
- /**
- * Returns the value the specified trait stat can be increased by with the current
- * amount of available trait status points for the current character's class.
- *
- * @param sd The target character.
- * @param type Trait stat to verify.
- * @return Maximum value the stat could grow by.
- */
- int pc_maxtraitparameterincrease(map_session_data* sd, int type)
- {
- nullpo_ret(sd);
- if( type < SP_POW || type > SP_CRT ){
- return 0;
- }
- int base, final_val = pc_getstat(sd, type);
- int trait_points = sd->status.trait_point;
- int max_param = pc_maxparameter(sd, (enum e_params)(PARAM_POW + type - SP_POW));
- base = final_val;
- while (final_val <= max_param && trait_points >= 0) {
- trait_points -= 1;
- final_val++;
- }
- final_val--;
- return (final_val > base ? final_val - base : 0);
- }
- /**
- * Raises a trait stat by the specified amount.
- *
- * Obeys max_traitparameter limits.
- * Subtracts trait status points according to the cost of the increased trait stat points.
- *
- * @param sd The target character.
- * @param type The stat to change (see enum _sp)
- * @param increase The stat increase (strictly positive) amount.
- * @retval true if the trait stat was increased by any amount.
- * @retval false if there were no changes.
- */
- bool pc_traitstatusup(map_session_data* sd, int type, int increase)
- {
- nullpo_ret(sd);
- // check conditions
- if (type < SP_POW || type > SP_CRT || increase <= 0) {
- clif_statusupack(sd, type, 0, 0);
- return false;
- }
- // check limits
- int current = pc_getstat(sd, type);
- int max_increase = pc_maxtraitparameterincrease(sd, type);
- increase = cap_value(increase, 0, max_increase); // cap to the maximum status points available
- if (increase <= 0 || current + increase > pc_maxparameter(sd, (enum e_params)(PARAM_POW + type - SP_POW))) {
- clif_statusupack(sd, type, 0, 0);
- return false;
- }
- // check status points
- int needed_points = pc_need_trait_point(sd, type, increase);
- if (needed_points < 0 || needed_points > sd->status.trait_point) { // Sanity check
- clif_statusupack(sd, type, 0, 0);
- return false;
- }
- // set new values
- int final_value = pc_setstat(sd, type, current + increase);
- sd->status.trait_point -= needed_points;
- status_calc_pc(sd, SCO_NONE);
- // update increase cost indicator
- clif_updatestatus(sd, SP_UPOW + type - SP_POW);
- // update statpoint count
- clif_updatestatus(sd, SP_TRAITPOINT);
- // update stat value
- clif_statusupack(sd, type, 1, final_value); // required
- if (final_value > 255)
- clif_updatestatus(sd, type); // send after the 'ack' to override the truncated value
- //achievement_update_objective(sd, AG_GOAL_STATUS, 1, final_value);
- return true;
- }
- /**
- * Raises a trait stat by the specified amount.
- *
- * Obeys max_trait_parameter limits.
- * Does not subtract status points for the cost of the modified stat points.
- *
- * @param sd The target character.
- * @param type The stat to change (see enum _sp)
- * @param val The stat increase (or decrease) amount.
- * @return the stat increase amount.
- * @retval 0 if no changes were made.
- */
- int pc_traitstatusup2(map_session_data* sd, int type, int val)
- {
- nullpo_ret(sd);
- if (type < SP_POW || type > SP_CRT) {
- clif_statusupack(sd, type, 0, 0);
- return 0;
- }
- int need = pc_need_trait_point(sd, type, 1);
- int max = pc_maxparameter(sd, (enum e_params)(PARAM_POW + type - SP_POW)); // set new value
- val = pc_setstat(sd, type, cap_value(pc_getstat(sd, type) + val, 0, max));
- status_calc_pc(sd, SCO_NONE);
- // update increase cost indicator
- if (need != pc_need_trait_point(sd, type, 1))
- clif_updatestatus(sd, SP_UPOW + type - SP_POW);
- // update stat value
- clif_statusupack(sd, type, 1, val); // required
- if (val > 255)
- clif_updatestatus(sd, type); // send after the 'ack' to override the truncated value
- return val;
- }
- /*==========================================
- * Update skill_lv for player sd
- * Skill point allocation
- *------------------------------------------*/
- void pc_skillup(map_session_data *sd,uint16 skill_id)
- {
- uint16 idx = skill_get_index(skill_id);
- nullpo_retv(sd);
- if (!idx) {
- if (skill_id)
- ShowError("pc_skillup: Player attempts to level up invalid skill '%d'\n", skill_id);
- return;
- }
- // Level up guild skill
- if (SKILL_CHK_GUILD(skill_id)) {
- guild_skillup(sd, skill_id);
- return;
- }
- // Level up homunculus skill
- else if (sd->hd && SKILL_CHK_HOMUN(skill_id)) {
- hom_skillup(sd->hd, skill_id);
- return;
- }
- else {
- if( sd->status.skill_point > 0 &&
- sd->status.skill[idx].id &&
- sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
- sd->status.skill[idx].lv < skill_tree_get_max(skill_id, sd->status.class_) )
- {
- int lv, range, upgradable;
- sd->status.skill[idx].lv++;
- sd->status.skill_point--;
- if( !skill_get_inf(skill_id) || pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20 || pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20 )
- status_calc_pc(sd,SCO_NONE); // Only recalculate for passive skills.
- else if( sd->status.skill_point == 0 && pc_is_taekwon_ranker(sd) )
- pc_calc_skilltree(sd); // Required to grant all TK Ranker skills.
- else
- pc_check_skilltree(sd); // Check if a new skill can Lvlup
- lv = sd->status.skill[idx].lv;
- range = skill_get_range2(&sd->bl, skill_id, lv, false);
- upgradable = (lv < skill_tree_get_max(sd->status.skill[idx].id, sd->status.class_)) ? 1 : 0;
- clif_skillup(sd,skill_id,lv,range,upgradable);
- clif_updatestatus(sd,SP_SKILLPOINT);
- if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
- clif_updatestatus(sd,SP_CARTINFO);
- if (pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
- clif_status_change(&sd->bl, EFST_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
- if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
- clif_skillinfoblock(sd);
- }
- //else
- // ShowDebug("Skill Level up failed. ID:%d idx:%d (CID=%d. AID=%d)\n", skill_id, idx, sd->status.char_id, sd->status.account_id);
- }
- }
- /*==========================================
- * /allskill
- *------------------------------------------*/
- int pc_allskillup(map_session_data *sd)
- {
- int i;
- nullpo_ret(sd);
- for (i = 0; i < MAX_SKILL; i++) {
- if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
- sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
- sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
- if (sd->status.skill[i].lv == 0)
- sd->status.skill[i].id = 0;
- }
- }
- if (!pc_grant_allskills(sd, true)) {
- uint16 sk_id;
- std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(sd->status.class_);
- if (tree != nullptr && !tree->skills.empty()) {
- for (const auto &skillsit : tree->skills) {
- sk_id = skillsit.first;
- uint16 sk_idx = skill_get_index(sk_id);
- if (sk_idx == 0)
- continue;
- std::shared_ptr<s_skill_db> skill = skill_db.find(sk_id);
- if (
- (skill->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn) ||
- ((skill->inf2[INF2_ISWEDDING] || skill->inf2[INF2_ISSPIRIT])) ||
- sk_id == SG_DEVIL
- )
- continue; //Cannot be learned normally.
- sd->status.skill[sk_idx].id = sk_id;
- sd->status.skill[sk_idx].lv = skill_tree_get_max(sk_id, sd->status.class_); // celest
- }
- }
- }
- status_calc_pc(sd,SCO_NONE);
- //Required because if you could level up all skills previously,
- //the update will not be sent as only the lv variable changes.
- clif_skillinfoblock(sd);
- return 0;
- }
- /*==========================================
- * /resetlvl
- *------------------------------------------*/
- int pc_resetlvl(map_session_data* sd,int type)
- {
- int i;
- nullpo_ret(sd);
- if (type != 3) //Also reset skills
- pc_resetskill(sd, 0);
- if(type == 1){
- sd->status.skill_point=0;
- sd->status.trait_point = 0;
- sd->status.base_level=1;
- sd->status.job_level=1;
- sd->status.base_exp=0;
- sd->status.job_exp=0;
- if(sd->sc.option !=0)
- sd->sc.option = 0;
- sd->status.str=1;
- sd->status.agi=1;
- sd->status.vit=1;
- sd->status.int_=1;
- sd->status.dex=1;
- sd->status.luk=1;
- sd->status.pow=0;
- sd->status.sta=0;
- sd->status.wis=0;
- sd->status.spl=0;
- sd->status.con=0;
- sd->status.crt=0;
- if(sd->status.class_ == JOB_NOVICE_HIGH) {
- sd->status.status_point=100; // not 88 [celest]
- // give platinum skills upon changing
- pc_skill(sd,NV_FIRSTAID,1,ADDSKILL_PERMANENT);
- pc_skill(sd,NV_TRICKDEAD,1,ADDSKILL_PERMANENT);
- }
- }
- if(type == 2){
- sd->status.skill_point=0;
- sd->status.base_level=1;
- sd->status.job_level=1;
- sd->status.base_exp=0;
- sd->status.job_exp=0;
- }
- if(type == 3){
- sd->status.base_level=1;
- sd->status.base_exp=0;
- }
- if(type == 4){
- sd->status.job_level=1;
- sd->status.job_exp=0;
- }
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_TRAITPOINT);
- clif_updatestatus(sd,SP_STR);
- clif_updatestatus(sd,SP_AGI);
- clif_updatestatus(sd,SP_VIT);
- clif_updatestatus(sd,SP_INT);
- clif_updatestatus(sd,SP_DEX);
- clif_updatestatus(sd,SP_LUK);
- clif_updatestatus(sd,SP_POW);
- clif_updatestatus(sd,SP_STA);
- clif_updatestatus(sd,SP_WIS);
- clif_updatestatus(sd,SP_SPL);
- clif_updatestatus(sd,SP_CON);
- clif_updatestatus(sd,SP_CRT);
- clif_updatestatus(sd,SP_BASELEVEL);
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_JOBEXP);
- clif_updatestatus(sd,SP_NEXTBASEEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- clif_updatestatus(sd,SP_SKILLPOINT);
- clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
- clif_updatestatus(sd,SP_UAGI);
- clif_updatestatus(sd,SP_UVIT);
- clif_updatestatus(sd,SP_UINT);
- clif_updatestatus(sd,SP_UDEX);
- clif_updatestatus(sd,SP_ULUK); // End Addition
- clif_updatestatus(sd,SP_UPOW);
- clif_updatestatus(sd,SP_USTA);
- clif_updatestatus(sd,SP_UWIS);
- clif_updatestatus(sd,SP_USPL);
- clif_updatestatus(sd,SP_UCON);
- clif_updatestatus(sd,SP_UCRT);
- for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
- if(sd->equip_index[i] >= 0)
- if(pc_isequip(sd,sd->equip_index[i]))
- pc_unequipitem(sd,sd->equip_index[i],2);
- }
- if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
- party_send_levelup(sd);
- status_calc_pc(sd, SCO_FORCE);
- clif_skillinfoblock(sd);
- return 0;
- }
- /*==========================================
- * /resetstate
- *------------------------------------------*/
- int pc_resetstate(map_session_data* sd)
- {
- nullpo_ret(sd);
- if( sd->status.base_level > pc_maxbaselv( sd ) ){
- ShowError( "pc_resetstate: Capping the Level to %d to reset the stats of %d:%d, the base level (%d) is greater than the max level supported.\n",
- pc_maxbaselv( sd ), sd->status.account_id, sd->status.char_id, sd->status.base_level );
- sd->status.base_level = pc_maxbaselv( sd );
- clif_updatestatus( sd, SP_BASELEVEL );
- }
- sd->status.status_point = statpoint_db.get_table_point( sd->status.base_level );
- sd->status.trait_point = statpoint_db.get_trait_table_point(sd->status.base_level);
- if( ( sd->class_&JOBL_UPPER ) != 0 ){
- sd->status.status_point += battle_config.transcendent_status_points;
- }
- if ((sd->class_&JOBL_FOURTH) != 0) {
- sd->status.trait_point += battle_config.trait_points_job_change;
- }
- pc_setstat(sd, SP_STR, 1);
- pc_setstat(sd, SP_AGI, 1);
- pc_setstat(sd, SP_VIT, 1);
- pc_setstat(sd, SP_INT, 1);
- pc_setstat(sd, SP_DEX, 1);
- pc_setstat(sd, SP_LUK, 1);
- pc_setstat(sd, SP_POW, 0);
- pc_setstat(sd, SP_STA, 0);
- pc_setstat(sd, SP_WIS, 0);
- pc_setstat(sd, SP_SPL, 0);
- pc_setstat(sd, SP_CON, 0);
- pc_setstat(sd, SP_CRT, 0);
- clif_updatestatus(sd,SP_STR);
- clif_updatestatus(sd,SP_AGI);
- clif_updatestatus(sd,SP_VIT);
- clif_updatestatus(sd,SP_INT);
- clif_updatestatus(sd,SP_DEX);
- clif_updatestatus(sd,SP_LUK);
- clif_updatestatus(sd,SP_POW);
- clif_updatestatus(sd,SP_STA);
- clif_updatestatus(sd,SP_WIS);
- clif_updatestatus(sd,SP_SPL);
- clif_updatestatus(sd,SP_CON);
- clif_updatestatus(sd,SP_CRT);
- clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
- clif_updatestatus(sd,SP_UAGI);
- clif_updatestatus(sd,SP_UVIT);
- clif_updatestatus(sd,SP_UINT);
- clif_updatestatus(sd,SP_UDEX);
- clif_updatestatus(sd,SP_ULUK); // End Addition
- clif_updatestatus(sd,SP_UPOW);
- clif_updatestatus(sd,SP_USTA);
- clif_updatestatus(sd,SP_UWIS);
- clif_updatestatus(sd,SP_USPL);
- clif_updatestatus(sd,SP_UCON);
- clif_updatestatus(sd,SP_UCRT);
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_TRAITPOINT);
- if( sd->mission_mobid ) { //bugreport:2200
- sd->mission_mobid = 0;
- sd->mission_count = 0;
- pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), 0);
- }
- status_calc_pc(sd, SCO_NONE);
- return 1;
- }
- /*==========================================
- * /resetskill
- * if flag&1, perform block resync and status_calc call.
- * if flag&2, just count total amount of skill points used by player, do not really reset.
- * if flag&4, just reset the skills if the player class is a bard/dancer type (for changesex.)
- *------------------------------------------*/
- int pc_resetskill(map_session_data* sd, int flag)
- {
- int i, skill_point=0;
- nullpo_ret(sd);
- if( flag&4 && (sd->class_&MAPID_UPPERMASK) != MAPID_BARDDANCER )
- return 0;
- if( !(flag&2) ) { //Remove stuff lost when resetting skills.
- /**
- * It has been confirmed on official servers that when you reset skills with a ranked Taekwon your skills are not reset (because you have all of them anyway)
- **/
- if( pc_is_taekwon_ranker(sd) )
- return 0;
- if( pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)) )
- clif_status_load(&sd->bl, EFST_DEVIL1, 0); //Remove perma blindness due to skill-reset. [Skotlex]
- i = sd->sc.option;
- if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) )
- i &= ~OPTION_RIDING;
- if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) )
- i &= ~OPTION_FALCON;
- if( i&OPTION_DRAGON && pc_checkskill(sd, RK_DRAGONTRAINING) )
- i &= ~OPTION_DRAGON;
- if( i&OPTION_WUG && pc_checkskill(sd, RA_WUGMASTERY) )
- i &= ~OPTION_WUG;
- if( i&OPTION_WUGRIDER && pc_checkskill(sd, RA_WUGRIDER) )
- i &= ~OPTION_WUGRIDER;
- if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC )
- i &= ~OPTION_MADOGEAR;
- #ifndef NEW_CARTS
- if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) )
- i &= ~OPTION_CART;
- #else
- if( sd->sc.getSCE(SC_PUSH_CART) )
- pc_setcart(sd, 0);
- #endif
- if( i != sd->sc.option )
- pc_setoption(sd, i);
- if( hom_is_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) )
- hom_vaporize(sd, HOM_ST_ACTIVE);
- if (sd->sc.getSCE(SC_SPRITEMABLE) && pc_checkskill(sd, SU_SPRITEMABLE))
- status_change_end(&sd->bl, SC_SPRITEMABLE);
- if (sd->sc.getSCE(SC_SOULATTACK) && pc_checkskill(sd, SU_SOULATTACK))
- status_change_end(&sd->bl, SC_SOULATTACK);
- }
- for (const auto &skill : skill_db) {
- uint16 skill_id = skill.second->nameid, idx = skill_get_index(skill_id);
- uint8 lv = sd->status.skill[idx].lv;
- if (lv == 0 || skill_id == 0)
- continue;
- if( skill.second->inf2[INF2_ISWEDDING] || skill.second->inf2[INF2_ISSPIRIT] ) //Avoid reseting wedding/linker skills.
- continue;
- // Don't reset trick dead if not a novice/baby
- if( skill_id == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
- {
- sd->status.skill[idx].lv = 0;
- sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- continue;
- }
- // do not reset basic skill
- if (skill_id == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
- continue;
- if( sd->status.skill[idx].flag == SKILL_FLAG_PERM_GRANTED )
- continue;
- if( flag&4 && !skill_ischangesex(skill_id) )
- continue;
- if( skill.second->inf2[INF2_ISQUEST] && !battle_config.quest_skill_learn )
- { //Only handle quest skills in a special way when you can't learn them manually
- if( battle_config.quest_skill_reset && !(flag&2) )
- { //Wipe them
- sd->status.skill[idx].lv = 0;
- sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- }
- continue;
- }
- if( sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT )
- skill_point += lv;
- else
- if( sd->status.skill[idx].flag >= SKILL_FLAG_REPLACED_LV_0 )
- skill_point += (sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0);
- if( !(flag&2) )
- {// reset
- sd->status.skill[idx].lv = 0;
- sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
- }
- }
- if( flag&2 || !skill_point ) return skill_point;
- sd->status.skill_point += skill_point;
- if (flag&1) {
- clif_updatestatus(sd,SP_SKILLPOINT);
- clif_skillinfoblock(sd);
- status_calc_pc(sd, SCO_FORCE);
- }
- return skill_point;
- }
- /*==========================================
- * /resetfeel [Komurka]
- *------------------------------------------*/
- int pc_resetfeel(map_session_data* sd)
- {
- int i;
- nullpo_ret(sd);
- for (i=0; i<MAX_PC_FEELHATE; i++)
- {
- sd->feel_map[i].m = -1;
- sd->feel_map[i].index = 0;
- pc_setglobalreg(sd, add_str(sg_info[i].feel_var), 0);
- }
- return 0;
- }
- int pc_resethate(map_session_data* sd)
- {
- int i;
- nullpo_ret(sd);
- for (i=0; i<MAX_PC_FEELHATE; i++)
- {
- sd->hate_mob[i] = -1;
- pc_setglobalreg(sd, add_str(sg_info[i].hate_var), 0);
- }
- return 0;
- }
- int pc_skillatk_bonus(map_session_data *sd, uint16 skill_id)
- {
- int bonus = 0;
- nullpo_ret(sd);
- skill_id = skill_dummy2skill_id(skill_id);
- for (auto &it : sd->skillatk) {
- if (it.id == skill_id) {
- bonus += it.val;
- break;
- }
- }
- return bonus;
- }
- int pc_sub_skillatk_bonus(map_session_data *sd, uint16 skill_id)
- {
- int bonus = 0;
- nullpo_ret(sd);
- skill_id = skill_dummy2skill_id(skill_id);
- for (auto &it : sd->subskill) {
- if (it.id == skill_id) {
- bonus += it.val;
- break;
- }
- }
- return bonus;
- }
- int pc_skillheal_bonus(map_session_data *sd, uint16 skill_id) {
- int bonus = sd->bonus.add_heal_rate;
- nullpo_ret(sd);
- skill_id = skill_dummy2skill_id(skill_id);
- if( bonus ) {
- switch( skill_id ) {
- case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
- case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
- case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
- case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
- case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break;
- case AB_CHEAL: if (!(battle_config.skill_add_heal_rate & 32)) bonus = 0; break;
- case AB_HIGHNESSHEAL: if (!(battle_config.skill_add_heal_rate & 64)) bonus = 0; break;
- case CD_MEDIALE_VOTUM: if (!(battle_config.skill_add_heal_rate & 128)) bonus = 0; break;
- case CD_DILECTIO_HEAL: if (!(battle_config.skill_add_heal_rate & 256)) bonus = 0; break;
- }
- }
- for (auto &it : sd->skillheal) {
- if (it.id == skill_id) {
- bonus += it.val;
- break;
- }
- }
- return bonus;
- }
- int pc_skillheal2_bonus(map_session_data *sd, uint16 skill_id) {
- int bonus = sd->bonus.add_heal2_rate;
- skill_id = skill_dummy2skill_id(skill_id);
- for (auto &it : sd->skillheal2) {
- if (it.id == skill_id) {
- bonus += it.val;
- break;
- }
- }
- return bonus;
- }
- void pc_respawn(map_session_data* sd, clr_type clrtype)
- {
- if( !pc_isdead(sd) )
- return; // not applicable
- if( sd->bg_id && bg_member_respawn(sd) )
- return; // member revived by battleground
- pc_setstand(sd, true);
- pc_setrestartvalue(sd,3);
- if( pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, clrtype ) != SETPOS_OK ){
- clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
- }
- }
- static TIMER_FUNC(pc_respawn_timer){
- map_session_data *sd = map_id2sd(id);
- if( sd != NULL )
- {
- sd->pvp_point=0;
- sd->respawn_tid = INVALID_TIMER;
- pc_respawn(sd,CLR_OUTSIGHT);
- }
- return 0;
- }
- /*==========================================
- * Invoked when a player has received damage
- *------------------------------------------*/
- void pc_damage(map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp, unsigned int ap)
- {
- if (ap) clif_updatestatus(sd,SP_AP);
- if (sp) clif_updatestatus(sd,SP_SP);
- if (hp) clif_updatestatus(sd,SP_HP);
- else return;
- if (!src)
- return;
- if( pc_issit(sd) ) {
- pc_setstand(sd, true);
- skill_sit(sd,0);
- }
- if (sd->progressbar.npc_id)
- clif_progressbar_abort(sd);
- if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
- pet_target_check(sd->pd,src,1);
- if( sd->status.ele_id > 0 )
- elemental_set_target(sd,src);
- if(battle_config.prevent_logout_trigger&PLT_DAMAGE)
- sd->canlog_tick = gettick();
- }
- TIMER_FUNC(pc_close_npc_timer){
- TBL_PC *sd = map_id2sd(id);
- if(sd) pc_close_npc(sd,data);
- return 0;
- }
- /**
- * Method to properly close a NPC for player and clear anything related.
- * @param sd: Player attached
- * @param flag: Method of closure
- * 1: Produce a close button and end the NPC
- * 2: End the NPC (best for no dialog windows)
- */
- void pc_close_npc(map_session_data *sd,int flag)
- {
- nullpo_retv(sd);
- if (sd->npc_id || sd->npc_shopid) {
- if (sd->state.using_fake_npc) {
- clif_clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd);
- sd->state.using_fake_npc = 0;
- }
- if (sd->st) {
- if(sd->st->state == RUN){ //wait ending code execution
- add_timer(gettick()+500,pc_close_npc_timer,sd->bl.id,flag);
- return;
- }
- sd->st->state = ((flag==1 && sd->st->mes_active)?CLOSE:END);
- sd->st->mes_active = 0;
- }
- sd->state.menu_or_input = 0;
- sd->npc_menu = 0;
- sd->npc_shopid = 0;
- #ifdef SECURE_NPCTIMEOUT
- if( sd->npc_idle_timer != INVALID_TIMER ){
- delete_timer( sd->npc_idle_timer, npc_secure_timeout_timer );
- sd->npc_idle_timer = INVALID_TIMER;
- }
- #endif
- if (sd->st) {
- if (sd->st->state == CLOSE) {
- clif_scriptclose(sd, sd->npc_id);
- clif_scriptclear( *sd, sd->npc_id ); // [Ind/Hercules]
- sd->st->state = END; // Force to end now
- }
- if (sd->st->state == END) { // free attached scripts that are waiting
- script_free_state(sd->st);
- sd->st = NULL;
- sd->npc_id = 0;
- }
- }
- }
- }
- /*==========================================
- * Invoked when a player has negative current hp
- *------------------------------------------*/
- int pc_dead(map_session_data *sd,struct block_list *src)
- {
- int i=0,k=0;
- t_tick tick = gettick();
- struct map_data *mapdata = map_getmapdata(sd->bl.m);
- // Activate Steel body if a super novice dies at 99+% exp [celest]
- // Super Novices have no kill or die functions attached when saved by their angel
- if (!sd->state.snovice_dead_flag && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
- t_exp exp = pc_nextbaseexp(sd);
- if( exp && get_percentage_exp(sd->status.base_exp, exp) >= 99 ) {
- sd->state.snovice_dead_flag = 1;
- pc_setrestartvalue(sd,1);
- status_percent_heal(&sd->bl, 100, 100);
- clif_resurrection(&sd->bl, 1);
- if(battle_config.pc_invincible_time)
- pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
- sc_start(&sd->bl,&sd->bl,SC_STEELBODY,100,5,skill_get_time(MO_STEELBODY,5));
- if(mapdata_flag_gvg2(mapdata))
- pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0);
- return 0;
- }
- }
- for(k = 0; k < MAX_DEVOTION; k++) {
- if (sd->devotion[k]){
- map_session_data *devsd = map_id2sd(sd->devotion[k]);
- if (devsd)
- status_change_end(&devsd->bl, SC_DEVOTION);
- sd->devotion[k] = 0;
- }
- }
- for (k = 0; k < MAX_STELLAR_MARKS; k++) {
- if (sd->stellar_mark[k]) {
- map_session_data *smarksd = map_id2sd(sd->stellar_mark[k]);
- if (smarksd)
- status_change_end(&smarksd->bl, SC_FLASHKICK);
- sd->stellar_mark[k] = 0;
- }
- }
- for (k = 0; k < MAX_UNITED_SOULS; k++) {
- if (sd->united_soul[k]) {
- map_session_data *usoulsd = map_id2sd(sd->united_soul[k]);
- if (usoulsd)
- status_change_end(&usoulsd->bl, SC_SOULUNITY);
- sd->united_soul[k] = 0;
- }
- }
- for (k = 0; k < MAX_SERVANT_SIGN; k++) {
- if (sd->servant_sign[k]) {
- map_session_data *ssignsd = map_id2sd(sd->servant_sign[k]);
- if (ssignsd)
- status_change_end(&ssignsd->bl, SC_SERVANT_SIGN);
- sd->servant_sign[k] = 0;
- }
- }
- if(sd->shadowform_id) { //if we were target of shadowform
- status_change_end(map_id2bl(sd->shadowform_id), SC__SHADOWFORM);
- sd->shadowform_id = 0; //should be remove on status end anyway
- }
- if(sd->status.pet_id > 0 && sd->pd) {
- struct pet_data *pd = sd->pd;
- if( !mapdata->getMapFlag(MF_NOEXPPENALTY) ) {
- pet_set_intimate(pd, pd->pet.intimate + pd->get_pet_db()->die);
- clif_send_petdata(sd,sd->pd,1,pd->pet.intimate);
- }
- if( sd->pd->target_id ) // Unlock all targets...
- pet_unlocktarget(sd->pd);
- }
- if (hom_is_active(sd->hd) && battle_config.homunculus_auto_vapor && get_percentage(sd->hd->battle_status.hp, sd->hd->battle_status.max_hp) >= battle_config.homunculus_auto_vapor)
- hom_vaporize(sd, HOM_ST_ACTIVE);
- if( sd->md )
- mercenary_delete(sd->md, 3); // Your mercenary soldier has ran away.
- if( sd->ed )
- elemental_delete(sd->ed);
- // Leave duel if you die [LuzZza]
- if(battle_config.duel_autoleave_when_die) {
- if(sd->duel_group > 0)
- duel_leave(sd->duel_group, sd);
- if(sd->duel_invite > 0)
- duel_reject(sd->duel_invite, sd);
- }
- if( sd->skill_keep_using.tid != INVALID_TIMER ){
- delete_timer( sd->skill_keep_using.tid, skill_keep_using );
- sd->skill_keep_using.tid = INVALID_TIMER;
- }
- pc_close_npc(sd,2); //close npc if we were using one
- /* e.g. not killed thru pc_damage */
- if( pc_issit(sd) ) {
- clif_status_load(&sd->bl,EFST_SIT,0);
- }
- pc_setdead(sd);
- clif_party_dead( *sd );
- pc_setparam(sd, SP_PCDIECOUNTER, sd->die_counter+1);
- pc_setparam(sd, SP_KILLERRID, src?src->id:0);
- if (battle_config.loose_ap_on_death == 1)
- status_percent_damage( nullptr, &sd->bl, 0, 0, 100, 0 );
- //Reset menu skills/item skills
- if ((sd->skillitem) != 0)
- sd->skillitem = sd->skillitemlv = 0;
- if ((sd->menuskill_id) != 0)
- sd->menuskill_id = sd->menuskill_val = 0;
- //Reset ticks.
- sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;
- if ( sd->spiritball !=0 )
- pc_delspiritball(sd,sd->spiritball,0);
- if (sd->soulball != 0)
- pc_delsoulball(sd, sd->soulball, false);
- if (sd->servantball != 0)
- pc_delservantball( *sd, sd->servantball );
- if (sd->abyssball != 0)
- pc_delabyssball( *sd, sd->abyssball );
- if (sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
- pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
- if (src)
- switch (src->type) {
- case BL_MOB:
- {
- struct mob_data *md=(struct mob_data *)src;
- if(md->target_id==sd->bl.id)
- mob_unlocktarget(md,tick);
- if(battle_config.mobs_level_up && md->status.hp &&
- (unsigned int)md->level < pc_maxbaselv(sd) &&
- !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
- ) { // monster level up [Valaris]
- clif_misceffect(&md->bl,0);
- md->level++;
- status_calc_mob(md, SCO_NONE);
- status_percent_heal(src,10,0);
- if( battle_config.show_mob_info&4 )
- {// update name with new level
- clif_name_area(&md->bl);
- }
- }
- src = battle_get_master(src); // Maybe Player Summon
- }
- break;
- case BL_PET: //Pass on to master...
- case BL_HOM:
- case BL_MER:
- src = battle_get_master(src);
- break;
- }
- if (src && src->type == BL_PC) {
- map_session_data *ssd = (map_session_data *)src;
- pc_setparam(ssd, SP_KILLEDRID, sd->bl.id);
- npc_script_event(ssd, NPCE_KILLPC);
- if (battle_config.pk_mode&2) {
- ssd->status.manner -= 5;
- if(ssd->status.manner < 0)
- sc_start(&sd->bl,src,SC_NOCHAT,100,0,0);
- #if 0
- // PK/Karma system code (not enabled yet) [celest]
- // originally from Kade Online, so i don't know if any of these is correct ^^;
- // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
- // karma going down = more 'good' / more honourable.
- // The Karma System way...
- if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
- sd->status.karma--;
- ssd->status.karma--;
- }
- else if (sd->status.karma < ssd->status.karma) // If player killed was more good
- ssd->status.karma++;
- // or the PK System way...
- if (sd->status.karma > 0) // player killed is dishonourable?
- ssd->status.karma--; // honour points earned
- sd->status.karma++; // honour points lost
- // To-do: Receive exp on certain occasions
- #endif
- }
- }
- if(battle_config.bone_drop==2
- || (battle_config.bone_drop==1 && mapdata->getMapFlag(MF_PVP)))
- {
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid=ITEMID_SKULL_;
- item_tmp.identify=1;
- item_tmp.card[0]=CARD0_CREATE;
- item_tmp.card[1]=0;
- item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
- item_tmp.card[3]=GetWord(sd->status.char_id,1);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
- }
- //Remove bonus_script when dead
- pc_bonus_script_clear(sd,BSF_REM_ON_DEAD);
- // changed penalty options, added death by player if pk_mode [Valaris]
- if(battle_config.death_penalty_type
- && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
- && !sd->sc.cant.deathpenalty
- && !mapdata->getMapFlag(MF_NOEXPPENALTY) && !mapdata_flag_gvg2(mapdata))
- {
- t_exp base_penalty = 0;
- t_exp job_penalty = 0;
- uint32 zeny_penalty = 0;
- if (pc_isvip(sd)) { // EXP penalty for VIP
- base_penalty = battle_config.vip_exp_penalty_base;
- job_penalty = battle_config.vip_exp_penalty_job;
- zeny_penalty = battle_config.vip_zeny_penalty;
- } else {
- base_penalty = battle_config.death_penalty_base;
- job_penalty = battle_config.death_penalty_job;
- zeny_penalty = battle_config.zeny_penalty;
- }
- if ((battle_config.death_penalty_maxlv&1 || !pc_is_maxbaselv(sd)) && base_penalty > 0) {
- switch (battle_config.death_penalty_type) {
- case 1: base_penalty = (t_exp) ( pc_nextbaseexp(sd) * ( base_penalty / 10000. ) ); break;
- case 2: base_penalty = (t_exp) ( sd->status.base_exp * ( base_penalty / 10000. ) ); break;
- }
- if (base_penalty){ //recheck after altering to speedup
- if (battle_config.pk_mode && src && src->type==BL_PC)
- base_penalty *= 2;
- base_penalty = u64min(sd->status.base_exp, base_penalty);
- }
- }
- else
- base_penalty = 0;
- if ((battle_config.death_penalty_maxlv&2 || !pc_is_maxjoblv(sd)) && job_penalty > 0) {
- switch (battle_config.death_penalty_type) {
- case 1: job_penalty = (uint32) ( pc_nextjobexp(sd) * ( job_penalty / 10000. ) ); break;
- case 2: job_penalty = (uint32) ( sd->status.job_exp * ( job_penalty /10000. ) ); break;
- }
- if (job_penalty) {
- if (battle_config.pk_mode && src && src->type==BL_PC)
- job_penalty *= 2;
- job_penalty = u64min(sd->status.job_exp, job_penalty);
- }
- }
- else
- job_penalty = 0;
- if (base_penalty || job_penalty) {
- short insurance_idx = pc_search_inventory(sd, ITEMID_NEW_INSURANCE);
- if (insurance_idx < 0 || pc_delitem(sd, insurance_idx, 1, 0, 1, LOG_TYPE_CONSUME) != 0)
- pc_lostexp(sd, base_penalty, job_penalty);
- }
- if( zeny_penalty > 0 && !mapdata->getMapFlag(MF_NOZENYPENALTY)) {
- zeny_penalty = (uint32)( sd->status.zeny * ( zeny_penalty / 10000. ) );
- if(zeny_penalty)
- pc_payzeny(sd, zeny_penalty, LOG_TYPE_PICKDROP_PLAYER);
- }
- }
- if( mapdata->getMapFlag(MF_PVP_NIGHTMAREDROP) ) { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
- for (const auto &it : mapdata->drop_list) {
- int id = it.drop_id, per = it.drop_per;
- enum e_nightmare_drop_type type = it.drop_type;
- if(id == 0)
- continue;
- if(id == -1){
- int eq_num=0,eq_n[MAX_INVENTORY];
- memset(eq_n,0,sizeof(eq_n));
- for(i=0;i<MAX_INVENTORY;i++) {
- if( (type&NMDT_INVENTORY && !sd->inventory.u.items_inventory[i].equip)
- || (type&NMDT_EQUIP && sd->inventory.u.items_inventory[i].equip)
- || type&NMDT_ALL)
- {
- int l;
- ARR_FIND( 0, MAX_INVENTORY, l, eq_n[l] <= 0 );
- if( l < MAX_INVENTORY )
- eq_n[l] = i;
- eq_num++;
- }
- }
- if(eq_num > 0){
- int n = eq_n[rnd()%eq_num];
- if(rnd()%10000 < per) {
- if(sd->inventory.u.items_inventory[n].equip)
- pc_unequipitem(sd,n,3);
- pc_dropitem(sd,n,1);
- }
- }
- }
- else if(id > 0) {
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->inventory.u.items_inventory[i].nameid == id
- && rnd()%10000 < per
- && ((type&NMDT_INVENTORY && !sd->inventory.u.items_inventory[i].equip)
- || (type&NMDT_EQUIP && sd->inventory.u.items_inventory[i].equip)
- || type&NMDT_ALL) ){
- if(sd->inventory.u.items_inventory[i].equip)
- pc_unequipitem(sd,i,3);
- pc_dropitem(sd,i,1);
- break;
- }
- }
- }
- }
- }
- // pvp
- // disable certain pvp functions on pk_mode [Valaris]
- if( !battle_config.pk_mode && mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_PVP_NOCALCRANK) ) {
- sd->pvp_point -= 5;
- sd->pvp_lost++;
- if( src && src->type == BL_PC ) {
- map_session_data *ssd = (map_session_data *)src;
- ssd->pvp_point++;
- ssd->pvp_won++;
- }
- if( sd->pvp_point < 0 ) {
- sd->respawn_tid = add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0);
- return 1|8;
- }
- }
- //GvG
- if( mapdata_flag_gvg2(mapdata) ) {
- sd->respawn_tid = add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
- return 1|8;
- }
- else if( sd->bg_id ) {
- std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
- if (bg) {
- if (bg->cemetery.map > 0) { // Respawn by BG
- sd->respawn_tid = add_timer(tick + 1000, pc_respawn_timer, sd->bl.id, 0);
- return 1|8;
- }
- }
- }
- //Reset "can log out" tick.
- if( battle_config.prevent_logout )
- sd->canlog_tick = gettick() - battle_config.prevent_logout;
- return 1;
- }
- void pc_revive(map_session_data *sd,unsigned int hp, unsigned int sp, unsigned int ap) {
- if(hp) clif_updatestatus(sd,SP_HP);
- if(sp) clif_updatestatus(sd,SP_SP);
- if(ap) clif_updatestatus(sd,SP_AP);
- pc_setstand(sd, true);
- if(battle_config.pc_invincible_time > 0)
- pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
- if (sd->state.gmaster_flag && sd->guild) {
- guild_guildaura_refresh(sd,GD_LEADERSHIP,guild_checkskill(sd->guild->guild,GD_LEADERSHIP));
- guild_guildaura_refresh(sd,GD_GLORYWOUNDS,guild_checkskill(sd->guild->guild,GD_GLORYWOUNDS));
- guild_guildaura_refresh(sd,GD_SOULCOLD,guild_checkskill(sd->guild->guild,GD_SOULCOLD));
- guild_guildaura_refresh(sd,GD_HAWKEYES,guild_checkskill(sd->guild->guild,GD_HAWKEYES));
- }
- }
- bool pc_revive_item(map_session_data *sd) {
- nullpo_retr(false, sd);
- if (!pc_isdead(sd) || sd->respawn_tid != INVALID_TIMER)
- return false;
- if (sd->sc.getSCE(SC_HELLPOWER)) // Cannot resurrect while under the effect of SC_HELLPOWER.
- return false;
- int16 item_position = itemdb_group.item_exists_pc(sd, IG_TOKEN_OF_SIEGFRIED);
- uint8 hp = 100, sp = 100;
- if (item_position < 0) {
- if (sd->sc.getSCE(SC_LIGHT_OF_REGENE)) {
- hp = sd->sc.getSCE(SC_LIGHT_OF_REGENE)->val2;
- sp = 0;
- }
- else
- return false;
- }
- if (!status_revive(&sd->bl, hp, sp))
- return false;
- if (item_position < 0)
- status_change_end(&sd->bl, SC_LIGHT_OF_REGENE);
- else
- pc_delitem(sd, item_position, 1, 0, 1, LOG_TYPE_CONSUME);
- clif_skill_nodamage(&sd->bl, &sd->bl, ALL_RESURRECTION, 4, 1);
- return true;
- }
- // script
- //
- /*==========================================
- * script reading pc status registry
- *------------------------------------------*/
- int64 pc_readparam(map_session_data* sd,int64 type)
- {
- int64 val = 0;
- nullpo_ret(sd);
- switch(type) {
- case SP_SKILLPOINT: val = sd->status.skill_point; break;
- case SP_STATUSPOINT: val = sd->status.status_point; break;
- case SP_TRAITPOINT: val = sd->status.trait_point; break;
- case SP_ZENY: val = sd->status.zeny; break;
- case SP_BASELEVEL: val = sd->status.base_level; break;
- case SP_JOBLEVEL: val = sd->status.job_level; break;
- case SP_CLASS: val = sd->status.class_; break;
- case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
- case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
- case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
- case SP_SEX: val = sd->status.sex; break;
- case SP_WEIGHT: val = sd->weight; break;
- case SP_MAXWEIGHT: val = sd->max_weight; break;
- case SP_BASEEXP: val = u64min(sd->status.base_exp, MAX_EXP); break;
- case SP_JOBEXP: val = u64min(sd->status.job_exp, MAX_EXP); break;
- case SP_NEXTBASEEXP: val = u64min(pc_nextbaseexp(sd), MAX_EXP); break;
- case SP_NEXTJOBEXP: val = u64min(pc_nextjobexp(sd), MAX_EXP); break;
- case SP_HP: val = sd->battle_status.hp; break;
- case SP_MAXHP: val = sd->battle_status.max_hp; break;
- case SP_SP: val = sd->battle_status.sp; break;
- case SP_MAXSP: val = sd->battle_status.max_sp; break;
- case SP_AP: val = sd->battle_status.ap; break;
- case SP_MAXAP: val = sd->battle_status.max_ap; break;
- case SP_STR: val = sd->status.str; break;
- case SP_AGI: val = sd->status.agi; break;
- case SP_VIT: val = sd->status.vit; break;
- case SP_INT: val = sd->status.int_; break;
- case SP_DEX: val = sd->status.dex; break;
- case SP_LUK: val = sd->status.luk; break;
- case SP_POW: val = sd->status.pow; break;
- case SP_STA: val = sd->status.sta; break;
- case SP_WIS: val = sd->status.wis; break;
- case SP_SPL: val = sd->status.spl; break;
- case SP_CON: val = sd->status.con; break;
- case SP_CRT: val = sd->status.crt; break;
- case SP_KARMA: val = sd->status.karma; break;
- case SP_MANNER: val = sd->status.manner; break;
- case SP_FAME: val = sd->status.fame; break;
- case SP_KILLERRID: val = sd->killerrid; break;
- case SP_KILLEDRID: val = sd->killedrid; break;
- case SP_KILLEDGID: val = sd->killedgid; break;
- case SP_SITTING: val = pc_issit(sd)?1:0; break;
- case SP_CHARMOVE: val = sd->status.character_moves; break;
- case SP_CHARRENAME: val = sd->status.rename; break;
- case SP_CHARFONT: val = sd->status.font; break;
- case SP_BANK_VAULT: val = sd->bank_vault; break;
- case SP_CASHPOINTS: val = sd->cashPoints; break;
- case SP_KAFRAPOINTS: val = sd->kafraPoints; break;
- case SP_ROULETTE_BRONZE: val = sd->roulette_point.bronze; break;
- case SP_ROULETTE_SILVER: val = sd->roulette_point.silver; break;
- case SP_ROULETTE_GOLD: val = sd->roulette_point.gold; break;
- case SP_PCDIECOUNTER: val = sd->die_counter; break;
- case SP_COOKMASTERY: val = sd->cook_mastery; break;
- case SP_ACHIEVEMENT_LEVEL: val = sd->achievement_data.level; break;
- case SP_CRITICAL: val = sd->battle_status.cri/10; break;
- case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break;
- case SP_BASE_ATK:
- #ifdef RENEWAL
- val = sd->bonus.eatk;
- #else
- val = sd->battle_status.batk;
- #endif
- break;
- case SP_DEF1: val = sd->battle_status.def; break;
- case SP_DEF2: val = sd->battle_status.def2; break;
- case SP_MDEF1: val = sd->battle_status.mdef; break;
- case SP_MDEF2: val = sd->battle_status.mdef2; break;
- case SP_HIT: val = sd->battle_status.hit; break;
- case SP_FLEE1: val = sd->battle_status.flee; break;
- case SP_FLEE2: val = sd->battle_status.flee2; break;
- case SP_PATK: val = sd->battle_status.patk; break;
- case SP_SMATK: val = sd->battle_status.smatk; break;
- case SP_RES: val = sd->battle_status.res; break;
- case SP_MRES: val = sd->battle_status.mres; break;
- case SP_HPLUS: val = sd->battle_status.hplus; break;
- case SP_CRATE: val = sd->battle_status.crate; break;
- case SP_DEFELE: val = sd->battle_status.def_ele; break;
- case SP_MAXHPRATE: val = sd->hprate; break;
- case SP_MAXSPRATE: val = sd->sprate; break;
- case SP_MAXAPRATE: val = sd->aprate; break;
- case SP_SPRATE: val = sd->dsprate; break;
- case SP_SPEED_RATE: val = sd->bonus.speed_rate; break;
- case SP_SPEED_ADDRATE: val = sd->bonus.speed_add_rate; break;
- case SP_ASPD_RATE:
- #ifndef RENEWAL_ASPD
- val = sd->battle_status.aspd_rate;
- #else
- val = sd->battle_status.aspd_rate2;
- #endif
- break;
- case SP_HP_RECOV_RATE: val = sd->hprecov_rate; break;
- case SP_SP_RECOV_RATE: val = sd->sprecov_rate; break;
- case SP_CRITICAL_DEF: val = sd->bonus.critical_def; break;
- case SP_NEAR_ATK_DEF: val = sd->bonus.near_attack_def_rate; break;
- case SP_LONG_ATK_DEF: val = sd->bonus.long_attack_def_rate; break;
- case SP_DOUBLE_RATE: val = sd->bonus.double_rate; break;
- case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break;
- case SP_MATK_RATE: val = sd->matk_rate; break;
- case SP_ATK_RATE: val = sd->bonus.atk_rate; break;
- case SP_MAGIC_ATK_DEF: val = sd->bonus.magic_def_rate; break;
- case SP_MISC_ATK_DEF: val = sd->bonus.misc_def_rate; break;
- case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break;
- case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break;
- case SP_CRITICAL_RATE: val = sd->critical_rate; break;
- case SP_HIT_RATE: val = sd->hit_rate; break;
- case SP_FLEE_RATE: val = sd->flee_rate; break;
- case SP_FLEE2_RATE: val = sd->flee2_rate; break;
- case SP_DEF_RATE: val = sd->def_rate; break;
- case SP_DEF2_RATE: val = sd->def2_rate; break;
- case SP_MDEF_RATE: val = sd->mdef_rate; break;
- case SP_MDEF2_RATE: val = sd->mdef2_rate; break;
- case SP_PATK_RATE: val = sd->patk_rate; break;
- case SP_SMATK_RATE: val = sd->smatk_rate; break;
- case SP_RES_RATE: val = sd->res_rate; break;
- case SP_MRES_RATE: val = sd->mres_rate; break;
- case SP_HPLUS_RATE: val = sd->hplus_rate; break;
- case SP_CRATE_RATE: val = sd->crate_rate; break;
- case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break;
- case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break;
- case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break;
- case SP_NO_SIZEFIX: val = sd->special_state.no_sizefix?1:0; break;
- case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break;
- case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break;
- case SP_NO_MISC_DAMAGE: val = sd->special_state.no_misc_damage; break;
- case SP_NO_GEMSTONE: val = sd->special_state.no_gemstone?1:0; break;
- case SP_INTRAVISION: val = sd->special_state.intravision?1:0; break;
- case SP_NO_KNOCKBACK: val = sd->special_state.no_knockback?1:0; break;
- case SP_NO_MADO_FUEL: val = sd->special_state.no_mado_fuel?1:0; break;
- case SP_NO_WALK_DELAY: val = sd->special_state.no_walk_delay?1:0; break;
- case SP_SPLASH_RANGE: val = sd->bonus.splash_range; break;
- case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break;
- case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break;
- case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break;
- case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break;
- case SP_REDUCE_DAMAGE_RETURN: val = sd->bonus.reduce_damage_return; break;
- case SP_PERFECT_HIDE: val = sd->special_state.perfect_hiding?1:0; break;
- case SP_UNBREAKABLE: val = sd->bonus.unbreakable; break;
- case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break;
- case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break;
- case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break;
- case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break;
- case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break;
- case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break;
- case SP_CLASSCHANGE: val = sd->bonus.classchange; break;
- case SP_SHORT_ATK_RATE: val = sd->bonus.short_attack_atk_rate; break;
- case SP_LONG_ATK_RATE: val = sd->bonus.long_attack_atk_rate; break;
- case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break;
- case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break;
- case SP_ADD_STEAL_RATE: val = sd->bonus.add_steal_rate; break;
- case SP_DELAYRATE: val = sd->bonus.delayrate; break;
- case SP_CRIT_ATK_RATE: val = sd->bonus.crit_atk_rate; break;
- case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break;
- case SP_UNSTRIPABLE:
- case SP_UNSTRIPABLE_ARMOR:
- val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0;
- break;
- case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break;
- case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break;
- case SP_SP_GAIN_VALUE: val = sd->bonus.sp_gain_value; break;
- case SP_HP_GAIN_VALUE: val = sd->bonus.hp_gain_value; break;
- case SP_LONG_SP_GAIN_VALUE: val = sd->bonus.long_sp_gain_value; break;
- case SP_LONG_HP_GAIN_VALUE: val = sd->bonus.long_hp_gain_value; break;
- case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break;
- case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break;
- case SP_ADD_HEAL_RATE: val = sd->bonus.add_heal_rate; break;
- case SP_ADD_HEAL2_RATE: val = sd->bonus.add_heal2_rate; break;
- case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break;
- case SP_EMATK: val = sd->bonus.ematk; break;
- case SP_FIXCASTRATE: val = sd->bonus.fixcastrate; break;
- case SP_ADD_FIXEDCAST: val = sd->bonus.add_fixcast; break;
- case SP_ADD_VARIABLECAST: val = sd->bonus.add_varcast; break;
- case SP_CASTRATE:
- case SP_VARCASTRATE:
- #ifdef RENEWAL_CAST
- val = sd->bonus.varcastrate; break;
- #else
- val = sd->castrate; break;
- #endif
- case SP_CRIT_DEF_RATE: val = sd->bonus.crit_def_rate; break;
- case SP_ADD_ITEM_SPHEAL_RATE: val = sd->bonus.itemsphealrate2; break;
- default:
- ShowError("pc_readparam: Attempt to read unknown parameter '%lld'.\n", type);
- return -1;
- }
- return val;
- }
- /*==========================================
- * script set pc status registry
- *------------------------------------------*/
- bool pc_setparam(map_session_data *sd,int64 type,int64 val_tmp)
- {
- nullpo_retr(false,sd);
- int val = static_cast<unsigned int>(val_tmp);
- switch(type){
- case SP_BASELEVEL:
- if (val > pc_maxbaselv(sd)) //Capping to max
- val = pc_maxbaselv(sd);
- if (val > sd->status.base_level) {
- for( int i = 0; i < (int)( val - sd->status.base_level ); i++ ){
- sd->status.status_point += statpoint_db.pc_gets_status_point( sd->status.base_level + i );
- sd->status.trait_point += statpoint_db.pc_gets_trait_point( sd->status.base_level + i );
- }
- }
- sd->status.base_level = val;
- sd->status.base_exp = 0;
- // clif_updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom
- clif_updatestatus(sd, SP_NEXTBASEEXP);
- clif_updatestatus(sd, SP_STATUSPOINT);
- clif_updatestatus(sd, SP_TRAITPOINT);
- clif_updatestatus(sd, SP_BASEEXP);
- status_calc_pc(sd, SCO_FORCE);
- if(sd->status.party_id)
- party_send_levelup(sd);
- break;
- case SP_JOBLEVEL:
- if (val >= sd->status.job_level) {
- if (val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
- sd->status.skill_point += val - sd->status.job_level;
- clif_updatestatus(sd, SP_SKILLPOINT);
- }
- sd->status.job_level = val;
- sd->status.job_exp = 0;
- // clif_updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom
- clif_updatestatus(sd, SP_NEXTJOBEXP);
- clif_updatestatus(sd, SP_JOBEXP);
- status_calc_pc(sd, SCO_FORCE);
- break;
- case SP_SKILLPOINT:
- sd->status.skill_point = val;
- break;
- case SP_STATUSPOINT:
- sd->status.status_point = val;
- break;
- case SP_TRAITPOINT:
- sd->status.trait_point = val;
- break;
- case SP_ZENY:
- if( val < 0 )
- return false;// can't set negative zeny
- log_zeny(*sd, LOG_TYPE_SCRIPT, sd->status.char_id, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
- sd->status.zeny = cap_value(val, 0, MAX_ZENY);
- break;
- case SP_BASEEXP:
- val_tmp = cap_value(val_tmp, 0, pc_is_maxbaselv(sd) ? MAX_LEVEL_BASE_EXP : MAX_EXP);
- if (val_tmp < sd->status.base_exp) // Lost
- pc_lostexp(sd, sd->status.base_exp - val_tmp, 0);
- else // Gained
- pc_gainexp(sd, NULL, val_tmp - sd->status.base_exp, 0, 2);
- return true;
- case SP_JOBEXP:
- val_tmp = cap_value(val_tmp, 0, pc_is_maxjoblv(sd) ? MAX_LEVEL_JOB_EXP : MAX_EXP);
- if (val_tmp < sd->status.job_exp) // Lost
- pc_lostexp(sd, 0, sd->status.job_exp - val_tmp);
- else // Gained
- pc_gainexp(sd, NULL, 0, val_tmp - sd->status.job_exp, 2);
- return true;
- case SP_SEX:
- sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
- break;
- case SP_WEIGHT:
- sd->weight = val;
- break;
- case SP_MAXWEIGHT:
- sd->max_weight = val;
- break;
- case SP_HP:
- sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
- break;
- case SP_MAXHP:
- if (sd->status.base_level < 100)
- sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp_lv99);
- else if (sd->status.base_level < 151)
- sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp_lv150);
- else
- sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);
- if( sd->battle_status.max_hp < sd->battle_status.hp )
- {
- sd->battle_status.hp = sd->battle_status.max_hp;
- clif_updatestatus(sd, SP_HP);
- }
- break;
- case SP_SP:
- sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
- break;
- case SP_MAXSP:
- sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);
- if( sd->battle_status.max_sp < sd->battle_status.sp )
- {
- sd->battle_status.sp = sd->battle_status.max_sp;
- clif_updatestatus(sd, SP_SP);
- }
- break;
- case SP_AP:
- sd->battle_status.ap = cap_value(val, 0, (int)sd->battle_status.max_ap);
- break;
- case SP_MAXAP:
- sd->battle_status.max_ap = cap_value(val, 1, battle_config.max_ap);
- if (sd->battle_status.max_ap < sd->battle_status.ap) {
- sd->battle_status.ap = sd->battle_status.max_ap;
- clif_updatestatus(sd, SP_AP);
- }
- break;
- case SP_STR:
- sd->status.str = cap_value(val, 1, pc_maxparameter(sd,PARAM_STR));
- break;
- case SP_AGI:
- sd->status.agi = cap_value(val, 1, pc_maxparameter(sd,PARAM_AGI));
- break;
- case SP_VIT:
- sd->status.vit = cap_value(val, 1, pc_maxparameter(sd,PARAM_VIT));
- break;
- case SP_INT:
- sd->status.int_ = cap_value(val, 1, pc_maxparameter(sd,PARAM_INT));
- break;
- case SP_DEX:
- sd->status.dex = cap_value(val, 1, pc_maxparameter(sd,PARAM_DEX));
- break;
- case SP_LUK:
- sd->status.luk = cap_value(val, 1, pc_maxparameter(sd,PARAM_LUK));
- break;
- case SP_POW:
- sd->status.pow = cap_value(val, 0, pc_maxparameter(sd,PARAM_POW));
- break;
- case SP_STA:
- sd->status.sta = cap_value(val, 0, pc_maxparameter(sd,PARAM_STA));
- break;
- case SP_WIS:
- sd->status.wis = cap_value(val, 0, pc_maxparameter(sd,PARAM_WIS));
- break;
- case SP_SPL:
- sd->status.spl = cap_value(val, 0, pc_maxparameter(sd,PARAM_SPL));
- break;
- case SP_CON:
- sd->status.con = cap_value(val, 0, pc_maxparameter(sd,PARAM_CON));
- break;
- case SP_CRT:
- sd->status.crt = cap_value(val, 0, pc_maxparameter(sd,PARAM_CRT));
- break;
- case SP_KARMA:
- sd->status.karma = val;
- break;
- case SP_MANNER:
- sd->status.manner = val;
- if( val < 0 )
- sc_start(NULL, &sd->bl, SC_NOCHAT, 100, 0, 0);
- else {
- status_change_end(&sd->bl, SC_NOCHAT);
- clif_manner_message(sd, 5);
- }
- return true; // status_change_start/status_change_end already sends packets warning the client
- case SP_FAME:
- sd->status.fame = val;
- break;
- case SP_KILLERRID:
- sd->killerrid = val;
- return true;
- case SP_KILLEDRID:
- sd->killedrid = val;
- return true;
- case SP_KILLEDGID:
- sd->killedgid = val;
- return true;
- case SP_CHARMOVE:
- sd->status.character_moves = val;
- return true;
- case SP_CHARRENAME:
- sd->status.rename = val;
- return true;
- case SP_CHARFONT:
- sd->status.font = val;
- clif_font(sd);
- return true;
- case SP_BANK_VAULT:
- if (val < 0)
- return false;
- log_zeny(*sd, LOG_TYPE_BANK, sd->status.char_id, -(sd->bank_vault - cap_value(val, 0, MAX_BANK_ZENY)));
- sd->bank_vault = cap_value(val, 0, MAX_BANK_ZENY);
- pc_setreg2(sd, BANK_VAULT_VAR, sd->bank_vault);
- return true;
- case SP_ROULETTE_BRONZE:
- sd->roulette_point.bronze = val;
- pc_setreg2(sd, ROULETTE_BRONZE_VAR, sd->roulette_point.bronze);
- return true;
- case SP_ROULETTE_SILVER:
- sd->roulette_point.silver = val;
- pc_setreg2(sd, ROULETTE_SILVER_VAR, sd->roulette_point.silver);
- return true;
- case SP_ROULETTE_GOLD:
- sd->roulette_point.gold = val;
- pc_setreg2(sd, ROULETTE_GOLD_VAR, sd->roulette_point.gold);
- return true;
- case SP_CASHPOINTS:
- if (val < 0)
- return false;
- if (!sd->state.connect_new)
- log_cash(sd, LOG_TYPE_SCRIPT, LOG_CASH_TYPE_CASH, -(sd->cashPoints - cap_value(val, 0, MAX_CASHPOINT)));
- sd->cashPoints = cap_value(val, 0, MAX_CASHPOINT);
- pc_setaccountreg(sd, add_str(CASHPOINT_VAR), sd->cashPoints);
- return true;
- case SP_KAFRAPOINTS:
- if (val < 0)
- return false;
- if (!sd->state.connect_new)
- log_cash(sd, LOG_TYPE_SCRIPT, LOG_CASH_TYPE_KAFRA, -(sd->kafraPoints - cap_value(val, 0, MAX_KAFRAPOINT)));
- sd->kafraPoints = cap_value(val, 0, MAX_KAFRAPOINT);
- pc_setaccountreg(sd, add_str(KAFRAPOINT_VAR), sd->kafraPoints);
- return true;
- case SP_PCDIECOUNTER:
- if (val < 0)
- return false;
- if (sd->die_counter == val)
- return true;
- sd->die_counter = val;
- if (!sd->state.connect_new && sd->die_counter == 1 && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
- status_calc_pc(sd, SCO_NONE); // Lost the bonus.
- pc_setglobalreg(sd, add_str(PCDIECOUNTER_VAR), sd->die_counter);
- return true;
- case SP_COOKMASTERY:
- if (sd->cook_mastery == val)
- return true;
- val = cap_value(val, 0, 1999);
- sd->cook_mastery = val;
- pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery);
- return true;
- default:
- ShowError("pc_setparam: Attempted to set unknown parameter '%lld'.\n", type);
- return false;
- }
- clif_updatestatus(sd,static_cast<int>(type));
- return true;
- }
- /*==========================================
- * HP/SP/AP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
- *------------------------------------------*/
- void pc_heal(map_session_data *sd,unsigned int hp,unsigned int sp, unsigned int ap, int type)
- {// Is there going to be a effect for gaining AP soon??? [Rytech]
- nullpo_retv(sd);
- if (type&2) {
- if (hp || type&4) {
- clif_heal(sd->fd,SP_HP,hp);
- clif_update_hp(*sd);
- }
- if (sp)
- clif_heal(sd->fd,SP_SP,sp);
- if (ap)
- clif_heal(sd->fd,SP_AP,ap);
- } else {
- if(hp)
- clif_updatestatus(sd,SP_HP);
- if(sp)
- clif_updatestatus(sd,SP_SP);
- if (ap)
- clif_updatestatus(sd,SP_AP);
- }
- return;
- }
- /**
- * Heal player HP and/or SP linearly. Calculate any bonus based on active statuses.
- * @param sd: Player data
- * @param itemid: Item ID
- * @param hp: HP to heal
- * @param sp: SP to heal
- * @return Amount healed to an object
- */
- int pc_itemheal(map_session_data *sd, t_itemid itemid, int hp, int sp)
- {
- int bonus, tmp, penalty = 0;
- if (hp) {
- bonus = 100 + (sd->battle_status.vit * 2) + pc_checkskill(sd, SM_RECOVERY) * 10 + pc_checkskill(sd, AM_LEARNINGPOTION) * 5;
- // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
- if (potion_flag == 2) {
- bonus += bonus * 50 / 100;
- if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
- bonus += bonus; // Receive an additional +100% effect from ranked potions to HP only
- }
- //All item bonuses.
- bonus += sd->bonus.itemhealrate2;
- //Item Group bonuses
- bonus += bonus * pc_get_itemgroup_bonus(sd, itemid, sd->itemgrouphealrate) / 100;
- //Individual item bonuses.
- for(const auto &it : sd->itemhealrate) {
- if (it.id == itemid) {
- bonus += bonus * it.val / 100;
- break;
- }
- }
- // Recovery Potion
- if (sd->sc.getSCE(SC_INCHEALRATE))
- bonus += bonus * sd->sc.getSCE(SC_INCHEALRATE)->val1 / 100;
- // 2014 Halloween Event : Pumpkin Bonus
- if (sd->sc.getSCE(SC_MTF_PUMPKIN)) {
- if (itemid == ITEMID_PUMPKIN)
- bonus += bonus * sd->sc.getSCE(SC_MTF_PUMPKIN)->val1 / 100;
- else if (itemid == ITEMID_COOKIE_BAT)
- bonus += sd->sc.getSCE(SC_MTF_PUMPKIN)->val2;
- }
- if (sd->sc.getSCE(SC_VITALIZE_POTION))
- bonus += bonus * 10 / 100;
- tmp = hp * bonus / 100; // Overflow check
- if (bonus != 100 && tmp > hp)
- hp = tmp;
- }
- if (sp) {
- bonus = 100 + (sd->battle_status.int_ * 2) + pc_checkskill(sd, MG_SRECOVERY) * 10 + pc_checkskill(sd, AM_LEARNINGPOTION) * 5;
- // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
- if (potion_flag == 2)
- bonus += bonus * 50 / 100;
- // All item bonuses.
- bonus += sd->bonus.itemsphealrate2;
- // Item Group bonuses
- bonus += bonus * pc_get_itemgroup_bonus( sd, itemid, sd->itemgroupsphealrate ) / 100;
- // Individual item bonuses.
- for( const auto &it : sd->itemsphealrate ){
- if( it.id == itemid ){
- bonus += bonus * it.val / 100;
- break;
- }
- }
- tmp = sp * bonus / 100; // Overflow check
- if (bonus != 100 && tmp > sp)
- sp = tmp;
- }
- if (sd->sc.count) {
- // Critical Wound and Death Hurt stack
- if (sd->sc.getSCE(SC_CRITICALWOUND))
- penalty += sd->sc.getSCE(SC_CRITICALWOUND)->val2;
- if (sd->sc.getSCE(SC_DEATHHURT) && sd->sc.getSCE(SC_DEATHHURT)->val3 == 1)
- penalty += 20;
- if (sd->sc.getSCE(SC_NORECOVER_STATE))
- penalty = 100;
- if (sd->sc.getSCE(SC_VITALITYACTIVATION))
- hp += hp / 2; // 1.5 times
- if (sd->sc.getSCE(SC_WATER_INSIGNIA) && sd->sc.getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
- hp += hp / 10;
- sp += sp / 10;
- }
- #ifdef RENEWAL
- if (sd->sc.getSCE(SC_APPLEIDUN))
- hp += sd->sc.getSCE(SC_APPLEIDUN)->val3 / 100;
- #endif
- if (penalty > 0) {
- hp -= hp * penalty / 100;
- sp -= sp * penalty / 100;
- }
- #ifdef RENEWAL
- if (sd->sc.getSCE(SC_EXTREMITYFIST2))
- sp = 0;
- #endif
- if (sd->sc.getSCE(SC_BITESCAR))
- hp = 0;
- }
- return status_heal(&sd->bl, hp, sp, 1);
- }
- /*==========================================
- * HP/SP Recovery
- * Heal player hp nad/or sp by rate
- *------------------------------------------*/
- int pc_percentheal(map_session_data *sd,int hp,int sp)
- {
- nullpo_ret(sd);
- if (hp > 100) hp = 100;
- else if (hp <-100) hp = -100;
- if (sp > 100) sp = 100;
- else if (sp <-100) sp = -100;
- if(hp >= 0 && sp >= 0) //Heal
- return status_percent_heal(&sd->bl, hp, sp);
- if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
- return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);
- //Crossed signs
- if(hp) {
- if(hp > 0)
- status_percent_heal(&sd->bl, hp, 0);
- else
- status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
- }
- if(sp) {
- if(sp > 0)
- status_percent_heal(&sd->bl, 0, sp);
- else
- status_percent_damage(NULL, &sd->bl, 0, sp, false);
- }
- return 0;
- }
- static int jobchange_killclone(struct block_list *bl, va_list ap)
- {
- struct mob_data *md;
- int flag;
- md = (struct mob_data *)bl;
- nullpo_ret(md);
- flag = va_arg(ap, int);
- if (md->master_id && md->special_state.clone && md->master_id == flag)
- status_kill(&md->bl);
- return 1;
- }
- /**
- * Called when player changes job
- * Rewrote to make it tidider [Celest]
- * @param sd
- * @param job JOB ID. See enum e_job
- * @param upper 1 - JOBL_UPPER; 2 - JOBL_BABY
- * @return True if success, false if failed
- **/
- bool pc_jobchange(map_session_data *sd,int job, char upper)
- {
- int i, fame_flag = 0;
- nullpo_retr(false,sd);
- if (job < 0)
- return false;
- //Normalize job.
- uint64 b_class = pc_jobid2mapid(job);
- if (b_class == -1)
- return false;
- switch (upper) {
- case 1:
- b_class|= JOBL_UPPER;
- break;
- case 2:
- b_class|= JOBL_BABY;
- break;
- }
- //This will automatically adjust bard/dancer classes to the correct gender
- //That is, if you try to jobchange into dancer, it will turn you to bard.
- job = pc_mapid2jobid(b_class, sd->status.sex);
- if (job == -1)
- return false;
- if ((unsigned short)b_class == sd->class_)
- return false; //Nothing to change.
- // If the job does not exist in the job db, dont allow changing to it
- if( !job_db.exists( job ) ){
- return false;
- }
- if( ( b_class&JOBL_FOURTH ) && !( sd->class_&JOBL_FOURTH ) ){
- // Changing to 4th job
- sd->change_level_4th = sd->status.job_level;
- pc_setglobalreg( sd, add_str( JOBCHANGE4TH_VAR ) , sd->change_level_4th );
- }else if( ( b_class&JOBL_THIRD ) && !( sd->class_&JOBL_THIRD ) ){
- // changing from 2nd to 3rd job
- sd->change_level_3rd = sd->status.job_level;
- pc_setglobalreg( sd, add_str( JOBCHANGE3RD_VAR ), sd->change_level_3rd );
- }else if( ( b_class&JOBL_2 ) && !( sd->class_&JOBL_2 ) ){
- // changing from 1st to 2nd job
- sd->change_level_2nd = sd->status.job_level;
- pc_setglobalreg( sd, add_str( JOBCHANGE2ND_VAR ), sd->change_level_2nd );
- }
- if(sd->cloneskill_idx > 0) {
- pc_skill_plagiarism_reset(*sd, 1);
- }
- if(sd->reproduceskill_idx > 0) {
- pc_skill_plagiarism_reset(*sd, 2);
- }
- if ( (b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK) ) { //Things to remove when changing class tree.
- status_db.changeSkillTree(sd);
- }
- if( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) {
- /* going off star glad lineage, reset feel and hate to not store no-longer-used vars in the database */
- pc_resetfeel(sd);
- pc_resethate(sd);
- }
- // Reset body style to 0 before changing job to avoid
- // errors since not every job has a alternate outfit.
- sd->status.body = 0;
- clif_changelook(&sd->bl,LOOK_BODY2,0);
- sd->status.class_ = job;
- fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
- uint64 previous_class = sd->class_;
- sd->class_ = (unsigned short)b_class;
- sd->status.job_level=1;
- sd->status.job_exp=0;
- if (sd->status.base_level > pc_maxbaselv(sd)) {
- sd->status.base_level = pc_maxbaselv(sd);
- sd->status.base_exp=0;
- pc_resetstate(sd);
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_TRAITPOINT);
- clif_updatestatus(sd,SP_BASELEVEL);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_NEXTBASEEXP);
- }
- // Give or reduce transcendent status points
- if( (b_class&JOBL_UPPER) && !(previous_class&JOBL_UPPER) ){ // Change from a non t class to a t class -> give points
- sd->status.status_point += battle_config.transcendent_status_points;
- clif_updatestatus(sd,SP_STATUSPOINT);
- }else if( !(b_class&JOBL_UPPER) && (previous_class&JOBL_UPPER) ){ // Change from a t class to a non t class -> remove points
- if( sd->status.status_point < battle_config.transcendent_status_points ){
- // The player already used his bonus points, so we have to reset his status points
- pc_resetstate(sd);
- }else{
- sd->status.status_point -= battle_config.transcendent_status_points;
- clif_updatestatus(sd,SP_STATUSPOINT);
- }
- }
- // Give or reduce trait status points
- if ((b_class & JOBL_FOURTH) && !(previous_class & JOBL_FOURTH)) {// Change to a 4th job.
- sd->status.trait_point += battle_config.trait_points_job_change;
- clif_updatestatus(sd, SP_TRAITPOINT);
- clif_updatestatus(sd, SP_UPOW);
- clif_updatestatus(sd, SP_USTA);
- clif_updatestatus(sd, SP_UWIS);
- clif_updatestatus(sd, SP_USPL);
- clif_updatestatus(sd, SP_UCON);
- clif_updatestatus(sd, SP_UCRT);
- } else if (!(b_class & JOBL_FOURTH) && (previous_class & JOBL_FOURTH)) {// Change to a non 4th job.
- if (sd->status.trait_point < battle_config.trait_points_job_change) {
- // Player may have already used the trait status points. Force a reset.
- pc_resetstate(sd);
- } else {
- sd->status.trait_point = 0;
- clif_updatestatus(sd, SP_TRAITPOINT);
- clif_updatestatus(sd, SP_UPOW);
- clif_updatestatus(sd, SP_USTA);
- clif_updatestatus(sd, SP_UWIS);
- clif_updatestatus(sd, SP_USPL);
- clif_updatestatus(sd, SP_UCON);
- clif_updatestatus(sd, SP_UCRT);
- }
- }
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_JOBEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- for(i=0;i<EQI_MAX;i++) {
- if(sd->equip_index[i] >= 0)
- if(pc_isequip(sd,sd->equip_index[i]))
- pc_unequipitem(sd,sd->equip_index[i],2); // unequip invalid item for class
- }
- //Change look, if disguised, you need to undisguise
- //to correctly calculate new job sprite without
- if (sd->disguise)
- pc_disguise(sd, 0);
- status_set_viewdata(&sd->bl, job);
- clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
- #if PACKETVER >= 20151001
- clif_changelook(&sd->bl, LOOK_HAIR, sd->vd.hair_style); // Update player's head (only matters when switching to or from Doram)
- #endif
- if(sd->vd.cloth_color)
- clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
- /*
- if(sd->vd.body_style)
- clif_changelook(&sd->bl,LOOK_BODY2,sd->vd.body_style);
- */
- //Update skill tree.
- pc_calc_skilltree(sd);
- clif_skillinfoblock(sd);
- if (sd->ed)
- elemental_delete(sd->ed);
- if (sd->state.vending)
- vending_closevending(sd);
- if (sd->state.buyingstore)
- buyingstore_close(sd);
- map_foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
- //Remove peco/cart/falcon
- i = sd->sc.option;
- if( i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING) )
- i&=~OPTION_RIDING;
- if( i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON) )
- i&=~OPTION_FALCON;
- if( i&OPTION_DRAGON && !pc_checkskill(sd,RK_DRAGONTRAINING) )
- i&=~OPTION_DRAGON;
- if( i&OPTION_WUGRIDER && !pc_checkskill(sd,RA_WUGMASTERY) )
- i&=~OPTION_WUGRIDER;
- if( i&OPTION_WUG && !pc_checkskill(sd,RA_WUGMASTERY) )
- i&=~OPTION_WUG;
- if( i&OPTION_MADOGEAR ) //You do not need a skill for this.
- i&=~OPTION_MADOGEAR;
- #ifndef NEW_CARTS
- if( i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART) )
- i&=~OPTION_CART;
- #else
- if( sd->sc.getSCE(SC_PUSH_CART) && !pc_checkskill(sd, MC_PUSHCART) )
- pc_setcart(sd, 0);
- #endif
- if(i != sd->sc.option)
- pc_setoption(sd, i);
- if(hom_is_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN))
- hom_vaporize(sd, HOM_ST_ACTIVE);
- if (sd->sc.getSCE(SC_SPRITEMABLE) && !pc_checkskill(sd, SU_SPRITEMABLE))
- status_change_end(&sd->bl, SC_SPRITEMABLE);
- if (sd->sc.getSCE(SC_SOULATTACK) && !pc_checkskill(sd, SU_SOULATTACK))
- status_change_end(&sd->bl, SC_SOULATTACK);
- if( sd->sc.getSCE(SC_SPIRIT) ){
- status_change_end( &sd->bl, SC_SPIRIT );
- }
- if(sd->status.manner < 0)
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- status_calc_pc(sd,SCO_FORCE);
- pc_checkallowskill(sd);
- pc_equiplookall(sd);
- pc_show_questinfo(sd);
- achievement_update_objective(sd, AG_JOB_CHANGE, 2, sd->status.base_level, job);
- if( sd->status.party_id ){
- struct party_data* p;
-
- if( ( p = party_search( sd->status.party_id ) ) != NULL ){
- ARR_FIND(0, MAX_PARTY, i, p->party.member[i].char_id == sd->status.char_id);
- if( i < MAX_PARTY ){
- p->party.member[i].class_ = sd->status.class_;
- clif_party_job_and_level( *sd );
- }
- }
- }
- chrif_save(sd, CSAVE_NORMAL);
- //if you were previously famous, not anymore.
- if (fame_flag)
- chrif_buildfamelist();
- else if (sd->status.fame > 0) {
- //It may be that now they are famous?
- switch (sd->class_&MAPID_UPPERMASK) {
- case MAPID_BLACKSMITH:
- case MAPID_ALCHEMIST:
- case MAPID_TAEKWON:
- chrif_buildfamelist();
- break;
- }
- }
- return true;
- }
- /*==========================================
- * Tell client player sd has change equipement
- *------------------------------------------*/
- void pc_equiplookall(map_session_data *sd)
- {
- nullpo_retv(sd);
- clif_changelook(&sd->bl,LOOK_WEAPON,0);
- clif_changelook(&sd->bl,LOOK_SHOES,0);
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- clif_changelook(&sd->bl,LOOK_ROBE, sd->status.robe);
- }
- /*==========================================
- * Tell client player sd has change look (hair,equip...)
- *------------------------------------------*/
- void pc_changelook(map_session_data *sd,int type,int val) {
- nullpo_retv(sd);
- switch(type) {
- case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
- val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
- if (sd->status.hair != val) {
- sd->status.hair = val;
- if (sd->status.guild_id) //Update Guild Window. [Skotlex]
- intif_guild_change_memberinfo(sd->status.guild_id, sd->status.account_id, sd->status.char_id,
- GMI_HAIR, &sd->status.hair, sizeof(sd->status.hair));
- }
- break;
- case LOOK_WEAPON:
- sd->status.weapon = val;
- break;
- case LOOK_HEAD_BOTTOM:
- sd->status.head_bottom = val;
- sd->setlook_head_bottom = val;
- break;
- case LOOK_HEAD_TOP:
- sd->status.head_top = val;
- sd->setlook_head_top = val;
- break;
- case LOOK_HEAD_MID:
- sd->status.head_mid = val;
- sd->setlook_head_mid = val;
- break;
- case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
- val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
- if (sd->status.hair_color != val) {
- sd->status.hair_color = val;
- if (sd->status.guild_id) //Update Guild Window. [Skotlex]
- intif_guild_change_memberinfo(sd->status.guild_id, sd->status.account_id, sd->status.char_id,
- GMI_HAIR_COLOR, &sd->status.hair_color, sizeof(sd->status.hair_color));
- }
- break;
- case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
- val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
- sd->status.clothes_color = val;
- break;
- case LOOK_SHIELD:
- sd->status.shield = val;
- break;
- case LOOK_SHOES:
- break;
- case LOOK_ROBE:
- sd->status.robe = val;
- sd->setlook_robe = val;
- break;
- case LOOK_BODY2:
- val = cap_value(val, MIN_BODY_STYLE, MAX_BODY_STYLE);
- sd->status.body = val;
- break;
- }
- clif_changelook(&sd->bl, type, val);
- }
- /*==========================================
- * Give an option (type) to player (sd) and display it to client
- *------------------------------------------*/
- void pc_setoption(map_session_data *sd,int type, int subtype)
- {
- int p_type, new_look=0;
- nullpo_retv(sd);
- p_type = sd->sc.option;
- //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
- sd->sc.option=type;
- clif_changeoption(&sd->bl);
- if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
- { // Mounting
- clif_status_load(&sd->bl,EFST_RIDING,1);
- status_calc_pc(sd,SCO_NONE);
- }
- else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON && pc_checkskill(sd,RK_DRAGONTRAINING) > 0) )
- { // Dismount
- clif_status_load(&sd->bl,EFST_RIDING,0);
- status_calc_pc(sd,SCO_NONE);
- }
- #ifndef NEW_CARTS
- if( type&OPTION_CART && !( p_type&OPTION_CART ) ) { //Cart On
- clif_cartlist(sd);
- clif_updatestatus(sd, SP_CARTINFO);
- if(pc_checkskill(sd, MC_PUSHCART) < 10)
- status_calc_pc(sd,SCO_NONE); //Apply speed penalty.
- } else if( !( type&OPTION_CART ) && p_type&OPTION_CART ){ //Cart Off
- clif_clearcart(sd->fd);
- if(pc_checkskill(sd, MC_PUSHCART) < 10)
- status_calc_pc(sd,SCO_NONE); //Remove speed penalty.
- }
- #endif
- if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
- clif_status_load(&sd->bl,EFST_FALCON,1);
- else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
- clif_status_load(&sd->bl,EFST_FALCON,0);
- if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting
- clif_status_load(&sd->bl,EFST_WUGRIDER,1);
- status_calc_pc(sd,SCO_NONE);
- } else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount
- clif_status_load(&sd->bl,EFST_WUGRIDER,0);
- status_calc_pc(sd,SCO_NONE);
- }
- if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) {
- sc_start(&sd->bl, &sd->bl, SC_MADOGEAR, 100, subtype, INFINITE_TICK);
- } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) {
- status_change_end(&sd->bl, SC_MADOGEAR);
- }
- if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
- new_look = JOB_STAR_GLADIATOR2;
- else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
- new_look = -1;
- if (sd->disguise || !new_look)
- return; //Disguises break sprite changes
- if (new_look < 0) { //Restore normal look.
- status_set_viewdata(&sd->bl, sd->status.class_);
- new_look = sd->vd.class_;
- }
- pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
- clif_changelook(&sd->bl,LOOK_BASE,new_look);
- if (sd->vd.cloth_color)
- clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
- if( sd->vd.body_style )
- clif_changelook(&sd->bl,LOOK_BODY2,sd->vd.body_style);
- clif_skillinfoblock(sd); // Skill list needs to be updated after base change.
- }
- /**
- * Give player a cart
- * @param sd Player
- * @param type 0:Remove cart, 1 ~ MAX_CARTS: Cart type
- **/
- bool pc_setcart(map_session_data *sd,int type) {
- #ifndef NEW_CARTS
- int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
- int option;
- #endif
- nullpo_retr(false,sd);
- if( type < 0 || type > MAX_CARTS )
- return false;// Never trust the values sent by the client! [Skotlex]
- if( pc_checkskill(sd,MC_PUSHCART) <= 0 && type != 0 )
- return false;// Push cart is required
- #ifdef NEW_CARTS
- switch( type ) {
- case 0:
- if( !sd->sc.getSCE(SC_PUSH_CART) )
- return 0;
- status_change_end(&sd->bl,SC_PUSH_CART);
- clif_clearcart(sd->fd);
- break;
- default:/* everything else is an allowed ID so we can move on */
- if( !sd->sc.getSCE(SC_PUSH_CART) ) { /* first time, so fill cart data */
- clif_cartlist(sd);
- status_calc_cart_weight(sd, (e_status_calc_weight_opt)(CALCWT_ITEM|CALCWT_MAXBONUS|CALCWT_CARTSTATE));
- }
- clif_updatestatus(sd, SP_CARTINFO);
- sc_start(&sd->bl, &sd->bl, SC_PUSH_CART, 100, type, 0);
- break;
- }
- if(pc_checkskill(sd, MC_PUSHCART) < 10)
- status_calc_pc(sd,SCO_NONE); //Recalc speed penalty.
- #else
- // Update option
- option = sd->sc.option;
- option &= ~OPTION_CART;// clear cart bits
- option |= cart[type]; // set cart
- pc_setoption(sd, option);
- #endif
- return true;
- }
- /*==========================================
- * Give player a falcon
- *------------------------------------------*/
- void pc_setfalcon(map_session_data* sd, int flag)
- {
- if( flag ){
- if( pc_checkskill(sd,HT_FALCON)>0 ) // add falcon if he have the skill
- pc_setoption(sd,sd->sc.option|OPTION_FALCON);
- } else if( pc_isfalcon(sd) ){
- pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
- }
- }
- /*==========================================
- * Set player riding
- *------------------------------------------*/
- void pc_setriding(map_session_data* sd, int flag)
- {
- if( sd->sc.getSCE(SC_ALL_RIDING) )
- return;
- if( flag ){
- if( pc_checkskill(sd,KN_RIDING) > 0 ) // add peco
- pc_setoption(sd, sd->sc.option|OPTION_RIDING);
- } else if( pc_isriding(sd) ){
- pc_setoption(sd, sd->sc.option&~OPTION_RIDING);
- }
- }
- /**
- * Give player a mado
- * @param sd: Player
- * @param flag: Enable or disable mado
- * @param type: See pc.hpp::e_mado_type (Default is MADO_ROBOT)
- */
- void pc_setmadogear(map_session_data *sd, bool flag, e_mado_type type)
- {
- if ((sd->class_ & MAPID_THIRDMASK) != MAPID_MECHANIC)
- return;
- if (flag) {
- if (pc_checkskill(sd, NC_MADOLICENCE) > 0)
- pc_setoption(sd, sd->sc.option | OPTION_MADOGEAR, type);
- } else if (pc_ismadogear(sd)) {
- pc_setoption(sd, sd->sc.option & ~OPTION_MADOGEAR);
- }
- }
- /*==========================================
- * Check if player can drop an item
- *------------------------------------------*/
- bool pc_candrop(map_session_data *sd, struct item *item)
- {
- if( item && ((item->expire_time || (item->bound && !pc_can_give_bounded_items(sd))) || (itemdb_ishatched_egg(item))) )
- return false;
- if( !pc_can_give_items(sd) || sd->sc.cant.drop) //check if this GM level can drop items
- return false;
- return (itemdb_isdropable(item, pc_get_group_level(sd)));
- }
- /*==========================================
- * Read '@type' variables (temporary numeric char reg)
- *------------------------------------------*/
- int64 pc_readreg(map_session_data* sd, int64 reg)
- {
- return i64db_i64get(sd->regs.vars, reg);
- }
- /*==========================================
- * Set '@type' variables (temporary numeric char reg)
- *------------------------------------------*/
- bool pc_setreg(map_session_data* sd, int64 reg, int64 val)
- {
- uint32 index = script_getvaridx(reg);
- nullpo_retr(false, sd);
- if( val ) {
- i64db_i64put(sd->regs.vars, reg, val);
- if( index )
- script_array_update(&sd->regs, reg, false);
- } else {
- i64db_remove(sd->regs.vars, reg);
- if( index )
- script_array_update(&sd->regs, reg, true);
- }
- return true;
- }
- /*==========================================
- * Read '@type$' variables (temporary string char reg)
- *------------------------------------------*/
- char* pc_readregstr(map_session_data* sd, int64 reg)
- {
- struct script_reg_str *p = NULL;
- p = (struct script_reg_str *)i64db_get(sd->regs.vars, reg);
- return p ? p->value : NULL;
- }
- /*==========================================
- * Set '@type$' variables (temporary string char reg)
- *------------------------------------------*/
- bool pc_setregstr(map_session_data* sd, int64 reg, const char* str)
- {
- struct script_reg_str *p = NULL;
- unsigned int index = script_getvaridx(reg);
- DBData prev;
- nullpo_retr(false, sd);
- if( str[0] ) {
- p = ers_alloc(str_reg_ers, struct script_reg_str);
- p->value = aStrdup(str);
- p->flag.type = 1;
- if (sd->regs.vars->put(sd->regs.vars, db_i642key(reg), db_ptr2data(p), &prev)) {
- p = (struct script_reg_str *)db_data2ptr(&prev);
- if( p->value )
- aFree(p->value);
- ers_free(str_reg_ers, p);
- } else {
- if( index )
- script_array_update(&sd->regs, reg, false);
- }
- } else {
- if (sd->regs.vars->remove(sd->regs.vars, db_i642key(reg), &prev)) {
- p = (struct script_reg_str *)db_data2ptr(&prev);
- if( p->value )
- aFree(p->value);
- ers_free(str_reg_ers, p);
- if( index )
- script_array_update(&sd->regs, reg, true);
- }
- }
- return true;
- }
- /**
- * Serves the following variable types:
- * - 'type' (permanent numeric char reg)
- * - '#type' (permanent numeric account reg)
- * - '##type' (permanent numeric account reg2)
- **/
- int64 pc_readregistry(map_session_data *sd, int64 reg)
- {
- struct script_reg_num *p = NULL;
- if (!sd->vars_ok) {
- ShowError("pc_readregistry: Trying to read reg %s before it's been loaded!\n", get_str(script_getvarid(reg)));
- //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
- //intif->request_registry(sd,type==3?4:type);
- set_eof(sd->fd);
- return 0;
- }
- p = (struct script_reg_num *)i64db_get(sd->regs.vars, reg);
- return p ? p->value : 0;
- }
- /**
- * Serves the following variable types:
- * - 'type$' (permanent str char reg)
- * - '#type$' (permanent str account reg)
- * - '##type$' (permanent str account reg2)
- **/
- char* pc_readregistry_str(map_session_data *sd, int64 reg)
- {
- struct script_reg_str *p = NULL;
- if (!sd->vars_ok) {
- ShowError("pc_readregistry_str: Trying to read reg %s before it's been loaded!\n", get_str(script_getvarid(reg)));
- //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
- //intif->request_registry(sd,type==3?4:type);
- set_eof(sd->fd);
- return NULL;
- }
- p = (struct script_reg_str *)i64db_get(sd->regs.vars, reg);
- return p ? p->value : NULL;
- }
- /**
- * Serves the following variable types:
- * - 'type' (permanent numeric char reg)
- * - '#type' (permanent numeric account reg)
- * - '##type' (permanent numeric account reg2)
- **/
- bool pc_setregistry(map_session_data *sd, int64 reg, int64 val)
- {
- struct script_reg_num *p = NULL;
- const char *regname = get_str(script_getvarid(reg));
- uint32 index = script_getvaridx(reg);
- if ( !reg_load && !sd->vars_ok ) {
- ShowError("pc_setregistry : refusing to set %s until vars are received.\n", regname);
- return false;
- }
- if ((p = (struct script_reg_num *)i64db_get(sd->regs.vars, reg))) {
- if( val ) {
- if( !p->value && index ) /* its a entry that was deleted, so we reset array */
- script_array_update(&sd->regs, reg, false);
- p->value = val;
- } else {
- p->value = 0;
- if( index )
- script_array_update(&sd->regs, reg, true);
- }
- if (!reg_load)
- p->flag.update = 1;/* either way, it will require either delete or replace */
- } else if( val ) {
- DBData prev;
- if( index )
- script_array_update(&sd->regs, reg, false);
- p = ers_alloc(num_reg_ers, struct script_reg_num);
- p->value = val;
- if (!reg_load)
- p->flag.update = 1;
- if (sd->regs.vars->put(sd->regs.vars, db_i642key(reg), db_ptr2data(p), &prev)) {
- p = (struct script_reg_num *)db_data2ptr(&prev);
- ers_free(num_reg_ers, p);
- }
- }
- if (!reg_load && p)
- sd->vars_dirty = true;
- return true;
- }
- /**
- * Serves the following variable types:
- * - 'type$' (permanent str char reg)
- * - '#type$' (permanent str account reg)
- * - '##type$' (permanent str account reg2)
- **/
- bool pc_setregistry_str(map_session_data *sd, int64 reg, const char *val)
- {
- struct script_reg_str *p = NULL;
- const char *regname = get_str(script_getvarid(reg));
- unsigned int index = script_getvaridx(reg);
- size_t vlen = 0;
- if (!reg_load && !sd->vars_ok) {
- ShowError("pc_setregistry_str : refusing to set %s until vars are received.\n", regname);
- return false;
- }
- if ( !script_check_RegistryVariableLength(1, val, &vlen ) )
- {
- ShowError("pc_check_RegistryVariableLength: Variable value length is too long (aid: %d, cid: %d): '%s' sz=%zu\n", sd->status.account_id, sd->status.char_id, val, vlen);
- return false;
- }
- if( (p = (struct script_reg_str *)i64db_get(sd->regs.vars, reg) ) ) {
- if( val[0] ) {
- if( p->value )
- aFree(p->value);
- else if ( index ) // an entry that was deleted, so we reset
- script_array_update(&sd->regs, reg, false);
- p->value = aStrdup(val);
- } else {
- if (p->value)
- aFree(p->value);
- p->value = NULL;
- if( index )
- script_array_update(&sd->regs, reg, true);
- }
- if( !reg_load )
- p->flag.update = 1; // either way, it will require either delete or replace
- } else if( val[0] ) {
- DBData prev;
- if( index )
- script_array_update(&sd->regs, reg, false);
- p = ers_alloc(str_reg_ers, struct script_reg_str);
- p->value = aStrdup(val);
- if( !reg_load )
- p->flag.update = 1;
- p->flag.type = 1;
- if( sd->regs.vars->put(sd->regs.vars, db_i642key(reg), db_ptr2data(p), &prev) ) {
- p = (struct script_reg_str *)db_data2ptr(&prev);
- if( p->value )
- aFree(p->value);
- ers_free(str_reg_ers, p);
- }
- }
- if( !reg_load && p )
- sd->vars_dirty = true;
- return true;
- }
- /**
- * Set value of player variable
- * @param sd Player
- * @param reg Variable name
- * @param value
- * @return True if success, false if failed.
- **/
- bool pc_setreg2(map_session_data *sd, const char *reg, int64 val) {
- char prefix = reg[0];
- nullpo_retr(false, sd);
- if (reg[strlen(reg)-1] == '$') {
- ShowError("pc_setreg2: Invalid variable scope '%s'\n", reg);
- return false;
- }
- val = cap_value(val, INT_MIN, INT_MAX);
- switch (prefix) {
- case '.':
- case '\'':
- case '$':
- ShowError("pc_setreg2: Invalid variable scope '%s'\n", reg);
- return false;
- case '@':
- return pc_setreg(sd, add_str(reg), val);
- case '#':
- return (reg[1] == '#') ? pc_setaccountreg2(sd, add_str(reg), val) : pc_setaccountreg(sd, add_str(reg), val);
- default:
- return pc_setglobalreg(sd, add_str(reg), val);
- }
- return false;
- }
- /**
- * Get value of player variable
- * @param sd Player
- * @param reg Variable name
- * @return Variable value or 0 if failed.
- **/
- int64 pc_readreg2(map_session_data *sd, const char *reg) {
- char prefix = reg[0];
- nullpo_ret(sd);
- if (reg[strlen(reg)-1] == '$') {
- ShowError("pc_readreg2: Invalid variable scope '%s'\n", reg);
- return 0;
- }
- switch (prefix) {
- case '.':
- case '\'':
- case '$':
- ShowError("pc_readreg2: Invalid variable scope '%s'\n", reg);
- return 0;
- case '@':
- return pc_readreg(sd, add_str(reg));
- case '#':
- return (reg[1] == '#') ? pc_readaccountreg2(sd, add_str(reg)) : pc_readaccountreg(sd, add_str(reg));
- default:
- return pc_readglobalreg(sd, add_str(reg));
- }
- return 0;
- }
- /*==========================================
- * Exec eventtimer for player sd (retrieved from map_session (id))
- *------------------------------------------*/
- static TIMER_FUNC(pc_eventtimer){
- map_session_data *sd=map_id2sd(id);
- char *p = (char *)data;
- int i;
- if(sd==NULL)
- return 0;
- ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
- if( i < MAX_EVENTTIMER )
- {
- sd->eventtimer[i] = INVALID_TIMER;
- sd->eventcount--;
- npc_event(sd,p,0);
- }
- else
- ShowError("pc_eventtimer: no such event timer\n");
- if (p) aFree(p);
- return 0;
- }
- /*==========================================
- * Add eventtimer for player sd ?
- *------------------------------------------*/
- bool pc_addeventtimer(map_session_data *sd,int tick,const char *name)
- {
- int i;
- nullpo_retr(false,sd);
- ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER );
- if( i == MAX_EVENTTIMER )
- return false;
- sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name));
- sd->eventcount++;
- return true;
- }
- /*==========================================
- * Del eventtimer for player sd ?
- *------------------------------------------*/
- bool pc_deleventtimer(map_session_data *sd,const char *name)
- {
- char* p = NULL;
- int i;
- nullpo_retr(false,sd);
- if (sd->eventcount == 0)
- return false;
- // find the named event timer
- ARR_FIND( 0, MAX_EVENTTIMER, i,
- sd->eventtimer[i] != INVALID_TIMER &&
- (p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL &&
- strcmp(p, name) == 0
- );
- if( i == MAX_EVENTTIMER )
- return false; // not found
- delete_timer(sd->eventtimer[i],pc_eventtimer);
- sd->eventtimer[i] = INVALID_TIMER;
- if(sd->eventcount > 0)
- sd->eventcount--;
- aFree(p);
- return true;
- }
- /*==========================================
- * Update eventtimer count for player sd
- *------------------------------------------*/
- void pc_addeventtimercount(map_session_data *sd,const char *name,int tick)
- {
- int i;
- nullpo_retv(sd);
- for(i=0;i<MAX_EVENTTIMER;i++)
- if( sd->eventtimer[i] != INVALID_TIMER && strcmp(
- (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
- addtick_timer(sd->eventtimer[i],tick);
- break;
- }
- }
- /*==========================================
- * Remove all eventtimer for player sd
- *------------------------------------------*/
- void pc_cleareventtimer(map_session_data *sd)
- {
- int i;
- nullpo_retv(sd);
- if (sd->eventcount == 0)
- return;
- for(i=0;i<MAX_EVENTTIMER;i++){
- if( sd->eventtimer[i] != INVALID_TIMER ){
- char *p = (char *)(get_timer(sd->eventtimer[i])->data);
- delete_timer(sd->eventtimer[i],pc_eventtimer);
- sd->eventtimer[i] = INVALID_TIMER;
- if(sd->eventcount > 0) //avoid looping to max val
- sd->eventcount--;
- if (p) aFree(p);
- }
- }
- }
- /**
- * Called when an item with combo is worn
- * @param sd: Player data
- * @param data: Item data
- * @return Number of succeeded combo(s)
- */
- static int pc_checkcombo(map_session_data *sd, item_data *data) {
- int success = 0;
- for (const auto &item_combo : data->combos) {
- bool do_continue = false;
- // Ensure this isn't a duplicate combo
- for (const auto player_combo : sd->combos) {
- if (player_combo->id == item_combo->id) {
- do_continue = true;
- break;
- }
- }
- // Combo already equipped
- if (do_continue)
- continue;
- size_t nb_itemCombo = item_combo->nameid.size();
- if (nb_itemCombo < 2) // A combo with less then 2 item?
- continue;
- struct s_itemchk {
- int idx;
- t_itemid nameid, card[MAX_SLOTS];
- s_itemchk() : idx(0), nameid(0), card() {};
- };
- std::vector<s_itemchk> combo_idx(nb_itemCombo);
- size_t j;
- unsigned int pos = 0;
- for (j = 0; j < nb_itemCombo; j++) {
- t_itemid id = item_combo->nameid[j];
- bool found = false;
- for (int16 k = 0; k < EQI_MAX; k++) {
- short index = sd->equip_index[k];
- if (index < 0)
- continue;
- if (pc_is_same_equip_index((equip_index)k, sd->equip_index, index))
- continue;
- if (!sd->inventory_data[index])
- continue;
- if (itemdb_type(id) != IT_CARD) {
- if (sd->inventory_data[index]->nameid != id)
- continue;
- if (j > 0) { // Check if this item not already used
- do_continue = false;
- for (size_t z = 0; z < nb_itemCombo - 1; z++) {
- if (combo_idx[z].idx == index && combo_idx[z].nameid == id) { // Index already recorded
- do_continue = true;
- break;
- }
- }
- if (do_continue)
- continue;
- }
- combo_idx[j].nameid = id;
- combo_idx[j].idx = index;
- pos |= sd->inventory.u.items_inventory[index].equip;
- found = true;
- break;
- } else { // Cards and enchants
- if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
- continue;
- for (uint8 z = 0; z < MAX_SLOTS; z++) {
- do_continue = false;
- if (sd->inventory.u.items_inventory[index].card[z] != id)
- continue;
- if (j > 0) {
- for (size_t c1 = 0; c1 < nb_itemCombo - 1; c1++) {
- if (combo_idx[c1].idx == index && combo_idx[c1].nameid == id) {
- for (uint8 c2 = 0; c2 < MAX_SLOTS; c2++) {
- if (combo_idx[c1].card[c2] == id) { // Card already recorded (at this same idx)
- do_continue = true;
- break;
- }
- }
- }
- }
- }
- if (do_continue)
- continue;
- combo_idx[j].nameid = id;
- combo_idx[j].idx = index;
- combo_idx[j].card[z] = id;
- pos |= sd->inventory.u.items_inventory[index].equip;
- found = true;
- break;
- }
- }
- }
- if (!found)
- break; // Unable to found all the IDs for this combo, return
- }
- // Broke out of the count loop without finding all IDs, move to the next combo
- if (j < nb_itemCombo)
- continue;
- // All items in the combo are matching
- auto entry = std::make_shared<s_combos>();
- entry->bonus = item_combo->script;
- entry->id = item_combo->id;
- entry->pos = pos;
- sd->combos.push_back(entry);
- combo_idx.clear();
- success++;
- }
- return success;
- }
- /**
- * Called when an item with combo is removed
- * @param sd: Player data
- * @param data: Item data
- * @return Number of removed combo(s)
- */
- static int pc_removecombo(map_session_data *sd, item_data *data ) {
- if (sd->combos.empty())
- return 0; // Nothing to do here, player has no combos
- int retval = 0;
- for (const auto &item_combo : data->combos) {
- std::shared_ptr<s_combos> del_combo = nullptr;
- // Check if this combo exists on this player
- for (const auto &player_combo : sd->combos) {
- if (player_combo->id == item_combo->id) {
- del_combo = player_combo;
- break;
- }
- }
- // No match, skip this combo
- if (del_combo == nullptr)
- continue;
- util::vector_erase_if_exists(sd->combos, del_combo);
- retval++;
- // Check if combo requirements still fit
- if (pc_checkcombo(sd, data))
- continue;
- // It's empty, clear all the memory
- if (sd->combos.empty()) {
- sd->combos.clear();
- return retval; // Return at this point as there are no more combos to check
- }
- }
- return retval;
- }
- /**
- * Load combo data(s) of player
- * @param sd: Player data
- * @return ret numbers of succeed combo
- */
- int pc_load_combo(map_session_data *sd) {
- int ret = 0;
- for (int16 i = 0; i < EQI_MAX; i++) {
- item_data *id;
- short idx = sd->equip_index[i];
- if (idx < 0 || !(id = sd->inventory_data[idx]))
- continue;
- if (!id->combos.empty())
- ret += pc_checkcombo(sd, id);
- if (!itemdb_isspecial(sd->inventory.u.items_inventory[idx].card[0])) {
- for (uint8 j = 0; j < MAX_SLOTS; j++) {
- if (!sd->inventory.u.items_inventory[idx].card[j])
- continue;
- std::shared_ptr<item_data> data = item_db.find(sd->inventory.u.items_inventory[idx].card[j]);
- if (data != nullptr) {
- if (!data->combos.empty())
- ret += pc_checkcombo(sd, data.get());
- }
- }
- }
- }
- return ret;
- }
- /*==========================================
- * Equip item on player sd at req_pos from inventory index n
- * return: false - fail; true - success
- *------------------------------------------*/
- bool pc_equipitem(map_session_data *sd,short n,int req_pos,bool equipswitch)
- {
- int i, pos, flag = 0, iflag;
- struct item_data *id;
- uint8 res = ITEM_EQUIP_ACK_OK;
- short* equip_index;
- nullpo_retr(false,sd);
- if( n < 0 || n >= MAX_INVENTORY ) {
- if( equipswitch ){
- clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL );
- }else{
- // Does not deserve an answer... [Lemongrass]
- //clif_equipitemack( sd, ITEM_EQUIP_ACK_FAIL, n );
- }
- return false;
- }
- if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 ) {
- if( equipswitch ){
- clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL );
- }else{
- clif_equipitemack( *sd, ITEM_EQUIP_ACK_FAIL, n );
- }
- return false;
- }
- if (!(id = sd->inventory_data[n]))
- return false;
- pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
- if(battle_config.battle_log && !equipswitch)
- ShowInfo("equip %u (%d) %x:%x\n",sd->inventory.u.items_inventory[n].nameid,n,id?id->equip:0,req_pos);
- if((res = pc_isequip(sd,n))) {
- if( equipswitch ){
- clif_equipswitch_add( sd, n, req_pos, res );
- }else{
- clif_equipitemack( *sd, res, n ); // fail
- }
- return false;
- }
- if( equipswitch && id->type == IT_AMMO ){
- clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL );
- return false;
- }
- if (!(pos&req_pos) || sd->inventory.u.items_inventory[n].equip != 0 || sd->inventory.u.items_inventory[n].attribute==1 ) { // [Valaris]
- if( equipswitch ){
- clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL );
- }else{
- clif_equipitemack( *sd, ITEM_EQUIP_ACK_FAIL, n ); // fail
- }
- return false;
- }
- if( sd->sc.count && (sd->sc.cant.equip || (sd->sc.getSCE(SC_PYROCLASTIC) && sd->inventory_data[n]->type == IT_WEAPON)) ) {
- if( equipswitch ){
- clif_equipswitch_add( sd, n, req_pos, ITEM_EQUIP_ACK_FAIL );
- }else{
- clif_equipitemack( *sd, ITEM_EQUIP_ACK_FAIL, n ); //Fail
- }
- return false;
- }
- equip_index = equipswitch ? sd->equip_switch_index : sd->equip_index;
- if ( !equipswitch && id->flag.bindOnEquip && !sd->inventory.u.items_inventory[n].bound) {
- sd->inventory.u.items_inventory[n].bound = (char)battle_config.default_bind_on_equip;
- clif_notify_bindOnEquip( *sd, n );
- }
- if(pos == EQP_ACC) { //Accessories should only go in one of the two.
- pos = req_pos&EQP_ACC;
- if (pos == EQP_ACC) //User specified both slots.
- pos = (equip_index[EQI_ACC_R] >= 0 && equip_index[EQI_ACC_L] < 0) ? EQP_ACC_L : EQP_ACC_R;
- for (i = 0; i < sd->inventory_data[n]->slots; i++) { // Accessories that have cards that force equip location
- if (!sd->inventory.u.items_inventory[n].card[i])
- continue;
- std::shared_ptr<item_data> card_data = item_db.find(sd->inventory.u.items_inventory[n].card[i]);
- if (card_data) {
- int card_pos = card_data->equip;
- if (card_pos == EQP_ACC_L || card_pos == EQP_ACC_R) {
- pos = card_pos; // Use the card's equip position
- break;
- }
- }
- }
- } else if(pos == EQP_ARMS && id->equip == EQP_HAND_R) { //Dual wield capable weapon.
- pos = (req_pos&EQP_ARMS);
- if (pos == EQP_ARMS) //User specified both slots, pick one for them.
- #ifdef RENEWAL
- pos = (equip_index[EQI_HAND_R] >= 0 && equip_index[EQI_HAND_L] < 0) ? EQP_HAND_L : EQP_HAND_R;
- #else
- pos = equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
- #endif
- } else if(pos == EQP_SHADOW_ACC) { // Shadow System
- pos = req_pos&EQP_SHADOW_ACC;
- if (pos == EQP_SHADOW_ACC)
- pos = (equip_index[EQI_SHADOW_ACC_L] >= 0 && equip_index[EQI_SHADOW_ACC_R] < 0) ? EQP_SHADOW_ACC_R : EQP_SHADOW_ACC_L;
- } else if(pos == EQP_SHADOW_ARMS && id->equip == EQP_SHADOW_WEAPON) {
- pos = (req_pos&EQP_SHADOW_ARMS);
- if( pos == EQP_SHADOW_ARMS )
- pos = (equip_index[EQI_SHADOW_WEAPON] >= 0 ? EQP_SHADOW_SHIELD : EQP_SHADOW_WEAPON);
- }
- if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC) {
- //Update skill-block range database when weapon range changes. [Skotlex]
- i = equip_index[EQI_HAND_R];
- if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
- flag = 1;
- else
- flag = id->range != sd->inventory_data[i]->range;
- }
- if( equipswitch ){
- for( i = 0; i < EQI_MAX; i++ ){
- if( pos&equip_bitmask[i] ){
- // If there was already an item assigned to this slot
- if( sd->equip_switch_index[i] >= 0 ){
- pc_equipswitch_remove( sd, sd->equip_switch_index[i] );
- }
- // Assign the new index to it
- sd->equip_switch_index[i] = n;
- }
- }
- sd->inventory.u.items_inventory[n].equipSwitch = pos;
- clif_equipswitch_add( sd, n, pos, ITEM_EQUIP_ACK_OK );
- return true;
- }else{
- for(i=0;i<EQI_MAX;i++) {
- if(pos & equip_bitmask[i]) {
- if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
- pc_unequipitem(sd,sd->equip_index[i], 1 | 2 | 4);
- sd->equip_index[i] = n;
- }
- }
- pc_equipswitch_remove(sd, n);
- if(pos==EQP_AMMO) {
- clif_arrowequip(sd,n);
- clif_arrow_fail(sd,3);
- }
- else
- clif_equipitemack( *sd, ITEM_EQUIP_ACK_OK, n, pos );
- sd->inventory.u.items_inventory[n].equip = pos;
- }
- if(pos & EQP_HAND_R) {
- if(id)
- sd->weapontype1 = id->subtype;
- else
- sd->weapontype1 = W_FIST;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- }
- if(pos & EQP_HAND_L) {
- if(id) {
- if(id->type == IT_WEAPON) {
- sd->status.shield = W_FIST;
- sd->weapontype2 = id->subtype;
- }
- else
- if(id->type == IT_ARMOR) {
- sd->status.shield = id->look;
- sd->weapontype2 = W_FIST;
- }
- }
- else
- sd->status.shield = sd->weapontype2 = W_FIST;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- }
- if(pos & EQP_SHOES)
- clif_changelook(&sd->bl,LOOK_SHOES,0);
- if (battle_config.ammo_unequip && (pos&EQP_ARMS) && id->type == IT_WEAPON) {
- short idx = sd->equip_index[EQI_AMMO];
- if (idx >= 0) {
- switch (sd->inventory_data[idx]->subtype) {
- case AMMO_ARROW:
- if (id->subtype != W_BOW && id->subtype != W_MUSICAL && id->subtype != W_WHIP)
- pc_unequipitem(sd, idx, 2 | 4);
- break;
- case AMMO_BULLET:
- case AMMO_SHELL:
- if (id->subtype != W_REVOLVER && id->subtype != W_RIFLE && id->subtype != W_GATLING && id->subtype != W_SHOTGUN
- #ifdef RENEWAL
- && id->subtype != W_GRENADE
- #endif
- )
- pc_unequipitem(sd, idx, 2 | 4);
- break;
- #ifndef RENEWAL
- case AMMO_GRENADE:
- if (id->subtype != W_GRENADE)
- pc_unequipitem(sd, idx, 2 | 4);
- break;
- #endif
- }
- }
- }
- pc_set_costume_view(sd);
- pc_checkallowskill(sd); //Check if status changes should be halted.
- iflag = sd->npc_item_flag;
- // Check for combos (MUST be before status_calc_pc)
- if (!id->combos.empty())
- pc_checkcombo(sd, id);
- if (itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0]))
- ; // No cards
- else {
- for (i = 0; i < MAX_SLOTS; i++) {
- if (!sd->inventory.u.items_inventory[n].card[i])
- continue;
- std::shared_ptr<item_data> data = item_db.find(sd->inventory.u.items_inventory[n].card[i]);
- if (data != nullptr) {
- if (!data->combos.empty())
- pc_checkcombo(sd, data.get());
- }
- }
- }
- status_calc_pc(sd,SCO_NONE);
- if (flag) //Update skill data
- clif_skillinfoblock(sd);
- //OnEquip script [Skotlex]
- if (id) {
- current_equip_item_index = n;
- current_equip_card_id = 0;
- //only run the script if item isn't restricted
- if (id->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(id,sd->bl.m)))
- run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id);
- if(itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0]))
- ; //No cards
- else {
- for( i = 0; i < MAX_SLOTS; i++ ) {
- if (!sd->inventory.u.items_inventory[n].card[i])
- continue;
- std::shared_ptr<item_data> data = item_db.find(sd->inventory.u.items_inventory[n].card[i]);
- if ( data != nullptr ) {
- if (data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data.get(), sd->bl.m))) {
- current_equip_card_id = sd->inventory.u.items_inventory[n].card[i];
- run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
- }
- }
- current_equip_card_id = 0;
- }
- }
- current_equip_item_index = -1;
- }
- sd->npc_item_flag = iflag;
- return true;
- }
- static void pc_deleteautobonus( std::vector<std::shared_ptr<s_autobonus>>& bonus, int position ){
- std::vector<std::shared_ptr<s_autobonus>>::iterator it = bonus.begin();
- while( it != bonus.end() ){
- std::shared_ptr<s_autobonus> b = *it;
- if( ( b->pos & position ) != b->pos ){
- it++;
- continue;
- }
- it = bonus.erase( it );
- }
- }
- /**
- * Recalculate player status on unequip
- * @param sd: Player data
- * @param n: Item inventory index
- * @param flag: Whether to recalculate a player's status or not
- * @return True on success or false on failure
- */
- static void pc_unequipitem_sub(map_session_data *sd, int n, int flag) {
- int i, iflag;
- bool status_calc = false;
- pc_deleteautobonus( sd->autobonus, sd->inventory.u.items_inventory[n].equip );
- pc_deleteautobonus( sd->autobonus2, sd->inventory.u.items_inventory[n].equip );
- pc_deleteautobonus( sd->autobonus3, sd->inventory.u.items_inventory[n].equip );
- sd->inventory.u.items_inventory[n].equip = 0;
- if (!(flag & 4))
- pc_checkallowskill(sd);
- iflag = sd->npc_item_flag;
- // Check for combos (MUST be before status_calc_pc)
- if (sd->inventory_data[n]) {
- if (!sd->inventory_data[n]->combos.empty()) {
- if (pc_removecombo(sd, sd->inventory_data[n]))
- status_calc = true;
- }
- if (itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0]))
- ; // No cards
- else {
- for (i = 0; i < MAX_SLOTS; i++) {
- if (!sd->inventory.u.items_inventory[n].card[i])
- continue;
- std::shared_ptr<item_data> data = item_db.find(sd->inventory.u.items_inventory[n].card[i]);
- if (data != nullptr) {
- if (!data->combos.empty()) {
- if (pc_removecombo(sd, data.get()))
- status_calc = true;
- }
- }
- }
- }
- }
- if (flag & 1 || status_calc) {
- pc_checkallowskill(sd);
- status_calc_pc(sd, SCO_FORCE);
- }
- if (sd->sc.getSCE(SC_SIGNUMCRUCIS) && !battle_check_undead(sd->battle_status.race, sd->battle_status.def_ele))
- status_change_end(&sd->bl, SC_SIGNUMCRUCIS);
- //OnUnEquip script [Skotlex]
- if (sd->inventory_data[n]) {
- current_equip_item_index = n;
- current_equip_card_id = 0;
- if (sd->inventory_data[n]->unequip_script)
- run_script(sd->inventory_data[n]->unequip_script, 0, sd->bl.id, fake_nd->bl.id);
- if (itemdb_isspecial(sd->inventory.u.items_inventory[n].card[0]))
- ; //No cards
- else {
- for (i = 0; i < MAX_SLOTS; i++) {
- if (!sd->inventory.u.items_inventory[n].card[i])
- continue;
- std::shared_ptr<item_data> data = item_db.find(sd->inventory.u.items_inventory[n].card[i]);
- if (data != nullptr) {
- if (data->unequip_script) {
- current_equip_card_id = sd->inventory.u.items_inventory[n].card[i];
- run_script(data->unequip_script, 0, sd->bl.id, fake_nd->bl.id);
- }
- }
- current_equip_card_id = 0;
- }
- }
- current_equip_item_index = -1;
- }
- sd->npc_item_flag = iflag;
- }
- /**
- * Called when attempting to unequip an item from a player
- * @param sd: Player data
- * @param n: Item inventory index
- * @param flag: Type of unequip
- * 0 - only unequip
- * 1 - calculate status after unequipping
- * 2 - force unequip
- * 4 - unequip by switching equipment
- * @return True on success or false on failure
- */
- bool pc_unequipitem(map_session_data *sd, int n, int flag) {
- int i, pos;
- nullpo_retr(false,sd);
- if (n < 0 || n >= MAX_INVENTORY) {
- clif_unequipitemack(sd,0,0,0);
- return false;
- }
- if (!(pos = sd->inventory.u.items_inventory[n].equip)) {
- clif_unequipitemack(sd,n,0,0);
- return false; //Nothing to unequip
- }
- // status change that makes player cannot unequip equipment
- if (!(flag&2) && sd->sc.count &&( sd->sc.cant.unequip ||
- (sd->sc.getSCE(SC_PYROCLASTIC) && sd->inventory_data[n]->type == IT_WEAPON))) // can't switch weapon
- {
- clif_unequipitemack(sd,n,0,0);
- return false;
- }
- if (battle_config.battle_log)
- ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),pos);
- for(i = 0; i < EQI_MAX; i++) {
- if (pos & equip_bitmask[i])
- sd->equip_index[i] = -1;
- }
- if(pos & EQP_HAND_R) {
- sd->weapontype1 = W_FIST;
- sd->status.weapon = sd->weapontype2;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- if( !battle_config.dancing_weaponswitch_fix )
- status_change_end(&sd->bl, SC_DANCING); // Unequipping => stop dancing.
- #ifdef RENEWAL
- if (battle_config.switch_remove_edp&2) {
- #else
- if (battle_config.switch_remove_edp&1) {
- #endif
- status_change_end(&sd->bl, SC_EDP);
- }
- }
- if(pos & EQP_HAND_L) {
- if (sd->status.shield && battle_getcurrentskill(&sd->bl) == LG_SHIELDSPELL)
- unit_skillcastcancel(&sd->bl, 0); // Cancel Shield Spell if player swaps shields.
- sd->status.shield = sd->weapontype2 = W_FIST;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- }
- if(pos & EQP_SHOES)
- clif_changelook(&sd->bl,LOOK_SHOES,0);
- clif_unequipitemack(sd,n,pos,1);
- pc_set_costume_view(sd);
- status_db.removeByStatusFlag(&sd->bl, { SCF_REMOVEONUNEQUIP });
- // On weapon change (right and left hand)
- if ((pos & EQP_ARMS) && sd->inventory_data[n]->type == IT_WEAPON) {
- if (battle_config.ammo_unequip && !(flag & 4)) {
- switch (sd->inventory_data[n]->subtype) {
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE: {
- short idx = sd->equip_index[EQI_AMMO];
- if (idx >= 0) {
- sd->equip_index[EQI_AMMO] = -1;
- clif_unequipitemack(sd, idx, sd->inventory.u.items_inventory[idx].equip, 1);
- pc_unequipitem_sub(sd, idx, 0);
- }
- }
- break;
- }
- }
- status_db.removeByStatusFlag(&sd->bl, { SCF_REMOVEONUNEQUIPWEAPON });
- }
- // On armor change
- if (pos & EQP_ARMOR) {
- status_db.removeByStatusFlag(&sd->bl, { SCF_REMOVEONUNEQUIPARMOR });
- }
- // On equipment change
- #ifndef RENEWAL
- if (!(flag&4))
- status_change_end(&sd->bl, SC_CONCENTRATION);
- #endif
- // On ammo change
- if (sd->inventory_data[n]->type == IT_AMMO && (sd->inventory_data[n]->nameid != ITEMID_SILVER_BULLET || sd->inventory_data[n]->nameid != ITEMID_PURIFICATION_BULLET || sd->inventory_data[n]->nameid != ITEMID_SILVER_BULLET_))
- status_change_end(&sd->bl, SC_P_ALTER);
- pc_unequipitem_sub(sd, n, flag);
- return true;
- }
- int pc_equipswitch( map_session_data* sd, int index ){
- // Get the target equip mask
- int position = sd->inventory.u.items_inventory[index].equipSwitch;
- // Get the currently equipped item
- short equippedItem = pc_checkequip( sd, position, true );
- // No item equipped at the target
- if( equippedItem == -1 ){
- // Remove it from the equip switch
- pc_equipswitch_remove( sd, index );
- pc_equipitem( sd, index, position );
- return position;
- }else{
- std::map<int, int> unequipped;
- int unequipped_position = 0;
- // Unequip all items that interfere
- for( int i = 0; i < EQI_MAX; i++ ){
- int unequip_index = sd->equip_index[i];
- if( unequip_index >= 0 && position & equip_bitmask[i] ){
- struct item* unequip_item = &sd->inventory.u.items_inventory[unequip_index];
- // Store the unequipped index and position mask for later
- unequipped[unequip_index] = unequip_item->equip;
- // Keep the position for later
- unequipped_position |= unequip_item->equip;
- // Unequip the item
- pc_unequipitem( sd, unequip_index, 0 );
- }
- }
- int all_position = position | unequipped_position;
- // Equip everything that is hit by the mask
- for( int i = 0; i < EQI_MAX; i++ ){
- int exchange_index = sd->equip_switch_index[i];
- if( exchange_index >= 0 && all_position & equip_bitmask[i] ){
- struct item* exchange_item = &sd->inventory.u.items_inventory[exchange_index];
- // Store the target position
- int exchange_position = exchange_item->equipSwitch;
- // Remove the item from equip switch
- pc_equipswitch_remove( sd, exchange_index );
- // Equip the item at the destinated position
- pc_equipitem( sd, exchange_index, exchange_position );
- }
- }
- // Place all unequipped items into the equip switch window
- for( std::pair<int, int> pair : unequipped ){
- int unequipped_index = pair.first;
- int unequipped_position = pair.second;
- // Rebuild the index cache
- for( int i = 0; i < EQI_MAX; i++ ){
- if( unequipped_position & equip_bitmask[i] ){
- sd->equip_switch_index[i] = unequipped_index;
- }
- }
- // Set the correct position mask
- sd->inventory.u.items_inventory[unequipped_index].equipSwitch = unequipped_position;
- // Notify the client
- clif_equipswitch_add( sd, unequipped_index, unequipped_position, ITEM_EQUIP_ACK_OK );
- }
- return all_position;
- }
- }
- void pc_equipswitch_remove( map_session_data* sd, int index ){
- struct item* item = &sd->inventory.u.items_inventory[index];
- if( !item->equipSwitch ){
- return;
- }
- for( int i = 0; i < EQI_MAX; i++ ){
- // If a match is found
- if( sd->equip_switch_index[i] == index ){
- // Remove it from the slot
- sd->equip_switch_index[i] = -1;
- }
- }
- // Send out one packet for all slots using the current item's mask
- clif_equipswitch_remove( sd, index, item->equipSwitch, false );
- item->equipSwitch = 0;
- }
- /*==========================================
- * Checking if player (sd) has an invalid item
- * and is unequiped on map load (item_noequip)
- *------------------------------------------*/
- void pc_checkitem(map_session_data *sd) {
- int i, calc_flag = 0;
- struct item* it;
- nullpo_retv(sd);
- if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
- return;
- pc_check_available_item(sd, ITMCHK_NONE); // Check for invalid(ated) items.
- for( i = 0; i < MAX_INVENTORY; i++ ) {
- it = &sd->inventory.u.items_inventory[i];
- if( it->nameid == 0 )
- continue;
- if( !it->equip )
- continue;
- if( it->equip&~pc_equippoint(sd,i) ) {
- pc_unequipitem(sd, i, 2);
- calc_flag = 1;
- continue;
- }
- if( !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && !battle_config.allow_equip_restricted_item && itemdb_isNoEquip(sd->inventory_data[i], sd->bl.m) ) {
- pc_unequipitem(sd, i, 2);
- calc_flag = 1;
- continue;
- }
- }
- for( i = 0; i < MAX_INVENTORY; i++ ) {
- it = &sd->inventory.u.items_inventory[i];
- if( it->nameid == 0 )
- continue;
- if( !it->equipSwitch )
- continue;
- if( it->equipSwitch&~pc_equippoint(sd,i) ||
- ( !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && !battle_config.allow_equip_restricted_item && itemdb_isNoEquip(sd->inventory_data[i], sd->bl.m) ) ){
-
- for( int j = 0; j < EQI_MAX; j++ ){
- if( sd->equip_switch_index[j] == i ){
- sd->equip_switch_index[j] = -1;
- }
- }
- sd->inventory.u.items_inventory[i].equipSwitch = 0;
- continue;
- }
- }
- if( calc_flag && sd->state.active ) {
- pc_checkallowskill(sd);
- status_calc_pc(sd,SCO_NONE);
- }
- }
- /*==========================================
- * Checks for unavailable items and removes them.
- * @param sd: Player data
- * @param type Forced check:
- * 1 - Inventory
- * 2 - Cart
- * 4 - Storage
- *------------------------------------------*/
- void pc_check_available_item(map_session_data *sd, uint8 type)
- {
- int i;
- t_itemid nameid;
- char output[256];
- nullpo_retv(sd);
- if (battle_config.item_check&ITMCHK_INVENTORY && type&ITMCHK_INVENTORY) { // Check for invalid(ated) items in inventory.
- for(i = 0; i < MAX_INVENTORY; i++) {
- nameid = sd->inventory.u.items_inventory[i].nameid;
- if (!nameid)
- continue;
- if (!itemdb_available(nameid)) {
- sprintf(output, msg_txt(sd, 709), nameid); // Item %u has been removed from your inventory.
- clif_displaymessage(sd->fd, output);
- ShowWarning("Removed invalid/disabled item (ID: %u, amount: %d) from inventory (char_id: %d).\n", nameid, sd->inventory.u.items_inventory[i].amount, sd->status.char_id);
- pc_delitem(sd, i, sd->inventory.u.items_inventory[i].amount, 4, 0, LOG_TYPE_OTHER);
- continue;
- }
- if (!sd->inventory.u.items_inventory[i].unique_id && !itemdb_isstackable(nameid))
- sd->inventory.u.items_inventory[i].unique_id = pc_generate_unique_id(sd);
- }
- }
- if (battle_config.item_check&ITMCHK_CART && type&ITMCHK_CART) { // Check for invalid(ated) items in cart.
- for(i = 0; i < MAX_CART; i++) {
- nameid = sd->cart.u.items_cart[i].nameid;
- if (!nameid)
- continue;
- if (!itemdb_available(nameid)) {
- sprintf(output, msg_txt(sd, 710), nameid); // Item %u has been removed from your cart.
- clif_displaymessage(sd->fd, output);
- ShowWarning("Removed invalid/disabled item (ID: %u, amount: %d) from cart (char_id: %d).\n", nameid, sd->cart.u.items_cart[i].amount, sd->status.char_id);
- pc_cart_delitem(sd, i, sd->cart.u.items_cart[i].amount, 0, LOG_TYPE_OTHER);
- continue;
- }
- if (!sd->cart.u.items_cart[i].unique_id && !itemdb_isstackable(nameid))
- sd->cart.u.items_cart[i].unique_id = pc_generate_unique_id(sd);
- }
- }
- if (battle_config.item_check&ITMCHK_STORAGE && type&ITMCHK_STORAGE) { // Check for invalid(ated) items in storage.
- for(i = 0; i < sd->storage.max_amount; i++) {
- nameid = sd->storage.u.items_storage[i].nameid;
- if (!nameid)
- continue;
- if (!itemdb_available(nameid)) {
- sprintf(output, msg_txt(sd, 711), nameid); // Item %u has been removed from your storage.
- clif_displaymessage(sd->fd, output);
- ShowWarning("Removed invalid/disabled item (ID: %u, amount: %d) from storage (char_id: %d).\n", nameid, sd->storage.u.items_storage[i].amount, sd->status.char_id);
- storage_delitem(sd, &sd->storage, i, sd->storage.u.items_storage[i].amount);
- continue;
- }
- if (!sd->storage.u.items_storage[i].unique_id && !itemdb_isstackable(nameid))
- sd->storage.u.items_storage[i].unique_id = pc_generate_unique_id(sd);
- }
- }
- }
- /*==========================================
- * Update PVP rank for sd1 in cmp to sd2
- *------------------------------------------*/
- static int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
- {
- map_session_data *sd1,*sd2;
- sd1=(map_session_data *)bl;
- sd2=va_arg(ap,map_session_data *);
- if( pc_isinvisible(sd1) || pc_isinvisible(sd2) )
- {// cannot register pvp rank for hidden GMs
- return 0;
- }
- if( sd1->pvp_point > sd2->pvp_point )
- sd2->pvp_rank++;
- return 0;
- }
- /*==========================================
- * Calculate new rank beetween all present players (map_foreachinallarea)
- * and display result
- *------------------------------------------*/
- int pc_calc_pvprank(map_session_data *sd)
- {
- int old = sd->pvp_rank;
- struct map_data *mapdata = map_getmapdata(sd->bl.m);
- sd->pvp_rank=1;
- map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
- if(old!=sd->pvp_rank || sd->pvp_lastusers!=mapdata->users_pvp)
- clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=mapdata->users_pvp,0);
- return sd->pvp_rank;
- }
- /*==========================================
- * Calculate next sd ranking calculation from config
- *------------------------------------------*/
- TIMER_FUNC(pc_calc_pvprank_timer){
- map_session_data *sd;
- sd=map_id2sd(id);
- if(sd==NULL)
- return 0;
- sd->pvp_timer = INVALID_TIMER;
- if( pc_isinvisible(sd) )
- {// do not calculate the pvp rank for a hidden GM
- return 0;
- }
- if( pc_calc_pvprank(sd) > 0 )
- sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data);
- return 0;
- }
- /*==========================================
- * Checking if sd is married
- * Return:
- * partner_id = yes
- * 0 = no
- *------------------------------------------*/
- int pc_ismarried(map_session_data *sd)
- {
- if(sd == NULL)
- return -1;
- if(sd->status.partner_id > 0)
- return sd->status.partner_id;
- else
- return 0;
- }
- /*==========================================
- * Marry player sd to player dstsd
- * Return:
- * false = fail
- * true = success
- *------------------------------------------*/
- bool pc_marriage(map_session_data *sd,map_session_data *dstsd)
- {
- if(sd == NULL || dstsd == NULL ||
- sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
- (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY))
- return false;
- sd->status.partner_id = dstsd->status.char_id;
- dstsd->status.partner_id = sd->status.char_id;
- achievement_update_objective(sd, AG_MARRY, 1, 1);
- achievement_update_objective(dstsd, AG_MARRY, 1, 1);
- return true;
- }
- /*==========================================
- * Divorce sd from its partner
- * Return:
- * false = fail
- * true = success
- *------------------------------------------*/
- bool pc_divorce(map_session_data *sd)
- {
- map_session_data *p_sd;
- int i;
- if( sd == NULL || !pc_ismarried(sd) )
- return false;
- if( !sd->status.partner_id )
- return false; // Char is not married
- if( (p_sd = map_charid2sd(sd->status.partner_id)) == NULL )
- { // Lets char server do the divorce
- if( chrif_divorce(sd->status.char_id, sd->status.partner_id) )
- return false; // No char server connected
- return true;
- }
- // Both players online, lets do the divorce manually
- sd->status.partner_id = 0;
- p_sd->status.partner_id = 0;
- for( i = 0; i < MAX_INVENTORY; i++ )
- {
- if( sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_M || sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_F )
- pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
- if( p_sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_M || p_sd->inventory.u.items_inventory[i].nameid == WEDDING_RING_F )
- pc_delitem(p_sd, i, 1, 0, 0, LOG_TYPE_OTHER);
- }
- clif_divorced(sd, p_sd->status.name);
- clif_divorced(p_sd, sd->status.name);
- return true;
- }
- /**
- * Get the partner map_session_data of a player
- * @param sd : the husband|wife session
- * @return partner session or NULL
- */
- map_session_data *pc_get_partner(map_session_data *sd){
- if (!sd || !pc_ismarried(sd))
- return NULL;
- return map_charid2sd(sd->status.partner_id);
- }
- /**
- * Get the father map_session_data of a player
- * @param sd : the baby session
- * @return father session or NULL
- */
- map_session_data *pc_get_father (map_session_data *sd){
- if (!sd || !(sd->class_&JOBL_BABY) || !sd->status.father)
- return NULL;
- return map_charid2sd(sd->status.father);
- }
- /**
- * Get the mother map_session_data of a player
- * @param sd : the baby session
- * @return mother session or NULL
- */
- map_session_data *pc_get_mother (map_session_data *sd){
- if (!sd || !(sd->class_&JOBL_BABY) || !sd->status.mother)
- return NULL;
- return map_charid2sd(sd->status.mother);
- }
- /*==========================================
- * Get sd children charid. (Need to be married)
- *------------------------------------------*/
- map_session_data *pc_get_child (map_session_data *sd)
- {
- if (!sd || !pc_ismarried(sd) || !sd->status.child)
- // charid2sd returns NULL if not found
- return NULL;
- return map_charid2sd(sd->status.child);
- }
- /*==========================================
- * Set player sd to bleed. (losing hp and/or sp each diff_tick)
- *------------------------------------------*/
- void pc_bleeding (map_session_data *sd, t_tick diff_tick)
- {
- int hp = 0, sp = 0;
- if( pc_isdead(sd) )
- return;
- if (sd->hp_loss.value) {
- sd->hp_loss.tick += diff_tick;
- while (sd->hp_loss.tick >= sd->hp_loss.rate) {
- hp += sd->hp_loss.value;
- sd->hp_loss.tick -= sd->hp_loss.rate;
- }
- if(hp >= sd->battle_status.hp)
- hp = sd->battle_status.hp-1; //Script drains cannot kill you.
- }
- if (sd->sp_loss.value) {
- sd->sp_loss.tick += diff_tick;
- while (sd->sp_loss.tick >= sd->sp_loss.rate) {
- sp += sd->sp_loss.value;
- sd->sp_loss.tick -= sd->sp_loss.rate;
- }
- }
- if (hp > 0 || sp > 0)
- status_zap(&sd->bl, hp, sp);
- }
- //Character regen. Flag is used to know which types of regen can take place.
- //&1: HP regen
- //&2: SP regen
- void pc_regen (map_session_data *sd, t_tick diff_tick)
- {
- int hp = 0, sp = 0;
- if (sd->hp_regen.value) {
- sd->hp_regen.tick += diff_tick;
- while (sd->hp_regen.tick >= sd->hp_regen.rate) {
- hp += sd->hp_regen.value;
- sd->hp_regen.tick -= sd->hp_regen.rate;
- }
- }
- if (sd->sp_regen.value) {
- sd->sp_regen.tick += diff_tick;
- while (sd->sp_regen.tick >= sd->sp_regen.rate) {
- sp += sd->sp_regen.value;
- sd->sp_regen.tick -= sd->sp_regen.rate;
- }
- }
- if (sd->percent_hp_regen.value) {
- sd->percent_hp_regen.tick += diff_tick;
- while (sd->percent_hp_regen.tick >= sd->percent_hp_regen.rate) {
- hp += sd->status.max_hp * sd->percent_hp_regen.value / 100;
- sd->percent_hp_regen.tick -= sd->percent_hp_regen.rate;
- }
- }
- if (sd->percent_sp_regen.value) {
- sd->percent_sp_regen.tick += diff_tick;
- while (sd->percent_sp_regen.tick >= sd->percent_sp_regen.rate) {
- sp += sd->status.max_sp * sd->percent_sp_regen.value / 100;
- sd->percent_sp_regen.tick -= sd->percent_sp_regen.rate;
- }
- }
- if (hp > 0 || sp > 0)
- status_heal(&sd->bl, hp, sp, 0);
- }
- /*==========================================
- * Memo player sd savepoint. (map,x,y)
- *------------------------------------------*/
- void pc_setsavepoint(map_session_data *sd, short mapindex,int x,int y)
- {
- nullpo_retv(sd);
- safestrncpy( sd->status.save_point.map, mapindex_id2name( mapindex ), sizeof( sd->status.save_point.map ) );
- sd->status.save_point.x = x;
- sd->status.save_point.y = y;
- }
- /*==========================================
- * Save 1 player data at autosave interval
- *------------------------------------------*/
- static TIMER_FUNC(pc_autosave){
- int interval;
- struct s_mapiterator* iter;
- map_session_data* sd;
- static int last_save_id = 0, save_flag = 0;
- if(save_flag == 2) //Someone was saved on last call, normal cycle
- save_flag = 0;
- else
- save_flag = 1; //Noone was saved, so save first found char.
- iter = mapit_getallusers();
- for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
- {
- if (!sd->state.pc_loaded) // Player data hasn't fully loaded
- continue;
- if(sd->bl.id == last_save_id && save_flag != 1) {
- save_flag = 1;
- continue;
- }
- if(save_flag != 1) //Not our turn to save yet.
- continue;
- //Save char.
- last_save_id = sd->bl.id;
- save_flag = 2;
- if (pc_isvip(sd)) // Check if we're still VIP
- chrif_req_login_operation(1, sd->status.name, CHRIF_OP_LOGIN_VIP, 0, 1, 0);
- chrif_save(sd, CSAVE_INVENTORY|CSAVE_CART);
- break;
- }
- mapit_free(iter);
- interval = autosave_interval/(map_usercount()+1);
- if(interval < minsave_interval)
- interval = minsave_interval;
- add_timer(gettick()+interval,pc_autosave,0,0);
- return 0;
- }
- static int pc_daynight_timer_sub(map_session_data *sd,va_list ap)
- {
- if (sd->state.night != night_flag && map_getmapflag(sd->bl.m, MF_NIGHTENABLED))
- { //Night/day state does not match.
- clif_status_load(&sd->bl, EFST_SKE, night_flag); //New night effect by dynamix [Skotlex]
- sd->state.night = night_flag;
- return 1;
- }
- return 0;
- }
- /*================================================
- * timer to do the day [Yor]
- * data: 0 = called by timer, 1 = gmcommand/script
- *------------------------------------------------*/
- TIMER_FUNC(map_day_timer){
- char tmp_soutput[1024];
- if (data == 0 && battle_config.day_duration <= 0) // if we want a day
- return 0;
- if (!night_flag)
- return 0; //Already day.
- night_flag = 0; // 0=day, 1=night [Yor]
- map_foreachpc(pc_daynight_timer_sub);
- strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,502) : msg_txt(NULL,60)); // The day has arrived!
- intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, BC_DEFAULT);
- return 0;
- }
- /*================================================
- * timer to do the night [Yor]
- * data: 0 = called by timer, 1 = gmcommand/script
- *------------------------------------------------*/
- TIMER_FUNC(map_night_timer){
- char tmp_soutput[1024];
- if (data == 0 && battle_config.night_duration <= 0) // if we want a night
- return 0;
- if (night_flag)
- return 0; //Already nigth.
- night_flag = 1; // 0=day, 1=night [Yor]
- map_foreachpc(pc_daynight_timer_sub);
- strcpy(tmp_soutput, (data == 0) ? msg_txt(NULL,503) : msg_txt(NULL,59)); // The night has fallen...
- intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, BC_DEFAULT);
- return 0;
- }
- /**
- * Attempt to stand up a player
- * @param sd
- * @param force Ignore the check, ask player to stand up. Used in some cases like pc_damage(), pc_revive(), etc
- * @return True if success, Fals if failed
- */
- bool pc_setstand(map_session_data *sd, bool force){
- nullpo_ret(sd);
- // Cannot stand yet
- // TODO: Move to SCS_NOSTAND [Cydh]
- if (!force && (sd->sc.getSCE(SC_SITDOWN_FORCE) || sd->sc.getSCE(SC_BANANA_BOMB_SITDOWN)))
- return false;
- status_change_end(&sd->bl, SC_TENSIONRELAX);
- clif_status_load(&sd->bl,EFST_SIT,0);
- clif_standing(&sd->bl); //Inform area PC is standing
- //Reset sitting tick.
- sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
- if( pc_isdead( sd ) ){
- sd->state.dead_sit = sd->vd.dead_sit = 0;
- clif_party_dead( *sd );
- }else{
- sd->state.dead_sit = sd->vd.dead_sit = 0;
- }
- return true;
- }
- /**
- * Calculate Overheat value
- * @param sd: Player data
- * @param heat: Amount of Heat to adjust
- **/
- void pc_overheat(map_session_data &sd, int16 heat) {
- status_change_entry *sce = sd.sc.getSCE(SC_OVERHEAT_LIMITPOINT);
- if (sce) {
- sce->val1 += heat;
- sce->val1 = cap_value(sce->val1, 0, 1000);
- if (heat < 0 && sce->val1 == 0) { // Cooling device used.
- status_change_end(&sd.bl, SC_OVERHEAT_LIMITPOINT);
- status_change_end(&sd.bl, SC_OVERHEAT);
- }
- } else if (heat > 0)
- sc_start(&sd.bl, &sd.bl, SC_OVERHEAT_LIMITPOINT, 100, heat, 1000);
- }
- /**
- * Check if player is autolooting given itemID.
- */
- bool pc_isautolooting(map_session_data *sd, t_itemid nameid)
- {
- uint8 i = 0;
- if (sd->state.autoloottype && sd->state.autoloottype&(1<<itemdb_type(nameid)))
- return true;
- if (!sd->state.autolooting)
- return false;
- if (sd->state.autolooting)
- ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid);
- return (i != AUTOLOOTITEM_SIZE);
- }
- /**
- * Checks if player can use @/#command
- * @param sd Player map session data
- * @param command Command name without @/# and params
- * @param type is it atcommand or charcommand
- */
- bool pc_can_use_command( map_session_data *sd, const char *command, AtCommandType type ){
- return sd->group->can_use_command( command, type );
- }
- bool pc_has_permission( map_session_data* sd, e_pc_permission permission ){
- return sd->permissions.test( permission );
- }
- /**
- * Checks if commands used by a player should be logged
- * according to their group setting.
- * @param sd Player map session data
- */
- bool pc_should_log_commands( map_session_data *sd ){
- return sd->group->log_commands;
- }
- /**
- * Spirit Charm expiration timer.
- * @see TimerFunc
- */
- static TIMER_FUNC(pc_spiritcharm_timer){
- map_session_data *sd;
- int i;
- if ((sd = (map_session_data *)map_id2sd(id)) == NULL || sd->bl.type != BL_PC)
- return 1;
- if (sd->spiritcharm <= 0) {
- ShowError("pc_spiritcharm_timer: %d spiritcharm's available. (aid=%d cid=%d tid=%d)\n", sd->spiritcharm, sd->status.account_id, sd->status.char_id, tid);
- sd->spiritcharm = 0;
- sd->spiritcharm_type = CHARM_TYPE_NONE;
- return 0;
- }
- ARR_FIND(0, sd->spiritcharm, i, sd->spiritcharm_timer[i] == tid);
- if (i == sd->spiritcharm) {
- ShowError("pc_spiritcharm_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
- return 0;
- }
- sd->spiritcharm--;
- if (i != sd->spiritcharm)
- memmove(sd->spiritcharm_timer + i, sd->spiritcharm_timer + i + 1, (sd->spiritcharm - i) * sizeof(int));
- sd->spiritcharm_timer[sd->spiritcharm] = INVALID_TIMER;
- if (sd->spiritcharm <= 0)
- sd->spiritcharm_type = CHARM_TYPE_NONE;
- clif_spiritcharm(sd);
- return 0;
- }
- /**
- * Adds a spirit charm.
- * @param sd: Target character
- * @param interval: Duration
- * @param max: Maximum amount of charms to add
- * @param type: Charm type (@see spirit_charm_types)
- */
- void pc_addspiritcharm(map_session_data *sd, int interval, int max, int type)
- {
- int tid, i;
- nullpo_retv(sd);
- if (sd->spiritcharm_type != CHARM_TYPE_NONE && type != sd->spiritcharm_type)
- pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
- if (max > MAX_SPIRITCHARM)
- max = MAX_SPIRITCHARM;
- if (sd->spiritcharm < 0)
- sd->spiritcharm = 0;
- if (sd->spiritcharm && sd->spiritcharm >= max) {
- if (sd->spiritcharm_timer[0] != INVALID_TIMER)
- delete_timer(sd->spiritcharm_timer[0], pc_spiritcharm_timer);
- sd->spiritcharm--;
- if (sd->spiritcharm != 0)
- memmove(sd->spiritcharm_timer + 0, sd->spiritcharm_timer + 1, (sd->spiritcharm) * sizeof(int));
- sd->spiritcharm_timer[sd->spiritcharm] = INVALID_TIMER;
- }
- tid = add_timer(gettick() + interval, pc_spiritcharm_timer, sd->bl.id, 0);
- ARR_FIND(0, sd->spiritcharm, i, sd->spiritcharm_timer[i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->spiritcharm_timer[i])->tick) < 0);
- if (i != sd->spiritcharm)
- memmove(sd->spiritcharm_timer + i + 1, sd->spiritcharm_timer + i, (sd->spiritcharm - i) * sizeof(int));
- sd->spiritcharm_timer[i] = tid;
- sd->spiritcharm++;
- sd->spiritcharm_type = type;
- clif_spiritcharm(sd);
- }
- /**
- * Removes one or more spirit charms.
- * @param sd: The target character
- * @param count: Amount of charms to remove
- * @param type: Type of charm to remove
- */
- void pc_delspiritcharm(map_session_data *sd, int count, int type)
- {
- int i;
- nullpo_retv(sd);
- if (sd->spiritcharm_type != type)
- return;
- if (sd->spiritcharm <= 0) {
- sd->spiritcharm = 0;
- return;
- }
- if (count <= 0)
- return;
- if (count > sd->spiritcharm)
- count = sd->spiritcharm;
- sd->spiritcharm -= count;
- if (count > MAX_SPIRITCHARM)
- count = MAX_SPIRITCHARM;
- for (i = 0; i < count; i++) {
- if (sd->spiritcharm_timer[i] != INVALID_TIMER) {
- delete_timer(sd->spiritcharm_timer[i], pc_spiritcharm_timer);
- sd->spiritcharm_timer[i] = INVALID_TIMER;
- }
- }
- for (i = count; i < MAX_SPIRITCHARM; i++) {
- sd->spiritcharm_timer[i - count] = sd->spiritcharm_timer[i];
- sd->spiritcharm_timer[i] = INVALID_TIMER;
- }
- if (sd->spiritcharm <= 0)
- sd->spiritcharm_type = CHARM_TYPE_NONE;
- clif_spiritcharm(sd);
- }
- #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
- /**
- * Renewal EXP/Item Drop rate modifier based on level penalty
- * @param level_diff: Monster and Player level difference
- * @param mob_class: Monster class
- * @param mode: Monster mode
- * @param type: 1 - EXP, 2 - Item Drop
- * @return Penalty rate
- */
- uint16 pc_level_penalty_mod( map_session_data* sd, e_penalty_type type, std::shared_ptr<s_mob_db> mob, mob_data* md ){
- // No player was attached, we don't use any modifier (100 = rates are not touched)
- if( sd == nullptr ){
- return 100;
- }
- if ((type == PENALTY_DROP && map_getmapflag(sd->bl.m, MF_NORENEWALDROPPENALTY)) || (type == PENALTY_EXP && map_getmapflag(sd->bl.m, MF_NORENEWALEXPPENALTY))) {
- return 100;
- }
- int monster_level;
- if( md != nullptr ){
- monster_level = md->level;
- mob = md->db;
- }else if( mob != nullptr ){
- monster_level = mob->lv;
- }else{
- return 100;
- }
- if( ( type == PENALTY_DROP || type == PENALTY_MVP_DROP ) && status_has_mode( &mob->status, MD_FIXEDITEMDROP ) ){
- return 100;
- }
- int level_difference = monster_level - sd->status.base_level;
- std::shared_ptr<s_penalty> penalty = penalty_db.find( type );
- if( penalty != nullptr ){
- return penalty->rate[ level_difference + MAX_LEVEL - 1 ];
- }else{
- return 100;
- }
- }
- #endif
- int pc_split_str(char *str,char **val,int num)
- {
- int i;
- for (i=0; i<num && str; i++){
- val[i] = str;
- str = strchr(str,',');
- if (str && i<num-1) //Do not remove a trailing comma.
- *str++=0;
- }
- return i;
- }
- int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
- {
- static int warning=0;
- int i,j;
- for (i=0; i<max; i++) {
- double f;
- if (!str) break;
- f = atof(str);
- if (f < 0)
- val[i] = 0;
- else if (f > UINT_MAX) {
- val[i] = UINT_MAX;
- if (!warning) {
- warning = 1;
- ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
- }
- } else
- val[i] = (unsigned int)f;
- str = strchr(str,sep);
- if (str)
- *str++=0;
- }
- //Zero up the remaining.
- for(j=i; j < max; j++)
- val[j] = 0;
- return i;
- }
- std::shared_ptr<s_skill_tree_entry> SkillTreeDatabase::get_skill_data(int class_, uint16 skill_id) {
- std::shared_ptr<s_skill_tree> tree = this->find(class_);
- if (tree != nullptr)
- return util::umap_find(tree->skills, skill_id);
- return nullptr;
- }
- const std::string SkillTreeDatabase::getDefaultLocation() {
- return std::string(db_path) + "/skill_tree.yml";
- }
- /**
- * Reads and parses an entry from the skill_tree.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 SkillTreeDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string job_name;
- if (!this->asString(node, "Job", job_name))
- return 0;
- int64 constant;
- std::string job_name_constant = "JOB_" + job_name;
- if (!script_get_constant(job_name_constant.c_str(), &constant) || !pcdb_checkid(constant)) {
- this->invalidWarning(node["Job"], "Invalid job %s.\n", job_name.c_str());
- return 0;
- }
- uint16 job_id = static_cast<uint16>(constant);
- std::shared_ptr<s_skill_tree> tree = this->find(job_id);
- bool exists = tree != nullptr;
- if (!exists)
- tree = std::make_shared<s_skill_tree>();
- if (this->nodeExists(node, "Inherit")) {
- const ryml::NodeRef& InheritNode = node["Inherit"];
- for (const auto &Inheritit : InheritNode) {
- std::string inheritname;
- c4::from_chars(Inheritit.key(), &inheritname);
- std::string inheritname_constant = "JOB_" + inheritname;
- if (!script_get_constant(inheritname_constant.c_str(), &constant) || !pcdb_checkid(constant)) {
- this->invalidWarning(InheritNode[Inheritit.key()], "Invalid job %s.\n", inheritname.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(InheritNode, inheritname, active))
- return 0;
- uint16 inherit_job = static_cast<uint16>(constant);
- if (!active) {
- if (exists)
- util::vector_erase_if_exists(tree->inherit_job, inherit_job);
- }
- else {
- if (!util::vector_exists(tree->inherit_job, inherit_job))
- tree->inherit_job.push_back(inherit_job);
- }
- }
- }
- if (this->nodeExists(node, "Tree")) {
- for (const auto &it : node["Tree"]) {
- std::string skill_name;
- if (!this->asString(it, "Name", skill_name))
- return 0;
- uint16 skill_id = skill_name2id(skill_name.c_str());
- if (skill_id == 0) {
- this->invalidWarning(it["Name"], "Invalid skill name \"%s\".\n", skill_name.c_str());
- return 0;
- }
- if (!skill_get_index(skill_id)) {
- this->invalidWarning(it["Name"], "Unable to load skill %s into job %hu's tree.\n", skill_name.c_str(), job_id);
- return 0;
- }
- std::shared_ptr<s_skill_tree_entry> entry;
- bool skill_exists = tree->skills.count(skill_id) > 0;
-
- if (skill_exists)
- entry = tree->skills[skill_id];
- else
- entry = std::make_shared<s_skill_tree_entry>();
- entry->skill_id = skill_id;
- uint16 max_lv;
- if (!this->asUInt16(it, "MaxLevel", max_lv))
- return 0;
- if (max_lv > MAX_SKILL_LEVEL) {
- this->invalidWarning(it["MaxLevel"], "MaxLevel exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
- return 0;
- }
- uint16 skill_lv_max = skill_get_max(skill_id);
- if (max_lv > skill_lv_max) {
- this->invalidWarning(it["MaxLevel"], "Skill %s's level %hu exceeds the skill's max level %hu. Capping skill level.\n", skill_name.c_str(), max_lv, skill_lv_max);
- max_lv = skill_lv_max;
- }
- // if (max_lv == 0) { // skill lvl 0 removed on loadingFinished (because of inherit)
- // if (!skill_exists || entry->skill_id.erase(skill_id) == 0)
- // this->invalidWarning(it["Name"], "Failed to erase %s, the skill doesn't exist in for job %s, skipping.\n", skill_name.c_str(), job_name.c_str());
- // continue;
- // }
- entry->max_lv = max_lv;
- if (this->nodeExists(it, "BaseLevel")) {
- uint32 baselv;
- if (!this->asUInt32(it, "BaseLevel", baselv))
- return 0;
- uint32 baselv_max = job_db.get_maxBaseLv(job_id);
- if (baselv > baselv_max) {
- this->invalidWarning(it["BaseLevel"], "Skill %hu's base level requirement %hu exceeds job %s's max base level %d. Capping skill base level.\n",
- skill_id, baselv, job_name.c_str(), baselv_max);
- baselv = baselv_max;
- }
- entry->baselv = baselv;
- } else {
- if (!skill_exists)
- entry->baselv = 0;
- }
- if (this->nodeExists(it, "JobLevel")) {
- uint32 joblv;
- if (!this->asUInt32(it, "JobLevel", joblv))
- return 0;
- uint32 joblv_max = job_db.get_maxJobLv(job_id);
- if (joblv > joblv_max) {
- this->invalidWarning(it["JobLevel"], "Skill %hu's job level requirement %hu exceeds job %s's max job level %d. Capping skill job level.\n",
- skill_id, joblv, job_name.c_str(), joblv_max);
- joblv = joblv_max;
- }
- entry->joblv = joblv;
- } else {
- if (!skill_exists)
- entry->joblv = 0;
- }
- if (this->nodeExists(it, "Requires")) {
- for (const auto &Requiresit : it["Requires"]) {
- if (!this->nodesExist(Requiresit, { "Name" }))
- return 0;
- std::string skill_name_req;
- if (!this->asString(Requiresit, "Name", skill_name_req))
- return 0;
- uint16 skill_id_req = skill_name2id(skill_name_req.c_str());
- if (skill_id_req == 0) {
- this->invalidWarning(Requiresit["Name"], "Invalid skill name \"%s\".\n", skill_name_req.c_str());
- return 0;
- }
- uint16 lv_req;
- if (!this->asUInt16(Requiresit, "Level", lv_req))
- return 0;
- if (lv_req > MAX_SKILL_LEVEL) {
- this->invalidWarning(Requiresit["Level"], "Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
- return 0;
- }
- uint16 lv_req_max = skill_get_max(skill_id_req);
- if (lv_req > lv_req_max) {
- this->invalidWarning(it["MaxLevel"], "Required skill %s's level %hu exceeds the skill's max level %hu. Capping skill level.\n", skill_name.c_str(), lv_req, lv_req_max);
- lv_req = lv_req_max;
- }
-
- if (lv_req == 0) {
- if (entry->need.erase(skill_id_req) == 0)
- this->invalidWarning(Requiresit["Name"], "Failed to erase %s, the skill doesn't exist in for job %s, skipping.\n", skill_name_req.c_str(), job_name.c_str());
- continue;
- }
- entry->need[skill_id_req] = lv_req;
- }
- }
- if (this->nodeExists(it, "Exclude")) {
- bool exclude;
- if (!this->asBool(it, "Exclude", exclude))
- return 0;
- entry->exclude_inherit = exclude;
- } else {
- if (!skill_exists)
- entry->exclude_inherit = false;
- }
- if (!skill_exists)
- tree->skills.insert({ skill_id, entry });
- }
- }
- if (!exists)
- this->put(job_id, tree);
- return true;
- }
- void SkillTreeDatabase::loadingFinished() {
- std::unordered_map<uint16, std::shared_ptr<s_skill_tree>> job_tree; // get the data from skill_tree_db before populate it
- for (auto &data : *this) {
- if (data.second->inherit_job.empty())
- continue;
- std::shared_ptr<s_skill_tree> skill_tree = std::make_shared<s_skill_tree>();
- uint32 baselv_max = job_db.get_maxBaseLv(data.first);
- uint32 joblv_max = job_db.get_maxJobLv(data.first);
- for (const auto &inherit_job : data.second->inherit_job) {
- std::shared_ptr<s_skill_tree> tree = this->find(inherit_job);
- if (tree == nullptr || tree->skills.empty())
- continue;
- for (const auto &it : tree->skills) {
- if (it.second->exclude_inherit)
- continue;
- if (data.second->skills.count(it.first) > 0) // skill already in the skill tree
- continue;
- if (skill_tree->skills.count(it.first) > 0) // replaced by the last inheritance
- skill_tree->skills[it.first] = it.second;
- else
- skill_tree->skills.insert({ it.first, it.second });
- std::shared_ptr<s_skill_tree_entry> skill = skill_tree->skills[it.first];
- if (skill->baselv > baselv_max) {
- ShowWarning("SkillTreeDatabase: Skill %s (%hu)'s base level requirement %hu exceeds job %s's max base level %d. Capping skill base level.\n",
- skill_get_name(skill->skill_id), skill->skill_id, skill->baselv, job_name(data.first), baselv_max);
- skill->baselv = baselv_max;
- }
- if (skill->joblv > joblv_max) {
- ShowWarning("SkillTreeDatabase: Skill %s (%hu)'s job level requirement %hu exceeds job %s's max job level %d. Capping skill job level.\n",
- skill_get_name(skill->skill_id), skill->skill_id, skill->joblv, job_name(data.first), joblv_max);
- skill->joblv = joblv_max;
- }
- }
- }
- if (skill_tree != nullptr && !skill_tree->skills.empty())
- job_tree.insert({ data.first, skill_tree });
- }
- if (!job_tree.empty()) {
- for (auto &data : *this) {
- if (job_tree.count(data.first) == 0)
- continue;
- data.second->skills.insert(job_tree[data.first]->skills.begin(), job_tree[data.first]->skills.end());
- }
- }
- // remove skills with max_lv = 0
- for (const auto &job : *this) {
- if (job.second->skills.empty())
- continue;
- auto it = job.second->skills.begin();
- while( it != job.second->skills.end() ){
- if( it->second->max_lv == 0 ){
- it = job.second->skills.erase( it );
- }else{
- it++;
- }
- }
- }
- TypesafeYamlDatabase::loadingFinished();
- }
- /**
- * Calculates base hp of player. Reference: http://irowiki.org/wiki/Max_HP
- * @param level: Base level of player
- * @param job_id: Job ID @see enum e_job
- * @return base_hp
- * @author [Cydh]
- */
- static unsigned int pc_calc_basehp(uint16 level, uint16 job_id) {
- std::shared_ptr<s_job_info> job = job_db.find(job_id);
- double base_hp = 35 + level * (job->hp_increase / 100.);
- #ifndef RENEWAL
- if (level >= 10 && (job_id == JOB_NINJA || job_id == JOB_GUNSLINGER))
- base_hp += 90;
- #endif
- for (uint16 i = 2; i <= level; i++)
- base_hp += floor(((job->hp_factor / 100.) * i) + 0.5); //Don't have round()
- if (job_id == JOB_SUMMONER || job_id == JOB_SPIRIT_HANDLER)
- base_hp += floor((base_hp / 2) + 0.5);
- return (unsigned int)base_hp;
- }
- /**
- * Calculates base sp of player.
- * @param level: Base level of player
- * @param job_id: Job ID @see enum e_job
- * @return base_sp
- * @author [Playtester]
- */
- static unsigned int pc_calc_basesp(uint16 level, uint16 job_id) {
- std::shared_ptr<s_job_info> job = job_db.find(job_id);
- double base_sp = 10 + floor(level * (job->sp_increase / 100.));
- switch (job_id) {
- case JOB_NINJA:
- if (level >= 10)
- base_sp -= 22;
- else
- base_sp = 11 + 3*level;
- break;
- case JOB_GUNSLINGER:
- if (level > 10)
- base_sp -= 18;
- else
- base_sp = 9 + 3*level;
- break;
- case JOB_SUMMONER:
- case JOB_SPIRIT_HANDLER:
- base_sp -= floor(base_sp / 2);
- break;
- }
- return (unsigned int)base_sp;
- }
- const std::string JobDatabase::getDefaultLocation() {
- return std::string(db_path) + "/job_stats.yml";
- }
- /**
- * Reads and parses an entry from the job_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 JobDatabase::parseBodyNode(const ryml::NodeRef& node) {
- if (this->nodeExists(node, "Jobs")) {
- const ryml::NodeRef& jobsNode = node["Jobs"];
- for (const auto &jobit : jobsNode) {
- std::string job_name;
- c4::from_chars(jobit.key(), &job_name);
- std::string job_name_constant = "JOB_" + job_name;
- int64 job_id;
- if (!script_get_constant(job_name_constant.c_str(), &job_id)) {
- this->invalidWarning(node["Job"], "Job %s does not exist.\n", job_name.c_str());
- return 0;
- }
- std::shared_ptr<s_job_info> job = job_db.find(static_cast<uint16>(job_id));
- bool exists = job != nullptr;
- if (!exists) {
- job = std::make_shared<s_job_info>();
- job->job_bonus.resize(MAX_LEVEL);
- std::fill(job->job_bonus.begin(), job->job_bonus.end(), std::array<uint16, PARAM_MAX> { 0 });
- job->base_hp.resize(MAX_LEVEL);
- std::fill(job->base_hp.begin(), job->base_hp.end(), 0);
- job->base_sp.resize(MAX_LEVEL);
- std::fill(job->base_sp.begin(), job->base_sp.end(), 0);
- job->base_ap.resize(MAX_LEVEL);
- std::fill(job->base_ap.begin(), job->base_ap.end(), 0);
- }
- if (this->nodeExists(node, "MaxWeight")) {
- uint32 weight;
- if (!this->asUInt32(node, "MaxWeight", weight))
- return 0;
- job->max_weight_base = weight;
- } else {
- if (!exists)
- job->max_weight_base = 20000;
- }
- if (this->nodeExists(node, "HpFactor")) {
- uint32 hp;
- if (!this->asUInt32(node, "HpFactor", hp))
- return 0;
- job->hp_factor = hp;
- } else {
- if (!exists)
- job->hp_factor = 0;
- }
- if (this->nodeExists(node, "HpIncrease")) {
- uint32 hp;
- if (!this->asUInt32(node, "HpIncrease", hp))
- return 0;
- job->hp_increase = hp;
- } else {
- if (!exists)
- job->hp_increase = 500;
- }
- if (this->nodeExists(node, "SpIncrease")) {
- uint32 sp;
- if (!this->asUInt32(node, "SpIncrease", sp))
- return 0;
- job->sp_increase = sp;
- } else {
- if (!exists)
- job->sp_increase = 100;
- }
- if (this->nodeExists(node, "BaseASPD")) {
- const ryml::NodeRef& aspdNode = node["BaseASPD"];
- uint8 max = MAX_WEAPON_TYPE;
- #ifdef RENEWAL // Renewal adds an extra column for shields
- max += 1;
- #endif
- if (!exists) {
- job->aspd_base.resize(max);
- std::fill(job->aspd_base.begin(), job->aspd_base.end(), 2000);
- }
- for (const auto &aspdit : aspdNode) {
- std::string weapon;
- c4::from_chars(aspdit.key(), &weapon);
- std::string weapon_constant = "W_" + weapon;
- int64 constant;
- if (!script_get_constant(weapon_constant.c_str(), &constant)) {
- this->invalidWarning(aspdNode["BaseASPD"], "Unknown weapon type %s specified for %s, skipping.\n", weapon.c_str(), job_name.c_str());
- continue;
- }
- if (constant < W_FIST || constant >= max) {
- this->invalidWarning(aspdNode["BaseASPD"], "Invalid weapon type %s specified for %s, skipping.\n", weapon.c_str(), job_name.c_str());
- continue;
- }
- int16 aspd;
- if (!this->asInt16(aspdNode, weapon.c_str(), aspd))
- return 0;
- job->aspd_base[static_cast<int16>(constant)] = aspd;
- }
- } else {
- if (!exists) {
- uint8 max = MAX_WEAPON_TYPE;
- #ifdef RENEWAL // Renewal adds an extra column for shields
- max += 1;
- #endif
- job->aspd_base.resize(max);
- std::fill(job->aspd_base.begin(), job->aspd_base.end(), 2000);
- }
- }
- if (this->nodeExists(node, "MaxStats")) {
- const ryml::NodeRef& statNode = node["MaxStats"];
- for (const auto &statit : statNode) {
- std::string stat;
- c4::from_chars(statit.key(), &stat);
- std::string stat_constant = "PARAM_" + stat;
- int64 constant;
- if (!script_get_constant(stat_constant.c_str(), &constant)) {
- this->invalidWarning(statNode["Bonus"], "Unknown max stat %s specified for %s, skipping.\n", stat.c_str(), job_name.c_str());
- continue;
- }
- if (constant < PARAM_STR || constant >= PARAM_MAX) {
- this->invalidWarning(statNode["Bonus"], "Invalid max stat %s specified for %s, skipping.\n", stat.c_str(), job_name.c_str());
- continue;
- }
- uint16 max;
- if (!this->asUInt16(statNode, stat.c_str(), max))
- return 0;
- job->max_param[constant] = max;
- }
- }
- if (this->nodeExists(node, "MaxBaseLevel")) {
- uint16 level;
- if (!this->asUInt16(node, "MaxBaseLevel", level))
- return 0;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(node["MaxBaseLevel"], "MaxBaseLevel must be between 1~MAX_LEVEL for %s, capping to MAX_LEVEL.\n", job_name.c_str());
- level = MAX_LEVEL;
- }
- job->max_base_level = level;
- } else {
- if (!exists)
- job->max_base_level = MAX_LEVEL;
- }
- if (this->nodeExists(node, "BaseExp")) {
- for (const ryml::NodeRef& bexpNode : node["BaseExp"]) {
- uint16 level;
- if (!this->asUInt16(bexpNode, "Level", level))
- return 0;
- if (level > job->max_base_level)
- continue;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(bexpNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str());
- return 0;
- }
- if (this->nodeExists(bexpNode, "Exp")) {
- t_exp exp;
- if (!this->asUInt64(bexpNode, "Exp", exp))
- return 0;
- job->base_exp[level - 1] = exp;
- }
- }
- }
- if (this->nodeExists(node, "MaxJobLevel")) {
- uint16 level;
- if (!this->asUInt16(node, "MaxJobLevel", level))
- return 0;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(node["MaxJobLevel"], "MaxJobLevel must be between 1~MAX_LEVEL for %s, capping to MAX_LEVEL.\n", job_name.c_str());
- level = MAX_LEVEL;
- }
- job->max_job_level = level;
- } else {
- if (!exists)
- job->max_job_level = MAX_LEVEL;
- }
- if (this->nodeExists(node, "JobExp")) {
- for (const ryml::NodeRef& jexpNode : node["JobExp"]) {
- uint16 level;
- if (!this->asUInt16(jexpNode, "Level", level))
- return 0;
- if (level > job->max_job_level)
- continue;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(jexpNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str());
- return 0;
- }
- if (this->nodeExists(jexpNode, "Exp")) {
- t_exp exp;
- if (!this->asUInt64(jexpNode, "Exp", exp))
- return 0;
- job->job_exp[level - 1] = exp;
- }
- }
- }
- if (this->nodeExists(node, "BonusStats")) {
- const ryml::NodeRef& bonusNode = node["BonusStats"];
- for (const ryml::NodeRef& levelNode : bonusNode) {
- uint16 level;
- if (!this->asUInt16(levelNode, "Level", level))
- return 0;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(levelNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str());
- return 0;
- }
- for (uint8 idx = PARAM_STR; idx < PARAM_MAX; idx++) {
- if (this->nodeExists(levelNode, parameter_names[idx])) {
- int16 change;
- if (!this->asInt16(levelNode, parameter_names[idx], change))
- return 0;
- job->job_bonus[level - 1][idx] = change;
- }
- }
- }
- }
- #ifdef HP_SP_TABLES
- if (this->nodeExists(node, "BaseHp")) {
- for (const ryml::NodeRef& bhpNode : node["BaseHp"]) {
- uint16 level;
- if (!this->asUInt16(bhpNode, "Level", level))
- return 0;
- if (level > job->max_base_level)
- continue;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(bhpNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str());
- return 0;
- }
- if (this->nodeExists(bhpNode, "Hp")) {
- uint32 points;
- if (!this->asUInt32(bhpNode, "Hp", points))
- return 0;
- job->base_hp[level - 1] = points;
- }
- }
- }
- if (this->nodeExists(node, "BaseSp")) {
- for (const ryml::NodeRef& bspNode : node["BaseSp"]) {
- uint16 level;
- if (!this->asUInt16(bspNode, "Level", level))
- return 0;
- if (level > job->max_base_level)
- continue;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(bspNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str());
- return 0;
- }
- if (this->nodeExists(bspNode, "Sp")) {
- uint32 points;
- if (!this->asUInt32(bspNode, "Sp", points))
- return 0;
- job->base_sp[level - 1] = points;
- }
- }
- }
- if (this->nodeExists(node, "BaseAp")) {
- for (const ryml::NodeRef& bapNode : node["BaseAp"]) {
- uint16 level;
- if (!this->asUInt16(bapNode, "Level", level))
- return 0;
- if (level > job->max_base_level)
- continue;
- if (level == 0 || level > MAX_LEVEL) {
- this->invalidWarning(bapNode["Level"], "Level must be between 1~MAX_LEVEL for %s.\n", job_name.c_str());
- return 0;
- }
- if (this->nodeExists(bapNode, "Ap")) {
- uint32 points;
- if (!this->asUInt32(bapNode, "Ap", points))
- return 0;
- job->base_ap[level - 1] = points;
- }
- }
- }
- #endif
- if (!exists)
- this->put(static_cast<uint16>(job_id), job);
- }
- }
- return 1;
- }
- void JobDatabase::loadingFinished() {
- // Checking if all class have their data
- for (auto &jobIt : *this) {
- uint16 job_id = jobIt.first;
- if (!pcdb_checkid(job_id))
- continue;
- if (job_id == JOB_WEDDING || job_id == JOB_XMAS || job_id == JOB_SUMMER || job_id == JOB_HANBOK || job_id == JOB_OKTOBERFEST || job_id == JOB_SUMMER2)
- continue; // Classes that do not need exp tables.
- std::shared_ptr<s_job_info> job = jobIt.second;
- uint16 maxBaseLv = job->max_base_level, maxJobLv = job->max_job_level;
- if (!maxBaseLv)
- ShowWarning("Class %s (%d) does not have a base exp table.\n", job_name(job_id), job_id);
- if (!maxJobLv)
- ShowWarning("Class %s (%d) does not have a job exp table.\n", job_name(job_id), job_id);
- // Init and checking the empty value of Base HP/SP [Cydh]
- if (job->base_hp.empty())
- job->base_hp.resize(maxBaseLv);
- for (uint16 j = 0; j < maxBaseLv; j++) {
- if (job->base_hp[j] == 0)
- job->base_hp[j] = pc_calc_basehp(j + 1, job_id);
- }
- if (job->base_sp.empty())
- job->base_sp.resize(maxBaseLv);
- for (uint16 j = 0; j < maxBaseLv; j++) {
- if (job->base_sp[j] == 0)
- job->base_sp[j] = pc_calc_basesp(j + 1, job_id);
- }
- // Resize to the maximum base level
- if (job->base_hp.capacity() > maxBaseLv)
- job->base_hp.erase(job->base_hp.begin() + maxBaseLv, job->base_hp.end());
- if (job->base_sp.capacity() > maxBaseLv)
- job->base_sp.erase(job->base_sp.begin() + maxBaseLv, job->base_sp.end());
- if (job->base_ap.capacity() > maxBaseLv)
- job->base_ap.erase(job->base_ap.begin() + maxBaseLv, job->base_ap.end());
- // Resize to the maximum job level
- if (job->job_bonus.capacity() > maxJobLv)
- job->job_bonus.erase(job->job_bonus.begin() + maxJobLv, job->job_bonus.end());
- for (uint16 parameter = PARAM_STR; parameter < PARAM_MAX; parameter++) {
- // Store total
- int16 current = 0;
- for (uint16 job_level = 0; job_level < maxJobLv; job_level++) {
- // Add the bonus from this job level
- current += job->job_bonus[job_level][parameter];
- // Set the new total on this job level
- job->job_bonus[job_level][parameter] = current;
- }
- }
- uint64 class_ = pc_jobid2mapid( job_id );
- // Set normal status limits
- uint16 max = battle_config.max_parameter;
- do{
- // Always check babies first
- if( class_ & JOBL_BABY ){
- if( class_ & JOBL_THIRD ){
- max = battle_config.max_baby_third_parameter;
- break;
- }else{
- max = battle_config.max_baby_parameter;
- break;
- }
- }
- // Summoner
- if( ( class_ & MAPID_BASEMASK ) == MAPID_SUMMONER ){
- max = battle_config.max_summoner_parameter;
- break;
- }
- // Extended classes
- if( ( class_ & MAPID_UPPERMASK ) == MAPID_KAGEROUOBORO || ( class_ & MAPID_UPPERMASK ) == MAPID_REBELLION ){
- max = battle_config.max_extended_parameter;
- break;
- }
- if( class_ & JOBL_FOURTH ){
- max = battle_config.max_fourth_parameter;
- break;
- }
- // 3rd class
- if( class_ & JOBL_THIRD ){
- // Transcendent
- if( class_ & JOBL_UPPER ){
- max = battle_config.max_third_trans_parameter;
- break;
- }else{
- max = battle_config.max_third_parameter;
- break;
- }
- }
- // Transcendent
- if( class_ & JOBL_UPPER ){
- max = battle_config.max_trans_parameter;
- break;
- }
- }while( false );
- for( uint16 parameter = PARAM_STR; parameter < PARAM_POW; parameter++ ){
- // If it is not explicitly set in the database file
- if( job->max_param[parameter] == 0 ){
- job->max_param[parameter] = max;
- }
- }
- // Set trait status limit
- if( class_ & JOBL_FOURTH ){
- max = battle_config.max_trait_parameter;
- }else{
- max = 0;
- }
- for( uint16 parameter = PARAM_POW; parameter < PARAM_MAX; parameter++ ){
- // If it is not explicitly set in the database file
- if( job->max_param[parameter] == 0 ){
- job->max_param[parameter] = max;
- }
- }
- }
- TypesafeCachedYamlDatabase::loadingFinished();
- }
- /**
- * Read job_noenter_map.txt
- **/
- static bool pc_readdb_job_noenter_map(char *str[], int columns, int current) {
- int class_ = -1;
- int64 class_tmp;
- if (ISDIGIT(str[0][0])) {
- class_ = atoi(str[0]);
- } else {
- if (!script_get_constant(str[0], &class_tmp)) {
- ShowError("pc_readdb_job_noenter_map: Invalid job %s specified.\n", str[0]);
- return false;
- }
- class_ = static_cast<int>(class_tmp);
- }
- if (!pcdb_checkid(class_)) {
- ShowError("pc_readdb_job_noenter_map: Invalid job %d specified.\n", class_);
- return false;
- }
- std::shared_ptr<s_job_info> job = job_db.find(class_);
- if (job == nullptr) {
- ShowError("pc_readdb_job_noenter_map: Job %d data not initialized.\n", class_);
- return false;
- }
- job->noenter_map.zone = atoi(str[1]);
- job->noenter_map.group_lv = atoi(str[2]);
- return true;
- }
- const std::string PlayerStatPointDatabase::getDefaultLocation() {
- return std::string(db_path) + "/statpoint.yml";
- }
- uint64 PlayerStatPointDatabase::parseBodyNode(const ryml::NodeRef& node) {
- if (!this->nodesExist(node, { "Level", "Points" })) {
- return 0;
- }
- uint16 level;
- if (!this->asUInt16(node, "Level", level))
- return 0;
- uint32 point;
- if (!this->asUInt32(node, "Points", point))
- return 0;
- if (level == 0) {
- this->invalidWarning(node["Level"], "The minimum level is 1.\n");
- return 0;
- }
- if (level > MAX_LEVEL) {
- this->invalidWarning(node["Level"], "Level %d exceeds maximum BaseLevel %d, skipping.\n", level, MAX_LEVEL);
- return 0;
- }
- std::shared_ptr<s_statpoint_entry> entry = this->find( level );
- bool exists = entry != nullptr;
- if( !exists ){
- entry = std::make_shared<s_statpoint_entry>();
- entry->level = level;
- entry->statpoints = point;
- }
- if( this->nodeExists( node, "TraitPoints" ) ){
- uint32 traitpoints;
- if( !this->asUInt32( node, "TraitPoints", traitpoints ) ){
- return 0;
- }
- entry->traitpoints = traitpoints;
- }else{
- if( !exists ){
- entry->traitpoints = 0;
- }
- }
- if( !exists ){
- this->put( level, entry );
- }
- return 1;
- }
- /**
- * Generate the remaining parts of the db if necessary.
- */
- void PlayerStatPointDatabase::loadingFinished(){
- const uint16 trait_start_level = 200;
- std::shared_ptr<s_statpoint_entry> level_one = this->find( 1 );
- if( level_one == nullptr ){
- if( battle_config.use_statpoint_table ){
- ShowError( "Missing status points for Level 1\n" );
- }
- level_one = std::make_shared<s_statpoint_entry>();
- level_one->level = 1;
- level_one->statpoints = inter_config.start_status_points;
- level_one->traitpoints = 0;
- this->put( 1, level_one );
- }else if( battle_config.use_statpoint_table ){
- if( level_one->statpoints != inter_config.start_status_points ){
- ShowError( "Status points for Level 1 (=%u) do not match inter_athena.conf value (=%u).\n", level_one->statpoints, inter_config.start_status_points );
- level_one->statpoints = inter_config.start_status_points;
- }
- }else{
- level_one->statpoints = inter_config.start_status_points;
- level_one->traitpoints = 0;
- }
- std::shared_ptr<s_statpoint_entry> last_level = level_one;
- for( uint16 level = 2; level <= MAX_LEVEL; level++ ){
- std::shared_ptr<s_statpoint_entry> entry = this->find( level );
- bool exists = entry != nullptr;
- if( !exists ){
- entry = std::make_shared<s_statpoint_entry>();
- entry->level = level;
- this->put( level, entry );
- }
- if( !battle_config.use_statpoint_table || !exists ){
- if( battle_config.use_statpoint_table ){
- ShowError("Missing status points for Level %hu\n", level);
- }
- if( level <= trait_start_level ){
- entry->statpoints = last_level->statpoints + ( ( level - 1 + 15 ) / 5 );
- }else{
- entry->statpoints = last_level->statpoints;
- }
- }
- if( !battle_config.use_traitpoint_table || !exists ){
- if( battle_config.use_traitpoint_table && level > trait_start_level ){
- ShowError( "Missing trait points for Level %hu\n", level );
- }
- if( level > trait_start_level ){
- entry->traitpoints = ( level - trait_start_level ) * 3 + ( level - trait_start_level ) / 5 * 4;
- }else{
- entry->traitpoints = 0;
- }
- }
- // Store it for next iteration
- last_level = entry;
- }
- TypesafeCachedYamlDatabase::loadingFinished();
- }
- /*==========================================
- * pc DB reading.
- * job_stats.yml - Job values
- * skill_tree.txt - skill tree for every class
- * attr_fix.yml - elemental adjustment table
- *------------------------------------------*/
- void pc_readdb(void) {
- int i, s = 1;
- const char* dbsubpath[] = {
- "",
- "/" DBIMPORT,
- //add other path here
- };
-
- //reset
- job_db.clear(); // job_info table
- #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
- penalty_db.load();
- #endif
- statpoint_db.clear();
- job_db.load();
- for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
- uint8 n1 = (uint8)(strlen(db_path)+strlen(dbsubpath[i])+1);
- uint8 n2 = (uint8)(strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1);
- char* dbsubpath1 = (char*)aMalloc(n1+1);
- char* dbsubpath2 = (char*)aMalloc(n2+1);
- if(i==0) {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
- }
- else {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
- }
- sv_readdb(dbsubpath2, "job_noenter_map.txt", ',', 3, 3, CLASS_COUNT, &pc_readdb_job_noenter_map, i > 0);
- aFree(dbsubpath1);
- aFree(dbsubpath2);
- }
- // Reset and read skilltree - needs to be read after pc_readdb_job_exp to get max base and job levels
- skill_tree_db.reload();
- statpoint_db.load();
- }
- // Read MOTD on startup. [Valaris]
- int pc_read_motd(void)
- {
- FILE* fp;
- // clear old MOTD
- memset(motd_text, 0, sizeof(motd_text));
- // read current MOTD
- if( ( fp = fopen(motd_txt, "r") ) != NULL )
- {
- unsigned int entries = 0;
- char buf[CHAT_SIZE_MAX];
- while( entries < MOTD_LINE_SIZE && fgets(buf, CHAT_SIZE_MAX, fp) )
- {
- unsigned int lines = 0;
- size_t len;
- lines++;
- if( buf[0] == '/' && buf[1] == '/' )
- continue;
- len = strlen(buf);
- while( len && ( buf[len-1] == '\r' || buf[len-1] == '\n' ) ) // strip trailing EOL characters
- len--;
- if( len ) {
- char * ptr;
- buf[len] = 0;
- if( ( ptr = strstr(buf, " :") ) != NULL && ptr-buf >= NAME_LENGTH ) // crashes newer clients
- ShowWarning("Found sequence '" CL_WHITE " :" CL_RESET "' on line '" CL_WHITE "%u" CL_RESET "' in '" CL_WHITE "%s" CL_RESET "'. This can cause newer clients to crash.\n", lines, motd_txt);
- }
- else {// empty line
- buf[0] = ' ';
- buf[1] = 0;
- }
- safestrncpy(motd_text[entries], buf, CHAT_SIZE_MAX);
- entries++;
- }
- fclose(fp);
- ShowStatus("Done reading '" CL_WHITE "%u" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, motd_txt);
- }
- else
- ShowWarning("File '" CL_WHITE "%s" CL_RESET "' not found.\n", motd_txt);
- return 0;
- }
- void pc_itemcd_do(map_session_data *sd, bool load) {
- int i,cursor = 0;
- struct item_cd* cd = NULL;
- if( load ) {
- if( !(cd = (struct item_cd*)idb_get(itemcd_db, sd->status.char_id)) ) {
- // no item cooldown is associated with this character
- return;
- }
- for(i = 0; i < MAX_ITEMDELAYS; i++) {
- if( cd->nameid[i] && DIFF_TICK(gettick(),cd->tick[i]) < 0 ) {
- sd->item_delay[cursor].tick = cd->tick[i];
- sd->item_delay[cursor].nameid = cd->nameid[i];
- cursor++;
- }
- }
- idb_remove(itemcd_db,sd->status.char_id);
- } else {
- if( !(cd = (struct item_cd*)idb_get(itemcd_db,sd->status.char_id)) ) {
- // create a new skill cooldown object for map storage
- CREATE( cd, struct item_cd, 1 );
- idb_put( itemcd_db, sd->status.char_id, cd );
- }
- for(i = 0; i < MAX_ITEMDELAYS; i++) {
- if( sd->item_delay[i].nameid && DIFF_TICK(gettick(),sd->item_delay[i].tick) < 0 ) {
- cd->tick[cursor] = sd->item_delay[i].tick;
- cd->nameid[cursor] = sd->item_delay[i].nameid;
- cursor++;
- }
- }
- }
- return;
- }
- /**
- * Add item delay to player's item delay data
- * @param sd Player
- * @param id Item data
- * @param tick Current tick
- * @param n Item index in inventory
- * @return 0: No delay, can consume item.
- * 1: Has delay, cancel consumption.
- **/
- uint8 pc_itemcd_add(map_session_data *sd, struct item_data *id, t_tick tick, unsigned short n) {
- int i;
- ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == id->nameid );
- if( i == MAX_ITEMDELAYS ) /* item not found. try first empty now */
- ARR_FIND(0, MAX_ITEMDELAYS, i, !sd->item_delay[i].nameid );
- if( i < MAX_ITEMDELAYS ) {
- if( sd->item_delay[i].nameid ) {// found
- if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) {
- t_tick e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000;
- char e_msg[CHAT_SIZE_MAX];
- if( e_tick > 99 )
- sprintf(e_msg,msg_txt(sd,379), // Item Failed. [%s] is cooling down. Wait %.1f minutes.
- itemdb_ename(sd->item_delay[i].nameid), (double)e_tick / 60);
- else
- sprintf(e_msg,msg_txt(sd,380), // Item Failed. [%s] is cooling down. Wait %d seconds.
- itemdb_ename(sd->item_delay[i].nameid), e_tick+1);
- clif_messagecolor(&sd->bl,color_table[COLOR_YELLOW],e_msg,false,SELF);
- return 1; // Delay has not expired yet
- }
- } else {// not yet used item (all slots are initially empty)
- sd->item_delay[i].nameid = id->nameid;
- }
- if( !(id->nameid == ITEMID_REINS_OF_MOUNT && sd->sc.option&(OPTION_WUGRIDER|OPTION_RIDING|OPTION_DRAGON|OPTION_MADOGEAR)) )
- sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay.duration;
- } else {// should not happen
- ShowError("pc_itemcd_add: Exceeded item delay array capacity! (nameid=%u, char_id=%d)\n", id->nameid, sd->status.char_id);
- }
- //clean up used delays so we can give room for more
- for(i = 0; i < MAX_ITEMDELAYS; i++) {
- if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) {
- sd->item_delay[i].tick = 0;
- sd->item_delay[i].nameid = 0;
- }
- }
- return 0;
- }
- /**
- * Check if player has delay to reuse item
- * @param sd Player
- * @param id Item data
- * @param tick Current tick
- * @param n Item index in inventory
- * @return 0: No delay, can consume item.
- * 1: Has delay, cancel consumption.
- **/
- uint8 pc_itemcd_check(map_session_data *sd, struct item_data *id, t_tick tick, unsigned short n) {
- status_change *sc = NULL;
- nullpo_retr(0, sd);
- nullpo_retr(0, id);
- // Do normal delay assignment
- if (id->delay.sc <= SC_NONE || id->delay.sc >= SC_MAX || !(sc = &sd->sc))
- return pc_itemcd_add(sd, id, tick, n);
- // Send reply of delay remains
- if (sc->getSCE(id->delay.sc)) {
- const struct TimerData *timer = get_timer(sc->getSCE(id->delay.sc)->timer);
- clif_msg_value(sd, ITEM_REUSE_LIMIT, (int)(timer ? DIFF_TICK(timer->tick, tick) / 1000 : 99));
- return 1;
- }
- sc_start(&sd->bl, &sd->bl, id->delay.sc, 100, id->nameid, id->delay.duration);
- return 0;
- }
- /**
- * Clear the dmglog data from player
- * @param sd
- * @param md
- **/
- static void pc_clear_log_damage_sub(uint32 char_id, struct mob_data *md)
- {
- uint8 i;
- ARR_FIND(0,DAMAGELOG_SIZE,i,md->dmglog[i].id == char_id);
- if (i < DAMAGELOG_SIZE) {
- md->dmglog[i].id = 0;
- md->dmglog[i].dmg = 0;
- md->dmglog[i].flag = 0;
- }
- }
- /**
- * Add log to player's dmglog
- * @param sd
- * @param id Monster's GID
- **/
- void pc_damage_log_add(map_session_data *sd, int id)
- {
- uint8 i = 0;
- if (!sd || !id)
- return;
- //Only store new data, don't need to renew the old one with same id
- ARR_FIND(0, DAMAGELOG_SIZE_PC, i, sd->dmglog[i] == id);
- if (i < DAMAGELOG_SIZE_PC)
- return;
- for (i = 0; i < DAMAGELOG_SIZE_PC; i++) {
- if (sd->dmglog[i] == 0) {
- sd->dmglog[i] = id;
- return;
- }
- }
- }
- /**
- * Clear dmglog data from player
- * @param sd
- * @param id Monster's id
- **/
- void pc_damage_log_clear(map_session_data *sd, int id)
- {
- uint8 i;
- struct mob_data *md = NULL;
- if (!sd)
- return;
- if (!id) {
- for (i = 0; i < DAMAGELOG_SIZE_PC; i++) {
- if( !sd->dmglog[i] ) //skip the empty value
- continue;
- if ((md = map_id2md(sd->dmglog[i])))
- pc_clear_log_damage_sub(sd->status.char_id,md);
- sd->dmglog[i] = 0;
- }
- }
- else {
- if ((md = map_id2md(id)))
- pc_clear_log_damage_sub(sd->status.char_id,md);
- ARR_FIND(0,DAMAGELOG_SIZE_PC,i,sd->dmglog[i] == id); // find the id position
- if (i < DAMAGELOG_SIZE_PC)
- sd->dmglog[i] = 0;
- }
- }
- /**
- * Status change data arrived from char-server
- * @param sd: Player data
- */
- void pc_scdata_received(map_session_data *sd) {
- pc_inventory_rentals(sd); // Needed here to remove rentals that have Status Changes after chrif_load_scdata has finished
- clif_weight_limit( sd );
- if( pc_has_permission( sd, PC_PERM_ATTENDANCE ) && pc_attendance_enabled() && !pc_attendance_rewarded_today( sd ) && pc_attendance_counter(sd) < 200 ){
- clif_ui_open( *sd, OUT_UI_ATTENDANCE, pc_attendance_counter( sd ) );
- }
- sd->state.pc_loaded = true;
- if (sd->state.connect_new == 0 && sd->fd) { // Character already loaded map! Gotta trigger LoadEndAck manually.
- sd->state.connect_new = 1;
- clif_parse_LoadEndAck(sd->fd, sd);
- }
- if (pc_iscarton(sd)) {
- sd->cart_weight_max = 0; // Force a client refesh
- status_calc_cart_weight(sd, (e_status_calc_weight_opt)(CALCWT_ITEM|CALCWT_MAXBONUS|CALCWT_CARTSTATE));
- }
- if (sd->sc.getSCE(SC_SOULENERGY))
- sd->soulball = sd->sc.getSCE(SC_SOULENERGY)->val1;
- }
- /**
- * Check player account expiration time and rental item expirations
- * @param sd: Player data
- */
- void pc_check_expiration(map_session_data *sd) {
- #ifndef ENABLE_SC_SAVING
- pc_inventory_rentals(sd); // Check here if Status Change saving is disabled
- #endif
- if (sd->expiration_time != 0) { //Don't display if it's unlimited or unknow value
- time_t exp_time = sd->expiration_time;
- char tmpstr[1024];
- strftime(tmpstr,sizeof(tmpstr) - 1,msg_txt(sd,501),localtime(&exp_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
- clif_wis_message(sd,wisp_server_name,tmpstr,strlen(tmpstr) + 1,0);
- pc_expire_check(sd);
- }
- }
- TIMER_FUNC(pc_expiration_timer){
- map_session_data *sd = map_id2sd(id);
- if( !sd ) return 0;
- sd->expiration_tid = INVALID_TIMER;
- if( sd->fd )
- clif_authfail_fd(sd->fd,10);
- map_quit(sd);
- return 0;
- }
- TIMER_FUNC(pc_autotrade_timer){
- map_session_data *sd = map_id2sd(id);
- if (!sd)
- return 0;
- sd->autotrade_tid = INVALID_TIMER;
- if (sd->state.autotrade&2)
- vending_reopen(sd);
- if (sd->state.autotrade&4)
- buyingstore_reopen(sd);
- if (!sd->vender_id && !sd->buyer_id) {
- sd->state.autotrade = 0;
- map_quit(sd);
- }
- return 0;
- }
- /* this timer exists only when a character with a expire timer > 24h is online */
- /* it loops thru online players once an hour to check whether a new < 24h is available */
- TIMER_FUNC(pc_global_expiration_timer){
- struct s_mapiterator* iter;
- map_session_data* sd;
- iter = mapit_getallusers();
- for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
- if( sd->expiration_time )
- pc_expire_check(sd);
- mapit_free(iter);
- return 0;
- }
- void pc_expire_check(map_session_data *sd) {
- /* ongoing timer */
- if( sd->expiration_tid != INVALID_TIMER )
- return;
- /* not within the next 24h, enable the global check */
- if( sd->expiration_time > (time(NULL) + ((60 * 60) * 24)) ) {
- /* global check not running, enable */
- if( pc_expiration_tid == INVALID_TIMER ) /* Starts in 1h, repeats every hour */
- pc_expiration_tid = add_timer_interval(gettick() + ((1000 * 60) * 60), pc_global_expiration_timer, 0, 0, ((1000 * 60) * 60));
- return;
- }
- sd->expiration_tid = add_timer(gettick() + (unsigned int)(sd->expiration_time - time(NULL)) * 1000, pc_expiration_timer, sd->bl.id, 0);
- }
- /**
- * Deposit some money to bank
- * @param sd
- * @param money Amount of money to deposit
- **/
- enum e_BANKING_DEPOSIT_ACK pc_bank_deposit(map_session_data *sd, int money) {
- if (battle_config.feature_banking_state_enforce && !sd->state.banking) {
- return BDA_ERROR;
- }
- unsigned int limit_check = money + sd->bank_vault;
- if( money <= 0 || limit_check > MAX_BANK_ZENY ) {
- return BDA_OVERFLOW;
- } else if ( money > sd->status.zeny ) {
- return BDA_NO_MONEY;
- }
- if( pc_payzeny(sd, money, LOG_TYPE_BANK) )
- return BDA_NO_MONEY;
- sd->bank_vault += money;
- pc_setreg2(sd, BANK_VAULT_VAR, sd->bank_vault);
- if( save_settings&CHARSAVE_BANK )
- chrif_save(sd, CSAVE_NORMAL);
- return BDA_SUCCESS;
- }
- /**
- * Withdraw money from bank
- * @param sd
- * @param money Amount of money that will be withdrawn
- **/
- enum e_BANKING_WITHDRAW_ACK pc_bank_withdraw(map_session_data *sd, int money) {
- if (battle_config.feature_banking_state_enforce && !sd->state.banking) {
- return BWA_UNKNOWN_ERROR;
- }
- unsigned int limit_check = money + sd->status.zeny;
- if( money <= 0 ) {
- return BWA_UNKNOWN_ERROR;
- } else if ( money > sd->bank_vault ) {
- return BWA_NO_MONEY;
- } else if ( limit_check > MAX_ZENY ) {
- /* no official response for this scenario exists. */
- clif_messagecolor(&sd->bl,color_table[COLOR_RED],msg_txt(sd,1495),false,SELF); //You can't withdraw that much money
- return BWA_UNKNOWN_ERROR;
- }
-
- if( pc_getzeny(sd,money, LOG_TYPE_BANK) )
- return BWA_NO_MONEY;
-
- sd->bank_vault -= money;
- pc_setreg2(sd, BANK_VAULT_VAR, sd->bank_vault);
- if( save_settings&CHARSAVE_BANK )
- chrif_save(sd, CSAVE_NORMAL);
- return BWA_SUCCESS;
- }
- /**
- * Clear Crimson Marker data from caster
- * @param sd: Player
- **/
- void pc_crimson_marker_clear(map_session_data *sd) {
- uint8 i;
- if (!sd)
- return;
- for (i = 0; i < MAX_SKILL_CRIMSON_MARKER; i++) {
- struct block_list *bl = NULL;
- if (sd->c_marker[i] && (bl = map_id2bl(sd->c_marker[i])))
- status_change_end(bl,SC_C_MARKER);
- sd->c_marker[i] = 0;
- }
- }
- /**
- * Show version to player
- * @param sd: Player
- **/
- void pc_show_version(map_session_data *sd) {
- const char* svn = get_svn_revision();
- char buf[CHAT_SIZE_MAX];
- if( svn[0] != UNKNOWN_VERSION )
- sprintf(buf,msg_txt(sd,1295),"SVN: r",svn); //rAthena Version SVN: r%s
- else {
- const char* git = get_git_hash();
- if( git[0] != UNKNOWN_VERSION )
- sprintf(buf,msg_txt(sd,1295),"Git Hash: ",git); //rAthena Version Git Hash: %s
- else
- sprintf(buf,"%s",msg_txt(sd,1296)); //Cannot determine SVN/Git version.
- }
- clif_displaymessage(sd->fd,buf);
- }
- /**
- * Run bonus_script on player
- * @param sd
- * @author [Cydh]
- **/
- void pc_bonus_script(map_session_data *sd) {
- t_tick now = gettick();
- struct linkdb_node *node = NULL, *next = NULL;
- if (!sd || !(node = sd->bonus_script.head))
- return;
- while (node) {
- struct s_bonus_script_entry *entry = NULL;
- next = node->next;
- if ((entry = (struct s_bonus_script_entry *)node->data)) {
- // Only start timer for new bonus_script
- if (entry->tid == INVALID_TIMER) {
- if (entry->icon != EFST_BLANK) // Gives status icon if exist
- clif_status_change(&sd->bl, entry->icon, 1, entry->tick, 1, 0, 0);
- entry->tick += now;
- entry->tid = add_timer(entry->tick, pc_bonus_script_timer, sd->bl.id, (intptr_t)entry);
- }
- if (entry->script)
- run_script(entry->script, 0, sd->bl.id, 0);
- else
- ShowError("pc_bonus_script: The script has been removed somewhere. \"%s\"\n", StringBuf_Value(entry->script_buf));
- }
- node = next;
- }
- }
- /**
- * Add bonus_script to player
- * @param sd Player
- * @param script_str Script string
- * @param dur Duration in ms
- * @param icon EFST
- * @param flag Flags @see enum e_bonus_script_flags
- * @param type 0 - None, 1 - Buff, 2 - Debuff
- * @return New created entry pointer or NULL if failed or NULL if duplicate fail
- * @author [Cydh]
- **/
- struct s_bonus_script_entry *pc_bonus_script_add(map_session_data *sd, const char *script_str, t_tick dur, enum efst_type icon, uint16 flag, uint8 type) {
- struct script_code *script = NULL;
- struct linkdb_node *node = NULL;
- struct s_bonus_script_entry *entry = NULL;
- if (!sd)
- return NULL;
-
- if (!(script = parse_script(script_str, "bonus_script", 0, SCRIPT_IGNORE_EXTERNAL_BRACKETS))) {
- ShowError("pc_bonus_script_add: Failed to parse script '%s' (CID:%d).\n", script_str, sd->status.char_id);
- return NULL;
- }
- // Duplication checks
- if ((node = sd->bonus_script.head)) {
- while (node) {
- entry = (struct s_bonus_script_entry *)node->data;
- if (strcmpi(script_str, StringBuf_Value(entry->script_buf)) == 0) {
- t_tick newdur = gettick() + dur;
- if (flag&BSF_FORCE_REPLACE && entry->tick < newdur) { // Change duration
- settick_timer(entry->tid, newdur);
- script_free_code(script);
- return NULL;
- }
- else if (flag&BSF_FORCE_DUPLICATE) // Allow duplicate
- break;
- else { // No duplicate bonus
- script_free_code(script);
- return NULL;
- }
- }
- node = node->next;
- }
- }
- CREATE(entry, struct s_bonus_script_entry, 1);
- entry->script_buf = StringBuf_Malloc();
- StringBuf_AppendStr(entry->script_buf, script_str);
- entry->tid = INVALID_TIMER;
- entry->flag = flag;
- entry->icon = icon;
- entry->tick = dur; // Use duration first, on run change to expire time
- entry->type = type;
- entry->script = script;
- sd->bonus_script.count++;
- return entry;
- }
- /**
- * Remove bonus_script data from player
- * @param sd: Target player
- * @param list: Bonus script entry from player
- * @author [Cydh]
- **/
- void pc_bonus_script_free_entry(map_session_data *sd, struct s_bonus_script_entry *entry) {
- if (entry->tid != INVALID_TIMER)
- delete_timer(entry->tid, pc_bonus_script_timer);
- if (entry->script)
- script_free_code(entry->script);
- if (entry->script_buf)
- StringBuf_Free(entry->script_buf);
- if (sd) {
- if (entry->icon != EFST_BLANK)
- clif_status_load(&sd->bl, entry->icon, 0);
- if (sd->bonus_script.count > 0)
- sd->bonus_script.count--;
- }
- aFree(entry);
- }
- /**
- * Do final process if no entry left
- * @param sd
- **/
- static void inline pc_bonus_script_check_final(map_session_data *sd) {
- if (sd->bonus_script.count == 0) {
- if (sd->bonus_script.head && sd->bonus_script.head->data)
- pc_bonus_script_free_entry(sd, (struct s_bonus_script_entry *)sd->bonus_script.head->data);
- linkdb_final(&sd->bonus_script.head);
- }
- }
- /**
- * Timer for bonus_script
- * @param tid
- * @param tick
- * @param id
- * @param data
- * @author [Cydh]
- **/
- TIMER_FUNC(pc_bonus_script_timer){
- map_session_data *sd;
- struct s_bonus_script_entry *entry = (struct s_bonus_script_entry *)data;
- sd = map_id2sd(id);
- if (!sd) {
- ShowError("pc_bonus_script_timer: Null pointer id: %d tid: %d\n", id, tid);
- return 0;
- }
- if (tid == INVALID_TIMER)
- return 0;
- if (!sd->bonus_script.head || entry == NULL) {
- ShowError("pc_bonus_script_timer: Invalid entry pointer %p!\n", entry);
- return 0;
- }
- linkdb_erase(&sd->bonus_script.head, (void *)((intptr_t)entry));
- pc_bonus_script_free_entry(sd, entry);
- pc_bonus_script_check_final(sd);
- status_calc_pc(sd,SCO_NONE);
- return 0;
- }
- /**
- * Check then clear all active timer(s) of bonus_script data from player based on reason
- * @param sd: Target player
- * @param flag: Reason to remove the bonus_script. e_bonus_script_flags or e_bonus_script_types
- * @author [Cydh]
- **/
- void pc_bonus_script_clear(map_session_data *sd, uint32 flag) {
- struct linkdb_node *node = NULL;
- uint16 count = 0;
- if (!sd || !(node = sd->bonus_script.head))
- return;
- while (node) {
- struct linkdb_node *next = node->next;
- struct s_bonus_script_entry *entry = (struct s_bonus_script_entry *)node->data;
- if (entry && (
- (flag == BSF_PERMANENT) || // Remove all with permanent bonus
- (!flag && !(entry->flag&BSF_PERMANENT)) || // Remove all WITHOUT permanent bonus
- (flag&entry->flag) || // Matched flag
- (flag&BSF_REM_BUFF && entry->type == 1) || // Remove buff
- (flag&BSF_REM_DEBUFF && entry->type == 2) // Remove debuff
- )
- )
- {
- linkdb_erase(&sd->bonus_script.head, (void *)((intptr_t)entry));
- pc_bonus_script_free_entry(sd, entry);
- count++;
- }
- node = next;
- }
- pc_bonus_script_check_final(sd);
- if (count && !(flag&BSF_REM_ON_LOGOUT)) //Don't need to do this if log out
- status_calc_pc(sd,SCO_NONE);
- }
- /** [Cydh]
- * Gives/removes SC_BASILICA when player steps in/out the cell with 'cell_basilica'
- * @param sd: Target player
- */
- void pc_cell_basilica(map_session_data *sd) {
- nullpo_retv(sd);
- #ifdef RENEWAL
- enum sc_type type = SC_BASILICA_CELL;
- #else
- enum sc_type type = SC_BASILICA;
- #endif
- if (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKBASILICA)) {
- if (sd->sc.getSCE(type))
- status_change_end(&sd->bl, type);
- }
- else if (!sd->sc.getSCE(type))
- sc_start(&sd->bl,&sd->bl, type,100,0,INFINITE_TICK);
- }
- /** [Cydh]
- * Get maximum specified parameter for specified class
- * @param sd: Player data
- * @param param: Max parameter to check
- * @return max_param
- */
- uint16 pc_maxparameter(map_session_data *sd, e_params param) {
- nullpo_retr(0, sd);
- std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_,sd->status.sex));
- if( job == nullptr || param == PARAM_MAX ){
- return 0;
- }
- return job->max_param[param];
- }
- /**
- * Get max ASPD for player based on Class
- * @param sd Player
- * @return ASPD
- */
- short pc_maxaspd(map_session_data *sd) {
- nullpo_ret(sd);
- return (( sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : (
- ((sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION) ? battle_config.max_extended_aspd : (
- (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.max_summoner_aspd :
- battle_config.max_aspd ));
- }
- /**
- * Calculates total item-group related bonuses for the given item
- * @param sd Player
- * @param nameid Item ID
- * @return Heal rate
- **/
- short pc_get_itemgroup_bonus(map_session_data* sd, t_itemid nameid, std::vector<s_item_bonus>& bonuses) {
- if (bonuses.empty())
- return 0;
- short bonus = 0;
- for (const auto &it : bonuses) {
- uint16 group_id = it.id;
- if (group_id == 0)
- continue;
- if (itemdb_group.item_exists(group_id, nameid))
- bonus += it.val;
- }
- return bonus;
- }
- /**
- * Calculates total item-group related bonuses for the given item group
- * @param sd Player
- * @param group_id Item Group ID
- * @return Heal rate
- **/
- short pc_get_itemgroup_bonus_group(map_session_data* sd, uint16 group_id, std::vector<s_item_bonus>& bonuses) {
- if (bonuses.empty())
- return 0;
- for (const auto &it : bonuses) {
- if (it.id == group_id)
- return it.val;
- }
- return 0;
- }
- /**
- * Check if player's equip index in same specified position, like for 2-Handed weapon & Heagdear (inc. costume)
- * @param eqi Item EQI of enum equip_index
- * @param *equip_index Player's equip_index[]
- * @param index Known index item in inventory from sd->equip_index[] to compare with specified EQI in *equip_index
- * @return True if item in same inventory index, False if doesn't
- */
- bool pc_is_same_equip_index(enum equip_index eqi, short *equip_index, short index) {
- if (index < 0 || index >= MAX_INVENTORY)
- return true;
- // Dual weapon checks
- if (eqi == EQI_HAND_R && equip_index[EQI_HAND_L] == index)
- return true;
- // Headgear with Mid & Low location
- if (eqi == EQI_HEAD_MID && equip_index[EQI_HEAD_LOW] == index)
- return true;
- // Headgear with Top & Mid or Low location
- if (eqi == EQI_HEAD_TOP && (equip_index[EQI_HEAD_MID] == index || equip_index[EQI_HEAD_LOW] == index))
- return true;
- // Headgear with Mid & Low location
- if (eqi == EQI_COSTUME_HEAD_MID && equip_index[EQI_COSTUME_HEAD_LOW] == index)
- return true;
- // Headgear with Top & Mid or Low location
- if (eqi == EQI_COSTUME_HEAD_TOP && (equip_index[EQI_COSTUME_HEAD_MID] == index || equip_index[EQI_COSTUME_HEAD_LOW] == index))
- return true;
- return false;
- }
- /**
- * Generate Unique item ID for player
- * @param sd : Player
- * @return A generated Unique item ID
- */
- uint64 pc_generate_unique_id(map_session_data *sd) {
- nullpo_ret(sd);
- return ((uint64)sd->status.char_id << 32) | sd->status.uniqueitem_counter++;
- }
- /**
- * Validating skill from player after logged on
- * @param sd
- **/
- void pc_validate_skill(map_session_data *sd) {
- if (sd) {
- uint16 i = 0, count = 0;
- struct s_skill tmp_skills[MAX_SKILL] = {{ 0 }};
- memcpy(tmp_skills, sd->status.skill, sizeof(sd->status.skill));
- memset(sd->status.skill, 0, sizeof(sd->status.skill));
- for (i = 0; i < MAX_SKILL; i++) {
- uint16 idx = 0;
- if (tmp_skills[i].id == 0 || tmp_skills[i].lv == 0)
- continue;
- if ((idx = skill_get_index(tmp_skills[i].id))) {
- memcpy(&sd->status.skill[idx], &tmp_skills[i], sizeof(tmp_skills[i]));
- count++;
- }
- else
- ShowWarning("pc_validate_skill: Removing invalid skill '%d' from player (AID=%d CID=%d).\n", tmp_skills[i].id, sd->status.account_id, sd->status.char_id);
- }
- }
- }
- /**
- * Show available NPC Quest / Event Icon Check [Kisuka]
- * @param sd Player
- **/
- void pc_show_questinfo(map_session_data *sd) {
- #if PACKETVER >= 20090218
- nullpo_retv(sd);
- if (sd->bl.m < 0 || sd->bl.m >= MAX_MAPINDEX)
- return;
- struct map_data *mapdata = map_getmapdata(sd->bl.m);
- nullpo_retv(mapdata);
- if (mapdata->qi_npc.empty())
- return;
- if (mapdata->qi_npc.size() != sd->qi_display.size())
- return; // init was not called yet
- for (int i = 0; i < mapdata->qi_npc.size(); i++) {
- struct npc_data *nd = map_id2nd(mapdata->qi_npc[i]);
- if (!nd || nd->qi_data.empty())
- continue;
- bool show = false;
- for (auto &qi : nd->qi_data) {
- if (!qi->condition || achievement_check_condition(qi->condition, sd)) {
- show = true;
- // Check if need to be displayed
- if (!sd->qi_display[i].is_active || qi->icon != sd->qi_display[i].icon || qi->color != sd->qi_display[i].color) {
- sd->qi_display[i].is_active = true;
- sd->qi_display[i].icon = qi->icon;
- sd->qi_display[i].color = qi->color;
- clif_quest_show_event(sd, &nd->bl, qi->icon, qi->color);
- }
- break;
- }
- }
- if (show == false) {
- // Check if need to be hide
- if (sd->qi_display[i].is_active) {
- sd->qi_display[i].is_active = false;
- sd->qi_display[i].icon = QTYPE_NONE;
- sd->qi_display[i].color = QMARK_NONE;
- #if PACKETVER >= 20120410
- clif_quest_show_event(sd, &nd->bl, QTYPE_NONE, QMARK_NONE);
- #else
- clif_quest_show_event(sd, &nd->bl, QTYPE_QUEST, QMARK_NONE);
- #endif
- }
- }
- }
- #endif
- }
- /**
- * Reinit the questinfo for player when changing map
- * @param sd Player
- **/
- void pc_show_questinfo_reinit(map_session_data *sd) {
- #if PACKETVER >= 20090218
- nullpo_retv(sd);
- sd->qi_display.clear();
- if (sd->bl.m < 0 || sd->bl.m >= MAX_MAPINDEX)
- return;
- struct map_data *mapdata = map_getmapdata(sd->bl.m);
- nullpo_retv(mapdata);
- if (mapdata->qi_npc.empty())
- return;
- sd->qi_display.reserve( mapdata->qi_npc.size() );
- for( int i = 0; i < mapdata->qi_npc.size(); i++ ){
- sd->qi_display.push_back( s_qi_display() );
- }
- #endif
- }
- /**
- * Check if a job is allowed to enter the map
- * @param jobid Job ID see enum e_job or sd->status.class_
- * @param m ID -an index- for direct indexing map[] array
- * @return 1 if job is allowed, 0 otherwise
- **/
- bool pc_job_can_entermap(enum e_job jobid, int m, int group_lv) {
- // Map is other map server.
- // !FIXME: Currently, a map-server doesn't recognized map's attributes on other server, so we assume it's fine to warp.
- if (m < 0)
- return true;
- struct map_data *mapdata = map_getmapdata(m);
- if (!mapdata->cell)
- return false;
- if (!pcdb_checkid(jobid))
- return false;
- std::shared_ptr<s_job_info> job = job_db.find(jobid);
- if (!job->noenter_map.zone || group_lv > job->noenter_map.group_lv)
- return true;
- if ((job->noenter_map.zone&1 && !mapdata_flag_vs2(mapdata)) || // Normal
- (job->noenter_map.zone&2 && mapdata->getMapFlag(MF_PVP)) || // PVP
- (job->noenter_map.zone&4 && mapdata_flag_gvg2_no_te(mapdata)) || // GVG
- (job->noenter_map.zone&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) || // Battleground
- (job->noenter_map.zone&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
- (job->noenter_map.zone&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) // Zone restriction
- )
- return false;
- return true;
- }
- /**
- * Tells client about player's costume view on mapchange for checking 'nocostume' mapflag.
- * @param sd
- **/
- void pc_set_costume_view(map_session_data *sd) {
- int i = -1, head_low = 0, head_mid = 0, head_top = 0, robe = 0;
- struct item_data *id = NULL;
- nullpo_retv(sd);
- head_low = sd->status.head_bottom;
- head_mid = sd->status.head_mid;
- head_top = sd->status.head_top;
- robe = sd->status.robe;
- sd->status.head_bottom = sd->status.head_mid = sd->status.head_top = sd->status.robe = 0;
- //Added check to prevent sending the same look on multiple slots ->
- //causes client to redraw item on top of itself. (suggested by Lupus)
- // Normal headgear checks
- if ((i = sd->equip_index[EQI_HEAD_LOW]) != -1 && (id = sd->inventory_data[i])) {
- if (!(id->equip&(EQP_HEAD_MID|EQP_HEAD_TOP)))
- sd->status.head_bottom = id->look;
- else
- sd->status.head_bottom = 0;
- }
- if ((i = sd->equip_index[EQI_HEAD_MID]) != -1 && (id = sd->inventory_data[i])) {
- if (!(id->equip&(EQP_HEAD_TOP)))
- sd->status.head_mid = id->look;
- else
- sd->status.head_mid = 0;
- }
- if ((i = sd->equip_index[EQI_HEAD_TOP]) != -1 && (id = sd->inventory_data[i]))
- sd->status.head_top = id->look;
- if ((i = sd->equip_index[EQI_GARMENT]) != -1 && (id = sd->inventory_data[i]))
- sd->status.robe = id->look;
- // Costumes check
- if (!map_getmapflag(sd->bl.m, MF_NOCOSTUME)) {
- if ((i = sd->equip_index[EQI_COSTUME_HEAD_LOW]) != -1 && (id = sd->inventory_data[i])) {
- if (!(id->equip&(EQP_COSTUME_HEAD_MID|EQP_COSTUME_HEAD_TOP)))
- sd->status.head_bottom = id->look;
- else
- sd->status.head_bottom = 0;
- }
- if ((i = sd->equip_index[EQI_COSTUME_HEAD_MID]) != -1 && (id = sd->inventory_data[i])) {
- if (!(id->equip&EQP_COSTUME_HEAD_TOP))
- sd->status.head_mid = id->look;
- else
- sd->status.head_mid = 0;
- }
- if ((i = sd->equip_index[EQI_COSTUME_HEAD_TOP]) != -1 && (id = sd->inventory_data[i]))
- sd->status.head_top = id->look;
- if ((i = sd->equip_index[EQI_COSTUME_GARMENT]) != -1 && (id = sd->inventory_data[i]))
- sd->status.robe = id->look;
- }
- if (sd->setlook_head_bottom)
- sd->status.head_bottom = sd->setlook_head_bottom;
- if (sd->setlook_head_mid)
- sd->status.head_mid = sd->setlook_head_mid;
- if (sd->setlook_head_top)
- sd->status.head_top = sd->setlook_head_top;
- if (sd->setlook_robe)
- sd->status.robe = sd->setlook_robe;
- if (head_low != sd->status.head_bottom)
- clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
- if (head_mid != sd->status.head_mid)
- clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
- if (head_top != sd->status.head_top)
- clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
- if (robe != sd->status.robe)
- clif_changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
- }
- std::shared_ptr<s_attendance_period> pc_attendance_period(){
- uint32 date = date_get(DT_YYYYMMDD);
- for( std::pair<const uint32,std::shared_ptr<s_attendance_period>>& pair : attendance_db ){
- std::shared_ptr<s_attendance_period> period = pair.second;
- if( period->start <= date && period->end >= date ){
- return period;
- }
- }
- return nullptr;
- }
- bool pc_attendance_enabled(){
- // Check if the attendance feature is disabled
- if( !battle_config.feature_attendance ){
- return false;
- }
- // Check if there is a running attendance period
- return pc_attendance_period() != nullptr;
- }
- static inline bool pc_attendance_rewarded_today( map_session_data* sd ){
- return pc_readreg2( sd, ATTENDANCE_DATE_VAR ) >= date_get(DT_YYYYMMDD);
- }
- int32 pc_attendance_counter( map_session_data* sd ){
- std::shared_ptr<s_attendance_period> period = pc_attendance_period();
- // No running attendance period
- if( period == nullptr ){
- return 0;
- }
- // Get the counter for the current period
- int counter = static_cast<int>(pc_readreg2( sd, ATTENDANCE_COUNT_VAR ));
- // Check if we have a remaining counter from a previous period
- if( counter > 0 && pc_readreg2( sd, ATTENDANCE_DATE_VAR ) < period->start ){
- // Reset the counter to zero
- pc_setreg2( sd, ATTENDANCE_COUNT_VAR, 0 );
- return 0;
- }
- return 10 * counter + ( ( pc_attendance_rewarded_today(sd) ) ? 1 : 0 );
- }
- void pc_attendance_claim_reward( map_session_data* sd ){
- // If the user's group does not have the permission
- if( !pc_has_permission( sd, PC_PERM_ATTENDANCE ) ){
- return;
- }
- // Check if the attendance feature is disabled
- if( !pc_attendance_enabled() ){
- return;
- }
- // Check if the user already got his reward today
- if( pc_attendance_rewarded_today( sd ) ){
- return;
- }
- int32 attendance_counter = static_cast<int32>(pc_readreg2( sd, ATTENDANCE_COUNT_VAR ));
- attendance_counter += 1;
- std::shared_ptr<s_attendance_period> period = pc_attendance_period();
- if( period == nullptr ){
- return;
- }
- if( period->rewards.size() < attendance_counter ){
- return;
- }
- pc_setreg2( sd, ATTENDANCE_DATE_VAR, date_get(DT_YYYYMMDD) );
- pc_setreg2( sd, ATTENDANCE_COUNT_VAR, attendance_counter );
- if( save_settings&CHARSAVE_ATTENDANCE )
- chrif_save(sd, CSAVE_NORMAL);
- std::shared_ptr<s_attendance_reward> reward = period->rewards[attendance_counter - 1];
- struct mail_message msg;
- memset( &msg, 0, sizeof( struct mail_message ) );
- msg.dest_id = sd->status.char_id;
- safestrncpy( msg.send_name, msg_txt( sd, 788 ), NAME_LENGTH );
- safesnprintf( msg.title, MAIL_TITLE_LENGTH, msg_txt( sd, 789 ), attendance_counter );
- safesnprintf( msg.body, MAIL_BODY_LENGTH, msg_txt( sd, 790 ), attendance_counter );
- msg.item[0].nameid = reward->item_id;
- msg.item[0].amount = reward->amount;
- msg.item[0].identify = 1;
- msg.status = MAIL_NEW;
- msg.type = MAIL_INBOX_NORMAL;
- msg.timestamp = time(NULL);
- intif_Mail_send(0, &msg);
- clif_attendence_response( sd, attendance_counter );
- }
- /**
- * Send a player to jail and determine the location to send in jail.
- * @param sd: Player data
- * @param duration: Duration in minutes (default INT_MAX = infinite)
- */
- void pc_jail(map_session_data &sd, int32 duration) {
- uint16 m_index = mapindex_name2id(MAP_JAIL);
- int16 x, y;
- switch (rnd() % 2) { // Jail Locations
- case 0: // Jail #1
- x = 49;
- y = 75;
- break;
- default: // Default Jail
- x = 24;
- y = 75;
- break;
- }
- duration = i32max(0, duration); // Can't be less than 0 seconds.
- // If duration > 0 then triggered via jailfor which checks every minute.
- // If duration == INT_MAX then triggered via jail for infinite duration.
- // If duration == 0 then triggered via unjail and end status.
- if (duration > 0)
- sc_start4(nullptr, &sd.bl, SC_JAILED, 100, duration, m_index, x, y, 60000);
- else
- status_change_end(&sd.bl, SC_JAILED);
- }
- /**
- * Determine the punishment type when failing macro checks.
- * @param sd: Player data
- * @param stype: Macro detection status type (for banning)
- */
- static void pc_macro_punishment(map_session_data &sd, e_macro_detect_status stype) {
- int32 duration = 0;
- // Determine if there's a unique duration
- if (battle_config.macro_detection_punishment_time > 0) {
- char time[13];
- safesnprintf(time, 13, "+%dnm", battle_config.macro_detection_punishment_time);
- duration = static_cast<int32>(solve_time(time));
- }
- // Delete the timer
- if (sd.macro_detect.timer != INVALID_TIMER)
- delete_timer(sd.macro_detect.timer, pc_macro_detector_timeout);
- // Clear the macro detect data
- sd.macro_detect = {};
- sd.macro_detect.timer = INVALID_TIMER;
- // Unblock all actions for the player
- sd.state.block_action &= ~PCBLOCK_ALL;
- sd.state.block_action &= ~PCBLOCK_IMMUNE;
- if (battle_config.macro_detection_punishment == 0) { // Ban
- clif_macro_detector_status(sd, stype);
- chrif_req_login_operation(sd.macro_detect.reporter_aid, sd.status.name, (duration == 0 ? CHRIF_OP_LOGIN_BLOCK : CHRIF_OP_LOGIN_BAN), duration, 0, 0);
- } else { // Jail
- // Send success to close the window without closing the client
- clif_macro_detector_status(sd, MCD_GOOD);
- pc_jail(sd, (duration == 0 ? INT_MAX : duration / 60));
- }
- }
- /**
- * Save a captcha image to memory via /macro_register.
- * @param sd: Player data
- * @param image_size: Captcha image size
- * @param captcha_answer: Answer to captcha
- */
- void pc_macro_captcha_register(map_session_data &sd, uint16 image_size, char captcha_answer[CAPTCHA_ANSWER_SIZE]) {
- nullpo_retv(captcha_answer);
- sd.captcha_upload.cd = nullptr;
- sd.captcha_upload.upload_size = 0;
- if (strlen(captcha_answer) < 4 || image_size == 0 || image_size > CAPTCHA_BMP_SIZE) {
- clif_captcha_upload_request(sd); // Notify client of failure.
- return;
- }
- std::shared_ptr<s_captcha_data> cd = std::make_shared<s_captcha_data>();
- sd.captcha_upload.cd = cd;
- cd->image_size = image_size;
- safestrncpy(cd->captcha_answer, captcha_answer, sizeof(cd->captcha_answer));
- memset(cd->image_data, 0, sizeof(cd->image_data));
- // Request the image data from the client.
- clif_captcha_upload_request(sd);
- }
- /**
- * Save captcha image to server.
- * @param sd: Player data
- * @param captcha_key: Captcha ID
- * @param upload_size: Captcha size
- * @param upload_data: Image data
- */
- void pc_macro_captcha_register_upload(map_session_data &sd, uint16 upload_size, char *upload_data) {
- nullpo_retv(upload_data);
- memcpy(&sd.captcha_upload.cd->image_data[sd.captcha_upload.upload_size], upload_data, upload_size);
- sd.captcha_upload.upload_size += upload_size;
- // Notify that the image finished uploading.
- if (sd.captcha_upload.upload_size == sd.captcha_upload.cd->image_size) {
- // Tell the client that the upload was finished
- clif_captcha_upload_end(sd);
- // Look for a free key
- uint16 index;
- for (index = 0; index < UINT16_MAX; index++) {
- if (!captcha_db.exists(index)) {
- break;
- }
- }
- if (index == UINT16_MAX) {
- // no free key found...
- sd.captcha_upload.cd = nullptr;
- sd.captcha_upload.upload_size = 0;
- return;
- }
- captcha_db.put(index, sd.captcha_upload.cd);
- sd.captcha_upload.cd = nullptr;
- sd.captcha_upload.upload_size = 0;
-
- // TODO: write YAML and BMP file?
- }
- }
- /**
- * Timer attached to target player with attempts to confirm captcha.
- */
- TIMER_FUNC(pc_macro_detector_timeout) {
- map_session_data *sd = map_id2sd(id);
- nullpo_ret(sd);
- // Remove the current timer
- sd->macro_detect.timer = INVALID_TIMER;
- // Deduct an answering attempt
- sd->macro_detect.retry -= 1;
- if (sd->macro_detect.retry == 0) {
- // All attempts have been exhausted, punish the user
- pc_macro_punishment(*sd, MCD_TIMEOUT);
- } else {
- // Update the client
- clif_macro_detector_request_show(*sd);
- // Start a new timer
- sd->macro_detect.timer = add_timer(gettick() + battle_config.macro_detection_timeout, pc_macro_detector_timeout, sd->bl.id, 0);
- }
- return 0;
- }
- /**
- * Check player's captcha answer.
- * @param sd: Player data
- * @param captcha_answer: Captcha answer entered by player
- */
- void pc_macro_detector_process_answer(map_session_data &sd, char captcha_answer[CAPTCHA_ANSWER_SIZE]) {
- nullpo_retv(captcha_answer);
- const std::shared_ptr<s_captcha_data> cd = sd.macro_detect.cd;
- // Has no captcha request
- if (cd == nullptr) {
- return;
- }
- // Correct answer
- if (strcmp(captcha_answer, cd->captcha_answer) == 0) {
- // Delete the timer
- delete_timer(sd.macro_detect.timer, pc_macro_detector_timeout);
- // Clear the macro detect data
- sd.macro_detect = {};
- sd.macro_detect.timer = INVALID_TIMER;
- // Unblock all actions for the player
- sd.state.block_action &= ~PCBLOCK_ALL;
- sd.state.block_action &= ~PCBLOCK_IMMUNE;
- // Assign temporary macro variable to check failures
- pc_setreg(&sd, add_str("@captcha_retries"), battle_config.macro_detection_retry - sd.macro_detect.retry);
- // Grant bonuses via script
- run_script(cd->bonus_script, 0, sd.bl.id, fake_nd->bl.id);
- // Notify the client
- clif_macro_detector_status(sd, MCD_GOOD);
- } else {
- // Deduct an answering attempt
- sd.macro_detect.retry -= 1;
- // All attempts have been exhausted, punish the user
- if (sd.macro_detect.retry <= 0) {
- pc_macro_punishment(sd, MCD_INCORRECT);
- return;
- }
- // Incorrect response, update the client
- clif_macro_detector_request_show(sd);
- // Reset the timer
- addtick_timer(sd.macro_detect.timer, gettick() + battle_config.macro_detection_timeout);
- }
- }
- /**
- * Determine if a player tries to log out during a captcha check.
- * @param sd: Player data
- */
- void pc_macro_detector_disconnect(map_session_data &sd) {
- // Delete the timeout timer
- if (sd.macro_detect.timer != INVALID_TIMER) {
- delete_timer(sd.macro_detect.timer, pc_macro_detector_timeout);
- sd.macro_detect.timer = INVALID_TIMER;
- }
- // If the player disconnects before clearing the challenge the player is punished.
- if (sd.macro_detect.retry != 0)
- pc_macro_punishment(sd, MCD_TIMEOUT);
- }
- /**
- * Save a list of players from an area select via /macro_detector.
- */
- int pc_macro_reporter_area_select_sub(block_list *bl, va_list ap) {
- nullpo_retr(0, bl);
- if (bl->type != BL_PC)
- return 0;
- std::vector<uint32> *aid_list = va_arg(ap, std::vector<uint32> *);
- nullpo_ret(aid_list);
- aid_list->push_back(bl->id);
- return 0;
- }
- /**
- * Area select via /macro_detector.
- * @param sd: Player data
- * @param x: X location
- * @param y: Y location
- * @param radius: Area
- */
- void pc_macro_reporter_area_select(map_session_data &sd, const int16 x, const int16 y, const int8 radius) {
- std::vector<uint32> aid_list;
- map_foreachinarea(pc_macro_reporter_area_select_sub, sd.bl.m, x - radius, y - radius, x + radius, y + radius, BL_PC, &aid_list);
- clif_macro_reporter_select(sd, aid_list);
- }
- /**
- * Send out captcha check to player.
- * @param sd: Target player data
- * @param reporter_account_id: Account ID of reporter
- */
- void pc_macro_reporter_process(map_session_data &sd, int32 reporter_account_id) {
- if (captcha_db.empty())
- return;
- // Pick a random image from the database.
- const std::shared_ptr<s_captcha_data> cd = captcha_db.random();
- // Set macro detection data.
- sd.macro_detect.cd = cd;
- sd.macro_detect.reporter_aid = reporter_account_id;
- sd.macro_detect.retry = battle_config.macro_detection_retry;
- // Block all actions for the target player.
- sd.state.block_action |= (PCBLOCK_ALL | PCBLOCK_IMMUNE);
- // Open macro detect client side.
- clif_macro_detector_request(sd);
- // Start the timeout timer.
- sd.macro_detect.timer = add_timer(gettick() + battle_config.macro_detection_timeout, pc_macro_detector_timeout, sd.bl.id, 0);
- }
- /**
- * Parse a BMP image to memory.
- * @param filepath: Image file location
- * @param cd: Captcha data
- */
- bool pc_macro_read_captcha_db_loadbmp(const std::string &filepath, std::shared_ptr<s_captcha_data> cd) {
- if (cd == nullptr)
- return false;
- FILE *fp = fopen(filepath.c_str(), "rb");
- if (fp == nullptr) {
- ShowError("%s: Failed to open file \"%s\"\n", __func__, filepath.c_str());
- return false;
- }
- // Load the file data and verify magic
- char bmp_data[CAPTCHA_BMP_SIZE];
- if (fread(bmp_data, CAPTCHA_BMP_SIZE, 1, fp) != 1) {
- ShowError("%s: Failed to read data from \"%s\"\n", __func__, filepath.c_str());
- fclose(fp);
- return false;
- }
- fclose(fp);
- if (bmp_data[0] != 'B' || bmp_data[1] != 'M') {
- ShowError("%s: Invalid BMP file header given at \"%s\"\n", __func__, filepath.c_str());
- return false;
- }
- // Compress the data into the destination
- unsigned long com_size = sizeof(cd->image_data);
- encode_zip(cd->image_data, &com_size, bmp_data, CAPTCHA_BMP_SIZE);
- cd->image_size = static_cast<int16>(com_size);
- return true;
- }
- const std::string CaptchaDatabase::getDefaultLocation() {
- return std::string(db_path) + "/captcha_db.yml";
- }
- /**
- * Reads and parses an entry from the captcha_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 CaptchaDatabase::parseBodyNode(const ryml::NodeRef &node) {
- uint16 index;
- if (!this->asUInt16(node, "Id", index))
- return 0;
- std::shared_ptr<s_captcha_data> cd = captcha_db.find(index);
- bool exists = cd != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, { "Filename", "Answer" }))
- return 0;
- cd = std::make_shared<s_captcha_data>();
- cd->index = index;
- }
- if (this->nodeExists(node, "Filename")) {
- std::string filename;
- if (!this->asString(node, "Filename", filename))
- return 0;
- if (!pc_macro_read_captcha_db_loadbmp(filename, cd)) {
- this->invalidWarning(node["Filename"], "Failed to parse BMP image, skipping...\n");
- return 0;
- }
- }
- if (this->nodeExists(node, "Answer")) {
- std::string answer;
- if (!this->asString(node, "Answer", answer))
- return 0;
- if (answer.length() < 4 || answer.length() > CAPTCHA_ANSWER_SIZE) {
- this->invalidWarning(node["Answer"], "The captcha answer must be between 4~%d characters, skipping...", CAPTCHA_ANSWER_SIZE);
- return 0;
- }
- safestrncpy(cd->captcha_answer, answer.c_str(), sizeof(cd->captcha_answer));
- }
- if (this->nodeExists(node, "Bonus")) {
- std::string script;
- if (!this->asString(node, "Bonus", script)) {
- return 0;
- }
- if (cd->bonus_script) {
- script_free_code(cd->bonus_script);
- cd->bonus_script = nullptr;
- }
- cd->bonus_script = parse_script(script.c_str(), this->getCurrentFile().c_str(), this->getLineNumber(node["Bonus"]), SCRIPT_IGNORE_EXTERNAL_BRACKETS);
- } else {
- if (!exists)
- cd->bonus_script = parse_script("specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10; specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;", "macro_script", 0, SCRIPT_IGNORE_EXTERNAL_BRACKETS);
- }
- if (!exists)
- captcha_db.put(index, cd);
- return 1;
- }
- /*==========================================
- * pc Init/Terminate
- *------------------------------------------*/
- void do_final_pc(void) {
- db_destroy(itemcd_db);
- do_final_pc_groups();
- ers_destroy(pc_sc_display_ers);
- ers_destroy(num_reg_ers);
- ers_destroy(str_reg_ers);
- attendance_db.clear();
- reputation_db.clear();
- #ifdef MAP_GENERATOR
- reputationgroup_db.clear();
- #endif
- penalty_db.clear();
- captcha_db.clear();
- }
- void do_init_pc(void) {
- itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
- pc_readdb();
- pc_read_motd(); // Read MOTD [Valaris]
- attendance_db.load();
- reputation_db.load();
- #ifdef MAP_GENERATOR
- reputationgroup_db.load();
- #endif
- captcha_db.load();
- add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
- add_timer_func_list(pc_eventtimer, "pc_eventtimer");
- add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end");
- add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
- add_timer_func_list(pc_autosave, "pc_autosave");
- add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
- add_timer_func_list(pc_follow_timer, "pc_follow_timer");
- add_timer_func_list(pc_endautobonus, "pc_endautobonus");
- add_timer_func_list(pc_spiritcharm_timer, "pc_spiritcharm_timer");
- add_timer_func_list(pc_global_expiration_timer, "pc_global_expiration_timer");
- add_timer_func_list(pc_expiration_timer, "pc_expiration_timer");
- add_timer_func_list(pc_autotrade_timer, "pc_autotrade_timer");
- add_timer_func_list(pc_on_expire_active, "pc_on_expire_active");
- add_timer_func_list(pc_macro_detector_timeout, "pc_macro_detector_timeout");
- add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
- // 0=day, 1=night [Yor]
- night_flag = battle_config.night_at_start ? 1 : 0;
- if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
- int day_duration = battle_config.day_duration;
- int night_duration = battle_config.night_duration;
- // add night/day timer [Yor]
- add_timer_func_list(map_day_timer, "map_day_timer");
- add_timer_func_list(map_night_timer, "map_night_timer");
- day_timer_tid = add_timer_interval(gettick() + (night_flag ? 0 : day_duration) + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
- night_timer_tid = add_timer_interval(gettick() + day_duration + (night_flag ? night_duration : 0), map_night_timer, 0, 0, day_duration + night_duration);
- }
- do_init_pc_groups();
- pc_sc_display_ers = ers_new(sizeof(struct sc_display_entry), "pc.cpp:pc_sc_display_ers", ERS_OPT_FLEX_CHUNK);
- num_reg_ers = ers_new(sizeof(struct script_reg_num), "pc.cpp:num_reg_ers", (ERSOptions)(ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK));
- str_reg_ers = ers_new(sizeof(struct script_reg_str), "pc.cpp:str_reg_ers", (ERSOptions)(ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK));
- ers_chunk_size(pc_sc_display_ers, 150);
- ers_chunk_size(num_reg_ers, 300);
- ers_chunk_size(str_reg_ers, 50);
- }
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