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authorBen Longbons <b.r.longbons@gmail.com>2012-08-30 16:16:25 -0700
committerBen Longbons <b.r.longbons@gmail.com>2012-08-30 17:03:31 -0700
commit41974ae5265fbc23a06f276f9e008d5dad020e0b (patch)
tree9d595215172e87e2d83b74f7bf3430b3040e780e /src/map/pc.cpp
parent21742909143df9159b2401c3e2a39cc0b2bad620 (diff)
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Rename files for C++ conversion. Does not compile.
After updating, you can remove these files, as shown in 'git status': Untracked files: (use "git add <file>..." to include in what will be committed) src/map/magic-interpreter-lexer.c src/map/magic-interpreter-parser.c src/map/magic-interpreter-parser.h
Diffstat (limited to 'src/map/pc.cpp')
-rw-r--r--src/map/pc.cpp9032
1 files changed, 9032 insertions, 0 deletions
diff --git a/src/map/pc.cpp b/src/map/pc.cpp
new file mode 100644
index 0000000..7d02545
--- /dev/null
+++ b/src/map/pc.cpp
@@ -0,0 +1,9032 @@
+// $Id: pc.c 101 2004-09-25 17:57:22Z Valaris $
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+#include <time.h>
+
+#include "../common/socket.hpp" // [Valaris]
+#include "../common/timer.hpp"
+#include "../common/db.hpp"
+
+#include "../common/nullpo.hpp"
+#include "../common/mt_rand.hpp"
+
+#include "atcommand.hpp"
+#include "battle.hpp"
+#include "chat.hpp"
+#include "chrif.hpp"
+#include "clif.hpp"
+#include "guild.hpp"
+#include "intif.hpp"
+#include "itemdb.hpp"
+#include "map.hpp"
+#include "mob.hpp"
+#include "npc.hpp"
+#include "party.hpp"
+#include "pc.hpp"
+#include "script.hpp"
+#include "skill.hpp"
+#include "storage.hpp"
+#include "trade.hpp"
+
+#ifdef MEMWATCH
+#include "memwatch.hpp"
+#endif
+
+#define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
+
+//define it here, since the ifdef only occurs in this file
+#define USE_ASTRAL_SOUL_SKILL
+
+#define STATE_BLIND 0x10
+
+#ifdef USE_ASTRAL_SOUL_SKILL
+#define MAGIC_SKILL_THRESHOLD 200 // [fate] At this threshold, the Astral Soul skill kicks in
+#endif
+
+#define MAP_LOG_STATS(sd, suffix) \
+ MAP_LOG_PC(sd, "STAT %d %d %d %d %d %d " suffix, \
+ sd->status.str, sd->status.agi, sd->status.vit, sd->status.int_, sd->status.dex, sd->status.luk)
+
+#define MAP_LOG_XP(sd, suffix) \
+ MAP_LOG_PC(sd, "XP %d %d JOB %d %d %d ZENY %d + %d " suffix, \
+ sd->status.base_level, sd->status.base_exp, sd->status.job_level, sd->status.job_exp, sd->status.skill_point, sd->status.zeny, pc_readaccountreg(sd, "BankAccount"))
+
+#define MAP_LOG_MAGIC(sd, suffix) \
+ MAP_LOG_PC(sd, "MAGIC %d %d %d %d %d %d EXP %d %d " suffix, \
+ sd->status.skill[TMW_MAGIC].lv, \
+ sd->status.skill[TMW_MAGIC_LIFE].lv, \
+ sd->status.skill[TMW_MAGIC_WAR].lv, \
+ sd->status.skill[TMW_MAGIC_TRANSMUTE].lv, \
+ sd->status.skill[TMW_MAGIC_NATURE].lv, \
+ sd->status.skill[TMW_MAGIC_ETHER].lv, \
+ pc_readglobalreg(sd, "MAGIC_EXPERIENCE") & 0xffff, \
+ (pc_readglobalreg(sd, "MAGIC_EXPERIENCE") >> 24) & 0xff)
+
+static int max_weight_base[MAX_PC_CLASS];
+static int hp_coefficient[MAX_PC_CLASS];
+static int hp_coefficient2[MAX_PC_CLASS];
+static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
+static int sp_coefficient[MAX_PC_CLASS];
+static int aspd_base[MAX_PC_CLASS][20];
+static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
+static int exp_table[14][MAX_LEVEL];
+static char statp[255][7];
+static struct
+{
+ int id;
+ int max;
+ struct
+ {
+ short id, lv;
+ } need[6];
+} skill_tree[3][MAX_PC_CLASS][100];
+
+static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
+static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt)
+static int percentrefinery[5][10]; // 精錬成功率(refine_db.txt)
+
+static int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 };
+static int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
+
+static unsigned int equip_pos[11] =
+ { 0x0080, 0x0008, 0x0040, 0x0004, 0x0001, 0x0200, 0x0100, 0x0010, 0x0020,
+ 0x0002, 0x8000
+};
+
+//static struct dbt *gm_account_db;
+static struct gm_account *gm_account = NULL;
+static int GM_num = 0;
+
+int pc_isGM (struct map_session_data *sd)
+{
+// struct gm_account *p;
+ int i;
+
+ nullpo_retr (0, sd);
+
+/* p = numdb_search(gm_account_db, sd->status.account_id);
+ if (p == NULL)
+ return 0;
+ return p->level;*/
+
+ for (i = 0; i < GM_num; i++)
+ if (gm_account[i].account_id == sd->status.account_id)
+ return gm_account[i].level;
+ return 0;
+
+}
+
+int pc_iskiller (struct map_session_data *src,
+ struct map_session_data *target)
+{
+ nullpo_retr (0, src);
+
+ if (src->bl.type != BL_PC)
+ return 0;
+ if (src->special_state.killer)
+ return 1;
+
+ if (target->bl.type != BL_PC)
+ return 0;
+ if (target->special_state.killable)
+ return 1;
+
+ return 0;
+}
+
+int pc_set_gm_level (int account_id, int level)
+{
+ int i;
+ for (i = 0; i < GM_num; i++)
+ {
+ if (account_id == gm_account[i].account_id)
+ {
+ gm_account[i].level = level;
+ return 0;
+ }
+ }
+
+ GM_num++;
+ RECREATE (gm_account, struct gm_account, GM_num);
+ gm_account[GM_num - 1].account_id = account_id;
+ gm_account[GM_num - 1].level = level;
+ return 0;
+}
+
+int pc_getrefinebonus (int lv, int type)
+{
+ if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
+ return refinebonus[lv][type];
+ return 0;
+}
+
+static int distance (int x0, int y0, int x1, int y1)
+{
+ int dx, dy;
+
+ dx = abs (x0 - x1);
+ dy = abs (y0 - y1);
+ return dx > dy ? dx : dy;
+}
+
+static void pc_invincible_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct map_session_data *sd;
+
+ if ((sd = (struct map_session_data *) map_id2sd (id)) == NULL
+ || sd->bl.type != BL_PC)
+ return;
+
+ if (sd->invincible_timer != tid)
+ {
+ if (battle_config.error_log)
+ printf ("invincible_timer %d != %d\n", sd->invincible_timer, tid);
+ return;
+ }
+ sd->invincible_timer = -1;
+}
+
+int pc_setinvincibletimer (struct map_session_data *sd, int val)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->invincible_timer != -1)
+ delete_timer (sd->invincible_timer, pc_invincible_timer);
+ sd->invincible_timer =
+ add_timer (gettick () + val, pc_invincible_timer, sd->bl.id, 0);
+ return 0;
+}
+
+int pc_delinvincibletimer (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->invincible_timer != -1)
+ {
+ delete_timer (sd->invincible_timer, pc_invincible_timer);
+ sd->invincible_timer = -1;
+ }
+ return 0;
+}
+
+static void pc_spiritball_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct map_session_data *sd;
+ int i;
+
+ if ((sd = (struct map_session_data *) map_id2sd (id)) == NULL
+ || sd->bl.type != BL_PC)
+ return;
+
+ if (sd->spirit_timer[0] != tid)
+ {
+ if (battle_config.error_log)
+ printf ("spirit_timer %d != %d\n", sd->spirit_timer[0], tid);
+ return;
+ }
+ sd->spirit_timer[0] = -1;
+ for (i = 1; i < sd->spiritball; i++)
+ {
+ sd->spirit_timer[i - 1] = sd->spirit_timer[i];
+ sd->spirit_timer[i] = -1;
+ }
+ sd->spiritball--;
+ if (sd->spiritball < 0)
+ sd->spiritball = 0;
+ clif_spiritball (sd);
+}
+
+int pc_addspiritball (struct map_session_data *sd, int interval, int max)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (max > MAX_SKILL_LEVEL)
+ max = MAX_SKILL_LEVEL;
+ if (sd->spiritball < 0)
+ sd->spiritball = 0;
+
+ if (sd->spiritball >= max)
+ {
+ if (sd->spirit_timer[0] != -1)
+ {
+ delete_timer (sd->spirit_timer[0], pc_spiritball_timer);
+ sd->spirit_timer[0] = -1;
+ }
+ for (i = 1; i < max; i++)
+ {
+ sd->spirit_timer[i - 1] = sd->spirit_timer[i];
+ sd->spirit_timer[i] = -1;
+ }
+ }
+ else
+ sd->spiritball++;
+
+ sd->spirit_timer[sd->spiritball - 1] =
+ add_timer (gettick () + interval, pc_spiritball_timer, sd->bl.id, 0);
+ clif_spiritball (sd);
+
+ return 0;
+}
+
+int pc_delspiritball (struct map_session_data *sd, int count, int type)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (sd->spiritball <= 0)
+ {
+ sd->spiritball = 0;
+ return 0;
+ }
+
+ if (count > sd->spiritball)
+ count = sd->spiritball;
+ sd->spiritball -= count;
+ if (count > MAX_SKILL_LEVEL)
+ count = MAX_SKILL_LEVEL;
+
+ for (i = 0; i < count; i++)
+ {
+ if (sd->spirit_timer[i] != -1)
+ {
+ delete_timer (sd->spirit_timer[i], pc_spiritball_timer);
+ sd->spirit_timer[i] = -1;
+ }
+ }
+ for (i = count; i < MAX_SKILL_LEVEL; i++)
+ {
+ sd->spirit_timer[i - count] = sd->spirit_timer[i];
+ sd->spirit_timer[i] = -1;
+ }
+
+ if (!type)
+ clif_spiritball (sd);
+
+ return 0;
+}
+
+int pc_setrestartvalue (struct map_session_data *sd, int type)
+{
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr (0, sd);
+
+ s_class = pc_calc_base_job (sd->status.pc_class);
+
+ //-----------------------
+ // 死亡した
+ if (sd->special_state.restart_full_recover)
+ { // オシリスカード
+ sd->status.hp = sd->status.max_hp;
+ sd->status.sp = sd->status.max_sp;
+ }
+ else
+ {
+ if (s_class.job == 0 && battle_config.restart_hp_rate < 50)
+ { //ノビは半分回復
+ sd->status.hp = (sd->status.max_hp) / 2;
+ }
+ else
+ {
+ if (battle_config.restart_hp_rate <= 0)
+ sd->status.hp = 1;
+ else
+ {
+ sd->status.hp =
+ sd->status.max_hp * battle_config.restart_hp_rate / 100;
+ if (sd->status.hp <= 0)
+ sd->status.hp = 1;
+ }
+ }
+ if (battle_config.restart_sp_rate > 0)
+ {
+ int sp = sd->status.max_sp * battle_config.restart_sp_rate / 100;
+ if (sd->status.sp < sp)
+ sd->status.sp = sp;
+ }
+ }
+ if (type & 1)
+ clif_updatestatus (sd, SP_HP);
+ if (type & 1)
+ clif_updatestatus (sd, SP_SP);
+
+ /* removed exp penalty on spawn [Valaris] */
+
+ if (type & 2 && sd->status.pc_class != 0 && battle_config.zeny_penalty > 0
+ && !map[sd->bl.m].flag.nozenypenalty)
+ {
+ int zeny =
+ (int) ((double) sd->status.zeny *
+ (double) battle_config.zeny_penalty / 10000.);
+ if (zeny < 1)
+ zeny = 1;
+ sd->status.zeny -= zeny;
+ if (sd->status.zeny < 0)
+ sd->status.zeny = 0;
+ clif_updatestatus (sd, SP_ZENY);
+ }
+ sd->heal_xp = 0; // [Fate] Set gainable xp for healing this player to 0
+
+ return 0;
+}
+
+/*==========================================
+ * 自分をロックしているMOBの数を数える(foreachclient)
+ *------------------------------------------
+ */
+static int pc_counttargeted_sub (struct block_list *bl, va_list ap)
+{
+ int id, *c, target_lv;
+ struct block_list *src;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+
+ id = va_arg (ap, int);
+
+ nullpo_retr (0, c = va_arg (ap, int *));
+
+ src = va_arg (ap, struct block_list *);
+ target_lv = va_arg (ap, int);
+ if (id == bl->id || (src && id == src->id))
+ return 0;
+ if (bl->type == BL_PC)
+ {
+ struct map_session_data *sd = (struct map_session_data *) bl;
+ if (sd && sd->attacktarget == id && sd->attacktimer != -1
+ && sd->attacktarget_lv >= target_lv)
+ (*c)++;
+ }
+ else if (bl->type == BL_MOB)
+ {
+ struct mob_data *md = (struct mob_data *) bl;
+ if (md && md->target_id == id && md->timer != -1
+ && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
+
+ (*c)++;
+ //printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv);
+ }
+ return 0;
+}
+
+int pc_counttargeted (struct map_session_data *sd, struct block_list *src,
+ int target_lv)
+{
+ int c = 0;
+ map_foreachinarea (pc_counttargeted_sub, sd->bl.m,
+ sd->bl.x - AREA_SIZE, sd->bl.y - AREA_SIZE,
+ sd->bl.x + AREA_SIZE, sd->bl.y + AREA_SIZE, 0,
+ sd->bl.id, &c, src, target_lv);
+ return c;
+}
+
+/*==========================================
+ * ローカルプロトタイプ宣言 (必要な物のみ)
+ *------------------------------------------
+ */
+static int pc_walktoxy_sub (struct map_session_data *);
+
+/*==========================================
+ * saveに必要なステータス修正を行なう
+ *------------------------------------------
+ */
+int pc_makesavestatus (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ // 服の色は色々弊害が多いので保存対象にはしない
+ if (!battle_config.save_clothcolor)
+ sd->status.clothes_color = 0;
+
+ // 死亡状態だったのでhpを1、位置をセーブ場所に変更
+ if (pc_isdead (sd))
+ {
+ pc_setrestartvalue (sd, 0);
+ memcpy (&sd->status.last_point, &sd->status.save_point,
+ sizeof (sd->status.last_point));
+ }
+ else
+ {
+ memcpy (sd->status.last_point.map, sd->mapname, 24);
+ sd->status.last_point.x = sd->bl.x;
+ sd->status.last_point.y = sd->bl.y;
+ }
+
+ // セーブ禁止マップだったので指定位置に移動
+ if (map[sd->bl.m].flag.nosave)
+ {
+ struct map_data *m = &map[sd->bl.m];
+ if (strcmp (m->save.map, "SavePoint") == 0)
+ memcpy (&sd->status.last_point, &sd->status.save_point,
+ sizeof (sd->status.last_point));
+ else
+ memcpy (&sd->status.last_point, &m->save,
+ sizeof (sd->status.last_point));
+ }
+
+ //マナーポイントがプラスだった場合0に
+ if (battle_config.muting_players && sd->status.manner > 0)
+ sd->status.manner = 0;
+ return 0;
+}
+
+/*==========================================
+ * 接続時の初期化
+ *------------------------------------------
+ */
+int pc_setnewpc (struct map_session_data *sd, int account_id, int char_id,
+ int login_id1, int client_tick, int sex, int fd)
+{
+ nullpo_retr (0, sd);
+
+ sd->bl.id = account_id;
+ sd->char_id = char_id;
+ sd->login_id1 = login_id1;
+ sd->login_id2 = 0; // at this point, we can not know the value :(
+ sd->client_tick = client_tick;
+ sd->sex = sex;
+ sd->state.auth = 0;
+ sd->bl.type = BL_PC;
+ sd->canact_tick = sd->canmove_tick = gettick ();
+ sd->canlog_tick = gettick ();
+ sd->state.waitingdisconnect = 0;
+
+ return 0;
+}
+
+int pc_equippoint (struct map_session_data *sd, int n)
+{
+ int ep = 0;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr (0, sd);
+
+ if (!sd->inventory_data[n])
+ return 0;
+
+ s_class = pc_calc_base_job (sd->status.pc_class);
+
+ ep = sd->inventory_data[n]->equip;
+ if ((sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2
+ || sd->inventory_data[n]->look == 6) && (ep == 2
+ &&
+ (pc_checkskill (sd, AS_LEFT)
+ > 0 || s_class.job == 12)))
+ {
+ return 34;
+ }
+
+ return ep;
+}
+
+int pc_setinventorydata (struct map_session_data *sd)
+{
+ int i, id;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ id = sd->status.inventory[i].nameid;
+ sd->inventory_data[i] = itemdb_search (id);
+ }
+ return 0;
+}
+
+int pc_calcweapontype (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->weapontype1 != 0 && sd->weapontype2 == 0)
+ sd->status.weapon = sd->weapontype1;
+ if (sd->weapontype1 == 0 && sd->weapontype2 != 0) // 左手武器 Only
+ sd->status.weapon = sd->weapontype2;
+ else if (sd->weapontype1 == 1 && sd->weapontype2 == 1) // 双短剣
+ sd->status.weapon = 0x11;
+ else if (sd->weapontype1 == 2 && sd->weapontype2 == 2) // 双単手剣
+ sd->status.weapon = 0x12;
+ else if (sd->weapontype1 == 6 && sd->weapontype2 == 6) // 双単手斧
+ sd->status.weapon = 0x13;
+ else if ((sd->weapontype1 == 1 && sd->weapontype2 == 2) || (sd->weapontype1 == 2 && sd->weapontype2 == 1)) // 短剣 - 単手剣
+ sd->status.weapon = 0x14;
+ else if ((sd->weapontype1 == 1 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 1)) // 短剣 - 斧
+ sd->status.weapon = 0x15;
+ else if ((sd->weapontype1 == 2 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 2)) // 単手剣 - 斧
+ sd->status.weapon = 0x16;
+ else
+ sd->status.weapon = sd->weapontype1;
+
+ return 0;
+}
+
+int pc_setequipindex (struct map_session_data *sd)
+{
+ int i, j;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < 11; i++)
+ sd->equip_index[i] = -1;
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].nameid <= 0)
+ continue;
+ if (sd->status.inventory[i].equip)
+ {
+ for (j = 0; j < 11; j++)
+ if (sd->status.inventory[i].equip & equip_pos[j])
+ sd->equip_index[j] = i;
+ if (sd->status.inventory[i].equip & 0x0002)
+ {
+ if (sd->inventory_data[i])
+ sd->weapontype1 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype1 = 0;
+ }
+ if (sd->status.inventory[i].equip & 0x0020)
+ {
+ if (sd->inventory_data[i])
+ {
+ if (sd->inventory_data[i]->type == 4)
+ {
+ if (sd->status.inventory[i].equip == 0x0020)
+ sd->weapontype2 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ }
+ }
+ pc_calcweapontype (sd);
+
+ return 0;
+}
+
+int pc_isequip (struct map_session_data *sd, int n)
+{
+ struct item_data *item;
+ struct status_change *sc_data;
+ //転生や養子の場合の元の職業を算出する
+
+ nullpo_retr (0, sd);
+
+ item = sd->inventory_data[n];
+ sc_data = battle_get_sc_data (&sd->bl);
+ //s_class = pc_calc_base_job(sd->status.class);
+
+ if (battle_config.gm_allequip > 0
+ && pc_isGM (sd) >= battle_config.gm_allequip)
+ return 1;
+
+ if (item == NULL)
+ return 0;
+ if (item->sex != 2 && sd->status.sex != item->sex)
+ return 0;
+ if (item->elv > 0 && sd->status.base_level < item->elv)
+ return 0;
+
+ if (map[sd->bl.m].flag.pvp
+ && (item->flag.no_equip == 1 || item->flag.no_equip == 3))
+ return 0;
+ if (map[sd->bl.m].flag.gvg
+ && (item->flag.no_equip == 2 || item->flag.no_equip == 3))
+ return 0;
+ if (item->equip & 0x0002 && sc_data
+ && sc_data[SC_STRIPWEAPON].timer != -1)
+ return 0;
+ if (item->equip & 0x0020 && sc_data
+ && sc_data[SC_STRIPSHIELD].timer != -1)
+ return 0;
+ if (item->equip & 0x0010 && sc_data && sc_data[SC_STRIPARMOR].timer != -1)
+ return 0;
+ if (item->equip & 0x0100 && sc_data && sc_data[SC_STRIPHELM].timer != -1)
+ return 0;
+ return 1;
+}
+
+/*==========================================
+ * Weapon Breaking [Valaris]
+ *------------------------------------------
+ */
+int pc_breakweapon (struct map_session_data *sd)
+{
+ struct item_data *item;
+ char output[255];
+ int i;
+
+ if (sd == NULL)
+ return -1;
+ if (sd->unbreakable >= MRAND (100))
+ return 0;
+ if (sd->sc_data && sd->sc_data[SC_CP_WEAPON].timer != -1)
+ return 0;
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].equip
+ && sd->status.inventory[i].equip & 0x0002
+ && !sd->status.inventory[i].broken)
+ {
+ item = sd->inventory_data[i];
+ sd->status.inventory[i].broken = 1;
+ //pc_unequipitem(sd,i,0);
+ if (sd->status.inventory[i].equip
+ && sd->status.inventory[i].equip & 0x0002
+ && sd->status.inventory[i].broken == 1)
+ {
+ sprintf (output, "%s has broken.", item->jname);
+ clif_emotion (&sd->bl, 23);
+ clif_displaymessage (sd->fd, output);
+ clif_equiplist (sd);
+ skill_status_change_start (&sd->bl, SC_BROKNWEAPON, 0, 0, 0,
+ 0, 0, 0);
+ }
+ }
+ if (sd->status.inventory[i].broken == 1)
+ return 0;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Armor Breaking [Valaris]
+ *------------------------------------------
+ */
+int pc_breakarmor (struct map_session_data *sd)
+{
+ struct item_data *item;
+ char output[255];
+ int i;
+
+ if (sd == NULL)
+ return -1;
+ if (sd->unbreakable >= MRAND (100))
+ return 0;
+ if (sd->sc_data && sd->sc_data[SC_CP_ARMOR].timer != -1)
+ return 0;
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].equip
+ && sd->status.inventory[i].equip & 0x0010
+ && !sd->status.inventory[i].broken)
+ {
+ item = sd->inventory_data[i];
+ sd->status.inventory[i].broken = 1;
+ //pc_unequipitem(sd,i,0);
+ if (sd->status.inventory[i].equip
+ && sd->status.inventory[i].equip & 0x0010
+ && sd->status.inventory[i].broken == 1)
+ {
+ sprintf (output, "%s has broken.", item->jname);
+ clif_emotion (&sd->bl, 23);
+ clif_displaymessage (sd->fd, output);
+ clif_equiplist (sd);
+ skill_status_change_start (&sd->bl, SC_BROKNARMOR, 0, 0, 0, 0,
+ 0, 0);
+ }
+ }
+ if (sd->status.inventory[i].broken == 1)
+ return 0;
+ }
+ return 0;
+}
+
+/*==========================================
+ * session idに問題無し
+ * char鯖から送られてきたステータスを設定
+ *------------------------------------------
+ */
+int pc_authok (int id, int login_id2, time_t connect_until_time,
+ short tmw_version, struct mmo_charstatus *st)
+{
+ struct map_session_data *sd = NULL;
+
+ struct party *p;
+ struct guild *g;
+ int i;
+ unsigned long tick = gettick ();
+ struct sockaddr_in sai;
+ socklen_t sa_len = sizeof(struct sockaddr);
+
+ sd = map_id2sd (id);
+ if (sd == NULL)
+ return 1;
+
+ sd->login_id2 = login_id2;
+ sd->tmw_version = tmw_version;
+
+ memcpy (&sd->status, st, sizeof (*st));
+
+ if (sd->status.sex != sd->sex)
+ {
+ clif_authfail_fd (sd->fd, 0);
+ return 1;
+ }
+
+ MAP_LOG_STATS (sd, "LOGIN");
+ MAP_LOG_XP (sd, "LOGIN");
+ MAP_LOG_MAGIC (sd, "LOGIN");
+
+ memset (&sd->state, 0, sizeof (sd->state));
+ // 基本的な初期化
+ sd->state.connect_new = 1;
+ sd->bl.prev = sd->bl.next = NULL;
+
+ sd->weapontype1 = sd->weapontype2 = 0;
+ sd->view_class = sd->status.pc_class;
+ sd->speed = DEFAULT_WALK_SPEED;
+ sd->state.dead_sit = 0;
+ sd->dir = 0;
+ sd->head_dir = 0;
+ sd->state.auth = 1;
+ sd->walktimer = -1;
+ sd->attacktimer = -1;
+ sd->followtimer = -1; // [MouseJstr]
+ sd->skilltimer = -1;
+ sd->skillitem = -1;
+ sd->skillitemlv = -1;
+ sd->invincible_timer = -1;
+ sd->sg_count = 0;
+
+ sd->deal_locked = 0;
+ sd->trade_partner = 0;
+
+ sd->inchealhptick = 0;
+ sd->inchealsptick = 0;
+ sd->hp_sub = 0;
+ sd->sp_sub = 0;
+ sd->quick_regeneration_hp.amount = 0;
+ sd->quick_regeneration_sp.amount = 0;
+ sd->heal_xp = 0;
+ sd->inchealspirithptick = 0;
+ sd->inchealspiritsptick = 0;
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->attackabletime = tick;
+ /* We don't want players bypassing spell restrictions. [remoitnane] */
+ // Removed because it was buggy with the ~50 day wraparound,
+ // and there's already a limit on how fast you can log in and log out.
+ // -o11c
+ sd->cast_tick = tick; // + pc_readglobalreg (sd, "MAGIC_CAST_TICK");
+
+ sd->doridori_counter = 0;
+
+ sd->spiritball = 0;
+ for (i = 0; i < MAX_SKILL_LEVEL; i++)
+ sd->spirit_timer[i] = -1;
+ for (i = 0; i < MAX_SKILLTIMERSKILL; i++)
+ sd->skilltimerskill[i].timer = -1;
+
+ memset (&sd->dev, 0, sizeof (struct square));
+ for (i = 0; i < 5; i++)
+ {
+ sd->dev.val1[i] = 0;
+ sd->dev.val2[i] = 0;
+ }
+
+ // アカウント変数の送信要求
+ intif_request_accountreg (sd);
+
+ // アイテムチェック
+ pc_setinventorydata (sd);
+ pc_checkitem (sd);
+
+ // ステータス異常の初期化
+ for (i = 0; i < MAX_STATUSCHANGE; i++)
+ {
+ sd->sc_data[i].timer = -1;
+ sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 =
+ sd->sc_data[i].val4 = 0;
+ }
+ sd->sc_count = 0;
+ if ((battle_config.atc_gmonly == 0 || pc_isGM (sd)) &&
+ (pc_isGM (sd) >= get_atcommand_level (AtCommand_Hide)))
+ sd->status.option &= (OPTION_MASK | OPTION_HIDE);
+ else
+ sd->status.option &= OPTION_MASK;
+
+ // スキルユニット関係の初期化
+ memset (sd->skillunit, 0, sizeof (sd->skillunit));
+ memset (sd->skillunittick, 0, sizeof (sd->skillunittick));
+
+ // init ignore list
+ memset (sd->ignore, 0, sizeof (sd->ignore));
+
+ // パーティー関係の初期化
+ sd->party_sended = 0;
+ sd->party_invite = 0;
+ sd->party_x = -1;
+ sd->party_y = -1;
+ sd->party_hp = -1;
+
+ // ギルド関係の初期化
+ sd->guild_sended = 0;
+ sd->guild_invite = 0;
+ sd->guild_alliance = 0;
+
+ // イベント関係の初期化
+ memset (sd->eventqueue, 0, sizeof (sd->eventqueue));
+ for (i = 0; i < MAX_EVENTTIMER; i++)
+ sd->eventtimer[i] = -1;
+
+ // 位置の設定
+ pc_setpos (sd, sd->status.last_point.map, sd->status.last_point.x,
+ sd->status.last_point.y, 0);
+
+ // パーティ、ギルドデータの要求
+ if (sd->status.party_id > 0
+ && (p = party_search (sd->status.party_id)) == NULL)
+ party_request_info (sd->status.party_id);
+ if (sd->status.guild_id > 0
+ && (g = guild_search (sd->status.guild_id)) == NULL)
+ guild_request_info (sd->status.guild_id);
+
+ // pvpの設定
+ sd->pvp_rank = 0;
+ sd->pvp_point = 0;
+ sd->pvp_timer = -1;
+
+ // 通知
+
+ clif_authok (sd);
+ map_addnickdb (sd);
+ if (map_charid2nick (sd->status.char_id) == NULL)
+ map_addchariddb (sd->status.char_id, sd->status.name);
+
+ //スパノビ用死にカウンターのスクリプト変数からの読み出しとsdへのセット
+ sd->die_counter = pc_readglobalreg (sd, "PC_DIE_COUNTER");
+
+ if (night_flag == 1)
+ {
+ char tmpstr[1024];
+ strcpy (tmpstr, msg_txt (500)); // Actually, it's the night...
+ clif_wis_message (sd->fd, wisp_server_name, tmpstr,
+ strlen (tmpstr) + 1);
+ sd->opt2 |= STATE_BLIND;
+ }
+
+ // ステータス初期計算など
+ pc_calcstatus (sd, 1);
+
+ if (pc_isGM (sd))
+ {
+ printf
+ ("Connection accepted: character '%s' (account: %d; GM level %d).\n",
+ sd->status.name, sd->status.account_id, pc_isGM (sd));
+ clif_updatestatus (sd, SP_GM);
+ }
+ else
+ printf ("Connection accepted: Character '%s' (account: %d).\n",
+ sd->status.name, sd->status.account_id);
+
+ // Message of the Dayの送信
+ {
+ char buf[256];
+ FILE *fp;
+ if ((fp = fopen_ (motd_txt, "r")) != NULL)
+ {
+ while (fgets (buf, sizeof (buf) - 1, fp) != NULL)
+ {
+ int i;
+ for (i = 0; buf[i]; i++)
+ {
+ if (buf[i] == '\r' || buf[i] == '\n')
+ {
+ buf[i] = 0;
+ break;
+ }
+ }
+ clif_displaymessage (sd->fd, buf);
+ }
+ fclose_ (fp);
+ }
+ }
+
+ sd->auto_ban_info.in_progress = 0;
+
+ // Initialize antispam vars
+ sd->chat_reset_due = sd->chat_lines_in = sd->chat_total_repeats =
+ sd->chat_repeat_reset_due = 0;
+ sd->chat_lastmsg[0] = '\0';
+
+ memset(sd->flood_rates, 0, sizeof(sd->flood_rates));
+ sd->packet_flood_reset_due = sd->packet_flood_in = 0;
+
+ // Obtain IP address (if they are still connected)
+ if (!getpeername(sd->fd, (struct sockaddr *)&sai, &sa_len))
+ sd->ip = sai.sin_addr.s_addr;
+
+ // message of the limited time of the account
+ if (connect_until_time != 0)
+ { // don't display if it's unlimited or unknow value
+ char tmpstr[1024];
+ strftime (tmpstr, sizeof (tmpstr) - 1, msg_txt (501), gmtime (&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
+ clif_wis_message (sd->fd, wisp_server_name, tmpstr,
+ strlen (tmpstr) + 1);
+ }
+ pc_calcstatus (sd, 1);
+
+ return 0;
+}
+
+/*==========================================
+ * session idに問題ありなので後始末
+ *------------------------------------------
+ */
+int pc_authfail (int id)
+{
+ struct map_session_data *sd;
+
+ sd = map_id2sd (id);
+ if (sd == NULL)
+ return 1;
+
+ clif_authfail_fd (sd->fd, 0);
+
+ return 0;
+}
+
+static int pc_calc_skillpoint (struct map_session_data *sd)
+{
+ int i, skill_points = 0;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < skill_pool_skills_size; i++) {
+ int lv = sd->status.skill[skill_pool_skills[i]].lv;
+ if (lv)
+ skill_points += ((lv * (lv - 1)) >> 1) - 1;
+ }
+
+ return skill_points;
+}
+
+/*==========================================
+ * 覚えられるスキルの計算
+ *------------------------------------------
+ */
+int pc_calc_skilltree (struct map_session_data *sd)
+{
+ int i, id = 0, flag;
+ int c = 0, s = 0;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr (0, sd);
+
+ s_class = pc_calc_base_job (sd->status.pc_class);
+ c = s_class.job;
+ s = (s_class.upper == 1) ? 1 : 0; //ソ転生以外は通常のスキル?
+
+ if ((battle_config.skillup_limit)
+ && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023)
+ || (c >= 4023 && c < 4045)))
+ {
+ int skill_point = pc_calc_skillpoint (sd);
+ if (skill_point < 9)
+ c = 0;
+ 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)))
+ {
+ switch (c)
+ {
+ case 7:
+ case 14:
+ c = 1;
+ break;
+ case 8:
+ case 15:
+ c = 4;
+ break;
+ case 9:
+ case 16:
+ c = 2;
+ break;
+ case 10:
+ case 18:
+ c = 5;
+ break;
+ case 11:
+ case 19:
+ case 20:
+ c = 3;
+ break;
+ case 12:
+ case 17:
+ c = 6;
+ break;
+ case 4008:
+ case 4015:
+ c = 4002;
+ break;
+ case 4009:
+ case 4016:
+ c = 4005;
+ break;
+ case 4010:
+ case 4017:
+ c = 4003;
+ break;
+ case 4011:
+ case 4019:
+ c = 4006;
+ break;
+ case 4012:
+ case 4020:
+ case 4021:
+ c = 4004;
+ break;
+ case 4013:
+ case 4018:
+ c = 4007;
+ break;
+ case 4030:
+ case 4037:
+ c = 4024;
+ break;
+ case 4031:
+ case 4038:
+ c = 4027;
+ break;
+ case 4032:
+ case 4039:
+ c = 4025;
+ break;
+ case 4033:
+ case 4040:
+ c = 4028;
+ break;
+ case 4034:
+ case 4041:
+ case 4042:
+ c = 4026;
+ break;
+ case 4035:
+ case 4043:
+ c = 4029;
+ break;
+
+ }
+ }
+ }
+
+ /*Comment this out for now, as we manage skills differently
+ * for(i=0;i<MAX_SKILL;i++)
+ * if (i < TMW_MAGIC || i > TMW_MAGIC_END){ // [Fate] This hack gets TMW magic working and persisted without bothering about the skill tree.
+ * if (sd->status.skill[i].flag != 13) sd->status.skill[i].id=0;
+ * if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
+ * sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本当のlvに
+ * sd->status.skill[i].flag=0; // flagは0にしておく
+ * }
+ * }
+ */
+
+ if (battle_config.gm_allskill > 0
+ && pc_isGM (sd) >= battle_config.gm_allskill)
+ {
+ // 全てのスキル
+ for (i = 1; i < 158; i++)
+ sd->status.skill[i].id = i;
+ for (i = 210; i < 291; i++)
+ sd->status.skill[i].id = i;
+ for (i = 304; i < 337; i++)
+ sd->status.skill[i].id = i;
+ if (battle_config.enable_upper_class)
+ { //confで無効でなければ読み込む
+ for (i = 355; i < MAX_SKILL; i++)
+ sd->status.skill[i].id = i;
+ }
+
+ }
+ else
+ {
+ // 通常の計算
+ do
+ {
+ flag = 0;
+ for (i = 0; (id = skill_tree[s][c][i].id) > 0; i++)
+ {
+ int j, f = 1;
+ if (!battle_config.skillfree)
+ {
+ for (j = 0; j < 5; j++)
+ {
+ if (skill_tree[s][c][i].need[j].id &&
+ pc_checkskill (sd,
+ skill_tree[s][c][i].need[j].id) <
+ skill_tree[s][c][i].need[j].lv)
+ f = 0;
+ }
+ }
+ if (f && sd->status.skill[id].id == 0)
+ {
+ sd->status.skill[id].id = id;
+ flag = 1;
+ }
+ }
+ }
+ while (flag);
+ }
+// if(battle_config.etc_log)
+// printf("calc skill_tree\n");
+ return 0;
+}
+
+/*==========================================
+ * 重量アイコンの確認
+ *------------------------------------------
+ */
+int pc_checkweighticon (struct map_session_data *sd)
+{
+ int flag = 0;
+
+ nullpo_retr (0, sd);
+
+ if (sd->weight * 2 >= sd->max_weight
+ && sd->sc_data[SC_FLYING_BACKPACK].timer == -1)
+ flag = 1;
+ if (sd->weight * 10 >= sd->max_weight * 9)
+ flag = 2;
+
+ if (flag == 1)
+ {
+ if (sd->sc_data[SC_WEIGHT50].timer == -1)
+ skill_status_change_start (&sd->bl, SC_WEIGHT50, 0, 0, 0, 0, 0,
+ 0);
+ }
+ else
+ {
+ skill_status_change_end (&sd->bl, SC_WEIGHT50, -1);
+ }
+ if (flag == 2)
+ {
+ if (sd->sc_data[SC_WEIGHT90].timer == -1)
+ skill_status_change_start (&sd->bl, SC_WEIGHT90, 0, 0, 0, 0, 0,
+ 0);
+ }
+ else
+ {
+ skill_status_change_end (&sd->bl, SC_WEIGHT90, -1);
+ }
+ return 0;
+}
+
+void pc_set_weapon_look (struct map_session_data *sd)
+{
+ if (sd->attack_spell_override)
+ clif_changelook (&sd->bl, LOOK_WEAPON,
+ sd->attack_spell_look_override);
+ else
+ clif_changelook (&sd->bl, LOOK_WEAPON, sd->status.weapon);
+}
+
+/*==========================================
+ * パラメータ計算
+ * first==0の時、計算対象のパラメータが呼び出し前から
+ * 変 化した場合自動でsendするが、
+ * 能動的に変化させたパラメータは自前でsendするように
+ *------------------------------------------
+ */
+int pc_calcstatus (struct map_session_data *sd, int first)
+{
+ 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;
+ 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;
+ int b_base_atk;
+ struct skill b_skill[MAX_SKILL];
+ int i, bl, index;
+ int skill, aspd_rate, wele, wele_, def_ele, refinedef = 0;
+ int str, dstr, dex;
+ struct pc_base_job s_class;
+
+ nullpo_retr (0, sd);
+
+ //転生や養子の場合の元の職業を算出する
+ s_class = pc_calc_base_job (sd->status.pc_class);
+
+ b_speed = sd->speed;
+ b_max_hp = sd->status.max_hp;
+ b_max_sp = sd->status.max_sp;
+ b_hp = sd->status.hp;
+ b_sp = sd->status.sp;
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+ memcpy (b_paramb, &sd->paramb, sizeof (b_paramb));
+ memcpy (b_parame, &sd->paramc, sizeof (b_parame));
+ memcpy (b_skill, &sd->status.skill, sizeof (b_skill));
+ b_hit = sd->hit;
+ b_flee = sd->flee;
+ b_aspd = sd->aspd;
+ b_watk = sd->watk;
+ b_def = sd->def;
+ b_watk2 = sd->watk2;
+ b_def2 = sd->def2;
+ b_flee2 = sd->flee2;
+ b_critical = sd->critical;
+ b_attackrange = sd->attackrange;
+ b_matk1 = sd->matk1;
+ b_matk2 = sd->matk2;
+ b_mdef = sd->mdef;
+ b_mdef2 = sd->mdef2;
+ b_class = sd->view_class;
+ sd->view_class = sd->status.pc_class;
+ b_base_atk = sd->base_atk;
+
+ pc_calc_skilltree (sd); // スキルツリーの計算
+
+ sd->max_weight = max_weight_base[s_class.job] + sd->status.str * 300;
+
+ if (first & 1)
+ {
+ sd->weight = 0;
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].nameid == 0
+ || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight +=
+ sd->inventory_data[i]->weight *
+ sd->status.inventory[i].amount;
+ }
+ sd->cart_max_weight = battle_config.max_cart_weight;
+ sd->cart_weight = 0;
+ sd->cart_max_num = MAX_CART;
+ sd->cart_num = 0;
+ for (i = 0; i < MAX_CART; i++)
+ {
+ if (sd->status.cart[i].nameid == 0)
+ continue;
+ sd->cart_weight +=
+ itemdb_weight (sd->status.cart[i].nameid) *
+ sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ memset (sd->paramb, 0, sizeof (sd->paramb));
+ memset (sd->parame, 0, sizeof (sd->parame));
+ sd->hit = 0;
+ sd->flee = 0;
+ sd->flee2 = 0;
+ sd->critical = 0;
+ sd->aspd = 0;
+ sd->watk = 0;
+ sd->def = 0;
+ sd->mdef = 0;
+ sd->watk2 = 0;
+ sd->def2 = 0;
+ sd->mdef2 = 0;
+ sd->status.max_hp = 0;
+ sd->status.max_sp = 0;
+ sd->attackrange = 0;
+ sd->attackrange_ = 0;
+ sd->atk_ele = 0;
+ sd->def_ele = 0;
+ sd->star = 0;
+ sd->overrefine = 0;
+ sd->matk1 = 0;
+ sd->matk2 = 0;
+ sd->speed = DEFAULT_WALK_SPEED;
+ sd->hprate = 100;
+ sd->sprate = 100;
+ sd->castrate = 100;
+ sd->dsprate = 100;
+ sd->base_atk = 0;
+ sd->arrow_atk = 0;
+ sd->arrow_ele = 0;
+ sd->arrow_hit = 0;
+ sd->arrow_range = 0;
+ sd->nhealhp = sd->nhealsp = sd->nshealhp = sd->nshealsp = sd->nsshealhp =
+ sd->nsshealsp = 0;
+ memset (sd->addele, 0, sizeof (sd->addele));
+ memset (sd->addrace, 0, sizeof (sd->addrace));
+ memset (sd->addsize, 0, sizeof (sd->addsize));
+ memset (sd->addele_, 0, sizeof (sd->addele_));
+ memset (sd->addrace_, 0, sizeof (sd->addrace_));
+ memset (sd->addsize_, 0, sizeof (sd->addsize_));
+ memset (sd->subele, 0, sizeof (sd->subele));
+ memset (sd->subrace, 0, sizeof (sd->subrace));
+ memset (sd->addeff, 0, sizeof (sd->addeff));
+ memset (sd->addeff2, 0, sizeof (sd->addeff2));
+ memset (sd->reseff, 0, sizeof (sd->reseff));
+ memset (&sd->special_state, 0, sizeof (sd->special_state));
+ memset (sd->weapon_coma_ele, 0, sizeof (sd->weapon_coma_ele));
+ memset (sd->weapon_coma_race, 0, sizeof (sd->weapon_coma_race));
+
+ sd->watk_ = 0; //二刀流用(仮)
+ sd->watk_2 = 0;
+ sd->atk_ele_ = 0;
+ sd->star_ = 0;
+ sd->overrefine_ = 0;
+
+ sd->aspd_rate = 100;
+ sd->speed_rate = 100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->critical_def = 0;
+ sd->double_rate = 0;
+ sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
+ sd->atk_rate = sd->matk_rate = 100;
+ sd->ignore_def_ele = sd->ignore_def_race = 0;
+ sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
+ sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
+ sd->arrow_cri = 0;
+ sd->magic_def_rate = sd->misc_def_rate = 0;
+ memset (sd->arrow_addele, 0, sizeof (sd->arrow_addele));
+ memset (sd->arrow_addrace, 0, sizeof (sd->arrow_addrace));
+ memset (sd->arrow_addsize, 0, sizeof (sd->arrow_addsize));
+ memset (sd->arrow_addeff, 0, sizeof (sd->arrow_addeff));
+ memset (sd->arrow_addeff2, 0, sizeof (sd->arrow_addeff2));
+ memset (sd->magic_addele, 0, sizeof (sd->magic_addele));
+ memset (sd->magic_addrace, 0, sizeof (sd->magic_addrace));
+ memset (sd->magic_subrace, 0, sizeof (sd->magic_subrace));
+ sd->perfect_hit = 0;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+ sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
+ sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
+ sd->get_zeny_num = 0;
+ sd->add_damage_class_count = sd->add_damage_class_count_ =
+ sd->add_magic_damage_class_count = 0;
+ sd->add_def_class_count = sd->add_mdef_class_count = 0;
+ sd->monster_drop_item_count = 0;
+ memset (sd->add_damage_classrate, 0, sizeof (sd->add_damage_classrate));
+ memset (sd->add_damage_classrate_, 0, sizeof (sd->add_damage_classrate_));
+ memset (sd->add_magic_damage_classrate, 0,
+ sizeof (sd->add_magic_damage_classrate));
+ memset (sd->add_def_classrate, 0, sizeof (sd->add_def_classrate));
+ memset (sd->add_mdef_classrate, 0, sizeof (sd->add_mdef_classrate));
+ memset (sd->monster_drop_race, 0, sizeof (sd->monster_drop_race));
+ memset (sd->monster_drop_itemrate, 0, sizeof (sd->monster_drop_itemrate));
+ sd->speed_add_rate = sd->aspd_add_rate = 100;
+ sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
+ sd->splash_range = sd->splash_add_range = 0;
+ sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
+ sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate =
+ sd->sp_drain_per = 0;
+ sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ =
+ sd->sp_drain_per_ = 0;
+ sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
+ sd->magic_damage_return = 0; //AppleGirl Was Here
+ sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
+
+ if (!sd->disguiseflag && sd->disguise)
+ {
+ sd->disguise = 0;
+ pc_set_weapon_look (sd);
+ clif_changelook (&sd->bl, LOOK_SHIELD, sd->status.shield);
+ clif_changelook (&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
+ clif_changelook (&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
+ clif_changelook (&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
+ clif_clearchar (&sd->bl, 9);
+ pc_setpos (sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
+ }
+
+ sd->spellpower_bonus_target = 0;
+
+ for (i = 0; i < 10; i++)
+ {
+ index = sd->equip_index[i];
+ if (index < 0)
+ continue;
+ if (i == 9 && sd->equip_index[8] == index)
+ continue;
+ if (i == 5 && sd->equip_index[4] == index)
+ continue;
+ if (i == 6
+ && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+
+ if (sd->inventory_data[index])
+ {
+ sd->spellpower_bonus_target +=
+ sd->inventory_data[index]->magic_bonus;
+
+ if (sd->inventory_data[index]->type == 4)
+ {
+ if (sd->status.inventory[index].card[0] != 0x00ff
+ && sd->status.inventory[index].card[0] != 0x00fe
+ && sd->status.inventory[index].card[0] != (short) 0xff00)
+ {
+ int j;
+ for (j = 0; j < sd->inventory_data[index]->slot; j++)
+ { // カード
+ int c = sd->status.inventory[index].card[j];
+ if (c > 0)
+ {
+ argrec_t arg[2];
+ arg[0].name = "@slotId";
+ arg[0].v.i = i;
+ arg[1].name = "@itemId";
+ arg[1].v.i = sd->inventory_data[index]->nameid;
+ if (i == 8
+ && sd->status.inventory[index].equip == 0x20)
+ sd->state.lr_flag = 1;
+ run_script_l (itemdb_equipscript (c), 0, sd->bl.id,
+ 0, 2, arg);
+ sd->state.lr_flag = 0;
+ }
+ }
+ }
+ }
+ else if (sd->inventory_data[index]->type == 5)
+ { // 防具
+ if (sd->status.inventory[index].card[0] != 0x00ff
+ && sd->status.inventory[index].card[0] != 0x00fe
+ && sd->status.inventory[index].card[0] != (short) 0xff00)
+ {
+ int j;
+ for (j = 0; j < sd->inventory_data[index]->slot; j++)
+ { // カード
+ int c = sd->status.inventory[index].card[j];
+ if (c > 0) {
+ argrec_t arg[2];
+ arg[0].name = "@slotId";
+ arg[0].v.i = i;
+ arg[1].name = "@itemId";
+ arg[1].v.i = sd->inventory_data[index]->nameid;
+ run_script_l (itemdb_equipscript (c), 0, sd->bl.id,
+ 0, 2, arg);
+ }
+ }
+ }
+ }
+ }
+ }
+
+#ifdef USE_ASTRAL_SOUL_SKILL
+ if (sd->spellpower_bonus_target < 0)
+ sd->spellpower_bonus_target =
+ (sd->spellpower_bonus_target * 256) /
+ (MIN (128 + skill_power (sd, TMW_ASTRAL_SOUL), 256));
+#endif
+
+ if (sd->spellpower_bonus_target < sd->spellpower_bonus_current)
+ sd->spellpower_bonus_current = sd->spellpower_bonus_target;
+
+ wele = sd->atk_ele;
+ wele_ = sd->atk_ele_;
+ def_ele = sd->def_ele;
+ memcpy (sd->paramcard, sd->parame, sizeof (sd->paramcard));
+
+ // 装備品によるステータス変化はここで実行
+ for (i = 0; i < 10; i++)
+ {
+ index = sd->equip_index[i];
+ if (index < 0)
+ continue;
+ if (i == 9 && sd->equip_index[8] == index)
+ continue;
+ if (i == 5 && sd->equip_index[4] == index)
+ continue;
+ if (i == 6
+ && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+ if (sd->inventory_data[index])
+ {
+ sd->def += sd->inventory_data[index]->def;
+ if (sd->inventory_data[index]->type == 4)
+ {
+ int r, wlv = sd->inventory_data[index]->wlv;
+ if (i == 8 && sd->status.inventory[index].equip == 0x20)
+ {
+ //二刀流用データ入力
+ sd->watk_ += sd->inventory_data[index]->atk;
+ sd->watk_2 = (r = sd->status.inventory[index].refine) * // 精錬攻撃力
+ refinebonus[wlv][0];
+ if ((r -= refinebonus[wlv][2]) > 0) // 過剰精錬ボーナス
+ sd->overrefine_ = r * refinebonus[wlv][1];
+
+ if (sd->status.inventory[index].card[0] == 0x00ff)
+ { // 製造武器
+ sd->star_ = (sd->status.inventory[index].card[1] >> 8); // 星のかけら
+ wele_ = (sd->status.inventory[index].card[1] & 0x0f); // 属 性
+ }
+ sd->attackrange_ += sd->inventory_data[index]->range;
+ sd->state.lr_flag = 1;
+ {
+ argrec_t arg[2];
+ arg[0].name = "@slotId";
+ arg[0].v.i = i;
+ arg[1].name = "@itemId";
+ arg[1].v.i = sd->inventory_data[index]->nameid;
+ run_script_l (sd->inventory_data[index]->equip_script, 0,
+ sd->bl.id, 0, 2, arg);
+ }
+ sd->state.lr_flag = 0;
+ }
+ else
+ { //二刀流武器以外
+ argrec_t arg[2];
+ arg[0].name = "@slotId";
+ arg[0].v.i = i;
+ arg[1].name = "@itemId";
+ arg[1].v.i = sd->inventory_data[index]->nameid;
+ sd->watk += sd->inventory_data[index]->atk;
+ sd->watk2 += (r = sd->status.inventory[index].refine) * // 精錬攻撃力
+ refinebonus[wlv][0];
+ if ((r -= refinebonus[wlv][2]) > 0) // 過剰精錬ボーナス
+ sd->overrefine += r * refinebonus[wlv][1];
+
+ if (sd->status.inventory[index].card[0] == 0x00ff)
+ { // 製造武器
+ sd->star += (sd->status.inventory[index].card[1] >> 8); // 星のかけら
+ wele = (sd->status.inventory[index].card[1] & 0x0f); // 属 性
+ }
+ sd->attackrange += sd->inventory_data[index]->range;
+ run_script_l (sd->inventory_data[index]->equip_script, 0,
+ sd->bl.id, 0, 2, arg);
+ }
+ }
+ else if (sd->inventory_data[index]->type == 5)
+ {
+ argrec_t arg[2];
+ arg[0].name = "@slotId";
+ arg[0].v.i = i;
+ arg[1].name = "@itemId";
+ arg[1].v.i = sd->inventory_data[index]->nameid;
+ sd->watk += sd->inventory_data[index]->atk;
+ refinedef +=
+ sd->status.inventory[index].refine * refinebonus[0][0];
+ run_script_l (sd->inventory_data[index]->equip_script, 0,
+ sd->bl.id, 0, 2, arg);
+ }
+ }
+ }
+
+ if (battle_is_unarmed (&sd->bl))
+ {
+ sd->watk += skill_power (sd, TMW_BRAWLING) / 3; // +66 for 200
+ sd->watk2 += skill_power (sd, TMW_BRAWLING) >> 3; // +25 for 200
+ sd->watk_ += skill_power (sd, TMW_BRAWLING) / 3; // +66 for 200
+ sd->watk_2 += skill_power (sd, TMW_BRAWLING) >> 3; // +25 for 200
+ }
+
+ if (sd->equip_index[10] >= 0)
+ { // 矢
+ index = sd->equip_index[10];
+ if (sd->inventory_data[index])
+ { //まだ属性が入っていない
+ argrec_t arg[2];
+ arg[0].name = "@slotId";
+ arg[0].v.i = i;
+ arg[1].name = "@itemId";
+ arg[1].v.i = sd->inventory_data[index]->nameid;
+ sd->state.lr_flag = 2;
+ run_script_l (sd->inventory_data[index]->equip_script, 0, sd->bl.id,
+ 0, 2, arg);
+ sd->state.lr_flag = 0;
+ sd->arrow_atk += sd->inventory_data[index]->atk;
+ }
+ }
+ sd->def += (refinedef + 50) / 100;
+
+ if (sd->attackrange < 1)
+ sd->attackrange = 1;
+ if (sd->attackrange_ < 1)
+ sd->attackrange_ = 1;
+ if (sd->attackrange < sd->attackrange_)
+ sd->attackrange = sd->attackrange_;
+ if (sd->status.weapon == 11)
+ sd->attackrange += sd->arrow_range;
+ if (wele > 0)
+ sd->atk_ele = wele;
+ if (wele_ > 0)
+ sd->atk_ele_ = wele_;
+ if (def_ele > 0)
+ sd->def_ele = def_ele;
+ sd->double_rate += sd->double_add_rate;
+ sd->perfect_hit += sd->perfect_hit_add;
+ sd->get_zeny_num += sd->get_zeny_add_num;
+ sd->splash_range += sd->splash_add_range;
+ if (sd->speed_add_rate != 100)
+ sd->speed_rate += sd->speed_add_rate - 100;
+ if (sd->aspd_add_rate != 100)
+ sd->aspd_rate += sd->aspd_add_rate - 100;
+
+ // 武器ATKサイズ補正 (右手)
+ sd->atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->atkmods[2] = atkmods[2][sd->weapontype1];
+ //武器ATKサイズ補正 (左手)
+ sd->atkmods_[0] = atkmods[0][sd->weapontype2];
+ sd->atkmods_[1] = atkmods[1][sd->weapontype2];
+ sd->atkmods_[2] = atkmods[2][sd->weapontype2];
+
+/*
+ // jobボーナス分
+ for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
+ if(job_bonus[s_class.upper][s_class.job][i])
+ sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
+ }
+*/
+
+ if ((skill = pc_checkskill (sd, MC_INCCARRY)) > 0) // skill can be used with an item now, thanks to orn [Valaris]
+ sd->max_weight += skill * 1000;
+
+ // ステータス変化による基本パラメータ補正
+ if (sd->sc_count)
+ {
+ if (sd->sc_data[SC_CONCENTRATE].timer != -1
+ && sd->sc_data[SC_QUAGMIRE].timer == -1)
+ { // 集中力向上
+ sd->paramb[1] +=
+ (sd->status.agi + sd->paramb[1] + sd->parame[1] -
+ sd->paramcard[1]) * (2 +
+ sd->sc_data[SC_CONCENTRATE].val1) / 100;
+ sd->paramb[4] +=
+ (sd->status.dex + sd->paramb[4] + sd->parame[4] -
+ sd->paramcard[4]) * (2 +
+ sd->sc_data[SC_CONCENTRATE].val1) / 100;
+ }
+ if (sd->sc_data[SC_INCREASEAGI].timer != -1
+ && sd->sc_data[SC_QUAGMIRE].timer == -1
+ && sd->sc_data[SC_DONTFORGETME].timer == -1)
+ { // 速度増加
+ sd->paramb[1] += 2 + sd->sc_data[SC_INCREASEAGI].val1;
+ sd->speed -= sd->speed * 25 / 100;
+ }
+ if (sd->sc_data[SC_DECREASEAGI].timer != -1) // 速度減少(agiはbattle.cで)
+ sd->speed = sd->speed * 125 / 100;
+ if (sd->sc_data[SC_CLOAKING].timer != -1)
+ sd->speed =
+ (sd->speed * (76 + (sd->sc_data[SC_INCREASEAGI].val1 * 3))) /
+ 100;
+ if (sd->sc_data[SC_BLESSING].timer != -1)
+ { // ブレッシング
+ sd->paramb[0] += sd->sc_data[SC_BLESSING].val1;
+ sd->paramb[3] += sd->sc_data[SC_BLESSING].val1;
+ sd->paramb[4] += sd->sc_data[SC_BLESSING].val1;
+ }
+ if (sd->sc_data[SC_GLORIA].timer != -1) // グロリア
+ sd->paramb[5] += 30;
+ if (sd->sc_data[SC_LOUD].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
+ sd->paramb[0] += 4;
+ if (sd->sc_data[SC_QUAGMIRE].timer != -1)
+ { // クァグマイア
+ sd->speed = sd->speed * 3 / 2;
+ sd->paramb[1] -=
+ (sd->status.agi + sd->paramb[1] + sd->parame[1]) / 2;
+ sd->paramb[4] -=
+ (sd->status.dex + sd->paramb[4] + sd->parame[4]) / 2;
+ }
+ if (sd->sc_data[SC_TRUESIGHT].timer != -1)
+ { // トゥルーサイト
+ sd->paramb[0] += 5;
+ sd->paramb[1] += 5;
+ sd->paramb[2] += 5;
+ sd->paramb[3] += 5;
+ sd->paramb[4] += 5;
+ sd->paramb[5] += 5;
+ }
+ }
+ sd->speed -= skill_power (sd, TMW_SPEED) >> 3;
+ sd->aspd_rate -= skill_power (sd, TMW_SPEED) / 10;
+ if (sd->aspd_rate < 20)
+ sd->aspd_rate = 20;
+
+/*
+ //1度も死んでないJob70スパノビに+10
+ if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
+ sd->paramb[0]+= 15;
+ sd->paramb[1]+= 15;
+ sd->paramb[2]+= 15;
+ sd->paramb[3]+= 15;
+ sd->paramb[4]+= 15;
+ sd->paramb[5]+= 15;
+ }
+*/
+ sd->paramc[0] = sd->status.str + sd->paramb[0] + sd->parame[0];
+ sd->paramc[1] = sd->status.agi + sd->paramb[1] + sd->parame[1];
+ sd->paramc[2] = sd->status.vit + sd->paramb[2] + sd->parame[2];
+ sd->paramc[3] = sd->status.int_ + sd->paramb[3] + sd->parame[3];
+ sd->paramc[4] = sd->status.dex + sd->paramb[4] + sd->parame[4];
+ sd->paramc[5] = sd->status.luk + sd->paramb[5] + sd->parame[5];
+ for (i = 0; i < 6; i++)
+ if (sd->paramc[i] < 0)
+ sd->paramc[i] = 0;
+
+ if (sd->status.weapon == 11 || sd->status.weapon == 13
+ || sd->status.weapon == 14)
+ {
+ str = sd->paramc[4];
+ dex = sd->paramc[0];
+ }
+ else
+ {
+ str = sd->paramc[0];
+ dex = sd->paramc[4];
+ sd->critical += ((dex * 3) >> 1);
+ }
+ dstr = str / 10;
+ sd->base_atk += str + dstr * dstr + dex / 5 + sd->paramc[5] / 5;
+//fprintf(stderr, "baseatk = %d = x + %d + %d + %d + %d\n", sd->base_atk, str, dstr*dstr, dex/5, sd->paramc[5]/5);
+ sd->matk1 += sd->paramc[3] + (sd->paramc[3] / 5) * (sd->paramc[3] / 5);
+ sd->matk2 += sd->paramc[3] + (sd->paramc[3] / 7) * (sd->paramc[3] / 7);
+ if (sd->matk1 < sd->matk2)
+ {
+ int temp = sd->matk2;
+ sd->matk2 = sd->matk1;
+ sd->matk1 = temp;
+ }
+ // [Fate] New tmw magic system
+ sd->matk1 += sd->status.base_level + sd->spellpower_bonus_current;
+#ifdef USE_ASTRAL_SOUL_SKILL
+ if (sd->matk1 > MAGIC_SKILL_THRESHOLD)
+ {
+ int bonus = sd->matk1 - MAGIC_SKILL_THRESHOLD;
+ // Ok if you are above a certain threshold, you get only (1/8) of that matk1
+ // if you have Astral soul skill you can get the whole power again (and additionally the 1/8 added)
+ sd->matk1 = MAGIC_SKILL_THRESHOLD + (bonus>>3) + ((3*bonus*skill_power(sd, TMW_ASTRAL_SOUL))>>9);
+ }
+#endif
+ sd->matk2 = 0;
+ if (sd->matk1 < 0)
+ sd->matk1 = 0;
+
+ sd->hit += sd->paramc[4] + sd->status.base_level;
+ sd->flee += sd->paramc[1] + sd->status.base_level;
+ sd->def2 += sd->paramc[2];
+ sd->mdef2 += sd->paramc[3];
+ sd->flee2 += sd->paramc[5] + 10;
+ sd->critical += (sd->paramc[5] * 3) + 10;
+
+ // 200 is the maximum of the skill
+ // def2 is the defence gained by vit, whereas "def", which is gained by armor, stays as is
+ int spbsk = skill_power (sd, TMW_RAGING);
+ if (spbsk != 0 && sd->attackrange <= 2)
+ {
+ sd->critical += sd->critical * spbsk / 100;
+ sd->def2 = (sd->def2 * 256) / (256 + spbsk);
+ }
+
+ if (sd->base_atk < 1)
+ sd->base_atk = 1;
+ if (sd->critical_rate != 100)
+ sd->critical = (sd->critical * sd->critical_rate) / 100;
+ if (sd->critical < 10)
+ sd->critical = 10;
+ if (sd->hit_rate != 100)
+ sd->hit = (sd->hit * sd->hit_rate) / 100;
+ if (sd->hit < 1)
+ sd->hit = 1;
+ if (sd->flee_rate != 100)
+ sd->flee = (sd->flee * sd->flee_rate) / 100;
+ if (sd->flee < 1)
+ sd->flee = 1;
+ if (sd->flee2_rate != 100)
+ sd->flee2 = (sd->flee2 * sd->flee2_rate) / 100;
+ if (sd->flee2 < 10)
+ sd->flee2 = 10;
+ if (sd->def_rate != 100)
+ sd->def = (sd->def * sd->def_rate) / 100;
+ if (sd->def < 0)
+ sd->def = 0;
+ if (sd->def2_rate != 100)
+ sd->def2 = (sd->def2 * sd->def2_rate) / 100;
+ if (sd->def2 < 1)
+ sd->def2 = 1;
+ if (sd->mdef_rate != 100)
+ sd->mdef = (sd->mdef * sd->mdef_rate) / 100;
+ if (sd->mdef < 0)
+ sd->mdef = 0;
+ if (sd->mdef2_rate != 100)
+ sd->mdef2 = (sd->mdef2 * sd->mdef2_rate) / 100;
+ if (sd->mdef2 < 1)
+ sd->mdef2 = 1;
+
+ // 二刀流 ASPD 修正
+ if (sd->status.weapon <= 16)
+ 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;
+ else
+ sd->aspd += ((aspd_base[s_class.job][sd->weapontype1] -
+ (sd->paramc[1] * 4 +
+ sd->paramc[4]) *
+ aspd_base[s_class.job][sd->weapontype1] / 1000) +
+ (aspd_base[s_class.job][sd->weapontype2] -
+ (sd->paramc[1] * 4 +
+ sd->paramc[4]) *
+ aspd_base[s_class.job][sd->weapontype2] / 1000)) * 140 /
+ 200;
+
+ aspd_rate = sd->aspd_rate;
+
+ //攻撃速度増加
+
+ if ((skill = pc_checkskill (sd, AC_VULTURE)) > 0)
+ { // ワシの目
+ sd->hit += skill;
+ if (sd->status.weapon == 11)
+ sd->attackrange += skill;
+ }
+
+ if (sd->attackrange > 2)
+ { // [fate] ranged weapon?
+ sd->attackrange += MIN (skill_power (sd, AC_OWL) / 60, 3);
+ sd->hit += skill_power (sd, AC_OWL) / 10; // 20 for 200
+ }
+
+ if ((skill = pc_checkskill (sd, BS_WEAPONRESEARCH)) > 0) // 武器研究の命中率増加
+ sd->hit += skill * 2;
+ if (sd->status.option & 2 && (skill = pc_checkskill (sd, RG_TUNNELDRIVE)) > 0) // トンネルドライブ
+ sd->speed += (1.2 * DEFAULT_WALK_SPEED - skill * 9);
+ if (pc_iscarton (sd) && (skill = pc_checkskill (sd, MC_PUSHCART)) > 0) // カートによる速度低下
+ sd->speed += (10 - skill) * (DEFAULT_WALK_SPEED * 0.1);
+ else if (pc_isriding (sd)) // ペコペコ乗りによる速度増加
+ sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+ sd->max_weight += 1000;
+ if (sd->sc_count)
+ {
+ if (sd->sc_data[SC_WINDWALK].timer != -1) //ウィンドウォーク時はLv*2%減算
+ sd->speed -=
+ sd->speed * (sd->sc_data[SC_WINDWALK].val1 * 2) / 100;
+ if (sd->sc_data[SC_CARTBOOST].timer != -1) // カートブースト
+ sd->speed -= (DEFAULT_WALK_SPEED * 20) / 100;
+ if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中はIAと同じぐらい速い?
+ sd->speed -= sd->speed * 25 / 100;
+ if (sd->sc_data[SC_WEDDING].timer != -1) //結婚中は歩くのが遅い
+ sd->speed = 2 * DEFAULT_WALK_SPEED;
+ }
+
+ if ((skill = pc_checkskill (sd, CR_TRUST)) > 0)
+ { // フェイス
+ sd->status.max_hp += skill * 200;
+ sd->subele[6] += skill * 5;
+ }
+ if ((skill = pc_checkskill (sd, BS_SKINTEMPER)) > 0)
+ sd->subele[3] += skill * 4;
+
+ bl = sd->status.base_level;
+
+ 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]);
+ if (s_class.upper == 1) // [MouseJstr]
+ sd->status.max_hp = sd->status.max_hp * 130 / 100;
+ if (sd->hprate != 100)
+ sd->status.max_hp = sd->status.max_hp * sd->hprate / 100;
+
+ if (sd->sc_data && sd->sc_data[SC_BERSERK].timer != -1)
+ { // バーサーク
+ sd->status.max_hp = sd->status.max_hp * 3;
+ sd->status.hp = sd->status.hp * 3;
+ if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.max_hp = battle_config.max_hp;
+ if (sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.hp = battle_config.max_hp;
+ }
+ if (s_class.job == 23 && sd->status.base_level >= 99)
+ {
+ sd->status.max_hp = sd->status.max_hp + 2000;
+ }
+
+ if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.max_hp = battle_config.max_hp;
+ if (sd->status.max_hp <= 0)
+ sd->status.max_hp = 1; // end
+
+ // 最大SP計算
+ sd->status.max_sp +=
+ ((sp_coefficient[s_class.job] * bl) + 1000) / 100 * (100 +
+ sd->paramc[3]) /
+ 100 + (sd->parame[3] - sd->paramcard[3]);
+ if (s_class.upper == 1) // [MouseJstr]
+ sd->status.max_sp = sd->status.max_sp * 130 / 100;
+ if (sd->sprate != 100)
+ sd->status.max_sp = sd->status.max_sp * sd->sprate / 100;
+
+ if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0) // メディテイティオ
+ sd->status.max_sp += sd->status.max_sp * skill / 100;
+ if ((skill = pc_checkskill (sd, HW_SOULDRAIN)) > 0) // ソウルドレイン
+ sd->status.max_sp += sd->status.max_sp * 2 * skill / 100;
+
+ if (sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+
+ //自然回復HP
+ sd->nhealhp = 1 + (sd->paramc[2] / 5) + (sd->status.max_hp / 200);
+ if ((skill = pc_checkskill (sd, SM_RECOVERY)) > 0)
+ { // HP回復力向上
+ sd->nshealhp = skill * 5 + (sd->status.max_hp * skill / 500);
+ if (sd->nshealhp > 0x7fff)
+ sd->nshealhp = 0x7fff;
+ }
+ //自然回復SP
+ sd->nhealsp = 1 + (sd->paramc[3] / 6) + (sd->status.max_sp / 100);
+ if (sd->paramc[3] >= 120)
+ sd->nhealsp += ((sd->paramc[3] - 120) >> 1) + 4;
+ if ((skill = pc_checkskill (sd, MG_SRECOVERY)) > 0)
+ { // SP回復力向上
+ sd->nshealsp = skill * 3 + (sd->status.max_sp * skill / 500);
+ if (sd->nshealsp > 0x7fff)
+ sd->nshealsp = 0x7fff;
+ }
+
+ if ((skill = pc_checkskill (sd, MO_SPIRITSRECOVERY)) > 0)
+ {
+ sd->nsshealhp = skill * 4 + (sd->status.max_hp * skill / 500);
+ sd->nsshealsp = skill * 2 + (sd->status.max_sp * skill / 500);
+ if (sd->nsshealhp > 0x7fff)
+ sd->nsshealhp = 0x7fff;
+ if (sd->nsshealsp > 0x7fff)
+ sd->nsshealsp = 0x7fff;
+ }
+ if (sd->hprecov_rate != 100)
+ {
+ sd->nhealhp = sd->nhealhp * sd->hprecov_rate / 100;
+ if (sd->nhealhp < 1)
+ sd->nhealhp = 1;
+ }
+ if (sd->sprecov_rate != 100)
+ {
+ sd->nhealsp = sd->nhealsp * sd->sprecov_rate / 100;
+ if (sd->nhealsp < 1)
+ sd->nhealsp = 1;
+ }
+ if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0)
+ { // メディテイティオはSPRではなく自然回復にかかる
+ sd->nhealsp += 3 * skill * (sd->status.max_sp) / 100;
+ if (sd->nhealsp > 0x7fff)
+ sd->nhealsp = 0x7fff;
+ }
+
+ // 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処理がいるかも)
+ if ((skill = pc_checkskill (sd, SA_DRAGONOLOGY)) > 0)
+ { // ドラゴノロジー
+ skill = skill * 4;
+ sd->addrace[9] += skill;
+ sd->addrace_[9] += skill;
+ sd->subrace[9] += skill;
+ sd->magic_addrace[9] += skill;
+ sd->magic_subrace[9] -= skill;
+ }
+
+ //Flee上昇
+ if ((skill = pc_checkskill (sd, TF_MISS)) > 0)
+ { // 回避率増加
+ if (sd->status.pc_class == 6 || sd->status.pc_class == 4007
+ || sd->status.pc_class == 23)
+ {
+ sd->flee += skill * 3;
+ }
+ if (sd->status.pc_class == 12 || sd->status.pc_class == 17
+ || sd->status.pc_class == 4013 || sd->status.pc_class == 4018)
+ sd->flee += skill * 4;
+ if (sd->status.pc_class == 12 || sd->status.pc_class == 4013)
+ sd->speed -= sd->speed * (skill * .5) / 100;
+ }
+ if ((skill = pc_checkskill (sd, MO_DODGE)) > 0) // 見切り
+ sd->flee += (skill * 3) >> 1;
+
+ // スキルやステータス異常による残りのパラメータ補正
+ if (sd->sc_count)
+ {
+ // ATK/DEF変化形
+ if (sd->sc_data[SC_ANGELUS].timer != -1) // エンジェラス
+ sd->def2 =
+ sd->def2 * (110 + 5 * sd->sc_data[SC_ANGELUS].val1) / 100;
+ if (sd->sc_data[SC_IMPOSITIO].timer != -1)
+ { // インポシティオマヌス
+ sd->watk += sd->sc_data[SC_IMPOSITIO].val1 * 5;
+ index = sd->equip_index[8];
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->type == 4)
+ sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1 * 5;
+ }
+ if (sd->sc_data[SC_PROVOKE].timer != -1)
+ { // プロボック
+ sd->def2 =
+ sd->def2 * (100 - 6 * sd->sc_data[SC_PROVOKE].val1) / 100;
+ sd->base_atk =
+ sd->base_atk * (100 + 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
+ sd->watk =
+ sd->watk * (100 + 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
+ index = sd->equip_index[8];
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->type == 4)
+ sd->watk_ =
+ sd->watk_ * (100 +
+ 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
+ }
+ if (sd->sc_data[SC_ENDURE].timer != -1)
+ sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
+ if (sd->sc_data[SC_MINDBREAKER].timer != -1)
+ { // プロボック
+ sd->mdef2 =
+ sd->mdef2 * (100 -
+ 6 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
+ sd->matk1 =
+ sd->matk1 * (100 +
+ 2 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
+ sd->matk2 =
+ sd->matk2 * (100 +
+ 2 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
+ }
+ if (sd->sc_data[SC_POISON].timer != -1) // 毒状態
+ sd->def2 = sd->def2 * 75 / 100;
+ if (sd->sc_data[SC_DRUMBATTLE].timer != -1)
+ { // 戦太鼓の響き
+ sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
+ sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
+ index = sd->equip_index[8];
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->type == 4)
+ sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
+ }
+ if (sd->sc_data[SC_NIBELUNGEN].timer != -1)
+ { // ニーベルングの指輪
+ index = sd->equip_index[9];
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->wlv == 3)
+ sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
+ index = sd->equip_index[8];
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->wlv == 3)
+ sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->wlv == 4)
+ sd->watk += sd->sc_data[SC_NIBELUNGEN].val2;
+ index = sd->equip_index[8];
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->wlv == 4)
+ sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2;
+ }
+
+ if (sd->sc_data[SC_VOLCANO].timer != -1 && sd->def_ele == 3)
+ { // ボルケーノ
+ sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
+ }
+
+ if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1)
+ sd->def =
+ sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2) / 100;
+ if (sd->sc_data[SC_ETERNALCHAOS].timer != -1) // エターナルカオス
+ sd->def = 0;
+
+ if (sd->sc_data[SC_CONCENTRATION].timer != -1)
+ { //コンセントレーション
+ sd->watk =
+ sd->watk * (100 +
+ 5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
+ index = sd->equip_index[8];
+ if (index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->type == 4)
+ sd->watk_ =
+ sd->watk * (100 +
+ 5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
+ sd->def =
+ sd->def * (100 -
+ 5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
+ }
+
+ if (sd->sc_data[SC_MAGICPOWER].timer != -1)
+ { //魔法力増幅
+ sd->matk1 =
+ sd->matk1 * (100 + 2 * sd->sc_data[SC_MAGICPOWER].val1) / 100;
+ sd->matk2 =
+ sd->matk2 * (100 + 2 * sd->sc_data[SC_MAGICPOWER].val1) / 100;
+ }
+ if (sd->sc_data[SC_ATKPOT].timer != -1)
+ sd->watk += sd->sc_data[SC_ATKPOT].val1;
+ if (sd->sc_data[SC_MATKPOT].timer != -1)
+ {
+ sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
+ sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
+ }
+
+ // ASPD/移動速度変化系
+ if (sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ if (sd->sc_data[SC_ADRENALINE].timer != -1
+ && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1
+ && sd->sc_data[SC_QUAGMIRE].timer == -1
+ && sd->sc_data[SC_DONTFORGETME].timer == -1)
+ { // アドレナリンラッシュ
+ if (sd->sc_data[SC_ADRENALINE].val2
+ || !battle_config.party_skill_penaly)
+ aspd_rate -= 30;
+ else
+ aspd_rate -= 25;
+ }
+ if (sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && 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
+ aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
+ if (sd->sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
+ sd->sc_data[SC_TWOHANDQUICKEN].timer == -1
+ && sd->sc_data[SC_ADRENALINE].timer == -1
+ && sd->sc_data[SC_SPEARSQUICKEN].timer == -1
+ && sd->sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -=
+ 5 + sd->sc_data[SC_ASSNCROS].val1 +
+ sd->sc_data[SC_ASSNCROS].val2 + sd->sc_data[SC_ASSNCROS].val3;
+ if (sd->sc_data[SC_DONTFORGETME].timer != -1)
+ { // 私を忘れないで
+ aspd_rate +=
+ sd->sc_data[SC_DONTFORGETME].val1 * 3 +
+ sd->sc_data[SC_DONTFORGETME].val2 +
+ (sd->sc_data[SC_DONTFORGETME].val3 >> 16);
+ 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;
+ }
+ if (sd->sc_data[i = SC_SPEEDPOTION2].timer != -1 || sd->sc_data[i = SC_SPEEDPOTION1].timer != -1 || sd->sc_data[i = SC_SPEEDPOTION0].timer != -1) // 増 速ポーション
+ aspd_rate -= sd->sc_data[i].val1;
+
+ if (sd->sc_data[SC_HASTE].timer != -1)
+ aspd_rate -= sd->sc_data[SC_HASTE].val1;
+
+ /* Slow down if protected */
+
+ if (sd->sc_data[SC_PHYS_SHIELD].timer != -1)
+ aspd_rate += sd->sc_data[SC_PHYS_SHIELD].val1;
+
+ // HIT/FLEE変化系
+ if (sd->sc_data[SC_WHISTLE].timer != -1)
+ { // 口笛
+ sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
+ + sd->sc_data[SC_WHISTLE].val2 +
+ (sd->sc_data[SC_WHISTLE].val3 >> 16)) /
+ 100;
+ sd->flee2 +=
+ (sd->sc_data[SC_WHISTLE].val1 + sd->sc_data[SC_WHISTLE].val2 +
+ (sd->sc_data[SC_WHISTLE].val3 & 0xffff)) * 10;
+ }
+ if (sd->sc_data[SC_HUMMING].timer != -1) // ハミング
+ sd->hit +=
+ (sd->sc_data[SC_HUMMING].val1 * 2 +
+ sd->sc_data[SC_HUMMING].val2 +
+ sd->sc_data[SC_HUMMING].val3) * sd->hit / 100;
+ if (sd->sc_data[SC_VIOLENTGALE].timer != -1 && sd->def_ele == 4)
+ { // バイオレントゲイル
+ sd->flee += sd->flee * sd->sc_data[SC_VIOLENTGALE].val3 / 100;
+ }
+ if (sd->sc_data[SC_BLIND].timer != -1)
+ { // 暗黒
+ sd->hit -= sd->hit * 25 / 100;
+ sd->flee -= sd->flee * 25 / 100;
+ }
+ if (sd->sc_data[SC_WINDWALK].timer != -1) // ウィンドウォーク
+ sd->flee += sd->flee * (sd->sc_data[SC_WINDWALK].val2) / 100;
+ if (sd->sc_data[SC_SPIDERWEB].timer != -1) //スパイダーウェブ
+ sd->flee -= sd->flee * 50 / 100;
+ if (sd->sc_data[SC_TRUESIGHT].timer != -1) //トゥルーサイト
+ sd->hit += 3 * (sd->sc_data[SC_TRUESIGHT].val1);
+ if (sd->sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション
+ sd->hit += (10 * (sd->sc_data[SC_CONCENTRATION].val1));
+
+ // 耐性
+ if (sd->sc_data[SC_SIEGFRIED].timer != -1)
+ { // 不死身のジークフリード
+ sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ }
+ if (sd->sc_data[SC_PROVIDENCE].timer != -1)
+ { // プロヴィデンス
+ sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // 対 聖属性
+ sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // 対 悪魔
+ }
+
+ // その他
+ if (sd->sc_data[SC_APPLEIDUN].timer != -1)
+ { // イドゥンの林檎
+ sd->status.max_hp +=
+ ((5 + sd->sc_data[SC_APPLEIDUN].val1 * 2 +
+ ((sd->sc_data[SC_APPLEIDUN].val2 + 1) >> 1) +
+ sd->sc_data[SC_APPLEIDUN].val3 / 10) * sd->status.max_hp) /
+ 100;
+ if (sd->status.max_hp < 0
+ || sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ }
+ if (sd->sc_data[SC_DELUGE].timer != -1 && sd->def_ele == 1)
+ { // デリュージ
+ sd->status.max_hp +=
+ sd->status.max_hp * sd->sc_data[SC_DELUGE].val3 / 100;
+ if (sd->status.max_hp < 0
+ || sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ }
+ if (sd->sc_data[SC_SERVICE4U].timer != -1)
+ { // サービスフォーユー
+ sd->status.max_sp +=
+ sd->status.max_sp * (10 + sd->sc_data[SC_SERVICE4U].val1 +
+ sd->sc_data[SC_SERVICE4U].val2 +
+ sd->sc_data[SC_SERVICE4U].val3) / 100;
+ if (sd->status.max_sp < 0
+ || sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+ sd->dsprate -=
+ (10 + sd->sc_data[SC_SERVICE4U].val1 * 3 +
+ sd->sc_data[SC_SERVICE4U].val2 +
+ sd->sc_data[SC_SERVICE4U].val3);
+ if (sd->dsprate < 0)
+ sd->dsprate = 0;
+ }
+
+ if (sd->sc_data[SC_FORTUNE].timer != -1) // 幸運のキス
+ sd->critical +=
+ (10 + sd->sc_data[SC_FORTUNE].val1 +
+ sd->sc_data[SC_FORTUNE].val2 +
+ sd->sc_data[SC_FORTUNE].val3) * 10;
+
+ if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
+ { // 爆裂波動
+ if (s_class.job == 23)
+ sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1 * 100;
+ else
+ sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
+ }
+
+ if (sd->sc_data[SC_STEELBODY].timer != -1)
+ { // 金剛
+ sd->def = 90;
+ sd->mdef = 90;
+ aspd_rate += 25;
+ sd->speed = (sd->speed * 125) / 100;
+ }
+ if (sd->sc_data[SC_DEFENDER].timer != -1)
+ {
+ sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1 * 50);
+ sd->speed =
+ (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1 * 5)) / 100;
+ }
+ if (sd->sc_data[SC_ENCPOISON].timer != -1)
+ sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
+
+ if (sd->sc_data[SC_DANCING].timer != -1)
+ { // 演奏/ダンス使用中
+ sd->speed *= 4;
+ sd->nhealsp = 0;
+ sd->nshealsp = 0;
+ sd->nsshealsp = 0;
+ }
+ if (sd->sc_data[SC_CURSE].timer != -1)
+ sd->speed += 450;
+
+ if (sd->sc_data[SC_TRUESIGHT].timer != -1) //トゥルーサイト
+ sd->critical +=
+ sd->critical * (sd->sc_data[SC_TRUESIGHT].val1) / 100;
+
+/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
+ sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
+ if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
+ sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
+ */
+ }
+
+ if (sd->speed_rate != 100)
+ sd->speed = sd->speed * sd->speed_rate / 100;
+ if (sd->speed < 1)
+ sd->speed = 1;
+ if (aspd_rate != 100)
+ sd->aspd = sd->aspd * aspd_rate / 100;
+ if (pc_isriding (sd)) // 騎兵修練
+ sd->aspd =
+ sd->aspd * (100 +
+ 10 * (5 -
+ pc_checkskill (sd, KN_CAVALIERMASTERY))) / 100;
+
+ if (sd->attack_spell_override)
+ sd->aspd = sd->attack_spell_delay;
+
+ if (sd->aspd < battle_config.max_aspd)
+ sd->aspd = battle_config.max_aspd;
+ sd->amotion = sd->aspd;
+ sd->dmotion = 800 - sd->paramc[1] * 4;
+ if (sd->dmotion < 400)
+ sd->dmotion = 400;
+ if (sd->skilltimer != -1 && (skill = pc_checkskill (sd, SA_FREECAST)) > 0)
+ {
+ sd->prev_speed = sd->speed;
+ sd->speed = sd->speed * (175 - skill * 5) / 100;
+ }
+
+ if (sd->status.hp > sd->status.max_hp)
+ sd->status.hp = sd->status.max_hp;
+ if (sd->status.sp > sd->status.max_sp)
+ sd->status.sp = sd->status.max_sp;
+
+ if (first & 4)
+ return 0;
+ if (first & 3)
+ {
+ clif_updatestatus (sd, SP_SPEED);
+ clif_updatestatus (sd, SP_MAXHP);
+ clif_updatestatus (sd, SP_MAXSP);
+ if (first & 1)
+ {
+ clif_updatestatus (sd, SP_HP);
+ clif_updatestatus (sd, SP_SP);
+ }
+ return 0;
+ }
+
+ if (b_class != sd->view_class)
+ {
+ clif_changelook (&sd->bl, LOOK_BASE, sd->view_class);
+ clif_changelook (&sd->bl, LOOK_WEAPON, 0);
+ }
+
+ if (memcmp (b_skill, sd->status.skill, sizeof (sd->status.skill))
+ || b_attackrange != sd->attackrange)
+ clif_skillinfoblock (sd); // スキル送信
+
+ if (b_speed != sd->speed)
+ clif_updatestatus (sd, SP_SPEED);
+ if (b_weight != sd->weight)
+ clif_updatestatus (sd, SP_WEIGHT);
+ if (b_max_weight != sd->max_weight)
+ {
+ clif_updatestatus (sd, SP_MAXWEIGHT);
+ pc_checkweighticon (sd);
+ }
+ for (i = 0; i < 6; i++)
+ if (b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
+ clif_updatestatus (sd, SP_STR + i);
+ if (b_hit != sd->hit)
+ clif_updatestatus (sd, SP_HIT);
+ if (b_flee != sd->flee)
+ clif_updatestatus (sd, SP_FLEE1);
+ if (b_aspd != sd->aspd)
+ clif_updatestatus (sd, SP_ASPD);
+ if (b_watk != sd->watk || b_base_atk != sd->base_atk)
+ clif_updatestatus (sd, SP_ATK1);
+ if (b_def != sd->def)
+ clif_updatestatus (sd, SP_DEF1);
+ if (b_watk2 != sd->watk2)
+ clif_updatestatus (sd, SP_ATK2);
+ if (b_def2 != sd->def2)
+ clif_updatestatus (sd, SP_DEF2);
+ if (b_flee2 != sd->flee2)
+ clif_updatestatus (sd, SP_FLEE2);
+ if (b_critical != sd->critical)
+ clif_updatestatus (sd, SP_CRITICAL);
+ if (b_matk1 != sd->matk1)
+ clif_updatestatus (sd, SP_MATK1);
+ if (b_matk2 != sd->matk2)
+ clif_updatestatus (sd, SP_MATK2);
+ if (b_mdef != sd->mdef)
+ clif_updatestatus (sd, SP_MDEF1);
+ if (b_mdef2 != sd->mdef2)
+ clif_updatestatus (sd, SP_MDEF2);
+ if (b_attackrange != sd->attackrange)
+ clif_updatestatus (sd, SP_ATTACKRANGE);
+ if (b_max_hp != sd->status.max_hp)
+ clif_updatestatus (sd, SP_MAXHP);
+ if (b_max_sp != sd->status.max_sp)
+ clif_updatestatus (sd, SP_MAXSP);
+ if (b_hp != sd->status.hp)
+ clif_updatestatus (sd, SP_HP);
+ if (b_sp != sd->status.sp)
+ clif_updatestatus (sd, SP_SP);
+
+/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
+ before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
+ clif_updatestatus(sd,SP_CARTINFO);*/
+
+ if (sd->status.hp < sd->status.max_hp >> 2
+ && pc_checkskill (sd, SM_AUTOBERSERK) > 0
+ && (sd->sc_data[SC_PROVOKE].timer == -1
+ || sd->sc_data[SC_PROVOKE].val2 == 0) && !pc_isdead (sd))
+ // オートバーサーク発動
+ skill_status_change_start (&sd->bl, SC_PROVOKE, 10, 1, 0, 0, 0, 0);
+
+ return 0;
+}
+
+/*==========================================
+ * 装 備品による能力等のボーナス設定
+ *------------------------------------------
+ */
+int pc_bonus (struct map_session_data *sd, int type, int val)
+{
+ nullpo_retr (0, sd);
+
+ switch (type)
+ {
+ case SP_STR:
+ case SP_AGI:
+ case SP_VIT:
+ case SP_INT:
+ case SP_DEX:
+ case SP_LUK:
+ if (sd->state.lr_flag != 2)
+ sd->parame[type - SP_STR] += val;
+ break;
+ case SP_ATK1:
+ if (!sd->state.lr_flag)
+ sd->watk += val;
+ else if (sd->state.lr_flag == 1)
+ sd->watk_ += val;
+ break;
+ case SP_ATK2:
+ if (!sd->state.lr_flag)
+ sd->watk2 += val;
+ else if (sd->state.lr_flag == 1)
+ sd->watk_2 += val;
+ break;
+ case SP_BASE_ATK:
+ if (sd->state.lr_flag != 2)
+ sd->base_atk += val;
+ break;
+ case SP_MATK1:
+ if (sd->state.lr_flag != 2)
+ sd->matk1 += val;
+ break;
+ case SP_MATK2:
+ if (sd->state.lr_flag != 2)
+ sd->matk2 += val;
+ break;
+ case SP_MATK:
+ if (sd->state.lr_flag != 2)
+ {
+ sd->matk1 += val;
+ sd->matk2 += val;
+ }
+ break;
+ case SP_DEF1:
+ if (sd->state.lr_flag != 2)
+ sd->def += val;
+ break;
+ case SP_MDEF1:
+ if (sd->state.lr_flag != 2)
+ sd->mdef += val;
+ break;
+ case SP_MDEF2:
+ if (sd->state.lr_flag != 2)
+ sd->mdef += val;
+ break;
+ case SP_HIT:
+ if (sd->state.lr_flag != 2)
+ sd->hit += val;
+ else
+ sd->arrow_hit += val;
+ break;
+ case SP_FLEE1:
+ if (sd->state.lr_flag != 2)
+ sd->flee += val;
+ break;
+ case SP_FLEE2:
+ if (sd->state.lr_flag != 2)
+ sd->flee2 += val * 10;
+ break;
+ case SP_CRITICAL:
+ if (sd->state.lr_flag != 2)
+ sd->critical += val * 10;
+ else
+ sd->arrow_cri += val * 10;
+ break;
+ case SP_ATKELE:
+ if (!sd->state.lr_flag)
+ sd->atk_ele = val;
+ else if (sd->state.lr_flag == 1)
+ sd->atk_ele_ = val;
+ else if (sd->state.lr_flag == 2)
+ sd->arrow_ele = val;
+ break;
+ case SP_DEFELE:
+ if (sd->state.lr_flag != 2)
+ sd->def_ele = val;
+ break;
+ case SP_MAXHP:
+ if (sd->state.lr_flag != 2)
+ sd->status.max_hp += val;
+ break;
+ case SP_MAXSP:
+ if (sd->state.lr_flag != 2)
+ sd->status.max_sp += val;
+ break;
+ case SP_CASTRATE:
+ if (sd->state.lr_flag != 2)
+ sd->castrate += val;
+ break;
+ case SP_MAXHPRATE:
+ if (sd->state.lr_flag != 2)
+ sd->hprate += val;
+ break;
+ case SP_MAXSPRATE:
+ if (sd->state.lr_flag != 2)
+ sd->sprate += val;
+ break;
+ case SP_SPRATE:
+ if (sd->state.lr_flag != 2)
+ sd->dsprate += val;
+ break;
+ case SP_ATTACKRANGE:
+ if (!sd->state.lr_flag)
+ sd->attackrange += val;
+ else if (sd->state.lr_flag == 1)
+ sd->attackrange_ += val;
+ else if (sd->state.lr_flag == 2)
+ sd->arrow_range += val;
+ break;
+ case SP_ADD_SPEED:
+ if (sd->state.lr_flag != 2)
+ sd->speed -= val;
+ break;
+ case SP_SPEED_RATE:
+ if (sd->state.lr_flag != 2)
+ {
+ if (sd->speed_rate > 100 - val)
+ sd->speed_rate = 100 - val;
+ }
+ break;
+ case SP_SPEED_ADDRATE:
+ if (sd->state.lr_flag != 2)
+ sd->speed_add_rate = sd->speed_add_rate * (100 - val) / 100;
+ break;
+ case SP_ASPD:
+ if (sd->state.lr_flag != 2)
+ sd->aspd -= val * 10;
+ break;
+ case SP_ASPD_RATE:
+ if (sd->state.lr_flag != 2)
+ {
+ if (sd->aspd_rate > 100 - val)
+ sd->aspd_rate = 100 - val;
+ }
+ break;
+ case SP_ASPD_ADDRATE:
+ if (sd->state.lr_flag != 2)
+ sd->aspd_add_rate = sd->aspd_add_rate * (100 - val) / 100;
+ break;
+ case SP_HP_RECOV_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->hprecov_rate += val;
+ break;
+ case SP_SP_RECOV_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->sprecov_rate += val;
+ break;
+ case SP_CRITICAL_DEF:
+ if (sd->state.lr_flag != 2)
+ sd->critical_def += val;
+ break;
+ case SP_NEAR_ATK_DEF:
+ if (sd->state.lr_flag != 2)
+ sd->near_attack_def_rate += val;
+ break;
+ case SP_LONG_ATK_DEF:
+ if (sd->state.lr_flag != 2)
+ sd->long_attack_def_rate += val;
+ break;
+ case SP_DOUBLE_RATE:
+ if (sd->state.lr_flag == 0 && sd->double_rate < val)
+ sd->double_rate = val;
+ break;
+ case SP_DOUBLE_ADD_RATE:
+ if (sd->state.lr_flag == 0)
+ sd->double_add_rate += val;
+ break;
+ case SP_MATK_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->matk_rate += val;
+ break;
+ case SP_IGNORE_DEF_ELE:
+ if (!sd->state.lr_flag)
+ sd->ignore_def_ele |= 1 << val;
+ else if (sd->state.lr_flag == 1)
+ sd->ignore_def_ele_ |= 1 << val;
+ break;
+ case SP_IGNORE_DEF_RACE:
+ if (!sd->state.lr_flag)
+ sd->ignore_def_race |= 1 << val;
+ else if (sd->state.lr_flag == 1)
+ sd->ignore_def_race_ |= 1 << val;
+ break;
+ case SP_ATK_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->atk_rate += val;
+ break;
+ case SP_MAGIC_ATK_DEF:
+ if (sd->state.lr_flag != 2)
+ sd->magic_def_rate += val;
+ break;
+ case SP_MISC_ATK_DEF:
+ if (sd->state.lr_flag != 2)
+ sd->misc_def_rate += val;
+ break;
+ case SP_IGNORE_MDEF_ELE:
+ if (sd->state.lr_flag != 2)
+ sd->ignore_mdef_ele |= 1 << val;
+ break;
+ case SP_IGNORE_MDEF_RACE:
+ if (sd->state.lr_flag != 2)
+ sd->ignore_mdef_race |= 1 << val;
+ break;
+ case SP_PERFECT_HIT_RATE:
+ if (sd->state.lr_flag != 2 && sd->perfect_hit < val)
+ sd->perfect_hit = val;
+ break;
+ case SP_PERFECT_HIT_ADD_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->perfect_hit_add += val;
+ break;
+ case SP_CRITICAL_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->critical_rate += val;
+ break;
+ case SP_GET_ZENY_NUM:
+ if (sd->state.lr_flag != 2 && sd->get_zeny_num < val)
+ sd->get_zeny_num = val;
+ break;
+ case SP_ADD_GET_ZENY_NUM:
+ if (sd->state.lr_flag != 2)
+ sd->get_zeny_add_num += val;
+ break;
+ case SP_DEF_RATIO_ATK_ELE:
+ if (!sd->state.lr_flag)
+ sd->def_ratio_atk_ele |= 1 << val;
+ else if (sd->state.lr_flag == 1)
+ sd->def_ratio_atk_ele_ |= 1 << val;
+ break;
+ case SP_DEF_RATIO_ATK_RACE:
+ if (!sd->state.lr_flag)
+ sd->def_ratio_atk_race |= 1 << val;
+ else if (sd->state.lr_flag == 1)
+ sd->def_ratio_atk_race_ |= 1 << val;
+ break;
+ case SP_HIT_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->hit_rate += val;
+ break;
+ case SP_FLEE_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->flee_rate += val;
+ break;
+ case SP_FLEE2_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->flee2_rate += val;
+ break;
+ case SP_DEF_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->def_rate += val;
+ break;
+ case SP_DEF2_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->def2_rate += val;
+ break;
+ case SP_MDEF_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->mdef_rate += val;
+ break;
+ case SP_MDEF2_RATE:
+ if (sd->state.lr_flag != 2)
+ sd->mdef2_rate += val;
+ break;
+ case SP_RESTART_FULL_RECORVER:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.restart_full_recover = 1;
+ break;
+ case SP_NO_CASTCANCEL:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel = 1;
+ break;
+ case SP_NO_CASTCANCEL2:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel2 = 1;
+ break;
+ case SP_NO_SIZEFIX:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.no_sizefix = 1;
+ break;
+ case SP_NO_MAGIC_DAMAGE:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.no_magic_damage = 1;
+ break;
+ case SP_NO_WEAPON_DAMAGE:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.no_weapon_damage = 1;
+ break;
+ case SP_NO_GEMSTONE:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.no_gemstone = 1;
+ break;
+ case SP_INFINITE_ENDURE:
+ if (sd->state.lr_flag != 2)
+ sd->special_state.infinite_endure = 1;
+ break;
+ case SP_SPLASH_RANGE:
+ if (sd->state.lr_flag != 2 && sd->splash_range < val)
+ sd->splash_range = val;
+ break;
+ case SP_SPLASH_ADD_RANGE:
+ if (sd->state.lr_flag != 2)
+ sd->splash_add_range += val;
+ break;
+ case SP_SHORT_WEAPON_DAMAGE_RETURN:
+ if (sd->state.lr_flag != 2)
+ sd->short_weapon_damage_return += val;
+ break;
+ case SP_LONG_WEAPON_DAMAGE_RETURN:
+ if (sd->state.lr_flag != 2)
+ sd->long_weapon_damage_return += val;
+ break;
+ case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
+ if (sd->state.lr_flag != 2)
+ sd->magic_damage_return += val;
+ break;
+ case SP_ALL_STATS: // [Valaris]
+ if (sd->state.lr_flag != 2)
+ {
+ sd->parame[SP_STR - SP_STR] += val;
+ sd->parame[SP_AGI - SP_STR] += val;
+ sd->parame[SP_VIT - SP_STR] += val;
+ sd->parame[SP_INT - SP_STR] += val;
+ sd->parame[SP_DEX - SP_STR] += val;
+ sd->parame[SP_LUK - SP_STR] += val;
+ clif_updatestatus (sd, 13);
+ clif_updatestatus (sd, 14);
+ clif_updatestatus (sd, 15);
+ clif_updatestatus (sd, 16);
+ clif_updatestatus (sd, 17);
+ clif_updatestatus (sd, 18);
+ }
+ break;
+ case SP_AGI_VIT: // [Valaris]
+ if (sd->state.lr_flag != 2)
+ {
+ sd->parame[SP_AGI - SP_STR] += val;
+ sd->parame[SP_VIT - SP_STR] += val;
+ clif_updatestatus (sd, 14);
+ clif_updatestatus (sd, 15);
+ }
+ break;
+ case SP_AGI_DEX_STR: // [Valaris]
+ if (sd->state.lr_flag != 2)
+ {
+ sd->parame[SP_AGI - SP_STR] += val;
+ sd->parame[SP_DEX - SP_STR] += val;
+ sd->parame[SP_STR - SP_STR] += val;
+ clif_updatestatus (sd, 14);
+ clif_updatestatus (sd, 17);
+ clif_updatestatus (sd, 13);
+ }
+ break;
+ case SP_PERFECT_HIDE: // [Valaris]
+ if (sd->state.lr_flag != 2)
+ {
+ sd->perfect_hiding = 1;
+ }
+ break;
+ case SP_DISGUISE: // Disguise script for items [Valaris]
+ if (sd->state.lr_flag != 2 && sd->disguiseflag == 0)
+ {
+ if (pc_isriding (sd))
+ { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
+ clif_displaymessage (sd->fd,
+ "Cannot wear disguise when riding a Peco.");
+ break;
+ }
+ sd->disguise = val;
+ clif_clearchar (&sd->bl, 9);
+ pc_setpos (sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
+ }
+ break;
+ case SP_UNBREAKABLE:
+ if (sd->state.lr_flag != 2)
+ {
+ sd->unbreakable += val;
+ }
+ break;
+ case SP_DEAF:
+ sd->special_state.deaf = 1;
+ break;
+ default:
+ if (battle_config.error_log)
+ printf ("pc_bonus: unknown type %d %d !\n", type, val);
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * ソスソス ソスソスソスiソスノゑソスソスソスソス\ソスヘ難ソスソスフボソス[ソスiソスXソスン抵ソス
+ *------------------------------------------
+ */
+int pc_bonus2 (struct map_session_data *sd, int type, int type2, int val)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ switch (type)
+ {
+ case SP_ADDELE:
+ if (!sd->state.lr_flag)
+ sd->addele[type2] += val;
+ else if (sd->state.lr_flag == 1)
+ sd->addele_[type2] += val;
+ else if (sd->state.lr_flag == 2)
+ sd->arrow_addele[type2] += val;
+ break;
+ case SP_ADDRACE:
+ if (!sd->state.lr_flag)
+ sd->addrace[type2] += val;
+ else if (sd->state.lr_flag == 1)
+ sd->addrace_[type2] += val;
+ else if (sd->state.lr_flag == 2)
+ sd->arrow_addrace[type2] += val;
+ break;
+ case SP_ADDSIZE:
+ if (!sd->state.lr_flag)
+ sd->addsize[type2] += val;
+ else if (sd->state.lr_flag == 1)
+ sd->addsize_[type2] += val;
+ else if (sd->state.lr_flag == 2)
+ sd->arrow_addsize[type2] += val;
+ break;
+ case SP_SUBELE:
+ if (sd->state.lr_flag != 2)
+ sd->subele[type2] += val;
+ break;
+ case SP_SUBRACE:
+ if (sd->state.lr_flag != 2)
+ sd->subrace[type2] += val;
+ break;
+ case SP_ADDEFF:
+ if (sd->state.lr_flag != 2)
+ sd->addeff[type2] += val;
+ else
+ sd->arrow_addeff[type2] += val;
+ break;
+ case SP_ADDEFF2:
+ if (sd->state.lr_flag != 2)
+ sd->addeff2[type2] += val;
+ else
+ sd->arrow_addeff2[type2] += val;
+ break;
+ case SP_RESEFF:
+ if (sd->state.lr_flag != 2)
+ sd->reseff[type2] += val;
+ break;
+ case SP_MAGIC_ADDELE:
+ if (sd->state.lr_flag != 2)
+ sd->magic_addele[type2] += val;
+ break;
+ case SP_MAGIC_ADDRACE:
+ if (sd->state.lr_flag != 2)
+ sd->magic_addrace[type2] += val;
+ break;
+ case SP_MAGIC_SUBRACE:
+ if (sd->state.lr_flag != 2)
+ sd->magic_subrace[type2] += val;
+ break;
+ case SP_ADD_DAMAGE_CLASS:
+ if (!sd->state.lr_flag)
+ {
+ for (i = 0; i < sd->add_damage_class_count; i++)
+ {
+ if (sd->add_damage_classid[i] == type2)
+ {
+ sd->add_damage_classrate[i] += val;
+ break;
+ }
+ }
+ if (i >= sd->add_damage_class_count
+ && sd->add_damage_class_count < 10)
+ {
+ sd->add_damage_classid[sd->add_damage_class_count] =
+ type2;
+ sd->add_damage_classrate[sd->add_damage_class_count] +=
+ val;
+ sd->add_damage_class_count++;
+ }
+ }
+ else if (sd->state.lr_flag == 1)
+ {
+ for (i = 0; i < sd->add_damage_class_count_; i++)
+ {
+ if (sd->add_damage_classid_[i] == type2)
+ {
+ sd->add_damage_classrate_[i] += val;
+ break;
+ }
+ }
+ if (i >= sd->add_damage_class_count_
+ && sd->add_damage_class_count_ < 10)
+ {
+ sd->add_damage_classid_[sd->add_damage_class_count_] =
+ type2;
+ sd->add_damage_classrate_[sd->add_damage_class_count_] +=
+ val;
+ sd->add_damage_class_count_++;
+ }
+ }
+ break;
+ case SP_ADD_MAGIC_DAMAGE_CLASS:
+ if (sd->state.lr_flag != 2)
+ {
+ for (i = 0; i < sd->add_magic_damage_class_count; i++)
+ {
+ if (sd->add_magic_damage_classid[i] == type2)
+ {
+ sd->add_magic_damage_classrate[i] += val;
+ break;
+ }
+ }
+ if (i >= sd->add_magic_damage_class_count
+ && sd->add_magic_damage_class_count < 10)
+ {
+ sd->add_magic_damage_classid
+ [sd->add_magic_damage_class_count] = type2;
+ sd->add_magic_damage_classrate
+ [sd->add_magic_damage_class_count] += val;
+ sd->add_magic_damage_class_count++;
+ }
+ }
+ break;
+ case SP_ADD_DEF_CLASS:
+ if (sd->state.lr_flag != 2)
+ {
+ for (i = 0; i < sd->add_def_class_count; i++)
+ {
+ if (sd->add_def_classid[i] == type2)
+ {
+ sd->add_def_classrate[i] += val;
+ break;
+ }
+ }
+ if (i >= sd->add_def_class_count
+ && sd->add_def_class_count < 10)
+ {
+ sd->add_def_classid[sd->add_def_class_count] = type2;
+ sd->add_def_classrate[sd->add_def_class_count] += val;
+ sd->add_def_class_count++;
+ }
+ }
+ break;
+ case SP_ADD_MDEF_CLASS:
+ if (sd->state.lr_flag != 2)
+ {
+ for (i = 0; i < sd->add_mdef_class_count; i++)
+ {
+ if (sd->add_mdef_classid[i] == type2)
+ {
+ sd->add_mdef_classrate[i] += val;
+ break;
+ }
+ }
+ if (i >= sd->add_mdef_class_count
+ && sd->add_mdef_class_count < 10)
+ {
+ sd->add_mdef_classid[sd->add_mdef_class_count] = type2;
+ sd->add_mdef_classrate[sd->add_mdef_class_count] += val;
+ sd->add_mdef_class_count++;
+ }
+ }
+ break;
+ case SP_HP_DRAIN_RATE:
+ if (!sd->state.lr_flag)
+ {
+ sd->hp_drain_rate += type2;
+ sd->hp_drain_per += val;
+ }
+ else if (sd->state.lr_flag == 1)
+ {
+ sd->hp_drain_rate_ += type2;
+ sd->hp_drain_per_ += val;
+ }
+ break;
+ case SP_SP_DRAIN_RATE:
+ if (!sd->state.lr_flag)
+ {
+ sd->sp_drain_rate += type2;
+ sd->sp_drain_per += val;
+ }
+ else if (sd->state.lr_flag == 1)
+ {
+ sd->sp_drain_rate_ += type2;
+ sd->sp_drain_per_ += val;
+ }
+ break;
+ case SP_WEAPON_COMA_ELE:
+ if (sd->state.lr_flag != 2)
+ sd->weapon_coma_ele[type2] += val;
+ break;
+ case SP_WEAPON_COMA_RACE:
+ if (sd->state.lr_flag != 2)
+ sd->weapon_coma_race[type2] += val;
+ break;
+ case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
+ if (sd->state.lr_flag != 2)
+ {
+ sd->random_attack_increase_add = type2;
+ sd->random_attack_increase_per += val;
+ break;
+ } // end addition
+ default:
+ if (battle_config.error_log)
+ printf ("pc_bonus2: unknown type %d %d %d!\n", type, type2,
+ val);
+ break;
+ }
+ return 0;
+}
+
+int pc_bonus3 (struct map_session_data *sd, int type, int type2, int type3,
+ int val)
+{
+ int i;
+ switch (type)
+ {
+ case SP_ADD_MONSTER_DROP_ITEM:
+ if (sd->state.lr_flag != 2)
+ {
+ for (i = 0; i < sd->monster_drop_item_count; i++)
+ {
+ if (sd->monster_drop_itemid[i] == type2)
+ {
+ sd->monster_drop_race[i] |= 1 << type3;
+ if (sd->monster_drop_itemrate[i] < val)
+ sd->monster_drop_itemrate[i] = val;
+ break;
+ }
+ }
+ if (i >= sd->monster_drop_item_count
+ && sd->monster_drop_item_count < 10)
+ {
+ sd->monster_drop_itemid[sd->monster_drop_item_count] =
+ type2;
+ sd->monster_drop_race[sd->monster_drop_item_count] |=
+ 1 << type3;
+ sd->monster_drop_itemrate[sd->monster_drop_item_count] =
+ val;
+ sd->monster_drop_item_count++;
+ }
+ }
+ break;
+ case SP_AUTOSPELL:
+ if (sd->state.lr_flag != 2)
+ {
+ sd->autospell_id = type2;
+ sd->autospell_lv = type3;
+ sd->autospell_rate = val;
+ }
+ break;
+ default:
+ if (battle_config.error_log)
+ printf ("pc_bonus3: unknown type %d %d %d %d!\n", type, type2,
+ type3, val);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スクリプトによるスキル所得
+ *------------------------------------------
+ */
+int pc_skill (struct map_session_data *sd, int id, int level, int flag)
+{
+ nullpo_retr (0, sd);
+
+ if (level > MAX_SKILL_LEVEL)
+ {
+ if (battle_config.error_log)
+ printf ("support card skill only!\n");
+ return 0;
+ }
+ if (!flag && (sd->status.skill[id].id == id || level == 0))
+ { // クエスト所得ならここで条件を確認して送信する
+ sd->status.skill[id].lv = level;
+ pc_calcstatus (sd, 0);
+ clif_skillinfoblock (sd);
+ }
+ else if (sd->status.skill[id].lv < level)
+ { // 覚えられるがlvが小さいなら
+ sd->status.skill[id].id = id;
+ sd->status.skill[id].lv = level;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カード挿入
+ *------------------------------------------
+ */
+int pc_insert_card (struct map_session_data *sd, int idx_card, int idx_equip)
+{
+ nullpo_retr (0, sd);
+
+ if (idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0
+ && idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card])
+ {
+ int i;
+ int nameid = sd->status.inventory[idx_equip].nameid;
+ int cardid = sd->status.inventory[idx_card].nameid;
+ int ep = sd->inventory_data[idx_card]->equip;
+
+ if (nameid <= 0 || sd->inventory_data[idx_equip] == NULL ||
+ (sd->inventory_data[idx_equip]->type != 4 && sd->inventory_data[idx_equip]->type != 5) || // 装 備じゃない
+ (sd->status.inventory[idx_equip].identify == 0) || // 未鑑定
+ (sd->status.inventory[idx_equip].card[0] == 0x00ff) || // 製造武器
+ (sd->status.inventory[idx_equip].card[0] == 0x00fe) ||
+ ((sd->inventory_data[idx_equip]->equip & ep) == 0) || // 装 備個所違い
+ (sd->inventory_data[idx_equip]->type == 4 && ep == 32) || // 両 手武器と盾カード
+ (sd->status.inventory[idx_equip].card[0] == (short) 0xff00)
+ || sd->status.inventory[idx_equip].equip)
+ {
+
+ clif_insert_card (sd, idx_equip, idx_card, 1);
+ return 0;
+ }
+ for (i = 0; i < sd->inventory_data[idx_equip]->slot; i++)
+ {
+ if (sd->status.inventory[idx_equip].card[i] == 0)
+ {
+ // 空きスロットがあったので差し込む
+ sd->status.inventory[idx_equip].card[i] = cardid;
+
+ // カードは減らす
+ clif_insert_card (sd, idx_equip, idx_card, 0);
+ pc_delitem (sd, idx_card, 1, 1);
+ return 0;
+ }
+ }
+ }
+ else
+ clif_insert_card (sd, idx_equip, idx_card, 1);
+
+ return 0;
+}
+
+//
+// アイテム物
+//
+
+/*==========================================
+ * スキルによる買い値修正
+ *------------------------------------------
+ */
+int pc_modifybuyvalue (struct map_session_data *sd, int orig_value)
+{
+ int skill, val = orig_value, rate1 = 0, rate2 = 0;
+ if ((skill = pc_checkskill (sd, MC_DISCOUNT)) > 0) // ディスカウント
+ rate1 = 5 + skill * 2 - ((skill == 10) ? 1 : 0);
+ if ((skill = pc_checkskill (sd, RG_COMPULSION)) > 0) // コムパルションディスカウント
+ rate2 = 5 + skill * 4;
+ if (rate1 < rate2)
+ rate1 = rate2;
+ if (rate1)
+ val = (int) ((double) orig_value * (double) (100 - rate1) / 100.);
+ if (val < 0)
+ val = 0;
+ if (orig_value > 0 && val < 1)
+ val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * スキルによる売り値修正
+ *------------------------------------------
+ */
+int pc_modifysellvalue (struct map_session_data *sd, int orig_value)
+{
+ int skill, val = orig_value, rate = 0;
+ if ((skill = pc_checkskill (sd, MC_OVERCHARGE)) > 0) // オーバーチャージ
+ rate = 5 + skill * 2 - ((skill == 10) ? 1 : 0);
+ if (rate)
+ val = (int) ((double) orig_value * (double) (100 + rate) / 100.);
+ if (val < 0)
+ val = 0;
+ if (orig_value > 0 && val < 1)
+ val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * アイテムを買った時に、新しいアイテム欄を使うか、
+ * 3万個制限にかかるか確認
+ *------------------------------------------
+ */
+int pc_checkadditem (struct map_session_data *sd, int nameid, int amount)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (itemdb_isequip (nameid))
+ return ADDITEM_NEW;
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].nameid == nameid)
+ {
+ if (sd->status.inventory[i].amount + amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_EXIST;
+ }
+ }
+
+ if (amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_NEW;
+}
+
+/*==========================================
+ * 空きアイテム欄の個数
+ *------------------------------------------
+ */
+int pc_inventoryblank (struct map_session_data *sd)
+{
+ int i, b;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0, b = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].nameid == 0)
+ b++;
+ }
+
+ return b;
+}
+
+/*==========================================
+ * お金を払う
+ *------------------------------------------
+ */
+int pc_payzeny (struct map_session_data *sd, int zeny)
+{
+ double z;
+
+ nullpo_retr (0, sd);
+
+ z = (double) sd->status.zeny;
+ if (sd->status.zeny < zeny || z - (double) zeny > MAX_ZENY)
+ return 1;
+ sd->status.zeny -= zeny;
+ clif_updatestatus (sd, SP_ZENY);
+
+ return 0;
+}
+
+/*==========================================
+ * お金を得る
+ *------------------------------------------
+ */
+int pc_getzeny (struct map_session_data *sd, int zeny)
+{
+ double z;
+
+ nullpo_retr (0, sd);
+
+ z = (double) sd->status.zeny;
+ if (z + (double) zeny > MAX_ZENY)
+ {
+ zeny = 0;
+ sd->status.zeny = MAX_ZENY;
+ }
+ sd->status.zeny += zeny;
+ clif_updatestatus (sd, SP_ZENY);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを探して、インデックスを返す
+ *------------------------------------------
+ */
+int pc_search_inventory (struct map_session_data *sd, int item_id)
+{
+ int i;
+
+ nullpo_retr (-1, sd);
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].nameid == item_id &&
+ (sd->status.inventory[i].amount > 0 || item_id == 0))
+ return i;
+ }
+
+ return -1;
+}
+
+int pc_count_all_items (struct map_session_data *player, int item_id)
+{
+ int i;
+ int count = 0;
+
+ nullpo_retr (0, player);
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (player->status.inventory[i].nameid == item_id)
+ count += player->status.inventory[i].amount;
+ }
+
+ return count;
+}
+
+int pc_remove_items (struct map_session_data *player, int item_id, int count)
+{
+ int i;
+
+ nullpo_retr (0, player);
+
+ for (i = 0; i < MAX_INVENTORY && count; i++)
+ {
+ if (player->status.inventory[i].nameid == item_id)
+ {
+ int to_delete = count;
+ /* only delete as much as we have */
+ if (to_delete > player->status.inventory[i].amount)
+ to_delete = player->status.inventory[i].amount;
+
+ count -= to_delete;
+
+ pc_delitem (player, i, to_delete,
+ 0 /* means `really delete and update status' */ );
+
+ if (!count)
+ return 0;
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * アイテム追加。個数のみitem構造体の数字を無視
+ *------------------------------------------
+ */
+int pc_additem (struct map_session_data *sd, struct item *item_data,
+ int amount)
+{
+ struct item_data *data;
+ int i, w;
+
+ MAP_LOG_PC (sd, "PICKUP %d %d", item_data->nameid, amount);
+
+ nullpo_retr (1, sd);
+ nullpo_retr (1, item_data);
+
+ if (item_data->nameid <= 0 || amount <= 0)
+ return 1;
+ data = itemdb_search (item_data->nameid);
+ if ((w = data->weight * amount) + sd->weight > sd->max_weight)
+ return 2;
+
+ i = MAX_INVENTORY;
+
+ if (!itemdb_isequip2 (data))
+ {
+ // 装 備品ではないので、既所有品なら個数のみ変化させる
+ for (i = 0; i < MAX_INVENTORY; i++)
+ if (sd->status.inventory[i].nameid == item_data->nameid &&
+ sd->status.inventory[i].card[0] == item_data->card[0]
+ && sd->status.inventory[i].card[1] == item_data->card[1]
+ && sd->status.inventory[i].card[2] == item_data->card[2]
+ && sd->status.inventory[i].card[3] == item_data->card[3])
+ {
+ if (sd->status.inventory[i].amount + amount > MAX_AMOUNT)
+ return 5;
+ sd->status.inventory[i].amount += amount;
+ clif_additem (sd, i, amount, 0);
+ break;
+ }
+ }
+ if (i >= MAX_INVENTORY)
+ {
+ // 装 備品か未所有品だったので空き欄へ追加
+ i = pc_search_inventory (sd, 0);
+ if (i >= 0)
+ {
+ memcpy (&sd->status.inventory[i], item_data,
+ sizeof (sd->status.inventory[0]));
+
+ if (item_data->equip)
+ sd->status.inventory[i].equip = 0;
+
+ sd->status.inventory[i].amount = amount;
+ sd->inventory_data[i] = data;
+ clif_additem (sd, i, amount, 0);
+ }
+ else
+ return 4;
+ }
+ sd->weight += w;
+ clif_updatestatus (sd, SP_WEIGHT);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを減らす
+ *------------------------------------------
+ */
+int pc_delitem (struct map_session_data *sd, int n, int amount, int type)
+{
+ nullpo_retr (1, sd);
+
+ if (sd->trade_partner != 0)
+ trade_tradecancel (sd);
+
+ if (sd->status.inventory[n].nameid == 0 || amount <= 0
+ || sd->status.inventory[n].amount < amount
+ || sd->inventory_data[n] == NULL)
+ return 1;
+
+ sd->status.inventory[n].amount -= amount;
+ sd->weight -= sd->inventory_data[n]->weight * amount;
+ if (sd->status.inventory[n].amount <= 0)
+ {
+ if (sd->status.inventory[n].equip)
+ pc_unequipitem (sd, n, 0);
+ memset (&sd->status.inventory[n], 0,
+ sizeof (sd->status.inventory[0]));
+ sd->inventory_data[n] = NULL;
+ }
+ if (!(type & 1))
+ clif_delitem (sd, n, amount);
+ if (!(type & 2))
+ clif_updatestatus (sd, SP_WEIGHT);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを落す
+ *------------------------------------------
+ */
+int pc_dropitem (struct map_session_data *sd, int n, int amount)
+{
+ nullpo_retr (1, sd);
+
+ if (sd->trade_partner != 0 || sd->npc_id != 0 || sd->state.storage_flag)
+ return 0; // no dropping while trading/npc/storage
+
+ if (n < 0 || n >= MAX_INVENTORY)
+ return 0;
+
+ if (amount <= 0)
+ return 0;
+
+ pc_unequipinvyitem (sd, n, 0);
+
+ if (sd->status.inventory[n].nameid <= 0 ||
+ sd->status.inventory[n].amount < amount ||
+ sd->trade_partner != 0 || sd->status.inventory[n].amount <= 0)
+ return 1;
+ map_addflooritem (&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x,
+ sd->bl.y, NULL, NULL, NULL, 0);
+ pc_delitem (sd, n, amount, 0);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを拾う
+ *------------------------------------------
+ */
+
+static int can_pick_item_up_from (struct map_session_data *self, int other_id)
+{
+ struct party *p = party_search (self->status.party_id);
+
+ /* From ourselves or from no-one? */
+ if (!self || self->bl.id == other_id || !other_id)
+ return 1;
+
+ struct map_session_data *other = map_id2sd (other_id);
+
+ /* Other no longer exists? */
+ if (!other)
+ return 1;
+
+ /* From our partner? */
+ if (self->status.partner_id == other->status.char_id)
+ return 1;
+
+ /* From a party member? */
+ if (self->status.party_id
+ && self->status.party_id == other->status.party_id
+ && p && p->item != 0)
+ return 1;
+
+ /* From someone who is far away? */
+ /* On another map? */
+ if (other->bl.m != self->bl.m)
+ return 1;
+ else
+ {
+ int distance_x = abs (other->bl.x - self->bl.x);
+ int distance_y = abs (other->bl.y - self->bl.y);
+ int distance = (distance_x > distance_y) ? distance_x : distance_y;
+
+ return distance > battle_config.drop_pickup_safety_zone;
+ }
+}
+
+int pc_takeitem (struct map_session_data *sd, struct flooritem_data *fitem)
+{
+ int flag;
+ unsigned int tick = gettick ();
+ int can_take;
+
+ nullpo_retr (0, sd);
+ nullpo_retr (0, fitem);
+
+ /* Sometimes the owners reported to us are buggy: */
+
+ if (fitem->first_get_id == fitem->third_get_id
+ || fitem->second_get_id == fitem->third_get_id)
+ fitem->third_get_id = 0;
+
+ if (fitem->first_get_id == fitem->second_get_id)
+ {
+ fitem->second_get_id = fitem->third_get_id;
+ fitem->third_get_id = 0;
+ }
+
+ can_take = can_pick_item_up_from (sd, fitem->first_get_id);
+ if (!can_take)
+ can_take = fitem->first_get_tick <= tick
+ && can_pick_item_up_from (sd, fitem->second_get_id);
+
+ if (!can_take)
+ can_take = fitem->second_get_tick <= tick
+ && can_pick_item_up_from (sd, fitem->third_get_id);
+
+ if (!can_take)
+ can_take = fitem->third_get_tick <= tick;
+
+ if (can_take)
+ {
+ /* Can pick up */
+
+ if ((flag =
+ pc_additem (sd, &fitem->item_data, fitem->item_data.amount)))
+ // 重量overで取得失敗
+ clif_additem (sd, 0, 0, flag);
+ else
+ {
+ // 取得成功
+ if (sd->attacktimer != -1)
+ pc_stopattack (sd);
+ clif_takeitem (&sd->bl, &fitem->bl);
+ map_clearflooritem (fitem->bl.id);
+ }
+ return 0;
+ }
+
+ /* Otherwise, we can't pick up */
+ clif_additem (sd, 0, 0, 6);
+ return 0;
+}
+
+int pc_isUseitem (struct map_session_data *sd, int n)
+{
+ struct item_data *item;
+ int nameid;
+
+ nullpo_retr (0, sd);
+
+ item = sd->inventory_data[n];
+ nameid = sd->status.inventory[n].nameid;
+
+ if (item == NULL)
+ return 0;
+ if (itemdb_type (nameid) != 0)
+ return 0;
+ if ((nameid == 605) && map[sd->bl.m].flag.gvg)
+ return 0;
+ if (nameid == 601
+ && (map[sd->bl.m].flag.noteleport || map[sd->bl.m].flag.gvg))
+ {
+ clif_skill_teleportmessage (sd, 0);
+ return 0;
+ }
+
+ if (nameid == 602 && map[sd->bl.m].flag.noreturn)
+ return 0;
+ if (nameid == 604
+ && (map[sd->bl.m].flag.nobranch || map[sd->bl.m].flag.gvg))
+ return 0;
+ if (item->sex != 2 && sd->status.sex != item->sex)
+ return 0;
+ if (item->elv > 0 && sd->status.base_level < item->elv)
+ return 0;
+
+ return 1;
+}
+
+/*==========================================
+ * アイテムを使う
+ *------------------------------------------
+ */
+int pc_useitem (struct map_session_data *sd, int n)
+{
+ int nameid, amount;
+
+ nullpo_retr (1, sd);
+
+ if (n >= 0 && n < MAX_INVENTORY && sd->inventory_data[n])
+ {
+ nameid = sd->status.inventory[n].nameid;
+ amount = sd->status.inventory[n].amount;
+ if (sd->status.inventory[n].nameid <= 0
+ || sd->status.inventory[n].amount <= 0
+ || sd->sc_data[SC_BERSERK].timer != -1 || !pc_isUseitem (sd, n))
+ {
+ clif_useitemack (sd, n, 0, 0);
+ return 1;
+ }
+
+ run_script (sd->inventory_data[n]->use_script, 0, sd->bl.id, 0);
+
+ clif_useitemack (sd, n, amount - 1, 1);
+ pc_delitem (sd, n, 1, 1);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カートアイテム追加。個数のみitem構造体の数字を無視
+ *------------------------------------------
+ */
+int pc_cart_additem (struct map_session_data *sd, struct item *item_data,
+ int amount)
+{
+ struct item_data *data;
+ int i, w;
+
+ nullpo_retr (1, sd);
+ nullpo_retr (1, item_data);
+
+ if (item_data->nameid <= 0 || amount <= 0)
+ return 1;
+ data = itemdb_search (item_data->nameid);
+
+ if ((w = data->weight * amount) + sd->cart_weight > sd->cart_max_weight)
+ return 1;
+
+ i = MAX_CART;
+ if (!itemdb_isequip2 (data))
+ {
+ // 装 備品ではないので、既所有品なら個数のみ変化させる
+ for (i = 0; i < MAX_CART; i++)
+ {
+ if (sd->status.cart[i].nameid == item_data->nameid &&
+ sd->status.cart[i].card[0] == item_data->card[0]
+ && sd->status.cart[i].card[1] == item_data->card[1]
+ && sd->status.cart[i].card[2] == item_data->card[2]
+ && sd->status.cart[i].card[3] == item_data->card[3])
+ {
+ if (sd->status.cart[i].amount + amount > MAX_AMOUNT)
+ return 1;
+ sd->status.cart[i].amount += amount;
+ clif_cart_additem (sd, i, amount, 0);
+ break;
+ }
+ }
+ }
+ if (i >= MAX_CART)
+ {
+ // 装 備品か未所有品だったので空き欄へ追加
+ for (i = 0; i < MAX_CART; i++)
+ {
+ if (sd->status.cart[i].nameid == 0)
+ {
+ memcpy (&sd->status.cart[i], item_data,
+ sizeof (sd->status.cart[0]));
+ sd->status.cart[i].amount = amount;
+ sd->cart_num++;
+ clif_cart_additem (sd, i, amount, 0);
+ break;
+ }
+ }
+ if (i >= MAX_CART)
+ return 1;
+ }
+ sd->cart_weight += w;
+ clif_updatestatus (sd, SP_CARTINFO);
+
+ return 0;
+}
+
+/*==========================================
+ * カートアイテムを減らす
+ *------------------------------------------
+ */
+int pc_cart_delitem (struct map_session_data *sd, int n, int amount, int type)
+{
+ nullpo_retr (1, sd);
+
+ if (sd->status.cart[n].nameid == 0 || sd->status.cart[n].amount < amount)
+ return 1;
+
+ sd->status.cart[n].amount -= amount;
+ sd->cart_weight -= itemdb_weight (sd->status.cart[n].nameid) * amount;
+ if (sd->status.cart[n].amount <= 0)
+ {
+ memset (&sd->status.cart[n], 0, sizeof (sd->status.cart[0]));
+ sd->cart_num--;
+ }
+ if (!type)
+ {
+ clif_cart_delitem (sd, n, amount);
+ clif_updatestatus (sd, SP_CARTINFO);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カートへアイテム移動
+ *------------------------------------------
+ */
+int pc_putitemtocart (struct map_session_data *sd, int idx, int amount)
+{
+ struct item *item_data;
+
+ nullpo_retr (0, sd);
+
+ if (idx < 0 || idx >= MAX_INVENTORY)
+ return 1;
+
+ nullpo_retr (0, item_data = &sd->status.inventory[idx]);
+
+ if (!pc_iscarton (sd))
+ return 1;
+ if (item_data->nameid == 0 || item_data->amount < amount)
+ return 1;
+ if (pc_cart_additem (sd, item_data, amount) == 0)
+ return pc_delitem (sd, idx, amount, 0);
+
+ return 1;
+}
+
+/*==========================================
+ * カート内のアイテム数確認(個数の差分を返す)
+ *------------------------------------------
+ */
+int pc_cartitem_amount (struct map_session_data *sd, int idx, int amount)
+{
+ struct item *item_data;
+
+ nullpo_retr (-1, sd);
+
+ if (idx < 0 || idx >= MAX_CART)
+ return -1;
+
+ nullpo_retr (-1, item_data = &sd->status.cart[idx]);
+
+ if (!pc_iscarton (sd))
+ return -1;
+ if (item_data->nameid == 0 || !item_data->amount)
+ return -1;
+ return item_data->amount - amount;
+}
+
+/*==========================================
+ * カートからアイテム移動
+ *------------------------------------------
+ */
+
+int pc_getitemfromcart (struct map_session_data *sd, int idx, int amount)
+{
+ struct item *item_data;
+ int flag;
+
+ nullpo_retr (0, sd);
+
+ if (idx < 0 || idx >= MAX_CART)
+ return 1;
+
+ nullpo_retr (0, item_data = &sd->status.cart[idx]);
+
+ if (!pc_iscarton (sd))
+ return 1;
+ if (item_data->nameid == 0 || item_data->amount < amount)
+ return 1;
+ if ((flag = pc_additem (sd, item_data, amount)) == 0)
+ return pc_cart_delitem (sd, idx, amount, 0);
+
+ clif_additem (sd, 0, 0, flag);
+ return 1;
+}
+
+/*==========================================
+ * アイテム鑑定
+ *------------------------------------------
+ */
+int pc_item_identify (struct map_session_data *sd, int idx)
+{
+ int flag = 1;
+
+ nullpo_retr (0, sd);
+
+ if (idx >= 0 && idx < MAX_INVENTORY)
+ {
+ if (sd->status.inventory[idx].nameid > 0
+ && sd->status.inventory[idx].identify == 0)
+ {
+ flag = 0;
+ sd->status.inventory[idx].identify = 1;
+ }
+ clif_item_identified (sd, idx, flag);
+ }
+ else
+ clif_item_identified (sd, idx, flag);
+
+ return !flag;
+}
+
+/*==========================================
+ * スティル品公開
+ *------------------------------------------
+ */
+int pc_show_steal (struct block_list *bl, va_list ap)
+{
+ struct map_session_data *sd;
+ int itemid;
+ int type;
+
+ struct item_data *item = NULL;
+ char output[100];
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, sd = va_arg (ap, struct map_session_data *));
+
+ itemid = va_arg (ap, int);
+ type = va_arg (ap, int);
+
+ if (!type)
+ {
+ if ((item = itemdb_exists (itemid)) == NULL)
+ sprintf (output, "%s stole an Unknown_Item.", sd->status.name);
+ else
+ sprintf (output, "%s stole %s.", sd->status.name, item->jname);
+ clif_displaymessage (((struct map_session_data *) bl)->fd, output);
+ }
+ else
+ {
+ sprintf (output,
+ "%s has not stolen the item because of being overweight.",
+ sd->status.name);
+ clif_displaymessage (((struct map_session_data *) bl)->fd, output);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+//** pc.c: Small Steal Item fix by fritz
+int pc_steal_item (struct map_session_data *sd, struct block_list *bl)
+{
+ if (sd != NULL && bl != NULL && bl->type == BL_MOB)
+ {
+ int i, skill, rate, itemid, flag, count;
+ struct mob_data *md;
+ md = (struct mob_data *) bl;
+ if (!md->state.steal_flag && mob_db[md->mob_class].mexp <= 0 &&
+ !(mob_db[md->mob_class].mode & 0x20) &&
+ md->sc_data[SC_STONE].timer == -1 &&
+ md->sc_data[SC_FREEZE].timer == -1 &&
+ (!(md->mob_class > 1324 && md->mob_class < 1364))) // prevent stealing from treasure boxes [Valaris]
+ {
+ skill = sd->paramc[4] - mob_db[md->mob_class].dex
+ + pc_checkskill (sd, TF_STEAL) + 10;
+
+ if (0 < skill)
+ {
+ for (count = 8; count <= 8 && count != 0; count--)
+ {
+ i = rand () % 8;
+ itemid = mob_db[md->mob_class].dropitem[i].nameid;
+
+ if (itemid > 0 && itemdb_type (itemid) != 6)
+ {
+ rate =
+ (mob_db[md->mob_class].dropitem[i].p /
+ battle_config.item_rate_common * 100 * skill) /
+ 100;
+
+ if (rand () % 10000 < rate)
+ {
+ struct item tmp_item;
+ memset (&tmp_item, 0, sizeof (tmp_item));
+ tmp_item.nameid = itemid;
+ tmp_item.amount = 1;
+ tmp_item.identify = 1;
+ flag = pc_additem (sd, &tmp_item, 1);
+ if (battle_config.show_steal_in_same_party)
+ {
+ party_foreachsamemap (pc_show_steal, sd, 1,
+ sd, tmp_item.nameid, 0);
+ }
+
+ if (flag)
+ {
+ if (battle_config.show_steal_in_same_party)
+ {
+ party_foreachsamemap (pc_show_steal, sd,
+ 1, sd,
+ tmp_item.nameid, 1);
+ }
+
+ clif_additem (sd, 0, 0, flag);
+ }
+ md->state.steal_flag = 1;
+ return 1;
+ }
+ }
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_steal_coin (struct map_session_data *sd, struct block_list *bl)
+{
+ if (sd != NULL && bl != NULL && bl->type == BL_MOB)
+ {
+ int rate, skill;
+ struct mob_data *md = (struct mob_data *) bl;
+ if (md && !md->state.steal_coin_flag && md->sc_data
+ && md->sc_data[SC_STONE].timer == -1
+ && md->sc_data[SC_FREEZE].timer == -1)
+ {
+ skill = pc_checkskill (sd, RG_STEALCOIN) * 10;
+ rate =
+ skill + (sd->status.base_level - mob_db[md->mob_class].lv) * 3 +
+ sd->paramc[4] * 2 + sd->paramc[5] * 2;
+ if (MRAND (1000) < rate)
+ {
+ pc_getzeny (sd, mob_db[md->mob_class].lv * 10 + MRAND (100));
+ md->state.steal_coin_flag = 1;
+ return 1;
+ }
+ }
+ }
+
+ return 0;
+}
+
+//
+//
+//
+/*==========================================
+ * PCの位置設定
+ *------------------------------------------
+ */
+int pc_setpos (struct map_session_data *sd, char *mapname_org, int x, int y,
+ int clrtype)
+{
+ char mapname[24];
+ int m = 0, c = 0, disguise = 0;
+
+ nullpo_retr (0, sd);
+
+ if (sd->chatID) // チャットから出る
+ chat_leavechat (sd);
+ if (sd->trade_partner) // 取引を中断する
+ trade_tradecancel (sd);
+ if (sd->state.storage_flag == 1)
+ storage_storage_quit (sd); // 倉庫を開いてるなら保存する
+ else if (sd->state.storage_flag == 2)
+ storage_guild_storage_quit (sd, 0);
+
+ if (sd->party_invite > 0) // パーティ勧誘を拒否する
+ party_reply_invite (sd, sd->party_invite_account, 0);
+ if (sd->guild_invite > 0) // ギルド勧誘を拒否する
+ guild_reply_invite (sd, sd->guild_invite, 0);
+ if (sd->guild_alliance > 0) // ギルド同盟勧誘を拒否する
+ guild_reply_reqalliance (sd, sd->guild_alliance_account, 0);
+
+ skill_castcancel (&sd->bl, 0); // 詠唱中断
+ pc_stop_walking (sd, 0); // 歩行中断
+ pc_stopattack (sd); // 攻撃中断
+
+ if (pc_issit (sd))
+ {
+// pc_setstand (sd); // [fate] Nothing wrong with warping while sitting
+ skill_gangsterparadise (sd, 0);
+ }
+
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1)
+ skill_status_change_end (&sd->bl, SC_TRICKDEAD, -1);
+ if (sd->status.option & 2)
+ skill_status_change_end (&sd->bl, SC_HIDING, -1);
+ if (sd->status.option & 4)
+ skill_status_change_end (&sd->bl, SC_CLOAKING, -1);
+ if (sd->status.option & 16386)
+ skill_status_change_end (&sd->bl, SC_CHASEWALK, -1);
+ if (sd->sc_data[SC_BLADESTOP].timer != -1)
+ skill_status_change_end (&sd->bl, SC_BLADESTOP, -1);
+ if (sd->sc_data[SC_DANCING].timer != -1) // clear dance effect when warping [Valaris]
+ skill_stop_dancing (&sd->bl, 0);
+
+ if (sd->disguise)
+ { // clear disguises when warping [Valaris]
+ clif_clearchar (&sd->bl, 9);
+ disguise = sd->disguise;
+ sd->disguise = 0;
+ }
+
+ memcpy (mapname, mapname_org, 24);
+ mapname[16] = 0;
+ if (strstr (mapname, ".gat") == NULL && strlen (mapname) < 16)
+ {
+ strcat (mapname, ".gat");
+ }
+
+ m = map_mapname2mapid (mapname);
+ if (m < 0)
+ {
+ if (sd->mapname[0])
+ {
+ int ip, port;
+ if (map_mapname2ipport (mapname, &ip, &port) == 0)
+ {
+ skill_stop_dancing (&sd->bl, 1);
+ skill_unit_out_all (&sd->bl, gettick (), 1);
+ clif_clearchar_area (&sd->bl, clrtype & 0xffff);
+ skill_gangsterparadise (sd, 0);
+ map_delblock (&sd->bl);
+ memcpy (sd->mapname, mapname, 24);
+ sd->bl.x = x;
+ sd->bl.y = y;
+ sd->state.waitingdisconnect = 1;
+ pc_makesavestatus (sd);
+ //The storage close routines save the char data. [Skotlex]
+ if (!sd->state.storage_flag)
+ chrif_save (sd);
+ else if (sd->state.storage_flag == 1)
+ storage_storage_quit (sd);
+ else if (sd->state.storage_flag == 2)
+ storage_guild_storage_quit (sd, 1);
+
+ chrif_changemapserver (sd, mapname, x, y, ip, port);
+ return 0;
+ }
+ }
+#if 0
+ clif_authfail_fd (sd->fd, 0); // cancel
+ clif_setwaitclose (sd->fd);
+#endif
+ return 1;
+ }
+
+ if (x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys)
+ x = y = 0;
+ if ((x == 0 && y == 0) || (c = read_gat (m, x, y)) == 1 || c == 5)
+ {
+ if (x || y)
+ {
+ if (battle_config.error_log)
+ printf ("stacked (%d,%d)\n", x, y);
+ }
+ do
+ {
+ x = MRAND (map[m].xs - 2) + 1;
+ y = MRAND (map[m].ys - 2) + 1;
+ }
+ while ((c = read_gat (m, x, y)) == 1 || c == 5);
+ }
+
+ if (sd->mapname[0] && sd->bl.prev != NULL)
+ {
+ skill_unit_out_all (&sd->bl, gettick (), 1);
+ clif_clearchar_area (&sd->bl, clrtype & 0xffff);
+ skill_gangsterparadise (sd, 0);
+ map_delblock (&sd->bl);
+ clif_changemap (sd, map[m].name, x, y); // [MouseJstr]
+ }
+
+ if (disguise) // disguise teleport fix [Valaris]
+ sd->disguise = disguise;
+
+ memcpy (sd->mapname, mapname, 24);
+ sd->bl.m = m;
+ sd->to_x = x;
+ sd->to_y = y;
+
+ // moved and changed dance effect stopping
+
+ sd->bl.x = x;
+ sd->bl.y = y;
+
+// map_addblock(&sd->bl); // ブロック登録とspawnは
+// clif_spawnpc(sd);
+
+ return 0;
+}
+
+/*==========================================
+ * PCのランダムワープ
+ *------------------------------------------
+ */
+int pc_randomwarp (struct map_session_data *sd, int type)
+{
+ int x, y, c, i = 0;
+ int m;
+
+ nullpo_retr (0, sd);
+
+ m = sd->bl.m;
+
+ if (map[sd->bl.m].flag.noteleport) // テレポート禁止
+ return 0;
+
+ do
+ {
+ x = MRAND (map[m].xs - 2) + 1;
+ y = MRAND (map[m].ys - 2) + 1;
+ }
+ while (((c = read_gat (m, x, y)) == 1 || c == 5) && (i++) < 1000);
+
+ if (i < 1000)
+ pc_setpos (sd, map[m].name, x, y, type);
+
+ return 0;
+}
+
+/*==========================================
+ * 現在位置のメモ
+ *------------------------------------------
+ */
+int pc_memo (struct map_session_data *sd, int i)
+{
+ int skill;
+ int j;
+
+ nullpo_retr (0, sd);
+
+ skill = pc_checkskill (sd, AL_WARP);
+
+ if (i >= MIN_PORTAL_MEMO)
+ i -= MIN_PORTAL_MEMO;
+ else if (map[sd->bl.m].flag.nomemo
+ || (map[sd->bl.m].flag.nowarpto
+ && battle_config.any_warp_GM_min_level > pc_isGM (sd)))
+ {
+ clif_skill_teleportmessage (sd, 1);
+ return 0;
+ }
+
+ if (skill < 1)
+ {
+ clif_skill_memo (sd, 2);
+ }
+
+ if (skill < 2 || i < -1 || i > 2)
+ {
+ clif_skill_memo (sd, 1);
+ return 0;
+ }
+
+ for (j = 0; j < 3; j++)
+ {
+ if (strcmp (sd->status.memo_point[j].map, map[sd->bl.m].name) == 0)
+ {
+ i = j;
+ break;
+ }
+ }
+
+ if (i == -1)
+ {
+ for (i = skill - 3; i >= 0; i--)
+ {
+ memcpy (&sd->status.memo_point[i + 1], &sd->status.memo_point[i],
+ sizeof (struct point));
+ }
+ i = 0;
+ }
+ memcpy (sd->status.memo_point[i].map, map[sd->bl.m].name, 24);
+ sd->status.memo_point[i].x = sd->bl.x;
+ sd->status.memo_point[i].y = sd->bl.y;
+
+ clif_skill_memo (sd, 0);
+
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_can_reach (struct map_session_data *sd, int x, int y)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr (0, sd);
+
+ if (sd->bl.x == x && sd->bl.y == y) // 同じマス
+ return 1;
+
+ // 障害物判定
+ wpd.path_len = 0;
+ wpd.path_pos = 0;
+ wpd.path_half = 0;
+ return (path_search (&wpd, sd->bl.m, sd->bl.x, sd->bl.y, x, y, 0) !=
+ -1) ? 1 : 0;
+}
+
+//
+// 歩 行物
+//
+/*==========================================
+ * 次の1歩にかかる時間を計算
+ *------------------------------------------
+ */
+static int calc_next_walk_step (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->walkpath.path_pos >= sd->walkpath.path_len)
+ return -1;
+ if (sd->walkpath.path[sd->walkpath.path_pos] & 1)
+ return sd->speed * 14 / 10;
+
+ return sd->speed;
+}
+
+/*==========================================
+ * 半歩進む(timer関数)
+ *------------------------------------------
+ */
+static void pc_walk (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct map_session_data *sd;
+ int i, ctype;
+ int moveblock;
+ int x, y, dx, dy;
+
+ sd = map_id2sd (id);
+ if (sd == NULL)
+ return;
+
+ if (sd->walktimer != tid)
+ {
+ if (battle_config.error_log)
+ printf ("pc_walk %d != %d\n", sd->walktimer, tid);
+ return;
+ }
+ sd->walktimer = -1;
+ if (sd->walkpath.path_pos >= sd->walkpath.path_len
+ || sd->walkpath.path_pos != data)
+ return;
+
+ //歩いたので息吹のタイマーを初期化
+ sd->inchealspirithptick = 0;
+ sd->inchealspiritsptick = 0;
+
+ sd->walkpath.path_half ^= 1;
+ if (sd->walkpath.path_half == 0)
+ { // マス目中心へ到着
+ sd->walkpath.path_pos++;
+ if (sd->state.change_walk_target)
+ {
+ pc_walktoxy_sub (sd);
+ return;
+ }
+ }
+ else
+ { // マス目境界へ到着
+ if (sd->walkpath.path[sd->walkpath.path_pos] >= 8)
+ return;
+
+ x = sd->bl.x;
+ y = sd->bl.y;
+ ctype = map_getcell (sd->bl.m, x, y);
+ if (ctype == 1 || ctype == 5)
+ {
+ pc_stop_walking (sd, 1);
+ return;
+ }
+ sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos];
+ dx = dirx[(int) sd->dir];
+ dy = diry[(int) sd->dir];
+ ctype = map_getcell (sd->bl.m, x + dx, y + dy);
+ if (ctype == 1 || ctype == 5)
+ {
+ pc_walktoxy_sub (sd);
+ return;
+ }
+
+ moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE
+ || y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE);
+
+ sd->walktimer = 1;
+ map_foreachinmovearea (clif_pcoutsight, sd->bl.m, x - AREA_SIZE,
+ y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
+ dx, dy, 0, sd);
+
+ x += dx;
+ y += dy;
+
+ if (moveblock)
+ map_delblock (&sd->bl);
+ sd->bl.x = x;
+ sd->bl.y = y;
+ if (moveblock)
+ map_addblock (&sd->bl);
+
+ if (sd->sc_data[SC_DANCING].timer != -1)
+ skill_unit_move_unit_group ((struct skill_unit_group *)
+ sd->sc_data[SC_DANCING].val2,
+ sd->bl.m, dx, dy);
+
+ map_foreachinmovearea (clif_pcinsight, sd->bl.m, x - AREA_SIZE,
+ y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
+ -dx, -dy, 0, sd);
+ sd->walktimer = -1;
+
+ if (sd->status.party_id > 0)
+ { // パーティのHP情報通知検査
+ struct party *p = party_search (sd->status.party_id);
+ if (p != NULL)
+ {
+ int p_flag = 0;
+ 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);
+ if (p_flag)
+ sd->party_hp = -1;
+ }
+ }
+ if (sd->status.option & 4) // クローキングの消滅検査
+ skill_check_cloaking (&sd->bl);
+ // ディボーション検査
+ for (i = 0; i < 5; i++)
+ if (sd->dev.val1[i])
+ {
+ skill_devotion3 (&sd->bl, sd->dev.val1[i]);
+ break;
+ }
+ // 被ディボーション検査
+ if (sd->sc_data && sd->sc_data[SC_DEVOTION].val1)
+ {
+ skill_devotion2 (&sd->bl, sd->sc_data[SC_DEVOTION].val1);
+ }
+
+ skill_unit_move (&sd->bl, tick, 1); // スキルユニットの検査
+
+ if (map_getcell (sd->bl.m, x, y) & 0x80)
+ npc_touch_areanpc (sd, sd->bl.m, x, y);
+ else
+ sd->areanpc_id = 0;
+ }
+ if ((i = calc_next_walk_step (sd)) > 0)
+ {
+ i = i >> 1;
+ if (i < 1 && sd->walkpath.path_half == 0)
+ i = 1;
+ sd->walktimer =
+ add_timer (tick + i, pc_walk, id, sd->walkpath.path_pos);
+ }
+}
+
+/*==========================================
+ * 移動可能か確認して、可能なら歩行開始
+ *------------------------------------------
+ */
+static int pc_walktoxy_sub (struct map_session_data *sd)
+{
+ struct walkpath_data wpd;
+ int i;
+
+ nullpo_retr (1, sd);
+
+ if (path_search
+ (&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->to_x, sd->to_y, 0))
+ return 1;
+ memcpy (&sd->walkpath, &wpd, sizeof (wpd));
+
+ clif_walkok (sd);
+ sd->state.change_walk_target = 0;
+
+ if ((i = calc_next_walk_step (sd)) > 0)
+ {
+ i = i >> 2;
+ sd->walktimer = add_timer (gettick () + i, pc_walk, sd->bl.id, 0);
+ }
+ clif_movechar (sd);
+
+ return 0;
+}
+
+/*==========================================
+ * pc歩 行要求
+ *------------------------------------------
+ */
+int pc_walktoxy (struct map_session_data *sd, int x, int y)
+{
+
+ nullpo_retr (0, sd);
+
+ sd->to_x = x;
+ sd->to_y = y;
+
+ if (pc_issit (sd))
+ pc_setstand (sd);
+
+ if (sd->walktimer != -1 && sd->state.change_walk_target == 0)
+ {
+ // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
+ // timer関数からpc_walktoxy_subを呼ぶようにする
+ sd->state.change_walk_target = 1;
+ }
+ else
+ {
+ pc_walktoxy_sub (sd);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 歩 行停止
+ *------------------------------------------
+ */
+int pc_stop_walking (struct map_session_data *sd, int type)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->walktimer != -1)
+ {
+ delete_timer (sd->walktimer, pc_walk);
+ sd->walktimer = -1;
+ }
+ sd->walkpath.path_len = 0;
+ sd->to_x = sd->bl.x;
+ sd->to_y = sd->bl.y;
+ if (type & 0x01)
+ clif_fixpos (&sd->bl);
+ if (type & 0x02 && battle_config.pc_damage_delay)
+ {
+ unsigned int tick = gettick ();
+ int delay = battle_get_dmotion (&sd->bl);
+ if (sd->canmove_tick < tick)
+ sd->canmove_tick = tick + delay;
+ }
+
+ return 0;
+}
+
+void pc_touch_all_relevant_npcs (struct map_session_data *sd)
+{
+ if (map_getcell (sd->bl.m, sd->bl.x, sd->bl.y) & 0x80)
+ npc_touch_areanpc (sd, sd->bl.m, sd->bl.x, sd->bl.y);
+ else
+ sd->areanpc_id = 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_movepos (struct map_session_data *sd, int dst_x, int dst_y)
+{
+ int moveblock;
+ int dx, dy, dist;
+
+ struct walkpath_data wpd;
+
+ nullpo_retr (0, sd);
+
+ if (path_search (&wpd, sd->bl.m, sd->bl.x, sd->bl.y, dst_x, dst_y, 0))
+ return 1;
+
+ sd->dir = sd->head_dir = map_calc_dir (&sd->bl, dst_x, dst_y);
+
+ dx = dst_x - sd->bl.x;
+ dy = dst_y - sd->bl.y;
+ dist = distance (sd->bl.x, sd->bl.y, dst_x, dst_y);
+
+ moveblock = (sd->bl.x / BLOCK_SIZE != dst_x / BLOCK_SIZE
+ || sd->bl.y / BLOCK_SIZE != dst_y / BLOCK_SIZE);
+
+ 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);
+
+ if (moveblock)
+ map_delblock (&sd->bl);
+ sd->bl.x = dst_x;
+ sd->bl.y = dst_y;
+ if (moveblock)
+ map_addblock (&sd->bl);
+
+ 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);
+
+ if (sd->status.party_id > 0)
+ { // パーティのHP情報通知検査
+ struct party *p = party_search (sd->status.party_id);
+ if (p != NULL)
+ {
+ int flag = 0;
+ 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);
+ if (flag)
+ sd->party_hp = -1;
+ }
+ }
+
+ if (sd->status.option & 4) // クローキングの消滅検査
+ skill_check_cloaking (&sd->bl);
+
+ skill_unit_move (&sd->bl, gettick (), dist + 7); // スキルユニットの検査
+
+ pc_touch_all_relevant_npcs (sd);
+ return 0;
+}
+
+//
+// 武器戦闘
+//
+/*==========================================
+ * スキルの検索 所有していた場合Lvが返る
+ *------------------------------------------
+ */
+int pc_checkskill (struct map_session_data *sd, int skill_id)
+{
+ if (sd == NULL)
+ return 0;
+ if (skill_id >= 10000)
+ {
+ struct guild *g;
+ if (sd->status.guild_id > 0
+ && (g = guild_search (sd->status.guild_id)) != NULL)
+ return guild_checkskill (g, skill_id);
+ return 0;
+ }
+
+ if (sd->status.skill[skill_id].id == skill_id)
+ return (sd->status.skill[skill_id].lv);
+
+ return 0;
+}
+
+/*==========================================
+ * 武器変更によるスキルの継続チェック
+ * 引数:
+ * struct map_session_data *sd セッションデータ
+ * int nameid 装備品ID
+ * 返り値:
+ * 0 変更なし
+ * -1 スキルを解除
+ *------------------------------------------
+ */
+int pc_checkallowskill (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->sc_data == NULL)
+ return 0;
+
+ if (!(skill_get_weapontype (KN_TWOHANDQUICKEN) & (1 << sd->status.weapon))
+ && sd->sc_data[SC_TWOHANDQUICKEN].timer != -1)
+ { // 2HQ
+ skill_status_change_end (&sd->bl, SC_TWOHANDQUICKEN, -1); // 2HQを解除
+ return -1;
+ }
+ if (!(skill_get_weapontype (LK_AURABLADE) & (1 << sd->status.weapon))
+ && sd->sc_data[SC_AURABLADE].timer != -1)
+ { // オーラブレード
+ skill_status_change_end (&sd->bl, SC_AURABLADE, -1); // オーラブレードを解除
+ return -1;
+ }
+ if (!(skill_get_weapontype (LK_PARRYING) & (1 << sd->status.weapon))
+ && sd->sc_data[SC_PARRYING].timer != -1)
+ { // パリイング
+ skill_status_change_end (&sd->bl, SC_PARRYING, -1); // パリイングを解除
+ return -1;
+ }
+ if (!(skill_get_weapontype (LK_CONCENTRATION) & (1 << sd->status.weapon))
+ && sd->sc_data[SC_CONCENTRATION].timer != -1)
+ { // コンセントレーション
+ skill_status_change_end (&sd->bl, SC_CONCENTRATION, -1); // コンセントレーションを解除
+ return -1;
+ }
+ 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
+ skill_status_change_end (&sd->bl, SC_SPEARSQUICKEN, -1); // スピアクイッケンを解除
+ return -1;
+ }
+ 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
+ skill_status_change_end (&sd->bl, SC_ADRENALINE, -1); // アドレナリンラッシュを解除
+ return -1;
+ }
+
+ if (sd->status.shield <= 0)
+ {
+ if (sd->sc_data[SC_AUTOGUARD].timer != -1)
+ { // オートガード
+ skill_status_change_end (&sd->bl, SC_AUTOGUARD, -1);
+ return -1;
+ }
+ if (sd->sc_data[SC_DEFENDER].timer != -1)
+ { // ディフェンダー
+ skill_status_change_end (&sd->bl, SC_DEFENDER, -1);
+ return -1;
+ }
+ if (sd->sc_data[SC_REFLECTSHIELD].timer != -1)
+ { //リフレクトシールド
+ skill_status_change_end (&sd->bl, SC_REFLECTSHIELD, -1);
+ return -1;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 装 備品のチェック
+ *------------------------------------------
+ */
+int pc_checkequip (struct map_session_data *sd, int pos)
+{
+ int i;
+
+ nullpo_retr (-1, sd);
+
+ for (i = 0; i < 11; i++)
+ {
+ if (pos & equip_pos[i])
+ return sd->equip_index[i];
+ }
+
+ return -1;
+}
+
+/*==========================================
+ * 転生職や養子職の元の職業を返す
+ *------------------------------------------
+ */
+struct pc_base_job pc_calc_base_job (int b_class)
+{
+ struct pc_base_job bj;
+ //転生や養子の場合の元の職業を算出する
+ if (b_class < MAX_PC_CLASS)
+ { //通常
+ bj.job = b_class;
+ bj.upper = 0;
+ }
+ else if (b_class >= 4001 && b_class < 4023)
+ { //転生職
+ bj.job = b_class - 4001;
+ bj.upper = 1;
+ }
+ else if (b_class == 23 + 4023 - 1)
+ { //養子スパノビ
+ bj.job = b_class - (4023 - 1);
+ bj.upper = 2;
+ }
+ else
+ { //養子スパノビ以外の養子
+ bj.job = b_class - 4023;
+ bj.upper = 2;
+ }
+
+ if (battle_config.enable_upper_class == 0)
+ { //confで無効になっていたらupper=0
+ bj.upper = 0;
+ }
+
+ if (bj.job == 0)
+ {
+ bj.type = 0;
+ }
+ else if (bj.job < 7)
+ {
+ bj.type = 1;
+ }
+ else
+ {
+ bj.type = 2;
+ }
+
+ return bj;
+}
+
+/*==========================================
+ * PCの攻撃 (timer関数)
+ *------------------------------------------
+ */
+void pc_attack_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct map_session_data *sd;
+ struct block_list *bl;
+ struct status_change *sc_data;
+ short *opt;
+ int dist, skill, range;
+ int attack_spell_delay;
+
+ sd = map_id2sd (id);
+ if (sd == NULL)
+ return;
+ if (sd->attacktimer != tid)
+ {
+ if (battle_config.error_log)
+ printf ("pc_attack_timer %d != %d\n", sd->attacktimer, tid);
+ return;
+ }
+ sd->attacktimer = -1;
+
+ if (sd->bl.prev == NULL)
+ return;
+
+ bl = map_id2bl (sd->attacktarget);
+ if (bl == NULL || bl->prev == NULL)
+ return;
+
+ if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl))
+ return;
+
+ // 同じmapでないなら攻撃しない
+ // PCが死んでても攻撃しない
+ if (sd->bl.m != bl->m || pc_isdead (sd))
+ return;
+
+ if (sd->opt1 > 0 || sd->status.option & 2 || sd->status.option & 16388) // 異常などで攻撃できない
+ return;
+
+ if (sd->sc_data[SC_AUTOCOUNTER].timer != -1)
+ return;
+ if (sd->sc_data[SC_BLADESTOP].timer != -1)
+ return;
+
+ if ((opt = battle_get_option (bl)) != NULL && *opt & 0x46)
+ return;
+ if (((sc_data = battle_get_sc_data (bl)) != NULL
+ && sc_data[SC_TRICKDEAD].timer != -1)
+ || ((sc_data = battle_get_sc_data (bl)) != NULL
+ && sc_data[SC_BASILICA].timer != -1))
+ return;
+
+ if (sd->skilltimer != -1 && pc_checkskill (sd, SA_FREECAST) <= 0)
+ return;
+
+ if (!battle_config.sdelay_attack_enable
+ && pc_checkskill (sd, SA_FREECAST) <= 0)
+ {
+ if (DIFF_TICK (tick, sd->canact_tick) < 0)
+ {
+ clif_skill_fail (sd, 1, 4, 0);
+ return;
+ }
+ }
+
+ if (sd->attackabletime > tick)
+ return; // cannot attack yet
+
+ attack_spell_delay = sd->attack_spell_delay;
+ if (sd->attack_spell_override // [Fate] If we have an active attack spell, use that
+ && spell_attack (id, sd->attacktarget))
+ {
+ // Return if the spell succeeded. If the spell had disspiated, spell_attack() may fail.
+ sd->attackabletime = tick + attack_spell_delay;
+
+ }
+ else
+ {
+ dist = distance (sd->bl.x, sd->bl.y, bl->x, bl->y);
+ range = sd->attackrange;
+ if (sd->status.weapon != 11)
+ range++;
+ if (dist > range)
+ { // 届 かないので移動
+ //if(pc_can_reach(sd,bl->x,bl->y))
+ //clif_movetoattack(sd,bl);
+ return;
+ }
+
+ if (dist <= range && !battle_check_range (&sd->bl, bl, range))
+ {
+ 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))
+ // TMW client doesn't support this
+ //pc_walktoxy(sd,bl->x,bl->y);
+ clif_movetoattack (sd, bl);
+ sd->attackabletime = tick + (sd->aspd << 1);
+ }
+ else
+ {
+ if (battle_config.pc_attack_direction_change)
+ sd->dir = sd->head_dir = map_calc_dir (&sd->bl, bl->x, bl->y); // 向き設定
+
+ if (sd->walktimer != -1)
+ pc_stop_walking (sd, 1);
+
+ if (sd->sc_data[SC_COMBO].timer == -1)
+ {
+ map_freeblock_lock ();
+ pc_stop_walking (sd, 0);
+ sd->attacktarget_lv =
+ battle_weapon_attack (&sd->bl, bl, tick, 0);
+ if (!(battle_config.pc_cloak_check_type & 2)
+ && sd->sc_data[SC_CLOAKING].timer != -1)
+ skill_status_change_end (&sd->bl, SC_CLOAKING, -1);
+ map_freeblock_unlock ();
+ if (sd->skilltimer != -1 && (skill = pc_checkskill (sd, SA_FREECAST)) > 0) // フリーキャスト
+ sd->attackabletime =
+ tick + ((sd->aspd << 1) * (150 - skill * 5) / 100);
+ else
+ sd->attackabletime = tick + (sd->aspd << 1);
+ }
+ else if (sd->attackabletime <= tick)
+ {
+ if (sd->skilltimer != -1 && (skill = pc_checkskill (sd, SA_FREECAST)) > 0) // フリーキャスト
+ sd->attackabletime =
+ tick + ((sd->aspd << 1) * (150 - skill * 5) / 100);
+ else
+ sd->attackabletime = tick + (sd->aspd << 1);
+ }
+ if (sd->attackabletime <= tick)
+ sd->attackabletime = tick + (battle_config.max_aspd << 1);
+ }
+ }
+
+ if (sd->state.attack_continue)
+ {
+ sd->attacktimer =
+ add_timer (sd->attackabletime, pc_attack_timer, sd->bl.id, 0);
+ }
+}
+
+/*==========================================
+ * 攻撃要求
+ * typeが1なら継続攻撃
+ *------------------------------------------
+ */
+int pc_attack (struct map_session_data *sd, int target_id, int type)
+{
+ struct block_list *bl;
+ int d;
+
+ nullpo_retr (0, sd);
+
+ bl = map_id2bl (target_id);
+ if (bl == NULL)
+ return 1;
+
+ if (bl->type == BL_NPC)
+ { // monster npcs [Valaris]
+ npc_click (sd, RFIFOL (sd->fd, 2));
+ return 0;
+ }
+
+ if (!battle_check_target (&sd->bl, bl, BCT_ENEMY))
+ return 1;
+ if (sd->attacktimer != -1)
+ pc_stopattack (sd);
+ sd->attacktarget = target_id;
+ sd->state.attack_continue = type;
+
+ d = DIFF_TICK (sd->attackabletime, gettick ());
+ if (d > 0 && d < 2000)
+ { // 攻撃delay中
+ sd->attacktimer =
+ add_timer (sd->attackabletime, pc_attack_timer, sd->bl.id, 0);
+ }
+ else
+ {
+ // 本来timer関数なので引数を合わせる
+ pc_attack_timer (-1, gettick (), sd->bl.id, 0);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 継続攻撃停止
+ *------------------------------------------
+ */
+int pc_stopattack (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->attacktimer != -1)
+ {
+ delete_timer (sd->attacktimer, pc_attack_timer);
+ sd->attacktimer = -1;
+ }
+ sd->attacktarget = 0;
+ sd->state.attack_continue = 0;
+
+ return 0;
+}
+
+void pc_follow_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct map_session_data *sd, *bl;
+
+ sd = map_id2sd (id);
+ if (sd == NULL || sd->followtimer != tid)
+ return;
+
+ sd->followtimer = -1;
+
+ do
+ {
+ if (sd->bl.prev == NULL)
+ break;
+
+ bl = (struct map_session_data *) map_id2bl (sd->followtarget);
+
+ if (bl == NULL)
+ return;
+
+ if (bl->bl.prev == NULL)
+ break;
+
+ if (bl->bl.type == BL_PC
+ && pc_isdead ((struct map_session_data *) bl))
+ return;
+
+ if (sd->skilltimer == -1 && sd->attacktimer == -1
+ && sd->walktimer == -1)
+ {
+ if ((sd->bl.m == bl->bl.m)
+ && pc_can_reach (sd, bl->bl.x, bl->bl.y))
+ {
+ if (distance (sd->bl.x, sd->bl.y, bl->bl.x, bl->bl.y) > 5)
+ pc_walktoxy (sd, bl->bl.x, bl->bl.y);
+ }
+ else
+ pc_setpos ((struct map_session_data *) sd, bl->mapname,
+ bl->bl.x, bl->bl.y, 3);
+ }
+ }
+ while (0);
+
+ sd->followtimer =
+ add_timer (tick + sd->aspd, pc_follow_timer, sd->bl.id, 0);
+}
+
+int pc_follow (struct map_session_data *sd, int target_id)
+{
+ struct block_list *bl;
+
+ bl = map_id2bl (target_id);
+ if (bl == NULL)
+ return 1;
+ sd->followtarget = target_id;
+ if (sd->followtimer != -1)
+ {
+ delete_timer (sd->followtimer, pc_follow_timer);
+ sd->followtimer = -1;
+ }
+
+ pc_follow_timer (-1, gettick (), sd->bl.id, 0);
+
+ return 0;
+}
+
+int pc_checkbaselevelup (struct map_session_data *sd)
+{
+ int next = pc_nextbaseexp (sd);
+
+ nullpo_retr (0, sd);
+
+ if (sd->status.base_exp >= next && next > 0)
+ {
+ struct pc_base_job s_class = pc_calc_base_job (sd->status.pc_class);
+
+ // base側レベルアップ処理
+ sd->status.base_exp -= next;
+
+ sd->status.base_level++;
+ sd->status.status_point += (sd->status.base_level + 14) / 4;
+ clif_updatestatus (sd, SP_STATUSPOINT);
+ clif_updatestatus (sd, SP_BASELEVEL);
+ clif_updatestatus (sd, SP_NEXTBASEEXP);
+ pc_calcstatus (sd, 0);
+ pc_heal (sd, sd->status.max_hp, sd->status.max_sp);
+
+ //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
+ if (s_class.job == 23)
+ {
+ skill_status_change_start (&sd->bl,
+ SkillStatusChangeTable[PR_KYRIE], 1, 0,
+ 0, 0, skill_get_time (PR_KYRIE, 1), 0);
+ skill_status_change_start (&sd->bl,
+ SkillStatusChangeTable[PR_IMPOSITIO],
+ 1, 0, 0, 0,
+ skill_get_time (PR_IMPOSITIO, 1), 0);
+ skill_status_change_start (&sd->bl,
+ SkillStatusChangeTable[PR_MAGNIFICAT],
+ 1, 0, 0, 0,
+ skill_get_time (PR_MAGNIFICAT, 1), 0);
+ skill_status_change_start (&sd->bl,
+ SkillStatusChangeTable[PR_GLORIA], 1,
+ 0, 0, 0, skill_get_time (PR_GLORIA, 1),
+ 0);
+ skill_status_change_start (&sd->bl,
+ SkillStatusChangeTable[PR_SUFFRAGIUM],
+ 1, 0, 0, 0,
+ skill_get_time (PR_SUFFRAGIUM, 1), 0);
+ }
+
+ clif_misceffect (&sd->bl, 0);
+ //レベルアップしたのでパーティー情報を更新する
+ //(公平範囲チェック)
+ party_send_movemap (sd);
+ MAP_LOG_XP (sd, "LEVELUP") return 1;
+ }
+
+ return 0;
+}
+
+/*========================================
+ * Compute the maximum for sd->skill_point, i.e., the max. number of skill points that can still be filled in
+ *----------------------------------------
+ */
+int pc_skillpt_potential (struct map_session_data *sd)
+{
+ int skill_id;
+ int potential = 0;
+
+#define RAISE_COST(x) (((x)*((x)-1))>>1)
+
+ for (skill_id = 0; skill_id < MAX_SKILL; skill_id++)
+ if (sd->status.skill[skill_id].id != 0
+ && sd->status.skill[skill_id].lv < skill_db[skill_id].max_raise)
+ potential += RAISE_COST (skill_db[skill_id].max_raise)
+ - RAISE_COST (sd->status.skill[skill_id].lv);
+#undef RAISE_COST
+
+ return potential;
+}
+
+int pc_checkjoblevelup (struct map_session_data *sd)
+{
+ int next = pc_nextjobexp (sd);
+
+ nullpo_retr (0, sd);
+
+ if (sd->status.job_exp >= next && next > 0)
+ {
+ if (pc_skillpt_potential (sd) < sd->status.skill_point)
+ { // [Fate] Bah, this is is painful.
+ // But the alternative is quite error-prone, and eAthena has far worse performance issues...
+ sd->status.job_exp = next - 1;
+ pc_calcstatus(sd,0);
+ return 0;
+ }
+
+ // job側レベルアップ処理
+ sd->status.job_exp -= next;
+ clif_updatestatus (sd, SP_NEXTJOBEXP);
+ sd->status.skill_point++;
+ clif_updatestatus (sd, SP_SKILLPOINT);
+ pc_calcstatus (sd, 0);
+
+ MAP_LOG_PC (sd, "SKILLPOINTS-UP %d", sd->status.skill_point);
+
+ if (sd->status.job_level < 250
+ && sd->status.job_level < sd->status.base_level * 2)
+ sd->status.job_level++; // Make levelling up a little harder
+
+ clif_misceffect (&sd->bl, 1);
+ return 1;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 経験値取得
+ *------------------------------------------
+ */
+int pc_gainexp (struct map_session_data *sd, int base_exp, int job_exp)
+{
+ return pc_gainexp_reason (sd, base_exp, job_exp,
+ PC_GAINEXP_REASON_KILLING);
+}
+
+int pc_gainexp_reason (struct map_session_data *sd, int base_exp, int job_exp,
+ int reason)
+{
+ char output[256];
+ nullpo_retr (0, sd);
+
+ if (sd->bl.prev == NULL || pc_isdead (sd))
+ return 0;
+
+ if ((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr]
+ return 0; // no exp on pvp maps
+
+ MAP_LOG_PC (sd, "GAINXP %d %d %s", base_exp, job_exp,
+ ((reason ==
+ 2) ? "SCRIPTXP" : ((reason == 1) ? "HEALXP" : "KILLXP")));
+
+ if (sd->sc_data[SC_RICHMANKIM].timer != -1)
+ { // added bounds checking [Vaalris]
+ base_exp +=
+ base_exp * (25 + sd->sc_data[SC_RICHMANKIM].val1 * 25) / 100;
+ job_exp +=
+ job_exp * (25 + sd->sc_data[SC_RICHMANKIM].val1 * 25) / 100;
+ }
+
+ if (sd->status.guild_id > 0)
+ { // ギルドに上納
+ base_exp -= guild_payexp (sd, base_exp);
+ if (base_exp < 0)
+ base_exp = 0;
+ }
+
+ if (!battle_config.multi_level_up && pc_nextbaseafter (sd))
+ {
+ while (sd->status.base_exp + base_exp >= pc_nextbaseafter (sd)
+ && sd->status.base_exp <= pc_nextbaseexp (sd)
+ && pc_nextbaseafter (sd) > 0)
+ {
+ base_exp *= .90;
+ }
+ }
+
+ sd->status.base_exp += base_exp;
+
+ // [Fate] Adjust experience points that healers can extract from this character
+ if (reason != PC_GAINEXP_REASON_HEALING)
+ {
+ const int max_heal_xp =
+ 20 + (sd->status.base_level * sd->status.base_level);
+
+ sd->heal_xp += base_exp;
+ if (sd->heal_xp > max_heal_xp)
+ sd->heal_xp = max_heal_xp;
+ }
+
+ if (sd->status.base_exp < 0)
+ sd->status.base_exp = 0;
+
+ while (pc_checkbaselevelup (sd));
+
+ clif_updatestatus (sd, SP_BASEEXP);
+ if (!battle_config.multi_level_up && pc_nextjobafter (sd))
+ {
+ while (sd->status.job_exp + job_exp >= pc_nextjobafter (sd)
+ && sd->status.job_exp <= pc_nextjobexp (sd)
+ && pc_nextjobafter (sd) > 0)
+ {
+ job_exp *= .90;
+ }
+ }
+
+ sd->status.job_exp += job_exp;
+ if (sd->status.job_exp < 0)
+ sd->status.job_exp = 0;
+
+ while (pc_checkjoblevelup (sd));
+
+ clif_updatestatus (sd, SP_JOBEXP);
+
+ if (battle_config.disp_experience)
+ {
+ sprintf (output,
+ "Experienced Gained Base:%d Job:%d", base_exp, job_exp);
+ clif_disp_onlyself (sd, output, strlen (output));
+ }
+
+ return 0;
+}
+
+int pc_extract_healer_exp (struct map_session_data *sd, int max)
+{
+ int amount;
+ nullpo_retr (0, sd);
+
+ amount = sd->heal_xp;
+ if (max < amount)
+ amount = max;
+
+ sd->heal_xp -= amount;
+ return amount;
+}
+
+/*==========================================
+ * base level側必要経験値計算
+ *------------------------------------------
+ */
+int pc_nextbaseexp (struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
+ return 0;
+
+ if (sd->status.pc_class == 0)
+ i = 0;
+ else if (sd->status.pc_class <= 6)
+ i = 1;
+ else if (sd->status.pc_class <= 22)
+ i = 2;
+ else if (sd->status.pc_class == 23)
+ i = 3;
+ else if (sd->status.pc_class == 4001)
+ i = 4;
+ else if (sd->status.pc_class <= 4007)
+ i = 5;
+ else
+ i = 6;
+
+ return exp_table[i][sd->status.base_level - 1];
+}
+
+/*==========================================
+ * job level側必要経験値計算
+ *------------------------------------------
+ */
+int pc_nextjobexp (struct map_session_data *sd)
+{
+ // [fate] For normal levels, this ranges from 20k to 50k, depending on job level.
+ // Job level is at most twice the player's experience level (base_level). Levelling
+ // from 2 to 9 is 44 points, i.e., 880k to 2.2M job experience points (this is per
+ // skill, obviously.)
+
+ return 20000 + sd->status.job_level * 150;
+}
+
+/*==========================================
+ * base level after next [Valaris]
+ *------------------------------------------
+ */
+int pc_nextbaseafter (struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
+ return 0;
+
+ if (sd->status.pc_class == 0)
+ i = 0;
+ else if (sd->status.pc_class <= 6)
+ i = 1;
+ else if (sd->status.pc_class <= 22)
+ i = 2;
+ else if (sd->status.pc_class == 23)
+ i = 3;
+ else if (sd->status.pc_class == 4001)
+ i = 4;
+ else if (sd->status.pc_class <= 4007)
+ i = 5;
+ else
+ i = 6;
+
+ return exp_table[i][sd->status.base_level];
+}
+
+/*==========================================
+ * job level after next [Valaris]
+ *------------------------------------------
+ */
+int pc_nextjobafter (struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (sd->status.job_level >= MAX_LEVEL || sd->status.job_level <= 0)
+ return 0;
+
+ if (sd->status.pc_class == 0)
+ i = 7;
+ else if (sd->status.pc_class <= 6)
+ i = 8;
+ else if (sd->status.pc_class <= 22)
+ i = 9;
+ else if (sd->status.pc_class == 23)
+ i = 10;
+ else if (sd->status.pc_class == 4001)
+ i = 11;
+ else if (sd->status.pc_class <= 4007)
+ i = 12;
+ else
+ i = 13;
+
+ return exp_table[i][sd->status.job_level];
+}
+
+/*==========================================
+
+ * 必要ステータスポイント計算
+ *------------------------------------------
+ */
+int pc_need_status_point (struct map_session_data *sd, int type)
+{
+ int val;
+
+ nullpo_retr (-1, sd);
+
+ if (type < SP_STR || type > SP_LUK)
+ return -1;
+ val =
+ type == SP_STR ? sd->status.str :
+ type == SP_AGI ? sd->status.agi :
+ type == SP_VIT ? sd->status.vit :
+ type == SP_INT ? sd->status.int_ :
+ type == SP_DEX ? sd->status.dex : sd->status.luk;
+
+ return (val + 9) / 10 + 1;
+}
+
+/*==========================================
+ * 能力値成長
+ *------------------------------------------
+ */
+int pc_statusup (struct map_session_data *sd, int type)
+{
+ int need, val = 0;
+
+ nullpo_retr (0, sd);
+
+ switch (type)
+ {
+ case SP_STR:
+ val = sd->status.str;
+ break;
+ case SP_AGI:
+ val = sd->status.agi;
+ break;
+ case SP_VIT:
+ val = sd->status.vit;
+ break;
+ case SP_INT:
+ val = sd->status.int_;
+ break;
+ case SP_DEX:
+ val = sd->status.dex;
+ break;
+ case SP_LUK:
+ val = sd->status.luk;
+ break;
+ }
+
+ need = pc_need_status_point (sd, type);
+ if (type < SP_STR || type > SP_LUK || need < 0
+ || need > sd->status.status_point
+ || val >= battle_config.max_parameter)
+ {
+ clif_statusupack (sd, type, 0, val);
+ clif_updatestatus (sd, SP_STATUSPOINT);
+ return 1;
+ }
+ switch (type)
+ {
+ case SP_STR:
+ val = ++sd->status.str;
+ break;
+ case SP_AGI:
+ val = ++sd->status.agi;
+ break;
+ case SP_VIT:
+ val = ++sd->status.vit;
+ break;
+ case SP_INT:
+ val = ++sd->status.int_;
+ break;
+ case SP_DEX:
+ val = ++sd->status.dex;
+ break;
+ case SP_LUK:
+ val = ++sd->status.luk;
+ break;
+ }
+ sd->status.status_point -= need;
+ if (need != pc_need_status_point (sd, type))
+ {
+ clif_updatestatus (sd, type - SP_STR + SP_USTR);
+ }
+ clif_updatestatus (sd, SP_STATUSPOINT);
+ clif_updatestatus (sd, type);
+ pc_calcstatus (sd, 0);
+ clif_statusupack (sd, type, 1, val);
+
+ MAP_LOG_STATS (sd, "STATUP");
+
+ return 0;
+}
+
+/*==========================================
+ * 能力値成長
+ *------------------------------------------
+ */
+int pc_statusup2 (struct map_session_data *sd, int type, int val)
+{
+ nullpo_retr (0, sd);
+
+ if (type < SP_STR || type > SP_LUK)
+ {
+ clif_statusupack (sd, type, 0, 0);
+ return 1;
+ }
+ switch (type)
+ {
+ case SP_STR:
+ if (sd->status.str + val >= battle_config.max_parameter)
+ val = battle_config.max_parameter;
+ else if (sd->status.str + val < 1)
+ val = 1;
+ else
+ val += sd->status.str;
+ sd->status.str = val;
+ break;
+ case SP_AGI:
+ if (sd->status.agi + val >= battle_config.max_parameter)
+ val = battle_config.max_parameter;
+ else if (sd->status.agi + val < 1)
+ val = 1;
+ else
+ val += sd->status.agi;
+ sd->status.agi = val;
+ break;
+ case SP_VIT:
+ if (sd->status.vit + val >= battle_config.max_parameter)
+ val = battle_config.max_parameter;
+ else if (sd->status.vit + val < 1)
+ val = 1;
+ else
+ val += sd->status.vit;
+ sd->status.vit = val;
+ break;
+ case SP_INT:
+ if (sd->status.int_ + val >= battle_config.max_parameter)
+ val = battle_config.max_parameter;
+ else if (sd->status.int_ + val < 1)
+ val = 1;
+ else
+ val += sd->status.int_;
+ sd->status.int_ = val;
+ break;
+ case SP_DEX:
+ if (sd->status.dex + val >= battle_config.max_parameter)
+ val = battle_config.max_parameter;
+ else if (sd->status.dex + val < 1)
+ val = 1;
+ else
+ val += sd->status.dex;
+ sd->status.dex = val;
+ break;
+ case SP_LUK:
+ if (sd->status.luk + val >= battle_config.max_parameter)
+ val = battle_config.max_parameter;
+ else if (sd->status.luk + val < 1)
+ val = 1;
+ else
+ val = sd->status.luk + val;
+ sd->status.luk = val;
+ break;
+ }
+ clif_updatestatus (sd, type - SP_STR + SP_USTR);
+ clif_updatestatus (sd, type);
+ pc_calcstatus (sd, 0);
+ clif_statusupack (sd, type, 1, val);
+ MAP_LOG_STATS (sd, "STATUP2");
+
+ return 0;
+}
+
+/*==========================================
+ * スキルポイント割り振り
+ *------------------------------------------
+ */
+int pc_skillup (struct map_session_data *sd, int skill_num)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->status.skill[skill_num].id != 0
+ && sd->status.skill_point >= sd->status.skill[skill_num].lv
+ && sd->status.skill[skill_num].lv < skill_db[skill_num].max_raise)
+ {
+ sd->status.skill_point -= sd->status.skill[skill_num].lv;
+ sd->status.skill[skill_num].lv++;
+
+ pc_calcstatus (sd, 0);
+ clif_skillup (sd, skill_num);
+ clif_updatestatus (sd, SP_SKILLPOINT);
+ clif_skillinfoblock (sd);
+ MAP_LOG_PC(sd, "SKILLUP %d %d %d",
+ skill_num, sd->status.skill[skill_num].lv, skill_power(sd, skill_num));
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * /allskill
+ *------------------------------------------
+ */
+int pc_allskillup (struct map_session_data *sd)
+{
+ int i, id;
+ int c = 0, s = 0;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr (0, sd);
+
+ s_class = pc_calc_base_job (sd->status.pc_class);
+ c = s_class.job;
+ s = (s_class.upper == 1) ? 1 : 0; //転生以外は通常のスキル?
+
+ for (i = 0; i < MAX_SKILL; i++)
+ sd->status.skill[i].id = 0;
+
+ if (battle_config.gm_allskill > 0
+ && pc_isGM (sd) >= battle_config.gm_allskill)
+ {
+ // 全てのスキル
+ for (i = 1; i < 158; i++)
+ sd->status.skill[i].lv = skill_get_max (i);
+ for (i = 210; i < 291; i++)
+ sd->status.skill[i].lv = skill_get_max (i);
+ for (i = 304; i < MAX_SKILL; i++)
+ sd->status.skill[i].lv = skill_get_max (i);
+ }
+ else
+ {
+ for (i = 0; (id = skill_tree[s][c][i].id) > 0; i++)
+ {
+ if (sd->status.skill[id].id == 0 && skill_get_inf2 (id) & 0x01)
+ sd->status.skill[id].lv = skill_get_max (id);
+ }
+ }
+ pc_calcstatus (sd, 0);
+
+ return 0;
+}
+
+/*==========================================
+ * /resetlvl
+ *------------------------------------------
+ */
+int pc_resetlvl (struct map_session_data *sd, int type)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 1; i < MAX_SKILL; i++)
+ {
+ sd->status.skill[i].lv = 0;
+ }
+
+ if (type == 1)
+ {
+ sd->status.skill_point = 0;
+ sd->status.base_level = 1;
+ sd->status.job_level = 1;
+ sd->status.base_exp = 0;
+ sd->status.job_exp = 0;
+ if (sd->status.option != 0)
+ sd->status.option = 0;
+
+ sd->status.str = 1;
+ sd->status.agi = 1;
+ sd->status.vit = 1;
+ sd->status.int_ = 1;
+ sd->status.dex = 1;
+ sd->status.luk = 1;
+ if (sd->status.pc_class == 4001)
+ sd->status.status_point = 100;
+ }
+
+ if (type == 2)
+ {
+ sd->status.skill_point = 0;
+ sd->status.base_level = 1;
+ sd->status.job_level = 1;
+ sd->status.base_exp = 0;
+ sd->status.job_exp = 0;
+ }
+ if (type == 3)
+ {
+ sd->status.base_level = 1;
+ sd->status.base_exp = 0;
+ }
+ if (type == 4)
+ {
+ sd->status.job_level = 1;
+ sd->status.job_exp = 0;
+ }
+
+ clif_updatestatus (sd, SP_STATUSPOINT);
+ clif_updatestatus (sd, SP_STR);
+ clif_updatestatus (sd, SP_AGI);
+ clif_updatestatus (sd, SP_VIT);
+ clif_updatestatus (sd, SP_INT);
+ clif_updatestatus (sd, SP_DEX);
+ clif_updatestatus (sd, SP_LUK);
+ clif_updatestatus (sd, SP_BASELEVEL);
+ clif_updatestatus (sd, SP_JOBLEVEL);
+ clif_updatestatus (sd, SP_STATUSPOINT);
+ clif_updatestatus (sd, SP_NEXTBASEEXP);
+ clif_updatestatus (sd, SP_NEXTJOBEXP);
+ clif_updatestatus (sd, SP_SKILLPOINT);
+
+ clif_updatestatus (sd, SP_USTR); // Updates needed stat points - Valaris
+ clif_updatestatus (sd, SP_UAGI);
+ clif_updatestatus (sd, SP_UVIT);
+ clif_updatestatus (sd, SP_UINT);
+ clif_updatestatus (sd, SP_UDEX);
+ clif_updatestatus (sd, SP_ULUK); // End Addition
+
+ for (i = 0; i < 11; i++)
+ { // unequip items that can't be equipped by base 1 [Valaris]
+ if (sd->equip_index[i] >= 0)
+ if (!pc_isequip (sd, sd->equip_index[i]))
+ {
+ pc_unequipitem (sd, sd->equip_index[i], 1);
+ sd->equip_index[i] = -1;
+ }
+ }
+
+ clif_skillinfoblock (sd);
+ pc_calcstatus (sd, 0);
+
+ MAP_LOG_STATS (sd, "STATRESET");
+
+ return 0;
+}
+
+/*==========================================
+ * /resetstate
+ *------------------------------------------
+ */
+int pc_resetstate (struct map_session_data *sd)
+{
+#define sumsp(a) ((a)*((a-2)/10+2) - 5*((a-2)/10)*((a-2)/10) - 6*((a-2)/10) -2)
+// int add=0; // Removed by Dexity
+
+ nullpo_retr (0, sd);
+
+// New statpoint table used here - Dexity
+ sd->status.status_point = atoi (statp[sd->status.base_level - 1]);
+// End addition
+
+// Removed by Dexity - old count
+// add += sumsp(sd->status.str);
+// add += sumsp(sd->status.agi);
+// add += sumsp(sd->status.vit);
+// add += sumsp(sd->status.int_);
+// add += sumsp(sd->status.dex);
+// add += sumsp(sd->status.luk);
+// sd->status.status_point+=add;
+
+ clif_updatestatus (sd, SP_STATUSPOINT);
+
+ sd->status.str = 1;
+ sd->status.agi = 1;
+ sd->status.vit = 1;
+ sd->status.int_ = 1;
+ sd->status.dex = 1;
+ sd->status.luk = 1;
+
+ clif_updatestatus (sd, SP_STR);
+ clif_updatestatus (sd, SP_AGI);
+ clif_updatestatus (sd, SP_VIT);
+ clif_updatestatus (sd, SP_INT);
+ clif_updatestatus (sd, SP_DEX);
+ clif_updatestatus (sd, SP_LUK);
+
+ clif_updatestatus (sd, SP_USTR); // Updates needed stat points - Valaris
+ clif_updatestatus (sd, SP_UAGI);
+ clif_updatestatus (sd, SP_UVIT);
+ clif_updatestatus (sd, SP_UINT);
+ clif_updatestatus (sd, SP_UDEX);
+ clif_updatestatus (sd, SP_ULUK); // End Addition
+
+ pc_calcstatus (sd, 0);
+
+ return 0;
+}
+
+/*==========================================
+ * /resetskill
+ *------------------------------------------
+ */
+int pc_resetskill (struct map_session_data *sd)
+{
+ int i, skill;
+
+ nullpo_retr (0, sd);
+
+ sd->status.skill_point += pc_calc_skillpoint (sd);
+
+ for (i = 1; i < MAX_SKILL; i++)
+ if ((skill = pc_checkskill (sd, i)) > 0)
+ {
+ sd->status.skill[i].lv = 0;
+ sd->status.skill[i].flags = 0;
+ }
+
+ clif_updatestatus (sd, SP_SKILLPOINT);
+ clif_skillinfoblock (sd);
+ pc_calcstatus (sd, 0);
+
+ return 0;
+}
+
+/*==========================================
+ * pcにダメージを与える
+ *------------------------------------------
+ */
+int pc_damage (struct block_list *src, struct map_session_data *sd,
+ int damage)
+{
+ int i = 0, j = 0;
+ struct pc_base_job s_class;
+
+ nullpo_retr (0, sd);
+
+ //転生や養子の場合の元の職業を算出する
+ s_class = pc_calc_base_job (sd->status.pc_class);
+ // 既に死んでいたら無効
+ if (pc_isdead (sd))
+ return 0;
+ // 座ってたら立ち上がる
+ if (pc_issit (sd))
+ {
+ pc_setstand (sd);
+ skill_gangsterparadise (sd, 0);
+ }
+
+ if (src)
+ {
+ if (src->type == BL_PC)
+ {
+ MAP_LOG_PC (sd, "INJURED-BY PC%d FOR %d",
+ ((struct map_session_data *) src)->status.char_id,
+ damage);
+ }
+ else
+ {
+ MAP_LOG_PC (sd, "INJURED-BY MOB%d FOR %d", src->id, damage);
+ }
+ }
+ else
+ MAP_LOG_PC (sd, "INJURED-BY null FOR %d", damage);
+
+ // 歩 いていたら足を止める
+ if (sd->sc_data[SC_ENDURE].timer == -1
+ && !sd->special_state.infinite_endure)
+ pc_stop_walking (sd, 3);
+ // 演奏/ダンスの中断
+ if (damage > sd->status.max_hp >> 2)
+ skill_stop_dancing (&sd->bl, 0);
+
+ sd->status.hp -= damage;
+
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1)
+ skill_status_change_end (&sd->bl, SC_TRICKDEAD, -1);
+ if (sd->status.option & 2)
+ skill_status_change_end (&sd->bl, SC_HIDING, -1);
+ if (sd->status.option & 4)
+ skill_status_change_end (&sd->bl, SC_CLOAKING, -1);
+ if (sd->status.option & 16386)
+ skill_status_change_end (&sd->bl, SC_CHASEWALK, -1);
+
+ if (sd->status.hp > 0)
+ {
+ // まだ生きているならHP更新
+ clif_updatestatus (sd, SP_HP);
+
+ if (sd->status.hp < sd->status.max_hp >> 2
+ && pc_checkskill (sd, SM_AUTOBERSERK) > 0
+ && (sd->sc_data[SC_PROVOKE].timer == -1
+ || sd->sc_data[SC_PROVOKE].val2 == 0))
+ // オートバーサーク発動
+ skill_status_change_start (&sd->bl, SC_PROVOKE, 10, 1, 0, 0, 0,
+ 0);
+
+ sd->canlog_tick = gettick ();
+
+ if (sd->status.party_id > 0)
+ { // on-the-fly party hp updates [Valaris]
+ struct party *p = party_search (sd->status.party_id);
+ if (p != NULL)
+ clif_party_hp (p, sd);
+ } // end addition [Valaris]
+
+ return 0;
+ }
+
+ MAP_LOG_PC (sd, "DEAD%s", "");
+
+ // Character is dead!
+
+ sd->status.hp = 0;
+ // [Fate] Stop quickregen
+ sd->quick_regeneration_hp.amount = 0;
+ sd->quick_regeneration_sp.amount = 0;
+ skill_update_heal_animation (sd);
+
+ pc_setdead (sd);
+
+ pc_stop_walking (sd, 0);
+ skill_castcancel (&sd->bl, 0); // 詠唱の中止
+ clif_clearchar_area (&sd->bl, 1);
+ skill_unit_out_all (&sd->bl, gettick (), 1);
+ if (sd->sc_data[SC_BLADESTOP].timer != -1) //白刃は事前に解除
+ skill_status_change_end (&sd->bl, SC_BLADESTOP, -1);
+ pc_setglobalreg (sd, "PC_DIE_COUNTER", ++sd->die_counter); //死にカウンター書き込み
+ skill_status_change_clear (&sd->bl, 0); // ステータス異常を解除する
+ clif_updatestatus (sd, SP_HP);
+ pc_calcstatus (sd, 0);
+ // [Fate] Reset magic
+ sd->cast_tick = gettick ();
+ magic_stop_completely (sd);
+
+ for (i = 0; i < 5; i++)
+ if (sd->dev.val1[i])
+ {
+ skill_status_change_end (&map_id2sd (sd->dev.val1[i])->bl,
+ SC_DEVOTION, -1);
+ sd->dev.val1[i] = sd->dev.val2[i] = 0;
+ }
+
+ if (battle_config.death_penalty_type > 0 && sd->status.base_level >= 20)
+ { // changed penalty options, added death by player if pk_mode [Valaris]
+ if (!map[sd->bl.m].flag.nopenalty && !map[sd->bl.m].flag.gvg)
+ {
+ if (battle_config.death_penalty_type == 1
+ && battle_config.death_penalty_base > 0)
+ sd->status.base_exp -=
+ (double) pc_nextbaseexp (sd) *
+ (double) battle_config.death_penalty_base / 10000;
+ if (battle_config.pk_mode && src && src->type == BL_PC)
+ sd->status.base_exp -=
+ (double) pc_nextbaseexp (sd) *
+ (double) battle_config.death_penalty_base / 10000;
+ else if (battle_config.death_penalty_type == 2
+ && battle_config.death_penalty_base > 0)
+ {
+ if (pc_nextbaseexp (sd) > 0)
+ sd->status.base_exp -=
+ (double) sd->status.base_exp *
+ (double) battle_config.death_penalty_base / 10000;
+ if (battle_config.pk_mode && src && src->type == BL_PC)
+ sd->status.base_exp -=
+ (double) sd->status.base_exp *
+ (double) battle_config.death_penalty_base / 10000;
+ }
+ if (sd->status.base_exp < 0)
+ sd->status.base_exp = 0;
+ clif_updatestatus (sd, SP_BASEEXP);
+
+ if (battle_config.death_penalty_type == 1
+ && battle_config.death_penalty_job > 0)
+ sd->status.job_exp -=
+ (double) pc_nextjobexp (sd) *
+ (double) battle_config.death_penalty_job / 10000;
+ if (battle_config.pk_mode && src && src->type == BL_PC)
+ sd->status.job_exp -=
+ (double) pc_nextjobexp (sd) *
+ (double) battle_config.death_penalty_job / 10000;
+ else if (battle_config.death_penalty_type == 2
+ && battle_config.death_penalty_job > 0)
+ {
+ if (pc_nextjobexp (sd) > 0)
+ sd->status.job_exp -=
+ (double) sd->status.job_exp *
+ (double) battle_config.death_penalty_job / 10000;
+ if (battle_config.pk_mode && src && src->type == BL_PC)
+ sd->status.job_exp -=
+ (double) sd->status.job_exp *
+ (double) battle_config.death_penalty_job / 10000;
+ }
+ if (sd->status.job_exp < 0)
+ sd->status.job_exp = 0;
+ clif_updatestatus (sd, SP_JOBEXP);
+ }
+ }
+ //ナイトメアモードアイテムドロップ
+ if (map[sd->bl.m].flag.pvp_nightmaredrop)
+ { // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
+ for (j = 0; j < MAX_DROP_PER_MAP; j++)
+ {
+ int id = map[sd->bl.m].drop_list[j].drop_id;
+ int type = map[sd->bl.m].drop_list[j].drop_type;
+ int per = map[sd->bl.m].drop_list[j].drop_per;
+ if (id == 0)
+ continue;
+ if (id == -1)
+ { //ランダムドロップ
+ int eq_num = 0, eq_n[MAX_INVENTORY];
+ memset (eq_n, 0, sizeof (eq_n));
+ //先ず装備しているアイテム数をカウント
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ int k;
+ if ((type == 1 && !sd->status.inventory[i].equip)
+ || (type == 2 && sd->status.inventory[i].equip)
+ || type == 3)
+ {
+ //InventoryIndexを格納
+ for (k = 0; k < MAX_INVENTORY; k++)
+ {
+ if (eq_n[k] <= 0)
+ {
+ eq_n[k] = i;
+ break;
+ }
+ }
+ eq_num++;
+ }
+ }
+ if (eq_num > 0)
+ {
+ int n = eq_n[MRAND (eq_num)]; //該当アイテムの中からランダム
+ if (MRAND (10000) < per)
+ {
+ if (sd->status.inventory[n].equip)
+ pc_unequipitem (sd, n, 0);
+ pc_dropitem (sd, n, 1);
+ }
+ }
+ }
+ else if (id > 0)
+ {
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (sd->status.inventory[i].nameid == id //ItemIDが一致していて
+ && MRAND (10000) < per //ドロップ率判定もOKで
+ && ((type == 1 && !sd->status.inventory[i].equip) //タイプ判定もOKならドロップ
+ || (type == 2 && sd->status.inventory[i].equip)
+ || type == 3))
+ {
+ if (sd->status.inventory[i].equip)
+ pc_unequipitem (sd, i, 0);
+ pc_dropitem (sd, i, 1);
+ break;
+ }
+ }
+ }
+ }
+ }
+ // pvp
+ if (map[sd->bl.m].flag.pvp && !battle_config.pk_mode)
+ { // disable certain pvp functions on pk_mode [Valaris]
+ //ランキング計算
+ if (!map[sd->bl.m].flag.pvp_nocalcrank)
+ {
+ sd->pvp_point -= 5;
+ if (src && src->type == BL_PC)
+ ((struct map_session_data *) src)->pvp_point++;
+ //} //fixed wrong '{' placement by Lupus
+ pc_setdead (sd);
+ }
+ // 強制送還
+ if (sd->pvp_point < 0)
+ {
+ sd->pvp_point = 0;
+ pc_setstand (sd);
+ pc_setrestartvalue (sd, 3);
+ pc_setpos (sd, sd->status.save_point.map, sd->status.save_point.x,
+ sd->status.save_point.y, 0);
+ }
+ }
+ //GvG
+ if (map[sd->bl.m].flag.gvg)
+ {
+ pc_setstand (sd);
+ pc_setrestartvalue (sd, 3);
+ pc_setpos (sd, sd->status.save_point.map, sd->status.save_point.x,
+ sd->status.save_point.y, 0);
+ }
+
+ if (src && src->type == BL_PC)
+ {
+ // [Fate] PK death, trigger scripts
+ argrec_t arg[3];
+ arg[0].name = "@killerrid";
+ arg[0].v.i = src->id;
+ arg[1].name = "@victimrid";
+ arg[1].v.i = sd->bl.id;
+ arg[2].name = "@victimlvl";
+ arg[2].v.i = sd->status.base_level;
+ npc_event_doall_l ("OnPCKilledEvent", sd->bl.id, 3, arg);
+ npc_event_doall_l ("OnPCKillEvent", src->id, 3, arg);
+ }
+ npc_event_doall_l ("OnPCDieEvent", sd->bl.id, 0, NULL);
+
+ return 0;
+}
+
+//
+// script関 連
+//
+/*==========================================
+ * script用PCステータス読み出し
+ *------------------------------------------
+ */
+int pc_readparam (struct map_session_data *sd, int type)
+{
+ int val = 0;
+ struct pc_base_job s_class;
+
+ s_class = pc_calc_base_job (sd->status.pc_class);
+
+ nullpo_retr (0, sd);
+
+ switch (type)
+ {
+ case SP_SKILLPOINT:
+ val = sd->status.skill_point;
+ break;
+ case SP_STATUSPOINT:
+ val = sd->status.status_point;
+ break;
+ case SP_ZENY:
+ val = sd->status.zeny;
+ break;
+ case SP_BASELEVEL:
+ val = sd->status.base_level;
+ break;
+ case SP_JOBLEVEL:
+ val = sd->status.job_level;
+ break;
+ case SP_CLASS:
+ if (val >= 24 && val < 45)
+ val += 3978;
+ else
+ val = sd->status.pc_class;
+ break;
+ case SP_UPPER:
+ val = s_class.upper;
+ break;
+ case SP_SEX:
+ val = sd->sex;
+ break;
+ case SP_WEIGHT:
+ val = sd->weight;
+ break;
+ case SP_MAXWEIGHT:
+ val = sd->max_weight;
+ break;
+ case SP_BASEEXP:
+ val = sd->status.base_exp;
+ break;
+ case SP_JOBEXP:
+ val = sd->status.job_exp;
+ break;
+ case SP_NEXTBASEEXP:
+ val = pc_nextbaseexp (sd);
+ break;
+ case SP_NEXTJOBEXP:
+ val = pc_nextjobexp (sd);
+ break;
+ case SP_HP:
+ val = sd->status.hp;
+ break;
+ case SP_MAXHP:
+ val = sd->status.max_hp;
+ break;
+ case SP_SP:
+ val = sd->status.sp;
+ break;
+ case SP_MAXSP:
+ val = sd->status.max_sp;
+ break;
+ case SP_STR:
+ val = sd->status.str;
+ break;
+ case SP_AGI:
+ val = sd->status.agi;
+ break;
+ case SP_VIT:
+ val = sd->status.vit;
+ break;
+ case SP_INT:
+ val = sd->status.int_;
+ break;
+ case SP_DEX:
+ val = sd->status.dex;
+ break;
+ case SP_LUK:
+ val = sd->status.luk;
+ break;
+ case SP_FAME:
+ val = sd->fame;
+ break;
+ }
+
+ return val;
+}
+
+/*==========================================
+ * script用PCステータス設定
+ *------------------------------------------
+ */
+int pc_setparam (struct map_session_data *sd, int type, int val)
+{
+ int i = 0, up_level = 50;
+ struct pc_base_job s_class;
+
+ nullpo_retr (0, sd);
+
+ s_class = pc_calc_base_job (sd->status.pc_class);
+
+ switch (type)
+ {
+ case SP_BASELEVEL:
+ if (val > sd->status.base_level)
+ {
+ for (i = 1; i <= (val - sd->status.base_level); i++)
+ sd->status.status_point +=
+ (sd->status.base_level + i + 14) / 4;
+ }
+ sd->status.base_level = val;
+ sd->status.base_exp = 0;
+ clif_updatestatus (sd, SP_BASELEVEL);
+ clif_updatestatus (sd, SP_NEXTBASEEXP);
+ clif_updatestatus (sd, SP_STATUSPOINT);
+ clif_updatestatus (sd, SP_BASEEXP);
+ pc_calcstatus (sd, 0);
+ pc_heal (sd, sd->status.max_hp, sd->status.max_sp);
+ break;
+ case SP_JOBLEVEL:
+ if (sd->status.pc_class == 0)
+ up_level -= 40;
+ if ((sd->status.pc_class == 23)
+ || (sd->status.pc_class >= 4001 && sd->status.pc_class <= 4022))
+ up_level += 20;
+ if (val >= sd->status.job_level)
+ {
+ if (val > up_level)
+ val = up_level;
+ sd->status.skill_point += (val - sd->status.job_level);
+ sd->status.job_level = val;
+ sd->status.job_exp = 0;
+ clif_updatestatus (sd, SP_JOBLEVEL);
+ clif_updatestatus (sd, SP_NEXTJOBEXP);
+ clif_updatestatus (sd, SP_JOBEXP);
+ clif_updatestatus (sd, SP_SKILLPOINT);
+ pc_calcstatus (sd, 0);
+ clif_misceffect (&sd->bl, 1);
+ }
+ else
+ {
+ sd->status.job_level = val;
+ sd->status.job_exp = 0;
+ clif_updatestatus (sd, SP_JOBLEVEL);
+ clif_updatestatus (sd, SP_NEXTJOBEXP);
+ clif_updatestatus (sd, SP_JOBEXP);
+ pc_calcstatus (sd, 0);
+ }
+ clif_updatestatus (sd, type);
+ break;
+ case SP_SKILLPOINT:
+ sd->status.skill_point = val;
+ break;
+ case SP_STATUSPOINT:
+ sd->status.status_point = val;
+ break;
+ case SP_ZENY:
+ sd->status.zeny = val;
+ break;
+ case SP_BASEEXP:
+ if (pc_nextbaseexp (sd) > 0)
+ {
+ sd->status.base_exp = val;
+ if (sd->status.base_exp < 0)
+ sd->status.base_exp = 0;
+ pc_checkbaselevelup (sd);
+ }
+ break;
+ case SP_JOBEXP:
+ if (pc_nextjobexp (sd) > 0)
+ {
+ sd->status.job_exp = val;
+ if (sd->status.job_exp < 0)
+ sd->status.job_exp = 0;
+ pc_checkjoblevelup (sd);
+ }
+ break;
+ case SP_SEX:
+ sd->sex = val;
+ break;
+ case SP_WEIGHT:
+ sd->weight = val;
+ break;
+ case SP_MAXWEIGHT:
+ sd->max_weight = val;
+ break;
+ case SP_HP:
+ sd->status.hp = val;
+ break;
+ case SP_MAXHP:
+ sd->status.max_hp = val;
+ break;
+ case SP_SP:
+ sd->status.sp = val;
+ break;
+ case SP_MAXSP:
+ sd->status.max_sp = val;
+ break;
+ case SP_STR:
+ sd->status.str = val;
+ break;
+ case SP_AGI:
+ sd->status.agi = val;
+ break;
+ case SP_VIT:
+ sd->status.vit = val;
+ break;
+ case SP_INT:
+ sd->status.int_ = val;
+ break;
+ case SP_DEX:
+ sd->status.dex = val;
+ break;
+ case SP_LUK:
+ sd->status.luk = val;
+ break;
+ case SP_FAME:
+ sd->fame = val;
+ break;
+ }
+ clif_updatestatus (sd, type);
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_heal (struct map_session_data *sd, int hp, int sp)
+{
+// if(battle_config.battle_log)
+// printf("heal %d %d\n",hp,sp);
+
+ nullpo_retr (0, sd);
+
+ if (pc_checkoverhp (sd))
+ {
+ if (hp > 0)
+ hp = 0;
+ }
+ if (pc_checkoversp (sd))
+ {
+ if (sp > 0)
+ sp = 0;
+ }
+
+ if (sd->sc_data && sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中は回復させないらしい
+ return 0;
+
+ if (hp + sd->status.hp > sd->status.max_hp)
+ hp = sd->status.max_hp - sd->status.hp;
+ if (sp + sd->status.sp > sd->status.max_sp)
+ sp = sd->status.max_sp - sd->status.sp;
+ sd->status.hp += hp;
+ if (sd->status.hp <= 0)
+ {
+ sd->status.hp = 0;
+ pc_damage (NULL, sd, 1);
+ hp = 0;
+ }
+ sd->status.sp += sp;
+ if (sd->status.sp <= 0)
+ sd->status.sp = 0;
+ if (hp)
+ clif_updatestatus (sd, SP_HP);
+ if (sp)
+ clif_updatestatus (sd, SP_SP);
+
+ if (sd->status.party_id > 0)
+ { // on-the-fly party hp updates [Valaris]
+ struct party *p = party_search (sd->status.party_id);
+ if (p != NULL)
+ clif_party_hp (p, sd);
+ } // end addition [Valaris]
+
+ return hp + sp;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+static int pc_itemheal_effect (struct map_session_data *sd, int hp, int sp);
+
+static int // Compute how quickly we regenerate (less is faster) for that amount
+pc_heal_quick_speed (int amount)
+{
+ if (amount >= 100)
+ {
+ if (amount >= 500)
+ return 0;
+ if (amount >= 250)
+ return 1;
+ return 2;
+ }
+ else
+ { // < 100
+ if (amount >= 50)
+ return 3;
+ if (amount >= 20)
+ return 4;
+ return 5;
+ }
+}
+
+static void
+pc_heal_quick_accumulate (int new_amount,
+ struct quick_regeneration *quick_regen, int max)
+{
+ int current_amount = quick_regen->amount;
+ int current_speed = quick_regen->speed;
+ int new_speed = pc_heal_quick_speed (new_amount);
+
+ int average_speed = ((new_speed * new_amount) + (current_speed * current_amount)) / (current_amount + new_amount); // new_amount > 0, current_amount >= 0
+
+ quick_regen->speed = average_speed;
+ quick_regen->amount = MIN (current_amount + new_amount, max);
+
+ quick_regen->tickdelay = MIN (quick_regen->speed, quick_regen->tickdelay);
+}
+
+int pc_itemheal (struct map_session_data *sd, int hp, int sp)
+{
+ /* defer healing */
+ if (hp > 0)
+ {
+ pc_heal_quick_accumulate (hp,
+ &sd->quick_regeneration_hp,
+ sd->status.max_hp - sd->status.hp);
+ hp = 0;
+ }
+ if (sp > 0)
+ {
+ pc_heal_quick_accumulate (sp,
+ &sd->quick_regeneration_sp,
+ sd->status.max_sp - sd->status.sp);
+
+ sp = 0;
+ }
+
+ /* Hurt right away, if necessary */
+ if (hp < 0 || sp < 0)
+ pc_itemheal_effect (sd, hp, sp);
+
+ return 0;
+}
+
+/* pc_itemheal_effect is invoked once every 0.5s whenever the pc
+ * has health recovery queued up (cf. pc_natural_heal_sub).
+ */
+static int pc_itemheal_effect (struct map_session_data *sd, int hp, int sp)
+{
+ int bonus;
+// if(battle_config.battle_log)
+// printf("heal %d %d\n",hp,sp);
+
+ nullpo_retr (0, sd);
+
+ if (sd->sc_data && sd->sc_data[SC_GOSPEL].timer != -1) //バーサーク中は回復させないらしい
+ return 0;
+
+ if (sd->state.potionpitcher_flag)
+ {
+ sd->potion_hp = hp;
+ sd->potion_sp = sp;
+ return 0;
+ }
+
+ if (pc_checkoverhp (sd))
+ {
+ if (hp > 0)
+ hp = 0;
+ }
+ if (pc_checkoversp (sd))
+ {
+ if (sp > 0)
+ sp = 0;
+ }
+ if (hp > 0)
+ {
+ bonus =
+ (sd->paramc[2] << 1) + 100 + pc_checkskill (sd, SM_RECOVERY) * 10;
+ if (bonus != 100)
+ hp = hp * bonus / 100;
+ bonus = 100 + pc_checkskill (sd, AM_LEARNINGPOTION) * 5;
+ if (bonus != 100)
+ hp = hp * bonus / 100;
+ }
+ if (sp > 0)
+ {
+ bonus =
+ (sd->paramc[3] << 1) + 100 + pc_checkskill (sd,
+ MG_SRECOVERY) * 10;
+ if (bonus != 100)
+ sp = sp * bonus / 100;
+ bonus = 100 + pc_checkskill (sd, AM_LEARNINGPOTION) * 5;
+ if (bonus != 100)
+ sp = sp * bonus / 100;
+ }
+ if (hp + sd->status.hp > sd->status.max_hp)
+ hp = sd->status.max_hp - sd->status.hp;
+ if (sp + sd->status.sp > sd->status.max_sp)
+ sp = sd->status.max_sp - sd->status.sp;
+ sd->status.hp += hp;
+ if (sd->status.hp <= 0)
+ {
+ sd->status.hp = 0;
+ pc_damage (NULL, sd, 1);
+ hp = 0;
+ }
+ sd->status.sp += sp;
+ if (sd->status.sp <= 0)
+ sd->status.sp = 0;
+ if (hp)
+ clif_updatestatus (sd, SP_HP);
+ if (sp)
+ clif_updatestatus (sd, SP_SP);
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_percentheal (struct map_session_data *sd, int hp, int sp)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->state.potionpitcher_flag)
+ {
+ sd->potion_per_hp = hp;
+ sd->potion_per_sp = sp;
+ return 0;
+ }
+
+ if (pc_checkoverhp (sd))
+ {
+ if (hp > 0)
+ hp = 0;
+ }
+ if (pc_checkoversp (sd))
+ {
+ if (sp > 0)
+ sp = 0;
+ }
+ if (hp)
+ {
+ if (hp >= 100)
+ {
+ sd->status.hp = sd->status.max_hp;
+ }
+ else if (hp <= -100)
+ {
+ sd->status.hp = 0;
+ pc_damage (NULL, sd, 1);
+ }
+ else
+ {
+ sd->status.hp += sd->status.max_hp * hp / 100;
+ if (sd->status.hp > sd->status.max_hp)
+ sd->status.hp = sd->status.max_hp;
+ if (sd->status.hp <= 0)
+ {
+ sd->status.hp = 0;
+ pc_damage (NULL, sd, 1);
+ hp = 0;
+ }
+ }
+ }
+ if (sp)
+ {
+ if (sp >= 100)
+ {
+ sd->status.sp = sd->status.max_sp;
+ }
+ else if (sp <= -100)
+ {
+ sd->status.sp = 0;
+ }
+ else
+ {
+ sd->status.sp += sd->status.max_sp * sp / 100;
+ if (sd->status.sp > sd->status.max_sp)
+ sd->status.sp = sd->status.max_sp;
+ if (sd->status.sp < 0)
+ sd->status.sp = 0;
+ }
+ }
+ if (hp)
+ clif_updatestatus (sd, SP_HP);
+ if (sp)
+ clif_updatestatus (sd, SP_SP);
+
+ return 0;
+}
+
+/*==========================================
+ * 職変更
+ * 引数 job 職業 0〜23
+ * upper 通常 0, 転生 1, 養子 2, そのまま -1
+ *------------------------------------------
+ */
+int pc_jobchange (struct map_session_data *sd, int job, int upper)
+{
+ int i;
+ int b_class = 0;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class = pc_calc_base_job (sd->status.pc_class);
+
+ nullpo_retr (0, sd);
+
+ if ((job > 23) && (job < 68))
+ job += 3977;
+
+ if ((job > 69) && (job < 4000))
+ return 1;
+
+ if (upper < 0) //現在転生かどうかを判断する
+ upper = s_class.upper;
+
+ if (upper == 0)
+ { //通常職ならjobそのまんま
+ b_class = job;
+ }
+ else if (upper == 1)
+ {
+ if (job == 23)
+ { //転生にスパノビは存在しないのでお断り
+ return 1;
+ }
+ else
+ {
+ b_class = job + 4001;
+ }
+ }
+ 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
+ b_class = (job == 23) ? job + 4022 : job + 4023;
+ }
+ else
+ {
+ return 1;
+ }
+
+ if ((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) ||
+ (sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) ||
+ job == 22 || sd->status.pc_class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り
+ return 1;
+
+ sd->status.pc_class = sd->view_class = b_class;
+
+ sd->status.job_level = 1;
+ sd->status.job_exp = 0;
+ clif_updatestatus (sd, SP_JOBLEVEL);
+ clif_updatestatus (sd, SP_JOBEXP);
+ clif_updatestatus (sd, SP_NEXTJOBEXP);
+
+ for (i = 0; i < 11; i++)
+ {
+ if (sd->equip_index[i] >= 0)
+ if (!pc_isequip (sd, sd->equip_index[i]))
+ pc_unequipitem (sd, sd->equip_index[i], 1); // 装備外し
+ }
+
+ clif_changelook (&sd->bl, LOOK_BASE, sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
+ if (sd->status.clothes_color > 0)
+ clif_changelook (&sd->bl, LOOK_CLOTHES_COLOR,
+ sd->status.clothes_color);
+ if (battle_config.muting_players && sd->status.manner < 0)
+ clif_changestatus (&sd->bl, SP_MANNER, sd->status.manner);
+
+ pc_calcstatus (sd, 0);
+ pc_checkallowskill (sd);
+ pc_equiplookall (sd);
+ clif_equiplist (sd);
+
+ if (pc_isriding (sd))
+ { // remove peco status if changing into invalid class [Valaris]
+ if (!(pc_checkskill (sd, KN_RIDING)))
+ pc_setoption (sd, sd->status.option | -0x0000);
+ if (pc_checkskill (sd, KN_RIDING) > 0)
+ pc_setriding (sd);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 見た目変更
+ *------------------------------------------
+ */
+int pc_equiplookall (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ clif_changelook (&sd->bl, LOOK_WEAPON, 0);
+// clif_changelook(&sd->bl,LOOK_SHOES,0);
+ clif_changelook (&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
+ clif_changelook (&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
+ clif_changelook (&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
+
+ clif_changelook_accessories (&sd->bl, NULL);
+
+ return 0;
+}
+
+/*==========================================
+ * 見た目変更
+ *------------------------------------------
+ */
+int pc_changelook (struct map_session_data *sd, int type, int val)
+{
+ nullpo_retr (0, sd);
+
+ switch (type)
+ {
+ case LOOK_HAIR:
+ sd->status.hair = val;
+ break;
+ case LOOK_WEAPON:
+ sd->status.weapon = val;
+ break;
+ case LOOK_HEAD_BOTTOM:
+ sd->status.head_bottom = val;
+ break;
+ case LOOK_HEAD_TOP:
+ sd->status.head_top = val;
+ break;
+ case LOOK_HEAD_MID:
+ sd->status.head_mid = val;
+ break;
+ case LOOK_HAIR_COLOR:
+ sd->status.hair_color = val;
+ break;
+ case LOOK_CLOTHES_COLOR:
+ sd->status.clothes_color = val;
+ break;
+ case LOOK_SHIELD:
+ sd->status.shield = val;
+ break;
+ case LOOK_SHOES:
+ break;
+ }
+ clif_changelook (&sd->bl, type, val);
+
+ return 0;
+}
+
+/*==========================================
+ * 付属品(鷹,ペコ,カート)設定
+ *------------------------------------------
+ */
+int pc_setoption (struct map_session_data *sd, int type)
+{
+ nullpo_retr (0, sd);
+
+ sd->status.option = type;
+ clif_changeoption (&sd->bl);
+ pc_calcstatus (sd, 0);
+
+ return 0;
+}
+
+/*==========================================
+ * カート設定
+ *------------------------------------------
+ */
+int pc_setcart (struct map_session_data *sd, int type)
+{
+ int cart[6] = { 0x0000, 0x0008, 0x0080, 0x0100, 0x0200, 0x0400 };
+
+ nullpo_retr (0, sd);
+
+ if (pc_checkskill (sd, MC_PUSHCART) > 0)
+ { // プッシュカートスキル所持
+ if (!pc_iscarton (sd))
+ { // カートを付けていない
+ pc_setoption (sd, cart[type]);
+ clif_cart_itemlist (sd);
+ clif_cart_equiplist (sd);
+ clif_updatestatus (sd, SP_CARTINFO);
+ clif_status_change (&sd->bl, 0x0c, 0);
+ }
+ else
+ {
+ pc_setoption (sd, cart[type]);
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 鷹設定
+ *------------------------------------------
+ */
+int pc_setfalcon (struct map_session_data *sd)
+{
+ if (pc_checkskill (sd, HT_FALCON) > 0)
+ { // ファルコンマスタリースキル所持
+ pc_setoption (sd, sd->status.option | 0x0010);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ペコペコ設定
+ *------------------------------------------
+ */
+int pc_setriding (struct map_session_data *sd)
+{
+ if (sd->disguise > 0)
+ { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
+ clif_displaymessage (sd->fd,
+ "Cannot mount a Peco while in disguise.");
+ return 0;
+ }
+
+ if ((pc_checkskill (sd, KN_RIDING) > 0))
+ { // ライディングスキル所持
+ pc_setoption (sd, sd->status.option | 0x0020);
+
+ if (sd->status.pc_class == 7)
+ sd->status.pc_class = sd->view_class = 13;
+
+ if (sd->status.pc_class == 14)
+ sd->status.pc_class = sd->view_class = 21;
+
+ if (sd->status.pc_class == 4008)
+ sd->status.pc_class = sd->view_class = 4014;
+
+ if (sd->status.pc_class == 4015)
+ sd->status.pc_class = sd->view_class = 4022;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * script用変数の値を読む
+ *------------------------------------------
+ */
+int pc_readreg (struct map_session_data *sd, int reg)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < sd->reg_num; i++)
+ if (sd->reg[i].index == reg)
+ return sd->reg[i].data;
+
+ return 0;
+}
+
+/*==========================================
+ * script用変数の値を設定
+ *------------------------------------------
+ */
+int pc_setreg (struct map_session_data *sd, int reg, int val)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < sd->reg_num; i++)
+ {
+ if (sd->reg[i].index == reg)
+ {
+ sd->reg[i].data = val;
+ return 0;
+ }
+ }
+ sd->reg_num++;
+ RECREATE (sd->reg, struct script_reg, sd->reg_num);
+ sd->reg[i].index = reg;
+ sd->reg[i].data = val;
+
+ return 0;
+}
+
+/*==========================================
+ * script用文字列変数の値を読む
+ *------------------------------------------
+ */
+char *pc_readregstr (struct map_session_data *sd, int reg)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < sd->regstr_num; i++)
+ if (sd->regstr[i].index == reg)
+ return sd->regstr[i].data;
+
+ return NULL;
+}
+
+/*==========================================
+ * script用文字列変数の値を設定
+ *------------------------------------------
+ */
+int pc_setregstr (struct map_session_data *sd, int reg, char *str)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (strlen (str) + 1 > sizeof (sd->regstr[0].data))
+ {
+ printf ("pc_setregstr(): String too long!\n");
+ return 0;
+ }
+
+ for (i = 0; i < sd->regstr_num; i++)
+ if (sd->regstr[i].index == reg)
+ {
+ strcpy (sd->regstr[i].data, str);
+ return 0;
+ }
+ sd->regstr_num++;
+ RECREATE (sd->regstr, struct script_regstr, sd->regstr_num);
+ sd->regstr[i].index = reg;
+ strcpy (sd->regstr[i].data, str);
+
+ return 0;
+}
+
+/*==========================================
+ * script用グローバル変数の値を読む
+ *------------------------------------------
+ */
+int pc_readglobalreg (struct map_session_data *sd, char *reg)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < sd->status.global_reg_num; i++)
+ {
+ if (strcmp (sd->status.global_reg[i].str, reg) == 0)
+ return sd->status.global_reg[i].value;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * script用グローバル変数の値を設定
+ *------------------------------------------
+ */
+int pc_setglobalreg (struct map_session_data *sd, char *reg, int val)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ //PC_DIE_COUNTERがスクリプトなどで変更された時の処理
+ if (strcmp (reg, "PC_DIE_COUNTER") == 0 && sd->die_counter != val)
+ {
+ sd->die_counter = val;
+ pc_calcstatus (sd, 0);
+ }
+ if (val == 0)
+ {
+ for (i = 0; i < sd->status.global_reg_num; i++)
+ {
+ if (strcmp (sd->status.global_reg[i].str, reg) == 0)
+ {
+ sd->status.global_reg[i] =
+ sd->status.global_reg[sd->status.global_reg_num - 1];
+ sd->status.global_reg_num--;
+ break;
+ }
+ }
+ return 0;
+ }
+ for (i = 0; i < sd->status.global_reg_num; i++)
+ {
+ if (strcmp (sd->status.global_reg[i].str, reg) == 0)
+ {
+ sd->status.global_reg[i].value = val;
+ return 0;
+ }
+ }
+ if (sd->status.global_reg_num < GLOBAL_REG_NUM)
+ {
+ strcpy (sd->status.global_reg[i].str, reg);
+ sd->status.global_reg[i].value = val;
+ sd->status.global_reg_num++;
+ return 0;
+ }
+ if (battle_config.error_log)
+ printf ("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n",
+ reg, GLOBAL_REG_NUM);
+
+ return 1;
+}
+
+/*==========================================
+ * script用アカウント変数の値を読む
+ *------------------------------------------
+ */
+int pc_readaccountreg (struct map_session_data *sd, char *reg)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < sd->status.account_reg_num; i++)
+ {
+ if (strcmp (sd->status.account_reg[i].str, reg) == 0)
+ return sd->status.account_reg[i].value;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * script用アカウント変数の値を設定
+ *------------------------------------------
+ */
+int pc_setaccountreg (struct map_session_data *sd, char *reg, int val)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ if (val == 0)
+ {
+ for (i = 0; i < sd->status.account_reg_num; i++)
+ {
+ if (strcmp (sd->status.account_reg[i].str, reg) == 0)
+ {
+ sd->status.account_reg[i] =
+ sd->status.account_reg[sd->status.account_reg_num - 1];
+ sd->status.account_reg_num--;
+ break;
+ }
+ }
+ intif_saveaccountreg (sd);
+ return 0;
+ }
+ for (i = 0; i < sd->status.account_reg_num; i++)
+ {
+ if (strcmp (sd->status.account_reg[i].str, reg) == 0)
+ {
+ sd->status.account_reg[i].value = val;
+ intif_saveaccountreg (sd);
+ return 0;
+ }
+ }
+ if (sd->status.account_reg_num < ACCOUNT_REG_NUM)
+ {
+ strcpy (sd->status.account_reg[i].str, reg);
+ sd->status.account_reg[i].value = val;
+ sd->status.account_reg_num++;
+ intif_saveaccountreg (sd);
+ return 0;
+ }
+ if (battle_config.error_log)
+ printf ("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n",
+ reg, ACCOUNT_REG_NUM);
+
+ return 1;
+}
+
+/*==========================================
+ * script用アカウント変数2の値を読む
+ *------------------------------------------
+ */
+int pc_readaccountreg2 (struct map_session_data *sd, char *reg)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < sd->status.account_reg2_num; i++)
+ {
+ if (strcmp (sd->status.account_reg2[i].str, reg) == 0)
+ return sd->status.account_reg2[i].value;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * script用アカウント変数2の値を設定
+ *------------------------------------------
+ */
+int pc_setaccountreg2 (struct map_session_data *sd, char *reg, int val)
+{
+ int i;
+
+ nullpo_retr (1, sd);
+
+ if (val == 0)
+ {
+ for (i = 0; i < sd->status.account_reg2_num; i++)
+ {
+ if (strcmp (sd->status.account_reg2[i].str, reg) == 0)
+ {
+ sd->status.account_reg2[i] =
+ sd->status.account_reg2[sd->status.account_reg2_num - 1];
+ sd->status.account_reg2_num--;
+ break;
+ }
+ }
+ chrif_saveaccountreg2 (sd);
+ return 0;
+ }
+ for (i = 0; i < sd->status.account_reg2_num; i++)
+ {
+ if (strcmp (sd->status.account_reg2[i].str, reg) == 0)
+ {
+ sd->status.account_reg2[i].value = val;
+ chrif_saveaccountreg2 (sd);
+ return 0;
+ }
+ }
+ if (sd->status.account_reg2_num < ACCOUNT_REG2_NUM)
+ {
+ strcpy (sd->status.account_reg2[i].str, reg);
+ sd->status.account_reg2[i].value = val;
+ sd->status.account_reg2_num++;
+ chrif_saveaccountreg2 (sd);
+ return 0;
+ }
+ if (battle_config.error_log)
+ printf
+ ("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n",
+ reg, ACCOUNT_REG2_NUM);
+
+ return 1;
+}
+
+/*==========================================
+ * 精錬成功率
+ *------------------------------------------
+ */
+int pc_percentrefinery (struct map_session_data *sd, struct item *item)
+{
+ int percent;
+
+ nullpo_retr (0, item);
+ percent = percentrefinery[itemdb_wlv (item->nameid)][(int) item->refine];
+
+ percent += pc_checkskill (sd, BS_WEAPONRESEARCH); // 武器研究スキル所持
+
+ // 確率の有効範囲チェック
+ if (percent > 100)
+ {
+ percent = 100;
+ }
+ if (percent < 0)
+ {
+ percent = 0;
+ }
+
+ return percent;
+}
+
+/*==========================================
+ * イベントタイマー処理
+ *------------------------------------------
+ */
+void pc_eventtimer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct map_session_data *sd = map_id2sd (id);
+ int i;
+ if (sd == NULL)
+ return;
+
+ for (i = 0; i < MAX_EVENTTIMER; i++)
+ {
+ if (sd->eventtimer[i] == tid)
+ {
+ sd->eventtimer[i] = -1;
+ npc_event (sd, (const char *) data, 0);
+ break;
+ }
+ }
+ free ((void *) data);
+ if (i == MAX_EVENTTIMER)
+ {
+ if (battle_config.error_log)
+ printf ("pc_eventtimer: no such event timer\n");
+ }
+}
+
+/*==========================================
+ * イベントタイマー追加
+ *------------------------------------------
+ */
+int pc_addeventtimer (struct map_session_data *sd, int tick, const char *name)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < MAX_EVENTTIMER; i++)
+ if (sd->eventtimer[i] == -1)
+ break;
+
+ if (i < MAX_EVENTTIMER)
+ {
+ char *evname = (char *) calloc (24, 1);
+ strncpy (evname, name, 24);
+ evname[23] = '\0';
+ sd->eventtimer[i] = add_timer (gettick () + tick,
+ pc_eventtimer, sd->bl.id,
+ (int) evname);
+ return 1;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマー削除
+ *------------------------------------------
+ */
+int pc_deleventtimer (struct map_session_data *sd, const char *name)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < MAX_EVENTTIMER; i++)
+ if (sd->eventtimer[i] != -1 && strcmp ((char
+ *) (get_timer (sd->eventtimer
+ [i])->data),
+ name) == 0)
+ {
+ delete_timer (sd->eventtimer[i], pc_eventtimer);
+ sd->eventtimer[i] = -1;
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマーカウント値追加
+ *------------------------------------------
+ */
+int pc_addeventtimercount (struct map_session_data *sd, const char *name,
+ int tick)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < MAX_EVENTTIMER; i++)
+ if (sd->eventtimer[i] != -1 && strcmp ((char
+ *) (get_timer (sd->eventtimer
+ [i])->data),
+ name) == 0)
+ {
+ addtick_timer (sd->eventtimer[i], tick);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマー全削除
+ *------------------------------------------
+ */
+int pc_cleareventtimer (struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr (0, sd);
+
+ for (i = 0; i < MAX_EVENTTIMER; i++)
+ if (sd->eventtimer[i] != -1)
+ {
+ delete_timer (sd->eventtimer[i], pc_eventtimer);
+ sd->eventtimer[i] = -1;
+ }
+
+ return 0;
+}
+
+//
+// 装 備物
+//
+/*==========================================
+ * アイテムを装備する
+ *------------------------------------------
+ */
+static int
+pc_signal_advanced_equipment_change (struct map_session_data *sd, int n)
+{
+ if (sd->status.inventory[n].equip & 0x0040)
+ clif_changelook (&sd->bl, LOOK_SHOES, 0);
+ if (sd->status.inventory[n].equip & 0x0004)
+ clif_changelook (&sd->bl, LOOK_GLOVES, 0);
+ if (sd->status.inventory[n].equip & 0x0008)
+ clif_changelook (&sd->bl, LOOK_CAPE, 0);
+ if (sd->status.inventory[n].equip & 0x0010)
+ clif_changelook (&sd->bl, LOOK_MISC1, 0);
+ if (sd->status.inventory[n].equip & 0x0080)
+ clif_changelook (&sd->bl, LOOK_MISC2, 0);
+ return 0;
+}
+
+int pc_equipitem (struct map_session_data *sd, int n, int pos)
+{
+ int i, nameid, arrow, view;
+ struct item_data *id;
+ //ソス]ソスソスソスソスソス{ソスqソスフ場合ソスフ鯉ソスソスフ職ソスニゑソスソスZソスoソスソスソスソス
+
+ nullpo_retr (0, sd);
+
+ if (n < 0 || n >= MAX_INVENTORY)
+ {
+ clif_equipitemack (sd, 0, 0, 0);
+ return 0;
+ }
+
+ nameid = sd->status.inventory[n].nameid;
+ id = sd->inventory_data[n];
+ pos = pc_equippoint (sd, n);
+
+ if (battle_config.battle_log)
+ printf ("equip %d(%d) %x:%x\n", nameid, n, id->equip, pos);
+ if (!pc_isequip (sd, n) || !pos || sd->status.inventory[n].broken == 1)
+ { // [Valaris]
+ clif_equipitemack (sd, n, 0, 0); // fail
+ return 0;
+ }
+
+// -- moonsoul (if player is berserk then cannot equip)
+//
+ if (sd->sc_data[SC_BERSERK].timer != -1)
+ {
+ clif_equipitemack (sd, n, 0, 0); // fail
+ return 0;
+ }
+
+ if (pos == 0x88)
+ { // アクセサリ用例外処理
+ int epor = 0;
+ if (sd->equip_index[0] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[0]].equip;
+ if (sd->equip_index[1] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[1]].equip;
+ epor &= 0x88;
+ pos = epor == 0x08 ? 0x80 : 0x08;
+ }
+
+ // 二刀流処理
+ if ((pos == 0x22) // 一応、装備要求箇所が二刀流武器かチェックする
+ && (id->equip == 2) // 単 手武器
+ && (pc_checkskill (sd, AS_LEFT) > 0 || sd->status.pc_class == 12)) // 左手修錬有
+ {
+ int tpos = 0;
+ if (sd->equip_index[8] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[8]].equip;
+ if (sd->equip_index[9] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[9]].equip;
+ tpos &= 0x02;
+ pos = tpos == 0x02 ? 0x20 : 0x02;
+ }
+
+ arrow = pc_search_inventory (sd, pc_checkequip (sd, 9)); // Added by RoVeRT
+ for (i = 0; i < 11; i++)
+ {
+ if (pos & equip_pos[i])
+ {
+ if (sd->equip_index[i] >= 0) //Slot taken, remove item from there.
+ pc_unequipitem (sd, sd->equip_index[i], 1);
+ sd->equip_index[i] = n;
+ }
+ }
+ // 弓矢装備
+ if (pos == 0x8000)
+ {
+ clif_arrowequip (sd, n);
+ clif_arrow_fail (sd, 3); // 3=矢が装備できました
+ }
+ else
+ {
+ /* Don't update re-equipping if we're using a spell */
+ if (!(pos == 4 && sd->attack_spell_override))
+ clif_equipitemack (sd, n, pos, 1);
+ }
+
+ for (i = 0; i < 11; i++)
+ {
+ if (pos & equip_pos[i])
+ sd->equip_index[i] = n;
+ }
+ sd->status.inventory[n].equip = pos;
+
+ if (sd->inventory_data[n])
+ {
+ view = sd->inventory_data[n]->look;
+ if (view == 0)
+ view = sd->inventory_data[n]->nameid;
+ }
+ else
+ {
+ view = 0;
+ }
+
+ if (sd->status.inventory[n].equip & 0x0002)
+ {
+ sd->weapontype1 = view;
+ pc_calcweapontype (sd);
+ pc_set_weapon_look (sd);
+ }
+ if (sd->status.inventory[n].equip & 0x0020)
+ {
+ if (sd->inventory_data[n])
+ {
+ if (sd->inventory_data[n]->type == 4)
+ {
+ sd->status.shield = 0;
+ if (sd->status.inventory[n].equip == 0x0020)
+ sd->weapontype2 = view;
+ }
+ else if (sd->inventory_data[n]->type == 5)
+ {
+ sd->status.shield = view;
+ sd->weapontype2 = 0;
+ }
+ }
+ else
+ sd->status.shield = sd->weapontype2 = 0;
+ pc_calcweapontype (sd);
+ clif_changelook (&sd->bl, LOOK_SHIELD, sd->status.shield);
+ }
+ if (sd->status.inventory[n].equip & 0x0001)
+ {
+ sd->status.head_bottom = view;
+ clif_changelook (&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
+ }
+ if (sd->status.inventory[n].equip & 0x0100)
+ {
+ sd->status.head_top = view;
+ clif_changelook (&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
+ }
+ if (sd->status.inventory[n].equip & 0x0200)
+ {
+ sd->status.head_mid = view;
+ clif_changelook (&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
+ }
+ pc_signal_advanced_equipment_change (sd, n);
+
+ pc_checkallowskill (sd); // 装備品でスキルか解除されるかチェック
+ if (itemdb_look (sd->status.inventory[n].nameid) == 11 && arrow)
+ { // Added by RoVeRT
+ clif_arrowequip (sd, arrow);
+ sd->status.inventory[arrow].equip = 32768;
+ }
+ pc_calcstatus (sd, 0);
+
+ if (sd->special_state.infinite_endure)
+ {
+ if (sd->sc_data[SC_ENDURE].timer == -1)
+ skill_status_change_start (&sd->bl, SC_ENDURE, 10, 1, 0, 0, 0, 0);
+ }
+ else
+ {
+ if (sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
+ skill_status_change_end (&sd->bl, SC_ENDURE, -1);
+ }
+
+ if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1
+ && !battle_check_undead (7, sd->def_ele))
+ skill_status_change_end (&sd->bl, SC_SIGNUMCRUCIS, -1);
+ if (sd->sc_data[SC_DANCING].timer != -1
+ && (sd->status.weapon != 13 && sd->status.weapon != 14))
+ skill_stop_dancing (&sd->bl, 0);
+
+ return 0;
+}
+
+/*==========================================
+ * 装 備した物を外す
+ *------------------------------------------
+ */
+int pc_unequipitem (struct map_session_data *sd, int n, int type)
+{
+ nullpo_retr (0, sd);
+
+// -- moonsoul (if player is berserk then cannot unequip)
+//
+ if (sd->sc_data[SC_BERSERK].timer != -1)
+ {
+ clif_unequipitemack (sd, n, 0, 0);
+ return 0;
+ }
+
+ if (battle_config.battle_log)
+ printf ("unequip %d %x:%x\n", n, pc_equippoint (sd, n),
+ sd->status.inventory[n].equip);
+ if (sd->status.inventory[n].equip)
+ {
+ int i;
+ for (i = 0; i < 11; i++)
+ {
+ if (sd->status.inventory[n].equip & equip_pos[i])
+ sd->equip_index[i] = -1;
+ }
+ if (sd->status.inventory[n].equip & 0x0002)
+ {
+ sd->weapontype1 = 0;
+ sd->status.weapon = sd->weapontype2;
+ pc_calcweapontype (sd);
+ pc_set_weapon_look (sd);
+ }
+ if (sd->status.inventory[n].equip & 0x0020)
+ {
+ sd->status.shield = sd->weapontype2 = 0;
+ pc_calcweapontype (sd);
+ clif_changelook (&sd->bl, LOOK_SHIELD, sd->status.shield);
+ }
+ if (sd->status.inventory[n].equip & 0x0001)
+ {
+ sd->status.head_bottom = 0;
+ clif_changelook (&sd->bl, LOOK_HEAD_BOTTOM,
+ sd->status.head_bottom);
+ }
+ if (sd->status.inventory[n].equip & 0x0100)
+ {
+ sd->status.head_top = 0;
+ clif_changelook (&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
+ }
+ if (sd->status.inventory[n].equip & 0x0200)
+ {
+ sd->status.head_mid = 0;
+ clif_changelook (&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
+ }
+ pc_signal_advanced_equipment_change (sd, n);
+
+ if (sd->sc_data[SC_BROKNWEAPON].timer != -1
+ && sd->status.inventory[n].equip & 0x0002
+ && sd->status.inventory[i].broken == 1)
+ skill_status_change_end (&sd->bl, SC_BROKNWEAPON, -1);
+
+ clif_unequipitemack (sd, n, sd->status.inventory[n].equip, 1);
+ sd->status.inventory[n].equip = 0;
+ if (!type)
+ pc_checkallowskill (sd);
+ if (sd->weapontype1 == 0 && sd->weapontype2 == 0)
+ skill_encchant_eremental_end (&sd->bl, -1); //武器持ち誓えは無条件で属性付与解除
+ }
+ else
+ {
+ clif_unequipitemack (sd, n, 0, 0);
+ }
+ if (!type)
+ {
+ pc_calcstatus (sd, 0);
+ if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1
+ && !battle_check_undead (7, sd->def_ele))
+ skill_status_change_end (&sd->bl, SC_SIGNUMCRUCIS, -1);
+ }
+
+ return 0;
+}
+
+int pc_unequipinvyitem (struct map_session_data *sd, int n, int type)
+{
+ int i;
+
+ nullpo_retr (1, sd);
+
+ for (i = 0; i < 11; i++)
+ {
+ if (equip_pos[i] > 0 && sd->equip_index[i] == n)
+ { //Slot taken, remove item from there.
+ pc_unequipitem (sd, sd->equip_index[i], type);
+ sd->equip_index[i] = -1;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムのindex番号を詰めたり
+ * 装 備品の装備可能チェックを行なう
+ *------------------------------------------
+ */
+int pc_checkitem (struct map_session_data *sd)
+{
+ int i, j, k, id, calc_flag = 0;
+ struct item_data *it = NULL;
+
+ nullpo_retr (0, sd);
+
+ // 所持品空き詰め
+ for (i = j = 0; i < MAX_INVENTORY; i++)
+ {
+ if ((id = sd->status.inventory[i].nameid) == 0)
+ continue;
+ if (battle_config.item_check && !itemdb_available (id))
+ {
+ if (battle_config.error_log)
+ printf ("illeagal item id %d in %d[%s] inventory.\n", id,
+ sd->bl.id, sd->status.name);
+ pc_delitem (sd, i, sd->status.inventory[i].amount, 3);
+ continue;
+ }
+ if (i > j)
+ {
+ memcpy (&sd->status.inventory[j], &sd->status.inventory[i],
+ sizeof (struct item));
+ sd->inventory_data[j] = sd->inventory_data[i];
+ }
+ j++;
+ }
+ if (j < MAX_INVENTORY)
+ memset (&sd->status.inventory[j], 0,
+ sizeof (struct item) * (MAX_INVENTORY - j));
+ for (k = j; k < MAX_INVENTORY; k++)
+ sd->inventory_data[k] = NULL;
+
+ // カート内空き詰め
+ for (i = j = 0; i < MAX_CART; i++)
+ {
+ if ((id = sd->status.cart[i].nameid) == 0)
+ continue;
+ if (battle_config.item_check && !itemdb_available (id))
+ {
+ if (battle_config.error_log)
+ printf ("illeagal item id %d in %d[%s] cart.\n", id,
+ sd->bl.id, sd->status.name);
+ pc_cart_delitem (sd, i, sd->status.cart[i].amount, 1);
+ continue;
+ }
+ if (i > j)
+ {
+ memcpy (&sd->status.cart[j], &sd->status.cart[i],
+ sizeof (struct item));
+ }
+ j++;
+ }
+ if (j < MAX_CART)
+ memset (&sd->status.cart[j], 0,
+ sizeof (struct item) * (MAX_CART - j));
+
+ // 装 備位置チェック
+
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+
+ it = sd->inventory_data[i];
+
+ if (sd->status.inventory[i].nameid == 0)
+ continue;
+ if (sd->status.inventory[i].equip & ~pc_equippoint (sd, i))
+ {
+ sd->status.inventory[i].equip = 0;
+ calc_flag = 1;
+ }
+ //装備制限チェック
+ 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
+ sd->status.inventory[i].equip = 0;
+ calc_flag = 1;
+ }
+ 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
+ sd->status.inventory[i].equip = 0;
+ calc_flag = 1;
+ }
+ }
+
+ pc_setequipindex (sd);
+ if (calc_flag)
+ pc_calcstatus (sd, 2);
+
+ return 0;
+}
+
+int pc_checkoverhp (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->status.hp == sd->status.max_hp)
+ return 1;
+ if (sd->status.hp > sd->status.max_hp)
+ {
+ sd->status.hp = sd->status.max_hp;
+ clif_updatestatus (sd, SP_HP);
+ return 2;
+ }
+
+ return 0;
+}
+
+int pc_checkoversp (struct map_session_data *sd)
+{
+ nullpo_retr (0, sd);
+
+ if (sd->status.sp == sd->status.max_sp)
+ return 1;
+ if (sd->status.sp > sd->status.max_sp)
+ {
+ sd->status.sp = sd->status.max_sp;
+ clif_updatestatus (sd, SP_SP);
+ return 2;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * PVP順位計算用(foreachinarea)
+ *------------------------------------------
+ */
+int pc_calc_pvprank_sub (struct block_list *bl, va_list ap)
+{
+ struct map_session_data *sd1, *sd2 = NULL;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, sd1 = (struct map_session_data *) bl);
+ nullpo_retr (0, sd2 = va_arg (ap, struct map_session_data *));
+
+ if (sd1->pvp_point > sd2->pvp_point)
+ sd2->pvp_rank++;
+ return 0;
+}
+
+/*==========================================
+ * PVP順位計算
+ *------------------------------------------
+ */
+int pc_calc_pvprank (struct map_session_data *sd)
+{
+ int old;
+ struct map_data *m;
+
+ nullpo_retr (0, sd);
+ nullpo_retr (0, m = &map[sd->bl.m]);
+
+ old = sd->pvp_rank;
+
+ if (!(m->flag.pvp))
+ return 0;
+ sd->pvp_rank = 1;
+ map_foreachinarea (pc_calc_pvprank_sub, sd->bl.m, 0, 0, m->xs, m->ys,
+ BL_PC, sd);
+ if (old != sd->pvp_rank || sd->pvp_lastusers != m->users)
+ clif_pvpset (sd, sd->pvp_rank, sd->pvp_lastusers = m->users, 0);
+ return sd->pvp_rank;
+}
+
+/*==========================================
+ * PVP順位計算(timer)
+ *------------------------------------------
+ */
+void pc_calc_pvprank_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct map_session_data *sd = NULL;
+ if (battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
+ return;
+
+ sd = map_id2sd (id);
+ if (sd == NULL)
+ return;
+ sd->pvp_timer = -1;
+ if (pc_calc_pvprank (sd) > 0)
+ sd->pvp_timer = add_timer (gettick () + PVP_CALCRANK_INTERVAL,
+ pc_calc_pvprank_timer, id, data);
+}
+
+/*==========================================
+ * sdは結婚しているか(既婚の場合は相方のchar_idを返す)
+ *------------------------------------------
+ */
+int pc_ismarried (struct map_session_data *sd)
+{
+ if (sd == NULL)
+ return -1;
+ if (sd->status.partner_id > 0)
+ return sd->status.partner_id;
+ else
+ return 0;
+}
+
+/*==========================================
+ * sdがdstsdと結婚(dstsd→sdの結婚処理も同時に行う)
+ *------------------------------------------
+ */
+int pc_marriage (struct map_session_data *sd, struct map_session_data *dstsd)
+{
+ if (sd == NULL || dstsd == NULL || sd->status.partner_id > 0
+ || dstsd->status.partner_id > 0)
+ return -1;
+ sd->status.partner_id = dstsd->status.char_id;
+ dstsd->status.partner_id = sd->status.char_id;
+ return 0;
+}
+
+/*==========================================
+ * sdが離婚(相手はsd->status.partner_idに依る)(相手も同時に離婚・結婚指輪自動剥奪)
+ *------------------------------------------
+ */
+int pc_divorce (struct map_session_data *sd)
+{
+ struct map_session_data *p_sd = NULL;
+ if (sd == NULL || !pc_ismarried (sd))
+ return -1;
+
+ // If both are on map server we don't need to bother the char server
+ if ((p_sd =
+ map_nick2sd (map_charid2nick (sd->status.partner_id))) != NULL)
+ {
+ if (p_sd->status.partner_id != sd->status.char_id
+ || sd->status.partner_id != p_sd->status.char_id)
+ {
+ printf ("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n",
+ sd->status.partner_id, p_sd->status.partner_id);
+ return -1;
+ }
+ p_sd->status.partner_id = 0;
+ sd->status.partner_id = 0;
+
+ if (sd->npc_flags.divorce)
+ {
+ sd->npc_flags.divorce = 0;
+ map_scriptcont (sd, sd->npc_id);
+ }
+ }
+ else
+ chrif_send_divorce (sd->status.char_id);
+
+ return 0;
+}
+
+/*==========================================
+ * sdの相方のmap_session_dataを返す
+ *------------------------------------------
+ */
+struct map_session_data *pc_get_partner (struct map_session_data *sd)
+{
+ struct map_session_data *p_sd = NULL;
+ char *nick;
+ if (sd == NULL || !pc_ismarried (sd))
+ return NULL;
+
+ nick = map_charid2nick (sd->status.partner_id);
+
+ if (nick == NULL)
+ return NULL;
+
+ if ((p_sd = map_nick2sd (nick)) == NULL)
+ return NULL;
+
+ return p_sd;
+}
+
+//
+// 自然回復物
+//
+/*==========================================
+ * SP回復量計算
+ *------------------------------------------
+ */
+static int natural_heal_tick, natural_heal_prev_tick, natural_heal_diff_tick;
+static int pc_spheal (struct map_session_data *sd)
+{
+ int a;
+ struct guild_castle *gc = NULL;
+
+ nullpo_retr (0, sd);
+
+ a = natural_heal_diff_tick;
+ if (pc_issit (sd))
+ a += a;
+ if (sd->sc_data[SC_MAGNIFICAT].timer != -1) // マグニフィカート
+ a += a;
+
+ gc = guild_mapname2gc (sd->mapname); // Increased guild castle regen [Valaris]
+ if (gc)
+ {
+ struct guild *g;
+ g = guild_search (sd->status.guild_id);
+ if (g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+
+ return a;
+}
+
+/*==========================================
+ * HP回復量計算
+ *------------------------------------------
+ */
+static int pc_hpheal (struct map_session_data *sd)
+{
+ int a;
+ struct guild_castle *gc;
+
+ nullpo_retr (0, sd);
+
+ a = natural_heal_diff_tick;
+ if (pc_issit (sd))
+ a += a;
+ if (sd->sc_data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
+ a += a;
+
+ gc = guild_mapname2gc (sd->mapname); // Increased guild castle regen [Valaris]
+ if (gc)
+ {
+ struct guild *g;
+ g = guild_search (sd->status.guild_id);
+ if (g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+
+ return a;
+}
+
+static int pc_natural_heal_hp (struct map_session_data *sd)
+{
+ int bhp;
+ int inc_num, bonus, skill, hp_flag;
+
+ nullpo_retr (0, sd);
+
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
+ return 0;
+
+ if (pc_checkoverhp (sd))
+ {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return 0;
+ }
+
+ bhp = sd->status.hp;
+ hp_flag = (pc_checkskill (sd, SM_MOVINGRECOVERY) > 0
+ && sd->walktimer != -1);
+
+ if (sd->walktimer == -1)
+ {
+ inc_num = pc_hpheal (sd);
+ if (sd->sc_data[SC_TENSIONRELAX].timer != -1)
+ { // テンションリラックス
+ sd->hp_sub += 2 * inc_num;
+ sd->inchealhptick += 3 * natural_heal_diff_tick;
+ }
+ else
+ {
+ sd->hp_sub += inc_num;
+ sd->inchealhptick += natural_heal_diff_tick;
+ }
+ }
+ else if (hp_flag)
+ {
+ inc_num = pc_hpheal (sd);
+ sd->hp_sub += inc_num;
+ sd->inchealhptick = 0;
+ }
+ else
+ {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return 0;
+ }
+
+ if (sd->hp_sub >= battle_config.natural_healhp_interval)
+ {
+ bonus = sd->nhealhp;
+ if (hp_flag)
+ {
+ bonus >>= 2;
+ if (bonus <= 0)
+ bonus = 1;
+ }
+ while (sd->hp_sub >= battle_config.natural_healhp_interval)
+ {
+ sd->hp_sub -= battle_config.natural_healhp_interval;
+ if (sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else
+ {
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ }
+ }
+ if (bhp != sd->status.hp)
+ clif_updatestatus (sd, SP_HP);
+
+ if (sd->nshealhp > 0)
+ {
+ if (sd->inchealhptick >= battle_config.natural_heal_skill_interval
+ && sd->status.hp < sd->status.max_hp)
+ {
+ bonus = sd->nshealhp;
+ while (sd->inchealhptick >=
+ battle_config.natural_heal_skill_interval)
+ {
+ sd->inchealhptick -=
+ battle_config.natural_heal_skill_interval;
+ if (sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else
+ {
+ bonus = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ clif_heal (sd->fd, SP_HP, bonus);
+ }
+ }
+ }
+ else
+ sd->inchealhptick = 0;
+
+ return 0;
+
+ if (sd->sc_data[SC_APPLEIDUN].timer != -1)
+ { // Apple of Idun
+ if (sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp)
+ {
+ bonus = skill * 20;
+ while (sd->inchealhptick >= 6000)
+ {
+ sd->inchealhptick -= 6000;
+ if (sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else
+ {
+ bonus = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ clif_heal (sd->fd, SP_HP, bonus);
+ }
+ }
+ }
+ else
+ sd->inchealhptick = 0;
+
+ return 0;
+}
+
+static int pc_natural_heal_sp (struct map_session_data *sd)
+{
+ int bsp;
+ int inc_num, bonus;
+
+ nullpo_retr (0, sd);
+
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
+ return 0;
+
+ if (pc_checkoversp (sd))
+ {
+ sd->sp_sub = sd->inchealsptick = 0;
+ return 0;
+ }
+
+ bsp = sd->status.sp;
+
+ inc_num = pc_spheal (sd);
+ if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
+ sd->sp_sub += inc_num;
+ if (sd->walktimer == -1)
+ sd->inchealsptick += natural_heal_diff_tick;
+ else
+ sd->inchealsptick = 0;
+
+ if (sd->sp_sub >= battle_config.natural_healsp_interval)
+ {
+ bonus = sd->nhealsp;;
+ while (sd->sp_sub >= battle_config.natural_healsp_interval)
+ {
+ sd->sp_sub -= battle_config.natural_healsp_interval;
+ if (sd->status.sp + bonus <= sd->status.max_sp)
+ sd->status.sp += bonus;
+ else
+ {
+ sd->status.sp = sd->status.max_sp;
+ sd->sp_sub = sd->inchealsptick = 0;
+ }
+ }
+ }
+
+ if (bsp != sd->status.sp)
+ clif_updatestatus (sd, SP_SP);
+
+ if (sd->nshealsp > 0)
+ {
+ if (sd->inchealsptick >= battle_config.natural_heal_skill_interval
+ && sd->status.sp < sd->status.max_sp)
+ {
+ struct pc_base_job s_class = pc_calc_base_job (sd->status.pc_class);
+ if (sd->doridori_counter && s_class.job == 23)
+ bonus = sd->nshealsp * 2;
+ else
+ bonus = sd->nshealsp;
+ sd->doridori_counter = 0;
+ while (sd->inchealsptick >=
+ battle_config.natural_heal_skill_interval)
+ {
+ sd->inchealsptick -=
+ battle_config.natural_heal_skill_interval;
+ if (sd->status.sp + bonus <= sd->status.max_sp)
+ sd->status.sp += bonus;
+ else
+ {
+ bonus = sd->status.max_sp - sd->status.sp;
+ sd->status.sp = sd->status.max_sp;
+ sd->sp_sub = sd->inchealsptick = 0;
+ }
+ clif_heal (sd->fd, SP_SP, bonus);
+ }
+ }
+ }
+ else
+ sd->inchealsptick = 0;
+
+ return 0;
+}
+
+static int pc_spirit_heal_hp (struct map_session_data *sd, int level)
+{
+ int bonus_hp, interval = battle_config.natural_heal_skill_interval;
+ struct status_change *sc_data = battle_get_sc_data (&sd->bl);
+
+ nullpo_retr (0, sd);
+
+ if (pc_checkoverhp (sd))
+ {
+ sd->inchealspirithptick = 0;
+ return 0;
+ }
+
+ sd->inchealspirithptick += natural_heal_diff_tick;
+
+ if (sd->weight * 100 / sd->max_weight >=
+ battle_config.natural_heal_weight_rate
+ && sc_data[SC_FLYING_BACKPACK].timer == -1)
+ interval += interval;
+
+ if (sd->inchealspirithptick >= interval)
+ {
+ bonus_hp = sd->nsshealhp;
+ while (sd->inchealspirithptick >= interval)
+ {
+ if (pc_issit (sd))
+ {
+ sd->inchealspirithptick -= interval;
+ if (sd->status.hp < sd->status.max_hp)
+ {
+ if (sd->status.hp + bonus_hp <= sd->status.max_hp)
+ sd->status.hp += bonus_hp;
+ else
+ {
+ bonus_hp = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ }
+ clif_heal (sd->fd, SP_HP, bonus_hp);
+ sd->inchealspirithptick = 0;
+ }
+ }
+ else
+ {
+ sd->inchealspirithptick -= natural_heal_diff_tick;
+ break;
+ }
+ }
+ }
+
+ return 0;
+}
+
+static int pc_spirit_heal_sp (struct map_session_data *sd, int level)
+{
+ int bonus_sp, interval = battle_config.natural_heal_skill_interval;
+
+ nullpo_retr (0, sd);
+
+ if (pc_checkoversp (sd))
+ {
+ sd->inchealspiritsptick = 0;
+ return 0;
+ }
+
+ sd->inchealspiritsptick += natural_heal_diff_tick;
+
+ if (sd->weight * 100 / sd->max_weight >=
+ battle_config.natural_heal_weight_rate)
+ interval += interval;
+
+ if (sd->inchealspiritsptick >= interval)
+ {
+ bonus_sp = sd->nsshealsp;
+ while (sd->inchealspiritsptick >= interval)
+ {
+ if (pc_issit (sd))
+ {
+ sd->inchealspiritsptick -= interval;
+ if (sd->status.sp < sd->status.max_sp)
+ {
+ if (sd->status.sp + bonus_sp <= sd->status.max_sp)
+ sd->status.sp += bonus_sp;
+ else
+ {
+ bonus_sp = sd->status.max_sp - sd->status.sp;
+ sd->status.sp = sd->status.max_sp;
+ }
+ clif_heal (sd->fd, SP_SP, bonus_sp);
+ sd->inchealspiritsptick = 0;
+ }
+ }
+ else
+ {
+ sd->inchealspiritsptick -= natural_heal_diff_tick;
+ break;
+ }
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP 自然回復 各クライアント
+ *------------------------------------------
+ */
+static int pc_itemheal_effect (struct map_session_data *sd, int hp, int sp);
+
+static int
+pc_quickregenerate_effect (struct quick_regeneration *quick_regen,
+ int heal_speed)
+{
+ if (!(quick_regen->tickdelay--))
+ {
+ int bonus =
+ MIN (heal_speed * battle_config.itemheal_regeneration_factor,
+ quick_regen->amount);
+
+ quick_regen->amount -= bonus;
+
+ quick_regen->tickdelay = quick_regen->speed;
+
+ return bonus;
+ }
+
+ return 0;
+}
+
+static int pc_natural_heal_sub (struct map_session_data *sd, va_list ap)
+{
+ int skill;
+
+ nullpo_retr (0, sd);
+
+ if (sd->heal_xp > 0)
+ {
+ if (sd->heal_xp < 64)
+ --sd->heal_xp; // [Fate] Slowly reduce XP that healers can get for healing this char
+ else
+ sd->heal_xp -= (sd->heal_xp >> 6);
+ }
+
+ // Hijack this callback: Adjust spellpower bonus
+ if (sd->spellpower_bonus_target < sd->spellpower_bonus_current)
+ {
+ sd->spellpower_bonus_current = sd->spellpower_bonus_target;
+ pc_calcstatus (sd, 0);
+ }
+ else if (sd->spellpower_bonus_target > sd->spellpower_bonus_current)
+ {
+ sd->spellpower_bonus_current +=
+ 1 +
+ ((sd->spellpower_bonus_target -
+ sd->spellpower_bonus_current) >> 5);
+ pc_calcstatus (sd, 0);
+ }
+
+ if (sd->sc_data[SC_HALT_REGENERATE].timer != -1)
+ return 0;
+
+ if (sd->quick_regeneration_hp.amount || sd->quick_regeneration_sp.amount)
+ {
+ int hp_bonus = pc_quickregenerate_effect (&sd->quick_regeneration_hp,
+ (sd->sc_data[SC_POISON].timer == -1 || sd->sc_data[SC_SLOWPOISON].timer != -1) ? sd->nhealhp : 1); // [fate] slow down when poisoned
+ int sp_bonus = pc_quickregenerate_effect (&sd->quick_regeneration_sp,
+ sd->nhealsp);
+
+ pc_itemheal_effect (sd, hp_bonus, sp_bonus);
+ }
+ skill_update_heal_animation (sd); // if needed.
+
+// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
+ if ((sd->sc_data[SC_FLYING_BACKPACK].timer != -1
+ || battle_config.natural_heal_weight_rate > 100
+ || sd->weight * 100 / sd->max_weight <
+ battle_config.natural_heal_weight_rate) && !pc_isdead (sd)
+ && !pc_ishiding (sd) && sd->sc_data[SC_POISON].timer == -1)
+ {
+ pc_natural_heal_hp (sd);
+ if (sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅状態ではSPが回復しない
+ sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない
+ sd->sc_data[SC_BERSERK].timer == -1 //バーサーク状態ではSPが回復しない
+ )
+ pc_natural_heal_sp (sd);
+ }
+ else
+ {
+ sd->hp_sub = sd->inchealhptick = 0;
+ sd->sp_sub = sd->inchealsptick = 0;
+ }
+ if ((skill = pc_checkskill (sd, MO_SPIRITSRECOVERY)) > 0
+ && !pc_ishiding (sd) && sd->sc_data[SC_POISON].timer == -1
+ && sd->sc_data[SC_BERSERK].timer == -1)
+ {
+ pc_spirit_heal_hp (sd, skill);
+ pc_spirit_heal_sp (sd, skill);
+ }
+ else
+ {
+ sd->inchealspirithptick = 0;
+ sd->inchealspiritsptick = 0;
+ }
+ return 0;
+}
+
+/*==========================================
+ * HP/SP自然回復 (interval timer関数)
+ *------------------------------------------
+ */
+void pc_natural_heal (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ natural_heal_tick = tick;
+ natural_heal_diff_tick =
+ DIFF_TICK (natural_heal_tick, natural_heal_prev_tick);
+ clif_foreachclient (pc_natural_heal_sub);
+
+ natural_heal_prev_tick = tick;
+}
+
+/*==========================================
+ * セーブポイントの保存
+ *------------------------------------------
+ */
+int pc_setsavepoint (struct map_session_data *sd, char *mapname, int x, int y)
+{
+ nullpo_retr (0, sd);
+
+ strncpy (sd->status.save_point.map, mapname, 23);
+ sd->status.save_point.map[23] = '\0';
+ sd->status.save_point.x = x;
+ sd->status.save_point.y = y;
+
+ return 0;
+}
+
+/*==========================================
+ * 自動セーブ 各クライアント
+ *------------------------------------------
+ */
+static int last_save_fd, save_flag;
+static int pc_autosave_sub (struct map_session_data *sd, va_list ap)
+{
+ nullpo_retr (0, sd);
+
+ if (save_flag == 0 && sd->fd > last_save_fd)
+ {
+ struct guild_castle *gc = NULL;
+ int i;
+
+ pc_makesavestatus (sd);
+ chrif_save (sd);
+
+ for (i = 0; i < MAX_GUILDCASTLE; i++)
+ {
+ gc = guild_castle_search (i);
+ if (!gc)
+ continue;
+ if (gc->visibleG0 == 1)
+ guild_castledatasave (gc->castle_id, 18, gc->Ghp0);
+ if (gc->visibleG1 == 1)
+ guild_castledatasave (gc->castle_id, 19, gc->Ghp1);
+ if (gc->visibleG2 == 1)
+ guild_castledatasave (gc->castle_id, 20, gc->Ghp2);
+ if (gc->visibleG3 == 1)
+ guild_castledatasave (gc->castle_id, 21, gc->Ghp3);
+ if (gc->visibleG4 == 1)
+ guild_castledatasave (gc->castle_id, 22, gc->Ghp4);
+ if (gc->visibleG5 == 1)
+ guild_castledatasave (gc->castle_id, 23, gc->Ghp5);
+ if (gc->visibleG6 == 1)
+ guild_castledatasave (gc->castle_id, 24, gc->Ghp6);
+ if (gc->visibleG7 == 1)
+ guild_castledatasave (gc->castle_id, 25, gc->Ghp7);
+ }
+
+ save_flag = 1;
+ last_save_fd = sd->fd;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 自動セーブ (timer関数)
+ *------------------------------------------
+ */
+void pc_autosave (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ int interval;
+
+ save_flag = 0;
+ clif_foreachclient (pc_autosave_sub);
+ if (save_flag == 0)
+ last_save_fd = 0;
+
+ interval = autosave_interval / (clif_countusers () + 1);
+ if (interval <= 0)
+ interval = 1;
+ add_timer (gettick () + interval, pc_autosave, 0, 0);
+}
+
+int pc_read_gm_account (int fd)
+{
+ int i = 0;
+ if (gm_account != NULL)
+ free (gm_account);
+ GM_num = 0;
+
+ CREATE (gm_account, struct gm_account, (RFIFOW (fd, 2) - 4) / 5);
+ for (i = 4; i < RFIFOW (fd, 2); i = i + 5)
+ {
+ gm_account[GM_num].account_id = RFIFOL (fd, i);
+ gm_account[GM_num].level = (int) RFIFOB (fd, i + 4);
+ //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
+ GM_num++;
+ }
+ return GM_num;
+}
+
+/*==========================================
+ * timer to do the day
+ *------------------------------------------
+ */
+void map_day_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{ // by [yor]
+ struct map_session_data *pl_sd = NULL;
+ int i;
+ char tmpstr[1024];
+
+ if (battle_config.day_duration > 0)
+ { // if we want a day
+ if (night_flag != 0)
+ {
+ strcpy (tmpstr, msg_txt (502)); // The day has arrived!
+ night_flag = 0; // 0=day, 1=night [Yor]
+ for (i = 0; i < fd_max; i++)
+ {
+ if (session[i] && (pl_sd = (struct map_session_data *)session[i]->session_data)
+ && pl_sd->state.auth)
+ {
+ pl_sd->opt2 &= ~STATE_BLIND;
+ clif_changeoption (&pl_sd->bl);
+ clif_wis_message (pl_sd->fd, wisp_server_name, tmpstr,
+ strlen (tmpstr) + 1);
+ }
+ }
+ }
+ }
+}
+
+/*==========================================
+ * timer to do the night
+ *------------------------------------------
+ */
+void map_night_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{ // by [yor]
+ struct map_session_data *pl_sd = NULL;
+ int i;
+ char tmpstr[1024];
+
+ if (battle_config.night_duration > 0)
+ { // if we want a night
+ if (night_flag == 0)
+ {
+ strcpy (tmpstr, msg_txt (503)); // The night has fallen...
+ night_flag = 1; // 0=day, 1=night [Yor]
+ for (i = 0; i < fd_max; i++)
+ {
+ if (session[i] && (pl_sd = (struct map_session_data *)session[i]->session_data)
+ && pl_sd->state.auth)
+ {
+ pl_sd->opt2 |= STATE_BLIND;
+ clif_changeoption (&pl_sd->bl);
+ clif_wis_message (pl_sd->fd, wisp_server_name, tmpstr,
+ strlen (tmpstr) + 1);
+ }
+ }
+ }
+ }
+}
+
+void pc_setstand (struct map_session_data *sd)
+{
+ nullpo_retv (sd);
+
+ if (sd->sc_data && sd->sc_data[SC_TENSIONRELAX].timer != -1)
+ skill_status_change_end (&sd->bl, SC_TENSIONRELAX, -1);
+
+ sd->state.dead_sit = 0;
+}
+
+//
+// 初期化物
+//
+/*==========================================
+ * 設定ファイル読み込む
+ * exp.txt 必要経験値
+ * job_db1.txt 重量,hp,sp,攻撃速度
+ * job_db2.txt job能力値ボーナス
+ * skill_tree.txt 各職毎のスキルツリー
+ * attr_fix.txt 属性修正テーブル
+ * size_fix.txt サイズ補正テーブル
+ * refine_db.txt 精錬データテーブル
+ *------------------------------------------
+ */
+int pc_readdb (void)
+{
+ int i, j, k;
+ FILE *fp;
+ char line[1024], *p;
+
+ // 必要経験値読み込み
+
+ fp = fopen_ ("db/exp.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/exp.txt\n");
+ return 1;
+ }
+ i = 0;
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ int bn, b1, b2, b3, b4, b5, b6, jn, j1, j2, j3, j4, j5, j6;
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ 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)
+ continue;
+ exp_table[0][i] = bn;
+ exp_table[1][i] = b1;
+ exp_table[2][i] = b2;
+ exp_table[3][i] = b3;
+ exp_table[4][i] = b4;
+ exp_table[5][i] = b5;
+ exp_table[6][i] = b6;
+ exp_table[7][i] = jn;
+ exp_table[8][i] = j1;
+ exp_table[9][i] = j2;
+ exp_table[10][i] = j3;
+ exp_table[11][i] = j4;
+ exp_table[12][i] = j5;
+ exp_table[13][i] = j6;
+ i++;
+ if (i >= battle_config.maximum_level)
+ break;
+ }
+ fclose_ (fp);
+ printf ("read db/exp.txt done\n");
+
+ // JOB補正数値1
+ fp = fopen_ ("db/job_db1.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/job_db1.txt\n");
+ return 1;
+ }
+ i = 0;
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ char *split[50];
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < 21 && p; j++)
+ {
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+ if (j < 21)
+ continue;
+ max_weight_base[i] = atoi (split[0]);
+ hp_coefficient[i] = atoi (split[1]);
+ hp_coefficient2[i] = atoi (split[2]);
+ sp_coefficient[i] = atoi (split[3]);
+ for (j = 0; j < 17; j++)
+ aspd_base[i][j] = atoi (split[j + 4]);
+ i++;
+// -- moonsoul (below two lines added to accommodate high numbered new class ids)
+ if (i == 24)
+ i = 4001;
+ if (i == MAX_PC_CLASS)
+ break;
+ }
+ fclose_ (fp);
+ printf ("read db/job_db1.txt done\n");
+
+ // JOBボーナス
+ fp = fopen_ ("db/job_db2.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/job_db2.txt\n");
+ return 1;
+ }
+ i = 0;
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < MAX_LEVEL && p; j++)
+ {
+ if (sscanf (p, "%d", &k) == 0)
+ break;
+ job_bonus[0][i][j] = k;
+ job_bonus[2][i][j] = k; //養子職のボーナスは分からないので仮
+ p = strchr (p, ',');
+ if (p)
+ p++;
+ }
+ i++;
+// -- moonsoul (below two lines added to accommodate high numbered new class ids)
+ if (i == 24)
+ i = 4001;
+ if (i == MAX_PC_CLASS)
+ break;
+ }
+ fclose_ (fp);
+ printf ("read db/job_db2.txt done\n");
+
+ // JOBボーナス2 転生職用
+ fp = fopen_ ("db/job_db2-2.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/job_db2-2.txt\n");
+ return 1;
+ }
+ i = 0;
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < MAX_LEVEL && p; j++)
+ {
+ if (sscanf (p, "%d", &k) == 0)
+ break;
+ job_bonus[1][i][j] = k;
+ p = strchr (p, ',');
+ if (p)
+ p++;
+ }
+ i++;
+ if (i == MAX_PC_CLASS)
+ break;
+ }
+ fclose_ (fp);
+ printf ("read db/job_db2-2.txt done\n");
+
+ // スキルツリー
+ memset (skill_tree, 0, sizeof (skill_tree));
+ fp = fopen_ ("db/skill_tree.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/skill_tree.txt\n");
+ return 1;
+ }
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ char *split[50];
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < 13 && p; j++)
+ {
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+ if (j < 13)
+ continue;
+ i = atoi (split[0]);
+ for (j = 0; skill_tree[0][i][j].id; j++);
+ skill_tree[0][i][j].id = atoi (split[1]);
+ skill_tree[0][i][j].max = atoi (split[2]);
+ skill_tree[2][i][j].id = atoi (split[1]); //養子職は良く分からないので暫定
+ skill_tree[2][i][j].max = atoi (split[2]); //養子職は良く分からないので暫定
+ for (k = 0; k < 5; k++)
+ {
+ skill_tree[0][i][j].need[k].id = atoi (split[k * 2 + 3]);
+ skill_tree[0][i][j].need[k].lv = atoi (split[k * 2 + 4]);
+ 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
+ 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
+ }
+ }
+ fclose_ (fp);
+ printf ("read db/skill_tree.txt done\n");
+
+ // 属性修正テーブル
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < 10; j++)
+ for (k = 0; k < 10; k++)
+ attr_fix_table[i][j][k] = 100;
+ fp = fopen_ ("db/attr_fix.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/attr_fix.txt\n");
+ return 1;
+ }
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ char *split[10];
+ int lv, n;
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < 3 && p; j++)
+ {
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+ lv = atoi (split[0]);
+ n = atoi (split[1]);
+// printf("%d %d\n",lv,n);
+
+ for (i = 0; i < n;)
+ {
+ if (!fgets (line, sizeof (line) - 1, fp))
+ break;
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+
+ for (j = 0, p = line; j < n && p; j++)
+ {
+ while (*p == 32 && *p > 0)
+ p++;
+ attr_fix_table[lv - 1][i][j] = atoi (p);
+ if (battle_config.attr_recover == 0
+ && attr_fix_table[lv - 1][i][j] < 0)
+ attr_fix_table[lv - 1][i][j] = 0;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+
+ i++;
+ }
+ }
+ fclose_ (fp);
+ printf ("read db/attr_fix.txt done\n");
+
+ // サイズ補正テーブル
+ for (i = 0; i < 3; i++)
+ for (j = 0; j < 20; j++)
+ atkmods[i][j] = 100;
+ fp = fopen_ ("db/size_fix.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/size_fix.txt\n");
+ return 1;
+ }
+ i = 0;
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ char *split[20];
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ if (atoi (line) <= 0)
+ continue;
+ memset (split, 0, sizeof (split));
+ for (j = 0, p = line; j < 20 && p; j++)
+ {
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+ for (j = 0; j < 20 && split[j]; j++)
+ atkmods[i][j] = atoi (split[j]);
+ i++;
+ }
+ fclose_ (fp);
+ printf ("read db/size_fix.txt done\n");
+
+ // 精錬データテーブル
+ for (i = 0; i < 5; i++)
+ {
+ for (j = 0; j < 10; j++)
+ percentrefinery[i][j] = 100;
+ refinebonus[i][0] = 0;
+ refinebonus[i][1] = 0;
+ refinebonus[i][2] = 10;
+ }
+ fp = fopen_ ("db/refine_db.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/refine_db.txt\n");
+ return 1;
+ }
+ i = 0;
+ while (fgets (line, sizeof (line) - 1, fp))
+ {
+ char *split[16];
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ if (atoi (line) <= 0)
+ continue;
+ memset (split, 0, sizeof (split));
+ for (j = 0, p = line; j < 16 && p; j++)
+ {
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+ refinebonus[i][0] = atoi (split[0]); // 精錬ボーナス
+ refinebonus[i][1] = atoi (split[1]); // 過剰精錬ボーナス
+ refinebonus[i][2] = atoi (split[2]); // 安全精錬限界
+ for (j = 0; j < 10 && split[j]; j++)
+ percentrefinery[i][j] = atoi (split[j + 3]);
+ i++;
+ }
+ fclose_ (fp); //Lupus. close this file!!!
+ printf ("read db/refine_db.txt done\n");
+
+ return 0;
+}
+
+static int pc_calc_sigma (void)
+{
+ int i, j, k;
+
+ for (i = 0; i < MAX_PC_CLASS; i++)
+ {
+ memset (hp_sigma_val[i], 0, sizeof (hp_sigma_val[i]));
+ for (k = 0, j = 2; j <= MAX_LEVEL; j++)
+ {
+ k += hp_coefficient[i] * j + 50;
+ k -= k % 100;
+ hp_sigma_val[i][j - 1] = k;
+ }
+ }
+ return 0;
+}
+
+static void pc_statpointdb (void)
+{
+ char *buf_stat;
+ int i = 0, j = 0, k = 0, l = 0, end = 0;
+
+ FILE *stp;
+
+ stp = fopen_ ("db/statpoint.txt", "r");
+
+ if (stp == NULL)
+ {
+ printf ("can't read db/statpoint.txt\n");
+ return;
+ }
+
+ fseek (stp, 0, SEEK_END);
+ end = ftell (stp);
+ rewind (stp);
+
+ buf_stat = (char *) malloc (end + 1);
+ l = fread (buf_stat, 1, end, stp);
+ fclose_ (stp);
+ printf ("read db/statpoint.txt done (size=%d)\n", l);
+
+ for (i = 0; i < 255; i++)
+ {
+ j = 0;
+ while (*(buf_stat + k) != '\n')
+ {
+ statp[i][j] = *(buf_stat + k);
+ j++;
+ k++;
+ }
+ statp[i][j + 1] = '\0';
+ k++;
+ }
+
+ free (buf_stat);
+}
+
+/*==========================================
+ * pc関 係初期化
+ *------------------------------------------
+ */
+int do_init_pc (void)
+{
+ pc_readdb ();
+ pc_statpointdb ();
+ pc_calc_sigma ();
+
+// gm_account_db = numdb_init();
+
+ add_timer_interval ((natural_heal_prev_tick =
+ gettick () + NATURAL_HEAL_INTERVAL), pc_natural_heal,
+ 0, 0, NATURAL_HEAL_INTERVAL);
+ add_timer (gettick () + autosave_interval, pc_autosave, 0, 0);
+
+ {
+ int day_duration = battle_config.day_duration;
+ int night_duration = battle_config.night_duration;
+ if (day_duration < 60000)
+ day_duration = 60000;
+ if (night_duration < 60000)
+ night_duration = 60000;
+ if (battle_config.night_at_start == 0)
+ {
+ night_flag = 0; // 0=day, 1=night [Yor]
+ day_timer_tid =
+ add_timer_interval (gettick () + day_duration +
+ night_duration, map_day_timer, 0, 0,
+ day_duration + night_duration);
+ night_timer_tid =
+ add_timer_interval (gettick () + day_duration,
+ map_night_timer, 0, 0,
+ day_duration + night_duration);
+ }
+ else
+ {
+ night_flag = 1; // 0=day, 1=night [Yor]
+ day_timer_tid =
+ add_timer_interval (gettick () + night_duration,
+ map_day_timer, 0, 0,
+ day_duration + night_duration);
+ night_timer_tid =
+ add_timer_interval (gettick () + day_duration +
+ night_duration, map_night_timer, 0, 0,
+ day_duration + night_duration);
+ }
+ }
+
+ return 0;
+}
+
+void pc_cleanup (struct map_session_data *sd)
+{
+ magic_stop_completely (sd);
+}
+
+void pc_invisibility (struct map_session_data *sd, int enabled)
+{
+ if (enabled && !(sd->status.option & OPTION_INVISIBILITY))
+ {
+ clif_clearchar_area (&sd->bl, 3);
+ sd->status.option |= OPTION_INVISIBILITY;
+ clif_status_change (&sd->bl, CLIF_OPTION_SC_INVISIBILITY, 1);
+ }
+ else if (!enabled)
+ {
+ sd->status.option &= ~OPTION_INVISIBILITY;
+ clif_status_change (&sd->bl, CLIF_OPTION_SC_INVISIBILITY, 0);
+ pc_setpos (sd, map[sd->bl.m].name, sd->bl.x, sd->bl.y, 3);
+ }
+}
+
+int pc_logout (struct map_session_data *sd) // [fate] Player logs out
+{
+ unsigned int tick = gettick ();
+
+ if (!sd)
+ return 0;
+
+ if (sd->sc_data[SC_POISON].timer != -1)
+ sd->status.hp = 1; // Logging out while poisoned -> bad
+
+ /*
+ * Trying to rapidly sign out/in or switch characters to avoid a spell's
+ * cast time is also bad. [remoitnane]
+ */
+#if 0
+ // Removed because it's buggy, see above.
+ if (sd->cast_tick > tick)
+ {
+ if (pc_setglobalreg (sd, "MAGIC_CAST_TICK", sd->cast_tick - tick))
+ sd->status.sp = 1;
+ }
+ else
+#endif
+ pc_setglobalreg (sd, "MAGIC_CAST_TICK", 0);
+
+ MAP_LOG_STATS (sd, "LOGOUT") return 0;
+}