pc.c 206 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <ctype.h>
  7. #include <time.h>
  8. #include <limits.h>
  9. #include "../common/socket.h" // [Valaris]
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/malloc.h"
  14. #include "../common/core.h"
  15. #include "map.h"
  16. #include "chrif.h"
  17. #include "clif.h"
  18. #include "intif.h"
  19. #include "pc.h"
  20. #include "status.h"
  21. #include "npc.h"
  22. #include "mob.h"
  23. #include "pet.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "battle.h"
  27. #include "skill.h"
  28. #include "party.h"
  29. #include "guild.h"
  30. #include "chat.h"
  31. #include "trade.h"
  32. #include "storage.h"
  33. #include "vending.h"
  34. #include "atcommand.h"
  35. #include "log.h"
  36. #include "date.h"
  37. #ifndef TXT_ONLY // mail system [Valaris]
  38. #include "mail.h"
  39. #endif
  40. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  41. static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
  42. static unsigned int max_level[MAX_PC_CLASS][2];
  43. static short statp[MAX_LEVEL];
  44. // h-files are for declarations, not for implementations... [Shinomori]
  45. struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
  46. // timer for night.day implementation
  47. int day_timer_tid;
  48. int night_timer_tid;
  49. struct fame_list smith_fame_list[MAX_FAME_LIST];
  50. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  51. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  52. static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
  53. static struct gm_account *gm_account = NULL;
  54. static int GM_num = 0;
  55. #define MOTD_LINE_SIZE 128
  56. char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
  57. int pc_isGM(struct map_session_data *sd) {
  58. int i;
  59. nullpo_retr(0, sd);
  60. if(sd->bl.type!=BL_PC )
  61. return 0;
  62. //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
  63. // if ( sd->fd == 0 )
  64. // return 99;
  65. for(i = 0; i < GM_num; i++)
  66. if (gm_account[i].account_id == sd->status.account_id)
  67. return gm_account[i].level;
  68. return 0;
  69. }
  70. int pc_set_gm_level(int account_id, int level) {
  71. int i;
  72. for (i = 0; i < GM_num; i++) {
  73. if (account_id == gm_account[i].account_id) {
  74. gm_account[i].level = level;
  75. return 0;
  76. }
  77. }
  78. GM_num++;
  79. gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
  80. gm_account[GM_num - 1].account_id = account_id;
  81. gm_account[GM_num - 1].level = level;
  82. return 0;
  83. }
  84. static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
  85. struct map_session_data *sd;
  86. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  87. return 1;
  88. if(sd->invincible_timer != tid){
  89. if(battle_config.error_log)
  90. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  91. return 0;
  92. }
  93. sd->invincible_timer=-1;
  94. skill_unit_move(&sd->bl,tick,1);
  95. return 0;
  96. }
  97. int pc_setinvincibletimer(struct map_session_data *sd,int val) {
  98. nullpo_retr(0, sd);
  99. if(sd->invincible_timer != -1)
  100. delete_timer(sd->invincible_timer,pc_invincible_timer);
  101. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  102. return 0;
  103. }
  104. int pc_delinvincibletimer(struct map_session_data *sd) {
  105. nullpo_retr(0, sd);
  106. if(sd->invincible_timer != -1) {
  107. delete_timer(sd->invincible_timer,pc_invincible_timer);
  108. sd->invincible_timer = -1;
  109. skill_unit_move(&sd->bl,gettick(),1);
  110. }
  111. return 0;
  112. }
  113. static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
  114. struct map_session_data *sd;
  115. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  116. return 1;
  117. if(sd->spirit_timer[0] != tid){
  118. if(battle_config.error_log)
  119. ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
  120. return 0;
  121. }
  122. if(sd->spiritball <= 0) {
  123. if(battle_config.error_log)
  124. ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
  125. sd->spiritball = 0;
  126. return 0;
  127. }
  128. sd->spiritball--;
  129. // I leave this here as bad example [Shinomori]
  130. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
  131. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
  132. sd->spirit_timer[sd->spiritball]=-1;
  133. clif_spiritball(sd);
  134. return 0;
  135. }
  136. int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
  137. nullpo_retr(0, sd);
  138. if(max > MAX_SKILL_LEVEL)
  139. max = MAX_SKILL_LEVEL;
  140. if(sd->spiritball < 0)
  141. sd->spiritball = 0;
  142. if(sd->spiritball >= max) {
  143. if(sd->spirit_timer[0] != -1)
  144. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  145. // I leave this here as bad example [Shinomori]
  146. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
  147. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
  148. //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
  149. } else
  150. sd->spiritball++;
  151. sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
  152. clif_spiritball(sd);
  153. return 0;
  154. }
  155. int pc_delspiritball(struct map_session_data *sd,int count,int type) {
  156. int i;
  157. nullpo_retr(0, sd);
  158. if(sd->spiritball <= 0) {
  159. sd->spiritball = 0;
  160. return 0;
  161. }
  162. if(count > sd->spiritball)
  163. count = sd->spiritball;
  164. sd->spiritball -= count;
  165. if(count > MAX_SKILL_LEVEL)
  166. count = MAX_SKILL_LEVEL;
  167. for(i=0;i<count;i++) {
  168. if(sd->spirit_timer[i] != -1) {
  169. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  170. sd->spirit_timer[i] = -1;
  171. }
  172. }
  173. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  174. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  175. sd->spirit_timer[i] = -1;
  176. }
  177. if(!type)
  178. clif_spiritball(sd);
  179. return 0;
  180. }
  181. // Increases a player's fame points and displays a notice to him
  182. void pc_addfame(struct map_session_data *sd,int count) {
  183. nullpo_retv(sd);
  184. sd->status.fame += count;
  185. if(sd->status.fame > MAX_FAME)
  186. sd->status.fame = MAX_FAME;
  187. switch(sd->class_&MAPID_UPPERMASK){
  188. case MAPID_BLACKSMITH: // Blacksmith
  189. clif_fame_blacksmith(sd,count);
  190. break;
  191. case MAPID_ALCHEMIST: // Alchemist
  192. clif_fame_alchemist(sd,count);
  193. break;
  194. case MAPID_TAEKWON: // Taekwon
  195. clif_fame_taekwon(sd,count);
  196. break;
  197. }
  198. chrif_updatefamelist(sd);
  199. }
  200. // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
  201. unsigned char pc_famerank(int char_id,int job) {
  202. int i;
  203. switch(job){
  204. case MAPID_BLACKSMITH: // Blacksmith
  205. for(i = 0; i < MAX_FAME_LIST; i++){
  206. if(smith_fame_list[i].id == char_id)
  207. return i + 1;
  208. }
  209. break;
  210. case MAPID_ALCHEMIST: // Alchemist
  211. for(i = 0; i < MAX_FAME_LIST; i++){
  212. if(chemist_fame_list[i].id == char_id)
  213. return i + 1;
  214. }
  215. break;
  216. case MAPID_TAEKWON: // Taekwon
  217. for(i = 0; i < MAX_FAME_LIST; i++){
  218. if(taekwon_fame_list[i].id == char_id)
  219. return i + 1;
  220. }
  221. break;
  222. }
  223. return 0;
  224. }
  225. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  226. struct status_data *status, *b_status;
  227. nullpo_retr(0, sd);
  228. b_status = &sd->base_status;
  229. status = &sd->battle_status;
  230. if (type&1)
  231. { //Normal resurrection
  232. status->hp = 1; //Otherwise status_heal may fail if dead.
  233. if(sd->state.snovice_flag == 4) { // [Celest]
  234. status_heal(&sd->bl, status->max_hp, status->max_sp, 1);
  235. sd->state.snovice_flag = 0;
  236. sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  237. } else
  238. status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
  239. } else { //Just for saving on the char-server
  240. sd->status.hp = b_status->hp;
  241. if ((unsigned int)sd->status.sp < b_status->sp)
  242. sd->status.sp = b_status->sp;
  243. }
  244. /* removed exp penalty on spawn [Valaris] */
  245. if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
  246. int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  247. if(zeny < 1) zeny = 1;
  248. if (sd->status.zeny > zeny)
  249. sd->status.zeny -= zeny;
  250. else
  251. sd->status.zeny = 0;
  252. clif_updatestatus(sd,SP_ZENY);
  253. }
  254. return 0;
  255. }
  256. /*==========================================
  257. Determines if the GM can give / drop / trade / vend items [Lupus]
  258. Args: GM Level (current player GM level)
  259. * Returns
  260. 1 = this GM can't do it
  261. 0 = this one can do it
  262. *------------------------------------------
  263. */
  264. int pc_can_give_items(int level) {
  265. return ( level >= battle_config.gm_cant_drop_min_lv
  266. && level <= battle_config.gm_cant_drop_max_lv);
  267. }
  268. /*==========================================
  269. * prepares character for saving.
  270. *------------------------------------------
  271. */
  272. int pc_makesavestatus(struct map_session_data *sd)
  273. {
  274. nullpo_retr(0, sd);
  275. if (sd->state.finalsave)
  276. return 0; //Nothing to change.
  277. if(!battle_config.save_clothcolor)
  278. sd->status.clothes_color=0;
  279. if(!sd->state.waitingdisconnect) {
  280. sd->status.option = sd->sc.option; //Since the option saved is in
  281. if(pc_isdead(sd)){
  282. pc_setrestartvalue(sd,0);
  283. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  284. } else {
  285. sd->status.hp = sd->battle_status.hp;
  286. sd->status.sp = sd->battle_status.sp;
  287. sd->status.last_point.map = sd->mapindex;
  288. sd->status.last_point.x = sd->bl.x;
  289. sd->status.last_point.y = sd->bl.y;
  290. }
  291. if(map[sd->bl.m].flag.nosave){
  292. struct map_data *m=&map[sd->bl.m];
  293. if(m->save.map)
  294. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  295. else
  296. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  297. }
  298. }
  299. return 0;
  300. }
  301. /*==========================================
  302. * 接?暫フ初期化
  303. *------------------------------------------
  304. */
  305. int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd) {
  306. nullpo_retr(0, sd);
  307. sd->bl.id = account_id;
  308. sd->char_id = char_id;
  309. sd->login_id1 = login_id1;
  310. sd->login_id2 = 0; // at this point, we can not know the value :(
  311. sd->client_tick = client_tick;
  312. sd->sex = sex;
  313. sd->state.auth = 0;
  314. sd->bl.type = BL_PC;
  315. sd->canlog_tick = gettick();
  316. sd->state.waitingdisconnect = 0;
  317. return 0;
  318. }
  319. int pc_equippoint(struct map_session_data *sd,int n)
  320. {
  321. int ep = 0;
  322. nullpo_retr(0, sd);
  323. if(sd->inventory_data[n]) {
  324. ep = sd->inventory_data[n]->equip;
  325. if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
  326. if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
  327. return 34;
  328. }
  329. }
  330. return ep;
  331. }
  332. int pc_setinventorydata(struct map_session_data *sd)
  333. {
  334. int i,id;
  335. nullpo_retr(0, sd);
  336. for(i=0;i<MAX_INVENTORY;i++) {
  337. id = sd->status.inventory[i].nameid;
  338. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  339. }
  340. return 0;
  341. }
  342. int pc_calcweapontype(struct map_session_data *sd)
  343. {
  344. nullpo_retr(0, sd);
  345. if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
  346. sd->status.weapon = sd->weapontype1;
  347. else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// 左手武器 Only
  348. sd->status.weapon = sd->weapontype2;
  349. else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?短?
  350. sd->status.weapon = MAX_WEAPON_TYPE+1;
  351. else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??手?
  352. sd->status.weapon = MAX_WEAPON_TYPE+2;
  353. else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??手斧
  354. sd->status.weapon = MAX_WEAPON_TYPE+3;
  355. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) ||
  356. (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // 短? - ?手?
  357. sd->status.weapon = MAX_WEAPON_TYPE+4;
  358. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) ||
  359. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // 短? - 斧
  360. sd->status.weapon = MAX_WEAPON_TYPE+5;
  361. else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) ||
  362. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?手? - 斧
  363. sd->status.weapon = MAX_WEAPON_TYPE+6;
  364. else
  365. sd->status.weapon = sd->weapontype1;
  366. return 0;
  367. }
  368. int pc_setequipindex(struct map_session_data *sd)
  369. {
  370. int i,j;
  371. nullpo_retr(0, sd);
  372. for(i=0;i<11;i++)
  373. sd->equip_index[i] = -1;
  374. for(i=0;i<MAX_INVENTORY;i++) {
  375. if(sd->status.inventory[i].nameid <= 0)
  376. continue;
  377. if(sd->status.inventory[i].equip) {
  378. for(j=0;j<11;j++)
  379. if(sd->status.inventory[i].equip & equip_pos[j])
  380. sd->equip_index[j] = i;
  381. if(sd->status.inventory[i].equip & 0x0002) {
  382. if(sd->inventory_data[i])
  383. sd->weapontype1 = sd->inventory_data[i]->look;
  384. else
  385. sd->weapontype1 = 0;
  386. }
  387. if(sd->status.inventory[i].equip & 0x0020) {
  388. if(sd->inventory_data[i]) {
  389. if(sd->inventory_data[i]->type == 4) {
  390. if(sd->status.inventory[i].equip == 0x0020)
  391. sd->weapontype2 = sd->inventory_data[i]->look;
  392. else
  393. sd->weapontype2 = 0;
  394. }
  395. else
  396. sd->weapontype2 = 0;
  397. }
  398. else
  399. sd->weapontype2 = 0;
  400. }
  401. }
  402. }
  403. pc_calcweapontype(sd);
  404. return 0;
  405. }
  406. static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
  407. int i;
  408. struct item *item = &sd->status.inventory[eqindex];
  409. struct item_data *data;
  410. if ( //Crafted/made/hatched items.
  411. item->card[0]==0x00ff ||
  412. item->card[0]==0x00fe ||
  413. item->card[0]==(short)0xff00
  414. )
  415. return 1;
  416. for (i=0;i<s;i++) {
  417. if (item->card[i] &&
  418. (data = itemdb_exists(item->card[i])) &&
  419. data->flag.no_equip&flag
  420. )
  421. return 0;
  422. }
  423. return 1;
  424. }
  425. int pc_isequip(struct map_session_data *sd,int n)
  426. {
  427. struct item_data *item;
  428. //?生や養子の場合の元の職業を算出する
  429. nullpo_retr(0, sd);
  430. item = sd->inventory_data[n];
  431. if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
  432. return 1;
  433. if(item == NULL)
  434. return 0;
  435. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  436. return 0;
  437. if(item->sex != 2 && sd->status.sex != item->sex)
  438. return 0;
  439. if(map[sd->bl.m].flag.pvp && item->flag.no_equip&1)
  440. return 0;
  441. if(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2)
  442. return 0;
  443. if(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone)
  444. return 0;
  445. if (sd->sc.count) {
  446. if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
  447. return 0;
  448. if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
  449. return 0;
  450. if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1)
  451. return 0;
  452. if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1)
  453. return 0;
  454. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
  455. //Spirit of Super Novice equip bonuses. [Skotlex]
  456. if (sd->status.base_level > 90 && item->equip & 0x301)
  457. return 1; //Can equip all helms
  458. if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
  459. switch(item->look) { //In weapons, the look determines type of weapon.
  460. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  461. case W_1HSWORD: //All 1H swords
  462. case W_1HAXE: //All 1H Axes
  463. case W_MACE: //All Maces
  464. case W_STAFF: //All Staffs
  465. return 1;
  466. }
  467. }
  468. }
  469. //Not equipable by class. [Skotlex]
  470. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  471. return 0;
  472. //Not equipable by upper class. [Skotlex]
  473. if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
  474. return 0;
  475. return 1;
  476. }
  477. /*==========================================
  478. * session idに問題無し
  479. * char鯖から送られてきたステ?タスを設定
  480. *------------------------------------------
  481. */
  482. int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
  483. {
  484. struct guild *g;
  485. int i;
  486. unsigned long tick = gettick();
  487. if (sd->state.auth) //Temporary debug. [Skotlex]
  488. {
  489. ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
  490. return 1;
  491. }
  492. sd->login_id2 = login_id2;
  493. memcpy(&sd->status, st, sizeof(*st));
  494. if (sd->status.sex != sd->sex) {
  495. clif_authfail_fd(sd->fd, 0);
  496. return 1;
  497. }
  498. //Set the map-server used job id. [Skotlex]
  499. i = pc_jobid2mapid(sd->status.class_);
  500. if (i == -1) { //Invalid class?
  501. if (battle_config.error_log)
  502. ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
  503. sd->status.class_ = JOB_NOVICE;
  504. sd->class_ = MAPID_NOVICE;
  505. } else
  506. sd->class_ = i;
  507. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  508. // 基本的な初期化
  509. sd->state.connect_new = 1;
  510. sd->followtimer = -1; // [MouseJstr]
  511. sd->skillitem = -1;
  512. sd->skillitemlv = -1;
  513. sd->invincible_timer = -1;
  514. sd->canregen_tick = tick;
  515. sd->canuseitem_tick = tick;
  516. sd->cantalk_tick = tick;
  517. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  518. sd->spirit_timer[i] = -1;
  519. if (battle_config.item_auto_get)
  520. sd->state.autoloot = 10000;
  521. if (battle_config.disp_experience)
  522. sd->state.showexp = 1;
  523. if (battle_config.disp_zeny)
  524. sd->state.showzeny = 1;
  525. if (battle_config.display_delay_skill_fail)
  526. sd->state.showdelay = 1;
  527. // Request all registries.
  528. intif_request_registry(sd,7);
  529. // アイテムチェック
  530. pc_setinventorydata(sd);
  531. pc_checkitem(sd);
  532. status_change_init(&sd->bl);
  533. if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
  534. (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
  535. sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
  536. else
  537. sd->status.option &= OPTION_MASK;
  538. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  539. //Set here because we need the inventory data for weapon sprite parsing.
  540. status_set_viewdata(&sd->bl, sd->status.class_);
  541. unit_dataset(&sd->bl);
  542. sd->guild_x = -1;
  543. sd->guild_y = -1;
  544. // イベント?係の初期化
  545. for(i = 0; i < MAX_EVENTTIMER; i++)
  546. sd->eventtimer[i] = -1;
  547. sd->npc_timer_id = -1;
  548. // Moved PVP timer initialisation before set_pos
  549. sd->pvp_timer = -1;
  550. // 位置の設定
  551. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
  552. if(battle_config.error_log)
  553. ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i);
  554. // try warping to a default map instead (church graveyard)
  555. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
  556. // if we fail again
  557. clif_authfail_fd(sd->fd, 0);
  558. return 1;
  559. }
  560. }
  561. // pet
  562. if (sd->status.pet_id > 0)
  563. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  564. // パ?ティ、ギルドデ?タの要求
  565. if (sd->status.party_id > 0 && party_search(sd->status.party_id) == NULL)
  566. party_request_info(sd->status.party_id);
  567. if (sd->status.guild_id > 0)
  568. {
  569. if ((g = guild_search(sd->status.guild_id)) == NULL)
  570. guild_request_info(sd->status.guild_id);
  571. else if (strcmp(sd->status.name,g->master) == 0)
  572. { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
  573. guild_block_skill(sd, 300000);
  574. //Also set the Guild Master flag.
  575. sd->state.gmaster_flag = g;
  576. }
  577. }
  578. // 通知
  579. clif_authok(sd);
  580. map_addiddb(&sd->bl);
  581. if (map_charid2nick(sd->status.char_id) == NULL)
  582. map_addchariddb(sd->status.char_id, sd->status.name);
  583. // Notify everyone that this char logged in [Skotlex].
  584. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
  585. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  586. sd->die_counter=-1;
  587. //Until the reg values arrive, set them to not require trigger...
  588. sd->state.event_death = 1;
  589. sd->state.event_kill_pc = 1;
  590. sd->state.event_disconnect = 1;
  591. sd->state.event_kill_mob = 1;
  592. status_calc_pc(sd,1);
  593. sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
  594. { //Add IP field
  595. unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
  596. if (pc_isGM(sd))
  597. ShowInfo("GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3], pc_isGM(sd));
  598. else
  599. ShowInfo("Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3]);
  600. }
  601. // Send friends list
  602. clif_friendslist_send(sd);
  603. if (battle_config.display_version == 1){
  604. char buf[256];
  605. sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
  606. clif_displaymessage(sd->fd, buf);
  607. }
  608. // Message of the Day [Valaris]
  609. {
  610. int ln;
  611. for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
  612. if (battle_config.motd_type)
  613. clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
  614. else
  615. clif_displaymessage(sd->fd, motd_text[ln]);
  616. }
  617. }
  618. #ifndef TXT_ONLY
  619. if(mail_server_enable)
  620. mail_check(sd,1); // check mail at login [Valaris]
  621. #endif
  622. // message of the limited time of the account
  623. if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
  624. char tmpstr[1024];
  625. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  626. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  627. }
  628. if(sd->status.manner < 0) //Needed or manner will always be negative.
  629. sc_start(&sd->bl,SC_NOCHAT,100,0,0);
  630. return 0;
  631. }
  632. /*==========================================
  633. * Closes a connection because it failed to be authenticated from the char server.
  634. *------------------------------------------
  635. */
  636. int pc_authfail(struct map_session_data *sd) {
  637. if (sd->state.auth) //Temporary debug. [Skotlex]
  638. ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
  639. if (!sd->fd)
  640. ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
  641. clif_authfail_fd(sd->fd, 0);
  642. return 0;
  643. }
  644. /*==========================================
  645. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  646. *------------------------------------------
  647. */
  648. int pc_reg_received(struct map_session_data *sd)
  649. {
  650. int i,j;
  651. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  652. char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
  653. sd->change_level = pc_readglobalreg(sd,"jobchange_level");
  654. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  655. if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  656. status_calc_pc(sd, 0); //Check +10 to all stats bonus.
  657. if (pc_checkskill(sd, TK_MISSION)) {
  658. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  659. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  660. }
  661. if(sd->battle_status.hp == 0)
  662. pc_setrestartvalue(sd, 1);
  663. //SG map and mob read [Komurka]
  664. for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
  665. {
  666. if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
  667. sd->feel_map[i].index = j;
  668. sd->feel_map[i].m = map_mapindex2mapid(j);
  669. } else {
  670. sd->feel_map[i].index = 0;
  671. sd->feel_map[i].m = -1;
  672. }
  673. sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
  674. }
  675. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  676. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  677. if (sd->cloneskill_id > 0) {
  678. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  679. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  680. if (i < sd->status.skill[sd->cloneskill_id].lv)
  681. sd->status.skill[sd->cloneskill_id].lv = i;
  682. sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
  683. clif_skillinfoblock(sd);
  684. }
  685. }
  686. // Automated script events
  687. if (script_config.event_requires_trigger) {
  688. sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
  689. sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name);
  690. sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name);
  691. sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
  692. // if script triggers are not required
  693. } else {
  694. sd->state.event_death = 1;
  695. sd->state.event_kill_pc = 1;
  696. sd->state.event_disconnect = 1;
  697. sd->state.event_kill_mob = 1;
  698. }
  699. npc_script_event(sd, NPCE_LOGIN);
  700. return 0;
  701. }
  702. static int pc_calc_skillpoint(struct map_session_data* sd)
  703. {
  704. int i,skill,inf2,skill_point=0;
  705. nullpo_retr(0, sd);
  706. for(i=1;i<MAX_SKILL;i++){
  707. if( (skill = pc_checkskill(sd,i)) > 0) {
  708. inf2 = skill_get_inf2(i);
  709. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  710. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  711. ) {
  712. if(!sd->status.skill[i].flag)
  713. skill_point += skill;
  714. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  715. skill_point += (sd->status.skill[i].flag - 2);
  716. }
  717. }
  718. }
  719. }
  720. return skill_point;
  721. }
  722. /*==========================================
  723. * ?えられるスキルの計算
  724. *------------------------------------------
  725. */
  726. int pc_calc_skilltree(struct map_session_data *sd)
  727. {
  728. int i,id=0,flag;
  729. int c=0;
  730. nullpo_retr(0, sd);
  731. i = pc_calc_skilltree_normalize_job(sd);
  732. c = pc_mapid2jobid(i, sd->status.sex);
  733. if (c == -1) { //Unable to normalize job??
  734. if (battle_config.error_log)
  735. ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
  736. return 1;
  737. }
  738. for(i=0;i<MAX_SKILL;i++){
  739. if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
  740. sd->status.skill[i].id=0; //First clear skills.
  741. }
  742. for(i=0;i<MAX_SKILL;i++){
  743. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills.
  744. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
  745. sd->status.skill[i].flag=0;
  746. }
  747. if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU)
  748. { //Enable Bard/Dancer spirit linked skills.
  749. if (sd->status.sex) { //Link dancer skills to bard.
  750. sd->status.skill[i].id=i;
  751. sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  752. sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  753. } else { //Link bard skills to dancer.
  754. sd->status.skill[i-8].id=i-8;
  755. sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
  756. sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  757. }
  758. }
  759. }
  760. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  761. for(i=0;i<MAX_SKILL;i++){
  762. if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
  763. continue;
  764. if (skill_get_max(i) > 0)
  765. sd->status.skill[i].id=i;
  766. }
  767. return 0;
  768. }
  769. do {
  770. flag=0;
  771. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  772. int j,f=1;
  773. if(sd->status.skill[id].id)
  774. continue; //Skill already known.
  775. if(!battle_config.skillfree) {
  776. for(j=0;j<5;j++) {
  777. if( skill_tree[c][i].need[j].id &&
  778. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  779. skill_tree[c][i].need[j].lv) {
  780. f=0;
  781. break;
  782. }
  783. }
  784. if (sd->status.job_level < skill_tree[c][i].joblv)
  785. f=0;
  786. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  787. f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  788. }
  789. if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
  790. { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
  791. if (sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
  792. { //Enable Spirit Skills. [Skotlex]
  793. sd->status.skill[id].id=id;
  794. sd->status.skill[id].lv=1;
  795. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  796. flag=1;
  797. }
  798. } else if (f){
  799. sd->status.skill[id].id=id;
  800. flag=1;
  801. }
  802. }
  803. } while(flag);
  804. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) {
  805. //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
  806. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  807. if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
  808. continue; //Do not include Quest/Wedding skills.
  809. if(sd->status.skill[id].id==0 ){
  810. sd->status.skill[id].id=id;
  811. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  812. } else
  813. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  814. sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
  815. }
  816. }
  817. return 0;
  818. }
  819. //Checks if you can learn a new skill after having leveled up a skill.
  820. static void pc_check_skilltree(struct map_session_data *sd, int skill) {
  821. int i,id=0,flag;
  822. int c=0;
  823. if(battle_config.skillfree)
  824. return; //Function serves no purpose if this is set
  825. i = pc_calc_skilltree_normalize_job(sd);
  826. c = pc_mapid2jobid(i, sd->status.sex);
  827. if (c == -1) { //Unable to normalize job??
  828. if (battle_config.error_log)
  829. ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
  830. return;
  831. }
  832. do {
  833. flag=0;
  834. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  835. int j,f=1;
  836. if(sd->status.skill[id].id) //Already learned
  837. continue;
  838. for(j=0;j<5;j++) {
  839. if( skill_tree[c][i].need[j].id &&
  840. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  841. skill_tree[c][i].need[j].lv) {
  842. f=0;
  843. break;
  844. }
  845. }
  846. if (!f)
  847. continue;
  848. if (sd->status.job_level < skill_tree[c][i].joblv)
  849. continue;
  850. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  851. continue; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  852. if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
  853. //Spirit skills cannot be learned
  854. continue;
  855. sd->status.skill[id].id=id;
  856. flag=1;
  857. }
  858. } while(flag);
  859. }
  860. // Make sure all the skills are in the correct condition
  861. // before persisting to the backend.. [MouseJstr]
  862. int pc_clean_skilltree(struct map_session_data *sd) {
  863. int i;
  864. for (i = 0; i < MAX_SKILL; i++){
  865. if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1)
  866. {
  867. sd->status.skill[i].id = 0;
  868. sd->status.skill[i].lv = 0;
  869. sd->status.skill[i].flag = 0;
  870. } else if (sd->status.skill[i].flag){
  871. sd->status.skill[i].lv = sd->status.skill[i].flag-2;
  872. sd->status.skill[i].flag = 0;
  873. }
  874. }
  875. return 0;
  876. }
  877. int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
  878. int skill_point;
  879. int c = sd->class_;
  880. if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  881. return c; //Only Normalize non-first classes (and non-super novice)
  882. skill_point = pc_calc_skillpoint(sd);
  883. if(skill_point < 9)
  884. c = MAPID_NOVICE;
  885. else if (sd->status.skill_point >= (int)sd->status.job_level
  886. && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
  887. //Send it to first class.
  888. c &= MAPID_BASEMASK;
  889. }
  890. if (sd->class_&JOBL_UPPER) //Convert to Upper
  891. c |= JOBL_UPPER;
  892. else if (sd->class_&JOBL_BABY) //Convert to Baby
  893. c |= JOBL_BABY;
  894. return c;
  895. }
  896. /*==========================================
  897. * 重量アイコンの確認
  898. *------------------------------------------
  899. */
  900. int pc_checkweighticon(struct map_session_data *sd)
  901. {
  902. int flag=0;
  903. nullpo_retr(0, sd);
  904. //Consider the battle option 50% criteria....
  905. if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
  906. flag=1;
  907. if(sd->weight*10 >= sd->max_weight*9)
  908. flag=2;
  909. if(flag==1){
  910. if(sd->sc.data[SC_WEIGHT50].timer==-1)
  911. sc_start(&sd->bl,SC_WEIGHT50,100,0,0);
  912. }else{
  913. if(sd->sc.data[SC_WEIGHT50].timer!=-1)
  914. status_change_end(&sd->bl,SC_WEIGHT50,-1);
  915. }
  916. if(flag==2){
  917. if(sd->sc.data[SC_WEIGHT90].timer==-1)
  918. sc_start(&sd->bl,SC_WEIGHT90,100,0,0);
  919. }else{
  920. if(sd->sc.data[SC_WEIGHT90].timer!=-1)
  921. status_change_end(&sd->bl,SC_WEIGHT90,-1);
  922. }
  923. return 0;
  924. }
  925. int pc_disguise(struct map_session_data *sd, int class_) {
  926. if (!class_ && !sd->disguise)
  927. return 0;
  928. if (class_ && (sd->disguise == class_ || pc_isriding(sd)))
  929. return 0;
  930. if(sd->sc.option&OPTION_INVISIBLE)
  931. { //Character is invisible. Stealth class-change. [Skotlex]
  932. sd->disguise = class_; //viewdata is set on uncloaking.
  933. return 2;
  934. }
  935. pc_stop_walking(sd, 0);
  936. clif_clearchar(&sd->bl, 0);
  937. if (!class_) {
  938. sd->disguise = 0;
  939. class_ = sd->status.class_;
  940. } else
  941. sd->disguise=class_;
  942. status_set_viewdata(&sd->bl, class_);
  943. clif_changeoption(&sd->bl);
  944. clif_spawn(&sd->bl);
  945. return 1;
  946. }
  947. static int pc_bonus_autospell_del(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
  948. int i, j;
  949. for(i=max-1; i>=0 && !spell[i].id; i--);
  950. if (i<0) return 0; //Nothing to substract from.
  951. j = i;
  952. for(; i>=0 && rate > 0; i--)
  953. {
  954. if (spell[i].id != id || spell[i].lv != lv) continue;
  955. if (rate >= spell[i].rate) {
  956. rate-= spell[i].rate;
  957. spell[i].rate = 0;
  958. memmove(&spell[i], &spell[j], sizeof(struct s_autospell));
  959. memset(&spell[j], 0, sizeof(struct s_autospell));
  960. j--;
  961. } else {
  962. spell[i].rate -= rate;
  963. rate = 0;
  964. }
  965. }
  966. return rate;
  967. }
  968. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
  969. int i;
  970. if (rate < 0) return //Remove the autobonus.
  971. pc_bonus_autospell_del(spell, max, id, lv, -rate, card_id);
  972. for (i = 0; i < max && spell[i].id; i++) {
  973. if (spell[i].card_id == card_id &&
  974. spell[i].id == id && spell[i].lv == lv)
  975. {
  976. if (!battle_config.autospell_stacking)
  977. return 0;
  978. rate += spell[i].rate;
  979. break;
  980. }
  981. }
  982. if (i == max) {
  983. if (battle_config.error_log)
  984. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  985. return 0;
  986. }
  987. spell[i].id = id;
  988. spell[i].lv = lv;
  989. spell[i].rate = rate;
  990. spell[i].card_id = card_id;
  991. return 1;
  992. }
  993. static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) {
  994. int i;
  995. //Apply config rate adjustment settings.
  996. if (rate >= 0) { //Absolute drop.
  997. if (battle_config.item_rate_adddrop != 100)
  998. rate = rate*battle_config.item_rate_adddrop/100;
  999. if (rate < battle_config.item_drop_adddrop_min)
  1000. rate = battle_config.item_drop_adddrop_min;
  1001. else if (rate > battle_config.item_drop_adddrop_max)
  1002. rate = battle_config.item_drop_adddrop_max;
  1003. } else { //Relative drop, max/min limits are applied at drop time.
  1004. if (battle_config.item_rate_adddrop != 100)
  1005. rate = rate*battle_config.item_rate_adddrop/100;
  1006. if (rate > -1)
  1007. rate = -1;
  1008. }
  1009. for(i = 0; i < *count; i++) {
  1010. if(
  1011. (id && drop[i].id == id) ||
  1012. (group && drop[i].group == group)
  1013. ) {
  1014. drop[i].race |= race;
  1015. if(drop[i].rate > 0 && rate > 0)
  1016. { //Both are absolute rates.
  1017. if (drop[i].rate < rate)
  1018. drop[i].rate = rate;
  1019. } else
  1020. if(drop[i].rate < 0 && rate < 0) {
  1021. //Both are relative rates.
  1022. if (drop[i].rate > rate)
  1023. drop[i].rate = rate;
  1024. } else if (rate < 0) //Give preference to relative rate.
  1025. drop[i].rate = rate;
  1026. return 1;
  1027. }
  1028. }
  1029. if(*count >= MAX_PC_BONUS) {
  1030. if (battle_config.error_log)
  1031. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS);
  1032. return 0;
  1033. }
  1034. drop[*count].id = id;
  1035. drop[*count].group = group;
  1036. drop[*count].race |= race;
  1037. drop[*count].rate = rate;
  1038. (*count)++;
  1039. return 1;
  1040. }
  1041. /*==========================================
  1042. * ? 備品による能力等のボ?ナス設定
  1043. *------------------------------------------
  1044. */
  1045. int pc_bonus(struct map_session_data *sd,int type,int val)
  1046. {
  1047. struct status_data *status;
  1048. int bonus;
  1049. nullpo_retr(0, sd);
  1050. status = &sd->base_status;
  1051. switch(type){
  1052. case SP_STR:
  1053. case SP_AGI:
  1054. case SP_VIT:
  1055. case SP_INT:
  1056. case SP_DEX:
  1057. case SP_LUK:
  1058. if(sd->state.lr_flag != 2)
  1059. sd->param_bonus[type-SP_STR]+=val;
  1060. break;
  1061. case SP_ATK1:
  1062. if(!sd->state.lr_flag)
  1063. status->rhw.atk+=val;
  1064. else if(sd->state.lr_flag == 1)
  1065. status->lhw->atk+=val;
  1066. break;
  1067. case SP_ATK2:
  1068. if(!sd->state.lr_flag)
  1069. status->rhw.atk2+=val;
  1070. else if(sd->state.lr_flag == 1)
  1071. status->lhw->atk2+=val;
  1072. break;
  1073. case SP_BASE_ATK:
  1074. if(sd->state.lr_flag != 2)
  1075. status->batk+=val;
  1076. break;
  1077. case SP_MATK1:
  1078. if(sd->state.lr_flag != 2)
  1079. status->matk_max += val;
  1080. break;
  1081. case SP_MATK2:
  1082. if(sd->state.lr_flag != 2)
  1083. status->matk_min += val;
  1084. break;
  1085. case SP_MATK:
  1086. if(sd->state.lr_flag != 2) {
  1087. status->matk_max += val;
  1088. status->matk_min += val;
  1089. }
  1090. break;
  1091. case SP_DEF1:
  1092. if(sd->state.lr_flag != 2) {
  1093. bonus = status->def + val;
  1094. status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1095. }
  1096. break;
  1097. case SP_DEF2:
  1098. if(sd->state.lr_flag != 2) {
  1099. bonus = status->def2 + val;
  1100. status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1101. }
  1102. break;
  1103. case SP_MDEF1:
  1104. if(sd->state.lr_flag != 2) {
  1105. bonus = status->mdef + val;
  1106. status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1107. }
  1108. break;
  1109. case SP_MDEF2:
  1110. if(sd->state.lr_flag != 2) {
  1111. bonus = status->mdef2 + val;
  1112. status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1113. }
  1114. break;
  1115. case SP_HIT:
  1116. if(sd->state.lr_flag != 2) {
  1117. bonus = status->hit + val;
  1118. status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1119. } else
  1120. sd->arrow_hit+=val;
  1121. break;
  1122. case SP_FLEE1:
  1123. if(sd->state.lr_flag != 2) {
  1124. bonus = status->flee + val;
  1125. status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1126. }
  1127. break;
  1128. case SP_FLEE2:
  1129. if(sd->state.lr_flag != 2) {
  1130. bonus = status->flee2 + val*10;
  1131. status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1132. }
  1133. break;
  1134. case SP_CRITICAL:
  1135. if(sd->state.lr_flag != 2) {
  1136. bonus = status->cri + val*10;
  1137. status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1138. } else
  1139. sd->arrow_cri += val*10;
  1140. break;
  1141. case SP_ATKELE:
  1142. if(val >= ELE_MAX) {
  1143. if(battle_config.error_log)
  1144. ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
  1145. break;
  1146. }
  1147. switch (sd->state.lr_flag)
  1148. {
  1149. case 2:
  1150. sd->arrow_ele=val;
  1151. break;
  1152. case 1:
  1153. status->lhw->ele=val;
  1154. break;
  1155. default:
  1156. status->rhw.ele=val;
  1157. break;
  1158. }
  1159. break;
  1160. case SP_DEFELE:
  1161. if(val >= ELE_MAX) {
  1162. if(battle_config.error_log)
  1163. ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
  1164. break;
  1165. }
  1166. if(sd->state.lr_flag != 2)
  1167. status->def_ele=val;
  1168. break;
  1169. case SP_MAXHP:
  1170. if(sd->state.lr_flag != 2) {
  1171. if (val < 0 && status->max_hp <= (unsigned int)(-val))
  1172. status->max_hp = 1;
  1173. else
  1174. status->max_hp+=val;
  1175. }
  1176. break;
  1177. case SP_MAXSP:
  1178. if(sd->state.lr_flag != 2) {
  1179. if (val < 0 && status->max_sp <= (unsigned int)(-val))
  1180. status->max_sp = 1;
  1181. else
  1182. status->max_sp+=val;
  1183. }
  1184. break;
  1185. case SP_CASTRATE:
  1186. if(sd->state.lr_flag != 2)
  1187. sd->castrate+=val;
  1188. break;
  1189. case SP_MAXHPRATE:
  1190. if(sd->state.lr_flag != 2)
  1191. sd->hprate+=val;
  1192. break;
  1193. case SP_MAXSPRATE:
  1194. if(sd->state.lr_flag != 2)
  1195. sd->sprate+=val;
  1196. break;
  1197. case SP_SPRATE:
  1198. if(sd->state.lr_flag != 2)
  1199. sd->dsprate+=val;
  1200. break;
  1201. case SP_ATTACKRANGE:
  1202. switch (sd->state.lr_flag) {
  1203. case 2:
  1204. switch (sd->status.weapon) {
  1205. case W_BOW:
  1206. case W_REVOLVER:
  1207. case W_RIFLE:
  1208. case W_SHOTGUN:
  1209. case W_GATLING:
  1210. case W_GRENADE:
  1211. status->rhw.range += val;
  1212. }
  1213. break;
  1214. case 1:
  1215. status->lhw->range += val;
  1216. break;
  1217. default:
  1218. status->rhw.range += val;
  1219. break;
  1220. }
  1221. break;
  1222. case SP_ADD_SPEED: //Raw increase
  1223. if(sd->state.lr_flag != 2) {
  1224. bonus = status->speed - val;
  1225. status->speed = cap_value(bonus, 0, USHRT_MAX);
  1226. }
  1227. break;
  1228. case SP_SPEED_RATE: //Non stackable increase
  1229. if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
  1230. sd->speed_rate = 100-val;
  1231. break;
  1232. case SP_SPEED_ADDRATE: //Stackable increase
  1233. if(sd->state.lr_flag != 2)
  1234. sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
  1235. break;
  1236. case SP_ASPD: //Raw increase
  1237. if(sd->state.lr_flag != 2)
  1238. status->adelay -= val*10;
  1239. break;
  1240. case SP_ASPD_RATE: //Non stackable increase
  1241. if(sd->state.lr_flag != 2 && status->aspd_rate > 1000-val*10)
  1242. status->aspd_rate = 1000-val*10;
  1243. break;
  1244. case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
  1245. if(sd->state.lr_flag != 2)
  1246. sd->aspd_add_rate -= val;
  1247. break;
  1248. case SP_HP_RECOV_RATE:
  1249. if(sd->state.lr_flag != 2)
  1250. sd->hprecov_rate += val;
  1251. break;
  1252. case SP_SP_RECOV_RATE:
  1253. if(sd->state.lr_flag != 2)
  1254. sd->sprecov_rate += val;
  1255. break;
  1256. case SP_CRITICAL_DEF:
  1257. if(sd->state.lr_flag != 2)
  1258. sd->critical_def += val;
  1259. break;
  1260. case SP_NEAR_ATK_DEF:
  1261. if(sd->state.lr_flag != 2)
  1262. sd->near_attack_def_rate += val;
  1263. break;
  1264. case SP_LONG_ATK_DEF:
  1265. if(sd->state.lr_flag != 2)
  1266. sd->long_attack_def_rate += val;
  1267. break;
  1268. case SP_DOUBLE_RATE:
  1269. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  1270. sd->double_rate = val;
  1271. break;
  1272. case SP_DOUBLE_ADD_RATE:
  1273. if(sd->state.lr_flag == 0)
  1274. sd->double_add_rate += val;
  1275. break;
  1276. case SP_MATK_RATE:
  1277. if(sd->state.lr_flag != 2)
  1278. sd->matk_rate += val;
  1279. break;
  1280. case SP_IGNORE_DEF_ELE:
  1281. if(val >= ELE_MAX) {
  1282. if(battle_config.error_log)
  1283. ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
  1284. break;
  1285. }
  1286. if(!sd->state.lr_flag)
  1287. sd->right_weapon.ignore_def_ele |= 1<<val;
  1288. else if(sd->state.lr_flag == 1)
  1289. sd->left_weapon.ignore_def_ele |= 1<<val;
  1290. break;
  1291. case SP_IGNORE_DEF_RACE:
  1292. if(!sd->state.lr_flag)
  1293. sd->right_weapon.ignore_def_race |= 1<<val;
  1294. else if(sd->state.lr_flag == 1)
  1295. sd->left_weapon.ignore_def_race |= 1<<val;
  1296. break;
  1297. case SP_ATK_RATE:
  1298. if(sd->state.lr_flag != 2)
  1299. sd->atk_rate += val;
  1300. break;
  1301. case SP_MAGIC_ATK_DEF:
  1302. if(sd->state.lr_flag != 2)
  1303. sd->magic_def_rate += val;
  1304. break;
  1305. case SP_MISC_ATK_DEF:
  1306. if(sd->state.lr_flag != 2)
  1307. sd->misc_def_rate += val;
  1308. break;
  1309. case SP_IGNORE_MDEF_ELE:
  1310. if(val >= ELE_MAX) {
  1311. if(battle_config.error_log)
  1312. ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
  1313. break;
  1314. }
  1315. if(sd->state.lr_flag != 2)
  1316. sd->ignore_mdef_ele |= 1<<val;
  1317. break;
  1318. case SP_IGNORE_MDEF_RACE:
  1319. if(sd->state.lr_flag != 2)
  1320. sd->ignore_mdef_race |= 1<<val;
  1321. break;
  1322. case SP_PERFECT_HIT_RATE:
  1323. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  1324. sd->perfect_hit = val;
  1325. break;
  1326. case SP_PERFECT_HIT_ADD_RATE:
  1327. if(sd->state.lr_flag != 2)
  1328. sd->perfect_hit_add += val;
  1329. break;
  1330. case SP_CRITICAL_RATE:
  1331. if(sd->state.lr_flag != 2)
  1332. sd->critical_rate+=val;
  1333. break;
  1334. case SP_DEF_RATIO_ATK_ELE:
  1335. if(val >= ELE_MAX) {
  1336. if(battle_config.error_log)
  1337. ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
  1338. break;
  1339. }
  1340. if(!sd->state.lr_flag)
  1341. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  1342. else if(sd->state.lr_flag == 1)
  1343. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  1344. break;
  1345. case SP_DEF_RATIO_ATK_RACE:
  1346. if(val >= RC_MAX) {
  1347. if(battle_config.error_log)
  1348. ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
  1349. break;
  1350. }
  1351. if(!sd->state.lr_flag)
  1352. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  1353. else if(sd->state.lr_flag == 1)
  1354. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  1355. break;
  1356. case SP_HIT_RATE:
  1357. if(sd->state.lr_flag != 2)
  1358. sd->hit_rate += val;
  1359. break;
  1360. case SP_FLEE_RATE:
  1361. if(sd->state.lr_flag != 2)
  1362. sd->flee_rate += val;
  1363. break;
  1364. case SP_FLEE2_RATE:
  1365. if(sd->state.lr_flag != 2)
  1366. sd->flee2_rate += val;
  1367. break;
  1368. case SP_DEF_RATE:
  1369. if(sd->state.lr_flag != 2)
  1370. sd->def_rate += val;
  1371. break;
  1372. case SP_DEF2_RATE:
  1373. if(sd->state.lr_flag != 2)
  1374. sd->def2_rate += val;
  1375. break;
  1376. case SP_MDEF_RATE:
  1377. if(sd->state.lr_flag != 2)
  1378. sd->mdef_rate += val;
  1379. break;
  1380. case SP_MDEF2_RATE:
  1381. if(sd->state.lr_flag != 2)
  1382. sd->mdef2_rate += val;
  1383. break;
  1384. case SP_RESTART_FULL_RECOVER:
  1385. if(sd->state.lr_flag != 2)
  1386. sd->special_state.restart_full_recover = 1;
  1387. break;
  1388. case SP_NO_CASTCANCEL:
  1389. if(sd->state.lr_flag != 2)
  1390. sd->special_state.no_castcancel = 1;
  1391. break;
  1392. case SP_NO_CASTCANCEL2:
  1393. if(sd->state.lr_flag != 2)
  1394. sd->special_state.no_castcancel2 = 1;
  1395. break;
  1396. case SP_NO_SIZEFIX:
  1397. if(sd->state.lr_flag != 2)
  1398. sd->special_state.no_sizefix = 1;
  1399. break;
  1400. case SP_NO_MAGIC_DAMAGE:
  1401. if(sd->state.lr_flag == 2)
  1402. break;
  1403. val+= sd->special_state.no_magic_damage;
  1404. sd->special_state.no_magic_damage = cap_value(val,0,100);
  1405. break;
  1406. case SP_NO_WEAPON_DAMAGE:
  1407. if(sd->state.lr_flag == 2)
  1408. break;
  1409. val+= sd->special_state.no_weapon_damage;
  1410. sd->special_state.no_weapon_damage = cap_value(val,0,100);
  1411. break;
  1412. case SP_NO_GEMSTONE:
  1413. if(sd->state.lr_flag != 2)
  1414. sd->special_state.no_gemstone = 1;
  1415. break;
  1416. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  1417. if(sd->state.lr_flag != 2)
  1418. sd->special_state.intravision = 1;
  1419. break;
  1420. case SP_SPLASH_RANGE:
  1421. if(sd->state.lr_flag != 2 && sd->splash_range < val)
  1422. sd->splash_range = val;
  1423. break;
  1424. case SP_SPLASH_ADD_RANGE:
  1425. if(sd->state.lr_flag != 2)
  1426. sd->splash_add_range += val;
  1427. break;
  1428. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  1429. if(sd->state.lr_flag != 2)
  1430. sd->short_weapon_damage_return += val;
  1431. break;
  1432. case SP_LONG_WEAPON_DAMAGE_RETURN:
  1433. if(sd->state.lr_flag != 2)
  1434. sd->long_weapon_damage_return += val;
  1435. break;
  1436. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  1437. if(sd->state.lr_flag != 2)
  1438. sd->magic_damage_return += val;
  1439. break;
  1440. case SP_ALL_STATS: // [Valaris]
  1441. if(sd->state.lr_flag!=2) {
  1442. sd->param_bonus[SP_STR-SP_STR]+=val;
  1443. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1444. sd->param_bonus[SP_VIT-SP_STR]+=val;
  1445. sd->param_bonus[SP_INT-SP_STR]+=val;
  1446. sd->param_bonus[SP_DEX-SP_STR]+=val;
  1447. sd->param_bonus[SP_LUK-SP_STR]+=val;
  1448. }
  1449. break;
  1450. case SP_AGI_VIT: // [Valaris]
  1451. if(sd->state.lr_flag!=2) {
  1452. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1453. sd->param_bonus[SP_VIT-SP_STR]+=val;
  1454. }
  1455. break;
  1456. case SP_AGI_DEX_STR: // [Valaris]
  1457. if(sd->state.lr_flag!=2) {
  1458. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1459. sd->param_bonus[SP_DEX-SP_STR]+=val;
  1460. sd->param_bonus[SP_STR-SP_STR]+=val;
  1461. }
  1462. break;
  1463. case SP_PERFECT_HIDE: // [Valaris]
  1464. if(sd->state.lr_flag!=2) {
  1465. sd->state.perfect_hiding=1;
  1466. }
  1467. break;
  1468. case SP_UNBREAKABLE:
  1469. if(sd->state.lr_flag!=2) {
  1470. sd->unbreakable += val;
  1471. }
  1472. break;
  1473. case SP_UNBREAKABLE_WEAPON:
  1474. if(sd->state.lr_flag != 2)
  1475. sd->unbreakable_equip |= EQP_WEAPON;
  1476. break;
  1477. case SP_UNBREAKABLE_ARMOR:
  1478. if(sd->state.lr_flag != 2)
  1479. sd->unbreakable_equip |= EQP_ARMOR;
  1480. break;
  1481. case SP_UNBREAKABLE_HELM:
  1482. if(sd->state.lr_flag != 2)
  1483. sd->unbreakable_equip |= EQP_HELM;
  1484. break;
  1485. case SP_UNBREAKABLE_SHIELD:
  1486. if(sd->state.lr_flag != 2)
  1487. sd->unbreakable_equip |= EQP_SHIELD;
  1488. break;
  1489. case SP_CLASSCHANGE: // [Valaris]
  1490. if(sd->state.lr_flag !=2)
  1491. sd->classchange=val;
  1492. break;
  1493. case SP_LONG_ATK_RATE:
  1494. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  1495. sd->long_attack_atk_rate+=val;
  1496. break;
  1497. case SP_BREAK_WEAPON_RATE:
  1498. if(sd->state.lr_flag != 2)
  1499. sd->break_weapon_rate+=val;
  1500. break;
  1501. case SP_BREAK_ARMOR_RATE:
  1502. if(sd->state.lr_flag != 2)
  1503. sd->break_armor_rate+=val;
  1504. break;
  1505. case SP_ADD_STEAL_RATE:
  1506. if(sd->state.lr_flag != 2)
  1507. sd->add_steal_rate+=val;
  1508. break;
  1509. case SP_DELAYRATE:
  1510. if(sd->state.lr_flag != 2)
  1511. sd->delayrate+=val;
  1512. break;
  1513. case SP_CRIT_ATK_RATE:
  1514. if(sd->state.lr_flag != 2)
  1515. sd->crit_atk_rate += val;
  1516. break;
  1517. case SP_NO_REGEN:
  1518. if(sd->state.lr_flag != 2)
  1519. sd->no_regen = val;
  1520. break;
  1521. case SP_UNSTRIPABLE_WEAPON:
  1522. if(sd->state.lr_flag != 2)
  1523. sd->unstripable_equip |= EQP_WEAPON;
  1524. break;
  1525. case SP_UNSTRIPABLE:
  1526. case SP_UNSTRIPABLE_ARMOR:
  1527. if(sd->state.lr_flag != 2)
  1528. sd->unstripable_equip |= EQP_ARMOR;
  1529. break;
  1530. case SP_UNSTRIPABLE_HELM:
  1531. if(sd->state.lr_flag != 2)
  1532. sd->unstripable_equip |= EQP_HELM;
  1533. break;
  1534. case SP_UNSTRIPABLE_SHIELD:
  1535. if(sd->state.lr_flag != 2)
  1536. sd->unstripable_equip |= EQP_SHIELD;
  1537. break;
  1538. case SP_HP_DRAIN_VALUE:
  1539. if(!sd->state.lr_flag) {
  1540. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1541. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1542. }
  1543. else if(sd->state.lr_flag == 1) {
  1544. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1545. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1546. }
  1547. break;
  1548. case SP_SP_DRAIN_VALUE:
  1549. if(!sd->state.lr_flag) {
  1550. sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
  1551. sd->right_weapon.sp_drain[RC_BOSS].value += val;
  1552. }
  1553. else if(sd->state.lr_flag == 1) {
  1554. sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
  1555. sd->left_weapon.sp_drain[RC_BOSS].value += val;
  1556. }
  1557. break;
  1558. case SP_SP_GAIN_VALUE:
  1559. if(!sd->state.lr_flag)
  1560. sd->sp_gain_value += val;
  1561. break;
  1562. case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
  1563. if(!sd->state.lr_flag)
  1564. sd->right_weapon.ignore_def_mob |= 1<<val;
  1565. else if(sd->state.lr_flag == 1)
  1566. sd->left_weapon.ignore_def_mob |= 1<<val;
  1567. break;
  1568. case SP_HP_GAIN_VALUE:
  1569. if(!sd->state.lr_flag)
  1570. sd->hp_gain_value += val;
  1571. break;
  1572. default:
  1573. if(battle_config.error_log)
  1574. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  1575. break;
  1576. }
  1577. return 0;
  1578. }
  1579. /*==========================================
  1580. * ? 備品による能力等のボ?ナス設定
  1581. *------------------------------------------
  1582. */
  1583. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  1584. {
  1585. int i;
  1586. nullpo_retr(0, sd);
  1587. switch(type){
  1588. case SP_ADDELE:
  1589. if(type2 >= ELE_MAX) {
  1590. if(battle_config.error_log)
  1591. ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
  1592. break;
  1593. }
  1594. if(!sd->state.lr_flag)
  1595. sd->right_weapon.addele[type2]+=val;
  1596. else if(sd->state.lr_flag == 1)
  1597. sd->left_weapon.addele[type2]+=val;
  1598. else if(sd->state.lr_flag == 2)
  1599. sd->arrow_addele[type2]+=val;
  1600. break;
  1601. case SP_ADDRACE:
  1602. if(!sd->state.lr_flag)
  1603. sd->right_weapon.addrace[type2]+=val;
  1604. else if(sd->state.lr_flag == 1)
  1605. sd->left_weapon.addrace[type2]+=val;
  1606. else if(sd->state.lr_flag == 2)
  1607. sd->arrow_addrace[type2]+=val;
  1608. break;
  1609. case SP_ADDSIZE:
  1610. if(!sd->state.lr_flag)
  1611. sd->right_weapon.addsize[type2]+=val;
  1612. else if(sd->state.lr_flag == 1)
  1613. sd->left_weapon.addsize[type2]+=val;
  1614. else if(sd->state.lr_flag == 2)
  1615. sd->arrow_addsize[type2]+=val;
  1616. break;
  1617. case SP_SUBELE:
  1618. if(type2 >= ELE_MAX) {
  1619. if(battle_config.error_log)
  1620. ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
  1621. break;
  1622. }
  1623. if(sd->state.lr_flag != 2)
  1624. sd->subele[type2]+=val;
  1625. break;
  1626. case SP_SUBRACE:
  1627. if(sd->state.lr_flag != 2)
  1628. sd->subrace[type2]+=val;
  1629. break;
  1630. case SP_ADDEFF:
  1631. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1632. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  1633. break;
  1634. }
  1635. if(sd->state.lr_flag != 2)
  1636. sd->addeff[type2-SC_COMMON_MIN]+=val;
  1637. else
  1638. sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
  1639. break;
  1640. case SP_ADDEFF2:
  1641. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1642. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  1643. break;
  1644. }
  1645. if(sd->state.lr_flag != 2)
  1646. sd->addeff2[type2-SC_COMMON_MIN]+=val;
  1647. else
  1648. sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
  1649. break;
  1650. case SP_RESEFF:
  1651. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1652. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  1653. break;
  1654. }
  1655. if(sd->state.lr_flag != 2)
  1656. sd->reseff[type2-SC_COMMON_MIN]+=val;
  1657. break;
  1658. case SP_MAGIC_ADDELE:
  1659. if(type2 >= ELE_MAX) {
  1660. if(battle_config.error_log)
  1661. ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
  1662. break;
  1663. }
  1664. if(sd->state.lr_flag != 2)
  1665. sd->magic_addele[type2]+=val;
  1666. break;
  1667. case SP_MAGIC_ADDRACE:
  1668. if(sd->state.lr_flag != 2)
  1669. sd->magic_addrace[type2]+=val;
  1670. break;
  1671. case SP_MAGIC_ADDSIZE:
  1672. if(sd->state.lr_flag != 2)
  1673. sd->magic_addsize[type2]+=val;
  1674. break;
  1675. case SP_ADD_DAMAGE_CLASS:
  1676. if(!sd->state.lr_flag) {
  1677. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1678. if(sd->right_weapon.add_damage_classid[i] == type2) {
  1679. sd->right_weapon.add_damage_classrate[i] += val;
  1680. break;
  1681. }
  1682. }
  1683. if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
  1684. sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
  1685. sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
  1686. sd->right_weapon.add_damage_class_count++;
  1687. }
  1688. }
  1689. else if(sd->state.lr_flag == 1) {
  1690. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1691. if(sd->left_weapon.add_damage_classid[i] == type2) {
  1692. sd->left_weapon.add_damage_classrate[i] += val;
  1693. break;
  1694. }
  1695. }
  1696. if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
  1697. sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
  1698. sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
  1699. sd->left_weapon.add_damage_class_count++;
  1700. }
  1701. }
  1702. break;
  1703. case SP_ADD_MAGIC_DAMAGE_CLASS:
  1704. if(sd->state.lr_flag != 2) {
  1705. for(i=0;i<sd->add_mdmg_count;i++) {
  1706. if(sd->add_mdmg[i].class_ == type2) {
  1707. sd->add_mdmg[i].rate += val;
  1708. break;
  1709. }
  1710. }
  1711. if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
  1712. sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
  1713. sd->add_mdmg[sd->add_mdmg_count].rate += val;
  1714. sd->add_mdmg_count++;
  1715. }
  1716. }
  1717. break;
  1718. case SP_ADD_DEF_CLASS:
  1719. if(sd->state.lr_flag != 2) {
  1720. for(i=0;i<sd->add_def_count;i++) {
  1721. if(sd->add_def[i].class_ == type2) {
  1722. sd->add_def[i].rate += val;
  1723. break;
  1724. }
  1725. }
  1726. if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
  1727. sd->add_def[sd->add_def_count].class_ = type2;
  1728. sd->add_def[sd->add_def_count].rate += val;
  1729. sd->add_def_count++;
  1730. }
  1731. }
  1732. break;
  1733. case SP_ADD_MDEF_CLASS:
  1734. if(sd->state.lr_flag != 2) {
  1735. for(i=0;i<sd->add_mdef_count;i++) {
  1736. if(sd->add_mdef[i].class_ == type2) {
  1737. sd->add_mdef[i].rate += val;
  1738. break;
  1739. }
  1740. }
  1741. if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
  1742. sd->add_mdef[sd->add_mdef_count].class_ = type2;
  1743. sd->add_mdef[sd->add_mdef_count].rate += val;
  1744. sd->add_mdef_count++;
  1745. }
  1746. }
  1747. break;
  1748. case SP_HP_DRAIN_RATE:
  1749. if(!sd->state.lr_flag) {
  1750. sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1751. sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
  1752. sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
  1753. sd->right_weapon.hp_drain[RC_BOSS].per += val;
  1754. }
  1755. else if(sd->state.lr_flag == 1) {
  1756. sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1757. sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
  1758. sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
  1759. sd->left_weapon.hp_drain[RC_BOSS].per += val;
  1760. }
  1761. break;
  1762. case SP_HP_DRAIN_VALUE:
  1763. if(!sd->state.lr_flag) {
  1764. sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
  1765. sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
  1766. sd->right_weapon.hp_drain[RC_BOSS].value += type2;
  1767. sd->right_weapon.hp_drain[RC_BOSS].type = val;
  1768. }
  1769. else if(sd->state.lr_flag == 1) {
  1770. sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
  1771. sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
  1772. sd->left_weapon.hp_drain[RC_BOSS].value += type2;
  1773. sd->left_weapon.hp_drain[RC_BOSS].type = val;
  1774. }
  1775. break;
  1776. case SP_SP_DRAIN_RATE:
  1777. if(!sd->state.lr_flag) {
  1778. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1779. sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
  1780. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  1781. sd->right_weapon.sp_drain[RC_BOSS].per += val;
  1782. }
  1783. else if(sd->state.lr_flag == 1) {
  1784. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1785. sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
  1786. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  1787. sd->left_weapon.sp_drain[RC_BOSS].per += val;
  1788. }
  1789. break;
  1790. case SP_SP_DRAIN_VALUE:
  1791. if(!sd->state.lr_flag) {
  1792. sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
  1793. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  1794. sd->right_weapon.sp_drain[RC_BOSS].value += type2;
  1795. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  1796. }
  1797. else if(sd->state.lr_flag == 1) {
  1798. sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
  1799. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  1800. sd->left_weapon.sp_drain[RC_BOSS].value += type2;
  1801. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  1802. }
  1803. break;
  1804. case SP_SP_VANISH_RATE:
  1805. if(sd->state.lr_flag != 2) {
  1806. sd->sp_vanish_rate += type2;
  1807. sd->sp_vanish_per += val;
  1808. }
  1809. break;
  1810. case SP_GET_ZENY_NUM:
  1811. if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
  1812. {
  1813. sd->get_zeny_rate = val;
  1814. sd->get_zeny_num = type2;
  1815. }
  1816. break;
  1817. case SP_ADD_GET_ZENY_NUM:
  1818. if(sd->state.lr_flag != 2)
  1819. {
  1820. sd->get_zeny_rate += val;
  1821. sd->get_zeny_num += type2;
  1822. }
  1823. break;
  1824. case SP_WEAPON_COMA_ELE:
  1825. if(type2 >= ELE_MAX) {
  1826. if(battle_config.error_log)
  1827. ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
  1828. break;
  1829. }
  1830. if(sd->state.lr_flag != 2)
  1831. sd->weapon_coma_ele[type2] += val;
  1832. break;
  1833. case SP_WEAPON_COMA_RACE:
  1834. if(sd->state.lr_flag != 2)
  1835. sd->weapon_coma_race[type2] += val;
  1836. break;
  1837. case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
  1838. if(sd->state.lr_flag !=2){
  1839. sd->random_attack_increase_add = type2;
  1840. sd->random_attack_increase_per += val;
  1841. }
  1842. break;
  1843. case SP_WEAPON_ATK:
  1844. if(sd->state.lr_flag != 2)
  1845. sd->weapon_atk[type2]+=val;
  1846. break;
  1847. case SP_WEAPON_ATK_RATE:
  1848. if(sd->state.lr_flag != 2)
  1849. sd->weapon_atk_rate[type2]+=val;
  1850. break;
  1851. case SP_CRITICAL_ADDRACE:
  1852. if(sd->state.lr_flag != 2)
  1853. sd->critaddrace[type2] += val*10;
  1854. break;
  1855. case SP_ADDEFF_WHENHIT:
  1856. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1857. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  1858. break;
  1859. }
  1860. if(sd->state.lr_flag != 2) {
  1861. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1862. sd->addeff3_type[type2-SC_COMMON_MIN]=1;
  1863. }
  1864. break;
  1865. case SP_ADDEFF_WHENHIT_SHORT:
  1866. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1867. ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
  1868. break;
  1869. }
  1870. if(sd->state.lr_flag != 2) {
  1871. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1872. sd->addeff3_type[type2-SC_COMMON_MIN]=0;
  1873. }
  1874. break;
  1875. case SP_SKILL_ATK:
  1876. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
  1877. if (i == MAX_PC_BONUS)
  1878. { //Better mention this so the array length can be updated. [Skotlex]
  1879. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1880. break;
  1881. }
  1882. if(sd->state.lr_flag != 2) {
  1883. if (sd->skillatk[i].id == type2)
  1884. sd->skillatk[i].val += val;
  1885. else {
  1886. sd->skillatk[i].id = type2;
  1887. sd->skillatk[i].val = val;
  1888. }
  1889. }
  1890. break;
  1891. case SP_ADD_SKILL_BLOW:
  1892. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
  1893. if (i == MAX_PC_BONUS)
  1894. { //Better mention this so the array length can be updated. [Skotlex]
  1895. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1896. break;
  1897. }
  1898. if(sd->state.lr_flag != 2) {
  1899. if (sd->skillblown[i].id == type2)
  1900. sd->skillblown[i].val += val;
  1901. else {
  1902. sd->skillblown[i].id = type2;
  1903. sd->skillblown[i].val = val;
  1904. }
  1905. }
  1906. break;
  1907. case SP_ADD_DAMAGE_BY_CLASS:
  1908. if(sd->state.lr_flag != 2) {
  1909. for(i=0;i<sd->add_dmg_count;i++) {
  1910. if(sd->add_dmg[i].class_ == type2) {
  1911. sd->add_dmg[i].rate += val;
  1912. break;
  1913. }
  1914. }
  1915. if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
  1916. sd->add_dmg[sd->add_dmg_count].class_ = type2;
  1917. sd->add_dmg[sd->add_dmg_count].rate += val;
  1918. sd->add_dmg_count++;
  1919. }
  1920. }
  1921. break;
  1922. case SP_HP_LOSS_RATE:
  1923. if(sd->state.lr_flag != 2) {
  1924. sd->hp_loss_value = type2;
  1925. sd->hp_loss_rate = val;
  1926. }
  1927. break;
  1928. case SP_ADDRACE2:
  1929. if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
  1930. break;
  1931. if(sd->state.lr_flag != 2)
  1932. sd->right_weapon.addrace2[type2] += val;
  1933. else
  1934. sd->left_weapon.addrace2[type2] += val;
  1935. break;
  1936. case SP_SUBSIZE:
  1937. if(sd->state.lr_flag != 2)
  1938. sd->subsize[type2]+=val;
  1939. break;
  1940. case SP_SUBRACE2:
  1941. if(sd->state.lr_flag != 2)
  1942. sd->subrace2[type2]+=val;
  1943. break;
  1944. case SP_ADD_ITEM_HEAL_RATE:
  1945. if(sd->state.lr_flag != 2)
  1946. sd->itemhealrate[type2 - 1] += val;
  1947. break;
  1948. case SP_EXP_ADDRACE:
  1949. if(sd->state.lr_flag != 2)
  1950. sd->expaddrace[type2]+=val;
  1951. break;
  1952. case SP_SP_GAIN_RACE:
  1953. if(sd->state.lr_flag != 2)
  1954. sd->sp_gain_race[type2]+=val;
  1955. break;
  1956. case SP_ADD_MONSTER_DROP_ITEM:
  1957. if (sd->state.lr_flag != 2)
  1958. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  1959. break;
  1960. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1961. if (sd->state.lr_flag != 2)
  1962. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  1963. break;
  1964. case SP_SP_LOSS_RATE:
  1965. if(sd->state.lr_flag != 2) {
  1966. sd->sp_loss_value = type2;
  1967. sd->sp_loss_rate = val;
  1968. }
  1969. break;
  1970. case SP_HP_DRAIN_VALUE_RACE:
  1971. if(!sd->state.lr_flag) {
  1972. sd->right_weapon.hp_drain[type2].value += val;
  1973. }
  1974. else if(sd->state.lr_flag == 1) {
  1975. sd->left_weapon.hp_drain[type2].value += val;
  1976. }
  1977. break;
  1978. case SP_SP_DRAIN_VALUE_RACE:
  1979. if(!sd->state.lr_flag) {
  1980. sd->right_weapon.sp_drain[type2].value += val;
  1981. }
  1982. else if(sd->state.lr_flag == 1) {
  1983. sd->left_weapon.sp_drain[type2].value += val;
  1984. }
  1985. break;
  1986. default:
  1987. if(battle_config.error_log)
  1988. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  1989. break;
  1990. }
  1991. return 0;
  1992. }
  1993. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  1994. {
  1995. nullpo_retr(0, sd);
  1996. switch(type){
  1997. case SP_ADD_MONSTER_DROP_ITEM:
  1998. if(sd->state.lr_flag != 2)
  1999. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<<type3, val);
  2000. break;
  2001. case SP_AUTOSPELL:
  2002. if(sd->state.lr_flag != 2)
  2003. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  2004. break;
  2005. case SP_AUTOSPELL_WHENHIT:
  2006. if(sd->state.lr_flag != 2)
  2007. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  2008. break;
  2009. case SP_HP_LOSS_RATE:
  2010. if(sd->state.lr_flag != 2) {
  2011. sd->hp_loss_value = type2;
  2012. sd->hp_loss_rate = type3;
  2013. sd->hp_loss_type = val;
  2014. }
  2015. break;
  2016. case SP_SP_DRAIN_RATE:
  2017. if(!sd->state.lr_flag) {
  2018. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2019. sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
  2020. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2021. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2022. sd->right_weapon.sp_drain[RC_BOSS].per += type3;
  2023. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2024. }
  2025. else if(sd->state.lr_flag == 1) {
  2026. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2027. sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
  2028. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2029. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2030. sd->left_weapon.sp_drain[RC_BOSS].per += type3;
  2031. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2032. }
  2033. break;
  2034. case SP_HP_DRAIN_RATE_RACE:
  2035. if(!sd->state.lr_flag) {
  2036. sd->right_weapon.hp_drain[type2].rate += type3;
  2037. sd->right_weapon.hp_drain[type2].per += val;
  2038. }
  2039. else if(sd->state.lr_flag == 1) {
  2040. sd->left_weapon.hp_drain[type2].rate += type3;
  2041. sd->left_weapon.hp_drain[type2].per += val;
  2042. }
  2043. break;
  2044. case SP_SP_DRAIN_RATE_RACE:
  2045. if(!sd->state.lr_flag) {
  2046. sd->right_weapon.sp_drain[type2].rate += type3;
  2047. sd->right_weapon.sp_drain[type2].per += val;
  2048. }
  2049. else if(sd->state.lr_flag == 1) {
  2050. sd->left_weapon.sp_drain[type2].rate += type3;
  2051. sd->left_weapon.sp_drain[type2].per += val;
  2052. }
  2053. break;
  2054. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2055. if (sd->state.lr_flag != 2)
  2056. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<<type3, val);
  2057. break;
  2058. default:
  2059. if(battle_config.error_log)
  2060. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  2061. break;
  2062. }
  2063. return 0;
  2064. }
  2065. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  2066. {
  2067. nullpo_retr(0, sd);
  2068. switch(type){
  2069. case SP_AUTOSPELL:
  2070. if(sd->state.lr_flag != 2)
  2071. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  2072. break;
  2073. case SP_AUTOSPELL_WHENHIT:
  2074. if(sd->state.lr_flag != 2)
  2075. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  2076. break;
  2077. default:
  2078. if(battle_config.error_log)
  2079. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  2080. break;
  2081. }
  2082. return 0;
  2083. }
  2084. /*==========================================
  2085. * スクリプトによるスキル所得
  2086. *------------------------------------------
  2087. */
  2088. int pc_skill(struct map_session_data *sd,int id,int level,int flag)
  2089. {
  2090. nullpo_retr(0, sd);
  2091. if(level>MAX_SKILL_LEVEL){
  2092. if(battle_config.error_log)
  2093. ShowError("pc_skill: Skill level %d too high. Max lv supported is MAX_SKILL_LEVEL (%d)\n", level, MAX_SKILL_LEVEL);
  2094. return 0;
  2095. }
  2096. 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
  2097. sd->status.skill[id].lv=level;
  2098. if (!skill_get_inf(id)) //Only recalculate for passive skills.
  2099. status_calc_pc(sd,0);
  2100. clif_skillinfoblock(sd);
  2101. }
  2102. 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
  2103. sd->status.skill[id].lv+=level;
  2104. if (!skill_get_inf(id)) //Only recalculate for passive skills.
  2105. status_calc_pc(sd,0);
  2106. clif_skillinfoblock(sd);
  2107. }
  2108. else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
  2109. if(sd->status.skill[id].id==id) {
  2110. if (!sd->status.skill[id].flag) //Non-granted skill, store it's level.
  2111. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  2112. } else {
  2113. sd->status.skill[id].id=id;
  2114. sd->status.skill[id].flag=1; // cardスキルとする
  2115. }
  2116. sd->status.skill[id].lv=level;
  2117. }
  2118. return 0;
  2119. }
  2120. /*==========================================
  2121. * カ?ド?入
  2122. *------------------------------------------
  2123. */
  2124. int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
  2125. {
  2126. int i, ep;
  2127. int nameid, cardid;
  2128. nullpo_retr(0, sd);
  2129. if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
  2130. return 0; //Invalid card index.
  2131. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
  2132. return 0; //Invalid item index.
  2133. nameid=sd->status.inventory[idx_equip].nameid;
  2134. cardid=sd->status.inventory[idx_card].nameid;
  2135. ep=sd->inventory_data[idx_card]->equip;
  2136. if( nameid <= 0 || cardid <= 0 ||
  2137. (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
  2138. sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
  2139. sd->status.inventory[idx_equip].identify==0 || // 未鑑定
  2140. sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
  2141. sd->status.inventory[idx_equip].card[0]==0x00fe ||
  2142. sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
  2143. !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
  2144. (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
  2145. sd->status.inventory[idx_equip].equip){
  2146. clif_insert_card(sd,idx_equip,idx_card,1);
  2147. return 0;
  2148. }
  2149. for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
  2150. if( sd->status.inventory[idx_equip].card[i] == 0){
  2151. // 空きスロットが� ったので差し?む
  2152. sd->status.inventory[idx_equip].card[i]=cardid;
  2153. // カ?ドは減らす
  2154. clif_insert_card(sd,idx_equip,idx_card,0);
  2155. pc_delitem(sd,idx_card,1,1);
  2156. return 0;
  2157. }
  2158. }
  2159. clif_insert_card(sd,idx_equip,idx_card,1);
  2160. return 0;
  2161. }
  2162. //
  2163. // アイテム物
  2164. //
  2165. /*==========================================
  2166. * スキルによる買い値修正
  2167. *------------------------------------------
  2168. */
  2169. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  2170. {
  2171. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  2172. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  2173. rate1 = 5+skill*2-((skill==10)? 1:0);
  2174. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  2175. rate2 = 5+skill*4;
  2176. if(rate1 < rate2) rate1 = rate2;
  2177. if(rate1)
  2178. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  2179. if(val < 0) val = 0;
  2180. if(orig_value > 0 && val < 1) val = 1;
  2181. return val;
  2182. }
  2183. /*==========================================
  2184. * スキルによる?り値修正
  2185. *------------------------------------------
  2186. */
  2187. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  2188. {
  2189. int skill,val = orig_value,rate = 0;
  2190. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  2191. rate = 5+skill*2-((skill==10)? 1:0);
  2192. if(rate)
  2193. val = (int)((double)orig_value*(double)(100+rate)/100.);
  2194. if(val < 0) val = 0;
  2195. if(orig_value > 0 && val < 1) val = 1;
  2196. return val;
  2197. }
  2198. /*==========================================
  2199. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  2200. * 3万個制限にかかるか確認
  2201. *------------------------------------------
  2202. */
  2203. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  2204. {
  2205. int i;
  2206. nullpo_retr(0, sd);
  2207. if(itemdb_isequip(nameid))
  2208. return ADDITEM_NEW;
  2209. for(i=0;i<MAX_INVENTORY;i++){
  2210. if(sd->status.inventory[i].nameid==nameid){
  2211. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2212. return ADDITEM_OVERAMOUNT;
  2213. return ADDITEM_EXIST;
  2214. }
  2215. }
  2216. if(amount > MAX_AMOUNT)
  2217. return ADDITEM_OVERAMOUNT;
  2218. return ADDITEM_NEW;
  2219. }
  2220. /*==========================================
  2221. * 空きアイテム欄の個?
  2222. *------------------------------------------
  2223. */
  2224. int pc_inventoryblank(struct map_session_data *sd)
  2225. {
  2226. int i,b;
  2227. nullpo_retr(0, sd);
  2228. for(i=0,b=0;i<MAX_INVENTORY;i++){
  2229. if(sd->status.inventory[i].nameid==0)
  2230. b++;
  2231. }
  2232. return b;
  2233. }
  2234. /*==========================================
  2235. * お金を?う
  2236. *------------------------------------------
  2237. */
  2238. int pc_payzeny(struct map_session_data *sd,int zeny)
  2239. {
  2240. double z;
  2241. nullpo_retr(0, sd);
  2242. z = (double)sd->status.zeny;
  2243. if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
  2244. return 1;
  2245. sd->status.zeny-=zeny;
  2246. clif_updatestatus(sd,SP_ZENY);
  2247. return 0;
  2248. }
  2249. /*==========================================
  2250. * お金を得る
  2251. *------------------------------------------
  2252. */
  2253. int pc_getzeny(struct map_session_data *sd,int zeny)
  2254. {
  2255. double z;
  2256. nullpo_retr(0, sd);
  2257. z = (double)sd->status.zeny;
  2258. if(z + (double)zeny > MAX_ZENY) {
  2259. zeny = 0;
  2260. sd->status.zeny = MAX_ZENY;
  2261. }
  2262. sd->status.zeny+=zeny;
  2263. clif_updatestatus(sd,SP_ZENY);
  2264. if(zeny > 0 && sd->state.showzeny){
  2265. char output[255];
  2266. sprintf(output, "Gained %dz.", zeny);
  2267. clif_disp_onlyself(sd,output,strlen(output));
  2268. }
  2269. return 0;
  2270. }
  2271. /*==========================================
  2272. * アイテムを探して、インデックスを返す
  2273. *------------------------------------------
  2274. */
  2275. int pc_search_inventory(struct map_session_data *sd,int item_id)
  2276. {
  2277. int i;
  2278. nullpo_retr(-1, sd);
  2279. for(i=0;i<MAX_INVENTORY;i++) {
  2280. if(sd->status.inventory[i].nameid == item_id &&
  2281. (sd->status.inventory[i].amount > 0 || item_id == 0))
  2282. return i;
  2283. }
  2284. return -1;
  2285. }
  2286. /*==========================================
  2287. * アイテム追加。個?のみitem構造?の?字を無視
  2288. *------------------------------------------
  2289. */
  2290. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2291. {
  2292. struct item_data *data;
  2293. int i;
  2294. unsigned int w;
  2295. nullpo_retr(1, sd);
  2296. nullpo_retr(1, item_data);
  2297. if(item_data->nameid <= 0 || amount <= 0)
  2298. return 1;
  2299. if(amount > MAX_AMOUNT)
  2300. return 5;
  2301. data = itemdb_search(item_data->nameid);
  2302. w = data->weight*amount;
  2303. if(w > sd->max_weight - sd->weight)
  2304. return 2;
  2305. i = MAX_INVENTORY;
  2306. if (!itemdb_isequip2(data))
  2307. { //Stackable
  2308. for (i = 0; i < MAX_INVENTORY; i++)
  2309. {
  2310. if(sd->status.inventory[i].nameid == item_data->nameid &&
  2311. memcmp(&sd->status.inventory[i].card,&item_data->card,
  2312. sizeof(item_data->card))==0)
  2313. {
  2314. if (amount > MAX_AMOUNT - sd->status.inventory[i].amount)
  2315. return 5;
  2316. sd->status.inventory[i].amount += amount;
  2317. clif_additem(sd,i,amount,0);
  2318. break;
  2319. }
  2320. }
  2321. }
  2322. if (i >= MAX_INVENTORY){
  2323. i = pc_search_inventory(sd,0);
  2324. if(i<0) return 4;
  2325. // clear equips field first, just in case
  2326. if (item_data->equip)
  2327. item_data->equip = 0;
  2328. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  2329. sd->status.inventory[i].amount = amount;
  2330. sd->inventory_data[i] = data;
  2331. clif_additem(sd,i,amount,0);
  2332. }
  2333. sd->weight += w;
  2334. clif_updatestatus(sd,SP_WEIGHT);
  2335. //Auto-equip
  2336. if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
  2337. return 0;
  2338. }
  2339. /*==========================================
  2340. * アイテムを減らす
  2341. *------------------------------------------
  2342. */
  2343. int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
  2344. {
  2345. nullpo_retr(1, sd);
  2346. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  2347. return 1;
  2348. sd->status.inventory[n].amount -= amount;
  2349. sd->weight -= sd->inventory_data[n]->weight*amount ;
  2350. if(sd->status.inventory[n].amount<=0){
  2351. if(sd->status.inventory[n].equip)
  2352. pc_unequipitem(sd,n,3);
  2353. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  2354. sd->inventory_data[n] = NULL;
  2355. }
  2356. if(!(type&1))
  2357. clif_delitem(sd,n,amount);
  2358. if(!(type&2))
  2359. clif_updatestatus(sd,SP_WEIGHT);
  2360. return 0;
  2361. }
  2362. /*==========================================
  2363. * アイテムを落す
  2364. *------------------------------------------
  2365. */
  2366. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  2367. {
  2368. nullpo_retr(1, sd);
  2369. if(n < 0 || n >= MAX_INVENTORY)
  2370. return 0;
  2371. if(amount <= 0)
  2372. return 0;
  2373. if (sd->status.inventory[n].nameid <= 0 ||
  2374. sd->status.inventory[n].amount < amount ||
  2375. sd->trade_partner != 0 || sd->vender_id != 0 ||
  2376. sd->status.inventory[n].amount <= 0)
  2377. return 0;
  2378. if (map[sd->bl.m].flag.nodrop) {
  2379. clif_displaymessage (sd->fd, msg_txt(271));
  2380. return 0; //Can't drop items in nodrop mapflag maps.
  2381. }
  2382. if (!pc_candrop(sd,sd->status.inventory[n].nameid)) {
  2383. clif_displaymessage (sd->fd, msg_txt(263));
  2384. return 0;
  2385. }
  2386. //Logs items, dropped by (P)layers [Lupus]
  2387. if(log_config.pick > 0 )
  2388. log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
  2389. //Logs
  2390. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2))
  2391. return 0;
  2392. pc_delitem(sd, n, amount, 0);
  2393. return 1;
  2394. }
  2395. /*==========================================
  2396. * アイテムを拾う
  2397. *------------------------------------------
  2398. */
  2399. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  2400. {
  2401. int flag=0;
  2402. unsigned int tick = gettick();
  2403. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  2404. struct party_data *p=NULL;
  2405. nullpo_retr(0, sd);
  2406. nullpo_retr(0, fitem);
  2407. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
  2408. return 0; // 距離が遠い
  2409. if (sd->status.party_id)
  2410. p = party_search(sd->status.party_id);
  2411. if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id)
  2412. {
  2413. first_sd = map_id2sd(fitem->first_get_id);
  2414. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  2415. if (!(p && p->party.item&1 &&
  2416. first_sd && first_sd->status.party_id == sd->status.party_id
  2417. ))
  2418. return 0;
  2419. }
  2420. else
  2421. if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id)
  2422. {
  2423. second_sd = map_id2sd(fitem->second_get_id);
  2424. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  2425. if(!(p && p->party.item&1 &&
  2426. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2427. (second_sd && second_sd->status.party_id == sd->status.party_id))
  2428. ))
  2429. return 0;
  2430. }
  2431. else
  2432. if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id)
  2433. {
  2434. third_sd = map_id2sd(fitem->third_get_id);
  2435. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  2436. if(!(p && p->party.item&1 &&
  2437. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2438. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  2439. (third_sd && third_sd->status.party_id == sd->status.party_id))
  2440. ))
  2441. return 0;
  2442. }
  2443. }
  2444. }
  2445. }
  2446. //This function takes care of giving the item to whoever should have it
  2447. //considering party-share options.
  2448. if ((flag = party_share_loot(p,sd,&fitem->item_data))) {
  2449. clif_additem(sd,0,0,flag);
  2450. return 1;
  2451. }
  2452. //Display pickup animation.
  2453. pc_stop_attack(sd);
  2454. clif_takeitem(&sd->bl,&fitem->bl);
  2455. map_clearflooritem(fitem->bl.id);
  2456. return 1;
  2457. }
  2458. int pc_isUseitem(struct map_session_data *sd,int n)
  2459. {
  2460. struct item_data *item;
  2461. int nameid;
  2462. nullpo_retr(0, sd);
  2463. item = sd->inventory_data[n];
  2464. nameid = sd->status.inventory[n].nameid;
  2465. if(item == NULL)
  2466. return 0;
  2467. //Not consumable item
  2468. if(item->type != 0 && item->type != 2)
  2469. return 0;
  2470. if(!item->script) //if it has no script, you can't really consume it!
  2471. return 0;
  2472. //Anodyne (can't use Anodyne's Endure at GVG)
  2473. if(nameid == 605 && map_flag_gvg(sd->bl.m))
  2474. return 0;
  2475. //Fly Wing (can't use at GVG and when noteleport flag is on)
  2476. if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
  2477. clif_skill_teleportmessage(sd,0);
  2478. return 0;
  2479. }
  2480. //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza]
  2481. if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) {
  2482. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  2483. return 0;
  2484. }
  2485. //Butterfly Wing (can't use noreturn flag is on and if duel)
  2486. if(nameid == 602 && map[sd->bl.m].flag.noreturn)
  2487. return 0;
  2488. //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
  2489. if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
  2490. return 0;
  2491. //Anodyne/Aleovera not usable while sitting.
  2492. if ((nameid == 605 || nameid == 606) && pc_issit(sd))
  2493. return 0;
  2494. //added item_noequip.txt items check by Maya&[Lupus]
  2495. if (
  2496. (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
  2497. (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
  2498. (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
  2499. )
  2500. return 0;
  2501. //Gender check
  2502. if(item->sex != 2 && sd->status.sex != item->sex)
  2503. return 0;
  2504. //Required level check
  2505. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  2506. return 0;
  2507. //Not equipable by class. [Skotlex]
  2508. if (!(
  2509. (1<<(sd->class_&MAPID_BASEMASK)) &
  2510. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  2511. ))
  2512. return 0;
  2513. //Not usable by upper class. [Skotlex]
  2514. if(!(
  2515. (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
  2516. item->class_upper
  2517. ))
  2518. return 0;
  2519. //Dead Branch & Bloody Branch & Porings Box
  2520. if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
  2521. log_branch(sd);
  2522. return 1;
  2523. }
  2524. /*==========================================
  2525. * アイテムを使う
  2526. *------------------------------------------
  2527. */
  2528. int pc_useitem(struct map_session_data *sd,int n)
  2529. {
  2530. unsigned int tick = gettick();
  2531. int amount;
  2532. struct script_code *script;
  2533. nullpo_retr(0, sd);
  2534. if(sd->status.inventory[n].nameid <= 0 ||
  2535. sd->status.inventory[n].amount <= 0)
  2536. return 0;
  2537. if(!pc_isUseitem(sd,n))
  2538. return 0;
  2539. //Prevent mass item usage. [Skotlex]
  2540. if(DIFF_TICK(sd->canuseitem_tick, tick) > 0)
  2541. return 0;
  2542. if (sd->sc.count && (
  2543. sd->sc.data[SC_BERSERK].timer!=-1 ||
  2544. sd->sc.data[SC_MARIONETTE].timer!=-1 ||
  2545. sd->sc.data[SC_GRAVITATION].timer!=-1 ||
  2546. //Cannot use Potions/Healing items while under Gospel.
  2547. (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0)
  2548. ))
  2549. return 0;
  2550. sd->itemid = sd->status.inventory[n].nameid;
  2551. sd->itemindex = n;
  2552. amount = sd->status.inventory[n].amount;
  2553. script = sd->inventory_data[n]->script;
  2554. //Check if the item is to be consumed inmediately [Skotlex]
  2555. if (sd->inventory_data[n]->flag.delay_consume)
  2556. clif_useitemack(sd,n,amount,1);
  2557. else {
  2558. clif_useitemack(sd,n,amount-1,1);
  2559. //Logs (C)onsumable items [Lupus]
  2560. if(log_config.pick > 0 )
  2561. log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
  2562. //Logs
  2563. pc_delitem(sd,n,1,1);
  2564. }
  2565. if(sd->status.inventory[n].card[0]==0x00fe &&
  2566. pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  2567. {
  2568. potion_flag = 2; // Famous player's potions have 50% more efficiency
  2569. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
  2570. potion_flag = 3; //Even more effective potions.
  2571. }
  2572. sd->canuseitem_tick= tick + battle_config.item_use_interval; //Update item use time.
  2573. //sd->npc_id = fake_nd->bl.id;
  2574. run_script(script,0,sd->bl.id,fake_nd->bl.id);
  2575. potion_flag = 0;
  2576. return 1;
  2577. }
  2578. /*==========================================
  2579. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  2580. *------------------------------------------
  2581. */
  2582. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2583. {
  2584. struct item_data *data;
  2585. int i,w;
  2586. nullpo_retr(1, sd);
  2587. nullpo_retr(1, item_data);
  2588. if(item_data->nameid <= 0 || amount <= 0)
  2589. return 1;
  2590. data = itemdb_search(item_data->nameid);
  2591. if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd)))
  2592. { //Check item trade restrictions [Skotlex]
  2593. clif_displaymessage (sd->fd, msg_txt(264));
  2594. return 1;
  2595. }
  2596. if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
  2597. return 1;
  2598. i=MAX_CART;
  2599. if(!itemdb_isequip2(data)){
  2600. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2601. for(i=0;i<MAX_CART;i++){
  2602. if(sd->status.cart[i].nameid==item_data->nameid &&
  2603. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  2604. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
  2605. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  2606. return 1;
  2607. sd->status.cart[i].amount+=amount;
  2608. clif_cart_additem(sd,i,amount,0);
  2609. break;
  2610. }
  2611. }
  2612. }
  2613. if(i >= MAX_CART){
  2614. // 装 備品か未所有品だったので空き欄へ追加
  2615. for(i=0;i<MAX_CART;i++){
  2616. if(sd->status.cart[i].nameid==0){
  2617. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  2618. sd->status.cart[i].amount=amount;
  2619. sd->cart_num++;
  2620. clif_cart_additem(sd,i,amount,0);
  2621. break;
  2622. }
  2623. }
  2624. if(i >= MAX_CART)
  2625. return 1;
  2626. }
  2627. sd->cart_weight += w;
  2628. clif_updatestatus(sd,SP_CARTINFO);
  2629. return 0;
  2630. }
  2631. /*==========================================
  2632. * カ?トアイテムを減らす
  2633. *------------------------------------------
  2634. */
  2635. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
  2636. {
  2637. nullpo_retr(1, sd);
  2638. if(sd->status.cart[n].nameid==0 ||
  2639. sd->status.cart[n].amount<amount)
  2640. return 1;
  2641. sd->status.cart[n].amount -= amount;
  2642. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  2643. if(sd->status.cart[n].amount <= 0){
  2644. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  2645. sd->cart_num--;
  2646. }
  2647. if(!type) {
  2648. clif_cart_delitem(sd,n,amount);
  2649. clif_updatestatus(sd,SP_CARTINFO);
  2650. }
  2651. return 0;
  2652. }
  2653. /*==========================================
  2654. * カ?トへアイテム移動
  2655. *------------------------------------------
  2656. */
  2657. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
  2658. struct item *item_data;
  2659. nullpo_retr(0, sd);
  2660. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2661. return 1;
  2662. item_data = &sd->status.inventory[idx];
  2663. if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
  2664. return 1;
  2665. if (pc_cart_additem(sd,item_data,amount) == 0)
  2666. return pc_delitem(sd,idx,amount,0);
  2667. return 1;
  2668. }
  2669. /*==========================================
  2670. * カ?ト?のアイテム?確認(個?の差分を返す)
  2671. *------------------------------------------
  2672. */
  2673. int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
  2674. {
  2675. struct item *item_data;
  2676. nullpo_retr(-1, sd);
  2677. nullpo_retr(-1, item_data=&sd->status.cart[idx]);
  2678. if( item_data->nameid==0 || !item_data->amount)
  2679. return -1;
  2680. return item_data->amount-amount;
  2681. }
  2682. /*==========================================
  2683. * カ?トからアイテム移動
  2684. *------------------------------------------
  2685. */
  2686. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  2687. {
  2688. struct item *item_data;
  2689. int flag;
  2690. nullpo_retr(0, sd);
  2691. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2692. return 1;
  2693. item_data=&sd->status.cart[idx];
  2694. if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
  2695. return 1;
  2696. if((flag = pc_additem(sd,item_data,amount)) == 0)
  2697. return pc_cart_delitem(sd,idx,amount,0);
  2698. clif_additem(sd,0,0,flag);
  2699. return 1;
  2700. }
  2701. /*==========================================
  2702. * スティル品公開
  2703. *------------------------------------------
  2704. */
  2705. int pc_show_steal(struct block_list *bl,va_list ap)
  2706. {
  2707. struct map_session_data *sd;
  2708. int itemid;
  2709. int type;
  2710. struct item_data *item=NULL;
  2711. char output[100];
  2712. nullpo_retr(0, bl);
  2713. nullpo_retr(0, ap);
  2714. nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
  2715. itemid=va_arg(ap,int);
  2716. type=va_arg(ap,int);
  2717. if(!type){
  2718. if((item=itemdb_exists(itemid))==NULL)
  2719. sprintf(output,"%s stole an Unknown Item.",sd->status.name);
  2720. else
  2721. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  2722. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2723. }else{
  2724. sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
  2725. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2726. }
  2727. return 0;
  2728. }
  2729. /*==========================================
  2730. *
  2731. *------------------------------------------
  2732. */
  2733. //** pc.c:
  2734. int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
  2735. {
  2736. int i,skill,itemid,flag;
  2737. struct status_data *sd_status, *md_status;
  2738. struct mob_data *md;
  2739. struct item tmp_item;
  2740. if(!sd || !bl || bl->type!=BL_MOB)
  2741. return 0;
  2742. sd_status= status_get_status_data(&sd->bl);
  2743. md_status= status_get_status_data(bl);
  2744. md = (TBL_MOB *)bl;
  2745. if(md->state.steal_flag>=battle_config.skill_steal_max_tries || md_status->mode&MD_BOSS || md->master_id ||
  2746. (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
  2747. map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
  2748. md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
  2749. )
  2750. return 0;
  2751. skill = battle_config.skill_steal_type == 1
  2752. ? (sd_status->dex - md_status->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
  2753. : sd_status->dex - md_status->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
  2754. skill+= sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex]
  2755. if (skill < 1)
  2756. return 0;
  2757. md->state.steal_flag++; //increase steal tries number
  2758. for(i = 0; i<MAX_MOB_DROP; i++)//Pick one mobs drop slot.
  2759. {
  2760. itemid = md->db->dropitem[i].nameid;
  2761. if(itemid <= 0 || (itemid>4000 && itemid<5000 && pc_checkskill(sd,TF_STEAL) <= 5))
  2762. continue;
  2763. if(rand() % 10000 < md->db->dropitem[i].p*skill/100)
  2764. break;
  2765. }
  2766. if (i == MAX_MOB_DROP)
  2767. return 0;
  2768. md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
  2769. memset(&tmp_item,0,sizeof(tmp_item));
  2770. tmp_item.nameid = itemid;
  2771. tmp_item.amount = 1;
  2772. tmp_item.identify = !itemdb_isequip3(itemid);
  2773. flag = pc_additem(sd,&tmp_item,1);
  2774. if(battle_config.show_steal_in_same_party)
  2775. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0);
  2776. if(flag)
  2777. clif_additem(sd,0,0,flag);
  2778. else
  2779. { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
  2780. //Logs items, Stolen from mobs [Lupus]
  2781. if(log_config.pick > 0 ) {
  2782. log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
  2783. log_pick(sd, "P", 0, itemid, 1, NULL);
  2784. }
  2785. //A Rare Steal Global Announce by Lupus
  2786. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  2787. struct item_data *i_data;
  2788. char message[128];
  2789. i_data = itemdb_search(itemid);
  2790. sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
  2791. //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
  2792. intif_GMmessage(message,strlen(message)+1,0);
  2793. }
  2794. }
  2795. return 1;
  2796. }
  2797. /*==========================================
  2798. *
  2799. *------------------------------------------
  2800. */
  2801. int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
  2802. {
  2803. int rate,skill;
  2804. struct mob_data *md;
  2805. if(!sd || !target || target->type != BL_MOB)
  2806. return 0;
  2807. md = (TBL_MOB*)target;
  2808. if(md->state.steal_coin_flag || md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1)
  2809. return 0;
  2810. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  2811. rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
  2812. if(rand()%1000 < rate) {
  2813. pc_getzeny(sd,md->db->lv*10 + rand()%100);
  2814. md->state.steal_coin_flag = 1;
  2815. return 1;
  2816. }
  2817. return 0;
  2818. }
  2819. //
  2820. //
  2821. //
  2822. /*==========================================
  2823. * Set's a player position.
  2824. * Return values:
  2825. * 0 - Success.
  2826. * 1 - Invalid map index.
  2827. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  2828. * 3 - Failed to warp player because it was in transition between maps.
  2829. *------------------------------------------
  2830. */
  2831. int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
  2832. {
  2833. int m;
  2834. nullpo_retr(0, sd);
  2835. if (!mapindex || !mapindex_id2name(mapindex)) {
  2836. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  2837. return 1;
  2838. }
  2839. if(sd->state.auth && sd->bl.prev == NULL)
  2840. { //Should NOT move a character while it is not in a map (changing between maps, for example)
  2841. //state.auth helps identifies if this is the initial setpos rather than a normal map-change set pos.
  2842. if (battle_config.etc_log)
  2843. ShowInfo("pc_setpos failed: Attempted to relocate player %s (%d:%d) while it is still between maps.\n", sd->status.name, sd->status.account_id, sd->status.char_id);
  2844. return 3;
  2845. }
  2846. m=map_mapindex2mapid(mapindex);
  2847. if (sd->mapindex != mapindex)
  2848. { //Misc map-changing settings
  2849. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  2850. guild_send_dot_remove(sd);
  2851. skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
  2852. if (sd->sc.count)
  2853. { //Cancel some map related stuff.
  2854. if (sd->sc.data[SC_WARM].timer != -1)
  2855. status_change_end(&sd->bl,SC_WARM,-1);
  2856. if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
  2857. status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
  2858. if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
  2859. status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
  2860. if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
  2861. status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
  2862. if (sd->sc.data[SC_KNOWLEDGE].timer != -1) {
  2863. delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer);
  2864. sd->sc.data[SC_KNOWLEDGE].timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sd->sc.data[SC_KNOWLEDGE].val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
  2865. }
  2866. }
  2867. }
  2868. if(m<0){
  2869. if(sd->mapindex){
  2870. int ip,port;
  2871. if(map_mapname2ipport(mapindex,&ip,&port)==0){
  2872. unit_remove_map(&sd->bl,clrtype);
  2873. sd->mapindex = mapindex;
  2874. sd->bl.x=x;
  2875. sd->bl.y=y;
  2876. sd->state.waitingdisconnect=1;
  2877. pc_clean_skilltree(sd);
  2878. if(sd->status.pet_id > 0 && sd->pd) {
  2879. unit_remove_map(&sd->pd->bl, clrtype);
  2880. intif_save_petdata(sd->status.account_id,&sd->pet);
  2881. }
  2882. chrif_save(sd,2);
  2883. chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
  2884. return 0;
  2885. }
  2886. }
  2887. return 2;
  2888. }
  2889. if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
  2890. x=y=0;
  2891. if((x==0 && y==0) ||
  2892. (map_getcell(m, x, y, CELL_CHKNOPASS) &&
  2893. !map_getcell(m, x, y, CELL_CHKICEWALL) &&
  2894. #ifdef CELL_NOSTACK
  2895. !map_getcell(m, x, y, CELL_CHKSTACK) &&
  2896. #endif
  2897. !map_getcell(m, x, y, CELL_CHKMOONLIT))
  2898. ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
  2899. if(x||y) {
  2900. if(battle_config.error_log)
  2901. ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
  2902. }
  2903. do {
  2904. x=rand()%(map[m].xs-2)+1;
  2905. y=rand()%(map[m].ys-2)+1;
  2906. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  2907. }
  2908. if(sd->bl.prev != NULL){
  2909. unit_remove_map(&sd->bl, clrtype);
  2910. if(sd->status.pet_id > 0 && sd->pd)
  2911. unit_remove_map(&sd->pd->bl, clrtype);
  2912. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  2913. }
  2914. sd->mapindex = mapindex;
  2915. sd->bl.m = m;
  2916. sd->bl.x = sd->ud.to_x = x;
  2917. sd->bl.y = sd->ud.to_y = y;
  2918. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  2919. sd->pd->bl.m = m;
  2920. sd->pd->bl.x = sd->pd->ud.to_x = x;
  2921. sd->pd->bl.y = sd->pd->ud.to_y = y;
  2922. sd->pd->ud.dir = sd->ud.dir;
  2923. }
  2924. return 0;
  2925. }
  2926. /*==========================================
  2927. * PCのランダムワ?プ
  2928. *------------------------------------------
  2929. */
  2930. int pc_randomwarp(struct map_session_data *sd, int type) {
  2931. int x,y,i=0;
  2932. int m;
  2933. nullpo_retr(0, sd);
  2934. m=sd->bl.m;
  2935. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  2936. return 0;
  2937. do{
  2938. x=rand()%(map[m].xs-2)+1;
  2939. y=rand()%(map[m].ys-2)+1;
  2940. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  2941. if (i < 1000)
  2942. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  2943. return 0;
  2944. }
  2945. /*==========================================
  2946. * 現在位置のメモ
  2947. *------------------------------------------
  2948. */
  2949. int pc_memo(struct map_session_data *sd, int i) {
  2950. int skill;
  2951. int j;
  2952. nullpo_retr(0, sd);
  2953. skill = pc_checkskill(sd, AL_WARP);
  2954. if (i >= MIN_PORTAL_MEMO)
  2955. i -= MIN_PORTAL_MEMO;
  2956. else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
  2957. clif_skill_teleportmessage(sd, 1);
  2958. return 0;
  2959. }
  2960. if (skill < 1) {
  2961. clif_skill_memo(sd,2);
  2962. }
  2963. if (skill < 2 || i < -1 || i > 2) {
  2964. clif_skill_memo(sd, 1);
  2965. return 0;
  2966. }
  2967. for(j = 0 ; j < 3; j++) {
  2968. if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
  2969. i = j;
  2970. break;
  2971. }
  2972. }
  2973. if (i == -1) {
  2974. for(i = skill - 3; i >= 0; i--) {
  2975. memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
  2976. sizeof(struct point));
  2977. }
  2978. i = 0;
  2979. }
  2980. sd->status.memo_point[i].map = map[sd->bl.m].index;
  2981. sd->status.memo_point[i].x = sd->bl.x;
  2982. sd->status.memo_point[i].y = sd->bl.y;
  2983. clif_skill_memo(sd, 0);
  2984. return 1;
  2985. }
  2986. //
  2987. // 武器??
  2988. //
  2989. /*==========================================
  2990. * スキルの?索 所有していた場合Lvが返る
  2991. *------------------------------------------
  2992. */
  2993. int pc_checkskill(struct map_session_data *sd,int skill_id)
  2994. {
  2995. if(sd == NULL) return 0;
  2996. if( skill_id>=10000 ){
  2997. struct guild *g;
  2998. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  2999. return guild_checkskill(g,skill_id);
  3000. return 0;
  3001. }
  3002. if(sd->status.skill[skill_id].id == skill_id)
  3003. return (sd->status.skill[skill_id].lv);
  3004. return 0;
  3005. }
  3006. /*==========================================
  3007. * 武器?更によるスキルの??チェック
  3008. * 引?:
  3009. * struct map_session_data *sd セッションデ?タ
  3010. * int nameid ?備品ID
  3011. * 返り値:
  3012. * 0 ?更なし
  3013. * -1 スキルを解除
  3014. *------------------------------------------
  3015. */
  3016. int pc_checkallowskill(struct map_session_data *sd)
  3017. {
  3018. const int scw_list[] = {
  3019. SC_TWOHANDQUICKEN,
  3020. SC_ONEHAND,
  3021. SC_AURABLADE,
  3022. SC_PARRYING,
  3023. SC_SPEARQUICKEN,
  3024. SC_ADRENALINE,
  3025. SC_ADRENALINE2,
  3026. SC_GATLINGFEVER
  3027. };
  3028. const int scs_list[] = {
  3029. SC_AUTOGUARD,
  3030. SC_DEFENDER,
  3031. SC_REFLECTSHIELD
  3032. };
  3033. int i;
  3034. nullpo_retr(0, sd);
  3035. if(!sd->sc.count)
  3036. return 0;
  3037. for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++)
  3038. { // Skills requiring specific weapon types
  3039. if(sd->sc.data[scw_list[i]].timer!=-1 && !(skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])&(1<<sd->status.weapon)))
  3040. status_change_end(&sd->bl,scw_list[i],-1);
  3041. }
  3042. if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
  3043. // Spurt requires bare hands (feet, in fact xD)
  3044. status_change_end(&sd->bl,SC_SPURT,-1);
  3045. if(sd->status.shield <= 0) { // Skills requiring a shield
  3046. for (i = 0; i < sizeof(scs_list)/sizeof(scs_list[0]); i++)
  3047. if(sd->sc.data[scs_list[i]].timer!=-1) // Guard
  3048. status_change_end(&sd->bl,scs_list[i],-1);
  3049. }
  3050. return 0;
  3051. }
  3052. /*==========================================
  3053. * ? 備品のチェック
  3054. *------------------------------------------
  3055. */
  3056. int pc_checkequip(struct map_session_data *sd,int pos)
  3057. {
  3058. int i;
  3059. nullpo_retr(-1, sd);
  3060. for(i=0;i<11;i++){
  3061. if(pos & equip_pos[i])
  3062. return sd->equip_index[i];
  3063. }
  3064. return -1;
  3065. }
  3066. /*==========================================
  3067. * Convert's from the client's lame Job ID system
  3068. * to the map server's 'makes sense' system. [Skotlex]
  3069. *------------------------------------------
  3070. */
  3071. int pc_jobid2mapid(unsigned short b_class)
  3072. {
  3073. int class_ = 0;
  3074. if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
  3075. {
  3076. if (b_class == JOB_SUPER_BABY)
  3077. b_class = JOB_SUPER_NOVICE;
  3078. else
  3079. b_class -= JOB_BABY;
  3080. class_|= JOBL_BABY;
  3081. }
  3082. else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
  3083. {
  3084. b_class -= JOB_NOVICE_HIGH;
  3085. class_|= JOBL_UPPER;
  3086. }
  3087. if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
  3088. class_|= JOBL_2_1;
  3089. else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
  3090. class_|= JOBL_2_2;
  3091. switch (b_class)
  3092. {
  3093. case JOB_NOVICE:
  3094. case JOB_SWORDMAN:
  3095. case JOB_MAGE:
  3096. case JOB_ARCHER:
  3097. case JOB_ACOLYTE:
  3098. case JOB_MERCHANT:
  3099. case JOB_THIEF:
  3100. class_ |= b_class;
  3101. break;
  3102. case JOB_KNIGHT:
  3103. case JOB_KNIGHT2:
  3104. case JOB_CRUSADER:
  3105. case JOB_CRUSADER2:
  3106. class_ |= MAPID_SWORDMAN;
  3107. break;
  3108. case JOB_PRIEST:
  3109. case JOB_MONK:
  3110. class_ |= MAPID_ACOLYTE;
  3111. break;
  3112. case JOB_WIZARD:
  3113. case JOB_SAGE:
  3114. class_ |= MAPID_MAGE;
  3115. break;
  3116. case JOB_BLACKSMITH:
  3117. case JOB_ALCHEMIST:
  3118. class_ |= MAPID_MERCHANT;
  3119. break;
  3120. case JOB_HUNTER:
  3121. case JOB_BARD:
  3122. case JOB_DANCER:
  3123. class_ |= MAPID_ARCHER;
  3124. break;
  3125. case JOB_ASSASSIN:
  3126. case JOB_ROGUE:
  3127. class_ |= MAPID_THIEF;
  3128. break;
  3129. case JOB_STAR_GLADIATOR:
  3130. case JOB_STAR_GLADIATOR2:
  3131. class_ |= JOBL_2_1;
  3132. class_ |= MAPID_TAEKWON;
  3133. break;
  3134. case JOB_SOUL_LINKER:
  3135. class_ |= JOBL_2_2;
  3136. case JOB_TAEKWON:
  3137. class_ |= MAPID_TAEKWON;
  3138. break;
  3139. case JOB_WEDDING:
  3140. class_ = MAPID_WEDDING;
  3141. break;
  3142. case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
  3143. class_ |= JOBL_2_1;
  3144. break;
  3145. case JOB_GUNSLINGER:
  3146. class_ |= MAPID_GUNSLINGER;
  3147. break;
  3148. case JOB_NINJA:
  3149. class_ |= MAPID_NINJA;
  3150. break;
  3151. case JOB_XMAS:
  3152. class_ = MAPID_XMAS;
  3153. break;
  3154. default:
  3155. ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
  3156. return -1;
  3157. }
  3158. return class_;
  3159. }
  3160. //Reverts the map-style class id to the client-style one.
  3161. int pc_mapid2jobid(unsigned short class_, int sex) {
  3162. switch(class_) {
  3163. case MAPID_NOVICE:
  3164. return JOB_NOVICE;
  3165. case MAPID_SWORDMAN:
  3166. return JOB_SWORDMAN;
  3167. case MAPID_MAGE:
  3168. return JOB_MAGE;
  3169. case MAPID_ARCHER:
  3170. return JOB_ARCHER;
  3171. case MAPID_ACOLYTE:
  3172. return JOB_ACOLYTE;
  3173. case MAPID_MERCHANT:
  3174. return JOB_MERCHANT;
  3175. case MAPID_THIEF:
  3176. return JOB_THIEF;
  3177. case MAPID_TAEKWON:
  3178. return JOB_TAEKWON;
  3179. case MAPID_WEDDING:
  3180. return JOB_WEDDING;
  3181. case MAPID_GUNSLINGER:
  3182. return JOB_GUNSLINGER;
  3183. case MAPID_NINJA:
  3184. return JOB_NINJA;
  3185. case MAPID_XMAS: // [Valaris]
  3186. return JOB_XMAS;
  3187. //2_1 classes
  3188. case MAPID_SUPER_NOVICE:
  3189. return JOB_SUPER_NOVICE;
  3190. case MAPID_KNIGHT:
  3191. return JOB_KNIGHT;
  3192. case MAPID_WIZARD:
  3193. return JOB_WIZARD;
  3194. case MAPID_HUNTER:
  3195. return JOB_HUNTER;
  3196. case MAPID_PRIEST:
  3197. return JOB_PRIEST;
  3198. case MAPID_BLACKSMITH:
  3199. return JOB_BLACKSMITH;
  3200. case MAPID_ASSASSIN:
  3201. return JOB_ASSASSIN;
  3202. case MAPID_STAR_GLADIATOR:
  3203. return JOB_STAR_GLADIATOR;
  3204. //2_2 classes
  3205. case MAPID_CRUSADER:
  3206. return JOB_CRUSADER;
  3207. case MAPID_SAGE:
  3208. return JOB_SAGE;
  3209. case MAPID_BARDDANCER:
  3210. return sex?JOB_BARD:JOB_DANCER;
  3211. case MAPID_MONK:
  3212. return JOB_MONK;
  3213. case MAPID_ALCHEMIST:
  3214. return JOB_ALCHEMIST;
  3215. case MAPID_ROGUE:
  3216. return JOB_ROGUE;
  3217. case MAPID_SOUL_LINKER:
  3218. return JOB_SOUL_LINKER;
  3219. //1-1: advanced
  3220. case MAPID_NOVICE_HIGH:
  3221. return JOB_NOVICE_HIGH;
  3222. case MAPID_SWORDMAN_HIGH:
  3223. return JOB_SWORDMAN_HIGH;
  3224. case MAPID_MAGE_HIGH:
  3225. return JOB_MAGE_HIGH;
  3226. case MAPID_ARCHER_HIGH:
  3227. return JOB_ARCHER_HIGH;
  3228. case MAPID_ACOLYTE_HIGH:
  3229. return JOB_ACOLYTE_HIGH;
  3230. case MAPID_MERCHANT_HIGH:
  3231. return JOB_MERCHANT_HIGH;
  3232. case MAPID_THIEF_HIGH:
  3233. return JOB_THIEF_HIGH;
  3234. //2_1 advanced
  3235. case MAPID_LORD_KNIGHT:
  3236. return JOB_LORD_KNIGHT;
  3237. case MAPID_HIGH_WIZARD:
  3238. return JOB_HIGH_WIZARD;
  3239. case MAPID_SNIPER:
  3240. return JOB_SNIPER;
  3241. case MAPID_HIGH_PRIEST:
  3242. return JOB_HIGH_PRIEST;
  3243. case MAPID_WHITESMITH:
  3244. return JOB_WHITESMITH;
  3245. case MAPID_ASSASSIN_CROSS:
  3246. return JOB_ASSASSIN_CROSS;
  3247. //2_2 advanced
  3248. case MAPID_PALADIN:
  3249. return JOB_PALADIN;
  3250. case MAPID_PROFESSOR:
  3251. return JOB_PROFESSOR;
  3252. case MAPID_CLOWNGYPSY:
  3253. return sex?JOB_CLOWN:JOB_GYPSY;
  3254. case MAPID_CHAMPION:
  3255. return JOB_CHAMPION;
  3256. case MAPID_CREATOR:
  3257. return JOB_CREATOR;
  3258. case MAPID_STALKER:
  3259. return JOB_STALKER;
  3260. //1-1 baby
  3261. case MAPID_BABY:
  3262. return JOB_BABY;
  3263. case MAPID_BABY_SWORDMAN:
  3264. return JOB_BABY_SWORDMAN;
  3265. case MAPID_BABY_MAGE:
  3266. return JOB_BABY_MAGE;
  3267. case MAPID_BABY_ARCHER:
  3268. return JOB_BABY_ARCHER;
  3269. case MAPID_BABY_ACOLYTE:
  3270. return JOB_BABY_ACOLYTE;
  3271. case MAPID_BABY_MERCHANT:
  3272. return JOB_BABY_MERCHANT;
  3273. case MAPID_BABY_THIEF:
  3274. return JOB_BABY_THIEF;
  3275. //2_1 baby
  3276. case MAPID_SUPER_BABY:
  3277. return JOB_SUPER_BABY;
  3278. case MAPID_BABY_KNIGHT:
  3279. return JOB_BABY_KNIGHT;
  3280. case MAPID_BABY_WIZARD:
  3281. return JOB_BABY_WIZARD;
  3282. case MAPID_BABY_HUNTER:
  3283. return JOB_BABY_HUNTER;
  3284. case MAPID_BABY_PRIEST:
  3285. return JOB_BABY_PRIEST;
  3286. case MAPID_BABY_BLACKSMITH:
  3287. return JOB_BABY_BLACKSMITH;
  3288. case MAPID_BABY_ASSASSIN:
  3289. return JOB_BABY_ASSASSIN;
  3290. //2_2 baby
  3291. case MAPID_BABY_CRUSADER:
  3292. return JOB_BABY_CRUSADER;
  3293. case MAPID_BABY_SAGE:
  3294. return JOB_BABY_SAGE;
  3295. case MAPID_BABY_BARDDANCER:
  3296. return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  3297. case MAPID_BABY_MONK:
  3298. return JOB_BABY_MONK;
  3299. case MAPID_BABY_ALCHEMIST:
  3300. return JOB_BABY_ALCHEMIST;
  3301. case MAPID_BABY_ROGUE:
  3302. return JOB_BABY_ROGUE;
  3303. default:
  3304. ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
  3305. return -1;
  3306. }
  3307. }
  3308. /*====================================================
  3309. * This function return the name of the job (by [Yor])
  3310. *----------------------------------------------------
  3311. */
  3312. char * job_name(int class_) {
  3313. switch (class_) {
  3314. case JOB_NOVICE:
  3315. case JOB_SWORDMAN:
  3316. case JOB_MAGE:
  3317. case JOB_ARCHER:
  3318. case JOB_ACOLYTE:
  3319. case JOB_MERCHANT:
  3320. case JOB_THIEF:
  3321. return msg_txt(550 - JOB_NOVICE+class_);
  3322. case JOB_KNIGHT:
  3323. case JOB_PRIEST:
  3324. case JOB_WIZARD:
  3325. case JOB_BLACKSMITH:
  3326. case JOB_HUNTER:
  3327. case JOB_ASSASSIN:
  3328. return msg_txt(557 - JOB_KNIGHT+class_);
  3329. case JOB_KNIGHT2:
  3330. return msg_txt(557);
  3331. case JOB_CRUSADER:
  3332. case JOB_MONK:
  3333. case JOB_SAGE:
  3334. case JOB_ROGUE:
  3335. case JOB_ALCHEMIST:
  3336. case JOB_BARD:
  3337. case JOB_DANCER:
  3338. return msg_txt(563 - JOB_CRUSADER+class_);
  3339. case JOB_CRUSADER2:
  3340. return msg_txt(563);
  3341. case JOB_WEDDING:
  3342. case JOB_SUPER_NOVICE:
  3343. case JOB_XMAS:
  3344. return msg_txt(570 - JOB_WEDDING+class_);
  3345. case JOB_NOVICE_HIGH:
  3346. case JOB_SWORDMAN_HIGH:
  3347. case JOB_MAGE_HIGH:
  3348. case JOB_ARCHER_HIGH:
  3349. case JOB_ACOLYTE_HIGH:
  3350. case JOB_MERCHANT_HIGH:
  3351. case JOB_THIEF_HIGH:
  3352. return msg_txt(575 - JOB_NOVICE_HIGH+class_);
  3353. case JOB_LORD_KNIGHT:
  3354. case JOB_HIGH_PRIEST:
  3355. case JOB_HIGH_WIZARD:
  3356. case JOB_WHITESMITH:
  3357. case JOB_SNIPER:
  3358. case JOB_ASSASSIN_CROSS:
  3359. return msg_txt(582 - JOB_LORD_KNIGHT+class_);
  3360. case JOB_LORD_KNIGHT2:
  3361. return msg_txt(582);
  3362. case JOB_PALADIN:
  3363. case JOB_CHAMPION:
  3364. case JOB_PROFESSOR:
  3365. case JOB_STALKER:
  3366. case JOB_CREATOR:
  3367. case JOB_CLOWN:
  3368. case JOB_GYPSY:
  3369. return msg_txt(588 - JOB_PALADIN + class_);
  3370. case JOB_PALADIN2:
  3371. return msg_txt(588);
  3372. case JOB_BABY:
  3373. case JOB_BABY_SWORDMAN:
  3374. case JOB_BABY_MAGE:
  3375. case JOB_BABY_ARCHER:
  3376. case JOB_BABY_ACOLYTE:
  3377. case JOB_BABY_MERCHANT:
  3378. case JOB_BABY_THIEF:
  3379. return msg_txt(595 - JOB_BABY + class_);
  3380. case JOB_BABY_KNIGHT:
  3381. case JOB_BABY_PRIEST:
  3382. case JOB_BABY_WIZARD:
  3383. case JOB_BABY_BLACKSMITH:
  3384. case JOB_BABY_HUNTER:
  3385. case JOB_BABY_ASSASSIN:
  3386. return msg_txt(602 - JOB_BABY_KNIGHT + class_);
  3387. case JOB_BABY_KNIGHT2:
  3388. return msg_txt(602);
  3389. case JOB_BABY_CRUSADER:
  3390. case JOB_BABY_MONK:
  3391. case JOB_BABY_SAGE:
  3392. case JOB_BABY_ROGUE:
  3393. case JOB_BABY_ALCHEMIST:
  3394. case JOB_BABY_BARD:
  3395. case JOB_BABY_DANCER:
  3396. return msg_txt(608 - JOB_BABY_CRUSADER +class_);
  3397. case JOB_BABY_CRUSADER2:
  3398. return msg_txt(608);
  3399. case JOB_SUPER_BABY:
  3400. return msg_txt(615);
  3401. case JOB_TAEKWON:
  3402. return msg_txt(616);
  3403. case JOB_STAR_GLADIATOR:
  3404. case JOB_STAR_GLADIATOR2:
  3405. return msg_txt(617);
  3406. case JOB_SOUL_LINKER:
  3407. return msg_txt(618);
  3408. case JOB_GUNSLINGER:
  3409. return msg_txt(619);
  3410. case JOB_NINJA:
  3411. return msg_txt(620);
  3412. default:
  3413. return msg_txt(650);
  3414. }
  3415. }
  3416. int pc_follow_timer(int tid,unsigned int tick,int id,int data)
  3417. {
  3418. struct map_session_data *sd;
  3419. struct block_list *tbl;
  3420. sd = map_id2sd(id);
  3421. nullpo_retr(0, sd);
  3422. if (sd->followtimer != tid){
  3423. if(battle_config.error_log)
  3424. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  3425. sd->followtimer = -1;
  3426. return 0;
  3427. }
  3428. sd->followtimer = -1;
  3429. if (pc_isdead(sd))
  3430. return 0;
  3431. if ((tbl = map_id2bl(sd->followtarget)) == NULL)
  3432. return 0;
  3433. if(tbl->type == BL_PC && pc_isdead((TBL_PC *)tbl))
  3434. return 0;
  3435. // either player or target is currently detached from map blocks (could be teleporting),
  3436. // but still connected to this map, so we'll just increment the timer and check back later
  3437. if (sd->bl.prev != NULL && tbl->prev != NULL &&
  3438. sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
  3439. {
  3440. if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
  3441. if (!check_distance_bl(&sd->bl, tbl, 5))
  3442. unit_walktobl(&sd->bl, tbl, 5, 0);
  3443. } else
  3444. pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, 3);
  3445. }
  3446. sd->followtimer = add_timer(
  3447. tick + 1000, // increase time a bit to loosen up map's load
  3448. pc_follow_timer, sd->bl.id, 0);
  3449. return 0;
  3450. }
  3451. int pc_stop_following (struct map_session_data *sd)
  3452. {
  3453. nullpo_retr(0, sd);
  3454. if (sd->followtimer != -1) {
  3455. delete_timer(sd->followtimer,pc_follow_timer);
  3456. sd->followtimer = -1;
  3457. }
  3458. sd->followtarget = -1;
  3459. return 0;
  3460. }
  3461. int pc_follow(struct map_session_data *sd,int target_id)
  3462. {
  3463. struct block_list *bl = map_id2bl(target_id);
  3464. if (bl == NULL /*|| bl->type != BL_PC*/)
  3465. return 1;
  3466. if (sd->followtimer != -1)
  3467. pc_stop_following(sd);
  3468. sd->followtarget = target_id;
  3469. pc_follow_timer(-1,gettick(),sd->bl.id,0);
  3470. return 0;
  3471. }
  3472. int pc_checkbaselevelup(struct map_session_data *sd)
  3473. {
  3474. unsigned int next = pc_nextbaseexp(sd);
  3475. if (!next || sd->status.base_exp < next)
  3476. return 0;
  3477. do {
  3478. sd->status.base_exp -= next;
  3479. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3480. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  3481. sd->status.base_exp = next-1;
  3482. sd->status.base_level ++;
  3483. if (battle_config.use_statpoint_table)
  3484. next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
  3485. else //Estimated way.
  3486. next = (sd->status.base_level+14) / 5 ;
  3487. if (sd->status.status_point > USHRT_MAX - next)
  3488. sd->status.status_point = USHRT_MAX;
  3489. else
  3490. sd->status.status_point += next;
  3491. } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
  3492. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  3493. status_calc_pet(sd->pd,0);
  3494. clif_updatestatus(sd,SP_STATUSPOINT);
  3495. clif_updatestatus(sd,SP_BASELEVEL);
  3496. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3497. status_calc_pc(sd,0);
  3498. status_percent_heal(&sd->bl,100,100);
  3499. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  3500. {
  3501. sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
  3502. sc_start(&sd->bl,SkillStatusChangeTable(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
  3503. sc_start(&sd->bl,SkillStatusChangeTable(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
  3504. sc_start(&sd->bl,SkillStatusChangeTable(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
  3505. sc_start(&sd->bl,SkillStatusChangeTable(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
  3506. } else
  3507. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON)
  3508. {
  3509. sc_start(&sd->bl,SkillStatusChangeTable(AL_INCAGI),100,10,skill_get_time(AL_INCAGI,10));
  3510. sc_start(&sd->bl,SkillStatusChangeTable(AL_BLESSING),100,10,skill_get_time(AL_BLESSING,10));
  3511. }
  3512. clif_misceffect(&sd->bl,0);
  3513. //LORDALFA - LVLUPEVENT
  3514. npc_script_event(sd, NPCE_BASELVUP);
  3515. return 1;
  3516. }
  3517. int pc_checkjoblevelup(struct map_session_data *sd)
  3518. {
  3519. unsigned int next = pc_nextjobexp(sd);
  3520. nullpo_retr(0, sd);
  3521. if(!next || sd->status.job_exp < next)
  3522. return 0;
  3523. do {
  3524. sd->status.job_exp -= next;
  3525. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3526. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  3527. sd->status.job_exp = next-1;
  3528. sd->status.job_level ++;
  3529. sd->status.skill_point ++;
  3530. } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
  3531. clif_updatestatus(sd,SP_JOBLEVEL);
  3532. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3533. clif_updatestatus(sd,SP_SKILLPOINT);
  3534. status_calc_pc(sd,0);
  3535. clif_misceffect(&sd->bl,1);
  3536. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  3537. clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
  3538. npc_script_event(sd, NPCE_JOBLVUP);
  3539. return 1;
  3540. }
  3541. /*==========================================
  3542. * Alters experienced based on self bonuses that do not get even shared to the party.
  3543. *------------------------------------------
  3544. */
  3545. static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
  3546. {
  3547. int bonus = 0;
  3548. struct status_data *status = status_get_status_data(src);
  3549. unsigned int temp;
  3550. if (sd->expaddrace[status->race])
  3551. bonus += sd->expaddrace[status->race];
  3552. bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  3553. //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
  3554. temp = status_get_class(src);
  3555. if(temp == sd->hate_mob[2] &&
  3556. (battle_config.allow_skill_without_day || is_day_of_star() || sd->sc.data[SC_MIRACLE].timer!=-1))
  3557. bonus += 20*pc_checkskill(sd,SG_STAR_BLESS);
  3558. else
  3559. if(temp == sd->hate_mob[1] &&
  3560. (battle_config.allow_skill_without_day || is_day_of_moon()))
  3561. bonus += 10*pc_checkskill(sd,SG_MOON_BLESS);
  3562. else
  3563. if(temp == sd->hate_mob[0] &&
  3564. (battle_config.allow_skill_without_day || is_day_of_sun()))
  3565. bonus += 10*pc_checkskill(sd,SG_SUN_BLESS);
  3566. if (battle_config.pk_mode &&
  3567. (int)(status_get_lv(src) - sd->status.base_level) >= 20)
  3568. bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
  3569. if (!bonus)
  3570. return;
  3571. temp = *base_exp*bonus/100;
  3572. if (*base_exp > UINT_MAX - temp)
  3573. *base_exp = UINT_MAX;
  3574. else
  3575. *base_exp += temp;
  3576. temp = *job_exp*bonus/100;
  3577. if (*job_exp > UINT_MAX - temp)
  3578. *job_exp = UINT_MAX;
  3579. else
  3580. *job_exp += temp;
  3581. return;
  3582. }
  3583. /*==========================================
  3584. * ??値取得
  3585. *------------------------------------------
  3586. */
  3587. int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp)
  3588. {
  3589. char output[256];
  3590. float nextbp=0, nextjp=0;
  3591. unsigned int nextb=0, nextj=0;
  3592. nullpo_retr(0, sd);
  3593. if(sd->bl.prev == NULL || pc_isdead(sd))
  3594. return 0;
  3595. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  3596. return 0; // no exp on pvp maps
  3597. if(sd->status.guild_id>0)
  3598. base_exp-=guild_payexp(sd,base_exp);
  3599. if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
  3600. nextb = pc_nextbaseexp(sd);
  3601. nextj = pc_nextjobexp(sd);
  3602. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  3603. if (nextb > 0)
  3604. nextbp = (float) base_exp / (float) nextb;
  3605. if (nextj > 0)
  3606. nextjp = (float) job_exp / (float) nextj;
  3607. if(battle_config.max_exp_gain_rate) {
  3608. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  3609. //Note that this value should never be greater than the original
  3610. //base_exp, therefore no overflow checks are needed. [Skotlex]
  3611. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  3612. if (sd->state.showexp)
  3613. nextbp = (float) base_exp / (float) nextb;
  3614. }
  3615. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  3616. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  3617. if (sd->state.showexp)
  3618. nextjp = (float) job_exp / (float) nextj;
  3619. }
  3620. }
  3621. }
  3622. //Overflow checks... think we'll ever really need'em? [Skotlex]
  3623. if (base_exp && sd->status.base_exp > UINT_MAX - base_exp)
  3624. sd->status.base_exp = UINT_MAX;
  3625. else
  3626. sd->status.base_exp += base_exp;
  3627. pc_checkbaselevelup(sd) ;
  3628. clif_updatestatus(sd,SP_BASEEXP);
  3629. if (job_exp && sd->status.job_exp > UINT_MAX - job_exp)
  3630. sd->status.job_exp = UINT_MAX;
  3631. else
  3632. sd->status.job_exp += job_exp;
  3633. while(pc_checkjoblevelup(sd)) ;
  3634. clif_updatestatus(sd,SP_JOBEXP);
  3635. if(sd->state.showexp){
  3636. sprintf(output,
  3637. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  3638. clif_disp_onlyself(sd,output,strlen(output));
  3639. }
  3640. return 1;
  3641. }
  3642. /*==========================================
  3643. * Returns max level for this character.
  3644. *------------------------------------------
  3645. */
  3646. unsigned int pc_maxbaselv(struct map_session_data *sd) {
  3647. return max_level[sd->status.class_][0];
  3648. };
  3649. unsigned int pc_maxjoblv(struct map_session_data *sd) {
  3650. return max_level[sd->status.class_][1];
  3651. };
  3652. /*==========================================
  3653. * base level側必要??値計算
  3654. *------------------------------------------
  3655. */
  3656. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  3657. {
  3658. nullpo_retr(0, sd);
  3659. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  3660. return 0;
  3661. return exp_table[sd->status.class_][0][sd->status.base_level-1];
  3662. }
  3663. /*==========================================
  3664. * job level側必要??値計算
  3665. *------------------------------------------
  3666. */
  3667. unsigned int pc_nextjobexp(struct map_session_data *sd)
  3668. {
  3669. nullpo_retr(0, sd);
  3670. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  3671. return 0;
  3672. return exp_table[sd->status.class_][1][sd->status.job_level-1];
  3673. }
  3674. /*==========================================
  3675. * 必要ステ?タスポイント計算
  3676. *------------------------------------------
  3677. */
  3678. int pc_need_status_point(struct map_session_data *sd,int type)
  3679. {
  3680. int val;
  3681. nullpo_retr(-1, sd);
  3682. if(type<SP_STR || type>SP_LUK)
  3683. return -1;
  3684. val =
  3685. type==SP_STR ? sd->status.str :
  3686. type==SP_AGI ? sd->status.agi :
  3687. type==SP_VIT ? sd->status.vit :
  3688. type==SP_INT ? sd->status.int_:
  3689. type==SP_DEX ? sd->status.dex : sd->status.luk;
  3690. return (val+9)/10+1;
  3691. }
  3692. /*==========================================
  3693. * 能力値成長
  3694. *------------------------------------------
  3695. */
  3696. int pc_statusup(struct map_session_data *sd,int type)
  3697. {
  3698. int max, need,val = 0;
  3699. nullpo_retr(0, sd);
  3700. max = pc_maxparameter(sd);
  3701. need=pc_need_status_point(sd,type);
  3702. if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
  3703. clif_statusupack(sd,type,0,0);
  3704. return 1;
  3705. }
  3706. switch(type){
  3707. case SP_STR:
  3708. if(sd->status.str >= max) {
  3709. clif_statusupack(sd,type,0,0);
  3710. return 1;
  3711. }
  3712. val= ++sd->status.str;
  3713. break;
  3714. case SP_AGI:
  3715. if(sd->status.agi >= max) {
  3716. clif_statusupack(sd,type,0,0);
  3717. return 1;
  3718. }
  3719. val= ++sd->status.agi;
  3720. break;
  3721. case SP_VIT:
  3722. if(sd->status.vit >= max) {
  3723. clif_statusupack(sd,type,0,0);
  3724. return 1;
  3725. }
  3726. val= ++sd->status.vit;
  3727. break;
  3728. case SP_INT:
  3729. if(sd->status.int_ >= max) {
  3730. clif_statusupack(sd,type,0,0);
  3731. return 1;
  3732. }
  3733. val= ++sd->status.int_;
  3734. break;
  3735. case SP_DEX:
  3736. if(sd->status.dex >= max) {
  3737. clif_statusupack(sd,type,0,0);
  3738. return 1;
  3739. }
  3740. val= ++sd->status.dex;
  3741. break;
  3742. case SP_LUK:
  3743. if(sd->status.luk >= max) {
  3744. clif_statusupack(sd,type,0,0);
  3745. return 1;
  3746. }
  3747. val= ++sd->status.luk;
  3748. break;
  3749. }
  3750. sd->status.status_point-=need;
  3751. if(need!=pc_need_status_point(sd,type)){
  3752. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  3753. }
  3754. clif_updatestatus(sd,SP_STATUSPOINT);
  3755. clif_updatestatus(sd,type);
  3756. status_calc_pc(sd,0);
  3757. clif_statusupack(sd,type,1,val);
  3758. return 0;
  3759. }
  3760. /*==========================================
  3761. * 能力値成長
  3762. *------------------------------------------
  3763. */
  3764. int pc_statusup2(struct map_session_data *sd,int type,int val)
  3765. {
  3766. int max;
  3767. nullpo_retr(0, sd);
  3768. max = pc_maxparameter(sd);
  3769. if(type<SP_STR || type>SP_LUK){
  3770. clif_statusupack(sd,type,0,0);
  3771. return 1;
  3772. }
  3773. switch(type){
  3774. case SP_STR:
  3775. if(sd->status.str + val >= max)
  3776. val = max;
  3777. else if(sd->status.str + val < 1)
  3778. val = 1;
  3779. else
  3780. val += sd->status.str;
  3781. sd->status.str = val;
  3782. break;
  3783. case SP_AGI:
  3784. if(sd->status.agi + val >= max)
  3785. val = max;
  3786. else if(sd->status.agi + val < 1)
  3787. val = 1;
  3788. else
  3789. val += sd->status.agi;
  3790. sd->status.agi = val;
  3791. break;
  3792. case SP_VIT:
  3793. if(sd->status.vit + val >= max)
  3794. val = max;
  3795. else if(sd->status.vit + val < 1)
  3796. val = 1;
  3797. else
  3798. val += sd->status.vit;
  3799. sd->status.vit = val;
  3800. break;
  3801. case SP_INT:
  3802. if(sd->status.int_ + val >= max)
  3803. val = max;
  3804. else if(sd->status.int_ + val < 1)
  3805. val = 1;
  3806. else
  3807. val += sd->status.int_;
  3808. sd->status.int_ = val;
  3809. break;
  3810. case SP_DEX:
  3811. if(sd->status.dex + val >= max)
  3812. val = max;
  3813. else if(sd->status.dex + val < 1)
  3814. val = 1;
  3815. else
  3816. val += sd->status.dex;
  3817. sd->status.dex = val;
  3818. break;
  3819. case SP_LUK:
  3820. if(sd->status.luk + val >= max)
  3821. val = max;
  3822. else if(sd->status.luk + val < 1)
  3823. val = 1;
  3824. else
  3825. val = sd->status.luk + val;
  3826. sd->status.luk = val;
  3827. break;
  3828. }
  3829. status_calc_pc(sd,0);
  3830. clif_statusupack(sd,type,1,val);
  3831. return 0;
  3832. }
  3833. /*==========================================
  3834. * スキルポイント割り振り
  3835. *------------------------------------------
  3836. */
  3837. int pc_skillup(struct map_session_data *sd,int skill_num)
  3838. {
  3839. nullpo_retr(0, sd);
  3840. if( skill_num>=GD_SKILLBASE){
  3841. guild_skillup(sd,skill_num,0);
  3842. return 0;
  3843. }
  3844. if (skill_num < 0 || skill_num >= MAX_SKILL)
  3845. return 0;
  3846. if(sd->status.skill_point>0 &&
  3847. sd->status.skill[skill_num].id &&
  3848. sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
  3849. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
  3850. {
  3851. sd->status.skill[skill_num].lv++;
  3852. sd->status.skill_point--;
  3853. if (!skill_get_inf(skill_num)) //Only recalculate for passive skills.
  3854. status_calc_pc(sd,0);
  3855. else
  3856. pc_check_skilltree(sd, skill_num);
  3857. clif_skillup(sd,skill_num);
  3858. clif_updatestatus(sd,SP_SKILLPOINT);
  3859. clif_skillinfoblock(sd);
  3860. }
  3861. return 0;
  3862. }
  3863. /*==========================================
  3864. * /allskill
  3865. *------------------------------------------
  3866. */
  3867. int pc_allskillup(struct map_session_data *sd)
  3868. {
  3869. int i,id;
  3870. nullpo_retr(0, sd);
  3871. for(i=0;i<MAX_SKILL;i++){
  3872. sd->status.skill[i].id=0;
  3873. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  3874. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  3875. sd->status.skill[i].flag=0; // flagは0にしておく
  3876. }
  3877. }
  3878. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  3879. // 全てのスキル
  3880. for(i=0;i<MAX_SKILL;i++){
  3881. if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
  3882. if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
  3883. sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
  3884. }
  3885. }
  3886. else {
  3887. int inf2;
  3888. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
  3889. inf2 = skill_get_inf2(id);
  3890. if(sd->status.skill[id].id==0 &&
  3891. (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  3892. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
  3893. (id!=SG_DEVIL))
  3894. {
  3895. sd->status.skill[id].id = id; // celest
  3896. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  3897. }
  3898. }
  3899. }
  3900. status_calc_pc(sd,0);
  3901. return 0;
  3902. }
  3903. /*==========================================
  3904. * /resetlvl
  3905. *------------------------------------------
  3906. */
  3907. int pc_resetlvl(struct map_session_data* sd,int type)
  3908. {
  3909. int i;
  3910. nullpo_retr(0, sd);
  3911. if (type != 3) //Also reset skills
  3912. pc_resetskill(sd, 0);
  3913. if(type == 1){
  3914. sd->status.skill_point=0;
  3915. sd->status.base_level=1;
  3916. sd->status.job_level=1;
  3917. sd->status.base_exp=sd->status.base_exp=0;
  3918. sd->status.job_exp=sd->status.job_exp=0;
  3919. if(sd->sc.option !=0)
  3920. sd->sc.option = 0;
  3921. sd->status.str=1;
  3922. sd->status.agi=1;
  3923. sd->status.vit=1;
  3924. sd->status.int_=1;
  3925. sd->status.dex=1;
  3926. sd->status.luk=1;
  3927. if(sd->status.class_ == JOB_NOVICE_HIGH)
  3928. sd->status.status_point=100; // not 88 [celest]
  3929. // give platinum skills upon changing
  3930. pc_skill(sd,142,1,0);
  3931. pc_skill(sd,143,1,0);
  3932. }
  3933. if(type == 2){
  3934. sd->status.skill_point=0;
  3935. sd->status.base_level=1;
  3936. sd->status.job_level=1;
  3937. sd->status.base_exp=0;
  3938. sd->status.job_exp=0;
  3939. }
  3940. if(type == 3){
  3941. sd->status.base_level=1;
  3942. sd->status.base_exp=0;
  3943. }
  3944. if(type == 4){
  3945. sd->status.job_level=1;
  3946. sd->status.job_exp=0;
  3947. }
  3948. clif_updatestatus(sd,SP_STATUSPOINT);
  3949. clif_updatestatus(sd,SP_STR);
  3950. clif_updatestatus(sd,SP_AGI);
  3951. clif_updatestatus(sd,SP_VIT);
  3952. clif_updatestatus(sd,SP_INT);
  3953. clif_updatestatus(sd,SP_DEX);
  3954. clif_updatestatus(sd,SP_LUK);
  3955. clif_updatestatus(sd,SP_BASELEVEL);
  3956. clif_updatestatus(sd,SP_JOBLEVEL);
  3957. clif_updatestatus(sd,SP_STATUSPOINT);
  3958. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3959. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3960. clif_updatestatus(sd,SP_SKILLPOINT);
  3961. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  3962. clif_updatestatus(sd,SP_UAGI);
  3963. clif_updatestatus(sd,SP_UVIT);
  3964. clif_updatestatus(sd,SP_UINT);
  3965. clif_updatestatus(sd,SP_UDEX);
  3966. clif_updatestatus(sd,SP_ULUK); // End Addition
  3967. for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  3968. if(sd->equip_index[i] >= 0)
  3969. if(!pc_isequip(sd,sd->equip_index[i]))
  3970. pc_unequipitem(sd,sd->equip_index[i],2);
  3971. }
  3972. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
  3973. //Send map-change packet to do a level range check and break party settings. [Skotlex]
  3974. party_send_movemap(sd);
  3975. }
  3976. status_calc_pc(sd,0);
  3977. clif_skillinfoblock(sd);
  3978. return 0;
  3979. }
  3980. /*==========================================
  3981. * /resetstate
  3982. *------------------------------------------
  3983. */
  3984. int pc_resetstate(struct map_session_data* sd)
  3985. {
  3986. nullpo_retr(0, sd);
  3987. if (battle_config.use_statpoint_table)
  3988. { // New statpoint table used here - Dexity
  3989. int stat;
  3990. stat = statp[sd->status.base_level];
  3991. if (sd->class_&JOBL_UPPER)
  3992. stat+=52; // extra 52+48=100 stat points
  3993. if (stat > USHRT_MAX)
  3994. sd->status.status_point = USHRT_MAX;
  3995. else
  3996. sd->status.status_point = stat;
  3997. } else { //Use new stat-calculating equation [Skotlex]
  3998. #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
  3999. int add=0;
  4000. add += sumsp(sd->status.str);
  4001. add += sumsp(sd->status.agi);
  4002. add += sumsp(sd->status.vit);
  4003. add += sumsp(sd->status.int_);
  4004. add += sumsp(sd->status.dex);
  4005. add += sumsp(sd->status.luk);
  4006. if (add > USHRT_MAX - sd->status.status_point)
  4007. sd->status.status_point = USHRT_MAX;
  4008. else
  4009. sd->status.status_point+=add;
  4010. }
  4011. sd->status.str=1;
  4012. sd->status.agi=1;
  4013. sd->status.vit=1;
  4014. sd->status.int_=1;
  4015. sd->status.dex=1;
  4016. sd->status.luk=1;
  4017. clif_updatestatus(sd,SP_STR);
  4018. clif_updatestatus(sd,SP_AGI);
  4019. clif_updatestatus(sd,SP_VIT);
  4020. clif_updatestatus(sd,SP_INT);
  4021. clif_updatestatus(sd,SP_DEX);
  4022. clif_updatestatus(sd,SP_LUK);
  4023. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4024. clif_updatestatus(sd,SP_UAGI);
  4025. clif_updatestatus(sd,SP_UVIT);
  4026. clif_updatestatus(sd,SP_UINT);
  4027. clif_updatestatus(sd,SP_UDEX);
  4028. clif_updatestatus(sd,SP_ULUK); // End Addition
  4029. clif_updatestatus(sd,SP_STATUSPOINT);
  4030. status_calc_pc(sd,0);
  4031. return 0;
  4032. }
  4033. /*==========================================
  4034. * /resetskill
  4035. * if flag&1, perform block resync and status_calc call.
  4036. * if flag&2, just count total amount of skill points used by player, do not really reset.
  4037. *------------------------------------------
  4038. */
  4039. int pc_resetskill(struct map_session_data* sd, int flag)
  4040. {
  4041. int i, skill, inf2, skill_point=0;
  4042. nullpo_retr(0, sd);
  4043. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  4044. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  4045. for (i = 1; i < MAX_SKILL; i++) {
  4046. if ((skill = sd->status.skill[i].lv) > 0) {
  4047. inf2 = skill_get_inf2(i);
  4048. if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  4049. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
  4050. {
  4051. if (!sd->status.skill[i].flag)
  4052. skill_point += skill;
  4053. else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
  4054. skill_point += (sd->status.skill[i].flag - 2);
  4055. if (!(flag&2)) {
  4056. sd->status.skill[i].lv = 0;
  4057. sd->status.skill[i].flag = 0;
  4058. }
  4059. }
  4060. else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL) && !(flag&2))
  4061. {
  4062. sd->status.skill[i].lv = 0;
  4063. sd->status.skill[i].flag = 0;
  4064. }
  4065. } else {
  4066. sd->status.skill[i].lv = 0;
  4067. }
  4068. }
  4069. if (!(flag&2)) {
  4070. if (sd->status.skill_point > USHRT_MAX - skill_point)
  4071. sd->status.skill_point = USHRT_MAX;
  4072. else
  4073. sd->status.skill_point += skill_point;
  4074. if (flag&1) {
  4075. clif_updatestatus(sd,SP_SKILLPOINT);
  4076. clif_skillinfoblock(sd);
  4077. status_calc_pc(sd,0);
  4078. }
  4079. }
  4080. return skill_point;
  4081. }
  4082. /*==========================================
  4083. * /resetfeel [Komurka]
  4084. *------------------------------------------
  4085. */
  4086. int pc_resetfeel(struct map_session_data* sd)
  4087. {
  4088. int i;
  4089. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  4090. nullpo_retr(0, sd);
  4091. for (i=0; i<3; i++)
  4092. {
  4093. sd->feel_map[i].m = -1;
  4094. sd->feel_map[i].index = 0;
  4095. pc_setglobalreg(sd,feel_var[i],0);
  4096. }
  4097. return 0;
  4098. }
  4099. static int pc_respawn(int tid,unsigned int tick,int id,int data)
  4100. {
  4101. struct map_session_data *sd = map_id2sd(id);
  4102. if (sd && pc_isdead(sd))
  4103. { //Auto-respawn [Skotlex]
  4104. pc_setstand(sd);
  4105. pc_setrestartvalue(sd,3);
  4106. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  4107. }
  4108. return 0;
  4109. }
  4110. /*==========================================
  4111. * Invoked when a player has received damage
  4112. *------------------------------------------
  4113. */
  4114. void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
  4115. {
  4116. if (sp) clif_updatestatus(sd,SP_SP);
  4117. if (!hp) return;
  4118. if(pc_issit(sd)) {
  4119. pc_setstand(sd);
  4120. skill_gangsterparadise(sd,0);
  4121. skill_rest(sd,0);
  4122. }
  4123. clif_updatestatus(sd,SP_HP);
  4124. if (sd->battle_status.hp<sd->battle_status.max_hp>>2)
  4125. { //25% HP left effects.
  4126. int i=0;
  4127. for(i = 0; i < 5; i++)
  4128. if (sd->devotion[i]){
  4129. struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
  4130. if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
  4131. sd->devotion[i] = 0;
  4132. }
  4133. }
  4134. if(!src || src == &sd->bl)
  4135. return;
  4136. if(sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support)
  4137. pet_target_check(sd,src,1);
  4138. sd->canlog_tick = gettick();
  4139. return;
  4140. }
  4141. int pc_dead(struct map_session_data *sd,struct block_list *src)
  4142. {
  4143. int i=0,j=0;
  4144. unsigned int tick = gettick();
  4145. if(sd->vender_id)
  4146. vending_closevending(sd);
  4147. if(sd->status.pet_id > 0 && sd->pd)
  4148. {
  4149. if(!map[sd->bl.m].flag.nopenalty){
  4150. sd->pet.intimate -= sd->pd->petDB->die;
  4151. if(sd->pet.intimate < 0)
  4152. sd->pet.intimate = 0;
  4153. clif_send_petdata(sd,1,sd->pet.intimate);
  4154. }
  4155. if(sd->pd->target_id) // Unlock all targets...
  4156. pet_unlocktarget(sd->pd);
  4157. }
  4158. // Leave duel if you die [LuzZza]
  4159. if(battle_config.duel_autoleave_when_die) {
  4160. if(sd->duel_group > 0)
  4161. duel_leave(sd->duel_group, sd);
  4162. if(sd->duel_invite > 0)
  4163. duel_reject(sd->duel_invite, sd);
  4164. }
  4165. pc_setdead(sd);
  4166. sd->canregen_tick = tick;
  4167. pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
  4168. if (sd->state.event_death && (!src || src->type != BL_PC))
  4169. pc_setglobalreg(sd, "killerrid", 0);
  4170. if (src)
  4171. switch (src->type) {
  4172. case BL_MOB:
  4173. {
  4174. struct mob_data *md=(struct mob_data *)src;
  4175. if(md->target_id==sd->bl.id)
  4176. mob_unlocktarget(md,tick);
  4177. if(battle_config.mobs_level_up && md->status.hp &&
  4178. (unsigned int)md->level < pc_maxbaselv(sd) &&
  4179. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  4180. ) { // monster level up [Valaris]
  4181. clif_misceffect(&md->bl,0);
  4182. md->level++;
  4183. status_calc_mob(md, 0);
  4184. status_percent_heal(src,10,0);
  4185. }
  4186. if(md->nd)
  4187. mob_script_callback(md, &sd->bl, CALLBACK_KILL);
  4188. }
  4189. break;
  4190. case BL_PC:
  4191. {
  4192. struct map_session_data *ssd = (struct map_session_data *)src;
  4193. if (sd->state.event_death)
  4194. pc_setglobalreg(sd,"killerrid",(ssd->status.account_id));
  4195. if (ssd->state.event_kill_pc) {
  4196. pc_setglobalreg(ssd, "killedrid", sd->bl.id);
  4197. npc_script_event(ssd, NPCE_KILLPC);
  4198. }
  4199. if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
  4200. ssd->status.manner -= 5;
  4201. if(ssd->status.manner < 0)
  4202. sc_start(src,SC_NOCHAT,100,0,0);
  4203. // PK/Karma system code (not enabled yet) [celest]
  4204. // originally from Kade Online, so i don't know if any of these is correct ^^;
  4205. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  4206. // karma going down = more 'good' / more honourable.
  4207. // The Karma System way...
  4208. /*
  4209. if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  4210. sd->status.karma--;
  4211. ssd->status.karma--;
  4212. }
  4213. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  4214. ssd->status.karma++;
  4215. */
  4216. // or the PK System way...
  4217. /*
  4218. if (sd->status.karma > 0) // player killed is dishonourable?
  4219. ssd->status.karma--; // honour points earned
  4220. sd->status.karma++; // honour points lost
  4221. */
  4222. // To-do: Receive exp on certain occasions
  4223. }
  4224. }
  4225. break;
  4226. }
  4227. if (sd->state.event_death)
  4228. npc_script_event(sd,NPCE_DIE);
  4229. // PK/Karma system code (not enabled yet) [celest]
  4230. /*
  4231. if(sd->status.karma > 0) {
  4232. int eq_num=0,eq_n[MAX_INVENTORY];
  4233. memset(eq_n,0,sizeof(eq_n));
  4234. for(i=0;i<MAX_INVENTORY;i++){
  4235. int k;
  4236. for(k=0;k<MAX_INVENTORY;k++){
  4237. if(eq_n[k] <= 0){
  4238. eq_n[k]=i;
  4239. break;
  4240. }
  4241. }
  4242. eq_num++;
  4243. }
  4244. if(eq_num > 0){
  4245. int n = eq_n[rand()%eq_num];
  4246. if(rand()%10000 < sd->status.karma){
  4247. if(sd->status.inventory[n].equip)
  4248. pc_unequipitem(sd,n,0);
  4249. pc_dropitem(sd,n,1);
  4250. }
  4251. }
  4252. }
  4253. */
  4254. if(battle_config.bone_drop==2
  4255. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
  4256. {
  4257. struct item item_tmp;
  4258. memset(&item_tmp,0,sizeof(item_tmp));
  4259. item_tmp.nameid=7420; //PVP Skull item ID
  4260. item_tmp.identify=1;
  4261. item_tmp.card[0]=0x00fe;
  4262. item_tmp.card[1]=0;
  4263. item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
  4264. item_tmp.card[3]=GetWord(sd->char_id,1);
  4265. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4266. }
  4267. // activate Steel body if a super novice dies at 99+% exp [celest]
  4268. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  4269. if ((i=pc_nextbaseexp(sd))<=0)
  4270. i=sd->status.base_exp;
  4271. if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
  4272. sd->state.snovice_flag = 4;
  4273. }
  4274. // changed penalty options, added death by player if pk_mode [Valaris]
  4275. if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
  4276. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  4277. && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
  4278. && sd->sc.data[SC_BABY].timer == -1)
  4279. {
  4280. unsigned int base_penalty =0;
  4281. if (battle_config.death_penalty_base > 0) {
  4282. switch (battle_config.death_penalty_type) {
  4283. case 1:
  4284. base_penalty += (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  4285. break;
  4286. case 2:
  4287. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  4288. break;
  4289. }
  4290. if(base_penalty) {
  4291. if (battle_config.pk_mode && src && src->type==BL_PC)
  4292. base_penalty*=2;
  4293. if(sd->status.base_exp < base_penalty)
  4294. sd->status.base_exp = 0;
  4295. else
  4296. sd->status.base_exp -= base_penalty;
  4297. clif_updatestatus(sd,SP_BASEEXP);
  4298. }
  4299. }
  4300. if(battle_config.death_penalty_job > 0)
  4301. {
  4302. base_penalty = 0;
  4303. switch (battle_config.death_penalty_type) {
  4304. case 1:
  4305. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  4306. break;
  4307. case 2:
  4308. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  4309. break;
  4310. }
  4311. if(base_penalty) {
  4312. if (battle_config.pk_mode && src && src->type==BL_PC)
  4313. base_penalty*=2;
  4314. if(sd->status.job_exp < base_penalty)
  4315. sd->status.job_exp = 0;
  4316. else
  4317. sd->status.job_exp -= base_penalty;
  4318. clif_updatestatus(sd,SP_JOBEXP);
  4319. }
  4320. }
  4321. }
  4322. if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
  4323. for(j=0;j<MAX_DROP_PER_MAP;j++){
  4324. int id = map[sd->bl.m].drop_list[j].drop_id;
  4325. int type = map[sd->bl.m].drop_list[j].drop_type;
  4326. int per = map[sd->bl.m].drop_list[j].drop_per;
  4327. if(id == 0)
  4328. continue;
  4329. if(id == -1){
  4330. int eq_num=0,eq_n[MAX_INVENTORY];
  4331. memset(eq_n,0,sizeof(eq_n));
  4332. for(i=0;i<MAX_INVENTORY;i++){
  4333. int k;
  4334. if( (type == 1 && !sd->status.inventory[i].equip)
  4335. || (type == 2 && sd->status.inventory[i].equip)
  4336. || type == 3){
  4337. for(k=0;k<MAX_INVENTORY;k++){
  4338. if(eq_n[k] <= 0){
  4339. eq_n[k]=i;
  4340. break;
  4341. }
  4342. }
  4343. eq_num++;
  4344. }
  4345. }
  4346. if(eq_num > 0){
  4347. int n = eq_n[rand()%eq_num];
  4348. if(rand()%10000 < per){
  4349. if(sd->status.inventory[n].equip)
  4350. pc_unequipitem(sd,n,3);
  4351. pc_dropitem(sd,n,1);
  4352. }
  4353. }
  4354. }
  4355. else if(id > 0){
  4356. for(i=0;i<MAX_INVENTORY;i++){
  4357. if(sd->status.inventory[i].nameid == id
  4358. && rand()%10000 < per
  4359. && ((type == 1 && !sd->status.inventory[i].equip)
  4360. || (type == 2 && sd->status.inventory[i].equip)
  4361. || type == 3) ){
  4362. if(sd->status.inventory[i].equip)
  4363. pc_unequipitem(sd,i,3);
  4364. pc_dropitem(sd,i,1);
  4365. break;
  4366. }
  4367. }
  4368. }
  4369. }
  4370. }
  4371. // pvp
  4372. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
  4373. if (!map[sd->bl.m].flag.pvp_nocalcrank) {
  4374. sd->pvp_point -= 5;
  4375. sd->pvp_lost++;
  4376. if (src && src->type == BL_PC) {
  4377. struct map_session_data *ssd = (struct map_session_data *)src;
  4378. if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
  4379. }
  4380. }
  4381. if( sd->pvp_point < 0 ){
  4382. sd->pvp_point=0;
  4383. add_timer(tick+1000, pc_respawn,sd->bl.id,0);
  4384. return 1;
  4385. }
  4386. }
  4387. //GvG
  4388. if(map_flag_gvg(sd->bl.m)){
  4389. add_timer(tick+1000, pc_respawn,sd->bl.id,0);
  4390. return 1;
  4391. }
  4392. if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
  4393. {
  4394. pc_setstand(sd);
  4395. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4396. if(sd->special_state.restart_full_recover)
  4397. status_percent_heal(&sd->bl, 100, 100);
  4398. else
  4399. status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0);
  4400. if(battle_config.pc_invincible_time)
  4401. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4402. sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1));
  4403. status_change_end(&sd->bl,SC_KAIZEL,-1);
  4404. return 0;
  4405. }
  4406. if (sd->state.snovice_flag == 4)
  4407. {
  4408. pc_setstand(sd);
  4409. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4410. status_percent_heal(&sd->bl, 100, 100);
  4411. clif_resurrection(&sd->bl, 1);
  4412. sd->state.snovice_flag = 0;
  4413. if(battle_config.pc_invincible_time)
  4414. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4415. sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  4416. return 0;
  4417. }
  4418. return 1;
  4419. }
  4420. void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
  4421. {
  4422. if(hp) clif_updatestatus(sd,SP_HP);
  4423. if(sp) clif_updatestatus(sd,SP_SP);
  4424. pc_setstand(sd);
  4425. if(battle_config.pc_invincible_time > 0)
  4426. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4427. }
  4428. // script? 連
  4429. //
  4430. /*==========================================
  4431. * script用PCステ?タス?み出し
  4432. *------------------------------------------
  4433. */
  4434. int pc_readparam(struct map_session_data *sd,int type)
  4435. {
  4436. int val=0;
  4437. nullpo_retr(0, sd);
  4438. switch(type){
  4439. case SP_SKILLPOINT:
  4440. val= sd->status.skill_point;
  4441. break;
  4442. case SP_STATUSPOINT:
  4443. val= sd->status.status_point;
  4444. break;
  4445. case SP_ZENY:
  4446. val= sd->status.zeny;
  4447. break;
  4448. case SP_BASELEVEL:
  4449. val= sd->status.base_level;
  4450. break;
  4451. case SP_JOBLEVEL:
  4452. val= sd->status.job_level;
  4453. break;
  4454. case SP_CLASS:
  4455. val= sd->status.class_;
  4456. break;
  4457. case SP_BASEJOB: //Base job, extracting upper type.
  4458. val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
  4459. break;
  4460. case SP_UPPER:
  4461. val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
  4462. break;
  4463. case SP_BASECLASS: //Extract base class tree. [Skotlex]
  4464. val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
  4465. break;
  4466. case SP_SEX:
  4467. val= sd->sex;
  4468. break;
  4469. case SP_WEIGHT:
  4470. val= sd->weight;
  4471. break;
  4472. case SP_MAXWEIGHT:
  4473. val= sd->max_weight;
  4474. break;
  4475. case SP_BASEEXP:
  4476. val= sd->status.base_exp;
  4477. break;
  4478. case SP_JOBEXP:
  4479. val= sd->status.job_exp;
  4480. break;
  4481. case SP_NEXTBASEEXP:
  4482. val= pc_nextbaseexp(sd);
  4483. break;
  4484. case SP_NEXTJOBEXP:
  4485. val= pc_nextjobexp(sd);
  4486. break;
  4487. case SP_HP:
  4488. val= sd->battle_status.hp;
  4489. break;
  4490. case SP_MAXHP:
  4491. val= sd->battle_status.max_hp;
  4492. break;
  4493. case SP_SP:
  4494. val= sd->battle_status.sp;
  4495. break;
  4496. case SP_MAXSP:
  4497. val= sd->battle_status.max_sp;
  4498. break;
  4499. case SP_STR:
  4500. val= sd->status.str;
  4501. break;
  4502. case SP_AGI:
  4503. val= sd->status.agi;
  4504. break;
  4505. case SP_VIT:
  4506. val= sd->status.vit;
  4507. break;
  4508. case SP_INT:
  4509. val= sd->status.int_;
  4510. break;
  4511. case SP_DEX:
  4512. val= sd->status.dex;
  4513. break;
  4514. case SP_LUK:
  4515. val= sd->status.luk;
  4516. break;
  4517. case SP_KARMA: // celest
  4518. val = sd->status.karma;
  4519. break;
  4520. case SP_MANNER:
  4521. val = sd->status.manner;
  4522. break;
  4523. case SP_FAME:
  4524. val= sd->status.fame;
  4525. break;
  4526. }
  4527. return val;
  4528. }
  4529. /*==========================================
  4530. * script用PCステ?タス設定
  4531. *------------------------------------------
  4532. */
  4533. int pc_setparam(struct map_session_data *sd,int type,int val)
  4534. {
  4535. int i = 0;
  4536. nullpo_retr(0, sd);
  4537. switch(type){
  4538. case SP_BASELEVEL:
  4539. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  4540. val = pc_maxbaselv(sd);
  4541. if ((unsigned int)val > sd->status.base_level) {
  4542. int stat=0;
  4543. for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
  4544. stat += (sd->status.base_level + i + 14) / 5 ;
  4545. if (sd->status.status_point > USHRT_MAX - stat)
  4546. sd->status.status_point = USHRT_MAX;
  4547. else
  4548. sd->status.status_point += stat;
  4549. }
  4550. sd->status.base_level = (unsigned int)val;
  4551. sd->status.base_exp = 0;
  4552. clif_updatestatus(sd, SP_BASELEVEL);
  4553. clif_updatestatus(sd, SP_NEXTBASEEXP);
  4554. clif_updatestatus(sd, SP_STATUSPOINT);
  4555. clif_updatestatus(sd, SP_BASEEXP);
  4556. status_calc_pc(sd, 0);
  4557. break;
  4558. case SP_JOBLEVEL:
  4559. if ((unsigned int)val >= sd->status.job_level) {
  4560. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  4561. if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level)
  4562. sd->status.skill_point = USHRT_MAX;
  4563. else
  4564. sd->status.skill_point += val-sd->status.job_level;
  4565. clif_updatestatus(sd, SP_SKILLPOINT);
  4566. }
  4567. sd->status.job_level = (unsigned int)val;
  4568. sd->status.job_exp = 0;
  4569. clif_updatestatus(sd, SP_JOBLEVEL);
  4570. clif_updatestatus(sd, SP_NEXTJOBEXP);
  4571. clif_updatestatus(sd, SP_JOBEXP);
  4572. status_calc_pc(sd, 0);
  4573. clif_updatestatus(sd,type);
  4574. break;
  4575. case SP_SKILLPOINT:
  4576. sd->status.skill_point = val;
  4577. break;
  4578. case SP_STATUSPOINT:
  4579. sd->status.status_point = val;
  4580. break;
  4581. case SP_ZENY:
  4582. if(val <= MAX_ZENY) {
  4583. // MAX_ZENY 以下なら代入
  4584. sd->status.zeny = val;
  4585. } else {
  4586. sd->status.zeny = MAX_ZENY;
  4587. /* Could someone explain the comments below? I have no idea what they are trying to do...
  4588. * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
  4589. if(sd->status.zeny > val) {
  4590. // Zeny が減少しているなら代入
  4591. sd->status.zeny = val;
  4592. } else if(sd->status.zeny <= MAX_ZENY) {
  4593. // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
  4594. sd->status.zeny = MAX_ZENY;
  4595. } else {
  4596. // Zeny が増加していて、現在の値がMAX_ZENY より下なら増加分を無視
  4597. ;
  4598. }
  4599. */
  4600. }
  4601. break;
  4602. case SP_BASEEXP:
  4603. if(pc_nextbaseexp(sd) > 0) {
  4604. sd->status.base_exp = val;
  4605. pc_checkbaselevelup(sd);
  4606. }
  4607. break;
  4608. case SP_JOBEXP:
  4609. if(pc_nextjobexp(sd) > 0) {
  4610. sd->status.job_exp = val;
  4611. pc_checkjoblevelup(sd);
  4612. }
  4613. break;
  4614. case SP_SEX:
  4615. sd->sex = val;
  4616. break;
  4617. case SP_WEIGHT:
  4618. sd->weight = val;
  4619. break;
  4620. case SP_MAXWEIGHT:
  4621. sd->max_weight = val;
  4622. break;
  4623. case SP_HP:
  4624. sd->battle_status.hp = val;
  4625. break;
  4626. case SP_MAXHP:
  4627. sd->battle_status.max_hp = val;
  4628. break;
  4629. case SP_SP:
  4630. sd->battle_status.sp = val;
  4631. break;
  4632. case SP_MAXSP:
  4633. sd->battle_status.max_sp = val;
  4634. break;
  4635. case SP_STR:
  4636. sd->status.str = val;
  4637. break;
  4638. case SP_AGI:
  4639. sd->status.agi = val;
  4640. break;
  4641. case SP_VIT:
  4642. sd->status.vit = val;
  4643. break;
  4644. case SP_INT:
  4645. sd->status.int_ = val;
  4646. break;
  4647. case SP_DEX:
  4648. sd->status.dex = val;
  4649. break;
  4650. case SP_LUK:
  4651. sd->status.luk = val;
  4652. break;
  4653. case SP_KARMA:
  4654. sd->status.karma = val;
  4655. break;
  4656. case SP_MANNER:
  4657. sd->status.manner = val;
  4658. break;
  4659. case SP_FAME:
  4660. sd->status.fame = val;
  4661. break;
  4662. }
  4663. clif_updatestatus(sd,type);
  4664. return 0;
  4665. }
  4666. /*==========================================
  4667. * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
  4668. *------------------------------------------
  4669. */
  4670. void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
  4671. {
  4672. if (type) {
  4673. if (hp)
  4674. clif_heal(sd->fd,SP_HP,hp);
  4675. if (sp)
  4676. clif_heal(sd->fd,SP_SP,sp);
  4677. } else {
  4678. if(hp)
  4679. clif_updatestatus(sd,SP_HP);
  4680. if(sp)
  4681. clif_updatestatus(sd,SP_SP);
  4682. }
  4683. return;
  4684. }
  4685. /*==========================================
  4686. * HP/SP回復
  4687. *------------------------------------------
  4688. */
  4689. int pc_itemheal(struct map_session_data *sd,int hp,int sp)
  4690. {
  4691. int bonus, type;
  4692. nullpo_retr(0, sd);
  4693. if(hp) {
  4694. bonus = 100 + (sd->battle_status.vit<<1)
  4695. + pc_checkskill(sd,SM_RECOVERY)*10
  4696. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4697. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  4698. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4699. if ((type = itemdb_group(sd->itemid)) > 0 && type <= 7)
  4700. bonus = bonus * (100+sd->itemhealrate[type - 1]) / 100;
  4701. if(bonus!=100)
  4702. hp = hp * bonus / 100;
  4703. }
  4704. if(sp) {
  4705. bonus = 100 + (sd->battle_status.int_<<1)
  4706. + pc_checkskill(sd,MG_SRECOVERY)*10
  4707. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4708. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4709. if(bonus != 100)
  4710. sp = sp * bonus / 100;
  4711. }
  4712. return status_heal(&sd->bl, hp, sp, 1);
  4713. }
  4714. /*==========================================
  4715. * HP/SP回復
  4716. *------------------------------------------
  4717. */
  4718. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  4719. {
  4720. nullpo_retr(0, sd);
  4721. if(hp > 100) hp = 100;
  4722. else
  4723. if(hp <-100) hp =-100;
  4724. if(sp > 100) sp = 100;
  4725. else
  4726. if(sp <-100) sp =-100;
  4727. if(hp >= 0 && sp >= 0) //Heal
  4728. return status_percent_heal(&sd->bl, hp, sp);
  4729. if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current)
  4730. return status_percent_damage(NULL, &sd->bl, hp, sp);
  4731. //Crossed signs
  4732. if(hp) {
  4733. if(hp > 0)
  4734. status_percent_heal(&sd->bl, hp, 0);
  4735. else
  4736. status_percent_damage(NULL, &sd->bl, hp, 0);
  4737. }
  4738. if(sp) {
  4739. if(sp > 0)
  4740. status_percent_heal(&sd->bl, 0, sp);
  4741. else
  4742. status_percent_damage(NULL, &sd->bl, 0, sp);
  4743. }
  4744. return 0;
  4745. }
  4746. /*==========================================
  4747. * 職?更
  4748. * 引? job 職業 0~23
  4749. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  4750. * Rewrote to make it tidider [Celest]
  4751. *------------------------------------------
  4752. */
  4753. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  4754. {
  4755. int i, fame_flag=0;
  4756. int b_class;
  4757. nullpo_retr(0, sd);
  4758. if (job < 0)
  4759. return 1;
  4760. //Normalize job.
  4761. b_class = pc_jobid2mapid(job);
  4762. if (b_class == -1)
  4763. return 1;
  4764. switch (upper) {
  4765. case 1:
  4766. b_class|= JOBL_UPPER;
  4767. break;
  4768. case 2:
  4769. b_class|= JOBL_BABY;
  4770. break;
  4771. }
  4772. //This will automatically adjust bard/dancer classes to the correct gender
  4773. //That is, if you try to jobchange into dancer, it will turn you to bard.
  4774. job = pc_mapid2jobid(b_class, sd->status.sex);
  4775. if (job == -1)
  4776. return 1;
  4777. if ((unsigned short)b_class == sd->class_)
  4778. return 1; //Nothing to change.
  4779. // check if we are changing from 1st to 2nd job
  4780. if (b_class&JOBL_2) {
  4781. if (!(sd->class_&JOBL_2))
  4782. sd->change_level = sd->status.job_level;
  4783. else if (!sd->change_level)
  4784. sd->change_level = 40; //Assume 40?
  4785. }
  4786. pc_setglobalreg (sd, "jobchange_level", sd->change_level);
  4787. sd->status.class_ = job;
  4788. status_set_viewdata(&sd->bl, job);
  4789. fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  4790. sd->class_ = (unsigned short)b_class;
  4791. sd->status.job_level=1;
  4792. sd->status.job_exp=0;
  4793. clif_updatestatus(sd,SP_JOBLEVEL);
  4794. clif_updatestatus(sd,SP_JOBEXP);
  4795. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4796. for(i=0;i<11;i++) {
  4797. if(sd->equip_index[i] >= 0)
  4798. if(!pc_isequip(sd,sd->equip_index[i]))
  4799. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  4800. }
  4801. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  4802. if(sd->vd.cloth_color)
  4803. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4804. if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
  4805. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4806. if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems.
  4807. pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
  4808. status_calc_pc(sd,0);
  4809. pc_checkallowskill(sd);
  4810. pc_equiplookall(sd);
  4811. //if you were previously famous, not anymore.
  4812. if (fame_flag) {
  4813. chrif_save(sd,0);
  4814. chrif_buildfamelist();
  4815. } else if (sd->status.fame > 0) {
  4816. //It may be that now they are famous?
  4817. switch (sd->class_&MAPID_UPPERMASK) {
  4818. case MAPID_BLACKSMITH:
  4819. case MAPID_ALCHEMIST:
  4820. case MAPID_TAEKWON:
  4821. chrif_save(sd,0);
  4822. chrif_buildfamelist();
  4823. break;
  4824. }
  4825. }
  4826. return 0;
  4827. }
  4828. /*==========================================
  4829. * 見た目?更
  4830. *------------------------------------------
  4831. */
  4832. int pc_equiplookall(struct map_session_data *sd)
  4833. {
  4834. nullpo_retr(0, sd);
  4835. #if PACKETVER < 4
  4836. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  4837. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  4838. #else
  4839. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  4840. clif_changelook(&sd->bl,LOOK_SHOES,0);
  4841. #endif
  4842. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  4843. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  4844. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  4845. return 0;
  4846. }
  4847. /*==========================================
  4848. * 見た目?更
  4849. *------------------------------------------
  4850. */
  4851. int pc_changelook(struct map_session_data *sd,int type,int val)
  4852. {
  4853. nullpo_retr(0, sd);
  4854. switch(type){
  4855. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  4856. if (val < battle_config.min_hair_style)
  4857. val = battle_config.min_hair_style;
  4858. else if (val > battle_config.max_hair_style)
  4859. val = battle_config.max_hair_style;
  4860. if (sd->status.hair != val)
  4861. {
  4862. sd->status.hair=val;
  4863. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4864. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4865. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  4866. }
  4867. break;
  4868. case LOOK_WEAPON:
  4869. sd->status.weapon=val;
  4870. break;
  4871. case LOOK_HEAD_BOTTOM:
  4872. sd->status.head_bottom=val;
  4873. break;
  4874. case LOOK_HEAD_TOP:
  4875. sd->status.head_top=val;
  4876. break;
  4877. case LOOK_HEAD_MID:
  4878. sd->status.head_mid=val;
  4879. break;
  4880. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  4881. if (val < battle_config.min_hair_color)
  4882. val = battle_config.min_hair_color;
  4883. else if (val > battle_config.max_hair_color)
  4884. val = battle_config.max_hair_color;
  4885. if (sd->status.hair_color != val)
  4886. {
  4887. sd->status.hair_color=val;
  4888. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4889. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4890. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  4891. }
  4892. break;
  4893. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  4894. if (val < battle_config.min_cloth_color)
  4895. val = battle_config.min_cloth_color;
  4896. else if (val > battle_config.max_cloth_color)
  4897. val = battle_config.max_cloth_color;
  4898. sd->status.clothes_color=val;
  4899. break;
  4900. case LOOK_SHIELD:
  4901. sd->status.shield=val;
  4902. break;
  4903. case LOOK_SHOES:
  4904. break;
  4905. }
  4906. clif_changelook(&sd->bl,type,val);
  4907. return 0;
  4908. }
  4909. /*==========================================
  4910. * 付?品(鷹,ペコ,カ?ト)設定
  4911. *------------------------------------------
  4912. */
  4913. int pc_setoption(struct map_session_data *sd,int type)
  4914. {
  4915. int p_type, new_look=0;
  4916. nullpo_retr(0, sd);
  4917. p_type = sd->sc.option;
  4918. //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
  4919. sd->sc.option=type;
  4920. clif_changeoption(&sd->bl);
  4921. if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  4922. { //We are going to mount. [Skotlex]
  4923. new_look = -1;
  4924. clif_status_load(&sd->bl,SI_RIDING,1);
  4925. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  4926. }
  4927. else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  4928. { //We are going to dismount.
  4929. new_look = -1;
  4930. clif_status_load(&sd->bl,SI_RIDING,0);
  4931. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  4932. }
  4933. if(type&OPTION_CART && !(p_type&OPTION_CART))
  4934. { //Cart On
  4935. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  4936. status_calc_pc(sd,0); //Apply speed penalty.
  4937. } else
  4938. if(!(type&OPTION_CART) && p_type&OPTION_CART)
  4939. { //Cart Off
  4940. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  4941. status_calc_pc(sd,0); //Remove speed penalty.
  4942. }
  4943. if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
  4944. clif_status_load(&sd->bl,SI_FALCON,1);
  4945. else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
  4946. clif_status_load(&sd->bl,SI_FALCON,0);
  4947. if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
  4948. new_look = JOB_STAR_GLADIATOR2;
  4949. else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
  4950. new_look = -1;
  4951. if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
  4952. new_look = JOB_WEDDING;
  4953. else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
  4954. new_look = -1;
  4955. if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
  4956. new_look = JOB_XMAS;
  4957. else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
  4958. new_look = -1;
  4959. if (new_look < 0) { //Restore normal look.
  4960. status_set_viewdata(&sd->bl, sd->status.class_);
  4961. new_look = sd->vd.class_;
  4962. }
  4963. if (new_look) {
  4964. clif_changelook(&sd->bl,LOOK_BASE,new_look);
  4965. if (sd->vd.cloth_color)
  4966. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4967. }
  4968. return 0;
  4969. }
  4970. /*==========================================
  4971. * カ?ト設定
  4972. *------------------------------------------
  4973. */
  4974. int pc_setcart(struct map_session_data *sd,int type)
  4975. {
  4976. int cart[6]={0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
  4977. int option;
  4978. nullpo_retr(0, sd);
  4979. if (type < 0 || type > 5)
  4980. return 0; //Never trust the values sent by the client! [Skotlex]
  4981. if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
  4982. option = sd->sc.option;
  4983. //This should preserve the current option, only modifying the cart bit.
  4984. option&=~OPTION_CART;
  4985. option|=cart[type];
  4986. if(!pc_iscarton(sd)){ // カ?トを付けていない
  4987. pc_setoption(sd,option);
  4988. clif_cartlist(sd);
  4989. clif_updatestatus(sd,SP_CARTINFO);
  4990. clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
  4991. }
  4992. else{
  4993. pc_setoption(sd,option);
  4994. }
  4995. }
  4996. return 0;
  4997. }
  4998. /*==========================================
  4999. * 鷹設定
  5000. *------------------------------------------
  5001. */
  5002. int pc_setfalcon(struct map_session_data *sd)
  5003. {
  5004. if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
  5005. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  5006. }
  5007. return 0;
  5008. }
  5009. /*==========================================
  5010. * ペコペコ設定
  5011. *------------------------------------------
  5012. */
  5013. int pc_setriding(struct map_session_data *sd)
  5014. {
  5015. if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
  5016. pc_setoption(sd,sd->sc.option|OPTION_RIDING);
  5017. }
  5018. return 0;
  5019. }
  5020. /*==========================================
  5021. * アイテムドロップ可不可判定
  5022. *------------------------------------------
  5023. */
  5024. int pc_candrop(struct map_session_data *sd,int item_id)
  5025. {
  5026. int level = pc_isGM(sd);
  5027. if ( pc_can_give_items(level) ) //check if this GM level can drop items
  5028. return 0;
  5029. return (itemdb_isdropable(item_id, level));
  5030. }
  5031. /*==========================================
  5032. * script用??の値を?む
  5033. *------------------------------------------
  5034. */
  5035. int pc_readreg(struct map_session_data *sd,int reg)
  5036. {
  5037. int i;
  5038. nullpo_retr(0, sd);
  5039. for(i=0;i<sd->reg_num;i++)
  5040. if(sd->reg[i].index==reg)
  5041. return sd->reg[i].data;
  5042. return 0;
  5043. }
  5044. /*==========================================
  5045. * script用??の値を設定
  5046. *------------------------------------------
  5047. */
  5048. int pc_setreg(struct map_session_data *sd,int reg,int val)
  5049. {
  5050. int i;
  5051. nullpo_retr(0, sd);
  5052. for (i = 0; i < sd->reg_num; i++) {
  5053. if (sd->reg[i].index == reg){
  5054. sd->reg[i].data = val;
  5055. return 0;
  5056. }
  5057. }
  5058. sd->reg_num++;
  5059. sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
  5060. memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
  5061. sd->reg[i].index = reg;
  5062. sd->reg[i].data = val;
  5063. return 0;
  5064. }
  5065. /*==========================================
  5066. * script用文字列??の値を?む
  5067. *------------------------------------------
  5068. */
  5069. char *pc_readregstr(struct map_session_data *sd,int reg)
  5070. {
  5071. int i;
  5072. nullpo_retr(0, sd);
  5073. for(i=0;i<sd->regstr_num;i++)
  5074. if(sd->regstr[i].index==reg)
  5075. return sd->regstr[i].data;
  5076. return NULL;
  5077. }
  5078. /*==========================================
  5079. * script用文字列??の値を設定
  5080. *------------------------------------------
  5081. */
  5082. int pc_setregstr(struct map_session_data *sd,int reg,char *str)
  5083. {
  5084. int i;
  5085. nullpo_retr(0, sd);
  5086. if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
  5087. ShowWarning("pc_setregstr: string too long !\n");
  5088. return 0;
  5089. }
  5090. for(i=0;i<sd->regstr_num;i++)
  5091. if(sd->regstr[i].index==reg){
  5092. strcpy(sd->regstr[i].data,str);
  5093. return 0;
  5094. }
  5095. sd->regstr_num++;
  5096. sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
  5097. if(sd->regstr==NULL){
  5098. ShowFatalError("out of memory : pc_setreg\n");
  5099. exit(1);
  5100. }
  5101. memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
  5102. sd->regstr[i].index = reg;
  5103. strcpy(sd->regstr[i].data, str);
  5104. return 0;
  5105. }
  5106. int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
  5107. struct global_reg *sd_reg;
  5108. int i,max;
  5109. nullpo_retr(0, sd);
  5110. switch (type) {
  5111. case 3: //Char reg
  5112. sd_reg = sd->save_reg.global;
  5113. max = sd->save_reg.global_num;
  5114. break;
  5115. case 2: //Account reg
  5116. sd_reg = sd->save_reg.account;
  5117. max = sd->save_reg.account_num;
  5118. break;
  5119. case 1: //Account2 reg
  5120. sd_reg = sd->save_reg.account2;
  5121. max = sd->save_reg.account2_num;
  5122. break;
  5123. default:
  5124. return 0;
  5125. }
  5126. if (max == -1) {
  5127. if (battle_config.error_log)
  5128. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5129. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5130. intif_request_registry(sd,type==3?4:type);
  5131. return 0;
  5132. }
  5133. for(i=0;i<max;i++){
  5134. if(strcmp(sd_reg[i].str,reg)==0)
  5135. return atoi(sd_reg[i].value);
  5136. }
  5137. return 0;
  5138. }
  5139. char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
  5140. struct global_reg *sd_reg;
  5141. int i,max;
  5142. nullpo_retr(0, sd);
  5143. switch (type) {
  5144. case 3: //Char reg
  5145. sd_reg = sd->save_reg.global;
  5146. max = sd->save_reg.global_num;
  5147. break;
  5148. case 2: //Account reg
  5149. sd_reg = sd->save_reg.account;
  5150. max = sd->save_reg.account_num;
  5151. break;
  5152. case 1: //Account2 reg
  5153. sd_reg = sd->save_reg.account2;
  5154. max = sd->save_reg.account2_num;
  5155. break;
  5156. default:
  5157. return NULL;
  5158. }
  5159. if (max == -1) {
  5160. if (battle_config.error_log)
  5161. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5162. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5163. intif_request_registry(sd,type==3?4:type);
  5164. return NULL;
  5165. }
  5166. for(i=0;i<max;i++){
  5167. if(strcmp(sd_reg[i].str,reg)==0)
  5168. return sd_reg[i].value;
  5169. }
  5170. return NULL;
  5171. }
  5172. int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
  5173. struct global_reg *sd_reg;
  5174. int i,*max, regmax;
  5175. nullpo_retr(0, sd);
  5176. if (type == 3) { //Some special character reg values...
  5177. if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
  5178. i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
  5179. sd->die_counter = val;
  5180. if (i) status_calc_pc(sd,0); //Lost the bonus.
  5181. } else if(strcmp(reg,script_config.die_event_name) == 0){
  5182. sd->state.event_death = val;
  5183. } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){
  5184. sd->state.event_kill_pc = val;
  5185. } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){
  5186. sd->state.event_kill_mob = val;
  5187. } else if(strcmp(reg,script_config.logout_event_name) == 0){
  5188. sd->state.event_disconnect = val;
  5189. }
  5190. }
  5191. switch (type) {
  5192. case 3: //Char reg
  5193. sd_reg = sd->save_reg.global;
  5194. max = &sd->save_reg.global_num;
  5195. regmax = GLOBAL_REG_NUM;
  5196. break;
  5197. case 2: //Account reg
  5198. sd_reg = sd->save_reg.account;
  5199. max = &sd->save_reg.account_num;
  5200. regmax = ACCOUNT_REG_NUM;
  5201. break;
  5202. case 1: //Account2 reg
  5203. sd_reg = sd->save_reg.account2;
  5204. max = &sd->save_reg.account2_num;
  5205. regmax = ACCOUNT_REG2_NUM;
  5206. break;
  5207. default:
  5208. return 0;
  5209. }
  5210. if (*max == -1) {
  5211. if(battle_config.error_log)
  5212. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5213. return 1;
  5214. }
  5215. // delete reg
  5216. if (val == 0) {
  5217. for(i = 0; i < *max; i++) {
  5218. if (strcmp(sd_reg[i].str, reg) == 0) {
  5219. if (i != *max - 1)
  5220. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5221. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5222. (*max)--;
  5223. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5224. break;
  5225. }
  5226. }
  5227. return 0;
  5228. }
  5229. // change value if found
  5230. for(i = 0; i < *max; i++) {
  5231. if (strcmp(sd_reg[i].str, reg) == 0) {
  5232. sprintf(sd_reg[i].value, "%d", val);
  5233. sd->state.reg_dirty |= 1<<(type-1);
  5234. return 0;
  5235. }
  5236. }
  5237. // add value if not found
  5238. if (i < regmax) {
  5239. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5240. strncpy(sd_reg[i].str, reg, 32);
  5241. sprintf(sd_reg[i].value, "%d", val);
  5242. (*max)++;
  5243. sd->state.reg_dirty |= 1<<(type-1);
  5244. return 0;
  5245. }
  5246. if(battle_config.error_log)
  5247. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5248. return 1;
  5249. }
  5250. int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
  5251. struct global_reg *sd_reg;
  5252. int i,*max, regmax;
  5253. nullpo_retr(0, sd);
  5254. if (reg[strlen(reg)-1] != '$') {
  5255. if(battle_config.error_log)
  5256. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  5257. return 1;
  5258. }
  5259. switch (type) {
  5260. case 3: //Char reg
  5261. sd_reg = sd->save_reg.global;
  5262. max = &sd->save_reg.global_num;
  5263. regmax = GLOBAL_REG_NUM;
  5264. break;
  5265. case 2: //Account reg
  5266. sd_reg = sd->save_reg.account;
  5267. max = &sd->save_reg.account_num;
  5268. regmax = ACCOUNT_REG_NUM;
  5269. break;
  5270. case 1: //Account2 reg
  5271. sd_reg = sd->save_reg.account2;
  5272. max = &sd->save_reg.account2_num;
  5273. regmax = ACCOUNT_REG2_NUM;
  5274. break;
  5275. default:
  5276. return 0;
  5277. }
  5278. if (*max == -1) {
  5279. if(battle_config.error_log)
  5280. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5281. return 1;
  5282. }
  5283. // delete reg
  5284. if (strcmp(val,"")==0) {
  5285. for(i = 0; i < *max; i++) {
  5286. if (strcmp(sd_reg[i].str, reg) == 0) {
  5287. if (i != *max - 1)
  5288. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5289. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5290. (*max)--;
  5291. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5292. if (type!=3) intif_saveregistry(sd,type);
  5293. break;
  5294. }
  5295. }
  5296. return 0;
  5297. }
  5298. // change value if found
  5299. for(i = 0; i < *max; i++) {
  5300. if (strcmp(sd_reg[i].str, reg) == 0) {
  5301. strncpy(sd_reg[i].value, val, 256);
  5302. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5303. if (type!=3) intif_saveregistry(sd,type);
  5304. return 0;
  5305. }
  5306. }
  5307. // add value if not found
  5308. if (i < regmax) {
  5309. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5310. strncpy(sd_reg[i].str, reg, 32);
  5311. strncpy(sd_reg[i].value, val, 256);
  5312. (*max)++;
  5313. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5314. if (type!=3) intif_saveregistry(sd,type);
  5315. return 0;
  5316. }
  5317. if(battle_config.error_log)
  5318. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5319. return 1;
  5320. }
  5321. /*==========================================
  5322. * イベントタイマ??理
  5323. *------------------------------------------
  5324. */
  5325. int pc_eventtimer(int tid,unsigned int tick,int id,int data)
  5326. {
  5327. struct map_session_data *sd=map_id2sd(id);
  5328. char *p = (char *)data;
  5329. int i;
  5330. if(sd==NULL)
  5331. return 0;
  5332. for(i=0;i < MAX_EVENTTIMER;i++){
  5333. if( sd->eventtimer[i]==tid ){
  5334. sd->eventtimer[i]=-1;
  5335. npc_event(sd,p,0);
  5336. break;
  5337. }
  5338. }
  5339. if (p) aFree(p);
  5340. if(i==MAX_EVENTTIMER) {
  5341. if(battle_config.error_log)
  5342. ShowError("pc_eventtimer: no such event timer\n");
  5343. }
  5344. return 0;
  5345. }
  5346. /*==========================================
  5347. * イベントタイマ?追加
  5348. *------------------------------------------
  5349. */
  5350. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  5351. {
  5352. int i;
  5353. nullpo_retr(0, sd);
  5354. for(i=0;i<MAX_EVENTTIMER;i++)
  5355. if( sd->eventtimer[i]==-1 )
  5356. break;
  5357. if(i<MAX_EVENTTIMER){
  5358. char *evname = aStrdup(name);
  5359. //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
  5360. //memcpy(evname,name,(strlen(name)+1));
  5361. sd->eventtimer[i]=add_timer(gettick()+tick,
  5362. pc_eventtimer,sd->bl.id,(int)evname);
  5363. sd->eventcount++;
  5364. }
  5365. return 0;
  5366. }
  5367. /*==========================================
  5368. * イベントタイマ?削除
  5369. *------------------------------------------
  5370. */
  5371. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  5372. {
  5373. int i;
  5374. nullpo_retr(0, sd);
  5375. if (sd->eventcount <= 0)
  5376. return 0;
  5377. for(i=0;i<MAX_EVENTTIMER;i++)
  5378. if( sd->eventtimer[i]!=-1 ) {
  5379. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5380. if(p && strcmp(p, name)==0) {
  5381. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5382. sd->eventtimer[i]=-1;
  5383. sd->eventcount--;
  5384. aFree(p);
  5385. break;
  5386. }
  5387. }
  5388. return 0;
  5389. }
  5390. /*==========================================
  5391. * イベントタイマ?カウント値追加
  5392. *------------------------------------------
  5393. */
  5394. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  5395. {
  5396. int i;
  5397. nullpo_retr(0, sd);
  5398. for(i=0;i<MAX_EVENTTIMER;i++)
  5399. if( sd->eventtimer[i]!=-1 && strcmp(
  5400. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  5401. addtick_timer(sd->eventtimer[i],tick);
  5402. break;
  5403. }
  5404. return 0;
  5405. }
  5406. /*==========================================
  5407. * イベントタイマ?全削除
  5408. *------------------------------------------
  5409. */
  5410. int pc_cleareventtimer(struct map_session_data *sd)
  5411. {
  5412. int i;
  5413. nullpo_retr(0, sd);
  5414. if (sd->eventcount <= 0)
  5415. return 0;
  5416. for(i=0;i<MAX_EVENTTIMER;i++)
  5417. if( sd->eventtimer[i]!=-1 ){
  5418. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5419. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5420. sd->eventtimer[i]=-1;
  5421. if (p) aFree(p);
  5422. }
  5423. return 0;
  5424. }
  5425. //
  5426. // ? 備物
  5427. //
  5428. /*==========================================
  5429. * アイテムを?備する
  5430. *------------------------------------------
  5431. */
  5432. int pc_equipitem(struct map_session_data *sd,int n,int pos)
  5433. {
  5434. int i,nameid, arrow;
  5435. struct item_data *id;
  5436. //?生や養子の場合の元の職業を算出する
  5437. nullpo_retr(0, sd);
  5438. nameid = sd->status.inventory[n].nameid;
  5439. id = sd->inventory_data[n];
  5440. pos = pc_equippoint(sd,n);
  5441. if(battle_config.battle_log)
  5442. ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
  5443. if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  5444. clif_equipitemack(sd,n,0,0); // fail
  5445. return 0;
  5446. }
  5447. // -- moonsoul (if player is berserk then cannot equip)
  5448. //
  5449. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
  5450. clif_equipitemack(sd,n,0,0); // fail
  5451. return 0;
  5452. }
  5453. if(pos==0x88){ // アクセサリ用例外?理
  5454. int epor=0;
  5455. if(sd->equip_index[0] >= 0)
  5456. epor |= sd->status.inventory[sd->equip_index[0]].equip;
  5457. if(sd->equip_index[1] >= 0)
  5458. epor |= sd->status.inventory[sd->equip_index[1]].equip;
  5459. epor &= 0x88;
  5460. pos = epor == 0x08 ? 0x80 : 0x08;
  5461. }
  5462. // 二刀流?理
  5463. if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
  5464. && (id->equip==2) // ? 手武器
  5465. && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
  5466. {
  5467. int tpos=0;
  5468. if(sd->equip_index[8] >= 0)
  5469. tpos |= sd->status.inventory[sd->equip_index[8]].equip;
  5470. if(sd->equip_index[9] >= 0)
  5471. tpos |= sd->status.inventory[sd->equip_index[9]].equip;
  5472. tpos &= 0x02;
  5473. pos = tpos == 0x02 ? 0x20 : 0x02;
  5474. }
  5475. arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
  5476. for(i=0;i<11;i++) {
  5477. if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
  5478. pc_unequipitem(sd,sd->equip_index[i],2);
  5479. }
  5480. }
  5481. // 弓矢?備
  5482. if(pos==0x8000){
  5483. clif_arrowequip(sd,n);
  5484. clif_arrow_fail(sd,3); // 3=矢が?備できました
  5485. }
  5486. else
  5487. clif_equipitemack(sd,n,pos,1);
  5488. for(i=0;i<11;i++) {
  5489. if(pos & equip_pos[i])
  5490. sd->equip_index[i] = n;
  5491. }
  5492. sd->status.inventory[n].equip=pos;
  5493. if(sd->status.inventory[n].equip & 0x0002) {
  5494. if(sd->inventory_data[n])
  5495. sd->weapontype1 = sd->inventory_data[n]->look;
  5496. else
  5497. sd->weapontype1 = 0;
  5498. pc_calcweapontype(sd);
  5499. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5500. }
  5501. if(sd->status.inventory[n].equip & 0x0020) {
  5502. if(sd->inventory_data[n]) {
  5503. if(sd->inventory_data[n]->type == 4) {
  5504. sd->status.shield = 0;
  5505. if(sd->status.inventory[n].equip == 0x0020)
  5506. sd->weapontype2 = sd->inventory_data[n]->look;
  5507. else
  5508. sd->weapontype2 = 0;
  5509. }
  5510. else if(sd->inventory_data[n]->type == 5) {
  5511. sd->status.shield = sd->inventory_data[n]->look;
  5512. sd->weapontype2 = 0;
  5513. }
  5514. }
  5515. else
  5516. sd->status.shield = sd->weapontype2 = 0;
  5517. pc_calcweapontype(sd);
  5518. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5519. }
  5520. if(sd->status.inventory[n].equip & 0x0001) {
  5521. if(sd->inventory_data[n])
  5522. sd->status.head_bottom = sd->inventory_data[n]->look;
  5523. else
  5524. sd->status.head_bottom = 0;
  5525. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5526. }
  5527. if(sd->status.inventory[n].equip & 0x0100) {
  5528. if(sd->inventory_data[n])
  5529. sd->status.head_top = sd->inventory_data[n]->look;
  5530. else
  5531. sd->status.head_top = 0;
  5532. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5533. }
  5534. if(sd->status.inventory[n].equip & 0x0200) {
  5535. if(sd->inventory_data[n])
  5536. sd->status.head_mid = sd->inventory_data[n]->look;
  5537. else
  5538. sd->status.head_mid = 0;
  5539. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5540. }
  5541. if(sd->status.inventory[n].equip & 0x0040)
  5542. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5543. pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
  5544. if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
  5545. clif_arrowequip(sd,arrow);
  5546. sd->status.inventory[arrow].equip=32768;
  5547. }
  5548. status_calc_pc(sd,0);
  5549. //OnEquip script [Skotlex]
  5550. if (sd->inventory_data[n]) {
  5551. int i;
  5552. struct item_data *data;
  5553. if (sd->inventory_data[n]->equip_script)
  5554. run_script(sd->inventory_data[n]->equip_script,0,sd->bl.id,fake_nd->bl.id);
  5555. if(sd->status.inventory[n].card[0]==0x00ff ||
  5556. sd->status.inventory[n].card[0]==0x00fe ||
  5557. sd->status.inventory[n].card[0]==(short)0xff00)
  5558. ; //No cards
  5559. else
  5560. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5561. {
  5562. if (!sd->status.inventory[n].card[i])
  5563. continue;
  5564. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5565. if (data && data->equip_script)
  5566. run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
  5567. }
  5568. }
  5569. return 0;
  5570. }
  5571. /*==========================================
  5572. * ? 備した物を外す
  5573. * type:
  5574. * 0 - only unequip
  5575. * 1 - calculate status after unequipping
  5576. * 2 - force unequip
  5577. *------------------------------------------
  5578. */
  5579. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  5580. {
  5581. int i;
  5582. nullpo_retr(0, sd);
  5583. // -- moonsoul (if player is berserk then cannot unequip)
  5584. //
  5585. if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
  5586. clif_unequipitemack(sd,n,0,0);
  5587. return 0;
  5588. }
  5589. if(battle_config.battle_log)
  5590. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  5591. if(!sd->status.inventory[n].equip){ //Nothing to unequip
  5592. clif_unequipitemack(sd,n,0,0);
  5593. return 0;
  5594. }
  5595. for(i=0;i<11;i++) {
  5596. if(sd->status.inventory[n].equip & equip_pos[i])
  5597. sd->equip_index[i] = -1;
  5598. }
  5599. if(sd->status.inventory[n].equip & 0x0002) {
  5600. sd->weapontype1 = 0;
  5601. sd->status.weapon = sd->weapontype2;
  5602. pc_calcweapontype(sd);
  5603. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5604. if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
  5605. skill_stop_dancing(&sd->bl);
  5606. }
  5607. if(sd->status.inventory[n].equip & 0x0020) {
  5608. sd->status.shield = sd->weapontype2 = 0;
  5609. pc_calcweapontype(sd);
  5610. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5611. }
  5612. if(sd->status.inventory[n].equip & 0x0001) {
  5613. sd->status.head_bottom = 0;
  5614. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5615. }
  5616. if(sd->status.inventory[n].equip & 0x0100) {
  5617. sd->status.head_top = 0;
  5618. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5619. }
  5620. if(sd->status.inventory[n].equip & 0x0200) {
  5621. sd->status.head_mid = 0;
  5622. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5623. }
  5624. if(sd->status.inventory[n].equip & 0x0040)
  5625. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5626. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  5627. if((sd->status.inventory[n].equip&0x0022) &&
  5628. sd->weapontype1 == 0 && sd->weapontype2 == 0)
  5629. skill_enchant_elemental_end(&sd->bl,-1);
  5630. sd->status.inventory[n].equip=0;
  5631. if(flag&1) {
  5632. pc_checkallowskill(sd);
  5633. status_calc_pc(sd,0);
  5634. }
  5635. if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
  5636. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  5637. //OnUnEquip script [Skotlex]
  5638. if (sd->inventory_data[n]) {
  5639. struct item_data *data;
  5640. if (sd->inventory_data[n]->unequip_script)
  5641. run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  5642. if(sd->status.inventory[n].card[0]==0x00ff ||
  5643. sd->status.inventory[n].card[0]==0x00fe ||
  5644. sd->status.inventory[n].card[0]==(short)0xff00)
  5645. ; //No cards
  5646. else
  5647. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5648. {
  5649. if (!sd->status.inventory[n].card[i])
  5650. continue;
  5651. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5652. if (data && data->unequip_script)
  5653. run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  5654. }
  5655. }
  5656. return 0;
  5657. }
  5658. /*==========================================
  5659. * アイテムのindex番?を詰めたり
  5660. * ? 備品の?備可能チェックを行なう
  5661. *------------------------------------------
  5662. */
  5663. int pc_checkitem(struct map_session_data *sd)
  5664. {
  5665. int i,j,k,id,calc_flag = 0;
  5666. struct item_data *it=NULL;
  5667. nullpo_retr(0, sd);
  5668. if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  5669. return 0;
  5670. // 所持品空き詰め
  5671. for(i=j=0;i<MAX_INVENTORY;i++){
  5672. if( (id=sd->status.inventory[i].nameid)==0)
  5673. continue;
  5674. if( battle_config.item_check && !itemdb_available(id) ){
  5675. if(battle_config.error_log)
  5676. ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
  5677. pc_delitem(sd,i,sd->status.inventory[i].amount,3);
  5678. continue;
  5679. }
  5680. if(i>j){
  5681. memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
  5682. sd->inventory_data[j] = sd->inventory_data[i];
  5683. }
  5684. j++;
  5685. }
  5686. if(j < MAX_INVENTORY)
  5687. memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
  5688. for(k=j;k<MAX_INVENTORY;k++)
  5689. sd->inventory_data[k] = NULL;
  5690. // カ?ト?空き詰め
  5691. for(i=j=0;i<MAX_CART;i++){
  5692. if( (id=sd->status.cart[i].nameid)==0 )
  5693. continue;
  5694. if( battle_config.item_check && !itemdb_available(id) ){
  5695. if(battle_config.error_log)
  5696. ShowWarning("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
  5697. pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
  5698. continue;
  5699. }
  5700. if(i>j){
  5701. memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
  5702. }
  5703. j++;
  5704. }
  5705. if(j < MAX_CART)
  5706. memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
  5707. // ? 備位置チェック
  5708. for(i=0;i<MAX_INVENTORY;i++){
  5709. it=sd->inventory_data[i];
  5710. if(sd->status.inventory[i].nameid==0)
  5711. continue;
  5712. if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
  5713. sd->status.inventory[i].equip=0;
  5714. calc_flag = 1;
  5715. }
  5716. //?備制限チェック
  5717. if(sd->status.inventory[i].equip && it) {
  5718. if (map[sd->bl.m].flag.pvp && it->flag.no_equip&1)
  5719. { //PVP check for forbiden items. optimized by [Lupus]
  5720. sd->status.inventory[i].equip=0;
  5721. calc_flag = 1;
  5722. } else
  5723. if (map_flag_gvg(sd->bl.m) && it->flag.no_equip&2)
  5724. { //GvG optimized by [Lupus]
  5725. sd->status.inventory[i].equip=0;
  5726. calc_flag = 1;
  5727. } else
  5728. if(map[sd->bl.m].flag.restricted && it->flag.no_equip&map[sd->bl.m].zone)
  5729. { // Restricted zone by [Komurka]
  5730. sd->status.inventory[i].equip=0;
  5731. calc_flag = 1;
  5732. }
  5733. if (!calc_flag) { //Check cards
  5734. int flag;
  5735. flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0)
  5736. | (map[sd->bl.m].flag.pvp?1:0)
  5737. | (map_flag_gvg(sd->bl.m)?2:0);
  5738. if (flag && !pc_isAllowedCardOn(sd,it->slot,i,flag))
  5739. calc_flag = 1;
  5740. }
  5741. }
  5742. }
  5743. pc_setequipindex(sd);
  5744. if(calc_flag && sd->state.auth)
  5745. status_calc_pc(sd,0);
  5746. return 0;
  5747. }
  5748. /*==========================================
  5749. * PVP順位計算用(foreachinarea)
  5750. *------------------------------------------
  5751. */
  5752. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  5753. {
  5754. struct map_session_data *sd1,*sd2=NULL;
  5755. sd1=(struct map_session_data *)bl;
  5756. sd2=va_arg(ap,struct map_session_data *);
  5757. if( sd1->pvp_point > sd2->pvp_point )
  5758. sd2->pvp_rank++;
  5759. return 0;
  5760. }
  5761. /*==========================================
  5762. * PVP順位計算
  5763. *------------------------------------------
  5764. */
  5765. int pc_calc_pvprank(struct map_session_data *sd)
  5766. {
  5767. int old;
  5768. struct map_data *m;
  5769. nullpo_retr(0, sd);
  5770. nullpo_retr(0, m=&map[sd->bl.m]);
  5771. old=sd->pvp_rank;
  5772. if( !(m->flag.pvp) )
  5773. return 0;
  5774. sd->pvp_rank=1;
  5775. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  5776. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
  5777. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
  5778. return sd->pvp_rank;
  5779. }
  5780. /*==========================================
  5781. * PVP順位計算(timer)
  5782. *------------------------------------------
  5783. */
  5784. int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
  5785. {
  5786. struct map_session_data *sd=NULL;
  5787. if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
  5788. return 0;
  5789. sd=map_id2sd(id);
  5790. if(sd==NULL)
  5791. return 0;
  5792. sd->pvp_timer=-1;
  5793. if( pc_calc_pvprank(sd)>0 )
  5794. sd->pvp_timer=add_timer(
  5795. gettick()+PVP_CALCRANK_INTERVAL,
  5796. pc_calc_pvprank_timer,id,data);
  5797. return 0;
  5798. }
  5799. /*==========================================
  5800. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  5801. *------------------------------------------
  5802. */
  5803. int pc_ismarried(struct map_session_data *sd)
  5804. {
  5805. if(sd == NULL)
  5806. return -1;
  5807. if(sd->status.partner_id > 0)
  5808. return sd->status.partner_id;
  5809. else
  5810. return 0;
  5811. }
  5812. /*==========================================
  5813. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  5814. *------------------------------------------
  5815. */
  5816. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  5817. {
  5818. if(sd == NULL || dstsd == NULL ||
  5819. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  5820. sd->class_&JOBL_BABY)
  5821. return -1;
  5822. sd->status.partner_id = dstsd->status.char_id;
  5823. dstsd->status.partner_id = sd->status.char_id;
  5824. return 0;
  5825. }
  5826. /*==========================================
  5827. * 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)
  5828. *------------------------------------------
  5829. */
  5830. int pc_divorce(struct map_session_data *sd)
  5831. {
  5832. struct map_session_data *p_sd;
  5833. if (sd == NULL || !pc_ismarried(sd))
  5834. return -1;
  5835. if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
  5836. int i;
  5837. if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
  5838. ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
  5839. return -1;
  5840. }
  5841. sd->status.partner_id = 0;
  5842. p_sd->status.partner_id = 0;
  5843. for (i = 0; i < MAX_INVENTORY; i++) {
  5844. if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
  5845. pc_delitem(sd, i, 1, 0);
  5846. if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
  5847. pc_delitem(p_sd, i, 1, 0);
  5848. }
  5849. clif_divorced(sd, p_sd->status.name);
  5850. clif_divorced(p_sd, sd->status.name);
  5851. } else {
  5852. ShowError("pc_divorce: p_sd nullpo\n");
  5853. return -1;
  5854. }
  5855. return 0;
  5856. }
  5857. /*==========================================
  5858. * sd - father dstsd - mother jasd - child
  5859. */
  5860. int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
  5861. {
  5862. int j;
  5863. if (sd == NULL || dstsd == NULL || jasd == NULL ||
  5864. sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
  5865. sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
  5866. sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
  5867. return -1;
  5868. jasd->status.father = sd->status.char_id;
  5869. jasd->status.mother = dstsd->status.char_id;
  5870. sd->status.child = jasd->status.char_id;
  5871. dstsd->status.child = jasd->status.char_id;
  5872. for (j=0; j < MAX_INVENTORY; j++) {
  5873. if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
  5874. pc_unequipitem(jasd, j, 3);
  5875. }
  5876. if (pc_jobchange(jasd, 4023, 0) == 0)
  5877. { //Success, and give Junior the Baby skills. [Skotlex]
  5878. pc_skill(jasd,WE_BABY,1,0);
  5879. pc_skill(jasd,WE_CALLPARENT,1,0);
  5880. clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
  5881. //We should also grant the parent skills to the parents [Skotlex]
  5882. pc_skill(sd,WE_CALLBABY,1,0);
  5883. pc_skill(dstsd,WE_CALLBABY,1,0);
  5884. } else {
  5885. clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
  5886. return -1;
  5887. }
  5888. return 0;
  5889. }
  5890. /*==========================================
  5891. * sdの相方のmap_session_dataを返す
  5892. *------------------------------------------
  5893. */
  5894. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  5895. {
  5896. //struct map_session_data *p_sd = NULL;
  5897. //char *nick;
  5898. //if(sd == NULL || !pc_ismarried(sd))
  5899. // return NULL;
  5900. //nick=map_charid2nick(sd->status.partner_id);
  5901. //if (nick==NULL)
  5902. // return NULL;
  5903. //if((p_sd=map_nick2sd(nick)) == NULL )
  5904. // return NULL;
  5905. if (sd && pc_ismarried(sd))
  5906. // charid2sd returns NULL if not found
  5907. return map_charid2sd(sd->status.partner_id);
  5908. return NULL;
  5909. }
  5910. struct map_session_data *pc_get_father (struct map_session_data *sd)
  5911. {
  5912. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  5913. // charid2sd returns NULL if not found
  5914. return map_charid2sd(sd->status.father);
  5915. return NULL;
  5916. }
  5917. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  5918. {
  5919. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  5920. // charid2sd returns NULL if not found
  5921. return map_charid2sd(sd->status.mother);
  5922. return NULL;
  5923. }
  5924. struct map_session_data *pc_get_child (struct map_session_data *sd)
  5925. {
  5926. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  5927. // charid2sd returns NULL if not found
  5928. return map_charid2sd(sd->status.child);
  5929. return NULL;
  5930. }
  5931. //
  5932. // 自然回復物
  5933. //
  5934. /*==========================================
  5935. * SP回復量計算
  5936. *------------------------------------------
  5937. */
  5938. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  5939. static int pc_spheal(struct map_session_data *sd)
  5940. {
  5941. int a = natural_heal_diff_tick;
  5942. if(pc_issit(sd))
  5943. a += a;
  5944. if (sd->sc.count) {
  5945. if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
  5946. a += a;
  5947. if (sd->sc.data[SC_REGENERATION].timer != -1)
  5948. a *= sd->sc.data[SC_REGENERATION].val3;
  5949. }
  5950. // Re-added back to status_calc
  5951. //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
  5952. //a += a*skill*3/100;
  5953. if (sd->status.guild_id > 0) {
  5954. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  5955. if(gc) {
  5956. struct guild *g = guild_search(sd->status.guild_id);
  5957. if(g && g->guild_id == gc->guild_id)
  5958. a += a;
  5959. } // end addition [Valaris]
  5960. }
  5961. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  5962. a += a;
  5963. return a;
  5964. }
  5965. /*==========================================
  5966. * HP回復量計算
  5967. *------------------------------------------
  5968. */
  5969. static int pc_hpheal(struct map_session_data *sd)
  5970. {
  5971. int a = natural_heal_diff_tick;
  5972. if(pc_issit(sd))
  5973. a += a;
  5974. if (sd->sc.count) {
  5975. if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
  5976. a += a;
  5977. if (sd->sc.data[SC_REGENERATION].timer != -1)
  5978. a *= sd->sc.data[SC_REGENERATION].val2;
  5979. }
  5980. if (sd->status.guild_id > 0) {
  5981. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  5982. if(gc) {
  5983. struct guild *g = guild_search(sd->status.guild_id);
  5984. if(g && g->guild_id == gc->guild_id)
  5985. a += a;
  5986. } // end addition [Valaris]
  5987. }
  5988. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  5989. a += a;
  5990. return a;
  5991. }
  5992. static void pc_natural_heal_hp(struct map_session_data *sd)
  5993. {
  5994. unsigned int hp;
  5995. int inc_num,bonus,hp_flag;
  5996. if (sd->no_regen & 1)
  5997. return;
  5998. if(pc_checkoverhp(sd)) {
  5999. sd->hp_sub = sd->inchealhptick = 0;
  6000. return;
  6001. }
  6002. hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
  6003. if(sd->ud.walktimer == -1) {
  6004. inc_num = pc_hpheal(sd);
  6005. if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){
  6006. sd->hp_sub += 2*inc_num;
  6007. sd->inchealhptick += 3*natural_heal_diff_tick;
  6008. } else {
  6009. sd->hp_sub += inc_num;
  6010. sd->inchealhptick += natural_heal_diff_tick;
  6011. }
  6012. }
  6013. else if(hp_flag) {
  6014. inc_num = pc_hpheal(sd);
  6015. sd->hp_sub += inc_num;
  6016. sd->inchealhptick = 0;
  6017. }
  6018. else {
  6019. sd->hp_sub = sd->inchealhptick = 0;
  6020. return;
  6021. }
  6022. if(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6023. hp = 0;
  6024. bonus = sd->nhealhp;
  6025. if(hp_flag) {
  6026. bonus >>= 2;
  6027. if(bonus <= 0) bonus = 1;
  6028. }
  6029. do {
  6030. sd->hp_sub -= battle_config.natural_healhp_interval;
  6031. hp+= bonus;
  6032. } while(sd->hp_sub >= battle_config.natural_healhp_interval);
  6033. if ((unsigned int)status_heal(&sd->bl, hp, 0, 1) < hp)
  6034. { //At full.
  6035. sd->inchealhptick = 0;
  6036. return;
  6037. }
  6038. }
  6039. if(sd->nshealhp <= 0)
  6040. {
  6041. sd->inchealhptick = 0;
  6042. return;
  6043. }
  6044. while(sd->inchealhptick >= battle_config.natural_heal_skill_interval)
  6045. {
  6046. sd->inchealhptick -= battle_config.natural_heal_skill_interval;
  6047. if(status_heal(&sd->bl, sd->nshealhp, 0, 3) < sd->nshealhp)
  6048. {
  6049. sd->hp_sub = sd->inchealhptick = 0;
  6050. break;
  6051. }
  6052. }
  6053. return;
  6054. }
  6055. static void pc_natural_heal_sp(struct map_session_data *sd)
  6056. {
  6057. int sp;
  6058. int inc_num,bonus;
  6059. if (sd->no_regen & 2)
  6060. return;
  6061. if(pc_checkoversp(sd)) {
  6062. sd->sp_sub = sd->inchealsptick = 0;
  6063. return;
  6064. }
  6065. inc_num = pc_spheal(sd);
  6066. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
  6067. sd->sp_sub += inc_num;
  6068. if(sd->ud.walktimer == -1)
  6069. sd->inchealsptick += natural_heal_diff_tick;
  6070. else
  6071. sd->inchealsptick = 0;
  6072. if(sd->sp_sub >= battle_config.natural_healsp_interval){
  6073. bonus = sd->nhealsp;
  6074. sp = 0;
  6075. do {
  6076. sd->sp_sub -= battle_config.natural_healsp_interval;
  6077. sp += bonus;
  6078. } while(sd->sp_sub >= battle_config.natural_healsp_interval);
  6079. if (status_heal(&sd->bl, 0, sp, 1) < sp) {
  6080. sd->inchealsptick = 0;
  6081. return;
  6082. }
  6083. }
  6084. if(sd->nshealsp <= 0) {
  6085. sd->inchealsptick = 0;
  6086. return;
  6087. }
  6088. if(sd->inchealsptick >= battle_config.natural_heal_skill_interval)
  6089. {
  6090. sp = 0;
  6091. if(sd->doridori_counter) {
  6092. bonus = sd->nshealsp*2;
  6093. sd->doridori_counter = 0;
  6094. } else
  6095. bonus = sd->nshealsp;
  6096. do {
  6097. sd->inchealsptick -= battle_config.natural_heal_skill_interval;
  6098. if (status_heal(&sd->bl, 0, bonus, 3) < sp) {
  6099. sd->sp_sub = sd->inchealsptick = 0;
  6100. break;
  6101. }
  6102. } while(sd->inchealsptick >= battle_config.natural_heal_skill_interval);
  6103. }
  6104. return;
  6105. }
  6106. static void pc_spirit_heal_hp(struct map_session_data *sd)
  6107. {
  6108. int bonus_hp,interval = battle_config.natural_heal_skill_interval;
  6109. if(pc_checkoverhp(sd)) {
  6110. sd->inchealspirithptick = 0;
  6111. return;
  6112. }
  6113. sd->inchealspirithptick += natural_heal_diff_tick;
  6114. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6115. interval += interval;
  6116. if(sd->inchealspirithptick < interval)
  6117. return;
  6118. if(!pc_issit(sd))
  6119. {
  6120. sd->inchealspirithptick -= natural_heal_diff_tick;
  6121. return;
  6122. }
  6123. bonus_hp = sd->nsshealhp;
  6124. while(sd->inchealspirithptick >= interval) {
  6125. sd->inchealspirithptick -= interval;
  6126. if(status_heal(&sd->bl, bonus_hp, 0, 3) < bonus_hp) {
  6127. sd->inchealspirithptick = 0;
  6128. break;
  6129. }
  6130. }
  6131. return;
  6132. }
  6133. static void pc_spirit_heal_sp(struct map_session_data *sd)
  6134. {
  6135. int bonus_sp,interval = battle_config.natural_heal_skill_interval;
  6136. if(pc_checkoversp(sd)) {
  6137. sd->inchealspiritsptick = 0;
  6138. return;
  6139. }
  6140. sd->inchealspiritsptick += natural_heal_diff_tick;
  6141. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6142. interval += interval;
  6143. if(sd->inchealspiritsptick < interval)
  6144. return;
  6145. if(!pc_issit(sd))
  6146. {
  6147. sd->inchealspiritsptick -= natural_heal_diff_tick;
  6148. return;
  6149. }
  6150. bonus_sp = sd->nsshealsp;
  6151. while(sd->inchealspiritsptick >= interval) {
  6152. sd->inchealspiritsptick -= interval;
  6153. if(status_heal(&sd->bl, 0, bonus_sp, 3) < bonus_sp)
  6154. {
  6155. sd->inchealspiritsptick = 0;
  6156. break;
  6157. }
  6158. }
  6159. return;
  6160. }
  6161. static void pc_bleeding (struct map_session_data *sd)
  6162. {
  6163. int hp = 0, sp = 0;
  6164. if (sd->hp_loss_value > 0) {
  6165. sd->hp_loss_tick += natural_heal_diff_tick;
  6166. if (sd->hp_loss_tick >= sd->hp_loss_rate) {
  6167. do {
  6168. hp += sd->hp_loss_value;
  6169. sd->hp_loss_tick -= sd->hp_loss_rate;
  6170. } while (sd->hp_loss_tick >= sd->hp_loss_rate);
  6171. sd->hp_loss_tick = 0;
  6172. }
  6173. }
  6174. if (sd->sp_loss_value > 0) {
  6175. sd->sp_loss_tick += natural_heal_diff_tick;
  6176. if (sd->sp_loss_tick >= sd->sp_loss_rate) {
  6177. do {
  6178. sp += sd->sp_loss_value;
  6179. sd->sp_loss_tick -= sd->sp_loss_rate;
  6180. } while (sd->sp_loss_tick >= sd->sp_loss_rate);
  6181. sd->sp_loss_tick = 0;
  6182. }
  6183. }
  6184. if (hp > 0 || sp > 0)
  6185. status_zap(&sd->bl, hp, sp);
  6186. return;
  6187. }
  6188. /*==========================================
  6189. * HP/SP 自然回復 各クライアント
  6190. *------------------------------------------
  6191. */
  6192. static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
  6193. int tick;
  6194. nullpo_retr(0, sd);
  6195. tick = va_arg(ap,int);
  6196. // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
  6197. if (pc_isdead(sd) || pc_ishiding(sd) ||
  6198. //-- cannot regen for 5 minutes after using Berserk --- [Celest]
  6199. (sd->sc.count && (
  6200. (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6201. (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6202. sd->sc.data[SC_BERSERK].timer != -1 ||
  6203. sd->sc.data[SC_TRICKDEAD].timer != -1 ||
  6204. sd->sc.data[SC_BLEEDING].timer != -1
  6205. ))
  6206. ) { //Cannot heal neither natural or special.
  6207. sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
  6208. sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
  6209. } else {
  6210. if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
  6211. sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
  6212. sd->hp_sub = sd->inchealhptick = 0;
  6213. sd->sp_sub = sd->inchealsptick = 0;
  6214. } else { //natural heal
  6215. pc_natural_heal_hp(sd);
  6216. if(sd->sc.count && (
  6217. sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
  6218. sd->sc.data[SC_DANCING].timer != -1
  6219. )) //No SP natural heal.
  6220. sd->sp_sub = sd->inchealsptick = 0;
  6221. else
  6222. pc_natural_heal_sp(sd);
  6223. sd->canregen_tick = tick;
  6224. }
  6225. //Sitting Healing
  6226. if (sd->nsshealhp)
  6227. pc_spirit_heal_hp(sd);
  6228. if (sd->nsshealsp)
  6229. pc_spirit_heal_sp(sd);
  6230. }
  6231. if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
  6232. pc_bleeding(sd);
  6233. else
  6234. sd->hp_loss_tick = sd->sp_loss_tick = 0;
  6235. return 0;
  6236. }
  6237. /*==========================================
  6238. * HP/SP自然回復 (interval timer??)
  6239. *------------------------------------------
  6240. */
  6241. int pc_natural_heal(int tid,unsigned int tick,int id,int data)
  6242. {
  6243. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6244. clif_foreachclient(pc_natural_heal_sub, tick);
  6245. natural_heal_prev_tick = tick;
  6246. return 0;
  6247. }
  6248. /*==========================================
  6249. * セ?ブポイントの保存
  6250. *------------------------------------------
  6251. */
  6252. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  6253. {
  6254. nullpo_retr(0, sd);
  6255. sd->status.save_point.map = mapindex;
  6256. sd->status.save_point.x = x;
  6257. sd->status.save_point.y = y;
  6258. return 0;
  6259. }
  6260. /*==========================================
  6261. * 自動セ?ブ 各クライアント
  6262. *------------------------------------------
  6263. */
  6264. static int last_save_fd,save_flag;
  6265. static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
  6266. {
  6267. nullpo_retr(0, sd);
  6268. Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
  6269. if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
  6270. {
  6271. // pet
  6272. if(sd->status.pet_id > 0 && sd->pd)
  6273. intif_save_petdata(sd->status.account_id,&sd->pet);
  6274. chrif_save(sd,0);
  6275. save_flag=1;
  6276. last_save_fd = sd->fd;
  6277. }
  6278. return 0;
  6279. }
  6280. /*==========================================
  6281. * 自動セ?ブ (timer??)
  6282. *------------------------------------------
  6283. */
  6284. int pc_autosave(int tid,unsigned int tick,int id,int data)
  6285. {
  6286. int interval;
  6287. save_flag=0;
  6288. clif_foreachclient(pc_autosave_sub);
  6289. if(save_flag==0)
  6290. last_save_fd=0;
  6291. interval = autosave_interval/(clif_countusers()+1);
  6292. if(interval <= 0)
  6293. interval = 1;
  6294. add_timer(gettick()+interval,pc_autosave,0,0);
  6295. return 0;
  6296. }
  6297. int pc_read_gm_account(int fd)
  6298. {
  6299. int i = 0;
  6300. RFIFOHEAD(fd);
  6301. if (gm_account != NULL)
  6302. aFree(gm_account);
  6303. GM_num = 0;
  6304. gm_account = (struct gm_account *) aMallocA(((RFIFOW(fd,2) - 4) / 5)*sizeof(struct gm_account));
  6305. for (i = 4; i < RFIFOW(fd,2); i += 5) {
  6306. gm_account[GM_num].account_id = RFIFOL(fd,i);
  6307. gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
  6308. //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  6309. GM_num++;
  6310. }
  6311. return GM_num;
  6312. }
  6313. /*================================================
  6314. * timer to do the day [Yor]
  6315. * data: 0 = called by timer, 1 = gmcommand/script
  6316. *------------------------------------------------
  6317. */
  6318. int map_day_timer(int tid, unsigned int tick, int id, int data)
  6319. {
  6320. char tmp_soutput[1024];
  6321. struct map_session_data *pl_sd;
  6322. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  6323. return 0;
  6324. if (night_flag != 0) {
  6325. int i;
  6326. night_flag = 0; // 0=day, 1=night [Yor]
  6327. for(i = 0; i < fd_max; i++) {
  6328. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6329. {
  6330. if (pl_sd->state.night) {
  6331. clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
  6332. pl_sd->state.night = 0;
  6333. }
  6334. }
  6335. }
  6336. strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
  6337. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6338. }
  6339. return 0;
  6340. }
  6341. /*================================================
  6342. * timer to do the night [Yor]
  6343. * data: 0 = called by timer, 1 = gmcommand/script
  6344. *------------------------------------------------
  6345. */
  6346. int map_night_timer(int tid, unsigned int tick, int id, int data)
  6347. {
  6348. char tmp_soutput[1024];
  6349. struct map_session_data *pl_sd;
  6350. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  6351. return 0;
  6352. if (night_flag == 0) {
  6353. int i;
  6354. night_flag = 1; // 0=day, 1=night [Yor]
  6355. for(i = 0; i < fd_max; i++) {
  6356. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  6357. {
  6358. if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
  6359. clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
  6360. pl_sd->state.night = 1;
  6361. }
  6362. }
  6363. }
  6364. strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
  6365. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6366. }
  6367. return 0;
  6368. }
  6369. void pc_setstand(struct map_session_data *sd){
  6370. nullpo_retv(sd);
  6371. if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
  6372. status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  6373. sd->state.dead_sit = sd->vd.dead_sit = 0;
  6374. }
  6375. int pc_split_str(char *str,char **val,int num)
  6376. {
  6377. int i;
  6378. for (i=0; i<num && str; i++){
  6379. val[i] = str;
  6380. str = strchr(str,',');
  6381. if (str && i<num-1) //Do not remove a trailing comma.
  6382. *str++=0;
  6383. }
  6384. return i;
  6385. }
  6386. int pc_split_atoi(char *str,int *val, char sep, int max)
  6387. {
  6388. int i,j;
  6389. for (i=0; i<max; i++) {
  6390. if (!str) break;
  6391. val[i] = atoi(str);
  6392. str = strchr(str,sep);
  6393. if (str)
  6394. *str++=0;
  6395. }
  6396. //Zero up the remaining.
  6397. for(j=i; j < max; j++)
  6398. val[j] = 0;
  6399. return i;
  6400. }
  6401. int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
  6402. {
  6403. static int warning=0;
  6404. int i,j;
  6405. double f;
  6406. for (i=0; i<max; i++) {
  6407. if (!str) break;
  6408. f = atof(str);
  6409. if (f < 0)
  6410. val[i] = 0;
  6411. else if (f > UINT_MAX) {
  6412. val[i] = UINT_MAX;
  6413. if (!warning) {
  6414. warning = 1;
  6415. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  6416. }
  6417. } else
  6418. val[i] = (unsigned int)f;
  6419. str = strchr(str,sep);
  6420. if (str)
  6421. *str++=0;
  6422. }
  6423. //Zero up the remaining.
  6424. for(j=i; j < max; j++)
  6425. val[j] = 0;
  6426. return i;
  6427. }
  6428. //
  6429. // 初期化物
  6430. //
  6431. /*==========================================
  6432. * 設定ファイル?み?む
  6433. * exp.txt 必要??値
  6434. * job_db1.txt 重量,hp,sp,攻?速度
  6435. * job_db2.txt job能力値ボ?ナス
  6436. * skill_tree.txt 各職?のスキルツリ?
  6437. * attr_fix.txt ?性修正テ?ブル
  6438. * size_fix.txt サイズ補正テ?ブル
  6439. * refine_db.txt 精?デ?タテ?ブル
  6440. *------------------------------------------
  6441. */
  6442. int pc_readdb(void)
  6443. {
  6444. int i,j,k;
  6445. FILE *fp;
  6446. char line[24000],*p;
  6447. // 必要??値?み?み
  6448. memset(exp_table,0,sizeof(exp_table));
  6449. memset(max_level,0,sizeof(max_level));
  6450. sprintf(line, "%s/exp.txt", db_path);
  6451. fp=fopen(line, "r");
  6452. if(fp==NULL){
  6453. ShowError("can't read %s\n", line);
  6454. return 1;
  6455. }
  6456. while(fgets(line, sizeof(line)-1, fp)){
  6457. int jobs[MAX_PC_CLASS], job_count, job;
  6458. int type;
  6459. unsigned int max;
  6460. char *split[4];
  6461. if(line[0]=='/' && line[1]=='/')
  6462. continue;
  6463. if (pc_split_str(line,split,4) < 4)
  6464. continue;
  6465. job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
  6466. if (job_count < 1)
  6467. continue;
  6468. job = jobs[0];
  6469. if (!pcdb_checkid(job)) {
  6470. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6471. continue;
  6472. }
  6473. type = atoi(split[2]);
  6474. if (type < 0 || type > 1) {
  6475. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  6476. continue;
  6477. }
  6478. max = atoi(split[0]);
  6479. if (max > MAX_LEVEL) {
  6480. ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
  6481. max = MAX_LEVEL;
  6482. }
  6483. //We send one less and then one more because the last entry in the exp array should hold 0.
  6484. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
  6485. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  6486. //The reasoning behind the -2 is this... if the max level is 5, then the array
  6487. //should look like this:
  6488. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  6489. while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
  6490. max_level[job][type]--;
  6491. if (max_level[job][type] < max) {
  6492. ShowWarning("pc_readdb: Specified max %d for job %d, but that job's exp table only goes up to level %d.\n", max, job, max_level[job][type]);
  6493. ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n", max);
  6494. max_level[job][type] = max;
  6495. }
  6496. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6497. for (i = 1; i < job_count; i++) {
  6498. job = jobs[i];
  6499. if (!pcdb_checkid(job)) {
  6500. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6501. continue;
  6502. }
  6503. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  6504. max_level[job][type] = max;
  6505. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6506. }
  6507. }
  6508. fclose(fp);
  6509. for (i = 0; i < MAX_PC_CLASS; i++) {
  6510. if (!pcdb_checkid(i)) continue;
  6511. if (i == JOB_WEDDING || i == JOB_XMAS)
  6512. continue; //Classes that do not need exp tables.
  6513. if (!max_level[i][0])
  6514. ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
  6515. if (!max_level[i][1])
  6516. ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
  6517. }
  6518. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  6519. // スキルツリ?
  6520. memset(skill_tree,0,sizeof(skill_tree));
  6521. sprintf(line, "%s/skill_tree.txt", db_path);
  6522. fp=fopen(line,"r");
  6523. if(fp==NULL){
  6524. ShowError("can't read %s\n", line);
  6525. return 1;
  6526. }
  6527. while(fgets(line, sizeof(line)-1, fp)){
  6528. char *split[50];
  6529. int f=0, m=3;
  6530. if(line[0]=='/' && line[1]=='/')
  6531. continue;
  6532. for(j=0,p=line;j<14 && p;j++){
  6533. split[j]=p;
  6534. p=strchr(p,',');
  6535. if(p) *p++=0;
  6536. }
  6537. if(j<13)
  6538. continue;
  6539. if (j == 14) {
  6540. f=1; // MinJobLvl has been added
  6541. m++;
  6542. }
  6543. // check for bounds [celest]
  6544. if (atoi(split[0]) >= MAX_PC_CLASS)
  6545. continue;
  6546. k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
  6547. for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
  6548. if (j == MAX_SKILL_TREE)
  6549. {
  6550. ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0]));
  6551. continue;
  6552. }
  6553. skill_tree[atoi(split[0])][j].id=k;
  6554. skill_tree[atoi(split[0])][j].max=atoi(split[2]);
  6555. if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
  6556. for(k=0;k<5;k++){
  6557. skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
  6558. skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
  6559. }
  6560. }
  6561. fclose(fp);
  6562. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
  6563. // ?性修正テ?ブル
  6564. for(i=0;i<4;i++)
  6565. for(j=0;j<ELE_MAX;j++)
  6566. for(k=0;k<ELE_MAX;k++)
  6567. attr_fix_table[i][j][k]=100;
  6568. sprintf(line, "%s/attr_fix.txt", db_path);
  6569. fp=fopen(line,"r");
  6570. if(fp==NULL){
  6571. ShowError("can't read %s\n", line);
  6572. return 1;
  6573. }
  6574. while(fgets(line, sizeof(line)-1, fp)){
  6575. char *split[10];
  6576. int lv,n;
  6577. if(line[0]=='/' && line[1]=='/')
  6578. continue;
  6579. for(j=0,p=line;j<3 && p;j++){
  6580. split[j]=p;
  6581. p=strchr(p,',');
  6582. if(p) *p++=0;
  6583. }
  6584. lv=atoi(split[0]);
  6585. n=atoi(split[1]);
  6586. for(i=0;i<n && i<ELE_MAX;){
  6587. if( !fgets(line, sizeof(line)-1, fp) )
  6588. break;
  6589. if(line[0]=='/' && line[1]=='/')
  6590. continue;
  6591. for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
  6592. while(*p==32 && *p>0)
  6593. p++;
  6594. attr_fix_table[lv-1][i][j]=atoi(p);
  6595. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  6596. attr_fix_table[lv-1][i][j] = 0;
  6597. p=strchr(p,',');
  6598. if(p) *p++=0;
  6599. }
  6600. i++;
  6601. }
  6602. }
  6603. fclose(fp);
  6604. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  6605. // スキルツリ?
  6606. memset(statp,0,sizeof(statp));
  6607. i=1;
  6608. j=45; // base points
  6609. sprintf(line, "%s/statpoint.txt", db_path);
  6610. fp=fopen(line,"r");
  6611. if(fp == NULL){
  6612. ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  6613. //return 1;
  6614. } else {
  6615. while(fgets(line, sizeof(line)-1, fp)){
  6616. if(line[0]=='/' && line[1]=='/')
  6617. continue;
  6618. if ((j=atoi(line))<0)
  6619. j=0;
  6620. if (i >= MAX_LEVEL)
  6621. break;
  6622. statp[i]=j;
  6623. i++;
  6624. }
  6625. fclose(fp);
  6626. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  6627. }
  6628. // generate the remaining parts of the db if necessary
  6629. for (; i < MAX_LEVEL; i++) {
  6630. j += (i+15)/5;
  6631. statp[i] = j;
  6632. }
  6633. return 0;
  6634. }
  6635. // Read MOTD on startup. [Valaris]
  6636. int pc_read_motd(void) {
  6637. FILE *fp;
  6638. int ln=0,i=0;
  6639. memset(motd_text,0,sizeof(motd_text));
  6640. if ((fp = fopen(motd_txt, "r")) != NULL) {
  6641. while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
  6642. if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
  6643. continue;
  6644. for(i=0; motd_text[ln][i]; i++) {
  6645. if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
  6646. if(i)
  6647. motd_text[ln][i]=0;
  6648. else
  6649. motd_text[ln][0]=' ';
  6650. ln++;
  6651. break;
  6652. }
  6653. }
  6654. }
  6655. fclose(fp);
  6656. }
  6657. else if(battle_config.error_log)
  6658. ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  6659. return 0;
  6660. }
  6661. /*==========================================
  6662. * pc? 係初期化
  6663. *------------------------------------------
  6664. */
  6665. void do_final_pc(void) {
  6666. if (gm_account)
  6667. aFree(gm_account);
  6668. return;
  6669. }
  6670. int do_init_pc(void) {
  6671. pc_readdb();
  6672. pc_read_motd(); // Read MOTD [Valaris]
  6673. add_timer_func_list(pc_natural_heal, "pc_natural_heal");
  6674. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  6675. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  6676. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  6677. add_timer_func_list(pc_autosave, "pc_autosave");
  6678. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  6679. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  6680. natural_heal_prev_tick = gettick();
  6681. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
  6682. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  6683. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  6684. int day_duration = battle_config.day_duration;
  6685. int night_duration = battle_config.night_duration;
  6686. // add night/day timer (by [yor])
  6687. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  6688. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  6689. if (!battle_config.night_at_start) {
  6690. night_flag = 0; // 0=day, 1=night [Yor]
  6691. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6692. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6693. } else {
  6694. night_flag = 1; // 0=day, 1=night [Yor]
  6695. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6696. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6697. }
  6698. }
  6699. return 0;
  6700. }