/**
* This file is part of Hercules.
* http://herc.ws - http://github.com/HerculesWS/Hercules
*
* Copyright (C) 2012-2016 Hercules Dev Team
* Copyright (C) Athena Dev Teams
*
* Hercules is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#define HERCULES_CORE
#include "config/core.h" // DBPATH, GP_BOUND_ITEMS, MAX_SPIRITBALL, RENEWAL, RENEWAL_ASPD, RENEWAL_CAST, RENEWAL_DROP, RENEWAL_EXP, SECURE_NPCTIMEOUT
#include "pc.h"
#include "map/atcommand.h" // get_atcommand_level()
#include "map/battle.h" // battle_config
#include "map/battleground.h"
#include "map/channel.h"
#include "map/chat.h"
#include "map/chrif.h"
#include "map/clif.h"
#include "map/date.h" // is_day_of_*()
#include "map/duel.h"
#include "map/elemental.h"
#include "map/guild.h" // guild-"search(), guild_request_info()
#include "map/homunculus.h"
#include "map/instance.h"
#include "map/intif.h"
#include "map/itemdb.h"
#include "map/log.h"
#include "map/mail.h"
#include "map/map.h"
#include "map/mercenary.h"
#include "map/mob.h" // struct mob_data
#include "map/npc.h" // fake_nd
#include "map/party.h" // party-"search()
#include "map/path.h"
#include "map/pc_groups.h"
#include "map/pet.h" // pet_unlocktarget()
#include "map/quest.h"
#include "map/script.h" // script_config
#include "map/skill.h"
#include "map/status.h" // struct status_data
#include "map/storage.h"
#include "common/cbasetypes.h"
#include "common/conf.h"
#include "common/core.h" // get_svn_revision()
#include "common/HPM.h"
#include "common/memmgr.h"
#include "common/mmo.h" // NAME_LENGTH, MAX_CARTS, NEW_CARTS
#include "common/nullpo.h"
#include "common/random.h"
#include "common/showmsg.h"
#include "common/socket.h"
#include "common/sql.h"
#include "common/strlib.h" // safestrncpy()
#include "common/sysinfo.h"
#include "common/timer.h"
#include "common/utils.h"
#include
#include
#include
#include
struct pc_interface pc_s;
struct pc_interface *pc;
//Converts a class to its array index for CLASS_COUNT defined arrays.
//Note that it does not do a validity check for speed purposes, where parsing
//player input make sure to use a pc->db_checkid first!
int pc_class2idx(int class)
{
if (class >= JOB_NOVICE_HIGH) {
class += - JOB_NOVICE_HIGH + JOB_MAX_BASIC;
}
Assert_ret(class >= 0 && class < CLASS_COUNT);
return class;
}
/**
* Creates a new dummy map session data.
* Used when there is no real player attached, but it is
* required to provide a session.
* Caller must release dummy on its own when it's no longer needed.
*/
struct map_session_data* pc_get_dummy_sd(void)
{
struct map_session_data *dummy_sd;
CREATE(dummy_sd, struct map_session_data, 1);
dummy_sd->group = pcg->get_dummy_group(); // map_session_data.group is expected to be non-NULL at all times
return dummy_sd;
}
/**
* Sets player's group.
* Caller should handle error (preferably display message and disconnect).
* @param group_id Group ID
* @return 1 on error, 0 on success
*/
int pc_set_group(struct map_session_data *sd, int group_id)
{
GroupSettings *group = pcg->id2group(group_id);
nullpo_retr(1, sd);
if (group == NULL)
return 1;
sd->group_id = group_id;
sd->group = group;
return 0;
}
/**
* Checks if commands used by player should be logged.
*/
bool pc_should_log_commands(struct map_session_data *sd)
{
nullpo_retr(true, sd);
return pcg->should_log_commands(sd->group);
}
int pc_invincible_timer(int tid, int64 tick, int id, intptr_t data)
{
struct map_session_data *sd = map->id2sd(id);
if (sd == NULL)
return 1;
if(sd->invincible_timer != tid){
ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
return 0;
}
sd->invincible_timer = INVALID_TIMER;
skill->unit_move(&sd->bl,tick,1);
return 0;
}
void pc_setinvincibletimer(struct map_session_data* sd, int val)
{
nullpo_retv(sd);
val += map->list[sd->bl.m].invincible_time_inc;
if( sd->invincible_timer != INVALID_TIMER )
timer->delete(sd->invincible_timer,pc->invincible_timer);
sd->invincible_timer = timer->add(timer->gettick()+val,pc->invincible_timer,sd->bl.id,0);
}
void pc_delinvincibletimer(struct map_session_data* sd)
{
nullpo_retv(sd);
if( sd->invincible_timer != INVALID_TIMER )
{
timer->delete(sd->invincible_timer,pc->invincible_timer);
sd->invincible_timer = INVALID_TIMER;
skill->unit_move(&sd->bl,timer->gettick(),1);
}
}
int pc_spiritball_timer(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd = map->id2sd(id);
int i;
if (sd == NULL)
return 1;
if( sd->spiritball <= 0 )
{
ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid);
sd->spiritball = 0;
return 0;
}
ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
if( i == sd->spiritball )
{
ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
return 0;
}
sd->spiritball--;
if( i != sd->spiritball )
memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
clif->spiritball(&sd->bl);
return 0;
}
/**
* Get the possible number of spiritball that a player can call.
* @param sd the affected player structure
* @param min the minimum number of spiritball regardless the level of MO_CALLSPIRITS
* @retval total number of spiritball
**/
int pc_getmaxspiritball(struct map_session_data *sd, int min) {
int result;
nullpo_ret(sd);
result = pc->checkskill(sd, MO_CALLSPIRITS);
if ( min && result < min )
result = min;
else if ( sd->sc.data[SC_RAISINGDRAGON] )
result += sd->sc.data[SC_RAISINGDRAGON]->val1;
if ( result > MAX_SPIRITBALL )
result = MAX_SPIRITBALL;
return result;
}
int pc_addspiritball(struct map_session_data *sd,int interval,int max)
{
int tid, i;
nullpo_ret(sd);
if(max > MAX_SPIRITBALL)
max = MAX_SPIRITBALL;
if(sd->spiritball < 0)
sd->spiritball = 0;
if( sd->spiritball && sd->spiritball >= max ) {
if(sd->spirit_timer[0] != INVALID_TIMER)
timer->delete(sd->spirit_timer[0],pc->spiritball_timer);
sd->spiritball--;
if( sd->spiritball != 0 )
memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
}
tid = timer->add(timer->gettick()+interval, pc->spiritball_timer, sd->bl.id, 0);
ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(timer->get(tid)->tick, timer->get(sd->spirit_timer[i])->tick) < 0);
if( i != sd->spiritball )
memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
sd->spirit_timer[i] = tid;
sd->spiritball++;
if ((sd->job & MAPID_THIRDMASK) == MAPID_ROYAL_GUARD)
clif->millenniumshield(&sd->bl,sd->spiritball);
else
clif->spiritball(&sd->bl);
return 0;
}
int pc_delspiritball(struct map_session_data *sd,int count,int type)
{
int i;
nullpo_ret(sd);
if(sd->spiritball <= 0) {
sd->spiritball = 0;
return 0;
}
if(count <= 0)
return 0;
if(count > sd->spiritball)
count = sd->spiritball;
sd->spiritball -= count;
if(count > MAX_SPIRITBALL)
count = MAX_SPIRITBALL;
for(i=0;ispirit_timer[i] != INVALID_TIMER) {
timer->delete(sd->spirit_timer[i],pc->spiritball_timer);
sd->spirit_timer[i] = INVALID_TIMER;
}
}
for(i=count;ispirit_timer[i-count] = sd->spirit_timer[i];
sd->spirit_timer[i] = INVALID_TIMER;
}
if(!type) {
if ((sd->job & MAPID_THIRDMASK) == MAPID_ROYAL_GUARD)
clif->millenniumshield(&sd->bl,sd->spiritball);
else
clif->spiritball(&sd->bl);
}
return 0;
}
int pc_check_banding(struct block_list *bl, va_list ap)
{
int *c, *b_sd;
struct block_list *src;
const struct map_session_data *tsd;
struct status_change *sc;
nullpo_ret(bl);
Assert_ret(bl->type == BL_PC);
tsd = BL_UCCAST(BL_PC, bl);
nullpo_ret(src = va_arg(ap,struct block_list *));
c = va_arg(ap,int *);
b_sd = va_arg(ap, int *);
if(pc_isdead(tsd))
return 0;
sc = status->get_sc(bl);
if( sc && sc->data[SC_BANDING] )
{
b_sd[(*c)++] = tsd->bl.id;
return 1;
}
return 0;
}
int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
int c;
int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
int i, j, hp, extra_hp = 0, tmp_qty = 0;
struct map_session_data *bsd;
struct status_change *sc;
int range = skill->get_splash(LG_BANDING,skill_lv);
nullpo_ret(sd);
c = 0;
memset(b_sd, 0, sizeof(b_sd));
i = party->foreachsamemap(pc->check_banding,sd,range,&sd->bl,&c,&b_sd);
if( c < 1 ) {
//just recalc status no need to recalc hp
if( (sc = status->get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] ) {
// No more Royal Guards in Banding found.
sc->data[SC_BANDING]->val2 = 0; // Reset the counter
status_calc_bl(&sd->bl, status->sc2scb_flag(SC_BANDING));
}
return 0;
}
//Add yourself
hp = status_get_hp(&sd->bl);
i++;
// Get total HP of all Royal Guards in party.
for( j = 0; j < i; j++ ) {
bsd = map->id2sd(b_sd[j]);
if( bsd != NULL )
hp += status_get_hp(&bsd->bl);
}
// Set average HP.
hp = hp / i;
// If a Royal Guard have full HP, give more HP to others that haven't full HP.
for (j = 0; j < i; j++) {
int tmp_hp;
bsd = map->id2sd(b_sd[j]);
if (bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0) {
extra_hp += tmp_hp;
tmp_qty++;
}
}
if( extra_hp > 0 && tmp_qty > 0 )
hp += extra_hp / tmp_qty;
for( j = 0; j < i; j++ ) {
bsd = map->id2sd(b_sd[j]);
if( bsd != NULL ) {
status->set_hp(&bsd->bl,hp,0); // Set hp
if( (sc = status->get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] ) {
sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
status_calc_bl(&bsd->bl, status->sc2scb_flag(SC_BANDING)); // Set atk and def.
}
}
}
return c;
}
/**
* Increases a player's fame points and displays a notice to them.
*
* If the character's job class doesn't allow the specified rank type, nothing
* happens and the request is ignored.
*
* @param sd The target character.
* @param type The fame list type (@see enum fame_list_type).
* @param count The amount of points to add.
*/
void pc_addfame(struct map_session_data *sd, int ranktype, int count)
{
nullpo_retv(sd);
switch (ranktype) {
case RANKTYPE_BLACKSMITH:
if ((sd->job & MAPID_UPPERMASK) != MAPID_BLACKSMITH)
return;
break;
case RANKTYPE_ALCHEMIST:
if ((sd->job & MAPID_UPPERMASK) != MAPID_ALCHEMIST)
return;
break;
case RANKTYPE_TAEKWON:
if ((sd->job & MAPID_UPPERMASK) != MAPID_TAEKWON)
return;
break;
case RANKTYPE_PK:
// Not supported
FALLTHROUGH
default:
Assert_retv(0);
}
sd->status.fame += count;
if (sd->status.fame > MAX_FAME)
sd->status.fame = MAX_FAME;
clif->update_rankingpoint(sd, ranktype, count);
chrif->updatefamelist(sd);
}
/**
* Returns a character's rank in the specified fame list.
*
* @param char_id The character ID.
* @param ranktype The rank list type (@see enum fame_list_type).
* @return The rank position (1-based index)
* @retval 0 if the character isn't in the specified list.
*/
int pc_fame_rank(int char_id, int ranktype)
{
int i;
switch (ranktype) {
case RANKTYPE_BLACKSMITH:
for (i = 0; i < MAX_FAME_LIST; i++) {
if (pc->smith_fame_list[i].id == char_id)
return i + 1;
}
break;
case RANKTYPE_ALCHEMIST:
for (i = 0; i < MAX_FAME_LIST; i++) {
if (pc->chemist_fame_list[i].id == char_id)
return i + 1;
}
break;
case RANKTYPE_TAEKWON:
for (i = 0; i < MAX_FAME_LIST; i++) {
if (pc->taekwon_fame_list[i].id == char_id)
return i + 1;
}
break;
case RANKTYPE_PK: // Not implemented
FALLTHROUGH
default:
Assert_ret(0);
}
return 0;
}
/**
* Returns the appropriate fame list type for the given job.
*
* @param job_mapid The job (in MapID format)
* @return the appropriate fame list type (@see enum fame_list_type).
* @retval RANKTYPE_UNKNOWN if no appropriate type exists.
*/
int pc_famelist_type(uint16 job_mapid) {
switch (job_mapid & MAPID_UPPERMASK) {
case MAPID_BLACKSMITH:
return RANKTYPE_BLACKSMITH;
case MAPID_ALCHEMIST:
return RANKTYPE_ALCHEMIST;
case MAPID_TAEKWON:
return RANKTYPE_TAEKWON;
default:
return RANKTYPE_UNKNOWN;
}
}
int pc_setrestartvalue(struct map_session_data *sd,int type) {
struct status_data *st, *bst;
nullpo_ret(sd);
bst = &sd->base_status;
st = &sd->battle_status;
if (type&1) {
//Normal resurrection
st->hp = 1; //Otherwise status->heal may fail if dead.
status->heal(&sd->bl, bst->hp, 0, 1);
if( st->sp < bst->sp )
status->set_sp(&sd->bl, bst->sp, 1);
} else { //Just for saving on the char-server (with values as if respawned)
sd->status.hp = bst->hp;
sd->status.sp = (st->sp < bst->sp) ? bst->sp : st->sp;
}
return 0;
}
/*==========================================
Rental System
*------------------------------------------*/
int pc_inventory_rental_end(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd = map->id2sd(id);
if( sd == NULL )
return 0;
if( tid != sd->rental_timer )
{
ShowError("pc_inventory_rental_end: invalid timer id.\n");
return 0;
}
pc->inventory_rentals(sd);
return 1;
}
int pc_inventory_rental_clear(struct map_session_data *sd)
{
nullpo_ret(sd);
if( sd->rental_timer != INVALID_TIMER )
{
timer->delete(sd->rental_timer, pc->inventory_rental_end);
sd->rental_timer = INVALID_TIMER;
}
return 1;
}
/* assumes i is valid (from default areas where it is called, it is) */
void pc_rental_expire(struct map_session_data *sd, int i) {
short nameid;
nullpo_retv(sd);
Assert_retv(i >= 0 && i < MAX_INVENTORY);
nameid = sd->status.inventory[i].nameid;
/* Soon to be dropped, we got plans to integrate it with item db */
switch( nameid ) {
case ITEMID_BOARDING_HALTER:
status_change_end(&sd->bl,SC_ALL_RIDING,INVALID_TIMER);
break;
case ITEMID_LOVE_ANGEL:
if( sd->status.font == 1 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_SQUIRREL:
if( sd->status.font == 2 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_GOGO:
if( sd->status.font == 3 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_PICTURE_DIARY:
if( sd->status.font == 4 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_MINI_HEART:
if( sd->status.font == 5 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_NEWCOMER:
if( sd->status.font == 6 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_KID:
if( sd->status.font == 7 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_MAGIC_CASTLE:
if( sd->status.font == 8 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
case ITEMID_BULGING_HEAD:
if( sd->status.font == 9 ) {
sd->status.font = 0;
clif->font(sd);
}
break;
}
clif->rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
pc->delitem(sd, i, sd->status.inventory[i].amount, 0, DELITEM_NORMAL, LOG_TYPE_RENTAL);
}
void pc_inventory_rentals(struct map_session_data *sd)
{
int i, c = 0;
int64 expire_tick, next_tick = INT64_MAX;
nullpo_retv(sd);
for( i = 0; i < MAX_INVENTORY; i++ )
{ // Check for Rentals on Inventory
if( sd->status.inventory[i].nameid == 0 )
continue; // Nothing here
if( sd->status.inventory[i].expire_time == 0 )
continue;
if( sd->status.inventory[i].expire_time <= time(NULL) ) {
pc->rental_expire(sd,i);
} else {
expire_tick = (int64)(sd->status.inventory[i].expire_time - time(NULL)) * 1000;
clif->rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000));
next_tick = min(expire_tick, next_tick);
c++;
}
}
if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days
sd->rental_timer = timer->add(timer->gettick() + min(next_tick,3600000), pc->inventory_rental_end, sd->bl.id, 0);
else
sd->rental_timer = INVALID_TIMER;
}
void pc_inventory_rental_add(struct map_session_data *sd, int seconds)
{
int tick = seconds * 1000;
if( sd == NULL )
return;
if( sd->rental_timer != INVALID_TIMER )
{
const struct TimerData * td;
td = timer->get(sd->rental_timer);
if( DIFF_TICK(td->tick, timer->gettick()) > tick )
{ // Update Timer as this one ends first than the current one
pc->inventory_rental_clear(sd);
sd->rental_timer = timer->add(timer->gettick() + tick, pc->inventory_rental_end, sd->bl.id, 0);
}
}
else
sd->rental_timer = timer->add(timer->gettick() + min(tick,3600000), pc->inventory_rental_end, sd->bl.id, 0);
}
/*==========================================
* prepares character for saving.
*------------------------------------------*/
int pc_makesavestatus(struct map_session_data *sd)
{
nullpo_ret(sd);
if(!battle_config.save_clothcolor)
sd->status.clothes_color=0;
if (!battle_config.save_body_style)
sd->status.body = 0;
//Only copy the Cart/Peco/Falcon options, the rest are handled via
//status change load/saving. [Skotlex]
#ifdef NEW_CARTS
sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR);
#else
sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR);
#endif
if (sd->sc.data[SC_JAILED]) { //When Jailed, do not move last point.
if(pc_isdead(sd)){
pc->setrestartvalue(sd,0);
} else {
sd->status.hp = sd->battle_status.hp;
sd->status.sp = sd->battle_status.sp;
}
sd->status.last_point.map = sd->mapindex;
sd->status.last_point.x = sd->bl.x;
sd->status.last_point.y = sd->bl.y;
return 0;
}
if(pc_isdead(sd)){
pc->setrestartvalue(sd,0);
memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
} else {
sd->status.hp = sd->battle_status.hp;
sd->status.sp = sd->battle_status.sp;
sd->status.last_point.map = sd->mapindex;
sd->status.last_point.x = sd->bl.x;
sd->status.last_point.y = sd->bl.y;
}
if( ( map->list[sd->bl.m].flag.nosave && sd->state.autotrade != 2 ) || map->list[sd->bl.m].instance_id >= 0) {
struct map_data *m=&map->list[sd->bl.m];
if(m->save.map)
memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
else
memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
}
if( sd->status.last_point.map == 0 ) {
sd->status.last_point.map = 1;
sd->status.last_point.x = 0;
sd->status.last_point.y = 0;
}
if( sd->status.save_point.map == 0 ) {
sd->status.save_point.map = 1;
sd->status.save_point.x = 0;
sd->status.save_point.y = 0;
}
return 0;
}
/*==========================================
* Off init ? Connection?
*------------------------------------------*/
int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd)
{
nullpo_ret(sd);
sd->bl.id = account_id;
sd->status.account_id = account_id;
sd->status.char_id = char_id;
sd->status.sex = sex;
sd->login_id1 = login_id1;
sd->login_id2 = 0; // at this point, we can not know the value :(
sd->client_tick = client_tick;
sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
sd->bl.type = BL_PC;
if (battle_config.prevent_logout_trigger & PLT_LOGIN)
sd->canlog_tick = timer->gettick();
//Required to prevent homunculus copuing a base speed of 0.
sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
sd->state.warp_clean = 1;
sd->catch_target_class = -1;
return 0;
}
int pc_equippoint(struct map_session_data *sd,int n)
{
int ep = 0;
nullpo_ret(sd);
Assert_ret(n >= 0 && n < MAX_INVENTORY);
if(!sd->inventory_data[n])
return 0;
if (!itemdb->isequip2(sd->inventory_data[n]))
return 0; //Not equippable by players.
ep = sd->inventory_data[n]->equip;
if (sd->inventory_data[n]->look == W_DAGGER
|| sd->inventory_data[n]->look == W_1HSWORD
|| sd->inventory_data[n]->look == W_1HAXE
) {
if (pc->checkskill(sd,AS_LEFT) > 0
|| (sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN
|| (sd->job & MAPID_UPPERMASK) == MAPID_KAGEROUOBORO
) {
//Kagerou and Oboro can dual wield daggers. [Rytech]
if( ep == EQP_HAND_R )
return EQP_ARMS;
if( ep == EQP_SHADOW_WEAPON )
return EQP_SHADOW_ARMS;
}
}
return ep;
}
int pc_setinventorydata(struct map_session_data *sd)
{
int i;
nullpo_ret(sd);
for (i = 0; i < MAX_INVENTORY; i++) {
int id = sd->status.inventory[i].nameid;
sd->inventory_data[i] = id?itemdb->search(id):NULL;
}
return 0;
}
int pc_calcweapontype(struct map_session_data *sd)
{
nullpo_ret(sd);
// single-hand
if(sd->weapontype2 == W_FIST) {
sd->status.weapon = sd->weapontype1;
return 1;
}
if(sd->weapontype1 == W_FIST) {
sd->status.weapon = sd->weapontype2;
return 1;
}
// dual-wield
sd->status.weapon = 0;
switch (sd->weapontype1){
case W_DAGGER:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
}
break;
case W_1HSWORD:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
}
break;
case W_1HAXE:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
}
}
// unknown, default to right hand type
if (!sd->status.weapon)
sd->status.weapon = sd->weapontype1;
return 2;
}
int pc_setequipindex(struct map_session_data *sd)
{
int i,j;
nullpo_ret(sd);
for(i=0;iequip_index[i] = -1;
for(i=0;istatus.inventory[i].nameid <= 0)
continue;
if(sd->status.inventory[i].equip) {
for(j=0;jstatus.inventory[i].equip & pc->equip_pos[j])
sd->equip_index[j] = i;
if(sd->status.inventory[i].equip & EQP_HAND_R)
{
if(sd->inventory_data[i])
sd->weapontype1 = sd->inventory_data[i]->look;
else
sd->weapontype1 = 0;
}
if( sd->status.inventory[i].equip & EQP_HAND_L )
{
if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
sd->weapontype2 = sd->inventory_data[i]->look;
else
sd->weapontype2 = 0;
}
}
}
pc->calcweapontype(sd);
return 0;
}
bool pc_isequipped(struct map_session_data *sd, int nameid)
{
int i, j;
nullpo_retr(false, sd);
for (i = 0; i < EQI_MAX; i++) {
int index = sd->equip_index[i];
if( index < 0 ) continue;
if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
if( !sd->inventory_data[index] ) continue;
if( sd->inventory_data[index]->nameid == nameid )
return true;
for( j = 0; j < sd->inventory_data[index]->slot; j++ )
if( sd->status.inventory[index].card[j] == nameid )
return true;
}
return false;
}
bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd )
{
if( !p1_sd || !p2_sd || !b_sd )
return false;
if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
return false; // already adopted baby / in adopt request
if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
return false; // You need to be married and in party with baby to adopt
if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
return false; // Not married, wrong married
if( p2_sd->status.party_id != p1_sd->status.party_id )
return false; // Both parents need to be in the same party
// Parents need to have their ring equipped
if( !pc->isequipped(p1_sd, WEDDING_RING_M) && !pc->isequipped(p1_sd, WEDDING_RING_F) )
return false;
if( !pc->isequipped(p2_sd, WEDDING_RING_M) && !pc->isequipped(p2_sd, WEDDING_RING_F) )
return false;
// Already adopted a baby
if( p1_sd->status.child || p2_sd->status.child ) {
clif->adopt_reply(p1_sd, 0);
return false;
}
// Parents need at least lvl 70 to adopt
if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
clif->adopt_reply(p1_sd, 1);
return false;
}
if( b_sd->status.partner_id ) {
clif->adopt_reply(p1_sd, 2);
return false;
}
if (!(b_sd->status.class >= JOB_NOVICE && b_sd->status.class <= JOB_THIEF) && b_sd->status.class != JOB_SUPER_NOVICE)
return false;
return true;
}
/*==========================================
* Adoption Process
*------------------------------------------*/
bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
{
int class, joblevel;
unsigned int jobexp;
if( !pc->can_Adopt(p1_sd, p2_sd, b_sd) )
return false;
nullpo_retr(false, b_sd);
// Preserve current job levels and progress
joblevel = b_sd->status.job_level;
jobexp = b_sd->status.job_exp;
class = pc->mapid2jobid(b_sd->job | JOBL_BABY, b_sd->status.sex);
if (class != -1 && !pc->jobchange(b_sd, class, 0)) {
// Success, proceed to configure parents and baby skills
p1_sd->status.child = b_sd->status.char_id;
p2_sd->status.child = b_sd->status.char_id;
b_sd->status.father = p1_sd->status.char_id;
b_sd->status.mother = p2_sd->status.char_id;
// Restore progress
b_sd->status.job_level = joblevel;
clif->updatestatus(b_sd, SP_JOBLEVEL);
b_sd->status.job_exp = jobexp;
clif->updatestatus(b_sd, SP_JOBEXP);
// Baby Skills
pc->skill(b_sd, WE_BABY, 1, SKILL_GRANT_PERMANENT);
pc->skill(b_sd, WE_CALLPARENT, 1, SKILL_GRANT_PERMANENT);
// Parents Skills
pc->skill(p1_sd, WE_CALLBABY, 1, SKILL_GRANT_PERMANENT);
pc->skill(p2_sd, WE_CALLBABY, 1, SKILL_GRANT_PERMANENT);
return true;
}
return false; // Job Change Fail
}
/*=================================================
* Checks if the player can equip the item at index n in inventory.
* Returns 0 (no) or 1 (yes).
*------------------------------------------------*/
int pc_isequip(struct map_session_data *sd,int n)
{
struct item_data *item;
nullpo_ret(sd);
item = sd->inventory_data[n];
if(item == NULL)
return 0;
#if PACKETVER <= 20100707
if (itemdb_is_shadowequip(item->equip) || itemdb_is_costumeequip(item->equip))
return 0;
#endif
if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))
return 1;
if (item->elv && sd->status.base_level < item->elv) {
clif->msgtable(sd, MSG_ITEM_CANT_EQUIP_LVL);
return 0;
}
if (item->elvmax && sd->status.base_level > item->elvmax) {
clif->msgtable(sd, MSG_ITEM_CANT_EQUIP_LVL);
return 0;
}
if(item->sex != 2 && sd->status.sex != item->sex)
return 0;
if ( item->equip & EQP_AMMO ) {
if (sd->state.active && !pc_iscarton(sd) && (sd->job & MAPID_THIRDMASK) == MAPID_GENETIC) { // check if sc data is already loaded.
clif->msgtable(sd, MSG_ITEM_NEED_CART);
return 0;
}
if (!pc_ismadogear(sd) && (sd->job & MAPID_THIRDMASK) == MAPID_MECHANIC) {
clif->msgtable(sd, MSG_ITEM_NEED_MADO);
return 0;
}
}
if (sd->sc.count) {
if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_NOEQUIPWEAPON]) // Also works with left-hand weapons [DracoRPG]
return 0;
if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_NOEQUIPSHIELD])
return 0;
if(item->equip & EQP_ARMOR && sd->sc.data[SC_NOEQUIPARMOR])
return 0;
if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_NOEQUIPHELM])
return 0;
if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSARY])
return 0;
if(item->equip && sd->sc.data[SC_KYOUGAKU])
return 0;
if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SUPERNOVICE) {
//Spirit of Super Novice equip bonuses. [Skotlex]
if (sd->status.base_level > 90 && item->equip & EQP_HELM)
return 1; //Can equip all helms
if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
switch(item->look) { //In weapons, the look determines type of weapon.
case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
case W_1HSWORD: //All 1H swords
case W_1HAXE: //All 1H Axes
case W_MACE: //All 1H Maces
case W_STAFF: //All 1H Staves
return 1;
}
}
}
//Not equipable by class. [Skotlex]
if (((1ULL<<(sd->job & MAPID_BASEMASK)) & item->class_base[(sd->job & JOBL_2_1) != 0 ? 1 : ((sd->job & JOBL_2_2) != 0 ? 2 : 0)]) == 0)
return 0;
//Not usable by upper class. [Inkfish]
while( 1 ) {
if ((item->class_upper & ITEMUPPER_NORMAL) != 0) {
if ((sd->job & (JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) == 0)
break;
}
if ((item->class_upper & ITEMUPPER_UPPER) != 0) {
if ((sd->job & (JOBL_UPPER|JOBL_THIRD)) != 0)
break;
}
if ((item->class_upper & ITEMUPPER_BABY) != 0) {
if ((sd->job & JOBL_BABY) != 0)
break;
}
if ((item->class_upper & ITEMUPPER_THIRD) != 0) {
if ((sd->job & JOBL_THIRD) != 0)
break;
}
return 0;
}
if ( battle_config.unequip_restricted_equipment & 1 ) {
int i;
for ( i = 0; i < map->list[sd->bl.m].zone->disabled_items_count; i++ )
if ( map->list[sd->bl.m].zone->disabled_items[i] == sd->status.inventory[n].nameid )
return 0;
}
if ( battle_config.unequip_restricted_equipment & 2 ) {
if ( !itemdb_isspecial( sd->status.inventory[n].card[0] ) ) {
int i, slot;
for ( slot = 0; slot < MAX_SLOTS; slot++ )
for ( i = 0; i < map->list[sd->bl.m].zone->disabled_items_count; i++ )
if ( map->list[sd->bl.m].zone->disabled_items[i] == sd->status.inventory[n].card[slot] )
return 0;
}
}
return 1;
}
/*==========================================
* No problem with the session id
* set the status that has been sent from char server
*------------------------------------------*/
bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int group_id, const struct mmo_charstatus *st, bool changing_mapservers)
{
int i;
int64 tick = timer->gettick();
uint32 ip;
nullpo_retr(false, sd);
ip = sockt->session[sd->fd]->client_addr;
sd->login_id2 = login_id2;
if (pc->set_group(sd, group_id) != 0) {
ShowWarning("pc_authok: %s (AID:%d) logged in with unknown group id (%d)! kicking...\n",
st->name, sd->status.account_id, group_id);
clif->authfail_fd(sd->fd, 0);
return false;
}
memcpy(&sd->status, st, sizeof(*st));
if (st->sex != sd->status.sex) {
clif->authfail_fd(sd->fd, 0);
return false;
}
//Set the map-server used job id. [Skotlex]
{
int job = pc->jobid2mapid(sd->status.class);
if (job == -1) {
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->job = MAPID_NOVICE;
} else {
sd->job = job;
}
}
// Checks and fixes to character status data, that are required
// in case of configuration change or stuff, which cannot be
// checked on char-server.
if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE ) {
sd->status.hair = MIN_HAIR_STYLE;
}
if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR ) {
sd->status.hair_color = MIN_HAIR_COLOR;
}
if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR ) {
sd->status.clothes_color = MIN_CLOTH_COLOR;
}
if (sd->status.body < MIN_BODY_STYLE || sd->status.body > MAX_BODY_STYLE) {
sd->status.body = MIN_BODY_STYLE;
}
//Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
if(!sd->status.hp) pc_setdead(sd);
sd->state.connect_new = 1;
sd->followtimer = INVALID_TIMER; // [MouseJstr]
sd->invincible_timer = INVALID_TIMER;
sd->npc_timer_id = INVALID_TIMER;
sd->pvp_timer = INVALID_TIMER;
sd->fontcolor_tid = INVALID_TIMER;
sd->expiration_tid = INVALID_TIMER;
/**
* For the Secure NPC Timeout option (check config/Secure.h) [RR]
**/
#ifdef SECURE_NPCTIMEOUT
/**
* Initialize to defaults/expected
**/
sd->npc_idle_timer = INVALID_TIMER;
sd->npc_idle_tick = tick;
sd->npc_idle_type = NPCT_INPUT;
#endif
sd->canuseitem_tick = tick;
sd->canusecashfood_tick = tick;
sd->canequip_tick = tick;
sd->cantalk_tick = tick;
sd->canskill_tick = tick;
sd->cansendmail_tick = tick;
sd->hchsysch_tick = tick;
sd->idletime = sockt->last_tick;
for(i = 0; i < MAX_SPIRITBALL; i++)
sd->spirit_timer[i] = INVALID_TIMER;
for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++)
sd->autobonus[i].active = INVALID_TIMER;
for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++)
sd->autobonus2[i].active = INVALID_TIMER;
for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++)
sd->autobonus3[i].active = INVALID_TIMER;
if (battle_config.item_auto_get)
sd->state.autoloot = 10000;
if (battle_config.disp_experience)
sd->state.showexp = 1;
if (battle_config.disp_zeny)
sd->state.showzeny = 1;
if (!(battle_config.display_skill_fail&2))
sd->state.showdelay = 1;
pc->setinventorydata(sd);
pc_setequipindex(sd);
if( sd->status.option & OPTION_INVISIBLE && !pc->can_use_command(sd, "@hide") )
sd->status.option &=~ OPTION_INVISIBLE;
status->change_init(&sd->bl);
sd->sc.option = sd->status.option; //This is the actual option used in battle.
//Set here because we need the inventory data for weapon sprite parsing.
status->set_viewdata(&sd->bl, sd->status.class);
unit->dataset(&sd->bl);
sd->guild_x = -1;
sd->guild_y = -1;
sd->disguise = -1;
sd->instance = NULL;
sd->instances = 0;
sd->bg_queue.arena = NULL;
sd->bg_queue.ready = 0;
sd->bg_queue.client_has_bg_data = 0;
sd->bg_queue.type = 0;
VECTOR_INIT(sd->script_queues);
sd->state.dialog = 0;
sd->delayed_damage = 0;
if( battle_config.item_check )
sd->state.itemcheck = 1;
// Event Timers
for( i = 0; i < MAX_EVENTTIMER; i++ )
sd->eventtimer[i] = INVALID_TIMER;
// Rental Timer
sd->rental_timer = INVALID_TIMER;
for( i = 0; i < MAX_PC_FEELHATE; i++ )
sd->hate_mob[i] = -1;
sd->quest_log = NULL;
sd->num_quests = 0;
sd->avail_quests = 0;
sd->save_quest = false;
sd->regs.vars = i64db_alloc(DB_OPT_BASE);
sd->regs.arrays = NULL;
sd->vars_dirty = false;
sd->vars_ok = false;
sd->vars_received = 0x0;
sd->lang_id = map->default_lang_id;
//warp player
if ((i=pc->setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) {
ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i);
// try warping to a default map instead (church graveyard)
if (pc->setpos(sd, mapindex->name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) {
// if we fail again
clif->authfail_fd(sd->fd, 0);
return false;
}
} else if (map->getcell(map->mapindex2mapid(sd->status.last_point.map), &sd->bl, sd->status.last_point.x, sd->status.last_point.y, CELL_CHKNOPASS)) {
//warp player stuck in invaild cell
pc->setpos(sd,sd->status.last_point.map,0,0,CLR_OUTSIGHT);
}
clif->authok(sd);
//Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
sd->die_counter=-1;
//display login notice
ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in."
" (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
" IP: '"CL_WHITE"%u.%u.%u.%u"CL_RESET"',"
" Group '"CL_WHITE"%d"CL_RESET"').\n",
sd->status.name, sd->status.account_id, sd->status.char_id,
CONVIP(ip), sd->group_id);
// Send friends list
clif->friendslist_send(sd);
if( !changing_mapservers ) {
if (battle_config.display_version == 1) {
char buf[256];
sprintf(buf, msg_sd(sd,1295), sysinfo->vcstype(), sysinfo->vcsrevision_src(), sysinfo->vcsrevision_scripts()); // %s revision '%s' (src) / '%s' (scripts)
clif->message(sd->fd, buf);
}
if (expiration_time != 0) {
sd->expiration_time = expiration_time;
}
/**
* Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P)
**/
clif->changemap(sd,sd->bl.m,sd->bl.x,sd->bl.y);
}
/**
* Check if player have any cool downs on
**/
skill->cooldown_load(sd);
/**
* Check if player have any item cooldowns on
**/
pc->itemcd_do(sd,true);
#ifdef GP_BOUND_ITEMS
if( sd->status.party_id == 0 )
pc->bound_clear(sd,IBT_PARTY);
#endif
/* [Ind/Hercules] */
sd->sc_display = NULL;
sd->sc_display_count = 0;
// Request all registries (auth is considered completed whence they arrive)
intif->request_registry(sd,7);
return true;
}
/*==========================================
* Closes a connection because it failed to be authenticated from the char server.
*------------------------------------------*/
void pc_authfail(struct map_session_data *sd)
{
nullpo_retv(sd);
clif->authfail_fd(sd->fd, 0);
return;
}
//Attempts to set a mob.
int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
{
int class_;
if (!sd || !bl || pos < 0 || pos >= MAX_PC_FEELHATE)
return 0;
if (sd->hate_mob[pos] != -1) {
//Can't change hate targets.
clif->hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
return 0;
}
class_ = status->get_class(bl);
if (!pc->db_checkid(class_)) {
unsigned int max_hp = status_get_max_hp(bl);
if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
return 0;
if (pos != status_get_size(bl))
return 0; //Wrong size
}
sd->hate_mob[pos] = class_;
pc_setglobalreg(sd,script->add_str(pc->sg_info[pos].hate_var),class_+1);
clif->hate_info(sd, pos, class_, 1);
return 1;
}
/*==========================================
* Invoked once after the char/account/account2 registry variables are received. [Skotlex]
*------------------------------------------*/
int pc_reg_received(struct map_session_data *sd)
{
int i, idx = 0;
nullpo_ret(sd);
sd->vars_ok = true;
sd->change_level_2nd = pc_readglobalreg(sd,script->add_str("jobchange_level"));
sd->change_level_3rd = pc_readglobalreg(sd,script->add_str("jobchange_level_3rd"));
sd->die_counter = pc_readglobalreg(sd,script->add_str("PC_DIE_COUNTER"));
// Cash shop
sd->cashPoints = pc_readaccountreg(sd,script->add_str("#CASHPOINTS"));
sd->kafraPoints = pc_readaccountreg(sd,script->add_str("#KAFRAPOINTS"));
// Cooking Exp
sd->cook_mastery = pc_readglobalreg(sd,script->add_str("COOK_MASTERY"));
if ((sd->job & MAPID_BASEMASK) == MAPID_TAEKWON) {
// Better check for class rather than skill to prevent "skill resets" from unsetting this
sd->mission_mobid = pc_readglobalreg(sd,script->add_str("TK_MISSION_ID"));
sd->mission_count = pc_readglobalreg(sd,script->add_str("TK_MISSION_COUNT"));
}
//SG map and mob read [Komurka]
for (i = 0; i < MAX_PC_FEELHATE; i++) {
//for now - someone need to make reading from txt/sql
int j = pc_readglobalreg(sd,script->add_str(pc->sg_info[i].feel_var));
if (j != 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,script->add_str(pc->sg_info[i].hate_var))-1;
}
if ((i = pc->checkskill(sd,RG_PLAGIARISM)) > 0) {
sd->cloneskill_id = pc_readglobalreg(sd,script->add_str("CLONE_SKILL"));
if (sd->cloneskill_id > 0 && (idx = skill->get_index(sd->cloneskill_id)) > 0) {
sd->status.skill[idx].id = sd->cloneskill_id;
sd->status.skill[idx].lv = pc_readglobalreg(sd,script->add_str("CLONE_SKILL_LV"));
if (sd->status.skill[idx].lv > i)
sd->status.skill[idx].lv = i;
sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
}
}
if ((i = pc->checkskill(sd,SC_REPRODUCE)) > 0) {
sd->reproduceskill_id = pc_readglobalreg(sd,script->add_str("REPRODUCE_SKILL"));
if( sd->reproduceskill_id > 0 && (idx = skill->get_index(sd->reproduceskill_id)) > 0) {
sd->status.skill[idx].id = sd->reproduceskill_id;
sd->status.skill[idx].lv = pc_readglobalreg(sd,script->add_str("REPRODUCE_SKILL_LV"));
if( i < sd->status.skill[idx].lv)
sd->status.skill[idx].lv = i;
sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
}
}
//Weird... maybe registries were reloaded?
if (sd->state.active)
return 0;
sd->state.active = 1;
if (sd->status.party_id)
party->member_joined(sd);
if (sd->status.guild_id)
guild->member_joined(sd);
// pet
if (sd->status.pet_id > 0)
intif->request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
// Homunculus [albator]
if( sd->status.hom_id > 0 )
intif->homunculus_requestload(sd->status.account_id, sd->status.hom_id);
if( sd->status.mer_id > 0 )
intif->mercenary_request(sd->status.mer_id, sd->status.char_id);
if( sd->status.ele_id > 0 )
intif->elemental_request(sd->status.ele_id, sd->status.char_id);
map->addiddb(&sd->bl);
map->delnickdb(sd->status.char_id, sd->status.name);
if (!chrif->auth_finished(sd))
ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);
pc->load_combo(sd);
status_calc_pc(sd,SCO_FIRST|SCO_FORCE);
chrif->scdata_request(sd->status.account_id, sd->status.char_id);
intif->Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox
intif->request_questlog(sd);
if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually.
sd->state.connect_new = 1;
clif->pLoadEndAck(sd->fd, sd);
}
if (pc_isinvisible(sd)) {
sd->vd.class = INVISIBLE_CLASS;
clif->message(sd->fd, msg_sd(sd,11)); // Invisible: On
// decrement the number of pvp players on the map
map->list[sd->bl.m].users_pvp--;
if( map->list[sd->bl.m].flag.pvp && !map->list[sd->bl.m].flag.pvp_nocalcrank && sd->pvp_timer != INVALID_TIMER ) {// unregister the player for ranking
timer->delete( sd->pvp_timer, pc->calc_pvprank_timer );
sd->pvp_timer = INVALID_TIMER;
}
clif->changeoption(&sd->bl);
}
if( npc->motd ) /* [Ind/Hercules] */
script->run(npc->motd->u.scr.script, 0, sd->bl.id, npc->fake_nd->bl.id);
return 1;
}
int pc_calc_skillpoint(struct map_session_data* sd) {
int i,inf2,skill_point=0;
nullpo_ret(sd);
for (i = 1; i < MAX_SKILL; i++) {
int skill_lv = pc->checkskill2(sd,i);
if (skill_lv > 0) {
inf2 = skill->dbs->db[i].inf2;
if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
!(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL|INF2_GUILD_SKILL)) //Do not count wedding/link skills. [Skotlex]
) {
if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
skill_point += skill_lv;
else if(sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0)
skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
}
}
}
return skill_point;
}
/*==========================================
* Calculation of skill level.
*------------------------------------------*/
int pc_calc_skilltree(struct map_session_data *sd)
{
int i,id=0,flag;
int class = 0, classidx = 0;
nullpo_ret(sd);
i = pc->calc_skilltree_normalize_job(sd);
class = pc->mapid2jobid(i, sd->status.sex);
if (class == -1) {
//Unable to normalize job??
ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
return 1;
}
classidx = pc->class2idx(class);
for( i = 0; i < MAX_SKILL; i++ ) {
if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these
sd->status.skill[i].id = 0; //First clear skills.
/* permanent skills that must be re-checked */
if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) {
switch( skill->dbs->db[i].nameid ) {
case NV_TRICKDEAD:
if ((sd->job & MAPID_UPPERMASK) != MAPID_NOVICE) {
sd->status.skill[i].id = 0;
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
}
break;
}
}
}
for( i = 0; i < MAX_SKILL; i++ ) {
if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
{ // Restore original level of skills after deleting earned skills.
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
}
if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill->dbs->db[i].nameid >= DC_HUMMING && skill->dbs->db[i].nameid <= DC_SERVICEFORYOU )
{ //Enable Bard/Dancer spirit linked skills.
if( sd->status.sex )
{ //Link dancer skills to bard.
// i can be < 8?
if( sd->status.skill[i-8].lv < 10 )
continue;
sd->status.skill[i].id = skill->dbs->db[i].nameid;
sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
} else { //Link bard skills to dancer.
if( sd->status.skill[i].lv < 10 )
continue;
// i can be < 8?
sd->status.skill[i-8].id = skill->dbs->db[i-8].nameid;
sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
}
}
}
if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
for( i = 0; i < MAX_SKILL; i++ ) {
switch(skill->dbs->db[i].nameid) {
/**
* Dummy skills must be added here otherwise they'll be displayed in the,
* skill tree and since they have no icons they'll give resource errors
**/
case SM_SELFPROVOKE:
case AB_DUPLELIGHT_MELEE:
case AB_DUPLELIGHT_MAGIC:
case WL_CHAINLIGHTNING_ATK:
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
case WL_SUMMON_ATK_FIRE:
case WL_SUMMON_ATK_WIND:
case WL_SUMMON_ATK_WATER:
case WL_SUMMON_ATK_GROUND:
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND_PLUSATK:
continue;
default:
break;
}
if( skill->dbs->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
continue; //Only skills you can't have are npc/guild ones
if( skill->dbs->db[i].max > 0 )
sd->status.skill[i].id = skill->dbs->db[i].nameid;
}
return 0;
}
do {
flag = 0;
for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
int idx = pc->skill_tree[classidx][i].idx;
bool satisfied = true;
if (sd->status.skill[idx].id > 0)
continue; //Skill already known.
if (!battle_config.skillfree) {
int j;
for (j = 0; j < VECTOR_LENGTH(pc->skill_tree[classidx][i].need); j++) {
struct skill_tree_requirement *req = &VECTOR_INDEX(pc->skill_tree[classidx][i].need, j);
int level;
if (sd->status.skill[req->idx].id == 0
|| sd->status.skill[req->idx].flag == SKILL_FLAG_TEMPORARY
|| sd->status.skill[req->idx].flag == SKILL_FLAG_PLAGIARIZED)
level = 0; //Not learned.
else if (sd->status.skill[req->idx].flag >= SKILL_FLAG_REPLACED_LV_0) //Real learned level
level = sd->status.skill[req->idx].flag - SKILL_FLAG_REPLACED_LV_0;
else
level = pc->checkskill2(sd, req->idx);
if (level < req->lv) {
satisfied = false;
break;
}
}
if (sd->status.job_level < (int)pc->skill_tree[classidx][i].joblv) {
int jobid = pc->mapid2jobid(sd->job, sd->status.sex); // need to get its own skilltree
if (jobid > -1) {
if (!pc->skill_tree[pc->class2idx(jobid)][i].inherited)
satisfied = false; // job level requirement wasn't satisfied
} else {
satisfied = false;
}
}
}
if (satisfied) {
int inf2 = skill->dbs->db[idx].inf2;
if(!sd->status.skill[idx].lv && (
(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
inf2&INF2_WEDDING_SKILL ||
(inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SOULLINK])
))
continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
sd->status.skill[idx].id = id;
if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
sd->status.skill[idx].lv = 1; // need to manually specify a skill level
sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
}
flag = 1; // skill list has changed, perform another pass
}
}
} while(flag);
//
if (classidx > 0 && (sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON
&& sd->status.base_level >= 90 && sd->status.skill_point == 0
&& pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON) > 0) {
/* Taekwon Ranker Bonus Skill Tree
============================================
- Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
- (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
- (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */
for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[classidx][i].id) > 0; i++) {
int idx = pc->skill_tree[classidx][i].idx;
if( (skill->dbs->db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
continue; //Do not include Quest/Wedding skills.
if( sd->status.skill[idx].id == 0 ) {
sd->status.skill[idx].id = id;
sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
} else if( id != NV_BASIC ) {
sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; // Remember original level
}
sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class);
}
}
return 0;
}
//Checks if you can learn a new skill after having leveled up a skill.
void pc_check_skilltree(struct map_session_data *sd, int skill_id)
{
int i,id=0,flag;
int c=0;
if(battle_config.skillfree)
return; //Function serves no purpose if this is set
nullpo_retv(sd);
i = pc->calc_skilltree_normalize_job(sd);
c = pc->mapid2jobid(i, sd->status.sex);
if (c == -1) { //Unable to normalize job??
ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
return;
}
c = pc->class2idx(c);
do {
flag = 0;
for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[c][i].id) > 0; i++) {
int j, idx = pc->skill_tree[c][i].idx;
bool satisfied = true;
if (sd->status.skill[idx].id) //Already learned
continue;
for (j = 0; j < VECTOR_LENGTH(pc->skill_tree[c][i].need); j++) {
struct skill_tree_requirement *req = &VECTOR_INDEX(pc->skill_tree[c][i].need, j);
int level;
if (sd->status.skill[req->idx].id == 0
|| sd->status.skill[req->idx].flag == SKILL_FLAG_TEMPORARY
|| sd->status.skill[req->idx].flag == SKILL_FLAG_PLAGIARIZED)
level = 0; //Not learned.
else if (sd->status.skill[req->idx].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
level = sd->status.skill[req->idx].flag - SKILL_FLAG_REPLACED_LV_0;
else
level = pc->checkskill2(sd,req->idx);
if (level < req->lv) {
satisfied = false;
break;
}
}
if (!satisfied)
continue;
if (sd->status.job_level < (int)pc->skill_tree[c][i].joblv) {
int jobid = pc->mapid2jobid(sd->job, sd->status.sex); // need to get its own skilltree
if (jobid > -1) {
if (!pc->skill_tree[pc->class2idx(jobid)][i].inherited)
continue;
} else {
continue;
}
}
j = skill->dbs->db[idx].inf2;
if( !sd->status.skill[idx].lv && (
(j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
j&INF2_WEDDING_SKILL ||
(j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SOULLINK])
) )
continue; //Cannot be learned via normal means.
sd->status.skill[idx].id = id;
flag = 1;
}
} while(flag);
}
// Make sure all the skills are in the correct condition
// before persisting to the backend.. [MouseJstr]
int pc_clean_skilltree(struct map_session_data *sd)
{
int i;
nullpo_ret(sd);
for (i = 0; i < MAX_SKILL; i++){
if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) {
sd->status.skill[i].id = 0;
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
} else if (sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = 0;
}
}
return 0;
}
int pc_calc_skilltree_normalize_job(struct map_session_data *sd)
{
int skill_point, novice_skills;
uint16 job;
nullpo_ret(sd);
job = sd->job;
if (!battle_config.skillup_limit || pc_has_permission(sd, PC_PERM_ALL_SKILL))
return job;
skill_point = pc->calc_skillpoint(sd);
novice_skills = pc->max_level[pc->class2idx(JOB_NOVICE)][1] - 1;
sd->sktree.second = sd->sktree.third = 0;
if (skill_point < novice_skills && (sd->job & MAPID_BASEMASK) != MAPID_SUMMONER) {
// limit 1st class and above to novice job levels
job = MAPID_NOVICE;
} else if ((sd->job & JOBL_2) != 0 && (sd->job & MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) {
// limit 2nd class and above to first class job levels (super novices are exempt)
// regenerate change_level_2nd
if (sd->change_level_2nd == 0) {
if ((sd->job & JOBL_THIRD) != 0) {
// if neither 2nd nor 3rd jobchange levels are known, we have to assume a default for 2nd
if (sd->change_level_3rd == 0) {
sd->change_level_2nd = pc->max_level[pc->class2idx(pc->mapid2jobid(sd->job & MAPID_UPPERMASK, sd->status.sex))][1];
} else {
sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
- (sd->status.job_level - 1)
- (sd->change_level_3rd - 1)
- novice_skills;
}
} else {
sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
- (sd->status.job_level - 1)
- novice_skills;
}
pc_setglobalreg(sd, script->add_str("jobchange_level"), sd->change_level_2nd);
}
if (skill_point < novice_skills + (sd->change_level_2nd - 1)) {
job &= MAPID_BASEMASK;
sd->sktree.second = ( novice_skills + (sd->change_level_2nd - 1) ) - skill_point;
} else if ((sd->job & JOBL_THIRD) != 0) { // limit 3rd class to 2nd class/trans job levels
// regenerate change_level_3rd
if (sd->change_level_3rd == 0) {
sd->change_level_3rd = 1 + skill_point + sd->status.skill_point
- (sd->status.job_level - 1)
- (sd->change_level_2nd - 1)
- novice_skills;
pc_setglobalreg(sd, script->add_str("jobchange_level_3rd"), sd->change_level_3rd);
}
if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1)) {
job &= MAPID_UPPERMASK;
sd->sktree.third = (novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1)) - skill_point;
}
}
}
// restore non-limiting flags
job |= sd->job & (JOBL_UPPER|JOBL_BABY);
return job;
}
/*==========================================
* Updates the weight status
*------------------------------------------
* 1: overweight 50%
* 2: overweight 90%
* It's assumed that SC_WEIGHTOVER50 and SC_WEIGHTOVER90 are only started/stopped here.
*/
int pc_updateweightstatus(struct map_session_data *sd)
{
int old_overweight;
int new_overweight;
nullpo_retr(1, sd);
old_overweight = (sd->sc.data[SC_WEIGHTOVER90]) ? 2 : (sd->sc.data[SC_WEIGHTOVER50]) ? 1 : 0;
new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;
if( old_overweight == new_overweight )
return 0; // no change
// stop old status change
if( old_overweight == 1 )
status_change_end(&sd->bl, SC_WEIGHTOVER50, INVALID_TIMER);
else if( old_overweight == 2 )
status_change_end(&sd->bl, SC_WEIGHTOVER90, INVALID_TIMER);
// start new status change
if( new_overweight == 1 )
sc_start(NULL,&sd->bl, SC_WEIGHTOVER50, 100, 0, 0);
else if( new_overweight == 2 )
sc_start(NULL,&sd->bl, SC_WEIGHTOVER90, 100, 0, 0);
// update overweight status
sd->regen.state.overweight = new_overweight;
return 0;
}
int pc_disguise(struct map_session_data *sd, int class)
{
nullpo_ret(sd);
if (class == -1 && sd->disguise == -1)
return 0;
if (class >= 0 && sd->disguise == class)
return 0;
if (pc_isinvisible(sd)) { //Character is invisible. Stealth class-change. [Skotlex]
sd->disguise = class; //viewdata is set on uncloaking.
return 2;
}
if (sd->bl.prev != NULL) {
if (class == -1 && sd->disguise == sd->status.class) {
clif->clearunit_single(-sd->bl.id,CLR_OUTSIGHT,sd->fd);
} else if (class != sd->status.class) {
pc_stop_walking(sd, STOPWALKING_FLAG_NONE);
clif->clearunit_area(&sd->bl, CLR_OUTSIGHT);
}
}
if (class == -1) {
sd->disguise = -1;
class = sd->status.class;
} else {
sd->disguise = class;
}
status->set_viewdata(&sd->bl, class);
clif->changeoption(&sd->bl);
// We need to update the client so it knows that a costume is being used
if( sd->sc.option&OPTION_COSTUME ) {
clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class);
clif->changelook(&sd->bl,LOOK_WEAPON,0);
clif->changelook(&sd->bl,LOOK_SHIELD,0);
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
}
if (sd->bl.prev != NULL) {
clif->spawn(&sd->bl);
if (class == sd->status.class && pc_iscarton(sd)) {
//It seems the cart info is lost on undisguise.
clif->cartlist(sd);
clif->updatestatus(sd,SP_CARTINFO);
}
if (sd->chat_id != 0) {
struct chat_data *cd = map->id2cd(sd->chat_id);
if (cd != NULL)
clif->dispchat(cd,0);
}
}
return 1;
}
int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id)
{
int i;
if( !rate )
return 0;
nullpo_ret(spell);
Assert_ret(max <= 15); // autospell array size
for( i = 0; i < max && spell[i].id; i++ )
{
if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv )
{
if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
return 0;
rate += spell[i].rate;
break;
}
}
if (i == max) {
ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
return 0;
}
spell[i].id = id;
spell[i].lv = lv;
spell[i].rate = rate;
//Auto-update flag value.
if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon.
if (!(flag&BF_SKILLMASK)) {
if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL
if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
}
spell[i].flag|= flag;
spell[i].card_id = card_id;
return 1;
}
int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id)
{
int i;
if( !rate )
return 0;
nullpo_ret(spell);
Assert_ret(max <= 15); // autospell array size
for( i = 0; i < max && spell[i].id; i++ )
{
; // each autospell works independently
}
if( i == max )
{
ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
return 0;
}
spell[i].flag = src_skill;
spell[i].id = id;
spell[i].lv = lv;
spell[i].rate = rate;
spell[i].card_id = card_id;
return 1;
}
/**
* Adds an AddEff/AddEff2/AddEffWhenHit bonus to a character.
*
* @param effect Effects array to append to.
* @param max Size of the effect array.
* @param id Effect ID (@see enum sc_type).
* @param rate Trigger rate.
* @param arrow_rate Trigger rate modifier for ranged attacks (adds to the base rate).
* @param flag Trigger flags (@see enum auto_trigger_flag).
* @param duration Fixed (non-reducible) duration in ms. If 0, uses the default (reducible) duration of the given effect.
* @retval 1 on success.
* @retval 0 on failure.
*/
int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, int16 rate, int16 arrow_rate, uint8 flag, uint16 duration)
{
int i;
nullpo_ret(effect);
if (!(flag&(ATF_SHORT|ATF_LONG)))
flag|=ATF_SHORT|ATF_LONG; //Default range: both
if (!(flag&(ATF_TARGET|ATF_SELF)))
flag|=ATF_TARGET; //Default target: enemy.
if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)))
flag|=ATF_WEAPON; //Default type: weapon.
for (i = 0; i < max && effect[i].flag; i++) {
// Update existing effect if any.
if (effect[i].id == id && effect[i].flag == flag && effect[i].duration == duration) {
effect[i].rate += rate;
effect[i].arrow_rate += arrow_rate;
return 1;
}
}
if (i == max) {
ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
return 0;
}
effect[i].id = id;
effect[i].rate = rate;
effect[i].arrow_rate = arrow_rate;
effect[i].flag = flag;
effect[i].duration = duration;
return 1;
}
int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill_id, unsigned char target) {
int i;
nullpo_ret(effect);
for( i = 0; i < max && effect[i].skill; i++ ) {
if( effect[i].id == id && effect[i].skill == skill_id && effect[i].target == target ) {
effect[i].rate += rate;
return 1;
}
}
if( i == max ) {
ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max);
return 0;
}
effect[i].id = id;
effect[i].rate = rate;
effect[i].skill = skill_id;
effect[i].target = target;
return 1;
}
int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race_mask, int rate) {
int i;
nullpo_ret(drop);
//Apply config rate adjustment settings.
if (rate >= 0) { //Absolute drop.
if (battle_config.item_rate_adddrop != 100)
rate = rate*battle_config.item_rate_adddrop/100;
if (rate < battle_config.item_drop_adddrop_min)
rate = battle_config.item_drop_adddrop_min;
else if (rate > battle_config.item_drop_adddrop_max)
rate = battle_config.item_drop_adddrop_max;
} else { //Relative drop, max/min limits are applied at drop time.
if (battle_config.item_rate_adddrop != 100)
rate = rate*battle_config.item_rate_adddrop/100;
if (rate > -1)
rate = -1;
}
for(i = 0; i < max && (drop[i].id || drop[i].group); i++) {
if (((id && drop[i].id == id) || (group && drop[i].group == group))
&& race_mask != RCMASK_NONE
) {
drop[i].race |= race_mask;
if (drop[i].rate > 0 && rate > 0) {
//Both are absolute rates.
if (drop[i].rate < rate)
drop[i].rate = rate;
} else
if(drop[i].rate < 0 && rate < 0) {
//Both are relative rates.
if (drop[i].rate > rate)
drop[i].rate = rate;
} else if (rate < 0) //Give preference to relative rate.
drop[i].rate = rate;
return 1;
}
}
if(i == max) {
ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max);
return 0;
}
drop[i].id = id;
drop[i].group = group;
drop[i].race |= race_mask;
drop[i].rate = rate;
return 1;
}
int pc_addautobonus(struct s_autobonus *bonus,char max,const char *bonus_script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill) {
int i;
nullpo_ret(bonus);
nullpo_ret(bonus_script);
ARR_FIND(0, max, i, bonus[i].rate == 0);
if( i == max )
{
ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max);
return 0;
}
if( !onskill )
{
if( !(flag&BF_RANGEMASK) )
flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
if( !(flag&BF_WEAPONMASK) )
flag|=BF_WEAPON; //No attack type defined? Use weapon.
if( !(flag&BF_SKILLMASK) )
{
if( flag&(BF_MAGIC|BF_MISC) )
flag|=BF_SKILL; //These two would never trigger without BF_SKILL
if( flag&BF_WEAPON )
flag|=BF_NORMAL|BF_SKILL;
}
}
bonus[i].rate = rate;
bonus[i].duration = dur;
bonus[i].active = INVALID_TIMER;
bonus[i].atk_type = flag;
bonus[i].pos = pos;
bonus[i].bonus_script = aStrdup(bonus_script);
bonus[i].other_script = other_script?aStrdup(other_script):NULL;
return 1;
}
int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore)
{
int i;
nullpo_ret(sd);
nullpo_ret(autobonus);
for( i = 0; i < max; i++ )
{
if( autobonus[i].active != INVALID_TIMER )
{
if( restore && sd->state.autobonus&autobonus[i].pos )
{
if( autobonus[i].bonus_script )
{
int j;
ARR_FIND( 0, EQI_MAX, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos );
if( j < EQI_MAX )
script->run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]);
}
continue;
}
else
{ // Logout / Unequipped an item with an activated bonus
timer->delete(autobonus[i].active,pc->endautobonus);
autobonus[i].active = INVALID_TIMER;
}
}
if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script);
if( autobonus[i].other_script ) aFree(autobonus[i].other_script);
autobonus[i].bonus_script = autobonus[i].other_script = NULL;
autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0;
autobonus[i].active = INVALID_TIMER;
}
return 0;
}
int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus)
{
nullpo_ret(sd);
nullpo_ret(autobonus);
if( autobonus->other_script )
{
int j;
ARR_FIND( 0, EQI_MAX, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos );
if( j < EQI_MAX )
script->run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]);
}
autobonus->active = timer->add(timer->gettick()+autobonus->duration, pc->endautobonus, sd->bl.id, (intptr_t)autobonus);
sd->state.autobonus |= autobonus->pos;
status_calc_pc(sd,SCO_NONE);
return 0;
}
int pc_endautobonus(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd = map->id2sd(id);
struct s_autobonus *autobonus = (struct s_autobonus *)data;
nullpo_ret(sd);
nullpo_ret(autobonus);
autobonus->active = INVALID_TIMER;
sd->state.autobonus &= ~autobonus->pos;
status_calc_pc(sd,SCO_NONE);
return 0;
}
int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
{
int i;
struct weapon_data* wd;
nullpo_ret(sd);
wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);
ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0);
if (i == MAX_PC_BONUS)
{
ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
return 0;
}
if (!(flag&BF_RANGEMASK))
flag |= BF_SHORT|BF_LONG;
if (!(flag&BF_WEAPONMASK))
flag |= BF_WEAPON;
if (!(flag&BF_SKILLMASK))
{
if (flag&(BF_MAGIC|BF_MISC))
flag |= BF_SKILL;
if (flag&BF_WEAPON)
flag |= BF_NORMAL|BF_SKILL;
}
wd->addele2[i].ele = ele;
wd->addele2[i].rate = rate;
wd->addele2[i].flag = flag;
return 0;
}
int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
{
int i;
nullpo_ret(sd);
ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0);
if (i == MAX_PC_BONUS)
{
ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
return 0;
}
if (!(flag&BF_RANGEMASK))
flag |= BF_SHORT|BF_LONG;
if (!(flag&BF_WEAPONMASK))
flag |= BF_WEAPON;
if (!(flag&BF_SKILLMASK))
{
if (flag&(BF_MAGIC|BF_MISC))
flag |= BF_SKILL;
if (flag&BF_WEAPON)
flag |= BF_NORMAL|BF_SKILL;
}
sd->subele2[i].ele = ele;
sd->subele2[i].rate = rate;
sd->subele2[i].flag = flag;
return 0;
}
/**
* Loops through the fields in a race bitmask (enum RaceMask => enum Race)
*
* To be used in pc_bonus functions with races represented in array form.
*/
#define BONUS_FOREACH_RCARRAY_FROMMASK(loop_counter, mask) \
for ((loop_counter) = RC_FORMLESS; (loop_counter) < RC_MAX; ++(loop_counter)) \
if (((mask) & 1<<(loop_counter)) == RCMASK_NONE) { \
continue; \
} else
/*==========================================
* Add a bonus(type) to player sd
*------------------------------------------*/
int pc_bonus(struct map_session_data *sd,int type,int val) {
struct status_data *bst;
int bonus;
int i;
nullpo_ret(sd);
bst = &sd->base_status;
switch(type){
case SP_STR:
case SP_AGI:
case SP_VIT:
case SP_INT:
case SP_DEX:
case SP_LUK:
if(sd->state.lr_flag != 2)
sd->param_bonus[type-SP_STR]+=val;
break;
case SP_ATK1:
if(!sd->state.lr_flag) {
bonus = bst->rhw.atk + val;
bst->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
}
else if(sd->state.lr_flag == 1) {
bonus = bst->lhw.atk + val;
bst->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
}
break;
case SP_ATK2:
if(!sd->state.lr_flag) {
bonus = bst->rhw.atk2 + val;
bst->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
}
else if(sd->state.lr_flag == 1) {
bonus = bst->lhw.atk2 + val;
bst->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
}
break;
case SP_BASE_ATK:
if(sd->state.lr_flag != 2) {
#ifdef RENEWAL
bst->equip_atk += val;
#else
bonus = bst->batk + val;
bst->batk = cap_value(bonus, 0, USHRT_MAX);
#endif
}
break;
case SP_DEF1:
if(sd->state.lr_flag != 2) {
bonus = bst->def + val;
#ifdef RENEWAL
bst->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
#else
bst->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
#endif
}
break;
case SP_DEF2:
if(sd->state.lr_flag != 2) {
bonus = bst->def2 + val;
bst->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
}
break;
case SP_MDEF1:
if(sd->state.lr_flag != 2) {
bonus = bst->mdef + val;
#ifdef RENEWAL
bst->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
#else
bst->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
#endif
if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
sd->bonus.shieldmdef += bonus;
}
}
break;
case SP_MDEF2:
if(sd->state.lr_flag != 2) {
bonus = bst->mdef2 + val;
bst->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
}
break;
case SP_HIT:
if(sd->state.lr_flag != 2) {
bonus = bst->hit + val;
bst->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
} else
sd->bonus.arrow_hit+=val;
break;
case SP_FLEE1:
if(sd->state.lr_flag != 2) {
bonus = bst->flee + val;
bst->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
}
break;
case SP_FLEE2:
if(sd->state.lr_flag != 2) {
bonus = bst->flee2 + val*10;
bst->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
}
break;
case SP_CRITICAL:
if(sd->state.lr_flag != 2) {
bonus = bst->cri + val*10;
bst->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
} else
sd->bonus.arrow_cri += val*10;
break;
case SP_ATKELE:
if(val >= ELE_MAX) {
ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
break;
}
switch (sd->state.lr_flag) {
case 2:
switch (sd->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
//Become weapon element.
bst->rhw.ele=val;
break;
default: //Become arrow element.
sd->bonus.arrow_ele=val;
break;
}
break;
case 1:
bst->lhw.ele=val;
break;
default:
bst->rhw.ele=val;
break;
}
break;
case SP_DEFELE:
if(val >= ELE_MAX) {
ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
break;
}
if(sd->state.lr_flag != 2)
bst->def_ele=val;
break;
case SP_MAXHP:
if(sd->state.lr_flag == 2)
break;
val += (int)bst->max_hp;
//Negative bonuses will underflow, this will be handled in status_calc_pc through casting
//If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
bst->max_hp = (unsigned int)val;
break;
case SP_MAXSP:
if(sd->state.lr_flag == 2)
break;
val += (int)bst->max_sp;
bst->max_sp = (unsigned int)val;
break;
#ifndef RENEWAL_CAST
case SP_VARCASTRATE:
#endif
case SP_CASTRATE:
if(sd->state.lr_flag != 2)
sd->castrate+=val;
break;
case SP_MAXHPRATE:
if(sd->state.lr_flag != 2)
sd->hprate+=val;
break;
case SP_MAXSPRATE:
if(sd->state.lr_flag != 2)
sd->sprate+=val;
break;
case SP_SPRATE:
if(sd->state.lr_flag != 2)
sd->dsprate+=val;
break;
case SP_ATTACKRANGE:
switch (sd->state.lr_flag) {
case 2:
switch (sd->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
bst->rhw.range += val;
}
break;
case 1:
bst->lhw.range += val;
break;
default:
bst->rhw.range += val;
break;
}
break;
case SP_SPEED_RATE: //Non stackable increase
if(sd->state.lr_flag != 2)
sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val);
break;
case SP_SPEED_ADDRATE: //Stackable increase
if(sd->state.lr_flag != 2)
sd->bonus.speed_add_rate -= val;
break;
case SP_ASPD: //Raw increase
if(sd->state.lr_flag != 2)
sd->bonus.aspd_add -= 10*val;
break;
case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
if(sd->state.lr_flag != 2)
#ifndef RENEWAL_ASPD
bst->aspd_rate -= 10*val;
#else
bst->aspd_rate2 += val;
#endif
break;
case SP_HP_RECOV_RATE:
if(sd->state.lr_flag != 2)
sd->hprecov_rate += val;
break;
case SP_SP_RECOV_RATE:
if(sd->state.lr_flag != 2)
sd->sprecov_rate += val;
break;
case SP_CRITICAL_DEF:
if(sd->state.lr_flag != 2)
sd->bonus.critical_def += val;
break;
case SP_NEAR_ATK_DEF:
if(sd->state.lr_flag != 2)
sd->bonus.near_attack_def_rate += val;
break;
case SP_LONG_ATK_DEF:
if(sd->state.lr_flag != 2)
sd->bonus.long_attack_def_rate += val;
break;
case SP_DOUBLE_RATE:
if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val)
sd->bonus.double_rate = val;
break;
case SP_DOUBLE_ADD_RATE:
if(sd->state.lr_flag == 0)
sd->bonus.double_add_rate += val;
break;
case SP_MATK_RATE:
if(sd->state.lr_flag != 2)
sd->matk_rate += val;
break;
case SP_IGNORE_DEF_ELE:
if( (val >= ELE_MAX && val != ELE_ALL) || (val < ELE_NEUTRAL) ) {
ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
break;
}
if ( val == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ ) {
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_ele |= 1<state.lr_flag == 1)
sd->left_weapon.ignore_def_ele |= 1<race_id2mask(val);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus: SP_IGNORE_DEF_RACE: Invalid Race (%d)\n", val);
break;
}
if (!sd->state.lr_flag)
sd->right_weapon.ignore_def_race |= race_mask;
else if (sd->state.lr_flag == 1)
sd->left_weapon.ignore_def_race |= race_mask;
}
break;
case SP_ATK_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.atk_rate += val;
break;
case SP_MAGIC_ATK_DEF:
if(sd->state.lr_flag != 2)
sd->bonus.magic_def_rate += val;
break;
case SP_MISC_ATK_DEF:
if(sd->state.lr_flag != 2)
sd->bonus.misc_def_rate += val;
break;
case SP_IGNORE_MDEF_RATE:
if (sd->state.lr_flag != 2) {
// Decomposed RC_ALL:
sd->ignore_mdef[RC_NONBOSS] += val;
sd->ignore_mdef[RC_BOSS] += val;
}
break;
case SP_IGNORE_MDEF_ELE:
if( (val >= ELE_MAX && val != ELE_ALL) || (val < ELE_NEUTRAL) ) {
ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
break;
}
if (sd->state.lr_flag != 2) {
if ( val == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ ) {
sd->bonus.ignore_mdef_ele |= 1<bonus.ignore_mdef_ele |= 1<race_id2mask(val);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus: SP_IGNORE_MDEF_RACE: Invalid Race (%d)\n", val);
break;
}
if (sd->state.lr_flag != 2) {
sd->bonus.ignore_mdef_race |= race_mask;
}
}
break;
case SP_PERFECT_HIT_RATE:
if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val)
sd->bonus.perfect_hit = val;
break;
case SP_PERFECT_HIT_ADD_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.perfect_hit_add += val;
break;
case SP_CRITICAL_RATE:
if(sd->state.lr_flag != 2)
sd->critical_rate+=val;
break;
case SP_DEF_RATIO_ATK_ELE:
if( (val >= ELE_MAX && val != ELE_ALL) || (val < ELE_NEUTRAL) ) {
ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
break;
}
if ( val == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ ) {
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_ele |= 1<state.lr_flag == 1)
sd->left_weapon.def_ratio_atk_ele |= 1<race_id2mask(val);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid Race (%d)\n", val);
break;
}
if (!sd->state.lr_flag)
sd->right_weapon.def_ratio_atk_race |= race_mask;
else if (sd->state.lr_flag == 1)
sd->left_weapon.def_ratio_atk_race |= race_mask;
}
break;
case SP_HIT_RATE:
if(sd->state.lr_flag != 2)
sd->hit_rate += val;
break;
case SP_FLEE_RATE:
if(sd->state.lr_flag != 2)
sd->flee_rate += val;
break;
case SP_FLEE2_RATE:
if(sd->state.lr_flag != 2)
sd->flee2_rate += val;
break;
case SP_DEF_RATE:
if(sd->state.lr_flag != 2)
sd->def_rate += val;
break;
case SP_DEF2_RATE:
if(sd->state.lr_flag != 2)
sd->def2_rate += val;
break;
case SP_MDEF_RATE:
if(sd->state.lr_flag != 2)
sd->mdef_rate += val;
break;
case SP_MDEF2_RATE:
if(sd->state.lr_flag != 2)
sd->mdef2_rate += val;
break;
case SP_RESTART_FULL_RECOVER:
if(sd->state.lr_flag != 2)
sd->special_state.restart_full_recover = 1;
break;
case SP_NO_CASTCANCEL:
if(sd->state.lr_flag != 2)
sd->special_state.no_castcancel = 1;
break;
case SP_NO_CASTCANCEL2:
if(sd->state.lr_flag != 2)
sd->special_state.no_castcancel2 = 1;
break;
case SP_NO_SIZEFIX:
if(sd->state.lr_flag != 2)
sd->special_state.no_sizefix = 1;
break;
case SP_NO_MAGIC_DAMAGE:
if(sd->state.lr_flag == 2)
break;
val+= sd->special_state.no_magic_damage;
sd->special_state.no_magic_damage = cap_value(val,0,100);
break;
case SP_NO_WEAPON_DAMAGE:
if(sd->state.lr_flag == 2)
break;
val+= sd->special_state.no_weapon_damage;
sd->special_state.no_weapon_damage = cap_value(val,0,100);
break;
case SP_NO_MISC_DAMAGE:
if(sd->state.lr_flag == 2)
break;
val+= sd->special_state.no_misc_damage;
sd->special_state.no_misc_damage = cap_value(val,0,100);
break;
case SP_NO_GEMSTONE:
if(sd->state.lr_flag != 2)
sd->special_state.no_gemstone = 1;
break;
case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
if(sd->state.lr_flag != 2) {
sd->special_state.intravision = 1;
clif->status_change(&sd->bl, SI_CLAIRVOYANCE, 1, 0, 0, 0, 0);
}
break;
case SP_NO_KNOCKBACK:
if(sd->state.lr_flag != 2)
sd->special_state.no_knockback = 1;
break;
case SP_SPLASH_RANGE:
if(sd->bonus.splash_range < val)
sd->bonus.splash_range = val;
break;
case SP_SPLASH_ADD_RANGE:
sd->bonus.splash_add_range += val;
break;
case SP_SHORT_WEAPON_DAMAGE_RETURN:
if(sd->state.lr_flag != 2)
sd->bonus.short_weapon_damage_return += val;
break;
case SP_LONG_WEAPON_DAMAGE_RETURN:
if(sd->state.lr_flag != 2)
sd->bonus.long_weapon_damage_return += val;
break;
case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
if(sd->state.lr_flag != 2)
sd->bonus.magic_damage_return += val;
break;
case SP_ALL_STATS: // [Valaris]
if(sd->state.lr_flag!=2) {
sd->param_bonus[SP_STR-SP_STR]+=val;
sd->param_bonus[SP_AGI-SP_STR]+=val;
sd->param_bonus[SP_VIT-SP_STR]+=val;
sd->param_bonus[SP_INT-SP_STR]+=val;
sd->param_bonus[SP_DEX-SP_STR]+=val;
sd->param_bonus[SP_LUK-SP_STR]+=val;
}
break;
case SP_AGI_VIT: // [Valaris]
if(sd->state.lr_flag!=2) {
sd->param_bonus[SP_AGI-SP_STR]+=val;
sd->param_bonus[SP_VIT-SP_STR]+=val;
}
break;
case SP_AGI_DEX_STR: // [Valaris]
if(sd->state.lr_flag!=2) {
sd->param_bonus[SP_AGI-SP_STR]+=val;
sd->param_bonus[SP_DEX-SP_STR]+=val;
sd->param_bonus[SP_STR-SP_STR]+=val;
}
break;
case SP_PERFECT_HIDE: // [Valaris]
if(sd->state.lr_flag!=2)
sd->special_state.perfect_hiding=1;
break;
case SP_UNBREAKABLE:
if(sd->state.lr_flag!=2)
sd->bonus.unbreakable += val;
break;
case SP_UNBREAKABLE_WEAPON:
if(sd->state.lr_flag != 2)
sd->bonus.unbreakable_equip |= EQP_WEAPON;
break;
case SP_UNBREAKABLE_ARMOR:
if(sd->state.lr_flag != 2)
sd->bonus.unbreakable_equip |= EQP_ARMOR;
break;
case SP_UNBREAKABLE_HELM:
if(sd->state.lr_flag != 2)
sd->bonus.unbreakable_equip |= EQP_HELM;
break;
case SP_UNBREAKABLE_SHIELD:
if(sd->state.lr_flag != 2)
sd->bonus.unbreakable_equip |= EQP_SHIELD;
break;
case SP_UNBREAKABLE_GARMENT:
if(sd->state.lr_flag != 2)
sd->bonus.unbreakable_equip |= EQP_GARMENT;
break;
case SP_UNBREAKABLE_SHOES:
if(sd->state.lr_flag != 2)
sd->bonus.unbreakable_equip |= EQP_SHOES;
break;
case SP_CLASSCHANGE: // [Valaris]
if(sd->state.lr_flag !=2)
sd->bonus.classchange=val;
break;
case SP_LONG_ATK_RATE:
if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
sd->bonus.long_attack_atk_rate+=val;
break;
case SP_BREAK_WEAPON_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.break_weapon_rate+=val;
break;
case SP_BREAK_ARMOR_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.break_armor_rate+=val;
break;
case SP_ADD_STEAL_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.add_steal_rate+=val;
break;
case SP_DELAYRATE:
if(sd->state.lr_flag != 2)
sd->delayrate+=val;
break;
case SP_CRIT_ATK_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.crit_atk_rate += val;
break;
case SP_NO_REGEN:
if(sd->state.lr_flag != 2)
sd->regen.state.block|=val;
break;
case SP_UNSTRIPABLE_WEAPON:
if(sd->state.lr_flag != 2)
sd->bonus.unstripable_equip |= EQP_WEAPON;
break;
case SP_UNSTRIPABLE:
case SP_UNSTRIPABLE_ARMOR:
if(sd->state.lr_flag != 2)
sd->bonus.unstripable_equip |= EQP_ARMOR;
break;
case SP_UNSTRIPABLE_HELM:
if(sd->state.lr_flag != 2)
sd->bonus.unstripable_equip |= EQP_HELM;
break;
case SP_UNSTRIPABLE_SHIELD:
if(sd->state.lr_flag != 2)
sd->bonus.unstripable_equip |= EQP_SHIELD;
break;
case SP_HP_DRAIN_VALUE:
if (sd->state.lr_flag == 0) {
// Decomposed RC_ALL:
sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
sd->right_weapon.hp_drain[RC_BOSS].value += val;
} else if (sd->state.lr_flag == 1) {
// Decomposed RC_ALL:
sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
sd->left_weapon.hp_drain[RC_BOSS].value += val;
}
break;
case SP_SP_DRAIN_VALUE:
if (sd->state.lr_flag == 0) {
// Decomposed RC_ALL:
sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
sd->right_weapon.sp_drain[RC_BOSS].value += val;
} else if (sd->state.lr_flag == 1) {
// Decomposed RC_ALL:
sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
sd->left_weapon.sp_drain[RC_BOSS].value += val;
}
break;
case SP_SP_GAIN_VALUE:
if(!sd->state.lr_flag)
sd->bonus.sp_gain_value += val;
break;
case SP_HP_GAIN_VALUE:
if(!sd->state.lr_flag)
sd->bonus.hp_gain_value += val;
break;
case SP_MAGIC_SP_GAIN_VALUE:
if(!sd->state.lr_flag)
sd->bonus.magic_sp_gain_value += val;
break;
case SP_MAGIC_HP_GAIN_VALUE:
if(!sd->state.lr_flag)
sd->bonus.magic_hp_gain_value += val;
break;
case SP_ADD_HEAL_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.add_heal_rate += val;
break;
case SP_ADD_HEAL2_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.add_heal2_rate += val;
break;
case SP_ADD_ITEM_HEAL_RATE:
if(sd->state.lr_flag != 2)
sd->bonus.itemhealrate2 += val;
break;
case SP_EMATK:
if(sd->state.lr_flag != 2)
sd->bonus.ematk += val;
break;
case SP_FIXCASTRATE:
if(sd->state.lr_flag != 2)
sd->bonus.fixcastrate -= val;
break;
case SP_ADD_FIXEDCAST:
if(sd->state.lr_flag != 2)
sd->bonus.add_fixcast += val;
break;
#ifdef RENEWAL_CAST
case SP_VARCASTRATE:
if(sd->state.lr_flag != 2)
sd->bonus.varcastrate -= val;
break;
case SP_ADD_VARIABLECAST:
if(sd->state.lr_flag != 2)
sd->bonus.add_varcast += val;
break;
#endif
case SP_ADD_MONSTER_DROP_CHAINITEM:
if (sd->state.lr_flag != 2)
pc->bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, val, map->race_id2mask(RC_ALL), 10000);
break;
case SP_ADDMAXWEIGHT:
if (sd->state.lr_flag != 2)
sd->max_weight += val;
break;
default:
ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
Assert_report(0);
break;
}
return 0;
}
/*==========================================
* Player bonus (type) with args type2 and val, called trough bonus2 (npc)
*------------------------------------------*/
int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
{
int i;
nullpo_ret(sd);
switch(type){
case SP_ADDELE:
if( (type2 >= ELE_MAX && type2 != ELE_ALL) || (type2 < ELE_NEUTRAL) ) {
ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
break;
}
if ( type2 == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ ) {
if ( !sd->state.lr_flag )
sd->right_weapon.addele[i] += val;
else if ( sd->state.lr_flag == 1 )
sd->left_weapon.addele[i] += val;
else if ( sd->state.lr_flag == 2 )
sd->arrow_addele[i] += val;
}
} else {
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:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_ADDRACE: Invalid Race (%d)\n", type2);
break;
}
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
if (sd->state.lr_flag == 0) {
sd->right_weapon.addrace[i] += val;
} else if (sd->state.lr_flag == 1) {
sd->left_weapon.addrace[i] += val;
} else if (sd->state.lr_flag == 2) {
sd->arrow_addrace[i] += val;
}
}
}
break;
case SP_ADDSIZE:
if(!sd->state.lr_flag)
sd->right_weapon.addsize[type2]+=val;
else if(sd->state.lr_flag == 1)
sd->left_weapon.addsize[type2]+=val;
else if(sd->state.lr_flag == 2)
sd->arrow_addsize[type2]+=val;
break;
case SP_SUBELE:
if( (type2 >= ELE_MAX && type2 != ELE_ALL) || (type2 < ELE_NEUTRAL) ) {
ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
break;
}
if(sd->state.lr_flag != 2) {
if ( type2 == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ ){
sd->subele[i] += val;
}
} else {
sd->subele[type2] += val;
}
}
break;
case SP_SUBRACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_SUBRACE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->subrace[i] += val;
}
}
break;
case SP_ADDEFF:
if (type2 > SC_MAX) {
ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
break;
}
pc->bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0, 0);
break;
case SP_ADDEFF2:
if (type2 > SC_MAX) {
ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
break;
}
pc->bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF, 0);
break;
case SP_RESEFF:
if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
break;
}
if(sd->state.lr_flag == 2)
break;
i = sd->reseff[type2-SC_COMMON_MIN]+val;
sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000);
break;
case SP_MAGIC_ADDELE:
if( (type2 >= ELE_MAX && type2 != ELE_ALL) || (type2 < ELE_NEUTRAL) ) {
ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
break;
}
if ( sd->state.lr_flag != 2 ) {
if ( type2 == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ )
sd->magic_addele[i] += val;
} else {
sd->magic_addele[type2] += val;
}
}
break;
case SP_MAGIC_ADDRACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_MAGIC_ADDRACE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->magic_addrace[i] += val;
}
}
break;
case SP_MAGIC_ADDSIZE:
if(sd->state.lr_flag != 2)
sd->magic_addsize[type2]+=val;
break;
case SP_MAGIC_ATK_ELE:
if( (type2 >= ELE_MAX && type2 != ELE_ALL) || (type2 < ELE_NEUTRAL) ) {
ShowError("pc_bonus2: SP_MAGIC_ATK_ELE: Invalid element %d\n", type2);
break;
}
if ( sd->state.lr_flag != 2 ) {
if ( type2 == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ )
sd->magic_atk_ele[i] += val;
} else {
sd->magic_atk_ele[type2] += val;
}
}
break;
case SP_ADD_DAMAGE_CLASS:
switch (sd->state.lr_flag) {
case 0: //Right hand
ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2);
if (i == ARRAYLENGTH(sd->right_weapon.add_dmg)) {
ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n",
ARRAYLENGTH(sd->right_weapon.add_dmg));
break;
}
sd->right_weapon.add_dmg[i].class_ = type2;
sd->right_weapon.add_dmg[i].rate += val;
if (!sd->right_weapon.add_dmg[i].rate) { //Shift the rest of elements up.
if( i != ARRAYLENGTH(sd->right_weapon.add_dmg) - 1 )
memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0]));
}
break;
case 1: //Left hand
ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2);
if (i == ARRAYLENGTH(sd->left_weapon.add_dmg)) {
ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n",
ARRAYLENGTH(sd->left_weapon.add_dmg));
break;
}
sd->left_weapon.add_dmg[i].class_ = type2;
sd->left_weapon.add_dmg[i].rate += val;
if (!sd->left_weapon.add_dmg[i].rate) { //Shift the rest of elements up.
if( i != ARRAYLENGTH(sd->left_weapon.add_dmg) - 1 )
memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0]));
}
break;
}
break;
case SP_ADD_MAGIC_DAMAGE_CLASS:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2);
if (i == ARRAYLENGTH(sd->add_mdmg)) {
ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg));
break;
}
sd->add_mdmg[i].class_ = type2;
sd->add_mdmg[i].rate += val;
if (!sd->add_mdmg[i].rate && i != ARRAYLENGTH(sd->add_mdmg) - 1) //Shift the rest of elements up.
memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0]));
break;
case SP_ADD_DEF_CLASS:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2);
if (i == ARRAYLENGTH(sd->add_def)) {
ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def));
break;
}
sd->add_def[i].class_ = type2;
sd->add_def[i].rate += val;
if ( !sd->add_def[i].rate && i != ARRAYLENGTH(sd->add_def) - 1) //Shift the rest of elements up.
memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0]));
break;
case SP_ADD_MDEF_CLASS:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2);
if (i == ARRAYLENGTH(sd->add_mdef)) {
ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef));
break;
}
sd->add_mdef[i].class_ = type2;
sd->add_mdef[i].rate += val;
if (!sd->add_mdef[i].rate && i != ARRAYLENGTH(sd->add_mdef) - 1) //Shift the rest of elements up.
memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0]));
break;
case SP_HP_DRAIN_RATE:
if (sd->state.lr_flag == 0) {
// Decomposed RC_ALL:
sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
sd->right_weapon.hp_drain[RC_BOSS].per += val;
} else if (sd->state.lr_flag == 1) {
// Decomposed RC_ALL:
sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
sd->left_weapon.hp_drain[RC_BOSS].per += val;
}
break;
case SP_HP_DRAIN_VALUE:
if (sd->state.lr_flag == 0) {
// Decomposed RC_ALL:
sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
sd->right_weapon.hp_drain[RC_BOSS].value += type2;
sd->right_weapon.hp_drain[RC_BOSS].type = val;
} else if (sd->state.lr_flag == 1) {
// Decomposed RC_ALL:
sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
sd->left_weapon.hp_drain[RC_BOSS].value += type2;
sd->left_weapon.hp_drain[RC_BOSS].type = val;
}
break;
case SP_SP_DRAIN_RATE:
if (sd->state.lr_flag == 0) {
// Decomposed RC_ALL:
sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
sd->right_weapon.sp_drain[RC_BOSS].per += val;
} else if (sd->state.lr_flag == 1) {
// Decomposed RC_ALL:
sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
sd->left_weapon.sp_drain[RC_BOSS].per += val;
}
break;
case SP_SP_DRAIN_VALUE:
if (sd->state.lr_flag == 0) {
// Decomposed RC_ALL:
sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
sd->right_weapon.sp_drain[RC_BOSS].value += type2;
sd->right_weapon.sp_drain[RC_BOSS].type = val;
} else if (sd->state.lr_flag == 1) {
// Decomposed RC_ALL:
sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
sd->left_weapon.sp_drain[RC_BOSS].value += type2;
sd->left_weapon.sp_drain[RC_BOSS].type = val;
}
break;
case SP_HP_VANISH_RATE:
if (sd->state.lr_flag != 2) {
sd->bonus.hp_vanish_rate += type2;
sd->bonus.hp_vanish_per = max(sd->bonus.hp_vanish_per, val);
sd->bonus.hp_vanish_trigger = 0;
}
break;
case SP_SP_VANISH_RATE:
if (sd->state.lr_flag != 2) {
sd->bonus.sp_vanish_rate += type2;
sd->bonus.sp_vanish_per = max(sd->bonus.sp_vanish_per, val);
sd->bonus.sp_vanish_trigger = 0;
}
break;
case SP_GET_ZENY_NUM:
if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) {
sd->bonus.get_zeny_rate = val;
sd->bonus.get_zeny_num = type2;
}
break;
case SP_ADD_GET_ZENY_NUM:
if(sd->state.lr_flag != 2) {
sd->bonus.get_zeny_rate += val;
sd->bonus.get_zeny_num += type2;
}
break;
case SP_WEAPON_COMA_ELE:
if( (type2 >= ELE_MAX && type2 != ELE_ALL) || (type2 < ELE_NEUTRAL) ) {
ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
break;
}
if(sd->state.lr_flag == 2)
break;
if ( type2 == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ )
sd->weapon_coma_ele[i] += val;
} else {
sd->weapon_coma_ele[type2] += val;
}
sd->special_state.bonus_coma = 1;
break;
case SP_WEAPON_COMA_RACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_WEAPON_COMA_RACE: Invalid Race (%d)\n", type2);
break;
}
if(sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->weapon_coma_race[i] += val;
}
sd->special_state.bonus_coma = 1;
}
break;
case SP_WEAPON_ATK:
if(sd->state.lr_flag != 2)
sd->weapon_atk[type2]+=val;
break;
case SP_WEAPON_ATK_RATE:
if(sd->state.lr_flag != 2)
sd->weapon_atk_rate[type2]+=val;
break;
case SP_CRITICAL_ADDRACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_CRITICAL_ADDRACE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->critaddrace[i] += val*10;
}
}
break;
case SP_ADDEFF_WHENHIT:
if (type2 > SC_MAX) {
ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
break;
}
if(sd->state.lr_flag != 2)
pc->bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0, 0);
break;
case SP_SKILL_ATK:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2);
if (i == ARRAYLENGTH(sd->skillatk)) {
//Better mention this so the array length can be updated. [Skotlex]
ShowDebug("script->run: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillatk), type2, val);
break;
}
if (sd->skillatk[i].id == type2)
sd->skillatk[i].val += val;
else {
sd->skillatk[i].id = type2;
sd->skillatk[i].val = val;
}
break;
case SP_SKILL_HEAL:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2);
if (i == ARRAYLENGTH(sd->skillheal)) {
// Better mention this so the array length can be updated. [Skotlex]
ShowDebug("script->run: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillheal), type2, val);
break;
}
if (sd->skillheal[i].id == type2)
sd->skillheal[i].val += val;
else {
sd->skillheal[i].id = type2;
sd->skillheal[i].val = val;
}
break;
case SP_SKILL_HEAL2:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2);
if (i == ARRAYLENGTH(sd->skillheal2)) {
// Better mention this so the array length can be updated. [Skotlex]
ShowDebug("script->run: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillheal2), type2, val);
break;
}
if (sd->skillheal2[i].id == type2)
sd->skillheal2[i].val += val;
else {
sd->skillheal2[i].id = type2;
sd->skillheal2[i].val = val;
}
break;
case SP_ADD_SKILL_BLOW:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2);
if (i == ARRAYLENGTH(sd->skillblown)) {
//Better mention this so the array length can be updated. [Skotlex]
ShowDebug("script->run: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillblown), type2, val);
break;
}
if(sd->skillblown[i].id == type2)
sd->skillblown[i].val += val;
else {
sd->skillblown[i].id = type2;
sd->skillblown[i].val = val;
}
break;
#ifndef RENEWAL_CAST
case SP_VARCASTRATE:
#endif
case SP_CASTRATE:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
if (i == ARRAYLENGTH(sd->skillcast)) {
//Better mention this so the array length can be updated. [Skotlex]
ShowDebug("script->run: bonus2 %s reached its limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
type == SP_CASTRATE ? "bCastRate" : "bVariableCastrate",
ARRAYLENGTH(sd->skillcast), type2, val);
break;
}
if(sd->skillcast[i].id == type2)
sd->skillcast[i].val += val;
else {
sd->skillcast[i].id = type2;
sd->skillcast[i].val = val;
}
break;
case SP_FIXCASTRATE:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillfixcastrate), i, sd->skillfixcastrate[i].id == 0 || sd->skillfixcastrate[i].id == type2);
if (i == ARRAYLENGTH(sd->skillfixcastrate)) {
ShowDebug("script->run: bonus2 bFixedCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillfixcastrate), type2, val);
break;
}
if(sd->skillfixcastrate[i].id == type2)
sd->skillfixcastrate[i].val -= val;
else {
sd->skillfixcastrate[i].id = type2;
sd->skillfixcastrate[i].val -= val;
}
break;
case SP_HP_LOSS_RATE:
if(sd->state.lr_flag != 2) {
sd->hp_loss.value = type2;
sd->hp_loss.rate = val;
}
break;
case SP_HP_REGEN_RATE:
if(sd->state.lr_flag != 2) {
sd->hp_regen.value = type2;
sd->hp_regen.rate = val;
}
break;
case SP_ADDRACE2:
if (!(type2 > RC2_NONE && type2 < RC2_MAX))
break;
if(sd->state.lr_flag != 2)
sd->right_weapon.addrace2[type2] += val;
else
sd->left_weapon.addrace2[type2] += val;
break;
case SP_SUBSIZE:
if(sd->state.lr_flag != 2)
sd->subsize[type2]+=val;
break;
case SP_SUBRACE2:
if (!(type2 > RC2_NONE && type2 < RC2_MAX))
break;
if(sd->state.lr_flag != 2)
sd->subrace2[type2]+=val;
break;
case SP_ADD_ITEM_HEAL_RATE:
if(sd->state.lr_flag == 2)
break;
//Standard item bonus.
for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
if (i == ARRAYLENGTH(sd->itemhealrate)) {
ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate));
break;
}
sd->itemhealrate[i].nameid = type2;
sd->itemhealrate[i].rate += val;
break;
case SP_EXP_ADDRACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_EXP_ADDRACE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->expaddrace[i] += val;
}
}
break;
case SP_SP_GAIN_RACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_SP_GAIN_RACE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->sp_gain_race[i] += val;
}
}
break;
case SP_ADD_MONSTER_DROP_ITEM:
if (sd->state.lr_flag != 2)
pc->bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, map->race_id2mask(RC_ALL), val);
break;
case SP_SP_LOSS_RATE:
if(sd->state.lr_flag != 2) {
sd->sp_loss.value = type2;
sd->sp_loss.rate = val;
}
break;
case SP_SP_REGEN_RATE:
if(sd->state.lr_flag != 2) {
sd->sp_regen.value = type2;
sd->sp_regen.rate = val;
}
break;
case SP_HP_DRAIN_VALUE_RACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_HP_DRAIN_VALUE_RACE: Invalid Race (%d)\n", type2);
break;
}
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
if (sd->state.lr_flag == 0)
sd->right_weapon.hp_drain[i].value += val;
else if(sd->state.lr_flag == 1)
sd->left_weapon.hp_drain[i].value += val;
}
}
break;
case SP_SP_DRAIN_VALUE_RACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_SP_DRAIN_VALUE_RACE: Invalid Race (%d)\n", type2);
break;
}
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
if (sd->state.lr_flag == 0)
sd->right_weapon.sp_drain[i].value += val;
else if (sd->state.lr_flag == 1)
sd->left_weapon.sp_drain[i].value += val;
}
}
break;
case SP_IGNORE_MDEF_RATE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_IGNORE_MDEF_RATE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->ignore_mdef[i] += val;
}
}
break;
case SP_IGNORE_DEF_RATE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_IGNORE_DEF_RATE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->ignore_def[i] += val;
}
}
break;
case SP_SP_GAIN_RACE_ATTACK:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_SP_GAIN_RACE_ATTACK: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->sp_gain_race_attack[i] = cap_value(sd->sp_gain_race_attack[i] + val, 0, INT16_MAX);
}
}
break;
case SP_HP_GAIN_RACE_ATTACK:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_HP_GAIN_RACE_ATTACK: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->hp_gain_race_attack[i] = cap_value(sd->hp_gain_race_attack[i] + val, 0, INT16_MAX);
}
}
break;
case SP_SKILL_USE_SP_RATE: //bonus2 bSkillUseSPrate,n,x;
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == 0 || sd->skillusesprate[i].id == type2);
if (i == ARRAYLENGTH(sd->skillusesprate)) {
ShowDebug("script->run: bonus2 bSkillUseSPrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillusesprate), type2, val);
break;
}
if (sd->skillusesprate[i].id == type2)
sd->skillusesprate[i].val += val;
else {
sd->skillusesprate[i].id = type2;
sd->skillusesprate[i].val = val;
}
break;
case SP_SKILL_COOLDOWN:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillcooldown), i, sd->skillcooldown[i].id == 0 || sd->skillcooldown[i].id == type2);
if (i == ARRAYLENGTH(sd->skillcooldown)) {
ShowDebug("script->run: bonus2 bSkillCoolDown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillcooldown), type2, val);
break;
}
if (sd->skillcooldown[i].id == type2)
sd->skillcooldown[i].val += val;
else {
sd->skillcooldown[i].id = type2;
sd->skillcooldown[i].val = val;
}
break;
case SP_SKILL_FIXEDCAST:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillfixcast), i, sd->skillfixcast[i].id == 0 || sd->skillfixcast[i].id == type2);
if (i == ARRAYLENGTH(sd->skillfixcast)) {
ShowDebug("script->run: bonus2 bSkillFixedCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillfixcast), type2, val);
break;
}
if (sd->skillfixcast[i].id == type2)
sd->skillfixcast[i].val += val;
else {
sd->skillfixcast[i].id = type2;
sd->skillfixcast[i].val = val;
}
break;
case SP_SKILL_VARIABLECAST:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillvarcast), i, sd->skillvarcast[i].id == 0 || sd->skillvarcast[i].id == type2);
if (i == ARRAYLENGTH(sd->skillvarcast)) {
ShowDebug("script->run: bonus2 bSkillVariableCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillvarcast), type2, val);
break;
}
if (sd->skillvarcast[i].id == type2)
sd->skillvarcast[i].val += val;
else {
sd->skillvarcast[i].id = type2;
sd->skillvarcast[i].val = val;
}
break;
#ifdef RENEWAL_CAST
case SP_VARCASTRATE:
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
if (i == ARRAYLENGTH(sd->skillcast)) {
ShowDebug("script->run: bonus2 bVariableCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillcast), type2, val);
break;
}
if(sd->skillcast[i].id == type2)
sd->skillcast[i].val -= val;
else {
sd->skillcast[i].id = type2;
sd->skillcast[i].val -= val;
}
break;
#endif
case SP_SKILL_USE_SP: //bonus2 bSkillUseSP,n,x;
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == 0 || sd->skillusesp[i].id == type2);
if (i == ARRAYLENGTH(sd->skillusesp)) {
ShowDebug("script->run: bonus2 bSkillUseSP reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",
ARRAYLENGTH(sd->skillusesp), type2, val);
break;
}
if (sd->skillusesp[i].id == type2)
sd->skillusesp[i].val += val;
else {
sd->skillusesp[i].id = type2;
sd->skillusesp[i].val = val;
}
break;
case SP_ADD_MONSTER_DROP_CHAINITEM:
{
uint32 race_mask = map->race_id2mask(val);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_ADD_MONSTER_DROP_CHAINITEM: Invalid Race (%d)\n", val);
break;
}
if (sd->state.lr_flag != 2)
pc->bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, race_mask, 10000);
}
break;
#ifdef RENEWAL
case SP_RACE_TOLERANCE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_RACE_TOLERANCE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask)
sd->race_tolerance[i] += val;
}
break;
#endif
default:
ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
Assert_report(0);
break;
}
return 0;
}
int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
{
int i;
nullpo_ret(sd);
switch(type){
case SP_ADD_MONSTER_DROP_ITEM:
{
uint32 race_mask = map->race_id2mask(type3);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus2: SP_ADD_MONSTER_DROP_ITEM: Invalid Race (%d)\n", type3);
break;
}
if (sd->state.lr_flag != 2)
pc->bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, race_mask, val);
}
break;
case SP_ADD_CLASS_DROP_ITEM:
if(sd->state.lr_flag != 2)
pc->bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, -type3, val);
break;
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
{
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
pc->bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
target?-type2:type2, type3, val, 0, status->current_equip_card_id);
}
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
{
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
pc->bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, status->current_equip_card_id);
}
break;
case SP_SP_DRAIN_RATE:
if (sd->state.lr_flag == 0) {
// Decomposed RC_ALL:
sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
sd->right_weapon.sp_drain[RC_BOSS].per += type3;
sd->right_weapon.sp_drain[RC_BOSS].type = val;
} else if (sd->state.lr_flag == 1) {
// Decomposed RC_ALL:
sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
sd->left_weapon.sp_drain[RC_BOSS].per += type3;
sd->left_weapon.sp_drain[RC_BOSS].type = val;
}
break;
case SP_HP_DRAIN_RATE_RACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus3: SP_HP_DRAIN_RATE_RACE: Invalid Race (%d)\n", type2);
break;
}
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
if (sd->state.lr_flag == 0) {
sd->right_weapon.hp_drain[i].rate += type3;
sd->right_weapon.hp_drain[i].per += val;
} else if(sd->state.lr_flag == 1) {
sd->left_weapon.hp_drain[i].rate += type3;
sd->left_weapon.hp_drain[i].per += val;
}
}
}
break;
case SP_SP_DRAIN_RATE_RACE:
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus3: SP_SP_DRAIN_RATE_RACE: Invalid Race (%d)\n", type2);
break;
}
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
if (sd->state.lr_flag == 0) {
sd->right_weapon.sp_drain[i].rate += type3;
sd->right_weapon.sp_drain[i].per += val;
} else if(sd->state.lr_flag == 1) {
sd->left_weapon.sp_drain[i].rate += type3;
sd->left_weapon.sp_drain[i].per += val;
}
}
}
break;
case SP_ADDEFF:
if (type2 > SC_MAX) {
ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
break;
}
pc->bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val, 0);
break;
case SP_ADDEFF_WHENHIT:
if (type2 > SC_MAX) {
ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
break;
}
if(sd->state.lr_flag != 2)
pc->bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val, 0);
break;
case SP_ADDEFF_ONSKILL:
if( type3 > SC_MAX ) {
ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3);
break;
}
if( sd->state.lr_flag != 2 )
pc->bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET);
break;
case SP_ADDELE:
if( (type2 >= ELE_MAX && type2 != ELE_ALL) || (type2 < ELE_NEUTRAL) ) {
ShowError("pc_bonus3: SP_ADDELE: Invalid element %d\n", type2);
break;
}
if ( sd->state.lr_flag != 2 ) {
if ( type2 == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ )
pc_bonus_addele(sd, (unsigned char)i, type3, val);
} else {
pc_bonus_addele(sd, (unsigned char)type2, type3, val);
}
}
break;
case SP_SUBELE:
if( (type2 >= ELE_MAX && type2 != ELE_ALL) || (type2 < ELE_NEUTRAL) ) {
ShowError("pc_bonus3: SP_SUBELE: Invalid element %d\n", type2);
break;
}
if ( sd->state.lr_flag != 2 ) {
if ( type2 == ELE_ALL ) {
for ( i = ELE_NEUTRAL; i < ELE_MAX; i++ )
pc_bonus_subele(sd, (unsigned char)i, type3, val);
} else {
pc_bonus_subele(sd, (unsigned char)type2, type3, val);
}
}
break;
case SP_HP_VANISH_RATE:
if (sd->state.lr_flag != 2) {
sd->bonus.hp_vanish_rate += type2;
sd->bonus.hp_vanish_per = max(sd->bonus.hp_vanish_per, type3);
sd->bonus.hp_vanish_trigger = val;
}
break;
case SP_SP_VANISH_RATE:
if (sd->state.lr_flag != 2) {
sd->bonus.sp_vanish_rate += type2;
sd->bonus.sp_vanish_per = max(sd->bonus.sp_vanish_per, type3);
sd->bonus.sp_vanish_trigger = val;
}
break;
default:
ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
Assert_report(0);
break;
}
return 0;
}
int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val) {
int i;
nullpo_ret(sd);
switch(type) {
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
pc->bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1) ? type2 : -type2, (val&2) ? -type3 : type3, type4, 0, status->current_equip_card_id);
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
pc->bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1) ? type2 : -type2, (val&2) ? -type3 : type3, type4, BF_NORMAL|BF_SKILL, status->current_equip_card_id);
break;
case SP_AUTOSPELL_ONSKILL:
if(sd->state.lr_flag != 2) {
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
pc->bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, status->current_equip_card_id);
}
break;
case SP_ADDEFF_ONSKILL:
if( type2 > SC_MAX ) {
ShowWarning("pc_bonus4 (Add Effect on skill): %d is not supported.\n", type2);
break;
}
if( sd->state.lr_flag != 2 )
pc->bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
break;
case SP_SET_DEF_RACE: //bonus4 bSetDefRace,n,x,r,y;
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus4: SP_SET_DEF_RACE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->def_set_race[i].rate = type3;
sd->def_set_race[i].tick = type4;
sd->def_set_race[i].value = val;
}
}
break;
case SP_SET_MDEF_RACE: //bonus4 bSetMDefRace,n,x,r,y;
{
uint32 race_mask = map->race_id2mask(type2);
if (race_mask == RCMASK_NONE) {
ShowWarning("pc_bonus4: SP_SET_MDEF_RACE: Invalid Race (%d)\n", type2);
break;
}
if (sd->state.lr_flag == 2)
break;
BONUS_FOREACH_RCARRAY_FROMMASK(i, race_mask) {
sd->mdef_set_race[i].rate = type3;
sd->mdef_set_race[i].tick = type4;
sd->mdef_set_race[i].value = val;
}
}
break;
case SP_ADDEFF:
{
uint16 duration;
if (type2 > SC_MAX) {
ShowWarning("pc_bonus4 (Add Effect): %d is not supported.\n", type2);
break;
}
if (val < 0 || val > UINT16_MAX) {
ShowWarning("pc_bonus4 (Add Effect): invalid duration %d. Valid range: [0:%d].\n", val, UINT16_MAX);
duration = (val < 0 ? 0 : UINT16_MAX);
} else {
duration = (uint16)val;
}
pc->bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, type4, duration);
}
break;
default:
ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
Assert_report(0);
break;
}
return 0;
}
int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val) {
nullpo_ret(sd);
switch(type){
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
pc->bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1) ? type2 : -type2, (val&2) ? -type3 : type3, type4, type5, status->current_equip_card_id);
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
pc->bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1) ? type2 : -type2, (val&2) ? -type3 : type3, type4, type5, status->current_equip_card_id);
break;
case SP_AUTOSPELL_ONSKILL:
if(sd->state.lr_flag != 2)
pc->bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1) ? -type3 : type3, (val&2) ? -type4 : type4, type5, status->current_equip_card_id);
break;
default:
ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val);
Assert_report(0);
break;
}
return 0;
}
#undef BONUS_FOREACH_RCARRAY_FROMMASK
/*==========================================
* Grants a player a given skill.
* Flag values: @see enum pc_skill_flag
*------------------------------------------*/
int pc_skill(struct map_session_data *sd, int id, int level, int flag)
{
uint16 index = 0;
nullpo_ret(sd);
if (!(index = skill->get_index(id))) {
ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
return 0;
}
if( level > MAX_SKILL_LEVEL ) {
ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
return 0;
}
if( flag == SKILL_GRANT_TEMPSTACK && sd->status.skill[index].lv + level > MAX_SKILL_LEVEL ) {
ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[index].lv);
return 0;
}
switch( flag ){
case SKILL_GRANT_PERMANENT: //Set skill data overwriting whatever was there before.
sd->status.skill[index].id = id;
sd->status.skill[index].lv = level;
sd->status.skill[index].flag = SKILL_FLAG_PERMANENT;
if( level == 0 ) { //Remove skill.
sd->status.skill[index].id = 0;
clif->deleteskill(sd,id);
} else
clif->addskill(sd,id);
if( !skill->dbs->db[index].inf ) //Only recalculate for passive skills.
status_calc_pc(sd, SCO_NONE);
break;
case SKILL_GRANT_TEMPORARY: //Item bonus skill.
if( sd->status.skill[index].id == id ) {
if( sd->status.skill[index].lv >= level )
return 0;
if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv;
} else {
sd->status.skill[index].id = id;
sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY;
}
sd->status.skill[index].lv = level;
break;
case SKILL_GRANT_TEMPSTACK: //Add skill bonus on top of what you had.
if( sd->status.skill[index].id == id ) {
if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT )
sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv; // Store previous level.
} else {
sd->status.skill[index].id = id;
sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
}
sd->status.skill[index].lv += level;
break;
case SKILL_GRANT_UNCONDITIONAL:
sd->status.skill[index].id = id;
sd->status.skill[index].lv = level;
sd->status.skill[index].flag = SKILL_FLAG_PERM_GRANTED;
if( level == 0 ) { //Remove skill.
sd->status.skill[index].id = 0;
clif->deleteskill(sd,id);
} else
clif->addskill(sd,id);
if( !skill->dbs->db[index].inf ) //Only recalculate for passive skills.
status_calc_pc(sd, SCO_NONE);
break;
default: //Unknown flag?
return 0;
}
return 1;
}
/**
* Checks if the given card can be inserted into the given equipment piece.
*
* @param sd The current character.
* @param idx_card The card's inventory index (note: it must be a valid index and can be checked by pc_can_insert_card)
* @param idx_equip The target equipment's inventory index.
* @retval true if the card can be inserted.
*/
bool pc_can_insert_card_into(struct map_session_data* sd, int idx_card, int idx_equip)
{
int i;
nullpo_ret(sd);
if (idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL)
return false; //Invalid item index.
if (sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1)
return false; // target item missing
if (sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR)
return false; // only weapons and armor are allowed
if (sd->status.inventory[idx_equip].identify == 0)
return false; // target must be identified
if (itemdb_isspecial(sd->status.inventory[idx_equip].card[0]))
return false; // card slots reserved for other purposes
if (sd->status.inventory[idx_equip].equip != 0)
return false; // item must be unequipped
if ((sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0)
return false; // card cannot be compounded on this item type
if (sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD)
return false; // attempted to place shield card on left-hand weapon.
ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0);
if (i == sd->inventory_data[idx_equip]->slot)
return false; // no free slots
return true;
}
/**
* Checks if the given item is card and it can be inserted into some equipment.
*
* @param sd The current character.
* @param idx_card The card's inventory index.
* @retval true if the card can be inserted.
*/
bool pc_can_insert_card(struct map_session_data* sd, int idx_card)
{
nullpo_ret(sd);
if (idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL)
return false; //Invalid card index.
if (sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1)
return false; // target card missing
if (sd->inventory_data[idx_card]->type != IT_CARD)
return false; // must be a card
return true;
}
/*==========================================
* Attempt to insert card into item.
* Return:
* 0 = fail
* 1 = success
*------------------------------------------*/
int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip)
{
int nameid;
nullpo_ret(sd);
if (sd->state.trading != 0)
return 0;
if (!pc->can_insert_card(sd, idx_card) || !pc->can_insert_card_into(sd, idx_card, idx_equip))
return 0;
// remember the card id to insert
nameid = sd->status.inventory[idx_card].nameid;
if( pc->delitem(sd, idx_card, 1, 1, DELITEM_NORMAL, LOG_TYPE_CARD) == 1 )
{// failed
clif->insert_card(sd,idx_equip,idx_card,1);
}
else
{// success
int i;
ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0);
if (i == sd->inventory_data[idx_equip]->slot)
return 0; // no free slots
logs->pick_pc(sd, LOG_TYPE_CARD, -1, &sd->status.inventory[idx_equip],sd->inventory_data[idx_equip]);
sd->status.inventory[idx_equip].card[i] = nameid;
logs->pick_pc(sd, LOG_TYPE_CARD, 1, &sd->status.inventory[idx_equip],sd->inventory_data[idx_equip]);
clif->insert_card(sd,idx_equip,idx_card,0);
return 1;
}
return 0;
}
//
// Items
//
/*==========================================
* Update buying value by skills
*------------------------------------------*/
int pc_modifybuyvalue(struct map_session_data *sd, int orig_value)
{
int skill_lv, rate1 = 0, rate2 = 0;
if (orig_value <= 0)
return 0;
if ((skill_lv=pc->checkskill(sd,MC_DISCOUNT)) > 0) // merchant discount
rate1 = 5+skill_lv*2-((skill_lv==10)? 1:0);
if ((skill_lv=pc->checkskill(sd,RG_COMPULSION)) > 0) // rogue discount
rate2 = 5+skill_lv*4;
if (rate1 < rate2)
rate1 = rate2;
if (rate1 != 0)
orig_value = apply_percentrate(orig_value, 100-rate1, 100);
if (orig_value < 1)
orig_value = 1;
return orig_value;
}
/*==========================================
* Update selling value by skills
*------------------------------------------*/
int pc_modifysellvalue(struct map_session_data *sd, int orig_value)
{
int skill_lv, rate = 0;
if (orig_value <= 0)
return 0;
if ((skill_lv=pc->checkskill(sd,MC_OVERCHARGE)) > 0) //OverCharge
rate = 5+skill_lv*2-((skill_lv==10)? 1:0);
if (rate != 0)
orig_value = apply_percentrate(orig_value, 100+rate, 100);
if (orig_value < 1)
orig_value = 1;
return orig_value;
}
/*==========================================
* Checking if we have enough place on inventory for new item
* Make sure to take 30k as limit (for client I guess)
*------------------------------------------*/
int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
{
int i;
struct item_data* data;
nullpo_ret(sd);
if(amount > MAX_AMOUNT)
return ADDITEM_OVERAMOUNT;
data = itemdb->search(nameid);
if(!itemdb->isstackable2(data))
return ADDITEM_NEW;
if( data->stack.inventory && amount > data->stack.amount )
return ADDITEM_OVERAMOUNT;
for(i=0;istatus.inventory[i].nameid==nameid){
if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
return ADDITEM_OVERAMOUNT;
return ADDITEM_EXIST;
}
}
return ADDITEM_NEW;
}
/*==========================================
* Return number of available place in inventory
* Each non stackable item will reduce place by 1
*------------------------------------------*/
int pc_inventoryblank(struct map_session_data *sd)
{
int i,b;
nullpo_ret(sd);
for(i=0,b=0;istatus.inventory[i].nameid==0)
b++;
}
return b;
}
/*==========================================
* attempts to remove zeny from player (sd)
*------------------------------------------*/
int pc_payzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
{
nullpo_retr(-1,sd);
zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
if( zeny < 0 )
{
ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
return 1;
}
if( sd->status.zeny < zeny )
return 1; //Not enough.
sd->status.zeny -= zeny;
clif->updatestatus(sd,SP_ZENY);
if(!tsd) tsd = sd;
logs->zeny(sd, type, tsd, -zeny);
if( zeny > 0 && sd->state.showzeny ) {
char output[255];
sprintf(output, "Removed %dz.", zeny);
clif_disp_onlyself(sd, output);
}
return 0;
}
/*==========================================
* Cash Shop
*------------------------------------------*/
int pc_paycash(struct map_session_data *sd, int price, int points)
{
int cash;
nullpo_retr(-1,sd);
points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
if( price < 0 || points < 0 )
{
ShowError("pc_paycash: Paying negative points (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
return -2;
}
if( points > price )
{
ShowWarning("pc_paycash: More kafra points provided than needed (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
points = price;
}
cash = price-points;
if( sd->cashPoints < cash || sd->kafraPoints < points )
{
ShowError("pc_paycash: Not enough points (cash=%d, kafra=%d) to cover the price (cash=%d, kafra=%d) (account_id=%d, char_id=%d).\n", sd->cashPoints, sd->kafraPoints, cash, points, sd->status.account_id, sd->status.char_id);
return -1;
}
pc_setaccountreg(sd, script->add_str("#CASHPOINTS"), sd->cashPoints-cash);
pc_setaccountreg(sd, script->add_str("#KAFRAPOINTS"), sd->kafraPoints-points);
if( battle_config.cashshop_show_points )
{
char output[128];
sprintf(output, msg_sd(sd,504), points, cash, sd->kafraPoints, sd->cashPoints);
clif_disp_onlyself(sd, output);
}
return cash+points;
}
int pc_getcash(struct map_session_data *sd, int cash, int points)
{
char output[128];
nullpo_retr(-1,sd);
cash = cap_value(cash,-MAX_ZENY,MAX_ZENY); //prevent command UB
points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
if( cash > 0 )
{
if( cash > MAX_ZENY-sd->cashPoints )
{
ShowWarning("pc_getcash: Cash point overflow (cash=%d, have cash=%d, account_id=%d, char_id=%d).\n", cash, sd->cashPoints, sd->status.account_id, sd->status.char_id);
cash = MAX_ZENY-sd->cashPoints;
}
pc_setaccountreg(sd, script->add_str("#CASHPOINTS"), sd->cashPoints+cash);
if( battle_config.cashshop_show_points )
{
sprintf(output, msg_sd(sd,505), cash, sd->cashPoints);
clif_disp_onlyself(sd, output);
}
return cash;
}
else if( cash < 0 )
{
ShowError("pc_getcash: Obtaining negative cash points (cash=%d, account_id=%d, char_id=%d).\n", cash, sd->status.account_id, sd->status.char_id);
return -1;
}
if( points > 0 )
{
if( points > MAX_ZENY-sd->kafraPoints )
{
ShowWarning("pc_getcash: Kafra point overflow (points=%d, have points=%d, account_id=%d, char_id=%d).\n", points, sd->kafraPoints, sd->status.account_id, sd->status.char_id);
points = MAX_ZENY-sd->kafraPoints;
}
pc_setaccountreg(sd, script->add_str("#KAFRAPOINTS"), sd->kafraPoints+points);
if( battle_config.cashshop_show_points )
{
sprintf(output, msg_sd(sd,506), points, sd->kafraPoints);
clif_disp_onlyself(sd, output);
}
return points;
}
else if( points < 0 )
{
ShowError("pc_getcash: Obtaining negative kafra points (points=%d, account_id=%d, char_id=%d).\n", points, sd->status.account_id, sd->status.char_id);
return -1;
}
return -2; //shouldn't happen but jsut in case
}
/*==========================================
* Attempts to give zeny to player (sd)
* tsd (optional) from who for log (if null take sd)
*------------------------------------------*/
int pc_getzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
{
nullpo_retr(-1,sd);
zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
if( zeny < 0 )
{
ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
return 1;
}
if( zeny > MAX_ZENY - sd->status.zeny )
zeny = MAX_ZENY - sd->status.zeny;
sd->status.zeny += zeny;
clif->updatestatus(sd,SP_ZENY);
if(!tsd) tsd = sd;
logs->zeny(sd, type, tsd, zeny);
if( zeny > 0 && sd->state.showzeny ) {
char output[255];
sprintf(output, "Gained %dz.", zeny);
clif_disp_onlyself(sd, output);
}
return 0;
}
/**
* Searches for the specified item ID in inventory and return its inventory index.
*
* If the item is found, the returned value is guaranteed to be a valid index
* (non-negative, smaller than MAX_INVENTORY).
*
* @param sd Character to search on.
* @param item_id The item ID to search.
* @return the inventory index of the first instance of the requested item.
* @retval INDEX_NOT_FOUND if the item wasn't found.
*/
int pc_search_inventory(struct map_session_data *sd, int item_id) {
int i;
nullpo_retr(INDEX_NOT_FOUND, sd);
ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) );
return ( i < MAX_INVENTORY ) ? i : INDEX_NOT_FOUND;
}
/*==========================================
* Attempt to add a new item to inventory.
* Return:
* 0 = success
* 1 = invalid itemid not found or negative amount
* 2 = overweight
* 3 = ?
* 4 = no free place found
* 5 = max amount reached
* 6 = ?
* 7 = stack limitation
*------------------------------------------*/
int pc_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
{
struct item_data *data;
int i;
unsigned int w;
nullpo_retr(1, sd);
nullpo_retr(1, item_data);
if( item_data->nameid <= 0 || amount <= 0 )
return 1;
if( amount > MAX_AMOUNT )
return 5;
data = itemdb->search(item_data->nameid);
if( data->stack.inventory && amount > data->stack.amount )
{// item stack limitation
return 7;
}
w = data->weight*amount;
if(sd->weight + w > sd->max_weight)
return 2;
if( item_data->bound ) {
switch( (enum e_item_bound_type)item_data->bound ) {
case IBT_CHARACTER:
case IBT_ACCOUNT:
break; /* no restrictions */
case IBT_PARTY:
if( !sd->status.party_id ) {
ShowError("pc_additem: can't add party_bound item to character without party!\n");
ShowError("pc_additem: %s - x%d %s (%d)\n",sd->status.name,amount,data->jname,data->nameid);
return 7;/* need proper code? */
}
break;
case IBT_GUILD:
if( !sd->status.guild_id ) {
ShowError("pc_additem: can't add guild_bound item to character without guild!\n");
ShowError("pc_additem: %s - x%d %s (%d)\n",sd->status.name,amount,data->jname,data->nameid);
return 7;/* need proper code? */
}
break;
}
}
i = MAX_INVENTORY;
// Stackable | Non Rental
if( itemdb->isstackable2(data) && item_data->expire_time == 0 ) {
for( i = 0; i < MAX_INVENTORY; i++ ) {
if( sd->status.inventory[i].nameid == item_data->nameid &&
sd->status.inventory[i].bound == item_data->bound &&
sd->status.inventory[i].expire_time == 0 &&
sd->status.inventory[i].unique_id == item_data->unique_id &&
memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 ) {
if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
return 5;
sd->status.inventory[i].amount += amount;
clif->additem(sd,i,amount,0);
break;
}
}
}
if ( i >= MAX_INVENTORY ) {
i = pc->search_inventory(sd,0);
if (i == INDEX_NOT_FOUND)
return 4;
memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
// clear equip and favorite fields first, just in case
if( item_data->equip )
sd->status.inventory[i].equip = 0;
if( item_data->favorite )
sd->status.inventory[i].favorite = 0;
sd->status.inventory[i].amount = amount;
sd->inventory_data[i] = data;
clif->additem(sd,i,amount,0);
}
if( ( !itemdb->isstackable2(data) || data->flag.force_serial || data->type == IT_CASH) && !item_data->unique_id )
sd->status.inventory[i].unique_id = itemdb->unique_id(sd);
logs->pick_pc(sd, log_type, amount, &sd->status.inventory[i],sd->inventory_data[i]);
sd->weight += w;
clif->updatestatus(sd,SP_WEIGHT);
//Auto-equip
if(data->flag.autoequip)
pc->equipitem(sd, i, data->equip);
/* rental item check */
if( item_data->expire_time ) {
if( time(NULL) > item_data->expire_time ) {
pc->rental_expire(sd,i);
} else {
int seconds = (int)( item_data->expire_time - time(NULL) );
clif->rental_time(sd->fd, sd->status.inventory[i].nameid, seconds);
pc->inventory_rental_add(sd, seconds);
}
}
return 0;
}
/*==========================================
* Remove an item at index n from inventory by amount.
* Parameters :
* @type
* 1 : don't notify deletion
* 2 : don't notify weight change
* reason: @see enum delitem_reason
* Return:
* 0 = success
* 1 = invalid itemid or negative amount
*------------------------------------------*/
int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type)
{
nullpo_retr(1, sd);
Assert_retr(1, n >= 0 && n < MAX_INVENTORY);
if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amountinventory_data[n] == NULL)
return 1;
logs->pick_pc(sd, log_type, -amount, &sd->status.inventory[n],sd->inventory_data[n]);
sd->status.inventory[n].amount -= amount;
sd->weight -= sd->inventory_data[n]->weight*amount ;
if( sd->status.inventory[n].amount <= 0 ){
if(sd->status.inventory[n].equip)
pc->unequipitem(sd, n, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
sd->inventory_data[n] = NULL;
}
if(!(type&1))
clif->delitem(sd,n,amount,reason);
if(!(type&2))
clif->updatestatus(sd,SP_WEIGHT);
return 0;
}
/*==========================================
* Attempt to drop an item.
* Return:
* 0 = fail
* 1 = success
*------------------------------------------*/
int pc_dropitem(struct map_session_data *sd,int n,int amount)
{
nullpo_retr(1, sd);
if(n < 0 || n >= MAX_INVENTORY)
return 0;
if(amount <= 0)
return 0;
if(sd->status.inventory[n].nameid <= 0 ||
sd->status.inventory[n].amount <= 0 ||
sd->status.inventory[n].amount < amount ||
sd->state.trading || sd->state.vending ||
!sd->inventory_data[n] //pc->delitem would fail on this case.
)
return 0;
if( map->list[sd->bl.m].flag.nodrop ) {
clif->message (sd->fd, msg_sd(sd,271)); // You can't drop items in this map
return 0;
}
if( !pc->candrop(sd,&sd->status.inventory[n]) )
{
clif->message (sd->fd, msg_sd(sd,263)); // This item cannot be dropped.
return 0;
}
if (!map->addflooritem(&sd->bl, &sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2))
return 0;
pc->delitem(sd, n, amount, 1, DELITEM_NORMAL, LOG_TYPE_PICKDROP_PLAYER);
clif->dropitem(sd, n, amount);
return 1;
}
/*==========================================
* Attempt to pick up an item.
* Return:
* 0 = fail
* 1 = success
*------------------------------------------*/
int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
{
int flag=0;
int64 tick = timer->gettick();
struct party_data *p=NULL;
nullpo_ret(sd);
nullpo_ret(fitem);
if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED)
return 0; // Distance is too far
if( pc_has_permission(sd,PC_PERM_DISABLE_PICK_UP) )
return 0;
if (sd->status.party_id)
p = party->search(sd->status.party_id);
if (fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id) {
struct map_session_data *first_sd = map->charid2sd(fitem->first_get_charid);
if (DIFF_TICK(tick,fitem->first_get_tick) < 0) {
if (!(p && p->party.item&1 &&
first_sd && first_sd->status.party_id == sd->status.party_id
))
return 0;
} else if (fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id) {
struct map_session_data *second_sd = map->charid2sd(fitem->second_get_charid);
if (DIFF_TICK(tick, fitem->second_get_tick) < 0) {
if (!(p && p->party.item&1 &&
((first_sd && first_sd->status.party_id == sd->status.party_id) ||
(second_sd && second_sd->status.party_id == sd->status.party_id))
))
return 0;
} else if (fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id) {
struct map_session_data *third_sd = map->charid2sd(fitem->third_get_charid);
if (DIFF_TICK(tick,fitem->third_get_tick) < 0) {
if (!(p && p->party.item&1 &&
((first_sd && first_sd->status.party_id == sd->status.party_id) ||
(second_sd && second_sd->status.party_id == sd->status.party_id) ||
(third_sd && third_sd->status.party_id == sd->status.party_id))
))
return 0;
}
}
}
}
//This function takes care of giving the item to whoever should have it, considering party-share options.
if ((flag = party->share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) {
clif->additem(sd,0,0,flag);
return 1;
}
//Display pickup animation.
pc_stop_attack(sd);
clif->takeitem(&sd->bl,&fitem->bl);
map->clearflooritem(&fitem->bl);
return 1;
}
/*==========================================
* Check if item is usable.
* Return:
* 0 = no
* 1 = yes
*------------------------------------------*/
int pc_isUseitem(struct map_session_data *sd,int n)
{
struct item_data *item;
int nameid;
nullpo_ret(sd);
Assert_ret(n >= 0 && n < MAX_INVENTORY);
item = sd->inventory_data[n];
nameid = sd->status.inventory[n].nameid;
if( item == NULL )
return 0;
//Not consumable item
if (!itemdb->is_item_usable(item))
return 0;
if( !item->script ) //if it has no script, you can't really consume it!
return 0;
if ((item->item_usage.flag&INR_SITTING) && (pc_issit(sd) == 1) && (pc_get_group_level(sd) < item->item_usage.override)) {
clif->msgtable(sd, MSG_ITEM_NEED_STANDING);
//clif->messagecolor_self(sd->fd, COLOR_WHITE, msg_txt(1474));
return 0; // You cannot use this item while sitting.
}
if (sd->state.storage_flag != STORAGE_FLAG_CLOSED && item->type != IT_CASH) {
clif->messagecolor_self(sd->fd, COLOR_RED, msg_sd(sd,1475));
return 0; // You cannot use this item while storage is open.
}
switch( nameid ) { // TODO: Is there no better way to handle this, other than hardcoding item IDs?
case ITEMID_ANODYNE:
if (map_flag_gvg2(sd->bl.m))
return 0;
break;
case ITEMID_GIANT_FLY_WING: {
struct party_data *p;
if (!sd->status.party_id) {
clif->msgtable(sd, MSG_PARTY_MEMBER_NOT_SUMMONED);
break;
}
if ((p = party->search(sd->status.party_id)) != NULL) {
int i;
int16 m;
ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
if (i == MAX_PARTY || !p->party.member[i].leader) {
clif->msgtable(sd, MSG_PARTY_MEMBER_NOT_SUMMONED);
break;
}
m = sd->bl.m;
ARR_FIND(0, MAX_PARTY, i, p->data[i].sd && p->data[i].sd != sd && p->data[i].sd->bl.m == m);
if (i == MAX_PARTY || pc_isdead(p->data[i].sd)) {
clif->msgtable(sd, MSG_PARTY_NO_MEMBER_IN_MAP);
break;
}
}
}
FALLTHROUGH
case ITEMID_WING_OF_FLY:
if (map->list[sd->bl.m].flag.noteleport || map_flag_gvg2(sd->bl.m)) {
clif->skill_mapinfomessage(sd, 0);
return 0;
}
/* Fall through */
case ITEMID_WING_OF_BUTTERFLY:
case ITEMID_DUN_TELE_SCROLL1:
case ITEMID_DUN_TELE_SCROLL2:
case ITEMID_WOB_RUNE: // Yellow Butterfly Wing
case ITEMID_WOB_SCHWALTZ: // Green Butterfly Wing
case ITEMID_WOB_RACHEL: // Red Butterfly Wing
case ITEMID_WOB_LOCAL: // Blue Butterfly Wing
case ITEMID_SIEGE_TELEPORT_SCROLL:
if( sd->duel_group && !battle_config.duel_allow_teleport ) {
clif->message(sd->fd, msg_sd(sd,863)); // "Duel: Can't use this item in duel."
return 0;
}
if( nameid != ITEMID_WING_OF_FLY && nameid != ITEMID_GIANT_FLY_WING && map->list[sd->bl.m].flag.noreturn )
return 0;
break;
case ITEMID_BRANCH_OF_DEAD_TREE:
case ITEMID_RED_POUCH_OF_SURPRISE:
case ITEMID_BLOODY_DEAD_BRANCH:
case ITEMID_PORING_BOX:
if( map->list[sd->bl.m].flag.nobranch || map_flag_gvg2(sd->bl.m) )
return 0;
break;
// Mercenary Items
case ITEMID_MERCENARY_RED_POTION:
case ITEMID_MERCENARY_BLUE_POTION:
case ITEMID_M_CENTER_POTION:
case ITEMID_M_AWAKENING_POTION:
case ITEMID_M_BERSERK_POTION:
if( sd->md == NULL || sd->md->db == NULL )
return 0;
if (sd->md->sc.data[SC_BERSERK])
return 0;
if( nameid == ITEMID_M_AWAKENING_POTION && sd->md->db->lv < 40 )
return 0;
if( nameid == ITEMID_M_BERSERK_POTION && sd->md->db->lv < 80 )
return 0;
break;
case ITEMID_NEURALIZER:
if( !map->list[sd->bl.m].flag.reset )
return 0;
break;
}
if( nameid >= ITEMID_BOW_MERCENARY_SCROLL1 && nameid <= ITEMID_SPEARMERCENARY_SCROLL10 && sd->md != NULL ) // Mercenary Scrolls
return 0;
if( item->package || item->group ) {
if (pc_is90overweight(sd)) {
clif->msgtable(sd, MSG_ITEM_CANT_OBTAIN_WEIGHT);
return 0;
}
if (!pc->inventoryblank(sd)) {
clif->messagecolor_self(sd->fd, COLOR_RED, msg_sd(sd,1477));
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 < item->elv) {
clif->msgtable(sd, MSG_ITEM_CANT_USE_LVL);
return 0;
}
if (item->elvmax && sd->status.base_level > item->elvmax) {
clif->msgtable(sd, MSG_ITEM_CANT_USE_LVL);
return 0;
}
//Not equipable by class. [Skotlex]
if (((1ULL << (sd->job & MAPID_BASEMASK)) & (item->class_base[(sd->job & JOBL_2_1) ? 1 : ((sd->job & JOBL_2_2) ? 2 : 0)])) == 0)
return 0;
//Not usable by upper class. [Haru]
while( 1 ) {
// Normal classes (no upper, no baby, no third classes)
if ((item->class_upper & ITEMUPPER_NORMAL) != 0) {
if ((sd->job & (JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) == 0)
break;
}
if ((item->class_upper & ITEMUPPER_UPPER) != 0) {
#ifdef RENEWAL
// Upper classes (no third classes)
if ((sd->job & JOBL_UPPER) != 0 && (sd->job&JOBL_THIRD) == 0)
break;
#else
//pre-re has no use for the extra, so we maintain the previous for backwards compatibility
if ((sd->job & (JOBL_UPPER|JOBL_THIRD)) != 0)
break;
#endif
}
// Baby classes (no third classes)
if ((item->class_upper & ITEMUPPER_BABY) != 0) {
if ((sd->job & JOBL_BABY) != 0 && (sd->job&JOBL_THIRD) == 0)
break;
}
// Third classes (no upper, no baby classes)
if ((item->class_upper & ITEMUPPER_THIRD) != 0) {
if ((sd->job & JOBL_THIRD) != 0 && (sd->job & (JOBL_UPPER|JOBL_BABY)) == 0)
break;
}
// Upper third classes
if ((item->class_upper & ITEMUPPER_THURDUPPER) != 0) {
if ((sd->job & JOBL_THIRD) != 0 && (sd->job & JOBL_UPPER) != 0)
break;
}
// Baby third classes
if ((item->class_upper & ITEMUPPER_THIRDBABY) != 0) {
if ((sd->job & JOBL_THIRD) != 0 && (sd->job & JOBL_BABY) != 0)
break;
}
return 0;
}
return 1;
}
/*==========================================
* Last checks to use an item.
* Return:
* 0 = fail
* 1 = success
*------------------------------------------*/
int pc_useitem(struct map_session_data *sd,int n) {
int64 tick = timer->gettick();
int amount, nameid, i;
bool removeItem = false;
nullpo_ret(sd);
Assert_ret(n >= 0 && n < MAX_INVENTORY);
if (sd->npc_id || sd->state.workinprogress & 1) {
#if PACKETVER >= 20110309
clif->msgtable(sd, MSG_NPC_WORK_IN_PROGRESS);
#else
clif->messagecolor_self(fd, COLOR_WHITE, msg_fd(fd, 48));
#endif
return 0;
}
if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 )
return 0;
if( !pc->isUseitem(sd,n) )
return 0;
// Store information for later use before it is lost (via pc->delitem) [Paradox924X]
nameid = sd->inventory_data[n]->nameid;
if (nameid != ITEMID_NAUTHIZ && sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT && sd->sc.opt1 != OPT1_BURNING)
return 0;
// Statuses that don't let the player use items
if (sd->sc.count && (
sd->sc.data[SC_BERSERK] ||
(sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) ||
sd->sc.data[SC_TRICKDEAD] ||
sd->sc.data[SC_HIDING] ||
sd->sc.data[SC__SHADOWFORM] ||
sd->sc.data[SC__INVISIBILITY] ||
sd->sc.data[SC__MANHOLE] ||
sd->sc.data[SC_KG_KAGEHUMI] ||
sd->sc.data[SC_WHITEIMPRISON] ||
sd->sc.data[SC_DEEP_SLEEP] ||
sd->sc.data[SC_SATURDAY_NIGHT_FEVER] ||
sd->sc.data[SC_COLD] ||
sd->sc.data[SC_SUHIDE] ||
pc_ismuted(&sd->sc, MANNER_NOITEM)
))
return 0;
// Prevent mass item usage. [Skotlex]
if (DIFF_TICK(sd->canuseitem_tick, tick) > 0)
return 0;
/* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */
if (sd->inventory_data[n]->flag.delay_consume && nameid != ITEMID_BOARDING_HALTER) {
if( sd->sc.data[SC_ALL_RIDING] )
return 0;
else if( pc_issit(sd) )
return 0;
}
//Since most delay-consume items involve using a "skill-type" target cursor,
//perform a skill-use check before going through. [Skotlex]
//resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
//FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status->check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
return 0;
if (sd->inventory_data[n]->delay > 0) {
ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid);
if (i == MAX_ITEMDELAYS) /* item not found. try first empty now */
ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == 0);
if (i < MAX_ITEMDELAYS) {
if (sd->item_delay[i].nameid != 0) {// found
if (DIFF_TICK(sd->item_delay[i].tick, tick) > 0) {
int delay_tick = (int)(DIFF_TICK(sd->item_delay[i].tick, tick) / 1000);
#if PACKETVER >= 20101123
clif->msgtable_num(sd, MSG_SECONDS_UNTIL_USE, delay_tick + 1); // [%d] seconds left until you can use
#else
char delay_msg[100];
clif->msgtable_num(sd, MSG_SECONDS_UNTIL_USE, delay_tick + 1); // [%d] seconds left until you can use
sprintf(delay_msg, msg_sd(sd, 26), delay_tick + 1);
clif->messagecolor_self(sd->fd, COLOR_YELLOW, delay_msg);
#endif
return 0; // Delay has not expired yet
}
} else {// not yet used item (all slots are initially empty)
sd->item_delay[i].nameid = nameid;
}
if (!(nameid == ITEMID_BOARDING_HALTER && pc_hasmount(sd)))
sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
} else {// should not happen
ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id);
}
//clean up used delays so we can give room for more
for(i = 0; i < MAX_ITEMDELAYS; i++) {
if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) {
sd->item_delay[i].tick = 0;
sd->item_delay[i].nameid = 0;
}
}
}
/* on restricted maps the item is consumed but the effect is not used */
for(i = 0; i < map->list[sd->bl.m].zone->disabled_items_count; i++) {
if( map->list[sd->bl.m].zone->disabled_items[i] == nameid ) {
clif->msgtable(sd, MSG_ITEM_CANT_USE_AREA); // This item cannot be used within this area
if( battle_config.item_restricted_consumption_type && sd->status.inventory[n].expire_time == 0 ) {
clif->useitemack(sd,n,sd->status.inventory[n].amount-1,true);
pc->delitem(sd, n, 1, 1, DELITEM_NORMAL, LOG_TYPE_CONSUME);
}
return 0;
}
}
//Dead Branch & Bloody Branch & Porings Box
if( nameid == ITEMID_BRANCH_OF_DEAD_TREE || nameid == ITEMID_BLOODY_DEAD_BRANCH || nameid == ITEMID_PORING_BOX )
logs->branch(sd);
sd->itemid = sd->status.inventory[n].nameid;
sd->itemindex = n;
if(sd->catch_target_class != -1) //Abort pet catching.
sd->catch_target_class = -1;
amount = sd->status.inventory[n].amount;
//Check if the item is to be consumed immediately [Skotlex]
if (sd->inventory_data[n]->flag.delay_consume || sd->inventory_data[n]->flag.keepafteruse)
clif->useitemack(sd,n,amount,true);
else {
if (sd->status.inventory[n].expire_time == 0) {
clif->useitemack(sd, n, amount - 1, true);
removeItem = true;
} else {
clif->useitemack(sd, n, 0, false);
}
}
if (sd->status.inventory[n].card[0] == CARD0_CREATE
&& pc->fame_rank(MakeDWord(sd->status.inventory[n].card[2], sd->status.inventory[n].card[3]), RANKTYPE_ALCHEMIST) > 0) {
script->potion_flag = 2; // Famous player's potions have 50% more efficiency
if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ROGUE)
script->potion_flag = 3; //Even more effective potions.
}
// Update item use time.
sd->canuseitem_tick = tick + battle_config.item_use_interval;
script->run_use_script(sd, sd->inventory_data[n], npc->fake_nd->bl.id);
script->potion_flag = 0;
if (removeItem)
pc->delitem(sd, n, 1, 1, DELITEM_NORMAL, LOG_TYPE_CONSUME);
return 1;
}
/*==========================================
* Add item on cart for given index.
* Return:
* 0 = success
* 1 = fail
*------------------------------------------*/
int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
{
struct item_data *data;
int i,w;
nullpo_retr(1, sd);
nullpo_retr(1, item_data);
if(item_data->nameid <= 0 || amount <= 0)
return 1;
data = itemdb->search(item_data->nameid);
if( data->stack.cart && amount > data->stack.amount )
{// item stack limitation
return 1;
}
if (!itemdb_cancartstore(item_data, pc_get_group_level(sd)) || (item_data->bound > IBT_ACCOUNT && !pc_can_give_bound_items(sd))) {
// Check item trade restrictions
clif->message (sd->fd, msg_sd(sd,264)); // This item cannot be stored.
return 1;/* TODO: there is no official response to this? */
}
if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max )
return 1;
i = MAX_CART;
if( itemdb->isstackable2(data) && !item_data->expire_time )
{
ARR_FIND( 0, MAX_CART, i,
sd->status.cart[i].nameid == item_data->nameid && sd->status.cart[i].bound == item_data->bound &&
sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] );
};
if( i < MAX_CART && item_data->unique_id == sd->status.cart[i].unique_id)
{// item already in cart, stack it
if( amount > MAX_AMOUNT - sd->status.cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->status.cart[i].amount ) )
return 2; // no room
sd->status.cart[i].amount+=amount;
clif->cart_additem(sd,i,amount,0);
}
else
{// item not stackable or not present, add it
ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 );
if( i == MAX_CART )
return 2; // no room
memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
sd->status.cart[i].amount=amount;
sd->cart_num++;
clif->cart_additem(sd,i,amount,0);
}
sd->status.cart[i].favorite = 0;/* clear */
logs->pick_pc(sd, log_type, amount, &sd->status.cart[i],data);
sd->cart_weight += w;
clif->updatestatus(sd,SP_CARTINFO);
return 0;
}
/*==========================================
* Delete item on cart for given index.
* Return:
* 0 = success
* 1 = fail
*------------------------------------------*/
int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type) {
struct item_data * data;
nullpo_retr(1, sd);
Assert_retr(1, n >= 0 && n < MAX_INVENTORY);
if( sd->status.cart[n].nameid == 0 || sd->status.cart[n].amount < amount || !(data = itemdb->exists(sd->status.cart[n].nameid)) )
return 1;
logs->pick_pc(sd, log_type, -amount, &sd->status.cart[n],data);
sd->status.cart[n].amount -= amount;
sd->cart_weight -= data->weight*amount ;
if(sd->status.cart[n].amount <= 0){
memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
sd->cart_num--;
}
if(!type) {
clif->cart_delitem(sd,n,amount);
clif->updatestatus(sd,SP_CARTINFO);
}
return 0;
}
/*==========================================
* Transfer item from inventory to cart.
* Return:
* 0 = fail
* 1 = succes
*------------------------------------------*/
int pc_putitemtocart(struct map_session_data *sd,int idx,int amount)
{
struct item *item_data;
int flag;
nullpo_ret(sd);
if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
return 1;
item_data = &sd->status.inventory[idx];
if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending )
return 1;
if( (flag = pc->cart_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0 )
return pc->delitem(sd, idx, amount, 0, DELITEM_TOCART, LOG_TYPE_NONE);
return flag;
}
/*==========================================
* Get number of item in cart.
* Return:
* -1 = itemid not found or no amount found
* x = remaining itemid on cart after get
*------------------------------------------*/
int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount)
{
struct item* item_data;
nullpo_retr(-1, sd);
Assert_retr(-1, idx >= 0 && idx < MAX_CART);
item_data = &sd->status.cart[idx];
if( item_data->nameid == 0 || item_data->amount == 0 )
return -1;
return item_data->amount - amount;
}
/*==========================================
* Retrieve an item at index idx from cart.
* Return:
* 0 = player not found or (FIXME) succes (from pc->cart_delitem)
* 1 = failure
*------------------------------------------*/
int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
{
struct item *item_data;
int flag;
nullpo_ret(sd);
if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
return 1;
item_data=&sd->status.cart[idx];
if(item_data->nameid==0 || amount < 1 || item_data->amountstate.vending )
return 1;
if((flag = pc->additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0)
return pc->cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE);
return flag;
}
void pc_bound_clear(struct map_session_data *sd, enum e_item_bound_type type)
{
int i;
nullpo_retv(sd);
switch( type ) {
/* both restricted to inventory */
case IBT_PARTY:
case IBT_CHARACTER:
for( i = 0; i < MAX_INVENTORY; i++ ){
if( sd->status.inventory[i].bound == type ) {
pc->delitem(sd, i, sd->status.inventory[i].amount, 0, DELITEM_SKILLUSE, LOG_TYPE_OTHER); // FIXME: is this the correct reason flag?
}
}
break;
case IBT_ACCOUNT:
ShowError("Helllo! You reached pc_bound_clear for IBT_ACCOUNT, unfortunately no scenario was expected for this!\n");
break;
case IBT_GUILD: {
struct guild_storage *gstor = idb_get(gstorage->db,sd->status.guild_id);
for( i = 0; i < MAX_INVENTORY; i++ ){
if(sd->status.inventory[i].bound == type) {
if( gstor )
gstorage->additem(sd,gstor,&sd->status.inventory[i],sd->status.inventory[i].amount);
pc->delitem(sd, i, sd->status.inventory[i].amount, 0, DELITEM_SKILLUSE, gstor ? LOG_TYPE_GSTORAGE : LOG_TYPE_OTHER); // FIXME: is this the correct reason flag?
}
}
if( gstor )
gstorage->close(sd);
}
break;
}
}
/*==========================================
* Display item stolen msg to player sd
*------------------------------------------*/
int pc_show_steal(struct block_list *bl,va_list ap)
{
struct map_session_data *sd = NULL, *tsd = NULL;
int itemid;
struct item_data *item=NULL;
char output[100];
sd=va_arg(ap,struct map_session_data *);
itemid=va_arg(ap,int);
nullpo_ret(bl);
Assert_ret(bl->type == BL_PC);
tsd = BL_UCAST(BL_PC, bl);
nullpo_ret(sd);
if((item=itemdb->exists(itemid))==NULL)
sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid);
else
sprintf(output,"%s stole %s.",sd->status.name,item->jname);
clif->message(tsd->fd, output);
return 0;
}
/*==========================================
* Steal an item from bl (mob).
* Return:
* 0 = fail
* 1 = succes
*------------------------------------------*/
int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv)
{
int i,itemid,flag;
int rate;
struct status_data *sd_status, *md_status;
struct mob_data *md = BL_CAST(BL_MOB, bl);
struct item tmp_item;
struct item_data *data = NULL;
if (sd == NULL || md == NULL)
return 0;
if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check
return 0;
sd_status= status->get_status_data(&sd->bl);
md_status= status->get_status_data(bl);
if (md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) ||
map->list[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
(battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
) { //Can't steal from
md->state.steal_flag = UCHAR_MAX;
return 0;
}
// base skill success chance (percentual)
rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4 + sd->bonus.add_steal_rate;
if( rate < 1 )
return 0;
// Try dropping one item, in the order from first to last possible slot.
// Droprate is affected by the skill success rate.
for (i = 0; i < MAX_STEAL_DROP; i++) {
if (md->db->dropitem[i].nameid == 0)
continue;
if ((data = itemdb->exists(md->db->dropitem[i].nameid)) == NULL)
continue;
if (rnd() % 10000 < apply_percentrate(md->db->dropitem[i].p, rate, 100))
break;
}
if (i == MAX_STEAL_DROP)
return 0;
itemid = md->db->dropitem[i].nameid;
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid = itemid;
tmp_item.amount = 1;
tmp_item.identify = itemdb->isidentified2(data);
flag = pc->additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER);
//TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise?
md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more
if(flag) { //Failed to steal due to overweight
clif->additem(sd,0,0,flag);
return 0;
}
if(battle_config.show_steal_in_same_party)
party->foreachsamemap(pc->show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);
//Logs items, Stolen from mobs [Lupus]
logs->pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item, data);
//A Rare Steal Global Announce by Lupus
if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
char message[128];
sprintf (message, msg_txt(542), sd->status.name, md->db->jname, data->jname, (float)md->db->dropitem[i].p / 100);
//MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
intif->broadcast(message, (int)strlen(message)+1, BC_DEFAULT);
}
return 1;
}
/**
* Steals zeny from a monster through the RG_STEALCOIN skill.
*
* @param sd Source character
* @param target Target monster
* @param skill_lv Skill Level
*
* @return Amount of stolen zeny (0 in case of failure)
*/
int pc_steal_coin(struct map_session_data *sd, struct block_list *target, uint16 skill_lv)
{
int rate;
struct mob_data *md = BL_CAST(BL_MOB, target);
if (sd == NULL || md == NULL)
return 0;
if (md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS)
return 0;
if (mob_is_treasure(md))
return 0;
rate = skill_lv * 10 + (sd->status.base_level - md->level) * 2 + sd->battle_status.dex / 2 + sd->battle_status.luk / 2;
if(rnd()%1000 < rate) {
int amount = md->level * skill_lv / 10 + md->level * 8 + rnd()%(md->level * 2 + 1); // mob_lv * skill_lv / 10 + random [mob_lv*8; mob_lv*10]
pc->getzeny(sd, amount, LOG_TYPE_STEAL, NULL);
md->state.steal_coin_flag = 1;
return amount;
}
return 0;
}
/*==========================================
* Set's a player position.
* Return values:
* 0 - Success.
* 1 - Invalid map index.
* 2 - Map not in this map-server, and failed to locate alternate map-server.
*------------------------------------------*/
int pc_setpos(struct map_session_data* sd, unsigned short map_index, int x, int y, clr_type clrtype) {
int16 m;
nullpo_ret(sd);
if( !map_index || !mapindex_id2name(map_index) || ( m = map->mapindex2mapid(map_index) ) == -1 ) {
ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", map_index);
return 1;
}
if( pc_isdead(sd) ) { //Revive dead people before warping them
pc->setstand(sd);
pc->setrestartvalue(sd,1);
}
if( map->list[m].flag.src4instance ) {
struct party_data *p;
bool stop = false;
int i = 0, j = 0;
if( sd->instances ) {
for( i = 0; i < sd->instances; i++ ) {
if( sd->instance[i] >= 0 ) {
ARR_FIND(0, instance->list[sd->instance[i]].num_map, j, map->list[instance->list[sd->instance[i]].map[j]].instance_src_map == m && !map->list[instance->list[sd->instance[i]].map[j]].custom_name);
if( j != instance->list[sd->instance[i]].num_map )
break;
}
}
if( i != sd->instances ) {
m = instance->list[sd->instance[i]].map[j];
map_index = map_id2index(m);
stop = true;
}
}
if ( !stop && sd->status.party_id && (p = party->search(sd->status.party_id)) != NULL && p->instances ) {
for( i = 0; i < p->instances; i++ ) {
if( p->instance[i] >= 0 ) {
ARR_FIND(0, instance->list[p->instance[i]].num_map, j, map->list[instance->list[p->instance[i]].map[j]].instance_src_map == m && !map->list[instance->list[p->instance[i]].map[j]].custom_name);
if( j != instance->list[p->instance[i]].num_map )
break;
}
}
if( i != p->instances ) {
m = instance->list[p->instance[i]].map[j];
map_index = map_id2index(m);
stop = true;
}
}
if ( !stop && sd->status.guild_id && sd->guild && sd->guild->instances ) {
for( i = 0; i < sd->guild->instances; i++ ) {
if( sd->guild->instance[i] >= 0 ) {
ARR_FIND(0, instance->list[sd->guild->instance[i]].num_map, j, map->list[instance->list[sd->guild->instance[i]].map[j]].instance_src_map == m && !map->list[instance->list[sd->guild->instance[i]].map[j]].custom_name);
if( j != instance->list[sd->guild->instance[i]].num_map )
break;
}
}
if( i != sd->guild->instances ) {
m = instance->list[sd->guild->instance[i]].map[j];
map_index = map_id2index(m);
//stop = true; Uncomment if adding new checks
}
}
/* we hit a instance, if empty we populate the spawn data */
if( map->list[m].instance_id >= 0 && instance->list[map->list[m].instance_id].respawn.map == 0 &&
instance->list[map->list[m].instance_id].respawn.x == 0 &&
instance->list[map->list[m].instance_id].respawn.y == 0) {
instance->list[map->list[m].instance_id].respawn.map = map_index;
instance->list[map->list[m].instance_id].respawn.x = x;
instance->list[map->list[m].instance_id].respawn.y = y;
}
}
sd->state.changemap = (sd->mapindex != map_index);
sd->state.warping = 1;
sd->state.workinprogress = 0;
if( sd->state.changemap ) { // Misc map-changing settings
int i;
sd->state.pmap = sd->bl.m;
for (i = 0; i < VECTOR_LENGTH(sd->script_queues); i++) {
struct script_queue *queue = script->queue(VECTOR_INDEX(sd->script_queues, i));
if (queue && queue->event_mapchange[0] != '\0') {
pc->setregstr(sd, script->add_str("@Queue_Destination_Map$"), map->list[m].name);
npc->event(sd, queue->event_mapchange, 0);
}
}
if( map->list[m].cell == (struct mapcell *)0xdeadbeaf )
map->cellfromcache(&map->list[m]);
if (sd->sc.count) { // Cancel some map related stuff.
if (sd->sc.data[SC_JAILED])
return 1; //You may not get out!
status_change_end(&sd->bl, SC_CASH_BOSS_ALARM, INVALID_TIMER);
status_change_end(&sd->bl, SC_WARM, INVALID_TIMER);
status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER);
status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER);
status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER);
status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER);
status_change_end(&sd->bl, SC_NEUTRALBARRIER_MASTER, INVALID_TIMER);//Will later check if this is needed. [Rytech]
status_change_end(&sd->bl, SC_NEUTRALBARRIER, INVALID_TIMER);
status_change_end(&sd->bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER);
status_change_end(&sd->bl, SC_STEALTHFIELD, INVALID_TIMER);
if (sd->sc.data[SC_KNOWLEDGE]) {
struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
if (sce->timer != INVALID_TIMER)
timer->delete(sce->timer, status->change_timer);
sce->timer = timer->add(timer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), status->change_timer, sd->bl.id, SC_KNOWLEDGE);
}
status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER);
status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(&sd->bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
}
for( i = 0; i < EQI_MAX; i++ ) {
if( sd->equip_index[ i ] >= 0 )
if( !pc->isequip( sd , sd->equip_index[ i ] ) )
pc->unequipitem(sd, sd->equip_index[i], PCUNEQUIPITEM_FORCE);
}
if (battle_config.clear_unit_onwarp&BL_PC)
skill->clear_unitgroup(&sd->bl);
party->send_dot_remove(sd); //minimap dot fix [Kevin]
guild->send_dot_remove(sd);
bg->send_dot_remove(sd);
if (sd->regen.state.gc)
sd->regen.state.gc = 0;
// make sure vending is allowed here
if (sd->state.vending && map->list[m].flag.novending) {
clif->message (sd->fd, msg_sd(sd,276)); // "You can't open a shop on this map"
vending->close(sd);
}
if (map->list[sd->bl.m].channel) {
channel->leave(map->list[sd->bl.m].channel,sd);
}
}
if( m < 0 ) {
uint32 ip;
uint16 port;
//if can't find any map-servers, just abort setting position.
if(!sd->mapindex || map->mapname2ipport(map_index,&ip,&port))
return 2;
if (sd->npc_id)
npc->event_dequeue(sd);
npc->script_event(sd, NPCE_LOGOUT);
//remove from map, THEN change x/y coordinates
unit->remove_map_pc(sd,clrtype);
if (battle_config.player_warp_keep_direction == 0)
sd->ud.dir = 0; // makes character face north
sd->mapindex = map_index;
sd->bl.x=x;
sd->bl.y=y;
pc->clean_skilltree(sd);
chrif->save(sd,2);
chrif->changemapserver(sd, ip, (short)port);
//Free session data from this map server [Kevin]
unit->free_pc(sd);
return 0;
}
if( x < 0 || x >= map->list[m].xs || y < 0 || y >= map->list[m].ys ) {
ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(map_index),x,y);
x = y = 0; // make it random
}
if( x == 0 && y == 0 ) {// pick a random walkable cell
do {
x=rnd()%(map->list[m].xs-2)+1;
y=rnd()%(map->list[m].ys-2)+1;
} while(map->getcell(m, &sd->bl, x, y, CELL_CHKNOPASS));
}
if (sd->state.vending && map->getcell(m, &sd->bl, x, y, CELL_CHKNOVENDING)) {
clif->message (sd->fd, msg_sd(sd,204)); // "You can't open a shop on this cell."
vending->close(sd);
}
if (battle_config.player_warp_keep_direction == 0)
sd->ud.dir = 0; // makes character face north
if(sd->bl.prev != NULL){
unit->remove_map_pc(sd,clrtype);
clif->changemap(sd,m,x,y); // [MouseJstr]
} else if(sd->state.active)
//Tag player for rewarping after map-loading is done. [Skotlex]
sd->state.rewarp = 1;
sd->mapindex = map_index;
sd->bl.m = m;
sd->bl.x = sd->ud.to_x = x;
sd->bl.y = sd->ud.to_y = y;
if( sd->status.guild_id > 0 && map->list[m].flag.gvg_castle ) { // Increased guild castle regen [Valaris]
struct guild_castle *gc = guild->mapindex2gc(sd->mapindex);
if(gc && gc->guild_id == sd->status.guild_id)
sd->regen.state.gc = 1;
}
if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) {
sd->pd->bl.m = m;
sd->pd->bl.x = sd->pd->ud.to_x = x;
sd->pd->bl.y = sd->pd->ud.to_y = y;
sd->pd->ud.dir = sd->ud.dir;
}
if( homun_alive(sd->hd) ) {
sd->hd->bl.m = m;
sd->hd->bl.x = sd->hd->ud.to_x = x;
sd->hd->bl.y = sd->hd->ud.to_y = y;
sd->hd->ud.dir = sd->ud.dir;
}
if( sd->md ) {
sd->md->bl.m = m;
sd->md->bl.x = sd->md->ud.to_x = x;
sd->md->bl.y = sd->md->ud.to_y = y;
sd->md->ud.dir = sd->ud.dir;
}
/* given autotrades have no clients you have to trigger this manually otherwise they get stuck in memory limbo bugreport:7495 */
if( sd->state.autotrade )
clif->pLoadEndAck(0,sd);
return 0;
}
/*==========================================
* Warp player sd to random location on current map.
* May fail if no walkable cell found (1000 attempts).
* Return:
* 0 = fail or FIXME success (from pc->setpos)
* x(1|2) = fail
*------------------------------------------*/
int pc_randomwarp(struct map_session_data *sd, clr_type type) {
int x,y,i=0;
int16 m;
nullpo_ret(sd);
m=sd->bl.m;
if (map->list[sd->bl.m].flag.noteleport) //Teleport forbidden
return 0;
do {
x=rnd()%(map->list[m].xs-2)+1;
y=rnd()%(map->list[m].ys-2)+1;
} while (map->getcell(m, &sd->bl, x, y, CELL_CHKNOPASS) && (i++) < 1000 );
if (i < 1000)
return pc->setpos(sd,map_id2index(sd->bl.m),x,y,type);
return 0;
}
/*==========================================
* Records a memo point at sd's current position
* pos - entry to replace, (-1: shift oldest entry out)
*------------------------------------------*/
int pc_memo(struct map_session_data* sd, int pos) {
int skill_lv;
nullpo_ret(sd);
// check mapflags
if( sd->bl.m >= 0 && (map->list[sd->bl.m].flag.nomemo || map->list[sd->bl.m].flag.nowarpto) && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE) ) {
clif->skill_mapinfomessage(sd, 1); // "Saved point cannot be memorized."
return 0;
}
// check inputs
if( pos < -1 || pos >= MAX_MEMOPOINTS )
return 0; // invalid input
// check required skill level
skill_lv = pc->checkskill(sd, AL_WARP);
if( skill_lv < 1 ) {
clif->skill_memomessage(sd,2); // "You haven't learned Warp."
return 0;
}
if( skill_lv < 2 || skill_lv - 2 < pos ) {
clif->skill_memomessage(sd,1); // "Skill Level is not high enough."
return 0;
}
if( pos == -1 )
{
int i;
// prevent memo-ing the same map multiple times
ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) );
memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point));
pos = 0;
}
sd->status.memo_point[pos].map = map_id2index(sd->bl.m);
sd->status.memo_point[pos].x = sd->bl.x;
sd->status.memo_point[pos].y = sd->bl.y;
clif->skill_memomessage(sd, 0);
return 1;
}
//
// Skills
//
/*==========================================
* Return player sd skill_lv learned for given skill
*------------------------------------------*/
int pc_checkskill(struct map_session_data *sd,uint16 skill_id) {
uint16 index = 0;
if(sd == NULL) return 0;
if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) {
struct guild *g;
if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
return guild->checkskill(g,skill_id);
return 0;
} else if(!(index = skill->get_index(skill_id)) || index >= ARRAYLENGTH(sd->status.skill) ) {
ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
return 0;
}
if(sd->status.skill[index].id == skill_id)
return (sd->status.skill[index].lv);
return 0;
}
int pc_checkskill2(struct map_session_data *sd,uint16 index) {
if(sd == NULL) return 0;
if(index >= ARRAYLENGTH(sd->status.skill) ) {
ShowError("pc_checkskill: Invalid skill index %d (char_id=%d).\n", index, sd->status.char_id);
return 0;
}
if( skill->dbs->db[index].nameid >= GD_SKILLBASE && skill->dbs->db[index].nameid < GD_MAX ) {
struct guild *g;
if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
return guild->checkskill(g,skill->dbs->db[index].nameid);
return 0;
}
if(sd->status.skill[index].id == skill->dbs->db[index].nameid)
return (sd->status.skill[index].lv);
return 0;
}
/*==========================================
* Chk if we still have the correct weapon to continue the skill (actually status)
* If not ending it
* Return
* 0 - No status found or all done
*------------------------------------------*/
int pc_checkallowskill(struct map_session_data *sd)
{
const enum sc_type scw_list[] = {
SC_TWOHANDQUICKEN,
SC_ONEHANDQUICKEN,
SC_AURABLADE,
SC_PARRYING,
SC_SPEARQUICKEN,
SC_ADRENALINE,
SC_ADRENALINE2,
SC_DANCING,
SC_GS_GATLINGFEVER,
#ifdef RENEWAL
SC_LKCONCENTRATION,
SC_EDP,
#endif
SC_FEARBREEZE,
SC_EXEEDBREAK,
};
const enum sc_type scs_list[] = {
SC_AUTOGUARD,
SC_DEFENDER,
SC_REFLECTSHIELD,
SC_LG_REFLECTDAMAGE
};
int i;
nullpo_ret(sd);
if(!sd->sc.count)
return 0;
for (i = 0; i < ARRAYLENGTH(scw_list); i++) {
// Skills requiring specific weapon types
if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix )
continue;
if( sd->sc.data[scw_list[i]]
&& !pc_check_weapontype(sd,skill->get_weapontype(status->sc2skill(scw_list[i]))))
status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
}
if(sd->sc.data[SC_STRUP] && sd->status.weapon)
// Spurt requires bare hands (feet, in fact xD)
status_change_end(&sd->bl, SC_STRUP, INVALID_TIMER);
if(sd->status.shield <= 0) { // Skills requiring a shield
for (i = 0; i < ARRAYLENGTH(scs_list); i++)
if(sd->sc.data[scs_list[i]])
status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
}
return 0;
}
/*==========================================
* Return equiped itemid? on player sd at pos
* Return
* -1 : mean nothing equiped
* idx : (this index could be used in inventory to found item_data)
*------------------------------------------*/
int pc_checkequip(struct map_session_data *sd,int pos)
{
int i;
nullpo_retr(-1, sd);
for(i=0;iequip_pos[i])
return sd->equip_index[i];
}
return -1;
}
/*==========================================
* Convert's from the client's lame Job ID system
* to the map server's 'makes sense' system. [Skotlex]
*------------------------------------------*/
int pc_jobid2mapid(int16 class)
{
switch (class) {
//Novice And 1-1 Jobs
case JOB_NOVICE: return MAPID_NOVICE;
case JOB_SWORDMAN: return MAPID_SWORDMAN;
case JOB_MAGE: return MAPID_MAGE;
case JOB_ARCHER: return MAPID_ARCHER;
case JOB_ACOLYTE: return MAPID_ACOLYTE;
case JOB_MERCHANT: return MAPID_MERCHANT;
case JOB_THIEF: return MAPID_THIEF;
case JOB_TAEKWON: return MAPID_TAEKWON;
case JOB_WEDDING: return MAPID_WEDDING;
case JOB_GUNSLINGER: return MAPID_GUNSLINGER;
case JOB_NINJA: return MAPID_NINJA;
case JOB_XMAS: return MAPID_XMAS;
case JOB_SUMMER: return MAPID_SUMMER;
case JOB_GANGSI: return MAPID_GANGSI;
case JOB_SUMMONER: return MAPID_SUMMONER;
//2-1 Jobs
case JOB_SUPER_NOVICE: return MAPID_SUPER_NOVICE;
case JOB_KNIGHT: return MAPID_KNIGHT;
case JOB_WIZARD: return MAPID_WIZARD;
case JOB_HUNTER: return MAPID_HUNTER;
case JOB_PRIEST: return MAPID_PRIEST;
case JOB_BLACKSMITH: return MAPID_BLACKSMITH;
case JOB_ASSASSIN: return MAPID_ASSASSIN;
case JOB_STAR_GLADIATOR: return MAPID_STAR_GLADIATOR;
case JOB_KAGEROU:
case JOB_OBORO: return MAPID_KAGEROUOBORO;
case JOB_REBELLION: return MAPID_REBELLION;
case JOB_DEATH_KNIGHT: return MAPID_DEATH_KNIGHT;
//2-2 Jobs
case JOB_CRUSADER: return MAPID_CRUSADER;
case JOB_SAGE: return MAPID_SAGE;
case JOB_BARD:
case JOB_DANCER: return MAPID_BARDDANCER;
case JOB_MONK: return MAPID_MONK;
case JOB_ALCHEMIST: return MAPID_ALCHEMIST;
case JOB_ROGUE: return MAPID_ROGUE;
case JOB_SOUL_LINKER: return MAPID_SOUL_LINKER;
case JOB_DARK_COLLECTOR: return MAPID_DARK_COLLECTOR;
//Trans Novice And Trans 1-1 Jobs
case JOB_NOVICE_HIGH: return MAPID_NOVICE_HIGH;
case JOB_SWORDMAN_HIGH: return MAPID_SWORDMAN_HIGH;
case JOB_MAGE_HIGH: return MAPID_MAGE_HIGH;
case JOB_ARCHER_HIGH: return MAPID_ARCHER_HIGH;
case JOB_ACOLYTE_HIGH: return MAPID_ACOLYTE_HIGH;
case JOB_MERCHANT_HIGH: return MAPID_MERCHANT_HIGH;
case JOB_THIEF_HIGH: return MAPID_THIEF_HIGH;
//Trans 2-1 Jobs
case JOB_LORD_KNIGHT: return MAPID_LORD_KNIGHT;
case JOB_HIGH_WIZARD: return MAPID_HIGH_WIZARD;
case JOB_SNIPER: return MAPID_SNIPER;
case JOB_HIGH_PRIEST: return MAPID_HIGH_PRIEST;
case JOB_WHITESMITH: return MAPID_WHITESMITH;
case JOB_ASSASSIN_CROSS: return MAPID_ASSASSIN_CROSS;
//Trans 2-2 Jobs
case JOB_PALADIN: return MAPID_PALADIN;
case JOB_PROFESSOR: return MAPID_PROFESSOR;
case JOB_CLOWN:
case JOB_GYPSY: return MAPID_CLOWNGYPSY;
case JOB_CHAMPION: return MAPID_CHAMPION;
case JOB_CREATOR: return MAPID_CREATOR;
case JOB_STALKER: return MAPID_STALKER;
//Baby Novice And Baby 1-1 Jobs
case JOB_BABY: return MAPID_BABY;
case JOB_BABY_SWORDMAN: return MAPID_BABY_SWORDMAN;
case JOB_BABY_MAGE: return MAPID_BABY_MAGE;
case JOB_BABY_ARCHER: return MAPID_BABY_ARCHER;
case JOB_BABY_ACOLYTE: return MAPID_BABY_ACOLYTE;
case JOB_BABY_MERCHANT: return MAPID_BABY_MERCHANT;
case JOB_BABY_THIEF: return MAPID_BABY_THIEF;
//Baby 2-1 Jobs
case JOB_SUPER_BABY: return MAPID_SUPER_BABY;
case JOB_BABY_KNIGHT: return MAPID_BABY_KNIGHT;
case JOB_BABY_WIZARD: return MAPID_BABY_WIZARD;
case JOB_BABY_HUNTER: return MAPID_BABY_HUNTER;
case JOB_BABY_PRIEST: return MAPID_BABY_PRIEST;
case JOB_BABY_BLACKSMITH: return MAPID_BABY_BLACKSMITH;
case JOB_BABY_ASSASSIN: return MAPID_BABY_ASSASSIN;
//Baby 2-2 Jobs
case JOB_BABY_CRUSADER: return MAPID_BABY_CRUSADER;
case JOB_BABY_SAGE: return MAPID_BABY_SAGE;
case JOB_BABY_BARD:
case JOB_BABY_DANCER: return MAPID_BABY_BARDDANCER;
case JOB_BABY_MONK: return MAPID_BABY_MONK;
case JOB_BABY_ALCHEMIST: return MAPID_BABY_ALCHEMIST;
case JOB_BABY_ROGUE: return MAPID_BABY_ROGUE;
//3-1 Jobs
case JOB_SUPER_NOVICE_E: return MAPID_SUPER_NOVICE_E;
case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT;
case JOB_WARLOCK: return MAPID_WARLOCK;
case JOB_RANGER: return MAPID_RANGER;
case JOB_ARCH_BISHOP: return MAPID_ARCH_BISHOP;
case JOB_MECHANIC: return MAPID_MECHANIC;
case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS;
//3-2 Jobs
case JOB_ROYAL_GUARD: return MAPID_ROYAL_GUARD;
case JOB_SORCERER: return MAPID_SORCERER;
case JOB_MINSTREL:
case JOB_WANDERER: return MAPID_MINSTRELWANDERER;
case JOB_SURA: return MAPID_SURA;
case JOB_GENETIC: return MAPID_GENETIC;
case JOB_SHADOW_CHASER: return MAPID_SHADOW_CHASER;
//Trans 3-1 Jobs
case JOB_RUNE_KNIGHT_T: return MAPID_RUNE_KNIGHT_T;
case JOB_WARLOCK_T: return MAPID_WARLOCK_T;
case JOB_RANGER_T: return MAPID_RANGER_T;
case JOB_ARCH_BISHOP_T: return MAPID_ARCH_BISHOP_T;
case JOB_MECHANIC_T: return MAPID_MECHANIC_T;
case JOB_GUILLOTINE_CROSS_T: return MAPID_GUILLOTINE_CROSS_T;
//Trans 3-2 Jobs
case JOB_ROYAL_GUARD_T: return MAPID_ROYAL_GUARD_T;
case JOB_SORCERER_T: return MAPID_SORCERER_T;
case JOB_MINSTREL_T:
case JOB_WANDERER_T: return MAPID_MINSTRELWANDERER_T;
case JOB_SURA_T: return MAPID_SURA_T;
case JOB_GENETIC_T: return MAPID_GENETIC_T;
case JOB_SHADOW_CHASER_T: return MAPID_SHADOW_CHASER_T;
//Baby 3-1 Jobs
case JOB_SUPER_BABY_E: return MAPID_SUPER_BABY_E;
case JOB_BABY_RUNE: return MAPID_BABY_RUNE;
case JOB_BABY_WARLOCK: return MAPID_BABY_WARLOCK;
case JOB_BABY_RANGER: return MAPID_BABY_RANGER;
case JOB_BABY_BISHOP: return MAPID_BABY_BISHOP;
case JOB_BABY_MECHANIC: return MAPID_BABY_MECHANIC;
case JOB_BABY_CROSS: return MAPID_BABY_CROSS;
//Baby 3-2 Jobs
case JOB_BABY_GUARD: return MAPID_BABY_GUARD;
case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER;
case JOB_BABY_MINSTREL:
case JOB_BABY_WANDERER: return MAPID_BABY_MINSTRELWANDERER;
case JOB_BABY_SURA: return MAPID_BABY_SURA;
case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC;
case JOB_BABY_CHASER: return MAPID_BABY_CHASER;
default:
return -1;
}
}
//Reverts the map-style class id to the client-style one.
int pc_mapid2jobid(uint16 job, int sex)
{
switch (job) {
//Novice And 1-1 Jobs
case MAPID_NOVICE: return JOB_NOVICE;
case MAPID_SWORDMAN: return JOB_SWORDMAN;
case MAPID_MAGE: return JOB_MAGE;
case MAPID_ARCHER: return JOB_ARCHER;
case MAPID_ACOLYTE: return JOB_ACOLYTE;
case MAPID_MERCHANT: return JOB_MERCHANT;
case MAPID_THIEF: return JOB_THIEF;
case MAPID_TAEKWON: return JOB_TAEKWON;
case MAPID_WEDDING: return JOB_WEDDING;
case MAPID_GUNSLINGER: return JOB_GUNSLINGER;
case MAPID_NINJA: return JOB_NINJA;
case MAPID_XMAS: return JOB_XMAS;
case MAPID_SUMMER: return JOB_SUMMER;
case MAPID_GANGSI: return JOB_GANGSI;
case MAPID_SUMMONER: return JOB_SUMMONER;
//2-1 Jobs
case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE;
case MAPID_KNIGHT: return JOB_KNIGHT;
case MAPID_WIZARD: return JOB_WIZARD;
case MAPID_HUNTER: return JOB_HUNTER;
case MAPID_PRIEST: return JOB_PRIEST;
case MAPID_BLACKSMITH: return JOB_BLACKSMITH;
case MAPID_ASSASSIN: return JOB_ASSASSIN;
case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR;
case MAPID_KAGEROUOBORO: return sex?JOB_KAGEROU:JOB_OBORO;
case MAPID_REBELLION: return JOB_REBELLION;
case MAPID_DEATH_KNIGHT: return JOB_DEATH_KNIGHT;
//2-2 Jobs
case MAPID_CRUSADER: return JOB_CRUSADER;
case MAPID_SAGE: return JOB_SAGE;
case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER;
case MAPID_MONK: return JOB_MONK;
case MAPID_ALCHEMIST: return JOB_ALCHEMIST;
case MAPID_ROGUE: return JOB_ROGUE;
case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER;
case MAPID_DARK_COLLECTOR: return JOB_DARK_COLLECTOR;
//Trans Novice And Trans 2-1 Jobs
case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH;
case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH;
case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH;
case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH;
case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH;
case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH;
case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH;
//Trans 2-1 Jobs
case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT;
case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD;
case MAPID_SNIPER: return JOB_SNIPER;
case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST;
case MAPID_WHITESMITH: return JOB_WHITESMITH;
case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS;
//Trans 2-2 Jobs
case MAPID_PALADIN: return JOB_PALADIN;
case MAPID_PROFESSOR: return JOB_PROFESSOR;
case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY;
case MAPID_CHAMPION: return JOB_CHAMPION;
case MAPID_CREATOR: return JOB_CREATOR;
case MAPID_STALKER: return JOB_STALKER;
//Baby Novice And Baby 1-1 Jobs
case MAPID_BABY: return JOB_BABY;
case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN;
case MAPID_BABY_MAGE: return JOB_BABY_MAGE;
case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER;
case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE;
case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT;
case MAPID_BABY_THIEF: return JOB_BABY_THIEF;
//Baby 2-1 Jobs
case MAPID_SUPER_BABY: return JOB_SUPER_BABY;
case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT;
case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD;
case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER;
case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST;
case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH;
case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN;
//Baby 2-2 Jobs
case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER;
case MAPID_BABY_SAGE: return JOB_BABY_SAGE;
case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
case MAPID_BABY_MONK: return JOB_BABY_MONK;
case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST;
case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE;
//3-1 Jobs
case MAPID_SUPER_NOVICE_E: return JOB_SUPER_NOVICE_E;
case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT;
case MAPID_WARLOCK: return JOB_WARLOCK;
case MAPID_RANGER: return JOB_RANGER;
case MAPID_ARCH_BISHOP: return JOB_ARCH_BISHOP;
case MAPID_MECHANIC: return JOB_MECHANIC;
case MAPID_GUILLOTINE_CROSS: return JOB_GUILLOTINE_CROSS;
//3-2 Jobs
case MAPID_ROYAL_GUARD: return JOB_ROYAL_GUARD;
case MAPID_SORCERER: return JOB_SORCERER;
case MAPID_MINSTRELWANDERER: return sex?JOB_MINSTREL:JOB_WANDERER;
case MAPID_SURA: return JOB_SURA;
case MAPID_GENETIC: return JOB_GENETIC;
case MAPID_SHADOW_CHASER: return JOB_SHADOW_CHASER;
//Trans 3-1 Jobs
case MAPID_RUNE_KNIGHT_T: return JOB_RUNE_KNIGHT_T;
case MAPID_WARLOCK_T: return JOB_WARLOCK_T;
case MAPID_RANGER_T: return JOB_RANGER_T;
case MAPID_ARCH_BISHOP_T: return JOB_ARCH_BISHOP_T;
case MAPID_MECHANIC_T: return JOB_MECHANIC_T;
case MAPID_GUILLOTINE_CROSS_T: return JOB_GUILLOTINE_CROSS_T;
//Trans 3-2 Jobs
case MAPID_ROYAL_GUARD_T: return JOB_ROYAL_GUARD_T;
case MAPID_SORCERER_T: return JOB_SORCERER_T;
case MAPID_MINSTRELWANDERER_T: return sex?JOB_MINSTREL_T:JOB_WANDERER_T;
case MAPID_SURA_T: return JOB_SURA_T;
case MAPID_GENETIC_T: return JOB_GENETIC_T;
case MAPID_SHADOW_CHASER_T: return JOB_SHADOW_CHASER_T;
//Baby 3-1 Jobs
case MAPID_SUPER_BABY_E: return JOB_SUPER_BABY_E;
case MAPID_BABY_RUNE: return JOB_BABY_RUNE;
case MAPID_BABY_WARLOCK: return JOB_BABY_WARLOCK;
case MAPID_BABY_RANGER: return JOB_BABY_RANGER;
case MAPID_BABY_BISHOP: return JOB_BABY_BISHOP;
case MAPID_BABY_MECHANIC: return JOB_BABY_MECHANIC;
case MAPID_BABY_CROSS: return JOB_BABY_CROSS;
//Baby 3-2 Jobs
case MAPID_BABY_GUARD: return JOB_BABY_GUARD;
case MAPID_BABY_SORCERER: return JOB_BABY_SORCERER;
case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER;
case MAPID_BABY_SURA: return JOB_BABY_SURA;
case MAPID_BABY_GENETIC: return JOB_BABY_GENETIC;
case MAPID_BABY_CHASER: return JOB_BABY_CHASER;
default:
return -1;
}
}
/*====================================================
* This function return the name of the job (by [Yor])
*----------------------------------------------------*/
const char *job_name(int class)
{
switch (class) {
case JOB_NOVICE: // 550
case JOB_SWORDMAN: // 551
case JOB_MAGE: // 552
case JOB_ARCHER: // 553
case JOB_ACOLYTE: // 554
case JOB_MERCHANT: // 555
case JOB_THIEF: // 556
return msg_txt(550 - JOB_NOVICE + class);
case JOB_KNIGHT: // 557
case JOB_PRIEST: // 558
case JOB_WIZARD: // 559
case JOB_BLACKSMITH: // 560
case JOB_HUNTER: // 561
case JOB_ASSASSIN: // 562
return msg_txt(557 - JOB_KNIGHT + class);
case JOB_KNIGHT2:
return msg_txt(557);
case JOB_CRUSADER: // 563
case JOB_MONK: // 564
case JOB_SAGE: // 565
case JOB_ROGUE: // 566
case JOB_ALCHEMIST: // 567
case JOB_BARD: // 568
case JOB_DANCER: // 569
return msg_txt(563 - JOB_CRUSADER + class);
case JOB_CRUSADER2:
return msg_txt(563);
case JOB_WEDDING: // 570
case JOB_SUPER_NOVICE: // 571
case JOB_GUNSLINGER: // 572
case JOB_NINJA: // 573
case JOB_XMAS: // 574
return msg_txt(570 - JOB_WEDDING + class);
case JOB_SUMMER:
return msg_txt(621);
case JOB_NOVICE_HIGH: // 575
case JOB_SWORDMAN_HIGH: // 576
case JOB_MAGE_HIGH: // 577
case JOB_ARCHER_HIGH: // 578
case JOB_ACOLYTE_HIGH: // 579
case JOB_MERCHANT_HIGH: // 580
case JOB_THIEF_HIGH: // 581
return msg_txt(575 - JOB_NOVICE_HIGH + class);
case JOB_LORD_KNIGHT: // 582
case JOB_HIGH_PRIEST: // 583
case JOB_HIGH_WIZARD: // 584
case JOB_WHITESMITH: // 585
case JOB_SNIPER: // 586
case JOB_ASSASSIN_CROSS: // 587
return msg_txt(582 - JOB_LORD_KNIGHT + class);
case JOB_LORD_KNIGHT2:
return msg_txt(582);
case JOB_PALADIN: // 588
case JOB_CHAMPION: // 589
case JOB_PROFESSOR: // 590
case JOB_STALKER: // 591
case JOB_CREATOR: // 592
case JOB_CLOWN: // 593
case JOB_GYPSY: // 594
return msg_txt(588 - JOB_PALADIN + class);
case JOB_PALADIN2:
return msg_txt(588);
case JOB_BABY: // 595
case JOB_BABY_SWORDMAN: // 596
case JOB_BABY_MAGE: // 597
case JOB_BABY_ARCHER: // 598
case JOB_BABY_ACOLYTE: // 599
case JOB_BABY_MERCHANT: // 600
case JOB_BABY_THIEF: // 601
return msg_txt(595 - JOB_BABY + class);
case JOB_BABY_KNIGHT: // 602
case JOB_BABY_PRIEST: // 603
case JOB_BABY_WIZARD: // 604
case JOB_BABY_BLACKSMITH: // 605
case JOB_BABY_HUNTER: // 606
case JOB_BABY_ASSASSIN: // 607
return msg_txt(602 - JOB_BABY_KNIGHT + class);
case JOB_BABY_KNIGHT2:
return msg_txt(602);
case JOB_BABY_CRUSADER: // 608
case JOB_BABY_MONK: // 609
case JOB_BABY_SAGE: // 610
case JOB_BABY_ROGUE: // 611
case JOB_BABY_ALCHEMIST: // 612
case JOB_BABY_BARD: // 613
case JOB_BABY_DANCER: // 614
return msg_txt(608 - JOB_BABY_CRUSADER + class);
case JOB_BABY_CRUSADER2:
return msg_txt(608);
case JOB_SUPER_BABY:
return msg_txt(615);
case JOB_TAEKWON:
return msg_txt(616);
case JOB_STAR_GLADIATOR:
case JOB_STAR_GLADIATOR2:
return msg_txt(617);
case JOB_SOUL_LINKER:
return msg_txt(618);
case JOB_GANGSI: // 622
case JOB_DEATH_KNIGHT: // 623
case JOB_DARK_COLLECTOR: // 624
return msg_txt(622 - JOB_GANGSI + class);
case JOB_RUNE_KNIGHT: // 625
case JOB_WARLOCK: // 626
case JOB_RANGER: // 627
case JOB_ARCH_BISHOP: // 628
case JOB_MECHANIC: // 629
case JOB_GUILLOTINE_CROSS: // 630
return msg_txt(625 - JOB_RUNE_KNIGHT + class);
case JOB_RUNE_KNIGHT_T: // 656
case JOB_WARLOCK_T: // 657
case JOB_RANGER_T: // 658
case JOB_ARCH_BISHOP_T: // 659
case JOB_MECHANIC_T: // 660
case JOB_GUILLOTINE_CROSS_T: // 661
return msg_txt(656 - JOB_RUNE_KNIGHT_T + class);
case JOB_ROYAL_GUARD: // 631
case JOB_SORCERER: // 632
case JOB_MINSTREL: // 633
case JOB_WANDERER: // 634
case JOB_SURA: // 635
case JOB_GENETIC: // 636
case JOB_SHADOW_CHASER: // 637
return msg_txt(631 - JOB_ROYAL_GUARD + class);
case JOB_ROYAL_GUARD_T: // 662
case JOB_SORCERER_T: // 663
case JOB_MINSTREL_T: // 664
case JOB_WANDERER_T: // 665
case JOB_SURA_T: // 666
case JOB_GENETIC_T: // 667
case JOB_SHADOW_CHASER_T: // 668
return msg_txt(662 - JOB_ROYAL_GUARD_T + class);
case JOB_RUNE_KNIGHT2:
return msg_txt(625);
case JOB_RUNE_KNIGHT_T2:
return msg_txt(656);
case JOB_ROYAL_GUARD2:
return msg_txt(631);
case JOB_ROYAL_GUARD_T2:
return msg_txt(662);
case JOB_RANGER2:
return msg_txt(627);
case JOB_RANGER_T2:
return msg_txt(658);
case JOB_MECHANIC2:
return msg_txt(629);
case JOB_MECHANIC_T2:
return msg_txt(660);
case JOB_BABY_RUNE: // 638
case JOB_BABY_WARLOCK: // 639
case JOB_BABY_RANGER: // 640
case JOB_BABY_BISHOP: // 641
case JOB_BABY_MECHANIC: // 642
case JOB_BABY_CROSS: // 643
case JOB_BABY_GUARD: // 644
case JOB_BABY_SORCERER: // 645
case JOB_BABY_MINSTREL: // 646
case JOB_BABY_WANDERER: // 647
case JOB_BABY_SURA: // 648
case JOB_BABY_GENETIC: // 649
case JOB_BABY_CHASER: // 650
return msg_txt(638 - JOB_BABY_RUNE + class);
case JOB_BABY_RUNE2:
return msg_txt(638);
case JOB_BABY_GUARD2:
return msg_txt(644);
case JOB_BABY_RANGER2:
return msg_txt(640);
case JOB_BABY_MECHANIC2:
return msg_txt(642);
case JOB_SUPER_NOVICE_E: // 651
case JOB_SUPER_BABY_E: // 652
return msg_txt(651 - JOB_SUPER_NOVICE_E + class);
case JOB_KAGEROU: // 653
case JOB_OBORO: // 654
return msg_txt(653 - JOB_KAGEROU + class);
case JOB_REBELLION:
return msg_txt(655);
case JOB_SUMMONER:
return msg_txt(669);
default:
return msg_txt(620); // "Unknown Job"
}
}
int pc_check_job_name(const char *name) {
int i, len;
struct {
const char *name;
int id;
} names[] = {
{ "Novice", JOB_NOVICE },
{ "Swordsman", JOB_SWORDMAN },
{ "Magician", JOB_MAGE },
{ "Archer", JOB_ARCHER },
{ "Acolyte", JOB_ACOLYTE },
{ "Merchant", JOB_MERCHANT },
{ "Thief", JOB_THIEF },
{ "Knight", JOB_KNIGHT },
{ "Priest", JOB_PRIEST },
{ "Wizard", JOB_WIZARD },
{ "Blacksmith", JOB_BLACKSMITH },
{ "Hunter", JOB_HUNTER },
{ "Assassin", JOB_ASSASSIN },
{ "Crusader", JOB_CRUSADER },
{ "Monk", JOB_MONK },
{ "Sage", JOB_SAGE },
{ "Rogue", JOB_ROGUE },
{ "Alchemist", JOB_ALCHEMIST },
{ "Bard", JOB_BARD },
{ "Dancer", JOB_DANCER },
{ "Super_Novice", JOB_SUPER_NOVICE },
{ "Gunslinger", JOB_GUNSLINGER },
{ "Ninja", JOB_NINJA },
{ "Novice_High", JOB_NOVICE_HIGH },
{ "Swordsman_High", JOB_SWORDMAN_HIGH },
{ "Magician_High", JOB_MAGE_HIGH },
{ "Archer_High", JOB_ARCHER_HIGH },
{ "Acolyte_High", JOB_ACOLYTE_HIGH },
{ "Merchant_High", JOB_MERCHANT_HIGH },
{ "Thief_High", JOB_THIEF_HIGH },
{ "Lord_Knight", JOB_LORD_KNIGHT },
{ "High_Priest", JOB_HIGH_PRIEST },
{ "High_Wizard", JOB_HIGH_WIZARD },
{ "Whitesmith", JOB_WHITESMITH },
{ "Sniper", JOB_SNIPER },
{ "Assassin_Cross", JOB_ASSASSIN_CROSS },
{ "Paladin", JOB_PALADIN },
{ "Champion", JOB_CHAMPION },
{ "Professor", JOB_PROFESSOR },
{ "Stalker", JOB_STALKER },
{ "Creator", JOB_CREATOR },
{ "Clown", JOB_CLOWN },
{ "Gypsy", JOB_GYPSY },
{ "Baby_Novice", JOB_BABY },
{ "Baby_Swordsman", JOB_BABY_SWORDMAN },
{ "Baby_Magician", JOB_BABY_MAGE },
{ "Baby_Archer", JOB_BABY_ARCHER },
{ "Baby_Acolyte", JOB_BABY_ACOLYTE },
{ "Baby_Merchant", JOB_BABY_MERCHANT },
{ "Baby_Thief", JOB_BABY_THIEF },
{ "Baby_Knight", JOB_BABY_KNIGHT },
{ "Baby_Priest", JOB_BABY_PRIEST },
{ "Baby_Wizard", JOB_BABY_WIZARD },
{ "Baby_Blacksmith", JOB_BABY_BLACKSMITH },
{ "Baby_Hunter", JOB_BABY_HUNTER },
{ "Baby_Assassin", JOB_BABY_ASSASSIN },
{ "Baby_Crusader", JOB_BABY_CRUSADER },
{ "Baby_Monk", JOB_BABY_MONK },
{ "Baby_Sage", JOB_BABY_SAGE },
{ "Baby_Rogue", JOB_BABY_ROGUE },
{ "Baby_Alchemist", JOB_BABY_ALCHEMIST },
{ "Baby_Bard", JOB_BABY_BARD },
{ "Baby_Dancer", JOB_BABY_DANCER },
{ "Super_Baby", JOB_SUPER_BABY },
{ "Taekwon", JOB_TAEKWON },
{ "Star_Gladiator", JOB_STAR_GLADIATOR },
{ "Soul_Linker", JOB_SOUL_LINKER },
{ "Gangsi", JOB_GANGSI },
{ "Death_Knight", JOB_DEATH_KNIGHT },
{ "Dark_Collector", JOB_DARK_COLLECTOR },
{ "Rune_Knight", JOB_RUNE_KNIGHT },
{ "Warlock", JOB_WARLOCK },
{ "Ranger", JOB_RANGER },
{ "Arch_Bishop", JOB_ARCH_BISHOP },
{ "Mechanic", JOB_MECHANIC },
{ "Guillotine_Cross", JOB_GUILLOTINE_CROSS },
{ "Rune_Knight_Trans", JOB_RUNE_KNIGHT_T },
{ "Warlock_Trans", JOB_WARLOCK_T },
{ "Ranger_Trans", JOB_RANGER_T },
{ "Arch_Bishop_Trans", JOB_ARCH_BISHOP_T },
{ "Mechanic_Trans", JOB_MECHANIC_T },
{ "Guillotine_Cross_Trans", JOB_GUILLOTINE_CROSS_T },
{ "Royal_Guard", JOB_ROYAL_GUARD },
{ "Sorcerer", JOB_SORCERER },
{ "Minstrel", JOB_MINSTREL },
{ "Wanderer", JOB_WANDERER },
{ "Sura", JOB_SURA },
{ "Genetic", JOB_GENETIC },
{ "Shadow_Chaser", JOB_SHADOW_CHASER },
{ "Royal_Guard_Trans", JOB_ROYAL_GUARD_T },
{ "Sorcerer_Trans", JOB_SORCERER_T },
{ "Minstrel_Trans", JOB_MINSTREL_T },
{ "Wanderer_Trans", JOB_WANDERER_T },
{ "Sura_Trans", JOB_SURA_T },
{ "Genetic_Trans", JOB_GENETIC_T },
{ "Shadow_Chaser_Trans", JOB_SHADOW_CHASER_T },
{ "Baby_Rune_Knight", JOB_BABY_RUNE },
{ "Baby_Warlock", JOB_BABY_WARLOCK },
{ "Baby_Ranger", JOB_BABY_RANGER },
{ "Baby_Arch_Bishop", JOB_BABY_BISHOP },
{ "Baby_Mechanic", JOB_BABY_MECHANIC },
{ "Baby_Guillotine_Cross", JOB_BABY_CROSS },
{ "Baby_Royal_Guard", JOB_BABY_GUARD },
{ "Baby_Sorcerer", JOB_BABY_SORCERER },
{ "Baby_Minstrel", JOB_BABY_MINSTREL },
{ "Baby_Wanderer", JOB_BABY_WANDERER },
{ "Baby_Sura", JOB_BABY_SURA },
{ "Baby_Genetic", JOB_BABY_GENETIC },
{ "Baby_Shadow_Chaser", JOB_BABY_CHASER },
{ "Expanded_Super_Novice", JOB_SUPER_NOVICE_E },
{ "Expanded_Super_Baby", JOB_SUPER_BABY_E },
{ "Kagerou", JOB_KAGEROU },
{ "Oboro", JOB_OBORO },
{ "Rebellion", JOB_REBELLION },
{ "Summoner", JOB_SUMMONER },
};
nullpo_retr(-1, name);
len = ARRAYLENGTH(names);
ARR_FIND(0, len, i, strcmpi(names[i].name, name) == 0);
if ( i == len )
return -1;
return names[i].id;
}
int pc_follow_timer(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd;
struct block_list *tbl;
sd = map->id2sd(id);
nullpo_ret(sd);
if (sd->followtimer != tid) {
ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
sd->followtimer = INVALID_TIMER;
return 0;
}
sd->followtimer = INVALID_TIMER;
tbl = map->id2bl(sd->followtarget);
if (tbl == NULL || pc_isdead(sd) || status->isdead(tbl)) {
pc->stop_following(sd);
return 0;
}
// either player or target is currently detached from map blocks (could be teleporting),
// but still connected to this map, so we'll just increment the timer and check back later
if (sd->bl.prev != NULL && tbl->prev != NULL
&& sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER
) {
if((sd->bl.m == tbl->m) && unit->can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
if (!check_distance_bl(&sd->bl, tbl, 5))
unit->walktobl(&sd->bl, tbl, 5, 0);
} else
pc->setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT);
}
sd->followtimer = timer->add(
tick + 1000, // increase time a bit to loosen up map's load
pc->follow_timer, sd->bl.id, 0);
return 0;
}
int pc_stop_following (struct map_session_data *sd)
{
nullpo_ret(sd);
if (sd->followtimer != INVALID_TIMER) {
timer->delete(sd->followtimer,pc->follow_timer);
sd->followtimer = INVALID_TIMER;
}
sd->followtarget = -1;
sd->ud.target_to = 0;
unit->stop_walking(&sd->bl, STOPWALKING_FLAG_FIXPOS);
return 0;
}
int pc_follow(struct map_session_data *sd,int target_id) {
struct block_list *bl = map->id2bl(target_id);
nullpo_retr(1, sd);
if (bl == NULL /*|| bl->type != BL_PC*/)
return 1;
if (sd->followtimer != INVALID_TIMER)
pc->stop_following(sd);
sd->followtarget = target_id;
pc->follow_timer(INVALID_TIMER, timer->gettick(), sd->bl.id, 0);
return 0;
}
int pc_checkbaselevelup(struct map_session_data *sd) {
unsigned int next = pc->nextbaseexp(sd);
nullpo_ret(sd);
if (!next || sd->status.base_exp < next)
return 0;
do {
int status_points = 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;
status_points = pc->gets_status_point(sd->status.base_level);
sd->status.base_level++;
sd->status.status_point += status_points;
} while ((next=pc->nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);
if (battle_config.pet_lv_rate && sd->pd) // update pet's level
status_calc_pet(sd->pd,SCO_NONE);
clif->updatestatus(sd,SP_STATUSPOINT);
clif->updatestatus(sd,SP_BASELEVEL);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_NEXTBASEEXP);
status_calc_pc(sd,SCO_FORCE);
status_percent_heal(&sd->bl,100,100);
if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
sc_start(NULL,&sd->bl,status->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1));
sc_start(NULL,&sd->bl,status->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1));
sc_start(NULL,&sd->bl,status->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1));
sc_start(NULL,&sd->bl,status->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1));
sc_start(NULL,&sd->bl,status->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1));
if (sd->state.snovice_dead_flag)
sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
} else if ((sd->job & MAPID_BASEMASK) == MAPID_TAEKWON) {
sc_start(NULL,&sd->bl,status->skill2sc(AL_INCAGI),100,10,600000);
sc_start(NULL,&sd->bl,status->skill2sc(AL_BLESSING),100,10,600000);
}
clif->misceffect(&sd->bl,0);
npc->script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
if(sd->status.party_id)
party->send_levelup(sd);
pc->baselevelchanged(sd);
return 1;
}
void pc_baselevelchanged(struct map_session_data *sd) {
int i;
nullpo_retv(sd);
for( i = 0; i < EQI_MAX; i++ ) {
if( sd->equip_index[i] >= 0 ) {
if (sd->inventory_data[sd->equip_index[i]]->elvmax != 0 && sd->status.base_level > sd->inventory_data[ sd->equip_index[i] ]->elvmax)
pc->unequipitem(sd, sd->equip_index[i], PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
}
}
}
int pc_checkjoblevelup(struct map_session_data *sd)
{
unsigned int next = pc->nextjobexp(sd);
nullpo_ret(sd);
if(!next || sd->status.job_exp < next)
return 0;
do {
sd->status.job_exp -= next;
//Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
sd->status.job_exp = next-1;
sd->status.job_level++;
sd->status.skill_point++;
} while ((next=pc->nextjobexp(sd)) > 0 && sd->status.job_exp >= next);
clif->updatestatus(sd,SP_JOBLEVEL);
clif->updatestatus(sd,SP_JOBEXP);
clif->updatestatus(sd,SP_NEXTJOBEXP);
clif->updatestatus(sd,SP_SKILLPOINT);
status_calc_pc(sd,SCO_FORCE);
clif->misceffect(&sd->bl,1);
if (pc->checkskill(sd, SG_DEVIL) && !pc->nextjobexp(sd))
clif->status_change(&sd->bl,SI_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
npc->script_event(sd, NPCE_JOBLVUP);
return 1;
}
/**
* Alters EXP based on self bonuses that do not get shared with the party
**/
void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src) {
int buff_ratio = 0, buff_job_ratio = 0, race_ratio = 0, pk_ratio = 0;
int64 jexp, bexp;
nullpo_retv(sd);
nullpo_retv(base_exp);
nullpo_retv(job_exp);
jexp = *job_exp;
bexp = *base_exp;
if (src != NULL) {
const struct status_data *st = status->get_status_data(src);
#ifdef RENEWAL_EXP //should happen first before we caluclate any modifiers
if (src->type == BL_MOB) {
const struct mob_data *md = BL_UCAST(BL_MOB, src);
int re_mod;
re_mod = pc->level_penalty_mod(md->level - sd->status.base_level, md->status.race, md->status.mode, 1);
jexp = apply_percentrate64(jexp, re_mod, 100);
bexp = apply_percentrate64(bexp, re_mod, 100);
}
#endif
//Race modifier
if (sd->expaddrace[st->race])
race_ratio += sd->expaddrace[st->race];
race_ratio += sd->expaddrace[(st->mode&MD_BOSS) ? RC_BOSS : RC_NONBOSS];
}
//PK modifier
/* this doesn't exist in Aegis, instead there's a CrazyKiller check which double all EXP from this point */
if (battle_config.pk_mode && status->get_lv(src) - sd->status.base_level >= 20)
pk_ratio += 15; // pk_mode additional exp if monster >20 levels [Valaris]
//Buffs modifier
if (sd->sc.data[SC_CASH_PLUSEXP]) {
buff_job_ratio += sd->sc.data[SC_CASH_PLUSEXP]->val1;
buff_ratio += sd->sc.data[SC_CASH_PLUSEXP]->val1;
}
if (sd->sc.data[SC_OVERLAPEXPUP]) {
buff_job_ratio += sd->sc.data[SC_OVERLAPEXPUP]->val1;
buff_ratio += sd->sc.data[SC_OVERLAPEXPUP]->val1;
}
if (sd->sc.data[SC_CASH_PLUSONLYJOBEXP])
buff_job_ratio += sd->sc.data[SC_CASH_PLUSONLYJOBEXP]->val1;
//Applying Race and PK modifier First then Premium (Perment modifier) and finally buff modifier
jexp += apply_percentrate64(jexp, race_ratio, 100);
jexp += apply_percentrate64(jexp, pk_ratio, 100);
bexp += apply_percentrate64(bexp, race_ratio, 100);
bexp += apply_percentrate64(bexp, pk_ratio, 100);
if (sd->status.mod_exp != 100) {
jexp = apply_percentrate64(jexp, sd->status.mod_exp, 100);
bexp = apply_percentrate64(bexp, sd->status.mod_exp, 100);
}
bexp += apply_percentrate64(bexp, buff_ratio, 100);
jexp += apply_percentrate64(jexp, buff_ratio + buff_job_ratio, 100);
*job_exp = (unsigned int)cap_value(jexp, 1, UINT_MAX);
*base_exp = (unsigned int)cap_value(bexp, 1, UINT_MAX);
}
/**
* Gives a determined EXP amount to sd and calculates remaining EXP for next level
* @param src if is NULL no bonuses are taken into account
* @param is_quest Used to let client know that the EXP was from a quest (clif->displayexp) PACKETVER >= 20091027
* @retval true success
**/
bool pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool is_quest) {
float nextbp=0, nextjp=0;
unsigned int nextb=0, nextj=0;
nullpo_ret(sd);
if (sd->bl.prev == NULL || pc_isdead(sd))
return false;
if (!battle_config.pvp_exp && map->list[sd->bl.m].flag.pvp) // [MouseJstr]
return false; // no exp on pvp maps
if (pc_has_permission(sd,PC_PERM_DISABLE_EXP))
return false;
if (src)
pc->calcexp(sd, &base_exp, &job_exp, src);
if (sd->status.guild_id > 0)
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;
}
}
}
// Cap exp to the level up requirement of the previous level when you are at max level,
// otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex]
if (base_exp) {
nextb = nextb?UINT_MAX:pc->thisbaseexp(sd);
if(sd->status.base_exp > nextb - base_exp)
sd->status.base_exp = nextb;
else
sd->status.base_exp += base_exp;
pc->checkbaselevelup(sd);
clif->updatestatus(sd,SP_BASEEXP);
}
if (job_exp) {
nextj = nextj?UINT_MAX:pc->thisjobexp(sd);
if(sd->status.job_exp > nextj - job_exp)
sd->status.job_exp = nextj;
else
sd->status.job_exp += job_exp;
pc->checkjoblevelup(sd);
clif->updatestatus(sd,SP_JOBEXP);
}
#if PACKETVER >= 20091027
if(base_exp)
clif->displayexp(sd, base_exp, SP_BASEEXP, is_quest);
if(job_exp)
clif->displayexp(sd, job_exp, SP_JOBEXP, is_quest);
#endif
if(sd->state.showexp) {
char output[256];
sprintf(output,
"Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
clif_disp_onlyself(sd, output);
}
return true;
}
/*==========================================
* Returns max level for this character.
*------------------------------------------*/
int pc_maxbaselv(const struct map_session_data *sd)
{
return pc->max_level[pc->class2idx(sd->status.class)][0];
}
int pc_maxjoblv(const struct map_session_data *sd)
{
return pc->max_level[pc->class2idx(sd->status.class)][1];
}
/*==========================================
* base level exp lookup.
*------------------------------------------*/
//Base exp needed for next level.
unsigned int pc_nextbaseexp(const struct map_session_data *sd)
{
nullpo_ret(sd);
if (sd->status.base_level >= pc->maxbaselv(sd) || sd->status.base_level <= 0)
return 0;
return pc->exp_table[pc->class2idx(sd->status.class)][0][sd->status.base_level-1];
}
//Base exp needed for this level.
unsigned int pc_thisbaseexp(const struct map_session_data *sd)
{
if (sd->status.base_level > pc->maxbaselv(sd) || sd->status.base_level <= 1)
return 0;
return pc->exp_table[pc->class2idx(sd->status.class)][0][sd->status.base_level-2];
}
/*==========================================
* job level exp lookup
* Return:
* 0 = not found
* x = exp for level
*------------------------------------------*/
//Job exp needed for next level.
unsigned int pc_nextjobexp(const struct map_session_data *sd)
{
nullpo_ret(sd);
if (sd->status.job_level >= pc->maxjoblv(sd) || sd->status.job_level <= 0)
return 0;
return pc->exp_table[pc->class2idx(sd->status.class)][1][sd->status.job_level-1];
}
//Job exp needed for this level.
unsigned int pc_thisjobexp(const struct map_session_data *sd)
{
if (sd->status.job_level > pc->maxjoblv(sd) || sd->status.job_level <= 1)
return 0;
return pc->exp_table[pc->class2idx(sd->status.class)][1][sd->status.job_level-2];
}
/// Returns the value of the specified stat.
int pc_getstat(struct map_session_data* sd, int type)
{
nullpo_retr(-1, sd);
switch( type ) {
case SP_STR: return sd->status.str;
case SP_AGI: return sd->status.agi;
case SP_VIT: return sd->status.vit;
case SP_INT: return sd->status.int_;
case SP_DEX: return sd->status.dex;
case SP_LUK: return sd->status.luk;
default:
return -1;
}
}
/// Sets the specified stat to the specified value.
/// Returns the new value.
int pc_setstat(struct map_session_data* sd, int type, int val)
{
nullpo_retr(-1, sd);
switch( type ) {
case SP_STR: sd->status.str = val; break;
case SP_AGI: sd->status.agi = val; break;
case SP_VIT: sd->status.vit = val; break;
case SP_INT: sd->status.int_ = val; break;
case SP_DEX: sd->status.dex = val; break;
case SP_LUK: sd->status.luk = val; break;
default:
return -1;
}
return val;
}
// Calculates the number of status points PC gets when leveling up (from level to level+1)
int pc_gets_status_point(int level)
{
if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt"
return (pc->statp[level+1] - pc->statp[level]);
else //Default increase
return ((level+15) / 5);
}
/// Returns the number of stat points needed to change the specified stat by val.
/// If val is negative, returns the number of stat points that would be needed to
/// raise the specified stat from (current value - val) to current value.
int pc_need_status_point(struct map_session_data* sd, int type, int val)
{
int low, high, sp = 0;
if ( val == 0 )
return 0;
low = pc->getstat(sd,type);
if ( low >= pc_maxparameter(sd) && val > 0 )
return 0; // Official servers show '0' when max is reached
high = low + val;
if ( val < 0 )
swap(low, high);
for ( ; low < high; low++ )
#ifdef RENEWAL // renewal status point cost formula
sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5));
#else
sp += ( 1 + (low + 9) / 10 );
#endif
return sp;
}
/**
* Returns the value the specified stat can be increased by with the current
* amount of available status points for the current character's class.
*
* @param sd The target character.
* @param type Stat to verify.
* @return Maximum value the stat could grow by.
*/
int pc_maxparameterincrease(struct map_session_data* sd, int type) {
int base, final, status_points = sd->status.status_point;
base = final = pc->getstat(sd, type);
while (final <= pc_maxparameter(sd) && status_points >= 0) {
#ifdef RENEWAL // renewal status point cost formula
status_points -= (final < 100) ? (2 + (final - 1) / 10) : (16 + 4 * ((final - 100) / 5));
#else
status_points -= ( 1 + (final + 9) / 10 );
#endif
final++;
}
final--;
return final > base ? final-base : 0;
}
/**
* Raises a stat by the specified amount.
*
* Obeys max_parameter limits.
* Subtracts status points according to the cost of the increased stat points.
*
* @param sd The target character.
* @param type The stat to change (see enum status_point_types)
* @param increase The stat increase (strictly positive) amount.
* @retval true if the stat was increased by any amount.
* @retval false if there were no changes.
*/
bool pc_statusup(struct map_session_data* sd, int type, int increase) {
int max_increase = 0, current = 0, needed_points = 0, final_value = 0;
nullpo_ret(sd);
// check conditions
if (type < SP_STR || type > SP_LUK || increase <= 0) {
clif->statusupack(sd, type, 0, 0);
return false;
}
// check limits
current = pc->getstat(sd, type);
max_increase = pc->maxparameterincrease(sd, type);
increase = cap_value(increase, 0, max_increase); // cap to the maximum status points available
if (increase <= 0 || current + increase > pc_maxparameter(sd)) {
clif->statusupack(sd, type, 0, 0);
return false;
}
// check status points
needed_points = pc->need_status_point(sd, type, increase);
if (needed_points < 0 || needed_points > sd->status.status_point) { // Sanity check
clif->statusupack(sd, type, 0, 0);
return false;
}
// set new values
final_value = pc->setstat(sd, type, current + increase);
sd->status.status_point -= needed_points;
status_calc_pc(sd, SCO_NONE);
// update increase cost indicator
clif->updatestatus(sd, SP_USTR + type-SP_STR);
// update statpoint count
clif->updatestatus(sd, SP_STATUSPOINT);
// update stat value
clif->statusupack(sd, type, 1, final_value); // required
if (final_value > 255)
clif->updatestatus(sd, type); // send after the 'ack' to override the truncated value
return true;
}
/**
* Raises a stat by the specified amount.
*
* Obeys max_parameter limits.
* Does not subtract status points for the cost of the modified stat points.
*
* @param sd The target character.
* @param type The stat to change (see enum status_point_types)
* @param val The stat increase (or decrease) amount.
* @return the stat increase amount.
* @retval 0 if no changes were made.
*/
int pc_statusup2(struct map_session_data* sd, int type, int val)
{
int max, need;
nullpo_ret(sd);
if( type < SP_STR || type > SP_LUK )
{
clif->statusupack(sd,type,0,0);
return 0;
}
need = pc->need_status_point(sd,type,1);
// set new value
max = pc_maxparameter(sd);
val = pc->setstat(sd, type, cap_value(pc->getstat(sd,type) + val, 1, max));
status_calc_pc(sd,SCO_NONE);
// update increase cost indicator
if( need != pc->need_status_point(sd,type,1) )
clif->updatestatus(sd, SP_USTR + type-SP_STR);
// update stat value
clif->statusupack(sd,type,1,val); // required
if( val > 255 )
clif->updatestatus(sd,type); // send after the 'ack' to override the truncated value
return val;
}
/*==========================================
* Update skill_lv for player sd
* Skill point allocation
*------------------------------------------*/
int pc_skillup(struct map_session_data *sd,uint16 skill_id) {
uint16 index = 0;
nullpo_ret(sd);
if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL ) {
guild->skillup(sd, skill_id);
return 0;
}
if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) {
homun->skillup(sd->hd, skill_id);
return 0;
}
if( !(index = skill->get_index(skill_id)) )
return 0;
if( sd->status.skill_point > 0 &&
sd->status.skill[index].id &&
sd->status.skill[index].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
sd->status.skill[index].lv < skill->tree_get_max(skill_id, sd->status.class) )
{
sd->status.skill[index].lv++;
sd->status.skill_point--;
if( !skill->dbs->db[index].inf )
status_calc_pc(sd,SCO_NONE); // Only recalculate for passive skills.
else if (sd->status.skill_point == 0 && (sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON
&& sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON) > 0)
pc->calc_skilltree(sd); // Required to grant all TK Ranger skills.
else
pc->check_skilltree(sd, skill_id); // Check if a new skill can Lvlup
clif->skillup(sd,skill_id, sd->status.skill[index].lv, 1);
clif->updatestatus(sd,SP_SKILLPOINT);
if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
clif->updatestatus(sd,SP_CARTINFO);
if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
clif->skillinfoblock(sd);
} else if( battle_config.skillup_limit ){
if (sd->sktree.second != 0)
clif->msgtable_num(sd, MSG_SKILL_POINTS_LEFT_JOB1, sd->sktree.second);
else if (sd->sktree.third != 0)
clif->msgtable_num(sd, MSG_SKILL_POINTS_LEFT_JOB2, sd->sktree.third);
else if (pc->calc_skillpoint(sd) < 9) /* TODO: official response? */
clif->messagecolor_self(sd->fd, COLOR_RED, "You need the basic skills");
}
return 0;
}
/*==========================================
* /allskill
*------------------------------------------*/
int pc_allskillup(struct map_session_data *sd)
{
int i;
nullpo_ret(sd);
for(i=0;istatus.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
if (sd->status.skill[i].lv == 0)
sd->status.skill[i].id = 0;
}
}
if (pc_has_permission(sd, PC_PERM_ALL_SKILL)) { //Get ALL skills except npc/guild ones. [Skotlex]
//and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
for(i=0;idbs->db[i].nameid ) {
case SG_DEVIL:
case MO_TRIPLEATTACK:
case RG_SNATCHER:
continue;
default:
if( !(skill->dbs->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
if ( ( sd->status.skill[i].lv = skill->dbs->db[i].max ) )//Nonexistant skills should return a max of 0 anyway.
sd->status.skill[i].id = skill->dbs->db[i].nameid;
}
}
} else {
int id;
for (i = 0; i < MAX_SKILL_TREE && (id=pc->skill_tree[pc->class2idx(sd->status.class)][i].id) > 0; i++) {
int idx = pc->skill_tree[pc->class2idx(sd->status.class)][i].idx;
int inf2 = skill->dbs->db[idx].inf2;
if (
(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
id==SG_DEVIL
)
continue; //Cannot be learned normally.
sd->status.skill[idx].id = id;
sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class); // celest
}
}
status_calc_pc(sd,SCO_NONE);
//Required because if you could level up all skills previously,
//the update will not be sent as only the lv variable changes.
clif->skillinfoblock(sd);
return 0;
}
/*==========================================
* /resetlvl
*------------------------------------------*/
int pc_resetlvl(struct map_session_data* sd,int type)
{
int i;
nullpo_ret(sd);
if (type != 3) //Also reset skills
pc->resetskill(sd, PCRESETSKILL_NONE);
if(type == 1) {
sd->status.skill_point=0;
sd->status.base_level=1;
sd->status.job_level=1;
sd->status.base_exp=0;
sd->status.job_exp=0;
if(sd->sc.option !=0)
sd->sc.option = 0;
sd->status.str=1;
sd->status.agi=1;
sd->status.vit=1;
sd->status.int_=1;
sd->status.dex=1;
sd->status.luk=1;
if (sd->status.class == JOB_NOVICE_HIGH) {
sd->status.status_point=100; // not 88 [celest]
// give platinum skills upon changing
pc->skill(sd, NV_FIRSTAID, 1, SKILL_GRANT_PERMANENT);
pc->skill(sd, NV_TRICKDEAD, 1, SKILL_GRANT_PERMANENT);
}
}
if(type == 2){
sd->status.skill_point=0;
sd->status.base_level=1;
sd->status.job_level=1;
sd->status.base_exp=0;
sd->status.job_exp=0;
}
if(type == 3){
sd->status.base_level=1;
sd->status.base_exp=0;
}
if(type == 4){
sd->status.job_level=1;
sd->status.job_exp=0;
}
clif->updatestatus(sd,SP_STATUSPOINT);
clif->updatestatus(sd,SP_STR);
clif->updatestatus(sd,SP_AGI);
clif->updatestatus(sd,SP_VIT);
clif->updatestatus(sd,SP_INT);
clif->updatestatus(sd,SP_DEX);
clif->updatestatus(sd,SP_LUK);
clif->updatestatus(sd,SP_BASELEVEL);
clif->updatestatus(sd,SP_JOBLEVEL);
clif->updatestatus(sd,SP_STATUSPOINT);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
clif->updatestatus(sd,SP_NEXTBASEEXP);
clif->updatestatus(sd,SP_NEXTJOBEXP);
clif->updatestatus(sd,SP_SKILLPOINT);
clif->updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
clif->updatestatus(sd,SP_UAGI);
clif->updatestatus(sd,SP_UVIT);
clif->updatestatus(sd,SP_UINT);
clif->updatestatus(sd,SP_UDEX);
clif->updatestatus(sd,SP_ULUK); // End Addition
for(i=0;iequip_index[i] >= 0)
if(!pc->isequip(sd,sd->equip_index[i]))
pc->unequipitem(sd, sd->equip_index[i], PCUNEQUIPITEM_FORCE);
}
if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
party->send_levelup(sd);
status_calc_pc(sd,SCO_FORCE);
clif->skillinfoblock(sd);
return 0;
}
/*==========================================
* /resetstate
*------------------------------------------*/
int pc_resetstate(struct map_session_data* sd)
{
nullpo_ret(sd);
if (battle_config.use_statpoint_table) {
// New statpoint table used here - Dexity
if (sd->status.base_level > MAX_LEVEL) {
//pc->statp[] goes out of bounds, can't reset!
ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n",
sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL);
return 0;
}
sd->status.status_point = pc->statp[sd->status.base_level] + ((sd->job & JOBL_UPPER) != 0 ? 52 : 0); // extra 52+48=100 stat points
}
else
{
int add=0;
add += pc->need_status_point(sd, SP_STR, 1-pc->getstat(sd, SP_STR));
add += pc->need_status_point(sd, SP_AGI, 1-pc->getstat(sd, SP_AGI));
add += pc->need_status_point(sd, SP_VIT, 1-pc->getstat(sd, SP_VIT));
add += pc->need_status_point(sd, SP_INT, 1-pc->getstat(sd, SP_INT));
add += pc->need_status_point(sd, SP_DEX, 1-pc->getstat(sd, SP_DEX));
add += pc->need_status_point(sd, SP_LUK, 1-pc->getstat(sd, SP_LUK));
sd->status.status_point+=add;
}
pc->setstat(sd, SP_STR, 1);
pc->setstat(sd, SP_AGI, 1);
pc->setstat(sd, SP_VIT, 1);
pc->setstat(sd, SP_INT, 1);
pc->setstat(sd, SP_DEX, 1);
pc->setstat(sd, SP_LUK, 1);
clif->updatestatus(sd,SP_STR);
clif->updatestatus(sd,SP_AGI);
clif->updatestatus(sd,SP_VIT);
clif->updatestatus(sd,SP_INT);
clif->updatestatus(sd,SP_DEX);
clif->updatestatus(sd,SP_LUK);
clif->updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris
clif->updatestatus(sd,SP_UAGI);
clif->updatestatus(sd,SP_UVIT);
clif->updatestatus(sd,SP_UINT);
clif->updatestatus(sd,SP_UDEX);
clif->updatestatus(sd,SP_ULUK); // End Addition
clif->updatestatus(sd,SP_STATUSPOINT);
if( sd->mission_mobid ) { //bugreport:2200
sd->mission_mobid = 0;
sd->mission_count = 0;
pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), 0);
}
status_calc_pc(sd,SCO_NONE);
return 1;
}
/*==========================================
* /resetskill
* @param flag: @see enum pc_resetskill_flag
*------------------------------------------*/
int pc_resetskill(struct map_session_data* sd, int flag)
{
int i, inf2, skill_point=0;
nullpo_ret(sd);
if (flag&PCRESETSKILL_CHSEX && (sd->job & MAPID_UPPERMASK) != MAPID_BARDDANCER)
return 0;
if( !(flag&PCRESETSKILL_RECOUNT) ) { //Remove stuff lost when resetting skills.
/**
* It has been confirmed on official server that when you reset skills with a ranked tweakwon your skills are not reset (because you have all of them anyway)
**/
if ((sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON))
return 0;
if( pc->checkskill(sd, SG_DEVIL) && !pc->nextjobexp(sd) ) //Remove perma blindness due to skill-reset. [Skotlex]
clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_DEVIL1);
i = sd->sc.option;
if( i&OPTION_RIDING && pc->checkskill(sd, KN_RIDING) )
i &= ~OPTION_RIDING;
if( i&OPTION_FALCON && pc->checkskill(sd, HT_FALCON) )
i &= ~OPTION_FALCON;
if( i&OPTION_DRAGON && pc->checkskill(sd, RK_DRAGONTRAINING) )
i &= ~OPTION_DRAGON;
if( i&OPTION_WUG && pc->checkskill(sd, RA_WUGMASTERY) )
i &= ~OPTION_WUG;
if( i&OPTION_WUGRIDER && pc->checkskill(sd, RA_WUGRIDER) )
i &= ~OPTION_WUGRIDER;
if (i&OPTION_MADOGEAR && (sd->job & MAPID_THIRDMASK) == MAPID_MECHANIC)
i &= ~OPTION_MADOGEAR;
#ifndef NEW_CARTS
if( i&OPTION_CART && pc->checkskill(sd, MC_PUSHCART) )
i &= ~OPTION_CART;
#else
if( sd->sc.data[SC_PUSH_CART] )
pc->setcart(sd, 0);
#endif
if( i != sd->sc.option )
pc->setoption(sd, i);
if( homun_alive(sd->hd) && pc->checkskill(sd, AM_CALLHOMUN) )
homun->vaporize(sd, HOM_ST_REST);
if ((sd->sc.data[SC_SPRITEMABLE] && pc->checkskill(sd, SU_SPRITEMABLE)))
status_change_end(&sd->bl, SC_SPRITEMABLE, INVALID_TIMER);
}
for( i = 1; i < MAX_SKILL; i++ ) {
// FIXME: We're looping on i = [1..MAX_SKILL-1] (which makes sense as index for sd->status.skill[]) but then we're using the
// same i to access skill->dbs->db[], and especially to check skill_ischangesex(). This is wrong.
uint16 skill_id = 0;
int lv = sd->status.skill[i].lv;
if (lv < 1) continue;
inf2 = skill->dbs->db[i].inf2;
if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
continue;
skill_id = skill->dbs->db[i].nameid;
// Don't reset trick dead if not a novice/baby
if (skill_id == NV_TRICKDEAD && (sd->job & MAPID_UPPERMASK) != MAPID_NOVICE) {
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
continue;
}
// do not reset basic skill
if (skill_id == NV_BASIC && (sd->job & MAPID_UPPERMASK) != MAPID_NOVICE)
continue;
if (skill_id == SU_BASIC_SKILL && (sd->job & MAPID_BASEMASK) != MAPID_SUMMONER)
continue;
if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED )
continue;
if( flag&PCRESETSKILL_CHSEX && !skill_ischangesex(i) )
continue;
if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) {
//Only handle quest skills in a special way when you can't learn them manually
if( battle_config.quest_skill_reset && !(flag&PCRESETSKILL_RECOUNT) ) { //Wipe them
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
}
continue;
}
if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT )
skill_point += lv;
else if( sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0 )
skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
if( !(flag&PCRESETSKILL_RECOUNT) ) {// reset
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
}
}
if( flag&PCRESETSKILL_RECOUNT || !skill_point ) return skill_point;
sd->status.skill_point += skill_point;
if (!(flag&PCRESETSKILL_RECOUNT)) {
// Remove all SCs that can't be inactivated without a skill
if( sd->sc.data[SC_STORMKICK_READY] )
status_change_end(&sd->bl, SC_STORMKICK_READY, INVALID_TIMER);
if( sd->sc.data[SC_DOWNKICK_READY] )
status_change_end(&sd->bl, SC_DOWNKICK_READY, INVALID_TIMER);
if( sd->sc.data[SC_TURNKICK_READY] )
status_change_end(&sd->bl, SC_TURNKICK_READY, INVALID_TIMER);
if( sd->sc.data[SC_COUNTERKICK_READY] )
status_change_end(&sd->bl, SC_COUNTERKICK_READY, INVALID_TIMER);
if( sd->sc.data[SC_DODGE_READY] )
status_change_end(&sd->bl, SC_DODGE_READY, INVALID_TIMER);
}
if (flag&PCRESETSKILL_RESYNC) {
clif->updatestatus(sd,SP_SKILLPOINT);
clif->skillinfoblock(sd);
status_calc_pc(sd,SCO_FORCE);
}
return skill_point;
}
/*==========================================
* /resetfeel [Komurka]
*------------------------------------------*/
int pc_resetfeel(struct map_session_data* sd)
{
int i;
nullpo_ret(sd);
for (i=0; ifeel_map[i].m = -1;
sd->feel_map[i].index = 0;
pc_setglobalreg(sd,script->add_str(pc->sg_info[i].feel_var),0);
}
return 0;
}
int pc_resethate(struct map_session_data* sd)
{
int i;
nullpo_ret(sd);
for (i = 0; i < MAX_PC_FEELHATE; i++) {
sd->hate_mob[i] = -1;
pc_setglobalreg(sd,script->add_str(pc->sg_info[i].hate_var),0);
}
return 0;
}
int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id)
{
int i, bonus = 0;
nullpo_ret(sd);
ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;
if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION])
bonus += 10;
return bonus;
}
int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id)
{
int i, bonus = sd->bonus.add_heal_rate;
if (bonus) {
switch (skill_id) {
case AL_HEAL:
if ((battle_config.skill_add_heal_rate & 1) == 0)
bonus = 0;
break;
case PR_SANCTUARY:
if ((battle_config.skill_add_heal_rate & 2) == 0)
bonus = 0;
break;
case AM_POTIONPITCHER:
if ((battle_config.skill_add_heal_rate & 4) == 0)
bonus = 0;
break;
case CR_SLIMPITCHER:
if ((battle_config.skill_add_heal_rate & 8) == 0)
bonus = 0;
break;
case BA_APPLEIDUN:
if ((battle_config.skill_add_heal_rate & 16) == 0)
bonus = 0;
break;
case AB_HIGHNESSHEAL:
if ((battle_config.skill_add_heal_rate & 32) == 0)
bonus = 0;
break;
}
}
ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id);
if (i < ARRAYLENGTH(sd->skillheal))
bonus += sd->skillheal[i].val;
return bonus;
}
int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) {
int i, bonus = sd->bonus.add_heal2_rate;
ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillheal2) )
bonus += sd->skillheal2[i].val;
return bonus;
}
void pc_respawn(struct map_session_data* sd, clr_type clrtype)
{
if( !pc_isdead(sd) )
return; // not applicable
if( sd->bg_id && bg->member_respawn(sd) )
return; // member revived by battleground
pc->setstand(sd);
pc->setrestartvalue(sd,3);
if( pc->setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) )
clif->resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
}
int pc_respawn_timer(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd = map->id2sd(id);
if( sd != NULL )
{
sd->pvp_point=0;
pc->respawn(sd,CLR_OUTSIGHT);
}
return 0;
}
/*==========================================
* Invoked when a player has received damage
*------------------------------------------*/
void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
{
if (sp) clif->updatestatus(sd,SP_SP);
if (hp) clif->updatestatus(sd,SP_HP);
else return;
if( !src || src == &sd->bl )
return;
if( pc_issit(sd) ) {
pc->setstand(sd);
skill->sit(sd,0);
}
if( sd->progressbar.npc_id ){
clif->progressbar_abort(sd);
sd->state.workinprogress = 0;
}
if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
pet->target_check(sd,src,1);
if( sd->status.ele_id > 0 )
elemental->set_target(sd,src);
if (battle_config.prevent_logout_trigger & PLT_DAMAGE)
sd->canlog_tick = timer->gettick();
}
/*==========================================
* Invoked when a player has negative current hp
*------------------------------------------*/
int pc_dead(struct map_session_data *sd,struct block_list *src) {
int i=0,j=0;
int64 tick = timer->gettick();
nullpo_retr(0, sd);
for (j = 0; j < MAX_PC_DEVOTION; j++) {
if (sd->devotion[j]) {
struct map_session_data *devsd = map->id2sd(sd->devotion[j]);
if (devsd)
status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER);
sd->devotion[j] = 0;
}
}
if(sd->status.pet_id > 0 && sd->pd) {
struct pet_data *pd = sd->pd;
if( !map->list[sd->bl.m].flag.noexppenalty ) {
pet->set_intimate(pd, pd->pet.intimate - pd->petDB->die);
if( pd->pet.intimate < 0 )
pd->pet.intimate = 0;
clif->send_petdata(sd,sd->pd,1,pd->pet.intimate);
}
if( sd->pd->target_id ) // Unlock all targets...
pet->unlocktarget(sd->pd);
}
if (sd->status.hom_id > 0){
if(battle_config.homunculus_auto_vapor && sd->hd)
homun->vaporize(sd, HOM_ST_REST);
}
if( sd->md )
mercenary->delete(sd->md, 3); // Your mercenary soldier has ran away.
if( sd->ed )
elemental->delete(sd->ed, 0);
// Leave duel if you die [LuzZza]
if(battle_config.duel_autoleave_when_die) {
if(sd->duel_group > 0)
duel->leave(sd->duel_group, sd);
if(sd->duel_invite > 0)
duel->reject(sd->duel_invite, sd);
}
if (sd->npc_id && sd->st && sd->st->state != RUN)
npc->event_dequeue(sd);
pc_setglobalreg(sd,script->add_str("PC_DIE_COUNTER"),sd->die_counter+1);
pc->setparam(sd, SP_KILLERRID, src?src->id:0);
if( sd->bg_id ) {/* TODO: purge when bgqueue is deemed ok */
struct battleground_data *bgd;
if( (bgd = bg->team_search(sd->bg_id)) != NULL && bgd->die_event[0] )
npc->event(sd, bgd->die_event, 0);
}
for (i = 0; i < VECTOR_LENGTH(sd->script_queues); i++ ) {
struct script_queue *queue = script->queue(VECTOR_INDEX(sd->script_queues, i));
if (queue && queue->event_death[0] != '\0')
npc->event(sd, queue->event_death, 0);
}
npc->script_event(sd,NPCE_DIE);
// Clear anything NPC-related when you die and was interacting with one.
if ( (sd->npc_id || sd->npc_shopid) && sd->state.dialog) {
if (sd->state.using_fake_npc) {
clif->clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd);
sd->state.using_fake_npc = 0;
}
if (sd->state.menu_or_input)
sd->state.menu_or_input = 0;
if (sd->npc_menu)
sd->npc_menu = 0;
sd->npc_id = 0;
sd->npc_shopid = 0;
if (sd->st && sd->st->state != END)
sd->st->state = END;
}
/* e.g. not killed through pc->damage */
if( pc_issit(sd) ) {
clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
}
pc_setdead(sd);
//Reset menu skills/item skills
if (sd->skillitem)
sd->skillitem = sd->skillitemlv = 0;
if (sd->menuskill_id)
sd->menuskill_id = sd->menuskill_val = 0;
//Reset ticks.
sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;
if ( sd->spiritball )
pc->delspiritball(sd, sd->spiritball, 0);
if (sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0)
pc->del_charm(sd, sd->charm_count, sd->charm_type);
if (src != NULL) {
switch (src->type) {
case BL_MOB:
{
struct mob_data *md = BL_UCAST(BL_MOB, src);
if (md->target_id==sd->bl.id)
mob->unlocktarget(md,tick);
if (battle_config.mobs_level_up && md->status.hp
&& md->level < pc->maxbaselv(sd)
&& !md->guardian_data && md->special_state.ai == AI_NONE// Guardians/summons should not level. [Skotlex]
) {
// monster level up [Valaris]
clif->misceffect(&md->bl,0);
md->level++;
status_calc_mob(md, SCO_NONE);
status_percent_heal(src,10,0);
if( battle_config.show_mob_info&4 )
{// update name with new level
clif->charnameack(0, &md->bl);
}
}
src = battle->get_master(src); // Maybe Player Summon
}
break;
case BL_PET: //Pass on to master...
src = &BL_UCAST(BL_PET, src)->msd->bl;
break;
case BL_HOM:
src = &BL_UCAST(BL_HOM, src)->master->bl;
break;
case BL_MER:
src = &BL_UCAST(BL_MER, src)->master->bl;
break;
}
}
if (src != NULL && src->type == BL_PC) {
struct map_session_data *ssd = BL_UCAST(BL_PC, src);
pc->setparam(ssd, SP_KILLEDRID, sd->bl.id);
npc->script_event(ssd, NPCE_KILLPC);
if (battle_config.pk_mode&2) {
ssd->status.manner -= 5;
if(ssd->status.manner < 0)
sc_start(NULL,src,SC_NOCHAT,100,0,0);
#if 0
// PK/Karma system code (not enabled yet) [celest]
// originally from Kade Online, so i don't know if any of these is correct ^^;
// note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
// karma going down = more 'good' / more honourable.
// The Karma System way...
if (sd->status.karma > ssd->status.karma) {
// If player killed was more evil
sd->status.karma--;
ssd->status.karma--;
}
else if (sd->status.karma < ssd->status.karma) // If player killed was more good
ssd->status.karma++;
// or the PK System way...
if (sd->status.karma > 0) // player killed is dishonourable?
ssd->status.karma--; // honour points earned
sd->status.karma++; // honour points lost
// To-do: Receive exp on certain occasions
#endif
}
}
if( battle_config.bone_drop==2
|| (battle_config.bone_drop==1 && map->list[sd->bl.m].flag.pvp)
) {
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid=ITEMID_SKULL_;
item_tmp.identify=1;
item_tmp.card[0]=CARD0_CREATE;
item_tmp.card[1]=0;
item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
item_tmp.card[3]=GetWord(sd->status.char_id,1);
map->addflooritem(&sd->bl, &item_tmp, 1, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 0);
}
// activate Steel body if a super novice dies at 99+% exp [celest]
if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) {
unsigned int next = pc->nextbaseexp(sd);
if( next == 0 ) next = pc->thisbaseexp(sd);
if( get_percentage(sd->status.base_exp,next) >= 99 ) {
sd->state.snovice_dead_flag = 1;
pc->setstand(sd);
status_percent_heal(&sd->bl, 100, 100);
clif->resurrection(&sd->bl, 1);
if(battle_config.pc_invincible_time)
pc->setinvincibletimer(sd, battle_config.pc_invincible_time);
sc_start(NULL,&sd->bl,status->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1));
if(map_flag_gvg2(sd->bl.m))
pc->respawn_timer(INVALID_TIMER, timer->gettick(), sd->bl.id, 0);
return 0;
}
}
// changed penalty options, added death by player if pk_mode [Valaris]
if( battle_config.death_penalty_type
&& (sd->job & MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
&& !map->list[sd->bl.m].flag.noexppenalty && !map_flag_gvg2(sd->bl.m)
&& !sd->sc.data[SC_BABY] && !sd->sc.data[SC_CASH_DEATHPENALTY]
) {
if (battle_config.death_penalty_base > 0) {
unsigned int base_penalty = 0;
switch (battle_config.death_penalty_type) {
case 1:
base_penalty = (unsigned int) apply_percentrate64(pc->nextbaseexp(sd), battle_config.death_penalty_base, 10000);
break;
case 2:
base_penalty = (unsigned int) apply_percentrate64(sd->status.base_exp, battle_config.death_penalty_base, 10000);
break;
}
if (base_penalty != 0) {
if (battle_config.pk_mode && src && src->type==BL_PC)
base_penalty*=2;
if( sd->status.mod_death != 100 )
base_penalty = base_penalty * sd->status.mod_death / 100;
sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
clif->updatestatus(sd,SP_BASEEXP);
}
}
if(battle_config.death_penalty_job > 0) {
unsigned int job_penalty = 0;
switch (battle_config.death_penalty_type) {
case 1:
job_penalty = (unsigned int) apply_percentrate64(pc->nextjobexp(sd), battle_config.death_penalty_job, 10000);
break;
case 2:
job_penalty = (unsigned int) apply_percentrate64(sd->status.job_exp, battle_config.death_penalty_job, 10000);
break;
}
if (job_penalty != 0) {
if (battle_config.pk_mode && src && src->type==BL_PC)
job_penalty*=2;
if( sd->status.mod_death != 100 )
job_penalty = job_penalty * sd->status.mod_death / 100;
sd->status.job_exp -= min(sd->status.job_exp, job_penalty);
clif->updatestatus(sd,SP_JOBEXP);
}
}
if (battle_config.zeny_penalty > 0 && !map->list[sd->bl.m].flag.nozenypenalty) {
int zeny_penalty = apply_percentrate(sd->status.zeny, battle_config.zeny_penalty, 10000);
if (zeny_penalty != 0)
pc->payzeny(sd, zeny_penalty, LOG_TYPE_PICKDROP_PLAYER, NULL);
}
}
if(map->list[sd->bl.m].flag.pvp_nightmaredrop) {
// Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
for(j=0;jlist[sd->bl.m].drop_list_count;j++){
int id = map->list[sd->bl.m].drop_list[j].drop_id;
int type = map->list[sd->bl.m].drop_list[j].drop_type;
int per = map->list[sd->bl.m].drop_list[j].drop_per;
if(id == 0)
continue;
if(id == -1){
int eq_num=0,eq_n[MAX_INVENTORY],k;
memset(eq_n,0,sizeof(eq_n));
for(i=0;istatus.inventory[i].equip)
|| (type == 2 && sd->status.inventory[i].equip)
|| type == 3)
{
ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 );
if( k < MAX_INVENTORY )
eq_n[k] = i;
eq_num++;
}
}
if(eq_num > 0){
int n = eq_n[rnd()%eq_num];
if(rnd()%10000 < per){
if(sd->status.inventory[n].equip)
pc->unequipitem(sd, n, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
pc->dropitem(sd,n,1);
}
}
}
else if(id > 0){
for(i=0;istatus.inventory[i].nameid == id
&& rnd()%10000 < per
&& ((type == 1 && !sd->status.inventory[i].equip)
|| (type == 2 && sd->status.inventory[i].equip)
|| type == 3) ){
if(sd->status.inventory[i].equip)
pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
pc->dropitem(sd,i,1);
break;
}
}
}
}
}
// Remove autotrade to prevent autotrading from save point
if( (sd->state.standalone || sd->state.autotrade)
&& (map->list[sd->bl.m].flag.pvp || map->list[sd->bl.m].flag.gvg)
) {
sd->state.autotrade = 0;
sd->state.standalone = 0;
pc->autotrade_update(sd,PAUC_REMOVE);
map->quit(sd);
}
// pvp
// disable certain pvp functions on pk_mode [Valaris]
if( map->list[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map->list[sd->bl.m].flag.pvp_nocalcrank ) {
sd->pvp_point -= 5;
sd->pvp_lost++;
if (src != NULL && src->type == BL_PC) {
struct map_session_data *ssd = BL_UCAST(BL_PC, src);
ssd->pvp_point++;
ssd->pvp_won++;
}
if( sd->pvp_point < 0 )
{
timer->add(tick+1, pc->respawn_timer,sd->bl.id,0);
return 1|8;
}
}
//GvG
if( map_flag_gvg2(sd->bl.m) ) {
timer->add(tick+1, pc->respawn_timer, sd->bl.id, 0);
return 1|8;
} else if( sd->bg_id ) {
struct battleground_data *bgd = bg->team_search(sd->bg_id);
if( bgd && bgd->mapindex > 0 ) { // Respawn by BG
timer->add(tick+1000, pc->respawn_timer, sd->bl.id, 0);
return 1|8;
}
}
//Reset "can log out" tick.
if( battle_config.prevent_logout )
sd->canlog_tick = timer->gettick() - battle_config.prevent_logout;
return 1;
}
void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) {
nullpo_retv(sd);
if(hp) clif->updatestatus(sd,SP_HP);
if(sp) clif->updatestatus(sd,SP_SP);
pc->setstand(sd);
if(battle_config.pc_invincible_time > 0)
pc->setinvincibletimer(sd, battle_config.pc_invincible_time);
if( sd->state.gmaster_flag ) {
guild->aura_refresh(sd,GD_LEADERSHIP,guild->checkskill(sd->guild,GD_LEADERSHIP));
guild->aura_refresh(sd,GD_GLORYWOUNDS,guild->checkskill(sd->guild,GD_GLORYWOUNDS));
guild->aura_refresh(sd,GD_SOULCOLD,guild->checkskill(sd->guild,GD_SOULCOLD));
guild->aura_refresh(sd,GD_HAWKEYES,guild->checkskill(sd->guild,GD_HAWKEYES));
}
}
// script
//
/*==========================================
* script reading pc status registry
*------------------------------------------*/
int pc_readparam(const struct map_session_data *sd, int type)
{
int val = 0;
nullpo_ret(sd);
switch(type) {
case SP_SKILLPOINT: val = sd->status.skill_point; break;
case SP_STATUSPOINT: val = sd->status.status_point; break;
case SP_ZENY: val = sd->status.zeny; break;
case SP_BASELEVEL: val = sd->status.base_level; break;
case SP_JOBLEVEL: val = sd->status.job_level; break;
case SP_CLASS: val = sd->status.class; break;
case SP_BASEJOB: val = pc->mapid2jobid(sd->job & MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
case SP_UPPER: val = (sd->job & JOBL_UPPER) != 0 ? 1 : ((sd->job & JOBL_BABY) != 0 ? 2 : 0); break;
case SP_BASECLASS: val = pc->mapid2jobid(sd->job & MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
case SP_SEX: val = sd->status.sex; break;
case SP_WEIGHT: val = sd->weight; break;
case SP_MAXWEIGHT: val = sd->max_weight; break;
case SP_BASEEXP: val = sd->status.base_exp; break;
case SP_JOBEXP: val = sd->status.job_exp; break;
case SP_NEXTBASEEXP: val = pc->nextbaseexp(sd); break;
case SP_NEXTJOBEXP: val = pc->nextjobexp(sd); break;
case SP_HP: val = sd->battle_status.hp; break;
case SP_MAXHP: val = sd->battle_status.max_hp; break;
case SP_SP: val = sd->battle_status.sp; break;
case SP_MAXSP: val = sd->battle_status.max_sp; break;
case SP_STR: val = sd->status.str; break;
case SP_AGI: val = sd->status.agi; break;
case SP_VIT: val = sd->status.vit; break;
case SP_INT: val = sd->status.int_; break;
case SP_DEX: val = sd->status.dex; break;
case SP_LUK: val = sd->status.luk; break;
case SP_KARMA: val = sd->status.karma; break;
case SP_MANNER: val = sd->status.manner; break;
case SP_FAME: val = sd->status.fame; break;
case SP_KILLERRID: val = sd->killerrid; break;
case SP_KILLEDRID: val = sd->killedrid; break;
case SP_SLOTCHANGE: val = sd->status.slotchange; break;
case SP_CHARRENAME: val = sd->status.rename; break;
case SP_MOD_EXP: val = sd->status.mod_exp; break;
case SP_MOD_DROP: val = sd->status.mod_drop; break;
case SP_MOD_DEATH: val = sd->status.mod_death; break;
case SP_CRITICAL: val = sd->battle_status.cri/10; break;
case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break;
case SP_BASE_ATK: val = sd->battle_status.batk; break;
case SP_DEF1: val = sd->battle_status.def; break;
case SP_DEF2: val = sd->battle_status.def2; break;
case SP_MDEF1: val = sd->battle_status.mdef; break;
case SP_MDEF2: val = sd->battle_status.mdef2; break;
case SP_HIT: val = sd->battle_status.hit; break;
case SP_FLEE1: val = sd->battle_status.flee; break;
case SP_FLEE2: val = sd->battle_status.flee2; break;
case SP_DEFELE: val = sd->battle_status.def_ele; break;
#ifndef RENEWAL_CAST
case SP_VARCASTRATE:
#endif
case SP_CASTRATE:
val = sd->castrate;
break;
case SP_MAXHPRATE: val = sd->hprate; break;
case SP_MAXSPRATE: val = sd->sprate; break;
case SP_SPRATE: val = sd->dsprate; break;
case SP_SPEED_RATE: val = sd->bonus.speed_rate; break;
case SP_SPEED_ADDRATE: val = sd->bonus.speed_add_rate; break;
case SP_ASPD_RATE:
#ifndef RENEWAL_ASPD
val = sd->battle_status.aspd_rate;
#else
val = sd->battle_status.aspd_rate2;
#endif
break;
case SP_HP_RECOV_RATE: val = sd->hprecov_rate; break;
case SP_SP_RECOV_RATE: val = sd->sprecov_rate; break;
case SP_CRITICAL_DEF: val = sd->bonus.critical_def; break;
case SP_NEAR_ATK_DEF: val = sd->bonus.near_attack_def_rate; break;
case SP_LONG_ATK_DEF: val = sd->bonus.long_attack_def_rate; break;
case SP_DOUBLE_RATE: val = sd->bonus.double_rate; break;
case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break;
case SP_MATK_RATE: val = sd->matk_rate; break;
case SP_ATK_RATE: val = sd->bonus.atk_rate; break;
case SP_MAGIC_ATK_DEF: val = sd->bonus.magic_def_rate; break;
case SP_MISC_ATK_DEF: val = sd->bonus.misc_def_rate; break;
case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break;
case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break;
case SP_CRITICAL_RATE: val = sd->critical_rate; break;
case SP_HIT_RATE: val = sd->hit_rate; break;
case SP_FLEE_RATE: val = sd->flee_rate; break;
case SP_FLEE2_RATE: val = sd->flee2_rate; break;
case SP_DEF_RATE: val = sd->def_rate; break;
case SP_DEF2_RATE: val = sd->def2_rate; break;
case SP_MDEF_RATE: val = sd->mdef_rate; break;
case SP_MDEF2_RATE: val = sd->mdef2_rate; break;
case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break;
case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break;
case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break;
case SP_NO_SIZEFIX: val = sd->special_state.no_sizefix?1:0; break;
case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break;
case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break;
case SP_NO_MISC_DAMAGE: val = sd->special_state.no_misc_damage; break;
case SP_NO_GEMSTONE: val = sd->special_state.no_gemstone?1:0; break;
case SP_INTRAVISION: val = sd->special_state.intravision?1:0; break;
case SP_NO_KNOCKBACK: val = sd->special_state.no_knockback?1:0; break;
case SP_SPLASH_RANGE: val = sd->bonus.splash_range; break;
case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break;
case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break;
case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break;
case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break;
case SP_PERFECT_HIDE: val = sd->special_state.perfect_hiding?1:0; break;
case SP_UNBREAKABLE: val = sd->bonus.unbreakable; break;
case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break;
case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break;
case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break;
case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break;
case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break;
case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break;
case SP_CLASSCHANGE: val = sd->bonus.classchange; break;
case SP_LONG_ATK_RATE: val = sd->bonus.long_attack_atk_rate; break;
case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break;
case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break;
case SP_ADD_STEAL_RATE: val = sd->bonus.add_steal_rate; break;
case SP_DELAYRATE: val = sd->delayrate; break;
case SP_CRIT_ATK_RATE: val = sd->bonus.crit_atk_rate; break;
case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break;
case SP_UNSTRIPABLE:
case SP_UNSTRIPABLE_ARMOR:
val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0;
break;
case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break;
case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break;
case SP_SP_GAIN_VALUE: val = sd->bonus.sp_gain_value; break;
case SP_HP_GAIN_VALUE: val = sd->bonus.hp_gain_value; break;
case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break;
case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break;
case SP_ADD_HEAL_RATE: val = sd->bonus.add_heal_rate; break;
case SP_ADD_HEAL2_RATE: val = sd->bonus.add_heal2_rate; break;
case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break;
case SP_EMATK: val = sd->bonus.ematk; break;
case SP_FIXCASTRATE: val = sd->bonus.fixcastrate; break;
case SP_ADD_FIXEDCAST: val = sd->bonus.add_fixcast; break;
#ifdef RENEWAL_CAST
case SP_VARCASTRATE: val = sd->bonus.varcastrate; break;
case SP_ADD_VARIABLECAST:val = sd->bonus.add_varcast; break;
#endif
}
return val;
}
/*==========================================
* script set pc status registry
*------------------------------------------*/
int pc_setparam(struct map_session_data *sd,int type,int val)
{
nullpo_ret(sd);
switch(type){
case SP_BASELEVEL:
if (val > pc->maxbaselv(sd)) //Capping to max
val = pc->maxbaselv(sd);
if (val > sd->status.base_level) {
int stat = 0, i;
for (i = 0; i < val - sd->status.base_level; i++)
stat += pc->gets_status_point(sd->status.base_level + i);
sd->status.status_point += stat;
}
sd->status.base_level = val;
sd->status.base_exp = 0;
// clif->updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom
clif->updatestatus(sd, SP_NEXTBASEEXP);
clif->updatestatus(sd, SP_STATUSPOINT);
clif->updatestatus(sd, SP_BASEEXP);
status_calc_pc(sd, SCO_FORCE);
if(sd->status.party_id)
{
party->send_levelup(sd);
}
break;
case SP_JOBLEVEL:
if (val >= sd->status.job_level) {
if (val > pc->maxjoblv(sd))
val = pc->maxjoblv(sd);
sd->status.skill_point += val - sd->status.job_level;
clif->updatestatus(sd, SP_SKILLPOINT);
}
sd->status.job_level = val;
sd->status.job_exp = 0;
// clif->updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom
clif->updatestatus(sd, SP_NEXTJOBEXP);
clif->updatestatus(sd, SP_JOBEXP);
status_calc_pc(sd, SCO_FORCE);
break;
case SP_SKILLPOINT:
sd->status.skill_point = val;
break;
case SP_STATUSPOINT:
sd->status.status_point = val;
break;
case SP_ZENY:
if( val < 0 )
return 0;// can't set negative zeny
logs->zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
sd->status.zeny = cap_value(val, 0, MAX_ZENY);
break;
case SP_BASEEXP:
if(pc->nextbaseexp(sd) > 0) {
sd->status.base_exp = val;
pc->checkbaselevelup(sd);
}
break;
case SP_JOBEXP:
if(pc->nextjobexp(sd) > 0) {
sd->status.job_exp = val;
pc->checkjoblevelup(sd);
}
break;
case SP_SEX:
sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
break;
case SP_WEIGHT:
sd->weight = val;
break;
case SP_MAXWEIGHT:
sd->max_weight = val;
break;
case SP_HP:
sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
break;
case SP_MAXHP:
sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);
if( sd->battle_status.max_hp < sd->battle_status.hp )
{
sd->battle_status.hp = sd->battle_status.max_hp;
clif->updatestatus(sd, SP_HP);
}
break;
case SP_SP:
sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
break;
case SP_MAXSP:
sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);
if( sd->battle_status.max_sp < sd->battle_status.sp )
{
sd->battle_status.sp = sd->battle_status.max_sp;
clif->updatestatus(sd, SP_SP);
}
break;
case SP_STR:
sd->status.str = cap_value(val, 1, pc_maxparameter(sd));
break;
case SP_AGI:
sd->status.agi = cap_value(val, 1, pc_maxparameter(sd));
break;
case SP_VIT:
sd->status.vit = cap_value(val, 1, pc_maxparameter(sd));
break;
case SP_INT:
sd->status.int_ = cap_value(val, 1, pc_maxparameter(sd));
break;
case SP_DEX:
sd->status.dex = cap_value(val, 1, pc_maxparameter(sd));
break;
case SP_LUK:
sd->status.luk = cap_value(val, 1, pc_maxparameter(sd));
break;
case SP_KARMA:
sd->status.karma = val;
break;
case SP_MANNER:
sd->status.manner = val;
if( val < 0 )
sc_start(NULL, &sd->bl, SC_NOCHAT, 100, 0, 0);
else {
status_change_end(&sd->bl, SC_NOCHAT, INVALID_TIMER);
clif->manner_message(sd, 5);
}
return 1; // status_change_start/status_change_end already sends packets warning the client
case SP_FAME:
sd->status.fame = val;
break;
case SP_KILLERRID:
sd->killerrid = val;
return 1;
case SP_KILLEDRID:
sd->killedrid = val;
return 1;
case SP_SLOTCHANGE:
sd->status.slotchange = val;
return 1;
case SP_CHARRENAME:
sd->status.rename = val;
return 1;
case SP_MOD_EXP:
sd->status.mod_exp = val;
return 1;
case SP_MOD_DROP:
sd->status.mod_drop = val;
return 1;
case SP_MOD_DEATH:
sd->status.mod_death = val;
return 1;
default:
ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type);
return 0;
}
clif->updatestatus(sd,type);
return 1;
}
/*==========================================
* HP/SP Healing. If flag is passed, the heal type is through clif->heal, otherwise update status.
*------------------------------------------*/
void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
{
nullpo_retv(sd);
if (type) {
if (hp)
clif->heal(sd->fd,SP_HP,hp);
if (sp)
clif->heal(sd->fd,SP_SP,sp);
} else {
if(hp)
clif->updatestatus(sd,SP_HP);
if(sp)
clif->updatestatus(sd,SP_SP);
}
return;
}
/*==========================================
* HP/SP Recovery
* Heal player hp and/or sp linearly.
* Calculate bonus by status.
*------------------------------------------*/
int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
{
int bonus, tmp;
nullpo_ret(sd);
if(hp) {
int i;
bonus = 100 + (sd->battle_status.vit<<1)
+ pc->checkskill(sd,SM_RECOVERY)*10
+ pc->checkskill(sd,AM_LEARNINGPOTION)*5;
// A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
if (script->potion_flag > 1)
bonus += bonus*(script->potion_flag-1)*50/100;
//All item bonuses.
bonus += sd->bonus.itemhealrate2;
//Individual item bonuses.
for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) {
struct item_data *it = itemdb->exists(sd->itemhealrate[i].nameid);
if (sd->itemhealrate[i].nameid == itemid || (it && it->group && itemdb->in_group(it->group,itemid))) {
bonus += bonus*sd->itemhealrate[i].rate/100;
break;
}
}
tmp = hp*bonus/100;
if(bonus != 100 && tmp > hp)
hp = tmp;
// Recovery Potion
if( sd->sc.data[SC_HEALPLUS] )
hp += (int)(hp * sd->sc.data[SC_HEALPLUS]->val1/100.);
// 2014 Halloween Event : Pumpkin Bonus
if ( sd->sc.data[SC_MTF_PUMPKIN] && itemid == ITEMID_PUMPKIN )
hp += (int)(hp * sd->sc.data[SC_MTF_PUMPKIN]->val1/100);
}
if(sp) {
bonus = 100 + (sd->battle_status.int_<<1)
+ pc->checkskill(sd,MG_SRECOVERY)*10
+ pc->checkskill(sd,AM_LEARNINGPOTION)*5;
if (script->potion_flag > 1)
bonus += bonus*(script->potion_flag-1)*50/100;
tmp = sp*bonus/100;
if(bonus != 100 && tmp > sp)
sp = tmp;
}
if( sd->sc.count ) {
if ( sd->sc.data[SC_CRITICALWOUND] ) {
hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
}
if( sd->sc.data[SC_VITALITYACTIVATION] ){
hp += hp / 2; // 1.5 times
sp -= sp / 2;
}
if ( sd->sc.data[SC_DEATHHURT] ) {
hp -= hp * 20 / 100;
sp -= sp * 20 / 100;
}
if( sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2 ) {
hp += hp / 10;
sp += sp / 10;
}
#ifdef RENEWAL
if( sd->sc.data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
if (sd->sc.data[SC_BITESCAR]) {
hp = 0;
}
}
return status->heal(&sd->bl, hp, sp, 1);
}
/*==========================================
* HP/SP Recovery
* Heal player hp nad/or sp by rate
*------------------------------------------*/
int pc_percentheal(struct map_session_data *sd,int hp,int sp)
{
nullpo_ret(sd);
if(hp > 100) hp = 100;
else
if(hp <-100) hp =-100;
if(sp > 100) sp = 100;
else
if(sp <-100) sp =-100;
if(hp >= 0 && sp >= 0) //Heal
return status_percent_heal(&sd->bl, hp, sp);
if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);
//Crossed signs
if(hp) {
if(hp > 0)
status_percent_heal(&sd->bl, hp, 0);
else
status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
}
if(sp) {
if(sp > 0)
status_percent_heal(&sd->bl, 0, sp);
else
status_percent_damage(NULL, &sd->bl, 0, sp, false);
}
return 0;
}
int jobchange_killclone(struct block_list *bl, va_list ap)
{
struct mob_data *md = NULL;
int flag = va_arg(ap, int);
nullpo_ret(bl);
Assert_ret(bl->type == BL_MOB);
md = BL_UCAST(BL_MOB, bl);
if (md->master_id && md->special_state.clone && md->master_id == flag)
status_kill(&md->bl);
return 1;
}
/*==========================================
* Called when player changes job
* Rewrote to make it tidider [Celest]
*------------------------------------------*/
int pc_jobchange(struct map_session_data *sd, int class, int upper)
{
int i, fame_flag=0;
int job, idx = 0;
nullpo_ret(sd);
if (class < 0)
return 1;
//Normalize job.
job = pc->jobid2mapid(class);
if (job == -1)
return 1;
switch (upper) {
case 1:
job |= JOBL_UPPER;
break;
case 2:
job |= 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.
class = pc->mapid2jobid(job, sd->status.sex);
if (class == -1)
return 1;
if ((uint16)job == sd->job)
return 1; //Nothing to change.
if ((job & JOBL_2) != 0 && (sd->job & JOBL_2) == 0 && (job & MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) {
// changing from 1st to 2nd job
sd->change_level_2nd = sd->status.job_level;
pc_setglobalreg(sd, script->add_str("jobchange_level"), sd->change_level_2nd);
} else if((job & JOBL_THIRD) != 0 && (sd->job & JOBL_THIRD) == 0) {
// changing from 2nd to 3rd job
sd->change_level_3rd = sd->status.job_level;
pc_setglobalreg(sd, script->add_str("jobchange_level_3rd"), sd->change_level_3rd);
}
if(sd->cloneskill_id) {
idx = skill->get_index(sd->cloneskill_id);
if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
sd->status.skill[idx].id = 0;
sd->status.skill[idx].lv = 0;
sd->status.skill[idx].flag = 0;
clif->deleteskill(sd,sd->cloneskill_id);
}
sd->cloneskill_id = 0;
pc_setglobalreg(sd, script->add_str("CLONE_SKILL"), 0);
pc_setglobalreg(sd, script->add_str("CLONE_SKILL_LV"), 0);
}
if(sd->reproduceskill_id) {
idx = skill->get_index(sd->reproduceskill_id);
if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
sd->status.skill[idx].id = 0;
sd->status.skill[idx].lv = 0;
sd->status.skill[idx].flag = 0;
clif->deleteskill(sd,sd->reproduceskill_id);
}
sd->reproduceskill_id = 0;
pc_setglobalreg(sd, script->add_str("REPRODUCE_SKILL"),0);
pc_setglobalreg(sd, script->add_str("REPRODUCE_SKILL_LV"),0);
}
if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK)) { //Things to remove when changing class tree.
const int class_idx = pc->class2idx(sd->status.class);
short id;
for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_idx][i].id) > 0; i++) {
//Remove status specific to your current tree skills.
enum sc_type sc = status->skill2sc(id);
if (sc > SC_COMMON_MAX && sd->sc.data[sc])
status_change_end(&sd->bl, sc, INVALID_TIMER);
}
}
if ((sd->job & MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (job & MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) {
/* going off star glad lineage, reset feel to not store no-longer-used vars in the database */
pc->resetfeel(sd);
}
sd->status.class = class;
{
int fame_list_type = pc->famelist_type(sd->job);
if (fame_list_type != RANKTYPE_UNKNOWN)
fame_flag = pc->fame_rank(sd->status.char_id, fame_list_type);
}
sd->job = (uint16)job;
sd->status.job_level=1;
sd->status.job_exp=0;
if (sd->status.base_level > pc->maxbaselv(sd)) {
sd->status.base_level = pc->maxbaselv(sd);
sd->status.base_exp=0;
pc->resetstate(sd);
clif->updatestatus(sd,SP_STATUSPOINT);
clif->updatestatus(sd,SP_BASELEVEL);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_NEXTBASEEXP);
}
clif->updatestatus(sd,SP_JOBLEVEL);
clif->updatestatus(sd,SP_JOBEXP);
clif->updatestatus(sd,SP_NEXTJOBEXP);
for(i=0;iequip_index[i] >= 0)
if(!pc->isequip(sd,sd->equip_index[i]))
pc->unequipitem(sd,sd->equip_index[i], PCUNEQUIPITEM_FORCE); // unequip invalid item for class
}
//Change look, if disguised, you need to undisguise
//to correctly calculate new job sprite without
if (sd->disguise != -1)
pc->disguise(sd, -1);
status->set_viewdata(&sd->bl, class);
clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
if(sd->vd.cloth_color)
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
if (sd->vd.body_style)
clif->changelook(&sd->bl,LOOK_BODY2,sd->vd.body_style);
//Update skill tree.
pc->calc_skilltree(sd);
clif->skillinfoblock(sd);
if (sd->ed)
elemental->delete(sd->ed, 0);
if (sd->state.vending)
vending->close(sd);
map->foreachinmap(pc->jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
//Remove peco/cart/falcon
i = sd->sc.option;
if (i&OPTION_RIDING && (!pc->checkskill(sd, KN_RIDING) || (sd->job & MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT))
i&=~OPTION_RIDING;
if( i&OPTION_FALCON && !pc->checkskill(sd, HT_FALCON) )
i&=~OPTION_FALCON;
if( i&OPTION_DRAGON && !pc->checkskill(sd,RK_DRAGONTRAINING) )
i&=~OPTION_DRAGON;
if( i&OPTION_WUGRIDER && !pc->checkskill(sd,RA_WUGMASTERY) )
i&=~OPTION_WUGRIDER;
if( i&OPTION_WUG && !pc->checkskill(sd,RA_WUGMASTERY) )
i&=~OPTION_WUG;
if( i&OPTION_MADOGEAR ) //You do not need a skill for this.
i&=~OPTION_MADOGEAR;
#ifndef NEW_CARTS
if( i&OPTION_CART && !pc->checkskill(sd, MC_PUSHCART) )
i&=~OPTION_CART;
#else
if( sd->sc.data[SC_PUSH_CART] && !pc->checkskill(sd, MC_PUSHCART) )
pc->setcart(sd, 0);
#endif
if(i != sd->sc.option)
pc->setoption(sd, i);
if(homun_alive(sd->hd) && !pc->checkskill(sd, AM_CALLHOMUN))
homun->vaporize(sd, HOM_ST_REST);
if ((sd->sc.data[SC_SPRITEMABLE] && pc->checkskill(sd, SU_SPRITEMABLE)))
status_change_end(&sd->bl, SC_SPRITEMABLE, INVALID_TIMER);
if(sd->status.manner < 0)
clif->changestatus(sd,SP_MANNER,sd->status.manner);
status_calc_pc(sd,SCO_FORCE);
pc->checkallowskill(sd);
pc->equiplookall(sd);
//if you were previously famous, not anymore.
if (fame_flag != 0) {
chrif->save(sd,0);
chrif->buildfamelist();
} else if (sd->status.fame > 0) {
//It may be that now they are famous?
switch (sd->job & MAPID_UPPERMASK) {
case MAPID_BLACKSMITH:
case MAPID_ALCHEMIST:
case MAPID_TAEKWON:
chrif->save(sd,0);
chrif->buildfamelist();
break;
}
}
return 0;
}
/*==========================================
* Tell client player sd has change equipement
*------------------------------------------*/
int pc_equiplookall(struct map_session_data *sd)
{
nullpo_ret(sd);
clif->changelook(&sd->bl,LOOK_WEAPON,0);
clif->changelook(&sd->bl,LOOK_SHOES,0);
clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
clif->changelook(&sd->bl,LOOK_ROBE, sd->status.robe);
return 0;
}
/*==========================================
* Tell client player sd has change look (hair,equip...)
*------------------------------------------*/
int pc_changelook(struct map_session_data *sd,int type,int val)
{
nullpo_ret(sd);
switch(type){
case LOOK_BASE:
status->set_viewdata(&sd->bl, val);
clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class);
clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
if (sd->vd.cloth_color)
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
if (sd->vd.body_style)
clif->changelook(&sd->bl,LOOK_BODY2,sd->vd.body_style);
clif->skillinfoblock(sd);
return 0;
break;
case LOOK_HAIR: //Use the battle_config limits! [Skotlex]
val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
if (sd->status.hair != val) {
sd->status.hair=val;
if (sd->status.guild_id) //Update Guild Window. [Skotlex]
intif->guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
}
break;
case LOOK_WEAPON:
sd->status.weapon=val;
break;
case LOOK_HEAD_BOTTOM:
sd->status.head_bottom=val;
break;
case LOOK_HEAD_TOP:
sd->status.head_top=val;
break;
case LOOK_HEAD_MID:
sd->status.head_mid=val;
break;
case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
if (sd->status.hair_color != val) {
sd->status.hair_color=val;
if (sd->status.guild_id) //Update Guild Window. [Skotlex]
intif->guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
}
break;
case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex]
val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
sd->status.clothes_color=val;
break;
case LOOK_SHIELD:
sd->status.shield=val;
break;
case LOOK_SHOES:
break;
case LOOK_ROBE:
sd->status.robe = val;
break;
case LOOK_BODY2:
val = cap_value(val, MIN_BODY_STYLE, MAX_BODY_STYLE);
sd->status.body=val;
break;
}
clif->changelook(&sd->bl,type,val);
return 0;
}
/*==========================================
* Give an option (type) to player (sd) and display it to client
*------------------------------------------*/
int pc_setoption(struct map_session_data *sd,int type)
{
int p_type, new_look=0;
nullpo_ret(sd);
p_type = sd->sc.option;
//Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
sd->sc.option=type;
clif->changeoption(&sd->bl);
if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc->checkskill(sd,RK_DRAGONTRAINING) > 0) ) {
// Mounting
clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_RIDING, 0, 0, 0);
status_calc_pc(sd,SCO_NONE);
} else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON) ) {
// Dismount
clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_RIDING);
status_calc_pc(sd,SCO_NONE);
}
#ifndef NEW_CARTS
if( type&OPTION_CART && !( p_type&OPTION_CART ) ) { //Cart On
clif->cartlist(sd);
clif->updatestatus(sd, SP_CARTINFO);
if(pc->checkskill(sd, MC_PUSHCART) < 10)
status_calc_pc(sd,SCO_NONE); //Apply speed penalty.
} else if( !( type&OPTION_CART ) && p_type&OPTION_CART ){ //Cart Off
clif->clearcart(sd->fd);
if(pc->checkskill(sd, MC_PUSHCART) < 10)
status_calc_pc(sd,SCO_NONE); //Remove speed penalty.
if ( sd->equip_index[EQI_AMMO] > 0 )
pc->unequipitem(sd, sd->equip_index[EQI_AMMO], PCUNEQUIPITEM_FORCE);
}
#endif
if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_FALCON, 0, 0, 0);
else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_FALCON);
if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting
clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_WUGRIDER, 0, 0, 0);
status_calc_pc(sd,SCO_NONE);
} else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount
clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_WUGRIDER);
status_calc_pc(sd,SCO_NONE);
}
if( (type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR))
|| (!(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR) ) {
int i;
status_calc_pc(sd, SCO_NONE);
// End all SCs that can be reset when mado is taken off
for( i = 0; i < SC_MAX; i++ ) {
if ( !sd->sc.data[i] || !status->get_sc_type(i) )
continue;
if ( status->get_sc_type(i)&SC_MADO_NO_RESET )
continue;
switch (i) {
case SC_BERSERK:
case SC_SATURDAY_NIGHT_FEVER:
sd->sc.data[i]->val2 = 0;
break;
}
status_change_end(&sd->bl, (sc_type)i, INVALID_TIMER);
}
if ( sd->equip_index[EQI_AMMO] > 0 )
pc->unequipitem(sd, sd->equip_index[EQI_AMMO], PCUNEQUIPITEM_FORCE);
}
if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
new_look = JOB_STAR_GLADIATOR2;
else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
new_look = -1;
if (sd->disguise != -1 || !new_look)
return 0; //Disguises break sprite changes
if (new_look < 0) { //Restore normal look.
status->set_viewdata(&sd->bl, sd->status.class);
new_look = sd->vd.class;
}
pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
clif->changelook(&sd->bl,LOOK_BASE,new_look);
if (sd->vd.cloth_color)
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
if( sd->vd.body_style )
clif->changelook(&sd->bl,LOOK_BODY2,sd->vd.body_style);
clif->skillinfoblock(sd); // Skill list needs to be updated after base change.
return 0;
}
/*==========================================
* Give player a cart
*------------------------------------------*/
int pc_setcart(struct map_session_data *sd,int type) {
#ifndef NEW_CARTS
int cart[6] = {OPTION_NOTHING,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
int option;
#endif
nullpo_ret(sd);
if( type < 0 || type > MAX_CARTS )
return 1;// Never trust the values sent by the client! [Skotlex]
if( pc->checkskill(sd,MC_PUSHCART) <= 0 && type != 0 )
return 1;// Push cart is required
if( type == 0 && pc_iscarton(sd) )
status_change_end(&sd->bl,SC_GN_CARTBOOST,INVALID_TIMER);
#ifdef NEW_CARTS
switch( type ) {
case 0:
if( !sd->sc.data[SC_PUSH_CART] )
return 0;
status_change_end(&sd->bl,SC_PUSH_CART,INVALID_TIMER);
clif->clearcart(sd->fd);
clif->updatestatus(sd, SP_CARTINFO);
if ( sd->equip_index[EQI_AMMO] > 0 )
pc->unequipitem(sd, sd->equip_index[EQI_AMMO], PCUNEQUIPITEM_FORCE);
break;
default:/* everything else is an allowed ID so we can move on */
if( !sd->sc.data[SC_PUSH_CART] ) /* first time, so fill cart data */
clif->cartlist(sd);
clif->updatestatus(sd, SP_CARTINFO);
sc_start(NULL,&sd->bl, SC_PUSH_CART, 100, type, 0);
clif->sc_load(&sd->bl, sd->bl.id, AREA, SI_ON_PUSH_CART, type, 0, 0);
if( sd->sc.data[SC_PUSH_CART] )/* forcefully update */
sd->sc.data[SC_PUSH_CART]->val1 = type;
break;
}
if(pc->checkskill(sd, MC_PUSHCART) < 10)
status_calc_pc(sd,SCO_NONE); //Recalc speed penalty.
#else
// Update option
option = sd->sc.option;
option &= ~OPTION_CART;// clear cart bits
option |= cart[type]; // set cart
pc->setoption(sd, option);
#endif
return 0;
}
/* FIXME: These setter methods are inconsistent in their class/skill checks.
* They should be changed so that they all either do or skip the checks.*/
/**
* Gives/removes a falcon.
*
* The target player needs the required skills in order to obtain a falcon.
*
* @param sd Target player.
* @param flag New state.
**/
void pc_setfalcon(struct map_session_data *sd, bool flag)
{
nullpo_retv(sd);
if (flag) {
if (pc->checkskill(sd,HT_FALCON) > 0) // add falcon if he have the skill
pc->setoption(sd,sd->sc.option|OPTION_FALCON);
} else if (pc_isfalcon(sd)) {
pc->setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
}
}
/**
* Mounts/dismounts a Peco or Gryphon.
*
* The target player needs the required skills in order to mount a peco.
*
* @param sd Target player.
* @param flag New state.
**/
void pc_setridingpeco(struct map_session_data *sd, bool flag)
{
nullpo_retv(sd);
if (flag) {
if (pc->checkskill(sd, KN_RIDING))
pc->setoption(sd, sd->sc.option|OPTION_RIDING);
} else if (pc_isridingpeco(sd)) {
pc->setoption(sd, sd->sc.option&~OPTION_RIDING);
}
}
/**
* Gives/removes a Mado Gear.
*
* The target player needs to be the correct class in order to obtain a mado gear.
*
* @param sd Target player.
* @param flag New state.
**/
void pc_setmadogear(struct map_session_data *sd, bool flag)
{
nullpo_retv(sd);
if (flag) {
if ((sd->job & MAPID_THIRDMASK) == MAPID_MECHANIC)
pc->setoption(sd, sd->sc.option|OPTION_MADOGEAR);
} else if (pc_ismadogear(sd)) {
pc->setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
}
}
/**
* Mounts/dismounts a dragon.
*
* The target player needs the required skills in order to mount a dragon.
*
* @param sd Target player.
* @param type New state. This must be a valid OPTION_DRAGON* or 0.
**/
void pc_setridingdragon(struct map_session_data *sd, unsigned int type)
{
nullpo_retv(sd);
if (type&OPTION_DRAGON) {
// Ensure only one dragon is set at a time.
if (type&OPTION_DRAGON1)
type = OPTION_DRAGON1;
else if (type&OPTION_DRAGON2)
type = OPTION_DRAGON2;
else if (type&OPTION_DRAGON3)
type = OPTION_DRAGON3;
else if (type&OPTION_DRAGON4)
type = OPTION_DRAGON4;
else if (type&OPTION_DRAGON5)
type = OPTION_DRAGON5;
else
type = OPTION_DRAGON1;
if (pc->checkskill(sd, RK_DRAGONTRAINING))
pc->setoption(sd, (sd->sc.option&~OPTION_DRAGON)|type);
} else if (pc_isridingdragon(sd)) {
pc->setoption(sd,sd->sc.option&~OPTION_DRAGON); // remove dragon
}
}
/**
* Mounts/dismounts a wug.
*
* The target player needs the required skills in order to mount a wug.
*
* @param sd Target player.
* @param flag New state.
**/
void pc_setridingwug(struct map_session_data *sd, bool flag)
{
nullpo_retv(sd);
if (flag) {
if (pc->checkskill(sd, RA_WUGRIDER) > 0)
pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER);
} else if (pc_isridingwug(sd)) {
pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER); // remove wug
}
}
/**
* Determines whether a player can attack based on status changes
* Why not use status_check_skilluse?
* "src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack."
* Even ground-based attacks should be blocked by these statuses
* Called from unit_attack and unit_attack_timer_sub
* @retval true Can attack
**/
bool pc_can_attack( struct map_session_data *sd, int target_id ) {
nullpo_retr(false, sd);
if( sd->sc.data[SC_BASILICA] ||
sd->sc.data[SC__SHADOWFORM] ||
sd->sc.data[SC__MANHOLE] ||
sd->sc.data[SC_CURSEDCIRCLE_ATKER] ||
sd->sc.data[SC_CURSEDCIRCLE_TARGET] ||
sd->sc.data[SC_COLD] ||
sd->sc.data[SC_ALL_RIDING] || // The client doesn't let you, this is to make cheat-safe
sd->sc.data[SC_TRICKDEAD] ||
(sd->sc.data[SC_SIREN] && sd->sc.data[SC_SIREN]->val2 == target_id) ||
sd->sc.data[SC_BLADESTOP] ||
sd->sc.data[SC_DEEP_SLEEP] ||
sd->sc.data[SC_FALLENEMPIRE] )
return false;
return true;
}
/**
* Determines whether a player can talk/whisper based on status changes
* Called from clif_parse_GlobalMessage and clif_parse_WisMessage
* @retval true Can talk
**/
bool pc_can_talk( struct map_session_data *sd ) {
nullpo_retr(false, sd);
if( sd->sc.data[SC_BERSERK] ||
(sd->sc.data[SC_DEEP_SLEEP] && sd->sc.data[SC_DEEP_SLEEP]->val2) ||
pc_ismuted(&sd->sc, MANNER_NOCHAT) )
return false;
return true;
}
/*==========================================
* Check if player can drop an item
*------------------------------------------*/
int pc_candrop(struct map_session_data *sd, struct item *item)
{
if( item && (item->expire_time || (item->bound && !pc_can_give_bound_items(sd))) )
return 0;
if( !pc_can_give_items(sd) ) //check if this GM level can drop items
return 0;
return (itemdb_isdropable(item, pc_get_group_level(sd)));
}
/**
* For '@type' variables (temporary numeric char reg)
**/
int pc_readreg(struct map_session_data* sd, int64 reg) {
nullpo_ret(sd);
return i64db_iget(sd->regs.vars, reg);
}
/**
* For '@type' variables (temporary numeric char reg)
**/
void pc_setreg(struct map_session_data* sd, int64 reg, int val) {
unsigned int index = script_getvaridx(reg);
nullpo_retv(sd);
if( val ) {
i64db_iput(sd->regs.vars, reg, val);
if( index )
script->array_update(&sd->regs, reg, false);
} else {
i64db_remove(sd->regs.vars, reg);
if( index )
script->array_update(&sd->regs, reg, true);
}
}
/**
* For '@type$' variables (temporary string char reg)
**/
char* pc_readregstr(struct map_session_data* sd, int64 reg) {
struct script_reg_str *p = NULL;
nullpo_retr(NULL, sd);
p = i64db_get(sd->regs.vars, reg);
return p ? p->value : NULL;
}
/**
* For '@type$' variables (temporary string char reg)
**/
void pc_setregstr(struct map_session_data* sd, int64 reg, const char* str) {
struct script_reg_str *p = NULL;
unsigned int index = script_getvaridx(reg);
struct DBData prev;
nullpo_retv(sd);
nullpo_retv(str);
if( str[0] ) {
p = ers_alloc(pc->str_reg_ers, struct script_reg_str);
p->value = aStrdup(str);
p->flag.type = 1;
if( sd->regs.vars->put(sd->regs.vars, DB->i642key(reg), DB->ptr2data(p), &prev) ) {
p = DB->data2ptr(&prev);
if( p->value )
aFree(p->value);
ers_free(pc->str_reg_ers, p);
} else {
if( index )
script->array_update(&sd->regs, reg, false);
}
} else {
if( sd->regs.vars->remove(sd->regs.vars, DB->i642key(reg), &prev) ) {
p = DB->data2ptr(&prev);
if( p->value )
aFree(p->value);
ers_free(pc->str_reg_ers, p);
if( index )
script->array_update(&sd->regs, reg, true);
}
}
}
/**
* Serves the following variable types:
* - 'type' (permanent nuneric char reg)
* - '#type' (permanent numeric account reg)
* - '##type' (permanent numeric account reg2)
**/
int pc_readregistry(struct map_session_data *sd, int64 reg) {
struct script_reg_num *p = NULL;
nullpo_ret(sd);
if (!sd->vars_ok) {
ShowError("pc_readregistry: Trying to read reg %s before it's been loaded!\n", script->get_str(script_getvarid(reg)));
//This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
//intif->request_registry(sd,type==3?4:type);
sockt->eof(sd->fd);
return 0;
}
p = i64db_get(sd->regs.vars, reg);
return p ? p->value : 0;
}
/**
* Serves the following variable types:
* - 'type$' (permanent str char reg)
* - '#type$' (permanent str account reg)
* - '##type$' (permanent str account reg2)
**/
char* pc_readregistry_str(struct map_session_data *sd, int64 reg) {
struct script_reg_str *p = NULL;
nullpo_retr(NULL, sd);
if (!sd->vars_ok) {
ShowError("pc_readregistry_str: Trying to read reg %s before it's been loaded!\n", script->get_str(script_getvarid(reg)));
//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);
sockt->eof(sd->fd);
return NULL;
}
p = i64db_get(sd->regs.vars, reg);
return p ? p->value : NULL;
}
/**
* Serves the following variable types:
* - 'type' (permanent nuneric char reg)
* - '#type' (permanent numeric account reg)
* - '##type' (permanent numeric account reg2)
**/
int pc_setregistry(struct map_session_data *sd, int64 reg, int val) {
struct script_reg_num *p = NULL;
const char *regname = script->get_str( script_getvarid(reg) );
unsigned int index = script_getvaridx(reg);
nullpo_ret(sd);
/* SAAD! those things should be stored elsewhere e.g. char ones in char table, the cash ones in account_data table! */
switch( regname[0] ) {
default: //Char reg
if( !strcmp(regname,"PC_DIE_COUNTER") && sd->die_counter != val ) {
int i = (!sd->die_counter && (sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
sd->die_counter = val;
if( i )
status_calc_pc(sd,SCO_NONE); // Lost the bonus.
} else if( !strcmp(regname,"COOK_MASTERY") && sd->cook_mastery != val ) {
val = cap_value(val, 0, 1999);
sd->cook_mastery = val;
}
break;
case '#':
if( !strcmp(regname,"#CASHPOINTS") && sd->cashPoints != val ) {
val = cap_value(val, 0, MAX_ZENY);
sd->cashPoints = val;
} else if( !strcmp(regname,"#KAFRAPOINTS") && sd->kafraPoints != val ) {
val = cap_value(val, 0, MAX_ZENY);
sd->kafraPoints = val;
}
break;
}
if ( !pc->reg_load && !sd->vars_ok ) {
ShowError("pc_setregistry : refusing to set %s until vars are received.\n", regname);
return 0;
}
if( (p = i64db_get(sd->regs.vars, reg) ) ) {
if( val ) {
if( !p->value && index ) /* its a entry that was deleted, so we reset array */
script->array_update(&sd->regs, reg, false);
p->value = val;
} else {
p->value = 0;
if( index )
script->array_update(&sd->regs, reg, true);
}
if( !pc->reg_load )
p->flag.update = 1;/* either way, it will require either delete or replace */
} else if( val ) {
struct DBData prev;
if( index )
script->array_update(&sd->regs, reg, false);
p = ers_alloc(pc->num_reg_ers, struct script_reg_num);
p->value = val;
if( !pc->reg_load )
p->flag.update = 1;
if( sd->regs.vars->put(sd->regs.vars, DB->i642key(reg), DB->ptr2data(p), &prev) ) {
p = DB->data2ptr(&prev);
ers_free(pc->num_reg_ers, p);
}
}
if( !pc->reg_load && p )
sd->vars_dirty = true;
return 1;
}
/**
* Serves the following variable types:
* - 'type$' (permanent str char reg)
* - '#type$' (permanent str account reg)
* - '##type$' (permanent str account reg2)
**/
int pc_setregistry_str(struct map_session_data *sd, int64 reg, const char *val) {
struct script_reg_str *p = NULL;
const char *regname = script->get_str( script_getvarid(reg) );
unsigned int index = script_getvaridx(reg);
nullpo_ret(sd);
nullpo_ret(val);
if ( !pc->reg_load && !sd->vars_ok ) {
ShowError("pc_setregistry_str : refusing to set %s until vars are received.\n", regname);
return 0;
}
if( (p = i64db_get(sd->regs.vars, reg) ) ) {
if( val[0] ) {
if( p->value )
aFree(p->value);
else if ( index ) /* a entry that was deleted, so we reset */
script->array_update(&sd->regs, reg, false);
p->value = aStrdup(val);
} else {
p->value = NULL;
if( index )
script->array_update(&sd->regs, reg, true);
}
if( !pc->reg_load )
p->flag.update = 1;/* either way, it will require either delete or replace */
} else if( val[0] ) {
struct DBData prev;
if( index )
script->array_update(&sd->regs, reg, false);
p = ers_alloc(pc->str_reg_ers, struct script_reg_str);
p->value = aStrdup(val);
if( !pc->reg_load )
p->flag.update = 1;
p->flag.type = 1;
if( sd->regs.vars->put(sd->regs.vars, DB->i642key(reg), DB->ptr2data(p), &prev) ) {
p = DB->data2ptr(&prev);
if( p->value )
aFree(p->value);
ers_free(pc->str_reg_ers, p);
}
}
if( !pc->reg_load && p )
sd->vars_dirty = true;
return 1;
}
/*==========================================
* Exec eventtimer for player sd (retrieved from map_session (id))
*------------------------------------------*/
int pc_eventtimer(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd=map->id2sd(id);
char *p = (char *)data;
int i;
if(sd==NULL)
return 0;
ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
if( i < MAX_EVENTTIMER )
{
sd->eventtimer[i] = INVALID_TIMER;
sd->eventcount--;
npc->event(sd,p,0);
}
else
ShowError("pc_eventtimer: no such event timer\n");
if (p) aFree(p);
return 0;
}
/*==========================================
* Add eventtimer for player sd ?
*------------------------------------------*/
int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
{
int i;
nullpo_ret(sd);
nullpo_ret(name);
ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER );
if( i == MAX_EVENTTIMER )
return 0;
sd->eventtimer[i] = timer->add(timer->gettick()+tick, pc->eventtimer, sd->bl.id, (intptr_t)aStrdup(name));
sd->eventcount++;
return 1;
}
/*==========================================
* Del eventtimer for player sd ?
*------------------------------------------*/
int pc_deleventtimer(struct map_session_data *sd,const char *name)
{
char* p = NULL;
int i;
nullpo_ret(sd);
nullpo_ret(name);
if (sd->eventcount <= 0)
return 0;
// find the named event timer
ARR_FIND( 0, MAX_EVENTTIMER, i,
sd->eventtimer[i] != INVALID_TIMER &&
(p = (char *)(timer->get(sd->eventtimer[i])->data)) != NULL &&
strcmp(p, name) == 0
);
if( i == MAX_EVENTTIMER )
return 0; // not found
timer->delete(sd->eventtimer[i],pc->eventtimer);
sd->eventtimer[i] = INVALID_TIMER;
sd->eventcount--;
aFree(p);
return 1;
}
/*==========================================
* Update eventtimer count for player sd
*------------------------------------------*/
int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
{
int i;
nullpo_ret(sd);
for(i=0;ieventtimer[i] != INVALID_TIMER && strcmp(
(char *)(timer->get(sd->eventtimer[i])->data), name)==0 ){
timer->addtick(sd->eventtimer[i],tick);
break;
}
return 0;
}
/*==========================================
* Remove all eventtimer for player sd
*------------------------------------------*/
int pc_cleareventtimer(struct map_session_data *sd)
{
int i;
nullpo_ret(sd);
if (sd->eventcount <= 0)
return 0;
for(i=0;ieventtimer[i] != INVALID_TIMER ){
char *p = (char *)(timer->get(sd->eventtimer[i])->data);
timer->delete(sd->eventtimer[i],pc->eventtimer);
sd->eventtimer[i] = INVALID_TIMER;
sd->eventcount--;
if (p) aFree(p);
}
return 0;
}
/* called when a item with combo is worn */
int pc_checkcombo(struct map_session_data *sd, struct item_data *data ) {
int i, j, k, z;
int index, success = 0;
struct pc_combos *combo;
nullpo_ret(sd);
nullpo_ret(data);
for( i = 0; i < data->combos_count; i++ ) {
/* ensure this isn't a duplicate combo */
if( sd->combos != NULL ) {
int x;
ARR_FIND( 0, sd->combo_count, x, sd->combos[x].id == data->combos[i]->id );
/* found a match, skip this combo */
if( x < sd->combo_count )
continue;
}
for( j = 0; j < data->combos[i]->count; j++ ) {
int id = data->combos[i]->nameid[j];
bool found = false;
for( k = 0; k < EQI_MAX; k++ ) {
index = sd->equip_index[k];
if( index < 0 ) continue;
if( k == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
if( k == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
if(!sd->inventory_data[index])
continue;
if ( itemdb_type(id) != IT_CARD ) {
if ( sd->inventory_data[index]->nameid != id )
continue;
found = true;
break;
} else { //Cards
if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) )
continue;
for (z = 0; z < sd->inventory_data[index]->slot; z++) {
if (sd->status.inventory[index].card[z] != id)
continue;
// We have found a match
found = true;
break;
}
}
}
if( !found )
break;/* we haven't found all the ids for this combo, so we can return */
}
/* means we broke out of the count loop w/o finding all ids, we can move to the next combo */
if( j < data->combos[i]->count )
continue;
/* we got here, means all items in the combo are matching */
RECREATE(sd->combos, struct pc_combos, ++sd->combo_count);
combo = &sd->combos[sd->combo_count - 1];
combo->bonus = data->combos[i]->script;
combo->id = data->combos[i]->id;
success++;
}
return success;
}
/* called when a item with combo is removed */
int pc_removecombo(struct map_session_data *sd, struct item_data *data ) {
int i, retval = 0;
nullpo_ret(sd);
nullpo_ret(data);
if( !sd->combos )
return 0;/* nothing to do here, player has no combos */
for( i = 0; i < data->combos_count; i++ ) {
/* check if this combo exists in this user */
int x = 0, cursor = 0, j;
ARR_FIND( 0, sd->combo_count, x, sd->combos[x].id == data->combos[i]->id );
/* no match, skip this combo */
if( x == sd->combo_count )
continue;
sd->combos[x].bonus = NULL;
sd->combos[x].id = 0;
retval++;
for( j = 0, cursor = 0; j < sd->combo_count; j++ ) {
if( sd->combos[j].bonus == NULL )
continue;
if( cursor != j ) {
sd->combos[cursor].bonus = sd->combos[j].bonus;
sd->combos[cursor].id = sd->combos[j].id;
}
cursor++;
}
/* it's empty, we can clear all the memory */
if( (sd->combo_count = cursor) == 0 ) {
aFree(sd->combos);
sd->combos = NULL;
break;
}
}
/* check if combo requirements still fit -- don't touch retval! */
pc->checkcombo( sd, data );
return retval;
}
int pc_load_combo(struct map_session_data *sd) {
int i, ret = 0;
nullpo_ret(sd);
for( i = 0; i < EQI_MAX; i++ ) {
struct item_data *id = NULL;
int idx = sd->equip_index[i];
if( sd->equip_index[i] < 0 || !(id = sd->inventory_data[idx] ) )
continue;
if( id->combos_count )
ret += pc->checkcombo(sd,id);
if(!itemdb_isspecial(sd->status.inventory[idx].card[0])) {
struct item_data *data;
int j;
for( j = 0; j < id->slot; j++ ) {
if (!sd->status.inventory[idx].card[j])
continue;
if ( ( data = itemdb->exists(sd->status.inventory[idx].card[j]) ) != NULL ) {
if( data->combos_count )
ret += pc->checkcombo(sd,data);
}
}
}
}
return ret;
}
/**
* Equip item at given position.
* @param sd the affected player structure. Must be checked before.
* @param id item structure for equip. Must be checked before.
* @param n inventory item position. Must be checked before.
* @param pos slot position. Must be checked before.
**/
void pc_equipitem_pos(struct map_session_data *sd, struct item_data *id, int n, int pos)
{
nullpo_retv(sd);
if ((!map_no_view(sd->bl.m,EQP_SHADOW_WEAPON) && pos & EQP_SHADOW_WEAPON) ||
(pos & EQP_HAND_R)) {
if(id)
sd->weapontype1 = id->look;
else
sd->weapontype1 = 0;
pc->calcweapontype(sd);
clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
}
if ((!map_no_view(sd->bl.m,EQP_SHADOW_SHIELD) && pos & EQP_SHADOW_SHIELD) ||
(pos & EQP_HAND_L)) {
if (id) {
if(id->type == IT_WEAPON) {
sd->status.shield = 0;
sd->weapontype2 = id->look;
} else if(id->type == IT_ARMOR) {
sd->status.shield = id->look;
sd->weapontype2 = 0;
}
} else
sd->status.shield = sd->weapontype2 = 0;
pc->calcweapontype(sd);
clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
}
//Added check to prevent sending the same look on multiple slots ->
//causes client to redraw item on top of itself. (suggested by Lupus)
if (!map_no_view(sd->bl.m,EQP_HEAD_LOW) && pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
sd->status.head_bottom = id->look;
else
sd->status.head_bottom = 0;
clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
}
if (!map_no_view(sd->bl.m,EQP_HEAD_TOP) && pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
if (id)
sd->status.head_top = id->look;
else
sd->status.head_top = 0;
clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
}
if (!map_no_view(sd->bl.m,EQP_HEAD_MID) && pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
if (id && !(pos&EQP_HEAD_TOP))
sd->status.head_mid = id->look;
else
sd->status.head_mid = 0;
clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_TOP) && pos & EQP_COSTUME_HEAD_TOP) {
if (id){
sd->status.head_top = id->look;
} else
sd->status.head_top = 0;
clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_MID) && pos & EQP_COSTUME_HEAD_MID) {
if(id && !(pos&EQP_HEAD_TOP)){
sd->status.head_mid = id->look;
} else
sd->status.head_mid = 0;
clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_LOW) && pos & EQP_COSTUME_HEAD_LOW) {
if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
sd->status.head_bottom = id->look;
} else
sd->status.head_bottom = 0;
clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
}
if (!map_no_view(sd->bl.m,EQP_SHOES) && pos & EQP_SHOES)
clif->changelook(&sd->bl,LOOK_SHOES,0);
if (!map_no_view(sd->bl.m,EQP_GARMENT) && pos&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
sd->status.robe = id ? id->look : 0;
clif->changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_GARMENT) && pos & EQP_COSTUME_GARMENT) {
sd->status.robe = id ? id->look : 0;
clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
}
}
/*==========================================
* Equip item on player sd at req_pos from inventory index n
* Return:
* 0 = fail
* 1 = success
*------------------------------------------*/
int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
{
int i,pos,flag=0,iflag;
struct item_data *id;
nullpo_ret(sd);
if( n < 0 || n >= MAX_INVENTORY ) {
clif->equipitemack(sd,0,0,EIA_FAIL);
return 0;
}
if( DIFF_TICK(sd->canequip_tick,timer->gettick()) > 0 )
{
clif->equipitemack(sd,n,0,EIA_FAIL);
return 0;
}
id = sd->inventory_data[n];
pos = pc->equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
if(battle_config.battle_log)
ShowInfo("equip %d(%d) %x:%x\n", sd->status.inventory[n].nameid, n, (unsigned int)(id ? id->equip : 0), (unsigned int)req_pos);
if(!pc->isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || (sd->status.inventory[n].attribute & ATTR_BROKEN) != 0 ) { // [Valaris]
// FIXME: pc->isequip: equip level failure uses 2 instead of 0
clif->equipitemack(sd,n,0,EIA_FAIL); // fail
return 0;
}
if (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_NO_SWITCH_EQUIP])
{
clif->equipitemack(sd,n,0,EIA_FAIL); // fail
return 0;
}
/* won't fail from this point onwards */
if( id->flag.bindonequip && !sd->status.inventory[n].bound ) {
sd->status.inventory[n].bound = (unsigned char)IBT_CHARACTER;
clif->notify_bounditem(sd,n);
}
if(pos == EQP_ACC) { //Accesories should only go in one of the two,
pos = req_pos&EQP_ACC;
if (pos == EQP_ACC) //User specified both slots..
pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
} else if(pos == EQP_ARMS && id->equip == EQP_HAND_R) { //Dual wield capable weapon.
pos = (req_pos&EQP_ARMS);
if (pos == EQP_ARMS) //User specified both slots, pick one for them.
pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
} else if(pos == EQP_SHADOW_ACC) { //Accesories should only go in one of the two,
pos = req_pos&EQP_SHADOW_ACC;
if (pos == EQP_SHADOW_ACC) //User specified both slots..
pos = sd->equip_index[EQI_SHADOW_ACC_R] >= 0 ? EQP_SHADOW_ACC_L : EQP_SHADOW_ACC_R;
} else if( pos == EQP_SHADOW_ARMS && id->equip == EQP_SHADOW_WEAPON) { //Dual wield capable weapon.
pos = (req_pos&EQP_SHADOW_ARMS);
if (pos == EQP_SHADOW_ARMS) //User specified both slots, pick one for them.
pos = sd->equip_index[EQI_SHADOW_WEAPON] >= 0 ? EQP_SHADOW_SHIELD : EQP_SHADOW_WEAPON;
}
if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC) {
//Update skill-block range database when weapon range changes. [Skotlex]
i = sd->equip_index[EQI_HAND_R];
if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
flag = 1;
else
flag = id->range != sd->inventory_data[i]->range;
}
for(i=0;iequip_pos[i]) {
if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
pc->unequipitem(sd, sd->equip_index[i], PCUNEQUIPITEM_FORCE);
sd->equip_index[i] = n;
}
}
if(pos==EQP_AMMO){
clif->arrowequip(sd,n);
clif->arrow_fail(sd,3);
}
else
clif->equipitemack(sd,n,pos,EIA_SUCCESS);
sd->status.inventory[n].equip=pos;
pc->equipitem_pos(sd, id, n, pos);
pc->checkallowskill(sd); //Check if status changes should be halted.
iflag = sd->npc_item_flag;
/* check for combos (MUST be before status_calc_pc) */
if( id->combos_count )
pc->checkcombo(sd,id);
if(itemdb_isspecial(sd->status.inventory[n].card[0]))
; //No cards
else {
for( i = 0; i < id->slot; i++ ) {
struct item_data *data;
if (!sd->status.inventory[n].card[i])
continue;
if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
if( data->combos_count )
pc->checkcombo(sd,data);
}
}
}
status_calc_pc(sd,SCO_NONE);
if (flag) //Update skill data
clif->skillinfoblock(sd);
//OnEquip script [Skotlex]
if (id->equip_script)
script->run_item_equip_script(sd, id, npc->fake_nd->bl.id);
if(itemdb_isspecial(sd->status.inventory[n].card[0]))
; //No cards
else {
for( i = 0; i < id->slot; i++ ) {
struct item_data *data;
if (!sd->status.inventory[n].card[i])
continue;
if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
if (data->equip_script)
script->run_item_equip_script(sd, data, npc->fake_nd->bl.id);
}
}
}
sd->npc_item_flag = iflag;
return 1;
}
/**
* Unrquip item ad given position.
* @param sd the affected player structure. Must be checked before.
* @param n inventory item position. Must be checked before.
* @param pos slot position. Must be checked before.
**/
void pc_unequipitem_pos(struct map_session_data *sd, int n, int pos)
{
nullpo_retv(sd);
if (pos & EQP_HAND_R) {
sd->weapontype1 = 0;
sd->status.weapon = sd->weapontype2;
pc->calcweapontype(sd);
clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
if (!battle_config.dancing_weaponswitch_fix)
status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing.
}
if (pos & EQP_HAND_L) {
sd->status.shield = sd->weapontype2 = 0;
pc->calcweapontype(sd);
clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
}
if (pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
sd->status.head_bottom = 0;
clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
}
if (pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
sd->status.head_top = 0;
clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
}
if (pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
sd->status.head_mid = 0;
clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
}
if (pos & EQP_COSTUME_HEAD_TOP) {
sd->status.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->look : 0;
clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
}
if (pos & EQP_COSTUME_HEAD_MID) {
sd->status.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->look : 0;
clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
}
if (pos & EQP_COSTUME_HEAD_LOW) {
sd->status.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->look : 0;
clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
}
if (pos & EQP_SHOES)
clif->changelook(&sd->bl,LOOK_SHOES,0);
if (pos & EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
sd->status.robe = 0;
clif->changelook(&sd->bl, LOOK_ROBE, 0);
}
if (pos & EQP_COSTUME_GARMENT) {
sd->status.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->look : 0;
clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
}
}
/*==========================================
* Called when attemting to unequip an item from player
* type: @see enum pc_unequipitem_flag
* Return:
* 0 = fail
* 1 = success
*------------------------------------------*/
int pc_unequipitem(struct map_session_data *sd,int n,int flag)
{
int i,iflag;
bool status_cacl = false;
int pos;
nullpo_ret(sd);
if( n < 0 || n >= MAX_INVENTORY ) {
clif->unequipitemack(sd,0,0,UIA_FAIL);
return 0;
}
// if player is berserk then cannot unequip
if (!(flag&PCUNEQUIPITEM_FORCE) && sd->sc.count && (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_NO_SWITCH_EQUIP]) )
{
clif->unequipitemack(sd,n,0,UIA_FAIL);
return 0;
}
if( !(flag&PCUNEQUIPITEM_FORCE) && sd->sc.count && sd->sc.data[SC_KYOUGAKU] )
{
clif->unequipitemack(sd,n,0,UIA_FAIL);
return 0;
}
if(battle_config.battle_log)
ShowInfo("unequip %d %x:%x\n", n, (unsigned int)(pc->equippoint(sd, n)), sd->status.inventory[n].equip);
if(!sd->status.inventory[n].equip){ //Nothing to unequip
clif->unequipitemack(sd,n,0,UIA_FAIL);
return 0;
}
for(i=0;istatus.inventory[n].equip & pc->equip_pos[i])
sd->equip_index[i] = -1;
}
pos = sd->status.inventory[n].equip;
pc->unequipitem_pos(sd, n, pos);
clif->unequipitemack(sd,n,pos,UIA_SUCCESS);
if((pos & EQP_ARMS) &&
sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_TK_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
skill->enchant_elemental_end(&sd->bl,-1);
if(pos & EQP_ARMOR) {
// On Armor Change...
status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER);
status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER);
}
#ifdef RENEWAL
if (battle->bc->bow_unequip_arrow && pos&EQP_ARMS && sd->equip_index[EQI_AMMO] > 0)
pc->unequipitem(sd, sd->equip_index[EQI_AMMO], PCUNEQUIPITEM_FORCE);
#endif
if( sd->state.autobonus&pos )
sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish]
sd->status.inventory[n].equip=0;
iflag = sd->npc_item_flag;
/* check for combos (MUST be before status_calc_pc) */
if ( sd->inventory_data[n] ) {
if( sd->inventory_data[n]->combos_count ) {
if( pc->removecombo(sd,sd->inventory_data[n]) )
status_cacl = true;
} if(itemdb_isspecial(sd->status.inventory[n].card[0]))
; //No cards
else {
for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
struct item_data *data;
if (!sd->status.inventory[n].card[i])
continue;
if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
if( data->combos_count ) {
if( pc->removecombo(sd,data) )
status_cacl = true;
}
}
}
}
}
if(flag&PCUNEQUIPITEM_RECALC || status_cacl) {
pc->checkallowskill(sd);
status_calc_pc(sd,SCO_NONE);
}
if(sd->sc.data[SC_CRUCIS] && !battle->check_undead(sd->battle_status.race,sd->battle_status.def_ele))
status_change_end(&sd->bl, SC_CRUCIS, INVALID_TIMER);
//OnUnEquip script [Skotlex]
if (sd->inventory_data[n]) {
if (sd->inventory_data[n]->unequip_script) {
if ( battle_config.unequip_restricted_equipment & 1 ) {
ARR_FIND(0, map->list[sd->bl.m].zone->disabled_items_count, i, map->list[sd->bl.m].zone->disabled_items[i] == sd->status.inventory[n].nameid);
if ( i == map->list[sd->bl.m].zone->disabled_items_count )
script->run_item_unequip_script(sd, sd->inventory_data[n], npc->fake_nd->bl.id);
}
else
script->run_item_unequip_script(sd, sd->inventory_data[n], npc->fake_nd->bl.id);
}
if(itemdb_isspecial(sd->status.inventory[n].card[0]))
; //No cards
else {
for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
struct item_data *data;
if (!sd->status.inventory[n].card[i])
continue;
if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
if ( data->unequip_script ) {
if ( battle_config.unequip_restricted_equipment & 2 ) {
int j;
ARR_FIND(0, map->list[sd->bl.m].zone->disabled_items_count, j, map->list[sd->bl.m].zone->disabled_items[j] == sd->status.inventory[n].card[i]);
if ( j == map->list[sd->bl.m].zone->disabled_items_count )
script->run_item_unequip_script(sd, data, npc->fake_nd->bl.id);
}
else
script->run_item_unequip_script(sd, data, npc->fake_nd->bl.id);
}
}
}
}
}
sd->npc_item_flag = iflag;
return 1;
}
/*==========================================
* Checking if player (sd) have unauthorize, invalide item
* on inventory, cart, equiped for the map (item_noequip)
*------------------------------------------*/
int pc_checkitem(struct map_session_data *sd)
{
int i, calc_flag = 0;
nullpo_ret(sd);
if (sd->state.vending) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
return 0;
if (sd->state.itemcheck) { // check for invalid(ated) items
int id;
for (i = 0; i < MAX_INVENTORY; i++) {
id = sd->status.inventory[i].nameid;
if (!id)
continue;
if (!itemdb_available(id)) {
ShowWarning("Removed invalid/disabled item id %d from inventory (amount=%d, char_id=%d).\n", id, sd->status.inventory[i].amount, sd->status.char_id);
pc->delitem(sd, i, sd->status.inventory[i].amount, 0, DELITEM_NORMAL, LOG_TYPE_INV_INVALID);
continue;
}
if (!sd->status.inventory[i].unique_id && !itemdb->isstackable(id))
sd->status.inventory[i].unique_id = itemdb->unique_id(sd);
}
for( i = 0; i < MAX_CART; i++ ) {
id = sd->status.cart[i].nameid;
if (!id)
continue;
if( !itemdb_available(id) ) {
ShowWarning("Removed invalid/disabled item id %d from cart (amount=%d, char_id=%d).\n", id, sd->status.cart[i].amount, sd->status.char_id);
pc->cart_delitem(sd, i, sd->status.cart[i].amount, 0, LOG_TYPE_CART_INVALID);
continue;
}
if ( !sd->status.cart[i].unique_id && !itemdb->isstackable(id) )
sd->status.cart[i].unique_id = itemdb->unique_id(sd);
}
for( i = 0; i < MAX_STORAGE; i++ ) {
id = sd->status.storage.items[i].nameid;
if (!id)
continue;
if( id && !itemdb_available(id) ) {
ShowWarning("Removed invalid/disabled item id %d from storage (amount=%d, char_id=%d).\n", id, sd->status.storage.items[i].amount, sd->status.char_id);
storage->delitem(sd, i, sd->status.storage.items[i].amount);
storage->close(sd);
continue;
}
if ( !sd->status.storage.items[i].unique_id && !itemdb->isstackable(id) )
sd->status.storage.items[i].unique_id = itemdb->unique_id(sd);
}
if (sd->guild) {
struct guild_storage *guild_storage = idb_get(gstorage->db,sd->guild->guild_id);
if (guild_storage) {
for( i = 0; i < MAX_GUILD_STORAGE; i++ ) {
id = guild_storage->items[i].nameid;
if (!id)
continue;
if( !itemdb_available(id) ) {
ShowWarning("Removed invalid/disabled item id %d from guild storage (amount=%d, char_id=%d, guild_id=%d).\n", id, guild_storage->items[i].amount, sd->status.char_id, sd->guild->guild_id);
gstorage->delitem(sd, guild_storage, i, guild_storage->items[i].amount);
gstorage->close(sd); // force closing
continue;
}
if (!guild_storage->items[i].unique_id && !itemdb->isstackable(id))
guild_storage->items[i].unique_id = itemdb->unique_id(sd);
}
}
}
sd->state.itemcheck = 0;
}
for( i = 0; i < MAX_INVENTORY; i++) {
if( sd->status.inventory[i].nameid == 0 )
continue;
if( !sd->status.inventory[i].equip )
continue;
if( sd->status.inventory[i].equip&~pc->equippoint(sd,i) ) {
pc->unequipitem(sd, i, PCUNEQUIPITEM_FORCE);
calc_flag = 1;
continue;
}
if (battle_config.unequip_restricted_equipment&1) {
int j;
for (j = 0; j < map->list[sd->bl.m].zone->disabled_items_count; j++) {
if (map->list[sd->bl.m].zone->disabled_items[j] == sd->status.inventory[i].nameid) {
pc->unequipitem(sd, i, PCUNEQUIPITEM_FORCE);
calc_flag = 1;
}
}
}
if (battle_config.unequip_restricted_equipment&2) {
if (!itemdb_isspecial(sd->status.inventory[i].card[0])) {
int j, slot;
for (slot = 0; slot < MAX_SLOTS; slot++) {
for (j = 0; j < map->list[sd->bl.m].zone->disabled_items_count; j++) {
if (map->list[sd->bl.m].zone->disabled_items[j] == sd->status.inventory[i].card[slot]) {
pc->unequipitem(sd, i, PCUNEQUIPITEM_FORCE);
calc_flag = 1;
}
}
}
}
}
}
if( calc_flag && sd->state.active ) {
pc->checkallowskill(sd);
status_calc_pc(sd,SCO_NONE);
}
return 0;
}
/*==========================================
* Update PVP rank for sd1 in cmp to sd2
*------------------------------------------*/
int pc_calc_pvprank_sub(struct block_list *bl, va_list ap)
{
struct map_session_data *sd1 = NULL;
struct map_session_data *sd2 = va_arg(ap,struct map_session_data *);
nullpo_ret(bl);
Assert_ret(bl->type == BL_PC);
sd1 = BL_UCAST(BL_PC, bl);
nullpo_ret(sd2);
if (pc_isinvisible(sd1) ||pc_isinvisible(sd2)) {
// cannot register pvp rank for hidden GMs
return 0;
}
if( sd1->pvp_point > sd2->pvp_point )
sd2->pvp_rank++;
return 0;
}
/*==========================================
* Calculate new rank beetween all present players (map->foreachinarea)
* and display result
*------------------------------------------*/
int pc_calc_pvprank(struct map_session_data *sd) {
int old;
struct map_data *m;
nullpo_ret(sd);
m=&map->list[sd->bl.m];
old=sd->pvp_rank;
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_pvp)
clif->pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0);
return sd->pvp_rank;
}
/*==========================================
* Calculate next sd ranking calculation from config
*------------------------------------------*/
int pc_calc_pvprank_timer(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd;
sd=map->id2sd(id);
if(sd==NULL)
return 0;
sd->pvp_timer = INVALID_TIMER;
if (pc_isinvisible(sd)) {
// do not calculate the pvp rank for a hidden GM
return 0;
}
if( pc->calc_pvprank(sd) > 0 )
sd->pvp_timer = timer->add(timer->gettick()+PVP_CALCRANK_INTERVAL,pc->calc_pvprank_timer,id,data);
return 0;
}
/*==========================================
* Checking if sd is married
* Return:
* partner_id = yes
* 0 = no
*------------------------------------------*/
int pc_ismarried(struct map_session_data *sd)
{
if(sd == NULL)
return -1;
if(sd->status.partner_id > 0)
return sd->status.partner_id;
else
return 0;
}
/*==========================================
* Marry player sd to player dstsd
* Return:
* -1 = fail
* 0 = success
*------------------------------------------*/
int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
{
if(sd == NULL || dstsd == NULL ||
sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
(sd->job & JOBL_BABY) != 0 || (dstsd->job & JOBL_BABY) != 0)
return -1;
sd->status.partner_id = dstsd->status.char_id;
dstsd->status.partner_id = sd->status.char_id;
return 0;
}
/*==========================================
* Divorce sd from its partner
* Return:
* -1 = fail
* 0 = success
*------------------------------------------*/
int pc_divorce(struct map_session_data *sd)
{
struct map_session_data *p_sd;
int i;
if( sd == NULL || !pc->ismarried(sd) )
return -1;
if( !sd->status.partner_id )
return -1; // Char is not married
if( (p_sd = map->charid2sd(sd->status.partner_id)) == NULL ) {
// Lets char server do the divorce
if( chrif->divorce(sd->status.char_id, sd->status.partner_id) )
return -1; // No char server connected
return 0;
}
// Both players online, lets do the divorce manually
sd->status.partner_id = 0;
p_sd->status.partner_id = 0;
for( i = 0; i < MAX_INVENTORY; i++ )
{
if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F )
pc->delitem(sd, i, 1, 0, DELITEM_NORMAL, LOG_TYPE_DIVORCE);
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, DELITEM_NORMAL, LOG_TYPE_DIVORCE);
}
clif->divorced(sd, p_sd->status.name);
clif->divorced(p_sd, sd->status.name);
return 0;
}
/*==========================================
* Get sd partner charid. (Married partner)
*------------------------------------------*/
struct map_session_data *pc_get_partner(struct map_session_data *sd) {
if (sd && pc->ismarried(sd))
// charid2sd returns NULL if not found
return map->charid2sd(sd->status.partner_id);
return NULL;
}
/*==========================================
* Get sd father charid. (Need to be baby)
*------------------------------------------*/
struct map_session_data *pc_get_father(struct map_session_data *sd) {
if (sd && (sd->job & JOBL_BABY) != 0 && sd->status.father > 0)
// charid2sd returns NULL if not found
return map->charid2sd(sd->status.father);
return NULL;
}
/*==========================================
* Get sd mother charid. (Need to be baby)
*------------------------------------------*/
struct map_session_data *pc_get_mother(struct map_session_data *sd) {
if (sd && (sd->job & JOBL_BABY) != 0 && sd->status.mother > 0)
// charid2sd returns NULL if not found
return map->charid2sd(sd->status.mother);
return NULL;
}
/*==========================================
* Get sd children charid. (Need to be married)
*------------------------------------------*/
struct map_session_data *pc_get_child(struct map_session_data *sd) {
if (sd && pc->ismarried(sd) && sd->status.child > 0)
// charid2sd returns NULL if not found
return map->charid2sd(sd->status.child);
return NULL;
}
/*==========================================
* Set player sd to bleed. (losing hp and/or sp each diff_tick)
*------------------------------------------*/
void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
{
int hp = 0, sp = 0;
nullpo_retv(sd);
if( pc_isdead(sd) )
return;
if (sd->hp_loss.value) {
sd->hp_loss.tick += diff_tick;
while (sd->hp_loss.tick >= sd->hp_loss.rate) {
hp += sd->hp_loss.value;
sd->hp_loss.tick -= sd->hp_loss.rate;
}
if(hp >= sd->battle_status.hp)
hp = sd->battle_status.hp-1; //Script drains cannot kill you.
}
if (sd->sp_loss.value) {
sd->sp_loss.tick += diff_tick;
while (sd->sp_loss.tick >= sd->sp_loss.rate) {
sp += sd->sp_loss.value;
sd->sp_loss.tick -= sd->sp_loss.rate;
}
}
if (hp > 0 || sp > 0)
status_zap(&sd->bl, hp, sp);
return;
}
//Character regen. Flag is used to know which types of regen can take place.
//&1: HP regen
//&2: SP regen
void pc_regen (struct map_session_data *sd, unsigned int diff_tick) {
int hp = 0, sp = 0;
nullpo_retv(sd);
if (sd->hp_regen.value) {
sd->hp_regen.tick += diff_tick;
while (sd->hp_regen.tick >= sd->hp_regen.rate) {
hp += sd->hp_regen.value;
sd->hp_regen.tick -= sd->hp_regen.rate;
}
}
if (sd->sp_regen.value) {
sd->sp_regen.tick += diff_tick;
while (sd->sp_regen.tick >= sd->sp_regen.rate) {
sp += sd->sp_regen.value;
sd->sp_regen.tick -= sd->sp_regen.rate;
}
}
if (hp > 0 || sp > 0)
status->heal(&sd->bl, hp, sp, 0);
return;
}
/*==========================================
* Memo player sd savepoint. (map,x,y)
*------------------------------------------*/
int pc_setsavepoint(struct map_session_data *sd, short map_index, int x, int y) {
nullpo_ret(sd);
sd->status.save_point.map = map_index;
sd->status.save_point.x = x;
sd->status.save_point.y = y;
return 0;
}
/*==========================================
* Save 1 player data at autosave intervall
*------------------------------------------*/
int pc_autosave(int tid, int64 tick, int id, intptr_t data) {
int interval;
struct s_mapiterator* iter;
struct map_session_data* sd;
static int last_save_id = 0, save_flag = 0;
if(save_flag == 2) //Someone was saved on last call, normal cycle
save_flag = 0;
else
save_flag = 1; //Noone was saved, so save first found char.
iter = mapit_getallusers();
for (sd = BL_UCAST(BL_PC, mapit->first(iter)); mapit->exists(iter); sd = BL_UCAST(BL_PC, mapit->next(iter))) {
if(sd->bl.id == last_save_id && save_flag != 1) {
save_flag = 1;
continue;
}
if(save_flag != 1) //Not our turn to save yet.
continue;
//Save char.
last_save_id = sd->bl.id;
save_flag = 2;
chrif->save(sd,0);
break;
}
mapit->free(iter);
interval = map->autosave_interval/(map->usercount()+1);
if(interval < map->minsave_interval)
interval = map->minsave_interval;
timer->add(timer->gettick()+interval,pc->autosave,0,0);
return 0;
}
int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap) {
nullpo_ret(sd);
if (sd->state.night != map->night_flag && map->list[sd->bl.m].flag.nightenabled) { //Night/day state does not match.
clif->status_change(&sd->bl, SI_SKE, map->night_flag, 0, 0, 0, 0); //New night effect by dynamix [Skotlex]
sd->state.night = map->night_flag;
return 1;
}
return 0;
}
/*================================================
* timer to do the day [Yor]
* data: 0 = called by timer, 1 = gmcommand/script
*------------------------------------------------*/
int map_day_timer(int tid, int64 tick, int id, intptr_t data) {
char tmp_soutput[1024];
if (data == 0 && battle_config.day_duration <= 0) // if we want a day
return 0;
if (!map->night_flag)
return 0; //Already day.
map->night_flag = 0; // 0=day, 1=night [Yor]
map->foreachpc(pc->daynight_timer_sub);
safestrncpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60), sizeof(tmp_soutput)); // The day has arrived!
intif->broadcast(tmp_soutput, (int)strlen(tmp_soutput) + 1, BC_DEFAULT);
return 0;
}
/*================================================
* timer to do the night [Yor]
* data: 0 = called by timer, 1 = gmcommand/script
*------------------------------------------------*/
int map_night_timer(int tid, int64 tick, int id, intptr_t data) {
char tmp_soutput[1024];
if (data == 0 && battle_config.night_duration <= 0) // if we want a night
return 0;
if (map->night_flag)
return 0; //Already nigth.
map->night_flag = 1; // 0=day, 1=night [Yor]
map->foreachpc(pc->daynight_timer_sub);
safestrncpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59), sizeof(tmp_soutput)); // The night has fallen...
intif->broadcast(tmp_soutput, (int)strlen(tmp_soutput) + 1, BC_DEFAULT);
return 0;
}
void pc_setstand(struct map_session_data *sd) {
nullpo_retv(sd);
status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER);
clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
//Reset sitting tick.
sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
sd->state.dead_sit = sd->vd.dead_sit = 0;
}
/**
* Mechanic (MADO GEAR)
**/
void pc_overheat(struct map_session_data *sd, int val) {
int heat = val, skill_lv,
limit[] = { 10, 20, 28, 46, 66 };
nullpo_retv(sd);
if( !pc_ismadogear(sd) || sd->sc.data[SC_OVERHEAT] )
return; // already burning
skill_lv = cap_value(pc->checkskill(sd,NC_MAINFRAME),0,4);
if( sd->sc.data[SC_OVERHEAT_LIMITPOINT] ) {
heat += sd->sc.data[SC_OVERHEAT_LIMITPOINT]->val1;
status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
}
heat = max(0,heat); // Avoid negative HEAT
if( heat >= limit[skill_lv] )
sc_start(NULL,&sd->bl,SC_OVERHEAT,100,0,1000);
else
sc_start(NULL,&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000);
return;
}
/**
* Check if player is autolooting given itemID.
*/
bool pc_isautolooting(struct map_session_data *sd, int nameid)
{
int i = 0;
nullpo_ret(sd);
if (sd->state.autoloottype && sd->state.autoloottype&(1<state.autolooting)
return false;
ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid);
return (i != AUTOLOOTITEM_SIZE);
}
/**
* Checks if player can use @/#command
* @param sd Player map session data
* @param command Command name with @/# and without params
*/
bool pc_can_use_command(struct map_session_data *sd, const char *command) {
return atcommand->can_use(sd,command);
}
/**
* Spirit Charm expiration timer.
*
* @see TimerFunc
*/
int pc_charm_timer(int tid, int64 tick, int id, intptr_t data)
{
struct map_session_data *sd = map->id2sd(id);
int i;
if (sd == NULL)
return 1;
if (sd->charm_count <= 0) {
ShowError("pc_charm_timer: %d spiritcharm's available. (aid=%d cid=%d tid=%d)\n", sd->charm_count, sd->status.account_id, sd->status.char_id, tid);
sd->charm_count = 0;
sd->charm_type = CHARM_TYPE_NONE;
return 0;
}
ARR_FIND(0, sd->charm_count, i, sd->charm_timer[i] == tid);
if (i == sd->charm_count) {
ShowError("pc_charm_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
return 0;
}
sd->charm_count--;
if(i != sd->charm_count)
memmove(sd->charm_timer+i, sd->charm_timer+i+1, (sd->charm_count-i)*sizeof(int));
sd->charm_timer[sd->charm_count] = INVALID_TIMER;
if (sd->charm_count <= 0)
sd->charm_type = CHARM_TYPE_NONE;
clif->spiritcharm(sd);
return 0;
}
/**
* Adds a spirit charm.
*
* @param sd Target character.
* @param interval Duration.
* @param max Maximum amount of charms to add.
* @param type Charm type (@see spirit_charm_types)
*/
void pc_add_charm(struct map_session_data *sd, int interval, int max, int type)
{
int tid, i;
nullpo_retv(sd);
if (sd->charm_type != CHARM_TYPE_NONE && type != sd->charm_type) {
pc->del_charm(sd, sd->charm_count, sd->charm_type);
}
if (max > MAX_SPIRITCHARM)
max = MAX_SPIRITCHARM;
if (sd->charm_count < 0)
sd->charm_count = 0;
if (sd->charm_count && sd->charm_count >= max) {
if (sd->charm_timer[0] != INVALID_TIMER)
timer->delete(sd->charm_timer[0],pc->charm_timer);
sd->charm_count--;
if (sd->charm_count != 0)
memmove(sd->charm_timer+0, sd->charm_timer+1, sd->charm_count*sizeof(int));
sd->charm_timer[sd->charm_count] = INVALID_TIMER;
}
tid = timer->add(timer->gettick()+interval, pc->charm_timer, sd->bl.id, 0);
ARR_FIND(0, sd->charm_count, i, sd->charm_timer[i] == INVALID_TIMER || DIFF_TICK(timer->get(tid)->tick, timer->get(sd->charm_timer[i])->tick) < 0);
if (i != sd->charm_count)
memmove(sd->charm_timer+i+1, sd->charm_timer+i, (sd->charm_count-i)*sizeof(int));
sd->charm_timer[i] = tid;
sd->charm_count++;
sd->charm_type = type;
clif->spiritcharm(sd);
}
/**
* Removes one or more spirit charms.
*
* @param sd The target character.
* @param count Amount of charms to remove.
* @param type Type of charm to remove.
*/
void pc_del_charm(struct map_session_data *sd, int count, int type)
{
int i;
nullpo_retv(sd);
if (sd->charm_type != type)
return;
if (sd->charm_count <= 0) {
sd->charm_count = 0;
return;
}
if (count <= 0)
return;
if (count > sd->charm_count)
count = sd->charm_count;
sd->charm_count -= count;
if (count > MAX_SPIRITCHARM)
count = MAX_SPIRITCHARM;
for (i = 0; i < count; i++) {
if(sd->charm_timer[i] != INVALID_TIMER) {
timer->delete(sd->charm_timer[i],pc->charm_timer);
sd->charm_timer[i] = INVALID_TIMER;
}
}
for (i = count; i < MAX_SPIRITCHARM; i++) {
sd->charm_timer[i-count] = sd->charm_timer[i];
sd->charm_timer[i] = INVALID_TIMER;
}
if (sd->charm_count <= 0)
sd->charm_type = CHARM_TYPE_NONE;
clif->spiritcharm(sd);
}
/**
* Renewal EXP/Itemdrop rate modifier base on level penalty.
*
* @param diff Level difference.
* @param race Monster race.
* @param mode Monster mode.
* @param type Modifier type (1=exp 2=itemdrop)
* @return The percent rate modifier (100 = 100%)
*/
int pc_level_penalty_mod(int diff, unsigned char race, uint32 mode, int type)
{
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
int rate = 100, i;
if( diff < 0 )
diff = MAX_LEVEL + ( ~diff + 1 );
for (i = RC_FORMLESS; i < RC_MAX; i++) {
int tmp;
if (race != i) {
if (mode&MD_BOSS && i < RC_BOSS)
i = RC_BOSS;
else if (i <= RC_BOSS)
continue;
}
if ((tmp=pc->level_penalty[type][i][diff]) > 0) {
rate = tmp;
break;
}
}
return rate;
#else
return 100;
#endif
}
int pc_split_str(char *str,char **val,int num)
{
int i;
nullpo_ret(val);
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;
}
/**
* Parses the skill tree config file.
*
* In order to reclaim the memory allocated by this function
* `pc->clear_skill_tree()` should be used.
*
* @remark
* This function assumes that the skill tree is clear and zeroed.
* If it has been already loaded (ie reloading), it needs to be cleared
* before calling this function again.
*
* @author [Ind/Hercules]
*/
void pc_read_skill_tree(void)
{
struct config_t skill_tree_conf;
struct config_setting_t *skt = NULL;
char config_filename[128];
int i = 0;
struct s_mapiterator *iter;
struct map_session_data *sd;
bool loaded[CLASS_COUNT] = { false };
safesnprintf(config_filename, sizeof(config_filename), "%s/"DBPATH"skill_tree.conf", map->db_path);
if (!libconfig->load_file(&skill_tree_conf, config_filename))
return;
// Foreach job
while ((skt = libconfig->setting_get_elem(skill_tree_conf.root, i++))) {
struct config_setting_t *t = NULL;
int job_idx;
const char *job_name = config_setting_name(skt);
int job_id = pc->check_job_name(job_name);
if (job_id == -1) {
ShowWarning("pc_read_skill_tree: '%s' unknown job name!\n", job_name);
continue;
}
job_idx = pc->class2idx(job_id);
if (loaded[job_idx]) {
ShowWarning("pc_read_skill_tree: Duplicate entry for job '%s'. Skipping.\n", job_name);
continue;
}
loaded[job_idx] = true;
if ((t = libconfig->setting_get_member(skt, "inherit")) != NULL) {
int j = 0;
const char *ijob_name = NULL;
// Foreach inherited job
while ((ijob_name = libconfig->setting_get_string_elem(t, j++)) != NULL) {
int k, ijob_idx;
int ijob_id = pc->check_job_name(ijob_name);
if (ijob_id == -1) {
ShowWarning("pc_read_skill_tree: '%s' trying to inherit unknown '%s'!\n", job_name, ijob_name);
continue;
}
ijob_idx = pc->class2idx(ijob_id);
if (ijob_idx == job_idx) {
ShowWarning("pc_read_skill_tree: '%s' trying to inherit itself. Skipping.\n", job_name);
continue;
}
if (!loaded[ijob_idx]) {
ShowWarning("pc_read_skill_tree: '%s' trying to inherit not yet loaded '%s' (wrong order in the tree). Skipping.\n", job_name, ijob_name);
continue;
}
for (k = 0; k < MAX_SKILL_TREE; k++) {
int cur;
struct skill_tree_entry *dst = NULL;
const struct skill_tree_entry *src = &pc->skill_tree[ijob_idx][k];
if (src->id == 0)
break; // No more skills to copy
ARR_FIND(0, MAX_SKILL_TREE, cur, pc->skill_tree[job_idx][cur].id == 0 || pc->skill_tree[job_idx][cur].id == src->id);
if (cur == MAX_SKILL_TREE) {
ShowWarning("pc_read_skill_tree: '%s' can't inherit '%s', skill tree is full!\n", job_name, ijob_name);
break;
}
if (src->id == NV_TRICKDEAD && ((pc->jobid2mapid(job_id)&(MAPID_BASEMASK | JOBL_2)) != MAPID_NOVICE))
continue; // skip trickdead for non-novices
dst = &pc->skill_tree[job_idx][cur];
dst->inherited = 1;
if (dst->id == 0) {
// Not existing yet, copy
dst->id = src->id;
dst->idx = src->idx;
dst->max = src->max;
dst->joblv = src->joblv;
VECTOR_INIT(dst->need);
if (VECTOR_LENGTH(src->need) > 0) {
VECTOR_ENSURE(dst->need, VECTOR_LENGTH(src->need), 1);
VECTOR_PUSHARRAY(dst->need, VECTOR_DATA(src->need), VECTOR_LENGTH(src->need));
}
} else {
int l;
// Already existing, merge
if (src->max > dst->max)
dst->max = src->max;
dst->joblv = src->joblv;
for (l = 0; l < VECTOR_LENGTH(src->need); l++) {
int m;
struct skill_tree_requirement *sreq = &VECTOR_INDEX(src->need, l);
ARR_FIND(0, VECTOR_LENGTH(dst->need), m, VECTOR_INDEX(dst->need, m).id == sreq->id);
if (m == VECTOR_LENGTH(dst->need)) {
VECTOR_ENSURE(dst->need, 1, 1);
VECTOR_PUSHCOPY(dst->need, sreq);
} else {
struct skill_tree_requirement *dreq = &VECTOR_INDEX(dst->need, m);
dreq->lv = sreq->lv;
}
}
}
}
}
}
if ((t = libconfig->setting_get_member(skt, "skills")) != NULL) {
int j = 0;
struct config_setting_t *sk = NULL;
// Foreach skill
while ((sk = libconfig->setting_get_elem(t, j++)) != NULL) {
int skill_id, sk_idx;
struct config_setting_t *rsk = NULL;
const char *sk_name = config_setting_name(sk);
struct skill_tree_entry *tree_entry = NULL;
if ((skill_id = skill->name2id(sk_name)) == 0) {
ShowWarning("pc_read_skill_tree: unknown skill '%s' in '%s'\n", sk_name, job_name);
continue;
}
ARR_FIND(0, MAX_SKILL_TREE, sk_idx, pc->skill_tree[job_idx][sk_idx].id == 0 || pc->skill_tree[job_idx][sk_idx].id == skill_id);
if (sk_idx == MAX_SKILL_TREE) {
ShowWarning("pc_read_skill_tree: Unable to load skill %d (%s) into '%s's tree. Maximum number of skills per class has been reached.\n", skill_id, sk_name, job_name);
continue;
}
tree_entry = &pc->skill_tree[job_idx][sk_idx];
if (tree_entry->id != 0 && !tree_entry->inherited) {
ShowNotice("pc_read_skill_tree: Duplicate %d for '%s' (%d). Skipping.\n", skill_id, job_name, job_id);
continue;
}
if (config_setting_is_group(sk)) {
int i32 = 0;
if (libconfig->setting_lookup_int(sk, "MaxLevel", &i32) && i32 > 0) {
tree_entry->max = (unsigned char)i32;
} else {
ShowWarning("pc_read_skill_tree: missing MaxLevel for skill %d (%s) class '%s'. Skipping.\n", skill_id, sk_name, job_name);
continue;
}
if (libconfig->setting_lookup_int(sk, "MinJobLevel", &i32) && i32 > 0) {
tree_entry->joblv = (unsigned char)i32;
} else if (!tree_entry->inherited) {
tree_entry->joblv = 0;
}
} else {
tree_entry->max = (unsigned char)libconfig->setting_get_int(sk);
if (!tree_entry->inherited)
tree_entry->joblv = 0;
}
if (!tree_entry->inherited) {
tree_entry->id = skill_id;
tree_entry->idx = skill->get_index(skill_id);
VECTOR_INIT(tree_entry->need);
}
if (config_setting_is_group(sk)) {
int k = 0;
// Foreach requirement
while ((rsk = libconfig->setting_get_elem(sk, k++)) != NULL) {
const char *rsk_name = config_setting_name(rsk);
int rsk_id = skill->name2id(rsk_name);
struct skill_tree_requirement *req = NULL;
int l;
if (rsk_id == 0) {
if (strcmp(rsk_name, "MaxLevel") != 0 && strcmp(rsk_name, "MinJobLevel") != 0)
ShowWarning("pc_read_skill_tree: unknown requirement '%s' for '%s' in '%s'\n", rsk_name, sk_name, job_name);
continue;
}
ARR_FIND(0, VECTOR_LENGTH(tree_entry->need), l, VECTOR_INDEX(tree_entry->need, l).id == rsk_id);
if (l == VECTOR_LENGTH(tree_entry->need)) {
VECTOR_ENSURE(tree_entry->need, 1, 1);
VECTOR_PUSHZEROED(tree_entry->need);
req = &VECTOR_LAST(tree_entry->need);
req->id = rsk_id;
req->idx = skill->get_index(rsk_id);
} else {
req = &VECTOR_INDEX(tree_entry->need, l);
}
req->lv = (unsigned char)libconfig->setting_get_int(rsk);
}
}
}
}
}
libconfig->destroy(&skill_tree_conf);
/* lets update all players skill tree */
iter = mapit_getallusers();
for (sd = BL_UCAST(BL_PC, mapit->first(iter)); mapit->exists(iter); sd = BL_UCAST(BL_PC, mapit->next(iter)))
clif->skillinfoblock(sd);
mapit->free(iter);
}
/**
* Clears the skill tree and frees any allocated memory.
*/
void pc_clear_skill_tree(void)
{
int i;
for (i = 0; i < CLASS_COUNT; i++) {
int j;
for (j = 0; j < MAX_SKILL_TREE; j++) {
if (pc->skill_tree[i][j].id == 0)
continue;
VECTOR_CLEAR(pc->skill_tree[i][j].need);
}
}
memset(pc->skill_tree, 0, sizeof(pc->skill_tree));
}
bool pc_readdb_levelpenalty(char* fields[], int columns, int current) {
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
int type, race, diff;
nullpo_retr(false, fields);
type = atoi(fields[0]);
race = atoi(fields[1]);
diff = atoi(fields[2]);
if( type != 1 && type != 2 ){
ShowWarning("pc_readdb_levelpenalty: Invalid type %d specified.\n", type);
return false;
}
if (race < RC_FORMLESS || race > RC_MAX) {
ShowWarning("pc_readdb_levelpenalty: Invalid race %d specified.\n", race);
return false;
}
diff = min(diff, MAX_LEVEL);
if( diff < 0 )
diff = min(MAX_LEVEL + ( ~(diff) + 1 ), MAX_LEVEL*2);
pc->level_penalty[type][race][diff] = atoi(fields[3]);
#endif
return true;
}
/*==========================================
* pc DB reading.
* exp.txt - required experience values
* skill_tree.txt - skill tree for every class
* attr_fix.txt - elemental adjustment table
*------------------------------------------*/
int pc_readdb(void) {
int i,j,k;
unsigned int count = 0;
FILE *fp;
char line[24000],*p;
//reset
memset(pc->exp_table,0,sizeof(pc->exp_table));
memset(pc->max_level,0,sizeof(pc->max_level));
sprintf(line, "%s/"DBPATH"exp.txt", map->db_path);
fp=fopen(line, "r");
if(fp==NULL){
ShowError("can't read %s\n", line);
return 1;
}
while(fgets(line, sizeof(line), fp)) {
int jobs[CLASS_COUNT], job_count, job, job_id;
int type;
int maxlv;
char *split[4];
if(line[0]=='/' && line[1]=='/')
continue;
if (pc_split_str(line,split,4) < 4)
continue;
job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT);
if (job_count < 1)
continue;
job_id = jobs[0];
if (!pc->db_checkid(job_id)) {
ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
continue;
}
type = atoi(split[2]);
if (type < 0 || type > 1) {
ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
continue;
}
maxlv = atoi(split[0]);
if (maxlv > MAX_LEVEL) {
ShowWarning("pc_readdb: Specified max level %d for job %d is beyond server's limit (%d).\n ", maxlv, job_id, MAX_LEVEL);
maxlv = MAX_LEVEL;
}
count++;
job = jobs[0] = pc->class2idx(job_id);
//We send one less and then one more because the last entry in the exp array should hold 0.
pc->max_level[job][type] = pc_split_atoui(split[3], pc->exp_table[job][type],',',maxlv-1)+1;
//Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
//The reasoning behind the -2 is this... if the max level is 5, then the array
//should look like this:
//0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
while ((i = pc->max_level[job][type]) >= 2 && pc->exp_table[job][type][i-2] <= 0)
pc->max_level[job][type]--;
if (pc->max_level[job][type] < maxlv) {
ShowWarning("pc_readdb: Specified max %d for job %d, but that job's exp table only goes up to level %d.\n", maxlv, job_id, pc->max_level[job][type]);
ShowInfo("Filling the missing values with the last exp entry.\n");
//Fill the requested values with the last entry.
i = (pc->max_level[job][type] <= 2 ? 0: pc->max_level[job][type]-2);
for (; i+2 < maxlv; i++)
pc->exp_table[job][type][i] = pc->exp_table[job][type][i-1];
pc->max_level[job][type] = maxlv;
}
//ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, pc->max_level[job][type]);
for (i = 1; i < job_count; i++) {
job_id = jobs[i];
if (!pc->db_checkid(job_id)) {
ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
continue;
}
job = pc->class2idx(job_id);
memcpy(pc->exp_table[job][type], pc->exp_table[jobs[0]][type], sizeof(pc->exp_table[0][0]));
pc->max_level[job][type] = maxlv;
//ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, pc->max_level[job][type]);
}
}
fclose(fp);
pc->validate_levels();
ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,map->db_path,"exp.txt");
count = 0;
// Reset and read skilltree
pc->clear_skill_tree();
pc->read_skill_tree();
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
sv->readdb(map->db_path, "re/level_penalty.txt", ',', 4, 4, -1, pc->readdb_levelpenalty);
for( k=1; k < 3; k++ ){ // fill in the blanks
for (j = RC_FORMLESS; j < RC_MAX; j++) {
int tmp = 0;
for( i = 0; i < MAX_LEVEL*2; i++ ){
if( i == MAX_LEVEL+1 )
tmp = pc->level_penalty[k][j][0];// reset
if( pc->level_penalty[k][j][i] > 0 )
tmp = pc->level_penalty[k][j][i];
else
pc->level_penalty[k][j][i] = tmp;
}
}
}
#endif
// Reset then read attr_fix
for(i=0;i<4;i++)
for ( j = ELE_NEUTRAL; jattr_fix_table[i][j][k]=100;
sprintf(line, "%s/"DBPATH"attr_fix.txt", map->db_path);
fp=fopen(line,"r");
if(fp==NULL){
ShowError("can't read %s\n", line);
return 1;
}
while (fgets(line, sizeof(line), fp)) {
char *split[10];
int lv,n;
if (line[0]=='/' && line[1]=='/')
continue;
for (j = 0, p = line; j < 3 && p != NULL; j++) {
split[j] = p;
p = strchr(p,',');
if (p != NULL)
*p++ = 0;
}
if (j < 2)
continue;
lv=atoi(split[0]);
n=atoi(split[1]);
count++;
for ( i = ELE_NEUTRAL; iattr_fix_table[lv-1][i][j]=atoi(p);
#ifndef RENEWAL
if(battle_config.attr_recover == 0 && battle->attr_fix_table[lv-1][i][j] < 0)
battle->attr_fix_table[lv-1][i][j] = 0;
#endif
p=strchr(p,',');
if (p != NULL)
*p++ = 0;
}
i++;
}
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,map->db_path,"attr_fix.txt");
count = 0;
// reset then read statspoint
memset(pc->statp,0,sizeof(pc->statp));
i=1;
sprintf(line, "%s/"DBPATH"statpoint.txt", map->db_path);
fp=fopen(line,"r");
if(fp == NULL){
ShowWarning("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
//return 1;
} else {
while(fgets(line, sizeof(line), fp))
{
int stat;
if(line[0]=='/' && line[1]=='/')
continue;
if ((stat=(int)strtol(line,NULL,10))<0)
stat=0;
if (i > MAX_LEVEL)
break;
count++;
pc->statp[i]=stat;
i++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,map->db_path,"statpoint.txt");
}
// generate the remaining parts of the db if necessary
k = battle_config.use_statpoint_table; //save setting
battle_config.use_statpoint_table = 0; //temporarily disable to force pc->gets_status_point use default values
pc->statp[0] = 45; // seed value
for (; i <= MAX_LEVEL; i++)
pc->statp[i] = pc->statp[i-1] + pc->gets_status_point(i-1);
battle_config.use_statpoint_table = k; //restore setting
return 0;
}
void pc_validate_levels(void) {
int i;
int j;
for (i = 0; i < JOB_MAX; i++) {
if (!pc->db_checkid(i)) continue;
if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER)
continue; //Classes that do not need exp tables.
j = pc->class2idx(i);
if (pc->max_level[j][0] == 0)
ShowWarning("Class %s (%d) does not has a base exp table.\n", pc->job_name(i), i);
if (pc->max_level[j][1] == 0)
ShowWarning("Class %s (%d) does not has a job exp table.\n", pc->job_name(i), i);
}
}
void pc_itemcd_do(struct map_session_data *sd, bool load) {
int i,cursor = 0;
struct item_cd* cd = NULL;
nullpo_retv(sd);
if( load ) {
if( !(cd = idb_get(pc->itemcd_db, sd->status.char_id)) ) {
// no skill cooldown is associated with this character
return;
}
for(i = 0; i < MAX_ITEMDELAYS; i++) {
if( cd->nameid[i] && DIFF_TICK(timer->gettick(),cd->tick[i]) < 0 ) {
sd->item_delay[cursor].tick = cd->tick[i];
sd->item_delay[cursor].nameid = cd->nameid[i];
cursor++;
}
}
idb_remove(pc->itemcd_db,sd->status.char_id);
} else {
if( !(cd = idb_get(pc->itemcd_db,sd->status.char_id)) ) {
// create a new skill cooldown object for map storage
CREATE( cd, struct item_cd, 1 );
idb_put( pc->itemcd_db, sd->status.char_id, cd );
}
for(i = 0; i < MAX_ITEMDELAYS; i++) {
if( sd->item_delay[i].nameid && DIFF_TICK(timer->gettick(),sd->item_delay[i].tick) < 0 ) {
cd->tick[cursor] = sd->item_delay[i].tick;
cd->nameid[cursor] = sd->item_delay[i].nameid;
cursor++;
}
}
}
return;
}
void pc_bank_deposit(struct map_session_data *sd, int money) {
unsigned int limit_check;
nullpo_retv(sd);
limit_check = money + sd->status.bank_vault;
if( money <= 0 || limit_check > MAX_BANK_ZENY ) {
clif->bank_deposit(sd,BDA_OVERFLOW);
return;
} else if ( money > sd->status.zeny ) {
clif->bank_deposit(sd,BDA_NO_MONEY);
return;
}
if( pc->payzeny(sd,money, LOG_TYPE_BANK, NULL) )
clif->bank_deposit(sd,BDA_NO_MONEY);
else {
sd->status.bank_vault += money;
if( map->save_settings&256 )
chrif->save(sd,0);
clif->bank_deposit(sd,BDA_SUCCESS);
}
}
void pc_bank_withdraw(struct map_session_data *sd, int money) {
unsigned int limit_check;
nullpo_retv(sd);
limit_check = money + sd->status.zeny;
if (money <= 0) {
clif->bank_withdraw(sd,BWA_UNKNOWN_ERROR);
return;
} else if (money > sd->status.bank_vault) {
clif->bank_withdraw(sd,BWA_NO_MONEY);
return;
} else if (limit_check > MAX_ZENY) {
/* no official response for this scenario exists. */
clif->messagecolor_self(sd->fd, COLOR_RED, msg_sd(sd,1482));
return;
}
if( pc->getzeny(sd,money, LOG_TYPE_BANK, NULL) )
clif->bank_withdraw(sd,BWA_NO_MONEY);
else {
sd->status.bank_vault -= money;
if( map->save_settings&256 )
chrif->save(sd,0);
clif->bank_withdraw(sd,BWA_SUCCESS);
}
}
/* status change data arrived from char-server */
void pc_scdata_received(struct map_session_data *sd) {
nullpo_retv(sd);
pc->inventory_rentals(sd);
clif->show_modifiers(sd);
if (sd->expiration_time != 0) { // don't display if it's unlimited or unknow value
time_t exp_time = sd->expiration_time;
char tmpstr[1024];
strftime(tmpstr, sizeof(tmpstr) - 1, msg_sd(sd,501), localtime(&exp_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
clif->wis_message(sd->fd, map->wisp_server_name, tmpstr, (int)strlen(tmpstr));
pc->expire_check(sd);
}
if( sd->state.standalone ) {
clif->pLoadEndAck(0,sd);
pc->autotrade_populate(sd);
pc->autotrade_start(sd);
}
}
int pc_expiration_timer(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd = map->id2sd(id);
if( !sd ) return 0;
sd->expiration_tid = INVALID_TIMER;
if( sd->fd )
clif->authfail_fd(sd->fd,10);
map->quit(sd);
return 0;
}
/* This timer exists only when a character with an expire timer > 24h is online */
/* It loops through online players once an hour to check whether a new < 24h is available */
int pc_global_expiration_timer(int tid, int64 tick, int id, intptr_t data) {
struct s_mapiterator* iter;
struct map_session_data* sd;
iter = mapit_getallusers();
for (sd = BL_UCAST(BL_PC, mapit->first(iter)); mapit->exists(iter); sd = BL_UCAST(BL_PC, mapit->next(iter))) {
if( sd->expiration_time )
pc->expire_check(sd);
}
mapit->free(iter);
return 0;
}
void pc_expire_check(struct map_session_data *sd) {
nullpo_retv(sd);
/* ongoing timer */
if( sd->expiration_tid != INVALID_TIMER )
return;
/* not within the next 24h, enable the global check */
if( sd->expiration_time > ( time(NULL) + ( ( 60 * 60 ) * 24 ) ) ) {
/* global check not running, enable */
if( pc->expiration_tid == INVALID_TIMER ) {
/* starts in 1h, repeats every hour */
pc->expiration_tid = timer->add_interval(timer->gettick() + ((1000*60)*60), pc->global_expiration_timer, 0, 0, ((1000*60)*60));
}
return;
}
sd->expiration_tid = timer->add(timer->gettick() + (int64)(sd->expiration_time - time(NULL))*1000, pc->expiration_timer, sd->bl.id, 0);
}
/**
* Loads autotraders
***/
void pc_autotrade_load(void)
{
char *data;
if (SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT `account_id`,`char_id`,`sex`,`title` FROM `%s`",map->autotrade_merchants_db))
Sql_ShowDebug(map->mysql_handle);
while (SQL_SUCCESS == SQL->NextRow(map->mysql_handle)) {
struct map_session_data *sd;
int account_id, char_id;
char title[MESSAGE_SIZE];
unsigned char sex;
SQL->GetData(map->mysql_handle, 0, &data, NULL); account_id = atoi(data);
SQL->GetData(map->mysql_handle, 1, &data, NULL); char_id = atoi(data);
SQL->GetData(map->mysql_handle, 2, &data, NULL); sex = atoi(data);
SQL->GetData(map->mysql_handle, 3, &data, NULL); safestrncpy(title, data, sizeof(title));
CREATE(sd, struct map_session_data, 1);
pc->setnewpc(sd, account_id, char_id, 0, 0, sex, 0);
safestrncpy(sd->message, title, MESSAGE_SIZE);
sd->state.standalone = 1;
sd->group = pcg->get_dummy_group();
chrif->authreq(sd,true);
}
SQL->FreeResult(map->mysql_handle);
}
/**
* Loads vending data and sets it up, is triggered when char server data that pc_autotrade_load requested arrives
**/
void pc_autotrade_start(struct map_session_data *sd) {
unsigned int count = 0;
int i;
char *data;
nullpo_retv(sd);
if (SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT `itemkey`,`amount`,`price` FROM `%s` WHERE `char_id` = '%d'",map->autotrade_data_db,sd->status.char_id))
Sql_ShowDebug(map->mysql_handle);
while( SQL_SUCCESS == SQL->NextRow(map->mysql_handle) ) {
int itemkey, amount, price;
SQL->GetData(map->mysql_handle, 0, &data, NULL); itemkey = atoi(data);
SQL->GetData(map->mysql_handle, 1, &data, NULL); amount = atoi(data);
SQL->GetData(map->mysql_handle, 2, &data, NULL); price = atoi(data);
ARR_FIND(0, MAX_CART, i, sd->status.cart[i].id == itemkey);
if( i != MAX_CART && itemdb_cantrade(&sd->status.cart[i], 0, 0) ) {
if( amount > sd->status.cart[i].amount )
amount = sd->status.cart[i].amount;
if( amount ) {
sd->vending[count].index = i;
sd->vending[count].amount = amount;
sd->vending[count].value = cap_value(price, 0, (unsigned int)battle_config.vending_max_value);
count++;
}
}
}
if( !count ) {
pc->autotrade_update(sd,PAUC_REMOVE);
map->quit(sd);
} else {
sd->state.autotrade = 1;
sd->vender_id = ++vending->next_id;
sd->vend_num = count;
sd->state.vending = true;
idb_put(vending->db, sd->status.char_id, sd);
if( map->list[sd->bl.m].users )
clif->showvendingboard(&sd->bl,sd->message,0);
}
}
/**
* Perform a autotrade action
**/
void pc_autotrade_update(struct map_session_data *sd, enum e_pc_autotrade_update_action action) {
int i;
nullpo_retv(sd);
/* either way, this goes down */
if( action != PAUC_START ) {
if (SQL_ERROR == SQL->Query(map->mysql_handle, "DELETE FROM `%s` WHERE `char_id` = '%d'",map->autotrade_data_db,sd->status.char_id))
Sql_ShowDebug(map->mysql_handle);
}
switch( action ) {
case PAUC_REMOVE:
if (SQL_ERROR == SQL->Query(map->mysql_handle, "DELETE FROM `%s` WHERE `char_id` = '%d' LIMIT 1",map->autotrade_merchants_db,sd->status.char_id))
Sql_ShowDebug(map->mysql_handle);
break;
case PAUC_START: {
char title[MESSAGE_SIZE*2+1];
SQL->EscapeStringLen(map->mysql_handle, title, sd->message, strnlen(sd->message, MESSAGE_SIZE));
if (SQL_ERROR == SQL->Query(map->mysql_handle, "INSERT INTO `%s` (`account_id`,`char_id`,`sex`,`title`) VALUES ('%d','%d','%d','%s')",
map->autotrade_merchants_db,
sd->status.account_id,
sd->status.char_id,
sd->status.sex,
title
))
Sql_ShowDebug(map->mysql_handle);
}
FALLTHROUGH
case PAUC_REFRESH:
for( i = 0; i < sd->vend_num; i++ ) {
if( sd->vending[i].amount == 0 )
continue;
if (SQL_ERROR == SQL->Query(map->mysql_handle, "INSERT INTO `%s` (`char_id`,`itemkey`,`amount`,`price`) VALUES ('%d','%d','%d','%u')",
map->autotrade_data_db,
sd->status.char_id,
sd->status.cart[sd->vending[i].index].id,
sd->vending[i].amount,
sd->vending[i].value
))
Sql_ShowDebug(map->mysql_handle);
}
break;
}
}
/**
* Handles characters upon @autotrade usage
**/
void pc_autotrade_prepare(struct map_session_data *sd) {
struct autotrade_vending *data;
int i, cursor = 0;
int account_id, char_id;
char title[MESSAGE_SIZE];
unsigned char sex;
nullpo_retv(sd);
CREATE(data, struct autotrade_vending, 1);
memcpy(data->vending, sd->vending, sizeof(sd->vending));
for(i = 0; i < sd->vend_num; i++) {
if( sd->vending[i].amount ) {
memcpy(&data->list[cursor],&sd->status.cart[sd->vending[i].index],sizeof(struct item));
cursor++;
}
}
data->vend_num = (unsigned char)cursor;
idb_put(pc->at_db, sd->status.char_id, data);
account_id = sd->status.account_id;
char_id = sd->status.char_id;
sex = sd->status.sex;
safestrncpy(title, sd->message, sizeof(title));
sd->npc_id = 0;
sd->npc_shopid = 0;
if (sd->st) {
sd->st->state = END;
sd->st = NULL;
}
map->quit(sd);
chrif->auth_delete(account_id, char_id, ST_LOGOUT);
CREATE(sd, struct map_session_data, 1);
pc->setnewpc(sd, account_id, char_id, 0, 0, sex, 0);
safestrncpy(sd->message, title, MESSAGE_SIZE);
sd->state.standalone = 1;
sd->group = pcg->get_dummy_group();
chrif->authreq(sd,true);
}
/**
* Prepares autotrade data from pc->at_db from a player that has already returned from char server
**/
void pc_autotrade_populate(struct map_session_data *sd) {
struct autotrade_vending *data;
int i, j, k, cursor = 0;
nullpo_retv(sd);
if( !(data = idb_get(pc->at_db,sd->status.char_id)) )
return;
for(i = 0; i < data->vend_num; i++) {
if( !data->vending[i].amount )
continue;
for(j = 0; j < MAX_CART; j++) {
if( !memcmp((char*)(&data->list[i]) + sizeof(data->list[0].id), (char*)(&sd->status.cart[j]) + sizeof(data->list[0].id), sizeof(struct item) - sizeof(data->list[0].id)) ) {
if( cursor ) {
ARR_FIND(0, cursor, k, sd->vending[k].index == j);
if( k != cursor )
continue;
}
break;
}
}
if( j != MAX_CART ) {
sd->vending[cursor].index = j;
sd->vending[cursor].amount = data->vending[i].amount;
sd->vending[cursor].value = data->vending[i].value;
cursor++;
}
}
sd->vend_num = cursor;
pc->autotrade_update(sd,PAUC_START);
HPM->data_store_destroy(&data->hdata);
idb_remove(pc->at_db, sd->status.char_id);
}
/**
* @see DBApply
*/
int pc_autotrade_final(union DBKey key, struct DBData *data, va_list ap)
{
struct autotrade_vending* at_v = DB->data2ptr(data);
nullpo_ret(at_v);
HPM->data_store_destroy(&at_v->hdata);
return 0;
}
void pc_update_idle_time(struct map_session_data* sd, enum e_battle_config_idletime type)
{
nullpo_retv(sd);
if (battle_config.idletime_criteria&type)
sd->idletime = sockt->last_tick;
}
//Checks if the given class value corresponds to a player class. [Skotlex]
//JOB_NOVICE isn't checked for class is supposed to be unsigned
bool pc_db_checkid(int class)
{
return class < JOB_MAX_BASIC
|| (class >= JOB_NOVICE_HIGH && class <= JOB_DARK_COLLECTOR )
|| (class >= JOB_RUNE_KNIGHT && class <= JOB_MECHANIC_T2 )
|| (class >= JOB_BABY_RUNE && class <= JOB_BABY_MECHANIC2 )
|| (class >= JOB_SUPER_NOVICE_E && class <= JOB_SUPER_BABY_E )
|| (class >= JOB_KAGEROU && class <= JOB_OBORO )
|| (class == JOB_REBELLION)
|| (class >= JOB_SUMMONER && class < JOB_MAX );
}
/**
* checks if player have any kind of magnifier in inventory
* @param sd map_session_data of Player
* @return index of magnifer, INDEX_NOT_FOUND if it is not found
*/
int pc_have_magnifier(struct map_session_data *sd)
{
int n;
n = pc->search_inventory(sd, ITEMID_SPECTACLES);
if (n == INDEX_NOT_FOUND)
n = pc->search_inventory(sd, ITEMID_N_MAGNIFIER);
return n;
}
/**
* Checks if player have basic skills learned.
* @param sd Player Data
* @param level Required Level of Novice Skill
* @return bool true, if requirement is satisfied
*/
bool pc_check_basicskill(struct map_session_data *sd, int level) {
if (pc->checkskill(sd, NV_BASIC) >= level || pc->checkskill(sd, SU_BASIC_SKILL))
return true;
return false;
}
/**
* Verifies a chat message, searching for atcommands, checking if the sender
* character can chat, and updating the idle timer.
*
* @param sd The sender character.
* @param message The message text.
* @return Whether the message is a valid chat message.
*/
bool pc_process_chat_message(struct map_session_data *sd, const char *message)
{
nullpo_retr(false, sd);
if (atcommand->exec(sd->fd, sd, message, true)) {
return false;
}
if (!pc->can_talk(sd)) {
return false;
}
if (battle_config.min_chat_delay != 0) {
if (DIFF_TICK(sd->cantalk_tick, timer->gettick()) > 0) {
return false;
}
sd->cantalk_tick = timer->gettick() + battle_config.min_chat_delay;
}
pc->update_idle_time(sd, BCIDLE_CHAT);
return true;
}
/**
* Checks a chat message, scanning for the Super Novice prayer sequence.
*
* If a match is found, the angel is invoked or the counter is incremented as
* appropriate.
*
* @param sd The sender character.
* @param message The message text.
*/
void pc_check_supernovice_call(struct map_session_data *sd, const char *message)
{
unsigned int next = pc->nextbaseexp(sd);
int percent = 0;
nullpo_retv(sd);
nullpo_retv(message);
if ((sd->job & MAPID_UPPERMASK) != MAPID_SUPER_NOVICE)
return;
if (next == 0)
next = pc->thisbaseexp(sd);
if (next == 0)
return;
// 0%, 10%, 20%, ...
percent = (int)( ( (float)sd->status.base_exp/(float)next )*1000. );
if ((battle_config.snovice_call_type != 0 || percent != 0) && (percent%100) == 0) {
// 10.0%, 20.0%, ..., 90.0%
switch (sd->state.snovice_call_flag) {
case 0:
if (strstr(message, msg_txt(1479))) // "Dear angel, can you hear my voice?"
sd->state.snovice_call_flag = 1;
break;
case 1:
{
char buf[256];
snprintf(buf, 256, msg_txt(1480), sd->status.name);
if (strstr(message, buf)) // "I am %s Super Novice~"
sd->state.snovice_call_flag = 2;
}
break;
case 2:
if (strstr(message, msg_txt(1481))) // "Help me out~ Please~ T_T"
sd->state.snovice_call_flag = 3;
break;
case 3:
sc_start(NULL, &sd->bl, status->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex]
clif->skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions
sd->state.snovice_call_flag = 0;
break;
}
}
}
void do_final_pc(void) {
db_destroy(pc->itemcd_db);
pc->at_db->destroy(pc->at_db,pc->autotrade_final);
pcg->final();
pc->clear_skill_tree();
ers_destroy(pc->sc_display_ers);
ers_destroy(pc->num_reg_ers);
ers_destroy(pc->str_reg_ers);
return;
}
void do_init_pc(bool minimal) {
if (minimal)
return;
pc->itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
pc->at_db = idb_alloc(DB_OPT_RELEASE_DATA);
pc->readdb();
timer->add_func_list(pc->invincible_timer, "pc_invincible_timer");
timer->add_func_list(pc->eventtimer, "pc_eventtimer");
timer->add_func_list(pc->inventory_rental_end, "pc_inventory_rental_end");
timer->add_func_list(pc->calc_pvprank_timer, "pc_calc_pvprank_timer");
timer->add_func_list(pc->autosave, "pc_autosave");
timer->add_func_list(pc->spiritball_timer, "pc_spiritball_timer");
timer->add_func_list(pc->follow_timer, "pc_follow_timer");
timer->add_func_list(pc->endautobonus, "pc_endautobonus");
timer->add_func_list(pc->charm_timer, "pc_charm_timer");
timer->add_func_list(pc->global_expiration_timer,"pc_global_expiration_timer");
timer->add_func_list(pc->expiration_timer,"pc_expiration_timer");
timer->add(timer->gettick() + map->autosave_interval, pc->autosave, 0, 0);
// 0=day, 1=night [Yor]
map->night_flag = battle_config.night_at_start ? 1 : 0;
if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
int day_duration = battle_config.day_duration;
int night_duration = battle_config.night_duration;
// add night/day timer [Yor]
timer->add_func_list(pc->map_day_timer, "pc_map_day_timer");
timer->add_func_list(pc->map_night_timer, "pc_map_night_timer");
pc->day_timer_tid = timer->add_interval(timer->gettick() + (map->night_flag ? 0 : day_duration) + night_duration, pc->map_day_timer, 0, 0, day_duration + night_duration);
pc->night_timer_tid = timer->add_interval(timer->gettick() + day_duration + (map->night_flag ? night_duration : 0), pc->map_night_timer, 0, 0, day_duration + night_duration);
}
pcg->init();
pc->sc_display_ers = ers_new(sizeof(struct sc_display_entry), "pc.c:sc_display_ers", ERS_OPT_FLEX_CHUNK);
pc->num_reg_ers = ers_new(sizeof(struct script_reg_num), "pc.c::num_reg_ers", ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
pc->str_reg_ers = ers_new(sizeof(struct script_reg_str), "pc.c::str_reg_ers", ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
ers_chunk_size(pc->sc_display_ers, 150);
ers_chunk_size(pc->num_reg_ers, 300);
ers_chunk_size(pc->str_reg_ers, 50);
}
/*=====================================
* Default Functions : pc.h
* Generated by HerculesInterfaceMaker
* created by Susu
*-------------------------------------*/
void pc_defaults(void) {
const struct sg_data sg_info[MAX_PC_FEELHATE] = {
{ SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
{ SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
{ SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
};
unsigned int equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_LOW,EQP_COSTUME_GARMENT,EQP_AMMO, EQP_SHADOW_ARMOR, EQP_SHADOW_WEAPON, EQP_SHADOW_SHIELD, EQP_SHADOW_SHOES, EQP_SHADOW_ACC_R, EQP_SHADOW_ACC_L };
pc = &pc_s;
/* vars */
pc->at_db = NULL;
pc->itemcd_db = NULL;
/* */
pc->day_timer_tid = INVALID_TIMER;
pc->night_timer_tid = INVALID_TIMER;
// These macros are used instead of a sum of sizeof(), to ensure that padding won't interfere with our size, and code won't rot when adding more fields
memset(ZEROED_BLOCK_POS(pc), 0, ZEROED_BLOCK_SIZE(pc));
/* */
memcpy(pc->equip_pos, &equip_pos, sizeof(pc->equip_pos));
/* */
memcpy(pc->sg_info, sg_info, sizeof(pc->sg_info));
/* */
pc->sc_display_ers = NULL;
/* */
pc->expiration_tid = INVALID_TIMER;
/* */
pc->num_reg_ers = NULL;
pc->str_reg_ers = NULL;
/* */
pc->reg_load = false;
/* funcs */
pc->init = do_init_pc;
pc->final = do_final_pc;
pc->get_dummy_sd = pc_get_dummy_sd;
pc->class2idx = pc_class2idx;
pc->can_use_command = pc_can_use_command;
pc->set_group = pc_set_group;
pc->should_log_commands = pc_should_log_commands;
pc->setrestartvalue = pc_setrestartvalue;
pc->makesavestatus = pc_makesavestatus;
pc->respawn = pc_respawn;
pc->setnewpc = pc_setnewpc;
pc->authok = pc_authok;
pc->authfail = pc_authfail;
pc->reg_received = pc_reg_received;
pc->isequip = pc_isequip;
pc->equippoint = pc_equippoint;
pc->setinventorydata = pc_setinventorydata;
pc->checkskill = pc_checkskill;
pc->checkskill2 = pc_checkskill2;
pc->checkallowskill = pc_checkallowskill;
pc->checkequip = pc_checkequip;
pc->calc_skilltree = pc_calc_skilltree;
pc->calc_skilltree_normalize_job = pc_calc_skilltree_normalize_job;
pc->clean_skilltree = pc_clean_skilltree;
pc->setpos = pc_setpos;
pc->setsavepoint = pc_setsavepoint;
pc->randomwarp = pc_randomwarp;
pc->memo = pc_memo;
pc->checkadditem = pc_checkadditem;
pc->inventoryblank = pc_inventoryblank;
pc->search_inventory = pc_search_inventory;
pc->payzeny = pc_payzeny;
pc->additem = pc_additem;
pc->getzeny = pc_getzeny;
pc->delitem = pc_delitem;
// Special Shop System
pc->paycash = pc_paycash;
pc->getcash = pc_getcash;
pc->cart_additem = pc_cart_additem;
pc->cart_delitem = pc_cart_delitem;
pc->putitemtocart = pc_putitemtocart;
pc->getitemfromcart = pc_getitemfromcart;
pc->cartitem_amount = pc_cartitem_amount;
pc->takeitem = pc_takeitem;
pc->dropitem = pc_dropitem;
pc->isequipped = pc_isequipped;
pc->can_Adopt = pc_can_Adopt;
pc->adoption = pc_adoption;
pc->updateweightstatus = pc_updateweightstatus;
pc->addautobonus = pc_addautobonus;
pc->exeautobonus = pc_exeautobonus;
pc->endautobonus = pc_endautobonus;
pc->delautobonus = pc_delautobonus;
pc->bonus = pc_bonus;
pc->bonus2 = pc_bonus2;
pc->bonus3 = pc_bonus3;
pc->bonus4 = pc_bonus4;
pc->bonus5 = pc_bonus5;
pc->skill = pc_skill;
pc->insert_card = pc_insert_card;
pc->can_insert_card = pc_can_insert_card;
pc->can_insert_card_into = pc_can_insert_card_into;
pc->steal_item = pc_steal_item;
pc->steal_coin = pc_steal_coin;
pc->modifybuyvalue = pc_modifybuyvalue;
pc->modifysellvalue = pc_modifysellvalue;
pc->follow = pc_follow; // [MouseJstr]
pc->stop_following = pc_stop_following;
pc->maxbaselv = pc_maxbaselv;
pc->maxjoblv = pc_maxjoblv;
pc->checkbaselevelup = pc_checkbaselevelup;
pc->checkjoblevelup = pc_checkjoblevelup;
pc->gainexp = pc_gainexp;
pc->nextbaseexp = pc_nextbaseexp;
pc->thisbaseexp = pc_thisbaseexp;
pc->nextjobexp = pc_nextjobexp;
pc->thisjobexp = pc_thisjobexp;
pc->gets_status_point = pc_gets_status_point;
pc->need_status_point = pc_need_status_point;
pc->maxparameterincrease = pc_maxparameterincrease;
pc->statusup = pc_statusup;
pc->statusup2 = pc_statusup2;
pc->skillup = pc_skillup;
pc->allskillup = pc_allskillup;
pc->resetlvl = pc_resetlvl;
pc->resetstate = pc_resetstate;
pc->resetskill = pc_resetskill;
pc->resetfeel = pc_resetfeel;
pc->resethate = pc_resethate;
pc->equipitem = pc_equipitem;
pc->equipitem_pos = pc_equipitem_pos;
pc->unequipitem = pc_unequipitem;
pc->unequipitem_pos = pc_unequipitem_pos;
pc->checkitem = pc_checkitem;
pc->useitem = pc_useitem;
pc->skillatk_bonus = pc_skillatk_bonus;
pc->skillheal_bonus = pc_skillheal_bonus;
pc->skillheal2_bonus = pc_skillheal2_bonus;
pc->damage = pc_damage;
pc->dead = pc_dead;
pc->revive = pc_revive;
pc->heal = pc_heal;
pc->itemheal = pc_itemheal;
pc->percentheal = pc_percentheal;
pc->jobchange = pc_jobchange;
pc->setoption = pc_setoption;
pc->setcart = pc_setcart;
pc->setfalcon = pc_setfalcon;
pc->setridingpeco = pc_setridingpeco;
pc->setmadogear = pc_setmadogear;
pc->setridingdragon = pc_setridingdragon;
pc->setridingwug = pc_setridingwug;
pc->changelook = pc_changelook;
pc->equiplookall = pc_equiplookall;
pc->readparam = pc_readparam;
pc->setparam = pc_setparam;
pc->readreg = pc_readreg;
pc->setreg = pc_setreg;
pc->readregstr = pc_readregstr;
pc->setregstr = pc_setregstr;
pc->readregistry = pc_readregistry;
pc->setregistry = pc_setregistry;
pc->readregistry_str = pc_readregistry_str;
pc->setregistry_str = pc_setregistry_str;
pc->addeventtimer = pc_addeventtimer;
pc->deleventtimer = pc_deleventtimer;
pc->cleareventtimer = pc_cleareventtimer;
pc->addeventtimercount = pc_addeventtimercount;
pc->calc_pvprank = pc_calc_pvprank;
pc->calc_pvprank_timer = pc_calc_pvprank_timer;
pc->ismarried = pc_ismarried;
pc->marriage = pc_marriage;
pc->divorce = pc_divorce;
pc->get_partner = pc_get_partner;
pc->get_father = pc_get_father;
pc->get_mother = pc_get_mother;
pc->get_child = pc_get_child;
pc->bleeding = pc_bleeding;
pc->regen = pc_regen;
pc->setstand = pc_setstand;
pc->candrop = pc_candrop;
pc->can_talk = pc_can_talk;
pc->can_attack = pc_can_attack;
pc->jobid2mapid = pc_jobid2mapid; // Skotlex
pc->mapid2jobid = pc_mapid2jobid; // Skotlex
pc->job_name = job_name;
pc->setinvincibletimer = pc_setinvincibletimer;
pc->delinvincibletimer = pc_delinvincibletimer;
pc->addspiritball = pc_addspiritball;
pc->delspiritball = pc_delspiritball;
pc->addfame = pc_addfame;
pc->fame_rank = pc_fame_rank;
pc->famelist_type = pc_famelist_type;
pc->set_hate_mob = pc_set_hate_mob;
pc->getmaxspiritball = pc_getmaxspiritball;
pc->readdb = pc_readdb;
pc->map_day_timer = map_day_timer; // by [yor]
pc->map_night_timer = map_night_timer; // by [yor]
// Rental System
pc->inventory_rentals = pc_inventory_rentals;
pc->inventory_rental_clear = pc_inventory_rental_clear;
pc->inventory_rental_add = pc_inventory_rental_add;
pc->disguise = pc_disguise;
pc->isautolooting = pc_isautolooting;
pc->overheat = pc_overheat;
pc->banding = pc_banding;
pc->itemcd_do = pc_itemcd_do;
pc->load_combo = pc_load_combo;
pc->add_charm = pc_add_charm;
pc->del_charm = pc_del_charm;
pc->baselevelchanged = pc_baselevelchanged;
pc->level_penalty_mod = pc_level_penalty_mod;
pc->calc_skillpoint = pc_calc_skillpoint;
pc->invincible_timer = pc_invincible_timer;
pc->spiritball_timer = pc_spiritball_timer;
pc->check_banding = pc_check_banding;
pc->inventory_rental_end = pc_inventory_rental_end;
pc->check_skilltree = pc_check_skilltree;
pc->bonus_autospell = pc_bonus_autospell;
pc->bonus_autospell_onskill = pc_bonus_autospell_onskill;
pc->bonus_addeff = pc_bonus_addeff;
pc->bonus_addeff_onskill = pc_bonus_addeff_onskill;
pc->bonus_item_drop = pc_bonus_item_drop;
pc->calcexp = pc_calcexp;
pc->respawn_timer = pc_respawn_timer;
pc->jobchange_killclone = jobchange_killclone;
pc->getstat = pc_getstat;
pc->setstat = pc_setstat;
pc->eventtimer = pc_eventtimer;
pc->daynight_timer_sub = pc_daynight_timer_sub;
pc->charm_timer = pc_charm_timer;
pc->readdb_levelpenalty = pc_readdb_levelpenalty;
pc->autosave = pc_autosave;
pc->follow_timer = pc_follow_timer;
pc->read_skill_tree = pc_read_skill_tree;
pc->clear_skill_tree = pc_clear_skill_tree;
pc->isUseitem = pc_isUseitem;
pc->show_steal = pc_show_steal;
pc->checkcombo = pc_checkcombo;
pc->calcweapontype = pc_calcweapontype;
pc->removecombo = pc_removecombo;
pc->bank_withdraw = pc_bank_withdraw;
pc->bank_deposit = pc_bank_deposit;
pc->rental_expire = pc_rental_expire;
pc->scdata_received = pc_scdata_received;
pc->bound_clear = pc_bound_clear;
pc->expiration_timer = pc_expiration_timer;
pc->global_expiration_timer = pc_global_expiration_timer;
pc->expire_check = pc_expire_check;
pc->db_checkid = pc_db_checkid;
pc->validate_levels = pc_validate_levels;
pc->check_supernovice_call = pc_check_supernovice_call;
pc->process_chat_message = pc_process_chat_message;
/**
* Autotrade persistency [Ind/Hercules <3]
**/
pc->autotrade_load = pc_autotrade_load;
pc->autotrade_update = pc_autotrade_update;
pc->autotrade_start = pc_autotrade_start;
pc->autotrade_prepare = pc_autotrade_prepare;
pc->autotrade_populate = pc_autotrade_populate;
pc->autotrade_final = pc_autotrade_final;
pc->check_job_name = pc_check_job_name;
pc->update_idle_time = pc_update_idle_time;
pc->have_magnifier = pc_have_magnifier;
pc->check_basicskill = pc_check_basicskill;
}