pc.c 232 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 "socket.h" // [Valaris]
  9. #include "timer.h"
  10. #include "malloc.h"
  11. #include "map.h"
  12. #include "chrif.h"
  13. #include "clif.h"
  14. #include "intif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "npc.h"
  18. #include "mob.h"
  19. #include "pet.h"
  20. #include "itemdb.h"
  21. #include "script.h"
  22. #include "battle.h"
  23. #include "skill.h"
  24. #include "party.h"
  25. #include "guild.h"
  26. #include "chat.h"
  27. #include "trade.h"
  28. #include "storage.h"
  29. #include "vending.h"
  30. #include "nullpo.h"
  31. #include "atcommand.h"
  32. #include "log.h"
  33. #include "showmsg.h"
  34. #include "core.h"
  35. #ifndef TXT_ONLY // mail system [Valaris]
  36. #include "mail.h"
  37. #endif
  38. #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
  39. static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
  40. static unsigned int max_level[MAX_PC_CLASS][2];
  41. static short statp[MAX_LEVEL];
  42. // h-files are for declarations, not for implementations... [Shinomori]
  43. struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
  44. // timer for night.day implementation
  45. int day_timer_tid;
  46. int night_timer_tid;
  47. static int dirx[8]={0,-1,-1,-1,0,1,1,1};
  48. static int diry[8]={1,1,0,-1,-1,-1,0,1};
  49. struct fame_list smith_fame_list[10];
  50. struct fame_list chemist_fame_list[10];
  51. struct fame_list taekwon_fame_list[10];
  52. static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
  53. static struct gm_account *gm_account = NULL;
  54. static int GM_num = 0;
  55. #define MOTD_LINE_SIZE 128
  56. char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
  57. int pc_isGM(struct map_session_data *sd) {
  58. int i;
  59. nullpo_retr(0, sd);
  60. if(sd->bl.type!=BL_PC )
  61. return 0;
  62. //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
  63. // if ( sd->fd == 0 )
  64. // return 99;
  65. for(i = 0; i < GM_num; i++)
  66. if (gm_account[i].account_id == sd->status.account_id)
  67. return gm_account[i].level;
  68. return 0;
  69. }
  70. int pc_iskiller(struct map_session_data *src, struct map_session_data *target) {
  71. nullpo_retr(0, src);
  72. if(src->bl.type!=BL_PC )
  73. return 0;
  74. if (src->special_state.killer)
  75. return 1;
  76. if(target->bl.type!=BL_PC )
  77. return 0;
  78. if (target->special_state.killable)
  79. return 1;
  80. return 0;
  81. }
  82. int pc_set_gm_level(int account_id, int level) {
  83. int i;
  84. for (i = 0; i < GM_num; i++) {
  85. if (account_id == gm_account[i].account_id) {
  86. gm_account[i].level = level;
  87. return 0;
  88. }
  89. }
  90. GM_num++;
  91. gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
  92. gm_account[GM_num - 1].account_id = account_id;
  93. gm_account[GM_num - 1].level = level;
  94. return 0;
  95. }
  96. static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
  97. struct map_session_data *sd;
  98. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  99. return 1;
  100. if(sd->invincible_timer != tid){
  101. if(battle_config.error_log)
  102. ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
  103. return 0;
  104. }
  105. sd->invincible_timer=-1;
  106. skill_unit_move(&sd->bl,tick,1);
  107. return 0;
  108. }
  109. int pc_setinvincibletimer(struct map_session_data *sd,int val) {
  110. nullpo_retr(0, sd);
  111. if(sd->invincible_timer != -1)
  112. delete_timer(sd->invincible_timer,pc_invincible_timer);
  113. sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
  114. return 0;
  115. }
  116. int pc_delinvincibletimer(struct map_session_data *sd) {
  117. nullpo_retr(0, sd);
  118. if(sd->invincible_timer != -1) {
  119. delete_timer(sd->invincible_timer,pc_invincible_timer);
  120. sd->invincible_timer = -1;
  121. }
  122. skill_unit_move(&sd->bl,gettick(),1);
  123. return 0;
  124. }
  125. static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
  126. struct map_session_data *sd;
  127. if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
  128. return 1;
  129. if(sd->spirit_timer[0] != tid){
  130. if(battle_config.error_log)
  131. ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
  132. return 0;
  133. }
  134. if(sd->spiritball <= 0) {
  135. if(battle_config.error_log)
  136. ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
  137. sd->spiritball = 0;
  138. return 0;
  139. }
  140. sd->spiritball--;
  141. // I leave this here as bad example [Shinomori]
  142. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
  143. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
  144. sd->spirit_timer[sd->spiritball]=-1;
  145. clif_spiritball(sd);
  146. return 0;
  147. }
  148. int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
  149. nullpo_retr(0, sd);
  150. if(max > MAX_SKILL_LEVEL)
  151. max = MAX_SKILL_LEVEL;
  152. if(sd->spiritball < 0)
  153. sd->spiritball = 0;
  154. if(sd->spiritball >= max) {
  155. if(sd->spirit_timer[0] != -1)
  156. delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
  157. // I leave this here as bad example [Shinomori]
  158. //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
  159. memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
  160. //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
  161. } else
  162. sd->spiritball++;
  163. sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
  164. clif_spiritball(sd);
  165. return 0;
  166. }
  167. int pc_delspiritball(struct map_session_data *sd,int count,int type) {
  168. int i;
  169. nullpo_retr(0, sd);
  170. if(sd->spiritball <= 0) {
  171. sd->spiritball = 0;
  172. return 0;
  173. }
  174. if(count > sd->spiritball)
  175. count = sd->spiritball;
  176. sd->spiritball -= count;
  177. if(count > MAX_SKILL_LEVEL)
  178. count = MAX_SKILL_LEVEL;
  179. for(i=0;i<count;i++) {
  180. if(sd->spirit_timer[i] != -1) {
  181. delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
  182. sd->spirit_timer[i] = -1;
  183. }
  184. }
  185. for(i=count;i<MAX_SKILL_LEVEL;i++) {
  186. sd->spirit_timer[i-count] = sd->spirit_timer[i];
  187. sd->spirit_timer[i] = -1;
  188. }
  189. if(!type)
  190. clif_spiritball(sd);
  191. return 0;
  192. }
  193. // Increases a player's and displays a notice to him
  194. void pc_addfame(struct map_session_data *sd,int count) {
  195. nullpo_retv(sd);
  196. sd->status.fame += count;
  197. if(sd->status.fame > MAX_FAME)
  198. sd->status.fame = MAX_FAME;
  199. switch(sd->class_&MAPID_UPPERMASK){
  200. case MAPID_BLACKSMITH: // Blacksmith
  201. clif_fame_blacksmith(sd,count);
  202. break;
  203. case MAPID_ALCHEMIST: // Alchemist
  204. clif_fame_alchemist(sd,count);
  205. break;
  206. case MAPID_TAEKWON: // Taekwon
  207. clif_fame_taekwon(sd,count);
  208. break;
  209. }
  210. //FIXME: Is this needed? It places unnecessary stress on the char server.... >.< [Skotlex]
  211. chrif_save(sd,0); // Save to allow up-to-date fame list refresh
  212. chrif_reqfamelist(); // Refresh the fame list
  213. }
  214. // Check whether a player ID is in the Top 10 fame list of its job
  215. int pc_istop10fame(int char_id,int job) {
  216. int i;
  217. switch(job){
  218. case MAPID_BLACKSMITH: // Blacksmith
  219. for(i=0;i<10;i++){
  220. if(smith_fame_list[i].id==char_id)
  221. return smith_fame_list[i].fame;
  222. }
  223. break;
  224. case MAPID_ALCHEMIST: // Alchemist
  225. for(i=0;i<10;i++){
  226. if(chemist_fame_list[i].id==char_id)
  227. return chemist_fame_list[i].fame;
  228. }
  229. break;
  230. case MAPID_TAEKWON: // Taekwon
  231. for(i=0;i<10;i++){
  232. if(taekwon_fame_list[i].id==char_id)
  233. return taekwon_fame_list[i].fame;
  234. }
  235. break;
  236. }
  237. return 0;
  238. }
  239. int pc_setrestartvalue(struct map_session_data *sd,int type) {
  240. //?生や養子の場合の元の職業を算出する
  241. nullpo_retr(0, sd);
  242. //-----------------------
  243. // 死亡した
  244. if(sd->special_state.restart_full_recover || // オシリスカ?ド
  245. sd->state.snovice_flag == 4) { // [Celest]
  246. sd->status.hp=sd->status.max_hp;
  247. sd->status.sp=sd->status.max_sp;
  248. if (sd->state.snovice_flag == 4) {
  249. sd->state.snovice_flag = 0;
  250. status_change_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,0,0,0,skill_get_time(MO_STEELBODY,1),0 );
  251. }
  252. }
  253. else {
  254. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) { //ノビは半分回復
  255. sd->status.hp=(sd->status.max_hp)/2;
  256. }
  257. else {
  258. if(battle_config.restart_hp_rate <= 0)
  259. sd->status.hp = 1;
  260. else {
  261. sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100;
  262. if(sd->status.hp <= 0)
  263. sd->status.hp = 1;
  264. }
  265. }
  266. if(battle_config.restart_sp_rate > 0) {
  267. int sp = sd->status.max_sp * battle_config.restart_sp_rate /100;
  268. if(sd->status.sp < sp)
  269. sd->status.sp = sp;
  270. }
  271. }
  272. if(type&1)
  273. clif_updatestatus(sd,SP_HP);
  274. if(type&1)
  275. clif_updatestatus(sd,SP_SP);
  276. /* removed exp penalty on spawn [Valaris] */
  277. if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
  278. int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
  279. if(zeny < 1) zeny = 1;
  280. sd->status.zeny -= zeny;
  281. if(sd->status.zeny < 0) sd->status.zeny = 0;
  282. clif_updatestatus(sd,SP_ZENY);
  283. }
  284. return 0;
  285. }
  286. /*==========================================
  287. * Determines if the player can move based on status changes. [Skotlex]
  288. *------------------------------------------
  289. */
  290. int pc_can_move(struct map_session_data *sd)
  291. {
  292. if (sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT)
  293. return 0;
  294. if ((sd->sc.option & OPTION_HIDE) && pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)
  295. return 0;
  296. if (DIFF_TICK(sd->canmove_tick, gettick()) > 0)
  297. return 0;
  298. if (sd->sc.count && (
  299. sd->sc.data[SC_ANKLE].timer != -1 ||
  300. sd->sc.data[SC_AUTOCOUNTER].timer !=-1 ||
  301. sd->sc.data[SC_TRICKDEAD].timer !=-1 ||
  302. sd->sc.data[SC_BLADESTOP].timer !=-1 ||
  303. sd->sc.data[SC_SPIDERWEB].timer !=-1 ||
  304. (sd->sc.data[SC_DANCING].timer !=-1 && sd->sc.data[SC_DANCING].val4 && sd->sc.data[SC_LONGING].timer == -1) ||
  305. (sd->sc.data[SC_DANCING].timer !=-1 && sd->sc.data[SC_DANCING].val1 == CG_HERMODE) || //cannot move while Hermod is active.
  306. (sd->sc.data[SC_GOSPEL].timer !=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
  307. sd->sc.data[SC_STOP].timer != -1 ||
  308. sd->sc.data[SC_CLOSECONFINE].timer != -1 ||
  309. sd->sc.data[SC_CLOSECONFINE2].timer != -1
  310. ))
  311. return 0;
  312. return 1;
  313. }
  314. /*==========================================
  315. Determines if the GM can give / drop / trade / vend items [Lupus]
  316. Args: GM Level (current player GM level)
  317. * Returns
  318. 1 = this GM can't do it
  319. 0 = this one can do it
  320. *------------------------------------------
  321. */
  322. int pc_can_give_items(int level) {
  323. return ( level >= battle_config.gm_cant_drop_min_lv
  324. && level <= battle_config.gm_cant_drop_max_lv);
  325. }
  326. /*==========================================
  327. * ロ?カルプロトタイプ宣言 (必要な物のみ)
  328. *------------------------------------------
  329. */
  330. static int pc_walktoxy_sub(struct map_session_data *);
  331. /*==========================================
  332. * saveに必要なステ?タス修正を行なう
  333. *------------------------------------------
  334. */
  335. int pc_makesavestatus(struct map_session_data *sd)
  336. {
  337. nullpo_retr(0, sd);
  338. if (sd->state.finalsave)
  339. return 0; //Nothing to change.
  340. // 秒フ色は色?弊害が多いので保存?象にはしない
  341. if(!battle_config.save_clothcolor)
  342. sd->status.clothes_color=0;
  343. // 死亡?態だったのでhpを1、位置をセ?ブ場所に?更
  344. if(!sd->state.waitingdisconnect) {
  345. sd->status.option = sd->sc.option; //Since the option saved is in
  346. if(pc_isdead(sd)){
  347. pc_setrestartvalue(sd,0);
  348. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  349. } else {
  350. sd->status.last_point.map = sd->mapindex;
  351. sd->status.last_point.x = sd->bl.x;
  352. sd->status.last_point.y = sd->bl.y;
  353. }
  354. // セ?ブ禁止マップだったので指定位置に移動
  355. if(map[sd->bl.m].flag.nosave){
  356. struct map_data *m=&map[sd->bl.m];
  357. if(m->save.map)
  358. memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
  359. else
  360. memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
  361. }
  362. }
  363. return 0;
  364. }
  365. /*==========================================
  366. * 接?暫フ初期化
  367. *------------------------------------------
  368. */
  369. 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) {
  370. nullpo_retr(0, sd);
  371. sd->bl.id = account_id;
  372. sd->char_id = char_id;
  373. sd->login_id1 = login_id1;
  374. sd->login_id2 = 0; // at this point, we can not know the value :(
  375. sd->client_tick = client_tick;
  376. sd->sex = sex;
  377. sd->state.auth = 0;
  378. sd->bl.type = BL_PC;
  379. sd->canact_tick = sd->canmove_tick = gettick();
  380. sd->canlog_tick = gettick();
  381. sd->state.waitingdisconnect = 0;
  382. return 0;
  383. }
  384. int pc_equippoint(struct map_session_data *sd,int n)
  385. {
  386. int ep = 0;
  387. //?生や養子の場合の元の職業を算出する
  388. nullpo_retr(0, sd);
  389. if(sd->inventory_data[n]) {
  390. ep = sd->inventory_data[n]->equip;
  391. if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
  392. if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
  393. return 34;
  394. }
  395. }
  396. return ep;
  397. }
  398. int pc_setinventorydata(struct map_session_data *sd)
  399. {
  400. int i,id;
  401. nullpo_retr(0, sd);
  402. for(i=0;i<MAX_INVENTORY;i++) {
  403. id = sd->status.inventory[i].nameid;
  404. sd->inventory_data[i] = itemdb_search(id);
  405. }
  406. return 0;
  407. }
  408. int pc_calcweapontype(struct map_session_data *sd)
  409. {
  410. nullpo_retr(0, sd);
  411. if(sd->weapontype1 != 0 && sd->weapontype2 == 0)
  412. sd->status.weapon = sd->weapontype1;
  413. if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// 左手武器 Only
  414. sd->status.weapon = sd->weapontype2;
  415. else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?短?
  416. sd->status.weapon = 0x11;
  417. else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??手?
  418. sd->status.weapon = 0x12;
  419. else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??手斧
  420. sd->status.weapon = 0x13;
  421. else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
  422. (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短? - ?手?
  423. sd->status.weapon = 0x14;
  424. else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
  425. (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短? - 斧
  426. sd->status.weapon = 0x15;
  427. else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
  428. (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?手? - 斧
  429. sd->status.weapon = 0x16;
  430. else
  431. sd->status.weapon = sd->weapontype1;
  432. return 0;
  433. }
  434. int pc_setequipindex(struct map_session_data *sd)
  435. {
  436. int i,j;
  437. nullpo_retr(0, sd);
  438. for(i=0;i<11;i++)
  439. sd->equip_index[i] = -1;
  440. for(i=0;i<MAX_INVENTORY;i++) {
  441. if(sd->status.inventory[i].nameid <= 0)
  442. continue;
  443. if(sd->status.inventory[i].equip) {
  444. for(j=0;j<11;j++)
  445. if(sd->status.inventory[i].equip & equip_pos[j])
  446. sd->equip_index[j] = i;
  447. if(sd->status.inventory[i].equip & 0x0002) {
  448. if(sd->inventory_data[i])
  449. sd->weapontype1 = sd->inventory_data[i]->look;
  450. else
  451. sd->weapontype1 = 0;
  452. }
  453. if(sd->status.inventory[i].equip & 0x0020) {
  454. if(sd->inventory_data[i]) {
  455. if(sd->inventory_data[i]->type == 4) {
  456. if(sd->status.inventory[i].equip == 0x0020)
  457. sd->weapontype2 = sd->inventory_data[i]->look;
  458. else
  459. sd->weapontype2 = 0;
  460. }
  461. else
  462. sd->weapontype2 = 0;
  463. }
  464. else
  465. sd->weapontype2 = 0;
  466. }
  467. }
  468. }
  469. pc_calcweapontype(sd);
  470. return 0;
  471. }
  472. int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
  473. int i;
  474. struct item_data *data;
  475. if (s>0) {
  476. for (i=0;i<s;i++) {
  477. if ((data = itemdb_search(sd->status.inventory[eqindex].card[i]))) {
  478. if (data->flag.no_equip&flag)
  479. return 0;
  480. }
  481. }
  482. }
  483. return 1;
  484. }
  485. int pc_isequip(struct map_session_data *sd,int n)
  486. {
  487. struct item_data *item;
  488. //?生や養子の場合の元の職業を算出する
  489. nullpo_retr(0, sd);
  490. item = sd->inventory_data[n];
  491. if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
  492. return 1;
  493. if(item == NULL)
  494. return 0;
  495. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  496. return 0;
  497. if(item->sex != 2 && sd->status.sex != item->sex)
  498. return 0;
  499. if(map[sd->bl.m].flag.pvp && (item->flag.no_equip&1 || !pc_isAllowedCardOn(sd,item->slot,n,1))) //optimized by Lupus
  500. return 0;
  501. if(map_flag_gvg(sd->bl.m) && (item->flag.no_equip&2 || !pc_isAllowedCardOn(sd,item->slot,n,2))) //optimized by Lupus
  502. return 0;
  503. if(map[sd->bl.m].zone && map[sd->bl.m].flag.restricted && (item->flag.no_equip&map[sd->bl.m].zone || !pc_isAllowedCardOn(sd,item->slot,n,map[sd->bl.m].zone)))
  504. return 0;
  505. if (sd->sc.count) {
  506. if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
  507. return 0;
  508. if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
  509. return 0;
  510. if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1)
  511. return 0;
  512. if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1)
  513. return 0;
  514. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
  515. //Spirit of Super Novice equip bonuses. [Skotlex]
  516. if (sd->status.base_level > 90 && item->equip & 0x301)
  517. return 1; //Can equip all helms
  518. if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
  519. switch(item->look) { //In weapons, the look determines type of weapon.
  520. case 0x01: //Level 4 Knives are equippable.. this means all knives, I'd guess?
  521. case 0x02: //All 1H swords
  522. case 0x06: //All 1H Axes
  523. case 0x08: //All Maces
  524. case 0x0a: //All Staffs
  525. return 1;
  526. }
  527. }
  528. }
  529. //Not equipable by class. [Skotlex]
  530. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  531. return 0;
  532. //Not equipable by upper class. [Skotlex]
  533. if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
  534. return 0;
  535. return 1;
  536. }
  537. //装備破壊
  538. int pc_break_equip(struct map_session_data *sd, unsigned short where)
  539. {
  540. int i, j;
  541. nullpo_retr(-1, sd);
  542. if (sd->unbreakable_equip & where)
  543. return 0;
  544. if (sd->unbreakable >= rand()%100)
  545. return 0;
  546. if (where == EQP_WEAPON && (sd->status.weapon == 0 || //Bare fists should not break :P
  547. sd->status.weapon == 6 || sd->status.weapon == 7 || sd->status.weapon == 8 || // Axes and Maces can't be broken [DracoRPG]
  548. sd->status.weapon == 10 || sd->status.weapon == 15 //Rods and Books can't be broken [Skotlex]
  549. ))
  550. return 0;
  551. switch (where) {
  552. case EQP_WEAPON:
  553. i = SC_CP_WEAPON;
  554. break;
  555. case EQP_ARMOR:
  556. i = SC_CP_ARMOR;
  557. break;
  558. case EQP_SHIELD:
  559. i = SC_CP_SHIELD;
  560. break;
  561. case EQP_HELM:
  562. i = SC_CP_HELM;
  563. break;
  564. default:
  565. return 0;
  566. }
  567. if (sd->sc.count && sd->sc.data[i].timer != -1)
  568. return 0;
  569. for (i = 0; i < 11; i++) {
  570. if ((j = sd->equip_index[i]) > 0 && sd->status.inventory[j].attribute != 1 &&
  571. ((where == EQP_HELM && i == 6) ||
  572. (where == EQP_ARMOR && i == 7) ||
  573. (where == EQP_WEAPON && (i == 8 || i == 9) && sd->inventory_data[j]->type == 4) ||
  574. (where == EQP_SHIELD && i == 9 && sd->inventory_data[j]->type == 5)))
  575. {
  576. sd->status.inventory[j].attribute = 1;
  577. pc_unequipitem(sd, j, 3);
  578. clif_equiplist(sd);
  579. return 1;
  580. }
  581. }
  582. return 1;
  583. }
  584. /*==========================================
  585. * session idに問題無し
  586. * char鯖から送られてきたステ?タスを設定
  587. *------------------------------------------
  588. */
  589. int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
  590. {
  591. struct party *p;
  592. struct guild *g;
  593. int i;
  594. unsigned long tick = gettick();
  595. if (sd->state.auth) //Temporary debug. [Skotlex]
  596. {
  597. ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
  598. return 1;
  599. }
  600. sd->login_id2 = login_id2;
  601. memcpy(&sd->status, st, sizeof(*st));
  602. if (sd->status.sex != sd->sex) {
  603. clif_authfail_fd(sd->fd, 0);
  604. return 1;
  605. }
  606. //Set the map-server used job id. [Skotlex]
  607. sd->class_ = pc_jobid2mapid((unsigned short) sd->status.class_);
  608. //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
  609. // 基本的な初期化
  610. sd->state.connect_new = 1;
  611. sd->view_class = sd->status.class_;
  612. sd->speed = DEFAULT_WALK_SPEED;
  613. sd->walktimer = -1;
  614. sd->attacktimer = -1;
  615. sd->followtimer = -1; // [MouseJstr]
  616. sd->skilltimer = -1;
  617. sd->skillitem = -1;
  618. sd->skillitemlv = -1;
  619. sd->invincible_timer = -1;
  620. sd->canact_tick = tick;
  621. sd->canmove_tick = tick;
  622. sd->canregen_tick = tick;
  623. sd->attackabletime = tick;
  624. for(i = 0; i < MAX_SKILL_LEVEL; i++)
  625. sd->spirit_timer[i] = -1;
  626. for(i = 0; i < MAX_SKILLTIMERSKILL; i++)
  627. sd->skilltimerskill[i].timer = -1;
  628. if (battle_config.item_auto_get)
  629. sd->state.autoloot = 10000;
  630. if (battle_config.disp_experience)
  631. sd->state.showexp = 1;
  632. if (battle_config.disp_zeny)
  633. sd->state.showzeny = 1;
  634. if (battle_config.display_delay_skill_fail)
  635. sd->state.showdelay = 1;
  636. // Request all registries.
  637. intif_request_registry(sd,7);
  638. // アイテムチェック
  639. pc_setinventorydata(sd);
  640. pc_checkitem(sd);
  641. // pet
  642. sd->pet_hungry_timer = -1;
  643. // ステ?タス異常の初期化
  644. for(i = 0; i < MAX_STATUSCHANGE; i++) {
  645. sd->sc.data[i].timer=-1;
  646. }
  647. sd->sc.count=0;
  648. if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
  649. (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
  650. sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
  651. else
  652. sd->status.option &= OPTION_MASK;
  653. sd->sc.option = sd->status.option; //This is the actual option used in battle.
  654. // パ?ティ??係の初期化
  655. sd->party_x = -1;
  656. sd->party_y = -1;
  657. sd->guild_x = -1;
  658. sd->guild_y = -1;
  659. // イベント?係の初期化
  660. for(i = 0; i < MAX_EVENTTIMER; i++)
  661. sd->eventtimer[i] = -1;
  662. sd->npc_timer_id = -1;
  663. // Moved PVP timer initialisation before set_pos
  664. sd->pvp_timer = -1;
  665. // 位置の設定
  666. if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
  667. if(battle_config.error_log)
  668. 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);
  669. // try warping to a default map instead (church graveyard)
  670. if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
  671. // if we fail again
  672. clif_authfail_fd(sd->fd, 0);
  673. return 1;
  674. }
  675. }
  676. // pet
  677. if (sd->status.pet_id > 0)
  678. intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
  679. // パ?ティ、ギルドデ?タの要求
  680. if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL)
  681. party_request_info(sd->status.party_id);
  682. if (sd->status.guild_id > 0)
  683. {
  684. if ((g = guild_search(sd->status.guild_id)) == NULL)
  685. guild_request_info(sd->status.guild_id);
  686. else if (strcmp(sd->status.name,g->master) == 0)
  687. { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
  688. guild_block_skill(sd, 300000);
  689. //Also set the Guild Master flag.
  690. sd->state.gmaster_flag = g;
  691. }
  692. }
  693. // 通知
  694. clif_authok(sd);
  695. map_addiddb(&sd->bl);
  696. if (map_charid2nick(sd->status.char_id) == NULL)
  697. map_addchariddb(sd->status.char_id, sd->status.name);
  698. // Notify everyone that this char logged in [Skotlex].
  699. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
  700. //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
  701. sd->die_counter=-1;
  702. sd->feel_level=-1;
  703. //Until the reg values arrive, set them to not require trigger...
  704. sd->state.event_death = 1;
  705. sd->state.event_kill = 1;
  706. sd->state.event_disconnect = 1;
  707. if (night_flag) {
  708. char tmpstr[1024];
  709. strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
  710. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  711. //Night packet is sent when it finishes loading the map. [Skotlex]
  712. }
  713. // ステ?タス初期計算など
  714. status_calc_pc(sd,1);
  715. sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
  716. { //Add IP field
  717. unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
  718. if (pc_isGM(sd))
  719. 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));
  720. else
  721. 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]);
  722. }
  723. // Send friends list
  724. clif_friendslist_send(sd);
  725. if (battle_config.display_version == 1){
  726. char buf[256];
  727. sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
  728. clif_displaymessage(sd->fd, buf);
  729. }
  730. // Message of the Day [Valaris]
  731. {
  732. int ln;
  733. for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
  734. if (battle_config.motd_type)
  735. clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
  736. else
  737. clif_displaymessage(sd->fd, motd_text[ln]);
  738. }
  739. }
  740. #ifndef TXT_ONLY
  741. if(mail_server_enable)
  742. mail_check(sd,1); // check mail at login [Valaris]
  743. #endif
  744. // message of the limited time of the account
  745. if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
  746. char tmpstr[1024];
  747. strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
  748. clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
  749. }
  750. return 0;
  751. }
  752. /*==========================================
  753. * Closes a connection because it failed to be authenticated from the char server.
  754. *------------------------------------------
  755. */
  756. int pc_authfail(struct map_session_data *sd) {
  757. if (sd->state.auth) //Temporary debug. [Skotlex]
  758. ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
  759. if (!sd->fd)
  760. ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
  761. clif_authfail_fd(sd->fd, 0);
  762. return 0;
  763. }
  764. /*==========================================
  765. * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
  766. *------------------------------------------
  767. */
  768. int pc_reg_received(struct map_session_data *sd)
  769. {
  770. int i,j;
  771. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  772. char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
  773. sd->change_level = pc_readglobalreg(sd,"jobchange_level");
  774. sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
  775. if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  776. status_calc_pc(sd, 0); //Check +10 to all stats bonus.
  777. if (pc_checkskill(sd, TK_MISSION)) {
  778. sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
  779. sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
  780. }
  781. //SG map and mob read [Komurka]
  782. for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
  783. {
  784. if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
  785. sd->feel_map[i].index = j;
  786. sd->feel_map[i].m = map_mapindex2mapid(j);
  787. } else {
  788. sd->feel_map[i].index = 0;
  789. sd->feel_map[i].m = -1;
  790. }
  791. sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
  792. }
  793. if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
  794. sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
  795. if (sd->cloneskill_id > 0) {
  796. sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
  797. sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
  798. if (i < sd->status.skill[sd->cloneskill_id].lv)
  799. sd->status.skill[sd->cloneskill_id].lv = i;
  800. sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
  801. clif_skillinfoblock(sd);
  802. }
  803. }
  804. // Automated script events
  805. if (script_config.event_requires_trigger) {
  806. sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
  807. sd->state.event_kill = pc_readglobalreg(sd, script_config.kill_event_name);
  808. sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
  809. // if script triggers are not required
  810. } else {
  811. sd->state.event_death = 1;
  812. sd->state.event_kill = 1;
  813. sd->state.event_disconnect = 1;
  814. }
  815. if (script_config.event_script_type == 0) {
  816. struct npc_data *npc;
  817. if ((npc = npc_name2id(script_config.login_event_name))) {
  818. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLoginNPC
  819. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.login_event_name);
  820. }
  821. } else {
  822. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  823. npc_event_doall_id(script_config.login_event_name, sd->bl.id), script_config.login_event_name);
  824. }
  825. return 0;
  826. }
  827. static int pc_calc_skillpoint(struct map_session_data* sd)
  828. {
  829. int i,skill,inf2,skill_point=0;
  830. nullpo_retr(0, sd);
  831. for(i=1;i<MAX_SKILL;i++){
  832. if( (skill = pc_checkskill(sd,i)) > 0) {
  833. inf2 = skill_get_inf2(i);
  834. if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  835. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
  836. ) {
  837. if(!sd->status.skill[i].flag)
  838. skill_point += skill;
  839. else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
  840. skill_point += (sd->status.skill[i].flag - 2);
  841. }
  842. }
  843. }
  844. }
  845. return skill_point;
  846. }
  847. /*==========================================
  848. * ?えられるスキルの計算
  849. *------------------------------------------
  850. */
  851. int pc_calc_skilltree(struct map_session_data *sd)
  852. {
  853. int i,id=0,flag;
  854. int c=0;
  855. nullpo_retr(0, sd);
  856. c = pc_mapid2jobid(pc_calc_skilltree_normalize_job(sd), sd->status.sex);
  857. for(i=0;i<MAX_SKILL;i++){
  858. if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
  859. sd->status.skill[i].id=0; //First clear skills.
  860. }
  861. for(i=0;i<MAX_SKILL;i++){
  862. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){
  863. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
  864. sd->status.skill[i].flag=0;
  865. }
  866. else
  867. 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)
  868. { //Enable Bard/Dancer spirit linked skills.
  869. if (sd->status.sex) { //Link dancer skills to bard.
  870. sd->status.skill[i].id=i;
  871. sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
  872. sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  873. } else { //Link bard skills to dancer.
  874. sd->status.skill[i-8].id=i-8;
  875. sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
  876. sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
  877. }
  878. }
  879. }
  880. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  881. for(i=0;i<MAX_SKILL;i++){
  882. if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
  883. continue;
  884. if (skill_get_max(i) > 0)
  885. sd->status.skill[i].id=i;
  886. }
  887. return 0;
  888. }
  889. do {
  890. flag=0;
  891. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  892. int j,f=1;
  893. if(!battle_config.skillfree) {
  894. for(j=0;j<5;j++) {
  895. if( skill_tree[c][i].need[j].id &&
  896. pc_checkskill(sd,skill_tree[c][i].need[j].id) <
  897. skill_tree[c][i].need[j].lv) {
  898. f=0;
  899. break;
  900. }
  901. }
  902. if (sd->status.job_level < skill_tree[c][i].joblv)
  903. f=0;
  904. else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
  905. f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
  906. }
  907. if(sd->status.skill[id].id==0 ){
  908. if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && skill_get_inf2(id)&INF2_SPIRIT_SKILL) { //Enable Spirit Skills. [Skotlex]
  909. sd->status.skill[id].id=id;
  910. sd->status.skill[id].lv=1;
  911. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  912. flag=1;
  913. } else if (f){
  914. sd->status.skill[id].id=id;
  915. flag=1;
  916. }
  917. }
  918. }
  919. } while(flag);
  920. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON)) {
  921. //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
  922. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
  923. if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
  924. continue; //Do not include Quest/Wedding skills.
  925. if(sd->status.skill[id].id==0 ){
  926. sd->status.skill[id].id=id;
  927. sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
  928. } else
  929. sd->status.skill[id].flag=sd->status.skill[id].lv+2;
  930. sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
  931. }
  932. }
  933. return 0;
  934. }
  935. // Make sure all the skills are in the correct condition
  936. // before persisting to the backend.. [MouseJstr]
  937. int pc_clean_skilltree(struct map_session_data *sd) {
  938. int i;
  939. for (i = 0; i < MAX_SKILL; i++){
  940. if (sd->status.skill[i].flag == 13){
  941. sd->status.skill[i].id = 0;
  942. sd->status.skill[i].lv = 0;
  943. sd->status.skill[i].flag = 0;
  944. }
  945. }
  946. return 0;
  947. }
  948. int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
  949. int skill_point;
  950. int c = sd->class_;
  951. if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
  952. return c; //Only Normalize non-first classes (and non-super novice)
  953. skill_point = pc_calc_skillpoint(sd);
  954. if(skill_point < 9)
  955. c = MAPID_NOVICE;
  956. else if (sd->status.skill_point >= (int)sd->status.job_level
  957. && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
  958. //Send it to first class.
  959. c &= MAPID_BASEMASK;
  960. }
  961. if (sd->class_&JOBL_UPPER) //Convert to Upper
  962. c |= JOBL_UPPER;
  963. else if (sd->class_&JOBL_BABY) //Convert to Baby
  964. c |= JOBL_BABY;
  965. return c;
  966. }
  967. /*==========================================
  968. * 重量アイコンの確認
  969. *------------------------------------------
  970. */
  971. int pc_checkweighticon(struct map_session_data *sd)
  972. {
  973. int flag=0;
  974. nullpo_retr(0, sd);
  975. //Consider the battle option 50% criteria....
  976. if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
  977. flag=1;
  978. if(sd->weight*10 >= sd->max_weight*9)
  979. flag=2;
  980. if(flag==1){
  981. if(sd->sc.data[SC_WEIGHT50].timer==-1)
  982. status_change_start(&sd->bl,SC_WEIGHT50,100,0,0,0,0,0,1);
  983. }else{
  984. if(sd->sc.data[SC_WEIGHT50].timer!=-1)
  985. status_change_end(&sd->bl,SC_WEIGHT50,-1);
  986. }
  987. if(flag==2){
  988. if(sd->sc.data[SC_WEIGHT90].timer==-1)
  989. status_change_start(&sd->bl,SC_WEIGHT90,100,0,0,0,0,0,1);
  990. }else{
  991. if(sd->sc.data[SC_WEIGHT90].timer!=-1)
  992. status_change_end(&sd->bl,SC_WEIGHT90,-1);
  993. }
  994. return 0;
  995. }
  996. /*==========================================
  997. * ? 備品による能力等のボ?ナス設定
  998. *------------------------------------------
  999. */
  1000. int pc_bonus(struct map_session_data *sd,int type,int val)
  1001. {
  1002. int i;
  1003. nullpo_retr(0, sd);
  1004. switch(type){
  1005. case SP_STR:
  1006. case SP_AGI:
  1007. case SP_VIT:
  1008. case SP_INT:
  1009. case SP_DEX:
  1010. case SP_LUK:
  1011. if(sd->state.lr_flag != 2)
  1012. sd->parame[type-SP_STR]+=val;
  1013. break;
  1014. case SP_ATK1:
  1015. if(!sd->state.lr_flag)
  1016. sd->right_weapon.watk+=val;
  1017. else if(sd->state.lr_flag == 1)
  1018. sd->left_weapon.watk+=val;
  1019. break;
  1020. case SP_ATK2:
  1021. if(!sd->state.lr_flag)
  1022. sd->right_weapon.watk2+=val;
  1023. else if(sd->state.lr_flag == 1)
  1024. sd->left_weapon.watk2+=val;
  1025. break;
  1026. case SP_BASE_ATK:
  1027. if(sd->state.lr_flag != 2)
  1028. sd->base_atk+=val;
  1029. break;
  1030. case SP_MATK1:
  1031. if(sd->state.lr_flag != 2)
  1032. sd->matk1 += val;
  1033. break;
  1034. case SP_MATK2:
  1035. if(sd->state.lr_flag != 2)
  1036. sd->matk2 += val;
  1037. break;
  1038. case SP_MATK:
  1039. if(sd->state.lr_flag != 2) {
  1040. sd->matk1 += val;
  1041. sd->matk2 += val;
  1042. }
  1043. break;
  1044. case SP_DEF1:
  1045. if(sd->state.lr_flag != 2)
  1046. sd->def+=val;
  1047. break;
  1048. case SP_DEF2:
  1049. if(sd->state.lr_flag != 2)
  1050. sd->def2+=val;
  1051. break;
  1052. case SP_MDEF1:
  1053. if(sd->state.lr_flag != 2)
  1054. sd->mdef+=val;
  1055. break;
  1056. case SP_MDEF2:
  1057. if(sd->state.lr_flag != 2)
  1058. sd->mdef+=val;
  1059. break;
  1060. case SP_HIT:
  1061. if(sd->state.lr_flag != 2)
  1062. sd->hit+=val;
  1063. else
  1064. sd->arrow_hit+=val;
  1065. break;
  1066. case SP_FLEE1:
  1067. if(sd->state.lr_flag != 2)
  1068. sd->flee+=val;
  1069. break;
  1070. case SP_FLEE2:
  1071. if(sd->state.lr_flag != 2)
  1072. sd->flee2+=val*10;
  1073. break;
  1074. case SP_CRITICAL:
  1075. if(sd->state.lr_flag != 2)
  1076. sd->critical+=val*10;
  1077. else
  1078. sd->arrow_cri += val*10;
  1079. break;
  1080. case SP_ATKELE:
  1081. if(!sd->state.lr_flag)
  1082. sd->right_weapon.atk_ele=val;
  1083. else if(sd->state.lr_flag == 1)
  1084. sd->left_weapon.atk_ele=val;
  1085. else if(sd->state.lr_flag == 2)
  1086. sd->arrow_ele=val;
  1087. break;
  1088. case SP_DEFELE:
  1089. if(sd->state.lr_flag != 2)
  1090. sd->def_ele=val;
  1091. break;
  1092. case SP_MAXHP:
  1093. if(sd->state.lr_flag != 2)
  1094. sd->status.max_hp+=val;
  1095. break;
  1096. case SP_MAXSP:
  1097. if(sd->state.lr_flag != 2)
  1098. sd->status.max_sp+=val;
  1099. break;
  1100. case SP_CASTRATE:
  1101. if(sd->state.lr_flag != 2)
  1102. sd->castrate+=val;
  1103. break;
  1104. case SP_MAXHPRATE:
  1105. if(sd->state.lr_flag != 2)
  1106. sd->hprate+=val;
  1107. break;
  1108. case SP_MAXSPRATE:
  1109. if(sd->state.lr_flag != 2)
  1110. sd->sprate+=val;
  1111. break;
  1112. case SP_SPRATE:
  1113. if(sd->state.lr_flag != 2)
  1114. sd->dsprate+=val;
  1115. break;
  1116. case SP_ATTACKRANGE:
  1117. if(!sd->state.lr_flag)
  1118. sd->attackrange += val;
  1119. else if(sd->state.lr_flag == 1)
  1120. sd->attackrange_ += val;
  1121. else if(sd->state.lr_flag == 2)
  1122. sd->arrow_range += val;
  1123. break;
  1124. case SP_ADD_SPEED: //Raw increase
  1125. if(sd->state.lr_flag != 2)
  1126. sd->speed -= val;
  1127. break;
  1128. case SP_SPEED_RATE: //Non stackable increase
  1129. if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
  1130. sd->speed_rate = 100-val;
  1131. break;
  1132. case SP_SPEED_ADDRATE: //Stackable increase
  1133. if(sd->state.lr_flag != 2)
  1134. sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
  1135. break;
  1136. case SP_ASPD: //Raw increase
  1137. if(sd->state.lr_flag != 2)
  1138. sd->aspd -= val*10;
  1139. break;
  1140. case SP_ASPD_RATE: //Non stackable increase
  1141. if(sd->state.lr_flag != 2 && sd->aspd_rate > 100-val)
  1142. sd->aspd_rate = 100-val;
  1143. break;
  1144. case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
  1145. if(sd->state.lr_flag != 2)
  1146. sd->aspd_add_rate -= val;
  1147. break;
  1148. case SP_HP_RECOV_RATE:
  1149. if(sd->state.lr_flag != 2)
  1150. sd->hprecov_rate += val;
  1151. break;
  1152. case SP_SP_RECOV_RATE:
  1153. if(sd->state.lr_flag != 2)
  1154. sd->sprecov_rate += val;
  1155. break;
  1156. case SP_CRITICAL_DEF:
  1157. if(sd->state.lr_flag != 2)
  1158. sd->critical_def += val;
  1159. break;
  1160. case SP_NEAR_ATK_DEF:
  1161. if(sd->state.lr_flag != 2)
  1162. sd->near_attack_def_rate += val;
  1163. break;
  1164. case SP_LONG_ATK_DEF:
  1165. if(sd->state.lr_flag != 2)
  1166. sd->long_attack_def_rate += val;
  1167. break;
  1168. case SP_DOUBLE_RATE:
  1169. if(sd->state.lr_flag == 0 && sd->double_rate < val)
  1170. sd->double_rate = val;
  1171. break;
  1172. case SP_DOUBLE_ADD_RATE:
  1173. if(sd->state.lr_flag == 0)
  1174. sd->double_add_rate += val;
  1175. break;
  1176. case SP_MATK_RATE:
  1177. if(sd->state.lr_flag != 2)
  1178. sd->matk_rate += val;
  1179. break;
  1180. case SP_IGNORE_DEF_ELE:
  1181. if(!sd->state.lr_flag)
  1182. sd->right_weapon.ignore_def_ele |= 1<<val;
  1183. else if(sd->state.lr_flag == 1)
  1184. sd->left_weapon.ignore_def_ele |= 1<<val;
  1185. break;
  1186. case SP_IGNORE_DEF_RACE:
  1187. if(!sd->state.lr_flag)
  1188. sd->right_weapon.ignore_def_race |= 1<<val;
  1189. else if(sd->state.lr_flag == 1)
  1190. sd->left_weapon.ignore_def_race |= 1<<val;
  1191. break;
  1192. case SP_ATK_RATE:
  1193. if(sd->state.lr_flag != 2)
  1194. sd->atk_rate += val;
  1195. break;
  1196. case SP_MAGIC_ATK_DEF:
  1197. if(sd->state.lr_flag != 2)
  1198. sd->magic_def_rate += val;
  1199. break;
  1200. case SP_MISC_ATK_DEF:
  1201. if(sd->state.lr_flag != 2)
  1202. sd->misc_def_rate += val;
  1203. break;
  1204. case SP_IGNORE_MDEF_ELE:
  1205. if(sd->state.lr_flag != 2)
  1206. sd->ignore_mdef_ele |= 1<<val;
  1207. break;
  1208. case SP_IGNORE_MDEF_RACE:
  1209. if(sd->state.lr_flag != 2)
  1210. sd->ignore_mdef_race |= 1<<val;
  1211. break;
  1212. case SP_PERFECT_HIT_RATE:
  1213. if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
  1214. sd->perfect_hit = val;
  1215. break;
  1216. case SP_PERFECT_HIT_ADD_RATE:
  1217. if(sd->state.lr_flag != 2)
  1218. sd->perfect_hit_add += val;
  1219. break;
  1220. case SP_CRITICAL_RATE:
  1221. if(sd->state.lr_flag != 2)
  1222. sd->critical_rate+=val;
  1223. break;
  1224. case SP_DEF_RATIO_ATK_ELE:
  1225. if(!sd->state.lr_flag)
  1226. sd->right_weapon.def_ratio_atk_ele |= 1<<val;
  1227. else if(sd->state.lr_flag == 1)
  1228. sd->left_weapon.def_ratio_atk_ele |= 1<<val;
  1229. break;
  1230. case SP_DEF_RATIO_ATK_RACE:
  1231. if(!sd->state.lr_flag)
  1232. sd->right_weapon.def_ratio_atk_race |= 1<<val;
  1233. else if(sd->state.lr_flag == 1)
  1234. sd->left_weapon.def_ratio_atk_race |= 1<<val;
  1235. break;
  1236. case SP_HIT_RATE:
  1237. if(sd->state.lr_flag != 2)
  1238. sd->hit_rate += val;
  1239. break;
  1240. case SP_FLEE_RATE:
  1241. if(sd->state.lr_flag != 2)
  1242. sd->flee_rate += val;
  1243. break;
  1244. case SP_FLEE2_RATE:
  1245. if(sd->state.lr_flag != 2)
  1246. sd->flee2_rate += val;
  1247. break;
  1248. case SP_DEF_RATE:
  1249. if(sd->state.lr_flag != 2)
  1250. sd->def_rate += val;
  1251. break;
  1252. case SP_DEF2_RATE:
  1253. if(sd->state.lr_flag != 2)
  1254. sd->def2_rate += val;
  1255. break;
  1256. case SP_MDEF_RATE:
  1257. if(sd->state.lr_flag != 2)
  1258. sd->mdef_rate += val;
  1259. break;
  1260. case SP_MDEF2_RATE:
  1261. if(sd->state.lr_flag != 2)
  1262. sd->mdef2_rate += val;
  1263. break;
  1264. case SP_RESTART_FULL_RECOVER:
  1265. if(sd->state.lr_flag != 2)
  1266. sd->special_state.restart_full_recover = 1;
  1267. break;
  1268. case SP_NO_CASTCANCEL:
  1269. if(sd->state.lr_flag != 2)
  1270. sd->special_state.no_castcancel = 1;
  1271. break;
  1272. case SP_NO_CASTCANCEL2:
  1273. if(sd->state.lr_flag != 2)
  1274. sd->special_state.no_castcancel2 = 1;
  1275. break;
  1276. case SP_NO_SIZEFIX:
  1277. if(sd->state.lr_flag != 2)
  1278. sd->special_state.no_sizefix = 1;
  1279. break;
  1280. case SP_NO_MAGIC_DAMAGE:
  1281. if(sd->state.lr_flag != 2)
  1282. sd->special_state.no_magic_damage = 1;
  1283. break;
  1284. case SP_NO_WEAPON_DAMAGE:
  1285. if(sd->state.lr_flag != 2)
  1286. sd->special_state.no_weapon_damage = 1;
  1287. break;
  1288. case SP_NO_GEMSTONE:
  1289. if(sd->state.lr_flag != 2)
  1290. sd->special_state.no_gemstone = 1;
  1291. break;
  1292. case SP_INFINITE_ENDURE:
  1293. if(sd->state.lr_flag != 2)
  1294. sd->special_state.infinite_endure = 1;
  1295. break;
  1296. case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
  1297. if(sd->state.lr_flag != 2)
  1298. sd->special_state.intravision = 1;
  1299. break;
  1300. case SP_SPLASH_RANGE:
  1301. if(sd->state.lr_flag != 2 && sd->splash_range < val)
  1302. sd->splash_range = val;
  1303. break;
  1304. case SP_SPLASH_ADD_RANGE:
  1305. if(sd->state.lr_flag != 2)
  1306. sd->splash_add_range += val;
  1307. break;
  1308. case SP_SHORT_WEAPON_DAMAGE_RETURN:
  1309. if(sd->state.lr_flag != 2)
  1310. sd->short_weapon_damage_return += val;
  1311. break;
  1312. case SP_LONG_WEAPON_DAMAGE_RETURN:
  1313. if(sd->state.lr_flag != 2)
  1314. sd->long_weapon_damage_return += val;
  1315. break;
  1316. case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
  1317. if(sd->state.lr_flag != 2)
  1318. sd->magic_damage_return += val;
  1319. break;
  1320. case SP_ALL_STATS: // [Valaris]
  1321. if(sd->state.lr_flag!=2) {
  1322. sd->parame[SP_STR-SP_STR]+=val;
  1323. sd->parame[SP_AGI-SP_STR]+=val;
  1324. sd->parame[SP_VIT-SP_STR]+=val;
  1325. sd->parame[SP_INT-SP_STR]+=val;
  1326. sd->parame[SP_DEX-SP_STR]+=val;
  1327. sd->parame[SP_LUK-SP_STR]+=val;
  1328. }
  1329. break;
  1330. case SP_AGI_VIT: // [Valaris]
  1331. if(sd->state.lr_flag!=2) {
  1332. sd->parame[SP_AGI-SP_STR]+=val;
  1333. sd->parame[SP_VIT-SP_STR]+=val;
  1334. }
  1335. break;
  1336. case SP_AGI_DEX_STR: // [Valaris]
  1337. if(sd->state.lr_flag!=2) {
  1338. sd->parame[SP_AGI-SP_STR]+=val;
  1339. sd->parame[SP_DEX-SP_STR]+=val;
  1340. sd->parame[SP_STR-SP_STR]+=val;
  1341. }
  1342. break;
  1343. case SP_PERFECT_HIDE: // [Valaris]
  1344. if(sd->state.lr_flag!=2) {
  1345. sd->state.perfect_hiding=1;
  1346. }
  1347. break;
  1348. case SP_DISGUISE: // Disguise script for items [Valaris]
  1349. if(sd->state.lr_flag!=2 && !sd->state.disguised && !pc_isriding(sd)) {
  1350. clif_clearchar(&sd->bl, 0);
  1351. sd->disguise=val;
  1352. clif_changeoption(&sd->bl);
  1353. clif_spawnpc(sd);
  1354. }
  1355. break;
  1356. case SP_UNBREAKABLE:
  1357. if(sd->state.lr_flag!=2) {
  1358. sd->unbreakable += val;
  1359. }
  1360. break;
  1361. case SP_UNBREAKABLE_WEAPON:
  1362. if(sd->state.lr_flag != 2)
  1363. sd->unbreakable_equip |= EQP_WEAPON;
  1364. break;
  1365. case SP_UNBREAKABLE_ARMOR:
  1366. if(sd->state.lr_flag != 2)
  1367. sd->unbreakable_equip |= EQP_ARMOR;
  1368. break;
  1369. case SP_UNBREAKABLE_HELM:
  1370. if(sd->state.lr_flag != 2)
  1371. sd->unbreakable_equip |= EQP_HELM;
  1372. break;
  1373. case SP_UNBREAKABLE_SHIELD:
  1374. if(sd->state.lr_flag != 2)
  1375. sd->unbreakable_equip |= EQP_SHIELD;
  1376. break;
  1377. case SP_CLASSCHANGE: // [Valaris]
  1378. if(sd->state.lr_flag !=2){
  1379. sd->classchange=val;
  1380. }
  1381. break;
  1382. case SP_LONG_ATK_RATE:
  1383. //if(sd->state.lr_flag != 2 && sd->long_attack_atk_rate < val)
  1384. // sd->long_attack_atk_rate = val;
  1385. if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
  1386. sd->long_attack_atk_rate+=val;
  1387. break;
  1388. case SP_BREAK_WEAPON_RATE:
  1389. if(sd->state.lr_flag != 2)
  1390. sd->break_weapon_rate+=val;
  1391. break;
  1392. case SP_BREAK_ARMOR_RATE:
  1393. if(sd->state.lr_flag != 2)
  1394. sd->break_armor_rate+=val;
  1395. break;
  1396. case SP_ADD_STEAL_RATE:
  1397. if(sd->state.lr_flag != 2)
  1398. sd->add_steal_rate+=val;
  1399. break;
  1400. case SP_DELAYRATE:
  1401. if(sd->state.lr_flag != 2)
  1402. sd->delayrate+=val;
  1403. break;
  1404. case SP_CRIT_ATK_RATE:
  1405. if(sd->state.lr_flag != 2)
  1406. sd->crit_atk_rate += val;
  1407. break;
  1408. case SP_NO_REGEN:
  1409. if(sd->state.lr_flag != 2)
  1410. sd->no_regen = val;
  1411. break;
  1412. case SP_UNSTRIPABLE_WEAPON:
  1413. if(sd->state.lr_flag != 2)
  1414. sd->unstripable_equip |= EQP_WEAPON;
  1415. break;
  1416. case SP_UNSTRIPABLE:
  1417. case SP_UNSTRIPABLE_ARMOR:
  1418. if(sd->state.lr_flag != 2)
  1419. sd->unstripable_equip |= EQP_ARMOR;
  1420. break;
  1421. case SP_UNSTRIPABLE_HELM:
  1422. if(sd->state.lr_flag != 2)
  1423. sd->unstripable_equip |= EQP_HELM;
  1424. break;
  1425. case SP_UNSTRIPABLE_SHIELD:
  1426. if(sd->state.lr_flag != 2)
  1427. sd->unstripable_equip |= EQP_SHIELD;
  1428. break;
  1429. case SP_HP_DRAIN_VALUE:
  1430. if(!sd->state.lr_flag) {
  1431. sd->right_weapon.hp_drain_value += val;
  1432. }
  1433. else if(sd->state.lr_flag == 1) {
  1434. sd->left_weapon.hp_drain_value += val;
  1435. }
  1436. break;
  1437. case SP_SP_DRAIN_VALUE:
  1438. if(!sd->state.lr_flag) {
  1439. sd->right_weapon.sp_drain_value += val;
  1440. }
  1441. else if(sd->state.lr_flag == 1) {
  1442. sd->left_weapon.sp_drain_value += val;
  1443. }
  1444. break;
  1445. case SP_SP_GAIN_VALUE:
  1446. if(!sd->state.lr_flag)
  1447. sd->sp_gain_value += val;
  1448. break;
  1449. case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
  1450. if(!sd->state.lr_flag)
  1451. sd->right_weapon.ignore_def_mob |= 1<<val;
  1452. else if(sd->state.lr_flag == 1)
  1453. sd->left_weapon.ignore_def_mob |= 1<<val;
  1454. break;
  1455. case SP_HP_GAIN_VALUE:
  1456. if(!sd->state.lr_flag)
  1457. sd->hp_gain_value += val;
  1458. break;
  1459. case SP_DAMAGE_WHEN_UNEQUIP:
  1460. if(!sd->state.lr_flag) {
  1461. for (i=0; i<11; i++) {
  1462. //I think this one is bugged, notice how it uses the item_db info rather
  1463. // than inventory equipped position index [Skotlex]
  1464. // if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) {
  1465. if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) {
  1466. sd->unequip_losehp[i] += val;
  1467. break;
  1468. }
  1469. }
  1470. }
  1471. break;
  1472. case SP_LOSESP_WHEN_UNEQUIP:
  1473. if(!sd->state.lr_flag) {
  1474. for (i=0; i<11; i++) {
  1475. // if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) {
  1476. if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) {
  1477. sd->unequip_losesp[i] += val;
  1478. break;
  1479. }
  1480. }
  1481. }
  1482. break;
  1483. default:
  1484. if(battle_config.error_log)
  1485. ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
  1486. break;
  1487. }
  1488. return 0;
  1489. }
  1490. /*==========================================
  1491. * ? 備品による能力等のボ?ナス設定
  1492. *------------------------------------------
  1493. */
  1494. int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
  1495. {
  1496. int i;
  1497. nullpo_retr(0, sd);
  1498. switch(type){
  1499. case SP_ADDELE:
  1500. if(!sd->state.lr_flag)
  1501. sd->right_weapon.addele[type2]+=val;
  1502. else if(sd->state.lr_flag == 1)
  1503. sd->left_weapon.addele[type2]+=val;
  1504. else if(sd->state.lr_flag == 2)
  1505. sd->arrow_addele[type2]+=val;
  1506. break;
  1507. case SP_ADDRACE:
  1508. if(!sd->state.lr_flag)
  1509. sd->right_weapon.addrace[type2]+=val;
  1510. else if(sd->state.lr_flag == 1)
  1511. sd->left_weapon.addrace[type2]+=val;
  1512. else if(sd->state.lr_flag == 2)
  1513. sd->arrow_addrace[type2]+=val;
  1514. break;
  1515. case SP_ADDSIZE:
  1516. if(!sd->state.lr_flag)
  1517. sd->right_weapon.addsize[type2]+=val;
  1518. else if(sd->state.lr_flag == 1)
  1519. sd->left_weapon.addsize[type2]+=val;
  1520. else if(sd->state.lr_flag == 2)
  1521. sd->arrow_addsize[type2]+=val;
  1522. break;
  1523. case SP_SUBELE:
  1524. if(sd->state.lr_flag != 2)
  1525. sd->subele[type2]+=val;
  1526. break;
  1527. case SP_SUBRACE:
  1528. if(sd->state.lr_flag != 2)
  1529. sd->subrace[type2]+=val;
  1530. break;
  1531. case SP_ADDEFF:
  1532. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1533. ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
  1534. break;
  1535. }
  1536. if(sd->state.lr_flag != 2)
  1537. sd->addeff[type2-SC_COMMON_MIN]+=val;
  1538. else
  1539. sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
  1540. break;
  1541. case SP_ADDEFF2:
  1542. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1543. ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
  1544. break;
  1545. }
  1546. if(sd->state.lr_flag != 2)
  1547. sd->addeff2[type2-SC_COMMON_MIN]+=val;
  1548. else
  1549. sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
  1550. break;
  1551. case SP_RESEFF:
  1552. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1553. ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
  1554. break;
  1555. }
  1556. if(sd->state.lr_flag != 2)
  1557. sd->reseff[type2-SC_COMMON_MIN]+=val;
  1558. break;
  1559. case SP_MAGIC_ADDELE:
  1560. if(sd->state.lr_flag != 2)
  1561. sd->magic_addele[type2]+=val;
  1562. break;
  1563. case SP_MAGIC_ADDRACE:
  1564. if(sd->state.lr_flag != 2)
  1565. sd->magic_addrace[type2]+=val;
  1566. break;
  1567. case SP_MAGIC_ADDSIZE:
  1568. if(sd->state.lr_flag != 2)
  1569. sd->magic_addsize[type2]+=val;
  1570. break;
  1571. case SP_ADD_DAMAGE_CLASS:
  1572. if(!sd->state.lr_flag) {
  1573. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1574. if(sd->right_weapon.add_damage_classid[i] == type2) {
  1575. sd->right_weapon.add_damage_classrate[i] += val;
  1576. break;
  1577. }
  1578. }
  1579. if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
  1580. sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
  1581. sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
  1582. sd->right_weapon.add_damage_class_count++;
  1583. }
  1584. }
  1585. else if(sd->state.lr_flag == 1) {
  1586. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1587. if(sd->left_weapon.add_damage_classid[i] == type2) {
  1588. sd->left_weapon.add_damage_classrate[i] += val;
  1589. break;
  1590. }
  1591. }
  1592. if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
  1593. sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
  1594. sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
  1595. sd->left_weapon.add_damage_class_count++;
  1596. }
  1597. }
  1598. break;
  1599. case SP_ADD_MAGIC_DAMAGE_CLASS:
  1600. if(sd->state.lr_flag != 2) {
  1601. for(i=0;i<sd->add_mdmg_count;i++) {
  1602. if(sd->add_mdmg[i].class_ == type2) {
  1603. sd->add_mdmg[i].rate += val;
  1604. break;
  1605. }
  1606. }
  1607. if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
  1608. sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
  1609. sd->add_mdmg[sd->add_mdmg_count].rate += val;
  1610. sd->add_mdmg_count++;
  1611. }
  1612. }
  1613. break;
  1614. case SP_ADD_DEF_CLASS:
  1615. if(sd->state.lr_flag != 2) {
  1616. for(i=0;i<sd->add_def_count;i++) {
  1617. if(sd->add_def[i].class_ == type2) {
  1618. sd->add_def[i].rate += val;
  1619. break;
  1620. }
  1621. }
  1622. if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
  1623. sd->add_def[sd->add_def_count].class_ = type2;
  1624. sd->add_def[sd->add_def_count].rate += val;
  1625. sd->add_def_count++;
  1626. }
  1627. }
  1628. break;
  1629. case SP_ADD_MDEF_CLASS:
  1630. if(sd->state.lr_flag != 2) {
  1631. for(i=0;i<sd->add_mdef_count;i++) {
  1632. if(sd->add_mdef[i].class_ == type2) {
  1633. sd->add_mdef[i].rate += val;
  1634. break;
  1635. }
  1636. }
  1637. if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
  1638. sd->add_mdef[sd->add_mdef_count].class_ = type2;
  1639. sd->add_mdef[sd->add_mdef_count].rate += val;
  1640. sd->add_mdef_count++;
  1641. }
  1642. }
  1643. break;
  1644. case SP_HP_DRAIN_RATE:
  1645. if(!sd->state.lr_flag) {
  1646. sd->right_weapon.hp_drain_rate += type2;
  1647. sd->right_weapon.hp_drain_per += val;
  1648. }
  1649. else if(sd->state.lr_flag == 1) {
  1650. sd->left_weapon.hp_drain_rate += type2;
  1651. sd->left_weapon.hp_drain_per += val;
  1652. }
  1653. break;
  1654. case SP_HP_DRAIN_VALUE:
  1655. if(!sd->state.lr_flag) {
  1656. sd->right_weapon.hp_drain_value += type2;
  1657. }
  1658. else if(sd->state.lr_flag == 1) {
  1659. sd->left_weapon.hp_drain_value += type2;
  1660. }
  1661. sd->sp_drain_type = val;
  1662. break;
  1663. case SP_SP_DRAIN_RATE:
  1664. if(!sd->state.lr_flag) {
  1665. sd->right_weapon.sp_drain_rate += type2;
  1666. sd->right_weapon.sp_drain_per += val;
  1667. }
  1668. else if(sd->state.lr_flag == 1) {
  1669. sd->left_weapon.sp_drain_rate += type2;
  1670. sd->left_weapon.sp_drain_per += val;
  1671. }
  1672. sd->sp_drain_type = 0;
  1673. break;
  1674. case SP_SP_DRAIN_VALUE:
  1675. if(!sd->state.lr_flag) {
  1676. sd->right_weapon.sp_drain_value += type2;
  1677. }
  1678. else if(sd->state.lr_flag == 1) {
  1679. sd->left_weapon.sp_drain_value += type2;
  1680. }
  1681. sd->sp_drain_type = val;
  1682. break;
  1683. case SP_SP_VANISH_RATE:
  1684. if(sd->state.lr_flag != 2) {
  1685. sd->sp_vanish_rate += type2;
  1686. sd->sp_vanish_per += val;
  1687. }
  1688. break;
  1689. case SP_GET_ZENY_NUM:
  1690. if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
  1691. {
  1692. sd->get_zeny_rate = val;
  1693. sd->get_zeny_num = type2;
  1694. }
  1695. break;
  1696. case SP_ADD_GET_ZENY_NUM:
  1697. if(sd->state.lr_flag != 2)
  1698. {
  1699. sd->get_zeny_rate += val;
  1700. sd->get_zeny_num += type2;
  1701. }
  1702. break;
  1703. case SP_WEAPON_COMA_ELE:
  1704. if(sd->state.lr_flag != 2)
  1705. sd->weapon_coma_ele[type2] += val;
  1706. break;
  1707. case SP_WEAPON_COMA_RACE:
  1708. if(sd->state.lr_flag != 2)
  1709. sd->weapon_coma_race[type2] += val;
  1710. break;
  1711. case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
  1712. if(sd->state.lr_flag !=2){
  1713. sd->random_attack_increase_add = type2;
  1714. sd->random_attack_increase_per += val;
  1715. }
  1716. break;
  1717. case SP_WEAPON_ATK:
  1718. if(sd->state.lr_flag != 2)
  1719. sd->weapon_atk[type2]+=val;
  1720. break;
  1721. case SP_WEAPON_ATK_RATE:
  1722. if(sd->state.lr_flag != 2)
  1723. sd->weapon_atk_rate[type2]+=val;
  1724. break;
  1725. case SP_CRITICAL_ADDRACE:
  1726. if(sd->state.lr_flag != 2)
  1727. sd->critaddrace[type2] += val*10;
  1728. break;
  1729. case SP_ADDEFF_WHENHIT:
  1730. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1731. ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
  1732. break;
  1733. }
  1734. if(sd->state.lr_flag != 2) {
  1735. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1736. sd->addeff3_type[type2-SC_COMMON_MIN]=1;
  1737. }
  1738. break;
  1739. case SP_ADDEFF_WHENHIT_SHORT:
  1740. if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
  1741. ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
  1742. break;
  1743. }
  1744. if(sd->state.lr_flag != 2) {
  1745. sd->addeff3[type2-SC_COMMON_MIN]+=val;
  1746. sd->addeff3_type[type2-SC_COMMON_MIN]=0;
  1747. }
  1748. break;
  1749. case SP_SKILL_ATK:
  1750. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
  1751. if (i == MAX_PC_BONUS)
  1752. { //Better mention this so the array length can be updated. [Skotlex]
  1753. ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1754. break;
  1755. }
  1756. if(sd->state.lr_flag != 2) {
  1757. if (sd->skillatk[i].id == type2)
  1758. sd->skillatk[i].val += val;
  1759. else {
  1760. sd->skillatk[i].id = type2;
  1761. sd->skillatk[i].val = val;
  1762. }
  1763. }
  1764. break;
  1765. case SP_ADD_SKILL_BLOW:
  1766. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
  1767. if (i == MAX_PC_BONUS)
  1768. { //Better mention this so the array length can be updated. [Skotlex]
  1769. ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
  1770. break;
  1771. }
  1772. if(sd->state.lr_flag != 2) {
  1773. if (sd->skillblown[i].id == type2)
  1774. sd->skillblown[i].val += val;
  1775. else {
  1776. sd->skillblown[i].id = type2;
  1777. sd->skillblown[i].val = val;
  1778. }
  1779. }
  1780. break;
  1781. case SP_ADD_DAMAGE_BY_CLASS:
  1782. if(sd->state.lr_flag != 2) {
  1783. for(i=0;i<sd->add_dmg_count;i++) {
  1784. if(sd->add_dmg[i].class_ == type2) {
  1785. sd->add_dmg[i].rate += val;
  1786. break;
  1787. }
  1788. }
  1789. if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
  1790. sd->add_dmg[sd->add_dmg_count].class_ = type2;
  1791. sd->add_dmg[sd->add_dmg_count].rate += val;
  1792. sd->add_dmg_count++;
  1793. }
  1794. }
  1795. break;
  1796. case SP_HP_LOSS_RATE:
  1797. if(sd->state.lr_flag != 2) {
  1798. sd->hp_loss_value = type2;
  1799. sd->hp_loss_rate = val;
  1800. }
  1801. break;
  1802. case SP_ADDRACE2:
  1803. if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
  1804. break;
  1805. if(sd->state.lr_flag != 2)
  1806. sd->right_weapon.addrace2[type2] += val;
  1807. else
  1808. sd->left_weapon.addrace2[type2] += val;
  1809. break;
  1810. case SP_SUBSIZE:
  1811. if(sd->state.lr_flag != 2)
  1812. sd->subsize[type2]+=val;
  1813. break;
  1814. case SP_SUBRACE2:
  1815. if(sd->state.lr_flag != 2)
  1816. sd->subrace2[type2]+=val;
  1817. break;
  1818. case SP_ADD_ITEM_HEAL_RATE:
  1819. if(sd->state.lr_flag != 2)
  1820. sd->itemhealrate[type2 - 1] += val;
  1821. break;
  1822. case SP_EXP_ADDRACE:
  1823. if(sd->state.lr_flag != 2)
  1824. sd->expaddrace[type2]+=val;
  1825. break;
  1826. case SP_SP_GAIN_RACE:
  1827. if(sd->state.lr_flag != 2)
  1828. sd->sp_gain_race[type2]+=val;
  1829. break;
  1830. case SP_ADD_MONSTER_DROP_ITEM:
  1831. if (sd->state.lr_flag != 2) {
  1832. for(i = 0; i < sd->add_drop_count; i++) {
  1833. if(sd->add_drop[i].id == type2) {
  1834. sd->add_drop[i].race |= (1<<10)|(1<<11);
  1835. if(sd->add_drop[i].rate < val)
  1836. sd->add_drop[i].rate = val;
  1837. break;
  1838. }
  1839. }
  1840. if(i >= sd->add_drop_count && sd->add_drop_count < MAX_PC_BONUS) {
  1841. sd->add_drop[sd->add_drop_count].id = type2;
  1842. // all monsters, including boss and non boss monsters
  1843. sd->add_drop[sd->add_drop_count].race |= (1<<10)|(1<<11);
  1844. sd->add_drop[sd->add_drop_count].rate = val;
  1845. sd->add_drop_count++;
  1846. }
  1847. }
  1848. break;
  1849. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1850. if (sd->state.lr_flag != 2) {
  1851. for(i = 0; i < sd->add_drop_count; i++) {
  1852. if(sd->add_drop[i].group == type2) {
  1853. sd->add_drop[i].id = 0;
  1854. sd->add_drop[i].race |= (1<<10)|(1<<11);
  1855. if(sd->add_drop[i].rate < val)
  1856. sd->add_drop[i].rate = val;
  1857. break;
  1858. }
  1859. }
  1860. if(i >= sd->add_drop_count && sd->add_drop_count < MAX_PC_BONUS) {
  1861. sd->add_drop[sd->add_drop_count].group = type2;
  1862. sd->add_drop[sd->add_drop_count].id = 0;
  1863. // all monsters, including boss and non boss monsters
  1864. sd->add_drop[sd->add_drop_count].race |= (1<<10)|(1<<11);
  1865. sd->add_drop[sd->add_drop_count].rate = val;
  1866. sd->add_drop_count++;
  1867. }
  1868. }
  1869. break;
  1870. case SP_SP_LOSS_RATE:
  1871. if(sd->state.lr_flag != 2) {
  1872. sd->sp_loss_value = type2;
  1873. sd->sp_loss_rate = val;
  1874. }
  1875. break;
  1876. default:
  1877. if(battle_config.error_log)
  1878. ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
  1879. break;
  1880. }
  1881. return 0;
  1882. }
  1883. int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
  1884. {
  1885. int i;
  1886. nullpo_retr(0, sd);
  1887. switch(type){
  1888. case SP_ADD_MONSTER_DROP_ITEM:
  1889. if(sd->state.lr_flag != 2) {
  1890. for(i=0;i<sd->add_drop_count;i++) {
  1891. if(sd->add_drop[i].id == type2) {
  1892. sd->add_drop[i].race |= 1<<type3;
  1893. if(sd->add_drop[i].rate < val)
  1894. sd->add_drop[i].rate = val;
  1895. break;
  1896. }
  1897. }
  1898. if(i >= sd->add_drop_count && sd->add_drop_count < MAX_PC_BONUS) {
  1899. sd->add_drop[sd->add_drop_count].id = type2;
  1900. sd->add_drop[sd->add_drop_count].race |= 1<<type3;
  1901. sd->add_drop[sd->add_drop_count].rate = val;
  1902. sd->add_drop_count++;
  1903. }
  1904. }
  1905. break;
  1906. case SP_AUTOSPELL:
  1907. if(sd->state.lr_flag != 2) {
  1908. for (i = 0; i < MAX_PC_BONUS; i++) {
  1909. if (sd->autospell[i].id == 0 ||
  1910. (sd->autospell[i].id == type2 && sd->autospell[i].lv < type3) ||
  1911. (sd->autospell[i].id == type2 && sd->autospell[i].lv == type3 && sd->autospell[i].rate < val))
  1912. {
  1913. sd->autospell[i].id = type2;
  1914. sd->autospell[i].lv = type3;
  1915. sd->autospell[i].rate = val;
  1916. break;
  1917. }
  1918. }
  1919. }
  1920. break;
  1921. case SP_AUTOSPELL_WHENHIT:
  1922. if(sd->state.lr_flag != 2) {
  1923. for (i = 0; i < MAX_PC_BONUS; i++) {
  1924. if (sd->autospell2[i].id == 0 ||
  1925. (sd->autospell2[i].id == type2 && sd->autospell2[i].lv < type3) ||
  1926. (sd->autospell2[i].id == type2 && sd->autospell2[i].lv == type3 && sd->autospell2[i].rate < val))
  1927. {
  1928. sd->autospell2[i].id = type2;
  1929. sd->autospell2[i].lv = type3;
  1930. sd->autospell2[i].rate = val;
  1931. break;
  1932. }
  1933. }
  1934. }
  1935. break;
  1936. case SP_HP_LOSS_RATE:
  1937. if(sd->state.lr_flag != 2) {
  1938. sd->hp_loss_value = type2;
  1939. sd->hp_loss_rate = type3;
  1940. sd->hp_loss_type = val;
  1941. }
  1942. break;
  1943. case SP_SP_DRAIN_RATE:
  1944. if(!sd->state.lr_flag) {
  1945. sd->right_weapon.sp_drain_rate += type2;
  1946. sd->right_weapon.sp_drain_per += type3;
  1947. }
  1948. else if(sd->state.lr_flag == 1) {
  1949. sd->left_weapon.sp_drain_rate += type2;
  1950. sd->left_weapon.sp_drain_per += type3;
  1951. }
  1952. sd->sp_drain_type = val;
  1953. break;
  1954. case SP_ADD_MONSTER_DROP_ITEMGROUP:
  1955. if (sd->state.lr_flag != 2) {
  1956. for(i = 0; i < sd->add_drop_count; i++) {
  1957. if(sd->add_drop[i].group == type2) {
  1958. sd->add_drop[i].id = 0;
  1959. sd->add_drop[i].race |= 1<<type3;
  1960. if(sd->add_drop[i].rate < val)
  1961. sd->add_drop[i].rate = val;
  1962. break;
  1963. }
  1964. }
  1965. if(i >= sd->add_drop_count && sd->add_drop_count < 10) {
  1966. sd->add_drop[sd->add_drop_count].group = type2;
  1967. sd->add_drop[sd->add_drop_count].id = 0;
  1968. // all monsters, including boss and non boss monsters
  1969. sd->add_drop[sd->add_drop_count].race |= 1<<type3;
  1970. sd->add_drop[sd->add_drop_count].rate = val;
  1971. sd->add_drop_count++;
  1972. }
  1973. }
  1974. break;
  1975. default:
  1976. if(battle_config.error_log)
  1977. ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
  1978. break;
  1979. }
  1980. return 0;
  1981. }
  1982. int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
  1983. {
  1984. int i;
  1985. nullpo_retr(0, sd);
  1986. switch(type){
  1987. case SP_AUTOSPELL:
  1988. if(sd->state.lr_flag != 2) {
  1989. for (i = 0; i < MAX_PC_BONUS; i++) {
  1990. if (sd->autospell[i].id == 0 ||
  1991. (sd->autospell[i].id == type2 && sd->autospell[i].lv < type3) ||
  1992. (sd->autospell[i].id == type2 && sd->autospell[i].lv == type3 && sd->autospell[i].rate < type4))
  1993. {
  1994. sd->autospell[i].id = (val) ? type2 : -type2; // val = 0: self, 1: enemy
  1995. sd->autospell[i].lv = type3;
  1996. sd->autospell[i].rate = type4;
  1997. break;
  1998. }
  1999. }
  2000. }
  2001. break;
  2002. case SP_AUTOSPELL_WHENHIT:
  2003. if(sd->state.lr_flag != 2) {
  2004. for (i = 0; i < MAX_PC_BONUS; i++) {
  2005. if (sd->autospell2[i].id == 0 ||
  2006. (sd->autospell2[i].id == type2 && sd->autospell2[i].lv < type3) ||
  2007. (sd->autospell2[i].id == type2 && sd->autospell2[i].lv == type3 && sd->autospell2[i].rate < type4))
  2008. {
  2009. sd->autospell2[i].id = (val) ? type2 : -type2; // val = 0: self, 1: enemy
  2010. sd->autospell2[i].lv = type3;
  2011. sd->autospell2[i].rate = type4;
  2012. break;
  2013. }
  2014. }
  2015. }
  2016. break;
  2017. default:
  2018. if(battle_config.error_log)
  2019. ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
  2020. break;
  2021. }
  2022. return 0;
  2023. }
  2024. /*==========================================
  2025. * スクリプトによるスキル所得
  2026. *------------------------------------------
  2027. */
  2028. int pc_skill(struct map_session_data *sd,int id,int level,int flag)
  2029. {
  2030. nullpo_retr(0, sd);
  2031. if(level>MAX_SKILL_LEVEL){
  2032. if(battle_config.error_log)
  2033. ShowError("support card skill only!\n");
  2034. return 0;
  2035. }
  2036. 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
  2037. sd->status.skill[id].lv=level;
  2038. status_calc_pc(sd,0);
  2039. clif_skillinfoblock(sd);
  2040. }
  2041. 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
  2042. sd->status.skill[id].lv+=level;
  2043. status_calc_pc(sd,0);
  2044. clif_skillinfoblock(sd);
  2045. }
  2046. else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
  2047. if(sd->status.skill[id].id==id)
  2048. sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶
  2049. else {
  2050. sd->status.skill[id].id=id;
  2051. sd->status.skill[id].flag=1; // cardスキルとする
  2052. }
  2053. sd->status.skill[id].lv=level;
  2054. }
  2055. return 0;
  2056. }
  2057. /*==========================================
  2058. *
  2059. *------------------------------------------
  2060. */
  2061. int pc_blockskill_end(int tid,unsigned int tick,int id,int data)
  2062. {
  2063. struct map_session_data *sd = map_id2sd(id);
  2064. if (data <= 0 || data >= MAX_SKILL)
  2065. return 0;
  2066. if (sd) sd->blockskill[data] = 0;
  2067. return 1;
  2068. }
  2069. int pc_blockskill_start (struct map_session_data *sd, int skillid, int tick)
  2070. {
  2071. nullpo_retr (-1, sd);
  2072. if (skillid >= 10000 && skillid < 10015)
  2073. skillid -= 9500;
  2074. else if (skillid < 1 || skillid > MAX_SKILL)
  2075. return -1;
  2076. sd->blockskill[skillid] = 1;
  2077. return add_timer(gettick()+tick,pc_blockskill_end,sd->bl.id,skillid);
  2078. }
  2079. /*==========================================
  2080. * カ?ド?入
  2081. *------------------------------------------
  2082. */
  2083. int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
  2084. {
  2085. int i, ep;
  2086. int nameid, cardid;
  2087. nullpo_retr(0, sd);
  2088. if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
  2089. return 0; //Invalid card index.
  2090. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
  2091. return 0; //Invalid item index.
  2092. nameid=sd->status.inventory[idx_equip].nameid;
  2093. cardid=sd->status.inventory[idx_card].nameid;
  2094. ep=sd->inventory_data[idx_card]->equip;
  2095. if( nameid <= 0 || cardid <= 0 ||
  2096. (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
  2097. sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
  2098. sd->status.inventory[idx_equip].identify==0 || // 未鑑定
  2099. sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
  2100. sd->status.inventory[idx_equip].card[0]==0x00fe ||
  2101. sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
  2102. !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
  2103. (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
  2104. sd->status.inventory[idx_equip].equip){
  2105. clif_insert_card(sd,idx_equip,idx_card,1);
  2106. return 0;
  2107. }
  2108. for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
  2109. if( sd->status.inventory[idx_equip].card[i] == 0){
  2110. // 空きスロットがあったので差し?む
  2111. sd->status.inventory[idx_equip].card[i]=cardid;
  2112. // カ?ドは減らす
  2113. clif_insert_card(sd,idx_equip,idx_card,0);
  2114. pc_delitem(sd,idx_card,1,1);
  2115. return 0;
  2116. }
  2117. }
  2118. clif_insert_card(sd,idx_equip,idx_card,1);
  2119. return 0;
  2120. }
  2121. //
  2122. // アイテム物
  2123. //
  2124. /*==========================================
  2125. * スキルによる買い値修正
  2126. *------------------------------------------
  2127. */
  2128. int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
  2129. {
  2130. int skill,val = orig_value,rate1 = 0,rate2 = 0;
  2131. if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
  2132. rate1 = 5+skill*2-((skill==10)? 1:0);
  2133. if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
  2134. rate2 = 5+skill*4;
  2135. if(rate1 < rate2) rate1 = rate2;
  2136. if(rate1)
  2137. val = (int)((double)orig_value*(double)(100-rate1)/100.);
  2138. if(val < 0) val = 0;
  2139. if(orig_value > 0 && val < 1) val = 1;
  2140. return val;
  2141. }
  2142. /*==========================================
  2143. * スキルによる?り値修正
  2144. *------------------------------------------
  2145. */
  2146. int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
  2147. {
  2148. int skill,val = orig_value,rate = 0;
  2149. if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
  2150. rate = 5+skill*2-((skill==10)? 1:0);
  2151. if(rate)
  2152. val = (int)((double)orig_value*(double)(100+rate)/100.);
  2153. if(val < 0) val = 0;
  2154. if(orig_value > 0 && val < 1) val = 1;
  2155. return val;
  2156. }
  2157. /*==========================================
  2158. * アイテムを買った暫ノ、新しいアイテム欄を使うか、
  2159. * 3万個制限にかかるか確認
  2160. *------------------------------------------
  2161. */
  2162. int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
  2163. {
  2164. int i;
  2165. nullpo_retr(0, sd);
  2166. if(itemdb_isequip(nameid))
  2167. return ADDITEM_NEW;
  2168. for(i=0;i<MAX_INVENTORY;i++){
  2169. if(sd->status.inventory[i].nameid==nameid){
  2170. if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
  2171. return ADDITEM_OVERAMOUNT;
  2172. return ADDITEM_EXIST;
  2173. }
  2174. }
  2175. if(amount > MAX_AMOUNT)
  2176. return ADDITEM_OVERAMOUNT;
  2177. return ADDITEM_NEW;
  2178. }
  2179. /*==========================================
  2180. * 空きアイテム欄の個?
  2181. *------------------------------------------
  2182. */
  2183. int pc_inventoryblank(struct map_session_data *sd)
  2184. {
  2185. int i,b;
  2186. nullpo_retr(0, sd);
  2187. for(i=0,b=0;i<MAX_INVENTORY;i++){
  2188. if(sd->status.inventory[i].nameid==0)
  2189. b++;
  2190. }
  2191. return b;
  2192. }
  2193. /*==========================================
  2194. * お金を?う
  2195. *------------------------------------------
  2196. */
  2197. int pc_payzeny(struct map_session_data *sd,int zeny)
  2198. {
  2199. double z;
  2200. nullpo_retr(0, sd);
  2201. z = (double)sd->status.zeny;
  2202. if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
  2203. return 1;
  2204. sd->status.zeny-=zeny;
  2205. clif_updatestatus(sd,SP_ZENY);
  2206. return 0;
  2207. }
  2208. /*==========================================
  2209. * お金を得る
  2210. *------------------------------------------
  2211. */
  2212. int pc_getzeny(struct map_session_data *sd,int zeny)
  2213. {
  2214. double z;
  2215. nullpo_retr(0, sd);
  2216. z = (double)sd->status.zeny;
  2217. if(z + (double)zeny > MAX_ZENY) {
  2218. zeny = 0;
  2219. sd->status.zeny = MAX_ZENY;
  2220. }
  2221. sd->status.zeny+=zeny;
  2222. clif_updatestatus(sd,SP_ZENY);
  2223. if(zeny > 0 && sd->state.showzeny){
  2224. char output[255];
  2225. sprintf(output, "Gained %dz.", zeny);
  2226. clif_disp_onlyself(sd,output,strlen(output));
  2227. }
  2228. return 0;
  2229. }
  2230. /*==========================================
  2231. * アイテムを探して、インデックスを返す
  2232. *------------------------------------------
  2233. */
  2234. int pc_search_inventory(struct map_session_data *sd,int item_id)
  2235. {
  2236. int i;
  2237. nullpo_retr(-1, sd);
  2238. for(i=0;i<MAX_INVENTORY;i++) {
  2239. if(sd->status.inventory[i].nameid == item_id &&
  2240. (sd->status.inventory[i].amount > 0 || item_id == 0))
  2241. return i;
  2242. }
  2243. return -1;
  2244. }
  2245. /*==========================================
  2246. * アイテム追加。個?のみitem構造?の?字を無視
  2247. *------------------------------------------
  2248. */
  2249. int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2250. {
  2251. struct item_data *data;
  2252. int i;
  2253. long w;
  2254. nullpo_retr(1, sd);
  2255. nullpo_retr(1, item_data);
  2256. if(item_data->nameid <= 0 || amount <= 0)
  2257. return 1;
  2258. data = itemdb_search(item_data->nameid);
  2259. w = data->weight*amount;
  2260. if(w + (long)sd->weight > (long)sd->max_weight || w + (long)sd->weight < 0) //Weight overflow check?
  2261. return 2;
  2262. i = MAX_INVENTORY;
  2263. if (!itemdb_isequip2(data)){
  2264. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2265. for (i = 0; i < MAX_INVENTORY; i++)
  2266. if(sd->status.inventory[i].nameid == item_data->nameid &&
  2267. sd->status.inventory[i].card[0] == item_data->card[0] &&
  2268. sd->status.inventory[i].card[1] == item_data->card[1] &&
  2269. sd->status.inventory[i].card[2] == item_data->card[2] &&
  2270. sd->status.inventory[i].card[3] == item_data->card[3])
  2271. {
  2272. if (amount < 0 || amount > MAX_AMOUNT || sd->status.inventory[i].amount + amount > MAX_AMOUNT)
  2273. return 5;
  2274. sd->status.inventory[i].amount += amount;
  2275. clif_additem(sd,i,amount,0);
  2276. break;
  2277. }
  2278. }
  2279. if (i >= MAX_INVENTORY){
  2280. // 装 備品か未所有品だったので空き欄へ追加
  2281. i = pc_search_inventory(sd,0);
  2282. if(i >= 0) {
  2283. // clear equips field first, just in case
  2284. if (item_data->equip != 0)
  2285. item_data->equip = 0;
  2286. memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
  2287. sd->status.inventory[i].amount = amount;
  2288. sd->inventory_data[i] = data;
  2289. clif_additem(sd,i,amount,0);
  2290. }
  2291. else return 4;
  2292. }
  2293. sd->weight += (int)w;
  2294. clif_updatestatus(sd,SP_WEIGHT);
  2295. return 0;
  2296. }
  2297. /*==========================================
  2298. * アイテムを減らす
  2299. *------------------------------------------
  2300. */
  2301. int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
  2302. {
  2303. nullpo_retr(1, sd);
  2304. if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
  2305. return 1;
  2306. sd->status.inventory[n].amount -= amount;
  2307. sd->weight -= sd->inventory_data[n]->weight*amount ;
  2308. if(sd->status.inventory[n].amount<=0){
  2309. if(sd->status.inventory[n].equip)
  2310. pc_unequipitem(sd,n,3);
  2311. memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
  2312. sd->inventory_data[n] = NULL;
  2313. }
  2314. if(!(type&1))
  2315. clif_delitem(sd,n,amount);
  2316. if(!(type&2))
  2317. clif_updatestatus(sd,SP_WEIGHT);
  2318. return 0;
  2319. }
  2320. /*==========================================
  2321. * アイテムを落す
  2322. *------------------------------------------
  2323. */
  2324. int pc_dropitem(struct map_session_data *sd,int n,int amount)
  2325. {
  2326. nullpo_retr(1, sd);
  2327. if(n < 0 || n >= MAX_INVENTORY)
  2328. return 1;
  2329. if(amount <= 0)
  2330. return 1;
  2331. if (sd->status.inventory[n].nameid <= 0 ||
  2332. sd->status.inventory[n].amount < amount ||
  2333. sd->trade_partner != 0 || sd->vender_id != 0 ||
  2334. sd->status.inventory[n].amount <= 0)
  2335. return 1;
  2336. if (!pc_candrop(sd,sd->status.inventory[n].nameid))
  2337. { //The client does not likes being silently ignored, so we send it a del of 0 qty
  2338. clif_delitem(sd,n,0);
  2339. clif_displaymessage (sd->fd, msg_txt(263));
  2340. return 1;
  2341. }
  2342. //Logs items, dropped by (P)layers [Lupus]
  2343. if(log_config.pick > 0 )
  2344. log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
  2345. //Logs
  2346. if (map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 0) != 0)
  2347. pc_delitem(sd, n, amount, 0);
  2348. else
  2349. clif_delitem(sd,n,0);
  2350. return 0;
  2351. }
  2352. /*==========================================
  2353. * アイテムを拾う
  2354. *------------------------------------------
  2355. */
  2356. int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
  2357. {
  2358. int flag=0;
  2359. unsigned int tick = gettick();
  2360. struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
  2361. struct party *p=NULL;
  2362. nullpo_retr(0, sd);
  2363. nullpo_retr(0, fitem);
  2364. if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->skillid!=BS_GREED)
  2365. return 0; // 距離が遠い
  2366. if (sd->status.party_id)
  2367. p = party_search(sd->status.party_id);
  2368. if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id) {
  2369. first_sd = map_id2sd(fitem->first_get_id);
  2370. if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
  2371. if (!(p && p->item&1 &&
  2372. first_sd && first_sd->status.party_id == sd->status.party_id
  2373. )) {
  2374. clif_additem(sd,0,0,6);
  2375. return 0;
  2376. }
  2377. }
  2378. else if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id) {
  2379. second_sd = map_id2sd(fitem->second_get_id);
  2380. if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
  2381. if(!(p && p->item&1 &&
  2382. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2383. (second_sd && second_sd->status.party_id == sd->status.party_id))
  2384. )) {
  2385. clif_additem(sd,0,0,6);
  2386. return 0;
  2387. }
  2388. }
  2389. else if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id) {
  2390. third_sd = map_id2sd(fitem->third_get_id);
  2391. if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
  2392. if(!(p && p->item&1 &&
  2393. ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
  2394. (second_sd && second_sd->status.party_id == sd->status.party_id) ||
  2395. (third_sd && third_sd->status.party_id == sd->status.party_id))
  2396. )) {
  2397. clif_additem(sd,0,0,6);
  2398. return 0;
  2399. }
  2400. }
  2401. }
  2402. }
  2403. }
  2404. first_sd = NULL; //First_sd will store who picked up the item.
  2405. if (p && p->item&2) { //item distribution to party members.
  2406. first_sd = NULL;
  2407. if (battle_config.party_share_type) { //Round Robin
  2408. int i;
  2409. i = p->itemc;
  2410. do {
  2411. i++;
  2412. if (i >= MAX_PARTY)
  2413. i = 0; // reset counter to 1st person in party so it'll stop when it reaches "itemc"
  2414. if ((second_sd=p->member[i].sd)==NULL || sd->bl.m != second_sd->bl.m)
  2415. continue;
  2416. if (pc_additem(second_sd,&fitem->item_data,fitem->item_data.amount))
  2417. continue; //Chosen char can't pick up loot.
  2418. //Successful pick.
  2419. first_sd = second_sd;
  2420. break;
  2421. } while (i != p->itemc);
  2422. // Skip to the current receiver of an item, so the next pick should not go to him again.
  2423. p->itemc = i;
  2424. } else { //Random pick
  2425. struct map_session_data*psd[MAX_PARTY];
  2426. int i, count=0;
  2427. //Collect pick candidates
  2428. for (i = 0; i < MAX_PARTY; i++) {
  2429. if ((psd[count]=p->member[i].sd) && psd[count]->bl.m == sd->bl.m)
  2430. count++;
  2431. }
  2432. if (count > 0) { //Pick a random member.
  2433. do {
  2434. i = rand()%count;
  2435. if (pc_additem(psd[i],&fitem->item_data,fitem->item_data.amount))
  2436. { //Discard this receiver.
  2437. psd[i] = psd[count-1];
  2438. count--;
  2439. } else { //Successful pick.
  2440. first_sd = psd[i];
  2441. break;
  2442. }
  2443. } while (count > 0);
  2444. }
  2445. }
  2446. }
  2447. if (!first_sd) { //Noone has picked it up yet...
  2448. if ((flag = pc_additem(sd,&fitem->item_data,fitem->item_data.amount))) {
  2449. clif_additem(sd,0,0,flag);
  2450. return 1;
  2451. }
  2452. first_sd = sd;
  2453. }
  2454. if(log_config.pick) //Logs items, taken by (P)layers [Lupus]
  2455. log_pick(first_sd, "P", 0, fitem->item_data.nameid, fitem->item_data.amount, (struct item*)&fitem->item_data);
  2456. //Logs
  2457. if(battle_config.party_show_share_picker && first_sd != sd){
  2458. char output[80];
  2459. sprintf(output, "%s acquired the item.",first_sd->status.name);
  2460. clif_disp_onlyself(sd,output,strlen(output));
  2461. }
  2462. //Display pickup animation.
  2463. if(sd->attacktimer != -1)
  2464. pc_stopattack(sd);
  2465. clif_takeitem(&sd->bl,&fitem->bl);
  2466. map_clearflooritem(fitem->bl.id);
  2467. return 0;
  2468. }
  2469. int pc_isUseitem(struct map_session_data *sd,int n)
  2470. {
  2471. struct item_data *item;
  2472. int nameid;
  2473. nullpo_retr(0, sd);
  2474. item = sd->inventory_data[n];
  2475. nameid = sd->status.inventory[n].nameid;
  2476. if(item == NULL)
  2477. return 0;
  2478. //Not consumable item
  2479. if(item->type != 0 && item->type != 2)
  2480. return 0;
  2481. //Anodyne (can't use Anodyne's Endure at GVG)
  2482. if((nameid == 605) && map_flag_gvg(sd->bl.m))
  2483. return 0;
  2484. //Fly Wing (can't use at GVG and when noteleport flag is on)
  2485. if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
  2486. clif_skill_teleportmessage(sd,0);
  2487. return 0;
  2488. }
  2489. //Fly Wing (can't use when you in duel) [LuzZza]
  2490. if(nameid == 601 && (!battle_config.duel_allow_teleport && sd->duel_group)) {
  2491. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  2492. return 0;
  2493. }
  2494. //Butterfly Wing (can't use noreturn flag is on and if duel)
  2495. if(nameid == 602 && map[sd->bl.m].flag.noreturn)
  2496. return 0;
  2497. //BW (can't use when you in duel) [LuzZza]
  2498. if(nameid == 602 && (!battle_config.duel_allow_teleport && sd->duel_group)) {
  2499. clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
  2500. return 0;
  2501. }
  2502. //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
  2503. if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
  2504. return 0;
  2505. //Gender check
  2506. if(item->sex != 2 && sd->status.sex != item->sex)
  2507. return 0;
  2508. //Required level check
  2509. if(item->elv && sd->status.base_level < (unsigned int)item->elv)
  2510. return 0;
  2511. //Not equipable by class. [Skotlex]
  2512. if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
  2513. return 0;
  2514. //Not usable by upper class. [Skotlex]
  2515. if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
  2516. return 0;
  2517. //Dead Branch & Bloody Branch & Porings Box
  2518. if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
  2519. log_branch(sd);
  2520. return 1;
  2521. }
  2522. /*==========================================
  2523. * アイテムを使う
  2524. *------------------------------------------
  2525. */
  2526. int pc_useitem(struct map_session_data *sd,int n)
  2527. {
  2528. int amount;
  2529. nullpo_retr(1, sd);
  2530. if(n >=0 && n < MAX_INVENTORY) {
  2531. unsigned char *script;
  2532. sd->itemid = sd->status.inventory[n].nameid;
  2533. sd->itemindex = n;
  2534. amount = sd->status.inventory[n].amount;
  2535. if(sd->status.inventory[n].nameid <= 0 ||
  2536. sd->status.inventory[n].amount <= 0 ||
  2537. DIFF_TICK(sd->canuseitem_tick, gettick()) > 0 //Prevent mass item usage. [Skotlex]
  2538. )
  2539. return 1;
  2540. if (sd->sc.count && (
  2541. sd->sc.data[SC_BERSERK].timer!=-1 ||
  2542. sd->sc.data[SC_MARIONETTE].timer!=-1 ||
  2543. sd->sc.data[SC_GRAVITATION].timer!=-1 ||
  2544. //Cannot use Potions/Healing items while under Gospel.
  2545. (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 != BCT_SELF && sd->inventory_data[n]->type == 0)
  2546. )) {
  2547. clif_useitemack(sd,n,0,0);
  2548. return 1;
  2549. }
  2550. if ((pc_issit(sd) && (sd->itemid == 605 || sd->itemid == 606)) ||
  2551. //added item_noequip.txt items check by Maya&[Lupus]
  2552. (map[sd->bl.m].flag.pvp && (sd->inventory_data[n]->flag.no_equip&1) ) || // PVP
  2553. (map_flag_gvg(sd->bl.m) && (sd->inventory_data[n]->flag.no_equip&2) ) || // GVG
  2554. (map[sd->bl.m].zone && map[sd->bl.m].flag.restricted && (sd->inventory_data[n]->flag.no_equip&map[sd->bl.m].zone)) || // Zone restriction
  2555. !pc_isUseitem(sd,n)
  2556. ) {
  2557. clif_useitemack(sd,n,0,0);
  2558. return 1;
  2559. }
  2560. script = sd->inventory_data[n]->script;
  2561. amount = sd->status.inventory[n].amount;
  2562. //Check if the item is to be consumed inmediately [Skotlex]
  2563. if (sd->inventory_data[n]->flag.delay_consume)
  2564. clif_useitemack(sd,n,amount,1);
  2565. else {
  2566. clif_useitemack(sd,n,amount-1,1);
  2567. //Logs (C)onsumable items [Lupus]
  2568. if(log_config.pick > 0 ) {
  2569. log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
  2570. }
  2571. //Logs
  2572. pc_delitem(sd,n,1,1);
  2573. }
  2574. if(sd->status.inventory[n].card[0]==0x00fe && pc_istop10fame(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST)) {
  2575. potion_flag = 2; // Famous player's potions have 50% more efficiency
  2576. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
  2577. potion_flag = 3; //Even more effective potions.
  2578. }
  2579. sd->canuseitem_tick= gettick() + battle_config.item_use_interval; //Update item use time.
  2580. run_script(script,0,sd->bl.id,0);
  2581. potion_flag = 0;
  2582. }
  2583. return 0;
  2584. }
  2585. /*==========================================
  2586. * カ?トアイテム追加。個?のみitem構造?の?字を無視
  2587. *------------------------------------------
  2588. */
  2589. int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
  2590. {
  2591. struct item_data *data;
  2592. int i,w;
  2593. nullpo_retr(1, sd);
  2594. nullpo_retr(1, item_data);
  2595. if(item_data->nameid <= 0 || amount <= 0)
  2596. return 1;
  2597. data = itemdb_search(item_data->nameid);
  2598. if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd)))
  2599. { //Check item trade restrictions [Skotlex]
  2600. clif_displaymessage (sd->fd, msg_txt(264));
  2601. return 1;
  2602. }
  2603. if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
  2604. return 1;
  2605. i=MAX_CART;
  2606. if(!itemdb_isequip2(data)){
  2607. // 装 備品ではないので、既所有品なら個数のみ変化させる
  2608. for(i=0;i<MAX_CART;i++){
  2609. if(sd->status.cart[i].nameid==item_data->nameid &&
  2610. sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
  2611. sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
  2612. if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
  2613. return 1;
  2614. sd->status.cart[i].amount+=amount;
  2615. clif_cart_additem(sd,i,amount,0);
  2616. break;
  2617. }
  2618. }
  2619. }
  2620. if(i >= MAX_CART){
  2621. // 装 備品か未所有品だったので空き欄へ追加
  2622. for(i=0;i<MAX_CART;i++){
  2623. if(sd->status.cart[i].nameid==0){
  2624. memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
  2625. sd->status.cart[i].amount=amount;
  2626. sd->cart_num++;
  2627. clif_cart_additem(sd,i,amount,0);
  2628. break;
  2629. }
  2630. }
  2631. if(i >= MAX_CART)
  2632. return 1;
  2633. }
  2634. sd->cart_weight += w;
  2635. clif_updatestatus(sd,SP_CARTINFO);
  2636. return 0;
  2637. }
  2638. /*==========================================
  2639. * カ?トアイテムを減らす
  2640. *------------------------------------------
  2641. */
  2642. int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
  2643. {
  2644. nullpo_retr(1, sd);
  2645. if(sd->status.cart[n].nameid==0 ||
  2646. sd->status.cart[n].amount<amount)
  2647. return 1;
  2648. sd->status.cart[n].amount -= amount;
  2649. sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
  2650. if(sd->status.cart[n].amount <= 0){
  2651. memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
  2652. sd->cart_num--;
  2653. }
  2654. if(!type) {
  2655. clif_cart_delitem(sd,n,amount);
  2656. clif_updatestatus(sd,SP_CARTINFO);
  2657. }
  2658. return 0;
  2659. }
  2660. /*==========================================
  2661. * カ?トへアイテム移動
  2662. *------------------------------------------
  2663. */
  2664. int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
  2665. struct item *item_data;
  2666. nullpo_retr(0, sd);
  2667. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2668. return 1;
  2669. item_data = &sd->status.inventory[idx];
  2670. if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
  2671. return 1;
  2672. if (pc_cart_additem(sd,item_data,amount) == 0)
  2673. return pc_delitem(sd,idx,amount,0);
  2674. return 1;
  2675. }
  2676. /*==========================================
  2677. * カ?ト?のアイテム?確認(個?の差分を返す)
  2678. *------------------------------------------
  2679. */
  2680. int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
  2681. {
  2682. struct item *item_data;
  2683. nullpo_retr(-1, sd);
  2684. nullpo_retr(-1, item_data=&sd->status.cart[idx]);
  2685. if( item_data->nameid==0 || !item_data->amount)
  2686. return -1;
  2687. return item_data->amount-amount;
  2688. }
  2689. /*==========================================
  2690. * カ?トからアイテム移動
  2691. *------------------------------------------
  2692. */
  2693. int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
  2694. {
  2695. struct item *item_data;
  2696. int flag;
  2697. nullpo_retr(0, sd);
  2698. if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
  2699. return 1;
  2700. item_data=&sd->status.cart[idx];
  2701. if( item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
  2702. return 1;
  2703. if((flag = pc_additem(sd,item_data,amount)) == 0)
  2704. return pc_cart_delitem(sd,idx,amount,0);
  2705. clif_additem(sd,0,0,flag);
  2706. return 1;
  2707. }
  2708. /*==========================================
  2709. * スティル品公開
  2710. *------------------------------------------
  2711. */
  2712. int pc_show_steal(struct block_list *bl,va_list ap)
  2713. {
  2714. struct map_session_data *sd;
  2715. int itemid;
  2716. int type;
  2717. struct item_data *item=NULL;
  2718. char output[100];
  2719. nullpo_retr(0, bl);
  2720. nullpo_retr(0, ap);
  2721. nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
  2722. itemid=va_arg(ap,int);
  2723. type=va_arg(ap,int);
  2724. if(!type){
  2725. if((item=itemdb_exists(itemid))==NULL)
  2726. sprintf(output,"%s stole an Unknown Item.",sd->status.name);
  2727. else
  2728. sprintf(output,"%s stole %s.",sd->status.name,item->jname);
  2729. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2730. }else{
  2731. sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
  2732. clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
  2733. }
  2734. return 0;
  2735. }
  2736. /*==========================================
  2737. *
  2738. *------------------------------------------
  2739. */
  2740. //** pc.c: Small Steal Item fix by fritz
  2741. int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
  2742. {
  2743. int i,j,skill,itemid,flag;
  2744. struct mob_data *md;
  2745. struct item tmp_item;
  2746. if(!sd || !bl || bl->type != BL_MOB)
  2747. return 0;
  2748. md=(struct mob_data *)bl;
  2749. if(md->state.steal_flag || status_get_mode(bl)&MD_BOSS || md->master_id ||
  2750. (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
  2751. map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
  2752. md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
  2753. )
  2754. return 0;
  2755. skill = battle_config.skill_steal_type == 1
  2756. ? (sd->paramc[4] - md->db->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
  2757. : sd->paramc[4] - md->db->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
  2758. if (skill < 1)
  2759. return 0;
  2760. j = i = rand()%10; //Pick one mobs drop slot.
  2761. do {
  2762. //if it's empty, we check one by one, till find an item
  2763. i--;
  2764. if(i<0)
  2765. i=9; //9th slot
  2766. itemid = md->db->dropitem[i].nameid;
  2767. //now try all 10 slots till success
  2768. if(itemid <= 0 || (itemdb_type(itemid) == 6 && pc_checkskill(sd,TF_STEAL) <= 5))
  2769. continue;
  2770. } while (i != j &&
  2771. rand() % 10000 > ((md->db->dropitem[i].p * skill) / 100 + sd->add_steal_rate)); //fixed rate. From Freya [Lupus]
  2772. if (i == j)
  2773. return 0;
  2774. md->state.steal_flag = 1;
  2775. memset(&tmp_item,0,sizeof(tmp_item));
  2776. tmp_item.nameid = itemid;
  2777. tmp_item.amount = 1;
  2778. tmp_item.identify = !itemdb_isequip3(itemid);
  2779. flag = pc_additem(sd,&tmp_item,1);
  2780. if(battle_config.show_steal_in_same_party)
  2781. party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,flag?1:0);
  2782. if(flag)
  2783. clif_additem(sd,0,0,flag);
  2784. else
  2785. { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
  2786. //Logs items, Stolen from mobs [Lupus]
  2787. if(log_config.pick > 0 ) {
  2788. log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
  2789. log_pick(sd, "P", 0, itemid, 1, NULL);
  2790. }
  2791. if(log_config.steal) { //this drop log contains ALL stolen items [Lupus]
  2792. int log_item[10]; //for stolen items logging Lupus
  2793. memset(&log_item,0,sizeof(log_item));
  2794. log_item[i] = itemid; //i == monster's drop slot
  2795. log_drop(sd, md->class_, log_item);
  2796. }
  2797. //A Rare Steal Global Announce by Lupus
  2798. if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
  2799. struct item_data *i_data;
  2800. char message[128];
  2801. i_data = itemdb_exists(itemid);
  2802. 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);
  2803. //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
  2804. intif_GMmessage(message,strlen(message)+1,0);
  2805. }
  2806. }
  2807. return 1;
  2808. }
  2809. /*==========================================
  2810. *
  2811. *------------------------------------------
  2812. */
  2813. int pc_steal_coin(struct map_session_data *sd,struct block_list *bl)
  2814. {
  2815. if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
  2816. int rate,skill;
  2817. struct mob_data *md=(struct mob_data *)bl;
  2818. if(md && !md->state.steal_coin_flag) {
  2819. if (md->sc.data && (md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1))
  2820. return 0;
  2821. skill = pc_checkskill(sd,RG_STEALCOIN)*10;
  2822. rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2;
  2823. if(rand()%1000 < rate) {
  2824. pc_getzeny(sd,md->db->lv*10 + rand()%100);
  2825. md->state.steal_coin_flag = 1;
  2826. return 1;
  2827. }
  2828. }
  2829. }
  2830. return 0;
  2831. }
  2832. //
  2833. //
  2834. //
  2835. /*==========================================
  2836. * Set's a player position.
  2837. * Return values:
  2838. * 0 - Success.
  2839. * 1 - Invalid map index.
  2840. * 2 - Map not in this map-server, and failed to locate alternate map-server.
  2841. * 3 - Failed to warp player because it was in transition between maps.
  2842. *------------------------------------------
  2843. */
  2844. int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
  2845. {
  2846. int m;
  2847. nullpo_retr(0, sd);
  2848. if (!mapindex || !mapindex_id2name(mapindex)) {
  2849. ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
  2850. return 1;
  2851. }
  2852. if(sd->state.auth && sd->bl.prev == NULL)
  2853. { //Should NOT move a character while it is not in a map (changing between maps, for example)
  2854. //state.auth helps identifies if this is the initial setpos rather than a normal map-change set pos.
  2855. if (battle_config.etc_log)
  2856. ShowInfo("pc_setpos failed: Attempted to relocate player %s (%d:%d) while it is still between maps.\n", sd->status.name, sd->status.account_id, sd->status.char_id);
  2857. return 3;
  2858. }
  2859. if(sd->chatID) // チャットから出る
  2860. chat_leavechat(sd);
  2861. if(sd->trade_partner) // 取引を中?する
  2862. trade_tradecancel(sd);
  2863. if(sd->state.storage_flag == 1)
  2864. storage_storage_quit(sd,0); // 倉庫を開いてるなら保存する
  2865. else if (sd->state.storage_flag == 2)
  2866. storage_guild_storage_quit(sd,0);
  2867. if(sd->party_invite>0) // パ?ティ?誘を拒否する
  2868. party_reply_invite(sd,sd->party_invite_account,0);
  2869. if(sd->guild_invite>0) // ギルド?誘を拒否する
  2870. guild_reply_invite(sd,sd->guild_invite,0);
  2871. if(sd->guild_alliance>0) // ギルド同盟?誘を拒否する
  2872. guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
  2873. // Delete timer before the player moved to hise repawn point
  2874. if (sd->pvp_timer != -1 && !battle_config.pk_mode) {
  2875. delete_timer(sd->pvp_timer, pc_calc_pvprank_timer);
  2876. sd->pvp_timer = -1;
  2877. }
  2878. skill_castcancel(&sd->bl,0); // 詠唱中?
  2879. pc_stop_walking(sd,0); // ?行中?
  2880. pc_stopattack(sd); // 攻?中?
  2881. if(pc_issit(sd)) {
  2882. pc_setstand(sd);
  2883. skill_gangsterparadise(sd,0);
  2884. }
  2885. m=map_mapindex2mapid(mapindex);
  2886. if (sd->sc.count) {
  2887. if (sd->sc.data[SC_TRICKDEAD].timer != -1)
  2888. status_change_end(&sd->bl, SC_TRICKDEAD, -1);
  2889. if (sd->sc.data[SC_BLADESTOP].timer!=-1)
  2890. status_change_end(&sd->bl,SC_BLADESTOP,-1);
  2891. if (sd->sc.data[SC_RUN].timer!=-1)
  2892. status_change_end(&sd->bl,SC_RUN,-1);
  2893. if (sd->sc.data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
  2894. skill_stop_dancing(&sd->bl);
  2895. if (sd->sc.data[SC_DEVOTION].timer!=-1)
  2896. status_change_end(&sd->bl,SC_DEVOTION,-1);
  2897. if (sd->sc.data[SC_CLOSECONFINE].timer!=-1)
  2898. status_change_end(&sd->bl,SC_CLOSECONFINE,-1);
  2899. if (sd->sc.data[SC_CLOSECONFINE2].timer!=-1)
  2900. status_change_end(&sd->bl,SC_CLOSECONFINE2,-1);
  2901. if (sd->sc.data[SC_RUN].timer!=-1)
  2902. status_change_end(&sd->bl,SC_RUN,-1);
  2903. if (sd->sc.data[SC_HIDING].timer!=-1)
  2904. status_change_end(&sd->bl, SC_HIDING, -1);
  2905. if (sd->sc.data[SC_CLOAKING].timer!=-1)
  2906. status_change_end(&sd->bl, SC_CLOAKING, -1);
  2907. if (sd->sc.data[SC_CHASEWALK].timer!=-1)
  2908. status_change_end(&sd->bl, SC_CHASEWALK, -1);
  2909. if (sd->bl.m != m) { //Cancel some map related stuff.
  2910. if (sd->sc.data[SC_WARM].timer != -1)
  2911. status_change_end(&sd->bl,SC_WARM,-1);
  2912. if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
  2913. status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
  2914. if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
  2915. status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
  2916. if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
  2917. status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
  2918. }
  2919. }
  2920. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  2921. pet_stopattack(sd->pd);
  2922. pet_changestate(sd->pd,MS_IDLE,0);
  2923. }
  2924. if(m<0){
  2925. if(sd->mapindex){
  2926. int ip,port;
  2927. if(map_mapname2ipport(mapindex,&ip,&port)==0){
  2928. skill_stop_dancing(&sd->bl);
  2929. skill_unit_move(&sd->bl,gettick(),4);
  2930. clif_clearchar_area(&sd->bl,clrtype&0xffff);
  2931. skill_gangsterparadise(sd,0);
  2932. map_delblock(&sd->bl);
  2933. if(sd->status.pet_id > 0 && sd->pd) {
  2934. if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
  2935. pet_remove_map(sd);
  2936. intif_delete_petdata(sd->status.pet_id);
  2937. sd->status.pet_id = 0;
  2938. sd->pd = NULL;
  2939. sd->petDB = NULL;
  2940. if(battle_config.pet_status_support)
  2941. status_calc_pc(sd,2);
  2942. }
  2943. else if(sd->pet.intimate > 0) {
  2944. pet_stopattack(sd->pd);
  2945. pet_changestate(sd->pd,MS_IDLE,0);
  2946. clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
  2947. map_delblock(&sd->pd->bl);
  2948. }
  2949. }
  2950. sd->mapindex = mapindex;
  2951. sd->bl.x=x;
  2952. sd->bl.y=y;
  2953. sd->state.waitingdisconnect=1;
  2954. pc_clean_skilltree(sd);
  2955. if(sd->status.pet_id > 0 && sd->pd)
  2956. intif_save_petdata(sd->status.account_id,&sd->pet);
  2957. //The storage close routines save the char data. [Skotlex]
  2958. if (!sd->state.storage_flag)
  2959. chrif_save(sd,1);
  2960. else if (sd->state.storage_flag == 1) {
  2961. storage_storage_quit(sd,1);
  2962. } else if (sd->state.storage_flag == 2)
  2963. storage_guild_storage_quit(sd,1);
  2964. chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
  2965. return 0;
  2966. }
  2967. }
  2968. return 2;
  2969. }
  2970. if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
  2971. x=y=0;
  2972. if((x==0 && y==0) ||
  2973. (map_getcell(m,x,y,CELL_CHKNOPASS) && !map_getcell(m, x, y, CELL_CHKICEWALL))
  2974. ){ //We allow placing players on top of an ICEWALL tile to prevent force-warping players when an ice wall is placed
  2975. //at spawn points from warps and the like. [Skotlex]
  2976. if(x||y) {
  2977. if(battle_config.error_log)
  2978. ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
  2979. }
  2980. do {
  2981. x=rand()%(map[m].xs-2)+1;
  2982. y=rand()%(map[m].ys-2)+1;
  2983. } while(map_getcell(m,x,y,CELL_CHKNOPASS));
  2984. }
  2985. if(sd->mapindex && sd->bl.prev != NULL){
  2986. skill_unit_move(&sd->bl,gettick(),4);
  2987. clif_clearchar_area(&sd->bl,clrtype&0xffff);
  2988. skill_gangsterparadise(sd,0);
  2989. map_delblock(&sd->bl);
  2990. // pet
  2991. if(sd->status.pet_id > 0 && sd->pd) {
  2992. if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
  2993. pet_remove_map(sd);
  2994. intif_delete_petdata(sd->status.pet_id);
  2995. sd->status.pet_id = 0;
  2996. sd->pd = NULL;
  2997. sd->petDB = NULL;
  2998. if(battle_config.pet_status_support)
  2999. status_calc_pc(sd,2);
  3000. pc_clean_skilltree(sd);
  3001. if (sd->state.storage_flag == 1)
  3002. storage_storageclose(sd);
  3003. else if (sd->state.storage_flag == 2)
  3004. storage_guild_storageclose(sd);
  3005. }
  3006. else if(sd->pet.intimate > 0) {
  3007. pet_stopattack(sd->pd);
  3008. pet_changestate(sd->pd,MS_IDLE,0);
  3009. clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
  3010. map_delblock(&sd->pd->bl);
  3011. }
  3012. }
  3013. clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
  3014. }
  3015. if (sd->mapindex != mapindex) //minimap dot fix [Kevin]
  3016. {
  3017. party_send_dot_remove(sd);
  3018. guild_send_dot_remove(sd);
  3019. }
  3020. sd->mapindex = mapindex;
  3021. sd->bl.m = m;
  3022. sd->to_x = x;
  3023. sd->to_y = y;
  3024. // moved and changed dance effect stopping
  3025. sd->bl.x = x;
  3026. sd->bl.y = y;
  3027. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  3028. sd->pd->bl.m = m;
  3029. sd->pd->bl.x = sd->pd->to_x = x;
  3030. sd->pd->bl.y = sd->pd->to_y = y;
  3031. sd->pd->dir = sd->dir;
  3032. }
  3033. return 0;
  3034. }
  3035. /*==========================================
  3036. * PCのランダムワ?プ
  3037. *------------------------------------------
  3038. */
  3039. int pc_randomwarp(struct map_session_data *sd, int type) {
  3040. int x,y,i=0;
  3041. int m;
  3042. nullpo_retr(0, sd);
  3043. m=sd->bl.m;
  3044. if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
  3045. return 0;
  3046. do{
  3047. x=rand()%(map[m].xs-2)+1;
  3048. y=rand()%(map[m].ys-2)+1;
  3049. }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
  3050. if (i < 1000)
  3051. pc_setpos(sd,map[sd->bl.m].index,x,y,type);
  3052. return 0;
  3053. }
  3054. /*==========================================
  3055. * 現在位置のメモ
  3056. *------------------------------------------
  3057. */
  3058. int pc_memo(struct map_session_data *sd, int i) {
  3059. int skill;
  3060. int j;
  3061. nullpo_retr(0, sd);
  3062. skill = pc_checkskill(sd, AL_WARP);
  3063. if (i >= MIN_PORTAL_MEMO)
  3064. i -= MIN_PORTAL_MEMO;
  3065. else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
  3066. clif_skill_teleportmessage(sd, 1);
  3067. return 0;
  3068. }
  3069. if (skill < 1) {
  3070. clif_skill_memo(sd,2);
  3071. }
  3072. if (skill < 2 || i < -1 || i > 2) {
  3073. clif_skill_memo(sd, 1);
  3074. return 0;
  3075. }
  3076. for(j = 0 ; j < 3; j++) {
  3077. if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
  3078. i = j;
  3079. break;
  3080. }
  3081. }
  3082. if (i == -1) {
  3083. for(i = skill - 3; i >= 0; i--) {
  3084. memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
  3085. sizeof(struct point));
  3086. }
  3087. i = 0;
  3088. }
  3089. sd->status.memo_point[i].map = map[sd->bl.m].index;
  3090. sd->status.memo_point[i].x = sd->bl.x;
  3091. sd->status.memo_point[i].y = sd->bl.y;
  3092. clif_skill_memo(sd, 0);
  3093. return 1;
  3094. }
  3095. /*==========================================
  3096. * pc駆け足要求
  3097. *------------------------------------------
  3098. */
  3099. int pc_run(struct map_session_data *sd, int skilllv, int dir)
  3100. {
  3101. int i,to_x,to_y,dir_x,dir_y;
  3102. nullpo_retr(0, sd);
  3103. if (!pc_can_move(sd)) {
  3104. if(sd->sc.data[SC_RUN].timer!=-1)
  3105. status_change_end(&sd->bl,SC_RUN,-1);
  3106. return 0;
  3107. }
  3108. to_x = sd->bl.x;
  3109. to_y = sd->bl.y;
  3110. dir_x = dirx[dir];
  3111. dir_y = diry[dir];
  3112. for(i=0;i<AREA_SIZE;i++)
  3113. {
  3114. if(!map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
  3115. break;
  3116. to_x += dir_x;
  3117. to_y += dir_y;
  3118. }
  3119. //進めない場合 駆け足終了 障害物で止まった場合スパート状態解除
  3120. if(to_x == sd->bl.x && to_y == sd->bl.y){
  3121. if(sd->sc.data[SC_RUN].timer!=-1)
  3122. status_change_end(&sd->bl,SC_RUN,-1);
  3123. } else
  3124. pc_walktoxy(sd, to_x, to_y);
  3125. return 1;
  3126. }
  3127. /*==========================================
  3128. * PCの向居ているほうにstep分歩く
  3129. *------------------------------------------
  3130. */
  3131. int pc_walktodir(struct map_session_data *sd,int step)
  3132. {
  3133. int i,to_x,to_y,dir_x,dir_y;
  3134. nullpo_retr(0, sd);
  3135. to_x = sd->bl.x;
  3136. to_y = sd->bl.y;
  3137. dir_x = dirx[(int)sd->dir];
  3138. dir_y = diry[(int)sd->dir];
  3139. for(i=0;i<step;i++)
  3140. {
  3141. if(map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKNOPASS))
  3142. break;
  3143. if(map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
  3144. {
  3145. to_x += dir_x;
  3146. to_y += dir_y;
  3147. continue;
  3148. }
  3149. break;
  3150. }
  3151. pc_walktoxy(sd, sd->to_x, sd->to_y);
  3152. return 1;
  3153. }
  3154. /*==========================================
  3155. *
  3156. *------------------------------------------
  3157. */
  3158. int pc_can_reach(struct map_session_data *sd,int x,int y)
  3159. {
  3160. struct walkpath_data wpd;
  3161. nullpo_retr(0, sd);
  3162. if( sd->bl.x==x && sd->bl.y==y ) // 同じマス
  3163. return 1;
  3164. // 障害物判定
  3165. wpd.path_len=0;
  3166. wpd.path_pos=0;
  3167. wpd.path_half=0;
  3168. return (path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0)!=-1)?1:0;
  3169. }
  3170. //
  3171. // ? 行物
  3172. //
  3173. /*==========================================
  3174. * 次の1?にかかる史ヤを計算
  3175. *------------------------------------------
  3176. */
  3177. static int calc_next_walk_step(struct map_session_data *sd)
  3178. {
  3179. nullpo_retr(0, sd);
  3180. if(sd->walkpath.path_pos>=sd->walkpath.path_len)
  3181. return -1;
  3182. if(sd->walkpath.path[sd->walkpath.path_pos]&1)
  3183. return sd->speed*14/10;
  3184. return sd->speed;
  3185. }
  3186. /*==========================================
  3187. * 半?進む(timer??)
  3188. *------------------------------------------
  3189. */
  3190. static int pc_walk(int tid,unsigned int tick,int id,int data)
  3191. {
  3192. struct map_session_data *sd;
  3193. int i, x, y, dx, dy;
  3194. if ((sd = map_id2sd(id)) == NULL)
  3195. return 0;
  3196. if(sd->walktimer != tid){
  3197. if(battle_config.error_log)
  3198. ShowError("pc_walk %d != %d\n", sd->walktimer, tid);
  3199. return 0;
  3200. }
  3201. sd->walktimer = -1;
  3202. if (sd->walkpath.path_pos >= sd->walkpath.path_len ||
  3203. sd->walkpath.path_pos != data)
  3204. return 0;
  3205. //?いたので息吹のタイマ?を初期化
  3206. sd->inchealspirithptick = 0;
  3207. sd->inchealspiritsptick = 0;
  3208. sd->walkpath.path_half ^= 1;
  3209. if (sd->walkpath.path_half == 0) { // マス目中心へ途
  3210. sd->walkpath.path_pos++;
  3211. if (sd->state.change_walk_target) {
  3212. pc_walktoxy_sub(sd);
  3213. return 0;
  3214. }
  3215. } else { // マス目境界へ途
  3216. if (sd->walkpath.path[sd->walkpath.path_pos] >= 8)
  3217. return 1;
  3218. x = sd->bl.x;
  3219. y = sd->bl.y;
  3220. #ifndef CELL_NOSTACK
  3221. if (map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS)) {
  3222. pc_stop_walking(sd,1);
  3223. return 0;
  3224. }
  3225. #endif
  3226. sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos];
  3227. dx = dirx[(int)sd->dir];
  3228. dy = diry[(int)sd->dir];
  3229. if (map_getcell(sd->bl.m,x+dx,y+dy,CELL_CHKNOPASS)) {
  3230. pc_walktoxy_sub(sd);
  3231. return 0;
  3232. }
  3233. sd->walktimer = 1; // temporarily set (so that in clif_set007x the player will still appear as walking)
  3234. map_foreachinmovearea(clif_pcoutsight, sd->bl.m,
  3235. x-AREA_SIZE, y-AREA_SIZE, x+AREA_SIZE, y+AREA_SIZE,
  3236. dx, dy, BL_ALL, sd);
  3237. sd->walktimer = -1; // set back so not to disturb future pc_stop_walking calls
  3238. x += dx;
  3239. y += dy;
  3240. map_moveblock(&sd->bl, x, y, tick);
  3241. sd->walktimer = 1; // temporarily set (so that in clif_set007x the player will still appear as walking)
  3242. map_foreachinmovearea (clif_pcinsight, sd->bl.m,
  3243. x-AREA_SIZE, y-AREA_SIZE, x+AREA_SIZE, y+AREA_SIZE,
  3244. -dx, -dy, BL_ALL, sd);
  3245. sd->walktimer = -1; // set back so not to disturb future pc_stop_walking calls
  3246. if (pc_iscloaking(sd)) // クロ?キングの消滅?査
  3247. skill_check_cloaking(&sd->bl);
  3248. /* 被ディボ?ション?査 */
  3249. if (sd->sc.count) {
  3250. if (sd->sc.data[SC_DANCING].timer != -1)
  3251. skill_unit_move_unit_group((struct skill_unit_group *)sd->sc.data[SC_DANCING].val2, sd->bl.m, dx, dy);
  3252. }
  3253. if (map_getcell(sd->bl.m,x,y,CELL_CHKNPC))
  3254. npc_touch_areanpc(sd,sd->bl.m,x,y);
  3255. else
  3256. sd->areanpc_id = 0;
  3257. }
  3258. if ((i = calc_next_walk_step(sd)) > 0) {
  3259. i = i>>1;
  3260. if (i < 1 && sd->walkpath.path_half == 0)
  3261. i = 1;
  3262. sd->walktimer = add_timer (tick+i, pc_walk, id, sd->walkpath.path_pos);
  3263. }
  3264. else if(sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run.
  3265. pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2);
  3266. else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
  3267. sd->to_x = sd->bl.x;
  3268. sd->to_y = sd->bl.y;
  3269. }
  3270. return 0;
  3271. }
  3272. /*==========================================
  3273. * 移動可能か確認して、可能なら?行開始
  3274. *------------------------------------------
  3275. */
  3276. static int pc_walktoxy_sub (struct map_session_data *sd)
  3277. {
  3278. struct walkpath_data wpd;
  3279. int i;
  3280. nullpo_retr(1, sd);
  3281. if(path_search(&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->to_x, sd->to_y, 0))
  3282. return 1;
  3283. memcpy(&sd->walkpath, &wpd, sizeof(wpd));
  3284. clif_walkok(sd);
  3285. sd->state.change_walk_target = 0;
  3286. if ((i = calc_next_walk_step(sd)) > 0){
  3287. i = i >> 2;
  3288. sd->walktimer = add_timer(gettick()+i, pc_walk, sd->bl.id, 0);
  3289. }
  3290. clif_movechar(sd);
  3291. return 0;
  3292. }
  3293. /*==========================================
  3294. * pc? 行要求
  3295. *------------------------------------------
  3296. */
  3297. int pc_walktoxy (struct map_session_data *sd, int x, int y)
  3298. {
  3299. nullpo_retr(0, sd);
  3300. sd->to_x = x;
  3301. sd->to_y = y;
  3302. if (sd->sc.data[SC_CONFUSION].timer != -1) //Randomize the target position
  3303. map_random_dir(&sd->bl, &sd->to_x, &sd->to_y);
  3304. if (sd->walktimer != -1)
  3305. { //There was a timer-mismatch here. pc_walktoxy_sub does not clears previous pc_walk timers! [Skotlex]
  3306. sd->state.change_walk_target = 1;
  3307. } else {
  3308. pc_walktoxy_sub(sd);
  3309. }
  3310. if (sd->state.gmaster_flag) {
  3311. struct guild *g = sd->state.gmaster_flag;
  3312. int skill, guildflag = 0;
  3313. if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
  3314. if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
  3315. if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
  3316. if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
  3317. if (guildflag)
  3318. map_foreachinarea (skill_guildaura_sub, sd->bl.m,
  3319. sd->bl.x-2, sd->bl.y-2, sd->bl.x+2, sd->bl.y+2, BL_PC,
  3320. sd->bl.id, sd->status.guild_id, &guildflag);
  3321. }
  3322. return 0;
  3323. }
  3324. /*==========================================
  3325. * ? 行停止
  3326. *------------------------------------------
  3327. */
  3328. int pc_stop_walking (struct map_session_data *sd, int type)
  3329. {
  3330. nullpo_retr(0, sd);
  3331. if (sd->walktimer != -1) {
  3332. if(type&2 && pc_can_move(sd)){
  3333. int dx, dy;
  3334. dx=sd->to_x-sd->bl.x;
  3335. if(dx<0)
  3336. dx=-1;
  3337. else if(dx>0)
  3338. dx=1;
  3339. dy=sd->to_y-sd->bl.y;
  3340. if(dy<0)
  3341. dy=-1;
  3342. else if(dy>0)
  3343. dy=1;
  3344. if(dx!=0 || dy!=0){
  3345. sd->to_x=sd->bl.x+dx;
  3346. sd->to_y=sd->bl.y+dy;
  3347. sd->state.change_walk_target = 1;
  3348. return 0;
  3349. }
  3350. }
  3351. delete_timer(sd->walktimer, pc_walk);
  3352. sd->walktimer = -1;
  3353. }
  3354. sd->walkpath.path_len = 0;
  3355. sd->to_x = sd->bl.x;
  3356. sd->to_y = sd->bl.y;
  3357. if (type & 0x01)
  3358. clif_fixpos(&sd->bl);
  3359. if (sd->sc.data[SC_RUN].timer != -1)
  3360. status_change_end(&sd->bl, SC_RUN, -1);
  3361. return 0;
  3362. }
  3363. /*==========================================
  3364. *
  3365. *------------------------------------------
  3366. */
  3367. int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y,int checkpath)
  3368. {
  3369. int dx,dy;
  3370. struct walkpath_data wpd;
  3371. nullpo_retr(0, sd);
  3372. if(checkpath && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0))
  3373. return 1;
  3374. sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y);
  3375. dx = dst_x - sd->bl.x;
  3376. dy = dst_y - sd->bl.y;
  3377. map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,BL_ALL,sd);
  3378. map_moveblock(&sd->bl, dst_x, dst_y, gettick());
  3379. map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_ALL,sd);
  3380. if (pc_iscloaking(sd)) // クロ?キングの消滅?査
  3381. skill_check_cloaking(&sd->bl);
  3382. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
  3383. struct pet_data *pd = sd->pd;
  3384. int flag = 0;
  3385. //Check if pet needs to be teleported. [Skotlex]
  3386. if (!checkpath && path_search(&wpd,pd->bl.m,pd->bl.x,pd->bl.y,dst_x,dst_y,0))
  3387. flag = 1;
  3388. else if (!check_distance_bl(&sd->bl, &pd->bl, AREA_SIZE)) //Too far, teleport.
  3389. flag = 2;
  3390. if (flag) {
  3391. pet_stopattack(pd);
  3392. pet_changestate(pd,MS_IDLE,0);
  3393. if (flag == 2) clif_clearchar_area(&pd->bl,3);
  3394. map_moveblock(&pd->bl, dst_x, dst_y, gettick());
  3395. pd->dir = sd->dir;
  3396. pd->to_x = dst_x;
  3397. pd->to_y = dst_y;
  3398. if (flag == 2) clif_fixpos(&pd->bl);
  3399. else clif_slide(&pd->bl,pd->bl.x,pd->bl.y);
  3400. }
  3401. }
  3402. if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNPC))
  3403. npc_touch_areanpc(sd,sd->bl.m,sd->bl.x,sd->bl.y);
  3404. else
  3405. sd->areanpc_id=0;
  3406. return 0;
  3407. }
  3408. //
  3409. // 武器??
  3410. //
  3411. /*==========================================
  3412. * スキルの?索 所有していた場合Lvが返る
  3413. *------------------------------------------
  3414. */
  3415. int pc_checkskill(struct map_session_data *sd,int skill_id)
  3416. {
  3417. if(sd == NULL) return 0;
  3418. if( skill_id>=10000 ){
  3419. struct guild *g;
  3420. if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
  3421. return guild_checkskill(g,skill_id);
  3422. return 0;
  3423. }
  3424. if(sd->status.skill[skill_id].id == skill_id)
  3425. return (sd->status.skill[skill_id].lv);
  3426. return 0;
  3427. }
  3428. /*==========================================
  3429. * 武器?更によるスキルの??チェック
  3430. * 引?:
  3431. * struct map_session_data *sd セッションデ?タ
  3432. * int nameid ?備品ID
  3433. * 返り値:
  3434. * 0 ?更なし
  3435. * -1 スキルを解除
  3436. *------------------------------------------
  3437. */
  3438. int pc_checkallowskill(struct map_session_data *sd)
  3439. {
  3440. nullpo_retr(0, sd);
  3441. if(!sd->sc.count)
  3442. return 0;
  3443. // Skills requiring specific weapon types
  3444. if(sd->sc.data[SC_TWOHANDQUICKEN].timer!=-1 && !(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)))
  3445. status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1);
  3446. if(sd->sc.data[SC_ONEHAND].timer!=-1 && !(skill_get_weapontype(KN_ONEHAND)&(1<<sd->status.weapon)))
  3447. status_change_end(&sd->bl,SC_ONEHAND,-1);
  3448. if(sd->sc.data[SC_AURABLADE].timer!=-1 && !(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)))
  3449. // Aura Blade requires any weapon but bare fists
  3450. status_change_end(&sd->bl,SC_AURABLADE,-1);
  3451. if(sd->sc.data[SC_PARRYING].timer!=-1 && !(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)))
  3452. status_change_end(&sd->bl,SC_PARRYING,-1);
  3453. if(sd->sc.data[SC_SPEARSQUICKEN].timer!=-1 && !(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)))
  3454. // Spear Quicken requires a Two-handed spear
  3455. status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1);
  3456. if(sd->sc.data[SC_ADRENALINE].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
  3457. status_change_end(&sd->bl,SC_ADRENALINE,-1);
  3458. if(sd->sc.data[SC_ADRENALINE2].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
  3459. status_change_end(&sd->bl,SC_ADRENALINE2,-1);
  3460. if( sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
  3461. // Spurt requires bare hands (feet, in fact xD)
  3462. status_change_end(&sd->bl,SC_SPURT,-1);
  3463. if(sd->status.shield <= 0) { // Skills requiring a shield
  3464. if(sd->sc.data[SC_AUTOGUARD].timer!=-1) // Guard
  3465. status_change_end(&sd->bl,SC_AUTOGUARD,-1);
  3466. if(sd->sc.data[SC_DEFENDER].timer!=-1) // Defending Aura
  3467. status_change_end(&sd->bl,SC_DEFENDER,-1);
  3468. if(sd->sc.data[SC_REFLECTSHIELD].timer!=-1) // Shield Reflect
  3469. status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
  3470. }
  3471. return 0;
  3472. }
  3473. /*==========================================
  3474. * ? 備品のチェック
  3475. *------------------------------------------
  3476. */
  3477. int pc_checkequip(struct map_session_data *sd,int pos)
  3478. {
  3479. int i;
  3480. nullpo_retr(-1, sd);
  3481. for(i=0;i<11;i++){
  3482. if(pos & equip_pos[i])
  3483. return sd->equip_index[i];
  3484. }
  3485. return -1;
  3486. }
  3487. /*==========================================
  3488. * ?生職や養子職の元の職業を返す
  3489. *------------------------------------------
  3490. */
  3491. struct pc_base_job pc_calc_base_job(int b_class)
  3492. {
  3493. struct pc_base_job bj;
  3494. if(b_class < JOB_NOVICE_HIGH){
  3495. if (b_class == JOB_KNIGHT2)
  3496. bj.job = JOB_KNIGHT;
  3497. else if (b_class == JOB_CRUSADER2)
  3498. bj.job = JOB_CRUSADER;
  3499. else
  3500. bj.job = b_class;
  3501. bj.upper = 0;
  3502. }else if(b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2){ //High Jobs
  3503. if (b_class == JOB_LORD_KNIGHT2)
  3504. bj.job = JOB_KNIGHT;
  3505. else if (b_class == JOB_PALADIN2)
  3506. bj.job = JOB_CRUSADER;
  3507. else
  3508. bj.job = b_class - JOB_NOVICE_HIGH;
  3509. bj.upper = 1;
  3510. }else if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER){
  3511. if (b_class == JOB_STAR_GLADIATOR2)
  3512. bj.job = 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON;
  3513. else
  3514. bj.job = 24 + b_class - JOB_TAEKWON;
  3515. bj.upper = 0;
  3516. }else{ //Baby Classes
  3517. if (b_class == JOB_SUPER_BABY)
  3518. bj.job = JOB_SUPER_NOVICE;
  3519. else if (b_class == JOB_BABY_KNIGHT2)
  3520. bj.job = JOB_KNIGHT;
  3521. else if (b_class == JOB_BABY_CRUSADER2)
  3522. bj.job = JOB_CRUSADER;
  3523. else
  3524. bj.job = b_class - JOB_BABY;
  3525. bj.upper = 2;
  3526. }
  3527. if(bj.job == JOB_NOVICE){
  3528. bj.type = 0;
  3529. }else if(bj.job <= JOB_THIEF || bj.job == JOB_TAEKWON){
  3530. bj.type = 1;
  3531. }else{
  3532. bj.type = 2;
  3533. }
  3534. return bj;
  3535. }
  3536. /*==========================================
  3537. * For quick calculating [Celest]
  3538. *------------------------------------------
  3539. */
  3540. int pc_calc_base_job2 (int b_class)
  3541. {
  3542. if(b_class < JOB_NOVICE_HIGH)
  3543. {
  3544. if (b_class == JOB_KNIGHT2)
  3545. return JOB_KNIGHT;
  3546. if (b_class == JOB_CRUSADER2)
  3547. return JOB_CRUSADER;
  3548. return b_class;
  3549. }
  3550. if(b_class >= JOB_NOVICE_HIGH && b_class < JOB_BABY)
  3551. {
  3552. if (b_class == JOB_LORD_KNIGHT2)
  3553. return JOB_KNIGHT;
  3554. if (b_class == JOB_PALADIN2)
  3555. return JOB_CRUSADER;
  3556. return b_class - JOB_NOVICE_HIGH;
  3557. }
  3558. if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER )
  3559. {
  3560. if (b_class == JOB_STAR_GLADIATOR2)
  3561. return 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON;
  3562. return 24 + b_class - JOB_TAEKWON;
  3563. }
  3564. //Baby Classes
  3565. {
  3566. if (b_class == JOB_SUPER_BABY)
  3567. return JOB_SUPER_NOVICE;
  3568. if (b_class == JOB_BABY_KNIGHT2)
  3569. return JOB_KNIGHT;
  3570. if (b_class == JOB_BABY_CRUSADER2)
  3571. return JOB_CRUSADER;
  3572. return b_class - JOB_BABY;
  3573. }
  3574. }
  3575. /*==========================================
  3576. * Convert's from the client's lame Job ID system
  3577. * to the map server's 'makes sense' system. [Skotlex]
  3578. *------------------------------------------
  3579. */
  3580. unsigned short pc_jobid2mapid(unsigned short b_class)
  3581. {
  3582. int class_ = 0;
  3583. if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
  3584. {
  3585. if (b_class == JOB_SUPER_BABY)
  3586. b_class = JOB_SUPER_NOVICE;
  3587. else
  3588. b_class -= JOB_BABY;
  3589. class_|= JOBL_BABY;
  3590. }
  3591. else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
  3592. {
  3593. b_class -= JOB_NOVICE_HIGH;
  3594. class_|= JOBL_UPPER;
  3595. }
  3596. if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
  3597. class_|= JOBL_2_1;
  3598. else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
  3599. class_|= JOBL_2_2;
  3600. switch (b_class)
  3601. {
  3602. case JOB_NOVICE:
  3603. case JOB_SWORDMAN:
  3604. case JOB_MAGE:
  3605. case JOB_ARCHER:
  3606. case JOB_ACOLYTE:
  3607. case JOB_MERCHANT:
  3608. case JOB_THIEF:
  3609. class_ |= b_class;
  3610. break;
  3611. case JOB_KNIGHT:
  3612. case JOB_KNIGHT2:
  3613. case JOB_CRUSADER:
  3614. case JOB_CRUSADER2:
  3615. class_ |= MAPID_SWORDMAN;
  3616. break;
  3617. case JOB_PRIEST:
  3618. case JOB_MONK:
  3619. class_ |= MAPID_ACOLYTE;
  3620. break;
  3621. case JOB_WIZARD:
  3622. case JOB_SAGE:
  3623. class_ |= MAPID_MAGE;
  3624. break;
  3625. case JOB_BLACKSMITH:
  3626. case JOB_ALCHEMIST:
  3627. class_ |= MAPID_MERCHANT;
  3628. break;
  3629. case JOB_HUNTER:
  3630. case JOB_BARD:
  3631. case JOB_DANCER:
  3632. class_ |= MAPID_ARCHER;
  3633. break;
  3634. case JOB_ASSASSIN:
  3635. case JOB_ROGUE:
  3636. class_ |= MAPID_THIEF;
  3637. break;
  3638. case JOB_STAR_GLADIATOR:
  3639. case JOB_STAR_GLADIATOR2:
  3640. class_ |= JOBL_2_1;
  3641. class_ |= MAPID_TAEKWON;
  3642. break;
  3643. case JOB_SOUL_LINKER:
  3644. class_ |= JOBL_2_2;
  3645. case JOB_TAEKWON:
  3646. class_ |= MAPID_TAEKWON;
  3647. break;
  3648. case JOB_WEDDING:
  3649. class_ = MAPID_WEDDING;
  3650. break;
  3651. case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
  3652. class_ |= JOBL_2_1;
  3653. break;
  3654. case JOB_XMAS:
  3655. class_ = MAPID_XMAS;
  3656. break;
  3657. default:
  3658. ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
  3659. return 0;
  3660. }
  3661. return class_;
  3662. }
  3663. //Reverts the map-style class id to the client-style one.
  3664. unsigned short pc_mapid2jobid(unsigned short class_, int sex) {
  3665. switch(class_) {
  3666. case MAPID_NOVICE:
  3667. return JOB_NOVICE;
  3668. case MAPID_SWORDMAN:
  3669. return JOB_SWORDMAN;
  3670. case MAPID_MAGE:
  3671. return JOB_MAGE;
  3672. case MAPID_ARCHER:
  3673. return JOB_ARCHER;
  3674. case MAPID_ACOLYTE:
  3675. return JOB_ACOLYTE;
  3676. case MAPID_MERCHANT:
  3677. return JOB_MERCHANT;
  3678. case MAPID_THIEF:
  3679. return JOB_THIEF;
  3680. case MAPID_TAEKWON:
  3681. return JOB_TAEKWON;
  3682. case MAPID_WEDDING:
  3683. return JOB_WEDDING;
  3684. case MAPID_XMAS: // [Valaris]
  3685. return JOB_XMAS;
  3686. //2_1 classes
  3687. case MAPID_SUPER_NOVICE:
  3688. return JOB_SUPER_NOVICE;
  3689. case MAPID_KNIGHT:
  3690. return JOB_KNIGHT;
  3691. case MAPID_WIZARD:
  3692. return JOB_WIZARD;
  3693. case MAPID_HUNTER:
  3694. return JOB_HUNTER;
  3695. case MAPID_PRIEST:
  3696. return JOB_PRIEST;
  3697. case MAPID_BLACKSMITH:
  3698. return JOB_BLACKSMITH;
  3699. case MAPID_ASSASSIN:
  3700. return JOB_ASSASSIN;
  3701. case MAPID_STAR_GLADIATOR:
  3702. return JOB_STAR_GLADIATOR;
  3703. //2_2 classes
  3704. case MAPID_CRUSADER:
  3705. return JOB_CRUSADER;
  3706. case MAPID_SAGE:
  3707. return JOB_SAGE;
  3708. case MAPID_BARDDANCER:
  3709. return sex?JOB_BARD:JOB_DANCER;
  3710. case MAPID_MONK:
  3711. return JOB_MONK;
  3712. case MAPID_ALCHEMIST:
  3713. return JOB_ALCHEMIST;
  3714. case MAPID_ROGUE:
  3715. return JOB_ROGUE;
  3716. case MAPID_SOUL_LINKER:
  3717. return JOB_SOUL_LINKER;
  3718. //1-1: advanced
  3719. case MAPID_NOVICE_HIGH:
  3720. return JOB_NOVICE_HIGH;
  3721. case MAPID_SWORDMAN_HIGH:
  3722. return JOB_SWORDMAN_HIGH;
  3723. case MAPID_MAGE_HIGH:
  3724. return JOB_MAGE_HIGH;
  3725. case MAPID_ARCHER_HIGH:
  3726. return JOB_ARCHER_HIGH;
  3727. case MAPID_ACOLYTE_HIGH:
  3728. return JOB_ACOLYTE_HIGH;
  3729. case MAPID_MERCHANT_HIGH:
  3730. return JOB_MERCHANT_HIGH;
  3731. case MAPID_THIEF_HIGH:
  3732. return JOB_THIEF_HIGH;
  3733. //2_1 advanced
  3734. case MAPID_LORD_KNIGHT:
  3735. return JOB_LORD_KNIGHT;
  3736. case MAPID_HIGH_WIZARD:
  3737. return JOB_HIGH_WIZARD;
  3738. case MAPID_SNIPER:
  3739. return JOB_SNIPER;
  3740. case MAPID_HIGH_PRIEST:
  3741. return JOB_HIGH_PRIEST;
  3742. case MAPID_WHITESMITH:
  3743. return JOB_WHITESMITH;
  3744. case MAPID_ASSASSIN_CROSS:
  3745. return JOB_ASSASSIN_CROSS;
  3746. //2_2 advanced
  3747. case MAPID_PALADIN:
  3748. return JOB_PALADIN;
  3749. case MAPID_PROFESSOR:
  3750. return JOB_PROFESSOR;
  3751. case MAPID_CLOWNGYPSY:
  3752. return sex?JOB_CLOWN:JOB_GYPSY;
  3753. case MAPID_CHAMPION:
  3754. return JOB_CHAMPION;
  3755. case MAPID_CREATOR:
  3756. return JOB_CREATOR;
  3757. case MAPID_STALKER:
  3758. return JOB_STALKER;
  3759. //1-1 baby
  3760. case MAPID_BABY:
  3761. return JOB_BABY;
  3762. case MAPID_BABY_SWORDMAN:
  3763. return JOB_BABY_SWORDMAN;
  3764. case MAPID_BABY_MAGE:
  3765. return JOB_BABY_MAGE;
  3766. case MAPID_BABY_ARCHER:
  3767. return JOB_BABY_ARCHER;
  3768. case MAPID_BABY_ACOLYTE:
  3769. return JOB_BABY_ACOLYTE;
  3770. case MAPID_BABY_MERCHANT:
  3771. return JOB_BABY_MERCHANT;
  3772. case MAPID_BABY_THIEF:
  3773. return JOB_BABY_THIEF;
  3774. //2_1 baby
  3775. case MAPID_SUPER_BABY:
  3776. return JOB_SUPER_BABY;
  3777. case MAPID_BABY_KNIGHT:
  3778. return JOB_BABY_KNIGHT;
  3779. case MAPID_BABY_WIZARD:
  3780. return JOB_BABY_WIZARD;
  3781. case MAPID_BABY_HUNTER:
  3782. return JOB_BABY_HUNTER;
  3783. case MAPID_BABY_PRIEST:
  3784. return JOB_BABY_PRIEST;
  3785. case MAPID_BABY_BLACKSMITH:
  3786. return JOB_BABY_BLACKSMITH;
  3787. case MAPID_BABY_ASSASSIN:
  3788. return JOB_BABY_ASSASSIN;
  3789. //2_2 baby
  3790. case MAPID_BABY_CRUSADER:
  3791. return JOB_BABY_CRUSADER;
  3792. case MAPID_BABY_SAGE:
  3793. return JOB_BABY_SAGE;
  3794. case MAPID_BABY_BARDDANCER:
  3795. return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
  3796. case MAPID_BABY_MONK:
  3797. return JOB_BABY_MONK;
  3798. case MAPID_BABY_ALCHEMIST:
  3799. return JOB_BABY_ALCHEMIST;
  3800. case MAPID_BABY_ROGUE:
  3801. return JOB_BABY_ROGUE;
  3802. default:
  3803. ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
  3804. return 0;
  3805. }
  3806. }
  3807. /*====================================================
  3808. * This function return the name of the job (by [Yor])
  3809. *----------------------------------------------------
  3810. */
  3811. char * job_name(int class_) {
  3812. switch (class_) {
  3813. case JOB_NOVICE:
  3814. case JOB_SWORDMAN:
  3815. case JOB_MAGE:
  3816. case JOB_ARCHER:
  3817. case JOB_ACOLYTE:
  3818. case JOB_MERCHANT:
  3819. case JOB_THIEF:
  3820. return msg_txt(550 - JOB_NOVICE+class_);
  3821. case JOB_KNIGHT:
  3822. case JOB_PRIEST:
  3823. case JOB_WIZARD:
  3824. case JOB_BLACKSMITH:
  3825. case JOB_HUNTER:
  3826. case JOB_ASSASSIN:
  3827. return msg_txt(557 - JOB_KNIGHT+class_);
  3828. case JOB_KNIGHT2:
  3829. return msg_txt(557);
  3830. case JOB_CRUSADER:
  3831. case JOB_MONK:
  3832. case JOB_SAGE:
  3833. case JOB_ROGUE:
  3834. case JOB_ALCHEMIST:
  3835. case JOB_BARD:
  3836. case JOB_DANCER:
  3837. return msg_txt(563 - JOB_CRUSADER+class_);
  3838. case JOB_CRUSADER2:
  3839. return msg_txt(563);
  3840. case JOB_WEDDING:
  3841. case JOB_SUPER_NOVICE:
  3842. case JOB_GUNSLINGER:
  3843. case JOB_NINJA:
  3844. case JOB_XMAS:
  3845. return msg_txt(570 - JOB_WEDDING+class_);
  3846. case JOB_NOVICE_HIGH:
  3847. case JOB_SWORDMAN_HIGH:
  3848. case JOB_MAGE_HIGH:
  3849. case JOB_ARCHER_HIGH:
  3850. case JOB_ACOLYTE_HIGH:
  3851. case JOB_MERCHANT_HIGH:
  3852. case JOB_THIEF_HIGH:
  3853. return msg_txt(575 - JOB_NOVICE_HIGH+class_);
  3854. case JOB_LORD_KNIGHT:
  3855. case JOB_HIGH_PRIEST:
  3856. case JOB_HIGH_WIZARD:
  3857. case JOB_WHITESMITH:
  3858. case JOB_SNIPER:
  3859. case JOB_ASSASSIN_CROSS:
  3860. return msg_txt(582 - JOB_LORD_KNIGHT+class_);
  3861. case JOB_LORD_KNIGHT2:
  3862. return msg_txt(582);
  3863. case JOB_PALADIN:
  3864. case JOB_CHAMPION:
  3865. case JOB_PROFESSOR:
  3866. case JOB_STALKER:
  3867. case JOB_CREATOR:
  3868. case JOB_CLOWN:
  3869. case JOB_GYPSY:
  3870. return msg_txt(588 - JOB_PALADIN + class_);
  3871. case JOB_PALADIN2:
  3872. return msg_txt(588);
  3873. case JOB_BABY:
  3874. case JOB_BABY_SWORDMAN:
  3875. case JOB_BABY_MAGE:
  3876. case JOB_BABY_ARCHER:
  3877. case JOB_BABY_ACOLYTE:
  3878. case JOB_BABY_MERCHANT:
  3879. case JOB_BABY_THIEF:
  3880. return msg_txt(595 - JOB_BABY + class_);
  3881. case JOB_BABY_KNIGHT:
  3882. case JOB_BABY_PRIEST:
  3883. case JOB_BABY_WIZARD:
  3884. case JOB_BABY_BLACKSMITH:
  3885. case JOB_BABY_HUNTER:
  3886. case JOB_BABY_ASSASSIN:
  3887. return msg_txt(602 - JOB_BABY_KNIGHT + class_);
  3888. case JOB_BABY_KNIGHT2:
  3889. return msg_txt(602);
  3890. case JOB_BABY_CRUSADER:
  3891. case JOB_BABY_MONK:
  3892. case JOB_BABY_SAGE:
  3893. case JOB_BABY_ROGUE:
  3894. case JOB_BABY_ALCHEMIST:
  3895. case JOB_BABY_BARD:
  3896. case JOB_BABY_DANCER:
  3897. return msg_txt(608 - JOB_BABY_CRUSADER +class_);
  3898. case JOB_BABY_CRUSADER2:
  3899. return msg_txt(608);
  3900. case JOB_SUPER_BABY:
  3901. return msg_txt(615);
  3902. case JOB_TAEKWON:
  3903. return msg_txt(616);
  3904. case JOB_STAR_GLADIATOR:
  3905. case JOB_STAR_GLADIATOR2:
  3906. return msg_txt(617);
  3907. case JOB_SOUL_LINKER:
  3908. return msg_txt(618);
  3909. default:
  3910. return msg_txt(650);
  3911. }
  3912. }
  3913. /*==========================================
  3914. * PCの攻? (timer??)
  3915. *------------------------------------------
  3916. */
  3917. int pc_attack_timer(int tid,unsigned int tick,int id,int data)
  3918. {
  3919. struct map_session_data *sd;
  3920. struct block_list *bl;
  3921. int skill,range;
  3922. sd=map_id2sd(id);
  3923. if(sd == NULL)
  3924. return 0;
  3925. //Should we disable this line? Ctrl+click and then going away "IS" idling... [Skotlex]
  3926. sd->idletime = last_tick;
  3927. if(sd->attacktimer != tid){
  3928. if(battle_config.error_log)
  3929. ShowError("pc_attack_timer %d != %d\n",sd->attacktimer,tid);
  3930. return 0;
  3931. }
  3932. sd->attacktimer=-1;
  3933. if(sd->bl.prev == NULL)
  3934. return 0;
  3935. bl=map_id2bl(sd->attacktarget);
  3936. if(bl==NULL || bl->prev == NULL)
  3937. return 0;
  3938. // 同じmapでないなら攻?しない
  3939. // PCが死んでても攻?しない
  3940. if(sd->bl.m != bl->m)
  3941. return 0;
  3942. if(!status_check_skilluse(&sd->bl, bl, 0, 0))
  3943. return 0;
  3944. if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0)
  3945. return 0;
  3946. if(!battle_config.sdelay_attack_enable && DIFF_TICK(sd->canact_tick,tick) > 0 && pc_checkskill(sd,SA_FREECAST) <= 0)
  3947. {
  3948. if (tid == -1) { //player requested attack.
  3949. clif_skill_fail(sd,1,4,0);
  3950. return 0;
  3951. }
  3952. //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
  3953. if(sd->state.attack_continue) {
  3954. sd->attackabletime = sd->canact_tick;
  3955. sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
  3956. }
  3957. return 0;
  3958. }
  3959. if(sd->status.weapon == 11 && sd->equip_index[10] < 0)
  3960. {
  3961. clif_arrow_fail(sd,0);
  3962. return 0;
  3963. }
  3964. range = sd->attackrange;
  3965. if(sd->status.weapon != 11) range++;
  3966. if(battle_iswalking(bl)) range++;
  3967. if(!battle_check_range(&sd->bl,bl,range) ) {
  3968. if(pc_can_reach(sd,bl->x,bl->y))
  3969. clif_movetoattack(sd,bl);
  3970. return 0;
  3971. }
  3972. if(battle_config.pc_attack_direction_change)
  3973. sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y ); // 向き設定
  3974. if(sd->walktimer != -1)
  3975. pc_stop_walking(sd,1);
  3976. if(DIFF_TICK(sd->attackabletime,tick) <= 0) {
  3977. map_freeblock_lock();
  3978. sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0);
  3979. if(!(battle_config.pc_cloak_check_type&2) && sd->sc.data[SC_CLOAKING].timer != -1)
  3980. status_change_end(&sd->bl,SC_CLOAKING,-1);
  3981. if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
  3982. pet_target_check(sd,bl,0);
  3983. map_freeblock_unlock();
  3984. if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリ?キャスト
  3985. sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
  3986. else
  3987. sd->attackabletime = tick + (sd->aspd<<1);
  3988. }
  3989. if(sd->state.attack_continue)
  3990. sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
  3991. return 0;
  3992. }
  3993. /*==========================================
  3994. * 攻?要求
  3995. * typeが1なら??攻?
  3996. *------------------------------------------
  3997. */
  3998. int pc_attack(struct map_session_data *sd,int target_id,int type)
  3999. {
  4000. struct block_list *bl;
  4001. nullpo_retr(0, sd);
  4002. bl=map_id2bl(target_id);
  4003. if(bl==NULL)
  4004. return 1;
  4005. if(bl->type==BL_NPC) { // monster npcs [Valaris]
  4006. npc_click(sd,target_id); // submitted by leinsirk10 [Celest]
  4007. return 0;
  4008. }
  4009. if(battle_check_target(&sd->bl,bl,BCT_ENEMY) <= 0 || !status_check_skilluse(&sd->bl, bl, 0, 0))
  4010. return 1;
  4011. if(sd->attacktimer != -1)
  4012. { //Just change target/type. [Skotlex]
  4013. sd->attacktarget=target_id;
  4014. sd->state.attack_continue=type;
  4015. return 0;
  4016. }
  4017. sd->attacktarget=target_id;
  4018. sd->state.attack_continue=type;
  4019. if(sd->attackabletime > gettick()){ //Do attack next time it is possible. [Skotlex]
  4020. sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
  4021. } else { //Attack NOW.
  4022. pc_attack_timer(-1,gettick(),sd->bl.id,0);
  4023. }
  4024. return 0;
  4025. }
  4026. /*==========================================
  4027. * ??攻?停止
  4028. *------------------------------------------
  4029. */
  4030. int pc_stopattack(struct map_session_data *sd)
  4031. {
  4032. nullpo_retr(0, sd);
  4033. if(sd->attacktimer != -1) {
  4034. delete_timer(sd->attacktimer,pc_attack_timer);
  4035. sd->attacktimer=-1;
  4036. }
  4037. sd->attacktarget=0;
  4038. sd->state.attack_continue=0;
  4039. return 0;
  4040. }
  4041. int pc_follow_timer(int tid,unsigned int tick,int id,int data)
  4042. {
  4043. struct map_session_data *sd, *tsd;
  4044. sd = map_id2sd(id);
  4045. nullpo_retr(0, sd);
  4046. if (sd->followtimer != tid){
  4047. if(battle_config.error_log)
  4048. ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
  4049. sd->followtimer = -1;
  4050. return 0;
  4051. }
  4052. sd->followtimer = -1;
  4053. if (pc_isdead(sd))
  4054. return 0;
  4055. if ((tsd = map_id2sd(sd->followtarget)) != NULL)
  4056. {
  4057. if (pc_isdead(tsd))
  4058. return 0;
  4059. // either player or target is currently detached from map blocks (could be teleporting),
  4060. // but still connected to this map, so we'll just increment the timer and check back later
  4061. if (sd->bl.prev != NULL && tsd->bl.prev != NULL &&
  4062. sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1)
  4063. {
  4064. if((sd->bl.m == tsd->bl.m) && pc_can_reach(sd,tsd->bl.x,tsd->bl.y)) {
  4065. if (!check_distance_bl(&sd->bl, &tsd->bl, 5) && pc_can_move(sd))
  4066. pc_walktoxy(sd,tsd->bl.x,tsd->bl.y);
  4067. } else
  4068. pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
  4069. }
  4070. sd->followtimer = add_timer(
  4071. tick + sd->aspd + rand() % 1000, // increase time a bit to loosen up map's load
  4072. pc_follow_timer, sd->bl.id, 0);
  4073. }
  4074. return 0;
  4075. }
  4076. int pc_stop_following (struct map_session_data *sd)
  4077. {
  4078. nullpo_retr(0, sd);
  4079. if (sd->followtimer != -1) {
  4080. delete_timer(sd->followtimer,pc_follow_timer);
  4081. sd->followtimer = -1;
  4082. }
  4083. sd->followtarget = -1;
  4084. return 0;
  4085. }
  4086. int pc_follow(struct map_session_data *sd,int target_id)
  4087. {
  4088. struct block_list *bl = map_id2bl(target_id);
  4089. if (bl == NULL || bl->type != BL_PC)
  4090. return 1;
  4091. if (sd->followtimer != -1)
  4092. pc_stop_following(sd);
  4093. sd->followtarget = target_id;
  4094. pc_follow_timer(-1,gettick(),sd->bl.id,0);
  4095. return 0;
  4096. }
  4097. int pc_checkbaselevelup(struct map_session_data *sd)
  4098. {
  4099. int next = pc_nextbaseexp(sd);
  4100. nullpo_retr(0, sd);
  4101. if(sd->status.base_exp >= next && next > 0){
  4102. // base側レベルアップ?理
  4103. sd->status.base_exp -= next;
  4104. sd->status.base_level ++;
  4105. if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
  4106. status_calc_pet(sd,0);
  4107. if (battle_config.use_statpoint_table)
  4108. { // Taken from pc_resetstate. [Skotlex]
  4109. int lv = sd->status.base_level;
  4110. if (lv >= MAX_LEVEL) lv = MAX_LEVEL - 1;
  4111. else if (lv < 1) lv = 1;
  4112. sd->status.status_point += statp[lv] - statp[lv-1];
  4113. } else //Estimated way.
  4114. sd->status.status_point += (sd->status.base_level+14) / 5 ;
  4115. clif_updatestatus(sd,SP_STATUSPOINT);
  4116. clif_updatestatus(sd,SP_BASELEVEL);
  4117. clif_updatestatus(sd,SP_NEXTBASEEXP);
  4118. status_calc_pc(sd,0);
  4119. pc_heal(sd,sd->status.max_hp,sd->status.max_sp);
  4120. //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
  4121. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE || (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON){
  4122. status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,1,0,0,0,skill_get_time(PR_KYRIE,1),0 );
  4123. status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],100,1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 );
  4124. status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],100,1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 );
  4125. status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],100,1,0,0,0,skill_get_time(PR_GLORIA,1),0 );
  4126. status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],100,1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 );
  4127. }
  4128. clif_misceffect(&sd->bl,0);
  4129. //LORDALFA - LVLUPEVENT
  4130. if (script_config.event_script_type == 0) {
  4131. struct npc_data *npc;
  4132. if ((npc = npc_name2id(script_config.baselvup_event_name))) {
  4133. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
  4134. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.baselvup_event_name);
  4135. }
  4136. } else {
  4137. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4138. npc_event_doall_id(script_config.baselvup_event_name, sd->bl.id), script_config.baselvup_event_name);
  4139. }
  4140. return 1;
  4141. }
  4142. return 0;
  4143. }
  4144. int pc_checkjoblevelup(struct map_session_data *sd)
  4145. {
  4146. int next = pc_nextjobexp(sd);
  4147. nullpo_retr(0, sd);
  4148. if(sd->status.job_exp >= next && next > 0){
  4149. // job側レベルアップ?理
  4150. sd->status.job_exp -= next;
  4151. sd->status.job_level ++;
  4152. clif_updatestatus(sd,SP_JOBLEVEL);
  4153. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4154. sd->status.skill_point ++;
  4155. clif_updatestatus(sd,SP_SKILLPOINT);
  4156. status_calc_pc(sd,0);
  4157. clif_misceffect(&sd->bl,1);
  4158. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobafter(sd))
  4159. clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
  4160. if (script_config.event_script_type == 0) {
  4161. struct npc_data *npc;
  4162. if ((npc = npc_name2id(script_config.joblvup_event_name))) {
  4163. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
  4164. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.joblvup_event_name);
  4165. }
  4166. } else {
  4167. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4168. npc_event_doall_id(script_config.joblvup_event_name, sd->bl.id), script_config.joblvup_event_name);
  4169. }
  4170. return 1;
  4171. }
  4172. return 0;
  4173. }
  4174. /*==========================================
  4175. * ??値取得
  4176. *------------------------------------------
  4177. */
  4178. int pc_gainexp(struct map_session_data *sd,unsigned int base_exp,unsigned int job_exp)
  4179. {
  4180. char output[256];
  4181. float nextbp=0, nextjp=0;
  4182. unsigned int nextb=0, nextj=0;
  4183. nullpo_retr(0, sd);
  4184. if(sd->bl.prev == NULL || pc_isdead(sd))
  4185. return 0;
  4186. if((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr]
  4187. return 0; // no exp on pvp maps
  4188. if(sd->status.guild_id>0){ // ギルドに上納
  4189. base_exp-=guild_payexp(sd,base_exp);
  4190. }
  4191. if(!battle_config.multi_level_up && pc_nextbaseafter(sd) && sd->status.base_exp+base_exp >= pc_nextbaseafter(sd)) {
  4192. base_exp = pc_nextbaseafter(sd) - sd->status.base_exp;
  4193. }
  4194. nextb = pc_nextbaseexp(sd);
  4195. nextj = pc_nextjobexp(sd);
  4196. if (nextb > 0)
  4197. nextbp = (float) base_exp / (float) nextb;
  4198. if (nextj > 0)
  4199. nextjp = (float) job_exp / (float) nextj;
  4200. sd->status.base_exp += base_exp;
  4201. while(pc_checkbaselevelup(sd)) ;
  4202. clif_updatestatus(sd,SP_BASEEXP);
  4203. if(!battle_config.multi_level_up && pc_nextjobafter(sd) && sd->status.job_exp+job_exp >= pc_nextjobafter(sd)) {
  4204. job_exp = pc_nextjobafter(sd) - sd->status.job_exp;
  4205. }
  4206. sd->status.job_exp += job_exp;
  4207. while(pc_checkjoblevelup(sd)) ;
  4208. clif_updatestatus(sd,SP_JOBEXP);
  4209. if(sd->state.showexp){
  4210. sprintf(output,
  4211. "Experience Gained Base:%d (%.2f%%) Job:%d (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
  4212. clif_disp_onlyself(sd,output,strlen(output));
  4213. }
  4214. return 1;
  4215. }
  4216. /*==========================================
  4217. * Returns max level for this character.
  4218. *------------------------------------------
  4219. */
  4220. unsigned int pc_maxbaselv(struct map_session_data *sd) {
  4221. return max_level[sd->status.class_][0];
  4222. };
  4223. unsigned int pc_maxjoblv(struct map_session_data *sd) {
  4224. return max_level[sd->status.class_][1];
  4225. };
  4226. /*==========================================
  4227. * base level側必要??値計算
  4228. *------------------------------------------
  4229. */
  4230. unsigned int pc_nextbaseexp(struct map_session_data *sd)
  4231. {
  4232. nullpo_retr(0, sd);
  4233. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  4234. return 0;
  4235. return exp_table[sd->status.class_][0][sd->status.base_level-1];
  4236. }
  4237. /*==========================================
  4238. * job level側必要??値計算
  4239. *------------------------------------------
  4240. */
  4241. unsigned int pc_nextjobexp(struct map_session_data *sd)
  4242. {
  4243. nullpo_retr(0, sd);
  4244. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  4245. return 0;
  4246. return exp_table[sd->status.class_][1][sd->status.job_level-1];
  4247. }
  4248. /*==========================================
  4249. * base level after next [Valaris]
  4250. *------------------------------------------
  4251. */
  4252. unsigned int pc_nextbaseafter(struct map_session_data *sd)
  4253. {
  4254. nullpo_retr(0, sd);
  4255. if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
  4256. return 0;
  4257. return exp_table[sd->status.class_][0][sd->status.base_level];
  4258. }
  4259. /*==========================================
  4260. * job level after next [Valaris]
  4261. *------------------------------------------
  4262. */
  4263. unsigned int pc_nextjobafter(struct map_session_data *sd)
  4264. {
  4265. nullpo_retr(0, sd);
  4266. if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
  4267. return 0;
  4268. return exp_table[sd->status.class_][1][sd->status.job_level];
  4269. }
  4270. /*==========================================
  4271. * 必要ステ?タスポイント計算
  4272. *------------------------------------------
  4273. */
  4274. int pc_need_status_point(struct map_session_data *sd,int type)
  4275. {
  4276. int val;
  4277. nullpo_retr(-1, sd);
  4278. if(type<SP_STR || type>SP_LUK)
  4279. return -1;
  4280. val =
  4281. type==SP_STR ? sd->status.str :
  4282. type==SP_AGI ? sd->status.agi :
  4283. type==SP_VIT ? sd->status.vit :
  4284. type==SP_INT ? sd->status.int_:
  4285. type==SP_DEX ? sd->status.dex : sd->status.luk;
  4286. return (val+9)/10+1;
  4287. }
  4288. /*==========================================
  4289. * 能力値成長
  4290. *------------------------------------------
  4291. */
  4292. int pc_statusup(struct map_session_data *sd,int type)
  4293. {
  4294. int max, need,val = 0;
  4295. nullpo_retr(0, sd);
  4296. max = pc_maxparameter(sd);
  4297. need=pc_need_status_point(sd,type);
  4298. if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
  4299. clif_statusupack(sd,type,0,0);
  4300. return 1;
  4301. }
  4302. switch(type){
  4303. case SP_STR:
  4304. if(sd->status.str >= max) {
  4305. clif_statusupack(sd,type,0,0);
  4306. return 1;
  4307. }
  4308. val= ++sd->status.str;
  4309. break;
  4310. case SP_AGI:
  4311. if(sd->status.agi >= max) {
  4312. clif_statusupack(sd,type,0,0);
  4313. return 1;
  4314. }
  4315. val= ++sd->status.agi;
  4316. break;
  4317. case SP_VIT:
  4318. if(sd->status.vit >= max) {
  4319. clif_statusupack(sd,type,0,0);
  4320. return 1;
  4321. }
  4322. val= ++sd->status.vit;
  4323. break;
  4324. case SP_INT:
  4325. if(sd->status.int_ >= max) {
  4326. clif_statusupack(sd,type,0,0);
  4327. return 1;
  4328. }
  4329. val= ++sd->status.int_;
  4330. break;
  4331. case SP_DEX:
  4332. if(sd->status.dex >= max) {
  4333. clif_statusupack(sd,type,0,0);
  4334. return 1;
  4335. }
  4336. val= ++sd->status.dex;
  4337. break;
  4338. case SP_LUK:
  4339. if(sd->status.luk >= max) {
  4340. clif_statusupack(sd,type,0,0);
  4341. return 1;
  4342. }
  4343. val= ++sd->status.luk;
  4344. break;
  4345. }
  4346. sd->status.status_point-=need;
  4347. if(need!=pc_need_status_point(sd,type)){
  4348. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  4349. }
  4350. clif_updatestatus(sd,SP_STATUSPOINT);
  4351. clif_updatestatus(sd,type);
  4352. status_calc_pc(sd,0);
  4353. clif_statusupack(sd,type,1,val);
  4354. return 0;
  4355. }
  4356. /*==========================================
  4357. * 能力値成長
  4358. *------------------------------------------
  4359. */
  4360. int pc_statusup2(struct map_session_data *sd,int type,int val)
  4361. {
  4362. int max;
  4363. nullpo_retr(0, sd);
  4364. max = pc_maxparameter(sd);
  4365. if(type<SP_STR || type>SP_LUK){
  4366. clif_statusupack(sd,type,0,0);
  4367. return 1;
  4368. }
  4369. switch(type){
  4370. case SP_STR:
  4371. if(sd->status.str + val >= max)
  4372. val = max;
  4373. else if(sd->status.str + val < 1)
  4374. val = 1;
  4375. else
  4376. val += sd->status.str;
  4377. sd->status.str = val;
  4378. break;
  4379. case SP_AGI:
  4380. if(sd->status.agi + val >= max)
  4381. val = max;
  4382. else if(sd->status.agi + val < 1)
  4383. val = 1;
  4384. else
  4385. val += sd->status.agi;
  4386. sd->status.agi = val;
  4387. break;
  4388. case SP_VIT:
  4389. if(sd->status.vit + val >= max)
  4390. val = max;
  4391. else if(sd->status.vit + val < 1)
  4392. val = 1;
  4393. else
  4394. val += sd->status.vit;
  4395. sd->status.vit = val;
  4396. break;
  4397. case SP_INT:
  4398. if(sd->status.int_ + val >= max)
  4399. val = max;
  4400. else if(sd->status.int_ + val < 1)
  4401. val = 1;
  4402. else
  4403. val += sd->status.int_;
  4404. sd->status.int_ = val;
  4405. break;
  4406. case SP_DEX:
  4407. if(sd->status.dex + val >= max)
  4408. val = max;
  4409. else if(sd->status.dex + val < 1)
  4410. val = 1;
  4411. else
  4412. val += sd->status.dex;
  4413. sd->status.dex = val;
  4414. break;
  4415. case SP_LUK:
  4416. if(sd->status.luk + val >= max)
  4417. val = max;
  4418. else if(sd->status.luk + val < 1)
  4419. val = 1;
  4420. else
  4421. val = sd->status.luk + val;
  4422. sd->status.luk = val;
  4423. break;
  4424. }
  4425. clif_updatestatus(sd,type-SP_STR+SP_USTR);
  4426. clif_updatestatus(sd,type);
  4427. status_calc_pc(sd,0);
  4428. clif_statusupack(sd,type,1,val);
  4429. return 0;
  4430. }
  4431. /*==========================================
  4432. * スキルポイント割り振り
  4433. *------------------------------------------
  4434. */
  4435. int pc_skillup(struct map_session_data *sd,int skill_num)
  4436. {
  4437. nullpo_retr(0, sd);
  4438. if( skill_num>=10000 ){
  4439. guild_skillup(sd,skill_num,0);
  4440. return 0;
  4441. }
  4442. if( sd->status.skill_point>0 &&
  4443. sd->status.skill[skill_num].id!=0 &&
  4444. //sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest
  4445. sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
  4446. {
  4447. sd->status.skill[skill_num].lv++;
  4448. sd->status.skill_point--;
  4449. status_calc_pc(sd,0);
  4450. clif_skillup(sd,skill_num);
  4451. clif_updatestatus(sd,SP_SKILLPOINT);
  4452. clif_skillinfoblock(sd);
  4453. }
  4454. return 0;
  4455. }
  4456. /*==========================================
  4457. * /allskill
  4458. *------------------------------------------
  4459. */
  4460. int pc_allskillup(struct map_session_data *sd)
  4461. {
  4462. int i,id;
  4463. nullpo_retr(0, sd);
  4464. for(i=0;i<MAX_SKILL;i++){
  4465. sd->status.skill[i].id=0;
  4466. if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
  4467. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
  4468. sd->status.skill[i].flag=0; // flagは0にしておく
  4469. }
  4470. }
  4471. if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
  4472. // 全てのスキル
  4473. for(i=0;i<MAX_SKILL;i++){
  4474. if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
  4475. if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
  4476. sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
  4477. }
  4478. }
  4479. else {
  4480. int inf2;
  4481. for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
  4482. inf2 = skill_get_inf2(id);
  4483. if(sd->status.skill[id].id==0 &&
  4484. (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  4485. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
  4486. (id!=SG_DEVIL))
  4487. {
  4488. sd->status.skill[id].id = id; // celest
  4489. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
  4490. }
  4491. }
  4492. }
  4493. status_calc_pc(sd,0);
  4494. return 0;
  4495. }
  4496. /*==========================================
  4497. * /resetlvl
  4498. *------------------------------------------
  4499. */
  4500. int pc_resetlvl(struct map_session_data* sd,int type)
  4501. {
  4502. int i;
  4503. nullpo_retr(0, sd);
  4504. for(i=1;i<MAX_SKILL;i++){
  4505. sd->status.skill[i].lv = 0;
  4506. }
  4507. if(type == 1){
  4508. sd->status.skill_point=0;
  4509. sd->status.base_level=1;
  4510. sd->status.job_level=1;
  4511. sd->status.base_exp=sd->status.base_exp=0;
  4512. sd->status.job_exp=sd->status.job_exp=0;
  4513. if(sd->sc.option !=0)
  4514. sd->sc.option = 0;
  4515. sd->status.str=1;
  4516. sd->status.agi=1;
  4517. sd->status.vit=1;
  4518. sd->status.int_=1;
  4519. sd->status.dex=1;
  4520. sd->status.luk=1;
  4521. if(sd->status.class_ == JOB_NOVICE_HIGH)
  4522. sd->status.status_point=100; // not 88 [celest]
  4523. // give platinum skills upon changing
  4524. pc_skill(sd,142,1,0);
  4525. pc_skill(sd,143,1,0);
  4526. }
  4527. if(type == 2){
  4528. sd->status.skill_point=0;
  4529. sd->status.base_level=1;
  4530. sd->status.job_level=1;
  4531. sd->status.base_exp=0;
  4532. sd->status.job_exp=0;
  4533. }
  4534. if(type == 3){
  4535. sd->status.base_level=1;
  4536. sd->status.base_exp=0;
  4537. }
  4538. if(type == 4){
  4539. sd->status.job_level=1;
  4540. sd->status.job_exp=0;
  4541. }
  4542. clif_updatestatus(sd,SP_STATUSPOINT);
  4543. clif_updatestatus(sd,SP_STR);
  4544. clif_updatestatus(sd,SP_AGI);
  4545. clif_updatestatus(sd,SP_VIT);
  4546. clif_updatestatus(sd,SP_INT);
  4547. clif_updatestatus(sd,SP_DEX);
  4548. clif_updatestatus(sd,SP_LUK);
  4549. clif_updatestatus(sd,SP_BASELEVEL);
  4550. clif_updatestatus(sd,SP_JOBLEVEL);
  4551. clif_updatestatus(sd,SP_STATUSPOINT);
  4552. clif_updatestatus(sd,SP_NEXTBASEEXP);
  4553. clif_updatestatus(sd,SP_NEXTJOBEXP);
  4554. clif_updatestatus(sd,SP_SKILLPOINT);
  4555. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4556. clif_updatestatus(sd,SP_UAGI);
  4557. clif_updatestatus(sd,SP_UVIT);
  4558. clif_updatestatus(sd,SP_UINT);
  4559. clif_updatestatus(sd,SP_UDEX);
  4560. clif_updatestatus(sd,SP_ULUK); // End Addition
  4561. for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
  4562. if(sd->equip_index[i] >= 0)
  4563. if(!pc_isequip(sd,sd->equip_index[i]))
  4564. pc_unequipitem(sd,sd->equip_index[i],2);
  4565. }
  4566. if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
  4567. //Send map-change packet to do a level range check and break party settings. [Skotlex]
  4568. party_send_movemap(sd);
  4569. }
  4570. clif_skillinfoblock(sd);
  4571. status_calc_pc(sd,0);
  4572. return 0;
  4573. }
  4574. /*==========================================
  4575. * /resetstate
  4576. *------------------------------------------
  4577. */
  4578. int pc_resetstate(struct map_session_data* sd)
  4579. {
  4580. nullpo_retr(0, sd);
  4581. if (battle_config.use_statpoint_table)
  4582. { // New statpoint table used here - Dexity
  4583. int lv;
  4584. // allow it to just read the last entry [celest]
  4585. lv = sd->status.base_level < MAX_LEVEL ? sd->status.base_level : MAX_LEVEL - 1;
  4586. sd->status.status_point = statp[lv];
  4587. if (sd->class_&JOBL_UPPER)
  4588. sd->status.status_point+=52; // extra 52+48=100 stat points
  4589. } else { //Use new stat-calculating equation [Skotlex]
  4590. #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
  4591. int add=0;
  4592. add += sumsp(sd->status.str);
  4593. add += sumsp(sd->status.agi);
  4594. add += sumsp(sd->status.vit);
  4595. add += sumsp(sd->status.int_);
  4596. add += sumsp(sd->status.dex);
  4597. add += sumsp(sd->status.luk);
  4598. sd->status.status_point+=add;
  4599. }
  4600. sd->status.str=1;
  4601. sd->status.agi=1;
  4602. sd->status.vit=1;
  4603. sd->status.int_=1;
  4604. sd->status.dex=1;
  4605. sd->status.luk=1;
  4606. clif_updatestatus(sd,SP_STR);
  4607. clif_updatestatus(sd,SP_AGI);
  4608. clif_updatestatus(sd,SP_VIT);
  4609. clif_updatestatus(sd,SP_INT);
  4610. clif_updatestatus(sd,SP_DEX);
  4611. clif_updatestatus(sd,SP_LUK);
  4612. clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
  4613. clif_updatestatus(sd,SP_UAGI);
  4614. clif_updatestatus(sd,SP_UVIT);
  4615. clif_updatestatus(sd,SP_UINT);
  4616. clif_updatestatus(sd,SP_UDEX);
  4617. clif_updatestatus(sd,SP_ULUK); // End Addition
  4618. clif_updatestatus(sd,SP_STATUSPOINT);
  4619. status_calc_pc(sd,0);
  4620. return 0;
  4621. }
  4622. /*==========================================
  4623. * /resetskill
  4624. *------------------------------------------
  4625. */
  4626. int pc_resetskill(struct map_session_data* sd)
  4627. {
  4628. int i, skill, inf2;
  4629. nullpo_retr(0, sd);
  4630. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobafter(sd))
  4631. clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
  4632. for (i = 1; i < MAX_SKILL; i++) {
  4633. if ((skill = sd->status.skill[i].lv) > 0) {
  4634. inf2 = skill_get_inf2(i);
  4635. if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
  4636. !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
  4637. {
  4638. if (!sd->status.skill[i].flag)
  4639. sd->status.skill_point += skill;
  4640. else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
  4641. sd->status.skill_point += (sd->status.skill[i].flag - 2);
  4642. sd->status.skill[i].lv = 0;
  4643. }
  4644. else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL))
  4645. {
  4646. sd->status.skill[i].lv = 0;
  4647. sd->status.skill[i].flag = 0;
  4648. }
  4649. } else {
  4650. sd->status.skill[i].lv = 0;
  4651. }
  4652. }
  4653. clif_updatestatus(sd,SP_SKILLPOINT);
  4654. clif_skillinfoblock(sd);
  4655. status_calc_pc(sd,0);
  4656. return 0;
  4657. }
  4658. /*==========================================
  4659. * /resetfeel [Komurka]
  4660. *------------------------------------------
  4661. */
  4662. int pc_resetfeel(struct map_session_data* sd)
  4663. {
  4664. int i;
  4665. char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
  4666. nullpo_retr(0, sd);
  4667. for (i=0; i<3; i++)
  4668. {
  4669. sd->feel_map[i].m = -1;
  4670. sd->feel_map[i].index = 0;
  4671. pc_setglobalreg(sd,feel_var[i],0);
  4672. }
  4673. return 0;
  4674. }
  4675. static int pc_respawn(int tid,unsigned int tick,int id,int data)
  4676. {
  4677. struct map_session_data *sd = map_id2sd(id);
  4678. if (sd && pc_isdead(sd))
  4679. { //Auto-respawn [Skotlex]
  4680. pc_setstand(sd);
  4681. pc_setrestartvalue(sd,3);
  4682. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
  4683. }
  4684. return 0;
  4685. }
  4686. /*==========================================
  4687. * pcにダメ?ジを?える
  4688. *------------------------------------------
  4689. */
  4690. int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
  4691. {
  4692. int i=0,j=0, resurrect_flag=0;
  4693. nullpo_retr(0, sd);
  4694. // ?に死んでいたら無?
  4695. if(pc_isdead(sd))
  4696. return 0;
  4697. // 座ってたら立ち上がる
  4698. if(pc_issit(sd)) {
  4699. pc_setstand(sd);
  4700. skill_gangsterparadise(sd,0);
  4701. }
  4702. // ? いていたら足を止める
  4703. if (sd->sc.count) {
  4704. if (sd->sc.data[SC_ENDURE].timer != -1 && (src != NULL && src->type == BL_MOB) && !map_flag_gvg(sd->bl.m)) {
  4705. if (!sd->special_state.infinite_endure && (--sd->sc.data[SC_ENDURE].val2) < 0)
  4706. status_change_end(&sd->bl, SC_ENDURE, -1);
  4707. }
  4708. if (sd->sc.data[SC_GRAVITATION].timer != -1 &&
  4709. sd->sc.data[SC_GRAVITATION].val3 == BCT_SELF) {
  4710. struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc.data[SC_GRAVITATION].val4;
  4711. if (sg) {
  4712. skill_delunitgroup(sg);
  4713. status_change_end(&sd->bl, SC_GRAVITATION, -1);
  4714. }
  4715. }
  4716. if (sd->sc.data[SC_CONFUSION].timer != -1)
  4717. status_change_end(&sd->bl, SC_CONFUSION, -1);
  4718. if (sd->sc.data[SC_TRICKDEAD].timer != -1)
  4719. status_change_end(&sd->bl, SC_TRICKDEAD, -1);
  4720. if (sd->sc.data[SC_HIDING].timer != -1)
  4721. status_change_end(&sd->bl, SC_HIDING, -1);
  4722. if (sd->sc.data[SC_CLOAKING].timer != -1)
  4723. status_change_end(&sd->bl, SC_CLOAKING, -1);
  4724. if (sd->sc.data[SC_CHASEWALK].timer != -1)
  4725. status_change_end(&sd->bl, SC_CHASEWALK, -1);
  4726. }
  4727. // 演奏/ダンスの中?
  4728. if(damage > sd->status.max_hp>>2)
  4729. skill_stop_dancing(&sd->bl);
  4730. if (damage < sd->status.hp)
  4731. sd->status.hp-=damage;
  4732. else
  4733. sd->status.hp = 0;
  4734. if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support)
  4735. pet_target_check(sd,src,1);
  4736. clif_updatestatus(sd,SP_HP);
  4737. if(sd->status.hp>0){
  4738. if(sd->status.hp<sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
  4739. (sd->sc.data[SC_PROVOKE].timer==-1 || sd->sc.data[SC_PROVOKE].val2==0 ))
  4740. // オ?トバ?サ?ク?動
  4741. status_change_start(&sd->bl,SC_PROVOKE,100,10,1,0,0,0,0);
  4742. sd->canlog_tick = gettick();
  4743. return damage;
  4744. }
  4745. if(sd->vender_id)
  4746. vending_closevending(sd);
  4747. if(sd->status.pet_id > 0 && sd->pd &&
  4748. !map[sd->bl.m].flag.nopenalty) {
  4749. if(sd->petDB) {
  4750. sd->pet.intimate -= sd->petDB->die;
  4751. if(sd->pet.intimate < 0)
  4752. sd->pet.intimate = 0;
  4753. clif_send_petdata(sd,1,sd->pet.intimate);
  4754. }
  4755. }
  4756. // Leave duel if you die [LuzZza]
  4757. if(battle_config.duel_autoleave_when_die) {
  4758. if(sd->duel_group > 0)
  4759. duel_leave(sd->duel_group, sd);
  4760. if(sd->duel_invite > 0)
  4761. duel_reject(sd->duel_invite, sd);
  4762. }
  4763. pc_stop_walking(sd,0);
  4764. skill_castcancel(&sd->bl,0); // 詠唱の中止
  4765. skill_stop_dancing(&sd->bl); //You should stop dancing when dead... [Skotlex]
  4766. if (sd->sc.data[SC_GOSPEL].timer != -1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF)
  4767. { //Remove Gospel [Skotlex]
  4768. struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc.data[SC_GOSPEL].val3;
  4769. if (sg)
  4770. skill_delunitgroup(sg);
  4771. }
  4772. clif_clearchar_area(&sd->bl,1);
  4773. if (src && src->type == BL_PC) {
  4774. struct map_session_data *ssd = (struct map_session_data *)src;
  4775. if (ssd) {
  4776. if (sd->state.event_death)
  4777. pc_setglobalreg(sd,"killerrid",(ssd->status.account_id));
  4778. if (ssd->state.event_kill) {
  4779. if (script_config.event_script_type == 0) {
  4780. struct npc_data *npc;
  4781. if ((npc = npc_name2id(script_config.kill_event_name))) {
  4782. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCKillNPC
  4783. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.kill_event_name);
  4784. }
  4785. } else {
  4786. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4787. npc_event_doall_id(script_config.kill_event_name, sd->bl.id), script_config.kill_event_name);
  4788. }
  4789. }
  4790. if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
  4791. ssd->status.manner -= 5;
  4792. if(ssd->status.manner < 0)
  4793. status_change_start(src,SC_NOCHAT,100,0,0,0,0,0,0);
  4794. // PK/Karma system code (not enabled yet) [celest]
  4795. // originally from Kade Online, so i don't know if any of these is correct ^^;
  4796. // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
  4797. // karma going down = more 'good' / more honourable.
  4798. // The Karma System way...
  4799. /*if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
  4800. sd->status.karma--;
  4801. ssd->status.karma--;
  4802. }
  4803. else if (sd->status.karma < ssd->status.karma) // If player killed was more good
  4804. ssd->status.karma++;*/
  4805. // or the PK System way...
  4806. /* if (sd->status.karma > 0) // player killed is dishonourable?
  4807. ssd->status.karma--; // honour points earned
  4808. sd->status.karma++; // honour points lost */
  4809. // To-do: Receive exp on certain occasions
  4810. }
  4811. }
  4812. }
  4813. if (sd->state.event_death) {
  4814. if (script_config.event_script_type == 0) {
  4815. struct npc_data *npc;
  4816. if ((npc = npc_name2id(script_config.die_event_name))) {
  4817. run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCDeathNPC
  4818. ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.die_event_name);
  4819. }
  4820. } else {
  4821. ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
  4822. npc_event_doall_id(script_config.die_event_name, sd->bl.id), script_config.die_event_name);
  4823. }
  4824. }
  4825. // PK/Karma system code (not enabled yet) [celest]
  4826. /*if(sd->status.karma > 0) {
  4827. int eq_num=0,eq_n[MAX_INVENTORY];
  4828. memset(eq_n,0,sizeof(eq_n));
  4829. for(i=0;i<MAX_INVENTORY;i++){
  4830. int k;
  4831. for(k=0;k<MAX_INVENTORY;k++){
  4832. if(eq_n[k] <= 0){
  4833. eq_n[k]=i;
  4834. break;
  4835. }
  4836. }
  4837. eq_num++;
  4838. }
  4839. if(eq_num > 0){
  4840. int n = eq_n[rand()%eq_num];
  4841. if(rand()%10000 < sd->status.karma){
  4842. if(sd->status.inventory[n].equip)
  4843. pc_unequipitem(sd,n,0);
  4844. pc_dropitem(sd,n,1);
  4845. }
  4846. }
  4847. }*/
  4848. if(battle_config.bone_drop==2
  4849. || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)){ // ドクロドロップ
  4850. struct item item_tmp;
  4851. memset(&item_tmp,0,sizeof(item_tmp));
  4852. item_tmp.nameid=7420; //PVP Skull item ID
  4853. item_tmp.identify=1;
  4854. item_tmp.card[0]=0x00fe;
  4855. item_tmp.card[1]=0;
  4856. item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
  4857. item_tmp.card[3]=GetWord(sd->char_id,1);
  4858. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4859. }
  4860. // activate Steel body if a super novice dies at 99+% exp [celest]
  4861. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  4862. if ((i=pc_nextbaseexp(sd))<=0)
  4863. i=sd->status.base_exp;
  4864. if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
  4865. sd->state.snovice_flag = 4;
  4866. }
  4867. for(i = 0; i < 5; i++)
  4868. if (sd->devotion[i]){
  4869. struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
  4870. if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
  4871. }
  4872. pc_setdead(sd);
  4873. skill_unit_move(&sd->bl,gettick(),4);
  4874. pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み
  4875. // changed penalty options, added death by player if pk_mode [Valaris]
  4876. if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
  4877. && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
  4878. && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
  4879. && !(sd->sc.count && sd->sc.data[SC_BABY].timer!=-1))
  4880. {
  4881. if(battle_config.death_penalty_type==1 && battle_config.death_penalty_base > 0)
  4882. sd->status.base_exp -= (int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  4883. if(battle_config.pk_mode && src && src->type==BL_PC)
  4884. sd->status.base_exp -= (int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
  4885. else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_base > 0) {
  4886. if(pc_nextbaseexp(sd) > 0)
  4887. sd->status.base_exp -= (int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  4888. if(battle_config.pk_mode && src && src->type==BL_PC)
  4889. sd->status.base_exp -= (int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
  4890. }
  4891. if(sd->status.base_exp < 0)
  4892. sd->status.base_exp = 0;
  4893. clif_updatestatus(sd,SP_BASEEXP);
  4894. if(battle_config.death_penalty_type==1 && battle_config.death_penalty_job > 0)
  4895. sd->status.job_exp -= (int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  4896. if(battle_config.pk_mode && src && src->type==BL_PC)
  4897. sd->status.job_exp -= (int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
  4898. else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_job > 0) {
  4899. if(pc_nextjobexp(sd) > 0)
  4900. sd->status.job_exp -= (int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  4901. if(battle_config.pk_mode && src && src->type==BL_PC)
  4902. sd->status.job_exp -= (int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
  4903. }
  4904. if(sd->status.job_exp < 0)
  4905. sd->status.job_exp = 0;
  4906. clif_updatestatus(sd,SP_JOBEXP);
  4907. }
  4908. if(src && src->type==BL_MOB) {
  4909. struct mob_data *md=(struct mob_data *)src;
  4910. if(md && md->target_id != 0 && md->target_id==sd->bl.id) { // reset target id when player dies
  4911. md->target_id=0;
  4912. mob_changestate(md,MS_WALK,0);
  4913. }
  4914. if(battle_config.mobs_level_up && md && md->state.state!=MS_DEAD &&
  4915. md->level < pc_maxbaselv(sd) &&
  4916. !md->guardian_data // Guardians should not level. [Skotlex]
  4917. ) { // monster level up [Valaris]
  4918. clif_misceffect(&md->bl,0);
  4919. md->level++;
  4920. md->hp+=(int) (sd->status.max_hp*.1);
  4921. if (battle_config.show_mob_hp)
  4922. clif_charnameack (0, &md->bl);
  4923. }
  4924. }
  4925. //Clear these data here so that SC_BABY check may work. [Skotlex]
  4926. resurrect_flag = (sd->sc.data[SC_KAIZEL].timer != -1)?sd->sc.data[SC_KAIZEL].val1:0; //Auto-resurrect later in the code.
  4927. status_change_clear(&sd->bl,0); // ステ?タス異常を解除する
  4928. clif_updatestatus(sd,SP_HP);
  4929. status_calc_pc(sd,0);
  4930. sd->canregen_tick = gettick();
  4931. //ナイトメアモ?ドアイテムドロップ
  4932. if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
  4933. for(j=0;j<MAX_DROP_PER_MAP;j++){
  4934. int id = map[sd->bl.m].drop_list[j].drop_id;
  4935. int type = map[sd->bl.m].drop_list[j].drop_type;
  4936. int per = map[sd->bl.m].drop_list[j].drop_per;
  4937. if(id == 0)
  4938. continue;
  4939. if(id == -1){//ランダムドロップ
  4940. int eq_num=0,eq_n[MAX_INVENTORY];
  4941. memset(eq_n,0,sizeof(eq_n));
  4942. //先ず?備しているアイテム?をカウント
  4943. for(i=0;i<MAX_INVENTORY;i++){
  4944. int k;
  4945. if( (type == 1 && !sd->status.inventory[i].equip)
  4946. || (type == 2 && sd->status.inventory[i].equip)
  4947. || type == 3){
  4948. //InventoryIndexを格納
  4949. for(k=0;k<MAX_INVENTORY;k++){
  4950. if(eq_n[k] <= 0){
  4951. eq_n[k]=i;
  4952. break;
  4953. }
  4954. }
  4955. eq_num++;
  4956. }
  4957. }
  4958. if(eq_num > 0){
  4959. int n = eq_n[rand()%eq_num];//該?アイテムの中からランダム
  4960. if(rand()%10000 < per){
  4961. if(sd->status.inventory[n].equip)
  4962. pc_unequipitem(sd,n,3);
  4963. pc_dropitem(sd,n,1);
  4964. }
  4965. }
  4966. }
  4967. else if(id > 0){
  4968. for(i=0;i<MAX_INVENTORY;i++){
  4969. if(sd->status.inventory[i].nameid == id//ItemIDが一致していて
  4970. && rand()%10000 < per//ドロップ率判定もOKで
  4971. && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ
  4972. || (type == 2 && sd->status.inventory[i].equip)
  4973. || type == 3) ){
  4974. if(sd->status.inventory[i].equip)
  4975. pc_unequipitem(sd,i,3);
  4976. pc_dropitem(sd,i,1);
  4977. break;
  4978. }
  4979. }
  4980. }
  4981. }
  4982. }
  4983. // pvp
  4984. if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
  4985. //ランキング計算
  4986. if (!map[sd->bl.m].flag.pvp_nocalcrank) {
  4987. sd->pvp_point -= 5;
  4988. sd->pvp_lost++;
  4989. if (src && src->type == BL_PC) {
  4990. struct map_session_data *ssd = (struct map_session_data *)src;
  4991. if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
  4992. }
  4993. }
  4994. // ?制送還
  4995. if( sd->pvp_point < 0 ){
  4996. sd->pvp_point=0;
  4997. add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
  4998. return damage;
  4999. }
  5000. }
  5001. //GvG
  5002. if(map_flag_gvg(sd->bl.m)){
  5003. add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
  5004. return damage;
  5005. }
  5006. if (sd->state.snovice_flag == 4 || resurrect_flag) {
  5007. if (sd->state.snovice_flag == 4 || sd->special_state.restart_full_recover) {
  5008. sd->status.hp = sd->status.max_hp;
  5009. sd->status.sp = sd->status.max_sp;
  5010. } else { //10% life per each level in Kaizel
  5011. sd->status.hp = 10*resurrect_flag*sd->status.max_hp/100;
  5012. }
  5013. clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
  5014. pc_setstand(sd);
  5015. clif_updatestatus(sd, SP_HP);
  5016. clif_updatestatus(sd, SP_SP);
  5017. clif_resurrection(&sd->bl, 1);
  5018. sd->state.snovice_flag = 0;
  5019. if(battle_config.pc_invincible_time)
  5020. pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
  5021. if (resurrect_flag)
  5022. status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,0,0,0,skill_get_time2(SL_KAIZEL, resurrect_flag),0);
  5023. else
  5024. status_change_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,0,0,0,skill_get_time(MO_STEELBODY,1),0 );
  5025. return 0;
  5026. }
  5027. return damage;
  5028. }
  5029. //
  5030. // script? 連
  5031. //
  5032. /*==========================================
  5033. * script用PCステ?タス?み出し
  5034. *------------------------------------------
  5035. */
  5036. int pc_readparam(struct map_session_data *sd,int type)
  5037. {
  5038. int val=0;
  5039. nullpo_retr(0, sd);
  5040. switch(type){
  5041. case SP_SKILLPOINT:
  5042. val= sd->status.skill_point;
  5043. break;
  5044. case SP_STATUSPOINT:
  5045. val= sd->status.status_point;
  5046. break;
  5047. case SP_ZENY:
  5048. val= sd->status.zeny;
  5049. break;
  5050. case SP_BASELEVEL:
  5051. val= sd->status.base_level;
  5052. break;
  5053. case SP_JOBLEVEL:
  5054. val= sd->status.job_level;
  5055. break;
  5056. case SP_CLASS:
  5057. if(val>=24 && val < 45)
  5058. val+=3978;
  5059. else
  5060. val= sd->status.class_;
  5061. break;
  5062. case SP_BASEJOB: //Base job, extracting upper type.
  5063. val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
  5064. break;
  5065. case SP_UPPER:
  5066. val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
  5067. break;
  5068. case SP_BASECLASS: //Extract base class tree. [Skotlex]
  5069. val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
  5070. break;
  5071. case SP_SEX:
  5072. val= sd->sex;
  5073. break;
  5074. case SP_WEIGHT:
  5075. val= sd->weight;
  5076. break;
  5077. case SP_MAXWEIGHT:
  5078. val= sd->max_weight;
  5079. break;
  5080. case SP_BASEEXP:
  5081. val= sd->status.base_exp;
  5082. break;
  5083. case SP_JOBEXP:
  5084. val= sd->status.job_exp;
  5085. break;
  5086. case SP_NEXTBASEEXP:
  5087. val= pc_nextbaseexp(sd);
  5088. break;
  5089. case SP_NEXTJOBEXP:
  5090. val= pc_nextjobexp(sd);
  5091. break;
  5092. case SP_HP:
  5093. val= sd->status.hp;
  5094. break;
  5095. case SP_MAXHP:
  5096. val= sd->status.max_hp;
  5097. break;
  5098. case SP_SP:
  5099. val= sd->status.sp;
  5100. break;
  5101. case SP_MAXSP:
  5102. val= sd->status.max_sp;
  5103. break;
  5104. case SP_STR:
  5105. val= sd->status.str;
  5106. break;
  5107. case SP_AGI:
  5108. val= sd->status.agi;
  5109. break;
  5110. case SP_VIT:
  5111. val= sd->status.vit;
  5112. break;
  5113. case SP_INT:
  5114. val= sd->status.int_;
  5115. break;
  5116. case SP_DEX:
  5117. val= sd->status.dex;
  5118. break;
  5119. case SP_LUK:
  5120. val= sd->status.luk;
  5121. break;
  5122. case SP_KARMA: // celest
  5123. val = sd->status.karma;
  5124. break;
  5125. case SP_MANNER:
  5126. val = sd->status.manner;
  5127. break;
  5128. case SP_FAME:
  5129. val= sd->status.fame;
  5130. break;
  5131. }
  5132. return val;
  5133. }
  5134. /*==========================================
  5135. * script用PCステ?タス設定
  5136. *------------------------------------------
  5137. */
  5138. int pc_setparam(struct map_session_data *sd,int type,int val)
  5139. {
  5140. int i = 0;
  5141. nullpo_retr(0, sd);
  5142. switch(type){
  5143. case SP_BASELEVEL:
  5144. if ((val+ sd->status.base_level) > pc_maxbaselv(sd)) //Capping to max
  5145. val = pc_maxbaselv(sd) - sd->status.base_level;
  5146. if (val > (int)sd->status.base_level) {
  5147. for (i = 1; i <= (val - (int)sd->status.base_level); i++)
  5148. sd->status.status_point += (sd->status.base_level + i + 14) / 5 ;
  5149. }
  5150. sd->status.base_level = val;
  5151. sd->status.base_exp = 0;
  5152. clif_updatestatus(sd, SP_BASELEVEL);
  5153. clif_updatestatus(sd, SP_NEXTBASEEXP);
  5154. clif_updatestatus(sd, SP_STATUSPOINT);
  5155. clif_updatestatus(sd, SP_BASEEXP);
  5156. status_calc_pc(sd, 0);
  5157. pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
  5158. break;
  5159. case SP_JOBLEVEL:
  5160. if (val >= (int)sd->status.job_level) {
  5161. if (val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
  5162. sd->status.skill_point += (val-sd->status.job_level);
  5163. sd->status.job_level = val;
  5164. sd->status.job_exp = 0;
  5165. clif_updatestatus(sd, SP_JOBLEVEL);
  5166. clif_updatestatus(sd, SP_NEXTJOBEXP);
  5167. clif_updatestatus(sd, SP_JOBEXP);
  5168. clif_updatestatus(sd, SP_SKILLPOINT);
  5169. status_calc_pc(sd, 0);
  5170. clif_misceffect(&sd->bl, 1);
  5171. } else {
  5172. sd->status.job_level = val;
  5173. sd->status.job_exp = 0;
  5174. clif_updatestatus(sd, SP_JOBLEVEL);
  5175. clif_updatestatus(sd, SP_NEXTJOBEXP);
  5176. clif_updatestatus(sd, SP_JOBEXP);
  5177. status_calc_pc(sd, 0);
  5178. }
  5179. clif_updatestatus(sd,type);
  5180. break;
  5181. case SP_SKILLPOINT:
  5182. sd->status.skill_point = val;
  5183. break;
  5184. case SP_STATUSPOINT:
  5185. sd->status.status_point = val;
  5186. break;
  5187. case SP_ZENY:
  5188. if(val <= MAX_ZENY) {
  5189. // MAX_ZENY 以下なら代入
  5190. sd->status.zeny = val;
  5191. } else {
  5192. sd->status.zeny = MAX_ZENY;
  5193. /* Could someone explain the comments below? I have no idea what they are trying to do...
  5194. * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
  5195. if(sd->status.zeny > val) {
  5196. // Zeny が減少しているなら代入
  5197. sd->status.zeny = val;
  5198. } else if(sd->status.zeny <= MAX_ZENY) {
  5199. // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
  5200. sd->status.zeny = MAX_ZENY;
  5201. } else {
  5202. // 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
  5203. ;
  5204. }
  5205. */
  5206. }
  5207. break;
  5208. case SP_BASEEXP:
  5209. if(pc_nextbaseexp(sd) > 0) {
  5210. sd->status.base_exp = val;
  5211. if(sd->status.base_exp < 0)
  5212. sd->status.base_exp=0;
  5213. pc_checkbaselevelup(sd);
  5214. }
  5215. break;
  5216. case SP_JOBEXP:
  5217. if(pc_nextjobexp(sd) > 0) {
  5218. sd->status.job_exp = val;
  5219. if(sd->status.job_exp < 0)
  5220. sd->status.job_exp=0;
  5221. pc_checkjoblevelup(sd);
  5222. }
  5223. break;
  5224. case SP_SEX:
  5225. sd->sex = val;
  5226. break;
  5227. case SP_WEIGHT:
  5228. sd->weight = val;
  5229. break;
  5230. case SP_MAXWEIGHT:
  5231. sd->max_weight = val;
  5232. break;
  5233. case SP_HP:
  5234. sd->status.hp = val;
  5235. break;
  5236. case SP_MAXHP:
  5237. sd->status.max_hp = val;
  5238. break;
  5239. case SP_SP:
  5240. sd->status.sp = val;
  5241. break;
  5242. case SP_MAXSP:
  5243. sd->status.max_sp = val;
  5244. break;
  5245. case SP_STR:
  5246. sd->status.str = val;
  5247. break;
  5248. case SP_AGI:
  5249. sd->status.agi = val;
  5250. break;
  5251. case SP_VIT:
  5252. sd->status.vit = val;
  5253. break;
  5254. case SP_INT:
  5255. sd->status.int_ = val;
  5256. break;
  5257. case SP_DEX:
  5258. sd->status.dex = val;
  5259. break;
  5260. case SP_LUK:
  5261. sd->status.luk = val;
  5262. break;
  5263. case SP_KARMA:
  5264. sd->status.karma = val;
  5265. break;
  5266. case SP_MANNER:
  5267. sd->status.manner = val;
  5268. break;
  5269. case SP_FAME:
  5270. sd->status.fame = val;
  5271. break;
  5272. }
  5273. clif_updatestatus(sd,type);
  5274. return 0;
  5275. }
  5276. /*==========================================
  5277. * HP/SP回復
  5278. *------------------------------------------
  5279. */
  5280. int pc_heal(struct map_session_data *sd,int hp,int sp)
  5281. {
  5282. // if(battle_config.battle_log)
  5283. // printf("heal %d %d\n",hp,sp);
  5284. nullpo_retr(0, sd);
  5285. if(pc_checkoverhp(sd)) {
  5286. if(hp > 0)
  5287. hp = 0;
  5288. }
  5289. if(pc_checkoversp(sd)) {
  5290. if(sp > 0)
  5291. sp = 0;
  5292. }
  5293. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい
  5294. return 0;
  5295. if(hp+sd->status.hp>sd->status.max_hp)
  5296. hp=sd->status.max_hp-sd->status.hp;
  5297. if(sp+sd->status.sp>sd->status.max_sp)
  5298. sp=sd->status.max_sp-sd->status.sp;
  5299. sd->status.hp+=hp;
  5300. if(sd->status.hp <= 0) {
  5301. sd->status.hp = 0;
  5302. pc_damage(NULL,sd,1);
  5303. hp = 0;
  5304. }
  5305. sd->status.sp+=sp;
  5306. if(sd->status.sp <= 0)
  5307. sd->status.sp = 0;
  5308. if(hp)
  5309. clif_updatestatus(sd,SP_HP);
  5310. if(sp)
  5311. clif_updatestatus(sd,SP_SP);
  5312. if(sd->status.hp>=sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
  5313. (sd->sc.data[SC_PROVOKE].timer!=-1 && sd->sc.data[SC_PROVOKE].val2==1 ))
  5314. status_change_end(&sd->bl,SC_PROVOKE,-1); //End auto berserk.
  5315. return hp + sp;
  5316. }
  5317. /*==========================================
  5318. * HP/SP回復
  5319. *------------------------------------------
  5320. */
  5321. int pc_itemheal(struct map_session_data *sd,int hp,int sp)
  5322. {
  5323. int bonus, type;
  5324. // if(battle_config.battle_log)
  5325. // printf("heal %d %d\n",hp,sp);
  5326. nullpo_retr(0, sd);
  5327. if(sd->sc.count && sd->sc.data[SC_GOSPEL].timer!=-1) //バ?サ?ク中は回復させないらしい
  5328. return 0;
  5329. if(pc_checkoverhp(sd)) {
  5330. if(hp > 0)
  5331. hp = 0;
  5332. }
  5333. if(pc_checkoversp(sd)) {
  5334. if(sp > 0)
  5335. sp = 0;
  5336. }
  5337. if(hp > 0) {
  5338. bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10
  5339. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5340. // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
  5341. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  5342. if ((type = itemdb_group(sd->itemid)) > 0 && type <= 7)
  5343. bonus = bonus * (100+sd->itemhealrate[type - 1]) / 100;
  5344. if(bonus != 100)
  5345. hp = hp * bonus / 100;
  5346. }
  5347. if(sp > 0) {
  5348. bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10
  5349. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5350. bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
  5351. if(bonus != 100)
  5352. sp = sp * bonus / 100;
  5353. }
  5354. if(hp+sd->status.hp>sd->status.max_hp)
  5355. hp=sd->status.max_hp-sd->status.hp;
  5356. if(sp+sd->status.sp>sd->status.max_sp)
  5357. sp=sd->status.max_sp-sd->status.sp;
  5358. sd->status.hp+=hp;
  5359. if(sd->status.hp <= 0) {
  5360. sd->status.hp = 0;
  5361. pc_damage(NULL,sd,1);
  5362. hp = 0;
  5363. }
  5364. sd->status.sp+=sp;
  5365. if(sd->status.sp <= 0)
  5366. sd->status.sp = 0;
  5367. if(hp)
  5368. clif_updatestatus(sd,SP_HP);
  5369. if(sp)
  5370. clif_updatestatus(sd,SP_SP);
  5371. return 0;
  5372. }
  5373. /*==========================================
  5374. * HP/SP回復
  5375. *------------------------------------------
  5376. */
  5377. int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  5378. {
  5379. nullpo_retr(0, sd);
  5380. if(pc_checkoverhp(sd)) {
  5381. if(hp > 0)
  5382. hp = 0;
  5383. }
  5384. if(pc_checkoversp(sd)) {
  5385. if(sp > 0)
  5386. sp = 0;
  5387. }
  5388. if(hp) {
  5389. if(hp >= 100) {
  5390. sd->status.hp = sd->status.max_hp;
  5391. }
  5392. else if(hp <= -100) {
  5393. sd->status.hp = 0;
  5394. pc_damage(NULL,sd,1);
  5395. }
  5396. else {
  5397. sd->status.hp += sd->status.max_hp*hp/100;
  5398. if(sd->status.hp > sd->status.max_hp)
  5399. sd->status.hp = sd->status.max_hp;
  5400. if(sd->status.hp <= 0) {
  5401. sd->status.hp = 0;
  5402. pc_damage(NULL,sd,1);
  5403. hp = 0;
  5404. }
  5405. }
  5406. }
  5407. if(sp) {
  5408. if(sp >= 100) {
  5409. sd->status.sp = sd->status.max_sp;
  5410. }
  5411. else if(sp <= -100) {
  5412. sd->status.sp = 0;
  5413. }
  5414. else {
  5415. sd->status.sp += sd->status.max_sp*sp/100;
  5416. if(sd->status.sp > sd->status.max_sp)
  5417. sd->status.sp = sd->status.max_sp;
  5418. if(sd->status.sp < 0)
  5419. sd->status.sp = 0;
  5420. }
  5421. }
  5422. if(hp)
  5423. clif_updatestatus(sd,SP_HP);
  5424. if(sp)
  5425. clif_updatestatus(sd,SP_SP);
  5426. return 0;
  5427. }
  5428. /*==========================================
  5429. * 職?更
  5430. * 引? job 職業 0~23
  5431. * upper 通常 0, ?生 1, 養子 2, そのまま -1
  5432. * Rewrote to make it tidider [Celest]
  5433. *------------------------------------------
  5434. */
  5435. int pc_jobchange(struct map_session_data *sd,int job, int upper)
  5436. {
  5437. int i;
  5438. int b_class = 0;
  5439. //?生や養子の場合の元の職業を算出する
  5440. struct pc_base_job s_class = pc_calc_base_job(sd->status.class_);
  5441. nullpo_retr(0, sd);
  5442. if (job < 0)
  5443. return 1;
  5444. if (upper < 0 || upper > 2) //現在?生かどうかを判?する
  5445. upper = s_class.upper;
  5446. b_class = job; //通常職ならjobそのまんま
  5447. if (job < JOB_SUPER_NOVICE) {
  5448. if (upper == 1)
  5449. b_class += JOB_NOVICE_HIGH;
  5450. else if (upper == 2) //養子に結婚はないけどどうせ次で蹴られるからいいや
  5451. b_class += JOB_BABY;
  5452. } else if (job == JOB_SUPER_NOVICE) {
  5453. if (upper == 1) //?生にスパノビは存在しないのでお?り
  5454. return 1;
  5455. else if (upper == 2)
  5456. b_class = JOB_SUPER_BABY;
  5457. } else if (job < JOB_SUPER_BABY-JOB_NOVICE_HIGH+JOB_SUPER_NOVICE+2) {
  5458. // Min is SuperNovice +1 -> Becomes Novice High [Skotlex]
  5459. // Max is SuperBaby-NoviceHigh+1 -> Becomes Super Baby
  5460. b_class += JOB_NOVICE_HIGH - JOB_SUPER_NOVICE -1;
  5461. } else if (job >= JOB_TAEKWON && job <= JOB_SOUL_LINKER) {
  5462. if (upper > 0)
  5463. return 1;
  5464. } else if (job < JOB_NOVICE_HIGH || job > JOB_SOUL_LINKER) //Invalid value
  5465. return 1;
  5466. job = pc_calc_base_job2 (b_class); // check base class [celest]
  5467. if((sd->status.sex == 0 && job == JOB_BARD) || (sd->status.sex == 1 && job == JOB_DANCER))
  5468. return 1;
  5469. // check if we are changing from 1st to 2nd job
  5470. if ((job >= JOB_KNIGHT && job <= JOB_CRUSADER2) || (job >= JOB_STAR_GLADIATOR && job <= JOB_SOUL_LINKER)) {
  5471. if ((s_class.job > JOB_NOVICE && s_class.job < JOB_KNIGHT) || s_class.job == JOB_TAEKWON)
  5472. sd->change_level = sd->status.job_level;
  5473. else
  5474. sd->change_level = 40;
  5475. }
  5476. else
  5477. sd->change_level = 0;
  5478. pc_setglobalreg (sd, "jobchange_level", sd->change_level);
  5479. sd->status.class_ = sd->view_class = b_class;
  5480. sd->class_ = pc_jobid2mapid(sd->status.class_);
  5481. sd->status.job_level=1;
  5482. sd->status.job_exp=0;
  5483. clif_updatestatus(sd,SP_JOBLEVEL);
  5484. clif_updatestatus(sd,SP_JOBEXP);
  5485. clif_updatestatus(sd,SP_NEXTJOBEXP);
  5486. for(i=0;i<11;i++) {
  5487. if(sd->equip_index[i] >= 0)
  5488. if(!pc_isequip(sd,sd->equip_index[i]))
  5489. pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
  5490. }
  5491. clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
  5492. if(battle_config.save_clothcolor &&
  5493. sd->status.clothes_color > 0 &&
  5494. ((sd->view_class != JOB_WEDDING && sd->view_class !=JOB_XMAS) || (sd->view_class==JOB_WEDDING && !battle_config.wedding_ignorepalette) ||
  5495. (sd->view_class==JOB_XMAS && !battle_config.xmas_ignorepalette)))
  5496. clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
  5497. if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
  5498. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  5499. if(pc_isriding(sd)) { // remove peco status if changing into invalid class [Valaris]
  5500. if(!(pc_checkskill(sd,KN_RIDING)))
  5501. pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
  5502. else
  5503. pc_setriding(sd);
  5504. }
  5505. status_calc_pc(sd,0);
  5506. pc_checkallowskill(sd);
  5507. pc_equiplookall(sd);
  5508. clif_equiplist(sd);
  5509. chrif_save(sd,0); //Why are we saving it?
  5510. chrif_reqfamelist();
  5511. return 0;
  5512. }
  5513. /*==========================================
  5514. * 見た目?更
  5515. *------------------------------------------
  5516. */
  5517. int pc_equiplookall(struct map_session_data *sd)
  5518. {
  5519. nullpo_retr(0, sd);
  5520. #if PACKETVER < 4
  5521. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  5522. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  5523. #else
  5524. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  5525. clif_changelook(&sd->bl,LOOK_SHOES,0);
  5526. #endif
  5527. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  5528. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  5529. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  5530. return 0;
  5531. }
  5532. /*==========================================
  5533. * 見た目?更
  5534. *------------------------------------------
  5535. */
  5536. int pc_changelook(struct map_session_data *sd,int type,int val)
  5537. {
  5538. nullpo_retr(0, sd);
  5539. switch(type){
  5540. case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
  5541. if (val < battle_config.min_hair_style)
  5542. val = battle_config.min_hair_style;
  5543. else if (val > battle_config.max_hair_style)
  5544. val = battle_config.max_hair_style;
  5545. if (sd->status.hair != val)
  5546. {
  5547. sd->status.hair=val;
  5548. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  5549. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  5550. GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
  5551. }
  5552. break;
  5553. case LOOK_WEAPON:
  5554. sd->status.weapon=val;
  5555. break;
  5556. case LOOK_HEAD_BOTTOM:
  5557. sd->status.head_bottom=val;
  5558. break;
  5559. case LOOK_HEAD_TOP:
  5560. sd->status.head_top=val;
  5561. break;
  5562. case LOOK_HEAD_MID:
  5563. sd->status.head_mid=val;
  5564. break;
  5565. case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
  5566. if (val < battle_config.min_hair_color)
  5567. val = battle_config.min_hair_color;
  5568. else if (val > battle_config.max_hair_color)
  5569. val = battle_config.max_hair_color;
  5570. if (sd->status.hair_color != val)
  5571. {
  5572. sd->status.hair_color=val;
  5573. if (sd->status.guild_id) //Update Guild Window. [Skotlex]
  5574. intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
  5575. GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
  5576. }
  5577. break;
  5578. case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
  5579. if (val < battle_config.min_cloth_color)
  5580. val = battle_config.min_cloth_color;
  5581. else if (val > battle_config.max_cloth_color)
  5582. val = battle_config.max_cloth_color;
  5583. sd->status.clothes_color=val;
  5584. break;
  5585. case LOOK_SHIELD:
  5586. sd->status.shield=val;
  5587. break;
  5588. case LOOK_SHOES:
  5589. break;
  5590. }
  5591. if((type==LOOK_CLOTHES_COLOR) && ((sd->view_class==JOB_WEDDING && battle_config.wedding_ignorepalette) ||
  5592. (sd->view_class==JOB_XMAS && battle_config.xmas_ignorepalette)))
  5593. return 0;
  5594. clif_changelook(&sd->bl,type,val);
  5595. return 0;
  5596. }
  5597. /*==========================================
  5598. * 付?品(鷹,ペコ,カ?ト)設定
  5599. *------------------------------------------
  5600. */
  5601. int pc_setoption(struct map_session_data *sd,int type)
  5602. {
  5603. nullpo_retr(0, sd);
  5604. if (type&OPTION_RIDING && !(sd->sc.option&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  5605. { //We are going to mount. [Skotlex]
  5606. switch (sd->status.class_)
  5607. {
  5608. case JOB_KNIGHT:
  5609. sd->status.class_ = sd->view_class = JOB_KNIGHT2;
  5610. break;
  5611. case JOB_CRUSADER:
  5612. sd->status.class_ = sd->view_class = JOB_CRUSADER2;
  5613. break;
  5614. case JOB_LORD_KNIGHT:
  5615. sd->status.class_ = sd->view_class = JOB_LORD_KNIGHT2;
  5616. break;
  5617. case JOB_PALADIN:
  5618. sd->status.class_ = sd->view_class = JOB_PALADIN2;
  5619. break;
  5620. case JOB_BABY_KNIGHT:
  5621. sd->status.class_ = sd->view_class = JOB_BABY_KNIGHT2;
  5622. break;
  5623. case JOB_BABY_CRUSADER:
  5624. sd->status.class_ = sd->view_class = JOB_BABY_CRUSADER2;
  5625. break;
  5626. }
  5627. clif_status_load(&sd->bl,SI_RIDING,1);
  5628. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  5629. }
  5630. else if (!(type&OPTION_RIDING) && sd->sc.option&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
  5631. { //We are going to dismount.
  5632. switch (sd->status.class_)
  5633. {
  5634. case JOB_KNIGHT2:
  5635. sd->status.class_ = sd->view_class = JOB_KNIGHT;
  5636. break;
  5637. case JOB_CRUSADER2:
  5638. sd->status.class_ = sd->view_class = JOB_CRUSADER;
  5639. break;
  5640. case JOB_LORD_KNIGHT2:
  5641. sd->status.class_ = sd->view_class = JOB_LORD_KNIGHT;
  5642. break;
  5643. case JOB_PALADIN2:
  5644. sd->status.class_ = sd->view_class = JOB_PALADIN;
  5645. break;
  5646. case JOB_BABY_KNIGHT2:
  5647. sd->status.class_ = sd->view_class = JOB_BABY_KNIGHT;
  5648. break;
  5649. case JOB_BABY_CRUSADER2:
  5650. sd->status.class_ = sd->view_class = JOB_BABY_CRUSADER;
  5651. break;
  5652. }
  5653. clif_status_load(&sd->bl,SI_RIDING,0);
  5654. status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
  5655. }
  5656. if (type&OPTION_FALCON && !(sd->sc.option&OPTION_FALCON)) //Falcon ON
  5657. clif_status_load(&sd->bl,SI_FALCON,1);
  5658. else if (!(type&OPTION_FALCON) && sd->sc.option&OPTION_FALCON) //Falcon OFF
  5659. clif_status_load(&sd->bl,SI_FALCON,0);
  5660. //SG flying [Komurka]
  5661. if (type&OPTION_FLYING && !(sd->sc.option&OPTION_FLYING)) //Flying ON
  5662. {
  5663. if (sd->status.class_==JOB_STAR_GLADIATOR) sd->status.class_ = sd->view_class = JOB_STAR_GLADIATOR2;
  5664. }
  5665. else if (!(type&OPTION_FLYING) && sd->sc.option&OPTION_FLYING) //Flying OFF
  5666. {
  5667. if (sd->status.class_==JOB_STAR_GLADIATOR2) sd->status.class_ = sd->view_class = JOB_STAR_GLADIATOR;
  5668. }
  5669. sd->sc.option=type;
  5670. clif_changeoption(&sd->bl);
  5671. status_calc_pc(sd,0);
  5672. return 0;
  5673. }
  5674. /*==========================================
  5675. * カ?ト設定
  5676. *------------------------------------------
  5677. */
  5678. int pc_setcart(struct map_session_data *sd,int type)
  5679. {
  5680. int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400};
  5681. int option, i;
  5682. nullpo_retr(0, sd);
  5683. if (type < 0 || type > 5)
  5684. return 0; //Never trust the values sent by the client! [Skotlex]
  5685. option = sd->sc.option;
  5686. for (i = 0; i < 6; i++)
  5687. { //This should preserve the current option, only modifying the cart bit.
  5688. if (i == type)
  5689. option |= cart[i];
  5690. else
  5691. option &= ~cart[i];
  5692. }
  5693. if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
  5694. if(!pc_iscarton(sd)){ // カ?トを付けていない
  5695. pc_setoption(sd,option);
  5696. clif_cart_itemlist(sd);
  5697. clif_cart_equiplist(sd);
  5698. clif_updatestatus(sd,SP_CARTINFO);
  5699. clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
  5700. }
  5701. else{
  5702. pc_setoption(sd,option);
  5703. }
  5704. }
  5705. return 0;
  5706. }
  5707. /*==========================================
  5708. * 鷹設定
  5709. *------------------------------------------
  5710. */
  5711. int pc_setfalcon(struct map_session_data *sd)
  5712. {
  5713. if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
  5714. pc_setoption(sd,sd->sc.option|0x0010);
  5715. }
  5716. return 0;
  5717. }
  5718. /*==========================================
  5719. * ペコペコ設定
  5720. *------------------------------------------
  5721. */
  5722. int pc_setriding(struct map_session_data *sd)
  5723. {
  5724. if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
  5725. pc_setoption(sd,sd->sc.option|OPTION_RIDING);
  5726. }
  5727. return 0;
  5728. }
  5729. /*==========================================
  5730. * アイテムドロップ可不可判定
  5731. *------------------------------------------
  5732. */
  5733. int pc_candrop(struct map_session_data *sd,int item_id)
  5734. {
  5735. int level = pc_isGM(sd);
  5736. if ( pc_can_give_items(level) ) //check if this GM level can drop items
  5737. return 0;
  5738. return (itemdb_isdropable(item_id, level));
  5739. }
  5740. /*==========================================
  5741. * script用??の値を?む
  5742. *------------------------------------------
  5743. */
  5744. int pc_readreg(struct map_session_data *sd,int reg)
  5745. {
  5746. int i;
  5747. nullpo_retr(0, sd);
  5748. for(i=0;i<sd->reg_num;i++)
  5749. if(sd->reg[i].index==reg)
  5750. return sd->reg[i].data;
  5751. return 0;
  5752. }
  5753. /*==========================================
  5754. * script用??の値を設定
  5755. *------------------------------------------
  5756. */
  5757. int pc_setreg(struct map_session_data *sd,int reg,int val)
  5758. {
  5759. int i;
  5760. nullpo_retr(0, sd);
  5761. for (i = 0; i < sd->reg_num; i++) {
  5762. if (sd->reg[i].index == reg){
  5763. sd->reg[i].data = val;
  5764. return 0;
  5765. }
  5766. }
  5767. sd->reg_num++;
  5768. sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
  5769. memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
  5770. sd->reg[i].index = reg;
  5771. sd->reg[i].data = val;
  5772. return 0;
  5773. }
  5774. /*==========================================
  5775. * script用文字列??の値を?む
  5776. *------------------------------------------
  5777. */
  5778. char *pc_readregstr(struct map_session_data *sd,int reg)
  5779. {
  5780. int i;
  5781. nullpo_retr(0, sd);
  5782. for(i=0;i<sd->regstr_num;i++)
  5783. if(sd->regstr[i].index==reg)
  5784. return sd->regstr[i].data;
  5785. return NULL;
  5786. }
  5787. /*==========================================
  5788. * script用文字列??の値を設定
  5789. *------------------------------------------
  5790. */
  5791. int pc_setregstr(struct map_session_data *sd,int reg,char *str)
  5792. {
  5793. int i;
  5794. nullpo_retr(0, sd);
  5795. if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
  5796. ShowWarning("pc_setregstr: string too long !\n");
  5797. return 0;
  5798. }
  5799. for(i=0;i<sd->regstr_num;i++)
  5800. if(sd->regstr[i].index==reg){
  5801. strcpy(sd->regstr[i].data,str);
  5802. return 0;
  5803. }
  5804. sd->regstr_num++;
  5805. sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
  5806. if(sd->regstr==NULL){
  5807. ShowFatalError("out of memory : pc_setreg\n");
  5808. exit(1);
  5809. }
  5810. memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
  5811. sd->regstr[i].index = reg;
  5812. strcpy(sd->regstr[i].data, str);
  5813. return 0;
  5814. }
  5815. int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
  5816. struct global_reg *sd_reg;
  5817. int i,max;
  5818. nullpo_retr(0, sd);
  5819. switch (type) {
  5820. case 3: //Char reg
  5821. sd_reg = sd->save_reg.global;
  5822. max = sd->save_reg.global_num;
  5823. break;
  5824. case 2: //Account reg
  5825. sd_reg = sd->save_reg.account;
  5826. max = sd->save_reg.account_num;
  5827. break;
  5828. case 1: //Account2 reg
  5829. sd_reg = sd->save_reg.account2;
  5830. max = sd->save_reg.account2_num;
  5831. break;
  5832. default:
  5833. return 0;
  5834. }
  5835. if (max == -1) {
  5836. if (battle_config.error_log)
  5837. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5838. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5839. intif_request_registry(sd,type==3?4:type);
  5840. return 0;
  5841. }
  5842. for(i=0;i<max;i++){
  5843. if(strcmp(sd_reg[i].str,reg)==0)
  5844. return atoi(sd_reg[i].value);
  5845. }
  5846. return 0;
  5847. }
  5848. char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
  5849. struct global_reg *sd_reg;
  5850. int i,max;
  5851. nullpo_retr(0, sd);
  5852. switch (type) {
  5853. case 3: //Char reg
  5854. sd_reg = sd->save_reg.global;
  5855. max = sd->save_reg.global_num;
  5856. break;
  5857. case 2: //Account reg
  5858. sd_reg = sd->save_reg.account;
  5859. max = sd->save_reg.account_num;
  5860. break;
  5861. case 1: //Account2 reg
  5862. sd_reg = sd->save_reg.account2;
  5863. max = sd->save_reg.account2_num;
  5864. break;
  5865. default:
  5866. return NULL;
  5867. }
  5868. if (max == -1) {
  5869. if (battle_config.error_log)
  5870. ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
  5871. //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
  5872. intif_request_registry(sd,type==3?4:type);
  5873. return NULL;
  5874. }
  5875. for(i=0;i<max;i++){
  5876. if(strcmp(sd_reg[i].str,reg)==0)
  5877. return sd_reg[i].value;
  5878. }
  5879. return NULL;
  5880. }
  5881. int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
  5882. struct global_reg *sd_reg;
  5883. int i,*max, regmax;
  5884. nullpo_retr(0, sd);
  5885. if (type == 3) { //Some special character reg values...
  5886. if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
  5887. sd->die_counter = val;
  5888. // status_calc_pc(sd,0); //I doubt this is needed....
  5889. } else if(strcmp(reg,script_config.die_event_name) == 0){
  5890. sd->state.event_death = val;
  5891. } else if(strcmp(reg,script_config.kill_event_name) == 0){
  5892. sd->state.event_kill = val;
  5893. } else if(strcmp(reg,script_config.logout_event_name) == 0){
  5894. sd->state.event_disconnect = val;
  5895. }
  5896. }
  5897. switch (type) {
  5898. case 3: //Char reg
  5899. sd_reg = sd->save_reg.global;
  5900. max = &sd->save_reg.global_num;
  5901. regmax = GLOBAL_REG_NUM;
  5902. break;
  5903. case 2: //Account reg
  5904. sd_reg = sd->save_reg.account;
  5905. max = &sd->save_reg.account_num;
  5906. regmax = ACCOUNT_REG_NUM;
  5907. break;
  5908. case 1: //Account2 reg
  5909. sd_reg = sd->save_reg.account2;
  5910. max = &sd->save_reg.account2_num;
  5911. regmax = ACCOUNT_REG2_NUM;
  5912. break;
  5913. default:
  5914. return 0;
  5915. }
  5916. if (*max == -1) {
  5917. if(battle_config.error_log)
  5918. ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5919. return 1;
  5920. }
  5921. // delete reg
  5922. if (val == 0) {
  5923. for(i = 0; i < *max; i++) {
  5924. if (strcmp(sd_reg[i].str, reg) == 0) {
  5925. if (i != *max - 1)
  5926. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5927. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5928. (*max)--;
  5929. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5930. break;
  5931. }
  5932. }
  5933. return 0;
  5934. }
  5935. // change value if found
  5936. for(i = 0; i < *max; i++) {
  5937. if (strcmp(sd_reg[i].str, reg) == 0) {
  5938. sprintf(sd_reg[i].value, "%d", val);
  5939. sd->state.reg_dirty |= 1<<(type-1);
  5940. return 0;
  5941. }
  5942. }
  5943. // add value if not found
  5944. if (i < regmax) {
  5945. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  5946. strncpy(sd_reg[i].str, reg, 32);
  5947. sprintf(sd_reg[i].value, "%d", val);
  5948. (*max)++;
  5949. sd->state.reg_dirty |= 1<<(type-1);
  5950. return 0;
  5951. }
  5952. if(battle_config.error_log)
  5953. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  5954. return 1;
  5955. }
  5956. int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
  5957. struct global_reg *sd_reg;
  5958. int i,*max, regmax;
  5959. nullpo_retr(0, sd);
  5960. if (reg[strlen(reg)-1] != '$') {
  5961. if(battle_config.error_log)
  5962. ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
  5963. return 1;
  5964. }
  5965. switch (type) {
  5966. case 3: //Char reg
  5967. sd_reg = sd->save_reg.global;
  5968. max = &sd->save_reg.global_num;
  5969. regmax = GLOBAL_REG_NUM;
  5970. break;
  5971. case 2: //Account reg
  5972. sd_reg = sd->save_reg.account;
  5973. max = &sd->save_reg.account_num;
  5974. regmax = ACCOUNT_REG_NUM;
  5975. break;
  5976. case 1: //Account2 reg
  5977. sd_reg = sd->save_reg.account2;
  5978. max = &sd->save_reg.account2_num;
  5979. regmax = ACCOUNT_REG2_NUM;
  5980. break;
  5981. default:
  5982. return 0;
  5983. }
  5984. if (*max == -1) {
  5985. if(battle_config.error_log)
  5986. ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
  5987. return 1;
  5988. }
  5989. // delete reg
  5990. if (strcmp(val,"")==0) {
  5991. for(i = 0; i < *max; i++) {
  5992. if (strcmp(sd_reg[i].str, reg) == 0) {
  5993. if (i != *max - 1)
  5994. memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
  5995. memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
  5996. (*max)--;
  5997. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  5998. if (type!=3) intif_saveregistry(sd,type);
  5999. break;
  6000. }
  6001. }
  6002. return 0;
  6003. }
  6004. // change value if found
  6005. for(i = 0; i < *max; i++) {
  6006. if (strcmp(sd_reg[i].str, reg) == 0) {
  6007. strncpy(sd_reg[i].value, val, 256);
  6008. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  6009. if (type!=3) intif_saveregistry(sd,type);
  6010. return 0;
  6011. }
  6012. }
  6013. // add value if not found
  6014. if (i < regmax) {
  6015. memset(&sd_reg[i], 0, sizeof(struct global_reg));
  6016. strncpy(sd_reg[i].str, reg, 32);
  6017. strncpy(sd_reg[i].value, val, 256);
  6018. (*max)++;
  6019. sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
  6020. if (type!=3) intif_saveregistry(sd,type);
  6021. return 0;
  6022. }
  6023. if(battle_config.error_log)
  6024. ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
  6025. return 1;
  6026. }
  6027. /*==========================================
  6028. * イベントタイマ??理
  6029. *------------------------------------------
  6030. */
  6031. int pc_eventtimer(int tid,unsigned int tick,int id,int data)
  6032. {
  6033. struct map_session_data *sd=map_id2sd(id);
  6034. char *p = (char *)data;
  6035. int i;
  6036. if(sd==NULL)
  6037. return 0;
  6038. for(i=0;i < MAX_EVENTTIMER;i++){
  6039. if( sd->eventtimer[i]==tid ){
  6040. sd->eventtimer[i]=-1;
  6041. npc_event(sd,p,0);
  6042. break;
  6043. }
  6044. }
  6045. if (p) aFree(p);
  6046. if(i==MAX_EVENTTIMER) {
  6047. if(battle_config.error_log)
  6048. ShowError("pc_eventtimer: no such event timer\n");
  6049. }
  6050. return 0;
  6051. }
  6052. /*==========================================
  6053. * イベントタイマ?追加
  6054. *------------------------------------------
  6055. */
  6056. int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
  6057. {
  6058. int i;
  6059. nullpo_retr(0, sd);
  6060. for(i=0;i<MAX_EVENTTIMER;i++)
  6061. if( sd->eventtimer[i]==-1 )
  6062. break;
  6063. if(i<MAX_EVENTTIMER){
  6064. char *evname = aStrdup(name);
  6065. //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
  6066. //memcpy(evname,name,(strlen(name)+1));
  6067. sd->eventtimer[i]=add_timer(gettick()+tick,
  6068. pc_eventtimer,sd->bl.id,(int)evname);
  6069. sd->eventcount++;
  6070. }
  6071. return 0;
  6072. }
  6073. /*==========================================
  6074. * イベントタイマ?削除
  6075. *------------------------------------------
  6076. */
  6077. int pc_deleventtimer(struct map_session_data *sd,const char *name)
  6078. {
  6079. int i;
  6080. nullpo_retr(0, sd);
  6081. if (sd->eventcount <= 0)
  6082. return 0;
  6083. for(i=0;i<MAX_EVENTTIMER;i++)
  6084. if( sd->eventtimer[i]!=-1 ) {
  6085. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  6086. if(p && strcmp(p, name)==0) {
  6087. delete_timer(sd->eventtimer[i],pc_eventtimer);
  6088. sd->eventtimer[i]=-1;
  6089. sd->eventcount--;
  6090. aFree(p);
  6091. break;
  6092. }
  6093. }
  6094. return 0;
  6095. }
  6096. /*==========================================
  6097. * イベントタイマ?カウント値追加
  6098. *------------------------------------------
  6099. */
  6100. int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
  6101. {
  6102. int i;
  6103. nullpo_retr(0, sd);
  6104. for(i=0;i<MAX_EVENTTIMER;i++)
  6105. if( sd->eventtimer[i]!=-1 && strcmp(
  6106. (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
  6107. addtick_timer(sd->eventtimer[i],tick);
  6108. break;
  6109. }
  6110. return 0;
  6111. }
  6112. /*==========================================
  6113. * イベントタイマ?全削除
  6114. *------------------------------------------
  6115. */
  6116. int pc_cleareventtimer(struct map_session_data *sd)
  6117. {
  6118. int i;
  6119. nullpo_retr(0, sd);
  6120. if (sd->eventcount <= 0)
  6121. return 0;
  6122. for(i=0;i<MAX_EVENTTIMER;i++)
  6123. if( sd->eventtimer[i]!=-1 ){
  6124. char *p = (char *)(get_timer(sd->eventtimer[i])->data);
  6125. delete_timer(sd->eventtimer[i],pc_eventtimer);
  6126. sd->eventtimer[i]=-1;
  6127. if (p) aFree(p);
  6128. }
  6129. return 0;
  6130. }
  6131. //
  6132. // ? 備物
  6133. //
  6134. /*==========================================
  6135. * アイテムを?備する
  6136. *------------------------------------------
  6137. */
  6138. int pc_equipitem(struct map_session_data *sd,int n,int pos)
  6139. {
  6140. int i,nameid, arrow;
  6141. struct item_data *id;
  6142. //?生や養子の場合の元の職業を算出する
  6143. nullpo_retr(0, sd);
  6144. nameid = sd->status.inventory[n].nameid;
  6145. id = sd->inventory_data[n];
  6146. pos = pc_equippoint(sd,n);
  6147. if(battle_config.battle_log)
  6148. ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
  6149. if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
  6150. clif_equipitemack(sd,n,0,0); // fail
  6151. return 0;
  6152. }
  6153. // -- moonsoul (if player is berserk then cannot equip)
  6154. //
  6155. if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
  6156. clif_equipitemack(sd,n,0,0); // fail
  6157. return 0;
  6158. }
  6159. if(pos==0x88){ // アクセサリ用例外?理
  6160. int epor=0;
  6161. if(sd->equip_index[0] >= 0)
  6162. epor |= sd->status.inventory[sd->equip_index[0]].equip;
  6163. if(sd->equip_index[1] >= 0)
  6164. epor |= sd->status.inventory[sd->equip_index[1]].equip;
  6165. epor &= 0x88;
  6166. pos = epor == 0x08 ? 0x80 : 0x08;
  6167. }
  6168. // 二刀流?理
  6169. if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
  6170. && (id->equip==2) // ? 手武器
  6171. && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
  6172. {
  6173. int tpos=0;
  6174. if(sd->equip_index[8] >= 0)
  6175. tpos |= sd->status.inventory[sd->equip_index[8]].equip;
  6176. if(sd->equip_index[9] >= 0)
  6177. tpos |= sd->status.inventory[sd->equip_index[9]].equip;
  6178. tpos &= 0x02;
  6179. pos = tpos == 0x02 ? 0x20 : 0x02;
  6180. }
  6181. arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
  6182. for(i=0;i<11;i++) {
  6183. if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
  6184. pc_unequipitem(sd,sd->equip_index[i],2);
  6185. }
  6186. }
  6187. // 弓矢?備
  6188. if(pos==0x8000){
  6189. clif_arrowequip(sd,n);
  6190. clif_arrow_fail(sd,3); // 3=矢が?備できました
  6191. }
  6192. else
  6193. clif_equipitemack(sd,n,pos,1);
  6194. for(i=0;i<11;i++) {
  6195. if(pos & equip_pos[i])
  6196. sd->equip_index[i] = n;
  6197. }
  6198. sd->status.inventory[n].equip=pos;
  6199. if(sd->status.inventory[n].equip & 0x0002) {
  6200. if(sd->inventory_data[n])
  6201. sd->weapontype1 = sd->inventory_data[n]->look;
  6202. else
  6203. sd->weapontype1 = 0;
  6204. pc_calcweapontype(sd);
  6205. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  6206. }
  6207. if(sd->status.inventory[n].equip & 0x0020) {
  6208. if(sd->inventory_data[n]) {
  6209. if(sd->inventory_data[n]->type == 4) {
  6210. sd->status.shield = 0;
  6211. if(sd->status.inventory[n].equip == 0x0020)
  6212. sd->weapontype2 = sd->inventory_data[n]->look;
  6213. else
  6214. sd->weapontype2 = 0;
  6215. }
  6216. else if(sd->inventory_data[n]->type == 5) {
  6217. sd->status.shield = sd->inventory_data[n]->look;
  6218. sd->weapontype2 = 0;
  6219. }
  6220. }
  6221. else
  6222. sd->status.shield = sd->weapontype2 = 0;
  6223. pc_calcweapontype(sd);
  6224. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  6225. }
  6226. if(sd->status.inventory[n].equip & 0x0001) {
  6227. if(sd->inventory_data[n])
  6228. sd->status.head_bottom = sd->inventory_data[n]->look;
  6229. else
  6230. sd->status.head_bottom = 0;
  6231. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6232. }
  6233. if(sd->status.inventory[n].equip & 0x0100) {
  6234. if(sd->inventory_data[n])
  6235. sd->status.head_top = sd->inventory_data[n]->look;
  6236. else
  6237. sd->status.head_top = 0;
  6238. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6239. }
  6240. if(sd->status.inventory[n].equip & 0x0200) {
  6241. if(sd->inventory_data[n])
  6242. sd->status.head_mid = sd->inventory_data[n]->look;
  6243. else
  6244. sd->status.head_mid = 0;
  6245. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6246. }
  6247. if(sd->status.inventory[n].equip & 0x0040)
  6248. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6249. pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
  6250. if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
  6251. clif_arrowequip(sd,arrow);
  6252. sd->status.inventory[arrow].equip=32768;
  6253. }
  6254. status_calc_pc(sd,0);
  6255. if(sd->special_state.infinite_endure) {
  6256. if(sd->sc.data[SC_ENDURE].timer == -1)
  6257. status_change_start(&sd->bl,SC_ENDURE,100,10,1,0,0,0,0);
  6258. }
  6259. else {
  6260. if(sd->sc.count && sd->sc.data[SC_ENDURE].timer != -1 && sd->sc.data[SC_ENDURE].val2)
  6261. status_change_end(&sd->bl,SC_ENDURE,-1);
  6262. }
  6263. if(sd->sc.count) {
  6264. if (sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
  6265. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  6266. }
  6267. return 0;
  6268. }
  6269. /*==========================================
  6270. * ? 備した物を外す
  6271. * type:
  6272. * 0 - only unequip
  6273. * 1 - calculate status after unequipping
  6274. * 2 - force unequip
  6275. *------------------------------------------
  6276. */
  6277. int pc_unequipitem(struct map_session_data *sd,int n,int flag)
  6278. {
  6279. short hp = 0, sp = 0;
  6280. nullpo_retr(0, sd);
  6281. // -- moonsoul (if player is berserk then cannot unequip)
  6282. //
  6283. if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
  6284. clif_unequipitemack(sd,n,0,0);
  6285. return 0;
  6286. }
  6287. if(battle_config.battle_log)
  6288. ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
  6289. if(sd->status.inventory[n].equip){
  6290. int i;
  6291. for(i=0;i<11;i++) {
  6292. if(sd->status.inventory[n].equip & equip_pos[i]) {
  6293. sd->equip_index[i] = -1;
  6294. if(sd->unequip_losehp[i] > 0) {
  6295. hp += sd->unequip_losehp[i];
  6296. sd->unequip_losehp[i] = 0;
  6297. }
  6298. if(sd->unequip_losesp[i] > 0) {
  6299. sp += sd->unequip_losesp[i];
  6300. sd->unequip_losesp[i] = 0;
  6301. }
  6302. }
  6303. }
  6304. if(sd->status.inventory[n].equip & 0x0002) {
  6305. sd->weapontype1 = 0;
  6306. sd->status.weapon = sd->weapontype2;
  6307. pc_calcweapontype(sd);
  6308. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  6309. if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
  6310. skill_stop_dancing(&sd->bl);
  6311. }
  6312. if(sd->status.inventory[n].equip & 0x0020) {
  6313. sd->status.shield = sd->weapontype2 = 0;
  6314. pc_calcweapontype(sd);
  6315. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  6316. }
  6317. if(sd->status.inventory[n].equip & 0x0001) {
  6318. sd->status.head_bottom = 0;
  6319. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  6320. }
  6321. if(sd->status.inventory[n].equip & 0x0100) {
  6322. sd->status.head_top = 0;
  6323. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  6324. }
  6325. if(sd->status.inventory[n].equip & 0x0200) {
  6326. sd->status.head_mid = 0;
  6327. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  6328. }
  6329. if(sd->status.inventory[n].equip & 0x0040)
  6330. clif_changelook(&sd->bl,LOOK_SHOES,0);
  6331. clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
  6332. sd->status.inventory[n].equip=0;
  6333. if(flag&1)
  6334. pc_checkallowskill(sd);
  6335. if(sd->weapontype1 == 0 && sd->weapontype2 == 0)
  6336. skill_enchant_elemental_end(&sd->bl,-1); //武器持ち誓えは無?件で?性付?解除
  6337. } else {
  6338. clif_unequipitemack(sd,n,0,0);
  6339. }
  6340. if(flag&1) {
  6341. status_calc_pc(sd,0);
  6342. if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
  6343. status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
  6344. }
  6345. if (hp > 0 || sp > 0) {
  6346. if (hp > sd->status.hp)
  6347. hp = sd->status.hp;
  6348. if (sp > sd->status.sp)
  6349. sp = sd->status.sp;
  6350. pc_heal(sd,-hp,-sp);
  6351. }
  6352. return 0;
  6353. }
  6354. /*==========================================
  6355. * アイテムのindex番?を詰めたり
  6356. * ? 備品の?備可能チェックを行なう
  6357. *------------------------------------------
  6358. */
  6359. int pc_checkitem(struct map_session_data *sd)
  6360. {
  6361. int i,j,k,id,calc_flag = 0;
  6362. struct item_data *it=NULL;
  6363. nullpo_retr(0, sd);
  6364. if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
  6365. return 0;
  6366. // 所持品空き詰め
  6367. for(i=j=0;i<MAX_INVENTORY;i++){
  6368. if( (id=sd->status.inventory[i].nameid)==0)
  6369. continue;
  6370. if( battle_config.item_check && !itemdb_available(id) ){
  6371. if(battle_config.error_log)
  6372. ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
  6373. pc_delitem(sd,i,sd->status.inventory[i].amount,3);
  6374. continue;
  6375. }
  6376. if(i>j){
  6377. memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
  6378. sd->inventory_data[j] = sd->inventory_data[i];
  6379. }
  6380. j++;
  6381. }
  6382. if(j < MAX_INVENTORY)
  6383. memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
  6384. for(k=j;k<MAX_INVENTORY;k++)
  6385. sd->inventory_data[k] = NULL;
  6386. // カ?ト?空き詰め
  6387. for(i=j=0;i<MAX_CART;i++){
  6388. if( (id=sd->status.cart[i].nameid)==0 )
  6389. continue;
  6390. if( battle_config.item_check && !itemdb_available(id) ){
  6391. if(battle_config.error_log)
  6392. ShowWarning("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
  6393. pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
  6394. continue;
  6395. }
  6396. if(i>j){
  6397. memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
  6398. }
  6399. j++;
  6400. }
  6401. if(j < MAX_CART)
  6402. memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
  6403. // ? 備位置チェック
  6404. for(i=0;i<MAX_INVENTORY;i++){
  6405. it=sd->inventory_data[i];
  6406. if(sd->status.inventory[i].nameid==0)
  6407. continue;
  6408. if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
  6409. sd->status.inventory[i].equip=0;
  6410. calc_flag = 1;
  6411. }
  6412. //?備制限チェック
  6413. if(sd->status.inventory[i].equip && (map[sd->bl.m].flag.pvp||map[sd->bl.m].flag.gvg) &&
  6414. (it->flag.no_equip&1 || !pc_isAllowedCardOn(sd,it->slot,i,1)))
  6415. { //PVP check for forbiden items. optimized by [Lupus]
  6416. sd->status.inventory[i].equip=0;
  6417. calc_flag = 1;
  6418. } else if(sd->status.inventory[i].equip && map_flag_gvg(sd->bl.m) &&
  6419. (it->flag.no_equip&2 || !pc_isAllowedCardOn(sd,it->slot,i,2)))
  6420. { //GvG optimized by [Lupus]
  6421. sd->status.inventory[i].equip=0;
  6422. calc_flag = 1;
  6423. } else if(sd->status.inventory[i].equip && (map[sd->bl.m].zone) && (map[sd->bl.m].flag.restricted) &&
  6424. (it->flag.no_equip&map[sd->bl.m].zone))
  6425. { // Restricted zone by [Komurka]
  6426. sd->status.inventory[i].equip=0;
  6427. calc_flag = 1;
  6428. }
  6429. }
  6430. pc_setequipindex(sd);
  6431. if(calc_flag)
  6432. status_calc_pc(sd,2);
  6433. return 0;
  6434. }
  6435. int pc_checkoverhp(struct map_session_data *sd)
  6436. {
  6437. nullpo_retr(0, sd);
  6438. if(sd->status.hp == sd->status.max_hp)
  6439. return 1;
  6440. if(sd->status.hp > sd->status.max_hp) {
  6441. sd->status.hp = sd->status.max_hp;
  6442. clif_updatestatus(sd,SP_HP);
  6443. return 2;
  6444. }
  6445. return 0;
  6446. }
  6447. int pc_checkoversp(struct map_session_data *sd)
  6448. {
  6449. nullpo_retr(0, sd);
  6450. if(sd->status.sp == sd->status.max_sp)
  6451. return 1;
  6452. if(sd->status.sp > sd->status.max_sp) {
  6453. sd->status.sp = sd->status.max_sp;
  6454. clif_updatestatus(sd,SP_SP);
  6455. return 2;
  6456. }
  6457. return 0;
  6458. }
  6459. /*==========================================
  6460. * PVP順位計算用(foreachinarea)
  6461. *------------------------------------------
  6462. */
  6463. int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
  6464. {
  6465. struct map_session_data *sd1,*sd2=NULL;
  6466. nullpo_retr(0, bl);
  6467. nullpo_retr(0, ap);
  6468. nullpo_retr(0, sd1=(struct map_session_data *)bl);
  6469. nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *));
  6470. if( sd1->pvp_point > sd2->pvp_point )
  6471. sd2->pvp_rank++;
  6472. return 0;
  6473. }
  6474. /*==========================================
  6475. * PVP順位計算
  6476. *------------------------------------------
  6477. */
  6478. int pc_calc_pvprank(struct map_session_data *sd)
  6479. {
  6480. int old;
  6481. struct map_data *m;
  6482. nullpo_retr(0, sd);
  6483. nullpo_retr(0, m=&map[sd->bl.m]);
  6484. old=sd->pvp_rank;
  6485. if( !(m->flag.pvp) )
  6486. return 0;
  6487. sd->pvp_rank=1;
  6488. map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
  6489. if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
  6490. clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
  6491. return sd->pvp_rank;
  6492. }
  6493. /*==========================================
  6494. * PVP順位計算(timer)
  6495. *------------------------------------------
  6496. */
  6497. int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
  6498. {
  6499. struct map_session_data *sd=NULL;
  6500. if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
  6501. return 0;
  6502. sd=map_id2sd(id);
  6503. if(sd==NULL)
  6504. return 0;
  6505. sd->pvp_timer=-1;
  6506. if( pc_calc_pvprank(sd)>0 )
  6507. sd->pvp_timer=add_timer(
  6508. gettick()+PVP_CALCRANK_INTERVAL,
  6509. pc_calc_pvprank_timer,id,data);
  6510. return 0;
  6511. }
  6512. /*==========================================
  6513. * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
  6514. *------------------------------------------
  6515. */
  6516. int pc_ismarried(struct map_session_data *sd)
  6517. {
  6518. if(sd == NULL)
  6519. return -1;
  6520. if(sd->status.partner_id > 0)
  6521. return sd->status.partner_id;
  6522. else
  6523. return 0;
  6524. }
  6525. /*==========================================
  6526. * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
  6527. *------------------------------------------
  6528. */
  6529. int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
  6530. {
  6531. if(sd == NULL || dstsd == NULL ||
  6532. sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
  6533. sd->class_&JOBL_BABY)
  6534. return -1;
  6535. sd->status.partner_id = dstsd->status.char_id;
  6536. dstsd->status.partner_id = sd->status.char_id;
  6537. return 0;
  6538. }
  6539. /*==========================================
  6540. * 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)
  6541. *------------------------------------------
  6542. */
  6543. int pc_divorce(struct map_session_data *sd)
  6544. {
  6545. struct map_session_data *p_sd;
  6546. if (sd == NULL || !pc_ismarried(sd))
  6547. return -1;
  6548. if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
  6549. int i;
  6550. if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
  6551. ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
  6552. return -1;
  6553. }
  6554. sd->status.partner_id = 0;
  6555. p_sd->status.partner_id = 0;
  6556. for (i = 0; i < MAX_INVENTORY; i++) {
  6557. if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
  6558. pc_delitem(sd, i, 1, 0);
  6559. if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
  6560. pc_delitem(p_sd, i, 1, 0);
  6561. }
  6562. clif_divorced(sd, p_sd->status.name);
  6563. clif_divorced(p_sd, sd->status.name);
  6564. } else {
  6565. ShowError("pc_divorce: p_sd nullpo\n");
  6566. return -1;
  6567. }
  6568. return 0;
  6569. }
  6570. /*==========================================
  6571. * sd - father dstsd - mother jasd - child
  6572. */
  6573. int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
  6574. {
  6575. int j;
  6576. if (sd == NULL || dstsd == NULL || jasd == NULL ||
  6577. sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
  6578. sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
  6579. sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
  6580. return -1;
  6581. jasd->status.father = sd->status.char_id;
  6582. jasd->status.mother = dstsd->status.char_id;
  6583. sd->status.child = jasd->status.char_id;
  6584. dstsd->status.child = jasd->status.char_id;
  6585. for (j=0; j < MAX_INVENTORY; j++) {
  6586. if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
  6587. pc_unequipitem(jasd, j, 3);
  6588. }
  6589. if (pc_jobchange(jasd, 4023, 0) == 0)
  6590. { //Success, and give Junior the Baby skills. [Skotlex]
  6591. pc_skill(jasd,WE_BABY,1,0);
  6592. pc_skill(jasd,WE_CALLPARENT,1,0);
  6593. clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
  6594. //We should also grant the parent skills to the parents [Skotlex]
  6595. pc_skill(sd,WE_CALLBABY,1,0);
  6596. pc_skill(dstsd,WE_CALLBABY,1,0);
  6597. } else {
  6598. clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
  6599. return -1;
  6600. }
  6601. return 0;
  6602. }
  6603. /*==========================================
  6604. * sdの相方のmap_session_dataを返す
  6605. *------------------------------------------
  6606. */
  6607. struct map_session_data *pc_get_partner(struct map_session_data *sd)
  6608. {
  6609. //struct map_session_data *p_sd = NULL;
  6610. //char *nick;
  6611. //if(sd == NULL || !pc_ismarried(sd))
  6612. // return NULL;
  6613. //nick=map_charid2nick(sd->status.partner_id);
  6614. //if (nick==NULL)
  6615. // return NULL;
  6616. //if((p_sd=map_nick2sd(nick)) == NULL )
  6617. // return NULL;
  6618. if (sd && pc_ismarried(sd))
  6619. // charid2sd returns NULL if not found
  6620. return map_charid2sd(sd->status.partner_id);
  6621. return NULL;
  6622. }
  6623. struct map_session_data *pc_get_father (struct map_session_data *sd)
  6624. {
  6625. if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
  6626. // charid2sd returns NULL if not found
  6627. return map_charid2sd(sd->status.father);
  6628. return NULL;
  6629. }
  6630. struct map_session_data *pc_get_mother (struct map_session_data *sd)
  6631. {
  6632. if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
  6633. // charid2sd returns NULL if not found
  6634. return map_charid2sd(sd->status.mother);
  6635. return NULL;
  6636. }
  6637. struct map_session_data *pc_get_child (struct map_session_data *sd)
  6638. {
  6639. if (sd && pc_ismarried(sd) && sd->status.child > 0)
  6640. // charid2sd returns NULL if not found
  6641. return map_charid2sd(sd->status.child);
  6642. return NULL;
  6643. }
  6644. //
  6645. // 自然回復物
  6646. //
  6647. /*==========================================
  6648. * SP回復量計算
  6649. *------------------------------------------
  6650. */
  6651. static int natural_heal_tick,natural_heal_prev_tick,natural_heal_diff_tick;
  6652. static int pc_spheal(struct map_session_data *sd)
  6653. {
  6654. int a = natural_heal_diff_tick;
  6655. nullpo_retr(0, sd);
  6656. if(pc_issit(sd))
  6657. a += a;
  6658. if (sd->sc.count) {
  6659. if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
  6660. a += a;
  6661. if (sd->sc.data[SC_REGENERATION].timer != -1)
  6662. a *= sd->sc.data[SC_REGENERATION].val1;
  6663. }
  6664. // Re-added back to status_calc
  6665. //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
  6666. //a += a*skill*3/100;
  6667. if (sd->status.guild_id > 0) {
  6668. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  6669. if(gc) {
  6670. struct guild *g = guild_search(sd->status.guild_id);
  6671. if(g && g->guild_id == gc->guild_id)
  6672. a += a;
  6673. } // end addition [Valaris]
  6674. }
  6675. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  6676. a += a;
  6677. return a;
  6678. }
  6679. /*==========================================
  6680. * HP回復量計算
  6681. *------------------------------------------
  6682. */
  6683. static int pc_hpheal(struct map_session_data *sd)
  6684. {
  6685. int a = natural_heal_diff_tick;
  6686. nullpo_retr(0, sd);
  6687. if(pc_issit(sd))
  6688. a += a;
  6689. if (sd->sc.count) {
  6690. if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
  6691. a += a;
  6692. if (sd->sc.data[SC_REGENERATION].timer != -1)
  6693. a *= sd->sc.data[SC_REGENERATION].val1;
  6694. }
  6695. if (sd->status.guild_id > 0) {
  6696. struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
  6697. if(gc) {
  6698. struct guild *g = guild_search(sd->status.guild_id);
  6699. if(g && g->guild_id == gc->guild_id)
  6700. a += a;
  6701. } // end addition [Valaris]
  6702. }
  6703. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
  6704. a += a;
  6705. return a;
  6706. }
  6707. static int pc_natural_heal_hp(struct map_session_data *sd)
  6708. {
  6709. int bhp;
  6710. int inc_num,bonus,hp_flag;
  6711. nullpo_retr(0, sd);
  6712. if (sd->no_regen & 1)
  6713. return 0;
  6714. if(pc_checkoverhp(sd)) {
  6715. sd->hp_sub = sd->inchealhptick = 0;
  6716. return 0;
  6717. }
  6718. bhp=sd->status.hp;
  6719. hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1);
  6720. if(sd->walktimer == -1) {
  6721. inc_num = pc_hpheal(sd);
  6722. if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス
  6723. sd->hp_sub += 2*inc_num;
  6724. sd->inchealhptick += 3*natural_heal_diff_tick;
  6725. } else {
  6726. sd->hp_sub += inc_num;
  6727. sd->inchealhptick += natural_heal_diff_tick;
  6728. }
  6729. }
  6730. else if(hp_flag) {
  6731. inc_num = pc_hpheal(sd);
  6732. sd->hp_sub += inc_num;
  6733. sd->inchealhptick = 0;
  6734. }
  6735. else {
  6736. sd->hp_sub = sd->inchealhptick = 0;
  6737. return 0;
  6738. }
  6739. if(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6740. bonus = sd->nhealhp;
  6741. if(hp_flag) {
  6742. bonus >>= 2;
  6743. if(bonus <= 0) bonus = 1;
  6744. }
  6745. while(sd->hp_sub >= battle_config.natural_healhp_interval) {
  6746. sd->hp_sub -= battle_config.natural_healhp_interval;
  6747. if(sd->status.hp + bonus <= sd->status.max_hp)
  6748. sd->status.hp += bonus;
  6749. else {
  6750. sd->status.hp = sd->status.max_hp;
  6751. sd->hp_sub = sd->inchealhptick = 0;
  6752. }
  6753. }
  6754. }
  6755. if(bhp!=sd->status.hp)
  6756. clif_updatestatus(sd,SP_HP);
  6757. if(sd->nshealhp > 0) {
  6758. if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) {
  6759. bonus = sd->nshealhp;
  6760. while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) {
  6761. sd->inchealhptick -= battle_config.natural_heal_skill_interval;
  6762. if(sd->status.hp + bonus <= sd->status.max_hp)
  6763. sd->status.hp += bonus;
  6764. else {
  6765. bonus = sd->status.max_hp - sd->status.hp;
  6766. sd->status.hp = sd->status.max_hp;
  6767. sd->hp_sub = sd->inchealhptick = 0;
  6768. }
  6769. clif_heal(sd->fd,SP_HP,bonus);
  6770. }
  6771. }
  6772. }
  6773. else sd->inchealhptick = 0;
  6774. return 0;
  6775. }
  6776. static int pc_natural_heal_sp(struct map_session_data *sd)
  6777. {
  6778. int bsp;
  6779. int inc_num,bonus;
  6780. nullpo_retr(0, sd);
  6781. if (sd->no_regen & 2)
  6782. return 0;
  6783. if(pc_checkoversp(sd)) {
  6784. sd->sp_sub = sd->inchealsptick = 0;
  6785. return 0;
  6786. }
  6787. bsp=sd->status.sp;
  6788. inc_num = pc_spheal(sd);
  6789. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
  6790. sd->sp_sub += inc_num;
  6791. if(sd->walktimer == -1)
  6792. sd->inchealsptick += natural_heal_diff_tick;
  6793. else sd->inchealsptick = 0;
  6794. if(sd->sp_sub >= battle_config.natural_healsp_interval){
  6795. bonus = sd->nhealsp;;
  6796. while(sd->sp_sub >= battle_config.natural_healsp_interval){
  6797. sd->sp_sub -= battle_config.natural_healsp_interval;
  6798. if(sd->status.sp + bonus <= sd->status.max_sp)
  6799. sd->status.sp += bonus;
  6800. else {
  6801. sd->status.sp = sd->status.max_sp;
  6802. sd->sp_sub = sd->inchealsptick = 0;
  6803. }
  6804. }
  6805. }
  6806. if(bsp != sd->status.sp)
  6807. clif_updatestatus(sd,SP_SP);
  6808. if(sd->nshealsp > 0) {
  6809. if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) {
  6810. if(sd->doridori_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
  6811. bonus = sd->nshealsp*2;
  6812. sd->doridori_counter = 0;
  6813. } else
  6814. bonus = sd->nshealsp;
  6815. while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) {
  6816. sd->inchealsptick -= battle_config.natural_heal_skill_interval;
  6817. if(sd->status.sp + bonus <= sd->status.max_sp)
  6818. sd->status.sp += bonus;
  6819. else {
  6820. bonus = sd->status.max_sp - sd->status.sp;
  6821. sd->status.sp = sd->status.max_sp;
  6822. sd->sp_sub = sd->inchealsptick = 0;
  6823. }
  6824. clif_heal(sd->fd,SP_SP,bonus);
  6825. }
  6826. }
  6827. }
  6828. else sd->inchealsptick = 0;
  6829. return 0;
  6830. }
  6831. static int pc_spirit_heal_hp(struct map_session_data *sd)
  6832. {
  6833. int bonus_hp,interval = battle_config.natural_heal_skill_interval;
  6834. nullpo_retr(0, sd);
  6835. if(pc_checkoverhp(sd)) {
  6836. sd->inchealspirithptick = 0;
  6837. return 0;
  6838. }
  6839. sd->inchealspirithptick += natural_heal_diff_tick;
  6840. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6841. interval += interval;
  6842. if(sd->inchealspirithptick >= interval) {
  6843. bonus_hp = sd->nsshealhp;
  6844. if(sd->doridori_counter && pc_checkskill(sd,TK_HPTIME) > 0) {
  6845. //TK_HPTIME doridori provided bonus [Dralnu]
  6846. bonus_hp += sd->nsshealhp;
  6847. if (!sd->nsshealsp) //If there's sp regen, this gets clear in the next function. [Skotlex]
  6848. sd->doridori_counter = 0;
  6849. }
  6850. while(sd->inchealspirithptick >= interval) {
  6851. if(pc_issit(sd)) {
  6852. sd->inchealspirithptick -= interval;
  6853. if(sd->status.hp < sd->status.max_hp) {
  6854. if(sd->status.hp + bonus_hp <= sd->status.max_hp)
  6855. sd->status.hp += bonus_hp;
  6856. else {
  6857. bonus_hp = sd->status.max_hp - sd->status.hp;
  6858. sd->status.hp = sd->status.max_hp;
  6859. }
  6860. clif_heal(sd->fd,SP_HP,bonus_hp);
  6861. sd->inchealspirithptick = 0;
  6862. }
  6863. }else{
  6864. sd->inchealspirithptick -= natural_heal_diff_tick;
  6865. break;
  6866. }
  6867. }
  6868. }
  6869. return 0;
  6870. }
  6871. static int pc_spirit_heal_sp(struct map_session_data *sd)
  6872. {
  6873. int bonus_sp,interval = battle_config.natural_heal_skill_interval;
  6874. nullpo_retr(0, sd);
  6875. if(pc_checkoversp(sd)) {
  6876. sd->inchealspiritsptick = 0;
  6877. return 0;
  6878. }
  6879. sd->inchealspiritsptick += natural_heal_diff_tick;
  6880. if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
  6881. interval += interval;
  6882. if(sd->inchealspiritsptick >= interval) {
  6883. bonus_sp = sd->nsshealsp;
  6884. if(sd->doridori_counter && pc_checkskill(sd,TK_SPTIME) > 0) {
  6885. //TK_SPTIME doridori provided bonus [Dralnu]
  6886. bonus_sp += sd->nsshealsp;
  6887. sd->doridori_counter = 0;
  6888. }
  6889. while(sd->inchealspiritsptick >= interval) {
  6890. if(pc_issit(sd)) {
  6891. sd->inchealspiritsptick -= interval;
  6892. if(sd->status.sp < sd->status.max_sp) {
  6893. if(sd->status.sp + bonus_sp <= sd->status.max_sp)
  6894. sd->status.sp += bonus_sp;
  6895. else {
  6896. bonus_sp = sd->status.max_sp - sd->status.sp;
  6897. sd->status.sp = sd->status.max_sp;
  6898. }
  6899. clif_heal(sd->fd,SP_SP,bonus_sp);
  6900. sd->inchealspiritsptick = 0;
  6901. }
  6902. }else{
  6903. sd->inchealspiritsptick -= natural_heal_diff_tick;
  6904. break;
  6905. }
  6906. }
  6907. }
  6908. return 0;
  6909. }
  6910. static int pc_bleeding (struct map_session_data *sd)
  6911. {
  6912. int hp = 0, sp = 0;
  6913. nullpo_retr(0, sd);
  6914. if (sd->hp_loss_value > 0) {
  6915. sd->hp_loss_tick += natural_heal_diff_tick;
  6916. if (sd->hp_loss_tick >= sd->hp_loss_rate) {
  6917. do {
  6918. hp += sd->hp_loss_value;
  6919. sd->hp_loss_tick -= sd->hp_loss_rate;
  6920. } while (sd->hp_loss_tick >= sd->hp_loss_rate);
  6921. sd->hp_loss_tick = 0;
  6922. }
  6923. }
  6924. if (sd->sp_loss_value > 0) {
  6925. sd->sp_loss_tick += natural_heal_diff_tick;
  6926. if (sd->sp_loss_tick >= sd->sp_loss_rate) {
  6927. do {
  6928. sp += sd->sp_loss_value;
  6929. sd->sp_loss_tick -= sd->sp_loss_rate;
  6930. } while (sd->sp_loss_tick >= sd->sp_loss_rate);
  6931. sd->sp_loss_tick = 0;
  6932. }
  6933. }
  6934. if (hp > 0 || sp > 0)
  6935. pc_heal(sd,-hp,-sp);
  6936. return 0;
  6937. }
  6938. /*==========================================
  6939. * HP/SP 自然回復 各クライアント
  6940. *------------------------------------------
  6941. */
  6942. static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
  6943. int tick;
  6944. nullpo_retr(0, sd);
  6945. tick = va_arg(ap,int);
  6946. // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
  6947. if (pc_isdead(sd) || pc_ishiding(sd) ||
  6948. //-- cannot regen for 5 minutes after using Berserk --- [Celest]
  6949. (sd->sc.count && (
  6950. (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6951. (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
  6952. sd->sc.data[SC_BERSERK].timer != -1 ||
  6953. sd->sc.data[SC_TRICKDEAD].timer != -1 ||
  6954. sd->sc.data[SC_BLEEDING].timer != -1
  6955. ))
  6956. ) { //Cannot heal neither natural or special.
  6957. sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
  6958. sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
  6959. } else {
  6960. if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
  6961. sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
  6962. sd->hp_sub = sd->inchealhptick = 0;
  6963. sd->sp_sub = sd->inchealsptick = 0;
  6964. } else { //natural heal
  6965. pc_natural_heal_hp(sd);
  6966. if(sd->sc.count && (
  6967. sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
  6968. sd->sc.data[SC_DANCING].timer != -1
  6969. )) //No SP natural heal.
  6970. sd->sp_sub = sd->inchealsptick = 0;
  6971. else
  6972. pc_natural_heal_sp(sd);
  6973. sd->canregen_tick = tick;
  6974. }
  6975. //Sitting Healing
  6976. if (sd->nsshealhp)
  6977. pc_spirit_heal_hp(sd);
  6978. if (sd->nsshealsp)
  6979. pc_spirit_heal_sp(sd);
  6980. }
  6981. if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
  6982. pc_bleeding(sd);
  6983. else
  6984. sd->hp_loss_tick = sd->sp_loss_tick = 0;
  6985. return 0;
  6986. }
  6987. /*==========================================
  6988. * HP/SP自然回復 (interval timer??)
  6989. *------------------------------------------
  6990. */
  6991. int pc_natural_heal(int tid,unsigned int tick,int id,int data)
  6992. {
  6993. natural_heal_tick = tick;
  6994. natural_heal_diff_tick = DIFF_TICK(natural_heal_tick,natural_heal_prev_tick);
  6995. clif_foreachclient(pc_natural_heal_sub, tick);
  6996. natural_heal_prev_tick = tick;
  6997. return 0;
  6998. }
  6999. /*==========================================
  7000. * セ?ブポイントの保存
  7001. *------------------------------------------
  7002. */
  7003. int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
  7004. {
  7005. nullpo_retr(0, sd);
  7006. sd->status.save_point.map = mapindex;
  7007. sd->status.save_point.x = x;
  7008. sd->status.save_point.y = y;
  7009. return 0;
  7010. }
  7011. /*==========================================
  7012. * 自動セ?ブ 各クライアント
  7013. *------------------------------------------
  7014. */
  7015. static int last_save_fd,save_flag;
  7016. static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
  7017. {
  7018. nullpo_retr(0, sd);
  7019. Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
  7020. if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
  7021. {
  7022. // pet
  7023. if(sd->status.pet_id > 0 && sd->pd)
  7024. intif_save_petdata(sd->status.account_id,&sd->pet);
  7025. chrif_save(sd,0);
  7026. save_flag=1;
  7027. last_save_fd = sd->fd;
  7028. }
  7029. return 0;
  7030. }
  7031. /*==========================================
  7032. * 自動セ?ブ (timer??)
  7033. *------------------------------------------
  7034. */
  7035. int pc_autosave(int tid,unsigned int tick,int id,int data)
  7036. {
  7037. int interval;
  7038. save_flag=0;
  7039. clif_foreachclient(pc_autosave_sub);
  7040. if(save_flag==0)
  7041. last_save_fd=0;
  7042. interval = autosave_interval/(clif_countusers()+1);
  7043. if(interval <= 0)
  7044. interval = 1;
  7045. add_timer(gettick()+interval,pc_autosave,0,0);
  7046. return 0;
  7047. }
  7048. int pc_read_gm_account(int fd)
  7049. {
  7050. #ifdef TXT_ONLY
  7051. int i = 0;
  7052. RFIFOHEAD(fd);
  7053. #endif
  7054. if (gm_account != NULL)
  7055. aFree(gm_account);
  7056. GM_num = 0;
  7057. #ifdef TXT_ONLY
  7058. gm_account = (struct gm_account *) aCallocA(((RFIFOW(fd,2) - 4) / 5), sizeof(struct gm_account));
  7059. for (i = 4; i < RFIFOW(fd,2); i = i + 5) {
  7060. gm_account[GM_num].account_id = RFIFOL(fd,i);
  7061. gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
  7062. //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  7063. GM_num++;
  7064. }
  7065. #else
  7066. sprintf (tmp_sql, "SELECT `%s`,`%s` FROM `%s` WHERE `%s`>='%d'",gm_db_account_id,gm_db_level,gm_db,gm_db_level,lowest_gm_level);
  7067. if(mysql_query(&lmysql_handle, tmp_sql) ) {
  7068. ShowSQL("DB error - %s\n",mysql_error(&lmysql_handle));
  7069. ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
  7070. return 0;
  7071. }
  7072. lsql_res = mysql_store_result(&lmysql_handle);
  7073. if (lsql_res) {
  7074. gm_account = (struct gm_account *) aCallocA((size_t)mysql_num_rows(lsql_res), sizeof(struct gm_account));
  7075. while ((lsql_row = mysql_fetch_row(lsql_res))) {
  7076. gm_account[GM_num].account_id = atoi(lsql_row[0]);
  7077. gm_account[GM_num].level = atoi(lsql_row[1]);
  7078. ShowNotice("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
  7079. GM_num++;
  7080. }
  7081. }
  7082. mysql_free_result(lsql_res);
  7083. #endif /* TXT_ONLY */
  7084. return GM_num;
  7085. }
  7086. /*================================================
  7087. * timer to do the day [Yor]
  7088. * data: 0 = called by timer, 1 = gmcommand/script
  7089. *------------------------------------------------
  7090. */
  7091. int map_day_timer(int tid, unsigned int tick, int id, int data)
  7092. {
  7093. char tmp_soutput[1024];
  7094. struct map_session_data *pl_sd;
  7095. if (data == 0 && battle_config.day_duration <= 0) // if we want a day
  7096. return 0;
  7097. if (night_flag != 0) {
  7098. int i;
  7099. night_flag = 0; // 0=day, 1=night [Yor]
  7100. for(i = 0; i < fd_max; i++) {
  7101. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  7102. {
  7103. if (pl_sd->state.night) {
  7104. clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
  7105. pl_sd->state.night = 0;
  7106. }
  7107. }
  7108. }
  7109. strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
  7110. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  7111. }
  7112. return 0;
  7113. }
  7114. /*================================================
  7115. * timer to do the night [Yor]
  7116. * data: 0 = called by timer, 1 = gmcommand/script
  7117. *------------------------------------------------
  7118. */
  7119. int map_night_timer(int tid, unsigned int tick, int id, int data)
  7120. {
  7121. char tmp_soutput[1024];
  7122. struct map_session_data *pl_sd;
  7123. if (data == 0 && battle_config.night_duration <= 0) // if we want a night
  7124. return 0;
  7125. if (night_flag == 0) {
  7126. int i;
  7127. night_flag = 1; // 0=day, 1=night [Yor]
  7128. for(i = 0; i < fd_max; i++) {
  7129. if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
  7130. {
  7131. if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
  7132. clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
  7133. pl_sd->state.night = 1;
  7134. }
  7135. }
  7136. }
  7137. strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
  7138. intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
  7139. }
  7140. return 0;
  7141. }
  7142. void pc_setstand(struct map_session_data *sd){
  7143. nullpo_retv(sd);
  7144. if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
  7145. status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  7146. sd->state.dead_sit = 0;
  7147. }
  7148. int pc_split_str(char *str,char **val,int num)
  7149. {
  7150. int i;
  7151. for (i=0; i<num && str; i++){
  7152. val[i] = str;
  7153. str = strchr(str,',');
  7154. if (str && i<num-1) //Do not remove a trailing comma.
  7155. *str++=0;
  7156. }
  7157. return i;
  7158. }
  7159. int pc_split_atoi(char *str,int *val, char sep, int max)
  7160. {
  7161. int i,j;
  7162. for (i=0; i<max; i++) {
  7163. if (!str) break;
  7164. val[i] = atoi(str);
  7165. str = strchr(str,sep);
  7166. if (str)
  7167. *str++=0;
  7168. }
  7169. //Zero up the remaining.
  7170. for(j=i; j < max; j++)
  7171. val[j] = 0;
  7172. return i;
  7173. }
  7174. int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
  7175. {
  7176. int i,j;
  7177. for (i=0; i<max; i++) {
  7178. if (!str) break;
  7179. val[i] = (unsigned int)atof(str);
  7180. str = strchr(str,sep);
  7181. if (str)
  7182. *str++=0;
  7183. }
  7184. //Zero up the remaining.
  7185. for(j=i; j < max; j++)
  7186. val[j] = 0;
  7187. return i;
  7188. }
  7189. //
  7190. // 初期化物
  7191. //
  7192. /*==========================================
  7193. * 設定ファイル?み?む
  7194. * exp.txt 必要??値
  7195. * job_db1.txt 重量,hp,sp,攻?速度
  7196. * job_db2.txt job能力値ボ?ナス
  7197. * skill_tree.txt 各職?のスキルツリ?
  7198. * attr_fix.txt ?性修正テ?ブル
  7199. * size_fix.txt サイズ補正テ?ブル
  7200. * refine_db.txt 精?デ?タテ?ブル
  7201. *------------------------------------------
  7202. */
  7203. int pc_readdb(void)
  7204. {
  7205. int i,j,k;
  7206. FILE *fp;
  7207. char line[24000],*p;
  7208. // 必要??値?み?み
  7209. memset(exp_table,0,sizeof(exp_table));
  7210. memset(max_level,0,sizeof(max_level));
  7211. sprintf(line, "%s/exp.txt", db_path);
  7212. fp=fopen(line, "r");
  7213. if(fp==NULL){
  7214. ShowError("can't read %s\n", line);
  7215. return 1;
  7216. }
  7217. while(fgets(line, sizeof(line)-1, fp)){
  7218. int jobs[MAX_PC_CLASS], job_count, job;
  7219. int type, max;
  7220. char *split[3];
  7221. if(line[0]=='/' && line[1]=='/')
  7222. continue;
  7223. if (pc_split_str(line,split,4) < 4)
  7224. continue;
  7225. job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
  7226. if (job_count < 1)
  7227. continue;
  7228. job = jobs[0];
  7229. if (!pcdb_checkid(job)) {
  7230. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  7231. continue;
  7232. }
  7233. type = atoi(split[2]);
  7234. if (type < 0 || type > 1) {
  7235. ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
  7236. continue;
  7237. }
  7238. max = atoi(split[0]);
  7239. if (max > MAX_LEVEL) {
  7240. ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
  7241. max = MAX_LEVEL;
  7242. }
  7243. //We send one less and then one more because the last entry in the exp array should hold 0.
  7244. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
  7245. //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
  7246. //The reasoning behind the -2 is this... if the max level is 5, then the array
  7247. //should look like this:
  7248. //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
  7249. while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
  7250. max_level[job][type]--;
  7251. if (max_level[job][type] < max) {
  7252. ShowError("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]);
  7253. }
  7254. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  7255. for (i = 1; i < job_count; i++) {
  7256. job = jobs[i];
  7257. if (!pcdb_checkid(job)) {
  7258. ShowError("pc_readdb: Invalid job ID %d.\n", job);
  7259. continue;
  7260. }
  7261. memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
  7262. max_level[job][type] = max_level[jobs[0]][type];
  7263. // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
  7264. }
  7265. }
  7266. fclose(fp);
  7267. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
  7268. // スキルツリ?
  7269. memset(skill_tree,0,sizeof(skill_tree));
  7270. sprintf(line, "%s/skill_tree.txt", db_path);
  7271. fp=fopen(line,"r");
  7272. if(fp==NULL){
  7273. ShowError("can't read %s\n", line);
  7274. return 1;
  7275. }
  7276. while(fgets(line, sizeof(line)-1, fp)){
  7277. char *split[50];
  7278. int f=0, m=3;
  7279. if(line[0]=='/' && line[1]=='/')
  7280. continue;
  7281. for(j=0,p=line;j<14 && p;j++){
  7282. split[j]=p;
  7283. p=strchr(p,',');
  7284. if(p) *p++=0;
  7285. }
  7286. if(j<13)
  7287. continue;
  7288. if (j == 14) {
  7289. f=1; // MinJobLvl has been added
  7290. m++;
  7291. }
  7292. // check for bounds [celest]
  7293. if (atoi(split[0]) >= MAX_PC_CLASS)
  7294. continue;
  7295. k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
  7296. for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
  7297. if (j == MAX_SKILL_TREE)
  7298. {
  7299. 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]));
  7300. continue;
  7301. }
  7302. skill_tree[atoi(split[0])][j].id=k;
  7303. skill_tree[atoi(split[0])][j].max=atoi(split[2]);
  7304. if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
  7305. for(k=0;k<5;k++){
  7306. skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
  7307. skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
  7308. }
  7309. }
  7310. fclose(fp);
  7311. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
  7312. // ?性修正テ?ブル
  7313. for(i=0;i<4;i++)
  7314. for(j=0;j<10;j++)
  7315. for(k=0;k<10;k++)
  7316. attr_fix_table[i][j][k]=100;
  7317. sprintf(line, "%s/attr_fix.txt", db_path);
  7318. fp=fopen(line,"r");
  7319. if(fp==NULL){
  7320. ShowError("can't read %s\n", line);
  7321. return 1;
  7322. }
  7323. while(fgets(line, sizeof(line)-1, fp)){
  7324. char *split[10];
  7325. int lv,n;
  7326. if(line[0]=='/' && line[1]=='/')
  7327. continue;
  7328. for(j=0,p=line;j<3 && p;j++){
  7329. split[j]=p;
  7330. p=strchr(p,',');
  7331. if(p) *p++=0;
  7332. }
  7333. lv=atoi(split[0]);
  7334. n=atoi(split[1]);
  7335. for(i=0;i<n;){
  7336. if( !fgets(line, sizeof(line)-1, fp) )
  7337. break;
  7338. if(line[0]=='/' && line[1]=='/')
  7339. continue;
  7340. for(j=0,p=line;j<n && p;j++){
  7341. while(*p==32 && *p>0)
  7342. p++;
  7343. attr_fix_table[lv-1][i][j]=atoi(p);
  7344. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  7345. attr_fix_table[lv-1][i][j] = 0;
  7346. p=strchr(p,',');
  7347. if(p) *p++=0;
  7348. }
  7349. i++;
  7350. }
  7351. }
  7352. fclose(fp);
  7353. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
  7354. // スキルツリ?
  7355. memset(statp,0,sizeof(statp));
  7356. i=1;
  7357. j=45; // base points
  7358. sprintf(line, "%s/statpoint.txt", db_path);
  7359. fp=fopen(line,"r");
  7360. if(fp == NULL){
  7361. ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
  7362. //return 1;
  7363. } else {
  7364. while(fgets(line, sizeof(line)-1, fp)){
  7365. if(line[0]=='/' && line[1]=='/')
  7366. continue;
  7367. if ((j=atoi(line))<0)
  7368. j=0;
  7369. if (i >= MAX_LEVEL)
  7370. break;
  7371. statp[i]=j;
  7372. i++;
  7373. }
  7374. fclose(fp);
  7375. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
  7376. }
  7377. // generate the remaining parts of the db if necessary
  7378. for (; i < MAX_LEVEL; i++) {
  7379. j += (i+15)/5;
  7380. statp[i] = j;
  7381. }
  7382. return 0;
  7383. }
  7384. // Read MOTD on startup. [Valaris]
  7385. int pc_read_motd(void) {
  7386. FILE *fp;
  7387. int ln=0,i=0;
  7388. memset(motd_text,0,sizeof(motd_text));
  7389. if ((fp = fopen(motd_txt, "r")) != NULL) {
  7390. while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
  7391. if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
  7392. continue;
  7393. for(i=0; motd_text[ln][i]; i++) {
  7394. if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
  7395. if(i)
  7396. motd_text[ln][i]=0;
  7397. else
  7398. motd_text[ln][0]=' ';
  7399. ln++;
  7400. break;
  7401. }
  7402. }
  7403. }
  7404. fclose(fp);
  7405. }
  7406. else if(battle_config.error_log)
  7407. ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
  7408. return 0;
  7409. }
  7410. /*==========================================
  7411. * pc? 係初期化
  7412. *------------------------------------------
  7413. */
  7414. void do_final_pc(void) {
  7415. if (gm_account)
  7416. aFree(gm_account);
  7417. return;
  7418. }
  7419. int do_init_pc(void) {
  7420. pc_readdb();
  7421. pc_read_motd(); // Read MOTD [Valaris]
  7422. add_timer_func_list(pc_walk, "pc_walk");
  7423. add_timer_func_list(pc_attack_timer, "pc_attack_timer");
  7424. add_timer_func_list(pc_natural_heal, "pc_natural_heal");
  7425. add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
  7426. add_timer_func_list(pc_eventtimer, "pc_eventtimer");
  7427. add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
  7428. add_timer_func_list(pc_autosave, "pc_autosave");
  7429. add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
  7430. add_timer_func_list(pc_blockskill_end, "pc_blockskill_end");
  7431. add_timer_func_list(pc_follow_timer, "pc_follow_timer");
  7432. add_timer_interval((natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL), pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
  7433. add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
  7434. #ifndef TXT_ONLY
  7435. pc_read_gm_account(0);
  7436. #endif /* not TXT_ONLY */
  7437. if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
  7438. int day_duration = battle_config.day_duration;
  7439. int night_duration = battle_config.night_duration;
  7440. // add night/day timer (by [yor])
  7441. add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
  7442. add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
  7443. if (!battle_config.night_at_start) {
  7444. night_flag = 0; // 0=day, 1=night [Yor]
  7445. day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  7446. night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
  7447. } else {
  7448. night_flag = 1; // 0=day, 1=night [Yor]
  7449. day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
  7450. night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
  7451. }
  7452. }
  7453. return 0;
  7454. }