diff options
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 7499 |
1 files changed, 7499 insertions, 0 deletions
diff --git a/src/map/pc.c b/src/map/pc.c new file mode 100644 index 000000000..34a1e9c72 --- /dev/null +++ b/src/map/pc.c @@ -0,0 +1,7499 @@ +// $Id: pc.c 101 2004-09-25 17:57:22Z Valaris $
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+#include <time.h>
+
+#include "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];
+
+static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
+static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt)
+static int percentrefinery[5][10]; // 精錬成功率(refine_db.txt)
+
+static int dirx[8]={0,-1,-1,-1,0,1,1,1};
+static int diry[8]={1,1,0,-1,-1,-1,0,1};
+
+static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
+
+//static struct dbt *gm_account_db;
+static struct gm_account *gm_account = NULL;
+static int GM_num = 0;
+
+int pc_isGM(struct map_session_data *sd) {
+// struct gm_account *p;
+ int i;
+
+ nullpo_retr(0, sd);
+
+ 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) {
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ s_class = pc_calc_base_job(sd->status.class);
+
+ //-----------------------
+ // 死亡した
+ if(sd->special_state.restart_full_recover) { // オシリスカード
+ sd->status.hp=sd->status.max_hp;
+ sd->status.sp=sd->status.max_sp;
+ }
+ else {
+ if(s_class.job == 0 && battle_config.restart_hp_rate < 50) { //ノビは半分回復
+ sd->status.hp=(sd->status.max_hp)/2;
+ }
+ else {
+ if(battle_config.restart_hp_rate <= 0)
+ sd->status.hp = 1;
+ else {
+ sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100;
+ if(sd->status.hp <= 0)
+ sd->status.hp = 1;
+ }
+ }
+ if(battle_config.restart_sp_rate > 0) {
+ int sp = sd->status.max_sp * battle_config.restart_sp_rate /100;
+ if(sd->status.sp < sp)
+ sd->status.sp = sp;
+ }
+ }
+ if(type&1)
+ clif_updatestatus(sd,SP_HP);
+ if(type&1)
+ clif_updatestatus(sd,SP_SP);
+
+ /* removed exp penalty on spawn [Valaris] */
+
+ if(type&2 && sd->status.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の数を数える(foreachclient)
+ *------------------------------------------
+ */
+static int pc_counttargeted_sub(struct block_list *bl,va_list ap)
+{
+ int id,*c,target_lv;
+ struct block_list *src;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ id=va_arg(ap,int);
+
+ nullpo_retr(0, c=va_arg(ap,int *));
+
+ src=va_arg(ap,struct block_list *);
+ target_lv=va_arg(ap,int);
+ if(id == bl->id || (src && id == src->id)) return 0;
+ if(bl->type == BL_PC) {
+ struct map_session_data *sd=(struct map_session_data *)bl;
+ if( sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
+ (*c)++;
+ }
+ else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
+
+ (*c)++;
+ //printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv);
+ }
+ return 0;
+}
+
+int pc_counttargeted(struct map_session_data *sd,struct block_list *src,int target_lv)
+{
+ int c=0;
+ map_foreachinarea(pc_counttargeted_sub, sd->bl.m,
+ sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,
+ sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,0,sd->bl.id,&c,src,target_lv);
+ return c;
+}
+
+/*==========================================
+ * ローカルプロトタイプ宣言 (必要な物のみ)
+ *------------------------------------------
+ */
+static int pc_walktoxy_sub(struct map_session_data *);
+
+/*==========================================
+ * saveに必要なステータス修正を行なう
+ *------------------------------------------
+ */
+int pc_makesavestatus(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ // 服の色は色々弊害が多いので保存対象にはしない
+ if(!battle_config.save_clothcolor)
+ sd->status.clothes_color=0;
+
+ // 死亡状態だったのでhpを1、位置をセーブ場所に変更
+ if(pc_isdead(sd)){
+ pc_setrestartvalue(sd,0);
+ memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
+ } else {
+ memcpy(sd->status.last_point.map,sd->mapname,24);
+ sd->status.last_point.x = sd->bl.x;
+ sd->status.last_point.y = sd->bl.y;
+ }
+
+ // セーブ禁止マップだったので指定位置に移動
+ if(map[sd->bl.m].flag.nosave){
+ struct map_data *m=&map[sd->bl.m];
+ if(strcmp(m->save.map,"SavePoint")==0)
+ memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
+ else
+ memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
+ }
+
+ //マナーポイントがプラスだった場合0に
+ if(battle_config.muting_players && sd->status.manner > 0)
+ sd->status.manner = 0;
+ return 0;
+}
+
+/*==========================================
+ * 接続時の初期化
+ *------------------------------------------
+ */
+int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, int client_tick, int sex, int fd) {
+ nullpo_retr(0, sd);
+
+ sd->bl.id = account_id;
+ sd->char_id = char_id;
+ sd->login_id1 = login_id1;
+ sd->login_id2 = 0; // at this point, we can not know the value :(
+ sd->client_tick = client_tick;
+ sd->sex = sex;
+ sd->state.auth = 0;
+ sd->bl.type = BL_PC;
+ sd->canact_tick = sd->canmove_tick = gettick();
+ sd->canlog_tick = gettick();
+ sd->state.waitingdisconnect = 0;
+
+ return 0;
+}
+
+int pc_equippoint(struct map_session_data *sd,int n)
+{
+ int ep = 0;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ 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)// 双短剣
+ sd->status.weapon = 0x11;
+ else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// 双単手剣
+ sd->status.weapon = 0x12;
+ else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// 双単手斧
+ sd->status.weapon = 0x13;
+ else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
+ (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短剣 - 単手剣
+ sd->status.weapon = 0x14;
+ else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
+ (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短剣 - 斧
+ sd->status.weapon = 0x15;
+ else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
+ (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // 単手剣 - 斧
+ sd->status.weapon = 0x16;
+ else
+ sd->status.weapon = sd->weapontype1;
+
+ return 0;
+}
+
+int pc_setequipindex(struct map_session_data *sd)
+{
+ int i,j;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<11;i++)
+ sd->equip_index[i] = -1;
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ if(sd->status.inventory[i].nameid <= 0)
+ continue;
+ if(sd->status.inventory[i].equip) {
+ for(j=0;j<11;j++)
+ if(sd->status.inventory[i].equip & equip_pos[j])
+ sd->equip_index[j] = i;
+ if(sd->status.inventory[i].equip & 0x0002) {
+ if(sd->inventory_data[i])
+ sd->weapontype1 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype1 = 0;
+ }
+ if(sd->status.inventory[i].equip & 0x0020) {
+ if(sd->inventory_data[i]) {
+ if(sd->inventory_data[i]->type == 4) {
+ if(sd->status.inventory[i].equip == 0x0020)
+ sd->weapontype2 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ }
+ }
+ pc_calcweapontype(sd);
+
+ return 0;
+}
+
+int pc_isequip(struct map_session_data *sd,int n)
+{
+ struct item_data *item;
+ struct status_change *sc_data;
+ //転生や養子の場合の元の職業を算出する
+
+ nullpo_retr(0, sd);
+
+ item = sd->inventory_data[n];
+ sc_data = battle_get_sc_data(&sd->bl);
+ //s_class = pc_calc_base_job(sd->status.class);
+
+ if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
+ return 1;
+
+ if(item == NULL)
+ return 0;
+ if(item->sex != 2 && sd->status.sex != item->sex)
+ return 0;
+ if(item->elv > 0 && sd->status.base_level < item->elv)
+ return 0;
+// -- 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);
+ 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);
+ 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ータスを設定
+ *------------------------------------------
+ */
+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);
+ if(sd==NULL)
+ return 1;
+
+ sd->login_id2 = login_id2;
+
+ memcpy(&sd->status, st, sizeof(*st));
+
+ if (sd->status.sex != sd->sex) {
+ clif_authfail_fd(sd->fd, 0);
+ return 1;
+ }
+
+ 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;
+
+#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;
+ }
+
+ // アカウント変数の送信要求
+ intif_request_accountreg(sd);
+
+ // アイテムチェック
+ pc_setinventorydata(sd);
+ pc_checkitem(sd);
+
+ // pet
+ sd->petDB = NULL;
+ sd->pd = NULL;
+ sd->pet_hungry_timer = -1;
+ memset(&sd->pet, 0, sizeof(struct s_pet));
+
+ // ステータス異常の初期化
+ for(i = 0; i < MAX_STATUSCHANGE; i++) {
+ sd->sc_data[i].timer=-1;
+ sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 = sd->sc_data[i].val4 = 0;
+ }
+ sd->sc_count=0;
+ if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
+ (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
+ sd->status.option &= (OPTION_MASK | OPTION_HIDE);
+ else
+ sd->status.option &= OPTION_MASK;
+
+ // スキルユニット関係の初期化
+ memset(sd->skillunit, 0, sizeof(sd->skillunit));
+ memset(sd->skillunittick, 0, sizeof(sd->skillunittick));
+
+ // パーティー関係の初期化
+ sd->party_sended = 0;
+ sd->party_invite = 0;
+ sd->party_x = -1;
+ sd->party_y = -1;
+ sd->party_hp = -1;
+
+ // ギルド関係の初期化
+ sd->guild_sended = 0;
+ sd->guild_invite = 0;
+ sd->guild_alliance = 0;
+
+ // イベント関係の初期化
+ memset(sd->eventqueue, 0, sizeof(sd->eventqueue));
+ for(i = 0; i < MAX_EVENTTIMER; i++)
+ sd->eventtimer[i] = -1;
+
+ // 位置の設定
+ pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0);
+
+ // pet
+ if (sd->status.pet_id > 0)
+ intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
+
+ // パーティ、ギルドデータの要求
+ if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL)
+ party_request_info(sd->status.party_id);
+ if (sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) == NULL)
+ guild_request_info(sd->status.guild_id);
+
+ // pvpの設定
+ sd->pvp_rank = 0;
+ sd->pvp_point = 0;
+ sd->pvp_timer = -1;
+
+ // 通知
+
+ clif_authok(sd);
+ map_addnickdb(sd);
+ if (map_charid2nick(sd->status.char_id) == NULL)
+ map_addchariddb(sd->status.char_id, sd->status.name);
+
+ //スパノビ用死にカウンターのスクリプト変数からの読み出しとsdへのセット
+ sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
+
+ if (night_flag == 1) {
+ char tmpstr[1024];
+ strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
+ clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
+ sd->opt2 |= STATE_BLIND;
+ }
+
+ // ステータス初期計算など
+ pc_calcstatus(sd,1);
+
+ if (pc_isGM(sd))
+ printf("Connection accepted: character '%s' (account: %d; GM level %d).\n", sd->status.name, sd->status.account_id, pc_isGM(sd));
+ 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;
+}
+
+/*==========================================
+ * 覚えられるスキルの計算
+ *------------------------------------------
+ */
+int pc_calc_skilltree(struct map_session_data *sd)
+{
+ int i,id=0,flag;
+ int c=0, s=0;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ s_class = pc_calc_base_job(sd->status.class);
+ c = s_class.job;
+ s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル?
+
+ if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) {
+ int skill_point = pc_calc_skillpoint(sd);
+ if(skill_point < 9)
+ c = 0;
+ else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) {
+ switch(c) {
+ case 7:
+ case 14:
+ c = 1;
+ break;
+ case 8:
+ case 15:
+ c = 4;
+ break;
+ case 9:
+ case 16:
+ c = 2;
+ break;
+ case 10:
+ case 18:
+ c = 5;
+ break;
+ case 11:
+ case 19:
+ case 20:
+ c = 3;
+ break;
+ case 12:
+ case 17:
+ c = 6;
+ break;
+ case 4008:
+ case 4015:
+ c = 4002;
+ break;
+ case 4009:
+ case 4016:
+ c = 4005;
+ break;
+ case 4010:
+ case 4017:
+ c = 4003;
+ break;
+ case 4011:
+ case 4019:
+ c = 4006;
+ break;
+ case 4012:
+ case 4020:
+ case 4021:
+ c = 4004;
+ break;
+ case 4013:
+ case 4018:
+ c = 4007;
+ break;
+ case 4030:
+ case 4037:
+ c = 4024;
+ break;
+ case 4031:
+ case 4038:
+ c = 4027;
+ break;
+ case 4032:
+ case 4039:
+ c = 4025;
+ break;
+ case 4033:
+ case 4040:
+ c = 4028;
+ break;
+ case 4034:
+ case 4041:
+ case 4042:
+ c = 4026;
+ break;
+ case 4035:
+ case 4043:
+ c = 4029;
+ break;
+
+ }
+ }
+ }
+
+ 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; // 本当のlvに
+ sd->status.skill[i].flag=0; // flagは0にしておく
+ }
+ }
+
+ if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
+ // 全てのスキル
+ for(i=1;i<158;i++)
+ sd->status.skill[i].id=i;
+ for(i=210;i<291;i++)
+ sd->status.skill[i].id=i;
+ for(i=304;i<337;i++){
+ if(i==331) continue;
+ sd->status.skill[i].id=i;
+ }
+ if(battle_config.enable_upper_class){ //confで無効でなければ読み込む
+ for(i=355;i<MAX_SKILL;i++)
+ sd->status.skill[i].id=i;
+ }
+ }else{
+ // 通常の計算
+ do{
+ flag=0;
+ for(i=0;(id=skill_tree[s][c][i].id)>0;i++){
+ int j,f=1;
+ if(!battle_config.skillfree) {
+ for(j=0;j<5;j++) {
+ if( skill_tree[s][c][i].need[j].id &&
+ pc_checkskill(sd,skill_tree[s][c][i].need[j].id) < skill_tree[s][c][i].need[j].lv)
+ f=0;
+ }
+ }
+ if(f && sd->status.skill[id].id==0 ){
+ sd->status.skill[id].id=id;
+ flag=1;
+ }
+ }
+ }while(flag);
+ }
+// if(battle_config.etc_log)
+// printf("calc skill_tree\n");
+ return 0;
+}
+
+/*==========================================
+ * 重量アイコンの確認
+ *------------------------------------------
+ */
+int pc_checkweighticon(struct map_session_data *sd)
+{
+ int flag=0;
+
+ nullpo_retr(0, sd);
+
+ if(sd->weight*2 >= sd->max_weight)
+ 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;
+}
+
+/*==========================================
+ * パラメータ計算
+ * first==0の時、計算対象のパラメータが呼び出し前から
+ * 変 化した場合自動でsendするが、
+ * 能動的に変化させたパラメータは自前でsendするように
+ *------------------------------------------
+ */
+int pc_calcstatus(struct map_session_data* sd,int first)
+{
+ int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
+ int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
+ int b_base_atk;
+ struct skill b_skill[MAX_SKILL];
+ int i,bl,index;
+ int skill,aspd_rate,wele,wele_,def_ele,refinedef=0;
+ int pele=0,pdef_ele=0;
+ int str,dstr,dex;
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ //転生や養子の場合の元の職業を算出する
+ s_class = pc_calc_base_job(sd->status.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); // スキルツリーの計算
+
+ sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300;
+
+ if(first&1) {
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_max_weight=battle_config.max_cart_weight;
+ sd->cart_weight=0;
+ sd->cart_max_num=MAX_CART;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ memset(sd->paramb,0,sizeof(sd->paramb));
+ memset(sd->parame,0,sizeof(sd->parame));
+ sd->hit = 0;
+ sd->flee = 0;
+ sd->flee2 = 0;
+ sd->critical = 0;
+ sd->aspd = 0;
+ sd->watk = 0;
+ sd->def = 0;
+ sd->mdef = 0;
+ sd->watk2 = 0;
+ sd->def2 = 0;
+ sd->mdef2 = 0;
+ sd->status.max_hp = 0;
+ sd->status.max_sp = 0;
+ sd->attackrange = 0;
+ sd->attackrange_ = 0;
+ sd->atk_ele = 0;
+ sd->def_ele = 0;
+ sd->star =0;
+ sd->overrefine =0;
+ sd->matk1 =0;
+ sd->matk2 =0;
+ sd->speed = DEFAULT_WALK_SPEED ;
+ sd->hprate=100;
+ sd->sprate=100;
+ sd->castrate=100;
+ sd->dsprate=100;
+ sd->base_atk=0;
+ sd->arrow_atk=0;
+ sd->arrow_ele=0;
+ sd->arrow_hit=0;
+ sd->arrow_range=0;
+ sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
+ memset(sd->addele,0,sizeof(sd->addele));
+ memset(sd->addrace,0,sizeof(sd->addrace));
+ memset(sd->addsize,0,sizeof(sd->addsize));
+ memset(sd->addele_,0,sizeof(sd->addele_));
+ memset(sd->addrace_,0,sizeof(sd->addrace_));
+ memset(sd->addsize_,0,sizeof(sd->addsize_));
+ memset(sd->subele,0,sizeof(sd->subele));
+ memset(sd->subrace,0,sizeof(sd->subrace));
+ memset(sd->addeff,0,sizeof(sd->addeff));
+ memset(sd->addeff2,0,sizeof(sd->addeff2));
+ memset(sd->reseff,0,sizeof(sd->reseff));
+ memset(&sd->special_state,0,sizeof(sd->special_state));
+ memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
+ memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));
+
+ sd->watk_ = 0; //二刀流用(仮)
+ sd->watk_2 = 0;
+ sd->atk_ele_ = 0;
+ sd->star_ = 0;
+ sd->overrefine_ = 0;
+
+ sd->aspd_rate = 100;
+ sd->speed_rate = 100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->critical_def = 0;
+ sd->double_rate = 0;
+ sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
+ sd->atk_rate = sd->matk_rate = 100;
+ sd->ignore_def_ele = sd->ignore_def_race = 0;
+ sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
+ sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
+ sd->arrow_cri = 0;
+ sd->magic_def_rate = sd->misc_def_rate = 0;
+ memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
+ memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
+ memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
+ memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
+ memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
+ memset(sd->magic_addele,0,sizeof(sd->magic_addele));
+ memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
+ memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
+ sd->perfect_hit = 0;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+ sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
+ sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
+ sd->get_zeny_num = 0;
+ sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
+ sd->add_def_class_count = sd->add_mdef_class_count = 0;
+ sd->monster_drop_item_count = 0;
+ memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
+ memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
+ memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
+ memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
+ memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
+ memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
+ memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
+ sd->speed_add_rate = sd->aspd_add_rate = 100;
+ sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
+ sd->splash_range = sd->splash_add_range = 0;
+ sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
+ sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
+ sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
+ sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
+ sd->magic_damage_return = 0; //AppleGirl Was Here
+ sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
+
+ if(!sd->disguiseflag && sd->disguise) {
+ sd->disguise=0;
+ 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++){ // カード
+ 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++){ // カード
+ 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));
+
+ // 装備品によるステータス変化はここで実行
+ for(i=0;i<10;i++) {
+ index = sd->equip_index[i];
+ if(index < 0)
+ continue;
+ if(i == 9 && sd->equip_index[8] == index)
+ continue;
+ if(i == 5 && sd->equip_index[4] == index)
+ continue;
+ if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+ if(sd->inventory_data[index]) {
+ sd->def += sd->inventory_data[index]->def;
+ if(sd->inventory_data[index]->type == 4) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ if(i == 8 && sd->status.inventory[index].equip == 0x20) {
+ //二刀流用データ入力
+ sd->watk_ += sd->inventory_data[index]->atk;
+ sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精錬攻撃力
+ refinebonus[wlv][0];
+ if( (r-=refinebonus[wlv][2])>0 ) // 過剰精錬ボーナス
+ sd->overrefine_ = r*refinebonus[wlv][1];
+
+ if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
+ sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら
+ wele_= (sd->status.inventory[index].card[1]&0x0f); // 属 性
+ }
+ sd->attackrange_ += sd->inventory_data[index]->range;
+ sd->state.lr_flag = 1;
+ 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)* // 精錬攻撃力
+ refinebonus[wlv][0];
+ if( (r-=refinebonus[wlv][2])>0 ) // 過剰精錬ボーナス
+ sd->overrefine += r*refinebonus[wlv][1];
+
+ if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
+ sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら
+ wele = (sd->status.inventory[index].card[1]&0x0f); // 属 性
+ }
+ sd->attackrange += sd->inventory_data[index]->range;
+ run_script(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]){ //まだ属性が入っていない
+ 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ボーナス分
+ for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
+ if(job_bonus[s_class.upper][s_class.job][i])
+ sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
+ }
+
+ if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
+ sd->max_weight += skill*1000;
+
+ if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目
+ sd->paramb[4] += skill;
+
+ // ステータス変化による基本パラメータ補正
+ if(sd->sc_count){
+ if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上
+ sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
+ sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
+ }
+ if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度増加
+ sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
+ sd->speed -= sd->speed *25/100;
+ }
+ if(sd->sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少(agiはbattle.cで)
+ sd->speed = sd->speed *125/100;
+ if(sd->sc_data[SC_CLOAKING].timer!=-1)
+ sd->speed = (sd->speed*(76+(sd->sc_data[SC_INCREASEAGI].val1*3)))/100;
+ if(sd->sc_data[SC_CHASEWALK].timer!=-1)
+ sd->speed = sd->speed*(135-sd->sc_data[SC_CHASEWALK].val1*5)/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
+ sd->speed = sd->speed*3/2;
+ sd->paramb[1]-=(sd->status.agi+sd->paramb[1]+sd->parame[1])/2;
+ sd->paramb[4]-=(sd->status.dex+sd->paramb[4]+sd->parame[4])/2;
+ }
+ if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥルーサイト
+ sd->paramb[0]+= 5;
+ sd->paramb[1]+= 5;
+ sd->paramb[2]+= 5;
+ sd->paramb[3]+= 5;
+ sd->paramb[4]+= 5;
+ sd->paramb[5]+= 5;
+ }
+ }
+
+ //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;
+
+ //攻撃速度増加
+
+ if( (skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
+ sd->hit += skill;
+ if(sd->status.weapon == 11)
+ sd->attackrange += skill;
+ }
+
+ if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器研究の命中率増加
+ sd->hit += skill*2;
+ if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ
+ sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
+ if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カートによる速度低下
+ sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
+ else if (pc_isriding(sd)) // ペコペコ乗りによる速度増加
+ sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+ sd->max_weight += 1000;
+ if(sd->sc_count){
+ if(sd->sc_data[SC_WINDWALK].timer!=-1) //ウィンドウォーク時はLv*2%減算
+ sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
+ if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カートブースト
+ sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
+ if(sd->sc_data[SC_BERSERK].timer!=-1) //バーサーク中はIAと同じぐらい速い?
+ sd->speed -= sd->speed *25/100;
+ if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は歩くのが遅い
+ sd->speed = 2*DEFAULT_WALK_SPEED;
+ }
+
+ if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
+ sd->status.max_hp += skill*200;
+ sd->subele[6] += skill*5;
+ }
+ if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0)
+ sd->subele[3] += skill*4;
+
+ bl=sd->status.base_level;
+
+ sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
+ if (s_class.upper==1) // [MouseJstr]
+ sd->status.max_hp = sd->status.max_hp * 130/100;
+ if(sd->hprate!=100)
+ sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
+
+ if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1){ // バーサーク
+ sd->status.max_hp = sd->status.max_hp * 3;
+ sd->status.hp = sd->status.hp * 3;
+ if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.max_hp = battle_config.max_hp;
+ if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.hp = battle_config.max_hp;
+ }
+ if(s_class.job == 23 && sd->status.base_level >= 99){
+ sd->status.max_hp = sd->status.max_hp + 2000;
+ }
+
+ if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.max_hp = battle_config.max_hp;
+ if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end
+
+ // 最大SP計算
+ sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
+ if (s_class.upper==1) // [MouseJstr]
+ sd->status.max_sp = sd->status.max_sp * 130/100;
+ if(sd->sprate!=100)
+ sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
+
+ if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
+ sd->status.max_sp += sd->status.max_sp*skill/100;
+ if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */
+ sd->status.max_sp += sd->status.max_sp*2*skill/100;
+
+ if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+
+ //自然回復HP
+ sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
+ if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */
+ sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
+ if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
+ }
+ //自然回復SP
+ sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
+ if(sd->paramc[3] >= 120)
+ sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
+ if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */
+ sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
+ if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
+ }
+
+ if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
+ sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
+ sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
+ if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
+ if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
+ }
+ if(sd->hprecov_rate != 100) {
+ sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
+ if(sd->nhealhp < 1) sd->nhealhp = 1;
+ }
+ if(sd->sprecov_rate != 100) {
+ sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
+ if(sd->nhealsp < 1) sd->nhealsp = 1;
+ }
+ if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // メディテイティオはSPRではなく自然回復にかかる
+ sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
+ if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
+ }
+
+ // 種族耐性(これでいいの? ディバインプロテクションと同じ処理がいるかも)
+ if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジー
+ skill = skill*4;
+ sd->addrace[9]+=skill;
+ sd->addrace_[9]+=skill;
+ sd->subrace[9]+=skill;
+ sd->magic_addrace[9]+=skill;
+ sd->magic_subrace[9]-=skill;
+ }
+
+ //Flee上昇
+ if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率増加
+ if(sd->status.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*.5)/100;
+ }
+ if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り
+ sd->flee += (skill*3)>>1;
+
+ // スキルやステータス異常による残りのパラメータ補正
+ if(sd->sc_count){
+ // ATK/DEF変化形
+ if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス
+ sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
+ if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス
+ sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
+ }
+ if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック
+ sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
+ sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
+ sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
+ }
+ if(sd->sc_data[SC_ENDURE].timer!=-1)
+ sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
+ if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック
+ sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
+ sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
+ sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
+ }
+ if(sd->sc_data[SC_POISON].timer!=-1) // 毒状態
+ sd->def2 = sd->def2*75/100;
+ if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // 戦太鼓の響き
+ sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
+ sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
+ }
+ if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニーベルングの指輪
+ index = sd->equip_index[9];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
+ sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
+ sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ sd->watk += sd->sc_data[SC_NIBELUNGEN].val2;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2;
+ }
+
+ if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケーノ
+ sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
+ }
+
+ if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
+ sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
+ if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エターナルカオス
+ sd->def=0;
+
+ if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレーション
+ sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
+ sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
+ }
+
+ if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力増幅
+ sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MAGICPOWER].val1)/100;
+ sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MAGICPOWER].val1)/100;
+ }
+ if(sd->sc_data[SC_ATKPOT].timer!=-1)
+ sd->watk += sd->sc_data[SC_ATKPOT].val1;
+ if(sd->sc_data[SC_MATKPOT].timer!=-1){
+ sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
+ sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
+ }
+
+ // ASPD/移動速度変化系
+ if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+ sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
+ if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly)
+ aspd_rate -= 30;
+ else
+ aspd_rate -= 25;
+ }
+ if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
+ sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
+ if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+ sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+ sd->sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
+ if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで
+ aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
+ sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+ }
+ if( sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
+ sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
+ sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // 増 速ポーション
+ aspd_rate -= sd->sc_data[i].val2;
+
+ // HIT/FLEE変化系
+ if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛
+ sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
+ +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
+ sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
+ }
+ if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング
+ sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
+ +sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
+ if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル
+ sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
+ }
+ if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗黒
+ sd->hit -= sd->hit*25/100;
+ sd->flee -= sd->flee*25/100;
+ }
+ if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク
+ sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
+ if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ
+ sd->flee -= sd->flee*50/100;
+ if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト
+ sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
+ if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+ sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));
+
+ // 耐性
+ if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジークフリード
+ sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 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; // 対 聖属性
+ sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // 対 悪魔
+ }
+
+ // その他
+ if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎
+ sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
+ +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
+ if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ }
+ if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュージ
+ sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100;
+ if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ }
+ if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サービスフォーユー
+ sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
+ +sd->sc_data[SC_SERVICE4U].val3)/100;
+ if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+ sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
+ +sd->sc_data[SC_SERVICE4U].val3);
+ if(sd->dsprate<0)sd->dsprate=0;
+ }
+
+ if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス
+ sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
+ +sd->sc_data[SC_FORTUNE].val3)*10;
+
+ if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動
+ if(s_class.job==23)
+ sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
+ else
+ sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
+ }
+
+ if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛
+ sd->def = 90;
+ sd->mdef = 90;
+ aspd_rate += 25;
+ sd->speed = (sd->speed * 125) / 100;
+ }
+ if(sd->sc_data[SC_DEFENDER].timer != -1) {
+ sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
+ sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
+ }
+ if(sd->sc_data[SC_ENCPOISON].timer != -1)
+ sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
+
+ if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中
+ sd->speed*=4;
+ sd->nhealsp = 0;
+ sd->nshealsp = 0;
+ sd->nsshealsp = 0;
+ }
+ if(sd->sc_data[SC_CURSE].timer!=-1)
+ sd->speed += 450;
+
+ if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト
+ sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;
+
+/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
+ sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
+ if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
+ sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
+ */
+ }
+
+ if(sd->speed_rate != 100)
+ sd->speed = sd->speed*sd->speed_rate/100;
+ if(sd->speed < 1) sd->speed = 1;
+ if(aspd_rate != 100)
+ sd->aspd = sd->aspd*aspd_rate/100;
+ if(pc_isriding(sd)) // 騎兵修練
+ sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
+ if(sd->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))
+ // オートバーサーク発動
+ skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+
+ return 0;
+}
+
+/*==========================================
+ * 装 備品による能力等のボーナス設定
+ *------------------------------------------
+ */
+int pc_bonus(struct map_session_data *sd,int type,int val)
+{
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_STR:
+ case SP_AGI:
+ case SP_VIT:
+ case SP_INT:
+ case SP_DEX:
+ case SP_LUK:
+ if(sd->state.lr_flag != 2)
+ sd->parame[type-SP_STR]+=val;
+ break;
+ case SP_ATK1:
+ if(!sd->state.lr_flag)
+ sd->watk+=val;
+ else if(sd->state.lr_flag == 1)
+ sd->watk_+=val;
+ break;
+ case SP_ATK2:
+ if(!sd->state.lr_flag)
+ sd->watk2+=val;
+ else if(sd->state.lr_flag == 1)
+ sd->watk_2+=val;
+ break;
+ case SP_BASE_ATK:
+ if(sd->state.lr_flag != 2)
+ sd->base_atk+=val;
+ break;
+ case SP_MATK1:
+ if(sd->state.lr_flag != 2)
+ sd->matk1 += val;
+ break;
+ case SP_MATK2:
+ if(sd->state.lr_flag != 2)
+ sd->matk2 += val;
+ break;
+ case SP_MATK:
+ if(sd->state.lr_flag != 2) {
+ sd->matk1 += val;
+ sd->matk2 += val;
+ }
+ break;
+ case SP_DEF1:
+ if(sd->state.lr_flag != 2)
+ sd->def+=val;
+ break;
+ case SP_MDEF1:
+ if(sd->state.lr_flag != 2)
+ sd->mdef+=val;
+ break;
+ case SP_MDEF2:
+ if(sd->state.lr_flag != 2)
+ sd->mdef+=val;
+ break;
+ case SP_HIT:
+ if(sd->state.lr_flag != 2)
+ sd->hit+=val;
+ else
+ sd->arrow_hit+=val;
+ break;
+ case SP_FLEE1:
+ if(sd->state.lr_flag != 2)
+ sd->flee+=val;
+ break;
+ case SP_FLEE2:
+ if(sd->state.lr_flag != 2)
+ sd->flee2+=val*10;
+ break;
+ case SP_CRITICAL:
+ if(sd->state.lr_flag != 2)
+ sd->critical+=val*10;
+ else
+ sd->arrow_cri += val*10;
+ break;
+ case SP_ATKELE:
+ if(!sd->state.lr_flag)
+ sd->atk_ele=val;
+ else if(sd->state.lr_flag == 1)
+ sd->atk_ele_=val;
+ else if(sd->state.lr_flag == 2)
+ sd->arrow_ele=val;
+ break;
+ case SP_DEFELE:
+ if(sd->state.lr_flag != 2)
+ sd->def_ele=val;
+ break;
+ case SP_MAXHP:
+ if(sd->state.lr_flag != 2)
+ sd->status.max_hp+=val;
+ break;
+ case SP_MAXSP:
+ if(sd->state.lr_flag != 2)
+ sd->status.max_sp+=val;
+ break;
+ case SP_CASTRATE:
+ if(sd->state.lr_flag != 2)
+ sd->castrate+=val;
+ break;
+ case SP_MAXHPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->hprate+=val;
+ break;
+ case SP_MAXSPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->sprate+=val;
+ break;
+ case SP_SPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->dsprate+=val;
+ break;
+ case SP_ATTACKRANGE:
+ if(!sd->state.lr_flag)
+ sd->attackrange += val;
+ else if(sd->state.lr_flag == 1)
+ sd->attackrange_ += val;
+ else if(sd->state.lr_flag == 2)
+ sd->arrow_range += val;
+ break;
+ case SP_ADD_SPEED:
+ if(sd->state.lr_flag != 2)
+ sd->speed -= val;
+ break;
+ case SP_SPEED_RATE:
+ if(sd->state.lr_flag != 2) {
+ if(sd->speed_rate > 100-val)
+ sd->speed_rate = 100-val;
+ }
+ break;
+ case SP_SPEED_ADDRATE:
+ if(sd->state.lr_flag != 2)
+ sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
+ break;
+ case SP_ASPD:
+ if(sd->state.lr_flag != 2)
+ sd->aspd -= val*10;
+ break;
+ case SP_ASPD_RATE:
+ if(sd->state.lr_flag != 2) {
+ if(sd->aspd_rate > 100-val)
+ sd->aspd_rate = 100-val;
+ }
+ break;
+ case SP_ASPD_ADDRATE:
+ if(sd->state.lr_flag != 2)
+ sd->aspd_add_rate = sd->aspd_add_rate * (100-val)/100;
+ break;
+ case SP_HP_RECOV_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->hprecov_rate += val;
+ break;
+ case SP_SP_RECOV_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->sprecov_rate += val;
+ break;
+ case SP_CRITICAL_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->critical_def += val;
+ break;
+ case SP_NEAR_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->near_attack_def_rate += val;
+ break;
+ case SP_LONG_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->long_attack_def_rate += val;
+ break;
+ case SP_DOUBLE_RATE:
+ if(sd->state.lr_flag == 0 && sd->double_rate < val)
+ sd->double_rate = val;
+ break;
+ case SP_DOUBLE_ADD_RATE:
+ if(sd->state.lr_flag == 0)
+ sd->double_add_rate += val;
+ break;
+ case SP_MATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->matk_rate += val;
+ break;
+ case SP_IGNORE_DEF_ELE:
+ if(!sd->state.lr_flag)
+ sd->ignore_def_ele |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->ignore_def_ele_ |= 1<<val;
+ break;
+ case SP_IGNORE_DEF_RACE:
+ if(!sd->state.lr_flag)
+ sd->ignore_def_race |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->ignore_def_race_ |= 1<<val;
+ break;
+ case SP_ATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->atk_rate += val;
+ break;
+ case SP_MAGIC_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->magic_def_rate += val;
+ break;
+ case SP_MISC_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->misc_def_rate += val;
+ break;
+ case SP_IGNORE_MDEF_ELE:
+ if(sd->state.lr_flag != 2)
+ sd->ignore_mdef_ele |= 1<<val;
+ break;
+ case SP_IGNORE_MDEF_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->ignore_mdef_race |= 1<<val;
+ break;
+ case SP_PERFECT_HIT_RATE:
+ if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
+ sd->perfect_hit = val;
+ break;
+ case SP_PERFECT_HIT_ADD_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->perfect_hit_add += val;
+ break;
+ case SP_CRITICAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->critical_rate+=val;
+ break;
+ case SP_GET_ZENY_NUM:
+ if(sd->state.lr_flag != 2 && sd->get_zeny_num < val)
+ sd->get_zeny_num = val;
+ break;
+ case SP_ADD_GET_ZENY_NUM:
+ if(sd->state.lr_flag != 2)
+ sd->get_zeny_add_num += val;
+ break;
+ case SP_DEF_RATIO_ATK_ELE:
+ if(!sd->state.lr_flag)
+ sd->def_ratio_atk_ele |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->def_ratio_atk_ele_ |= 1<<val;
+ break;
+ case SP_DEF_RATIO_ATK_RACE:
+ if(!sd->state.lr_flag)
+ sd->def_ratio_atk_race |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->def_ratio_atk_race_ |= 1<<val;
+ break;
+ case SP_HIT_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->hit_rate += val;
+ break;
+ case SP_FLEE_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->flee_rate += val;
+ break;
+ case SP_FLEE2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->flee2_rate += val;
+ break;
+ case SP_DEF_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->def_rate += val;
+ break;
+ case SP_DEF2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->def2_rate += val;
+ break;
+ case SP_MDEF_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->mdef_rate += val;
+ break;
+ case SP_MDEF2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->mdef2_rate += val;
+ break;
+ case SP_RESTART_FULL_RECORVER:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.restart_full_recover = 1;
+ break;
+ case SP_NO_CASTCANCEL:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel = 1;
+ break;
+ case SP_NO_CASTCANCEL2:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel2 = 1;
+ break;
+ case SP_NO_SIZEFIX:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_sizefix = 1;
+ break;
+ case SP_NO_MAGIC_DAMAGE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_magic_damage = 1;
+ break;
+ case SP_NO_WEAPON_DAMAGE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_weapon_damage = 1;
+ break;
+ case SP_NO_GEMSTONE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_gemstone = 1;
+ break;
+ case SP_INFINITE_ENDURE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.infinite_endure = 1;
+ break;
+ case SP_SPLASH_RANGE:
+ if(sd->state.lr_flag != 2 && sd->splash_range < val)
+ sd->splash_range = val;
+ break;
+ case SP_SPLASH_ADD_RANGE:
+ if(sd->state.lr_flag != 2)
+ sd->splash_add_range += val;
+ break;
+ case SP_SHORT_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->short_weapon_damage_return += val;
+ break;
+ case SP_LONG_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->long_weapon_damage_return += val;
+ break;
+ case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
+ if(sd->state.lr_flag != 2)
+ sd->magic_damage_return += val;
+ break;
+ case SP_ALL_STATS: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->parame[SP_STR-SP_STR]+=val;
+ sd->parame[SP_AGI-SP_STR]+=val;
+ sd->parame[SP_VIT-SP_STR]+=val;
+ sd->parame[SP_INT-SP_STR]+=val;
+ sd->parame[SP_DEX-SP_STR]+=val;
+ sd->parame[SP_LUK-SP_STR]+=val;
+ clif_updatestatus(sd,13);
+ clif_updatestatus(sd,14);
+ clif_updatestatus(sd,15);
+ clif_updatestatus(sd,16);
+ clif_updatestatus(sd,17);
+ clif_updatestatus(sd,18);
+ }
+ break;
+ case SP_AGI_VIT: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->parame[SP_AGI-SP_STR]+=val;
+ sd->parame[SP_VIT-SP_STR]+=val;
+ clif_updatestatus(sd,14);
+ clif_updatestatus(sd,15);
+ }
+ break;
+ case SP_AGI_DEX_STR: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->parame[SP_AGI-SP_STR]+=val;
+ sd->parame[SP_DEX-SP_STR]+=val;
+ sd->parame[SP_STR-SP_STR]+=val;
+ clif_updatestatus(sd,14);
+ clif_updatestatus(sd,17);
+ clif_updatestatus(sd,13);
+ }
+ break;
+ case SP_PERFECT_HIDE: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->perfect_hiding=1;
+ }
+ break;
+ case SP_DISGUISE: // Disguise script for items [Valaris]
+ if(sd->state.lr_flag!=2 && sd->disguiseflag==0) {
+ if(pc_isriding(sd)) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
+ clif_displaymessage(sd->fd, "Cannot wear disguise when riding a Peco.");
+ break;
+ }
+ sd->disguise=val;
+ clif_clearchar(&sd->bl, 9);
+ pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
+ }
+ break;
+ case SP_UNBREAKABLE:
+ if(sd->state.lr_flag!=2) {
+ sd->unbreakable += val;
+ }
+ break;
+ default:
+ if(battle_config.error_log)
+ printf("pc_bonus: unknown type %d %d !\n",type,val);
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * 装 備品による能力等のボーナス設定
+ *------------------------------------------
+ */
+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_SP_DRAIN_RATE:
+ if(!sd->state.lr_flag) {
+ sd->sp_drain_rate += type2;
+ sd->sp_drain_per += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->sp_drain_rate_ += type2;
+ sd->sp_drain_per_ += val;
+ }
+ break;
+ case SP_WEAPON_COMA_ELE:
+ if(sd->state.lr_flag != 2)
+ sd->weapon_coma_ele[type2] += val;
+ break;
+ case SP_WEAPON_COMA_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->weapon_coma_race[type2] += val;
+ break;
+ case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
+ if(sd->state.lr_flag !=2){
+ sd->random_attack_increase_add = type2;
+ sd->random_attack_increase_per += val;
+ break;
+ } // end addition
+ default:
+ if(battle_config.error_log)
+ printf("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
+ break;
+ }
+ return 0;
+}
+
+int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
+{
+ int i;
+ switch(type){
+ case SP_ADD_MONSTER_DROP_ITEM:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->monster_drop_item_count;i++) {
+ if(sd->monster_drop_itemid[i] == type2) {
+ sd->monster_drop_race[i] |= 1<<type3;
+ if(sd->monster_drop_itemrate[i] < val)
+ sd->monster_drop_itemrate[i] = val;
+ break;
+ }
+ }
+ if(i >= sd->monster_drop_item_count && sd->monster_drop_item_count < 10) {
+ sd->monster_drop_itemid[sd->monster_drop_item_count] = type2;
+ sd->monster_drop_race[sd->monster_drop_item_count] |= 1<<type3;
+ sd->monster_drop_itemrate[sd->monster_drop_item_count] = val;
+ sd->monster_drop_item_count++;
+ }
+ }
+ break;
+ case SP_AUTOSPELL:
+ if(sd->state.lr_flag != 2){
+ sd->autospell_id = type2;
+ sd->autospell_lv = type3;
+ sd->autospell_rate = val;
+ }
+ break;
+ default:
+ if(battle_config.error_log)
+ printf("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スクリプトによるスキル所得
+ *------------------------------------------
+ */
+int pc_skill(struct map_session_data *sd,int id,int level,int flag)
+{
+ nullpo_retr(0, sd);
+
+ if(level>MAX_SKILL_LEVEL){
+ if(battle_config.error_log)
+ printf("support card skill only!\n");
+ return 0;
+ }
+ if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで条件を確認して送信する
+ sd->status.skill[id].lv=level;
+ pc_calcstatus(sd,0);
+ clif_skillinfoblock(sd);
+ }
+ else if(sd->status.skill[id].lv < level){ // 覚えられるがlvが小さいなら
+ 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;
+}
+
+/*==========================================
+ * カード挿入
+ *------------------------------------------
+ */
+int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
+{
+ nullpo_retr(0, sd);
+
+ if(idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0 && idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card]) {
+ int i;
+ int nameid=sd->status.inventory[idx_equip].nameid;
+ int cardid=sd->status.inventory[idx_card].nameid;
+ int ep=sd->inventory_data[idx_card]->equip;
+
+ if( nameid <= 0 || sd->inventory_data[idx_equip] == NULL ||
+ (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // 装 備じゃない
+ ( sd->status.inventory[idx_equip].identify==0 ) || // 未鑑定
+ ( sd->status.inventory[idx_equip].card[0]==0x00ff) || // 製造武器
+ ( sd->status.inventory[idx_equip].card[0]==0x00fe) ||
+ ( (sd->inventory_data[idx_equip]->equip&ep)==0 ) || // 装 備個所違い
+ ( sd->inventory_data[idx_equip]->type==4 && ep==32) || // 両 手武器と盾カード
+ ( sd->status.inventory[idx_equip].card[0]==(short)0xff00) || sd->status.inventory[idx_equip].equip){
+
+ clif_insert_card(sd,idx_equip,idx_card,1);
+ return 0;
+ }
+ for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
+ if( sd->status.inventory[idx_equip].card[i] == 0){
+ // 空きスロットがあったので差し込む
+ sd->status.inventory[idx_equip].card[i]=cardid;
+
+ // カードは減らす
+ clif_insert_card(sd,idx_equip,idx_card,0);
+ pc_delitem(sd,idx_card,1,1);
+ return 0;
+ }
+ }
+ }
+ else
+ clif_insert_card(sd,idx_equip,idx_card,1);
+
+ return 0;
+}
+
+//
+// アイテム物
+//
+
+/*==========================================
+ * スキルによる買い値修正
+ *------------------------------------------
+ */
+int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
+{
+ int skill,val = orig_value,rate1 = 0,rate2 = 0;
+ if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
+ rate1 = 5+skill*2-((skill==10)? 1:0);
+ if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
+ rate2 = 5+skill*4;
+ if(rate1 < rate2) rate1 = rate2;
+ if(rate1)
+ val = (int)((double)orig_value*(double)(100-rate1)/100.);
+ if(val < 0) val = 0;
+ if(orig_value > 0 && val < 1) val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * スキルによる売り値修正
+ *------------------------------------------
+ */
+int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
+{
+ int skill,val = orig_value,rate = 0;
+ if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オーバーチャージ
+ rate = 5+skill*2-((skill==10)? 1:0);
+ if(rate)
+ val = (int)((double)orig_value*(double)(100+rate)/100.);
+ if(val < 0) val = 0;
+ if(orig_value > 0 && val < 1) val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * アイテムを買った時に、新しいアイテム欄を使うか、
+ * 3万個制限にかかるか確認
+ *------------------------------------------
+ */
+int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(itemdb_isequip(nameid))
+ return ADDITEM_NEW;
+
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==nameid){
+ if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_EXIST;
+ }
+ }
+
+ if(amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_NEW;
+}
+
+/*==========================================
+ * 空きアイテム欄の個数
+ *------------------------------------------
+ */
+int pc_inventoryblank(struct map_session_data *sd)
+{
+ int i,b;
+
+ nullpo_retr(0, sd);
+
+ for(i=0,b=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0)
+ b++;
+ }
+
+ return b;
+}
+
+/*==========================================
+ * お金を払う
+ *------------------------------------------
+ */
+int pc_payzeny(struct map_session_data *sd,int zeny)
+{
+ double z;
+
+ nullpo_retr(0, sd);
+
+ z = (double)sd->status.zeny;
+ if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
+ return 1;
+ sd->status.zeny-=zeny;
+ clif_updatestatus(sd,SP_ZENY);
+
+ return 0;
+}
+
+/*==========================================
+ * お金を得る
+ *------------------------------------------
+ */
+int pc_getzeny(struct map_session_data *sd,int zeny)
+{
+ double z;
+
+ nullpo_retr(0, sd);
+
+ z = (double)sd->status.zeny;
+ if(z + (double)zeny > MAX_ZENY) {
+ zeny = 0;
+ sd->status.zeny = MAX_ZENY;
+ }
+ sd->status.zeny+=zeny;
+ clif_updatestatus(sd,SP_ZENY);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを探して、インデックスを返す
+ *------------------------------------------
+ */
+int pc_search_inventory(struct map_session_data *sd,int item_id)
+{
+ int i;
+
+ nullpo_retr(-1, sd);
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ if(sd->status.inventory[i].nameid == item_id &&
+ (sd->status.inventory[i].amount > 0 || item_id == 0))
+ return i;
+ }
+
+ return -1;
+}
+
+/*==========================================
+ * アイテム追加。個数のみitem構造体の数字を無視
+ *------------------------------------------
+ */
+int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
+{
+ struct item_data *data;
+ int i,w;
+
+ nullpo_retr(1, sd);
+ nullpo_retr(1, item_data);
+
+ if(item_data->nameid <= 0 || amount <= 0)
+ return 1;
+ data = itemdb_search(item_data->nameid);
+ if((w = data->weight*amount) + sd->weight > sd->max_weight)
+ return 2;
+
+ i = MAX_INVENTORY;
+
+ if(!itemdb_isequip2(data)){
+ // 装 備品ではないので、既所有品なら個数のみ変化させる
+ for(i=0;i<MAX_INVENTORY;i++)
+ if(sd->status.inventory[i].nameid == item_data->nameid &&
+ sd->status.inventory[i].card[0] == item_data->card[0] && sd->status.inventory[i].card[1] == item_data->card[1] &&
+ sd->status.inventory[i].card[2] == item_data->card[2] && sd->status.inventory[i].card[3] == item_data->card[3]) {
+ if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
+ return 5;
+ sd->status.inventory[i].amount+=amount;
+ clif_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ if(i >= MAX_INVENTORY){
+ // 装 備品か未所有品だったので空き欄へ追加
+ i = pc_search_inventory(sd,0);
+ if(i >= 0) {
+ memcpy(&sd->status.inventory[i],item_data,sizeof(sd->status.inventory[0]));
+ 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);
+ memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
+ sd->inventory_data[n] = NULL;
+ }
+ if(!(type&1))
+ clif_delitem(sd,n,amount);
+ if(!(type&2))
+ clif_updatestatus(sd,SP_WEIGHT);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを落す
+ *------------------------------------------
+ */
+int pc_dropitem(struct map_session_data *sd,int n,int amount)
+{
+ nullpo_retr(1, sd);
+
+ if (sd->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 ||
+ !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);
+
+ clif_useitemack(sd,n,amount-1,1);
+ pc_delitem(sd,n,1,1);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カートアイテム追加。個数のみitem構造体の数字を無視
+ *------------------------------------------
+ */
+int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
+{
+ struct item_data *data;
+ int i,w;
+
+ nullpo_retr(1, sd);
+ nullpo_retr(1, item_data);
+
+ if(item_data->nameid <= 0 || amount <= 0)
+ return 1;
+ data = itemdb_search(item_data->nameid);
+
+ if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
+ return 1;
+
+ i=MAX_CART;
+ if(!itemdb_isequip2(data)){
+ // 装 備品ではないので、既所有品なら個数のみ変化させる
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==item_data->nameid &&
+ sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
+ sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
+ if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
+ return 1;
+ sd->status.cart[i].amount+=amount;
+ clif_cart_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ }
+ if(i >= MAX_CART){
+ // 装 備品か未所有品だったので空き欄へ追加
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0){
+ memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
+ sd->status.cart[i].amount=amount;
+ sd->cart_num++;
+ clif_cart_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ if(i >= MAX_CART)
+ return 1;
+ }
+ sd->cart_weight += w;
+ clif_updatestatus(sd,SP_CARTINFO);
+
+ return 0;
+}
+
+/*==========================================
+ * カートアイテムを減らす
+ *------------------------------------------
+ */
+int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
+{
+ nullpo_retr(1, sd);
+
+ if(sd->status.cart[n].nameid==0 ||
+ sd->status.cart[n].amount<amount)
+ return 1;
+
+ sd->status.cart[n].amount -= amount;
+ sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
+ if(sd->status.cart[n].amount <= 0){
+ memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
+ sd->cart_num--;
+ }
+ if(!type) {
+ clif_cart_delitem(sd,n,amount);
+ clif_updatestatus(sd,SP_CARTINFO);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カートへアイテム移動
+ *------------------------------------------
+ */
+int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
+ struct item *item_data;
+
+ nullpo_retr(0, sd);
+ 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;
+}
+
+/*==========================================
+ * カート内のアイテム数確認(個数の差分を返す)
+ *------------------------------------------
+ */
+int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
+{
+ struct item *item_data;
+
+ nullpo_retr(-1, sd);
+ nullpo_retr(-1, item_data=&sd->status.cart[idx]);
+
+ if( item_data->nameid==0 || !item_data->amount)
+ return -1;
+ return item_data->amount-amount;
+}
+/*==========================================
+ * カートからアイテム移動
+ *------------------------------------------
+ */
+
+int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
+{
+ struct item *item_data;
+ int flag;
+
+ nullpo_retr(0, sd);
+ 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);
+
+ if(idx >= 0 && idx < MAX_INVENTORY) {
+ if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
+ flag=0;
+ sd->status.inventory[idx].identify=1;
+ }
+ clif_item_identified(sd,idx,flag);
+ }
+ else
+ clif_item_identified(sd,idx,flag);
+
+ return !flag;
+}
+
+/*==========================================
+ * スティル品公開
+ *------------------------------------------
+ */
+int pc_show_steal(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+ int itemid;
+ int type;
+
+ struct item_data *item=NULL;
+ char output[100];
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
+
+ itemid=va_arg(ap,int);
+ type=va_arg(ap,int);
+
+ if(!type){
+ if((item=itemdb_exists(itemid))==NULL)
+ sprintf(output,"%s stole an Unknown_Item.",sd->status.name);
+ else
+ sprintf(output,"%s stole %s.",sd->status.name,item->jname);
+ clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
+ }else{
+ sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
+ clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
+ }
+
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+//** pc.c: Small Steal Item fix by fritz
+int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
+{
+ if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
+ int i,skill,rate,itemid,flag, count;
+ struct mob_data *md;
+ md=(struct mob_data *)bl;
+ if(!md->state.steal_flag && mob_db[md->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 = sd->paramc[4] - mob_db[md->class].dex + pc_checkskill(sd,TF_STEAL) + 10;
+
+ if(0 < skill)
+ {
+ for(count = 8; count <= 8 && count != 0; count--)
+ {
+ i = rand()%8;
+ itemid = mob_db[md->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) // 取引を中断する
+ 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) // パーティ勧誘を拒否する
+ party_reply_invite(sd,sd->party_invite_account,0);
+ if(sd->guild_invite>0) // ギルド勧誘を拒否する
+ guild_reply_invite(sd,sd->guild_invite,0);
+ if(sd->guild_alliance>0) // ギルド同盟勧誘を拒否する
+ guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
+
+ skill_castcancel(&sd->bl,0); // 詠唱中断
+ pc_stop_walking(sd,0); // 歩行中断
+ pc_stopattack(sd); // 攻撃中断
+
+ if(pc_issit(sd)) {
+ pc_setstand(sd);
+ 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); /// ブロック登録とspawnは
+// clif_spawnpc(sd);
+
+ return 0;
+}
+
+/*==========================================
+ * PCのランダムワープ
+ *------------------------------------------
+ */
+int pc_randomwarp(struct map_session_data *sd, int type) {
+ int x,y,c,i=0;
+ int m;
+
+ nullpo_retr(0, sd);
+
+ m=sd->bl.m;
+
+ if (map[sd->bl.m].flag.noteleport) // テレポート禁止
+ return 0;
+
+ do{
+ x=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;
+}
+
+//
+// 歩 行物
+//
+/*==========================================
+ * 次の1歩にかかる時間を計算
+ *------------------------------------------
+ */
+static int calc_next_walk_step(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->walkpath.path_pos>=sd->walkpath.path_len)
+ return -1;
+ if(sd->walkpath.path[sd->walkpath.path_pos]&1)
+ return sd->speed*14/10;
+
+ return sd->speed;
+}
+
+/*==========================================
+ * 半歩進む(timer関数)
+ *------------------------------------------
+ */
+static 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;
+
+ //歩いたので息吹のタイマーを初期化
+ sd->inchealspirithptick = 0;
+ sd->inchealspiritsptick = 0;
+
+ sd->walkpath.path_half ^= 1;
+ if(sd->walkpath.path_half==0){ // マス目中心へ到着
+ sd->walkpath.path_pos++;
+ if(sd->state.change_walk_target){
+ pc_walktoxy_sub(sd);
+ return 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->sc_data[SC_DANCING].timer!=-1)
+ skill_unit_move_unit_group((struct skill_unit_group *)sd->sc_data[SC_DANCING].val2,sd->bl.m,dx,dy);
+
+ map_foreachinmovearea(clif_pcinsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,0,sd);
+ sd->walktimer = -1;
+
+ if(sd->status.party_id>0){ // パーティのHP情報通知検査
+ struct party *p=party_search(sd->status.party_id);
+ if(p!=NULL){
+ int p_flag=0;
+ map_foreachinmovearea(party_send_hp_check,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&p_flag);
+ if(p_flag)
+ sd->party_hp=-1;
+ }
+ }
+ if(sd->status.option&4) // クローキングの消滅検査
+ skill_check_cloaking(&sd->bl);
+ /* ディボーション検査 */
+ for(i=0;i<5;i++)
+ if(sd->dev.val1[i]){
+ skill_devotion3(&sd->bl,sd->dev.val1[i]);
+ break;
+ }
+ /* 被ディボーション検査 */
+ if( sd->sc_data && sd->sc_data[SC_DEVOTION].val1){
+ skill_devotion2(&sd->bl,sd->sc_data[SC_DEVOTION].val1);
+ }
+
+ skill_unit_move(&sd->bl,tick,1); // スキルユニットの検査
+
+ if(map_getcell(sd->bl.m,x,y)&0x80)
+ npc_touch_areanpc(sd,sd->bl.m,x,y);
+ else
+ sd->areanpc_id=0;
+ }
+ if((i=calc_next_walk_step(sd))>0) {
+ i = i>>1;
+ if(i < 1 && sd->walkpath.path_half == 0)
+ i = 1;
+ sd->walktimer=add_timer(tick+i,pc_walk,id,sd->walkpath.path_pos);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 移動可能か確認して、可能なら歩行開始
+ *------------------------------------------
+ */
+static int pc_walktoxy_sub(struct map_session_data *sd)
+{
+ struct walkpath_data wpd;
+ int i;
+
+ nullpo_retr(1, sd);
+
+ if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->to_x,sd->to_y,0))
+ return 1;
+ memcpy(&sd->walkpath,&wpd,sizeof(wpd));
+
+ clif_walkok(sd);
+ sd->state.change_walk_target=0;
+
+ if((i=calc_next_walk_step(sd))>0){
+ i = i>>2;
+ sd->walktimer=add_timer(gettick()+i,pc_walk,sd->bl.id,0);
+ }
+ clif_movechar(sd);
+
+ return 0;
+}
+
+/*==========================================
+ * pc歩 行要求
+ *------------------------------------------
+ */
+int pc_walktoxy(struct map_session_data *sd,int x,int y)
+{
+
+ nullpo_retr(0, sd);
+
+ sd->to_x=x;
+ sd->to_y=y;
+
+ if(sd->walktimer != -1 && sd->state.change_walk_target==0){
+ // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
+ // timer関数からpc_walktoxy_subを呼ぶようにする
+ sd->state.change_walk_target=1;
+ } else {
+ pc_walktoxy_sub(sd);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 歩 行停止
+ *------------------------------------------
+ */
+int pc_stop_walking(struct map_session_data *sd,int type)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->walktimer != -1) {
+ delete_timer(sd->walktimer,pc_walk);
+ sd->walktimer=-1;
+ }
+ sd->walkpath.path_len=0;
+ sd->to_x = sd->bl.x;
+ sd->to_y = sd->bl.y;
+ if(type&0x01)
+ clif_fixpos(&sd->bl);
+ if(type&0x02 && battle_config.pc_damage_delay) {
+ unsigned int tick = gettick();
+ int delay = battle_get_dmotion(&sd->bl);
+ if(sd->canmove_tick < tick)
+ sd->canmove_tick = tick + delay;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y)
+{
+ int moveblock;
+ int dx,dy,dist;
+
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, sd);
+
+ if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0))
+ return 1;
+
+ sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y);
+
+ dx = dst_x - sd->bl.x;
+ dy = dst_y - sd->bl.y;
+ dist = distance(sd->bl.x,sd->bl.y,dst_x,dst_y);
+
+ moveblock = ( sd->bl.x/BLOCK_SIZE != dst_x/BLOCK_SIZE || sd->bl.y/BLOCK_SIZE != dst_y/BLOCK_SIZE);
+
+ map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,0,sd);
+
+ if(moveblock) map_delblock(&sd->bl);
+ sd->bl.x = dst_x;
+ sd->bl.y = dst_y;
+ if(moveblock) map_addblock(&sd->bl);
+
+ map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,0,sd);
+
+ if(sd->status.party_id>0){ // パーティのHP情報通知検査
+ struct party *p=party_search(sd->status.party_id);
+ if(p!=NULL){
+ int flag=0;
+ map_foreachinmovearea(party_send_hp_check,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&flag);
+ if(flag)
+ sd->party_hp=-1;
+ }
+ }
+
+ if(sd->status.option&4) // クローキングの消滅検査
+ skill_check_cloaking(&sd->bl);
+
+ skill_unit_move(&sd->bl,gettick(),dist+7); // スキルユニットの検査
+
+ 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;
+}
+
+//
+// 武器戦闘
+//
+/*==========================================
+ * スキルの検索 所有していた場合Lvが返る
+ *------------------------------------------
+ */
+int pc_checkskill(struct map_session_data *sd,int skill_id)
+{
+ if(sd == NULL) return 0;
+ if( skill_id>=10000 ){
+ struct guild *g;
+ if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
+ return guild_checkskill(g,skill_id);
+ return 0;
+ }
+
+ if(sd->status.skill[skill_id].id == skill_id)
+ return (sd->status.skill[skill_id].lv);
+
+ return 0;
+}
+
+/*==========================================
+ * 武器変更によるスキルの継続チェック
+ * 引数:
+ * struct map_session_data *sd セッションデータ
+ * int nameid 装備品ID
+ * 返り値:
+ * 0 変更なし
+ * -1 スキルを解除
+ *------------------------------------------
+ */
+int pc_checkallowskill(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if( sd->sc_data == NULL )
+ return 0;
+
+ if(!(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1) { // 2HQ
+ skill_status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); // 2HQを解除
+ return -1;
+ }
+ if(!(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)) && sd->sc_data[SC_AURABLADE].timer!=-1) { /* オーラブレード */
+ skill_status_change_end(&sd->bl,SC_AURABLADE,-1); /* オーラブレードを解除 */
+ return -1;
+ }
+ if(!(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)) && sd->sc_data[SC_PARRYING].timer!=-1) { /* パリイング */
+ skill_status_change_end(&sd->bl,SC_PARRYING,-1); /* パリイングを解除 */
+ return -1;
+ }
+ if(!(skill_get_weapontype(LK_CONCENTRATION)&(1<<sd->status.weapon)) && sd->sc_data[SC_CONCENTRATION].timer!=-1) { /* コンセントレーション */
+ skill_status_change_end(&sd->bl,SC_CONCENTRATION,-1); /* コンセントレーションを解除 */
+ return -1;
+ }
+ if(!(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_SPEARSQUICKEN].timer!=-1){ // スピアクィッケン
+ skill_status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); // スピアクイッケンを解除
+ return -1;
+ }
+ if(!(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)) && sd->sc_data[SC_ADRENALINE].timer!=-1){ // アドレナリンラッシュ
+ skill_status_change_end(&sd->bl,SC_ADRENALINE,-1); // アドレナリンラッシュを解除
+ return -1;
+ }
+
+ if(sd->status.shield <= 0) {
+ if(sd->sc_data[SC_AUTOGUARD].timer!=-1){ // オートガード
+ skill_status_change_end(&sd->bl,SC_AUTOGUARD,-1);
+ return -1;
+ }
+ if(sd->sc_data[SC_DEFENDER].timer!=-1){ // ディフェンダー
+ skill_status_change_end(&sd->bl,SC_DEFENDER,-1);
+ return -1;
+ }
+ if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1){ //リフレクトシールド
+ skill_status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
+ return -1;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 装 備品のチェック
+ *------------------------------------------
+ */
+int pc_checkequip(struct map_session_data *sd,int pos)
+{
+ int i;
+
+ nullpo_retr(-1, sd);
+
+ for(i=0;i<11;i++){
+ if(pos & equip_pos[i])
+ return sd->equip_index[i];
+ }
+
+ return -1;
+}
+
+/*==========================================
+ * 転生職や養子職の元の職業を返す
+ *------------------------------------------
+ */
+struct pc_base_job pc_calc_base_job(int b_class)
+{
+ struct pc_base_job bj;
+ //転生や養子の場合の元の職業を算出する
+ if(b_class < MAX_PC_CLASS){ //通常
+ bj.job = b_class;
+ bj.upper = 0;
+ }else if(b_class >= 4001 && b_class < 4023){ //転生職
+ bj.job = b_class - 4001;
+ bj.upper = 1;
+ }else if(b_class == 23 + 4023 -1){ //養子スパノビ
+ bj.job = b_class - (4023 - 1);
+ bj.upper = 2;
+ }else{ //養子スパノビ以外の養子
+ bj.job = b_class - 4023;
+ bj.upper = 2;
+ }
+
+ if(battle_config.enable_upper_class==0){ //confで無効になっていたらupper=0
+ bj.upper = 0;
+ }
+
+ if(bj.job == 0){
+ bj.type = 0;
+ }else if(bj.job < 7){
+ bj.type = 1;
+ }else{
+ bj.type = 2;
+ }
+
+ return bj;
+}
+
+/*==========================================
+ * PCの攻撃 (timer関数)
+ *------------------------------------------
+ */
+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でないなら攻撃しない
+ // PCが死んでても攻撃しない
+ if(sd->bl.m != bl->m || pc_isdead(sd))
+ return 0;
+
+ if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16388) // 異常などで攻撃できない
+ 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)
+ 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 ){ // 届 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);
+ 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 ) // フリーキャスト
+ sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
+ else
+ sd->attackabletime = tick + (sd->aspd<<1);
+ }
+ else if(sd->attackabletime <= tick) {
+ if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト
+ sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
+ else
+ sd->attackabletime = tick + (sd->aspd<<1);
+ }
+ if(sd->attackabletime <= tick) sd->attackabletime = tick + (battle_config.max_aspd<<1);
+ }
+
+ if(sd->state.attack_continue) {
+ sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 攻撃要求
+ * typeが1なら継続攻撃
+ *------------------------------------------
+ */
+int pc_attack(struct map_session_data *sd,int target_id,int type)
+{
+ struct block_list *bl;
+ int d;
+
+ nullpo_retr(0, sd);
+
+ bl=map_id2bl(target_id);
+ if(bl==NULL)
+ return 1;
+
+ if(bl->type==BL_NPC) { // monster npcs [Valaris]
+ npc_click(sd,RFIFOL(sd->fd,2));
+ return 0;
+ }
+
+ if(!battle_check_target(&sd->bl,bl,BCT_ENEMY))
+ return 1;
+ if(sd->attacktimer != -1)
+ pc_stopattack(sd);
+ sd->attacktarget=target_id;
+ sd->state.attack_continue=type;
+
+ d=DIFF_TICK(sd->attackabletime,gettick());
+ if(d>0 && d<2000){ // 攻撃delay中
+ sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
+ } else {
+ // 本来timer関数なので引数を合わせる
+ pc_attack_timer(-1,gettick(),sd->bl.id,0);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 継続攻撃停止
+ *------------------------------------------
+ */
+int pc_stopattack(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->attacktimer != -1) {
+ delete_timer(sd->attacktimer,pc_attack_timer);
+ sd->attacktimer=-1;
+ }
+ sd->attacktarget=0;
+ sd->state.attack_continue=0;
+
+ return 0;
+}
+
+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側レベルアップ処理
+ 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ーティー情報を更新する
+ //(公平範囲チェック)
+ 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側レベルアップ処理
+ 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;
+}
+
+/*==========================================
+ * 経験値取得
+ *------------------------------------------
+ */
+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側必要経験値計算
+ *------------------------------------------
+ */
+int pc_nextbaseexp(struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0)
+ return 0;
+
+ if(sd->status.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側必要経験値計算
+ *------------------------------------------
+ */
+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];
+}
+/*==========================================
+
+ * 必要ステータスポイント計算
+ *------------------------------------------
+ */
+int pc_need_status_point(struct map_session_data *sd,int type)
+{
+ int val;
+
+ nullpo_retr(-1, sd);
+
+ if(type<SP_STR || type>SP_LUK)
+ return -1;
+ val =
+ type==SP_STR ? sd->status.str :
+ type==SP_AGI ? sd->status.agi :
+ type==SP_VIT ? sd->status.vit :
+ type==SP_INT ? sd->status.int_:
+ type==SP_DEX ? sd->status.dex : sd->status.luk;
+
+ return (val+9)/10+1;
+}
+
+/*==========================================
+ * 能力値成長
+ *------------------------------------------
+ */
+int pc_statusup(struct map_session_data *sd,int type)
+{
+ int need,val = 0;
+
+ nullpo_retr(0, sd);
+
+ 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 >= battle_config.max_parameter) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.str;
+ break;
+ case SP_AGI:
+ if(sd->status.agi >= battle_config.max_parameter) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.agi;
+ break;
+ case SP_VIT:
+ if(sd->status.vit >= battle_config.max_parameter) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.vit;
+ break;
+ case SP_INT:
+ if(sd->status.int_ >= battle_config.max_parameter) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.int_;
+ break;
+ case SP_DEX:
+ if(sd->status.dex >= battle_config.max_parameter) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.dex;
+ break;
+ case SP_LUK:
+ if(sd->status.luk >= battle_config.max_parameter) {
+ 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) )
+ {
+ 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;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ s_class = pc_calc_base_job(sd->status.class);
+ c = s_class.job;
+ s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル?
+
+ for(i=0;i<MAX_SKILL;i++){
+ sd->status.skill[i].id=0;
+ if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
+ sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本当のlvに
+ sd->status.skill[i].flag=0; // flagは0にしておく
+ }
+ }
+
+ if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
+ // 全てのスキル
+ for(i=1;i<158;i++)
+ sd->status.skill[i].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].lv=skill_get_max(id);
+ }
+ }
+ pc_calcstatus(sd,0);
+
+ return 0;
+}
+
+/*==========================================
+ * /resetlvl
+ *------------------------------------------
+ */
+int pc_resetlvl(struct map_session_data* sd,int type)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=1;i<MAX_SKILL;i++){
+ sd->status.skill[i].lv = 0;
+ }
+
+ if(type == 1){
+ sd->status.skill_point=0;
+ sd->status.base_level=1;
+ sd->status.job_level=1;
+ sd->status.base_exp=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);
+ }
+
+ 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にダメージを与える
+ *------------------------------------------
+ */
+int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
+{
+ int i=0,j=0;
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ //転生や養子の場合の元の職業を算出する
+ s_class = pc_calc_base_job(sd->status.class);
+ // 既に死んでいたら無効
+ if(pc_isdead(sd))
+ return 0;
+ // 座ってたら立ち上がる
+ if(pc_issit(sd)) {
+ pc_setstand(sd);
+ skill_gangsterparadise(sd,0);
+ }
+
+ // 歩 いていたら足を止める
+ if(sd->sc_data[SC_ENDURE].timer == -1 && !sd->special_state.infinite_endure)
+ pc_stop_walking(sd,3);
+ // 演奏/ダンスの中断
+ if(damage > sd->status.max_hp>>2)
+ skill_stop_dancing(&sd->bl,0);
+
+ sd->status.hp-=damage;
+ if(sd->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 ))
+ // オートバーサーク発動
+ skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+
+ sd->canlog_tick = gettick();
+
+ if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris]
+ struct party *p=party_search(sd->status.party_id);
+ if(p!=NULL) clif_party_hp(p,sd);
+ } // end addition [Valaris]
+
+ return 0;
+ }
+ 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); //死にカウンター書き込み
+ skill_status_change_clear(&sd->bl,0); // ステータス異常を解除する
+ clif_updatestatus(sd,SP_HP);
+ pc_calcstatus(sd,0);
+
+ 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);
+ }
+ }
+ //ナイトメアモードアイテムドロップ
+ if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
+ for(j=0;j<MAX_DROP_PER_MAP;j++){
+ int id = map[sd->bl.m].drop_list[j].drop_id;
+ int type = map[sd->bl.m].drop_list[j].drop_type;
+ int per = map[sd->bl.m].drop_list[j].drop_per;
+ if(id == 0)
+ continue;
+ if(id == -1){//ランダムドロップ
+ int eq_num=0,eq_n[MAX_INVENTORY];
+ memset(eq_n,0,sizeof(eq_n));
+ //先ず装備しているアイテム数をカウント
+ for(i=0;i<MAX_INVENTORY;i++){
+ int k;
+ if( (type == 1 && !sd->status.inventory[i].equip)
+ || (type == 2 && sd->status.inventory[i].equip)
+ || type == 3){
+ //InventoryIndexを格納
+ for(k=0;k<MAX_INVENTORY;k++){
+ if(eq_n[k] <= 0){
+ eq_n[k]=i;
+ break;
+ }
+ }
+ eq_num++;
+ }
+ }
+ if(eq_num > 0){
+ int n = eq_n[rand()%eq_num];//該当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);
+ 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);
+ pc_dropitem(sd,i,1);
+ break;
+ }
+ }
+ }
+ }
+ }
+ // pvp
+ if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
+ //ランキング計算
+ if(!map[sd->bl.m].flag.pvp_nocalcrank){
+ sd->pvp_point-=5;
+ if(src && src->type==BL_PC )
+ ((struct map_session_data *)src)->pvp_point++;
+ //} //fixed wrong '{' placement by Lupus
+ pc_setdead(sd);
+ }
+ // 強制送還
+ if( sd->pvp_point < 0 ){
+ sd->pvp_point=0;
+ pc_setstand(sd);
+ pc_setrestartvalue(sd,3);
+ pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
+ }
+ }
+ //GvG
+ if(map[sd->bl.m].flag.gvg){
+ pc_setstand(sd);
+ pc_setrestartvalue(sd,3);
+ pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
+ }
+
+ return 0;
+}
+
+//
+// script関 連
+//
+/*==========================================
+ * script用PCステータス読み出し
+ *------------------------------------------
+ */
+int pc_readparam(struct map_session_data *sd,int type)
+{
+ int val=0;
+ struct pc_base_job s_class;
+
+ s_class = pc_calc_base_job(sd->status.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_UPPER:
+ val= s_class.upper;
+ break;
+ case SP_SEX:
+ val= sd->sex;
+ break;
+ case SP_WEIGHT:
+ val= sd->weight;
+ break;
+ case SP_MAXWEIGHT:
+ val= sd->max_weight;
+ break;
+ case SP_BASEEXP:
+ val= sd->status.base_exp;
+ break;
+ case SP_JOBEXP:
+ val= sd->status.job_exp;
+ break;
+ case SP_NEXTBASEEXP:
+ val= pc_nextbaseexp(sd);
+ break;
+ case SP_NEXTJOBEXP:
+ val= pc_nextjobexp(sd);
+ break;
+ case SP_HP:
+ val= sd->status.hp;
+ break;
+ case SP_MAXHP:
+ val= sd->status.max_hp;
+ break;
+ case SP_SP:
+ val= sd->status.sp;
+ break;
+ case SP_MAXSP:
+ val= sd->status.max_sp;
+ break;
+ case SP_STR:
+ val= sd->status.str;
+ break;
+ case SP_AGI:
+ val= sd->status.agi;
+ break;
+ case SP_VIT:
+ val= sd->status.vit;
+ break;
+ case SP_INT:
+ val= sd->status.int_;
+ break;
+ case SP_DEX:
+ val= sd->status.dex;
+ break;
+ case SP_LUK:
+ val= sd->status.luk;
+ break;
+ case SP_FAME:
+ val= sd->fame;
+ break;
+ }
+
+ return val;
+}
+
+/*==========================================
+ * script用PCステータス設定
+ *------------------------------------------
+ */
+int pc_setparam(struct map_session_data *sd,int type,int val)
+{
+ int i = 0,up_level = 50;
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ s_class = pc_calc_base_job(sd->status.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) //バーサーク中は回復させないらしい
+ return 0;
+
+ if(hp+sd->status.hp>sd->status.max_hp)
+ hp=sd->status.max_hp-sd->status.hp;
+ if(sp+sd->status.sp>sd->status.max_sp)
+ sp=sd->status.max_sp-sd->status.sp;
+ sd->status.hp+=hp;
+ if(sd->status.hp <= 0) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ hp = 0;
+ }
+ sd->status.sp+=sp;
+ if(sd->status.sp <= 0)
+ sd->status.sp = 0;
+ if(hp)
+ clif_updatestatus(sd,SP_HP);
+ if(sp)
+ clif_updatestatus(sd,SP_SP);
+
+ if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris]
+ struct party *p=party_search(sd->status.party_id);
+ if(p!=NULL) clif_party_hp(p,sd);
+ } // end addition [Valaris]
+
+ return hp + sp;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+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) //バーサーク中は回復させないらしい
+ return 0;
+
+ if(sd->state.potionpitcher_flag) {
+ sd->potion_hp = hp;
+ sd->potion_sp = sp;
+ return 0;
+ }
+
+ if(pc_checkoverhp(sd)) {
+ if(hp > 0)
+ hp = 0;
+ }
+ if(pc_checkoversp(sd)) {
+ if(sp > 0)
+ sp = 0;
+ }
+ if(hp > 0) {
+ bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10;
+ if(bonus != 100)
+ hp = hp * bonus / 100;
+ bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
+ if(bonus != 100)
+ hp = hp * bonus / 100;
+ }
+ if(sp > 0) {
+ bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10;
+ if(bonus != 100)
+ sp = sp * bonus / 100;
+ bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
+ if(bonus != 100)
+ sp = sp * bonus / 100;
+ }
+ if(hp+sd->status.hp>sd->status.max_hp)
+ hp=sd->status.max_hp-sd->status.hp;
+ if(sp+sd->status.sp>sd->status.max_sp)
+ sp=sd->status.max_sp-sd->status.sp;
+ sd->status.hp+=hp;
+ if(sd->status.hp <= 0) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ hp = 0;
+ }
+ sd->status.sp+=sp;
+ if(sd->status.sp <= 0)
+ sd->status.sp = 0;
+ if(hp)
+ clif_updatestatus(sd,SP_HP);
+ if(sp)
+ clif_updatestatus(sd,SP_SP);
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_percentheal(struct map_session_data *sd,int hp,int sp)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->state.potionpitcher_flag) {
+ sd->potion_per_hp = hp;
+ sd->potion_per_sp = sp;
+ return 0;
+ }
+
+ if(pc_checkoverhp(sd)) {
+ if(hp > 0)
+ hp = 0;
+ }
+ if(pc_checkoversp(sd)) {
+ if(sp > 0)
+ sp = 0;
+ }
+ if(hp) {
+ if(hp >= 100) {
+ sd->status.hp = sd->status.max_hp;
+ }
+ else if(hp <= -100) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ }
+ else {
+ sd->status.hp += sd->status.max_hp*hp/100;
+ if(sd->status.hp > sd->status.max_hp)
+ sd->status.hp = sd->status.max_hp;
+ if(sd->status.hp <= 0) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ hp = 0;
+ }
+ }
+ }
+ if(sp) {
+ if(sp >= 100) {
+ sd->status.sp = sd->status.max_sp;
+ }
+ else if(sp <= -100) {
+ sd->status.sp = 0;
+ }
+ else {
+ sd->status.sp += sd->status.max_sp*sp/100;
+ if(sd->status.sp > sd->status.max_sp)
+ sd->status.sp = sd->status.max_sp;
+ if(sd->status.sp < 0)
+ sd->status.sp = 0;
+ }
+ }
+ if(hp)
+ clif_updatestatus(sd,SP_HP);
+ if(sp)
+ clif_updatestatus(sd,SP_SP);
+
+ return 0;
+}
+
+/*==========================================
+ * 職変更
+ * 引数 job 職業 0〜23
+ * upper 通常 0, 転生 1, 養子 2, そのまま -1
+ *------------------------------------------
+ */
+int pc_jobchange(struct map_session_data *sd,int job, int upper)
+{
+ int i;
+ int b_class = 0;
+ //転生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
+
+ nullpo_retr(0, sd);
+
+ if((job > 23) && (job < 68))
+ job += 3977;
+
+ if((job > 69) && (job < 4000))
+ return 1;
+
+ if(upper < 0) //現在転生かどうかを判断する
+ upper = s_class.upper;
+
+ if(upper == 0){ //通常職ならjobそのまんま
+ b_class = job;
+ }else if(upper == 1){
+ if(job == 23){ //転生にスパノビは存在しないのでお断り
+ return 1;
+ }else{
+ b_class = job + 4001;
+ }
+ }else if(upper == 2){ //養子に結婚はないけどどうせ次で蹴られるからいいや
+ b_class = (job==23)?job + 4022:job + 4023;
+ }else{
+ return 1;
+ }
+
+ if((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) ||
+ (sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) ||
+ job ==22 || sd->status.class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り
+ return 1;
+
+ sd->status.class = sd->view_class = b_class;
+
+ sd->status.job_level=1;
+ sd->status.job_exp=0;
+ clif_updatestatus(sd,SP_JOBLEVEL);
+ clif_updatestatus(sd,SP_JOBEXP);
+ clif_updatestatus(sd,SP_NEXTJOBEXP);
+
+ for(i=0;i<11;i++) {
+ if(sd->equip_index[i] >= 0)
+ if(!pc_isequip(sd,sd->equip_index[i]))
+ pc_unequipitem(sd,sd->equip_index[i],1); // 装備外し
+ }
+
+ clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
+ if(sd->status.clothes_color > 0)
+ clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
+ if(battle_config.muting_players && sd->status.manner < 0)
+ clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
+
+ pc_calcstatus(sd,0);
+ pc_checkallowskill(sd);
+ pc_equiplookall(sd);
+ clif_equiplist(sd);
+
+ if(pc_isriding(sd)) { // remove peco status if changing into invalid class [Valaris]
+ if(!(pc_checkskill(sd,KN_RIDING)))
+ pc_setoption(sd,sd->status.option|-0x0000);
+ if(pc_checkskill(sd,KN_RIDING)>0)
+ pc_setriding(sd);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 見た目変更
+ *------------------------------------------
+ */
+int pc_equiplookall(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+#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;
+}
+
+/*==========================================
+ * 見た目変更
+ *------------------------------------------
+ */
+int pc_changelook(struct map_session_data *sd,int type,int val)
+{
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case LOOK_HAIR:
+ sd->status.hair=val;
+ break;
+ case LOOK_WEAPON:
+ sd->status.weapon=val;
+ break;
+ case LOOK_HEAD_BOTTOM:
+ sd->status.head_bottom=val;
+ break;
+ case LOOK_HEAD_TOP:
+ sd->status.head_top=val;
+ break;
+ case LOOK_HEAD_MID:
+ sd->status.head_mid=val;
+ break;
+ case LOOK_HAIR_COLOR:
+ sd->status.hair_color=val;
+ break;
+ case LOOK_CLOTHES_COLOR:
+ sd->status.clothes_color=val;
+ break;
+ case LOOK_SHIELD:
+ sd->status.shield=val;
+ break;
+ case LOOK_SHOES:
+ break;
+ }
+ clif_changelook(&sd->bl,type,val);
+
+ return 0;
+}
+
+/*==========================================
+ * 付属品(鷹,ペコ,カート)設定
+ *------------------------------------------
+ */
+int pc_setoption(struct map_session_data *sd,int type)
+{
+ nullpo_retr(0, sd);
+
+ sd->status.option=type;
+ clif_changeoption(&sd->bl);
+ pc_calcstatus(sd,0);
+
+ return 0;
+}
+
+/*==========================================
+ * カート設定
+ *------------------------------------------
+ */
+int pc_setcart(struct map_session_data *sd,int type)
+{
+ int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400};
+
+ nullpo_retr(0, sd);
+
+ if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカートスキル所持
+ if(!pc_iscarton(sd)){ // カートを付けていない
+ pc_setoption(sd,cart[type]);
+ clif_cart_itemlist(sd);
+ clif_cart_equiplist(sd);
+ clif_updatestatus(sd,SP_CARTINFO);
+ clif_status_change(&sd->bl,0x0c,0);
+ }
+ else{
+ pc_setoption(sd,cart[type]);
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 鷹設定
+ *------------------------------------------
+ */
+int pc_setfalcon(struct map_session_data *sd)
+{
+ if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリースキル所持
+ pc_setoption(sd,sd->status.option|0x0010);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ペコペコ設定
+ *------------------------------------------
+ */
+int pc_setriding(struct map_session_data *sd)
+{
+ if(sd->disguise > 0) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
+ clif_displaymessage(sd->fd, "Cannot mount a Peco while in disguise.");
+ return 0;
+ }
+
+ if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
+ pc_setoption(sd,sd->status.option|0x0020);
+
+ if(sd->status.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用変数の値を読む
+ *------------------------------------------
+ */
+int pc_readreg(struct map_session_data *sd,int reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->reg_num;i++)
+ if(sd->reg[i].index==reg)
+ return sd->reg[i].data;
+
+ return 0;
+}
+/*==========================================
+ * script用変数の値を設定
+ *------------------------------------------
+ */
+int pc_setreg(struct map_session_data *sd,int reg,int val)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for (i = 0; i < sd->reg_num; i++) {
+ if (sd->reg[i].index == reg){
+ sd->reg[i].data = val;
+ return 0;
+ }
+ }
+ sd->reg_num++;
+ 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用文字列変数の値を読む
+ *------------------------------------------
+ */
+char *pc_readregstr(struct map_session_data *sd,int reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->regstr_num;i++)
+ if(sd->regstr[i].index==reg)
+ return sd->regstr[i].data;
+
+ return NULL;
+}
+/*==========================================
+ * script用文字列変数の値を設定
+ *------------------------------------------
+ */
+int pc_setregstr(struct map_session_data *sd,int reg,char *str)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
+ printf("pc_setregstr: string too long !\n");
+ return 0;
+ }
+
+ for(i=0;i<sd->regstr_num;i++)
+ if(sd->regstr[i].index==reg){
+ strcpy(sd->regstr[i].data,str);
+ return 0;
+ }
+ sd->regstr_num++;
+ 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用グローバル変数の値を読む
+ *------------------------------------------
+ */
+int pc_readglobalreg(struct map_session_data *sd,char *reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->status.global_reg_num;i++){
+ if(strcmp(sd->status.global_reg[i].str,reg)==0)
+ return sd->status.global_reg[i].value;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * script用グローバル変数の値を設定
+ *------------------------------------------
+ */
+int pc_setglobalreg(struct map_session_data *sd,char *reg,int val)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ //PC_DIE_COUNTERがスクリプトなどで変更された時の処理
+ if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
+ sd->die_counter = val;
+ pc_calcstatus(sd,0);
+ }
+ if(val==0){
+ for(i=0;i<sd->status.global_reg_num;i++){
+ if(strcmp(sd->status.global_reg[i].str,reg)==0){
+ sd->status.global_reg[i]=sd->status.global_reg[sd->status.global_reg_num-1];
+ sd->status.global_reg_num--;
+ break;
+ }
+ }
+ return 0;
+ }
+ for(i=0;i<sd->status.global_reg_num;i++){
+ if(strcmp(sd->status.global_reg[i].str,reg)==0){
+ sd->status.global_reg[i].value=val;
+ return 0;
+ }
+ }
+ if(sd->status.global_reg_num<GLOBAL_REG_NUM){
+ strcpy(sd->status.global_reg[i].str,reg);
+ sd->status.global_reg[i].value=val;
+ sd->status.global_reg_num++;
+ return 0;
+ }
+ if(battle_config.error_log)
+ printf("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n", reg, GLOBAL_REG_NUM);
+
+ return 1;
+}
+
+/*==========================================
+ * script用アカウント変数の値を読む
+ *------------------------------------------
+ */
+int pc_readaccountreg(struct map_session_data *sd,char *reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->status.account_reg_num;i++){
+ if(strcmp(sd->status.account_reg[i].str,reg)==0)
+ return sd->status.account_reg[i].value;
+ }
+
+ return 0;
+}
+/*==========================================
+ * script用アカウント変数の値を設定
+ *------------------------------------------
+ */
+int pc_setaccountreg(struct map_session_data *sd,char *reg,int val)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(val==0){
+ for(i=0;i<sd->status.account_reg_num;i++){
+ if(strcmp(sd->status.account_reg[i].str,reg)==0){
+ sd->status.account_reg[i]=sd->status.account_reg[sd->status.account_reg_num-1];
+ sd->status.account_reg_num--;
+ break;
+ }
+ }
+ intif_saveaccountreg(sd);
+ return 0;
+ }
+ for(i=0;i<sd->status.account_reg_num;i++){
+ if(strcmp(sd->status.account_reg[i].str,reg)==0){
+ sd->status.account_reg[i].value=val;
+ intif_saveaccountreg(sd);
+ return 0;
+ }
+ }
+ if(sd->status.account_reg_num<ACCOUNT_REG_NUM){
+ strcpy(sd->status.account_reg[i].str,reg);
+ sd->status.account_reg[i].value=val;
+ sd->status.account_reg_num++;
+ intif_saveaccountreg(sd);
+ return 0;
+ }
+ if(battle_config.error_log)
+ printf("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n", reg, ACCOUNT_REG_NUM);
+
+ return 1;
+}
+/*==========================================
+ * script用アカウント変数2の値を読む
+ *------------------------------------------
+ */
+int pc_readaccountreg2(struct map_session_data *sd,char *reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->status.account_reg2_num;i++){
+ if(strcmp(sd->status.account_reg2[i].str,reg)==0)
+ return sd->status.account_reg2[i].value;
+ }
+
+ return 0;
+}
+/*==========================================
+ * script用アカウント変数2の値を設定
+ *------------------------------------------
+ */
+int pc_setaccountreg2(struct map_session_data *sd,char *reg,int val)
+{
+ int i;
+
+ nullpo_retr(1, sd);
+
+ if(val==0){
+ for(i=0;i<sd->status.account_reg2_num;i++){
+ if(strcmp(sd->status.account_reg2[i].str,reg)==0){
+ sd->status.account_reg2[i]=sd->status.account_reg2[sd->status.account_reg2_num-1];
+ sd->status.account_reg2_num--;
+ break;
+ }
+ }
+ chrif_saveaccountreg2(sd);
+ return 0;
+ }
+ for(i=0;i<sd->status.account_reg2_num;i++){
+ if(strcmp(sd->status.account_reg2[i].str,reg)==0){
+ sd->status.account_reg2[i].value=val;
+ chrif_saveaccountreg2(sd);
+ return 0;
+ }
+ }
+ if(sd->status.account_reg2_num<ACCOUNT_REG2_NUM){
+ strcpy(sd->status.account_reg2[i].str,reg);
+ sd->status.account_reg2[i].value=val;
+ sd->status.account_reg2_num++;
+ chrif_saveaccountreg2(sd);
+ return 0;
+ }
+ if(battle_config.error_log)
+ printf("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n", reg, ACCOUNT_REG2_NUM);
+
+ return 1;
+}
+/*==========================================
+ * 精錬成功率
+ *------------------------------------------
+ */
+int pc_percentrefinery(struct map_session_data *sd,struct item *item)
+{
+ int percent;
+
+ nullpo_retr(0, item);
+ percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];
+
+ percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持
+
+ // 確率の有効範囲チェック
+ if( percent > 100 ){
+ percent = 100;
+ }
+ if( percent < 0 ){
+ percent = 0;
+ }
+
+ return percent;
+}
+
+/*==========================================
+ * イベントタイマー処理
+ *------------------------------------------
+ */
+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;
+}
+
+/*==========================================
+ * イベントタイマー追加
+ *------------------------------------------
+ */
+int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]==-1 )
+ break;
+ if(i<MAX_EVENTTIMER){
+ char *evname=(char *)aCalloc(24,sizeof(char));
+ memcpy(evname,name,24);
+ sd->eventtimer[i]=add_timer(gettick()+tick,
+ pc_eventtimer,sd->bl.id,(int)evname);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマー削除
+ *------------------------------------------
+ */
+int pc_deleventtimer(struct map_session_data *sd,const char *name)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]!=-1 && strcmp(
+ (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
+ delete_timer(sd->eventtimer[i],pc_eventtimer);
+ sd->eventtimer[i]=-1;
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマーカウント値追加
+ *------------------------------------------
+ */
+int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]!=-1 && strcmp(
+ (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
+ addtick_timer(sd->eventtimer[i],tick);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマー全削除
+ *------------------------------------------
+ */
+int pc_cleareventtimer(struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]!=-1 ){
+ delete_timer(sd->eventtimer[i],pc_eventtimer);
+ sd->eventtimer[i]=-1;
+ }
+
+ return 0;
+}
+
+//
+// 装 備物
+//
+/*==========================================
+ * アイテムを装備する
+ *------------------------------------------
+ */
+int pc_equipitem(struct map_session_data *sd,int n,int pos)
+{
+ int i,nameid, arrow;
+ struct item_data *id;
+ //転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){ // アクセサリ用例外処理
+ int epor=0;
+ if(sd->equip_index[0] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[0]].equip;
+ if(sd->equip_index[1] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[1]].equip;
+ epor &= 0x88;
+ pos = epor == 0x08 ? 0x80 : 0x08;
+ }
+
+ // 二刀流処理
+ if ((pos==0x22) // 一応、装備要求箇所が二刀流武器かチェックする
+ && (id->equip==2) // 単 手武器
+ && (pc_checkskill(sd, AS_LEFT) > 0 || sd->status.class == 12) ) // 左手修錬有
+ {
+ int tpos=0;
+ if(sd->equip_index[8] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[8]].equip;
+ if(sd->equip_index[9] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[9]].equip;
+ tpos &= 0x02;
+ pos = tpos == 0x02 ? 0x20 : 0x02;
+ }
+
+ arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
+ for(i=0;i<11;i++) {
+ if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
+ pc_unequipitem(sd,sd->equip_index[i],1);
+ }
+ }
+ // 弓矢装備
+ if(pos==0x8000){
+ clif_arrowequip(sd,n);
+ clif_arrow_fail(sd,3); // 3=矢が装備できました
+ }
+ else
+ 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); // 装備品でスキルか解除されるかチェック
+ if (itemdb_look(sd->status.inventory[n].nameid) == 11 && arrow){ // Added by RoVeRT
+ clif_arrowequip(sd,arrow);
+ sd->status.inventory[arrow].equip=32768;
+ }
+ pc_calcstatus(sd,0);
+
+ if(sd->special_state.infinite_endure) {
+ if(sd->sc_data[SC_ENDURE].timer == -1)
+ skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
+ }
+ else {
+ if(sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
+ skill_status_change_end(&sd->bl,SC_ENDURE,-1);
+ }
+
+ if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
+ skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+ if(sd->sc_data[SC_DANCING].timer!=-1 && (sd->status.weapon != 13 && sd->status.weapon !=14))
+ skill_stop_dancing(&sd->bl,0);
+
+ return 0;
+}
+
+/*==========================================
+ * 装 備した物を外す
+ *------------------------------------------
+ */
+int pc_unequipitem(struct map_session_data *sd,int n,int type)
+{
+ nullpo_retr(0, sd);
+
+// -- moonsoul (if player is berserk then cannot unequip)
+//
+ if(sd->sc_data[SC_BERSERK].timer!=-1){
+ clif_unequipitemack(sd,n,0,0);
+ return 0;
+ }
+
+ if(battle_config.battle_log)
+ printf("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
+ if(sd->status.inventory[n].equip){
+ int i;
+ for(i=0;i<11;i++) {
+ if(sd->status.inventory[n].equip & equip_pos[i])
+ sd->equip_index[i] = -1;
+ }
+ if(sd->status.inventory[n].equip & 0x0002) {
+ sd->weapontype1 = 0;
+ sd->status.weapon = sd->weapontype2;
+ pc_calcweapontype(sd);
+ 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); //武器持ち誓えは無条件で属性付与解除
+ } else {
+ clif_unequipitemack(sd,n,0,0);
+ }
+ if(!type) {
+ pc_calcstatus(sd,0);
+ if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
+ skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムのindex番号を詰めたり
+ * 装 備品の装備可能チェックを行なう
+ *------------------------------------------
+ */
+int pc_checkitem(struct map_session_data *sd)
+{
+ int i,j,k,id,calc_flag = 0;
+ struct item_data *it=NULL;
+
+ nullpo_retr(0, sd);
+
+ // 所持品空き詰め
+ for(i=j=0;i<MAX_INVENTORY;i++){
+ if( (id=sd->status.inventory[i].nameid)==0)
+ continue;
+ if( battle_config.item_check && !itemdb_available(id) ){
+ if(battle_config.error_log)
+ printf("illeagal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
+ pc_delitem(sd,i,sd->status.inventory[i].amount,3);
+ continue;
+ }
+ if(i>j){
+ memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
+ sd->inventory_data[j] = sd->inventory_data[i];
+ }
+ j++;
+ }
+ if(j < MAX_INVENTORY)
+ memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
+ for(k=j;k<MAX_INVENTORY;k++)
+ sd->inventory_data[k] = NULL;
+
+ // カート内空き詰め
+ for(i=j=0;i<MAX_CART;i++){
+ if( (id=sd->status.cart[i].nameid)==0 )
+ continue;
+ if( battle_config.item_check && !itemdb_available(id) ){
+ if(battle_config.error_log)
+ printf("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
+ pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
+ continue;
+ }
+ if(i>j){
+ memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
+ }
+ j++;
+ }
+ if(j < MAX_CART)
+ memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
+
+ // 装 備位置チェック
+
+ for(i=0;i<MAX_INVENTORY;i++){
+
+ it=sd->inventory_data[i];
+
+ if(sd->status.inventory[i].nameid==0)
+ continue;
+ if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }
+ //装備制限チェック
+ if(sd->status.inventory[i].equip && map[sd->bl.m].flag.pvp && (it->flag.no_equip==1 || it->flag.no_equip==3)){//PvP制限
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }else if(sd->status.inventory[i].equip && map[sd->bl.m].flag.gvg && (it->flag.no_equip==2 || it->flag.no_equip==3)){//GvG制限
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }
+ }
+
+ pc_setequipindex(sd);
+ if(calc_flag)
+ pc_calcstatus(sd,2);
+
+ return 0;
+}
+
+int pc_checkoverhp(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->status.hp == sd->status.max_hp)
+ return 1;
+ if(sd->status.hp > sd->status.max_hp) {
+ sd->status.hp = sd->status.max_hp;
+ clif_updatestatus(sd,SP_HP);
+ return 2;
+ }
+
+ return 0;
+}
+
+int pc_checkoversp(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->status.sp == sd->status.max_sp)
+ return 1;
+ if(sd->status.sp > sd->status.max_sp) {
+ sd->status.sp = sd->status.max_sp;
+ clif_updatestatus(sd,SP_SP);
+ return 2;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * PVP順位計算用(foreachinarea)
+ *------------------------------------------
+ */
+int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd1,*sd2=NULL;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, sd1=(struct map_session_data *)bl);
+ nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *));
+
+ if( sd1->pvp_point > sd2->pvp_point )
+ sd2->pvp_rank++;
+ return 0;
+}
+/*==========================================
+ * PVP順位計算
+ *------------------------------------------
+ */
+int pc_calc_pvprank(struct map_session_data *sd)
+{
+ int old;
+ struct map_data *m;
+
+ nullpo_retr(0, sd);
+ nullpo_retr(0, m=&map[sd->bl.m]);
+
+ old=sd->pvp_rank;
+
+ if( !(m->flag.pvp) )
+ return 0;
+ sd->pvp_rank=1;
+ map_foreachinarea(pc_calc_pvprank_sub,sd->bl.m,0,0,m->xs,m->ys,BL_PC,sd);
+ if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
+ clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
+ return sd->pvp_rank;
+}
+/*==========================================
+ * PVP順位計算(timer)
+ *------------------------------------------
+ */
+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(既婚の場合は相方のchar_idを返す)
+ *------------------------------------------
+ */
+int pc_ismarried(struct map_session_data *sd)
+{
+ if(sd == NULL)
+ return -1;
+ if(sd->status.partner_id > 0)
+ return sd->status.partner_id;
+ else
+ return 0;
+}
+/*==========================================
+ * sdがdstsdと結婚(dstsd→sdの結婚処理も同時に行う)
+ *------------------------------------------
+ */
+int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
+{
+ if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0)
+ return -1;
+ sd->status.partner_id=dstsd->status.char_id;
+ dstsd->status.partner_id=sd->status.char_id;
+ return 0;
+}
+
+/*==========================================
+ * sdが離婚(相手はsd->status.partner_idに依る)(相手も同時に離婚・結婚指輪自動剥奪)
+ *------------------------------------------
+ */
+int pc_divorce(struct map_session_data *sd)
+{
+ struct map_session_data *p_sd=NULL;
+ if(sd == NULL || !pc_ismarried(sd))
+ return -1;
+
+ if( (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;
+ struct guild_castle *gc = NULL;
+
+ nullpo_retr(0, sd);
+
+ a = natural_heal_diff_tick;
+ if(pc_issit(sd)) a += a;
+ if( sd->sc_data[SC_MAGNIFICAT].timer!=-1 ) // マグニフィカート
+ a += a;
+
+ gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris]
+ if(gc) {
+ struct guild *g;
+ g=guild_search(sd->status.guild_id);
+ if(g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+
+ return a;
+}
+
+/*==========================================
+ * HP回復量計算
+ *------------------------------------------
+ */
+static int pc_hpheal(struct map_session_data *sd)
+{
+ int a;
+ struct guild_castle *gc;
+
+ nullpo_retr(0, sd);
+
+ a = natural_heal_diff_tick;
+ if(pc_issit(sd)) a += a;
+ if( sd->sc_data[SC_MAGNIFICAT].timer!=-1 ) // Modified by RoVeRT
+ a += a;
+
+ gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris]
+ if(gc) {
+ struct guild *g;
+ g=guild_search(sd->status.guild_id);
+ if(g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+
+ return a;
+}
+
+static int pc_natural_heal_hp(struct map_session_data *sd)
+{
+ int bhp;
+ int inc_num,bonus,skill,hp_flag;
+
+ nullpo_retr(0, sd);
+
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
+ return 0;
+
+ if(pc_checkoverhp(sd)) {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return 0;
+ }
+
+ bhp=sd->status.hp;
+ hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1);
+
+ if(sd->walktimer == -1) {
+ inc_num = pc_hpheal(sd);
+ if( sd->sc_data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス
+ sd->hp_sub += 2*inc_num;
+ sd->inchealhptick += 3*natural_heal_diff_tick;
+ }else{
+ sd->hp_sub += inc_num;
+ sd->inchealhptick += natural_heal_diff_tick;
+ }
+ }
+ else if(hp_flag) {
+ inc_num = pc_hpheal(sd);
+ sd->hp_sub += inc_num;
+ sd->inchealhptick = 0;
+ }
+ else {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return 0;
+ }
+
+ if(sd->hp_sub >= battle_config.natural_healhp_interval) {
+ bonus = sd->nhealhp;
+ if(hp_flag) {
+ bonus >>= 2;
+ if(bonus <= 0) bonus = 1;
+ }
+ while(sd->hp_sub >= battle_config.natural_healhp_interval) {
+ sd->hp_sub -= battle_config.natural_healhp_interval;
+ if(sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else {
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ }
+ }
+ if(bhp!=sd->status.hp)
+ clif_updatestatus(sd,SP_HP);
+
+ if(sd->nshealhp > 0) {
+ if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) {
+ bonus = sd->nshealhp;
+ while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) {
+ sd->inchealhptick -= battle_config.natural_heal_skill_interval;
+ if(sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else {
+ bonus = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ clif_heal(sd->fd,SP_HP,bonus);
+ }
+ }
+ }
+ else sd->inchealhptick = 0;
+
+ return 0;
+
+ if(sd->sc_data[SC_APPLEIDUN].timer!=-1) { // Apple of Idun
+ if(sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp) {
+ bonus = skill*20;
+ while(sd->inchealhptick >= 6000) {
+ sd->inchealhptick -= 6000;
+ if(sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else {
+ bonus = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ clif_heal(sd->fd,SP_HP,bonus);
+ }
+ }
+ }
+ else sd->inchealhptick = 0;
+
+ return 0;
+}
+
+static int pc_natural_heal_sp(struct map_session_data *sd)
+{
+ int bsp;
+ int inc_num,bonus;
+
+ nullpo_retr(0, sd);
+
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
+ return 0;
+
+ if(pc_checkoversp(sd)) {
+ sd->sp_sub = sd->inchealsptick = 0;
+ return 0;
+ }
+
+ bsp=sd->status.sp;
+
+ inc_num = pc_spheal(sd);
+ if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
+ sd->sp_sub += inc_num;
+ if(sd->walktimer == -1)
+ sd->inchealsptick += natural_heal_diff_tick;
+ else sd->inchealsptick = 0;
+
+ if(sd->sp_sub >= battle_config.natural_healsp_interval){
+ bonus = sd->nhealsp;;
+ while(sd->sp_sub >= battle_config.natural_healsp_interval){
+ sd->sp_sub -= battle_config.natural_healsp_interval;
+ if(sd->status.sp + bonus <= sd->status.max_sp)
+ sd->status.sp += bonus;
+ else {
+ sd->status.sp = sd->status.max_sp;
+ sd->sp_sub = sd->inchealsptick = 0;
+ }
+ }
+ }
+
+ if(bsp != sd->status.sp)
+ clif_updatestatus(sd,SP_SP);
+
+ if(sd->nshealsp > 0) {
+ if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) {
+ struct pc_base_job s_class = pc_calc_base_job(sd->status.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
+ ) {
+ pc_natural_heal_hp(sd);
+ if( sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅状態ではSPが回復しない
+ sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない
+ sd->sc_data[SC_BERSERK].timer == -1 //バーサーク状態ではSPが回復しない
+ )
+ pc_natural_heal_sp(sd);
+ } else {
+ sd->hp_sub = sd->inchealhptick = 0;
+ sd->sp_sub = sd->inchealsptick = 0;
+ }
+ if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 && !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1){
+ pc_spirit_heal_hp(sd,skill);
+ pc_spirit_heal_sp(sd,skill);
+ }
+ else {
+ sd->inchealspirithptick = 0;
+ sd->inchealspiritsptick = 0;
+ }
+ return 0;
+}
+
+/*==========================================
+ * HP/SP自然回復 (interval timer関数)
+ *------------------------------------------
+ */
+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;
+}
+
+/*==========================================
+ * セーブポイントの保存
+ *------------------------------------------
+ */
+int pc_setsavepoint(struct map_session_data *sd,char *mapname,int x,int y)
+{
+ nullpo_retr(0, sd);
+
+ strncpy(sd->status.save_point.map,mapname,24);
+ sd->status.save_point.x = x;
+ sd->status.save_point.y = y;
+
+ return 0;
+}
+
+/*==========================================
+ * 自動セーブ 各クライアント
+ *------------------------------------------
+ */
+static int last_save_fd,save_flag;
+static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
+{
+ nullpo_retr(0, sd);
+
+ if(save_flag==0 && sd->fd>last_save_fd){
+ struct guild_castle *gc=NULL;
+ int i;
+// 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;
+}
+
+/*==========================================
+ * 自動セーブ (timer関数)
+ *------------------------------------------
+ */
+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) {
+ 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
+//
+/*==========================================
+ * 設定ファイル読み込む
+ * exp.txt 必要経験値
+ * job_db1.txt 重量,hp,sp,攻撃速度
+ * job_db2.txt job能力値ボーナス
+ * skill_tree.txt 各職毎のスキルツリー
+ * attr_fix.txt 属性修正テーブル
+ * size_fix.txt サイズ補正テーブル
+ * refine_db.txt 精錬データテーブル
+ *------------------------------------------
+ */
+int pc_readdb(void)
+{
+ int i,j,k;
+ FILE *fp;
+ char line[1024],*p;
+
+ // 必要経験値読み込み
+
+ fp=fopen("db/exp.txt","r");
+ if(fp==NULL){
+ printf("can't read db/exp.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ int bn,b1,b2,b3,b4,b5,b6,jn,j1,j2,j3,j4,j5,j6;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(sscanf(line,"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&bn,&b1,&b2,&b3,&b4,&b5,&b6,&jn,&j1,&j2,&j3,&j4,&j5,&j6)!=14)
+ continue;
+ exp_table[0][i]=bn;
+ exp_table[1][i]=b1;
+ exp_table[2][i]=b2;
+ exp_table[3][i]=b3;
+ exp_table[4][i]=b4;
+ exp_table[5][i]=b5;
+ exp_table[6][i]=b6;
+ exp_table[7][i]=jn;
+ exp_table[8][i]=j1;
+ exp_table[9][i]=j2;
+ exp_table[10][i]=j3;
+ exp_table[11][i]=j4;
+ exp_table[12][i]=j5;
+ exp_table[13][i]=j6;
+ i++;
+ if(i >= battle_config.maximum_level)
+ break;
+ }
+ fclose(fp);
+ printf("read db/exp.txt done\n");
+
+ // JOB補正数値1
+ fp=fopen("db/job_db1.txt","r");
+ if(fp==NULL){
+ printf("can't read db/job_db1.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[50];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<21 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(j<21)
+ continue;
+ max_weight_base[i]=atoi(split[0]);
+ hp_coefficient[i]=atoi(split[1]);
+ hp_coefficient2[i]=atoi(split[2]);
+ sp_coefficient[i]=atoi(split[3]);
+ for(j=0;j<17;j++)
+ aspd_base[i][j]=atoi(split[j+4]);
+ i++;
+// -- moonsoul (below two lines added to accommodate high numbered new class ids)
+ if(i==24)
+ i=4001;
+ if(i==MAX_PC_CLASS)
+ break;
+ }
+ fclose(fp);
+ printf("read db/job_db1.txt done\n");
+
+ // JOBボーナス
+ fp=fopen("db/job_db2.txt","r");
+ if(fp==NULL){
+ printf("can't read db/job_db2.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<MAX_LEVEL && p;j++){
+ if(sscanf(p,"%d",&k)==0)
+ break;
+ job_bonus[0][i][j]=k;
+ job_bonus[2][i][j]=k; //養子職のボーナスは分からないので仮
+ p=strchr(p,',');
+ if(p) p++;
+ }
+ i++;
+// -- moonsoul (below two lines added to accommodate high numbered new class ids)
+ if(i==24)
+ i=4001;
+ if(i==MAX_PC_CLASS)
+ break;
+ }
+ fclose(fp);
+ printf("read db/job_db2.txt done\n");
+
+ // JOBボーナス2 転生職用
+ fp=fopen("db/job_db2-2.txt","r");
+ if(fp==NULL){
+ printf("can't read db/job_db2-2.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<MAX_LEVEL && p;j++){
+ if(sscanf(p,"%d",&k)==0)
+ break;
+ job_bonus[1][i][j]=k;
+ p=strchr(p,',');
+ if(p) p++;
+ }
+ i++;
+ if(i==MAX_PC_CLASS)
+ break;
+ }
+ fclose(fp);
+ printf("read db/job_db2-2.txt done\n");
+
+ // スキルツリー
+ memset(skill_tree,0,sizeof(skill_tree));
+ fp=fopen("db/skill_tree.txt","r");
+ if(fp==NULL){
+ printf("can't read db/skill_tree.txt\n");
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[50];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<13 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(j<13)
+ continue;
+ i=atoi(split[0]);
+ for(j=0;skill_tree[0][i][j].id;j++);
+ skill_tree[0][i][j].id=atoi(split[1]);
+ skill_tree[0][i][j].max=atoi(split[2]);
+ skill_tree[2][i][j].id=atoi(split[1]); //養子職は良く分からないので暫定
+ skill_tree[2][i][j].max=atoi(split[2]); //養子職は良く分からないので暫定
+ for(k=0;k<5;k++){
+ skill_tree[0][i][j].need[k].id=atoi(split[k*2+3]);
+ skill_tree[0][i][j].need[k].lv=atoi(split[k*2+4]);
+ skill_tree[2][i][j].need[k].id=atoi(split[k*2+3]); //養子職は良く分からないので暫定
+ skill_tree[2][i][j].need[k].lv=atoi(split[k*2+4]); //養子職は良く分からないので暫定
+ }
+ }
+ fclose(fp);
+ printf("read db/skill_tree.txt done\n");
+
+ // 属性修正テーブル
+ for(i=0;i<4;i++)
+ for(j=0;j<10;j++)
+ for(k=0;k<10;k++)
+ attr_fix_table[i][j][k]=100;
+ fp=fopen("db/attr_fix.txt","r");
+ if(fp==NULL){
+ printf("can't read db/attr_fix.txt\n");
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[10];
+ int lv,n;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<3 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ lv=atoi(split[0]);
+ n=atoi(split[1]);
+// printf("%d %d\n",lv,n);
+
+ for(i=0;i<n;){
+ if( !fgets(line, sizeof(line)-1, fp) )
+ break;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+
+ for(j=0,p=line;j<n && p;j++){
+ while(*p==32 && *p>0)
+ p++;
+ attr_fix_table[lv-1][i][j]=atoi(p);
+ if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
+ attr_fix_table[lv-1][i][j] = 0;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+
+ i++;
+ }
+ }
+ fclose(fp);
+ printf("read db/attr_fix.txt done\n");
+
+ // サイズ補正テーブル
+ for(i=0;i<3;i++)
+ for(j=0;j<20;j++)
+ atkmods[i][j]=100;
+ fp=fopen("db/size_fix.txt","r");
+ if(fp==NULL){
+ printf("can't read db/size_fix.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[20];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<20 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ for(j=0;j<20 && split[j];j++)
+ atkmods[i][j]=atoi(split[j]);
+ i++;
+ }
+ fclose(fp);
+ printf("read db/size_fix.txt done\n");
+
+ // 精錬データテーブル
+ for(i=0;i<5;i++){
+ for(j=0;j<10;j++)
+ percentrefinery[i][j]=100;
+ refinebonus[i][0]=0;
+ refinebonus[i][1]=0;
+ refinebonus[i][2]=10;
+ }
+ fp=fopen("db/refine_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/refine_db.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<16 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ refinebonus[i][0]=atoi(split[0]); // 精錬ボーナス
+ refinebonus[i][1]=atoi(split[1]); // 過剰精錬ボーナス
+ refinebonus[i][2]=atoi(split[2]); // 安全精錬限界
+ for(j=0;j<10 && split[j];j++)
+ percentrefinery[i][j]=atoi(split[j+3]);
+ i++;
+ }
+ fclose(fp); //Lupus. close this file!!!
+ printf("read db/refine_db.txt done\n");
+
+ return 0;
+}
+
+static int pc_calc_sigma(void)
+{
+ int i,j,k;
+
+ for(i=0;i<MAX_PC_CLASS;i++) {
+ memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
+ for(k=0,j=2;j<=MAX_LEVEL;j++) {
+ k += hp_coefficient[i]*j + 50;
+ k -= k%100;
+ hp_sigma_val[i][j-1] = k;
+ }
+ }
+ return 0;
+}
+
+static void pc_statpointdb(void)
+{
+ char * buf_stat;
+ int i=0,j=0,k=0,l=0, end = 0;
+
+ FILE *stp;
+
+ stp=fopen("db/statpoint.txt","r");
+
+ if(stp==NULL){
+ printf("can't read db/statpoint.txt\n");
+ return;
+ }
+
+ fseek(stp, 0, SEEK_END);
+ end = ftell(stp);
+ rewind(stp);
+
+ buf_stat = (char *) malloc (end + 1);
+ l = fread(buf_stat,1,end,stp);
+ fclose(stp);
+ printf("read db/statpoint.txt done (size=%d)\n",l);
+
+ for(i=0;i<255;i++) {
+ j=0;
+ while (*(buf_stat+k)!='\n') {
+ statp[i][j]=*(buf_stat+k);
+ j++;k++;
+ }
+ statp[i][j+1]='\0';
+ k++;
+ }
+
+ free(buf_stat);
+}
+
+/*==========================================
+ * pc関 係初期化
+ *------------------------------------------
+ */
+int do_init_pc(void) {
+ pc_readdb();
+ pc_statpointdb();
+ pc_calc_sigma();
+
+// gm_account_db = numdb_init();
+
+ add_timer_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;
+}
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