diff options
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 7957 |
1 files changed, 7957 insertions, 0 deletions
diff --git a/src/map/pc.c b/src/map/pc.c new file mode 100644 index 000000000..5ec5b8a1b --- /dev/null +++ b/src/map/pc.c @@ -0,0 +1,7957 @@ +// $Id: pc.c 101 2004-11-26 5:47:29 PM Celestia $ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <ctype.h> +#include <time.h> + +#include "socket.h" // [Valaris] +#include "timer.h" +#include "db.h" + +#include "malloc.h" +#include "map.h" +#include "chrif.h" +#include "clif.h" +#include "intif.h" +#include "pc.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 "nullpo.h" +#include "atcommand.h" +#include "log.h" + +#ifndef TXT_ONLY // mail system [Valaris] +#include "mail.h" +#endif + +#ifdef MEMWATCH +#include "memwatch.h" +#endif + +#define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔 + +#define STATE_BLIND 0x10 + +static int max_weight_base[MAX_PC_CLASS]; +static int hp_coefficient[MAX_PC_CLASS]; +static int hp_coefficient2[MAX_PC_CLASS]; +static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; +static int sp_coefficient[MAX_PC_CLASS]; +static int aspd_base[MAX_PC_CLASS][20]; +static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL]; +static int exp_table[14][MAX_LEVEL]; +static char statp[255][7]; + +/*static struct { + int id; + int max; + struct { + short id,lv; + } need[6]; +} skill_tree[3][MAX_PC_CLASS][100];*/ // moved to pc.h - celest + +static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt) +static int refinebonus[5][3]; // 精?ボ?ナステ?ブル(refine_db.txt) +static int percentrefinery[5][10]; // 精?成功率(refine_db.txt) + +static int dirx[8]={0,-1,-1,-1,0,1,1,1}; +static int diry[8]={1,1,0,-1,-1,-1,0,1}; + +static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000}; + +//static struct dbt *gm_account_db; +static struct gm_account *gm_account = NULL; +static int GM_num = 0; + +int pc_isGM(struct map_session_data *sd) { +// struct gm_account *p; + int i; + + nullpo_retr(0, sd); + + if(sd->bl.type!=BL_PC ) + return 0; + +/* p = numdb_search(gm_account_db, sd->status.account_id); + if (p == NULL) + return 0; + return p->level;*/ + + //For console [Wizputer] + 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_iskiller(struct map_session_data *src, struct map_session_data *target) { + nullpo_retr(0, src); + + if(src->bl.type!=BL_PC ) + return 0; + if (src->special_state.killer) + return 1; + + if(target->bl.type!=BL_PC ) + return 0; + if (target->special_state.killable) + return 1; + + return 0; +} + + +int pc_set_gm_level(int account_id, int level) { + int i; + for (i = 0; i < GM_num; i++) { + if (account_id == gm_account[i].account_id) { + gm_account[i].level = level; + return 0; + } + } + + GM_num++; + gm_account = realloc(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; +} + +int pc_getrefinebonus(int lv, int type) { + if (lv >= 0 && lv < 5 && type >= 0 && type < 3) + return refinebonus[lv][type]; + return 0; +} + +static int distance(int x0, int y0, int x1, int y1) { + int dx, dy; + + dx = abs(x0-x1); + dy = abs(y0-y1); + return dx>dy ? dx : dy; +} + +static 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) + printf("invincible_timer %d != %d\n",sd->invincible_timer,tid); + return 0; + } + sd->invincible_timer=-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; + } + return 0; +} + +static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) { + struct map_session_data *sd; + int i; + + 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) + printf("spirit_timer %d != %d\n",sd->spirit_timer[0],tid); + return 0; + } + sd->spirit_timer[0]=-1; + for(i=1;i<sd->spiritball;i++) { + sd->spirit_timer[i-1] = sd->spirit_timer[i]; + sd->spirit_timer[i] = -1; + } + sd->spiritball--; + if(sd->spiritball < 0) + sd->spiritball = 0; + clif_spiritball(sd); + + return 0; +} + +int pc_addspiritball(struct map_session_data *sd,int interval,int max) { + int i; + + nullpo_retr(0, sd); + + if(max > MAX_SKILL_LEVEL) + max = MAX_SKILL_LEVEL; + if(sd->spiritball < 0) + sd->spiritball = 0; + + if(sd->spiritball >= max) { + if(sd->spirit_timer[0] != -1) { + delete_timer(sd->spirit_timer[0],pc_spiritball_timer); + sd->spirit_timer[0] = -1; + } + for(i=1;i<max;i++) { + sd->spirit_timer[i-1] = sd->spirit_timer[i]; + sd->spirit_timer[i] = -1; + } + } + else + sd->spiritball++; + + sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0); + clif_spiritball(sd); + + return 0; +} + +int pc_delspiritball(struct map_session_data *sd,int count,int type) { + int i; + + nullpo_retr(0, sd); + + if(sd->spiritball <= 0) { + sd->spiritball = 0; + return 0; + } + + if(count > sd->spiritball) + count = sd->spiritball; + sd->spiritball -= count; + if(count > MAX_SKILL_LEVEL) + count = MAX_SKILL_LEVEL; + + for(i=0;i<count;i++) { + if(sd->spirit_timer[i] != -1) { + delete_timer(sd->spirit_timer[i],pc_spiritball_timer); + sd->spirit_timer[i] = -1; + } + } + for(i=count;i<MAX_SKILL_LEVEL;i++) { + sd->spirit_timer[i-count] = sd->spirit_timer[i]; + sd->spirit_timer[i] = -1; + } + + if(!type) + clif_spiritball(sd); + + return 0; +} + +int pc_setrestartvalue(struct map_session_data *sd,int type) { + //?生や養子の場合の元の職業を算出する + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class); + + //----------------------- + // 死亡した + if(sd->special_state.restart_full_recover) { // オシリスカ?ド + sd->status.hp=sd->status.max_hp; + sd->status.sp=sd->status.max_sp; + } + else { + if(s_class.job == 0 && battle_config.restart_hp_rate < 50) { //ノビは半分回復 + sd->status.hp=(sd->status.max_hp)/2; + } + else { + if(battle_config.restart_hp_rate <= 0) + sd->status.hp = 1; + else { + sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100; + if(sd->status.hp <= 0) + sd->status.hp = 1; + } + } + if(battle_config.restart_sp_rate > 0) { + int sp = sd->status.max_sp * battle_config.restart_sp_rate /100; + if(sd->status.sp < sp) + sd->status.sp = sp; + } + } + if(type&1) + clif_updatestatus(sd,SP_HP); + if(type&1) + clif_updatestatus(sd,SP_SP); + + /* removed exp penalty on spawn [Valaris] */ + + if(type&2 && sd->status.class != 0 && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) { + int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.); + if(zeny < 1) zeny = 1; + sd->status.zeny -= zeny; + if(sd->status.zeny < 0) sd->status.zeny = 0; + clif_updatestatus(sd,SP_ZENY); + } + + return 0; +} + +/*========================================== + * 自分をロックしているMOBの?を?える(foreachclient) + *------------------------------------------ + */ +static int pc_counttargeted_sub(struct block_list *bl,va_list ap) +{ + int id,*c,target_lv; + struct block_list *src; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + id=va_arg(ap,int); + + nullpo_retr(0, c=va_arg(ap,int *)); + + src=va_arg(ap,struct block_list *); + target_lv=va_arg(ap,int); + if(id == bl->id || (src && id == src->id)) return 0; + if(bl->type == BL_PC) { + struct map_session_data *sd=(struct map_session_data *)bl; + if( sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv) + (*c)++; + } + else if(bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data *)bl; + if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv) + + (*c)++; + //printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv); + } + return 0; +} + +int pc_counttargeted(struct map_session_data *sd,struct block_list *src,int target_lv) +{ + int c=0; + map_foreachinarea(pc_counttargeted_sub, sd->bl.m, + sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE, + sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,0,sd->bl.id,&c,src,target_lv); + return c; +} + +/*========================================== + * ロ?カルプロトタイプ宣言 (必要な物のみ) + *------------------------------------------ + */ +static int pc_walktoxy_sub(struct map_session_data *); + +/*========================================== + * saveに必要なステ?タス修正を行なう + *------------------------------------------ + */ +int pc_makesavestatus(struct map_session_data *sd) +{ + nullpo_retr(0, sd); + + // 服の色は色?弊害が多いので保存?象にはしない + if(!battle_config.save_clothcolor) + sd->status.clothes_color=0; + + // 死亡?態だったのでhpを1、位置をセ?ブ場所に?更 + if(pc_isdead(sd)){ + pc_setrestartvalue(sd,0); + memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); + } else { + memcpy(sd->status.last_point.map,sd->mapname,24); + sd->status.last_point.x = sd->bl.x; + sd->status.last_point.y = sd->bl.y; + } + + // セ?ブ禁止マップだったので指定位置に移動 + if(map[sd->bl.m].flag.nosave){ + struct map_data *m=&map[sd->bl.m]; + if(strcmp(m->save.map,"SavePoint")==0) + memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); + else + memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); + } + + //マナ?ポイントがプラスだった場合0に + if(battle_config.muting_players && sd->status.manner > 0) + sd->status.manner = 0; + return 0; +} + +/*========================================== + * 接?時の初期化 + *------------------------------------------ + */ +int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, int client_tick, int sex, int fd) { + nullpo_retr(0, sd); + + sd->bl.id = account_id; + sd->char_id = char_id; + sd->login_id1 = login_id1; + sd->login_id2 = 0; // at this point, we can not know the value :( + sd->client_tick = client_tick; + sd->sex = sex; + sd->state.auth = 0; + sd->bl.type = BL_PC; + sd->canact_tick = sd->canmove_tick = gettick(); + sd->canlog_tick = gettick(); + sd->state.waitingdisconnect = 0; + + return 0; +} + +int pc_equippoint(struct map_session_data *sd,int n) +{ + int ep = 0; + //?生や養子の場合の元の職業を算出する + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class); + + if(sd->inventory_data[n]) { + ep = sd->inventory_data[n]->equip; + if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) { + if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || s_class.job == 12)) + return 34; + } + } + return ep; +} + +int pc_setinventorydata(struct map_session_data *sd) +{ + int i,id; + + nullpo_retr(0, sd); + + for(i=0;i<MAX_INVENTORY;i++) { + id = sd->status.inventory[i].nameid; + sd->inventory_data[i] = itemdb_search(id); + } + return 0; +} + +int pc_calcweapontype(struct map_session_data *sd) +{ + nullpo_retr(0, sd); + + if(sd->weapontype1 != 0 && sd->weapontype2 == 0) + sd->status.weapon = sd->weapontype1; + if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// 左手武器 Only + sd->status.weapon = sd->weapontype2; + else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?短? + sd->status.weapon = 0x11; + else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??手? + sd->status.weapon = 0x12; + else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??手斧 + sd->status.weapon = 0x13; + else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) || + (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短? - ?手? + sd->status.weapon = 0x14; + else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) || + (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短? - 斧 + sd->status.weapon = 0x15; + else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) || + (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?手? - 斧 + sd->status.weapon = 0x16; + else + sd->status.weapon = sd->weapontype1; + + return 0; +} + +int pc_setequipindex(struct map_session_data *sd) +{ + int i,j; + + nullpo_retr(0, sd); + + for(i=0;i<11;i++) + sd->equip_index[i] = -1; + + for(i=0;i<MAX_INVENTORY;i++) { + if(sd->status.inventory[i].nameid <= 0) + continue; + if(sd->status.inventory[i].equip) { + for(j=0;j<11;j++) + if(sd->status.inventory[i].equip & equip_pos[j]) + sd->equip_index[j] = i; + if(sd->status.inventory[i].equip & 0x0002) { + if(sd->inventory_data[i]) + sd->weapontype1 = sd->inventory_data[i]->look; + else + sd->weapontype1 = 0; + } + if(sd->status.inventory[i].equip & 0x0020) { + if(sd->inventory_data[i]) { + if(sd->inventory_data[i]->type == 4) { + if(sd->status.inventory[i].equip == 0x0020) + sd->weapontype2 = sd->inventory_data[i]->look; + else + sd->weapontype2 = 0; + } + else + sd->weapontype2 = 0; + } + else + sd->weapontype2 = 0; + } + } + } + pc_calcweapontype(sd); + + return 0; +} + +int pc_isequip(struct map_session_data *sd,int n) +{ + struct item_data *item; + struct status_change *sc_data; + //?生や養子の場合の元の職業を算出する + + nullpo_retr(0, sd); + + item = sd->inventory_data[n]; + sc_data = battle_get_sc_data(&sd->bl); + //s_class = pc_calc_base_job(sd->status.class); + + if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip ) + return 1; + + if(item == NULL) + return 0; + if(item->sex != 2 && sd->status.sex != item->sex) + return 0; + if(item->elv > 0 && sd->status.base_level < item->elv) + return 0; +// -- moonsoul (below statement substituted for commented out version further below +// as it allows all advanced classes to equip items their normal versions +// could equip) +// + if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted equipment [Valaris] + ((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0)) + return 0; + if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022) + if((sd->status.class<=4000 && ((1<<sd->status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) || + (sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0)) + return 0; +// if(((1<<sd->status.class)&item->class) == 0) +// return 0; + if(map[sd->bl.m].flag.pvp && (item->flag.no_equip==1 || item->flag.no_equip==3)) + return 0; + if(map[sd->bl.m].flag.gvg && (item->flag.no_equip==2 || item->flag.no_equip==3)) + return 0; + if(item->equip & 0x0002 && sc_data && sc_data[SC_STRIPWEAPON].timer != -1) + return 0; + if(item->equip & 0x0020 && sc_data && sc_data[SC_STRIPSHIELD].timer != -1) + return 0; + if(item->equip & 0x0010 && sc_data && sc_data[SC_STRIPARMOR].timer != -1) + return 0; + if(item->equip & 0x0100 && sc_data && sc_data[SC_STRIPHELM].timer != -1) + return 0; + return 1; +} + +/*========================================== + * Weapon Breaking [Valaris] + *------------------------------------------ + */ +int pc_breakweapon(struct map_session_data *sd) +{ + struct item_data* item; + char output[255]; + int i; + + if(sd==NULL) + return -1; + if(sd->unbreakable>=rand()%100) + return 0; + if(sd->sc_data && sd->sc_data[SC_CP_WEAPON].timer != -1) + return 0; + + for(i=0;i<MAX_INVENTORY;i++){ + if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0002 && !sd->status.inventory[i].attribute==1){ + item=sd->inventory_data[i]; + sd->status.inventory[i].attribute=1; + pc_unequipitem(sd,i,0,BF_NORMAL); + sprintf(output, "%s has broken.",item->jname); + clif_emotion(&sd->bl,23); + clif_displaymessage(sd->fd, output); + clif_equiplist(sd); + return 1; + } + } + + return 0; +} +/*========================================== + * Armor Breaking [Valaris] + *------------------------------------------ + */ +int pc_breakarmor(struct map_session_data *sd) +{ + struct item_data* item; + char output[255]; + int i; + + if(sd==NULL) + return -1; + if(sd->unbreakable>=rand()%100) + return 0; + if(sd->sc_data && sd->sc_data[SC_CP_ARMOR].timer != -1) + return 0; + + for(i=0;i<MAX_INVENTORY;i++){ + if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0010 && !sd->status.inventory[i].attribute==1){ + item=sd->inventory_data[i]; + sd->status.inventory[i].attribute=1; + pc_unequipitem(sd,i,0,BF_NORMAL); + sprintf(output, "%s has broken.",item->jname); + clif_emotion(&sd->bl,23); + clif_displaymessage(sd->fd, output); + clif_equiplist(sd); + } + } + + return 0; +} +/*========================================== + * 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(int id, int login_id2, time_t connect_until_time, struct mmo_charstatus *st) +{ + struct map_session_data *sd = NULL; + + struct party *p; + struct guild *g; + int i; + unsigned long tick = gettick(); + + sd = map_id2sd(id); + nullpo_retr(1, sd); + + 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; + } + + memset(&sd->state, 0, sizeof(sd->state)); + // 基本的な初期化 + sd->state.connect_new = 1; + sd->bl.prev = sd->bl.next = NULL; + + sd->weapontype1 = sd->weapontype2 = 0; + sd->view_class = sd->status.class; + sd->speed = DEFAULT_WALK_SPEED; + sd->state.dead_sit = 0; + sd->dir = 0; + sd->head_dir = 0; + sd->state.auth = 1; + sd->walktimer = -1; + sd->attacktimer = -1; + sd->followtimer = -1; // [MouseJstr] + sd->skilltimer = -1; + sd->skillitem = -1; + sd->skillitemlv = -1; + sd->invincible_timer = -1; + sd->sg_count = 0; + + sd->deal_locked = 0; + sd->trade_partner = 0; + + sd->inchealhptick = 0; + sd->inchealsptick = 0; + sd->hp_sub = 0; + sd->sp_sub = 0; + sd->inchealspirithptick = 0; + sd->inchealspiritsptick = 0; + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->attackabletime = tick; + + sd->doridori_counter = 0; + + sd->change_level = pc_readglobalreg(sd,"jobchange_level"); + +#ifndef TXT_ONLY // mail system [Valaris] + if(battle_config.mail_system) + sd->mail_counter = 0; +#endif + sd->spiritball = 0; + for(i = 0; i < MAX_SKILL_LEVEL; i++) + sd->spirit_timer[i] = -1; + for(i = 0; i < MAX_SKILLTIMERSKILL; i++) + sd->skilltimerskill[i].timer = -1; + + memset(&sd->dev,0,sizeof(struct square)); + for(i = 0; i < 5; i++) { + sd->dev.val1[i] = 0; + sd->dev.val2[i] = 0; + } + + // アカウント??の送信要求 + intif_request_accountreg(sd); + + // アイテムチェック + pc_setinventorydata(sd); + pc_checkitem(sd); + + // pet + sd->petDB = NULL; + sd->pd = NULL; + sd->pet_hungry_timer = -1; + memset(&sd->pet, 0, sizeof(struct s_pet)); + + // ステ?タス異常の初期化 + for(i = 0; i < MAX_STATUSCHANGE; i++) { + sd->sc_data[i].timer=-1; + sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 = sd->sc_data[i].val4 = 0; + } + sd->sc_count=0; + if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) && + (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide))) + sd->status.option &= (OPTION_MASK | OPTION_HIDE); + else + sd->status.option &= OPTION_MASK; + + // スキルユニット?係の初期化 + memset(sd->skillunit, 0, sizeof(sd->skillunit)); + memset(sd->skillunittick, 0, sizeof(sd->skillunittick)); + + // パ?ティ??係の初期化 + sd->party_sended = 0; + sd->party_invite = 0; + sd->party_x = -1; + sd->party_y = -1; + sd->party_hp = -1; + + // ギルド?係の初期化 + sd->guild_sended = 0; + sd->guild_invite = 0; + sd->guild_alliance = 0; + + // イベント?係の初期化 + memset(sd->eventqueue, 0, sizeof(sd->eventqueue)); + for(i = 0; i < MAX_EVENTTIMER; i++) + sd->eventtimer[i] = -1; + + // 位置の設定 + pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0); + + // 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 && (p = party_search(sd->status.party_id)) == NULL) + party_request_info(sd->status.party_id); + if (sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) == NULL) + guild_request_info(sd->status.guild_id); + + // pvpの設定 + sd->pvp_rank = 0; + sd->pvp_point = 0; + sd->pvp_timer = -1; + + // 通知 + + clif_authok(sd); + map_addnickdb(sd); + if (map_charid2nick(sd->status.char_id) == NULL) + map_addchariddb(sd->status.char_id, sd->status.name); + + //スパノビ用死にカウンタ?のスクリプト??からの?み出しとsdへのセット + sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER"); + + if (night_flag == 1 && !map[sd->bl.m].flag.indoors) { + char tmpstr[1024]; + strcpy(tmpstr, msg_txt(500)); // Actually, it's the night... + clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); + if (battle_config.night_darkness_level > 0) + clif_specialeffect(&sd->bl, 474 + battle_config.night_darkness_level, 0); + else + //clif_specialeffect(&sd->bl, 483, 0); // default darkness level + sd->opt2 |= STATE_BLIND; + } + + // ステ?タス初期計算など + pc_calcstatus(sd,1); + + if (pc_isGM(sd)) + printf("Connection accepted: character '%s' (account: %d; GM level %d).\n", sd->status.name, sd->status.account_id, pc_isGM(sd)); + else + printf("Connection accepted: Character '%s' (account: %d).\n", sd->status.name, sd->status.account_id); + + //printf("pc: OnPCLogin event done. (%d events)\n", npc_event_doall("OnPCLogin") ); + if (npc_name2id("PCLoginEvent")) + run_script(npc_name2id("PCLoginEvent")->u.scr.script,0,sd->bl.id,npc_name2id("PCLoginEvent")->bl.id); // PCLoginNPC + // Send friends list + clif_friends_list_send(sd); + + // Message of the Dayの送信 + { + char buf[256]; + FILE *fp; + if ((fp = fopen(motd_txt, "r")) != NULL) { + while (fgets(buf, sizeof(buf)-1, fp) != NULL) { + int i; + for(i=0; buf[i]; i++) { + if (buf[i] == '\r' || buf[i]== '\n') { + buf[i] = 0; + break; + } + } + clif_displaymessage(sd->fd, buf); + } + fclose(fp); + } + } + +#ifndef TXT_ONLY + if(battle_config.mail_system) + 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); + } + + return 0; +} + +/*========================================== + * session idに問題ありなので後始末 + *------------------------------------------ + */ +int pc_authfail(int id) { + struct map_session_data *sd; + + sd = map_id2sd(id); + if (sd == NULL) + return 1; + + clif_authfail_fd(sd->fd, 0); + + return 0; +} + +static int pc_calc_skillpoint(struct map_session_data* sd) +{ + int i,skill,skill_point=0; + + nullpo_retr(0, sd); + + for(i=1;i<MAX_SKILL;i++){ + if( (skill = pc_checkskill(sd,i)) > 0) { + if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) { + 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, s=0; + //?生や養子の場合の元の職業を算出する + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class); + c = s_class.job; + //s = (s_class.upper==1) ? 1 : 0 ; //?生以外は通常のスキル? + s = s_class.upper; + + c = pc_calc_skilltree_normalize_job(c, sd); + + for(i=0;i<MAX_SKILL;i++){ + if (sd->status.skill[i].flag != 13) sd->status.skill[i].id=0; + if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、 + sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに + sd->status.skill[i].flag=0; // flagは0にしておく + } + } + + if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){ + // 全てのスキル + for(i=1;i<158;i++) + sd->status.skill[i].id=i; + for(i=210;i<291;i++) + sd->status.skill[i].id=i; + for(i=304;i<337;i++){ + if(i==331) continue; + sd->status.skill[i].id=i; + } + if(battle_config.enable_upper_class){ //confで無?でなければ?み?む + for(i=355;i<MAX_SKILL;i++) + sd->status.skill[i].id=i; + } + }else{ + // 通常の計算 + do{ + flag=0; + for(i=0;(id=skill_tree[s][c][i].id)>0;i++){ + int j,f=1; + if(!battle_config.skillfree) { + for(j=0;j<5;j++) { + if( skill_tree[s][c][i].need[j].id && + pc_checkskill(sd,skill_tree[s][c][i].need[j].id) < skill_tree[s][c][i].need[j].lv) + f=0; + } + } + if(f && sd->status.skill[id].id==0 ){ + sd->status.skill[id].id=id; + flag=1; + } + } + }while(flag); + } +// if(battle_config.etc_log) +// printf("calc skill_tree\n"); + return 0; +} + +int pc_calc_skilltree_normalize_job(int c, struct map_session_data *sd) { + //if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) { + if (battle_config.skillup_limit && c >= 0 && c < 23) { + int skill_point = pc_calc_skillpoint(sd); + if(skill_point < 9) + c = 0; + //else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) { + //else if ((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && (c > 6 && c < 23)) { + else if ((sd->status.skill_point >= sd->status.job_level && skill_point < sd->change_level+8) && (c > 6 && c < 23)) { + switch(c) { + case 7: + case 14: + c = 1; + break; + case 8: + case 15: + c = 4; + break; + case 9: + case 16: + c = 2; + break; + case 10: + case 18: + c = 5; + break; + case 11: + case 19: + case 20: + c = 3; + break; + case 12: + case 17: + c = 6; + break; + /*case 4008: + case 4015: + c = 4002; + break; + case 4009: + case 4016: + c = 4005; + break; + case 4010: + case 4017: + c = 4003; + break; + case 4011: + case 4019: + c = 4006; + break; + case 4012: + case 4020: + case 4021: + c = 4004; + break; + case 4013: + case 4018: + c = 4007; + break; + case 4030: + case 4037: + c = 4024; + break; + case 4031: + case 4038: + c = 4027; + break; + case 4032: + case 4039: + c = 4025; + break; + case 4033: + case 4040: + c = 4028; + break; + case 4034: + case 4041: + case 4042: + c = 4026; + break; + case 4035: + case 4043: + c = 4029; + break;*/ + } + } + } + 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); + + if(sd->weight*2 >= sd->max_weight) + flag=1; + if(sd->weight*10 >= sd->max_weight*9) + flag=2; + + if(flag==1){ + if(sd->sc_data[SC_WEIGHT50].timer==-1) + skill_status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0); + }else{ + skill_status_change_end(&sd->bl,SC_WEIGHT50,-1); + } + if(flag==2){ + if(sd->sc_data[SC_WEIGHT90].timer==-1) + skill_status_change_start(&sd->bl,SC_WEIGHT90,0,0,0,0,0,0); + }else{ + skill_status_change_end(&sd->bl,SC_WEIGHT90,-1); + } + return 0; +} + +/*========================================== + * パラメ?タ計算 + * first==0の時、計算?象のパラメ?タが呼び出し前から + * ? 化した場合自動でsendするが、 + * 能動的に?化させたパラメ?タは自前でsendするように + *------------------------------------------ + */ +int pc_calcstatus(struct map_session_data* sd,int first) +{ + int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee; + int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class; + int b_base_atk; + struct skill b_skill[MAX_SKILL]; + int i,bl,index; + int skill,aspd_rate,wele,wele_,def_ele,refinedef=0; + int pele=0,pdef_ele=0; + int str,dstr,dex; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + //?生や養子の場合の元の職業を算出する + s_class = pc_calc_base_job(sd->status.class); + + b_speed = sd->speed; + b_max_hp = sd->status.max_hp; + b_max_sp = sd->status.max_sp; + b_hp = sd->status.hp; + b_sp = sd->status.sp; + b_weight = sd->weight; + b_max_weight = sd->max_weight; + memcpy(b_paramb,&sd->paramb,sizeof(b_paramb)); + memcpy(b_parame,&sd->paramc,sizeof(b_parame)); + memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); + b_hit = sd->hit; + b_flee = sd->flee; + b_aspd = sd->aspd; + b_watk = sd->watk; + b_def = sd->def; + b_watk2 = sd->watk2; + b_def2 = sd->def2; + b_flee2 = sd->flee2; + b_critical = sd->critical; + b_attackrange = sd->attackrange; + b_matk1 = sd->matk1; + b_matk2 = sd->matk2; + b_mdef = sd->mdef; + b_mdef2 = sd->mdef2; + b_class = sd->view_class; + sd->view_class = sd->status.class; + b_base_atk = sd->base_atk; + + pc_calc_skilltree(sd); // スキルツリ?の計算 + + sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300; + + if(first&1) { + sd->weight=0; + for(i=0;i<MAX_INVENTORY;i++){ + if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) + continue; + sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; + } + sd->cart_max_weight=battle_config.max_cart_weight; + sd->cart_weight=0; + sd->cart_max_num=MAX_CART; + sd->cart_num=0; + for(i=0;i<MAX_CART;i++){ + if(sd->status.cart[i].nameid==0) + continue; + sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; + sd->cart_num++; + } + } + + memset(sd->paramb,0,sizeof(sd->paramb)); + memset(sd->parame,0,sizeof(sd->parame)); + sd->hit = 0; + sd->flee = 0; + sd->flee2 = 0; + sd->critical = 0; + sd->aspd = 0; + sd->watk = 0; + sd->def = 0; + sd->mdef = 0; + sd->watk2 = 0; + sd->def2 = 0; + sd->mdef2 = 0; + sd->status.max_hp = 0; + sd->status.max_sp = 0; + sd->attackrange = 0; + sd->attackrange_ = 0; + sd->atk_ele = 0; + sd->def_ele = 0; + sd->star =0; + sd->overrefine =0; + sd->matk1 =0; + sd->matk2 =0; + sd->speed = DEFAULT_WALK_SPEED ; + sd->hprate=100; + sd->sprate=100; + sd->castrate=100; + sd->dsprate=100; + sd->base_atk=0; + sd->arrow_atk=0; + sd->arrow_ele=0; + sd->arrow_hit=0; + sd->arrow_range=0; + sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0; + memset(sd->addele,0,sizeof(sd->addele)); + memset(sd->addrace,0,sizeof(sd->addrace)); + memset(sd->addsize,0,sizeof(sd->addsize)); + memset(sd->addele_,0,sizeof(sd->addele_)); + memset(sd->addrace_,0,sizeof(sd->addrace_)); + memset(sd->addsize_,0,sizeof(sd->addsize_)); + memset(sd->subele,0,sizeof(sd->subele)); + memset(sd->subrace,0,sizeof(sd->subrace)); + memset(sd->addeff,0,sizeof(sd->addeff)); + memset(sd->addeff2,0,sizeof(sd->addeff2)); + memset(sd->reseff,0,sizeof(sd->reseff)); + memset(&sd->special_state,0,sizeof(sd->special_state)); + memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele)); + memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race)); + + sd->watk_ = 0; //二刀流用(?) + sd->watk_2 = 0; + sd->atk_ele_ = 0; + sd->star_ = 0; + sd->overrefine_ = 0; + + sd->aspd_rate = 100; + sd->speed_rate = 100; + sd->hprecov_rate = 100; + sd->sprecov_rate = 100; + sd->critical_def = 0; + sd->double_rate = 0; + sd->near_attack_def_rate = sd->long_attack_def_rate = 0; + sd->atk_rate = sd->matk_rate = 100; + sd->ignore_def_ele = sd->ignore_def_race = 0; + sd->ignore_def_ele_ = sd->ignore_def_race_ = 0; + sd->ignore_mdef_ele = sd->ignore_mdef_race = 0; + sd->arrow_cri = 0; + sd->magic_def_rate = sd->misc_def_rate = 0; + memset(sd->arrow_addele,0,sizeof(sd->arrow_addele)); + memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace)); + memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize)); + memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff)); + memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2)); + memset(sd->magic_addele,0,sizeof(sd->magic_addele)); + memset(sd->magic_addrace,0,sizeof(sd->magic_addrace)); + memset(sd->magic_subrace,0,sizeof(sd->magic_subrace)); + sd->perfect_hit = 0; + sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; + sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; + sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0; + sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0; + sd->get_zeny_num = 0; + sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0; + sd->add_def_class_count = sd->add_mdef_class_count = 0; + sd->monster_drop_item_count = 0; + memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate)); + memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_)); + memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate)); + memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate)); + memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate)); + memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race)); + memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate)); + sd->speed_add_rate = sd->aspd_add_rate = 100; + sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0; + sd->splash_range = sd->splash_add_range = 0; + sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0; + sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; + sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0; + sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0; + sd->magic_damage_return = 0; //AppleGirl Was Here + sd->random_attack_increase_add = sd->random_attack_increase_per = 0; + + if(!sd->disguiseflag && sd->disguise) { + sd->disguise=0; + clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); + clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); + clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); + clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); + clif_clearchar(&sd->bl, 9); + pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); + } + + for(i=0;i<10;i++) { + index = sd->equip_index[i]; + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + + if(sd->inventory_data[index]) { + if(sd->inventory_data[index]->type == 4) { + if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { + int j; + for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド + int c=sd->status.inventory[index].card[j]; + if(c>0){ + if(i == 8 && sd->status.inventory[index].equip == 0x20) + sd->state.lr_flag = 1; + run_script(itemdb_equipscript(c),0,sd->bl.id,0); + sd->state.lr_flag = 0; + } + } + } + } + else if(sd->inventory_data[index]->type==5){ // 防具 + if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { + int j; + for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド + int c=sd->status.inventory[index].card[j]; + if(c>0) + run_script(itemdb_equipscript(c),0,sd->bl.id,0); + } + } + } + } + } + wele = sd->atk_ele; + wele_ = sd->atk_ele_; + def_ele = sd->def_ele; + if(sd->status.pet_id > 0) { + struct pet_data *pd=sd->pd; + if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) { + if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0) + run_script(sd->petDB->script,0,sd->bl.id,0); + pele = sd->atk_ele; + pdef_ele = sd->def_ele; + sd->atk_ele = sd->def_ele = 0; + } + } + memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard)); + + // ?備品によるステ?タス?化はここで?行 + for(i=0;i<10;i++) { + index = sd->equip_index[i]; + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + if(sd->inventory_data[index]) { + sd->def += sd->inventory_data[index]->def; + if(sd->inventory_data[index]->type == 4) { + int r,wlv = sd->inventory_data[index]->wlv; + if(i == 8 && sd->status.inventory[index].equip == 0x20) { + //二刀流用デ?タ入力 + sd->watk_ += sd->inventory_data[index]->atk; + sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力 + refinebonus[wlv][0]; + if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス + sd->overrefine_ = r*refinebonus[wlv][1]; + + if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 + sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら + wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性 + } + sd->attackrange_ += sd->inventory_data[index]->range; + sd->state.lr_flag = 1; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + } + else { //二刀流武器以外 + sd->watk += sd->inventory_data[index]->atk; + sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力 + refinebonus[wlv][0]; + if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス + sd->overrefine += r*refinebonus[wlv][1]; + + if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 + sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら + wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性 + } + sd->attackrange += sd->inventory_data[index]->range; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + } + } + else if(sd->inventory_data[index]->type == 5) { + sd->watk += sd->inventory_data[index]->atk; + refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + } + } + } + + if(sd->equip_index[10] >= 0){ // 矢 + index = sd->equip_index[10]; + if(sd->inventory_data[index]){ //まだ?性が入っていない + sd->state.lr_flag = 2; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + sd->arrow_atk += sd->inventory_data[index]->atk; + } + } + sd->def += (refinedef+50)/100; + + if(sd->attackrange < 1) sd->attackrange = 1; + if(sd->attackrange_ < 1) sd->attackrange_ = 1; + if(sd->attackrange < sd->attackrange_) + sd->attackrange = sd->attackrange_; + if(sd->status.weapon == 11) + sd->attackrange += sd->arrow_range; + if(wele > 0) + sd->atk_ele = wele; + if(wele_ > 0) + sd->atk_ele_ = wele_; + if(def_ele > 0) + sd->def_ele = def_ele; + if(battle_config.pet_status_support) { + if(pele > 0 && !sd->atk_ele) + sd->atk_ele = pele; + if(pdef_ele > 0 && !sd->def_ele) + sd->def_ele = pdef_ele; + } + sd->double_rate += sd->double_add_rate; + sd->perfect_hit += sd->perfect_hit_add; + sd->get_zeny_num += sd->get_zeny_add_num; + sd->splash_range += sd->splash_add_range; + if(sd->speed_add_rate != 100) + sd->speed_rate += sd->speed_add_rate - 100; + if(sd->aspd_add_rate != 100) + sd->aspd_rate += sd->aspd_add_rate - 100; + + // 武器ATKサイズ補正 (右手) + sd->atkmods[0] = atkmods[0][sd->weapontype1]; + sd->atkmods[1] = atkmods[1][sd->weapontype1]; + sd->atkmods[2] = atkmods[2][sd->weapontype1]; + //武器ATKサイズ補正 (左手) + sd->atkmods_[0] = atkmods[0][sd->weapontype2]; + sd->atkmods_[1] = atkmods[1][sd->weapontype2]; + sd->atkmods_[2] = atkmods[2][sd->weapontype2]; + + // jobボ?ナス分 + for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){ + if(job_bonus[s_class.upper][s_class.job][i]) + sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++; + } + + if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris] + sd->max_weight += skill*1000; + + if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目 + sd->paramb[4] += skill; + + if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk + sd->paramb[0] ++; + sd->base_atk += 4; + } + + // New guild skills - Celest + if (sd->status.guild_id > 0) { + struct guild *g; + if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { + if (!sd->sc_data[SC_LEADERSHIP].val4 && guild_checkskill(g, GD_LEADERSHIP)>0) { + //skill_status_change_start(&sd->bl,SC_LEADERSHIP,1,0,0,0,0,0 ); + skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->sc_data[SC_GLORYWOUNDS].val4 && guild_checkskill(g, GD_GLORYWOUNDS)>0) { + //skill_status_change_start(&sd->bl,SC_GLORYWOUNDS,1,0,0,0,0,0 ); + skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->sc_data[SC_SOULCOLD].val4 && guild_checkskill(g, GD_SOULCOLD)>0) { + //skill_status_change_start(&sd->bl,SC_SOULCOLD,1,0,0,0,0,0 ); + skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->sc_data[SC_HAWKEYES].val4 && guild_checkskill(g, GD_HAWKEYES)>0) { + //skill_status_change_start(&sd->bl,SC_HAWKEYES,1,0,0,0,0,0 ); + skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0); + } + } + else { + if (sd->sc_data[SC_LEADERSHIP].timer != -1) + sd->paramb[0] += 2; + if (sd->sc_data[SC_GLORYWOUNDS].timer != -1) + sd->paramb[2] += 2; + if (sd->sc_data[SC_SOULCOLD].timer != -1) + sd->paramb[1] += 2; + if (sd->sc_data[SC_HAWKEYES].timer != -1) + sd->paramb[4] += 2; + if (sd->sc_data[SC_BATTLEORDERS].timer != -1) { + sd->paramb[0]+= 5; + sd->paramb[3]+= 5; + sd->paramb[4]+= 5; + } + } + } + + // ステ?タス?化による基本パラメ?タ補正 + if(sd->sc_count){ + if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上 + sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; + sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; + } + if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 + sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1; + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少(agiはbattle.cで) + sd->speed = sd->speed *125/100; + if(sd->sc_data[SC_CLOAKING].timer!=-1) { + sd->critical_rate += 100; // critical increases + sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; + // Ours is accurate enough - refer skill_check_cloaking. ^^ + //sd->speed = (sd->speed*(76+(sd->sc_data[SC_CLOAKING].val1*3)))/100; // Fixed by MiKa & Asa [Lupus] + } + //sd->speed = (sd->speed*(76+(sd->sc_data[SC_INCREASEAGI].val1*3)))/100; + if(sd->sc_data[SC_CHASEWALK].timer!=-1) + sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk + if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング + sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1; + sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1; + sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1; + } + if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア + sd->paramb[5]+= 30; + if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス + sd->paramb[0]+= 4; + if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア + int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + sd->paramb[1]-= agib > 50 ? 50 : agib; + sd->paramb[4]-= dexb > 50 ? 50 : dexb; + sd->speed = sd->speed*3/2; + } + if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト + sd->paramb[0]+= 5; + sd->paramb[1]+= 5; + sd->paramb[2]+= 5; + sd->paramb[3]+= 5; + sd->paramb[4]+= 5; + sd->paramb[5]+= 5; + } + if(sd->sc_data[SC_MARIONETTE].timer!=-1){ + sd->paramb[0]-= sd->status.str/2; // bonuses not included + sd->paramb[1]-= sd->status.agi/2; + sd->paramb[2]-= sd->status.vit/2; + sd->paramb[3]-= sd->status.int_/2; + sd->paramb[4]-= sd->status.dex/2; + sd->paramb[5]-= sd->status.luk/2; + } + else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){ + struct map_session_data *psd = (struct map_session_data *)map_id2bl(sd->sc_data[SC_MARIONETTE2].val3); + if (psd) { // if partner is found + sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2; + sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2; + sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2; + sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2; + sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2; + sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2; + } + } + } + + //1度も死んでないJob70スパノビに+10 + if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){ + sd->paramb[0]+= 15; + sd->paramb[1]+= 15; + sd->paramb[2]+= 15; + sd->paramb[3]+= 15; + sd->paramb[4]+= 15; + sd->paramb[5]+= 15; + } + sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0]; + sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1]; + sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2]; + sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3]; + sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4]; + sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5]; + for(i=0;i<6;i++) + if(sd->paramc[i] < 0) sd->paramc[i] = 0; + + if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) { + str = sd->paramc[4]; + dex = sd->paramc[0]; + } + else { + str = sd->paramc[0]; + dex = sd->paramc[4]; + } + dstr = str/10; + sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; + sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5); + sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7); + if(sd->matk1 < sd->matk2) { + int temp = sd->matk2; + sd->matk2 = sd->matk1; + sd->matk1 = temp; + } + sd->hit += sd->paramc[4] + sd->status.base_level; + sd->flee += sd->paramc[1] + sd->status.base_level; + sd->def2 += sd->paramc[2]; + sd->mdef2 += sd->paramc[3]; + sd->flee2 += sd->paramc[5]+10; + sd->critical += (sd->paramc[5]*3)+10; + + if(sd->base_atk < 1) + sd->base_atk = 1; + if(sd->critical_rate != 100) + sd->critical = (sd->critical*sd->critical_rate)/100; + if(sd->critical < 10) sd->critical = 10; + if(sd->hit_rate != 100) + sd->hit = (sd->hit*sd->hit_rate)/100; + if(sd->hit < 1) sd->hit = 1; + if(sd->flee_rate != 100) + sd->flee = (sd->flee*sd->flee_rate)/100; + if(sd->flee < 1) sd->flee = 1; + if(sd->flee2_rate != 100) + sd->flee2 = (sd->flee2*sd->flee2_rate)/100; + if(sd->flee2 < 10) sd->flee2 = 10; + if(sd->def_rate != 100) + sd->def = (sd->def*sd->def_rate)/100; + if(sd->def < 0) sd->def = 0; + if(sd->def2_rate != 100) + sd->def2 = (sd->def2*sd->def2_rate)/100; + if(sd->def2 < 1) sd->def2 = 1; + if(sd->mdef_rate != 100) + sd->mdef = (sd->mdef*sd->mdef_rate)/100; + if(sd->mdef < 0) sd->mdef = 0; + if(sd->mdef2_rate != 100) + sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100; + if(sd->mdef2 < 1) sd->mdef2 = 1; + + // 二刀流 ASPD 修正 + if (sd->status.weapon <= 16) + sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000; + else + sd->aspd += ( + (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) + + (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000) + ) * 140 / 200; + + aspd_rate = sd->aspd_rate; + + //攻?速度?加 + + if( (skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目 + sd->hit += skill; + if(sd->status.weapon == 11) + sd->attackrange += skill; + } + + if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加 + sd->hit += skill*2; + if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ + sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); + if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下 + sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); + else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加 + sd->speed -= (0.25 * DEFAULT_WALK_SPEED); + sd->max_weight += 10000; + } + if(sd->sc_count){ + if(sd->sc_data[SC_WINDWALK].timer!=-1) //ウィンドウォ?ク時はLv*2%減算 + sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; + if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト + sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; + if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い? + sd->speed -= sd->speed *25/100; + if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い + sd->speed = 2*DEFAULT_WALK_SPEED; + } + + if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス + sd->status.max_hp += skill*200; + sd->subele[6] += skill*5; + } + if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) + { + sd->subele[0] += skill; + sd->subele[3] += skill*5; + } + + bl=sd->status.base_level; + + sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); + if (s_class.upper==1) // [MouseJstr] + sd->status.max_hp = sd->status.max_hp * 130/100; + else if (s_class.upper==2) + sd->status.max_hp = sd->status.max_hp * 70/100; + + if(sd->hprate!=100) + sd->status.max_hp = sd->status.max_hp*sd->hprate/100; + + if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク + sd->status.max_hp = sd->status.max_hp * 3; + // sd->status.hp = sd->status.hp * 3; + if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.max_hp = battle_config.max_hp; + if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.hp = battle_config.max_hp; + } + if(s_class.job == 23 && sd->status.base_level >= 99){ + sd->status.max_hp = sd->status.max_hp + 2000; + } + + if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.max_hp = battle_config.max_hp; + if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end + + // 最大SP計算 + sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); + if (s_class.upper==1) // [MouseJstr] + sd->status.max_sp = sd->status.max_sp * 130/100; + else if (s_class.upper==2) + sd->status.max_sp = sd->status.max_sp * 70/100; + if(sd->sprate!=100) + sd->status.max_sp = sd->status.max_sp*sd->sprate/100; + + if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ + sd->status.max_sp += sd->status.max_sp*skill/100; + if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */ + sd->status.max_sp += sd->status.max_sp*2*skill/100; + + if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + + //自然回復HP + sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); + if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */ + sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); + if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff; + } + //自然回復SP + sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100); + if(sd->paramc[3] >= 120) + sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4; + if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */ + sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); + if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff; + } + + if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) { + sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); + sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); + if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff; + if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff; + } + if(sd->hprecov_rate != 100) { + sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; + if(sd->nhealhp < 1) sd->nhealhp = 1; + } + if(sd->sprecov_rate != 100) { + sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; + if(sd->nhealsp < 1) sd->nhealsp = 1; + } + /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e' + sd->nhealsp += 3*skill*(sd->status.max_sp)/100; + if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff; + } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/ + + // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも) + if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ? + skill = skill*4; + sd->addrace[9]+=skill; + sd->addrace_[9]+=skill; + sd->subrace[9]+=skill; + sd->magic_addrace[9]+=skill; + sd->magic_subrace[9]-=skill; + } + + //Flee上昇 + if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加 + if(sd->status.class==6||sd->status.class==4007 || sd->status.class==23){ + sd->flee += skill*3; + } + if(sd->status.class==12||sd->status.class==17||sd->status.class==4013||sd->status.class==4018) + sd->flee += skill*4; + if(sd->status.class==12||sd->status.class==4013) + sd->speed -= sd->speed *(skill*1.5)/100; + } + if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り + sd->flee += (skill*3)>>1; + + // スキルやステ?タス異常による?りのパラメ?タ補正 + if(sd->sc_count){ + // ATK/DEF?化形 + if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス + sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100; + if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス + sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5; + } + if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック + sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100; + sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + } + if(sd->sc_data[SC_ENDURE].timer!=-1) + sd->mdef2 += sd->sc_data[SC_ENDURE].val1; + if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック + sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100; + sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; + sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; + } + if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態 + sd->def2 = sd->def2*75/100; + if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き + sd->watk += sd->sc_data[SC_DRUMBATTLE].val2; + sd->def += sd->sc_data[SC_DRUMBATTLE].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2; + } + if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪 + index = sd->equip_index[9]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) + sd->watk += sd->sc_data[SC_NIBELUNGEN].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) + sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) + sd->watk += sd->sc_data[SC_NIBELUNGEN].val2; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) + sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2; + } + + if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ + sd->watk += sd->sc_data[SC_VIOLENTGALE].val3; + } + + if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1) + sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100; + if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス + sd->def=0; + + if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション + sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + } + + if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅 + sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; + sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; + } + if(sd->sc_data[SC_ATKPOT].timer!=-1) + sd->watk += sd->sc_data[SC_ATKPOT].val1; + if(sd->sc_data[SC_MATKPOT].timer!=-1){ + sd->matk1 += sd->sc_data[SC_MATKPOT].val1; + sd->matk2 += sd->sc_data[SC_MATKPOT].val1; + } + + // ASPD/移動速度?化系 + if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly) + aspd_rate -= 30; + else + aspd_rate -= 25; + } + if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && + sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2; + if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 && + sd->sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3; + if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで + aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16); + sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; + } + if( sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション + aspd_rate -= sd->sc_data[i].val2; + + // HIT/FLEE?化系 + if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛 + sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1 + +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100; + sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10; + } + if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング + sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2 + +sd->sc_data[SC_HUMMING].val3) * sd->hit/100; + if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル + sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100; + } + if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗? + sd->hit -= sd->hit*25/100; + sd->flee -= sd->flee*25/100; + } + if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク + sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100; + if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ + sd->flee -= sd->flee*50/100; + if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト + sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1); + if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション + sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1)); + + // 耐性 + if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド + sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火 + sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + } + if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス + sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性 + sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔 + } + + // その他 + if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎 + sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1) + +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100; + if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + } + if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ + sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100; + if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + } + if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ? + sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2 + +sd->sc_data[SC_SERVICE4U].val3)/100; + if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2 + +sd->sc_data[SC_SERVICE4U].val3); + if(sd->dsprate<0)sd->dsprate=0; + } + + if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス + sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2 + +sd->sc_data[SC_FORTUNE].val3)*10; + + if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動 + if(s_class.job==23) + sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100; + else + sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2; + } + + if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛 + sd->def = 90; + sd->mdef = 90; + aspd_rate += 25; + sd->speed = (sd->speed * 125) / 100; + } + if(sd->sc_data[SC_DEFENDER].timer != -1) { + sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50); + sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; + } + if(sd->sc_data[SC_ENCPOISON].timer != -1) + sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2; + + if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中 + sd->speed*=4; + sd->nhealsp = 0; + sd->nshealsp = 0; + sd->nsshealsp = 0; + } + if(sd->sc_data[SC_CURSE].timer!=-1) + sd->speed += 450; + + if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト + sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100; + +/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで) + sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting + if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで) + sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting + */ + if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG] + sd->def = sd->def2 = 0; + sd->mdef = sd->mdef2 = 0; + sd->flee -= sd->flee*50/100; + aspd_rate -= 30; + //sd->base_atk *= 3; + } + if(sd->sc_data[SC_KEEPING].timer!=-1) + sd->def = 100; + if(sd->sc_data[SC_BARRIER].timer!=-1) + sd->mdef = 100; + } + + if(sd->speed_rate != 100) + sd->speed = sd->speed*sd->speed_rate/100; + if(sd->speed < 1) sd->speed = 1; + if(aspd_rate != 100) + sd->aspd = sd->aspd*aspd_rate/100; + if(pc_isriding(sd)) // 騎兵修練 + sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100; + if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; + sd->amotion = sd->aspd; + sd->dmotion = 800-sd->paramc[1]*4; + if(sd->dmotion<400) + sd->dmotion = 400; + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + } + + if(sd->status.hp>sd->status.max_hp) + sd->status.hp=sd->status.max_hp; + if(sd->status.sp>sd->status.max_sp) + sd->status.sp=sd->status.max_sp; + + if(first&4) + return 0; + if(first&3) { + clif_updatestatus(sd,SP_SPEED); + clif_updatestatus(sd,SP_MAXHP); + clif_updatestatus(sd,SP_MAXSP); + if(first&1) { + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + } + return 0; + } + + if(b_class != sd->view_class) { + clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); +#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); +#endif + } + + if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange) + clif_skillinfoblock(sd); // スキル送信 + + if(b_speed != sd->speed) + clif_updatestatus(sd,SP_SPEED); + if(b_weight != sd->weight) + clif_updatestatus(sd,SP_WEIGHT); + if(b_max_weight != sd->max_weight) { + clif_updatestatus(sd,SP_MAXWEIGHT); + pc_checkweighticon(sd); + } + for(i=0;i<6;i++) + if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) + clif_updatestatus(sd,SP_STR+i); + if(b_hit != sd->hit) + clif_updatestatus(sd,SP_HIT); + if(b_flee != sd->flee) + clif_updatestatus(sd,SP_FLEE1); + if(b_aspd != sd->aspd) + clif_updatestatus(sd,SP_ASPD); + if(b_watk != sd->watk || b_base_atk != sd->base_atk) + clif_updatestatus(sd,SP_ATK1); + if(b_def != sd->def) + clif_updatestatus(sd,SP_DEF1); + if(b_watk2 != sd->watk2) + clif_updatestatus(sd,SP_ATK2); + if(b_def2 != sd->def2) + clif_updatestatus(sd,SP_DEF2); + if(b_flee2 != sd->flee2) + clif_updatestatus(sd,SP_FLEE2); + if(b_critical != sd->critical) + clif_updatestatus(sd,SP_CRITICAL); + if(b_matk1 != sd->matk1) + clif_updatestatus(sd,SP_MATK1); + if(b_matk2 != sd->matk2) + clif_updatestatus(sd,SP_MATK2); + if(b_mdef != sd->mdef) + clif_updatestatus(sd,SP_MDEF1); + if(b_mdef2 != sd->mdef2) + clif_updatestatus(sd,SP_MDEF2); + if(b_attackrange != sd->attackrange) + clif_updatestatus(sd,SP_ATTACKRANGE); + if(b_max_hp != sd->status.max_hp) + clif_updatestatus(sd,SP_MAXHP); + if(b_max_sp != sd->status.max_sp) + clif_updatestatus(sd,SP_MAXSP); + if(b_hp != sd->status.hp) + clif_updatestatus(sd,SP_HP); + if(b_sp != sd->status.sp) + clif_updatestatus(sd,SP_SP); + +/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num || + before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight ) + clif_updatestatus(sd,SP_CARTINFO);*/ + + if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && + (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd)) + // オ?トバ?サ?ク?動 + skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); + + return 0; +} + +/*========================================== + * For quick calculating [Celest] + *------------------------------------------ + */ +int pc_calcspeed (struct map_session_data *sd) +{ + int b_speed, skill; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class); + + b_speed = sd->speed; + sd->speed = DEFAULT_WALK_SPEED ; + + if(sd->sc_count){ + if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { + sd->speed = sd->speed *125/100; + } + if(sd->sc_data[SC_CLOAKING].timer!=-1) { + sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; + } + if(sd->sc_data[SC_CHASEWALK].timer!=-1) { + sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; + } + if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ + sd->speed = sd->speed*3/2; + } + if(sd->sc_data[SC_WINDWALK].timer!=-1) { + sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; + } + if(sd->sc_data[SC_CARTBOOST].timer!=-1) { + sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; + } + if(sd->sc_data[SC_BERSERK].timer!=-1) { + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_WEDDING].timer!=-1) { + sd->speed = 2*DEFAULT_WALK_SPEED; + } + if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ + sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; + } + if(sd->sc_data[SC_STEELBODY].timer!=-1){ + sd->speed = (sd->speed * 125) / 100; + } + if(sd->sc_data[SC_DEFENDER].timer != -1) { + sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; + } + if( sd->sc_data[SC_DANCING].timer!=-1 ){ + sd->speed*=4; + } + if(sd->sc_data[SC_CURSE].timer!=-1) + sd->speed += 450; + } + + if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) + sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); + if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) + sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); + else if (pc_isriding(sd)) { + sd->speed -= (0.25 * DEFAULT_WALK_SPEED); + } + if((skill=pc_checkskill(sd,TF_MISS))>0) + if(s_class.job==12) + sd->speed -= sd->speed *(skill*1.5)/100; + + if(sd->speed_rate != 100) + sd->speed = sd->speed*sd->speed_rate/100; + if(sd->speed < 1) sd->speed = 1; + + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + } + + if(b_speed != sd->speed) + clif_updatestatus(sd,SP_SPEED); + + return 0; +} + +/*========================================== + * ? 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) +{ + nullpo_retr(0, sd); + + switch(type){ + case SP_STR: + case SP_AGI: + case SP_VIT: + case SP_INT: + case SP_DEX: + case SP_LUK: + if(sd->state.lr_flag != 2) + sd->parame[type-SP_STR]+=val; + break; + case SP_ATK1: + if(!sd->state.lr_flag) + sd->watk+=val; + else if(sd->state.lr_flag == 1) + sd->watk_+=val; + break; + case SP_ATK2: + if(!sd->state.lr_flag) + sd->watk2+=val; + else if(sd->state.lr_flag == 1) + sd->watk_2+=val; + break; + case SP_BASE_ATK: + if(sd->state.lr_flag != 2) + sd->base_atk+=val; + break; + case SP_MATK1: + if(sd->state.lr_flag != 2) + sd->matk1 += val; + break; + case SP_MATK2: + if(sd->state.lr_flag != 2) + sd->matk2 += val; + break; + case SP_MATK: + if(sd->state.lr_flag != 2) { + sd->matk1 += val; + sd->matk2 += val; + } + break; + case SP_DEF1: + if(sd->state.lr_flag != 2) + sd->def+=val; + break; + case SP_MDEF1: + if(sd->state.lr_flag != 2) + sd->mdef+=val; + break; + case SP_MDEF2: + if(sd->state.lr_flag != 2) + sd->mdef+=val; + break; + case SP_HIT: + if(sd->state.lr_flag != 2) + sd->hit+=val; + else + sd->arrow_hit+=val; + break; + case SP_FLEE1: + if(sd->state.lr_flag != 2) + sd->flee+=val; + break; + case SP_FLEE2: + if(sd->state.lr_flag != 2) + sd->flee2+=val*10; + break; + case SP_CRITICAL: + if(sd->state.lr_flag != 2) + sd->critical+=val*10; + else + sd->arrow_cri += val*10; + break; + case SP_ATKELE: + if(!sd->state.lr_flag) + sd->atk_ele=val; + else if(sd->state.lr_flag == 1) + sd->atk_ele_=val; + else if(sd->state.lr_flag == 2) + sd->arrow_ele=val; + break; + case SP_DEFELE: + if(sd->state.lr_flag != 2) + sd->def_ele=val; + break; + case SP_MAXHP: + if(sd->state.lr_flag != 2) + sd->status.max_hp+=val; + break; + case SP_MAXSP: + if(sd->state.lr_flag != 2) + sd->status.max_sp+=val; + break; + case SP_CASTRATE: + if(sd->state.lr_flag != 2) + sd->castrate+=val; + break; + case SP_MAXHPRATE: + if(sd->state.lr_flag != 2) + sd->hprate+=val; + break; + case SP_MAXSPRATE: + if(sd->state.lr_flag != 2) + sd->sprate+=val; + break; + case SP_SPRATE: + if(sd->state.lr_flag != 2) + sd->dsprate+=val; + break; + case SP_ATTACKRANGE: + if(!sd->state.lr_flag) + sd->attackrange += val; + else if(sd->state.lr_flag == 1) + sd->attackrange_ += val; + else if(sd->state.lr_flag == 2) + sd->arrow_range += val; + break; + case SP_ADD_SPEED: + if(sd->state.lr_flag != 2) + sd->speed -= val; + break; + case SP_SPEED_RATE: + if(sd->state.lr_flag != 2) { + if(sd->speed_rate > 100-val) + sd->speed_rate = 100-val; + } + break; + case SP_SPEED_ADDRATE: + if(sd->state.lr_flag != 2) + sd->speed_add_rate = sd->speed_add_rate * (100-val)/100; + break; + case SP_ASPD: + if(sd->state.lr_flag != 2) + sd->aspd -= val*10; + break; + case SP_ASPD_RATE: + if(sd->state.lr_flag != 2) { + if(sd->aspd_rate > 100-val) + sd->aspd_rate = 100-val; + } + break; + case SP_ASPD_ADDRATE: + if(sd->state.lr_flag != 2) + sd->aspd_add_rate = sd->aspd_add_rate * (100-val)/100; + break; + case SP_HP_RECOV_RATE: + if(sd->state.lr_flag != 2) + sd->hprecov_rate += val; + break; + case SP_SP_RECOV_RATE: + if(sd->state.lr_flag != 2) + sd->sprecov_rate += val; + break; + case SP_CRITICAL_DEF: + if(sd->state.lr_flag != 2) + sd->critical_def += val; + break; + case SP_NEAR_ATK_DEF: + if(sd->state.lr_flag != 2) + sd->near_attack_def_rate += val; + break; + case SP_LONG_ATK_DEF: + if(sd->state.lr_flag != 2) + sd->long_attack_def_rate += val; + break; + case SP_DOUBLE_RATE: + if(sd->state.lr_flag == 0 && sd->double_rate < val) + sd->double_rate = val; + break; + case SP_DOUBLE_ADD_RATE: + if(sd->state.lr_flag == 0) + sd->double_add_rate += val; + break; + case SP_MATK_RATE: + if(sd->state.lr_flag != 2) + sd->matk_rate += val; + break; + case SP_IGNORE_DEF_ELE: + if(!sd->state.lr_flag) + sd->ignore_def_ele |= 1<<val; + else if(sd->state.lr_flag == 1) + sd->ignore_def_ele_ |= 1<<val; + break; + case SP_IGNORE_DEF_RACE: + if(!sd->state.lr_flag) + sd->ignore_def_race |= 1<<val; + else if(sd->state.lr_flag == 1) + sd->ignore_def_race_ |= 1<<val; + break; + case SP_ATK_RATE: + if(sd->state.lr_flag != 2) + sd->atk_rate += val; + break; + case SP_MAGIC_ATK_DEF: + if(sd->state.lr_flag != 2) + sd->magic_def_rate += val; + break; + case SP_MISC_ATK_DEF: + if(sd->state.lr_flag != 2) + sd->misc_def_rate += val; + break; + case SP_IGNORE_MDEF_ELE: + if(sd->state.lr_flag != 2) + sd->ignore_mdef_ele |= 1<<val; + break; + case SP_IGNORE_MDEF_RACE: + if(sd->state.lr_flag != 2) + sd->ignore_mdef_race |= 1<<val; + break; + case SP_PERFECT_HIT_RATE: + if(sd->state.lr_flag != 2 && sd->perfect_hit < val) + sd->perfect_hit = val; + break; + case SP_PERFECT_HIT_ADD_RATE: + if(sd->state.lr_flag != 2) + sd->perfect_hit_add += val; + break; + case SP_CRITICAL_RATE: + if(sd->state.lr_flag != 2) + sd->critical_rate+=val; + break; + case SP_GET_ZENY_NUM: + if(sd->state.lr_flag != 2 && sd->get_zeny_num < val) + sd->get_zeny_num = val; + break; + case SP_ADD_GET_ZENY_NUM: + if(sd->state.lr_flag != 2) + sd->get_zeny_add_num += val; + break; + case SP_DEF_RATIO_ATK_ELE: + if(!sd->state.lr_flag) + sd->def_ratio_atk_ele |= 1<<val; + else if(sd->state.lr_flag == 1) + sd->def_ratio_atk_ele_ |= 1<<val; + break; + case SP_DEF_RATIO_ATK_RACE: + if(!sd->state.lr_flag) + sd->def_ratio_atk_race |= 1<<val; + else if(sd->state.lr_flag == 1) + sd->def_ratio_atk_race_ |= 1<<val; + break; + case SP_HIT_RATE: + if(sd->state.lr_flag != 2) + sd->hit_rate += val; + break; + case SP_FLEE_RATE: + if(sd->state.lr_flag != 2) + sd->flee_rate += val; + break; + case SP_FLEE2_RATE: + if(sd->state.lr_flag != 2) + sd->flee2_rate += val; + break; + case SP_DEF_RATE: + if(sd->state.lr_flag != 2) + sd->def_rate += val; + break; + case SP_DEF2_RATE: + if(sd->state.lr_flag != 2) + sd->def2_rate += val; + break; + case SP_MDEF_RATE: + if(sd->state.lr_flag != 2) + sd->mdef_rate += val; + break; + case SP_MDEF2_RATE: + if(sd->state.lr_flag != 2) + sd->mdef2_rate += val; + break; + case SP_RESTART_FULL_RECORVER: + if(sd->state.lr_flag != 2) + sd->special_state.restart_full_recover = 1; + break; + case SP_NO_CASTCANCEL: + if(sd->state.lr_flag != 2) + sd->special_state.no_castcancel = 1; + break; + case SP_NO_CASTCANCEL2: + if(sd->state.lr_flag != 2) + sd->special_state.no_castcancel2 = 1; + break; + case SP_NO_SIZEFIX: + if(sd->state.lr_flag != 2) + sd->special_state.no_sizefix = 1; + break; + case SP_NO_MAGIC_DAMAGE: + if(sd->state.lr_flag != 2) + sd->special_state.no_magic_damage = 1; + break; + case SP_NO_WEAPON_DAMAGE: + if(sd->state.lr_flag != 2) + sd->special_state.no_weapon_damage = 1; + break; + case SP_NO_GEMSTONE: + if(sd->state.lr_flag != 2) + sd->special_state.no_gemstone = 1; + break; + case SP_INFINITE_ENDURE: + if(sd->state.lr_flag != 2) + sd->special_state.infinite_endure = 1; + break; + case SP_SPLASH_RANGE: + if(sd->state.lr_flag != 2 && sd->splash_range < val) + sd->splash_range = val; + break; + case SP_SPLASH_ADD_RANGE: + if(sd->state.lr_flag != 2) + sd->splash_add_range += val; + break; + case SP_SHORT_WEAPON_DAMAGE_RETURN: + if(sd->state.lr_flag != 2) + sd->short_weapon_damage_return += val; + break; + case SP_LONG_WEAPON_DAMAGE_RETURN: + if(sd->state.lr_flag != 2) + sd->long_weapon_damage_return += val; + break; + case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here + if(sd->state.lr_flag != 2) + sd->magic_damage_return += val; + break; + case SP_ALL_STATS: // [Valaris] + if(sd->state.lr_flag!=2) { + sd->parame[SP_STR-SP_STR]+=val; + sd->parame[SP_AGI-SP_STR]+=val; + sd->parame[SP_VIT-SP_STR]+=val; + sd->parame[SP_INT-SP_STR]+=val; + sd->parame[SP_DEX-SP_STR]+=val; + sd->parame[SP_LUK-SP_STR]+=val; + clif_updatestatus(sd,13); + clif_updatestatus(sd,14); + clif_updatestatus(sd,15); + clif_updatestatus(sd,16); + clif_updatestatus(sd,17); + clif_updatestatus(sd,18); + } + break; + case SP_AGI_VIT: // [Valaris] + if(sd->state.lr_flag!=2) { + sd->parame[SP_AGI-SP_STR]+=val; + sd->parame[SP_VIT-SP_STR]+=val; + clif_updatestatus(sd,14); + clif_updatestatus(sd,15); + } + break; + case SP_AGI_DEX_STR: // [Valaris] + if(sd->state.lr_flag!=2) { + sd->parame[SP_AGI-SP_STR]+=val; + sd->parame[SP_DEX-SP_STR]+=val; + sd->parame[SP_STR-SP_STR]+=val; + clif_updatestatus(sd,14); + clif_updatestatus(sd,17); + clif_updatestatus(sd,13); + } + break; + case SP_PERFECT_HIDE: // [Valaris] + if(sd->state.lr_flag!=2) { + sd->perfect_hiding=1; + } + break; + case SP_DISGUISE: // Disguise script for items [Valaris] + if(sd->state.lr_flag!=2 && sd->disguiseflag==0) { + if(pc_isriding(sd)) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris] + clif_displaymessage(sd->fd, "Cannot wear disguise when riding a Peco."); + break; + } + sd->disguise=val; + clif_clearchar(&sd->bl, 9); + pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); + } + break; + case SP_UNBREAKABLE: + if(sd->state.lr_flag!=2) { + sd->unbreakable += val; + } + break; + case SP_CLASSCHANGE: // [Valaris] + if(sd->state.lr_flag !=2){ + sd->classchange=val; + } + break; + default: + if(battle_config.error_log) + printf("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(!sd->state.lr_flag) + sd->addele[type2]+=val; + else if(sd->state.lr_flag == 1) + sd->addele_[type2]+=val; + else if(sd->state.lr_flag == 2) + sd->arrow_addele[type2]+=val; + break; + case SP_ADDRACE: + if(!sd->state.lr_flag) + sd->addrace[type2]+=val; + else if(sd->state.lr_flag == 1) + sd->addrace_[type2]+=val; + else if(sd->state.lr_flag == 2) + sd->arrow_addrace[type2]+=val; + break; + case SP_ADDSIZE: + if(!sd->state.lr_flag) + sd->addsize[type2]+=val; + else if(sd->state.lr_flag == 1) + sd->addsize_[type2]+=val; + else if(sd->state.lr_flag == 2) + sd->arrow_addsize[type2]+=val; + break; + case SP_SUBELE: + if(sd->state.lr_flag != 2) + sd->subele[type2]+=val; + break; + case SP_SUBRACE: + if(sd->state.lr_flag != 2) + sd->subrace[type2]+=val; + break; + case SP_ADDEFF: + if(sd->state.lr_flag != 2) + sd->addeff[type2]+=val; + else + sd->arrow_addeff[type2]+=val; + break; + case SP_ADDEFF2: + if(sd->state.lr_flag != 2) + sd->addeff2[type2]+=val; + else + sd->arrow_addeff2[type2]+=val; + break; + case SP_RESEFF: + if(sd->state.lr_flag != 2) + sd->reseff[type2]+=val; + break; + case SP_MAGIC_ADDELE: + if(sd->state.lr_flag != 2) + sd->magic_addele[type2]+=val; + break; + case SP_MAGIC_ADDRACE: + if(sd->state.lr_flag != 2) + sd->magic_addrace[type2]+=val; + break; + case SP_MAGIC_SUBRACE: + if(sd->state.lr_flag != 2) + sd->magic_subrace[type2]+=val; + break; + case SP_ADD_DAMAGE_CLASS: + if(!sd->state.lr_flag) { + for(i=0;i<sd->add_damage_class_count;i++) { + if(sd->add_damage_classid[i] == type2) { + sd->add_damage_classrate[i] += val; + break; + } + } + if(i >= sd->add_damage_class_count && sd->add_damage_class_count < 10) { + sd->add_damage_classid[sd->add_damage_class_count] = type2; + sd->add_damage_classrate[sd->add_damage_class_count] += val; + sd->add_damage_class_count++; + } + } + else if(sd->state.lr_flag == 1) { + for(i=0;i<sd->add_damage_class_count_;i++) { + if(sd->add_damage_classid_[i] == type2) { + sd->add_damage_classrate_[i] += val; + break; + } + } + if(i >= sd->add_damage_class_count_ && sd->add_damage_class_count_ < 10) { + sd->add_damage_classid_[sd->add_damage_class_count_] = type2; + sd->add_damage_classrate_[sd->add_damage_class_count_] += val; + sd->add_damage_class_count_++; + } + } + break; + case SP_ADD_MAGIC_DAMAGE_CLASS: + if(sd->state.lr_flag != 2) { + for(i=0;i<sd->add_magic_damage_class_count;i++) { + if(sd->add_magic_damage_classid[i] == type2) { + sd->add_magic_damage_classrate[i] += val; + break; + } + } + if(i >= sd->add_magic_damage_class_count && sd->add_magic_damage_class_count < 10) { + sd->add_magic_damage_classid[sd->add_magic_damage_class_count] = type2; + sd->add_magic_damage_classrate[sd->add_magic_damage_class_count] += val; + sd->add_magic_damage_class_count++; + } + } + break; + case SP_ADD_DEF_CLASS: + if(sd->state.lr_flag != 2) { + for(i=0;i<sd->add_def_class_count;i++) { + if(sd->add_def_classid[i] == type2) { + sd->add_def_classrate[i] += val; + break; + } + } + if(i >= sd->add_def_class_count && sd->add_def_class_count < 10) { + sd->add_def_classid[sd->add_def_class_count] = type2; + sd->add_def_classrate[sd->add_def_class_count] += val; + sd->add_def_class_count++; + } + } + break; + case SP_ADD_MDEF_CLASS: + if(sd->state.lr_flag != 2) { + for(i=0;i<sd->add_mdef_class_count;i++) { + if(sd->add_mdef_classid[i] == type2) { + sd->add_mdef_classrate[i] += val; + break; + } + } + if(i >= sd->add_mdef_class_count && sd->add_mdef_class_count < 10) { + sd->add_mdef_classid[sd->add_mdef_class_count] = type2; + sd->add_mdef_classrate[sd->add_mdef_class_count] += val; + sd->add_mdef_class_count++; + } + } + break; + case SP_HP_DRAIN_RATE: + if(!sd->state.lr_flag) { + sd->hp_drain_rate += type2; + sd->hp_drain_per += val; + } + else if(sd->state.lr_flag == 1) { + sd->hp_drain_rate_ += type2; + sd->hp_drain_per_ += val; + } + break; + case SP_HP_DRAIN_VALUE: + if(!sd->state.lr_flag) { + sd->hp_drain_rate += type2; + sd->hp_drain_value += val; + } + else if(sd->state.lr_flag == 1) { + sd->hp_drain_rate_ += type2; + sd->hp_drain_value_ += val; + } + break; + case SP_SP_DRAIN_RATE: + if(!sd->state.lr_flag) { + sd->sp_drain_rate += type2; + sd->sp_drain_per += val; + } + else if(sd->state.lr_flag == 1) { + sd->sp_drain_rate_ += type2; + sd->sp_drain_per_ += val; + } + break; + case SP_SP_DRAIN_VALUE: + if(!sd->state.lr_flag) { + sd->sp_drain_rate += type2; + sd->sp_drain_value += val; + } + else if(sd->state.lr_flag == 1) { + sd->sp_drain_rate_ += type2; + sd->sp_drain_value_ += val; + } + + break; + case SP_WEAPON_COMA_ELE: + if(sd->state.lr_flag != 2) + sd->weapon_coma_ele[type2] += val; + break; + case SP_WEAPON_COMA_RACE: + if(sd->state.lr_flag != 2) + sd->weapon_coma_race[type2] += val; + break; + case SP_RANDOM_ATTACK_INCREASE: // [Valaris] + if(sd->state.lr_flag !=2){ + sd->random_attack_increase_add = type2; + sd->random_attack_increase_per += val; + } + break; + default: + if(battle_config.error_log) + printf("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); + break; + } + return 0; +} + +int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) +{ + int i; + switch(type){ + case SP_ADD_MONSTER_DROP_ITEM: + if(sd->state.lr_flag != 2) { + for(i=0;i<sd->monster_drop_item_count;i++) { + if(sd->monster_drop_itemid[i] == type2) { + sd->monster_drop_race[i] |= 1<<type3; + if(sd->monster_drop_itemrate[i] < val) + sd->monster_drop_itemrate[i] = val; + break; + } + } + if(i >= sd->monster_drop_item_count && sd->monster_drop_item_count < 10) { + sd->monster_drop_itemid[sd->monster_drop_item_count] = type2; + sd->monster_drop_race[sd->monster_drop_item_count] |= 1<<type3; + sd->monster_drop_itemrate[sd->monster_drop_item_count] = val; + sd->monster_drop_item_count++; + } + } + break; + case SP_AUTOSPELL: + if(sd->state.lr_flag != 2){ + sd->autospell_id = type2; + sd->autospell_lv = type3; + sd->autospell_rate = val; + } + break; + default: + if(battle_config.error_log) + printf("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val); + break; + } + + return 0; +} + +/*========================================== + * スクリプトによるスキル所得 + *------------------------------------------ + */ +int pc_skill(struct map_session_data *sd,int id,int level,int flag) +{ + nullpo_retr(0, sd); + + if(level>MAX_SKILL_LEVEL){ + if(battle_config.error_log) + printf("support card skill only!\n"); + return 0; + } + if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する + sd->status.skill[id].lv=level; + pc_calcstatus(sd,0); + clif_skillinfoblock(sd); + } + else if(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; + pc_calcstatus(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) + sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶 + 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) +{ + nullpo_retr(0, sd); + + if(idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0 && idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card]) { + int i; + int nameid=sd->status.inventory[idx_equip].nameid; + int cardid=sd->status.inventory[idx_card].nameid; + int ep=sd->inventory_data[idx_card]->equip; + + if( nameid <= 0 || sd->inventory_data[idx_equip] == NULL || + (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない + ( sd->status.inventory[idx_equip].identify==0 ) || // 未鑑定 + ( sd->status.inventory[idx_equip].card[0]==0x00ff) || // 製造武器 + ( sd->status.inventory[idx_equip].card[0]==0x00fe) || + ( (sd->inventory_data[idx_equip]->equip&ep)==0 ) || // ? 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].card[0]==(short)0xff00) || sd->status.inventory[idx_equip].equip){ + + clif_insert_card(sd,idx_equip,idx_card,1); + return 0; + } + for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){ + if( sd->status.inventory[idx_equip].card[i] == 0){ + // 空きスロットがあったので差し?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; + } + } + } + else + clif_insert_card(sd,idx_equip,idx_card,1); + + return 0; +} + +// +// アイテム物 +// + +/*========================================== + * スキルによる買い値修正 + *------------------------------------------ + */ +int pc_modifybuyvalue(struct map_session_data *sd,int orig_value) +{ + int skill,val = orig_value,rate1 = 0,rate2 = 0; + if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント + rate1 = 5+skill*2-((skill==10)? 1:0); + if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント + rate2 = 5+skill*4; + if(rate1 < rate2) rate1 = rate2; + if(rate1) + val = (int)((double)orig_value*(double)(100-rate1)/100.); + if(val < 0) val = 0; + if(orig_value > 0 && val < 1) val = 1; + + return val; +} + +/*========================================== + * スキルによる?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; +} + +/*========================================== + * アイテムを買った時に、新しいアイテム欄を使うか、 + * 3万個制限にかかるか確認 + *------------------------------------------ + */ +int pc_checkadditem(struct map_session_data *sd,int nameid,int amount) +{ + int i; + + nullpo_retr(0, sd); + + if(itemdb_isequip(nameid)) + return ADDITEM_NEW; + + for(i=0;i<MAX_INVENTORY;i++){ + if(sd->status.inventory[i].nameid==nameid){ + if(sd->status.inventory[i].amount+amount > MAX_AMOUNT) + return ADDITEM_OVERAMOUNT; + return ADDITEM_EXIST; + } + } + + if(amount > MAX_AMOUNT) + return ADDITEM_OVERAMOUNT; + return ADDITEM_NEW; +} + +/*========================================== + * 空きアイテム欄の個? + *------------------------------------------ + */ +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); + + 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,w; + + nullpo_retr(1, sd); + nullpo_retr(1, item_data); + + if(item_data->nameid <= 0 || amount <= 0) + return 1; + data = itemdb_search(item_data->nameid); + if((w = data->weight*amount) + sd->weight > sd->max_weight) + return 2; + + i = MAX_INVENTORY; + + if(!itemdb_isequip2(data)){ + // ? 備品ではないので、?所有品なら個?のみ?化させる + for(i=0;i<MAX_INVENTORY;i++) + if(sd->status.inventory[i].nameid == item_data->nameid && + sd->status.inventory[i].card[0] == item_data->card[0] && sd->status.inventory[i].card[1] == item_data->card[1] && + sd->status.inventory[i].card[2] == item_data->card[2] && sd->status.inventory[i].card[3] == item_data->card[3]) { + if(sd->status.inventory[i].amount+amount > MAX_AMOUNT) + return 5; + sd->status.inventory[i].amount+=amount; + clif_additem(sd,i,amount,0); + break; + } + } + if(i >= MAX_INVENTORY){ + // ? 備品か未所有品だったので空き欄へ追加 + i = pc_search_inventory(sd,0); + if(i >= 0) { + memcpy(&sd->status.inventory[i],item_data,sizeof(sd->status.inventory[0])); + sd->status.inventory[i].amount=amount; + sd->inventory_data[i]=data; + clif_additem(sd,i,amount,0); + } + else return 4; + } + sd->weight += w; + clif_updatestatus(sd,SP_WEIGHT); + + return 0; +} + +/*========================================== + * アイテムを減らす + *------------------------------------------ + */ +int pc_delitem(struct map_session_data *sd,int n,int amount,int type) +{ + nullpo_retr(1, sd); + + if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL) + return 1; + + sd->status.inventory[n].amount -= amount; + sd->weight -= sd->inventory_data[n]->weight*amount ; + if(sd->status.inventory[n].amount<=0){ + if(sd->status.inventory[n].equip) + pc_unequipitem(sd,n,0,BF_NORMAL); + 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 1; + + + if(amount <= 0) + + return 1; + + + 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 1; + map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 0); + pc_delitem(sd, n, amount, 0); + + return 0; +} + +/*========================================== + * アイテムを拾う + *------------------------------------------ + */ +int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) +{ + int flag; + unsigned int tick = gettick(); + struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL; + + nullpo_retr(0, sd); + nullpo_retr(0, fitem); + + if(fitem->first_get_id > 0) { + first_sd = map_id2sd(fitem->first_get_id); + if(tick < fitem->first_get_tick) { + if(fitem->first_get_id != sd->bl.id && !(first_sd && first_sd->status.party_id == sd->status.party_id)) { + clif_additem(sd,0,0,6); + return 0; + } + } + else if(fitem->second_get_id > 0) { + second_sd = map_id2sd(fitem->second_get_id); + if(tick < fitem->second_get_tick) { + if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && + !(first_sd && first_sd->status.party_id == sd->status.party_id) && !(second_sd && second_sd->status.party_id == sd->status.party_id)) { + clif_additem(sd,0,0,6); + return 0; + } + } + else if(fitem->third_get_id > 0) { + third_sd = map_id2sd(fitem->third_get_id); + if(tick < fitem->third_get_tick) { + if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && fitem->third_get_id != sd->bl.id && + !(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)) { + clif_additem(sd,0,0,6); + return 0; + } + } + } + } + } + if((flag = pc_additem(sd,&fitem->item_data,fitem->item_data.amount))) + // 重量overで取得失敗 + clif_additem(sd,0,0,flag); + else { + /* 取得成功 */ + if(sd->attacktimer != -1) + pc_stopattack(sd); + clif_takeitem(&sd->bl,&fitem->bl); + map_clearflooritem(fitem->bl.id); + } + return 0; +} + +int pc_isUseitem(struct map_session_data *sd,int n) +{ + struct item_data *item; + int nameid; + + nullpo_retr(0, sd); + + item = sd->inventory_data[n]; + nameid = sd->status.inventory[n].nameid; + + if(item == NULL) + return 0; + if((nameid == 605) && map[sd->bl.m].flag.gvg) + return 0; + if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map[sd->bl.m].flag.gvg)) { + clif_skill_teleportmessage(sd,0); + return 0; + } + if(nameid == 602 && map[sd->bl.m].flag.noreturn) + return 0; + if(nameid == 604 && (map[sd->bl.m].flag.nobranch || map[sd->bl.m].flag.gvg)) + return 0; + if(item->sex != 2 && sd->status.sex != item->sex) + return 0; + if(item->elv > 0 && sd->status.base_level < item->elv) + return 0; + if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted items [Valaris] + ((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0)) + return 0; + if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022) + if((sd->status.class<=4000 && ((1<<sd->status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) || + (sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0)) + return 0; + +#ifndef TXT_ONLY + if((log_config.branch > 0) && (nameid == 604)) + log_branch(sd); +#endif + + return 1; +} + +/*========================================== + * アイテムを使う + *------------------------------------------ + */ +int pc_useitem(struct map_session_data *sd,int n) +{ + int nameid,amount; + + nullpo_retr(1, sd); + + if(n >=0 && n < MAX_INVENTORY) { + nameid = sd->status.inventory[n].nameid; + amount = sd->status.inventory[n].amount; + if(sd->status.inventory[n].nameid <= 0 || + sd->status.inventory[n].amount <= 0 || + sd->sc_data[SC_BERSERK].timer!=-1 || + sd->sc_data[SC_MARIONETTE].timer!=-1 || + !pc_isUseitem(sd,n) ) { + clif_useitemack(sd,n,0,0); + return 1; + } + if(sd->inventory_data[n]) + run_script(sd->inventory_data[n]->use_script,0,sd->bl.id,0); + + pc_delitem(sd,n,1,1); + amount = sd->status.inventory[n].amount; + + clif_useitemack(sd,n,amount,1); + } + + return 0; +} + +/*========================================== + * 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((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight) + return 1; + + i=MAX_CART; + if(!itemdb_isequip2(data)){ + // ? 備品ではないので、?所有品なら個?のみ?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){ + // ? 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); + nullpo_retr(0, item_data = &sd->status.inventory[idx]); + + if (item_data->nameid==0 || 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); + nullpo_retr(0, item_data=&sd->status.cart[idx]); + + if( item_data->nameid==0 || 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; +} + +/*========================================== + * アイテム鑑定 + *------------------------------------------ + */ +int pc_item_identify(struct map_session_data *sd,int idx) +{ + int flag=1; + + nullpo_retr(0, sd); + + // Celest + if (sd->skillid == BS_REPAIRWEAPON) + return pc_item_repair (sd, idx); + else if (sd->skillid == WS_WEAPONREFINE) + return pc_item_refine (sd, idx); + + if(idx >= 0 && idx < MAX_INVENTORY) { + if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ + flag=0; + sd->status.inventory[idx].identify=1; + } + clif_item_identified(sd,idx,flag); + } + else + clif_item_identified(sd,idx,flag); + + return !flag; +} + +/*========================================== + * Weapon Repair [Celest] + *------------------------------------------ + */ +int pc_item_repair(struct map_session_data *sd,int idx) +{ + int flag=1; + + nullpo_retr(0, sd); + + if(idx >= 0 && idx < MAX_INVENTORY) { + if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].attribute == 1 ) { + flag=0; + sd->status.inventory[idx].attribute=0; + //Temporary Weapon Repair code [DracoRPG] + pc_delitem(sd, pc_search_inventory(sd, 999), 1, 0); + clif_equiplist(sd); + clif_produceeffect(sd, 0, sd->status.inventory[idx].nameid); + clif_misceffect(&sd->bl, 3); + clif_displaymessage(sd->fd,"Item has been repaired."); + } + } + + return !flag; +} + +/*========================================== + * Weapon Refining [Celest] + *------------------------------------------ + */ +int pc_item_refine(struct map_session_data *sd,int idx) +{ + int flag = 1, i = 0, count = 0, ep = 0, per, refine; + int material[5] = { 0, 1010, 1011, 984, 984 }; + + nullpo_retr(0, sd); + struct item *item = &sd->status.inventory[idx]; + + if(idx >= 0 && idx < MAX_INVENTORY) { + if(item->nameid > 0 && itemdb_type(item->nameid)==4) { + // if it's no longer refineable + if (item->refine == 10) { + clif_skill_fail(sd,sd->skillid,0,0); + return 0; + } + refine = item->refine + sd->skilllv > 10 + ? 10 - item->refine : sd->skilllv; + for (i=0; i < MAX_INVENTORY; i++) + if(sd->status.inventory[i].nameid == material [itemdb_wlv (item->nameid)]) + count += sd->status.inventory[i].amount; + if (count < refine ) { + clif_skill_fail(sd,sd->skillid,0,0); + return 0; + } + per = percentrefinery [itemdb_wlv (item->nameid)][item->refine + refine - 1]; + //per += pc_checkskill(sd,BS_WEAPONRESEARCH); + per *= (75 + sd->status.job_level/2)/100; + + if (per > rand() % 100) { + flag = 0; + item->refine += refine; + + for (i=0; i < MAX_INVENTORY; i++) + if(sd->status.inventory[i].nameid == material [itemdb_wlv (item->nameid)]) { + if (sd->status.inventory[i].amount >= refine) { + pc_delitem(sd,i,refine,0); + break; + } else { + refine -= sd->status.inventory[i].amount; + pc_delitem(sd,i,sd->status.inventory[i].amount,0); + } + } + + if(item->equip) { + ep = item->equip; + pc_unequipitem(sd,idx,0, BF_NORMAL); + } + clif_refine(sd->fd,sd,0,idx,item->refine); + clif_delitem(sd,idx,1); + clif_additem(sd,idx,1,0); + if (ep) + pc_equipitem(sd,idx,ep); + clif_misceffect(&sd->bl,3); + } + else { + clif_delitem(sd,i,refine); + item->refine = 0; + if(item->equip) + pc_unequipitem(sd,idx,0, BF_NORMAL); + clif_refine(sd->fd,sd,1,idx,item->refine); + pc_delitem(sd,idx,1,0); + clif_misceffect(&sd->bl,2); + + clif_emotion(&sd->bl, 23); + } + } + } + + return !flag; +} + +/*========================================== + * スティル品公開 + *------------------------------------------ + */ +int pc_show_steal(struct block_list *bl,va_list ap) +{ + struct map_session_data *sd; + int itemid; + int type; + + struct item_data *item=NULL; + char output[100]; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, sd=va_arg(ap,struct map_session_data *)); + + itemid=va_arg(ap,int); + type=va_arg(ap,int); + + if(!type){ + if((item=itemdb_exists(itemid))==NULL) + sprintf(output,"%s stole an Unknown_Item.",sd->status.name); + else + sprintf(output,"%s stole %s.",sd->status.name,item->jname); + clif_displaymessage( ((struct map_session_data *)bl)->fd, output); + }else{ + sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name); + clif_displaymessage( ((struct map_session_data *)bl)->fd, output); + } + + return 0; +} +/*========================================== + * + *------------------------------------------ + */ +//** pc.c: Small Steal Item fix by fritz +int pc_steal_item(struct map_session_data *sd,struct block_list *bl) +{ + if(sd != NULL && bl != NULL && bl->type == BL_MOB) { + int i,skill,rate,itemid,flag, count; + struct mob_data *md; + md=(struct mob_data *)bl; + if(!md->state.steal_flag && mob_db[md->class].mexp <= 0 && !(mob_db[md->class].mode&0x20) && md->sc_data[SC_STONE].timer == -1 && md->sc_data[SC_FREEZE].timer == -1 && + (!(md->class>1324 && md->class<1364))) // prevent stealing from treasure boxes [Valaris] + { + skill = battle_config.skill_steal_type == 1 + ? (sd->paramc[4] - mob_db[md->class].dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10 + : sd->paramc[4] - mob_db[md->class].dex + pc_checkskill(sd,TF_STEAL)*3 + 10; + + if(0 < skill) + { + for(count = 8; count <= 8 && count != 0; count--) + { + i = rand()%8; + itemid = mob_db[md->class].dropitem[i].nameid; + + if(itemid > 0 && itemdb_type(itemid) != 6) + { + rate = (mob_db[md->class].dropitem[i].p / battle_config.item_rate_common * 100 * skill)/100; + + if(rand()%10000 < rate) + { + struct item tmp_item; + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid = itemid; + tmp_item.amount = 1; + tmp_item.identify = 1; + flag = pc_additem(sd,&tmp_item,1); + if(battle_config.show_steal_in_same_party) + { + party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,0); + } + + if(flag) + { + if(battle_config.show_steal_in_same_party) + { + party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,1); + } + + clif_additem(sd,0,0,flag); + } + md->state.steal_flag = 1; + return 1; + } + } + } + } + } + } + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int pc_steal_coin(struct map_session_data *sd,struct block_list *bl) +{ + if(sd != NULL && bl != NULL && bl->type == BL_MOB) { + int rate,skill; + struct mob_data *md=(struct mob_data *)bl; + if(md && !md->state.steal_coin_flag && md->sc_data && md->sc_data[SC_STONE].timer == -1 && md->sc_data[SC_FREEZE].timer == -1) { + skill = pc_checkskill(sd,RG_STEALCOIN)*10; + rate = skill + (sd->status.base_level - mob_db[md->class].lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2; + if(rand()%1000 < rate) { + pc_getzeny(sd,mob_db[md->class].lv*10 + rand()%100); + md->state.steal_coin_flag = 1; + return 1; + } + } + } + + return 0; +} +// +// +// +/*========================================== + * PCの位置設定 + *------------------------------------------ + */ +int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrtype) +{ + char mapname[24]; + int m=0,c=0,disguise=0; + + nullpo_retr(0, sd); + + if(sd->chatID) // チャットから出る + chat_leavechat(sd); + if(sd->trade_partner) // 取引を中?する + trade_tradecancel(sd); + if(sd->state.storage_flag) + storage_guild_storage_quit(sd,0); + else + storage_storage_quit(sd); // 倉庫を開いてるなら保存する + + if(sd->party_invite>0) // パ?ティ?誘を拒否する + party_reply_invite(sd,sd->party_invite_account,0); + if(sd->guild_invite>0) // ギルド?誘を拒否する + guild_reply_invite(sd,sd->guild_invite,0); + if(sd->guild_alliance>0) // ギルド同盟?誘を拒否する + guild_reply_reqalliance(sd,sd->guild_alliance_account,0); + + skill_castcancel(&sd->bl,0); // 詠唱中? + pc_stop_walking(sd,0); // ?行中? + pc_stopattack(sd); // 攻?中? + + if(pc_issit(sd)) { + pc_setstand(sd); + skill_gangsterparadise(sd,0); + } + + if(sd->sc_data[SC_TRICKDEAD].timer != -1) + skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1); + if(sd->status.option&2) + skill_status_change_end(&sd->bl, SC_HIDING, -1); + if(sd->status.option&4) + skill_status_change_end(&sd->bl, SC_CLOAKING, -1); + if(sd->status.option&16386) + skill_status_change_end(&sd->bl, SC_CHASEWALK, -1); + if(sd->sc_data[SC_BLADESTOP].timer!=-1) + skill_status_change_end(&sd->bl,SC_BLADESTOP,-1); + if(sd->sc_data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris] + skill_stop_dancing(&sd->bl,0); + + if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) { + pet_stopattack(sd->pd); + pet_changestate(sd->pd,MS_IDLE,0); + } + + if(sd->disguise) { // clear disguises when warping [Valaris] + clif_clearchar(&sd->bl, 9); + disguise=sd->disguise; + sd->disguise=0; + } + + memcpy(mapname,mapname_org,24); + mapname[16]=0; + if(strstr(mapname,".gat")==NULL && strlen(mapname)<16){ + strcat(mapname,".gat"); + } + + m=map_mapname2mapid(mapname); + if(m<0){ + if(sd->mapname[0]){ + int ip,port; + if(map_mapname2ipport(mapname,&ip,&port)==0){ + skill_stop_dancing(&sd->bl,1); + skill_unit_out_all(&sd->bl,gettick(),1); + clif_clearchar_area(&sd->bl,clrtype&0xffff); + skill_gangsterparadise(sd,0); + map_delblock(&sd->bl); + if(sd->status.pet_id > 0 && sd->pd) { + if(sd->pd->bl.m != m && sd->pet.intimate <= 0) { + pet_remove_map(sd); + intif_delete_petdata(sd->status.pet_id); + sd->status.pet_id = 0; + sd->pd = NULL; + sd->petDB = NULL; + if(battle_config.pet_status_support) + pc_calcstatus(sd,2); + } + else if(sd->pet.intimate > 0) { + pet_stopattack(sd->pd); + pet_changestate(sd->pd,MS_IDLE,0); + clif_clearchar_area(&sd->pd->bl,clrtype&0xffff); + map_delblock(&sd->pd->bl); + } + } + memcpy(sd->mapname,mapname,24); + sd->bl.x=x; + sd->bl.y=y; + sd->state.waitingdisconnect=1; + pc_makesavestatus(sd); + if(sd->status.pet_id > 0 && sd->pd) + intif_save_petdata(sd->status.account_id,&sd->pet); + chrif_save(sd); + storage_storage_save(sd); + chrif_changemapserver(sd, mapname, x, y, ip, port); + return 0; + } + } +#if 0 + clif_authfail_fd(sd->fd,0); // cancel + clif_setwaitclose(sd->fd); +#endif + return 1; + } + + if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys) + x=y=0; + if((x==0 && y==0) || (c=read_gat(m,x,y))==1 || c==5){ + if(x||y) { + if(battle_config.error_log) + printf("stacked (%d,%d)\n",x,y); + } + do { + x=rand()%(map[m].xs-2)+1; + y=rand()%(map[m].ys-2)+1; + } while((c=read_gat(m,x,y))==1 || c==5); + } + + if(sd->mapname[0] && sd->bl.prev != NULL){ + skill_unit_out_all(&sd->bl,gettick(),1); + clif_clearchar_area(&sd->bl,clrtype&0xffff); + skill_gangsterparadise(sd,0); + map_delblock(&sd->bl); + // pet + if(sd->status.pet_id > 0 && sd->pd) { + if(sd->pd->bl.m != m && sd->pet.intimate <= 0) { + pet_remove_map(sd); + intif_delete_petdata(sd->status.pet_id); + sd->status.pet_id = 0; + sd->pd = NULL; + sd->petDB = NULL; + if(battle_config.pet_status_support) + pc_calcstatus(sd,2); + pc_makesavestatus(sd); + chrif_save(sd); + storage_storage_save(sd); + } + else if(sd->pet.intimate > 0) { + pet_stopattack(sd->pd); + pet_changestate(sd->pd,MS_IDLE,0); + clif_clearchar_area(&sd->pd->bl,clrtype&0xffff); + map_delblock(&sd->pd->bl); + } + } + clif_changemap(sd,map[m].name,x,y); // [MouseJstr] + } + + if(disguise) // disguise teleport fix [Valaris] + sd->disguise=disguise; + + memcpy(sd->mapname,mapname,24); + sd->bl.m = m; + sd->to_x = x; + sd->to_y = y; + + // moved and changed dance effect stopping + + sd->bl.x = x; + sd->bl.y = y; + + if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) { + sd->pd->bl.m = m; + sd->pd->bl.x = sd->pd->to_x = x; + sd->pd->bl.y = sd->pd->to_y = y; + sd->pd->dir = sd->dir; + } + +// map_addblock(&sd->bl); /// ブロック登?とspawnは +// clif_spawnpc(sd); + + return 0; +} + +/*========================================== + * PCのランダムワ?プ + *------------------------------------------ + */ +int pc_randomwarp(struct map_session_data *sd, int type) { + int x,y,c,i=0; + int m; + + nullpo_retr(0, sd); + + m=sd->bl.m; + + if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止 + return 0; + + do{ + x=rand()%(map[m].xs-2)+1; + y=rand()%(map[m].ys-2)+1; + } while (((c=read_gat(m,x,y)) == 1 || c == 5) && (i++) < 1000); + + if (i < 1000) + pc_setpos(sd,map[m].name,x,y,type); + + return 0; +} + +/*========================================== + * 現在位置のメモ + *------------------------------------------ + */ +int pc_memo(struct map_session_data *sd, int i) { + int skill; + int j; + + nullpo_retr(0, sd); + + skill = pc_checkskill(sd, AL_WARP); + + if (i >= MIN_PORTAL_MEMO) + i -= MIN_PORTAL_MEMO; + else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) { + clif_skill_teleportmessage(sd, 1); + return 0; + } + + if (skill < 1) { + clif_skill_memo(sd,2); + } + + if (skill < 2 || i < -1 || i > 2) { + clif_skill_memo(sd, 1); + return 0; + } + + for(j = 0 ; j < 3; j++) { + if (strcmp(sd->status.memo_point[j].map, map[sd->bl.m].name) == 0) { + i = j; + break; + } + } + + if (i == -1) { + for(i = skill - 3; i >= 0; i--) { + memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i], + sizeof(struct point)); + } + i = 0; + } + memcpy(sd->status.memo_point[i].map, map[sd->bl.m].name, 24); + sd->status.memo_point[i].x = sd->bl.x; + sd->status.memo_point[i].y = sd->bl.y; + + clif_skill_memo(sd, 0); + + return 1; +} + +/*========================================== + * + *------------------------------------------ + */ +int pc_can_reach(struct map_session_data *sd,int x,int y) +{ + struct walkpath_data wpd; + + nullpo_retr(0, sd); + + if( sd->bl.x==x && sd->bl.y==y ) // 同じマス + return 1; + + // 障害物判定 + wpd.path_len=0; + wpd.path_pos=0; + wpd.path_half=0; + return (path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0)!=-1)?1:0; +} + +// +// ? 行物 +// +/*========================================== + * 次の1?にかかる時間を計算 + *------------------------------------------ + */ +static int calc_next_walk_step(struct map_session_data *sd) +{ + nullpo_retr(0, sd); + + if(sd->walkpath.path_pos>=sd->walkpath.path_len) + return -1; + if(sd->walkpath.path[sd->walkpath.path_pos]&1) + return sd->speed*14/10; + + return sd->speed; +} + +/*========================================== + * 半?進む(timer??) + *------------------------------------------ + */ +static int pc_walk(int tid,unsigned int tick,int id,int data) +{ + struct map_session_data *sd; + int i,ctype; + int moveblock; + int x,y,dx,dy; + + sd=map_id2sd(id); + if(sd==NULL) + return 0; + + if(sd->walktimer != tid){ + if(battle_config.error_log) + printf("pc_walk %d != %d\n",sd->walktimer,tid); + return 0; + } + sd->walktimer=-1; + if(sd->walkpath.path_pos>=sd->walkpath.path_len || sd->walkpath.path_pos!=data) + return 0; + + //?いたので息吹のタイマ?を初期化 + sd->inchealspirithptick = 0; + sd->inchealspiritsptick = 0; + + sd->walkpath.path_half ^= 1; + if(sd->walkpath.path_half==0){ // マス目中心へ到着 + sd->walkpath.path_pos++; + if(sd->state.change_walk_target){ + pc_walktoxy_sub(sd); + return 0; + } + } else { // マス目境界へ到着 + if(sd->walkpath.path[sd->walkpath.path_pos]>=8) + return 1; + + x = sd->bl.x; + y = sd->bl.y; + ctype = map_getcell(sd->bl.m,x,y); + if(ctype == 1 || ctype == 5) { + pc_stop_walking(sd,1); + return 0; + } + sd->dir=sd->head_dir=sd->walkpath.path[sd->walkpath.path_pos]; + dx = dirx[(int)sd->dir]; + dy = diry[(int)sd->dir]; + ctype = map_getcell(sd->bl.m,x+dx,y+dy); + if(ctype == 1 || ctype == 5) { + pc_walktoxy_sub(sd); + return 0; + } + + moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE); + + sd->walktimer = 1; + map_foreachinmovearea(clif_pcoutsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd); + + x += dx; + y += dy; + + if(moveblock) map_delblock(&sd->bl); + sd->bl.x = x; + sd->bl.y = y; + if(moveblock) map_addblock(&sd->bl); + + if (sd->status.guild_id > 0) { + struct skill_unit *su; + if (sd->sc_data[SC_LEADERSHIP].val4 && (su=(struct skill_unit *)sd->sc_data[SC_LEADERSHIP].val4)) { + skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); + } + if (sd->sc_data[SC_GLORYWOUNDS].val4 && (su=(struct skill_unit *)sd->sc_data[SC_GLORYWOUNDS].val4)) { + skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); + } + if (sd->sc_data[SC_SOULCOLD].val4 && (su=(struct skill_unit *)sd->sc_data[SC_SOULCOLD].val4)) { + skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); + } + if (sd->sc_data[SC_HAWKEYES].val4 && (su=(struct skill_unit *)sd->sc_data[SC_HAWKEYES].val4)) { + skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); + } + } + + map_foreachinmovearea(clif_pcinsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,0,sd); + sd->walktimer = -1; + + if(sd->status.party_id>0){ // パ?ティのHP情報通知?査 + struct party *p=party_search(sd->status.party_id); + if(p!=NULL){ + int p_flag=0; + map_foreachinmovearea(party_send_hp_check,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&p_flag); + if(p_flag) + sd->party_hp=-1; + } + } + if(sd->status.option&4) // クロ?キングの消滅?査 + skill_check_cloaking(&sd->bl); + /* ディボ?ション?査 */ + for(i=0;i<5;i++) + if(sd->dev.val1[i]){ + skill_devotion3(&sd->bl,sd->dev.val1[i]); + break; + } + /* 被ディボ?ション?査 */ + if(sd->sc_count) { + if (sd->sc_data[SC_DANCING].timer!=-1) + skill_unit_move_unit_group((struct skill_unit_group *)sd->sc_data[SC_DANCING].val2,sd->bl.m,dx,dy); + + if (sd->sc_data[SC_DEVOTION].val1) + skill_devotion2(&sd->bl,sd->sc_data[SC_DEVOTION].val1); + + if (sd->sc_data[SC_BASILICA].timer != -1) { // Basilica cancels if caster moves [celest] + struct skill_unit *su; + if ((su = (struct skill_unit *)sd->sc_data[SC_BASILICA].val4)) { + struct skill_unit_group *sg; + if ((sg = su->group) && sg->src_id == sd->bl.id) { + skill_status_change_end(&sd->bl,SC_BASILICA,-1); + skill_delunitgroup (sg); + } + } + } + } + + skill_unit_move(&sd->bl,tick,1); // スキルユニットの?査 + + if(map_getcell(sd->bl.m,x,y)&0x80) + npc_touch_areanpc(sd,sd->bl.m,x,y); + else + sd->areanpc_id=0; + } + if((i=calc_next_walk_step(sd))>0) { + i = i>>1; + if(i < 1 && sd->walkpath.path_half == 0) + i = 1; + sd->walktimer=add_timer(tick+i,pc_walk,id,sd->walkpath.path_pos); + } + + return 0; +} + +/*========================================== + * 移動可能か確認して、可能なら?行開始 + *------------------------------------------ + */ +static int pc_walktoxy_sub(struct map_session_data *sd) +{ + struct walkpath_data wpd; + int i; + + nullpo_retr(1, sd); + + if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->to_x,sd->to_y,0)) + return 1; + memcpy(&sd->walkpath,&wpd,sizeof(wpd)); + + clif_walkok(sd); + sd->state.change_walk_target=0; + + if((i=calc_next_walk_step(sd))>0){ + i = i>>2; + sd->walktimer=add_timer(gettick()+i,pc_walk,sd->bl.id,0); + } + clif_movechar(sd); + + return 0; +} + +/*========================================== + * pc? 行要求 + *------------------------------------------ + */ +int pc_walktoxy(struct map_session_data *sd,int x,int y) +{ + + nullpo_retr(0, sd); + + sd->to_x=x; + sd->to_y=y; + + if(sd->walktimer != -1 && sd->state.change_walk_target==0){ + // 現在?いている最中の目的地?更なのでマス目の中心に?た時に + // timer??からpc_walktoxy_subを呼ぶようにする + sd->state.change_walk_target=1; + } else { + pc_walktoxy_sub(sd); + } + + return 0; +} + +/*========================================== + * ? 行停止 + *------------------------------------------ + */ +int pc_stop_walking(struct map_session_data *sd,int type) +{ + nullpo_retr(0, sd); + + if(sd->walktimer != -1) { + delete_timer(sd->walktimer,pc_walk); + sd->walktimer=-1; + } + sd->walkpath.path_len=0; + sd->to_x = sd->bl.x; + sd->to_y = sd->bl.y; + if(type&0x01) + clif_fixpos(&sd->bl); + if(type&0x02 && battle_config.pc_damage_delay) { + unsigned int tick = gettick(); + int delay = battle_get_dmotion(&sd->bl); + if(sd->canmove_tick < tick) + sd->canmove_tick = tick + delay; + } + + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y) +{ + int moveblock; + int dx,dy,dist; + + struct walkpath_data wpd; + + nullpo_retr(0, sd); + + if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0)) + return 1; + + sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y); + + dx = dst_x - sd->bl.x; + dy = dst_y - sd->bl.y; + dist = distance(sd->bl.x,sd->bl.y,dst_x,dst_y); + + moveblock = ( sd->bl.x/BLOCK_SIZE != dst_x/BLOCK_SIZE || sd->bl.y/BLOCK_SIZE != dst_y/BLOCK_SIZE); + + map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,0,sd); + + if(moveblock) map_delblock(&sd->bl); + sd->bl.x = dst_x; + sd->bl.y = dst_y; + if(moveblock) map_addblock(&sd->bl); + + map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,0,sd); + + if(sd->status.party_id>0){ // パ?ティのHP情報通知?査 + struct party *p=party_search(sd->status.party_id); + if(p!=NULL){ + int flag=0; + map_foreachinmovearea(party_send_hp_check,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&flag); + if(flag) + sd->party_hp=-1; + } + } + + if(sd->status.option&4) // クロ?キングの消滅?査 + skill_check_cloaking(&sd->bl); + + skill_unit_move(&sd->bl,gettick(),dist+7); // スキルユニットの?査 + + if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y)&0x80) + npc_touch_areanpc(sd,sd->bl.m,sd->bl.x,sd->bl.y); + else + sd->areanpc_id=0; + return 0; +} + +// +// 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) +{ + nullpo_retr(0, sd); + + if( sd->sc_data == NULL ) + return 0; + + if(!(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1) { // 2HQ + skill_status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); // 2HQを解除 + return -1; + } + if(!(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)) && sd->sc_data[SC_AURABLADE].timer!=-1) { /* オ?ラブレ?ド */ + skill_status_change_end(&sd->bl,SC_AURABLADE,-1); /* オ?ラブレ?ドを解除 */ + return -1; + } + if(!(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)) && sd->sc_data[SC_PARRYING].timer!=-1) { /* パリイング */ + skill_status_change_end(&sd->bl,SC_PARRYING,-1); /* パリイングを解除 */ + return -1; + } + if(!(skill_get_weapontype(LK_CONCENTRATION)&(1<<sd->status.weapon)) && sd->sc_data[SC_CONCENTRATION].timer!=-1) { /* コンセントレ?ション */ + skill_status_change_end(&sd->bl,SC_CONCENTRATION,-1); /* コンセントレ?ションを解除 */ + return -1; + } + if(!(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_SPEARSQUICKEN].timer!=-1){ // スピアクィッケン + skill_status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); // スピアクイッケンを解除 + return -1; + } + if(!(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)) && sd->sc_data[SC_ADRENALINE].timer!=-1){ // アドレナリンラッシュ + skill_status_change_end(&sd->bl,SC_ADRENALINE,-1); // アドレナリンラッシュを解除 + return -1; + } + + if(sd->status.shield <= 0) { + if(sd->sc_data[SC_AUTOGUARD].timer!=-1){ // オ?トガ?ド + skill_status_change_end(&sd->bl,SC_AUTOGUARD,-1); + return -1; + } + if(sd->sc_data[SC_DEFENDER].timer!=-1){ // ディフェンダ? + skill_status_change_end(&sd->bl,SC_DEFENDER,-1); + return -1; + } + if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1){ //リフレクトシ?ルド + skill_status_change_end(&sd->bl,SC_REFLECTSHIELD,-1); + return -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; +} + +/*========================================== + * ?生職や養子職の元の職業を返す + *------------------------------------------ + */ +struct pc_base_job pc_calc_base_job(int b_class) +{ + struct pc_base_job bj; + //?生や養子の場合の元の職業を算出する + //if(b_class < MAX_PC_CLASS){ //通常 + if(b_class < 4001){ + bj.job = b_class; + bj.upper = 0; + }else if(b_class >= 4001 && b_class < 4023){ //?生職 + // Athena almost never uses this... well, used this. :3 + bj.job = b_class - 4001; + bj.upper = 1; + //}else if(b_class == 23 + 4023 -1){ //養子スパノビ + }else if(b_class == 4045){ // super baby + //bj.job = b_class - (4023 - 1); + bj.job = 23; + bj.upper = 2; + }else{ //養子スパノビ以外の養子 + bj.job = b_class - 4023; + bj.upper = 2; + } + + if(battle_config.enable_upper_class==0){ //confで無?になっていたらupper=0 + bj.upper = 0; + } + + if(bj.job == 0){ + bj.type = 0; + }else if(bj.job < 7){ + bj.type = 1; + }else{ + bj.type = 2; + } + + return bj; +} + +/*========================================== + * For quick calculating [Celest] + *------------------------------------------ + */ +int pc_calc_base_job2 (int b_class) +{ + if(b_class < 4001) + return b_class; + else if(b_class >= 4001 && b_class < 4023) + return b_class - 4001; + else if(b_class == 4045) + return 23; + return b_class - 4023; +} + +int pc_calc_upper(int b_class) +{ + if(b_class < 4001) + return 0; + else if(b_class >= 4001 && b_class < 4023) + return 1; + return 2; +} + +/*========================================== + * PCの攻? (timer??) + *------------------------------------------ + */ +int pc_attack_timer(int tid,unsigned int tick,int id,int data) +{ + struct map_session_data *sd; + struct block_list *bl; + struct status_change *sc_data; + short *opt; + int dist,skill,range; + + sd=map_id2sd(id); + if(sd == NULL) + return 0; + if(sd->attacktimer != tid){ + if(battle_config.error_log) + printf("pc_attack_timer %d != %d\n",sd->attacktimer,tid); + return 0; + } + sd->attacktimer=-1; + + if(sd->bl.prev == NULL) + return 0; + + bl=map_id2bl(sd->attacktarget); + if(bl==NULL || bl->prev == NULL) + return 0; + + if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) + return 0; + + // 同じmapでないなら攻?しない + // PCが死んでても攻?しない + if(sd->bl.m != bl->m || pc_isdead(sd)) + return 0; + + //if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16388) // 異常などで攻?できない + if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16384) // 異常などで攻?できない + return 0; + + if(sd->sc_data[SC_AUTOCOUNTER].timer != -1) + return 0; + if(sd->sc_data[SC_BLADESTOP].timer != -1) + return 0; + + //if((opt = battle_get_option(bl)) != NULL && *opt&0x46) + if((opt = battle_get_option(bl)) != NULL && *opt&0x42) + return 0; + if(((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_TRICKDEAD].timer != -1) || + ((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_BASILICA].timer != -1 )) + return 0; + + if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0) + return 0; + + if(!battle_config.sdelay_attack_enable && pc_checkskill(sd,SA_FREECAST) <= 0) { + if(DIFF_TICK(tick , sd->canact_tick) < 0) { + clif_skill_fail(sd,1,4,0); + return 0; + } + } + + dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); + range = sd->attackrange; + if(sd->status.weapon != 11) range++; + if( dist > range ){ // ? かないので移動 + if(pc_can_reach(sd,bl->x,bl->y)) + clif_movetoattack(sd,bl); + return 0; + } + + if(dist <= range && !battle_check_range(&sd->bl,bl,range) ) { + if(pc_can_reach(sd,bl->x,bl->y) && sd->canmove_tick < tick && (sd->sc_data[SC_ANKLE].timer == -1 || sd->sc_data[SC_SPIDERWEB].timer == -1)) + pc_walktoxy(sd,bl->x,bl->y); + sd->attackabletime = tick + (sd->aspd<<1); + } + else { + if(battle_config.pc_attack_direction_change) + sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y ); // 向き設定 + + if(sd->walktimer != -1) + pc_stop_walking(sd,1); + + if(sd->sc_data[SC_COMBO].timer == -1) { + map_freeblock_lock(); + pc_stop_walking(sd,0); + sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0); + // &2 = ? - Celest + if(!(battle_config.pc_cloak_check_type&2) && sd->sc_data[SC_CLOAKING].timer != -1) + skill_status_change_end(&sd->bl,SC_CLOAKING,-1); + if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support) + pet_target_check(sd,bl,0); + map_freeblock_unlock(); + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリ?キャスト + sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100); + else + sd->attackabletime = tick + (sd->aspd<<1); + } + else if(sd->attackabletime <= tick) { + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリ?キャスト + sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100); + else + sd->attackabletime = tick + (sd->aspd<<1); + } + if(sd->attackabletime <= tick) sd->attackabletime = tick + (battle_config.max_aspd<<1); + } + + if(sd->state.attack_continue) { + sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); + } + + return 0; +} + +/*========================================== + * 攻?要求 + * typeが1なら??攻? + *------------------------------------------ + */ +int pc_attack(struct map_session_data *sd,int target_id,int type) +{ + struct block_list *bl; + int d; + + nullpo_retr(0, sd); + + bl=map_id2bl(target_id); + if(bl==NULL) + return 1; + + if(bl->type==BL_NPC) { // monster npcs [Valaris] + //npc_click(sd,RFIFOL(sd->fd,2)); + npc_click(sd,target_id); // submitted by leinsirk10 [Celest] + return 0; + } + + if(!battle_check_target(&sd->bl,bl,BCT_ENEMY)) + return 1; + if(sd->attacktimer != -1) + pc_stopattack(sd); + sd->attacktarget=target_id; + sd->state.attack_continue=type; + + d=DIFF_TICK(sd->attackabletime,gettick()); + if(d>0 && d<2000){ // 攻?delay中 + sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); + } else { + // 本?timer??なので引?を合わせる + pc_attack_timer(-1,gettick(),sd->bl.id,0); + } + + return 0; +} + +/*========================================== + * ??攻?停止 + *------------------------------------------ + */ +int pc_stopattack(struct map_session_data *sd) +{ + nullpo_retr(0, sd); + + if(sd->attacktimer != -1) { + delete_timer(sd->attacktimer,pc_attack_timer); + sd->attacktimer=-1; + } + sd->attacktarget=0; + sd->state.attack_continue=0; + + return 0; +} + +int pc_follow_timer(int tid,unsigned int tick,int id,int data) +{ + struct map_session_data *sd, *bl; + + sd=map_id2sd(id); + if(sd == NULL || sd->followtimer != tid) + return 0; + + sd->followtimer=-1; + + do { + if(sd->bl.prev == NULL) + break; + + bl=(struct map_session_data *) map_id2bl(sd->followtarget); + + if(bl==NULL) + return 0; + + if(bl->bl.prev == NULL) + break; + + if(bl->bl.type == BL_PC && pc_isdead((struct map_session_data *)bl)) + return 0; + + if (sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1) { + if((sd->bl.m == bl->bl.m) && pc_can_reach(sd,bl->bl.x,bl->bl.y)) { + if (distance(sd->bl.x,sd->bl.y,bl->bl.x,bl->bl.y) > 5) + pc_walktoxy(sd,bl->bl.x,bl->bl.y); + } else + pc_setpos((struct map_session_data*)sd, bl->mapname, bl->bl.x, bl->bl.y, 3); + } + } while (0); + + sd->followtimer=add_timer(tick + sd->aspd,pc_follow_timer,sd->bl.id,0); + + return 0; +} + +int pc_follow(struct map_session_data *sd,int target_id) +{ + struct block_list *bl; + + bl=map_id2bl(target_id); + if(bl==NULL) + return 1; + sd->followtarget=target_id; + if(sd->followtimer != -1) { + delete_timer(sd->followtimer,pc_follow_timer); + sd->followtimer = -1; + } + + pc_follow_timer(-1,gettick(),sd->bl.id,0); + + return 0; +} + +int pc_checkbaselevelup(struct map_session_data *sd) +{ + int next = pc_nextbaseexp(sd); + + nullpo_retr(0, sd); + + if(sd->status.base_exp >= next && next > 0){ + struct pc_base_job s_class = pc_calc_base_job(sd->status.class); + + // base側レベルアップ?理 + sd->status.base_exp -= next; + + sd->status.base_level ++; + sd->status.status_point += (sd->status.base_level+14) / 5 ; + clif_updatestatus(sd,SP_STATUSPOINT); + clif_updatestatus(sd,SP_BASELEVEL); + clif_updatestatus(sd,SP_NEXTBASEEXP); + pc_calcstatus(sd,0); + pc_heal(sd,sd->status.max_hp,sd->status.max_sp); + + //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる + if(s_class.job == 23){ + skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],1,0,0,0,skill_get_time(PR_KYRIE,1),0 ); + skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 ); + skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 ); + skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],1,0,0,0,skill_get_time(PR_GLORIA,1),0 ); + skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 ); + } + + clif_misceffect(&sd->bl,0); + //レベルアップしたのでパ?ティ?情報を更新する + //(公平範?チェック) + party_send_movemap(sd); + return 1; + } + + return 0; +} + +int pc_checkjoblevelup(struct map_session_data *sd) +{ + int next = pc_nextjobexp(sd); + + nullpo_retr(0, sd); + + if(sd->status.job_exp >= next && next > 0){ + // job側レベルアップ?理 + sd->status.job_exp -= next; + sd->status.job_level ++; + clif_updatestatus(sd,SP_JOBLEVEL); + clif_updatestatus(sd,SP_NEXTJOBEXP); + sd->status.skill_point ++; + clif_updatestatus(sd,SP_SKILLPOINT); + pc_calcstatus(sd,0); + + clif_misceffect(&sd->bl,1); + return 1; + } + + return 0; +} + +/*========================================== + * ??値取得 + *------------------------------------------ + */ +int pc_gainexp(struct map_session_data *sd,int base_exp,int job_exp) +{ + char output[256]; + nullpo_retr(0, sd); + + if(sd->bl.prev == NULL || pc_isdead(sd)) + return 0; + + if((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr] + return 0; // no exp on pvp maps + + if(sd->sc_data[SC_RICHMANKIM].timer != -1) { // added bounds checking [Vaalris] + base_exp += base_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100; + job_exp += job_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100; + } + + if(sd->status.guild_id>0){ // ギルドに上納 + base_exp-=guild_payexp(sd,base_exp); + if(base_exp < 0) + base_exp = 0; + } + + if(!battle_config.multi_level_up && pc_nextbaseafter(sd) && sd->status.base_exp+base_exp >= pc_nextbaseafter(sd)) { + base_exp = pc_nextbaseafter(sd) - sd->status.base_exp; + if (base_exp < 0) + base_exp = 0; + } + + sd->status.base_exp += base_exp; + if(sd->status.base_exp < 0) + sd->status.base_exp = 0; + + while(pc_checkbaselevelup(sd)) ; + + clif_updatestatus(sd,SP_BASEEXP); + if(!battle_config.multi_level_up && pc_nextjobafter(sd) && sd->status.job_exp+job_exp >= pc_nextjobafter(sd)) { + job_exp = pc_nextjobafter(sd) - sd->status.job_exp; + if (job_exp < 0) + job_exp = 0; + } + + sd->status.job_exp += job_exp; + if(sd->status.job_exp < 0) + sd->status.job_exp = 0; + + while(pc_checkjoblevelup(sd)) ; + + clif_updatestatus(sd,SP_JOBEXP); + + if(battle_config.disp_experience){ + sprintf(output, + "Experienced Gained Base:%d Job:%d",base_exp,job_exp); + clif_disp_onlyself(sd,output,strlen(output)); + } + + return 0; +} + +/*========================================== + * base level側必要??値計算 + *------------------------------------------ + */ +int pc_nextbaseexp(struct map_session_data *sd) +{ + int i; + + nullpo_retr(0, sd); + + if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0) + return 0; + + if(sd->status.class==0) i=0; + else if(sd->status.class<=6) i=1; + else if(sd->status.class<=22) i=2; + else if(sd->status.class==23) i=3; + else if(sd->status.class==4001) i=4; + else if(sd->status.class<=4007) i=5; + else i=6; + + return exp_table[i][sd->status.base_level-1]; +} + +/*========================================== + * job level側必要??値計算 + *------------------------------------------ + */ +int pc_nextjobexp(struct map_session_data *sd) +{ + int i; + + nullpo_retr(0, sd); + + if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0) + return 0; + + if(sd->status.class==0) i=7; + else if(sd->status.class<=6) i=8; + else if(sd->status.class<=22) i=9; + else if(sd->status.class==23) i=10; + else if(sd->status.class==4001) i=11; + else if(sd->status.class<=4007) i=12; + else i=13; + + return exp_table[i][sd->status.job_level-1]; +} + +/*========================================== + * base level after next [Valaris] + *------------------------------------------ + */ +int pc_nextbaseafter(struct map_session_data *sd) +{ + int i; + + nullpo_retr(0, sd); + + if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0) + return 0; + + if(sd->status.class==0) i=0; + else if(sd->status.class<=6) i=1; + else if(sd->status.class<=22) i=2; + else if(sd->status.class==23) i=3; + else if(sd->status.class==4001) i=4; + else if(sd->status.class<=4007) i=5; + else i=6; + + return exp_table[i][sd->status.base_level]; +} + +/*========================================== + * job level after next [Valaris] + *------------------------------------------ + */ +int pc_nextjobafter(struct map_session_data *sd) +{ + int i; + + nullpo_retr(0, sd); + + if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0) + return 0; + + if(sd->status.class==0) i=7; + else if(sd->status.class<=6) i=8; + else if(sd->status.class<=22) i=9; + else if(sd->status.class==23) i=10; + else if(sd->status.class==4001) i=11; + else if(sd->status.class<=4007) i=12; + else i=13; + + return exp_table[i][sd->status.job_level]; +} +/*========================================== + + * 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_calc_upper(sd->status.class)==2) ? 80 : battle_config.max_parameter; + + 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); + pc_calcstatus(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) +{ + nullpo_retr(0, sd); + + if(type<SP_STR || type>SP_LUK){ + clif_statusupack(sd,type,0,0); + return 1; + } + switch(type){ + case SP_STR: + if(sd->status.str + val >= battle_config.max_parameter) + val = battle_config.max_parameter; + else if(sd->status.str + val < 1) + val = 1; + else + val += sd->status.str; + sd->status.str = val; + break; + case SP_AGI: + if(sd->status.agi + val >= battle_config.max_parameter) + val = battle_config.max_parameter; + else if(sd->status.agi + val < 1) + val = 1; + else + val += sd->status.agi; + sd->status.agi = val; + break; + case SP_VIT: + if(sd->status.vit + val >= battle_config.max_parameter) + val = battle_config.max_parameter; + else if(sd->status.vit + val < 1) + val = 1; + else + val += sd->status.vit; + sd->status.vit = val; + break; + case SP_INT: + if(sd->status.int_ + val >= battle_config.max_parameter) + val = battle_config.max_parameter; + else if(sd->status.int_ + val < 1) + val = 1; + else + val += sd->status.int_; + sd->status.int_ = val; + break; + case SP_DEX: + if(sd->status.dex + val >= battle_config.max_parameter) + val = battle_config.max_parameter; + else if(sd->status.dex + val < 1) + val = 1; + else + val += sd->status.dex; + sd->status.dex = val; + break; + case SP_LUK: + if(sd->status.luk + val >= battle_config.max_parameter) + val = battle_config.max_parameter; + else if(sd->status.luk + val < 1) + val = 1; + else + val = sd->status.luk + val; + sd->status.luk = val; + break; + } + clif_updatestatus(sd,type-SP_STR+SP_USTR); + clif_updatestatus(sd,type); + pc_calcstatus(sd,0); + clif_statusupack(sd,type,1,val); + + 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>=10000 ){ + guild_skillup(sd,skill_num,0); + return 0; + } + + if( sd->status.skill_point>0 && + sd->status.skill[skill_num].id!=0 && + //sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest + 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--; + pc_calcstatus(sd,0); + 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; + int c=0, s=0; + //?生や養子の場合の元の職業を算出する + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class); + c = s_class.job; + s = (s_class.upper==1) ? 1 : 0 ; //?生以外は通常のスキル? + + 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=1;i<158;i++) + sd->status.skill[i].lv=skill_get_max(i); + for(i=210;i<291;i++) + sd->status.skill[i].lv=skill_get_max(i); + for(i=304;i<MAX_SKILL;i++){ + if(i==331) continue; + sd->status.skill[i].lv=skill_get_max(i); + } + } + else { + for(i=0;(id=skill_tree[s][c][i].id)>0;i++){ + if(sd->status.skill[id].id==0 && (!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn) ) { + sd->status.skill[id].id = id; // celest + // sd->status.skill[id].lv=skill_get_max(id); + sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class); // celest + } + } + } + pc_calcstatus(sd,0); + + return 0; +} + +/*========================================== + * /resetlvl + *------------------------------------------ + */ +int pc_resetlvl(struct map_session_data* sd,int type) +{ + int i; + + nullpo_retr(0, sd); + + for(i=1;i<MAX_SKILL;i++){ + sd->status.skill[i].lv = 0; + } + + if(type == 1){ + sd->status.skill_point=0; + sd->status.base_level=1; + sd->status.job_level=1; + sd->status.base_exp=sd->status.base_exp=0; + sd->status.job_exp=sd->status.job_exp=0; + if(sd->status.option !=0) + sd->status.option = 0; + + sd->status.str=1; + sd->status.agi=1; + sd->status.vit=1; + sd->status.int_=1; + sd->status.dex=1; + sd->status.luk=1; + if(sd->status.class == 4001) + sd->status.status_point=88; + } + + if(type == 2){ + sd->status.skill_point=0; + sd->status.base_level=1; + sd->status.job_level=1; + sd->status.base_exp=0; + sd->status.job_exp=0; + } + if(type == 3){ + sd->status.base_level=1; + sd->status.base_exp=0; + } + if(type == 4){ + sd->status.job_level=1; + sd->status.job_exp=0; + } + + clif_updatestatus(sd,SP_STATUSPOINT); + clif_updatestatus(sd,SP_STR); + clif_updatestatus(sd,SP_AGI); + clif_updatestatus(sd,SP_VIT); + clif_updatestatus(sd,SP_INT); + clif_updatestatus(sd,SP_DEX); + clif_updatestatus(sd,SP_LUK); + clif_updatestatus(sd,SP_BASELEVEL); + clif_updatestatus(sd,SP_JOBLEVEL); + clif_updatestatus(sd,SP_STATUSPOINT); + clif_updatestatus(sd,SP_NEXTBASEEXP); + clif_updatestatus(sd,SP_NEXTJOBEXP); + clif_updatestatus(sd,SP_SKILLPOINT); + + clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris + clif_updatestatus(sd,SP_UAGI); + clif_updatestatus(sd,SP_UVIT); + clif_updatestatus(sd,SP_UINT); + clif_updatestatus(sd,SP_UDEX); + clif_updatestatus(sd,SP_ULUK); // End Addition + + for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris] + if(sd->equip_index[i] >= 0) + if(!pc_isequip(sd,sd->equip_index[i])) + pc_unequipitem(sd,sd->equip_index[i],1,BF_NORMAL); + } + + clif_skillinfoblock(sd); + pc_calcstatus(sd,0); + + return 0; +} +/*========================================== + * /resetstate + *------------------------------------------ + */ +int pc_resetstate(struct map_session_data* sd) +{ + #define sumsp(a) ((a)*((a-2)/10+2) - 5*((a-2)/10)*((a-2)/10) - 6*((a-2)/10) -2) +// int add=0; // Removed by Dexity + + nullpo_retr(0, sd); + +// New statpoint table used here - Dexity + sd->status.status_point = atoi (statp[sd->status.base_level - 1]); + if(sd->status.class >= 4001 && sd->status.class <= 4024) + sd->status.status_point+=40; +// End addition + +// Removed by Dexity - old count +// add += sumsp(sd->status.str); +// add += sumsp(sd->status.agi); +// add += sumsp(sd->status.vit); +// add += sumsp(sd->status.int_); +// add += sumsp(sd->status.dex); +// add += sumsp(sd->status.luk); +// sd->status.status_point+=add; + + clif_updatestatus(sd,SP_STATUSPOINT); + + sd->status.str=1; + sd->status.agi=1; + sd->status.vit=1; + sd->status.int_=1; + sd->status.dex=1; + sd->status.luk=1; + + clif_updatestatus(sd,SP_STR); + clif_updatestatus(sd,SP_AGI); + clif_updatestatus(sd,SP_VIT); + clif_updatestatus(sd,SP_INT); + clif_updatestatus(sd,SP_DEX); + clif_updatestatus(sd,SP_LUK); + + clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris + clif_updatestatus(sd,SP_UAGI); + clif_updatestatus(sd,SP_UVIT); + clif_updatestatus(sd,SP_UINT); + clif_updatestatus(sd,SP_UDEX); + clif_updatestatus(sd,SP_ULUK); // End Addition + + pc_calcstatus(sd,0); + + return 0; +} + +/*========================================== + * /resetskill + *------------------------------------------ + */ +int pc_resetskill(struct map_session_data* sd) +{ + int i,skill; + + nullpo_retr(0, sd); + + for(i=1;i<MAX_SKILL;i++){ + if( (skill = pc_checkskill(sd,i)) > 0) { + if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) { + if(!sd->status.skill[i].flag) + sd->status.skill_point += skill; + else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) { + sd->status.skill_point += (sd->status.skill[i].flag - 2); + } + sd->status.skill[i].lv = 0; + } + else if(battle_config.quest_skill_reset) + sd->status.skill[i].lv = 0; + sd->status.skill[i].flag = 0; + } + else + sd->status.skill[i].lv = 0; + } + clif_updatestatus(sd,SP_SKILLPOINT); + clif_skillinfoblock(sd); + pc_calcstatus(sd,0); + + return 0; +} + +/*========================================== + * pcにダメ?ジを?える + *------------------------------------------ + */ +int pc_damage(struct block_list *src,struct map_session_data *sd,int damage) +{ + int i=0,j=0; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + //?生や養子の場合の元の職業を算出する + s_class = pc_calc_base_job(sd->status.class); + // ?に死んでいたら無? + if(pc_isdead(sd)) + return 0; + // 座ってたら立ち上がる + if(pc_issit(sd)) { + pc_setstand(sd); + skill_gangsterparadise(sd,0); + } + + // ? いていたら足を止める + if(sd->sc_data[SC_ENDURE].timer == -1 && sd->sc_data[SC_BERSERK].timer && !sd->special_state.infinite_endure) + pc_stop_walking(sd,3); + else if(sd->sc_data[SC_ENDURE].timer != -1 && src->type==BL_MOB) // [Celest] + if((--sd->sc_data[SC_ENDURE].val2) <= 0) + skill_status_change_end(&sd->bl, SC_ENDURE, -1); + // 演奏/ダンスの中? + if(damage > sd->status.max_hp>>2) + skill_stop_dancing(&sd->bl,0); + + sd->status.hp-=damage; + if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support) + pet_target_check(sd,src,1); + + if (sd->sc_data[SC_TRICKDEAD].timer != -1) + skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1); + if(sd->status.option&2) + skill_status_change_end(&sd->bl, SC_HIDING, -1); + if(sd->status.option&4) + skill_status_change_end(&sd->bl, SC_CLOAKING, -1); + if(sd->status.option&16386) + skill_status_change_end(&sd->bl, SC_CHASEWALK, -1); + + if(sd->status.hp>0){ + // まだ生きているならHP更新 + clif_updatestatus(sd,SP_HP); + + if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && + (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 )) + // オ?トバ?サ?ク?動 + skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); + + sd->canlog_tick = gettick(); + + if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris] + struct party *p=party_search(sd->status.party_id); + if(p!=NULL) clif_party_hp(p,sd); + } // end addition [Valaris] + + return 0; + } + sd->status.hp = 0; + pc_setdead(sd); + if(sd->vender_id) + vending_closevending(sd); + + if(sd->status.pet_id > 0 && sd->pd) { + if(sd->petDB) { + sd->pet.intimate -= sd->petDB->die; + if(sd->pet.intimate < 0) + sd->pet.intimate = 0; + clif_send_petdata(sd,1,sd->pet.intimate); + } + } + + pc_stop_walking(sd,0); + skill_castcancel(&sd->bl,0); // 詠唱の中止 + clif_clearchar_area(&sd->bl,1); + skill_unit_out_all(&sd->bl,gettick(),1); + if(sd->sc_data[SC_BLADESTOP].timer!=-1)//白刃は事前に解除 + skill_status_change_end(&sd->bl,SC_BLADESTOP,-1); + pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み + skill_status_change_clear(&sd->bl,0); // ステ?タス異常を解除する + clif_updatestatus(sd,SP_HP); + pc_calcstatus(sd,0); + + for(i=0;i<5;i++) + if(sd->dev.val1[i]){ + skill_status_change_end(&map_id2sd(sd->dev.val1[i])->bl,SC_DEVOTION,-1); + sd->dev.val1[i] = sd->dev.val2[i]=0; + } + + if(battle_config.death_penalty_type>0) { // changed penalty options, added death by player if pk_mode [Valaris] + if(sd->status.class != 0 && !map[sd->bl.m].flag.nopenalty && !map[sd->bl.m].flag.gvg){ // only novices will recieve no penalty + if(battle_config.death_penalty_type==1 && battle_config.death_penalty_base > 0) + sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000; + if(battle_config.pk_mode && src && src->type==BL_PC) + sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000; + else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_base > 0) { + if(pc_nextbaseexp(sd) > 0) + sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000; + if(battle_config.pk_mode && src && src->type==BL_PC) + sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000; + } + if(sd->status.base_exp < 0) + sd->status.base_exp = 0; + clif_updatestatus(sd,SP_BASEEXP); + + if(battle_config.death_penalty_type==1 && battle_config.death_penalty_job > 0) + sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000; + if(battle_config.pk_mode && src && src->type==BL_PC) + sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000; + else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_job > 0) { + if(pc_nextjobexp(sd) > 0) + sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000; + if(battle_config.pk_mode && src && src->type==BL_PC) + sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000; + } + if(sd->status.job_exp < 0) + sd->status.job_exp = 0; + clif_updatestatus(sd,SP_JOBEXP); + } + } + // monster level up [Valaris] + if(battle_config.mobs_level_up && src && src->type==BL_MOB) { + struct mob_data *md=(struct mob_data *)src; + if(md && md->target_id != 0 && md->target_id==sd->bl.id) { // reset target id when player dies + md->target_id=0; + mob_changestate(md,MS_WALK,0); + } + if(md && md->state.state!=MS_DEAD && md->level < 99) { + clif_misceffect(&md->bl,0); + md->level++; + md->hp+=sd->status.max_hp*.1; + } + } + + //ナイトメアモ?ドアイテムドロップ + if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker] + for(j=0;j<MAX_DROP_PER_MAP;j++){ + int id = map[sd->bl.m].drop_list[j].drop_id; + int type = map[sd->bl.m].drop_list[j].drop_type; + int per = map[sd->bl.m].drop_list[j].drop_per; + if(id == 0) + continue; + if(id == -1){//ランダムドロップ + int eq_num=0,eq_n[MAX_INVENTORY]; + memset(eq_n,0,sizeof(eq_n)); + //先ず?備しているアイテム?をカウント + for(i=0;i<MAX_INVENTORY;i++){ + int k; + if( (type == 1 && !sd->status.inventory[i].equip) + || (type == 2 && sd->status.inventory[i].equip) + || type == 3){ + //InventoryIndexを格納 + for(k=0;k<MAX_INVENTORY;k++){ + if(eq_n[k] <= 0){ + eq_n[k]=i; + break; + } + } + eq_num++; + } + } + if(eq_num > 0){ + int n = eq_n[rand()%eq_num];//該?アイテムの中からランダム + if(rand()%10000 < per){ + if(sd->status.inventory[n].equip) + pc_unequipitem(sd,n,0,BF_NORMAL); + pc_dropitem(sd,n,1); + } + } + } + else if(id > 0){ + for(i=0;i<MAX_INVENTORY;i++){ + if(sd->status.inventory[i].nameid == id//ItemIDが一致していて + && rand()%10000 < per//ドロップ率判定もOKで + && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ + || (type == 2 && sd->status.inventory[i].equip) + || type == 3) ){ + if(sd->status.inventory[i].equip) + pc_unequipitem(sd,i,0,BF_NORMAL); + pc_dropitem(sd,i,1); + break; + } + } + } + } + } + // pvp + if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris] + //ランキング計算 + if(!map[sd->bl.m].flag.pvp_nocalcrank){ + sd->pvp_point-=5; + if(src && src->type==BL_PC ) + ((struct map_session_data *)src)->pvp_point++; + //} //fixed wrong '{' placement by Lupus + pc_setdead(sd); + } + // ?制送還 + if( sd->pvp_point < 0 ){ + sd->pvp_point=0; + pc_setstand(sd); + pc_setrestartvalue(sd,3); + pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0); + } + } + //GvG + if(map[sd->bl.m].flag.gvg){ + pc_setstand(sd); + pc_setrestartvalue(sd,3); + pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0); + } + + return 0; +} + +// +// 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; + struct pc_base_job s_class; + + s_class = pc_calc_base_job(sd->status.class); + + nullpo_retr(0, sd); + + switch(type){ + case SP_SKILLPOINT: + val= sd->status.skill_point; + break; + case SP_STATUSPOINT: + val= sd->status.status_point; + break; + case SP_ZENY: + val= sd->status.zeny; + break; + case SP_BASELEVEL: + val= sd->status.base_level; + break; + case SP_JOBLEVEL: + val= sd->status.job_level; + break; + case SP_CLASS: + if(val>=24 && val < 45) + val+=3978; + else + val= sd->status.class; + break; + case SP_BASEJOB: + val= s_class.job; + break; + case SP_UPPER: + val= s_class.upper; + break; + case SP_SEX: + val= sd->sex; + break; + case SP_WEIGHT: + val= sd->weight; + break; + case SP_MAXWEIGHT: + val= sd->max_weight; + break; + case SP_BASEEXP: + val= sd->status.base_exp; + break; + case SP_JOBEXP: + val= sd->status.job_exp; + break; + case SP_NEXTBASEEXP: + val= pc_nextbaseexp(sd); + break; + case SP_NEXTJOBEXP: + val= pc_nextjobexp(sd); + break; + case SP_HP: + val= sd->status.hp; + break; + case SP_MAXHP: + val= sd->status.max_hp; + break; + case SP_SP: + val= sd->status.sp; + break; + case SP_MAXSP: + val= sd->status.max_sp; + break; + case SP_STR: + val= sd->status.str; + break; + case SP_AGI: + val= sd->status.agi; + break; + case SP_VIT: + val= sd->status.vit; + break; + case SP_INT: + val= sd->status.int_; + break; + case SP_DEX: + val= sd->status.dex; + break; + case SP_LUK: + val= sd->status.luk; + break; + case SP_FAME: + val= sd->fame; + break; + } + + return val; +} + +/*========================================== + * script用PCステ?タス設定 + *------------------------------------------ + */ +int pc_setparam(struct map_session_data *sd,int type,int val) +{ + int i = 0,up_level = 50; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class); + + switch(type){ + case SP_BASELEVEL: + if (val > sd->status.base_level) { + for (i = 1; i <= (val - sd->status.base_level); i++) + sd->status.status_point += (sd->status.base_level + i + 14) / 5 ; + } + sd->status.base_level = val; + sd->status.base_exp = 0; + clif_updatestatus(sd, SP_BASELEVEL); + clif_updatestatus(sd, SP_NEXTBASEEXP); + clif_updatestatus(sd, SP_STATUSPOINT); + clif_updatestatus(sd, SP_BASEEXP); + pc_calcstatus(sd, 0); + pc_heal(sd, sd->status.max_hp, sd->status.max_sp); + break; + case SP_JOBLEVEL: + if (sd->status.class == 0) + up_level -= 40; + if ((sd->status.class == 23) || (sd->status.class >= 4001 && sd->status.class <= 4022)) + up_level += 20; + if (val >= sd->status.job_level) { + if (val > up_level)val = up_level; + sd->status.skill_point += (val-sd->status.job_level); + sd->status.job_level = val; + sd->status.job_exp = 0; + clif_updatestatus(sd, SP_JOBLEVEL); + clif_updatestatus(sd, SP_NEXTJOBEXP); + clif_updatestatus(sd, SP_JOBEXP); + clif_updatestatus(sd, SP_SKILLPOINT); + pc_calcstatus(sd, 0); + clif_misceffect(&sd->bl, 1); + } else { + sd->status.job_level = val; + sd->status.job_exp = 0; + clif_updatestatus(sd, SP_JOBLEVEL); + clif_updatestatus(sd, SP_NEXTJOBEXP); + clif_updatestatus(sd, SP_JOBEXP); + pc_calcstatus(sd, 0); + } + clif_updatestatus(sd,type); + break; + case SP_SKILLPOINT: + sd->status.skill_point = val; + break; + case SP_STATUSPOINT: + sd->status.status_point = val; + break; + case SP_ZENY: + sd->status.zeny = val; + break; + case SP_BASEEXP: + if(pc_nextbaseexp(sd) > 0) { + sd->status.base_exp = val; + if(sd->status.base_exp < 0) + sd->status.base_exp=0; + pc_checkbaselevelup(sd); + } + break; + case SP_JOBEXP: + if(pc_nextjobexp(sd) > 0) { + sd->status.job_exp = val; + if(sd->status.job_exp < 0) + sd->status.job_exp=0; + pc_checkjoblevelup(sd); + } + break; + case SP_SEX: + sd->sex = val; + break; + case SP_WEIGHT: + sd->weight = val; + break; + case SP_MAXWEIGHT: + sd->max_weight = val; + break; + case SP_HP: + sd->status.hp = val; + break; + case SP_MAXHP: + sd->status.max_hp = val; + break; + case SP_SP: + sd->status.sp = val; + break; + case SP_MAXSP: + sd->status.max_sp = val; + break; + case SP_STR: + sd->status.str = val; + break; + case SP_AGI: + sd->status.agi = val; + break; + case SP_VIT: + sd->status.vit = val; + break; + case SP_INT: + sd->status.int_ = val; + break; + case SP_DEX: + sd->status.dex = val; + break; + case SP_LUK: + sd->status.luk = val; + break; + case SP_FAME: + sd->fame = val; + break; + } + clif_updatestatus(sd,type); + + return 0; +} + +/*========================================== + * HP/SP回復 + *------------------------------------------ + */ +int pc_heal(struct map_session_data *sd,int hp,int sp) +{ +// if(battle_config.battle_log) +// printf("heal %d %d\n",hp,sp); + + nullpo_retr(0, sd); + + if(pc_checkoverhp(sd)) { + if(hp > 0) + hp = 0; + } + if(pc_checkoversp(sd)) { + if(sp > 0) + sp = 0; + } + + if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい + return 0; + + if(hp+sd->status.hp>sd->status.max_hp) + hp=sd->status.max_hp-sd->status.hp; + if(sp+sd->status.sp>sd->status.max_sp) + sp=sd->status.max_sp-sd->status.sp; + sd->status.hp+=hp; + if(sd->status.hp <= 0) { + sd->status.hp = 0; + pc_damage(NULL,sd,1); + hp = 0; + } + sd->status.sp+=sp; + if(sd->status.sp <= 0) + sd->status.sp = 0; + if(hp) + clif_updatestatus(sd,SP_HP); + if(sp) + clif_updatestatus(sd,SP_SP); + + if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris] + struct party *p=party_search(sd->status.party_id); + if(p!=NULL) clif_party_hp(p,sd); + } // end addition [Valaris] + + return hp + sp; +} + +/*========================================== + * HP/SP回復 + *------------------------------------------ + */ +int pc_itemheal(struct map_session_data *sd,int hp,int sp) +{ + int bonus; +// if(battle_config.battle_log) +// printf("heal %d %d\n",hp,sp); + + nullpo_retr(0, sd); + + if(sd->sc_data && sd->sc_data[SC_GOSPEL].timer!=-1) //バ?サ?ク中は回復させないらしい + return 0; + + if(sd->state.potionpitcher_flag) { + sd->potion_hp = hp; + sd->potion_sp = sp; + return 0; + } + + if(pc_checkoverhp(sd)) { + if(hp > 0) + hp = 0; + } + if(pc_checkoversp(sd)) { + if(sp > 0) + sp = 0; + } + if(hp > 0) { + bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10; + if(bonus != 100) + hp = hp * bonus / 100; + bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; + if(bonus != 100) + hp = hp * bonus / 100; + } + if(sp > 0) { + bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10; + if(bonus != 100) + sp = sp * bonus / 100; + bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; + if(bonus != 100) + sp = sp * bonus / 100; + } + if(hp+sd->status.hp>sd->status.max_hp) + hp=sd->status.max_hp-sd->status.hp; + if(sp+sd->status.sp>sd->status.max_sp) + sp=sd->status.max_sp-sd->status.sp; + sd->status.hp+=hp; + if(sd->status.hp <= 0) { + sd->status.hp = 0; + pc_damage(NULL,sd,1); + hp = 0; + } + sd->status.sp+=sp; + if(sd->status.sp <= 0) + sd->status.sp = 0; + if(hp) + clif_updatestatus(sd,SP_HP); + if(sp) + clif_updatestatus(sd,SP_SP); + + return 0; +} + +/*========================================== + * HP/SP回復 + *------------------------------------------ + */ +int pc_percentheal(struct map_session_data *sd,int hp,int sp) +{ + nullpo_retr(0, sd); + + if(sd->state.potionpitcher_flag) { + sd->potion_per_hp = hp; + sd->potion_per_sp = sp; + return 0; + } + + if(pc_checkoverhp(sd)) { + if(hp > 0) + hp = 0; + } + if(pc_checkoversp(sd)) { + if(sp > 0) + sp = 0; + } + if(hp) { + if(hp >= 100) { + sd->status.hp = sd->status.max_hp; + } + else if(hp <= -100) { + sd->status.hp = 0; + pc_damage(NULL,sd,1); + } + else { + sd->status.hp += sd->status.max_hp*hp/100; + if(sd->status.hp > sd->status.max_hp) + sd->status.hp = sd->status.max_hp; + if(sd->status.hp <= 0) { + sd->status.hp = 0; + pc_damage(NULL,sd,1); + hp = 0; + } + } + } + if(sp) { + if(sp >= 100) { + sd->status.sp = sd->status.max_sp; + } + else if(sp <= -100) { + sd->status.sp = 0; + } + else { + sd->status.sp += sd->status.max_sp*sp/100; + if(sd->status.sp > sd->status.max_sp) + sd->status.sp = sd->status.max_sp; + if(sd->status.sp < 0) + sd->status.sp = 0; + } + } + if(hp) + clif_updatestatus(sd,SP_HP); + if(sp) + clif_updatestatus(sd,SP_SP); + + return 0; +} + +/*========================================== + * 職?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; + int b_class = 0; + //?生や養子の場合の元の職業を算出する + struct pc_base_job s_class = pc_calc_base_job(sd->status.class); + + nullpo_retr(0, sd); + + if (upper < 0 || upper > 2) //現在?生かどうかを判?する + upper = s_class.upper; + + b_class = job; //通常職ならjobそのまんま + if (job < 23) { + if (upper == 1) + b_class += 4001; + else if (upper == 2) //養子に結婚はないけどどうせ次で蹴られるからいいや + b_class += 4023; + } else if (job == 23) { + if (upper == 1) //?生にスパノビは存在しないのでお?り + return 1; + else if (upper == 2) + b_class += 4022; + } else if (job > 23 && job < 69) { + b_class += 3977; + } else if ((job >= 69 && job < 4001) || (job > 4045)) + return 1; + + job = pc_calc_base_job2 (b_class); // check base class [celest] + + if((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) || + // not needed [celest] + //(sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) || + job == 22 || sd->status.class == b_class) //♀はバ?ドになれない、♂はダンサ?になれない、結婚衣裳もお?り + return 1; + + // check if we are changing from 1st to 2nd job + if (s_class.job > 0 && s_class.job < 7 && job >= 7 && job <= 21) + sd->change_level = sd->status.job_level; + else + sd->change_level = 0; + pc_setglobalreg (sd, "jobchange_level", sd->change_level); + + sd->status.class = sd->view_class = b_class; + + sd->status.job_level=1; + sd->status.job_exp=0; + clif_updatestatus(sd,SP_JOBLEVEL); + clif_updatestatus(sd,SP_JOBEXP); + clif_updatestatus(sd,SP_NEXTJOBEXP); + + for(i=0;i<11;i++) { + if(sd->equip_index[i] >= 0) + if(!pc_isequip(sd,sd->equip_index[i])) + pc_unequipitem(sd,sd->equip_index[i],1,BF_NORMAL); // ?備外し + } + + clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris] + if(sd->status.clothes_color > 0) + clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color); + if(battle_config.muting_players && sd->status.manner < 0) + clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); + + pc_calcstatus(sd,0); + pc_checkallowskill(sd); + pc_equiplookall(sd); + clif_equiplist(sd); + + if(pc_isriding(sd)) { // remove peco status if changing into invalid class [Valaris] + if(!(pc_checkskill(sd,KN_RIDING))) + pc_setoption(sd,sd->status.option|-0x0000); + if(pc_checkskill(sd,KN_RIDING)>0) + pc_setriding(sd); + } + + return 0; +} + +/*========================================== + * 見た目?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: + sd->status.hair=val; + break; + case LOOK_WEAPON: + sd->status.weapon=val; + break; + case LOOK_HEAD_BOTTOM: + sd->status.head_bottom=val; + break; + case LOOK_HEAD_TOP: + sd->status.head_top=val; + break; + case LOOK_HEAD_MID: + sd->status.head_mid=val; + break; + case LOOK_HAIR_COLOR: + sd->status.hair_color=val; + break; + case LOOK_CLOTHES_COLOR: + sd->status.clothes_color=val; + break; + case LOOK_SHIELD: + sd->status.shield=val; + break; + case LOOK_SHOES: + break; + } + clif_changelook(&sd->bl,type,val); + + return 0; +} + +/*========================================== + * 付?品(鷹,ペコ,カ?ト)設定 + *------------------------------------------ + */ +int pc_setoption(struct map_session_data *sd,int type) +{ + nullpo_retr(0, sd); + + sd->status.option=type; + clif_changeoption(&sd->bl); + pc_calcstatus(sd,0); + + return 0; +} + +/*========================================== + * カ?ト設定 + *------------------------------------------ + */ +int pc_setcart(struct map_session_data *sd,int type) +{ + int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400}; + + nullpo_retr(0, sd); + + if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持 + if(!pc_iscarton(sd)){ // カ?トを付けていない + pc_setoption(sd,cart[type]); + clif_cart_itemlist(sd); + clif_cart_equiplist(sd); + clif_updatestatus(sd,SP_CARTINFO); + clif_status_change(&sd->bl,0x0c,0); + } + else{ + pc_setoption(sd,cart[type]); + } + } + + return 0; +} + +/*========================================== + * 鷹設定 + *------------------------------------------ + */ +int pc_setfalcon(struct map_session_data *sd) +{ + if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持 + pc_setoption(sd,sd->status.option|0x0010); + } + + return 0; +} + +/*========================================== + * ペコペコ設定 + *------------------------------------------ + */ +int pc_setriding(struct map_session_data *sd) +{ + if(sd->disguise > 0) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris] + clif_displaymessage(sd->fd, "Cannot mount a Peco while in disguise."); + return 0; + } + + if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持 + pc_setoption(sd,sd->status.option|0x0020); + + if(sd->status.class==7) + sd->status.class=sd->view_class=13; + + if(sd->status.class==14) + sd->status.class=sd->view_class=21; + + if(sd->status.class==4008) + sd->status.class=sd->view_class=4014; + + if(sd->status.class==4015) + sd->status.class=sd->view_class=4022; + } + + return 0; +} + +/*========================================== + * 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 = realloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num); + if (sd->reg == NULL){ + printf("out of memory : pc_setreg\n"); + exit(1); + } +/* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0, + sizeof(*(sd->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)){ + printf("pc_setregstr: string too long !\n"); + return 0; + } + + for(i=0;i<sd->regstr_num;i++) + if(sd->regstr[i].index==reg){ + strcpy(sd->regstr[i].data,str); + return 0; + } + sd->regstr_num++; + sd->regstr = realloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num); + if(sd->regstr==NULL){ + printf("out of memory : pc_setreg\n"); + exit(1); + } +/* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0, + sizeof(*(sd->reg))); +*/ + sd->regstr[i].index=reg; + strcpy(sd->regstr[i].data,str); + + return 0; +} + +/*========================================== + * script用グロ?バル??の値を?む + *------------------------------------------ + */ +int pc_readglobalreg(struct map_session_data *sd,char *reg) +{ + int i; + + nullpo_retr(0, sd); + + for(i=0;i<sd->status.global_reg_num;i++){ + if(strcmp(sd->status.global_reg[i].str,reg)==0) + return sd->status.global_reg[i].value; + } + + return 0; +} + +/*========================================== + * script用グロ?バル??の値を設定 + *------------------------------------------ + */ +int pc_setglobalreg(struct map_session_data *sd,char *reg,int val) +{ + int i; + + nullpo_retr(0, sd); + + //PC_DIE_COUNTERがスクリプトなどで?更された時の?理 + if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){ + sd->die_counter = val; + pc_calcstatus(sd,0); + } + if(val==0){ + for(i=0;i<sd->status.global_reg_num;i++){ + if(strcmp(sd->status.global_reg[i].str,reg)==0){ + sd->status.global_reg[i]=sd->status.global_reg[sd->status.global_reg_num-1]; + sd->status.global_reg_num--; + break; + } + } + return 0; + } + for(i=0;i<sd->status.global_reg_num;i++){ + if(strcmp(sd->status.global_reg[i].str,reg)==0){ + sd->status.global_reg[i].value=val; + return 0; + } + } + if(sd->status.global_reg_num<GLOBAL_REG_NUM){ + strcpy(sd->status.global_reg[i].str,reg); + sd->status.global_reg[i].value=val; + sd->status.global_reg_num++; + return 0; + } + if(battle_config.error_log) + printf("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n", reg, GLOBAL_REG_NUM); + + return 1; +} + +/*========================================== + * script用アカウント??の値を?む + *------------------------------------------ + */ +int pc_readaccountreg(struct map_session_data *sd,char *reg) +{ + int i; + + nullpo_retr(0, sd); + + for(i=0;i<sd->status.account_reg_num;i++){ + if(strcmp(sd->status.account_reg[i].str,reg)==0) + return sd->status.account_reg[i].value; + } + + return 0; +} +/*========================================== + * script用アカウント??の値を設定 + *------------------------------------------ + */ +int pc_setaccountreg(struct map_session_data *sd,char *reg,int val) +{ + int i; + + nullpo_retr(0, sd); + + if(val==0){ + for(i=0;i<sd->status.account_reg_num;i++){ + if(strcmp(sd->status.account_reg[i].str,reg)==0){ + sd->status.account_reg[i]=sd->status.account_reg[sd->status.account_reg_num-1]; + sd->status.account_reg_num--; + break; + } + } + intif_saveaccountreg(sd); + return 0; + } + for(i=0;i<sd->status.account_reg_num;i++){ + if(strcmp(sd->status.account_reg[i].str,reg)==0){ + sd->status.account_reg[i].value=val; + intif_saveaccountreg(sd); + return 0; + } + } + if(sd->status.account_reg_num<ACCOUNT_REG_NUM){ + strcpy(sd->status.account_reg[i].str,reg); + sd->status.account_reg[i].value=val; + sd->status.account_reg_num++; + intif_saveaccountreg(sd); + return 0; + } + if(battle_config.error_log) + printf("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n", reg, ACCOUNT_REG_NUM); + + return 1; +} +/*========================================== + * script用アカウント??2の値を?む + *------------------------------------------ + */ +int pc_readaccountreg2(struct map_session_data *sd,char *reg) +{ + int i; + + nullpo_retr(0, sd); + + for(i=0;i<sd->status.account_reg2_num;i++){ + if(strcmp(sd->status.account_reg2[i].str,reg)==0) + return sd->status.account_reg2[i].value; + } + + return 0; +} +/*========================================== + * script用アカウント??2の値を設定 + *------------------------------------------ + */ +int pc_setaccountreg2(struct map_session_data *sd,char *reg,int val) +{ + int i; + + nullpo_retr(1, sd); + + if(val==0){ + for(i=0;i<sd->status.account_reg2_num;i++){ + if(strcmp(sd->status.account_reg2[i].str,reg)==0){ + sd->status.account_reg2[i]=sd->status.account_reg2[sd->status.account_reg2_num-1]; + sd->status.account_reg2_num--; + break; + } + } + chrif_saveaccountreg2(sd); + return 0; + } + for(i=0;i<sd->status.account_reg2_num;i++){ + if(strcmp(sd->status.account_reg2[i].str,reg)==0){ + sd->status.account_reg2[i].value=val; + chrif_saveaccountreg2(sd); + return 0; + } + } + if(sd->status.account_reg2_num<ACCOUNT_REG2_NUM){ + strcpy(sd->status.account_reg2[i].str,reg); + sd->status.account_reg2[i].value=val; + sd->status.account_reg2_num++; + chrif_saveaccountreg2(sd); + return 0; + } + if(battle_config.error_log) + printf("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n", reg, ACCOUNT_REG2_NUM); + + return 1; +} +/*========================================== + * 精?成功率 + *------------------------------------------ + */ +int pc_percentrefinery(struct map_session_data *sd,struct item *item) +{ + int percent; + + nullpo_retr(0, item); + percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine]; + + percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器?究スキル所持 + + // 確率の有?範?チェック + if( percent > 100 ){ + percent = 100; + } + if( percent < 0 ){ + percent = 0; + } + + return percent; +} + +/*========================================== + * 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); + 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,(const char *)data,0); + break; + } + } + free((void *)data); + if(i==MAX_EVENTTIMER) { + if(battle_config.error_log) + printf("pc_eventtimer: no such event timer\n"); + } + + 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=(char *)aCalloc(24,sizeof(char)); + memcpy(evname,name,24); + sd->eventtimer[i]=add_timer(gettick()+tick, + pc_eventtimer,sd->bl.id,(int)evname); + } + + 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); + + for(i=0;i<MAX_EVENTTIMER;i++) + if( sd->eventtimer[i]!=-1 && strcmp( + (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){ + delete_timer(sd->eventtimer[i],pc_eventtimer); + sd->eventtimer[i]=-1; + break; + } + + return 0; +} + +/*========================================== + * イベントタイマ?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); + + for(i=0;i<MAX_EVENTTIMER;i++) + if( sd->eventtimer[i]!=-1 ){ + delete_timer(sd->eventtimer[i],pc_eventtimer); + sd->eventtimer[i]=-1; + } + + return 0; +} + +// +// ? 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) + printf("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_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 || pc_calc_base_job2(sd->status.class) == 12) ) // 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],1,BF_NORMAL); + } + } + // 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){ // Added by RoVeRT + clif_arrowequip(sd,arrow); + sd->status.inventory[arrow].equip=32768; + } + pc_calcstatus(sd,0); + + if(sd->special_state.infinite_endure) { + if(sd->sc_data[SC_ENDURE].timer == -1) + skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0); + } + else { + if(sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2) + skill_status_change_end(&sd->bl,SC_ENDURE,-1); + } + + if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele)) + skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); + if(sd->sc_data[SC_DANCING].timer!=-1 && (sd->status.weapon != 13 && sd->status.weapon !=14)) + skill_stop_dancing(&sd->bl,0); + + return 0; +} + +/*========================================== + * ? 備した物を外す + *------------------------------------------ + */ +int pc_unequipitem(struct map_session_data *sd,int n,int type, int flag) +{ + nullpo_retr(0, sd); + +// -- moonsoul (if player is berserk then cannot unequip) +// + if(!flag && sd->sc_data[SC_BERSERK].timer!=-1){ + clif_unequipitemack(sd,n,0,0); + return 0; + } + + if(battle_config.battle_log) + printf("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip); + if(sd->status.inventory[n].equip){ + int i; + for(i=0;i<11;i++) { + if(sd->status.inventory[n].equip & equip_pos[i]) + sd->equip_index[i] = -1; + } + if(sd->status.inventory[n].equip & 0x0002) { + sd->weapontype1 = 0; + sd->status.weapon = sd->weapontype2; + pc_calcweapontype(sd); + clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + } + 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); + + if(sd->sc_data[SC_BROKNWEAPON].timer != -1 && sd->status.inventory[n].equip & 0x0002 && + sd->status.inventory[i].attribute==1) + skill_status_change_end(&sd->bl,SC_BROKNWEAPON,-1); + + clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1); + sd->status.inventory[n].equip=0; + if(!type) + pc_checkallowskill(sd); + if(sd->weapontype1 == 0 && sd->weapontype2 == 0) + skill_encchant_eremental_end(&sd->bl,-1); //武器持ち誓えは無?件で?性付?解除 + } else { + clif_unequipitemack(sd,n,0,0); + } + if(!type) { + pc_calcstatus(sd,0); + if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele)) + skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); + } + + return 0; +} + +/*========================================== + * 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); + + // 所持品空き詰め + for(i=j=0;i<MAX_INVENTORY;i++){ + if( (id=sd->status.inventory[i].nameid)==0) + continue; + if( battle_config.item_check && !itemdb_available(id) ){ + if(battle_config.error_log) + printf("illeagal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name); + pc_delitem(sd,i,sd->status.inventory[i].amount,3); + continue; + } + if(i>j){ + memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item)); + sd->inventory_data[j] = sd->inventory_data[i]; + } + j++; + } + if(j < MAX_INVENTORY) + memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j)); + for(k=j;k<MAX_INVENTORY;k++) + sd->inventory_data[k] = NULL; + + // カ?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) + printf("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name); + pc_cart_delitem(sd,i,sd->status.cart[i].amount,1); + continue; + } + if(i>j){ + memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item)); + } + j++; + } + if(j < MAX_CART) + memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j)); + + // ? 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 && map[sd->bl.m].flag.pvp && (it->flag.no_equip==1 || it->flag.no_equip==3)){//PvP制限 + sd->status.inventory[i].equip=0; + calc_flag = 1; + }else if(sd->status.inventory[i].equip && map[sd->bl.m].flag.gvg && (it->flag.no_equip==2 || it->flag.no_equip==3)){//GvG制限 + sd->status.inventory[i].equip=0; + calc_flag = 1; + } + } + + pc_setequipindex(sd); + if(calc_flag) + pc_calcstatus(sd,2); + + return 0; +} + +int pc_checkoverhp(struct map_session_data *sd) +{ + nullpo_retr(0, sd); + + if(sd->status.hp == sd->status.max_hp) + return 1; + if(sd->status.hp > sd->status.max_hp) { + sd->status.hp = sd->status.max_hp; + clif_updatestatus(sd,SP_HP); + return 2; + } + + return 0; +} + +int pc_checkoversp(struct map_session_data *sd) +{ + nullpo_retr(0, sd); + + if(sd->status.sp == sd->status.max_sp) + return 1; + if(sd->status.sp > sd->status.max_sp) { + sd->status.sp = sd->status.max_sp; + clif_updatestatus(sd,SP_SP); + return 2; + } + + return 0; +} + +/*========================================== + * PVP順位計算用(foreachinarea) + *------------------------------------------ + */ +int pc_calc_pvprank_sub(struct block_list *bl,va_list ap) +{ + struct map_session_data *sd1,*sd2=NULL; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, sd1=(struct map_session_data *)bl); + nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *)); + + if( sd1->pvp_point > sd2->pvp_point ) + sd2->pvp_rank++; + return 0; +} +/*========================================== + * PVP順位計算 + *------------------------------------------ + */ +int pc_calc_pvprank(struct map_session_data *sd) +{ + int old; + struct map_data *m; + + nullpo_retr(0, sd); + nullpo_retr(0, m=&map[sd->bl.m]); + + old=sd->pvp_rank; + + if( !(m->flag.pvp) ) + return 0; + sd->pvp_rank=1; + map_foreachinarea(pc_calc_pvprank_sub,sd->bl.m,0,0,m->xs,m->ys,BL_PC,sd); + if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users) + clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0); + return sd->pvp_rank; +} +/*========================================== + * PVP順位計算(timer) + *------------------------------------------ + */ +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?理も同時に行う) + *------------------------------------------ + */ +int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd) +{ + if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || pc_calc_upper(sd->status.class)==2) + return -1; + sd->status.partner_id=dstsd->status.char_id; + dstsd->status.partner_id=sd->status.char_id; + return 0; +} + +/*========================================== + * sdが離婚(相手はsd->status.partner_idに依る)(相手も同時に離婚?結婚指輪自動?奪) + *------------------------------------------ + */ +int pc_divorce(struct map_session_data *sd) +{ + struct map_session_data *p_sd=NULL; + if(sd == NULL || !pc_ismarried(sd)) + return -1; + + if( (p_sd=map_nick2sd(map_charid2nick(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){ + printf("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); + for(i=0;i<MAX_INVENTORY;i++) + 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); + + }else{ + printf("pc_divorce: p_sd nullpo\n"); + 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; + + return p_sd; +} + +// +// 自然回復物 +// +/*========================================== + * SP回復量計算 + *------------------------------------------ + */ +static int natural_heal_tick,natural_heal_prev_tick,natural_heal_diff_tick; +static int pc_spheal(struct map_session_data *sd) +{ + int a, skill; + struct guild_castle *gc = NULL; + + nullpo_retr(0, sd); + + 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].val1; + } + if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG] + a += a*skill*3/100; + + gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris] + if(gc) { + struct guild *g; + g=guild_search(sd->status.guild_id); + if(g && g->guild_id == gc->guild_id) + a += a; + } // end addition [Valaris] + + return a; +} + +/*========================================== + * HP回復量計算 + *------------------------------------------ + */ +static int pc_hpheal(struct map_session_data *sd) +{ + int a; + struct guild_castle *gc; + + nullpo_retr(0, sd); + + a = natural_heal_diff_tick; + if(pc_issit(sd)) a += a; + if (sd->sc_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].val1; + } + gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris] + if(gc) { + struct guild *g; + g=guild_search(sd->status.guild_id); + if(g && g->guild_id == gc->guild_id) + a += a; + } // end addition [Valaris] + + return a; +} + +static int pc_natural_heal_hp(struct map_session_data *sd) +{ + int bhp; + int inc_num,bonus,skill,hp_flag; + + nullpo_retr(0, sd); + + if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT + return 0; + + if(pc_checkoverhp(sd)) { + sd->hp_sub = sd->inchealhptick = 0; + return 0; + } + + bhp=sd->status.hp; + hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1); + + if(sd->walktimer == -1) { + inc_num = pc_hpheal(sd); + if( sd->sc_data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス + sd->hp_sub += 2*inc_num; + sd->inchealhptick += 3*natural_heal_diff_tick; + }else{ + sd->hp_sub += inc_num; + sd->inchealhptick += natural_heal_diff_tick; + } + } + else if(hp_flag) { + inc_num = pc_hpheal(sd); + sd->hp_sub += inc_num; + sd->inchealhptick = 0; + } + else { + sd->hp_sub = sd->inchealhptick = 0; + return 0; + } + + if(sd->hp_sub >= battle_config.natural_healhp_interval) { + bonus = sd->nhealhp; + if(hp_flag) { + bonus >>= 2; + if(bonus <= 0) bonus = 1; + } + while(sd->hp_sub >= battle_config.natural_healhp_interval) { + sd->hp_sub -= battle_config.natural_healhp_interval; + if(sd->status.hp + bonus <= sd->status.max_hp) + sd->status.hp += bonus; + else { + sd->status.hp = sd->status.max_hp; + sd->hp_sub = sd->inchealhptick = 0; + } + } + } + if(bhp!=sd->status.hp) + clif_updatestatus(sd,SP_HP); + + if(sd->nshealhp > 0) { + if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) { + bonus = sd->nshealhp; + while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) { + sd->inchealhptick -= battle_config.natural_heal_skill_interval; + if(sd->status.hp + bonus <= sd->status.max_hp) + sd->status.hp += bonus; + else { + bonus = sd->status.max_hp - sd->status.hp; + sd->status.hp = sd->status.max_hp; + sd->hp_sub = sd->inchealhptick = 0; + } + clif_heal(sd->fd,SP_HP,bonus); + } + } + } + else sd->inchealhptick = 0; + + return 0; + + if(sd->sc_data[SC_APPLEIDUN].timer!=-1) { // Apple of Idun + if(sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp) { + bonus = skill*20; + while(sd->inchealhptick >= 6000) { + sd->inchealhptick -= 6000; + if(sd->status.hp + bonus <= sd->status.max_hp) + sd->status.hp += bonus; + else { + bonus = sd->status.max_hp - sd->status.hp; + sd->status.hp = sd->status.max_hp; + sd->hp_sub = sd->inchealhptick = 0; + } + clif_heal(sd->fd,SP_HP,bonus); + } + } + } + else sd->inchealhptick = 0; + + return 0; +} + +static int pc_natural_heal_sp(struct map_session_data *sd) +{ + int bsp; + int inc_num,bonus; + + nullpo_retr(0, sd); + + if (sd->sc_data[SC_TRICKDEAD].timer != -1 || // Modified by RoVeRT + sd->sc_data[SC_BERSERK].timer != -1) + return 0; + + if(pc_checkoversp(sd)) { + sd->sp_sub = sd->inchealsptick = 0; + return 0; + } + + bsp=sd->status.sp; + + inc_num = pc_spheal(sd); + if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) + sd->sp_sub += inc_num; + if(sd->walktimer == -1) + sd->inchealsptick += natural_heal_diff_tick; + else sd->inchealsptick = 0; + + if(sd->sp_sub >= battle_config.natural_healsp_interval){ + bonus = sd->nhealsp;; + while(sd->sp_sub >= battle_config.natural_healsp_interval){ + sd->sp_sub -= battle_config.natural_healsp_interval; + if(sd->status.sp + bonus <= sd->status.max_sp) + sd->status.sp += bonus; + else { + sd->status.sp = sd->status.max_sp; + sd->sp_sub = sd->inchealsptick = 0; + } + } + } + + if(bsp != sd->status.sp) + clif_updatestatus(sd,SP_SP); + + if(sd->nshealsp > 0) { + if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) { + struct pc_base_job s_class = pc_calc_base_job(sd->status.class); + if(sd->doridori_counter && s_class.job == 23) + bonus = sd->nshealsp*2; + else + bonus = sd->nshealsp; + sd->doridori_counter = 0; + while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) { + sd->inchealsptick -= battle_config.natural_heal_skill_interval; + if(sd->status.sp + bonus <= sd->status.max_sp) + sd->status.sp += bonus; + else { + bonus = sd->status.max_sp - sd->status.sp; + sd->status.sp = sd->status.max_sp; + sd->sp_sub = sd->inchealsptick = 0; + } + clif_heal(sd->fd,SP_SP,bonus); + } + } + } + else sd->inchealsptick = 0; + + return 0; +} + +static int pc_spirit_heal_hp(struct map_session_data *sd,int level) +{ + int bonus_hp,interval = battle_config.natural_heal_skill_interval; + + nullpo_retr(0, sd); + + if(pc_checkoverhp(sd)) { + sd->inchealspirithptick = 0; + return 0; + } + + sd->inchealspirithptick += natural_heal_diff_tick; + + if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) + interval += interval; + + if(sd->inchealspirithptick >= interval) { + bonus_hp = sd->nsshealhp; + while(sd->inchealspirithptick >= interval) { + if(pc_issit(sd)) { + sd->inchealspirithptick -= interval; + if(sd->status.hp < sd->status.max_hp) { + if(sd->status.hp + bonus_hp <= sd->status.max_hp) + sd->status.hp += bonus_hp; + else { + bonus_hp = sd->status.max_hp - sd->status.hp; + sd->status.hp = sd->status.max_hp; + } + clif_heal(sd->fd,SP_HP,bonus_hp); + sd->inchealspirithptick = 0; + } + }else{ + sd->inchealspirithptick -= natural_heal_diff_tick; + break; + } + } + } + + return 0; +} +static int pc_spirit_heal_sp(struct map_session_data *sd,int level) +{ + int bonus_sp,interval = battle_config.natural_heal_skill_interval; + + nullpo_retr(0, sd); + + if(pc_checkoversp(sd)) { + sd->inchealspiritsptick = 0; + return 0; + } + + sd->inchealspiritsptick += natural_heal_diff_tick; + + if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) + interval += interval; + + if(sd->inchealspiritsptick >= interval) { + bonus_sp = sd->nsshealsp; + while(sd->inchealspiritsptick >= interval) { + if(pc_issit(sd)) { + sd->inchealspiritsptick -= interval; + if(sd->status.sp < sd->status.max_sp) { + if(sd->status.sp + bonus_sp <= sd->status.max_sp) + sd->status.sp += bonus_sp; + else { + bonus_sp = sd->status.max_sp - sd->status.sp; + sd->status.sp = sd->status.max_sp; + } + clif_heal(sd->fd,SP_SP,bonus_sp); + sd->inchealspiritsptick = 0; + } + }else{ + sd->inchealspiritsptick -= natural_heal_diff_tick; + break; + } + } + } + + return 0; +} + +/*========================================== + * HP/SP 自然回復 各クライアント + *------------------------------------------ + */ + +static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) { + int skill; + + nullpo_retr(0, sd); + +// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status) + if ((battle_config.natural_heal_weight_rate > 100 || sd->weight*100/sd->max_weight < battle_config.natural_heal_weight_rate) && + !pc_isdead(sd) && + !pc_ishiding(sd) && + sd->sc_data[SC_POISON].timer == -1 && + sd->sc_data[SC_BERSERK].timer == -1 ) { + pc_natural_heal_hp(sd); + if( sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅?態ではSPが回復しない + sd->sc_data[SC_DANCING].timer == -1 && //ダンス?態ではSPが回復しない + sd->sc_data[SC_BERSERK].timer == -1 ) //バ?サ?ク?態ではSPが回復しない + pc_natural_heal_sp(sd); + } else { + sd->hp_sub = sd->inchealhptick = 0; + sd->sp_sub = sd->inchealsptick = 0; + } + if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 && !pc_ishiding(sd) && + sd->sc_data[SC_POISON].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1){ + pc_spirit_heal_hp(sd,skill); + pc_spirit_heal_sp(sd,skill); + } + else { + sd->inchealspirithptick = 0; + sd->inchealspiritsptick = 0; + } + return 0; +} + +/*========================================== + * HP/SP自然回復 (interval timer??) + *------------------------------------------ + */ +int pc_natural_heal(int tid,unsigned int tick,int id,int data) +{ + natural_heal_tick = tick; + natural_heal_diff_tick = DIFF_TICK(natural_heal_tick,natural_heal_prev_tick); + clif_foreachclient(pc_natural_heal_sub); + + natural_heal_prev_tick = tick; + return 0; +} + +/*========================================== + * セ?ブポイントの保存 + *------------------------------------------ + */ +int pc_setsavepoint(struct map_session_data *sd,char *mapname,int x,int y) +{ + nullpo_retr(0, sd); + + strncpy(sd->status.save_point.map,mapname,24); + 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); + + if(save_flag==0 && sd->fd>last_save_fd){ + struct guild_castle *gc=NULL; + int i; +// if(battle_config.save_log) +// printf("autosave %d\n",sd->fd); + // pet + if(sd->status.pet_id > 0 && sd->pd) + intif_save_petdata(sd->status.account_id,&sd->pet); + pc_makesavestatus(sd); + chrif_save(sd); + storage_storage_save(sd); + + for(i=0;i<MAX_GUILDCASTLE;i++){ + gc=guild_castle_search(i); + if(!gc) continue; + if(gc->visibleG0==1) guild_castledatasave(gc->castle_id,18,gc->Ghp0); + if(gc->visibleG1==1) guild_castledatasave(gc->castle_id,19,gc->Ghp1); + if(gc->visibleG2==1) guild_castledatasave(gc->castle_id,20,gc->Ghp2); + if(gc->visibleG3==1) guild_castledatasave(gc->castle_id,21,gc->Ghp3); + if(gc->visibleG4==1) guild_castledatasave(gc->castle_id,22,gc->Ghp4); + if(gc->visibleG5==1) guild_castledatasave(gc->castle_id,23,gc->Ghp5); + if(gc->visibleG6==1) guild_castledatasave(gc->castle_id,24,gc->Ghp6); + if(gc->visibleG7==1) guild_castledatasave(gc->castle_id,25,gc->Ghp7); + } + + save_flag=1; + last_save_fd = sd->fd; + } + + return 0; +} + +/*========================================== + * 自動セ?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) +{ +#ifdef TXT_ONLY + int i = 0; +#endif + if (gm_account != NULL) + free(gm_account); + GM_num = 0; +#ifdef TXT_ONLY + gm_account = calloc(sizeof(struct gm_account) * ((RFIFOW(fd,2) - 4) / 5), 1); + for (i = 4; i < RFIFOW(fd,2); i = i + 5) { + gm_account[GM_num].account_id = RFIFOL(fd,i); + gm_account[GM_num].level = (int)RFIFOB(fd,i+4); + //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level); + GM_num++; + } +#else + sprintf (tmp_lsql, "SELECT `%s`,`%s` FROM `%s` WHERE `%s`>='%d'",gm_db_account_id,gm_db_level,gm_db,gm_db_level,lowest_gm_level); + if(mysql_query(&lmysql_handle, tmp_lsql) ) { + printf("DB server Error (select %s to Memory)- %s\n",login_db,mysql_error(&lmysql_handle) ); + } + lsql_res = mysql_store_result(&lmysql_handle); + if (lsql_res) { + gm_account = calloc(sizeof(struct gm_account) * mysql_num_rows(lsql_res), 1); + while ((lsql_row = mysql_fetch_row(lsql_res))) { + gm_account[GM_num].account_id = atoi(lsql_row[0]); + gm_account[GM_num].level = atoi(lsql_row[1]); + printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level); + GM_num++; + } + } + + mysql_free_result(lsql_res); +#endif /* TXT_ONLY */ + return GM_num; +} + +/*========================================== + * timer to do the day + *------------------------------------------ + */ +int map_day_timer(int tid, unsigned int tick, int id, int data) { // by [yor] + struct map_session_data *pl_sd = NULL; + int i; + char tmpstr[1024]; + + if (battle_config.day_duration > 0) { // if we want a day + if (night_flag != 0) { + strcpy(tmpstr, msg_txt(502)); // The day has arrived! + night_flag = 0; // 0=day, 1=night [Yor] + for(i = 0; i < fd_max; i++) { + if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth) { + pl_sd->opt2 &= ~STATE_BLIND; + clif_changeoption(&pl_sd->bl); + clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); + } + } + } + } + + return 0; +} + +/*========================================== + * timer to do the night + *------------------------------------------ + */ +int map_night_timer(int tid, unsigned int tick, int id, int data) { // by [yor] + struct map_session_data *pl_sd = NULL; + int i; + char tmpstr[1024]; + + if (battle_config.night_duration > 0) { // if we want a night + if (night_flag == 0) { + strcpy(tmpstr, msg_txt(503)); // The night has fallen... + night_flag = 1; // 0=day, 1=night [Yor] + for(i = 0; i < fd_max; i++) { + if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth && !map[pl_sd->bl.m].flag.indoors) { + if (battle_config.night_darkness_level > 0) + clif_specialeffect(&pl_sd->bl, 474 + battle_config.night_darkness_level, 0); + else { + //clif_specialeffect(&pl_sd->bl, 483, 0); // default darkness level + pl_sd->opt2 |= STATE_BLIND; + clif_changeoption(&pl_sd->bl); + } + clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); + } + } + } + } + + return 0; +} + +void pc_setstand(struct map_session_data *sd){ + nullpo_retv(sd); + + if(sd->sc_data && sd->sc_data[SC_TENSIONRELAX].timer!=-1) + skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1); + + sd->state.dead_sit = 0; +} + +// +// 初期化物 +// +/*========================================== + * 設定ファイル?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,u; + struct pc_base_job s_class; + FILE *fp; + char line[1024],*p; + + // 必要??値?み?み + + fp=fopen("db/exp.txt","r"); + if(fp==NULL){ + printf("can't read db/exp.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + int bn,b1,b2,b3,b4,b5,b6,jn,j1,j2,j3,j4,j5,j6; + if(line[0]=='/' && line[1]=='/') + continue; + if(sscanf(line,"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&bn,&b1,&b2,&b3,&b4,&b5,&b6,&jn,&j1,&j2,&j3,&j4,&j5,&j6)!=14) + continue; + exp_table[0][i]=bn; + exp_table[1][i]=b1; + exp_table[2][i]=b2; + exp_table[3][i]=b3; + exp_table[4][i]=b4; + exp_table[5][i]=b5; + exp_table[6][i]=b6; + exp_table[7][i]=jn; + exp_table[8][i]=j1; + exp_table[9][i]=j2; + exp_table[10][i]=j3; + exp_table[11][i]=j4; + exp_table[12][i]=j5; + exp_table[13][i]=j6; + i++; + if(i >= battle_config.maximum_level) + break; + } + fclose(fp); + printf("read db/exp.txt done\n"); + + // JOB補正?値1 + fp=fopen("db/job_db1.txt","r"); + if(fp==NULL){ + printf("can't read db/job_db1.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[50]; + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<21 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(j<21) + continue; + max_weight_base[i]=atoi(split[0]); + hp_coefficient[i]=atoi(split[1]); + hp_coefficient2[i]=atoi(split[2]); + sp_coefficient[i]=atoi(split[3]); + for(j=0;j<17;j++) + aspd_base[i][j]=atoi(split[j+4]); + i++; +// -- moonsoul (below two lines added to accommodate high numbered new class ids) + if(i==24) + i=4001; + if(i==MAX_PC_CLASS) + break; + } + fclose(fp); + printf("read db/job_db1.txt done\n"); + + // JOBボ?ナス + fp=fopen("db/job_db2.txt","r"); + if(fp==NULL){ + printf("can't read db/job_db2.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<MAX_LEVEL && p;j++){ + if(sscanf(p,"%d",&k)==0) + break; + job_bonus[0][i][j]=k; + job_bonus[2][i][j]=k; //養子職のボ?ナスは分からないので? + p=strchr(p,','); + if(p) p++; + } + i++; +// -- moonsoul (below two lines added to accommodate high numbered new class ids) + if(i==24) + i=4001; + if(i==MAX_PC_CLASS) + break; + } + fclose(fp); + printf("read db/job_db2.txt done\n"); + + // JOBボ?ナス2 ?生職用 + fp=fopen("db/job_db2-2.txt","r"); + if(fp==NULL){ + printf("can't read db/job_db2-2.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<MAX_LEVEL && p;j++){ + if(sscanf(p,"%d",&k)==0) + break; + job_bonus[1][i][j]=k; + p=strchr(p,','); + if(p) p++; + } + i++; + if(i==MAX_PC_CLASS) + break; + } + fclose(fp); + printf("read db/job_db2-2.txt done\n"); + + // スキルツリ? + memset(skill_tree,0,sizeof(skill_tree)); + fp=fopen("db/skill_tree.txt","r"); + if(fp==NULL){ + printf("can't read db/skill_tree.txt\n"); + return 1; + } + + while(fgets(line, sizeof(line)-1, fp)){ + char *split[50]; + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<13 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(j<13) + continue; + //i=atoi(split[0]); + s_class = pc_calc_base_job(atoi(split[0])); + i = s_class.job; + u = s_class.upper; + for(j=0;skill_tree[u][i][j].id;j++); + skill_tree[u][i][j].id=atoi(split[1]); + skill_tree[u][i][j].max=atoi(split[2]); + + //not required - Celest + //skill_tree[2][i][j].id=atoi(split[1]); //養子職は良く分からないので暫定 + //skill_tree[2][i][j].max=atoi(split[2]); //養子職は良く分からないので暫定 + + for(k=0;k<5;k++){ + skill_tree[u][i][j].need[k].id=atoi(split[k*2+3]); + skill_tree[u][i][j].need[k].lv=atoi(split[k*2+4]); + //skill_tree[2][i][j].need[k].id=atoi(split[k*2+3]); //養子職は良く分からないので暫定 + //skill_tree[2][i][j].need[k].lv=atoi(split[k*2+4]); //養子職は良く分からないので暫定 + } + } + fclose(fp); + printf("read db/skill_tree.txt done\n"); + + // ?性修正テ?ブル + for(i=0;i<4;i++) + for(j=0;j<10;j++) + for(k=0;k<10;k++) + attr_fix_table[i][j][k]=100; + fp=fopen("db/attr_fix.txt","r"); + if(fp==NULL){ + printf("can't read db/attr_fix.txt\n"); + return 1; + } + while(fgets(line, sizeof(line)-1, fp)){ + char *split[10]; + int lv,n; + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<3 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + lv=atoi(split[0]); + n=atoi(split[1]); +// printf("%d %d\n",lv,n); + + for(i=0;i<n;){ + if( !fgets(line, sizeof(line)-1, fp) ) + break; + if(line[0]=='/' && line[1]=='/') + continue; + + for(j=0,p=line;j<n && p;j++){ + while(*p==32 && *p>0) + p++; + attr_fix_table[lv-1][i][j]=atoi(p); + if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0) + attr_fix_table[lv-1][i][j] = 0; + p=strchr(p,','); + if(p) *p++=0; + } + + i++; + } + } + fclose(fp); + printf("read db/attr_fix.txt done\n"); + + // サイズ補正テ?ブル + for(i=0;i<3;i++) + for(j=0;j<20;j++) + atkmods[i][j]=100; + fp=fopen("db/size_fix.txt","r"); + if(fp==NULL){ + printf("can't read db/size_fix.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[20]; + if(line[0]=='/' && line[1]=='/') + continue; + if(atoi(line)<=0) + continue; + memset(split,0,sizeof(split)); + for(j=0,p=line;j<20 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + for(j=0;j<20 && split[j];j++) + atkmods[i][j]=atoi(split[j]); + i++; + } + fclose(fp); + printf("read db/size_fix.txt done\n"); + + // 精?デ?タテ?ブル + for(i=0;i<5;i++){ + for(j=0;j<10;j++) + percentrefinery[i][j]=100; + refinebonus[i][0]=0; + refinebonus[i][1]=0; + refinebonus[i][2]=10; + } + fp=fopen("db/refine_db.txt","r"); + if(fp==NULL){ + printf("can't read db/refine_db.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[16]; + if(line[0]=='/' && line[1]=='/') + continue; + if(atoi(line)<=0) + continue; + memset(split,0,sizeof(split)); + for(j=0,p=line;j<16 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス + refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス + refinebonus[i][2]=atoi(split[2]); // 安全精?限界 + for(j=0;j<10 && split[j];j++) + percentrefinery[i][j]=atoi(split[j+3]); + i++; + } + fclose(fp); //Lupus. close this file!!! + printf("read db/refine_db.txt done\n"); + + return 0; +} + +static int pc_calc_sigma(void) +{ + int i,j,k; + + for(i=0;i<MAX_PC_CLASS;i++) { + memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i])); + for(k=0,j=2;j<=MAX_LEVEL;j++) { + k += hp_coefficient[i]*j + 50; + k -= k%100; + hp_sigma_val[i][j-1] = k; + } + } + return 0; +} + +static void pc_statpointdb(void) +{ + char * buf_stat; + int i=0,j=0,k=0,l=0, end = 0; + + FILE *stp; + + stp=fopen("db/statpoint.txt","r"); + + if(stp==NULL){ + printf("can't read db/statpoint.txt\n"); + return; + } + + fseek(stp, 0, SEEK_END); + end = ftell(stp); + rewind(stp); + + buf_stat = (char *) malloc (end + 1); + l = fread(buf_stat,1,end,stp); + fclose(stp); + printf("read db/statpoint.txt done (size=%d)\n",l); + + for(i=0;i<255;i++) { + j=0; + while (*(buf_stat+k)!='\n') { + statp[i][j]=*(buf_stat+k); + j++;k++; + } + statp[i][j+1]='\0'; + k++; + } + + free(buf_stat); +} + +/*========================================== + * pc? 係初期化 + *------------------------------------------ + */ +int do_init_pc(void) { + pc_readdb(); + pc_statpointdb(); + pc_calc_sigma(); + +// gm_account_db = numdb_init(); + + add_timer_func_list(pc_walk, "pc_walk"); + add_timer_func_list(pc_attack_timer, "pc_attack_timer"); + 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_interval((natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL), pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL); + add_timer(gettick() + autosave_interval, pc_autosave, 0, 0); + +#ifndef TXT_ONLY + pc_read_gm_account(0); +#endif /* not TXT_ONLY */ + + // 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] + { + int day_duration = battle_config.day_duration; + int night_duration = battle_config.night_duration; + if (day_duration < 60000) + day_duration = 60000; + if (night_duration < 60000) + night_duration = 60000; + if (battle_config.night_at_start == 0) { + night_flag = 0; // 0=day, 1=night [Yor] + day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration); + night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration); + } else { + night_flag = 1; // 0=day, 1=night [Yor] + day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration); + night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration); + } + } + + return 0; +} |