#include "pc.hpp" #include #include #include #include "../strings/fstring.hpp" #include "../strings/zstring.hpp" #include "../io/cxxstdio.hpp" #include "../io/read.hpp" #include "../common/nullpo.hpp" #include "../common/random.hpp" #include "../common/socket.hpp" #include "../common/timer.hpp" #include "atcommand.hpp" #include "battle.hpp" #include "chrif.hpp" #include "clif.hpp" #include "intif.hpp" #include "itemdb.hpp" #include "magic.hpp" #include "map.hpp" #include "mob.hpp" #include "npc.hpp" #include "party.hpp" #include "path.hpp" #include "script.hpp" #include "skill.hpp" #include "storage.hpp" #include "trade.hpp" #include "../poison.hpp" // PVP順位計算の間隔 constexpr std::chrono::milliseconds PVP_CALCRANK_INTERVAL = std::chrono::seconds(1); //define it here, since the ifdef only occurs in this file #define USE_ASTRAL_SOUL_SKILL #ifdef USE_ASTRAL_SOUL_SKILL // [fate] At this threshold, the Astral Soul skill kicks in constexpr int MAGIC_SKILL_THRESHOLD = 200; #endif #define MAP_LOG_STATS(sd, suffix) \ MAP_LOG_PC(sd, "STAT %d %d %d %d %d %d " suffix, \ sd->status.attrs[ATTR::STR], \ sd->status.attrs[ATTR::AGI], \ sd->status.attrs[ATTR::VIT], \ sd->status.attrs[ATTR::INT], \ sd->status.attrs[ATTR::DEX], \ sd->status.attrs[ATTR::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, stringish("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[SkillID::TMW_MAGIC].lv, \ sd->status.skill[SkillID::TMW_MAGIC_LIFE].lv, \ sd->status.skill[SkillID::TMW_MAGIC_WAR].lv, \ sd->status.skill[SkillID::TMW_MAGIC_TRANSMUTE].lv, \ sd->status.skill[SkillID::TMW_MAGIC_NATURE].lv, \ sd->status.skill[SkillID::TMW_MAGIC_ETHER].lv, \ pc_readglobalreg(sd, stringish("MAGIC_EXPERIENCE")) & 0xffff, \ (pc_readglobalreg(sd, stringish("MAGIC_EXPERIENCE")) >> 24) & 0xff) static //const int max_weight_base_0 = 20000; static //const int hp_coefficient_0 = 0; static //const int hp_coefficient2_0 = 500; // TODO see if this can be turned into an "as-needed" formula static int hp_sigma_val_0[MAX_LEVEL]; static //const int sp_coefficient_0 = 100; // coefficients for each weapon type // (not all used) static //const earray aspd_base_0 //= {{ std::chrono::milliseconds(650), std::chrono::milliseconds(700), std::chrono::milliseconds(750), std::chrono::milliseconds(600), std::chrono::milliseconds(2000), std::chrono::milliseconds(2000), std::chrono::milliseconds(800), std::chrono::milliseconds(2000), std::chrono::milliseconds(700), std::chrono::milliseconds(700), std::chrono::milliseconds(650), std::chrono::milliseconds(900), std::chrono::milliseconds(2000), std::chrono::milliseconds(2000), std::chrono::milliseconds(2000), std::chrono::milliseconds(2000), std::chrono::milliseconds(2000), }}; static const int exp_table_0[MAX_LEVEL] = { // 1 .. 9 9, 16, 25, 36, 77, 112, 153, 200, 253, // 10 .. 19 320, 385, 490, 585, 700, 830, 970, 1120, 1260, 1420, // 20 .. 29 1620, 1860, 1990, 2240, 2504, 2950, 3426, 3934, 4474, 6889, // 30 .. 39 7995, 9174, 10425, 11748, 13967, 15775, 17678, 19677, 21773, 30543, // 40 .. 49 34212, 38065, 42102, 46323, 53026, 58419, 64041, 69892, 75973, 102468, // 50 .. 59 115254, 128692, 142784, 157528, 178184, 196300, 215198, 234879, 255341, 330188, // 60 .. 69 365914, 403224, 442116, 482590, 536948, 585191, 635278, 687211, 740988, 925400, // 70 .. 79 1473746, 1594058, 1718928, 1848355, 1982340, 2230113, 2386162, 2547417, 2713878, 3206160, // 80 .. 89 3681024, 4022472, 4377024, 4744680, 5125440, 5767272, 6204000, 6655464, 7121664, 7602600, // 90 .. 99 9738720, 11649960, 13643520, 18339300, 23836800, 35658000, 48687000, 58135000, 99999999, 0, }; // is this *actually* used anywhere? static const int exp_table_7[MAX_LEVEL] = { // 1 .. 9 10, 18, 28, 40, 91, 151, 205, 268, 340 }; // TODO generate this table instead static int stat_p[MAX_LEVEL] = { // 1..9 48, 52, 56, 60, 64, 69, 74, 79, 84, // 10..19 90, 96, 102,108,115, 122,129,136,144,152, // 20..29 160,168,177,186,195, 204,214,224,234,244, // 30..39 255,266,277,288,300, 312,324,336,349,362, // 40..49 375,388,402,416,430, 444,459,474,489,504, // 50..59 520,536,552,568,585, 602,619,636,654,672, // 60..69 690,708,727,746,765, 784,804,824,844,864, // 70..79 885,906,927,948,970, 992,1014,1036,1059,1082, // 80..89 1105,1128,1152,1176,1200, 1224,1249,1274,1299,1324, // 90..99 1350,1376,1402,1428,1455, 1482,1509,1536,1564,1592, // 100..109 1620,1648,1677,1706,1735, 1764,1794,1824,1854,1884, // 110..119 1915,1946,1977,2008,2040, 2072,2104,2136,2169,2202, // 120..129 2235,2268,2302,2336,2370, 2404,2439,2474,2509,2544, // 130..139 2580,2616,2652,2688,2725, 2762,2799,2836,2874,2912, // 140..149 2950,2988,3027,3066,3105, 3144,3184,3224,3264,3304, // 150..159 3345,3386,3427,3468,3510, 3552,3594,3636,3679,3722, // 160..169 3765,3808,3852,3896,3940, 3984,4029,4074,4119,4164, // 170..179 4210,4256,4302,4348,4395, 4442,4489,4536,4584,4632, // 180..189 4680,4728,4777,4826,4875, 4924,4974,5024,5074,5124, // 190..199 5175,5226,5277,5328,5380, 5432,5484,5536,5589,5642, // 200..209 5695,5748,5802,5856,5910, 5964,6019,6074,6129,6184, // 210..219 6240,6296,6352,6408,6465, 6522,6579,6636,6694,6752, // 220..229 6810,6868,6927,6986,7045, 7104,7164,7224,7284,7344, // 230..239 7405,7466,7527,7588,7650, 7712,7774,7836,7899,7962, // 240..249 8025,8088,8152,8216,8280, 8344,8409,8474,8539,8604, // 250..255 8670,8736,8802,8868,8935, 9002, }; static earray equip_pos //= {{ EPOS::MISC2, EPOS::CAPE, EPOS::SHOES, EPOS::GLOVES, EPOS::LEGS, EPOS::TORSO, EPOS::HAT, EPOS::MISC1, EPOS::SHIELD, EPOS::WEAPON, EPOS::ARROW, }}; static std::map gm_accountm; static int pc_checkoverhp(dumb_ptr sd); static int pc_checkoversp(dumb_ptr sd); static int pc_nextbaseafter(dumb_ptr sd); static int pc_nextjobafter(dumb_ptr sd); static void pc_setdead(dumb_ptr sd) { sd->state.dead_sit = 1; } uint8_t pc_isGM(dumb_ptr sd) { nullpo_ret(sd); auto it = gm_accountm.find(sd->status.account_id); if (it != gm_accountm.end()) return it->second; return 0; } int pc_iskiller(dumb_ptr src, dumb_ptr target) { nullpo_ret(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; } void pc_set_gm_level(int account_id, uint8_t level) { if (level) gm_accountm[account_id] = level; else gm_accountm.erase(account_id); } 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(TimerData *, tick_t, int id) { dumb_ptr sd = map_id2sd(id); assert (sd != NULL); assert (sd->bl_type == BL::PC); } int pc_setinvincibletimer(dumb_ptr sd, interval_t val) { nullpo_ret(sd); sd->invincible_timer = Timer(gettick() + val, std::bind(pc_invincible_timer, ph::_1, ph::_2, sd->bl_id)); return 0; } int pc_delinvincibletimer(dumb_ptr sd) { nullpo_ret(sd); sd->invincible_timer.cancel(); return 0; } int pc_setrestartvalue(dumb_ptr sd, int type) { nullpo_ret(sd); { if (battle_config.restart_hp_rate < 50) 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); 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 void pc_counttargeted_sub(dumb_ptr bl, int id, int *c, dumb_ptr src, ATK target_lv) { nullpo_retv(bl); if (id == bl->bl_id || (src && id == src->bl_id)) return; if (bl->bl_type == BL::PC) { dumb_ptr sd = bl->is_player(); if (sd->attacktarget == id && sd->attacktimer && sd->attacktarget_lv >= target_lv) (*c)++; } else if (bl->bl_type == BL::MOB) { dumb_ptr md = bl->is_mob(); if (md->target_id == id && md->timer && md->state.state == MS::ATTACK && md->target_lv >= target_lv) (*c)++; } } int pc_counttargeted(dumb_ptr sd, dumb_ptr src, ATK target_lv) { int c = 0; map_foreachinarea(std::bind(pc_counttargeted_sub, ph::_1, sd->bl_id, &c, src, target_lv), sd->bl_m, sd->bl_x - AREA_SIZE, sd->bl_y - AREA_SIZE, sd->bl_x + AREA_SIZE, sd->bl_y + AREA_SIZE, BL::NUL); 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(dumb_ptr); /*========================================== * saveに必要なステータス修正を行なう *------------------------------------------ */ void pc_makesavestatus(dumb_ptr sd) { nullpo_retv(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); sd->status.last_point = sd->status.save_point; } else { sd->status.last_point.map_ = sd->mapname_; 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 (sd->bl_m->flag.nosave) { map_local *m = sd->bl_m; if (m->save.map_ == "SavePoint") sd->status.last_point = sd->status.save_point; else sd->status.last_point = m->save; } } /*========================================== * 接続時の初期化 *------------------------------------------ */ int pc_setnewpc(dumb_ptr sd, int account_id, int char_id, int login_id1, tick_t client_tick, SEX sex) { nullpo_ret(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; } EPOS pc_equippoint(dumb_ptr sd, int n) { nullpo_retr(EPOS::ZERO, sd); if (!sd->inventory_data[n]) return EPOS::ZERO; EPOS ep = sd->inventory_data[n]->equip; return ep; } static int pc_setinventorydata(dumb_ptr sd) { int i, id; nullpo_ret(sd); for (i = 0; i < MAX_INVENTORY; i++) { id = sd->status.inventory[i].nameid; sd->inventory_data[i] = itemdb_search(id); } return 0; } static int pc_calcweapontype(dumb_ptr sd) { nullpo_ret(sd); if (sd->weapontype1 != ItemLook::NONE && sd->weapontype2 == ItemLook::NONE) sd->status.weapon = sd->weapontype1; if (sd->weapontype1 == ItemLook::NONE && sd->weapontype2 != ItemLook::NONE) sd->status.weapon = sd->weapontype2; else if (sd->weapontype1 == ItemLook::BLADE && sd->weapontype2 == ItemLook::BLADE) sd->status.weapon = ItemLook::DUAL_BLADE; else if (sd->weapontype1 == ItemLook::_2 && sd->weapontype2 == ItemLook::_2) sd->status.weapon = ItemLook::DUAL_2; else if (sd->weapontype1 == ItemLook::_6 && sd->weapontype2 == ItemLook::_6) sd->status.weapon = ItemLook::DUAL_6; else if ((sd->weapontype1 == ItemLook::BLADE && sd->weapontype2 == ItemLook::_2) || (sd->weapontype1 == ItemLook::_2 && sd->weapontype2 == ItemLook::BLADE)) sd->status.weapon = ItemLook::DUAL_12; else if ( (sd->weapontype1 == ItemLook::BLADE && sd->weapontype2 == ItemLook::_6) || (sd->weapontype1 == ItemLook::_6 && sd->weapontype2 == ItemLook::BLADE)) sd->status.weapon = ItemLook::DUAL_16; else if ( (sd->weapontype1 == ItemLook::_2 && sd->weapontype2 == ItemLook::_6) || (sd->weapontype1 == ItemLook::_6 && sd->weapontype2 == ItemLook::_2)) sd->status.weapon = ItemLook::DUAL_26; else sd->status.weapon = sd->weapontype1; return 0; } static int pc_setequipindex(dumb_ptr sd) { nullpo_ret(sd); for (EQUIP i : EQUIPs) sd->equip_index[i] = -1; for (int i = 0; i < MAX_INVENTORY; i++) { if (sd->status.inventory[i].nameid <= 0) continue; if (bool(sd->status.inventory[i].equip)) { for (EQUIP j : EQUIPs) if (bool(sd->status.inventory[i].equip & equip_pos[j])) sd->equip_index[j] = i; if (bool(sd->status.inventory[i].equip & EPOS::WEAPON)) { if (sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->look; else sd->weapontype1 = ItemLook::NONE; } if (bool(sd->status.inventory[i].equip & EPOS::SHIELD)) { if (sd->inventory_data[i]) { if (sd->inventory_data[i]->type == ItemType::WEAPON) { if (sd->status.inventory[i].equip == EPOS::SHIELD) sd->weapontype2 = sd->inventory_data[i]->look; else sd->weapontype2 = ItemLook::NONE; } else sd->weapontype2 = ItemLook::NONE; } else sd->weapontype2 = ItemLook::NONE; } } } pc_calcweapontype(sd); return 0; } static int pc_isequip(dumb_ptr sd, int n) { struct item_data *item; eptr sc_data; //転生や養子の場合の元の職業を算出する nullpo_ret(sd); item = sd->inventory_data[n]; sc_data = battle_get_sc_data(sd); if (battle_config.gm_all_equipment > 0 && pc_isGM(sd) >= battle_config.gm_all_equipment) return 1; if (item == NULL) return 0; if (item->sex != SEX::NEUTRAL && sd->status.sex != item->sex) return 0; if (item->elv > 0 && sd->status.base_level < item->elv) return 0; return 1; } /*========================================== * 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, TimeT connect_until_time, short tmw_version, const struct mmo_charstatus *st) { dumb_ptr sd = NULL; struct party *p; tick_t tick = gettick(); sd = map_id2sd(id); if (sd == NULL) return 1; sd->login_id2 = login_id2; sd->tmw_version = tmw_version; sd->status = *st; if (sd->status.sex != sd->sex) { clif_authfail_fd(sd->sess, 0); return 1; } MAP_LOG_STATS(sd, "LOGIN"); MAP_LOG_XP(sd, "LOGIN"); MAP_LOG_MAGIC(sd, "LOGIN"); really_memzero_this(&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 = ItemLook::NONE; sd->speed = DEFAULT_WALK_SPEED; sd->state.dead_sit = 0; sd->dir = DIR::S; sd->head_dir = DIR::S; sd->state.auth = 1; // sd->walktimer = nullptr; // sd->attacktimer = nullptr; // sd->invincible_timer = nullptr; sd->deal_locked = 0; sd->trade_partner = 0; sd->inchealhptick = interval_t::zero(); sd->inchealsptick = interval_t::zero(); sd->hp_sub = interval_t::zero(); sd->sp_sub = interval_t::zero(); sd->quick_regeneration_hp.amount = 0; sd->quick_regeneration_sp.amount = 0; sd->heal_xp = 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 // // The above is no longer accurate now that we use , but // I'm still not reverting this. // -o11c sd->cast_tick = tick; // + pc_readglobalreg (sd, "MAGIC_CAST_TICK"); // 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 (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE)) { // sd->sc_data[i].timer = nullptr; sd->sc_data[i].val1 = 0; } sd->sc_count = 0; { Option old_option = sd->status.option; sd->status.option = Option::ZERO; // This would leak information. // It's better to make it obvious that players can see you. if (false && bool(old_option & Option::INVISIBILITY)) is_atcommand(sd->sess, sd, "@invisible", 0); if (bool(old_option & Option::HIDE)) is_atcommand(sd->sess, sd, "@hide", 0); // atcommand_hide might already send it, but also might not clif_changeoption(sd); } // 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; // イベント関係の初期化 sd->eventqueuel.clear(); // 位置の設定 pc_setpos(sd, sd->status.last_point.map_, sd->status.last_point.x, sd->status.last_point.y, BeingRemoveWhy::GONE); // 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); // pvpの設定 sd->pvp_rank = 0; sd->pvp_point = 0; // sd->pvp_timer = nullptr; // 通知 clif_authok(sd); map_addnickdb(sd); if (!map_charid2nick(sd->status.char_id).to__actual()) 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, stringish("PC_DIE_COUNTER")); // 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); sd->auto_ban_info.in_progress = 0; // Initialize antispam vars sd->chat_reset_due = TimeT(); sd->chat_lines_in = sd->chat_total_repeats = 0; sd->chat_repeat_reset_due = TimeT(); sd->chat_lastmsg = FString(); for (tick_t& t : sd->flood_rates) t = tick_t(); sd->packet_flood_reset_due = TimeT(); sd->packet_flood_in = 0; // message of the limited time of the account if (connect_until_time) { // don't display if it's unlimited or unknow value char tmpstr[] = WITH_TIMESTAMP("Your account time limit is: "); REPLACE_TIMESTAMP(tmpstr, connect_until_time); clif_wis_message(sd->sess, wisp_server_name, const_(tmpstr)); } pc_calcstatus(sd, 1); return 0; } // TODO fix this to cache and use inotify // this is far from the only such thing, but most of the others are logs void pc_show_motd(dumb_ptr sd) { sd->state.seen_motd = true; io::ReadFile in(motd_txt); if (in.is_open()) { FString buf; while (in.getline(buf)) { clif_displaymessage(sd->sess, buf); } } } /*========================================== * session idに問題ありなので後始末 *------------------------------------------ */ int pc_authfail(int id) { dumb_ptr sd; sd = map_id2sd(id); if (sd == NULL) return 1; clif_authfail_fd(sd->sess, 0); return 0; } static int pc_calc_skillpoint(dumb_ptr sd) { int i, skill_points = 0; nullpo_ret(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; } /*========================================== * 重量アイコンの確認 *------------------------------------------ */ int pc_checkweighticon(dumb_ptr sd) { int flag = 0; nullpo_ret(sd); if (sd->weight * 2 >= sd->max_weight && !sd->sc_data[StatusChange::SC_FLYING_BACKPACK].timer) flag = 1; if (sd->weight * 10 >= sd->max_weight * 9) flag = 2; // this is horribly hackish and may have caused crashes if (flag == 1) { if (!sd->sc_data[StatusChange::SC_WEIGHT50].timer) skill_status_change_start(sd, StatusChange::SC_WEIGHT50, 0, interval_t::zero()); } else { skill_status_change_end(sd, StatusChange::SC_WEIGHT50, nullptr); } if (flag == 2) { if (!sd->sc_data[StatusChange::SC_WEIGHT90].timer) skill_status_change_start(sd, StatusChange::SC_WEIGHT90, 0, interval_t::zero()); } else { skill_status_change_end(sd, StatusChange::SC_WEIGHT90, nullptr); } return 0; } static void pc_set_weapon_look(dumb_ptr sd) { if (sd->attack_spell_override) clif_changelook(sd, LOOK::WEAPON, sd->attack_spell_look_override); else clif_changelook(sd, LOOK::WEAPON, static_cast(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(dumb_ptr sd, int first) { int b_max_hp, b_max_sp, b_hp, b_sp, b_weight, b_max_weight, b_hit, b_flee; int b_watk, b_def, b_watk2, b_def2, b_flee2, b_critical, b_attackrange, b_matk1, b_matk2, b_mdef, b_mdef2; int b_base_atk; int bl, index; int aspd_rate, refinedef = 0; int str, dstr, dex; nullpo_ret(sd); interval_t 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; earray b_paramb = sd->paramb; earray b_parame = sd->paramc; earray b_skill = sd->status.skill; b_hit = sd->hit; b_flee = sd->flee; interval_t 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_base_atk = sd->base_atk; sd->max_weight = max_weight_base_0 + sd->status.attrs[ATTR::STR] * 300; if (first & 1) { sd->weight = 0; for (int 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 (int 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++; } } for (auto& p : sd->paramb) p = 0; for (auto& p : sd->parame) p = 0; sd->hit = 0; sd->flee = 0; sd->flee2 = 0; sd->critical = 0; sd->aspd = interval_t::zero(); 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->star = 0; sd->overrefine = 0; sd->matk1 = 0; sd->matk2 = 0; sd->speed = DEFAULT_WALK_SPEED; sd->hprate = 100; sd->sprate = 100; sd->dsprate = 100; sd->base_atk = 0; sd->arrow_atk = 0; sd->arrow_hit = 0; sd->arrow_range = 0; sd->nhealhp = sd->nhealsp = sd->nshealhp = sd->nshealsp = sd->nsshealhp = sd->nsshealsp = 0; really_memzero_this(&sd->special_state); sd->watk_ = 0; //二刀流用(仮) sd->watk_2 = 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->atk_rate = sd->matk_rate = 100; sd->arrow_cri = 0; 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->speed_add_rate = sd->aspd_add_rate = 100; sd->double_add_rate = sd->perfect_hit_add = 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->spellpower_bonus_target = 0; for (EQUIP i : EQUIPs_noarrow) { index = sd->equip_index[i]; if (index < 0) continue; if (i == EQUIP::WEAPON && sd->equip_index[EQUIP::SHIELD] == index) continue; if (i == EQUIP::TORSO && sd->equip_index[EQUIP::LEGS] == index) continue; if (i == EQUIP::HAT && (sd->equip_index[EQUIP::TORSO] == index || sd->equip_index[EQUIP::LEGS] == index)) continue; if (sd->inventory_data[index]) { sd->spellpower_bonus_target += sd->inventory_data[index]->magic_bonus; if (sd->inventory_data[index]->type == ItemType::WEAPON) { if (sd->status.inventory[index].card[0] != 0x00ff && sd->status.inventory[index].card[0] != 0x00fe && sd->status.inventory[index].card[0] != static_cast(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] = { {"@slotId", static_cast(i)}, {"@itemId", sd->inventory_data[index]->nameid}, }; if (i == EQUIP::SHIELD && sd->status.inventory[index].equip == EPOS::SHIELD) sd->state.lr_flag = 1; run_script_l(ScriptPointer(itemdb_equipscript(c), 0), sd->bl_id, 0, 2, arg); sd->state.lr_flag = 0; } } } } else if (sd->inventory_data[index]->type == ItemType::ARMOR) { // 防具 if (sd->status.inventory[index].card[0] != 0x00ff && sd->status.inventory[index].card[0] != 0x00fe && sd->status.inventory[index].card[0] != static_cast(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] = { {"@slotId", static_cast(i)}, {"@itemId", sd->inventory_data[index]->nameid} }; run_script_l(ScriptPointer(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, SkillID::TMW_ASTRAL_SOUL), 256)); #endif if (sd->spellpower_bonus_target < sd->spellpower_bonus_current) sd->spellpower_bonus_current = sd->spellpower_bonus_target; sd->paramcard = sd->parame; // 装備品によるステータス変化はここで実行 for (EQUIP i : EQUIPs_noarrow) { index = sd->equip_index[i]; if (index < 0) continue; if (i == EQUIP::WEAPON && sd->equip_index[EQUIP::SHIELD] == index) continue; if (i == EQUIP::TORSO && sd->equip_index[EQUIP::LEGS] == index) continue; if (i == EQUIP::HAT && (sd->equip_index[EQUIP::TORSO] == index || sd->equip_index[EQUIP::LEGS] == index)) continue; if (sd->inventory_data[index]) { sd->def += sd->inventory_data[index]->def; if (sd->inventory_data[index]->type == ItemType::WEAPON) { int r; if (i == EQUIP::SHIELD && sd->status.inventory[index].equip == EPOS::SHIELD) { //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 0; if ((r -= 10) > 0) // 過剰精錬ボーナス sd->overrefine_ = r * 0; 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 } sd->attackrange_ += sd->inventory_data[index]->range; sd->state.lr_flag = 1; { argrec_t arg[2] = { {"@slotId", static_cast(i)}, {"@itemId", sd->inventory_data[index]->nameid}, }; run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 0), sd->bl_id, 0, 2, arg); } sd->state.lr_flag = 0; } else { //二刀流武器以外 argrec_t arg[2] = { {"@slotId", static_cast(i)}, {"@itemId", 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 0; if ((r -= 10) > 0) // 過剰精錬ボーナス sd->overrefine += r * 0; 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 } sd->attackrange += sd->inventory_data[index]->range; run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 0), sd->bl_id, 0, 2, arg); } } else if (sd->inventory_data[index]->type == ItemType::ARMOR) { argrec_t arg[2] = { {"@slotId", static_cast(i)}, {"@itemId", sd->inventory_data[index]->nameid}, }; sd->watk += sd->inventory_data[index]->atk; refinedef += sd->status.inventory[index].refine * 0; run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 0), sd->bl_id, 0, 2, arg); } } } if (battle_is_unarmed(sd)) { sd->watk += skill_power(sd, SkillID::TMW_BRAWLING) / 3; // +66 for 200 sd->watk2 += skill_power(sd, SkillID::TMW_BRAWLING) >> 3; // +25 for 200 sd->watk_ += skill_power(sd, SkillID::TMW_BRAWLING) / 3; // +66 for 200 sd->watk_2 += skill_power(sd, SkillID::TMW_BRAWLING) >> 3; // +25 for 200 } if (sd->equip_index[EQUIP::ARROW] >= 0) { // 矢 index = sd->equip_index[EQUIP::ARROW]; if (sd->inventory_data[index]) { //まだ属性が入っていない argrec_t arg[2] = { {"@slotId", static_cast(EQUIP::ARROW)}, {"@itemId", sd->inventory_data[index]->nameid}, }; sd->state.lr_flag = 2; run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 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 == ItemLook::BOW) sd->attackrange += sd->arrow_range; sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; 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; sd->speed -= std::chrono::milliseconds(skill_power(sd, SkillID::TMW_SPEED) / 8); sd->aspd_rate -= skill_power(sd, SkillID::TMW_SPEED) / 10; if (sd->aspd_rate < 20) sd->aspd_rate = 20; for (ATTR attr : ATTRs) sd->paramc[attr] = max(0, sd->status.attrs[attr] + sd->paramb[attr] + sd->parame[attr]); if (sd->status.weapon == ItemLook::BOW || sd->status.weapon == ItemLook::_13 || sd->status.weapon == ItemLook::_14) { str = sd->paramc[ATTR::DEX]; dex = sd->paramc[ATTR::STR]; } else { str = sd->paramc[ATTR::STR]; dex = sd->paramc[ATTR::DEX]; sd->critical += ((dex * 3) >> 1); } dstr = str / 10; sd->base_atk += str + dstr * dstr + dex / 5 + sd->paramc[ATTR::LUK] / 5; //FPRINTF(stderr, "baseatk = %d = x + %d + %d + %d + %d\n", sd->base_atk, str, dstr*dstr, dex/5, sd->paramc[ATTR::LUK]/5); sd->matk1 += sd->paramc[ATTR::INT] + (sd->paramc[ATTR::INT] / 5) * (sd->paramc[ATTR::INT] / 5); sd->matk2 += sd->paramc[ATTR::INT] + (sd->paramc[ATTR::INT] / 7) * (sd->paramc[ATTR::INT] / 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, SkillID::TMW_ASTRAL_SOUL))>>9); } #endif sd->matk2 = 0; if (sd->matk1 < 0) sd->matk1 = 0; sd->hit += sd->paramc[ATTR::DEX] + sd->status.base_level; sd->flee += sd->paramc[ATTR::AGI] + sd->status.base_level; sd->def2 += sd->paramc[ATTR::VIT]; sd->mdef2 += sd->paramc[ATTR::INT]; sd->flee2 += sd->paramc[ATTR::LUK] + 10; sd->critical += (sd->paramc[ATTR::LUK] * 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, SkillID::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 < ItemLook::SINGLE_HANDED_COUNT) sd->aspd += aspd_base_0[sd->status.weapon] - (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX]) * aspd_base_0[sd->status.weapon] / 1000; else sd->aspd += ( (aspd_base_0[sd->weapontype1] - (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX]) * aspd_base_0[sd->weapontype1] / 1000) + (aspd_base_0[sd->weapontype2] - (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX]) * aspd_base_0[sd->weapontype2] / 1000) ) * 140 / 200; aspd_rate = sd->aspd_rate; //攻撃速度増加 if (sd->attackrange > 2) { // [fate] ranged weapon? sd->attackrange += min(skill_power(sd, SkillID::AC_OWL) / 60, 3); sd->hit += skill_power(sd, SkillID::AC_OWL) / 10; // 20 for 200 } sd->max_weight += 1000; bl = sd->status.base_level; sd->status.max_hp += ( 3500 + bl * hp_coefficient2_0 + hp_sigma_val_0[(bl > 0) ? bl - 1 : 0] ) / 100 * (100 + sd->paramc[ATTR::VIT]) / 100 + (sd->parame[ATTR::VIT] - sd->paramcard[ATTR::VIT]); if (sd->hprate != 100) sd->status.max_hp = sd->status.max_hp * sd->hprate / 100; 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_0 * bl) + 1000) / 100 * (100 + sd->paramc[ATTR::INT]) / 100 + (sd->parame[ATTR::INT] - sd->paramcard[ATTR::INT]); if (sd->sprate != 100) sd->status.max_sp = sd->status.max_sp * sd->sprate / 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[ATTR::VIT] / 5) + (sd->status.max_hp / 200); //自然回復SP sd->nhealsp = 1 + (sd->paramc[ATTR::INT] / 6) + (sd->status.max_sp / 100); if (sd->paramc[ATTR::INT] >= 120) sd->nhealsp += ((sd->paramc[ATTR::INT] - 120) >> 1) + 4; 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; } // 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[StatusChange::SC_POISON].timer) // 毒状態 sd->def2 = sd->def2 * 75 / 100; if (sd->sc_data[StatusChange::SC_ATKPOT].timer) sd->watk += sd->sc_data[StatusChange::SC_ATKPOT].val1; if (sd->sc_data[StatusChange::SC_MATKPOT].timer) { sd->matk1 += sd->sc_data[StatusChange::SC_MATKPOT].val1; sd->matk2 += sd->sc_data[StatusChange::SC_MATKPOT].val1; } if (sd->sc_data[StatusChange::SC_SPEEDPOTION0].timer) aspd_rate -= sd->sc_data[StatusChange::SC_SPEEDPOTION0].val1; if (sd->sc_data[StatusChange::SC_HASTE].timer) aspd_rate -= sd->sc_data[StatusChange::SC_HASTE].val1; /* Slow down if protected */ if (sd->sc_data[StatusChange::SC_PHYS_SHIELD].timer) aspd_rate += sd->sc_data[StatusChange::SC_PHYS_SHIELD].val1; } if (sd->speed_rate != 100) sd->speed = sd->speed * sd->speed_rate / 100; sd->speed = std::max(sd->speed, std::chrono::milliseconds(1)); if (aspd_rate != 100) sd->aspd = sd->aspd * aspd_rate / 100; if (sd->attack_spell_override) sd->aspd = sd->attack_spell_delay; sd->aspd = std::max(sd->aspd, static_cast(battle_config.max_aspd)); sd->amotion = sd->aspd; sd->dmotion = std::chrono::milliseconds(800 - sd->paramc[ATTR::AGI] * 4); sd->dmotion = std::max(sd->dmotion, std::chrono::milliseconds(400)); 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_skill != sd->status.skill || b_attackrange != sd->attackrange) clif_skillinfoblock(sd); 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 (ATTR i : ATTRs) if (b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) clif_updatestatus(sd, attr_to_sp(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); return 0; } /*========================================== * 装 備品による能力等のボーナス設定 *------------------------------------------ */ int pc_bonus(dumb_ptr sd, SP type, int val) { nullpo_ret(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[sp_to_attr(type)] += val; break; #if 0 case SP::ATK1: if (!sd->state.lr_flag) sd->watk += val; else if (sd->state.lr_flag == 1) sd->watk_ += val; break; #endif #if 0 case SP::ATK2: if (!sd->state.lr_flag) sd->watk2 += val; else if (sd->state.lr_flag == 1) sd->watk_2 += val; break; #endif #if 0 case SP::BASE_ATK: if (sd->state.lr_flag != 2) sd->base_atk += val; break; #endif #if 0 case SP::MATK1: if (sd->state.lr_flag != 2) sd->matk1 += val; break; #endif #if 0 case SP::MATK2: if (sd->state.lr_flag != 2) sd->matk2 += val; break; #endif #if 0 case SP::DEF1: if (sd->state.lr_flag != 2) sd->def += val; break; #endif case SP::MDEF1: if (sd->state.lr_flag != 2) sd->mdef += val; break; #if 0 case SP::MDEF2: if (sd->state.lr_flag != 2) sd->mdef += val; break; #endif 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; #if 0 case SP::FLEE2: if (sd->state.lr_flag != 2) sd->flee2 += val * 10; break; #endif case SP::CRITICAL: if (sd->state.lr_flag != 2) sd->critical += val * 10; else sd->arrow_cri += val * 10; 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::MAXHPRATE: if (sd->state.lr_flag != 2) sd->hprate += val; break; #if 0 case SP::MAXSPRATE: if (sd->state.lr_flag != 2) sd->sprate += val; break; #endif #if 0 case SP::SPRATE: if (sd->state.lr_flag != 2) sd->dsprate += val; break; #endif 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; #if 0 case SP::ADD_SPEED: if (sd->state.lr_flag != 2) sd->speed -= val; break; #endif #if 0 case SP::SPEED_RATE: if (sd->state.lr_flag != 2) { if (sd->speed_rate > 100 - val) sd->speed_rate = 100 - val; } break; #endif case SP::SPEED_ADDRATE: if (sd->state.lr_flag != 2) sd->speed_add_rate = sd->speed_add_rate * (100 - val) / 100; break; #if 0 case SP::ASPD: if (sd->state.lr_flag != 2) sd->aspd -= val * 10; break; #endif case SP::ASPD_RATE: if (sd->state.lr_flag != 2) { if (sd->aspd_rate > 100 - val) sd->aspd_rate = 100 - val; } break; #if 0 case SP::ASPD_ADDRATE: if (sd->state.lr_flag != 2) sd->aspd_add_rate = sd->aspd_add_rate * (100 - val) / 100; break; #endif case SP::HP_RECOV_RATE: if (sd->state.lr_flag != 2) sd->hprecov_rate += val; break; #if 0 case SP::SP_RECOV_RATE: if (sd->state.lr_flag != 2) sd->sprecov_rate += val; break; #endif case SP::CRITICAL_DEF: if (sd->state.lr_flag != 2) sd->critical_def += val; break; #if 0 case SP::DOUBLE_RATE: if (sd->state.lr_flag == 0 && sd->double_rate < val) sd->double_rate = val; break; #endif case SP::DOUBLE_ADD_RATE: if (sd->state.lr_flag == 0) sd->double_add_rate += val; break; #if 0 case SP::MATK_RATE: if (sd->state.lr_flag != 2) sd->matk_rate += val; break; #endif #if 0 case SP::ATK_RATE: if (sd->state.lr_flag != 2) sd->atk_rate += val; break; #endif #if 0 case SP::PERFECT_HIT_RATE: if (sd->state.lr_flag != 2 && sd->perfect_hit < val) sd->perfect_hit = val; break; #endif #if 0 case SP::PERFECT_HIT_ADD_RATE: if (sd->state.lr_flag != 2) sd->perfect_hit_add += val; break; #endif #if 0 case SP::CRITICAL_RATE: if (sd->state.lr_flag != 2) sd->critical_rate += val; break; #endif #if 0 case SP::HIT_RATE: if (sd->state.lr_flag != 2) sd->hit_rate += val; break; #endif #if 0 case SP::FLEE_RATE: if (sd->state.lr_flag != 2) sd->flee_rate += val; break; #endif #if 0 case SP::FLEE2_RATE: if (sd->state.lr_flag != 2) sd->flee2_rate += val; break; #endif 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; #if 0 case SP::MDEF_RATE: if (sd->state.lr_flag != 2) sd->mdef_rate += val; break; #endif #if 0 case SP::MDEF2_RATE: if (sd->state.lr_flag != 2) sd->mdef2_rate += val; break; #endif 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(dumb_ptr sd, SP type, int type2, int val) { nullpo_ret(sd); switch (type) { 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; #if 0 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; #endif default: if (battle_config.error_log) PRINTF("pc_bonus2: unknown type %d %d %d!\n", type, type2, val); break; } return 0; } /*========================================== * スクリプトによるスキル所得 *------------------------------------------ */ int pc_skill(dumb_ptr sd, SkillID id, int level, int flag) { nullpo_ret(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].lv || level == 0)) { sd->status.skill[id].lv = level; pc_calcstatus(sd, 0); clif_skillinfoblock(sd); } else if (sd->status.skill[id].lv < level) { sd->status.skill[id].lv = level; } return 0; } /*========================================== * 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 *------------------------------------------ */ ADDITEM pc_checkadditem(dumb_ptr sd, int nameid, int amount) { int i; nullpo_retr(ADDITEM::ZERO, 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(dumb_ptr sd) { int i, b; nullpo_ret(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(dumb_ptr sd, int zeny) { nullpo_ret(sd); double z = sd->status.zeny; if (sd->status.zeny < zeny || z - zeny > MAX_ZENY) return 1; sd->status.zeny -= zeny; clif_updatestatus(sd, SP::ZENY); return 0; } /*========================================== * お金を得る *------------------------------------------ */ int pc_getzeny(dumb_ptr sd, int zeny) { nullpo_ret(sd); double z = sd->status.zeny; if (z + 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(dumb_ptr 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(dumb_ptr player, int item_id) { int i; int count = 0; nullpo_ret(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(dumb_ptr player, int item_id, int count) { int i; nullpo_ret(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 *------------------------------------------ */ PickupFail pc_additem(dumb_ptr 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(PickupFail::BAD_ITEM, sd); nullpo_retr(PickupFail::BAD_ITEM, item_data); if (item_data->nameid <= 0 || amount <= 0) return PickupFail::BAD_ITEM; data = itemdb_search(item_data->nameid); if ((w = data->weight * amount) + sd->weight > sd->max_weight) return PickupFail::TOO_HEAVY; 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 PickupFail::STACK_FULL; sd->status.inventory[i].amount += amount; clif_additem(sd, i, amount, PickupFail::OKAY); 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) { sd->status.inventory[i] = *item_data; if (bool(item_data->equip)) sd->status.inventory[i].equip = EPOS::ZERO; sd->status.inventory[i].amount = amount; sd->inventory_data[i] = data; clif_additem(sd, i, amount, PickupFail::OKAY); } else return PickupFail::INV_FULL; } sd->weight += w; clif_updatestatus(sd, SP::WEIGHT); return PickupFail::OKAY; } /*========================================== * アイテムを減らす *------------------------------------------ */ int pc_delitem(dumb_ptr 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 (bool(sd->status.inventory[n].equip)) pc_unequipitem(sd, n, CalcStatus::NOW); sd->status.inventory[n] = item{}; 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(dumb_ptr sd, int n, int amount) { nullpo_retr(1, sd); if (sd->trade_partner != 0 || sd->npc_id != 0 || sd->state.storage_open) 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, CalcStatus::NOW); 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); pc_delitem(sd, n, amount, 0); return 0; } /*========================================== * アイテムを拾う *------------------------------------------ */ static int can_pick_item_up_from(dumb_ptr 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; dumb_ptr 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(dumb_ptr sd, dumb_ptr fitem) { tick_t tick = gettick(); int can_take; nullpo_ret(sd); nullpo_ret(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 */ PickupFail flag = pc_additem(sd, &fitem->item_data, fitem->item_data.amount); if (flag != PickupFail::OKAY) // 重量overで取得失敗 clif_additem(sd, 0, 0, flag); else { // 取得成功 if (sd->attacktimer) pc_stopattack(sd); clif_takeitem(sd, fitem); map_clearflooritem(fitem->bl_id); } return 0; } /* Otherwise, we can't pick up */ clif_additem(sd, 0, 0, PickupFail::DROP_STEAL); return 0; } static int pc_isUseitem(dumb_ptr sd, int n) { struct item_data *item; int nameid; nullpo_ret(sd); item = sd->inventory_data[n]; nameid = sd->status.inventory[n].nameid; if (item == NULL) return 0; if (itemdb_type(nameid) != ItemType::USE) return 0; if (item->sex != SEX::NEUTRAL && 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(dumb_ptr sd, int n) { int amount; nullpo_retr(1, sd); if (n >= 0 && n < MAX_INVENTORY && sd->inventory_data[n]) { amount = sd->status.inventory[n].amount; if (sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 || !pc_isUseitem(sd, n)) { clif_useitemack(sd, n, 0, 0); return 1; } const ScriptBuffer *script = sd->inventory_data[n]->use_script.get(); clif_useitemack(sd, n, amount - 1, 1); pc_delitem(sd, n, 1, 1); run_script(ScriptPointer(script, 0), sd->bl_id, 0); } return 0; } // // // /*========================================== * PCの位置設定 *------------------------------------------ */ int pc_setpos(dumb_ptr sd, MapName mapname_org, int x, int y, BeingRemoveWhy clrtype) { MapName mapname_; nullpo_ret(sd); if (sd->trade_partner) // 取引を中断する trade_tradecancel(sd); if (sd->state.storage_open) storage_storage_quit(sd); // 倉庫を開いてるなら保存する 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); skill_castcancel(sd, 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 } mapname_ = mapname_org; map_local *m = map_mapname2mapid(mapname_); if (!m) { if (sd->mapname_) { IP4Address ip; int port; if (map_mapname2ipport(mapname_, &ip, &port) == 0) { skill_stop_dancing(sd, 1); clif_clearchar(sd, clrtype); map_delblock(sd); sd->mapname_ = mapname_; 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_open) chrif_save(sd); else if (sd->state.storage_open) storage_storage_quit(sd); 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 >= m->xs || y < 0 || y >= m->ys) x = y = 0; if ((x == 0 && y == 0) || bool(read_gatp(m, x, y) & MapCell::UNWALKABLE)) { if (x || y) { if (battle_config.error_log) PRINTF("stacked (%d,%d)\n", x, y); } do { x = random_::in(1, m->xs - 2); y = random_::in(1, m->ys - 2); } while (bool(read_gatp(m, x, y) & MapCell::UNWALKABLE)); } if (sd->mapname_ && sd->bl_prev != NULL) { clif_clearchar(sd, clrtype); map_delblock(sd); clif_changemap(sd, m->name_, x, y); // [MouseJstr] } sd->mapname_ = mapname_; 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); // 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(dumb_ptr sd, BeingRemoveWhy type) { int x, y, i = 0; nullpo_ret(sd); map_local *m = sd->bl_m; if (sd->bl_m->flag.noteleport) // テレポート禁止 return 0; do { x = random_::in(1, m->xs - 2); y = random_::in(1, m->ys - 2); } while (bool(read_gatp(m, x, y) & MapCell::UNWALKABLE) && (i++) < 1000); if (i < 1000) pc_setpos(sd, m->name_, x, y, type); return 0; } /*========================================== * *------------------------------------------ */ static int pc_can_reach(dumb_ptr sd, int x, int y) { struct walkpath_data wpd; nullpo_ret(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); } // // 歩 行物 // /*========================================== * 次の1歩にかかる時間を計算 *------------------------------------------ */ static interval_t calc_next_walk_step(dumb_ptr sd) { nullpo_retr(interval_t::zero(), sd); if (sd->walkpath.path_pos >= sd->walkpath.path_len) return static_cast(-1); if (dir_is_diagonal(sd->walkpath.path[sd->walkpath.path_pos])) return sd->speed * 14 / 10; return sd->speed; } /*========================================== * 半歩進む(timer関数) *------------------------------------------ */ static void pc_walk(TimerData *, tick_t tick, int id, unsigned char data) { dumb_ptr sd; int moveblock; int x, y, dx, dy; sd = map_id2sd(id); if (sd == NULL) return; if (sd->walkpath.path_pos >= sd->walkpath.path_len || sd->walkpath.path_pos != data) return; 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] >= DIR::COUNT) return; x = sd->bl_x; y = sd->bl_y; if (bool(map_getcell(sd->bl_m, x, y) & MapCell::UNWALKABLE)) { pc_stop_walking(sd, 1); return; } sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos]; dx = dirx[sd->dir]; dy = diry[sd->dir]; if (bool(map_getcell(sd->bl_m, x + dx, y + dy) & MapCell::UNWALKABLE)) { pc_walktoxy_sub(sd); return; } moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE || y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE); // sd->walktimer = dummy value that is not nullptr; map_foreachinmovearea(std::bind(clif_pcoutsight, ph::_1, sd), sd->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, dx, dy, BL::NUL); x += dx; y += dy; if (moveblock) map_delblock(sd); sd->bl_x = x; sd->bl_y = y; if (moveblock) map_addblock(sd); map_foreachinmovearea(std::bind(clif_pcinsight, ph::_1, sd), sd->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, -dx, -dy, BL::NUL); // sd->walktimer = nullptr; 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(std::bind(party_send_hp_check, ph::_1, sd->status.party_id, &p_flag), sd->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, -dx, -dy, BL::PC); if (p_flag) sd->party_hp = -1; } } if (bool(map_getcell(sd->bl_m, x, y) & MapCell::NPC_NEAR)) npc_touch_areanpc(sd, sd->bl_m, x, y); else sd->areanpc_id = 0; } interval_t i = calc_next_walk_step(sd); if (i > interval_t::zero()) { i = i / 2; if (sd->walkpath.path_half == 0) i = std::max(i, std::chrono::milliseconds(1)); sd->walktimer = Timer(tick + i, std::bind(pc_walk, ph::_1, ph::_2, 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(dumb_ptr sd) { struct walkpath_data wpd; 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; sd->walkpath = wpd; clif_walkok(sd); sd->state.change_walk_target = 0; interval_t i = calc_next_walk_step(sd); if (i > interval_t::zero()) { i = i / 4; sd->walktimer = Timer(gettick() + i, std::bind(pc_walk, ph::_1, ph::_2, sd->bl_id, 0)); } clif_movechar(sd); return 0; } /*========================================== * pc歩 行要求 *------------------------------------------ */ int pc_walktoxy(dumb_ptr sd, int x, int y) { nullpo_ret(sd); sd->to_x = x; sd->to_y = y; if (pc_issit(sd)) pc_setstand(sd); if (sd->walktimer && 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(dumb_ptr sd, int type) { nullpo_ret(sd); sd->walktimer.cancel(); sd->walkpath.path_len = 0; sd->to_x = sd->bl_x; sd->to_y = sd->bl_y; if (type & 0x01) clif_fixpos(sd); if (type & 0x02 && battle_config.player_damage_delay) { tick_t tick = gettick(); interval_t delay = battle_get_dmotion(sd); if (sd->canmove_tick < tick) sd->canmove_tick = tick + delay; } return 0; } void pc_touch_all_relevant_npcs(dumb_ptr sd) { if (bool(map_getcell(sd->bl_m, sd->bl_x, sd->bl_y) & MapCell::NPC_NEAR)) npc_touch_areanpc(sd, sd->bl_m, sd->bl_x, sd->bl_y); else sd->areanpc_id = 0; } /*========================================== * *------------------------------------------ */ int pc_movepos(dumb_ptr sd, int dst_x, int dst_y) { int moveblock; int dx, dy; struct walkpath_data wpd; nullpo_ret(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, dst_x, dst_y); dx = dst_x - sd->bl_x; dy = dst_y - sd->bl_y; moveblock = (sd->bl_x / BLOCK_SIZE != dst_x / BLOCK_SIZE || sd->bl_y / BLOCK_SIZE != dst_y / BLOCK_SIZE); map_foreachinmovearea(std::bind(clif_pcoutsight, ph::_1, sd), 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::NUL); if (moveblock) map_delblock(sd); sd->bl_x = dst_x; sd->bl_y = dst_y; if (moveblock) map_addblock(sd); map_foreachinmovearea(std::bind(clif_pcinsight, ph::_1, sd), 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::NUL); 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(std::bind(party_send_hp_check, ph::_1, sd->status.party_id, &flag), 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); if (flag) sd->party_hp = -1; } } 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(dumb_ptr sd, SkillID skill_id) { if (sd == NULL) return 0; return sd->status.skill[skill_id].lv; } /*========================================== * 装 備品のチェック *------------------------------------------ */ int pc_checkequip(dumb_ptr sd, EPOS pos) { nullpo_retr(-1, sd); for (EQUIP i : EQUIPs) { if (bool(pos & equip_pos[i])) return sd->equip_index[i]; } return -1; } /*========================================== * PCの攻撃 (timer関数) *------------------------------------------ */ static void pc_attack_timer(TimerData *, tick_t tick, int id) { dumb_ptr sd; dumb_ptr bl; eptr sc_data; int dist, range; sd = map_id2sd(id); if (sd == NULL) return; if (sd->bl_prev == NULL) return; bl = map_id2bl(sd->attacktarget); if (bl == NULL || bl->bl_prev == NULL) return; if (bl->bl_type == BL::PC && pc_isdead(bl->is_player())) 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->bl_m || pc_isdead(sd)) return; // 異常などで攻撃できない if (sd->opt1 != Opt1::ZERO) return; Option *opt = battle_get_option(bl); if (opt != NULL && bool(*opt & Option::REAL_ANY_HIDE)) return; if (!battle_config.skill_delay_attack_enable) { if (tick < sd->canact_tick) { clif_skill_fail(sd, SkillID::ONE, 4, 0); return; } } if (sd->attackabletime > tick) return; // cannot attack yet interval_t 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->bl_x, bl->bl_y); range = sd->attackrange; if (sd->status.weapon != ItemLook::BOW) range++; if (dist > range) { // 届 かないので移動 //if(pc_can_reach(sd,bl->bl_x,bl->bl_y)) //clif_movetoattack(sd,bl); return; } if (dist <= range && !battle_check_range(sd, bl, range)) { if (pc_can_reach(sd, bl->bl_x, bl->bl_y) && sd->canmove_tick < tick) // TMW client doesn't support this //pc_walktoxy(sd,bl->bl_x,bl->bl_y); clif_movetoattack(sd, bl); sd->attackabletime = tick + (sd->aspd * 2); } else { if (battle_config.player_attack_direction_change) sd->dir = sd->head_dir = map_calc_dir(sd, bl->bl_x, bl->bl_y); // 向き設定 if (sd->walktimer) pc_stop_walking(sd, 1); { MapBlockLock lock; pc_stop_walking(sd, 0); sd->attacktarget_lv = battle_weapon_attack(sd, bl, tick); sd->attackabletime = tick + (sd->aspd * 2); } if (sd->attackabletime <= tick) sd->attackabletime = tick + static_cast(battle_config.max_aspd) * 2; } } if (sd->state.attack_continue) { sd->attacktimer = Timer(sd->attackabletime, std::bind(pc_attack_timer, ph::_1, ph::_2, sd->bl_id)); } } /*========================================== * 攻撃要求 * typeが1なら継続攻撃 *------------------------------------------ */ int pc_attack(dumb_ptr sd, int target_id, int type) { dumb_ptr bl; nullpo_ret(sd); bl = map_id2bl(target_id); if (bl == NULL) return 1; if (bl->bl_type == BL::NPC) { // monster npcs [Valaris] npc_click(sd, RFIFOL(sd->sess, 2)); return 0; } if (!battle_check_target(sd, bl, BCT_ENEMY)) return 1; if (sd->attacktimer) pc_stopattack(sd); sd->attacktarget = target_id; sd->state.attack_continue = type; interval_t d = sd->attackabletime - gettick(); if (d > interval_t::zero() && d < std::chrono::seconds(2)) { // 攻撃delay中 sd->attacktimer = Timer(sd->attackabletime, std::bind(pc_attack_timer, ph::_1, ph::_2, sd->bl_id)); } else { // 本来timer関数なので引数を合わせる pc_attack_timer(nullptr, gettick(), sd->bl_id); } return 0; } /*========================================== * 継続攻撃停止 *------------------------------------------ */ int pc_stopattack(dumb_ptr sd) { nullpo_ret(sd); sd->attacktimer.cancel(); sd->attacktarget = 0; sd->state.attack_continue = 0; return 0; } static int pc_checkbaselevelup(dumb_ptr sd) { int next = pc_nextbaseexp(sd); nullpo_ret(sd); if (sd->status.base_exp >= next && next > 0) { // 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); clif_misceffect(sd, 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; } inline int RAISE_COST(int x) { return (x * (x - 1)) / 2; } /*======================================== * Compute the maximum for sd->skill_point, i.e., the max. number of skill points that can still be filled in *---------------------------------------- */ static int pc_skillpt_potential(dumb_ptr sd) { int potential = 0; for (SkillID skill_id = SkillID(); skill_id < MAX_SKILL; skill_id = SkillID(uint16_t(skill_id) + 1)) if (sd->status.skill[skill_id].lv && 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); return potential; } static int pc_checkjoblevelup(dumb_ptr sd) { int next = pc_nextjobexp(sd); nullpo_ret(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, 1); return 1; } return 0; } int pc_gainexp_reason(dumb_ptr sd, int base_exp, int job_exp, PC_GAINEXP_REASON reason) { nullpo_ret(sd); if (sd->bl_prev == NULL || pc_isdead(sd)) return 0; earray reasons //= {{ "KILLXP", "HEALXP", "SCRIPTXP", "SHAREXP", /* Insert new types here */ "UNKNOWNXP" }}; MAP_LOG_PC(sd, "GAINXP %d %d %s", base_exp, job_exp, reasons[reason]); 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) { FString output = STRPRINTF( "Experienced Gained Base:%d Job:%d", base_exp, job_exp); clif_displaymessage(sd->sess, output); } return 0; } int pc_extract_healer_exp(dumb_ptr sd, int max) { int amount; nullpo_ret(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(dumb_ptr sd) { nullpo_ret(sd); if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0) return 0; return exp_table_0[sd->status.base_level - 1]; } /*========================================== * job level側必要経験値計算 *------------------------------------------ */ int pc_nextjobexp(dumb_ptr 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(dumb_ptr sd) { nullpo_ret(sd); if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0) return 0; return exp_table_0[sd->status.base_level]; } /*========================================== * job level after next [Valaris] *------------------------------------------ */ int pc_nextjobafter(dumb_ptr sd) { nullpo_ret(sd); if (sd->status.job_level >= MAX_LEVEL || sd->status.job_level <= 0) return 0; return exp_table_7[sd->status.job_level]; } /*========================================== * 必要ステータスポイント計算 *------------------------------------------ */ // TODO: replace SP by ATTR int pc_need_status_point(dumb_ptr sd, SP type) { int val; nullpo_retr(-1, sd); if (type < SP::STR || type > SP::LUK) return -1; val = sd->status.attrs[sp_to_attr(type)]; return (val + 9) / 10 + 1; } /*========================================== * 能力値成長 *------------------------------------------ */ int pc_statusup(dumb_ptr sd, SP type) { int need, val = 0; nullpo_ret(sd); if (SP::STR <= type && type <= SP::LUK) val = sd->status.attrs[sp_to_attr(type)]; 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; } val = ++sd->status.attrs[sp_to_attr(type)]; sd->status.status_point -= need; if (need != pc_need_status_point(sd, type)) { clif_updatestatus(sd, sp_to_usp(type)); } 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(dumb_ptr sd, SP type, int val) { nullpo_ret(sd); if (type < SP::STR || type > SP::LUK) { clif_statusupack(sd, type, 0, 0); return 1; } ATTR attr = sp_to_attr(type); val = sd->status.attrs[attr] + val; val = std::min(val, battle_config.max_parameter); val = std::max(val, 1); sd->status.attrs[attr] = val; clif_updatestatus(sd, sp_to_usp(type)); 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(dumb_ptr sd, SkillID skill_num) { nullpo_ret(sd); if (sd->status.skill[skill_num].lv && 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; } /*========================================== * /resetlvl *------------------------------------------ */ int pc_resetlvl(dumb_ptr sd, int type) { nullpo_ret(sd); for (SkillID i : erange(SkillID(1), MAX_SKILL)) { 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; sd->status.option = Option::ZERO; for (ATTR attr : ATTRs) sd->status.attrs[attr] = 1; } 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 (EQUIP i : EQUIPs) { // 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], CalcStatus::LATER); sd->equip_index[i] = -1; } } clif_skillinfoblock(sd); pc_calcstatus(sd, 0); MAP_LOG_STATS(sd, "STATRESET"); return 0; } /*========================================== * /resetstate *------------------------------------------ */ int pc_resetstate(dumb_ptr sd) { nullpo_ret(sd); sd->status.status_point = stat_p[sd->status.base_level - 1]; clif_updatestatus(sd, SP::STATUSPOINT); for (ATTR attr : ATTRs) sd->status.attrs[attr] = 1; for (ATTR attr : ATTRs) clif_updatestatus(sd, attr_to_sp(attr)); for (ATTR attr : ATTRs) clif_updatestatus(sd, attr_to_usp(attr)); pc_calcstatus(sd, 0); return 0; } /*========================================== * /resetskill *------------------------------------------ */ int pc_resetskill(dumb_ptr sd) { int skill; nullpo_ret(sd); sd->status.skill_point += pc_calc_skillpoint(sd); for (SkillID i : erange(SkillID(1), MAX_SKILL)) if ((skill = pc_checkskill(sd, i)) > 0) { sd->status.skill[i].lv = 0; sd->status.skill[i].flags = SkillFlags::ZERO; } 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(dumb_ptr src, dumb_ptr sd, int damage) { nullpo_ret(sd); // 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); } if (src) { if (src->bl_type == BL::PC) { MAP_LOG_PC(sd, "INJURED-BY PC%d FOR %d", src->is_player()->status.char_id, damage); } else { MAP_LOG_PC(sd, "INJURED-BY MOB%d FOR %d", src->bl_id, damage); } } else MAP_LOG_PC(sd, "INJURED-BY null FOR %d", damage); pc_stop_walking(sd, 3); // 演奏/ダンスの中断 if (damage > sd->status.max_hp >> 2) skill_stop_dancing(sd, 0); sd->status.hp -= damage; if (sd->status.hp > 0) { // まだ生きているならHP更新 clif_updatestatus(sd, SP::HP); 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, 0); // 詠唱の中止 clif_clearchar(sd, BeingRemoveWhy::DEAD); pc_setglobalreg(sd, stringish("PC_DIE_COUNTER"), ++sd->die_counter); //死にカウンター書き込み skill_status_change_clear(sd, 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); if (battle_config.death_penalty_type > 0 && sd->status.base_level >= 20) { // changed penalty options, added death by player if pk_mode [Valaris] if (!sd->bl_m->flag.nopenalty) { if (battle_config.death_penalty_type == 1 && battle_config.death_penalty_base > 0) sd->status.base_exp -= static_cast(pc_nextbaseexp(sd)) * static_cast(battle_config.death_penalty_base) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.base_exp -= static_cast(pc_nextbaseexp(sd)) * static_cast(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 -= static_cast(sd->status.base_exp) * static_cast(battle_config.death_penalty_base) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.base_exp -= static_cast(sd->status.base_exp) * static_cast(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 -= static_cast(pc_nextjobexp(sd)) * static_cast(battle_config.death_penalty_job) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.job_exp -= static_cast(pc_nextjobexp(sd)) * static_cast(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 -= static_cast(sd->status.job_exp) * static_cast(battle_config.death_penalty_job) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.job_exp -= static_cast(sd->status.job_exp) * static_cast(battle_config.death_penalty_job) / 10000; } if (sd->status.job_exp < 0) sd->status.job_exp = 0; clif_updatestatus(sd, SP::JOBEXP); } } // pvp if (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 (!sd->bl_m->flag.pvp_nocalcrank) { sd->pvp_point -= 5; if (src && src->bl_type == BL::PC) src->is_player()->pvp_point++; 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, BeingRemoveWhy::GONE); } } if (src && src->bl_type == BL::PC) { // [Fate] PK death, trigger scripts argrec_t arg[3] = { {"@killerrid", src->bl_id}, {"@victimrid", sd->bl_id}, {"@victimlvl", sd->status.base_level}, }; npc_event_doall_l(stringish("OnPCKilledEvent"), sd->bl_id, 3, arg); npc_event_doall_l(stringish("OnPCKillEvent"), src->bl_id, 3, arg); } npc_event_doall_l(stringish("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(dumb_ptr sd, SP type) { int val = 0; nullpo_ret(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: val = sd->status.species; break; case SP::SEX: val = static_cast(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: case SP::AGI: case SP::VIT: case SP::INT: case SP::DEX: case SP::LUK: val = sd->status.attrs[sp_to_attr(type)]; break; } return val; } /*========================================== * script用PCステータス設定 *------------------------------------------ */ int pc_setparam(dumb_ptr sd, SP type, int val) { int i = 0, up_level = 50; nullpo_ret(sd); 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: up_level -= 40; 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, 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::CLASS: sd->status.species = val; 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: // this is a really bad idea sd->sex = static_cast(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: case SP::AGI: case SP::VIT: case SP::INT: case SP::DEX: case SP::LUK: sd->status.attrs[sp_to_attr(type)] = val; break; } clif_updatestatus(sd, type); return 0; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_heal(dumb_ptr sd, int hp, int sp) { // if(battle_config.battle_log) // PRINTF("heal %d %d\n",hp,sp); nullpo_ret(sd); if (pc_checkoverhp(sd)) { if (hp > 0) hp = 0; } if (pc_checkoversp(sd)) { if (sp > 0) sp = 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(dumb_ptr 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(dumb_ptr 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(dumb_ptr sd, int hp, int sp) { nullpo_ret(sd); if (pc_checkoverhp(sd)) { if (hp > 0) hp = 0; } if (pc_checkoversp(sd)) { if (sp > 0) sp = 0; } if (hp > 0) { int bonus = (sd->paramc[ATTR::VIT] << 1) + 100; hp = hp * bonus / 100; } if (sp > 0) { int bonus = (sd->paramc[ATTR::INT] << 1) + 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(dumb_ptr sd, int hp, int sp) { nullpo_ret(sd); 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; } /*========================================== * 見た目変更 *------------------------------------------ */ int pc_changelook(dumb_ptr sd, LOOK type, int val) { nullpo_ret(sd); switch (type) { case LOOK::HAIR: sd->status.hair = val; break; case LOOK::WEAPON: sd->status.weapon = static_cast(static_cast(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, type, val); return 0; } /*========================================== * 付属品(鷹,ペコ,カート)設定 *------------------------------------------ */ int pc_setoption(dumb_ptr sd, Option type) { nullpo_ret(sd); sd->status.option = type; clif_changeoption(sd); pc_calcstatus(sd, 0); return 0; } /*========================================== * script用変数の値を読む *------------------------------------------ */ int pc_readreg(dumb_ptr sd, SIR reg) { nullpo_ret(sd); return sd->regm.get(reg); } /*========================================== * script用変数の値を設定 *------------------------------------------ */ void pc_setreg(dumb_ptr sd, SIR reg, int val) { nullpo_retv(sd); sd->regm.put(reg, val); } /*========================================== * script用文字列変数の値を読む *------------------------------------------ */ ZString pc_readregstr(dumb_ptr sd, SIR reg) { nullpo_retr(ZString(), sd); FString *s = sd->regstrm.search(reg); if (s) return *s; return ZString(); } /*========================================== * script用文字列変数の値を設定 *------------------------------------------ */ void pc_setregstr(dumb_ptr sd, SIR reg, FString str) { nullpo_retv(sd); if (!str) { sd->regstrm.erase(reg); return; } sd->regstrm.insert(reg, str); } /*========================================== * script用グローバル変数の値を読む *------------------------------------------ */ int pc_readglobalreg(dumb_ptr sd, VarName reg) { int i; nullpo_ret(sd); for (i = 0; i < sd->status.global_reg_num; i++) { if (sd->status.global_reg[i].str == reg) 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(dumb_ptr sd, VarName reg, int val) { int i; nullpo_ret(sd); //PC_DIE_COUNTERがスクリプトなどで変更された時の処理 if (reg == stringish("PC_DIE_COUNTER") && 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 (sd->status.global_reg[i].str == reg) { 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 (sd->status.global_reg[i].str == reg) { sd->status.global_reg[i].value = val; return 0; } } if (sd->status.global_reg_num < GLOBAL_REG_NUM) { 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(dumb_ptr sd, VarName reg) { int i; nullpo_ret(sd); for (i = 0; i < sd->status.account_reg_num; i++) { if (sd->status.account_reg[i].str == reg) 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(dumb_ptr sd, VarName reg, int val) { int i; nullpo_ret(sd); if (val == 0) { for (i = 0; i < sd->status.account_reg_num; i++) { if (sd->status.account_reg[i].str == reg) { 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 (sd->status.account_reg[i].str == reg) { sd->status.account_reg[i].value = val; intif_saveaccountreg(sd); return 0; } } if (sd->status.account_reg_num < ACCOUNT_REG_NUM) { 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(dumb_ptr sd, VarName reg) { int i; nullpo_ret(sd); for (i = 0; i < sd->status.account_reg2_num; i++) { if (sd->status.account_reg2[i].str == reg) 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(dumb_ptr sd, VarName reg, int val) { int i; nullpo_retr(1, sd); if (val == 0) { for (i = 0; i < sd->status.account_reg2_num; i++) { if (sd->status.account_reg2[i].str == reg) { 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 (sd->status.account_reg2[i].str == reg) { sd->status.account_reg2[i].value = val; chrif_saveaccountreg2(sd); return 0; } } if (sd->status.account_reg2_num < ACCOUNT_REG2_NUM) { 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; } /*========================================== * イベントタイマー処理 *------------------------------------------ */ static void pc_eventtimer(TimerData *, tick_t, int id, NpcEvent data) { dumb_ptr sd = map_id2sd(id); assert (sd != NULL); npc_event(sd, data, 0); } /*========================================== * イベントタイマー追加 *------------------------------------------ */ int pc_addeventtimer(dumb_ptr sd, interval_t tick, NpcEvent name) { int i; nullpo_ret(sd); for (i = 0; i < MAX_EVENTTIMER; i++) if (!sd->eventtimer[i]) break; if (i < MAX_EVENTTIMER) { sd->eventtimer[i] = Timer(gettick() + tick, std::bind(pc_eventtimer, ph::_1, ph::_2, sd->bl_id, name)); return 1; } return 0; } /*========================================== * イベントタイマー全削除 *------------------------------------------ */ int pc_cleareventtimer(dumb_ptr sd) { nullpo_ret(sd); for (int i = 0; i < MAX_EVENTTIMER; i++) sd->eventtimer[i].cancel(); return 0; } // // 装 備物 // /*========================================== * アイテムを装備する *------------------------------------------ */ static int pc_signal_advanced_equipment_change(dumb_ptr sd, int n) { if (bool(sd->status.inventory[n].equip & EPOS::SHOES)) clif_changelook(sd, LOOK::SHOES, 0); if (bool(sd->status.inventory[n].equip & EPOS::GLOVES)) clif_changelook(sd, LOOK::GLOVES, 0); if (bool(sd->status.inventory[n].equip & EPOS::CAPE)) clif_changelook(sd, LOOK::CAPE, 0); if (bool(sd->status.inventory[n].equip & EPOS::MISC1)) clif_changelook(sd, LOOK::MISC1, 0); if (bool(sd->status.inventory[n].equip & EPOS::MISC2)) clif_changelook(sd, LOOK::MISC2, 0); return 0; } int pc_equipitem(dumb_ptr sd, int n, EPOS) { int nameid; 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_ret(sd); if (n < 0 || n >= MAX_INVENTORY) { clif_equipitemack(sd, 0, EPOS::ZERO, 0); return 0; } nameid = sd->status.inventory[n].nameid; id = sd->inventory_data[n]; if (!id) // can't actually happen - the only caller checks this. return 0; EPOS 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 == EPOS::ZERO || sd->status.inventory[n].broken == 1) { // [Valaris] clif_equipitemack(sd, n, EPOS::ZERO, 0); // fail return 0; } // -- moonsoul (if player is berserk then cannot equip) // if (pos == (EPOS::MISC2 | EPOS::CAPE)) { // アクセサリ用例外処理 EPOS epor = EPOS::ZERO; if (sd->equip_index[EQUIP::MISC2] >= 0) epor |= sd->status.inventory[sd->equip_index[EQUIP::MISC2]].equip; if (sd->equip_index[EQUIP::CAPE] >= 0) epor |= sd->status.inventory[sd->equip_index[EQUIP::CAPE]].equip; epor &= (EPOS::MISC2 | EPOS::CAPE); pos = (epor == EPOS::CAPE ? EPOS::MISC2 : EPOS::CAPE); } for (EQUIP i : EQUIPs) { if (bool(pos & equip_pos[i])) { if (sd->equip_index[i] >= 0) //Slot taken, remove item from there. pc_unequipitem(sd, sd->equip_index[i], CalcStatus::LATER); sd->equip_index[i] = n; } } // 弓矢装備 if (pos == EPOS::ARROW) { 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 == EPOS::GLOVES && sd->attack_spell_override)) clif_equipitemack(sd, n, pos, 1); } for (EQUIP i : EQUIPs) { if (bool(pos & equip_pos[i])) sd->equip_index[i] = n; } sd->status.inventory[n].equip = pos; int view_i = 0; ItemLook view_l = ItemLook::NONE; // TODO: This is ugly. if (sd->inventory_data[n]) { bool look_not_weapon = sd->inventory_data[n]->look == ItemLook::NONE; bool equip_is_weapon = bool(sd->status.inventory[n].equip & EPOS::WEAPON); assert (look_not_weapon != equip_is_weapon); if (look_not_weapon) view_i = sd->inventory_data[n]->nameid; else view_l = sd->inventory_data[n]->look; } if (bool(sd->status.inventory[n].equip & EPOS::WEAPON)) { sd->weapontype1 = view_l; pc_calcweapontype(sd); pc_set_weapon_look(sd); } if (bool(sd->status.inventory[n].equip & EPOS::SHIELD)) { if (sd->inventory_data[n]) { if (sd->inventory_data[n]->type == ItemType::WEAPON) { sd->status.shield = 0; if (sd->status.inventory[n].equip == EPOS::SHIELD) sd->weapontype2 = view_l; } else if (sd->inventory_data[n]->type == ItemType::ARMOR) { sd->status.shield = view_i; sd->weapontype2 = ItemLook::NONE; } } else { sd->status.shield = 0; sd->weapontype2 = ItemLook::NONE; } pc_calcweapontype(sd); clif_changelook(sd, LOOK::SHIELD, sd->status.shield); } if (bool(sd->status.inventory[n].equip & EPOS::LEGS)) { sd->status.head_bottom = view_i; clif_changelook(sd, LOOK::HEAD_BOTTOM, sd->status.head_bottom); } if (bool(sd->status.inventory[n].equip & EPOS::HAT)) { sd->status.head_top = view_i; clif_changelook(sd, LOOK::HEAD_TOP, sd->status.head_top); } if (bool(sd->status.inventory[n].equip & EPOS::TORSO)) { sd->status.head_mid = view_i; clif_changelook(sd, LOOK::HEAD_MID, sd->status.head_mid); } pc_signal_advanced_equipment_change(sd, n); pc_calcstatus(sd, 0); return 0; } /*========================================== * 装 備した物を外す *------------------------------------------ */ int pc_unequipitem(dumb_ptr sd, int n, CalcStatus type) { nullpo_ret(sd); // -- moonsoul (if player is berserk then cannot unequip) // if (battle_config.battle_log) PRINTF("unequip %d %x:%x\n", n, pc_equippoint(sd, n), sd->status.inventory[n].equip); if (bool(sd->status.inventory[n].equip)) { for (EQUIP i : EQUIPs) { if (bool(sd->status.inventory[n].equip & equip_pos[i])) sd->equip_index[i] = -1; } if (bool(sd->status.inventory[n].equip & EPOS::WEAPON)) { sd->weapontype1 = ItemLook::NONE; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); pc_set_weapon_look(sd); } if (bool(sd->status.inventory[n].equip & EPOS::SHIELD)) { sd->status.shield = 0; sd->weapontype2 = ItemLook::NONE; pc_calcweapontype(sd); clif_changelook(sd, LOOK::SHIELD, sd->status.shield); } if (bool(sd->status.inventory[n].equip & EPOS::LEGS)) { sd->status.head_bottom = 0; clif_changelook(sd, LOOK::HEAD_BOTTOM, sd->status.head_bottom); } if (bool(sd->status.inventory[n].equip & EPOS::HAT)) { sd->status.head_top = 0; clif_changelook(sd, LOOK::HEAD_TOP, sd->status.head_top); } if (bool(sd->status.inventory[n].equip & EPOS::TORSO)) { sd->status.head_mid = 0; clif_changelook(sd, LOOK::HEAD_MID, sd->status.head_mid); } pc_signal_advanced_equipment_change(sd, n); if (sd->sc_data[StatusChange::SC_BROKNWEAPON].timer && bool(sd->status.inventory[n].equip & EPOS::WEAPON) && sd->status.inventory[n].broken == 1) skill_status_change_end(sd, StatusChange::SC_BROKNWEAPON, nullptr); clif_unequipitemack(sd, n, sd->status.inventory[n].equip, 1); sd->status.inventory[n].equip = EPOS::ZERO; } else { clif_unequipitemack(sd, n, EPOS::ZERO, 0); } if (type == CalcStatus::NOW) { pc_calcstatus(sd, 0); } return 0; } int pc_unequipinvyitem(dumb_ptr sd, int n, CalcStatus type) { nullpo_retr(1, sd); for (EQUIP i : EQUIPs) { if (equip_pos[i] != EPOS::ZERO && !bool(equip_pos[i] & EPOS::ARROW) // probably a bug && 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(dumb_ptr sd) { int i, j, k, id, calc_flag = 0; nullpo_ret(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 (i > j) { sd->status.inventory[j] = sd->status.inventory[i]; sd->inventory_data[j] = sd->inventory_data[i]; } j++; } for (k = j; k < MAX_INVENTORY; ++k) sd->status.inventory[k] = item{}; 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 (i > j) { sd->status.cart[j] = sd->status.cart[i]; } j++; } while (j < MAX_CART) sd->status.cart[j++] = item{}; // 装 備位置チェック for (i = 0; i < MAX_INVENTORY; i++) { if (sd->status.inventory[i].nameid == 0) continue; if (bool(sd->status.inventory[i].equip & ~pc_equippoint(sd, i))) { sd->status.inventory[i].equip = EPOS::ZERO; calc_flag = 1; } } pc_setequipindex(sd); if (calc_flag) pc_calcstatus(sd, 2); return 0; } int pc_checkoverhp(dumb_ptr sd) { nullpo_ret(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(dumb_ptr sd) { nullpo_ret(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) *------------------------------------------ */ static void pc_calc_pvprank_sub(dumb_ptr bl, dumb_ptr sd2) { dumb_ptr sd1; nullpo_retv(bl); sd1 = bl->is_player(); nullpo_retv(sd2); if (sd1->pvp_point > sd2->pvp_point) sd2->pvp_rank++; } /*========================================== * PVP順位計算 *------------------------------------------ */ int pc_calc_pvprank(dumb_ptr sd) { nullpo_ret(sd); map_local *m = sd->bl_m; nullpo_ret(m); if (!(m->flag.pvp)) return 0; sd->pvp_rank = 1; map_foreachinarea(std::bind(pc_calc_pvprank_sub, ph::_1, sd), sd->bl_m, 0, 0, m->xs, m->ys, BL::PC); return sd->pvp_rank; } /*========================================== * PVP順位計算(timer) *------------------------------------------ */ void pc_calc_pvprank_timer(TimerData *, tick_t, int id) { dumb_ptr 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.cancel(); if (pc_calc_pvprank(sd) > 0) sd->pvp_timer = Timer(gettick() + PVP_CALCRANK_INTERVAL, std::bind(pc_calc_pvprank_timer, ph::_1, ph::_2, id)); } /*========================================== * sdは結婚しているか(既婚の場合は相方のchar_idを返す) *------------------------------------------ */ static int pc_ismarried(dumb_ptr 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(dumb_ptr sd, dumb_ptr 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(dumb_ptr sd) { dumb_ptr 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 *------------------------------------------ */ dumb_ptr pc_get_partner(dumb_ptr sd) { dumb_ptr p_sd = NULL; if (sd == NULL || !pc_ismarried(sd)) return NULL; CharName nick = map_charid2nick(sd->status.partner_id); if (!nick.to__actual()) 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 tick_t natural_heal_tick, natural_heal_prev_tick; static interval_t natural_heal_diff_tick; static interval_t pc_spheal(dumb_ptr sd) { nullpo_retr(interval_t::zero(), sd); interval_t a = natural_heal_diff_tick; if (pc_issit(sd)) a += a; return a; } /*========================================== * HP回復量計算 *------------------------------------------ */ static interval_t pc_hpheal(dumb_ptr sd) { nullpo_retr(interval_t::zero(), sd); interval_t a = natural_heal_diff_tick; if (pc_issit(sd)) a += a; return a; } static int pc_natural_heal_hp(dumb_ptr sd) { int bhp; int bonus; nullpo_ret(sd); if (pc_checkoverhp(sd)) { sd->hp_sub = sd->inchealhptick = interval_t::zero(); return 0; } bhp = sd->status.hp; if (!sd->walktimer) { interval_t inc_num = pc_hpheal(sd); sd->hp_sub += inc_num; sd->inchealhptick += natural_heal_diff_tick; } else { sd->hp_sub = sd->inchealhptick = interval_t::zero(); return 0; } if (sd->hp_sub >= static_cast(battle_config.natural_healhp_interval)) { bonus = sd->nhealhp; while (sd->hp_sub >= static_cast(battle_config.natural_healhp_interval)) { sd->hp_sub -= static_cast(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 = interval_t::zero(); } } } if (bhp != sd->status.hp) clif_updatestatus(sd, SP::HP); if (sd->nshealhp > 0) { if (sd->inchealhptick >= static_cast(battle_config.natural_heal_skill_interval) && sd->status.hp < sd->status.max_hp) { bonus = sd->nshealhp; while (sd->inchealhptick >= static_cast(battle_config.natural_heal_skill_interval)) { sd->inchealhptick -= static_cast(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 = interval_t::zero(); } } } } else sd->inchealhptick = interval_t::zero(); return 0; } static int pc_natural_heal_sp(dumb_ptr sd) { int bsp; int bonus; nullpo_ret(sd); if (pc_checkoversp(sd)) { sd->sp_sub = sd->inchealsptick = interval_t::zero(); return 0; } bsp = sd->status.sp; interval_t inc_num = pc_spheal(sd); sd->sp_sub += inc_num; if (!sd->walktimer) sd->inchealsptick += natural_heal_diff_tick; else sd->inchealsptick = interval_t::zero(); if (sd->sp_sub >= static_cast(battle_config.natural_healsp_interval)) { bonus = sd->nhealsp; while (sd->sp_sub >= static_cast(battle_config.natural_healsp_interval)) { sd->sp_sub -= static_cast(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 = interval_t::zero(); } } } if (bsp != sd->status.sp) clif_updatestatus(sd, SP::SP); if (sd->nshealsp > 0) { if (sd->inchealsptick >= static_cast(battle_config.natural_heal_skill_interval) && sd->status.sp < sd->status.max_sp) { bonus = sd->nshealsp; while (sd->inchealsptick >= static_cast(battle_config.natural_heal_skill_interval)) { sd->inchealsptick -= static_cast(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 = interval_t::zero(); } } } } else sd->inchealsptick = interval_t::zero(); return 0; } /*========================================== * HP/SP 自然回復 各クライアント *------------------------------------------ */ 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 void pc_natural_heal_sub(dumb_ptr sd) { nullpo_retv(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[StatusChange::SC_HALT_REGENERATE].timer) return; if (sd->quick_regeneration_hp.amount || sd->quick_regeneration_sp.amount) { int hp_bonus = pc_quickregenerate_effect(&sd->quick_regeneration_hp, (!sd->sc_data[StatusChange::SC_POISON].timer || sd->sc_data[StatusChange::SC_SLOWPOISON].timer) ? 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. if ((sd->sc_data[StatusChange::SC_FLYING_BACKPACK].timer || battle_config.natural_heal_weight_rate > 100 || sd->weight * 100 / sd->max_weight < battle_config.natural_heal_weight_rate) && !pc_isdead(sd) && !sd->sc_data[StatusChange::SC_POISON].timer) { pc_natural_heal_hp(sd); pc_natural_heal_sp(sd); } else { sd->hp_sub = sd->inchealhptick = interval_t::zero(); sd->sp_sub = sd->inchealsptick = interval_t::zero(); } } /*========================================== * HP/SP自然回復 (interval timer関数) *------------------------------------------ */ static void pc_natural_heal(TimerData *, tick_t tick) { natural_heal_tick = tick; natural_heal_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 *------------------------------------------ */ void pc_setsavepoint(dumb_ptr sd, MapName mapname, int x, int y) { nullpo_retv(sd); sd->status.save_point.map_ = mapname; sd->status.save_point.x = x; sd->status.save_point.y = y; } /*========================================== * 自動セーブ 各クライアント *------------------------------------------ */ static int last_save_fd, save_flag; static void pc_autosave_sub(dumb_ptr sd) { nullpo_retv(sd); if (save_flag == 0 && sd->sess->fd.uncast_dammit() > last_save_fd) { pc_makesavestatus(sd); chrif_save(sd); save_flag = 1; last_save_fd = sd->sess->fd.uncast_dammit(); } } /*========================================== * 自動セーブ (timer関数) *------------------------------------------ */ static void pc_autosave(TimerData *, tick_t) { save_flag = 0; clif_foreachclient(pc_autosave_sub); if (save_flag == 0) last_save_fd = -1; interval_t interval = autosave_time / (clif_countusers() + 1); if (interval <= interval_t::zero()) interval = std::chrono::milliseconds(1); Timer(gettick() + interval, pc_autosave ).detach(); } int pc_read_gm_account(Session *s) { gm_accountm.clear(); // (RFIFOW(fd, 2) - 4) / 5 for (int i = 4; i < RFIFOW(s, 2); i += 5) { int account_id = RFIFOL(s, i); uint8_t level = RFIFOB(s, i + 4); gm_accountm[account_id] = level; } return gm_accountm.size(); } void pc_setstand(dumb_ptr sd) { nullpo_retv(sd); sd->state.dead_sit = 0; } static void pc_calc_sigma(void) { int j, k; { for (int& it : hp_sigma_val_0) it = 0; for (k = 0, j = 2; j <= MAX_LEVEL; j++) { k += hp_coefficient_0 * j + 50; k -= k % 100; hp_sigma_val_0[j - 1] = k; } } } void do_init_pc(void) { pc_calc_sigma(); natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL; Timer(natural_heal_prev_tick, pc_natural_heal, NATURAL_HEAL_INTERVAL ).detach(); Timer(gettick() + autosave_time, pc_autosave ).detach(); } void pc_cleanup(dumb_ptr sd) { magic_stop_completely(sd); } void pc_invisibility(dumb_ptr sd, int enabled) { if (enabled && !bool(sd->status.option & Option::INVISIBILITY)) { clif_clearchar(sd, BeingRemoveWhy::WARPED); sd->status.option |= Option::INVISIBILITY; clif_status_change(sd, StatusChange::CLIF_OPTION_SC_INVISIBILITY, 1); } else if (!enabled) { sd->status.option &= ~Option::INVISIBILITY; clif_status_change(sd, StatusChange::CLIF_OPTION_SC_INVISIBILITY, 0); pc_setpos(sd, sd->bl_m->name_, sd->bl_x, sd->bl_y, BeingRemoveWhy::WARPED); } } int pc_logout(dumb_ptr sd) // [fate] Player logs out { if (!sd) return 0; if (sd->sc_data[StatusChange::SC_POISON].timer) 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, stringish("MAGIC_CAST_TICK"), 0); MAP_LOG_STATS(sd, "LOGOUT"); return 0; }