// Copyright (c) Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright (c) Athena Dev Teams #include "../common/cbasetypes.h" #include "../common/core.h" // get_svn_revision() #include "../common/malloc.h" #include "../common/nullpo.h" #include "../common/random.h" #include "../common/showmsg.h" #include "../common/socket.h" // session[] #include "../common/strlib.h" // safestrncpy() #include "../common/timer.h" #include "../common/utils.h" #include "../common/mmo.h" //NAME_LENGTH #include "atcommand.h" // get_atcommand_level() #include "battle.h" // battle_config #include "battleground.h" #include "chrif.h" #include "clif.h" #include "date.h" // is_day_of_*() #include "duel.h" #include "intif.h" #include "itemdb.h" #include "log.h" #include "mail.h" #include "map.h" #include "path.h" #include "homunculus.h" #include "instance.h" #include "mercenary.h" #include "elemental.h" #include "npc.h" // fake_nd #include "pet.h" // pet_unlocktarget() #include "party.h" // party->search() #include "guild.h" // guild->search(), guild_request_info() #include "script.h" // script_config #include "skill.h" #include "status.h" // struct status_data #include "pc.h" #include "pc_groups.h" #include "quest.h" #include #include #include #include #define PVP_CALCRANK_INTERVAL 1000 // PVP calculation interval static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL]; static unsigned int max_level[CLASS_COUNT][2]; static unsigned int statp[MAX_LEVEL+1]; #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) static unsigned int level_penalty[3][RC_MAX][MAX_LEVEL*2+1]; #endif // h-files are for declarations, not for implementations... [Shinomori] struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE]; // timer for night.day implementation int day_timer_tid; int night_timer_tid; struct fame_list smith_fame_list[MAX_FAME_LIST]; struct fame_list chemist_fame_list[MAX_FAME_LIST]; struct fame_list taekwon_fame_list[MAX_FAME_LIST]; static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_LOW,EQP_COSTUME_GARMENT,EQP_AMMO}; //Links related info to the sd->hate_mob[]/sd->feel_map[] entries const struct sg_data sg_info[MAX_PC_FEELHATE] = { { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun }, { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon }, { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star } }; /** * Item Cool Down Delay Saving * Struct item_cd is not a member of struct map_session_data * to keep cooldowns in memory between player log-ins. * All cooldowns are reset when server is restarted. **/ DBMap* itemcd_db = NULL; // char_id -> struct skill_cd struct item_cd { unsigned int tick[MAX_ITEMDELAYS];//tick short nameid[MAX_ITEMDELAYS];//skill id }; //Converts a class to its array index for CLASS_COUNT defined arrays. //Note that it does not do a validity check for speed purposes, where parsing //player input make sure to use a pcdb_checkid first! int pc_class2idx(int class_) { if (class_ >= JOB_NOVICE_HIGH) return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC; return class_; } int pc_get_group_level(struct map_session_data *sd) { return sd->group_level; } static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd; if( (sd=(struct map_session_data *)iMap->id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->invincible_timer != tid){ ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid); return 0; } sd->invincible_timer = INVALID_TIMER; skill->unit_move(&sd->bl,tick,1); return 0; } void pc_setinvincibletimer(struct map_session_data* sd, int val) { nullpo_retv(sd); val += map[sd->bl.m].invincible_time_inc; if( sd->invincible_timer != INVALID_TIMER ) iTimer->delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = iTimer->add_timer(iTimer->gettick()+val,pc_invincible_timer,sd->bl.id,0); } void pc_delinvincibletimer(struct map_session_data* sd) { nullpo_retv(sd); if( sd->invincible_timer != INVALID_TIMER ) { iTimer->delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = INVALID_TIMER; skill->unit_move(&sd->bl,iTimer->gettick(),1); } } static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd; int i; if( (sd=(struct map_session_data *)iMap->id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if( sd->spiritball <= 0 ) { ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid); sd->spiritball = 0; return 0; } ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid); if( i == sd->spiritball ) { ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid); return 0; } sd->spiritball--; if( i != sd->spiritball ) memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int)); sd->spirit_timer[sd->spiritball] = INVALID_TIMER; clif->spiritball(&sd->bl); return 0; } int pc_addspiritball(struct map_session_data *sd,int interval,int max) { int tid, i; nullpo_ret(sd); if(max > MAX_SPIRITBALL) max = MAX_SPIRITBALL; if(sd->spiritball < 0) sd->spiritball = 0; if( sd->spiritball && sd->spiritball >= max ) { if(sd->spirit_timer[0] != INVALID_TIMER) iTimer->delete_timer(sd->spirit_timer[0],pc_spiritball_timer); sd->spiritball--; if( sd->spiritball != 0 ) memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int)); sd->spirit_timer[sd->spiritball] = INVALID_TIMER; } tid = iTimer->add_timer(iTimer->gettick()+interval, pc_spiritball_timer, sd->bl.id, 0); ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(iTimer->get_timer(tid)->tick, iTimer->get_timer(sd->spirit_timer[i])->tick) < 0); if( i != sd->spiritball ) memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int)); sd->spirit_timer[i] = tid; sd->spiritball++; if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD ) clif->millenniumshield(sd,sd->spiritball); else clif->spiritball(&sd->bl); return 0; } int pc_delspiritball(struct map_session_data *sd,int count,int type) { int i; nullpo_ret(sd); if(sd->spiritball <= 0) { sd->spiritball = 0; return 0; } if(count <= 0) return 0; if(count > sd->spiritball) count = sd->spiritball; sd->spiritball -= count; if(count > MAX_SPIRITBALL) count = MAX_SPIRITBALL; for(i=0;ispirit_timer[i] != INVALID_TIMER) { iTimer->delete_timer(sd->spirit_timer[i],pc_spiritball_timer); sd->spirit_timer[i] = INVALID_TIMER; } } for(i=count;ispirit_timer[i-count] = sd->spirit_timer[i]; sd->spirit_timer[i] = INVALID_TIMER; } if(!type) { if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD ) clif->millenniumshield(sd,sd->spiritball); else clif->spiritball(&sd->bl); } return 0; } static int pc_check_banding( struct block_list *bl, va_list ap ) { int *c, *b_sd; struct block_list *src; struct map_session_data *tsd; struct status_change *sc; nullpo_ret(bl); nullpo_ret(tsd = (struct map_session_data*)bl); nullpo_ret(src = va_arg(ap,struct block_list *)); c = va_arg(ap,int *); b_sd = va_arg(ap, int *); if(pc_isdead(tsd)) return 0; sc = status_get_sc(bl); if( bl == src ) return 0; if( sc && sc->data[SC_BANDING] ) { b_sd[(*c)++] = tsd->bl.id; return 1; } return 0; } int pc_banding(struct map_session_data *sd, uint16 skill_lv) { int c; int b_sd[MAX_PARTY]; // In case of a full Royal Guard party. int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp; struct map_session_data *bsd; struct status_change *sc; int range = skill->get_splash(LG_BANDING,skill_lv); nullpo_ret(sd); c = 0; memset(b_sd, 0, sizeof(b_sd)); i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd); if( c < 1 ) //just recalc status no need to recalc hp { // No more Royal Guards in Banding found. if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val2 = 0; // Reset the counter status_calc_bl(&sd->bl, status_sc2scb_flag(SC_BANDING)); } return 0; } //Add yourself hp = status_get_hp(&sd->bl); i++; // Get total HP of all Royal Guards in party. for( j = 0; j < i; j++ ) { bsd = iMap->id2sd(b_sd[j]); if( bsd != NULL ) hp += status_get_hp(&bsd->bl); } // Set average HP. hp = hp / i; // If a Royal Guard have full HP, give more HP to others that haven't full HP. for( j = 0; j < i; j++ ) { bsd = iMap->id2sd(b_sd[j]); if( bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0 ) { extra_hp += tmp_hp; tmp_qty++; } } if( extra_hp > 0 && tmp_qty > 0 ) hp += extra_hp / tmp_qty; for( j = 0; j < i; j++ ) { bsd = iMap->id2sd(b_sd[j]); if( bsd != NULL ) { status_set_hp(&bsd->bl,hp,0); // Set hp if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self. status_calc_bl(&bsd->bl, status_sc2scb_flag(SC_BANDING)); // Set atk and def. } } } return c; } // Increases a player's fame points and displays a notice to him void pc_addfame(struct map_session_data *sd,int count) { nullpo_retv(sd); sd->status.fame += count; if(sd->status.fame > MAX_FAME) sd->status.fame = MAX_FAME; switch(sd->class_&MAPID_UPPERMASK){ case MAPID_BLACKSMITH: // Blacksmith clif->fame_blacksmith(sd,count); break; case MAPID_ALCHEMIST: // Alchemist clif->fame_alchemist(sd,count); break; case MAPID_TAEKWON: // Taekwon clif->fame_taekwon(sd,count); break; } chrif_updatefamelist(sd); } // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else unsigned char pc_famerank(int char_id, int job) { int i; switch(job){ case MAPID_BLACKSMITH: // Blacksmith for(i = 0; i < MAX_FAME_LIST; i++){ if(smith_fame_list[i].id == char_id) return i + 1; } break; case MAPID_ALCHEMIST: // Alchemist for(i = 0; i < MAX_FAME_LIST; i++){ if(chemist_fame_list[i].id == char_id) return i + 1; } break; case MAPID_TAEKWON: // Taekwon for(i = 0; i < MAX_FAME_LIST; i++){ if(taekwon_fame_list[i].id == char_id) return i + 1; } break; } return 0; } int pc_setrestartvalue(struct map_session_data *sd,int type) { struct status_data *status, *b_status; nullpo_ret(sd); b_status = &sd->base_status; status = &sd->battle_status; if (type&1) { //Normal resurrection status->hp = 1; //Otherwise status_heal may fail if dead. status_heal(&sd->bl, b_status->hp, 0, 1); if( status->sp < b_status->sp ) status_set_sp(&sd->bl, b_status->sp, 1); } else { //Just for saving on the char-server (with values as if respawned) sd->status.hp = b_status->hp; sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp; } return 0; } /*========================================== Rental System *------------------------------------------*/ static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd = iMap->id2sd(id); if( sd == NULL ) return 0; if( tid != sd->rental_timer ) { ShowError("pc_inventory_rental_end: invalid timer id.\n"); return 0; } pc->inventory_rentals(sd); return 1; } int pc_inventory_rental_clear(struct map_session_data *sd) { if( sd->rental_timer != INVALID_TIMER ) { iTimer->delete_timer(sd->rental_timer, pc_inventory_rental_end); sd->rental_timer = INVALID_TIMER; } return 1; } void pc_inventory_rentals(struct map_session_data *sd) { int i, c = 0; unsigned int expire_tick, next_tick = UINT_MAX; for( i = 0; i < MAX_INVENTORY; i++ ) { // Check for Rentals on Inventory if( sd->status.inventory[i].nameid == 0 ) continue; // Nothing here if( sd->status.inventory[i].expire_time == 0 ) continue; if( sd->status.inventory[i].expire_time <= time(NULL) ) { if( sd->status.inventory[i].nameid == ITEMID_REINS_OF_MOUNT && sd->sc.data[SC_ALL_RIDING] ) { status_change_end(&sd->bl,SC_ALL_RIDING,INVALID_TIMER); } clif->rental_expired(sd->fd, i, sd->status.inventory[i].nameid); pc->delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER); } else { expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000; clif->rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000)); next_tick = min(expire_tick, next_tick); c++; } } if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days sd->rental_timer = iTimer->add_timer(iTimer->gettick() + min(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0); else sd->rental_timer = INVALID_TIMER; } void pc_inventory_rental_add(struct map_session_data *sd, int seconds) { int tick = seconds * 1000; if( sd == NULL ) return; if( sd->rental_timer != INVALID_TIMER ) { const struct TimerData * td; td = iTimer->get_timer(sd->rental_timer); if( DIFF_TICK(td->tick, iTimer->gettick()) > tick ) { // Update Timer as this one ends first than the current one pc->inventory_rental_clear(sd); sd->rental_timer = iTimer->add_timer(iTimer->gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0); } } else sd->rental_timer = iTimer->add_timer(iTimer->gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0); } /** * Determines if player can give / drop / trade / vend items */ bool pc_can_give_items(struct map_session_data *sd) { return pc_has_permission(sd, PC_PERM_TRADE); } /*========================================== * prepares character for saving. *------------------------------------------*/ int pc_makesavestatus(struct map_session_data *sd) { nullpo_ret(sd); if(!battle_config.save_clothcolor) sd->status.clothes_color=0; //Only copy the Cart/Peco/Falcon options, the rest are handled via //status change load/saving. [Skotlex] #ifdef NEW_CARTS sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR); #else sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR); #endif if (sd->sc.data[SC_JAILED]) { //When Jailed, do not move last point. if(pc_isdead(sd)){ pc->setrestartvalue(sd,0); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; } sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; return 0; } if(pc_isdead(sd)){ pc->setrestartvalue(sd,0); memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } if(map[sd->bl.m].flag.nosave || map[sd->bl.m].instance_id >= 0){ struct map_data *m=&map[sd->bl.m]; if(m->save.map) memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); else memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } if( sd->status.last_point.map == 0 ) { sd->status.last_point.map = 1; sd->status.last_point.x = 0; sd->status.last_point.y = 0; } if( sd->status.save_point.map == 0 ) { sd->status.save_point.map = 1; sd->status.save_point.x = 0; sd->status.save_point.y = 0; } return 0; } /*========================================== * Off init ? Connection? *------------------------------------------*/ int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd) { nullpo_ret(sd); sd->bl.id = account_id; sd->status.account_id = account_id; sd->status.char_id = char_id; sd->status.sex = sex; sd->login_id1 = login_id1; sd->login_id2 = 0; // at this point, we can not know the value :( sd->client_tick = client_tick; sd->state.active = 0; //to be set to 1 after player is fully authed and loaded. sd->bl.type = BL_PC; sd->canlog_tick = iTimer->gettick(); //Required to prevent homunculus copuing a base speed of 0. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED; return 0; } int pc_equippoint(struct map_session_data *sd,int n) { int ep = 0; nullpo_ret(sd); if(!sd->inventory_data[n]) return 0; if (!itemdb_isequip2(sd->inventory_data[n])) return 0; //Not equippable by players. ep = sd->inventory_data[n]->equip; if(sd->inventory_data[n]->look == W_DAGGER || sd->inventory_data[n]->look == W_1HSWORD || sd->inventory_data[n]->look == W_1HAXE) { if(ep == EQP_HAND_R && (pc->checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN || (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO))//Kagerou and Oboro can dual wield daggers. [Rytech] return EQP_ARMS; } return ep; } int pc_setinventorydata(struct map_session_data *sd) { int i,id; nullpo_ret(sd); for(i=0;istatus.inventory[i].nameid; sd->inventory_data[i] = id?itemdb_search(id):NULL; } return 0; } int pc_calcweapontype(struct map_session_data *sd) { nullpo_ret(sd); // single-hand if(sd->weapontype2 == W_FIST) { sd->status.weapon = sd->weapontype1; return 1; } if(sd->weapontype1 == W_FIST) { sd->status.weapon = sd->weapontype2; return 1; } // dual-wield sd->status.weapon = 0; switch (sd->weapontype1){ case W_DAGGER: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break; } break; case W_1HSWORD: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break; } break; case W_1HAXE: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break; } } // unknown, default to right hand type if (!sd->status.weapon) sd->status.weapon = sd->weapontype1; return 2; } int pc_setequipindex(struct map_session_data *sd) { int i,j; nullpo_ret(sd); for(i=0;iequip_index[i] = -1; for(i=0;istatus.inventory[i].nameid <= 0) continue; if(sd->status.inventory[i].equip) { for(j=0;jstatus.inventory[i].equip & equip_pos[j]) sd->equip_index[j] = i; if(sd->status.inventory[i].equip & EQP_HAND_R) { if(sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->look; else sd->weapontype1 = 0; } if( sd->status.inventory[i].equip & EQP_HAND_L ) { if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON ) sd->weapontype2 = sd->inventory_data[i]->look; else sd->weapontype2 = 0; } } } pc_calcweapontype(sd); return 0; } //static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) //{ // int i; // struct item *item = &sd->status.inventory[eqindex]; // struct item_data *data; // // //Crafted/made/hatched items. // if (itemdb_isspecial(item->card[0])) // return 1; // // /* scan for enchant armor gems */ // if( item->card[MAX_SLOTS - 1] && s < MAX_SLOTS - 1 ) // s = MAX_SLOTS - 1; // // ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag ); // return( i < s ) ? 0 : 1; //} bool pc_isequipped(struct map_session_data *sd, int nameid) { int i, j, index; for( i = 0; i < EQI_MAX; i++ ) { index = sd->equip_index[i]; if( index < 0 ) continue; if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue; if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue; if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue; if( !sd->inventory_data[index] ) continue; if( sd->inventory_data[index]->nameid == nameid ) return true; for( j = 0; j < sd->inventory_data[index]->slot; j++ ) if( sd->status.inventory[index].card[j] == nameid ) return true; } return false; } bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd ) { if( !p1_sd || !p2_sd || !b_sd ) return false; if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite ) return false; // already adopted baby / in adopt request if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id ) return false; // You need to be married and in party with baby to adopt if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id ) return false; // Not married, wrong married if( p2_sd->status.party_id != p1_sd->status.party_id ) return false; // Both parents need to be in the same party // Parents need to have their ring equipped if( !pc->isequipped(p1_sd, WEDDING_RING_M) && !pc->isequipped(p1_sd, WEDDING_RING_F) ) return false; if( !pc->isequipped(p2_sd, WEDDING_RING_M) && !pc->isequipped(p2_sd, WEDDING_RING_F) ) return false; // Already adopted a baby if( p1_sd->status.child || p2_sd->status.child ) { clif->adopt_reply(p1_sd, 0); return false; } // Parents need at least lvl 70 to adopt if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) { clif->adopt_reply(p1_sd, 1); return false; } if( b_sd->status.partner_id ) { clif->adopt_reply(p1_sd, 2); return false; } if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE ) ) return false; return true; } /*========================================== * Adoption Process *------------------------------------------*/ bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd) { int job, joblevel; unsigned int jobexp; if( !pc->can_Adopt(p1_sd, p2_sd, b_sd) ) return false; // Preserve current job levels and progress joblevel = b_sd->status.job_level; jobexp = b_sd->status.job_exp; job = pc->mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex); if( job != -1 && !pc->jobchange(b_sd, job, 0) ) { // Success, proceed to configure parents and baby skills p1_sd->status.child = b_sd->status.char_id; p2_sd->status.child = b_sd->status.char_id; b_sd->status.father = p1_sd->status.char_id; b_sd->status.mother = p2_sd->status.char_id; // Restore progress b_sd->status.job_level = joblevel; clif->updatestatus(b_sd, SP_JOBLEVEL); b_sd->status.job_exp = jobexp; clif->updatestatus(b_sd, SP_JOBEXP); // Baby Skills pc->skill(b_sd, WE_BABY, 1, 0); pc->skill(b_sd, WE_CALLPARENT, 1, 0); // Parents Skills pc->skill(p1_sd, WE_CALLBABY, 1, 0); pc->skill(p2_sd, WE_CALLBABY, 1, 0); return true; } return false; // Job Change Fail } /*================================================= * Checks if the player can equip the item at index n in inventory. * Returns 0 (no) or 1 (yes). *------------------------------------------------*/ int pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; nullpo_ret(sd); item = sd->inventory_data[n]; if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT)) return 1; if(item == NULL) return 0; if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; #ifdef RENEWAL if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax) return 0; #endif if(item->sex != 2 && sd->status.sex != item->sex) return 0; if (sd->sc.count) { if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_NOEQUIPWEAPON]) // Also works with left-hand weapons [DracoRPG] return 0; if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_NOEQUIPSHIELD]) return 0; if(item->equip & EQP_ARMOR && sd->sc.data[SC_NOEQUIPARMOR]) return 0; if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_NOEQUIPHELM]) return 0; if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSARY]) return 0; if(item->equip && sd->sc.data[SC_KYOUGAKU]) return 0; if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] if (sd->status.base_level > 90 && item->equip & EQP_HELM) return 1; //Can equip all helms if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON) switch(item->look) { //In weapons, the look determines type of weapon. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess? case W_1HSWORD: //All 1H swords case W_1HAXE: //All 1H Axes case W_MACE: //All 1H Maces case W_STAFF: //All 1H Staves return 1; } } } //Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return 0; //Not usable by upper class. [Inkfish] while( 1 ) { if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break; if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break; if( item->class_upper&4 && sd->class_&JOBL_BABY ) break; if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break; return 0; } return 1; } /*========================================== * No problem with the session id * set the status that has been sent from char server *------------------------------------------*/ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers) { int i; unsigned long tick = iTimer->gettick(); uint32 ip = session[sd->fd]->client_addr; sd->login_id2 = login_id2; sd->group_id = group_id; /* load user permissions */ pc_group_pc_load(sd); memcpy(&sd->status, st, sizeof(*st)); if (st->sex != sd->status.sex) { clif->authfail_fd(sd->fd, 0); return false; } //Set the map-server used job id. [Skotlex] i = pc->jobid2mapid(sd->status.class_); if (i == -1) { //Invalid class? ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id); sd->status.class_ = JOB_NOVICE; sd->class_ = MAPID_NOVICE; } else sd->class_ = i; // Checks and fixes to character status data, that are required // in case of configuration change or stuff, which cannot be // checked on char-server. if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE ) { sd->status.hair = MIN_HAIR_STYLE; } if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR ) { sd->status.hair_color = MIN_HAIR_COLOR; } if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR ) { sd->status.clothes_color = MIN_CLOTH_COLOR; } //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation. if(!sd->status.hp) pc_setdead(sd); sd->state.connect_new = 1; sd->followtimer = INVALID_TIMER; // [MouseJstr] sd->invincible_timer = INVALID_TIMER; sd->npc_timer_id = INVALID_TIMER; sd->pvp_timer = INVALID_TIMER; sd->fontcolor_tid = INVALID_TIMER; /** * For the Secure NPC Timeout option (check config/Secure.h) [RR] **/ #ifdef SECURE_NPCTIMEOUT /** * Initialize to defaults/expected **/ sd->npc_idle_timer = INVALID_TIMER; sd->npc_idle_tick = tick; sd->npc_idle_type = NPCT_INPUT; #endif sd->canuseitem_tick = tick; sd->canusecashfood_tick = tick; sd->canequip_tick = tick; sd->cantalk_tick = tick; sd->canskill_tick = tick; sd->cansendmail_tick = tick; sd->hchsysch_tick = tick; for(i = 0; i < MAX_SPIRITBALL; i++) sd->spirit_timer[i] = INVALID_TIMER; for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++) sd->autobonus[i].active = INVALID_TIMER; for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++) sd->autobonus2[i].active = INVALID_TIMER; for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++) sd->autobonus3[i].active = INVALID_TIMER; if (battle_config.item_auto_get) sd->state.autoloot = 10000; if (battle_config.disp_experience) sd->state.showexp = 1; if (battle_config.disp_zeny) sd->state.showzeny = 1; if (!(battle_config.display_skill_fail&2)) sd->state.showdelay = 1; pc->setinventorydata(sd); pc_setequipindex(sd); if( sd->status.option & OPTION_INVISIBLE && !pc->can_use_command(sd, "@hide") ) sd->status.option &=~ OPTION_INVISIBLE; status_change_init(&sd->bl); sd->sc.option = sd->status.option; //This is the actual option used in battle. //Set here because we need the inventory data for weapon sprite parsing. status_set_viewdata(&sd->bl, sd->status.class_); unit_dataset(&sd->bl); sd->guild_x = -1; sd->guild_y = -1; sd->disguise = -1; sd->instance = NULL; sd->instances = 0; sd->bg_queue.arena = NULL; sd->bg_queue.ready = 0; sd->bg_queue.client_has_bg_data = 0; sd->bg_queue.type = 0; sd->queues = NULL; sd->queues_count = 0; sd->state.dialog = 0; // Event Timers for( i = 0; i < MAX_EVENTTIMER; i++ ) sd->eventtimer[i] = INVALID_TIMER; // Rental Timer sd->rental_timer = INVALID_TIMER; for( i = 0; i < 3; i++ ) sd->hate_mob[i] = -1; //warp player if ((i=pc->setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) { ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i); // try warping to a default map instead (church graveyard) if (pc->setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) { // if we fail again clif->authfail_fd(sd->fd, 0); return false; } } clif->authok(sd); //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex] sd->die_counter=-1; //display login notice ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in." " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"'," " IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"'," " Group '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->status.char_id, CONVIP(ip), sd->group_id); // Send friends list clif->friendslist_send(sd); if( !changing_mapservers ) { if (battle_config.display_version == 1) { const char* svn = get_svn_revision(); const char* git = get_git_hash(); char buf[256]; if( git[0] != HERC_UNKNOWN_VER ) sprintf(buf,"Git Hash: %s", git); else if( svn[0] != HERC_UNKNOWN_VER ) sprintf(buf,"SVN Revision: %s", svn); else sprintf(buf,"Unknown Version"); clif->message(sd->fd, buf); } // message of the limited time of the account if (expiration_time != 0) { // don't display if it's unlimited or unknow value char tmpstr[1024]; strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S." clif->wis_message(sd->fd, iMap->wisp_server_name, tmpstr, strlen(tmpstr)+1); } /** * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P) **/ clif->changemap(sd,sd->bl.m,sd->bl.x,sd->bl.y); } /** * Check if player have any cool downs on **/ skill->cooldown_load(sd); /** * Check if player have any item cooldowns on **/ pc->itemcd_do(sd,true); /* [Ind/Hercules] */ sd->sc_display = NULL; sd->sc_display_count = 0; // Request all registries (auth is considered completed whence they arrive) intif_request_registry(sd,7); return true; } /*========================================== * Closes a connection because it failed to be authenticated from the char server. *------------------------------------------*/ void pc_authfail(struct map_session_data *sd) { clif->authfail_fd(sd->fd, 0); return; } //Attempts to set a mob. int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl) { int class_; if (!sd || !bl || pos < 0 || pos > 2) return 0; if (sd->hate_mob[pos] != -1) { //Can't change hate targets. clif->hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current return 0; } class_ = status_get_class(bl); if (!pcdb_checkid(class_)) { unsigned int max_hp = status_get_max_hp(bl); if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000)) return 0; if (pos != status_get_size(bl)) return 0; //Wrong size } sd->hate_mob[pos] = class_; pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1); clif->hate_info(sd, pos, class_, 1); return 1; } /*========================================== * Invoked once after the char/account/account2 registry variables are received. [Skotlex] *------------------------------------------*/ int pc_reg_received(struct map_session_data *sd) { int i,j, idx = 0; sd->change_level_2nd = pc_readglobalreg(sd,"jobchange_level"); sd->change_level_3rd = pc_readglobalreg(sd,"jobchange_level_3rd"); sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER"); // Cash shop sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS"); sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS"); // Cooking Exp sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY"); if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { // Better check for class rather than skill to prevent "skill resets" from unsetting this sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID"); sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT"); } //SG map and mob read [Komurka] for(i=0;ifeel_map[i].index = j; sd->feel_map[i].m = iMap->mapindex2mapid(j); } else { sd->feel_map[i].index = 0; sd->feel_map[i].m = -1; } sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1; } if ((i = pc->checkskill(sd,RG_PLAGIARISM)) > 0) { sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL"); if (sd->cloneskill_id > 0 && (idx = skill->get_index(sd->cloneskill_id))) { sd->status.skill[idx].id = sd->cloneskill_id; sd->status.skill[idx].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV"); if (sd->status.skill[idx].lv > i) sd->status.skill[idx].lv = i; sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED; } } if ((i = pc->checkskill(sd,SC_REPRODUCE)) > 0) { sd->reproduceskill_id = pc_readglobalreg(sd,"REPRODUCE_SKILL"); if( sd->reproduceskill_id > 0 && (idx = skill->get_index(sd->reproduceskill_id))) { sd->status.skill[idx].id = sd->reproduceskill_id; sd->status.skill[idx].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV"); if( i < sd->status.skill[idx].lv) sd->status.skill[idx].lv = i; sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED; } } //Weird... maybe registries were reloaded? if (sd->state.active) return 0; sd->state.active = 1; if (sd->status.party_id) party->member_joined(sd); if (sd->status.guild_id) guild->member_joined(sd); // pet if (sd->status.pet_id > 0) intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id); // Homunculus [albator] if( sd->status.hom_id > 0 ) intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); if( sd->status.mer_id > 0 ) intif_mercenary_request(sd->status.mer_id, sd->status.char_id); if( sd->status.ele_id > 0 ) intif_elemental_request(sd->status.ele_id, sd->status.char_id); iMap->addiddb(&sd->bl); iMap->delnickdb(sd->status.char_id, sd->status.name); if (!chrif_auth_finished(sd)) ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id); pc->load_combo(sd); status_calc_pc(sd,1); chrif_scdata_request(sd->status.account_id, sd->status.char_id); intif_Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox intif_request_questlog(sd); if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually. sd->state.connect_new = 1; clif->pLoadEndAck(sd->fd, sd); } pc->inventory_rentals(sd); if( sd->sc.option & OPTION_INVISIBLE ) { sd->vd.class_ = INVISIBLE_CLASS; clif->message(sd->fd, msg_txt(11)); // Invisible: On // decrement the number of pvp players on the map map[sd->bl.m].users_pvp--; if( map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.pvp_nocalcrank && sd->pvp_timer != INVALID_TIMER ) {// unregister the player for ranking iTimer->delete_timer( sd->pvp_timer, pc->calc_pvprank_timer ); sd->pvp_timer = INVALID_TIMER; } clif->changeoption(&sd->bl); } if( npc->motd ) /* [Ind/Hercules] */ run_script(npc->motd->u.scr.script, 0, sd->bl.id, fake_nd->bl.id); return 1; } static int pc_calc_skillpoint(struct map_session_data* sd) { int i,skill_lv,inf2,skill_point=0; nullpo_ret(sd); for(i=1;icheckskill2(sd,i)) > 0) { inf2 = skill_db[i].inf2; if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) skill_point += skill_lv; else if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0) skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0); } } } return skill_point; } /*========================================== * Calculation of skill level. *------------------------------------------*/ int pc_calc_skilltree(struct map_session_data *sd) { int i,id=0,flag; int c=0; nullpo_ret(sd); i = pc->calc_skilltree_normalize_job(sd); c = pc->mapid2jobid(i, sd->status.sex); if( c == -1 ) { //Unable to normalize job?? ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return 1; } c = pc->class2idx(c); for( i = 0; i < MAX_SKILL; i++ ) { if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these sd->status.skill[i].id = 0; //First clear skills. /* permanent skills that must be re-checked */ if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) { switch( skill_db[i].nameid ) { case NV_TRICKDEAD: if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } break; } } } for( i = 0; i < MAX_SKILL; i++ ) { if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED ) { // Restore original level of skills after deleting earned skills. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill_db[i].nameid >= DC_HUMMING && skill_db[i].nameid <= DC_SERVICEFORYOU ) { //Enable Bard/Dancer spirit linked skills. if( sd->status.sex ) { //Link dancer skills to bard. if( sd->status.skill[i-8].lv < 10 ) continue; sd->status.skill[i].id = skill_db[i].nameid; sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } else { //Link bard skills to dancer. if( sd->status.skill[i].lv < 10 ) continue; sd->status.skill[i-8].id = skill_db[i-8].nameid; sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } } } if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) { for( i = 0; i < MAX_SKILL; i++ ) { switch(skill_db[i].nameid) { /** * Dummy skills must be added here otherwise they'll be displayed in the, * skill tree and since they have no icons they'll give resource errors **/ case SM_SELFPROVOKE: case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: case WL_CHAINLIGHTNING_ATK: case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: case WL_SUMMON_ATK_FIRE: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_GROUND: case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: case WM_SEVERE_RAINSTORM_MELEE: continue; default: break; } if( skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) continue; //Only skills you can't have are npc/guild ones if( skill_db[i].max > 0 ) sd->status.skill[i].id = skill_db[i].nameid; } return 0; } do { flag = 0; for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { int f, idx = skill_tree[c][i].idx; if( sd->status.skill[idx].id ) continue; //Skill already known. f = 1; if(!battle_config.skillfree) { int j; for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) { int k; if((k=skill_tree[c][i].need[j].id)) { int idx2 = skill_tree[c][i].need[j].idx; if (sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED) k = 0; //Not learned. else if (sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0; else k = pc->checkskill2(sd,idx2); if (k < skill_tree[c][i].need[j].lv) { f = 0; break; } } } if( sd->status.job_level < skill_tree[c][i].joblv ) f = 0; // job level requirement wasn't satisfied } if( f ) { int inf2; inf2 = skill_db[idx].inf2; if(!sd->status.skill[idx].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || inf2&INF2_WEDDING_SKILL || (inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SOULLINK]) )) continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills. sd->status.skill[idx].id = id; if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed. sd->status.skill[idx].lv = 1; // need to manually specify a skill level sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill. } flag = 1; // skill list has changed, perform another pass } } } while(flag); // if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) ) { /* Taekwon Ranger Bonus Skill Tree ============================================ - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking. - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic) - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */ for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { int idx = skill_tree[c][i].idx; if( (skill_db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) continue; //Do not include Quest/Wedding skills. if( sd->status.skill[idx].id == 0 ) { sd->status.skill[idx].id = id; sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill. } else if( id != NV_BASIC ) { sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; // Remember original level } sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_); } } return 0; } //Checks if you can learn a new skill after having leveled up a skill. static void pc_check_skilltree(struct map_session_data *sd, int skill_id) { int i,id=0,flag; int c=0; if(battle_config.skillfree) return; //Function serves no purpose if this is set i = pc->calc_skilltree_normalize_job(sd); c = pc->mapid2jobid(i, sd->status.sex); if (c == -1) { //Unable to normalize job?? ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return; } c = pc->class2idx(c); do { flag = 0; for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ ) { int j, f = 1, k, idx = skill_tree[c][i].idx; if( sd->status.skill[idx].id ) //Already learned continue; for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) { if( (k = skill_tree[c][i].need[j].id) ) { int idx2 = skill_tree[c][i].need[j].idx; if( sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED ) k = 0; //Not learned. else if( sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0; else k = pc->checkskill2(sd,idx2); if( k < skill_tree[c][i].need[j].lv ) { f = 0; break; } } } if( !f ) continue; if( sd->status.job_level < skill_tree[c][i].joblv ) continue; j = skill_db[idx].inf2; if( !sd->status.skill[idx].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SOULLINK]) ) ) continue; //Cannot be learned via normal means. sd->status.skill[idx].id = id; flag = 1; } } while(flag); } // Make sure all the skills are in the correct condition // before persisting to the backend.. [MouseJstr] int pc_clean_skilltree(struct map_session_data *sd) { int i; for (i = 0; i < MAX_SKILL; i++){ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } else if (sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0) { sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[i].flag = 0; } } return 0; } int pc_calc_skilltree_normalize_job(struct map_session_data *sd) { int skill_point, novice_skills; int c = sd->class_; if (!battle_config.skillup_limit || pc_has_permission(sd, PC_PERM_ALL_SKILL)) return c; skill_point = pc_calc_skillpoint(sd); novice_skills = max_level[pc->class2idx(JOB_NOVICE)][1] - 1; // limit 1st class and above to novice job levels if(skill_point < novice_skills) { c = MAPID_NOVICE; } // limit 2nd class and above to first class job levels (super novices are exempt) else if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) { // regenerate change_level_2nd if (!sd->change_level_2nd) { if (sd->class_&JOBL_THIRD) { // if neither 2nd nor 3rd jobchange levels are known, we have to assume a default for 2nd if (!sd->change_level_3rd) sd->change_level_2nd = max_level[pc->class2idx(pc->mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex))][1]; else sd->change_level_2nd = 1 + skill_point + sd->status.skill_point - (sd->status.job_level - 1) - (sd->change_level_3rd - 1) - novice_skills; } else { sd->change_level_2nd = 1 + skill_point + sd->status.skill_point - (sd->status.job_level - 1) - novice_skills; } pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd); } if (skill_point < novice_skills + (sd->change_level_2nd - 1)) { c &= MAPID_BASEMASK; } else if(sd->class_&JOBL_THIRD) { // limit 3rd class to 2nd class/trans job levels // regenerate change_level_3rd if (!sd->change_level_3rd) { sd->change_level_3rd = 1 + skill_point + sd->status.skill_point - (sd->status.job_level - 1) - (sd->change_level_2nd - 1) - novice_skills; pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd); } if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1)) c &= MAPID_UPPERMASK; } } // restore non-limiting flags c |= sd->class_&(JOBL_UPPER|JOBL_BABY); return c; } /*========================================== * Updates the weight status *------------------------------------------ * 1: overweight 50% * 2: overweight 90% * It's assumed that SC_WEIGHTOVER50 and SC_WEIGHTOVER90 are only started/stopped here. */ int pc_updateweightstatus(struct map_session_data *sd) { int old_overweight; int new_overweight; nullpo_retr(1, sd); old_overweight = (sd->sc.data[SC_WEIGHTOVER90]) ? 2 : (sd->sc.data[SC_WEIGHTOVER50]) ? 1 : 0; new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0; if( old_overweight == new_overweight ) return 0; // no change // stop old status change if( old_overweight == 1 ) status_change_end(&sd->bl, SC_WEIGHTOVER50, INVALID_TIMER); else if( old_overweight == 2 ) status_change_end(&sd->bl, SC_WEIGHTOVER90, INVALID_TIMER); // start new status change if( new_overweight == 1 ) sc_start(&sd->bl, SC_WEIGHTOVER50, 100, 0, 0); else if( new_overweight == 2 ) sc_start(&sd->bl, SC_WEIGHTOVER90, 100, 0, 0); // update overweight status sd->regen.state.overweight = new_overweight; return 0; } int pc_disguise(struct map_session_data *sd, int class_) { if (class_ == -1 && sd->disguise == -1) return 0; if (class_ >= 0 && sd->disguise == class_) return 0; if(sd->sc.option&OPTION_INVISIBLE) { //Character is invisible. Stealth class-change. [Skotlex] sd->disguise = class_; //viewdata is set on uncloaking. return 2; } if (sd->bl.prev != NULL) { if( class_ == -1 && sd->disguise == sd->status.class_ ) { clif->clearunit_single(-sd->bl.id,CLR_OUTSIGHT,sd->fd); } else if ( class_ != sd->status.class_ ) { pc_stop_walking(sd, 0); clif->clearunit_area(&sd->bl, CLR_OUTSIGHT); } } if (class_ == -1) { sd->disguise = -1; class_ = sd->status.class_; } else sd->disguise = class_; status_set_viewdata(&sd->bl, class_); clif->changeoption(&sd->bl); if (sd->bl.prev != NULL) { clif->spawn(&sd->bl); if (class_ == sd->status.class_ && pc_iscarton(sd)) { //It seems the cart info is lost on undisguise. clif->cartlist(sd); clif->updatestatus(sd,SP_CARTINFO); } } return 1; } static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id) { int i; if( !rate ) return 0; for( i = 0; i < max && spell[i].id; i++ ) { if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv ) { if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 ) return 0; rate += spell[i].rate; break; } } if (i == max) { ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max); return 0; } spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; //Auto-update flag value. if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both. if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon. if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks. } spell[i].flag|= flag; spell[i].card_id = card_id; return 1; } static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id) { int i; if( !rate ) return 0; for( i = 0; i < max && spell[i].id; i++ ) { ; // each autospell works independently } if( i == max ) { ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max); return 0; } spell[i].flag = src_skill; spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; spell[i].card_id = card_id; return 1; } static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag) { int i; if (!(flag&(ATF_SHORT|ATF_LONG))) flag|=ATF_SHORT|ATF_LONG; //Default range: both if (!(flag&(ATF_TARGET|ATF_SELF))) flag|=ATF_TARGET; //Default target: enemy. if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC))) flag|=ATF_WEAPON; //Default type: weapon. for (i = 0; i < max && effect[i].flag; i++) { if (effect[i].id == id && effect[i].flag == flag) { effect[i].rate += rate; effect[i].arrow_rate += arrow_rate; return 1; } } if (i == max) { ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max); return 0; } effect[i].id = id; effect[i].rate = rate; effect[i].arrow_rate = arrow_rate; effect[i].flag = flag; return 1; } static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target) { int i; for( i = 0; i < max && effect[i].skill; i++ ) { if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target ) { effect[i].rate += rate; return 1; } } if( i == max ) { ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max); return 0; } effect[i].id = id; effect[i].rate = rate; effect[i].skill = skill; effect[i].target = target; return 1; } static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate) { int i; //Apply config rate adjustment settings. if (rate >= 0) { //Absolute drop. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate < battle_config.item_drop_adddrop_min) rate = battle_config.item_drop_adddrop_min; else if (rate > battle_config.item_drop_adddrop_max) rate = battle_config.item_drop_adddrop_max; } else { //Relative drop, max/min limits are applied at drop time. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate > -1) rate = -1; } for(i = 0; i < max && (drop[i].id || drop[i].group); i++) { if( ((id && drop[i].id == id) || (group && drop[i].group == group)) && race > 0 ) { drop[i].race |= race; if(drop[i].rate > 0 && rate > 0) { //Both are absolute rates. if (drop[i].rate < rate) drop[i].rate = rate; } else if(drop[i].rate < 0 && rate < 0) { //Both are relative rates. if (drop[i].rate > rate) drop[i].rate = rate; } else if (rate < 0) //Give preference to relative rate. drop[i].rate = rate; return 1; } } if(i == max) { ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max); return 0; } drop[i].id = id; drop[i].group = group; drop[i].race |= race; drop[i].rate = rate; return 1; } int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill) { int i; ARR_FIND(0, max, i, bonus[i].rate == 0); if( i == max ) { ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max); return 0; } if( !onskill ) { if( !(flag&BF_RANGEMASK) ) flag|=BF_SHORT|BF_LONG; //No range defined? Use both. if( !(flag&BF_WEAPONMASK) ) flag|=BF_WEAPON; //No attack type defined? Use weapon. if( !(flag&BF_SKILLMASK) ) { if( flag&(BF_MAGIC|BF_MISC) ) flag|=BF_SKILL; //These two would never trigger without BF_SKILL if( flag&BF_WEAPON ) flag|=BF_NORMAL|BF_SKILL; } } bonus[i].rate = rate; bonus[i].duration = dur; bonus[i].active = INVALID_TIMER; bonus[i].atk_type = flag; bonus[i].pos = pos; bonus[i].bonus_script = aStrdup(script); bonus[i].other_script = other_script?aStrdup(other_script):NULL; return 1; } int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore) { int i; nullpo_ret(sd); for( i = 0; i < max; i++ ) { if( autobonus[i].active != INVALID_TIMER ) { if( restore && sd->state.autobonus&autobonus[i].pos ) { if( autobonus[i].bonus_script ) { int j; ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos ); if( j < EQI_MAX-1 ) script_run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]); } continue; } else { // Logout / Unequipped an item with an activated bonus iTimer->delete_timer(autobonus[i].active,pc->endautobonus); autobonus[i].active = INVALID_TIMER; } } if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script); if( autobonus[i].other_script ) aFree(autobonus[i].other_script); autobonus[i].bonus_script = autobonus[i].other_script = NULL; autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0; autobonus[i].active = INVALID_TIMER; } return 0; } int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus) { nullpo_ret(sd); nullpo_ret(autobonus); if( autobonus->other_script ) { int j; ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos ); if( j < EQI_MAX-1 ) script_run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]); } autobonus->active = iTimer->add_timer(iTimer->gettick()+autobonus->duration, pc->endautobonus, sd->bl.id, (intptr_t)autobonus); sd->state.autobonus |= autobonus->pos; status_calc_pc(sd,0); return 0; } int pc_endautobonus(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd = iMap->id2sd(id); struct s_autobonus *autobonus = (struct s_autobonus *)data; nullpo_ret(sd); nullpo_ret(autobonus); autobonus->active = INVALID_TIMER; sd->state.autobonus &= ~autobonus->pos; status_calc_pc(sd,0); return 0; } int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { int i; struct weapon_data* wd; wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon); ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0); if (i == MAX_PC_BONUS) { ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS); return 0; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT|BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC|BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL|BF_SKILL; } wd->addele2[i].ele = ele; wd->addele2[i].rate = rate; wd->addele2[i].flag = flag; return 0; } int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { int i; ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0); if (i == MAX_PC_BONUS) { ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS); return 0; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT|BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC|BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL|BF_SKILL; } sd->subele2[i].ele = ele; sd->subele2[i].rate = rate; sd->subele2[i].flag = flag; return 0; } /*========================================== * Add a bonus(type) to player sd *------------------------------------------*/ int pc_bonus(struct map_session_data *sd,int type,int val) { struct status_data *status; int bonus; nullpo_ret(sd); status = &sd->base_status; switch(type){ case SP_STR: case SP_AGI: case SP_VIT: case SP_INT: case SP_DEX: case SP_LUK: if(sd->state.lr_flag != 2) sd->param_bonus[type-SP_STR]+=val; break; case SP_ATK1: if(!sd->state.lr_flag) { bonus = status->rhw.atk + val; status->rhw.atk = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw.atk + val; status->lhw.atk = cap_value(bonus, 0, USHRT_MAX); } break; case SP_ATK2: if(!sd->state.lr_flag) { bonus = status->rhw.atk2 + val; status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw.atk2 + val; status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX); } break; case SP_BASE_ATK: if(sd->state.lr_flag != 2) { #ifdef RENEWAL sd->bonus.eatk += val; clif->updatestatus(sd,SP_ATK2); #else bonus = status->batk + val; status->batk = cap_value(bonus, 0, USHRT_MAX); #endif } break; case SP_DEF1: if(sd->state.lr_flag != 2) { bonus = status->def + val; #ifdef RENEWAL status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX); #else status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX); #endif } break; case SP_DEF2: if(sd->state.lr_flag != 2) { bonus = status->def2 + val; status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_MDEF1: if(sd->state.lr_flag != 2) { bonus = status->mdef + val; #ifdef RENEWAL status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX); #else status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX); #endif if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard sd->bonus.shieldmdef += bonus; } } break; case SP_MDEF2: if(sd->state.lr_flag != 2) { bonus = status->mdef2 + val; status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_HIT: if(sd->state.lr_flag != 2) { bonus = status->hit + val; status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->bonus.arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) { bonus = status->flee + val; status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_FLEE2: if(sd->state.lr_flag != 2) { bonus = status->flee2 + val*10; status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_CRITICAL: if(sd->state.lr_flag != 2) { bonus = status->cri + val*10; status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->bonus.arrow_cri += val*10; break; case SP_ATKELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val); break; } switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: //Become weapon element. status->rhw.ele=val; break; default: //Become arrow element. sd->bonus.arrow_ele=val; break; } break; case 1: status->lhw.ele=val; break; default: status->rhw.ele=val; break; } break; case SP_DEFELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val); break; } if(sd->state.lr_flag != 2) status->def_ele=val; break; case SP_MAXHP: if(sd->state.lr_flag == 2) break; val += (int)status->max_hp; //Negative bonuses will underflow, this will be handled in status_calc_pc through casting //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp. status->max_hp = (unsigned int)val; break; case SP_MAXSP: if(sd->state.lr_flag == 2) break; val += (int)status->max_sp; status->max_sp = (unsigned int)val; break; #ifndef RENEWAL_CAST case SP_VARCASTRATE: #endif case SP_CASTRATE: if(sd->state.lr_flag != 2) sd->castrate+=val; break; case SP_MAXHPRATE: if(sd->state.lr_flag != 2) sd->hprate+=val; break; case SP_MAXSPRATE: if(sd->state.lr_flag != 2) sd->sprate+=val; break; case SP_SPRATE: if(sd->state.lr_flag != 2) sd->dsprate+=val; break; case SP_ATTACKRANGE: switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: status->rhw.range += val; } break; case 1: status->lhw.range += val; break; default: status->rhw.range += val; break; } break; case SP_SPEED_RATE: //Non stackable increase if(sd->state.lr_flag != 2) sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val); break; case SP_SPEED_ADDRATE: //Stackable increase if(sd->state.lr_flag != 2) sd->bonus.speed_add_rate -= val; break; case SP_ASPD: //Raw increase if(sd->state.lr_flag != 2) sd->bonus.aspd_add -= 10*val; break; case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone if(sd->state.lr_flag != 2) #ifndef RENEWAL_ASPD status->aspd_rate -= 10*val; #else status->aspd_rate2 += val; #endif 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->bonus.critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.long_attack_def_rate += val; break; case SP_DOUBLE_RATE: if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val) sd->bonus.double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) sd->bonus.double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; case SP_IGNORE_DEF_ELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.ignore_def_ele |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_ele |= 1<state.lr_flag) sd->right_weapon.ignore_def_race |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_race |= 1<state.lr_flag != 2) sd->bonus.atk_rate += val; break; case SP_MAGIC_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.magic_def_rate += val; break; case SP_MISC_ATK_DEF: if(sd->state.lr_flag != 2) sd->bonus.misc_def_rate += val; break; case SP_IGNORE_MDEF_RATE: if(sd->state.lr_flag != 2) { sd->ignore_mdef[RC_NONBOSS] += val; sd->ignore_mdef[RC_BOSS] += val; } break; case SP_IGNORE_MDEF_ELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val); break; } if(sd->state.lr_flag != 2) sd->bonus.ignore_mdef_ele |= 1<state.lr_flag != 2) sd->bonus.ignore_mdef_race |= 1<state.lr_flag != 2 && sd->bonus.perfect_hit < val) sd->bonus.perfect_hit = val; break; case SP_PERFECT_HIT_ADD_RATE: if(sd->state.lr_flag != 2) sd->bonus.perfect_hit_add += val; break; case SP_CRITICAL_RATE: if(sd->state.lr_flag != 2) sd->critical_rate+=val; break; case SP_DEF_RATIO_ATK_ELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_ele |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_ele |= 1<= RC_MAX) { ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_race |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_race |= 1<state.lr_flag != 2) sd->hit_rate += val; break; case SP_FLEE_RATE: if(sd->state.lr_flag != 2) sd->flee_rate += val; break; case SP_FLEE2_RATE: if(sd->state.lr_flag != 2) sd->flee2_rate += val; break; case SP_DEF_RATE: if(sd->state.lr_flag != 2) sd->def_rate += val; break; case SP_DEF2_RATE: if(sd->state.lr_flag != 2) sd->def2_rate += val; break; case SP_MDEF_RATE: if(sd->state.lr_flag != 2) sd->mdef_rate += val; break; case SP_MDEF2_RATE: if(sd->state.lr_flag != 2) sd->mdef2_rate += val; break; case SP_RESTART_FULL_RECOVER: if(sd->state.lr_flag != 2) sd->special_state.restart_full_recover = 1; break; case SP_NO_CASTCANCEL: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel = 1; break; case SP_NO_CASTCANCEL2: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel2 = 1; break; case SP_NO_SIZEFIX: if(sd->state.lr_flag != 2) sd->special_state.no_sizefix = 1; break; case SP_NO_MAGIC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_magic_damage; sd->special_state.no_magic_damage = cap_value(val,0,100); break; case SP_NO_WEAPON_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_weapon_damage; sd->special_state.no_weapon_damage = cap_value(val,0,100); break; case SP_NO_MISC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_misc_damage; sd->special_state.no_misc_damage = cap_value(val,0,100); break; case SP_NO_GEMSTONE: if(sd->state.lr_flag != 2) sd->special_state.no_gemstone = 1; break; case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG] if(sd->state.lr_flag != 2) { sd->special_state.intravision = 1; clif->status_change(&sd->bl, SI_CLAIRVOYANCE, 1, 0, 0, 0, 0); } break; case SP_NO_KNOCKBACK: if(sd->state.lr_flag != 2) sd->special_state.no_knockback = 1; break; case SP_SPLASH_RANGE: if(sd->bonus.splash_range < val) sd->bonus.splash_range = val; break; case SP_SPLASH_ADD_RANGE: sd->bonus.splash_add_range += val; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->bonus.short_weapon_damage_return += val; break; case SP_LONG_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->bonus.long_weapon_damage_return += val; break; case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here if(sd->state.lr_flag != 2) sd->bonus.magic_damage_return += val; break; case SP_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_STR-SP_STR]+=val; sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_VIT-SP_STR]+=val; sd->param_bonus[SP_INT-SP_STR]+=val; sd->param_bonus[SP_DEX-SP_STR]+=val; sd->param_bonus[SP_LUK-SP_STR]+=val; } break; case SP_AGI_VIT: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_VIT-SP_STR]+=val; } break; case SP_AGI_DEX_STR: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_DEX-SP_STR]+=val; sd->param_bonus[SP_STR-SP_STR]+=val; } break; case SP_PERFECT_HIDE: // [Valaris] if(sd->state.lr_flag!=2) sd->special_state.perfect_hiding=1; break; case SP_UNBREAKABLE: if(sd->state.lr_flag!=2) sd->bonus.unbreakable += val; break; case SP_UNBREAKABLE_WEAPON: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_WEAPON; break; case SP_UNBREAKABLE_ARMOR: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_ARMOR; break; case SP_UNBREAKABLE_HELM: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_HELM; break; case SP_UNBREAKABLE_SHIELD: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_SHIELD; break; case SP_UNBREAKABLE_GARMENT: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_GARMENT; break; case SP_UNBREAKABLE_SHOES: if(sd->state.lr_flag != 2) sd->bonus.unbreakable_equip |= EQP_SHOES; break; case SP_CLASSCHANGE: // [Valaris] if(sd->state.lr_flag !=2) sd->bonus.classchange=val; break; case SP_LONG_ATK_RATE: if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses sd->bonus.long_attack_atk_rate+=val; break; case SP_BREAK_WEAPON_RATE: if(sd->state.lr_flag != 2) sd->bonus.break_weapon_rate+=val; break; case SP_BREAK_ARMOR_RATE: if(sd->state.lr_flag != 2) sd->bonus.break_armor_rate+=val; break; case SP_ADD_STEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_steal_rate+=val; break; case SP_DELAYRATE: if(sd->state.lr_flag != 2) sd->delayrate+=val; break; case SP_CRIT_ATK_RATE: if(sd->state.lr_flag != 2) sd->bonus.crit_atk_rate += val; break; case SP_NO_REGEN: if(sd->state.lr_flag != 2) sd->regen.state.block|=val; break; case SP_UNSTRIPABLE_WEAPON: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_WEAPON; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_ARMOR; break; case SP_UNSTRIPABLE_HELM: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_HELM; break; case SP_UNSTRIPABLE_SHIELD: if(sd->state.lr_flag != 2) sd->bonus.unstripable_equip |= EQP_SHIELD; break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].value += val; sd->right_weapon.hp_drain[RC_BOSS].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[RC_NONBOSS].value += val; sd->left_weapon.hp_drain[RC_BOSS].value += val; } break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].value += val; sd->right_weapon.sp_drain[RC_BOSS].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].value += val; sd->left_weapon.sp_drain[RC_BOSS].value += val; } break; case SP_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.sp_gain_value += val; break; case SP_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.hp_gain_value += val; break; case SP_MAGIC_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.magic_sp_gain_value += val; break; case SP_MAGIC_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->bonus.magic_hp_gain_value += val; break; case SP_ADD_HEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal_rate += val; break; case SP_ADD_HEAL2_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal2_rate += val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.itemhealrate2 += val; break; case SP_EMATK: if(sd->state.lr_flag != 2) sd->bonus.ematk += val; break; case SP_FIXCASTRATE: if(sd->state.lr_flag != 2) sd->bonus.fixcastrate -= val; break; case SP_ADD_FIXEDCAST: if(sd->state.lr_flag != 2) sd->bonus.add_fixcast += val; break; #ifdef RENEWAL_CAST case SP_VARCASTRATE: if(sd->state.lr_flag != 2) sd->bonus.varcastrate -= val; break; case SP_ADD_VARIABLECAST: if(sd->state.lr_flag != 2) sd->bonus.add_varcast += val; break; #endif default: ShowWarning("pc_bonus: unknown type %d %d !\n",type,val); break; } return 0; } /*========================================== * Player bonus (type) with args type2 and val, called trough bonus2 (npc) *------------------------------------------*/ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val) { int i; nullpo_ret(sd); switch(type){ case SP_ADDELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2); break; } if(!sd->state.lr_flag) sd->right_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addele[type2]+=val; break; case SP_ADDRACE: if(!sd->state.lr_flag) sd->right_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addrace[type2]+=val; break; case SP_ADDSIZE: if(!sd->state.lr_flag) sd->right_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addsize[type2]+=val; break; case SP_SUBELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag != 2) sd->subele[type2]+=val; break; case SP_SUBRACE: if(sd->state.lr_flag != 2) sd->subrace[type2]+=val; break; case SP_ADDEFF: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2, sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0); break; case SP_ADDEFF2: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2, sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF); break; case SP_RESEFF: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2); break; } if(sd->state.lr_flag == 2) break; i = sd->reseff[type2-SC_COMMON_MIN]+val; sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000); break; case SP_MAGIC_ADDELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag != 2) sd->magic_addele[type2]+=val; break; case SP_MAGIC_ADDRACE: if(sd->state.lr_flag != 2) sd->magic_addrace[type2]+=val; break; case SP_MAGIC_ADDSIZE: if(sd->state.lr_flag != 2) sd->magic_addsize[type2]+=val; break; case SP_MAGIC_ATK_ELE: if(sd->state.lr_flag != 2) sd->magic_atk_ele[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: switch (sd->state.lr_flag) { case 0: //Right hand ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->right_weapon.add_dmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg)); break; } sd->right_weapon.add_dmg[i].class_ = type2; sd->right_weapon.add_dmg[i].rate += val; if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0])); break; case 1: //Left hand ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->left_weapon.add_dmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg)); break; } sd->left_weapon.add_dmg[i].class_ = type2; sd->left_weapon.add_dmg[i].rate += val; if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0])); break; } break; case SP_ADD_MAGIC_DAMAGE_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg)); break; } sd->add_mdmg[i].class_ = type2; sd->add_mdmg[i].rate += val; if (!sd->add_mdmg[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0])); break; case SP_ADD_DEF_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_def)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def)); break; } sd->add_def[i].class_ = type2; sd->add_def[i].rate += val; if (!sd->add_def[i].rate) //Shift the rest of elements up. memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0])); break; case SP_ADD_MDEF_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdef)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef)); break; } sd->add_mdef[i].class_ = type2; sd->add_mdef[i].rate += val; if (!sd->add_mdef[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0])); break; case SP_HP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.hp_drain[RC_NONBOSS].per += val; sd->right_weapon.hp_drain[RC_BOSS].rate += type2; sd->right_weapon.hp_drain[RC_BOSS].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.hp_drain[RC_NONBOSS].per += val; sd->left_weapon.hp_drain[RC_BOSS].rate += type2; sd->left_weapon.hp_drain[RC_BOSS].per += val; } break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].value += type2; sd->right_weapon.hp_drain[RC_NONBOSS].type = val; sd->right_weapon.hp_drain[RC_BOSS].value += type2; sd->right_weapon.hp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[RC_NONBOSS].value += type2; sd->left_weapon.hp_drain[RC_NONBOSS].type = val; sd->left_weapon.hp_drain[RC_BOSS].value += type2; sd->left_weapon.hp_drain[RC_BOSS].type = val; } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.sp_drain[RC_NONBOSS].per += val; sd->right_weapon.sp_drain[RC_BOSS].rate += type2; sd->right_weapon.sp_drain[RC_BOSS].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.sp_drain[RC_NONBOSS].per += val; sd->left_weapon.sp_drain[RC_BOSS].rate += type2; sd->left_weapon.sp_drain[RC_BOSS].per += val; } break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].value += type2; sd->right_weapon.sp_drain[RC_NONBOSS].type = val; sd->right_weapon.sp_drain[RC_BOSS].value += type2; sd->right_weapon.sp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].value += type2; sd->left_weapon.sp_drain[RC_NONBOSS].type = val; sd->left_weapon.sp_drain[RC_BOSS].value += type2; sd->left_weapon.sp_drain[RC_BOSS].type = val; } break; case SP_SP_VANISH_RATE: if(sd->state.lr_flag != 2) { sd->bonus.sp_vanish_rate += type2; sd->bonus.sp_vanish_per += val; } break; case SP_GET_ZENY_NUM: if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) { sd->bonus.get_zeny_rate = val; sd->bonus.get_zeny_num = type2; } break; case SP_ADD_GET_ZENY_NUM: if(sd->state.lr_flag != 2) { sd->bonus.get_zeny_rate += val; sd->bonus.get_zeny_num += type2; } break; case SP_WEAPON_COMA_ELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag == 2) break; sd->weapon_coma_ele[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_WEAPON_COMA_RACE: if(sd->state.lr_flag == 2) break; sd->weapon_coma_race[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_WEAPON_ATK: if(sd->state.lr_flag != 2) sd->weapon_atk[type2]+=val; break; case SP_WEAPON_ATK_RATE: if(sd->state.lr_flag != 2) sd->weapon_atk_rate[type2]+=val; break; case SP_CRITICAL_ADDRACE: if(sd->state.lr_flag != 2) sd->critaddrace[type2] += val*10; break; case SP_ADDEFF_WHENHIT: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0); break; case SP_SKILL_ATK: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2); if (i == ARRAYLENGTH(sd->skillatk)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val); break; } if (sd->skillatk[i].id == type2) sd->skillatk[i].val += val; else { sd->skillatk[i].id = type2; sd->skillatk[i].val = val; } break; case SP_SKILL_HEAL: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val); break; } if (sd->skillheal[i].id == type2) sd->skillheal[i].val += val; else { sd->skillheal[i].id = type2; sd->skillheal[i].val = val; } break; case SP_SKILL_HEAL2: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal2)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val); break; } if (sd->skillheal2[i].id == type2) sd->skillheal2[i].val += val; else { sd->skillheal2[i].id = type2; sd->skillheal2[i].val = val; } break; case SP_ADD_SKILL_BLOW: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2); if (i == ARRAYLENGTH(sd->skillblown)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val); break; } if(sd->skillblown[i].id == type2) sd->skillblown[i].val += val; else { sd->skillblown[i].id = type2; sd->skillblown[i].val = val; } break; #ifndef RENEWAL_CAST case SP_VARCASTRATE: #endif case SP_CASTRATE: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillcast)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 %s reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", #ifndef RENEWAL_CAST "bCastRate", #else "bVariableCastrate", #endif ARRAYLENGTH(sd->skillcast), type2, val); break; } if(sd->skillcast[i].id == type2) sd->skillcast[i].val += val; else { sd->skillcast[i].id = type2; sd->skillcast[i].val = val; } break; case SP_FIXCASTRATE: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillfixcastrate), i, sd->skillfixcastrate[i].id == 0 || sd->skillfixcastrate[i].id == type2); if (i == ARRAYLENGTH(sd->skillfixcastrate)) { ShowDebug("run_script: bonus2 bFixedCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcastrate), type2, val); break; } if(sd->skillfixcastrate[i].id == type2) sd->skillfixcastrate[i].val += val; else { sd->skillfixcastrate[i].id = type2; sd->skillfixcastrate[i].val = val; } break; case SP_HP_LOSS_RATE: if(sd->state.lr_flag != 2) { sd->hp_loss.value = type2; sd->hp_loss.rate = val; } break; case SP_HP_REGEN_RATE: if(sd->state.lr_flag != 2) { sd->hp_regen.value = type2; sd->hp_regen.rate = val; } break; case SP_ADDRACE2: if (!(type2 > RC2_NONE && type2 < RC2_MAX)) break; if(sd->state.lr_flag != 2) sd->right_weapon.addrace2[type2] += val; else sd->left_weapon.addrace2[type2] += val; break; case SP_SUBSIZE: if(sd->state.lr_flag != 2) sd->subsize[type2]+=val; break; case SP_SUBRACE2: if (!(type2 > RC2_NONE && type2 < RC2_MAX)) break; if(sd->state.lr_flag != 2) sd->subrace2[type2]+=val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag == 2) break; if (type2 < MAX_ITEMGROUP) { //Group bonus sd->itemgrouphealrate[type2] += val; break; } //Standard item bonus. for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++); if(i == ARRAYLENGTH(sd->itemhealrate)) { ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate)); break; } sd->itemhealrate[i].nameid = type2; sd->itemhealrate[i].rate += val; break; case SP_EXP_ADDRACE: if(sd->state.lr_flag != 2) sd->expaddrace[type2]+=val; break; case SP_SP_GAIN_RACE: if(sd->state.lr_flag != 2) sd->sp_gain_race[type2]+=val; break; case SP_ADD_MONSTER_DROP_ITEM: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<state.lr_flag != 2) { sd->sp_loss.value = type2; sd->sp_loss.rate = val; } break; case SP_SP_REGEN_RATE: if(sd->state.lr_flag != 2) { sd->sp_regen.value = type2; sd->sp_regen.rate = val; } break; case SP_HP_DRAIN_VALUE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[type2].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[type2].value += val; } break; case SP_SP_DRAIN_VALUE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[type2].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[type2].value += val; } break; case SP_IGNORE_MDEF_RATE: if(sd->state.lr_flag != 2) sd->ignore_mdef[type2] += val; break; case SP_IGNORE_DEF_RATE: if(sd->state.lr_flag != 2) sd->ignore_def[type2] += val; break; case SP_SP_GAIN_RACE_ATTACK: if(sd->state.lr_flag != 2) sd->sp_gain_race_attack[type2] = cap_value(sd->sp_gain_race_attack[type2] + val, 0, INT16_MAX); break; case SP_HP_GAIN_RACE_ATTACK: if(sd->state.lr_flag != 2) sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX); break; case SP_SKILL_USE_SP_RATE: //bonus2 bSkillUseSPrate,n,x; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == 0 || sd->skillusesprate[i].id == type2); if (i == ARRAYLENGTH(sd->skillusesprate)) { ShowDebug("run_script: bonus2 bSkillUseSPrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesprate), type2, val); break; } if (sd->skillusesprate[i].id == type2) sd->skillusesprate[i].val += val; else { sd->skillusesprate[i].id = type2; sd->skillusesprate[i].val = val; } break; case SP_SKILL_COOLDOWN: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillcooldown), i, sd->skillcooldown[i].id == 0 || sd->skillcooldown[i].id == type2); if (i == ARRAYLENGTH(sd->skillcooldown)) { ShowDebug("run_script: bonus2 bSkillCoolDown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcooldown), type2, val); break; } if (sd->skillcooldown[i].id == type2) sd->skillcooldown[i].val += val; else { sd->skillcooldown[i].id = type2; sd->skillcooldown[i].val = val; } break; case SP_SKILL_FIXEDCAST: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillfixcast), i, sd->skillfixcast[i].id == 0 || sd->skillfixcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillfixcast)) { ShowDebug("run_script: bonus2 bSkillFixedCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcast), type2, val); break; } if (sd->skillfixcast[i].id == type2) sd->skillfixcast[i].val += val; else { sd->skillfixcast[i].id = type2; sd->skillfixcast[i].val = val; } break; case SP_SKILL_VARIABLECAST: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillvarcast), i, sd->skillvarcast[i].id == 0 || sd->skillvarcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillvarcast)) { ShowDebug("run_script: bonus2 bSkillVariableCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillvarcast), type2, val); break; } if (sd->skillvarcast[i].id == type2) sd->skillvarcast[i].val += val; else { sd->skillvarcast[i].id = type2; sd->skillvarcast[i].val = val; } break; #ifdef RENEWAL_CAST case SP_VARCASTRATE: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillcast)) { ShowDebug("run_script: bonus2 bVariableCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",ARRAYLENGTH(sd->skillcast), type2, val); break; } if(sd->skillcast[i].id == type2) sd->skillcast[i].val -= val; else { sd->skillcast[i].id = type2; sd->skillcast[i].val -= val; } break; #endif case SP_SKILL_USE_SP: //bonus2 bSkillUseSP,n,x; if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == 0 || sd->skillusesp[i].id == type2); if (i == ARRAYLENGTH(sd->skillusesp)) { ShowDebug("run_script: bonus2 bSkillUseSP reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesp), type2, val); break; } if (sd->skillusesp[i].id == type2) sd->skillusesp[i].val += val; else { sd->skillusesp[i].id = type2; sd->skillusesp[i].val = val; } break; default: ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); break; } return 0; } int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) { nullpo_ret(sd); switch(type){ case SP_ADD_MONSTER_DROP_ITEM: if(sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, -type3, val); break; case SP_AUTOSPELL: if(sd->state.lr_flag != 2) { int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), target?-type2:type2, type3, val, 0, current_equip_card_id); } break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) { int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id); } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.sp_drain[RC_NONBOSS].per += type3; sd->right_weapon.sp_drain[RC_NONBOSS].type = val; sd->right_weapon.sp_drain[RC_BOSS].rate += type2; sd->right_weapon.sp_drain[RC_BOSS].per += type3; sd->right_weapon.sp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.sp_drain[RC_NONBOSS].per += type3; sd->left_weapon.sp_drain[RC_NONBOSS].type = val; sd->left_weapon.sp_drain[RC_BOSS].rate += type2; sd->left_weapon.sp_drain[RC_BOSS].per += type3; sd->left_weapon.sp_drain[RC_BOSS].type = val; } break; case SP_HP_DRAIN_RATE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[type2].rate += type3; sd->right_weapon.hp_drain[type2].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[type2].rate += type3; sd->left_weapon.hp_drain[type2].per += val; } break; case SP_SP_DRAIN_RATE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[type2].rate += type3; sd->right_weapon.sp_drain[type2].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[type2].rate += type3; sd->left_weapon.sp_drain[type2].per += val; } break; case SP_ADD_MONSTER_DROP_ITEMGROUP: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1< SC_MAX) { ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2, sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val); break; case SP_ADDEFF_WHENHIT: if (type2 > SC_MAX) { ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val); break; case SP_ADDEFF_ONSKILL: if( type3 > SC_MAX ) { ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3); break; } if( sd->state.lr_flag != 2 ) pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET); break; case SP_ADDELE: if (type2 > ELE_MAX) { ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2); break; } if (sd->state.lr_flag != 2) pc_bonus_addele(sd, (unsigned char)type2, type3, val); break; case SP_SUBELE: if (type2 > ELE_MAX) { ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2); break; } if (sd->state.lr_flag != 2) pc_bonus_subele(sd, (unsigned char)type2, type3, val); break; default: ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val); break; } return 0; } int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val) { nullpo_ret(sd); switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id); break; case SP_AUTOSPELL_ONSKILL: if(sd->state.lr_flag != 2) { int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id); } break; case SP_ADDEFF_ONSKILL: if( type2 > SC_MAX ) { ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2); break; } if( sd->state.lr_flag != 2 ) pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val); break; default: ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val); break; } return 0; } int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val) { nullpo_ret(sd); switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; case SP_AUTOSPELL_ONSKILL: if(sd->state.lr_flag != 2) pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id); break; default: ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val); break; } return 0; } /*========================================== * Grants a player a given skill. Flag values are: * 0 - Grant permanent skill to be bound to skill tree * 1 - Grant an item skill (temporary) * 2 - Like 1, except the level granted can stack with previously learned level. * 3 - Grant skill unconditionally and forever (persistent to job changes and skill resets) *------------------------------------------*/ int pc_skill(TBL_PC* sd, int id, int level, int flag) { uint16 index = 0; nullpo_ret(sd); if( !(index = skill->get_index(id)) || skill_db[index].name == NULL) { ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id); return 0; } if( level > MAX_SKILL_LEVEL ) { ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL); return 0; } if( flag == 2 && sd->status.skill[index].lv + level > MAX_SKILL_LEVEL ) { ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[index].lv); return 0; } switch( flag ){ case 0: //Set skill data overwriting whatever was there before. sd->status.skill[index].id = id; sd->status.skill[index].lv = level; sd->status.skill[index].flag = SKILL_FLAG_PERMANENT; if( level == 0 ) { //Remove skill. sd->status.skill[index].id = 0; clif->deleteskill(sd,id); } else clif->addskill(sd,id); if( !skill_db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; case 1: //Item bonus skill. if( sd->status.skill[index].id == id ) { if( sd->status.skill[index].lv >= level ) return 0; if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level. sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv; } else { sd->status.skill[index].id = id; sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY; } sd->status.skill[index].lv = level; break; case 2: //Add skill bonus on top of what you had. if( sd->status.skill[index].id == id ) { if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv; // Store previous level. } else { sd->status.skill[index].id = id; sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill. } sd->status.skill[index].lv += level; break; case 3: sd->status.skill[index].id = id; sd->status.skill[index].lv = level; sd->status.skill[index].flag = SKILL_FLAG_PERM_GRANTED; if( level == 0 ) { //Remove skill. sd->status.skill[index].id = 0; clif->deleteskill(sd,id); } else clif->addskill(sd,id); if( !skill_db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; default: //Unknown flag? return 0; } return 1; } /*========================================== * Append a card to an item ? *------------------------------------------*/ int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip) { int i; int nameid; nullpo_ret(sd); if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL ) return 0; //Invalid item index. if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL ) return 0; //Invalid card index. if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 ) return 0; // target item missing if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 ) return 0; // target card missing if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR ) return 0; // only weapons and armor are allowed if( sd->inventory_data[idx_card]->type != IT_CARD ) return 0; // must be a card if( sd->status.inventory[idx_equip].identify == 0 ) return 0; // target must be identified if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) ) return 0; // card slots reserved for other purposes if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 ) return 0; // card cannot be compounded on this item type if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD ) return 0; // attempted to place shield card on left-hand weapon. if( sd->status.inventory[idx_equip].equip != 0 ) return 0; // item must be unequipped ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 ); if( i == sd->inventory_data[idx_equip]->slot ) return 0; // no free slots // remember the card id to insert nameid = sd->status.inventory[idx_card].nameid; if( pc->delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 ) {// failed clif->insert_card(sd,idx_equip,idx_card,1); } else {// success logs->pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->status.inventory[idx_equip],sd->inventory_data[idx_equip]); sd->status.inventory[idx_equip].card[i] = nameid; logs->pick_pc(sd, LOG_TYPE_OTHER, 1, &sd->status.inventory[idx_equip],sd->inventory_data[idx_equip]); clif->insert_card(sd,idx_equip,idx_card,0); } return 0; } // // Items // /*========================================== * Update buying value by skills *------------------------------------------*/ 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) // merchant discount rate1 = 5+skill*2-((skill==10)? 1:0); if((skill=pc->checkskill(sd,RG_COMPULSION))>0) // rogue discount 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; } /*========================================== * Update selling value by skills *------------------------------------------*/ 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) //OverCharge 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; } /*========================================== * Checking if we have enough place on inventory for new item * Make sure to take 30k as limit (for client I guess) *------------------------------------------*/ int pc_checkadditem(struct map_session_data *sd,int nameid,int amount) { int i; struct item_data* data; nullpo_ret(sd); if(amount > MAX_AMOUNT) return ADDITEM_OVERAMOUNT; data = itemdb_search(nameid); if(!itemdb_isstackable2(data)) return ADDITEM_NEW; if( data->stack.inventory && amount > data->stack.amount ) return ADDITEM_OVERAMOUNT; for(i=0;istatus.inventory[i].nameid==nameid){ if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) ) return ADDITEM_OVERAMOUNT; return ADDITEM_EXIST; } } return ADDITEM_NEW; } /*========================================== * Return number of available place in inventory * Each non stackable item will reduce place by 1 *------------------------------------------*/ int pc_inventoryblank(struct map_session_data *sd) { int i,b; nullpo_ret(sd); for(i=0,b=0;istatus.inventory[i].nameid==0) b++; } return b; } /*========================================== * attempts to remove zeny from player (sd) *------------------------------------------*/ int pc_payzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd) { nullpo_retr(-1,sd); zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB if( zeny < 0 ) { ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id); return 1; } if( sd->status.zeny < zeny ) return 1; //Not enough. sd->status.zeny -= zeny; clif->updatestatus(sd,SP_ZENY); if(!tsd) tsd = sd; logs->zeny(sd, type, tsd, -zeny); if( zeny > 0 && sd->state.showzeny ) { char output[255]; sprintf(output, "Removed %dz.", zeny); clif->disp_onlyself(sd,output,strlen(output)); } return 0; } /*========================================== * Cash Shop *------------------------------------------*/ int pc_paycash(struct map_session_data *sd, int price, int points) { int cash; nullpo_retr(-1,sd); points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB if( price < 0 || points < 0 ) { ShowError("pc_paycash: Paying negative points (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id); return -2; } if( points > price ) { ShowWarning("pc_paycash: More kafra points provided than needed (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id); points = price; } cash = price-points; if( sd->cashPoints < cash || sd->kafraPoints < points ) { ShowError("pc_paycash: Not enough points (cash=%d, kafra=%d) to cover the price (cash=%d, kafra=%d) (account_id=%d, char_id=%d).\n", sd->cashPoints, sd->kafraPoints, cash, points, sd->status.account_id, sd->status.char_id); return -1; } pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints-cash); pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints-points); if( battle_config.cashshop_show_points ) { char output[128]; sprintf(output, msg_txt(504), points, cash, sd->kafraPoints, sd->cashPoints); clif->disp_onlyself(sd, output, strlen(output)); } return cash+points; } int pc_getcash(struct map_session_data *sd, int cash, int points) { char output[128]; nullpo_retr(-1,sd); cash = cap_value(cash,-MAX_ZENY,MAX_ZENY); //prevent command UB points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB if( cash > 0 ) { if( cash > MAX_ZENY-sd->cashPoints ) { ShowWarning("pc_getcash: Cash point overflow (cash=%d, have cash=%d, account_id=%d, char_id=%d).\n", cash, sd->cashPoints, sd->status.account_id, sd->status.char_id); cash = MAX_ZENY-sd->cashPoints; } pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints+cash); if( battle_config.cashshop_show_points ) { sprintf(output, msg_txt(505), cash, sd->cashPoints); clif->disp_onlyself(sd, output, strlen(output)); } return cash; } else if( cash < 0 ) { ShowError("pc_getcash: Obtaining negative cash points (cash=%d, account_id=%d, char_id=%d).\n", cash, sd->status.account_id, sd->status.char_id); return -1; } if( points > 0 ) { if( points > MAX_ZENY-sd->kafraPoints ) { ShowWarning("pc_getcash: Kafra point overflow (points=%d, have points=%d, account_id=%d, char_id=%d).\n", points, sd->kafraPoints, sd->status.account_id, sd->status.char_id); points = MAX_ZENY-sd->kafraPoints; } pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints+points); if( battle_config.cashshop_show_points ) { sprintf(output, msg_txt(506), points, sd->kafraPoints); clif->disp_onlyself(sd, output, strlen(output)); } return points; } else if( points < 0 ) { ShowError("pc_getcash: Obtaining negative kafra points (points=%d, account_id=%d, char_id=%d).\n", points, sd->status.account_id, sd->status.char_id); return -1; } return -2; //shouldn't happen but jsut in case } /*========================================== * Attempts to give zeny to player (sd) * tsd (optional) from who for log (if null take sd) *------------------------------------------*/ int pc_getzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd) { nullpo_retr(-1,sd); zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB if( zeny < 0 ) { ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id); return 1; } if( zeny > MAX_ZENY - sd->status.zeny ) zeny = MAX_ZENY - sd->status.zeny; sd->status.zeny += zeny; clif->updatestatus(sd,SP_ZENY); if(!tsd) tsd = sd; logs->zeny(sd, type, tsd, zeny); if( zeny > 0 && sd->state.showzeny ) { char output[255]; sprintf(output, "Gained %dz.", zeny); clif->disp_onlyself(sd,output,strlen(output)); } return 0; } /*========================================== * Searching a specified itemid in inventory and return his stored index *------------------------------------------*/ int pc_search_inventory(struct map_session_data *sd,int item_id) { int i; nullpo_retr(-1, sd); ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) ); return ( i < MAX_INVENTORY ) ? i : -1; } /*========================================== * Attempt to add a new item to inventory. * Return: 0 = success 1 = invalid itemid not found or negative amount 2 = overweight 3 = ? 4 = no free place found 5 = max amount reached 6 = ? 7 = stack limitation *------------------------------------------*/ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type) { struct item_data *data; int i; unsigned int w; nullpo_retr(1, sd); nullpo_retr(1, item_data); if( item_data->nameid <= 0 || amount <= 0 ) return 1; if( amount > MAX_AMOUNT ) return 5; data = itemdb_search(item_data->nameid); if( data->stack.inventory && amount > data->stack.amount ) {// item stack limitation return 7; } w = data->weight*amount; if(sd->weight + w > sd->max_weight) return 2; i = MAX_INVENTORY; if( itemdb_isstackable2(data) && item_data->expire_time == 0 ) { // Stackable | Non Rental for( i = 0; i < MAX_INVENTORY; i++ ) { if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 ) { if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) ) return 5; sd->status.inventory[i].amount += amount; clif->additem(sd,i,amount,0); break; } } } if( i >= MAX_INVENTORY ) { i = pc->search_inventory(sd,0); if( i < 0 ) return 4; memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0])); // clear equips field first, just in case if( item_data->equip ) sd->status.inventory[i].equip = 0; sd->status.inventory[i].amount = amount; sd->inventory_data[i] = data; clif->additem(sd,i,amount,0); } #ifdef NSI_UNIQUE_ID if( !itemdb_isstackable2(data) && !item_data->unique_id ) sd->status.inventory[i].unique_id = itemdb_unique_id(0,0); #endif logs->pick_pc(sd, log_type, amount, &sd->status.inventory[i],sd->inventory_data[i]); sd->weight += w; clif->updatestatus(sd,SP_WEIGHT); //Auto-equip if(data->flag.autoequip) pc->equipitem(sd, i, data->equip); /* rental item check */ if( item_data->expire_time ) { if( time(NULL) > item_data->expire_time ) { clif->rental_expired(sd->fd, i, sd->status.inventory[i].nameid); pc->delitem(sd, i, sd->status.inventory[i].amount, 1, 0, LOG_TYPE_OTHER); } else { int seconds = (int)( item_data->expire_time - time(NULL) ); clif->rental_time(sd->fd, sd->status.inventory[i].nameid, seconds); pc->inventory_rental_add(sd, seconds); } } return 0; } /*========================================== * Remove an item at index n from inventory by amount. * Parameters : * @type * 1 : don't notify deletion * 2 : don't notify weight change * Return: * 0 = success * 1 = invalid itemid or negative amount *------------------------------------------*/ int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type) { nullpo_retr(1, sd); if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amountinventory_data[n] == NULL) return 1; logs->pick_pc(sd, log_type, -amount, &sd->status.inventory[n],sd->inventory_data[n]); sd->status.inventory[n].amount -= amount; sd->weight -= sd->inventory_data[n]->weight*amount ; if( sd->status.inventory[n].amount <= 0 ){ if(sd->status.inventory[n].equip) pc->unequipitem(sd,n,3); memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0])); sd->inventory_data[n] = NULL; } if(!(type&1)) clif->delitem(sd,n,amount,reason); if(!(type&2)) clif->updatestatus(sd,SP_WEIGHT); return 0; } /*========================================== * Attempt to drop an item. * Return: * 0 = fail * 1 = success *------------------------------------------*/ int pc_dropitem(struct map_session_data *sd,int n,int amount) { nullpo_retr(1, sd); if(n < 0 || n >= MAX_INVENTORY) return 0; if(amount <= 0) return 0; if(sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 || sd->status.inventory[n].amount < amount || sd->state.trading || sd->state.vending || !sd->inventory_data[n] //pc->delitem would fail on this case. ) return 0; if( map[sd->bl.m].flag.nodrop ) { clif->message (sd->fd, msg_txt(271)); return 0; //Can't drop items in nodrop mapflag maps. } if( !pc->candrop(sd,&sd->status.inventory[n]) ) { clif->message (sd->fd, msg_txt(263)); return 0; } if (!iMap->addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2)) return 0; pc->delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER); clif->dropitem(sd, n, amount); return 1; } /*========================================== * Attempt to pick up an item. * Return: * 0 = fail * 1 = success *------------------------------------------*/ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) { int flag=0; unsigned int tick = iTimer->gettick(); struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL; struct party_data *p=NULL; nullpo_ret(sd); nullpo_ret(fitem); if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED) return 0; // Distance is too far if (sd->status.party_id) p = party->search(sd->status.party_id); if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id) { first_sd = iMap->charid2sd(fitem->first_get_charid); if(DIFF_TICK(tick,fitem->first_get_tick) < 0) { if (!(p && p->party.item&1 && first_sd && first_sd->status.party_id == sd->status.party_id )) return 0; } else if(fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id) { second_sd = iMap->charid2sd(fitem->second_get_charid); if(DIFF_TICK(tick, fitem->second_get_tick) < 0) { if(!(p && p->party.item&1 && ((first_sd && first_sd->status.party_id == sd->status.party_id) || (second_sd && second_sd->status.party_id == sd->status.party_id)) )) return 0; } else if(fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id) { third_sd = iMap->charid2sd(fitem->third_get_charid); if(DIFF_TICK(tick,fitem->third_get_tick) < 0) { if(!(p && p->party.item&1 && ((first_sd && first_sd->status.party_id == sd->status.party_id) || (second_sd && second_sd->status.party_id == sd->status.party_id) || (third_sd && third_sd->status.party_id == sd->status.party_id)) )) return 0; } } } } //This function takes care of giving the item to whoever should have it, considering party-share options. if ((flag = party->share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) { clif->additem(sd,0,0,flag); return 1; } //Display pickup animation. pc_stop_attack(sd); clif->takeitem(&sd->bl,&fitem->bl); iMap->clearflooritem(&fitem->bl); return 1; } /*========================================== * Check if item is usable. * Return: * 0 = no * 1 = yes *------------------------------------------*/ int pc_isUseitem(struct map_session_data *sd,int n) { struct item_data *item; int nameid; nullpo_ret(sd); item = sd->inventory_data[n]; nameid = sd->status.inventory[n].nameid; if( item == NULL ) return 0; //Not consumable item if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH ) return 0; if( !item->script ) //if it has no script, you can't really consume it! return 0; if( (item->item_usage.flag&NOUSE_SITTING) && (pc_issit(sd) == 1) && (pc->get_group_level(sd) < item->item_usage.override) ) { clif->msgtable(sd->fd,664); //clif->colormes(sd->fd,COLOR_WHITE,msg_txt(1474)); return 0; // You cannot use this item while sitting. } switch( nameid ) //@TODO, lot oh harcoded nameid here { case 605: // Anodyne if( map_flag_gvg(sd->bl.m) ) return 0; case 606: if( pc_issit(sd) ) return 0; break; case 601: // Fly Wing case 12212: // Giant Fly Wing if( map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m) ) { clif->skill_mapinfomessage(sd,0); return 0; } case 602: // ButterFly Wing case 14527: // Dungeon Teleport Scroll case 14581: // Dungeon Teleport Scroll case 14582: // Yellow Butterfly Wing case 14583: // Green Butterfly Wing case 14584: // Red Butterfly Wing case 14585: // Blue Butterfly Wing case 14591: // Siege Teleport Scroll if( sd->duel_group && !battle_config.duel_allow_teleport ) { clif->message(sd->fd, msg_txt(663)); return 0; } if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn ) return 0; break; case 604: // Dead Branch case 12024: // Red Pouch case 12103: // Bloody Branch case 12109: // Poring Box if( map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m) ) return 0; break; case 12210: // Bubble Gum case 12264: // Comp Bubble Gum if( sd->sc.data[SC_CASH_RECEIVEITEM] ) return 0; break; case 12208: // Battle Manual case 12263: // Comp Battle Manual case 12312: // Thick Battle Manual case 12705: // Noble Nameplate case 14532: // Battle_Manual25 case 14533: // Battle_Manual100 case 14545: // Battle_Manual300 if( sd->sc.data[SC_CASH_PLUSEXP] ) return 0; break; case 14592: // JOB_Battle_Manual if( sd->sc.data[SC_CASH_PLUSONLYJOBEXP] ) return 0; break; // Mercenary Items case 12184: // Mercenary's Red Potion case 12185: // Mercenary's Blue Potion case 12241: // Mercenary's Concentration Potion case 12242: // Mercenary's Awakening Potion case 12243: // Mercenary's Berserk Potion if( sd->md == NULL || sd->md->db == NULL ) return 0; if (sd->md->sc.data[SC_BERSERK] || sd->md->sc.data[SC_SATURDAY_NIGHT_FEVER] || sd->md->sc.data[SC__BLOODYLUST]) return 0; if( nameid == 12242 && sd->md->db->lv < 40 ) return 0; if( nameid == 12243 && sd->md->db->lv < 80 ) return 0; break; case 12213: //Neuralizer if( !map[sd->bl.m].flag.reset ) return 0; break; } if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL ) return 0; // Mercenary Scrolls /** * Only Rune Knights may use runes **/ if( itemdb_is_rune(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_RUNE_KNIGHT ) return 0; /** * Only GCross may use poisons **/ else if( itemdb_is_poison(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_GUILLOTINE_CROSS ) return 0; //Gender check if(item->sex != 2 && sd->status.sex != item->sex) return 0; //Required level check if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; #ifdef RENEWAL if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax) return 0; #endif //Not equipable by class. [Skotlex] if (!( (1<<(sd->class_&MAPID_BASEMASK)) & (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)]) )) return 0; //Not usable by upper class. [Inkfish] while( 1 ) { if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break; if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break; if( item->class_upper&4 && sd->class_&JOBL_BABY ) break; if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break; return 0; } //Dead Branch & Bloody Branch & Porings Box // FIXME: outdated, use constants or database if( nameid == 604 || nameid == 12103 || nameid == 12109 ) logs->branch(sd); return 1; } /*========================================== * Last checks to use an item. * Return: * 0 = fail * 1 = success *------------------------------------------*/ int pc_useitem(struct map_session_data *sd,int n) { unsigned int tick = iTimer->gettick(); int amount, nameid, i; struct script_code *script; nullpo_ret(sd); if( sd->npc_id ){ /* TODO: add to clif->messages enum */ #ifdef RENEWAL clif->msg(sd, 0x783); // TODO look for the client date that has this message. #endif return 0; } if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 ) return 0; if( !pc_isUseitem(sd,n) ) return 0; // Store information for later use before it is lost (via pc->delitem) [Paradox924X] nameid = sd->inventory_data[n]->nameid; if (nameid != ITEMID_NAUTHIZ && sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT && sd->sc.opt1 != OPT1_BURNING) return 0; if (sd->sc.count && ( sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) || sd->sc.data[SC_TRICKDEAD] || sd->sc.data[SC_HIDING] || sd->sc.data[SC__SHADOWFORM] || sd->sc.data[SC__MANHOLE] || sd->sc.data[SC_KG_KAGEHUMI] || sd->sc.data[SC_WHITEIMPRISON] || (sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM) )) return 0; //Prevent mass item usage. [Skotlex] if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 || (itemdb_iscashfood(nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0) ) return 0; /* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */ if( sd->inventory_data[n]->flag.delay_consume && nameid != ITEMID_REINS_OF_MOUNT ) { if( sd->sc.data[SC_ALL_RIDING] ) return 0; else if( pc_issit(sd) ) return 0; } //Since most delay-consume items involve using a "skill-type" target cursor, //perform a skill-use check before going through. [Skotlex] //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do. //FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish] if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) ) return 0; if( sd->inventory_data[n]->delay > 0 ) { int i; ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid ); if( i == MAX_ITEMDELAYS ) /* item not found. try first empty now */ ARR_FIND(0, MAX_ITEMDELAYS, i, !sd->item_delay[i].nameid ); if( i < MAX_ITEMDELAYS ) { if( sd->item_delay[i].nameid ) {// found if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) { int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000; clif->msgtable_num(sd->fd, 0x746, e_tick + 1); // [%d] seconds left until you can use return 0; // Delay has not expired yet } } else {// not yet used item (all slots are initially empty) sd->item_delay[i].nameid = nameid; } if( !(nameid == ITEMID_REINS_OF_MOUNT && sd->sc.option&(OPTION_WUGRIDER|OPTION_RIDING|OPTION_DRAGON|OPTION_MADOGEAR)) ) sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay; } else {// should not happen ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id); } //clean up used delays so we can give room for more for(i = 0; i < MAX_ITEMDELAYS; i++) { if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) { sd->item_delay[i].tick = 0; sd->item_delay[i].nameid = 0; } } } /* on restricted maps the item is consumed but the effect is not used */ for(i = 0; i < map[sd->bl.m].zone->disabled_items_count; i++) { if( map[sd->bl.m].zone->disabled_items[i] == nameid ) { if( battle_config.item_restricted_consumption_type ) { clif->useitemack(sd,n,sd->status.inventory[n].amount-1,true); pc->delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); } return 0; } } sd->itemid = sd->status.inventory[n].nameid; sd->itemindex = n; if(sd->catch_target_class != -1) //Abort pet catching. sd->catch_target_class = -1; amount = sd->status.inventory[n].amount; script = sd->inventory_data[n]->script; //Check if the item is to be consumed immediately [Skotlex] if( sd->inventory_data[n]->flag.delay_consume ) clif->useitemack(sd,n,amount,true); else { if( sd->status.inventory[n].expire_time == 0 ) { clif->useitemack(sd,n,amount-1,true); pc->delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration } else clif->useitemack(sd,n,0,false); } if(sd->status.inventory[n].card[0]==CARD0_CREATE && pc->famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST)) { potion_flag = 2; // Famous player's potions have 50% more efficiency if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ROGUE) potion_flag = 3; //Even more effective potions. } //Update item use time. sd->canuseitem_tick = tick + battle_config.item_use_interval; if( itemdb_iscashfood(nameid) ) sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval; run_script(script,0,sd->bl.id,fake_nd->bl.id); potion_flag = 0; return 1; } /*========================================== * Add item on cart for given index. * Return: * 0 = success * 1 = fail *------------------------------------------*/ int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type) { 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( data->stack.cart && amount > data->stack.amount ) {// item stack limitation return 1; } if( !itemdb_cancartstore(item_data, pc->get_group_level(sd)) ) { // Check item trade restrictions [Skotlex] clif->message (sd->fd, msg_txt(264)); return 1; } if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max ) return 1; i = MAX_CART; if( itemdb_isstackable2(data) && !item_data->expire_time ) { ARR_FIND( 0, MAX_CART, i, 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( i < MAX_CART ) {// item already in cart, stack it if( amount > MAX_AMOUNT - sd->status.cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->status.cart[i].amount ) ) return 1; // no room sd->status.cart[i].amount+=amount; clif->cart_additem(sd,i,amount,0); } else {// item not stackable or not present, add it ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 ); if( i == MAX_CART ) return 1; // no room 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); } sd->status.cart[i].favorite = 0;/* clear */ logs->pick_pc(sd, log_type, amount, &sd->status.cart[i],data); sd->cart_weight += w; clif->updatestatus(sd,SP_CARTINFO); return 0; } /*========================================== * Delete item on cart for given index. * Return: * 0 = success * 1 = fail *------------------------------------------*/ int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type) { struct item_data * data; nullpo_retr(1, sd); if( sd->status.cart[n].nameid == 0 || sd->status.cart[n].amount < amount || !(data = itemdb_exists(sd->status.cart[n].nameid)) ) return 1; logs->pick_pc(sd, log_type, -amount, &sd->status.cart[n],data); sd->status.cart[n].amount -= amount; sd->cart_weight -= data->weight*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; } /*========================================== * Transfer item from inventory to cart. * Return: * 0 = fail * 1 = succes *------------------------------------------*/ int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_ret(sd); if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex] return 1; item_data = &sd->status.inventory[idx]; if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending ) return 1; if( pc->cart_additem(sd,item_data,amount,LOG_TYPE_NONE) == 0 ) return pc->delitem(sd,idx,amount,0,5,LOG_TYPE_NONE); return 1; } /*========================================== * Get number of item in cart. * Return: -1 = itemid not found or no amount found x = remaining itemid on cart after get *------------------------------------------*/ int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount) { struct item* item_data; nullpo_retr(-1, sd); item_data = &sd->status.cart[idx]; if( item_data->nameid == 0 || item_data->amount == 0 ) return -1; return item_data->amount - amount; } /*========================================== * Retrieve an item at index idx from cart. * Return: * 0 = player not found or (FIXME) succes (from pc->cart_delitem) * 1 = failure *------------------------------------------*/ int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; int flag; nullpo_ret(sd); if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex] return 1; item_data=&sd->status.cart[idx]; if(item_data->nameid==0 || amount < 1 || item_data->amountstate.vending ) return 1; if((flag = pc->additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0) return pc->cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE); clif->additem(sd,0,0,flag); return 1; } /*========================================== * Display item stolen msg to player sd *------------------------------------------*/ int pc_show_steal(struct block_list *bl,va_list ap) { struct map_session_data *sd; int itemid; struct item_data *item=NULL; char output[100]; sd=va_arg(ap,struct map_session_data *); itemid=va_arg(ap,int); if((item=itemdb_exists(itemid))==NULL) sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid); else sprintf(output,"%s stole %s.",sd->status.name,item->jname); clif->message( ((struct map_session_data *)bl)->fd, output); return 0; } /*========================================== * Steal an item from bl (mob). * Return: * 0 = fail * 1 = succes *------------------------------------------*/ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv) { int i,itemid,flag; double rate; struct status_data *sd_status, *md_status; struct mob_data *md; struct item tmp_item; struct item_data *data = NULL; if(!sd || !bl || bl->type!=BL_MOB) return 0; md = (TBL_MOB *)bl; if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check return 0; sd_status= status_get_status_data(&sd->bl); md_status= status_get_status_data(bl); if( md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) || map[bl->m].flag.nomobloot || // check noloot map flag [Lorky] (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus] md->state.steal_flag++ >= battle_config.skill_steal_max_tries) ) { //Can't steal from md->state.steal_flag = UCHAR_MAX; return 0; } // base skill success chance (percentual) rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4; rate += sd->bonus.add_steal_rate; if( rate < 1 ) return 0; // Try dropping one item, in the order from first to last possible slot. // Droprate is affected by the skill success rate. for( i = 0; i < MAX_STEAL_DROP; i++ ) if( md->db->dropitem[i].nameid > 0 && (data = itemdb_exists(md->db->dropitem[i].nameid)) && rnd() % 10000 < md->db->dropitem[i].p * rate/100. ) break; if( i == MAX_STEAL_DROP ) return 0; itemid = md->db->dropitem[i].nameid; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = itemdb_isidentified2(data); flag = pc->additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER); //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise? md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more if(flag) { //Failed to steal due to overweight clif->additem(sd,0,0,flag); return 0; } if(battle_config.show_steal_in_same_party) party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid); //Logs items, Stolen from mobs [Lupus] logs->pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item, data); //A Rare Steal Global Announce by Lupus if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) { char message[128]; sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, data->jname, (float)md->db->dropitem[i].p/100); //MSG: "'%s' stole %s's %s (chance: %0.02f%%)" intif_broadcast(message,strlen(message)+1,0); } return 1; } /*========================================== * Stole zeny from bl (mob) * return * 0 = fail * 1 = success *------------------------------------------*/ int pc_steal_coin(struct map_session_data *sd,struct block_list *target) { int rate,skill; struct mob_data *md; if(!sd || !target || target->type != BL_MOB) return 0; md = (TBL_MOB*)target; if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS ) return 0; if( mob_is_treasure(md) ) return 0; // FIXME: This formula is either custom or outdated. skill = pc->checkskill(sd,RG_STEALCOIN)*10; rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2; if(rnd()%1000 < rate) { int amount = md->level*10 + rnd()%100; pc->getzeny(sd, amount, LOG_TYPE_STEAL, NULL); md->state.steal_coin_flag = 1; return 1; } return 0; } /*========================================== * Set's a player position. * Return values: * 0 - Success. * 1 - Invalid map index. * 2 - Map not in this map-server, and failed to locate alternate map-server. *------------------------------------------*/ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype) { int16 m; nullpo_ret(sd); if( !mapindex || !mapindex_id2name(mapindex) ) { ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex); return 1; } if( pc_isdead(sd) ) { //Revive dead people before warping them pc->setstand(sd); pc->setrestartvalue(sd,1); } m = iMap->mapindex2mapid(mapindex); if( map[m].flag.src4instance ) { struct party_data *p; bool stop = false; int i = 0, j = 0; if( sd->instances ) { for( i = 0; i < sd->instances; i++ ) { ARR_FIND(0, instances[sd->instance[i]].num_map, j, map[instances[sd->instance[i]].map[j]].instance_src_map == m && !map[instances[sd->instance[i]].map[j]].cName); if( j != instances[sd->instance[i]].num_map ) break; } if( i != sd->instances ) { m = instances[sd->instance[i]].map[j]; mapindex = map[m].index; stop = true; } } if ( !stop && sd->status.party_id && (p = party->search(sd->status.party_id)) && p->instances ) { for( i = 0; i < p->instances; i++ ) { ARR_FIND(0, instances[p->instance[i]].num_map, j, map[instances[p->instance[i]].map[j]].instance_src_map == m && !map[instances[p->instance[i]].map[j]].cName); if( j != instances[p->instance[i]].num_map ) break; } if( i != p->instances ) { m = instances[p->instance[i]].map[j]; mapindex = map[m].index; stop = true; } } if ( !stop && sd->status.guild_id && sd->guild && sd->guild->instances ) { for( i = 0; i < sd->guild->instances; i++ ) { ARR_FIND(0, instances[sd->guild->instance[i]].num_map, j, map[instances[sd->guild->instance[i]].map[j]].instance_src_map == m && !map[instances[sd->guild->instance[i]].map[j]].cName); if( j != instances[sd->guild->instance[i]].num_map ) break; } if( i != sd->guild->instances ) { m = instances[sd->guild->instance[i]].map[j]; mapindex = map[m].index; stop = true; } } } sd->state.changemap = (sd->mapindex != mapindex); sd->state.warping = 1; if( sd->state.changemap ) { // Misc map-changing settings int i; sd->state.pmap = sd->bl.m; for( i = 0; i < sd->queues_count; i++ ) { struct hQueue *queue; if( (queue = script->queue(sd->queues[i])) && queue->onMapChange[0] != '\0' ) { pc->setregstr(sd, add_str("QMapChangeTo"), map[m].name); npc_event(sd, queue->onMapChange, 0); } } if( map[m].cell == (struct mapcell *)0xdeadbeaf ) iMap->cellfromcache(&map[m]); if (sd->sc.count) { // Cancel some map related stuff. if (sd->sc.data[SC_JAILED]) return 1; //You may not get out! status_change_end(&sd->bl, SC_CASH_BOSS_ALARM, INVALID_TIMER); status_change_end(&sd->bl, SC_WARM, INVALID_TIMER); status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER); if (sd->sc.data[SC_KNOWLEDGE]) { struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE]; if (sce->timer != INVALID_TIMER) iTimer->delete_timer(sce->timer, status_change_timer); sce->timer = iTimer->add_timer(iTimer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE); } status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER); status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER); status_change_end(&sd->bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } for( i = 0; i < EQI_MAX; i++ ) { if( sd->equip_index[ i ] >= 0 ) if( !pc->isequip( sd , sd->equip_index[ i ] ) ) pc->unequipitem( sd , sd->equip_index[ i ] , 2 ); } if (battle_config.clear_unit_onwarp&BL_PC) skill->clear_unitgroup(&sd->bl); party->send_dot_remove(sd); //minimap dot fix [Kevin] guild->send_dot_remove(sd); bg_send_dot_remove(sd); if (sd->regen.state.gc) sd->regen.state.gc = 0; // make sure vending is allowed here if (sd->state.vending && map[m].flag.novending) { clif->message (sd->fd, msg_txt(276)); // "You can't open a shop on this map" vending->close(sd); } if( hChSys.local && map[sd->bl.m].channel && idb_exists(map[sd->bl.m].channel->users, sd->status.char_id) ) { clif->chsys_left(map[sd->bl.m].channel,sd); } } if( m < 0 ) { uint32 ip; uint16 port; //if can't find any map-servers, just abort setting position. if(!sd->mapindex || iMap->mapname2ipport(mapindex,&ip,&port)) return 2; if (sd->npc_id) npc_event_dequeue(sd); npc_script_event(sd, NPCE_LOGOUT); //remove from map, THEN change x/y coordinates unit_remove_map_pc(sd,clrtype); sd->mapindex = mapindex; sd->bl.x=x; sd->bl.y=y; pc->clean_skilltree(sd); chrif_save(sd,2); chrif_changemapserver(sd, ip, (short)port); //Free session data from this map server [Kevin] unit_free_pc(sd); return 0; } if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys ) { ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y); x = y = 0; // make it random } if( x == 0 && y == 0 ) {// pick a random walkable cell do { x=rnd()%(map[m].xs-2)+1; y=rnd()%(map[m].ys-2)+1; } while(iMap->getcell(m,x,y,CELL_CHKNOPASS)); } if (sd->state.vending && iMap->getcell(m,x,y,CELL_CHKNOVENDING)) { clif->message (sd->fd, msg_txt(204)); // "You can't open a shop on this cell." vending->close(sd); } if(sd->bl.prev != NULL){ unit_remove_map_pc(sd,clrtype); clif->changemap(sd,m,x,y); // [MouseJstr] } else if(sd->state.active) //Tag player for rewarping after map-loading is done. [Skotlex] sd->state.rewarp = 1; sd->mapindex = mapindex; sd->bl.m = m; sd->bl.x = sd->ud.to_x = x; sd->bl.y = sd->ud.to_y = y; if( sd->status.guild_id > 0 && map[m].flag.gvg_castle ) { // Increased guild castle regen [Valaris] struct guild_castle *gc = guild->mapindex2gc(sd->mapindex); if(gc && gc->guild_id == sd->status.guild_id) sd->regen.state.gc = 1; } if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) { sd->pd->bl.m = m; sd->pd->bl.x = sd->pd->ud.to_x = x; sd->pd->bl.y = sd->pd->ud.to_y = y; sd->pd->ud.dir = sd->ud.dir; } if( homun_alive(sd->hd) ) { sd->hd->bl.m = m; sd->hd->bl.x = sd->hd->ud.to_x = x; sd->hd->bl.y = sd->hd->ud.to_y = y; sd->hd->ud.dir = sd->ud.dir; } if( sd->md ) { sd->md->bl.m = m; sd->md->bl.x = sd->md->ud.to_x = x; sd->md->bl.y = sd->md->ud.to_y = y; sd->md->ud.dir = sd->ud.dir; } return 0; } /*========================================== * Warp player sd to random location on current map. * May fail if no walkable cell found (1000 attempts). * Return: * 0 = fail or FIXME success (from pc->setpos) * x(1|2) = fail *------------------------------------------*/ int pc_randomwarp(struct map_session_data *sd, clr_type type) { int x,y,i=0; int16 m; nullpo_ret(sd); m=sd->bl.m; if (map[sd->bl.m].flag.noteleport) //Teleport forbidden return 0; do{ x=rnd()%(map[m].xs-2)+1; y=rnd()%(map[m].ys-2)+1; }while(iMap->getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 ); if (i < 1000) return pc->setpos(sd,map[sd->bl.m].index,x,y,type); return 0; } /*========================================== * Records a memo point at sd's current position * pos - entry to replace, (-1: shift oldest entry out) *------------------------------------------*/ int pc_memo(struct map_session_data* sd, int pos) { int skill; nullpo_ret(sd); // check mapflags if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) { clif->skill_mapinfomessage(sd, 1); // "Saved point cannot be memorized." return 0; } // check inputs if( pos < -1 || pos >= MAX_MEMOPOINTS ) return 0; // invalid input // check required skill level skill = pc->checkskill(sd, AL_WARP); if( skill < 1 ) { clif->skill_memomessage(sd,2); // "You haven't learned Warp." return 0; } if( skill < 2 || skill - 2 < pos ) { clif->skill_memomessage(sd,1); // "Skill Level is not high enough." return 0; } if( pos == -1 ) { int i; // prevent memo-ing the same map multiple times ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) ); memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point)); pos = 0; } sd->status.memo_point[pos].map = map_id2index(sd->bl.m); sd->status.memo_point[pos].x = sd->bl.x; sd->status.memo_point[pos].y = sd->bl.y; clif->skill_memomessage(sd, 0); return 1; } // // Skills // /*========================================== * Return player sd skill_lv learned for given skill *------------------------------------------*/ int pc_checkskill(struct map_session_data *sd,uint16 skill_id) { uint16 index = 0; if(sd == NULL) return 0; if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) { struct guild *g; if( sd->status.guild_id>0 && (g=sd->guild)!=NULL) return guild->checkskill(g,skill_id); return 0; } else if(!(index = skill->get_index(skill_id)) || index >= ARRAYLENGTH(sd->status.skill) ) { ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id); return 0; } if(sd->status.skill[index].id == skill_id) return (sd->status.skill[index].lv); return 0; } int pc_checkskill2(struct map_session_data *sd,uint16 index) { if(sd == NULL) return 0; if(index >= ARRAYLENGTH(sd->status.skill) ) { ShowError("pc_checkskill: Invalid skill index %d (char_id=%d).\n", index, sd->status.char_id); return 0; } if( skill_db[index].nameid >= GD_SKILLBASE && skill_db[index].nameid < GD_MAX ) { struct guild *g; if( sd->status.guild_id>0 && (g=sd->guild)!=NULL) return guild->checkskill(g,skill_db[index].nameid); return 0; } if(sd->status.skill[index].id == skill_db[index].nameid) return (sd->status.skill[index].lv); return 0; } /*========================================== * Chk if we still have the correct weapon to continue the skill (actually status) * If not ending it * Return * 0 - No status found or all done *------------------------------------------*/ int pc_checkallowskill(struct map_session_data *sd) { const enum sc_type scw_list[] = { SC_TWOHANDQUICKEN, SC_ONEHANDQUICKEN, SC_AURABLADE, SC_PARRYING, SC_SPEARQUICKEN, SC_ADRENALINE, SC_ADRENALINE2, SC_DANCING, SC_GS_GATLINGFEVER, #ifdef RENEWAL SC_EDP, #endif SC_FEARBREEZE }; const enum sc_type scs_list[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_LG_REFLECTDAMAGE }; int i; nullpo_ret(sd); if(!sd->sc.count) return 0; for (i = 0; i < ARRAYLENGTH(scw_list); i++) { // Skills requiring specific weapon types if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix ) continue; if(sd->sc.data[scw_list[i]] && !pc_check_weapontype(sd,skill->get_weapontype(status_sc2skill(scw_list[i])))) status_change_end(&sd->bl, scw_list[i], INVALID_TIMER); } if(sd->sc.data[SC_STRUP] && sd->status.weapon) // Spurt requires bare hands (feet, in fact xD) status_change_end(&sd->bl, SC_STRUP, INVALID_TIMER); if(sd->status.shield <= 0) { // Skills requiring a shield for (i = 0; i < ARRAYLENGTH(scs_list); i++) if(sd->sc.data[scs_list[i]]) status_change_end(&sd->bl, scs_list[i], INVALID_TIMER); } return 0; } /*========================================== * Return equiped itemid? on player sd at pos * Return * -1 : mean nothing equiped * idx : (this index could be used in inventory to found item_data) *------------------------------------------*/ int pc_checkequip(struct map_session_data *sd,int pos) { int i; nullpo_retr(-1, sd); for(i=0;iequip_index[i]; } return -1; } /*========================================== * Convert's from the client's lame Job ID system * to the map server's 'makes sense' system. [Skotlex] *------------------------------------------*/ int pc_jobid2mapid(unsigned short b_class) { switch(b_class) { //Novice And 1-1 Jobs case JOB_NOVICE: return MAPID_NOVICE; case JOB_SWORDMAN: return MAPID_SWORDMAN; case JOB_MAGE: return MAPID_MAGE; case JOB_ARCHER: return MAPID_ARCHER; case JOB_ACOLYTE: return MAPID_ACOLYTE; case JOB_MERCHANT: return MAPID_MERCHANT; case JOB_THIEF: return MAPID_THIEF; case JOB_TAEKWON: return MAPID_TAEKWON; case JOB_WEDDING: return MAPID_WEDDING; case JOB_GUNSLINGER: return MAPID_GUNSLINGER; case JOB_NINJA: return MAPID_NINJA; case JOB_XMAS: return MAPID_XMAS; case JOB_SUMMER: return MAPID_SUMMER; case JOB_GANGSI: return MAPID_GANGSI; //2-1 Jobs case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE; case JOB_KNIGHT: return MAPID_KNIGHT; case JOB_WIZARD: return MAPID_WIZARD; case JOB_HUNTER: return MAPID_HUNTER; case JOB_PRIEST: return MAPID_PRIEST; case JOB_BLACKSMITH: return MAPID_BLACKSMITH; case JOB_ASSASSIN: return MAPID_ASSASSIN; case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR; case JOB_KAGEROU: case JOB_OBORO: return MAPID_KAGEROUOBORO; case JOB_DEATH_KNIGHT: return MAPID_DEATH_KNIGHT; //2-2 Jobs case JOB_CRUSADER: return MAPID_CRUSADER; case JOB_SAGE: return MAPID_SAGE; case JOB_BARD: case JOB_DANCER: return MAPID_BARDDANCER; case JOB_MONK: return MAPID_MONK; case JOB_ALCHEMIST: return MAPID_ALCHEMIST; case JOB_ROGUE: return MAPID_ROGUE; case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER; case JOB_DARK_COLLECTOR: return MAPID_DARK_COLLECTOR; //Trans Novice And Trans 1-1 Jobs case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH; case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH; case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH; case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH; case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH; case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH; case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH; //Trans 2-1 Jobs case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT; case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD; case JOB_SNIPER: return MAPID_SNIPER; case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST; case JOB_WHITESMITH: return MAPID_WHITESMITH; case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS; //Trans 2-2 Jobs case JOB_PALADIN: return MAPID_PALADIN; case JOB_PROFESSOR: return MAPID_PROFESSOR; case JOB_CLOWN: case JOB_GYPSY: return MAPID_CLOWNGYPSY; case JOB_CHAMPION: return MAPID_CHAMPION; case JOB_CREATOR: return MAPID_CREATOR; case JOB_STALKER: return MAPID_STALKER; //Baby Novice And Baby 1-1 Jobs case JOB_BABY: return MAPID_BABY; case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN; case JOB_BABY_MAGE: return MAPID_BABY_MAGE; case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER; case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE; case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT; case JOB_BABY_THIEF: return MAPID_BABY_THIEF; //Baby 2-1 Jobs case JOB_SUPER_BABY: return MAPID_SUPER_BABY; case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT; case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD; case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER; case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST; case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH; case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN; //Baby 2-2 Jobs case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER; case JOB_BABY_SAGE: return MAPID_BABY_SAGE; case JOB_BABY_BARD: case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER; case JOB_BABY_MONK: return MAPID_BABY_MONK; case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST; case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE; //3-1 Jobs case JOB_SUPER_NOVICE_E: return MAPID_SUPER_NOVICE_E; case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT; case JOB_WARLOCK: return MAPID_WARLOCK; case JOB_RANGER: return MAPID_RANGER; case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP; case JOB_MECHANIC: return MAPID_MECHANIC; case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS; //3-2 Jobs case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD; case JOB_SORCERER: return MAPID_SORCERER; case JOB_MINSTREL: case JOB_WANDERER: return MAPID_MINSTRELWANDERER; case JOB_SURA: return MAPID_SURA; case JOB_GENETIC: return MAPID_GENETIC; case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER; //Trans 3-1 Jobs case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T; case JOB_WARLOCK_T: return MAPID_WARLOCK_T; case JOB_RANGER_T: return MAPID_RANGER_T; case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T; case JOB_MECHANIC_T: return MAPID_MECHANIC_T; case JOB_GUILLOTINE_CROSS_T: return MAPID_GUILLOTINE_CROSS_T; //Trans 3-2 Jobs case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T; case JOB_SORCERER_T: return MAPID_SORCERER_T; case JOB_MINSTREL_T: case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T; case JOB_SURA_T: return MAPID_SURA_T; case JOB_GENETIC_T: return MAPID_GENETIC_T; case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T; //Baby 3-1 Jobs case JOB_SUPER_BABY_E: return MAPID_SUPER_BABY_E; case JOB_BABY_RUNE: return MAPID_BABY_RUNE; case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK; case JOB_BABY_RANGER: return MAPID_BABY_RANGER; case JOB_BABY_BISHOP: return MAPID_BABY_BISHOP; case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC; case JOB_BABY_CROSS: return MAPID_BABY_CROSS; //Baby 3-2 Jobs case JOB_BABY_GUARD: return MAPID_BABY_GUARD; case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER; case JOB_BABY_MINSTREL: case JOB_BABY_WANDERER: return MAPID_BABY_MINSTRELWANDERER; case JOB_BABY_SURA: return MAPID_BABY_SURA; case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC; case JOB_BABY_CHASER: return MAPID_BABY_CHASER; default: return -1; } } //Reverts the map-style class id to the client-style one. int pc_mapid2jobid(unsigned short class_, int sex) { switch(class_) { //Novice And 1-1 Jobs case MAPID_NOVICE: return JOB_NOVICE; case MAPID_SWORDMAN: return JOB_SWORDMAN; case MAPID_MAGE: return JOB_MAGE; case MAPID_ARCHER: return JOB_ARCHER; case MAPID_ACOLYTE: return JOB_ACOLYTE; case MAPID_MERCHANT: return JOB_MERCHANT; case MAPID_THIEF: return JOB_THIEF; case MAPID_TAEKWON: return JOB_TAEKWON; case MAPID_WEDDING: return JOB_WEDDING; case MAPID_GUNSLINGER: return JOB_GUNSLINGER; case MAPID_NINJA: return JOB_NINJA; case MAPID_XMAS: return JOB_XMAS; case MAPID_SUMMER: return JOB_SUMMER; case MAPID_GANGSI: return JOB_GANGSI; //2-1 Jobs case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE; case MAPID_KNIGHT: return JOB_KNIGHT; case MAPID_WIZARD: return JOB_WIZARD; case MAPID_HUNTER: return JOB_HUNTER; case MAPID_PRIEST: return JOB_PRIEST; case MAPID_BLACKSMITH: return JOB_BLACKSMITH; case MAPID_ASSASSIN: return JOB_ASSASSIN; case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR; case MAPID_KAGEROUOBORO: return sex?JOB_KAGEROU:JOB_OBORO; case MAPID_DEATH_KNIGHT: return JOB_DEATH_KNIGHT; //2-2 Jobs case MAPID_CRUSADER: return JOB_CRUSADER; case MAPID_SAGE: return JOB_SAGE; case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER; case MAPID_MONK: return JOB_MONK; case MAPID_ALCHEMIST: return JOB_ALCHEMIST; case MAPID_ROGUE: return JOB_ROGUE; case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER; case MAPID_DARK_COLLECTOR: return JOB_DARK_COLLECTOR; //Trans Novice And Trans 2-1 Jobs case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH; case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH; case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH; case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH; case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH; case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH; case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH; //Trans 2-1 Jobs case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT; case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD; case MAPID_SNIPER: return JOB_SNIPER; case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST; case MAPID_WHITESMITH: return JOB_WHITESMITH; case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS; //Trans 2-2 Jobs case MAPID_PALADIN: return JOB_PALADIN; case MAPID_PROFESSOR: return JOB_PROFESSOR; case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY; case MAPID_CHAMPION: return JOB_CHAMPION; case MAPID_CREATOR: return JOB_CREATOR; case MAPID_STALKER: return JOB_STALKER; //Baby Novice And Baby 1-1 Jobs case MAPID_BABY: return JOB_BABY; case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN; case MAPID_BABY_MAGE: return JOB_BABY_MAGE; case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER; case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE; case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT; case MAPID_BABY_THIEF: return JOB_BABY_THIEF; //Baby 2-1 Jobs case MAPID_SUPER_BABY: return JOB_SUPER_BABY; case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT; case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD; case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER; case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST; case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH; case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN; //Baby 2-2 Jobs case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER; case MAPID_BABY_SAGE: return JOB_BABY_SAGE; case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER; case MAPID_BABY_MONK: return JOB_BABY_MONK; case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST; case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE; //3-1 Jobs case MAPID_SUPER_NOVICE_E: return JOB_SUPER_NOVICE_E; case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT; case MAPID_WARLOCK: return JOB_WARLOCK; case MAPID_RANGER: return JOB_RANGER; case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP; case MAPID_MECHANIC: return JOB_MECHANIC; case MAPID_GUILLOTINE_CROSS: return JOB_GUILLOTINE_CROSS; //3-2 Jobs case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD; case MAPID_SORCERER: return JOB_SORCERER; case MAPID_MINSTRELWANDERER: return sex?JOB_MINSTREL:JOB_WANDERER; case MAPID_SURA: return JOB_SURA; case MAPID_GENETIC: return JOB_GENETIC; case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER; //Trans 3-1 Jobs case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T; case MAPID_WARLOCK_T: return JOB_WARLOCK_T; case MAPID_RANGER_T: return JOB_RANGER_T; case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T; case MAPID_MECHANIC_T: return JOB_MECHANIC_T; case MAPID_GUILLOTINE_CROSS_T: return JOB_GUILLOTINE_CROSS_T; //Trans 3-2 Jobs case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T; case MAPID_SORCERER_T: return JOB_SORCERER_T; case MAPID_MINSTRELWANDERER_T: return sex?JOB_MINSTREL_T:JOB_WANDERER_T; case MAPID_SURA_T: return JOB_SURA_T; case MAPID_GENETIC_T: return JOB_GENETIC_T; case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T; //Baby 3-1 Jobs case MAPID_SUPER_BABY_E: return JOB_SUPER_BABY_E; case MAPID_BABY_RUNE: return JOB_BABY_RUNE; case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK; case MAPID_BABY_RANGER: return JOB_BABY_RANGER; case MAPID_BABY_BISHOP: return JOB_BABY_BISHOP; case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC; case MAPID_BABY_CROSS: return JOB_BABY_CROSS; //Baby 3-2 Jobs case MAPID_BABY_GUARD: return JOB_BABY_GUARD; case MAPID_BABY_SORCERER: return JOB_BABY_SORCERER; case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER; case MAPID_BABY_SURA: return JOB_BABY_SURA; case MAPID_BABY_GENETIC: return JOB_BABY_GENETIC; case MAPID_BABY_CHASER: return JOB_BABY_CHASER; default: return -1; } } /*==================================================== * This function return the name of the job (by [Yor]) *----------------------------------------------------*/ const char* job_name(int class_) { switch (class_) { case JOB_NOVICE: case JOB_SWORDMAN: case JOB_MAGE: case JOB_ARCHER: case JOB_ACOLYTE: case JOB_MERCHANT: case JOB_THIEF: return msg_txt(550 - JOB_NOVICE+class_); case JOB_KNIGHT: case JOB_PRIEST: case JOB_WIZARD: case JOB_BLACKSMITH: case JOB_HUNTER: case JOB_ASSASSIN: return msg_txt(557 - JOB_KNIGHT+class_); case JOB_KNIGHT2: return msg_txt(557); case JOB_CRUSADER: case JOB_MONK: case JOB_SAGE: case JOB_ROGUE: case JOB_ALCHEMIST: case JOB_BARD: case JOB_DANCER: return msg_txt(563 - JOB_CRUSADER+class_); case JOB_CRUSADER2: return msg_txt(563); case JOB_WEDDING: case JOB_SUPER_NOVICE: case JOB_GUNSLINGER: case JOB_NINJA: case JOB_XMAS: return msg_txt(570 - JOB_WEDDING+class_); case JOB_SUMMER: return msg_txt(621); case JOB_NOVICE_HIGH: case JOB_SWORDMAN_HIGH: case JOB_MAGE_HIGH: case JOB_ARCHER_HIGH: case JOB_ACOLYTE_HIGH: case JOB_MERCHANT_HIGH: case JOB_THIEF_HIGH: return msg_txt(575 - JOB_NOVICE_HIGH+class_); case JOB_LORD_KNIGHT: case JOB_HIGH_PRIEST: case JOB_HIGH_WIZARD: case JOB_WHITESMITH: case JOB_SNIPER: case JOB_ASSASSIN_CROSS: return msg_txt(582 - JOB_LORD_KNIGHT+class_); case JOB_LORD_KNIGHT2: return msg_txt(582); case JOB_PALADIN: case JOB_CHAMPION: case JOB_PROFESSOR: case JOB_STALKER: case JOB_CREATOR: case JOB_CLOWN: case JOB_GYPSY: return msg_txt(588 - JOB_PALADIN + class_); case JOB_PALADIN2: return msg_txt(588); case JOB_BABY: case JOB_BABY_SWORDMAN: case JOB_BABY_MAGE: case JOB_BABY_ARCHER: case JOB_BABY_ACOLYTE: case JOB_BABY_MERCHANT: case JOB_BABY_THIEF: return msg_txt(595 - JOB_BABY + class_); case JOB_BABY_KNIGHT: case JOB_BABY_PRIEST: case JOB_BABY_WIZARD: case JOB_BABY_BLACKSMITH: case JOB_BABY_HUNTER: case JOB_BABY_ASSASSIN: return msg_txt(602 - JOB_BABY_KNIGHT + class_); case JOB_BABY_KNIGHT2: return msg_txt(602); case JOB_BABY_CRUSADER: case JOB_BABY_MONK: case JOB_BABY_SAGE: case JOB_BABY_ROGUE: case JOB_BABY_ALCHEMIST: case JOB_BABY_BARD: case JOB_BABY_DANCER: return msg_txt(608 - JOB_BABY_CRUSADER + class_); case JOB_BABY_CRUSADER2: return msg_txt(608); case JOB_SUPER_BABY: return msg_txt(615); case JOB_TAEKWON: return msg_txt(616); case JOB_STAR_GLADIATOR: case JOB_STAR_GLADIATOR2: return msg_txt(617); case JOB_SOUL_LINKER: return msg_txt(618); case JOB_GANGSI: case JOB_DEATH_KNIGHT: case JOB_DARK_COLLECTOR: return msg_txt(622 - JOB_GANGSI+class_); case JOB_RUNE_KNIGHT: case JOB_WARLOCK: case JOB_RANGER: case JOB_ARCH_BISHOP: case JOB_MECHANIC: case JOB_GUILLOTINE_CROSS: return msg_txt(625 - JOB_RUNE_KNIGHT+class_); case JOB_RUNE_KNIGHT_T: case JOB_WARLOCK_T: case JOB_RANGER_T: case JOB_ARCH_BISHOP_T: case JOB_MECHANIC_T: case JOB_GUILLOTINE_CROSS_T: return msg_txt(681 - JOB_RUNE_KNIGHT_T+class_); case JOB_ROYAL_GUARD: case JOB_SORCERER: case JOB_MINSTREL: case JOB_WANDERER: case JOB_SURA: case JOB_GENETIC: case JOB_SHADOW_CHASER: return msg_txt(631 - JOB_ROYAL_GUARD+class_); case JOB_ROYAL_GUARD_T: case JOB_SORCERER_T: case JOB_MINSTREL_T: case JOB_WANDERER_T: case JOB_SURA_T: case JOB_GENETIC_T: case JOB_SHADOW_CHASER_T: return msg_txt(687 - JOB_ROYAL_GUARD_T+class_); case JOB_RUNE_KNIGHT2: case JOB_RUNE_KNIGHT_T2: return msg_txt(625); case JOB_ROYAL_GUARD2: case JOB_ROYAL_GUARD_T2: return msg_txt(631); case JOB_RANGER2: case JOB_RANGER_T2: return msg_txt(627); case JOB_MECHANIC2: case JOB_MECHANIC_T2: return msg_txt(629); case JOB_BABY_RUNE: case JOB_BABY_WARLOCK: case JOB_BABY_RANGER: case JOB_BABY_BISHOP: case JOB_BABY_MECHANIC: case JOB_BABY_CROSS: case JOB_BABY_GUARD: case JOB_BABY_SORCERER: case JOB_BABY_MINSTREL: case JOB_BABY_WANDERER: case JOB_BABY_SURA: case JOB_BABY_GENETIC: case JOB_BABY_CHASER: return msg_txt(638 - JOB_BABY_RUNE+class_); case JOB_BABY_RUNE2: return msg_txt(638); case JOB_BABY_GUARD2: return msg_txt(644); case JOB_BABY_RANGER2: return msg_txt(640); case JOB_BABY_MECHANIC2: return msg_txt(642); case JOB_SUPER_NOVICE_E: case JOB_SUPER_BABY_E: return msg_txt(651 - JOB_SUPER_NOVICE_E+class_); case JOB_KAGEROU: case JOB_OBORO: return msg_txt(653 - JOB_KAGEROU+class_); default: return msg_txt(655); } } int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd; struct block_list *tbl; sd = iMap->id2sd(id); nullpo_ret(sd); if (sd->followtimer != tid){ ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid); sd->followtimer = INVALID_TIMER; return 0; } sd->followtimer = INVALID_TIMER; tbl = iMap->id2bl(sd->followtarget); if (tbl == NULL || pc_isdead(sd) || status_isdead(tbl)) { pc->stop_following(sd); return 0; } // either player or target is currently detached from map blocks (could be teleporting), // but still connected to this map, so we'll just increment the timer and check back later if (sd->bl.prev != NULL && tbl->prev != NULL && sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER) { if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) { if (!check_distance_bl(&sd->bl, tbl, 5)) unit_walktobl(&sd->bl, tbl, 5, 0); } else pc->setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT); } sd->followtimer = iTimer->add_timer( tick + 1000, // increase time a bit to loosen up map's load pc_follow_timer, sd->bl.id, 0); return 0; } int pc_stop_following (struct map_session_data *sd) { nullpo_ret(sd); if (sd->followtimer != INVALID_TIMER) { iTimer->delete_timer(sd->followtimer,pc_follow_timer); sd->followtimer = INVALID_TIMER; } sd->followtarget = -1; sd->ud.target_to = 0; unit_stop_walking(&sd->bl, 1); return 0; } int pc_follow(struct map_session_data *sd,int target_id) { struct block_list *bl = iMap->id2bl(target_id); if (bl == NULL /*|| bl->type != BL_PC*/) return 1; if (sd->followtimer != INVALID_TIMER) pc->stop_following(sd); sd->followtarget = target_id; pc_follow_timer(INVALID_TIMER, iTimer->gettick(), sd->bl.id, 0); return 0; } int pc_checkbaselevelup(struct map_session_data *sd) { unsigned int next = pc->nextbaseexp(sd); if (!next || sd->status.base_exp < next) return 0; do { sd->status.base_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if(!battle_config.multi_level_up && sd->status.base_exp > next-1) sd->status.base_exp = next-1; next = pc->gets_status_point(sd->status.base_level); sd->status.base_level ++; sd->status.status_point += next; } while ((next=pc->nextbaseexp(sd)) > 0 && sd->status.base_exp >= next); if (battle_config.pet_lv_rate && sd->pd) // update pet's level status_calc_pet(sd->pd,0); clif->updatestatus(sd,SP_STATUSPOINT); clif->updatestatus(sd,SP_BASELEVEL); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_NEXTBASEEXP); status_calc_pc(sd,0); status_percent_heal(&sd->bl,100,100); if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1)); sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1)); sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1)); sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1)); sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1)); if (sd->state.snovice_dead_flag) sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { sc_start(&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000); sc_start(&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000); } clif->misceffect(&sd->bl,0); npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT if(sd->status.party_id) party->send_levelup(sd); pc->baselevelchanged(sd); return 1; } void pc_baselevelchanged(struct map_session_data *sd) { #ifdef RENEWAL int i; for( i = 0; i < EQI_MAX; i++ ) { if( sd->equip_index[i] >= 0 ) { if( sd->inventory_data[ sd->equip_index[i] ]->elvmax && sd->status.base_level > (unsigned int)sd->inventory_data[ sd->equip_index[i] ]->elvmax ) pc->unequipitem(sd, sd->equip_index[i], 3); } } #endif } int pc_checkjoblevelup(struct map_session_data *sd) { unsigned int next = pc->nextjobexp(sd); nullpo_ret(sd); if(!next || sd->status.job_exp < next) return 0; do { sd->status.job_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if(!battle_config.multi_level_up && sd->status.job_exp > next-1) sd->status.job_exp = next-1; sd->status.job_level ++; sd->status.skill_point ++; } while ((next=pc->nextjobexp(sd)) > 0 && sd->status.job_exp >= next); clif->updatestatus(sd,SP_JOBLEVEL); clif->updatestatus(sd,SP_JOBEXP); clif->updatestatus(sd,SP_NEXTJOBEXP); clif->updatestatus(sd,SP_SKILLPOINT); status_calc_pc(sd,0); clif->misceffect(&sd->bl,1); if (pc->checkskill(sd, SG_DEVIL) && !pc->nextjobexp(sd)) clif->status_change(&sd->bl,SI_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL. npc_script_event(sd, NPCE_JOBLVUP); return 1; } /*========================================== * Alters experienced based on self bonuses that do not get even shared to the party. *------------------------------------------*/ static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src) { int bonus = 0; struct status_data *status = status_get_status_data(src); if (sd->expaddrace[status->race]) bonus += sd->expaddrace[status->race]; bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (battle_config.pk_mode && (int)(status_get_lv(src) - sd->status.base_level) >= 20) bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris] if (sd->sc.data[SC_CASH_PLUSEXP]) bonus += sd->sc.data[SC_CASH_PLUSEXP]->val1; *base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX); if (sd->sc.data[SC_CASH_PLUSONLYJOBEXP]) bonus += sd->sc.data[SC_CASH_PLUSONLYJOBEXP]->val1; *job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX); return; } /*========================================== * Give x exp at sd player and calculate remaining exp for next lvl *------------------------------------------*/ int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest) { float nextbp=0, nextjp=0; unsigned int nextb=0, nextj=0; nullpo_ret(sd); if(sd->bl.prev == NULL || pc_isdead(sd)) return 0; if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr] return 0; // no exp on pvp maps if(sd->status.guild_id>0) base_exp-=guild->payexp(sd,base_exp); if(src) pc_calcexp(sd, &base_exp, &job_exp, src); nextb = pc->nextbaseexp(sd); nextj = pc->nextjobexp(sd); if(sd->state.showexp || battle_config.max_exp_gain_rate){ if (nextb > 0) nextbp = (float) base_exp / (float) nextb; if (nextj > 0) nextjp = (float) job_exp / (float) nextj; if(battle_config.max_exp_gain_rate) { if (nextbp > battle_config.max_exp_gain_rate/1000.) { //Note that this value should never be greater than the original //base_exp, therefore no overflow checks are needed. [Skotlex] base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb); if (sd->state.showexp) nextbp = (float) base_exp / (float) nextb; } if (nextjp > battle_config.max_exp_gain_rate/1000.) { job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj); if (sd->state.showexp) nextjp = (float) job_exp / (float) nextj; } } } //Cap exp to the level up requirement of the previous level when you are at max level, otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex] if (base_exp) { nextb = nextb?UINT_MAX:pc->thisbaseexp(sd); if(sd->status.base_exp > nextb - base_exp) sd->status.base_exp = nextb; else sd->status.base_exp += base_exp; pc->checkbaselevelup(sd); clif->updatestatus(sd,SP_BASEEXP); } if (job_exp) { nextj = nextj?UINT_MAX:pc->thisjobexp(sd); if(sd->status.job_exp > nextj - job_exp) sd->status.job_exp = nextj; else sd->status.job_exp += job_exp; pc->checkjoblevelup(sd); clif->updatestatus(sd,SP_JOBEXP); } if(base_exp) clif->displayexp(sd, base_exp, SP_BASEEXP, quest); if(job_exp) clif->displayexp(sd, job_exp, SP_JOBEXP, quest); if(sd->state.showexp) { char output[256]; sprintf(output, "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100); clif->disp_onlyself(sd,output,strlen(output)); } return 1; } /*========================================== * Returns max level for this character. *------------------------------------------*/ unsigned int pc_maxbaselv(struct map_session_data *sd) { return max_level[pc->class2idx(sd->status.class_)][0]; } unsigned int pc_maxjoblv(struct map_session_data *sd) { return max_level[pc->class2idx(sd->status.class_)][1]; } /*========================================== * base level exp lookup. *------------------------------------------*/ //Base exp needed for next level. unsigned int pc_nextbaseexp(struct map_session_data *sd) { nullpo_ret(sd); if(sd->status.base_level>=pc->maxbaselv(sd) || sd->status.base_level<=0) return 0; return exp_table[pc->class2idx(sd->status.class_)][0][sd->status.base_level-1]; } //Base exp needed for this level. unsigned int pc_thisbaseexp(struct map_session_data *sd) { if(sd->status.base_level>pc->maxbaselv(sd) || sd->status.base_level<=1) return 0; return exp_table[pc->class2idx(sd->status.class_)][0][sd->status.base_level-2]; } /*========================================== * job level exp lookup * Return: * 0 = not found * x = exp for level *------------------------------------------*/ //Job exp needed for next level. unsigned int pc_nextjobexp(struct map_session_data *sd) { nullpo_ret(sd); if(sd->status.job_level>=pc->maxjoblv(sd) || sd->status.job_level<=0) return 0; return exp_table[pc->class2idx(sd->status.class_)][1][sd->status.job_level-1]; } //Job exp needed for this level. unsigned int pc_thisjobexp(struct map_session_data *sd) { if(sd->status.job_level>pc->maxjoblv(sd) || sd->status.job_level<=1) return 0; return exp_table[pc->class2idx(sd->status.class_)][1][sd->status.job_level-2]; } /// Returns the value of the specified stat. static int pc_getstat(struct map_session_data* sd, int type) { nullpo_retr(-1, sd); switch( type ) { case SP_STR: return sd->status.str; case SP_AGI: return sd->status.agi; case SP_VIT: return sd->status.vit; case SP_INT: return sd->status.int_; case SP_DEX: return sd->status.dex; case SP_LUK: return sd->status.luk; default: return -1; } } /// Sets the specified stat to the specified value. /// Returns the new value. static int pc_setstat(struct map_session_data* sd, int type, int val) { nullpo_retr(-1, sd); switch( type ) { 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; default: return -1; } return val; } // Calculates the number of status points PC gets when leveling up (from level to level+1) int pc_gets_status_point(int level) { if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt" return (statp[level+1] - statp[level]); else //Default increase return ((level+15) / 5); } /// Returns the number of stat points needed to change the specified stat by val. /// If val is negative, returns the number of stat points that would be needed to /// raise the specified stat from (current value - val) to current value. int pc_need_status_point(struct map_session_data* sd, int type, int val) { int low, high, sp = 0; if ( val == 0 ) return 0; low = pc_getstat(sd,type); if ( low >= pc_maxparameter(sd) && val > 0 ) return 0; // Official servers show '0' when max is reached high = low + val; if ( val < 0 ) swap(low, high); for ( ; low < high; low++ ) #ifdef RENEWAL // renewal status point cost formula sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5)); #else sp += ( 1 + (low + 9) / 10 ); #endif return sp; } /// Raises a stat by 1. /// Obeys max_parameter limits. /// Subtracts stat points. /// /// @param type The stat to change (see enum _sp) int pc_statusup(struct map_session_data* sd, int type) { int max, need, val; nullpo_ret(sd); // check conditions need = pc->need_status_point(sd,type,1); if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point ) { clif->statusupack(sd,type,0,0); return 1; } // check limits max = pc_maxparameter(sd); if( pc_getstat(sd,type) >= max ) { clif->statusupack(sd,type,0,0); return 1; } // set new values val = pc_setstat(sd, type, pc_getstat(sd,type) + 1); sd->status.status_point -= need; status_calc_pc(sd,0); // update increase cost indicator if( need != pc->need_status_point(sd,type,1) ) clif->updatestatus(sd, SP_USTR + type-SP_STR); // update statpoint count clif->updatestatus(sd,SP_STATUSPOINT); // update stat value clif->statusupack(sd,type,1,val); // required if( val > 255 ) clif->updatestatus(sd,type); // send after the 'ack' to override the truncated value return 0; } /// Raises a stat by the specified amount. /// Obeys max_parameter limits. /// Does not subtract stat points. /// /// @param type The stat to change (see enum _sp) /// @param val The stat increase amount. int pc_statusup2(struct map_session_data* sd, int type, int val) { int max, need; nullpo_ret(sd); if( type < SP_STR || type > SP_LUK ) { clif->statusupack(sd,type,0,0); return 1; } need = pc->need_status_point(sd,type,1); // set new value max = pc_maxparameter(sd); val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max)); status_calc_pc(sd,0); // update increase cost indicator if( need != pc->need_status_point(sd,type,1) ) clif->updatestatus(sd, SP_USTR + type-SP_STR); // update stat value clif->statusupack(sd,type,1,val); // required if( val > 255 ) clif->updatestatus(sd,type); // send after the 'ack' to override the truncated value return 0; } /*========================================== * Update skill_lv for player sd * Skill point allocation *------------------------------------------*/ int pc_skillup(struct map_session_data *sd,uint16 skill_id) { uint16 index = 0; nullpo_ret(sd); if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL ) { guild->skillup(sd, skill_id); return 0; } if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) { homun->skillup(sd->hd, skill_id); return 0; } if( !(index = skill->get_index(skill_id)) ) return 0; if( sd->status.skill_point > 0 && sd->status.skill[index].id && sd->status.skill[index].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex] sd->status.skill[index].lv < skill->tree_get_max(skill_id, sd->status.class_) ) { sd->status.skill[index].lv++; sd->status.skill_point--; if( !skill_db[index].inf ) status_calc_pc(sd,0); // Only recalculate for passive skills. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) ) pc->calc_skilltree(sd); // Required to grant all TK Ranger skills. else pc_check_skilltree(sd, skill_id); // Check if a new skill can Lvlup clif->skillup(sd,skill_id); clif->updatestatus(sd,SP_SKILLPOINT); if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */ clif->updatestatus(sd,SP_CARTINFO); if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown clif->skillinfoblock(sd); }else if( battle_config.skillup_limit ){ int pts = 0, i, id; for(i = 0; i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id) > 0 ; i++){ int inf2 = skill->get_inf2(id); if ( inf2&INF2_QUEST_SKILL || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || id == NV_BASIC ) continue; if( sd->status.skill[id].id && sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) pts += pc_checkskill(sd, id); } if( pts < sd->change_level_2nd ) clif->msg_value(sd, 0x61E, sd->change_level_2nd-pts); else if( pts < (sd->change_level_3rd + sd->change_level_2nd) ) clif->msg_value(sd, 0x61F, sd->change_level_3rd - (pts - sd->change_level_2nd)); } return 0; } /*========================================== * /allskill *------------------------------------------*/ int pc_allskillup(struct map_session_data *sd) { int i,id; nullpo_ret(sd); for(i=0;istatus.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) { sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; if (sd->status.skill[i].lv == 0) sd->status.skill[i].id = 0; } } if (pc_has_permission(sd, PC_PERM_ALL_SKILL)) { //Get ALL skills except npc/guild ones. [Skotlex] //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage] for(i=0;istatus.skill[i].lv = skill_db[i].max ) )//Nonexistant skills should return a max of 0 anyway. sd->status.skill[i].id = skill_db[i].nameid; } } } else { int inf2; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc->class2idx(sd->status.class_)][i].id)>0;i++){ int idx = skill_tree[pc->class2idx(sd->status.class_)][i].idx; inf2 = skill_db[idx].inf2; if ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || id==SG_DEVIL ) continue; //Cannot be learned normally. sd->status.skill[idx].id = id; sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_); // celest } } status_calc_pc(sd,0); //Required because if you could level up all skills previously, //the update will not be sent as only the lv variable changes. clif->skillinfoblock(sd); return 0; } /*========================================== * /resetlvl *------------------------------------------*/ int pc_resetlvl(struct map_session_data* sd,int type) { int i; nullpo_ret(sd); if (type != 3) //Also reset skills pc->resetskill(sd, 0); if(type == 1){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; if(sd->sc.option !=0) sd->sc.option = 0; sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; if(sd->status.class_ == JOB_NOVICE_HIGH) { sd->status.status_point=100; // not 88 [celest] // give platinum skills upon changing pc->skill(sd,142,1,0); pc->skill(sd,143,1,0); } } if(type == 2){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; } if(type == 3){ sd->status.base_level=1; sd->status.base_exp=0; } if(type == 4){ sd->status.job_level=1; sd->status.job_exp=0; } clif->updatestatus(sd,SP_STATUSPOINT); clif->updatestatus(sd,SP_STR); clif->updatestatus(sd,SP_AGI); clif->updatestatus(sd,SP_VIT); clif->updatestatus(sd,SP_INT); clif->updatestatus(sd,SP_DEX); clif->updatestatus(sd,SP_LUK); clif->updatestatus(sd,SP_BASELEVEL); clif->updatestatus(sd,SP_JOBLEVEL); clif->updatestatus(sd,SP_STATUSPOINT); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); 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;iequip_index[i] >= 0) if(!pc->isequip(sd,sd->equip_index[i])) pc->unequipitem(sd,sd->equip_index[i],2); } if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) party->send_levelup(sd); status_calc_pc(sd,0); clif->skillinfoblock(sd); return 0; } /*========================================== * /resetstate *------------------------------------------*/ int pc_resetstate(struct map_session_data* sd) { nullpo_ret(sd); if (battle_config.use_statpoint_table) { // New statpoint table used here - Dexity if (sd->status.base_level > MAX_LEVEL) { //statp[] goes out of bounds, can't reset! ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n", sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL); return 0; } sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points } else { int add=0; add += pc->need_status_point(sd, SP_STR, 1-pc_getstat(sd, SP_STR)); add += pc->need_status_point(sd, SP_AGI, 1-pc_getstat(sd, SP_AGI)); add += pc->need_status_point(sd, SP_VIT, 1-pc_getstat(sd, SP_VIT)); add += pc->need_status_point(sd, SP_INT, 1-pc_getstat(sd, SP_INT)); add += pc->need_status_point(sd, SP_DEX, 1-pc_getstat(sd, SP_DEX)); add += pc->need_status_point(sd, SP_LUK, 1-pc_getstat(sd, SP_LUK)); sd->status.status_point+=add; } pc_setstat(sd, SP_STR, 1); pc_setstat(sd, SP_AGI, 1); pc_setstat(sd, SP_VIT, 1); pc_setstat(sd, SP_INT, 1); pc_setstat(sd, SP_DEX, 1); pc_setstat(sd, SP_LUK, 1); clif->updatestatus(sd,SP_STR); clif->updatestatus(sd,SP_AGI); clif->updatestatus(sd,SP_VIT); clif->updatestatus(sd,SP_INT); clif->updatestatus(sd,SP_DEX); clif->updatestatus(sd,SP_LUK); clif->updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif->updatestatus(sd,SP_UAGI); clif->updatestatus(sd,SP_UVIT); clif->updatestatus(sd,SP_UINT); clif->updatestatus(sd,SP_UDEX); clif->updatestatus(sd,SP_ULUK); // End Addition clif->updatestatus(sd,SP_STATUSPOINT); if( sd->mission_mobid ) { //bugreport:2200 sd->mission_mobid = 0; sd->mission_count = 0; pc_setglobalreg(sd,"TK_MISSION_ID", 0); } status_calc_pc(sd,0); return 1; } /*========================================== * /resetskill * if flag&1, perform block resync and status_calc call. * if flag&2, just count total amount of skill points used by player, do not really reset. * if flag&4, just reset the skills if the player class is a bard/dancer type (for changesex.) *------------------------------------------*/ int pc_resetskill(struct map_session_data* sd, int flag) { int i, lv, inf2, skill_point=0; nullpo_ret(sd); if( flag&4 && (sd->class_&MAPID_UPPERMASK) != MAPID_BARDDANCER ) return 0; if( !(flag&2) ) { //Remove stuff lost when resetting skills. /** * It has been confirmed on official server that when you reset skills with a ranked tweakwon your skills are not reset (because you have all of them anyway) **/ if( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) ) return 0; if( pc->checkskill(sd, SG_DEVIL) && !pc->nextjobexp(sd) ) //Remove perma blindness due to skill-reset. [Skotlex] clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_DEVIL1); i = sd->sc.option; if( i&OPTION_RIDING && (!pc->checkskill(sd, KN_RIDING) || (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) ) i &= ~OPTION_RIDING; if( i&OPTION_FALCON && pc->checkskill(sd, HT_FALCON) ) i &= ~OPTION_FALCON; if( i&OPTION_DRAGON && pc->checkskill(sd, RK_DRAGONTRAINING) ) i &= ~OPTION_DRAGON; if( i&OPTION_WUG && pc->checkskill(sd, RA_WUGMASTERY) ) i &= ~OPTION_WUG; if( i&OPTION_WUGRIDER && pc->checkskill(sd, RA_WUGRIDER) ) i &= ~OPTION_WUGRIDER; if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC ) i &= ~OPTION_MADOGEAR; #ifndef NEW_CARTS if( i&OPTION_CART && pc->checkskill(sd, MC_PUSHCART) ) i &= ~OPTION_CART; #else if( sd->sc.data[SC_PUSH_CART] ) pc->setcart(sd, 0); #endif if( i != sd->sc.option ) pc->setoption(sd, i); if( homun_alive(sd->hd) && pc->checkskill(sd, AM_CALLHOMUN) ) homun->vaporize(sd, 0); } for( i = 1; i < MAX_SKILL; i++ ) { uint16 skill_id = 0; lv = sd->status.skill[i].lv; if (lv < 1) continue; inf2 = skill_db[i].inf2; if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. continue; skill_id = skill_db[i].nameid; // Don't reset trick dead if not a novice/baby if( skill_id == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) { sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; continue; } // do not reset basic skill if( skill_id == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) continue; if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) continue; if( flag&4 && !skill_ischangesex(i) ) continue; if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) { //Only handle quest skills in a special way when you can't learn them manually if( battle_config.quest_skill_reset && !(flag&2) ) { //Wipe them sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } continue; } if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) skill_point += lv; else if( sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0 ) skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0); if( !(flag&2) ) {// reset sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } } if( flag&2 || !skill_point ) return skill_point; sd->status.skill_point += skill_point; if( flag&1 ) { clif->updatestatus(sd,SP_SKILLPOINT); clif->skillinfoblock(sd); status_calc_pc(sd,0); } return skill_point; } /*========================================== * /resetfeel [Komurka] *------------------------------------------*/ int pc_resetfeel(struct map_session_data* sd) { int i; nullpo_ret(sd); for (i=0; ifeel_map[i].m = -1; sd->feel_map[i].index = 0; pc_setglobalreg(sd,sg_info[i].feel_var,0); } return 0; } int pc_resethate(struct map_session_data* sd) { int i; nullpo_ret(sd); for (i=0; i<3; i++) { sd->hate_mob[i] = -1; pc_setglobalreg(sd,sg_info[i].hate_var,0); } return 0; } int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = 0; nullpo_ret(sd); ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val; if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION]) bonus += 10; return bonus; } int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = sd->bonus.add_heal_rate; if( bonus ) { switch( skill_id ) { case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break; case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break; case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break; case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break; case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break; } } ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val; return bonus; } int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) { int i, bonus = sd->bonus.add_heal2_rate; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillheal2) ) bonus += sd->skillheal2[i].val; return bonus; } void pc_respawn(struct map_session_data* sd, clr_type clrtype) { if( !pc_isdead(sd) ) return; // not applicable if( sd->bg_id && bg_member_respawn(sd) ) return; // member revived by battleground pc->setstand(sd); pc->setrestartvalue(sd,3); if( pc->setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) ) clif->resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet. } static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd = iMap->id2sd(id); if( sd != NULL ) { sd->pvp_point=0; pc->respawn(sd,CLR_OUTSIGHT); } return 0; } /*========================================== * Invoked when a player has received damage *------------------------------------------*/ void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp) { if (sp) clif->updatestatus(sd,SP_SP); if (hp) clif->updatestatus(sd,SP_HP); else return; if( !src || src == &sd->bl ) return; if( pc_issit(sd) ) { pc->setstand(sd); skill->sit(sd,0); } if( sd->progressbar.npc_id ) clif->progressbar_abort(sd); if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support ) pet_target_check(sd,src,1); if( sd->status.ele_id > 0 ) elemental_set_target(sd,src); sd->canlog_tick = iTimer->gettick(); } /*========================================== * Invoked when a player has negative current hp *------------------------------------------*/ int pc_dead(struct map_session_data *sd,struct block_list *src) { int i=0,j=0,k=0; unsigned int tick = iTimer->gettick(); for(k = 0; k < 5; k++) if (sd->devotion[k]){ struct map_session_data *devsd = iMap->id2sd(sd->devotion[k]); if (devsd) status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER); sd->devotion[k] = 0; } if(sd->status.pet_id > 0 && sd->pd) { struct pet_data *pd = sd->pd; if( !map[sd->bl.m].flag.noexppenalty ) { pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die); if( pd->pet.intimate < 0 ) pd->pet.intimate = 0; clif->send_petdata(sd,sd->pd,1,pd->pet.intimate); } if( sd->pd->target_id ) // Unlock all targets... pet_unlocktarget(sd->pd); } if (sd->status.hom_id > 0){ if(battle_config.homunculus_auto_vapor && sd->hd && !sd->hd->sc.data[SC_LIGHT_OF_REGENE]) homun->vaporize(sd, 0); } if( sd->md ) merc_delete(sd->md, 3); // Your mercenary soldier has ran away. if( sd->ed ) elemental_delete(sd->ed, 0); // Leave duel if you die [LuzZza] if(battle_config.duel_autoleave_when_die) { if(sd->duel_group > 0) duel_leave(sd->duel_group, sd); if(sd->duel_invite > 0) duel_reject(sd->duel_invite, sd); } if (sd->npc_id && sd->st && sd->st->state != RUN) npc_event_dequeue(sd); pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1); pc->setparam(sd, SP_KILLERRID, src?src->id:0); if( sd->bg_id ) {/* TODO: purge when bgqueue is deemed ok */ struct battleground_data *bg; if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] ) npc_event(sd, bg->die_event, 0); } for( i = 0; i < sd->queues_count; i++ ) { struct hQueue *queue; if( (queue = script->queue(sd->queues[i])) && queue->onDeath[0] != '\0' ) npc_event(sd, queue->onDeath, 0); } npc_script_event(sd,NPCE_DIE); // Clear anything NPC-related when you die and was interacting with one. if (sd->npc_id || sd->npc_shopid) { if (sd->state.using_fake_npc) { clif->clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd); sd->state.using_fake_npc = 0; } if (sd->state.menu_or_input) sd->state.menu_or_input = 0; if (sd->npc_menu) sd->npc_menu = 0; sd->npc_id = 0; sd->npc_shopid = 0; if (sd->st && sd->st->state != END) sd->st->state = END; } /* e.g. not killed thru pc->damage */ if( pc_issit(sd) ) { clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT); } pc_setdead(sd); //Reset menu skills/item skills if (sd->skillitem) sd->skillitem = sd->skillitemlv = 0; if (sd->menuskill_id) sd->menuskill_id = sd->menuskill_val = 0; //Reset ticks. sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0; if ( sd && sd->spiritball ) pc->delspiritball(sd,sd->spiritball,0); for(i = 1; i < 5; i++) pc->del_charm(sd, sd->charm[i], i); if (src) { switch (src->type) { case BL_MOB: { struct mob_data *md=(struct mob_data *)src; if(md->target_id==sd->bl.id) mob_unlocktarget(md,tick); if(battle_config.mobs_level_up && md->status.hp && (unsigned int)md->level < pc->maxbaselv(sd) && !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex] ) { // monster level up [Valaris] clif->misceffect(&md->bl,0); md->level++; status_calc_mob(md, 0); status_percent_heal(src,10,0); if( battle_config.show_mob_info&4 ) {// update name with new level clif->charnameack(0, &md->bl); } } src = battle->get_master(src); // Maybe Player Summon } break; case BL_PET: //Pass on to master... src = &((TBL_PET*)src)->msd->bl; break; case BL_HOM: src = &((TBL_HOM*)src)->master->bl; break; case BL_MER: src = &((TBL_MER*)src)->master->bl; break; } } if (src && src->type == BL_PC) { struct map_session_data *ssd = (struct map_session_data *)src; pc->setparam(ssd, SP_KILLEDRID, sd->bl.id); npc_script_event(ssd, NPCE_KILLPC); if (battle_config.pk_mode&2) { ssd->status.manner -= 5; if(ssd->status.manner < 0) sc_start(src,SC_NOCHAT,100,0,0); #if 0 // PK/Karma system code (not enabled yet) [celest] // originally from Kade Online, so i don't know if any of these is correct ^^; // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable, // karma going down = more 'good' / more honourable. // The Karma System way... if (sd->status.karma > ssd->status.karma) { // If player killed was more evil sd->status.karma--; ssd->status.karma--; } else if (sd->status.karma < ssd->status.karma) // If player killed was more good ssd->status.karma++; // or the PK System way... if (sd->status.karma > 0) // player killed is dishonourable? ssd->status.karma--; // honour points earned sd->status.karma++; // honour points lost // To-do: Receive exp on certain occasions #endif } } if(battle_config.bone_drop==2 || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=ITEMID_SKULL_; item_tmp.identify=1; item_tmp.card[0]=CARD0_CREATE; item_tmp.card[1]=0; item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId item_tmp.card[3]=GetWord(sd->status.char_id,1); iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } // activate Steel body if a super novice dies at 99+% exp [celest] if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) { unsigned int next = pc->nextbaseexp(sd); if( next == 0 ) next = pc->thisbaseexp(sd); if( get_percentage(sd->status.base_exp,next) >= 99 ) { sd->state.snovice_dead_flag = 1; pc->setstand(sd); status_percent_heal(&sd->bl, 100, 100); clif->resurrection(&sd->bl, 1); if(battle_config.pc_invincible_time) pc->setinvincibletimer(sd, battle_config.pc_invincible_time); sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1)); if(map_flag_gvg(sd->bl.m)) pc_respawn_timer(INVALID_TIMER, iTimer->gettick(), sd->bl.id, 0); return 0; } } // changed penalty options, added death by player if pk_mode [Valaris] if(battle_config.death_penalty_type && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty && !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m) && !sd->sc.data[SC_BABY] && !sd->sc.data[SC_CASH_DEATHPENALTY]) { unsigned int base_penalty =0; if (battle_config.death_penalty_base > 0) { switch (battle_config.death_penalty_type) { case 1: base_penalty = (unsigned int) ((double)pc->nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; sd->status.base_exp -= min(sd->status.base_exp, base_penalty); clif->updatestatus(sd,SP_BASEEXP); } } if(battle_config.death_penalty_job > 0) { base_penalty = 0; switch (battle_config.death_penalty_type) { case 1: base_penalty = (unsigned int) ((double)pc->nextjobexp(sd) * (double)battle_config.death_penalty_job/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; sd->status.job_exp -= min(sd->status.job_exp, base_penalty); clif->updatestatus(sd,SP_JOBEXP); } } if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) { base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.); if(base_penalty) pc->payzeny(sd, base_penalty, LOG_TYPE_PICKDROP_PLAYER, NULL); } } if(map[sd->bl.m].flag.pvp_nightmaredrop) { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker] for(j=0;jbl.m].drop_list_count;j++){ int id = map[sd->bl.m].drop_list[j].drop_id; int type = map[sd->bl.m].drop_list[j].drop_type; int per = map[sd->bl.m].drop_list[j].drop_per; if(id == 0) continue; if(id == -1){ int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); for(i=0;istatus.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3) { int k; ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 ); if( k < MAX_INVENTORY ) eq_n[k] = i; eq_num++; } } if(eq_num > 0){ int n = eq_n[rnd()%eq_num]; if(rnd()%10000 < per){ if(sd->status.inventory[n].equip) pc->unequipitem(sd,n,3); pc->dropitem(sd,n,1); } } } else if(id > 0){ for(i=0;istatus.inventory[i].nameid == id && rnd()%10000 < per && ((type == 1 && !sd->status.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3) ){ if(sd->status.inventory[i].equip) pc->unequipitem(sd,i,3); pc->dropitem(sd,i,1); break; } } } } } // pvp // disable certain pvp functions on pk_mode [Valaris] if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank ) { sd->pvp_point -= 5; sd->pvp_lost++; if( src && src->type == BL_PC ) { struct map_session_data *ssd = (struct map_session_data *)src; ssd->pvp_point++; ssd->pvp_won++; } if( sd->pvp_point < 0 ) { iTimer->add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0); return 1|8; } } //GvG if( map_flag_gvg(sd->bl.m) ) { iTimer->add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0); return 1|8; } else if( sd->bg_id ) { struct battleground_data *bg = bg_team_search(sd->bg_id); if( bg && bg->mapindex > 0 ) { // Respawn by BG iTimer->add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0); return 1|8; } } //Reset "can log out" tick. if( battle_config.prevent_logout ) sd->canlog_tick = iTimer->gettick() - battle_config.prevent_logout; return 1; } void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) { if(hp) clif->updatestatus(sd,SP_HP); if(sp) clif->updatestatus(sd,SP_SP); pc->setstand(sd); if(battle_config.pc_invincible_time > 0) pc->setinvincibletimer(sd, battle_config.pc_invincible_time); if( sd->state.gmaster_flag ) { guild->aura_refresh(sd,GD_LEADERSHIP,guild->checkskill(sd->state.gmaster_flag,GD_LEADERSHIP)); guild->aura_refresh(sd,GD_GLORYWOUNDS,guild->checkskill(sd->state.gmaster_flag,GD_GLORYWOUNDS)); guild->aura_refresh(sd,GD_SOULCOLD,guild->checkskill(sd->state.gmaster_flag,GD_SOULCOLD)); guild->aura_refresh(sd,GD_HAWKEYES,guild->checkskill(sd->state.gmaster_flag,GD_HAWKEYES)); } } // script // /*========================================== * script reading pc status registry *------------------------------------------*/ int pc_readparam(struct map_session_data* sd,int type) { int val = 0; nullpo_ret(sd); switch(type) { case SP_SKILLPOINT: val = sd->status.skill_point; break; case SP_STATUSPOINT: val = sd->status.status_point; break; case SP_ZENY: val = sd->status.zeny; break; case SP_BASELEVEL: val = sd->status.base_level; break; case SP_JOBLEVEL: val = sd->status.job_level; break; case SP_CLASS: val = sd->status.class_; break; case SP_BASEJOB: val = pc->mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type. case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break; case SP_BASECLASS: val = pc->mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex] case SP_SEX: val = sd->status.sex; break; case SP_WEIGHT: val = sd->weight; break; case SP_MAXWEIGHT: val = sd->max_weight; break; case SP_BASEEXP: val = sd->status.base_exp; break; case SP_JOBEXP: val = sd->status.job_exp; break; case SP_NEXTBASEEXP: val = pc->nextbaseexp(sd); break; case SP_NEXTJOBEXP: val = pc->nextjobexp(sd); break; case SP_HP: val = sd->battle_status.hp; break; case SP_MAXHP: val = sd->battle_status.max_hp; break; case SP_SP: val = sd->battle_status.sp; break; case SP_MAXSP: val = sd->battle_status.max_sp; break; case SP_STR: val = sd->status.str; break; case SP_AGI: val = sd->status.agi; break; case SP_VIT: val = sd->status.vit; break; case SP_INT: val = sd->status.int_; break; case SP_DEX: val = sd->status.dex; break; case SP_LUK: val = sd->status.luk; break; case SP_KARMA: val = sd->status.karma; break; case SP_MANNER: val = sd->status.manner; break; case SP_FAME: val = sd->status.fame; break; case SP_KILLERRID: val = sd->killerrid; break; case SP_KILLEDRID: val = sd->killedrid; break; case SP_SLOTCHANGE: val = sd->status.slotchange; break; case SP_CHARRENAME: val = sd->status.rename; break; case SP_CRITICAL: val = sd->battle_status.cri/10; break; case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break; case SP_BASE_ATK: val = sd->battle_status.batk; break; case SP_DEF1: val = sd->battle_status.def; break; case SP_DEF2: val = sd->battle_status.def2; break; case SP_MDEF1: val = sd->battle_status.mdef; break; case SP_MDEF2: val = sd->battle_status.mdef2; break; case SP_HIT: val = sd->battle_status.hit; break; case SP_FLEE1: val = sd->battle_status.flee; break; case SP_FLEE2: val = sd->battle_status.flee2; break; case SP_DEFELE: val = sd->battle_status.def_ele; break; #ifndef RENEWAL_CAST case SP_VARCASTRATE: #endif case SP_CASTRATE: val = sd->castrate+=val; break; case SP_MAXHPRATE: val = sd->hprate; break; case SP_MAXSPRATE: val = sd->sprate; break; case SP_SPRATE: val = sd->dsprate; break; case SP_SPEED_RATE: val = sd->bonus.speed_rate; break; case SP_SPEED_ADDRATE: val = sd->bonus.speed_add_rate; break; case SP_ASPD_RATE: #ifndef RENEWAL_ASPD val = sd->battle_status.aspd_rate; #else val = sd->battle_status.aspd_rate2; #endif break; case SP_HP_RECOV_RATE: val = sd->hprecov_rate; break; case SP_SP_RECOV_RATE: val = sd->sprecov_rate; break; case SP_CRITICAL_DEF: val = sd->bonus.critical_def; break; case SP_NEAR_ATK_DEF: val = sd->bonus.near_attack_def_rate; break; case SP_LONG_ATK_DEF: val = sd->bonus.long_attack_def_rate; break; case SP_DOUBLE_RATE: val = sd->bonus.double_rate; break; case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break; case SP_MATK_RATE: val = sd->matk_rate; break; case SP_ATK_RATE: val = sd->bonus.atk_rate; break; case SP_MAGIC_ATK_DEF: val = sd->bonus.magic_def_rate; break; case SP_MISC_ATK_DEF: val = sd->bonus.misc_def_rate; break; case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break; case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break; case SP_CRITICAL_RATE: val = sd->critical_rate; break; case SP_HIT_RATE: val = sd->hit_rate; break; case SP_FLEE_RATE: val = sd->flee_rate; break; case SP_FLEE2_RATE: val = sd->flee2_rate; break; case SP_DEF_RATE: val = sd->def_rate; break; case SP_DEF2_RATE: val = sd->def2_rate; break; case SP_MDEF_RATE: val = sd->mdef_rate; break; case SP_MDEF2_RATE: val = sd->mdef2_rate; break; case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break; case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break; case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break; case SP_NO_SIZEFIX: val = sd->special_state.no_sizefix?1:0; break; case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break; case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break; case SP_NO_MISC_DAMAGE: val = sd->special_state.no_misc_damage; break; case SP_NO_GEMSTONE: val = sd->special_state.no_gemstone?1:0; break; case SP_INTRAVISION: val = sd->special_state.intravision?1:0; break; case SP_NO_KNOCKBACK: val = sd->special_state.no_knockback?1:0; break; case SP_SPLASH_RANGE: val = sd->bonus.splash_range; break; case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break; case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break; case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break; case SP_PERFECT_HIDE: val = sd->special_state.perfect_hiding?1:0; break; case SP_UNBREAKABLE: val = sd->bonus.unbreakable; break; case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break; case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break; case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break; case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break; case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break; case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break; case SP_CLASSCHANGE: val = sd->bonus.classchange; break; case SP_LONG_ATK_RATE: val = sd->bonus.long_attack_atk_rate; break; case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break; case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break; case SP_ADD_STEAL_RATE: val = sd->bonus.add_steal_rate; break; case SP_DELAYRATE: val = sd->delayrate; break; case SP_CRIT_ATK_RATE: val = sd->bonus.crit_atk_rate; break; case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0; break; case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break; case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break; case SP_SP_GAIN_VALUE: val = sd->bonus.sp_gain_value; break; case SP_HP_GAIN_VALUE: val = sd->bonus.hp_gain_value; break; case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break; case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break; case SP_ADD_HEAL_RATE: val = sd->bonus.add_heal_rate; break; case SP_ADD_HEAL2_RATE: val = sd->bonus.add_heal2_rate; break; case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break; case SP_EMATK: val = sd->bonus.ematk; break; case SP_FIXCASTRATE: val = sd->bonus.fixcastrate; break; case SP_ADD_FIXEDCAST: val = sd->bonus.add_fixcast; break; #ifdef RENEWAL_CAST case SP_VARCASTRATE: val = sd->bonus.varcastrate; break; case SP_ADD_VARIABLECAST:val = sd->bonus.add_varcast; break; #endif } return val; } /*========================================== * script set pc status registry *------------------------------------------*/ int pc_setparam(struct map_session_data *sd,int type,int val) { int i = 0; nullpo_ret(sd); switch(type){ case SP_BASELEVEL: if ((unsigned int)val > pc->maxbaselv(sd)) //Capping to max val = pc->maxbaselv(sd); if ((unsigned int)val > sd->status.base_level) { int stat=0; for (i = 0; i < (int)((unsigned int)val - sd->status.base_level); i++) stat += pc->gets_status_point(sd->status.base_level + i); sd->status.status_point += stat; } sd->status.base_level = (unsigned int)val; sd->status.base_exp = 0; // clif->updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom clif->updatestatus(sd, SP_NEXTBASEEXP); clif->updatestatus(sd, SP_STATUSPOINT); clif->updatestatus(sd, SP_BASEEXP); status_calc_pc(sd, 0); if(sd->status.party_id) { party->send_levelup(sd); } break; case SP_JOBLEVEL: if ((unsigned int)val >= sd->status.job_level) { if ((unsigned int)val > pc->maxjoblv(sd)) val = pc->maxjoblv(sd); sd->status.skill_point += val - sd->status.job_level; clif->updatestatus(sd, SP_SKILLPOINT); } sd->status.job_level = (unsigned int)val; sd->status.job_exp = 0; // clif->updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom clif->updatestatus(sd, SP_NEXTJOBEXP); clif->updatestatus(sd, SP_JOBEXP); status_calc_pc(sd, 0); break; case SP_SKILLPOINT: sd->status.skill_point = val; break; case SP_STATUSPOINT: sd->status.status_point = val; break; case SP_ZENY: if( val < 0 ) return 0;// can't set negative zeny logs->zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY))); sd->status.zeny = cap_value(val, 0, MAX_ZENY); break; case SP_BASEEXP: if(pc->nextbaseexp(sd) > 0) { sd->status.base_exp = val; pc->checkbaselevelup(sd); } break; case SP_JOBEXP: if(pc->nextjobexp(sd) > 0) { sd->status.job_exp = val; pc->checkjoblevelup(sd); } break; case SP_SEX: sd->status.sex = val ? SEX_MALE : SEX_FEMALE; break; case SP_WEIGHT: sd->weight = val; break; case SP_MAXWEIGHT: sd->max_weight = val; break; case SP_HP: sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp); break; case SP_MAXHP: sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp); if( sd->battle_status.max_hp < sd->battle_status.hp ) { sd->battle_status.hp = sd->battle_status.max_hp; clif->updatestatus(sd, SP_HP); } break; case SP_SP: sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp); break; case SP_MAXSP: sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp); if( sd->battle_status.max_sp < sd->battle_status.sp ) { sd->battle_status.sp = sd->battle_status.max_sp; clif->updatestatus(sd, SP_SP); } break; case SP_STR: sd->status.str = cap_value(val, 1, pc_maxparameter(sd)); break; case SP_AGI: sd->status.agi = cap_value(val, 1, pc_maxparameter(sd)); break; case SP_VIT: sd->status.vit = cap_value(val, 1, pc_maxparameter(sd)); break; case SP_INT: sd->status.int_ = cap_value(val, 1, pc_maxparameter(sd)); break; case SP_DEX: sd->status.dex = cap_value(val, 1, pc_maxparameter(sd)); break; case SP_LUK: sd->status.luk = cap_value(val, 1, pc_maxparameter(sd)); break; case SP_KARMA: sd->status.karma = val; break; case SP_MANNER: sd->status.manner = val; break; case SP_FAME: sd->status.fame = val; break; case SP_KILLERRID: sd->killerrid = val; return 1; case SP_KILLEDRID: sd->killedrid = val; return 1; case SP_SLOTCHANGE: sd->status.slotchange = val; return 1; case SP_CHARRENAME: sd->status.rename = val; return 1; default: ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type); return 0; } clif->updatestatus(sd,type); return 1; } /*========================================== * HP/SP Healing. If flag is passed, the heal type is through clif->heal, otherwise update status. *------------------------------------------*/ void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type) { if (type) { if (hp) clif->heal(sd->fd,SP_HP,hp); if (sp) clif->heal(sd->fd,SP_SP,sp); } else { if(hp) clif->updatestatus(sd,SP_HP); if(sp) clif->updatestatus(sd,SP_SP); } return; } /*========================================== * HP/SP Recovery * Heal player hp and/or sp linearly. * Calculate bonus by status. *------------------------------------------*/ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp) { int bonus; if(hp) { int i; bonus = 100 + (sd->battle_status.vit<<1) + pc->checkskill(sd,SM_RECOVERY)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5; // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG] if (potion_flag > 1) bonus += bonus*(potion_flag-1)*50/100; //All item bonuses. bonus += sd->bonus.itemhealrate2; //Item Group bonuses bonus += bonus*itemdb_group_bonus(sd, itemid)/100; //Individual item bonuses. for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { if (sd->itemhealrate[i].nameid == itemid) { bonus += bonus*sd->itemhealrate[i].rate/100; break; } } if(bonus!=100) hp = hp * bonus / 100; // Recovery Potion if( sd->sc.data[SC_HEALPLUS] ) hp += (int)(hp * sd->sc.data[SC_HEALPLUS]->val1/100.); } if(sp) { bonus = 100 + (sd->battle_status.int_<<1) + pc->checkskill(sd,MG_SRECOVERY)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5; if (potion_flag > 1) bonus += bonus*(potion_flag-1)*50/100; if(bonus != 100) sp = sp * bonus / 100; } if( sd->sc.count ) { if ( sd->sc.data[SC_CRITICALWOUND] ) { hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100; sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100; } if ( sd->sc.data[SC_DEATHHURT] ) { hp -= hp * 20 / 100; sp -= sp * 20 / 100; } if( sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2 ) { hp += hp / 10; sp += sp / 10; } #ifdef RENEWAL if( sd->sc.data[SC_EXTREMITYFIST2] ) sp = 0; #endif } return status_heal(&sd->bl, hp, sp, 1); } /*========================================== * HP/SP Recovery * Heal player hp nad/or sp by rate *------------------------------------------*/ int pc_percentheal(struct map_session_data *sd,int hp,int sp) { nullpo_ret(sd); if(hp > 100) hp = 100; else if(hp <-100) hp =-100; if(sp > 100) sp = 100; else if(sp <-100) sp =-100; if(hp >= 0 && sp >= 0) //Heal return status_percent_heal(&sd->bl, hp, sp); if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100% return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100); //Crossed signs if(hp) { if(hp > 0) status_percent_heal(&sd->bl, hp, 0); else status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100); } if(sp) { if(sp > 0) status_percent_heal(&sd->bl, 0, sp); else status_percent_damage(NULL, &sd->bl, 0, sp, false); } return 0; } static int jobchange_killclone(struct block_list *bl, va_list ap) { struct mob_data *md; int flag; md = (struct mob_data *)bl; nullpo_ret(md); flag = va_arg(ap, int); if (md->master_id && md->special_state.clone && md->master_id == flag) status_kill(&md->bl); return 1; } /*========================================== * Called when player changes job * Rewrote to make it tidider [Celest] *------------------------------------------*/ int pc_jobchange(struct map_session_data *sd,int job, int upper) { int i, fame_flag=0; int b_class, idx = 0; nullpo_ret(sd); if (job < 0) return 1; //Normalize job. b_class = pc->jobid2mapid(job); if (b_class == -1) return 1; switch (upper) { case 1: b_class|= JOBL_UPPER; break; case 2: b_class|= JOBL_BABY; break; } //This will automatically adjust bard/dancer classes to the correct gender //That is, if you try to jobchange into dancer, it will turn you to bard. job = pc->mapid2jobid(b_class, sd->status.sex); if (job == -1) return 1; if ((unsigned short)b_class == sd->class_) return 1; //Nothing to change. // changing from 1st to 2nd job if ((b_class&JOBL_2) && !(sd->class_&JOBL_2) && (b_class&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) { sd->change_level_2nd = sd->status.job_level; pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd); } // changing from 2nd to 3rd job else if((b_class&JOBL_THIRD) && !(sd->class_&JOBL_THIRD)) { sd->change_level_3rd = sd->status.job_level; pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd); } if(sd->cloneskill_id) { idx = skill->get_index(sd->cloneskill_id); if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { sd->status.skill[idx].id = 0; sd->status.skill[idx].lv = 0; sd->status.skill[idx].flag = 0; clif->deleteskill(sd,sd->cloneskill_id); } sd->cloneskill_id = 0; pc_setglobalreg(sd, "CLONE_SKILL", 0); pc_setglobalreg(sd, "CLONE_SKILL_LV", 0); } if(sd->reproduceskill_id) { idx = skill->get_index(sd->reproduceskill_id); if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { sd->status.skill[idx].id = 0; sd->status.skill[idx].lv = 0; sd->status.skill[idx].flag = 0; clif->deleteskill(sd,sd->reproduceskill_id); } sd->reproduceskill_id = 0; pc_setglobalreg(sd, "REPRODUCE_SKILL",0); pc_setglobalreg(sd, "REPRODUCE_SKILL_LV",0); } if ( (b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK) ) { //Things to remove when changing class tree. const int class_ = pc->class2idx(sd->status.class_); short id; for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) { //Remove status specific to your current tree skills. enum sc_type sc = status_skill2sc(id); if (sc > SC_COMMON_MAX && sd->sc.data[sc]) status_change_end(&sd->bl, sc, INVALID_TIMER); } } if( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) { /* going off star glad lineage, reset feel to not store no-longer-used vars in the database */ pc->resetfeel(sd); } sd->status.class_ = job; fame_flag = pc->famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK); sd->class_ = (unsigned short)b_class; sd->status.job_level=1; sd->status.job_exp=0; if (sd->status.base_level > pc->maxbaselv(sd)) { sd->status.base_level = pc->maxbaselv(sd); sd->status.base_exp=0; pc->resetstate(sd); clif->updatestatus(sd,SP_STATUSPOINT); clif->updatestatus(sd,SP_BASELEVEL); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_NEXTBASEEXP); } clif->updatestatus(sd,SP_JOBLEVEL); clif->updatestatus(sd,SP_JOBEXP); clif->updatestatus(sd,SP_NEXTJOBEXP); for(i=0;iequip_index[i] >= 0) if(!pc->isequip(sd,sd->equip_index[i])) pc->unequipitem(sd,sd->equip_index[i],2); // unequip invalid item for class } //Change look, if disguised, you need to undisguise //to correctly calculate new job sprite without if (sd->disguise != -1) pc->disguise(sd, -1); status_set_viewdata(&sd->bl, job); clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris] if(sd->vd.cloth_color) clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); //Update skill tree. pc->calc_skilltree(sd); clif->skillinfoblock(sd); if (sd->ed) elemental_delete(sd->ed, 0); if (sd->state.vending) vending->close(sd); iMap->foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id); //Remove peco/cart/falcon i = sd->sc.option; if( i&OPTION_RIDING && (!pc->checkskill(sd, KN_RIDING) || (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) ) i&=~OPTION_RIDING; if( i&OPTION_FALCON && !pc->checkskill(sd, HT_FALCON) ) i&=~OPTION_FALCON; if( i&OPTION_DRAGON && !pc->checkskill(sd,RK_DRAGONTRAINING) ) i&=~OPTION_DRAGON; if( i&OPTION_WUGRIDER && !pc->checkskill(sd,RA_WUGMASTERY) ) i&=~OPTION_WUGRIDER; if( i&OPTION_WUG && !pc->checkskill(sd,RA_WUGMASTERY) ) i&=~OPTION_WUG; if( i&OPTION_MADOGEAR ) //You do not need a skill for this. i&=~OPTION_MADOGEAR; #ifndef NEW_CARTS if( i&OPTION_CART && !pc->checkskill(sd, MC_PUSHCART) ) i&=~OPTION_CART; #else if( sd->sc.data[SC_PUSH_CART] && !pc->checkskill(sd, MC_PUSHCART) ) pc->setcart(sd, 0); #endif if(i != sd->sc.option) pc->setoption(sd, i); if(homun_alive(sd->hd) && !pc->checkskill(sd, AM_CALLHOMUN)) homun->vaporize(sd, 0); if(sd->status.manner < 0) clif->changestatus(sd,SP_MANNER,sd->status.manner); status_calc_pc(sd,0); pc->checkallowskill(sd); pc->equiplookall(sd); //if you were previously famous, not anymore. if (fame_flag) { chrif_save(sd,0); chrif_buildfamelist(); } else if (sd->status.fame > 0) { //It may be that now they are famous? switch (sd->class_&MAPID_UPPERMASK) { case MAPID_BLACKSMITH: case MAPID_ALCHEMIST: case MAPID_TAEKWON: chrif_save(sd,0); chrif_buildfamelist(); break; } } return 0; } /*========================================== * Tell client player sd has change equipement *------------------------------------------*/ int pc_equiplookall(struct map_session_data *sd) { nullpo_ret(sd); clif->changelook(&sd->bl,LOOK_WEAPON,0); clif->changelook(&sd->bl,LOOK_SHOES,0); clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); clif->changelook(&sd->bl,LOOK_ROBE, sd->status.robe); return 0; } /*========================================== * Tell client player sd has change look (hair,equip...) *------------------------------------------*/ int pc_changelook(struct map_session_data *sd,int type,int val) { nullpo_ret(sd); switch(type){ case LOOK_BASE: status_set_viewdata(&sd->bl, val); clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); if (sd->vd.cloth_color) clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); clif->skillinfoblock(sd); return 0; break; case LOOK_HAIR: //Use the battle_config limits! [Skotlex] val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE); if (sd->status.hair != val) { sd->status.hair=val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id, GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair)); } break; case LOOK_WEAPON: sd->status.weapon=val; break; case LOOK_HEAD_BOTTOM: sd->status.head_bottom=val; break; case LOOK_HEAD_TOP: sd->status.head_top=val; break; case LOOK_HEAD_MID: sd->status.head_mid=val; break; case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex] val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR); if (sd->status.hair_color != val) { sd->status.hair_color=val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id, GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color)); } break; case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex] val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR); sd->status.clothes_color=val; break; case LOOK_SHIELD: sd->status.shield=val; break; case LOOK_SHOES: break; case LOOK_ROBE: sd->status.robe = val; break; } clif->changelook(&sd->bl,type,val); return 0; } /*========================================== * Give an option (type) to player (sd) and display it to client *------------------------------------------*/ int pc_setoption(struct map_session_data *sd,int type) { int p_type, new_look=0; nullpo_ret(sd); p_type = sd->sc.option; //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex] sd->sc.option=type; clif->changeoption(&sd->bl); if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc->checkskill(sd,RK_DRAGONTRAINING) > 0) ) { // Mounting clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_RIDING, 0, 0, 0); status_calc_pc(sd,0); } else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON) ) { // Dismount clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_RIDING); status_calc_pc(sd,0); } #ifndef NEW_CARTS if( type&OPTION_CART && !( p_type&OPTION_CART ) ) { //Cart On clif->cartlist(sd); clif->updatestatus(sd, SP_CARTINFO); if(pc->checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,0); //Apply speed penalty. } else if( !( type&OPTION_CART ) && p_type&OPTION_CART ){ //Cart Off clif->clearcart(sd->fd); if(pc->checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,0); //Remove speed penalty. } #endif if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_FALCON, 0, 0, 0); else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_FALCON); if( (sd->class_&MAPID_THIRDMASK) == MAPID_RANGER ) { if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_WUGRIDER, 0, 0, 0); status_calc_pc(sd,0); } else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_WUGRIDER); status_calc_pc(sd,0); } } if( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) { int i; if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) status_calc_pc(sd, 0); else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) status_calc_pc(sd, 0); for( i = 0; i < SC_MAX; i++ ){ if ( !sd->sc.data[i] || !status_get_sc_type(i) ) continue; if ( status_get_sc_type(i)&SC_MADO_NO_RESET ) continue; switch (i) { case SC_BERSERK: case SC_SATURDAY_NIGHT_FEVER: sd->sc.data[i]->val2 = 0; break; } status_change_end(&sd->bl, (sc_type)i, INVALID_TIMER); } } if (type&OPTION_FLYING && !(p_type&OPTION_FLYING)) new_look = JOB_STAR_GLADIATOR2; else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING) new_look = -1; if (sd->disguise != -1 || !new_look) return 0; //Disguises break sprite changes if (new_look < 0) { //Restore normal look. status_set_viewdata(&sd->bl, sd->status.class_); new_look = sd->vd.class_; } pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks. clif->changelook(&sd->bl,LOOK_BASE,new_look); if (sd->vd.cloth_color) clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); clif->skillinfoblock(sd); // Skill list needs to be updated after base change. return 0; } /*========================================== * Give player a cart *------------------------------------------*/ int pc_setcart(struct map_session_data *sd,int type) { #ifndef NEW_CARTS int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5}; int option; #endif nullpo_ret(sd); if( type < 0 || type > MAX_CARTS ) return 1;// Never trust the values sent by the client! [Skotlex] if( pc->checkskill(sd,MC_PUSHCART) <= 0 && type != 0 ) return 1;// Push cart is required if( type == 0 && pc_iscarton(sd) ) status_change_end(&sd->bl,SC_GN_CARTBOOST,INVALID_TIMER); #ifdef NEW_CARTS switch( type ) { case 0: if( !sd->sc.data[SC_PUSH_CART] ) return 0; status_change_end(&sd->bl,SC_PUSH_CART,INVALID_TIMER); clif->clearcart(sd->fd); clif->updatestatus(sd, SP_CARTINFO); break; default:/* everything else is an allowed ID so we can move on */ if( !sd->sc.data[SC_PUSH_CART] ) /* first time, so fill cart data */ clif->cartlist(sd); clif->updatestatus(sd, SP_CARTINFO); sc_start(&sd->bl, SC_PUSH_CART, 100, type, 0); clif->sc_load(&sd->bl, sd->bl.id, AREA, SI_ON_PUSH_CART, type, 0, 0); if( sd->sc.data[SC_PUSH_CART] )/* forcefully update */ sd->sc.data[SC_PUSH_CART]->val1 = type; break; } if(pc->checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,0); //Recalc speed penalty. #else // Update option option = sd->sc.option; option &= ~OPTION_CART;// clear cart bits option |= cart[type]; // set cart pc->setoption(sd, option); #endif return 0; } /*========================================== * Give player a falcon *------------------------------------------*/ int pc_setfalcon(TBL_PC* sd, int flag) { if( flag ){ if( pc->checkskill(sd,HT_FALCON)>0 ) // add falcon if he have the skill pc->setoption(sd,sd->sc.option|OPTION_FALCON); } else if( pc_isfalcon(sd) ){ pc->setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon } return 0; } /*========================================== * Set player riding *------------------------------------------*/ int pc_setriding(TBL_PC* sd, int flag) { if( flag ){ if( pc->checkskill(sd,KN_RIDING) > 0 ) // add peco pc->setoption(sd, sd->sc.option|OPTION_RIDING); } else if( pc_isriding(sd) ){ pc->setoption(sd, sd->sc.option&~OPTION_RIDING); } return 0; } /*========================================== * Give player a mado *------------------------------------------*/ int pc_setmadogear(TBL_PC* sd, int flag) { if( flag ){ if( pc->checkskill(sd,NC_MADOLICENCE) > 0 ) pc->setoption(sd, sd->sc.option|OPTION_MADOGEAR); } else if( pc_ismadogear(sd) ){ pc->setoption(sd, sd->sc.option&~OPTION_MADOGEAR); } return 0; } /*========================================== * Check if player can drop an item *------------------------------------------*/ int pc_candrop(struct map_session_data *sd, struct item *item) { if( item && item->expire_time ) return 0; if( !pc->can_give_items(sd) ) //check if this GM level can drop items return 0; return (itemdb_isdropable(item, pc->get_group_level(sd))); } /*========================================== * Read ram register for player sd * get val (int) from reg for player sd *------------------------------------------*/ int pc_readreg(struct map_session_data* sd, int reg) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg ); return ( i < sd->reg_num ) ? sd->reg[i].data : 0; } /*========================================== * Set ram register for player sd * memo val(int) at reg for player sd *------------------------------------------*/ int pc_setreg(struct map_session_data* sd, int reg, int val) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg ); if( i < sd->reg_num ) {// overwrite existing entry sd->reg[i].data = val; return 1; } ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 ); if( i == sd->reg_num ) {// nothing free, increase size sd->reg_num++; RECREATE(sd->reg, struct script_reg, sd->reg_num); } sd->reg[i].index = reg; sd->reg[i].data = val; return 1; } /*========================================== * Read ram register for player sd * get val (str) from reg for player sd *------------------------------------------*/ char* pc_readregstr(struct map_session_data* sd, int reg) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg ); return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL; } /*========================================== * Set ram register for player sd * memo val(str) at reg for player sd *------------------------------------------*/ int pc_setregstr(struct map_session_data* sd, int reg, const char* str) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg ); if( i < sd->regstr_num ) {// found entry, update if( str == NULL || *str == '\0' ) {// empty string if( sd->regstr[i].data != NULL ) aFree(sd->regstr[i].data); sd->regstr[i].data = NULL; } else if( sd->regstr[i].data ) {// recreate size_t len = strlen(str)+1; RECREATE(sd->regstr[i].data, char, len); memcpy(sd->regstr[i].data, str, len*sizeof(char)); } else {// create sd->regstr[i].data = aStrdup(str); } return 1; } if( str == NULL || *str == '\0' ) return 1;// nothing to add, empty string ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL ); if( i == sd->regstr_num ) {// nothing free, increase size sd->regstr_num++; RECREATE(sd->regstr, struct script_regstr, sd->regstr_num); } sd->regstr[i].index = reg; sd->regstr[i].data = aStrdup(str); return 1; } int pc_readregistry(struct map_session_data *sd,const char *reg,int type) { struct global_reg *sd_reg; int i,max; nullpo_ret(sd); switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return 0; } if (max == -1) { ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return 0; } ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 ); return ( i < max ) ? atoi(sd_reg[i].value) : 0; } char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type) { struct global_reg *sd_reg; int i,max; nullpo_ret(sd); switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return NULL; } if (max == -1) { ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return NULL; } ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 ); return ( i < max ) ? sd_reg[i].value : NULL; } int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type) { struct global_reg *sd_reg; int i,*max, regmax; nullpo_ret(sd); switch( type ) { case 3: //Char reg if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val ) { i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE); sd->die_counter = val; if( i ) status_calc_pc(sd,0); // Lost the bonus. } else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val ) { val = cap_value(val, 0, 1999); sd->cook_mastery = val; } sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val ) { val = cap_value(val, 0, MAX_ZENY); sd->cashPoints = val; } else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val ) { val = cap_value(val, 0, MAX_ZENY); sd->kafraPoints = val; } sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type); return 1; } // delete reg if (val == 0) { ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" } return 1; } // change value if found ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val); sd->state.reg_dirty |= 1<<(type-1); return 1; } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str)); safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val); (*max)++; sd->state.reg_dirty |= 1<<(type-1); return 1; } ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 0; } int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type) { struct global_reg *sd_reg; int i,*max, regmax; nullpo_ret(sd); if (reg[strlen(reg)-1] != '$') { ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg); return 0; } switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type); return 0; } // delete reg if (!val || strcmp(val,"")==0) { ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); } return 1; } // change value if found ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value)); sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 1; } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str)); safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value)); (*max)++; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 1; } ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 0; } /*========================================== * Exec eventtimer for player sd (retrieved from map_session (id)) *------------------------------------------*/ static int pc_eventtimer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd=iMap->id2sd(id); char *p = (char *)data; int i; if(sd==NULL) return 0; ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid ); if( i < MAX_EVENTTIMER ) { sd->eventtimer[i] = INVALID_TIMER; sd->eventcount--; npc_event(sd,p,0); } else ShowError("pc_eventtimer: no such event timer\n"); if (p) aFree(p); return 0; } /*========================================== * Add eventtimer for player sd ? *------------------------------------------*/ int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name) { int i; nullpo_ret(sd); ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER ); if( i == MAX_EVENTTIMER ) return 0; sd->eventtimer[i] = iTimer->add_timer(iTimer->gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name)); sd->eventcount++; return 1; } /*========================================== * Del eventtimer for player sd ? *------------------------------------------*/ int pc_deleventtimer(struct map_session_data *sd,const char *name) { char* p = NULL; int i; nullpo_ret(sd); if (sd->eventcount <= 0) return 0; // find the named event timer ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] != INVALID_TIMER && (p = (char *)(iTimer->get_timer(sd->eventtimer[i])->data)) != NULL && strcmp(p, name) == 0 ); if( i == MAX_EVENTTIMER ) return 0; // not found iTimer->delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i] = INVALID_TIMER; sd->eventcount--; aFree(p); return 1; } /*========================================== * Update eventtimer count for player sd *------------------------------------------*/ int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick) { int i; nullpo_ret(sd); for(i=0;ieventtimer[i] != INVALID_TIMER && strcmp( (char *)(iTimer->get_timer(sd->eventtimer[i])->data), name)==0 ){ iTimer->addtick_timer(sd->eventtimer[i],tick); break; } return 0; } /*========================================== * Remove all eventtimer for player sd *------------------------------------------*/ int pc_cleareventtimer(struct map_session_data *sd) { int i; nullpo_ret(sd); if (sd->eventcount <= 0) return 0; for(i=0;ieventtimer[i] != INVALID_TIMER ){ char *p = (char *)(iTimer->get_timer(sd->eventtimer[i])->data); iTimer->delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i] = INVALID_TIMER; sd->eventcount--; if (p) aFree(p); } return 0; } /* called when a item with combo is worn */ int pc_checkcombo(struct map_session_data *sd, struct item_data *data ) { int i, j, k, z; int index, idx, success = 0; for( i = 0; i < data->combos_count; i++ ) { /* ensure this isn't a duplicate combo */ if( sd->combos.bonus != NULL ) { int x; ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id ); /* found a match, skip this combo */ if( x < sd->combos.count ) continue; } for( j = 0; j < data->combos[i]->count; j++ ) { int id = data->combos[i]->nameid[j]; bool found = false; for( k = 0; k < EQI_MAX; k++ ) { index = sd->equip_index[k]; if( index < 0 ) continue; if( k == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue; if( k == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue; if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue; if(!sd->inventory_data[index]) continue; if ( itemdb_type(id) != IT_CARD ) { if ( sd->inventory_data[index]->nameid != id ) continue; found = true; break; } else { //Cards if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) ) continue; for (z = 0; z < sd->inventory_data[index]->slot; z++) { if (sd->status.inventory[index].card[z] != id) continue; // We have found a match found = true; break; } } } if( !found ) break;/* we haven't found all the ids for this combo, so we can return */ } /* means we broke out of the count loop w/o finding all ids, we can move to the next combo */ if( j < data->combos[i]->count ) continue; /* we got here, means all items in the combo are matching */ idx = sd->combos.count; if( sd->combos.bonus == NULL ) { CREATE(sd->combos.bonus, struct script_code *, 1); CREATE(sd->combos.id, unsigned short, 1); sd->combos.count = 1; } else { RECREATE(sd->combos.bonus, struct script_code *, ++sd->combos.count); RECREATE(sd->combos.id, unsigned short, sd->combos.count); } /* we simply copy the pointer */ sd->combos.bonus[idx] = data->combos[i]->script; /* save this combo's id */ sd->combos.id[idx] = data->combos[i]->id; success++; } return success; } /* called when a item with combo is removed */ int pc_removecombo(struct map_session_data *sd, struct item_data *data ) { int i, retval = 0; if( sd->combos.bonus == NULL ) return 0;/* nothing to do here, player has no combos */ for( i = 0; i < data->combos_count; i++ ) { /* check if this combo exists in this user */ int x = 0, cursor = 0, j; ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id ); /* no match, skip this combo */ if( !(x < sd->combos.count) ) continue; sd->combos.bonus[x] = NULL; sd->combos.id[x] = 0; retval++; for( j = 0, cursor = 0; j < sd->combos.count; j++ ) { if( sd->combos.bonus[j] == NULL ) continue; if( cursor != j ) { sd->combos.bonus[cursor] = sd->combos.bonus[j]; sd->combos.id[cursor] = sd->combos.id[j]; } cursor++; } /* check if combo requirements still fit */ if( pc_checkcombo( sd, data ) ) continue; /* it's empty, we can clear all the memory */ if( (sd->combos.count = cursor) == 0 ) { aFree(sd->combos.bonus); aFree(sd->combos.id); sd->combos.bonus = NULL; sd->combos.id = NULL; return retval; /* we also can return at this point for we have no more combos to check */ } } return retval; } int pc_load_combo(struct map_session_data *sd) { int i, ret = 0; for( i = 0; i < EQI_MAX; i++ ) { struct item_data *id = NULL; int idx = sd->equip_index[i]; if( sd->equip_index[i] < 0 || !(id = sd->inventory_data[idx] ) ) continue; if( id->combos_count ) ret += pc_checkcombo(sd,id); if(!itemdb_isspecial(sd->status.inventory[idx].card[0])) { struct item_data *data; int j; for( j = 0; j < id->slot; j++ ) { if (!sd->status.inventory[idx].card[j]) continue; if ( ( data = itemdb_exists(sd->status.inventory[idx].card[j]) ) != NULL ) { if( data->combos_count ) ret += pc_checkcombo(sd,data); } } } } return ret; } /*========================================== * Equip item on player sd at req_pos from inventory index n *------------------------------------------*/ int pc_equipitem(struct map_session_data *sd,int n,int req_pos) { int i,pos,flag=0,iflag; struct item_data *id; nullpo_ret(sd); if( n < 0 || n >= MAX_INVENTORY ) { clif->equipitemack(sd,0,0,0); return 0; } if( DIFF_TICK(sd->canequip_tick,iTimer->gettick()) > 0 ) { clif->equipitemack(sd,n,0,0); return 0; } id = sd->inventory_data[n]; pos = pc->equippoint(sd,n); //With a few exceptions, item should go in all specified slots. if(battle_config.battle_log) ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id?id->equip:0,req_pos); if(!pc->isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris] // FIXME: pc->isequip: equip level failure uses 2 instead of 0 clif->equipitemack(sd,n,0,0); // fail return 0; } if (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAY_NIGHT_FEVER] || sd->sc.data[SC__BLOODYLUST]) { clif->equipitemack(sd,n,0,0); // fail return 0; } if(pos == EQP_ACC) { //Accesories should only go in one of the two, pos = req_pos&EQP_ACC; if (pos == EQP_ACC) //User specified both slots.. pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R; } if(pos == EQP_ARMS && id->equip == EQP_HAND_R) { //Dual wield capable weapon. pos = (req_pos&EQP_ARMS); if (pos == EQP_ARMS) //User specified both slots, pick one for them. pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R; } if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC) { //Update skill-block range database when weapon range changes. [Skotlex] i = sd->equip_index[EQI_HAND_R]; if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped flag = 1; else flag = id->range != sd->inventory_data[i]->range; } for(i=0;iequip_index[i] >= 0) //Slot taken, remove item from there. pc->unequipitem(sd,sd->equip_index[i],2); sd->equip_index[i] = n; } } if(pos==EQP_AMMO){ clif->arrowequip(sd,n); clif->arrow_fail(sd,3); } else clif->equipitemack(sd,n,pos,1); sd->status.inventory[n].equip=pos; if(pos & EQP_HAND_R) { if(id) sd->weapontype1 = id->look; else sd->weapontype1 = 0; pc_calcweapontype(sd); clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } if(pos & EQP_HAND_L) { if(id) { if(id->type == IT_WEAPON) { sd->status.shield = 0; sd->weapontype2 = id->look; } else if(id->type == IT_ARMOR) { sd->status.shield = id->look; sd->weapontype2 = 0; } } else sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } //Added check to prevent sending the same look on multiple slots -> //causes client to redraw item on top of itself. (suggested by Lupus) if(pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) { if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))) sd->status.head_bottom = id->look; else sd->status.head_bottom = 0; clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) { if(id) sd->status.head_top = id->look; else sd->status.head_top = 0; clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) { if(id && !(pos&EQP_HEAD_TOP)) sd->status.head_mid = id->look; else sd->status.head_mid = 0; clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(pos & EQP_COSTUME_HEAD_TOP) { if(id){ sd->status.head_top = id->look; } else sd->status.head_top = 0; clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(pos & EQP_COSTUME_HEAD_MID) { if(id && !(pos&EQP_HEAD_TOP)){ sd->status.head_mid = id->look; } else sd->status.head_mid = 0; clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(pos & EQP_COSTUME_HEAD_LOW) { if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){ sd->status.head_bottom = id->look; } else sd->status.head_bottom = 0; clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(pos & EQP_SHOES) clif->changelook(&sd->bl,LOOK_SHOES,0); if( pos&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1 ) { sd->status.robe = id ? id->look : 0; clif->changelook(&sd->bl, LOOK_ROBE, sd->status.robe); } if(pos & EQP_COSTUME_GARMENT) { sd->status.robe = id ? id->look : 0; clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe); } pc->checkallowskill(sd); //Check if status changes should be halted. iflag = sd->npc_item_flag; /* check for combos (MUST be before status_calc_pc) */ if ( id ) { if( id->combos_count ) pc_checkcombo(sd,id); if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else { for( i = 0; i < id->slot; i++ ) { struct item_data *data; if (!sd->status.inventory[n].card[i]) continue; if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) { if( data->combos_count ) pc_checkcombo(sd,data); } } } } status_calc_pc(sd,0); if (flag) //Update skill data clif->skillinfoblock(sd); //OnEquip script [Skotlex] if (id) { if (id->equip_script) run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id); if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else { for( i = 0; i < id->slot; i++ ) { struct item_data *data; if (!sd->status.inventory[n].card[i]) continue; if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) { if( data->equip_script ) run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id); } } } } sd->npc_item_flag = iflag; return 0; } /*========================================== * Called when attemting to unequip an item from player * type: * 0 - only unequip * 1 - calculate status after unequipping * 2 - force unequip *------------------------------------------*/ int pc_unequipitem(struct map_session_data *sd,int n,int flag) { int i,iflag; bool status_cacl = false; nullpo_ret(sd); if( n < 0 || n >= MAX_INVENTORY ) { clif->unequipitemack(sd,0,0,0); return 0; } // if player is berserk then cannot unequip if (!(flag & 2) && sd->sc.count && (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAY_NIGHT_FEVER] || sd->sc.data[SC__BLOODYLUST])) { clif->unequipitemack(sd,n,0,0); return 0; } if( !(flag&2) && sd->sc.count && sd->sc.data[SC_KYOUGAKU] ) { clif->unequipitemack(sd,n,0,0); return 0; } if(battle_config.battle_log) ShowInfo("unequip %d %x:%x\n",n,pc->equippoint(sd,n),sd->status.inventory[n].equip); if(!sd->status.inventory[n].equip){ //Nothing to unequip clif->unequipitemack(sd,n,0,0); return 0; } for(i=0;istatus.inventory[n].equip & equip_pos[i]) sd->equip_index[i] = -1; } if(sd->status.inventory[n].equip & EQP_HAND_R) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); if( !battle_config.dancing_weaponswitch_fix ) status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing. } if(sd->status.inventory[n].equip & EQP_HAND_L) { sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->status.inventory[n].equip & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1 ) { sd->status.head_bottom = 0; clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1 ) { sd->status.head_top = 0; clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1 ) { sd->status.head_mid = 0; clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_TOP) { sd->status.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->look : 0; clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_MID) { sd->status.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->look : 0; clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_LOW) { sd->status.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->look : 0; clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & EQP_SHOES) clif->changelook(&sd->bl,LOOK_SHOES,0); if( sd->status.inventory[n].equip&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1 ) { sd->status.robe = 0; clif->changelook(&sd->bl, LOOK_ROBE, 0); } if(sd->status.inventory[n].equip & EQP_COSTUME_GARMENT) { sd->status.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->look : 0; clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe); } clif->unequipitemack(sd,n,sd->status.inventory[n].equip,1); if((sd->status.inventory[n].equip & EQP_ARMS) && sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_TK_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!) skill->enchant_elemental_end(&sd->bl,-1); if(sd->status.inventory[n].equip & EQP_ARMOR) { // On Armor Change... status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER); status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER); } if( sd->state.autobonus&sd->status.inventory[n].equip ) sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish] sd->status.inventory[n].equip=0; iflag = sd->npc_item_flag; /* check for combos (MUST be before status_calc_pc) */ if ( sd->inventory_data[n] ) { if( sd->inventory_data[n]->combos_count ) { if( pc_removecombo(sd,sd->inventory_data[n]) ) status_cacl = true; } if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else { for( i = 0; i < sd->inventory_data[n]->slot; i++ ) { struct item_data *data; if (!sd->status.inventory[n].card[i]) continue; if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) { if( data->combos_count ) { if( pc_removecombo(sd,data) ) status_cacl = true; } } } } } if(flag&1 || status_cacl) { pc->checkallowskill(sd); status_calc_pc(sd,0); } if(sd->sc.data[SC_CRUCIS] && !battle->check_undead(sd->battle_status.race,sd->battle_status.def_ele)) status_change_end(&sd->bl, SC_CRUCIS, INVALID_TIMER); //OnUnEquip script [Skotlex] if (sd->inventory_data[n]) { if (sd->inventory_data[n]->unequip_script) run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id); if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else { for( i = 0; i < sd->inventory_data[n]->slot; i++ ) { struct item_data *data; if (!sd->status.inventory[n].card[i]) continue; if ( ( data = itemdb_exists(sd->status.inventory[n].card[i]) ) != NULL ) { if( data->unequip_script ) run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id); } } } } sd->npc_item_flag = iflag; return 0; } /*========================================== * Checking if player (sd) have unauthorize, invalide item * on inventory, cart, equiped for the map (item_noequip) *------------------------------------------*/ int pc_checkitem(struct map_session_data *sd) { int i,id,calc_flag = 0; nullpo_ret(sd); if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam) return 0; if( battle_config.item_check ) { // check for invalid(ated) items for( i = 0; i < MAX_INVENTORY; i++ ) { id = sd->status.inventory[i].nameid; if( id && !itemdb_available(id) ) { ShowWarning("Removed invalid/disabled item id %d from inventory (amount=%d, char_id=%d).\n", id, sd->status.inventory[i].amount, sd->status.char_id); pc->delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER); } } for( i = 0; i < MAX_CART; i++ ) { id = sd->status.cart[i].nameid; if( id && !itemdb_available(id) ) { ShowWarning("Removed invalid/disabled item id %d from cart (amount=%d, char_id=%d).\n", id, sd->status.cart[i].amount, sd->status.char_id); pc->cart_delitem(sd, i, sd->status.cart[i].amount, 0, LOG_TYPE_OTHER); } } } for( i = 0; i < MAX_INVENTORY; i++) { if( sd->status.inventory[i].nameid == 0 ) continue; if( !sd->status.inventory[i].equip ) continue; if( sd->status.inventory[i].equip&~pc->equippoint(sd,i) ) { pc->unequipitem(sd, i, 2); calc_flag = 1; continue; } } if( calc_flag && sd->state.active ) { pc->checkallowskill(sd); status_calc_pc(sd,0); } return 0; } /*========================================== * Update PVP rank for sd1 in cmp to sd2 *------------------------------------------*/ int pc_calc_pvprank_sub(struct block_list *bl,va_list ap) { struct map_session_data *sd1,*sd2; sd1=(struct map_session_data *)bl; sd2=va_arg(ap,struct map_session_data *); if( sd1->sc.option&OPTION_INVISIBLE || sd2->sc.option&OPTION_INVISIBLE ) {// cannot register pvp rank for hidden GMs return 0; } if( sd1->pvp_point > sd2->pvp_point ) sd2->pvp_rank++; return 0; } /*========================================== * Calculate new rank beetween all present players (iMap->foreachinarea) * and display result *------------------------------------------*/ int pc_calc_pvprank(struct map_session_data *sd) { int old; struct map_data *m; m=&map[sd->bl.m]; old=sd->pvp_rank; sd->pvp_rank=1; iMap->foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users_pvp) clif->pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0); return sd->pvp_rank; } /*========================================== * Calculate next sd ranking calculation from config *------------------------------------------*/ int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd; sd=iMap->id2sd(id); if(sd==NULL) return 0; sd->pvp_timer = INVALID_TIMER; if( sd->sc.option&OPTION_INVISIBLE ) {// do not calculate the pvp rank for a hidden GM return 0; } if( pc->calc_pvprank(sd) > 0 ) sd->pvp_timer = iTimer->add_timer(iTimer->gettick()+PVP_CALCRANK_INTERVAL,pc->calc_pvprank_timer,id,data); return 0; } /*========================================== * Checking if sd is married * Return: * partner_id = yes * 0 = no *------------------------------------------*/ 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; } /*========================================== * Marry player sd to player dstsd * Return: * -1 = fail * 0 = success *------------------------------------------*/ int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd) { if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY)) return -1; sd->status.partner_id = dstsd->status.char_id; dstsd->status.partner_id = sd->status.char_id; return 0; } /*========================================== * Divorce sd from its partner * Return: * -1 = fail * 0 = success *------------------------------------------*/ int pc_divorce(struct map_session_data *sd) { struct map_session_data *p_sd; int i; if( sd == NULL || !pc->ismarried(sd) ) return -1; if( !sd->status.partner_id ) return -1; // Char is not married if( (p_sd = iMap->charid2sd(sd->status.partner_id)) == NULL ) { // Lets char server do the divorce if( chrif_divorce(sd->status.char_id, sd->status.partner_id) ) return -1; // No char server connected return 0; } // Both players online, lets do the divorce manually 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, 0, LOG_TYPE_OTHER); 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, 0, LOG_TYPE_OTHER); } clif->divorced(sd, p_sd->status.name); clif->divorced(p_sd, sd->status.name); return 0; } /*========================================== * Get sd partner charid. (Married partner) *------------------------------------------*/ struct map_session_data *pc_get_partner(struct map_session_data *sd) { if (sd && pc->ismarried(sd)) // charid2sd returns NULL if not found return iMap->charid2sd(sd->status.partner_id); return NULL; } /*========================================== * Get sd father charid. (Need to be baby) *------------------------------------------*/ struct map_session_data *pc_get_father (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.father > 0) // charid2sd returns NULL if not found return iMap->charid2sd(sd->status.father); return NULL; } /*========================================== * Get sd mother charid. (Need to be baby) *------------------------------------------*/ struct map_session_data *pc_get_mother (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0) // charid2sd returns NULL if not found return iMap->charid2sd(sd->status.mother); return NULL; } /*========================================== * Get sd children charid. (Need to be married) *------------------------------------------*/ struct map_session_data *pc_get_child (struct map_session_data *sd) { if (sd && pc->ismarried(sd) && sd->status.child > 0) // charid2sd returns NULL if not found return iMap->charid2sd(sd->status.child); return NULL; } /*========================================== * Set player sd to bleed. (losing hp and/or sp each diff_tick) *------------------------------------------*/ void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick) { int hp = 0, sp = 0; if( pc_isdead(sd) ) return; if (sd->hp_loss.value) { sd->hp_loss.tick += diff_tick; while (sd->hp_loss.tick >= sd->hp_loss.rate) { hp += sd->hp_loss.value; sd->hp_loss.tick -= sd->hp_loss.rate; } if(hp >= sd->battle_status.hp) hp = sd->battle_status.hp-1; //Script drains cannot kill you. } if (sd->sp_loss.value) { sd->sp_loss.tick += diff_tick; while (sd->sp_loss.tick >= sd->sp_loss.rate) { sp += sd->sp_loss.value; sd->sp_loss.tick -= sd->sp_loss.rate; } } if (hp > 0 || sp > 0) status_zap(&sd->bl, hp, sp); return; } //Character regen. Flag is used to know which types of regen can take place. //&1: HP regen //&2: SP regen void pc_regen (struct map_session_data *sd, unsigned int diff_tick) { int hp = 0, sp = 0; if (sd->hp_regen.value) { sd->hp_regen.tick += diff_tick; while (sd->hp_regen.tick >= sd->hp_regen.rate) { hp += sd->hp_regen.value; sd->hp_regen.tick -= sd->hp_regen.rate; } } if (sd->sp_regen.value) { sd->sp_regen.tick += diff_tick; while (sd->sp_regen.tick >= sd->sp_regen.rate) { sp += sd->sp_regen.value; sd->sp_regen.tick -= sd->sp_regen.rate; } } if (hp > 0 || sp > 0) status_heal(&sd->bl, hp, sp, 0); return; } /*========================================== * Memo player sd savepoint. (map,x,y) *------------------------------------------*/ int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y) { nullpo_ret(sd); sd->status.save_point.map = mapindex; sd->status.save_point.x = x; sd->status.save_point.y = y; return 0; } /*========================================== * Save 1 player data at autosave intervalle *------------------------------------------*/ int pc_autosave(int tid, unsigned int tick, int id, intptr_t data) { int interval; struct s_mapiterator* iter; struct map_session_data* sd; static int last_save_id = 0, save_flag = 0; if(save_flag == 2) //Someone was saved on last call, normal cycle save_flag = 0; else save_flag = 1; //Noone was saved, so save first found char. iter = mapit_getallusers(); for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) { if(sd->bl.id == last_save_id && save_flag != 1) { save_flag = 1; continue; } if(save_flag != 1) //Not our turn to save yet. continue; //Save char. last_save_id = sd->bl.id; save_flag = 2; chrif_save(sd,0); break; } mapit->free(iter); interval = iMap->autosave_interval/(iMap->usercount()+1); if(interval < iMap->minsave_interval) interval = iMap->minsave_interval; iTimer->add_timer(iTimer->gettick()+interval,pc_autosave,0,0); return 0; } static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap) { if (sd->state.night != iMap->night_flag && map[sd->bl.m].flag.nightenabled) { //Night/day state does not match. clif->status_change(&sd->bl, SI_SKE, iMap->night_flag, 0, 0, 0, 0); //New night effect by dynamix [Skotlex] sd->state.night = iMap->night_flag; return 1; } return 0; } /*================================================ * timer to do the day [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ int map_day_timer(int tid, unsigned int tick, int id, intptr_t data) { char tmp_soutput[1024]; if (data == 0 && battle_config.day_duration <= 0) // if we want a day return 0; if (!iMap->night_flag) return 0; //Already day. iMap->night_flag = 0; // 0=day, 1=night [Yor] iMap->map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived! intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } /*================================================ * timer to do the night [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ int map_night_timer(int tid, unsigned int tick, int id, intptr_t data) { char tmp_soutput[1024]; if (data == 0 && battle_config.night_duration <= 0) // if we want a night return 0; if (iMap->night_flag) return 0; //Already nigth. iMap->night_flag = 1; // 0=day, 1=night [Yor] iMap->map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen... intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } void pc_setstand(struct map_session_data *sd){ nullpo_retv(sd); status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER); clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT); //Reset sitting tick. sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0; sd->state.dead_sit = sd->vd.dead_sit = 0; } /** * Mechanic (MADO GEAR) **/ void pc_overheat(struct map_session_data *sd, int val) { int heat = val, skill, limit[] = { 10, 20, 28, 46, 66 }; if( !pc_ismadogear(sd) || sd->sc.data[SC_OVERHEAT] ) return; // already burning skill = cap_value(pc->checkskill(sd,NC_MAINFRAME),0,4); if( sd->sc.data[SC_OVERHEAT_LIMITPOINT] ) { heat += sd->sc.data[SC_OVERHEAT_LIMITPOINT]->val1; status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); } heat = max(0,heat); // Avoid negative HEAT if( heat >= limit[skill] ) sc_start(&sd->bl,SC_OVERHEAT,100,0,1000); else sc_start(&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000); return; } /** * Check if player is autolooting given itemID. */ bool pc_isautolooting(struct map_session_data *sd, int nameid) { int i; if( !sd->state.autolooting ) return false; ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid); return (i != AUTOLOOTITEM_SIZE); } /** * Checks if player can use @/#command * @param sd Player map session data * @param command Command name with @/# and without params */ bool pc_can_use_command(struct map_session_data *sd, const char *command) { return atcommand->can_use(sd,command); } static int pc_charm_timer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd; int i, type; if( (sd=(struct map_session_data *)iMap->id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; ARR_FIND(1, 5, type, sd->charm[type] > 0); if( sd->charm[type] <= 0 ) { ShowError("pc_charm_timer: %d charm's available. (aid=%d cid=%d tid=%d)\n", sd->charm[type], sd->status.account_id, sd->status.char_id, tid); sd->charm[type] = 0; return 0; } ARR_FIND(0, sd->charm[type], i, sd->charm_timer[type][i] == tid); if( i == sd->charm[type] ) { ShowError("pc_charm_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid); return 0; } sd->charm[type]--; if( i != sd->charm[type] ) memmove(sd->charm_timer[type]+i, sd->charm_timer[type]+i+1, (sd->charm[type]-i)*sizeof(int)); sd->charm_timer[type][sd->charm[type]] = INVALID_TIMER; clif->charm(sd, type); return 0; } int pc_add_charm(struct map_session_data *sd,int interval,int max,int type) { int tid, i; nullpo_ret(sd); if(max > 10) max = 10; if(sd->charm[type] < 0) sd->charm[type] = 0; if( sd->charm[type] && sd->charm[type] >= max ) { if(sd->charm_timer[type][0] != INVALID_TIMER) iTimer->delete_timer(sd->charm_timer[type][0],pc_charm_timer); sd->charm[type]--; if( sd->charm[type] != 0 ) memmove(sd->charm_timer[type]+0, sd->charm_timer[type]+1, (sd->charm[type])*sizeof(int)); sd->charm_timer[type][sd->charm[type]] = INVALID_TIMER; } tid = iTimer->add_timer(iTimer->gettick()+interval, pc_charm_timer, sd->bl.id, 0); ARR_FIND(0, sd->charm[type], i, sd->charm_timer[type][i] == INVALID_TIMER || DIFF_TICK(iTimer->get_timer(tid)->tick, iTimer->get_timer(sd->charm_timer[type][i])->tick) < 0); if( i != sd->charm[type] ) memmove(sd->charm_timer[type]+i+1, sd->charm_timer[type]+i, (sd->charm[type]-i)*sizeof(int)); sd->charm_timer[type][i] = tid; sd->charm[type]++; clif->charm(sd, type); return 0; } int pc_del_charm(struct map_session_data *sd,int count,int type) { int i; nullpo_ret(sd); if( sd->charm[type] <= 0 ) { sd->charm[type] = 0; return 0; } if( count <= 0 ) return 0; if( count > sd->charm[type] ) count = sd->charm[type]; sd->charm[type] -= count; if( count > 10 ) count = 10; for(i = 0; i < count; i++) { if(sd->charm_timer[type][i] != INVALID_TIMER) { iTimer->delete_timer(sd->charm_timer[type][i],pc_charm_timer); sd->charm_timer[type][i] = INVALID_TIMER; } } for(i = count; i < 10; i++) { sd->charm_timer[type][i-count] = sd->charm_timer[type][i]; sd->charm_timer[type][i] = INVALID_TIMER; } clif->charm(sd, type); return 0; } #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) /*========================================== * Renewal EXP/Itemdrop rate modifier base on level penalty * 1=exp 2=itemdrop *------------------------------------------*/ int pc_level_penalty_mod(struct map_session_data *sd, struct mob_data *md, int type) { int diff, rate = 100, i; nullpo_ret(sd); nullpo_ret(md); diff = md->level - sd->status.base_level; if( diff < 0 ) diff = MAX_LEVEL + ( ~diff + 1 ); for(i=0; istatus.race != i ){ if( md->status.mode&MD_BOSS && i < RC_BOSS ) i = RC_BOSS; else if( i <= RC_BOSS ) continue; } if( (tmp=level_penalty[type][i][diff]) > 0 ){ rate = tmp; break; } } return rate; } #endif int pc_split_str(char *str,char **val,int num) { int i; for (i=0; i UINT_MAX) { val[i] = UINT_MAX; if (!warning) { warning = 1; ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX); } } else val[i] = (unsigned int)f; str = strchr(str,sep); if (str) *str++=0; } //Zero up the remaining. for(j=i; j < max; j++) val[j] = 0; return i; } /*========================================== * sub DB reading. * Function used to read skill_tree.txt *------------------------------------------*/ static bool pc_readdb_skilltree(char* fields[], int columns, int current) { unsigned char joblv = 0, skill_lv; uint16 skill_id; int idx, class_; unsigned int i, offset = 3, skill_idx; class_ = atoi(fields[0]); skill_id = (uint16)atoi(fields[1]); skill_lv = (unsigned char)atoi(fields[2]); if(columns==4+MAX_PC_SKILL_REQUIRE*2) {// job level requirement extra column joblv = (unsigned char)atoi(fields[3]); offset++; } if(!pcdb_checkid(class_)) { ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_); return false; } idx = pc->class2idx(class_); //This is to avoid adding two lines for the same skill. [Skotlex] ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id ); if( skill_idx == MAX_SKILL_TREE ) { ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_); return false; } else if(skill_tree[idx][skill_idx].id) { ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_); } skill_tree[idx][skill_idx].id = skill_id; skill_tree[idx][skill_idx].idx = skill->get_index(skill_id); skill_tree[idx][skill_idx].max = skill_lv; skill_tree[idx][skill_idx].joblv = joblv; for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) { skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]); skill_tree[idx][skill_idx].need[i].idx = skill->get_index(atoi(fields[i*2+offset])); skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]); } return true; } #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) static bool pc_readdb_levelpenalty(char* fields[], int columns, int current) { int type, race, diff; type = atoi(fields[0]); race = atoi(fields[1]); diff = atoi(fields[2]); if( type != 1 && type != 2 ){ ShowWarning("pc_readdb_levelpenalty: Invalid type %d specified.\n", type); return false; } if( race < 0 || race > RC_MAX ){ ShowWarning("pc_readdb_levelpenalty: Invalid race %d specified.\n", race); return false; } diff = min(diff, MAX_LEVEL); if( diff < 0 ) diff = min(MAX_LEVEL + ( ~(diff) + 1 ), MAX_LEVEL*2); level_penalty[type][race][diff] = atoi(fields[3]); return true; } #endif /*========================================== * pc DB reading. * exp.txt - required experience values * skill_tree.txt - skill tree for every class * attr_fix.txt - elemental adjustment table *------------------------------------------*/ int pc_readdb(void) { int i,j,k; unsigned int count = 0; FILE *fp; char line[24000],*p; //reset memset(exp_table,0,sizeof(exp_table)); memset(max_level,0,sizeof(max_level)); sprintf(line, "%s/"DBPATH"exp.txt", iMap->db_path); fp=fopen(line, "r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line), fp)) { int jobs[CLASS_COUNT], job_count, job, job_id; int type; unsigned int ui,maxlv; char *split[4]; if(line[0]=='/' && line[1]=='/') continue; if (pc_split_str(line,split,4) < 4) continue; job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT); if (job_count < 1) continue; job_id = jobs[0]; if (!pcdb_checkid(job_id)) { ShowError("pc_readdb: Invalid job ID %d.\n", job_id); continue; } type = atoi(split[2]); if (type < 0 || type > 1) { ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type); continue; } maxlv = atoi(split[0]); if (maxlv > MAX_LEVEL) { ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL); maxlv = MAX_LEVEL; } count++; job = jobs[0] = pc->class2idx(job_id); //We send one less and then one more because the last entry in the exp array should hold 0. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1; //Reverse check in case the array has a bunch of trailing zeros... [Skotlex] //The reasoning behind the -2 is this... if the max level is 5, then the array //should look like this: //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3. while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0) max_level[job][type]--; if (max_level[job][type] < maxlv) { ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job_id, max_level[job][type]); ShowInfo("Filling the missing values with the last exp entry.\n"); //Fill the requested values with the last entry. ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2); for (; ui+2 < maxlv; ui++) exp_table[job][type][ui] = exp_table[job][type][ui-1]; max_level[job][type] = maxlv; } // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]); for (i = 1; i < job_count; i++) { job_id = jobs[i]; if (!pcdb_checkid(job_id)) { ShowError("pc_readdb: Invalid job ID %d.\n", job_id); continue; } job = pc->class2idx(job_id); memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0])); max_level[job][type] = maxlv; // ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]); } } fclose(fp); for (i = 0; i < JOB_MAX; i++) { if (!pcdb_checkid(i)) continue; if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER) continue; //Classes that do not need exp tables. j = pc->class2idx(i); if (!max_level[j][0]) ShowWarning("Class %s (%d) does not has a base exp table.\n", pc->job_name(i), i); if (!max_level[j][1]) ShowWarning("Class %s (%d) does not has a job exp table.\n", pc->job_name(i), i); } ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,iMap->db_path,"exp.txt"); count = 0; // Reset and read skilltree memset(skill_tree,0,sizeof(skill_tree)); sv->readdb(iMap->db_path, DBPATH"skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree); #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) sv->readdb(iMap->db_path, "re/level_penalty.txt", ',', 4, 4, -1, &pc_readdb_levelpenalty); for( k=1; k < 3; k++ ){ // fill in the blanks for( j = 0; j < RC_MAX; j++ ){ int tmp = 0; for( i = 0; i < MAX_LEVEL*2; i++ ){ if( i == MAX_LEVEL+1 ) tmp = level_penalty[k][j][0];// reset if( level_penalty[k][j][i] > 0 ) tmp = level_penalty[k][j][i]; else level_penalty[k][j][i] = tmp; } } } #endif // Reset then read attr_fix for(i=0;i<4;i++) for(j=0;jdb_path); fp=fopen(line,"r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line), 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; } if( j < 2 ) continue; lv=atoi(split[0]); n=atoi(split[1]); count++; for(i=0;i0) p++; attr_fix_table[lv-1][i][j]=atoi(p); if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0) attr_fix_table[lv-1][i][j] = 0; p=strchr(p,','); if(p) *p++=0; } i++; } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,iMap->db_path,"attr_fix.txt"); count = 0; // reset then read statspoint memset(statp,0,sizeof(statp)); i=1; sprintf(line, "%s/"DBPATH"statpoint.txt", iMap->db_path); fp=fopen(line,"r"); if(fp == NULL){ ShowWarning("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line); //return 1; } else { while(fgets(line, sizeof(line), fp)) { int stat; if(line[0]=='/' && line[1]=='/') continue; if ((stat=strtoul(line,NULL,10))<0) stat=0; if (i > MAX_LEVEL) break; count++; statp[i]=stat; i++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,iMap->db_path,"statpoint.txt"); } // generate the remaining parts of the db if necessary k = battle_config.use_statpoint_table; //save setting battle_config.use_statpoint_table = 0; //temporarily disable to force pc->gets_status_point use default values statp[0] = 45; // seed value for (; i <= MAX_LEVEL; i++) statp[i] = statp[i-1] + pc->gets_status_point(i-1); battle_config.use_statpoint_table = k; //restore setting return 0; } void pc_itemcd_do(struct map_session_data *sd, bool load) { int i,cursor = 0; struct item_cd* cd = NULL; if( load ) { if( !(cd = idb_get(itemcd_db, sd->status.char_id)) ) { // no skill cooldown is associated with this character return; } for(i = 0; i < MAX_ITEMDELAYS; i++) { if( cd->nameid[i] && DIFF_TICK(iTimer->gettick(),cd->tick[i]) < 0 ) { sd->item_delay[cursor].tick = cd->tick[i]; sd->item_delay[cursor].nameid = cd->nameid[i]; cursor++; } } idb_remove(itemcd_db,sd->status.char_id); } else { if( !(cd = idb_get(itemcd_db,sd->status.char_id)) ) { // create a new skill cooldown object for map storage CREATE( cd, struct item_cd, 1 ); idb_put( itemcd_db, sd->status.char_id, cd ); } for(i = 0; i < MAX_ITEMDELAYS; i++) { if( sd->item_delay[i].nameid && DIFF_TICK(iTimer->gettick(),sd->item_delay[i].tick) < 0 ) { cd->tick[cursor] = sd->item_delay[i].tick; cd->nameid[cursor] = sd->item_delay[i].nameid; cursor++; } } } return; } /*========================================== * pc Init/Terminate *------------------------------------------*/ void do_final_pc(void) { db_destroy(itemcd_db); do_final_pc_groups(); ers_destroy(pc_sc_display_ers); return; } int do_init_pc(void) { itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA); pc->readdb(); iTimer->add_timer_func_list(pc_invincible_timer, "pc_invincible_timer"); iTimer->add_timer_func_list(pc_eventtimer, "pc_eventtimer"); iTimer->add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end"); iTimer->add_timer_func_list(pc->calc_pvprank_timer, "pc->calc_pvprank_timer"); iTimer->add_timer_func_list(pc_autosave, "pc_autosave"); iTimer->add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer"); iTimer->add_timer_func_list(pc_follow_timer, "pc_follow_timer"); iTimer->add_timer_func_list(pc->endautobonus, "pc->endautobonus"); iTimer->add_timer_func_list(pc_charm_timer, "pc_charm_timer"); iTimer->add_timer(iTimer->gettick() + iMap->autosave_interval, pc_autosave, 0, 0); // 0=day, 1=night [Yor] iMap->night_flag = battle_config.night_at_start ? 1 : 0; if (battle_config.day_duration > 0 && battle_config.night_duration > 0) { int day_duration = battle_config.day_duration; int night_duration = battle_config.night_duration; // add night/day timer [Yor] iTimer->add_timer_func_list(pc->map_day_timer, "pc->map_day_timer"); iTimer->add_timer_func_list(pc->map_night_timer, "pc->map_night_timer"); pc->day_timer_tid = iTimer->add_timer_interval(iTimer->gettick() + (iMap->night_flag ? 0 : day_duration) + night_duration, pc->map_day_timer, 0, 0, day_duration + night_duration); pc->night_timer_tid = iTimer->add_timer_interval(iTimer->gettick() + day_duration + (iMap->night_flag ? night_duration : 0), pc->map_night_timer, 0, 0, day_duration + night_duration); } do_init_pc_groups(); pc_sc_display_ers = ers_new(sizeof(struct sc_display_entry), "pc.c:pc_sc_display_ers", ERS_OPT_NONE); return 0; } /*===================================== * Default Functions : pc.h * Generated by HerculesInterfaceMaker * created by Susu *-------------------------------------*/ void pc_defaults(void) { pc = &pc_s; /* vars */ // timer for night.day pc->day_timer_tid = day_timer_tid; pc->night_timer_tid = night_timer_tid; /* funcs */ pc->class2idx = pc_class2idx; pc->get_group_level = pc_get_group_level; pc->can_give_items = pc_can_give_items; pc->can_use_command = pc_can_use_command; pc->setrestartvalue = pc_setrestartvalue; pc->makesavestatus = pc_makesavestatus; pc->respawn = pc_respawn; pc->setnewpc = pc_setnewpc; pc->authok = pc_authok; pc->authfail = pc_authfail; pc->reg_received = pc_reg_received; pc->isequip = pc_isequip; pc->equippoint = pc_equippoint; pc->setinventorydata = pc_setinventorydata; pc->checkskill = pc_checkskill; pc->checkskill2 = pc_checkskill2; pc->checkallowskill = pc_checkallowskill; pc->checkequip = pc_checkequip; pc->calc_skilltree = pc_calc_skilltree; pc->calc_skilltree_normalize_job = pc_calc_skilltree_normalize_job; pc->clean_skilltree = pc_clean_skilltree; pc->setpos = pc_setpos; pc->setsavepoint = pc_setsavepoint; pc->randomwarp = pc_randomwarp; pc->memo = pc_memo; pc->checkadditem = pc_checkadditem; pc->inventoryblank = pc_inventoryblank; pc->search_inventory = pc_search_inventory; pc->payzeny = pc_payzeny; pc->additem = pc_additem; pc->getzeny = pc_getzeny; pc->delitem = pc_delitem; // Special Shop System pc->paycash = pc_paycash; pc->getcash = pc_getcash; pc->cart_additem = pc_cart_additem; pc->cart_delitem = pc_cart_delitem; pc->putitemtocart = pc_putitemtocart; pc->getitemfromcart = pc_getitemfromcart; pc->cartitem_amount = pc_cartitem_amount; pc->takeitem = pc_takeitem; pc->dropitem = pc_dropitem; pc->isequipped = pc_isequipped; pc->can_Adopt = pc_can_Adopt; pc->adoption = pc_adoption; pc->updateweightstatus = pc_updateweightstatus; pc->addautobonus = pc_addautobonus; pc->exeautobonus = pc_exeautobonus; pc->endautobonus = pc_endautobonus; pc->delautobonus = pc_delautobonus; pc->bonus = pc_bonus; pc->bonus2 = pc_bonus2; pc->bonus3 = pc_bonus3; pc->bonus4 = pc_bonus4; pc->bonus5 = pc_bonus5; pc->skill = pc_skill; pc->insert_card = pc_insert_card; pc->steal_item = pc_steal_item; pc->steal_coin = pc_steal_coin; pc->modifybuyvalue = pc_modifybuyvalue; pc->modifysellvalue = pc_modifysellvalue; pc->follow = pc_follow; // [MouseJstr] pc->stop_following = pc_stop_following; pc->maxbaselv = pc_maxbaselv; pc->maxjoblv = pc_maxjoblv; pc->checkbaselevelup = pc_checkbaselevelup; pc->checkjoblevelup = pc_checkjoblevelup; pc->gainexp = pc_gainexp; pc->nextbaseexp = pc_nextbaseexp; pc->thisbaseexp = pc_thisbaseexp; pc->nextjobexp = pc_nextjobexp; pc->thisjobexp = pc_thisjobexp; pc->gets_status_point = pc_gets_status_point; pc->need_status_point = pc_need_status_point; pc->statusup = pc_statusup; pc->statusup2 = pc_statusup2; pc->skillup = pc_skillup; pc->allskillup = pc_allskillup; pc->resetlvl = pc_resetlvl; pc->resetstate = pc_resetstate; pc->resetskill = pc_resetskill; pc->resetfeel = pc_resetfeel; pc->resethate = pc_resethate; pc->equipitem = pc_equipitem; pc->unequipitem = pc_unequipitem; pc->checkitem = pc_checkitem; pc->useitem = pc_useitem; pc->skillatk_bonus = pc_skillatk_bonus; pc->skillheal_bonus = pc_skillheal_bonus; pc->skillheal2_bonus = pc_skillheal2_bonus; pc->damage = pc_damage; pc->dead = pc_dead; pc->revive = pc_revive; pc->heal = pc_heal; pc->itemheal = pc_itemheal; pc->percentheal = pc_percentheal; pc->jobchange = pc_jobchange; pc->setoption = pc_setoption; pc->setcart = pc_setcart; pc->setfalcon = pc_setfalcon; pc->setriding = pc_setriding; pc->setmadogear = pc_setmadogear; pc->changelook = pc_changelook; pc->equiplookall = pc_equiplookall; pc->readparam = pc_readparam; pc->setparam = pc_setparam; pc->readreg = pc_readreg; pc->setreg = pc_setreg; pc->readregstr = pc_readregstr; pc->setregstr = pc_setregstr; pc->readregistry = pc_readregistry; pc->setregistry = pc_setregistry; pc->readregistry_str = pc_readregistry_str; pc->setregistry_str = pc_setregistry_str; pc->addeventtimer = pc_addeventtimer; pc->deleventtimer = pc_deleventtimer; pc->cleareventtimer = pc_cleareventtimer; pc->addeventtimercount = pc_addeventtimercount; pc->calc_pvprank = pc_calc_pvprank; pc->calc_pvprank_timer = pc_calc_pvprank_timer; pc->ismarried = pc_ismarried; pc->marriage = pc_marriage; pc->divorce = pc_divorce; pc->get_partner = pc_get_partner; pc->get_father = pc_get_father; pc->get_mother = pc_get_mother; pc->get_child = pc_get_child; pc->bleeding = pc_bleeding; pc->regen = pc_regen; pc->setstand = pc_setstand; pc->candrop = pc_candrop; pc->jobid2mapid = pc_jobid2mapid; // Skotlex pc->mapid2jobid = pc_mapid2jobid; // Skotlex pc->job_name = job_name; pc->setinvincibletimer = pc_setinvincibletimer; pc->delinvincibletimer = pc_delinvincibletimer; pc->addspiritball = pc_addspiritball; pc->delspiritball = pc_delspiritball; pc->addfame = pc_addfame; pc->famerank = pc_famerank; pc->set_hate_mob = pc_set_hate_mob; pc->readdb = pc_readdb; pc->do_init_pc = do_init_pc; pc->do_final_pc = do_final_pc; pc->map_day_timer = map_day_timer; // by [yor] pc->map_night_timer = map_night_timer; // by [yor] // Rental System pc->inventory_rentals = pc_inventory_rentals; pc->inventory_rental_clear = pc_inventory_rental_clear; pc->inventory_rental_add = pc_inventory_rental_add; pc->disguise = pc_disguise; pc->isautolooting = pc_isautolooting; pc->overheat = pc_overheat; pc->banding = pc_banding; pc->itemcd_do = pc_itemcd_do; pc->load_combo = pc_load_combo; pc->add_charm = pc_add_charm; pc->del_charm = pc_del_charm; pc->baselevelchanged = pc_baselevelchanged; #if defined(RENEWAL_DROP) || defined(RENEWAL_EXP) pc->level_penalty_mod = pc_level_penalty_mod; #endif }