summaryrefslogtreecommitdiff
path: root/src/map
diff options
context:
space:
mode:
authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-07-03 14:39:15 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-07-03 14:39:15 +0000
commit8c01ccc448ce7ba067ece0e0dbc524671754494a (patch)
treef853883aca2709e637104aecbcc298cc2d8a51f2 /src/map
parentb5febfe0a8d95d69ba8de291994993fabc5d718a (diff)
downloadhercules-8c01ccc448ce7ba067ece0e0dbc524671754494a.tar.gz
hercules-8c01ccc448ce7ba067ece0e0dbc524671754494a.tar.bz2
hercules-8c01ccc448ce7ba067ece0e0dbc524671754494a.tar.xz
hercules-8c01ccc448ce7ba067ece0e0dbc524671754494a.zip
- Fixed a compile warning in login sql/txt
- Fixed pc_makesavestatus not setting your logout position. - Fixed the UF * flags of Songs/Dances in skill_unit_db. - Fixed two dances becoming BA_DISSONANCE instead of DC_UGLYDANCE. - Added the missing +100% damage modifier of Enchant Deadly Poison. - Fixed SkillStatusChangeTable not working correctly for Homun/Guild skills. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7454 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/battle.c2
-rw-r--r--src/map/chat.c2
-rw-r--r--src/map/clif.c8
-rw-r--r--src/map/pc.c14970
-rw-r--r--src/map/skill.c23
-rw-r--r--src/map/status.c2
6 files changed, 7507 insertions, 7500 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 0e6b19073..f8f0a56d1 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1528,7 +1528,7 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 2*sc->data[SC_TRUESIGHT].val1;
// It is still not quite decided whether it works on bosses or not...
if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
- skillratio += 50 +50*sc->data[SC_EDP].val1;
+ skillratio += 150 +50*sc->data[SC_EDP].val1;
}
switch (skill_num) {
case AS_SONICBLOW:
diff --git a/src/map/chat.c b/src/map/chat.c
index 8ebd54354..5a6235223 100644
--- a/src/map/chat.c
+++ b/src/map/chat.c
@@ -31,7 +31,7 @@ int chat_createchat(struct map_session_data *sd,int limit,int pub,char* pass,cha
if (map[sd->bl.m].flag.nochat) {
clif_displaymessage (sd->fd, msg_txt(281));
- return 0; //Can't drop items in nodrop mapflag maps.
+ return 0; //Can't create chatrooms on this map.
}
pc_stop_walking(sd,1);
cd = (struct chat_data *) aMalloc(sizeof(struct chat_data));
diff --git a/src/map/clif.c b/src/map/clif.c
index e9821bcd5..5f2db6d12 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -4653,8 +4653,8 @@ int clif_skill_setunit(struct skill_unit *unit)
WBUFL(buf, 6)=unit->group->src_id;
WBUFW(buf,10)=unit->bl.x;
WBUFW(buf,12)=unit->bl.y;
- if (unit->group->state.song_dance && unit->val1 == BA_DISSONANCE) {
- WBUFB(buf,14)=UNT_DISSONANCE;
+ if (unit->group->state.song_dance && unit->val2&UF_ENSEMBLE) {
+ WBUFB(buf,14)=unit->val2&UF_SONG?UNT_DISSONANCE:UNT_UGLYDANCE;
} else {
WBUFB(buf,14)=unit->group->unit_id;
}
@@ -4671,8 +4671,8 @@ int clif_skill_setunit(struct skill_unit *unit)
WBUFL(buf, 6)=unit->group->src_id;
WBUFW(buf,10)=unit->bl.x;
WBUFW(buf,12)=unit->bl.y;
- if (unit->group->state.song_dance && unit->val1 == BA_DISSONANCE) {
- WBUFB(buf,14)=UNT_DISSONANCE;
+ if (unit->group->state.song_dance && unit->val2&UF_ENSEMBLE) {
+ WBUFB(buf,14)=unit->val2&UF_SONG?UNT_DISSONANCE:UNT_UGLYDANCE;
} else {
WBUFB(buf,14)=unit->group->unit_id;
}
diff --git a/src/map/pc.c b/src/map/pc.c
index 606d85f88..bd28d6f7a 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -1,7496 +1,7494 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <ctype.h>
-#include <time.h>
-#include <limits.h>
-
-#include "../common/socket.h" // [Valaris]
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/showmsg.h"
-#include "../common/malloc.h"
-#include "../common/core.h"
-
-#include "map.h"
-#include "chrif.h"
-#include "clif.h"
-#include "intif.h"
-#include "pc.h"
-#include "status.h"
-#include "npc.h"
-#include "mob.h"
-#include "pet.h"
-#include "itemdb.h"
-#include "script.h"
-#include "battle.h"
-#include "skill.h"
-#include "party.h"
-#include "guild.h"
-#include "chat.h"
-#include "trade.h"
-#include "storage.h"
-#include "vending.h"
-#include "atcommand.h"
-#include "log.h"
-#include "date.h"
-
-#ifndef TXT_ONLY // mail system [Valaris]
-#include "mail.h"
-#endif
-
-#define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
-static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
-static unsigned int max_level[MAX_PC_CLASS][2];
-static short statp[MAX_LEVEL];
-
-// h-files are for declarations, not for implementations... [Shinomori]
-struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
-// timer for night.day implementation
-int day_timer_tid;
-int night_timer_tid;
-
-struct fame_list smith_fame_list[MAX_FAME_LIST];
-struct fame_list chemist_fame_list[MAX_FAME_LIST];
-struct fame_list taekwon_fame_list[MAX_FAME_LIST];
-
-static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
-
-static struct gm_account *gm_account = NULL;
-static int GM_num = 0;
-
-#define MOTD_LINE_SIZE 128
-char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
-
-int pc_isGM(struct map_session_data *sd) {
- int i;
-
- nullpo_retr(0, sd);
-
- if(sd->bl.type!=BL_PC )
- return 0;
-
-
- //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
-// if ( sd->fd == 0 )
-// return 99;
-
- for(i = 0; i < GM_num; i++)
- if (gm_account[i].account_id == sd->status.account_id)
- return gm_account[i].level;
- return 0;
-
-}
-
-int pc_set_gm_level(int account_id, int level) {
- int i;
- for (i = 0; i < GM_num; i++) {
- if (account_id == gm_account[i].account_id) {
- gm_account[i].level = level;
- return 0;
- }
- }
-
- GM_num++;
- gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
- gm_account[GM_num - 1].account_id = account_id;
- gm_account[GM_num - 1].level = level;
- return 0;
-}
-
-static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
- struct map_session_data *sd;
-
- if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
- return 1;
-
- if(sd->invincible_timer != tid){
- if(battle_config.error_log)
- ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
- return 0;
- }
- sd->invincible_timer=-1;
- skill_unit_move(&sd->bl,tick,1);
-
- return 0;
-}
-
-int pc_setinvincibletimer(struct map_session_data *sd,int val) {
- nullpo_retr(0, sd);
-
- if(sd->invincible_timer != -1)
- delete_timer(sd->invincible_timer,pc_invincible_timer);
- sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
- return 0;
-}
-
-int pc_delinvincibletimer(struct map_session_data *sd) {
- nullpo_retr(0, sd);
-
- if(sd->invincible_timer != -1) {
- delete_timer(sd->invincible_timer,pc_invincible_timer);
- sd->invincible_timer = -1;
- skill_unit_move(&sd->bl,gettick(),1);
- }
- return 0;
-}
-
-static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
- struct map_session_data *sd;
-
- if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
- return 1;
-
- if(sd->spirit_timer[0] != tid){
- if(battle_config.error_log)
- ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
- return 0;
- }
-
- if(sd->spiritball <= 0) {
- if(battle_config.error_log)
- ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
- sd->spiritball = 0;
- return 0;
- }
-
- sd->spiritball--;
- // I leave this here as bad example [Shinomori]
- //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
- memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
- sd->spirit_timer[sd->spiritball]=-1;
-
- clif_spiritball(sd);
-
- return 0;
-}
-
-int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
- nullpo_retr(0, sd);
-
- if(max > MAX_SKILL_LEVEL)
- max = MAX_SKILL_LEVEL;
- if(sd->spiritball < 0)
- sd->spiritball = 0;
-
- if(sd->spiritball >= max) {
- if(sd->spirit_timer[0] != -1)
- delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
- // I leave this here as bad example [Shinomori]
- //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
- memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
- //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
- } else
- sd->spiritball++;
-
- sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
- clif_spiritball(sd);
-
- return 0;
-}
-
-int pc_delspiritball(struct map_session_data *sd,int count,int type) {
- int i;
-
- nullpo_retr(0, sd);
-
- if(sd->spiritball <= 0) {
- sd->spiritball = 0;
- return 0;
- }
-
- if(count > sd->spiritball)
- count = sd->spiritball;
- sd->spiritball -= count;
- if(count > MAX_SKILL_LEVEL)
- count = MAX_SKILL_LEVEL;
-
- for(i=0;i<count;i++) {
- if(sd->spirit_timer[i] != -1) {
- delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
- sd->spirit_timer[i] = -1;
- }
- }
- for(i=count;i<MAX_SKILL_LEVEL;i++) {
- sd->spirit_timer[i-count] = sd->spirit_timer[i];
- sd->spirit_timer[i] = -1;
- }
-
- if(!type)
- clif_spiritball(sd);
-
- return 0;
-}
-
-// Increases a player's fame points and displays a notice to him
-void pc_addfame(struct map_session_data *sd,int count) {
- nullpo_retv(sd);
- sd->status.fame += count;
- if(sd->status.fame > MAX_FAME)
- sd->status.fame = MAX_FAME;
- switch(sd->class_&MAPID_UPPERMASK){
- case MAPID_BLACKSMITH: // Blacksmith
- clif_fame_blacksmith(sd,count);
- break;
- case MAPID_ALCHEMIST: // Alchemist
- clif_fame_alchemist(sd,count);
- break;
- case MAPID_TAEKWON: // Taekwon
- clif_fame_taekwon(sd,count);
- break;
- }
- chrif_updatefamelist(sd);
-}
-
-// Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
-unsigned char pc_famerank(int char_id,int job) {
- int i;
-
- switch(job){
- case MAPID_BLACKSMITH: // Blacksmith
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(smith_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- case MAPID_ALCHEMIST: // Alchemist
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(chemist_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- case MAPID_TAEKWON: // Taekwon
- for(i = 0; i < MAX_FAME_LIST; i++){
- if(taekwon_fame_list[i].id == char_id)
- return i + 1;
- }
- break;
- }
-
- return 0;
-}
-
-int pc_setrestartvalue(struct map_session_data *sd,int type) {
- struct status_data *status, *b_status;
- nullpo_retr(0, sd);
-
- b_status = &sd->base_status;
- status = &sd->battle_status;
-
- if (type&1)
- { //Normal resurrection
- status->hp = 1; //Otherwise status_heal may fail if dead.
- if(sd->state.snovice_flag == 4) { // [Celest]
- status_heal(&sd->bl, status->max_hp, status->max_sp, 1);
- sd->state.snovice_flag = 0;
- sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
- } else
- status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
- } else { //Just for saving on the char-server
- sd->status.hp = b_status->hp;
- if ((unsigned int)sd->status.sp < b_status->sp)
- sd->status.sp = b_status->sp;
- }
- /* removed exp penalty on spawn [Valaris] */
-
- if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
- int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
- if(zeny < 1) zeny = 1;
- if (sd->status.zeny > zeny)
- sd->status.zeny -= zeny;
- else
- sd->status.zeny = 0;
- clif_updatestatus(sd,SP_ZENY);
- }
-
- return 0;
-}
-
-/*==========================================
- Determines if the GM can give / drop / trade / vend items [Lupus]
- Args: GM Level (current player GM level)
- * Returns
- 1 = this GM can't do it
- 0 = this one can do it
- *------------------------------------------
- */
-int pc_can_give_items(int level) {
- return ( level >= battle_config.gm_cant_drop_min_lv
- && level <= battle_config.gm_cant_drop_max_lv);
-}
-
-/*==========================================
- * prepares character for saving.
- *------------------------------------------
- */
-int pc_makesavestatus(struct map_session_data *sd)
-{
- nullpo_retr(0, sd);
-
- if (sd->state.finalsave)
- return 0; //Nothing to change.
-
- if(!battle_config.save_clothcolor)
- sd->status.clothes_color=0;
-
- if(!sd->state.waitingdisconnect) {
- sd->status.option = sd->sc.option; //Since the option saved is in
- if(pc_isdead(sd)){
- pc_setrestartvalue(sd,0);
- memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
- } else {
- sd->status.hp = sd->battle_status.hp;
- sd->status.sp = sd->battle_status.sp;
- sd->status.last_point.map = sd->mapindex;
- sd->status.last_point.x = sd->bl.x;
- sd->status.last_point.y = sd->bl.y;
- }
-
- if(map[sd->bl.m].flag.nosave){
- struct map_data *m=&map[sd->bl.m];
- if(m->save.map)
- memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
- else
- memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
- }
- }
-
- return 0;
-}
-
-/*==========================================
- * 接?暫フ初期化
- *------------------------------------------
- */
-int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd) {
- nullpo_retr(0, sd);
-
- sd->bl.id = account_id;
- sd->char_id = char_id;
- sd->login_id1 = login_id1;
- sd->login_id2 = 0; // at this point, we can not know the value :(
- sd->client_tick = client_tick;
- sd->sex = sex;
- sd->state.auth = 0;
- sd->bl.type = BL_PC;
- sd->canlog_tick = gettick();
- sd->state.waitingdisconnect = 0;
-
- return 0;
-}
-
-int pc_equippoint(struct map_session_data *sd,int n)
-{
- int ep = 0;
-
- nullpo_retr(0, sd);
-
- if(sd->inventory_data[n]) {
- ep = sd->inventory_data[n]->equip;
- if(sd->inventory_data[n]->look == W_DAGGER ||
- sd->inventory_data[n]->look == W_1HSWORD ||
- sd->inventory_data[n]->look == W_1HAXE) {
- if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
- return 34;
- }
- }
- return ep;
-}
-
-int pc_setinventorydata(struct map_session_data *sd)
-{
- int i,id;
-
- nullpo_retr(0, sd);
-
- for(i=0;i<MAX_INVENTORY;i++) {
- id = sd->status.inventory[i].nameid;
- sd->inventory_data[i] = id?itemdb_search(id):NULL;
- }
- return 0;
-}
-
-int pc_calcweapontype(struct map_session_data *sd)
-{
- nullpo_retr(0, sd);
-
- if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
- sd->status.weapon = sd->weapontype1;
- else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// 左手武器 Only
- sd->status.weapon = sd->weapontype2;
- else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?短?
- sd->status.weapon = MAX_WEAPON_TYPE+1;
- else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??手?
- sd->status.weapon = MAX_WEAPON_TYPE+2;
- else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??手斧
- sd->status.weapon = MAX_WEAPON_TYPE+3;
- else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) ||
- (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // 短? - ?手?
- sd->status.weapon = MAX_WEAPON_TYPE+4;
- else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) ||
- (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // 短? - 斧
- sd->status.weapon = MAX_WEAPON_TYPE+5;
- else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) ||
- (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?手? - 斧
- sd->status.weapon = MAX_WEAPON_TYPE+6;
- else
- sd->status.weapon = sd->weapontype1;
-
- return 0;
-}
-
-int pc_setequipindex(struct map_session_data *sd)
-{
- int i,j;
-
- nullpo_retr(0, sd);
-
- for(i=0;i<11;i++)
- sd->equip_index[i] = -1;
-
- for(i=0;i<MAX_INVENTORY;i++) {
- if(sd->status.inventory[i].nameid <= 0)
- continue;
- if(sd->status.inventory[i].equip) {
- for(j=0;j<11;j++)
- if(sd->status.inventory[i].equip & equip_pos[j])
- sd->equip_index[j] = i;
- if(sd->status.inventory[i].equip & 0x0002) {
- if(sd->inventory_data[i])
- sd->weapontype1 = sd->inventory_data[i]->look;
- else
- sd->weapontype1 = 0;
- }
- if(sd->status.inventory[i].equip & 0x0020) {
- if(sd->inventory_data[i]) {
- if(sd->inventory_data[i]->type == 4) {
- if(sd->status.inventory[i].equip == 0x0020)
- sd->weapontype2 = sd->inventory_data[i]->look;
- else
- sd->weapontype2 = 0;
- }
- else
- sd->weapontype2 = 0;
- }
- else
- sd->weapontype2 = 0;
- }
- }
- }
- pc_calcweapontype(sd);
-
- return 0;
-}
-
-static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
- int i;
- struct item *item = &sd->status.inventory[eqindex];
- struct item_data *data;
- if ( //Crafted/made/hatched items.
- item->card[0]==0x00ff ||
- item->card[0]==0x00fe ||
- item->card[0]==(short)0xff00
- )
- return 1;
-
- for (i=0;i<s;i++) {
- if (item->card[i] &&
- (data = itemdb_exists(item->card[i])) &&
- data->flag.no_equip&flag
- )
- return 0;
- }
- return 1;
-}
-
-int pc_isequip(struct map_session_data *sd,int n)
-{
- struct item_data *item;
- //?生や養子の場合の元の職業を算出する
-
- nullpo_retr(0, sd);
-
- item = sd->inventory_data[n];
-
- if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
- return 1;
-
- if(item == NULL)
- return 0;
- if(item->elv && sd->status.base_level < (unsigned int)item->elv)
- return 0;
- if(item->sex != 2 && sd->status.sex != item->sex)
- return 0;
- if(map[sd->bl.m].flag.pvp && item->flag.no_equip&1)
- return 0;
- if(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2)
- return 0;
- if(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone)
- return 0;
- if (sd->sc.count) {
-
- if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
- return 0;
- if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
- return 0;
- if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1)
- return 0;
- if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1)
- return 0;
-
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
- //Spirit of Super Novice equip bonuses. [Skotlex]
- if (sd->status.base_level > 90 && item->equip & 0x301)
- return 1; //Can equip all helms
-
- if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
- switch(item->look) { //In weapons, the look determines type of weapon.
- case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
- case W_1HSWORD: //All 1H swords
- case W_1HAXE: //All 1H Axes
- case W_MACE: //All Maces
- case W_STAFF: //All Staffs
- return 1;
- }
- }
- }
- //Not equipable by class. [Skotlex]
- if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
- return 0;
-
- //Not equipable by upper class. [Skotlex]
- if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
- return 0;
-
- return 1;
-}
-
-/*==========================================
- * session idに問題無し
- * char鯖から送られてきたステ?タスを設定
- *------------------------------------------
- */
-int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
-{
- struct guild *g;
- int i;
- unsigned long tick = gettick();
-
- if (sd->state.auth) //Temporary debug. [Skotlex]
- {
- ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
- return 1;
- }
-
- sd->login_id2 = login_id2;
- memcpy(&sd->status, st, sizeof(*st));
-
- if (sd->status.sex != sd->sex) {
- clif_authfail_fd(sd->fd, 0);
- return 1;
- }
-
- //Set the map-server used job id. [Skotlex]
- i = pc_jobid2mapid(sd->status.class_);
- if (i == -1) { //Invalid class?
- if (battle_config.error_log)
- ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
- sd->status.class_ = JOB_NOVICE;
- sd->class_ = MAPID_NOVICE;
- } else
- sd->class_ = i;
- //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
- // 基本的な初期化
- sd->state.connect_new = 1;
-
- sd->followtimer = -1; // [MouseJstr]
- sd->skillitem = -1;
- sd->skillitemlv = -1;
- sd->invincible_timer = -1;
-
- sd->canregen_tick = tick;
- sd->canuseitem_tick = tick;
- sd->cantalk_tick = tick;
-
- for(i = 0; i < MAX_SKILL_LEVEL; i++)
- sd->spirit_timer[i] = -1;
-
- if (battle_config.item_auto_get)
- sd->state.autoloot = 10000;
-
- if (battle_config.disp_experience)
- sd->state.showexp = 1;
- if (battle_config.disp_zeny)
- sd->state.showzeny = 1;
-
- if (battle_config.display_delay_skill_fail)
- sd->state.showdelay = 1;
-
- // Request all registries.
- intif_request_registry(sd,7);
-
- // アイテムチェック
- pc_setinventorydata(sd);
- pc_checkitem(sd);
-
- status_change_init(&sd->bl);
- if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
- (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
- sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
- else
- sd->status.option &= OPTION_MASK;
-
- sd->sc.option = sd->status.option; //This is the actual option used in battle.
- //Set here because we need the inventory data for weapon sprite parsing.
- status_set_viewdata(&sd->bl, sd->status.class_);
- unit_dataset(&sd->bl);
-
- sd->guild_x = -1;
- sd->guild_y = -1;
-
- // イベント?係の初期化
- for(i = 0; i < MAX_EVENTTIMER; i++)
- sd->eventtimer[i] = -1;
-
- sd->npc_timer_id = -1;
-
- // Moved PVP timer initialisation before set_pos
- sd->pvp_timer = -1;
-
- // 位置の設定
- if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
- if(battle_config.error_log)
- ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i);
-
- // try warping to a default map instead (church graveyard)
- if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
- // if we fail again
- clif_authfail_fd(sd->fd, 0);
- return 1;
- }
- }
-
- // pet
- if (sd->status.pet_id > 0)
- intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
-
- // パ?ティ、ギルドデ?タの要求
- if (sd->status.party_id > 0 && party_search(sd->status.party_id) == NULL)
- party_request_info(sd->status.party_id);
- if (sd->status.guild_id > 0)
- {
- if ((g = guild_search(sd->status.guild_id)) == NULL)
- guild_request_info(sd->status.guild_id);
- else if (strcmp(sd->status.name,g->master) == 0)
- { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
- guild_block_skill(sd, 300000);
- //Also set the Guild Master flag.
- sd->state.gmaster_flag = g;
- }
- }
-
- // 通知
-
- clif_authok(sd);
- map_addiddb(&sd->bl);
- if (map_charid2nick(sd->status.char_id) == NULL)
- map_addchariddb(sd->status.char_id, sd->status.name);
-
- // Notify everyone that this char logged in [Skotlex].
- clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
-
- //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
- sd->die_counter=-1;
- //Until the reg values arrive, set them to not require trigger...
- sd->state.event_death = 1;
- sd->state.event_kill_pc = 1;
- sd->state.event_disconnect = 1;
- sd->state.event_kill_mob = 1;
-
- status_calc_pc(sd,1);
-
- sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
- { //Add IP field
- unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
- if (pc_isGM(sd))
- ShowInfo("GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3], pc_isGM(sd));
- else
- ShowInfo("Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3]);
- }
-
- // Send friends list
- clif_friendslist_send(sd);
-
- if (battle_config.display_version == 1){
- char buf[256];
- sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
- clif_displaymessage(sd->fd, buf);
- }
-
- // Message of the Day [Valaris]
- {
- int ln;
- for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
- if (battle_config.motd_type)
- clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
- else
- clif_displaymessage(sd->fd, motd_text[ln]);
- }
- }
-
-#ifndef TXT_ONLY
- if(mail_server_enable)
- mail_check(sd,1); // check mail at login [Valaris]
-#endif
-
- // message of the limited time of the account
- if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
- char tmpstr[1024];
- strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
- clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
- }
-
- if(sd->status.manner < 0) //Needed or manner will always be negative.
- sc_start(&sd->bl,SC_NOCHAT,100,0,0);
- return 0;
-}
-
-/*==========================================
- * Closes a connection because it failed to be authenticated from the char server.
- *------------------------------------------
- */
-int pc_authfail(struct map_session_data *sd) {
-
- if (sd->state.auth) //Temporary debug. [Skotlex]
- ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
-
- if (!sd->fd)
- ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
-
- clif_authfail_fd(sd->fd, 0);
- return 0;
-}
-
-/*==========================================
- * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
- *------------------------------------------
- */
-int pc_reg_received(struct map_session_data *sd)
-{
- int i,j;
- char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
- char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
-
- sd->change_level = pc_readglobalreg(sd,"jobchange_level");
- sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
- if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
- status_calc_pc(sd, 0); //Check +10 to all stats bonus.
- if (pc_checkskill(sd, TK_MISSION)) {
- sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
- sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
- }
-
- if(sd->battle_status.hp == 0)
- pc_setrestartvalue(sd, 1);
-
- //SG map and mob read [Komurka]
- for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
- {
- if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
- sd->feel_map[i].index = j;
- sd->feel_map[i].m = map_mapindex2mapid(j);
- } else {
- sd->feel_map[i].index = 0;
- sd->feel_map[i].m = -1;
- }
- sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
-
- }
-
- if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
- sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
- if (sd->cloneskill_id > 0) {
- sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
- sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
- if (i < sd->status.skill[sd->cloneskill_id].lv)
- sd->status.skill[sd->cloneskill_id].lv = i;
- sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
- clif_skillinfoblock(sd);
- }
- }
-
- // Automated script events
- if (script_config.event_requires_trigger) {
- sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
- sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name);
- sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name);
- sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
- sd->state.event_baselvup = pc_readglobalreg(sd, script_config.baselvup_event_name);
- sd->state.event_joblvup = pc_readglobalreg(sd, script_config.joblvup_event_name);
- sd->state.event_loadmap = pc_readglobalreg(sd, script_config.loadmap_event_name);
- // if script triggers are not required
- } else {
- sd->state.event_death = 1;
- sd->state.event_kill_pc = 1;
- sd->state.event_disconnect = 1;
- sd->state.event_kill_mob = 1;
- sd->state.event_baselvup = 1;
- sd->state.event_joblvup = 1;
- sd->state.event_loadmap = 1;
- }
-
- npc_script_event(sd, NPCE_LOGIN);
- return 0;
-}
-
-static int pc_calc_skillpoint(struct map_session_data* sd)
-{
- int i,skill,inf2,skill_point=0;
-
- nullpo_retr(0, sd);
-
- for(i=1;i<MAX_SKILL;i++){
- if( (skill = pc_checkskill(sd,i)) > 0) {
- inf2 = skill_get_inf2(i);
- if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
- !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
- ) {
- if(!sd->status.skill[i].flag)
- skill_point += skill;
- else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
- skill_point += (sd->status.skill[i].flag - 2);
- }
- }
- }
- }
-
- return skill_point;
-}
-
-
-/*==========================================
- * ?えられるスキルの計算
- *------------------------------------------
- */
-int pc_calc_skilltree(struct map_session_data *sd)
-{
- int i,id=0,flag;
- int c=0;
-
- nullpo_retr(0, sd);
- i = pc_calc_skilltree_normalize_job(sd);
- c = pc_mapid2jobid(i, sd->status.sex);
- if (c == -1) { //Unable to normalize job??
- if (battle_config.error_log)
- ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
- return 1;
- }
-
- for(i=0;i<MAX_SKILL;i++){
- if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
- sd->status.skill[i].id=0; //First clear skills.
- }
- for(i=0;i<MAX_SKILL;i++){
- if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills.
- sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
- sd->status.skill[i].flag=0;
- }
- if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU)
- { //Enable Bard/Dancer spirit linked skills.
- if (sd->status.sex) { //Link dancer skills to bard.
- sd->status.skill[i].id=i;
- sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
- sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
- } else { //Link bard skills to dancer.
- sd->status.skill[i-8].id=i-8;
- sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
- sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
- }
- }
- }
-
- if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
- for(i=0;i<MAX_SKILL;i++){
- if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
- continue;
- if (skill_get_max(i) > 0)
- sd->status.skill[i].id=i;
- }
- return 0;
- }
- do {
- flag=0;
- for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
- int j,f=1;
- if(sd->status.skill[id].id)
- continue; //Skill already known.
- if(!battle_config.skillfree) {
- for(j=0;j<5;j++) {
- if( skill_tree[c][i].need[j].id &&
- pc_checkskill(sd,skill_tree[c][i].need[j].id) <
- skill_tree[c][i].need[j].lv) {
- f=0;
- break;
- }
- }
- if (sd->status.job_level < skill_tree[c][i].joblv)
- f=0;
- else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
- f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
- }
- if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
- { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
- if (sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
- { //Enable Spirit Skills. [Skotlex]
- sd->status.skill[id].id=id;
- sd->status.skill[id].lv=1;
- sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
- flag=1;
- }
- } else if (f){
- sd->status.skill[id].id=id;
- flag=1;
- }
- }
- } while(flag);
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) {
- //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
- for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
- if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
- continue; //Do not include Quest/Wedding skills.
- if(sd->status.skill[id].id==0 ){
- sd->status.skill[id].id=id;
- sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
- } else
- sd->status.skill[id].flag=sd->status.skill[id].lv+2;
- sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
- }
- }
-
- return 0;
-}
-
-//Checks if you can learn a new skill after having leveled up a skill.
-static void pc_check_skilltree(struct map_session_data *sd, int skill) {
- int i,id=0,flag;
- int c=0;
-
- if(battle_config.skillfree)
- return; //Function serves no purpose if this is set
-
- i = pc_calc_skilltree_normalize_job(sd);
- c = pc_mapid2jobid(i, sd->status.sex);
- if (c == -1) { //Unable to normalize job??
- if (battle_config.error_log)
- ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
- return;
- }
-
- do {
- flag=0;
- for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
- int j,f=1;
-
- if(sd->status.skill[id].id) //Already learned
- continue;
-
- for(j=0;j<5;j++) {
- if( skill_tree[c][i].need[j].id &&
- pc_checkskill(sd,skill_tree[c][i].need[j].id) <
- skill_tree[c][i].need[j].lv) {
- f=0;
- break;
- }
- }
- if (!f)
- continue;
- if (sd->status.job_level < skill_tree[c][i].joblv)
- continue;
- else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
- continue; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
-
- if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
- //Spirit skills cannot be learned
- continue;
- sd->status.skill[id].id=id;
- flag=1;
- }
- } while(flag);
-}
-
-// Make sure all the skills are in the correct condition
-// before persisting to the backend.. [MouseJstr]
-int pc_clean_skilltree(struct map_session_data *sd) {
- int i;
- for (i = 0; i < MAX_SKILL; i++){
- if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1)
- {
- sd->status.skill[i].id = 0;
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = 0;
- } else if (sd->status.skill[i].flag){
- sd->status.skill[i].lv = sd->status.skill[i].flag-2;
- sd->status.skill[i].flag = 0;
- }
- }
-
- return 0;
-}
-
-int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
- int skill_point;
- int c = sd->class_;
-
- if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
- return c; //Only Normalize non-first classes (and non-super novice)
-
- skill_point = pc_calc_skillpoint(sd);
- if(skill_point < 9)
- c = MAPID_NOVICE;
- else if (sd->status.skill_point >= (int)sd->status.job_level
- && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
- //Send it to first class.
- c &= MAPID_BASEMASK;
- }
- if (sd->class_&JOBL_UPPER) //Convert to Upper
- c |= JOBL_UPPER;
- else if (sd->class_&JOBL_BABY) //Convert to Baby
- c |= JOBL_BABY;
-
- return c;
-}
-
-/*==========================================
- * 重量アイコンの確認
- *------------------------------------------
- */
-int pc_checkweighticon(struct map_session_data *sd)
-{
- int flag=0;
-
- nullpo_retr(0, sd);
-
- //Consider the battle option 50% criteria....
- if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
- flag=1;
- if(sd->weight*10 >= sd->max_weight*9)
- flag=2;
-
- if(flag==1){
- if(sd->sc.data[SC_WEIGHT50].timer==-1)
- sc_start(&sd->bl,SC_WEIGHT50,100,0,0);
- }else{
- if(sd->sc.data[SC_WEIGHT50].timer!=-1)
- status_change_end(&sd->bl,SC_WEIGHT50,-1);
- }
- if(flag==2){
- if(sd->sc.data[SC_WEIGHT90].timer==-1)
- sc_start(&sd->bl,SC_WEIGHT90,100,0,0);
- }else{
- if(sd->sc.data[SC_WEIGHT90].timer!=-1)
- status_change_end(&sd->bl,SC_WEIGHT90,-1);
- }
- return 0;
-}
-
-int pc_disguise(struct map_session_data *sd, int class_) {
- if (!class_ && !sd->disguise)
- return 0;
- if (class_ && (sd->disguise == class_ || pc_isriding(sd)))
- return 0;
-
- if(sd->sc.option&OPTION_INVISIBLE)
- { //Character is invisible. Stealth class-change. [Skotlex]
- sd->disguise = class_; //viewdata is set on uncloaking.
- return 2;
- }
-
- pc_stop_walking(sd, 0);
- clif_clearchar(&sd->bl, 0);
-
- if (!class_) {
- sd->disguise = 0;
- class_ = sd->status.class_;
- } else
- sd->disguise=class_;
-
- status_set_viewdata(&sd->bl, class_);
- clif_changeoption(&sd->bl);
- clif_spawn(&sd->bl);
- return 1;
-}
-
-static int pc_bonus_autospell_del(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
- int i, j;
- for(i=max-1; i>=0 && !spell[i].id; i--);
- if (i<0) return 0; //Nothing to substract from.
-
- j = i;
- for(; i>=0 && rate > 0; i--)
- {
- if (spell[i].id != id || spell[i].lv != lv) continue;
- if (rate >= spell[i].rate) {
- rate-= spell[i].rate;
- spell[i].rate = 0;
- memmove(&spell[i], &spell[j], sizeof(struct s_autospell));
- memset(&spell[j], 0, sizeof(struct s_autospell));
- j--;
- } else {
- spell[i].rate -= rate;
- rate = 0;
- }
- }
- return rate;
-}
-
-static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
- int i;
- if (rate < 0) return //Remove the autobonus.
- pc_bonus_autospell_del(spell, max, id, lv, -rate, card_id);
-
- for (i = 0; i < max && spell[i].id; i++) {
- if (spell[i].card_id == card_id &&
- spell[i].id == id && spell[i].lv == lv)
- {
- if (!battle_config.autospell_stacking)
- return 0;
- rate += spell[i].rate;
- break;
- }
- }
- if (i == max) {
- if (battle_config.error_log)
- ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
- return 0;
- }
- spell[i].id = id;
- spell[i].lv = lv;
- spell[i].rate = rate;
- spell[i].card_id = card_id;
- return 1;
-}
-
-static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) {
- int i;
- //Apply config rate adjustment settings.
- if (rate >= 0) { //Absolute drop.
- if (battle_config.item_rate_adddrop != 100)
- rate = rate*battle_config.item_rate_adddrop/100;
- if (rate < battle_config.item_drop_adddrop_min)
- rate = battle_config.item_drop_adddrop_min;
- else if (rate > battle_config.item_drop_adddrop_max)
- rate = battle_config.item_drop_adddrop_max;
- } else { //Relative drop, max/min limits are applied at drop time.
- if (battle_config.item_rate_adddrop != 100)
- rate = rate*battle_config.item_rate_adddrop/100;
- if (rate > -1)
- rate = -1;
- }
- for(i = 0; i < *count; i++) {
- if(
- (id && drop[i].id == id) ||
- (group && drop[i].group == group)
- ) {
- drop[i].race |= race;
- if(drop[i].rate > 0 && rate > 0)
- { //Both are absolute rates.
- if (drop[i].rate < rate)
- drop[i].rate = rate;
- } else
- if(drop[i].rate < 0 && rate < 0) {
- //Both are relative rates.
- if (drop[i].rate > rate)
- drop[i].rate = rate;
- } else if (rate < 0) //Give preference to relative rate.
- drop[i].rate = rate;
- return 1;
- }
- }
- if(*count >= MAX_PC_BONUS) {
- if (battle_config.error_log)
- ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS);
- return 0;
- }
- drop[*count].id = id;
- drop[*count].group = group;
- drop[*count].race |= race;
- drop[*count].rate = rate;
- (*count)++;
- return 1;
-}
-
-/*==========================================
- * ? 備品による能力等のボ?ナス設定
- *------------------------------------------
- */
-int pc_bonus(struct map_session_data *sd,int type,int val)
-{
- struct status_data *status;
- int bonus;
- nullpo_retr(0, sd);
-
- status = &sd->base_status;
-
- 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->param_bonus[type-SP_STR]+=val;
- break;
- case SP_ATK1:
- if(!sd->state.lr_flag)
- status->rhw.atk+=val;
- else if(sd->state.lr_flag == 1)
- status->lhw->atk+=val;
- break;
- case SP_ATK2:
- if(!sd->state.lr_flag)
- status->rhw.atk2+=val;
- else if(sd->state.lr_flag == 1)
- status->lhw->atk2+=val;
- break;
- case SP_BASE_ATK:
- if(sd->state.lr_flag != 2)
- status->batk+=val;
- break;
- case SP_MATK1:
- if(sd->state.lr_flag != 2)
- status->matk_max += val;
- break;
- case SP_MATK2:
- if(sd->state.lr_flag != 2)
- status->matk_min += val;
- break;
- case SP_MATK:
- if(sd->state.lr_flag != 2) {
- status->matk_max += val;
- status->matk_min += val;
- }
- break;
- case SP_DEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->def + val;
- status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
- }
- break;
- case SP_DEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->def2 + val;
- status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_MDEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef + val;
- status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
- }
- break;
- case SP_MDEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef2 + val;
- status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_HIT:
- if(sd->state.lr_flag != 2) {
- bonus = status->hit + val;
- status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->arrow_hit+=val;
- break;
- case SP_FLEE1:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee + val;
- status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_FLEE2:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee2 + val*10;
- status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_CRITICAL:
- if(sd->state.lr_flag != 2) {
- bonus = status->cri + val*10;
- status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->arrow_cri += val*10;
- break;
- case SP_ATKELE:
- if(val >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
- break;
- }
- switch (sd->state.lr_flag)
- {
- case 2:
- sd->arrow_ele=val;
- break;
- case 1:
- status->lhw->ele=val;
- break;
- default:
- status->rhw.ele=val;
- break;
- }
- break;
- case SP_DEFELE:
- if(val >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
- break;
- }
- if(sd->state.lr_flag != 2)
- status->def_ele=val;
- break;
- case SP_MAXHP:
- if(sd->state.lr_flag != 2) {
- if (val < 0 && status->max_hp <= (unsigned int)(-val))
- status->max_hp = 1;
- else
- status->max_hp+=val;
- }
- break;
- case SP_MAXSP:
- if(sd->state.lr_flag != 2) {
- if (val < 0 && status->max_sp <= (unsigned int)(-val))
- status->max_sp = 1;
- else
- status->max_sp+=val;
- }
- break;
- case SP_CASTRATE:
- if(sd->state.lr_flag != 2)
- sd->castrate+=val;
- break;
- case SP_MAXHPRATE:
- if(sd->state.lr_flag != 2)
- sd->hprate+=val;
- break;
- case SP_MAXSPRATE:
- if(sd->state.lr_flag != 2)
- sd->sprate+=val;
- break;
- case SP_SPRATE:
- if(sd->state.lr_flag != 2)
- sd->dsprate+=val;
- break;
- case SP_ATTACKRANGE:
- switch (sd->state.lr_flag) {
- case 2:
- switch (sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_SHOTGUN:
- case W_GATLING:
- case W_GRENADE:
- status->rhw.range += val;
- }
- break;
- case 1:
- status->lhw->range += val;
- break;
- default:
- status->rhw.range += val;
- break;
- }
- break;
- case SP_ADD_SPEED: //Raw increase
- if(sd->state.lr_flag != 2) {
- bonus = status->speed - val;
- status->speed = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_SPEED_RATE: //Non stackable increase
- if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
- sd->speed_rate = 100-val;
- break;
- case SP_SPEED_ADDRATE: //Stackable increase
- if(sd->state.lr_flag != 2)
- sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
- break;
- case SP_ASPD: //Raw increase
- if(sd->state.lr_flag != 2)
- status->adelay -= val*10;
- break;
- case SP_ASPD_RATE: //Non stackable increase
- if(sd->state.lr_flag != 2 && status->aspd_rate > 1000-val*10)
- status->aspd_rate = 1000-val*10;
- break;
- case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
- if(sd->state.lr_flag != 2)
- sd->aspd_add_rate -= val;
- break;
- case SP_HP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->hprecov_rate += val;
- break;
- case SP_SP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->sprecov_rate += val;
- break;
- case SP_CRITICAL_DEF:
- if(sd->state.lr_flag != 2)
- sd->critical_def += val;
- break;
- case SP_NEAR_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->near_attack_def_rate += val;
- break;
- case SP_LONG_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->long_attack_def_rate += val;
- break;
- case SP_DOUBLE_RATE:
- if(sd->state.lr_flag == 0 && sd->double_rate < val)
- sd->double_rate = val;
- break;
- case SP_DOUBLE_ADD_RATE:
- if(sd->state.lr_flag == 0)
- sd->double_add_rate += val;
- break;
- case SP_MATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->matk_rate += val;
- break;
- case SP_IGNORE_DEF_ELE:
- if(val >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_ele |= 1<<val;
- break;
- case SP_IGNORE_DEF_RACE:
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_race |= 1<<val;
- break;
- case SP_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->atk_rate += val;
- break;
- case SP_MAGIC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->magic_def_rate += val;
- break;
- case SP_MISC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->misc_def_rate += val;
- break;
- case SP_IGNORE_MDEF_ELE:
- if(val >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->ignore_mdef_ele |= 1<<val;
- break;
- case SP_IGNORE_MDEF_RACE:
- if(sd->state.lr_flag != 2)
- sd->ignore_mdef_race |= 1<<val;
- break;
- case SP_PERFECT_HIT_RATE:
- if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
- sd->perfect_hit = val;
- break;
- case SP_PERFECT_HIT_ADD_RATE:
- if(sd->state.lr_flag != 2)
- sd->perfect_hit_add += val;
- break;
- case SP_CRITICAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->critical_rate+=val;
- break;
- case SP_DEF_RATIO_ATK_ELE:
- if(val >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_ele |= 1<<val;
- break;
- case SP_DEF_RATIO_ATK_RACE:
- if(val >= RC_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_race |= 1<<val;
- break;
- case SP_HIT_RATE:
- if(sd->state.lr_flag != 2)
- sd->hit_rate += val;
- break;
- case SP_FLEE_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee_rate += val;
- break;
- case SP_FLEE2_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee2_rate += val;
- break;
- case SP_DEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->def_rate += val;
- break;
- case SP_DEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->def2_rate += val;
- break;
- case SP_MDEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef_rate += val;
- break;
- case SP_MDEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef2_rate += val;
- break;
- case SP_RESTART_FULL_RECOVER:
- if(sd->state.lr_flag != 2)
- sd->special_state.restart_full_recover = 1;
- break;
- case SP_NO_CASTCANCEL:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel = 1;
- break;
- case SP_NO_CASTCANCEL2:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel2 = 1;
- break;
- case SP_NO_SIZEFIX:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_sizefix = 1;
- break;
- case SP_NO_MAGIC_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_magic_damage;
- sd->special_state.no_magic_damage = cap_value(val,0,100);
- break;
- case SP_NO_WEAPON_DAMAGE:
- if(sd->state.lr_flag == 2)
- break;
- val+= sd->special_state.no_weapon_damage;
- sd->special_state.no_weapon_damage = cap_value(val,0,100);
- break;
- case SP_NO_GEMSTONE:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_gemstone = 1;
- break;
- case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
- if(sd->state.lr_flag != 2)
- sd->special_state.intravision = 1;
- break;
- case SP_SPLASH_RANGE:
- if(sd->state.lr_flag != 2 && sd->splash_range < val)
- sd->splash_range = val;
- break;
- case SP_SPLASH_ADD_RANGE:
- if(sd->state.lr_flag != 2)
- sd->splash_add_range += val;
- break;
- case SP_SHORT_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->short_weapon_damage_return += val;
- break;
- case SP_LONG_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->long_weapon_damage_return += val;
- break;
- case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
- if(sd->state.lr_flag != 2)
- sd->magic_damage_return += val;
- break;
- case SP_ALL_STATS: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_STR-SP_STR]+=val;
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_VIT-SP_STR]+=val;
- sd->param_bonus[SP_INT-SP_STR]+=val;
- sd->param_bonus[SP_DEX-SP_STR]+=val;
- sd->param_bonus[SP_LUK-SP_STR]+=val;
- }
- break;
- case SP_AGI_VIT: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_VIT-SP_STR]+=val;
- }
- break;
- case SP_AGI_DEX_STR: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_DEX-SP_STR]+=val;
- sd->param_bonus[SP_STR-SP_STR]+=val;
- }
- break;
- case SP_PERFECT_HIDE: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->state.perfect_hiding=1;
- }
- break;
- case SP_UNBREAKABLE:
- if(sd->state.lr_flag!=2) {
- sd->unbreakable += val;
- }
- break;
- case SP_UNBREAKABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_WEAPON;
- break;
- case SP_UNBREAKABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_ARMOR;
- break;
- case SP_UNBREAKABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_HELM;
- break;
- case SP_UNBREAKABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->unbreakable_equip |= EQP_SHIELD;
- break;
- case SP_CLASSCHANGE: // [Valaris]
- if(sd->state.lr_flag !=2)
- sd->classchange=val;
- break;
- case SP_LONG_ATK_RATE:
- if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
- sd->long_attack_atk_rate+=val;
- break;
- case SP_BREAK_WEAPON_RATE:
- if(sd->state.lr_flag != 2)
- sd->break_weapon_rate+=val;
- break;
- case SP_BREAK_ARMOR_RATE:
- if(sd->state.lr_flag != 2)
- sd->break_armor_rate+=val;
- break;
- case SP_ADD_STEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->add_steal_rate+=val;
- break;
- case SP_DELAYRATE:
- if(sd->state.lr_flag != 2)
- sd->delayrate+=val;
- break;
- case SP_CRIT_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->crit_atk_rate += val;
- break;
- case SP_NO_REGEN:
- if(sd->state.lr_flag != 2)
- sd->no_regen = val;
- break;
- case SP_UNSTRIPABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_WEAPON;
- break;
- case SP_UNSTRIPABLE:
- case SP_UNSTRIPABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_ARMOR;
- break;
- case SP_UNSTRIPABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_HELM;
- break;
- case SP_UNSTRIPABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->unstripable_equip |= EQP_SHIELD;
- break;
- case SP_HP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
- sd->right_weapon.hp_drain[RC_BOSS].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
- sd->right_weapon.hp_drain[RC_BOSS].value += val;
- }
- break;
- case SP_SP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
- sd->right_weapon.sp_drain[RC_BOSS].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
- sd->left_weapon.sp_drain[RC_BOSS].value += val;
- }
- break;
- case SP_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->sp_gain_value += val;
- break;
- case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_mob |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_mob |= 1<<val;
- break;
- case SP_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->hp_gain_value += val;
- break;
- default:
- if(battle_config.error_log)
- ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
- break;
- }
- return 0;
-}
-
-/*==========================================
- * ? 備品による能力等のボ?ナス設定
- *------------------------------------------
- */
-int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- switch(type){
- case SP_ADDELE:
- if(type2 >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
- break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.addele[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addele[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->arrow_addele[type2]+=val;
- break;
- case SP_ADDRACE:
- if(!sd->state.lr_flag)
- sd->right_weapon.addrace[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addrace[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->arrow_addrace[type2]+=val;
- break;
- case SP_ADDSIZE:
- if(!sd->state.lr_flag)
- sd->right_weapon.addsize[type2]+=val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.addsize[type2]+=val;
- else if(sd->state.lr_flag == 2)
- sd->arrow_addsize[type2]+=val;
- break;
- case SP_SUBELE:
- if(type2 >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->subele[type2]+=val;
- break;
- case SP_SUBRACE:
- if(sd->state.lr_flag != 2)
- sd->subrace[type2]+=val;
- break;
- case SP_ADDEFF:
- if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
- ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->addeff[type2-SC_COMMON_MIN]+=val;
- else
- sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
- break;
- case SP_ADDEFF2:
- if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
- ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->addeff2[type2-SC_COMMON_MIN]+=val;
- else
- sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
- break;
- case SP_RESEFF:
- if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
- ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->reseff[type2-SC_COMMON_MIN]+=val;
- break;
- case SP_MAGIC_ADDELE:
- if(type2 >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->magic_addele[type2]+=val;
- break;
- case SP_MAGIC_ADDRACE:
- if(sd->state.lr_flag != 2)
- sd->magic_addrace[type2]+=val;
- break;
- case SP_MAGIC_ADDSIZE:
- if(sd->state.lr_flag != 2)
- sd->magic_addsize[type2]+=val;
- break;
- case SP_ADD_DAMAGE_CLASS:
- if(!sd->state.lr_flag) {
- for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
- if(sd->right_weapon.add_damage_classid[i] == type2) {
- sd->right_weapon.add_damage_classrate[i] += val;
- break;
- }
- }
- if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
- sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
- sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
- sd->right_weapon.add_damage_class_count++;
- }
- }
- else if(sd->state.lr_flag == 1) {
- for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
- if(sd->left_weapon.add_damage_classid[i] == type2) {
- sd->left_weapon.add_damage_classrate[i] += val;
- break;
- }
- }
- if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
- sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
- sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
- sd->left_weapon.add_damage_class_count++;
- }
- }
- break;
- case SP_ADD_MAGIC_DAMAGE_CLASS:
- if(sd->state.lr_flag != 2) {
- for(i=0;i<sd->add_mdmg_count;i++) {
- if(sd->add_mdmg[i].class_ == type2) {
- sd->add_mdmg[i].rate += val;
- break;
- }
- }
- if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
- sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
- sd->add_mdmg[sd->add_mdmg_count].rate += val;
- sd->add_mdmg_count++;
- }
- }
- break;
- case SP_ADD_DEF_CLASS:
- if(sd->state.lr_flag != 2) {
- for(i=0;i<sd->add_def_count;i++) {
- if(sd->add_def[i].class_ == type2) {
- sd->add_def[i].rate += val;
- break;
- }
- }
- if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
- sd->add_def[sd->add_def_count].class_ = type2;
- sd->add_def[sd->add_def_count].rate += val;
- sd->add_def_count++;
- }
- }
- break;
- case SP_ADD_MDEF_CLASS:
- if(sd->state.lr_flag != 2) {
- for(i=0;i<sd->add_mdef_count;i++) {
- if(sd->add_mdef[i].class_ == type2) {
- sd->add_mdef[i].rate += val;
- break;
- }
- }
- if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
- sd->add_mdef[sd->add_mdef_count].class_ = type2;
- sd->add_mdef[sd->add_mdef_count].rate += val;
- sd->add_mdef_count++;
- }
- }
- break;
- case SP_HP_DRAIN_RATE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
- sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
- sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
- sd->right_weapon.hp_drain[RC_BOSS].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
- sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
- sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
- sd->left_weapon.hp_drain[RC_BOSS].per += val;
- }
- break;
- case SP_HP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
- sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
- sd->right_weapon.hp_drain[RC_BOSS].value += type2;
- sd->right_weapon.hp_drain[RC_BOSS].type = val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
- sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
- sd->left_weapon.hp_drain[RC_BOSS].value += type2;
- sd->left_weapon.hp_drain[RC_BOSS].type = val;
- }
- break;
- case SP_SP_DRAIN_RATE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
- sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_BOSS].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
- sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_BOSS].per += val;
- }
- break;
- case SP_SP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
- sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->right_weapon.sp_drain[RC_BOSS].value += type2;
- sd->right_weapon.sp_drain[RC_BOSS].type = val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
- sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->left_weapon.sp_drain[RC_BOSS].value += type2;
- sd->left_weapon.sp_drain[RC_BOSS].type = val;
- }
- break;
- case SP_SP_VANISH_RATE:
- if(sd->state.lr_flag != 2) {
- sd->sp_vanish_rate += type2;
- sd->sp_vanish_per += val;
- }
- break;
- case SP_GET_ZENY_NUM:
- if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
- {
- sd->get_zeny_rate = val;
- sd->get_zeny_num = type2;
- }
- break;
- case SP_ADD_GET_ZENY_NUM:
- if(sd->state.lr_flag != 2)
- {
- sd->get_zeny_rate += val;
- sd->get_zeny_num += type2;
- }
- break;
- case SP_WEAPON_COMA_ELE:
- if(type2 >= ELE_MAX) {
- if(battle_config.error_log)
- ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2)
- sd->weapon_coma_ele[type2] += val;
- break;
- case SP_WEAPON_COMA_RACE:
- if(sd->state.lr_flag != 2)
- sd->weapon_coma_race[type2] += val;
- break;
- case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
- if(sd->state.lr_flag !=2){
- sd->random_attack_increase_add = type2;
- sd->random_attack_increase_per += val;
- }
- break;
- case SP_WEAPON_ATK:
- if(sd->state.lr_flag != 2)
- sd->weapon_atk[type2]+=val;
- break;
- case SP_WEAPON_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->weapon_atk_rate[type2]+=val;
- break;
- case SP_CRITICAL_ADDRACE:
- if(sd->state.lr_flag != 2)
- sd->critaddrace[type2] += val*10;
- break;
- case SP_ADDEFF_WHENHIT:
- if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
- ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2) {
- sd->addeff3[type2-SC_COMMON_MIN]+=val;
- sd->addeff3_type[type2-SC_COMMON_MIN]=1;
- }
- break;
- case SP_ADDEFF_WHENHIT_SHORT:
- if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
- ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag != 2) {
- sd->addeff3[type2-SC_COMMON_MIN]+=val;
- sd->addeff3_type[type2-SC_COMMON_MIN]=0;
- }
- break;
- case SP_SKILL_ATK:
- for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
- if (i == MAX_PC_BONUS)
- { //Better mention this so the array length can be updated. [Skotlex]
- ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- if(sd->state.lr_flag != 2) {
- if (sd->skillatk[i].id == type2)
- sd->skillatk[i].val += val;
- else {
- sd->skillatk[i].id = type2;
- sd->skillatk[i].val = val;
- }
- }
- break;
- case SP_ADD_SKILL_BLOW:
- for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
- if (i == MAX_PC_BONUS)
- { //Better mention this so the array length can be updated. [Skotlex]
- ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
- break;
- }
- if(sd->state.lr_flag != 2) {
- if (sd->skillblown[i].id == type2)
- sd->skillblown[i].val += val;
- else {
- sd->skillblown[i].id = type2;
- sd->skillblown[i].val = val;
- }
- }
- break;
- case SP_ADD_DAMAGE_BY_CLASS:
- if(sd->state.lr_flag != 2) {
- for(i=0;i<sd->add_dmg_count;i++) {
- if(sd->add_dmg[i].class_ == type2) {
- sd->add_dmg[i].rate += val;
- break;
- }
- }
- if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
- sd->add_dmg[sd->add_dmg_count].class_ = type2;
- sd->add_dmg[sd->add_dmg_count].rate += val;
- sd->add_dmg_count++;
- }
- }
- break;
- case SP_HP_LOSS_RATE:
- if(sd->state.lr_flag != 2) {
- sd->hp_loss_value = type2;
- sd->hp_loss_rate = val;
- }
- break;
- case SP_ADDRACE2:
- if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
- break;
- if(sd->state.lr_flag != 2)
- sd->right_weapon.addrace2[type2] += val;
- else
- sd->left_weapon.addrace2[type2] += val;
- break;
- case SP_SUBSIZE:
- if(sd->state.lr_flag != 2)
- sd->subsize[type2]+=val;
- break;
- case SP_SUBRACE2:
- if(sd->state.lr_flag != 2)
- sd->subrace2[type2]+=val;
- break;
- case SP_ADD_ITEM_HEAL_RATE:
- if(sd->state.lr_flag == 2)
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+#include <time.h>
+#include <limits.h>
+
+#include "../common/socket.h" // [Valaris]
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/showmsg.h"
+#include "../common/malloc.h"
+#include "../common/core.h"
+
+#include "map.h"
+#include "chrif.h"
+#include "clif.h"
+#include "intif.h"
+#include "pc.h"
+#include "status.h"
+#include "npc.h"
+#include "mob.h"
+#include "pet.h"
+#include "itemdb.h"
+#include "script.h"
+#include "battle.h"
+#include "skill.h"
+#include "party.h"
+#include "guild.h"
+#include "chat.h"
+#include "trade.h"
+#include "storage.h"
+#include "vending.h"
+#include "atcommand.h"
+#include "log.h"
+#include "date.h"
+
+#ifndef TXT_ONLY // mail system [Valaris]
+#include "mail.h"
+#endif
+
+#define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
+static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL];
+static unsigned int max_level[MAX_PC_CLASS][2];
+static short statp[MAX_LEVEL];
+
+// h-files are for declarations, not for implementations... [Shinomori]
+struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
+// timer for night.day implementation
+int day_timer_tid;
+int night_timer_tid;
+
+struct fame_list smith_fame_list[MAX_FAME_LIST];
+struct fame_list chemist_fame_list[MAX_FAME_LIST];
+struct fame_list taekwon_fame_list[MAX_FAME_LIST];
+
+static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
+
+static struct gm_account *gm_account = NULL;
+static int GM_num = 0;
+
+#define MOTD_LINE_SIZE 128
+char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
+
+int pc_isGM(struct map_session_data *sd) {
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->bl.type!=BL_PC )
+ return 0;
+
+
+ //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
+// if ( sd->fd == 0 )
+// return 99;
+
+ for(i = 0; i < GM_num; i++)
+ if (gm_account[i].account_id == sd->status.account_id)
+ return gm_account[i].level;
+ return 0;
+
+}
+
+int pc_set_gm_level(int account_id, int level) {
+ int i;
+ for (i = 0; i < GM_num; i++) {
+ if (account_id == gm_account[i].account_id) {
+ gm_account[i].level = level;
+ return 0;
+ }
+ }
+
+ GM_num++;
+ gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
+ gm_account[GM_num - 1].account_id = account_id;
+ gm_account[GM_num - 1].level = level;
+ return 0;
+}
+
+static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
+ struct map_session_data *sd;
+
+ if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
+ return 1;
+
+ if(sd->invincible_timer != tid){
+ if(battle_config.error_log)
+ ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
+ return 0;
+ }
+ sd->invincible_timer=-1;
+ skill_unit_move(&sd->bl,tick,1);
+
+ return 0;
+}
+
+int pc_setinvincibletimer(struct map_session_data *sd,int val) {
+ nullpo_retr(0, sd);
+
+ if(sd->invincible_timer != -1)
+ delete_timer(sd->invincible_timer,pc_invincible_timer);
+ sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
+ return 0;
+}
+
+int pc_delinvincibletimer(struct map_session_data *sd) {
+ nullpo_retr(0, sd);
+
+ if(sd->invincible_timer != -1) {
+ delete_timer(sd->invincible_timer,pc_invincible_timer);
+ sd->invincible_timer = -1;
+ skill_unit_move(&sd->bl,gettick(),1);
+ }
+ return 0;
+}
+
+static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
+ struct map_session_data *sd;
+
+ if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
+ return 1;
+
+ if(sd->spirit_timer[0] != tid){
+ if(battle_config.error_log)
+ ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
+ return 0;
+ }
+
+ if(sd->spiritball <= 0) {
+ if(battle_config.error_log)
+ ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
+ sd->spiritball = 0;
+ return 0;
+ }
+
+ sd->spiritball--;
+ // I leave this here as bad example [Shinomori]
+ //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
+ memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
+ sd->spirit_timer[sd->spiritball]=-1;
+
+ clif_spiritball(sd);
+
+ return 0;
+}
+
+int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
+ nullpo_retr(0, sd);
+
+ if(max > MAX_SKILL_LEVEL)
+ max = MAX_SKILL_LEVEL;
+ if(sd->spiritball < 0)
+ sd->spiritball = 0;
+
+ if(sd->spiritball >= max) {
+ if(sd->spirit_timer[0] != -1)
+ delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
+ // I leave this here as bad example [Shinomori]
+ //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
+ memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
+ //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
+ } else
+ sd->spiritball++;
+
+ sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
+ clif_spiritball(sd);
+
+ return 0;
+}
+
+int pc_delspiritball(struct map_session_data *sd,int count,int type) {
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->spiritball <= 0) {
+ sd->spiritball = 0;
+ return 0;
+ }
+
+ if(count > sd->spiritball)
+ count = sd->spiritball;
+ sd->spiritball -= count;
+ if(count > MAX_SKILL_LEVEL)
+ count = MAX_SKILL_LEVEL;
+
+ for(i=0;i<count;i++) {
+ if(sd->spirit_timer[i] != -1) {
+ delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
+ sd->spirit_timer[i] = -1;
+ }
+ }
+ for(i=count;i<MAX_SKILL_LEVEL;i++) {
+ sd->spirit_timer[i-count] = sd->spirit_timer[i];
+ sd->spirit_timer[i] = -1;
+ }
+
+ if(!type)
+ clif_spiritball(sd);
+
+ return 0;
+}
+
+// Increases a player's fame points and displays a notice to him
+void pc_addfame(struct map_session_data *sd,int count) {
+ nullpo_retv(sd);
+ sd->status.fame += count;
+ if(sd->status.fame > MAX_FAME)
+ sd->status.fame = MAX_FAME;
+ switch(sd->class_&MAPID_UPPERMASK){
+ case MAPID_BLACKSMITH: // Blacksmith
+ clif_fame_blacksmith(sd,count);
+ break;
+ case MAPID_ALCHEMIST: // Alchemist
+ clif_fame_alchemist(sd,count);
+ break;
+ case MAPID_TAEKWON: // Taekwon
+ clif_fame_taekwon(sd,count);
+ break;
+ }
+ chrif_updatefamelist(sd);
+}
+
+// Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
+unsigned char pc_famerank(int char_id,int job) {
+ int i;
+
+ switch(job){
+ case MAPID_BLACKSMITH: // Blacksmith
+ for(i = 0; i < MAX_FAME_LIST; i++){
+ if(smith_fame_list[i].id == char_id)
+ return i + 1;
+ }
+ break;
+ case MAPID_ALCHEMIST: // Alchemist
+ for(i = 0; i < MAX_FAME_LIST; i++){
+ if(chemist_fame_list[i].id == char_id)
+ return i + 1;
+ }
+ break;
+ case MAPID_TAEKWON: // Taekwon
+ for(i = 0; i < MAX_FAME_LIST; i++){
+ if(taekwon_fame_list[i].id == char_id)
+ return i + 1;
+ }
+ break;
+ }
+
+ return 0;
+}
+
+int pc_setrestartvalue(struct map_session_data *sd,int type) {
+ struct status_data *status, *b_status;
+ nullpo_retr(0, sd);
+
+ b_status = &sd->base_status;
+ status = &sd->battle_status;
+
+ if (type&1)
+ { //Normal resurrection
+ status->hp = 1; //Otherwise status_heal may fail if dead.
+ if(sd->state.snovice_flag == 4) { // [Celest]
+ status_heal(&sd->bl, status->max_hp, status->max_sp, 1);
+ sd->state.snovice_flag = 0;
+ sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
+ } else
+ status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
+ } else { //Just for saving on the char-server
+ sd->status.hp = b_status->hp;
+ if ((unsigned int)sd->status.sp < b_status->sp)
+ sd->status.sp = b_status->sp;
+ }
+ /* removed exp penalty on spawn [Valaris] */
+
+ if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
+ int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
+ if(zeny < 1) zeny = 1;
+ if (sd->status.zeny > zeny)
+ sd->status.zeny -= zeny;
+ else
+ sd->status.zeny = 0;
+ clif_updatestatus(sd,SP_ZENY);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ Determines if the GM can give / drop / trade / vend items [Lupus]
+ Args: GM Level (current player GM level)
+ * Returns
+ 1 = this GM can't do it
+ 0 = this one can do it
+ *------------------------------------------
+ */
+int pc_can_give_items(int level) {
+ return ( level >= battle_config.gm_cant_drop_min_lv
+ && level <= battle_config.gm_cant_drop_max_lv);
+}
+
+/*==========================================
+ * prepares character for saving.
+ *------------------------------------------
+ */
+int pc_makesavestatus(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if (sd->state.finalsave)
+ return 0; //Nothing to change.
+
+ if(!battle_config.save_clothcolor)
+ sd->status.clothes_color=0;
+
+ sd->status.option = sd->sc.option; //Since the option saved is in
+ if(pc_isdead(sd)){
+ pc_setrestartvalue(sd,0);
+ memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
+ } else {
+ sd->status.hp = sd->battle_status.hp;
+ sd->status.sp = sd->battle_status.sp;
+ sd->status.last_point.map = sd->mapindex;
+ sd->status.last_point.x = sd->bl.x;
+ sd->status.last_point.y = sd->bl.y;
+ }
+
+ if(map[sd->bl.m].flag.nosave){
+ struct map_data *m=&map[sd->bl.m];
+ if(m->save.map)
+ memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
+ else
+ memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 接?暫フ初期化
+ *------------------------------------------
+ */
+int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd) {
+ nullpo_retr(0, sd);
+
+ sd->bl.id = account_id;
+ sd->char_id = char_id;
+ sd->login_id1 = login_id1;
+ sd->login_id2 = 0; // at this point, we can not know the value :(
+ sd->client_tick = client_tick;
+ sd->sex = sex;
+ sd->state.auth = 0;
+ sd->bl.type = BL_PC;
+ sd->canlog_tick = gettick();
+ sd->state.waitingdisconnect = 0;
+
+ return 0;
+}
+
+int pc_equippoint(struct map_session_data *sd,int n)
+{
+ int ep = 0;
+
+ nullpo_retr(0, sd);
+
+ if(sd->inventory_data[n]) {
+ ep = sd->inventory_data[n]->equip;
+ if(sd->inventory_data[n]->look == W_DAGGER ||
+ sd->inventory_data[n]->look == W_1HSWORD ||
+ sd->inventory_data[n]->look == W_1HAXE) {
+ if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
+ return 34;
+ }
+ }
+ return ep;
+}
+
+int pc_setinventorydata(struct map_session_data *sd)
+{
+ int i,id;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ id = sd->status.inventory[i].nameid;
+ sd->inventory_data[i] = id?itemdb_search(id):NULL;
+ }
+ return 0;
+}
+
+int pc_calcweapontype(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
+ sd->status.weapon = sd->weapontype1;
+ else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// 左手武器 Only
+ sd->status.weapon = sd->weapontype2;
+ else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?短?
+ sd->status.weapon = MAX_WEAPON_TYPE+1;
+ else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??手?
+ sd->status.weapon = MAX_WEAPON_TYPE+2;
+ else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??手斧
+ sd->status.weapon = MAX_WEAPON_TYPE+3;
+ else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) ||
+ (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // 短? - ?手?
+ sd->status.weapon = MAX_WEAPON_TYPE+4;
+ else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) ||
+ (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // 短? - 斧
+ sd->status.weapon = MAX_WEAPON_TYPE+5;
+ else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) ||
+ (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?手? - 斧
+ sd->status.weapon = MAX_WEAPON_TYPE+6;
+ else
+ sd->status.weapon = sd->weapontype1;
+
+ return 0;
+}
+
+int pc_setequipindex(struct map_session_data *sd)
+{
+ int i,j;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<11;i++)
+ sd->equip_index[i] = -1;
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ if(sd->status.inventory[i].nameid <= 0)
+ continue;
+ if(sd->status.inventory[i].equip) {
+ for(j=0;j<11;j++)
+ if(sd->status.inventory[i].equip & equip_pos[j])
+ sd->equip_index[j] = i;
+ if(sd->status.inventory[i].equip & 0x0002) {
+ if(sd->inventory_data[i])
+ sd->weapontype1 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype1 = 0;
+ }
+ if(sd->status.inventory[i].equip & 0x0020) {
+ if(sd->inventory_data[i]) {
+ if(sd->inventory_data[i]->type == 4) {
+ if(sd->status.inventory[i].equip == 0x0020)
+ sd->weapontype2 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ }
+ }
+ pc_calcweapontype(sd);
+
+ return 0;
+}
+
+static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) {
+ int i;
+ struct item *item = &sd->status.inventory[eqindex];
+ struct item_data *data;
+ if ( //Crafted/made/hatched items.
+ item->card[0]==0x00ff ||
+ item->card[0]==0x00fe ||
+ item->card[0]==(short)0xff00
+ )
+ return 1;
+
+ for (i=0;i<s;i++) {
+ if (item->card[i] &&
+ (data = itemdb_exists(item->card[i])) &&
+ data->flag.no_equip&flag
+ )
+ return 0;
+ }
+ return 1;
+}
+
+int pc_isequip(struct map_session_data *sd,int n)
+{
+ struct item_data *item;
+ //?生や養子の場合の元の職業を算出する
+
+ nullpo_retr(0, sd);
+
+ item = sd->inventory_data[n];
+
+ if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
+ return 1;
+
+ if(item == NULL)
+ return 0;
+ if(item->elv && sd->status.base_level < (unsigned int)item->elv)
+ return 0;
+ if(item->sex != 2 && sd->status.sex != item->sex)
+ return 0;
+ if(map[sd->bl.m].flag.pvp && item->flag.no_equip&1)
+ return 0;
+ if(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2)
+ return 0;
+ if(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone)
+ return 0;
+ if (sd->sc.count) {
+
+ if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
+ return 0;
+ if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
+ return 0;
+ if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1)
+ return 0;
+ if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1)
+ return 0;
+
+ if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
+ //Spirit of Super Novice equip bonuses. [Skotlex]
+ if (sd->status.base_level > 90 && item->equip & 0x301)
+ return 1; //Can equip all helms
+
+ if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
+ switch(item->look) { //In weapons, the look determines type of weapon.
+ case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
+ case W_1HSWORD: //All 1H swords
+ case W_1HAXE: //All 1H Axes
+ case W_MACE: //All Maces
+ case W_STAFF: //All Staffs
+ return 1;
+ }
+ }
+ }
+ //Not equipable by class. [Skotlex]
+ if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
+ return 0;
+
+ //Not equipable by upper class. [Skotlex]
+ if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
+ return 0;
+
+ return 1;
+}
+
+/*==========================================
+ * session idに問題無し
+ * char鯖から送られてきたステ?タスを設定
+ *------------------------------------------
+ */
+int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
+{
+ struct guild *g;
+ int i;
+ unsigned long tick = gettick();
+
+ if (sd->state.auth) //Temporary debug. [Skotlex]
+ {
+ ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
+ return 1;
+ }
+
+ sd->login_id2 = login_id2;
+ memcpy(&sd->status, st, sizeof(*st));
+
+ if (sd->status.sex != sd->sex) {
+ clif_authfail_fd(sd->fd, 0);
+ return 1;
+ }
+
+ //Set the map-server used job id. [Skotlex]
+ i = pc_jobid2mapid(sd->status.class_);
+ if (i == -1) { //Invalid class?
+ if (battle_config.error_log)
+ ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
+ sd->status.class_ = JOB_NOVICE;
+ sd->class_ = MAPID_NOVICE;
+ } else
+ sd->class_ = i;
+ //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
+ // 基本的な初期化
+ sd->state.connect_new = 1;
+
+ sd->followtimer = -1; // [MouseJstr]
+ sd->skillitem = -1;
+ sd->skillitemlv = -1;
+ sd->invincible_timer = -1;
+
+ sd->canregen_tick = tick;
+ sd->canuseitem_tick = tick;
+ sd->cantalk_tick = tick;
+
+ for(i = 0; i < MAX_SKILL_LEVEL; i++)
+ sd->spirit_timer[i] = -1;
+
+ if (battle_config.item_auto_get)
+ sd->state.autoloot = 10000;
+
+ if (battle_config.disp_experience)
+ sd->state.showexp = 1;
+ if (battle_config.disp_zeny)
+ sd->state.showzeny = 1;
+
+ if (battle_config.display_delay_skill_fail)
+ sd->state.showdelay = 1;
+
+ // Request all registries.
+ intif_request_registry(sd,7);
+
+ // アイテムチェック
+ pc_setinventorydata(sd);
+ pc_checkitem(sd);
+
+ status_change_init(&sd->bl);
+ if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
+ (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
+ sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
+ else
+ sd->status.option &= OPTION_MASK;
+
+ sd->sc.option = sd->status.option; //This is the actual option used in battle.
+ //Set here because we need the inventory data for weapon sprite parsing.
+ status_set_viewdata(&sd->bl, sd->status.class_);
+ unit_dataset(&sd->bl);
+
+ sd->guild_x = -1;
+ sd->guild_y = -1;
+
+ // イベント?係の初期化
+ for(i = 0; i < MAX_EVENTTIMER; i++)
+ sd->eventtimer[i] = -1;
+
+ sd->npc_timer_id = -1;
+
+ // Moved PVP timer initialisation before set_pos
+ sd->pvp_timer = -1;
+
+ // 位置の設定
+ if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
+ if(battle_config.error_log)
+ ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i);
+
+ // try warping to a default map instead (church graveyard)
+ if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
+ // if we fail again
+ clif_authfail_fd(sd->fd, 0);
+ return 1;
+ }
+ }
+
+ // pet
+ if (sd->status.pet_id > 0)
+ intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
+
+ // パ?ティ、ギルドデ?タの要求
+ if (sd->status.party_id > 0 && party_search(sd->status.party_id) == NULL)
+ party_request_info(sd->status.party_id);
+ if (sd->status.guild_id > 0)
+ {
+ if ((g = guild_search(sd->status.guild_id)) == NULL)
+ guild_request_info(sd->status.guild_id);
+ else if (strcmp(sd->status.name,g->master) == 0)
+ { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
+ guild_block_skill(sd, 300000);
+ //Also set the Guild Master flag.
+ sd->state.gmaster_flag = g;
+ }
+ }
+
+ // 通知
+
+ clif_authok(sd);
+ map_addiddb(&sd->bl);
+ if (map_charid2nick(sd->status.char_id) == NULL)
+ map_addchariddb(sd->status.char_id, sd->status.name);
+
+ // Notify everyone that this char logged in [Skotlex].
+ clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
+
+ //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
+ sd->die_counter=-1;
+ //Until the reg values arrive, set them to not require trigger...
+ sd->state.event_death = 1;
+ sd->state.event_kill_pc = 1;
+ sd->state.event_disconnect = 1;
+ sd->state.event_kill_mob = 1;
+
+ status_calc_pc(sd,1);
+
+ sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
+ { //Add IP field
+ unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
+ if (pc_isGM(sd))
+ ShowInfo("GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3], pc_isGM(sd));
+ else
+ ShowInfo("Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3]);
+ }
+
+ // Send friends list
+ clif_friendslist_send(sd);
+
+ if (battle_config.display_version == 1){
+ char buf[256];
+ sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
+ clif_displaymessage(sd->fd, buf);
+ }
+
+ // Message of the Day [Valaris]
+ {
+ int ln;
+ for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
+ if (battle_config.motd_type)
+ clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
+ else
+ clif_displaymessage(sd->fd, motd_text[ln]);
+ }
+ }
+
+#ifndef TXT_ONLY
+ if(mail_server_enable)
+ mail_check(sd,1); // check mail at login [Valaris]
+#endif
+
+ // message of the limited time of the account
+ if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
+ char tmpstr[1024];
+ strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
+ clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
+ }
+
+ if(sd->status.manner < 0) //Needed or manner will always be negative.
+ sc_start(&sd->bl,SC_NOCHAT,100,0,0);
+ return 0;
+}
+
+/*==========================================
+ * Closes a connection because it failed to be authenticated from the char server.
+ *------------------------------------------
+ */
+int pc_authfail(struct map_session_data *sd) {
+
+ if (sd->state.auth) //Temporary debug. [Skotlex]
+ ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
+
+ if (!sd->fd)
+ ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
+
+ clif_authfail_fd(sd->fd, 0);
+ return 0;
+}
+
+/*==========================================
+ * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
+ *------------------------------------------
+ */
+int pc_reg_received(struct map_session_data *sd)
+{
+ int i,j;
+ char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
+ char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
+
+ sd->change_level = pc_readglobalreg(sd,"jobchange_level");
+ sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
+ if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ status_calc_pc(sd, 0); //Check +10 to all stats bonus.
+ if (pc_checkskill(sd, TK_MISSION)) {
+ sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
+ sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
+ }
+
+ if(sd->battle_status.hp == 0)
+ pc_setrestartvalue(sd, 1);
+
+ //SG map and mob read [Komurka]
+ for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
+ {
+ if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) {
+ sd->feel_map[i].index = j;
+ sd->feel_map[i].m = map_mapindex2mapid(j);
+ } else {
+ sd->feel_map[i].index = 0;
+ sd->feel_map[i].m = -1;
+ }
+ sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1;
+
+ }
+
+ if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
+ sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
+ if (sd->cloneskill_id > 0) {
+ sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
+ sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
+ if (i < sd->status.skill[sd->cloneskill_id].lv)
+ sd->status.skill[sd->cloneskill_id].lv = i;
+ sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag
+ clif_skillinfoblock(sd);
+ }
+ }
+
+ // Automated script events
+ if (script_config.event_requires_trigger) {
+ sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
+ sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name);
+ sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name);
+ sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
+ sd->state.event_baselvup = pc_readglobalreg(sd, script_config.baselvup_event_name);
+ sd->state.event_joblvup = pc_readglobalreg(sd, script_config.joblvup_event_name);
+ sd->state.event_loadmap = pc_readglobalreg(sd, script_config.loadmap_event_name);
+ // if script triggers are not required
+ } else {
+ sd->state.event_death = 1;
+ sd->state.event_kill_pc = 1;
+ sd->state.event_disconnect = 1;
+ sd->state.event_kill_mob = 1;
+ sd->state.event_baselvup = 1;
+ sd->state.event_joblvup = 1;
+ sd->state.event_loadmap = 1;
+ }
+
+ npc_script_event(sd, NPCE_LOGIN);
+ return 0;
+}
+
+static int pc_calc_skillpoint(struct map_session_data* sd)
+{
+ int i,skill,inf2,skill_point=0;
+
+ nullpo_retr(0, sd);
+
+ for(i=1;i<MAX_SKILL;i++){
+ if( (skill = pc_checkskill(sd,i)) > 0) {
+ inf2 = skill_get_inf2(i);
+ if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
+ !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
+ ) {
+ if(!sd->status.skill[i].flag)
+ skill_point += skill;
+ else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
+ skill_point += (sd->status.skill[i].flag - 2);
+ }
+ }
+ }
+ }
+
+ return skill_point;
+}
+
+
+/*==========================================
+ * ?えられるスキルの計算
+ *------------------------------------------
+ */
+int pc_calc_skilltree(struct map_session_data *sd)
+{
+ int i,id=0,flag;
+ int c=0;
+
+ nullpo_retr(0, sd);
+ i = pc_calc_skilltree_normalize_job(sd);
+ c = pc_mapid2jobid(i, sd->status.sex);
+ if (c == -1) { //Unable to normalize job??
+ if (battle_config.error_log)
+ ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
+ return 1;
+ }
+
+ for(i=0;i<MAX_SKILL;i++){
+ if (sd->status.skill[i].flag != 13) //Don't touch plagiarized skills
+ sd->status.skill[i].id=0; //First clear skills.
+ }
+ for(i=0;i<MAX_SKILL;i++){
+ if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills.
+ sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
+ sd->status.skill[i].flag=0;
+ }
+ if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU)
+ { //Enable Bard/Dancer spirit linked skills.
+ if (sd->status.sex) { //Link dancer skills to bard.
+ sd->status.skill[i].id=i;
+ sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
+ sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
+ } else { //Link bard skills to dancer.
+ sd->status.skill[i-8].id=i-8;
+ sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill
+ sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill
+ }
+ }
+ }
+
+ if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
+ for(i=0;i<MAX_SKILL;i++){
+ if (skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) //Only skills you can't have are npc/guild ones
+ continue;
+ if (skill_get_max(i) > 0)
+ sd->status.skill[i].id=i;
+ }
+ return 0;
+ }
+ do {
+ flag=0;
+ for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
+ int j,f=1;
+ if(sd->status.skill[id].id)
+ continue; //Skill already known.
+ if(!battle_config.skillfree) {
+ for(j=0;j<5;j++) {
+ if( skill_tree[c][i].need[j].id &&
+ pc_checkskill(sd,skill_tree[c][i].need[j].id) <
+ skill_tree[c][i].need[j].lv) {
+ f=0;
+ break;
+ }
+ }
+ if (sd->status.job_level < skill_tree[c][i].joblv)
+ f=0;
+ else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
+ f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
+ }
+ if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
+ { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
+ if (sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
+ { //Enable Spirit Skills. [Skotlex]
+ sd->status.skill[id].id=id;
+ sd->status.skill[id].lv=1;
+ sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
+ flag=1;
+ }
+ } else if (f){
+ sd->status.skill[id].id=id;
+ flag=1;
+ }
+ }
+ } while(flag);
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) {
+ //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
+ for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
+ if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)))
+ continue; //Do not include Quest/Wedding skills.
+ if(sd->status.skill[id].id==0 ){
+ sd->status.skill[id].id=id;
+ sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
+ } else
+ sd->status.skill[id].flag=sd->status.skill[id].lv+2;
+ sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_);
+ }
+ }
+
+ return 0;
+}
+
+//Checks if you can learn a new skill after having leveled up a skill.
+static void pc_check_skilltree(struct map_session_data *sd, int skill) {
+ int i,id=0,flag;
+ int c=0;
+
+ if(battle_config.skillfree)
+ return; //Function serves no purpose if this is set
+
+ i = pc_calc_skilltree_normalize_job(sd);
+ c = pc_mapid2jobid(i, sd->status.sex);
+ if (c == -1) { //Unable to normalize job??
+ if (battle_config.error_log)
+ ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
+ return;
+ }
+
+ do {
+ flag=0;
+ for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
+ int j,f=1;
+
+ if(sd->status.skill[id].id) //Already learned
+ continue;
+
+ for(j=0;j<5;j++) {
+ if( skill_tree[c][i].need[j].id &&
+ pc_checkskill(sd,skill_tree[c][i].need[j].id) <
+ skill_tree[c][i].need[j].lv) {
+ f=0;
+ break;
+ }
+ }
+ if (!f)
+ continue;
+ if (sd->status.job_level < skill_tree[c][i].joblv)
+ continue;
+ else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
+ continue; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
+
+ if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
+ //Spirit skills cannot be learned
+ continue;
+ sd->status.skill[id].id=id;
+ flag=1;
+ }
+ } while(flag);
+}
+
+// Make sure all the skills are in the correct condition
+// before persisting to the backend.. [MouseJstr]
+int pc_clean_skilltree(struct map_session_data *sd) {
+ int i;
+ for (i = 0; i < MAX_SKILL; i++){
+ if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1)
+ {
+ sd->status.skill[i].id = 0;
+ sd->status.skill[i].lv = 0;
+ sd->status.skill[i].flag = 0;
+ } else if (sd->status.skill[i].flag){
+ sd->status.skill[i].lv = sd->status.skill[i].flag-2;
+ sd->status.skill[i].flag = 0;
+ }
+ }
+
+ return 0;
+}
+
+int pc_calc_skilltree_normalize_job(struct map_session_data *sd) {
+ int skill_point;
+ int c = sd->class_;
+
+ if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ return c; //Only Normalize non-first classes (and non-super novice)
+
+ skill_point = pc_calc_skillpoint(sd);
+ if(skill_point < 9)
+ c = MAPID_NOVICE;
+ else if (sd->status.skill_point >= (int)sd->status.job_level
+ && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
+ //Send it to first class.
+ c &= MAPID_BASEMASK;
+ }
+ if (sd->class_&JOBL_UPPER) //Convert to Upper
+ c |= JOBL_UPPER;
+ else if (sd->class_&JOBL_BABY) //Convert to Baby
+ c |= JOBL_BABY;
+
+ return c;
+}
+
+/*==========================================
+ * 重量アイコンの確認
+ *------------------------------------------
+ */
+int pc_checkweighticon(struct map_session_data *sd)
+{
+ int flag=0;
+
+ nullpo_retr(0, sd);
+
+ //Consider the battle option 50% criteria....
+ if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
+ flag=1;
+ if(sd->weight*10 >= sd->max_weight*9)
+ flag=2;
+
+ if(flag==1){
+ if(sd->sc.data[SC_WEIGHT50].timer==-1)
+ sc_start(&sd->bl,SC_WEIGHT50,100,0,0);
+ }else{
+ if(sd->sc.data[SC_WEIGHT50].timer!=-1)
+ status_change_end(&sd->bl,SC_WEIGHT50,-1);
+ }
+ if(flag==2){
+ if(sd->sc.data[SC_WEIGHT90].timer==-1)
+ sc_start(&sd->bl,SC_WEIGHT90,100,0,0);
+ }else{
+ if(sd->sc.data[SC_WEIGHT90].timer!=-1)
+ status_change_end(&sd->bl,SC_WEIGHT90,-1);
+ }
+ return 0;
+}
+
+int pc_disguise(struct map_session_data *sd, int class_) {
+ if (!class_ && !sd->disguise)
+ return 0;
+ if (class_ && (sd->disguise == class_ || pc_isriding(sd)))
+ return 0;
+
+ if(sd->sc.option&OPTION_INVISIBLE)
+ { //Character is invisible. Stealth class-change. [Skotlex]
+ sd->disguise = class_; //viewdata is set on uncloaking.
+ return 2;
+ }
+
+ pc_stop_walking(sd, 0);
+ clif_clearchar(&sd->bl, 0);
+
+ if (!class_) {
+ sd->disguise = 0;
+ class_ = sd->status.class_;
+ } else
+ sd->disguise=class_;
+
+ status_set_viewdata(&sd->bl, class_);
+ clif_changeoption(&sd->bl);
+ clif_spawn(&sd->bl);
+ return 1;
+}
+
+static int pc_bonus_autospell_del(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
+ int i, j;
+ for(i=max-1; i>=0 && !spell[i].id; i--);
+ if (i<0) return 0; //Nothing to substract from.
+
+ j = i;
+ for(; i>=0 && rate > 0; i--)
+ {
+ if (spell[i].id != id || spell[i].lv != lv) continue;
+ if (rate >= spell[i].rate) {
+ rate-= spell[i].rate;
+ spell[i].rate = 0;
+ memmove(&spell[i], &spell[j], sizeof(struct s_autospell));
+ memset(&spell[j], 0, sizeof(struct s_autospell));
+ j--;
+ } else {
+ spell[i].rate -= rate;
+ rate = 0;
+ }
+ }
+ return rate;
+}
+
+static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) {
+ int i;
+ if (rate < 0) return //Remove the autobonus.
+ pc_bonus_autospell_del(spell, max, id, lv, -rate, card_id);
+
+ for (i = 0; i < max && spell[i].id; i++) {
+ if (spell[i].card_id == card_id &&
+ spell[i].id == id && spell[i].lv == lv)
+ {
+ if (!battle_config.autospell_stacking)
+ return 0;
+ rate += spell[i].rate;
+ break;
+ }
+ }
+ if (i == max) {
+ if (battle_config.error_log)
+ ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
+ return 0;
+ }
+ spell[i].id = id;
+ spell[i].lv = lv;
+ spell[i].rate = rate;
+ spell[i].card_id = card_id;
+ return 1;
+}
+
+static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) {
+ int i;
+ //Apply config rate adjustment settings.
+ if (rate >= 0) { //Absolute drop.
+ if (battle_config.item_rate_adddrop != 100)
+ rate = rate*battle_config.item_rate_adddrop/100;
+ if (rate < battle_config.item_drop_adddrop_min)
+ rate = battle_config.item_drop_adddrop_min;
+ else if (rate > battle_config.item_drop_adddrop_max)
+ rate = battle_config.item_drop_adddrop_max;
+ } else { //Relative drop, max/min limits are applied at drop time.
+ if (battle_config.item_rate_adddrop != 100)
+ rate = rate*battle_config.item_rate_adddrop/100;
+ if (rate > -1)
+ rate = -1;
+ }
+ for(i = 0; i < *count; i++) {
+ if(
+ (id && drop[i].id == id) ||
+ (group && drop[i].group == group)
+ ) {
+ drop[i].race |= race;
+ if(drop[i].rate > 0 && rate > 0)
+ { //Both are absolute rates.
+ if (drop[i].rate < rate)
+ drop[i].rate = rate;
+ } else
+ if(drop[i].rate < 0 && rate < 0) {
+ //Both are relative rates.
+ if (drop[i].rate > rate)
+ drop[i].rate = rate;
+ } else if (rate < 0) //Give preference to relative rate.
+ drop[i].rate = rate;
+ return 1;
+ }
+ }
+ if(*count >= MAX_PC_BONUS) {
+ if (battle_config.error_log)
+ ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS);
+ return 0;
+ }
+ drop[*count].id = id;
+ drop[*count].group = group;
+ drop[*count].race |= race;
+ drop[*count].rate = rate;
+ (*count)++;
+ return 1;
+}
+
+/*==========================================
+ * ? 備品による能力等のボ?ナス設定
+ *------------------------------------------
+ */
+int pc_bonus(struct map_session_data *sd,int type,int val)
+{
+ struct status_data *status;
+ int bonus;
+ nullpo_retr(0, sd);
+
+ status = &sd->base_status;
+
+ 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->param_bonus[type-SP_STR]+=val;
+ break;
+ case SP_ATK1:
+ if(!sd->state.lr_flag)
+ status->rhw.atk+=val;
+ else if(sd->state.lr_flag == 1)
+ status->lhw->atk+=val;
+ break;
+ case SP_ATK2:
+ if(!sd->state.lr_flag)
+ status->rhw.atk2+=val;
+ else if(sd->state.lr_flag == 1)
+ status->lhw->atk2+=val;
+ break;
+ case SP_BASE_ATK:
+ if(sd->state.lr_flag != 2)
+ status->batk+=val;
+ break;
+ case SP_MATK1:
+ if(sd->state.lr_flag != 2)
+ status->matk_max += val;
+ break;
+ case SP_MATK2:
+ if(sd->state.lr_flag != 2)
+ status->matk_min += val;
+ break;
+ case SP_MATK:
+ if(sd->state.lr_flag != 2) {
+ status->matk_max += val;
+ status->matk_min += val;
+ }
+ break;
+ case SP_DEF1:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->def + val;
+ status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
+ }
+ break;
+ case SP_DEF2:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->def2 + val;
+ status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ }
+ break;
+ case SP_MDEF1:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->mdef + val;
+ status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
+ }
+ break;
+ case SP_MDEF2:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->mdef2 + val;
+ status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ }
+ break;
+ case SP_HIT:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->hit + val;
+ status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ } else
+ sd->arrow_hit+=val;
+ break;
+ case SP_FLEE1:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->flee + val;
+ status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ }
+ break;
+ case SP_FLEE2:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->flee2 + val*10;
+ status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ }
+ break;
+ case SP_CRITICAL:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->cri + val*10;
+ status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ } else
+ sd->arrow_cri += val*10;
+ break;
+ case SP_ATKELE:
+ if(val >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
+ break;
+ }
+ switch (sd->state.lr_flag)
+ {
+ case 2:
+ sd->arrow_ele=val;
+ break;
+ case 1:
+ status->lhw->ele=val;
+ break;
+ default:
+ status->rhw.ele=val;
+ break;
+ }
+ break;
+ case SP_DEFELE:
+ if(val >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ status->def_ele=val;
+ break;
+ case SP_MAXHP:
+ if(sd->state.lr_flag != 2) {
+ if (val < 0 && status->max_hp <= (unsigned int)(-val))
+ status->max_hp = 1;
+ else
+ status->max_hp+=val;
+ }
+ break;
+ case SP_MAXSP:
+ if(sd->state.lr_flag != 2) {
+ if (val < 0 && status->max_sp <= (unsigned int)(-val))
+ status->max_sp = 1;
+ else
+ status->max_sp+=val;
+ }
+ break;
+ case SP_CASTRATE:
+ if(sd->state.lr_flag != 2)
+ sd->castrate+=val;
+ break;
+ case SP_MAXHPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->hprate+=val;
+ break;
+ case SP_MAXSPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->sprate+=val;
+ break;
+ case SP_SPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->dsprate+=val;
+ break;
+ case SP_ATTACKRANGE:
+ switch (sd->state.lr_flag) {
+ case 2:
+ switch (sd->status.weapon) {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_SHOTGUN:
+ case W_GATLING:
+ case W_GRENADE:
+ status->rhw.range += val;
+ }
+ break;
+ case 1:
+ status->lhw->range += val;
+ break;
+ default:
+ status->rhw.range += val;
+ break;
+ }
+ break;
+ case SP_ADD_SPEED: //Raw increase
+ if(sd->state.lr_flag != 2) {
+ bonus = status->speed - val;
+ status->speed = cap_value(bonus, 0, USHRT_MAX);
+ }
+ break;
+ case SP_SPEED_RATE: //Non stackable increase
+ if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
+ sd->speed_rate = 100-val;
+ break;
+ case SP_SPEED_ADDRATE: //Stackable increase
+ if(sd->state.lr_flag != 2)
+ sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
+ break;
+ case SP_ASPD: //Raw increase
+ if(sd->state.lr_flag != 2)
+ status->adelay -= val*10;
+ break;
+ case SP_ASPD_RATE: //Non stackable increase
+ if(sd->state.lr_flag != 2 && status->aspd_rate > 1000-val*10)
+ status->aspd_rate = 1000-val*10;
+ break;
+ case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
+ if(sd->state.lr_flag != 2)
+ sd->aspd_add_rate -= val;
+ break;
+ case SP_HP_RECOV_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->hprecov_rate += val;
+ break;
+ case SP_SP_RECOV_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->sprecov_rate += val;
+ break;
+ case SP_CRITICAL_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->critical_def += val;
+ break;
+ case SP_NEAR_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->near_attack_def_rate += val;
+ break;
+ case SP_LONG_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->long_attack_def_rate += val;
+ break;
+ case SP_DOUBLE_RATE:
+ if(sd->state.lr_flag == 0 && sd->double_rate < val)
+ sd->double_rate = val;
+ break;
+ case SP_DOUBLE_ADD_RATE:
+ if(sd->state.lr_flag == 0)
+ sd->double_add_rate += val;
+ break;
+ case SP_MATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->matk_rate += val;
+ break;
+ case SP_IGNORE_DEF_ELE:
+ if(val >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
+ break;
+ }
+ if(!sd->state.lr_flag)
+ sd->right_weapon.ignore_def_ele |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.ignore_def_ele |= 1<<val;
+ break;
+ case SP_IGNORE_DEF_RACE:
+ if(!sd->state.lr_flag)
+ sd->right_weapon.ignore_def_race |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.ignore_def_race |= 1<<val;
+ break;
+ case SP_ATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->atk_rate += val;
+ break;
+ case SP_MAGIC_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->magic_def_rate += val;
+ break;
+ case SP_MISC_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->misc_def_rate += val;
+ break;
+ case SP_IGNORE_MDEF_ELE:
+ if(val >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->ignore_mdef_ele |= 1<<val;
+ break;
+ case SP_IGNORE_MDEF_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->ignore_mdef_race |= 1<<val;
+ break;
+ case SP_PERFECT_HIT_RATE:
+ if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
+ sd->perfect_hit = val;
+ break;
+ case SP_PERFECT_HIT_ADD_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->perfect_hit_add += val;
+ break;
+ case SP_CRITICAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->critical_rate+=val;
+ break;
+ case SP_DEF_RATIO_ATK_ELE:
+ if(val >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
+ break;
+ }
+ if(!sd->state.lr_flag)
+ sd->right_weapon.def_ratio_atk_ele |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.def_ratio_atk_ele |= 1<<val;
+ break;
+ case SP_DEF_RATIO_ATK_RACE:
+ if(val >= RC_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
+ break;
+ }
+ if(!sd->state.lr_flag)
+ sd->right_weapon.def_ratio_atk_race |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.def_ratio_atk_race |= 1<<val;
+ break;
+ case SP_HIT_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->hit_rate += val;
+ break;
+ case SP_FLEE_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->flee_rate += val;
+ break;
+ case SP_FLEE2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->flee2_rate += val;
+ break;
+ case SP_DEF_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->def_rate += val;
+ break;
+ case SP_DEF2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->def2_rate += val;
+ break;
+ case SP_MDEF_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->mdef_rate += val;
+ break;
+ case SP_MDEF2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->mdef2_rate += val;
+ break;
+ case SP_RESTART_FULL_RECOVER:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.restart_full_recover = 1;
+ break;
+ case SP_NO_CASTCANCEL:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel = 1;
+ break;
+ case SP_NO_CASTCANCEL2:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel2 = 1;
+ break;
+ case SP_NO_SIZEFIX:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_sizefix = 1;
+ break;
+ case SP_NO_MAGIC_DAMAGE:
+ if(sd->state.lr_flag == 2)
+ break;
+ val+= sd->special_state.no_magic_damage;
+ sd->special_state.no_magic_damage = cap_value(val,0,100);
+ break;
+ case SP_NO_WEAPON_DAMAGE:
+ if(sd->state.lr_flag == 2)
+ break;
+ val+= sd->special_state.no_weapon_damage;
+ sd->special_state.no_weapon_damage = cap_value(val,0,100);
+ break;
+ case SP_NO_GEMSTONE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_gemstone = 1;
+ break;
+ case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
+ if(sd->state.lr_flag != 2)
+ sd->special_state.intravision = 1;
+ break;
+ case SP_SPLASH_RANGE:
+ if(sd->state.lr_flag != 2 && sd->splash_range < val)
+ sd->splash_range = val;
+ break;
+ case SP_SPLASH_ADD_RANGE:
+ if(sd->state.lr_flag != 2)
+ sd->splash_add_range += val;
+ break;
+ case SP_SHORT_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->short_weapon_damage_return += val;
+ break;
+ case SP_LONG_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->long_weapon_damage_return += val;
+ break;
+ case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
+ if(sd->state.lr_flag != 2)
+ sd->magic_damage_return += val;
+ break;
+ case SP_ALL_STATS: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->param_bonus[SP_STR-SP_STR]+=val;
+ sd->param_bonus[SP_AGI-SP_STR]+=val;
+ sd->param_bonus[SP_VIT-SP_STR]+=val;
+ sd->param_bonus[SP_INT-SP_STR]+=val;
+ sd->param_bonus[SP_DEX-SP_STR]+=val;
+ sd->param_bonus[SP_LUK-SP_STR]+=val;
+ }
+ break;
+ case SP_AGI_VIT: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->param_bonus[SP_AGI-SP_STR]+=val;
+ sd->param_bonus[SP_VIT-SP_STR]+=val;
+ }
+ break;
+ case SP_AGI_DEX_STR: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->param_bonus[SP_AGI-SP_STR]+=val;
+ sd->param_bonus[SP_DEX-SP_STR]+=val;
+ sd->param_bonus[SP_STR-SP_STR]+=val;
+ }
+ break;
+ case SP_PERFECT_HIDE: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->state.perfect_hiding=1;
+ }
+ break;
+ case SP_UNBREAKABLE:
+ if(sd->state.lr_flag!=2) {
+ sd->unbreakable += val;
+ }
+ break;
+ case SP_UNBREAKABLE_WEAPON:
+ if(sd->state.lr_flag != 2)
+ sd->unbreakable_equip |= EQP_WEAPON;
+ break;
+ case SP_UNBREAKABLE_ARMOR:
+ if(sd->state.lr_flag != 2)
+ sd->unbreakable_equip |= EQP_ARMOR;
+ break;
+ case SP_UNBREAKABLE_HELM:
+ if(sd->state.lr_flag != 2)
+ sd->unbreakable_equip |= EQP_HELM;
+ break;
+ case SP_UNBREAKABLE_SHIELD:
+ if(sd->state.lr_flag != 2)
+ sd->unbreakable_equip |= EQP_SHIELD;
+ break;
+ case SP_CLASSCHANGE: // [Valaris]
+ if(sd->state.lr_flag !=2)
+ sd->classchange=val;
+ break;
+ case SP_LONG_ATK_RATE:
+ if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
+ sd->long_attack_atk_rate+=val;
+ break;
+ case SP_BREAK_WEAPON_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->break_weapon_rate+=val;
+ break;
+ case SP_BREAK_ARMOR_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->break_armor_rate+=val;
+ break;
+ case SP_ADD_STEAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->add_steal_rate+=val;
+ break;
+ case SP_DELAYRATE:
+ if(sd->state.lr_flag != 2)
+ sd->delayrate+=val;
+ break;
+ case SP_CRIT_ATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->crit_atk_rate += val;
+ break;
+ case SP_NO_REGEN:
+ if(sd->state.lr_flag != 2)
+ sd->no_regen = val;
+ break;
+ case SP_UNSTRIPABLE_WEAPON:
+ if(sd->state.lr_flag != 2)
+ sd->unstripable_equip |= EQP_WEAPON;
+ break;
+ case SP_UNSTRIPABLE:
+ case SP_UNSTRIPABLE_ARMOR:
+ if(sd->state.lr_flag != 2)
+ sd->unstripable_equip |= EQP_ARMOR;
+ break;
+ case SP_UNSTRIPABLE_HELM:
+ if(sd->state.lr_flag != 2)
+ sd->unstripable_equip |= EQP_HELM;
+ break;
+ case SP_UNSTRIPABLE_SHIELD:
+ if(sd->state.lr_flag != 2)
+ sd->unstripable_equip |= EQP_SHIELD;
+ break;
+ case SP_HP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
+ sd->right_weapon.hp_drain[RC_BOSS].value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
+ sd->right_weapon.hp_drain[RC_BOSS].value += val;
+ }
+ break;
+ case SP_SP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
+ sd->right_weapon.sp_drain[RC_BOSS].value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
+ sd->left_weapon.sp_drain[RC_BOSS].value += val;
+ }
+ break;
+ case SP_SP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->sp_gain_value += val;
+ break;
+ case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
+ if(!sd->state.lr_flag)
+ sd->right_weapon.ignore_def_mob |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.ignore_def_mob |= 1<<val;
+ break;
+ case SP_HP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->hp_gain_value += val;
+ break;
+ default:
+ if(battle_config.error_log)
+ ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * ? 備品による能力等のボ?ナス設定
+ *------------------------------------------
+ */
+int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_ADDELE:
+ if(type2 >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
+ break;
+ }
+ if(!sd->state.lr_flag)
+ sd->right_weapon.addele[type2]+=val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.addele[type2]+=val;
+ else if(sd->state.lr_flag == 2)
+ sd->arrow_addele[type2]+=val;
+ break;
+ case SP_ADDRACE:
+ if(!sd->state.lr_flag)
+ sd->right_weapon.addrace[type2]+=val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.addrace[type2]+=val;
+ else if(sd->state.lr_flag == 2)
+ sd->arrow_addrace[type2]+=val;
+ break;
+ case SP_ADDSIZE:
+ if(!sd->state.lr_flag)
+ sd->right_weapon.addsize[type2]+=val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.addsize[type2]+=val;
+ else if(sd->state.lr_flag == 2)
+ sd->arrow_addsize[type2]+=val;
+ break;
+ case SP_SUBELE:
+ if(type2 >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->subele[type2]+=val;
+ break;
+ case SP_SUBRACE:
+ if(sd->state.lr_flag != 2)
+ sd->subrace[type2]+=val;
+ break;
+ case SP_ADDEFF:
+ if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->addeff[type2-SC_COMMON_MIN]+=val;
+ else
+ sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
+ break;
+ case SP_ADDEFF2:
+ if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->addeff2[type2-SC_COMMON_MIN]+=val;
+ else
+ sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
+ break;
+ case SP_RESEFF:
+ if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->reseff[type2-SC_COMMON_MIN]+=val;
+ break;
+ case SP_MAGIC_ADDELE:
+ if(type2 >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->magic_addele[type2]+=val;
+ break;
+ case SP_MAGIC_ADDRACE:
+ if(sd->state.lr_flag != 2)
+ sd->magic_addrace[type2]+=val;
+ break;
+ case SP_MAGIC_ADDSIZE:
+ if(sd->state.lr_flag != 2)
+ sd->magic_addsize[type2]+=val;
+ break;
+ case SP_ADD_DAMAGE_CLASS:
+ if(!sd->state.lr_flag) {
+ for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
+ if(sd->right_weapon.add_damage_classid[i] == type2) {
+ sd->right_weapon.add_damage_classrate[i] += val;
+ break;
+ }
+ }
+ if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
+ sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
+ sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
+ sd->right_weapon.add_damage_class_count++;
+ }
+ }
+ else if(sd->state.lr_flag == 1) {
+ for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
+ if(sd->left_weapon.add_damage_classid[i] == type2) {
+ sd->left_weapon.add_damage_classrate[i] += val;
+ break;
+ }
+ }
+ if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
+ sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
+ sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
+ sd->left_weapon.add_damage_class_count++;
+ }
+ }
+ break;
+ case SP_ADD_MAGIC_DAMAGE_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_mdmg_count;i++) {
+ if(sd->add_mdmg[i].class_ == type2) {
+ sd->add_mdmg[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
+ sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
+ sd->add_mdmg[sd->add_mdmg_count].rate += val;
+ sd->add_mdmg_count++;
+ }
+ }
+ break;
+ case SP_ADD_DEF_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_def_count;i++) {
+ if(sd->add_def[i].class_ == type2) {
+ sd->add_def[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
+ sd->add_def[sd->add_def_count].class_ = type2;
+ sd->add_def[sd->add_def_count].rate += val;
+ sd->add_def_count++;
+ }
+ }
+ break;
+ case SP_ADD_MDEF_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_mdef_count;i++) {
+ if(sd->add_mdef[i].class_ == type2) {
+ sd->add_mdef[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
+ sd->add_mdef[sd->add_mdef_count].class_ = type2;
+ sd->add_mdef[sd->add_mdef_count].rate += val;
+ sd->add_mdef_count++;
+ }
+ }
+ break;
+ case SP_HP_DRAIN_RATE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
+ sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
+ sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
+ sd->right_weapon.hp_drain[RC_BOSS].per += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
+ sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
+ sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
+ sd->left_weapon.hp_drain[RC_BOSS].per += val;
+ }
+ break;
+ case SP_HP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
+ sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
+ sd->right_weapon.hp_drain[RC_BOSS].value += type2;
+ sd->right_weapon.hp_drain[RC_BOSS].type = val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
+ sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
+ sd->left_weapon.hp_drain[RC_BOSS].value += type2;
+ sd->left_weapon.hp_drain[RC_BOSS].type = val;
+ }
+ break;
+ case SP_SP_DRAIN_RATE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
+ sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
+ sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
+ sd->right_weapon.sp_drain[RC_BOSS].per += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
+ sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
+ sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
+ sd->left_weapon.sp_drain[RC_BOSS].per += val;
+ }
+ break;
+ case SP_SP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
+ sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
+ sd->right_weapon.sp_drain[RC_BOSS].value += type2;
+ sd->right_weapon.sp_drain[RC_BOSS].type = val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
+ sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
+ sd->left_weapon.sp_drain[RC_BOSS].value += type2;
+ sd->left_weapon.sp_drain[RC_BOSS].type = val;
+ }
+ break;
+ case SP_SP_VANISH_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->sp_vanish_rate += type2;
+ sd->sp_vanish_per += val;
+ }
+ break;
+ case SP_GET_ZENY_NUM:
+ if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
+ {
+ sd->get_zeny_rate = val;
+ sd->get_zeny_num = type2;
+ }
+ break;
+ case SP_ADD_GET_ZENY_NUM:
+ if(sd->state.lr_flag != 2)
+ {
+ sd->get_zeny_rate += val;
+ sd->get_zeny_num += type2;
+ }
+ break;
+ case SP_WEAPON_COMA_ELE:
+ if(type2 >= ELE_MAX) {
+ if(battle_config.error_log)
+ ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->weapon_coma_ele[type2] += val;
+ break;
+ case SP_WEAPON_COMA_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->weapon_coma_race[type2] += val;
+ break;
+ case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
+ if(sd->state.lr_flag !=2){
+ sd->random_attack_increase_add = type2;
+ sd->random_attack_increase_per += val;
+ }
+ break;
+ case SP_WEAPON_ATK:
+ if(sd->state.lr_flag != 2)
+ sd->weapon_atk[type2]+=val;
+ break;
+ case SP_WEAPON_ATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->weapon_atk_rate[type2]+=val;
+ break;
+ case SP_CRITICAL_ADDRACE:
+ if(sd->state.lr_flag != 2)
+ sd->critaddrace[type2] += val*10;
+ break;
+ case SP_ADDEFF_WHENHIT:
+ if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ sd->addeff3[type2-SC_COMMON_MIN]+=val;
+ sd->addeff3_type[type2-SC_COMMON_MIN]=1;
+ }
+ break;
+ case SP_ADDEFF_WHENHIT_SHORT:
+ if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ sd->addeff3[type2-SC_COMMON_MIN]+=val;
+ sd->addeff3_type[type2-SC_COMMON_MIN]=0;
+ }
+ break;
+ case SP_SKILL_ATK:
+ for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
+ if (i == MAX_PC_BONUS)
+ { //Better mention this so the array length can be updated. [Skotlex]
+ ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ if (sd->skillatk[i].id == type2)
+ sd->skillatk[i].val += val;
+ else {
+ sd->skillatk[i].id = type2;
+ sd->skillatk[i].val = val;
+ }
+ }
+ break;
+ case SP_ADD_SKILL_BLOW:
+ for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
+ if (i == MAX_PC_BONUS)
+ { //Better mention this so the array length can be updated. [Skotlex]
+ ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ if (sd->skillblown[i].id == type2)
+ sd->skillblown[i].val += val;
+ else {
+ sd->skillblown[i].id = type2;
+ sd->skillblown[i].val = val;
+ }
+ }
+ break;
+ case SP_ADD_DAMAGE_BY_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_dmg_count;i++) {
+ if(sd->add_dmg[i].class_ == type2) {
+ sd->add_dmg[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
+ sd->add_dmg[sd->add_dmg_count].class_ = type2;
+ sd->add_dmg[sd->add_dmg_count].rate += val;
+ sd->add_dmg_count++;
+ }
+ }
+ break;
+ case SP_HP_LOSS_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->hp_loss_value = type2;
+ sd->hp_loss_rate = val;
+ }
+ break;
+ case SP_ADDRACE2:
+ if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
+ break;
+ if(sd->state.lr_flag != 2)
+ sd->right_weapon.addrace2[type2] += val;
+ else
+ sd->left_weapon.addrace2[type2] += val;
+ break;
+ case SP_SUBSIZE:
+ if(sd->state.lr_flag != 2)
+ sd->subsize[type2]+=val;
+ break;
+ case SP_SUBRACE2:
+ if(sd->state.lr_flag != 2)
+ sd->subrace2[type2]+=val;
+ break;
+ case SP_ADD_ITEM_HEAL_RATE:
+ if(sd->state.lr_flag == 2)
break;
if (type2 < MAX_ITEMGROUP)
- sd->itemhealrate[type2] += val;
+ sd->itemhealrate[type2] += val;
else
ShowWarning("pc_bonus2: AddItemHealRate: Group %d is beyond limit (%d).\n", type2, MAX_ITEMGROUP);
- break;
- case SP_EXP_ADDRACE:
- if(sd->state.lr_flag != 2)
- sd->expaddrace[type2]+=val;
- break;
- case SP_SP_GAIN_RACE:
- if(sd->state.lr_flag != 2)
- sd->sp_gain_race[type2]+=val;
- break;
- case SP_ADD_MONSTER_DROP_ITEM:
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
- break;
- case SP_ADD_MONSTER_DROP_ITEMGROUP:
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
- break;
- case SP_SP_LOSS_RATE:
- if(sd->state.lr_flag != 2) {
- sd->sp_loss_value = type2;
- sd->sp_loss_rate = val;
- }
- break;
- case SP_HP_DRAIN_VALUE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[type2].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[type2].value += val;
- }
- break;
- case SP_SP_DRAIN_VALUE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[type2].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[type2].value += val;
- }
- break;
-
- default:
- if(battle_config.error_log)
- ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
- break;
- }
- return 0;
-}
-
-int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
-{
- nullpo_retr(0, sd);
-
- switch(type){
- case SP_ADD_MONSTER_DROP_ITEM:
- if(sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<<type3, val);
- break;
- case SP_AUTOSPELL:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
- break;
- case SP_AUTOSPELL_WHENHIT:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
- break;
- case SP_HP_LOSS_RATE:
- if(sd->state.lr_flag != 2) {
- sd->hp_loss_value = type2;
- sd->hp_loss_rate = type3;
- sd->hp_loss_type = val;
- }
- break;
- case SP_SP_DRAIN_RATE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
- sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->right_weapon.sp_drain[RC_BOSS].per += type3;
- sd->right_weapon.sp_drain[RC_BOSS].type = val;
-
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
- sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
- sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
- sd->left_weapon.sp_drain[RC_BOSS].per += type3;
- sd->left_weapon.sp_drain[RC_BOSS].type = val;
- }
- break;
- case SP_HP_DRAIN_RATE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[type2].rate += type3;
- sd->right_weapon.hp_drain[type2].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[type2].rate += type3;
- sd->left_weapon.hp_drain[type2].per += val;
- }
- break;
- case SP_SP_DRAIN_RATE_RACE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[type2].rate += type3;
- sd->right_weapon.sp_drain[type2].per += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[type2].rate += type3;
- sd->left_weapon.sp_drain[type2].per += val;
- }
- break;
- case SP_ADD_MONSTER_DROP_ITEMGROUP:
- if (sd->state.lr_flag != 2)
- pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<<type3, val);
- break;
-
- default:
- if(battle_config.error_log)
- ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
- break;
- }
-
- return 0;
-}
-
-int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
-{
- nullpo_retr(0, sd);
-
- switch(type){
- case SP_AUTOSPELL:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
- break;
-
- case SP_AUTOSPELL_WHENHIT:
- if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
- break;
- default:
- if(battle_config.error_log)
- ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
- break;
- }
-
- return 0;
-}
-
-/*==========================================
- * スクリプトによるスキル所得
- *------------------------------------------
- */
-int pc_skill(struct map_session_data *sd,int id,int level,int flag)
-{
- nullpo_retr(0, sd);
-
- if(level>MAX_SKILL_LEVEL){
- if(battle_config.error_log)
- ShowError("pc_skill: Skill level %d too high. Max lv supported is MAX_SKILL_LEVEL (%d)\n", level, MAX_SKILL_LEVEL);
- return 0;
- }
- if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
- sd->status.skill[id].lv=level;
- if (!skill_get_inf(id)) //Only recalculate for passive skills.
- status_calc_pc(sd,0);
- clif_skillinfoblock(sd);
- }
- else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
- sd->status.skill[id].lv+=level;
- if (!skill_get_inf(id)) //Only recalculate for passive skills.
- status_calc_pc(sd,0);
- clif_skillinfoblock(sd);
- }
- else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
- if(sd->status.skill[id].id==id) {
- if (!sd->status.skill[id].flag) //Non-granted skill, store it's level.
- sd->status.skill[id].flag=sd->status.skill[id].lv+2;
- } else {
- sd->status.skill[id].id=id;
- sd->status.skill[id].flag=1; // cardスキルとする
- }
- sd->status.skill[id].lv=level;
- }
-
- return 0;
-}
-/*==========================================
- * カ?ド?入
- *------------------------------------------
- */
-int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
-{
- int i, ep;
- int nameid, cardid;
-
- nullpo_retr(0, sd);
-
- if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
- return 0; //Invalid card index.
-
- if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
- return 0; //Invalid item index.
-
- nameid=sd->status.inventory[idx_equip].nameid;
- cardid=sd->status.inventory[idx_card].nameid;
- ep=sd->inventory_data[idx_card]->equip;
-
- if( nameid <= 0 || cardid <= 0 ||
- (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
- sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
- sd->status.inventory[idx_equip].identify==0 || // 未鑑定
- sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
- sd->status.inventory[idx_equip].card[0]==0x00fe ||
- sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
- !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
- (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
- sd->status.inventory[idx_equip].equip){
-
- clif_insert_card(sd,idx_equip,idx_card,1);
- return 0;
- }
- for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
- if( sd->status.inventory[idx_equip].card[i] == 0){
- // 空きスロットが ったので差し?む
- sd->status.inventory[idx_equip].card[i]=cardid;
-
- // カ?ドは減らす
- clif_insert_card(sd,idx_equip,idx_card,0);
- pc_delitem(sd,idx_card,1,1);
- return 0;
- }
- }
- clif_insert_card(sd,idx_equip,idx_card,1);
- return 0;
-}
-
-//
-// アイテム物
-//
-
-/*==========================================
- * スキルによる買い値修正
- *------------------------------------------
- */
-int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
-{
- int skill,val = orig_value,rate1 = 0,rate2 = 0;
- if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
- rate1 = 5+skill*2-((skill==10)? 1:0);
- if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
- rate2 = 5+skill*4;
- if(rate1 < rate2) rate1 = rate2;
- if(rate1)
- val = (int)((double)orig_value*(double)(100-rate1)/100.);
- if(val < 0) val = 0;
- if(orig_value > 0 && val < 1) val = 1;
-
- return val;
-}
-
-/*==========================================
- * スキルによる?り値修正
- *------------------------------------------
- */
-int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
-{
- int skill,val = orig_value,rate = 0;
- if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
- rate = 5+skill*2-((skill==10)? 1:0);
- if(rate)
- val = (int)((double)orig_value*(double)(100+rate)/100.);
- if(val < 0) val = 0;
- if(orig_value > 0 && val < 1) val = 1;
-
- return val;
-}
-
-/*==========================================
- * アイテムを買った暫ノ、新しいアイテム欄を使うか、
- * 3万個制限にかかるか確認
- *------------------------------------------
- */
-int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- if(itemdb_isequip(nameid))
- return ADDITEM_NEW;
-
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==nameid){
- if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
- return ADDITEM_OVERAMOUNT;
- return ADDITEM_EXIST;
- }
- }
-
- if(amount > MAX_AMOUNT)
- return ADDITEM_OVERAMOUNT;
- return ADDITEM_NEW;
-}
-
-/*==========================================
- * 空きアイテム欄の個?
- *------------------------------------------
- */
-int pc_inventoryblank(struct map_session_data *sd)
-{
- int i,b;
-
- nullpo_retr(0, sd);
-
- for(i=0,b=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==0)
- b++;
- }
-
- return b;
-}
-
-/*==========================================
- * お金を?う
- *------------------------------------------
- */
-int pc_payzeny(struct map_session_data *sd,int zeny)
-{
- double z;
-
- nullpo_retr(0, sd);
-
- z = (double)sd->status.zeny;
- if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
- return 1;
- sd->status.zeny-=zeny;
- clif_updatestatus(sd,SP_ZENY);
-
- return 0;
-}
-
-/*==========================================
- * お金を得る
- *------------------------------------------
- */
-int pc_getzeny(struct map_session_data *sd,int zeny)
-{
- double z;
-
- nullpo_retr(0, sd);
-
- z = (double)sd->status.zeny;
- if(z + (double)zeny > MAX_ZENY) {
- zeny = 0;
- sd->status.zeny = MAX_ZENY;
- }
- sd->status.zeny+=zeny;
- clif_updatestatus(sd,SP_ZENY);
- if(zeny > 0 && sd->state.showzeny){
- char output[255];
- sprintf(output, "Gained %dz.", zeny);
- clif_disp_onlyself(sd,output,strlen(output));
- }
-
- return 0;
-}
-
-/*==========================================
- * アイテムを探して、インデックスを返す
- *------------------------------------------
- */
-int pc_search_inventory(struct map_session_data *sd,int item_id)
-{
- int i;
-
- nullpo_retr(-1, sd);
-
- for(i=0;i<MAX_INVENTORY;i++) {
- if(sd->status.inventory[i].nameid == item_id &&
- (sd->status.inventory[i].amount > 0 || item_id == 0))
- return i;
- }
-
- return -1;
-}
-
-/*==========================================
- * アイテム追加。個?のみitem構造?の?字を無視
- *------------------------------------------
- */
-int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
-{
- struct item_data *data;
- int i;
- unsigned int w;
-
- nullpo_retr(1, sd);
- nullpo_retr(1, item_data);
-
- if(item_data->nameid <= 0 || amount <= 0)
- return 1;
- if(amount > MAX_AMOUNT)
- return 5;
-
- data = itemdb_search(item_data->nameid);
- w = data->weight*amount;
- if(w > sd->max_weight - sd->weight)
- return 2;
-
- i = MAX_INVENTORY;
-
- if (!itemdb_isequip2(data))
- { //Stackable
- for (i = 0; i < MAX_INVENTORY; i++)
- {
- if(sd->status.inventory[i].nameid == item_data->nameid &&
- memcmp(&sd->status.inventory[i].card,&item_data->card,
- sizeof(item_data->card))==0)
- {
- if (amount > MAX_AMOUNT - sd->status.inventory[i].amount)
- return 5;
- sd->status.inventory[i].amount += amount;
- clif_additem(sd,i,amount,0);
- break;
- }
- }
- }
- if (i >= MAX_INVENTORY){
- i = pc_search_inventory(sd,0);
- if(i<0) return 4;
- // clear equips field first, just in case
- if (item_data->equip)
- item_data->equip = 0;
- memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
- sd->status.inventory[i].amount = amount;
- sd->inventory_data[i] = data;
- clif_additem(sd,i,amount,0);
- }
-
- sd->weight += w;
- clif_updatestatus(sd,SP_WEIGHT);
- //Auto-equip
- if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
- return 0;
-}
-
-/*==========================================
- * アイテムを減らす
- *------------------------------------------
- */
-int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
-{
- nullpo_retr(1, sd);
-
- if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
- return 1;
-
- sd->status.inventory[n].amount -= amount;
- sd->weight -= sd->inventory_data[n]->weight*amount ;
- if(sd->status.inventory[n].amount<=0){
- if(sd->status.inventory[n].equip)
- pc_unequipitem(sd,n,3);
- memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
- sd->inventory_data[n] = NULL;
- }
- if(!(type&1))
- clif_delitem(sd,n,amount);
- if(!(type&2))
- clif_updatestatus(sd,SP_WEIGHT);
-
- return 0;
-}
-
-/*==========================================
- * アイテムを落す
- *------------------------------------------
- */
-int pc_dropitem(struct map_session_data *sd,int n,int amount)
-{
- nullpo_retr(1, sd);
-
- if(n < 0 || n >= MAX_INVENTORY)
- return 0;
-
- if(amount <= 0)
- return 0;
-
- if (sd->status.inventory[n].nameid <= 0 ||
- sd->status.inventory[n].amount < amount ||
- sd->trade_partner != 0 || sd->vender_id != 0 ||
- sd->status.inventory[n].amount <= 0)
- return 0;
-
- if (map[sd->bl.m].flag.nodrop) {
- clif_displaymessage (sd->fd, msg_txt(271));
- return 0; //Can't drop items in nodrop mapflag maps.
- }
-
- if (!pc_candrop(sd,sd->status.inventory[n].nameid)) {
- clif_displaymessage (sd->fd, msg_txt(263));
- return 0;
- }
-
- //Logs items, dropped by (P)layers [Lupus]
- if(log_config.pick > 0 )
- log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
- //Logs
-
- if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2))
- return 0;
-
- pc_delitem(sd, n, amount, 0);
- return 1;
-}
-
-/*==========================================
- * アイテムを拾う
- *------------------------------------------
- */
-int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
-{
- int flag=0;
- unsigned int tick = gettick();
- struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
- struct party_data *p=NULL;
-
- nullpo_retr(0, sd);
- nullpo_retr(0, fitem);
-
- if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
- return 0; // 距離が遠い
-
- if (sd->status.party_id)
- p = party_search(sd->status.party_id);
-
- if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id)
- {
- first_sd = map_id2sd(fitem->first_get_id);
- if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
- if (!(p && p->party.item&1 &&
- first_sd && first_sd->status.party_id == sd->status.party_id
- ))
- return 0;
- }
- else
- if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id)
- {
- second_sd = map_id2sd(fitem->second_get_id);
- if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
- if(!(p && p->party.item&1 &&
- ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
- (second_sd && second_sd->status.party_id == sd->status.party_id))
- ))
- return 0;
- }
- else
- if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id)
- {
- third_sd = map_id2sd(fitem->third_get_id);
- if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
- if(!(p && p->party.item&1 &&
- ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
- (second_sd && second_sd->status.party_id == sd->status.party_id) ||
- (third_sd && third_sd->status.party_id == sd->status.party_id))
- ))
- return 0;
- }
- }
- }
- }
- //This function takes care of giving the item to whoever should have it
- //considering party-share options.
- if ((flag = party_share_loot(p,sd,&fitem->item_data))) {
- clif_additem(sd,0,0,flag);
- return 1;
- }
-
- //Display pickup animation.
- pc_stop_attack(sd);
-
- clif_takeitem(&sd->bl,&fitem->bl);
- map_clearflooritem(fitem->bl.id);
- return 1;
-}
-
-int pc_isUseitem(struct map_session_data *sd,int n)
-{
- struct item_data *item;
- int nameid;
-
- nullpo_retr(0, sd);
-
- item = sd->inventory_data[n];
- nameid = sd->status.inventory[n].nameid;
-
- if(item == NULL)
- return 0;
- //Not consumable item
- if(item->type != 0 && item->type != 2)
- return 0;
- if(!item->script) //if it has no script, you can't really consume it!
- return 0;
- //Anodyne (can't use Anodyne's Endure at GVG)
- if(nameid == 605 && map_flag_gvg(sd->bl.m))
- return 0;
- //Fly Wing (can't use at GVG and when noteleport flag is on)
- if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
- clif_skill_teleportmessage(sd,0);
- return 0;
- }
- //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza]
- if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) {
- clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
- return 0;
- }
- //Butterfly Wing (can't use noreturn flag is on and if duel)
- if(nameid == 602 && map[sd->bl.m].flag.noreturn)
- return 0;
- //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
- if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
- return 0;
-
- //Anodyne/Aleovera not usable while sitting.
- if ((nameid == 605 || nameid == 606) && pc_issit(sd))
- return 0;
-
- //added item_noequip.txt items check by Maya&[Lupus]
- if (
- (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
- (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
- (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
- )
- return 0;
-
- //Gender check
- if(item->sex != 2 && sd->status.sex != item->sex)
- return 0;
- //Required level check
- if(item->elv && sd->status.base_level < (unsigned int)item->elv)
- return 0;
-
- //Not equipable by class. [Skotlex]
- if (!(
- (1<<(sd->class_&MAPID_BASEMASK)) &
- (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
- ))
- return 0;
-
- //Not usable by upper class. [Skotlex]
- if(!(
- (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
- item->class_upper
- ))
- return 0;
-
- //Dead Branch & Bloody Branch & Porings Box
- if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
- log_branch(sd);
-
- return 1;
-}
-
-/*==========================================
- * アイテムを使う
- *------------------------------------------
- */
-int pc_useitem(struct map_session_data *sd,int n)
-{
- unsigned int tick = gettick();
- int amount;
- struct script_code *script;
-
- nullpo_retr(0, sd);
-
- if(sd->status.inventory[n].nameid <= 0 ||
- sd->status.inventory[n].amount <= 0)
- return 0;
-
- if(!pc_isUseitem(sd,n))
- return 0;
-
- //Prevent mass item usage. [Skotlex]
- if(DIFF_TICK(sd->canuseitem_tick, tick) > 0)
- return 0;
-
- if (sd->sc.count && (
- sd->sc.data[SC_BERSERK].timer!=-1 ||
- sd->sc.data[SC_MARIONETTE].timer!=-1 ||
- sd->sc.data[SC_GRAVITATION].timer!=-1 ||
- //Cannot use Potions/Healing items while under Gospel.
- (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0)
- ))
- return 0;
-
- sd->itemid = sd->status.inventory[n].nameid;
- sd->itemindex = n;
- amount = sd->status.inventory[n].amount;
- script = sd->inventory_data[n]->script;
- //Check if the item is to be consumed inmediately [Skotlex]
- if (sd->inventory_data[n]->flag.delay_consume)
- clif_useitemack(sd,n,amount,1);
- else {
- clif_useitemack(sd,n,amount-1,1);
- //Logs (C)onsumable items [Lupus]
- if(log_config.pick > 0 )
- log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
- //Logs
- pc_delitem(sd,n,1,1);
- }
- if(sd->status.inventory[n].card[0]==0x00fe &&
- pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
- {
- potion_flag = 2; // Famous player's potions have 50% more efficiency
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
- potion_flag = 3; //Even more effective potions.
- }
-
- sd->canuseitem_tick= tick + battle_config.item_use_interval; //Update item use time.
- //sd->npc_id = fake_nd->bl.id;
- run_script(script,0,sd->bl.id,fake_nd->bl.id);
- potion_flag = 0;
- return 1;
-}
-
-/*==========================================
- * カ?トアイテム追加。個?のみitem構造?の?字を無視
- *------------------------------------------
- */
-int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
-{
- struct item_data *data;
- int i,w;
-
- nullpo_retr(1, sd);
- nullpo_retr(1, item_data);
-
- if(item_data->nameid <= 0 || amount <= 0)
- return 1;
- data = itemdb_search(item_data->nameid);
-
- if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd)))
- { //Check item trade restrictions [Skotlex]
- clif_displaymessage (sd->fd, msg_txt(264));
- return 1;
- }
-
- if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
- return 1;
-
- i=MAX_CART;
- if(!itemdb_isequip2(data)){
- // 装 備品ではないので、既所有品なら個数のみ変化させる
- for(i=0;i<MAX_CART;i++){
- if(sd->status.cart[i].nameid==item_data->nameid &&
- sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
- sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
- if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
- return 1;
- sd->status.cart[i].amount+=amount;
- clif_cart_additem(sd,i,amount,0);
- break;
- }
- }
- }
- if(i >= MAX_CART){
- // 装 備品か未所有品だったので空き欄へ追加
- for(i=0;i<MAX_CART;i++){
- if(sd->status.cart[i].nameid==0){
- memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
- sd->status.cart[i].amount=amount;
- sd->cart_num++;
- clif_cart_additem(sd,i,amount,0);
- break;
- }
- }
- if(i >= MAX_CART)
- return 1;
- }
- sd->cart_weight += w;
- clif_updatestatus(sd,SP_CARTINFO);
-
- return 0;
-}
-
-/*==========================================
- * カ?トアイテムを減らす
- *------------------------------------------
- */
-int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
-{
- nullpo_retr(1, sd);
-
- if(sd->status.cart[n].nameid==0 ||
- sd->status.cart[n].amount<amount)
- return 1;
-
- sd->status.cart[n].amount -= amount;
- sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
- if(sd->status.cart[n].amount <= 0){
- memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
- sd->cart_num--;
- }
- if(!type) {
- clif_cart_delitem(sd,n,amount);
- clif_updatestatus(sd,SP_CARTINFO);
- }
-
- return 0;
-}
-
-/*==========================================
- * カ?トへアイテム移動
- *------------------------------------------
- */
-int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
- struct item *item_data;
-
- nullpo_retr(0, sd);
-
- if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
- return 1;
-
- item_data = &sd->status.inventory[idx];
-
- if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
- return 1;
-
- if (pc_cart_additem(sd,item_data,amount) == 0)
- return pc_delitem(sd,idx,amount,0);
-
- return 1;
-}
-
-/*==========================================
- * カ?ト?のアイテム?確認(個?の差分を返す)
- *------------------------------------------
- */
-int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
-{
- struct item *item_data;
-
- nullpo_retr(-1, sd);
- nullpo_retr(-1, item_data=&sd->status.cart[idx]);
-
- if( item_data->nameid==0 || !item_data->amount)
- return -1;
- return item_data->amount-amount;
-}
-/*==========================================
- * カ?トからアイテム移動
- *------------------------------------------
- */
-
-int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
-{
- struct item *item_data;
- int flag;
-
- nullpo_retr(0, sd);
-
- if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
- return 1;
-
- item_data=&sd->status.cart[idx];
-
- if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
- return 1;
- if((flag = pc_additem(sd,item_data,amount)) == 0)
- return pc_cart_delitem(sd,idx,amount,0);
-
- clif_additem(sd,0,0,flag);
- return 1;
-}
-
-/*==========================================
- * スティル品公開
- *------------------------------------------
- */
-int pc_show_steal(struct block_list *bl,va_list ap)
-{
- struct map_session_data *sd;
- int itemid;
- int type;
-
- struct item_data *item=NULL;
- char output[100];
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
-
- itemid=va_arg(ap,int);
- type=va_arg(ap,int);
-
- if(!type){
- if((item=itemdb_exists(itemid))==NULL)
- sprintf(output,"%s stole an Unknown Item.",sd->status.name);
- else
- sprintf(output,"%s stole %s.",sd->status.name,item->jname);
- clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
- }else{
- sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
- clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
- }
-
- return 0;
-}
-/*==========================================
- *
- *------------------------------------------
- */
-//** pc.c:
-int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
-{
- int i,skill,itemid,flag;
- struct status_data *sd_status, *md_status;
- struct mob_data *md;
- struct item tmp_item;
-
- if(!sd || !bl || bl->type!=BL_MOB)
- return 0;
-
- sd_status= status_get_status_data(&sd->bl);
- md_status= status_get_status_data(bl);
- md = (TBL_MOB *)bl;
-
- if(md->state.steal_flag>=battle_config.skill_steal_max_tries || md_status->mode&MD_BOSS || md->master_id ||
- (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
- map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
- md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
- )
- return 0;
-
- skill = battle_config.skill_steal_type == 1
- ? (sd_status->dex - md_status->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
- : sd_status->dex - md_status->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
-
- skill+= sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex]
-
- if (skill < 1)
- return 0;
-
- md->state.steal_flag++; //increase steal tries number
-
- for(i = 0; i<MAX_MOB_DROP; i++)//Pick one mobs drop slot.
- {
- itemid = md->db->dropitem[i].nameid;
- if(itemid <= 0 || (itemid>4000 && itemid<5000 && pc_checkskill(sd,TF_STEAL) <= 5))
- continue;
- if(rand() % 10000 < md->db->dropitem[i].p*skill/100)
- break;
- }
- if (i == MAX_MOB_DROP)
- return 0;
-
- md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
-
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid = itemid;
- tmp_item.amount = 1;
- tmp_item.identify = !itemdb_isequip3(itemid);
- flag = pc_additem(sd,&tmp_item,1);
-
- if(battle_config.show_steal_in_same_party)
- party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0);
- if(flag)
- clif_additem(sd,0,0,flag);
- else
- { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
- //Logs items, Stolen from mobs [Lupus]
- if(log_config.pick > 0 ) {
- log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
- log_pick(sd, "P", 0, itemid, 1, NULL);
- }
-
- //A Rare Steal Global Announce by Lupus
- if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
- struct item_data *i_data;
- char message[128];
- i_data = itemdb_search(itemid);
- sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
- //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
- intif_GMmessage(message,strlen(message)+1,0);
- }
- }
- return 1;
-}
-/*==========================================
- *
- *------------------------------------------
- */
-int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
-{
- int rate,skill;
- struct mob_data *md;
- if(!sd || !target || target->type != BL_MOB)
- return 0;
-
- md = (TBL_MOB*)target;
- if(md->state.steal_coin_flag || md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1)
- return 0;
-
- skill = pc_checkskill(sd,RG_STEALCOIN)*10;
- rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
- if(rand()%1000 < rate) {
- pc_getzeny(sd,md->db->lv*10 + rand()%100);
- md->state.steal_coin_flag = 1;
- return 1;
- }
- return 0;
-}
-
-//
-//
-//
-/*==========================================
- * Set's a player position.
- * Return values:
- * 0 - Success.
- * 1 - Invalid map index.
- * 2 - Map not in this map-server, and failed to locate alternate map-server.
- * 3 - Failed to warp player because it was in transition between maps.
- *------------------------------------------
- */
-int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
-{
- int m;
-
- nullpo_retr(0, sd);
-
- if (!mapindex || !mapindex_id2name(mapindex)) {
- ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
- return 1;
- }
-
- m=map_mapindex2mapid(mapindex);
-
- if (sd->mapindex != mapindex)
- { //Misc map-changing settings
- party_send_dot_remove(sd); //minimap dot fix [Kevin]
- guild_send_dot_remove(sd);
- skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
- if (sd->sc.count)
- { //Cancel some map related stuff.
- if (sd->sc.data[SC_WARM].timer != -1)
- status_change_end(&sd->bl,SC_WARM,-1);
- if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
- status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
- if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
- status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
- if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
- status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
- if (sd->sc.data[SC_KNOWLEDGE].timer != -1) {
- delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer);
- sd->sc.data[SC_KNOWLEDGE].timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sd->sc.data[SC_KNOWLEDGE].val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
- }
- }
- }
-
- if(m<0){
- if(sd->mapindex){
- int ip,port;
- if(map_mapname2ipport(mapindex,&ip,&port)==0){
- unit_remove_map(&sd->bl,clrtype);
- sd->mapindex = mapindex;
- sd->bl.x=x;
- sd->bl.y=y;
- sd->state.waitingdisconnect=1;
- pc_clean_skilltree(sd);
- if(sd->status.pet_id > 0 && sd->pd) {
- unit_remove_map(&sd->pd->bl, clrtype);
- intif_save_petdata(sd->status.account_id,&sd->pet);
- }
- chrif_save(sd,2);
- chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
- return 0;
- }
- }
- return 2;
- }
-
- if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
- x=y=0;
- if((x==0 && y==0) ||
- (map_getcell(m, x, y, CELL_CHKNOPASS) &&
- !map_getcell(m, x, y, CELL_CHKICEWALL) &&
-#ifdef CELL_NOSTACK
- !map_getcell(m, x, y, CELL_CHKSTACK) &&
-#endif
- !map_getcell(m, x, y, CELL_CHKMOONLIT))
- ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
- if(x||y) {
- if(battle_config.error_log)
- ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
- }
- do {
- x=rand()%(map[m].xs-2)+1;
- y=rand()%(map[m].ys-2)+1;
- } while(map_getcell(m,x,y,CELL_CHKNOPASS));
- }
-
- if(sd->bl.prev != NULL){
- unit_remove_map(&sd->bl, clrtype);
- if(sd->status.pet_id > 0 && sd->pd)
- unit_remove_map(&sd->pd->bl, clrtype);
- clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
- } else if(sd->state.auth)
- //Tag player for rewarping after map-loading is done. [Skotlex]
- sd->state.rewarp = 1;
-
- sd->mapindex = mapindex;
- sd->bl.m = m;
- sd->bl.x = sd->ud.to_x = x;
- sd->bl.y = sd->ud.to_y = y;
-
- if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
- sd->pd->bl.m = m;
- sd->pd->bl.x = sd->pd->ud.to_x = x;
- sd->pd->bl.y = sd->pd->ud.to_y = y;
- sd->pd->ud.dir = sd->ud.dir;
- }
-
- return 0;
-}
-
-/*==========================================
- * PCのランダムワ?プ
- *------------------------------------------
- */
-int pc_randomwarp(struct map_session_data *sd, int type) {
- int x,y,i=0;
- int m;
-
- nullpo_retr(0, sd);
-
- m=sd->bl.m;
-
- if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
- return 0;
-
- do{
- x=rand()%(map[m].xs-2)+1;
- y=rand()%(map[m].ys-2)+1;
- }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
-
- if (i < 1000)
- return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
-
- return 0;
-}
-
-/*==========================================
- * 現在位置のメモ
- *------------------------------------------
- */
-int pc_memo(struct map_session_data *sd, int i) {
- int skill;
- int j;
-
- nullpo_retr(0, sd);
-
- skill = pc_checkskill(sd, AL_WARP);
-
- if (i >= MIN_PORTAL_MEMO)
- i -= MIN_PORTAL_MEMO;
- else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
- clif_skill_teleportmessage(sd, 1);
- return 0;
- }
-
- if (skill < 1) {
- clif_skill_memo(sd,2);
- }
-
- if (skill < 2 || i < -1 || i > 2) {
- clif_skill_memo(sd, 1);
- return 0;
- }
-
- for(j = 0 ; j < 3; j++) {
- if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
- i = j;
- break;
- }
- }
-
- if (i == -1) {
- for(i = skill - 3; i >= 0; i--) {
- memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
- sizeof(struct point));
- }
- i = 0;
- }
- sd->status.memo_point[i].map = map[sd->bl.m].index;
- sd->status.memo_point[i].x = sd->bl.x;
- sd->status.memo_point[i].y = sd->bl.y;
-
- clif_skill_memo(sd, 0);
-
- return 1;
-}
-
-//
-// 武器??
-//
-/*==========================================
- * スキルの?索 所有していた場合Lvが返る
- *------------------------------------------
- */
-int pc_checkskill(struct map_session_data *sd,int skill_id)
-{
- if(sd == NULL) return 0;
- if( skill_id>=10000 ){
- struct guild *g;
- if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
- return guild_checkskill(g,skill_id);
- return 0;
- }
-
- if(sd->status.skill[skill_id].id == skill_id)
- return (sd->status.skill[skill_id].lv);
-
- return 0;
-}
-
-/*==========================================
- * 武器?更によるスキルの??チェック
- * 引?:
- * struct map_session_data *sd セッションデ?タ
- * int nameid ?備品ID
- * 返り値:
- * 0 ?更なし
- * -1 スキルを解除
- *------------------------------------------
- */
-int pc_checkallowskill(struct map_session_data *sd)
-{
- const int scw_list[] = {
- SC_TWOHANDQUICKEN,
- SC_ONEHAND,
- SC_AURABLADE,
- SC_PARRYING,
- SC_SPEARQUICKEN,
- SC_ADRENALINE,
- SC_ADRENALINE2,
- SC_GATLINGFEVER
- };
- const int scs_list[] = {
- SC_AUTOGUARD,
- SC_DEFENDER,
- SC_REFLECTSHIELD
- };
- int i;
- nullpo_retr(0, sd);
-
- if(!sd->sc.count)
- return 0;
-
- for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++)
- { // Skills requiring specific weapon types
- if(sd->sc.data[scw_list[i]].timer!=-1 && !(skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])&(1<<sd->status.weapon)))
- status_change_end(&sd->bl,scw_list[i],-1);
- }
-
- if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
- // Spurt requires bare hands (feet, in fact xD)
- status_change_end(&sd->bl,SC_SPURT,-1);
-
- if(sd->status.shield <= 0) { // Skills requiring a shield
- for (i = 0; i < sizeof(scs_list)/sizeof(scs_list[0]); i++)
- if(sd->sc.data[scs_list[i]].timer!=-1) // Guard
- status_change_end(&sd->bl,scs_list[i],-1);
- }
- return 0;
-}
-
-/*==========================================
- * ? 備品のチェック
- *------------------------------------------
- */
-int pc_checkequip(struct map_session_data *sd,int pos)
-{
- int i;
-
- nullpo_retr(-1, sd);
-
- for(i=0;i<11;i++){
- if(pos & equip_pos[i])
- return sd->equip_index[i];
- }
-
- return -1;
-}
-
-/*==========================================
- * Convert's from the client's lame Job ID system
- * to the map server's 'makes sense' system. [Skotlex]
- *------------------------------------------
- */
-int pc_jobid2mapid(unsigned short b_class)
-{
- int class_ = 0;
- if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
- {
- if (b_class == JOB_SUPER_BABY)
- b_class = JOB_SUPER_NOVICE;
- else
- b_class -= JOB_BABY;
- class_|= JOBL_BABY;
- }
- else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
- {
- b_class -= JOB_NOVICE_HIGH;
- class_|= JOBL_UPPER;
- }
- if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
- class_|= JOBL_2_1;
- else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
- class_|= JOBL_2_2;
- switch (b_class)
- {
- case JOB_NOVICE:
- case JOB_SWORDMAN:
- case JOB_MAGE:
- case JOB_ARCHER:
- case JOB_ACOLYTE:
- case JOB_MERCHANT:
- case JOB_THIEF:
- class_ |= b_class;
- break;
- case JOB_KNIGHT:
- case JOB_KNIGHT2:
- case JOB_CRUSADER:
- case JOB_CRUSADER2:
- class_ |= MAPID_SWORDMAN;
- break;
- case JOB_PRIEST:
- case JOB_MONK:
- class_ |= MAPID_ACOLYTE;
- break;
- case JOB_WIZARD:
- case JOB_SAGE:
- class_ |= MAPID_MAGE;
- break;
- case JOB_BLACKSMITH:
- case JOB_ALCHEMIST:
- class_ |= MAPID_MERCHANT;
- break;
- case JOB_HUNTER:
- case JOB_BARD:
- case JOB_DANCER:
- class_ |= MAPID_ARCHER;
- break;
- case JOB_ASSASSIN:
- case JOB_ROGUE:
- class_ |= MAPID_THIEF;
- break;
-
- case JOB_STAR_GLADIATOR:
- case JOB_STAR_GLADIATOR2:
- class_ |= JOBL_2_1;
- class_ |= MAPID_TAEKWON;
- break;
- case JOB_SOUL_LINKER:
- class_ |= JOBL_2_2;
- case JOB_TAEKWON:
- class_ |= MAPID_TAEKWON;
- break;
- case JOB_WEDDING:
- class_ = MAPID_WEDDING;
- break;
- case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
- class_ |= JOBL_2_1;
- break;
- case JOB_GUNSLINGER:
- class_ |= MAPID_GUNSLINGER;
- break;
- case JOB_NINJA:
- class_ |= MAPID_NINJA;
- break;
- case JOB_XMAS:
- class_ = MAPID_XMAS;
- break;
- default:
- ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
- return -1;
- }
- return class_;
-}
-
-//Reverts the map-style class id to the client-style one.
-int pc_mapid2jobid(unsigned short class_, int sex) {
- switch(class_) {
- case MAPID_NOVICE:
- return JOB_NOVICE;
- case MAPID_SWORDMAN:
- return JOB_SWORDMAN;
- case MAPID_MAGE:
- return JOB_MAGE;
- case MAPID_ARCHER:
- return JOB_ARCHER;
- case MAPID_ACOLYTE:
- return JOB_ACOLYTE;
- case MAPID_MERCHANT:
- return JOB_MERCHANT;
- case MAPID_THIEF:
- return JOB_THIEF;
- case MAPID_TAEKWON:
- return JOB_TAEKWON;
- case MAPID_WEDDING:
- return JOB_WEDDING;
- case MAPID_GUNSLINGER:
- return JOB_GUNSLINGER;
- case MAPID_NINJA:
- return JOB_NINJA;
- case MAPID_XMAS: // [Valaris]
- return JOB_XMAS;
- //2_1 classes
- case MAPID_SUPER_NOVICE:
- return JOB_SUPER_NOVICE;
- case MAPID_KNIGHT:
- return JOB_KNIGHT;
- case MAPID_WIZARD:
- return JOB_WIZARD;
- case MAPID_HUNTER:
- return JOB_HUNTER;
- case MAPID_PRIEST:
- return JOB_PRIEST;
- case MAPID_BLACKSMITH:
- return JOB_BLACKSMITH;
- case MAPID_ASSASSIN:
- return JOB_ASSASSIN;
- case MAPID_STAR_GLADIATOR:
- return JOB_STAR_GLADIATOR;
- //2_2 classes
- case MAPID_CRUSADER:
- return JOB_CRUSADER;
- case MAPID_SAGE:
- return JOB_SAGE;
- case MAPID_BARDDANCER:
- return sex?JOB_BARD:JOB_DANCER;
- case MAPID_MONK:
- return JOB_MONK;
- case MAPID_ALCHEMIST:
- return JOB_ALCHEMIST;
- case MAPID_ROGUE:
- return JOB_ROGUE;
- case MAPID_SOUL_LINKER:
- return JOB_SOUL_LINKER;
- //1-1: advanced
- case MAPID_NOVICE_HIGH:
- return JOB_NOVICE_HIGH;
- case MAPID_SWORDMAN_HIGH:
- return JOB_SWORDMAN_HIGH;
- case MAPID_MAGE_HIGH:
- return JOB_MAGE_HIGH;
- case MAPID_ARCHER_HIGH:
- return JOB_ARCHER_HIGH;
- case MAPID_ACOLYTE_HIGH:
- return JOB_ACOLYTE_HIGH;
- case MAPID_MERCHANT_HIGH:
- return JOB_MERCHANT_HIGH;
- case MAPID_THIEF_HIGH:
- return JOB_THIEF_HIGH;
- //2_1 advanced
- case MAPID_LORD_KNIGHT:
- return JOB_LORD_KNIGHT;
- case MAPID_HIGH_WIZARD:
- return JOB_HIGH_WIZARD;
- case MAPID_SNIPER:
- return JOB_SNIPER;
- case MAPID_HIGH_PRIEST:
- return JOB_HIGH_PRIEST;
- case MAPID_WHITESMITH:
- return JOB_WHITESMITH;
- case MAPID_ASSASSIN_CROSS:
- return JOB_ASSASSIN_CROSS;
- //2_2 advanced
- case MAPID_PALADIN:
- return JOB_PALADIN;
- case MAPID_PROFESSOR:
- return JOB_PROFESSOR;
- case MAPID_CLOWNGYPSY:
- return sex?JOB_CLOWN:JOB_GYPSY;
- case MAPID_CHAMPION:
- return JOB_CHAMPION;
- case MAPID_CREATOR:
- return JOB_CREATOR;
- case MAPID_STALKER:
- return JOB_STALKER;
- //1-1 baby
- case MAPID_BABY:
- return JOB_BABY;
- case MAPID_BABY_SWORDMAN:
- return JOB_BABY_SWORDMAN;
- case MAPID_BABY_MAGE:
- return JOB_BABY_MAGE;
- case MAPID_BABY_ARCHER:
- return JOB_BABY_ARCHER;
- case MAPID_BABY_ACOLYTE:
- return JOB_BABY_ACOLYTE;
- case MAPID_BABY_MERCHANT:
- return JOB_BABY_MERCHANT;
- case MAPID_BABY_THIEF:
- return JOB_BABY_THIEF;
- //2_1 baby
- case MAPID_SUPER_BABY:
- return JOB_SUPER_BABY;
- case MAPID_BABY_KNIGHT:
- return JOB_BABY_KNIGHT;
- case MAPID_BABY_WIZARD:
- return JOB_BABY_WIZARD;
- case MAPID_BABY_HUNTER:
- return JOB_BABY_HUNTER;
- case MAPID_BABY_PRIEST:
- return JOB_BABY_PRIEST;
- case MAPID_BABY_BLACKSMITH:
- return JOB_BABY_BLACKSMITH;
- case MAPID_BABY_ASSASSIN:
- return JOB_BABY_ASSASSIN;
- //2_2 baby
- case MAPID_BABY_CRUSADER:
- return JOB_BABY_CRUSADER;
- case MAPID_BABY_SAGE:
- return JOB_BABY_SAGE;
- case MAPID_BABY_BARDDANCER:
- return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
- case MAPID_BABY_MONK:
- return JOB_BABY_MONK;
- case MAPID_BABY_ALCHEMIST:
- return JOB_BABY_ALCHEMIST;
- case MAPID_BABY_ROGUE:
- return JOB_BABY_ROGUE;
- default:
- ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
- return -1;
- }
-}
-
-/*====================================================
- * This function return the name of the job (by [Yor])
- *----------------------------------------------------
- */
-char * job_name(int class_) {
- switch (class_) {
- case JOB_NOVICE:
- case JOB_SWORDMAN:
- case JOB_MAGE:
- case JOB_ARCHER:
- case JOB_ACOLYTE:
- case JOB_MERCHANT:
- case JOB_THIEF:
- return msg_txt(550 - JOB_NOVICE+class_);
-
- case JOB_KNIGHT:
- case JOB_PRIEST:
- case JOB_WIZARD:
- case JOB_BLACKSMITH:
- case JOB_HUNTER:
- case JOB_ASSASSIN:
- return msg_txt(557 - JOB_KNIGHT+class_);
-
- case JOB_KNIGHT2:
- return msg_txt(557);
-
- case JOB_CRUSADER:
- case JOB_MONK:
- case JOB_SAGE:
- case JOB_ROGUE:
- case JOB_ALCHEMIST:
- case JOB_BARD:
- case JOB_DANCER:
- return msg_txt(563 - JOB_CRUSADER+class_);
-
- case JOB_CRUSADER2:
- return msg_txt(563);
-
- case JOB_WEDDING:
- case JOB_SUPER_NOVICE:
-
- case JOB_XMAS:
- return msg_txt(570 - JOB_WEDDING+class_);
-
- case JOB_NOVICE_HIGH:
- case JOB_SWORDMAN_HIGH:
- case JOB_MAGE_HIGH:
- case JOB_ARCHER_HIGH:
- case JOB_ACOLYTE_HIGH:
- case JOB_MERCHANT_HIGH:
- case JOB_THIEF_HIGH:
- return msg_txt(575 - JOB_NOVICE_HIGH+class_);
-
- case JOB_LORD_KNIGHT:
- case JOB_HIGH_PRIEST:
- case JOB_HIGH_WIZARD:
- case JOB_WHITESMITH:
- case JOB_SNIPER:
- case JOB_ASSASSIN_CROSS:
- return msg_txt(582 - JOB_LORD_KNIGHT+class_);
-
- case JOB_LORD_KNIGHT2:
- return msg_txt(582);
-
- case JOB_PALADIN:
- case JOB_CHAMPION:
- case JOB_PROFESSOR:
- case JOB_STALKER:
- case JOB_CREATOR:
- case JOB_CLOWN:
- case JOB_GYPSY:
- return msg_txt(588 - JOB_PALADIN + class_);
-
- case JOB_PALADIN2:
- return msg_txt(588);
-
- case JOB_BABY:
- case JOB_BABY_SWORDMAN:
- case JOB_BABY_MAGE:
- case JOB_BABY_ARCHER:
- case JOB_BABY_ACOLYTE:
- case JOB_BABY_MERCHANT:
- case JOB_BABY_THIEF:
- return msg_txt(595 - JOB_BABY + class_);
-
- case JOB_BABY_KNIGHT:
- case JOB_BABY_PRIEST:
- case JOB_BABY_WIZARD:
- case JOB_BABY_BLACKSMITH:
- case JOB_BABY_HUNTER:
- case JOB_BABY_ASSASSIN:
- return msg_txt(602 - JOB_BABY_KNIGHT + class_);
-
- case JOB_BABY_KNIGHT2:
- return msg_txt(602);
-
- case JOB_BABY_CRUSADER:
- case JOB_BABY_MONK:
- case JOB_BABY_SAGE:
- case JOB_BABY_ROGUE:
- case JOB_BABY_ALCHEMIST:
- case JOB_BABY_BARD:
- case JOB_BABY_DANCER:
- return msg_txt(608 - JOB_BABY_CRUSADER +class_);
-
- case JOB_BABY_CRUSADER2:
- return msg_txt(608);
-
- case JOB_SUPER_BABY:
- return msg_txt(615);
-
- case JOB_TAEKWON:
- return msg_txt(616);
- case JOB_STAR_GLADIATOR:
- case JOB_STAR_GLADIATOR2:
- return msg_txt(617);
- case JOB_SOUL_LINKER:
- return msg_txt(618);
-
- case JOB_GUNSLINGER:
- return msg_txt(619);
- case JOB_NINJA:
- return msg_txt(620);
-
- default:
- return msg_txt(650);
- }
-}
-
-int pc_follow_timer(int tid,unsigned int tick,int id,int data)
-{
- struct map_session_data *sd;
- struct block_list *tbl;
-
- sd = map_id2sd(id);
- nullpo_retr(0, sd);
-
- if (sd->followtimer != tid){
- if(battle_config.error_log)
- ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
- sd->followtimer = -1;
- return 0;
- }
-
- sd->followtimer = -1;
- if (pc_isdead(sd))
- return 0;
-
- if ((tbl = map_id2bl(sd->followtarget)) == NULL)
- return 0;
-
- if(tbl->type == BL_PC && pc_isdead((TBL_PC *)tbl))
- return 0;
-
- // either player or target is currently detached from map blocks (could be teleporting),
- // but still connected to this map, so we'll just increment the timer and check back later
- if (sd->bl.prev != NULL && tbl->prev != NULL &&
- sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
- {
- if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
- if (!check_distance_bl(&sd->bl, tbl, 5))
- unit_walktobl(&sd->bl, tbl, 5, 0);
- } else
- pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, 3);
- }
- sd->followtimer = add_timer(
- tick + 1000, // increase time a bit to loosen up map's load
- pc_follow_timer, sd->bl.id, 0);
- return 0;
-}
-
-int pc_stop_following (struct map_session_data *sd)
-{
- nullpo_retr(0, sd);
-
- if (sd->followtimer != -1) {
- delete_timer(sd->followtimer,pc_follow_timer);
- sd->followtimer = -1;
- }
- sd->followtarget = -1;
-
- return 0;
-}
-
-int pc_follow(struct map_session_data *sd,int target_id)
-{
- struct block_list *bl = map_id2bl(target_id);
- if (bl == NULL /*|| bl->type != BL_PC*/)
- return 1;
- if (sd->followtimer != -1)
- pc_stop_following(sd);
-
- sd->followtarget = target_id;
- pc_follow_timer(-1,gettick(),sd->bl.id,0);
-
- return 0;
-}
-
-int pc_checkbaselevelup(struct map_session_data *sd)
-{
- unsigned int next = pc_nextbaseexp(sd);
-
- if (!next || sd->status.base_exp < next)
- return 0;
-
- do {
- sd->status.base_exp -= next;
- //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
- if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
- sd->status.base_exp = next-1;
-
- sd->status.base_level ++;
-
- if (battle_config.use_statpoint_table)
- next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
- else //Estimated way.
- next = (sd->status.base_level+14) / 5 ;
- if (sd->status.status_point > USHRT_MAX - next)
- sd->status.status_point = USHRT_MAX;
- else
- sd->status.status_point += next;
-
- } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
-
- if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
- status_calc_pet(sd->pd,0);
-
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_BASELEVEL);
- clif_updatestatus(sd,SP_NEXTBASEEXP);
- status_calc_pc(sd,0);
- status_percent_heal(&sd->bl,100,100);
-
- if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
- {
- sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
- sc_start(&sd->bl,SkillStatusChangeTable(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
- sc_start(&sd->bl,SkillStatusChangeTable(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
- sc_start(&sd->bl,SkillStatusChangeTable(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
- sc_start(&sd->bl,SkillStatusChangeTable(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
- } else
- if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON)
- {
- sc_start(&sd->bl,SkillStatusChangeTable(AL_INCAGI),100,10,skill_get_time(AL_INCAGI,10));
- sc_start(&sd->bl,SkillStatusChangeTable(AL_BLESSING),100,10,skill_get_time(AL_BLESSING,10));
- }
- clif_misceffect(&sd->bl,0);
- //LORDALFA - LVLUPEVENT
- if(sd->state.event_baselvup)
- npc_script_event(sd, NPCE_BASELVUP);
- return 1;
-}
-
-int pc_checkjoblevelup(struct map_session_data *sd)
-{
- unsigned int next = pc_nextjobexp(sd);
-
- nullpo_retr(0, sd);
- if(!next || sd->status.job_exp < next)
- return 0;
-
- do {
- sd->status.job_exp -= next;
- //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
- if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
- sd->status.job_exp = next-1;
-
- sd->status.job_level ++;
- sd->status.skill_point ++;
-
- } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
-
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- clif_updatestatus(sd,SP_SKILLPOINT);
- status_calc_pc(sd,0);
- clif_misceffect(&sd->bl,1);
- if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
- clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
-
- if(sd->state.event_joblvup)
- npc_script_event(sd, NPCE_JOBLVUP);
- return 1;
-}
-
-/*==========================================
- * Alters experienced based on self bonuses that do not get even shared to the party.
- *------------------------------------------
- */
-static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
-{
- int bonus = 0;
- struct status_data *status = status_get_status_data(src);
- unsigned int temp;
-
- if (sd->expaddrace[status->race])
- bonus += sd->expaddrace[status->race];
- bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
-
- //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
- temp = status_get_class(src);
- if(temp == sd->hate_mob[2] &&
- (battle_config.allow_skill_without_day || is_day_of_star() || sd->sc.data[SC_MIRACLE].timer!=-1))
- bonus += 20*pc_checkskill(sd,SG_STAR_BLESS);
- else
- if(temp == sd->hate_mob[1] &&
- (battle_config.allow_skill_without_day || is_day_of_moon()))
- bonus += 10*pc_checkskill(sd,SG_MOON_BLESS);
- else
- if(temp == sd->hate_mob[0] &&
- (battle_config.allow_skill_without_day || is_day_of_sun()))
- bonus += 10*pc_checkskill(sd,SG_SUN_BLESS);
-
- if (battle_config.pk_mode &&
- (int)(status_get_lv(src) - sd->status.base_level) >= 20)
- bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
-
- if (!bonus)
- return;
-
- temp = *base_exp*bonus/100;
- if (*base_exp > UINT_MAX - temp)
- *base_exp = UINT_MAX;
- else
- *base_exp += temp;
-
- temp = *job_exp*bonus/100;
- if (*job_exp > UINT_MAX - temp)
- *job_exp = UINT_MAX;
- else
- *job_exp += temp;
-
- return;
-}
-/*==========================================
- * ??値取得
- *------------------------------------------
- */
-int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp)
-{
- char output[256];
- float nextbp=0, nextjp=0;
- unsigned int nextb=0, nextj=0;
- nullpo_retr(0, sd);
-
- if(sd->bl.prev == NULL || pc_isdead(sd))
- return 0;
-
- if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
- return 0; // no exp on pvp maps
-
- if(sd->status.guild_id>0)
- base_exp-=guild_payexp(sd,base_exp);
-
- if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
-
- nextb = pc_nextbaseexp(sd);
- nextj = pc_nextjobexp(sd);
-
- if(sd->state.showexp || battle_config.max_exp_gain_rate){
- if (nextb > 0)
- nextbp = (float) base_exp / (float) nextb;
- if (nextj > 0)
- nextjp = (float) job_exp / (float) nextj;
-
- if(battle_config.max_exp_gain_rate) {
- if (nextbp > battle_config.max_exp_gain_rate/1000.) {
- //Note that this value should never be greater than the original
- //base_exp, therefore no overflow checks are needed. [Skotlex]
- base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
- if (sd->state.showexp)
- nextbp = (float) base_exp / (float) nextb;
- }
- if (nextjp > battle_config.max_exp_gain_rate/1000.) {
- job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
- if (sd->state.showexp)
- nextjp = (float) job_exp / (float) nextj;
- }
- }
- }
-
- //Overflow checks... think we'll ever really need'em? [Skotlex]
- if (base_exp && sd->status.base_exp > UINT_MAX - base_exp)
- sd->status.base_exp = UINT_MAX;
- else
- sd->status.base_exp += base_exp;
-
- pc_checkbaselevelup(sd) ;
-
- clif_updatestatus(sd,SP_BASEEXP);
-
- if (job_exp && sd->status.job_exp > UINT_MAX - job_exp)
- sd->status.job_exp = UINT_MAX;
- else
- sd->status.job_exp += job_exp;
-
- while(pc_checkjoblevelup(sd)) ;
-
- clif_updatestatus(sd,SP_JOBEXP);
-
- if(sd->state.showexp){
- sprintf(output,
- "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
- clif_disp_onlyself(sd,output,strlen(output));
- }
-
- return 1;
-}
-
-/*==========================================
- * Returns max level for this character.
- *------------------------------------------
- */
-
-unsigned int pc_maxbaselv(struct map_session_data *sd) {
- return max_level[sd->status.class_][0];
-};
-
-unsigned int pc_maxjoblv(struct map_session_data *sd) {
- return max_level[sd->status.class_][1];
-};
-
-/*==========================================
- * base level側必要??値計算
- *------------------------------------------
- */
-unsigned int pc_nextbaseexp(struct map_session_data *sd)
-{
- nullpo_retr(0, sd);
-
- if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
- return 0;
-
- return exp_table[sd->status.class_][0][sd->status.base_level-1];
-}
-
-/*==========================================
- * job level側必要??値計算
- *------------------------------------------
- */
-unsigned int pc_nextjobexp(struct map_session_data *sd)
-{
- nullpo_retr(0, sd);
-
- if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
- return 0;
- return exp_table[sd->status.class_][1][sd->status.job_level-1];
-}
-
-/*==========================================
-
- * 必要ステ?タスポイント計算
- *------------------------------------------
- */
-int pc_need_status_point(struct map_session_data *sd,int type)
-{
- int val;
-
- nullpo_retr(-1, sd);
-
- if(type<SP_STR || type>SP_LUK)
- return -1;
- val =
- type==SP_STR ? sd->status.str :
- type==SP_AGI ? sd->status.agi :
- type==SP_VIT ? sd->status.vit :
- type==SP_INT ? sd->status.int_:
- type==SP_DEX ? sd->status.dex : sd->status.luk;
-
- return (val+9)/10+1;
-}
-
-/*==========================================
- * 能力値成長
- *------------------------------------------
- */
-int pc_statusup(struct map_session_data *sd,int type)
-{
- int max, need,val = 0;
-
- nullpo_retr(0, sd);
-
- max = pc_maxparameter(sd);
-
- need=pc_need_status_point(sd,type);
- if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- switch(type){
- case SP_STR:
- if(sd->status.str >= max) {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- val= ++sd->status.str;
- break;
- case SP_AGI:
- if(sd->status.agi >= max) {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- val= ++sd->status.agi;
- break;
- case SP_VIT:
- if(sd->status.vit >= max) {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- val= ++sd->status.vit;
- break;
- case SP_INT:
- if(sd->status.int_ >= max) {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- val= ++sd->status.int_;
- break;
- case SP_DEX:
- if(sd->status.dex >= max) {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- val= ++sd->status.dex;
- break;
- case SP_LUK:
- if(sd->status.luk >= max) {
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- val= ++sd->status.luk;
- break;
- }
- sd->status.status_point-=need;
- if(need!=pc_need_status_point(sd,type)){
- clif_updatestatus(sd,type-SP_STR+SP_USTR);
- }
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,type);
- status_calc_pc(sd,0);
- clif_statusupack(sd,type,1,val);
-
- return 0;
-}
-
-/*==========================================
- * 能力値成長
- *------------------------------------------
- */
-int pc_statusup2(struct map_session_data *sd,int type,int val)
-{
- int max;
- nullpo_retr(0, sd);
-
- max = pc_maxparameter(sd);
-
- if(type<SP_STR || type>SP_LUK){
- clif_statusupack(sd,type,0,0);
- return 1;
- }
- switch(type){
- case SP_STR:
- if(sd->status.str + val >= max)
- val = max;
- else if(sd->status.str + val < 1)
- val = 1;
- else
- val += sd->status.str;
- sd->status.str = val;
- break;
- case SP_AGI:
- if(sd->status.agi + val >= max)
- val = max;
- else if(sd->status.agi + val < 1)
- val = 1;
- else
- val += sd->status.agi;
- sd->status.agi = val;
- break;
- case SP_VIT:
- if(sd->status.vit + val >= max)
- val = max;
- else if(sd->status.vit + val < 1)
- val = 1;
- else
- val += sd->status.vit;
- sd->status.vit = val;
- break;
- case SP_INT:
- if(sd->status.int_ + val >= max)
- val = max;
- else if(sd->status.int_ + val < 1)
- val = 1;
- else
- val += sd->status.int_;
- sd->status.int_ = val;
- break;
- case SP_DEX:
- if(sd->status.dex + val >= max)
- val = max;
- else if(sd->status.dex + val < 1)
- val = 1;
- else
- val += sd->status.dex;
- sd->status.dex = val;
- break;
- case SP_LUK:
- if(sd->status.luk + val >= max)
- val = max;
- else if(sd->status.luk + val < 1)
- val = 1;
- else
- val = sd->status.luk + val;
- sd->status.luk = val;
- break;
- }
- status_calc_pc(sd,0);
- clif_statusupack(sd,type,1,val);
-
- return 0;
-}
-
-/*==========================================
- * スキルポイント割り振り
- *------------------------------------------
- */
-int pc_skillup(struct map_session_data *sd,int skill_num)
-{
- nullpo_retr(0, sd);
-
- if( skill_num>=GD_SKILLBASE){
- guild_skillup(sd,skill_num,0);
- return 0;
- }
- if (skill_num < 0 || skill_num >= MAX_SKILL)
- return 0;
-
- if(sd->status.skill_point>0 &&
- sd->status.skill[skill_num].id &&
- sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
- sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
- {
- sd->status.skill[skill_num].lv++;
- sd->status.skill_point--;
- if (!skill_get_inf(skill_num)) //Only recalculate for passive skills.
- status_calc_pc(sd,0);
- else
- pc_check_skilltree(sd, skill_num);
- clif_skillup(sd,skill_num);
- clif_updatestatus(sd,SP_SKILLPOINT);
- clif_skillinfoblock(sd);
- }
-
- return 0;
-}
-
-/*==========================================
- * /allskill
- *------------------------------------------
- */
-int pc_allskillup(struct map_session_data *sd)
-{
- int i,id;
-
- nullpo_retr(0, sd);
-
- for(i=0;i<MAX_SKILL;i++){
- sd->status.skill[i].id=0;
- if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
- sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
- sd->status.skill[i].flag=0; // flagは0にしておく
- }
- }
-
- if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
- // 全てのスキル
- for(i=0;i<MAX_SKILL;i++){
- if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
- if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
- sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
- }
- }
- else {
- int inf2;
- for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
- inf2 = skill_get_inf2(id);
- if(sd->status.skill[id].id==0 &&
- (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
- !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
- (id!=SG_DEVIL))
- {
- sd->status.skill[id].id = id; // celest
- sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
- }
- }
- }
- status_calc_pc(sd,0);
-
- return 0;
-}
-
-/*==========================================
- * /resetlvl
- *------------------------------------------
- */
-int pc_resetlvl(struct map_session_data* sd,int type)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- if (type != 3) //Also reset skills
- pc_resetskill(sd, 0);
-
- if(type == 1){
- sd->status.skill_point=0;
- sd->status.base_level=1;
- sd->status.job_level=1;
- sd->status.base_exp=sd->status.base_exp=0;
- sd->status.job_exp=sd->status.job_exp=0;
- if(sd->sc.option !=0)
- sd->sc.option = 0;
-
- sd->status.str=1;
- sd->status.agi=1;
- sd->status.vit=1;
- sd->status.int_=1;
- sd->status.dex=1;
- sd->status.luk=1;
- if(sd->status.class_ == JOB_NOVICE_HIGH)
- sd->status.status_point=100; // not 88 [celest]
- // give platinum skills upon changing
- pc_skill(sd,142,1,0);
- pc_skill(sd,143,1,0);
- }
-
- if(type == 2){
- sd->status.skill_point=0;
- sd->status.base_level=1;
- sd->status.job_level=1;
- sd->status.base_exp=0;
- sd->status.job_exp=0;
- }
- if(type == 3){
- sd->status.base_level=1;
- sd->status.base_exp=0;
- }
- if(type == 4){
- sd->status.job_level=1;
- sd->status.job_exp=0;
- }
-
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_STR);
- clif_updatestatus(sd,SP_AGI);
- clif_updatestatus(sd,SP_VIT);
- clif_updatestatus(sd,SP_INT);
- clif_updatestatus(sd,SP_DEX);
- clif_updatestatus(sd,SP_LUK);
- clif_updatestatus(sd,SP_BASELEVEL);
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_STATUSPOINT);
- clif_updatestatus(sd,SP_NEXTBASEEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
- clif_updatestatus(sd,SP_SKILLPOINT);
-
- clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
- clif_updatestatus(sd,SP_UAGI);
- clif_updatestatus(sd,SP_UVIT);
- clif_updatestatus(sd,SP_UINT);
- clif_updatestatus(sd,SP_UDEX);
- clif_updatestatus(sd,SP_ULUK); // End Addition
-
- for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
- if(sd->equip_index[i] >= 0)
- if(!pc_isequip(sd,sd->equip_index[i]))
- pc_unequipitem(sd,sd->equip_index[i],2);
- }
-
- if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
- //Send map-change packet to do a level range check and break party settings. [Skotlex]
- party_send_movemap(sd);
- }
- status_calc_pc(sd,0);
- clif_skillinfoblock(sd);
-
- return 0;
-}
-/*==========================================
- * /resetstate
- *------------------------------------------
- */
-int pc_resetstate(struct map_session_data* sd)
-{
- nullpo_retr(0, sd);
-
- if (battle_config.use_statpoint_table)
- { // New statpoint table used here - Dexity
- int stat;
- stat = statp[sd->status.base_level];
- if (sd->class_&JOBL_UPPER)
- stat+=52; // extra 52+48=100 stat points
-
- if (stat > USHRT_MAX)
- sd->status.status_point = USHRT_MAX;
- else
- sd->status.status_point = stat;
- } else { //Use new stat-calculating equation [Skotlex]
-#define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
- int add=0;
- add += sumsp(sd->status.str);
- add += sumsp(sd->status.agi);
- add += sumsp(sd->status.vit);
- add += sumsp(sd->status.int_);
- add += sumsp(sd->status.dex);
- add += sumsp(sd->status.luk);
- if (add > USHRT_MAX - sd->status.status_point)
- sd->status.status_point = USHRT_MAX;
- else
- sd->status.status_point+=add;
- }
-
- sd->status.str=1;
- sd->status.agi=1;
- sd->status.vit=1;
- sd->status.int_=1;
- sd->status.dex=1;
- sd->status.luk=1;
-
- clif_updatestatus(sd,SP_STR);
- clif_updatestatus(sd,SP_AGI);
- clif_updatestatus(sd,SP_VIT);
- clif_updatestatus(sd,SP_INT);
- clif_updatestatus(sd,SP_DEX);
- clif_updatestatus(sd,SP_LUK);
-
- clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
- clif_updatestatus(sd,SP_UAGI);
- clif_updatestatus(sd,SP_UVIT);
- clif_updatestatus(sd,SP_UINT);
- clif_updatestatus(sd,SP_UDEX);
- clif_updatestatus(sd,SP_ULUK); // End Addition
-
- clif_updatestatus(sd,SP_STATUSPOINT);
- status_calc_pc(sd,0);
-
- return 0;
-}
-
-/*==========================================
- * /resetskill
- * if flag&1, perform block resync and status_calc call.
- * if flag&2, just count total amount of skill points used by player, do not really reset.
- *------------------------------------------
- */
-int pc_resetskill(struct map_session_data* sd, int flag)
-{
- int i, skill, inf2, skill_point=0;
- nullpo_retr(0, sd);
-
- if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
- clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
-
- for (i = 1; i < MAX_SKILL; i++) {
- if ((skill = sd->status.skill[i].lv) > 0) {
- inf2 = skill_get_inf2(i);
- if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
- !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
- {
- if (!sd->status.skill[i].flag)
- skill_point += skill;
- else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
- skill_point += (sd->status.skill[i].flag - 2);
- if (!(flag&2)) {
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = 0;
- }
- }
- else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL) && !(flag&2))
- {
- sd->status.skill[i].lv = 0;
- sd->status.skill[i].flag = 0;
- }
- } else {
- sd->status.skill[i].lv = 0;
- }
- }
-
- if (!(flag&2)) {
- if (sd->status.skill_point > USHRT_MAX - skill_point)
- sd->status.skill_point = USHRT_MAX;
- else
- sd->status.skill_point += skill_point;
-
- if (flag&1) {
- clif_updatestatus(sd,SP_SKILLPOINT);
- clif_skillinfoblock(sd);
- status_calc_pc(sd,0);
- }
- }
- return skill_point;
-}
-
-/*==========================================
- * /resetfeel [Komurka]
- *------------------------------------------
- */
-int pc_resetfeel(struct map_session_data* sd)
-{
- int i;
- char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
- nullpo_retr(0, sd);
-
- for (i=0; i<3; i++)
- {
- sd->feel_map[i].m = -1;
- sd->feel_map[i].index = 0;
- pc_setglobalreg(sd,feel_var[i],0);
- }
-
- return 0;
-}
-
-static int pc_respawn(int tid,unsigned int tick,int id,int data)
-{
- struct map_session_data *sd = map_id2sd(id);
- if (sd && pc_isdead(sd))
- { //Auto-respawn [Skotlex]
- pc_setstand(sd);
- pc_setrestartvalue(sd,3);
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
- }
- return 0;
-}
-
-/*==========================================
- * Invoked when a player has received damage
- *------------------------------------------
- */
-void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
-{
- if (sp) clif_updatestatus(sd,SP_SP);
- if (!hp) return;
-
- if(pc_issit(sd)) {
- pc_setstand(sd);
- skill_gangsterparadise(sd,0);
- skill_rest(sd,0);
- }
-
- clif_updatestatus(sd,SP_HP);
-
- if (sd->battle_status.hp<sd->battle_status.max_hp>>2)
- { //25% HP left effects.
- int i=0;
- for(i = 0; i < 5; i++)
- if (sd->devotion[i]){
- struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
- if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
- sd->devotion[i] = 0;
- }
- }
-
- if(!src || src == &sd->bl)
- return;
-
- if(sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support)
- pet_target_check(sd,src,1);
-
- sd->canlog_tick = gettick();
- return;
-}
-
-
-int pc_dead(struct map_session_data *sd,struct block_list *src)
-{
- int i=0,j=0;
- unsigned int tick = gettick();
-
- if(sd->vender_id)
- vending_closevending(sd);
-
- if(sd->status.pet_id > 0 && sd->pd)
- {
- if(!map[sd->bl.m].flag.nopenalty){
- sd->pet.intimate -= sd->pd->petDB->die;
- if(sd->pet.intimate < 0)
- sd->pet.intimate = 0;
- clif_send_petdata(sd,1,sd->pet.intimate);
- }
- if(sd->pd->target_id) // Unlock all targets...
- pet_unlocktarget(sd->pd);
- }
-
- // Leave duel if you die [LuzZza]
- if(battle_config.duel_autoleave_when_die) {
- if(sd->duel_group > 0)
- duel_leave(sd->duel_group, sd);
- if(sd->duel_invite > 0)
- duel_reject(sd->duel_invite, sd);
- }
-
- pc_setdead(sd);
- sd->canregen_tick = tick;
-
- pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
-
+ break;
+ case SP_EXP_ADDRACE:
+ if(sd->state.lr_flag != 2)
+ sd->expaddrace[type2]+=val;
+ break;
+ case SP_SP_GAIN_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->sp_gain_race[type2]+=val;
+ break;
+ case SP_ADD_MONSTER_DROP_ITEM:
+ if (sd->state.lr_flag != 2)
+ pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
+ break;
+ case SP_ADD_MONSTER_DROP_ITEMGROUP:
+ if (sd->state.lr_flag != 2)
+ pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
+ break;
+ case SP_SP_LOSS_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->sp_loss_value = type2;
+ sd->sp_loss_rate = val;
+ }
+ break;
+ case SP_HP_DRAIN_VALUE_RACE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain[type2].value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain[type2].value += val;
+ }
+ break;
+ case SP_SP_DRAIN_VALUE_RACE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain[type2].value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain[type2].value += val;
+ }
+ break;
+
+ default:
+ if(battle_config.error_log)
+ ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
+ break;
+ }
+ return 0;
+}
+
+int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
+{
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_ADD_MONSTER_DROP_ITEM:
+ if(sd->state.lr_flag != 2)
+ pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<<type3, val);
+ break;
+ case SP_AUTOSPELL:
+ if(sd->state.lr_flag != 2)
+ pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
+ break;
+ case SP_AUTOSPELL_WHENHIT:
+ if(sd->state.lr_flag != 2)
+ pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id);
+ break;
+ case SP_HP_LOSS_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->hp_loss_value = type2;
+ sd->hp_loss_rate = type3;
+ sd->hp_loss_type = val;
+ }
+ break;
+ case SP_SP_DRAIN_RATE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
+ sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
+ sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
+ sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
+ sd->right_weapon.sp_drain[RC_BOSS].per += type3;
+ sd->right_weapon.sp_drain[RC_BOSS].type = val;
+
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
+ sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
+ sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
+ sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
+ sd->left_weapon.sp_drain[RC_BOSS].per += type3;
+ sd->left_weapon.sp_drain[RC_BOSS].type = val;
+ }
+ break;
+ case SP_HP_DRAIN_RATE_RACE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain[type2].rate += type3;
+ sd->right_weapon.hp_drain[type2].per += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain[type2].rate += type3;
+ sd->left_weapon.hp_drain[type2].per += val;
+ }
+ break;
+ case SP_SP_DRAIN_RATE_RACE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain[type2].rate += type3;
+ sd->right_weapon.sp_drain[type2].per += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain[type2].rate += type3;
+ sd->left_weapon.sp_drain[type2].per += val;
+ }
+ break;
+ case SP_ADD_MONSTER_DROP_ITEMGROUP:
+ if (sd->state.lr_flag != 2)
+ pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<<type3, val);
+ break;
+
+ default:
+ if(battle_config.error_log)
+ ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
+ break;
+ }
+
+ return 0;
+}
+
+int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
+{
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_AUTOSPELL:
+ if(sd->state.lr_flag != 2)
+ pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
+ break;
+
+ case SP_AUTOSPELL_WHENHIT:
+ if(sd->state.lr_flag != 2)
+ pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
+ break;
+ default:
+ if(battle_config.error_log)
+ ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スクリプトによるスキル所得
+ *------------------------------------------
+ */
+int pc_skill(struct map_session_data *sd,int id,int level,int flag)
+{
+ nullpo_retr(0, sd);
+
+ if(level>MAX_SKILL_LEVEL){
+ if(battle_config.error_log)
+ ShowError("pc_skill: Skill level %d too high. Max lv supported is MAX_SKILL_LEVEL (%d)\n", level, MAX_SKILL_LEVEL);
+ return 0;
+ }
+ if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
+ sd->status.skill[id].lv=level;
+ if (!skill_get_inf(id)) //Only recalculate for passive skills.
+ status_calc_pc(sd,0);
+ clif_skillinfoblock(sd);
+ }
+ else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
+ sd->status.skill[id].lv+=level;
+ if (!skill_get_inf(id)) //Only recalculate for passive skills.
+ status_calc_pc(sd,0);
+ clif_skillinfoblock(sd);
+ }
+ else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
+ if(sd->status.skill[id].id==id) {
+ if (!sd->status.skill[id].flag) //Non-granted skill, store it's level.
+ sd->status.skill[id].flag=sd->status.skill[id].lv+2;
+ } else {
+ sd->status.skill[id].id=id;
+ sd->status.skill[id].flag=1; // cardスキルとする
+ }
+ sd->status.skill[id].lv=level;
+ }
+
+ return 0;
+}
+/*==========================================
+ * カ?ド?入
+ *------------------------------------------
+ */
+int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
+{
+ int i, ep;
+ int nameid, cardid;
+
+ nullpo_retr(0, sd);
+
+ if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
+ return 0; //Invalid card index.
+
+ if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
+ return 0; //Invalid item index.
+
+ nameid=sd->status.inventory[idx_equip].nameid;
+ cardid=sd->status.inventory[idx_card].nameid;
+ ep=sd->inventory_data[idx_card]->equip;
+
+ if( nameid <= 0 || cardid <= 0 ||
+ (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
+ sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
+ sd->status.inventory[idx_equip].identify==0 || // 未鑑定
+ sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
+ sd->status.inventory[idx_equip].card[0]==0x00fe ||
+ sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
+ !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
+ (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
+ sd->status.inventory[idx_equip].equip){
+
+ clif_insert_card(sd,idx_equip,idx_card,1);
+ return 0;
+ }
+ for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
+ if( sd->status.inventory[idx_equip].card[i] == 0){
+ // 空きスロットが ったので差し?む
+ sd->status.inventory[idx_equip].card[i]=cardid;
+
+ // カ?ドは減らす
+ clif_insert_card(sd,idx_equip,idx_card,0);
+ pc_delitem(sd,idx_card,1,1);
+ return 0;
+ }
+ }
+ clif_insert_card(sd,idx_equip,idx_card,1);
+ return 0;
+}
+
+//
+// アイテム物
+//
+
+/*==========================================
+ * スキルによる買い値修正
+ *------------------------------------------
+ */
+int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
+{
+ int skill,val = orig_value,rate1 = 0,rate2 = 0;
+ if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
+ rate1 = 5+skill*2-((skill==10)? 1:0);
+ if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
+ rate2 = 5+skill*4;
+ if(rate1 < rate2) rate1 = rate2;
+ if(rate1)
+ val = (int)((double)orig_value*(double)(100-rate1)/100.);
+ if(val < 0) val = 0;
+ if(orig_value > 0 && val < 1) val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * スキルによる?り値修正
+ *------------------------------------------
+ */
+int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
+{
+ int skill,val = orig_value,rate = 0;
+ if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
+ rate = 5+skill*2-((skill==10)? 1:0);
+ if(rate)
+ val = (int)((double)orig_value*(double)(100+rate)/100.);
+ if(val < 0) val = 0;
+ if(orig_value > 0 && val < 1) val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * アイテムを買った暫ノ、新しいアイテム欄を使うか、
+ * 3万個制限にかかるか確認
+ *------------------------------------------
+ */
+int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(itemdb_isequip(nameid))
+ return ADDITEM_NEW;
+
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==nameid){
+ if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_EXIST;
+ }
+ }
+
+ if(amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_NEW;
+}
+
+/*==========================================
+ * 空きアイテム欄の個?
+ *------------------------------------------
+ */
+int pc_inventoryblank(struct map_session_data *sd)
+{
+ int i,b;
+
+ nullpo_retr(0, sd);
+
+ for(i=0,b=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0)
+ b++;
+ }
+
+ return b;
+}
+
+/*==========================================
+ * お金を?う
+ *------------------------------------------
+ */
+int pc_payzeny(struct map_session_data *sd,int zeny)
+{
+ double z;
+
+ nullpo_retr(0, sd);
+
+ z = (double)sd->status.zeny;
+ if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
+ return 1;
+ sd->status.zeny-=zeny;
+ clif_updatestatus(sd,SP_ZENY);
+
+ return 0;
+}
+
+/*==========================================
+ * お金を得る
+ *------------------------------------------
+ */
+int pc_getzeny(struct map_session_data *sd,int zeny)
+{
+ double z;
+
+ nullpo_retr(0, sd);
+
+ z = (double)sd->status.zeny;
+ if(z + (double)zeny > MAX_ZENY) {
+ zeny = 0;
+ sd->status.zeny = MAX_ZENY;
+ }
+ sd->status.zeny+=zeny;
+ clif_updatestatus(sd,SP_ZENY);
+ if(zeny > 0 && sd->state.showzeny){
+ char output[255];
+ sprintf(output, "Gained %dz.", zeny);
+ clif_disp_onlyself(sd,output,strlen(output));
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを探して、インデックスを返す
+ *------------------------------------------
+ */
+int pc_search_inventory(struct map_session_data *sd,int item_id)
+{
+ int i;
+
+ nullpo_retr(-1, sd);
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ if(sd->status.inventory[i].nameid == item_id &&
+ (sd->status.inventory[i].amount > 0 || item_id == 0))
+ return i;
+ }
+
+ return -1;
+}
+
+/*==========================================
+ * アイテム追加。個?のみitem構造?の?字を無視
+ *------------------------------------------
+ */
+int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
+{
+ struct item_data *data;
+ int i;
+ unsigned int w;
+
+ nullpo_retr(1, sd);
+ nullpo_retr(1, item_data);
+
+ if(item_data->nameid <= 0 || amount <= 0)
+ return 1;
+ if(amount > MAX_AMOUNT)
+ return 5;
+
+ data = itemdb_search(item_data->nameid);
+ w = data->weight*amount;
+ if(w > sd->max_weight - sd->weight)
+ return 2;
+
+ i = MAX_INVENTORY;
+
+ if (!itemdb_isequip2(data))
+ { //Stackable
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if(sd->status.inventory[i].nameid == item_data->nameid &&
+ memcmp(&sd->status.inventory[i].card,&item_data->card,
+ sizeof(item_data->card))==0)
+ {
+ if (amount > MAX_AMOUNT - sd->status.inventory[i].amount)
+ return 5;
+ sd->status.inventory[i].amount += amount;
+ clif_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ }
+ if (i >= MAX_INVENTORY){
+ i = pc_search_inventory(sd,0);
+ if(i<0) return 4;
+ // clear equips field first, just in case
+ if (item_data->equip)
+ item_data->equip = 0;
+ memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
+ sd->status.inventory[i].amount = amount;
+ sd->inventory_data[i] = data;
+ clif_additem(sd,i,amount,0);
+ }
+
+ sd->weight += w;
+ clif_updatestatus(sd,SP_WEIGHT);
+ //Auto-equip
+ if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
+ return 0;
+}
+
+/*==========================================
+ * アイテムを減らす
+ *------------------------------------------
+ */
+int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
+{
+ nullpo_retr(1, sd);
+
+ if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
+ return 1;
+
+ sd->status.inventory[n].amount -= amount;
+ sd->weight -= sd->inventory_data[n]->weight*amount ;
+ if(sd->status.inventory[n].amount<=0){
+ if(sd->status.inventory[n].equip)
+ pc_unequipitem(sd,n,3);
+ memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
+ sd->inventory_data[n] = NULL;
+ }
+ if(!(type&1))
+ clif_delitem(sd,n,amount);
+ if(!(type&2))
+ clif_updatestatus(sd,SP_WEIGHT);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを落す
+ *------------------------------------------
+ */
+int pc_dropitem(struct map_session_data *sd,int n,int amount)
+{
+ nullpo_retr(1, sd);
+
+ if(n < 0 || n >= MAX_INVENTORY)
+ return 0;
+
+ if(amount <= 0)
+ return 0;
+
+ if (sd->status.inventory[n].nameid <= 0 ||
+ sd->status.inventory[n].amount < amount ||
+ sd->trade_partner != 0 || sd->vender_id != 0 ||
+ sd->status.inventory[n].amount <= 0)
+ return 0;
+
+ if (map[sd->bl.m].flag.nodrop) {
+ clif_displaymessage (sd->fd, msg_txt(271));
+ return 0; //Can't drop items in nodrop mapflag maps.
+ }
+
+ if (!pc_candrop(sd,sd->status.inventory[n].nameid)) {
+ clif_displaymessage (sd->fd, msg_txt(263));
+ return 0;
+ }
+
+ //Logs items, dropped by (P)layers [Lupus]
+ if(log_config.pick > 0 )
+ log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
+ //Logs
+
+ if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2))
+ return 0;
+
+ pc_delitem(sd, n, amount, 0);
+ return 1;
+}
+
+/*==========================================
+ * アイテムを拾う
+ *------------------------------------------
+ */
+int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
+{
+ int flag=0;
+ unsigned int tick = gettick();
+ struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
+ struct party_data *p=NULL;
+
+ nullpo_retr(0, sd);
+ nullpo_retr(0, fitem);
+
+ if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
+ return 0; // 距離が遠い
+
+ if (sd->status.party_id)
+ p = party_search(sd->status.party_id);
+
+ if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id)
+ {
+ first_sd = map_id2sd(fitem->first_get_id);
+ if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
+ if (!(p && p->party.item&1 &&
+ first_sd && first_sd->status.party_id == sd->status.party_id
+ ))
+ return 0;
+ }
+ else
+ if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id)
+ {
+ second_sd = map_id2sd(fitem->second_get_id);
+ if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
+ if(!(p && p->party.item&1 &&
+ ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
+ (second_sd && second_sd->status.party_id == sd->status.party_id))
+ ))
+ return 0;
+ }
+ else
+ if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id)
+ {
+ third_sd = map_id2sd(fitem->third_get_id);
+ if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
+ if(!(p && p->party.item&1 &&
+ ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
+ (second_sd && second_sd->status.party_id == sd->status.party_id) ||
+ (third_sd && third_sd->status.party_id == sd->status.party_id))
+ ))
+ return 0;
+ }
+ }
+ }
+ }
+ //This function takes care of giving the item to whoever should have it
+ //considering party-share options.
+ if ((flag = party_share_loot(p,sd,&fitem->item_data))) {
+ clif_additem(sd,0,0,flag);
+ return 1;
+ }
+
+ //Display pickup animation.
+ pc_stop_attack(sd);
+
+ clif_takeitem(&sd->bl,&fitem->bl);
+ map_clearflooritem(fitem->bl.id);
+ return 1;
+}
+
+int pc_isUseitem(struct map_session_data *sd,int n)
+{
+ struct item_data *item;
+ int nameid;
+
+ nullpo_retr(0, sd);
+
+ item = sd->inventory_data[n];
+ nameid = sd->status.inventory[n].nameid;
+
+ if(item == NULL)
+ return 0;
+ //Not consumable item
+ if(item->type != 0 && item->type != 2)
+ return 0;
+ if(!item->script) //if it has no script, you can't really consume it!
+ return 0;
+ //Anodyne (can't use Anodyne's Endure at GVG)
+ if(nameid == 605 && map_flag_gvg(sd->bl.m))
+ return 0;
+ //Fly Wing (can't use at GVG and when noteleport flag is on)
+ if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
+ clif_skill_teleportmessage(sd,0);
+ return 0;
+ }
+ //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza]
+ if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) {
+ clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
+ return 0;
+ }
+ //Butterfly Wing (can't use noreturn flag is on and if duel)
+ if(nameid == 602 && map[sd->bl.m].flag.noreturn)
+ return 0;
+ //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
+ if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
+ return 0;
+
+ //Anodyne/Aleovera not usable while sitting.
+ if ((nameid == 605 || nameid == 606) && pc_issit(sd))
+ return 0;
+
+ //added item_noequip.txt items check by Maya&[Lupus]
+ if (
+ (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
+ (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
+ (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
+ )
+ return 0;
+
+ //Gender check
+ if(item->sex != 2 && sd->status.sex != item->sex)
+ return 0;
+ //Required level check
+ if(item->elv && sd->status.base_level < (unsigned int)item->elv)
+ return 0;
+
+ //Not equipable by class. [Skotlex]
+ if (!(
+ (1<<(sd->class_&MAPID_BASEMASK)) &
+ (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
+ ))
+ return 0;
+
+ //Not usable by upper class. [Skotlex]
+ if(!(
+ (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
+ item->class_upper
+ ))
+ return 0;
+
+ //Dead Branch & Bloody Branch & Porings Box
+ if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
+ log_branch(sd);
+
+ return 1;
+}
+
+/*==========================================
+ * アイテムを使う
+ *------------------------------------------
+ */
+int pc_useitem(struct map_session_data *sd,int n)
+{
+ unsigned int tick = gettick();
+ int amount;
+ struct script_code *script;
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.inventory[n].nameid <= 0 ||
+ sd->status.inventory[n].amount <= 0)
+ return 0;
+
+ if(!pc_isUseitem(sd,n))
+ return 0;
+
+ //Prevent mass item usage. [Skotlex]
+ if(DIFF_TICK(sd->canuseitem_tick, tick) > 0)
+ return 0;
+
+ if (sd->sc.count && (
+ sd->sc.data[SC_BERSERK].timer!=-1 ||
+ sd->sc.data[SC_MARIONETTE].timer!=-1 ||
+ sd->sc.data[SC_GRAVITATION].timer!=-1 ||
+ //Cannot use Potions/Healing items while under Gospel.
+ (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0)
+ ))
+ return 0;
+
+ sd->itemid = sd->status.inventory[n].nameid;
+ sd->itemindex = n;
+ amount = sd->status.inventory[n].amount;
+ script = sd->inventory_data[n]->script;
+ //Check if the item is to be consumed inmediately [Skotlex]
+ if (sd->inventory_data[n]->flag.delay_consume)
+ clif_useitemack(sd,n,amount,1);
+ else {
+ clif_useitemack(sd,n,amount-1,1);
+ //Logs (C)onsumable items [Lupus]
+ if(log_config.pick > 0 )
+ log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
+ //Logs
+ pc_delitem(sd,n,1,1);
+ }
+ if(sd->status.inventory[n].card[0]==0x00fe &&
+ pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
+ {
+ potion_flag = 2; // Famous player's potions have 50% more efficiency
+ if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE)
+ potion_flag = 3; //Even more effective potions.
+ }
+
+ sd->canuseitem_tick= tick + battle_config.item_use_interval; //Update item use time.
+ //sd->npc_id = fake_nd->bl.id;
+ run_script(script,0,sd->bl.id,fake_nd->bl.id);
+ potion_flag = 0;
+ return 1;
+}
+
+/*==========================================
+ * カ?トアイテム追加。個?のみitem構造?の?字を無視
+ *------------------------------------------
+ */
+int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
+{
+ struct item_data *data;
+ int i,w;
+
+ nullpo_retr(1, sd);
+ nullpo_retr(1, item_data);
+
+ if(item_data->nameid <= 0 || amount <= 0)
+ return 1;
+ data = itemdb_search(item_data->nameid);
+
+ if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd)))
+ { //Check item trade restrictions [Skotlex]
+ clif_displaymessage (sd->fd, msg_txt(264));
+ return 1;
+ }
+
+ if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
+ return 1;
+
+ i=MAX_CART;
+ if(!itemdb_isequip2(data)){
+ // 装 備品ではないので、既所有品なら個数のみ変化させる
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==item_data->nameid &&
+ sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
+ sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
+ if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
+ return 1;
+ sd->status.cart[i].amount+=amount;
+ clif_cart_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ }
+ if(i >= MAX_CART){
+ // 装 備品か未所有品だったので空き欄へ追加
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0){
+ memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
+ sd->status.cart[i].amount=amount;
+ sd->cart_num++;
+ clif_cart_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ if(i >= MAX_CART)
+ return 1;
+ }
+ sd->cart_weight += w;
+ clif_updatestatus(sd,SP_CARTINFO);
+
+ return 0;
+}
+
+/*==========================================
+ * カ?トアイテムを減らす
+ *------------------------------------------
+ */
+int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
+{
+ nullpo_retr(1, sd);
+
+ if(sd->status.cart[n].nameid==0 ||
+ sd->status.cart[n].amount<amount)
+ return 1;
+
+ sd->status.cart[n].amount -= amount;
+ sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
+ if(sd->status.cart[n].amount <= 0){
+ memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
+ sd->cart_num--;
+ }
+ if(!type) {
+ clif_cart_delitem(sd,n,amount);
+ clif_updatestatus(sd,SP_CARTINFO);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カ?トへアイテム移動
+ *------------------------------------------
+ */
+int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
+ struct item *item_data;
+
+ nullpo_retr(0, sd);
+
+ if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
+ return 1;
+
+ item_data = &sd->status.inventory[idx];
+
+ if (item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id)
+ return 1;
+
+ if (pc_cart_additem(sd,item_data,amount) == 0)
+ return pc_delitem(sd,idx,amount,0);
+
+ return 1;
+}
+
+/*==========================================
+ * カ?ト?のアイテム?確認(個?の差分を返す)
+ *------------------------------------------
+ */
+int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
+{
+ struct item *item_data;
+
+ nullpo_retr(-1, sd);
+ nullpo_retr(-1, item_data=&sd->status.cart[idx]);
+
+ if( item_data->nameid==0 || !item_data->amount)
+ return -1;
+ return item_data->amount-amount;
+}
+/*==========================================
+ * カ?トからアイテム移動
+ *------------------------------------------
+ */
+
+int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
+{
+ struct item *item_data;
+ int flag;
+
+ nullpo_retr(0, sd);
+
+ if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
+ return 1;
+
+ item_data=&sd->status.cart[idx];
+
+ if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
+ return 1;
+ if((flag = pc_additem(sd,item_data,amount)) == 0)
+ return pc_cart_delitem(sd,idx,amount,0);
+
+ clif_additem(sd,0,0,flag);
+ return 1;
+}
+
+/*==========================================
+ * スティル品公開
+ *------------------------------------------
+ */
+int pc_show_steal(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+ int itemid;
+ int type;
+
+ struct item_data *item=NULL;
+ char output[100];
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
+
+ itemid=va_arg(ap,int);
+ type=va_arg(ap,int);
+
+ if(!type){
+ if((item=itemdb_exists(itemid))==NULL)
+ sprintf(output,"%s stole an Unknown Item.",sd->status.name);
+ else
+ sprintf(output,"%s stole %s.",sd->status.name,item->jname);
+ clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
+ }else{
+ sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
+ clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
+ }
+
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+//** pc.c:
+int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
+{
+ int i,skill,itemid,flag;
+ struct status_data *sd_status, *md_status;
+ struct mob_data *md;
+ struct item tmp_item;
+
+ if(!sd || !bl || bl->type!=BL_MOB)
+ return 0;
+
+ sd_status= status_get_status_data(&sd->bl);
+ md_status= status_get_status_data(bl);
+ md = (TBL_MOB *)bl;
+
+ if(md->state.steal_flag>=battle_config.skill_steal_max_tries || md_status->mode&MD_BOSS || md->master_id ||
+ (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
+ map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
+ md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check
+ )
+ return 0;
+
+ skill = battle_config.skill_steal_type == 1
+ ? (sd_status->dex - md_status->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
+ : sd_status->dex - md_status->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
+
+ skill+= sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex]
+
+ if (skill < 1)
+ return 0;
+
+ md->state.steal_flag++; //increase steal tries number
+
+ for(i = 0; i<MAX_MOB_DROP; i++)//Pick one mobs drop slot.
+ {
+ itemid = md->db->dropitem[i].nameid;
+ if(itemid <= 0 || (itemid>4000 && itemid<5000 && pc_checkskill(sd,TF_STEAL) <= 5))
+ continue;
+ if(rand() % 10000 < md->db->dropitem[i].p*skill/100)
+ break;
+ }
+ if (i == MAX_MOB_DROP)
+ return 0;
+
+ md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
+
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.nameid = itemid;
+ tmp_item.amount = 1;
+ tmp_item.identify = !itemdb_isequip3(itemid);
+ flag = pc_additem(sd,&tmp_item,1);
+
+ if(battle_config.show_steal_in_same_party)
+ party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0);
+ if(flag)
+ clif_additem(sd,0,0,flag);
+ else
+ { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
+ //Logs items, Stolen from mobs [Lupus]
+ if(log_config.pick > 0 ) {
+ log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
+ log_pick(sd, "P", 0, itemid, 1, NULL);
+ }
+
+ //A Rare Steal Global Announce by Lupus
+ if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
+ struct item_data *i_data;
+ char message[128];
+ i_data = itemdb_search(itemid);
+ sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
+ //MSG: "'%s' stole %s's %s (chance: %%%0.02f)"
+ intif_GMmessage(message,strlen(message)+1,0);
+ }
+ }
+ return 1;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
+{
+ int rate,skill;
+ struct mob_data *md;
+ if(!sd || !target || target->type != BL_MOB)
+ return 0;
+
+ md = (TBL_MOB*)target;
+ if(md->state.steal_coin_flag || md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1)
+ return 0;
+
+ skill = pc_checkskill(sd,RG_STEALCOIN)*10;
+ rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
+ if(rand()%1000 < rate) {
+ pc_getzeny(sd,md->db->lv*10 + rand()%100);
+ md->state.steal_coin_flag = 1;
+ return 1;
+ }
+ return 0;
+}
+
+//
+//
+//
+/*==========================================
+ * Set's a player position.
+ * Return values:
+ * 0 - Success.
+ * 1 - Invalid map index.
+ * 2 - Map not in this map-server, and failed to locate alternate map-server.
+ * 3 - Failed to warp player because it was in transition between maps.
+ *------------------------------------------
+ */
+int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
+{
+ int m;
+
+ nullpo_retr(0, sd);
+
+ if (!mapindex || !mapindex_id2name(mapindex)) {
+ ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
+ return 1;
+ }
+
+ m=map_mapindex2mapid(mapindex);
+
+ if (sd->mapindex != mapindex)
+ { //Misc map-changing settings
+ party_send_dot_remove(sd); //minimap dot fix [Kevin]
+ guild_send_dot_remove(sd);
+ skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
+ if (sd->sc.count)
+ { //Cancel some map related stuff.
+ if (sd->sc.data[SC_WARM].timer != -1)
+ status_change_end(&sd->bl,SC_WARM,-1);
+ if (sd->sc.data[SC_SUN_COMFORT].timer != -1)
+ status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
+ if (sd->sc.data[SC_MOON_COMFORT].timer != -1)
+ status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
+ if (sd->sc.data[SC_STAR_COMFORT].timer != -1)
+ status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
+ if (sd->sc.data[SC_KNOWLEDGE].timer != -1) {
+ delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer);
+ sd->sc.data[SC_KNOWLEDGE].timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sd->sc.data[SC_KNOWLEDGE].val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
+ }
+ }
+ }
+
+ if(m<0){
+ if(sd->mapindex){
+ int ip,port;
+ if(map_mapname2ipport(mapindex,&ip,&port)==0){
+ unit_remove_map(&sd->bl,clrtype);
+ sd->mapindex = mapindex;
+ sd->bl.x=x;
+ sd->bl.y=y;
+ sd->state.waitingdisconnect=1;
+ pc_clean_skilltree(sd);
+ if(sd->status.pet_id > 0 && sd->pd) {
+ unit_remove_map(&sd->pd->bl, clrtype);
+ intif_save_petdata(sd->status.account_id,&sd->pet);
+ }
+ chrif_save(sd,2);
+ chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
+ return 0;
+ }
+ }
+ return 2;
+ }
+
+ if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
+ x=y=0;
+ if((x==0 && y==0) ||
+ (map_getcell(m, x, y, CELL_CHKNOPASS) &&
+ !map_getcell(m, x, y, CELL_CHKICEWALL) &&
+#ifdef CELL_NOSTACK
+ !map_getcell(m, x, y, CELL_CHKSTACK) &&
+#endif
+ !map_getcell(m, x, y, CELL_CHKMOONLIT))
+ ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
+ if(x||y) {
+ if(battle_config.error_log)
+ ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
+ }
+ do {
+ x=rand()%(map[m].xs-2)+1;
+ y=rand()%(map[m].ys-2)+1;
+ } while(map_getcell(m,x,y,CELL_CHKNOPASS));
+ }
+
+ if(sd->bl.prev != NULL){
+ unit_remove_map(&sd->bl, clrtype);
+ if(sd->status.pet_id > 0 && sd->pd)
+ unit_remove_map(&sd->pd->bl, clrtype);
+ clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
+ } else if(sd->state.auth)
+ //Tag player for rewarping after map-loading is done. [Skotlex]
+ sd->state.rewarp = 1;
+
+ sd->mapindex = mapindex;
+ sd->bl.m = m;
+ sd->bl.x = sd->ud.to_x = x;
+ sd->bl.y = sd->ud.to_y = y;
+
+ if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
+ sd->pd->bl.m = m;
+ sd->pd->bl.x = sd->pd->ud.to_x = x;
+ sd->pd->bl.y = sd->pd->ud.to_y = y;
+ sd->pd->ud.dir = sd->ud.dir;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * PCのランダムワ?プ
+ *------------------------------------------
+ */
+int pc_randomwarp(struct map_session_data *sd, int type) {
+ int x,y,i=0;
+ int m;
+
+ nullpo_retr(0, sd);
+
+ m=sd->bl.m;
+
+ if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
+ return 0;
+
+ do{
+ x=rand()%(map[m].xs-2)+1;
+ y=rand()%(map[m].ys-2)+1;
+ }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );
+
+ if (i < 1000)
+ return pc_setpos(sd,map[sd->bl.m].index,x,y,type);
+
+ return 0;
+}
+
+/*==========================================
+ * 現在位置のメモ
+ *------------------------------------------
+ */
+int pc_memo(struct map_session_data *sd, int i) {
+ int skill;
+ int j;
+
+ nullpo_retr(0, sd);
+
+ skill = pc_checkskill(sd, AL_WARP);
+
+ if (i >= MIN_PORTAL_MEMO)
+ i -= MIN_PORTAL_MEMO;
+ else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
+ clif_skill_teleportmessage(sd, 1);
+ return 0;
+ }
+
+ if (skill < 1) {
+ clif_skill_memo(sd,2);
+ }
+
+ if (skill < 2 || i < -1 || i > 2) {
+ clif_skill_memo(sd, 1);
+ return 0;
+ }
+
+ for(j = 0 ; j < 3; j++) {
+ if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
+ i = j;
+ break;
+ }
+ }
+
+ if (i == -1) {
+ for(i = skill - 3; i >= 0; i--) {
+ memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
+ sizeof(struct point));
+ }
+ i = 0;
+ }
+ sd->status.memo_point[i].map = map[sd->bl.m].index;
+ sd->status.memo_point[i].x = sd->bl.x;
+ sd->status.memo_point[i].y = sd->bl.y;
+
+ clif_skill_memo(sd, 0);
+
+ return 1;
+}
+
+//
+// 武器??
+//
+/*==========================================
+ * スキルの?索 所有していた場合Lvが返る
+ *------------------------------------------
+ */
+int pc_checkskill(struct map_session_data *sd,int skill_id)
+{
+ if(sd == NULL) return 0;
+ if( skill_id>=10000 ){
+ struct guild *g;
+ if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
+ return guild_checkskill(g,skill_id);
+ return 0;
+ }
+
+ if(sd->status.skill[skill_id].id == skill_id)
+ return (sd->status.skill[skill_id].lv);
+
+ return 0;
+}
+
+/*==========================================
+ * 武器?更によるスキルの??チェック
+ * 引?:
+ * struct map_session_data *sd セッションデ?タ
+ * int nameid ?備品ID
+ * 返り値:
+ * 0 ?更なし
+ * -1 スキルを解除
+ *------------------------------------------
+ */
+int pc_checkallowskill(struct map_session_data *sd)
+{
+ const int scw_list[] = {
+ SC_TWOHANDQUICKEN,
+ SC_ONEHAND,
+ SC_AURABLADE,
+ SC_PARRYING,
+ SC_SPEARQUICKEN,
+ SC_ADRENALINE,
+ SC_ADRENALINE2,
+ SC_GATLINGFEVER
+ };
+ const int scs_list[] = {
+ SC_AUTOGUARD,
+ SC_DEFENDER,
+ SC_REFLECTSHIELD
+ };
+ int i;
+ nullpo_retr(0, sd);
+
+ if(!sd->sc.count)
+ return 0;
+
+ for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++)
+ { // Skills requiring specific weapon types
+ if(sd->sc.data[scw_list[i]].timer!=-1 && !(skill_get_weapontype(StatusSkillChangeTable[scw_list[i]])&(1<<sd->status.weapon)))
+ status_change_end(&sd->bl,scw_list[i],-1);
+ }
+
+ if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon)
+ // Spurt requires bare hands (feet, in fact xD)
+ status_change_end(&sd->bl,SC_SPURT,-1);
+
+ if(sd->status.shield <= 0) { // Skills requiring a shield
+ for (i = 0; i < sizeof(scs_list)/sizeof(scs_list[0]); i++)
+ if(sd->sc.data[scs_list[i]].timer!=-1) // Guard
+ status_change_end(&sd->bl,scs_list[i],-1);
+ }
+ return 0;
+}
+
+/*==========================================
+ * ? 備品のチェック
+ *------------------------------------------
+ */
+int pc_checkequip(struct map_session_data *sd,int pos)
+{
+ int i;
+
+ nullpo_retr(-1, sd);
+
+ for(i=0;i<11;i++){
+ if(pos & equip_pos[i])
+ return sd->equip_index[i];
+ }
+
+ return -1;
+}
+
+/*==========================================
+ * Convert's from the client's lame Job ID system
+ * to the map server's 'makes sense' system. [Skotlex]
+ *------------------------------------------
+ */
+int pc_jobid2mapid(unsigned short b_class)
+{
+ int class_ = 0;
+ if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
+ {
+ if (b_class == JOB_SUPER_BABY)
+ b_class = JOB_SUPER_NOVICE;
+ else
+ b_class -= JOB_BABY;
+ class_|= JOBL_BABY;
+ }
+ else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
+ {
+ b_class -= JOB_NOVICE_HIGH;
+ class_|= JOBL_UPPER;
+ }
+ if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
+ class_|= JOBL_2_1;
+ else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
+ class_|= JOBL_2_2;
+ switch (b_class)
+ {
+ case JOB_NOVICE:
+ case JOB_SWORDMAN:
+ case JOB_MAGE:
+ case JOB_ARCHER:
+ case JOB_ACOLYTE:
+ case JOB_MERCHANT:
+ case JOB_THIEF:
+ class_ |= b_class;
+ break;
+ case JOB_KNIGHT:
+ case JOB_KNIGHT2:
+ case JOB_CRUSADER:
+ case JOB_CRUSADER2:
+ class_ |= MAPID_SWORDMAN;
+ break;
+ case JOB_PRIEST:
+ case JOB_MONK:
+ class_ |= MAPID_ACOLYTE;
+ break;
+ case JOB_WIZARD:
+ case JOB_SAGE:
+ class_ |= MAPID_MAGE;
+ break;
+ case JOB_BLACKSMITH:
+ case JOB_ALCHEMIST:
+ class_ |= MAPID_MERCHANT;
+ break;
+ case JOB_HUNTER:
+ case JOB_BARD:
+ case JOB_DANCER:
+ class_ |= MAPID_ARCHER;
+ break;
+ case JOB_ASSASSIN:
+ case JOB_ROGUE:
+ class_ |= MAPID_THIEF;
+ break;
+
+ case JOB_STAR_GLADIATOR:
+ case JOB_STAR_GLADIATOR2:
+ class_ |= JOBL_2_1;
+ class_ |= MAPID_TAEKWON;
+ break;
+ case JOB_SOUL_LINKER:
+ class_ |= JOBL_2_2;
+ case JOB_TAEKWON:
+ class_ |= MAPID_TAEKWON;
+ break;
+ case JOB_WEDDING:
+ class_ = MAPID_WEDDING;
+ break;
+ case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
+ class_ |= JOBL_2_1;
+ break;
+ case JOB_GUNSLINGER:
+ class_ |= MAPID_GUNSLINGER;
+ break;
+ case JOB_NINJA:
+ class_ |= MAPID_NINJA;
+ break;
+ case JOB_XMAS:
+ class_ = MAPID_XMAS;
+ break;
+ default:
+ ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
+ return -1;
+ }
+ return class_;
+}
+
+//Reverts the map-style class id to the client-style one.
+int pc_mapid2jobid(unsigned short class_, int sex) {
+ switch(class_) {
+ case MAPID_NOVICE:
+ return JOB_NOVICE;
+ case MAPID_SWORDMAN:
+ return JOB_SWORDMAN;
+ case MAPID_MAGE:
+ return JOB_MAGE;
+ case MAPID_ARCHER:
+ return JOB_ARCHER;
+ case MAPID_ACOLYTE:
+ return JOB_ACOLYTE;
+ case MAPID_MERCHANT:
+ return JOB_MERCHANT;
+ case MAPID_THIEF:
+ return JOB_THIEF;
+ case MAPID_TAEKWON:
+ return JOB_TAEKWON;
+ case MAPID_WEDDING:
+ return JOB_WEDDING;
+ case MAPID_GUNSLINGER:
+ return JOB_GUNSLINGER;
+ case MAPID_NINJA:
+ return JOB_NINJA;
+ case MAPID_XMAS: // [Valaris]
+ return JOB_XMAS;
+ //2_1 classes
+ case MAPID_SUPER_NOVICE:
+ return JOB_SUPER_NOVICE;
+ case MAPID_KNIGHT:
+ return JOB_KNIGHT;
+ case MAPID_WIZARD:
+ return JOB_WIZARD;
+ case MAPID_HUNTER:
+ return JOB_HUNTER;
+ case MAPID_PRIEST:
+ return JOB_PRIEST;
+ case MAPID_BLACKSMITH:
+ return JOB_BLACKSMITH;
+ case MAPID_ASSASSIN:
+ return JOB_ASSASSIN;
+ case MAPID_STAR_GLADIATOR:
+ return JOB_STAR_GLADIATOR;
+ //2_2 classes
+ case MAPID_CRUSADER:
+ return JOB_CRUSADER;
+ case MAPID_SAGE:
+ return JOB_SAGE;
+ case MAPID_BARDDANCER:
+ return sex?JOB_BARD:JOB_DANCER;
+ case MAPID_MONK:
+ return JOB_MONK;
+ case MAPID_ALCHEMIST:
+ return JOB_ALCHEMIST;
+ case MAPID_ROGUE:
+ return JOB_ROGUE;
+ case MAPID_SOUL_LINKER:
+ return JOB_SOUL_LINKER;
+ //1-1: advanced
+ case MAPID_NOVICE_HIGH:
+ return JOB_NOVICE_HIGH;
+ case MAPID_SWORDMAN_HIGH:
+ return JOB_SWORDMAN_HIGH;
+ case MAPID_MAGE_HIGH:
+ return JOB_MAGE_HIGH;
+ case MAPID_ARCHER_HIGH:
+ return JOB_ARCHER_HIGH;
+ case MAPID_ACOLYTE_HIGH:
+ return JOB_ACOLYTE_HIGH;
+ case MAPID_MERCHANT_HIGH:
+ return JOB_MERCHANT_HIGH;
+ case MAPID_THIEF_HIGH:
+ return JOB_THIEF_HIGH;
+ //2_1 advanced
+ case MAPID_LORD_KNIGHT:
+ return JOB_LORD_KNIGHT;
+ case MAPID_HIGH_WIZARD:
+ return JOB_HIGH_WIZARD;
+ case MAPID_SNIPER:
+ return JOB_SNIPER;
+ case MAPID_HIGH_PRIEST:
+ return JOB_HIGH_PRIEST;
+ case MAPID_WHITESMITH:
+ return JOB_WHITESMITH;
+ case MAPID_ASSASSIN_CROSS:
+ return JOB_ASSASSIN_CROSS;
+ //2_2 advanced
+ case MAPID_PALADIN:
+ return JOB_PALADIN;
+ case MAPID_PROFESSOR:
+ return JOB_PROFESSOR;
+ case MAPID_CLOWNGYPSY:
+ return sex?JOB_CLOWN:JOB_GYPSY;
+ case MAPID_CHAMPION:
+ return JOB_CHAMPION;
+ case MAPID_CREATOR:
+ return JOB_CREATOR;
+ case MAPID_STALKER:
+ return JOB_STALKER;
+ //1-1 baby
+ case MAPID_BABY:
+ return JOB_BABY;
+ case MAPID_BABY_SWORDMAN:
+ return JOB_BABY_SWORDMAN;
+ case MAPID_BABY_MAGE:
+ return JOB_BABY_MAGE;
+ case MAPID_BABY_ARCHER:
+ return JOB_BABY_ARCHER;
+ case MAPID_BABY_ACOLYTE:
+ return JOB_BABY_ACOLYTE;
+ case MAPID_BABY_MERCHANT:
+ return JOB_BABY_MERCHANT;
+ case MAPID_BABY_THIEF:
+ return JOB_BABY_THIEF;
+ //2_1 baby
+ case MAPID_SUPER_BABY:
+ return JOB_SUPER_BABY;
+ case MAPID_BABY_KNIGHT:
+ return JOB_BABY_KNIGHT;
+ case MAPID_BABY_WIZARD:
+ return JOB_BABY_WIZARD;
+ case MAPID_BABY_HUNTER:
+ return JOB_BABY_HUNTER;
+ case MAPID_BABY_PRIEST:
+ return JOB_BABY_PRIEST;
+ case MAPID_BABY_BLACKSMITH:
+ return JOB_BABY_BLACKSMITH;
+ case MAPID_BABY_ASSASSIN:
+ return JOB_BABY_ASSASSIN;
+ //2_2 baby
+ case MAPID_BABY_CRUSADER:
+ return JOB_BABY_CRUSADER;
+ case MAPID_BABY_SAGE:
+ return JOB_BABY_SAGE;
+ case MAPID_BABY_BARDDANCER:
+ return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
+ case MAPID_BABY_MONK:
+ return JOB_BABY_MONK;
+ case MAPID_BABY_ALCHEMIST:
+ return JOB_BABY_ALCHEMIST;
+ case MAPID_BABY_ROGUE:
+ return JOB_BABY_ROGUE;
+ default:
+ ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
+ return -1;
+ }
+}
+
+/*====================================================
+ * This function return the name of the job (by [Yor])
+ *----------------------------------------------------
+ */
+char * job_name(int class_) {
+ switch (class_) {
+ case JOB_NOVICE:
+ case JOB_SWORDMAN:
+ case JOB_MAGE:
+ case JOB_ARCHER:
+ case JOB_ACOLYTE:
+ case JOB_MERCHANT:
+ case JOB_THIEF:
+ return msg_txt(550 - JOB_NOVICE+class_);
+
+ case JOB_KNIGHT:
+ case JOB_PRIEST:
+ case JOB_WIZARD:
+ case JOB_BLACKSMITH:
+ case JOB_HUNTER:
+ case JOB_ASSASSIN:
+ return msg_txt(557 - JOB_KNIGHT+class_);
+
+ case JOB_KNIGHT2:
+ return msg_txt(557);
+
+ case JOB_CRUSADER:
+ case JOB_MONK:
+ case JOB_SAGE:
+ case JOB_ROGUE:
+ case JOB_ALCHEMIST:
+ case JOB_BARD:
+ case JOB_DANCER:
+ return msg_txt(563 - JOB_CRUSADER+class_);
+
+ case JOB_CRUSADER2:
+ return msg_txt(563);
+
+ case JOB_WEDDING:
+ case JOB_SUPER_NOVICE:
+
+ case JOB_XMAS:
+ return msg_txt(570 - JOB_WEDDING+class_);
+
+ case JOB_NOVICE_HIGH:
+ case JOB_SWORDMAN_HIGH:
+ case JOB_MAGE_HIGH:
+ case JOB_ARCHER_HIGH:
+ case JOB_ACOLYTE_HIGH:
+ case JOB_MERCHANT_HIGH:
+ case JOB_THIEF_HIGH:
+ return msg_txt(575 - JOB_NOVICE_HIGH+class_);
+
+ case JOB_LORD_KNIGHT:
+ case JOB_HIGH_PRIEST:
+ case JOB_HIGH_WIZARD:
+ case JOB_WHITESMITH:
+ case JOB_SNIPER:
+ case JOB_ASSASSIN_CROSS:
+ return msg_txt(582 - JOB_LORD_KNIGHT+class_);
+
+ case JOB_LORD_KNIGHT2:
+ return msg_txt(582);
+
+ case JOB_PALADIN:
+ case JOB_CHAMPION:
+ case JOB_PROFESSOR:
+ case JOB_STALKER:
+ case JOB_CREATOR:
+ case JOB_CLOWN:
+ case JOB_GYPSY:
+ return msg_txt(588 - JOB_PALADIN + class_);
+
+ case JOB_PALADIN2:
+ return msg_txt(588);
+
+ case JOB_BABY:
+ case JOB_BABY_SWORDMAN:
+ case JOB_BABY_MAGE:
+ case JOB_BABY_ARCHER:
+ case JOB_BABY_ACOLYTE:
+ case JOB_BABY_MERCHANT:
+ case JOB_BABY_THIEF:
+ return msg_txt(595 - JOB_BABY + class_);
+
+ case JOB_BABY_KNIGHT:
+ case JOB_BABY_PRIEST:
+ case JOB_BABY_WIZARD:
+ case JOB_BABY_BLACKSMITH:
+ case JOB_BABY_HUNTER:
+ case JOB_BABY_ASSASSIN:
+ return msg_txt(602 - JOB_BABY_KNIGHT + class_);
+
+ case JOB_BABY_KNIGHT2:
+ return msg_txt(602);
+
+ case JOB_BABY_CRUSADER:
+ case JOB_BABY_MONK:
+ case JOB_BABY_SAGE:
+ case JOB_BABY_ROGUE:
+ case JOB_BABY_ALCHEMIST:
+ case JOB_BABY_BARD:
+ case JOB_BABY_DANCER:
+ return msg_txt(608 - JOB_BABY_CRUSADER +class_);
+
+ case JOB_BABY_CRUSADER2:
+ return msg_txt(608);
+
+ case JOB_SUPER_BABY:
+ return msg_txt(615);
+
+ case JOB_TAEKWON:
+ return msg_txt(616);
+ case JOB_STAR_GLADIATOR:
+ case JOB_STAR_GLADIATOR2:
+ return msg_txt(617);
+ case JOB_SOUL_LINKER:
+ return msg_txt(618);
+
+ case JOB_GUNSLINGER:
+ return msg_txt(619);
+ case JOB_NINJA:
+ return msg_txt(620);
+
+ default:
+ return msg_txt(650);
+ }
+}
+
+int pc_follow_timer(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd;
+ struct block_list *tbl;
+
+ sd = map_id2sd(id);
+ nullpo_retr(0, sd);
+
+ if (sd->followtimer != tid){
+ if(battle_config.error_log)
+ ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
+ sd->followtimer = -1;
+ return 0;
+ }
+
+ sd->followtimer = -1;
+ if (pc_isdead(sd))
+ return 0;
+
+ if ((tbl = map_id2bl(sd->followtarget)) == NULL)
+ return 0;
+
+ if(tbl->type == BL_PC && pc_isdead((TBL_PC *)tbl))
+ return 0;
+
+ // either player or target is currently detached from map blocks (could be teleporting),
+ // but still connected to this map, so we'll just increment the timer and check back later
+ if (sd->bl.prev != NULL && tbl->prev != NULL &&
+ sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
+ {
+ if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
+ if (!check_distance_bl(&sd->bl, tbl, 5))
+ unit_walktobl(&sd->bl, tbl, 5, 0);
+ } else
+ pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, 3);
+ }
+ sd->followtimer = add_timer(
+ tick + 1000, // increase time a bit to loosen up map's load
+ pc_follow_timer, sd->bl.id, 0);
+ return 0;
+}
+
+int pc_stop_following (struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if (sd->followtimer != -1) {
+ delete_timer(sd->followtimer,pc_follow_timer);
+ sd->followtimer = -1;
+ }
+ sd->followtarget = -1;
+
+ return 0;
+}
+
+int pc_follow(struct map_session_data *sd,int target_id)
+{
+ struct block_list *bl = map_id2bl(target_id);
+ if (bl == NULL /*|| bl->type != BL_PC*/)
+ return 1;
+ if (sd->followtimer != -1)
+ pc_stop_following(sd);
+
+ sd->followtarget = target_id;
+ pc_follow_timer(-1,gettick(),sd->bl.id,0);
+
+ return 0;
+}
+
+int pc_checkbaselevelup(struct map_session_data *sd)
+{
+ unsigned int next = pc_nextbaseexp(sd);
+
+ if (!next || sd->status.base_exp < next)
+ return 0;
+
+ do {
+ sd->status.base_exp -= next;
+ //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
+ if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
+ sd->status.base_exp = next-1;
+
+ sd->status.base_level ++;
+
+ if (battle_config.use_statpoint_table)
+ next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
+ else //Estimated way.
+ next = (sd->status.base_level+14) / 5 ;
+ if (sd->status.status_point > USHRT_MAX - next)
+ sd->status.status_point = USHRT_MAX;
+ else
+ sd->status.status_point += next;
+
+ } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
+
+ if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
+ status_calc_pet(sd->pd,0);
+
+ clif_updatestatus(sd,SP_STATUSPOINT);
+ clif_updatestatus(sd,SP_BASELEVEL);
+ clif_updatestatus(sd,SP_NEXTBASEEXP);
+ status_calc_pc(sd,0);
+ status_percent_heal(&sd->bl,100,100);
+
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ {
+ sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
+ sc_start(&sd->bl,SkillStatusChangeTable(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
+ sc_start(&sd->bl,SkillStatusChangeTable(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
+ sc_start(&sd->bl,SkillStatusChangeTable(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
+ sc_start(&sd->bl,SkillStatusChangeTable(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
+ } else
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON)
+ {
+ sc_start(&sd->bl,SkillStatusChangeTable(AL_INCAGI),100,10,skill_get_time(AL_INCAGI,10));
+ sc_start(&sd->bl,SkillStatusChangeTable(AL_BLESSING),100,10,skill_get_time(AL_BLESSING,10));
+ }
+ clif_misceffect(&sd->bl,0);
+ //LORDALFA - LVLUPEVENT
+ if(sd->state.event_baselvup)
+ npc_script_event(sd, NPCE_BASELVUP);
+ return 1;
+}
+
+int pc_checkjoblevelup(struct map_session_data *sd)
+{
+ unsigned int next = pc_nextjobexp(sd);
+
+ nullpo_retr(0, sd);
+ if(!next || sd->status.job_exp < next)
+ return 0;
+
+ do {
+ sd->status.job_exp -= next;
+ //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
+ if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
+ sd->status.job_exp = next-1;
+
+ sd->status.job_level ++;
+ sd->status.skill_point ++;
+
+ } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
+
+ clif_updatestatus(sd,SP_JOBLEVEL);
+ clif_updatestatus(sd,SP_NEXTJOBEXP);
+ clif_updatestatus(sd,SP_SKILLPOINT);
+ status_calc_pc(sd,0);
+ clif_misceffect(&sd->bl,1);
+ if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
+ clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
+
+ if(sd->state.event_joblvup)
+ npc_script_event(sd, NPCE_JOBLVUP);
+ return 1;
+}
+
+/*==========================================
+ * Alters experienced based on self bonuses that do not get even shared to the party.
+ *------------------------------------------
+ */
+static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
+{
+ int bonus = 0;
+ struct status_data *status = status_get_status_data(src);
+ unsigned int temp;
+
+ if (sd->expaddrace[status->race])
+ bonus += sd->expaddrace[status->race];
+ bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
+
+ //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
+ temp = status_get_class(src);
+ if(temp == sd->hate_mob[2] &&
+ (battle_config.allow_skill_without_day || is_day_of_star() || sd->sc.data[SC_MIRACLE].timer!=-1))
+ bonus += 20*pc_checkskill(sd,SG_STAR_BLESS);
+ else
+ if(temp == sd->hate_mob[1] &&
+ (battle_config.allow_skill_without_day || is_day_of_moon()))
+ bonus += 10*pc_checkskill(sd,SG_MOON_BLESS);
+ else
+ if(temp == sd->hate_mob[0] &&
+ (battle_config.allow_skill_without_day || is_day_of_sun()))
+ bonus += 10*pc_checkskill(sd,SG_SUN_BLESS);
+
+ if (battle_config.pk_mode &&
+ (int)(status_get_lv(src) - sd->status.base_level) >= 20)
+ bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
+
+ if (!bonus)
+ return;
+
+ temp = *base_exp*bonus/100;
+ if (*base_exp > UINT_MAX - temp)
+ *base_exp = UINT_MAX;
+ else
+ *base_exp += temp;
+
+ temp = *job_exp*bonus/100;
+ if (*job_exp > UINT_MAX - temp)
+ *job_exp = UINT_MAX;
+ else
+ *job_exp += temp;
+
+ return;
+}
+/*==========================================
+ * ??値取得
+ *------------------------------------------
+ */
+int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp)
+{
+ char output[256];
+ float nextbp=0, nextjp=0;
+ unsigned int nextb=0, nextj=0;
+ nullpo_retr(0, sd);
+
+ if(sd->bl.prev == NULL || pc_isdead(sd))
+ return 0;
+
+ if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr]
+ return 0; // no exp on pvp maps
+
+ if(sd->status.guild_id>0)
+ base_exp-=guild_payexp(sd,base_exp);
+
+ if(src) pc_calcexp(sd, &base_exp, &job_exp, src);
+
+ nextb = pc_nextbaseexp(sd);
+ nextj = pc_nextjobexp(sd);
+
+ if(sd->state.showexp || battle_config.max_exp_gain_rate){
+ if (nextb > 0)
+ nextbp = (float) base_exp / (float) nextb;
+ if (nextj > 0)
+ nextjp = (float) job_exp / (float) nextj;
+
+ if(battle_config.max_exp_gain_rate) {
+ if (nextbp > battle_config.max_exp_gain_rate/1000.) {
+ //Note that this value should never be greater than the original
+ //base_exp, therefore no overflow checks are needed. [Skotlex]
+ base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
+ if (sd->state.showexp)
+ nextbp = (float) base_exp / (float) nextb;
+ }
+ if (nextjp > battle_config.max_exp_gain_rate/1000.) {
+ job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
+ if (sd->state.showexp)
+ nextjp = (float) job_exp / (float) nextj;
+ }
+ }
+ }
+
+ //Overflow checks... think we'll ever really need'em? [Skotlex]
+ if (base_exp && sd->status.base_exp > UINT_MAX - base_exp)
+ sd->status.base_exp = UINT_MAX;
+ else
+ sd->status.base_exp += base_exp;
+
+ pc_checkbaselevelup(sd) ;
+
+ clif_updatestatus(sd,SP_BASEEXP);
+
+ if (job_exp && sd->status.job_exp > UINT_MAX - job_exp)
+ sd->status.job_exp = UINT_MAX;
+ else
+ sd->status.job_exp += job_exp;
+
+ while(pc_checkjoblevelup(sd)) ;
+
+ clif_updatestatus(sd,SP_JOBEXP);
+
+ if(sd->state.showexp){
+ sprintf(output,
+ "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
+ clif_disp_onlyself(sd,output,strlen(output));
+ }
+
+ return 1;
+}
+
+/*==========================================
+ * Returns max level for this character.
+ *------------------------------------------
+ */
+
+unsigned int pc_maxbaselv(struct map_session_data *sd) {
+ return max_level[sd->status.class_][0];
+};
+
+unsigned int pc_maxjoblv(struct map_session_data *sd) {
+ return max_level[sd->status.class_][1];
+};
+
+/*==========================================
+ * base level側必要??値計算
+ *------------------------------------------
+ */
+unsigned int pc_nextbaseexp(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
+ return 0;
+
+ return exp_table[sd->status.class_][0][sd->status.base_level-1];
+}
+
+/*==========================================
+ * job level側必要??値計算
+ *------------------------------------------
+ */
+unsigned int pc_nextjobexp(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
+ return 0;
+ return exp_table[sd->status.class_][1][sd->status.job_level-1];
+}
+
+/*==========================================
+
+ * 必要ステ?タスポイント計算
+ *------------------------------------------
+ */
+int pc_need_status_point(struct map_session_data *sd,int type)
+{
+ int val;
+
+ nullpo_retr(-1, sd);
+
+ if(type<SP_STR || type>SP_LUK)
+ return -1;
+ val =
+ type==SP_STR ? sd->status.str :
+ type==SP_AGI ? sd->status.agi :
+ type==SP_VIT ? sd->status.vit :
+ type==SP_INT ? sd->status.int_:
+ type==SP_DEX ? sd->status.dex : sd->status.luk;
+
+ return (val+9)/10+1;
+}
+
+/*==========================================
+ * 能力値成長
+ *------------------------------------------
+ */
+int pc_statusup(struct map_session_data *sd,int type)
+{
+ int max, need,val = 0;
+
+ nullpo_retr(0, sd);
+
+ max = pc_maxparameter(sd);
+
+ need=pc_need_status_point(sd,type);
+ if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ switch(type){
+ case SP_STR:
+ if(sd->status.str >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.str;
+ break;
+ case SP_AGI:
+ if(sd->status.agi >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.agi;
+ break;
+ case SP_VIT:
+ if(sd->status.vit >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.vit;
+ break;
+ case SP_INT:
+ if(sd->status.int_ >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.int_;
+ break;
+ case SP_DEX:
+ if(sd->status.dex >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.dex;
+ break;
+ case SP_LUK:
+ if(sd->status.luk >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.luk;
+ break;
+ }
+ sd->status.status_point-=need;
+ if(need!=pc_need_status_point(sd,type)){
+ clif_updatestatus(sd,type-SP_STR+SP_USTR);
+ }
+ clif_updatestatus(sd,SP_STATUSPOINT);
+ clif_updatestatus(sd,type);
+ status_calc_pc(sd,0);
+ clif_statusupack(sd,type,1,val);
+
+ return 0;
+}
+
+/*==========================================
+ * 能力値成長
+ *------------------------------------------
+ */
+int pc_statusup2(struct map_session_data *sd,int type,int val)
+{
+ int max;
+ nullpo_retr(0, sd);
+
+ max = pc_maxparameter(sd);
+
+ if(type<SP_STR || type>SP_LUK){
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ switch(type){
+ case SP_STR:
+ if(sd->status.str + val >= max)
+ val = max;
+ else if(sd->status.str + val < 1)
+ val = 1;
+ else
+ val += sd->status.str;
+ sd->status.str = val;
+ break;
+ case SP_AGI:
+ if(sd->status.agi + val >= max)
+ val = max;
+ else if(sd->status.agi + val < 1)
+ val = 1;
+ else
+ val += sd->status.agi;
+ sd->status.agi = val;
+ break;
+ case SP_VIT:
+ if(sd->status.vit + val >= max)
+ val = max;
+ else if(sd->status.vit + val < 1)
+ val = 1;
+ else
+ val += sd->status.vit;
+ sd->status.vit = val;
+ break;
+ case SP_INT:
+ if(sd->status.int_ + val >= max)
+ val = max;
+ else if(sd->status.int_ + val < 1)
+ val = 1;
+ else
+ val += sd->status.int_;
+ sd->status.int_ = val;
+ break;
+ case SP_DEX:
+ if(sd->status.dex + val >= max)
+ val = max;
+ else if(sd->status.dex + val < 1)
+ val = 1;
+ else
+ val += sd->status.dex;
+ sd->status.dex = val;
+ break;
+ case SP_LUK:
+ if(sd->status.luk + val >= max)
+ val = max;
+ else if(sd->status.luk + val < 1)
+ val = 1;
+ else
+ val = sd->status.luk + val;
+ sd->status.luk = val;
+ break;
+ }
+ status_calc_pc(sd,0);
+ clif_statusupack(sd,type,1,val);
+
+ return 0;
+}
+
+/*==========================================
+ * スキルポイント割り振り
+ *------------------------------------------
+ */
+int pc_skillup(struct map_session_data *sd,int skill_num)
+{
+ nullpo_retr(0, sd);
+
+ if( skill_num>=GD_SKILLBASE){
+ guild_skillup(sd,skill_num,0);
+ return 0;
+ }
+ if (skill_num < 0 || skill_num >= MAX_SKILL)
+ return 0;
+
+ if(sd->status.skill_point>0 &&
+ sd->status.skill[skill_num].id &&
+ sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
+ sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
+ {
+ sd->status.skill[skill_num].lv++;
+ sd->status.skill_point--;
+ if (!skill_get_inf(skill_num)) //Only recalculate for passive skills.
+ status_calc_pc(sd,0);
+ else
+ pc_check_skilltree(sd, skill_num);
+ clif_skillup(sd,skill_num);
+ clif_updatestatus(sd,SP_SKILLPOINT);
+ clif_skillinfoblock(sd);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * /allskill
+ *------------------------------------------
+ */
+int pc_allskillup(struct map_session_data *sd)
+{
+ int i,id;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_SKILL;i++){
+ sd->status.skill[i].id=0;
+ if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
+ sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
+ sd->status.skill[i].flag=0; // flagは0にしておく
+ }
+ }
+
+ if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
+ // 全てのスキル
+ for(i=0;i<MAX_SKILL;i++){
+ if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
+ if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
+ sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
+ }
+ }
+ else {
+ int inf2;
+ for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){
+ inf2 = skill_get_inf2(id);
+ if(sd->status.skill[id].id==0 &&
+ (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
+ !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
+ (id!=SG_DEVIL))
+ {
+ sd->status.skill[id].id = id; // celest
+ sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
+ }
+ }
+ }
+ status_calc_pc(sd,0);
+
+ return 0;
+}
+
+/*==========================================
+ * /resetlvl
+ *------------------------------------------
+ */
+int pc_resetlvl(struct map_session_data* sd,int type)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if (type != 3) //Also reset skills
+ pc_resetskill(sd, 0);
+
+ if(type == 1){
+ sd->status.skill_point=0;
+ sd->status.base_level=1;
+ sd->status.job_level=1;
+ sd->status.base_exp=sd->status.base_exp=0;
+ sd->status.job_exp=sd->status.job_exp=0;
+ if(sd->sc.option !=0)
+ sd->sc.option = 0;
+
+ sd->status.str=1;
+ sd->status.agi=1;
+ sd->status.vit=1;
+ sd->status.int_=1;
+ sd->status.dex=1;
+ sd->status.luk=1;
+ if(sd->status.class_ == JOB_NOVICE_HIGH)
+ sd->status.status_point=100; // not 88 [celest]
+ // give platinum skills upon changing
+ pc_skill(sd,142,1,0);
+ pc_skill(sd,143,1,0);
+ }
+
+ if(type == 2){
+ sd->status.skill_point=0;
+ sd->status.base_level=1;
+ sd->status.job_level=1;
+ sd->status.base_exp=0;
+ sd->status.job_exp=0;
+ }
+ if(type == 3){
+ sd->status.base_level=1;
+ sd->status.base_exp=0;
+ }
+ if(type == 4){
+ sd->status.job_level=1;
+ sd->status.job_exp=0;
+ }
+
+ clif_updatestatus(sd,SP_STATUSPOINT);
+ clif_updatestatus(sd,SP_STR);
+ clif_updatestatus(sd,SP_AGI);
+ clif_updatestatus(sd,SP_VIT);
+ clif_updatestatus(sd,SP_INT);
+ clif_updatestatus(sd,SP_DEX);
+ clif_updatestatus(sd,SP_LUK);
+ clif_updatestatus(sd,SP_BASELEVEL);
+ clif_updatestatus(sd,SP_JOBLEVEL);
+ clif_updatestatus(sd,SP_STATUSPOINT);
+ clif_updatestatus(sd,SP_NEXTBASEEXP);
+ clif_updatestatus(sd,SP_NEXTJOBEXP);
+ clif_updatestatus(sd,SP_SKILLPOINT);
+
+ clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
+ clif_updatestatus(sd,SP_UAGI);
+ clif_updatestatus(sd,SP_UVIT);
+ clif_updatestatus(sd,SP_UINT);
+ clif_updatestatus(sd,SP_UDEX);
+ clif_updatestatus(sd,SP_ULUK); // End Addition
+
+ for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
+ if(sd->equip_index[i] >= 0)
+ if(!pc_isequip(sd,sd->equip_index[i]))
+ pc_unequipitem(sd,sd->equip_index[i],2);
+ }
+
+ if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
+ //Send map-change packet to do a level range check and break party settings. [Skotlex]
+ party_send_movemap(sd);
+ }
+ status_calc_pc(sd,0);
+ clif_skillinfoblock(sd);
+
+ return 0;
+}
+/*==========================================
+ * /resetstate
+ *------------------------------------------
+ */
+int pc_resetstate(struct map_session_data* sd)
+{
+ nullpo_retr(0, sd);
+
+ if (battle_config.use_statpoint_table)
+ { // New statpoint table used here - Dexity
+ int stat;
+ stat = statp[sd->status.base_level];
+ if (sd->class_&JOBL_UPPER)
+ stat+=52; // extra 52+48=100 stat points
+
+ if (stat > USHRT_MAX)
+ sd->status.status_point = USHRT_MAX;
+ else
+ sd->status.status_point = stat;
+ } else { //Use new stat-calculating equation [Skotlex]
+#define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
+ int add=0;
+ add += sumsp(sd->status.str);
+ add += sumsp(sd->status.agi);
+ add += sumsp(sd->status.vit);
+ add += sumsp(sd->status.int_);
+ add += sumsp(sd->status.dex);
+ add += sumsp(sd->status.luk);
+ if (add > USHRT_MAX - sd->status.status_point)
+ sd->status.status_point = USHRT_MAX;
+ else
+ sd->status.status_point+=add;
+ }
+
+ sd->status.str=1;
+ sd->status.agi=1;
+ sd->status.vit=1;
+ sd->status.int_=1;
+ sd->status.dex=1;
+ sd->status.luk=1;
+
+ clif_updatestatus(sd,SP_STR);
+ clif_updatestatus(sd,SP_AGI);
+ clif_updatestatus(sd,SP_VIT);
+ clif_updatestatus(sd,SP_INT);
+ clif_updatestatus(sd,SP_DEX);
+ clif_updatestatus(sd,SP_LUK);
+
+ clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
+ clif_updatestatus(sd,SP_UAGI);
+ clif_updatestatus(sd,SP_UVIT);
+ clif_updatestatus(sd,SP_UINT);
+ clif_updatestatus(sd,SP_UDEX);
+ clif_updatestatus(sd,SP_ULUK); // End Addition
+
+ clif_updatestatus(sd,SP_STATUSPOINT);
+ status_calc_pc(sd,0);
+
+ return 0;
+}
+
+/*==========================================
+ * /resetskill
+ * if flag&1, perform block resync and status_calc call.
+ * if flag&2, just count total amount of skill points used by player, do not really reset.
+ *------------------------------------------
+ */
+int pc_resetskill(struct map_session_data* sd, int flag)
+{
+ int i, skill, inf2, skill_point=0;
+ nullpo_retr(0, sd);
+
+ if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
+ clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
+
+ for (i = 1; i < MAX_SKILL; i++) {
+ if ((skill = sd->status.skill[i].lv) > 0) {
+ inf2 = skill_get_inf2(i);
+ if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
+ !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
+ {
+ if (!sd->status.skill[i].flag)
+ skill_point += skill;
+ else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
+ skill_point += (sd->status.skill[i].flag - 2);
+ if (!(flag&2)) {
+ sd->status.skill[i].lv = 0;
+ sd->status.skill[i].flag = 0;
+ }
+ }
+ else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL) && !(flag&2))
+ {
+ sd->status.skill[i].lv = 0;
+ sd->status.skill[i].flag = 0;
+ }
+ } else {
+ sd->status.skill[i].lv = 0;
+ }
+ }
+
+ if (!(flag&2)) {
+ if (sd->status.skill_point > USHRT_MAX - skill_point)
+ sd->status.skill_point = USHRT_MAX;
+ else
+ sd->status.skill_point += skill_point;
+
+ if (flag&1) {
+ clif_updatestatus(sd,SP_SKILLPOINT);
+ clif_skillinfoblock(sd);
+ status_calc_pc(sd,0);
+ }
+ }
+ return skill_point;
+}
+
+/*==========================================
+ * /resetfeel [Komurka]
+ *------------------------------------------
+ */
+int pc_resetfeel(struct map_session_data* sd)
+{
+ int i;
+ char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
+ nullpo_retr(0, sd);
+
+ for (i=0; i<3; i++)
+ {
+ sd->feel_map[i].m = -1;
+ sd->feel_map[i].index = 0;
+ pc_setglobalreg(sd,feel_var[i],0);
+ }
+
+ return 0;
+}
+
+static int pc_respawn(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd = map_id2sd(id);
+ if (sd && pc_isdead(sd))
+ { //Auto-respawn [Skotlex]
+ pc_setstand(sd);
+ pc_setrestartvalue(sd,3);
+ pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
+ }
+ return 0;
+}
+
+/*==========================================
+ * Invoked when a player has received damage
+ *------------------------------------------
+ */
+void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
+{
+ if (sp) clif_updatestatus(sd,SP_SP);
+ if (!hp) return;
+
+ if(pc_issit(sd)) {
+ pc_setstand(sd);
+ skill_gangsterparadise(sd,0);
+ skill_rest(sd,0);
+ }
+
+ clif_updatestatus(sd,SP_HP);
+
+ if (sd->battle_status.hp<sd->battle_status.max_hp>>2)
+ { //25% HP left effects.
+ int i=0;
+ for(i = 0; i < 5; i++)
+ if (sd->devotion[i]){
+ struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
+ if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
+ sd->devotion[i] = 0;
+ }
+ }
+
+ if(!src || src == &sd->bl)
+ return;
+
+ if(sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support)
+ pet_target_check(sd,src,1);
+
+ sd->canlog_tick = gettick();
+ return;
+}
+
+
+int pc_dead(struct map_session_data *sd,struct block_list *src)
+{
+ int i=0,j=0;
+ unsigned int tick = gettick();
+
+ if(sd->vender_id)
+ vending_closevending(sd);
+
+ if(sd->status.pet_id > 0 && sd->pd)
+ {
+ if(!map[sd->bl.m].flag.nopenalty){
+ sd->pet.intimate -= sd->pd->petDB->die;
+ if(sd->pet.intimate < 0)
+ sd->pet.intimate = 0;
+ clif_send_petdata(sd,1,sd->pet.intimate);
+ }
+ if(sd->pd->target_id) // Unlock all targets...
+ pet_unlocktarget(sd->pd);
+ }
+
+ // Leave duel if you die [LuzZza]
+ if(battle_config.duel_autoleave_when_die) {
+ if(sd->duel_group > 0)
+ duel_leave(sd->duel_group, sd);
+ if(sd->duel_invite > 0)
+ duel_reject(sd->duel_invite, sd);
+ }
+
+ pc_setdead(sd);
+ sd->canregen_tick = tick;
+
+ pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
+
if (sd->state.event_death){
if(!src)
pc_setglobalreg(sd, "killerrid", 0);
else
pc_setglobalreg(sd,"killerrid",src->id);
npc_script_event(sd,NPCE_DIE);
- }
-
- if (src)
- switch (src->type) {
- case BL_MOB:
- {
- struct mob_data *md=(struct mob_data *)src;
- if(md->target_id==sd->bl.id)
- mob_unlocktarget(md,tick);
- if(battle_config.mobs_level_up && md->status.hp &&
- (unsigned int)md->level < pc_maxbaselv(sd) &&
- !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
- ) { // monster level up [Valaris]
- clif_misceffect(&md->bl,0);
- md->level++;
- status_calc_mob(md, 0);
- status_percent_heal(src,10,0);
- }
- if(md->nd)
- mob_script_callback(md, &sd->bl, CALLBACK_KILL);
- }
- break;
- case BL_PC:
- {
- struct map_session_data *ssd = (struct map_session_data *)src;
- if (ssd->state.event_kill_pc) {
- pc_setglobalreg(ssd, "killedrid", sd->bl.id);
- npc_script_event(ssd, NPCE_KILLPC);
- }
- if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
- ssd->status.manner -= 5;
- if(ssd->status.manner < 0)
- sc_start(src,SC_NOCHAT,100,0,0);
-
- // PK/Karma system code (not enabled yet) [celest]
- // originally from Kade Online, so i don't know if any of these is correct ^^;
- // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
- // karma going down = more 'good' / more honourable.
- // The Karma System way...
- /*
- if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
- sd->status.karma--;
- ssd->status.karma--;
- }
- else if (sd->status.karma < ssd->status.karma) // If player killed was more good
- ssd->status.karma++;
- */
-
- // or the PK System way...
- /*
- if (sd->status.karma > 0) // player killed is dishonourable?
- ssd->status.karma--; // honour points earned
- sd->status.karma++; // honour points lost
- */
- // To-do: Receive exp on certain occasions
- }
- }
- break;
- }
-
-
- // PK/Karma system code (not enabled yet) [celest]
- /*
- if(sd->status.karma > 0) {
- int eq_num=0,eq_n[MAX_INVENTORY];
- memset(eq_n,0,sizeof(eq_n));
- for(i=0;i<MAX_INVENTORY;i++){
- int k;
- for(k=0;k<MAX_INVENTORY;k++){
- if(eq_n[k] <= 0){
- eq_n[k]=i;
- break;
- }
- }
- eq_num++;
- }
- if(eq_num > 0){
- int n = eq_n[rand()%eq_num];
- if(rand()%10000 < sd->status.karma){
- if(sd->status.inventory[n].equip)
- pc_unequipitem(sd,n,0);
- pc_dropitem(sd,n,1);
- }
- }
- }
- */
-
- if(battle_config.bone_drop==2
- || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
- {
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid=7420; //PVP Skull item ID
- item_tmp.identify=1;
- item_tmp.card[0]=0x00fe;
- item_tmp.card[1]=0;
- item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
- item_tmp.card[3]=GetWord(sd->char_id,1);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
-
- // activate Steel body if a super novice dies at 99+% exp [celest]
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
- if ((i=pc_nextbaseexp(sd))<=0)
- i=sd->status.base_exp;
- if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
- sd->state.snovice_flag = 4;
- }
-
- // changed penalty options, added death by player if pk_mode [Valaris]
- if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
- && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
- && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
- && sd->sc.data[SC_BABY].timer == -1)
- {
- unsigned int base_penalty =0;
- if (battle_config.death_penalty_base > 0) {
- switch (battle_config.death_penalty_type) {
- case 1:
- base_penalty += (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
- break;
- case 2:
- base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
- break;
- }
- if(base_penalty) {
- if (battle_config.pk_mode && src && src->type==BL_PC)
- base_penalty*=2;
- if(sd->status.base_exp < base_penalty)
- sd->status.base_exp = 0;
- else
- sd->status.base_exp -= base_penalty;
- clif_updatestatus(sd,SP_BASEEXP);
- }
- }
- if(battle_config.death_penalty_job > 0)
- {
- base_penalty = 0;
- switch (battle_config.death_penalty_type) {
- case 1:
- base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
- break;
- case 2:
- base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
- break;
- }
- if(base_penalty) {
- if (battle_config.pk_mode && src && src->type==BL_PC)
- base_penalty*=2;
- if(sd->status.job_exp < base_penalty)
- sd->status.job_exp = 0;
- else
- sd->status.job_exp -= base_penalty;
- clif_updatestatus(sd,SP_JOBEXP);
- }
- }
- }
-
- if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
- for(j=0;j<MAX_DROP_PER_MAP;j++){
- int id = map[sd->bl.m].drop_list[j].drop_id;
- int type = map[sd->bl.m].drop_list[j].drop_type;
- int per = map[sd->bl.m].drop_list[j].drop_per;
- if(id == 0)
- continue;
- if(id == -1){
- int eq_num=0,eq_n[MAX_INVENTORY];
- memset(eq_n,0,sizeof(eq_n));
- for(i=0;i<MAX_INVENTORY;i++){
- int k;
- if( (type == 1 && !sd->status.inventory[i].equip)
- || (type == 2 && sd->status.inventory[i].equip)
- || type == 3){
- for(k=0;k<MAX_INVENTORY;k++){
- if(eq_n[k] <= 0){
- eq_n[k]=i;
- break;
- }
- }
- eq_num++;
- }
- }
- if(eq_num > 0){
- int n = eq_n[rand()%eq_num];
- if(rand()%10000 < per){
- if(sd->status.inventory[n].equip)
- pc_unequipitem(sd,n,3);
- pc_dropitem(sd,n,1);
- }
- }
- }
- else if(id > 0){
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid == id
- && rand()%10000 < per
- && ((type == 1 && !sd->status.inventory[i].equip)
- || (type == 2 && sd->status.inventory[i].equip)
- || type == 3) ){
- if(sd->status.inventory[i].equip)
- pc_unequipitem(sd,i,3);
- pc_dropitem(sd,i,1);
- break;
- }
- }
- }
- }
- }
- // pvp
- if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
- if (!map[sd->bl.m].flag.pvp_nocalcrank) {
- sd->pvp_point -= 5;
- sd->pvp_lost++;
- if (src && src->type == BL_PC) {
- struct map_session_data *ssd = (struct map_session_data *)src;
- if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
- }
- }
- if( sd->pvp_point < 0 ){
- sd->pvp_point=0;
- add_timer(tick+1000, pc_respawn,sd->bl.id,0);
- return 1;
- }
- }
- //GvG
- if(map_flag_gvg(sd->bl.m)){
- add_timer(tick+1000, pc_respawn,sd->bl.id,0);
- return 1;
- }
-
- if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
- {
- pc_setstand(sd);
- clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
- if(sd->special_state.restart_full_recover)
- status_percent_heal(&sd->bl, 100, 100);
- else
- status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0);
- if(battle_config.pc_invincible_time)
- pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
- sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1));
- status_change_end(&sd->bl,SC_KAIZEL,-1);
- return 0;
- }
- if (sd->state.snovice_flag == 4)
- {
- pc_setstand(sd);
- clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
- status_percent_heal(&sd->bl, 100, 100);
- clif_resurrection(&sd->bl, 1);
- sd->state.snovice_flag = 0;
- if(battle_config.pc_invincible_time)
- pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
- sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
- return 0;
- }
-
- return 1;
-}
-
-void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
-{
- if(hp) clif_updatestatus(sd,SP_HP);
- if(sp) clif_updatestatus(sd,SP_SP);
-
- pc_setstand(sd);
- if(battle_config.pc_invincible_time > 0)
- pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
-}
-// script? 連
-//
-/*==========================================
- * script用PCステ?タス?み出し
- *------------------------------------------
- */
-int pc_readparam(struct map_session_data *sd,int type)
-{
- int val=0;
-
- nullpo_retr(0, sd);
-
- switch(type){
- case SP_SKILLPOINT:
- val= sd->status.skill_point;
- break;
- case SP_STATUSPOINT:
- val= sd->status.status_point;
- break;
- case SP_ZENY:
- val= sd->status.zeny;
- break;
- case SP_BASELEVEL:
- val= sd->status.base_level;
- break;
- case SP_JOBLEVEL:
- val= sd->status.job_level;
- break;
- case SP_CLASS:
- val= sd->status.class_;
- break;
- case SP_BASEJOB: //Base job, extracting upper type.
- val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
- break;
- case SP_UPPER:
- val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
- break;
- case SP_BASECLASS: //Extract base class tree. [Skotlex]
- val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
- break;
- case SP_SEX:
- val= sd->sex;
- break;
- case SP_WEIGHT:
- val= sd->weight;
- break;
- case SP_MAXWEIGHT:
- val= sd->max_weight;
- break;
- case SP_BASEEXP:
- val= sd->status.base_exp;
- break;
- case SP_JOBEXP:
- val= sd->status.job_exp;
- break;
- case SP_NEXTBASEEXP:
- val= pc_nextbaseexp(sd);
- break;
- case SP_NEXTJOBEXP:
- val= pc_nextjobexp(sd);
- break;
- case SP_HP:
- val= sd->battle_status.hp;
- break;
- case SP_MAXHP:
- val= sd->battle_status.max_hp;
- break;
- case SP_SP:
- val= sd->battle_status.sp;
- break;
- case SP_MAXSP:
- val= sd->battle_status.max_sp;
- break;
- case SP_STR:
- val= sd->status.str;
- break;
- case SP_AGI:
- val= sd->status.agi;
- break;
- case SP_VIT:
- val= sd->status.vit;
- break;
- case SP_INT:
- val= sd->status.int_;
- break;
- case SP_DEX:
- val= sd->status.dex;
- break;
- case SP_LUK:
- val= sd->status.luk;
- break;
- case SP_KARMA: // celest
- val = sd->status.karma;
- break;
- case SP_MANNER:
- val = sd->status.manner;
- break;
- case SP_FAME:
- val= sd->status.fame;
- break;
- }
-
- return val;
-}
-
-/*==========================================
- * script用PCステ?タス設定
- *------------------------------------------
- */
-int pc_setparam(struct map_session_data *sd,int type,int val)
-{
- int i = 0;
-
- nullpo_retr(0, sd);
-
- switch(type){
- case SP_BASELEVEL:
- if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
- val = pc_maxbaselv(sd);
- if ((unsigned int)val > sd->status.base_level) {
- int stat=0;
- for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
- stat += (sd->status.base_level + i + 14) / 5 ;
- if (sd->status.status_point > USHRT_MAX - stat)
-
- sd->status.status_point = USHRT_MAX;
- else
- sd->status.status_point += stat;
- }
- sd->status.base_level = (unsigned int)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);
- status_calc_pc(sd, 0);
- break;
- case SP_JOBLEVEL:
- if ((unsigned int)val >= sd->status.job_level) {
- if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
- if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level)
- sd->status.skill_point = USHRT_MAX;
- else
- sd->status.skill_point += val-sd->status.job_level;
- clif_updatestatus(sd, SP_SKILLPOINT);
- }
- sd->status.job_level = (unsigned int)val;
- sd->status.job_exp = 0;
- clif_updatestatus(sd, SP_JOBLEVEL);
- clif_updatestatus(sd, SP_NEXTJOBEXP);
- clif_updatestatus(sd, SP_JOBEXP);
- status_calc_pc(sd, 0);
- clif_updatestatus(sd,type);
- break;
- case SP_SKILLPOINT:
- sd->status.skill_point = val;
- break;
- case SP_STATUSPOINT:
- sd->status.status_point = val;
- break;
- case SP_ZENY:
- if(val <= MAX_ZENY) {
- // MAX_ZENY 以下なら代入
- sd->status.zeny = val;
- } else {
- sd->status.zeny = MAX_ZENY;
- /* Could someone explain the comments below? I have no idea what they are trying to do...
- * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
- if(sd->status.zeny > val) {
- // Zeny が減少しているなら代入
- sd->status.zeny = val;
- } else if(sd->status.zeny <= MAX_ZENY) {
- // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
- sd->status.zeny = MAX_ZENY;
- } else {
- // Zeny が増加していて、現在の値がMAX_ZENY より下なら増加分を無視
- ;
- }
- */
- }
- break;
- case SP_BASEEXP:
- if(pc_nextbaseexp(sd) > 0) {
- sd->status.base_exp = val;
- pc_checkbaselevelup(sd);
- }
- break;
- case SP_JOBEXP:
- if(pc_nextjobexp(sd) > 0) {
- sd->status.job_exp = val;
- pc_checkjoblevelup(sd);
- }
- break;
- case SP_SEX:
- sd->sex = val;
- break;
- case SP_WEIGHT:
- sd->weight = val;
- break;
- case SP_MAXWEIGHT:
- sd->max_weight = val;
- break;
- case SP_HP:
- sd->battle_status.hp = val;
- break;
- case SP_MAXHP:
- sd->battle_status.max_hp = val;
- break;
- case SP_SP:
- sd->battle_status.sp = val;
- break;
- case SP_MAXSP:
- sd->battle_status.max_sp = val;
- break;
- case SP_STR:
- sd->status.str = val;
- break;
- case SP_AGI:
- sd->status.agi = val;
- break;
- case SP_VIT:
- sd->status.vit = val;
- break;
- case SP_INT:
- sd->status.int_ = val;
- break;
- case SP_DEX:
- sd->status.dex = val;
- break;
- case SP_LUK:
- sd->status.luk = val;
- break;
- case SP_KARMA:
- sd->status.karma = val;
- break;
- case SP_MANNER:
- sd->status.manner = val;
- break;
- case SP_FAME:
- sd->status.fame = val;
- break;
- }
- clif_updatestatus(sd,type);
-
- return 0;
-}
-
-
-/*==========================================
- * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
- *------------------------------------------
- */
-void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
-{
- if (type) {
- if (hp)
- clif_heal(sd->fd,SP_HP,hp);
- if (sp)
- clif_heal(sd->fd,SP_SP,sp);
- } else {
- if(hp)
- clif_updatestatus(sd,SP_HP);
- if(sp)
- clif_updatestatus(sd,SP_SP);
- }
- return;
-}
-
-/*==========================================
- * HP/SP回復
- *------------------------------------------
- */
-int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
-{
- int bonus, type;
-
- if(hp) {
- bonus = 100 + (sd->battle_status.vit<<1)
- + pc_checkskill(sd,SM_RECOVERY)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
- // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
- bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
- if ((type = itemdb_group(itemid)) > 0 && type < MAX_ITEMGROUP && sd->itemhealrate[type])
- bonus += bonus * sd->itemhealrate[type] / 100;
- if(bonus!=100)
- hp = hp * bonus / 100;
- }
- if(sp) {
- bonus = 100 + (sd->battle_status.int_<<1)
- + pc_checkskill(sd,MG_SRECOVERY)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
- bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
- if(bonus != 100)
- sp = sp * bonus / 100;
- }
- return status_heal(&sd->bl, hp, sp, 1);
-}
-
-/*==========================================
- * HP/SP回復
- *------------------------------------------
- */
-int pc_percentheal(struct map_session_data *sd,int hp,int sp)
-{
- nullpo_retr(0, sd);
-
- if(hp > 100) hp = 100;
- else
- if(hp <-100) hp =-100;
-
- if(sp > 100) sp = 100;
- else
- if(sp <-100) sp =-100;
-
- if(hp >= 0 && sp >= 0) //Heal
- return status_percent_heal(&sd->bl, hp, sp);
-
- if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current)
- return status_percent_damage(NULL, &sd->bl, hp, sp);
-
- //Crossed signs
- if(hp) {
- if(hp > 0)
- status_percent_heal(&sd->bl, hp, 0);
- else
- status_percent_damage(NULL, &sd->bl, hp, 0);
- }
-
- if(sp) {
- if(sp > 0)
- status_percent_heal(&sd->bl, 0, sp);
- else
- status_percent_damage(NULL, &sd->bl, 0, sp);
- }
- return 0;
-}
-
-/*==========================================
- * 職?更
- * 引? job 職業 0〜23
- * upper 通常 0, ?生 1, 養子 2, そのまま -1
- * Rewrote to make it tidider [Celest]
- *------------------------------------------
- */
-int pc_jobchange(struct map_session_data *sd,int job, int upper)
-{
- int i, fame_flag=0;
- int b_class;
-
- nullpo_retr(0, sd);
-
- if (job < 0)
- return 1;
-
- //Normalize job.
- b_class = pc_jobid2mapid(job);
- if (b_class == -1)
- return 1;
- switch (upper) {
- case 1:
- b_class|= JOBL_UPPER;
- break;
- case 2:
- b_class|= JOBL_BABY;
- break;
- }
- //This will automatically adjust bard/dancer classes to the correct gender
- //That is, if you try to jobchange into dancer, it will turn you to bard.
- job = pc_mapid2jobid(b_class, sd->status.sex);
- if (job == -1)
- return 1;
-
- if ((unsigned short)b_class == sd->class_)
- return 1; //Nothing to change.
- // check if we are changing from 1st to 2nd job
- if (b_class&JOBL_2) {
- if (!(sd->class_&JOBL_2))
- sd->change_level = sd->status.job_level;
- else if (!sd->change_level)
- sd->change_level = 40; //Assume 40?
- }
-
- pc_setglobalreg (sd, "jobchange_level", sd->change_level);
-
- sd->status.class_ = job;
- status_set_viewdata(&sd->bl, job);
- fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
- sd->class_ = (unsigned short)b_class;
- sd->status.job_level=1;
- sd->status.job_exp=0;
- clif_updatestatus(sd,SP_JOBLEVEL);
- clif_updatestatus(sd,SP_JOBEXP);
- clif_updatestatus(sd,SP_NEXTJOBEXP);
-
- for(i=0;i<11;i++) {
- if(sd->equip_index[i] >= 0)
- if(!pc_isequip(sd,sd->equip_index[i]))
- pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
- }
-
- clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
-
- if(sd->vd.cloth_color)
- clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
-
- if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
- clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
-
-
- if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems.
- pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
-
- status_calc_pc(sd,0);
- pc_checkallowskill(sd);
- pc_equiplookall(sd);
-
- //if you were previously famous, not anymore.
- if (fame_flag) {
- chrif_save(sd,0);
- chrif_buildfamelist();
- } else if (sd->status.fame > 0) {
- //It may be that now they are famous?
- switch (sd->class_&MAPID_UPPERMASK) {
- case MAPID_BLACKSMITH:
- case MAPID_ALCHEMIST:
- case MAPID_TAEKWON:
- chrif_save(sd,0);
- chrif_buildfamelist();
- break;
- }
- }
-
- return 0;
-}
-
-/*==========================================
- * 見た目?更
- *------------------------------------------
- */
-int pc_equiplookall(struct map_session_data *sd)
-{
- nullpo_retr(0, sd);
-
-#if PACKETVER < 4
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
-#else
- clif_changelook(&sd->bl,LOOK_WEAPON,0);
- clif_changelook(&sd->bl,LOOK_SHOES,0);
-#endif
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
-
- return 0;
-}
-
-/*==========================================
- * 見た目?更
- *------------------------------------------
- */
-int pc_changelook(struct map_session_data *sd,int type,int val)
-{
- nullpo_retr(0, sd);
-
- switch(type){
- case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
- if (val < battle_config.min_hair_style)
- val = battle_config.min_hair_style;
- else if (val > battle_config.max_hair_style)
- val = battle_config.max_hair_style;
- if (sd->status.hair != val)
- {
- sd->status.hair=val;
- if (sd->status.guild_id) //Update Guild Window. [Skotlex]
- intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
- GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
- }
- break;
- case LOOK_WEAPON:
- sd->status.weapon=val;
- break;
- case LOOK_HEAD_BOTTOM:
- sd->status.head_bottom=val;
- break;
- case LOOK_HEAD_TOP:
- sd->status.head_top=val;
- break;
- case LOOK_HEAD_MID:
- sd->status.head_mid=val;
- break;
- case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
- if (val < battle_config.min_hair_color)
- val = battle_config.min_hair_color;
- else if (val > battle_config.max_hair_color)
- val = battle_config.max_hair_color;
- if (sd->status.hair_color != val)
- {
- sd->status.hair_color=val;
- if (sd->status.guild_id) //Update Guild Window. [Skotlex]
- intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
- GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
- }
- break;
- case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
- if (val < battle_config.min_cloth_color)
- val = battle_config.min_cloth_color;
- else if (val > battle_config.max_cloth_color)
- val = battle_config.max_cloth_color;
- sd->status.clothes_color=val;
- break;
- case LOOK_SHIELD:
- sd->status.shield=val;
- break;
- case LOOK_SHOES:
- break;
- }
- clif_changelook(&sd->bl,type,val);
- return 0;
-}
-
-/*==========================================
- * 付?品(鷹,ペコ,カ?ト)設定
- *------------------------------------------
- */
-int pc_setoption(struct map_session_data *sd,int type)
-{
- int p_type, new_look=0;
- nullpo_retr(0, sd);
- p_type = sd->sc.option;
-
- //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
- sd->sc.option=type;
- clif_changeoption(&sd->bl);
-
- if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
- { //We are going to mount. [Skotlex]
- new_look = -1;
- clif_status_load(&sd->bl,SI_RIDING,1);
- status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
- }
- else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
- { //We are going to dismount.
- new_look = -1;
- clif_status_load(&sd->bl,SI_RIDING,0);
- status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
- }
- if(type&OPTION_CART && !(p_type&OPTION_CART))
- { //Cart On
- if(pc_checkskill(sd, MC_PUSHCART) < 10)
- status_calc_pc(sd,0); //Apply speed penalty.
- } else
- if(!(type&OPTION_CART) && p_type&OPTION_CART)
- { //Cart Off
- if(pc_checkskill(sd, MC_PUSHCART) < 10)
- status_calc_pc(sd,0); //Remove speed penalty.
- }
-
- if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
- clif_status_load(&sd->bl,SI_FALCON,1);
- else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
- clif_status_load(&sd->bl,SI_FALCON,0);
-
- if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
- new_look = JOB_STAR_GLADIATOR2;
- else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
- new_look = -1;
-
- if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
- new_look = JOB_WEDDING;
- else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
- new_look = -1;
-
- if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
- new_look = JOB_XMAS;
- else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
- new_look = -1;
-
- if (new_look < 0) { //Restore normal look.
- status_set_viewdata(&sd->bl, sd->status.class_);
- new_look = sd->vd.class_;
- }
- if (new_look) {
- clif_changelook(&sd->bl,LOOK_BASE,new_look);
- if (sd->vd.cloth_color)
- clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
- }
- return 0;
-}
-
-/*==========================================
- * カ?ト設定
- *------------------------------------------
- */
-int pc_setcart(struct map_session_data *sd,int type)
-{
- int cart[6]={0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
- int option;
- nullpo_retr(0, sd);
-
- if (type < 0 || type > 5)
- return 0; //Never trust the values sent by the client! [Skotlex]
-
- if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
- option = sd->sc.option;
- //This should preserve the current option, only modifying the cart bit.
- option&=~OPTION_CART;
- option|=cart[type];
- if(!pc_iscarton(sd)){ // カ?トを付けていない
- pc_setoption(sd,option);
- clif_cartlist(sd);
- clif_updatestatus(sd,SP_CARTINFO);
- clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
- }
- else{
- pc_setoption(sd,option);
- }
- }
-
- return 0;
-}
-
-/*==========================================
- * 鷹設定
- *------------------------------------------
- */
-int pc_setfalcon(struct map_session_data *sd)
-{
- if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
- pc_setoption(sd,sd->sc.option|OPTION_FALCON);
- }
-
- return 0;
-}
-
-/*==========================================
- * ペコペコ設定
- *------------------------------------------
- */
-int pc_setriding(struct map_session_data *sd)
-{
- if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
- pc_setoption(sd,sd->sc.option|OPTION_RIDING);
- }
- return 0;
-}
-
-/*==========================================
- * アイテムドロップ可不可判定
- *------------------------------------------
- */
-int pc_candrop(struct map_session_data *sd,int item_id)
-{
- int level = pc_isGM(sd);
- if ( pc_can_give_items(level) ) //check if this GM level can drop items
- return 0;
- return (itemdb_isdropable(item_id, level));
-}
-
-/*==========================================
- * script用??の値を?む
- *------------------------------------------
- */
-int pc_readreg(struct map_session_data *sd,int reg)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- for(i=0;i<sd->reg_num;i++)
- if(sd->reg[i].index==reg)
- return sd->reg[i].data;
-
- return 0;
-}
-/*==========================================
- * script用??の値を設定
- *------------------------------------------
- */
-int pc_setreg(struct map_session_data *sd,int reg,int val)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- for (i = 0; i < sd->reg_num; i++) {
- if (sd->reg[i].index == reg){
- sd->reg[i].data = val;
- return 0;
- }
- }
- sd->reg_num++;
- sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
- memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
- sd->reg[i].index = reg;
- sd->reg[i].data = val;
-
- return 0;
-}
-
-/*==========================================
- * script用文字列??の値を?む
- *------------------------------------------
- */
-char *pc_readregstr(struct map_session_data *sd,int reg)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- for(i=0;i<sd->regstr_num;i++)
- if(sd->regstr[i].index==reg)
- return sd->regstr[i].data;
-
- return NULL;
-}
-/*==========================================
- * script用文字列??の値を設定
- *------------------------------------------
- */
-int pc_setregstr(struct map_session_data *sd,int reg,char *str)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
- ShowWarning("pc_setregstr: string too long !\n");
- return 0;
- }
-
- for(i=0;i<sd->regstr_num;i++)
- if(sd->regstr[i].index==reg){
- strcpy(sd->regstr[i].data,str);
- return 0;
- }
-
- sd->regstr_num++;
- sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
- if(sd->regstr==NULL){
- ShowFatalError("out of memory : pc_setreg\n");
- exit(1);
- }
- memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
- sd->regstr[i].index = reg;
- strcpy(sd->regstr[i].data, str);
-
- return 0;
-}
-
-int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
- struct global_reg *sd_reg;
- int i,max;
-
- nullpo_retr(0, sd);
- switch (type) {
- case 3: //Char reg
- sd_reg = sd->save_reg.global;
- max = sd->save_reg.global_num;
- break;
- case 2: //Account reg
- sd_reg = sd->save_reg.account;
- max = sd->save_reg.account_num;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = sd->save_reg.account2_num;
- break;
- default:
- return 0;
- }
- if (max == -1) {
- if (battle_config.error_log)
- ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
- //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
- intif_request_registry(sd,type==3?4:type);
- return 0;
- }
- for(i=0;i<max;i++){
- if(strcmp(sd_reg[i].str,reg)==0)
- return atoi(sd_reg[i].value);
- }
- return 0;
-}
-
-char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
- struct global_reg *sd_reg;
- int i,max;
-
- nullpo_retr(0, sd);
- switch (type) {
- case 3: //Char reg
- sd_reg = sd->save_reg.global;
- max = sd->save_reg.global_num;
- break;
- case 2: //Account reg
- sd_reg = sd->save_reg.account;
- max = sd->save_reg.account_num;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = sd->save_reg.account2_num;
- break;
- default:
- return NULL;
- }
- if (max == -1) {
- if (battle_config.error_log)
- ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
- //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
- intif_request_registry(sd,type==3?4:type);
- return NULL;
- }
- for(i=0;i<max;i++){
- if(strcmp(sd_reg[i].str,reg)==0)
- return sd_reg[i].value;
- }
- return NULL;
-}
-
-int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
- struct global_reg *sd_reg;
- int i,*max, regmax;
-
- nullpo_retr(0, sd);
- if (type == 3) { //Some special character reg values...
- if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
- i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
- sd->die_counter = val;
- if (i) status_calc_pc(sd,0); //Lost the bonus.
- } else if(strcmp(reg,script_config.die_event_name) == 0){
- sd->state.event_death = val;
- } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){
- sd->state.event_kill_pc = val;
- } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){
- sd->state.event_kill_mob = val;
- } else if(strcmp(reg,script_config.logout_event_name) == 0){
- sd->state.event_disconnect = val;
- }
- }
- switch (type) {
- case 3: //Char reg
- sd_reg = sd->save_reg.global;
- max = &sd->save_reg.global_num;
- regmax = GLOBAL_REG_NUM;
- break;
- case 2: //Account reg
- sd_reg = sd->save_reg.account;
- max = &sd->save_reg.account_num;
- regmax = ACCOUNT_REG_NUM;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = &sd->save_reg.account2_num;
- regmax = ACCOUNT_REG2_NUM;
- break;
- default:
- return 0;
- }
- if (*max == -1) {
- if(battle_config.error_log)
- ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
- return 1;
- }
-
- // delete reg
- if (val == 0) {
- for(i = 0; i < *max; i++) {
- if (strcmp(sd_reg[i].str, reg) == 0) {
- if (i != *max - 1)
- memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
- memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
- (*max)--;
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- break;
- }
- }
- return 0;
- }
- // change value if found
- for(i = 0; i < *max; i++) {
- if (strcmp(sd_reg[i].str, reg) == 0) {
- sprintf(sd_reg[i].value, "%d", val);
- sd->state.reg_dirty |= 1<<(type-1);
- return 0;
- }
- }
-
- // add value if not found
- if (i < regmax) {
- memset(&sd_reg[i], 0, sizeof(struct global_reg));
- strncpy(sd_reg[i].str, reg, 32);
- sprintf(sd_reg[i].value, "%d", val);
- (*max)++;
- sd->state.reg_dirty |= 1<<(type-1);
- return 0;
- }
-
- if(battle_config.error_log)
- ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
-
- return 1;
-}
-
-int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
- struct global_reg *sd_reg;
- int i,*max, regmax;
-
- nullpo_retr(0, sd);
- if (reg[strlen(reg)-1] != '$') {
- if(battle_config.error_log)
- ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
- return 1;
- }
-
- switch (type) {
- case 3: //Char reg
- sd_reg = sd->save_reg.global;
- max = &sd->save_reg.global_num;
- regmax = GLOBAL_REG_NUM;
- break;
- case 2: //Account reg
- sd_reg = sd->save_reg.account;
- max = &sd->save_reg.account_num;
- regmax = ACCOUNT_REG_NUM;
- break;
- case 1: //Account2 reg
- sd_reg = sd->save_reg.account2;
- max = &sd->save_reg.account2_num;
- regmax = ACCOUNT_REG2_NUM;
- break;
- default:
- return 0;
- }
- if (*max == -1) {
- if(battle_config.error_log)
- ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
- return 1;
- }
-
- // delete reg
- if (strcmp(val,"")==0) {
- for(i = 0; i < *max; i++) {
- if (strcmp(sd_reg[i].str, reg) == 0) {
- if (i != *max - 1)
- memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
- memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
- (*max)--;
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- if (type!=3) intif_saveregistry(sd,type);
- break;
- }
- }
- return 0;
- }
- // change value if found
- for(i = 0; i < *max; i++) {
- if (strcmp(sd_reg[i].str, reg) == 0) {
- strncpy(sd_reg[i].value, val, 256);
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- if (type!=3) intif_saveregistry(sd,type);
- return 0;
- }
- }
-
- // add value if not found
- if (i < regmax) {
- memset(&sd_reg[i], 0, sizeof(struct global_reg));
- strncpy(sd_reg[i].str, reg, 32);
- strncpy(sd_reg[i].value, val, 256);
- (*max)++;
- sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
- if (type!=3) intif_saveregistry(sd,type);
- return 0;
- }
-
- if(battle_config.error_log)
- ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
-
- return 1;
-}
-
-/*==========================================
- * イベントタイマ??理
- *------------------------------------------
- */
-int pc_eventtimer(int tid,unsigned int tick,int id,int data)
-{
- struct map_session_data *sd=map_id2sd(id);
- char *p = (char *)data;
- int i;
- if(sd==NULL)
- return 0;
-
- for(i=0;i < MAX_EVENTTIMER;i++){
- if( sd->eventtimer[i]==tid ){
- sd->eventtimer[i]=-1;
- npc_event(sd,p,0);
- break;
- }
- }
- if (p) aFree(p);
- if(i==MAX_EVENTTIMER) {
- if(battle_config.error_log)
- ShowError("pc_eventtimer: no such event timer\n");
- }
-
- return 0;
-}
-
-/*==========================================
- * イベントタイマ?追加
- *------------------------------------------
- */
-int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- for(i=0;i<MAX_EVENTTIMER;i++)
- if( sd->eventtimer[i]==-1 )
- break;
- if(i<MAX_EVENTTIMER){
- char *evname = aStrdup(name);
- //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
- //memcpy(evname,name,(strlen(name)+1));
- sd->eventtimer[i]=add_timer(gettick()+tick,
- pc_eventtimer,sd->bl.id,(int)evname);
- sd->eventcount++;
- }
-
- return 0;
-}
-
-/*==========================================
- * イベントタイマ?削除
- *------------------------------------------
- */
-int pc_deleventtimer(struct map_session_data *sd,const char *name)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- if (sd->eventcount <= 0)
- return 0;
-
- for(i=0;i<MAX_EVENTTIMER;i++)
- if( sd->eventtimer[i]!=-1 ) {
- char *p = (char *)(get_timer(sd->eventtimer[i])->data);
- if(p && strcmp(p, name)==0) {
- delete_timer(sd->eventtimer[i],pc_eventtimer);
- sd->eventtimer[i]=-1;
- sd->eventcount--;
- aFree(p);
- break;
- }
- }
-
- return 0;
-}
-
-/*==========================================
- * イベントタイマ?カウント値追加
- *------------------------------------------
- */
-int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- for(i=0;i<MAX_EVENTTIMER;i++)
- if( sd->eventtimer[i]!=-1 && strcmp(
- (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
- addtick_timer(sd->eventtimer[i],tick);
- break;
- }
-
- return 0;
-}
-
-/*==========================================
- * イベントタイマ?全削除
- *------------------------------------------
- */
-int pc_cleareventtimer(struct map_session_data *sd)
-{
- int i;
-
- nullpo_retr(0, sd);
-
- if (sd->eventcount <= 0)
- return 0;
-
- for(i=0;i<MAX_EVENTTIMER;i++)
- if( sd->eventtimer[i]!=-1 ){
- char *p = (char *)(get_timer(sd->eventtimer[i])->data);
- delete_timer(sd->eventtimer[i],pc_eventtimer);
- sd->eventtimer[i]=-1;
- if (p) aFree(p);
- }
-
- return 0;
-}
-
-//
-// ? 備物
-//
-/*==========================================
- * アイテムを?備する
- *------------------------------------------
- */
-int pc_equipitem(struct map_session_data *sd,int n,int pos)
-{
- int i,nameid, arrow;
- struct item_data *id;
- //?生や養子の場合の元の職業を算出する
-
- nullpo_retr(0, sd);
-
- nameid = sd->status.inventory[n].nameid;
- id = sd->inventory_data[n];
- pos = pc_equippoint(sd,n);
- if(battle_config.battle_log)
- ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
- if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
- clif_equipitemack(sd,n,0,0); // fail
- return 0;
- }
-
-// -- moonsoul (if player is berserk then cannot equip)
-//
- if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
- clif_equipitemack(sd,n,0,0); // fail
- return 0;
- }
-
- if(pos==0x88){ // アクセサリ用例外?理
- int epor=0;
- if(sd->equip_index[0] >= 0)
- epor |= sd->status.inventory[sd->equip_index[0]].equip;
- if(sd->equip_index[1] >= 0)
- epor |= sd->status.inventory[sd->equip_index[1]].equip;
- epor &= 0x88;
- pos = epor == 0x08 ? 0x80 : 0x08;
- }
-
- // 二刀流?理
- if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
- && (id->equip==2) // ? 手武器
- && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
- {
- int tpos=0;
- if(sd->equip_index[8] >= 0)
- tpos |= sd->status.inventory[sd->equip_index[8]].equip;
- if(sd->equip_index[9] >= 0)
- tpos |= sd->status.inventory[sd->equip_index[9]].equip;
- tpos &= 0x02;
- pos = tpos == 0x02 ? 0x20 : 0x02;
- }
-
- arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
- for(i=0;i<11;i++) {
- if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
- pc_unequipitem(sd,sd->equip_index[i],2);
- }
- }
- // 弓矢?備
- if(pos==0x8000){
- clif_arrowequip(sd,n);
- clif_arrow_fail(sd,3); // 3=矢が?備できました
- }
- else
- clif_equipitemack(sd,n,pos,1);
-
- for(i=0;i<11;i++) {
- if(pos & equip_pos[i])
- sd->equip_index[i] = n;
- }
- sd->status.inventory[n].equip=pos;
-
- if(sd->status.inventory[n].equip & 0x0002) {
- if(sd->inventory_data[n])
- sd->weapontype1 = sd->inventory_data[n]->look;
- else
- sd->weapontype1 = 0;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- }
- if(sd->status.inventory[n].equip & 0x0020) {
- if(sd->inventory_data[n]) {
- if(sd->inventory_data[n]->type == 4) {
- sd->status.shield = 0;
- if(sd->status.inventory[n].equip == 0x0020)
- sd->weapontype2 = sd->inventory_data[n]->look;
- else
- sd->weapontype2 = 0;
- }
- else if(sd->inventory_data[n]->type == 5) {
- sd->status.shield = sd->inventory_data[n]->look;
- sd->weapontype2 = 0;
- }
- }
- else
- sd->status.shield = sd->weapontype2 = 0;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- }
- if(sd->status.inventory[n].equip & 0x0001) {
- if(sd->inventory_data[n])
- sd->status.head_bottom = sd->inventory_data[n]->look;
- else
- sd->status.head_bottom = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- }
- if(sd->status.inventory[n].equip & 0x0100) {
- if(sd->inventory_data[n])
- sd->status.head_top = sd->inventory_data[n]->look;
- else
- sd->status.head_top = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- }
- if(sd->status.inventory[n].equip & 0x0200) {
- if(sd->inventory_data[n])
- sd->status.head_mid = sd->inventory_data[n]->look;
- else
- sd->status.head_mid = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- }
- if(sd->status.inventory[n].equip & 0x0040)
- clif_changelook(&sd->bl,LOOK_SHOES,0);
-
- pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
- if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
- clif_arrowequip(sd,arrow);
- sd->status.inventory[arrow].equip=32768;
- }
- status_calc_pc(sd,0);
- //OnEquip script [Skotlex]
- if (sd->inventory_data[n]) {
- int i;
- struct item_data *data;
- if (sd->inventory_data[n]->equip_script)
- run_script(sd->inventory_data[n]->equip_script,0,sd->bl.id,fake_nd->bl.id);
- if(sd->status.inventory[n].card[0]==0x00ff ||
- sd->status.inventory[n].card[0]==0x00fe ||
- sd->status.inventory[n].card[0]==(short)0xff00)
- ; //No cards
- else
- for(i=0;i<sd->inventory_data[n]->slot; i++)
- {
- if (!sd->status.inventory[n].card[i])
- continue;
- data = itemdb_exists(sd->status.inventory[n].card[i]);
- if (data && data->equip_script)
- run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
- }
- }
- return 0;
-}
-
-/*==========================================
- * ? 備した物を外す
- * type:
- * 0 - only unequip
- * 1 - calculate status after unequipping
- * 2 - force unequip
- *------------------------------------------
- */
-int pc_unequipitem(struct map_session_data *sd,int n,int flag)
-{
- int i;
- nullpo_retr(0, sd);
-
-// -- moonsoul (if player is berserk then cannot unequip)
-//
- if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
- clif_unequipitemack(sd,n,0,0);
- return 0;
- }
-
- if(battle_config.battle_log)
- ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
-
- if(!sd->status.inventory[n].equip){ //Nothing to unequip
- clif_unequipitemack(sd,n,0,0);
- return 0;
- }
- for(i=0;i<11;i++) {
- if(sd->status.inventory[n].equip & equip_pos[i])
- sd->equip_index[i] = -1;
- }
-
- if(sd->status.inventory[n].equip & 0x0002) {
- sd->weapontype1 = 0;
- sd->status.weapon = sd->weapontype2;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
- skill_stop_dancing(&sd->bl);
- }
- if(sd->status.inventory[n].equip & 0x0020) {
- sd->status.shield = sd->weapontype2 = 0;
- pc_calcweapontype(sd);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- }
- if(sd->status.inventory[n].equip & 0x0001) {
- sd->status.head_bottom = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- }
- if(sd->status.inventory[n].equip & 0x0100) {
- sd->status.head_top = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- }
- if(sd->status.inventory[n].equip & 0x0200) {
- sd->status.head_mid = 0;
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- }
- if(sd->status.inventory[n].equip & 0x0040)
- clif_changelook(&sd->bl,LOOK_SHOES,0);
-
- clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
-
- if((sd->status.inventory[n].equip&0x0022) &&
- sd->weapontype1 == 0 && sd->weapontype2 == 0)
- skill_enchant_elemental_end(&sd->bl,-1);
-
- sd->status.inventory[n].equip=0;
-
- if(flag&1) {
- pc_checkallowskill(sd);
- status_calc_pc(sd,0);
- }
-
- if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
- status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
-
- //OnUnEquip script [Skotlex]
- if (sd->inventory_data[n]) {
- struct item_data *data;
- if (sd->inventory_data[n]->unequip_script)
- run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
- if(sd->status.inventory[n].card[0]==0x00ff ||
- sd->status.inventory[n].card[0]==0x00fe ||
- sd->status.inventory[n].card[0]==(short)0xff00)
- ; //No cards
- else
- for(i=0;i<sd->inventory_data[n]->slot; i++)
- {
- if (!sd->status.inventory[n].card[i])
- continue;
- data = itemdb_exists(sd->status.inventory[n].card[i]);
- if (data && data->unequip_script)
- run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
- }
- }
-
- return 0;
-}
-
-/*==========================================
- * アイテムのindex番?を詰めたり
- * ? 備品の?備可能チェックを行なう
- *------------------------------------------
- */
-int pc_checkitem(struct map_session_data *sd)
-{
- int i,j,k,id,calc_flag = 0;
- struct item_data *it=NULL;
-
- nullpo_retr(0, sd);
-
- if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
- return 0;
-
- // 所持品空き詰め
- for(i=j=0;i<MAX_INVENTORY;i++){
- if( (id=sd->status.inventory[i].nameid)==0)
- continue;
- if( battle_config.item_check && !itemdb_available(id) ){
- if(battle_config.error_log)
- ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
- pc_delitem(sd,i,sd->status.inventory[i].amount,3);
- continue;
- }
- if(i>j){
- memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
- sd->inventory_data[j] = sd->inventory_data[i];
- }
- j++;
- }
- if(j < MAX_INVENTORY)
- memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
- for(k=j;k<MAX_INVENTORY;k++)
- sd->inventory_data[k] = NULL;
-
- // カ?ト?空き詰め
- for(i=j=0;i<MAX_CART;i++){
- if( (id=sd->status.cart[i].nameid)==0 )
- continue;
- if( battle_config.item_check && !itemdb_available(id) ){
- if(battle_config.error_log)
- ShowWarning("illegal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
- pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
- continue;
- }
- if(i>j){
- memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
- }
- j++;
- }
- if(j < MAX_CART)
- memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
-
- // ? 備位置チェック
-
- for(i=0;i<MAX_INVENTORY;i++){
-
- it=sd->inventory_data[i];
-
- if(sd->status.inventory[i].nameid==0)
- continue;
- if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
- sd->status.inventory[i].equip=0;
- calc_flag = 1;
- }
- //?備制限チェック
- if(sd->status.inventory[i].equip && it) {
- if (map[sd->bl.m].flag.pvp && it->flag.no_equip&1)
- { //PVP check for forbiden items. optimized by [Lupus]
- sd->status.inventory[i].equip=0;
- calc_flag = 1;
- } else
- if (map_flag_gvg(sd->bl.m) && it->flag.no_equip&2)
- { //GvG optimized by [Lupus]
- sd->status.inventory[i].equip=0;
- calc_flag = 1;
- } else
- if(map[sd->bl.m].flag.restricted && it->flag.no_equip&map[sd->bl.m].zone)
- { // Restricted zone by [Komurka]
- sd->status.inventory[i].equip=0;
- calc_flag = 1;
- }
- if (!calc_flag) { //Check cards
- int flag;
- flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0)
- | (map[sd->bl.m].flag.pvp?1:0)
- | (map_flag_gvg(sd->bl.m)?2:0);
- if (flag && !pc_isAllowedCardOn(sd,it->slot,i,flag))
- calc_flag = 1;
- }
- }
- }
-
- pc_setequipindex(sd);
- if(calc_flag && sd->state.auth)
- status_calc_pc(sd,0);
-
- return 0;
-}
-
-/*==========================================
- * PVP順位計算用(foreachinarea)
- *------------------------------------------
- */
-int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
-{
- struct map_session_data *sd1,*sd2=NULL;
-
- sd1=(struct map_session_data *)bl;
- sd2=va_arg(ap,struct map_session_data *);
-
- if( sd1->pvp_point > sd2->pvp_point )
- sd2->pvp_rank++;
- return 0;
-}
-/*==========================================
- * PVP順位計算
- *------------------------------------------
- */
-int pc_calc_pvprank(struct map_session_data *sd)
-{
- int old;
- struct map_data *m;
-
- nullpo_retr(0, sd);
- nullpo_retr(0, m=&map[sd->bl.m]);
-
- old=sd->pvp_rank;
-
- if( !(m->flag.pvp) )
- return 0;
- sd->pvp_rank=1;
- map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
- if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
- clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
- return sd->pvp_rank;
-}
-/*==========================================
- * PVP順位計算(timer)
- *------------------------------------------
- */
-int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
-{
- struct map_session_data *sd=NULL;
- if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
- return 0;
-
- sd=map_id2sd(id);
- if(sd==NULL)
- return 0;
- sd->pvp_timer=-1;
- if( pc_calc_pvprank(sd)>0 )
- sd->pvp_timer=add_timer(
- gettick()+PVP_CALCRANK_INTERVAL,
- pc_calc_pvprank_timer,id,data);
- return 0;
-}
-
-/*==========================================
- * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
- *------------------------------------------
- */
-int pc_ismarried(struct map_session_data *sd)
-{
- if(sd == NULL)
- return -1;
- if(sd->status.partner_id > 0)
- return sd->status.partner_id;
- else
- return 0;
-}
-/*==========================================
- * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
- *------------------------------------------
- */
-int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
-{
- if(sd == NULL || dstsd == NULL ||
- sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
- sd->class_&JOBL_BABY)
- 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)(相手も同暫ノ離婚?結婚指輪自動?奪)
- *------------------------------------------
- */
-int pc_divorce(struct map_session_data *sd)
-{
- struct map_session_data *p_sd;
- if (sd == NULL || !pc_ismarried(sd))
- return -1;
-
- if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
- int i;
- if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
- ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
- return -1;
- }
- sd->status.partner_id = 0;
- p_sd->status.partner_id = 0;
- for (i = 0; i < MAX_INVENTORY; i++) {
- if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
- pc_delitem(sd, i, 1, 0);
- if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
- pc_delitem(p_sd, i, 1, 0);
- }
- clif_divorced(sd, p_sd->status.name);
- clif_divorced(p_sd, sd->status.name);
- } else {
- ShowError("pc_divorce: p_sd nullpo\n");
- return -1;
- }
- return 0;
-}
-
-/*==========================================
- * sd - father dstsd - mother jasd - child
- */
-int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
-{
- int j;
- if (sd == NULL || dstsd == NULL || jasd == NULL ||
- sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
- sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
- sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
- return -1;
- jasd->status.father = sd->status.char_id;
- jasd->status.mother = dstsd->status.char_id;
- sd->status.child = jasd->status.char_id;
- dstsd->status.child = jasd->status.char_id;
-
- for (j=0; j < MAX_INVENTORY; j++) {
- if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
- pc_unequipitem(jasd, j, 3);
- }
- if (pc_jobchange(jasd, 4023, 0) == 0)
- { //Success, and give Junior the Baby skills. [Skotlex]
- pc_skill(jasd,WE_BABY,1,0);
- pc_skill(jasd,WE_CALLPARENT,1,0);
- clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
- //We should also grant the parent skills to the parents [Skotlex]
- pc_skill(sd,WE_CALLBABY,1,0);
- pc_skill(dstsd,WE_CALLBABY,1,0);
- } else {
- clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
- return -1;
- }
- return 0;
-}
-
-/*==========================================
- * sdの相方のmap_session_dataを返す
- *------------------------------------------
- */
-struct map_session_data *pc_get_partner(struct map_session_data *sd)
-{
- //struct map_session_data *p_sd = NULL;
- //char *nick;
- //if(sd == NULL || !pc_ismarried(sd))
- // return NULL;
- //nick=map_charid2nick(sd->status.partner_id);
- //if (nick==NULL)
- // return NULL;
- //if((p_sd=map_nick2sd(nick)) == NULL )
- // return NULL;
-
- if (sd && pc_ismarried(sd))
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.partner_id);
-
- return NULL;
-}
-
-struct map_session_data *pc_get_father (struct map_session_data *sd)
-{
- if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.father);
-
- return NULL;
-}
-
-struct map_session_data *pc_get_mother (struct map_session_data *sd)
-{
- if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.mother);
-
- return NULL;
-}
-
-struct map_session_data *pc_get_child (struct map_session_data *sd)
-{
- if (sd && pc_ismarried(sd) && sd->status.child > 0)
- // charid2sd returns NULL if not found
- return map_charid2sd(sd->status.child);
-
- return NULL;
-}
-
-//
-// 自然回復物
-//
-/*==========================================
- * SP回復量計算
- *------------------------------------------
- */
-static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
-static int pc_spheal(struct map_session_data *sd)
-{
- int a = natural_heal_diff_tick;
-
- if(pc_issit(sd))
- a += a;
- if (sd->sc.count) {
- if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
- a += a;
- if (sd->sc.data[SC_REGENERATION].timer != -1)
- a *= sd->sc.data[SC_REGENERATION].val3;
- }
- // Re-added back to status_calc
- //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
- //a += a*skill*3/100;
-
- if (sd->status.guild_id > 0) {
- struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
- if(gc) {
- struct guild *g = guild_search(sd->status.guild_id);
- if(g && g->guild_id == gc->guild_id)
- a += a;
- } // end addition [Valaris]
- }
-
- if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
- a += a;
-
- return a;
-}
-
-/*==========================================
- * HP回復量計算
- *------------------------------------------
- */
-static int pc_hpheal(struct map_session_data *sd)
-{
- int a = natural_heal_diff_tick;
-
- if(pc_issit(sd))
- a += a;
- if (sd->sc.count) {
- if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
- a += a;
- if (sd->sc.data[SC_REGENERATION].timer != -1)
- a *= sd->sc.data[SC_REGENERATION].val2;
- }
- if (sd->status.guild_id > 0) {
- struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
- if(gc) {
- struct guild *g = guild_search(sd->status.guild_id);
- if(g && g->guild_id == gc->guild_id)
- a += a;
- } // end addition [Valaris]
- }
-
- if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
- a += a;
-
- return a;
-}
-
-static void pc_natural_heal_hp(struct map_session_data *sd)
-{
- unsigned int hp;
- int inc_num,bonus,hp_flag;
-
- if (sd->no_regen & 1)
- return;
-
- if(pc_checkoverhp(sd)) {
- sd->hp_sub = sd->inchealhptick = 0;
- return;
- }
-
- hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
-
- if(sd->ud.walktimer == -1) {
- inc_num = pc_hpheal(sd);
- if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){
- sd->hp_sub += 2*inc_num;
- sd->inchealhptick += 3*natural_heal_diff_tick;
- } else {
- sd->hp_sub += inc_num;
- sd->inchealhptick += natural_heal_diff_tick;
- }
- }
- else if(hp_flag) {
- inc_num = pc_hpheal(sd);
- sd->hp_sub += inc_num;
- sd->inchealhptick = 0;
- }
- else {
- sd->hp_sub = sd->inchealhptick = 0;
- return;
- }
-
- if(sd->hp_sub >= battle_config.natural_healhp_interval) {
- hp = 0;
- bonus = sd->nhealhp;
- if(hp_flag) {
- bonus >>= 2;
- if(bonus <= 0) bonus = 1;
- }
- do {
- sd->hp_sub -= battle_config.natural_healhp_interval;
- hp+= bonus;
- } while(sd->hp_sub >= battle_config.natural_healhp_interval);
-
- if ((unsigned int)status_heal(&sd->bl, hp, 0, 1) < hp)
- { //At full.
- sd->inchealhptick = 0;
- return;
- }
- }
-
- if(sd->nshealhp <= 0)
- {
- sd->inchealhptick = 0;
- return;
- }
-
- while(sd->inchealhptick >= battle_config.natural_heal_skill_interval)
- {
- sd->inchealhptick -= battle_config.natural_heal_skill_interval;
- if(status_heal(&sd->bl, sd->nshealhp, 0, 3) < sd->nshealhp)
- {
- sd->hp_sub = sd->inchealhptick = 0;
- break;
- }
- }
-
- return;
-}
-
-static void pc_natural_heal_sp(struct map_session_data *sd)
-{
- int sp;
- int inc_num,bonus;
-
- if (sd->no_regen & 2)
- return;
-
- if(pc_checkoversp(sd)) {
- sd->sp_sub = sd->inchealsptick = 0;
- return;
- }
-
- inc_num = pc_spheal(sd);
- if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
- sd->sp_sub += inc_num;
- if(sd->ud.walktimer == -1)
- sd->inchealsptick += natural_heal_diff_tick;
- else
- sd->inchealsptick = 0;
-
- if(sd->sp_sub >= battle_config.natural_healsp_interval){
- bonus = sd->nhealsp;
- sp = 0;
- do {
- sd->sp_sub -= battle_config.natural_healsp_interval;
- sp += bonus;
- } while(sd->sp_sub >= battle_config.natural_healsp_interval);
- if (status_heal(&sd->bl, 0, sp, 1) < sp) {
- sd->inchealsptick = 0;
- return;
- }
- }
-
- if(sd->nshealsp <= 0) {
- sd->inchealsptick = 0;
- return;
- }
- if(sd->inchealsptick >= battle_config.natural_heal_skill_interval)
- {
- sp = 0;
- if(sd->doridori_counter) {
- bonus = sd->nshealsp*2;
- sd->doridori_counter = 0;
- } else
- bonus = sd->nshealsp;
- do {
- sd->inchealsptick -= battle_config.natural_heal_skill_interval;
- if (status_heal(&sd->bl, 0, bonus, 3) < sp) {
- sd->sp_sub = sd->inchealsptick = 0;
- break;
- }
- } while(sd->inchealsptick >= battle_config.natural_heal_skill_interval);
- }
-
- return;
-}
-
-static void pc_spirit_heal_hp(struct map_session_data *sd)
-{
- int bonus_hp,interval = battle_config.natural_heal_skill_interval;
-
- if(pc_checkoverhp(sd)) {
- sd->inchealspirithptick = 0;
- return;
- }
-
- sd->inchealspirithptick += natural_heal_diff_tick;
-
- if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
- interval += interval;
-
- if(sd->inchealspirithptick < interval)
- return;
-
- if(!pc_issit(sd))
- {
- sd->inchealspirithptick -= natural_heal_diff_tick;
- return;
- }
- bonus_hp = sd->nsshealhp;
- while(sd->inchealspirithptick >= interval) {
- sd->inchealspirithptick -= interval;
- if(status_heal(&sd->bl, bonus_hp, 0, 3) < bonus_hp) {
- sd->inchealspirithptick = 0;
- break;
- }
- }
- return;
-}
-static void pc_spirit_heal_sp(struct map_session_data *sd)
-{
- int bonus_sp,interval = battle_config.natural_heal_skill_interval;
-
- if(pc_checkoversp(sd)) {
- sd->inchealspiritsptick = 0;
- return;
- }
-
- sd->inchealspiritsptick += natural_heal_diff_tick;
-
- if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
- interval += interval;
-
- if(sd->inchealspiritsptick < interval)
- return;
-
- if(!pc_issit(sd))
- {
- sd->inchealspiritsptick -= natural_heal_diff_tick;
- return;
- }
- bonus_sp = sd->nsshealsp;
- while(sd->inchealspiritsptick >= interval) {
- sd->inchealspiritsptick -= interval;
- if(status_heal(&sd->bl, 0, bonus_sp, 3) < bonus_sp)
- {
- sd->inchealspiritsptick = 0;
- break;
- }
- }
-
- return;
-}
-
-static void pc_bleeding (struct map_session_data *sd)
-{
- int hp = 0, sp = 0;
-
- if (sd->hp_loss_value > 0) {
- sd->hp_loss_tick += natural_heal_diff_tick;
- if (sd->hp_loss_tick >= sd->hp_loss_rate) {
- do {
- hp += sd->hp_loss_value;
- sd->hp_loss_tick -= sd->hp_loss_rate;
- } while (sd->hp_loss_tick >= sd->hp_loss_rate);
- sd->hp_loss_tick = 0;
- }
- }
-
- if (sd->sp_loss_value > 0) {
- sd->sp_loss_tick += natural_heal_diff_tick;
- if (sd->sp_loss_tick >= sd->sp_loss_rate) {
- do {
- sp += sd->sp_loss_value;
- sd->sp_loss_tick -= sd->sp_loss_rate;
- } while (sd->sp_loss_tick >= sd->sp_loss_rate);
- sd->sp_loss_tick = 0;
- }
- }
-
- if (hp > 0 || sp > 0)
- status_zap(&sd->bl, hp, sp);
-
- return;
-}
-
-/*==========================================
- * HP/SP 自然回復 各クライアント
- *------------------------------------------
- */
-
-static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
- int tick;
-
- nullpo_retr(0, sd);
- tick = va_arg(ap,int);
-
-// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
- if (pc_isdead(sd) || pc_ishiding(sd) ||
- //-- cannot regen for 5 minutes after using Berserk --- [Celest]
- (sd->sc.count && (
- (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
- (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
- sd->sc.data[SC_BERSERK].timer != -1 ||
- sd->sc.data[SC_TRICKDEAD].timer != -1 ||
- sd->sc.data[SC_BLEEDING].timer != -1
- ))
- ) { //Cannot heal neither natural or special.
- sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
- sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
- } else {
- if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
- sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
- sd->hp_sub = sd->inchealhptick = 0;
- sd->sp_sub = sd->inchealsptick = 0;
- } else { //natural heal
- pc_natural_heal_hp(sd);
- if(sd->sc.count && (
- sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
- sd->sc.data[SC_DANCING].timer != -1
- )) //No SP natural heal.
- sd->sp_sub = sd->inchealsptick = 0;
- else
- pc_natural_heal_sp(sd);
- sd->canregen_tick = tick;
- }
- //Sitting Healing
- if (sd->nsshealhp)
- pc_spirit_heal_hp(sd);
- if (sd->nsshealsp)
- pc_spirit_heal_sp(sd);
- }
- if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
- pc_bleeding(sd);
- else
- sd->hp_loss_tick = sd->sp_loss_tick = 0;
-
- return 0;
-}
-
-/*==========================================
- * HP/SP自然回復 (interval timer??)
- *------------------------------------------
- */
-int pc_natural_heal(int tid,unsigned int tick,int id,int data)
-{
- natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
- clif_foreachclient(pc_natural_heal_sub, tick);
-
- natural_heal_prev_tick = tick;
- return 0;
-}
-
-/*==========================================
- * セ?ブポイントの保存
- *------------------------------------------
- */
-int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
-{
- nullpo_retr(0, sd);
-
- sd->status.save_point.map = mapindex;
- sd->status.save_point.x = x;
- sd->status.save_point.y = y;
-
- return 0;
-}
-
-/*==========================================
- * 自動セ?ブ 各クライアント
- *------------------------------------------
- */
-static int last_save_fd,save_flag;
-static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
-{
- nullpo_retr(0, sd);
-
- Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
-
- if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
- {
- // pet
- if(sd->status.pet_id > 0 && sd->pd)
- intif_save_petdata(sd->status.account_id,&sd->pet);
-
- chrif_save(sd,0);
- save_flag=1;
- last_save_fd = sd->fd;
- }
-
- return 0;
-}
-
-/*==========================================
- * 自動セ?ブ (timer??)
- *------------------------------------------
- */
-int pc_autosave(int tid,unsigned int tick,int id,int data)
-{
- int interval;
-
- save_flag=0;
- clif_foreachclient(pc_autosave_sub);
- if(save_flag==0)
- last_save_fd=0;
-
- interval = autosave_interval/(clif_countusers()+1);
- if(interval <= 0)
- interval = 1;
- add_timer(gettick()+interval,pc_autosave,0,0);
-
- return 0;
-}
-
-int pc_read_gm_account(int fd)
-{
- int i = 0;
- RFIFOHEAD(fd);
- if (gm_account != NULL)
- aFree(gm_account);
- GM_num = 0;
- gm_account = (struct gm_account *) aMallocA(((RFIFOW(fd,2) - 4) / 5)*sizeof(struct gm_account));
- for (i = 4; i < RFIFOW(fd,2); i += 5) {
- gm_account[GM_num].account_id = RFIFOL(fd,i);
- gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
- //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
- GM_num++;
- }
- return GM_num;
-}
-
-/*================================================
- * timer to do the day [Yor]
- * data: 0 = called by timer, 1 = gmcommand/script
- *------------------------------------------------
- */
-int map_day_timer(int tid, unsigned int tick, int id, int data)
-{
- char tmp_soutput[1024];
- struct map_session_data *pl_sd;
-
- if (data == 0 && battle_config.day_duration <= 0) // if we want a day
- return 0;
-
- if (night_flag != 0) {
- int i;
- night_flag = 0; // 0=day, 1=night [Yor]
-
- for(i = 0; i < fd_max; i++) {
- if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
- {
- if (pl_sd->state.night) {
- clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
- pl_sd->state.night = 0;
- }
- }
- }
-
- strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
- intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
- }
-
- return 0;
-}
-
-/*================================================
- * timer to do the night [Yor]
- * data: 0 = called by timer, 1 = gmcommand/script
- *------------------------------------------------
- */
-int map_night_timer(int tid, unsigned int tick, int id, int data)
-{
- char tmp_soutput[1024];
- struct map_session_data *pl_sd;
-
- if (data == 0 && battle_config.night_duration <= 0) // if we want a night
- return 0;
-
- if (night_flag == 0) {
- int i;
- night_flag = 1; // 0=day, 1=night [Yor]
- for(i = 0; i < fd_max; i++) {
- if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
- {
- if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
- clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
- pl_sd->state.night = 1;
- }
- }
- }
- strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
- intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
- }
-
- return 0;
-}
-
-void pc_setstand(struct map_session_data *sd){
- nullpo_retv(sd);
-
- if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
- status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
-
- sd->state.dead_sit = sd->vd.dead_sit = 0;
-}
-
-int pc_split_str(char *str,char **val,int num)
-{
- int i;
-
- for (i=0; i<num && str; i++){
- val[i] = str;
- str = strchr(str,',');
- if (str && i<num-1) //Do not remove a trailing comma.
- *str++=0;
- }
- return i;
-}
-
-int pc_split_atoi(char *str,int *val, char sep, int max)
-{
- int i,j;
- for (i=0; i<max; i++) {
- if (!str) break;
- val[i] = atoi(str);
- str = strchr(str,sep);
- if (str)
- *str++=0;
- }
- //Zero up the remaining.
- for(j=i; j < max; j++)
- val[j] = 0;
- return i;
-}
-
-int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
-{
- static int warning=0;
- int i,j;
- double f;
- for (i=0; i<max; i++) {
- if (!str) break;
- f = atof(str);
- if (f < 0)
- val[i] = 0;
- else if (f > UINT_MAX) {
- val[i] = UINT_MAX;
- if (!warning) {
- warning = 1;
- ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
- }
- } else
- val[i] = (unsigned int)f;
- str = strchr(str,sep);
- if (str)
- *str++=0;
- }
- //Zero up the remaining.
- for(j=i; j < max; j++)
- val[j] = 0;
- return i;
-}
-
-//
-// 初期化物
-//
-/*==========================================
- * 設定ファイル?み?む
- * exp.txt 必要??値
- * job_db1.txt 重量,hp,sp,攻?速度
- * job_db2.txt job能力値ボ?ナス
- * skill_tree.txt 各職?のスキルツリ?
- * attr_fix.txt ?性修正テ?ブル
- * size_fix.txt サイズ補正テ?ブル
- * refine_db.txt 精?デ?タテ?ブル
- *------------------------------------------
- */
-int pc_readdb(void)
-{
- int i,j,k;
- FILE *fp;
- char line[24000],*p;
-
- // 必要??値?み?み
- memset(exp_table,0,sizeof(exp_table));
- memset(max_level,0,sizeof(max_level));
- sprintf(line, "%s/exp.txt", db_path);
- fp=fopen(line, "r");
- if(fp==NULL){
- ShowError("can't read %s\n", line);
- return 1;
- }
- while(fgets(line, sizeof(line)-1, fp)){
- int jobs[MAX_PC_CLASS], job_count, job;
- int type;
- unsigned int max;
- char *split[4];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if (pc_split_str(line,split,4) < 4)
- continue;
-
- job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
- if (job_count < 1)
- continue;
- job = jobs[0];
- if (!pcdb_checkid(job)) {
- ShowError("pc_readdb: Invalid job ID %d.\n", job);
- continue;
- }
- type = atoi(split[2]);
- if (type < 0 || type > 1) {
- ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
- continue;
- }
- max = atoi(split[0]);
- if (max > MAX_LEVEL) {
- ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
- max = MAX_LEVEL;
- }
- //We send one less and then one more because the last entry in the exp array should hold 0.
- max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
- //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
- //The reasoning behind the -2 is this... if the max level is 5, then the array
- //should look like this:
- //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
- while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
- max_level[job][type]--;
- if (max_level[job][type] < max) {
- ShowWarning("pc_readdb: Specified max %d for job %d, but that job's exp table only goes up to level %d.\n", max, job, max_level[job][type]);
- ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n", max);
- max_level[job][type] = max;
- }
-// ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
- for (i = 1; i < job_count; i++) {
- job = jobs[i];
- if (!pcdb_checkid(job)) {
- ShowError("pc_readdb: Invalid job ID %d.\n", job);
- continue;
- }
- memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
- max_level[job][type] = max;
-// ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
- }
- }
- fclose(fp);
- for (i = 0; i < MAX_PC_CLASS; i++) {
- if (!pcdb_checkid(i)) continue;
- if (i == JOB_WEDDING || i == JOB_XMAS)
- continue; //Classes that do not need exp tables.
- if (!max_level[i][0])
- ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
- if (!max_level[i][1])
- ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
- }
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
-
- // スキルツリ?
- memset(skill_tree,0,sizeof(skill_tree));
- sprintf(line, "%s/skill_tree.txt", db_path);
- fp=fopen(line,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", line);
- return 1;
- }
-
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[50];
- int f=0, m=3;
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<14 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(j<13)
- continue;
- if (j == 14) {
- f=1; // MinJobLvl has been added
- m++;
- }
- // check for bounds [celest]
- if (atoi(split[0]) >= MAX_PC_CLASS)
- continue;
- k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
- for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
- if (j == MAX_SKILL_TREE)
- {
- ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0]));
- continue;
- }
- skill_tree[atoi(split[0])][j].id=k;
- skill_tree[atoi(split[0])][j].max=atoi(split[2]);
- if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
-
- for(k=0;k<5;k++){
- skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
- skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
- }
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
-
- // ?性修正テ?ブル
- for(i=0;i<4;i++)
- for(j=0;j<ELE_MAX;j++)
- for(k=0;k<ELE_MAX;k++)
- attr_fix_table[i][j][k]=100;
-
- sprintf(line, "%s/attr_fix.txt", db_path);
- fp=fopen(line,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", line);
- return 1;
- }
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[10];
- int lv,n;
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<3 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- lv=atoi(split[0]);
- n=atoi(split[1]);
-
- for(i=0;i<n && i<ELE_MAX;){
- if( !fgets(line, sizeof(line)-1, fp) )
- break;
- if(line[0]=='/' && line[1]=='/')
- continue;
-
- for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
- while(*p==32 && *p>0)
- p++;
- attr_fix_table[lv-1][i][j]=atoi(p);
- if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
- attr_fix_table[lv-1][i][j] = 0;
- p=strchr(p,',');
- if(p) *p++=0;
- }
-
- i++;
- }
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
-
- // スキルツリ?
- memset(statp,0,sizeof(statp));
- i=1;
- j=45; // base points
- sprintf(line, "%s/statpoint.txt", db_path);
- fp=fopen(line,"r");
- if(fp == NULL){
- ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
- //return 1;
- } else {
- while(fgets(line, sizeof(line)-1, fp)){
- if(line[0]=='/' && line[1]=='/')
- continue;
- if ((j=atoi(line))<0)
- j=0;
- if (i >= MAX_LEVEL)
- break;
- statp[i]=j;
- i++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
- }
- // generate the remaining parts of the db if necessary
- for (; i < MAX_LEVEL; i++) {
- j += (i+15)/5;
- statp[i] = j;
- }
-
- return 0;
-}
-
-// Read MOTD on startup. [Valaris]
-int pc_read_motd(void) {
- FILE *fp;
- int ln=0,i=0;
-
- memset(motd_text,0,sizeof(motd_text));
- if ((fp = fopen(motd_txt, "r")) != NULL) {
- while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
- if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
- continue;
- for(i=0; motd_text[ln][i]; i++) {
- if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
- if(i)
- motd_text[ln][i]=0;
- else
- motd_text[ln][0]=' ';
- ln++;
- break;
- }
- }
- }
- fclose(fp);
- }
- else if(battle_config.error_log)
- ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
-
- return 0;
-}
-
-/*==========================================
- * pc? 係初期化
- *------------------------------------------
- */
-void do_final_pc(void) {
- if (gm_account)
- aFree(gm_account);
- return;
-}
-int do_init_pc(void) {
- pc_readdb();
- pc_read_motd(); // Read MOTD [Valaris]
-
- add_timer_func_list(pc_natural_heal, "pc_natural_heal");
- add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
- add_timer_func_list(pc_eventtimer, "pc_eventtimer");
- add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
- add_timer_func_list(pc_autosave, "pc_autosave");
- add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
- add_timer_func_list(pc_follow_timer, "pc_follow_timer");
- natural_heal_prev_tick = gettick();
- add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
- add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
-
- if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
- int day_duration = battle_config.day_duration;
- int night_duration = battle_config.night_duration;
- // add night/day timer (by [yor])
- add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
- add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
-
- if (!battle_config.night_at_start) {
- night_flag = 0; // 0=day, 1=night [Yor]
- day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
- night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
- } else {
- night_flag = 1; // 0=day, 1=night [Yor]
- day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
- night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
- }
- }
-
- return 0;
-}
+ }
+
+ if (src)
+ switch (src->type) {
+ case BL_MOB:
+ {
+ struct mob_data *md=(struct mob_data *)src;
+ if(md->target_id==sd->bl.id)
+ mob_unlocktarget(md,tick);
+ if(battle_config.mobs_level_up && md->status.hp &&
+ (unsigned int)md->level < pc_maxbaselv(sd) &&
+ !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
+ ) { // monster level up [Valaris]
+ clif_misceffect(&md->bl,0);
+ md->level++;
+ status_calc_mob(md, 0);
+ status_percent_heal(src,10,0);
+ }
+ if(md->nd)
+ mob_script_callback(md, &sd->bl, CALLBACK_KILL);
+ }
+ break;
+ case BL_PC:
+ {
+ struct map_session_data *ssd = (struct map_session_data *)src;
+ if (ssd->state.event_kill_pc) {
+ pc_setglobalreg(ssd, "killedrid", sd->bl.id);
+ npc_script_event(ssd, NPCE_KILLPC);
+ }
+ if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
+ ssd->status.manner -= 5;
+ if(ssd->status.manner < 0)
+ sc_start(src,SC_NOCHAT,100,0,0);
+
+ // PK/Karma system code (not enabled yet) [celest]
+ // originally from Kade Online, so i don't know if any of these is correct ^^;
+ // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
+ // karma going down = more 'good' / more honourable.
+ // The Karma System way...
+ /*
+ if (sd->status.karma > ssd->status.karma) { // If player killed was more evil
+ sd->status.karma--;
+ ssd->status.karma--;
+ }
+ else if (sd->status.karma < ssd->status.karma) // If player killed was more good
+ ssd->status.karma++;
+ */
+
+ // or the PK System way...
+ /*
+ if (sd->status.karma > 0) // player killed is dishonourable?
+ ssd->status.karma--; // honour points earned
+ sd->status.karma++; // honour points lost
+ */
+ // To-do: Receive exp on certain occasions
+ }
+ }
+ break;
+ }
+
+
+ // PK/Karma system code (not enabled yet) [celest]
+ /*
+ if(sd->status.karma > 0) {
+ int eq_num=0,eq_n[MAX_INVENTORY];
+ memset(eq_n,0,sizeof(eq_n));
+ for(i=0;i<MAX_INVENTORY;i++){
+ int k;
+ for(k=0;k<MAX_INVENTORY;k++){
+ if(eq_n[k] <= 0){
+ eq_n[k]=i;
+ break;
+ }
+ }
+ eq_num++;
+ }
+ if(eq_num > 0){
+ int n = eq_n[rand()%eq_num];
+ if(rand()%10000 < sd->status.karma){
+ if(sd->status.inventory[n].equip)
+ pc_unequipitem(sd,n,0);
+ pc_dropitem(sd,n,1);
+ }
+ }
+ }
+ */
+
+ if(battle_config.bone_drop==2
+ || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
+ {
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid=7420; //PVP Skull item ID
+ item_tmp.identify=1;
+ item_tmp.card[0]=0x00fe;
+ item_tmp.card[1]=0;
+ item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
+ item_tmp.card[3]=GetWord(sd->char_id,1);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+
+ // activate Steel body if a super novice dies at 99+% exp [celest]
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
+ if ((i=pc_nextbaseexp(sd))<=0)
+ i=sd->status.base_exp;
+ if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
+ sd->state.snovice_flag = 4;
+ }
+
+ // changed penalty options, added death by player if pk_mode [Valaris]
+ if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
+ && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
+ && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
+ && sd->sc.data[SC_BABY].timer == -1)
+ {
+ unsigned int base_penalty =0;
+ if (battle_config.death_penalty_base > 0) {
+ switch (battle_config.death_penalty_type) {
+ case 1:
+ base_penalty += (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
+ break;
+ case 2:
+ base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
+ break;
+ }
+ if(base_penalty) {
+ if (battle_config.pk_mode && src && src->type==BL_PC)
+ base_penalty*=2;
+ if(sd->status.base_exp < base_penalty)
+ sd->status.base_exp = 0;
+ else
+ sd->status.base_exp -= base_penalty;
+ clif_updatestatus(sd,SP_BASEEXP);
+ }
+ }
+ if(battle_config.death_penalty_job > 0)
+ {
+ base_penalty = 0;
+ switch (battle_config.death_penalty_type) {
+ case 1:
+ base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
+ break;
+ case 2:
+ base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
+ break;
+ }
+ if(base_penalty) {
+ if (battle_config.pk_mode && src && src->type==BL_PC)
+ base_penalty*=2;
+ if(sd->status.job_exp < base_penalty)
+ sd->status.job_exp = 0;
+ else
+ sd->status.job_exp -= base_penalty;
+ clif_updatestatus(sd,SP_JOBEXP);
+ }
+ }
+ }
+
+ if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
+ for(j=0;j<MAX_DROP_PER_MAP;j++){
+ int id = map[sd->bl.m].drop_list[j].drop_id;
+ int type = map[sd->bl.m].drop_list[j].drop_type;
+ int per = map[sd->bl.m].drop_list[j].drop_per;
+ if(id == 0)
+ continue;
+ if(id == -1){
+ int eq_num=0,eq_n[MAX_INVENTORY];
+ memset(eq_n,0,sizeof(eq_n));
+ for(i=0;i<MAX_INVENTORY;i++){
+ int k;
+ if( (type == 1 && !sd->status.inventory[i].equip)
+ || (type == 2 && sd->status.inventory[i].equip)
+ || type == 3){
+ for(k=0;k<MAX_INVENTORY;k++){
+ if(eq_n[k] <= 0){
+ eq_n[k]=i;
+ break;
+ }
+ }
+ eq_num++;
+ }
+ }
+ if(eq_num > 0){
+ int n = eq_n[rand()%eq_num];
+ if(rand()%10000 < per){
+ if(sd->status.inventory[n].equip)
+ pc_unequipitem(sd,n,3);
+ pc_dropitem(sd,n,1);
+ }
+ }
+ }
+ else if(id > 0){
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid == id
+ && rand()%10000 < per
+ && ((type == 1 && !sd->status.inventory[i].equip)
+ || (type == 2 && sd->status.inventory[i].equip)
+ || type == 3) ){
+ if(sd->status.inventory[i].equip)
+ pc_unequipitem(sd,i,3);
+ pc_dropitem(sd,i,1);
+ break;
+ }
+ }
+ }
+ }
+ }
+ // pvp
+ if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
+ if (!map[sd->bl.m].flag.pvp_nocalcrank) {
+ sd->pvp_point -= 5;
+ sd->pvp_lost++;
+ if (src && src->type == BL_PC) {
+ struct map_session_data *ssd = (struct map_session_data *)src;
+ if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
+ }
+ }
+ if( sd->pvp_point < 0 ){
+ sd->pvp_point=0;
+ add_timer(tick+1000, pc_respawn,sd->bl.id,0);
+ return 1;
+ }
+ }
+ //GvG
+ if(map_flag_gvg(sd->bl.m)){
+ add_timer(tick+1000, pc_respawn,sd->bl.id,0);
+ return 1;
+ }
+
+ if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
+ {
+ pc_setstand(sd);
+ clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
+ if(sd->special_state.restart_full_recover)
+ status_percent_heal(&sd->bl, 100, 100);
+ else
+ status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0);
+ if(battle_config.pc_invincible_time)
+ pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
+ sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1));
+ status_change_end(&sd->bl,SC_KAIZEL,-1);
+ return 0;
+ }
+ if (sd->state.snovice_flag == 4)
+ {
+ pc_setstand(sd);
+ clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
+ status_percent_heal(&sd->bl, 100, 100);
+ clif_resurrection(&sd->bl, 1);
+ sd->state.snovice_flag = 0;
+ if(battle_config.pc_invincible_time)
+ pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
+ sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
+ return 0;
+ }
+
+ return 1;
+}
+
+void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
+{
+ if(hp) clif_updatestatus(sd,SP_HP);
+ if(sp) clif_updatestatus(sd,SP_SP);
+
+ pc_setstand(sd);
+ if(battle_config.pc_invincible_time > 0)
+ pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
+}
+// script? 連
+//
+/*==========================================
+ * script用PCステ?タス?み出し
+ *------------------------------------------
+ */
+int pc_readparam(struct map_session_data *sd,int type)
+{
+ int val=0;
+
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_SKILLPOINT:
+ val= sd->status.skill_point;
+ break;
+ case SP_STATUSPOINT:
+ val= sd->status.status_point;
+ break;
+ case SP_ZENY:
+ val= sd->status.zeny;
+ break;
+ case SP_BASELEVEL:
+ val= sd->status.base_level;
+ break;
+ case SP_JOBLEVEL:
+ val= sd->status.job_level;
+ break;
+ case SP_CLASS:
+ val= sd->status.class_;
+ break;
+ case SP_BASEJOB: //Base job, extracting upper type.
+ val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
+ break;
+ case SP_UPPER:
+ val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
+ break;
+ case SP_BASECLASS: //Extract base class tree. [Skotlex]
+ val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
+ break;
+ case SP_SEX:
+ val= sd->sex;
+ break;
+ case SP_WEIGHT:
+ val= sd->weight;
+ break;
+ case SP_MAXWEIGHT:
+ val= sd->max_weight;
+ break;
+ case SP_BASEEXP:
+ val= sd->status.base_exp;
+ break;
+ case SP_JOBEXP:
+ val= sd->status.job_exp;
+ break;
+ case SP_NEXTBASEEXP:
+ val= pc_nextbaseexp(sd);
+ break;
+ case SP_NEXTJOBEXP:
+ val= pc_nextjobexp(sd);
+ break;
+ case SP_HP:
+ val= sd->battle_status.hp;
+ break;
+ case SP_MAXHP:
+ val= sd->battle_status.max_hp;
+ break;
+ case SP_SP:
+ val= sd->battle_status.sp;
+ break;
+ case SP_MAXSP:
+ val= sd->battle_status.max_sp;
+ break;
+ case SP_STR:
+ val= sd->status.str;
+ break;
+ case SP_AGI:
+ val= sd->status.agi;
+ break;
+ case SP_VIT:
+ val= sd->status.vit;
+ break;
+ case SP_INT:
+ val= sd->status.int_;
+ break;
+ case SP_DEX:
+ val= sd->status.dex;
+ break;
+ case SP_LUK:
+ val= sd->status.luk;
+ break;
+ case SP_KARMA: // celest
+ val = sd->status.karma;
+ break;
+ case SP_MANNER:
+ val = sd->status.manner;
+ break;
+ case SP_FAME:
+ val= sd->status.fame;
+ break;
+ }
+
+ return val;
+}
+
+/*==========================================
+ * script用PCステ?タス設定
+ *------------------------------------------
+ */
+int pc_setparam(struct map_session_data *sd,int type,int val)
+{
+ int i = 0;
+
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_BASELEVEL:
+ if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
+ val = pc_maxbaselv(sd);
+ if ((unsigned int)val > sd->status.base_level) {
+ int stat=0;
+ for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
+ stat += (sd->status.base_level + i + 14) / 5 ;
+ if (sd->status.status_point > USHRT_MAX - stat)
+
+ sd->status.status_point = USHRT_MAX;
+ else
+ sd->status.status_point += stat;
+ }
+ sd->status.base_level = (unsigned int)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);
+ status_calc_pc(sd, 0);
+ break;
+ case SP_JOBLEVEL:
+ if ((unsigned int)val >= sd->status.job_level) {
+ if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
+ if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level)
+ sd->status.skill_point = USHRT_MAX;
+ else
+ sd->status.skill_point += val-sd->status.job_level;
+ clif_updatestatus(sd, SP_SKILLPOINT);
+ }
+ sd->status.job_level = (unsigned int)val;
+ sd->status.job_exp = 0;
+ clif_updatestatus(sd, SP_JOBLEVEL);
+ clif_updatestatus(sd, SP_NEXTJOBEXP);
+ clif_updatestatus(sd, SP_JOBEXP);
+ status_calc_pc(sd, 0);
+ clif_updatestatus(sd,type);
+ break;
+ case SP_SKILLPOINT:
+ sd->status.skill_point = val;
+ break;
+ case SP_STATUSPOINT:
+ sd->status.status_point = val;
+ break;
+ case SP_ZENY:
+ if(val <= MAX_ZENY) {
+ // MAX_ZENY 以下なら代入
+ sd->status.zeny = val;
+ } else {
+ sd->status.zeny = MAX_ZENY;
+ /* Could someone explain the comments below? I have no idea what they are trying to do...
+ * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
+ if(sd->status.zeny > val) {
+ // Zeny が減少しているなら代入
+ sd->status.zeny = val;
+ } else if(sd->status.zeny <= MAX_ZENY) {
+ // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
+ sd->status.zeny = MAX_ZENY;
+ } else {
+ // Zeny が増加していて、現在の値がMAX_ZENY より下なら増加分を無視
+ ;
+ }
+ */
+ }
+ break;
+ case SP_BASEEXP:
+ if(pc_nextbaseexp(sd) > 0) {
+ sd->status.base_exp = val;
+ pc_checkbaselevelup(sd);
+ }
+ break;
+ case SP_JOBEXP:
+ if(pc_nextjobexp(sd) > 0) {
+ sd->status.job_exp = val;
+ pc_checkjoblevelup(sd);
+ }
+ break;
+ case SP_SEX:
+ sd->sex = val;
+ break;
+ case SP_WEIGHT:
+ sd->weight = val;
+ break;
+ case SP_MAXWEIGHT:
+ sd->max_weight = val;
+ break;
+ case SP_HP:
+ sd->battle_status.hp = val;
+ break;
+ case SP_MAXHP:
+ sd->battle_status.max_hp = val;
+ break;
+ case SP_SP:
+ sd->battle_status.sp = val;
+ break;
+ case SP_MAXSP:
+ sd->battle_status.max_sp = val;
+ break;
+ case SP_STR:
+ sd->status.str = val;
+ break;
+ case SP_AGI:
+ sd->status.agi = val;
+ break;
+ case SP_VIT:
+ sd->status.vit = val;
+ break;
+ case SP_INT:
+ sd->status.int_ = val;
+ break;
+ case SP_DEX:
+ sd->status.dex = val;
+ break;
+ case SP_LUK:
+ sd->status.luk = val;
+ break;
+ case SP_KARMA:
+ sd->status.karma = val;
+ break;
+ case SP_MANNER:
+ sd->status.manner = val;
+ break;
+ case SP_FAME:
+ sd->status.fame = val;
+ break;
+ }
+ clif_updatestatus(sd,type);
+
+ return 0;
+}
+
+
+/*==========================================
+ * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
+ *------------------------------------------
+ */
+void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
+{
+ if (type) {
+ if (hp)
+ clif_heal(sd->fd,SP_HP,hp);
+ if (sp)
+ clif_heal(sd->fd,SP_SP,sp);
+ } else {
+ if(hp)
+ clif_updatestatus(sd,SP_HP);
+ if(sp)
+ clif_updatestatus(sd,SP_SP);
+ }
+ return;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
+{
+ int bonus, type;
+
+ if(hp) {
+ bonus = 100 + (sd->battle_status.vit<<1)
+ + pc_checkskill(sd,SM_RECOVERY)*10
+ + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
+ // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
+ bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
+ if ((type = itemdb_group(itemid)) > 0 && type < MAX_ITEMGROUP && sd->itemhealrate[type])
+ bonus += bonus * sd->itemhealrate[type] / 100;
+ if(bonus!=100)
+ hp = hp * bonus / 100;
+ }
+ if(sp) {
+ bonus = 100 + (sd->battle_status.int_<<1)
+ + pc_checkskill(sd,MG_SRECOVERY)*10
+ + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
+ bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
+ if(bonus != 100)
+ sp = sp * bonus / 100;
+ }
+ return status_heal(&sd->bl, hp, sp, 1);
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_percentheal(struct map_session_data *sd,int hp,int sp)
+{
+ nullpo_retr(0, sd);
+
+ if(hp > 100) hp = 100;
+ else
+ if(hp <-100) hp =-100;
+
+ if(sp > 100) sp = 100;
+ else
+ if(sp <-100) sp =-100;
+
+ if(hp >= 0 && sp >= 0) //Heal
+ return status_percent_heal(&sd->bl, hp, sp);
+
+ if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current)
+ return status_percent_damage(NULL, &sd->bl, hp, sp);
+
+ //Crossed signs
+ if(hp) {
+ if(hp > 0)
+ status_percent_heal(&sd->bl, hp, 0);
+ else
+ status_percent_damage(NULL, &sd->bl, hp, 0);
+ }
+
+ if(sp) {
+ if(sp > 0)
+ status_percent_heal(&sd->bl, 0, sp);
+ else
+ status_percent_damage(NULL, &sd->bl, 0, sp);
+ }
+ return 0;
+}
+
+/*==========================================
+ * 職?更
+ * 引? job 職業 0〜23
+ * upper 通常 0, ?生 1, 養子 2, そのまま -1
+ * Rewrote to make it tidider [Celest]
+ *------------------------------------------
+ */
+int pc_jobchange(struct map_session_data *sd,int job, int upper)
+{
+ int i, fame_flag=0;
+ int b_class;
+
+ nullpo_retr(0, sd);
+
+ if (job < 0)
+ return 1;
+
+ //Normalize job.
+ b_class = pc_jobid2mapid(job);
+ if (b_class == -1)
+ return 1;
+ switch (upper) {
+ case 1:
+ b_class|= JOBL_UPPER;
+ break;
+ case 2:
+ b_class|= JOBL_BABY;
+ break;
+ }
+ //This will automatically adjust bard/dancer classes to the correct gender
+ //That is, if you try to jobchange into dancer, it will turn you to bard.
+ job = pc_mapid2jobid(b_class, sd->status.sex);
+ if (job == -1)
+ return 1;
+
+ if ((unsigned short)b_class == sd->class_)
+ return 1; //Nothing to change.
+ // check if we are changing from 1st to 2nd job
+ if (b_class&JOBL_2) {
+ if (!(sd->class_&JOBL_2))
+ sd->change_level = sd->status.job_level;
+ else if (!sd->change_level)
+ sd->change_level = 40; //Assume 40?
+ }
+
+ pc_setglobalreg (sd, "jobchange_level", sd->change_level);
+
+ sd->status.class_ = job;
+ status_set_viewdata(&sd->bl, job);
+ fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
+ sd->class_ = (unsigned short)b_class;
+ sd->status.job_level=1;
+ sd->status.job_exp=0;
+ clif_updatestatus(sd,SP_JOBLEVEL);
+ clif_updatestatus(sd,SP_JOBEXP);
+ clif_updatestatus(sd,SP_NEXTJOBEXP);
+
+ for(i=0;i<11;i++) {
+ if(sd->equip_index[i] >= 0)
+ if(!pc_isequip(sd,sd->equip_index[i]))
+ pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
+ }
+
+ clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
+
+ if(sd->vd.cloth_color)
+ clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
+
+ if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
+ clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
+
+
+ if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems.
+ pc_setoption(sd,sd->sc.option&~OPTION_RIDING);
+
+ status_calc_pc(sd,0);
+ pc_checkallowskill(sd);
+ pc_equiplookall(sd);
+
+ //if you were previously famous, not anymore.
+ if (fame_flag) {
+ chrif_save(sd,0);
+ chrif_buildfamelist();
+ } else if (sd->status.fame > 0) {
+ //It may be that now they are famous?
+ switch (sd->class_&MAPID_UPPERMASK) {
+ case MAPID_BLACKSMITH:
+ case MAPID_ALCHEMIST:
+ case MAPID_TAEKWON:
+ chrif_save(sd,0);
+ chrif_buildfamelist();
+ break;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 見た目?更
+ *------------------------------------------
+ */
+int pc_equiplookall(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+#if PACKETVER < 4
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+#else
+ clif_changelook(&sd->bl,LOOK_WEAPON,0);
+ clif_changelook(&sd->bl,LOOK_SHOES,0);
+#endif
+ clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+
+ return 0;
+}
+
+/*==========================================
+ * 見た目?更
+ *------------------------------------------
+ */
+int pc_changelook(struct map_session_data *sd,int type,int val)
+{
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
+ if (val < battle_config.min_hair_style)
+ val = battle_config.min_hair_style;
+ else if (val > battle_config.max_hair_style)
+ val = battle_config.max_hair_style;
+ if (sd->status.hair != val)
+ {
+ sd->status.hair=val;
+ if (sd->status.guild_id) //Update Guild Window. [Skotlex]
+ intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
+ GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
+ }
+ break;
+ case LOOK_WEAPON:
+ sd->status.weapon=val;
+ break;
+ case LOOK_HEAD_BOTTOM:
+ sd->status.head_bottom=val;
+ break;
+ case LOOK_HEAD_TOP:
+ sd->status.head_top=val;
+ break;
+ case LOOK_HEAD_MID:
+ sd->status.head_mid=val;
+ break;
+ case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
+ if (val < battle_config.min_hair_color)
+ val = battle_config.min_hair_color;
+ else if (val > battle_config.max_hair_color)
+ val = battle_config.max_hair_color;
+ if (sd->status.hair_color != val)
+ {
+ sd->status.hair_color=val;
+ if (sd->status.guild_id) //Update Guild Window. [Skotlex]
+ intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
+ GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
+ }
+ break;
+ case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
+ if (val < battle_config.min_cloth_color)
+ val = battle_config.min_cloth_color;
+ else if (val > battle_config.max_cloth_color)
+ val = battle_config.max_cloth_color;
+ sd->status.clothes_color=val;
+ break;
+ case LOOK_SHIELD:
+ sd->status.shield=val;
+ break;
+ case LOOK_SHOES:
+ break;
+ }
+ clif_changelook(&sd->bl,type,val);
+ return 0;
+}
+
+/*==========================================
+ * 付?品(鷹,ペコ,カ?ト)設定
+ *------------------------------------------
+ */
+int pc_setoption(struct map_session_data *sd,int type)
+{
+ int p_type, new_look=0;
+ nullpo_retr(0, sd);
+ p_type = sd->sc.option;
+
+ //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
+ sd->sc.option=type;
+ clif_changeoption(&sd->bl);
+
+ if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
+ { //We are going to mount. [Skotlex]
+ new_look = -1;
+ clif_status_load(&sd->bl,SI_RIDING,1);
+ status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
+ }
+ else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
+ { //We are going to dismount.
+ new_look = -1;
+ clif_status_load(&sd->bl,SI_RIDING,0);
+ status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
+ }
+ if(type&OPTION_CART && !(p_type&OPTION_CART))
+ { //Cart On
+ if(pc_checkskill(sd, MC_PUSHCART) < 10)
+ status_calc_pc(sd,0); //Apply speed penalty.
+ } else
+ if(!(type&OPTION_CART) && p_type&OPTION_CART)
+ { //Cart Off
+ if(pc_checkskill(sd, MC_PUSHCART) < 10)
+ status_calc_pc(sd,0); //Remove speed penalty.
+ }
+
+ if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
+ clif_status_load(&sd->bl,SI_FALCON,1);
+ else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
+ clif_status_load(&sd->bl,SI_FALCON,0);
+
+ if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
+ new_look = JOB_STAR_GLADIATOR2;
+ else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
+ new_look = -1;
+
+ if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
+ new_look = JOB_WEDDING;
+ else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
+ new_look = -1;
+
+ if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
+ new_look = JOB_XMAS;
+ else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
+ new_look = -1;
+
+ if (new_look < 0) { //Restore normal look.
+ status_set_viewdata(&sd->bl, sd->status.class_);
+ new_look = sd->vd.class_;
+ }
+ if (new_look) {
+ clif_changelook(&sd->bl,LOOK_BASE,new_look);
+ if (sd->vd.cloth_color)
+ clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
+ }
+ return 0;
+}
+
+/*==========================================
+ * カ?ト設定
+ *------------------------------------------
+ */
+int pc_setcart(struct map_session_data *sd,int type)
+{
+ int cart[6]={0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
+ int option;
+ nullpo_retr(0, sd);
+
+ if (type < 0 || type > 5)
+ return 0; //Never trust the values sent by the client! [Skotlex]
+
+ if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
+ option = sd->sc.option;
+ //This should preserve the current option, only modifying the cart bit.
+ option&=~OPTION_CART;
+ option|=cart[type];
+ if(!pc_iscarton(sd)){ // カ?トを付けていない
+ pc_setoption(sd,option);
+ clif_cartlist(sd);
+ clif_updatestatus(sd,SP_CARTINFO);
+ clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
+ }
+ else{
+ pc_setoption(sd,option);
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 鷹設定
+ *------------------------------------------
+ */
+int pc_setfalcon(struct map_session_data *sd)
+{
+ if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
+ pc_setoption(sd,sd->sc.option|OPTION_FALCON);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ペコペコ設定
+ *------------------------------------------
+ */
+int pc_setriding(struct map_session_data *sd)
+{
+ if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
+ pc_setoption(sd,sd->sc.option|OPTION_RIDING);
+ }
+ return 0;
+}
+
+/*==========================================
+ * アイテムドロップ可不可判定
+ *------------------------------------------
+ */
+int pc_candrop(struct map_session_data *sd,int item_id)
+{
+ int level = pc_isGM(sd);
+ if ( pc_can_give_items(level) ) //check if this GM level can drop items
+ return 0;
+ return (itemdb_isdropable(item_id, level));
+}
+
+/*==========================================
+ * script用??の値を?む
+ *------------------------------------------
+ */
+int pc_readreg(struct map_session_data *sd,int reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->reg_num;i++)
+ if(sd->reg[i].index==reg)
+ return sd->reg[i].data;
+
+ return 0;
+}
+/*==========================================
+ * script用??の値を設定
+ *------------------------------------------
+ */
+int pc_setreg(struct map_session_data *sd,int reg,int val)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for (i = 0; i < sd->reg_num; i++) {
+ if (sd->reg[i].index == reg){
+ sd->reg[i].data = val;
+ return 0;
+ }
+ }
+ sd->reg_num++;
+ sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
+ memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
+ sd->reg[i].index = reg;
+ sd->reg[i].data = val;
+
+ return 0;
+}
+
+/*==========================================
+ * script用文字列??の値を?む
+ *------------------------------------------
+ */
+char *pc_readregstr(struct map_session_data *sd,int reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->regstr_num;i++)
+ if(sd->regstr[i].index==reg)
+ return sd->regstr[i].data;
+
+ return NULL;
+}
+/*==========================================
+ * script用文字列??の値を設定
+ *------------------------------------------
+ */
+int pc_setregstr(struct map_session_data *sd,int reg,char *str)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
+ ShowWarning("pc_setregstr: string too long !\n");
+ return 0;
+ }
+
+ for(i=0;i<sd->regstr_num;i++)
+ if(sd->regstr[i].index==reg){
+ strcpy(sd->regstr[i].data,str);
+ return 0;
+ }
+
+ sd->regstr_num++;
+ sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
+ if(sd->regstr==NULL){
+ ShowFatalError("out of memory : pc_setreg\n");
+ exit(1);
+ }
+ memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
+ sd->regstr[i].index = reg;
+ strcpy(sd->regstr[i].data, str);
+
+ return 0;
+}
+
+int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
+ struct global_reg *sd_reg;
+ int i,max;
+
+ nullpo_retr(0, sd);
+ switch (type) {
+ case 3: //Char reg
+ sd_reg = sd->save_reg.global;
+ max = sd->save_reg.global_num;
+ break;
+ case 2: //Account reg
+ sd_reg = sd->save_reg.account;
+ max = sd->save_reg.account_num;
+ break;
+ case 1: //Account2 reg
+ sd_reg = sd->save_reg.account2;
+ max = sd->save_reg.account2_num;
+ break;
+ default:
+ return 0;
+ }
+ if (max == -1) {
+ if (battle_config.error_log)
+ ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
+ //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
+ intif_request_registry(sd,type==3?4:type);
+ return 0;
+ }
+ for(i=0;i<max;i++){
+ if(strcmp(sd_reg[i].str,reg)==0)
+ return atoi(sd_reg[i].value);
+ }
+ return 0;
+}
+
+char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
+ struct global_reg *sd_reg;
+ int i,max;
+
+ nullpo_retr(0, sd);
+ switch (type) {
+ case 3: //Char reg
+ sd_reg = sd->save_reg.global;
+ max = sd->save_reg.global_num;
+ break;
+ case 2: //Account reg
+ sd_reg = sd->save_reg.account;
+ max = sd->save_reg.account_num;
+ break;
+ case 1: //Account2 reg
+ sd_reg = sd->save_reg.account2;
+ max = sd->save_reg.account2_num;
+ break;
+ default:
+ return NULL;
+ }
+ if (max == -1) {
+ if (battle_config.error_log)
+ ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
+ //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
+ intif_request_registry(sd,type==3?4:type);
+ return NULL;
+ }
+ for(i=0;i<max;i++){
+ if(strcmp(sd_reg[i].str,reg)==0)
+ return sd_reg[i].value;
+ }
+ return NULL;
+}
+
+int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
+ struct global_reg *sd_reg;
+ int i,*max, regmax;
+
+ nullpo_retr(0, sd);
+ if (type == 3) { //Some special character reg values...
+ if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
+ i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
+ sd->die_counter = val;
+ if (i) status_calc_pc(sd,0); //Lost the bonus.
+ } else if(strcmp(reg,script_config.die_event_name) == 0){
+ sd->state.event_death = val;
+ } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){
+ sd->state.event_kill_pc = val;
+ } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){
+ sd->state.event_kill_mob = val;
+ } else if(strcmp(reg,script_config.logout_event_name) == 0){
+ sd->state.event_disconnect = val;
+ }
+ }
+ switch (type) {
+ case 3: //Char reg
+ sd_reg = sd->save_reg.global;
+ max = &sd->save_reg.global_num;
+ regmax = GLOBAL_REG_NUM;
+ break;
+ case 2: //Account reg
+ sd_reg = sd->save_reg.account;
+ max = &sd->save_reg.account_num;
+ regmax = ACCOUNT_REG_NUM;
+ break;
+ case 1: //Account2 reg
+ sd_reg = sd->save_reg.account2;
+ max = &sd->save_reg.account2_num;
+ regmax = ACCOUNT_REG2_NUM;
+ break;
+ default:
+ return 0;
+ }
+ if (*max == -1) {
+ if(battle_config.error_log)
+ ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
+ return 1;
+ }
+
+ // delete reg
+ if (val == 0) {
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ if (i != *max - 1)
+ memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
+ memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
+ (*max)--;
+ sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
+ break;
+ }
+ }
+ return 0;
+ }
+ // change value if found
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ sprintf(sd_reg[i].value, "%d", val);
+ sd->state.reg_dirty |= 1<<(type-1);
+ return 0;
+ }
+ }
+
+ // add value if not found
+ if (i < regmax) {
+ memset(&sd_reg[i], 0, sizeof(struct global_reg));
+ strncpy(sd_reg[i].str, reg, 32);
+ sprintf(sd_reg[i].value, "%d", val);
+ (*max)++;
+ sd->state.reg_dirty |= 1<<(type-1);
+ return 0;
+ }
+
+ if(battle_config.error_log)
+ ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
+
+ return 1;
+}
+
+int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
+ struct global_reg *sd_reg;
+ int i,*max, regmax;
+
+ nullpo_retr(0, sd);
+ if (reg[strlen(reg)-1] != '$') {
+ if(battle_config.error_log)
+ ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
+ return 1;
+ }
+
+ switch (type) {
+ case 3: //Char reg
+ sd_reg = sd->save_reg.global;
+ max = &sd->save_reg.global_num;
+ regmax = GLOBAL_REG_NUM;
+ break;
+ case 2: //Account reg
+ sd_reg = sd->save_reg.account;
+ max = &sd->save_reg.account_num;
+ regmax = ACCOUNT_REG_NUM;
+ break;
+ case 1: //Account2 reg
+ sd_reg = sd->save_reg.account2;
+ max = &sd->save_reg.account2_num;
+ regmax = ACCOUNT_REG2_NUM;
+ break;
+ default:
+ return 0;
+ }
+ if (*max == -1) {
+ if(battle_config.error_log)
+ ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
+ return 1;
+ }
+
+ // delete reg
+ if (strcmp(val,"")==0) {
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ if (i != *max - 1)
+ memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
+ memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
+ (*max)--;
+ sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
+ if (type!=3) intif_saveregistry(sd,type);
+ break;
+ }
+ }
+ return 0;
+ }
+ // change value if found
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ strncpy(sd_reg[i].value, val, 256);
+ sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
+ if (type!=3) intif_saveregistry(sd,type);
+ return 0;
+ }
+ }
+
+ // add value if not found
+ if (i < regmax) {
+ memset(&sd_reg[i], 0, sizeof(struct global_reg));
+ strncpy(sd_reg[i].str, reg, 32);
+ strncpy(sd_reg[i].value, val, 256);
+ (*max)++;
+ sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
+ if (type!=3) intif_saveregistry(sd,type);
+ return 0;
+ }
+
+ if(battle_config.error_log)
+ ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
+
+ return 1;
+}
+
+/*==========================================
+ * イベントタイマ??理
+ *------------------------------------------
+ */
+int pc_eventtimer(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd=map_id2sd(id);
+ char *p = (char *)data;
+ int i;
+ if(sd==NULL)
+ return 0;
+
+ for(i=0;i < MAX_EVENTTIMER;i++){
+ if( sd->eventtimer[i]==tid ){
+ sd->eventtimer[i]=-1;
+ npc_event(sd,p,0);
+ break;
+ }
+ }
+ if (p) aFree(p);
+ if(i==MAX_EVENTTIMER) {
+ if(battle_config.error_log)
+ ShowError("pc_eventtimer: no such event timer\n");
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?追加
+ *------------------------------------------
+ */
+int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]==-1 )
+ break;
+ if(i<MAX_EVENTTIMER){
+ char *evname = aStrdup(name);
+ //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
+ //memcpy(evname,name,(strlen(name)+1));
+ sd->eventtimer[i]=add_timer(gettick()+tick,
+ pc_eventtimer,sd->bl.id,(int)evname);
+ sd->eventcount++;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?削除
+ *------------------------------------------
+ */
+int pc_deleventtimer(struct map_session_data *sd,const char *name)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if (sd->eventcount <= 0)
+ return 0;
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]!=-1 ) {
+ char *p = (char *)(get_timer(sd->eventtimer[i])->data);
+ if(p && strcmp(p, name)==0) {
+ delete_timer(sd->eventtimer[i],pc_eventtimer);
+ sd->eventtimer[i]=-1;
+ sd->eventcount--;
+ aFree(p);
+ break;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?カウント値追加
+ *------------------------------------------
+ */
+int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]!=-1 && strcmp(
+ (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
+ addtick_timer(sd->eventtimer[i],tick);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?全削除
+ *------------------------------------------
+ */
+int pc_cleareventtimer(struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if (sd->eventcount <= 0)
+ return 0;
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]!=-1 ){
+ char *p = (char *)(get_timer(sd->eventtimer[i])->data);
+ delete_timer(sd->eventtimer[i],pc_eventtimer);
+ sd->eventtimer[i]=-1;
+ if (p) aFree(p);
+ }
+
+ return 0;
+}
+
+//
+// ? 備物
+//
+/*==========================================
+ * アイテムを?備する
+ *------------------------------------------
+ */
+int pc_equipitem(struct map_session_data *sd,int n,int pos)
+{
+ int i,nameid, arrow;
+ struct item_data *id;
+ //?生や養子の場合の元の職業を算出する
+
+ nullpo_retr(0, sd);
+
+ nameid = sd->status.inventory[n].nameid;
+ id = sd->inventory_data[n];
+ pos = pc_equippoint(sd,n);
+ if(battle_config.battle_log)
+ ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
+ if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
+ clif_equipitemack(sd,n,0,0); // fail
+ return 0;
+ }
+
+// -- moonsoul (if player is berserk then cannot equip)
+//
+ if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){
+ clif_equipitemack(sd,n,0,0); // fail
+ return 0;
+ }
+
+ if(pos==0x88){ // アクセサリ用例外?理
+ int epor=0;
+ if(sd->equip_index[0] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[0]].equip;
+ if(sd->equip_index[1] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[1]].equip;
+ epor &= 0x88;
+ pos = epor == 0x08 ? 0x80 : 0x08;
+ }
+
+ // 二刀流?理
+ if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
+ && (id->equip==2) // ? 手武器
+ && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
+ {
+ int tpos=0;
+ if(sd->equip_index[8] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[8]].equip;
+ if(sd->equip_index[9] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[9]].equip;
+ tpos &= 0x02;
+ pos = tpos == 0x02 ? 0x20 : 0x02;
+ }
+
+ arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
+ for(i=0;i<11;i++) {
+ if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
+ pc_unequipitem(sd,sd->equip_index[i],2);
+ }
+ }
+ // 弓矢?備
+ if(pos==0x8000){
+ clif_arrowequip(sd,n);
+ clif_arrow_fail(sd,3); // 3=矢が?備できました
+ }
+ else
+ clif_equipitemack(sd,n,pos,1);
+
+ for(i=0;i<11;i++) {
+ if(pos & equip_pos[i])
+ sd->equip_index[i] = n;
+ }
+ sd->status.inventory[n].equip=pos;
+
+ if(sd->status.inventory[n].equip & 0x0002) {
+ if(sd->inventory_data[n])
+ sd->weapontype1 = sd->inventory_data[n]->look;
+ else
+ sd->weapontype1 = 0;
+ pc_calcweapontype(sd);
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ }
+ if(sd->status.inventory[n].equip & 0x0020) {
+ if(sd->inventory_data[n]) {
+ if(sd->inventory_data[n]->type == 4) {
+ sd->status.shield = 0;
+ if(sd->status.inventory[n].equip == 0x0020)
+ sd->weapontype2 = sd->inventory_data[n]->look;
+ else
+ sd->weapontype2 = 0;
+ }
+ else if(sd->inventory_data[n]->type == 5) {
+ sd->status.shield = sd->inventory_data[n]->look;
+ sd->weapontype2 = 0;
+ }
+ }
+ else
+ sd->status.shield = sd->weapontype2 = 0;
+ pc_calcweapontype(sd);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ }
+ if(sd->status.inventory[n].equip & 0x0001) {
+ if(sd->inventory_data[n])
+ sd->status.head_bottom = sd->inventory_data[n]->look;
+ else
+ sd->status.head_bottom = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ }
+ if(sd->status.inventory[n].equip & 0x0100) {
+ if(sd->inventory_data[n])
+ sd->status.head_top = sd->inventory_data[n]->look;
+ else
+ sd->status.head_top = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ }
+ if(sd->status.inventory[n].equip & 0x0200) {
+ if(sd->inventory_data[n])
+ sd->status.head_mid = sd->inventory_data[n]->look;
+ else
+ sd->status.head_mid = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ }
+ if(sd->status.inventory[n].equip & 0x0040)
+ clif_changelook(&sd->bl,LOOK_SHOES,0);
+
+ pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
+ if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
+ clif_arrowequip(sd,arrow);
+ sd->status.inventory[arrow].equip=32768;
+ }
+ status_calc_pc(sd,0);
+ //OnEquip script [Skotlex]
+ if (sd->inventory_data[n]) {
+ int i;
+ struct item_data *data;
+ if (sd->inventory_data[n]->equip_script)
+ run_script(sd->inventory_data[n]->equip_script,0,sd->bl.id,fake_nd->bl.id);
+ if(sd->status.inventory[n].card[0]==0x00ff ||
+ sd->status.inventory[n].card[0]==0x00fe ||
+ sd->status.inventory[n].card[0]==(short)0xff00)
+ ; //No cards
+ else
+ for(i=0;i<sd->inventory_data[n]->slot; i++)
+ {
+ if (!sd->status.inventory[n].card[i])
+ continue;
+ data = itemdb_exists(sd->status.inventory[n].card[i]);
+ if (data && data->equip_script)
+ run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * ? 備した物を外す
+ * type:
+ * 0 - only unequip
+ * 1 - calculate status after unequipping
+ * 2 - force unequip
+ *------------------------------------------
+ */
+int pc_unequipitem(struct map_session_data *sd,int n,int flag)
+{
+ int i;
+ nullpo_retr(0, sd);
+
+// -- moonsoul (if player is berserk then cannot unequip)
+//
+ if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){
+ clif_unequipitemack(sd,n,0,0);
+ return 0;
+ }
+
+ if(battle_config.battle_log)
+ ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
+
+ if(!sd->status.inventory[n].equip){ //Nothing to unequip
+ clif_unequipitemack(sd,n,0,0);
+ return 0;
+ }
+ for(i=0;i<11;i++) {
+ if(sd->status.inventory[n].equip & equip_pos[i])
+ sd->equip_index[i] = -1;
+ }
+
+ if(sd->status.inventory[n].equip & 0x0002) {
+ sd->weapontype1 = 0;
+ sd->status.weapon = sd->weapontype2;
+ pc_calcweapontype(sd);
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex]
+ skill_stop_dancing(&sd->bl);
+ }
+ if(sd->status.inventory[n].equip & 0x0020) {
+ sd->status.shield = sd->weapontype2 = 0;
+ pc_calcweapontype(sd);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ }
+ if(sd->status.inventory[n].equip & 0x0001) {
+ sd->status.head_bottom = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ }
+ if(sd->status.inventory[n].equip & 0x0100) {
+ sd->status.head_top = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ }
+ if(sd->status.inventory[n].equip & 0x0200) {
+ sd->status.head_mid = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ }
+ if(sd->status.inventory[n].equip & 0x0040)
+ clif_changelook(&sd->bl,LOOK_SHOES,0);
+
+ clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
+
+ if((sd->status.inventory[n].equip&0x0022) &&
+ sd->weapontype1 == 0 && sd->weapontype2 == 0)
+ skill_enchant_elemental_end(&sd->bl,-1);
+
+ sd->status.inventory[n].equip=0;
+
+ if(flag&1) {
+ pc_checkallowskill(sd);
+ status_calc_pc(sd,0);
+ }
+
+ if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
+ status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+
+ //OnUnEquip script [Skotlex]
+ if (sd->inventory_data[n]) {
+ struct item_data *data;
+ if (sd->inventory_data[n]->unequip_script)
+ run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
+ if(sd->status.inventory[n].card[0]==0x00ff ||
+ sd->status.inventory[n].card[0]==0x00fe ||
+ sd->status.inventory[n].card[0]==(short)0xff00)
+ ; //No cards
+ else
+ for(i=0;i<sd->inventory_data[n]->slot; i++)
+ {
+ if (!sd->status.inventory[n].card[i])
+ continue;
+ data = itemdb_exists(sd->status.inventory[n].card[i]);
+ if (data && data->unequip_script)
+ run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムのindex番?を詰めたり
+ * ? 備品の?備可能チェックを行なう
+ *------------------------------------------
+ */
+int pc_checkitem(struct map_session_data *sd)
+{
+ int i,j,k,id,calc_flag = 0;
+ struct item_data *it=NULL;
+
+ nullpo_retr(0, sd);
+
+ if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
+ return 0;
+
+ // 所持品空き詰め
+ for(i=j=0;i<MAX_INVENTORY;i++){
+ if( (id=sd->status.inventory[i].nameid)==0)
+ continue;
+ if( battle_config.item_check && !itemdb_available(id) ){
+ if(battle_config.error_log)
+ ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
+ pc_delitem(sd,i,sd->status.inventory[i].amount,3);
+ continue;
+ }
+ if(i>j){
+ memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
+ sd->inventory_data[j] = sd->inventory_data[i];
+ }
+ j++;
+ }
+ if(j < MAX_INVENTORY)
+ memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
+ for(k=j;k<MAX_INVENTORY;k++)
+ sd->inventory_data[k] = NULL;
+
+ // カ?ト?空き詰め
+ for(i=j=0;i<MAX_CART;i++){
+ if( (id=sd->status.cart[i].nameid)==0 )
+ continue;
+ if( battle_config.item_check && !itemdb_available(id) ){
+ if(battle_config.error_log)
+ ShowWarning("illegal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
+ pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
+ continue;
+ }
+ if(i>j){
+ memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
+ }
+ j++;
+ }
+ if(j < MAX_CART)
+ memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
+
+ // ? 備位置チェック
+
+ for(i=0;i<MAX_INVENTORY;i++){
+
+ it=sd->inventory_data[i];
+
+ if(sd->status.inventory[i].nameid==0)
+ continue;
+ if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }
+ //?備制限チェック
+ if(sd->status.inventory[i].equip && it) {
+ if (map[sd->bl.m].flag.pvp && it->flag.no_equip&1)
+ { //PVP check for forbiden items. optimized by [Lupus]
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ } else
+ if (map_flag_gvg(sd->bl.m) && it->flag.no_equip&2)
+ { //GvG optimized by [Lupus]
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ } else
+ if(map[sd->bl.m].flag.restricted && it->flag.no_equip&map[sd->bl.m].zone)
+ { // Restricted zone by [Komurka]
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }
+ if (!calc_flag) { //Check cards
+ int flag;
+ flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0)
+ | (map[sd->bl.m].flag.pvp?1:0)
+ | (map_flag_gvg(sd->bl.m)?2:0);
+ if (flag && !pc_isAllowedCardOn(sd,it->slot,i,flag))
+ calc_flag = 1;
+ }
+ }
+ }
+
+ pc_setequipindex(sd);
+ if(calc_flag && sd->state.auth)
+ status_calc_pc(sd,0);
+
+ return 0;
+}
+
+/*==========================================
+ * PVP順位計算用(foreachinarea)
+ *------------------------------------------
+ */
+int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd1,*sd2=NULL;
+
+ sd1=(struct map_session_data *)bl;
+ sd2=va_arg(ap,struct map_session_data *);
+
+ if( sd1->pvp_point > sd2->pvp_point )
+ sd2->pvp_rank++;
+ return 0;
+}
+/*==========================================
+ * PVP順位計算
+ *------------------------------------------
+ */
+int pc_calc_pvprank(struct map_session_data *sd)
+{
+ int old;
+ struct map_data *m;
+
+ nullpo_retr(0, sd);
+ nullpo_retr(0, m=&map[sd->bl.m]);
+
+ old=sd->pvp_rank;
+
+ if( !(m->flag.pvp) )
+ return 0;
+ sd->pvp_rank=1;
+ map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
+ if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
+ clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
+ return sd->pvp_rank;
+}
+/*==========================================
+ * PVP順位計算(timer)
+ *------------------------------------------
+ */
+int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd=NULL;
+ if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
+ return 0;
+
+ sd=map_id2sd(id);
+ if(sd==NULL)
+ return 0;
+ sd->pvp_timer=-1;
+ if( pc_calc_pvprank(sd)>0 )
+ sd->pvp_timer=add_timer(
+ gettick()+PVP_CALCRANK_INTERVAL,
+ pc_calc_pvprank_timer,id,data);
+ return 0;
+}
+
+/*==========================================
+ * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
+ *------------------------------------------
+ */
+int pc_ismarried(struct map_session_data *sd)
+{
+ if(sd == NULL)
+ return -1;
+ if(sd->status.partner_id > 0)
+ return sd->status.partner_id;
+ else
+ return 0;
+}
+/*==========================================
+ * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
+ *------------------------------------------
+ */
+int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
+{
+ if(sd == NULL || dstsd == NULL ||
+ sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
+ sd->class_&JOBL_BABY)
+ 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)(相手も同暫ノ離婚?結婚指輪自動?奪)
+ *------------------------------------------
+ */
+int pc_divorce(struct map_session_data *sd)
+{
+ struct map_session_data *p_sd;
+ if (sd == NULL || !pc_ismarried(sd))
+ return -1;
+
+ if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
+ int i;
+ if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
+ ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
+ return -1;
+ }
+ sd->status.partner_id = 0;
+ p_sd->status.partner_id = 0;
+ for (i = 0; i < MAX_INVENTORY; i++) {
+ if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
+ pc_delitem(sd, i, 1, 0);
+ if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
+ pc_delitem(p_sd, i, 1, 0);
+ }
+ clif_divorced(sd, p_sd->status.name);
+ clif_divorced(p_sd, sd->status.name);
+ } else {
+ ShowError("pc_divorce: p_sd nullpo\n");
+ return -1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * sd - father dstsd - mother jasd - child
+ */
+int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
+{
+ int j;
+ if (sd == NULL || dstsd == NULL || jasd == NULL ||
+ sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
+ sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
+ sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
+ return -1;
+ jasd->status.father = sd->status.char_id;
+ jasd->status.mother = dstsd->status.char_id;
+ sd->status.child = jasd->status.char_id;
+ dstsd->status.child = jasd->status.char_id;
+
+ for (j=0; j < MAX_INVENTORY; j++) {
+ if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
+ pc_unequipitem(jasd, j, 3);
+ }
+ if (pc_jobchange(jasd, 4023, 0) == 0)
+ { //Success, and give Junior the Baby skills. [Skotlex]
+ pc_skill(jasd,WE_BABY,1,0);
+ pc_skill(jasd,WE_CALLPARENT,1,0);
+ clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
+ //We should also grant the parent skills to the parents [Skotlex]
+ pc_skill(sd,WE_CALLBABY,1,0);
+ pc_skill(dstsd,WE_CALLBABY,1,0);
+ } else {
+ clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
+ return -1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * sdの相方のmap_session_dataを返す
+ *------------------------------------------
+ */
+struct map_session_data *pc_get_partner(struct map_session_data *sd)
+{
+ //struct map_session_data *p_sd = NULL;
+ //char *nick;
+ //if(sd == NULL || !pc_ismarried(sd))
+ // return NULL;
+ //nick=map_charid2nick(sd->status.partner_id);
+ //if (nick==NULL)
+ // return NULL;
+ //if((p_sd=map_nick2sd(nick)) == NULL )
+ // return NULL;
+
+ if (sd && pc_ismarried(sd))
+ // charid2sd returns NULL if not found
+ return map_charid2sd(sd->status.partner_id);
+
+ return NULL;
+}
+
+struct map_session_data *pc_get_father (struct map_session_data *sd)
+{
+ if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
+ // charid2sd returns NULL if not found
+ return map_charid2sd(sd->status.father);
+
+ return NULL;
+}
+
+struct map_session_data *pc_get_mother (struct map_session_data *sd)
+{
+ if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
+ // charid2sd returns NULL if not found
+ return map_charid2sd(sd->status.mother);
+
+ return NULL;
+}
+
+struct map_session_data *pc_get_child (struct map_session_data *sd)
+{
+ if (sd && pc_ismarried(sd) && sd->status.child > 0)
+ // charid2sd returns NULL if not found
+ return map_charid2sd(sd->status.child);
+
+ return NULL;
+}
+
+//
+// 自然回復物
+//
+/*==========================================
+ * SP回復量計算
+ *------------------------------------------
+ */
+static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
+static int pc_spheal(struct map_session_data *sd)
+{
+ int a = natural_heal_diff_tick;
+
+ if(pc_issit(sd))
+ a += a;
+ if (sd->sc.count) {
+ if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
+ a += a;
+ if (sd->sc.data[SC_REGENERATION].timer != -1)
+ a *= sd->sc.data[SC_REGENERATION].val3;
+ }
+ // Re-added back to status_calc
+ //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
+ //a += a*skill*3/100;
+
+ if (sd->status.guild_id > 0) {
+ struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
+ if(gc) {
+ struct guild *g = guild_search(sd->status.guild_id);
+ if(g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+ }
+
+ if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
+ a += a;
+
+ return a;
+}
+
+/*==========================================
+ * HP回復量計算
+ *------------------------------------------
+ */
+static int pc_hpheal(struct map_session_data *sd)
+{
+ int a = natural_heal_diff_tick;
+
+ if(pc_issit(sd))
+ a += a;
+ if (sd->sc.count) {
+ if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
+ a += a;
+ if (sd->sc.data[SC_REGENERATION].timer != -1)
+ a *= sd->sc.data[SC_REGENERATION].val2;
+ }
+ if (sd->status.guild_id > 0) {
+ struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
+ if(gc) {
+ struct guild *g = guild_search(sd->status.guild_id);
+ if(g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+ }
+
+ if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
+ a += a;
+
+ return a;
+}
+
+static void pc_natural_heal_hp(struct map_session_data *sd)
+{
+ unsigned int hp;
+ int inc_num,bonus,hp_flag;
+
+ if (sd->no_regen & 1)
+ return;
+
+ if(pc_checkoverhp(sd)) {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return;
+ }
+
+ hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
+
+ if(sd->ud.walktimer == -1) {
+ inc_num = pc_hpheal(sd);
+ if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){
+ sd->hp_sub += 2*inc_num;
+ sd->inchealhptick += 3*natural_heal_diff_tick;
+ } else {
+ sd->hp_sub += inc_num;
+ sd->inchealhptick += natural_heal_diff_tick;
+ }
+ }
+ else if(hp_flag) {
+ inc_num = pc_hpheal(sd);
+ sd->hp_sub += inc_num;
+ sd->inchealhptick = 0;
+ }
+ else {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return;
+ }
+
+ if(sd->hp_sub >= battle_config.natural_healhp_interval) {
+ hp = 0;
+ bonus = sd->nhealhp;
+ if(hp_flag) {
+ bonus >>= 2;
+ if(bonus <= 0) bonus = 1;
+ }
+ do {
+ sd->hp_sub -= battle_config.natural_healhp_interval;
+ hp+= bonus;
+ } while(sd->hp_sub >= battle_config.natural_healhp_interval);
+
+ if ((unsigned int)status_heal(&sd->bl, hp, 0, 1) < hp)
+ { //At full.
+ sd->inchealhptick = 0;
+ return;
+ }
+ }
+
+ if(sd->nshealhp <= 0)
+ {
+ sd->inchealhptick = 0;
+ return;
+ }
+
+ while(sd->inchealhptick >= battle_config.natural_heal_skill_interval)
+ {
+ sd->inchealhptick -= battle_config.natural_heal_skill_interval;
+ if(status_heal(&sd->bl, sd->nshealhp, 0, 3) < sd->nshealhp)
+ {
+ sd->hp_sub = sd->inchealhptick = 0;
+ break;
+ }
+ }
+
+ return;
+}
+
+static void pc_natural_heal_sp(struct map_session_data *sd)
+{
+ int sp;
+ int inc_num,bonus;
+
+ if (sd->no_regen & 2)
+ return;
+
+ if(pc_checkoversp(sd)) {
+ sd->sp_sub = sd->inchealsptick = 0;
+ return;
+ }
+
+ inc_num = pc_spheal(sd);
+ if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
+ sd->sp_sub += inc_num;
+ if(sd->ud.walktimer == -1)
+ sd->inchealsptick += natural_heal_diff_tick;
+ else
+ sd->inchealsptick = 0;
+
+ if(sd->sp_sub >= battle_config.natural_healsp_interval){
+ bonus = sd->nhealsp;
+ sp = 0;
+ do {
+ sd->sp_sub -= battle_config.natural_healsp_interval;
+ sp += bonus;
+ } while(sd->sp_sub >= battle_config.natural_healsp_interval);
+ if (status_heal(&sd->bl, 0, sp, 1) < sp) {
+ sd->inchealsptick = 0;
+ return;
+ }
+ }
+
+ if(sd->nshealsp <= 0) {
+ sd->inchealsptick = 0;
+ return;
+ }
+ if(sd->inchealsptick >= battle_config.natural_heal_skill_interval)
+ {
+ sp = 0;
+ if(sd->doridori_counter) {
+ bonus = sd->nshealsp*2;
+ sd->doridori_counter = 0;
+ } else
+ bonus = sd->nshealsp;
+ do {
+ sd->inchealsptick -= battle_config.natural_heal_skill_interval;
+ if (status_heal(&sd->bl, 0, bonus, 3) < sp) {
+ sd->sp_sub = sd->inchealsptick = 0;
+ break;
+ }
+ } while(sd->inchealsptick >= battle_config.natural_heal_skill_interval);
+ }
+
+ return;
+}
+
+static void pc_spirit_heal_hp(struct map_session_data *sd)
+{
+ int bonus_hp,interval = battle_config.natural_heal_skill_interval;
+
+ if(pc_checkoverhp(sd)) {
+ sd->inchealspirithptick = 0;
+ return;
+ }
+
+ sd->inchealspirithptick += natural_heal_diff_tick;
+
+ if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
+ interval += interval;
+
+ if(sd->inchealspirithptick < interval)
+ return;
+
+ if(!pc_issit(sd))
+ {
+ sd->inchealspirithptick -= natural_heal_diff_tick;
+ return;
+ }
+ bonus_hp = sd->nsshealhp;
+ while(sd->inchealspirithptick >= interval) {
+ sd->inchealspirithptick -= interval;
+ if(status_heal(&sd->bl, bonus_hp, 0, 3) < bonus_hp) {
+ sd->inchealspirithptick = 0;
+ break;
+ }
+ }
+ return;
+}
+static void pc_spirit_heal_sp(struct map_session_data *sd)
+{
+ int bonus_sp,interval = battle_config.natural_heal_skill_interval;
+
+ if(pc_checkoversp(sd)) {
+ sd->inchealspiritsptick = 0;
+ return;
+ }
+
+ sd->inchealspiritsptick += natural_heal_diff_tick;
+
+ if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
+ interval += interval;
+
+ if(sd->inchealspiritsptick < interval)
+ return;
+
+ if(!pc_issit(sd))
+ {
+ sd->inchealspiritsptick -= natural_heal_diff_tick;
+ return;
+ }
+ bonus_sp = sd->nsshealsp;
+ while(sd->inchealspiritsptick >= interval) {
+ sd->inchealspiritsptick -= interval;
+ if(status_heal(&sd->bl, 0, bonus_sp, 3) < bonus_sp)
+ {
+ sd->inchealspiritsptick = 0;
+ break;
+ }
+ }
+
+ return;
+}
+
+static void pc_bleeding (struct map_session_data *sd)
+{
+ int hp = 0, sp = 0;
+
+ if (sd->hp_loss_value > 0) {
+ sd->hp_loss_tick += natural_heal_diff_tick;
+ if (sd->hp_loss_tick >= sd->hp_loss_rate) {
+ do {
+ hp += sd->hp_loss_value;
+ sd->hp_loss_tick -= sd->hp_loss_rate;
+ } while (sd->hp_loss_tick >= sd->hp_loss_rate);
+ sd->hp_loss_tick = 0;
+ }
+ }
+
+ if (sd->sp_loss_value > 0) {
+ sd->sp_loss_tick += natural_heal_diff_tick;
+ if (sd->sp_loss_tick >= sd->sp_loss_rate) {
+ do {
+ sp += sd->sp_loss_value;
+ sd->sp_loss_tick -= sd->sp_loss_rate;
+ } while (sd->sp_loss_tick >= sd->sp_loss_rate);
+ sd->sp_loss_tick = 0;
+ }
+ }
+
+ if (hp > 0 || sp > 0)
+ status_zap(&sd->bl, hp, sp);
+
+ return;
+}
+
+/*==========================================
+ * HP/SP 自然回復 各クライアント
+ *------------------------------------------
+ */
+
+static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
+ int tick;
+
+ nullpo_retr(0, sd);
+ tick = va_arg(ap,int);
+
+// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
+ if (pc_isdead(sd) || pc_ishiding(sd) ||
+ //-- cannot regen for 5 minutes after using Berserk --- [Celest]
+ (sd->sc.count && (
+ (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
+ (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
+ sd->sc.data[SC_BERSERK].timer != -1 ||
+ sd->sc.data[SC_TRICKDEAD].timer != -1 ||
+ sd->sc.data[SC_BLEEDING].timer != -1
+ ))
+ ) { //Cannot heal neither natural or special.
+ sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
+ sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
+ } else {
+ if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
+ sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
+ sd->hp_sub = sd->inchealhptick = 0;
+ sd->sp_sub = sd->inchealsptick = 0;
+ } else { //natural heal
+ pc_natural_heal_hp(sd);
+ if(sd->sc.count && (
+ sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
+ sd->sc.data[SC_DANCING].timer != -1
+ )) //No SP natural heal.
+ sd->sp_sub = sd->inchealsptick = 0;
+ else
+ pc_natural_heal_sp(sd);
+ sd->canregen_tick = tick;
+ }
+ //Sitting Healing
+ if (sd->nsshealhp)
+ pc_spirit_heal_hp(sd);
+ if (sd->nsshealsp)
+ pc_spirit_heal_sp(sd);
+ }
+ if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
+ pc_bleeding(sd);
+ else
+ sd->hp_loss_tick = sd->sp_loss_tick = 0;
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP自然回復 (interval timer??)
+ *------------------------------------------
+ */
+int pc_natural_heal(int tid,unsigned int tick,int id,int data)
+{
+ natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
+ clif_foreachclient(pc_natural_heal_sub, tick);
+
+ natural_heal_prev_tick = tick;
+ return 0;
+}
+
+/*==========================================
+ * セ?ブポイントの保存
+ *------------------------------------------
+ */
+int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
+{
+ nullpo_retr(0, sd);
+
+ sd->status.save_point.map = mapindex;
+ sd->status.save_point.x = x;
+ sd->status.save_point.y = y;
+
+ return 0;
+}
+
+/*==========================================
+ * 自動セ?ブ 各クライアント
+ *------------------------------------------
+ */
+static int last_save_fd,save_flag;
+static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
+{
+ nullpo_retr(0, sd);
+
+ Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
+
+ if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
+ {
+ // pet
+ if(sd->status.pet_id > 0 && sd->pd)
+ intif_save_petdata(sd->status.account_id,&sd->pet);
+
+ chrif_save(sd,0);
+ save_flag=1;
+ last_save_fd = sd->fd;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 自動セ?ブ (timer??)
+ *------------------------------------------
+ */
+int pc_autosave(int tid,unsigned int tick,int id,int data)
+{
+ int interval;
+
+ save_flag=0;
+ clif_foreachclient(pc_autosave_sub);
+ if(save_flag==0)
+ last_save_fd=0;
+
+ interval = autosave_interval/(clif_countusers()+1);
+ if(interval <= 0)
+ interval = 1;
+ add_timer(gettick()+interval,pc_autosave,0,0);
+
+ return 0;
+}
+
+int pc_read_gm_account(int fd)
+{
+ int i = 0;
+ RFIFOHEAD(fd);
+ if (gm_account != NULL)
+ aFree(gm_account);
+ GM_num = 0;
+ gm_account = (struct gm_account *) aMallocA(((RFIFOW(fd,2) - 4) / 5)*sizeof(struct gm_account));
+ for (i = 4; i < RFIFOW(fd,2); i += 5) {
+ gm_account[GM_num].account_id = RFIFOL(fd,i);
+ gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
+ //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
+ GM_num++;
+ }
+ return GM_num;
+}
+
+/*================================================
+ * timer to do the day [Yor]
+ * data: 0 = called by timer, 1 = gmcommand/script
+ *------------------------------------------------
+ */
+int map_day_timer(int tid, unsigned int tick, int id, int data)
+{
+ char tmp_soutput[1024];
+ struct map_session_data *pl_sd;
+
+ if (data == 0 && battle_config.day_duration <= 0) // if we want a day
+ return 0;
+
+ if (night_flag != 0) {
+ int i;
+ night_flag = 0; // 0=day, 1=night [Yor]
+
+ for(i = 0; i < fd_max; i++) {
+ if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
+ {
+ if (pl_sd->state.night) {
+ clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
+ pl_sd->state.night = 0;
+ }
+ }
+ }
+
+ strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
+ intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
+ }
+
+ return 0;
+}
+
+/*================================================
+ * timer to do the night [Yor]
+ * data: 0 = called by timer, 1 = gmcommand/script
+ *------------------------------------------------
+ */
+int map_night_timer(int tid, unsigned int tick, int id, int data)
+{
+ char tmp_soutput[1024];
+ struct map_session_data *pl_sd;
+
+ if (data == 0 && battle_config.night_duration <= 0) // if we want a night
+ return 0;
+
+ if (night_flag == 0) {
+ int i;
+ night_flag = 1; // 0=day, 1=night [Yor]
+ for(i = 0; i < fd_max; i++) {
+ if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
+ {
+ if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
+ clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
+ pl_sd->state.night = 1;
+ }
+ }
+ }
+ strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
+ intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
+ }
+
+ return 0;
+}
+
+void pc_setstand(struct map_session_data *sd){
+ nullpo_retv(sd);
+
+ if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
+ status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
+
+ sd->state.dead_sit = sd->vd.dead_sit = 0;
+}
+
+int pc_split_str(char *str,char **val,int num)
+{
+ int i;
+
+ for (i=0; i<num && str; i++){
+ val[i] = str;
+ str = strchr(str,',');
+ if (str && i<num-1) //Do not remove a trailing comma.
+ *str++=0;
+ }
+ return i;
+}
+
+int pc_split_atoi(char *str,int *val, char sep, int max)
+{
+ int i,j;
+ for (i=0; i<max; i++) {
+ if (!str) break;
+ val[i] = atoi(str);
+ str = strchr(str,sep);
+ if (str)
+ *str++=0;
+ }
+ //Zero up the remaining.
+ for(j=i; j < max; j++)
+ val[j] = 0;
+ return i;
+}
+
+int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
+{
+ static int warning=0;
+ int i,j;
+ double f;
+ for (i=0; i<max; i++) {
+ if (!str) break;
+ f = atof(str);
+ if (f < 0)
+ val[i] = 0;
+ else if (f > UINT_MAX) {
+ val[i] = UINT_MAX;
+ if (!warning) {
+ warning = 1;
+ ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
+ }
+ } else
+ val[i] = (unsigned int)f;
+ str = strchr(str,sep);
+ if (str)
+ *str++=0;
+ }
+ //Zero up the remaining.
+ for(j=i; j < max; j++)
+ val[j] = 0;
+ return i;
+}
+
+//
+// 初期化物
+//
+/*==========================================
+ * 設定ファイル?み?む
+ * exp.txt 必要??値
+ * job_db1.txt 重量,hp,sp,攻?速度
+ * job_db2.txt job能力値ボ?ナス
+ * skill_tree.txt 各職?のスキルツリ?
+ * attr_fix.txt ?性修正テ?ブル
+ * size_fix.txt サイズ補正テ?ブル
+ * refine_db.txt 精?デ?タテ?ブル
+ *------------------------------------------
+ */
+int pc_readdb(void)
+{
+ int i,j,k;
+ FILE *fp;
+ char line[24000],*p;
+
+ // 必要??値?み?み
+ memset(exp_table,0,sizeof(exp_table));
+ memset(max_level,0,sizeof(max_level));
+ sprintf(line, "%s/exp.txt", db_path);
+ fp=fopen(line, "r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", line);
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ int jobs[MAX_PC_CLASS], job_count, job;
+ int type;
+ unsigned int max;
+ char *split[4];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if (pc_split_str(line,split,4) < 4)
+ continue;
+
+ job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS);
+ if (job_count < 1)
+ continue;
+ job = jobs[0];
+ if (!pcdb_checkid(job)) {
+ ShowError("pc_readdb: Invalid job ID %d.\n", job);
+ continue;
+ }
+ type = atoi(split[2]);
+ if (type < 0 || type > 1) {
+ ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
+ continue;
+ }
+ max = atoi(split[0]);
+ if (max > MAX_LEVEL) {
+ ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL);
+ max = MAX_LEVEL;
+ }
+ //We send one less and then one more because the last entry in the exp array should hold 0.
+ max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1;
+ //Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
+ //The reasoning behind the -2 is this... if the max level is 5, then the array
+ //should look like this:
+ //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
+ while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0)
+ max_level[job][type]--;
+ if (max_level[job][type] < max) {
+ ShowWarning("pc_readdb: Specified max %d for job %d, but that job's exp table only goes up to level %d.\n", max, job, max_level[job][type]);
+ ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n", max);
+ max_level[job][type] = max;
+ }
+// ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
+ for (i = 1; i < job_count; i++) {
+ job = jobs[i];
+ if (!pcdb_checkid(job)) {
+ ShowError("pc_readdb: Invalid job ID %d.\n", job);
+ continue;
+ }
+ memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
+ max_level[job][type] = max;
+// ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]);
+ }
+ }
+ fclose(fp);
+ for (i = 0; i < MAX_PC_CLASS; i++) {
+ if (!pcdb_checkid(i)) continue;
+ if (i == JOB_WEDDING || i == JOB_XMAS)
+ continue; //Classes that do not need exp tables.
+ if (!max_level[i][0])
+ ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
+ if (!max_level[i][1])
+ ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
+ }
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
+
+ // スキルツリ?
+ memset(skill_tree,0,sizeof(skill_tree));
+ sprintf(line, "%s/skill_tree.txt", db_path);
+ fp=fopen(line,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", line);
+ return 1;
+ }
+
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[50];
+ int f=0, m=3;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<14 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(j<13)
+ continue;
+ if (j == 14) {
+ f=1; // MinJobLvl has been added
+ m++;
+ }
+ // check for bounds [celest]
+ if (atoi(split[0]) >= MAX_PC_CLASS)
+ continue;
+ k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
+ for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
+ if (j == MAX_SKILL_TREE)
+ {
+ ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0]));
+ continue;
+ }
+ skill_tree[atoi(split[0])][j].id=k;
+ skill_tree[atoi(split[0])][j].max=atoi(split[2]);
+ if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
+
+ for(k=0;k<5;k++){
+ skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
+ skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
+
+ // ?性修正テ?ブル
+ for(i=0;i<4;i++)
+ for(j=0;j<ELE_MAX;j++)
+ for(k=0;k<ELE_MAX;k++)
+ attr_fix_table[i][j][k]=100;
+
+ sprintf(line, "%s/attr_fix.txt", db_path);
+ fp=fopen(line,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", line);
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[10];
+ int lv,n;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<3 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ lv=atoi(split[0]);
+ n=atoi(split[1]);
+
+ for(i=0;i<n && i<ELE_MAX;){
+ if( !fgets(line, sizeof(line)-1, fp) )
+ break;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+
+ for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
+ while(*p==32 && *p>0)
+ p++;
+ attr_fix_table[lv-1][i][j]=atoi(p);
+ if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
+ attr_fix_table[lv-1][i][j] = 0;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+
+ i++;
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
+
+ // スキルツリ?
+ memset(statp,0,sizeof(statp));
+ i=1;
+ j=45; // base points
+ sprintf(line, "%s/statpoint.txt", db_path);
+ fp=fopen(line,"r");
+ if(fp == NULL){
+ ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
+ //return 1;
+ } else {
+ while(fgets(line, sizeof(line)-1, fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if ((j=atoi(line))<0)
+ j=0;
+ if (i >= MAX_LEVEL)
+ break;
+ statp[i]=j;
+ i++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
+ }
+ // generate the remaining parts of the db if necessary
+ for (; i < MAX_LEVEL; i++) {
+ j += (i+15)/5;
+ statp[i] = j;
+ }
+
+ return 0;
+}
+
+// Read MOTD on startup. [Valaris]
+int pc_read_motd(void) {
+ FILE *fp;
+ int ln=0,i=0;
+
+ memset(motd_text,0,sizeof(motd_text));
+ if ((fp = fopen(motd_txt, "r")) != NULL) {
+ while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
+ if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
+ continue;
+ for(i=0; motd_text[ln][i]; i++) {
+ if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
+ if(i)
+ motd_text[ln][i]=0;
+ else
+ motd_text[ln][0]=' ';
+ ln++;
+ break;
+ }
+ }
+ }
+ fclose(fp);
+ }
+ else if(battle_config.error_log)
+ ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
+
+ return 0;
+}
+
+/*==========================================
+ * pc? 係初期化
+ *------------------------------------------
+ */
+void do_final_pc(void) {
+ if (gm_account)
+ aFree(gm_account);
+ return;
+}
+int do_init_pc(void) {
+ pc_readdb();
+ pc_read_motd(); // Read MOTD [Valaris]
+
+ add_timer_func_list(pc_natural_heal, "pc_natural_heal");
+ add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
+ add_timer_func_list(pc_eventtimer, "pc_eventtimer");
+ add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
+ add_timer_func_list(pc_autosave, "pc_autosave");
+ add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
+ add_timer_func_list(pc_follow_timer, "pc_follow_timer");
+ natural_heal_prev_tick = gettick();
+ add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
+ add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
+
+ if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
+ int day_duration = battle_config.day_duration;
+ int night_duration = battle_config.night_duration;
+ // add night/day timer (by [yor])
+ add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
+ add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
+
+ if (!battle_config.night_at_start) {
+ night_flag = 0; // 0=day, 1=night [Yor]
+ day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
+ night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
+ } else {
+ night_flag = 1; // 0=day, 1=night [Yor]
+ day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
+ night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
+ }
+ }
+
+ return 0;
+}
diff --git a/src/map/skill.c b/src/map/skill.c
index 250ef1d3c..fd7dc61d9 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -6166,7 +6166,7 @@ static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
return 0;
if (flag) { //Set dissonance
- target->val1 = src->val1 = BA_DISSONANCE;
+ target->val1 = src->val1 = target->val2&UF_SONG?BA_DISSONANCE:DC_UGLYDANCE;
target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
} else { //Remove dissonance
target->val1 = target->group->skill_id; //Restore skill id
@@ -6665,11 +6665,16 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
type = SkillStatusChangeTable(sg->skill_id);
skillid = sg->skill_id;
if (sg->state.song_dance && src->val2&UF_ENSEMBLE)
- { //Treat this group as if it were BA_DISSONANCE.
+ { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
//Values will be restored on proper switch case.
src->val1 = sg->unit_id;
- sg->unit_id = UNT_DISSONANCE;
- sg->skill_id = BA_DISSONANCE;
+ if (src->val2&UF_SONG) {
+ sg->unit_id = UNT_DISSONANCE;
+ sg->skill_id = BA_DISSONANCE;
+ } else {
+ sg->unit_id = UNT_UGLYDANCE;
+ sg->skill_id = DC_UGLYDANCE;
+ }
}
if (sg->interval == -1) {
@@ -6872,10 +6877,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
- if (ss->id == bl->id)
- break;
- if (bl->type == BL_PC)
+ if (ss->id != bl->id && bl->type == BL_PC)
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
+ if (sg->state.song_dance && src->val2&UF_ENSEMBLE)
+ { //Restore values.
+ sg->skill_id = skillid;
+ sg->unit_id = src->val1;
+ src->val1 = DC_UGLYDANCE;
+ }
break;
case UNT_DISSONANCE:
diff --git a/src/map/status.c b/src/map/status.c
index f59375c69..e39ff93f0 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -458,7 +458,7 @@ int SkillStatusChangeTable(int skill)
ShowError("add_sc: Unsupported skill id %d\n", skill);
return -1;
}
- return SkillStatusChangeTableArray[skill];
+ return SkillStatusChangeTableArray[sk];
}
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
static void initDummyData(void) {