pc.c 223 KB

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  1. // $Id: pc.c 101 2004-12-13 7:23:07 PM Celestia $
  2. #include <stdio.h>
  3. #include <stdlib.h>
  4. #include <string.h>
  5. #include <ctype.h>
  6. #include <time.h>
  7. #include "socket.h" // [Valaris]
  8. #include "timer.h"
  9. #include "db.h"
  10. #include "malloc.h"
  11. #include "map.h"
  12. #include "chrif.h"
  13. #include "clif.h"
  14. #include "intif.h"
  15. #include "pc.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "pet.h"
  19. #include "itemdb.h"
  20. #include "script.h"
  21. #include "battle.h"
  22. #include "skill.h"
  23. #include "party.h"
  24. #include "guild.h"
  25. #include "chat.h"
  26. #include "trade.h"
  27. #include "storage.h"
  28. #include "vending.h"
  29. #include "nullpo.h"
  30. #include "atcommand.h"
  31. #include "log.h"
  32. #include "showmsg.h"
  33. #ifndef TXT_ONLY // mail system [Valaris]
  34. #include "mail.h"
  35. #endif
  36. #ifdef MEMWATCH
  37. #include "memwatch.h"
  38. #endif
  39. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  40. #define STATE_BLIND 0x10
  41. static int max_weight_base[MAX_PC_CLASS];
  42. static int hp_coefficient[MAX_PC_CLASS];
  43. static int hp_coefficient2[MAX_PC_CLASS];
  44. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  45. static int sp_coefficient[MAX_PC_CLASS];
  46. static int aspd_base[MAX_PC_CLASS][20];
  47. static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
  48. static int exp_table[14][MAX_LEVEL];
  49. static char statp[255][7];
  50. // h-files are for declarations, not for implementations... [Shinomori]
  51. struct skill_tree_entry skill_tree[3][MAX_PC_CLASS][100];
  52. // timer for night.day implementation
  53. int day_timer_tid;
  54. int night_timer_tid;
  55. static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
  56. static int refinebonus[5][3]; // 精?ボ?ナステ?ブル(refine_db.txt)
  57. static int percentrefinery[5][10]; // 精?成功率(refine_db.txt)
  58. static int dirx[8]={0,-1,-1,-1,0,1,1,1};
  59. static int diry[8]={1,1,0,-1,-1,-1,0,1};
  60. static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
  61. //static struct dbt *gm_account_db;
  62. static struct gm_account *gm_account = NULL;
  63. static int GM_num = 0;
  64. int pc_isGM(struct map_session_data *sd) {
  65. // struct gm_account *p;
  66. int i;
  67. nullpo_retr(0, sd);
  68. if(sd->bl.type!=BL_PC )
  69. return 0;
  70. /* p = numdb_search(gm_account_db, sd->status.account_id);
  71. if (p == NULL)
  72. return 0;
  73. return p->level;*/
  74. //For console [Wizputer]
  75. if ( sd->fd == 0 )
  76. return 99;
  77. for(i = 0; i < GM_num; i++)
  78. if (gm_account[i].account_id == sd->status.account_id)
  79. return gm_account[i].level;
  80. return 0;
  81. }
  82. int pc_iskiller(struct map_session_data *src, struct map_session_data *target) {
  83. nullpo_retr(0, src);
  84. if(src->bl.type!=BL_PC )
  85. return 0;
  86. if (src->special_state.killer)
  87. return 1;
  88. if(target->bl.type!=BL_PC )
  89. return 0;
  90. if (target->special_state.killable)
  91. return 1;
  92. return 0;
  93. }
  94. int pc_set_gm_level(int account_id, int level) {
  95. int i;
  96. for (i = 0; i < GM_num; i++) {
  97. if (account_id == gm_account[i].account_id) {
  98. gm_account[i].level = level;
  99. return 0;
  100. }
  101. }
  102. GM_num++;
  103. gm_account = realloc(gm_account, sizeof(struct gm_account) * GM_num);
  104. gm_account[GM_num - 1].account_id = account_id;
  105. gm_account[GM_num - 1].level = level;
  106. return 0;
  107. }
  108. int pc_getrefinebonus(int lv, int type) {
  109. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  110. return refinebonus[lv][type];
  111. return 0;
  112. }
  113. static int distance(int x0, int y0, int x1, int y1) {
  114. int dx, dy;
  115. dx = abs(x0-x1);
  116. dy = abs(y0-y1);
  117. return dx>dy ? dx : dy;
  118. }
  119. static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
  120. struct map_session_data *sd;
  121. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  122. return 1;
  123. if(sd->invincible_timer != tid){
  124. if(battle_config.error_log)
  125. printf("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  126. return 0;
  127. }
  128. sd->invincible_timer=-1;
  129. return 0;
  130. }
  131. int pc_setinvincibletimer(struct map_session_data *sd,int val) {
  132. nullpo_retr(0, sd);
  133. if(sd->invincible_timer != -1)
  134. delete_timer(sd->invincible_timer,pc_invincible_timer);
  135. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  136. return 0;
  137. }
  138. int pc_delinvincibletimer(struct map_session_data *sd) {
  139. nullpo_retr(0, sd);
  140. if(sd->invincible_timer != -1) {
  141. delete_timer(sd->invincible_timer,pc_invincible_timer);
  142. sd->invincible_timer = -1;
  143. }
  144. return 0;
  145. }
  146. static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
  147. struct map_session_data *sd;
  148. int i;
  149. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  150. return 1;
  151. if(sd->spirit_timer[0] != tid){
  152. if(battle_config.error_log)
  153. printf("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
  154. return 0;
  155. }
  156. sd->spirit_timer[0]=-1;
  157. for(i=1;i<sd->spiritball;i++) {
  158. sd->spirit_timer[i-1] = sd->spirit_timer[i];
  159. sd->spirit_timer[i] = -1;
  160. }
  161. sd->spiritball--;
  162. if(sd->spiritball < 0)
  163. sd->spiritball = 0;
  164. clif_spiritball(sd);
  165. return 0;
  166. }
  167. int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
  168. int i;
  169. nullpo_retr(0, sd);
  170. if(max > MAX_SKILL_LEVEL)
  171. max = MAX_SKILL_LEVEL;
  172. if(sd->spiritball < 0)
  173. sd->spiritball = 0;
  174. if(sd->spiritball >= max) {
  175. if(sd->spirit_timer[0] != -1) {
  176. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  177. sd->spirit_timer[0] = -1;
  178. }
  179. for(i=1;i<max;i++) {
  180. sd->spirit_timer[i-1] = sd->spirit_timer[i];
  181. sd->spirit_timer[i] = -1;
  182. }
  183. }
  184. else
  185. sd->spiritball++;
  186. sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
  187. clif_spiritball(sd);
  188. return 0;
  189. }
  190. int pc_delspiritball(struct map_session_data *sd,int count,int type) {
  191. int i;
  192. nullpo_retr(0, sd);
  193. if(sd->spiritball <= 0) {
  194. sd->spiritball = 0;
  195. return 0;
  196. }
  197. if(count > sd->spiritball)
  198. count = sd->spiritball;
  199. sd->spiritball -= count;
  200. if(count > MAX_SKILL_LEVEL)
  201. count = MAX_SKILL_LEVEL;
  202. for(i=0;i<count;i++) {
  203. if(sd->spirit_timer[i] != -1) {
  204. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  205. sd->spirit_timer[i] = -1;
  206. }
  207. }
  208. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  209. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  210. sd->spirit_timer[i] = -1;
  211. }
  212. if(!type)
  213. clif_spiritball(sd);
  214. return 0;
  215. }
  216. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  217. //?生や養子の場合の元の職業を算出する
  218. struct pc_base_job s_class;
  219. nullpo_retr(0, sd);
  220. s_class = pc_calc_base_job(sd->status.class);
  221. //-----------------------
  222. // 死亡した
  223. if(sd->special_state.restart_full_recover || // オシリスカ?ド
  224. sd->state.snovice_flag == 4) { // [Celest]
  225. sd->status.hp=sd->status.max_hp;
  226. sd->status.sp=sd->status.max_sp;
  227. if (sd->state.snovice_flag == 4) {
  228. sd->state.snovice_flag = 0;
  229. skill_status_change_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],1,0,0,0,skill_get_time(MO_STEELBODY,1),0 );
  230. }
  231. }
  232. else {
  233. if(s_class.job == 0 && battle_config.restart_hp_rate < 50) { //ノビは半分回復
  234. sd->status.hp=(sd->status.max_hp)/2;
  235. }
  236. else {
  237. if(battle_config.restart_hp_rate <= 0)
  238. sd->status.hp = 1;
  239. else {
  240. sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100;
  241. if(sd->status.hp <= 0)
  242. sd->status.hp = 1;
  243. }
  244. }
  245. if(battle_config.restart_sp_rate > 0) {
  246. int sp = sd->status.max_sp * battle_config.restart_sp_rate /100;
  247. if(sd->status.sp < sp)
  248. sd->status.sp = sp;
  249. }
  250. }
  251. if(type&1)
  252. clif_updatestatus(sd,SP_HP);
  253. if(type&1)
  254. clif_updatestatus(sd,SP_SP);
  255. /* removed exp penalty on spawn [Valaris] */
  256. if(type&2 && sd->status.class != 0 && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
  257. int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  258. if(zeny < 1) zeny = 1;
  259. sd->status.zeny -= zeny;
  260. if(sd->status.zeny < 0) sd->status.zeny = 0;
  261. clif_updatestatus(sd,SP_ZENY);
  262. }
  263. return 0;
  264. }
  265. /*==========================================
  266. * 自分をロックしているMOBの?を?える(foreachclient)
  267. *------------------------------------------
  268. */
  269. static int pc_counttargeted_sub(struct block_list *bl,va_list ap)
  270. {
  271. int id,*c,target_lv;
  272. struct block_list *src;
  273. nullpo_retr(0, bl);
  274. nullpo_retr(0, ap);
  275. id=va_arg(ap,int);
  276. nullpo_retr(0, c=va_arg(ap,int *));
  277. src=va_arg(ap,struct block_list *);
  278. target_lv=va_arg(ap,int);
  279. if(id == bl->id || (src && id == src->id)) return 0;
  280. if(bl->type == BL_PC) {
  281. struct map_session_data *sd=(struct map_session_data *)bl;
  282. if( sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
  283. (*c)++;
  284. }
  285. else if(bl->type == BL_MOB) {
  286. struct mob_data *md = (struct mob_data *)bl;
  287. if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
  288. (*c)++;
  289. //printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv);
  290. }
  291. return 0;
  292. }
  293. int pc_counttargeted(struct map_session_data *sd,struct block_list *src,int target_lv)
  294. {
  295. int c=0;
  296. map_foreachinarea(pc_counttargeted_sub, sd->bl.m,
  297. sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,
  298. sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,0,sd->bl.id,&c,src,target_lv);
  299. return c;
  300. }
  301. /*==========================================
  302. * ロ?カルプロトタイプ宣言 (必要な物のみ)
  303. *------------------------------------------
  304. */
  305. static int pc_walktoxy_sub(struct map_session_data *);
  306. /*==========================================
  307. * saveに必要なステ?タス修正を行なう
  308. *------------------------------------------
  309. */
  310. int pc_makesavestatus(struct map_session_data *sd)
  311. {
  312. int i;
  313. nullpo_retr(0, sd);
  314. // 秒フ色は色?弊害が多いので保存?象にはしない
  315. if(!battle_config.save_clothcolor)
  316. sd->status.clothes_color=0;
  317. // 死亡?態だったのでhpを1、位置をセ?ブ場所に?更
  318. if(pc_isdead(sd)){
  319. pc_setrestartvalue(sd,0);
  320. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  321. } else {
  322. memcpy(sd->status.last_point.map,sd->mapname,24);
  323. sd->status.last_point.x = sd->bl.x;
  324. sd->status.last_point.y = sd->bl.y;
  325. }
  326. // セ?ブ禁止マップだったので指定位置に移動
  327. if(map[sd->bl.m].flag.nosave){
  328. struct map_data *m=&map[sd->bl.m];
  329. if(strcmp(m->save.map,"SavePoint")==0)
  330. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  331. else
  332. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  333. }
  334. //マナ?ポイントがプラスだった場合0に
  335. if(battle_config.muting_players && sd->status.manner > 0)
  336. sd->status.manner = 0;
  337. // Make sure all the skills are in the correct condition
  338. // before persisting to the backend.. [MouseJstr]
  339. for(i=0;i<MAX_SKILL;i++){
  340. if(sd->status.skill[i].flag == 13){
  341. sd->status.skill[i].id=0;
  342. sd->status.skill[i].lv=0;
  343. sd->status.skill[i].flag=0;
  344. }
  345. }
  346. return 0;
  347. }
  348. /*==========================================
  349. * 接?暫フ初期化
  350. *------------------------------------------
  351. */
  352. int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, int client_tick, int sex, int fd) {
  353. nullpo_retr(0, sd);
  354. sd->bl.id = account_id;
  355. sd->char_id = char_id;
  356. sd->login_id1 = login_id1;
  357. sd->login_id2 = 0; // at this point, we can not know the value :(
  358. sd->client_tick = client_tick;
  359. sd->sex = sex;
  360. sd->state.auth = 0;
  361. sd->bl.type = BL_PC;
  362. sd->canact_tick = sd->canmove_tick = gettick();
  363. sd->canlog_tick = gettick();
  364. sd->state.waitingdisconnect = 0;
  365. return 0;
  366. }
  367. int pc_equippoint(struct map_session_data *sd,int n)
  368. {
  369. int ep = 0;
  370. //?生や養子の場合の元の職業を算出する
  371. struct pc_base_job s_class;
  372. nullpo_retr(0, sd);
  373. s_class = pc_calc_base_job(sd->status.class);
  374. if(sd->inventory_data[n]) {
  375. ep = sd->inventory_data[n]->equip;
  376. if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
  377. if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || s_class.job == 12))
  378. return 34;
  379. }
  380. }
  381. return ep;
  382. }
  383. int pc_setinventorydata(struct map_session_data *sd)
  384. {
  385. int i,id;
  386. nullpo_retr(0, sd);
  387. for(i=0;i<MAX_INVENTORY;i++) {
  388. id = sd->status.inventory[i].nameid;
  389. sd->inventory_data[i] = itemdb_search(id);
  390. }
  391. return 0;
  392. }
  393. int pc_calcweapontype(struct map_session_data *sd)
  394. {
  395. nullpo_retr(0, sd);
  396. if(sd->weapontype1 != 0 && sd->weapontype2 == 0)
  397. sd->status.weapon = sd->weapontype1;
  398. if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// 左手武器 Only
  399. sd->status.weapon = sd->weapontype2;
  400. else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?短?
  401. sd->status.weapon = 0x11;
  402. else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??手?
  403. sd->status.weapon = 0x12;
  404. else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??手斧
  405. sd->status.weapon = 0x13;
  406. else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
  407. (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短? - ?手?
  408. sd->status.weapon = 0x14;
  409. else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
  410. (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短? - 斧
  411. sd->status.weapon = 0x15;
  412. else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
  413. (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?手? - 斧
  414. sd->status.weapon = 0x16;
  415. else
  416. sd->status.weapon = sd->weapontype1;
  417. return 0;
  418. }
  419. int pc_setequipindex(struct map_session_data *sd)
  420. {
  421. int i,j;
  422. nullpo_retr(0, sd);
  423. for(i=0;i<11;i++)
  424. sd->equip_index[i] = -1;
  425. for(i=0;i<MAX_INVENTORY;i++) {
  426. if(sd->status.inventory[i].nameid <= 0)
  427. continue;
  428. if(sd->status.inventory[i].equip) {
  429. for(j=0;j<11;j++)
  430. if(sd->status.inventory[i].equip & equip_pos[j])
  431. sd->equip_index[j] = i;
  432. if(sd->status.inventory[i].equip & 0x0002) {
  433. if(sd->inventory_data[i])
  434. sd->weapontype1 = sd->inventory_data[i]->look;
  435. else
  436. sd->weapontype1 = 0;
  437. }
  438. if(sd->status.inventory[i].equip & 0x0020) {
  439. if(sd->inventory_data[i]) {
  440. if(sd->inventory_data[i]->type == 4) {
  441. if(sd->status.inventory[i].equip == 0x0020)
  442. sd->weapontype2 = sd->inventory_data[i]->look;
  443. else
  444. sd->weapontype2 = 0;
  445. }
  446. else
  447. sd->weapontype2 = 0;
  448. }
  449. else
  450. sd->weapontype2 = 0;
  451. }
  452. }
  453. }
  454. pc_calcweapontype(sd);
  455. return 0;
  456. }
  457. int pc_isequip(struct map_session_data *sd,int n)
  458. {
  459. struct item_data *item;
  460. struct status_change *sc_data;
  461. //?生や養子の場合の元の職業を算出する
  462. nullpo_retr(0, sd);
  463. item = sd->inventory_data[n];
  464. sc_data = battle_get_sc_data(&sd->bl);
  465. //s_class = pc_calc_base_job(sd->status.class);
  466. if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
  467. return 1;
  468. if(item == NULL)
  469. return 0;
  470. if(item->sex != 2 && sd->status.sex != item->sex)
  471. return 0;
  472. if(item->elv > 0 && sd->status.base_level < item->elv)
  473. return 0;
  474. // -- moonsoul (below statement substituted for commented out version further below
  475. // as it allows all advanced classes to equip items their normal versions
  476. // could equip)
  477. //
  478. if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted equipment [Valaris]
  479. ((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0))
  480. return 0;
  481. if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022)
  482. if((sd->status.class<=4000 && ((1<<sd->status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) ||
  483. (sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0))
  484. return 0;
  485. // if(((1<<sd->status.class)&item->class) == 0)
  486. // return 0;
  487. if(map[sd->bl.m].flag.pvp && (item->flag.no_equip==1 || item->flag.no_equip==3))
  488. return 0;
  489. if(map[sd->bl.m].flag.gvg && (item->flag.no_equip==2 || item->flag.no_equip==3))
  490. return 0;
  491. if(item->equip & 0x0002 && sc_data && sc_data[SC_STRIPWEAPON].timer != -1)
  492. return 0;
  493. if(item->equip & 0x0020 && sc_data && sc_data[SC_STRIPSHIELD].timer != -1)
  494. return 0;
  495. if(item->equip & 0x0010 && sc_data && sc_data[SC_STRIPARMOR].timer != -1)
  496. return 0;
  497. if(item->equip & 0x0100 && sc_data && sc_data[SC_STRIPHELM].timer != -1)
  498. return 0;
  499. return 1;
  500. }
  501. //装備破壊
  502. int pc_break_equip(struct map_session_data *sd, unsigned short where)
  503. {
  504. struct item_data* item;
  505. int i;
  506. int sc;
  507. char output[255];
  508. if(sd == NULL)
  509. return -1;
  510. if(sd->unbreakable_equip & where)
  511. return 0;
  512. switch (where) {
  513. case EQP_WEAPON:
  514. sc = SC_CP_WEAPON;
  515. break;
  516. case EQP_ARMOR:
  517. sc = SC_CP_ARMOR;
  518. break;
  519. case EQP_SHIELD:
  520. sc = SC_CP_SHIELD;
  521. break;
  522. case EQP_HELM:
  523. sc = SC_CP_HELM;
  524. break;
  525. default:
  526. return 0;
  527. }
  528. if( sd->sc_data && sd->sc_data[sc].timer != -1 )
  529. return 0;
  530. for (i=0;i<MAX_INVENTORY;i++) {
  531. if (sd->status.inventory[i].equip & where) {
  532. item=sd->inventory_data[i];
  533. sd->status.inventory[i].attribute = 1;
  534. pc_unequipitem(sd,i,0);
  535. sprintf(output, "%s has broken.",item->jname);
  536. clif_emotion(&sd->bl,23);
  537. clif_displaymessage(sd->fd, output);
  538. clif_equiplist(sd);
  539. break;
  540. }
  541. }
  542. return 0;
  543. }
  544. /*==========================================
  545. * Weapon Breaking [Valaris]
  546. *------------------------------------------
  547. */
  548. int pc_breakweapon(struct map_session_data *sd)
  549. {
  550. struct item_data* item;
  551. char output[255];
  552. int i;
  553. if(sd==NULL)
  554. return -1;
  555. if(sd->unbreakable>=rand()%100)
  556. return 0;
  557. if(sd->sc_count && sd->sc_data[SC_CP_WEAPON].timer != -1)
  558. return 0;
  559. for(i=0;i<MAX_INVENTORY;i++){
  560. if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0002 && !sd->status.inventory[i].attribute==1){
  561. item=sd->inventory_data[i];
  562. sd->status.inventory[i].attribute=1;
  563. pc_unequipitem(sd,i,3);
  564. sprintf(output, "%s has broken.",item->jname);
  565. clif_emotion(&sd->bl,23);
  566. clif_displaymessage(sd->fd, output);
  567. clif_equiplist(sd);
  568. return 1;
  569. }
  570. }
  571. return 0;
  572. }
  573. /*==========================================
  574. * Armor Breaking [Valaris]
  575. *------------------------------------------
  576. */
  577. int pc_breakarmor(struct map_session_data *sd)
  578. {
  579. struct item_data* item;
  580. char output[255];
  581. int i;
  582. if(sd==NULL)
  583. return -1;
  584. if(sd->unbreakable>=rand()%100)
  585. return 0;
  586. if(sd->sc_count && sd->sc_data[SC_CP_ARMOR].timer != -1)
  587. return 0;
  588. for(i=0;i<MAX_INVENTORY;i++){
  589. if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0010 && !sd->status.inventory[i].attribute==1){
  590. item=sd->inventory_data[i];
  591. sd->status.inventory[i].attribute=1;
  592. pc_unequipitem(sd,i,3);
  593. sprintf(output, "%s has broken.",item->jname);
  594. clif_emotion(&sd->bl,23);
  595. clif_displaymessage(sd->fd, output);
  596. clif_equiplist(sd);
  597. }
  598. }
  599. return 0;
  600. }
  601. /*==========================================
  602. * session idに問題無し
  603. * char鯖から送られてきたステ?タスを設定
  604. *------------------------------------------
  605. */
  606. int pc_authok(int id, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
  607. {
  608. struct map_session_data *sd = NULL;
  609. struct party *p;
  610. struct guild *g;
  611. int i;
  612. unsigned long tick = gettick();
  613. sd = map_id2sd(id);
  614. nullpo_retr(1, sd);
  615. sd->login_id2 = login_id2;
  616. memcpy(&sd->status, st, sizeof(*st));
  617. if (sd->status.sex != sd->sex) {
  618. clif_authfail_fd(sd->fd, 0);
  619. return 1;
  620. }
  621. memset(&sd->state, 0, sizeof(sd->state));
  622. // 基本的な初期化
  623. sd->state.connect_new = 1;
  624. sd->bl.prev = sd->bl.next = NULL;
  625. sd->weapontype1 = sd->weapontype2 = 0;
  626. sd->view_class = sd->status.class;
  627. sd->speed = DEFAULT_WALK_SPEED;
  628. sd->state.dead_sit = 0;
  629. sd->dir = 0;
  630. sd->head_dir = 0;
  631. sd->state.auth = 1;
  632. sd->walktimer = -1;
  633. sd->next_walktime = -1;
  634. sd->attacktimer = -1;
  635. sd->followtimer = -1; // [MouseJstr]
  636. sd->skilltimer = -1;
  637. sd->skillitem = -1;
  638. sd->skillitemlv = -1;
  639. sd->invincible_timer = -1;
  640. sd->deal_locked = 0;
  641. sd->trade_partner = 0;
  642. sd->inchealhptick = 0;
  643. sd->inchealsptick = 0;
  644. sd->hp_sub = 0;
  645. sd->sp_sub = 0;
  646. sd->inchealspirithptick = 0;
  647. sd->inchealspiritsptick = 0;
  648. sd->canact_tick = tick;
  649. sd->canmove_tick = tick;
  650. sd->canregen_tick = tick;
  651. sd->attackabletime = tick;
  652. sd->doridori_counter = 0;
  653. sd->change_level = pc_readglobalreg(sd,"jobchange_level");
  654. #ifndef TXT_ONLY // mail system [Valaris]
  655. if(battle_config.mail_system)
  656. sd->mail_counter = 0;
  657. #endif
  658. sd->spiritball = 0;
  659. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  660. sd->spirit_timer[i] = -1;
  661. for(i = 0; i < MAX_SKILLTIMERSKILL; i++)
  662. sd->skilltimerskill[i].timer = -1;
  663. sd->timerskill_count=0;
  664. memset(&sd->dev,0,sizeof(struct square));
  665. for(i = 0; i < 5; i++) {
  666. sd->dev.val1[i] = 0;
  667. sd->dev.val2[i] = 0;
  668. }
  669. // アカウント??の送信要求
  670. intif_request_accountreg(sd);
  671. // アイテムチェック
  672. pc_setinventorydata(sd);
  673. pc_checkitem(sd);
  674. // pet
  675. sd->petDB = NULL;
  676. sd->pd = NULL;
  677. sd->pet_hungry_timer = -1;
  678. memset(&sd->pet, 0, sizeof(struct s_pet));
  679. // ステ?タス異常の初期化
  680. for(i = 0; i < MAX_STATUSCHANGE; i++) {
  681. sd->sc_data[i].timer=-1;
  682. sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 = sd->sc_data[i].val4 = 0;
  683. }
  684. sd->sc_count=0;
  685. if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
  686. (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
  687. sd->status.option &= (OPTION_MASK | OPTION_HIDE);
  688. else
  689. sd->status.option &= OPTION_MASK;
  690. // スキルユニット?係の初期化
  691. memset(sd->skillunit, 0, sizeof(sd->skillunit));
  692. memset(sd->skillunittick, 0, sizeof(sd->skillunittick));
  693. // パ?ティ??係の初期化
  694. sd->party_sended = 0;
  695. sd->party_invite = 0;
  696. sd->party_x = -1;
  697. sd->party_y = -1;
  698. sd->party_hp = -1;
  699. // ギルド?係の初期化
  700. sd->guild_sended = 0;
  701. sd->guild_invite = 0;
  702. sd->guild_alliance = 0;
  703. // イベント?係の初期化
  704. memset(sd->eventqueue, 0, sizeof(sd->eventqueue));
  705. for(i = 0; i < MAX_EVENTTIMER; i++)
  706. sd->eventtimer[i] = -1;
  707. sd->eventcount=0;
  708. // 位置の設定
  709. if (pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0) != 0) {
  710. if(battle_config.error_log) {
  711. char buf[32];
  712. sprintf(buf, "Last_point_map %s not found\n", sd->status.last_point.map);
  713. ShowError (buf);
  714. }
  715. }
  716. // pet
  717. if (sd->status.pet_id > 0)
  718. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  719. // パ?ティ、ギルドデ?タの要求
  720. if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL)
  721. party_request_info(sd->status.party_id);
  722. if (sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) == NULL)
  723. guild_request_info(sd->status.guild_id);
  724. // pvpの設定
  725. sd->pvp_rank = 0;
  726. sd->pvp_point = 0;
  727. sd->pvp_timer = -1;
  728. // 通知
  729. clif_authok(sd);
  730. map_addnickdb(sd);
  731. if (map_charid2nick(sd->status.char_id) == NULL)
  732. map_addchariddb(sd->status.char_id, sd->status.name);
  733. //スパノビ用死にカウンタ?のスクリプト??からの?み出しとsdへのセット
  734. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  735. if (night_flag == 1 && !map[sd->bl.m].flag.indoors) {
  736. char tmpstr[1024];
  737. strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
  738. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  739. if (battle_config.night_darkness_level > 0)
  740. clif_specialeffect(&sd->bl, 474 + battle_config.night_darkness_level, 0);
  741. else
  742. //clif_specialeffect(&sd->bl, 483, 0); // default darkness level
  743. sd->opt2 |= STATE_BLIND;
  744. }
  745. // ステ?タス初期計算など
  746. pc_calcstatus(sd,1);
  747. if (pc_isGM(sd))
  748. sprintf(tmp_output,"GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, pc_isGM(sd));
  749. else
  750. sprintf(tmp_output,"Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id);
  751. ShowInfo(tmp_output);
  752. //printf("pc: OnPCLogin event done. (%d events)\n", npc_event_doall("OnPCLogin") );
  753. if (npc_name2id("PCLoginEvent")) {
  754. run_script(npc_name2id("PCLoginEvent")->u.scr.script,0,sd->bl.id,npc_name2id("PCLoginEvent")->bl.id); // PCLoginNPC
  755. ShowStatus("Event '"CL_WHITE"PCLoginEvent"CL_RESET"' executed.\n");
  756. }
  757. // Send friends list
  758. clif_friends_list_send(sd);
  759. // Message of the Dayの送信
  760. {
  761. char buf[256];
  762. FILE *fp;
  763. if ((fp = fopen(motd_txt, "r")) != NULL) {
  764. while (fgets(buf, sizeof(buf)-1, fp) != NULL) {
  765. int i;
  766. for(i=0; buf[i]; i++) {
  767. if (buf[i] == '\r' || buf[i]== '\n') {
  768. buf[i] = 0;
  769. break;
  770. }
  771. }
  772. if (battle_config.motd_type)
  773. clif_disp_onlyself(sd,buf,strlen(buf));
  774. else
  775. clif_displaymessage(sd->fd, buf);
  776. }
  777. fclose(fp);
  778. }
  779. else if(battle_config.error_log) {
  780. sprintf(tmp_output, "In function pc_atuhok() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  781. ShowWarning(tmp_output);
  782. }
  783. }
  784. #ifndef TXT_ONLY
  785. if(battle_config.mail_system)
  786. mail_check(sd,1); // check mail at login [Valaris]
  787. #endif
  788. // message of the limited time of the account
  789. if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
  790. char tmpstr[1024];
  791. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  792. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  793. }
  794. return 0;
  795. }
  796. /*==========================================
  797. * session idに問題ありなので後始末
  798. *------------------------------------------
  799. */
  800. int pc_authfail(int id) {
  801. struct map_session_data *sd;
  802. sd = map_id2sd(id);
  803. if (sd == NULL)
  804. return 1;
  805. clif_authfail_fd(sd->fd, 0);
  806. return 0;
  807. }
  808. static int pc_calc_skillpoint(struct map_session_data* sd)
  809. {
  810. int i,skill,skill_point=0;
  811. nullpo_retr(0, sd);
  812. for(i=1;i<MAX_SKILL;i++){
  813. if( (skill = pc_checkskill(sd,i)) > 0) {
  814. if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) {
  815. if(!sd->status.skill[i].flag)
  816. skill_point += skill;
  817. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  818. skill_point += (sd->status.skill[i].flag - 2);
  819. }
  820. }
  821. }
  822. }
  823. return skill_point;
  824. }
  825. /*==========================================
  826. * ?えられるスキルの計算
  827. *------------------------------------------
  828. */
  829. int pc_calc_skilltree(struct map_session_data *sd)
  830. {
  831. int i,id=0,flag;
  832. int c=0, s=0;
  833. //?生や養子の場合の元の職業を算出する
  834. struct pc_base_job s_class;
  835. nullpo_retr(0, sd);
  836. s_class = pc_calc_base_job(sd->status.class);
  837. c = s_class.job;
  838. //s = (s_class.upper==1) ? 1 : 0 ; //?生以外は通常のスキル?
  839. s = s_class.upper;
  840. c = pc_calc_skilltree_normalize_job(c, sd);
  841. for(i=0;i<MAX_SKILL;i++){
  842. // if(skill_get_inf2(i) & 0x01)
  843. // continue;
  844. if (sd->status.skill[i].flag != 13)
  845. sd->status.skill[i].id=0;
  846. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  847. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  848. sd->status.skill[i].flag=0; // flagは0にしておく
  849. }
  850. }
  851. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  852. // 全てのスキル
  853. for(i=1;i<158;i++)
  854. sd->status.skill[i].id=i;
  855. for(i=210;i<291;i++)
  856. sd->status.skill[i].id=i;
  857. for(i=304;i<337;i++){
  858. if(i==331) continue;
  859. sd->status.skill[i].id=i;
  860. }
  861. if(battle_config.enable_upper_class){ //confで無?でなければ?み?む
  862. for(i=355;i<MAX_SKILL;i++)
  863. sd->status.skill[i].id=i;
  864. }
  865. }else{
  866. do {
  867. flag=0;
  868. for(i=0;(id=skill_tree[s][c][i].id)>0;i++){
  869. int j,f=1;
  870. if(!battle_config.skillfree) {
  871. for(j=0;j<5;j++) {
  872. if( skill_tree[s][c][i].need[j].id &&
  873. pc_checkskill(sd,skill_tree[s][c][i].need[j].id) <
  874. skill_tree[s][c][i].need[j].lv)
  875. f=0;
  876. break;
  877. }
  878. }
  879. if(f && sd->status.skill[id].id==0 ){
  880. sd->status.skill[id].id=id;
  881. flag=1;
  882. }
  883. }
  884. } while(flag);
  885. }
  886. // if(battle_config.etc_log)
  887. // printf("calc skill_tree\n");
  888. return 0;
  889. }
  890. int pc_calc_skilltree_normalize_job(int c, struct map_session_data *sd) {
  891. //if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) {
  892. if (battle_config.skillup_limit && c >= 0 && c < 23) {
  893. int skill_point = pc_calc_skillpoint(sd);
  894. if(skill_point < 9)
  895. c = 0;
  896. //else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) {
  897. //else if ((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && (c > 6 && c < 23)) {
  898. else if ((sd->status.skill_point >= sd->status.job_level && skill_point < sd->change_level+8) && (c > 6 && c < 23)) {
  899. switch(c) {
  900. case 7:
  901. case 13:
  902. case 14:
  903. case 21:
  904. c = 1;
  905. break;
  906. case 8:
  907. case 15:
  908. c = 4;
  909. break;
  910. case 9:
  911. case 16:
  912. c = 2;
  913. break;
  914. case 10:
  915. case 18:
  916. c = 5;
  917. break;
  918. case 11:
  919. case 19:
  920. case 20:
  921. c = 3;
  922. break;
  923. case 12:
  924. case 17:
  925. c = 6;
  926. break;
  927. #if 0
  928. case 4008:
  929. case 4014:
  930. case 4015:
  931. case 4022:
  932. c = 4002;
  933. break;
  934. case 4009:
  935. case 4016:
  936. c = 4005;
  937. break;
  938. case 4010:
  939. case 4017:
  940. c = 4003;
  941. break;
  942. case 4011:
  943. case 4019:
  944. c = 4006;
  945. break;
  946. case 4012:
  947. case 4020:
  948. case 4021:
  949. c = 4004;
  950. break;
  951. case 4013:
  952. case 4018:
  953. c = 4007;
  954. break;
  955. case 4030:
  956. case 4036:
  957. case 4037:
  958. case 4044:
  959. c = 4024;
  960. break;
  961. case 4031:
  962. case 4038:
  963. c = 4027;
  964. break;
  965. case 4032:
  966. case 4039:
  967. c = 4025;
  968. break;
  969. case 4033:
  970. case 4040:
  971. c = 4028;
  972. break;
  973. case 4034:
  974. case 4041:
  975. case 4042:
  976. c = 4026;
  977. break;
  978. case 4035:
  979. case 4043:
  980. c = 4029;
  981. break;
  982. #endif
  983. }
  984. }
  985. }
  986. return c;
  987. }
  988. /*==========================================
  989. * 重量アイコンの確認
  990. *------------------------------------------
  991. */
  992. int pc_checkweighticon(struct map_session_data *sd)
  993. {
  994. int flag=0;
  995. nullpo_retr(0, sd);
  996. if(sd->weight*2 >= sd->max_weight)
  997. flag=1;
  998. if(sd->weight*10 >= sd->max_weight*9)
  999. flag=2;
  1000. if(flag==1){
  1001. if(sd->sc_data[SC_WEIGHT50].timer==-1)
  1002. skill_status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0);
  1003. }else{
  1004. skill_status_change_end(&sd->bl,SC_WEIGHT50,-1);
  1005. }
  1006. if(flag==2){
  1007. if(sd->sc_data[SC_WEIGHT90].timer==-1)
  1008. skill_status_change_start(&sd->bl,SC_WEIGHT90,0,0,0,0,0,0);
  1009. }else{
  1010. skill_status_change_end(&sd->bl,SC_WEIGHT90,-1);
  1011. }
  1012. return 0;
  1013. }
  1014. /*==========================================
  1015. * パラメ?タ計算
  1016. * first==0の斬A計算?象のパラメ?タが呼び出し前から
  1017. * ? 化した場合自動でsendするが、
  1018. * 能動的に?化させたパラメ?タは自前でsendするように
  1019. *------------------------------------------
  1020. */
  1021. int pc_calcstatus(struct map_session_data* sd,int first)
  1022. {
  1023. int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
  1024. int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
  1025. int b_base_atk;
  1026. struct skill b_skill[MAX_SKILL];
  1027. int i,bl,index;
  1028. int skill,aspd_rate,wele,wele_,def_ele,refinedef=0;
  1029. int pele=0,pdef_ele=0;
  1030. int str,dstr,dex;
  1031. struct pc_base_job s_class;
  1032. nullpo_retr(0, sd);
  1033. //?生や養子の場合の元の職業を算出する
  1034. s_class = pc_calc_base_job(sd->status.class);
  1035. b_speed = sd->speed;
  1036. b_max_hp = sd->status.max_hp;
  1037. b_max_sp = sd->status.max_sp;
  1038. b_hp = sd->status.hp;
  1039. b_sp = sd->status.sp;
  1040. b_weight = sd->weight;
  1041. b_max_weight = sd->max_weight;
  1042. memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
  1043. memcpy(b_parame,&sd->paramc,sizeof(b_parame));
  1044. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1045. b_hit = sd->hit;
  1046. b_flee = sd->flee;
  1047. b_aspd = sd->aspd;
  1048. b_watk = sd->watk;
  1049. b_def = sd->def;
  1050. b_watk2 = sd->watk2;
  1051. b_def2 = sd->def2;
  1052. b_flee2 = sd->flee2;
  1053. b_critical = sd->critical;
  1054. b_attackrange = sd->attackrange;
  1055. b_matk1 = sd->matk1;
  1056. b_matk2 = sd->matk2;
  1057. b_mdef = sd->mdef;
  1058. b_mdef2 = sd->mdef2;
  1059. b_class = sd->view_class;
  1060. sd->view_class = sd->status.class;
  1061. b_base_atk = sd->base_atk;
  1062. pc_calc_skilltree(sd); // スキルツリ?の計算
  1063. sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300;
  1064. if(first&1) {
  1065. sd->weight=0;
  1066. for(i=0;i<MAX_INVENTORY;i++){
  1067. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1068. continue;
  1069. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1070. }
  1071. sd->cart_max_weight=battle_config.max_cart_weight;
  1072. sd->cart_weight=0;
  1073. sd->cart_max_num=MAX_CART;
  1074. sd->cart_num=0;
  1075. for(i=0;i<MAX_CART;i++){
  1076. if(sd->status.cart[i].nameid==0)
  1077. continue;
  1078. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1079. sd->cart_num++;
  1080. }
  1081. }
  1082. memset(sd->paramb,0,sizeof(sd->paramb));
  1083. memset(sd->parame,0,sizeof(sd->parame));
  1084. sd->hit = 0;
  1085. sd->flee = 0;
  1086. sd->flee2 = 0;
  1087. sd->critical = 0;
  1088. sd->aspd = 0;
  1089. sd->watk = 0;
  1090. sd->def = 0;
  1091. sd->mdef = 0;
  1092. sd->watk2 = 0;
  1093. sd->def2 = 0;
  1094. sd->mdef2 = 0;
  1095. sd->status.max_hp = 0;
  1096. sd->status.max_sp = 0;
  1097. sd->attackrange = 0;
  1098. sd->attackrange_ = 0;
  1099. sd->atk_ele = 0;
  1100. sd->def_ele = 0;
  1101. sd->star =0;
  1102. sd->overrefine =0;
  1103. sd->matk1 =0;
  1104. sd->matk2 =0;
  1105. sd->speed = DEFAULT_WALK_SPEED ;
  1106. sd->hprate=battle_config.hp_rate;
  1107. sd->sprate=battle_config.sp_rate;
  1108. sd->castrate=100;
  1109. sd->dsprate=100;
  1110. sd->base_atk=0;
  1111. sd->arrow_atk=0;
  1112. sd->arrow_ele=0;
  1113. sd->arrow_hit=0;
  1114. sd->arrow_range=0;
  1115. sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
  1116. memset(sd->addele,0,sizeof(sd->addele));
  1117. memset(sd->addrace,0,sizeof(sd->addrace));
  1118. memset(sd->addsize,0,sizeof(sd->addsize));
  1119. memset(sd->addele_,0,sizeof(sd->addele_));
  1120. memset(sd->addrace_,0,sizeof(sd->addrace_));
  1121. memset(sd->addsize_,0,sizeof(sd->addsize_));
  1122. memset(sd->subele,0,sizeof(sd->subele));
  1123. memset(sd->subrace,0,sizeof(sd->subrace));
  1124. memset(sd->addeff,0,sizeof(sd->addeff));
  1125. memset(sd->addeff2,0,sizeof(sd->addeff2));
  1126. memset(sd->reseff,0,sizeof(sd->reseff));
  1127. memset(&sd->special_state,0,sizeof(sd->special_state));
  1128. memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
  1129. memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));
  1130. memset(sd->weapon_atk,0,sizeof(sd->weapon_atk));
  1131. memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate));
  1132. sd->watk_ = 0; //二刀流用(?)
  1133. sd->watk_2 = 0;
  1134. sd->atk_ele_ = 0;
  1135. sd->star_ = 0;
  1136. sd->overrefine_ = 0;
  1137. sd->aspd_rate = 100;
  1138. sd->speed_rate = 100;
  1139. sd->hprecov_rate = 100;
  1140. sd->sprecov_rate = 100;
  1141. sd->critical_def = 0;
  1142. sd->double_rate = 0;
  1143. sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
  1144. sd->atk_rate = sd->matk_rate = 100;
  1145. sd->ignore_def_ele = sd->ignore_def_race = 0;
  1146. sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
  1147. sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
  1148. sd->arrow_cri = 0;
  1149. sd->magic_def_rate = sd->misc_def_rate = 0;
  1150. memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
  1151. memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
  1152. memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
  1153. memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
  1154. memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
  1155. memset(sd->magic_addele,0,sizeof(sd->magic_addele));
  1156. memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
  1157. memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
  1158. sd->perfect_hit = 0;
  1159. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1160. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1161. sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
  1162. sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
  1163. sd->get_zeny_num = 0;
  1164. sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
  1165. sd->add_def_class_count = sd->add_mdef_class_count = 0;
  1166. sd->monster_drop_item_count = 0;
  1167. memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
  1168. memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
  1169. memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
  1170. memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
  1171. memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
  1172. memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
  1173. memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
  1174. sd->speed_add_rate = sd->aspd_add_rate = 100;
  1175. sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
  1176. sd->splash_range = sd->splash_add_range = 0;
  1177. sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
  1178. sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
  1179. sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
  1180. sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
  1181. sd->magic_damage_return = 0; //AppleGirl Was Here
  1182. sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
  1183. sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0;
  1184. sd->unbreakable_equip = 0;
  1185. if(!sd->disguiseflag && sd->disguise) {
  1186. sd->disguise=0;
  1187. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  1188. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  1189. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  1190. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  1191. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  1192. clif_clearchar(&sd->bl, 9);
  1193. pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
  1194. }
  1195. for(i=0;i<10;i++) {
  1196. index = sd->equip_index[i];
  1197. if(index < 0)
  1198. continue;
  1199. if(i == 9 && sd->equip_index[8] == index)
  1200. continue;
  1201. if(i == 5 && sd->equip_index[4] == index)
  1202. continue;
  1203. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1204. continue;
  1205. if(sd->inventory_data[index]) {
  1206. if(sd->inventory_data[index]->type == 4) {
  1207. if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
  1208. int j;
  1209. for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
  1210. int c=sd->status.inventory[index].card[j];
  1211. if(c>0){
  1212. if(i == 8 && sd->status.inventory[index].equip == 0x20)
  1213. sd->state.lr_flag = 1;
  1214. run_script(itemdb_equipscript(c),0,sd->bl.id,0);
  1215. sd->state.lr_flag = 0;
  1216. }
  1217. }
  1218. }
  1219. }
  1220. else if(sd->inventory_data[index]->type==5){ // 防具
  1221. if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
  1222. int j;
  1223. for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
  1224. int c=sd->status.inventory[index].card[j];
  1225. if(c>0)
  1226. run_script(itemdb_equipscript(c),0,sd->bl.id,0);
  1227. }
  1228. }
  1229. }
  1230. }
  1231. }
  1232. wele = sd->atk_ele;
  1233. wele_ = sd->atk_ele_;
  1234. def_ele = sd->def_ele;
  1235. if(sd->status.pet_id > 0) {
  1236. struct pet_data *pd=sd->pd;
  1237. if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) {
  1238. if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0)
  1239. run_script(sd->petDB->script,0,sd->bl.id,0);
  1240. pele = sd->atk_ele;
  1241. pdef_ele = sd->def_ele;
  1242. sd->atk_ele = sd->def_ele = 0;
  1243. }
  1244. }
  1245. memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
  1246. // ?備品によるステ?タス?化はここで?行
  1247. for(i=0;i<10;i++) {
  1248. index = sd->equip_index[i];
  1249. if(index < 0)
  1250. continue;
  1251. if(i == 9 && sd->equip_index[8] == index)
  1252. continue;
  1253. if(i == 5 && sd->equip_index[4] == index)
  1254. continue;
  1255. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1256. continue;
  1257. if(sd->inventory_data[index]) {
  1258. sd->def += sd->inventory_data[index]->def;
  1259. if(sd->inventory_data[index]->type == 4) {
  1260. int r,wlv = sd->inventory_data[index]->wlv;
  1261. if(i == 8 && sd->status.inventory[index].equip == 0x20) {
  1262. //二刀流用デ?タ入力
  1263. sd->watk_ += sd->inventory_data[index]->atk;
  1264. sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力
  1265. refinebonus[wlv][0];
  1266. if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
  1267. sd->overrefine_ = r*refinebonus[wlv][1];
  1268. if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
  1269. sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら
  1270. wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性
  1271. }
  1272. sd->attackrange_ += sd->inventory_data[index]->range;
  1273. sd->state.lr_flag = 1;
  1274. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1275. sd->state.lr_flag = 0;
  1276. }
  1277. else { //二刀流武器以外
  1278. sd->watk += sd->inventory_data[index]->atk;
  1279. sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力
  1280. refinebonus[wlv][0];
  1281. if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
  1282. sd->overrefine += r*refinebonus[wlv][1];
  1283. if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
  1284. sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら
  1285. wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性
  1286. }
  1287. sd->attackrange += sd->inventory_data[index]->range;
  1288. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1289. }
  1290. }
  1291. else if(sd->inventory_data[index]->type == 5) {
  1292. sd->watk += sd->inventory_data[index]->atk;
  1293. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1294. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1295. }
  1296. }
  1297. }
  1298. if(sd->equip_index[10] >= 0){ // 矢
  1299. index = sd->equip_index[10];
  1300. if(sd->inventory_data[index]){ //まだ?性が入っていない
  1301. sd->state.lr_flag = 2;
  1302. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1303. sd->state.lr_flag = 0;
  1304. sd->arrow_atk += sd->inventory_data[index]->atk;
  1305. }
  1306. }
  1307. sd->def += (refinedef+50)/100;
  1308. if(sd->attackrange < 1) sd->attackrange = 1;
  1309. if(sd->attackrange_ < 1) sd->attackrange_ = 1;
  1310. if(sd->attackrange < sd->attackrange_)
  1311. sd->attackrange = sd->attackrange_;
  1312. if(sd->status.weapon == 11)
  1313. sd->attackrange += sd->arrow_range;
  1314. if(wele > 0)
  1315. sd->atk_ele = wele;
  1316. if(wele_ > 0)
  1317. sd->atk_ele_ = wele_;
  1318. if(def_ele > 0)
  1319. sd->def_ele = def_ele;
  1320. if(battle_config.pet_status_support) {
  1321. if(pele > 0 && !sd->atk_ele)
  1322. sd->atk_ele = pele;
  1323. if(pdef_ele > 0 && !sd->def_ele)
  1324. sd->def_ele = pdef_ele;
  1325. }
  1326. sd->double_rate += sd->double_add_rate;
  1327. sd->perfect_hit += sd->perfect_hit_add;
  1328. sd->get_zeny_num += sd->get_zeny_add_num;
  1329. sd->splash_range += sd->splash_add_range;
  1330. if(sd->speed_add_rate != 100)
  1331. sd->speed_rate += sd->speed_add_rate - 100;
  1332. if(sd->aspd_add_rate != 100)
  1333. sd->aspd_rate += sd->aspd_add_rate - 100;
  1334. // 武器ATKサイズ補正 (右手)
  1335. sd->atkmods[0] = atkmods[0][sd->weapontype1];
  1336. sd->atkmods[1] = atkmods[1][sd->weapontype1];
  1337. sd->atkmods[2] = atkmods[2][sd->weapontype1];
  1338. //武器ATKサイズ補正 (左手)
  1339. sd->atkmods_[0] = atkmods[0][sd->weapontype2];
  1340. sd->atkmods_[1] = atkmods[1][sd->weapontype2];
  1341. sd->atkmods_[2] = atkmods[2][sd->weapontype2];
  1342. // jobボ?ナス分
  1343. for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
  1344. if(job_bonus[s_class.upper][s_class.job][i])
  1345. sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
  1346. }
  1347. if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
  1348. sd->max_weight += skill*2000;
  1349. if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目
  1350. sd->paramb[4] += skill;
  1351. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk
  1352. sd->paramb[0] ++;
  1353. sd->base_atk += 4;
  1354. }
  1355. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
  1356. sd->paramb[3] += (skill+1)*0.5;
  1357. }
  1358. // New guild skills - Celest
  1359. if (sd->status.guild_id > 0 && !(first&4)) {
  1360. struct guild *g;
  1361. if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) {
  1362. if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) {
  1363. skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0);
  1364. }
  1365. if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) {
  1366. skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0);
  1367. }
  1368. if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) {
  1369. skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0);
  1370. }
  1371. if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) {
  1372. skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0);
  1373. }
  1374. }
  1375. else if (g) {
  1376. if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) {
  1377. sd->paramb[0]+= 5;
  1378. sd->paramb[3]+= 5;
  1379. sd->paramb[4]+= 5;
  1380. }
  1381. if (sd->state.leadership_flag)
  1382. sd->paramb[0] += 2;
  1383. if (sd->state.glorywounds_flag)
  1384. sd->paramb[2] += 2;
  1385. if (sd->state.soulcold_flag)
  1386. sd->paramb[1] += 2;
  1387. if (sd->state.hawkeyes_flag)
  1388. sd->paramb[4] += 2;
  1389. }
  1390. }
  1391. // ステ?タス?化による基本パラメ?タ補正
  1392. if(sd->sc_count){
  1393. if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上
  1394. sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
  1395. sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
  1396. }
  1397. if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
  1398. sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
  1399. sd->speed -= sd->speed *25/100;
  1400. }
  1401. if(sd->sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少(agiはbattle.cで)
  1402. sd->speed = sd->speed *125/100;
  1403. if(sd->sc_data[SC_CLOAKING].timer!=-1) {
  1404. sd->critical_rate += 100; // critical increases
  1405. sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
  1406. }
  1407. if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
  1408. sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk
  1409. if(sd->sc_data[SC_CHASEWALK].val4)
  1410. sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds
  1411. }
  1412. if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
  1413. sd->speed = sd->speed*150/100;
  1414. if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
  1415. sd->speed -= sd->speed*25/100;
  1416. if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング
  1417. sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1;
  1418. sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1;
  1419. sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1;
  1420. }
  1421. if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア
  1422. sd->paramb[5]+= 30;
  1423. if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
  1424. sd->paramb[0]+= 4;
  1425. if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア
  1426. //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
  1427. //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
  1428. //sd->paramb[1]-= agib > 50 ? 50 : agib;
  1429. //sd->paramb[4]-= dexb > 50 ? 50 : dexb;
  1430. sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5;
  1431. sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5;
  1432. sd->speed = sd->speed*3/2;
  1433. }
  1434. if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト
  1435. sd->paramb[0]+= 5;
  1436. sd->paramb[1]+= 5;
  1437. sd->paramb[2]+= 5;
  1438. sd->paramb[3]+= 5;
  1439. sd->paramb[4]+= 5;
  1440. sd->paramb[5]+= 5;
  1441. }
  1442. if(sd->sc_data[SC_MARIONETTE].timer!=-1){
  1443. struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
  1444. if (psd) { // if partner is found
  1445. sd->paramb[0]-= sd->status.str/2; // bonuses not included
  1446. sd->paramb[1]-= sd->status.agi/2;
  1447. sd->paramb[2]-= sd->status.vit/2;
  1448. sd->paramb[3]-= sd->status.int_/2;
  1449. sd->paramb[4]-= sd->status.dex/2;
  1450. sd->paramb[5]-= sd->status.luk/2;
  1451. }
  1452. }
  1453. else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
  1454. struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
  1455. if (psd) { // if partner is found
  1456. sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
  1457. sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
  1458. sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
  1459. sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
  1460. sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
  1461. sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
  1462. }
  1463. }
  1464. }
  1465. //1度も死んでないJob70スパノビに+10
  1466. if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
  1467. sd->paramb[0]+= 15;
  1468. sd->paramb[1]+= 15;
  1469. sd->paramb[2]+= 15;
  1470. sd->paramb[3]+= 15;
  1471. sd->paramb[4]+= 15;
  1472. sd->paramb[5]+= 15;
  1473. }
  1474. sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
  1475. sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
  1476. sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
  1477. sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
  1478. sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
  1479. sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
  1480. for(i=0;i<6;i++)
  1481. if(sd->paramc[i] < 0) sd->paramc[i] = 0;
  1482. if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) {
  1483. str = sd->paramc[4];
  1484. dex = sd->paramc[0];
  1485. }
  1486. else {
  1487. str = sd->paramc[0];
  1488. dex = sd->paramc[4];
  1489. }
  1490. dstr = str/10;
  1491. sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
  1492. sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
  1493. sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
  1494. if(sd->matk1 < sd->matk2) {
  1495. int temp = sd->matk2;
  1496. sd->matk2 = sd->matk1;
  1497. sd->matk1 = temp;
  1498. }
  1499. sd->hit += sd->paramc[4] + sd->status.base_level;
  1500. sd->flee += sd->paramc[1] + sd->status.base_level;
  1501. sd->def2 += sd->paramc[2];
  1502. sd->mdef2 += sd->paramc[3];
  1503. sd->flee2 += sd->paramc[5]+10;
  1504. sd->critical += (sd->paramc[5]*3)+10;
  1505. if(sd->base_atk < 1)
  1506. sd->base_atk = 1;
  1507. if(sd->critical_rate != 100)
  1508. sd->critical = (sd->critical*sd->critical_rate)/100;
  1509. if(sd->critical < 10) sd->critical = 10;
  1510. if(sd->hit_rate != 100)
  1511. sd->hit = (sd->hit*sd->hit_rate)/100;
  1512. if(sd->hit < 1) sd->hit = 1;
  1513. if(sd->flee_rate != 100)
  1514. sd->flee = (sd->flee*sd->flee_rate)/100;
  1515. if(sd->flee < 1) sd->flee = 1;
  1516. if(sd->flee2_rate != 100)
  1517. sd->flee2 = (sd->flee2*sd->flee2_rate)/100;
  1518. if(sd->flee2 < 10) sd->flee2 = 10;
  1519. if(sd->def_rate != 100)
  1520. sd->def = (sd->def*sd->def_rate)/100;
  1521. if(sd->def < 0) sd->def = 0;
  1522. if(sd->def2_rate != 100)
  1523. sd->def2 = (sd->def2*sd->def2_rate)/100;
  1524. if(sd->def2 < 1) sd->def2 = 1;
  1525. if(sd->mdef_rate != 100)
  1526. sd->mdef = (sd->mdef*sd->mdef_rate)/100;
  1527. if(sd->mdef < 0) sd->mdef = 0;
  1528. if(sd->mdef2_rate != 100)
  1529. sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100;
  1530. if(sd->mdef2 < 1) sd->mdef2 = 1;
  1531. // 二刀流 ASPD 修正
  1532. if (sd->status.weapon <= 16)
  1533. sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000;
  1534. else
  1535. sd->aspd += (
  1536. (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) +
  1537. (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000)
  1538. ) * 140 / 200;
  1539. aspd_rate = sd->aspd_rate;
  1540. //攻?速度?加
  1541. if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
  1542. sd->hit += skill;
  1543. if(sd->status.weapon == 11)
  1544. sd->attackrange += skill;
  1545. }
  1546. if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加
  1547. sd->hit += skill*2;
  1548. if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ
  1549. sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
  1550. if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下
  1551. sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
  1552. else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加
  1553. sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
  1554. sd->max_weight += 10000;
  1555. }
  1556. if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
  1557. sd->status.max_hp += skill*200;
  1558. sd->subele[6] += skill*5;
  1559. }
  1560. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1561. sd->subele[0] += skill;
  1562. sd->subele[3] += skill*5;
  1563. }
  1564. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
  1565. aspd_rate -= skill*0.5;
  1566. bl=sd->status.base_level;
  1567. sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
  1568. if (s_class.upper==1) // [MouseJstr]
  1569. sd->status.max_hp = sd->status.max_hp * 130/100;
  1570. else if (s_class.upper==2)
  1571. sd->status.max_hp = sd->status.max_hp * 70/100;
  1572. if(sd->hprate!=100)
  1573. sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
  1574. if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク
  1575. sd->status.max_hp = sd->status.max_hp * 3;
  1576. // sd->status.hp = sd->status.hp * 3;
  1577. if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
  1578. sd->status.max_hp = battle_config.max_hp;
  1579. if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
  1580. sd->status.hp = battle_config.max_hp;
  1581. }
  1582. if(s_class.job == 23 && sd->status.base_level >= 99){
  1583. sd->status.max_hp = sd->status.max_hp + 2000;
  1584. }
  1585. if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
  1586. sd->status.max_hp = battle_config.max_hp;
  1587. if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end
  1588. // 最大SP計算
  1589. sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
  1590. if (s_class.upper==1) // [MouseJstr]
  1591. sd->status.max_sp = sd->status.max_sp * 130/100;
  1592. else if (s_class.upper==2)
  1593. sd->status.max_sp = sd->status.max_sp * 70/100;
  1594. if(sd->sprate!=100)
  1595. sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
  1596. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
  1597. sd->status.max_sp += sd->status.max_sp*skill/100;
  1598. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */
  1599. sd->status.max_sp += sd->status.max_sp*2*skill/100;
  1600. if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
  1601. sd->status.max_sp = battle_config.max_sp;
  1602. //自然回復HP
  1603. sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
  1604. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */
  1605. sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
  1606. if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
  1607. }
  1608. //自然回復SP
  1609. sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
  1610. if(sd->paramc[3] >= 120)
  1611. sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
  1612. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */
  1613. sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
  1614. if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
  1615. }
  1616. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
  1617. sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
  1618. sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
  1619. if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
  1620. if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
  1621. }
  1622. if(sd->hprecov_rate != 100) {
  1623. sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
  1624. if(sd->nhealhp < 1) sd->nhealhp = 1;
  1625. }
  1626. if(sd->sprecov_rate != 100) {
  1627. sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
  1628. if(sd->nhealsp < 1) sd->nhealsp = 1;
  1629. }
  1630. /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e'
  1631. sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
  1632. if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
  1633. } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/
  1634. // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも)
  1635. if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ?
  1636. skill = skill*4;
  1637. sd->addrace[9]+=skill;
  1638. sd->addrace_[9]+=skill;
  1639. sd->subrace[9]+=skill;
  1640. sd->magic_addrace[9]+=skill;
  1641. sd->magic_subrace[9]-=skill;
  1642. }
  1643. //Flee上昇
  1644. if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加
  1645. if(sd->status.class==6||sd->status.class==4007 || sd->status.class==23){
  1646. sd->flee += skill*3;
  1647. }
  1648. if(sd->status.class==12||sd->status.class==17||sd->status.class==4013||sd->status.class==4018)
  1649. sd->flee += skill*4;
  1650. if(sd->status.class==12||sd->status.class==4013)
  1651. sd->speed -= sd->speed *(skill*1.5)/100;
  1652. }
  1653. if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り
  1654. sd->flee += (skill*3)>>1;
  1655. // スキルやステ?タス異常による?りのパラメ?タ補正
  1656. if(sd->sc_count){
  1657. // ATK/DEF?化形
  1658. if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス
  1659. sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
  1660. if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス
  1661. sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
  1662. index = sd->equip_index[8];
  1663. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1664. sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
  1665. }
  1666. if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック
  1667. sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
  1668. sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
  1669. sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
  1670. index = sd->equip_index[8];
  1671. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1672. sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
  1673. }
  1674. if(sd->sc_data[SC_ENDURE].timer!=-1)
  1675. sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
  1676. if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック
  1677. sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
  1678. sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
  1679. sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
  1680. }
  1681. if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態
  1682. sd->def2 = sd->def2*75/100;
  1683. if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き
  1684. sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
  1685. sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
  1686. index = sd->equip_index[8];
  1687. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1688. sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
  1689. }
  1690. if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪
  1691. index = sd->equip_index[9];
  1692. /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
  1693. sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
  1694. index = sd->equip_index[8];
  1695. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
  1696. sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
  1697. index = sd->equip_index[9];*/
  1698. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  1699. sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
  1700. index = sd->equip_index[8];
  1701. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  1702. sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
  1703. }
  1704. if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ
  1705. sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
  1706. }
  1707. if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
  1708. sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
  1709. if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス
  1710. sd->def=0;
  1711. if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション
  1712. sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
  1713. index = sd->equip_index[8];
  1714. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1715. sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
  1716. sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
  1717. }
  1718. if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅
  1719. sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
  1720. sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
  1721. }
  1722. if(sd->sc_data[SC_ATKPOT].timer!=-1)
  1723. sd->watk += sd->sc_data[SC_ATKPOT].val1;
  1724. if(sd->sc_data[SC_MATKPOT].timer!=-1){
  1725. sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
  1726. sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
  1727. }
  1728. // ASPD/移動速度?化系
  1729. if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
  1730. aspd_rate -= 30;
  1731. if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
  1732. sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
  1733. if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
  1734. aspd_rate -= 30;
  1735. else
  1736. aspd_rate -= 25;
  1737. }
  1738. if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
  1739. sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
  1740. aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
  1741. if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
  1742. sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
  1743. sd->sc_data[SC_DONTFORGETME].timer == -1)
  1744. aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
  1745. if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで
  1746. aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
  1747. sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
  1748. }
  1749. if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 ||
  1750. sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
  1751. sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
  1752. sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション
  1753. aspd_rate -= sd->sc_data[i].val2;
  1754. if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算
  1755. sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
  1756. if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト
  1757. sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
  1758. if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い?
  1759. sd->speed -= sd->speed *25/100;
  1760. if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い
  1761. sd->speed = 2*DEFAULT_WALK_SPEED;
  1762. // HIT/FLEE?化系
  1763. if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛
  1764. sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
  1765. +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
  1766. sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
  1767. }
  1768. if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング
  1769. sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
  1770. +sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
  1771. if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル
  1772. sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
  1773. }
  1774. if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗?
  1775. sd->hit -= sd->hit*25/100;
  1776. sd->flee -= sd->flee*25/100;
  1777. }
  1778. if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク
  1779. sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
  1780. if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ
  1781. sd->flee -= sd->flee*50/100;
  1782. if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
  1783. sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
  1784. if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション
  1785. sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));
  1786. // 耐性
  1787. if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド
  1788. sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1789. sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1790. sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火
  1791. sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1792. sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1793. sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1794. sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1795. sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1796. sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1797. }
  1798. if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス
  1799. sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性
  1800. sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔
  1801. }
  1802. // その他
  1803. if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎
  1804. sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
  1805. +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
  1806. if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
  1807. sd->status.max_hp = battle_config.max_hp;
  1808. }
  1809. if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ
  1810. sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100;
  1811. if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
  1812. sd->status.max_hp = battle_config.max_hp;
  1813. }
  1814. if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ?
  1815. sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
  1816. +sd->sc_data[SC_SERVICE4U].val3)/100;
  1817. if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
  1818. sd->status.max_sp = battle_config.max_sp;
  1819. sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
  1820. +sd->sc_data[SC_SERVICE4U].val3);
  1821. if(sd->dsprate<0)sd->dsprate=0;
  1822. }
  1823. if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス
  1824. sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
  1825. +sd->sc_data[SC_FORTUNE].val3)*10;
  1826. if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動
  1827. if(s_class.job==23)
  1828. sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
  1829. else
  1830. sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
  1831. }
  1832. if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛
  1833. sd->def = 90;
  1834. sd->mdef = 90;
  1835. aspd_rate += 25;
  1836. sd->speed = (sd->speed * 125) / 100;
  1837. }
  1838. if(sd->sc_data[SC_DEFENDER].timer != -1) {
  1839. sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
  1840. // removed as of 12/14's patch [celest]
  1841. //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
  1842. }
  1843. if(sd->sc_data[SC_ENCPOISON].timer != -1)
  1844. sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
  1845. if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中
  1846. sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
  1847. //sd->speed*=4;
  1848. sd->nhealsp = 0;
  1849. sd->nshealsp = 0;
  1850. sd->nsshealsp = 0;
  1851. }
  1852. if(sd->sc_data[SC_CURSE].timer!=-1)
  1853. sd->speed += 450;
  1854. if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
  1855. sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;
  1856. /* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
  1857. sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
  1858. if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
  1859. sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
  1860. */
  1861. if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG]
  1862. sd->def = sd->def2 = 0;
  1863. sd->mdef = sd->mdef2 = 0;
  1864. sd->flee -= sd->flee*50/100;
  1865. aspd_rate -= 30;
  1866. //sd->base_atk *= 3;
  1867. }
  1868. if(sd->sc_data[SC_KEEPING].timer!=-1)
  1869. sd->def = 100;
  1870. if(sd->sc_data[SC_BARRIER].timer!=-1)
  1871. sd->mdef = 100;
  1872. }
  1873. if(sd->speed_rate != 100)
  1874. sd->speed = sd->speed*sd->speed_rate/100;
  1875. if(sd->speed < 1) sd->speed = 1;
  1876. if(aspd_rate != 100)
  1877. sd->aspd = sd->aspd*aspd_rate/100;
  1878. if(pc_isriding(sd)) // 騎兵修練
  1879. sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
  1880. if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
  1881. sd->amotion = sd->aspd;
  1882. sd->dmotion = 800-sd->paramc[1]*4;
  1883. if(sd->dmotion<400)
  1884. sd->dmotion = 400;
  1885. if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  1886. sd->prev_speed = sd->speed;
  1887. sd->speed = sd->speed*(175 - skill*5)/100;
  1888. }
  1889. if(sd->status.hp>sd->status.max_hp)
  1890. sd->status.hp=sd->status.max_hp;
  1891. if(sd->status.sp>sd->status.max_sp)
  1892. sd->status.sp=sd->status.max_sp;
  1893. if(first&4)
  1894. return 0;
  1895. if(first&3) {
  1896. clif_updatestatus(sd,SP_SPEED);
  1897. clif_updatestatus(sd,SP_MAXHP);
  1898. clif_updatestatus(sd,SP_MAXSP);
  1899. if(first&1) {
  1900. clif_updatestatus(sd,SP_HP);
  1901. clif_updatestatus(sd,SP_SP);
  1902. }
  1903. return 0;
  1904. }
  1905. if(b_class != sd->view_class) {
  1906. clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
  1907. #if PACKETVER < 4
  1908. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  1909. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  1910. #else
  1911. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  1912. #endif
  1913. }
  1914. if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
  1915. clif_skillinfoblock(sd); // スキル送信
  1916. if(b_speed != sd->speed)
  1917. clif_updatestatus(sd,SP_SPEED);
  1918. if(b_weight != sd->weight)
  1919. clif_updatestatus(sd,SP_WEIGHT);
  1920. if(b_max_weight != sd->max_weight) {
  1921. clif_updatestatus(sd,SP_MAXWEIGHT);
  1922. pc_checkweighticon(sd);
  1923. }
  1924. for(i=0;i<6;i++)
  1925. if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
  1926. clif_updatestatus(sd,SP_STR+i);
  1927. if(b_hit != sd->hit)
  1928. clif_updatestatus(sd,SP_HIT);
  1929. if(b_flee != sd->flee)
  1930. clif_updatestatus(sd,SP_FLEE1);
  1931. if(b_aspd != sd->aspd)
  1932. clif_updatestatus(sd,SP_ASPD);
  1933. if(b_watk != sd->watk || b_base_atk != sd->base_atk)
  1934. clif_updatestatus(sd,SP_ATK1);
  1935. if(b_def != sd->def)
  1936. clif_updatestatus(sd,SP_DEF1);
  1937. if(b_watk2 != sd->watk2)
  1938. clif_updatestatus(sd,SP_ATK2);
  1939. if(b_def2 != sd->def2)
  1940. clif_updatestatus(sd,SP_DEF2);
  1941. if(b_flee2 != sd->flee2)
  1942. clif_updatestatus(sd,SP_FLEE2);
  1943. if(b_critical != sd->critical)
  1944. clif_updatestatus(sd,SP_CRITICAL);
  1945. if(b_matk1 != sd->matk1)
  1946. clif_updatestatus(sd,SP_MATK1);
  1947. if(b_matk2 != sd->matk2)
  1948. clif_updatestatus(sd,SP_MATK2);
  1949. if(b_mdef != sd->mdef)
  1950. clif_updatestatus(sd,SP_MDEF1);
  1951. if(b_mdef2 != sd->mdef2)
  1952. clif_updatestatus(sd,SP_MDEF2);
  1953. if(b_attackrange != sd->attackrange)
  1954. clif_updatestatus(sd,SP_ATTACKRANGE);
  1955. if(b_max_hp != sd->status.max_hp)
  1956. clif_updatestatus(sd,SP_MAXHP);
  1957. if(b_max_sp != sd->status.max_sp)
  1958. clif_updatestatus(sd,SP_MAXSP);
  1959. if(b_hp != sd->status.hp)
  1960. clif_updatestatus(sd,SP_HP);
  1961. if(b_sp != sd->status.sp)
  1962. clif_updatestatus(sd,SP_SP);
  1963. /* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
  1964. before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
  1965. clif_updatestatus(sd,SP_CARTINFO);*/
  1966. //if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
  1967. if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
  1968. (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
  1969. // オ?トバ?サ?ク?動
  1970. skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
  1971. return 0;
  1972. }
  1973. /*==========================================
  1974. * For quick calculating [Celest]
  1975. *------------------------------------------
  1976. */
  1977. int pc_calcspeed (struct map_session_data *sd)
  1978. {
  1979. int b_speed, skill;
  1980. struct pc_base_job s_class;
  1981. nullpo_retr(0, sd);
  1982. s_class = pc_calc_base_job(sd->status.class);
  1983. b_speed = sd->speed;
  1984. sd->speed = DEFAULT_WALK_SPEED ;
  1985. if(sd->sc_count){
  1986. if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
  1987. sd->speed -= sd->speed *25/100;
  1988. }
  1989. if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
  1990. sd->speed = sd->speed *125/100;
  1991. }
  1992. if(sd->sc_data[SC_CLOAKING].timer!=-1) {
  1993. sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
  1994. }
  1995. if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
  1996. sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
  1997. }
  1998. if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
  1999. sd->speed = sd->speed*3/2;
  2000. }
  2001. if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) {
  2002. sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
  2003. }
  2004. if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
  2005. sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
  2006. }
  2007. if(sd->sc_data[SC_BERSERK].timer!=-1) {
  2008. sd->speed -= sd->speed *25/100;
  2009. }
  2010. if(sd->sc_data[SC_WEDDING].timer!=-1) {
  2011. sd->speed = 2*DEFAULT_WALK_SPEED;
  2012. }
  2013. if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
  2014. sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
  2015. }
  2016. if(sd->sc_data[SC_STEELBODY].timer!=-1){
  2017. sd->speed = (sd->speed * 125) / 100;
  2018. }
  2019. if(sd->sc_data[SC_DEFENDER].timer != -1) {
  2020. // removed as of 12/14's patch [celest]
  2021. //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
  2022. }
  2023. if( sd->sc_data[SC_DANCING].timer!=-1 ){
  2024. sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
  2025. }
  2026. if(sd->sc_data[SC_CURSE].timer!=-1)
  2027. sd->speed += 450;
  2028. if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
  2029. sd->speed = sd->speed*150/100;
  2030. if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
  2031. sd->speed -= sd->speed*25/100;
  2032. }
  2033. if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
  2034. sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
  2035. if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  2036. sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
  2037. else if (pc_isriding(sd)) {
  2038. sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
  2039. }
  2040. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2041. if(s_class.job==12)
  2042. sd->speed -= sd->speed *(skill*1.5)/100;
  2043. if(sd->speed_rate != 100)
  2044. sd->speed = sd->speed*sd->speed_rate/100;
  2045. if(sd->speed < 1) sd->speed = 1;
  2046. if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  2047. sd->prev_speed = sd->speed;
  2048. sd->speed = sd->speed*(175 - skill*5)/100;
  2049. }
  2050. if(b_speed != sd->speed)
  2051. clif_updatestatus(sd,SP_SPEED);
  2052. return 0;
  2053. }
  2054. /*==========================================
  2055. * ? 備品による能力等のボ?ナス設定
  2056. *------------------------------------------
  2057. */
  2058. int pc_bonus(struct map_session_data *sd,int type,int val)
  2059. {
  2060. nullpo_retr(0, sd);
  2061. switch(type){
  2062. case SP_STR:
  2063. case SP_AGI:
  2064. case SP_VIT:
  2065. case SP_INT:
  2066. case SP_DEX:
  2067. case SP_LUK:
  2068. if(sd->state.lr_flag != 2)
  2069. sd->parame[type-SP_STR]+=val;
  2070. break;
  2071. case SP_ATK1:
  2072. if(!sd->state.lr_flag)
  2073. sd->watk+=val;
  2074. else if(sd->state.lr_flag == 1)
  2075. sd->watk_+=val;
  2076. break;
  2077. case SP_ATK2:
  2078. if(!sd->state.lr_flag)
  2079. sd->watk2+=val;
  2080. else if(sd->state.lr_flag == 1)
  2081. sd->watk_2+=val;
  2082. break;
  2083. case SP_BASE_ATK:
  2084. if(sd->state.lr_flag != 2)
  2085. sd->base_atk+=val;
  2086. break;
  2087. case SP_MATK1:
  2088. if(sd->state.lr_flag != 2)
  2089. sd->matk1 += val;
  2090. break;
  2091. case SP_MATK2:
  2092. if(sd->state.lr_flag != 2)
  2093. sd->matk2 += val;
  2094. break;
  2095. case SP_MATK:
  2096. if(sd->state.lr_flag != 2) {
  2097. sd->matk1 += val;
  2098. sd->matk2 += val;
  2099. }
  2100. break;
  2101. case SP_DEF1:
  2102. if(sd->state.lr_flag != 2)
  2103. sd->def+=val;
  2104. break;
  2105. case SP_MDEF1:
  2106. if(sd->state.lr_flag != 2)
  2107. sd->mdef+=val;
  2108. break;
  2109. case SP_MDEF2:
  2110. if(sd->state.lr_flag != 2)
  2111. sd->mdef+=val;
  2112. break;
  2113. case SP_HIT:
  2114. if(sd->state.lr_flag != 2)
  2115. sd->hit+=val;
  2116. else
  2117. sd->arrow_hit+=val;
  2118. break;
  2119. case SP_FLEE1:
  2120. if(sd->state.lr_flag != 2)
  2121. sd->flee+=val;
  2122. break;
  2123. case SP_FLEE2:
  2124. if(sd->state.lr_flag != 2)
  2125. sd->flee2+=val*10;
  2126. break;
  2127. case SP_CRITICAL:
  2128. if(sd->state.lr_flag != 2)
  2129. sd->critical+=val*10;
  2130. else
  2131. sd->arrow_cri += val*10;
  2132. break;
  2133. case SP_ATKELE:
  2134. if(!sd->state.lr_flag)
  2135. sd->atk_ele=val;
  2136. else if(sd->state.lr_flag == 1)
  2137. sd->atk_ele_=val;
  2138. else if(sd->state.lr_flag == 2)
  2139. sd->arrow_ele=val;
  2140. break;
  2141. case SP_DEFELE:
  2142. if(sd->state.lr_flag != 2)
  2143. sd->def_ele=val;
  2144. break;
  2145. case SP_MAXHP:
  2146. if(sd->state.lr_flag != 2)
  2147. sd->status.max_hp+=val;
  2148. break;
  2149. case SP_MAXSP:
  2150. if(sd->state.lr_flag != 2)
  2151. sd->status.max_sp+=val;
  2152. break;
  2153. case SP_CASTRATE:
  2154. if(sd->state.lr_flag != 2)
  2155. sd->castrate+=val;
  2156. break;
  2157. case SP_MAXHPRATE:
  2158. if(sd->state.lr_flag != 2)
  2159. sd->hprate+=val;
  2160. break;
  2161. case SP_MAXSPRATE:
  2162. if(sd->state.lr_flag != 2)
  2163. sd->sprate+=val;
  2164. break;
  2165. case SP_SPRATE:
  2166. if(sd->state.lr_flag != 2)
  2167. sd->dsprate+=val;
  2168. break;
  2169. case SP_ATTACKRANGE:
  2170. if(!sd->state.lr_flag)
  2171. sd->attackrange += val;
  2172. else if(sd->state.lr_flag == 1)
  2173. sd->attackrange_ += val;
  2174. else if(sd->state.lr_flag == 2)
  2175. sd->arrow_range += val;
  2176. break;
  2177. case SP_ADD_SPEED:
  2178. if(sd->state.lr_flag != 2)
  2179. sd->speed -= val;
  2180. break;
  2181. case SP_SPEED_RATE:
  2182. if(sd->state.lr_flag != 2) {
  2183. if(sd->speed_rate > 100-val)
  2184. sd->speed_rate = 100-val;
  2185. }
  2186. break;
  2187. case SP_SPEED_ADDRATE:
  2188. if(sd->state.lr_flag != 2)
  2189. sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
  2190. break;
  2191. case SP_ASPD:
  2192. if(sd->state.lr_flag != 2)
  2193. sd->aspd -= val*10;
  2194. break;
  2195. case SP_ASPD_RATE:
  2196. if(sd->state.lr_flag != 2) {
  2197. if(sd->aspd_rate > 100-val)
  2198. sd->aspd_rate = 100-val;
  2199. }
  2200. break;
  2201. case SP_ASPD_ADDRATE:
  2202. if(sd->state.lr_flag != 2)
  2203. sd->aspd_add_rate = sd->aspd_add_rate * (100-val)/100;
  2204. break;
  2205. case SP_HP_RECOV_RATE:
  2206. if(sd->state.lr_flag != 2)
  2207. sd->hprecov_rate += val;
  2208. break;
  2209. case SP_SP_RECOV_RATE:
  2210. if(sd->state.lr_flag != 2)
  2211. sd->sprecov_rate += val;
  2212. break;
  2213. case SP_CRITICAL_DEF:
  2214. if(sd->state.lr_flag != 2)
  2215. sd->critical_def += val;
  2216. break;
  2217. case SP_NEAR_ATK_DEF:
  2218. if(sd->state.lr_flag != 2)
  2219. sd->near_attack_def_rate += val;
  2220. break;
  2221. case SP_LONG_ATK_DEF:
  2222. if(sd->state.lr_flag != 2)
  2223. sd->long_attack_def_rate += val;
  2224. break;
  2225. case SP_DOUBLE_RATE:
  2226. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  2227. sd->double_rate = val;
  2228. break;
  2229. case SP_DOUBLE_ADD_RATE:
  2230. if(sd->state.lr_flag == 0)
  2231. sd->double_add_rate += val;
  2232. break;
  2233. case SP_MATK_RATE:
  2234. if(sd->state.lr_flag != 2)
  2235. sd->matk_rate += val;
  2236. break;
  2237. case SP_IGNORE_DEF_ELE:
  2238. if(!sd->state.lr_flag)
  2239. sd->ignore_def_ele |= 1<<val;
  2240. else if(sd->state.lr_flag == 1)
  2241. sd->ignore_def_ele_ |= 1<<val;
  2242. break;
  2243. case SP_IGNORE_DEF_RACE:
  2244. if(!sd->state.lr_flag)
  2245. sd->ignore_def_race |= 1<<val;
  2246. else if(sd->state.lr_flag == 1)
  2247. sd->ignore_def_race_ |= 1<<val;
  2248. break;
  2249. case SP_ATK_RATE:
  2250. if(sd->state.lr_flag != 2)
  2251. sd->atk_rate += val;
  2252. break;
  2253. case SP_MAGIC_ATK_DEF:
  2254. if(sd->state.lr_flag != 2)
  2255. sd->magic_def_rate += val;
  2256. break;
  2257. case SP_MISC_ATK_DEF:
  2258. if(sd->state.lr_flag != 2)
  2259. sd->misc_def_rate += val;
  2260. break;
  2261. case SP_IGNORE_MDEF_ELE:
  2262. if(sd->state.lr_flag != 2)
  2263. sd->ignore_mdef_ele |= 1<<val;
  2264. break;
  2265. case SP_IGNORE_MDEF_RACE:
  2266. if(sd->state.lr_flag != 2)
  2267. sd->ignore_mdef_race |= 1<<val;
  2268. break;
  2269. case SP_PERFECT_HIT_RATE:
  2270. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  2271. sd->perfect_hit = val;
  2272. break;
  2273. case SP_PERFECT_HIT_ADD_RATE:
  2274. if(sd->state.lr_flag != 2)
  2275. sd->perfect_hit_add += val;
  2276. break;
  2277. case SP_CRITICAL_RATE:
  2278. if(sd->state.lr_flag != 2)
  2279. sd->critical_rate+=val;
  2280. break;
  2281. case SP_GET_ZENY_NUM:
  2282. if(sd->state.lr_flag != 2 && sd->get_zeny_num < val)
  2283. sd->get_zeny_num = val;
  2284. break;
  2285. case SP_ADD_GET_ZENY_NUM:
  2286. if(sd->state.lr_flag != 2)
  2287. sd->get_zeny_add_num += val;
  2288. break;
  2289. case SP_DEF_RATIO_ATK_ELE:
  2290. if(!sd->state.lr_flag)
  2291. sd->def_ratio_atk_ele |= 1<<val;
  2292. else if(sd->state.lr_flag == 1)
  2293. sd->def_ratio_atk_ele_ |= 1<<val;
  2294. break;
  2295. case SP_DEF_RATIO_ATK_RACE:
  2296. if(!sd->state.lr_flag)
  2297. sd->def_ratio_atk_race |= 1<<val;
  2298. else if(sd->state.lr_flag == 1)
  2299. sd->def_ratio_atk_race_ |= 1<<val;
  2300. break;
  2301. case SP_HIT_RATE:
  2302. if(sd->state.lr_flag != 2)
  2303. sd->hit_rate += val;
  2304. break;
  2305. case SP_FLEE_RATE:
  2306. if(sd->state.lr_flag != 2)
  2307. sd->flee_rate += val;
  2308. break;
  2309. case SP_FLEE2_RATE:
  2310. if(sd->state.lr_flag != 2)
  2311. sd->flee2_rate += val;
  2312. break;
  2313. case SP_DEF_RATE:
  2314. if(sd->state.lr_flag != 2)
  2315. sd->def_rate += val;
  2316. break;
  2317. case SP_DEF2_RATE:
  2318. if(sd->state.lr_flag != 2)
  2319. sd->def2_rate += val;
  2320. break;
  2321. case SP_MDEF_RATE:
  2322. if(sd->state.lr_flag != 2)
  2323. sd->mdef_rate += val;
  2324. break;
  2325. case SP_MDEF2_RATE:
  2326. if(sd->state.lr_flag != 2)
  2327. sd->mdef2_rate += val;
  2328. break;
  2329. case SP_RESTART_FULL_RECORVER:
  2330. if(sd->state.lr_flag != 2)
  2331. sd->special_state.restart_full_recover = 1;
  2332. break;
  2333. case SP_NO_CASTCANCEL:
  2334. if(sd->state.lr_flag != 2)
  2335. sd->special_state.no_castcancel = 1;
  2336. break;
  2337. case SP_NO_CASTCANCEL2:
  2338. if(sd->state.lr_flag != 2)
  2339. sd->special_state.no_castcancel2 = 1;
  2340. break;
  2341. case SP_NO_SIZEFIX:
  2342. if(sd->state.lr_flag != 2)
  2343. sd->special_state.no_sizefix = 1;
  2344. break;
  2345. case SP_NO_MAGIC_DAMAGE:
  2346. if(sd->state.lr_flag != 2)
  2347. sd->special_state.no_magic_damage = 1;
  2348. break;
  2349. case SP_NO_WEAPON_DAMAGE:
  2350. if(sd->state.lr_flag != 2)
  2351. sd->special_state.no_weapon_damage = 1;
  2352. break;
  2353. case SP_NO_GEMSTONE:
  2354. if(sd->state.lr_flag != 2)
  2355. sd->special_state.no_gemstone = 1;
  2356. break;
  2357. case SP_INFINITE_ENDURE:
  2358. if(sd->state.lr_flag != 2)
  2359. sd->special_state.infinite_endure = 1;
  2360. break;
  2361. case SP_UNBREAKABLE_WEAPON:
  2362. if(sd->state.lr_flag != 2)
  2363. sd->unbreakable_equip |= EQP_WEAPON;
  2364. break;
  2365. case SP_UNBREAKABLE_ARMOR:
  2366. if(sd->state.lr_flag != 2)
  2367. sd->unbreakable_equip |= EQP_ARMOR;
  2368. break;
  2369. case SP_UNBREAKABLE_HELM:
  2370. if(sd->state.lr_flag != 2)
  2371. sd->unbreakable_equip |= EQP_HELM;
  2372. break;
  2373. case SP_UNBREAKABLE_SHIELD:
  2374. if(sd->state.lr_flag != 2)
  2375. sd->unbreakable_equip |= EQP_SHIELD;
  2376. break;
  2377. case SP_SPLASH_RANGE:
  2378. if(sd->state.lr_flag != 2 && sd->splash_range < val)
  2379. sd->splash_range = val;
  2380. break;
  2381. case SP_SPLASH_ADD_RANGE:
  2382. if(sd->state.lr_flag != 2)
  2383. sd->splash_add_range += val;
  2384. break;
  2385. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  2386. if(sd->state.lr_flag != 2)
  2387. sd->short_weapon_damage_return += val;
  2388. break;
  2389. case SP_LONG_WEAPON_DAMAGE_RETURN:
  2390. if(sd->state.lr_flag != 2)
  2391. sd->long_weapon_damage_return += val;
  2392. break;
  2393. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  2394. if(sd->state.lr_flag != 2)
  2395. sd->magic_damage_return += val;
  2396. break;
  2397. case SP_ALL_STATS: // [Valaris]
  2398. if(sd->state.lr_flag!=2) {
  2399. sd->parame[SP_STR-SP_STR]+=val;
  2400. sd->parame[SP_AGI-SP_STR]+=val;
  2401. sd->parame[SP_VIT-SP_STR]+=val;
  2402. sd->parame[SP_INT-SP_STR]+=val;
  2403. sd->parame[SP_DEX-SP_STR]+=val;
  2404. sd->parame[SP_LUK-SP_STR]+=val;
  2405. clif_updatestatus(sd,13);
  2406. clif_updatestatus(sd,14);
  2407. clif_updatestatus(sd,15);
  2408. clif_updatestatus(sd,16);
  2409. clif_updatestatus(sd,17);
  2410. clif_updatestatus(sd,18);
  2411. }
  2412. break;
  2413. case SP_AGI_VIT: // [Valaris]
  2414. if(sd->state.lr_flag!=2) {
  2415. sd->parame[SP_AGI-SP_STR]+=val;
  2416. sd->parame[SP_VIT-SP_STR]+=val;
  2417. clif_updatestatus(sd,14);
  2418. clif_updatestatus(sd,15);
  2419. }
  2420. break;
  2421. case SP_AGI_DEX_STR: // [Valaris]
  2422. if(sd->state.lr_flag!=2) {
  2423. sd->parame[SP_AGI-SP_STR]+=val;
  2424. sd->parame[SP_DEX-SP_STR]+=val;
  2425. sd->parame[SP_STR-SP_STR]+=val;
  2426. clif_updatestatus(sd,14);
  2427. clif_updatestatus(sd,17);
  2428. clif_updatestatus(sd,13);
  2429. }
  2430. break;
  2431. case SP_PERFECT_HIDE: // [Valaris]
  2432. if(sd->state.lr_flag!=2) {
  2433. sd->perfect_hiding=1;
  2434. }
  2435. break;
  2436. case SP_DISGUISE: // Disguise script for items [Valaris]
  2437. if(sd->state.lr_flag!=2 && sd->disguiseflag==0) {
  2438. if(pc_isriding(sd)) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
  2439. clif_displaymessage(sd->fd, "Cannot wear disguise when riding a Peco.");
  2440. break;
  2441. }
  2442. sd->disguise=val;
  2443. clif_clearchar(&sd->bl, 9);
  2444. pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
  2445. }
  2446. break;
  2447. case SP_UNBREAKABLE:
  2448. if(sd->state.lr_flag!=2) {
  2449. sd->unbreakable += val;
  2450. }
  2451. break;
  2452. case SP_CLASSCHANGE: // [Valaris]
  2453. if(sd->state.lr_flag !=2){
  2454. sd->classchange=val;
  2455. }
  2456. break;
  2457. case SP_LONG_ATK_RATE:
  2458. if(sd->status.weapon == 11 && sd->state.lr_flag != 2)
  2459. sd->atk_rate += val;
  2460. break;
  2461. default:
  2462. if(battle_config.error_log)
  2463. printf("pc_bonus: unknown type %d %d !\n",type,val);
  2464. break;
  2465. }
  2466. return 0;
  2467. }
  2468. /*==========================================
  2469. * ? 備品による能力等のボ?ナス設定
  2470. *------------------------------------------
  2471. */
  2472. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  2473. {
  2474. int i;
  2475. nullpo_retr(0, sd);
  2476. switch(type){
  2477. case SP_ADDELE:
  2478. if(!sd->state.lr_flag)
  2479. sd->addele[type2]+=val;
  2480. else if(sd->state.lr_flag == 1)
  2481. sd->addele_[type2]+=val;
  2482. else if(sd->state.lr_flag == 2)
  2483. sd->arrow_addele[type2]+=val;
  2484. break;
  2485. case SP_ADDRACE:
  2486. if(!sd->state.lr_flag)
  2487. sd->addrace[type2]+=val;
  2488. else if(sd->state.lr_flag == 1)
  2489. sd->addrace_[type2]+=val;
  2490. else if(sd->state.lr_flag == 2)
  2491. sd->arrow_addrace[type2]+=val;
  2492. break;
  2493. case SP_ADDSIZE:
  2494. if(!sd->state.lr_flag)
  2495. sd->addsize[type2]+=val;
  2496. else if(sd->state.lr_flag == 1)
  2497. sd->addsize_[type2]+=val;
  2498. else if(sd->state.lr_flag == 2)
  2499. sd->arrow_addsize[type2]+=val;
  2500. break;
  2501. case SP_SUBELE:
  2502. if(sd->state.lr_flag != 2)
  2503. sd->subele[type2]+=val;
  2504. break;
  2505. case SP_SUBRACE:
  2506. if(sd->state.lr_flag != 2)
  2507. sd->subrace[type2]+=val;
  2508. break;
  2509. case SP_ADDEFF:
  2510. if(sd->state.lr_flag != 2)
  2511. sd->addeff[type2]+=val;
  2512. else
  2513. sd->arrow_addeff[type2]+=val;
  2514. break;
  2515. case SP_ADDEFF2:
  2516. if(sd->state.lr_flag != 2)
  2517. sd->addeff2[type2]+=val;
  2518. else
  2519. sd->arrow_addeff2[type2]+=val;
  2520. break;
  2521. case SP_RESEFF:
  2522. if(sd->state.lr_flag != 2)
  2523. sd->reseff[type2]+=val;
  2524. break;
  2525. case SP_MAGIC_ADDELE:
  2526. if(sd->state.lr_flag != 2)
  2527. sd->magic_addele[type2]+=val;
  2528. break;
  2529. case SP_MAGIC_ADDRACE:
  2530. if(sd->state.lr_flag != 2)
  2531. sd->magic_addrace[type2]+=val;
  2532. break;
  2533. case SP_MAGIC_SUBRACE:
  2534. if(sd->state.lr_flag != 2)
  2535. sd->magic_subrace[type2]+=val;
  2536. break;
  2537. case SP_ADD_DAMAGE_CLASS:
  2538. if(!sd->state.lr_flag) {
  2539. for(i=0;i<sd->add_damage_class_count;i++) {
  2540. if(sd->add_damage_classid[i] == type2) {
  2541. sd->add_damage_classrate[i] += val;
  2542. break;
  2543. }
  2544. }
  2545. if(i >= sd->add_damage_class_count && sd->add_damage_class_count < 10) {
  2546. sd->add_damage_classid[sd->add_damage_class_count] = type2;
  2547. sd->add_damage_classrate[sd->add_damage_class_count] += val;
  2548. sd->add_damage_class_count++;
  2549. }
  2550. }
  2551. else if(sd->state.lr_flag == 1) {
  2552. for(i=0;i<sd->add_damage_class_count_;i++) {
  2553. if(sd->add_damage_classid_[i] == type2) {
  2554. sd->add_damage_classrate_[i] += val;
  2555. break;
  2556. }
  2557. }
  2558. if(i >= sd->add_damage_class_count_ && sd->add_damage_class_count_ < 10) {
  2559. sd->add_damage_classid_[sd->add_damage_class_count_] = type2;
  2560. sd->add_damage_classrate_[sd->add_damage_class_count_] += val;
  2561. sd->add_damage_class_count_++;
  2562. }
  2563. }
  2564. break;
  2565. case SP_ADD_MAGIC_DAMAGE_CLASS:
  2566. if(sd->state.lr_flag != 2) {
  2567. for(i=0;i<sd->add_magic_damage_class_count;i++) {
  2568. if(sd->add_magic_damage_classid[i] == type2) {
  2569. sd->add_magic_damage_classrate[i] += val;
  2570. break;
  2571. }
  2572. }
  2573. if(i >= sd->add_magic_damage_class_count && sd->add_magic_damage_class_count < 10) {
  2574. sd->add_magic_damage_classid[sd->add_magic_damage_class_count] = type2;
  2575. sd->add_magic_damage_classrate[sd->add_magic_damage_class_count] += val;
  2576. sd->add_magic_damage_class_count++;
  2577. }
  2578. }
  2579. break;
  2580. case SP_ADD_DEF_CLASS:
  2581. if(sd->state.lr_flag != 2) {
  2582. for(i=0;i<sd->add_def_class_count;i++) {
  2583. if(sd->add_def_classid[i] == type2) {
  2584. sd->add_def_classrate[i] += val;
  2585. break;
  2586. }
  2587. }
  2588. if(i >= sd->add_def_class_count && sd->add_def_class_count < 10) {
  2589. sd->add_def_classid[sd->add_def_class_count] = type2;
  2590. sd->add_def_classrate[sd->add_def_class_count] += val;
  2591. sd->add_def_class_count++;
  2592. }
  2593. }
  2594. break;
  2595. case SP_ADD_MDEF_CLASS:
  2596. if(sd->state.lr_flag != 2) {
  2597. for(i=0;i<sd->add_mdef_class_count;i++) {
  2598. if(sd->add_mdef_classid[i] == type2) {
  2599. sd->add_mdef_classrate[i] += val;
  2600. break;
  2601. }
  2602. }
  2603. if(i >= sd->add_mdef_class_count && sd->add_mdef_class_count < 10) {
  2604. sd->add_mdef_classid[sd->add_mdef_class_count] = type2;
  2605. sd->add_mdef_classrate[sd->add_mdef_class_count] += val;
  2606. sd->add_mdef_class_count++;
  2607. }
  2608. }
  2609. break;
  2610. case SP_HP_DRAIN_RATE:
  2611. if(!sd->state.lr_flag) {
  2612. sd->hp_drain_rate += type2;
  2613. sd->hp_drain_per += val;
  2614. }
  2615. else if(sd->state.lr_flag == 1) {
  2616. sd->hp_drain_rate_ += type2;
  2617. sd->hp_drain_per_ += val;
  2618. }
  2619. break;
  2620. case SP_HP_DRAIN_VALUE:
  2621. if(!sd->state.lr_flag) {
  2622. sd->hp_drain_rate += type2;
  2623. sd->hp_drain_value += val;
  2624. }
  2625. else if(sd->state.lr_flag == 1) {
  2626. sd->hp_drain_rate_ += type2;
  2627. sd->hp_drain_value_ += val;
  2628. }
  2629. break;
  2630. case SP_SP_DRAIN_RATE:
  2631. if(!sd->state.lr_flag) {
  2632. sd->sp_drain_rate += type2;
  2633. sd->sp_drain_per += val;
  2634. }
  2635. else if(sd->state.lr_flag == 1) {
  2636. sd->sp_drain_rate_ += type2;
  2637. sd->sp_drain_per_ += val;
  2638. }
  2639. break;
  2640. case SP_SP_DRAIN_VALUE:
  2641. if(!sd->state.lr_flag) {
  2642. sd->sp_drain_rate += type2;
  2643. sd->sp_drain_value += val;
  2644. }
  2645. else if(sd->state.lr_flag == 1) {
  2646. sd->sp_drain_rate_ += type2;
  2647. sd->sp_drain_value_ += val;
  2648. }
  2649. break;
  2650. case SP_WEAPON_COMA_ELE:
  2651. if(sd->state.lr_flag != 2)
  2652. sd->weapon_coma_ele[type2] += val;
  2653. break;
  2654. case SP_WEAPON_COMA_RACE:
  2655. if(sd->state.lr_flag != 2)
  2656. sd->weapon_coma_race[type2] += val;
  2657. break;
  2658. case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
  2659. if(sd->state.lr_flag !=2){
  2660. sd->random_attack_increase_add = type2;
  2661. sd->random_attack_increase_per += val;
  2662. }
  2663. break;
  2664. case SP_WEAPON_ATK:
  2665. if(sd->state.lr_flag != 2)
  2666. sd->weapon_atk[type2]+=val;
  2667. break;
  2668. case SP_WEAPON_ATK_RATE:
  2669. if(sd->state.lr_flag != 2)
  2670. sd->weapon_atk_rate[type2]+=val;
  2671. break;
  2672. default:
  2673. if(battle_config.error_log)
  2674. printf("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  2675. break;
  2676. }
  2677. return 0;
  2678. }
  2679. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  2680. {
  2681. int i;
  2682. switch(type){
  2683. case SP_ADD_MONSTER_DROP_ITEM:
  2684. if(sd->state.lr_flag != 2) {
  2685. for(i=0;i<sd->monster_drop_item_count;i++) {
  2686. if(sd->monster_drop_itemid[i] == type2) {
  2687. sd->monster_drop_race[i] |= 1<<type3;
  2688. if(sd->monster_drop_itemrate[i] < val)
  2689. sd->monster_drop_itemrate[i] = val;
  2690. break;
  2691. }
  2692. }
  2693. if(i >= sd->monster_drop_item_count && sd->monster_drop_item_count < 10) {
  2694. sd->monster_drop_itemid[sd->monster_drop_item_count] = type2;
  2695. sd->monster_drop_race[sd->monster_drop_item_count] |= 1<<type3;
  2696. sd->monster_drop_itemrate[sd->monster_drop_item_count] = val;
  2697. sd->monster_drop_item_count++;
  2698. }
  2699. }
  2700. break;
  2701. case SP_AUTOSPELL:
  2702. if(sd->state.lr_flag != 2){
  2703. sd->autospell_id = type2;
  2704. sd->autospell_lv = type3;
  2705. sd->autospell_rate = val;
  2706. }
  2707. break;
  2708. default:
  2709. if(battle_config.error_log)
  2710. printf("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  2711. break;
  2712. }
  2713. return 0;
  2714. }
  2715. /*==========================================
  2716. * スクリプトによるスキル所得
  2717. *------------------------------------------
  2718. */
  2719. int pc_skill(struct map_session_data *sd,int id,int level,int flag)
  2720. {
  2721. nullpo_retr(0, sd);
  2722. if(level>MAX_SKILL_LEVEL){
  2723. if(battle_config.error_log)
  2724. printf("support card skill only!\n");
  2725. return 0;
  2726. }
  2727. if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
  2728. sd->status.skill[id].lv=level;
  2729. pc_calcstatus(sd,0);
  2730. clif_skillinfoblock(sd);
  2731. }
  2732. else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
  2733. sd->status.skill[id].lv+=level;
  2734. pc_calcstatus(sd,0);
  2735. clif_skillinfoblock(sd);
  2736. }
  2737. else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
  2738. if(sd->status.skill[id].id==id)
  2739. sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶
  2740. else {
  2741. sd->status.skill[id].id=id;
  2742. sd->status.skill[id].flag=1; // cardスキルとする
  2743. }
  2744. sd->status.skill[id].lv=level;
  2745. }
  2746. return 0;
  2747. }
  2748. /*==========================================
  2749. * カ?ド?入
  2750. *------------------------------------------
  2751. */
  2752. int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
  2753. {
  2754. nullpo_retr(0, sd);
  2755. if(idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0 && idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card]) {
  2756. int i;
  2757. int nameid=sd->status.inventory[idx_equip].nameid;
  2758. int cardid=sd->status.inventory[idx_card].nameid;
  2759. int ep=sd->inventory_data[idx_card]->equip;
  2760. if( nameid <= 0 || sd->inventory_data[idx_equip] == NULL ||
  2761. (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
  2762. ( sd->status.inventory[idx_equip].identify==0 ) || // 未鑑定
  2763. ( sd->status.inventory[idx_equip].card[0]==0x00ff) || // 製造武器
  2764. ( sd->status.inventory[idx_equip].card[0]==0x00fe) ||
  2765. ( (sd->inventory_data[idx_equip]->equip&ep)==0 ) || // ? 備個所違い
  2766. ( sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
  2767. ( sd->status.inventory[idx_equip].card[0]==(short)0xff00) || sd->status.inventory[idx_equip].equip){
  2768. clif_insert_card(sd,idx_equip,idx_card,1);
  2769. return 0;
  2770. }
  2771. for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
  2772. if( sd->status.inventory[idx_equip].card[i] == 0){
  2773. // 空きスロットがあったので差し?む
  2774. sd->status.inventory[idx_equip].card[i]=cardid;
  2775. // カ?ドは減らす
  2776. clif_insert_card(sd,idx_equip,idx_card,0);
  2777. pc_delitem(sd,idx_card,1,1);
  2778. return 0;
  2779. }
  2780. }
  2781. }
  2782. else
  2783. clif_insert_card(sd,idx_equip,idx_card,1);
  2784. return 0;
  2785. }
  2786. //
  2787. // アイテム物
  2788. //
  2789. /*==========================================
  2790. * スキルによる買い値修正
  2791. *------------------------------------------
  2792. */
  2793. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  2794. {
  2795. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  2796. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  2797. rate1 = 5+skill*2-((skill==10)? 1:0);
  2798. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  2799. rate2 = 5+skill*4;
  2800. if(rate1 < rate2) rate1 = rate2;
  2801. if(rate1)
  2802. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  2803. if(val < 0) val = 0;
  2804. if(orig_value > 0 && val < 1) val = 1;
  2805. return val;
  2806. }
  2807. /*==========================================
  2808. * スキルによる?り値修正
  2809. *------------------------------------------
  2810. */
  2811. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  2812. {
  2813. int skill,val = orig_value,rate = 0;
  2814. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  2815. rate = 5+skill*2-((skill==10)? 1:0);
  2816. if(rate)
  2817. val = (int)((double)orig_value*(double)(100+rate)/100.);
  2818. if(val < 0) val = 0;
  2819. if(orig_value > 0 && val < 1) val = 1;
  2820. return val;
  2821. }
  2822. /*==========================================
  2823. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  2824. * 3万個制限にかかるか確認
  2825. *------------------------------------------
  2826. */
  2827. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  2828. {
  2829. int i;
  2830. nullpo_retr(0, sd);
  2831. if(itemdb_isequip(nameid))
  2832. return ADDITEM_NEW;
  2833. for(i=0;i<MAX_INVENTORY;i++){
  2834. if(sd->status.inventory[i].nameid==nameid){
  2835. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2836. return ADDITEM_OVERAMOUNT;
  2837. return ADDITEM_EXIST;
  2838. }
  2839. }
  2840. if(amount > MAX_AMOUNT)
  2841. return ADDITEM_OVERAMOUNT;
  2842. return ADDITEM_NEW;
  2843. }
  2844. /*==========================================
  2845. * 空きアイテム欄の個?
  2846. *------------------------------------------
  2847. */
  2848. int pc_inventoryblank(struct map_session_data *sd)
  2849. {
  2850. int i,b;
  2851. nullpo_retr(0, sd);
  2852. for(i=0,b=0;i<MAX_INVENTORY;i++){
  2853. if(sd->status.inventory[i].nameid==0)
  2854. b++;
  2855. }
  2856. return b;
  2857. }
  2858. /*==========================================
  2859. * お金を?う
  2860. *------------------------------------------
  2861. */
  2862. int pc_payzeny(struct map_session_data *sd,int zeny)
  2863. {
  2864. double z;
  2865. nullpo_retr(0, sd);
  2866. z = (double)sd->status.zeny;
  2867. if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
  2868. return 1;
  2869. sd->status.zeny-=zeny;
  2870. clif_updatestatus(sd,SP_ZENY);
  2871. return 0;
  2872. }
  2873. /*==========================================
  2874. * お金を得る
  2875. *------------------------------------------
  2876. */
  2877. int pc_getzeny(struct map_session_data *sd,int zeny)
  2878. {
  2879. double z;
  2880. nullpo_retr(0, sd);
  2881. z = (double)sd->status.zeny;
  2882. if(z + (double)zeny > MAX_ZENY) {
  2883. zeny = 0;
  2884. sd->status.zeny = MAX_ZENY;
  2885. }
  2886. sd->status.zeny+=zeny;
  2887. clif_updatestatus(sd,SP_ZENY);
  2888. return 0;
  2889. }
  2890. /*==========================================
  2891. * アイテムを探して、インデックスを返す
  2892. *------------------------------------------
  2893. */
  2894. int pc_search_inventory(struct map_session_data *sd,int item_id)
  2895. {
  2896. int i;
  2897. nullpo_retr(-1, sd);
  2898. for(i=0;i<MAX_INVENTORY;i++) {
  2899. if(sd->status.inventory[i].nameid == item_id &&
  2900. (sd->status.inventory[i].amount > 0 || item_id == 0))
  2901. return i;
  2902. }
  2903. return -1;
  2904. }
  2905. /*==========================================
  2906. * アイテム追加。個?のみitem構造?の?字を無視
  2907. *------------------------------------------
  2908. */
  2909. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2910. {
  2911. struct item_data *data;
  2912. int i,w;
  2913. nullpo_retr(1, sd);
  2914. nullpo_retr(1, item_data);
  2915. if(item_data->nameid <= 0 || amount <= 0)
  2916. return 1;
  2917. data = itemdb_search(item_data->nameid);
  2918. if((w = data->weight*amount) + sd->weight > sd->max_weight)
  2919. return 2;
  2920. i = MAX_INVENTORY;
  2921. if(!itemdb_isequip2(data)){
  2922. // ? 備品ではないので、?所有品なら個?のみ?化させる
  2923. for(i=0;i<MAX_INVENTORY;i++)
  2924. if(compare_item(&sd->status.inventory[i], item_data)) {
  2925. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2926. return 5;
  2927. sd->status.inventory[i].amount+=amount;
  2928. clif_additem(sd,i,amount,0);
  2929. break;
  2930. }
  2931. }
  2932. if(i >= MAX_INVENTORY){
  2933. // ? 備品か未所有品だったので空き欄へ追加
  2934. i = pc_search_inventory(sd,0);
  2935. if(i >= 0) {
  2936. memcpy(&sd->status.inventory[i],item_data,sizeof(sd->status.inventory[0]));
  2937. sd->status.inventory[i].amount=amount;
  2938. sd->inventory_data[i]=data;
  2939. clif_additem(sd,i,amount,0);
  2940. }
  2941. else return 4;
  2942. }
  2943. sd->weight += w;
  2944. clif_updatestatus(sd,SP_WEIGHT);
  2945. return 0;
  2946. }
  2947. /*==========================================
  2948. * アイテムを減らす
  2949. *------------------------------------------
  2950. */
  2951. int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
  2952. {
  2953. nullpo_retr(1, sd);
  2954. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  2955. return 1;
  2956. sd->status.inventory[n].amount -= amount;
  2957. sd->weight -= sd->inventory_data[n]->weight*amount ;
  2958. if(sd->status.inventory[n].amount<=0){
  2959. if(sd->status.inventory[n].equip)
  2960. pc_unequipitem(sd,n,3);
  2961. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  2962. sd->inventory_data[n] = NULL;
  2963. }
  2964. if(!(type&1))
  2965. clif_delitem(sd,n,amount);
  2966. if(!(type&2))
  2967. clif_updatestatus(sd,SP_WEIGHT);
  2968. return 0;
  2969. }
  2970. /*==========================================
  2971. * アイテムを落す
  2972. *------------------------------------------
  2973. */
  2974. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  2975. {
  2976. nullpo_retr(1, sd);
  2977. if(n < 0 || n >= MAX_INVENTORY)
  2978. return 1;
  2979. if(amount <= 0)
  2980. return 1;
  2981. if (sd->status.inventory[n].nameid <= 0 ||
  2982. sd->status.inventory[n].amount < amount ||
  2983. sd->trade_partner != 0 || sd->vender_id != 0 ||
  2984. sd->status.inventory[n].amount <= 0 ||
  2985. itemdb_isdropable(sd->status.inventory[n].nameid) == 0 || // Celest
  2986. pc_candrop(sd,sd->status.inventory[n].nameid))
  2987. return 1;
  2988. map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 0);
  2989. pc_delitem(sd, n, amount, 0);
  2990. return 0;
  2991. }
  2992. /*==========================================
  2993. * アイテムを拾う
  2994. *------------------------------------------
  2995. */
  2996. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  2997. {
  2998. int flag;
  2999. unsigned int tick = gettick();
  3000. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  3001. nullpo_retr(0, sd);
  3002. nullpo_retr(0, fitem);
  3003. if(fitem->first_get_id > 0) {
  3004. first_sd = map_id2sd(fitem->first_get_id);
  3005. if(tick < fitem->first_get_tick) {
  3006. if(fitem->first_get_id != sd->bl.id && !(first_sd && first_sd->status.party_id == sd->status.party_id)) {
  3007. clif_additem(sd,0,0,6);
  3008. return 0;
  3009. }
  3010. }
  3011. else if(fitem->second_get_id > 0) {
  3012. second_sd = map_id2sd(fitem->second_get_id);
  3013. if(tick < fitem->second_get_tick) {
  3014. if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id &&
  3015. !(first_sd && first_sd->status.party_id == sd->status.party_id) && !(second_sd && second_sd->status.party_id == sd->status.party_id)) {
  3016. clif_additem(sd,0,0,6);
  3017. return 0;
  3018. }
  3019. }
  3020. else if(fitem->third_get_id > 0) {
  3021. third_sd = map_id2sd(fitem->third_get_id);
  3022. if(tick < fitem->third_get_tick) {
  3023. if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && fitem->third_get_id != sd->bl.id &&
  3024. !(first_sd && first_sd->status.party_id == sd->status.party_id) && !(second_sd && second_sd->status.party_id == sd->status.party_id) &&
  3025. !(third_sd && third_sd->status.party_id == sd->status.party_id)) {
  3026. clif_additem(sd,0,0,6);
  3027. return 0;
  3028. }
  3029. }
  3030. }
  3031. }
  3032. }
  3033. if((flag = pc_additem(sd,&fitem->item_data,fitem->item_data.amount)))
  3034. // 重量overで取得失敗
  3035. clif_additem(sd,0,0,flag);
  3036. else {
  3037. /* 取得成功 */
  3038. if(sd->attacktimer != -1)
  3039. pc_stopattack(sd);
  3040. clif_takeitem(&sd->bl,&fitem->bl);
  3041. map_clearflooritem(fitem->bl.id);
  3042. }
  3043. return 0;
  3044. }
  3045. int pc_isUseitem(struct map_session_data *sd,int n)
  3046. {
  3047. struct item_data *item;
  3048. int nameid;
  3049. nullpo_retr(0, sd);
  3050. item = sd->inventory_data[n];
  3051. nameid = sd->status.inventory[n].nameid;
  3052. if(item == NULL)
  3053. return 0;
  3054. if(item->type != 0 && item->type != 2)
  3055. return 0;
  3056. if((nameid == 605) && map[sd->bl.m].flag.gvg)
  3057. return 0;
  3058. if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map[sd->bl.m].flag.gvg)) {
  3059. clif_skill_teleportmessage(sd,0);
  3060. return 0;
  3061. }
  3062. if(nameid == 602 && map[sd->bl.m].flag.noreturn)
  3063. return 0;
  3064. if(nameid == 604 && (map[sd->bl.m].flag.nobranch || map[sd->bl.m].flag.gvg))
  3065. return 0;
  3066. if(item->sex != 2 && sd->status.sex != item->sex)
  3067. return 0;
  3068. if(item->elv > 0 && sd->status.base_level < item->elv)
  3069. return 0;
  3070. if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted items [Valaris]
  3071. ((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0))
  3072. return 0;
  3073. if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022)
  3074. if((sd->status.class<=4000 && ((1<<sd->status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) ||
  3075. (sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0))
  3076. return 0;
  3077. #ifndef TXT_ONLY
  3078. if((log_config.branch > 0) && (nameid == 604))
  3079. log_branch(sd);
  3080. #endif
  3081. return 1;
  3082. }
  3083. /*==========================================
  3084. * アイテムを使う
  3085. *------------------------------------------
  3086. */
  3087. int pc_useitem(struct map_session_data *sd,int n)
  3088. {
  3089. int nameid,amount;
  3090. nullpo_retr(1, sd);
  3091. if(n >=0 && n < MAX_INVENTORY) {
  3092. nameid = sd->status.inventory[n].nameid;
  3093. amount = sd->status.inventory[n].amount;
  3094. if(sd->status.inventory[n].nameid <= 0 ||
  3095. sd->status.inventory[n].amount <= 0 ||
  3096. sd->sc_data[SC_BERSERK].timer!=-1 ||
  3097. sd->sc_data[SC_MARIONETTE].timer!=-1 ||
  3098. !pc_isUseitem(sd,n) ) {
  3099. clif_useitemack(sd,n,0,0);
  3100. return 1;
  3101. }
  3102. if(sd->inventory_data[n])
  3103. run_script(sd->inventory_data[n]->use_script,0,sd->bl.id,0);
  3104. pc_delitem(sd,n,1,1);
  3105. amount = sd->status.inventory[n].amount;
  3106. clif_useitemack(sd,n,amount,1);
  3107. }
  3108. return 0;
  3109. }
  3110. /*==========================================
  3111. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  3112. *------------------------------------------
  3113. */
  3114. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
  3115. {
  3116. struct item_data *data;
  3117. int i,w;
  3118. nullpo_retr(1, sd);
  3119. nullpo_retr(1, item_data);
  3120. if(item_data->nameid <= 0 || amount <= 0)
  3121. return 1;
  3122. data = itemdb_search(item_data->nameid);
  3123. if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
  3124. return 1;
  3125. i=MAX_CART;
  3126. if(!itemdb_isequip2(data)){
  3127. // ? 備品ではないので、?所有品なら個?のみ?化させる
  3128. for(i=0;i<MAX_CART;i++){
  3129. if(compare_item(&sd->status.cart[i], item_data)) {
  3130. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  3131. return 1;
  3132. sd->status.cart[i].amount+=amount;
  3133. clif_cart_additem(sd,i,amount,0);
  3134. break;
  3135. }
  3136. }
  3137. }
  3138. if(i >= MAX_CART){
  3139. // ? 備品か未所有品だったので空き欄へ追加
  3140. for(i=0;i<MAX_CART;i++){
  3141. if(sd->status.cart[i].nameid==0){
  3142. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  3143. sd->status.cart[i].amount=amount;
  3144. sd->cart_num++;
  3145. clif_cart_additem(sd,i,amount,0);
  3146. break;
  3147. }
  3148. }
  3149. if(i >= MAX_CART)
  3150. return 1;
  3151. }
  3152. sd->cart_weight += w;
  3153. clif_updatestatus(sd,SP_CARTINFO);
  3154. return 0;
  3155. }
  3156. /*==========================================
  3157. * カ?トアイテムを減らす
  3158. *------------------------------------------
  3159. */
  3160. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
  3161. {
  3162. nullpo_retr(1, sd);
  3163. if(sd->status.cart[n].nameid==0 ||
  3164. sd->status.cart[n].amount<amount)
  3165. return 1;
  3166. sd->status.cart[n].amount -= amount;
  3167. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  3168. if(sd->status.cart[n].amount <= 0){
  3169. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  3170. sd->cart_num--;
  3171. }
  3172. if(!type) {
  3173. clif_cart_delitem(sd,n,amount);
  3174. clif_updatestatus(sd,SP_CARTINFO);
  3175. }
  3176. return 0;
  3177. }
  3178. /*==========================================
  3179. * カ?トへアイテム移動
  3180. *------------------------------------------
  3181. */
  3182. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
  3183. struct item *item_data;
  3184. nullpo_retr(0, sd);
  3185. nullpo_retr(0, item_data = &sd->status.inventory[idx]);
  3186. if(itemdb_isdropable(sd->status.inventory[idx].nameid) == 0)
  3187. return 1;
  3188. if(pc_candrop(sd,sd->status.inventory[idx].nameid)==1)
  3189. return 1;
  3190. if (item_data->nameid==0 || item_data->amount<amount || sd->vender_id)
  3191. return 1;
  3192. if (pc_cart_additem(sd,item_data,amount) == 0)
  3193. return pc_delitem(sd,idx,amount,0);
  3194. return 1;
  3195. }
  3196. /*==========================================
  3197. * カ?ト?のアイテム?確認(個?の差分を返す)
  3198. *------------------------------------------
  3199. */
  3200. int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
  3201. {
  3202. struct item *item_data;
  3203. nullpo_retr(-1, sd);
  3204. nullpo_retr(-1, item_data=&sd->status.cart[idx]);
  3205. if( item_data->nameid==0 || !item_data->amount)
  3206. return -1;
  3207. return item_data->amount-amount;
  3208. }
  3209. /*==========================================
  3210. * カ?トからアイテム移動
  3211. *------------------------------------------
  3212. */
  3213. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  3214. {
  3215. struct item *item_data;
  3216. int flag;
  3217. nullpo_retr(0, sd);
  3218. nullpo_retr(0, item_data=&sd->status.cart[idx]);
  3219. if( item_data->nameid==0 || item_data->amount<amount || sd->vender_id )
  3220. return 1;
  3221. if((flag = pc_additem(sd,item_data,amount)) == 0)
  3222. return pc_cart_delitem(sd,idx,amount,0);
  3223. clif_additem(sd,0,0,flag);
  3224. return 1;
  3225. }
  3226. /*==========================================
  3227. * アイテム鑑定
  3228. *------------------------------------------
  3229. */
  3230. int pc_item_identify(struct map_session_data *sd,int idx)
  3231. {
  3232. int flag=1;
  3233. nullpo_retr(0, sd);
  3234. // Celest
  3235. if (sd->skillid == BS_REPAIRWEAPON)
  3236. return pc_item_repair (sd, idx);
  3237. else if (sd->skillid == WS_WEAPONREFINE)
  3238. return pc_item_refine (sd, idx);
  3239. if(idx >= 0 && idx < MAX_INVENTORY) {
  3240. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  3241. flag=0;
  3242. sd->status.inventory[idx].identify=1;
  3243. }
  3244. clif_item_identified(sd,idx,flag);
  3245. }
  3246. else
  3247. clif_item_identified(sd,idx,flag);
  3248. return !flag;
  3249. }
  3250. /*==========================================
  3251. * Weapon Repair [Celest]
  3252. *------------------------------------------
  3253. */
  3254. int pc_item_repair(struct map_session_data *sd,int idx)
  3255. {
  3256. int flag=1, material;
  3257. int materials[5] = { 0, 1002, 998, 999, 756 };
  3258. struct item *item;
  3259. nullpo_retr(0, sd);
  3260. item = &sd->status.inventory[idx];
  3261. if(idx >= 0 && idx < MAX_INVENTORY) {
  3262. if(item->nameid > 0 && item->attribute == 1 ) {
  3263. if (itemdb_type(item->nameid)==4)
  3264. material = materials [itemdb_wlv (item->nameid)];
  3265. else
  3266. material = materials [3];
  3267. if (pc_search_inventory(sd, material) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  3268. clif_skill_fail(sd,sd->skillid,0,0);
  3269. return 0;
  3270. }
  3271. flag=0;
  3272. item->attribute=0;
  3273. //Temporary Weapon Repair code [DracoRPG]
  3274. pc_delitem(sd, pc_search_inventory(sd, material), 1, 0);
  3275. clif_equiplist(sd);
  3276. clif_produceeffect(sd, 0, item->nameid);
  3277. clif_misceffect(&sd->bl, 3);
  3278. clif_displaymessage(sd->fd,"Item has been repaired.");
  3279. }
  3280. }
  3281. return !flag;
  3282. }
  3283. /*==========================================
  3284. * Weapon Refining [Celest]
  3285. *------------------------------------------
  3286. */
  3287. int pc_item_refine(struct map_session_data *sd,int idx)
  3288. {
  3289. int flag = 1, i = 0, ep = 0, per;
  3290. int material[5] = { 0, 1010, 1011, 984, 984 };
  3291. struct item *item;
  3292. nullpo_retr(0, sd);
  3293. item = &sd->status.inventory[idx];
  3294. if(idx >= 0 && idx < MAX_INVENTORY) {
  3295. if(item->nameid > 0 && itemdb_type(item->nameid)==4) {
  3296. // if it's no longer refineable
  3297. if (item->refine >= sd->skilllv || item->refine == 10) {
  3298. clif_skill_fail(sd,sd->skillid,0,0);
  3299. return 0;
  3300. }
  3301. if ((i=pc_search_inventory(sd, material [itemdb_wlv (item->nameid)])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  3302. clif_skill_fail(sd,sd->skillid,0,0);
  3303. return 0;
  3304. }
  3305. per = percentrefinery [itemdb_wlv (item->nameid)][(int)item->refine];
  3306. //per += pc_checkskill(sd,BS_WEAPONRESEARCH);
  3307. per *= (75 + sd->status.job_level/2)/100;
  3308. if (per > rand() % 100) {
  3309. flag = 0;
  3310. item->refine++;
  3311. pc_delitem(sd, i, 1, 0);
  3312. if(item->equip) {
  3313. ep = item->equip;
  3314. pc_unequipitem(sd,idx,3);
  3315. }
  3316. clif_refine(sd->fd,sd,0,idx,item->refine);
  3317. clif_delitem(sd,idx,1);
  3318. clif_additem(sd,idx,1,0);
  3319. if (ep)
  3320. pc_equipitem(sd,idx,ep);
  3321. clif_misceffect(&sd->bl,3);
  3322. }
  3323. else {
  3324. pc_delitem(sd, i, 1, 0);
  3325. item->refine = 0;
  3326. if(item->equip)
  3327. pc_unequipitem(sd,idx,3);
  3328. clif_refine(sd->fd,sd,1,idx,item->refine);
  3329. pc_delitem(sd,idx,1,0);
  3330. clif_misceffect(&sd->bl,2);
  3331. clif_emotion(&sd->bl, 23);
  3332. }
  3333. }
  3334. }
  3335. return !flag;
  3336. }
  3337. /*==========================================
  3338. * スティル品公開
  3339. *------------------------------------------
  3340. */
  3341. int pc_show_steal(struct block_list *bl,va_list ap)
  3342. {
  3343. struct map_session_data *sd;
  3344. int itemid;
  3345. int type;
  3346. struct item_data *item=NULL;
  3347. char output[100];
  3348. nullpo_retr(0, bl);
  3349. nullpo_retr(0, ap);
  3350. nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
  3351. itemid=va_arg(ap,int);
  3352. type=va_arg(ap,int);
  3353. if(!type){
  3354. if((item=itemdb_exists(itemid))==NULL)
  3355. sprintf(output,"%s stole an Unknown_Item.",sd->status.name);
  3356. else
  3357. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  3358. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  3359. }else{
  3360. sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
  3361. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  3362. }
  3363. return 0;
  3364. }
  3365. /*==========================================
  3366. *
  3367. *------------------------------------------
  3368. */
  3369. //** pc.c: Small Steal Item fix by fritz
  3370. int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
  3371. {
  3372. if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
  3373. int i,skill,rate,itemid,flag, count;
  3374. struct mob_data *md;
  3375. md=(struct mob_data *)bl;
  3376. if(!md->state.steal_flag && mob_db[md->class].mexp <= 0 && !(mob_db[md->class].mode&0x20) &&
  3377. (!(md->class>1324 && md->class<1364))) // prevent stealing from treasure boxes [Valaris]
  3378. {
  3379. if (md->sc_data && (md->sc_data[SC_STONE].timer != -1 || md->sc_data[SC_FREEZE].timer != -1))
  3380. return 0;
  3381. skill = battle_config.skill_steal_type == 1
  3382. ? (sd->paramc[4] - mob_db[md->class].dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
  3383. : sd->paramc[4] - mob_db[md->class].dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
  3384. if(0 < skill)
  3385. {
  3386. for(count = 8; count <= 8 && count != 0; count--)
  3387. {
  3388. i = rand()%8;
  3389. itemid = mob_db[md->class].dropitem[i].nameid;
  3390. if(itemid > 0 && itemdb_type(itemid) != 6)
  3391. {
  3392. rate = (mob_db[md->class].dropitem[i].p / battle_config.item_rate_common * 100 * skill)/100;
  3393. if(rand()%10000 < rate)
  3394. {
  3395. struct item tmp_item;
  3396. memset(&tmp_item,0,sizeof(tmp_item));
  3397. tmp_item.nameid = itemid;
  3398. tmp_item.amount = 1;
  3399. tmp_item.identify = 1;
  3400. flag = pc_additem(sd,&tmp_item,1);
  3401. if(battle_config.show_steal_in_same_party)
  3402. {
  3403. party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,0);
  3404. }
  3405. if(flag)
  3406. {
  3407. if(battle_config.show_steal_in_same_party)
  3408. {
  3409. party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,1);
  3410. }
  3411. clif_additem(sd,0,0,flag);
  3412. }
  3413. md->state.steal_flag = 1;
  3414. return 1;
  3415. }
  3416. }
  3417. }
  3418. }
  3419. }
  3420. }
  3421. return 0;
  3422. }
  3423. /*==========================================
  3424. *
  3425. *------------------------------------------
  3426. */
  3427. int pc_steal_coin(struct map_session_data *sd,struct block_list *bl)
  3428. {
  3429. if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
  3430. int rate,skill;
  3431. struct mob_data *md=(struct mob_data *)bl;
  3432. if(md && !md->state.steal_coin_flag) {
  3433. if (md->sc_data && (md->sc_data[SC_STONE].timer != -1 || md->sc_data[SC_FREEZE].timer != -1))
  3434. return 0;
  3435. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  3436. rate = skill + (sd->status.base_level - mob_db[md->class].lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2;
  3437. if(rand()%1000 < rate) {
  3438. pc_getzeny(sd,mob_db[md->class].lv*10 + rand()%100);
  3439. md->state.steal_coin_flag = 1;
  3440. return 1;
  3441. }
  3442. }
  3443. }
  3444. return 0;
  3445. }
  3446. //
  3447. //
  3448. //
  3449. /*==========================================
  3450. * PCの位置設定
  3451. *------------------------------------------
  3452. */
  3453. int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrtype)
  3454. {
  3455. char mapname[24];
  3456. int m=0,disguise=0;
  3457. nullpo_retr(0, sd);
  3458. if(sd->chatID) // チャットから出る
  3459. chat_leavechat(sd);
  3460. if(sd->trade_partner) // 取引を中?する
  3461. trade_tradecancel(sd);
  3462. if(sd->state.storage_flag)
  3463. storage_guild_storage_quit(sd,0);
  3464. else
  3465. storage_storage_quit(sd); // 倉庫を開いてるなら保存する
  3466. if(sd->party_invite>0) // パ?ティ?誘を拒否する
  3467. party_reply_invite(sd,sd->party_invite_account,0);
  3468. if(sd->guild_invite>0) // ギルド?誘を拒否する
  3469. guild_reply_invite(sd,sd->guild_invite,0);
  3470. if(sd->guild_alliance>0) // ギルド同盟?誘を拒否する
  3471. guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
  3472. skill_castcancel(&sd->bl,0); // 詠唱中?
  3473. pc_stop_walking(sd,0); // ?行中?
  3474. pc_stopattack(sd); // 攻?中?
  3475. if(pc_issit(sd)) {
  3476. pc_setstand(sd);
  3477. skill_gangsterparadise(sd,0);
  3478. }
  3479. if (sd->sc_count) {
  3480. if(sd->sc_data[SC_TRICKDEAD].timer != -1)
  3481. skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
  3482. if(sd->sc_data[SC_BLADESTOP].timer!=-1)
  3483. skill_status_change_end(&sd->bl,SC_BLADESTOP,-1);
  3484. if(sd->sc_data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
  3485. skill_stop_dancing(&sd->bl,0);
  3486. }
  3487. if(sd->status.option&2)
  3488. skill_status_change_end(&sd->bl, SC_HIDING, -1);
  3489. if(sd->status.option&4)
  3490. skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
  3491. if(sd->status.option&16386)
  3492. skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
  3493. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  3494. pet_stopattack(sd->pd);
  3495. pet_changestate(sd->pd,MS_IDLE,0);
  3496. }
  3497. if(sd->disguise) { // clear disguises when warping [Valaris]
  3498. clif_clearchar(&sd->bl, 9);
  3499. disguise=sd->disguise;
  3500. sd->disguise=0;
  3501. }
  3502. memcpy(mapname,mapname_org,24);
  3503. mapname[16]=0;
  3504. if(strstr(mapname,".gat")==NULL && strstr(mapname,".afm")==NULL && strlen(mapname)<16){
  3505. strcat(mapname,".gat");
  3506. }
  3507. m=map_mapname2mapid(mapname);
  3508. if(m<0){
  3509. if(sd->mapname[0]){
  3510. int ip,port;
  3511. if(map_mapname2ipport(mapname,&ip,&port)==0){
  3512. skill_stop_dancing(&sd->bl,1);
  3513. skill_unit_out_all(&sd->bl,gettick(),1);
  3514. clif_clearchar_area(&sd->bl,clrtype&0xffff);
  3515. skill_gangsterparadise(sd,0);
  3516. map_delblock(&sd->bl);
  3517. if(sd->status.pet_id > 0 && sd->pd) {
  3518. if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
  3519. pet_remove_map(sd);
  3520. intif_delete_petdata(sd->status.pet_id);
  3521. sd->status.pet_id = 0;
  3522. sd->pd = NULL;
  3523. sd->petDB = NULL;
  3524. if(battle_config.pet_status_support)
  3525. pc_calcstatus(sd,2);
  3526. }
  3527. else if(sd->pet.intimate > 0) {
  3528. pet_stopattack(sd->pd);
  3529. pet_changestate(sd->pd,MS_IDLE,0);
  3530. clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
  3531. map_delblock(&sd->pd->bl);
  3532. }
  3533. }
  3534. memcpy(sd->mapname,mapname,24);
  3535. sd->bl.x=x;
  3536. sd->bl.y=y;
  3537. sd->state.waitingdisconnect=1;
  3538. pc_makesavestatus(sd);
  3539. if(sd->status.pet_id > 0 && sd->pd)
  3540. intif_save_petdata(sd->status.account_id,&sd->pet);
  3541. chrif_save(sd);
  3542. storage_storage_save(sd);
  3543. storage_delete(sd->status.account_id);
  3544. chrif_changemapserver(sd, mapname, x, y, ip, port);
  3545. return 0;
  3546. }
  3547. }
  3548. #if 0
  3549. clif_authfail_fd(sd->fd,0); // cancel
  3550. clif_setwaitclose(sd->fd);
  3551. #endif
  3552. return 1;
  3553. }
  3554. if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
  3555. x=y=0;
  3556. if((x==0 && y==0) || map_getcell(m,x,y,CELL_CHKNOPASS)){
  3557. if(x||y) {
  3558. if(battle_config.error_log)
  3559. printf("stacked (%d,%d)\n",x,y);
  3560. }
  3561. do {
  3562. x=rand()%(map[m].xs-2)+1;
  3563. y=rand()%(map[m].ys-2)+1;
  3564. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  3565. }
  3566. if(sd->mapname[0] && sd->bl.prev != NULL){
  3567. skill_unit_out_all(&sd->bl,gettick(),1);
  3568. clif_clearchar_area(&sd->bl,clrtype&0xffff);
  3569. skill_gangsterparadise(sd,0);
  3570. map_delblock(&sd->bl);
  3571. // pet
  3572. if(sd->status.pet_id > 0 && sd->pd) {
  3573. if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
  3574. pet_remove_map(sd);
  3575. intif_delete_petdata(sd->status.pet_id);
  3576. sd->status.pet_id = 0;
  3577. sd->pd = NULL;
  3578. sd->petDB = NULL;
  3579. if(battle_config.pet_status_support)
  3580. pc_calcstatus(sd,2);
  3581. pc_makesavestatus(sd);
  3582. chrif_save(sd);
  3583. storage_storage_save(sd);
  3584. }
  3585. else if(sd->pet.intimate > 0) {
  3586. pet_stopattack(sd->pd);
  3587. pet_changestate(sd->pd,MS_IDLE,0);
  3588. clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
  3589. map_delblock(&sd->pd->bl);
  3590. }
  3591. }
  3592. clif_changemap(sd,map[m].name,x,y); // [MouseJstr]
  3593. }
  3594. if(disguise) // disguise teleport fix [Valaris]
  3595. sd->disguise=disguise;
  3596. memcpy(sd->mapname,mapname,24);
  3597. sd->bl.m = m;
  3598. sd->to_x = x;
  3599. sd->to_y = y;
  3600. // moved and changed dance effect stopping
  3601. sd->bl.x = x;
  3602. sd->bl.y = y;
  3603. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  3604. sd->pd->bl.m = m;
  3605. sd->pd->bl.x = sd->pd->to_x = x;
  3606. sd->pd->bl.y = sd->pd->to_y = y;
  3607. sd->pd->dir = sd->dir;
  3608. }
  3609. // map_addblock(&sd->bl); /// ブロック登?とspawnは
  3610. // clif_spawnpc(sd);
  3611. //double connection bug fix by Valaris
  3612. if(sd->alive_timer)
  3613. delete_timer(sd->alive_timer,pc_alive_timer);
  3614. sd->alive_timer=add_timer(gettick()+60*1000,pc_alive_timer,sd->bl.id,0);
  3615. return 0;
  3616. }
  3617. /*==========================================
  3618. * PCのランダムワ?プ
  3619. *------------------------------------------
  3620. */
  3621. int pc_randomwarp(struct map_session_data *sd, int type) {
  3622. int x,y,i=0;
  3623. int m;
  3624. nullpo_retr(0, sd);
  3625. m=sd->bl.m;
  3626. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  3627. return 0;
  3628. do{
  3629. x=rand()%(map[m].xs-2)+1;
  3630. y=rand()%(map[m].ys-2)+1;
  3631. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  3632. if (i < 1000)
  3633. pc_setpos(sd,map[m].name,x,y,type);
  3634. return 0;
  3635. }
  3636. /*==========================================
  3637. * 現在位置のメモ
  3638. *------------------------------------------
  3639. */
  3640. int pc_memo(struct map_session_data *sd, int i) {
  3641. int skill;
  3642. int j;
  3643. nullpo_retr(0, sd);
  3644. skill = pc_checkskill(sd, AL_WARP);
  3645. if (i >= MIN_PORTAL_MEMO)
  3646. i -= MIN_PORTAL_MEMO;
  3647. else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
  3648. clif_skill_teleportmessage(sd, 1);
  3649. return 0;
  3650. }
  3651. if (skill < 1) {
  3652. clif_skill_memo(sd,2);
  3653. }
  3654. if (skill < 2 || i < -1 || i > 2) {
  3655. clif_skill_memo(sd, 1);
  3656. return 0;
  3657. }
  3658. for(j = 0 ; j < 3; j++) {
  3659. if (strcmp(sd->status.memo_point[j].map, map[sd->bl.m].name) == 0) {
  3660. i = j;
  3661. break;
  3662. }
  3663. }
  3664. if (i == -1) {
  3665. for(i = skill - 3; i >= 0; i--) {
  3666. memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
  3667. sizeof(struct point));
  3668. }
  3669. i = 0;
  3670. }
  3671. memcpy(sd->status.memo_point[i].map, map[sd->bl.m].name, 24);
  3672. sd->status.memo_point[i].x = sd->bl.x;
  3673. sd->status.memo_point[i].y = sd->bl.y;
  3674. clif_skill_memo(sd, 0);
  3675. return 1;
  3676. }
  3677. /*==========================================
  3678. *
  3679. *------------------------------------------
  3680. */
  3681. int pc_can_reach(struct map_session_data *sd,int x,int y)
  3682. {
  3683. struct walkpath_data wpd;
  3684. nullpo_retr(0, sd);
  3685. if( sd->bl.x==x && sd->bl.y==y ) // 同じマス
  3686. return 1;
  3687. // 障害物判定
  3688. wpd.path_len=0;
  3689. wpd.path_pos=0;
  3690. wpd.path_half=0;
  3691. return (path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0)!=-1)?1:0;
  3692. }
  3693. //
  3694. // ? 行物
  3695. //
  3696. /*==========================================
  3697. * 次の1?にかかる史ヤを計算
  3698. *------------------------------------------
  3699. */
  3700. static int calc_next_walk_step(struct map_session_data *sd)
  3701. {
  3702. nullpo_retr(0, sd);
  3703. if(sd->walkpath.path_pos>=sd->walkpath.path_len)
  3704. return -1;
  3705. if(sd->walkpath.path[sd->walkpath.path_pos]&1)
  3706. return sd->speed*14/10;
  3707. return sd->speed;
  3708. }
  3709. /*==========================================
  3710. * 半?進む(timer??)
  3711. *------------------------------------------
  3712. */
  3713. static int pc_walk(int tid,unsigned int tick,int id,int data)
  3714. {
  3715. struct map_session_data *sd;
  3716. int i;
  3717. int moveblock;
  3718. int x,y,dx,dy;
  3719. nullpo_retr(0, (sd=map_id2sd(id)));
  3720. if(sd->walktimer != tid){
  3721. if(battle_config.error_log)
  3722. printf("pc_walk %d != %d\n",sd->walktimer,tid);
  3723. return 0;
  3724. }
  3725. sd->walktimer=-1;
  3726. if(sd->walkpath.path_pos>=sd->walkpath.path_len || sd->walkpath.path_pos!=data)
  3727. return 0;
  3728. //?いたので息吹のタイマ?を初期化
  3729. sd->inchealspirithptick = 0;
  3730. sd->inchealspiritsptick = 0;
  3731. sd->walkpath.path_half ^= 1;
  3732. if(sd->walkpath.path_half==0){ // マス目中心へ途�
  3733. sd->walkpath.path_pos++;
  3734. if(sd->state.change_walk_target){
  3735. pc_walktoxy_sub(sd);
  3736. return 0;
  3737. }
  3738. } else { // マス目境界へ途�
  3739. if(sd->walkpath.path[sd->walkpath.path_pos]>=8)
  3740. return 1;
  3741. x = sd->bl.x;
  3742. y = sd->bl.y;
  3743. if(map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS)) {
  3744. pc_stop_walking(sd,1);
  3745. return 0;
  3746. }
  3747. sd->dir=sd->head_dir=sd->walkpath.path[sd->walkpath.path_pos];
  3748. dx = dirx[(int)sd->dir];
  3749. dy = diry[(int)sd->dir];
  3750. if(map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS)) {
  3751. pc_walktoxy_sub(sd);
  3752. return 0;
  3753. }
  3754. if (skill_check_moonlit (&sd->bl,x+dx,y+dy)) {
  3755. pc_stop_walking(sd,1);
  3756. return 0;
  3757. }
  3758. moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE);
  3759. sd->walktimer = 1;
  3760. map_foreachinmovearea(clif_pcoutsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
  3761. x += dx;
  3762. y += dy;
  3763. if(moveblock) map_delblock(&sd->bl);
  3764. sd->bl.x = x;
  3765. sd->bl.y = y;
  3766. if(moveblock) map_addblock(&sd->bl);
  3767. #if 0
  3768. if (sd->status.guild_id > 0) {
  3769. struct skill_unit *su;
  3770. if (sd->sc_data[SC_LEADERSHIP].val4 && (su=(struct skill_unit *)sd->sc_data[SC_LEADERSHIP].val4)) {
  3771. skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy);
  3772. }
  3773. if (sd->sc_data[SC_GLORYWOUNDS].val4 && (su=(struct skill_unit *)sd->sc_data[SC_GLORYWOUNDS].val4)) {
  3774. skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy);
  3775. }
  3776. if (sd->sc_data[SC_SOULCOLD].val4 && (su=(struct skill_unit *)sd->sc_data[SC_SOULCOLD].val4)) {
  3777. skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy);
  3778. }
  3779. if (sd->sc_data[SC_HAWKEYES].val4 && (su=(struct skill_unit *)sd->sc_data[SC_HAWKEYES].val4)) {
  3780. skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy);
  3781. }
  3782. }
  3783. #endif
  3784. map_foreachinmovearea(clif_pcinsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,0,sd);
  3785. sd->walktimer = -1;
  3786. if(sd->status.party_id>0){ // パ?ティのHP情報通知?査
  3787. struct party *p=party_search(sd->status.party_id);
  3788. if(p!=NULL){
  3789. int p_flag=0;
  3790. map_foreachinmovearea(party_send_hp_check,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&p_flag);
  3791. if(p_flag)
  3792. sd->party_hp=-1;
  3793. }
  3794. }
  3795. if(sd->status.option&4) // クロ?キングの消滅?査
  3796. skill_check_cloaking(&sd->bl);
  3797. /* ディボ?ション?査 */
  3798. for(i=0;i<5;i++)
  3799. if(sd->dev.val1[i]){
  3800. skill_devotion3(&sd->bl,sd->dev.val1[i]);
  3801. break;
  3802. }
  3803. /* 被ディボ?ション?査 */
  3804. if(sd->sc_count) {
  3805. if (sd->sc_data[SC_DANCING].timer!=-1)
  3806. skill_unit_move_unit_group((struct skill_unit_group *)sd->sc_data[SC_DANCING].val2,sd->bl.m,dx,dy);
  3807. if (sd->sc_data[SC_DEVOTION].val1)
  3808. skill_devotion2(&sd->bl,sd->sc_data[SC_DEVOTION].val1);
  3809. if (sd->sc_data[SC_BASILICA].timer != -1) { // Basilica cancels if caster moves [celest]
  3810. struct skill_unit *su;
  3811. if ((su = (struct skill_unit *)sd->sc_data[SC_BASILICA].val4)) {
  3812. struct skill_unit_group *sg;
  3813. if ((sg = su->group) && sg->src_id == sd->bl.id) {
  3814. skill_status_change_end(&sd->bl,SC_BASILICA,-1);
  3815. skill_delunitgroup (sg);
  3816. }
  3817. }
  3818. }
  3819. }
  3820. skill_unit_move(&sd->bl,tick,1); // スキルユニットの?査
  3821. if(map_getcell(sd->bl.m,x,y,CELL_CHKTOUCH))
  3822. npc_touch_areanpc(sd,sd->bl.m,x,y);
  3823. else
  3824. sd->areanpc_id=0;
  3825. }
  3826. if((i=calc_next_walk_step(sd))>0) {
  3827. i = i>>1;
  3828. if(i < 1 && sd->walkpath.path_half == 0)
  3829. i = 1;
  3830. sd->walktimer=add_timer(tick+i,pc_walk,id,sd->walkpath.path_pos);
  3831. }
  3832. if(battle_config.disp_hpmeter)
  3833. clif_hpmeter(sd);
  3834. return 0;
  3835. }
  3836. /*==========================================
  3837. * 移動可能か確認して、可能なら?行開始
  3838. *------------------------------------------
  3839. */
  3840. static int pc_walktoxy_sub(struct map_session_data *sd)
  3841. {
  3842. struct walkpath_data wpd;
  3843. int i;
  3844. nullpo_retr(1, sd);
  3845. if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->to_x,sd->to_y,0))
  3846. return 1;
  3847. memcpy(&sd->walkpath,&wpd,sizeof(wpd));
  3848. clif_walkok(sd);
  3849. sd->state.change_walk_target=0;
  3850. if((i=calc_next_walk_step(sd))>0){
  3851. i = i>>2;
  3852. sd->walktimer=add_timer(gettick()+i,pc_walk,sd->bl.id,0);
  3853. }
  3854. clif_movechar(sd);
  3855. return 0;
  3856. }
  3857. /*==========================================
  3858. * pc? 行要求
  3859. *------------------------------------------
  3860. */
  3861. int pc_walktoxy(struct map_session_data *sd,int x,int y)
  3862. {
  3863. nullpo_retr(0, sd);
  3864. sd->to_x=x;
  3865. sd->to_y=y;
  3866. sd->idletime = time(0);
  3867. if(sd->walktimer != -1 && sd->state.change_walk_target==0){
  3868. // 現在?いている最中の目的地?更なのでマス目の中心に?た暫ノ
  3869. // timer??からpc_walktoxy_subを呼ぶようにする
  3870. sd->state.change_walk_target=1;
  3871. } else {
  3872. pc_walktoxy_sub(sd);
  3873. }
  3874. if (sd->sc_data && sd->status.guild_id > 0) {
  3875. struct skill_unit *su;
  3876. struct skill_unit_group *sg;
  3877. if (sd->state.leadership_flag && (su=(struct skill_unit *)sd->state.leadership_flag) &&
  3878. (sg=su->group) && sg->src_id == sd->bl.id) {
  3879. skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y));
  3880. }
  3881. if (sd->state.glorywounds_flag && (su=(struct skill_unit *)sd->state.glorywounds_flag) &&
  3882. (sg=su->group) && sg->src_id == sd->bl.id) {
  3883. skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y));
  3884. }
  3885. if (sd->state.soulcold_flag && (su=(struct skill_unit *)sd->state.soulcold_flag) &&
  3886. (sg=su->group) && sg->src_id == sd->bl.id) {
  3887. skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y));
  3888. }
  3889. if (sd->state.hawkeyes_flag && (su=(struct skill_unit *)sd->state.hawkeyes_flag) &&
  3890. (sg=su->group) && sg->src_id == sd->bl.id) {
  3891. skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y));
  3892. }
  3893. }
  3894. return 0;
  3895. }
  3896. /*==========================================
  3897. * ? 行停止
  3898. *------------------------------------------
  3899. */
  3900. int pc_stop_walking(struct map_session_data *sd,int type)
  3901. {
  3902. nullpo_retr(0, sd);
  3903. if(sd->walktimer != -1) {
  3904. delete_timer(sd->walktimer,pc_walk);
  3905. sd->walktimer=-1;
  3906. }
  3907. sd->walkpath.path_len=0;
  3908. sd->to_x = sd->bl.x;
  3909. sd->to_y = sd->bl.y;
  3910. if(type&0x01)
  3911. clif_fixpos(&sd->bl);
  3912. if(type&0x02 && battle_config.pc_damage_delay) {
  3913. unsigned int tick = gettick();
  3914. int delay = battle_get_dmotion(&sd->bl);
  3915. if(sd->canmove_tick < tick)
  3916. sd->canmove_tick = tick + delay;
  3917. }
  3918. return 0;
  3919. }
  3920. /*==========================================
  3921. * Random walk
  3922. *------------------------------------------
  3923. */
  3924. int pc_randomwalk(struct map_session_data *sd,int tick)
  3925. {
  3926. const int retrycount = 20;
  3927. nullpo_retr(0, sd);
  3928. if(DIFF_TICK(sd->next_walktime,tick)<0){
  3929. int i,x,y,d;
  3930. d = rand()%7+5;
  3931. for(i=0;i<retrycount;i++){ // Search of a movable place
  3932. int r=rand();
  3933. x=sd->bl.x+r%(d*2+1)-d;
  3934. y=sd->bl.y+r/(d*2+1)%(d*2+1)-d;
  3935. if((map_getcell(sd->bl.m,x,y,CELL_CHKPASS)) && pc_walktoxy(sd,x,y)==0)
  3936. break;
  3937. }
  3938. // Working on this part later [celest]
  3939. /*for(i=c=0;i<sd->walkpath.path_len;i++){ // The next walk start time is calculated.
  3940. if(sd->walkpath.path[i]&1)
  3941. c+=sd->speed*14/10;
  3942. else
  3943. c+=sd->speed;
  3944. }
  3945. sd->next_walktime = (d=tick+rand()%3000+c);
  3946. return d;*/
  3947. return 1;
  3948. }
  3949. return 0;
  3950. }
  3951. /*==========================================
  3952. *
  3953. *------------------------------------------
  3954. */
  3955. int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y)
  3956. {
  3957. int moveblock;
  3958. int dx,dy,dist;
  3959. struct walkpath_data wpd;
  3960. nullpo_retr(0, sd);
  3961. if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0))
  3962. return 1;
  3963. sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y);
  3964. dx = dst_x - sd->bl.x;
  3965. dy = dst_y - sd->bl.y;
  3966. dist = distance(sd->bl.x,sd->bl.y,dst_x,dst_y);
  3967. moveblock = ( sd->bl.x/BLOCK_SIZE != dst_x/BLOCK_SIZE || sd->bl.y/BLOCK_SIZE != dst_y/BLOCK_SIZE);
  3968. map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,0,sd);
  3969. if(moveblock) map_delblock(&sd->bl);
  3970. sd->bl.x = dst_x;
  3971. sd->bl.y = dst_y;
  3972. if(moveblock) map_addblock(&sd->bl);
  3973. map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,0,sd);
  3974. if(sd->status.party_id>0){ // パ?ティのHP情報通知?査
  3975. struct party *p=party_search(sd->status.party_id);
  3976. if(p!=NULL){
  3977. int flag=0;
  3978. map_foreachinmovearea(party_send_hp_check,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&flag);
  3979. if(flag)
  3980. sd->party_hp=-1;
  3981. }
  3982. }
  3983. if(sd->status.option&4) // クロ?キングの消滅?査
  3984. skill_check_cloaking(&sd->bl);
  3985. skill_unit_move(&sd->bl,gettick(),dist+7); // スキルユニットの?査
  3986. if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKTOUCH))
  3987. npc_touch_areanpc(sd,sd->bl.m,sd->bl.x,sd->bl.y);
  3988. else
  3989. sd->areanpc_id=0;
  3990. return 0;
  3991. }
  3992. //
  3993. // 武器??
  3994. //
  3995. /*==========================================
  3996. * スキルの?索 所有していた場合Lvが返る
  3997. *------------------------------------------
  3998. */
  3999. int pc_checkskill(struct map_session_data *sd,int skill_id)
  4000. {
  4001. if(sd == NULL) return 0;
  4002. if( skill_id>=10000 ){
  4003. struct guild *g;
  4004. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  4005. return guild_checkskill(g,skill_id);
  4006. return 0;
  4007. }
  4008. if(sd->status.skill[skill_id].id == skill_id)
  4009. return (sd->status.skill[skill_id].lv);
  4010. return 0;
  4011. }
  4012. /*==========================================
  4013. * 武器?更によるスキルの??チェック
  4014. * 引?:
  4015. * struct map_session_data *sd セッションデ?タ
  4016. * int nameid ?備品ID
  4017. * 返り値:
  4018. * 0 ?更なし
  4019. * -1 スキルを解除
  4020. *------------------------------------------
  4021. */
  4022. int pc_checkallowskill(struct map_session_data *sd)
  4023. {
  4024. nullpo_retr(0, sd);
  4025. nullpo_retr(0, sd->sc_data);
  4026. if(!(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1) { // 2HQ
  4027. skill_status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); // 2HQを解除
  4028. return -1;
  4029. }
  4030. if(!(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)) && sd->sc_data[SC_AURABLADE].timer!=-1) { /* オ?ラブレ?ド */
  4031. skill_status_change_end(&sd->bl,SC_AURABLADE,-1); /* オ?ラブレ?ドを解除 */
  4032. return -1;
  4033. }
  4034. if(!(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)) && sd->sc_data[SC_PARRYING].timer!=-1) { /* パリイング */
  4035. skill_status_change_end(&sd->bl,SC_PARRYING,-1); /* パリイングを解除 */
  4036. return -1;
  4037. }
  4038. if(!(skill_get_weapontype(LK_CONCENTRATION)&(1<<sd->status.weapon)) && sd->sc_data[SC_CONCENTRATION].timer!=-1) { /* コンセントレ?ション */
  4039. skill_status_change_end(&sd->bl,SC_CONCENTRATION,-1); /* コンセントレ?ションを解除 */
  4040. return -1;
  4041. }
  4042. if(!(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_SPEARSQUICKEN].timer!=-1){ // スピアクィッケン
  4043. skill_status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); // スピアクイッケンを解除
  4044. return -1;
  4045. }
  4046. if(!(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)) && sd->sc_data[SC_ADRENALINE].timer!=-1){ // アドレナリンラッシュ
  4047. skill_status_change_end(&sd->bl,SC_ADRENALINE,-1); // アドレナリンラッシュを解除
  4048. return -1;
  4049. }
  4050. if(sd->status.shield <= 0) {
  4051. if(sd->sc_data[SC_AUTOGUARD].timer!=-1){ // オ?トガ?ド
  4052. skill_status_change_end(&sd->bl,SC_AUTOGUARD,-1);
  4053. return -1;
  4054. }
  4055. if(sd->sc_data[SC_DEFENDER].timer!=-1){ // ディフェンダ?
  4056. skill_status_change_end(&sd->bl,SC_DEFENDER,-1);
  4057. return -1;
  4058. }
  4059. if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1){ //リフレクトシ?ルド
  4060. skill_status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
  4061. return -1;
  4062. }
  4063. }
  4064. return 0;
  4065. }
  4066. /*==========================================
  4067. * ? 備品のチェック
  4068. *------------------------------------------
  4069. */
  4070. int pc_checkequip(struct map_session_data *sd,int pos)
  4071. {
  4072. int i;
  4073. nullpo_retr(-1, sd);
  4074. for(i=0;i<11;i++){
  4075. if(pos & equip_pos[i])
  4076. return sd->equip_index[i];
  4077. }
  4078. return -1;
  4079. }
  4080. /*==========================================
  4081. * ?生職や養子職の元の職業を返す
  4082. *------------------------------------------
  4083. */
  4084. struct pc_base_job pc_calc_base_job(int b_class)
  4085. {
  4086. struct pc_base_job bj;
  4087. //?生や養子の場合の元の職業を算出する
  4088. //if(b_class < MAX_PC_CLASS){ //通常
  4089. if(b_class < 4001){
  4090. bj.job = b_class;
  4091. bj.upper = 0;
  4092. }else if(b_class >= 4001 && b_class < 4023){ //?生職
  4093. // Athena almost never uses this... well, used this. :3
  4094. bj.job = b_class - 4001;
  4095. bj.upper = 1;
  4096. //}else if(b_class == 23 + 4023 -1){ //養子スパノビ
  4097. }else if(b_class == 4045){ // super baby
  4098. //bj.job = b_class - (4023 - 1);
  4099. bj.job = 23;
  4100. bj.upper = 2;
  4101. }else{ //養子スパノビ以外の養子
  4102. bj.job = b_class - 4023;
  4103. bj.upper = 2;
  4104. }
  4105. if(battle_config.enable_upper_class==0){ //confで無?になっていたらupper=0
  4106. bj.upper = 0;
  4107. }
  4108. if(bj.job == 0){
  4109. bj.type = 0;
  4110. }else if(bj.job < 7){
  4111. bj.type = 1;
  4112. }else{
  4113. bj.type = 2;
  4114. }
  4115. return bj;
  4116. }
  4117. /*==========================================
  4118. * For quick calculating [Celest]
  4119. *------------------------------------------
  4120. */
  4121. int pc_calc_base_job2 (int b_class)
  4122. {
  4123. if(b_class < 4001)
  4124. return b_class;
  4125. else if(b_class >= 4001 && b_class < 4023)
  4126. return b_class - 4001;
  4127. else if(b_class == 4045)
  4128. return 23;
  4129. return b_class - 4023;
  4130. }
  4131. int pc_calc_upper(int b_class)
  4132. {
  4133. if(b_class < 4001)
  4134. return 0;
  4135. else if(b_class >= 4001 && b_class < 4023)
  4136. return 1;
  4137. return 2;
  4138. }
  4139. /*==========================================
  4140. * PCの攻? (timer??)
  4141. *------------------------------------------
  4142. */
  4143. int pc_attack_timer(int tid,unsigned int tick,int id,int data)
  4144. {
  4145. struct map_session_data *sd;
  4146. struct block_list *bl;
  4147. struct status_change *sc_data;
  4148. short *opt;
  4149. int dist,skill,range;
  4150. sd=map_id2sd(id);
  4151. if(sd == NULL)
  4152. return 0;
  4153. sd->idletime = time(0);
  4154. if(sd->attacktimer != tid){
  4155. if(battle_config.error_log)
  4156. printf("pc_attack_timer %d != %d\n",sd->attacktimer,tid);
  4157. return 0;
  4158. }
  4159. sd->attacktimer=-1;
  4160. if(sd->bl.prev == NULL)
  4161. return 0;
  4162. bl=map_id2bl(sd->attacktarget);
  4163. if(bl==NULL || bl->prev == NULL)
  4164. return 0;
  4165. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
  4166. return 0;
  4167. // 同じmapでないなら攻?しない
  4168. // PCが死んでても攻?しない
  4169. if(sd->bl.m != bl->m || pc_isdead(sd))
  4170. return 0;
  4171. //if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16388) // 異常などで攻?できない
  4172. if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16384) // 異常などで攻?できない
  4173. return 0;
  4174. if (sd->sc_count) {
  4175. if(sd->sc_data[SC_AUTOCOUNTER].timer != -1)
  4176. return 0;
  4177. if(sd->sc_data[SC_BLADESTOP].timer != -1)
  4178. return 0;
  4179. }
  4180. //if((opt = battle_get_option(bl)) != NULL && *opt&0x46)
  4181. if((opt = battle_get_option(bl)) != NULL && *opt&0x42)
  4182. return 0;
  4183. if(((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_TRICKDEAD].timer != -1) ||
  4184. ((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_BASILICA].timer != -1 ))
  4185. return 0;
  4186. if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0)
  4187. return 0;
  4188. if(!battle_config.sdelay_attack_enable && pc_checkskill(sd,SA_FREECAST) <= 0) {
  4189. if(DIFF_TICK(tick , sd->canact_tick) < 0) {
  4190. clif_skill_fail(sd,1,4,0);
  4191. return 0;
  4192. }
  4193. }
  4194. dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
  4195. range = sd->attackrange;
  4196. if(sd->status.weapon != 11) range++;
  4197. if( dist > range ){ // ? かないので移動
  4198. if(pc_can_reach(sd,bl->x,bl->y))
  4199. clif_movetoattack(sd,bl);
  4200. return 0;
  4201. }
  4202. if(dist <= range && !battle_check_range(&sd->bl,bl,range) ) {
  4203. if(pc_can_reach(sd,bl->x,bl->y) && sd->canmove_tick < tick && (sd->sc_data[SC_ANKLE].timer == -1 || sd->sc_data[SC_SPIDERWEB].timer == -1))
  4204. pc_walktoxy(sd,bl->x,bl->y);
  4205. sd->attackabletime = tick + (sd->aspd<<1);
  4206. }
  4207. else {
  4208. if(battle_config.pc_attack_direction_change)
  4209. sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y ); // 向き設定
  4210. if(sd->walktimer != -1)
  4211. pc_stop_walking(sd,1);
  4212. if(sd->sc_data[SC_COMBO].timer == -1) {
  4213. map_freeblock_lock();
  4214. pc_stop_walking(sd,0);
  4215. sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0);
  4216. // &2 = ? - Celest
  4217. if(!(battle_config.pc_cloak_check_type&2) && sd->sc_data[SC_CLOAKING].timer != -1)
  4218. skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
  4219. if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
  4220. pet_target_check(sd,bl,0);
  4221. map_freeblock_unlock();
  4222. if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリ?キャスト
  4223. sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
  4224. else
  4225. sd->attackabletime = tick + (sd->aspd<<1);
  4226. }
  4227. else if(sd->attackabletime <= tick) {
  4228. if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリ?キャスト
  4229. sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
  4230. else
  4231. sd->attackabletime = tick + (sd->aspd<<1);
  4232. }
  4233. if(sd->attackabletime <= tick) sd->attackabletime = tick + (battle_config.max_aspd<<1);
  4234. }
  4235. if(sd->state.attack_continue) {
  4236. sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
  4237. }
  4238. return 0;
  4239. }
  4240. /*==========================================
  4241. * 攻?要求
  4242. * typeが1なら??攻?
  4243. *------------------------------------------
  4244. */
  4245. int pc_attack(struct map_session_data *sd,int target_id,int type)
  4246. {
  4247. struct block_list *bl;
  4248. int d;
  4249. nullpo_retr(0, sd);
  4250. bl=map_id2bl(target_id);
  4251. if(bl==NULL)
  4252. return 1;
  4253. sd->idletime = time(0);
  4254. if(bl->type==BL_NPC) { // monster npcs [Valaris]
  4255. //npc_click(sd,RFIFOL(sd->fd,2));
  4256. npc_click(sd,target_id); // submitted by leinsirk10 [Celest]
  4257. return 0;
  4258. }
  4259. if(!battle_check_target(&sd->bl,bl,BCT_ENEMY))
  4260. return 1;
  4261. if(sd->attacktimer != -1)
  4262. pc_stopattack(sd);
  4263. sd->attacktarget=target_id;
  4264. sd->state.attack_continue=type;
  4265. d=DIFF_TICK(sd->attackabletime,gettick());
  4266. if(d>0 && d<2000){ // 攻?delay中
  4267. sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
  4268. } else {
  4269. // 本?timer??なので引?を合わせる
  4270. pc_attack_timer(-1,gettick(),sd->bl.id,0);
  4271. }
  4272. return 0;
  4273. }
  4274. /*==========================================
  4275. * ??攻?停止
  4276. *------------------------------------------
  4277. */
  4278. int pc_stopattack(struct map_session_data *sd)
  4279. {
  4280. nullpo_retr(0, sd);
  4281. if(sd->attacktimer != -1) {
  4282. delete_timer(sd->attacktimer,pc_attack_timer);
  4283. sd->attacktimer=-1;
  4284. }
  4285. sd->attacktarget=0;
  4286. sd->state.attack_continue=0;
  4287. return 0;
  4288. }
  4289. int pc_follow_timer(int tid,unsigned int tick,int id,int data)
  4290. {
  4291. struct map_session_data *sd, *bl;
  4292. sd=map_id2sd(id);
  4293. if(sd == NULL || sd->followtimer != tid || pc_isdead(sd))
  4294. return 0;
  4295. sd->followtimer=-1;
  4296. do {
  4297. if(sd->bl.prev == NULL)
  4298. break;
  4299. bl=(struct map_session_data *) map_id2bl(sd->followtarget);
  4300. if(bl==NULL)
  4301. return 0;
  4302. if(bl->bl.prev == NULL)
  4303. break;
  4304. if(bl->bl.type == BL_PC && pc_isdead((struct map_session_data *)bl))
  4305. return 0;
  4306. if (sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1) {
  4307. if((sd->bl.m == bl->bl.m) && pc_can_reach(sd,bl->bl.x,bl->bl.y)) {
  4308. if (distance(sd->bl.x,sd->bl.y,bl->bl.x,bl->bl.y) > 5)
  4309. pc_walktoxy(sd,bl->bl.x,bl->bl.y);
  4310. } else
  4311. pc_setpos((struct map_session_data*)sd, bl->mapname, bl->bl.x, bl->bl.y, 3);
  4312. }
  4313. } while (0);
  4314. sd->followtimer=add_timer(tick + sd->aspd,pc_follow_timer,sd->bl.id,0);
  4315. return 0;
  4316. }
  4317. int pc_follow(struct map_session_data *sd,int target_id)
  4318. {
  4319. struct block_list *bl;
  4320. bl=map_id2bl(target_id);
  4321. if(bl==NULL)
  4322. return 1;
  4323. sd->followtarget=target_id;
  4324. if(sd->followtimer != -1) {
  4325. delete_timer(sd->followtimer,pc_follow_timer);
  4326. sd->followtimer = -1;
  4327. }
  4328. pc_follow_timer(-1,gettick(),sd->bl.id,0);
  4329. return 0;
  4330. }
  4331. int pc_checkbaselevelup(struct map_session_data *sd)
  4332. {
  4333. int next = pc_nextbaseexp(sd);
  4334. nullpo_retr(0, sd);
  4335. if(sd->status.base_exp >= next && next > 0){
  4336. struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
  4337. // base側レベルアップ?理
  4338. sd->status.base_exp -= next;
  4339. sd->status.base_level ++;
  4340. sd->status.status_point += (sd->status.base_level+14) / 5 ;
  4341. clif_updatestatus(sd,SP_STATUSPOINT);
  4342. clif_updatestatus(sd,SP_BASELEVEL);
  4343. clif_updatestatus(sd,SP_NEXTBASEEXP);
  4344. pc_calcstatus(sd,0);
  4345. pc_heal(sd,sd->status.max_hp,sd->status.max_sp);
  4346. //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
  4347. if(s_class.job == 23){
  4348. skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],1,0,0,0,skill_get_time(PR_KYRIE,1),0 );
  4349. skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 );
  4350. skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 );
  4351. skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],1,0,0,0,skill_get_time(PR_GLORIA,1),0 );
  4352. skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 );
  4353. }
  4354. clif_misceffect(&sd->bl,0);
  4355. //レベルアップしたのでパ?ティ?情報を更新する
  4356. //(公平範?チェック)
  4357. party_send_movemap(sd);
  4358. return 1;
  4359. }
  4360. return 0;
  4361. }
  4362. int pc_checkjoblevelup(struct map_session_data *sd)
  4363. {
  4364. int next = pc_nextjobexp(sd);
  4365. nullpo_retr(0, sd);
  4366. if(sd->status.job_exp >= next && next > 0){
  4367. // job側レベルアップ?理
  4368. sd->status.job_exp -= next;
  4369. sd->status.job_level ++;
  4370. clif_updatestatus(sd,SP_JOBLEVEL);
  4371. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4372. sd->status.skill_point ++;
  4373. clif_updatestatus(sd,SP_SKILLPOINT);
  4374. pc_calcstatus(sd,0);
  4375. clif_misceffect(&sd->bl,1);
  4376. return 1;
  4377. }
  4378. return 0;
  4379. }
  4380. /*==========================================
  4381. * ??値取得
  4382. *------------------------------------------
  4383. */
  4384. int pc_gainexp(struct map_session_data *sd,int base_exp,int job_exp)
  4385. {
  4386. char output[256];
  4387. nullpo_retr(0, sd);
  4388. if(sd->bl.prev == NULL || pc_isdead(sd))
  4389. return 0;
  4390. if((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr]
  4391. return 0; // no exp on pvp maps
  4392. if(sd->sc_data[SC_RICHMANKIM].timer != -1) { // added bounds checking [Vaalris]
  4393. base_exp += base_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100;
  4394. job_exp += job_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100;
  4395. }
  4396. if(sd->status.guild_id>0){ // ギルドに上納
  4397. base_exp-=guild_payexp(sd,base_exp);
  4398. if(base_exp < 0)
  4399. base_exp = 0;
  4400. }
  4401. if(!battle_config.multi_level_up && pc_nextbaseafter(sd) && sd->status.base_exp+base_exp >= pc_nextbaseafter(sd)) {
  4402. base_exp = pc_nextbaseafter(sd) - sd->status.base_exp;
  4403. if (base_exp < 0)
  4404. base_exp = 0;
  4405. }
  4406. sd->status.base_exp += base_exp;
  4407. if(sd->status.base_exp < 0)
  4408. sd->status.base_exp = 0;
  4409. while(pc_checkbaselevelup(sd)) ;
  4410. clif_updatestatus(sd,SP_BASEEXP);
  4411. if(!battle_config.multi_level_up && pc_nextjobafter(sd) && sd->status.job_exp+job_exp >= pc_nextjobafter(sd)) {
  4412. job_exp = pc_nextjobafter(sd) - sd->status.job_exp;
  4413. if (job_exp < 0)
  4414. job_exp = 0;
  4415. }
  4416. sd->status.job_exp += job_exp;
  4417. if(sd->status.job_exp < 0)
  4418. sd->status.job_exp = 0;
  4419. while(pc_checkjoblevelup(sd)) ;
  4420. clif_updatestatus(sd,SP_JOBEXP);
  4421. if(battle_config.disp_experience){
  4422. sprintf(output,
  4423. "Experienced Gained Base:%d Job:%d",base_exp,job_exp);
  4424. clif_disp_onlyself(sd,output,strlen(output));
  4425. }
  4426. return 0;
  4427. }
  4428. /*==========================================
  4429. * base level側必要??値計算
  4430. *------------------------------------------
  4431. */
  4432. int pc_nextbaseexp(struct map_session_data *sd)
  4433. {
  4434. int i;
  4435. nullpo_retr(0, sd);
  4436. if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0)
  4437. return 0;
  4438. if(sd->status.class==0) i=0;
  4439. else if(sd->status.class<=6) i=1;
  4440. else if(sd->status.class<=22) i=2;
  4441. else if(sd->status.class==23) i=3;
  4442. else if(sd->status.class==4001) i=4;
  4443. else if(sd->status.class<=4007) i=5;
  4444. else i=6;
  4445. return exp_table[i][sd->status.base_level-1];
  4446. }
  4447. /*==========================================
  4448. * job level側必要??値計算
  4449. *------------------------------------------
  4450. */
  4451. int pc_nextjobexp(struct map_session_data *sd)
  4452. {
  4453. int i;
  4454. nullpo_retr(0, sd);
  4455. if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0)
  4456. return 0;
  4457. if(sd->status.class==0) i=7;
  4458. else if(sd->status.class<=6) i=8;
  4459. else if(sd->status.class<=22) i=9;
  4460. else if(sd->status.class==23) i=10;
  4461. else if(sd->status.class==4001) i=11;
  4462. else if(sd->status.class<=4007) i=12;
  4463. else i=13;
  4464. return exp_table[i][sd->status.job_level-1];
  4465. }
  4466. /*==========================================
  4467. * base level after next [Valaris]
  4468. *------------------------------------------
  4469. */
  4470. int pc_nextbaseafter(struct map_session_data *sd)
  4471. {
  4472. int i;
  4473. nullpo_retr(0, sd);
  4474. if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0)
  4475. return 0;
  4476. if(sd->status.class==0) i=0;
  4477. else if(sd->status.class<=6) i=1;
  4478. else if(sd->status.class<=22) i=2;
  4479. else if(sd->status.class==23) i=3;
  4480. else if(sd->status.class==4001) i=4;
  4481. else if(sd->status.class<=4007) i=5;
  4482. else i=6;
  4483. return exp_table[i][sd->status.base_level];
  4484. }
  4485. /*==========================================
  4486. * job level after next [Valaris]
  4487. *------------------------------------------
  4488. */
  4489. int pc_nextjobafter(struct map_session_data *sd)
  4490. {
  4491. int i;
  4492. nullpo_retr(0, sd);
  4493. if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0)
  4494. return 0;
  4495. if(sd->status.class==0) i=7;
  4496. else if(sd->status.class<=6) i=8;
  4497. else if(sd->status.class<=22) i=9;
  4498. else if(sd->status.class==23) i=10;
  4499. else if(sd->status.class==4001) i=11;
  4500. else if(sd->status.class<=4007) i=12;
  4501. else i=13;
  4502. return exp_table[i][sd->status.job_level];
  4503. }
  4504. /*==========================================
  4505. * 必要ステ?タスポイント計算
  4506. *------------------------------------------
  4507. */
  4508. int pc_need_status_point(struct map_session_data *sd,int type)
  4509. {
  4510. int val;
  4511. nullpo_retr(-1, sd);
  4512. if(type<SP_STR || type>SP_LUK)
  4513. return -1;
  4514. val =
  4515. type==SP_STR ? sd->status.str :
  4516. type==SP_AGI ? sd->status.agi :
  4517. type==SP_VIT ? sd->status.vit :
  4518. type==SP_INT ? sd->status.int_:
  4519. type==SP_DEX ? sd->status.dex : sd->status.luk;
  4520. return (val+9)/10+1;
  4521. }
  4522. /*==========================================
  4523. * 能力値成長
  4524. *------------------------------------------
  4525. */
  4526. int pc_statusup(struct map_session_data *sd,int type)
  4527. {
  4528. int max, need,val = 0;
  4529. nullpo_retr(0, sd);
  4530. max = (pc_calc_upper(sd->status.class)==2) ? 80 : battle_config.max_parameter;
  4531. need=pc_need_status_point(sd,type);
  4532. if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
  4533. clif_statusupack(sd,type,0,0);
  4534. return 1;
  4535. }
  4536. switch(type){
  4537. case SP_STR:
  4538. if(sd->status.str >= max) {
  4539. clif_statusupack(sd,type,0,0);
  4540. return 1;
  4541. }
  4542. val= ++sd->status.str;
  4543. break;
  4544. case SP_AGI:
  4545. if(sd->status.agi >= max) {
  4546. clif_statusupack(sd,type,0,0);
  4547. return 1;
  4548. }
  4549. val= ++sd->status.agi;
  4550. break;
  4551. case SP_VIT:
  4552. if(sd->status.vit >= max) {
  4553. clif_statusupack(sd,type,0,0);
  4554. return 1;
  4555. }
  4556. val= ++sd->status.vit;
  4557. break;
  4558. case SP_INT:
  4559. if(sd->status.int_ >= max) {
  4560. clif_statusupack(sd,type,0,0);
  4561. return 1;
  4562. }
  4563. val= ++sd->status.int_;
  4564. break;
  4565. case SP_DEX:
  4566. if(sd->status.dex >= max) {
  4567. clif_statusupack(sd,type,0,0);
  4568. return 1;
  4569. }
  4570. val= ++sd->status.dex;
  4571. break;
  4572. case SP_LUK:
  4573. if(sd->status.luk >= max) {
  4574. clif_statusupack(sd,type,0,0);
  4575. return 1;
  4576. }
  4577. val= ++sd->status.luk;
  4578. break;
  4579. }
  4580. sd->status.status_point-=need;
  4581. if(need!=pc_need_status_point(sd,type)){
  4582. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  4583. }
  4584. clif_updatestatus(sd,SP_STATUSPOINT);
  4585. clif_updatestatus(sd,type);
  4586. pc_calcstatus(sd,0);
  4587. clif_statusupack(sd,type,1,val);
  4588. return 0;
  4589. }
  4590. /*==========================================
  4591. * 能力値成長
  4592. *------------------------------------------
  4593. */
  4594. int pc_statusup2(struct map_session_data *sd,int type,int val)
  4595. {
  4596. nullpo_retr(0, sd);
  4597. if(type<SP_STR || type>SP_LUK){
  4598. clif_statusupack(sd,type,0,0);
  4599. return 1;
  4600. }
  4601. switch(type){
  4602. case SP_STR:
  4603. if(sd->status.str + val >= battle_config.max_parameter)
  4604. val = battle_config.max_parameter;
  4605. else if(sd->status.str + val < 1)
  4606. val = 1;
  4607. else
  4608. val += sd->status.str;
  4609. sd->status.str = val;
  4610. break;
  4611. case SP_AGI:
  4612. if(sd->status.agi + val >= battle_config.max_parameter)
  4613. val = battle_config.max_parameter;
  4614. else if(sd->status.agi + val < 1)
  4615. val = 1;
  4616. else
  4617. val += sd->status.agi;
  4618. sd->status.agi = val;
  4619. break;
  4620. case SP_VIT:
  4621. if(sd->status.vit + val >= battle_config.max_parameter)
  4622. val = battle_config.max_parameter;
  4623. else if(sd->status.vit + val < 1)
  4624. val = 1;
  4625. else
  4626. val += sd->status.vit;
  4627. sd->status.vit = val;
  4628. break;
  4629. case SP_INT:
  4630. if(sd->status.int_ + val >= battle_config.max_parameter)
  4631. val = battle_config.max_parameter;
  4632. else if(sd->status.int_ + val < 1)
  4633. val = 1;
  4634. else
  4635. val += sd->status.int_;
  4636. sd->status.int_ = val;
  4637. break;
  4638. case SP_DEX:
  4639. if(sd->status.dex + val >= battle_config.max_parameter)
  4640. val = battle_config.max_parameter;
  4641. else if(sd->status.dex + val < 1)
  4642. val = 1;
  4643. else
  4644. val += sd->status.dex;
  4645. sd->status.dex = val;
  4646. break;
  4647. case SP_LUK:
  4648. if(sd->status.luk + val >= battle_config.max_parameter)
  4649. val = battle_config.max_parameter;
  4650. else if(sd->status.luk + val < 1)
  4651. val = 1;
  4652. else
  4653. val = sd->status.luk + val;
  4654. sd->status.luk = val;
  4655. break;
  4656. }
  4657. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  4658. clif_updatestatus(sd,type);
  4659. pc_calcstatus(sd,0);
  4660. clif_statusupack(sd,type,1,val);
  4661. return 0;
  4662. }
  4663. /*==========================================
  4664. * スキルポイント割り振り
  4665. *------------------------------------------
  4666. */
  4667. int pc_skillup(struct map_session_data *sd,int skill_num)
  4668. {
  4669. nullpo_retr(0, sd);
  4670. if( skill_num>=10000 ){
  4671. guild_skillup(sd,skill_num,0);
  4672. return 0;
  4673. }
  4674. if( sd->status.skill_point>0 &&
  4675. sd->status.skill[skill_num].id!=0 &&
  4676. //sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest
  4677. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class) )
  4678. {
  4679. sd->status.skill[skill_num].lv++;
  4680. sd->status.skill_point--;
  4681. pc_calcstatus(sd,0);
  4682. clif_skillup(sd,skill_num);
  4683. clif_updatestatus(sd,SP_SKILLPOINT);
  4684. clif_skillinfoblock(sd);
  4685. }
  4686. return 0;
  4687. }
  4688. /*==========================================
  4689. * /allskill
  4690. *------------------------------------------
  4691. */
  4692. int pc_allskillup(struct map_session_data *sd)
  4693. {
  4694. int i,id;
  4695. int c=0, s=0;
  4696. //?生や養子の場合の元の職業を算出する
  4697. struct pc_base_job s_class;
  4698. nullpo_retr(0, sd);
  4699. s_class = pc_calc_base_job(sd->status.class);
  4700. c = s_class.job;
  4701. s = (s_class.upper==1) ? 1 : 0 ; //?生以外は通常のスキル?
  4702. for(i=0;i<MAX_SKILL;i++){
  4703. sd->status.skill[i].id=0;
  4704. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  4705. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  4706. sd->status.skill[i].flag=0; // flagは0にしておく
  4707. }
  4708. }
  4709. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  4710. // 全てのスキル
  4711. for(i=1;i<158;i++)
  4712. sd->status.skill[i].lv=skill_get_max(i);
  4713. for(i=210;i<291;i++)
  4714. sd->status.skill[i].lv=skill_get_max(i);
  4715. for(i=304;i<MAX_SKILL;i++){
  4716. if(i==331) continue;
  4717. sd->status.skill[i].lv=skill_get_max(i);
  4718. }
  4719. }
  4720. else {
  4721. for(i=0;(id=skill_tree[s][c][i].id)>0;i++){
  4722. if(sd->status.skill[id].id==0 && (!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn) ) {
  4723. sd->status.skill[id].id = id; // celest
  4724. // sd->status.skill[id].lv=skill_get_max(id);
  4725. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class); // celest
  4726. }
  4727. }
  4728. }
  4729. pc_calcstatus(sd,0);
  4730. return 0;
  4731. }
  4732. /*==========================================
  4733. * /resetlvl
  4734. *------------------------------------------
  4735. */
  4736. int pc_resetlvl(struct map_session_data* sd,int type)
  4737. {
  4738. int i;
  4739. nullpo_retr(0, sd);
  4740. for(i=1;i<MAX_SKILL;i++){
  4741. sd->status.skill[i].lv = 0;
  4742. }
  4743. if(type == 1){
  4744. sd->status.skill_point=0;
  4745. sd->status.base_level=1;
  4746. sd->status.job_level=1;
  4747. sd->status.base_exp=sd->status.base_exp=0;
  4748. sd->status.job_exp=sd->status.job_exp=0;
  4749. if(sd->status.option !=0)
  4750. sd->status.option = 0;
  4751. sd->status.str=1;
  4752. sd->status.agi=1;
  4753. sd->status.vit=1;
  4754. sd->status.int_=1;
  4755. sd->status.dex=1;
  4756. sd->status.luk=1;
  4757. if(sd->status.class == 4001)
  4758. sd->status.status_point=88;
  4759. }
  4760. if(type == 2){
  4761. sd->status.skill_point=0;
  4762. sd->status.base_level=1;
  4763. sd->status.job_level=1;
  4764. sd->status.base_exp=0;
  4765. sd->status.job_exp=0;
  4766. }
  4767. if(type == 3){
  4768. sd->status.base_level=1;
  4769. sd->status.base_exp=0;
  4770. }
  4771. if(type == 4){
  4772. sd->status.job_level=1;
  4773. sd->status.job_exp=0;
  4774. }
  4775. clif_updatestatus(sd,SP_STATUSPOINT);
  4776. clif_updatestatus(sd,SP_STR);
  4777. clif_updatestatus(sd,SP_AGI);
  4778. clif_updatestatus(sd,SP_VIT);
  4779. clif_updatestatus(sd,SP_INT);
  4780. clif_updatestatus(sd,SP_DEX);
  4781. clif_updatestatus(sd,SP_LUK);
  4782. clif_updatestatus(sd,SP_BASELEVEL);
  4783. clif_updatestatus(sd,SP_JOBLEVEL);
  4784. clif_updatestatus(sd,SP_STATUSPOINT);
  4785. clif_updatestatus(sd,SP_NEXTBASEEXP);
  4786. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4787. clif_updatestatus(sd,SP_SKILLPOINT);
  4788. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4789. clif_updatestatus(sd,SP_UAGI);
  4790. clif_updatestatus(sd,SP_UVIT);
  4791. clif_updatestatus(sd,SP_UINT);
  4792. clif_updatestatus(sd,SP_UDEX);
  4793. clif_updatestatus(sd,SP_ULUK); // End Addition
  4794. for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  4795. if(sd->equip_index[i] >= 0)
  4796. if(!pc_isequip(sd,sd->equip_index[i]))
  4797. pc_unequipitem(sd,sd->equip_index[i],2);
  4798. }
  4799. clif_skillinfoblock(sd);
  4800. pc_calcstatus(sd,0);
  4801. return 0;
  4802. }
  4803. /*==========================================
  4804. * /resetstate
  4805. *------------------------------------------
  4806. */
  4807. int pc_resetstate(struct map_session_data* sd)
  4808. {
  4809. #define sumsp(a) ((a)*((a-2)/10+2) - 5*((a-2)/10)*((a-2)/10) - 6*((a-2)/10) -2)
  4810. // int add=0; // Removed by Dexity
  4811. nullpo_retr(0, sd);
  4812. // New statpoint table used here - Dexity
  4813. sd->status.status_point = atoi (statp[sd->status.base_level - 1]);
  4814. if(sd->status.class >= 4001 && sd->status.class <= 4024)
  4815. sd->status.status_point+=40;
  4816. // End addition
  4817. // Removed by Dexity - old count
  4818. // add += sumsp(sd->status.str);
  4819. // add += sumsp(sd->status.agi);
  4820. // add += sumsp(sd->status.vit);
  4821. // add += sumsp(sd->status.int_);
  4822. // add += sumsp(sd->status.dex);
  4823. // add += sumsp(sd->status.luk);
  4824. // sd->status.status_point+=add;
  4825. clif_updatestatus(sd,SP_STATUSPOINT);
  4826. sd->status.str=1;
  4827. sd->status.agi=1;
  4828. sd->status.vit=1;
  4829. sd->status.int_=1;
  4830. sd->status.dex=1;
  4831. sd->status.luk=1;
  4832. clif_updatestatus(sd,SP_STR);
  4833. clif_updatestatus(sd,SP_AGI);
  4834. clif_updatestatus(sd,SP_VIT);
  4835. clif_updatestatus(sd,SP_INT);
  4836. clif_updatestatus(sd,SP_DEX);
  4837. clif_updatestatus(sd,SP_LUK);
  4838. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4839. clif_updatestatus(sd,SP_UAGI);
  4840. clif_updatestatus(sd,SP_UVIT);
  4841. clif_updatestatus(sd,SP_UINT);
  4842. clif_updatestatus(sd,SP_UDEX);
  4843. clif_updatestatus(sd,SP_ULUK); // End Addition
  4844. pc_calcstatus(sd,0);
  4845. return 0;
  4846. }
  4847. /*==========================================
  4848. * /resetskill
  4849. *------------------------------------------
  4850. */
  4851. int pc_resetskill(struct map_session_data* sd)
  4852. {
  4853. int i,skill;
  4854. nullpo_retr(0, sd);
  4855. for(i=1;i<MAX_SKILL;i++){
  4856. skill = ( i >= 10000 ) ? pc_checkskill(sd,i) : sd->status.skill[i].lv;
  4857. if( skill > 0) {
  4858. if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) {
  4859. if(!sd->status.skill[i].flag)
  4860. sd->status.skill_point += skill;
  4861. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  4862. sd->status.skill_point += (sd->status.skill[i].flag - 2);
  4863. }
  4864. sd->status.skill[i].lv = 0;
  4865. }
  4866. else if(battle_config.quest_skill_reset)
  4867. sd->status.skill[i].lv = 0;
  4868. sd->status.skill[i].flag = 0;
  4869. } else {
  4870. sd->status.skill[i].lv = 0;
  4871. }
  4872. }
  4873. clif_updatestatus(sd,SP_SKILLPOINT);
  4874. clif_skillinfoblock(sd);
  4875. pc_calcstatus(sd,0);
  4876. return 0;
  4877. }
  4878. /*==========================================
  4879. * pcにダメ?ジを?える
  4880. *------------------------------------------
  4881. */
  4882. int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
  4883. {
  4884. int i=0,j=0;
  4885. struct pc_base_job s_class;
  4886. nullpo_retr(0, sd);
  4887. //?生や養子の場合の元の職業を算出する
  4888. s_class = pc_calc_base_job(sd->status.class);
  4889. // ?に死んでいたら無?
  4890. if(pc_isdead(sd))
  4891. return 0;
  4892. // 座ってたら立ち上がる
  4893. if(pc_issit(sd)) {
  4894. pc_setstand(sd);
  4895. skill_gangsterparadise(sd,0);
  4896. }
  4897. // ? いていたら足を止める
  4898. if (sd->sc_data) {
  4899. if (sd->sc_data[SC_ENDURE].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1 && !sd->special_state.infinite_endure)
  4900. pc_stop_walking(sd,3);
  4901. else if(sd->sc_data[SC_ENDURE].timer != -1 && (src != NULL && src->type==BL_MOB) && (--sd->sc_data[SC_ENDURE].val2) <= 0)
  4902. skill_status_change_end(&sd->bl, SC_ENDURE, -1);
  4903. } else
  4904. pc_stop_walking(sd,3);
  4905. // 演奏/ダンスの中?
  4906. if(damage > sd->status.max_hp>>2)
  4907. skill_stop_dancing(&sd->bl,0);
  4908. sd->status.hp-=damage;
  4909. if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support)
  4910. pet_target_check(sd,src,1);
  4911. if (sd->sc_data[SC_TRICKDEAD].timer != -1)
  4912. skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
  4913. if(sd->status.option&2)
  4914. skill_status_change_end(&sd->bl, SC_HIDING, -1);
  4915. if(sd->status.option&4)
  4916. skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
  4917. if(sd->status.option&16386)
  4918. skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
  4919. if(sd->status.hp>0){
  4920. // まだ生きているならHP更新
  4921. clif_updatestatus(sd,SP_HP);
  4922. //if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
  4923. if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
  4924. (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ))
  4925. // オ?トバ?サ?ク?動
  4926. skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
  4927. sd->canlog_tick = gettick();
  4928. if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris]
  4929. struct party *p=party_search(sd->status.party_id);
  4930. if(p!=NULL) clif_party_hp(p,sd);
  4931. } // end addition [Valaris]
  4932. return 0;
  4933. }
  4934. sd->status.hp = 0;
  4935. //pc_setdead(sd);
  4936. if(sd->vender_id)
  4937. vending_closevending(sd);
  4938. if(sd->status.pet_id > 0 && sd->pd) {
  4939. if(sd->petDB) {
  4940. sd->pet.intimate -= sd->petDB->die;
  4941. if(sd->pet.intimate < 0)
  4942. sd->pet.intimate = 0;
  4943. clif_send_petdata(sd,1,sd->pet.intimate);
  4944. }
  4945. }
  4946. pc_stop_walking(sd,0);
  4947. skill_castcancel(&sd->bl,0); // 詠唱の中止
  4948. clif_clearchar_area(&sd->bl,1);
  4949. pc_setdead(sd);
  4950. skill_unit_out_all(&sd->bl,gettick(),1);
  4951. if(sd->sc_data[SC_BLADESTOP].timer!=-1)//白刃は事前に解除
  4952. skill_status_change_end(&sd->bl,SC_BLADESTOP,-1);
  4953. pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み
  4954. skill_status_change_clear(&sd->bl,0); // ステ?タス異常を解除する
  4955. clif_updatestatus(sd,SP_HP);
  4956. pc_calcstatus(sd,0);
  4957. if(battle_config.bone_drop==2
  4958. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)){ // ドクロドロップ
  4959. struct item item_tmp;
  4960. memset(&item_tmp,0,sizeof(item_tmp));
  4961. item_tmp.nameid=7005;
  4962. item_tmp.identify=1;
  4963. item_tmp.card[0]=0x00fe;
  4964. item_tmp.card[1]=0;
  4965. *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */
  4966. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4967. }
  4968. // activate Steel body if a super novice dies at 99+% exp [celest]
  4969. if (s_class.job == 23) {
  4970. if ((i=pc_nextbaseexp(sd))<=0)
  4971. i=sd->status.base_exp;
  4972. if ((j=sd->status.base_exp*1000/i)>=990 && j<=1000)
  4973. sd->state.snovice_flag = 4;
  4974. }
  4975. for(i=0;i<5;i++)
  4976. if(sd->dev.val1[i]){
  4977. skill_status_change_end(&map_id2sd(sd->dev.val1[i])->bl,SC_DEVOTION,-1);
  4978. sd->dev.val1[i] = sd->dev.val2[i]=0;
  4979. }
  4980. if(battle_config.death_penalty_type>0) { // changed penalty options, added death by player if pk_mode [Valaris]
  4981. if(sd->status.class != 0 && !map[sd->bl.m].flag.nopenalty && !map[sd->bl.m].flag.gvg){ // only novices will recieve no penalty
  4982. if(battle_config.death_penalty_type==1 && battle_config.death_penalty_base > 0)
  4983. sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000;
  4984. if(battle_config.pk_mode && src && src->type==BL_PC)
  4985. sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000;
  4986. else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_base > 0) {
  4987. if(pc_nextbaseexp(sd) > 0)
  4988. sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000;
  4989. if(battle_config.pk_mode && src && src->type==BL_PC)
  4990. sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000;
  4991. }
  4992. if(sd->status.base_exp < 0)
  4993. sd->status.base_exp = 0;
  4994. clif_updatestatus(sd,SP_BASEEXP);
  4995. if(battle_config.death_penalty_type==1 && battle_config.death_penalty_job > 0)
  4996. sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000;
  4997. if(battle_config.pk_mode && src && src->type==BL_PC)
  4998. sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000;
  4999. else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_job > 0) {
  5000. if(pc_nextjobexp(sd) > 0)
  5001. sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000;
  5002. if(battle_config.pk_mode && src && src->type==BL_PC)
  5003. sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000;
  5004. }
  5005. if(sd->status.job_exp < 0)
  5006. sd->status.job_exp = 0;
  5007. clif_updatestatus(sd,SP_JOBEXP);
  5008. }
  5009. }
  5010. // monster level up [Valaris]
  5011. if(battle_config.mobs_level_up && src && src->type==BL_MOB) {
  5012. struct mob_data *md=(struct mob_data *)src;
  5013. if(md && md->target_id != 0 && md->target_id==sd->bl.id) { // reset target id when player dies
  5014. md->target_id=0;
  5015. mob_changestate(md,MS_WALK,0);
  5016. }
  5017. if(md && md->state.state!=MS_DEAD && md->level < 99) {
  5018. clif_misceffect(&md->bl,0);
  5019. md->level++;
  5020. md->hp+=sd->status.max_hp*.1;
  5021. }
  5022. }
  5023. //ナイトメアモ?ドアイテムドロップ
  5024. if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
  5025. for(j=0;j<MAX_DROP_PER_MAP;j++){
  5026. int id = map[sd->bl.m].drop_list[j].drop_id;
  5027. int type = map[sd->bl.m].drop_list[j].drop_type;
  5028. int per = map[sd->bl.m].drop_list[j].drop_per;
  5029. if(id == 0)
  5030. continue;
  5031. if(id == -1){//ランダムドロップ
  5032. int eq_num=0,eq_n[MAX_INVENTORY];
  5033. memset(eq_n,0,sizeof(eq_n));
  5034. //先ず?備しているアイテム?をカウント
  5035. for(i=0;i<MAX_INVENTORY;i++){
  5036. int k;
  5037. if( (type == 1 && !sd->status.inventory[i].equip)
  5038. || (type == 2 && sd->status.inventory[i].equip)
  5039. || type == 3){
  5040. //InventoryIndexを格納
  5041. for(k=0;k<MAX_INVENTORY;k++){
  5042. if(eq_n[k] <= 0){
  5043. eq_n[k]=i;
  5044. break;
  5045. }
  5046. }
  5047. eq_num++;
  5048. }
  5049. }
  5050. if(eq_num > 0){
  5051. int n = eq_n[rand()%eq_num];//該?アイテムの中からランダム
  5052. if(rand()%10000 < per){
  5053. if(sd->status.inventory[n].equip)
  5054. pc_unequipitem(sd,n,3);
  5055. pc_dropitem(sd,n,1);
  5056. }
  5057. }
  5058. }
  5059. else if(id > 0){
  5060. for(i=0;i<MAX_INVENTORY;i++){
  5061. if(sd->status.inventory[i].nameid == id//ItemIDが一致していて
  5062. && rand()%10000 < per//ドロップ率判定もOKで
  5063. && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ
  5064. || (type == 2 && sd->status.inventory[i].equip)
  5065. || type == 3) ){
  5066. if(sd->status.inventory[i].equip)
  5067. pc_unequipitem(sd,i,3);
  5068. pc_dropitem(sd,i,1);
  5069. break;
  5070. }
  5071. }
  5072. }
  5073. }
  5074. }
  5075. // pvp
  5076. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
  5077. //ランキング計算
  5078. if(!map[sd->bl.m].flag.pvp_nocalcrank){
  5079. sd->pvp_point-=5;
  5080. if(src && src->type==BL_PC )
  5081. ((struct map_session_data *)src)->pvp_point++;
  5082. //} //fixed wrong '{' placement by Lupus
  5083. pc_setdead(sd);
  5084. }
  5085. // ?制送還
  5086. if( sd->pvp_point < 0 ){
  5087. sd->pvp_point=0;
  5088. pc_setstand(sd);
  5089. pc_setrestartvalue(sd,3);
  5090. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  5091. }
  5092. }
  5093. //GvG
  5094. if(map[sd->bl.m].flag.gvg){
  5095. pc_setstand(sd);
  5096. pc_setrestartvalue(sd,3);
  5097. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  5098. }
  5099. return 0;
  5100. }
  5101. //
  5102. // script? 連
  5103. //
  5104. /*==========================================
  5105. * script用PCステ?タス?み出し
  5106. *------------------------------------------
  5107. */
  5108. int pc_readparam(struct map_session_data *sd,int type)
  5109. {
  5110. int val=0;
  5111. struct pc_base_job s_class;
  5112. s_class = pc_calc_base_job(sd->status.class);
  5113. nullpo_retr(0, sd);
  5114. switch(type){
  5115. case SP_SKILLPOINT:
  5116. val= sd->status.skill_point;
  5117. break;
  5118. case SP_STATUSPOINT:
  5119. val= sd->status.status_point;
  5120. break;
  5121. case SP_ZENY:
  5122. val= sd->status.zeny;
  5123. break;
  5124. case SP_BASELEVEL:
  5125. val= sd->status.base_level;
  5126. break;
  5127. case SP_JOBLEVEL:
  5128. val= sd->status.job_level;
  5129. break;
  5130. case SP_CLASS:
  5131. if(val>=24 && val < 45)
  5132. val+=3978;
  5133. else
  5134. val= sd->status.class;
  5135. break;
  5136. case SP_BASEJOB:
  5137. val= s_class.job;
  5138. break;
  5139. case SP_UPPER:
  5140. val= s_class.upper;
  5141. break;
  5142. case SP_SEX:
  5143. val= sd->sex;
  5144. break;
  5145. case SP_WEIGHT:
  5146. val= sd->weight;
  5147. break;
  5148. case SP_MAXWEIGHT:
  5149. val= sd->max_weight;
  5150. break;
  5151. case SP_BASEEXP:
  5152. val= sd->status.base_exp;
  5153. break;
  5154. case SP_JOBEXP:
  5155. val= sd->status.job_exp;
  5156. break;
  5157. case SP_NEXTBASEEXP:
  5158. val= pc_nextbaseexp(sd);
  5159. break;
  5160. case SP_NEXTJOBEXP:
  5161. val= pc_nextjobexp(sd);
  5162. break;
  5163. case SP_HP:
  5164. val= sd->status.hp;
  5165. break;
  5166. case SP_MAXHP:
  5167. val= sd->status.max_hp;
  5168. break;
  5169. case SP_SP:
  5170. val= sd->status.sp;
  5171. break;
  5172. case SP_MAXSP:
  5173. val= sd->status.max_sp;
  5174. break;
  5175. case SP_STR:
  5176. val= sd->status.str;
  5177. break;
  5178. case SP_AGI:
  5179. val= sd->status.agi;
  5180. break;
  5181. case SP_VIT:
  5182. val= sd->status.vit;
  5183. break;
  5184. case SP_INT:
  5185. val= sd->status.int_;
  5186. break;
  5187. case SP_DEX:
  5188. val= sd->status.dex;
  5189. break;
  5190. case SP_LUK:
  5191. val= sd->status.luk;
  5192. break;
  5193. case SP_FAME:
  5194. val= sd->fame;
  5195. break;
  5196. }
  5197. return val;
  5198. }
  5199. /*==========================================
  5200. * script用PCステ?タス設定
  5201. *------------------------------------------
  5202. */
  5203. int pc_setparam(struct map_session_data *sd,int type,int val)
  5204. {
  5205. int i = 0,up_level = 50;
  5206. struct pc_base_job s_class;
  5207. nullpo_retr(0, sd);
  5208. s_class = pc_calc_base_job(sd->status.class);
  5209. switch(type){
  5210. case SP_BASELEVEL:
  5211. if (val > sd->status.base_level) {
  5212. for (i = 1; i <= (val - sd->status.base_level); i++)
  5213. sd->status.status_point += (sd->status.base_level + i + 14) / 5 ;
  5214. }
  5215. sd->status.base_level = val;
  5216. sd->status.base_exp = 0;
  5217. clif_updatestatus(sd, SP_BASELEVEL);
  5218. clif_updatestatus(sd, SP_NEXTBASEEXP);
  5219. clif_updatestatus(sd, SP_STATUSPOINT);
  5220. clif_updatestatus(sd, SP_BASEEXP);
  5221. pc_calcstatus(sd, 0);
  5222. pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
  5223. break;
  5224. case SP_JOBLEVEL:
  5225. if (s_class.job == 0)
  5226. up_level -= 40;
  5227. // super novices can go up to 99 [celest]
  5228. else if (s_class.job == 23)
  5229. up_level += 49;
  5230. else if (sd->status.class >= 4008 && sd->status.class <= 4022)
  5231. up_level += 20;
  5232. if (val >= sd->status.job_level) {
  5233. if (val > up_level)val = up_level;
  5234. sd->status.skill_point += (val-sd->status.job_level);
  5235. sd->status.job_level = val;
  5236. sd->status.job_exp = 0;
  5237. clif_updatestatus(sd, SP_JOBLEVEL);
  5238. clif_updatestatus(sd, SP_NEXTJOBEXP);
  5239. clif_updatestatus(sd, SP_JOBEXP);
  5240. clif_updatestatus(sd, SP_SKILLPOINT);
  5241. pc_calcstatus(sd, 0);
  5242. clif_misceffect(&sd->bl, 1);
  5243. } else {
  5244. sd->status.job_level = val;
  5245. sd->status.job_exp = 0;
  5246. clif_updatestatus(sd, SP_JOBLEVEL);
  5247. clif_updatestatus(sd, SP_NEXTJOBEXP);
  5248. clif_updatestatus(sd, SP_JOBEXP);
  5249. pc_calcstatus(sd, 0);
  5250. }
  5251. clif_updatestatus(sd,type);
  5252. break;
  5253. case SP_SKILLPOINT:
  5254. sd->status.skill_point = val;
  5255. break;
  5256. case SP_STATUSPOINT:
  5257. sd->status.status_point = val;
  5258. break;
  5259. case SP_ZENY:
  5260. sd->status.zeny = val;
  5261. break;
  5262. case SP_BASEEXP:
  5263. if(pc_nextbaseexp(sd) > 0) {
  5264. sd->status.base_exp = val;
  5265. if(sd->status.base_exp < 0)
  5266. sd->status.base_exp=0;
  5267. pc_checkbaselevelup(sd);
  5268. }
  5269. break;
  5270. case SP_JOBEXP:
  5271. if(pc_nextjobexp(sd) > 0) {
  5272. sd->status.job_exp = val;
  5273. if(sd->status.job_exp < 0)
  5274. sd->status.job_exp=0;
  5275. pc_checkjoblevelup(sd);
  5276. }
  5277. break;
  5278. case SP_SEX:
  5279. sd->sex = val;
  5280. break;
  5281. case SP_WEIGHT:
  5282. sd->weight = val;
  5283. break;
  5284. case SP_MAXWEIGHT:
  5285. sd->max_weight = val;
  5286. break;
  5287. case SP_HP:
  5288. sd->status.hp = val;
  5289. break;
  5290. case SP_MAXHP:
  5291. sd->status.max_hp = val;
  5292. break;
  5293. case SP_SP:
  5294. sd->status.sp = val;
  5295. break;
  5296. case SP_MAXSP:
  5297. sd->status.max_sp = val;
  5298. break;
  5299. case SP_STR:
  5300. sd->status.str = val;
  5301. break;
  5302. case SP_AGI:
  5303. sd->status.agi = val;
  5304. break;
  5305. case SP_VIT:
  5306. sd->status.vit = val;
  5307. break;
  5308. case SP_INT:
  5309. sd->status.int_ = val;
  5310. break;
  5311. case SP_DEX:
  5312. sd->status.dex = val;
  5313. break;
  5314. case SP_LUK:
  5315. sd->status.luk = val;
  5316. break;
  5317. case SP_FAME:
  5318. sd->fame = val;
  5319. break;
  5320. }
  5321. clif_updatestatus(sd,type);
  5322. return 0;
  5323. }
  5324. /*==========================================
  5325. * HP/SP回復
  5326. *------------------------------------------
  5327. */
  5328. int pc_heal(struct map_session_data *sd,int hp,int sp)
  5329. {
  5330. // if(battle_config.battle_log)
  5331. // printf("heal %d %d\n",hp,sp);
  5332. nullpo_retr(0, sd);
  5333. if(pc_checkoverhp(sd)) {
  5334. if(hp > 0)
  5335. hp = 0;
  5336. }
  5337. if(pc_checkoversp(sd)) {
  5338. if(sp > 0)
  5339. sp = 0;
  5340. }
  5341. if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい
  5342. return 0;
  5343. if(hp+sd->status.hp>sd->status.max_hp)
  5344. hp=sd->status.max_hp-sd->status.hp;
  5345. if(sp+sd->status.sp>sd->status.max_sp)
  5346. sp=sd->status.max_sp-sd->status.sp;
  5347. sd->status.hp+=hp;
  5348. if(sd->status.hp <= 0) {
  5349. sd->status.hp = 0;
  5350. pc_damage(NULL,sd,1);
  5351. hp = 0;
  5352. }
  5353. sd->status.sp+=sp;
  5354. if(sd->status.sp <= 0)
  5355. sd->status.sp = 0;
  5356. if(hp)
  5357. clif_updatestatus(sd,SP_HP);
  5358. if(sp)
  5359. clif_updatestatus(sd,SP_SP);
  5360. if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris]
  5361. struct party *p=party_search(sd->status.party_id);
  5362. if(p!=NULL) clif_party_hp(p,sd);
  5363. } // end addition [Valaris]
  5364. return hp + sp;
  5365. }
  5366. /*==========================================
  5367. * HP/SP回復
  5368. *------------------------------------------
  5369. */
  5370. int pc_itemheal(struct map_session_data *sd,int hp,int sp)
  5371. {
  5372. int bonus;
  5373. // if(battle_config.battle_log)
  5374. // printf("heal %d %d\n",hp,sp);
  5375. nullpo_retr(0, sd);
  5376. if(sd->sc_count && sd->sc_data[SC_GOSPEL].timer!=-1) //バ?サ?ク中は回復させないらしい
  5377. return 0;
  5378. if(sd->state.potionpitcher_flag) {
  5379. sd->potion_hp = hp;
  5380. sd->potion_sp = sp;
  5381. return 0;
  5382. }
  5383. if(pc_checkoverhp(sd)) {
  5384. if(hp > 0)
  5385. hp = 0;
  5386. }
  5387. if(pc_checkoversp(sd)) {
  5388. if(sp > 0)
  5389. sp = 0;
  5390. }
  5391. if(hp > 0) {
  5392. bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10;
  5393. if(bonus != 100)
  5394. hp = hp * bonus / 100;
  5395. bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5396. if(bonus != 100)
  5397. hp = hp * bonus / 100;
  5398. }
  5399. if(sp > 0) {
  5400. bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10;
  5401. if(bonus != 100)
  5402. sp = sp * bonus / 100;
  5403. bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5404. if(bonus != 100)
  5405. sp = sp * bonus / 100;
  5406. }
  5407. if(hp+sd->status.hp>sd->status.max_hp)
  5408. hp=sd->status.max_hp-sd->status.hp;
  5409. if(sp+sd->status.sp>sd->status.max_sp)
  5410. sp=sd->status.max_sp-sd->status.sp;
  5411. sd->status.hp+=hp;
  5412. if(sd->status.hp <= 0) {
  5413. sd->status.hp = 0;
  5414. pc_damage(NULL,sd,1);
  5415. hp = 0;
  5416. }
  5417. sd->status.sp+=sp;
  5418. if(sd->status.sp <= 0)
  5419. sd->status.sp = 0;
  5420. if(hp)
  5421. clif_updatestatus(sd,SP_HP);
  5422. if(sp)
  5423. clif_updatestatus(sd,SP_SP);
  5424. return 0;
  5425. }
  5426. /*==========================================
  5427. * HP/SP回復
  5428. *------------------------------------------
  5429. */
  5430. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  5431. {
  5432. nullpo_retr(0, sd);
  5433. if(sd->state.potionpitcher_flag) {
  5434. sd->potion_per_hp = hp;
  5435. sd->potion_per_sp = sp;
  5436. return 0;
  5437. }
  5438. if(pc_checkoverhp(sd)) {
  5439. if(hp > 0)
  5440. hp = 0;
  5441. }
  5442. if(pc_checkoversp(sd)) {
  5443. if(sp > 0)
  5444. sp = 0;
  5445. }
  5446. if(hp) {
  5447. if(hp >= 100) {
  5448. sd->status.hp = sd->status.max_hp;
  5449. }
  5450. else if(hp <= -100) {
  5451. sd->status.hp = 0;
  5452. pc_damage(NULL,sd,1);
  5453. }
  5454. else {
  5455. sd->status.hp += sd->status.max_hp*hp/100;
  5456. if(sd->status.hp > sd->status.max_hp)
  5457. sd->status.hp = sd->status.max_hp;
  5458. if(sd->status.hp <= 0) {
  5459. sd->status.hp = 0;
  5460. pc_damage(NULL,sd,1);
  5461. hp = 0;
  5462. }
  5463. }
  5464. }
  5465. if(sp) {
  5466. if(sp >= 100) {
  5467. sd->status.sp = sd->status.max_sp;
  5468. }
  5469. else if(sp <= -100) {
  5470. sd->status.sp = 0;
  5471. }
  5472. else {
  5473. sd->status.sp += sd->status.max_sp*sp/100;
  5474. if(sd->status.sp > sd->status.max_sp)
  5475. sd->status.sp = sd->status.max_sp;
  5476. if(sd->status.sp < 0)
  5477. sd->status.sp = 0;
  5478. }
  5479. }
  5480. if(hp)
  5481. clif_updatestatus(sd,SP_HP);
  5482. if(sp)
  5483. clif_updatestatus(sd,SP_SP);
  5484. return 0;
  5485. }
  5486. /*==========================================
  5487. * 職?更
  5488. * 引? job 職業 0~23
  5489. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  5490. * Rewrote to make it tidider [Celest]
  5491. *------------------------------------------
  5492. */
  5493. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  5494. {
  5495. int i;
  5496. int b_class = 0;
  5497. //?生や養子の場合の元の職業を算出する
  5498. struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
  5499. nullpo_retr(0, sd);
  5500. if (upper < 0 || upper > 2) //現在?生かどうかを判?する
  5501. upper = s_class.upper;
  5502. b_class = job; //通常職ならjobそのまんま
  5503. if (job < 23) {
  5504. if (upper == 1)
  5505. b_class += 4001;
  5506. else if (upper == 2) //養子に結婚はないけどどうせ次で蹴られるからいいや
  5507. b_class += 4023;
  5508. } else if (job == 23) {
  5509. if (upper == 1) //?生にスパノビは存在しないのでお?り
  5510. return 1;
  5511. else if (upper == 2)
  5512. b_class += 4022;
  5513. } else if (job > 23 && job < 69) {
  5514. b_class += 3977;
  5515. } else if ((job >= 69 && job < 4001) || (job > 4045))
  5516. return 1;
  5517. job = pc_calc_base_job2 (b_class); // check base class [celest]
  5518. if((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) ||
  5519. // not needed [celest]
  5520. //(sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) ||
  5521. job == 22 || sd->status.class == b_class) //♀はバ?ドになれない、♂はダンサ?になれない、結婚衣裳もお?り
  5522. return 1;
  5523. // check if we are changing from 1st to 2nd job
  5524. if (job >= 7 && job <= 21) {
  5525. if (s_class.job > 0 && s_class.job < 7)
  5526. sd->change_level = sd->status.job_level;
  5527. else
  5528. sd->change_level = 40;
  5529. }
  5530. else
  5531. sd->change_level = 0;
  5532. pc_setglobalreg (sd, "jobchange_level", sd->change_level);
  5533. sd->status.class = sd->view_class = b_class;
  5534. sd->status.job_level=1;
  5535. sd->status.job_exp=0;
  5536. clif_updatestatus(sd,SP_JOBLEVEL);
  5537. clif_updatestatus(sd,SP_JOBEXP);
  5538. clif_updatestatus(sd,SP_NEXTJOBEXP);
  5539. for(i=0;i<11;i++) {
  5540. if(sd->equip_index[i] >= 0)
  5541. if(!pc_isequip(sd,sd->equip_index[i]))
  5542. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  5543. }
  5544. clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  5545. if(sd->status.clothes_color > 0)
  5546. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
  5547. if(battle_config.muting_players && sd->status.manner < 0)
  5548. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  5549. pc_calcstatus(sd,0);
  5550. pc_checkallowskill(sd);
  5551. pc_equiplookall(sd);
  5552. clif_equiplist(sd);
  5553. if(pc_isriding(sd)) { // remove peco status if changing into invalid class [Valaris]
  5554. if(!(pc_checkskill(sd,KN_RIDING)))
  5555. pc_setoption(sd,sd->status.option|-0x0000);
  5556. if(pc_checkskill(sd,KN_RIDING)>0)
  5557. pc_setriding(sd);
  5558. }
  5559. return 0;
  5560. }
  5561. /*==========================================
  5562. * 見た目?更
  5563. *------------------------------------------
  5564. */
  5565. int pc_equiplookall(struct map_session_data *sd)
  5566. {
  5567. nullpo_retr(0, sd);
  5568. #if PACKETVER < 4
  5569. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5570. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5571. #else
  5572. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  5573. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5574. #endif
  5575. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5576. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5577. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5578. return 0;
  5579. }
  5580. /*==========================================
  5581. * 見た目?更
  5582. *------------------------------------------
  5583. */
  5584. int pc_changelook(struct map_session_data *sd,int type,int val)
  5585. {
  5586. nullpo_retr(0, sd);
  5587. switch(type){
  5588. case LOOK_HAIR:
  5589. sd->status.hair=val;
  5590. break;
  5591. case LOOK_WEAPON:
  5592. sd->status.weapon=val;
  5593. break;
  5594. case LOOK_HEAD_BOTTOM:
  5595. sd->status.head_bottom=val;
  5596. break;
  5597. case LOOK_HEAD_TOP:
  5598. sd->status.head_top=val;
  5599. break;
  5600. case LOOK_HEAD_MID:
  5601. sd->status.head_mid=val;
  5602. break;
  5603. case LOOK_HAIR_COLOR:
  5604. sd->status.hair_color=val;
  5605. break;
  5606. case LOOK_CLOTHES_COLOR:
  5607. sd->status.clothes_color=val;
  5608. break;
  5609. case LOOK_SHIELD:
  5610. sd->status.shield=val;
  5611. break;
  5612. case LOOK_SHOES:
  5613. break;
  5614. }
  5615. clif_changelook(&sd->bl,type,val);
  5616. return 0;
  5617. }
  5618. /*==========================================
  5619. * 付?品(鷹,ペコ,カ?ト)設定
  5620. *------------------------------------------
  5621. */
  5622. int pc_setoption(struct map_session_data *sd,int type)
  5623. {
  5624. nullpo_retr(0, sd);
  5625. sd->status.option=type;
  5626. clif_changeoption(&sd->bl);
  5627. pc_calcstatus(sd,0);
  5628. return 0;
  5629. }
  5630. /*==========================================
  5631. * カ?ト設定
  5632. *------------------------------------------
  5633. */
  5634. int pc_setcart(struct map_session_data *sd,int type)
  5635. {
  5636. int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400};
  5637. nullpo_retr(0, sd);
  5638. if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
  5639. if(!pc_iscarton(sd)){ // カ?トを付けていない
  5640. pc_setoption(sd,cart[type]);
  5641. clif_cart_itemlist(sd);
  5642. clif_cart_equiplist(sd);
  5643. clif_updatestatus(sd,SP_CARTINFO);
  5644. clif_status_change(&sd->bl,0x0c,0);
  5645. }
  5646. else{
  5647. pc_setoption(sd,cart[type]);
  5648. }
  5649. }
  5650. return 0;
  5651. }
  5652. /*==========================================
  5653. * 鷹設定
  5654. *------------------------------------------
  5655. */
  5656. int pc_setfalcon(struct map_session_data *sd)
  5657. {
  5658. if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
  5659. pc_setoption(sd,sd->status.option|0x0010);
  5660. }
  5661. return 0;
  5662. }
  5663. /*==========================================
  5664. * ペコペコ設定
  5665. *------------------------------------------
  5666. */
  5667. int pc_setriding(struct map_session_data *sd)
  5668. {
  5669. if(sd->disguise > 0) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
  5670. clif_displaymessage(sd->fd, "Cannot mount a Peco while in disguise.");
  5671. return 0;
  5672. }
  5673. if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
  5674. pc_setoption(sd,sd->status.option|0x0020);
  5675. if(sd->status.class==7)
  5676. sd->status.class=sd->view_class=13;
  5677. if(sd->status.class==14)
  5678. sd->status.class=sd->view_class=21;
  5679. if(sd->status.class==4008)
  5680. sd->status.class=sd->view_class=4014;
  5681. if(sd->status.class==4015)
  5682. sd->status.class=sd->view_class=4022;
  5683. }
  5684. return 0;
  5685. }
  5686. /*==========================================
  5687. * アイテムドロップ可不可判定
  5688. *------------------------------------------
  5689. */
  5690. int pc_candrop(struct map_session_data *sd,int item_id)
  5691. {
  5692. int level;
  5693. if((level=pc_isGM(sd))>0 && level < battle_config.gm_can_drop_lv) // search only once [Celest]
  5694. return 1;
  5695. return 0;
  5696. }
  5697. /*==========================================
  5698. * script用??の値を?む
  5699. *------------------------------------------
  5700. */
  5701. int pc_readreg(struct map_session_data *sd,int reg)
  5702. {
  5703. int i;
  5704. nullpo_retr(0, sd);
  5705. for(i=0;i<sd->reg_num;i++)
  5706. if(sd->reg[i].index==reg)
  5707. return sd->reg[i].data;
  5708. return 0;
  5709. }
  5710. /*==========================================
  5711. * script用??の値を設定
  5712. *------------------------------------------
  5713. */
  5714. int pc_setreg(struct map_session_data *sd,int reg,int val)
  5715. {
  5716. int i;
  5717. nullpo_retr(0, sd);
  5718. for (i = 0; i < sd->reg_num; i++) {
  5719. if (sd->reg[i].index == reg){
  5720. sd->reg[i].data = val;
  5721. return 0;
  5722. }
  5723. }
  5724. sd->reg_num++;
  5725. sd->reg = realloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
  5726. if (sd->reg == NULL){
  5727. printf("out of memory : pc_setreg\n");
  5728. exit(1);
  5729. }
  5730. /* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0,
  5731. sizeof(*(sd->reg)));
  5732. */
  5733. sd->reg[i].index = reg;
  5734. sd->reg[i].data = val;
  5735. return 0;
  5736. }
  5737. /*==========================================
  5738. * script用文字列??の値を?む
  5739. *------------------------------------------
  5740. */
  5741. char *pc_readregstr(struct map_session_data *sd,int reg)
  5742. {
  5743. int i;
  5744. nullpo_retr(0, sd);
  5745. for(i=0;i<sd->regstr_num;i++)
  5746. if(sd->regstr[i].index==reg)
  5747. return sd->regstr[i].data;
  5748. return NULL;
  5749. }
  5750. /*==========================================
  5751. * script用文字列??の値を設定
  5752. *------------------------------------------
  5753. */
  5754. int pc_setregstr(struct map_session_data *sd,int reg,char *str)
  5755. {
  5756. int i;
  5757. nullpo_retr(0, sd);
  5758. if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
  5759. printf("pc_setregstr: string too long !\n");
  5760. return 0;
  5761. }
  5762. for(i=0;i<sd->regstr_num;i++)
  5763. if(sd->regstr[i].index==reg){
  5764. strcpy(sd->regstr[i].data,str);
  5765. return 0;
  5766. }
  5767. sd->regstr_num++;
  5768. sd->regstr = realloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
  5769. if(sd->regstr==NULL){
  5770. printf("out of memory : pc_setreg\n");
  5771. exit(1);
  5772. }
  5773. /* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0,
  5774. sizeof(*(sd->reg)));
  5775. */
  5776. sd->regstr[i].index=reg;
  5777. strcpy(sd->regstr[i].data,str);
  5778. return 0;
  5779. }
  5780. /*==========================================
  5781. * script用グロ?バル??の値を?む
  5782. *------------------------------------------
  5783. */
  5784. int pc_readglobalreg(struct map_session_data *sd,char *reg)
  5785. {
  5786. int i;
  5787. nullpo_retr(0, sd);
  5788. for(i=0;i<sd->status.global_reg_num;i++){
  5789. if(strcmp(sd->status.global_reg[i].str,reg)==0)
  5790. return sd->status.global_reg[i].value;
  5791. }
  5792. return 0;
  5793. }
  5794. /*==========================================
  5795. * script用グロ?バル??の値を設定
  5796. *------------------------------------------
  5797. */
  5798. int pc_setglobalreg(struct map_session_data *sd,char *reg,int val)
  5799. {
  5800. int i;
  5801. nullpo_retr(0, sd);
  5802. //PC_DIE_COUNTERがスクリプトなどで?更された暫フ?理
  5803. if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
  5804. sd->die_counter = val;
  5805. pc_calcstatus(sd,0);
  5806. }
  5807. if(val==0){
  5808. for(i=0;i<sd->status.global_reg_num;i++){
  5809. if(strcmp(sd->status.global_reg[i].str,reg)==0){
  5810. sd->status.global_reg[i]=sd->status.global_reg[sd->status.global_reg_num-1];
  5811. sd->status.global_reg_num--;
  5812. break;
  5813. }
  5814. }
  5815. return 0;
  5816. }
  5817. for(i=0;i<sd->status.global_reg_num;i++){
  5818. if(strcmp(sd->status.global_reg[i].str,reg)==0){
  5819. sd->status.global_reg[i].value=val;
  5820. return 0;
  5821. }
  5822. }
  5823. if(sd->status.global_reg_num<GLOBAL_REG_NUM){
  5824. strcpy(sd->status.global_reg[i].str,reg);
  5825. sd->status.global_reg[i].value=val;
  5826. sd->status.global_reg_num++;
  5827. return 0;
  5828. }
  5829. if(battle_config.error_log)
  5830. printf("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n", reg, GLOBAL_REG_NUM);
  5831. return 1;
  5832. }
  5833. /*==========================================
  5834. * script用アカウント??の値を?む
  5835. *------------------------------------------
  5836. */
  5837. int pc_readaccountreg(struct map_session_data *sd,char *reg)
  5838. {
  5839. int i;
  5840. nullpo_retr(0, sd);
  5841. for(i=0;i<sd->status.account_reg_num;i++){
  5842. if(strcmp(sd->status.account_reg[i].str,reg)==0)
  5843. return sd->status.account_reg[i].value;
  5844. }
  5845. return 0;
  5846. }
  5847. /*==========================================
  5848. * script用アカウント??の値を設定
  5849. *------------------------------------------
  5850. */
  5851. int pc_setaccountreg(struct map_session_data *sd,char *reg,int val)
  5852. {
  5853. int i;
  5854. nullpo_retr(0, sd);
  5855. if(val==0){
  5856. for(i=0;i<sd->status.account_reg_num;i++){
  5857. if(strcmp(sd->status.account_reg[i].str,reg)==0){
  5858. sd->status.account_reg[i]=sd->status.account_reg[sd->status.account_reg_num-1];
  5859. sd->status.account_reg_num--;
  5860. break;
  5861. }
  5862. }
  5863. intif_saveaccountreg(sd);
  5864. return 0;
  5865. }
  5866. for(i=0;i<sd->status.account_reg_num;i++){
  5867. if(strcmp(sd->status.account_reg[i].str,reg)==0){
  5868. sd->status.account_reg[i].value=val;
  5869. intif_saveaccountreg(sd);
  5870. return 0;
  5871. }
  5872. }
  5873. if(sd->status.account_reg_num<ACCOUNT_REG_NUM){
  5874. strcpy(sd->status.account_reg[i].str,reg);
  5875. sd->status.account_reg[i].value=val;
  5876. sd->status.account_reg_num++;
  5877. intif_saveaccountreg(sd);
  5878. return 0;
  5879. }
  5880. if(battle_config.error_log)
  5881. printf("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n", reg, ACCOUNT_REG_NUM);
  5882. return 1;
  5883. }
  5884. /*==========================================
  5885. * script用アカウント??2の値を?む
  5886. *------------------------------------------
  5887. */
  5888. int pc_readaccountreg2(struct map_session_data *sd,char *reg)
  5889. {
  5890. int i;
  5891. nullpo_retr(0, sd);
  5892. for(i=0;i<sd->status.account_reg2_num;i++){
  5893. if(strcmp(sd->status.account_reg2[i].str,reg)==0)
  5894. return sd->status.account_reg2[i].value;
  5895. }
  5896. return 0;
  5897. }
  5898. /*==========================================
  5899. * script用アカウント??2の値を設定
  5900. *------------------------------------------
  5901. */
  5902. int pc_setaccountreg2(struct map_session_data *sd,char *reg,int val)
  5903. {
  5904. int i;
  5905. nullpo_retr(1, sd);
  5906. if(val==0){
  5907. for(i=0;i<sd->status.account_reg2_num;i++){
  5908. if(strcmp(sd->status.account_reg2[i].str,reg)==0){
  5909. sd->status.account_reg2[i]=sd->status.account_reg2[sd->status.account_reg2_num-1];
  5910. sd->status.account_reg2_num--;
  5911. break;
  5912. }
  5913. }
  5914. chrif_saveaccountreg2(sd);
  5915. return 0;
  5916. }
  5917. for(i=0;i<sd->status.account_reg2_num;i++){
  5918. if(strcmp(sd->status.account_reg2[i].str,reg)==0){
  5919. sd->status.account_reg2[i].value=val;
  5920. chrif_saveaccountreg2(sd);
  5921. return 0;
  5922. }
  5923. }
  5924. if(sd->status.account_reg2_num<ACCOUNT_REG2_NUM){
  5925. strcpy(sd->status.account_reg2[i].str,reg);
  5926. sd->status.account_reg2[i].value=val;
  5927. sd->status.account_reg2_num++;
  5928. chrif_saveaccountreg2(sd);
  5929. return 0;
  5930. }
  5931. if(battle_config.error_log)
  5932. printf("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n", reg, ACCOUNT_REG2_NUM);
  5933. return 1;
  5934. }
  5935. /*==========================================
  5936. * 精?成功率
  5937. *------------------------------------------
  5938. */
  5939. int pc_percentrefinery(struct map_session_data *sd,struct item *item)
  5940. {
  5941. int percent;
  5942. nullpo_retr(0, item);
  5943. percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];
  5944. percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器?究スキル所持
  5945. // 確率の有?範?チェック
  5946. if( percent > 100 ){
  5947. percent = 100;
  5948. }
  5949. if( percent < 0 ){
  5950. percent = 0;
  5951. }
  5952. return percent;
  5953. }
  5954. /*==========================================
  5955. * イベントタイマ??理
  5956. *------------------------------------------
  5957. */
  5958. int pc_eventtimer(int tid,unsigned int tick,int id,int data)
  5959. {
  5960. struct map_session_data *sd=map_id2sd(id);
  5961. int i;
  5962. if(sd==NULL)
  5963. return 0;
  5964. for(i=0;i<MAX_EVENTTIMER;i++){
  5965. if( sd->eventtimer[i]==tid ){
  5966. sd->eventtimer[i]=-1;
  5967. npc_event(sd,(const char *)data,0);
  5968. break;
  5969. }
  5970. }
  5971. free((void *)data);
  5972. if(i==MAX_EVENTTIMER) {
  5973. if(battle_config.error_log)
  5974. printf("pc_eventtimer: no such event timer\n");
  5975. }
  5976. return 0;
  5977. }
  5978. /*==========================================
  5979. * イベントタイマ?追加
  5980. *------------------------------------------
  5981. */
  5982. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  5983. {
  5984. int i;
  5985. nullpo_retr(0, sd);
  5986. for(i=0;i<MAX_EVENTTIMER;i++)
  5987. if( sd->eventtimer[i]==-1 )
  5988. break;
  5989. if(i<MAX_EVENTTIMER){
  5990. char *evname=(char *)aCalloc(24,sizeof(char));
  5991. memcpy(evname,name,24);
  5992. sd->eventtimer[i]=add_timer(gettick()+tick,
  5993. pc_eventtimer,sd->bl.id,(int)evname);
  5994. sd->eventcount++;
  5995. }
  5996. return 0;
  5997. }
  5998. /*==========================================
  5999. * イベントタイマ?削除
  6000. *------------------------------------------
  6001. */
  6002. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  6003. {
  6004. int i;
  6005. nullpo_retr(0, sd);
  6006. if (sd->eventcount <= 0)
  6007. return 0;
  6008. for(i=0;i<MAX_EVENTTIMER;i++)
  6009. if( sd->eventtimer[i]!=-1 && strcmp(
  6010. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  6011. delete_timer(sd->eventtimer[i],pc_eventtimer);
  6012. sd->eventtimer[i]=-1;
  6013. sd->eventcount--;
  6014. break;
  6015. }
  6016. return 0;
  6017. }
  6018. /*==========================================
  6019. * イベントタイマ?カウント値追加
  6020. *------------------------------------------
  6021. */
  6022. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  6023. {
  6024. int i;
  6025. nullpo_retr(0, sd);
  6026. for(i=0;i<MAX_EVENTTIMER;i++)
  6027. if( sd->eventtimer[i]!=-1 && strcmp(
  6028. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  6029. addtick_timer(sd->eventtimer[i],tick);
  6030. break;
  6031. }
  6032. return 0;
  6033. }
  6034. /*==========================================
  6035. * イベントタイマ?全削除
  6036. *------------------------------------------
  6037. */
  6038. int pc_cleareventtimer(struct map_session_data *sd)
  6039. {
  6040. int i;
  6041. nullpo_retr(0, sd);
  6042. if (sd->eventcount <= 0)
  6043. return 0;
  6044. for(i=0;i<MAX_EVENTTIMER;i++)
  6045. if( sd->eventtimer[i]!=-1 ){
  6046. delete_timer(sd->eventtimer[i],pc_eventtimer);
  6047. sd->eventtimer[i]=-1;
  6048. }
  6049. return 0;
  6050. }
  6051. //
  6052. // ? 備物
  6053. //
  6054. /*==========================================
  6055. * アイテムを?備する
  6056. *------------------------------------------
  6057. */
  6058. int pc_equipitem(struct map_session_data *sd,int n,int pos)
  6059. {
  6060. int i,nameid, arrow;
  6061. struct item_data *id;
  6062. //?生や養子の場合の元の職業を算出する
  6063. nullpo_retr(0, sd);
  6064. nameid = sd->status.inventory[n].nameid;
  6065. id = sd->inventory_data[n];
  6066. pos = pc_equippoint(sd,n);
  6067. if(battle_config.battle_log)
  6068. printf("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
  6069. if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  6070. clif_equipitemack(sd,n,0,0); // fail
  6071. return 0;
  6072. }
  6073. // -- moonsoul (if player is berserk then cannot equip)
  6074. //
  6075. if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){
  6076. clif_equipitemack(sd,n,0,0); // fail
  6077. return 0;
  6078. }
  6079. if(pos==0x88){ // アクセサリ用例外?理
  6080. int epor=0;
  6081. if(sd->equip_index[0] >= 0)
  6082. epor |= sd->status.inventory[sd->equip_index[0]].equip;
  6083. if(sd->equip_index[1] >= 0)
  6084. epor |= sd->status.inventory[sd->equip_index[1]].equip;
  6085. epor &= 0x88;
  6086. pos = epor == 0x08 ? 0x80 : 0x08;
  6087. }
  6088. // 二刀流?理
  6089. if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
  6090. && (id->equip==2) // ? 手武器
  6091. && (pc_checkskill(sd, AS_LEFT) > 0 || pc_calc_base_job2(sd->status.class) == 12) ) // 左手修?有
  6092. {
  6093. int tpos=0;
  6094. if(sd->equip_index[8] >= 0)
  6095. tpos |= sd->status.inventory[sd->equip_index[8]].equip;
  6096. if(sd->equip_index[9] >= 0)
  6097. tpos |= sd->status.inventory[sd->equip_index[9]].equip;
  6098. tpos &= 0x02;
  6099. pos = tpos == 0x02 ? 0x20 : 0x02;
  6100. }
  6101. arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
  6102. for(i=0;i<11;i++) {
  6103. if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
  6104. pc_unequipitem(sd,sd->equip_index[i],2);
  6105. }
  6106. }
  6107. // 弓矢?備
  6108. if(pos==0x8000){
  6109. clif_arrowequip(sd,n);
  6110. clif_arrow_fail(sd,3); // 3=矢が?備できました
  6111. }
  6112. else
  6113. clif_equipitemack(sd,n,pos,1);
  6114. for(i=0;i<11;i++) {
  6115. if(pos & equip_pos[i])
  6116. sd->equip_index[i] = n;
  6117. }
  6118. sd->status.inventory[n].equip=pos;
  6119. if(sd->status.inventory[n].equip & 0x0002) {
  6120. if(sd->inventory_data[n])
  6121. sd->weapontype1 = sd->inventory_data[n]->look;
  6122. else
  6123. sd->weapontype1 = 0;
  6124. pc_calcweapontype(sd);
  6125. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  6126. }
  6127. if(sd->status.inventory[n].equip & 0x0020) {
  6128. if(sd->inventory_data[n]) {
  6129. if(sd->inventory_data[n]->type == 4) {
  6130. sd->status.shield = 0;
  6131. if(sd->status.inventory[n].equip == 0x0020)
  6132. sd->weapontype2 = sd->inventory_data[n]->look;
  6133. else
  6134. sd->weapontype2 = 0;
  6135. }
  6136. else if(sd->inventory_data[n]->type == 5) {
  6137. sd->status.shield = sd->inventory_data[n]->look;
  6138. sd->weapontype2 = 0;
  6139. }
  6140. }
  6141. else
  6142. sd->status.shield = sd->weapontype2 = 0;
  6143. pc_calcweapontype(sd);
  6144. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  6145. }
  6146. if(sd->status.inventory[n].equip & 0x0001) {
  6147. if(sd->inventory_data[n])
  6148. sd->status.head_bottom = sd->inventory_data[n]->look;
  6149. else
  6150. sd->status.head_bottom = 0;
  6151. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6152. }
  6153. if(sd->status.inventory[n].equip & 0x0100) {
  6154. if(sd->inventory_data[n])
  6155. sd->status.head_top = sd->inventory_data[n]->look;
  6156. else
  6157. sd->status.head_top = 0;
  6158. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6159. }
  6160. if(sd->status.inventory[n].equip & 0x0200) {
  6161. if(sd->inventory_data[n])
  6162. sd->status.head_mid = sd->inventory_data[n]->look;
  6163. else
  6164. sd->status.head_mid = 0;
  6165. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6166. }
  6167. if(sd->status.inventory[n].equip & 0x0040)
  6168. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6169. pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
  6170. if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
  6171. clif_arrowequip(sd,arrow);
  6172. sd->status.inventory[arrow].equip=32768;
  6173. }
  6174. pc_calcstatus(sd,0);
  6175. if(sd->special_state.infinite_endure) {
  6176. if(sd->sc_data[SC_ENDURE].timer == -1)
  6177. skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
  6178. }
  6179. else {
  6180. if(sd->sc_count && sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
  6181. skill_status_change_end(&sd->bl,SC_ENDURE,-1);
  6182. }
  6183. if(sd->sc_count) {
  6184. if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
  6185. skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  6186. if(sd->sc_data[SC_DANCING].timer!=-1 && (sd->status.weapon != 13 && sd->status.weapon !=14))
  6187. skill_stop_dancing(&sd->bl,0);
  6188. }
  6189. return 0;
  6190. }
  6191. /*==========================================
  6192. * ? 備した物を外す
  6193. * type:
  6194. * 0 - only unequip
  6195. * 1 - calculate status after unequipping
  6196. * 2 - force unequip
  6197. *------------------------------------------
  6198. */
  6199. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  6200. {
  6201. nullpo_retr(0, sd);
  6202. // -- moonsoul (if player is berserk then cannot unequip)
  6203. //
  6204. if(flag<2 && sd->sc_count && (sd->sc_data[SC_BLADESTOP].timer!=-1 || sd->sc_data[SC_BERSERK].timer!=-1)){
  6205. clif_unequipitemack(sd,n,0,0);
  6206. return 0;
  6207. }
  6208. if(battle_config.battle_log)
  6209. printf("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  6210. if(sd->status.inventory[n].equip){
  6211. int i;
  6212. for(i=0;i<11;i++) {
  6213. if(sd->status.inventory[n].equip & equip_pos[i])
  6214. sd->equip_index[i] = -1;
  6215. }
  6216. if(sd->status.inventory[n].equip & 0x0002) {
  6217. sd->weapontype1 = 0;
  6218. sd->status.weapon = sd->weapontype2;
  6219. pc_calcweapontype(sd);
  6220. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  6221. }
  6222. if(sd->status.inventory[n].equip & 0x0020) {
  6223. sd->status.shield = sd->weapontype2 = 0;
  6224. pc_calcweapontype(sd);
  6225. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  6226. }
  6227. if(sd->status.inventory[n].equip & 0x0001) {
  6228. sd->status.head_bottom = 0;
  6229. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6230. }
  6231. if(sd->status.inventory[n].equip & 0x0100) {
  6232. sd->status.head_top = 0;
  6233. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6234. }
  6235. if(sd->status.inventory[n].equip & 0x0200) {
  6236. sd->status.head_mid = 0;
  6237. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6238. }
  6239. if(sd->status.inventory[n].equip & 0x0040)
  6240. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6241. if(sd->sc_count) {
  6242. if (sd->sc_data[SC_BROKNWEAPON].timer != -1 && sd->status.inventory[n].equip & 0x0002 &&
  6243. sd->status.inventory[n].attribute == 1)
  6244. skill_status_change_end(&sd->bl,SC_BROKNWEAPON,-1);
  6245. if(sd->sc_data[SC_BROKNARMOR].timer != -1 && sd->status.inventory[n].equip & 0x0010 &&
  6246. sd->status.inventory[n].attribute == 1)
  6247. skill_status_change_end(&sd->bl,SC_BROKNARMOR,-1);
  6248. }
  6249. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  6250. sd->status.inventory[n].equip=0;
  6251. if(flag&1)
  6252. pc_checkallowskill(sd);
  6253. if(sd->weapontype1 == 0 && sd->weapontype2 == 0)
  6254. skill_encchant_eremental_end(&sd->bl,-1); //武器持ち誓えは無?件で?性付?解除
  6255. } else {
  6256. clif_unequipitemack(sd,n,0,0);
  6257. }
  6258. if(flag&1) {
  6259. pc_calcstatus(sd,0);
  6260. if(sd->sc_count && sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
  6261. skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  6262. }
  6263. return 0;
  6264. }
  6265. /*==========================================
  6266. * アイテムのindex番?を詰めたり
  6267. * ? 備品の?備可能チェックを行なう
  6268. *------------------------------------------
  6269. */
  6270. int pc_checkitem(struct map_session_data *sd)
  6271. {
  6272. int i,j,k,id,calc_flag = 0;
  6273. struct item_data *it=NULL;
  6274. nullpo_retr(0, sd);
  6275. // 所持品空き詰め
  6276. for(i=j=0;i<MAX_INVENTORY;i++){
  6277. if( (id=sd->status.inventory[i].nameid)==0)
  6278. continue;
  6279. if( battle_config.item_check && !itemdb_available(id) ){
  6280. if(battle_config.error_log)
  6281. printf("illeagal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
  6282. pc_delitem(sd,i,sd->status.inventory[i].amount,3);
  6283. continue;
  6284. }
  6285. if(i>j){
  6286. memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
  6287. sd->inventory_data[j] = sd->inventory_data[i];
  6288. }
  6289. j++;
  6290. }
  6291. if(j < MAX_INVENTORY)
  6292. memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
  6293. for(k=j;k<MAX_INVENTORY;k++)
  6294. sd->inventory_data[k] = NULL;
  6295. // カ?ト?空き詰め
  6296. for(i=j=0;i<MAX_CART;i++){
  6297. if( (id=sd->status.cart[i].nameid)==0 )
  6298. continue;
  6299. if( battle_config.item_check && !itemdb_available(id) ){
  6300. if(battle_config.error_log)
  6301. printf("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
  6302. pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
  6303. continue;
  6304. }
  6305. if(i>j){
  6306. memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
  6307. }
  6308. j++;
  6309. }
  6310. if(j < MAX_CART)
  6311. memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
  6312. // ? 備位置チェック
  6313. for(i=0;i<MAX_INVENTORY;i++){
  6314. it=sd->inventory_data[i];
  6315. if(sd->status.inventory[i].nameid==0)
  6316. continue;
  6317. if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
  6318. sd->status.inventory[i].equip=0;
  6319. calc_flag = 1;
  6320. }
  6321. //?備制限チェック
  6322. if(sd->status.inventory[i].equip && map[sd->bl.m].flag.pvp && (it->flag.no_equip==1 || it->flag.no_equip==3)){//PvP制限
  6323. sd->status.inventory[i].equip=0;
  6324. calc_flag = 1;
  6325. }else if(sd->status.inventory[i].equip && map[sd->bl.m].flag.gvg && (it->flag.no_equip==2 || it->flag.no_equip==3)){//GvG制限
  6326. sd->status.inventory[i].equip=0;
  6327. calc_flag = 1;
  6328. }
  6329. }
  6330. pc_setequipindex(sd);
  6331. if(calc_flag)
  6332. pc_calcstatus(sd,2);
  6333. return 0;
  6334. }
  6335. int pc_checkoverhp(struct map_session_data *sd)
  6336. {
  6337. nullpo_retr(0, sd);
  6338. if(sd->status.hp == sd->status.max_hp)
  6339. return 1;
  6340. if(sd->status.hp > sd->status.max_hp) {
  6341. sd->status.hp = sd->status.max_hp;
  6342. clif_updatestatus(sd,SP_HP);
  6343. return 2;
  6344. }
  6345. return 0;
  6346. }
  6347. int pc_checkoversp(struct map_session_data *sd)
  6348. {
  6349. nullpo_retr(0, sd);
  6350. if(sd->status.sp == sd->status.max_sp)
  6351. return 1;
  6352. if(sd->status.sp > sd->status.max_sp) {
  6353. sd->status.sp = sd->status.max_sp;
  6354. clif_updatestatus(sd,SP_SP);
  6355. return 2;
  6356. }
  6357. return 0;
  6358. }
  6359. /*==========================================
  6360. * PVP順位計算用(foreachinarea)
  6361. *------------------------------------------
  6362. */
  6363. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  6364. {
  6365. struct map_session_data *sd1,*sd2=NULL;
  6366. nullpo_retr(0, bl);
  6367. nullpo_retr(0, ap);
  6368. nullpo_retr(0, sd1=(struct map_session_data *)bl);
  6369. nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *));
  6370. if( sd1->pvp_point > sd2->pvp_point )
  6371. sd2->pvp_rank++;
  6372. return 0;
  6373. }
  6374. /*==========================================
  6375. * PVP順位計算
  6376. *------------------------------------------
  6377. */
  6378. int pc_calc_pvprank(struct map_session_data *sd)
  6379. {
  6380. int old;
  6381. struct map_data *m;
  6382. nullpo_retr(0, sd);
  6383. nullpo_retr(0, m=&map[sd->bl.m]);
  6384. old=sd->pvp_rank;
  6385. if( !(m->flag.pvp) )
  6386. return 0;
  6387. sd->pvp_rank=1;
  6388. map_foreachinarea(pc_calc_pvprank_sub,sd->bl.m,0,0,m->xs,m->ys,BL_PC,sd);
  6389. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
  6390. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
  6391. return sd->pvp_rank;
  6392. }
  6393. /*==========================================
  6394. * PVP順位計算(timer)
  6395. *------------------------------------------
  6396. */
  6397. int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
  6398. {
  6399. struct map_session_data *sd=NULL;
  6400. if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
  6401. return 0;
  6402. sd=map_id2sd(id);
  6403. if(sd==NULL)
  6404. return 0;
  6405. sd->pvp_timer=-1;
  6406. if( pc_calc_pvprank(sd)>0 )
  6407. sd->pvp_timer=add_timer(
  6408. gettick()+PVP_CALCRANK_INTERVAL,
  6409. pc_calc_pvprank_timer,id,data);
  6410. return 0;
  6411. }
  6412. /*==========================================
  6413. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  6414. *------------------------------------------
  6415. */
  6416. int pc_ismarried(struct map_session_data *sd)
  6417. {
  6418. if(sd == NULL)
  6419. return -1;
  6420. if(sd->status.partner_id > 0)
  6421. return sd->status.partner_id;
  6422. else
  6423. return 0;
  6424. }
  6425. /*==========================================
  6426. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  6427. *------------------------------------------
  6428. */
  6429. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  6430. {
  6431. if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || pc_calc_upper(sd->status.class)==2)
  6432. return -1;
  6433. sd->status.partner_id=dstsd->status.char_id;
  6434. dstsd->status.partner_id=sd->status.char_id;
  6435. return 0;
  6436. }
  6437. /*==========================================
  6438. * sdが離婚(相手はsd->status.partner_idに依る)(相手も同暫ノ離婚?結婚指輪自動?奪)
  6439. *------------------------------------------
  6440. */
  6441. int pc_divorce(struct map_session_data *sd)
  6442. {
  6443. struct map_session_data *p_sd=NULL;
  6444. if(sd == NULL || !pc_ismarried(sd))
  6445. return -1;
  6446. if( (p_sd=map_nick2sd(map_charid2nick(sd->status.partner_id))) !=NULL){
  6447. int i;
  6448. if(p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id){
  6449. printf("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n",sd->status.partner_id,p_sd->status.partner_id);
  6450. return -1;
  6451. }
  6452. sd->status.partner_id=0;
  6453. p_sd->status.partner_id=0;
  6454. for(i=0;i<MAX_INVENTORY;i++)
  6455. if(sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
  6456. pc_delitem(sd,i,1,0);
  6457. for(i=0;i<MAX_INVENTORY;i++)
  6458. if(p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
  6459. pc_delitem(p_sd,i,1,0);
  6460. }else{
  6461. printf("pc_divorce: p_sd nullpo\n");
  6462. return -1;
  6463. }
  6464. return 0;
  6465. }
  6466. /*==========================================
  6467. * sdの相方のmap_session_dataを返す
  6468. *------------------------------------------
  6469. */
  6470. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  6471. {
  6472. struct map_session_data *p_sd = NULL;
  6473. char *nick;
  6474. if(sd == NULL || !pc_ismarried(sd))
  6475. return NULL;
  6476. nick=map_charid2nick(sd->status.partner_id);
  6477. if (nick==NULL)
  6478. return NULL;
  6479. if((p_sd=map_nick2sd(nick)) == NULL )
  6480. return NULL;
  6481. return p_sd;
  6482. }
  6483. //
  6484. // 自然回復物
  6485. //
  6486. /*==========================================
  6487. * SP回復量計算
  6488. *------------------------------------------
  6489. */
  6490. static int natural_heal_tick,natural_heal_prev_tick,natural_heal_diff_tick;
  6491. static int pc_spheal(struct map_session_data *sd)
  6492. {
  6493. int a, skill;
  6494. struct guild_castle *gc = NULL;
  6495. nullpo_retr(0, sd);
  6496. a = natural_heal_diff_tick;
  6497. if(pc_issit(sd)) a += a;
  6498. if (sd->sc_count) {
  6499. if (sd->sc_data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
  6500. a += a;
  6501. if (sd->sc_data[SC_REGENERATION].timer != -1)
  6502. a *= sd->sc_data[SC_REGENERATION].val1;
  6503. }
  6504. if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
  6505. a += a*skill*3/100;
  6506. gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris]
  6507. if(gc) {
  6508. struct guild *g;
  6509. g=guild_search(sd->status.guild_id);
  6510. if(g && g->guild_id == gc->guild_id)
  6511. a += a;
  6512. } // end addition [Valaris]
  6513. return a;
  6514. }
  6515. /*==========================================
  6516. * HP回復量計算
  6517. *------------------------------------------
  6518. */
  6519. static int pc_hpheal(struct map_session_data *sd)
  6520. {
  6521. int a;
  6522. struct guild_castle *gc;
  6523. nullpo_retr(0, sd);
  6524. a = natural_heal_diff_tick;
  6525. if(pc_issit(sd)) a += a;
  6526. if (sd->sc_count) {
  6527. if( sd->sc_data[SC_MAGNIFICAT].timer!=-1 ) // Modified by RoVeRT
  6528. a += a;
  6529. if (sd->sc_data[SC_REGENERATION].timer != -1)
  6530. a *= sd->sc_data[SC_REGENERATION].val1;
  6531. }
  6532. gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris]
  6533. if(gc) {
  6534. struct guild *g;
  6535. g=guild_search(sd->status.guild_id);
  6536. if(g && g->guild_id == gc->guild_id)
  6537. a += a;
  6538. } // end addition [Valaris]
  6539. return a;
  6540. }
  6541. static int pc_natural_heal_hp(struct map_session_data *sd)
  6542. {
  6543. int bhp;
  6544. int inc_num,bonus,skill,hp_flag;
  6545. nullpo_retr(0, sd);
  6546. if (sd->sc_count && sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
  6547. return 0;
  6548. if(pc_checkoverhp(sd)) {
  6549. sd->hp_sub = sd->inchealhptick = 0;
  6550. return 0;
  6551. }
  6552. bhp=sd->status.hp;
  6553. hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1);
  6554. if(sd->walktimer == -1) {
  6555. inc_num = pc_hpheal(sd);
  6556. if(sd->sc_data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス
  6557. sd->hp_sub += 2*inc_num;
  6558. sd->inchealhptick += 3*natural_heal_diff_tick;
  6559. } else {
  6560. sd->hp_sub += inc_num;
  6561. sd->inchealhptick += natural_heal_diff_tick;
  6562. }
  6563. }
  6564. else if(hp_flag) {
  6565. inc_num = pc_hpheal(sd);
  6566. sd->hp_sub += inc_num;
  6567. sd->inchealhptick = 0;
  6568. }
  6569. else {
  6570. sd->hp_sub = sd->inchealhptick = 0;
  6571. return 0;
  6572. }
  6573. if(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6574. bonus = sd->nhealhp;
  6575. if(hp_flag) {
  6576. bonus >>= 2;
  6577. if(bonus <= 0) bonus = 1;
  6578. }
  6579. while(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6580. sd->hp_sub -= battle_config.natural_healhp_interval;
  6581. if(sd->status.hp + bonus <= sd->status.max_hp)
  6582. sd->status.hp += bonus;
  6583. else {
  6584. sd->status.hp = sd->status.max_hp;
  6585. sd->hp_sub = sd->inchealhptick = 0;
  6586. }
  6587. }
  6588. }
  6589. if(bhp!=sd->status.hp)
  6590. clif_updatestatus(sd,SP_HP);
  6591. if(sd->nshealhp > 0) {
  6592. if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) {
  6593. bonus = sd->nshealhp;
  6594. while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) {
  6595. sd->inchealhptick -= battle_config.natural_heal_skill_interval;
  6596. if(sd->status.hp + bonus <= sd->status.max_hp)
  6597. sd->status.hp += bonus;
  6598. else {
  6599. bonus = sd->status.max_hp - sd->status.hp;
  6600. sd->status.hp = sd->status.max_hp;
  6601. sd->hp_sub = sd->inchealhptick = 0;
  6602. }
  6603. clif_heal(sd->fd,SP_HP,bonus);
  6604. }
  6605. }
  6606. }
  6607. else sd->inchealhptick = 0;
  6608. return 0;
  6609. if(sd->sc_count && sd->sc_data[SC_APPLEIDUN].timer!=-1 && sd->sc_data[SC_BERSERK].timer==-1) { // Apple of Idun
  6610. if(sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp) {
  6611. bonus = skill*20;
  6612. while(sd->inchealhptick >= 6000) {
  6613. sd->inchealhptick -= 6000;
  6614. if(sd->status.hp + bonus <= sd->status.max_hp)
  6615. sd->status.hp += bonus;
  6616. else {
  6617. bonus = sd->status.max_hp - sd->status.hp;
  6618. sd->status.hp = sd->status.max_hp;
  6619. sd->hp_sub = sd->inchealhptick = 0;
  6620. }
  6621. clif_heal(sd->fd,SP_HP,bonus);
  6622. }
  6623. }
  6624. }
  6625. else sd->inchealhptick = 0;
  6626. return 0;
  6627. }
  6628. static int pc_natural_heal_sp(struct map_session_data *sd)
  6629. {
  6630. int bsp;
  6631. int inc_num,bonus;
  6632. nullpo_retr(0, sd);
  6633. if (sd->sc_count && (sd->sc_data[SC_TRICKDEAD].timer != -1 || // Modified by RoVeRT
  6634. sd->sc_data[SC_BERSERK].timer != -1))
  6635. return 0;
  6636. if(pc_checkoversp(sd)) {
  6637. sd->sp_sub = sd->inchealsptick = 0;
  6638. return 0;
  6639. }
  6640. bsp=sd->status.sp;
  6641. inc_num = pc_spheal(sd);
  6642. if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
  6643. sd->sp_sub += inc_num;
  6644. if(sd->walktimer == -1)
  6645. sd->inchealsptick += natural_heal_diff_tick;
  6646. else sd->inchealsptick = 0;
  6647. if(sd->sp_sub >= battle_config.natural_healsp_interval){
  6648. bonus = sd->nhealsp;;
  6649. while(sd->sp_sub >= battle_config.natural_healsp_interval){
  6650. sd->sp_sub -= battle_config.natural_healsp_interval;
  6651. if(sd->status.sp + bonus <= sd->status.max_sp)
  6652. sd->status.sp += bonus;
  6653. else {
  6654. sd->status.sp = sd->status.max_sp;
  6655. sd->sp_sub = sd->inchealsptick = 0;
  6656. }
  6657. }
  6658. }
  6659. if(bsp != sd->status.sp)
  6660. clif_updatestatus(sd,SP_SP);
  6661. if(sd->nshealsp > 0) {
  6662. if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) {
  6663. struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
  6664. if(sd->doridori_counter && s_class.job == 23)
  6665. bonus = sd->nshealsp*2;
  6666. else
  6667. bonus = sd->nshealsp;
  6668. sd->doridori_counter = 0;
  6669. while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) {
  6670. sd->inchealsptick -= battle_config.natural_heal_skill_interval;
  6671. if(sd->status.sp + bonus <= sd->status.max_sp)
  6672. sd->status.sp += bonus;
  6673. else {
  6674. bonus = sd->status.max_sp - sd->status.sp;
  6675. sd->status.sp = sd->status.max_sp;
  6676. sd->sp_sub = sd->inchealsptick = 0;
  6677. }
  6678. clif_heal(sd->fd,SP_SP,bonus);
  6679. }
  6680. }
  6681. }
  6682. else sd->inchealsptick = 0;
  6683. return 0;
  6684. }
  6685. static int pc_spirit_heal_hp(struct map_session_data *sd,int level)
  6686. {
  6687. int bonus_hp,interval = battle_config.natural_heal_skill_interval;
  6688. nullpo_retr(0, sd);
  6689. if(pc_checkoverhp(sd)) {
  6690. sd->inchealspirithptick = 0;
  6691. return 0;
  6692. }
  6693. sd->inchealspirithptick += natural_heal_diff_tick;
  6694. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6695. interval += interval;
  6696. if(sd->inchealspirithptick >= interval) {
  6697. bonus_hp = sd->nsshealhp;
  6698. while(sd->inchealspirithptick >= interval) {
  6699. if(pc_issit(sd)) {
  6700. sd->inchealspirithptick -= interval;
  6701. if(sd->status.hp < sd->status.max_hp) {
  6702. if(sd->status.hp + bonus_hp <= sd->status.max_hp)
  6703. sd->status.hp += bonus_hp;
  6704. else {
  6705. bonus_hp = sd->status.max_hp - sd->status.hp;
  6706. sd->status.hp = sd->status.max_hp;
  6707. }
  6708. clif_heal(sd->fd,SP_HP,bonus_hp);
  6709. sd->inchealspirithptick = 0;
  6710. }
  6711. }else{
  6712. sd->inchealspirithptick -= natural_heal_diff_tick;
  6713. break;
  6714. }
  6715. }
  6716. }
  6717. return 0;
  6718. }
  6719. static int pc_spirit_heal_sp(struct map_session_data *sd,int level)
  6720. {
  6721. int bonus_sp,interval = battle_config.natural_heal_skill_interval;
  6722. nullpo_retr(0, sd);
  6723. if(pc_checkoversp(sd)) {
  6724. sd->inchealspiritsptick = 0;
  6725. return 0;
  6726. }
  6727. sd->inchealspiritsptick += natural_heal_diff_tick;
  6728. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6729. interval += interval;
  6730. if(sd->inchealspiritsptick >= interval) {
  6731. bonus_sp = sd->nsshealsp;
  6732. while(sd->inchealspiritsptick >= interval) {
  6733. if(pc_issit(sd)) {
  6734. sd->inchealspiritsptick -= interval;
  6735. if(sd->status.sp < sd->status.max_sp) {
  6736. if(sd->status.sp + bonus_sp <= sd->status.max_sp)
  6737. sd->status.sp += bonus_sp;
  6738. else {
  6739. bonus_sp = sd->status.max_sp - sd->status.sp;
  6740. sd->status.sp = sd->status.max_sp;
  6741. }
  6742. clif_heal(sd->fd,SP_SP,bonus_sp);
  6743. sd->inchealspiritsptick = 0;
  6744. }
  6745. }else{
  6746. sd->inchealspiritsptick -= natural_heal_diff_tick;
  6747. break;
  6748. }
  6749. }
  6750. }
  6751. return 0;
  6752. }
  6753. /*==========================================
  6754. * HP/SP 自然回復 各クライアント
  6755. *------------------------------------------
  6756. */
  6757. static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
  6758. int skill;
  6759. nullpo_retr(0, sd);
  6760. // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
  6761. if ((battle_config.natural_heal_weight_rate > 100 || sd->weight*100/sd->max_weight < battle_config.natural_heal_weight_rate) &&
  6762. !pc_isdead(sd) &&
  6763. !pc_ishiding(sd) &&
  6764. //-- cannot regen for 5 minutes after using Berserk --- [Celest]
  6765. DIFF_TICK (gettick(), sd->canregen_tick)>=0 &&
  6766. (sd->sc_data && !(sd->sc_data[SC_POISON].timer != -1 && sd->sc_data[SC_SLOWPOISON].timer == -1) &&
  6767. sd->sc_data[SC_BERSERK].timer == -1 )) {
  6768. pc_natural_heal_hp(sd);
  6769. if( sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅?態ではSPが回復しない
  6770. sd->sc_data[SC_DANCING].timer == -1 && //ダンス?態ではSPが回復しない
  6771. sd->sc_data[SC_BERSERK].timer == -1 ) //バ?サ?ク?態ではSPが回復しない
  6772. pc_natural_heal_sp(sd);
  6773. sd->canregen_tick = gettick();
  6774. } else {
  6775. sd->hp_sub = sd->inchealhptick = 0;
  6776. sd->sp_sub = sd->inchealsptick = 0;
  6777. }
  6778. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 && !pc_ishiding(sd) &&
  6779. sd->sc_data[SC_POISON].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1){
  6780. pc_spirit_heal_hp(sd,skill);
  6781. pc_spirit_heal_sp(sd,skill);
  6782. }
  6783. else {
  6784. sd->inchealspirithptick = 0;
  6785. sd->inchealspiritsptick = 0;
  6786. }
  6787. return 0;
  6788. }
  6789. /*==========================================
  6790. * HP/SP自然回復 (interval timer??)
  6791. *------------------------------------------
  6792. */
  6793. int pc_natural_heal(int tid,unsigned int tick,int id,int data)
  6794. {
  6795. natural_heal_tick = tick;
  6796. natural_heal_diff_tick = DIFF_TICK(natural_heal_tick,natural_heal_prev_tick);
  6797. clif_foreachclient(pc_natural_heal_sub);
  6798. natural_heal_prev_tick = tick;
  6799. return 0;
  6800. }
  6801. /*==========================================
  6802. * セ?ブポイントの保存
  6803. *------------------------------------------
  6804. */
  6805. int pc_setsavepoint(struct map_session_data *sd,char *mapname,int x,int y)
  6806. {
  6807. nullpo_retr(0, sd);
  6808. strncpy(sd->status.save_point.map,mapname,24);
  6809. sd->status.save_point.x = x;
  6810. sd->status.save_point.y = y;
  6811. return 0;
  6812. }
  6813. /*==========================================
  6814. * 自動セ?ブ 各クライアント
  6815. *------------------------------------------
  6816. */
  6817. static int last_save_fd,save_flag;
  6818. static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
  6819. {
  6820. nullpo_retr(0, sd);
  6821. if(save_flag==0 && sd->fd>last_save_fd){
  6822. struct guild_castle *gc=NULL;
  6823. int i;
  6824. // if(battle_config.save_log)
  6825. // printf("autosave %d\n",sd->fd);
  6826. // pet
  6827. if(sd->status.pet_id > 0 && sd->pd)
  6828. intif_save_petdata(sd->status.account_id,&sd->pet);
  6829. pc_makesavestatus(sd);
  6830. chrif_save(sd);
  6831. storage_storage_save(sd);
  6832. for(i=0;i<MAX_GUILDCASTLE;i++){
  6833. gc=guild_castle_search(i);
  6834. if(!gc) continue;
  6835. if(gc->visibleG0==1) guild_castledatasave(gc->castle_id,18,gc->Ghp0);
  6836. if(gc->visibleG1==1) guild_castledatasave(gc->castle_id,19,gc->Ghp1);
  6837. if(gc->visibleG2==1) guild_castledatasave(gc->castle_id,20,gc->Ghp2);
  6838. if(gc->visibleG3==1) guild_castledatasave(gc->castle_id,21,gc->Ghp3);
  6839. if(gc->visibleG4==1) guild_castledatasave(gc->castle_id,22,gc->Ghp4);
  6840. if(gc->visibleG5==1) guild_castledatasave(gc->castle_id,23,gc->Ghp5);
  6841. if(gc->visibleG6==1) guild_castledatasave(gc->castle_id,24,gc->Ghp6);
  6842. if(gc->visibleG7==1) guild_castledatasave(gc->castle_id,25,gc->Ghp7);
  6843. }
  6844. save_flag=1;
  6845. last_save_fd = sd->fd;
  6846. }
  6847. return 0;
  6848. }
  6849. /*==========================================
  6850. * 自動セ?ブ (timer??)
  6851. *------------------------------------------
  6852. */
  6853. int pc_autosave(int tid,unsigned int tick,int id,int data)
  6854. {
  6855. int interval;
  6856. save_flag=0;
  6857. clif_foreachclient(pc_autosave_sub);
  6858. if(save_flag==0)
  6859. last_save_fd=0;
  6860. interval = autosave_interval/(clif_countusers()+1);
  6861. if(interval <= 0)
  6862. interval = 1;
  6863. add_timer(gettick()+interval,pc_autosave,0,0);
  6864. return 0;
  6865. }
  6866. int pc_read_gm_account(int fd)
  6867. {
  6868. #ifdef TXT_ONLY
  6869. int i = 0;
  6870. #endif
  6871. if (gm_account != NULL)
  6872. free(gm_account);
  6873. GM_num = 0;
  6874. #ifdef TXT_ONLY
  6875. gm_account = calloc(sizeof(struct gm_account) * ((RFIFOW(fd,2) - 4) / 5), 1);
  6876. for (i = 4; i < RFIFOW(fd,2); i = i + 5) {
  6877. gm_account[GM_num].account_id = RFIFOL(fd,i);
  6878. gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
  6879. //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  6880. GM_num++;
  6881. }
  6882. #else
  6883. sprintf (tmp_lsql, "SELECT `%s`,`%s` FROM `%s` WHERE `%s`>='%d'",gm_db_account_id,gm_db_level,gm_db,gm_db_level,lowest_gm_level);
  6884. if(mysql_query(&lmysql_handle, tmp_lsql) ) {
  6885. printf("DB server Error (select %s to Memory)- %s\n",login_db,mysql_error(&lmysql_handle) );
  6886. }
  6887. lsql_res = mysql_store_result(&lmysql_handle);
  6888. if (lsql_res) {
  6889. gm_account = calloc(sizeof(struct gm_account) * mysql_num_rows(lsql_res), 1);
  6890. while ((lsql_row = mysql_fetch_row(lsql_res))) {
  6891. gm_account[GM_num].account_id = atoi(lsql_row[0]);
  6892. gm_account[GM_num].level = atoi(lsql_row[1]);
  6893. printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  6894. GM_num++;
  6895. }
  6896. }
  6897. mysql_free_result(lsql_res);
  6898. #endif /* TXT_ONLY */
  6899. return GM_num;
  6900. }
  6901. /*==========================================
  6902. * timer to do the day
  6903. *------------------------------------------
  6904. */
  6905. int map_day_timer(int tid, unsigned int tick, int id, int data) { // by [yor]
  6906. struct map_session_data *pl_sd = NULL;
  6907. int i;
  6908. char tmpstr[1024];
  6909. if (battle_config.day_duration > 0) { // if we want a day
  6910. if (night_flag != 0) {
  6911. strcpy(tmpstr, msg_txt(502)); // The day has arrived!
  6912. night_flag = 0; // 0=day, 1=night [Yor]
  6913. for(i = 0; i < fd_max; i++) {
  6914. if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth) {
  6915. pl_sd->opt2 &= ~STATE_BLIND;
  6916. clif_changeoption(&pl_sd->bl);
  6917. clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  6918. }
  6919. }
  6920. }
  6921. }
  6922. return 0;
  6923. }
  6924. /*==========================================
  6925. * timer to do the night
  6926. *------------------------------------------
  6927. */
  6928. int map_night_timer(int tid, unsigned int tick, int id, int data) { // by [yor]
  6929. struct map_session_data *pl_sd = NULL;
  6930. int i;
  6931. char tmpstr[1024];
  6932. if (battle_config.night_duration > 0) { // if we want a night
  6933. if (night_flag == 0) {
  6934. strcpy(tmpstr, msg_txt(503)); // The night has fallen...
  6935. night_flag = 1; // 0=day, 1=night [Yor]
  6936. for(i = 0; i < fd_max; i++) {
  6937. if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth && !map[pl_sd->bl.m].flag.indoors) {
  6938. if (battle_config.night_darkness_level > 0)
  6939. clif_specialeffect(&pl_sd->bl, 474 + battle_config.night_darkness_level, 0);
  6940. else {
  6941. //clif_specialeffect(&pl_sd->bl, 483, 0); // default darkness level
  6942. pl_sd->opt2 |= STATE_BLIND;
  6943. clif_changeoption(&pl_sd->bl);
  6944. }
  6945. clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  6946. }
  6947. }
  6948. }
  6949. }
  6950. return 0;
  6951. }
  6952. /*==========================================
  6953. * I'm alive timer (to prevent double connect bug) by Valaris
  6954. *------------------------------------------
  6955. */
  6956. int pc_alive_timer(int tid,unsigned int tick,int id,int data)
  6957. {
  6958. //struct map_session_data *sd=(struct map_session_data*)map_id2bl(id);
  6959. struct map_session_data *sd=map_id2sd(id); // more accurate [celest]
  6960. nullpo_retr(0, sd);
  6961. if(sd->alive_timer != tid)
  6962. return 0;
  6963. // map_quit(sd);
  6964. clif_timedout (sd);
  6965. return 0;
  6966. }
  6967. void pc_setstand(struct map_session_data *sd){
  6968. nullpo_retv(sd);
  6969. if(sd->sc_count && sd->sc_data[SC_TENSIONRELAX].timer!=-1)
  6970. skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  6971. sd->state.dead_sit = 0;
  6972. }
  6973. //
  6974. // 初期化物
  6975. //
  6976. /*==========================================
  6977. * 設定ファイル?み?む
  6978. * exp.txt 必要??値
  6979. * job_db1.txt 重量,hp,sp,攻?速度
  6980. * job_db2.txt job能力値ボ?ナス
  6981. * skill_tree.txt 各職?のスキルツリ?
  6982. * attr_fix.txt ?性修正テ?ブル
  6983. * size_fix.txt サイズ補正テ?ブル
  6984. * refine_db.txt 精?デ?タテ?ブル
  6985. *------------------------------------------
  6986. */
  6987. int pc_readdb(void)
  6988. {
  6989. int i,j,k,u;
  6990. struct pc_base_job s_class;
  6991. FILE *fp;
  6992. char line[1024],*p;
  6993. // 必要??値?み?み
  6994. fp=fopen("db/exp.txt","r");
  6995. if(fp==NULL){
  6996. printf("can't read db/exp.txt\n");
  6997. return 1;
  6998. }
  6999. i=0;
  7000. while(fgets(line, sizeof(line)-1, fp)){
  7001. int bn,b1,b2,b3,b4,b5,b6,jn,j1,j2,j3,j4,j5,j6;
  7002. if(line[0]=='/' && line[1]=='/')
  7003. continue;
  7004. if(sscanf(line,"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&bn,&b1,&b2,&b3,&b4,&b5,&b6,&jn,&j1,&j2,&j3,&j4,&j5,&j6)!=14)
  7005. continue;
  7006. exp_table[0][i]=bn;
  7007. exp_table[1][i]=b1;
  7008. exp_table[2][i]=b2;
  7009. exp_table[3][i]=b3;
  7010. exp_table[4][i]=b4;
  7011. exp_table[5][i]=b5;
  7012. exp_table[6][i]=b6;
  7013. exp_table[7][i]=jn;
  7014. exp_table[8][i]=j1;
  7015. exp_table[9][i]=j2;
  7016. exp_table[10][i]=j3;
  7017. exp_table[11][i]=j4;
  7018. exp_table[12][i]=j5;
  7019. exp_table[13][i]=j6;
  7020. i++;
  7021. if(i >= battle_config.maximum_level)
  7022. break;
  7023. }
  7024. fclose(fp);
  7025. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/exp.txt");
  7026. ShowStatus(tmp_output);
  7027. // JOB補正?値1
  7028. fp=fopen("db/job_db1.txt","r");
  7029. if(fp==NULL){
  7030. printf("can't read db/job_db1.txt\n");
  7031. return 1;
  7032. }
  7033. i=0;
  7034. while(fgets(line, sizeof(line)-1, fp)){
  7035. char *split[50];
  7036. if(line[0]=='/' && line[1]=='/')
  7037. continue;
  7038. for(j=0,p=line;j<21 && p;j++){
  7039. split[j]=p;
  7040. p=strchr(p,',');
  7041. if(p) *p++=0;
  7042. }
  7043. if(j<21)
  7044. continue;
  7045. max_weight_base[i]=atoi(split[0]);
  7046. hp_coefficient[i]=atoi(split[1]);
  7047. hp_coefficient2[i]=atoi(split[2]);
  7048. sp_coefficient[i]=atoi(split[3]);
  7049. for(j=0;j<17;j++)
  7050. aspd_base[i][j]=atoi(split[j+4]);
  7051. i++;
  7052. // -- moonsoul (below two lines added to accommodate high numbered new class ids)
  7053. if(i==24)
  7054. i=4001;
  7055. if(i==MAX_PC_CLASS)
  7056. break;
  7057. }
  7058. fclose(fp);
  7059. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt");
  7060. ShowStatus(tmp_output);
  7061. // JOBボ?ナス
  7062. fp=fopen("db/job_db2.txt","r");
  7063. if(fp==NULL){
  7064. printf("can't read db/job_db2.txt\n");
  7065. return 1;
  7066. }
  7067. i=0;
  7068. while(fgets(line, sizeof(line)-1, fp)){
  7069. if(line[0]=='/' && line[1]=='/')
  7070. continue;
  7071. for(j=0,p=line;j<MAX_LEVEL && p;j++){
  7072. if(sscanf(p,"%d",&k)==0)
  7073. break;
  7074. job_bonus[0][i][j]=k;
  7075. job_bonus[2][i][j]=k; //養子職のボ?ナスは分からないので?
  7076. p=strchr(p,',');
  7077. if(p) p++;
  7078. }
  7079. i++;
  7080. // -- moonsoul (below two lines added to accommodate high numbered new class ids)
  7081. if(i==24)
  7082. i=4001;
  7083. if(i==MAX_PC_CLASS)
  7084. break;
  7085. }
  7086. fclose(fp);
  7087. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt");
  7088. ShowStatus(tmp_output);
  7089. // JOBボ?ナス2 ?生職用
  7090. fp=fopen("db/job_db2-2.txt","r");
  7091. if(fp==NULL){
  7092. printf("can't read db/job_db2-2.txt\n");
  7093. return 1;
  7094. }
  7095. i=0;
  7096. while(fgets(line, sizeof(line)-1, fp)){
  7097. if(line[0]=='/' && line[1]=='/')
  7098. continue;
  7099. for(j=0,p=line;j<MAX_LEVEL && p;j++){
  7100. if(sscanf(p,"%d",&k)==0)
  7101. break;
  7102. job_bonus[1][i][j]=k;
  7103. p=strchr(p,',');
  7104. if(p) p++;
  7105. }
  7106. i++;
  7107. if(i==MAX_PC_CLASS)
  7108. break;
  7109. }
  7110. fclose(fp);
  7111. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt");
  7112. ShowStatus(tmp_output);
  7113. // スキルツリ?
  7114. memset(skill_tree,0,sizeof(skill_tree));
  7115. fp=fopen("db/skill_tree.txt","r");
  7116. if(fp==NULL){
  7117. printf("can't read db/skill_tree.txt\n");
  7118. return 1;
  7119. }
  7120. while(fgets(line, sizeof(line)-1, fp)){
  7121. char *split[50];
  7122. if(line[0]=='/' && line[1]=='/')
  7123. continue;
  7124. for(j=0,p=line;j<13 && p;j++){
  7125. split[j]=p;
  7126. p=strchr(p,',');
  7127. if(p) *p++=0;
  7128. }
  7129. if(j<13)
  7130. continue;
  7131. //i=atoi(split[0]);
  7132. s_class = pc_calc_base_job(atoi(split[0]));
  7133. i = s_class.job;
  7134. u = s_class.upper;
  7135. for(j=0;skill_tree[u][i][j].id;j++);
  7136. skill_tree[u][i][j].id=atoi(split[1]);
  7137. skill_tree[u][i][j].max=atoi(split[2]);
  7138. //not required - Celest
  7139. //skill_tree[2][i][j].id=atoi(split[1]); //養子職は良く分からないので暫定
  7140. //skill_tree[2][i][j].max=atoi(split[2]); //養子職は良く分からないので暫定
  7141. for(k=0;k<5;k++){
  7142. skill_tree[u][i][j].need[k].id=atoi(split[k*2+3]);
  7143. skill_tree[u][i][j].need[k].lv=atoi(split[k*2+4]);
  7144. //skill_tree[2][i][j].need[k].id=atoi(split[k*2+3]); //養子職は良く分からないので暫定
  7145. //skill_tree[2][i][j].need[k].lv=atoi(split[k*2+4]); //養子職は良く分からないので暫定
  7146. }
  7147. }
  7148. fclose(fp);
  7149. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_tree.txt");
  7150. ShowStatus(tmp_output);
  7151. // ?性修正テ?ブル
  7152. for(i=0;i<4;i++)
  7153. for(j=0;j<10;j++)
  7154. for(k=0;k<10;k++)
  7155. attr_fix_table[i][j][k]=100;
  7156. fp=fopen("db/attr_fix.txt","r");
  7157. if(fp==NULL){
  7158. printf("can't read db/attr_fix.txt\n");
  7159. return 1;
  7160. }
  7161. while(fgets(line, sizeof(line)-1, fp)){
  7162. char *split[10];
  7163. int lv,n;
  7164. if(line[0]=='/' && line[1]=='/')
  7165. continue;
  7166. for(j=0,p=line;j<3 && p;j++){
  7167. split[j]=p;
  7168. p=strchr(p,',');
  7169. if(p) *p++=0;
  7170. }
  7171. lv=atoi(split[0]);
  7172. n=atoi(split[1]);
  7173. // printf("%d %d\n",lv,n);
  7174. for(i=0;i<n;){
  7175. if( !fgets(line, sizeof(line)-1, fp) )
  7176. break;
  7177. if(line[0]=='/' && line[1]=='/')
  7178. continue;
  7179. for(j=0,p=line;j<n && p;j++){
  7180. while(*p==32 && *p>0)
  7181. p++;
  7182. attr_fix_table[lv-1][i][j]=atoi(p);
  7183. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  7184. attr_fix_table[lv-1][i][j] = 0;
  7185. p=strchr(p,',');
  7186. if(p) *p++=0;
  7187. }
  7188. i++;
  7189. }
  7190. }
  7191. fclose(fp);
  7192. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/attr_fix.txt");
  7193. ShowStatus(tmp_output);
  7194. // サイズ補正テ?ブル
  7195. for(i=0;i<3;i++)
  7196. for(j=0;j<20;j++)
  7197. atkmods[i][j]=100;
  7198. fp=fopen("db/size_fix.txt","r");
  7199. if(fp==NULL){
  7200. printf("can't read db/size_fix.txt\n");
  7201. return 1;
  7202. }
  7203. i=0;
  7204. while(fgets(line, sizeof(line)-1, fp)){
  7205. char *split[20];
  7206. if(line[0]=='/' && line[1]=='/')
  7207. continue;
  7208. if(atoi(line)<=0)
  7209. continue;
  7210. memset(split,0,sizeof(split));
  7211. for(j=0,p=line;j<20 && p;j++){
  7212. split[j]=p;
  7213. p=strchr(p,',');
  7214. if(p) *p++=0;
  7215. }
  7216. for(j=0;j<20 && split[j];j++)
  7217. atkmods[i][j]=atoi(split[j]);
  7218. i++;
  7219. }
  7220. fclose(fp);
  7221. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt");
  7222. ShowStatus(tmp_output);
  7223. // 精?デ?タテ?ブル
  7224. for(i=0;i<5;i++){
  7225. for(j=0;j<10;j++)
  7226. percentrefinery[i][j]=100;
  7227. refinebonus[i][0]=0;
  7228. refinebonus[i][1]=0;
  7229. refinebonus[i][2]=10;
  7230. }
  7231. fp=fopen("db/refine_db.txt","r");
  7232. if(fp==NULL){
  7233. printf("can't read db/refine_db.txt\n");
  7234. return 1;
  7235. }
  7236. i=0;
  7237. while(fgets(line, sizeof(line)-1, fp)){
  7238. char *split[16];
  7239. if(line[0]=='/' && line[1]=='/')
  7240. continue;
  7241. if(atoi(line)<=0)
  7242. continue;
  7243. memset(split,0,sizeof(split));
  7244. for(j=0,p=line;j<16 && p;j++){
  7245. split[j]=p;
  7246. p=strchr(p,',');
  7247. if(p) *p++=0;
  7248. }
  7249. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  7250. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  7251. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  7252. for(j=0;j<10 && split[j];j++)
  7253. percentrefinery[i][j]=atoi(split[j+3]);
  7254. i++;
  7255. }
  7256. fclose(fp); //Lupus. close this file!!!
  7257. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt");
  7258. ShowStatus(tmp_output);
  7259. return 0;
  7260. }
  7261. static int pc_calc_sigma(void)
  7262. {
  7263. int i,j,k;
  7264. for(i=0;i<MAX_PC_CLASS;i++) {
  7265. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  7266. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  7267. k += hp_coefficient[i]*j + 50;
  7268. k -= k%100;
  7269. hp_sigma_val[i][j-1] = k;
  7270. }
  7271. }
  7272. return 0;
  7273. }
  7274. static void pc_statpointdb(void)
  7275. {
  7276. char * buf_stat;
  7277. int i=0,j=0,k=0,l=0, end = 0;
  7278. FILE *stp;
  7279. stp=fopen("db/statpoint.txt","r");
  7280. if(stp==NULL){
  7281. printf("can't read db/statpoint.txt\n");
  7282. return;
  7283. }
  7284. fseek(stp, 0, SEEK_END);
  7285. end = ftell(stp);
  7286. rewind(stp);
  7287. buf_stat = (char *) malloc (end + 1);
  7288. l = fread(buf_stat,1,end,stp);
  7289. fclose(stp);
  7290. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/statpoint.txt");
  7291. ShowStatus(tmp_output);
  7292. // printf("read db/statpoint.txt done (size=%d)\n",l);
  7293. for(i=0;i<255;i++) {
  7294. j=0;
  7295. while (*(buf_stat+k)!='\n') {
  7296. statp[i][j]=*(buf_stat+k);
  7297. j++;k++;
  7298. }
  7299. statp[i][j+1]='\0';
  7300. k++;
  7301. }
  7302. free(buf_stat);
  7303. }
  7304. /*==========================================
  7305. * pc? 係初期化
  7306. *------------------------------------------
  7307. */
  7308. int do_init_pc(void) {
  7309. pc_readdb();
  7310. pc_statpointdb();
  7311. pc_calc_sigma();
  7312. // gm_account_db = numdb_init();
  7313. add_timer_func_list(pc_walk, "pc_walk");
  7314. add_timer_func_list(pc_attack_timer, "pc_attack_timer");
  7315. add_timer_func_list(pc_natural_heal, "pc_natural_heal");
  7316. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  7317. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  7318. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  7319. add_timer_func_list(pc_autosave, "pc_autosave");
  7320. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  7321. add_timer_interval((natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL), pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
  7322. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  7323. #ifndef TXT_ONLY
  7324. pc_read_gm_account(0);
  7325. #endif /* not TXT_ONLY */
  7326. // add night/day timer (by [yor])
  7327. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  7328. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  7329. add_timer_func_list(pc_alive_timer, "pc_alive_timer"); //by Valaris
  7330. {
  7331. int day_duration = battle_config.day_duration;
  7332. int night_duration = battle_config.night_duration;
  7333. if (day_duration < 60000)
  7334. day_duration = 60000;
  7335. if (night_duration < 60000)
  7336. night_duration = 60000;
  7337. if (battle_config.night_at_start == 0) {
  7338. night_flag = 0; // 0=day, 1=night [Yor]
  7339. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  7340. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  7341. } else {
  7342. night_flag = 1; // 0=day, 1=night [Yor]
  7343. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  7344. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  7345. }
  7346. }
  7347. return 0;
  7348. }