// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include #include #include #include #include #include #include "socket.h" // [Valaris] #include "timer.h" #include "malloc.h" #include "map.h" #include "chrif.h" #include "clif.h" #include "intif.h" #include "pc.h" #include "status.h" #include "npc.h" #include "mob.h" #include "pet.h" #include "itemdb.h" #include "script.h" #include "battle.h" #include "skill.h" #include "party.h" #include "guild.h" #include "chat.h" #include "trade.h" #include "storage.h" #include "vending.h" #include "nullpo.h" #include "atcommand.h" #include "log.h" #include "showmsg.h" #include "core.h" #ifndef TXT_ONLY // mail system [Valaris] #include "mail.h" #endif #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔 static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL]; static unsigned int max_level[MAX_PC_CLASS][2]; static short statp[MAX_LEVEL]; // h-files are for declarations, not for implementations... [Shinomori] struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE]; // timer for night.day implementation int day_timer_tid; int night_timer_tid; static int dirx[8]={0,-1,-1,-1,0,1,1,1}; static int diry[8]={1,1,0,-1,-1,-1,0,1}; struct fame_list smith_fame_list[MAX_FAME_LIST]; struct fame_list chemist_fame_list[MAX_FAME_LIST]; struct fame_list taekwon_fame_list[MAX_FAME_LIST]; static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000}; static struct gm_account *gm_account = NULL; static int GM_num = 0; #define MOTD_LINE_SIZE 128 char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris] int pc_isGM(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->bl.type!=BL_PC ) return 0; //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex] // if ( sd->fd == 0 ) // return 99; for(i = 0; i < GM_num; i++) if (gm_account[i].account_id == sd->status.account_id) return gm_account[i].level; return 0; } int pc_iskiller(struct map_session_data *src, struct map_session_data *target) { nullpo_retr(0, src); if(src->bl.type!=BL_PC ) return 0; if (src->special_state.killer) return 1; if(target->bl.type!=BL_PC ) return 0; if (target->special_state.killable) return 1; return 0; } int pc_set_gm_level(int account_id, int level) { int i; for (i = 0; i < GM_num; i++) { if (account_id == gm_account[i].account_id) { gm_account[i].level = level; return 0; } } GM_num++; gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num); gm_account[GM_num - 1].account_id = account_id; gm_account[GM_num - 1].level = level; return 0; } static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->invincible_timer != tid){ if(battle_config.error_log) ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid); return 0; } sd->invincible_timer=-1; skill_unit_move(&sd->bl,tick,1); return 0; } int pc_setinvincibletimer(struct map_session_data *sd,int val) { nullpo_retr(0, sd); if(sd->invincible_timer != -1) delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0); return 0; } int pc_delinvincibletimer(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->invincible_timer != -1) { delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = -1; } skill_unit_move(&sd->bl,gettick(),1); return 0; } static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->spirit_timer[0] != tid){ if(battle_config.error_log) ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid); return 0; } if(sd->spiritball <= 0) { if(battle_config.error_log) ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called"); sd->spiritball = 0; return 0; } sd->spiritball--; // I leave this here as bad example [Shinomori] //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball ); memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) ); sd->spirit_timer[sd->spiritball]=-1; clif_spiritball(sd); return 0; } int pc_addspiritball(struct map_session_data *sd,int interval,int max) { nullpo_retr(0, sd); if(max > MAX_SKILL_LEVEL) max = MAX_SKILL_LEVEL; if((sd->class_&MAPID_BASEMASK)==MAPID_GUNSLINGER) max = 10; if(sd->spiritball < 0) sd->spiritball = 0; if(sd->spiritball >= max) { if(sd->spirit_timer[0] != -1) delete_timer(sd->spirit_timer[0],pc_spiritball_timer); // I leave this here as bad example [Shinomori] //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1)); memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) ); //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten } else sd->spiritball++; sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0); clif_spiritball(sd); return 0; } int pc_delspiritball(struct map_session_data *sd,int count,int type) { int i; nullpo_retr(0, sd); if(sd->spiritball <= 0) { sd->spiritball = 0; return 0; } if(count > sd->spiritball) count = sd->spiritball; sd->spiritball -= count; if(count > MAX_SKILL_LEVEL) count = MAX_SKILL_LEVEL; for(i=0;ispirit_timer[i] != -1) { delete_timer(sd->spirit_timer[i],pc_spiritball_timer); sd->spirit_timer[i] = -1; } } for(i=count;ispirit_timer[i-count] = sd->spirit_timer[i]; sd->spirit_timer[i] = -1; } if(!type) clif_spiritball(sd); return 0; } // Increases a player's 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; } //FIXME: Is this needed? It places unnecessary stress on the char server.... >.< [Skotlex] chrif_save(sd,0); // Save to allow up-to-date fame list refresh chrif_reqfamelist(); // Refresh the fame list } // Check whether a player ID is in the Top 10 fame list of its job int pc_istop10fame(int char_id,int job) { int i; switch(job){ case MAPID_BLACKSMITH: // Blacksmith for(i=0;ispecial_state.restart_full_recover || // オシリスカ?ド sd->state.snovice_flag == 4) { // [Celest] sd->status.hp=sd->status.max_hp; sd->status.sp=sd->status.max_sp; if (sd->state.snovice_flag == 4) { sd->state.snovice_flag = 0; sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1)); } } else { if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) { //ノビは半分回復 sd->status.hp=(sd->status.max_hp)/2; } else { if(battle_config.restart_hp_rate <= 0) sd->status.hp = 1; else { sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100; if(sd->status.hp <= 0) sd->status.hp = 1; } } if(battle_config.restart_sp_rate > 0) { int sp = sd->status.max_sp * battle_config.restart_sp_rate /100; if(sd->status.sp < sp) sd->status.sp = sp; } } if(type&1) clif_updatestatus(sd,SP_HP); if(type&1) clif_updatestatus(sd,SP_SP); /* removed exp penalty on spawn [Valaris] */ if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) { int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.); if(zeny < 1) zeny = 1; sd->status.zeny -= zeny; if(sd->status.zeny < 0) sd->status.zeny = 0; clif_updatestatus(sd,SP_ZENY); } return 0; } /*========================================== * Determines if the player can move based on status changes. [Skotlex] *------------------------------------------ */ int pc_can_move(struct map_session_data *sd) { if (sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT) return 0; if ((sd->sc.option & OPTION_HIDE) && pc_checkskill(sd, RG_TUNNELDRIVE) <= 0) return 0; if (sd->skilltimer != -1 && pc_checkskill(sd, SA_FREECAST) <= 0) return 0; if (pc_issit(sd)) return 0; //Can't move while sitting... if (DIFF_TICK(sd->canmove_tick, gettick()) > 0) return 0; if (sd->sc.count && ( sd->sc.data[SC_ANKLE].timer != -1 || sd->sc.data[SC_AUTOCOUNTER].timer !=-1 || sd->sc.data[SC_TRICKDEAD].timer !=-1 || sd->sc.data[SC_BLADESTOP].timer !=-1 || sd->sc.data[SC_SPIDERWEB].timer !=-1 || (sd->sc.data[SC_DANCING].timer !=-1 && sd->sc.data[SC_DANCING].val4 && sd->sc.data[SC_LONGING].timer == -1) || (sd->sc.data[SC_DANCING].timer !=-1 && sd->sc.data[SC_DANCING].val1 == CG_HERMODE) || //cannot move while Hermod is active. (sd->sc.data[SC_GOSPEL].timer !=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect sd->sc.data[SC_STOP].timer != -1 || sd->sc.data[SC_CLOSECONFINE].timer != -1 || sd->sc.data[SC_CLOSECONFINE2].timer != -1 )) return 0; return 1; } /*========================================== Determines if the GM can give / drop / trade / vend items [Lupus] Args: GM Level (current player GM level) * Returns 1 = this GM can't do it 0 = this one can do it *------------------------------------------ */ int pc_can_give_items(int level) { return ( level >= battle_config.gm_cant_drop_min_lv && level <= battle_config.gm_cant_drop_max_lv); } /*========================================== * ロ?カルプロトタイプ宣言 (必要な物のみ) *------------------------------------------ */ static int pc_walktoxy_sub(struct map_session_data *); /*========================================== * saveに必要なステ?タス修正を行なう *------------------------------------------ */ int pc_makesavestatus(struct map_session_data *sd) { nullpo_retr(0, sd); if (sd->state.finalsave) return 0; //Nothing to change. // 秒フ色は色?弊害が多いので保存?象にはしない if(!battle_config.save_clothcolor) sd->status.clothes_color=0; // 死亡?態だったのでhpを1、位置をセ?ブ場所に?更 if(!sd->state.waitingdisconnect) { sd->status.option = sd->sc.option; //Since the option saved is in if(pc_isdead(sd)){ pc_setrestartvalue(sd,0); memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } else { sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } // セ?ブ禁止マップだったので指定位置に移動 if(map[sd->bl.m].flag.nosave){ struct map_data *m=&map[sd->bl.m]; if(m->save.map) memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); else memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } } return 0; } /*========================================== * 接?暫フ初期化 *------------------------------------------ */ int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd) { nullpo_retr(0, sd); sd->bl.id = account_id; sd->char_id = char_id; sd->login_id1 = login_id1; sd->login_id2 = 0; // at this point, we can not know the value :( sd->client_tick = client_tick; sd->sex = sex; sd->state.auth = 0; sd->bl.type = BL_PC; sd->canact_tick = sd->canmove_tick = gettick(); sd->canlog_tick = gettick(); sd->state.waitingdisconnect = 0; return 0; } int pc_equippoint(struct map_session_data *sd,int n) { int ep = 0; //?生や養子の場合の元の職業を算出する nullpo_retr(0, sd); if(sd->inventory_data[n]) { ep = sd->inventory_data[n]->equip; if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) { if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)) return 34; } } return ep; } int pc_setinventorydata(struct map_session_data *sd) { int i,id; nullpo_retr(0, sd); for(i=0;istatus.inventory[i].nameid; sd->inventory_data[i] = id?itemdb_search(id):NULL; } return 0; } int pc_calcweapontype(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->weapontype1 != 0 && sd->weapontype2 == 0) sd->status.weapon = sd->weapontype1; if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// 左手武器 Only sd->status.weapon = sd->weapontype2; else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?短? sd->status.weapon = MAX_WEAPON_TYPE+1; else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??手? sd->status.weapon = MAX_WEAPON_TYPE+2; else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??手斧 sd->status.weapon = MAX_WEAPON_TYPE+3; else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) || (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短? - ?手? sd->status.weapon = MAX_WEAPON_TYPE+4; else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短? - 斧 sd->status.weapon = MAX_WEAPON_TYPE+5; else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?手? - 斧 sd->status.weapon = MAX_WEAPON_TYPE+6; else sd->status.weapon = sd->weapontype1; return 0; } int pc_setequipindex(struct map_session_data *sd) { int i,j; nullpo_retr(0, sd); for(i=0;i<11;i++) sd->equip_index[i] = -1; for(i=0;istatus.inventory[i].nameid <= 0) continue; if(sd->status.inventory[i].equip) { for(j=0;j<11;j++) if(sd->status.inventory[i].equip & equip_pos[j]) sd->equip_index[j] = i; if(sd->status.inventory[i].equip & 0x0002) { if(sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->look; else sd->weapontype1 = 0; } if(sd->status.inventory[i].equip & 0x0020) { if(sd->inventory_data[i]) { if(sd->inventory_data[i]->type == 4) { if(sd->status.inventory[i].equip == 0x0020) sd->weapontype2 = sd->inventory_data[i]->look; else sd->weapontype2 = 0; } else sd->weapontype2 = 0; } else sd->weapontype2 = 0; } } } pc_calcweapontype(sd); return 0; } int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) { int i; struct item_data *data; if (s>0) { for (i=0;istatus.inventory[eqindex].card[i]))) { if (data->flag.no_equip&flag) return 0; } } } return 1; } int pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; //?生や養子の場合の元の職業を算出する nullpo_retr(0, sd); item = sd->inventory_data[n]; if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip ) return 1; if(item == NULL) return 0; if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; if(item->sex != 2 && sd->status.sex != item->sex) return 0; if(map[sd->bl.m].flag.pvp && (item->flag.no_equip&1 || !pc_isAllowedCardOn(sd,item->slot,n,1))) //optimized by Lupus return 0; if(map_flag_gvg(sd->bl.m) && (item->flag.no_equip&2 || !pc_isAllowedCardOn(sd,item->slot,n,2))) //optimized by Lupus return 0; if(map[sd->bl.m].zone && map[sd->bl.m].flag.restricted && (item->flag.no_equip&map[sd->bl.m].zone || !pc_isAllowedCardOn(sd,item->slot,n,map[sd->bl.m].zone))) return 0; if (sd->sc.count) { if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG] return 0; if(item->equip & 0x0020 && item->type == 5 && sd->sc.data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG] return 0; if(item->equip & 0x0010 && sd->sc.data[SC_STRIPARMOR].timer != -1) return 0; if(item->equip & 0x0100 && sd->sc.data[SC_STRIPHELM].timer != -1) return 0; if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] if (sd->status.base_level > 90 && item->equip & 0x301) return 1; //Can equip all helms if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4) switch(item->look) { //In weapons, the look determines type of weapon. case 0x01: //Level 4 Knives are equippable.. this means all knives, I'd guess? case 0x02: //All 1H swords case 0x06: //All 1H Axes case 0x08: //All Maces case 0x0a: //All Staffs return 1; } } } //Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return 0; //Not equipable by upper class. [Skotlex] if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper)) return 0; return 1; } /*========================================== * session idに問題無し * char鯖から送られてきたステ?タスを設定 *------------------------------------------ */ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st) { struct party *p; struct guild *g; int i; unsigned long tick = gettick(); if (sd->state.auth) //Temporary debug. [Skotlex] { ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id); return 1; } sd->login_id2 = login_id2; memcpy(&sd->status, st, sizeof(*st)); if (sd->status.sex != sd->sex) { clif_authfail_fd(sd->fd, 0); return 1; } //Set the map-server used job id. [Skotlex] i = pc_jobid2mapid(sd->status.class_); if (i == -1) { //Invalid class? if (battle_config.error_log) ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id); sd->status.class_ = JOB_NOVICE; sd->class_ = MAPID_NOVICE; } else sd->class_ = i; //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation. // 基本的な初期化 sd->state.connect_new = 1; sd->view_class = sd->status.class_; sd->speed = DEFAULT_WALK_SPEED; sd->walktimer = -1; sd->attacktimer = -1; sd->followtimer = -1; // [MouseJstr] sd->skilltimer = -1; sd->skillitem = -1; sd->skillitemlv = -1; sd->invincible_timer = -1; sd->canact_tick = tick; sd->canmove_tick = tick; sd->canregen_tick = tick; sd->attackabletime = tick; sd->canuseitem_tick = tick; for(i = 0; i < MAX_SKILL_LEVEL; i++) sd->spirit_timer[i] = -1; for(i = 0; i < MAX_SKILLTIMERSKILL; i++) sd->skilltimerskill[i].timer = -1; if (battle_config.item_auto_get) sd->state.autoloot = 10000; if (battle_config.disp_experience) sd->state.showexp = 1; if (battle_config.disp_zeny) sd->state.showzeny = 1; if (battle_config.display_delay_skill_fail) sd->state.showdelay = 1; // Request all registries. intif_request_registry(sd,7); // アイテムチェック pc_setinventorydata(sd); pc_checkitem(sd); // pet sd->pet_hungry_timer = -1; // ステ?タス異常の初期化 for(i = 0; i < MAX_STATUSCHANGE; i++) { sd->sc.data[i].timer=-1; } sd->sc.count=0; if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) && (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide))) sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE); else sd->status.option &= OPTION_MASK; sd->sc.option = sd->status.option; //This is the actual option used in battle. // パ?ティ??係の初期化 sd->party_x = -1; sd->party_y = -1; sd->guild_x = -1; sd->guild_y = -1; // イベント?係の初期化 for(i = 0; i < MAX_EVENTTIMER; i++) sd->eventtimer[i] = -1; sd->npc_timer_id = -1; // Moved PVP timer initialisation before set_pos sd->pvp_timer = -1; // 位置の設定 if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) { if(battle_config.error_log) ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i); // try warping to a default map instead (church graveyard) if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) { // if we fail again clif_authfail_fd(sd->fd, 0); return 1; } } // pet if (sd->status.pet_id > 0) intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id); // パ?ティ、ギルドデ?タの要求 if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL) party_request_info(sd->status.party_id); if (sd->status.guild_id > 0) { if ((g = guild_search(sd->status.guild_id)) == NULL) guild_request_info(sd->status.guild_id); else if (strcmp(sd->status.name,g->master) == 0) { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex] guild_block_skill(sd, 300000); //Also set the Guild Master flag. sd->state.gmaster_flag = g; } } // 通知 clif_authok(sd); map_addiddb(&sd->bl); if (map_charid2nick(sd->status.char_id) == NULL) map_addchariddb(sd->status.char_id, sd->status.name); // Notify everyone that this char logged in [Skotlex]. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1); //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex] sd->die_counter=-1; //Until the reg values arrive, set them to not require trigger... sd->state.event_death = 1; sd->state.event_kill_pc = 1; sd->state.event_disconnect = 1; sd->state.event_kill_mob = 1; if (night_flag) { char tmpstr[1024]; strcpy(tmpstr, msg_txt(500)); // Actually, it's the night... clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); //Night packet is sent when it finishes loading the map. [Skotlex] } // ステ?タス初期計算など status_calc_pc(sd,1); sd->state.auth = 1; //Do not auth him until the initial stats have been placed. { //Add IP field unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr; if (pc_isGM(sd)) ShowInfo("GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3], pc_isGM(sd)); else ShowInfo("Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%d"CL_RESET"', Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3]); } // Send friends list clif_friendslist_send(sd); if (battle_config.display_version == 1){ char buf[256]; sprintf(buf, "eAthena SVN version: %s", get_svn_revision()); clif_displaymessage(sd->fd, buf); } // Message of the Day [Valaris] { int ln; for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) { if (battle_config.motd_type) clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln])); else clif_displaymessage(sd->fd, motd_text[ln]); } } #ifndef TXT_ONLY if(mail_server_enable) mail_check(sd,1); // check mail at login [Valaris] #endif // message of the limited time of the account if (connect_until_time != 0) { // don't display if it's unlimited or unknow value char tmpstr[1024]; strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S." clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } if(sd->status.manner < 0) //Needed or manner will always be negative. sc_start(&sd->bl,SC_NOCHAT,100,0,0); return 0; } /*========================================== * Closes a connection because it failed to be authenticated from the char server. *------------------------------------------ */ int pc_authfail(struct map_session_data *sd) { if (sd->state.auth) //Temporary debug. [Skotlex] ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id); if (!sd->fd) ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id); clif_authfail_fd(sd->fd, 0); return 0; } /*========================================== * Invoked once after the char/account/account2 registry variables are received. [Skotlex] *------------------------------------------ */ int pc_reg_received(struct map_session_data *sd) { int i,j; char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"}; char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"}; pc_clean_skilltree(sd); //Clean skill tree before loading reg-based skills sd->change_level = pc_readglobalreg(sd,"jobchange_level"); sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER"); if (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) status_calc_pc(sd, 0); //Check +10 to all stats bonus. if (pc_checkskill(sd, TK_MISSION)) { sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID"); sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT"); } //SG map and mob read [Komurka] for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql { if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) { sd->feel_map[i].index = j; sd->feel_map[i].m = map_mapindex2mapid(j); } else { sd->feel_map[i].index = 0; sd->feel_map[i].m = -1; } sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i]) - 1; } if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) { sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL"); if (sd->cloneskill_id > 0) { sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id; sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV"); if (i < sd->status.skill[sd->cloneskill_id].lv) sd->status.skill[sd->cloneskill_id].lv = i; sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag clif_skillinfoblock(sd); } } // Automated script events if (script_config.event_requires_trigger) { sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name); sd->state.event_kill_pc = pc_readglobalreg(sd, script_config.kill_pc_event_name); sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name); sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name); // if script triggers are not required } else { sd->state.event_death = 1; sd->state.event_kill_pc = 1; sd->state.event_disconnect = 1; sd->state.event_kill_mob = 1; } if (script_config.event_script_type == 0) { struct npc_data *npc; if ((npc = npc_name2id(script_config.login_event_name))) { run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLoginNPC ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.login_event_name); } } else { ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n", npc_event_doall_id(script_config.login_event_name, sd->bl.id), script_config.login_event_name); } return 0; } static int pc_calc_skillpoint(struct map_session_data* sd) { int i,skill,inf2,skill_point=0; nullpo_retr(0, sd); for(i=1;i 0) { inf2 = skill_get_inf2(i); if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { if(!sd->status.skill[i].flag) skill_point += skill; else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) { skill_point += (sd->status.skill[i].flag - 2); } } } } return skill_point; } /*========================================== * ?えられるスキルの計算 *------------------------------------------ */ int pc_calc_skilltree(struct map_session_data *sd) { int i,id=0,flag; int c=0; nullpo_retr(0, sd); i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, sd->status.sex); if (c == -1) { //Unable to normalize job?? if (battle_config.error_log) ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return 1; } for(i=0;istatus.skill[i].flag != 13) //Don't touch plagiarized skills sd->status.skill[i].id=0; //First clear skills. } for(i=0;istatus.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; sd->status.skill[i].flag=0; } if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU) { //Enable Bard/Dancer spirit linked skills. if (sd->status.sex) { //Link dancer skills to bard. sd->status.skill[i].id=i; sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill } else { //Link bard skills to dancer. sd->status.skill[i-8].id=i-8; sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill } } } if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){ for(i=0;i 0) sd->status.skill[i].id=i; } return 0; } do { flag=0; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){ int j,f=1; if(!battle_config.skillfree) { for(j=0;j<5;j++) { if( skill_tree[c][i].need[j].id && pc_checkskill(sd,skill_tree[c][i].need[j].id) < skill_tree[c][i].need[j].lv) { f=0; break; } } if (sd->status.job_level < skill_tree[c][i].joblv) f=0; else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL)) f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset) } if(sd->status.skill[id].id==0 ){ if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && skill_get_inf2(id)&INF2_SPIRIT_SKILL) { //Enable Spirit Skills. [Skotlex] sd->status.skill[id].id=id; sd->status.skill[id].lv=1; sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill. flag=1; } else if (f){ sd->status.skill[id].id=id; flag=1; } } } } while(flag); if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON)) { //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex] for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){ if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL))) continue; //Do not include Quest/Wedding skills. if(sd->status.skill[id].id==0 ){ sd->status.skill[id].id=id; sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill. } else sd->status.skill[id].flag=sd->status.skill[id].lv+2; sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_); } } return 0; } // Make sure all the skills are in the correct condition // before persisting to the backend.. [MouseJstr] int pc_clean_skilltree(struct map_session_data *sd) { int i; for (i = 0; i < MAX_SKILL; i++){ if (sd->status.skill[i].flag == 13){ sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } } return 0; } int pc_calc_skilltree_normalize_job(struct map_session_data *sd) { int skill_point; int c = sd->class_; if (!battle_config.skillup_limit || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) return c; //Only Normalize non-first classes (and non-super novice) skill_point = pc_calc_skillpoint(sd); if(skill_point < 9) c = MAPID_NOVICE; else if (sd->status.skill_point >= (int)sd->status.job_level && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) { //Send it to first class. c &= MAPID_BASEMASK; } if (sd->class_&JOBL_UPPER) //Convert to Upper c |= JOBL_UPPER; else if (sd->class_&JOBL_BABY) //Convert to Baby c |= JOBL_BABY; return c; } /*========================================== * 重量アイコンの確認 *------------------------------------------ */ int pc_checkweighticon(struct map_session_data *sd) { int flag=0; nullpo_retr(0, sd); //Consider the battle option 50% criteria.... if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate) flag=1; if(sd->weight*10 >= sd->max_weight*9) flag=2; if(flag==1){ if(sd->sc.data[SC_WEIGHT50].timer==-1) sc_start(&sd->bl,SC_WEIGHT50,100,0,0); }else{ if(sd->sc.data[SC_WEIGHT50].timer!=-1) status_change_end(&sd->bl,SC_WEIGHT50,-1); } if(flag==2){ if(sd->sc.data[SC_WEIGHT90].timer==-1) sc_start(&sd->bl,SC_WEIGHT90,100,0,0); }else{ if(sd->sc.data[SC_WEIGHT90].timer!=-1) status_change_end(&sd->bl,SC_WEIGHT90,-1); } return 0; } static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) { int i; for (i = 0; i < max && spell[i].id; i++) { if (spell[i].card_id == card_id && spell[i].id == id && spell[i].lv == lv) { if (!battle_config.autospell_stacking) return 0; rate += spell[i].rate; break; } } if (i == max) { if (battle_config.error_log) ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max); return 0; } spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; spell[i].card_id = card_id; return 1; } static int pc_bonus_item_drop(struct s_add_drop *drop, short *count, short id, short group, int race, int rate) { int i; //Apply config rate adjustment settings. if (rate >= 0) { //Absolute drop. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate < battle_config.item_drop_adddrop_min) rate = battle_config.item_drop_adddrop_min; else if (rate > battle_config.item_drop_adddrop_max) rate = battle_config.item_drop_adddrop_max; } else { //Relative drop, max/min limits are applied at drop time. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate > -1) rate = -1; } for(i = 0; i < *count; i++) { if( (id && drop[i].id == id) || (group && drop[i].group == group) ) { drop[i].race |= race; if(drop[i].rate > 0 && rate > 0) { //Both are absolute rates. if (drop[i].rate < rate) drop[i].rate = rate; } else if(drop[i].rate < 0 && rate < 0) { //Both are relative rates. if (drop[i].rate > rate) drop[i].rate = rate; } else if (rate < 0) //Give preference to relative rate. drop[i].rate = rate; return 1; } } if(*count >= MAX_PC_BONUS) { if (battle_config.error_log) ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", MAX_PC_BONUS); return 0; } drop[*count].id = id; drop[*count].group = group; drop[*count].race |= race; drop[*count].rate = rate; (*count)++; return 1; } /*========================================== * ? 備品による能力等のボ?ナス設定 *------------------------------------------ */ int pc_bonus(struct map_session_data *sd,int type,int val) { int i; nullpo_retr(0, sd); switch(type){ case SP_STR: case SP_AGI: case SP_VIT: case SP_INT: case SP_DEX: case SP_LUK: if(sd->state.lr_flag != 2) sd->parame[type-SP_STR]+=val; break; case SP_ATK1: if(!sd->state.lr_flag) sd->right_weapon.watk+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.watk+=val; break; case SP_ATK2: if(!sd->state.lr_flag) sd->right_weapon.watk2+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.watk2+=val; break; case SP_BASE_ATK: if(sd->state.lr_flag != 2) sd->base_atk+=val; break; case SP_MATK1: if(sd->state.lr_flag != 2) sd->matk1 += val; break; case SP_MATK2: if(sd->state.lr_flag != 2) sd->matk2 += val; break; case SP_MATK: if(sd->state.lr_flag != 2) { sd->matk1 += val; sd->matk2 += val; } break; case SP_DEF1: if(sd->state.lr_flag != 2) sd->def+=val; break; case SP_DEF2: if(sd->state.lr_flag != 2) sd->def2+=val; break; case SP_MDEF1: if(sd->state.lr_flag != 2) sd->mdef+=val; break; case SP_MDEF2: if(sd->state.lr_flag != 2) sd->mdef+=val; break; case SP_HIT: if(sd->state.lr_flag != 2) sd->hit+=val; else sd->arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) sd->flee+=val; break; case SP_FLEE2: if(sd->state.lr_flag != 2) sd->flee2+=val*10; break; case SP_CRITICAL: if(sd->state.lr_flag != 2) sd->critical+=val*10; else sd->arrow_cri += val*10; break; case SP_ATKELE: if(!sd->state.lr_flag) sd->right_weapon.atk_ele=val; else if(sd->state.lr_flag == 1) sd->left_weapon.atk_ele=val; else if(sd->state.lr_flag == 2) sd->arrow_ele=val; break; case SP_DEFELE: if(sd->state.lr_flag != 2) sd->def_ele=val; break; case SP_MAXHP: if(sd->state.lr_flag != 2) sd->status.max_hp+=val; break; case SP_MAXSP: if(sd->state.lr_flag != 2) sd->status.max_sp+=val; break; case SP_CASTRATE: if(sd->state.lr_flag != 2) sd->castrate+=val; break; case SP_MAXHPRATE: if(sd->state.lr_flag != 2) sd->hprate+=val; break; case SP_MAXSPRATE: if(sd->state.lr_flag != 2) sd->sprate+=val; break; case SP_SPRATE: if(sd->state.lr_flag != 2) sd->dsprate+=val; break; case SP_ATTACKRANGE: if(!sd->state.lr_flag) sd->attackrange += val; else if(sd->state.lr_flag == 1) sd->attackrange_ += val; else if(sd->state.lr_flag == 2) sd->arrow_range += val; break; case SP_ADD_SPEED: //Raw increase if(sd->state.lr_flag != 2) sd->speed -= val; break; case SP_SPEED_RATE: //Non stackable increase if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val) sd->speed_rate = 100-val; break; case SP_SPEED_ADDRATE: //Stackable increase if(sd->state.lr_flag != 2) sd->speed_add_rate = sd->speed_add_rate * (100-val)/100; break; case SP_ASPD: //Raw increase if(sd->state.lr_flag != 2) sd->aspd -= val*10; break; case SP_ASPD_RATE: //Non stackable increase if(sd->state.lr_flag != 2 && sd->aspd_rate > 100-val) sd->aspd_rate = 100-val; break; case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone if(sd->state.lr_flag != 2) sd->aspd_add_rate -= val; break; case SP_HP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->hprecov_rate += val; break; case SP_SP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->sprecov_rate += val; break; case SP_CRITICAL_DEF: if(sd->state.lr_flag != 2) sd->critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) sd->near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) sd->long_attack_def_rate += val; break; case SP_DOUBLE_RATE: if(sd->state.lr_flag == 0 && sd->double_rate < val) sd->double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) sd->double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; case SP_IGNORE_DEF_ELE: if(!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->atk_rate += val; break; case SP_MAGIC_ATK_DEF: if(sd->state.lr_flag != 2) sd->magic_def_rate += val; break; case SP_MISC_ATK_DEF: if(sd->state.lr_flag != 2) sd->misc_def_rate += val; break; case SP_IGNORE_MDEF_ELE: if(sd->state.lr_flag != 2) sd->ignore_mdef_ele |= 1<state.lr_flag != 2) sd->ignore_mdef_race |= 1<state.lr_flag != 2 && sd->perfect_hit < val) sd->perfect_hit = val; break; case SP_PERFECT_HIT_ADD_RATE: if(sd->state.lr_flag != 2) sd->perfect_hit_add += val; break; case SP_CRITICAL_RATE: if(sd->state.lr_flag != 2) sd->critical_rate+=val; break; case SP_DEF_RATIO_ATK_ELE: if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_ele |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_ele |= 1<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) sd->special_state.no_magic_damage = 1; break; case SP_NO_WEAPON_DAMAGE: if(sd->state.lr_flag != 2) sd->special_state.no_weapon_damage = 1; break; case SP_NO_GEMSTONE: if(sd->state.lr_flag != 2) sd->special_state.no_gemstone = 1; break; case SP_INFINITE_ENDURE: if(sd->state.lr_flag != 2) sd->special_state.infinite_endure = 1; break; case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG] if(sd->state.lr_flag != 2) sd->special_state.intravision = 1; break; case SP_SPLASH_RANGE: if(sd->state.lr_flag != 2 && sd->splash_range < val) sd->splash_range = val; break; case SP_SPLASH_ADD_RANGE: if(sd->state.lr_flag != 2) sd->splash_add_range += val; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->short_weapon_damage_return += val; break; case SP_LONG_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->long_weapon_damage_return += val; break; case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here if(sd->state.lr_flag != 2) sd->magic_damage_return += val; break; case SP_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { sd->parame[SP_STR-SP_STR]+=val; sd->parame[SP_AGI-SP_STR]+=val; sd->parame[SP_VIT-SP_STR]+=val; sd->parame[SP_INT-SP_STR]+=val; sd->parame[SP_DEX-SP_STR]+=val; sd->parame[SP_LUK-SP_STR]+=val; } break; case SP_AGI_VIT: // [Valaris] if(sd->state.lr_flag!=2) { sd->parame[SP_AGI-SP_STR]+=val; sd->parame[SP_VIT-SP_STR]+=val; } break; case SP_AGI_DEX_STR: // [Valaris] if(sd->state.lr_flag!=2) { sd->parame[SP_AGI-SP_STR]+=val; sd->parame[SP_DEX-SP_STR]+=val; sd->parame[SP_STR-SP_STR]+=val; } break; case SP_PERFECT_HIDE: // [Valaris] if(sd->state.lr_flag!=2) { sd->state.perfect_hiding=1; } break; case SP_DISGUISE: // Disguise script for items [Valaris] if(sd->state.lr_flag!=2 && !sd->state.disguised && !pc_isriding(sd)) { clif_clearchar(&sd->bl, 0); sd->disguise=val; clif_changeoption(&sd->bl); clif_spawnpc(sd); } break; case SP_UNBREAKABLE: if(sd->state.lr_flag!=2) { sd->unbreakable += val; } break; case SP_UNBREAKABLE_WEAPON: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_WEAPON; break; case SP_UNBREAKABLE_ARMOR: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_ARMOR; break; case SP_UNBREAKABLE_HELM: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_HELM; break; case SP_UNBREAKABLE_SHIELD: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_SHIELD; break; case SP_CLASSCHANGE: // [Valaris] if(sd->state.lr_flag !=2){ sd->classchange=val; } break; case SP_LONG_ATK_RATE: //if(sd->state.lr_flag != 2 && sd->long_attack_atk_rate < val) // sd->long_attack_atk_rate = val; if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses sd->long_attack_atk_rate+=val; break; case SP_BREAK_WEAPON_RATE: if(sd->state.lr_flag != 2) sd->break_weapon_rate+=val; break; case SP_BREAK_ARMOR_RATE: if(sd->state.lr_flag != 2) sd->break_armor_rate+=val; break; case SP_ADD_STEAL_RATE: if(sd->state.lr_flag != 2) sd->add_steal_rate+=val; break; case SP_DELAYRATE: if(sd->state.lr_flag != 2) sd->delayrate+=val; break; case SP_CRIT_ATK_RATE: if(sd->state.lr_flag != 2) sd->crit_atk_rate += val; break; case SP_NO_REGEN: if(sd->state.lr_flag != 2) sd->no_regen = val; break; case SP_UNSTRIPABLE_WEAPON: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_WEAPON; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_ARMOR; break; case SP_UNSTRIPABLE_HELM: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_HELM; break; case SP_UNSTRIPABLE_SHIELD: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_SHIELD; break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain_value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain_value += val; } break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_value += val; } break; case SP_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->sp_gain_value += val; break; case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well if(!sd->state.lr_flag) sd->right_weapon.ignore_def_mob |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_mob |= 1<state.lr_flag) sd->hp_gain_value += val; break; case SP_DAMAGE_WHEN_UNEQUIP: if(!sd->state.lr_flag) { for (i=0; i<11; i++) { //I think this one is bugged, notice how it uses the item_db info rather // than inventory equipped position index [Skotlex] // if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) { if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) { sd->unequip_losehp[i] += val; break; } } } break; case SP_LOSESP_WHEN_UNEQUIP: if(!sd->state.lr_flag) { for (i=0; i<11; i++) { // if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) { if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) { sd->unequip_losesp[i] += val; break; } } } break; default: if(battle_config.error_log) ShowWarning("pc_bonus: unknown type %d %d !\n",type,val); break; } return 0; } /*========================================== * ? 備品による能力等のボ?ナス設定 *------------------------------------------ */ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val) { int i; nullpo_retr(0, sd); switch(type){ case SP_ADDELE: if(!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(sd->state.lr_flag != 2) sd->subele[type2]+=val; break; case SP_SUBRACE: if(sd->state.lr_flag != 2) sd->subrace[type2]+=val; break; case SP_ADDEFF: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) sd->addeff[type2-SC_COMMON_MIN]+=val; else sd->arrow_addeff[type2-SC_COMMON_MIN]+=val; break; case SP_ADDEFF2: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) sd->addeff2[type2-SC_COMMON_MIN]+=val; else sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val; break; case SP_RESEFF: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) sd->reseff[type2-SC_COMMON_MIN]+=val; break; case SP_MAGIC_ADDELE: if(sd->state.lr_flag != 2) sd->magic_addele[type2]+=val; break; case SP_MAGIC_ADDRACE: if(sd->state.lr_flag != 2) sd->magic_addrace[type2]+=val; break; case SP_MAGIC_ADDSIZE: if(sd->state.lr_flag != 2) sd->magic_addsize[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: if(!sd->state.lr_flag) { for(i=0;iright_weapon.add_damage_class_count;i++) { if(sd->right_weapon.add_damage_classid[i] == type2) { sd->right_weapon.add_damage_classrate[i] += val; break; } } if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) { sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2; sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val; sd->right_weapon.add_damage_class_count++; } } else if(sd->state.lr_flag == 1) { for(i=0;ileft_weapon.add_damage_class_count;i++) { if(sd->left_weapon.add_damage_classid[i] == type2) { sd->left_weapon.add_damage_classrate[i] += val; break; } } if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) { sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2; sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val; sd->left_weapon.add_damage_class_count++; } } break; case SP_ADD_MAGIC_DAMAGE_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_mdmg_count;i++) { if(sd->add_mdmg[i].class_ == type2) { sd->add_mdmg[i].rate += val; break; } } if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) { sd->add_mdmg[sd->add_mdmg_count].class_ = type2; sd->add_mdmg[sd->add_mdmg_count].rate += val; sd->add_mdmg_count++; } } break; case SP_ADD_DEF_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_def_count;i++) { if(sd->add_def[i].class_ == type2) { sd->add_def[i].rate += val; break; } } if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) { sd->add_def[sd->add_def_count].class_ = type2; sd->add_def[sd->add_def_count].rate += val; sd->add_def_count++; } } break; case SP_ADD_MDEF_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_mdef_count;i++) { if(sd->add_mdef[i].class_ == type2) { sd->add_mdef[i].rate += val; break; } } if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) { sd->add_mdef[sd->add_mdef_count].class_ = type2; sd->add_mdef[sd->add_mdef_count].rate += val; sd->add_mdef_count++; } } break; case SP_HP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain_rate += type2; sd->right_weapon.hp_drain_per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain_rate += type2; sd->left_weapon.hp_drain_per += val; } break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain_value += type2; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain_value += type2; } sd->sp_drain_type = val; break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_rate += type2; sd->right_weapon.sp_drain_per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_rate += type2; sd->left_weapon.sp_drain_per += val; } sd->sp_drain_type = 0; break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_value += type2; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_value += type2; } sd->sp_drain_type = val; break; case SP_SP_VANISH_RATE: if(sd->state.lr_flag != 2) { sd->sp_vanish_rate += type2; sd->sp_vanish_per += val; } break; case SP_GET_ZENY_NUM: if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val) { sd->get_zeny_rate = val; sd->get_zeny_num = type2; } break; case SP_ADD_GET_ZENY_NUM: if(sd->state.lr_flag != 2) { sd->get_zeny_rate += val; sd->get_zeny_num += type2; } break; case SP_WEAPON_COMA_ELE: if(sd->state.lr_flag != 2) sd->weapon_coma_ele[type2] += val; break; case SP_WEAPON_COMA_RACE: if(sd->state.lr_flag != 2) sd->weapon_coma_race[type2] += val; break; case SP_RANDOM_ATTACK_INCREASE: // [Valaris] if(sd->state.lr_flag !=2){ sd->random_attack_increase_add = type2; sd->random_attack_increase_per += val; } break; case SP_WEAPON_ATK: if(sd->state.lr_flag != 2) sd->weapon_atk[type2]+=val; break; case SP_WEAPON_ATK_RATE: if(sd->state.lr_flag != 2) sd->weapon_atk_rate[type2]+=val; break; case SP_CRITICAL_ADDRACE: if(sd->state.lr_flag != 2) sd->critaddrace[type2] += val*10; break; case SP_ADDEFF_WHENHIT: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) { sd->addeff3[type2-SC_COMMON_MIN]+=val; sd->addeff3_type[type2-SC_COMMON_MIN]=1; } break; case SP_ADDEFF_WHENHIT_SHORT: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) { sd->addeff3[type2-SC_COMMON_MIN]+=val; sd->addeff3_type[type2-SC_COMMON_MIN]=0; } break; case SP_SKILL_ATK: for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++); if (i == MAX_PC_BONUS) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } if(sd->state.lr_flag != 2) { if (sd->skillatk[i].id == type2) sd->skillatk[i].val += val; else { sd->skillatk[i].id = type2; sd->skillatk[i].val = val; } } break; case SP_ADD_SKILL_BLOW: for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++); if (i == MAX_PC_BONUS) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } if(sd->state.lr_flag != 2) { if (sd->skillblown[i].id == type2) sd->skillblown[i].val += val; else { sd->skillblown[i].id = type2; sd->skillblown[i].val = val; } } break; case SP_ADD_DAMAGE_BY_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_dmg_count;i++) { if(sd->add_dmg[i].class_ == type2) { sd->add_dmg[i].rate += val; break; } } if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) { sd->add_dmg[sd->add_dmg_count].class_ = type2; sd->add_dmg[sd->add_dmg_count].rate += val; sd->add_dmg_count++; } } break; case SP_HP_LOSS_RATE: if(sd->state.lr_flag != 2) { sd->hp_loss_value = type2; sd->hp_loss_rate = val; } break; case SP_ADDRACE2: if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB)) break; if(sd->state.lr_flag != 2) sd->right_weapon.addrace2[type2] += val; else sd->left_weapon.addrace2[type2] += val; break; case SP_SUBSIZE: if(sd->state.lr_flag != 2) sd->subsize[type2]+=val; break; case SP_SUBRACE2: if(sd->state.lr_flag != 2) sd->subrace2[type2]+=val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag != 2) sd->itemhealrate[type2 - 1] += 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, &sd->add_drop_count, type2, 0, (1<<10)|(1<<11), val); break; case SP_ADD_MONSTER_DROP_ITEMGROUP: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, (1<<10)|(1<<11), val); break; case SP_SP_LOSS_RATE: if(sd->state.lr_flag != 2) { sd->sp_loss_value = type2; sd->sp_loss_rate = val; } break; default: if(battle_config.error_log) ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); break; } return 0; } int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) { nullpo_retr(0, sd); switch(type){ case SP_ADD_MONSTER_DROP_ITEM: if(sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, type2, 0, 1<state.lr_flag != 2) pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, type2, type3, val, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, type2, type3, val, current_equip_card_id); break; case SP_HP_LOSS_RATE: if(sd->state.lr_flag != 2) { sd->hp_loss_value = type2; sd->hp_loss_rate = type3; sd->hp_loss_type = val; } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain_rate += type2; sd->right_weapon.sp_drain_per += type3; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain_rate += type2; sd->left_weapon.sp_drain_per += type3; } sd->sp_drain_type = val; break; case SP_ADD_MONSTER_DROP_ITEMGROUP: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, &sd->add_drop_count, 0, type2, 1<state.lr_flag != 2) pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id); break; default: if(battle_config.error_log) ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val); break; } return 0; } /*========================================== * スクリプトによるスキル所得 *------------------------------------------ */ int pc_skill(struct map_session_data *sd,int id,int level,int flag) { nullpo_retr(0, sd); if(level>MAX_SKILL_LEVEL){ if(battle_config.error_log) ShowError("support card skill only!\n"); return 0; } if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する sd->status.skill[id].lv=level; status_calc_pc(sd,0); clif_skillinfoblock(sd); } else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する sd->status.skill[id].lv+=level; status_calc_pc(sd,0); clif_skillinfoblock(sd); } else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら if(sd->status.skill[id].id==id) sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶 else { sd->status.skill[id].id=id; sd->status.skill[id].flag=1; // cardスキルとする } sd->status.skill[id].lv=level; } return 0; } /*========================================== * *------------------------------------------ */ int pc_blockskill_end(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd = map_id2sd(id); if (data <= 0 || data >= MAX_SKILL) return 0; if (sd) sd->blockskill[data] = 0; return 1; } int pc_blockskill_start (struct map_session_data *sd, int skillid, int tick) { nullpo_retr (-1, sd); if (skillid >= 10000 && skillid < 10015) skillid -= 9500; else if (skillid < 1 || skillid > MAX_SKILL) return -1; sd->blockskill[skillid] = 1; return add_timer(gettick()+tick,pc_blockskill_end,sd->bl.id,skillid); } /*========================================== * カ?ド?入 *------------------------------------------ */ int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip) { int i, ep; int nameid, cardid; nullpo_retr(0, sd); if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card]) return 0; //Invalid card index. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip]) return 0; //Invalid item index. nameid=sd->status.inventory[idx_equip].nameid; cardid=sd->status.inventory[idx_card].nameid; ep=sd->inventory_data[idx_card]->equip; if( nameid <= 0 || cardid <= 0 || (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker] sd->status.inventory[idx_equip].identify==0 || // 未鑑定 sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器 sd->status.inventory[idx_equip].card[0]==0x00fe || sd->status.inventory[idx_equip].card[0]==(short)0xff00 || !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド sd->status.inventory[idx_equip].equip){ clif_insert_card(sd,idx_equip,idx_card,1); return 0; } for(i=0;iinventory_data[idx_equip]->slot;i++){ if( sd->status.inventory[idx_equip].card[i] == 0){ // 空きスロットが ったので差し?む sd->status.inventory[idx_equip].card[i]=cardid; // カ?ドは減らす clif_insert_card(sd,idx_equip,idx_card,0); pc_delitem(sd,idx_card,1,1); return 0; } } clif_insert_card(sd,idx_equip,idx_card,1); return 0; } // // アイテム物 // /*========================================== * スキルによる買い値修正 *------------------------------------------ */ int pc_modifybuyvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate1 = 0,rate2 = 0; if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント rate1 = 5+skill*2-((skill==10)? 1:0); if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント rate2 = 5+skill*4; if(rate1 < rate2) rate1 = rate2; if(rate1) val = (int)((double)orig_value*(double)(100-rate1)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * スキルによる?り値修正 *------------------------------------------ */ int pc_modifysellvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate = 0; if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ rate = 5+skill*2-((skill==10)? 1:0); if(rate) val = (int)((double)orig_value*(double)(100+rate)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * アイテムを買った暫ノ、新しいアイテム欄を使うか、 * 3万個制限にかかるか確認 *------------------------------------------ */ int pc_checkadditem(struct map_session_data *sd,int nameid,int amount) { int i; nullpo_retr(0, sd); if(itemdb_isequip(nameid)) return ADDITEM_NEW; for(i=0;istatus.inventory[i].nameid==nameid){ if(sd->status.inventory[i].amount+amount > MAX_AMOUNT) return ADDITEM_OVERAMOUNT; return ADDITEM_EXIST; } } if(amount > MAX_AMOUNT) return ADDITEM_OVERAMOUNT; return ADDITEM_NEW; } /*========================================== * 空きアイテム欄の個? *------------------------------------------ */ int pc_inventoryblank(struct map_session_data *sd) { int i,b; nullpo_retr(0, sd); for(i=0,b=0;istatus.inventory[i].nameid==0) b++; } return b; } /*========================================== * お金を?う *------------------------------------------ */ int pc_payzeny(struct map_session_data *sd,int zeny) { double z; nullpo_retr(0, sd); z = (double)sd->status.zeny; if(sd->status.zeny MAX_ZENY) return 1; sd->status.zeny-=zeny; clif_updatestatus(sd,SP_ZENY); return 0; } /*========================================== * お金を得る *------------------------------------------ */ int pc_getzeny(struct map_session_data *sd,int zeny) { double z; nullpo_retr(0, sd); z = (double)sd->status.zeny; if(z + (double)zeny > MAX_ZENY) { zeny = 0; sd->status.zeny = MAX_ZENY; } sd->status.zeny+=zeny; clif_updatestatus(sd,SP_ZENY); if(zeny > 0 && sd->state.showzeny){ char output[255]; sprintf(output, "Gained %dz.", zeny); clif_disp_onlyself(sd,output,strlen(output)); } return 0; } /*========================================== * アイテムを探して、インデックスを返す *------------------------------------------ */ int pc_search_inventory(struct map_session_data *sd,int item_id) { int i; nullpo_retr(-1, sd); for(i=0;istatus.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0)) return i; } return -1; } /*========================================== * アイテム追加。個?のみitem構造?の?字を無視 *------------------------------------------ */ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount) { struct item_data *data; int i; long 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); w = data->weight*amount; if(w + (long)sd->weight > (long)sd->max_weight || w + (long)sd->weight < 0) //Weight overflow check? return 2; i = MAX_INVENTORY; if (!itemdb_isequip2(data)){ // 装 備品ではないので、既所有品なら個数のみ変化させる for (i = 0; i < MAX_INVENTORY; i++) if(sd->status.inventory[i].nameid == item_data->nameid && sd->status.inventory[i].card[0] == item_data->card[0] && sd->status.inventory[i].card[1] == item_data->card[1] && sd->status.inventory[i].card[2] == item_data->card[2] && sd->status.inventory[i].card[3] == item_data->card[3]) { if (amount < 0 || amount > MAX_AMOUNT || sd->status.inventory[i].amount + amount > MAX_AMOUNT) return 5; sd->status.inventory[i].amount += amount; clif_additem(sd,i,amount,0); break; } } if (i >= MAX_INVENTORY){ // 装 備品か未所有品だったので空き欄へ追加 i = pc_search_inventory(sd,0); if(i >= 0) { // clear equips field first, just in case if (item_data->equip != 0) item_data->equip = 0; memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0])); sd->status.inventory[i].amount = amount; sd->inventory_data[i] = data; clif_additem(sd,i,amount,0); } else return 4; } sd->weight += (int)w; clif_updatestatus(sd,SP_WEIGHT); return 0; } /*========================================== * アイテムを減らす *------------------------------------------ */ int pc_delitem(struct map_session_data *sd,int n,int amount,int type) { nullpo_retr(1, sd); if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amountinventory_data[n] == NULL) return 1; sd->status.inventory[n].amount -= amount; sd->weight -= sd->inventory_data[n]->weight*amount ; if(sd->status.inventory[n].amount<=0){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,3); memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0])); sd->inventory_data[n] = NULL; } if(!(type&1)) clif_delitem(sd,n,amount); if(!(type&2)) clif_updatestatus(sd,SP_WEIGHT); return 0; } /*========================================== * アイテムを落す *------------------------------------------ */ int pc_dropitem(struct map_session_data *sd,int n,int amount) { nullpo_retr(1, sd); if(n < 0 || n >= MAX_INVENTORY) return 0; if(amount <= 0) return 0; if (sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount < amount || sd->trade_partner != 0 || sd->vender_id != 0 || sd->status.inventory[n].amount <= 0) return 0; if (map[sd->bl.m].flag.nodrop) { clif_displaymessage (sd->fd, msg_txt(271)); return 0; //Can't drop items in nodrop mapflag maps. } if (!pc_candrop(sd,sd->status.inventory[n].nameid)) { clif_displaymessage (sd->fd, msg_txt(263)); return 0; } //Logs items, dropped by (P)layers [Lupus] if(log_config.pick > 0 ) log_pick(sd, "P", 0, sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]); //Logs if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2)) return 0; pc_delitem(sd, n, amount, 0); return 1; } /*========================================== * アイテムを拾う *------------------------------------------ */ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) { int flag=0; unsigned int tick = gettick(); struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL; struct party *p=NULL; nullpo_retr(0, sd); nullpo_retr(0, fitem); if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->skillid!=BS_GREED) return 0; // 距離が遠い if (sd->status.party_id) p = party_search(sd->status.party_id); if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id) { first_sd = map_id2sd(fitem->first_get_id); if(DIFF_TICK(tick,fitem->first_get_tick) < 0) { if (!(p && p->item&1 && first_sd && first_sd->status.party_id == sd->status.party_id )) { clif_additem(sd,0,0,6); return 0; } } else if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id) { second_sd = map_id2sd(fitem->second_get_id); if(DIFF_TICK(tick, fitem->second_get_tick) < 0) { if(!(p && p->item&1 && ((first_sd && first_sd->status.party_id == sd->status.party_id) || (second_sd && second_sd->status.party_id == sd->status.party_id)) )) { clif_additem(sd,0,0,6); return 0; } } else if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id) { third_sd = map_id2sd(fitem->third_get_id); if(DIFF_TICK(tick,fitem->third_get_tick) < 0) { if(!(p && p->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)) )) { clif_additem(sd,0,0,6); return 0; } } } } } first_sd = NULL; //First_sd will store who picked up the item. //This function takes care of giving the item to whoever should have it //considering party-share options. if ((flag = party_share_loot(p,sd,&fitem->item_data))) { clif_additem(sd,0,0,flag); return 1; } //Display pickup animation. if(sd->attacktimer != -1) pc_stopattack(sd); clif_takeitem(&sd->bl,&fitem->bl); map_clearflooritem(fitem->bl.id); if(itemdb_autoequip(fitem->item_data.nameid) != 0){ pc_equipitem(sd, fitem->item_data.nameid, fitem->item_data.equip); } return 0; } int pc_isUseitem(struct map_session_data *sd,int n) { struct item_data *item; int nameid; nullpo_retr(0, sd); item = sd->inventory_data[n]; nameid = sd->status.inventory[n].nameid; if(item == NULL) return 0; //Not consumable item if(item->type != 0 && item->type != 2) return 0; if(!item->script) //if it has no script, you can't really consume it! return 0; //Anodyne (can't use Anodyne's Endure at GVG) if(nameid == 605 && map_flag_gvg(sd->bl.m)) return 0; //Fly Wing (can't use at GVG and when noteleport flag is on) if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) { clif_skill_teleportmessage(sd,0); return 0; } //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza] if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) { clif_displaymessage(sd->fd, "Duel: Can't use this item in duel."); return 0; } //Butterfly Wing (can't use noreturn flag is on and if duel) if(nameid == 602 && map[sd->bl.m].flag.noreturn) return 0; //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on) if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m))) return 0; //Anodyne/Aleovera not usable while sitting. if ((nameid == 605 || nameid == 606) && pc_issit(sd)) return 0; //added item_noequip.txt items check by Maya&[Lupus] if ( (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG (map[sd->bl.m].zone && map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction ) return 0; //Gender check if(item->sex != 2 && sd->status.sex != item->sex) return 0; //Required level check if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; //Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return 0; //Not usable by upper class. [Skotlex] if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper)) return 0; //Dead Branch & Bloody Branch & Porings Box if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109)) log_branch(sd); return 1; } /*========================================== * アイテムを使う *------------------------------------------ */ int pc_useitem(struct map_session_data *sd,int n) { int amount; unsigned char *script; nullpo_retr(0, sd); if(sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0) return 0; if(!pc_isUseitem(sd,n)) return 0; //Prevent mass item usage. [Skotlex] if (battle_config.item_use_interval && DIFF_TICK(sd->canuseitem_tick, gettick()) > 0) return 0; if (sd->sc.count && ( sd->sc.data[SC_BERSERK].timer!=-1 || sd->sc.data[SC_MARIONETTE].timer!=-1 || sd->sc.data[SC_GRAVITATION].timer!=-1 || //Cannot use Potions/Healing items while under Gospel. (sd->sc.data[SC_GOSPEL].timer!=-1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF && sd->inventory_data[n]->type == 0) )) return 0; sd->itemid = sd->status.inventory[n].nameid; sd->itemindex = n; amount = sd->status.inventory[n].amount; script = sd->inventory_data[n]->script; //Check if the item is to be consumed inmediately [Skotlex] if (sd->inventory_data[n]->flag.delay_consume) clif_useitemack(sd,n,amount,1); else { clif_useitemack(sd,n,amount-1,1); //Logs (C)onsumable items [Lupus] if(log_config.pick > 0 ) log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]); //Logs pc_delitem(sd,n,1,1); } if(sd->status.inventory[n].card[0]==0x00fe && pc_istop10fame(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST)) { potion_flag = 2; // Famous player's potions have 50% more efficiency if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE) potion_flag = 3; //Even more effective potions. } if (battle_config.item_use_interval) sd->canuseitem_tick= gettick() + battle_config.item_use_interval; //Update item use time. run_script(script,0,sd->bl.id,0); potion_flag = 0; return 1; } /*========================================== * カ?トアイテム追加。個?のみitem構造?の?字を無視 *------------------------------------------ */ int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount) { struct item_data *data; int i,w; nullpo_retr(1, sd); nullpo_retr(1, item_data); if(item_data->nameid <= 0 || amount <= 0) return 1; data = itemdb_search(item_data->nameid); if(!itemdb_cancartstore(item_data->nameid, pc_isGM(sd))) { //Check item trade restrictions [Skotlex] clif_displaymessage (sd->fd, msg_txt(264)); return 1; } if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight) return 1; i=MAX_CART; if(!itemdb_isequip2(data)){ // 装 備品ではないので、既所有品なら個数のみ変化させる for(i=0;istatus.cart[i].nameid==item_data->nameid && sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] && sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){ if(sd->status.cart[i].amount+amount > MAX_AMOUNT) return 1; sd->status.cart[i].amount+=amount; clif_cart_additem(sd,i,amount,0); break; } } } if(i >= MAX_CART){ // 装 備品か未所有品だったので空き欄へ追加 for(i=0;istatus.cart[i].nameid==0){ memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0])); sd->status.cart[i].amount=amount; sd->cart_num++; clif_cart_additem(sd,i,amount,0); break; } } if(i >= MAX_CART) return 1; } sd->cart_weight += w; clif_updatestatus(sd,SP_CARTINFO); return 0; } /*========================================== * カ?トアイテムを減らす *------------------------------------------ */ int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type) { nullpo_retr(1, sd); if(sd->status.cart[n].nameid==0 || sd->status.cart[n].amountstatus.cart[n].amount -= amount; sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ; if(sd->status.cart[n].amount <= 0){ memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0])); sd->cart_num--; } if(!type) { clif_cart_delitem(sd,n,amount); clif_updatestatus(sd,SP_CARTINFO); } return 0; } /*========================================== * カ?トへアイテム移動 *------------------------------------------ */ int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_retr(0, sd); if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex] return 1; item_data = &sd->status.inventory[idx]; if (item_data->nameid==0 || amount < 1 || item_data->amountvender_id) return 1; if (pc_cart_additem(sd,item_data,amount) == 0) return pc_delitem(sd,idx,amount,0); return 1; } /*========================================== * カ?ト?のアイテム?確認(個?の差分を返す) *------------------------------------------ */ int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_retr(-1, sd); nullpo_retr(-1, item_data=&sd->status.cart[idx]); if( item_data->nameid==0 || !item_data->amount) return -1; return item_data->amount-amount; } /*========================================== * カ?トからアイテム移動 *------------------------------------------ */ int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; int flag; nullpo_retr(0, sd); if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex] return 1; item_data=&sd->status.cart[idx]; if( item_data->nameid==0 || amount < 1 || item_data->amountvender_id ) return 1; if((flag = pc_additem(sd,item_data,amount)) == 0) return pc_cart_delitem(sd,idx,amount,0); clif_additem(sd,0,0,flag); return 1; } /*========================================== * スティル品公開 *------------------------------------------ */ int pc_show_steal(struct block_list *bl,va_list ap) { struct map_session_data *sd; int itemid; int type; struct item_data *item=NULL; char output[100]; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd=va_arg(ap,struct map_session_data *)); itemid=va_arg(ap,int); type=va_arg(ap,int); if(!type){ if((item=itemdb_exists(itemid))==NULL) sprintf(output,"%s stole an Unknown Item.",sd->status.name); else sprintf(output,"%s stole %s.",sd->status.name,item->jname); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); }else{ sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); } return 0; } /*========================================== * *------------------------------------------ */ //** pc.c: Small Steal Item fix by fritz int pc_steal_item(struct map_session_data *sd,struct block_list *bl) { int i,j,skill,itemid,flag; struct mob_data *md; struct item tmp_item; if(!sd || !bl || bl->type != BL_MOB) return 0; md=(struct mob_data *)bl; if(md->state.steal_flag || status_get_mode(bl)&MD_BOSS || md->master_id || (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris] map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky] md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check ) return 0; skill = battle_config.skill_steal_type == 1 ? (sd->paramc[4] - md->db->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10 : sd->paramc[4] - md->db->dex + pc_checkskill(sd,TF_STEAL)*3 + 10; if (skill < 1) return 0; j = i = rand()%10; //Pick one mobs drop slot. do { //if it's empty, we check one by one, till find an item i--; if(i<0) i=9; //9th slot itemid = md->db->dropitem[i].nameid; //now try all 10 slots till success if(itemid <= 0 || (itemdb_type(itemid) == 6 && pc_checkskill(sd,TF_STEAL) <= 5)) continue; } while (i != j && rand() % 10000 > ((md->db->dropitem[i].p * skill) / 100 + sd->add_steal_rate)); //fixed rate. From Freya [Lupus] if (i == j) return 0; md->state.steal_flag = 1; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = !itemdb_isequip3(itemid); flag = pc_additem(sd,&tmp_item,1); if(battle_config.show_steal_in_same_party) party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid,flag?1:0); if(flag) clif_additem(sd,0,0,flag); else { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction) //Logs items, Stolen from mobs [Lupus] if(log_config.pick > 0 ) { log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL); log_pick(sd, "P", 0, itemid, 1, NULL); } if(log_config.steal) { //this drop log contains ALL stolen items [Lupus] int log_item[10]; //for stolen items logging Lupus memset(&log_item,0,sizeof(log_item)); log_item[i] = itemid; //i == monster's drop slot log_drop(sd, md->class_, log_item); } //A Rare Steal Global Announce by Lupus if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_exists(itemid); sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100); //MSG: "'%s' stole %s's %s (chance: %%%0.02f)" intif_GMmessage(message,strlen(message)+1,0); } } return 1; } /*========================================== * *------------------------------------------ */ int pc_steal_coin(struct map_session_data *sd,struct block_list *bl) { if(sd != NULL && bl != NULL && bl->type == BL_MOB) { int rate,skill; struct mob_data *md=(struct mob_data *)bl; if(md && !md->state.steal_coin_flag) { if (md->sc.data && (md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1)) return 0; skill = pc_checkskill(sd,RG_STEALCOIN)*10; rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2; if(rand()%1000 < rate) { pc_getzeny(sd,md->db->lv*10 + rand()%100); md->state.steal_coin_flag = 1; return 1; } } } return 0; } // // // /*========================================== * Set's a player position. * Return values: * 0 - Success. * 1 - Invalid map index. * 2 - Map not in this map-server, and failed to locate alternate map-server. * 3 - Failed to warp player because it was in transition between maps. *------------------------------------------ */ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype) { int m; nullpo_retr(0, sd); if (!mapindex || !mapindex_id2name(mapindex)) { ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex); return 1; } if(sd->state.auth && sd->bl.prev == NULL) { //Should NOT move a character while it is not in a map (changing between maps, for example) //state.auth helps identifies if this is the initial setpos rather than a normal map-change set pos. if (battle_config.etc_log) ShowInfo("pc_setpos failed: Attempted to relocate player %s (%d:%d) while it is still between maps.\n", sd->status.name, sd->status.account_id, sd->status.char_id); return 3; } if(sd->chatID) // チャットから出る chat_leavechat(sd); if(sd->trade_partner) // 取引を中?する trade_tradecancel(sd); if(sd->vender_id) vending_closevending(sd); if(sd->state.storage_flag == 1) storage_storage_quit(sd,0); // 倉庫を開いてるなら保存する else if (sd->state.storage_flag == 2) storage_guild_storage_quit(sd,0); if(sd->party_invite>0) // パ?ティ?誘を拒否する party_reply_invite(sd,sd->party_invite_account,0); if(sd->guild_invite>0) // ギルド?誘を拒否する guild_reply_invite(sd,sd->guild_invite,0); if(sd->guild_alliance>0) // ギルド同盟?誘を拒否する guild_reply_reqalliance(sd,sd->guild_alliance_account,0); // Delete timer before the player moved to hise repawn point if (sd->pvp_timer != -1 && !battle_config.pk_mode) { delete_timer(sd->pvp_timer, pc_calc_pvprank_timer); sd->pvp_timer = -1; } skill_castcancel(&sd->bl,0); // 詠唱中? pc_stop_walking(sd,0); // ?行中? pc_stopattack(sd); // 攻?中? if(pc_issit(sd)) { pc_setstand(sd); skill_gangsterparadise(sd,0); } m=map_mapindex2mapid(mapindex); if (sd->sc.count) { if (sd->sc.data[SC_TRICKDEAD].timer != -1) status_change_end(&sd->bl, SC_TRICKDEAD, -1); if (sd->sc.data[SC_BLADESTOP].timer!=-1) status_change_end(&sd->bl,SC_BLADESTOP,-1); if (sd->sc.data[SC_RUN].timer!=-1) status_change_end(&sd->bl,SC_RUN,-1); if (sd->sc.data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris] skill_stop_dancing(&sd->bl); if (sd->sc.data[SC_DEVOTION].timer!=-1) status_change_end(&sd->bl,SC_DEVOTION,-1); if (sd->sc.data[SC_CLOSECONFINE].timer!=-1) status_change_end(&sd->bl,SC_CLOSECONFINE,-1); if (sd->sc.data[SC_CLOSECONFINE2].timer!=-1) status_change_end(&sd->bl,SC_CLOSECONFINE2,-1); if (sd->sc.data[SC_RUN].timer!=-1) status_change_end(&sd->bl,SC_RUN,-1); if (sd->sc.data[SC_HIDING].timer!=-1) status_change_end(&sd->bl, SC_HIDING, -1); if (sd->sc.data[SC_CLOAKING].timer!=-1) status_change_end(&sd->bl, SC_CLOAKING, -1); if (sd->sc.data[SC_CHASEWALK].timer!=-1) status_change_end(&sd->bl, SC_CHASEWALK, -1); if (sd->bl.m != m) { //Cancel some map related stuff. if (sd->sc.data[SC_WARM].timer != -1) status_change_end(&sd->bl,SC_WARM,-1); if (sd->sc.data[SC_SUN_COMFORT].timer != -1) status_change_end(&sd->bl,SC_SUN_COMFORT,-1); if (sd->sc.data[SC_MOON_COMFORT].timer != -1) status_change_end(&sd->bl,SC_MOON_COMFORT,-1); if (sd->sc.data[SC_STAR_COMFORT].timer != -1) status_change_end(&sd->bl,SC_STAR_COMFORT,-1); } } if (sd->mapindex != mapindex) { //Misc map-changing settings party_send_dot_remove(sd); //minimap dot fix [Kevin] guild_send_dot_remove(sd); skill_clear_element_field(&sd->bl); } if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) { pet_stopattack(sd->pd); pet_changestate(sd->pd,MS_IDLE,0); } if(m<0){ if(sd->mapindex){ int ip,port; if(map_mapname2ipport(mapindex,&ip,&port)==0){ skill_stop_dancing(&sd->bl); skill_unit_move(&sd->bl,gettick(),4); clif_clearchar_area(&sd->bl,clrtype&0xffff); skill_gangsterparadise(sd,0); map_delblock(&sd->bl); if(sd->status.pet_id > 0 && sd->pd) { if(sd->pd->bl.m != m && sd->pet.intimate <= 0) { pet_remove_map(sd); intif_delete_petdata(sd->status.pet_id); sd->status.pet_id = 0; sd->pd = NULL; sd->petDB = NULL; if(battle_config.pet_status_support) status_calc_pc(sd,2); } else if(sd->pet.intimate > 0) { pet_stopattack(sd->pd); pet_changestate(sd->pd,MS_IDLE,0); clif_clearchar_area(&sd->pd->bl,clrtype&0xffff); map_delblock(&sd->pd->bl); } } sd->mapindex = mapindex; sd->bl.x=x; sd->bl.y=y; sd->state.waitingdisconnect=1; pc_clean_skilltree(sd); if(sd->status.pet_id > 0 && sd->pd) intif_save_petdata(sd->status.account_id,&sd->pet); //The storage close routines save the char data. [Skotlex] if (!sd->state.storage_flag) chrif_save(sd,1); else if (sd->state.storage_flag == 1) { storage_storage_quit(sd,1); } else if (sd->state.storage_flag == 2) storage_guild_storage_quit(sd,1); chrif_changemapserver(sd, mapindex, x, y, ip, (short)port); return 0; } } return 2; } if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys) x=y=0; if((x==0 && y==0) || (map_getcell(m, x, y, CELL_CHKNOPASS) && !map_getcell(m, x, y, CELL_CHKICEWALL) && #ifndef CELL_NOSTACK !map_getcell(m, x, y, CELL_CHKSTACK) && #endif !map_getcell(m, x, y, CELL_CHKMOONLIT)) ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex] if(x||y) { if(battle_config.error_log) ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y); } do { x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; } while(map_getcell(m,x,y,CELL_CHKNOPASS)); } if(sd->mapindex && sd->bl.prev != NULL){ skill_unit_move(&sd->bl,gettick(),4); clif_clearchar_area(&sd->bl,clrtype&0xffff); skill_gangsterparadise(sd,0); map_delblock(&sd->bl); // pet if(sd->status.pet_id > 0 && sd->pd) { if(sd->pd->bl.m != m && sd->pet.intimate <= 0) { pet_remove_map(sd); intif_delete_petdata(sd->status.pet_id); sd->status.pet_id = 0; sd->pd = NULL; sd->petDB = NULL; if(battle_config.pet_status_support) status_calc_pc(sd,2); } else if(sd->pet.intimate > 0) { pet_stopattack(sd->pd); pet_changestate(sd->pd,MS_IDLE,0); clif_clearchar_area(&sd->pd->bl,clrtype&0xffff); map_delblock(&sd->pd->bl); } } if (sd->state.storage_flag == 1) storage_storageclose(sd); else if (sd->state.storage_flag == 2) storage_guild_storageclose(sd); clif_changemap(sd,map[m].index,x,y); // [MouseJstr] } sd->mapindex = mapindex; sd->bl.m = m; sd->to_x = x; sd->to_y = y; // moved and changed dance effect stopping sd->bl.x = x; sd->bl.y = y; if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) { sd->pd->bl.m = m; sd->pd->bl.x = sd->pd->to_x = x; sd->pd->bl.y = sd->pd->to_y = y; sd->pd->dir = sd->dir; } return 0; } /*========================================== * PCのランダムワ?プ *------------------------------------------ */ int pc_randomwarp(struct map_session_data *sd, int type) { int x,y,i=0; int m; nullpo_retr(0, sd); m=sd->bl.m; if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止 return 0; do{ x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 ); if (i < 1000) pc_setpos(sd,map[sd->bl.m].index,x,y,type); return 0; } /*========================================== * 現在位置のメモ *------------------------------------------ */ int pc_memo(struct map_session_data *sd, int i) { int skill; int j; nullpo_retr(0, sd); skill = pc_checkskill(sd, AL_WARP); if (i >= MIN_PORTAL_MEMO) i -= MIN_PORTAL_MEMO; else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) { clif_skill_teleportmessage(sd, 1); return 0; } if (skill < 1) { clif_skill_memo(sd,2); } if (skill < 2 || i < -1 || i > 2) { clif_skill_memo(sd, 1); return 0; } for(j = 0 ; j < 3; j++) { if (sd->status.memo_point[j].map == map[sd->bl.m].index) { i = j; break; } } if (i == -1) { for(i = skill - 3; i >= 0; i--) { memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i], sizeof(struct point)); } i = 0; } sd->status.memo_point[i].map = map[sd->bl.m].index; sd->status.memo_point[i].x = sd->bl.x; sd->status.memo_point[i].y = sd->bl.y; clif_skill_memo(sd, 0); return 1; } /*========================================== * pc駆け足要求 *------------------------------------------ */ int pc_run(struct map_session_data *sd, int skilllv, int dir) { int i,to_x,to_y,dir_x,dir_y; nullpo_retr(0, sd); if (!pc_can_move(sd)) { if(sd->sc.data[SC_RUN].timer!=-1) status_change_end(&sd->bl,SC_RUN,-1); return 0; } to_x = sd->bl.x; to_y = sd->bl.y; dir_x = dirx[dir]; dir_y = diry[dir]; for(i=0;ibl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS)) break; to_x += dir_x; to_y += dir_y; } //進めない場合 駆け足終了 障害物で止まった場合スパート状態解除 if(to_x == sd->bl.x && to_y == sd->bl.y){ if(sd->sc.data[SC_RUN].timer!=-1) status_change_end(&sd->bl,SC_RUN,-1); return 0; } pc_walktoxy(sd, to_x, to_y); return 1; } /*========================================== * PCの向居ているほうにstep分歩く *------------------------------------------ */ int pc_walktodir(struct map_session_data *sd,int step) { int i,to_x,to_y,dir_x,dir_y; nullpo_retr(0, sd); to_x = sd->bl.x; to_y = sd->bl.y; dir_x = dirx[(int)sd->dir]; dir_y = diry[(int)sd->dir]; for(i=0;ibl.m,to_x+dir_x,to_y+dir_y,CELL_CHKNOPASS)) break; if(map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS)) { to_x += dir_x; to_y += dir_y; continue; } break; } pc_walktoxy(sd, sd->to_x, sd->to_y); return 1; } /*========================================== * *------------------------------------------ */ int pc_can_reach(struct map_session_data *sd,int x,int y) { struct walkpath_data wpd; nullpo_retr(0, sd); if( sd->bl.x==x && sd->bl.y==y ) // 同じマス return 1; // 障害物判定 wpd.path_len=0; wpd.path_pos=0; wpd.path_half=0; return (path_search_real(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0,CELL_CHKNOREACH)!=-1)?1:0; } // // ? 行物 // /*========================================== * 次の1?にかかる史ヤを計算 *------------------------------------------ */ static int calc_next_walk_step(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->walkpath.path_pos>=sd->walkpath.path_len) return -1; if(sd->walkpath.path[sd->walkpath.path_pos]&1) return sd->speed*14/10; return sd->speed; } /*========================================== * 半?進む(timer??) *------------------------------------------ */ static int pc_walk(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; int i, x, y, dx, dy; if ((sd = map_id2sd(id)) == NULL) return 0; if(sd->walktimer != tid){ if(battle_config.error_log) ShowError("pc_walk %d != %d\n", sd->walktimer, tid); return 0; } sd->walktimer = -1; if (sd->walkpath.path_pos >= sd->walkpath.path_len || sd->walkpath.path_pos != data) return 0; //?いたので息吹のタイマ?を初期化 sd->inchealspirithptick = 0; sd->inchealspiritsptick = 0; sd->walkpath.path_half ^= 1; if (sd->walkpath.path_half == 0) { // マス目中心へ途 sd->walkpath.path_pos++; if (sd->state.change_walk_target) { pc_walktoxy_sub(sd); return 0; } } else { // マス目境界へ途 if (sd->walkpath.path[sd->walkpath.path_pos] >= 8) return 1; x = sd->bl.x; y = sd->bl.y; #ifndef CELL_NOSTACK if (map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS)) { pc_stop_walking(sd,1); return 0; } #endif sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos]; dx = dirx[(int)sd->dir]; dy = diry[(int)sd->dir]; if (map_getcell(sd->bl.m,x+dx,y+dy,CELL_CHKNOPASS)) { pc_walktoxy_sub(sd); return 0; } sd->walktimer = 1; // temporarily set (so that in clif_set007x the player will still appear as walking) map_foreachinmovearea(clif_pcoutsight, sd->bl.m, x-AREA_SIZE, y-AREA_SIZE, x+AREA_SIZE, y+AREA_SIZE, dx, dy, BL_ALL, sd); sd->walktimer = -1; // set back so not to disturb future pc_stop_walking calls x += dx; y += dy; map_moveblock(&sd->bl, x, y, tick); sd->walktimer = 1; // temporarily set (so that in clif_set007x the player will still appear as walking) map_foreachinmovearea (clif_pcinsight, sd->bl.m, x-AREA_SIZE, y-AREA_SIZE, x+AREA_SIZE, y+AREA_SIZE, -dx, -dy, BL_ALL, sd); sd->walktimer = -1; // set back so not to disturb future pc_stop_walking calls if (map_getcell(sd->bl.m,x,y,CELL_CHKNPC)) npc_touch_areanpc(sd,sd->bl.m,x,y); else sd->areanpc_id = 0; } if ((i = calc_next_walk_step(sd)) > 0) { i = i>>1; if (i < 1 && sd->walkpath.path_half == 0) i = 1; sd->walktimer = add_timer (tick+i, pc_walk, id, sd->walkpath.path_pos); } else if(sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run. pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2); else { //Stopped walking. Update to_x and to_y to current location [Skotlex] sd->to_x = sd->bl.x; sd->to_y = sd->bl.y; } return 0; } /*========================================== * 移動可能か確認して、可能なら?行開始 *------------------------------------------ */ static int pc_walktoxy_sub (struct map_session_data *sd) { struct walkpath_data wpd; int i; nullpo_retr(1, sd); if(path_search(&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->to_x, sd->to_y, 0)) return 1; memcpy(&sd->walkpath, &wpd, sizeof(wpd)); clif_walkok(sd); sd->state.change_walk_target = 0; if ((i = calc_next_walk_step(sd)) > 0){ i = i >> 2; sd->walktimer = add_timer(gettick()+i, pc_walk, sd->bl.id, 0); } clif_movechar(sd); return 0; } /*========================================== * pc? 行要求 *------------------------------------------ */ int pc_walktoxy (struct map_session_data *sd, int x, int y) { nullpo_retr(0, sd); sd->to_x = x; sd->to_y = y; if (sd->sc.data[SC_CONFUSION].timer != -1) //Randomize the target position map_random_dir(&sd->bl, &sd->to_x, &sd->to_y); if (sd->walktimer != -1) { //There was a timer-mismatch here. pc_walktoxy_sub does not clears previous pc_walk timers! [Skotlex] sd->state.change_walk_target = 1; } else { pc_walktoxy_sub(sd); } if (sd->state.gmaster_flag) { struct guild *g = sd->state.gmaster_flag; int skill, guildflag = 0; if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12; if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8; if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4; if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill; if (guildflag) map_foreachinrange(skill_guildaura_sub, &sd->bl,2, BL_PC, sd->bl.id, sd->status.guild_id, &guildflag); } //SG_MIRACLE [Komurka] if (sd->sc.data && sd->sc.data[SC_MIRACLE].timer==-1 && ((sd->status.class_==JOB_STAR_GLADIATOR) || (sd->status.class_==JOB_STAR_GLADIATOR2)) && (rand()%10000 < battle_config.sg_miracle_skill_ratio) ) { clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]"); sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); } return 0; } /*========================================== * ? 行停止 *------------------------------------------ */ int pc_stop_walking (struct map_session_data *sd, int type) { nullpo_retr(0, sd); if (sd->walktimer != -1) { if(type&2 && pc_can_move(sd)){ int dx, dy; dx=sd->to_x-sd->bl.x; if(dx<0) dx=-1; else if(dx>0) dx=1; dy=sd->to_y-sd->bl.y; if(dy<0) dy=-1; else if(dy>0) dy=1; if(dx!=0 || dy!=0){ sd->to_x=sd->bl.x+dx; sd->to_y=sd->bl.y+dy; sd->state.change_walk_target = 1; return 0; } } delete_timer(sd->walktimer, pc_walk); sd->walktimer = -1; } sd->walkpath.path_len = 0; sd->to_x = sd->bl.x; sd->to_y = sd->bl.y; if (type & 0x01 && !pc_issit(sd)) //Trying to fixpos while sitting makes you seem standing. [Skotlex] clif_fixpos(&sd->bl); if (sd->sc.data[SC_RUN].timer != -1) status_change_end(&sd->bl, SC_RUN, -1); return 0; } /*========================================== * *------------------------------------------ */ int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y,int checkpath) { int dx,dy; struct walkpath_data wpd; nullpo_retr(0, sd); if(checkpath && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0)) return 1; sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y); dx = dst_x - sd->bl.x; dy = dst_y - sd->bl.y; map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,BL_ALL,sd); map_moveblock(&sd->bl, dst_x, dst_y, gettick()); map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_ALL,sd); if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) { struct pet_data *pd = sd->pd; int flag = 0; //Check if pet needs to be teleported. [Skotlex] if (!checkpath && path_search(&wpd,pd->bl.m,pd->bl.x,pd->bl.y,dst_x,dst_y,0)) flag = 1; else if (!check_distance_bl(&sd->bl, &pd->bl, AREA_SIZE)) //Too far, teleport. flag = 2; if (flag) { pet_stopattack(pd); pet_changestate(pd,MS_IDLE,0); if (flag == 2) clif_clearchar_area(&pd->bl,3); map_moveblock(&pd->bl, dst_x, dst_y, gettick()); pd->dir = sd->dir; pd->to_x = dst_x; pd->to_y = dst_y; if (flag == 2) clif_fixpos(&pd->bl); else clif_slide(&pd->bl,pd->bl.x,pd->bl.y); } } if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNPC)) npc_touch_areanpc(sd,sd->bl.m,sd->bl.x,sd->bl.y); else sd->areanpc_id=0; return 0; } // // 武器?? // /*========================================== * スキルの?索 所有していた場合Lvが返る *------------------------------------------ */ int pc_checkskill(struct map_session_data *sd,int skill_id) { if(sd == NULL) return 0; if( skill_id>=10000 ){ struct guild *g; if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL) return guild_checkskill(g,skill_id); return 0; } if(sd->status.skill[skill_id].id == skill_id) return (sd->status.skill[skill_id].lv); return 0; } /*========================================== * 武器?更によるスキルの??チェック * 引?: * struct map_session_data *sd セッションデ?タ * int nameid ?備品ID * 返り値: * 0 ?更なし * -1 スキルを解除 *------------------------------------------ */ int pc_checkallowskill(struct map_session_data *sd) { nullpo_retr(0, sd); if(!sd->sc.count) return 0; // Skills requiring specific weapon types if(sd->sc.data[SC_TWOHANDQUICKEN].timer!=-1 && !(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<status.weapon))) status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); if(sd->sc.data[SC_ONEHAND].timer!=-1 && !(skill_get_weapontype(KN_ONEHAND)&(1<status.weapon))) status_change_end(&sd->bl,SC_ONEHAND,-1); if(sd->sc.data[SC_AURABLADE].timer!=-1 && !(skill_get_weapontype(LK_AURABLADE)&(1<status.weapon))) // Aura Blade requires any weapon but bare fists status_change_end(&sd->bl,SC_AURABLADE,-1); if(sd->sc.data[SC_PARRYING].timer!=-1 && !(skill_get_weapontype(LK_PARRYING)&(1<status.weapon))) status_change_end(&sd->bl,SC_PARRYING,-1); if(sd->sc.data[SC_SPEARSQUICKEN].timer!=-1 && !(skill_get_weapontype(CR_SPEARQUICKEN)&(1<status.weapon))) // Spear Quicken requires a Two-handed spear status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); if(sd->sc.data[SC_ADRENALINE].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) status_change_end(&sd->bl,SC_ADRENALINE,-1); if(sd->sc.data[SC_ADRENALINE2].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<status.weapon))) status_change_end(&sd->bl,SC_ADRENALINE2,-1); if( sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon) // Spurt requires bare hands (feet, in fact xD) status_change_end(&sd->bl,SC_SPURT,-1); if(sd->status.shield <= 0) { // Skills requiring a shield if(sd->sc.data[SC_AUTOGUARD].timer!=-1) // Guard status_change_end(&sd->bl,SC_AUTOGUARD,-1); if(sd->sc.data[SC_DEFENDER].timer!=-1) // Defending Aura status_change_end(&sd->bl,SC_DEFENDER,-1); if(sd->sc.data[SC_REFLECTSHIELD].timer!=-1) // Shield Reflect status_change_end(&sd->bl,SC_REFLECTSHIELD,-1); } return 0; } /*========================================== * ? 備品のチェック *------------------------------------------ */ int pc_checkequip(struct map_session_data *sd,int pos) { int i; nullpo_retr(-1, sd); for(i=0;i<11;i++){ if(pos & equip_pos[i]) return sd->equip_index[i]; } return -1; } /*========================================== * ?生職や養子職の元の職業を返す *------------------------------------------ */ struct pc_base_job pc_calc_base_job(int b_class) { struct pc_base_job bj; if(b_class < JOB_NOVICE_HIGH){ if (b_class == JOB_KNIGHT2) bj.job = JOB_KNIGHT; else if (b_class == JOB_CRUSADER2) bj.job = JOB_CRUSADER; else bj.job = b_class; bj.upper = 0; }else if(b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2){ //High Jobs if (b_class == JOB_LORD_KNIGHT2) bj.job = JOB_KNIGHT; else if (b_class == JOB_PALADIN2) bj.job = JOB_CRUSADER; else bj.job = b_class - JOB_NOVICE_HIGH; bj.upper = 1; }else if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER){ if (b_class == JOB_STAR_GLADIATOR2) bj.job = 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON; else bj.job = 24 + b_class - JOB_TAEKWON; bj.upper = 0; }else{ //Baby Classes if (b_class == JOB_SUPER_BABY) bj.job = JOB_SUPER_NOVICE; else if (b_class == JOB_BABY_KNIGHT2) bj.job = JOB_KNIGHT; else if (b_class == JOB_BABY_CRUSADER2) bj.job = JOB_CRUSADER; else bj.job = b_class - JOB_BABY; bj.upper = 2; } if(bj.job == JOB_NOVICE){ bj.type = 0; }else if(bj.job <= JOB_THIEF || bj.job == JOB_TAEKWON){ bj.type = 1; }else{ bj.type = 2; } return bj; } /*========================================== * For quick calculating [Celest] *------------------------------------------ */ int pc_calc_base_job2 (int b_class) { if(b_class < JOB_NOVICE_HIGH) { if (b_class == JOB_KNIGHT2) return JOB_KNIGHT; if (b_class == JOB_CRUSADER2) return JOB_CRUSADER; return b_class; } if(b_class >= JOB_NOVICE_HIGH && b_class < JOB_BABY) { if (b_class == JOB_LORD_KNIGHT2) return JOB_KNIGHT; if (b_class == JOB_PALADIN2) return JOB_CRUSADER; return b_class - JOB_NOVICE_HIGH; } if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER ) { if (b_class == JOB_STAR_GLADIATOR2) return 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON; return 24 + b_class - JOB_TAEKWON; } //Baby Classes { if (b_class == JOB_SUPER_BABY) return JOB_SUPER_NOVICE; if (b_class == JOB_BABY_KNIGHT2) return JOB_KNIGHT; if (b_class == JOB_BABY_CRUSADER2) return JOB_CRUSADER; return b_class - JOB_BABY; } } /*========================================== * Convert's from the client's lame Job ID system * to the map server's 'makes sense' system. [Skotlex] *------------------------------------------ */ int pc_jobid2mapid(unsigned short b_class) { int class_ = 0; if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY) { if (b_class == JOB_SUPER_BABY) b_class = JOB_SUPER_NOVICE; else b_class -= JOB_BABY; class_|= JOBL_BABY; } else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2) { b_class -= JOB_NOVICE_HIGH; class_|= JOBL_UPPER; } if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2) class_|= JOBL_2_1; else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2) class_|= JOBL_2_2; switch (b_class) { case JOB_NOVICE: case JOB_SWORDMAN: case JOB_MAGE: case JOB_ARCHER: case JOB_ACOLYTE: case JOB_MERCHANT: case JOB_THIEF: class_ |= b_class; break; case JOB_KNIGHT: case JOB_KNIGHT2: case JOB_CRUSADER: case JOB_CRUSADER2: class_ |= MAPID_SWORDMAN; break; case JOB_PRIEST: case JOB_MONK: class_ |= MAPID_ACOLYTE; break; case JOB_WIZARD: case JOB_SAGE: class_ |= MAPID_MAGE; break; case JOB_BLACKSMITH: case JOB_ALCHEMIST: class_ |= MAPID_MERCHANT; break; case JOB_HUNTER: case JOB_BARD: case JOB_DANCER: class_ |= MAPID_ARCHER; break; case JOB_ASSASSIN: case JOB_ROGUE: class_ |= MAPID_THIEF; break; case JOB_STAR_GLADIATOR: case JOB_STAR_GLADIATOR2: class_ |= JOBL_2_1; class_ |= MAPID_TAEKWON; break; case JOB_SOUL_LINKER: class_ |= JOBL_2_2; case JOB_TAEKWON: class_ |= MAPID_TAEKWON; break; case JOB_WEDDING: class_ = MAPID_WEDDING; break; case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex] class_ |= JOBL_2_1; break; case JOB_GUNSLINGER: class_ |= MAPID_GUNSLINGER; break; case JOB_NINJA: class_ |= MAPID_NINJA; break; case JOB_XMAS: class_ = MAPID_XMAS; break; default: ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class); return -1; } return class_; } //Reverts the map-style class id to the client-style one. int pc_mapid2jobid(unsigned short class_, int sex) { switch(class_) { case MAPID_NOVICE: return JOB_NOVICE; case MAPID_SWORDMAN: return JOB_SWORDMAN; case MAPID_MAGE: return JOB_MAGE; case MAPID_ARCHER: return JOB_ARCHER; case MAPID_ACOLYTE: return JOB_ACOLYTE; case MAPID_MERCHANT: return JOB_MERCHANT; case MAPID_THIEF: return JOB_THIEF; case MAPID_TAEKWON: return JOB_TAEKWON; case MAPID_WEDDING: return JOB_WEDDING; case MAPID_GUNSLINGER: return JOB_GUNSLINGER; case MAPID_NINJA: return JOB_NINJA; case MAPID_XMAS: // [Valaris] return JOB_XMAS; //2_1 classes case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE; case MAPID_KNIGHT: return JOB_KNIGHT; case MAPID_WIZARD: return JOB_WIZARD; case MAPID_HUNTER: return JOB_HUNTER; case MAPID_PRIEST: return JOB_PRIEST; case MAPID_BLACKSMITH: return JOB_BLACKSMITH; case MAPID_ASSASSIN: return JOB_ASSASSIN; case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR; //2_2 classes case MAPID_CRUSADER: return JOB_CRUSADER; case MAPID_SAGE: return JOB_SAGE; case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER; case MAPID_MONK: return JOB_MONK; case MAPID_ALCHEMIST: return JOB_ALCHEMIST; case MAPID_ROGUE: return JOB_ROGUE; case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER; //1-1: advanced case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH; case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH; case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH; case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH; case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH; case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH; case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH; //2_1 advanced case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT; case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD; case MAPID_SNIPER: return JOB_SNIPER; case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST; case MAPID_WHITESMITH: return JOB_WHITESMITH; case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS; //2_2 advanced case MAPID_PALADIN: return JOB_PALADIN; case MAPID_PROFESSOR: return JOB_PROFESSOR; case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY; case MAPID_CHAMPION: return JOB_CHAMPION; case MAPID_CREATOR: return JOB_CREATOR; case MAPID_STALKER: return JOB_STALKER; //1-1 baby case MAPID_BABY: return JOB_BABY; case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN; case MAPID_BABY_MAGE: return JOB_BABY_MAGE; case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER; case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE; case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT; case MAPID_BABY_THIEF: return JOB_BABY_THIEF; //2_1 baby case MAPID_SUPER_BABY: return JOB_SUPER_BABY; case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT; case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD; case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER; case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST; case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH; case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN; //2_2 baby case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER; case MAPID_BABY_SAGE: return JOB_BABY_SAGE; case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER; case MAPID_BABY_MONK: return JOB_BABY_MONK; case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST; case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE; default: ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_); return -1; } } /*==================================================== * This function return the name of the job (by [Yor]) *---------------------------------------------------- */ char * job_name(int class_) { switch (class_) { case JOB_NOVICE: case JOB_SWORDMAN: case JOB_MAGE: case JOB_ARCHER: case JOB_ACOLYTE: case JOB_MERCHANT: case JOB_THIEF: return msg_txt(550 - JOB_NOVICE+class_); case JOB_KNIGHT: case JOB_PRIEST: case JOB_WIZARD: case JOB_BLACKSMITH: case JOB_HUNTER: case JOB_ASSASSIN: return msg_txt(557 - JOB_KNIGHT+class_); case JOB_KNIGHT2: return msg_txt(557); case JOB_CRUSADER: case JOB_MONK: case JOB_SAGE: case JOB_ROGUE: case JOB_ALCHEMIST: case JOB_BARD: case JOB_DANCER: return msg_txt(563 - JOB_CRUSADER+class_); case JOB_CRUSADER2: return msg_txt(563); case JOB_WEDDING: case JOB_SUPER_NOVICE: case JOB_XMAS: return msg_txt(570 - JOB_WEDDING+class_); case JOB_NOVICE_HIGH: case JOB_SWORDMAN_HIGH: case JOB_MAGE_HIGH: case JOB_ARCHER_HIGH: case JOB_ACOLYTE_HIGH: case JOB_MERCHANT_HIGH: case JOB_THIEF_HIGH: return msg_txt(575 - JOB_NOVICE_HIGH+class_); case JOB_LORD_KNIGHT: case JOB_HIGH_PRIEST: case JOB_HIGH_WIZARD: case JOB_WHITESMITH: case JOB_SNIPER: case JOB_ASSASSIN_CROSS: return msg_txt(582 - JOB_LORD_KNIGHT+class_); case JOB_LORD_KNIGHT2: return msg_txt(582); case JOB_PALADIN: case JOB_CHAMPION: case JOB_PROFESSOR: case JOB_STALKER: case JOB_CREATOR: case JOB_CLOWN: case JOB_GYPSY: return msg_txt(588 - JOB_PALADIN + class_); case JOB_PALADIN2: return msg_txt(588); case JOB_BABY: case JOB_BABY_SWORDMAN: case JOB_BABY_MAGE: case JOB_BABY_ARCHER: case JOB_BABY_ACOLYTE: case JOB_BABY_MERCHANT: case JOB_BABY_THIEF: return msg_txt(595 - JOB_BABY + class_); case JOB_BABY_KNIGHT: case JOB_BABY_PRIEST: case JOB_BABY_WIZARD: case JOB_BABY_BLACKSMITH: case JOB_BABY_HUNTER: case JOB_BABY_ASSASSIN: return msg_txt(602 - JOB_BABY_KNIGHT + class_); case JOB_BABY_KNIGHT2: return msg_txt(602); case JOB_BABY_CRUSADER: case JOB_BABY_MONK: case JOB_BABY_SAGE: case JOB_BABY_ROGUE: case JOB_BABY_ALCHEMIST: case JOB_BABY_BARD: case JOB_BABY_DANCER: return msg_txt(608 - JOB_BABY_CRUSADER +class_); case JOB_BABY_CRUSADER2: return msg_txt(608); case JOB_SUPER_BABY: return msg_txt(615); case JOB_TAEKWON: return msg_txt(616); case JOB_STAR_GLADIATOR: case JOB_STAR_GLADIATOR2: return msg_txt(617); case JOB_SOUL_LINKER: return msg_txt(618); case JOB_GUNSLINGER: return msg_txt(619); case JOB_NINJA: return msg_txt(620); default: return msg_txt(650); } } /*========================================== * PCの攻? (timer??) *------------------------------------------ */ int pc_attack_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; struct block_list *bl; int skill,range; sd=map_id2sd(id); if(sd == NULL) return 0; //Should we disable this line? Ctrl+click and then going away "IS" idling... [Skotlex] sd->idletime = last_tick; if(sd->attacktimer != tid){ if(battle_config.error_log) ShowError("pc_attack_timer %d != %d\n",sd->attacktimer,tid); return 0; } sd->attacktimer=-1; if(sd->bl.prev == NULL) return 0; bl=map_id2bl(sd->attacktarget); if(bl==NULL || bl->prev == NULL) return 0; // 同じmapでないなら攻?しない // PCが死んでても攻?しない if(sd->bl.m != bl->m) return 0; if(!status_check_skilluse(&sd->bl, bl, 0, 0)) return 0; if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0) return 0; if(!battle_config.sdelay_attack_enable && DIFF_TICK(sd->canact_tick,tick) > 0 && pc_checkskill(sd,SA_FREECAST) <= 0) { if (tid == -1) { //player requested attack. clif_skill_fail(sd,1,4,0); return 0; } //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex] if(sd->state.attack_continue) { sd->attackabletime = sd->canact_tick; sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); } return 0; } if((sd->status.weapon == 11 || sd->status.weapon == 17 || sd->status.weapon == 18 || sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)&& sd->equip_index[10] < 0) { clif_arrow_fail(sd,0); return 0; } range = sd->attackrange; if(sd->status.weapon != 11) range++; if(battle_iswalking(bl)) range++; if(!battle_check_range(&sd->bl,bl,range) ) { if(pc_can_reach(sd,bl->x,bl->y)) clif_movetoattack(sd,bl); return 0; } if(battle_config.pc_attack_direction_change) sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y ); // 向き設定 if(sd->walktimer != -1) pc_stop_walking(sd,1); if(DIFF_TICK(sd->attackabletime,tick) <= 0) { map_freeblock_lock(); sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0); if(!(battle_config.pc_cloak_check_type&2) && sd->sc.data[SC_CLOAKING].timer != -1) status_change_end(&sd->bl,SC_CLOAKING,-1); if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support) pet_target_check(sd,bl,0); map_freeblock_unlock(); if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリ?キャスト sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100); else sd->attackabletime = tick + (sd->aspd<<1); } if(sd->state.attack_continue) sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); return 0; } /*========================================== * 攻?要求 * typeが1なら??攻? *------------------------------------------ */ int pc_attack(struct map_session_data *sd,int target_id,int type) { struct block_list *bl; nullpo_retr(0, sd); bl=map_id2bl(target_id); if(bl==NULL) return 1; if(bl->type==BL_NPC) { // monster npcs [Valaris] npc_click(sd,target_id); // submitted by leinsirk10 [Celest] return 0; } if(battle_check_target(&sd->bl,bl,BCT_ENEMY) <= 0 || !status_check_skilluse(&sd->bl, bl, 0, 0)) return 1; if(sd->attacktimer != -1) { //Just change target/type. [Skotlex] sd->attacktarget=target_id; sd->state.attack_continue=type; return 0; } sd->attacktarget=target_id; sd->state.attack_continue=type; if(sd->attackabletime > gettick()){ //Do attack next time it is possible. [Skotlex] sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); } else { //Attack NOW. pc_attack_timer(-1,gettick(),sd->bl.id,0); } return 0; } /*========================================== * ??攻?停止 *------------------------------------------ */ int pc_stopattack(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->attacktimer != -1) { delete_timer(sd->attacktimer,pc_attack_timer); sd->attacktimer=-1; } sd->attacktarget=0; sd->state.attack_continue=0; return 0; } int pc_follow_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd, *tsd; sd = map_id2sd(id); nullpo_retr(0, sd); if (sd->followtimer != tid){ if(battle_config.error_log) ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid); sd->followtimer = -1; return 0; } sd->followtimer = -1; if (pc_isdead(sd)) return 0; if ((tsd = map_id2sd(sd->followtarget)) != NULL) { if (pc_isdead(tsd)) 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 && tsd->bl.prev != NULL && sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1) { if((sd->bl.m == tsd->bl.m) && pc_can_reach(sd,tsd->bl.x,tsd->bl.y)) { if (!check_distance_bl(&sd->bl, &tsd->bl, 5) && pc_can_move(sd)) pc_walktoxy(sd,tsd->bl.x,tsd->bl.y); } else pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3); } sd->followtimer = add_timer( tick + sd->aspd + rand() % 1000, // increase time a bit to loosen up map's load pc_follow_timer, sd->bl.id, 0); } return 0; } int pc_stop_following (struct map_session_data *sd) { nullpo_retr(0, sd); if (sd->followtimer != -1) { delete_timer(sd->followtimer,pc_follow_timer); sd->followtimer = -1; } sd->followtarget = -1; return 0; } int pc_follow(struct map_session_data *sd,int target_id) { struct block_list *bl = map_id2bl(target_id); if (bl == NULL /*|| bl->type != BL_PC*/) return 1; if (sd->followtimer != -1) pc_stop_following(sd); sd->followtarget = target_id; pc_follow_timer(-1,gettick(),sd->bl.id,0); return 0; } int pc_checkbaselevelup(struct map_session_data *sd) { unsigned int next = pc_nextbaseexp(sd); nullpo_retr(0, sd); if(sd->status.base_exp >= next && next > 0){ sd->status.base_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if(!battle_config.multi_level_up && sd->status.base_exp > next-1) sd->status.base_exp = next-1; sd->status.base_level ++; if (battle_config.pet_lv_rate && sd->pd) // update pet's level status_calc_pet(sd,0); if (battle_config.use_statpoint_table) { // Taken from pc_resetstate. [Skotlex] int lv = sd->status.base_level; if (lv >= MAX_LEVEL) lv = MAX_LEVEL - 1; else if (lv < 1) lv = 1; sd->status.status_point += statp[lv] - statp[lv-1]; } else //Estimated way. sd->status.status_point += (sd->status.base_level+14) / 5 ; clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_NEXTBASEEXP); status_calc_pc(sd,0); pc_heal(sd,sd->status.max_hp,sd->status.max_sp); //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE || (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON){ sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,1,skill_get_time(PR_KYRIE,1)); sc_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],100,1,skill_get_time(PR_IMPOSITIO,1)); sc_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],100,1,skill_get_time(PR_MAGNIFICAT,1)); sc_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],100,1,skill_get_time(PR_GLORIA,1)); sc_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],100,1,skill_get_time(PR_SUFFRAGIUM,1)); } clif_misceffect(&sd->bl,0); //LORDALFA - LVLUPEVENT if (script_config.event_script_type == 0) { struct npc_data *npc; if ((npc = npc_name2id(script_config.baselvup_event_name))) { run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.baselvup_event_name); } } else { ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n", npc_event_doall_id(script_config.baselvup_event_name, sd->bl.id), script_config.baselvup_event_name); } return 1; } return 0; } int pc_checkjoblevelup(struct map_session_data *sd) { unsigned int next = pc_nextjobexp(sd); nullpo_retr(0, sd); if(sd->status.job_exp >= next && next > 0){ 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 ++; clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_NEXTJOBEXP); sd->status.skill_point ++; clif_updatestatus(sd,SP_SKILLPOINT); status_calc_pc(sd,0); clif_misceffect(&sd->bl,1); if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd)) clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL. if (script_config.event_script_type == 0) { struct npc_data *npc; if ((npc = npc_name2id(script_config.joblvup_event_name))) { run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.joblvup_event_name); } } else { ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n", npc_event_doall_id(script_config.joblvup_event_name, sd->bl.id), script_config.joblvup_event_name); } return 1; } return 0; } /*========================================== * ??値取得 *------------------------------------------ */ int pc_gainexp(struct map_session_data *sd,unsigned int base_exp,unsigned int job_exp) { char output[256]; float nextbp=0, nextjp=0; unsigned int nextb=0, nextj=0; nullpo_retr(0, sd); if(sd->bl.prev == NULL || pc_isdead(sd)) return 0; if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr] return 0; // no exp on pvp maps if(sd->status.guild_id>0){ // ギルドに上納 base_exp-=guild_payexp(sd,base_exp); } nextb = pc_nextbaseexp(sd); nextj = pc_nextjobexp(sd); if(sd->state.showexp || battle_config.max_exp_gain_rate){ if (nextb > 0) nextbp = (float) base_exp / (float) nextb; if (nextj > 0) nextjp = (float) job_exp / (float) nextj; if(battle_config.max_exp_gain_rate) { if (nextbp > battle_config.max_exp_gain_rate/1000.) { //Note that this value should never be greater than the original //base_exp, therefore no overflow checks are needed. [Skotlex] base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb); if (sd->state.showexp) nextbp = (float) base_exp / (float) nextb; } if (nextjp > battle_config.max_exp_gain_rate/1000.) { job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj); if (sd->state.showexp) nextjp = (float) job_exp / (float) nextj; } } } //Overflow checks... think we'll ever really need'em? [Skotlex] if (base_exp > 0 && sd->status.base_exp > UINT_MAX - base_exp) sd->status.base_exp = UINT_MAX; else if (base_exp < 0 && sd->status.base_exp > base_exp) sd->status.base_exp = 0; else sd->status.base_exp += base_exp; while(pc_checkbaselevelup(sd)) ; clif_updatestatus(sd,SP_BASEEXP); //Overflow checks... think we'll ever really need'em? [Skotlex] if (job_exp > 0 && sd->status.job_exp > UINT_MAX - job_exp) sd->status.job_exp = UINT_MAX; else if (job_exp < 0 && sd->status.job_exp > job_exp) sd->status.job_exp = 0; else sd->status.job_exp += job_exp; while(pc_checkjoblevelup(sd)) ; clif_updatestatus(sd,SP_JOBEXP); if(sd->state.showexp){ sprintf(output, "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100); clif_disp_onlyself(sd,output,strlen(output)); } return 1; } /*========================================== * Returns max level for this character. *------------------------------------------ */ unsigned int pc_maxbaselv(struct map_session_data *sd) { return max_level[sd->status.class_][0]; }; unsigned int pc_maxjoblv(struct map_session_data *sd) { return max_level[sd->status.class_][1]; }; /*========================================== * base level側必要??値計算 *------------------------------------------ */ unsigned int pc_nextbaseexp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0) return 0; return exp_table[sd->status.class_][0][sd->status.base_level-1]; } /*========================================== * job level側必要??値計算 *------------------------------------------ */ unsigned int pc_nextjobexp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0) return 0; return exp_table[sd->status.class_][1][sd->status.job_level-1]; } /*========================================== * 必要ステ?タスポイント計算 *------------------------------------------ */ int pc_need_status_point(struct map_session_data *sd,int type) { int val; nullpo_retr(-1, sd); if(typeSP_LUK) return -1; val = type==SP_STR ? sd->status.str : type==SP_AGI ? sd->status.agi : type==SP_VIT ? sd->status.vit : type==SP_INT ? sd->status.int_: type==SP_DEX ? sd->status.dex : sd->status.luk; return (val+9)/10+1; } /*========================================== * 能力値成長 *------------------------------------------ */ int pc_statusup(struct map_session_data *sd,int type) { int max, need,val = 0; nullpo_retr(0, sd); max = pc_maxparameter(sd); need=pc_need_status_point(sd,type); if(typeSP_LUK || need<0 || need>sd->status.status_point){ clif_statusupack(sd,type,0,0); return 1; } switch(type){ case SP_STR: if(sd->status.str >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.str; break; case SP_AGI: if(sd->status.agi >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.agi; break; case SP_VIT: if(sd->status.vit >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.vit; break; case SP_INT: if(sd->status.int_ >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.int_; break; case SP_DEX: if(sd->status.dex >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.dex; break; case SP_LUK: if(sd->status.luk >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.luk; break; } sd->status.status_point-=need; if(need!=pc_need_status_point(sd,type)){ clif_updatestatus(sd,type-SP_STR+SP_USTR); } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,type); status_calc_pc(sd,0); clif_statusupack(sd,type,1,val); return 0; } /*========================================== * 能力値成長 *------------------------------------------ */ int pc_statusup2(struct map_session_data *sd,int type,int val) { int max; nullpo_retr(0, sd); max = pc_maxparameter(sd); if(typeSP_LUK){ clif_statusupack(sd,type,0,0); return 1; } switch(type){ case SP_STR: if(sd->status.str + val >= max) val = max; else if(sd->status.str + val < 1) val = 1; else val += sd->status.str; sd->status.str = val; break; case SP_AGI: if(sd->status.agi + val >= max) val = max; else if(sd->status.agi + val < 1) val = 1; else val += sd->status.agi; sd->status.agi = val; break; case SP_VIT: if(sd->status.vit + val >= max) val = max; else if(sd->status.vit + val < 1) val = 1; else val += sd->status.vit; sd->status.vit = val; break; case SP_INT: if(sd->status.int_ + val >= max) val = max; else if(sd->status.int_ + val < 1) val = 1; else val += sd->status.int_; sd->status.int_ = val; break; case SP_DEX: if(sd->status.dex + val >= max) val = max; else if(sd->status.dex + val < 1) val = 1; else val += sd->status.dex; sd->status.dex = val; break; case SP_LUK: if(sd->status.luk + val >= max) val = max; else if(sd->status.luk + val < 1) val = 1; else val = sd->status.luk + val; sd->status.luk = val; break; } clif_updatestatus(sd,type-SP_STR+SP_USTR); clif_updatestatus(sd,type); status_calc_pc(sd,0); clif_statusupack(sd,type,1,val); return 0; } /*========================================== * スキルポイント割り振り *------------------------------------------ */ int pc_skillup(struct map_session_data *sd,int skill_num) { nullpo_retr(0, sd); if( skill_num>=GD_SKILLBASE){ guild_skillup(sd,skill_num,0); return 0; } if (skill_num < 0 || skill_num >= MAX_SKILL) return 0; if(sd->status.skill_point>0 && sd->status.skill[skill_num].id && sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex] sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) ) { sd->status.skill[skill_num].lv++; sd->status.skill_point--; status_calc_pc(sd,0); clif_skillup(sd,skill_num); clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); } return 0; } /*========================================== * /allskill *------------------------------------------ */ int pc_allskillup(struct map_session_data *sd) { int i,id; nullpo_retr(0, sd); for(i=0;istatus.skill[i].id=0; if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、 sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに sd->status.skill[i].flag=0; // flagは0にしておく } } if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){ // 全てのスキル for(i=0;istatus.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway. } } else { int inf2; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){ inf2 = skill_get_inf2(id); if(sd->status.skill[id].id==0 && (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) && (id!=SG_DEVIL)) { sd->status.skill[id].id = id; // celest sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest } } } status_calc_pc(sd,0); return 0; } /*========================================== * /resetlvl *------------------------------------------ */ int pc_resetlvl(struct map_session_data* sd,int type) { int i; nullpo_retr(0, sd); if (type != 3) //Also reset skills pc_resetskill(sd, 0); if(type == 1){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=sd->status.base_exp=0; sd->status.job_exp=sd->status.job_exp=0; if(sd->sc.option !=0) sd->sc.option = 0; sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; if(sd->status.class_ == JOB_NOVICE_HIGH) sd->status.status_point=100; // not 88 [celest] // give platinum skills upon changing pc_skill(sd,142,1,0); pc_skill(sd,143,1,0); } if(type == 2){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; } if(type == 3){ sd->status.base_level=1; sd->status.base_exp=0; } if(type == 4){ sd->status.job_level=1; sd->status.job_exp=0; } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_NEXTBASEEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris] if(sd->equip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); } if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) { //Send map-change packet to do a level range check and break party settings. [Skotlex] party_send_movemap(sd); } status_calc_pc(sd,0); clif_skillinfoblock(sd); return 0; } /*========================================== * /resetstate *------------------------------------------ */ int pc_resetstate(struct map_session_data* sd) { nullpo_retr(0, sd); if (battle_config.use_statpoint_table) { // New statpoint table used here - Dexity int lv; // allow it to just read the last entry [celest] lv = sd->status.base_level < MAX_LEVEL ? sd->status.base_level : MAX_LEVEL - 1; sd->status.status_point = statp[lv]; if (sd->class_&JOBL_UPPER) sd->status.status_point+=52; // extra 52+48=100 stat points } else { //Use new stat-calculating equation [Skotlex] #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10) int add=0; add += sumsp(sd->status.str); add += sumsp(sd->status.agi); add += sumsp(sd->status.vit); add += sumsp(sd->status.int_); add += sumsp(sd->status.dex); add += sumsp(sd->status.luk); if (add > SHRT_MAX - sd->status.status_point) sd->status.status_point = SHRT_MAX; else sd->status.status_point+=add; } sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition clif_updatestatus(sd,SP_STATUSPOINT); status_calc_pc(sd,0); return 0; } /*========================================== * /resetskill * if flag is 1, perform block resync and status_calc call. *------------------------------------------ */ int pc_resetskill(struct map_session_data* sd, int flag) { int i, skill, inf2; nullpo_retr(0, sd); if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd)) clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex] for (i = 1; i < MAX_SKILL; i++) { if ((skill = sd->status.skill[i].lv) > 0) { inf2 = skill_get_inf2(i); if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills. { if (!sd->status.skill[i].flag) sd->status.skill_point += skill; else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) sd->status.skill_point += (sd->status.skill[i].flag - 2); sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL)) { sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } } else { sd->status.skill[i].lv = 0; } } if (flag) { clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); status_calc_pc(sd,0); } return 0; } /*========================================== * /resetfeel [Komurka] *------------------------------------------ */ int pc_resetfeel(struct map_session_data* sd) { int i; char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"}; nullpo_retr(0, sd); for (i=0; i<3; i++) { sd->feel_map[i].m = -1; sd->feel_map[i].index = 0; pc_setglobalreg(sd,feel_var[i],0); } return 0; } static int pc_respawn(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd = map_id2sd(id); if (sd && pc_isdead(sd)) { //Auto-respawn [Skotlex] pc_setstand(sd); pc_setrestartvalue(sd,3); pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0); } return 0; } /*========================================== * Damages a player's SP, returns remaining SP. [Skotlex] * damage is absolute damage, rate is % damage (100 = 100%) * if rate is positive, it is % of current sp, if negative, it is % of max * Returns remaining SP, or -1 if the player did not have enough SP to substract from. *------------------------------------------ */ int pc_damage_sp(struct map_session_data *sd, int damage, int rate) { if (!sd->status.sp) return 0; if (rate > 0) damage += (rate*sd->status.sp)/100; else if (rate < 0) damage -= (rate*sd->status.max_sp)/100; if (sd->status.sp >= damage){ sd->status.sp -= damage; clif_updatestatus(sd,SP_SP); return sd->status.sp; } sd->status.sp = 0; clif_updatestatus(sd,SP_SP); return -1; } /*========================================== * pcにダメ?ジを?える *------------------------------------------ */ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage) { int i=0,j=0, resurrect_flag=0; nullpo_retr(0, sd); // ?に死んでいたら無? if(pc_isdead(sd)) return 0; // 座ってたら立ち上がる if(pc_issit(sd)) { pc_setstand(sd); skill_gangsterparadise(sd,0); } // ? いていたら足を止める if (sd->sc.count) { if (sd->sc.data[SC_ENDURE].timer != -1 && (src != NULL && src->type == BL_MOB) && !map_flag_gvg(sd->bl.m)) { if (!sd->special_state.infinite_endure && (--sd->sc.data[SC_ENDURE].val2) < 0) status_change_end(&sd->bl, SC_ENDURE, -1); } if (sd->sc.data[SC_GRAVITATION].timer != -1 && sd->sc.data[SC_GRAVITATION].val3 == BCT_SELF) { struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc.data[SC_GRAVITATION].val4; if (sg) { skill_delunitgroup(sg); status_change_end(&sd->bl, SC_GRAVITATION, -1); } } } // 演奏/ダンスの中? if(damage > sd->status.max_hp>>2) skill_stop_dancing(&sd->bl); if (damage < sd->status.hp) sd->status.hp-=damage; else sd->status.hp = 0; if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support) pet_target_check(sd,src,1); clif_updatestatus(sd,SP_HP); if (sd->status.hpstatus.max_hp>>2) { //25% HP left effects. if(sd->status.hp>0 && sd->sc.data[SC_AUTOBERSERK].timer != -1 && (sd->sc.data[SC_PROVOKE].timer==-1 || sd->sc.data[SC_PROVOKE].val2==0 )) sc_start4(&sd->bl,SC_PROVOKE,100,10,1,0,0,0); for(i = 0; i < 5; i++) if (sd->devotion[i]){ struct map_session_data *devsd = map_id2sd(sd->devotion[i]); if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1); } } if(sd->status.hp>0){ sd->canlog_tick = gettick(); return damage; } if(sd->vender_id) vending_closevending(sd); if(sd->status.pet_id > 0 && sd->pd && !map[sd->bl.m].flag.nopenalty) { if(sd->petDB) { sd->pet.intimate -= sd->petDB->die; if(sd->pet.intimate < 0) sd->pet.intimate = 0; clif_send_petdata(sd,1,sd->pet.intimate); } } // Leave duel if you die [LuzZza] if(battle_config.duel_autoleave_when_die) { if(sd->duel_group > 0) duel_leave(sd->duel_group, sd); if(sd->duel_invite > 0) duel_reject(sd->duel_invite, sd); } pc_stopattack(sd); pc_stop_walking(sd,0); skill_castcancel(&sd->bl,0); // 詠唱の中止 skill_stop_dancing(&sd->bl); //You should stop dancing when dead... [Skotlex] if (sd->sc.data[SC_GOSPEL].timer != -1 && sd->sc.data[SC_GOSPEL].val4 == BCT_SELF) { //Remove Gospel [Skotlex] struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc.data[SC_GOSPEL].val3; if (sg) skill_delunitgroup(sg); } clif_clearchar_area(&sd->bl,1); if (src && src->type == BL_PC) { struct map_session_data *ssd = (struct map_session_data *)src; if (ssd) { if (sd->state.event_death) pc_setglobalreg(sd,"killerrid",(ssd->status.account_id)); if (ssd->state.event_kill_pc) { if (script_config.event_script_type == 0) { struct npc_data *npc; if ((npc = npc_name2id(script_config.kill_pc_event_name))) { run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCKillPC [Lance] ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.kill_pc_event_name); } } else { ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n", npc_event_doall_id(script_config.kill_pc_event_name, sd->bl.id), script_config.kill_pc_event_name); } } if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) { ssd->status.manner -= 5; if(ssd->status.manner < 0) sc_start(src,SC_NOCHAT,100,0,0); // PK/Karma system code (not enabled yet) [celest] // originally from Kade Online, so i don't know if any of these is correct ^^; // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable, // karma going down = more 'good' / more honourable. // The Karma System way... /*if (sd->status.karma > ssd->status.karma) { // If player killed was more evil sd->status.karma--; ssd->status.karma--; } else if (sd->status.karma < ssd->status.karma) // If player killed was more good ssd->status.karma++;*/ // or the PK System way... /* if (sd->status.karma > 0) // player killed is dishonourable? ssd->status.karma--; // honour points earned sd->status.karma++; // honour points lost */ // To-do: Receive exp on certain occasions } } } if (sd->state.event_death) { if (script_config.event_script_type == 0) { struct npc_data *npc; if ((npc = npc_name2id(script_config.die_event_name))) { run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCDeathNPC ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.die_event_name); } } else { ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n", npc_event_doall_id(script_config.die_event_name, sd->bl.id), script_config.die_event_name); } } // PK/Karma system code (not enabled yet) [celest] /*if(sd->status.karma > 0) { int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); for(i=0;i 0){ int n = eq_n[rand()%eq_num]; if(rand()%10000 < sd->status.karma){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,0); pc_dropitem(sd,n,1); } } }*/ if(battle_config.bone_drop==2 || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)){ // ドクロドロップ struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=7420; //PVP Skull item ID item_tmp.identify=1; item_tmp.card[0]=0x00fe; item_tmp.card[1]=0; item_tmp.card[2]=GetWord(sd->char_id,0); // CharId item_tmp.card[3]=GetWord(sd->char_id,1); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } // activate Steel body if a super novice dies at 99+% exp [celest] if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { if ((i=pc_nextbaseexp(sd))<=0) i=sd->status.base_exp; if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000) sd->state.snovice_flag = 4; } pc_setdead(sd); skill_unit_move(&sd->bl,gettick(),4); if (battle_config.clear_unit_ondeath) skill_clear_unitgroup(&sd->bl); //orn pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み // changed penalty options, added death by player if pk_mode [Valaris] if(battle_config.death_penalty_type && sd->state.snovice_flag != 4 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m) && !(sd->sc.count && sd->sc.data[SC_BABY].timer!=-1)) { unsigned int base_penalty =0; if (battle_config.death_penalty_base > 0) { switch (battle_config.death_penalty_type) { case 1: base_penalty += (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; if(sd->status.base_exp < base_penalty) sd->status.base_exp = 0; else sd->status.base_exp -= base_penalty; clif_updatestatus(sd,SP_BASEEXP); } } if(battle_config.death_penalty_job > 0) { base_penalty = 0; switch (battle_config.death_penalty_type) { case 1: base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; if(sd->status.job_exp < base_penalty) sd->status.job_exp = 0; else sd->status.job_exp -= base_penalty; clif_updatestatus(sd,SP_JOBEXP); } } } if(src && src->type==BL_MOB) { struct mob_data *md=(struct mob_data *)src; if(md && md->target_id != 0 && md->target_id==sd->bl.id) { // reset target id when player dies md->target_id=0; mob_changestate(md,MS_WALK,0); } if(battle_config.mobs_level_up && md && md->state.state!=MS_DEAD && 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++; md->hp+=(int) (sd->status.max_hp*.1); if (battle_config.show_mob_hp) clif_charnameack (0, &md->bl); } } //Clear these data here so that SC_BABY check may work. [Skotlex] resurrect_flag = (sd->sc.data[SC_KAIZEL].timer != -1)?sd->sc.data[SC_KAIZEL].val1:0; //Auto-resurrect later in the code. status_change_clear(&sd->bl,0); // ステ?タス異常を解除する clif_updatestatus(sd,SP_HP); status_calc_pc(sd,0); sd->canregen_tick = gettick(); //ナイトメアモ?ドアイテムドロップ if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker] for(j=0;jbl.m].drop_list[j].drop_id; int type = map[sd->bl.m].drop_list[j].drop_type; int per = map[sd->bl.m].drop_list[j].drop_per; if(id == 0) continue; if(id == -1){//ランダムドロップ int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); //先ず?備しているアイテム?をカウント for(i=0;istatus.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3){ //InventoryIndexを格納 for(k=0;k 0){ int n = eq_n[rand()%eq_num];//該?アイテムの中からランダム if(rand()%10000 < per){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,3); pc_dropitem(sd,n,1); } } } else if(id > 0){ for(i=0;istatus.inventory[i].nameid == id//ItemIDが一致していて && rand()%10000 < per//ドロップ率判定もOKで && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ || (type == 2 && sd->status.inventory[i].equip) || type == 3) ){ if(sd->status.inventory[i].equip) pc_unequipitem(sd,i,3); pc_dropitem(sd,i,1); break; } } } } } // pvp if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris] //ランキング計算 if (!map[sd->bl.m].flag.pvp_nocalcrank) { sd->pvp_point -= 5; sd->pvp_lost++; if (src && src->type == BL_PC) { struct map_session_data *ssd = (struct map_session_data *)src; if (ssd) { ssd->pvp_point++; ssd->pvp_won++; } } } // ?制送還 if( sd->pvp_point < 0 ){ sd->pvp_point=0; add_timer(gettick()+1000, pc_respawn,sd->bl.id,0); return damage; } } //GvG if(map_flag_gvg(sd->bl.m)){ add_timer(gettick()+1000, pc_respawn,sd->bl.id,0); return damage; } if (sd->state.snovice_flag == 4 || resurrect_flag) { if (sd->state.snovice_flag == 4 || sd->special_state.restart_full_recover) { sd->status.hp = sd->status.max_hp; sd->status.sp = sd->status.max_sp; } else { //10% life per each level in Kaizel sd->status.hp = 10*resurrect_flag*sd->status.max_hp/100; } clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1); pc_setstand(sd); clif_updatestatus(sd, SP_HP); clif_updatestatus(sd, SP_SP); clif_resurrection(&sd->bl, 1); sd->state.snovice_flag = 0; if(battle_config.pc_invincible_time) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); if (resurrect_flag) sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,skill_get_time2(SL_KAIZEL, resurrect_flag)); else sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1)); return 0; } return damage; } // // script? 連 // /*========================================== * script用PCステ?タス?み出し *------------------------------------------ */ int pc_readparam(struct map_session_data *sd,int type) { int val=0; nullpo_retr(0, sd); switch(type){ case SP_SKILLPOINT: val= sd->status.skill_point; break; case SP_STATUSPOINT: val= sd->status.status_point; break; case SP_ZENY: val= sd->status.zeny; break; case SP_BASELEVEL: val= sd->status.base_level; break; case SP_JOBLEVEL: val= sd->status.job_level; break; case SP_CLASS: if(val>=27 && val < 45) val+=3978; else val= sd->status.class_; break; case SP_BASEJOB: //Base job, extracting upper type. val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; case SP_UPPER: val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break; case SP_BASECLASS: //Extract base class tree. [Skotlex] val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; case SP_SEX: val= sd->sex; break; case SP_WEIGHT: val= sd->weight; break; case SP_MAXWEIGHT: val= sd->max_weight; break; case SP_BASEEXP: val= sd->status.base_exp; break; case SP_JOBEXP: val= sd->status.job_exp; break; case SP_NEXTBASEEXP: val= pc_nextbaseexp(sd); break; case SP_NEXTJOBEXP: val= pc_nextjobexp(sd); break; case SP_HP: val= sd->status.hp; break; case SP_MAXHP: val= sd->status.max_hp; break; case SP_SP: val= sd->status.sp; break; case SP_MAXSP: val= sd->status.max_sp; break; case SP_STR: val= sd->status.str; break; case SP_AGI: val= sd->status.agi; break; case SP_VIT: val= sd->status.vit; break; case SP_INT: val= sd->status.int_; break; case SP_DEX: val= sd->status.dex; break; case SP_LUK: val= sd->status.luk; break; case SP_KARMA: // celest val = sd->status.karma; break; case SP_MANNER: val = sd->status.manner; break; case SP_FAME: val= sd->status.fame; break; } return val; } /*========================================== * script用PCステ?タス設定 *------------------------------------------ */ int pc_setparam(struct map_session_data *sd,int type,int val) { int i = 0; nullpo_retr(0, sd); switch(type){ case SP_BASELEVEL: if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max val = pc_maxbaselv(sd); if ((unsigned int)val > sd->status.base_level) { for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++) sd->status.status_point += (sd->status.base_level + i + 14) / 5 ; } sd->status.base_level = (unsigned int)val; sd->status.base_exp = 0; clif_updatestatus(sd, SP_BASELEVEL); clif_updatestatus(sd, SP_NEXTBASEEXP); clif_updatestatus(sd, SP_STATUSPOINT); clif_updatestatus(sd, SP_BASEEXP); status_calc_pc(sd, 0); pc_heal(sd, sd->status.max_hp, sd->status.max_sp); 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 += ((unsigned int)val-sd->status.job_level); clif_updatestatus(sd, SP_SKILLPOINT); clif_misceffect(&sd->bl, 1); } sd->status.job_level = (unsigned int)val; sd->status.job_exp = 0; clif_updatestatus(sd, SP_JOBLEVEL); clif_updatestatus(sd, SP_NEXTJOBEXP); clif_updatestatus(sd, SP_JOBEXP); status_calc_pc(sd, 0); clif_updatestatus(sd,type); break; case SP_SKILLPOINT: sd->status.skill_point = val; break; case SP_STATUSPOINT: sd->status.status_point = val; break; case SP_ZENY: if(val <= MAX_ZENY) { // MAX_ZENY 以下なら代入 sd->status.zeny = val; } else { sd->status.zeny = MAX_ZENY; /* Could someone explain the comments below? I have no idea what they are trying to do... * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex] if(sd->status.zeny > val) { // Zeny が減少しているなら代入 sd->status.zeny = val; } else if(sd->status.zeny <= MAX_ZENY) { // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY sd->status.zeny = MAX_ZENY; } else { // Zeny が増加していて、現在の値がMAX_ZENY より下なら増加分を無視 ; } */ } break; case SP_BASEEXP: if(pc_nextbaseexp(sd) > 0) { sd->status.base_exp = val; if(sd->status.base_exp < 0) sd->status.base_exp=0; pc_checkbaselevelup(sd); } break; case SP_JOBEXP: if(pc_nextjobexp(sd) > 0) { sd->status.job_exp = val; if(sd->status.job_exp < 0) sd->status.job_exp=0; pc_checkjoblevelup(sd); } break; case SP_SEX: sd->sex = val; break; case SP_WEIGHT: sd->weight = val; break; case SP_MAXWEIGHT: sd->max_weight = val; break; case SP_HP: sd->status.hp = val; break; case SP_MAXHP: sd->status.max_hp = val; break; case SP_SP: sd->status.sp = val; break; case SP_MAXSP: sd->status.max_sp = val; break; case SP_STR: sd->status.str = val; break; case SP_AGI: sd->status.agi = val; break; case SP_VIT: sd->status.vit = val; break; case SP_INT: sd->status.int_ = val; break; case SP_DEX: sd->status.dex = val; break; case SP_LUK: sd->status.luk = val; break; case SP_KARMA: sd->status.karma = val; break; case SP_MANNER: sd->status.manner = val; break; case SP_FAME: sd->status.fame = val; break; } clif_updatestatus(sd,type); return 0; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_heal(struct map_session_data *sd,int hp,int sp) { // if(battle_config.battle_log) // printf("heal %d %d\n",hp,sp); nullpo_retr(0, sd); //Uneeded as the hp range adjustment below will auto-adap itself and make hp = max. [Skotlex] // if(hp > 0 && pc_checkoverhp(sd)) // hp = 0; // if(sp > 0 && pc_checkoversp(sd)) // sp = 0; if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい return 0; if(hp > sd->status.max_hp - sd->status.hp) hp = sd->status.max_hp - sd->status.hp; sd->status.hp+=hp; if(sp > sd->status.max_sp - sd->status.sp) sp = sd->status.max_sp - sd->status.sp; sd->status.sp+=sp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } if(sd->status.sp <= 0) sd->status.sp = 0; if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); if(sd->status.hp>=sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer != -1 && (sd->sc.data[SC_PROVOKE].timer!=-1 && sd->sc.data[SC_PROVOKE].val2==1 )) status_change_end(&sd->bl,SC_PROVOKE,-1); //End auto berserk. return hp + sp; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_itemheal(struct map_session_data *sd,int hp,int sp) { int bonus, type; // if(battle_config.battle_log) // printf("heal %d %d\n",hp,sp); nullpo_retr(0, sd); if(hp > 0 && pc_checkoverhp(sd)) hp = 0; if(sp > 0 && pc_checkoversp(sd)) sp = 0; if(hp > 0) { bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG] bonus += (potion_flag==2)?50:(potion_flag==3?100:0); if ((type = itemdb_group(sd->itemid)) > 0 && type <= 7) bonus = bonus * (100+sd->itemhealrate[type - 1]) / 100; if(bonus != 100) hp = hp * bonus / 100; } if(sp > 0) { bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; bonus += (potion_flag==2)?50:(potion_flag==3?100:0); if(bonus != 100) sp = sp * bonus / 100; } if(hp > sd->status.max_hp - sd->status.hp) sd->status.hp = sd->status.max_hp; else sd->status.hp+=hp; if(sp > sd->status.max_sp - sd->status.sp) sd->status.sp = sd->status.max_sp; else sd->status.sp += sp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } if(sd->status.sp <= 0) sd->status.sp = 0; if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); return 0; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_percentheal(struct map_session_data *sd,int hp,int sp) { nullpo_retr(0, sd); if(pc_checkoverhp(sd)) { if(hp > 0) hp = 0; } if(pc_checkoversp(sd)) { if(sp > 0) sp = 0; } if(hp) { if(hp >= 100) { sd->status.hp = sd->status.max_hp; } else if(hp <= -100) { sd->status.hp = 0; pc_damage(NULL,sd,1); } else { sd->status.hp += sd->status.max_hp*hp/100; if(sd->status.hp > sd->status.max_hp) sd->status.hp = sd->status.max_hp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } } } if(sp) { if(sp >= 100) { sd->status.sp = sd->status.max_sp; } else if(sp <= -100) { sd->status.sp = 0; } else { sd->status.sp += sd->status.max_sp*sp/100; if(sd->status.sp > sd->status.max_sp) sd->status.sp = sd->status.max_sp; if(sd->status.sp < 0) sd->status.sp = 0; } } if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); return 0; } /*========================================== * 職?更 * 引? job 職業 0〜23 * upper 通常 0, ?生 1, 養子 2, そのまま -1 * Rewrote to make it tidider [Celest] *------------------------------------------ */ int pc_jobchange(struct map_session_data *sd,int job, int upper) { int i, fame_flag=0; int b_class; nullpo_retr(0, sd); if (job < 0) return 1; //Normalize job. b_class = pc_jobid2mapid(job); if (b_class == -1) return 1; switch (upper) { case 1: b_class|= JOBL_UPPER; break; case 2: b_class|= JOBL_BABY; break; } //This will automatically adjust bard/dancer classes to the correct gender //That is, if you try to jobchange into dancer, it will turn you to bard. job = pc_mapid2jobid(b_class, sd->status.sex); if (job == -1) return 1; if ((unsigned short)b_class == sd->class_) return 1; //Nothing to change. // check if we are changing from 1st to 2nd job if (b_class&JOBL_2) { if (!(sd->class_&JOBL_2)) sd->change_level = sd->status.job_level; else if (!sd->change_level) sd->change_level = 40; //Assume 40? } pc_setglobalreg (sd, "jobchange_level", sd->change_level); sd->status.class_ = sd->view_class = job; fame_flag = pc_istop10fame(sd->status.char_id,sd->class_&MAPID_UPPERMASK); sd->class_ = (unsigned short)b_class; sd->status.job_level=1; sd->status.job_exp=0; clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); for(i=0;i<11;i++) { if(sd->equip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し } clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris] if(battle_config.save_clothcolor && sd->status.clothes_color > 0 && ((sd->view_class != JOB_WEDDING && sd->view_class !=JOB_XMAS) || (sd->view_class==JOB_WEDDING && !battle_config.wedding_ignorepalette) || (sd->view_class==JOB_XMAS && !battle_config.xmas_ignorepalette))) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color); if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system) clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); if(pc_isriding(sd)) //Remove Peco Status to prevent display <> class problems. pc_setoption(sd,sd->sc.option&~OPTION_RIDING); status_calc_pc(sd,0); pc_checkallowskill(sd); pc_equiplookall(sd); clif_equiplist(sd); //if you were previously famous, not anymore. if (fame_flag) { chrif_save(sd,0); chrif_reqfamelist(); } 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_reqfamelist(); break; } } return 0; } /*========================================== * 見た目?更 *------------------------------------------ */ int pc_equiplookall(struct map_session_data *sd) { nullpo_retr(0, sd); #if PACKETVER < 4 clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); #else clif_changelook(&sd->bl,LOOK_WEAPON,0); clif_changelook(&sd->bl,LOOK_SHOES,0); #endif clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); return 0; } /*========================================== * 見た目?更 *------------------------------------------ */ int pc_changelook(struct map_session_data *sd,int type,int val) { nullpo_retr(0, sd); switch(type){ case LOOK_HAIR: //Use the battle_config limits! [Skotlex] if (val < battle_config.min_hair_style) val = battle_config.min_hair_style; else if (val > battle_config.max_hair_style) val = battle_config.max_hair_style; if (sd->status.hair != val) { sd->status.hair=val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id, GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair)); } break; case LOOK_WEAPON: sd->status.weapon=val; break; case LOOK_HEAD_BOTTOM: sd->status.head_bottom=val; break; case LOOK_HEAD_TOP: sd->status.head_top=val; break; case LOOK_HEAD_MID: sd->status.head_mid=val; break; case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex] if (val < battle_config.min_hair_color) val = battle_config.min_hair_color; else if (val > battle_config.max_hair_color) val = battle_config.max_hair_color; if (sd->status.hair_color != val) { sd->status.hair_color=val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id, GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color)); } break; case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex] if (val < battle_config.min_cloth_color) val = battle_config.min_cloth_color; else if (val > battle_config.max_cloth_color) val = battle_config.max_cloth_color; sd->status.clothes_color=val; break; case LOOK_SHIELD: sd->status.shield=val; break; case LOOK_SHOES: break; } if((type==LOOK_CLOTHES_COLOR) && ((sd->view_class==JOB_WEDDING && battle_config.wedding_ignorepalette) || (sd->view_class==JOB_XMAS && battle_config.xmas_ignorepalette))) return 0; clif_changelook(&sd->bl,type,val); return 0; } /*========================================== * 付?品(鷹,ペコ,カ?ト)設定 *------------------------------------------ */ int pc_setoption(struct map_session_data *sd,int type) { nullpo_retr(0, sd); if (type&OPTION_RIDING && !(sd->sc.option&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN) { //We are going to mount. [Skotlex] switch (sd->status.class_) { case JOB_KNIGHT: sd->status.class_ = sd->view_class = JOB_KNIGHT2; break; case JOB_CRUSADER: sd->status.class_ = sd->view_class = JOB_CRUSADER2; break; case JOB_LORD_KNIGHT: sd->status.class_ = sd->view_class = JOB_LORD_KNIGHT2; break; case JOB_PALADIN: sd->status.class_ = sd->view_class = JOB_PALADIN2; break; case JOB_BABY_KNIGHT: sd->status.class_ = sd->view_class = JOB_BABY_KNIGHT2; break; case JOB_BABY_CRUSADER: sd->status.class_ = sd->view_class = JOB_BABY_CRUSADER2; break; } clif_status_load(&sd->bl,SI_RIDING,1); status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds. } else if (!(type&OPTION_RIDING) && sd->sc.option&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN) { //We are going to dismount. switch (sd->status.class_) { case JOB_KNIGHT2: sd->status.class_ = sd->view_class = JOB_KNIGHT; break; case JOB_CRUSADER2: sd->status.class_ = sd->view_class = JOB_CRUSADER; break; case JOB_LORD_KNIGHT2: sd->status.class_ = sd->view_class = JOB_LORD_KNIGHT; break; case JOB_PALADIN2: sd->status.class_ = sd->view_class = JOB_PALADIN; break; case JOB_BABY_KNIGHT2: sd->status.class_ = sd->view_class = JOB_BABY_KNIGHT; break; case JOB_BABY_CRUSADER2: sd->status.class_ = sd->view_class = JOB_BABY_CRUSADER; break; } clif_status_load(&sd->bl,SI_RIDING,0); status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds. } if (type&OPTION_FALCON && !(sd->sc.option&OPTION_FALCON)) //Falcon ON clif_status_load(&sd->bl,SI_FALCON,1); else if (!(type&OPTION_FALCON) && sd->sc.option&OPTION_FALCON) //Falcon OFF clif_status_load(&sd->bl,SI_FALCON,0); //SG flying [Komurka] if (type&OPTION_FLYING && !(sd->sc.option&OPTION_FLYING)) //Flying ON { if (sd->status.class_==JOB_STAR_GLADIATOR) sd->status.class_ = sd->view_class = JOB_STAR_GLADIATOR2; } else if (!(type&OPTION_FLYING) && sd->sc.option&OPTION_FLYING) //Flying OFF { if (sd->status.class_==JOB_STAR_GLADIATOR2) sd->status.class_ = sd->view_class = JOB_STAR_GLADIATOR; } sd->sc.option=type; clif_changeoption(&sd->bl); status_calc_pc(sd,0); return 0; } /*========================================== * カ?ト設定 *------------------------------------------ */ int pc_setcart(struct map_session_data *sd,int type) { int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400}; int option, i; nullpo_retr(0, sd); if (type < 0 || type > 5) return 0; //Never trust the values sent by the client! [Skotlex] option = sd->sc.option; for (i = 0; i < 6; i++) { //This should preserve the current option, only modifying the cart bit. if (i == type) option |= cart[i]; else option &= ~cart[i]; } if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持 if(!pc_iscarton(sd)){ // カ?トを付けていない pc_setoption(sd,option); clif_cart_itemlist(sd); clif_cart_equiplist(sd); clif_updatestatus(sd,SP_CARTINFO); clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi?? } else{ pc_setoption(sd,option); } } return 0; } /*========================================== * 鷹設定 *------------------------------------------ */ int pc_setfalcon(struct map_session_data *sd) { if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持 pc_setoption(sd,sd->sc.option|0x0010); } return 0; } /*========================================== * ペコペコ設定 *------------------------------------------ */ int pc_setriding(struct map_session_data *sd) { if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持 pc_setoption(sd,sd->sc.option|OPTION_RIDING); } return 0; } /*========================================== * アイテムドロップ可不可判定 *------------------------------------------ */ int pc_candrop(struct map_session_data *sd,int item_id) { int level = pc_isGM(sd); if ( pc_can_give_items(level) ) //check if this GM level can drop items return 0; return (itemdb_isdropable(item_id, level)); } /*========================================== * script用??の値を?む *------------------------------------------ */ int pc_readreg(struct map_session_data *sd,int reg) { int i; nullpo_retr(0, sd); for(i=0;ireg_num;i++) if(sd->reg[i].index==reg) return sd->reg[i].data; return 0; } /*========================================== * script用??の値を設定 *------------------------------------------ */ int pc_setreg(struct map_session_data *sd,int reg,int val) { int i; nullpo_retr(0, sd); for (i = 0; i < sd->reg_num; i++) { if (sd->reg[i].index == reg){ sd->reg[i].data = val; return 0; } } sd->reg_num++; sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num); memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg)); sd->reg[i].index = reg; sd->reg[i].data = val; return 0; } /*========================================== * script用文字列??の値を?む *------------------------------------------ */ char *pc_readregstr(struct map_session_data *sd,int reg) { int i; nullpo_retr(0, sd); for(i=0;iregstr_num;i++) if(sd->regstr[i].index==reg) return sd->regstr[i].data; return NULL; } /*========================================== * script用文字列??の値を設定 *------------------------------------------ */ int pc_setregstr(struct map_session_data *sd,int reg,char *str) { int i; nullpo_retr(0, sd); if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){ ShowWarning("pc_setregstr: string too long !\n"); return 0; } for(i=0;iregstr_num;i++) if(sd->regstr[i].index==reg){ strcpy(sd->regstr[i].data,str); return 0; } sd->regstr_num++; sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num); if(sd->regstr==NULL){ ShowFatalError("out of memory : pc_setreg\n"); exit(1); } memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr)); sd->regstr[i].index = reg; strcpy(sd->regstr[i].data, str); return 0; } int pc_readregistry(struct map_session_data *sd,char *reg,int type) { struct global_reg *sd_reg; int i,max; nullpo_retr(0, sd); switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return 0; } if (max == -1) { if (battle_config.error_log) ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return 0; } for(i=0;isave_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return NULL; } if (max == -1) { if (battle_config.error_log) ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return NULL; } for(i=0;idie_counter != val){ sd->die_counter = val; // status_calc_pc(sd,0); //I doubt this is needed.... } else if(strcmp(reg,script_config.die_event_name) == 0){ sd->state.event_death = val; } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){ sd->state.event_kill_pc = val; } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){ sd->state.event_kill_mob = val; } else if(strcmp(reg,script_config.logout_event_name) == 0){ sd->state.event_disconnect = val; } } switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { if(battle_config.error_log) ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type); return 1; } // delete reg if (val == 0) { for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" break; } } return 0; } // change value if found for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { sprintf(sd_reg[i].value, "%d", val); sd->state.reg_dirty |= 1<<(type-1); return 0; } } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); strncpy(sd_reg[i].str, reg, 32); sprintf(sd_reg[i].value, "%d", val); (*max)++; sd->state.reg_dirty |= 1<<(type-1); return 0; } if(battle_config.error_log) ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 1; } int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) { struct global_reg *sd_reg; int i,*max, regmax; nullpo_retr(0, sd); if (reg[strlen(reg)-1] != '$') { if(battle_config.error_log) ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg); return 1; } switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { if(battle_config.error_log) ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type); return 1; } // delete reg if (strcmp(val,"")==0) { for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); break; } } return 0; } // change value if found for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { strncpy(sd_reg[i].value, val, 256); sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 0; } } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); strncpy(sd_reg[i].str, reg, 32); strncpy(sd_reg[i].value, val, 256); (*max)++; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 0; } if(battle_config.error_log) ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 1; } /*========================================== * イベントタイマ??理 *------------------------------------------ */ int pc_eventtimer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd=map_id2sd(id); char *p = (char *)data; int i; if(sd==NULL) return 0; for(i=0;i < MAX_EVENTTIMER;i++){ if( sd->eventtimer[i]==tid ){ sd->eventtimer[i]=-1; npc_event(sd,p,0); break; } } if (p) aFree(p); if(i==MAX_EVENTTIMER) { if(battle_config.error_log) ShowError("pc_eventtimer: no such event timer\n"); } return 0; } /*========================================== * イベントタイマ?追加 *------------------------------------------ */ int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name) { int i; nullpo_retr(0, sd); for(i=0;ieventtimer[i]==-1 ) break; if(ieventtimer[i]=add_timer(gettick()+tick, pc_eventtimer,sd->bl.id,(int)evname); sd->eventcount++; } return 0; } /*========================================== * イベントタイマ?削除 *------------------------------------------ */ int pc_deleventtimer(struct map_session_data *sd,const char *name) { int i; nullpo_retr(0, sd); if (sd->eventcount <= 0) return 0; for(i=0;ieventtimer[i]!=-1 ) { char *p = (char *)(get_timer(sd->eventtimer[i])->data); if(p && strcmp(p, name)==0) { delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i]=-1; sd->eventcount--; aFree(p); break; } } return 0; } /*========================================== * イベントタイマ?カウント値追加 *------------------------------------------ */ int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick) { int i; nullpo_retr(0, sd); for(i=0;ieventtimer[i]!=-1 && strcmp( (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){ addtick_timer(sd->eventtimer[i],tick); break; } return 0; } /*========================================== * イベントタイマ?全削除 *------------------------------------------ */ int pc_cleareventtimer(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if (sd->eventcount <= 0) return 0; for(i=0;ieventtimer[i]!=-1 ){ char *p = (char *)(get_timer(sd->eventtimer[i])->data); delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i]=-1; if (p) aFree(p); } return 0; } // // ? 備物 // /*========================================== * アイテムを?備する *------------------------------------------ */ int pc_equipitem(struct map_session_data *sd,int n,int pos) { int i,nameid, arrow; struct item_data *id; //?生や養子の場合の元の職業を算出する nullpo_retr(0, sd); nameid = sd->status.inventory[n].nameid; id = sd->inventory_data[n]; pos = pc_equippoint(sd,n); if(battle_config.battle_log) ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos); if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris] clif_equipitemack(sd,n,0,0); // fail return 0; } // -- moonsoul (if player is berserk then cannot equip) // if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1){ clif_equipitemack(sd,n,0,0); // fail return 0; } if(pos==0x88){ // アクセサリ用例外?理 int epor=0; if(sd->equip_index[0] >= 0) epor |= sd->status.inventory[sd->equip_index[0]].equip; if(sd->equip_index[1] >= 0) epor |= sd->status.inventory[sd->equip_index[1]].equip; epor &= 0x88; pos = epor == 0x08 ? 0x80 : 0x08; } // 二刀流?理 if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする && (id->equip==2) // ? 手武器 && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有 { int tpos=0; if(sd->equip_index[8] >= 0) tpos |= sd->status.inventory[sd->equip_index[8]].equip; if(sd->equip_index[9] >= 0) tpos |= sd->status.inventory[sd->equip_index[9]].equip; tpos &= 0x02; pos = tpos == 0x02 ? 0x20 : 0x02; } arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT for(i=0;i<11;i++) { if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) { pc_unequipitem(sd,sd->equip_index[i],2); } } // 弓矢?備 if(pos==0x8000){ clif_arrowequip(sd,n); clif_arrow_fail(sd,3); // 3=矢が?備できました } else clif_equipitemack(sd,n,pos,1); for(i=0;i<11;i++) { if(pos & equip_pos[i]) sd->equip_index[i] = n; } sd->status.inventory[n].equip=pos; if(sd->status.inventory[n].equip & 0x0002) { if(sd->inventory_data[n]) sd->weapontype1 = sd->inventory_data[n]->look; else sd->weapontype1 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } if(sd->status.inventory[n].equip & 0x0020) { if(sd->inventory_data[n]) { if(sd->inventory_data[n]->type == 4) { sd->status.shield = 0; if(sd->status.inventory[n].equip == 0x0020) sd->weapontype2 = sd->inventory_data[n]->look; else sd->weapontype2 = 0; } else if(sd->inventory_data[n]->type == 5) { sd->status.shield = sd->inventory_data[n]->look; sd->weapontype2 = 0; } } else sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->status.inventory[n].equip & 0x0001) { if(sd->inventory_data[n]) sd->status.head_bottom = sd->inventory_data[n]->look; else sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & 0x0100) { if(sd->inventory_data[n]) sd->status.head_top = sd->inventory_data[n]->look; else sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & 0x0200) { if(sd->inventory_data[n]) sd->status.head_mid = sd->inventory_data[n]->look; else sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & 0x0040) clif_changelook(&sd->bl,LOOK_SHOES,0); pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT clif_arrowequip(sd,arrow); sd->status.inventory[arrow].equip=32768; } status_calc_pc(sd,0); if(sd->sc.count) { if (sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele)) status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); } return 0; } /*========================================== * ? 備した物を外す * type: * 0 - only unequip * 1 - calculate status after unequipping * 2 - force unequip *------------------------------------------ */ int pc_unequipitem(struct map_session_data *sd,int n,int flag) { short hp = 0, sp = 0; nullpo_retr(0, sd); // -- moonsoul (if player is berserk then cannot unequip) // if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){ clif_unequipitemack(sd,n,0,0); return 0; } if(battle_config.battle_log) ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip); if(sd->status.inventory[n].equip){ int i; for(i=0;i<11;i++) { if(sd->status.inventory[n].equip & equip_pos[i]) { sd->equip_index[i] = -1; if(sd->unequip_losehp[i] > 0) { hp += sd->unequip_losehp[i]; sd->unequip_losehp[i] = 0; } if(sd->unequip_losesp[i] > 0) { sp += sd->unequip_losesp[i]; sd->unequip_losesp[i] = 0; } } } if(sd->status.inventory[n].equip & 0x0002) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex] skill_stop_dancing(&sd->bl); } if(sd->status.inventory[n].equip & 0x0020) { sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->status.inventory[n].equip & 0x0001) { sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & 0x0100) { sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & 0x0200) { sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & 0x0040) clif_changelook(&sd->bl,LOOK_SHOES,0); clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1); sd->status.inventory[n].equip=0; if(flag&1) pc_checkallowskill(sd); if(sd->weapontype1 == 0 && sd->weapontype2 == 0) skill_enchant_elemental_end(&sd->bl,-1); //武器持ち誓えは無?件で?性付?解除 } else { clif_unequipitemack(sd,n,0,0); } if(flag&1) { status_calc_pc(sd,0); if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele)) status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); } if (hp > 0 || sp > 0) { if (hp > sd->status.hp) hp = sd->status.hp; if (sp > sd->status.sp) sp = sd->status.sp; pc_heal(sd,-hp,-sp); } return 0; } /*========================================== * アイテムのindex番?を詰めたり * ? 備品の?備可能チェックを行なう *------------------------------------------ */ int pc_checkitem(struct map_session_data *sd) { int i,j,k,id,calc_flag = 0; struct item_data *it=NULL; nullpo_retr(0, sd); if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam) return 0; // 所持品空き詰め for(i=j=0;istatus.inventory[i].nameid)==0) continue; if( battle_config.item_check && !itemdb_available(id) ){ if(battle_config.error_log) ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name); pc_delitem(sd,i,sd->status.inventory[i].amount,3); continue; } if(i>j){ memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item)); sd->inventory_data[j] = sd->inventory_data[i]; } j++; } if(j < MAX_INVENTORY) memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j)); for(k=j;kinventory_data[k] = NULL; // カ?ト?空き詰め for(i=j=0;istatus.cart[i].nameid)==0 ) continue; if( battle_config.item_check && !itemdb_available(id) ){ if(battle_config.error_log) ShowWarning("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name); pc_cart_delitem(sd,i,sd->status.cart[i].amount,1); continue; } if(i>j){ memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item)); } j++; } if(j < MAX_CART) memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j)); // ? 備位置チェック for(i=0;iinventory_data[i]; if(sd->status.inventory[i].nameid==0) continue; if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) { sd->status.inventory[i].equip=0; calc_flag = 1; } //?備制限チェック if(sd->status.inventory[i].equip && (map[sd->bl.m].flag.pvp||map[sd->bl.m].flag.gvg) && (it->flag.no_equip&1 || !pc_isAllowedCardOn(sd,it->slot,i,1))) { //PVP check for forbiden items. optimized by [Lupus] sd->status.inventory[i].equip=0; calc_flag = 1; } else if(sd->status.inventory[i].equip && map_flag_gvg(sd->bl.m) && (it->flag.no_equip&2 || !pc_isAllowedCardOn(sd,it->slot,i,2))) { //GvG optimized by [Lupus] sd->status.inventory[i].equip=0; calc_flag = 1; } else if(sd->status.inventory[i].equip && (map[sd->bl.m].zone) && (map[sd->bl.m].flag.restricted) && (it->flag.no_equip&map[sd->bl.m].zone)) { // Restricted zone by [Komurka] sd->status.inventory[i].equip=0; calc_flag = 1; } } pc_setequipindex(sd); if(calc_flag) status_calc_pc(sd,2); return 0; } int pc_checkoverhp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.hp == sd->status.max_hp) return 1; if(sd->status.hp > sd->status.max_hp) { sd->status.hp = sd->status.max_hp; clif_updatestatus(sd,SP_HP); return 2; } return 0; } int pc_checkoversp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.sp == sd->status.max_sp) return 1; if(sd->status.sp > sd->status.max_sp) { sd->status.sp = sd->status.max_sp; clif_updatestatus(sd,SP_SP); return 2; } return 0; } /*========================================== * PVP順位計算用(foreachinarea) *------------------------------------------ */ int pc_calc_pvprank_sub(struct block_list *bl,va_list ap) { struct map_session_data *sd1,*sd2=NULL; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd1=(struct map_session_data *)bl); nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *)); if( sd1->pvp_point > sd2->pvp_point ) sd2->pvp_rank++; return 0; } /*========================================== * PVP順位計算 *------------------------------------------ */ int pc_calc_pvprank(struct map_session_data *sd) { int old; struct map_data *m; nullpo_retr(0, sd); nullpo_retr(0, m=&map[sd->bl.m]); old=sd->pvp_rank; if( !(m->flag.pvp) ) return 0; sd->pvp_rank=1; map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0); return sd->pvp_rank; } /*========================================== * PVP順位計算(timer) *------------------------------------------ */ int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd=NULL; if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris] return 0; sd=map_id2sd(id); if(sd==NULL) return 0; sd->pvp_timer=-1; if( pc_calc_pvprank(sd)>0 ) sd->pvp_timer=add_timer( gettick()+PVP_CALCRANK_INTERVAL, pc_calc_pvprank_timer,id,data); return 0; } /*========================================== * sdは結婚しているか(?婚の場合は相方のchar_idを返す) *------------------------------------------ */ int pc_ismarried(struct map_session_data *sd) { if(sd == NULL) return -1; if(sd->status.partner_id > 0) return sd->status.partner_id; else return 0; } /*========================================== * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う) *------------------------------------------ */ int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd) { if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || sd->class_&JOBL_BABY) return -1; sd->status.partner_id = dstsd->status.char_id; dstsd->status.partner_id = sd->status.char_id; return 0; } /*========================================== * sdが離婚(相手はsd->status.partner_idに依る)(相手も同暫ノ離婚?結婚指輪自動?奪) *------------------------------------------ */ int pc_divorce(struct map_session_data *sd) { struct map_session_data *p_sd; if (sd == NULL || !pc_ismarried(sd)) return -1; if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) { int i; if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) { ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id); return -1; } sd->status.partner_id = 0; p_sd->status.partner_id = 0; for (i = 0; i < MAX_INVENTORY; i++) { if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(sd, i, 1, 0); if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(p_sd, i, 1, 0); } clif_divorced(sd, p_sd->status.name); clif_divorced(p_sd, sd->status.name); } else { ShowError("pc_divorce: p_sd nullpo\n"); return -1; } return 0; } /*========================================== * sd - father dstsd - mother jasd - child */ int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd) { int j; if (sd == NULL || dstsd == NULL || jasd == NULL || sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 || sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id || sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0) return -1; jasd->status.father = sd->status.char_id; jasd->status.mother = dstsd->status.char_id; sd->status.child = jasd->status.char_id; dstsd->status.child = jasd->status.char_id; for (j=0; j < MAX_INVENTORY; j++) { if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0) pc_unequipitem(jasd, j, 3); } if (pc_jobchange(jasd, 4023, 0) == 0) { //Success, and give Junior the Baby skills. [Skotlex] pc_skill(jasd,WE_BABY,1,0); pc_skill(jasd,WE_CALLPARENT,1,0); clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed. //We should also grant the parent skills to the parents [Skotlex] pc_skill(sd,WE_CALLBABY,1,0); pc_skill(dstsd,WE_CALLBABY,1,0); } else { clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job. return -1; } return 0; } /*========================================== * sdの相方のmap_session_dataを返す *------------------------------------------ */ struct map_session_data *pc_get_partner(struct map_session_data *sd) { //struct map_session_data *p_sd = NULL; //char *nick; //if(sd == NULL || !pc_ismarried(sd)) // return NULL; //nick=map_charid2nick(sd->status.partner_id); //if (nick==NULL) // return NULL; //if((p_sd=map_nick2sd(nick)) == NULL ) // return NULL; if (sd && pc_ismarried(sd)) // charid2sd returns NULL if not found return map_charid2sd(sd->status.partner_id); return NULL; } struct map_session_data *pc_get_father (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.father > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.father); return NULL; } struct map_session_data *pc_get_mother (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.mother); return NULL; } struct map_session_data *pc_get_child (struct map_session_data *sd) { if (sd && pc_ismarried(sd) && sd->status.child > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.child); return NULL; } // // 自然回復物 // /*========================================== * SP回復量計算 *------------------------------------------ */ static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; static int pc_spheal(struct map_session_data *sd) { int a = natural_heal_diff_tick; nullpo_retr(0, sd); if(pc_issit(sd)) a += a; if (sd->sc.count) { if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト a += a; if (sd->sc.data[SC_REGENERATION].timer != -1) a *= sd->sc.data[SC_REGENERATION].val1; } // Re-added back to status_calc //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG] //a += a*skill*3/100; if (sd->status.guild_id > 0) { struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris] if(gc) { struct guild *g = guild_search(sd->status.guild_id); if(g && g->guild_id == gc->guild_id) a += a; } // end addition [Valaris] } if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN)) a += a; return a; } /*========================================== * HP回復量計算 *------------------------------------------ */ static int pc_hpheal(struct map_session_data *sd) { int a = natural_heal_diff_tick; nullpo_retr(0, sd); if(pc_issit(sd)) a += a; if (sd->sc.count) { if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT a += a; if (sd->sc.data[SC_REGENERATION].timer != -1) a *= sd->sc.data[SC_REGENERATION].val1; } if (sd->status.guild_id > 0) { struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris] if(gc) { struct guild *g = guild_search(sd->status.guild_id); if(g && g->guild_id == gc->guild_id) a += a; } // end addition [Valaris] } if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN)) a += a; return a; } static int pc_natural_heal_hp(struct map_session_data *sd) { int bhp; int inc_num,bonus,hp_flag; nullpo_retr(0, sd); if (sd->no_regen & 1) return 0; if(pc_checkoverhp(sd)) { sd->hp_sub = sd->inchealhptick = 0; return 0; } bhp=sd->status.hp; hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1); if(sd->walktimer == -1) { inc_num = pc_hpheal(sd); if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス sd->hp_sub += 2*inc_num; sd->inchealhptick += 3*natural_heal_diff_tick; } else { sd->hp_sub += inc_num; sd->inchealhptick += natural_heal_diff_tick; } } else if(hp_flag) { inc_num = pc_hpheal(sd); sd->hp_sub += inc_num; sd->inchealhptick = 0; } else { sd->hp_sub = sd->inchealhptick = 0; return 0; } if(sd->hp_sub >= battle_config.natural_healhp_interval) { bonus = sd->nhealhp; if(hp_flag) { bonus >>= 2; if(bonus <= 0) bonus = 1; } while(sd->hp_sub >= battle_config.natural_healhp_interval) { sd->hp_sub -= battle_config.natural_healhp_interval; if(sd->status.hp + bonus <= sd->status.max_hp) sd->status.hp += bonus; else { sd->status.hp = sd->status.max_hp; sd->hp_sub = sd->inchealhptick = 0; } } } if(bhp!=sd->status.hp) clif_updatestatus(sd,SP_HP); if(sd->nshealhp > 0) { if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) { bonus = sd->nshealhp; while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) { sd->inchealhptick -= battle_config.natural_heal_skill_interval; if(sd->status.hp + bonus <= sd->status.max_hp) sd->status.hp += bonus; else { bonus = sd->status.max_hp - sd->status.hp; sd->status.hp = sd->status.max_hp; sd->hp_sub = sd->inchealhptick = 0; } clif_heal(sd->fd,SP_HP,bonus); } } } else sd->inchealhptick = 0; return 0; } static int pc_natural_heal_sp(struct map_session_data *sd) { int bsp; int inc_num,bonus; nullpo_retr(0, sd); if (sd->no_regen & 2) return 0; if(pc_checkoversp(sd)) { sd->sp_sub = sd->inchealsptick = 0; return 0; } bsp=sd->status.sp; inc_num = pc_spheal(sd); if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)) sd->sp_sub += inc_num; if(sd->walktimer == -1) sd->inchealsptick += natural_heal_diff_tick; else sd->inchealsptick = 0; if(sd->sp_sub >= battle_config.natural_healsp_interval){ bonus = sd->nhealsp;; while(sd->sp_sub >= battle_config.natural_healsp_interval){ sd->sp_sub -= battle_config.natural_healsp_interval; if(sd->status.sp + bonus <= sd->status.max_sp) sd->status.sp += bonus; else { sd->status.sp = sd->status.max_sp; sd->sp_sub = sd->inchealsptick = 0; } } } if(bsp != sd->status.sp) clif_updatestatus(sd,SP_SP); if(sd->nshealsp > 0) { if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) { if(sd->doridori_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { bonus = sd->nshealsp*2; sd->doridori_counter = 0; } else bonus = sd->nshealsp; while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) { sd->inchealsptick -= battle_config.natural_heal_skill_interval; if(sd->status.sp + bonus <= sd->status.max_sp) sd->status.sp += bonus; else { bonus = sd->status.max_sp - sd->status.sp; sd->status.sp = sd->status.max_sp; sd->sp_sub = sd->inchealsptick = 0; } clif_heal(sd->fd,SP_SP,bonus); } } } else sd->inchealsptick = 0; return 0; } static int pc_spirit_heal_hp(struct map_session_data *sd) { int bonus_hp,interval = battle_config.natural_heal_skill_interval; nullpo_retr(0, sd); if(pc_checkoverhp(sd)) { sd->inchealspirithptick = 0; return 0; } sd->inchealspirithptick += natural_heal_diff_tick; if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) interval += interval; if(sd->inchealspirithptick >= interval) { bonus_hp = sd->nsshealhp; if(sd->doridori_counter && pc_checkskill(sd,TK_HPTIME) > 0) { //TK_HPTIME doridori provided bonus [Dralnu] bonus_hp += sd->nsshealhp; if (!sd->nsshealsp) //If there's sp regen, this gets clear in the next function. [Skotlex] sd->doridori_counter = 0; } while(sd->inchealspirithptick >= interval) { if(pc_issit(sd)) { sd->inchealspirithptick -= interval; if(sd->status.hp < sd->status.max_hp) { if(sd->status.hp + bonus_hp <= sd->status.max_hp) sd->status.hp += bonus_hp; else { bonus_hp = sd->status.max_hp - sd->status.hp; sd->status.hp = sd->status.max_hp; } clif_heal(sd->fd,SP_HP,bonus_hp); sd->inchealspirithptick = 0; } }else{ sd->inchealspirithptick -= natural_heal_diff_tick; break; } } } return 0; } static int pc_spirit_heal_sp(struct map_session_data *sd) { int bonus_sp,interval = battle_config.natural_heal_skill_interval; nullpo_retr(0, sd); if(pc_checkoversp(sd)) { sd->inchealspiritsptick = 0; return 0; } sd->inchealspiritsptick += natural_heal_diff_tick; if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) interval += interval; if(sd->inchealspiritsptick >= interval) { bonus_sp = sd->nsshealsp; if(sd->doridori_counter && pc_checkskill(sd,TK_SPTIME) > 0) { //TK_SPTIME doridori provided bonus [Dralnu] bonus_sp += sd->nsshealsp; sd->doridori_counter = 0; } while(sd->inchealspiritsptick >= interval) { if(pc_issit(sd)) { sd->inchealspiritsptick -= interval; if(sd->status.sp < sd->status.max_sp) { if(sd->status.sp + bonus_sp <= sd->status.max_sp) sd->status.sp += bonus_sp; else { bonus_sp = sd->status.max_sp - sd->status.sp; sd->status.sp = sd->status.max_sp; } clif_heal(sd->fd,SP_SP,bonus_sp); sd->inchealspiritsptick = 0; } }else{ sd->inchealspiritsptick -= natural_heal_diff_tick; break; } } } return 0; } static int pc_bleeding (struct map_session_data *sd) { int hp = 0, sp = 0; nullpo_retr(0, sd); if (sd->hp_loss_value > 0) { sd->hp_loss_tick += natural_heal_diff_tick; if (sd->hp_loss_tick >= sd->hp_loss_rate) { do { hp += sd->hp_loss_value; sd->hp_loss_tick -= sd->hp_loss_rate; } while (sd->hp_loss_tick >= sd->hp_loss_rate); sd->hp_loss_tick = 0; } } if (sd->sp_loss_value > 0) { sd->sp_loss_tick += natural_heal_diff_tick; if (sd->sp_loss_tick >= sd->sp_loss_rate) { do { sp += sd->sp_loss_value; sd->sp_loss_tick -= sd->sp_loss_rate; } while (sd->sp_loss_tick >= sd->sp_loss_rate); sd->sp_loss_tick = 0; } } if (hp > 0 || sp > 0) pc_heal(sd,-hp,-sp); return 0; } /*========================================== * HP/SP 自然回復 各クライアント *------------------------------------------ */ static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) { int tick; nullpo_retr(0, sd); tick = va_arg(ap,int); // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status) if (pc_isdead(sd) || pc_ishiding(sd) || //-- cannot regen for 5 minutes after using Berserk --- [Celest] (sd->sc.count && ( (sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) || (sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) || sd->sc.data[SC_BERSERK].timer != -1 || sd->sc.data[SC_TRICKDEAD].timer != -1 || sd->sc.data[SC_BLEEDING].timer != -1 )) ) { //Cannot heal neither natural or special. sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0; sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0; } else { if (DIFF_TICK (tick, sd->canregen_tick)<0 || sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP sd->hp_sub = sd->inchealhptick = 0; sd->sp_sub = sd->inchealsptick = 0; } else { //natural heal pc_natural_heal_hp(sd); if(sd->sc.count && ( sd->sc.data[SC_EXTREMITYFIST].timer != -1 || sd->sc.data[SC_DANCING].timer != -1 )) //No SP natural heal. sd->sp_sub = sd->inchealsptick = 0; else pc_natural_heal_sp(sd); sd->canregen_tick = tick; } //Sitting Healing if (sd->nsshealhp) pc_spirit_heal_hp(sd); if (sd->nsshealsp) pc_spirit_heal_sp(sd); } if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0) pc_bleeding(sd); else sd->hp_loss_tick = sd->sp_loss_tick = 0; return 0; } /*========================================== * HP/SP自然回復 (interval timer??) *------------------------------------------ */ int pc_natural_heal(int tid,unsigned int tick,int id,int data) { natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); clif_foreachclient(pc_natural_heal_sub, tick); natural_heal_prev_tick = tick; return 0; } /*========================================== * セ?ブポイントの保存 *------------------------------------------ */ int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y) { nullpo_retr(0, sd); sd->status.save_point.map = mapindex; sd->status.save_point.x = x; sd->status.save_point.y = y; return 0; } /*========================================== * 自動セ?ブ 各クライアント *------------------------------------------ */ static int last_save_fd,save_flag; static int pc_autosave_sub(struct map_session_data *sd,va_list ap) { nullpo_retr(0, sd); Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd); if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect) { // pet if(sd->status.pet_id > 0 && sd->pd) intif_save_petdata(sd->status.account_id,&sd->pet); chrif_save(sd,0); save_flag=1; last_save_fd = sd->fd; } return 0; } /*========================================== * 自動セ?ブ (timer??) *------------------------------------------ */ int pc_autosave(int tid,unsigned int tick,int id,int data) { int interval; save_flag=0; clif_foreachclient(pc_autosave_sub); if(save_flag==0) last_save_fd=0; interval = autosave_interval/(clif_countusers()+1); if(interval <= 0) interval = 1; add_timer(gettick()+interval,pc_autosave,0,0); return 0; } int pc_read_gm_account(int fd) { int i = 0; RFIFOHEAD(fd); if (gm_account != NULL) aFree(gm_account); GM_num = 0; gm_account = (struct gm_account *) aCallocA(((RFIFOW(fd,2) - 4) / 5), sizeof(struct gm_account)); for (i = 4; i < RFIFOW(fd,2); i = i + 5) { gm_account[GM_num].account_id = RFIFOL(fd,i); gm_account[GM_num].level = (int)RFIFOB(fd,i+4); //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level); GM_num++; } return GM_num; } /*================================================ * timer to do the day [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------ */ int map_day_timer(int tid, unsigned int tick, int id, int data) { char tmp_soutput[1024]; struct map_session_data *pl_sd; if (data == 0 && battle_config.day_duration <= 0) // if we want a day return 0; if (night_flag != 0) { int i; night_flag = 0; // 0=day, 1=night [Yor] for(i = 0; i < fd_max; i++) { if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd) { if (pl_sd->state.night) { clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex] pl_sd->state.night = 0; } } } strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived! intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0); } return 0; } /*================================================ * timer to do the night [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------ */ int map_night_timer(int tid, unsigned int tick, int id, int data) { char tmp_soutput[1024]; struct map_session_data *pl_sd; if (data == 0 && battle_config.night_duration <= 0) // if we want a night return 0; if (night_flag == 0) { int i; night_flag = 1; // 0=day, 1=night [Yor] for(i = 0; i < fd_max; i++) { if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd) { if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) { clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex] pl_sd->state.night = 1; } } } strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen... intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0); } return 0; } void pc_setstand(struct map_session_data *sd){ nullpo_retv(sd); if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1) status_change_end(&sd->bl,SC_TENSIONRELAX,-1); sd->state.dead_sit = 0; } 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; } // // 初期化物 // /*========================================== * 設定ファイル?み?む * exp.txt 必要??値 * job_db1.txt 重量,hp,sp,攻?速度 * job_db2.txt job能力値ボ?ナス * skill_tree.txt 各職?のスキルツリ? * attr_fix.txt ?性修正テ?ブル * size_fix.txt サイズ補正テ?ブル * refine_db.txt 精?デ?タテ?ブル *------------------------------------------ */ int pc_readdb(void) { int i,j,k; FILE *fp; char line[24000],*p; // 必要??値?み?み memset(exp_table,0,sizeof(exp_table)); memset(max_level,0,sizeof(max_level)); sprintf(line, "%s/exp.txt", db_path); fp=fopen(line, "r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line)-1, fp)){ int jobs[MAX_PC_CLASS], job_count, job; int type; unsigned int max; char *split[4]; if(line[0]=='/' && line[1]=='/') continue; if (pc_split_str(line,split,4) < 4) continue; job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS); if (job_count < 1) continue; job = jobs[0]; if (!pcdb_checkid(job)) { ShowError("pc_readdb: Invalid job ID %d.\n", job); continue; } type = atoi(split[2]); if (type < 0 || type > 1) { ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type); continue; } max = atoi(split[0]); if (max > MAX_LEVEL) { ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", max, job, MAX_LEVEL); max = MAX_LEVEL; } //We send one less and then one more because the last entry in the exp array should hold 0. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',max-1)+1; //Reverse check in case the array has a bunch of trailing zeros... [Skotlex] //The reasoning behind the -2 is this... if the max level is 5, then the array //should look like this: //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3. while ((i = max_level[job][type]-2) >= 0 && exp_table[job][type][i] <= 0) max_level[job][type]--; if (max_level[job][type] < max) { ShowWarning("pc_readdb: Specified max %d for job %d, but that job's exp table only goes up to level %d.\n", max, job, max_level[job][type]); ShowNotice("(You may still reach lv %d through scripts/gm-commands)\n"); max_level[job][type] = max; } // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]); for (i = 1; i < job_count; i++) { job = jobs[i]; if (!pcdb_checkid(job)) { ShowError("pc_readdb: Invalid job ID %d.\n", job); continue; } memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0])); max_level[job][type] = max; // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]); } } fclose(fp); for (i = 0; i < MAX_PC_CLASS; i++) { if (!pcdb_checkid(i)) continue; if (i == JOB_WEDDING || i == JOB_XMAS) continue; //Classes that do not need exp tables. if (!max_level[i][0]) ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i); if (!max_level[i][1]) ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i); } ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt"); // スキルツリ? memset(skill_tree,0,sizeof(skill_tree)); sprintf(line, "%s/skill_tree.txt", db_path); fp=fopen(line,"r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line)-1, fp)){ char *split[50]; int f=0, m=3; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j<14 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(j<13) continue; if (j == 14) { f=1; // MinJobLvl has been added m++; } // check for bounds [celest] if (atoi(split[0]) >= MAX_PC_CLASS) continue; k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex] for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++); if (j == MAX_SKILL_TREE) { ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0])); continue; } skill_tree[atoi(split[0])][j].id=k; skill_tree[atoi(split[0])][j].max=atoi(split[2]); if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]); for(k=0;k<5;k++){ skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]); skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]); } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt"); // ?性修正テ?ブル for(i=0;i<4;i++) for(j=0;j<10;j++) for(k=0;k<10;k++) attr_fix_table[i][j][k]=100; sprintf(line, "%s/attr_fix.txt", db_path); fp=fopen(line,"r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line)-1, fp)){ char *split[10]; int lv,n; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j<3 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } lv=atoi(split[0]); n=atoi(split[1]); for(i=0;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"%s"CL_RESET"'.\n","attr_fix.txt"); // スキルツリ? memset(statp,0,sizeof(statp)); i=1; j=45; // base points sprintf(line, "%s/statpoint.txt", db_path); fp=fopen(line,"r"); if(fp == NULL){ ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line); //return 1; } else { while(fgets(line, sizeof(line)-1, fp)){ if(line[0]=='/' && line[1]=='/') continue; if ((j=atoi(line))<0) j=0; if (i >= MAX_LEVEL) break; statp[i]=j; i++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt"); } // generate the remaining parts of the db if necessary for (; i < MAX_LEVEL; i++) { j += (i+15)/5; statp[i] = j; } return 0; } // Read MOTD on startup. [Valaris] int pc_read_motd(void) { FILE *fp; int ln=0,i=0; memset(motd_text,0,sizeof(motd_text)); if ((fp = fopen(motd_txt, "r")) != NULL) { while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) { if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/') continue; for(i=0; motd_text[ln][i]; i++) { if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') { if(i) motd_text[ln][i]=0; else motd_text[ln][0]=' '; ln++; break; } } } fclose(fp); } else if(battle_config.error_log) ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt); return 0; } /*========================================== * pc? 係初期化 *------------------------------------------ */ void do_final_pc(void) { if (gm_account) aFree(gm_account); return; } int do_init_pc(void) { pc_readdb(); pc_read_motd(); // Read MOTD [Valaris] add_timer_func_list(pc_walk, "pc_walk"); add_timer_func_list(pc_attack_timer, "pc_attack_timer"); add_timer_func_list(pc_natural_heal, "pc_natural_heal"); add_timer_func_list(pc_invincible_timer, "pc_invincible_timer"); add_timer_func_list(pc_eventtimer, "pc_eventtimer"); add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer"); add_timer_func_list(pc_autosave, "pc_autosave"); add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer"); add_timer_func_list(pc_blockskill_end, "pc_blockskill_end"); add_timer_func_list(pc_follow_timer, "pc_follow_timer"); natural_heal_prev_tick = gettick(); add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL); add_timer(gettick() + autosave_interval, pc_autosave, 0, 0); if (battle_config.day_duration > 0 && battle_config.night_duration > 0) { int day_duration = battle_config.day_duration; int night_duration = battle_config.night_duration; // add night/day timer (by [yor]) add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor] add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor] if (!battle_config.night_at_start) { night_flag = 0; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration); } else { night_flag = 1; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration); } } return 0; }