pc.c 203 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 "mercenary.h" //orn
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "battle.h"
  28. #include "skill.h"
  29. #include "party.h"
  30. #include "guild.h"
  31. #include "chat.h"
  32. #include "trade.h"
  33. #include "storage.h"
  34. #include "vending.h"
  35. #include "atcommand.h"
  36. #include "log.h"
  37. #include "date.h"
  38. #ifndef TXT_ONLY // mail system [Valaris]
  39. #include "mail.h"
  40. #endif
  41. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  42. static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
  43. static unsigned int max_level[MAX_PC_CLASS][2];
  44. static short statp[MAX_LEVEL];
  45. // h-files are for declarations, not for implementations... [Shinomori]
  46. struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
  47. // timer for night.day implementation
  48. int day_timer_tid;
  49. int night_timer_tid;
  50. struct fame_list smith_fame_list[MAX_FAME_LIST];
  51. struct fame_list chemist_fame_list[MAX_FAME_LIST];
  52. struct fame_list taekwon_fame_list[MAX_FAME_LIST];
  53. static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_AMMO};
  54. static struct gm_account *gm_account = NULL;
  55. static int GM_num = 0;
  56. #define MOTD_LINE_SIZE 128
  57. char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
  58. int pc_isGM(struct map_session_data *sd) {
  59. int i;
  60. nullpo_retr(0, sd);
  61. if(sd->bl.type!=BL_PC )
  62. return 0;
  63. //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
  64. // if ( sd->fd == 0 )
  65. // return 99;
  66. for(i = 0; i < GM_num; i++)
  67. if (gm_account[i].account_id == sd->status.account_id)
  68. return gm_account[i].level;
  69. return 0;
  70. }
  71. int pc_set_gm_level(int account_id, int level) {
  72. int i;
  73. for (i = 0; i < GM_num; i++) {
  74. if (account_id == gm_account[i].account_id) {
  75. gm_account[i].level = level;
  76. return 0;
  77. }
  78. }
  79. GM_num++;
  80. gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
  81. gm_account[GM_num - 1].account_id = account_id;
  82. gm_account[GM_num - 1].level = level;
  83. return 0;
  84. }
  85. static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
  86. struct map_session_data *sd;
  87. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  88. return 1;
  89. if(sd->invincible_timer != tid){
  90. if(battle_config.error_log)
  91. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  92. return 0;
  93. }
  94. sd->invincible_timer=-1;
  95. skill_unit_move(&sd->bl,tick,1);
  96. return 0;
  97. }
  98. int pc_setinvincibletimer(struct map_session_data *sd,int val) {
  99. nullpo_retr(0, sd);
  100. if(sd->invincible_timer != -1)
  101. delete_timer(sd->invincible_timer,pc_invincible_timer);
  102. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  103. return 0;
  104. }
  105. int pc_delinvincibletimer(struct map_session_data *sd) {
  106. nullpo_retr(0, sd);
  107. if(sd->invincible_timer != -1) {
  108. delete_timer(sd->invincible_timer,pc_invincible_timer);
  109. sd->invincible_timer = -1;
  110. skill_unit_move(&sd->bl,gettick(),1);
  111. }
  112. return 0;
  113. }
  114. static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
  115. struct map_session_data *sd;
  116. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  117. return 1;
  118. if(sd->spirit_timer[0] != tid){
  119. if(battle_config.error_log)
  120. ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
  121. return 0;
  122. }
  123. if(sd->spiritball <= 0) {
  124. if(battle_config.error_log)
  125. ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
  126. sd->spiritball = 0;
  127. return 0;
  128. }
  129. sd->spiritball--;
  130. // I leave this here as bad example [Shinomori]
  131. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
  132. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
  133. sd->spirit_timer[sd->spiritball]=-1;
  134. clif_spiritball(sd);
  135. return 0;
  136. }
  137. int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
  138. nullpo_retr(0, sd);
  139. if(max > MAX_SKILL_LEVEL)
  140. max = MAX_SKILL_LEVEL;
  141. if(sd->spiritball < 0)
  142. sd->spiritball = 0;
  143. if(sd->spiritball >= max) {
  144. if(sd->spirit_timer[0] != -1)
  145. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  146. // I leave this here as bad example [Shinomori]
  147. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
  148. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
  149. //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
  150. } else
  151. sd->spiritball++;
  152. sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
  153. clif_spiritball(sd);
  154. return 0;
  155. }
  156. int pc_delspiritball(struct map_session_data *sd,int count,int type) {
  157. int i;
  158. nullpo_retr(0, sd);
  159. if(sd->spiritball <= 0) {
  160. sd->spiritball = 0;
  161. return 0;
  162. }
  163. if(count > sd->spiritball)
  164. count = sd->spiritball;
  165. sd->spiritball -= count;
  166. if(count > MAX_SKILL_LEVEL)
  167. count = MAX_SKILL_LEVEL;
  168. for(i=0;i<count;i++) {
  169. if(sd->spirit_timer[i] != -1) {
  170. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  171. sd->spirit_timer[i] = -1;
  172. }
  173. }
  174. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  175. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  176. sd->spirit_timer[i] = -1;
  177. }
  178. if(!type)
  179. clif_spiritball(sd);
  180. return 0;
  181. }
  182. // Increases a player's fame points and displays a notice to him
  183. void pc_addfame(struct map_session_data *sd,int count) {
  184. nullpo_retv(sd);
  185. sd->status.fame += count;
  186. if(sd->status.fame > MAX_FAME)
  187. sd->status.fame = MAX_FAME;
  188. switch(sd->class_&MAPID_UPPERMASK){
  189. case MAPID_BLACKSMITH: // Blacksmith
  190. clif_fame_blacksmith(sd,count);
  191. break;
  192. case MAPID_ALCHEMIST: // Alchemist
  193. clif_fame_alchemist(sd,count);
  194. break;
  195. case MAPID_TAEKWON: // Taekwon
  196. clif_fame_taekwon(sd,count);
  197. break;
  198. }
  199. chrif_updatefamelist(sd);
  200. }
  201. // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
  202. unsigned char pc_famerank(int char_id,int job) {
  203. int i;
  204. switch(job){
  205. case MAPID_BLACKSMITH: // Blacksmith
  206. for(i = 0; i < MAX_FAME_LIST; i++){
  207. if(smith_fame_list[i].id == char_id)
  208. return i + 1;
  209. }
  210. break;
  211. case MAPID_ALCHEMIST: // Alchemist
  212. for(i = 0; i < MAX_FAME_LIST; i++){
  213. if(chemist_fame_list[i].id == char_id)
  214. return i + 1;
  215. }
  216. break;
  217. case MAPID_TAEKWON: // Taekwon
  218. for(i = 0; i < MAX_FAME_LIST; i++){
  219. if(taekwon_fame_list[i].id == char_id)
  220. return i + 1;
  221. }
  222. break;
  223. }
  224. return 0;
  225. }
  226. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  227. struct status_data *status, *b_status;
  228. nullpo_retr(0, sd);
  229. b_status = &sd->base_status;
  230. status = &sd->battle_status;
  231. if (type&1)
  232. { //Normal resurrection
  233. status->hp = 1; //Otherwise status_heal may fail if dead.
  234. if(sd->state.snovice_flag == 4) { // [Celest]
  235. status_heal(&sd->bl, status->max_hp, status->max_sp, 1);
  236. sd->state.snovice_flag = 0;
  237. sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  238. } else
  239. status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
  240. } else { //Just for saving on the char-server
  241. sd->status.hp = b_status->hp;
  242. if ((unsigned int)sd->status.sp < b_status->sp)
  243. sd->status.sp = b_status->sp;
  244. }
  245. return 0;
  246. }
  247. /*==========================================
  248. Determines if the GM can give / drop / trade / vend items [Lupus]
  249. Args: GM Level (current player GM level)
  250. * Returns
  251. 1 = this GM can't do it
  252. 0 = this one can do it
  253. *------------------------------------------
  254. */
  255. int pc_can_give_items(int level) {
  256. return ( level >= battle_config.gm_cant_drop_min_lv
  257. && level <= battle_config.gm_cant_drop_max_lv);
  258. }
  259. /*==========================================
  260. * prepares character for saving.
  261. *------------------------------------------
  262. */
  263. int pc_makesavestatus(struct map_session_data *sd)
  264. {
  265. nullpo_retr(0, sd);
  266. if (sd->state.finalsave)
  267. return 0; //Nothing to change.
  268. if(!battle_config.save_clothcolor)
  269. sd->status.clothes_color=0;
  270. sd->status.option = sd->sc.option; //Since the option saved is in
  271. if(pc_isdead(sd)){
  272. pc_setrestartvalue(sd,0);
  273. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  274. } else {
  275. sd->status.hp = sd->battle_status.hp;
  276. sd->status.sp = sd->battle_status.sp;
  277. sd->status.last_point.map = sd->mapindex;
  278. sd->status.last_point.x = sd->bl.x;
  279. sd->status.last_point.y = sd->bl.y;
  280. }
  281. if(map[sd->bl.m].flag.nosave){
  282. struct map_data *m=&map[sd->bl.m];
  283. if(m->save.map)
  284. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  285. else
  286. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  287. }
  288. if (sd->hd) { //Update Homun HP info
  289. sd->homunculus.hp = sd->hd->battle_status.hp ;
  290. sd->homunculus.sp = sd->hd->battle_status.sp ;
  291. }
  292. return 0;
  293. }
  294. /*==========================================
  295. * 接?暫フ初期化
  296. *------------------------------------------
  297. */
  298. 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) {
  299. nullpo_retr(0, sd);
  300. sd->bl.id = account_id;
  301. sd->char_id = char_id;
  302. sd->login_id1 = login_id1;
  303. sd->login_id2 = 0; // at this point, we can not know the value :(
  304. sd->client_tick = client_tick;
  305. sd->sex = sex;
  306. sd->state.auth = 0;
  307. sd->bl.type = BL_PC;
  308. sd->canlog_tick = gettick();
  309. sd->state.waitingdisconnect = 0;
  310. return 0;
  311. }
  312. int pc_equippoint(struct map_session_data *sd,int n)
  313. {
  314. int ep = 0;
  315. nullpo_retr(0, sd);
  316. if(!sd->inventory_data[n])
  317. return 0;
  318. if (!itemdb_isequip2(sd->inventory_data[n]))
  319. return 0; //Not equippable by players.
  320. ep = sd->inventory_data[n]->equip;
  321. if(sd->inventory_data[n]->look == W_DAGGER ||
  322. sd->inventory_data[n]->look == W_1HSWORD ||
  323. sd->inventory_data[n]->look == W_1HAXE) {
  324. if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
  325. return EQP_ARMS;
  326. }
  327. return ep;
  328. }
  329. int pc_setinventorydata(struct map_session_data *sd)
  330. {
  331. int i,id;
  332. nullpo_retr(0, sd);
  333. for(i=0;i<MAX_INVENTORY;i++) {
  334. id = sd->status.inventory[i].nameid;
  335. sd->inventory_data[i] = id?itemdb_search(id):NULL;
  336. }
  337. return 0;
  338. }
  339. int pc_calcweapontype(struct map_session_data *sd)
  340. {
  341. nullpo_retr(0, sd);
  342. if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
  343. sd->status.weapon = sd->weapontype1;
  344. else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// 左手武器 Only
  345. sd->status.weapon = sd->weapontype2;
  346. else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?短?
  347. sd->status.weapon = MAX_WEAPON_TYPE+1;
  348. else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??手?
  349. sd->status.weapon = MAX_WEAPON_TYPE+2;
  350. else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??手斧
  351. sd->status.weapon = MAX_WEAPON_TYPE+3;
  352. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) ||
  353. (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // 短? - ?手?
  354. sd->status.weapon = MAX_WEAPON_TYPE+4;
  355. else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) ||
  356. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // 短? - 斧
  357. sd->status.weapon = MAX_WEAPON_TYPE+5;
  358. else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) ||
  359. (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?手? - 斧
  360. sd->status.weapon = MAX_WEAPON_TYPE+6;
  361. else
  362. sd->status.weapon = sd->weapontype1;
  363. return 0;
  364. }
  365. int pc_setequipindex(struct map_session_data *sd)
  366. {
  367. int i,j;
  368. nullpo_retr(0, sd);
  369. for(i=0;i<EQI_MAX;i++)
  370. sd->equip_index[i] = -1;
  371. for(i=0;i<MAX_INVENTORY;i++) {
  372. if(sd->status.inventory[i].nameid <= 0)
  373. continue;
  374. if(sd->status.inventory[i].equip) {
  375. for(j=0;j<EQI_MAX;j++)
  376. if(sd->status.inventory[i].equip & equip_pos[j])
  377. sd->equip_index[j] = i;
  378. if(sd->status.inventory[i].equip & EQP_HAND_R) {
  379. if(sd->inventory_data[i])
  380. sd->weapontype1 = sd->inventory_data[i]->look;
  381. else
  382. sd->weapontype1 = 0;
  383. }
  384. if(sd->status.inventory[i].equip & EQP_HAND_L) {
  385. if(sd->inventory_data[i]) {
  386. if(sd->inventory_data[i]->type == 4) {
  387. if(sd->status.inventory[i].equip == EQP_HAND_L)
  388. sd->weapontype2 = sd->inventory_data[i]->look;
  389. else
  390. sd->weapontype2 = 0;
  391. }
  392. else
  393. sd->weapontype2 = 0;
  394. }
  395. else
  396. sd->weapontype2 = 0;
  397. }
  398. }
  399. }
  400. pc_calcweapontype(sd);
  401. return 0;
  402. }
  403. static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
  404. int i;
  405. struct item *item = &sd->status.inventory[eqindex];
  406. struct item_data *data;
  407. //Crafted/made/hatched items.
  408. if (itemdb_isspecial(item->card[0]))
  409. return 1;
  410. for (i=0;i<s;i++) {
  411. if (item->card[i] &&
  412. (data = itemdb_exists(item->card[i])) &&
  413. data->flag.no_equip&flag
  414. )
  415. return 0;
  416. }
  417. return 1;
  418. }
  419. int pc_isequip(struct map_session_data *sd,int n)
  420. {
  421. struct item_data *item;
  422. //?生や養子の場合の元の職業を算出する
  423. nullpo_retr(0, sd);
  424. item = sd->inventory_data[n];
  425. if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
  426. return 1;
  427. if(item == NULL)
  428. return 0;
  429. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  430. return 0;
  431. if(item->sex != 2 && sd->status.sex != item->sex)
  432. return 0;
  433. if(map[sd->bl.m].flag.pvp && item->flag.no_equip&1)
  434. return 0;
  435. if(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2)
  436. return 0;
  437. if(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone)
  438. return 0;
  439. if (sd->sc.count) {
  440. if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
  441. return 0;
  442. if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD].timer != -1)
  443. return 0;
  444. if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR].timer != -1)
  445. return 0;
  446. if(item->equip & EQP_HELM && sd->sc.data[SC_STRIPHELM].timer != -1)
  447. return 0;
  448. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
  449. //Spirit of Super Novice equip bonuses. [Skotlex]
  450. if (sd->status.base_level > 90 && item->equip & EQP_HELM)
  451. return 1; //Can equip all helms
  452. if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
  453. switch(item->look) { //In weapons, the look determines type of weapon.
  454. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  455. case W_1HSWORD: //All 1H swords
  456. case W_1HAXE: //All 1H Axes
  457. case W_MACE: //All Maces
  458. case W_STAFF: //All Staffs
  459. return 1;
  460. }
  461. }
  462. }
  463. //Not equipable by class. [Skotlex]
  464. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  465. return 0;
  466. //Not equipable by upper class. [Skotlex]
  467. if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
  468. return 0;
  469. return 1;
  470. }
  471. /*==========================================
  472. * session idに問題無し
  473. * char鯖から送られてきたステ?タスを設定
  474. *------------------------------------------
  475. */
  476. int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
  477. {
  478. struct guild *g;
  479. int i;
  480. unsigned long tick = gettick();
  481. if (sd->state.auth) //Temporary debug. [Skotlex]
  482. {
  483. ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
  484. return 1;
  485. }
  486. sd->login_id2 = login_id2;
  487. memcpy(&sd->status, st, sizeof(*st));
  488. if (sd->status.sex != sd->sex) {
  489. clif_authfail_fd(sd->fd, 0);
  490. return 1;
  491. }
  492. //Set the map-server used job id. [Skotlex]
  493. i = pc_jobid2mapid(sd->status.class_);
  494. if (i == -1) { //Invalid class?
  495. if (battle_config.error_log)
  496. 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);
  497. sd->status.class_ = JOB_NOVICE;
  498. sd->class_ = MAPID_NOVICE;
  499. } else
  500. sd->class_ = i;
  501. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  502. // 基本的な初期化
  503. sd->state.connect_new = 1;
  504. sd->followtimer = -1; // [MouseJstr]
  505. sd->skillitem = -1;
  506. sd->skillitemlv = -1;
  507. sd->invincible_timer = -1;
  508. sd->canregen_tick = tick;
  509. sd->canuseitem_tick = tick;
  510. sd->cantalk_tick = tick;
  511. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  512. sd->spirit_timer[i] = -1;
  513. if (battle_config.item_auto_get)
  514. sd->state.autoloot = 10000;
  515. if (battle_config.disp_experience)
  516. sd->state.showexp = 1;
  517. if (battle_config.disp_zeny)
  518. sd->state.showzeny = 1;
  519. if (battle_config.display_delay_skill_fail)
  520. sd->state.showdelay = 1;
  521. // Request all registries.
  522. intif_request_registry(sd,7);
  523. // アイテムチェック
  524. pc_setinventorydata(sd);
  525. pc_checkitem(sd);
  526. status_change_init(&sd->bl);
  527. if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
  528. (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
  529. sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
  530. else
  531. sd->status.option &= OPTION_MASK;
  532. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  533. //Set here because we need the inventory data for weapon sprite parsing.
  534. status_set_viewdata(&sd->bl, sd->status.class_);
  535. unit_dataset(&sd->bl);
  536. sd->guild_x = -1;
  537. sd->guild_y = -1;
  538. // イベント?係の初期化
  539. for(i = 0; i < MAX_EVENTTIMER; i++)
  540. sd->eventtimer[i] = -1;
  541. sd->npc_timer_id = -1;
  542. // Moved PVP timer initialisation before set_pos
  543. sd->pvp_timer = -1;
  544. // 位置の設定
  545. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
  546. if(battle_config.error_log)
  547. 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);
  548. // try warping to a default map instead (church graveyard)
  549. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
  550. // if we fail again
  551. clif_authfail_fd(sd->fd, 0);
  552. return 1;
  553. }
  554. }
  555. // pet
  556. if (sd->status.pet_id > 0)
  557. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  558. // Homunculus [albator]
  559. if (sd->status.hom_id > 0)
  560. intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
  561. // パ?ティ、ギルドデ?タの要求
  562. if (sd->status.party_id > 0 && party_search(sd->status.party_id) == NULL)
  563. party_request_info(sd->status.party_id);
  564. if (sd->status.guild_id > 0)
  565. {
  566. if ((g = guild_search(sd->status.guild_id)) == NULL)
  567. guild_request_info(sd->status.guild_id);
  568. else if (strcmp(sd->status.name,g->master) == 0)
  569. { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
  570. guild_block_skill(sd, 300000);
  571. //Also set the Guild Master flag.
  572. sd->state.gmaster_flag = g;
  573. }
  574. }
  575. // 通知
  576. clif_authok(sd);
  577. map_addiddb(&sd->bl);
  578. if (map_charid2nick(sd->status.char_id) == NULL)
  579. map_addchariddb(sd->status.char_id, sd->status.name);
  580. // Notify everyone that this char logged in [Skotlex].
  581. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
  582. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  583. sd->die_counter=-1;
  584. //Until the reg values arrive, set them to not require trigger...
  585. sd->state.event_death = 1;
  586. sd->state.event_kill_pc = 1;
  587. sd->state.event_disconnect = 1;
  588. sd->state.event_kill_mob = 1;
  589. status_calc_pc(sd,1);
  590. sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
  591. { //Add IP field
  592. unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
  593. if (pc_isGM(sd))
  594. 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));
  595. else
  596. 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]);
  597. }
  598. // Send friends list
  599. clif_friendslist_send(sd);
  600. if (battle_config.display_version == 1){
  601. char buf[256];
  602. sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
  603. clif_displaymessage(sd->fd, buf);
  604. }
  605. // Message of the Day [Valaris]
  606. {
  607. int ln;
  608. for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
  609. if (battle_config.motd_type)
  610. clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
  611. else
  612. clif_displaymessage(sd->fd, motd_text[ln]);
  613. }
  614. }
  615. #ifndef TXT_ONLY
  616. if(mail_server_enable)
  617. mail_check(sd,1); // check mail at login [Valaris]
  618. #endif
  619. // message of the limited time of the account
  620. if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
  621. char tmpstr[1024];
  622. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  623. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  624. }
  625. if(sd->status.manner < 0) //Needed or manner will always be negative.
  626. sc_start(&sd->bl,SC_NOCHAT,100,0,0);
  627. return 0;
  628. }
  629. /*==========================================
  630. * Closes a connection because it failed to be authenticated from the char server.
  631. *------------------------------------------
  632. */
  633. int pc_authfail(struct map_session_data *sd) {
  634. if (sd->state.auth) //Temporary debug. [Skotlex]
  635. ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
  636. if (!sd->fd)
  637. ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
  638. clif_authfail_fd(sd->fd, 0);
  639. return 0;
  640. }
  641. /*==========================================
  642. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  643. *------------------------------------------
  644. */
  645. int pc_reg_received(struct map_session_data *sd)
  646. {
  647. int i,j;
  648. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  649. char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
  650. sd->change_level = pc_readglobalreg(sd,"jobchange_level");
  651. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  652. if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  653. status_calc_pc(sd, 0); //Check +10 to all stats bonus.
  654. if (pc_checkskill(sd, TK_MISSION)) {
  655. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  656. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  657. }
  658. if(sd->battle_status.hp == 0)
  659. pc_setrestartvalue(sd, 1);
  660. //SG map and mob read [Komurka]
  661. for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
  662. {
  663. if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
  664. sd->feel_map[i].index = j;
  665. sd->feel_map[i].m = map_mapindex2mapid(j);
  666. } else {
  667. sd->feel_map[i].index = 0;
  668. sd->feel_map[i].m = -1;
  669. }
  670. sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
  671. }
  672. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  673. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  674. if (sd->cloneskill_id > 0) {
  675. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  676. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  677. if (i < sd->status.skill[sd->cloneskill_id].lv)
  678. sd->status.skill[sd->cloneskill_id].lv = i;
  679. sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
  680. clif_skillinfoblock(sd);
  681. }
  682. }
  683. // Automated script events
  684. if (script_config.event_requires_trigger) {
  685. sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
  686. sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name);
  687. sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name);
  688. sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
  689. sd->state.event_baselvup = pc_readglobalreg(sd, script_config.baselvup_event_name);
  690. sd->state.event_joblvup = pc_readglobalreg(sd, script_config.joblvup_event_name);
  691. sd->state.event_loadmap = pc_readglobalreg(sd, script_config.loadmap_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. sd->state.event_baselvup = 1;
  699. sd->state.event_joblvup = 1;
  700. sd->state.event_loadmap = 1;
  701. }
  702. npc_script_event(sd, NPCE_LOGIN);
  703. return 0;
  704. }
  705. static int pc_calc_skillpoint(struct map_session_data* sd)
  706. {
  707. int i,skill,inf2,skill_point=0;
  708. nullpo_retr(0, sd);
  709. for(i=1;i<MAX_SKILL;i++){
  710. if( (skill = pc_checkskill(sd,i)) > 0) {
  711. inf2 = skill_get_inf2(i);
  712. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  713. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  714. ) {
  715. if(!sd->status.skill[i].flag)
  716. skill_point += skill;
  717. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  718. skill_point += (sd->status.skill[i].flag - 2);
  719. }
  720. }
  721. }
  722. }
  723. return skill_point;
  724. }
  725. /*==========================================
  726. * ?えられるスキルの計算
  727. *------------------------------------------
  728. */
  729. int pc_calc_skilltree(struct map_session_data *sd)
  730. {
  731. int i,id=0,flag;
  732. int c=0;
  733. nullpo_retr(0, sd);
  734. i = pc_calc_skilltree_normalize_job(sd);
  735. c = pc_mapid2jobid(i, sd->status.sex);
  736. if (c == -1) { //Unable to normalize job??
  737. if (battle_config.error_log)
  738. 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);
  739. return 1;
  740. }
  741. for(i=0;i<MAX_SKILL;i++){
  742. if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
  743. sd->status.skill[i].id=0; //First clear skills.
  744. }
  745. for(i=0;i<MAX_SKILL;i++){
  746. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills.
  747. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
  748. sd->status.skill[i].flag=0;
  749. }
  750. 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)
  751. { //Enable Bard/Dancer spirit linked skills.
  752. if (sd->status.sex) { //Link dancer skills to bard.
  753. sd->status.skill[i].id=i;
  754. sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  755. sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  756. } else { //Link bard skills to dancer.
  757. sd->status.skill[i-8].id=i-8;
  758. sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
  759. sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  760. }
  761. }
  762. }
  763. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  764. for(i=0;i<MAX_SKILL;i++){
  765. if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
  766. continue;
  767. if (skill_get_max(i) > 0)
  768. sd->status.skill[i].id=i;
  769. }
  770. return 0;
  771. }
  772. do {
  773. flag=0;
  774. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  775. int j,f=1;
  776. if(sd->status.skill[id].id)
  777. continue; //Skill already known.
  778. if(!battle_config.skillfree) {
  779. for(j=0;j<5;j++) {
  780. if( skill_tree[c][i].need[j].id &&
  781. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  782. skill_tree[c][i].need[j].lv) {
  783. f=0;
  784. break;
  785. }
  786. }
  787. if (sd->status.job_level < skill_tree[c][i].joblv)
  788. f=0;
  789. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  790. f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  791. }
  792. if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
  793. { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
  794. if (sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
  795. { //Enable Spirit Skills. [Skotlex]
  796. sd->status.skill[id].id=id;
  797. sd->status.skill[id].lv=1;
  798. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  799. flag=1;
  800. }
  801. } else if (f){
  802. sd->status.skill[id].id=id;
  803. flag=1;
  804. }
  805. }
  806. } while(flag);
  807. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) {
  808. //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
  809. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  810. if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
  811. continue; //Do not include Quest/Wedding skills.
  812. if(sd->status.skill[id].id==0 ){
  813. sd->status.skill[id].id=id;
  814. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  815. } else
  816. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  817. sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
  818. }
  819. }
  820. return 0;
  821. }
  822. //Checks if you can learn a new skill after having leveled up a skill.
  823. static void pc_check_skilltree(struct map_session_data *sd, int skill) {
  824. int i,id=0,flag;
  825. int c=0;
  826. if(battle_config.skillfree)
  827. return; //Function serves no purpose if this is set
  828. i = pc_calc_skilltree_normalize_job(sd);
  829. c = pc_mapid2jobid(i, sd->status.sex);
  830. if (c == -1) { //Unable to normalize job??
  831. if (battle_config.error_log)
  832. 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);
  833. return;
  834. }
  835. do {
  836. flag=0;
  837. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  838. int j,f=1;
  839. if(sd->status.skill[id].id) //Already learned
  840. continue;
  841. for(j=0;j<5;j++) {
  842. if( skill_tree[c][i].need[j].id &&
  843. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  844. skill_tree[c][i].need[j].lv) {
  845. f=0;
  846. break;
  847. }
  848. }
  849. if (!f)
  850. continue;
  851. if (sd->status.job_level < skill_tree[c][i].joblv)
  852. continue;
  853. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  854. continue; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  855. if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
  856. //Spirit skills cannot be learned
  857. continue;
  858. sd->status.skill[id].id=id;
  859. flag=1;
  860. }
  861. } while(flag);
  862. }
  863. // Make sure all the skills are in the correct condition
  864. // before persisting to the backend.. [MouseJstr]
  865. int pc_clean_skilltree(struct map_session_data *sd) {
  866. int i;
  867. for (i = 0; i < MAX_SKILL; i++){
  868. if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1)
  869. {
  870. sd->status.skill[i].id = 0;
  871. sd->status.skill[i].lv = 0;
  872. sd->status.skill[i].flag = 0;
  873. } else if (sd->status.skill[i].flag){
  874. sd->status.skill[i].lv = sd->status.skill[i].flag-2;
  875. sd->status.skill[i].flag = 0;
  876. }
  877. }
  878. return 0;
  879. }
  880. int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
  881. int skill_point;
  882. int c = sd->class_;
  883. if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  884. return c; //Only Normalize non-first classes (and non-super novice)
  885. skill_point = pc_calc_skillpoint(sd);
  886. if(skill_point < 9)
  887. c = MAPID_NOVICE;
  888. else if (sd->status.skill_point >= (int)sd->status.job_level
  889. && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
  890. //Send it to first class.
  891. c &= MAPID_BASEMASK;
  892. }
  893. if (sd->class_&JOBL_UPPER) //Convert to Upper
  894. c |= JOBL_UPPER;
  895. else if (sd->class_&JOBL_BABY) //Convert to Baby
  896. c |= JOBL_BABY;
  897. return c;
  898. }
  899. /*==========================================
  900. * 重量アイコンの確認
  901. *------------------------------------------
  902. */
  903. int pc_checkweighticon(struct map_session_data *sd)
  904. {
  905. int flag=0;
  906. nullpo_retr(0, sd);
  907. //Consider the battle option 50% criteria....
  908. if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
  909. flag=1;
  910. if(sd->weight*10 >= sd->max_weight*9)
  911. flag=2;
  912. if(flag==1){
  913. if(sd->sc.data[SC_WEIGHT50].timer==-1)
  914. sc_start(&sd->bl,SC_WEIGHT50,100,0,0);
  915. }else{
  916. if(sd->sc.data[SC_WEIGHT50].timer!=-1)
  917. status_change_end(&sd->bl,SC_WEIGHT50,-1);
  918. }
  919. if(flag==2){
  920. if(sd->sc.data[SC_WEIGHT90].timer==-1)
  921. sc_start(&sd->bl,SC_WEIGHT90,100,0,0);
  922. }else{
  923. if(sd->sc.data[SC_WEIGHT90].timer!=-1)
  924. status_change_end(&sd->bl,SC_WEIGHT90,-1);
  925. }
  926. return 0;
  927. }
  928. int pc_disguise(struct map_session_data *sd, int class_) {
  929. if (!class_ && !sd->disguise)
  930. return 0;
  931. if (class_ && (sd->disguise == class_ || pc_isriding(sd)))
  932. return 0;
  933. if(sd->sc.option&OPTION_INVISIBLE)
  934. { //Character is invisible. Stealth class-change. [Skotlex]
  935. sd->disguise = class_; //viewdata is set on uncloaking.
  936. return 2;
  937. }
  938. pc_stop_walking(sd, 0);
  939. clif_clearchar(&sd->bl, 0);
  940. if (!class_) {
  941. sd->disguise = 0;
  942. class_ = sd->status.class_;
  943. } else
  944. sd->disguise=class_;
  945. status_set_viewdata(&sd->bl, class_);
  946. clif_changeoption(&sd->bl);
  947. clif_spawn(&sd->bl);
  948. return 1;
  949. }
  950. static int pc_bonus_autospell_del(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
  951. int i, j;
  952. for(i=max-1; i>=0 && !spell[i].id; i--);
  953. if (i<0) return 0; //Nothing to substract from.
  954. j = i;
  955. for(; i>=0 && rate > 0; i--)
  956. {
  957. if (spell[i].id != id || spell[i].lv != lv) continue;
  958. if (rate >= spell[i].rate) {
  959. rate-= spell[i].rate;
  960. spell[i].rate = 0;
  961. memmove(&spell[i], &spell[j], sizeof(struct s_autospell));
  962. memset(&spell[j], 0, sizeof(struct s_autospell));
  963. j--;
  964. } else {
  965. spell[i].rate -= rate;
  966. rate = 0;
  967. }
  968. }
  969. return rate;
  970. }
  971. static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
  972. int i;
  973. if (rate < 0) return //Remove the autobonus.
  974. pc_bonus_autospell_del(spell, max, id, lv, -rate, card_id);
  975. for (i = 0; i < max && spell[i].id; i++) {
  976. if (spell[i].card_id == card_id &&
  977. spell[i].id == id && spell[i].lv == lv)
  978. {
  979. if (!battle_config.autospell_stacking)
  980. return 0;
  981. rate += spell[i].rate;
  982. break;
  983. }
  984. }
  985. if (i == max) {
  986. if (battle_config.error_log)
  987. ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
  988. return 0;
  989. }
  990. spell[i].id = id;
  991. spell[i].lv = lv;
  992. spell[i].rate = rate;
  993. spell[i].card_id = card_id;
  994. return 1;
  995. }
  996. static int pc_bonus_addeff(struct s_addeffect *effect, int max, short id, short rate, short arrow_rate, unsigned char flag) {
  997. int i;
  998. for (i = 0; i < max && effect[i].flag; i++) {
  999. if (effect[i].id == id && effect[i].flag == flag)
  1000. {
  1001. effect[i].rate += rate;
  1002. effect[i].arrow_rate += arrow_rate;
  1003. return 1;
  1004. }
  1005. }
  1006. if (i == max) {
  1007. if (battle_config.error_log)
  1008. ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
  1009. return 0;
  1010. }
  1011. effect[i].id = id;
  1012. effect[i].rate = rate;
  1013. effect[i].arrow_rate = arrow_rate;
  1014. effect[i].flag = flag;
  1015. return 1;
  1016. }
  1017. static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) {
  1018. int i;
  1019. //Apply config rate adjustment settings.
  1020. if (rate >= 0) { //Absolute drop.
  1021. if (battle_config.item_rate_adddrop != 100)
  1022. rate = rate*battle_config.item_rate_adddrop/100;
  1023. if (rate < battle_config.item_drop_adddrop_min)
  1024. rate = battle_config.item_drop_adddrop_min;
  1025. else if (rate > battle_config.item_drop_adddrop_max)
  1026. rate = battle_config.item_drop_adddrop_max;
  1027. } else { //Relative drop, max/min limits are applied at drop time.
  1028. if (battle_config.item_rate_adddrop != 100)
  1029. rate = rate*battle_config.item_rate_adddrop/100;
  1030. if (rate > -1)
  1031. rate = -1;
  1032. }
  1033. for(i = 0; i < *count; i++) {
  1034. if(
  1035. (id && drop[i].id == id) ||
  1036. (group && drop[i].group == group)
  1037. ) {
  1038. drop[i].race |= race;
  1039. if(drop[i].rate > 0 && rate > 0)
  1040. { //Both are absolute rates.
  1041. if (drop[i].rate < rate)
  1042. drop[i].rate = rate;
  1043. } else
  1044. if(drop[i].rate < 0 && rate < 0) {
  1045. //Both are relative rates.
  1046. if (drop[i].rate > rate)
  1047. drop[i].rate = rate;
  1048. } else if (rate < 0) //Give preference to relative rate.
  1049. drop[i].rate = rate;
  1050. return 1;
  1051. }
  1052. }
  1053. if(*count >= MAX_PC_BONUS) {
  1054. if (battle_config.error_log)
  1055. ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS);
  1056. return 0;
  1057. }
  1058. drop[*count].id = id;
  1059. drop[*count].group = group;
  1060. drop[*count].race |= race;
  1061. drop[*count].rate = rate;
  1062. (*count)++;
  1063. return 1;
  1064. }
  1065. /*==========================================
  1066. * ? 備品による能力等のボ?ナス設定
  1067. *------------------------------------------
  1068. */
  1069. int pc_bonus(struct map_session_data *sd,int type,int val)
  1070. {
  1071. struct status_data *status;
  1072. int bonus;
  1073. nullpo_retr(0, sd);
  1074. status = &sd->base_status;
  1075. switch(type){
  1076. case SP_STR:
  1077. case SP_AGI:
  1078. case SP_VIT:
  1079. case SP_INT:
  1080. case SP_DEX:
  1081. case SP_LUK:
  1082. if(sd->state.lr_flag != 2)
  1083. sd->param_bonus[type-SP_STR]+=val;
  1084. break;
  1085. case SP_ATK1:
  1086. if(!sd->state.lr_flag) {
  1087. bonus = status->rhw.atk + val;
  1088. status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
  1089. }
  1090. else if(sd->state.lr_flag == 1) {
  1091. bonus = status->lhw->atk + val;
  1092. status->lhw->atk = cap_value(bonus, 0, USHRT_MAX);
  1093. }
  1094. break;
  1095. case SP_ATK2:
  1096. if(!sd->state.lr_flag) {
  1097. bonus = status->rhw.atk2 + val;
  1098. status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
  1099. }
  1100. else if(sd->state.lr_flag == 1) {
  1101. bonus = status->lhw->atk2 + val;
  1102. status->lhw->atk2 = cap_value(bonus, 0, USHRT_MAX);
  1103. }
  1104. break;
  1105. case SP_BASE_ATK:
  1106. if(sd->state.lr_flag != 2) {
  1107. bonus = status->batk + val;
  1108. status->batk = cap_value(bonus, 0, USHRT_MAX);
  1109. }
  1110. break;
  1111. case SP_MATK1:
  1112. if(sd->state.lr_flag != 2) {
  1113. bonus = status->matk_max + val;
  1114. status->matk_max = cap_value(bonus, 0, USHRT_MAX);
  1115. }
  1116. break;
  1117. case SP_MATK2:
  1118. if(sd->state.lr_flag != 2) {
  1119. bonus = status->matk_min + val;
  1120. status->matk_min = cap_value(bonus, 0, USHRT_MAX);
  1121. }
  1122. break;
  1123. case SP_MATK:
  1124. if(sd->state.lr_flag != 2) {
  1125. bonus = status->matk_max + val;
  1126. status->matk_max = cap_value(bonus, 0, USHRT_MAX);
  1127. bonus = status->matk_min + val;
  1128. status->matk_min = cap_value(bonus, 0, USHRT_MAX);
  1129. }
  1130. break;
  1131. case SP_DEF1:
  1132. if(sd->state.lr_flag != 2) {
  1133. bonus = status->def + val;
  1134. status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1135. }
  1136. break;
  1137. case SP_DEF2:
  1138. if(sd->state.lr_flag != 2) {
  1139. bonus = status->def2 + val;
  1140. status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1141. }
  1142. break;
  1143. case SP_MDEF1:
  1144. if(sd->state.lr_flag != 2) {
  1145. bonus = status->mdef + val;
  1146. status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
  1147. }
  1148. break;
  1149. case SP_MDEF2:
  1150. if(sd->state.lr_flag != 2) {
  1151. bonus = status->mdef2 + val;
  1152. status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1153. }
  1154. break;
  1155. case SP_HIT:
  1156. if(sd->state.lr_flag != 2) {
  1157. bonus = status->hit + val;
  1158. status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1159. } else
  1160. sd->arrow_hit+=val;
  1161. break;
  1162. case SP_FLEE1:
  1163. if(sd->state.lr_flag != 2) {
  1164. bonus = status->flee + val;
  1165. status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1166. }
  1167. break;
  1168. case SP_FLEE2:
  1169. if(sd->state.lr_flag != 2) {
  1170. bonus = status->flee2 + val*10;
  1171. status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1172. }
  1173. break;
  1174. case SP_CRITICAL:
  1175. if(sd->state.lr_flag != 2) {
  1176. bonus = status->cri + val*10;
  1177. status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
  1178. } else
  1179. sd->arrow_cri += val*10;
  1180. break;
  1181. case SP_ATKELE:
  1182. if(val >= ELE_MAX) {
  1183. if(battle_config.error_log)
  1184. ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
  1185. break;
  1186. }
  1187. switch (sd->state.lr_flag)
  1188. {
  1189. case 2:
  1190. sd->arrow_ele=val;
  1191. break;
  1192. case 1:
  1193. status->lhw->ele=val;
  1194. break;
  1195. default:
  1196. status->rhw.ele=val;
  1197. break;
  1198. }
  1199. break;
  1200. case SP_DEFELE:
  1201. if(val >= ELE_MAX) {
  1202. if(battle_config.error_log)
  1203. ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
  1204. break;
  1205. }
  1206. if(sd->state.lr_flag != 2)
  1207. status->def_ele=val;
  1208. break;
  1209. case SP_MAXHP:
  1210. if(sd->state.lr_flag != 2) {
  1211. if (val < 0 && status->max_hp <= (unsigned int)(-val))
  1212. status->max_hp = 1;
  1213. else
  1214. status->max_hp+=val;
  1215. }
  1216. break;
  1217. case SP_MAXSP:
  1218. if(sd->state.lr_flag != 2) {
  1219. if (val < 0 && status->max_sp <= (unsigned int)(-val))
  1220. status->max_sp = 1;
  1221. else
  1222. status->max_sp+=val;
  1223. }
  1224. break;
  1225. case SP_CASTRATE:
  1226. if(sd->state.lr_flag != 2)
  1227. sd->castrate+=val;
  1228. break;
  1229. case SP_MAXHPRATE:
  1230. if(sd->state.lr_flag != 2)
  1231. sd->hprate+=val;
  1232. break;
  1233. case SP_MAXSPRATE:
  1234. if(sd->state.lr_flag != 2)
  1235. sd->sprate+=val;
  1236. break;
  1237. case SP_SPRATE:
  1238. if(sd->state.lr_flag != 2)
  1239. sd->dsprate+=val;
  1240. break;
  1241. case SP_ATTACKRANGE:
  1242. switch (sd->state.lr_flag) {
  1243. case 2:
  1244. switch (sd->status.weapon) {
  1245. case W_BOW:
  1246. case W_REVOLVER:
  1247. case W_RIFLE:
  1248. case W_SHOTGUN:
  1249. case W_GATLING:
  1250. case W_GRENADE:
  1251. status->rhw.range += val;
  1252. }
  1253. break;
  1254. case 1:
  1255. status->lhw->range += val;
  1256. break;
  1257. default:
  1258. status->rhw.range += val;
  1259. break;
  1260. }
  1261. break;
  1262. case SP_ADD_SPEED: //Raw increase
  1263. if(sd->state.lr_flag != 2) {
  1264. bonus = status->speed - val;
  1265. status->speed = cap_value(bonus, 0, USHRT_MAX);
  1266. }
  1267. break;
  1268. case SP_SPEED_RATE: //Non stackable increase
  1269. if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
  1270. sd->speed_rate = 100-val;
  1271. break;
  1272. case SP_SPEED_ADDRATE: //Stackable increase
  1273. if(sd->state.lr_flag != 2)
  1274. sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
  1275. break;
  1276. case SP_ASPD: //Raw increase
  1277. if(sd->state.lr_flag != 2)
  1278. status->adelay -= val*10;
  1279. break;
  1280. case SP_ASPD_RATE: //Non stackable increase
  1281. if(sd->state.lr_flag != 2 && status->aspd_rate > 1000-val*10)
  1282. status->aspd_rate = 1000-val*10;
  1283. break;
  1284. case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
  1285. if(sd->state.lr_flag != 2)
  1286. sd->aspd_add_rate -= val;
  1287. break;
  1288. case SP_HP_RECOV_RATE:
  1289. if(sd->state.lr_flag != 2)
  1290. sd->hprecov_rate += val;
  1291. break;
  1292. case SP_SP_RECOV_RATE:
  1293. if(sd->state.lr_flag != 2)
  1294. sd->sprecov_rate += val;
  1295. break;
  1296. case SP_CRITICAL_DEF:
  1297. if(sd->state.lr_flag != 2)
  1298. sd->critical_def += val;
  1299. break;
  1300. case SP_NEAR_ATK_DEF:
  1301. if(sd->state.lr_flag != 2)
  1302. sd->near_attack_def_rate += val;
  1303. break;
  1304. case SP_LONG_ATK_DEF:
  1305. if(sd->state.lr_flag != 2)
  1306. sd->long_attack_def_rate += val;
  1307. break;
  1308. case SP_DOUBLE_RATE:
  1309. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  1310. sd->double_rate = val;
  1311. break;
  1312. case SP_DOUBLE_ADD_RATE:
  1313. if(sd->state.lr_flag == 0)
  1314. sd->double_add_rate += val;
  1315. break;
  1316. case SP_MATK_RATE:
  1317. if(sd->state.lr_flag != 2)
  1318. sd->matk_rate += val;
  1319. break;
  1320. case SP_IGNORE_DEF_ELE:
  1321. if(val >= ELE_MAX) {
  1322. if(battle_config.error_log)
  1323. ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
  1324. break;
  1325. }
  1326. if(!sd->state.lr_flag)
  1327. sd->right_weapon.ignore_def_ele |= 1<<val;
  1328. else if(sd->state.lr_flag == 1)
  1329. sd->left_weapon.ignore_def_ele |= 1<<val;
  1330. break;
  1331. case SP_IGNORE_DEF_RACE:
  1332. if(!sd->state.lr_flag)
  1333. sd->right_weapon.ignore_def_race |= 1<<val;
  1334. else if(sd->state.lr_flag == 1)
  1335. sd->left_weapon.ignore_def_race |= 1<<val;
  1336. break;
  1337. case SP_ATK_RATE:
  1338. if(sd->state.lr_flag != 2)
  1339. sd->atk_rate += val;
  1340. break;
  1341. case SP_MAGIC_ATK_DEF:
  1342. if(sd->state.lr_flag != 2)
  1343. sd->magic_def_rate += val;
  1344. break;
  1345. case SP_MISC_ATK_DEF:
  1346. if(sd->state.lr_flag != 2)
  1347. sd->misc_def_rate += val;
  1348. break;
  1349. case SP_IGNORE_MDEF_ELE:
  1350. if(val >= ELE_MAX) {
  1351. if(battle_config.error_log)
  1352. ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
  1353. break;
  1354. }
  1355. if(sd->state.lr_flag != 2)
  1356. sd->ignore_mdef_ele |= 1<<val;
  1357. break;
  1358. case SP_IGNORE_MDEF_RACE:
  1359. if(sd->state.lr_flag != 2)
  1360. sd->ignore_mdef_race |= 1<<val;
  1361. break;
  1362. case SP_PERFECT_HIT_RATE:
  1363. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  1364. sd->perfect_hit = val;
  1365. break;
  1366. case SP_PERFECT_HIT_ADD_RATE:
  1367. if(sd->state.lr_flag != 2)
  1368. sd->perfect_hit_add += val;
  1369. break;
  1370. case SP_CRITICAL_RATE:
  1371. if(sd->state.lr_flag != 2)
  1372. sd->critical_rate+=val;
  1373. break;
  1374. case SP_DEF_RATIO_ATK_ELE:
  1375. if(val >= ELE_MAX) {
  1376. if(battle_config.error_log)
  1377. ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
  1378. break;
  1379. }
  1380. if(!sd->state.lr_flag)
  1381. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  1382. else if(sd->state.lr_flag == 1)
  1383. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  1384. break;
  1385. case SP_DEF_RATIO_ATK_RACE:
  1386. if(val >= RC_MAX) {
  1387. if(battle_config.error_log)
  1388. ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
  1389. break;
  1390. }
  1391. if(!sd->state.lr_flag)
  1392. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  1393. else if(sd->state.lr_flag == 1)
  1394. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  1395. break;
  1396. case SP_HIT_RATE:
  1397. if(sd->state.lr_flag != 2)
  1398. sd->hit_rate += val;
  1399. break;
  1400. case SP_FLEE_RATE:
  1401. if(sd->state.lr_flag != 2)
  1402. sd->flee_rate += val;
  1403. break;
  1404. case SP_FLEE2_RATE:
  1405. if(sd->state.lr_flag != 2)
  1406. sd->flee2_rate += val;
  1407. break;
  1408. case SP_DEF_RATE:
  1409. if(sd->state.lr_flag != 2)
  1410. sd->def_rate += val;
  1411. break;
  1412. case SP_DEF2_RATE:
  1413. if(sd->state.lr_flag != 2)
  1414. sd->def2_rate += val;
  1415. break;
  1416. case SP_MDEF_RATE:
  1417. if(sd->state.lr_flag != 2)
  1418. sd->mdef_rate += val;
  1419. break;
  1420. case SP_MDEF2_RATE:
  1421. if(sd->state.lr_flag != 2)
  1422. sd->mdef2_rate += val;
  1423. break;
  1424. case SP_RESTART_FULL_RECOVER:
  1425. if(sd->state.lr_flag != 2)
  1426. sd->special_state.restart_full_recover = 1;
  1427. break;
  1428. case SP_NO_CASTCANCEL:
  1429. if(sd->state.lr_flag != 2)
  1430. sd->special_state.no_castcancel = 1;
  1431. break;
  1432. case SP_NO_CASTCANCEL2:
  1433. if(sd->state.lr_flag != 2)
  1434. sd->special_state.no_castcancel2 = 1;
  1435. break;
  1436. case SP_NO_SIZEFIX:
  1437. if(sd->state.lr_flag != 2)
  1438. sd->special_state.no_sizefix = 1;
  1439. break;
  1440. case SP_NO_MAGIC_DAMAGE:
  1441. if(sd->state.lr_flag == 2)
  1442. break;
  1443. val+= sd->special_state.no_magic_damage;
  1444. sd->special_state.no_magic_damage = cap_value(val,0,100);
  1445. break;
  1446. case SP_NO_WEAPON_DAMAGE:
  1447. if(sd->state.lr_flag == 2)
  1448. break;
  1449. val+= sd->special_state.no_weapon_damage;
  1450. sd->special_state.no_weapon_damage = cap_value(val,0,100);
  1451. break;
  1452. case SP_NO_MISC_DAMAGE:
  1453. if(sd->state.lr_flag == 2)
  1454. break;
  1455. val+= sd->special_state.no_misc_damage;
  1456. sd->special_state.no_misc_damage = cap_value(val,0,100);
  1457. break;
  1458. case SP_NO_GEMSTONE:
  1459. if(sd->state.lr_flag != 2)
  1460. sd->special_state.no_gemstone = 1;
  1461. break;
  1462. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  1463. if(sd->state.lr_flag != 2)
  1464. sd->special_state.intravision = 1;
  1465. break;
  1466. case SP_SPLASH_RANGE:
  1467. if(sd->state.lr_flag != 2 && sd->splash_range < val)
  1468. sd->splash_range = val;
  1469. break;
  1470. case SP_SPLASH_ADD_RANGE:
  1471. if(sd->state.lr_flag != 2)
  1472. sd->splash_add_range += val;
  1473. break;
  1474. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  1475. if(sd->state.lr_flag != 2)
  1476. sd->short_weapon_damage_return += val;
  1477. break;
  1478. case SP_LONG_WEAPON_DAMAGE_RETURN:
  1479. if(sd->state.lr_flag != 2)
  1480. sd->long_weapon_damage_return += val;
  1481. break;
  1482. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  1483. if(sd->state.lr_flag != 2)
  1484. sd->magic_damage_return += val;
  1485. break;
  1486. case SP_ALL_STATS: // [Valaris]
  1487. if(sd->state.lr_flag!=2) {
  1488. sd->param_bonus[SP_STR-SP_STR]+=val;
  1489. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1490. sd->param_bonus[SP_VIT-SP_STR]+=val;
  1491. sd->param_bonus[SP_INT-SP_STR]+=val;
  1492. sd->param_bonus[SP_DEX-SP_STR]+=val;
  1493. sd->param_bonus[SP_LUK-SP_STR]+=val;
  1494. }
  1495. break;
  1496. case SP_AGI_VIT: // [Valaris]
  1497. if(sd->state.lr_flag!=2) {
  1498. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1499. sd->param_bonus[SP_VIT-SP_STR]+=val;
  1500. }
  1501. break;
  1502. case SP_AGI_DEX_STR: // [Valaris]
  1503. if(sd->state.lr_flag!=2) {
  1504. sd->param_bonus[SP_AGI-SP_STR]+=val;
  1505. sd->param_bonus[SP_DEX-SP_STR]+=val;
  1506. sd->param_bonus[SP_STR-SP_STR]+=val;
  1507. }
  1508. break;
  1509. case SP_PERFECT_HIDE: // [Valaris]
  1510. if(sd->state.lr_flag!=2)
  1511. sd->state.perfect_hiding=1;
  1512. break;
  1513. case SP_UNBREAKABLE:
  1514. if(sd->state.lr_flag!=2)
  1515. sd->unbreakable += val;
  1516. break;
  1517. case SP_UNBREAKABLE_WEAPON:
  1518. if(sd->state.lr_flag != 2)
  1519. sd->unbreakable_equip |= EQP_WEAPON;
  1520. break;
  1521. case SP_UNBREAKABLE_ARMOR:
  1522. if(sd->state.lr_flag != 2)
  1523. sd->unbreakable_equip |= EQP_ARMOR;
  1524. break;
  1525. case SP_UNBREAKABLE_HELM:
  1526. if(sd->state.lr_flag != 2)
  1527. sd->unbreakable_equip |= EQP_HELM;
  1528. break;
  1529. case SP_UNBREAKABLE_SHIELD:
  1530. if(sd->state.lr_flag != 2)
  1531. sd->unbreakable_equip |= EQP_SHIELD;
  1532. break;
  1533. case SP_CLASSCHANGE: // [Valaris]
  1534. if(sd->state.lr_flag !=2)
  1535. sd->classchange=val;
  1536. break;
  1537. case SP_LONG_ATK_RATE:
  1538. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  1539. sd->long_attack_atk_rate+=val;
  1540. break;
  1541. case SP_BREAK_WEAPON_RATE:
  1542. if(sd->state.lr_flag != 2)
  1543. sd->break_weapon_rate+=val;
  1544. break;
  1545. case SP_BREAK_ARMOR_RATE:
  1546. if(sd->state.lr_flag != 2)
  1547. sd->break_armor_rate+=val;
  1548. break;
  1549. case SP_ADD_STEAL_RATE:
  1550. if(sd->state.lr_flag != 2)
  1551. sd->add_steal_rate+=val;
  1552. break;
  1553. case SP_DELAYRATE:
  1554. if(sd->state.lr_flag != 2)
  1555. sd->delayrate+=val;
  1556. break;
  1557. case SP_CRIT_ATK_RATE:
  1558. if(sd->state.lr_flag != 2)
  1559. sd->crit_atk_rate += val;
  1560. break;
  1561. case SP_NO_REGEN:
  1562. if(sd->state.lr_flag != 2)
  1563. sd->no_regen = val;
  1564. break;
  1565. case SP_UNSTRIPABLE_WEAPON:
  1566. if(sd->state.lr_flag != 2)
  1567. sd->unstripable_equip |= EQP_WEAPON;
  1568. break;
  1569. case SP_UNSTRIPABLE:
  1570. case SP_UNSTRIPABLE_ARMOR:
  1571. if(sd->state.lr_flag != 2)
  1572. sd->unstripable_equip |= EQP_ARMOR;
  1573. break;
  1574. case SP_UNSTRIPABLE_HELM:
  1575. if(sd->state.lr_flag != 2)
  1576. sd->unstripable_equip |= EQP_HELM;
  1577. break;
  1578. case SP_UNSTRIPABLE_SHIELD:
  1579. if(sd->state.lr_flag != 2)
  1580. sd->unstripable_equip |= EQP_SHIELD;
  1581. break;
  1582. case SP_HP_DRAIN_VALUE:
  1583. if(!sd->state.lr_flag) {
  1584. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1585. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1586. }
  1587. else if(sd->state.lr_flag == 1) {
  1588. sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
  1589. sd->right_weapon.hp_drain[RC_BOSS].value += val;
  1590. }
  1591. break;
  1592. case SP_SP_DRAIN_VALUE:
  1593. if(!sd->state.lr_flag) {
  1594. sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
  1595. sd->right_weapon.sp_drain[RC_BOSS].value += val;
  1596. }
  1597. else if(sd->state.lr_flag == 1) {
  1598. sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
  1599. sd->left_weapon.sp_drain[RC_BOSS].value += val;
  1600. }
  1601. break;
  1602. case SP_SP_GAIN_VALUE:
  1603. if(!sd->state.lr_flag)
  1604. sd->sp_gain_value += val;
  1605. break;
  1606. case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
  1607. if(!sd->state.lr_flag)
  1608. sd->right_weapon.ignore_def_mob |= 1<<val;
  1609. else if(sd->state.lr_flag == 1)
  1610. sd->left_weapon.ignore_def_mob |= 1<<val;
  1611. break;
  1612. case SP_HP_GAIN_VALUE:
  1613. if(!sd->state.lr_flag)
  1614. sd->hp_gain_value += val;
  1615. break;
  1616. default:
  1617. if(battle_config.error_log)
  1618. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  1619. break;
  1620. }
  1621. return 0;
  1622. }
  1623. /*==========================================
  1624. * ? 備品による能力等のボ?ナス設定
  1625. *------------------------------------------
  1626. */
  1627. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  1628. {
  1629. int i;
  1630. nullpo_retr(0, sd);
  1631. switch(type){
  1632. case SP_ADDELE:
  1633. if(type2 >= ELE_MAX) {
  1634. if(battle_config.error_log)
  1635. ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
  1636. break;
  1637. }
  1638. if(!sd->state.lr_flag)
  1639. sd->right_weapon.addele[type2]+=val;
  1640. else if(sd->state.lr_flag == 1)
  1641. sd->left_weapon.addele[type2]+=val;
  1642. else if(sd->state.lr_flag == 2)
  1643. sd->arrow_addele[type2]+=val;
  1644. break;
  1645. case SP_ADDRACE:
  1646. if(!sd->state.lr_flag)
  1647. sd->right_weapon.addrace[type2]+=val;
  1648. else if(sd->state.lr_flag == 1)
  1649. sd->left_weapon.addrace[type2]+=val;
  1650. else if(sd->state.lr_flag == 2)
  1651. sd->arrow_addrace[type2]+=val;
  1652. break;
  1653. case SP_ADDSIZE:
  1654. if(!sd->state.lr_flag)
  1655. sd->right_weapon.addsize[type2]+=val;
  1656. else if(sd->state.lr_flag == 1)
  1657. sd->left_weapon.addsize[type2]+=val;
  1658. else if(sd->state.lr_flag == 2)
  1659. sd->arrow_addsize[type2]+=val;
  1660. break;
  1661. case SP_SUBELE:
  1662. if(type2 >= ELE_MAX) {
  1663. if(battle_config.error_log)
  1664. ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
  1665. break;
  1666. }
  1667. if(sd->state.lr_flag != 2)
  1668. sd->subele[type2]+=val;
  1669. break;
  1670. case SP_SUBRACE:
  1671. if(sd->state.lr_flag != 2)
  1672. sd->subrace[type2]+=val;
  1673. break;
  1674. case SP_ADDEFF:
  1675. if (type2 > SC_MAX) {
  1676. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  1677. break;
  1678. }
  1679. pc_bonus_addeff(sd->addeff, MAX_PC_BONUS, type2,
  1680. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0,
  1681. ATF_SHORT|ATF_LONG|ATF_TARGET);
  1682. break;
  1683. case SP_ADDEFF2:
  1684. if (type2 > SC_MAX) {
  1685. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  1686. break;
  1687. }
  1688. pc_bonus_addeff(sd->addeff, MAX_PC_BONUS, type2,
  1689. sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0,
  1690. ATF_SHORT|ATF_LONG|ATF_SELF);
  1691. break;
  1692. case SP_RESEFF:
  1693. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1694. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  1695. break;
  1696. }
  1697. if(sd->state.lr_flag != 2)
  1698. sd->reseff[type2-SC_COMMON_MIN]+=val;
  1699. break;
  1700. case SP_MAGIC_ADDELE:
  1701. if(type2 >= ELE_MAX) {
  1702. if(battle_config.error_log)
  1703. ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
  1704. break;
  1705. }
  1706. if(sd->state.lr_flag != 2)
  1707. sd->magic_addele[type2]+=val;
  1708. break;
  1709. case SP_MAGIC_ADDRACE:
  1710. if(sd->state.lr_flag != 2)
  1711. sd->magic_addrace[type2]+=val;
  1712. break;
  1713. case SP_MAGIC_ADDSIZE:
  1714. if(sd->state.lr_flag != 2)
  1715. sd->magic_addsize[type2]+=val;
  1716. break;
  1717. case SP_ADD_DAMAGE_CLASS:
  1718. if(!sd->state.lr_flag) {
  1719. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1720. if(sd->right_weapon.add_damage_classid[i] == type2) {
  1721. sd->right_weapon.add_damage_classrate[i] += val;
  1722. break;
  1723. }
  1724. }
  1725. if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
  1726. sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
  1727. sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
  1728. sd->right_weapon.add_damage_class_count++;
  1729. }
  1730. }
  1731. else if(sd->state.lr_flag == 1) {
  1732. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1733. if(sd->left_weapon.add_damage_classid[i] == type2) {
  1734. sd->left_weapon.add_damage_classrate[i] += val;
  1735. break;
  1736. }
  1737. }
  1738. if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
  1739. sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
  1740. sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
  1741. sd->left_weapon.add_damage_class_count++;
  1742. }
  1743. }
  1744. break;
  1745. case SP_ADD_MAGIC_DAMAGE_CLASS:
  1746. if(sd->state.lr_flag != 2) {
  1747. for(i=0;i<sd->add_mdmg_count;i++) {
  1748. if(sd->add_mdmg[i].class_ == type2) {
  1749. sd->add_mdmg[i].rate += val;
  1750. break;
  1751. }
  1752. }
  1753. if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
  1754. sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
  1755. sd->add_mdmg[sd->add_mdmg_count].rate += val;
  1756. sd->add_mdmg_count++;
  1757. }
  1758. }
  1759. break;
  1760. case SP_ADD_DEF_CLASS:
  1761. if(sd->state.lr_flag != 2) {
  1762. for(i=0;i<sd->add_def_count;i++) {
  1763. if(sd->add_def[i].class_ == type2) {
  1764. sd->add_def[i].rate += val;
  1765. break;
  1766. }
  1767. }
  1768. if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
  1769. sd->add_def[sd->add_def_count].class_ = type2;
  1770. sd->add_def[sd->add_def_count].rate += val;
  1771. sd->add_def_count++;
  1772. }
  1773. }
  1774. break;
  1775. case SP_ADD_MDEF_CLASS:
  1776. if(sd->state.lr_flag != 2) {
  1777. for(i=0;i<sd->add_mdef_count;i++) {
  1778. if(sd->add_mdef[i].class_ == type2) {
  1779. sd->add_mdef[i].rate += val;
  1780. break;
  1781. }
  1782. }
  1783. if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
  1784. sd->add_mdef[sd->add_mdef_count].class_ = type2;
  1785. sd->add_mdef[sd->add_mdef_count].rate += val;
  1786. sd->add_mdef_count++;
  1787. }
  1788. }
  1789. break;
  1790. case SP_HP_DRAIN_RATE:
  1791. if(!sd->state.lr_flag) {
  1792. sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1793. sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
  1794. sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
  1795. sd->right_weapon.hp_drain[RC_BOSS].per += val;
  1796. }
  1797. else if(sd->state.lr_flag == 1) {
  1798. sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
  1799. sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
  1800. sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
  1801. sd->left_weapon.hp_drain[RC_BOSS].per += val;
  1802. }
  1803. break;
  1804. case SP_HP_DRAIN_VALUE:
  1805. if(!sd->state.lr_flag) {
  1806. sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
  1807. sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
  1808. sd->right_weapon.hp_drain[RC_BOSS].value += type2;
  1809. sd->right_weapon.hp_drain[RC_BOSS].type = val;
  1810. }
  1811. else if(sd->state.lr_flag == 1) {
  1812. sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
  1813. sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
  1814. sd->left_weapon.hp_drain[RC_BOSS].value += type2;
  1815. sd->left_weapon.hp_drain[RC_BOSS].type = val;
  1816. }
  1817. break;
  1818. case SP_SP_DRAIN_RATE:
  1819. if(!sd->state.lr_flag) {
  1820. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1821. sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
  1822. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  1823. sd->right_weapon.sp_drain[RC_BOSS].per += val;
  1824. }
  1825. else if(sd->state.lr_flag == 1) {
  1826. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  1827. sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
  1828. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  1829. sd->left_weapon.sp_drain[RC_BOSS].per += val;
  1830. }
  1831. break;
  1832. case SP_SP_DRAIN_VALUE:
  1833. if(!sd->state.lr_flag) {
  1834. sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
  1835. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  1836. sd->right_weapon.sp_drain[RC_BOSS].value += type2;
  1837. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  1838. }
  1839. else if(sd->state.lr_flag == 1) {
  1840. sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
  1841. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  1842. sd->left_weapon.sp_drain[RC_BOSS].value += type2;
  1843. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  1844. }
  1845. break;
  1846. case SP_SP_VANISH_RATE:
  1847. if(sd->state.lr_flag != 2) {
  1848. sd->sp_vanish_rate += type2;
  1849. sd->sp_vanish_per += val;
  1850. }
  1851. break;
  1852. case SP_GET_ZENY_NUM:
  1853. if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
  1854. {
  1855. sd->get_zeny_rate = val;
  1856. sd->get_zeny_num = type2;
  1857. }
  1858. break;
  1859. case SP_ADD_GET_ZENY_NUM:
  1860. if(sd->state.lr_flag != 2)
  1861. {
  1862. sd->get_zeny_rate += val;
  1863. sd->get_zeny_num += type2;
  1864. }
  1865. break;
  1866. case SP_WEAPON_COMA_ELE:
  1867. if(type2 >= ELE_MAX) {
  1868. if(battle_config.error_log)
  1869. ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
  1870. break;
  1871. }
  1872. if(sd->state.lr_flag != 2)
  1873. sd->weapon_coma_ele[type2] += val;
  1874. break;
  1875. case SP_WEAPON_COMA_RACE:
  1876. if(sd->state.lr_flag != 2)
  1877. sd->weapon_coma_race[type2] += val;
  1878. break;
  1879. case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
  1880. if(sd->state.lr_flag !=2){
  1881. sd->random_attack_increase_add = type2;
  1882. sd->random_attack_increase_per += val;
  1883. }
  1884. break;
  1885. case SP_WEAPON_ATK:
  1886. if(sd->state.lr_flag != 2)
  1887. sd->weapon_atk[type2]+=val;
  1888. break;
  1889. case SP_WEAPON_ATK_RATE:
  1890. if(sd->state.lr_flag != 2)
  1891. sd->weapon_atk_rate[type2]+=val;
  1892. break;
  1893. case SP_CRITICAL_ADDRACE:
  1894. if(sd->state.lr_flag != 2)
  1895. sd->critaddrace[type2] += val*10;
  1896. break;
  1897. case SP_ADDEFF_WHENHIT:
  1898. if (type2 > SC_MAX) {
  1899. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  1900. break;
  1901. }
  1902. if(sd->state.lr_flag != 2)
  1903. pc_bonus_addeff(sd->addeff2, MAX_PC_BONUS, type2, val, 0,
  1904. ATF_SHORT|ATF_LONG|ATF_TARGET);
  1905. break;
  1906. case SP_ADDEFF_WHENHIT_SHORT:
  1907. if (type2 > SC_MAX) {
  1908. ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
  1909. break;
  1910. }
  1911. if(sd->state.lr_flag != 2)
  1912. pc_bonus_addeff(sd->addeff2, MAX_PC_BONUS, type2, val, 0,
  1913. ATF_SHORT|ATF_TARGET);
  1914. break;
  1915. case SP_SKILL_ATK:
  1916. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
  1917. if (i == MAX_PC_BONUS)
  1918. { //Better mention this so the array length can be updated. [Skotlex]
  1919. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1920. break;
  1921. }
  1922. if(sd->state.lr_flag != 2) {
  1923. if (sd->skillatk[i].id == type2)
  1924. sd->skillatk[i].val += val;
  1925. else {
  1926. sd->skillatk[i].id = type2;
  1927. sd->skillatk[i].val = val;
  1928. }
  1929. }
  1930. break;
  1931. case SP_ADD_SKILL_BLOW:
  1932. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
  1933. if (i == MAX_PC_BONUS)
  1934. { //Better mention this so the array length can be updated. [Skotlex]
  1935. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1936. break;
  1937. }
  1938. if(sd->state.lr_flag != 2) {
  1939. if (sd->skillblown[i].id == type2)
  1940. sd->skillblown[i].val += val;
  1941. else {
  1942. sd->skillblown[i].id = type2;
  1943. sd->skillblown[i].val = val;
  1944. }
  1945. }
  1946. break;
  1947. case SP_ADD_DAMAGE_BY_CLASS:
  1948. if(sd->state.lr_flag != 2) {
  1949. for(i=0;i<sd->add_dmg_count;i++) {
  1950. if(sd->add_dmg[i].class_ == type2) {
  1951. sd->add_dmg[i].rate += val;
  1952. break;
  1953. }
  1954. }
  1955. if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
  1956. sd->add_dmg[sd->add_dmg_count].class_ = type2;
  1957. sd->add_dmg[sd->add_dmg_count].rate += val;
  1958. sd->add_dmg_count++;
  1959. }
  1960. }
  1961. break;
  1962. case SP_HP_LOSS_RATE:
  1963. if(sd->state.lr_flag != 2) {
  1964. sd->hp_loss_value = type2;
  1965. sd->hp_loss_rate = val;
  1966. }
  1967. break;
  1968. case SP_ADDRACE2:
  1969. if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
  1970. break;
  1971. if(sd->state.lr_flag != 2)
  1972. sd->right_weapon.addrace2[type2] += val;
  1973. else
  1974. sd->left_weapon.addrace2[type2] += val;
  1975. break;
  1976. case SP_SUBSIZE:
  1977. if(sd->state.lr_flag != 2)
  1978. sd->subsize[type2]+=val;
  1979. break;
  1980. case SP_SUBRACE2:
  1981. if(sd->state.lr_flag != 2)
  1982. sd->subrace2[type2]+=val;
  1983. break;
  1984. case SP_ADD_ITEM_HEAL_RATE:
  1985. if(sd->state.lr_flag == 2)
  1986. break;
  1987. if (type2 < MAX_ITEMGROUP) { //Group bonus
  1988. sd->itemgrouphealrate[type2] += val;
  1989. break;
  1990. }
  1991. //Standard item bonus.
  1992. for(i=0; i < MAX_PC_BONUS && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
  1993. if(i == MAX_PC_BONUS) {
  1994. ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", MAX_PC_BONUS);
  1995. break;
  1996. }
  1997. sd->itemhealrate[i].nameid = type2;
  1998. sd->itemhealrate[i].rate += val;
  1999. break;
  2000. case SP_EXP_ADDRACE:
  2001. if(sd->state.lr_flag != 2)
  2002. sd->expaddrace[type2]+=val;
  2003. break;
  2004. case SP_SP_GAIN_RACE:
  2005. if(sd->state.lr_flag != 2)
  2006. sd->sp_gain_race[type2]+=val;
  2007. break;
  2008. case SP_ADD_MONSTER_DROP_ITEM:
  2009. if (sd->state.lr_flag != 2)
  2010. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2011. break;
  2012. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2013. if (sd->state.lr_flag != 2)
  2014. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
  2015. break;
  2016. case SP_SP_LOSS_RATE:
  2017. if(sd->state.lr_flag != 2) {
  2018. sd->sp_loss_value = type2;
  2019. sd->sp_loss_rate = val;
  2020. }
  2021. break;
  2022. case SP_HP_DRAIN_VALUE_RACE:
  2023. if(!sd->state.lr_flag) {
  2024. sd->right_weapon.hp_drain[type2].value += val;
  2025. }
  2026. else if(sd->state.lr_flag == 1) {
  2027. sd->left_weapon.hp_drain[type2].value += val;
  2028. }
  2029. break;
  2030. case SP_SP_DRAIN_VALUE_RACE:
  2031. if(!sd->state.lr_flag) {
  2032. sd->right_weapon.sp_drain[type2].value += val;
  2033. }
  2034. else if(sd->state.lr_flag == 1) {
  2035. sd->left_weapon.sp_drain[type2].value += val;
  2036. }
  2037. break;
  2038. default:
  2039. if(battle_config.error_log)
  2040. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  2041. break;
  2042. }
  2043. return 0;
  2044. }
  2045. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  2046. {
  2047. nullpo_retr(0, sd);
  2048. switch(type){
  2049. case SP_ADD_MONSTER_DROP_ITEM:
  2050. if(sd->state.lr_flag != 2)
  2051. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<<type3, val);
  2052. break;
  2053. case SP_AUTOSPELL:
  2054. if(sd->state.lr_flag != 2)
  2055. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  2056. break;
  2057. case SP_AUTOSPELL_WHENHIT:
  2058. if(sd->state.lr_flag != 2)
  2059. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
  2060. break;
  2061. case SP_HP_LOSS_RATE:
  2062. if(sd->state.lr_flag != 2) {
  2063. sd->hp_loss_value = type2;
  2064. sd->hp_loss_rate = type3;
  2065. sd->hp_loss_type = val;
  2066. }
  2067. break;
  2068. case SP_SP_DRAIN_RATE:
  2069. if(!sd->state.lr_flag) {
  2070. sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2071. sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
  2072. sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
  2073. sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
  2074. sd->right_weapon.sp_drain[RC_BOSS].per += type3;
  2075. sd->right_weapon.sp_drain[RC_BOSS].type = val;
  2076. }
  2077. else if(sd->state.lr_flag == 1) {
  2078. sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
  2079. sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
  2080. sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
  2081. sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
  2082. sd->left_weapon.sp_drain[RC_BOSS].per += type3;
  2083. sd->left_weapon.sp_drain[RC_BOSS].type = val;
  2084. }
  2085. break;
  2086. case SP_HP_DRAIN_RATE_RACE:
  2087. if(!sd->state.lr_flag) {
  2088. sd->right_weapon.hp_drain[type2].rate += type3;
  2089. sd->right_weapon.hp_drain[type2].per += val;
  2090. }
  2091. else if(sd->state.lr_flag == 1) {
  2092. sd->left_weapon.hp_drain[type2].rate += type3;
  2093. sd->left_weapon.hp_drain[type2].per += val;
  2094. }
  2095. break;
  2096. case SP_SP_DRAIN_RATE_RACE:
  2097. if(!sd->state.lr_flag) {
  2098. sd->right_weapon.sp_drain[type2].rate += type3;
  2099. sd->right_weapon.sp_drain[type2].per += val;
  2100. }
  2101. else if(sd->state.lr_flag == 1) {
  2102. sd->left_weapon.sp_drain[type2].rate += type3;
  2103. sd->left_weapon.sp_drain[type2].per += val;
  2104. }
  2105. break;
  2106. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  2107. if (sd->state.lr_flag != 2)
  2108. pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<<type3, val);
  2109. break;
  2110. case SP_ADDEFF:
  2111. if (type2 > SC_MAX) {
  2112. ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
  2113. break;
  2114. }
  2115. pc_bonus_addeff(sd->addeff, MAX_PC_BONUS, type2,
  2116. sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0,
  2117. ATF_SHORT|ATF_LONG|(val?ATF_TARGET:ATF_SELF)|(val==2?ATF_SELF:0));
  2118. break;
  2119. case SP_ADDEFF_WHENHIT:
  2120. if (type2 > SC_MAX) {
  2121. ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
  2122. break;
  2123. }
  2124. if(sd->state.lr_flag != 2)
  2125. pc_bonus_addeff(sd->addeff2, MAX_PC_BONUS, type2, type3, 0,
  2126. ATF_SHORT|ATF_LONG|(val?ATF_TARGET:ATF_SELF)|(val==2?ATF_SELF:0));
  2127. break;
  2128. default:
  2129. if(battle_config.error_log)
  2130. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  2131. break;
  2132. }
  2133. return 0;
  2134. }
  2135. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  2136. {
  2137. nullpo_retr(0, sd);
  2138. switch(type){
  2139. case SP_AUTOSPELL:
  2140. if(sd->state.lr_flag != 2)
  2141. pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  2142. break;
  2143. case SP_AUTOSPELL_WHENHIT:
  2144. if(sd->state.lr_flag != 2)
  2145. pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
  2146. break;
  2147. default:
  2148. if(battle_config.error_log)
  2149. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  2150. break;
  2151. }
  2152. return 0;
  2153. }
  2154. /*==========================================
  2155. * スクリプトによるスキル所得
  2156. *------------------------------------------
  2157. */
  2158. int pc_skill(struct map_session_data *sd,int id,int level,int flag)
  2159. {
  2160. nullpo_retr(0, sd);
  2161. if(level>MAX_SKILL_LEVEL){
  2162. if(battle_config.error_log)
  2163. ShowError("pc_skill: Skill level %d too high. Max lv supported is MAX_SKILL_LEVEL (%d)\n", level, MAX_SKILL_LEVEL);
  2164. return 0;
  2165. }
  2166. 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
  2167. sd->status.skill[id].lv=level;
  2168. if (!skill_get_inf(id)) //Only recalculate for passive skills.
  2169. status_calc_pc(sd,0);
  2170. clif_skillinfoblock(sd);
  2171. }
  2172. 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
  2173. sd->status.skill[id].lv+=level;
  2174. if (!skill_get_inf(id)) //Only recalculate for passive skills.
  2175. status_calc_pc(sd,0);
  2176. clif_skillinfoblock(sd);
  2177. }
  2178. else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
  2179. if(sd->status.skill[id].id==id) {
  2180. if (!sd->status.skill[id].flag) //Non-granted skill, store it's level.
  2181. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  2182. } else {
  2183. sd->status.skill[id].id=id;
  2184. sd->status.skill[id].flag=1; // cardスキルとする
  2185. }
  2186. sd->status.skill[id].lv=level;
  2187. }
  2188. return 0;
  2189. }
  2190. /*==========================================
  2191. * カ?ド?入
  2192. *------------------------------------------
  2193. */
  2194. int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
  2195. {
  2196. int i, ep;
  2197. int nameid, cardid;
  2198. nullpo_retr(0, sd);
  2199. if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
  2200. return 0; //Invalid card index.
  2201. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
  2202. return 0; //Invalid item index.
  2203. nameid=sd->status.inventory[idx_equip].nameid;
  2204. cardid=sd->status.inventory[idx_card].nameid;
  2205. ep=sd->inventory_data[idx_card]->equip;
  2206. //Check validity
  2207. if( nameid <= 0 || cardid <= 0 ||
  2208. (sd->inventory_data[idx_equip]->type!=IT_WEAPON && sd->inventory_data[idx_equip]->type!=IT_ARMOR)||
  2209. sd->inventory_data[idx_card]->type!=IT_CARD || // Prevent Hack [Ancyker]
  2210. sd->status.inventory[idx_equip].identify==0 ||
  2211. itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) ||
  2212. !(sd->inventory_data[idx_equip]->equip&ep) ||
  2213. (sd->inventory_data[idx_equip]->type==IT_WEAPON && ep==EQP_SHIELD) || //Card shield attempted to place on left-hand weapon.
  2214. sd->status.inventory[idx_equip].equip){
  2215. clif_insert_card(sd,idx_equip,idx_card,1);
  2216. return 0;
  2217. }
  2218. for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
  2219. if( sd->status.inventory[idx_equip].card[i] == 0)
  2220. { //Free slot found.
  2221. sd->status.inventory[idx_equip].card[i]=cardid;
  2222. clif_insert_card(sd,idx_equip,idx_card,0);
  2223. pc_delitem(sd,idx_card,1,1);
  2224. return 0;
  2225. }
  2226. }
  2227. clif_insert_card(sd,idx_equip,idx_card,1);
  2228. return 0;
  2229. }
  2230. //
  2231. // アイテム物
  2232. //
  2233. /*==========================================
  2234. * スキルによる買い値修正
  2235. *------------------------------------------
  2236. */
  2237. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  2238. {
  2239. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  2240. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  2241. rate1 = 5+skill*2-((skill==10)? 1:0);
  2242. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  2243. rate2 = 5+skill*4;
  2244. if(rate1 < rate2) rate1 = rate2;
  2245. if(rate1)
  2246. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  2247. if(val < 0) val = 0;
  2248. if(orig_value > 0 && val < 1) val = 1;
  2249. return val;
  2250. }
  2251. /*==========================================
  2252. * スキルによる?り値修正
  2253. *------------------------------------------
  2254. */
  2255. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  2256. {
  2257. int skill,val = orig_value,rate = 0;
  2258. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  2259. rate = 5+skill*2-((skill==10)? 1:0);
  2260. if(rate)
  2261. val = (int)((double)orig_value*(double)(100+rate)/100.);
  2262. if(val < 0) val = 0;
  2263. if(orig_value > 0 && val < 1) val = 1;
  2264. return val;
  2265. }
  2266. /*==========================================
  2267. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  2268. * 3万個制限にかかるか確認
  2269. *------------------------------------------
  2270. */
  2271. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  2272. {
  2273. int i;
  2274. nullpo_retr(0, sd);
  2275. if(!itemdb_isstackable(nameid))
  2276. return ADDITEM_NEW;
  2277. for(i=0;i<MAX_INVENTORY;i++){
  2278. if(sd->status.inventory[i].nameid==nameid){
  2279. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2280. return ADDITEM_OVERAMOUNT;
  2281. return ADDITEM_EXIST;
  2282. }
  2283. }
  2284. if(amount > MAX_AMOUNT)
  2285. return ADDITEM_OVERAMOUNT;
  2286. return ADDITEM_NEW;
  2287. }
  2288. /*==========================================
  2289. * 空きアイテム欄の個?
  2290. *------------------------------------------
  2291. */
  2292. int pc_inventoryblank(struct map_session_data *sd)
  2293. {
  2294. int i,b;
  2295. nullpo_retr(0, sd);
  2296. for(i=0,b=0;i<MAX_INVENTORY;i++){
  2297. if(sd->status.inventory[i].nameid==0)
  2298. b++;
  2299. }
  2300. return b;
  2301. }
  2302. /*==========================================
  2303. * お金を?う
  2304. *------------------------------------------
  2305. */
  2306. int pc_payzeny(struct map_session_data *sd,int zeny)
  2307. {
  2308. nullpo_retr(0, sd);
  2309. if(sd->state.finalsave)
  2310. return 1;
  2311. if (zeny > 0 && sd->status.zeny < zeny)
  2312. return 1; //Not enough.
  2313. if (zeny < 0 && sd->status.zeny > MAX_ZENY +zeny)
  2314. return 1; //Overflow
  2315. sd->status.zeny-=zeny;
  2316. clif_updatestatus(sd,SP_ZENY);
  2317. return 0;
  2318. }
  2319. /*==========================================
  2320. * お金を得る
  2321. *------------------------------------------
  2322. */
  2323. int pc_getzeny(struct map_session_data *sd,int zeny)
  2324. {
  2325. double z;
  2326. nullpo_retr(0, sd);
  2327. z = (double)sd->status.zeny;
  2328. if(z + (double)zeny > MAX_ZENY) {
  2329. zeny = 0;
  2330. sd->status.zeny = MAX_ZENY;
  2331. }
  2332. sd->status.zeny+=zeny;
  2333. clif_updatestatus(sd,SP_ZENY);
  2334. if(zeny > 0 && sd->state.showzeny){
  2335. char output[255];
  2336. sprintf(output, "Gained %dz.", zeny);
  2337. clif_disp_onlyself(sd,output,strlen(output));
  2338. }
  2339. return 0;
  2340. }
  2341. /*==========================================
  2342. * アイテムを探して、インデックスを返す
  2343. *------------------------------------------
  2344. */
  2345. int pc_search_inventory(struct map_session_data *sd,int item_id)
  2346. {
  2347. int i;
  2348. nullpo_retr(-1, sd);
  2349. for(i=0;i<MAX_INVENTORY;i++) {
  2350. if(sd->status.inventory[i].nameid == item_id &&
  2351. (sd->status.inventory[i].amount > 0 || item_id == 0))
  2352. return i;
  2353. }
  2354. return -1;
  2355. }
  2356. /*==========================================
  2357. * アイテム追加。個?のみitem構造?の?字を無視
  2358. *------------------------------------------
  2359. */
  2360. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2361. {
  2362. struct item_data *data;
  2363. int i;
  2364. unsigned int w;
  2365. nullpo_retr(1, sd);
  2366. nullpo_retr(1, item_data);
  2367. if(sd->state.finalsave)
  2368. return 1;
  2369. if(item_data->nameid <= 0 || amount <= 0)
  2370. return 1;
  2371. if(amount > MAX_AMOUNT)
  2372. return 5;
  2373. data = itemdb_search(item_data->nameid);
  2374. w = data->weight*amount;
  2375. if(w > sd->max_weight - sd->weight)
  2376. return 2;
  2377. i = MAX_INVENTORY;
  2378. if (itemdb_isstackable2(data))
  2379. { //Stackable
  2380. for (i = 0; i < MAX_INVENTORY; i++)
  2381. {
  2382. if(sd->status.inventory[i].nameid == item_data->nameid &&
  2383. memcmp(&sd->status.inventory[i].card,&item_data->card,
  2384. sizeof(item_data->card))==0)
  2385. {
  2386. if (amount > MAX_AMOUNT - sd->status.inventory[i].amount)
  2387. return 5;
  2388. sd->status.inventory[i].amount += amount;
  2389. clif_additem(sd,i,amount,0);
  2390. break;
  2391. }
  2392. }
  2393. }
  2394. if (i >= MAX_INVENTORY){
  2395. i = pc_search_inventory(sd,0);
  2396. if(i<0) return 4;
  2397. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  2398. // clear equips field first, just in case
  2399. if (item_data->equip)
  2400. sd->status.inventory[i].equip = 0;
  2401. sd->status.inventory[i].amount = amount;
  2402. sd->inventory_data[i] = data;
  2403. clif_additem(sd,i,amount,0);
  2404. }
  2405. sd->weight += w;
  2406. clif_updatestatus(sd,SP_WEIGHT);
  2407. //Auto-equip
  2408. if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
  2409. return 0;
  2410. }
  2411. /*==========================================
  2412. * アイテムを減らす
  2413. *------------------------------------------
  2414. */
  2415. int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
  2416. {
  2417. nullpo_retr(1, sd);
  2418. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  2419. return 1;
  2420. sd->status.inventory[n].amount -= amount;
  2421. sd->weight -= sd->inventory_data[n]->weight*amount ;
  2422. if(sd->status.inventory[n].amount<=0){
  2423. if(sd->status.inventory[n].equip)
  2424. pc_unequipitem(sd,n,3);
  2425. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  2426. sd->inventory_data[n] = NULL;
  2427. }
  2428. if(!(type&1))
  2429. clif_delitem(sd,n,amount);
  2430. if(!(type&2))
  2431. clif_updatestatus(sd,SP_WEIGHT);
  2432. return 0;
  2433. }
  2434. /*==========================================
  2435. * アイテムを落す
  2436. *------------------------------------------
  2437. */
  2438. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  2439. {
  2440. nullpo_retr(1, sd);
  2441. if(n < 0 || n >= MAX_INVENTORY)
  2442. return 0;
  2443. if(amount <= 0)
  2444. return 0;
  2445. if (sd->status.inventory[n].nameid <= 0 ||
  2446. sd->status.inventory[n].amount < amount ||
  2447. sd->trade_partner != 0 || sd->vender_id != 0 ||
  2448. sd->status.inventory[n].amount <= 0)
  2449. return 0;
  2450. if (map[sd->bl.m].flag.nodrop) {
  2451. clif_displaymessage (sd->fd, msg_txt(271));
  2452. return 0; //Can't drop items in nodrop mapflag maps.
  2453. }
  2454. if (!pc_candrop(sd,&sd->status.inventory[n])) {
  2455. clif_displaymessage (sd->fd, msg_txt(263));
  2456. return 0;
  2457. }
  2458. //Logs items, dropped by (P)layers [Lupus]
  2459. if(log_config.enable_logs&0x8)
  2460. log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
  2461. //Logs
  2462. if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2))
  2463. return 0;
  2464. pc_delitem(sd, n, amount, 0);
  2465. return 1;
  2466. }
  2467. /*==========================================
  2468. * アイテムを拾う
  2469. *------------------------------------------
  2470. */
  2471. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  2472. {
  2473. int flag=0;
  2474. unsigned int tick = gettick();
  2475. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  2476. struct party_data *p=NULL;
  2477. nullpo_retr(0, sd);
  2478. nullpo_retr(0, fitem);
  2479. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
  2480. return 0; // 距離が遠い
  2481. if (sd->status.party_id)
  2482. p = party_search(sd->status.party_id);
  2483. if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id)
  2484. {
  2485. first_sd = map_id2sd(fitem->first_get_id);
  2486. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  2487. if (!(p && p->party.item&1 &&
  2488. first_sd && first_sd->status.party_id == sd->status.party_id
  2489. ))
  2490. return 0;
  2491. }
  2492. else
  2493. if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id)
  2494. {
  2495. second_sd = map_id2sd(fitem->second_get_id);
  2496. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  2497. if(!(p && p->party.item&1 &&
  2498. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2499. (second_sd && second_sd->status.party_id == sd->status.party_id))
  2500. ))
  2501. return 0;
  2502. }
  2503. else
  2504. if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id)
  2505. {
  2506. third_sd = map_id2sd(fitem->third_get_id);
  2507. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  2508. if(!(p && p->party.item&1 &&
  2509. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2510. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  2511. (third_sd && third_sd->status.party_id == sd->status.party_id))
  2512. ))
  2513. return 0;
  2514. }
  2515. }
  2516. }
  2517. }
  2518. //This function takes care of giving the item to whoever should have it
  2519. //considering party-share options.
  2520. if ((flag = party_share_loot(p,sd,&fitem->item_data, fitem->first_get_id))) {
  2521. clif_additem(sd,0,0,flag);
  2522. return 1;
  2523. }
  2524. //Display pickup animation.
  2525. pc_stop_attack(sd);
  2526. clif_takeitem(&sd->bl,&fitem->bl);
  2527. map_clearflooritem(fitem->bl.id);
  2528. return 1;
  2529. }
  2530. int pc_isUseitem(struct map_session_data *sd,int n)
  2531. {
  2532. struct item_data *item;
  2533. int nameid;
  2534. nullpo_retr(0, sd);
  2535. item = sd->inventory_data[n];
  2536. nameid = sd->status.inventory[n].nameid;
  2537. if(item == NULL)
  2538. return 0;
  2539. //Not consumable item
  2540. if(item->type != 0 && item->type != 2)
  2541. return 0;
  2542. if(!item->script) //if it has no script, you can't really consume it!
  2543. return 0;
  2544. //Anodyne (can't use Anodyne's Endure at GVG)
  2545. if(nameid == 605 && map_flag_gvg(sd->bl.m))
  2546. return 0;
  2547. //Fly Wing (can't use at GVG and when noteleport flag is on)
  2548. if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
  2549. clif_skill_teleportmessage(sd,0);
  2550. return 0;
  2551. }
  2552. //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza]
  2553. if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) {
  2554. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  2555. return 0;
  2556. }
  2557. //Butterfly Wing (can't use noreturn flag is on and if duel)
  2558. if(nameid == 602 && map[sd->bl.m].flag.noreturn)
  2559. return 0;
  2560. //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
  2561. if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
  2562. return 0;
  2563. //Anodyne/Aleovera not usable while sitting.
  2564. if ((nameid == 605 || nameid == 606) && pc_issit(sd))
  2565. return 0;
  2566. //added item_noequip.txt items check by Maya&[Lupus]
  2567. if (
  2568. (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
  2569. (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
  2570. (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
  2571. )
  2572. return 0;
  2573. //Gender check
  2574. if(item->sex != 2 && sd->status.sex != item->sex)
  2575. return 0;
  2576. //Required level check
  2577. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  2578. return 0;
  2579. //Not equipable by class. [Skotlex]
  2580. if (!(
  2581. (1<<(sd->class_&MAPID_BASEMASK)) &
  2582. (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
  2583. ))
  2584. return 0;
  2585. //Not usable by upper class. [Skotlex]
  2586. if(!(
  2587. (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
  2588. item->class_upper
  2589. ))
  2590. return 0;
  2591. //Dead Branch & Bloody Branch & Porings Box
  2592. if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
  2593. log_branch(sd);
  2594. return 1;
  2595. }
  2596. /*==========================================
  2597. * アイテムを使う
  2598. *------------------------------------------
  2599. */
  2600. int pc_useitem(struct map_session_data *sd,int n)
  2601. {
  2602. unsigned int tick = gettick();
  2603. int amount;
  2604. struct script_code *script;
  2605. nullpo_retr(0, sd);
  2606. if(sd->status.inventory[n].nameid <= 0 ||
  2607. sd->status.inventory[n].amount <= 0)
  2608. return 0;
  2609. if(!pc_isUseitem(sd,n))
  2610. return 0;
  2611. //Prevent mass item usage. [Skotlex]
  2612. if(DIFF_TICK(sd->canuseitem_tick, tick) > 0)
  2613. return 0;
  2614. if (sd->sc.count && (
  2615. sd->sc.data[SC_BERSERK].timer!=-1 ||
  2616. sd->sc.data[SC_MARIONETTE].timer!=-1 ||
  2617. sd->sc.data[SC_GRAVITATION].timer!=-1 ||
  2618. //Cannot use Potions/Healing items while under Gospel.
  2619. (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0)
  2620. ))
  2621. return 0;
  2622. sd->itemid = sd->status.inventory[n].nameid;
  2623. sd->itemindex = n;
  2624. amount = sd->status.inventory[n].amount;
  2625. script = sd->inventory_data[n]->script;
  2626. //Check if the item is to be consumed inmediately [Skotlex]
  2627. if (sd->inventory_data[n]->flag.delay_consume)
  2628. clif_useitemack(sd,n,amount,1);
  2629. else {
  2630. clif_useitemack(sd,n,amount-1,1);
  2631. //Logs (C)onsumable items [Lupus]
  2632. if(log_config.enable_logs&0x100)
  2633. log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
  2634. //Logs
  2635. pc_delitem(sd,n,1,1);
  2636. }
  2637. if(sd->status.inventory[n].card[0]==CARD0_CREATE &&
  2638. pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
  2639. {
  2640. potion_flag = 2; // Famous player's potions have 50% more efficiency
  2641. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
  2642. potion_flag = 3; //Even more effective potions.
  2643. }
  2644. sd->canuseitem_tick= tick + battle_config.item_use_interval; //Update item use time.
  2645. //sd->npc_id = fake_nd->bl.id;
  2646. run_script(script,0,sd->bl.id,fake_nd->bl.id);
  2647. potion_flag = 0;
  2648. return 1;
  2649. }
  2650. /*==========================================
  2651. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  2652. *------------------------------------------
  2653. */
  2654. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2655. {
  2656. struct item_data *data;
  2657. int i,w;
  2658. nullpo_retr(1, sd);
  2659. nullpo_retr(1, item_data);
  2660. if(sd->state.finalsave)
  2661. return 1;
  2662. if(item_data->nameid <= 0 || amount <= 0)
  2663. return 1;
  2664. data = itemdb_search(item_data->nameid);
  2665. if(!itemdb_cancartstore(item_data, pc_isGM(sd)))
  2666. { //Check item trade restrictions [Skotlex]
  2667. clif_displaymessage (sd->fd, msg_txt(264));
  2668. return 1;
  2669. }
  2670. if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
  2671. return 1;
  2672. i=MAX_CART;
  2673. if(itemdb_isstackable2(data)){
  2674. for(i=0;i<MAX_CART;i++){
  2675. if(sd->status.cart[i].nameid==item_data->nameid &&
  2676. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  2677. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
  2678. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  2679. return 1;
  2680. sd->status.cart[i].amount+=amount;
  2681. clif_cart_additem(sd,i,amount,0);
  2682. break;
  2683. }
  2684. }
  2685. }
  2686. if(i >= MAX_CART){
  2687. for(i=0;i<MAX_CART;i++){
  2688. if(sd->status.cart[i].nameid==0){
  2689. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  2690. sd->status.cart[i].amount=amount;
  2691. sd->cart_num++;
  2692. clif_cart_additem(sd,i,amount,0);
  2693. break;
  2694. }
  2695. }
  2696. if(i >= MAX_CART)
  2697. return 1;
  2698. }
  2699. sd->cart_weight += w;
  2700. clif_updatestatus(sd,SP_CARTINFO);
  2701. return 0;
  2702. }
  2703. /*==========================================
  2704. * カ?トアイテムを減らす
  2705. *------------------------------------------
  2706. */
  2707. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
  2708. {
  2709. nullpo_retr(1, sd);
  2710. if(sd->state.finalsave)
  2711. return 1;
  2712. if(sd->status.cart[n].nameid==0 ||
  2713. sd->status.cart[n].amount<amount)
  2714. return 1;
  2715. sd->status.cart[n].amount -= amount;
  2716. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  2717. if(sd->status.cart[n].amount <= 0){
  2718. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  2719. sd->cart_num--;
  2720. }
  2721. if(!type) {
  2722. clif_cart_delitem(sd,n,amount);
  2723. clif_updatestatus(sd,SP_CARTINFO);
  2724. }
  2725. return 0;
  2726. }
  2727. /*==========================================
  2728. * カ?トへアイテム移動
  2729. *------------------------------------------
  2730. */
  2731. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
  2732. struct item *item_data;
  2733. nullpo_retr(0, sd);
  2734. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2735. return 1;
  2736. item_data = &sd->status.inventory[idx];
  2737. if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
  2738. return 1;
  2739. if (pc_cart_additem(sd,item_data,amount) == 0)
  2740. return pc_delitem(sd,idx,amount,0);
  2741. return 1;
  2742. }
  2743. /*==========================================
  2744. * カ?ト?のアイテム?確認(個?の差分を返す)
  2745. *------------------------------------------
  2746. */
  2747. int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
  2748. {
  2749. struct item *item_data;
  2750. nullpo_retr(-1, sd);
  2751. nullpo_retr(-1, item_data=&sd->status.cart[idx]);
  2752. if( item_data->nameid==0 || !item_data->amount)
  2753. return -1;
  2754. return item_data->amount-amount;
  2755. }
  2756. /*==========================================
  2757. * カ?トからアイテム移動
  2758. *------------------------------------------
  2759. */
  2760. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  2761. {
  2762. struct item *item_data;
  2763. int flag;
  2764. nullpo_retr(0, sd);
  2765. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2766. return 1;
  2767. item_data=&sd->status.cart[idx];
  2768. if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
  2769. return 1;
  2770. if((flag = pc_additem(sd,item_data,amount)) == 0)
  2771. return pc_cart_delitem(sd,idx,amount,0);
  2772. clif_additem(sd,0,0,flag);
  2773. return 1;
  2774. }
  2775. /*==========================================
  2776. * スティル品公開
  2777. *------------------------------------------
  2778. */
  2779. int pc_show_steal(struct block_list *bl,va_list ap)
  2780. {
  2781. struct map_session_data *sd;
  2782. int itemid;
  2783. int type;
  2784. struct item_data *item=NULL;
  2785. char output[100];
  2786. nullpo_retr(0, bl);
  2787. nullpo_retr(0, ap);
  2788. nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
  2789. itemid=va_arg(ap,int);
  2790. type=va_arg(ap,int);
  2791. if(!type){
  2792. if((item=itemdb_exists(itemid))==NULL)
  2793. sprintf(output,"%s stole an Unknown Item.",sd->status.name);
  2794. else
  2795. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  2796. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2797. }else{
  2798. sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
  2799. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2800. }
  2801. return 0;
  2802. }
  2803. /*==========================================
  2804. *
  2805. *------------------------------------------
  2806. */
  2807. //** pc.c:
  2808. int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
  2809. {
  2810. int i,skill,itemid,flag;
  2811. struct status_data *sd_status, *md_status;
  2812. struct mob_data *md;
  2813. struct item tmp_item;
  2814. if(!sd || !bl || bl->type!=BL_MOB)
  2815. return 0;
  2816. sd_status= status_get_status_data(&sd->bl);
  2817. md_status= status_get_status_data(bl);
  2818. md = (TBL_MOB *)bl;
  2819. if(md->state.steal_flag>=battle_config.skill_steal_max_tries || md_status->mode&MD_BOSS || md->master_id ||
  2820. (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
  2821. map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
  2822. md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
  2823. )
  2824. return 0;
  2825. skill = battle_config.skill_steal_type == 1
  2826. ? (sd_status->dex - md_status->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
  2827. : sd_status->dex - md_status->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
  2828. skill+= sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex]
  2829. if (skill < 1)
  2830. return 0;
  2831. md->state.steal_flag++; //increase steal tries number
  2832. for(i = 0; i<MAX_MOB_DROP; i++)//Pick one mobs drop slot.
  2833. {
  2834. itemid = md->db->dropitem[i].nameid;
  2835. if(itemid <= 0 || (itemid>4000 && itemid<5000 && pc_checkskill(sd,TF_STEAL) <= 5))
  2836. continue;
  2837. if(rand() % 10000 < md->db->dropitem[i].p*skill/100)
  2838. break;
  2839. }
  2840. if (i == MAX_MOB_DROP)
  2841. return 0;
  2842. md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
  2843. memset(&tmp_item,0,sizeof(tmp_item));
  2844. tmp_item.nameid = itemid;
  2845. tmp_item.amount = 1;
  2846. tmp_item.identify = itemdb_isidentified(itemid);
  2847. flag = pc_additem(sd,&tmp_item,1);
  2848. if(battle_config.show_steal_in_same_party)
  2849. party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0);
  2850. if(flag)
  2851. clif_additem(sd,0,0,flag);
  2852. else
  2853. { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
  2854. //Logs items, Stolen from mobs [Lupus]
  2855. if(log_config.enable_logs&0x80) {
  2856. log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
  2857. log_pick(sd, "P", 0, itemid, 1, NULL);
  2858. }
  2859. //A Rare Steal Global Announce by Lupus
  2860. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  2861. struct item_data *i_data;
  2862. char message[128];
  2863. i_data = itemdb_search(itemid);
  2864. 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);
  2865. //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
  2866. intif_GMmessage(message,strlen(message)+1,0);
  2867. }
  2868. }
  2869. return 1;
  2870. }
  2871. /*==========================================
  2872. *
  2873. *------------------------------------------
  2874. */
  2875. int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
  2876. {
  2877. int rate,skill;
  2878. struct mob_data *md;
  2879. if(!sd || !target || target->type != BL_MOB)
  2880. return 0;
  2881. md = (TBL_MOB*)target;
  2882. if(md->state.steal_coin_flag || md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1)
  2883. return 0;
  2884. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  2885. rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
  2886. if(rand()%1000 < rate) {
  2887. pc_getzeny(sd,md->db->lv*10 + rand()%100);
  2888. md->state.steal_coin_flag = 1;
  2889. return 1;
  2890. }
  2891. return 0;
  2892. }
  2893. //
  2894. //
  2895. //
  2896. /*==========================================
  2897. * Set's a player position.
  2898. * Return values:
  2899. * 0 - Success.
  2900. * 1 - Invalid map index.
  2901. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  2902. * 3 - Failed to warp player because it was in transition between maps.
  2903. *------------------------------------------
  2904. */
  2905. int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
  2906. {
  2907. int m;
  2908. nullpo_retr(0, sd);
  2909. if (!mapindex || !mapindex_id2name(mapindex)) {
  2910. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  2911. return 1;
  2912. }
  2913. m=map_mapindex2mapid(mapindex);
  2914. if (sd->mapindex != mapindex)
  2915. { //Misc map-changing settings
  2916. party_send_dot_remove(sd); //minimap dot fix [Kevin]
  2917. guild_send_dot_remove(sd);
  2918. skill_clear_group(&sd->bl, 1|4|(battle_config.traps_setting&2));
  2919. if (sd->sc.count)
  2920. { //Cancel some map related stuff.
  2921. if (sd->sc.data[SC_WARM].timer != -1)
  2922. status_change_end(&sd->bl,SC_WARM,-1);
  2923. if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
  2924. status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
  2925. if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
  2926. status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
  2927. if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
  2928. status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
  2929. if (sd->sc.data[SC_KNOWLEDGE].timer != -1) {
  2930. delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer);
  2931. 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);
  2932. }
  2933. }
  2934. }
  2935. if(m<0){
  2936. if(sd->mapindex){
  2937. int ip,port;
  2938. if(map_mapname2ipport(mapindex,&ip,&port)==0){
  2939. unit_remove_map(&sd->bl,clrtype);
  2940. sd->mapindex = mapindex;
  2941. sd->bl.x=x;
  2942. sd->bl.y=y;
  2943. sd->state.waitingdisconnect=1;
  2944. pc_clean_skilltree(sd);
  2945. if(sd->status.pet_id > 0 && sd->pd) {
  2946. unit_remove_map(&sd->pd->bl, clrtype);
  2947. intif_save_petdata(sd->status.account_id,&sd->pet);
  2948. }
  2949. if(sd->status.hom_id > 0 && sd->hd) { //orn
  2950. unit_remove_map(&sd->hd->bl, clrtype);
  2951. intif_homunculus_requestsave(sd->status.account_id, &sd->homunculus);
  2952. }
  2953. chrif_save(sd,2);
  2954. chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
  2955. return 0;
  2956. }
  2957. }
  2958. return 2;
  2959. }
  2960. if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
  2961. x=y=0;
  2962. if((x==0 && y==0) ||
  2963. (map_getcell(m, x, y, CELL_CHKNOPASS) &&
  2964. !map_getcell(m, x, y, CELL_CHKICEWALL) &&
  2965. #ifdef CELL_NOSTACK
  2966. !map_getcell(m, x, y, CELL_CHKSTACK) &&
  2967. #endif
  2968. !map_getcell(m, x, y, CELL_CHKMOONLIT))
  2969. ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
  2970. if(x||y) {
  2971. if(battle_config.error_log)
  2972. ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
  2973. }
  2974. do {
  2975. x=rand()%(map[m].xs-2)+1;
  2976. y=rand()%(map[m].ys-2)+1;
  2977. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  2978. }
  2979. if(sd->bl.prev != NULL){
  2980. unit_remove_map(&sd->bl, clrtype);
  2981. if(sd->status.pet_id > 0 && sd->pd)
  2982. unit_remove_map(&sd->pd->bl, clrtype);
  2983. if(sd->status.hom_id > 0 && sd->hd) //orn
  2984. unit_remove_map(&sd->hd->bl, clrtype);
  2985. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  2986. } else if(sd->state.auth)
  2987. //Tag player for rewarping after map-loading is done. [Skotlex]
  2988. sd->state.rewarp = 1;
  2989. sd->mapindex = mapindex;
  2990. sd->bl.m = m;
  2991. sd->bl.x = sd->ud.to_x = x;
  2992. sd->bl.y = sd->ud.to_y = y;
  2993. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  2994. sd->pd->bl.m = m;
  2995. sd->pd->bl.x = sd->pd->ud.to_x = x;
  2996. sd->pd->bl.y = sd->pd->ud.to_y = y;
  2997. sd->pd->ud.dir = sd->ud.dir;
  2998. }
  2999. if(sd->status.hom_id > 0 && sd->hd ) { //orn
  3000. sd->hd->bl.m = m;
  3001. sd->hd->bl.x = sd->hd->ud.to_x = x;
  3002. sd->hd->bl.y = sd->hd->ud.to_y = y;
  3003. sd->hd->ud.dir = sd->ud.dir;
  3004. }
  3005. return 0;
  3006. }
  3007. /*==========================================
  3008. * PCのランダムワ?プ
  3009. *------------------------------------------
  3010. */
  3011. int pc_randomwarp(struct map_session_data *sd, int type) {
  3012. int x,y,i=0;
  3013. int m;
  3014. nullpo_retr(0, sd);
  3015. m=sd->bl.m;
  3016. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  3017. return 0;
  3018. do{
  3019. x=rand()%(map[m].xs-2)+1;
  3020. y=rand()%(map[m].ys-2)+1;
  3021. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  3022. if (i < 1000)
  3023. return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  3024. return 0;
  3025. }
  3026. /*==========================================
  3027. * 現在位置のメモ
  3028. *------------------------------------------
  3029. */
  3030. int pc_memo(struct map_session_data *sd, int i) {
  3031. int skill;
  3032. int j;
  3033. nullpo_retr(0, sd);
  3034. skill = pc_checkskill(sd, AL_WARP);
  3035. if (i >= MIN_PORTAL_MEMO)
  3036. i -= MIN_PORTAL_MEMO;
  3037. else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
  3038. clif_skill_teleportmessage(sd, 1);
  3039. return 0;
  3040. }
  3041. if (skill < 1) {
  3042. clif_skill_memo(sd,2);
  3043. }
  3044. if (skill < 2 || i < -1 || i > 2) {
  3045. clif_skill_memo(sd, 1);
  3046. return 0;
  3047. }
  3048. for(j = 0 ; j < 3; j++) {
  3049. if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
  3050. i = j;
  3051. break;
  3052. }
  3053. }
  3054. if (i == -1) {
  3055. for(i = skill - 3; i >= 0; i--) {
  3056. memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
  3057. sizeof(struct point));
  3058. }
  3059. i = 0;
  3060. }
  3061. sd->status.memo_point[i].map = map[sd->bl.m].index;
  3062. sd->status.memo_point[i].x = sd->bl.x;
  3063. sd->status.memo_point[i].y = sd->bl.y;
  3064. clif_skill_memo(sd, 0);
  3065. return 1;
  3066. }
  3067. //
  3068. // 武器??
  3069. //
  3070. /*==========================================
  3071. * スキルの?索 所有していた場合Lvが返る
  3072. *------------------------------------------
  3073. */
  3074. int pc_checkskill(struct map_session_data *sd,int skill_id)
  3075. {
  3076. if(sd == NULL) return 0;
  3077. if( skill_id>=10000 ){
  3078. struct guild *g;
  3079. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  3080. return guild_checkskill(g,skill_id);
  3081. return 0;
  3082. }
  3083. if(sd->status.skill[skill_id].id == skill_id)
  3084. return (sd->status.skill[skill_id].lv);
  3085. return 0;
  3086. }
  3087. /*==========================================
  3088. * 武器?更によるスキルの??チェック
  3089. * 引?:
  3090. * struct map_session_data *sd セッションデ?タ
  3091. * int nameid ?備品ID
  3092. * 返り値:
  3093. * 0 ?更なし
  3094. * -1 スキルを解除
  3095. *------------------------------------------
  3096. */
  3097. int pc_checkallowskill(struct map_session_data *sd)
  3098. {
  3099. const int scw_list[] = {
  3100. SC_TWOHANDQUICKEN,
  3101. SC_ONEHAND,
  3102. SC_AURABLADE,
  3103. SC_PARRYING,
  3104. SC_SPEARQUICKEN,
  3105. SC_ADRENALINE,
  3106. SC_ADRENALINE2,
  3107. SC_GATLINGFEVER
  3108. };
  3109. const int scs_list[] = {
  3110. SC_AUTOGUARD,
  3111. SC_DEFENDER,
  3112. SC_REFLECTSHIELD
  3113. };
  3114. int i;
  3115. nullpo_retr(0, sd);
  3116. if(!sd->sc.count)
  3117. return 0;
  3118. for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++)
  3119. { // Skills requiring specific weapon types
  3120. if(sd->sc.data[scw_list[i]].timer!=-1 &&
  3121. !pc_check_weapontype(sd,
  3122. skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])))
  3123. status_change_end(&sd->bl,scw_list[i],-1);
  3124. }
  3125. if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
  3126. // Spurt requires bare hands (feet, in fact xD)
  3127. status_change_end(&sd->bl,SC_SPURT,-1);
  3128. if(sd->status.shield <= 0) { // Skills requiring a shield
  3129. for (i = 0; i < sizeof(scs_list)/sizeof(scs_list[0]); i++)
  3130. if(sd->sc.data[scs_list[i]].timer!=-1) // Guard
  3131. status_change_end(&sd->bl,scs_list[i],-1);
  3132. }
  3133. return 0;
  3134. }
  3135. /*==========================================
  3136. * ? 備品のチェック
  3137. *------------------------------------------
  3138. */
  3139. int pc_checkequip(struct map_session_data *sd,int pos)
  3140. {
  3141. int i;
  3142. nullpo_retr(-1, sd);
  3143. for(i=0;i<EQI_MAX;i++){
  3144. if(pos & equip_pos[i])
  3145. return sd->equip_index[i];
  3146. }
  3147. return -1;
  3148. }
  3149. /*==========================================
  3150. * Convert's from the client's lame Job ID system
  3151. * to the map server's 'makes sense' system. [Skotlex]
  3152. *------------------------------------------
  3153. */
  3154. int pc_jobid2mapid(unsigned short b_class)
  3155. {
  3156. int class_ = 0;
  3157. if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
  3158. {
  3159. if (b_class == JOB_SUPER_BABY)
  3160. b_class = JOB_SUPER_NOVICE;
  3161. else
  3162. b_class -= JOB_BABY;
  3163. class_|= JOBL_BABY;
  3164. }
  3165. else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
  3166. {
  3167. b_class -= JOB_NOVICE_HIGH;
  3168. class_|= JOBL_UPPER;
  3169. }
  3170. if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
  3171. class_|= JOBL_2_1;
  3172. else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
  3173. class_|= JOBL_2_2;
  3174. switch (b_class)
  3175. {
  3176. case JOB_NOVICE:
  3177. case JOB_SWORDMAN:
  3178. case JOB_MAGE:
  3179. case JOB_ARCHER:
  3180. case JOB_ACOLYTE:
  3181. case JOB_MERCHANT:
  3182. case JOB_THIEF:
  3183. class_ |= b_class;
  3184. break;
  3185. case JOB_KNIGHT:
  3186. case JOB_KNIGHT2:
  3187. case JOB_CRUSADER:
  3188. case JOB_CRUSADER2:
  3189. class_ |= MAPID_SWORDMAN;
  3190. break;
  3191. case JOB_PRIEST:
  3192. case JOB_MONK:
  3193. class_ |= MAPID_ACOLYTE;
  3194. break;
  3195. case JOB_WIZARD:
  3196. case JOB_SAGE:
  3197. class_ |= MAPID_MAGE;
  3198. break;
  3199. case JOB_BLACKSMITH:
  3200. case JOB_ALCHEMIST:
  3201. class_ |= MAPID_MERCHANT;
  3202. break;
  3203. case JOB_HUNTER:
  3204. case JOB_BARD:
  3205. case JOB_DANCER:
  3206. class_ |= MAPID_ARCHER;
  3207. break;
  3208. case JOB_ASSASSIN:
  3209. case JOB_ROGUE:
  3210. class_ |= MAPID_THIEF;
  3211. break;
  3212. case JOB_STAR_GLADIATOR:
  3213. case JOB_STAR_GLADIATOR2:
  3214. class_ |= JOBL_2_1;
  3215. class_ |= MAPID_TAEKWON;
  3216. break;
  3217. case JOB_SOUL_LINKER:
  3218. class_ |= JOBL_2_2;
  3219. case JOB_TAEKWON:
  3220. class_ |= MAPID_TAEKWON;
  3221. break;
  3222. case JOB_WEDDING:
  3223. class_ = MAPID_WEDDING;
  3224. break;
  3225. case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
  3226. class_ |= JOBL_2_1;
  3227. break;
  3228. case JOB_GUNSLINGER:
  3229. class_ |= MAPID_GUNSLINGER;
  3230. break;
  3231. case JOB_NINJA:
  3232. class_ |= MAPID_NINJA;
  3233. break;
  3234. case JOB_XMAS:
  3235. class_ = MAPID_XMAS;
  3236. break;
  3237. default:
  3238. ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
  3239. return -1;
  3240. }
  3241. return class_;
  3242. }
  3243. //Reverts the map-style class id to the client-style one.
  3244. int pc_mapid2jobid(unsigned short class_, int sex) {
  3245. switch(class_) {
  3246. case MAPID_NOVICE:
  3247. return JOB_NOVICE;
  3248. case MAPID_SWORDMAN:
  3249. return JOB_SWORDMAN;
  3250. case MAPID_MAGE:
  3251. return JOB_MAGE;
  3252. case MAPID_ARCHER:
  3253. return JOB_ARCHER;
  3254. case MAPID_ACOLYTE:
  3255. return JOB_ACOLYTE;
  3256. case MAPID_MERCHANT:
  3257. return JOB_MERCHANT;
  3258. case MAPID_THIEF:
  3259. return JOB_THIEF;
  3260. case MAPID_TAEKWON:
  3261. return JOB_TAEKWON;
  3262. case MAPID_WEDDING:
  3263. return JOB_WEDDING;
  3264. case MAPID_GUNSLINGER:
  3265. return JOB_GUNSLINGER;
  3266. case MAPID_NINJA:
  3267. return JOB_NINJA;
  3268. case MAPID_XMAS: // [Valaris]
  3269. return JOB_XMAS;
  3270. //2_1 classes
  3271. case MAPID_SUPER_NOVICE:
  3272. return JOB_SUPER_NOVICE;
  3273. case MAPID_KNIGHT:
  3274. return JOB_KNIGHT;
  3275. case MAPID_WIZARD:
  3276. return JOB_WIZARD;
  3277. case MAPID_HUNTER:
  3278. return JOB_HUNTER;
  3279. case MAPID_PRIEST:
  3280. return JOB_PRIEST;
  3281. case MAPID_BLACKSMITH:
  3282. return JOB_BLACKSMITH;
  3283. case MAPID_ASSASSIN:
  3284. return JOB_ASSASSIN;
  3285. case MAPID_STAR_GLADIATOR:
  3286. return JOB_STAR_GLADIATOR;
  3287. //2_2 classes
  3288. case MAPID_CRUSADER:
  3289. return JOB_CRUSADER;
  3290. case MAPID_SAGE:
  3291. return JOB_SAGE;
  3292. case MAPID_BARDDANCER:
  3293. return sex?JOB_BARD:JOB_DANCER;
  3294. case MAPID_MONK:
  3295. return JOB_MONK;
  3296. case MAPID_ALCHEMIST:
  3297. return JOB_ALCHEMIST;
  3298. case MAPID_ROGUE:
  3299. return JOB_ROGUE;
  3300. case MAPID_SOUL_LINKER:
  3301. return JOB_SOUL_LINKER;
  3302. //1-1: advanced
  3303. case MAPID_NOVICE_HIGH:
  3304. return JOB_NOVICE_HIGH;
  3305. case MAPID_SWORDMAN_HIGH:
  3306. return JOB_SWORDMAN_HIGH;
  3307. case MAPID_MAGE_HIGH:
  3308. return JOB_MAGE_HIGH;
  3309. case MAPID_ARCHER_HIGH:
  3310. return JOB_ARCHER_HIGH;
  3311. case MAPID_ACOLYTE_HIGH:
  3312. return JOB_ACOLYTE_HIGH;
  3313. case MAPID_MERCHANT_HIGH:
  3314. return JOB_MERCHANT_HIGH;
  3315. case MAPID_THIEF_HIGH:
  3316. return JOB_THIEF_HIGH;
  3317. //2_1 advanced
  3318. case MAPID_LORD_KNIGHT:
  3319. return JOB_LORD_KNIGHT;
  3320. case MAPID_HIGH_WIZARD:
  3321. return JOB_HIGH_WIZARD;
  3322. case MAPID_SNIPER:
  3323. return JOB_SNIPER;
  3324. case MAPID_HIGH_PRIEST:
  3325. return JOB_HIGH_PRIEST;
  3326. case MAPID_WHITESMITH:
  3327. return JOB_WHITESMITH;
  3328. case MAPID_ASSASSIN_CROSS:
  3329. return JOB_ASSASSIN_CROSS;
  3330. //2_2 advanced
  3331. case MAPID_PALADIN:
  3332. return JOB_PALADIN;
  3333. case MAPID_PROFESSOR:
  3334. return JOB_PROFESSOR;
  3335. case MAPID_CLOWNGYPSY:
  3336. return sex?JOB_CLOWN:JOB_GYPSY;
  3337. case MAPID_CHAMPION:
  3338. return JOB_CHAMPION;
  3339. case MAPID_CREATOR:
  3340. return JOB_CREATOR;
  3341. case MAPID_STALKER:
  3342. return JOB_STALKER;
  3343. //1-1 baby
  3344. case MAPID_BABY:
  3345. return JOB_BABY;
  3346. case MAPID_BABY_SWORDMAN:
  3347. return JOB_BABY_SWORDMAN;
  3348. case MAPID_BABY_MAGE:
  3349. return JOB_BABY_MAGE;
  3350. case MAPID_BABY_ARCHER:
  3351. return JOB_BABY_ARCHER;
  3352. case MAPID_BABY_ACOLYTE:
  3353. return JOB_BABY_ACOLYTE;
  3354. case MAPID_BABY_MERCHANT:
  3355. return JOB_BABY_MERCHANT;
  3356. case MAPID_BABY_THIEF:
  3357. return JOB_BABY_THIEF;
  3358. //2_1 baby
  3359. case MAPID_SUPER_BABY:
  3360. return JOB_SUPER_BABY;
  3361. case MAPID_BABY_KNIGHT:
  3362. return JOB_BABY_KNIGHT;
  3363. case MAPID_BABY_WIZARD:
  3364. return JOB_BABY_WIZARD;
  3365. case MAPID_BABY_HUNTER:
  3366. return JOB_BABY_HUNTER;
  3367. case MAPID_BABY_PRIEST:
  3368. return JOB_BABY_PRIEST;
  3369. case MAPID_BABY_BLACKSMITH:
  3370. return JOB_BABY_BLACKSMITH;
  3371. case MAPID_BABY_ASSASSIN:
  3372. return JOB_BABY_ASSASSIN;
  3373. //2_2 baby
  3374. case MAPID_BABY_CRUSADER:
  3375. return JOB_BABY_CRUSADER;
  3376. case MAPID_BABY_SAGE:
  3377. return JOB_BABY_SAGE;
  3378. case MAPID_BABY_BARDDANCER:
  3379. return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  3380. case MAPID_BABY_MONK:
  3381. return JOB_BABY_MONK;
  3382. case MAPID_BABY_ALCHEMIST:
  3383. return JOB_BABY_ALCHEMIST;
  3384. case MAPID_BABY_ROGUE:
  3385. return JOB_BABY_ROGUE;
  3386. default:
  3387. ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
  3388. return -1;
  3389. }
  3390. }
  3391. /*====================================================
  3392. * This function return the name of the job (by [Yor])
  3393. *----------------------------------------------------
  3394. */
  3395. char * job_name(int class_) {
  3396. switch (class_) {
  3397. case JOB_NOVICE:
  3398. case JOB_SWORDMAN:
  3399. case JOB_MAGE:
  3400. case JOB_ARCHER:
  3401. case JOB_ACOLYTE:
  3402. case JOB_MERCHANT:
  3403. case JOB_THIEF:
  3404. return msg_txt(550 - JOB_NOVICE+class_);
  3405. case JOB_KNIGHT:
  3406. case JOB_PRIEST:
  3407. case JOB_WIZARD:
  3408. case JOB_BLACKSMITH:
  3409. case JOB_HUNTER:
  3410. case JOB_ASSASSIN:
  3411. return msg_txt(557 - JOB_KNIGHT+class_);
  3412. case JOB_KNIGHT2:
  3413. return msg_txt(557);
  3414. case JOB_CRUSADER:
  3415. case JOB_MONK:
  3416. case JOB_SAGE:
  3417. case JOB_ROGUE:
  3418. case JOB_ALCHEMIST:
  3419. case JOB_BARD:
  3420. case JOB_DANCER:
  3421. return msg_txt(563 - JOB_CRUSADER+class_);
  3422. case JOB_CRUSADER2:
  3423. return msg_txt(563);
  3424. case JOB_WEDDING:
  3425. case JOB_SUPER_NOVICE:
  3426. case JOB_XMAS:
  3427. return msg_txt(570 - JOB_WEDDING+class_);
  3428. case JOB_NOVICE_HIGH:
  3429. case JOB_SWORDMAN_HIGH:
  3430. case JOB_MAGE_HIGH:
  3431. case JOB_ARCHER_HIGH:
  3432. case JOB_ACOLYTE_HIGH:
  3433. case JOB_MERCHANT_HIGH:
  3434. case JOB_THIEF_HIGH:
  3435. return msg_txt(575 - JOB_NOVICE_HIGH+class_);
  3436. case JOB_LORD_KNIGHT:
  3437. case JOB_HIGH_PRIEST:
  3438. case JOB_HIGH_WIZARD:
  3439. case JOB_WHITESMITH:
  3440. case JOB_SNIPER:
  3441. case JOB_ASSASSIN_CROSS:
  3442. return msg_txt(582 - JOB_LORD_KNIGHT+class_);
  3443. case JOB_LORD_KNIGHT2:
  3444. return msg_txt(582);
  3445. case JOB_PALADIN:
  3446. case JOB_CHAMPION:
  3447. case JOB_PROFESSOR:
  3448. case JOB_STALKER:
  3449. case JOB_CREATOR:
  3450. case JOB_CLOWN:
  3451. case JOB_GYPSY:
  3452. return msg_txt(588 - JOB_PALADIN + class_);
  3453. case JOB_PALADIN2:
  3454. return msg_txt(588);
  3455. case JOB_BABY:
  3456. case JOB_BABY_SWORDMAN:
  3457. case JOB_BABY_MAGE:
  3458. case JOB_BABY_ARCHER:
  3459. case JOB_BABY_ACOLYTE:
  3460. case JOB_BABY_MERCHANT:
  3461. case JOB_BABY_THIEF:
  3462. return msg_txt(595 - JOB_BABY + class_);
  3463. case JOB_BABY_KNIGHT:
  3464. case JOB_BABY_PRIEST:
  3465. case JOB_BABY_WIZARD:
  3466. case JOB_BABY_BLACKSMITH:
  3467. case JOB_BABY_HUNTER:
  3468. case JOB_BABY_ASSASSIN:
  3469. return msg_txt(602 - JOB_BABY_KNIGHT + class_);
  3470. case JOB_BABY_KNIGHT2:
  3471. return msg_txt(602);
  3472. case JOB_BABY_CRUSADER:
  3473. case JOB_BABY_MONK:
  3474. case JOB_BABY_SAGE:
  3475. case JOB_BABY_ROGUE:
  3476. case JOB_BABY_ALCHEMIST:
  3477. case JOB_BABY_BARD:
  3478. case JOB_BABY_DANCER:
  3479. return msg_txt(608 - JOB_BABY_CRUSADER +class_);
  3480. case JOB_BABY_CRUSADER2:
  3481. return msg_txt(608);
  3482. case JOB_SUPER_BABY:
  3483. return msg_txt(615);
  3484. case JOB_TAEKWON:
  3485. return msg_txt(616);
  3486. case JOB_STAR_GLADIATOR:
  3487. case JOB_STAR_GLADIATOR2:
  3488. return msg_txt(617);
  3489. case JOB_SOUL_LINKER:
  3490. return msg_txt(618);
  3491. case JOB_GUNSLINGER:
  3492. return msg_txt(619);
  3493. case JOB_NINJA:
  3494. return msg_txt(620);
  3495. default:
  3496. return msg_txt(650);
  3497. }
  3498. }
  3499. int pc_follow_timer(int tid,unsigned int tick,int id,int data)
  3500. {
  3501. struct map_session_data *sd;
  3502. struct block_list *tbl;
  3503. sd = map_id2sd(id);
  3504. nullpo_retr(0, sd);
  3505. if (sd->followtimer != tid){
  3506. if(battle_config.error_log)
  3507. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  3508. sd->followtimer = -1;
  3509. return 0;
  3510. }
  3511. sd->followtimer = -1;
  3512. if (pc_isdead(sd))
  3513. return 0;
  3514. if ((tbl = map_id2bl(sd->followtarget)) == NULL)
  3515. return 0;
  3516. if(status_isdead(tbl))
  3517. return 0;
  3518. // either player or target is currently detached from map blocks (could be teleporting),
  3519. // but still connected to this map, so we'll just increment the timer and check back later
  3520. if (sd->bl.prev != NULL && tbl->prev != NULL &&
  3521. sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
  3522. {
  3523. if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
  3524. if (!check_distance_bl(&sd->bl, tbl, 5))
  3525. unit_walktobl(&sd->bl, tbl, 5, 0);
  3526. } else
  3527. pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, 3);
  3528. }
  3529. sd->followtimer = add_timer(
  3530. tick + 1000, // increase time a bit to loosen up map's load
  3531. pc_follow_timer, sd->bl.id, 0);
  3532. return 0;
  3533. }
  3534. int pc_stop_following (struct map_session_data *sd)
  3535. {
  3536. nullpo_retr(0, sd);
  3537. if (sd->followtimer != -1) {
  3538. delete_timer(sd->followtimer,pc_follow_timer);
  3539. sd->followtimer = -1;
  3540. }
  3541. sd->followtarget = -1;
  3542. return 0;
  3543. }
  3544. int pc_follow(struct map_session_data *sd,int target_id)
  3545. {
  3546. struct block_list *bl = map_id2bl(target_id);
  3547. if (bl == NULL /*|| bl->type != BL_PC*/)
  3548. return 1;
  3549. if (sd->followtimer != -1)
  3550. pc_stop_following(sd);
  3551. sd->followtarget = target_id;
  3552. pc_follow_timer(-1,gettick(),sd->bl.id,0);
  3553. return 0;
  3554. }
  3555. int pc_checkbaselevelup(struct map_session_data *sd)
  3556. {
  3557. unsigned int next = pc_nextbaseexp(sd);
  3558. if (!next || sd->status.base_exp < next)
  3559. return 0;
  3560. do {
  3561. sd->status.base_exp -= next;
  3562. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3563. if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
  3564. sd->status.base_exp = next-1;
  3565. sd->status.base_level ++;
  3566. if (battle_config.use_statpoint_table)
  3567. next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
  3568. else //Estimated way.
  3569. next = (sd->status.base_level+14) / 5 ;
  3570. if (sd->status.status_point > USHRT_MAX - next)
  3571. sd->status.status_point = USHRT_MAX;
  3572. else
  3573. sd->status.status_point += next;
  3574. } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
  3575. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  3576. status_calc_pet(sd->pd,0);
  3577. clif_updatestatus(sd,SP_STATUSPOINT);
  3578. clif_updatestatus(sd,SP_BASELEVEL);
  3579. clif_updatestatus(sd,SP_NEXTBASEEXP);
  3580. status_calc_pc(sd,0);
  3581. status_percent_heal(&sd->bl,100,100);
  3582. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  3583. {
  3584. sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
  3585. sc_start(&sd->bl,SkillStatusChangeTable(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
  3586. sc_start(&sd->bl,SkillStatusChangeTable(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
  3587. sc_start(&sd->bl,SkillStatusChangeTable(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
  3588. sc_start(&sd->bl,SkillStatusChangeTable(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
  3589. } else
  3590. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON)
  3591. {
  3592. sc_start(&sd->bl,SkillStatusChangeTable(AL_INCAGI),100,10,skill_get_time(AL_INCAGI,10));
  3593. sc_start(&sd->bl,SkillStatusChangeTable(AL_BLESSING),100,10,skill_get_time(AL_BLESSING,10));
  3594. }
  3595. clif_misceffect(&sd->bl,0);
  3596. //LORDALFA - LVLUPEVENT
  3597. if(sd->state.event_baselvup)
  3598. npc_script_event(sd, NPCE_BASELVUP);
  3599. return 1;
  3600. }
  3601. int pc_checkjoblevelup(struct map_session_data *sd)
  3602. {
  3603. unsigned int next = pc_nextjobexp(sd);
  3604. nullpo_retr(0, sd);
  3605. if(!next || sd->status.job_exp < next)
  3606. return 0;
  3607. do {
  3608. sd->status.job_exp -= next;
  3609. //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
  3610. if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
  3611. sd->status.job_exp = next-1;
  3612. sd->status.job_level ++;
  3613. sd->status.skill_point ++;
  3614. } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
  3615. clif_updatestatus(sd,SP_JOBLEVEL);
  3616. clif_updatestatus(sd,SP_NEXTJOBEXP);
  3617. clif_updatestatus(sd,SP_SKILLPOINT);
  3618. status_calc_pc(sd,0);
  3619. clif_misceffect(&sd->bl,1);
  3620. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  3621. clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
  3622. if(sd->state.event_joblvup)
  3623. npc_script_event(sd, NPCE_JOBLVUP);
  3624. return 1;
  3625. }
  3626. /*==========================================
  3627. * Alters experienced based on self bonuses that do not get even shared to the party.
  3628. *------------------------------------------
  3629. */
  3630. static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
  3631. {
  3632. int bonus = 0;
  3633. struct status_data *status = status_get_status_data(src);
  3634. unsigned int temp;
  3635. if (sd->expaddrace[status->race])
  3636. bonus += sd->expaddrace[status->race];
  3637. bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  3638. //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
  3639. temp = status_get_class(src);
  3640. if(temp == sd->hate_mob[2] &&
  3641. (battle_config.allow_skill_without_day || is_day_of_star() || sd->sc.data[SC_MIRACLE].timer!=-1))
  3642. bonus += 20*pc_checkskill(sd,SG_STAR_BLESS);
  3643. else
  3644. if(temp == sd->hate_mob[1] &&
  3645. (battle_config.allow_skill_without_day || is_day_of_moon()))
  3646. bonus += 10*pc_checkskill(sd,SG_MOON_BLESS);
  3647. else
  3648. if(temp == sd->hate_mob[0] &&
  3649. (battle_config.allow_skill_without_day || is_day_of_sun()))
  3650. bonus += 10*pc_checkskill(sd,SG_SUN_BLESS);
  3651. if (battle_config.pk_mode &&
  3652. (int)(status_get_lv(src) - sd->status.base_level) >= 20)
  3653. bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
  3654. if (!bonus)
  3655. return;
  3656. temp = *base_exp*bonus/100;
  3657. if (*base_exp > UINT_MAX - temp)
  3658. *base_exp = UINT_MAX;
  3659. else
  3660. *base_exp += temp;
  3661. temp = *job_exp*bonus/100;
  3662. if (*job_exp > UINT_MAX - temp)
  3663. *job_exp = UINT_MAX;
  3664. else
  3665. *job_exp += temp;
  3666. return;
  3667. }
  3668. /*==========================================
  3669. * ??値取得
  3670. *------------------------------------------
  3671. */
  3672. int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp)
  3673. {
  3674. char output[256];
  3675. float nextbp=0, nextjp=0;
  3676. unsigned int nextb=0, nextj=0;
  3677. nullpo_retr(0, sd);
  3678. if(sd->bl.prev == NULL || pc_isdead(sd))
  3679. return 0;
  3680. if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
  3681. return 0; // no exp on pvp maps
  3682. if(sd->status.guild_id>0)
  3683. base_exp-=guild_payexp(sd,base_exp);
  3684. if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
  3685. nextb = pc_nextbaseexp(sd);
  3686. nextj = pc_nextjobexp(sd);
  3687. if(sd->state.showexp || battle_config.max_exp_gain_rate){
  3688. if (nextb > 0)
  3689. nextbp = (float) base_exp / (float) nextb;
  3690. if (nextj > 0)
  3691. nextjp = (float) job_exp / (float) nextj;
  3692. if(battle_config.max_exp_gain_rate) {
  3693. if (nextbp > battle_config.max_exp_gain_rate/1000.) {
  3694. //Note that this value should never be greater than the original
  3695. //base_exp, therefore no overflow checks are needed. [Skotlex]
  3696. base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
  3697. if (sd->state.showexp)
  3698. nextbp = (float) base_exp / (float) nextb;
  3699. }
  3700. if (nextjp > battle_config.max_exp_gain_rate/1000.) {
  3701. job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
  3702. if (sd->state.showexp)
  3703. nextjp = (float) job_exp / (float) nextj;
  3704. }
  3705. }
  3706. }
  3707. //Overflow checks... think we'll ever really need'em? [Skotlex]
  3708. if (base_exp && sd->status.base_exp > UINT_MAX - base_exp)
  3709. sd->status.base_exp = UINT_MAX;
  3710. else
  3711. sd->status.base_exp += base_exp;
  3712. pc_checkbaselevelup(sd);
  3713. clif_updatestatus(sd,SP_BASEEXP);
  3714. if (job_exp && sd->status.job_exp > UINT_MAX - job_exp)
  3715. sd->status.job_exp = UINT_MAX;
  3716. else
  3717. sd->status.job_exp += job_exp;
  3718. pc_checkjoblevelup(sd);
  3719. clif_updatestatus(sd,SP_JOBEXP);
  3720. if(sd->state.showexp){
  3721. sprintf(output,
  3722. "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  3723. clif_disp_onlyself(sd,output,strlen(output));
  3724. }
  3725. return 1;
  3726. }
  3727. /*==========================================
  3728. * Returns max level for this character.
  3729. *------------------------------------------
  3730. */
  3731. unsigned int pc_maxbaselv(struct map_session_data *sd) {
  3732. return max_level[sd->status.class_][0];
  3733. };
  3734. unsigned int pc_maxjoblv(struct map_session_data *sd) {
  3735. return max_level[sd->status.class_][1];
  3736. };
  3737. /*==========================================
  3738. * base level側必要??値計算
  3739. *------------------------------------------
  3740. */
  3741. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  3742. {
  3743. nullpo_retr(0, sd);
  3744. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  3745. return 0;
  3746. return exp_table[sd->status.class_][0][sd->status.base_level-1];
  3747. }
  3748. /*==========================================
  3749. * job level側必要??値計算
  3750. *------------------------------------------
  3751. */
  3752. unsigned int pc_nextjobexp(struct map_session_data *sd)
  3753. {
  3754. nullpo_retr(0, sd);
  3755. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  3756. return 0;
  3757. return exp_table[sd->status.class_][1][sd->status.job_level-1];
  3758. }
  3759. /*==========================================
  3760. * 必要ステ?タスポイント計算
  3761. *------------------------------------------
  3762. */
  3763. int pc_need_status_point(struct map_session_data *sd,int type)
  3764. {
  3765. int val;
  3766. nullpo_retr(-1, sd);
  3767. if(type<SP_STR || type>SP_LUK)
  3768. return -1;
  3769. val =
  3770. type==SP_STR ? sd->status.str :
  3771. type==SP_AGI ? sd->status.agi :
  3772. type==SP_VIT ? sd->status.vit :
  3773. type==SP_INT ? sd->status.int_:
  3774. type==SP_DEX ? sd->status.dex : sd->status.luk;
  3775. return (val+9)/10+1;
  3776. }
  3777. /*==========================================
  3778. * 能力値成長
  3779. *------------------------------------------
  3780. */
  3781. int pc_statusup(struct map_session_data *sd,int type)
  3782. {
  3783. int max, need,val = 0;
  3784. nullpo_retr(0, sd);
  3785. max = pc_maxparameter(sd);
  3786. need=pc_need_status_point(sd,type);
  3787. if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
  3788. clif_statusupack(sd,type,0,0);
  3789. return 1;
  3790. }
  3791. switch(type){
  3792. case SP_STR:
  3793. if(sd->status.str >= max) {
  3794. clif_statusupack(sd,type,0,0);
  3795. return 1;
  3796. }
  3797. val= ++sd->status.str;
  3798. break;
  3799. case SP_AGI:
  3800. if(sd->status.agi >= max) {
  3801. clif_statusupack(sd,type,0,0);
  3802. return 1;
  3803. }
  3804. val= ++sd->status.agi;
  3805. break;
  3806. case SP_VIT:
  3807. if(sd->status.vit >= max) {
  3808. clif_statusupack(sd,type,0,0);
  3809. return 1;
  3810. }
  3811. val= ++sd->status.vit;
  3812. break;
  3813. case SP_INT:
  3814. if(sd->status.int_ >= max) {
  3815. clif_statusupack(sd,type,0,0);
  3816. return 1;
  3817. }
  3818. val= ++sd->status.int_;
  3819. break;
  3820. case SP_DEX:
  3821. if(sd->status.dex >= max) {
  3822. clif_statusupack(sd,type,0,0);
  3823. return 1;
  3824. }
  3825. val= ++sd->status.dex;
  3826. break;
  3827. case SP_LUK:
  3828. if(sd->status.luk >= max) {
  3829. clif_statusupack(sd,type,0,0);
  3830. return 1;
  3831. }
  3832. val= ++sd->status.luk;
  3833. break;
  3834. }
  3835. sd->status.status_point-=need;
  3836. if(need!=pc_need_status_point(sd,type)){
  3837. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  3838. }
  3839. clif_updatestatus(sd,SP_STATUSPOINT);
  3840. clif_updatestatus(sd,type);
  3841. status_calc_pc(sd,0);
  3842. clif_statusupack(sd,type,1,val);
  3843. return 0;
  3844. }
  3845. /*==========================================
  3846. * 能力値成長
  3847. *------------------------------------------
  3848. */
  3849. int pc_statusup2(struct map_session_data *sd,int type,int val)
  3850. {
  3851. int max;
  3852. nullpo_retr(0, sd);
  3853. max = pc_maxparameter(sd);
  3854. if(type<SP_STR || type>SP_LUK){
  3855. clif_statusupack(sd,type,0,0);
  3856. return 1;
  3857. }
  3858. switch(type){
  3859. case SP_STR:
  3860. if(sd->status.str + val >= max)
  3861. val = max;
  3862. else if(sd->status.str + val < 1)
  3863. val = 1;
  3864. else
  3865. val += sd->status.str;
  3866. sd->status.str = val;
  3867. break;
  3868. case SP_AGI:
  3869. if(sd->status.agi + val >= max)
  3870. val = max;
  3871. else if(sd->status.agi + val < 1)
  3872. val = 1;
  3873. else
  3874. val += sd->status.agi;
  3875. sd->status.agi = val;
  3876. break;
  3877. case SP_VIT:
  3878. if(sd->status.vit + val >= max)
  3879. val = max;
  3880. else if(sd->status.vit + val < 1)
  3881. val = 1;
  3882. else
  3883. val += sd->status.vit;
  3884. sd->status.vit = val;
  3885. break;
  3886. case SP_INT:
  3887. if(sd->status.int_ + val >= max)
  3888. val = max;
  3889. else if(sd->status.int_ + val < 1)
  3890. val = 1;
  3891. else
  3892. val += sd->status.int_;
  3893. sd->status.int_ = val;
  3894. break;
  3895. case SP_DEX:
  3896. if(sd->status.dex + val >= max)
  3897. val = max;
  3898. else if(sd->status.dex + val < 1)
  3899. val = 1;
  3900. else
  3901. val += sd->status.dex;
  3902. sd->status.dex = val;
  3903. break;
  3904. case SP_LUK:
  3905. if(sd->status.luk + val >= max)
  3906. val = max;
  3907. else if(sd->status.luk + val < 1)
  3908. val = 1;
  3909. else
  3910. val = sd->status.luk + val;
  3911. sd->status.luk = val;
  3912. break;
  3913. }
  3914. status_calc_pc(sd,0);
  3915. clif_statusupack(sd,type,1,val);
  3916. return 0;
  3917. }
  3918. /*==========================================
  3919. * スキルポイント割り振り
  3920. *------------------------------------------
  3921. */
  3922. int pc_skillup(struct map_session_data *sd,int skill_num)
  3923. {
  3924. nullpo_retr(0, sd);
  3925. if(skill_num >= GD_SKILLBASE){
  3926. guild_skillup(sd,skill_num,0);
  3927. return 0;
  3928. }
  3929. if(skill_num >= HM_SKILLBASE && sd->hd){
  3930. merc_hom_skillup(sd->hd, skill_num);
  3931. return 0;
  3932. }
  3933. if (skill_num < 0 || skill_num >= MAX_SKILL)
  3934. return 0;
  3935. if(sd->status.skill_point>0 &&
  3936. sd->status.skill[skill_num].id &&
  3937. sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
  3938. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
  3939. {
  3940. sd->status.skill[skill_num].lv++;
  3941. sd->status.skill_point--;
  3942. if (!skill_get_inf(skill_num)) //Only recalculate for passive skills.
  3943. status_calc_pc(sd,0);
  3944. else
  3945. pc_check_skilltree(sd, skill_num);
  3946. clif_skillup(sd,skill_num);
  3947. clif_updatestatus(sd,SP_SKILLPOINT);
  3948. clif_skillinfoblock(sd);
  3949. }
  3950. return 0;
  3951. }
  3952. /*==========================================
  3953. * /allskill
  3954. *------------------------------------------
  3955. */
  3956. int pc_allskillup(struct map_session_data *sd)
  3957. {
  3958. int i,id;
  3959. nullpo_retr(0, sd);
  3960. for(i=0;i<MAX_SKILL;i++){
  3961. sd->status.skill[i].id=0;
  3962. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  3963. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  3964. sd->status.skill[i].flag=0; // flagは0にしておく
  3965. }
  3966. }
  3967. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  3968. // 全てのスキル
  3969. for(i=0;i<MAX_SKILL;i++){
  3970. if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
  3971. if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
  3972. sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
  3973. }
  3974. }
  3975. else {
  3976. int inf2;
  3977. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
  3978. inf2 = skill_get_inf2(id);
  3979. if(sd->status.skill[id].id==0 &&
  3980. (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  3981. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
  3982. (id!=SG_DEVIL))
  3983. {
  3984. sd->status.skill[id].id = id; // celest
  3985. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  3986. }
  3987. }
  3988. }
  3989. status_calc_pc(sd,0);
  3990. return 0;
  3991. }
  3992. /*==========================================
  3993. * /resetlvl
  3994. *------------------------------------------
  3995. */
  3996. int pc_resetlvl(struct map_session_data* sd,int type)
  3997. {
  3998. int i;
  3999. nullpo_retr(0, sd);
  4000. if (type != 3) //Also reset skills
  4001. pc_resetskill(sd, 0);
  4002. if(type == 1){
  4003. sd->status.skill_point=0;
  4004. sd->status.base_level=1;
  4005. sd->status.job_level=1;
  4006. sd->status.base_exp=sd->status.base_exp=0;
  4007. sd->status.job_exp=sd->status.job_exp=0;
  4008. if(sd->sc.option !=0)
  4009. sd->sc.option = 0;
  4010. sd->status.str=1;
  4011. sd->status.agi=1;
  4012. sd->status.vit=1;
  4013. sd->status.int_=1;
  4014. sd->status.dex=1;
  4015. sd->status.luk=1;
  4016. if(sd->status.class_ == JOB_NOVICE_HIGH)
  4017. sd->status.status_point=100; // not 88 [celest]
  4018. // give platinum skills upon changing
  4019. pc_skill(sd,142,1,0);
  4020. pc_skill(sd,143,1,0);
  4021. }
  4022. if(type == 2){
  4023. sd->status.skill_point=0;
  4024. sd->status.base_level=1;
  4025. sd->status.job_level=1;
  4026. sd->status.base_exp=0;
  4027. sd->status.job_exp=0;
  4028. }
  4029. if(type == 3){
  4030. sd->status.base_level=1;
  4031. sd->status.base_exp=0;
  4032. }
  4033. if(type == 4){
  4034. sd->status.job_level=1;
  4035. sd->status.job_exp=0;
  4036. }
  4037. clif_updatestatus(sd,SP_STATUSPOINT);
  4038. clif_updatestatus(sd,SP_STR);
  4039. clif_updatestatus(sd,SP_AGI);
  4040. clif_updatestatus(sd,SP_VIT);
  4041. clif_updatestatus(sd,SP_INT);
  4042. clif_updatestatus(sd,SP_DEX);
  4043. clif_updatestatus(sd,SP_LUK);
  4044. clif_updatestatus(sd,SP_BASELEVEL);
  4045. clif_updatestatus(sd,SP_JOBLEVEL);
  4046. clif_updatestatus(sd,SP_STATUSPOINT);
  4047. clif_updatestatus(sd,SP_NEXTBASEEXP);
  4048. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4049. clif_updatestatus(sd,SP_SKILLPOINT);
  4050. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4051. clif_updatestatus(sd,SP_UAGI);
  4052. clif_updatestatus(sd,SP_UVIT);
  4053. clif_updatestatus(sd,SP_UINT);
  4054. clif_updatestatus(sd,SP_UDEX);
  4055. clif_updatestatus(sd,SP_ULUK); // End Addition
  4056. for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  4057. if(sd->equip_index[i] >= 0)
  4058. if(!pc_isequip(sd,sd->equip_index[i]))
  4059. pc_unequipitem(sd,sd->equip_index[i],2);
  4060. }
  4061. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
  4062. //Send map-change packet to do a level range check and break party settings. [Skotlex]
  4063. party_send_movemap(sd);
  4064. }
  4065. status_calc_pc(sd,0);
  4066. clif_skillinfoblock(sd);
  4067. return 0;
  4068. }
  4069. /*==========================================
  4070. * /resetstate
  4071. *------------------------------------------
  4072. */
  4073. int pc_resetstate(struct map_session_data* sd)
  4074. {
  4075. nullpo_retr(0, sd);
  4076. if (battle_config.use_statpoint_table)
  4077. { // New statpoint table used here - Dexity
  4078. int stat;
  4079. stat = statp[sd->status.base_level];
  4080. if (sd->class_&JOBL_UPPER)
  4081. stat+=52; // extra 52+48=100 stat points
  4082. if (stat > USHRT_MAX)
  4083. sd->status.status_point = USHRT_MAX;
  4084. else
  4085. sd->status.status_point = stat;
  4086. } else { //Use new stat-calculating equation [Skotlex]
  4087. #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
  4088. int add=0;
  4089. add += sumsp(sd->status.str);
  4090. add += sumsp(sd->status.agi);
  4091. add += sumsp(sd->status.vit);
  4092. add += sumsp(sd->status.int_);
  4093. add += sumsp(sd->status.dex);
  4094. add += sumsp(sd->status.luk);
  4095. if (add > USHRT_MAX - sd->status.status_point)
  4096. sd->status.status_point = USHRT_MAX;
  4097. else
  4098. sd->status.status_point+=add;
  4099. }
  4100. sd->status.str=1;
  4101. sd->status.agi=1;
  4102. sd->status.vit=1;
  4103. sd->status.int_=1;
  4104. sd->status.dex=1;
  4105. sd->status.luk=1;
  4106. clif_updatestatus(sd,SP_STR);
  4107. clif_updatestatus(sd,SP_AGI);
  4108. clif_updatestatus(sd,SP_VIT);
  4109. clif_updatestatus(sd,SP_INT);
  4110. clif_updatestatus(sd,SP_DEX);
  4111. clif_updatestatus(sd,SP_LUK);
  4112. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4113. clif_updatestatus(sd,SP_UAGI);
  4114. clif_updatestatus(sd,SP_UVIT);
  4115. clif_updatestatus(sd,SP_UINT);
  4116. clif_updatestatus(sd,SP_UDEX);
  4117. clif_updatestatus(sd,SP_ULUK); // End Addition
  4118. clif_updatestatus(sd,SP_STATUSPOINT);
  4119. status_calc_pc(sd,0);
  4120. return 0;
  4121. }
  4122. /*==========================================
  4123. * /resetskill
  4124. * if flag&1, perform block resync and status_calc call.
  4125. * if flag&2, just count total amount of skill points used by player, do not really reset.
  4126. *------------------------------------------
  4127. */
  4128. int pc_resetskill(struct map_session_data* sd, int flag)
  4129. {
  4130. int i, skill, inf2, skill_point=0;
  4131. nullpo_retr(0, sd);
  4132. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
  4133. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  4134. for (i = 1; i < MAX_SKILL; i++) {
  4135. if ((skill = sd->status.skill[i].lv) > 0) {
  4136. inf2 = skill_get_inf2(i);
  4137. if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  4138. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
  4139. {
  4140. if (!sd->status.skill[i].flag)
  4141. skill_point += skill;
  4142. else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
  4143. skill_point += (sd->status.skill[i].flag - 2);
  4144. if (!(flag&2)) {
  4145. sd->status.skill[i].lv = 0;
  4146. sd->status.skill[i].flag = 0;
  4147. }
  4148. }
  4149. else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL) && !(flag&2))
  4150. {
  4151. sd->status.skill[i].lv = 0;
  4152. sd->status.skill[i].flag = 0;
  4153. }
  4154. } else {
  4155. sd->status.skill[i].lv = 0;
  4156. }
  4157. }
  4158. if (!(flag&2)) {
  4159. if (sd->status.skill_point > USHRT_MAX - skill_point)
  4160. sd->status.skill_point = USHRT_MAX;
  4161. else
  4162. sd->status.skill_point += skill_point;
  4163. if (flag&1) {
  4164. clif_updatestatus(sd,SP_SKILLPOINT);
  4165. clif_skillinfoblock(sd);
  4166. status_calc_pc(sd,0);
  4167. }
  4168. }
  4169. return skill_point;
  4170. }
  4171. /*==========================================
  4172. * /resetfeel [Komurka]
  4173. *------------------------------------------
  4174. */
  4175. int pc_resetfeel(struct map_session_data* sd)
  4176. {
  4177. int i;
  4178. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  4179. nullpo_retr(0, sd);
  4180. for (i=0; i<3; i++)
  4181. {
  4182. sd->feel_map[i].m = -1;
  4183. sd->feel_map[i].index = 0;
  4184. pc_setglobalreg(sd,feel_var[i],0);
  4185. }
  4186. return 0;
  4187. }
  4188. static int pc_respawn(int tid,unsigned int tick,int id,int data)
  4189. {
  4190. struct map_session_data *sd = map_id2sd(id);
  4191. if (sd && pc_isdead(sd))
  4192. { //Auto-respawn [Skotlex]
  4193. pc_setstand(sd);
  4194. pc_setrestartvalue(sd,3);
  4195. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  4196. }
  4197. return 0;
  4198. }
  4199. /*==========================================
  4200. * Invoked when a player has received damage
  4201. *------------------------------------------
  4202. */
  4203. void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
  4204. {
  4205. if (sp) clif_updatestatus(sd,SP_SP);
  4206. if (!hp) return;
  4207. if(pc_issit(sd)) {
  4208. pc_setstand(sd);
  4209. skill_gangsterparadise(sd,0);
  4210. skill_rest(sd,0);
  4211. }
  4212. clif_updatestatus(sd,SP_HP);
  4213. if (sd->battle_status.hp<sd->battle_status.max_hp>>2)
  4214. { //25% HP left effects.
  4215. int i=0;
  4216. for(i = 0; i < 5; i++)
  4217. if (sd->devotion[i]){
  4218. struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
  4219. if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
  4220. sd->devotion[i] = 0;
  4221. }
  4222. }
  4223. if(!src || src == &sd->bl)
  4224. return;
  4225. if(sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support)
  4226. pet_target_check(sd,src,1);
  4227. sd->canlog_tick = gettick();
  4228. return;
  4229. }
  4230. int pc_dead(struct map_session_data *sd,struct block_list *src)
  4231. {
  4232. int i=0,j=0;
  4233. unsigned int tick = gettick();
  4234. if(sd->vender_id)
  4235. vending_closevending(sd);
  4236. if(sd->status.pet_id > 0 && sd->pd)
  4237. {
  4238. if(!map[sd->bl.m].flag.nopenalty){
  4239. sd->pet.intimate -= sd->pd->petDB->die;
  4240. if(sd->pet.intimate < 0)
  4241. sd->pet.intimate = 0;
  4242. clif_send_petdata(sd,1,sd->pet.intimate);
  4243. }
  4244. if(sd->pd->target_id) // Unlock all targets...
  4245. pet_unlocktarget(sd->pd);
  4246. }
  4247. if(sd->status.hom_id > 0 && sd->hd) //orn
  4248. {
  4249. sd->homunculus.vaporize = 1;
  4250. clif_hominfo(sd,sd->hd,0);
  4251. merc_stop_walking(sd->hd, 1) ;
  4252. merc_stop_attack(sd->hd) ;
  4253. merc_hom_delete(sd->hd,0);
  4254. }
  4255. // Leave duel if you die [LuzZza]
  4256. if(battle_config.duel_autoleave_when_die) {
  4257. if(sd->duel_group > 0)
  4258. duel_leave(sd->duel_group, sd);
  4259. if(sd->duel_invite > 0)
  4260. duel_reject(sd->duel_invite, sd);
  4261. }
  4262. pc_setdead(sd);
  4263. sd->canregen_tick = tick;
  4264. pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
  4265. if (sd->state.event_death){
  4266. if(!src)
  4267. pc_setglobalreg(sd, "killerrid", 0);
  4268. else
  4269. pc_setglobalreg(sd,"killerrid",src->id);
  4270. npc_script_event(sd,NPCE_DIE);
  4271. }
  4272. if (src)
  4273. switch (src->type) {
  4274. case BL_MOB:
  4275. {
  4276. struct mob_data *md=(struct mob_data *)src;
  4277. if(md->target_id==sd->bl.id)
  4278. mob_unlocktarget(md,tick);
  4279. if(battle_config.mobs_level_up && md->status.hp &&
  4280. (unsigned int)md->level < pc_maxbaselv(sd) &&
  4281. !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
  4282. ) { // monster level up [Valaris]
  4283. clif_misceffect(&md->bl,0);
  4284. md->level++;
  4285. status_calc_mob(md, 0);
  4286. status_percent_heal(src,10,0);
  4287. }
  4288. if(md->nd)
  4289. mob_script_callback(md, &sd->bl, CALLBACK_KILL);
  4290. }
  4291. break;
  4292. case BL_PC:
  4293. {
  4294. struct map_session_data *ssd = (struct map_session_data *)src;
  4295. if (ssd->state.event_kill_pc) {
  4296. pc_setglobalreg(ssd, "killedrid", sd->bl.id);
  4297. npc_script_event(ssd, NPCE_KILLPC);
  4298. }
  4299. if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
  4300. ssd->status.manner -= 5;
  4301. if(ssd->status.manner < 0)
  4302. sc_start(src,SC_NOCHAT,100,0,0);
  4303. // PK/Karma system code (not enabled yet) [celest]
  4304. // originally from Kade Online, so i don't know if any of these is correct ^^;
  4305. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  4306. // karma going down = more 'good' / more honourable.
  4307. // The Karma System way...
  4308. /*
  4309. if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  4310. sd->status.karma--;
  4311. ssd->status.karma--;
  4312. }
  4313. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  4314. ssd->status.karma++;
  4315. */
  4316. // or the PK System way...
  4317. /*
  4318. if (sd->status.karma > 0) // player killed is dishonourable?
  4319. ssd->status.karma--; // honour points earned
  4320. sd->status.karma++; // honour points lost
  4321. */
  4322. // To-do: Receive exp on certain occasions
  4323. }
  4324. }
  4325. break;
  4326. }
  4327. // PK/Karma system code (not enabled yet) [celest]
  4328. /*
  4329. if(sd->status.karma > 0) {
  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. for(k=0;k<MAX_INVENTORY;k++){
  4335. if(eq_n[k] <= 0){
  4336. eq_n[k]=i;
  4337. break;
  4338. }
  4339. }
  4340. eq_num++;
  4341. }
  4342. if(eq_num > 0){
  4343. int n = eq_n[rand()%eq_num];
  4344. if(rand()%10000 < sd->status.karma){
  4345. if(sd->status.inventory[n].equip)
  4346. pc_unequipitem(sd,n,0);
  4347. pc_dropitem(sd,n,1);
  4348. }
  4349. }
  4350. }
  4351. */
  4352. if(battle_config.bone_drop==2
  4353. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
  4354. {
  4355. struct item item_tmp;
  4356. memset(&item_tmp,0,sizeof(item_tmp));
  4357. item_tmp.nameid=7420; //PVP Skull item ID
  4358. item_tmp.identify=1;
  4359. item_tmp.card[0]=CARD0_CREATE;
  4360. item_tmp.card[1]=0;
  4361. item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
  4362. item_tmp.card[3]=GetWord(sd->char_id,1);
  4363. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4364. }
  4365. // activate Steel body if a super novice dies at 99+% exp [celest]
  4366. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  4367. if ((i=pc_nextbaseexp(sd))<=0)
  4368. i=sd->status.base_exp;
  4369. if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
  4370. sd->state.snovice_flag = 4;
  4371. }
  4372. // changed penalty options, added death by player if pk_mode [Valaris]
  4373. if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
  4374. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  4375. && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
  4376. && sd->sc.data[SC_BABY].timer == -1)
  4377. {
  4378. unsigned int base_penalty =0;
  4379. if (battle_config.death_penalty_base > 0) {
  4380. switch (battle_config.death_penalty_type) {
  4381. case 1:
  4382. base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  4383. break;
  4384. case 2:
  4385. base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  4386. break;
  4387. }
  4388. if(base_penalty) {
  4389. if (battle_config.pk_mode && src && src->type==BL_PC)
  4390. base_penalty*=2;
  4391. if(sd->status.base_exp < base_penalty)
  4392. sd->status.base_exp = 0;
  4393. else
  4394. sd->status.base_exp -= base_penalty;
  4395. clif_updatestatus(sd,SP_BASEEXP);
  4396. }
  4397. }
  4398. if(battle_config.death_penalty_job > 0)
  4399. {
  4400. base_penalty = 0;
  4401. switch (battle_config.death_penalty_type) {
  4402. case 1:
  4403. base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  4404. break;
  4405. case 2:
  4406. base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  4407. break;
  4408. }
  4409. if(base_penalty) {
  4410. if (battle_config.pk_mode && src && src->type==BL_PC)
  4411. base_penalty*=2;
  4412. if(sd->status.job_exp < base_penalty)
  4413. sd->status.job_exp = 0;
  4414. else
  4415. sd->status.job_exp -= base_penalty;
  4416. clif_updatestatus(sd,SP_JOBEXP);
  4417. }
  4418. }
  4419. if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty)
  4420. {
  4421. base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  4422. if(base_penalty)
  4423. pc_payzeny(sd, base_penalty);
  4424. }
  4425. }
  4426. if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
  4427. for(j=0;j<MAX_DROP_PER_MAP;j++){
  4428. int id = map[sd->bl.m].drop_list[j].drop_id;
  4429. int type = map[sd->bl.m].drop_list[j].drop_type;
  4430. int per = map[sd->bl.m].drop_list[j].drop_per;
  4431. if(id == 0)
  4432. continue;
  4433. if(id == -1){
  4434. int eq_num=0,eq_n[MAX_INVENTORY];
  4435. memset(eq_n,0,sizeof(eq_n));
  4436. for(i=0;i<MAX_INVENTORY;i++){
  4437. int k;
  4438. if( (type == 1 && !sd->status.inventory[i].equip)
  4439. || (type == 2 && sd->status.inventory[i].equip)
  4440. || type == 3){
  4441. for(k=0;k<MAX_INVENTORY;k++){
  4442. if(eq_n[k] <= 0){
  4443. eq_n[k]=i;
  4444. break;
  4445. }
  4446. }
  4447. eq_num++;
  4448. }
  4449. }
  4450. if(eq_num > 0){
  4451. int n = eq_n[rand()%eq_num];
  4452. if(rand()%10000 < per){
  4453. if(sd->status.inventory[n].equip)
  4454. pc_unequipitem(sd,n,3);
  4455. pc_dropitem(sd,n,1);
  4456. }
  4457. }
  4458. }
  4459. else if(id > 0){
  4460. for(i=0;i<MAX_INVENTORY;i++){
  4461. if(sd->status.inventory[i].nameid == id
  4462. && rand()%10000 < per
  4463. && ((type == 1 && !sd->status.inventory[i].equip)
  4464. || (type == 2 && sd->status.inventory[i].equip)
  4465. || type == 3) ){
  4466. if(sd->status.inventory[i].equip)
  4467. pc_unequipitem(sd,i,3);
  4468. pc_dropitem(sd,i,1);
  4469. break;
  4470. }
  4471. }
  4472. }
  4473. }
  4474. }
  4475. // pvp
  4476. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
  4477. if (!map[sd->bl.m].flag.pvp_nocalcrank) {
  4478. sd->pvp_point -= 5;
  4479. sd->pvp_lost++;
  4480. if (src && src->type == BL_PC) {
  4481. struct map_session_data *ssd = (struct map_session_data *)src;
  4482. if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
  4483. }
  4484. }
  4485. if( sd->pvp_point < 0 ){
  4486. sd->pvp_point=0;
  4487. add_timer(tick+1000, pc_respawn,sd->bl.id,0);
  4488. return 1;
  4489. }
  4490. }
  4491. //GvG
  4492. if(map_flag_gvg(sd->bl.m)){
  4493. add_timer(tick+1000, pc_respawn,sd->bl.id,0);
  4494. return 1;
  4495. }
  4496. if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
  4497. {
  4498. pc_setstand(sd);
  4499. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4500. if(sd->special_state.restart_full_recover)
  4501. status_percent_heal(&sd->bl, 100, 100);
  4502. else
  4503. status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0);
  4504. if(battle_config.pc_invincible_time)
  4505. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4506. sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1));
  4507. status_change_end(&sd->bl,SC_KAIZEL,-1);
  4508. return 0;
  4509. }
  4510. if (sd->state.snovice_flag == 4)
  4511. {
  4512. pc_setstand(sd);
  4513. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  4514. status_percent_heal(&sd->bl, 100, 100);
  4515. clif_resurrection(&sd->bl, 1);
  4516. sd->state.snovice_flag = 0;
  4517. if(battle_config.pc_invincible_time)
  4518. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4519. sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
  4520. return 0;
  4521. }
  4522. return 1;
  4523. }
  4524. void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
  4525. {
  4526. if(hp) clif_updatestatus(sd,SP_HP);
  4527. if(sp) clif_updatestatus(sd,SP_SP);
  4528. pc_setstand(sd);
  4529. if(battle_config.pc_invincible_time > 0)
  4530. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  4531. }
  4532. // script? 連
  4533. //
  4534. /*==========================================
  4535. * script用PCステ?タス?み出し
  4536. *------------------------------------------
  4537. */
  4538. int pc_readparam(struct map_session_data *sd,int type)
  4539. {
  4540. int val=0;
  4541. nullpo_retr(0, sd);
  4542. switch(type){
  4543. case SP_SKILLPOINT:
  4544. val= sd->status.skill_point;
  4545. break;
  4546. case SP_STATUSPOINT:
  4547. val= sd->status.status_point;
  4548. break;
  4549. case SP_ZENY:
  4550. val= sd->status.zeny;
  4551. break;
  4552. case SP_BASELEVEL:
  4553. val= sd->status.base_level;
  4554. break;
  4555. case SP_JOBLEVEL:
  4556. val= sd->status.job_level;
  4557. break;
  4558. case SP_CLASS:
  4559. val= sd->status.class_;
  4560. break;
  4561. case SP_BASEJOB: //Base job, extracting upper type.
  4562. val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
  4563. break;
  4564. case SP_UPPER:
  4565. val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
  4566. break;
  4567. case SP_BASECLASS: //Extract base class tree. [Skotlex]
  4568. val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
  4569. break;
  4570. case SP_SEX:
  4571. val= sd->sex;
  4572. break;
  4573. case SP_WEIGHT:
  4574. val= sd->weight;
  4575. break;
  4576. case SP_MAXWEIGHT:
  4577. val= sd->max_weight;
  4578. break;
  4579. case SP_BASEEXP:
  4580. val= sd->status.base_exp;
  4581. break;
  4582. case SP_JOBEXP:
  4583. val= sd->status.job_exp;
  4584. break;
  4585. case SP_NEXTBASEEXP:
  4586. val= pc_nextbaseexp(sd);
  4587. break;
  4588. case SP_NEXTJOBEXP:
  4589. val= pc_nextjobexp(sd);
  4590. break;
  4591. case SP_HP:
  4592. val= sd->battle_status.hp;
  4593. break;
  4594. case SP_MAXHP:
  4595. val= sd->battle_status.max_hp;
  4596. break;
  4597. case SP_SP:
  4598. val= sd->battle_status.sp;
  4599. break;
  4600. case SP_MAXSP:
  4601. val= sd->battle_status.max_sp;
  4602. break;
  4603. case SP_STR:
  4604. val= sd->status.str;
  4605. break;
  4606. case SP_AGI:
  4607. val= sd->status.agi;
  4608. break;
  4609. case SP_VIT:
  4610. val= sd->status.vit;
  4611. break;
  4612. case SP_INT:
  4613. val= sd->status.int_;
  4614. break;
  4615. case SP_DEX:
  4616. val= sd->status.dex;
  4617. break;
  4618. case SP_LUK:
  4619. val= sd->status.luk;
  4620. break;
  4621. case SP_KARMA: // celest
  4622. val = sd->status.karma;
  4623. break;
  4624. case SP_MANNER:
  4625. val = sd->status.manner;
  4626. break;
  4627. case SP_FAME:
  4628. val= sd->status.fame;
  4629. break;
  4630. }
  4631. return val;
  4632. }
  4633. /*==========================================
  4634. * script用PCステ?タス設定
  4635. *------------------------------------------
  4636. */
  4637. int pc_setparam(struct map_session_data *sd,int type,int val)
  4638. {
  4639. int i = 0;
  4640. nullpo_retr(0, sd);
  4641. switch(type){
  4642. case SP_BASELEVEL:
  4643. if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
  4644. val = pc_maxbaselv(sd);
  4645. if ((unsigned int)val > sd->status.base_level) {
  4646. int stat=0;
  4647. for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
  4648. stat += (sd->status.base_level + i + 14) / 5 ;
  4649. if (sd->status.status_point > USHRT_MAX - stat)
  4650. sd->status.status_point = USHRT_MAX;
  4651. else
  4652. sd->status.status_point += stat;
  4653. }
  4654. sd->status.base_level = (unsigned int)val;
  4655. sd->status.base_exp = 0;
  4656. clif_updatestatus(sd, SP_BASELEVEL);
  4657. clif_updatestatus(sd, SP_NEXTBASEEXP);
  4658. clif_updatestatus(sd, SP_STATUSPOINT);
  4659. clif_updatestatus(sd, SP_BASEEXP);
  4660. status_calc_pc(sd, 0);
  4661. break;
  4662. case SP_JOBLEVEL:
  4663. if ((unsigned int)val >= sd->status.job_level) {
  4664. if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  4665. if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level)
  4666. sd->status.skill_point = USHRT_MAX;
  4667. else
  4668. sd->status.skill_point += val-sd->status.job_level;
  4669. clif_updatestatus(sd, SP_SKILLPOINT);
  4670. }
  4671. sd->status.job_level = (unsigned int)val;
  4672. sd->status.job_exp = 0;
  4673. clif_updatestatus(sd, SP_JOBLEVEL);
  4674. clif_updatestatus(sd, SP_NEXTJOBEXP);
  4675. clif_updatestatus(sd, SP_JOBEXP);
  4676. status_calc_pc(sd, 0);
  4677. clif_updatestatus(sd,type);
  4678. break;
  4679. case SP_SKILLPOINT:
  4680. sd->status.skill_point = val;
  4681. break;
  4682. case SP_STATUSPOINT:
  4683. sd->status.status_point = val;
  4684. break;
  4685. case SP_ZENY:
  4686. if(val <= MAX_ZENY) {
  4687. // MAX_ZENY 以下なら代入
  4688. sd->status.zeny = val;
  4689. } else {
  4690. sd->status.zeny = MAX_ZENY;
  4691. /* Could someone explain the comments below? I have no idea what they are trying to do...
  4692. * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
  4693. if(sd->status.zeny > val) {
  4694. // Zeny が減少しているなら代入
  4695. sd->status.zeny = val;
  4696. } else if(sd->status.zeny <= MAX_ZENY) {
  4697. // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
  4698. sd->status.zeny = MAX_ZENY;
  4699. } else {
  4700. // 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
  4701. ;
  4702. }
  4703. */
  4704. }
  4705. break;
  4706. case SP_BASEEXP:
  4707. if(pc_nextbaseexp(sd) > 0) {
  4708. sd->status.base_exp = val;
  4709. pc_checkbaselevelup(sd);
  4710. }
  4711. break;
  4712. case SP_JOBEXP:
  4713. if(pc_nextjobexp(sd) > 0) {
  4714. sd->status.job_exp = val;
  4715. pc_checkjoblevelup(sd);
  4716. }
  4717. break;
  4718. case SP_SEX:
  4719. sd->sex = val;
  4720. break;
  4721. case SP_WEIGHT:
  4722. sd->weight = val;
  4723. break;
  4724. case SP_MAXWEIGHT:
  4725. sd->max_weight = val;
  4726. break;
  4727. case SP_HP:
  4728. sd->battle_status.hp = val;
  4729. break;
  4730. case SP_MAXHP:
  4731. sd->battle_status.max_hp = val;
  4732. break;
  4733. case SP_SP:
  4734. sd->battle_status.sp = val;
  4735. break;
  4736. case SP_MAXSP:
  4737. sd->battle_status.max_sp = val;
  4738. break;
  4739. case SP_STR:
  4740. sd->status.str = val;
  4741. break;
  4742. case SP_AGI:
  4743. sd->status.agi = val;
  4744. break;
  4745. case SP_VIT:
  4746. sd->status.vit = val;
  4747. break;
  4748. case SP_INT:
  4749. sd->status.int_ = val;
  4750. break;
  4751. case SP_DEX:
  4752. sd->status.dex = val;
  4753. break;
  4754. case SP_LUK:
  4755. sd->status.luk = val;
  4756. break;
  4757. case SP_KARMA:
  4758. sd->status.karma = val;
  4759. break;
  4760. case SP_MANNER:
  4761. sd->status.manner = val;
  4762. break;
  4763. case SP_FAME:
  4764. sd->status.fame = val;
  4765. break;
  4766. }
  4767. clif_updatestatus(sd,type);
  4768. return 0;
  4769. }
  4770. /*==========================================
  4771. * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
  4772. *------------------------------------------
  4773. */
  4774. void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
  4775. {
  4776. if (type) {
  4777. if (hp)
  4778. clif_heal(sd->fd,SP_HP,hp);
  4779. if (sp)
  4780. clif_heal(sd->fd,SP_SP,sp);
  4781. } else {
  4782. if(hp)
  4783. clif_updatestatus(sd,SP_HP);
  4784. if(sp)
  4785. clif_updatestatus(sd,SP_SP);
  4786. }
  4787. return;
  4788. }
  4789. /*==========================================
  4790. * HP/SP回復
  4791. *------------------------------------------
  4792. */
  4793. int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
  4794. {
  4795. int i, bonus;
  4796. if(hp) {
  4797. bonus = 100 + (sd->battle_status.vit<<1)
  4798. + pc_checkskill(sd,SM_RECOVERY)*10
  4799. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4800. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  4801. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4802. //Item Group bonuses
  4803. bonus += bonus*itemdb_group_bonus(sd, itemid)/100;
  4804. //Individual item bonuses.
  4805. for(i = 0; i < MAX_PC_BONUS && sd->itemhealrate[i].nameid; i++)
  4806. {
  4807. if (sd->itemhealrate[i].nameid == itemid) {
  4808. bonus += bonus*sd->itemhealrate[i].rate/100;
  4809. break;
  4810. }
  4811. }
  4812. if(bonus!=100)
  4813. hp = hp * bonus / 100;
  4814. }
  4815. if(sp) {
  4816. bonus = 100 + (sd->battle_status.int_<<1)
  4817. + pc_checkskill(sd,MG_SRECOVERY)*10
  4818. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  4819. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  4820. if(bonus != 100)
  4821. sp = sp * bonus / 100;
  4822. }
  4823. return status_heal(&sd->bl, hp, sp, 1);
  4824. }
  4825. /*==========================================
  4826. * HP/SP回復
  4827. *------------------------------------------
  4828. */
  4829. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  4830. {
  4831. nullpo_retr(0, sd);
  4832. if(hp > 100) hp = 100;
  4833. else
  4834. if(hp <-100) hp =-100;
  4835. if(sp > 100) sp = 100;
  4836. else
  4837. if(sp <-100) sp =-100;
  4838. if(hp >= 0 && sp >= 0) //Heal
  4839. return status_percent_heal(&sd->bl, hp, sp);
  4840. if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current)
  4841. return status_percent_damage(NULL, &sd->bl, hp, sp);
  4842. //Crossed signs
  4843. if(hp) {
  4844. if(hp > 0)
  4845. status_percent_heal(&sd->bl, hp, 0);
  4846. else
  4847. status_percent_damage(NULL, &sd->bl, hp, 0);
  4848. }
  4849. if(sp) {
  4850. if(sp > 0)
  4851. status_percent_heal(&sd->bl, 0, sp);
  4852. else
  4853. status_percent_damage(NULL, &sd->bl, 0, sp);
  4854. }
  4855. return 0;
  4856. }
  4857. /*==========================================
  4858. * 職?更
  4859. * 引? job 職業 0~23
  4860. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  4861. * Rewrote to make it tidider [Celest]
  4862. *------------------------------------------
  4863. */
  4864. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  4865. {
  4866. int i, fame_flag=0;
  4867. int b_class;
  4868. nullpo_retr(0, sd);
  4869. if (job < 0)
  4870. return 1;
  4871. //Normalize job.
  4872. b_class = pc_jobid2mapid(job);
  4873. if (b_class == -1)
  4874. return 1;
  4875. switch (upper) {
  4876. case 1:
  4877. b_class|= JOBL_UPPER;
  4878. break;
  4879. case 2:
  4880. b_class|= JOBL_BABY;
  4881. break;
  4882. }
  4883. //This will automatically adjust bard/dancer classes to the correct gender
  4884. //That is, if you try to jobchange into dancer, it will turn you to bard.
  4885. job = pc_mapid2jobid(b_class, sd->status.sex);
  4886. if (job == -1)
  4887. return 1;
  4888. if ((unsigned short)b_class == sd->class_)
  4889. return 1; //Nothing to change.
  4890. // check if we are changing from 1st to 2nd job
  4891. if (b_class&JOBL_2) {
  4892. if (!(sd->class_&JOBL_2))
  4893. sd->change_level = sd->status.job_level;
  4894. else if (!sd->change_level)
  4895. sd->change_level = 40; //Assume 40?
  4896. }
  4897. pc_setglobalreg (sd, "jobchange_level", sd->change_level);
  4898. sd->status.class_ = job;
  4899. status_set_viewdata(&sd->bl, job);
  4900. fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
  4901. sd->class_ = (unsigned short)b_class;
  4902. sd->status.job_level=1;
  4903. sd->status.job_exp=0;
  4904. clif_updatestatus(sd,SP_JOBLEVEL);
  4905. clif_updatestatus(sd,SP_JOBEXP);
  4906. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4907. for(i=0;i<EQI_MAX;i++) {
  4908. if(sd->equip_index[i] >= 0)
  4909. if(!pc_isequip(sd,sd->equip_index[i]))
  4910. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  4911. }
  4912. clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  4913. if(sd->vd.cloth_color)
  4914. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  4915. if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
  4916. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4917. if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems.
  4918. pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
  4919. status_calc_pc(sd,0);
  4920. pc_checkallowskill(sd);
  4921. pc_equiplookall(sd);
  4922. //if you were previously famous, not anymore.
  4923. if (fame_flag) {
  4924. chrif_save(sd,0);
  4925. chrif_buildfamelist();
  4926. } else if (sd->status.fame > 0) {
  4927. //It may be that now they are famous?
  4928. switch (sd->class_&MAPID_UPPERMASK) {
  4929. case MAPID_BLACKSMITH:
  4930. case MAPID_ALCHEMIST:
  4931. case MAPID_TAEKWON:
  4932. chrif_save(sd,0);
  4933. chrif_buildfamelist();
  4934. break;
  4935. }
  4936. }
  4937. return 0;
  4938. }
  4939. /*==========================================
  4940. * 見た目?更
  4941. *------------------------------------------
  4942. */
  4943. int pc_equiplookall(struct map_session_data *sd)
  4944. {
  4945. nullpo_retr(0, sd);
  4946. #if PACKETVER < 4
  4947. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  4948. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  4949. #else
  4950. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  4951. clif_changelook(&sd->bl,LOOK_SHOES,0);
  4952. #endif
  4953. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  4954. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  4955. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  4956. return 0;
  4957. }
  4958. /*==========================================
  4959. * 見た目?更
  4960. *------------------------------------------
  4961. */
  4962. int pc_changelook(struct map_session_data *sd,int type,int val)
  4963. {
  4964. nullpo_retr(0, sd);
  4965. switch(type){
  4966. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  4967. if (val < battle_config.min_hair_style)
  4968. val = battle_config.min_hair_style;
  4969. else if (val > battle_config.max_hair_style)
  4970. val = battle_config.max_hair_style;
  4971. if (sd->status.hair != val)
  4972. {
  4973. sd->status.hair=val;
  4974. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  4975. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  4976. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  4977. }
  4978. break;
  4979. case LOOK_WEAPON:
  4980. sd->status.weapon=val;
  4981. break;
  4982. case LOOK_HEAD_BOTTOM:
  4983. sd->status.head_bottom=val;
  4984. break;
  4985. case LOOK_HEAD_TOP:
  4986. sd->status.head_top=val;
  4987. break;
  4988. case LOOK_HEAD_MID:
  4989. sd->status.head_mid=val;
  4990. break;
  4991. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  4992. if (val < battle_config.min_hair_color)
  4993. val = battle_config.min_hair_color;
  4994. else if (val > battle_config.max_hair_color)
  4995. val = battle_config.max_hair_color;
  4996. if (sd->status.hair_color != val)
  4997. {
  4998. sd->status.hair_color=val;
  4999. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  5000. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  5001. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  5002. }
  5003. break;
  5004. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  5005. if (val < battle_config.min_cloth_color)
  5006. val = battle_config.min_cloth_color;
  5007. else if (val > battle_config.max_cloth_color)
  5008. val = battle_config.max_cloth_color;
  5009. sd->status.clothes_color=val;
  5010. break;
  5011. case LOOK_SHIELD:
  5012. sd->status.shield=val;
  5013. break;
  5014. case LOOK_SHOES:
  5015. break;
  5016. }
  5017. clif_changelook(&sd->bl,type,val);
  5018. return 0;
  5019. }
  5020. /*==========================================
  5021. * 付?品(鷹,ペコ,カ?ト)設定
  5022. *------------------------------------------
  5023. */
  5024. int pc_setoption(struct map_session_data *sd,int type)
  5025. {
  5026. int p_type, new_look=0;
  5027. nullpo_retr(0, sd);
  5028. p_type = sd->sc.option;
  5029. //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
  5030. sd->sc.option=type;
  5031. clif_changeoption(&sd->bl);
  5032. if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  5033. { //We are going to mount. [Skotlex]
  5034. new_look = -1;
  5035. clif_status_load(&sd->bl,SI_RIDING,1);
  5036. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  5037. }
  5038. else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  5039. { //We are going to dismount.
  5040. new_look = -1;
  5041. clif_status_load(&sd->bl,SI_RIDING,0);
  5042. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  5043. }
  5044. if(type&OPTION_CART && !(p_type&OPTION_CART))
  5045. { //Cart On
  5046. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  5047. status_calc_pc(sd,0); //Apply speed penalty.
  5048. } else
  5049. if(!(type&OPTION_CART) && p_type&OPTION_CART)
  5050. { //Cart Off
  5051. if(pc_checkskill(sd, MC_PUSHCART) < 10)
  5052. status_calc_pc(sd,0); //Remove speed penalty.
  5053. }
  5054. if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
  5055. clif_status_load(&sd->bl,SI_FALCON,1);
  5056. else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
  5057. clif_status_load(&sd->bl,SI_FALCON,0);
  5058. if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
  5059. new_look = JOB_STAR_GLADIATOR2;
  5060. else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
  5061. new_look = -1;
  5062. if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
  5063. new_look = JOB_WEDDING;
  5064. else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
  5065. new_look = -1;
  5066. if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
  5067. new_look = JOB_XMAS;
  5068. else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
  5069. new_look = -1;
  5070. if (new_look < 0) { //Restore normal look.
  5071. status_set_viewdata(&sd->bl, sd->status.class_);
  5072. new_look = sd->vd.class_;
  5073. }
  5074. if (new_look) {
  5075. clif_changelook(&sd->bl,LOOK_BASE,new_look);
  5076. if (sd->vd.cloth_color)
  5077. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
  5078. }
  5079. return 0;
  5080. }
  5081. /*==========================================
  5082. * カ?ト設定
  5083. *------------------------------------------
  5084. */
  5085. int pc_setcart(struct map_session_data *sd,int type)
  5086. {
  5087. int cart[6]={0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
  5088. int option;
  5089. nullpo_retr(0, sd);
  5090. if (type < 0 || type > 5)
  5091. return 0; //Never trust the values sent by the client! [Skotlex]
  5092. if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
  5093. option = sd->sc.option;
  5094. //This should preserve the current option, only modifying the cart bit.
  5095. option&=~OPTION_CART;
  5096. option|=cart[type];
  5097. if(!pc_iscarton(sd)){ // カ?トを付けていない
  5098. pc_setoption(sd,option);
  5099. clif_cartlist(sd);
  5100. clif_updatestatus(sd,SP_CARTINFO);
  5101. clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
  5102. }
  5103. else{
  5104. pc_setoption(sd,option);
  5105. }
  5106. }
  5107. return 0;
  5108. }
  5109. /*==========================================
  5110. * 鷹設定
  5111. *------------------------------------------
  5112. */
  5113. int pc_setfalcon(struct map_session_data *sd)
  5114. {
  5115. if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
  5116. pc_setoption(sd,sd->sc.option|OPTION_FALCON);
  5117. }
  5118. return 0;
  5119. }
  5120. /*==========================================
  5121. * ペコペコ設定
  5122. *------------------------------------------
  5123. */
  5124. int pc_setriding(struct map_session_data *sd)
  5125. {
  5126. if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
  5127. pc_setoption(sd,sd->sc.option|OPTION_RIDING);
  5128. }
  5129. return 0;
  5130. }
  5131. /*==========================================
  5132. * アイテムドロップ可不可判定
  5133. *------------------------------------------
  5134. */
  5135. int pc_candrop(struct map_session_data *sd,struct item *item)
  5136. {
  5137. int level = pc_isGM(sd);
  5138. if ( pc_can_give_items(level) ) //check if this GM level can drop items
  5139. return 0;
  5140. return (itemdb_isdropable(item, level));
  5141. }
  5142. /*==========================================
  5143. * script用??の値を?む
  5144. *------------------------------------------
  5145. */
  5146. int pc_readreg(struct map_session_data *sd,int reg)
  5147. {
  5148. int i;
  5149. nullpo_retr(0, sd);
  5150. for(i=0;i<sd->reg_num;i++)
  5151. if(sd->reg[i].index==reg)
  5152. return sd->reg[i].data;
  5153. return 0;
  5154. }
  5155. /*==========================================
  5156. * script用??の値を設定
  5157. *------------------------------------------
  5158. */
  5159. int pc_setreg(struct map_session_data *sd,int reg,int val)
  5160. {
  5161. int i;
  5162. nullpo_retr(0, sd);
  5163. for (i = 0; i < sd->reg_num; i++) {
  5164. if (sd->reg[i].index == reg){
  5165. sd->reg[i].data = val;
  5166. return 0;
  5167. }
  5168. }
  5169. sd->reg_num++;
  5170. sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
  5171. memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
  5172. sd->reg[i].index = reg;
  5173. sd->reg[i].data = val;
  5174. return 0;
  5175. }
  5176. /*==========================================
  5177. * script用文字列??の値を?む
  5178. *------------------------------------------
  5179. */
  5180. char *pc_readregstr(struct map_session_data *sd,int reg)
  5181. {
  5182. int i;
  5183. nullpo_retr(0, sd);
  5184. for(i=0;i<sd->regstr_num;i++)
  5185. if(sd->regstr[i].index==reg)
  5186. return sd->regstr[i].data;
  5187. return NULL;
  5188. }
  5189. /*==========================================
  5190. * script用文字列??の値を設定
  5191. *------------------------------------------
  5192. */
  5193. int pc_setregstr(struct map_session_data *sd,int reg,char *str)
  5194. {
  5195. int i;
  5196. nullpo_retr(0, sd);
  5197. if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
  5198. ShowWarning("pc_setregstr: string too long !\n");
  5199. return 0;
  5200. }
  5201. for(i=0;i<sd->regstr_num;i++)
  5202. if(sd->regstr[i].index==reg){
  5203. strcpy(sd->regstr[i].data,str);
  5204. return 0;
  5205. }
  5206. sd->regstr_num++;
  5207. sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
  5208. if(sd->regstr==NULL){
  5209. ShowFatalError("out of memory : pc_setreg\n");
  5210. exit(1);
  5211. }
  5212. memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
  5213. sd->regstr[i].index = reg;
  5214. strcpy(sd->regstr[i].data, str);
  5215. return 0;
  5216. }
  5217. int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
  5218. struct global_reg *sd_reg;
  5219. int i,max;
  5220. nullpo_retr(0, sd);
  5221. switch (type) {
  5222. case 3: //Char reg
  5223. sd_reg = sd->save_reg.global;
  5224. max = sd->save_reg.global_num;
  5225. break;
  5226. case 2: //Account reg
  5227. sd_reg = sd->save_reg.account;
  5228. max = sd->save_reg.account_num;
  5229. break;
  5230. case 1: //Account2 reg
  5231. sd_reg = sd->save_reg.account2;
  5232. max = sd->save_reg.account2_num;
  5233. break;
  5234. default:
  5235. return 0;
  5236. }
  5237. if (max == -1) {
  5238. if (battle_config.error_log)
  5239. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5240. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5241. intif_request_registry(sd,type==3?4:type);
  5242. return 0;
  5243. }
  5244. for(i=0;i<max;i++){
  5245. if(strcmp(sd_reg[i].str,reg)==0)
  5246. return atoi(sd_reg[i].value);
  5247. }
  5248. return 0;
  5249. }
  5250. char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
  5251. struct global_reg *sd_reg;
  5252. int i,max;
  5253. nullpo_retr(0, sd);
  5254. switch (type) {
  5255. case 3: //Char reg
  5256. sd_reg = sd->save_reg.global;
  5257. max = sd->save_reg.global_num;
  5258. break;
  5259. case 2: //Account reg
  5260. sd_reg = sd->save_reg.account;
  5261. max = sd->save_reg.account_num;
  5262. break;
  5263. case 1: //Account2 reg
  5264. sd_reg = sd->save_reg.account2;
  5265. max = sd->save_reg.account2_num;
  5266. break;
  5267. default:
  5268. return NULL;
  5269. }
  5270. if (max == -1) {
  5271. if (battle_config.error_log)
  5272. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5273. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5274. intif_request_registry(sd,type==3?4:type);
  5275. return NULL;
  5276. }
  5277. for(i=0;i<max;i++){
  5278. if(strcmp(sd_reg[i].str,reg)==0)
  5279. return sd_reg[i].value;
  5280. }
  5281. return NULL;
  5282. }
  5283. int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
  5284. struct global_reg *sd_reg;
  5285. int i,*max, regmax;
  5286. nullpo_retr(0, sd);
  5287. if (type == 3) { //Some special character reg values...
  5288. if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
  5289. i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
  5290. sd->die_counter = val;
  5291. if (i) status_calc_pc(sd,0); //Lost the bonus.
  5292. } else if(strcmp(reg,script_config.die_event_name) == 0){
  5293. sd->state.event_death = val;
  5294. } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){
  5295. sd->state.event_kill_pc = val;
  5296. } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){
  5297. sd->state.event_kill_mob = val;
  5298. } else if(strcmp(reg,script_config.logout_event_name) == 0){
  5299. sd->state.event_disconnect = val;
  5300. }
  5301. }
  5302. switch (type) {
  5303. case 3: //Char reg
  5304. sd_reg = sd->save_reg.global;
  5305. max = &sd->save_reg.global_num;
  5306. regmax = GLOBAL_REG_NUM;
  5307. break;
  5308. case 2: //Account reg
  5309. sd_reg = sd->save_reg.account;
  5310. max = &sd->save_reg.account_num;
  5311. regmax = ACCOUNT_REG_NUM;
  5312. break;
  5313. case 1: //Account2 reg
  5314. sd_reg = sd->save_reg.account2;
  5315. max = &sd->save_reg.account2_num;
  5316. regmax = ACCOUNT_REG2_NUM;
  5317. break;
  5318. default:
  5319. return 0;
  5320. }
  5321. if (*max == -1) {
  5322. if(battle_config.error_log)
  5323. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5324. return 1;
  5325. }
  5326. // delete reg
  5327. if (val == 0) {
  5328. for(i = 0; i < *max; i++) {
  5329. if (strcmp(sd_reg[i].str, reg) == 0) {
  5330. if (i != *max - 1)
  5331. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5332. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5333. (*max)--;
  5334. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5335. break;
  5336. }
  5337. }
  5338. return 0;
  5339. }
  5340. // change value if found
  5341. for(i = 0; i < *max; i++) {
  5342. if (strcmp(sd_reg[i].str, reg) == 0) {
  5343. sprintf(sd_reg[i].value, "%d", val);
  5344. sd->state.reg_dirty |= 1<<(type-1);
  5345. return 0;
  5346. }
  5347. }
  5348. // add value if not found
  5349. if (i < regmax) {
  5350. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5351. strncpy(sd_reg[i].str, reg, 32);
  5352. sprintf(sd_reg[i].value, "%d", val);
  5353. (*max)++;
  5354. sd->state.reg_dirty |= 1<<(type-1);
  5355. return 0;
  5356. }
  5357. if(battle_config.error_log)
  5358. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5359. return 1;
  5360. }
  5361. int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
  5362. struct global_reg *sd_reg;
  5363. int i,*max, regmax;
  5364. nullpo_retr(0, sd);
  5365. if (reg[strlen(reg)-1] != '$') {
  5366. if(battle_config.error_log)
  5367. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  5368. return 1;
  5369. }
  5370. switch (type) {
  5371. case 3: //Char reg
  5372. sd_reg = sd->save_reg.global;
  5373. max = &sd->save_reg.global_num;
  5374. regmax = GLOBAL_REG_NUM;
  5375. break;
  5376. case 2: //Account reg
  5377. sd_reg = sd->save_reg.account;
  5378. max = &sd->save_reg.account_num;
  5379. regmax = ACCOUNT_REG_NUM;
  5380. break;
  5381. case 1: //Account2 reg
  5382. sd_reg = sd->save_reg.account2;
  5383. max = &sd->save_reg.account2_num;
  5384. regmax = ACCOUNT_REG2_NUM;
  5385. break;
  5386. default:
  5387. return 0;
  5388. }
  5389. if (*max == -1) {
  5390. if(battle_config.error_log)
  5391. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5392. return 1;
  5393. }
  5394. // delete reg
  5395. if (strcmp(val,"")==0) {
  5396. for(i = 0; i < *max; i++) {
  5397. if (strcmp(sd_reg[i].str, reg) == 0) {
  5398. if (i != *max - 1)
  5399. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5400. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5401. (*max)--;
  5402. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5403. if (type!=3) intif_saveregistry(sd,type);
  5404. break;
  5405. }
  5406. }
  5407. return 0;
  5408. }
  5409. // change value if found
  5410. for(i = 0; i < *max; i++) {
  5411. if (strcmp(sd_reg[i].str, reg) == 0) {
  5412. strncpy(sd_reg[i].value, val, 256);
  5413. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5414. if (type!=3) intif_saveregistry(sd,type);
  5415. return 0;
  5416. }
  5417. }
  5418. // add value if not found
  5419. if (i < regmax) {
  5420. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5421. strncpy(sd_reg[i].str, reg, 32);
  5422. strncpy(sd_reg[i].value, val, 256);
  5423. (*max)++;
  5424. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5425. if (type!=3) intif_saveregistry(sd,type);
  5426. return 0;
  5427. }
  5428. if(battle_config.error_log)
  5429. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5430. return 1;
  5431. }
  5432. /*==========================================
  5433. * イベントタイマ??理
  5434. *------------------------------------------
  5435. */
  5436. int pc_eventtimer(int tid,unsigned int tick,int id,int data)
  5437. {
  5438. struct map_session_data *sd=map_id2sd(id);
  5439. char *p = (char *)data;
  5440. int i;
  5441. if(sd==NULL)
  5442. return 0;
  5443. for(i=0;i < MAX_EVENTTIMER;i++){
  5444. if( sd->eventtimer[i]==tid ){
  5445. sd->eventtimer[i]=-1;
  5446. npc_event(sd,p,0);
  5447. break;
  5448. }
  5449. }
  5450. if (p) aFree(p);
  5451. if(i==MAX_EVENTTIMER) {
  5452. if(battle_config.error_log)
  5453. ShowError("pc_eventtimer: no such event timer\n");
  5454. }
  5455. return 0;
  5456. }
  5457. /*==========================================
  5458. * イベントタイマ?追加
  5459. *------------------------------------------
  5460. */
  5461. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  5462. {
  5463. int i;
  5464. nullpo_retr(0, sd);
  5465. for(i=0;i<MAX_EVENTTIMER;i++)
  5466. if( sd->eventtimer[i]==-1 )
  5467. break;
  5468. if(i<MAX_EVENTTIMER){
  5469. char *evname = aStrdup(name);
  5470. //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
  5471. //memcpy(evname,name,(strlen(name)+1));
  5472. sd->eventtimer[i]=add_timer(gettick()+tick,
  5473. pc_eventtimer,sd->bl.id,(int)evname);
  5474. sd->eventcount++;
  5475. }
  5476. return 0;
  5477. }
  5478. /*==========================================
  5479. * イベントタイマ?削除
  5480. *------------------------------------------
  5481. */
  5482. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  5483. {
  5484. int i;
  5485. nullpo_retr(0, sd);
  5486. if (sd->eventcount <= 0)
  5487. return 0;
  5488. for(i=0;i<MAX_EVENTTIMER;i++)
  5489. if( sd->eventtimer[i]!=-1 ) {
  5490. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5491. if(p && strcmp(p, name)==0) {
  5492. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5493. sd->eventtimer[i]=-1;
  5494. sd->eventcount--;
  5495. aFree(p);
  5496. break;
  5497. }
  5498. }
  5499. return 0;
  5500. }
  5501. /*==========================================
  5502. * イベントタイマ?カウント値追加
  5503. *------------------------------------------
  5504. */
  5505. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  5506. {
  5507. int i;
  5508. nullpo_retr(0, sd);
  5509. for(i=0;i<MAX_EVENTTIMER;i++)
  5510. if( sd->eventtimer[i]!=-1 && strcmp(
  5511. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  5512. addtick_timer(sd->eventtimer[i],tick);
  5513. break;
  5514. }
  5515. return 0;
  5516. }
  5517. /*==========================================
  5518. * イベントタイマ?全削除
  5519. *------------------------------------------
  5520. */
  5521. int pc_cleareventtimer(struct map_session_data *sd)
  5522. {
  5523. int i;
  5524. nullpo_retr(0, sd);
  5525. if (sd->eventcount <= 0)
  5526. return 0;
  5527. for(i=0;i<MAX_EVENTTIMER;i++)
  5528. if( sd->eventtimer[i]!=-1 ){
  5529. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  5530. delete_timer(sd->eventtimer[i],pc_eventtimer);
  5531. sd->eventtimer[i]=-1;
  5532. if (p) aFree(p);
  5533. }
  5534. return 0;
  5535. }
  5536. //
  5537. // ? 備物
  5538. //
  5539. /*==========================================
  5540. * アイテムを?備する
  5541. *------------------------------------------
  5542. */
  5543. int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
  5544. {
  5545. int i,pos,flag=0;
  5546. struct item_data *id;
  5547. nullpo_retr(0, sd);
  5548. id = sd->inventory_data[n];
  5549. pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
  5550. if(battle_config.battle_log)
  5551. ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id->equip,req_pos);
  5552. if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  5553. clif_equipitemack(sd,n,0,0); // fail
  5554. return 0;
  5555. }
  5556. // -- moonsoul (if player is berserk then cannot equip)
  5557. //
  5558. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
  5559. clif_equipitemack(sd,n,0,0); // fail
  5560. return 0;
  5561. }
  5562. if(pos == EQP_ACC) { //Accesories should only go in one of the two,
  5563. pos = req_pos&EQP_ACC;
  5564. if (pos == EQP_ACC) //User specified both slots..
  5565. pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_ACC_R : EQP_ACC_L;
  5566. }
  5567. if(pos == EQP_ARMS && id->equip == EQP_HAND_R &&
  5568. (pc_checkskill(sd, AS_LEFT) > 0 ||
  5569. (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)
  5570. ) { //Dual wield capable weapon.
  5571. pos = (req_pos&EQP_ARMS);
  5572. if (pos == EQP_ARMS) //User specified both slots, pick one for them.
  5573. pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
  5574. }
  5575. if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC)
  5576. { //Update skill-block range database when weapon range changes. [Skotlex]
  5577. i = sd->equip_index[EQI_HAND_R];
  5578. if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
  5579. flag = 1;
  5580. else
  5581. flag = id->range != sd->inventory_data[i]->range;
  5582. }
  5583. for(i=0;i<EQI_MAX;i++) {
  5584. if(pos & equip_pos[i]) {
  5585. if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
  5586. pc_unequipitem(sd,sd->equip_index[i],2);
  5587. sd->equip_index[i] = n;
  5588. }
  5589. }
  5590. if(pos==EQP_AMMO){
  5591. clif_arrowequip(sd,n);
  5592. clif_arrow_fail(sd,3);
  5593. }
  5594. else
  5595. clif_equipitemack(sd,n,pos,1);
  5596. sd->status.inventory[n].equip=pos;
  5597. if(pos & EQP_HAND_R) {
  5598. if(sd->inventory_data[n])
  5599. sd->weapontype1 = sd->inventory_data[n]->look;
  5600. else
  5601. sd->weapontype1 = 0;
  5602. pc_calcweapontype(sd);
  5603. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5604. }
  5605. if(pos & EQP_HAND_L) {
  5606. if(sd->inventory_data[n]) {
  5607. if(sd->inventory_data[n]->type == IT_WEAPON) {
  5608. sd->status.shield = 0;
  5609. if(sd->status.inventory[n].equip == EQP_HAND_L)
  5610. sd->weapontype2 = sd->inventory_data[n]->look;
  5611. else
  5612. sd->weapontype2 = 0;
  5613. }
  5614. else
  5615. if(sd->inventory_data[n]->type == IT_ARMOR) {
  5616. sd->status.shield = sd->inventory_data[n]->look;
  5617. sd->weapontype2 = 0;
  5618. }
  5619. }
  5620. else
  5621. sd->status.shield = sd->weapontype2 = 0;
  5622. pc_calcweapontype(sd);
  5623. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5624. }
  5625. //Added check to prevent sending the same look on multiple slots ->
  5626. //causes client to redraw item on top of itself. (suggested by Lupus)
  5627. if(pos & EQP_HEAD_LOW) {
  5628. if(sd->inventory_data[n] && !pos&(EQP_HEAD_TOP|EQP_HEAD_MID))
  5629. sd->status.head_bottom = sd->inventory_data[n]->look;
  5630. else
  5631. sd->status.head_bottom = 0;
  5632. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5633. }
  5634. if(pos & EQP_HEAD_TOP) {
  5635. if(sd->inventory_data[n])
  5636. sd->status.head_top = sd->inventory_data[n]->look;
  5637. else
  5638. sd->status.head_top = 0;
  5639. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5640. }
  5641. if(pos & EQP_HEAD_MID) {
  5642. if(sd->inventory_data[n] && !pos&EQP_HEAD_TOP)
  5643. sd->status.head_mid = sd->inventory_data[n]->look;
  5644. else
  5645. sd->status.head_mid = 0;
  5646. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5647. }
  5648. if(pos & EQP_SHOES)
  5649. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5650. pc_checkallowskill(sd); //Check if status changes should be halted.
  5651. /* WTF? pc_checkequip returns an item index, pc_search_inventory expects a
  5652. * nameid as argument. This function is totally broken, so most (all?) of the
  5653. * time it would return arrow == -1 anyway...?? [Skotlex]
  5654. arrow=pc_search_inventory(sd,pc_checkequip(sd,EQI_AMMO)); // Added by RoVeRT
  5655. if (itemdb_look(sd->status.inventory[n].nameid) == W_BOW && (arrow >= 0)){ // Added by RoVeRT
  5656. clif_arrowequip(sd,arrow);
  5657. sd->status.inventory[arrow].equip=EQP_AMMO;
  5658. }
  5659. */
  5660. status_calc_pc(sd,0);
  5661. if (flag) //Update skill data
  5662. clif_skillinfoblock(sd);
  5663. //OnEquip script [Skotlex]
  5664. if (sd->inventory_data[n]) {
  5665. int i;
  5666. struct item_data *data;
  5667. if (sd->inventory_data[n]->equip_script)
  5668. run_script(sd->inventory_data[n]->equip_script,0,sd->bl.id,fake_nd->bl.id);
  5669. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  5670. ; //No cards
  5671. else
  5672. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5673. {
  5674. if (!sd->status.inventory[n].card[i])
  5675. continue;
  5676. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5677. if (data && data->equip_script)
  5678. run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
  5679. }
  5680. }
  5681. return 0;
  5682. }
  5683. /*==========================================
  5684. * ? 備した物を外す
  5685. * type:
  5686. * 0 - only unequip
  5687. * 1 - calculate status after unequipping
  5688. * 2 - force unequip
  5689. *------------------------------------------
  5690. */
  5691. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  5692. {
  5693. int i;
  5694. nullpo_retr(0, sd);
  5695. // -- moonsoul (if player is berserk then cannot unequip)
  5696. //
  5697. if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
  5698. clif_unequipitemack(sd,n,0,0);
  5699. return 0;
  5700. }
  5701. if(battle_config.battle_log)
  5702. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  5703. if(!sd->status.inventory[n].equip){ //Nothing to unequip
  5704. clif_unequipitemack(sd,n,0,0);
  5705. return 0;
  5706. }
  5707. for(i=0;i<EQI_MAX;i++) {
  5708. if(sd->status.inventory[n].equip & equip_pos[i])
  5709. sd->equip_index[i] = -1;
  5710. }
  5711. if(sd->status.inventory[n].equip & EQP_HAND_R) {
  5712. sd->weapontype1 = 0;
  5713. sd->status.weapon = sd->weapontype2;
  5714. pc_calcweapontype(sd);
  5715. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5716. if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
  5717. skill_stop_dancing(&sd->bl);
  5718. }
  5719. if(sd->status.inventory[n].equip & EQP_HAND_L) {
  5720. sd->status.shield = sd->weapontype2 = 0;
  5721. pc_calcweapontype(sd);
  5722. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5723. }
  5724. if(sd->status.inventory[n].equip & EQP_HEAD_LOW) {
  5725. sd->status.head_bottom = 0;
  5726. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5727. }
  5728. if(sd->status.inventory[n].equip & EQP_HEAD_TOP) {
  5729. sd->status.head_top = 0;
  5730. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5731. }
  5732. if(sd->status.inventory[n].equip & EQP_HEAD_MID) {
  5733. sd->status.head_mid = 0;
  5734. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5735. }
  5736. if(sd->status.inventory[n].equip & EQP_SHOES)
  5737. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5738. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  5739. if((sd->status.inventory[n].equip & EQP_ARMS) &&
  5740. sd->weapontype1 == 0 && sd->weapontype2 == 0)
  5741. skill_enchant_elemental_end(&sd->bl,-1);
  5742. sd->status.inventory[n].equip=0;
  5743. if(flag&1) {
  5744. pc_checkallowskill(sd);
  5745. status_calc_pc(sd,0);
  5746. }
  5747. if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
  5748. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  5749. //OnUnEquip script [Skotlex]
  5750. if (sd->inventory_data[n]) {
  5751. struct item_data *data;
  5752. if (sd->inventory_data[n]->unequip_script)
  5753. run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  5754. if(itemdb_isspecial(sd->status.inventory[n].card[0]))
  5755. ; //No cards
  5756. else
  5757. for(i=0;i<sd->inventory_data[n]->slot; i++)
  5758. {
  5759. if (!sd->status.inventory[n].card[i])
  5760. continue;
  5761. data = itemdb_exists(sd->status.inventory[n].card[i]);
  5762. if (data && data->unequip_script)
  5763. run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
  5764. }
  5765. }
  5766. return 0;
  5767. }
  5768. /*==========================================
  5769. * アイテムのindex番?を詰めたり
  5770. * ? 備品の?備可能チェックを行なう
  5771. *------------------------------------------
  5772. */
  5773. int pc_checkitem(struct map_session_data *sd)
  5774. {
  5775. int i,j,k,id,calc_flag = 0;
  5776. struct item_data *it=NULL;
  5777. nullpo_retr(0, sd);
  5778. if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  5779. return 0;
  5780. // 所持品空き詰め
  5781. for(i=j=0;i<MAX_INVENTORY;i++){
  5782. if( (id=sd->status.inventory[i].nameid)==0)
  5783. continue;
  5784. if( battle_config.item_check && !itemdb_available(id) ){
  5785. if(battle_config.error_log)
  5786. ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
  5787. pc_delitem(sd,i,sd->status.inventory[i].amount,3);
  5788. continue;
  5789. }
  5790. if(i>j){
  5791. memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
  5792. sd->inventory_data[j] = sd->inventory_data[i];
  5793. }
  5794. j++;
  5795. }
  5796. if(j < MAX_INVENTORY)
  5797. memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
  5798. for(k=j;k<MAX_INVENTORY;k++)
  5799. sd->inventory_data[k] = NULL;
  5800. // カ?ト?空き詰め
  5801. for(i=j=0;i<MAX_CART;i++){
  5802. if( (id=sd->status.cart[i].nameid)==0 )
  5803. continue;
  5804. if( battle_config.item_check && !itemdb_available(id) ){
  5805. if(battle_config.error_log)
  5806. ShowWarning("illegal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
  5807. pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
  5808. continue;
  5809. }
  5810. if(i>j){
  5811. memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
  5812. }
  5813. j++;
  5814. }
  5815. if(j < MAX_CART)
  5816. memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
  5817. // ? 備位置チェック
  5818. for(i=0;i<MAX_INVENTORY;i++){
  5819. it=sd->inventory_data[i];
  5820. if(sd->status.inventory[i].nameid==0)
  5821. continue;
  5822. if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
  5823. sd->status.inventory[i].equip=0;
  5824. calc_flag = 1;
  5825. }
  5826. //?備制限チェック
  5827. if(sd->status.inventory[i].equip && it) {
  5828. if (map[sd->bl.m].flag.pvp && it->flag.no_equip&1)
  5829. { //PVP check for forbiden items. optimized by [Lupus]
  5830. sd->status.inventory[i].equip=0;
  5831. calc_flag = 1;
  5832. } else
  5833. if (map_flag_gvg(sd->bl.m) && it->flag.no_equip&2)
  5834. { //GvG optimized by [Lupus]
  5835. sd->status.inventory[i].equip=0;
  5836. calc_flag = 1;
  5837. } else
  5838. if(map[sd->bl.m].flag.restricted && it->flag.no_equip&map[sd->bl.m].zone)
  5839. { // Restricted zone by [Komurka]
  5840. sd->status.inventory[i].equip=0;
  5841. calc_flag = 1;
  5842. }
  5843. if (!calc_flag) { //Check cards
  5844. int flag;
  5845. flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0)
  5846. | (map[sd->bl.m].flag.pvp?1:0)
  5847. | (map_flag_gvg(sd->bl.m)?2:0);
  5848. if (flag && !pc_isAllowedCardOn(sd,it->slot,i,flag))
  5849. calc_flag = 1;
  5850. }
  5851. }
  5852. }
  5853. pc_setequipindex(sd);
  5854. if(calc_flag && sd->state.auth)
  5855. status_calc_pc(sd,0);
  5856. return 0;
  5857. }
  5858. /*==========================================
  5859. * PVP順位計算用(foreachinarea)
  5860. *------------------------------------------
  5861. */
  5862. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  5863. {
  5864. struct map_session_data *sd1,*sd2=NULL;
  5865. sd1=(struct map_session_data *)bl;
  5866. sd2=va_arg(ap,struct map_session_data *);
  5867. if( sd1->pvp_point > sd2->pvp_point )
  5868. sd2->pvp_rank++;
  5869. return 0;
  5870. }
  5871. /*==========================================
  5872. * PVP順位計算
  5873. *------------------------------------------
  5874. */
  5875. int pc_calc_pvprank(struct map_session_data *sd)
  5876. {
  5877. int old;
  5878. struct map_data *m;
  5879. nullpo_retr(0, sd);
  5880. nullpo_retr(0, m=&map[sd->bl.m]);
  5881. old=sd->pvp_rank;
  5882. if( !(m->flag.pvp) )
  5883. return 0;
  5884. sd->pvp_rank=1;
  5885. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  5886. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
  5887. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
  5888. return sd->pvp_rank;
  5889. }
  5890. /*==========================================
  5891. * PVP順位計算(timer)
  5892. *------------------------------------------
  5893. */
  5894. int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
  5895. {
  5896. struct map_session_data *sd=NULL;
  5897. if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
  5898. return 0;
  5899. sd=map_id2sd(id);
  5900. if(sd==NULL)
  5901. return 0;
  5902. sd->pvp_timer=-1;
  5903. if( pc_calc_pvprank(sd)>0 )
  5904. sd->pvp_timer=add_timer(
  5905. gettick()+PVP_CALCRANK_INTERVAL,
  5906. pc_calc_pvprank_timer,id,data);
  5907. return 0;
  5908. }
  5909. /*==========================================
  5910. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  5911. *------------------------------------------
  5912. */
  5913. int pc_ismarried(struct map_session_data *sd)
  5914. {
  5915. if(sd == NULL)
  5916. return -1;
  5917. if(sd->status.partner_id > 0)
  5918. return sd->status.partner_id;
  5919. else
  5920. return 0;
  5921. }
  5922. /*==========================================
  5923. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  5924. *------------------------------------------
  5925. */
  5926. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  5927. {
  5928. if(sd == NULL || dstsd == NULL ||
  5929. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  5930. sd->class_&JOBL_BABY)
  5931. return -1;
  5932. sd->status.partner_id = dstsd->status.char_id;
  5933. dstsd->status.partner_id = sd->status.char_id;
  5934. return 0;
  5935. }
  5936. /*==========================================
  5937. * 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)
  5938. *------------------------------------------
  5939. */
  5940. int pc_divorce(struct map_session_data *sd)
  5941. {
  5942. struct map_session_data *p_sd;
  5943. if (sd == NULL || !pc_ismarried(sd))
  5944. return -1;
  5945. if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
  5946. int i;
  5947. if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
  5948. ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
  5949. return -1;
  5950. }
  5951. sd->status.partner_id = 0;
  5952. p_sd->status.partner_id = 0;
  5953. for (i = 0; i < MAX_INVENTORY; i++) {
  5954. if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
  5955. pc_delitem(sd, i, 1, 0);
  5956. if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
  5957. pc_delitem(p_sd, i, 1, 0);
  5958. }
  5959. clif_divorced(sd, p_sd->status.name);
  5960. clif_divorced(p_sd, sd->status.name);
  5961. } else {
  5962. ShowError("pc_divorce: p_sd nullpo\n");
  5963. return -1;
  5964. }
  5965. return 0;
  5966. }
  5967. /*==========================================
  5968. * sd - father dstsd - mother jasd - child
  5969. */
  5970. int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
  5971. {
  5972. int j;
  5973. if (sd == NULL || dstsd == NULL || jasd == NULL ||
  5974. sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
  5975. sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
  5976. sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
  5977. return -1;
  5978. jasd->status.father = sd->status.char_id;
  5979. jasd->status.mother = dstsd->status.char_id;
  5980. sd->status.child = jasd->status.char_id;
  5981. dstsd->status.child = jasd->status.char_id;
  5982. for (j=0; j < MAX_INVENTORY; j++) {
  5983. if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
  5984. pc_unequipitem(jasd, j, 3);
  5985. }
  5986. if (pc_jobchange(jasd, 4023, 0) == 0)
  5987. { //Success, and give Junior the Baby skills. [Skotlex]
  5988. pc_skill(jasd,WE_BABY,1,0);
  5989. pc_skill(jasd,WE_CALLPARENT,1,0);
  5990. clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
  5991. //We should also grant the parent skills to the parents [Skotlex]
  5992. pc_skill(sd,WE_CALLBABY,1,0);
  5993. pc_skill(dstsd,WE_CALLBABY,1,0);
  5994. } else {
  5995. clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
  5996. return -1;
  5997. }
  5998. return 0;
  5999. }
  6000. /*==========================================
  6001. * sdの相方のmap_session_dataを返す
  6002. *------------------------------------------
  6003. */
  6004. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  6005. {
  6006. //struct map_session_data *p_sd = NULL;
  6007. //char *nick;
  6008. //if(sd == NULL || !pc_ismarried(sd))
  6009. // return NULL;
  6010. //nick=map_charid2nick(sd->status.partner_id);
  6011. //if (nick==NULL)
  6012. // return NULL;
  6013. //if((p_sd=map_nick2sd(nick)) == NULL )
  6014. // return NULL;
  6015. if (sd && pc_ismarried(sd))
  6016. // charid2sd returns NULL if not found
  6017. return map_charid2sd(sd->status.partner_id);
  6018. return NULL;
  6019. }
  6020. struct map_session_data *pc_get_father (struct map_session_data *sd)
  6021. {
  6022. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  6023. // charid2sd returns NULL if not found
  6024. return map_charid2sd(sd->status.father);
  6025. return NULL;
  6026. }
  6027. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  6028. {
  6029. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  6030. // charid2sd returns NULL if not found
  6031. return map_charid2sd(sd->status.mother);
  6032. return NULL;
  6033. }
  6034. struct map_session_data *pc_get_child (struct map_session_data *sd)
  6035. {
  6036. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  6037. // charid2sd returns NULL if not found
  6038. return map_charid2sd(sd->status.child);
  6039. return NULL;
  6040. }
  6041. //
  6042. // 自然回復物
  6043. //
  6044. /*==========================================
  6045. * SP回復量計算
  6046. *------------------------------------------
  6047. */
  6048. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6049. static int pc_spheal(struct map_session_data *sd)
  6050. {
  6051. int a = natural_heal_diff_tick;
  6052. if(pc_issit(sd))
  6053. a += a;
  6054. if (sd->sc.count) {
  6055. if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
  6056. a += a;
  6057. if (sd->sc.data[SC_REGENERATION].timer != -1)
  6058. a *= sd->sc.data[SC_REGENERATION].val3;
  6059. }
  6060. // Re-added back to status_calc
  6061. //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
  6062. //a += a*skill*3/100;
  6063. if (sd->status.guild_id > 0) {
  6064. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  6065. if(gc) {
  6066. struct guild *g = guild_search(sd->status.guild_id);
  6067. if(g && g->guild_id == gc->guild_id)
  6068. a += a;
  6069. } // end addition [Valaris]
  6070. }
  6071. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  6072. a += a;
  6073. return a;
  6074. }
  6075. /*==========================================
  6076. * HP回復量計算
  6077. *------------------------------------------
  6078. */
  6079. static int pc_hpheal(struct map_session_data *sd)
  6080. {
  6081. int a = natural_heal_diff_tick;
  6082. if(pc_issit(sd))
  6083. a += a;
  6084. if (sd->sc.count) {
  6085. if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
  6086. a += a;
  6087. if (sd->sc.data[SC_REGENERATION].timer != -1)
  6088. a *= sd->sc.data[SC_REGENERATION].val2;
  6089. }
  6090. if (sd->status.guild_id > 0) {
  6091. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  6092. if(gc) {
  6093. struct guild *g = guild_search(sd->status.guild_id);
  6094. if(g && g->guild_id == gc->guild_id)
  6095. a += a;
  6096. } // end addition [Valaris]
  6097. }
  6098. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  6099. a += a;
  6100. return a;
  6101. }
  6102. static void pc_natural_heal_hp(struct map_session_data *sd)
  6103. {
  6104. unsigned int hp;
  6105. int inc_num,bonus,hp_flag;
  6106. if (sd->no_regen & 1)
  6107. return;
  6108. if(pc_checkoverhp(sd)) {
  6109. sd->hp_sub = sd->inchealhptick = 0;
  6110. return;
  6111. }
  6112. hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
  6113. if(sd->ud.walktimer == -1) {
  6114. inc_num = pc_hpheal(sd);
  6115. if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){
  6116. sd->hp_sub += 2*inc_num;
  6117. sd->inchealhptick += 3*natural_heal_diff_tick;
  6118. } else {
  6119. sd->hp_sub += inc_num;
  6120. sd->inchealhptick += natural_heal_diff_tick;
  6121. }
  6122. }
  6123. else if(hp_flag) {
  6124. inc_num = pc_hpheal(sd);
  6125. sd->hp_sub += inc_num;
  6126. sd->inchealhptick = 0;
  6127. }
  6128. else {
  6129. sd->hp_sub = sd->inchealhptick = 0;
  6130. return;
  6131. }
  6132. if(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6133. hp = 0;
  6134. bonus = sd->nhealhp;
  6135. if(hp_flag) {
  6136. bonus >>= 2;
  6137. if(bonus <= 0) bonus = 1;
  6138. }
  6139. do {
  6140. sd->hp_sub -= battle_config.natural_healhp_interval;
  6141. hp+= bonus;
  6142. } while(sd->hp_sub >= battle_config.natural_healhp_interval);
  6143. if ((unsigned int)status_heal(&sd->bl, hp, 0, 1) < hp)
  6144. { //At full.
  6145. sd->inchealhptick = 0;
  6146. return;
  6147. }
  6148. }
  6149. if(sd->nshealhp <= 0)
  6150. {
  6151. sd->inchealhptick = 0;
  6152. return;
  6153. }
  6154. while(sd->inchealhptick >= battle_config.natural_heal_skill_interval)
  6155. {
  6156. sd->inchealhptick -= battle_config.natural_heal_skill_interval;
  6157. if(status_heal(&sd->bl, sd->nshealhp, 0, 3) < sd->nshealhp)
  6158. {
  6159. sd->hp_sub = sd->inchealhptick = 0;
  6160. break;
  6161. }
  6162. }
  6163. return;
  6164. }
  6165. static void pc_natural_heal_sp(struct map_session_data *sd)
  6166. {
  6167. int sp;
  6168. int inc_num,bonus;
  6169. if (sd->no_regen & 2)
  6170. return;
  6171. if(pc_checkoversp(sd)) {
  6172. sd->sp_sub = sd->inchealsptick = 0;
  6173. return;
  6174. }
  6175. inc_num = pc_spheal(sd);
  6176. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
  6177. sd->sp_sub += inc_num;
  6178. if(sd->ud.walktimer == -1)
  6179. sd->inchealsptick += natural_heal_diff_tick;
  6180. else
  6181. sd->inchealsptick = 0;
  6182. if(sd->sp_sub >= battle_config.natural_healsp_interval){
  6183. bonus = sd->nhealsp;
  6184. sp = 0;
  6185. do {
  6186. sd->sp_sub -= battle_config.natural_healsp_interval;
  6187. sp += bonus;
  6188. } while(sd->sp_sub >= battle_config.natural_healsp_interval);
  6189. if (status_heal(&sd->bl, 0, sp, 1) < sp) {
  6190. sd->inchealsptick = 0;
  6191. return;
  6192. }
  6193. }
  6194. if(sd->nshealsp <= 0) {
  6195. sd->inchealsptick = 0;
  6196. return;
  6197. }
  6198. if(sd->inchealsptick >= battle_config.natural_heal_skill_interval)
  6199. {
  6200. sp = 0;
  6201. if(sd->doridori_counter) {
  6202. bonus = sd->nshealsp*2;
  6203. sd->doridori_counter = 0;
  6204. } else
  6205. bonus = sd->nshealsp;
  6206. do {
  6207. sd->inchealsptick -= battle_config.natural_heal_skill_interval;
  6208. if (status_heal(&sd->bl, 0, bonus, 3) < sp) {
  6209. sd->sp_sub = sd->inchealsptick = 0;
  6210. break;
  6211. }
  6212. } while(sd->inchealsptick >= battle_config.natural_heal_skill_interval);
  6213. }
  6214. return;
  6215. }
  6216. static void pc_spirit_heal_hp(struct map_session_data *sd)
  6217. {
  6218. int bonus_hp,interval = battle_config.natural_heal_skill_interval;
  6219. if(pc_checkoverhp(sd)) {
  6220. sd->inchealspirithptick = 0;
  6221. return;
  6222. }
  6223. sd->inchealspirithptick += natural_heal_diff_tick;
  6224. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6225. interval += interval;
  6226. if(sd->inchealspirithptick < interval)
  6227. return;
  6228. if(!pc_issit(sd))
  6229. {
  6230. sd->inchealspirithptick -= natural_heal_diff_tick;
  6231. return;
  6232. }
  6233. bonus_hp = sd->nsshealhp;
  6234. while(sd->inchealspirithptick >= interval) {
  6235. sd->inchealspirithptick -= interval;
  6236. if(status_heal(&sd->bl, bonus_hp, 0, 3) < bonus_hp) {
  6237. sd->inchealspirithptick = 0;
  6238. break;
  6239. }
  6240. }
  6241. return;
  6242. }
  6243. static void pc_spirit_heal_sp(struct map_session_data *sd)
  6244. {
  6245. int bonus_sp,interval = battle_config.natural_heal_skill_interval;
  6246. if(pc_checkoversp(sd)) {
  6247. sd->inchealspiritsptick = 0;
  6248. return;
  6249. }
  6250. sd->inchealspiritsptick += natural_heal_diff_tick;
  6251. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6252. interval += interval;
  6253. if(sd->inchealspiritsptick < interval)
  6254. return;
  6255. if(!pc_issit(sd))
  6256. {
  6257. sd->inchealspiritsptick -= natural_heal_diff_tick;
  6258. return;
  6259. }
  6260. bonus_sp = sd->nsshealsp;
  6261. while(sd->inchealspiritsptick >= interval) {
  6262. sd->inchealspiritsptick -= interval;
  6263. if(status_heal(&sd->bl, 0, bonus_sp, 3) < bonus_sp)
  6264. {
  6265. sd->inchealspiritsptick = 0;
  6266. break;
  6267. }
  6268. }
  6269. return;
  6270. }
  6271. static void pc_bleeding (struct map_session_data *sd)
  6272. {
  6273. int hp = 0, sp = 0;
  6274. if (sd->hp_loss_value > 0) {
  6275. sd->hp_loss_tick += natural_heal_diff_tick;
  6276. if (sd->hp_loss_tick >= sd->hp_loss_rate) {
  6277. do {
  6278. hp += sd->hp_loss_value;
  6279. sd->hp_loss_tick -= sd->hp_loss_rate;
  6280. } while (sd->hp_loss_tick >= sd->hp_loss_rate);
  6281. sd->hp_loss_tick = 0;
  6282. }
  6283. }
  6284. if (sd->sp_loss_value > 0) {
  6285. sd->sp_loss_tick += natural_heal_diff_tick;
  6286. if (sd->sp_loss_tick >= sd->sp_loss_rate) {
  6287. do {
  6288. sp += sd->sp_loss_value;
  6289. sd->sp_loss_tick -= sd->sp_loss_rate;
  6290. } while (sd->sp_loss_tick >= sd->sp_loss_rate);
  6291. sd->sp_loss_tick = 0;
  6292. }
  6293. }
  6294. if (hp > 0 || sp > 0)
  6295. status_zap(&sd->bl, hp, sp);
  6296. return;
  6297. }
  6298. /*==========================================
  6299. * HP/SP 自然回復 各クライアント
  6300. *------------------------------------------
  6301. */
  6302. static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
  6303. int tick;
  6304. nullpo_retr(0, sd);
  6305. tick = va_arg(ap,int);
  6306. // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
  6307. if (pc_isdead(sd) || pc_ishiding(sd) ||
  6308. //-- cannot regen for 5 minutes after using Berserk --- [Celest]
  6309. (sd->sc.count && (
  6310. (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6311. (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6312. sd->sc.data[SC_BERSERK].timer != -1 ||
  6313. sd->sc.data[SC_TRICKDEAD].timer != -1 ||
  6314. sd->sc.data[SC_BLEEDING].timer != -1
  6315. ))
  6316. ) { //Cannot heal neither natural or special.
  6317. sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
  6318. sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
  6319. } else {
  6320. if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
  6321. sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
  6322. sd->hp_sub = sd->inchealhptick = 0;
  6323. sd->sp_sub = sd->inchealsptick = 0;
  6324. } else { //natural heal
  6325. pc_natural_heal_hp(sd);
  6326. if(sd->sc.count && (
  6327. sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
  6328. sd->sc.data[SC_DANCING].timer != -1
  6329. )) //No SP natural heal.
  6330. sd->sp_sub = sd->inchealsptick = 0;
  6331. else
  6332. pc_natural_heal_sp(sd);
  6333. sd->canregen_tick = tick;
  6334. }
  6335. //Sitting Healing
  6336. if (sd->nsshealhp)
  6337. pc_spirit_heal_hp(sd);
  6338. if (sd->nsshealsp)
  6339. pc_spirit_heal_sp(sd);
  6340. }
  6341. if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
  6342. pc_bleeding(sd);
  6343. else
  6344. sd->hp_loss_tick = sd->sp_loss_tick = 0;
  6345. return 0;
  6346. }
  6347. /*==========================================
  6348. * HP/SP自然回復 (interval timer??)
  6349. *------------------------------------------
  6350. */
  6351. int pc_natural_heal(int tid,unsigned int tick,int id,int data)
  6352. {
  6353. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6354. clif_foreachclient(pc_natural_heal_sub, tick);
  6355. natural_heal_prev_tick = tick;
  6356. return 0;
  6357. }
  6358. /*==========================================
  6359. * セ?ブポイントの保存
  6360. *------------------------------------------
  6361. */
  6362. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  6363. {
  6364. nullpo_retr(0, sd);
  6365. sd->status.save_point.map = mapindex;
  6366. sd->status.save_point.x = x;
  6367. sd->status.save_point.y = y;
  6368. return 0;
  6369. }
  6370. /*==========================================
  6371. * 自動セ?ブ 各クライアント
  6372. *------------------------------------------
  6373. */
  6374. static int last_save_id=0,save_flag=0;
  6375. static int pc_autosave_sub(DBKey key,void * data,va_list app)
  6376. {
  6377. struct map_session_data *sd = (TBL_PC*)data;
  6378. if(sd->bl.id == last_save_id) {
  6379. save_flag = 1;
  6380. return 1;
  6381. }
  6382. if(save_flag != 1) //Not our turn to save yet.
  6383. return 0;
  6384. if (sd->state.waitingdisconnect) //Invalid char to save.
  6385. return 0;
  6386. //Save char.
  6387. last_save_id = sd->bl.id;
  6388. save_flag=2;
  6389. // pet
  6390. if(sd->status.pet_id > 0 && sd->pd)
  6391. intif_save_petdata(sd->status.account_id,&sd->pet);
  6392. if(sd->state.finalsave)
  6393. { //Save ack hasn't returned from char-server yet? Retry.
  6394. ShowDebug("pc_autosave: Resending to save logging out char %d:%d (save ack from char-server hasn't arrived yet)\n", sd->status.account_id, sd->status.char_id);
  6395. sd->state.finalsave = 0;
  6396. chrif_save(sd,1);
  6397. } else
  6398. chrif_save(sd,0);
  6399. return 1;
  6400. }
  6401. /*==========================================
  6402. * 自動セ?ブ (timer??)
  6403. *------------------------------------------
  6404. */
  6405. int pc_autosave(int tid,unsigned int tick,int id,int data)
  6406. {
  6407. int interval;
  6408. if(save_flag == 2) //Someone was saved on last call, normal cycle
  6409. save_flag = 0;
  6410. else
  6411. save_flag = 1; //Noone was saved, so save first found char.
  6412. map_foreachpc(pc_autosave_sub);
  6413. if (autosave_interval < 0)
  6414. return 0; //Fixed interval for saving. [Skotlex]
  6415. interval = autosave_interval/(clif_countusers()+1);
  6416. if(interval <= 0)
  6417. interval = 1;
  6418. add_timer(gettick()+interval,pc_autosave,0,0);
  6419. return 0;
  6420. }
  6421. int pc_read_gm_account(int fd)
  6422. {
  6423. int i = 0;
  6424. RFIFOHEAD(fd);
  6425. if (gm_account != NULL)
  6426. aFree(gm_account);
  6427. GM_num = 0;
  6428. gm_account = (struct gm_account *) aMallocA(((RFIFOW(fd,2) - 4) / 5)*sizeof(struct gm_account));
  6429. for (i = 4; i < RFIFOW(fd,2); i += 5) {
  6430. gm_account[GM_num].account_id = RFIFOL(fd,i);
  6431. gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
  6432. //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  6433. GM_num++;
  6434. }
  6435. return GM_num;
  6436. }
  6437. static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap)
  6438. {
  6439. if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled)
  6440. { //Night/day state does not match.
  6441. clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex]
  6442. sd->state.night = night_flag;
  6443. return 1;
  6444. }
  6445. return 0;
  6446. }
  6447. /*================================================
  6448. * timer to do the day [Yor]
  6449. * data: 0 = called by timer, 1 = gmcommand/script
  6450. *------------------------------------------------
  6451. */
  6452. int map_day_timer(int tid, unsigned int tick, int id, int data)
  6453. {
  6454. char tmp_soutput[1024];
  6455. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  6456. return 0;
  6457. if (!night_flag)
  6458. return 0; //Already day.
  6459. night_flag = 0; // 0=day, 1=night [Yor]
  6460. clif_foreachclient(pc_daynight_timer_sub);
  6461. strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
  6462. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6463. return 0;
  6464. }
  6465. /*================================================
  6466. * timer to do the night [Yor]
  6467. * data: 0 = called by timer, 1 = gmcommand/script
  6468. *------------------------------------------------
  6469. */
  6470. int map_night_timer(int tid, unsigned int tick, int id, int data)
  6471. {
  6472. char tmp_soutput[1024];
  6473. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  6474. return 0;
  6475. if (night_flag)
  6476. return 0; //Already nigth.
  6477. night_flag = 1; // 0=day, 1=night [Yor]
  6478. clif_foreachclient(pc_daynight_timer_sub);
  6479. strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
  6480. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  6481. return 0;
  6482. }
  6483. void pc_setstand(struct map_session_data *sd){
  6484. nullpo_retv(sd);
  6485. if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
  6486. status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  6487. sd->state.dead_sit = sd->vd.dead_sit = 0;
  6488. }
  6489. int pc_split_str(char *str,char **val,int num)
  6490. {
  6491. int i;
  6492. for (i=0; i<num && str; i++){
  6493. val[i] = str;
  6494. str = strchr(str,',');
  6495. if (str && i<num-1) //Do not remove a trailing comma.
  6496. *str++=0;
  6497. }
  6498. return i;
  6499. }
  6500. int pc_split_atoi(char *str,int *val, char sep, int max)
  6501. {
  6502. int i,j;
  6503. for (i=0; i<max; i++) {
  6504. if (!str) break;
  6505. val[i] = atoi(str);
  6506. str = strchr(str,sep);
  6507. if (str)
  6508. *str++=0;
  6509. }
  6510. //Zero up the remaining.
  6511. for(j=i; j < max; j++)
  6512. val[j] = 0;
  6513. return i;
  6514. }
  6515. int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
  6516. {
  6517. static int warning=0;
  6518. int i,j;
  6519. double f;
  6520. for (i=0; i<max; i++) {
  6521. if (!str) break;
  6522. f = atof(str);
  6523. if (f < 0)
  6524. val[i] = 0;
  6525. else if (f > UINT_MAX) {
  6526. val[i] = UINT_MAX;
  6527. if (!warning) {
  6528. warning = 1;
  6529. ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
  6530. }
  6531. } else
  6532. val[i] = (unsigned int)f;
  6533. str = strchr(str,sep);
  6534. if (str)
  6535. *str++=0;
  6536. }
  6537. //Zero up the remaining.
  6538. for(j=i; j < max; j++)
  6539. val[j] = 0;
  6540. return i;
  6541. }
  6542. //
  6543. // 初期化物
  6544. //
  6545. /*==========================================
  6546. * 設定ファイル?み?む
  6547. * exp.txt 必要??値
  6548. * job_db1.txt 重量,hp,sp,攻?速度
  6549. * job_db2.txt job能力値ボ?ナス
  6550. * skill_tree.txt 各職?のスキルツリ?
  6551. * attr_fix.txt ?性修正テ?ブル
  6552. * size_fix.txt サイズ補正テ?ブル
  6553. * refine_db.txt 精?デ?タテ?ブル
  6554. *------------------------------------------
  6555. */
  6556. int pc_readdb(void)
  6557. {
  6558. int i,j,k;
  6559. FILE *fp;
  6560. char line[24000],*p;
  6561. // 必要??値?み?み
  6562. memset(exp_table,0,sizeof(exp_table));
  6563. memset(max_level,0,sizeof(max_level));
  6564. sprintf(line, "%s/exp.txt", db_path);
  6565. fp=fopen(line, "r");
  6566. if(fp==NULL){
  6567. ShowError("can't read %s\n", line);
  6568. return 1;
  6569. }
  6570. while(fgets(line, sizeof(line)-1, fp)){
  6571. int jobs[MAX_PC_CLASS], job_count, job;
  6572. int type;
  6573. unsigned int max;
  6574. char *split[4];
  6575. if(line[0]=='/' && line[1]=='/')
  6576. continue;
  6577. if (pc_split_str(line,split,4) < 4)
  6578. continue;
  6579. job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
  6580. if (job_count < 1)
  6581. continue;
  6582. job = jobs[0];
  6583. if (!pcdb_checkid(job)) {
  6584. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6585. continue;
  6586. }
  6587. type = atoi(split[2]);
  6588. if (type < 0 || type > 1) {
  6589. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  6590. continue;
  6591. }
  6592. max = atoi(split[0]);
  6593. if (max > MAX_LEVEL) {
  6594. ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
  6595. max = MAX_LEVEL;
  6596. }
  6597. //We send one less and then one more because the last entry in the exp array should hold 0.
  6598. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
  6599. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  6600. //The reasoning behind the -2 is this... if the max level is 5, then the array
  6601. //should look like this:
  6602. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  6603. while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
  6604. max_level[job][type]--;
  6605. if (max_level[job][type] < max) {
  6606. 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]);
  6607. ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n", max);
  6608. max_level[job][type] = max;
  6609. }
  6610. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6611. for (i = 1; i < job_count; i++) {
  6612. job = jobs[i];
  6613. if (!pcdb_checkid(job)) {
  6614. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  6615. continue;
  6616. }
  6617. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  6618. max_level[job][type] = max;
  6619. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  6620. }
  6621. }
  6622. fclose(fp);
  6623. for (i = 0; i < MAX_PC_CLASS; i++) {
  6624. if (!pcdb_checkid(i)) continue;
  6625. if (i == JOB_WEDDING || i == JOB_XMAS)
  6626. continue; //Classes that do not need exp tables.
  6627. if (!max_level[i][0])
  6628. ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
  6629. if (!max_level[i][1])
  6630. ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
  6631. }
  6632. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  6633. // スキルツリ?
  6634. memset(skill_tree,0,sizeof(skill_tree));
  6635. sprintf(line, "%s/skill_tree.txt", db_path);
  6636. fp=fopen(line,"r");
  6637. if(fp==NULL){
  6638. ShowError("can't read %s\n", line);
  6639. return 1;
  6640. }
  6641. while(fgets(line, sizeof(line)-1, fp)){
  6642. char *split[50];
  6643. int f=0, m=3;
  6644. if(line[0]=='/' && line[1]=='/')
  6645. continue;
  6646. for(j=0,p=line;j<14 && p;j++){
  6647. split[j]=p;
  6648. p=strchr(p,',');
  6649. if(p) *p++=0;
  6650. }
  6651. if(j<13)
  6652. continue;
  6653. if (j == 14) {
  6654. f=1; // MinJobLvl has been added
  6655. m++;
  6656. }
  6657. // check for bounds [celest]
  6658. if (atoi(split[0]) >= MAX_PC_CLASS)
  6659. continue;
  6660. k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
  6661. for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
  6662. if (j == MAX_SKILL_TREE)
  6663. {
  6664. 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]));
  6665. continue;
  6666. }
  6667. skill_tree[atoi(split[0])][j].id=k;
  6668. skill_tree[atoi(split[0])][j].max=atoi(split[2]);
  6669. if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
  6670. for(k=0;k<5;k++){
  6671. skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
  6672. skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
  6673. }
  6674. }
  6675. fclose(fp);
  6676. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
  6677. // ?性修正テ?ブル
  6678. for(i=0;i<4;i++)
  6679. for(j=0;j<ELE_MAX;j++)
  6680. for(k=0;k<ELE_MAX;k++)
  6681. attr_fix_table[i][j][k]=100;
  6682. sprintf(line, "%s/attr_fix.txt", db_path);
  6683. fp=fopen(line,"r");
  6684. if(fp==NULL){
  6685. ShowError("can't read %s\n", line);
  6686. return 1;
  6687. }
  6688. while(fgets(line, sizeof(line)-1, fp)){
  6689. char *split[10];
  6690. int lv,n;
  6691. if(line[0]=='/' && line[1]=='/')
  6692. continue;
  6693. for(j=0,p=line;j<3 && p;j++){
  6694. split[j]=p;
  6695. p=strchr(p,',');
  6696. if(p) *p++=0;
  6697. }
  6698. lv=atoi(split[0]);
  6699. n=atoi(split[1]);
  6700. for(i=0;i<n && i<ELE_MAX;){
  6701. if( !fgets(line, sizeof(line)-1, fp) )
  6702. break;
  6703. if(line[0]=='/' && line[1]=='/')
  6704. continue;
  6705. for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
  6706. while(*p==32 && *p>0)
  6707. p++;
  6708. attr_fix_table[lv-1][i][j]=atoi(p);
  6709. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  6710. attr_fix_table[lv-1][i][j] = 0;
  6711. p=strchr(p,',');
  6712. if(p) *p++=0;
  6713. }
  6714. i++;
  6715. }
  6716. }
  6717. fclose(fp);
  6718. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  6719. // スキルツリ?
  6720. memset(statp,0,sizeof(statp));
  6721. i=1;
  6722. j=45; // base points
  6723. sprintf(line, "%s/statpoint.txt", db_path);
  6724. fp=fopen(line,"r");
  6725. if(fp == NULL){
  6726. ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  6727. //return 1;
  6728. } else {
  6729. while(fgets(line, sizeof(line)-1, fp)){
  6730. if(line[0]=='/' && line[1]=='/')
  6731. continue;
  6732. if ((j=atoi(line))<0)
  6733. j=0;
  6734. if (i >= MAX_LEVEL)
  6735. break;
  6736. statp[i]=j;
  6737. i++;
  6738. }
  6739. fclose(fp);
  6740. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  6741. }
  6742. // generate the remaining parts of the db if necessary
  6743. for (; i < MAX_LEVEL; i++) {
  6744. j += (i+15)/5;
  6745. statp[i] = j;
  6746. }
  6747. return 0;
  6748. }
  6749. // Read MOTD on startup. [Valaris]
  6750. int pc_read_motd(void) {
  6751. FILE *fp;
  6752. int ln=0,i=0;
  6753. memset(motd_text,0,sizeof(motd_text));
  6754. if ((fp = fopen(motd_txt, "r")) != NULL) {
  6755. while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
  6756. if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
  6757. continue;
  6758. for(i=0; motd_text[ln][i]; i++) {
  6759. if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
  6760. if(i)
  6761. motd_text[ln][i]=0;
  6762. else
  6763. motd_text[ln][0]=' ';
  6764. ln++;
  6765. break;
  6766. }
  6767. }
  6768. }
  6769. fclose(fp);
  6770. }
  6771. else if(battle_config.error_log)
  6772. ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  6773. return 0;
  6774. }
  6775. /*==========================================
  6776. * pc? 係初期化
  6777. *------------------------------------------
  6778. */
  6779. void do_final_pc(void) {
  6780. if (gm_account)
  6781. aFree(gm_account);
  6782. return;
  6783. }
  6784. int do_init_pc(void) {
  6785. pc_readdb();
  6786. pc_read_motd(); // Read MOTD [Valaris]
  6787. add_timer_func_list(pc_natural_heal, "pc_natural_heal");
  6788. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  6789. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  6790. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  6791. add_timer_func_list(pc_autosave, "pc_autosave");
  6792. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  6793. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  6794. natural_heal_prev_tick = gettick();
  6795. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
  6796. if (autosave_interval > 0) //Normal saving.
  6797. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  6798. else //Constant save interval.
  6799. add_timer_interval(gettick() -autosave_interval, pc_autosave, 0, 0, -autosave_interval);
  6800. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  6801. int day_duration = battle_config.day_duration;
  6802. int night_duration = battle_config.night_duration;
  6803. // add night/day timer (by [yor])
  6804. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  6805. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  6806. if (!battle_config.night_at_start) {
  6807. night_flag = 0; // 0=day, 1=night [Yor]
  6808. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6809. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6810. } else {
  6811. night_flag = 1; // 0=day, 1=night [Yor]
  6812. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  6813. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  6814. }
  6815. }
  6816. return 0;
  6817. }