pc.c 215 KB

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