// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/core.h" // get_svn_revision() #include "../common/malloc.h" #include "../common/nullpo.h" #include "../common/showmsg.h" #include "../common/socket.h" // session[] #include "../common/strlib.h" // safestrncpy() #include "../common/timer.h" #include "../common/utils.h" #include "../common/mmo.h" //NAME_LENGTH #include "atcommand.h" // get_atcommand_level() #include "battle.h" // battle_config #include "battleground.h" #include "chrif.h" #include "clif.h" #include "date.h" // is_day_of_*() #include "intif.h" #include "itemdb.h" #include "log.h" #include "mail.h" #include "map.h" #include "path.h" #include "homunculus.h" #include "instance.h" #include "mercenary.h" #include "npc.h" // fake_nd #include "pet.h" // pet_unlocktarget() #include "party.h" // party_search() #include "guild.h" // guild_search(), guild_request_info() #include "script.h" // script_config #include "skill.h" #include "status.h" // struct status_data #include "pc.h" #include "quest.h" #include #include #include #include #define PVP_CALCRANK_INTERVAL 1000 // PVP‡ˆÊŒvŽZ‚ÌŠÔŠu static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL]; static unsigned int max_level[CLASS_COUNT][2]; static unsigned int statp[MAX_LEVEL+1]; // h-files are for declarations, not for implementations... [Shinomori] struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE]; // timer for night.day implementation int day_timer_tid; int night_timer_tid; struct fame_list smith_fame_list[MAX_FAME_LIST]; struct fame_list chemist_fame_list[MAX_FAME_LIST]; struct fame_list taekwon_fame_list[MAX_FAME_LIST]; static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_AMMO}; #define MOTD_LINE_SIZE 128 static char motd_text[MOTD_LINE_SIZE][CHAT_SIZE_MAX]; // Message of the day buffer [Valaris] struct duel duel_list[MAX_DUEL]; int duel_count = 0; //Links related info to the sd->hate_mob[]/sd->feel_map[] entries const struct sg_data sg_info[MAX_PC_FEELHATE] = { { SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun }, { SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon }, { SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star } }; //Converts a class to its array index for CLASS_COUNT defined arrays. //Note that it does not do a validity check for speed purposes, where parsing //player input make sure to use a pcdb_checkid first! int pc_class2idx(int class_) { if (class_ >= JOB_NOVICE_HIGH) return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC; return class_; } int pc_isGM(struct map_session_data* sd) { return sd->gmlevel; } static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr data) { struct map_session_data *sd; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->invincible_timer != tid){ 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); if( sd->invincible_timer != INVALID_TIMER ) delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_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 ) { delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = INVALID_TIMER; skill_unit_move(&sd->bl,gettick(),1); } } static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr data) { struct map_session_data *sd; int i; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if( sd->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); return 0; } int pc_addspiritball(struct map_session_data *sd,int interval,int max) { int tid, i; nullpo_ret(sd); if(max > MAX_SKILL_LEVEL) max = MAX_SKILL_LEVEL; if(sd->spiritball < 0) sd->spiritball = 0; if( sd->spiritball && sd->spiritball >= max ) { if(sd->spirit_timer[0] != INVALID_TIMER) delete_timer(sd->spirit_timer[0],pc_spiritball_timer); sd->spiritball--; if( sd->spiritball != 0 ) memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int)); sd->spirit_timer[sd->spiritball] = INVALID_TIMER; } tid = 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(get_timer(tid)->tick, get_timer(sd->spirit_timer[i])->tick) < 0); if( i != sd->spiritball ) memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int)); sd->spirit_timer[i] = tid; sd->spiritball++; clif_spiritball(sd); 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_SKILL_LEVEL) count = MAX_SKILL_LEVEL; for(i=0;ispirit_timer[i] != INVALID_TIMER) { delete_timer(sd->spirit_timer[i],pc_spiritball_timer); sd->spirit_timer[i] = INVALID_TIMER; } } for(i=count;ispirit_timer[i-count] = sd->spirit_timer[i]; sd->spirit_timer[i] = INVALID_TIMER; } if(!type) clif_spiritball(sd); return 0; } // Increases a player's fame points and displays a notice to him void pc_addfame(struct map_session_data *sd,int count) { nullpo_retv(sd); sd->status.fame += count; if(sd->status.fame > MAX_FAME) sd->status.fame = MAX_FAME; switch(sd->class_&MAPID_UPPERMASK){ case MAPID_BLACKSMITH: // Blacksmith clif_fame_blacksmith(sd,count); break; case MAPID_ALCHEMIST: // Alchemist clif_fame_alchemist(sd,count); break; case MAPID_TAEKWON: // Taekwon clif_fame_taekwon(sd,count); break; } chrif_updatefamelist(sd); } // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else unsigned char pc_famerank(int char_id, int job) { int i; switch(job){ case MAPID_BLACKSMITH: // Blacksmith for(i = 0; i < MAX_FAME_LIST; i++){ if(smith_fame_list[i].id == char_id) return i + 1; } break; case MAPID_ALCHEMIST: // Alchemist for(i = 0; i < MAX_FAME_LIST; i++){ if(chemist_fame_list[i].id == char_id) return i + 1; } break; case MAPID_TAEKWON: // Taekwon for(i = 0; i < MAX_FAME_LIST; i++){ if(taekwon_fame_list[i].id == char_id) return i + 1; } break; } return 0; } int pc_setrestartvalue(struct map_session_data *sd,int type) { struct status_data *status, *b_status; nullpo_ret(sd); b_status = &sd->base_status; status = &sd->battle_status; if (type&1) { //Normal resurrection status->hp = 1; //Otherwise status_heal may fail if dead. status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1); } else { //Just for saving on the char-server (with values as if respawned) sd->status.hp = b_status->hp; sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp; } return 0; } /*========================================== Rental System *------------------------------------------*/ static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr 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) { if( sd->rental_timer != INVALID_TIMER ) { delete_timer(sd->rental_timer, pc_inventory_rental_end); sd->rental_timer = INVALID_TIMER; } return 1; } void pc_inventory_rentals(struct map_session_data *sd) { int i, c = 0; unsigned int expire_tick, next_tick = UINT_MAX; for( i = 0; i < MAX_INVENTORY; i++ ) { // Check for Rentals on Inventory if( sd->status.inventory[i].nameid == 0 ) continue; // Nothing here if( sd->status.inventory[i].expire_time == 0 ) continue; if( sd->status.inventory[i].expire_time <= time(NULL) ) { clif_rental_expired(sd->fd, sd->status.inventory[i].nameid); pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0); } else { expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000; clif_rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000)); next_tick = min(expire_tick, next_tick); c++; } } for( i = 0; i < MAX_CART; i++ ) { // Check for Rentals on Cart if( sd->status.cart[i].nameid == 0 ) continue; // Nothing here if( sd->status.cart[i].expire_time == 0 ) continue; if( sd->status.cart[i].expire_time <= time(NULL) ) { clif_rental_expired(sd->fd, sd->status.cart[i].nameid); pc_cart_delitem(sd, i, 1, 0); } else { expire_tick = (unsigned int)(sd->status.cart[i].expire_time - time(NULL)) * 1000; clif_rental_time(sd->fd, sd->status.cart[i].nameid, (int)(expire_tick / 1000)); next_tick = min(expire_tick, next_tick); c++; } } for( i = 0; i < MAX_STORAGE; i++ ) { // Check for Rentals on Storage if( sd->status.storage.items[i].nameid == 0 ) continue; if( sd->status.storage.items[i].expire_time == 0 ) continue; if( sd->status.storage.items[i].expire_time <= time(NULL) ) { clif_rental_expired(sd->fd, sd->status.storage.items[i].nameid); storage_delitem(sd, i, 1); } else { expire_tick = (unsigned int)(sd->status.storage.items[i].expire_time - time(NULL)) * 1000; clif_rental_time(sd->fd, sd->status.storage.items[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 = 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) { const struct TimerData * td; int tick = seconds * 1000; if( sd == NULL ) return; if( sd->rental_timer != INVALID_TIMER ) { td = get_timer(sd->rental_timer); if( DIFF_TICK(td->tick, gettick()) > tick ) { // Update Timer as this one ends first than the current one pc_inventory_rental_clear(sd); sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0); } } else sd->rental_timer = add_timer(gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0); } /*========================================== Determines if the GM can give / drop / trade / vend items Args: GM Level (current player GM level) *------------------------------------------*/ bool pc_can_give_items(int level) { return( level < battle_config.gm_cant_drop_min_lv || level > battle_config.gm_cant_drop_max_lv ); } /*========================================== * prepares character for saving. *------------------------------------------*/ int pc_makesavestatus(struct map_session_data *sd) { nullpo_ret(sd); if(!battle_config.save_clothcolor) sd->status.clothes_color=0; //Only copy the Cart/Peco/Falcon options, the rest are handled via //status change load/saving. [Skotlex] sd->status.option = sd->sc.option&(OPTION_CART|OPTION_FALCON|OPTION_RIDING); if (sd->sc.data[SC_JAILED]) { //When Jailed, do not move last point. if(pc_isdead(sd)){ pc_setrestartvalue(sd,0); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; } sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; return 0; } if(pc_isdead(sd)){ pc_setrestartvalue(sd,0); memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } if(map[sd->bl.m].flag.nosave){ struct map_data *m=&map[sd->bl.m]; if(m->save.map) memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); else memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } return 0; } /*========================================== * Ú?Žb̉Šú‰? *------------------------------------------*/ int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd) { nullpo_ret(sd); sd->bl.id = account_id; sd->status.account_id = account_id; sd->status.char_id = char_id; sd->status.sex = sex; sd->login_id1 = login_id1; sd->login_id2 = 0; // at this point, we can not know the value :( sd->client_tick = client_tick; sd->state.active = 0; //to be set to 1 after player is fully authed and loaded. sd->bl.type = BL_PC; sd->canlog_tick = gettick(); //Required to prevent homunculus copuing a base speed of 0. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED; return 0; } int pc_equippoint(struct map_session_data *sd,int n) { int ep = 0; nullpo_ret(sd); if(!sd->inventory_data[n]) return 0; if (!itemdb_isequip2(sd->inventory_data[n])) return 0; //Not equippable by players. ep = sd->inventory_data[n]->equip; if(sd->inventory_data[n]->look == W_DAGGER || sd->inventory_data[n]->look == W_1HSWORD || sd->inventory_data[n]->look == W_1HAXE) { if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)) return EQP_ARMS; } return ep; } int pc_setinventorydata(struct map_session_data *sd) { int i,id; nullpo_ret(sd); for(i=0;istatus.inventory[i].nameid; sd->inventory_data[i] = id?itemdb_search(id):NULL; } return 0; } int pc_calcweapontype(struct map_session_data *sd) { nullpo_ret(sd); // single-hand if(sd->weapontype2 == W_FIST) { sd->status.weapon = sd->weapontype1; return 1; } if(sd->weapontype1 == W_FIST) { sd->status.weapon = sd->weapontype2; return 1; } // dual-wield sd->status.weapon = 0; switch (sd->weapontype1){ case W_DAGGER: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break; } break; case W_1HSWORD: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break; } break; case W_1HAXE: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break; } } // unknown, default to right hand type if (!sd->status.weapon) sd->status.weapon = sd->weapontype1; return 2; } int pc_setequipindex(struct map_session_data *sd) { int i,j; nullpo_ret(sd); for(i=0;iequip_index[i] = -1; for(i=0;istatus.inventory[i].nameid <= 0) continue; if(sd->status.inventory[i].equip) { for(j=0;jstatus.inventory[i].equip & equip_pos[j]) sd->equip_index[j] = i; if(sd->status.inventory[i].equip & EQP_HAND_R) { if(sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->look; else sd->weapontype1 = 0; } if( sd->status.inventory[i].equip & EQP_HAND_L ) { if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON ) sd->weapontype2 = sd->inventory_data[i]->look; else sd->weapontype2 = 0; } } } pc_calcweapontype(sd); return 0; } static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) { int i; struct item *item = &sd->status.inventory[eqindex]; struct item_data *data; //Crafted/made/hatched items. if (itemdb_isspecial(item->card[0])) return 1; ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag ); return( i < s ) ? 0 : 1; } bool pc_isequipped(struct map_session_data *sd, int nameid) { int i, j, index; for( i = 0; i < EQI_MAX; i++ ) { index = sd->equip_index[i]; if( index < 0 ) continue; if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue; if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue; if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue; if( !sd->inventory_data[index] ) continue; if( sd->inventory_data[index]->nameid == nameid ) return true; for( j = 0; j < sd->inventory_data[index]->slot; j++ ) if( sd->status.inventory[index].card[j] == nameid ) return true; } return false; } bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd ) { if( !p1_sd || !p2_sd || !b_sd ) return false; if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite ) return false; // already adopted baby / in adopt request if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id ) return false; // You need to be married and in party with baby to adopt if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id ) return false; // Not married, wrong married if( p2_sd->status.party_id != p1_sd->status.party_id ) return false; // Both parents need to be in the same party // Parents need to have their ring equipped if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) ) return false; if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) ) return false; // Already adopted a baby if( p1_sd->status.child || p2_sd->status.child ) { clif_Adopt_reply(p1_sd, 0); return false; } // Parents need at least lvl 70 to adopt if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) { clif_Adopt_reply(p1_sd, 1); return false; } if( b_sd->status.partner_id ) { clif_Adopt_reply(p1_sd, 2); return false; } if( !(b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF) ) return false; return true; } /*========================================== * Adoption Process *------------------------------------------*/ bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd) { int job, joblevel; unsigned int jobexp; if( !pc_can_Adopt(p1_sd, p2_sd, b_sd) ) return false; // Preserve current job levels and progress joblevel = b_sd->status.job_level; jobexp = b_sd->status.job_exp; job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex); if( job != -1 && !pc_jobchange(b_sd, job, 0) ) { // Success, proceed to configure parents and baby skills p1_sd->status.child = b_sd->status.char_id; p2_sd->status.child = b_sd->status.char_id; b_sd->status.father = p1_sd->status.char_id; b_sd->status.mother = p2_sd->status.char_id; // Restore progress b_sd->status.job_level = joblevel; clif_updatestatus(b_sd, SP_JOBLEVEL); b_sd->status.job_exp = jobexp; clif_updatestatus(b_sd, SP_JOBEXP); // Baby Skills pc_skill(b_sd, WE_BABY, 1, 0); pc_skill(b_sd, WE_CALLPARENT, 1, 0); // Parents Skills pc_skill(p1_sd, WE_CALLBABY, 1, 0); pc_skill(p2_sd, WE_CALLBABY, 1, 0); return true; } return false; // Job Change Fail } int pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; //?¶‚â—{Žq‚Ìꇂ̌³‚ÌE‹Æ‚ðŽZo‚·‚é nullpo_ret(sd); item = sd->inventory_data[n]; if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip ) return 1; if(item == NULL) return 0; if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; if(item->sex != 2 && sd->status.sex != item->sex) return 0; if(map[sd->bl.m].flag.pvp && ((item->flag.no_equip&1) || !pc_isAllowedCardOn(sd,item->slot,n,1))) return 0; if(map_flag_gvg(sd->bl.m) && ((item->flag.no_equip&2) || !pc_isAllowedCardOn(sd,item->slot,n,2))) return 0; if(map[sd->bl.m].flag.restricted) { int flag =map[sd->bl.m].zone; if (item->flag.no_equip&flag || !pc_isAllowedCardOn(sd,item->slot,n,flag)) return 0; } if (sd->sc.count) { if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG] return 0; if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD]) return 0; if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR]) return 0; if(item->equip & EQP_HELM && sd->sc.data[SC_STRIPHELM]) return 0; if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] if (sd->status.base_level > 90 && item->equip & EQP_HELM) return 1; //Can equip all helms if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON) switch(item->look) { //In weapons, the look determines type of weapon. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess? case W_1HSWORD: //All 1H swords case W_1HAXE: //All 1H Axes case W_MACE: //All 1H Maces case W_STAFF: //All 1H Staves return 1; } } } //Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return 0; //Not equipable by upper class. [Skotlex] if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper)) return 0; return 1; } /*========================================== * session id‚É–â‘è–³‚µ * charŽI‚©‚ç‘—‚ç‚ê‚Ä‚«‚½ƒXƒe?ƒ^ƒX‚ðÝ’è *------------------------------------------*/ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int gmlevel, struct mmo_charstatus *st) { int i; unsigned long tick = gettick(); uint32 ip = session[sd->fd]->client_addr; sd->login_id2 = login_id2; sd->gmlevel = gmlevel; memcpy(&sd->status, st, sizeof(*st)); if (st->sex != sd->status.sex) { clif_authfail_fd(sd->fd, 0); return false; } //Set the map-server used job id. [Skotlex] i = pc_jobid2mapid(sd->status.class_); if (i == -1) { //Invalid class? ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id); sd->status.class_ = JOB_NOVICE; sd->class_ = MAPID_NOVICE; } else sd->class_ = i; // Checks and fixes to character status data, that are required // in case of configuration change or stuff, which cannot be // checked on char-server. if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE ) { sd->status.hair = MIN_HAIR_STYLE; } if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR ) { sd->status.hair_color = MIN_HAIR_COLOR; } if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR ) { sd->status.clothes_color = MIN_CLOTH_COLOR; } //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation. if(!sd->status.hp) pc_setdead(sd); sd->state.connect_new = 1; sd->followtimer = INVALID_TIMER; // [MouseJstr] sd->invincible_timer = INVALID_TIMER; sd->npc_timer_id = INVALID_TIMER; sd->pvp_timer = INVALID_TIMER; sd->canuseitem_tick = tick; sd->canusecashfood_tick = tick; sd->canequip_tick = tick; sd->cantalk_tick = tick; sd->cansendmail_tick = tick; for(i = 0; i < MAX_SKILL_LEVEL; 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); status_change_init(&sd->bl); if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) && (pc_isGM(sd) >= get_atcommand_level(atcommand_hide))) sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE); else sd->status.option &= OPTION_MASK; sd->sc.option = sd->status.option; //This is the actual option used in battle. //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; // Event Timers for( i = 0; i < MAX_EVENTTIMER; i++ ) sd->eventtimer[i] = INVALID_TIMER; // Rental Timer sd->rental_timer = INVALID_TIMER; for( i = 0; i < 3; i++ ) sd->hate_mob[i] = -1; // ˆÊ’u‚ÌÝ’è if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) { ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i); // try warping to a default map instead (church graveyard) if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) { // if we fail again clif_authfail_fd(sd->fd, 0); return false; } } clif_authok(sd); //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex] sd->die_counter=-1; //display login notice if( sd->gmlevel >= battle_config.lowest_gm_level ) ShowInfo("GM '"CL_WHITE"%s"CL_RESET"' logged in." " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"'," " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"'," " GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->status.char_id, sd->packet_ver, CONVIP(ip), sd->gmlevel); else ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in." " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"'," " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->status.char_id, sd->packet_ver, CONVIP(ip)); // Send friends list clif_friendslist_send(sd); if (battle_config.display_version == 1){ char buf[256]; sprintf(buf, "eAthena SVN version: %s", get_svn_revision()); clif_displaymessage(sd->fd, buf); } // Message of the Day [Valaris] for(i=0; motd_text[i][0] && i < MOTD_LINE_SIZE; i++) { if (battle_config.motd_type) clif_disp_onlyself(sd,motd_text[i],strlen(motd_text[i])); else clif_displaymessage(sd->fd, motd_text[i]); } // message of the limited time of the account if (expiration_time != 0) { // don't display if it's unlimited or unknow value char tmpstr[1024]; strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S." clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } //Night message if (night_flag) { char tmpstr[1024]; strcpy(tmpstr, msg_txt(500)); // Actually, it's the night... clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } // Request all registries (auth is considered completed whence they arrive) intif_request_registry(sd,7); return true; } /*========================================== * Closes a connection because it failed to be authenticated from the char server. *------------------------------------------*/ void pc_authfail(struct map_session_data *sd) { clif_authfail_fd(sd->fd, 0); return; } //Attempts to set a mob. int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl) { int class_; if (!sd || !bl || pos < 0 || pos > 2) return 0; if (sd->hate_mob[pos] != -1) { //Can't change hate targets. clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current return 0; } class_ = status_get_class(bl); if (!pcdb_checkid(class_)) { unsigned int max_hp = status_get_max_hp(bl); if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000)) return 0; if (pos != status_get_size(bl)) return 0; //Wrong size } sd->hate_mob[pos] = class_; pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1); clif_hate_info(sd, pos, class_, 1); return 1; } /*========================================== * Invoked once after the char/account/account2 registry variables are received. [Skotlex] *------------------------------------------*/ int pc_reg_received(struct map_session_data *sd) { int i,j; sd->change_level = pc_readglobalreg(sd,"jobchange_level"); sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER"); // Cash shop sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS"); sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS"); // Cooking Exp sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY"); if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { // Better check for class rather than skill to prevent "skill resets" from unsetting this sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID"); sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT"); } //SG map and mob read [Komurka] for(i=0;ifeel_map[i].index = j; sd->feel_map[i].m = map_mapindex2mapid(j); } else { sd->feel_map[i].index = 0; sd->feel_map[i].m = -1; } sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1; } if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) { sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL"); if (sd->cloneskill_id > 0) { sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id; sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV"); if (i < sd->status.skill[sd->cloneskill_id].lv) sd->status.skill[sd->cloneskill_id].lv = i; sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag } } //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); 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); status_calc_pc(sd,1); chrif_scdata_request(sd->status.account_id, sd->status.char_id); #ifndef TXT_ONLY intif_Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox intif_request_questlog(sd); #endif if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually. sd->state.connect_new = 1; clif_parse_LoadEndAck(sd->fd, sd); } #ifndef TXT_ONLY pc_inventory_rentals(sd); #endif return 1; } static int pc_calc_skillpoint(struct map_session_data* sd) { int i,skill,inf2,skill_point=0; nullpo_ret(sd); for(i=1;i 0) { inf2 = skill_get_inf2(i); if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { if(!sd->status.skill[i].flag) skill_point += skill; else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) { skill_point += (sd->status.skill[i].flag - 2); } } } } return skill_point; } /*========================================== * ?‚¦‚ç‚ê‚éƒXƒLƒ‹‚ÌŒvŽZ *------------------------------------------*/ int pc_calc_skilltree(struct map_session_data *sd) { int i,id=0,flag; int c=0; nullpo_ret(sd); i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, sd->status.sex); if( c == -1 ) { //Unable to normalize job?? ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return 1; } c = pc_class2idx(c); for( i = 0; i < MAX_SKILL; i++ ) { if( sd->status.skill[i].flag != 13 ) //Don't touch plagiarized skills sd->status.skill[i].id = 0; //First clear skills. } for( i = 0; i < MAX_SKILL; i++ ) { if( sd->status.skill[i].flag && sd->status.skill[i].flag != 13 ) { // Restore original level of skills after deleting earned skills. sd->status.skill[i].lv = (sd->status.skill[i].flag == 1)?0:sd->status.skill[i].flag-2; sd->status.skill[i].flag = 0; } if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU ) { //Enable Bard/Dancer spirit linked skills. if( sd->status.sex ) { //Link dancer skills to bard. if( sd->status.skill[i-8].lv < 10 ) continue; sd->status.skill[i].id = i; sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag = 1; // Tag it as a non-savable, non-uppable, bonus skill } else { //Link bard skills to dancer. if( sd->status.skill[i].lv < 10 ) continue; sd->status.skill[i-8].id = i - 8; sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag = 1; // Tag it as a non-savable, non-uppable, bonus skill } } } if( battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill ) { for( i = 0; i < MAX_SKILL; i++ ) { if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) continue; //Only skills you can't have are npc/guild ones if( skill_get_max(i) > 0 ) sd->status.skill[i].id = i; } return 0; } do { flag = 0; for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { int j, f, k, inf2; if( sd->status.skill[id].id ) continue; //Skill already known. f = 1; if(!battle_config.skillfree) { for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) { if((k=skill_tree[c][i].need[j].id)) { if (!sd->status.skill[k].id || sd->status.skill[k].flag == 13) k = 0; //Not learned. else if (sd->status.skill[k].flag) //Real lerned level k = sd->status.skill[skill_tree[c][i].need[j].id].flag-2; else k = pc_checkskill(sd,k); if (k < skill_tree[c][i].need[j].lv) { f = 0; break; } } } if( sd->status.job_level < skill_tree[c][i].joblv ) f = 0; // job level requirement wasn't satisfied } if( f ) { inf2 = skill_get_inf2(id); if(!sd->status.skill[id].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || inf2&INF2_WEDDING_SKILL || (inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT]) )) continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills. sd->status.skill[id].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[id].lv = 1; // need to manually specify a skill level sd->status.skill[id].flag = 1; //So it is not saved, and tagged as a "bonus" skill. } flag = 1; // skill list has changed, perform another pass } } } while(flag); // if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) ) { /* Taekwon Ranger Bonus Skill Tree ============================================ - Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking. - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic) - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */ for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) continue; //Do not include Quest/Wedding skills. if( sd->status.skill[id].id == 0 ) { sd->status.skill[id].id = id; sd->status.skill[id].flag = 1; // So it is not saved, and tagged as a "bonus" skill. } else sd->status.skill[id].flag = sd->status.skill[id].lv+2; sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); } } return 0; } //Checks if you can learn a new skill after having leveled up a skill. static void pc_check_skilltree(struct map_session_data *sd, int skill) { int i,id=0,flag; int c=0; if(battle_config.skillfree) return; //Function serves no purpose if this is set i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, sd->status.sex); if (c == -1) { //Unable to normalize job?? ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return; } c = pc_class2idx(c); do { flag = 0; for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ ) { int j, f = 1, k; if( sd->status.skill[id].id ) //Already learned continue; for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) { if( (k = skill_tree[c][i].need[j].id) ) { if( !sd->status.skill[k].id || sd->status.skill[k].flag == 13 ) k = 0; //Not learned. else if( sd->status.skill[k].flag ) //Real lerned level k = sd->status.skill[skill_tree[c][i].need[j].id].flag - 2; else k = pc_checkskill(sd,k); if( k < skill_tree[c][i].need[j].lv ) { f = 0; break; } } } if( !f ) continue; if( sd->status.job_level < skill_tree[c][i].joblv ) continue; j = skill_get_inf2(id); if( !sd->status.skill[id].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT]) ) ) continue; //Cannot be learned via normal means. sd->status.skill[id].id = id; flag = 1; } } while(flag); } // Make sure all the skills are in the correct condition // before persisting to the backend.. [MouseJstr] int pc_clean_skilltree(struct map_session_data *sd) { int i; for (i = 0; i < MAX_SKILL; i++){ if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1) { 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){ sd->status.skill[i].lv = sd->status.skill[i].flag-2; sd->status.skill[i].flag = 0; } } return 0; } int pc_calc_skilltree_normalize_job(struct map_session_data *sd) { int skill_point; int c = sd->class_; if (!battle_config.skillup_limit) return c; skill_point = pc_calc_skillpoint(sd); if(pc_checkskill(sd, NV_BASIC) < 9) //Consider Novice Tree when you don't have NV_BASIC maxed. c = MAPID_NOVICE; else //Do not send S. Novices to first class (Novice) if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE && sd->status.skill_point >= sd->status.job_level && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) { //Send it to first class. c &= MAPID_BASEMASK; } if (sd->class_&JOBL_UPPER) //Convert to Upper c |= JOBL_UPPER; else if (sd->class_&JOBL_BABY) //Convert to Baby c |= JOBL_BABY; return c; } /*========================================== * Updates the weight status *------------------------------------------ * 1: overweight 50% * 2: overweight 90% * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 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_WEIGHT90]) ? 2 : (sd->sc.data[SC_WEIGHT50]) ? 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_WEIGHT50, INVALID_TIMER); else if( old_overweight == 2 ) status_change_end(&sd->bl, SC_WEIGHT90, INVALID_TIMER); // start new status change if( new_overweight == 1 ) sc_start(&sd->bl, SC_WEIGHT50, 100, 0, 0); else if( new_overweight == 2 ) sc_start(&sd->bl, SC_WEIGHT90, 100, 0, 0); // update overweight status sd->regen.state.overweight = new_overweight; return 0; } int pc_disguise(struct map_session_data *sd, int class_) { if (!class_ && !sd->disguise) return 0; if (class_ && sd->disguise == class_) return 0; if(sd->sc.option&OPTION_INVISIBLE) { //Character is invisible. Stealth class-change. [Skotlex] sd->disguise = class_; //viewdata is set on uncloaking. return 2; } if (sd->bl.prev != NULL) { pc_stop_walking(sd, 0); clif_clearunit_area(&sd->bl, CLR_OUTSIGHT); } if (!class_) { sd->disguise = 0; class_ = sd->status.class_; } else sd->disguise=class_; status_set_viewdata(&sd->bl, class_); clif_changeoption(&sd->bl); if (sd->bl.prev != NULL) { clif_spawn(&sd->bl); if (class_ == sd->status.class_ && pc_iscarton(sd)) { //It seems the cart info is lost on undisguise. clif_cartlist(sd); clif_updatestatus(sd,SP_CARTINFO); } } return 1; } static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id) { int i; if( !rate ) return 0; for( i = 0; i < max && spell[i].id; i++ ) { if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv ) { if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 ) return 0; rate += spell[i].rate; break; } } if (i == max) { ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max); return 0; } spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; //Auto-update flag value. if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both. if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon. if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks. } spell[i].flag|= flag; spell[i].card_id = card_id; return 1; } static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id) { int i; if( !rate ) return 0; for( i = 0; i < max && spell[i].id; i++ ) { ; // each autospell works independently } if( i == max ) { ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max); return 0; } spell[i].flag = src_skill; spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; spell[i].card_id = card_id; return 1; } static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag) { int i; if (!(flag&(ATF_SHORT|ATF_LONG))) flag|=ATF_SHORT|ATF_LONG; //Default range: both if (!(flag&(ATF_TARGET|ATF_SELF))) flag|=ATF_TARGET; //Default target: enemy. if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC))) flag|=ATF_WEAPON; //Default type: weapon. for (i = 0; i < max && effect[i].flag; i++) { if (effect[i].id == id && effect[i].flag == flag) { effect[i].rate += rate; effect[i].arrow_rate += arrow_rate; return 1; } } if (i == max) { ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max); return 0; } effect[i].id = id; effect[i].rate = rate; effect[i].arrow_rate = arrow_rate; effect[i].flag = flag; return 1; } static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target) { int i; for( i = 0; i < max && effect[i].skill; i++ ) { if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target ) { effect[i].rate += rate; return 1; } } if( i == max ) { ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max); return 0; } effect[i].id = id; effect[i].rate = rate; effect[i].skill = skill; effect[i].target = target; return 1; } static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate) { int i; //Apply config rate adjustment settings. if (rate >= 0) { //Absolute drop. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate < battle_config.item_drop_adddrop_min) rate = battle_config.item_drop_adddrop_min; else if (rate > battle_config.item_drop_adddrop_max) rate = battle_config.item_drop_adddrop_max; } else { //Relative drop, max/min limits are applied at drop time. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate > -1) rate = -1; } for(i = 0; i < max && (drop[i].id || drop[i].group); i++) { if( (id && drop[i].id == id) || (group && drop[i].group == group) ) { drop[i].race |= race; if(drop[i].rate > 0 && rate > 0) { //Both are absolute rates. if (drop[i].rate < rate) drop[i].rate = rate; } else if(drop[i].rate < 0 && rate < 0) { //Both are relative rates. if (drop[i].rate > rate) drop[i].rate = rate; } else if (rate < 0) //Give preference to relative rate. drop[i].rate = rate; return 1; } } if(i == max) { ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max); return 0; } drop[i].id = id; drop[i].group = group; drop[i].race |= race; drop[i].rate = rate; return 1; } int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill) { int i; ARR_FIND(0, max, i, bonus[i].rate == 0); if( i == max ) { ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max); return 0; } if( !onskill ) { if( !(flag&BF_RANGEMASK) ) flag|=BF_SHORT|BF_LONG; //No range defined? Use both. if( !(flag&BF_WEAPONMASK) ) flag|=BF_WEAPON; //No attack type defined? Use weapon. if( !(flag&BF_SKILLMASK) ) { if( flag&(BF_MAGIC|BF_MISC) ) flag|=BF_SKILL; //These two would never trigger without BF_SKILL if( flag&BF_WEAPON ) flag|=BF_NORMAL|BF_SKILL; } } bonus[i].rate = rate; bonus[i].duration = dur; bonus[i].active = INVALID_TIMER; bonus[i].atk_type = flag; bonus[i].pos = pos; bonus[i].bonus_script = aStrdup(script); bonus[i].other_script = other_script?aStrdup(other_script):NULL; return 1; } int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore) { int i; nullpo_ret(sd); for( i = 0; i < max; i++ ) { if( autobonus[i].active != INVALID_TIMER ) { if( restore && sd->state.autobonus&autobonus[i].pos ) { if( autobonus[i].bonus_script ) { int j; ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos ); if( j < EQI_MAX-1 ) script_run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]); } continue; } else { // Logout / Unequipped an item with an activated bonus delete_timer(autobonus[i].active,pc_endautobonus); autobonus[i].active = INVALID_TIMER; } } if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script); if( autobonus[i].other_script ) aFree(autobonus[i].other_script); autobonus[i].bonus_script = autobonus[i].other_script = NULL; autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0; autobonus[i].active = INVALID_TIMER; } return 0; } int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus) { nullpo_ret(sd); nullpo_ret(autobonus); if( autobonus->other_script ) { int j; ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos ); if( j < EQI_MAX-1 ) script_run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]); } autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd->bl.id, (intptr)autobonus); sd->state.autobonus |= autobonus->pos; status_calc_pc(sd,0); return 0; } int pc_endautobonus(int tid, unsigned int tick, int id, intptr 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,0); return 0; } int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { int i; struct weapon_data* wd; wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon); ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0); if (i == MAX_PC_BONUS) { ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS); return 0; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT|BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC|BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL|BF_SKILL; } wd->addele2[i].ele = ele; wd->addele2[i].rate = rate; wd->addele2[i].flag = flag; return 0; } int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag) { int i; ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0); if (i == MAX_PC_BONUS) { ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS); return 0; } if (!(flag&BF_RANGEMASK)) flag |= BF_SHORT|BF_LONG; if (!(flag&BF_WEAPONMASK)) flag |= BF_WEAPON; if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC|BF_MISC)) flag |= BF_SKILL; if (flag&BF_WEAPON) flag |= BF_NORMAL|BF_SKILL; } sd->subele2[i].ele = ele; sd->subele2[i].rate = rate; sd->subele2[i].flag = flag; return 0; } /*========================================== * ? ”õ•i‚É‚æ‚é”\—Í“™‚̃{?ƒiƒXÝ’è *------------------------------------------*/ int pc_bonus(struct map_session_data *sd,int type,int val) { struct status_data *status; int bonus; nullpo_ret(sd); status = &sd->base_status; switch(type){ case SP_STR: case SP_AGI: case SP_VIT: case SP_INT: case SP_DEX: case SP_LUK: if(sd->state.lr_flag != 2) sd->param_bonus[type-SP_STR]+=val; break; case SP_ATK1: if(!sd->state.lr_flag) { bonus = status->rhw.atk + val; status->rhw.atk = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw.atk + val; status->lhw.atk = cap_value(bonus, 0, USHRT_MAX); } break; case SP_ATK2: if(!sd->state.lr_flag) { bonus = status->rhw.atk2 + val; status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw.atk2 + val; status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX); } break; case SP_BASE_ATK: if(sd->state.lr_flag != 2) { bonus = status->batk + val; status->batk = cap_value(bonus, 0, USHRT_MAX); } break; case SP_DEF1: if(sd->state.lr_flag != 2) { bonus = status->def + val; status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX); } break; case SP_DEF2: if(sd->state.lr_flag != 2) { bonus = status->def2 + val; status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_MDEF1: if(sd->state.lr_flag != 2) { bonus = status->mdef + val; status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX); } break; case SP_MDEF2: if(sd->state.lr_flag != 2) { bonus = status->mdef2 + val; status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_HIT: if(sd->state.lr_flag != 2) { bonus = status->hit + val; status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) { bonus = status->flee + val; status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_FLEE2: if(sd->state.lr_flag != 2) { bonus = status->flee2 + val*10; status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_CRITICAL: if(sd->state.lr_flag != 2) { bonus = status->cri + val*10; status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->arrow_cri += val*10; break; case SP_ATKELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val); break; } switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: //Become weapon element. status->rhw.ele=val; break; default: //Become arrow element. sd->arrow_ele=val; break; } break; case 1: status->lhw.ele=val; break; default: status->rhw.ele=val; break; } break; case SP_DEFELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val); break; } if(sd->state.lr_flag != 2) status->def_ele=val; break; case SP_MAXHP: if(sd->state.lr_flag == 2) break; val += (int)status->max_hp; //Negative bonuses will underflow, this will be handled in status_calc_pc through casting //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp. status->max_hp = (unsigned int)val; break; case SP_MAXSP: if(sd->state.lr_flag == 2) break; val += (int)status->max_sp; status->max_sp = (unsigned int)val; break; case SP_CASTRATE: if(sd->state.lr_flag != 2) sd->castrate+=val; break; case SP_MAXHPRATE: if(sd->state.lr_flag != 2) sd->hprate+=val; break; case SP_MAXSPRATE: if(sd->state.lr_flag != 2) sd->sprate+=val; break; case SP_SPRATE: if(sd->state.lr_flag != 2) sd->dsprate+=val; break; case SP_ATTACKRANGE: switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: status->rhw.range += val; } break; case 1: status->lhw.range += val; break; default: status->rhw.range += val; break; } break; case SP_SPEED_RATE: //Non stackable increase if(sd->state.lr_flag != 2) sd->speed_rate = min(sd->speed_rate, -val); break; case SP_SPEED_ADDRATE: //Stackable increase if(sd->state.lr_flag != 2) sd->speed_add_rate -= val; break; case SP_ASPD: //Raw increase if(sd->state.lr_flag != 2) sd->aspd_add -= 10*val; break; case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone if(sd->state.lr_flag != 2) status->aspd_rate -= 10*val; break; case SP_HP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->hprecov_rate += val; break; case SP_SP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->sprecov_rate += val; break; case SP_CRITICAL_DEF: if(sd->state.lr_flag != 2) sd->critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) sd->near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) sd->long_attack_def_rate += val; break; case SP_DOUBLE_RATE: if(sd->state.lr_flag == 0 && sd->double_rate < val) sd->double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) sd->double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; case SP_IGNORE_DEF_ELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.ignore_def_ele |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_ele |= 1<state.lr_flag) sd->right_weapon.ignore_def_race |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_race |= 1<state.lr_flag != 2) sd->atk_rate += val; break; case SP_MAGIC_ATK_DEF: if(sd->state.lr_flag != 2) sd->magic_def_rate += val; break; case SP_MISC_ATK_DEF: if(sd->state.lr_flag != 2) sd->misc_def_rate += val; break; case SP_IGNORE_MDEF_RATE: if(sd->state.lr_flag != 2) { sd->ignore_mdef[RC_NONBOSS] += val; sd->ignore_mdef[RC_BOSS] += val; } break; case SP_IGNORE_MDEF_ELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val); break; } if(sd->state.lr_flag != 2) sd->ignore_mdef_ele |= 1<state.lr_flag != 2) sd->ignore_mdef_race |= 1<state.lr_flag != 2 && sd->perfect_hit < val) sd->perfect_hit = val; break; case SP_PERFECT_HIT_ADD_RATE: if(sd->state.lr_flag != 2) sd->perfect_hit_add += val; break; case SP_CRITICAL_RATE: if(sd->state.lr_flag != 2) sd->critical_rate+=val; break; case SP_DEF_RATIO_ATK_ELE: if(val >= ELE_MAX) { ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_ele |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_ele |= 1<= RC_MAX) { ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_race |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_race |= 1<state.lr_flag != 2) sd->hit_rate += val; break; case SP_FLEE_RATE: if(sd->state.lr_flag != 2) sd->flee_rate += val; break; case SP_FLEE2_RATE: if(sd->state.lr_flag != 2) sd->flee2_rate += val; break; case SP_DEF_RATE: if(sd->state.lr_flag != 2) sd->def_rate += val; break; case SP_DEF2_RATE: if(sd->state.lr_flag != 2) sd->def2_rate += val; break; case SP_MDEF_RATE: if(sd->state.lr_flag != 2) sd->mdef_rate += val; break; case SP_MDEF2_RATE: if(sd->state.lr_flag != 2) sd->mdef2_rate += val; break; case SP_RESTART_FULL_RECOVER: if(sd->state.lr_flag != 2) sd->special_state.restart_full_recover = 1; break; case SP_NO_CASTCANCEL: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel = 1; break; case SP_NO_CASTCANCEL2: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel2 = 1; break; case SP_NO_SIZEFIX: if(sd->state.lr_flag != 2) sd->special_state.no_sizefix = 1; break; case SP_NO_MAGIC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_magic_damage; sd->special_state.no_magic_damage = cap_value(val,0,100); break; case SP_NO_WEAPON_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_weapon_damage; sd->special_state.no_weapon_damage = cap_value(val,0,100); break; case SP_NO_MISC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_misc_damage; sd->special_state.no_misc_damage = cap_value(val,0,100); break; case SP_NO_GEMSTONE: if(sd->state.lr_flag != 2) sd->special_state.no_gemstone = 1; break; case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG] if(sd->state.lr_flag != 2) { sd->special_state.intravision = 1; clif_status_load(&sd->bl, SI_INTRAVISION, 1); } break; case SP_NO_KNOCKBACK: if(sd->state.lr_flag != 2) sd->special_state.no_knockback = 1; break; case SP_SPLASH_RANGE: if(sd->state.lr_flag != 2 && sd->splash_range < val) sd->splash_range = val; break; case SP_SPLASH_ADD_RANGE: if(sd->state.lr_flag != 2) sd->splash_add_range += val; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->short_weapon_damage_return += val; break; case SP_LONG_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->long_weapon_damage_return += val; break; case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here if(sd->state.lr_flag != 2) sd->magic_damage_return += val; break; case SP_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { sd->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->unbreakable += val; break; case SP_UNBREAKABLE_WEAPON: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_WEAPON; break; case SP_UNBREAKABLE_ARMOR: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_ARMOR; break; case SP_UNBREAKABLE_HELM: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_HELM; break; case SP_UNBREAKABLE_SHIELD: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_SHIELD; break; case SP_UNBREAKABLE_GARMENT: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_GARMENT; break; case SP_UNBREAKABLE_SHOES: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_SHOES; break; case SP_CLASSCHANGE: // [Valaris] if(sd->state.lr_flag !=2) sd->classchange=val; break; case SP_LONG_ATK_RATE: if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses sd->long_attack_atk_rate+=val; break; case SP_BREAK_WEAPON_RATE: if(sd->state.lr_flag != 2) sd->break_weapon_rate+=val; break; case SP_BREAK_ARMOR_RATE: if(sd->state.lr_flag != 2) sd->break_armor_rate+=val; break; case SP_ADD_STEAL_RATE: if(sd->state.lr_flag != 2) sd->add_steal_rate+=val; break; case SP_DELAYRATE: if(sd->state.lr_flag != 2) sd->delayrate+=val; break; case SP_CRIT_ATK_RATE: if(sd->state.lr_flag != 2) sd->crit_atk_rate += val; break; case SP_NO_REGEN: if(sd->state.lr_flag != 2) sd->regen.state.block|=val; break; case SP_UNSTRIPABLE_WEAPON: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_WEAPON; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_ARMOR; break; case SP_UNSTRIPABLE_HELM: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_HELM; break; case SP_UNSTRIPABLE_SHIELD: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_SHIELD; break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].value += val; sd->right_weapon.hp_drain[RC_BOSS].value += val; } else if(sd->state.lr_flag == 1) { sd->right_weapon.hp_drain[RC_NONBOSS].value += val; sd->right_weapon.hp_drain[RC_BOSS].value += val; } break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].value += val; sd->right_weapon.sp_drain[RC_BOSS].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].value += val; sd->left_weapon.sp_drain[RC_BOSS].value += val; } break; case SP_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->sp_gain_value += val; break; case SP_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->hp_gain_value += val; break; case SP_MAGIC_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->magic_sp_gain_value += val; break; case SP_MAGIC_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->magic_hp_gain_value += val; break; case SP_ADD_HEAL_RATE: if(sd->state.lr_flag != 2) sd->add_heal_rate += val; break; case SP_ADD_HEAL2_RATE: if(sd->state.lr_flag != 2) sd->add_heal2_rate += val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag != 2) sd->itemhealrate2 += val; break; default: ShowWarning("pc_bonus: unknown type %d %d !\n",type,val); break; } return 0; } /*========================================== * ? ”õ•i‚É‚æ‚é”\—Í“™‚̃{?ƒiƒXÝ’è *------------------------------------------*/ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val) { int i; nullpo_ret(sd); switch(type){ case SP_ADDELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2); break; } if(!sd->state.lr_flag) sd->right_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addele[type2]+=val; break; case SP_ADDRACE: if(!sd->state.lr_flag) sd->right_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addrace[type2]+=val; break; case SP_ADDSIZE: if(!sd->state.lr_flag) sd->right_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addsize[type2]+=val; break; case SP_SUBELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag != 2) sd->subele[type2]+=val; break; case SP_SUBRACE: if(sd->state.lr_flag != 2) sd->subrace[type2]+=val; break; case SP_ADDEFF: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2, sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0); break; case SP_ADDEFF2: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2, sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF); break; case SP_RESEFF: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2); break; } if(sd->state.lr_flag == 2) break; i = sd->reseff[type2-SC_COMMON_MIN]+val; sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000); break; case SP_MAGIC_ADDELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag != 2) sd->magic_addele[type2]+=val; break; case SP_MAGIC_ADDRACE: if(sd->state.lr_flag != 2) sd->magic_addrace[type2]+=val; break; case SP_MAGIC_ADDSIZE: if(sd->state.lr_flag != 2) sd->magic_addsize[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: switch (sd->state.lr_flag) { case 0: //Right hand ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->right_weapon.add_dmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg)); break; } sd->right_weapon.add_dmg[i].class_ = type2; sd->right_weapon.add_dmg[i].rate += val; if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0])); break; case 1: //Left hand ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->left_weapon.add_dmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg)); break; } sd->left_weapon.add_dmg[i].class_ = type2; sd->left_weapon.add_dmg[i].rate += val; if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0])); break; } break; case SP_ADD_MAGIC_DAMAGE_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg)); break; } sd->add_mdmg[i].class_ = type2; sd->add_mdmg[i].rate += val; if (!sd->add_mdmg[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0])); break; case SP_ADD_DEF_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_def)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def)); break; } sd->add_def[i].class_ = type2; sd->add_def[i].rate += val; if (!sd->add_def[i].rate) //Shift the rest of elements up. memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0])); break; case SP_ADD_MDEF_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdef)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef)); break; } sd->add_mdef[i].class_ = type2; sd->add_mdef[i].rate += val; if (!sd->add_mdef[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0])); break; case SP_HP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.hp_drain[RC_NONBOSS].per += val; sd->right_weapon.hp_drain[RC_BOSS].rate += type2; sd->right_weapon.hp_drain[RC_BOSS].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.hp_drain[RC_NONBOSS].per += val; sd->left_weapon.hp_drain[RC_BOSS].rate += type2; sd->left_weapon.hp_drain[RC_BOSS].per += val; } break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].value += type2; sd->right_weapon.hp_drain[RC_NONBOSS].type = val; sd->right_weapon.hp_drain[RC_BOSS].value += type2; sd->right_weapon.hp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[RC_NONBOSS].value += type2; sd->left_weapon.hp_drain[RC_NONBOSS].type = val; sd->left_weapon.hp_drain[RC_BOSS].value += type2; sd->left_weapon.hp_drain[RC_BOSS].type = val; } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.sp_drain[RC_NONBOSS].per += val; sd->right_weapon.sp_drain[RC_BOSS].rate += type2; sd->right_weapon.sp_drain[RC_BOSS].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.sp_drain[RC_NONBOSS].per += val; sd->left_weapon.sp_drain[RC_BOSS].rate += type2; sd->left_weapon.sp_drain[RC_BOSS].per += val; } break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].value += type2; sd->right_weapon.sp_drain[RC_NONBOSS].type = val; sd->right_weapon.sp_drain[RC_BOSS].value += type2; sd->right_weapon.sp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].value += type2; sd->left_weapon.sp_drain[RC_NONBOSS].type = val; sd->left_weapon.sp_drain[RC_BOSS].value += type2; sd->left_weapon.sp_drain[RC_BOSS].type = val; } break; case SP_SP_VANISH_RATE: if(sd->state.lr_flag != 2) { sd->sp_vanish_rate += type2; sd->sp_vanish_per += val; } break; case SP_GET_ZENY_NUM: if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val) { sd->get_zeny_rate = val; sd->get_zeny_num = type2; } break; case SP_ADD_GET_ZENY_NUM: if(sd->state.lr_flag != 2) { sd->get_zeny_rate += val; sd->get_zeny_num += type2; } break; case SP_WEAPON_COMA_ELE: if(type2 >= ELE_MAX) { ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag == 2) break; sd->weapon_coma_ele[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_WEAPON_COMA_RACE: if(sd->state.lr_flag == 2) break; sd->weapon_coma_race[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_RANDOM_ATTACK_INCREASE: // [Valaris] if(sd->state.lr_flag !=2){ sd->random_attack_increase_add = type2; sd->random_attack_increase_per += val; } break; case SP_WEAPON_ATK: if(sd->state.lr_flag != 2) sd->weapon_atk[type2]+=val; break; case SP_WEAPON_ATK_RATE: if(sd->state.lr_flag != 2) sd->weapon_atk_rate[type2]+=val; break; case SP_CRITICAL_ADDRACE: if(sd->state.lr_flag != 2) sd->critaddrace[type2] += val*10; break; case SP_ADDEFF_WHENHIT: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0); break; case SP_SKILL_ATK: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2); if (i == ARRAYLENGTH(sd->skillatk)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val); break; } if (sd->skillatk[i].id == type2) sd->skillatk[i].val += val; else { sd->skillatk[i].id = type2; sd->skillatk[i].val = val; } break; case SP_SKILL_HEAL: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val); break; } if (sd->skillheal[i].id == type2) sd->skillheal[i].val += val; else { sd->skillheal[i].id = type2; sd->skillheal[i].val = val; } break; case SP_SKILL_HEAL2: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal2)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val); break; } if (sd->skillheal2[i].id == type2) sd->skillheal2[i].val += val; else { sd->skillheal2[i].id = type2; sd->skillheal2[i].val = val; } break; case SP_ADD_SKILL_BLOW: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2); if (i == ARRAYLENGTH(sd->skillblown)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val); break; } if(sd->skillblown[i].id == type2) sd->skillblown[i].val += val; else { sd->skillblown[i].id = type2; sd->skillblown[i].val = val; } break; case SP_CASTRATE: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillcast)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bCastRate 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; case SP_HP_LOSS_RATE: if(sd->state.lr_flag != 2) { sd->hp_loss.value = type2; sd->hp_loss.rate = val; } break; case SP_HP_REGEN_RATE: if(sd->state.lr_flag != 2) { sd->hp_regen.value = type2; sd->hp_regen.rate = val; } break; case SP_ADDRACE2: if (!(type2 > RC2_NONE && type2 < RC2_MAX)) break; if(sd->state.lr_flag != 2) sd->right_weapon.addrace2[type2] += val; else sd->left_weapon.addrace2[type2] += val; break; case SP_SUBSIZE: if(sd->state.lr_flag != 2) sd->subsize[type2]+=val; break; case SP_SUBRACE2: if (!(type2 > RC2_NONE && type2 < RC2_MAX)) break; if(sd->state.lr_flag != 2) sd->subrace2[type2]+=val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag == 2) break; if (type2 < MAX_ITEMGROUP) { //Group bonus sd->itemgrouphealrate[type2] += val; break; } //Standard item bonus. for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++); if(i == ARRAYLENGTH(sd->itemhealrate)) { ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate)); break; } sd->itemhealrate[i].nameid = type2; sd->itemhealrate[i].rate += val; break; case SP_EXP_ADDRACE: if(sd->state.lr_flag != 2) sd->expaddrace[type2]+=val; break; case SP_SP_GAIN_RACE: if(sd->state.lr_flag != 2) sd->sp_gain_race[type2]+=val; break; case SP_ADD_MONSTER_DROP_ITEM: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<state.lr_flag != 2) { sd->sp_loss.value = type2; sd->sp_loss.rate = val; } break; case SP_SP_REGEN_RATE: if(sd->state.lr_flag != 2) { sd->sp_regen.value = type2; sd->sp_regen.rate = val; } break; case SP_HP_DRAIN_VALUE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[type2].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[type2].value += val; } break; case SP_SP_DRAIN_VALUE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[type2].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[type2].value += val; } break; case SP_IGNORE_MDEF_RATE: if(sd->state.lr_flag != 2) sd->ignore_mdef[type2] += val; break; case SP_IGNORE_DEF_RATE: if(sd->state.lr_flag != 2) sd->ignore_def[type2] += val; break; default: ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); break; } return 0; } int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) { nullpo_ret(sd); switch(type){ case SP_ADD_MONSTER_DROP_ITEM: if(sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), target?-type2:type2, type3, val, 0, current_equip_card_id); } break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id); } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.sp_drain[RC_NONBOSS].per += type3; sd->right_weapon.sp_drain[RC_NONBOSS].type = val; sd->right_weapon.sp_drain[RC_BOSS].rate += type2; sd->right_weapon.sp_drain[RC_BOSS].per += type3; sd->right_weapon.sp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.sp_drain[RC_NONBOSS].per += type3; sd->left_weapon.sp_drain[RC_NONBOSS].type = val; sd->left_weapon.sp_drain[RC_BOSS].rate += type2; sd->left_weapon.sp_drain[RC_BOSS].per += type3; sd->left_weapon.sp_drain[RC_BOSS].type = val; } break; case SP_HP_DRAIN_RATE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[type2].rate += type3; sd->right_weapon.hp_drain[type2].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[type2].rate += type3; sd->left_weapon.hp_drain[type2].per += val; } break; case SP_SP_DRAIN_RATE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[type2].rate += type3; sd->right_weapon.sp_drain[type2].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[type2].rate += type3; sd->left_weapon.sp_drain[type2].per += val; } break; case SP_ADD_MONSTER_DROP_ITEMGROUP: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1< SC_MAX) { ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2, sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val); break; case SP_ADDEFF_WHENHIT: if (type2 > SC_MAX) { ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val); break; case SP_ADDEFF_ONSKILL: if( type3 > SC_MAX ) { ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3); break; } if( sd->state.lr_flag != 2 ) pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET); break; case SP_ADDELE: if (type2 > ELE_MAX) { ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2); break; } if (sd->state.lr_flag != 2) pc_bonus_addele(sd, (unsigned char)type2, type3, val); break; case SP_SUBELE: if (type2 > ELE_MAX) { ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2); break; } if (sd->state.lr_flag != 2) pc_bonus_subele(sd, (unsigned char)type2, type3, val); break; default: ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val); break; } return 0; } int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val) { nullpo_ret(sd); switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id); break; case SP_AUTOSPELL_ONSKILL: if(sd->state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id); } break; case SP_ADDEFF_ONSKILL: if( type2 > SC_MAX ) { ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2); break; } if( sd->state.lr_flag != 2 ) pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val); break; default: ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val); break; } return 0; } int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val) { nullpo_ret(sd); switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; case SP_AUTOSPELL_ONSKILL: if(sd->state.lr_flag != 2) pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id); break; default: ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val); break; } return 0; } /*========================================== * Grants a player a given skill. Flag values are: * 0 - Grant skill unconditionally and forever (only this one invokes status_calc_pc, * as the other two are assumed to be invoked from within it) * 1 - Grant an item skill (temporary) * 2 - Like 1, except the level granted can stack with previously learned level. *------------------------------------------*/ int pc_skill(TBL_PC* sd, int id, int level, int flag) { nullpo_ret(sd); if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) { ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id); return 0; } if( level > MAX_SKILL_LEVEL ) { ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL); return 0; } if( flag == 2 && sd->status.skill[id].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[id].lv); return 0; } switch( flag ){ case 0: //Set skill data overwriting whatever was there before. sd->status.skill[id].id = id; sd->status.skill[id].lv = level; sd->status.skill[id].flag = 0; if( !level ) //Remove skill. { sd->status.skill[id].id = 0; clif_deleteskill(sd,id); } else clif_addskill(sd,id); if( !skill_get_inf(id) ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; case 1: //Item bonus skill. if( sd->status.skill[id].id == id ){ if( sd->status.skill[id].lv >= level ) return 0; if( !sd->status.skill[id].flag ) //Non-granted skill, store it's level. sd->status.skill[id].flag = sd->status.skill[id].lv + 2; } else { sd->status.skill[id].id = id; sd->status.skill[id].flag = 1; } sd->status.skill[id].lv = level; break; case 2: //Add skill bonus on top of what you had. if( sd->status.skill[id].id == id ){ if( !sd->status.skill[id].flag ) // Store previous level. sd->status.skill[id].flag = sd->status.skill[id].lv + 2; } else { sd->status.skill[id].id = id; sd->status.skill[id].flag = 1; //Set that this is a bonus skill. } sd->status.skill[id].lv += level; break; default: //Unknown flag? return 0; } return 1; } /*========================================== * ƒJ?ƒh?“ü *------------------------------------------*/ int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip) { int i; int nameid; nullpo_ret(sd); if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL ) return 0; //Invalid item index. if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL ) return 0; //Invalid card index. if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 ) return 0; // target item missing if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 ) return 0; // target card missing if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR ) return 0; // only weapons and armor are allowed if( sd->inventory_data[idx_card]->type != IT_CARD ) return 0; // must be a card if( sd->status.inventory[idx_equip].identify == 0 ) return 0; // target must be identified if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) ) return 0; // card slots reserved for other purposes if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 ) return 0; // card cannot be compounded on this item type if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD ) return 0; // attempted to place shield card on left-hand weapon. if( sd->status.inventory[idx_equip].equip != 0 ) return 0; // item must be unequipped ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 ); if( i == sd->inventory_data[idx_equip]->slot ) return 0; // no free slots // remember the card id to insert nameid = sd->status.inventory[idx_card].nameid; if( pc_delitem(sd,idx_card,1,1,0) == 1 ) {// failed clif_insert_card(sd,idx_equip,idx_card,1); } else {// success sd->status.inventory[idx_equip].card[i] = nameid; clif_insert_card(sd,idx_equip,idx_card,0); } return 0; } // // ƒAƒCƒeƒ€•¨ // /*========================================== * ƒXƒLƒ‹‚É‚æ‚锃‚¢’lC³ *------------------------------------------*/ int pc_modifybuyvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate1 = 0,rate2 = 0; if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ƒfƒBƒXƒJƒEƒ“ƒg rate1 = 5+skill*2-((skill==10)? 1:0); if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // ƒRƒ€ƒpƒ‹ƒVƒ‡ƒ“ƒfƒBƒXƒJƒEƒ“ƒg rate2 = 5+skill*4; if(rate1 < rate2) rate1 = rate2; if(rate1) val = (int)((double)orig_value*(double)(100-rate1)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * ƒXƒLƒ‹‚É‚æ‚é?‚è’lC³ *------------------------------------------*/ int pc_modifysellvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate = 0; if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // ƒI?ƒo?ƒ`ƒƒ?ƒW rate = 5+skill*2-((skill==10)? 1:0); if(rate) val = (int)((double)orig_value*(double)(100+rate)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * ƒAƒCƒeƒ€‚𔃂Á‚½ŽbÉAV‚µ‚¢ƒAƒCƒeƒ€—“‚ðŽg‚¤‚©A * 3–œŒÂ§ŒÀ‚É‚©‚©‚é‚©Šm”F *------------------------------------------*/ 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; } /*========================================== * ‹ó‚«ƒAƒCƒeƒ€—“‚ÌŒÂ? *------------------------------------------*/ 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; } /*========================================== * ‚¨‹à‚ð?‚¤ *------------------------------------------*/ int pc_payzeny(struct map_session_data *sd,int zeny) { nullpo_ret(sd); if( zeny < 0 ) return pc_getzeny(sd, -zeny); if( sd->status.zeny < zeny ) return 1; //Not enough. sd->status.zeny -= zeny; clif_updatestatus(sd,SP_ZENY); return 0; } /*========================================== * Cash Shop *------------------------------------------*/ void pc_paycash(struct map_session_data *sd, int price, int points) { char output[128]; int cash = price - points; nullpo_retv(sd); pc_setaccountreg(sd,"#CASHPOINTS",sd->cashPoints - cash); pc_setaccountreg(sd,"#KAFRAPOINTS",sd->kafraPoints - points); sprintf(output, "Used %d kafra points and %d cash points. %d kafra and %d cash points remaining.", points, cash, sd->kafraPoints, sd->cashPoints); clif_disp_onlyself(sd, output, strlen(output)); } void pc_getcash(struct map_session_data *sd, int cash, int points) { char output[128]; nullpo_retv(sd); if( cash > 0 ) { pc_setaccountreg(sd,"#CASHPOINTS",sd->cashPoints + cash); sprintf(output, "Gained %d cash points. Total %d points", cash, sd->cashPoints); clif_disp_onlyself(sd, output, strlen(output)); } if( points > 0 ) { pc_setaccountreg(sd,"#KAFRAPOINTS",sd->kafraPoints + points); sprintf(output, "Gained %d kafra points. Total %d points", points, sd->kafraPoints); clif_disp_onlyself(sd, output, strlen(output)); } } /*========================================== * ‚¨‹à‚𓾂é *------------------------------------------*/ int pc_getzeny(struct map_session_data *sd,int zeny) { nullpo_ret(sd); if( zeny < 0 ) return pc_payzeny(sd, -zeny); if( zeny > MAX_ZENY - sd->status.zeny ) zeny = MAX_ZENY - sd->status.zeny; sd->status.zeny += zeny; clif_updatestatus(sd,SP_ZENY); if( zeny > 0 && sd->state.showzeny ) { char output[255]; sprintf(output, "Gained %dz.", zeny); clif_disp_onlyself(sd,output,strlen(output)); } return 0; } /*========================================== * ƒAƒCƒeƒ€‚ð’T‚µ‚ÄAƒCƒ“ƒfƒbƒNƒX‚ð•Ô‚· *------------------------------------------*/ int pc_search_inventory(struct map_session_data *sd,int item_id) { int i; nullpo_retr(-1, sd); ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) ); return ( i < MAX_INVENTORY ) ? i : -1; } /*========================================== * ƒAƒCƒeƒ€’ljÁBŒÂ?‚Ì‚Ýitem\‘¢?‚Ì?Žš‚𖳎‹ *------------------------------------------*/ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount) { 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 5; } w = data->weight*amount; if(sd->weight + w > sd->max_weight) return 2; i = MAX_INVENTORY; if( itemdb_isstackable2(data) && item_data->expire_time == 0 ) { // Stackable | Non Rental for( i = 0; i < MAX_INVENTORY; i++ ) { if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 ) { if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) ) return 5; sd->status.inventory[i].amount += amount; clif_additem(sd,i,amount,0); break; } } } if( i >= MAX_INVENTORY ) { i = pc_search_inventory(sd,0); if( i < 0 ) return 4; memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0])); // clear equips field first, just in case if( item_data->equip ) sd->status.inventory[i].equip = 0; sd->status.inventory[i].amount = amount; sd->inventory_data[i] = data; clif_additem(sd,i,amount,0); } sd->weight += w; clif_updatestatus(sd,SP_WEIGHT); //Auto-equip if(data->flag.autoequip) pc_equipitem(sd, i, data->equip); return 0; } /*========================================== * ƒAƒCƒeƒ€‚ðŒ¸‚ç‚· *------------------------------------------*/ int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason) { nullpo_retr(1, sd); if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amountinventory_data[n] == NULL) return 1; sd->status.inventory[n].amount -= amount; sd->weight -= sd->inventory_data[n]->weight*amount ; if(sd->status.inventory[n].amount<=0){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,3); memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0])); sd->inventory_data[n] = NULL; } if(!(type&1)) clif_delitem(sd,n,amount,reason); if(!(type&2)) clif_updatestatus(sd,SP_WEIGHT); return 0; } /*========================================== * ƒAƒCƒeƒ€‚ð—Ž‚· *------------------------------------------*/ 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->vender_id != 0 || !sd->inventory_data[n] //pc_delitem would fail on this case. ) return 0; if( map[sd->bl.m].flag.nodrop ) { clif_displaymessage (sd->fd, msg_txt(271)); return 0; //Can't drop items in nodrop mapflag maps. } if( !pc_candrop(sd,&sd->status.inventory[n]) ) { clif_displaymessage (sd->fd, msg_txt(263)); return 0; } //Logs items, dropped by (P)layers [Lupus] if(log_config.enable_logs&0x8) log_pick_pc(sd, "P", sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]); //Logs if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2)) return 0; pc_delitem(sd, n, amount, 0, 7); return 1; } /*========================================== * ƒAƒCƒeƒ€‚ðE‚¤ *------------------------------------------*/ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) { int flag=0; unsigned int tick = gettick(); struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL; struct party_data *p=NULL; nullpo_ret(sd); nullpo_ret(fitem); if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED) return 0; // ‹——£‚ª‰“‚¢ if (sd->status.party_id) p = party_search(sd->status.party_id); if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id) { first_sd = 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) { 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) { 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.id); return 1; } int pc_isUseitem(struct map_session_data *sd,int n) { struct item_data *item; int nameid; nullpo_ret(sd); item = sd->inventory_data[n]; nameid = sd->status.inventory[n].nameid; if( item == NULL ) return 0; //Not consumable item if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH ) return 0; if( !item->script ) //if it has no script, you can't really consume it! return 0; switch( nameid ) { case 605: // Anodyne if( map_flag_gvg(sd->bl.m) ) return 0; case 606: if( pc_issit(sd) ) return 0; break; case 601: // Fly Wing case 12212: // Giant Fly Wing if( map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m) ) { clif_skill_teleportmessage(sd,0); return 0; } case 602: // ButterFly Wing case 14527: // Dungeon Teleport Scroll case 14581: // Dungeon Teleport Scroll case 14582: // Yellow Butterfly Wing case 14583: // Green Butterfly Wing case 14584: // Red Butterfly Wing case 14585: // Blue Butterfly Wing case 14591: // Siege Teleport Scroll if( sd->duel_group && !battle_config.duel_allow_teleport ) { clif_displaymessage(sd->fd, "Duel: Can't use this item in duel."); return 0; } if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn ) return 0; break; case 604: // Dead Branch case 12024: // Red Pouch case 12103: // Bloody Branch case 12109: // Poring Box if( map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m) ) return 0; break; case 12210: // Bubble Gum case 12264: // Comp Bubble Gum if( sd->sc.data[SC_ITEMBOOST] ) return 0; break; case 12208: // Battle Manual case 12263: // Comp Battle Manual case 12312: // Thick Battle Manual case 12705: // Noble Nameplate case 14532: // Battle_Manual25 case 14533: // Battle_Manual100 case 14545: // Battle_Manual300 if( sd->sc.data[SC_EXPBOOST] ) return 0; break; case 14592: // JOB_Battle_Manual if( sd->sc.data[SC_JEXPBOOST] ) return 0; break; // Mercenary Items case 12184: // Mercenary's Red Potion case 12185: // Mercenary's Blue Potion case 12241: // Mercenary's Concentration Potion case 12242: // Mercenary's Awakening Potion case 12243: // Mercenary's Berserk Potion if( sd->md == NULL || sd->md->db == NULL ) return 0; if( sd->md->sc.data[SC_BERSERK] ) return 0; if( nameid == 12242 && sd->md->db->lv < 40 ) return 0; if( nameid == 12243 && sd->md->db->lv < 80 ) return 0; break; } if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL ) return 0; // Mercenary Scrolls //added item_noequip.txt items check by Maya&[Lupus] if ( (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction ) return 0; //Gender check if(item->sex != 2 && sd->status.sex != item->sex) return 0; //Required level check if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; //Not equipable by class. [Skotlex] if (!( (1<<(sd->class_&MAPID_BASEMASK)) & (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)]) )) return 0; //Not usable by upper class. [Skotlex] if(!( (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) & item->class_upper )) return 0; //Dead Branch & Bloody Branch & Porings Box if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109)) log_branch(sd); return 1; } /*========================================== * ƒAƒCƒeƒ€‚ðŽg‚¤ *------------------------------------------*/ int pc_useitem(struct map_session_data *sd,int n) { unsigned int tick = gettick(); int amount, i, nameid; struct script_code *script; nullpo_ret(sd); if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 ) return 0; if( !pc_isUseitem(sd,n) ) return 0; //Prevent mass item usage. [Skotlex] if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 || (itemdb_iscashfood(sd->status.inventory[n].nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0) ) return 0; 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_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM) )) return 0; // Store information for later use before it is lost (via pc_delitem) [Paradox924X] nameid = sd->inventory_data[n]->nameid; //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 ) { // Check if there is a delay on this item [Paradox924X] ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid || !sd->item_delay[i].nameid); if( i < MAX_ITEMDELAYS ) { if( sd->item_delay[i].nameid ) {// found if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) return 0; // Delay has not expired yet } else {// not yet used item (all slots are initially empty) sd->item_delay[i].nameid = nameid; } 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); } } sd->itemid = sd->status.inventory[n].nameid; sd->itemindex = n; if(sd->catch_target_class != -1) //Abort pet catching. sd->catch_target_class = -1; amount = sd->status.inventory[n].amount; script = sd->inventory_data[n]->script; //Check if the item is to be consumed immediately [Skotlex] if( sd->inventory_data[n]->flag.delay_consume ) clif_useitemack(sd,n,amount,1); else { if( sd->status.inventory[n].expire_time == 0 ) { clif_useitemack(sd,n,amount-1,1); //Logs (C)onsumable items [Lupus] if( log_config.enable_logs&0x100 ) log_pick_pc(sd, "C", sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]); pc_delitem(sd,n,1,1,0); // Rental Usable Items are not deleted until expiration } else clif_useitemack(sd,n,0,0); } if(sd->status.inventory[n].card[0]==CARD0_CREATE && pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST)) { potion_flag = 2; // Famous player's potions have 50% more efficiency if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE) potion_flag = 3; //Even more effective potions. } //Update item use time. sd->canuseitem_tick = tick + battle_config.item_use_interval; if( itemdb_iscashfood(nameid) ) sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval; run_script(script,0,sd->bl.id,fake_nd->bl.id); potion_flag = 0; return 1; } /*========================================== * ƒJ?ƒgƒAƒCƒeƒ€’ljÁBŒÂ?‚Ì‚Ýitem\‘¢?‚Ì?Žš‚𖳎‹ *------------------------------------------*/ int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount) { struct item_data *data; int i,w; nullpo_retr(1, sd); nullpo_retr(1, item_data); if(item_data->nameid <= 0 || amount <= 0) return 1; data = itemdb_search(item_data->nameid); if( data->stack.cart && amount > data->stack.amount ) {// item stack limitation return 1; } if( !itemdb_cancartstore(item_data, pc_isGM(sd)) ) { // Check item trade restrictions [Skotlex] clif_displaymessage (sd->fd, msg_txt(264)); return 1; } if( (w = data->weight*amount) + sd->cart_weight > battle_config.max_cart_weight ) return 1; i = MAX_CART; if( itemdb_isstackable2(data) && !item_data->expire_time ) { ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == item_data->nameid && sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] && sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] ); }; if( i < MAX_CART ) {// item already in cart, stack it if( amount > MAX_AMOUNT - sd->status.cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->status.cart[i].amount ) ) return 1; // no room sd->status.cart[i].amount+=amount; clif_cart_additem(sd,i,amount,0); } else {// item not stackable or not present, add it ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 ); if( i == MAX_CART ) return 1; // no room memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0])); sd->status.cart[i].amount=amount; sd->cart_num++; clif_cart_additem(sd,i,amount,0); } sd->cart_weight += w; clif_updatestatus(sd,SP_CARTINFO); return 0; } /*========================================== * ƒJ?ƒgƒAƒCƒeƒ€‚ðŒ¸‚ç‚· *------------------------------------------*/ int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type) { nullpo_retr(1, sd); if(sd->status.cart[n].nameid==0 || sd->status.cart[n].amountstatus.cart[n].amount -= amount; sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ; if(sd->status.cart[n].amount <= 0){ memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0])); sd->cart_num--; } if(!type) { clif_cart_delitem(sd,n,amount); clif_updatestatus(sd,SP_CARTINFO); } return 0; } /*========================================== * ƒJ?ƒg‚ÖƒAƒCƒeƒ€ˆÚ“® *------------------------------------------*/ int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_ret(sd); if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex] return 1; item_data = &sd->status.inventory[idx]; if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->vender_id ) return 1; if( pc_cart_additem(sd,item_data,amount) == 0 ) return pc_delitem(sd,idx,amount,0,5); return 1; } /*========================================== * ƒJ?ƒg?‚̃AƒCƒeƒ€?Šm”F(ŒÂ?‚Ì·•ª‚ð•Ô‚·) *------------------------------------------*/ int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount) { struct item* item_data; nullpo_retr(-1, sd); item_data = &sd->status.cart[idx]; if( item_data->nameid == 0 || item_data->amount == 0 ) return -1; return item_data->amount - amount; } /*========================================== * ƒJ?ƒg‚©‚çƒAƒCƒeƒ€ˆÚ“® *------------------------------------------*/ 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->amountvender_id ) return 1; if((flag = pc_additem(sd,item_data,amount)) == 0) return pc_cart_delitem(sd,idx,amount,0); clif_additem(sd,0,0,flag); return 1; } /*========================================== * ƒXƒeƒBƒ‹•iŒöŠJ *------------------------------------------*/ int pc_show_steal(struct block_list *bl,va_list ap) { struct map_session_data *sd; int itemid; struct item_data *item=NULL; char output[100]; sd=va_arg(ap,struct map_session_data *); itemid=va_arg(ap,int); if((item=itemdb_exists(itemid))==NULL) sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid); else sprintf(output,"%s stole %s.",sd->status.name,item->jname); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); return 0; } /*========================================== * *------------------------------------------*/ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv) { int i,itemid,flag; double rate; struct status_data *sd_status, *md_status; struct mob_data *md; struct item tmp_item; if(!sd || !bl || bl->type!=BL_MOB) return 0; md = (TBL_MOB *)bl; if(md->state.steal_flag == UCHAR_MAX || md->sc.opt1) //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 || (md->class_ >= 1324 && md->class_ < 1364) || // Treasure Boxes WoE (md->class_ >= 1938 && md->class_ < 1946) || // Treasure Boxes WoE SE map[bl->m].flag.nomobloot || // check noloot map flag [Lorky] (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus] md->state.steal_flag++ >= battle_config.skill_steal_max_tries) ) { //Can't steal from md->state.steal_flag = UCHAR_MAX; return 0; } // base skill success chance (percentual) rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4; rate += sd->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 && itemdb_exists(md->db->dropitem[i].nameid) && rand() % 10000 < md->db->dropitem[i].p * rate/100. ) break; if( i == MAX_STEAL_DROP ) return 0; itemid = md->db->dropitem[i].nameid; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = itemdb_isidentified(itemid); flag = pc_additem(sd,&tmp_item,1); //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] if(log_config.enable_logs&0x80) { log_pick_mob(md, "M", itemid, -1, NULL); log_pick_pc(sd, "P", itemid, 1, NULL); } //A Rare Steal Global Announce by Lupus if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_search(itemid); sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100); //MSG: "'%s' stole %s's %s (chance: %0.02f%%)" intif_broadcast(message,strlen(message)+1,0); } return 1; } /*========================================== * *------------------------------------------*/ int pc_steal_coin(struct map_session_data *sd,struct block_list *target) { int rate,skill; struct mob_data *md; if(!sd || !target || target->type != BL_MOB) return 0; md = (TBL_MOB*)target; if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS ) return 0; if( (md->class_ >= 1324 && md->class_ < 1364) || (md->class_ >= 1938 && md->class_ < 1946) ) return 0; skill = pc_checkskill(sd,RG_STEALCOIN)*10; rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2; if(rand()%1000 < rate) { pc_getzeny(sd,md->level*10 + rand()%100); md->state.steal_coin_flag = 1; return 1; } return 0; } /*========================================== * Set's a player position. * Return values: * 0 - Success. * 1 - Invalid map index. * 2 - Map not in this map-server, and failed to locate alternate map-server. *------------------------------------------*/ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype) { struct party_data *p; int m; nullpo_ret(sd); if( !mapindex || !mapindex_id2name(mapindex) ) { ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex); return 1; } if( pc_isdead(sd) ) { //Revive dead people before warping them pc_setstand(sd); pc_setrestartvalue(sd,1); } m = map_mapindex2mapid(mapindex); if( map[m].flag.src4instance && sd->status.party_id && (p = party_search(sd->status.party_id)) != NULL && p->instance_id ) { // Request the mapid of this src map into the instance of the party int im = instance_map2imap(m, p->instance_id); if( im < 0 ) ; // Player will enter the src map for instances else { // Changes destiny to the instance map, not the source map m = im; mapindex = map_id2index(m); } } sd->state.changemap = (sd->mapindex != mapindex); if( sd->state.changemap ) { // Misc map-changing settings sd->state.pmap = sd->bl.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_BOSSMAPINFO, INVALID_TIMER); status_change_end(&sd->bl, SC_WARM, INVALID_TIMER); status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER); status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER); if (sd->sc.data[SC_KNOWLEDGE]) { struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE]; if (sce->timer != INVALID_TIMER) delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE); } } 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; } if( m < 0 ) { uint32 ip; uint16 port; //if can't find any map-servers, just abort setting position. if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port)) return 2; if (sd->npc_id) npc_event_dequeue(sd); npc_script_event(sd, NPCE_LOGOUT); //remove from map, THEN change x/y coordinates unit_remove_map_pc(sd,clrtype); sd->mapindex = mapindex; sd->bl.x=x; sd->bl.y=y; pc_clean_skilltree(sd); chrif_save(sd,2); chrif_changemapserver(sd, ip, (short)port); //Free session data from this map server [Kevin] unit_free_pc(sd); return 0; } if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys ) { ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y); x = y = 0; // make it random } if( x == 0 && y == 0 ) {// pick a random walkable cell do { x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; } while(map_getcell(m,x,y,CELL_CHKNOPASS)); } if(sd->bl.prev != NULL){ unit_remove_map_pc(sd,clrtype); clif_changemap(sd,map[m].index,x,y); // [MouseJstr] } else if(sd->state.active) //Tag player for rewarping after map-loading is done. [Skotlex] sd->state.rewarp = 1; sd->mapindex = mapindex; sd->bl.m = m; sd->bl.x = sd->ud.to_x = x; sd->bl.y = sd->ud.to_y = y; if( sd->status.guild_id > 0 && map[m].flag.gvg_castle ) { // Increased guild castle regen [Valaris] struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); if(gc && gc->guild_id == sd->status.guild_id) sd->regen.state.gc = 1; } if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) { sd->pd->bl.m = m; sd->pd->bl.x = sd->pd->ud.to_x = x; sd->pd->bl.y = sd->pd->ud.to_y = y; sd->pd->ud.dir = sd->ud.dir; } if( merc_is_hom_active(sd->hd) ) { sd->hd->bl.m = m; sd->hd->bl.x = sd->hd->ud.to_x = x; sd->hd->bl.y = sd->hd->ud.to_y = y; sd->hd->ud.dir = sd->ud.dir; } if( sd->md ) { sd->md->bl.m = m; sd->md->bl.x = sd->md->ud.to_x = x; sd->md->bl.y = sd->md->ud.to_y = y; sd->md->ud.dir = sd->ud.dir; } return 0; } /*========================================== * PC‚̃‰ƒ“ƒ_ƒ€ƒ?ƒv *------------------------------------------*/ int pc_randomwarp(struct map_session_data *sd, clr_type type) { int x,y,i=0; int m; nullpo_ret(sd); m=sd->bl.m; if (map[sd->bl.m].flag.noteleport) // ƒeƒŒƒ|?ƒg‹ÖŽ~ return 0; do{ x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; }while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 ); if (i < 1000) return pc_setpos(sd,map[sd->bl.m].index,x,y,type); return 0; } /// Warps one player to another. /// @param sd player to warp. /// @param pl_sd player to warp to. int pc_warpto(struct map_session_data* sd, struct map_session_data* pl_sd) { if( map[sd->bl.m].flag.nowarp && battle_config.any_warp_GM_min_level > pc_isGM(sd) ) { return -2; } if( map[pl_sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd) ) { return -3; } return pc_setpos(sd, pl_sd->mapindex, pl_sd->bl.x, pl_sd->bl.y, CLR_TELEPORT); } /// Recalls one player to another. /// @param sd player to warp to. /// @param pl_sd player to warp. int pc_recall(struct map_session_data* sd, struct map_session_data* pl_sd) { if( map[pl_sd->bl.m].flag.nowarp && battle_config.any_warp_GM_min_level > pc_isGM(sd) ) { return -2; } if( map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd) ) { return -3; } return pc_setpos(pl_sd, sd->mapindex, sd->bl.x, sd->bl.y, CLR_RESPAWN); } /*========================================== * Records a memo point at sd's current position * pos - entry to replace, (-1: shift oldest entry out) *------------------------------------------*/ int pc_memo(struct map_session_data* sd, int pos) { int skill; nullpo_ret(sd); // check mapflags if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && battle_config.any_warp_GM_min_level > pc_isGM(sd) ) { clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized." return 0; } // check inputs if( pos < -1 || pos >= MAX_MEMOPOINTS ) return 0; // invalid input // check required skill level skill = pc_checkskill(sd, AL_WARP); if( skill < 1 ) { clif_skill_memomessage(sd,2); // "You haven't learned Warp." return 0; } if( skill < 2 || skill - 2 < pos ) { clif_skill_memomessage(sd,1); // "Skill Level is not high enough." return 0; } if( pos == -1 ) { int i; // prevent memo-ing the same map multiple times ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) ); memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point)); pos = 0; } sd->status.memo_point[pos].map = map_id2index(sd->bl.m); sd->status.memo_point[pos].x = sd->bl.x; sd->status.memo_point[pos].y = sd->bl.y; clif_skill_memomessage(sd, 0); return 1; } // // •Ší?? // /*========================================== * ƒXƒLƒ‹‚Ì?õ Š—L‚µ‚Ä‚¢‚½ê‡Lv‚ª•Ô‚é *------------------------------------------*/ int pc_checkskill(struct map_session_data *sd,int skill_id) { if(sd == NULL) return 0; if( skill_id>=GD_SKILLBASE){ struct guild *g; if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL) return guild_checkskill(g,skill_id); return 0; } if(sd->status.skill[skill_id].id == skill_id) return (sd->status.skill[skill_id].lv); return 0; } /*========================================== * •Ší?X‚É‚æ‚éƒXƒLƒ‹‚Ì??ƒ`ƒFƒbƒN * ˆø?F * struct map_session_data *sd ƒZƒbƒVƒ‡ƒ“ƒf?ƒ^ * int nameid ?”õ•iID * •Ô‚è’lF * 0 ?X‚È‚µ * -1 ƒXƒLƒ‹‚ð‰ðœ *------------------------------------------*/ int pc_checkallowskill(struct map_session_data *sd) { const enum sc_type scw_list[] = { SC_TWOHANDQUICKEN, SC_ONEHAND, SC_AURABLADE, SC_PARRYING, SC_SPEARQUICKEN, SC_ADRENALINE, SC_ADRENALINE2, SC_GATLINGFEVER }; const enum sc_type scs_list[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD }; 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(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_SPURT] && sd->status.weapon) // Spurt requires bare hands (feet, in fact xD) status_change_end(&sd->bl, SC_SPURT, 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; } /*========================================== * ? ”õ•i‚̃`ƒFƒbƒN *------------------------------------------*/ int pc_checkequip(struct map_session_data *sd,int pos) { int i; nullpo_retr(-1, sd); for(i=0;iequip_index[i]; } return -1; } /*========================================== * Convert's from the client's lame Job ID system * to the map server's 'makes sense' system. [Skotlex] *------------------------------------------*/ int pc_jobid2mapid(unsigned short b_class) { switch(b_class) { case JOB_NOVICE: return MAPID_NOVICE; //1st classes 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; //2_1 classes 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; //2_2 classes 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; //3_1 classes case JOB_RUNE_KNIGHT: return MAPID_RUNE_KNIGHT; case JOB_WARLOCK: return MAPID_WARLOCK; case JOB_RANGER: return MAPID_RANGER; case JOB_ARCHBISHOP: return MAPID_ARCHBISHOP; case JOB_MECHANIC: return MAPID_MECHANIC; case JOB_GUILLOTINE_CROSS: return MAPID_GUILLOTINE_CROSS; //3_2 classes 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; //1st: advanced 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; //2_1 advanced 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; //2_2 advanced 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; //3_1 advanced case JOB_RUNE_KNIGHT_H: return MAPID_RUNE_KNIGHT_H; case JOB_WARLOCK_H: return MAPID_WARLOCK_H; case JOB_RANGER_H: return MAPID_RANGER_H; case JOB_ARCHBISHOP_H: return MAPID_ARCHBISHOP_H; case JOB_MECHANIC_H: return MAPID_MECHANIC_H; case JOB_GUILLOTINE_CROSS_H:return MAPID_GUILLOTINE_CROSS_H; //3_2 advanced case JOB_ROYAL_GUARD_H: return MAPID_ROYAL_GUARD_H; case JOB_SORCERER_H: return MAPID_SORCERER_H; case JOB_MINSTREL_H: case JOB_WANDERER_H: return MAPID_MINSTRELWANDERER_H; case JOB_SURA_H: return MAPID_SURA_H; case JOB_GENETIC_H: return MAPID_GENETIC_H; case JOB_SHADOW_CHASER_H: return MAPID_SHADOW_CHASER_H; //1-1 baby 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; //2_1 baby 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; //2_2 baby 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 baby classes 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; //3_2 baby classes case JOB_BABY_GUARD: return MAPID_BABY_GUARD; case JOB_BABY_SORCERER: return MAPID_BABY_SORCERER; case JOB_BABY_WANDERER: case JOB_BABY_MINSTREL: return MAPID_BABY_MINSTRELWANDERER; case JOB_BABY_SURA: return MAPID_BABY_SURA; case JOB_BABY_GENETIC: return MAPID_BABY_GENETIC; case JOB_BABY_CHASER: return MAPID_BABY_CHASER; default: return -1; } } //Reverts the map-style class id to the client-style one. int pc_mapid2jobid(unsigned short class_, int sex) { switch(class_) { case MAPID_NOVICE: return JOB_NOVICE; //1st classes 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; //2_1 classes case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE; case MAPID_KNIGHT: return JOB_KNIGHT; case MAPID_WIZARD: return JOB_WIZARD; case MAPID_HUNTER: return JOB_HUNTER; case MAPID_PRIEST: return JOB_PRIEST; case MAPID_BLACKSMITH: return JOB_BLACKSMITH; case MAPID_ASSASSIN: return JOB_ASSASSIN; case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR; //2_2 classes case MAPID_CRUSADER: return JOB_CRUSADER; case MAPID_SAGE: return JOB_SAGE; case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER; case MAPID_MONK: return JOB_MONK; case MAPID_ALCHEMIST: return JOB_ALCHEMIST; case MAPID_ROGUE: return JOB_ROGUE; case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER; //3_1 classes case MAPID_RUNE_KNIGHT: return JOB_RUNE_KNIGHT; case MAPID_WARLOCK: return JOB_WARLOCK; case MAPID_RANGER: return JOB_RANGER; case MAPID_ARCHBISHOP: return JOB_ARCHBISHOP; case MAPID_MECHANIC: return JOB_MECHANIC; case MAPID_GUILLOTINE_CROSS:return JOB_GUILLOTINE_CROSS; //3_2 classes 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; //1st: advanced case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH; case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH; case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH; case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH; case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH; case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH; case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH; //2_1 advanced case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT; case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD; case MAPID_SNIPER: return JOB_SNIPER; case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST; case MAPID_WHITESMITH: return JOB_WHITESMITH; case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS; //2_2 advanced case MAPID_PALADIN: return JOB_PALADIN; case MAPID_PROFESSOR: return JOB_PROFESSOR; case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY; case MAPID_CHAMPION: return JOB_CHAMPION; case MAPID_CREATOR: return JOB_CREATOR; case MAPID_STALKER: return JOB_STALKER; //3_1 advanced case MAPID_RUNE_KNIGHT_H: return JOB_RUNE_KNIGHT_H; case MAPID_WARLOCK_H: return JOB_WARLOCK_H; case MAPID_RANGER_H: return JOB_RANGER_H; case MAPID_ARCHBISHOP_H: return JOB_ARCHBISHOP_H; case MAPID_MECHANIC_H: return JOB_MECHANIC_H; case MAPID_GUILLOTINE_CROSS_H: return JOB_GUILLOTINE_CROSS_H; //3_2 advanced case MAPID_ROYAL_GUARD_H: return JOB_ROYAL_GUARD_H; case MAPID_SORCERER_H: return JOB_SORCERER_H; case MAPID_MINSTRELWANDERER_H: return sex?JOB_MINSTREL_H:JOB_WANDERER_H; case MAPID_SURA_H: return JOB_SURA_H; case MAPID_GENETIC_H: return JOB_GENETIC_H; case MAPID_SHADOW_CHASER_H: return JOB_SHADOW_CHASER_H; //1-1 baby case MAPID_BABY: return JOB_BABY; case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN; case MAPID_BABY_MAGE: return JOB_BABY_MAGE; case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER; case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE; case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT; case MAPID_BABY_THIEF: return JOB_BABY_THIEF; //2_1 baby case MAPID_SUPER_BABY: return JOB_SUPER_BABY; case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT; case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD; case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER; case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST; case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH; case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN; //2_2 baby case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER; case MAPID_BABY_SAGE: return JOB_BABY_SAGE; case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER; case MAPID_BABY_MONK: return JOB_BABY_MONK; case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST; case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE; //3_1 baby classes 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; //3_2 baby classes 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]) *----------------------------------------------------*/ char* job_name(int class_) { switch (class_) { case JOB_NOVICE: case JOB_SWORDMAN: case JOB_MAGE: case JOB_ARCHER: case JOB_ACOLYTE: case JOB_MERCHANT: case JOB_THIEF: return msg_txt(550 - JOB_NOVICE+class_); case JOB_KNIGHT: case JOB_PRIEST: case JOB_WIZARD: case JOB_BLACKSMITH: case JOB_HUNTER: case JOB_ASSASSIN: return msg_txt(557 - JOB_KNIGHT+class_); case JOB_KNIGHT2: return msg_txt(557); case JOB_CRUSADER: case JOB_MONK: case JOB_SAGE: case JOB_ROGUE: case JOB_ALCHEMIST: case JOB_BARD: case JOB_DANCER: return msg_txt(563 - JOB_CRUSADER+class_); case JOB_CRUSADER2: return msg_txt(563); case JOB_WEDDING: case JOB_SUPER_NOVICE: case JOB_XMAS: return msg_txt(570 - JOB_WEDDING+class_); case JOB_SUMMER: return msg_txt(621); case JOB_NOVICE_HIGH: case JOB_SWORDMAN_HIGH: case JOB_MAGE_HIGH: case JOB_ARCHER_HIGH: case JOB_ACOLYTE_HIGH: case JOB_MERCHANT_HIGH: case JOB_THIEF_HIGH: return msg_txt(575 - JOB_NOVICE_HIGH+class_); case JOB_LORD_KNIGHT: case JOB_HIGH_PRIEST: case JOB_HIGH_WIZARD: case JOB_WHITESMITH: case JOB_SNIPER: case JOB_ASSASSIN_CROSS: return msg_txt(582 - JOB_LORD_KNIGHT+class_); case JOB_LORD_KNIGHT2: return msg_txt(582); case JOB_PALADIN: case JOB_CHAMPION: case JOB_PROFESSOR: case JOB_STALKER: case JOB_CREATOR: case JOB_CLOWN: case JOB_GYPSY: return msg_txt(588 - JOB_PALADIN + class_); case JOB_PALADIN2: return msg_txt(588); case JOB_BABY: case JOB_BABY_SWORDMAN: case JOB_BABY_MAGE: case JOB_BABY_ARCHER: case JOB_BABY_ACOLYTE: case JOB_BABY_MERCHANT: case JOB_BABY_THIEF: return msg_txt(595 - JOB_BABY + class_); case JOB_BABY_KNIGHT: case JOB_BABY_PRIEST: case JOB_BABY_WIZARD: case JOB_BABY_BLACKSMITH: case JOB_BABY_HUNTER: case JOB_BABY_ASSASSIN: return msg_txt(602 - JOB_BABY_KNIGHT + class_); case JOB_BABY_KNIGHT2: return msg_txt(602); case JOB_BABY_CRUSADER: case JOB_BABY_MONK: case JOB_BABY_SAGE: case JOB_BABY_ROGUE: case JOB_BABY_ALCHEMIST: case JOB_BABY_BARD: case JOB_BABY_DANCER: return msg_txt(608 - JOB_BABY_CRUSADER +class_); case JOB_BABY_CRUSADER2: return msg_txt(608); case JOB_SUPER_BABY: return msg_txt(615); case JOB_TAEKWON: return msg_txt(616); case JOB_STAR_GLADIATOR: case JOB_STAR_GLADIATOR2: return msg_txt(617); case JOB_SOUL_LINKER: return msg_txt(618); case JOB_GUNSLINGER: return msg_txt(619); case JOB_NINJA: return msg_txt(620); case JOB_RUNE_KNIGHT: case JOB_WARLOCK: case JOB_RANGER: case JOB_ARCHBISHOP: case JOB_MECHANIC: case JOB_GUILLOTINE_CROSS: return msg_txt(625 - JOB_RUNE_KNIGHT +class_); case JOB_RUNE_KNIGHT_H: case JOB_WARLOCK_H: case JOB_RANGER_H: case JOB_ARCHBISHOP_H: case JOB_MECHANIC_H: case JOB_GUILLOTINE_CROSS_H: return msg_txt(625 - JOB_RUNE_KNIGHT_H +class_); case JOB_ROYAL_GUARD: case JOB_SORCERER: case JOB_MINSTREL: case JOB_WANDERER: case JOB_SURA: case JOB_GENETIC: case JOB_SHADOW_CHASER: return msg_txt(631 - JOB_ROYAL_GUARD +class_); case JOB_ROYAL_GUARD_H: case JOB_SORCERER_H: case JOB_MINSTREL_H: case JOB_WANDERER_H: case JOB_SURA_H: case JOB_GENETIC_H: case JOB_SHADOW_CHASER_H: return msg_txt(631 - JOB_ROYAL_GUARD_H +class_); case JOB_RUNE_KNIGHT2: case JOB_RUNE_KNIGHT_H2: return msg_txt(625); case JOB_ROYAL_GUARD2: case JOB_ROYAL_GUARD_H2: return msg_txt(631); case JOB_RANGER2: case JOB_RANGER_H2: return msg_txt(627); case JOB_MECHANIC2: case JOB_MECHANIC_H2: return msg_txt(629); case JOB_BABY_RUNE: case JOB_BABY_WARLOCK: case JOB_BABY_RANGER: case JOB_BABY_BISHOP: case JOB_BABY_MECHANIC: case JOB_BABY_CROSS: case JOB_BABY_GUARD: case JOB_BABY_SORCERER: case JOB_BABY_MINSTREL: case JOB_BABY_WANDERER: case JOB_BABY_SURA: case JOB_BABY_GENETIC: case JOB_BABY_CHASER: return msg_txt(638 - JOB_BABY_RUNE +class_); case JOB_BABY_RUNE2: return msg_txt(638); case JOB_BABY_GUARD2: return msg_txt(644); case JOB_BABY_RANGER2: return msg_txt(640); case JOB_BABY_MECHANIC2: return msg_txt(642); default: return msg_txt(651); } } int pc_follow_timer(int tid, unsigned int tick, int id, intptr 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; if (pc_isdead(sd)) return 0; if ((tbl = map_id2bl(sd->followtarget)) == NULL) return 0; if(status_isdead(tbl)) 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 = add_timer( tick + 1000, // increase time a bit to loosen up map's load pc_follow_timer, sd->bl.id, 0); return 0; } int pc_stop_following (struct map_session_data *sd) { nullpo_ret(sd); if (sd->followtimer != INVALID_TIMER) { delete_timer(sd->followtimer,pc_follow_timer); sd->followtimer = INVALID_TIMER; } sd->followtarget = -1; return 0; } int pc_follow(struct map_session_data *sd,int target_id) { struct block_list *bl = map_id2bl(target_id); if (bl == NULL /*|| bl->type != BL_PC*/) return 1; if (sd->followtimer != INVALID_TIMER) pc_stop_following(sd); sd->followtarget = target_id; pc_follow_timer(INVALID_TIMER, gettick(), sd->bl.id, 0); return 0; } int pc_checkbaselevelup(struct map_session_data *sd) { unsigned int next = pc_nextbaseexp(sd); if (!next || sd->status.base_exp < next) return 0; do { sd->status.base_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if(!battle_config.multi_level_up && sd->status.base_exp > next-1) sd->status.base_exp = next-1; sd->status.base_level ++; if (battle_config.use_statpoint_table) next = statp[sd->status.base_level] - statp[sd->status.base_level-1]; else //Estimated way. next = (sd->status.base_level+14) / 5 ; sd->status.status_point += next; } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next); if (battle_config.pet_lv_rate && sd->pd) // update pet's level status_calc_pet(sd->pd,0); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_NEXTBASEEXP); status_calc_pc(sd,0); status_percent_heal(&sd->bl,100,100); if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1)); sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1)); sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1)); sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1)); sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1)); if (sd->state.snovice_dead_flag) sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { sc_start(&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000); sc_start(&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000); } clif_misceffect(&sd->bl,0); npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT if(sd->status.party_id) party_send_levelup(sd); return 1; } int pc_checkjoblevelup(struct map_session_data *sd) { unsigned int next = pc_nextjobexp(sd); nullpo_ret(sd); if(!next || sd->status.job_exp < next) return 0; do { sd->status.job_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if(!battle_config.multi_level_up && sd->status.job_exp > next-1) sd->status.job_exp = next-1; sd->status.job_level ++; sd->status.skill_point ++; } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); status_calc_pc(sd,0); clif_misceffect(&sd->bl,1); if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd)) clif_status_change(&sd->bl,SI_DEVIL, 1, 0); //Permanent blind effect from SG_DEVIL. npc_script_event(sd, NPCE_JOBLVUP); return 1; } /*========================================== * Alters experienced based on self bonuses that do not get even shared to the party. *------------------------------------------*/ static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src) { int bonus = 0; struct status_data *status = status_get_status_data(src); if (sd->expaddrace[status->race]) bonus += sd->expaddrace[status->race]; bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (battle_config.pk_mode && (int)(status_get_lv(src) - sd->status.base_level) >= 20) bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris] if (sd->sc.data[SC_EXPBOOST]) bonus += sd->sc.data[SC_EXPBOOST]->val1; *base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX); if (sd->sc.data[SC_JEXPBOOST]) bonus += sd->sc.data[SC_JEXPBOOST]->val1; *job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX); return; } /*========================================== * ??’lŽæ“¾ *------------------------------------------*/ int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest) { float nextbp=0, nextjp=0; unsigned int nextb=0, nextj=0; int leveldiff = src ? ( sd->status.base_level - status_get_lv(src) ) : 0, modifier = 100; nullpo_ret(sd); if(sd->bl.prev == NULL || pc_isdead(sd)) return 0; if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr] return 0; // no exp on pvp maps if(sd->status.guild_id>0) base_exp-=guild_payexp(sd,base_exp); if(src) pc_calcexp(sd, &base_exp, &job_exp, src); nextb = pc_nextbaseexp(sd); nextj = pc_nextjobexp(sd); if(sd->state.showexp || battle_config.max_exp_gain_rate){ if (nextb > 0) nextbp = (float) base_exp / (float) nextb; if (nextj > 0) nextjp = (float) job_exp / (float) nextj; if(battle_config.max_exp_gain_rate) { if (nextbp > battle_config.max_exp_gain_rate/1000.) { //Note that this value should never be greater than the original //base_exp, therefore no overflow checks are needed. [Skotlex] base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb); if (sd->state.showexp) nextbp = (float) base_exp / (float) nextb; } if (nextjp > battle_config.max_exp_gain_rate/1000.) { job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj); if (sd->state.showexp) nextjp = (float) job_exp / (float) nextj; } } } /*Adjust exp by mob level difference vs player level. Higher level creatures give more exp, lower level creatures give less and you'll get normal experience if they're very close to your level. -2 to +5 = 100% -3 = 105% -4 = 110% -5 = 115% -6 = 120% -7 = 125% -8 = 130% -9 = 135% -10 = 140% -11 or lower = 40% +6 to +10 = 95% +11 to +15 = 90% +15 to +20 = 85% +21 to +25 = 60% +26 to +30 = 35% +31 or higher = 10% */ if (leveldiff >= 6 && leveldiff <= 10) modifier = -5; if (leveldiff >= 11 && leveldiff <= 15) modifier = -10; if (leveldiff >= 16 && leveldiff <= 20) modifier = -15; if (leveldiff >= 21 && leveldiff <= 25) modifier = -40; if (leveldiff >= 26 && leveldiff <= 30) modifier = -65; if (leveldiff > 30) modifier = -90; if (leveldiff <= -3 && leveldiff >= -10) modifier = ((leveldiff * -5)-10); if (leveldiff <= -10) modifier = -60; if ( modifier < 0 ) modifier = modifier * -1; if ( modifier != 100 ) { base_exp = (int)((float)base_exp - (((float)modifier/100) * (float)base_exp)); job_exp = (int)((float)job_exp - (((float)modifier/100) * (float)job_exp)); } //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, 1, quest); if(job_exp) clif_displayexp(sd, job_exp, 2, 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,strlen(output)); } return 1; } /*========================================== * Returns max level for this character. *------------------------------------------*/ unsigned int pc_maxbaselv(struct map_session_data *sd) { return max_level[pc_class2idx(sd->status.class_)][0]; }; unsigned int pc_maxjoblv(struct map_session_data *sd) { return max_level[pc_class2idx(sd->status.class_)][1]; }; /*========================================== * base level‘¤•K—v??’lŒvŽZ *------------------------------------------*/ unsigned int pc_nextbaseexp(struct map_session_data *sd) { nullpo_ret(sd); if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0) return 0; return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-1]; } unsigned int pc_thisbaseexp(struct map_session_data *sd) { if(sd->status.base_level>pc_maxbaselv(sd) || sd->status.base_level<=1) return 0; return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-2]; } /*========================================== * job level‘¤•K—v??’lŒvŽZ *------------------------------------------*/ unsigned int pc_nextjobexp(struct map_session_data *sd) { nullpo_ret(sd); if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0) return 0; return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-1]; } unsigned int pc_thisjobexp(struct map_session_data *sd) { if(sd->status.job_level>pc_maxjoblv(sd) || sd->status.job_level<=1) return 0; return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-2]; } /// Returns the value of the specified stat. static int pc_getstat(struct map_session_data* sd, int type) { nullpo_retr(-1, sd); switch( type ) { case SP_STR: return sd->status.str; case SP_AGI: return sd->status.agi; case SP_VIT: return sd->status.vit; case SP_INT: return sd->status.int_; case SP_DEX: return sd->status.dex; case SP_LUK: return sd->status.luk; default: return -1; } } /// Sets the specified stat to the specified value. /// Returns the new value. static int pc_setstat(struct map_session_data* sd, int type, int val) { nullpo_retr(-1, sd); switch( type ) { case SP_STR: sd->status.str = val; break; case SP_AGI: sd->status.agi = val; break; case SP_VIT: sd->status.vit = val; break; case SP_INT: sd->status.int_ = val; break; case SP_DEX: sd->status.dex = val; break; case SP_LUK: sd->status.luk = val; break; default: return -1; } return val; } /// Returns the number of stat points needed to raise the specified stat by 1. int pc_need_status_point(struct map_session_data* sd, int type) { return ( 1 + (pc_getstat(sd,type) + 9) / 10 ); } /// Raises a stat by 1. /// Obeys max_parameter limits. /// Subtracts stat points. /// /// @param type The stat to change (see enum _sp) int pc_statusup(struct map_session_data* sd, int type) { int max, need, val; nullpo_ret(sd); // check conditions need = pc_need_status_point(sd,type); if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point ) { clif_statusupack(sd,type,0,0); return 1; } // check limits max = pc_maxparameter(sd); if( pc_getstat(sd,type) >= max ) { clif_statusupack(sd,type,0,0); return 1; } // set new values val = pc_setstat(sd, type, pc_getstat(sd,type) + 1); sd->status.status_point -= need; status_calc_pc(sd,0); // update increase cost indicator if( need != pc_need_status_point(sd,type) ) clif_updatestatus(sd, SP_USTR + type-SP_STR); // update statpoint count clif_updatestatus(sd,SP_STATUSPOINT); // update stat value clif_statusupack(sd,type,1,val); // required if( val > 255 ) clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value return 0; } /// Raises a stat by the specified amount. /// Obeys max_parameter limits. /// Does not subtract stat points. /// /// @param type The stat to change (see enum _sp) /// @param val The stat increase amount. int pc_statusup2(struct map_session_data* sd, int type, int val) { int max, need; nullpo_ret(sd); if( type < SP_STR || type > SP_LUK ) { clif_statusupack(sd,type,0,0); return 1; } need = pc_need_status_point(sd,type); // set new value max = pc_maxparameter(sd); val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max)); status_calc_pc(sd,0); // update increase cost indicator if( need != pc_need_status_point(sd,type) ) clif_updatestatus(sd, SP_USTR + type-SP_STR); // update stat value clif_statusupack(sd,type,1,val); // required if( val > 255 ) clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value return 0; } /*========================================== * ƒXƒLƒ‹ƒ|ƒCƒ“ƒgŠ„‚èU‚è *------------------------------------------*/ int pc_skillup(struct map_session_data *sd,int skill_num) { nullpo_ret(sd); if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL ) { guild_skillup(sd, skill_num); return 0; } if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) { merc_hom_skillup(sd->hd, skill_num); return 0; } if( skill_num < 0 || skill_num >= MAX_SKILL ) return 0; if( sd->status.skill_point > 0 && sd->status.skill[skill_num].id && sd->status.skill[skill_num].flag == 0 && //Don't allow raising while you have granted skills. [Skotlex] sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) ) { sd->status.skill[skill_num].lv++; sd->status.skill_point--; if( !skill_get_inf(skill_num) ) status_calc_pc(sd,0); // Only recalculate for passive skills. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) ) pc_calc_skilltree(sd); // Required to grant all TK Ranger skills. else pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup clif_skillup(sd,skill_num); clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); } return 0; } /*========================================== * /allskill *------------------------------------------*/ int pc_allskillup(struct map_session_data *sd) { int i,id; nullpo_ret(sd); for(i=0;istatus.skill[i].flag && sd->status.skill[i].flag != 13){ sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; sd->status.skill[i].flag=0; if (!sd->status.skill[i].lv) sd->status.skill[i].id=0; } } //pc_calc_skilltree takes care of setting the ID to valid skills. [Skotlex] if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) { //Get ALL skills except npc/guild ones. [Skotlex] //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage] for(i=0;istatus.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway. } } else { int inf2; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){ inf2 = skill_get_inf2(id); 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[id].lv = skill_tree_get_max(id, sd->status.class_); // celest } } status_calc_pc(sd,0); //Required because if you could level up all skills previously, //the update will not be sent as only the lv variable changes. clif_skillinfoblock(sd); return 0; } /*========================================== * /resetlvl *------------------------------------------*/ int pc_resetlvl(struct map_session_data* sd,int type) { int i; nullpo_ret(sd); if (type != 3) //Also reset skills pc_resetskill(sd, 0); if(type == 1){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; if(sd->sc.option !=0) sd->sc.option = 0; sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; if(sd->status.class_ == JOB_NOVICE_HIGH) { sd->status.status_point=100; // not 88 [celest] // give platinum skills upon changing pc_skill(sd,142,1,0); pc_skill(sd,143,1,0); } } if(type == 2){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; } if(type == 3){ sd->status.base_level=1; sd->status.base_exp=0; } if(type == 4){ sd->status.job_level=1; sd->status.job_exp=0; } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTBASEEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition for(i=0;iequip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); } if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) party_send_levelup(sd); status_calc_pc(sd,0); clif_skillinfoblock(sd); return 0; } /*========================================== * /resetstate *------------------------------------------*/ int pc_resetstate(struct map_session_data* sd) { nullpo_ret(sd); if (battle_config.use_statpoint_table) { // New statpoint table used here - Dexity if (sd->status.base_level > MAX_LEVEL) { //statp[] goes out of bounds, can't reset! ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n", sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL); return 0; } sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points } else { //Use new stat-calculating equation [Skotlex] #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10) int add=0; add += sumsp(sd->status.str); add += sumsp(sd->status.agi); add += sumsp(sd->status.vit); add += sumsp(sd->status.int_); add += sumsp(sd->status.dex); add += sumsp(sd->status.luk); sd->status.status_point+=add; } sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition clif_updatestatus(sd,SP_STATUSPOINT); status_calc_pc(sd,0); return 1; } /*========================================== * /resetskill * if flag&1, perform block resync and status_calc call. * if flag&2, just count total amount of skill points used by player, do not really reset. *------------------------------------------*/ int pc_resetskill(struct map_session_data* sd, int flag) { int i, lv, inf2, skill_point=0; nullpo_ret(sd); if( !(flag&2) ) { //Remove stuff lost when resetting skills. if( pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd) ) clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex] i = sd->sc.option; if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) ) i &= ~OPTION_RIDING; if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) ) i &= ~OPTION_CART; if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) ) i &= ~OPTION_FALCON; if( i != sd->sc.option ) pc_setoption(sd, i); if( merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) ) merc_hom_vaporize(sd, 0); } for( i = 1; i < MAX_SKILL; i++ ) { lv = sd->status.skill[i].lv; if (lv < 1) continue; inf2 = skill_get_inf2(i); if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. continue; // Don't reset trick dead if not a novice/baby if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && (sd->class_&MAPID_UPPERMASK) != MAPID_BABY ) { sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; continue; } if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && (sd->class_&MAPID_UPPERMASK) != MAPID_BABY ) { // Official server does not include Basic Skill to be resetted. [Jobbie] sd->status.skill[i].lv = 9; sd->status.skill[i].flag = 0; continue; } if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) { //Only handle quest skills in a special way when you can't learn them manually if( battle_config.quest_skill_reset && !(flag&2) ) { //Wipe them sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } continue; } if( !sd->status.skill[i].flag ) skill_point += lv; else if( sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13 ) skill_point += (sd->status.skill[i].flag - 2); if( !(flag&2) ) { sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } } if( flag&2 || !skill_point ) return skill_point; sd->status.skill_point += skill_point; if( flag&1 ) { clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); status_calc_pc(sd,0); } return skill_point; } /*========================================== * /resetfeel [Komurka] *------------------------------------------*/ int pc_resetfeel(struct map_session_data* sd) { int i; nullpo_ret(sd); for (i=0; ifeel_map[i].m = -1; sd->feel_map[i].index = 0; pc_setglobalreg(sd,sg_info[i].feel_var,0); } return 0; } int pc_resethate(struct map_session_data* sd) { int i; nullpo_ret(sd); for (i=0; i<3; i++) { sd->hate_mob[i] = -1; pc_setglobalreg(sd,sg_info[i].hate_var,0); } return 0; } int pc_skillatk_bonus(struct map_session_data *sd, int skill_num) { int i, bonus = 0; ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_num); if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val; return bonus; } int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) { int i, bonus = sd->add_heal_rate; if( bonus ) { switch( skill_num ) { case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break; case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break; case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break; case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break; case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16) ) bonus = 0; break; } } ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num); if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val; return bonus; } int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num) { int i, bonus = sd->add_heal2_rate; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num); 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->state.bg_id && bg_member_respawn(sd) ) return; // member revived by battleground pc_setstand(sd); pc_setrestartvalue(sd,3); if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) ) clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet. } static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr 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); if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support ) pet_target_check(sd,src,1); sd->canlog_tick = gettick(); } int pc_dead(struct map_session_data *sd,struct block_list *src) { int i=0,j=0,k=0; unsigned int tick = gettick(); for(k = 0; k < 5; k++) if (sd->devotion[k]){ struct map_session_data *devsd = map_id2sd(sd->devotion[k]); if (devsd) status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER); sd->devotion[k] = 0; } if(sd->status.pet_id > 0 && sd->pd) { struct pet_data *pd = sd->pd; if( !map[sd->bl.m].flag.noexppenalty ) { pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die); if( pd->pet.intimate < 0 ) pd->pet.intimate = 0; clif_send_petdata(sd,sd->pd,1,pd->pet.intimate); } if( sd->pd->target_id ) // Unlock all targets... pet_unlocktarget(sd->pd); } if( sd->status.hom_id > 0 && battle_config.homunculus_auto_vapor ) merc_hom_vaporize(sd, 0); if( sd->md ) merc_delete(sd->md, 3); // Your mercenary soldier has ran away. // Leave duel if you die [LuzZza] if(battle_config.duel_autoleave_when_die) { if(sd->duel_group > 0) duel_leave(sd->duel_group, sd); if(sd->duel_invite > 0) duel_reject(sd->duel_invite, sd); } pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1); pc_setparam(sd, SP_KILLERRID, src?src->id:0); if( sd->state.bg_id ) { struct battleground_data *bg; if( (bg = bg_team_search(sd->state.bg_id)) != NULL && bg->die_event[0] ) npc_event(sd, bg->die_event, 0); } npc_script_event(sd,NPCE_DIE); pc_setdead(sd); //Reset menu skills/item skills if (sd->skillitem) sd->skillitem = sd->skillitemlv = 0; if (sd->menuskill_id) sd->menuskill_id = sd->menuskill_val = 0; //Reset ticks. sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0; if ( sd && sd->spiritball ) pc_delspiritball(sd,sd->spiritball,0); if (src) switch (src->type) { case BL_MOB: { struct mob_data *md=(struct mob_data *)src; if(md->target_id==sd->bl.id) mob_unlocktarget(md,tick); if(battle_config.mobs_level_up && md->status.hp && (unsigned int)md->level < pc_maxbaselv(sd) && !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex] ) { // monster level up [Valaris] clif_misceffect(&md->bl,0); md->level++; status_calc_mob(md, 0); status_percent_heal(src,10,0); if( battle_config.show_mob_info&4 ) {// update name with new level clif_charnameack(0, &md->bl); } } src = battle_get_master(src); // Maybe Player Summon } break; case BL_PET: //Pass on to master... src = &((TBL_PET*)src)->msd->bl; break; case BL_HOM: src = &((TBL_HOM*)src)->master->bl; break; case BL_MER: src = &((TBL_MER*)src)->master->bl; break; } if (src && src->type == BL_PC) { struct map_session_data *ssd = (struct map_session_data *)src; pc_setparam(ssd, SP_KILLEDRID, sd->bl.id); npc_script_event(ssd, NPCE_KILLPC); if (battle_config.pk_mode&2) { ssd->status.manner -= 5; if(ssd->status.manner < 0) sc_start(src,SC_NOCHAT,100,0,0); #if 0 // PK/Karma system code (not enabled yet) [celest] // originally from Kade Online, so i don't know if any of these is correct ^^; // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable, // karma going down = more 'good' / more honourable. // The Karma System way... if (sd->status.karma > ssd->status.karma) { // If player killed was more evil sd->status.karma--; ssd->status.karma--; } else if (sd->status.karma < ssd->status.karma) // If player killed was more good ssd->status.karma++; // or the PK System way... if (sd->status.karma > 0) // player killed is dishonourable? ssd->status.karma--; // honour points earned sd->status.karma++; // honour points lost // To-do: Receive exp on certain occasions #endif } } if(battle_config.bone_drop==2 || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=ITEMID_SKULL_; item_tmp.identify=1; item_tmp.card[0]=CARD0_CREATE; item_tmp.card[1]=0; item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId item_tmp.card[3]=GetWord(sd->status.char_id,1); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } // activate Steel body if a super novice dies at 99+% exp [celest] if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) { unsigned int next = pc_nextbaseexp(sd); if( next == 0 ) next = pc_thisbaseexp(sd); if( get_percentage(sd->status.base_exp,next) >= 99 && !map_flag_gvg(sd->bl.m) ) { sd->state.snovice_dead_flag = 1; pc_setstand(sd); status_percent_heal(&sd->bl, 100, 100); clif_resurrection(&sd->bl, 1); if(battle_config.pc_invincible_time) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1)); if(map_flag_gvg(sd->bl.m)) pc_respawn_timer(INVALID_TIMER, gettick(), sd->bl.id, 0); return 0; } } // changed penalty options, added death by player if pk_mode [Valaris] if(battle_config.death_penalty_type && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty && !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m) && !sd->sc.data[SC_BABY] && !sd->sc.data[SC_LIFEINSURANCE]) { unsigned int base_penalty =0; if (battle_config.death_penalty_base > 0) { switch (battle_config.death_penalty_type) { case 1: base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; sd->status.base_exp -= min(sd->status.base_exp, base_penalty); clif_updatestatus(sd,SP_BASEEXP); } } if(battle_config.death_penalty_job > 0) { base_penalty = 0; switch (battle_config.death_penalty_type) { case 1: base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; sd->status.job_exp -= min(sd->status.job_exp, base_penalty); clif_updatestatus(sd,SP_JOBEXP); } } if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) { base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.); if(base_penalty) pc_payzeny(sd, base_penalty); } } if(map[sd->bl.m].flag.pvp_nightmaredrop) { // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker] for(j=0;jbl.m].drop_list[j].drop_id; int type = map[sd->bl.m].drop_list[j].drop_type; int per = map[sd->bl.m].drop_list[j].drop_per; if(id == 0) continue; if(id == -1){ int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); for(i=0;istatus.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3) { 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[rand()%eq_num]; if(rand()%10000 < per){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,3); pc_dropitem(sd,n,1); } } } else if(id > 0){ for(i=0;istatus.inventory[i].nameid == id && rand()%10000 < per && ((type == 1 && !sd->status.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3) ){ if(sd->status.inventory[i].equip) pc_unequipitem(sd,i,3); pc_dropitem(sd,i,1); break; } } } } } // pvp // disable certain pvp functions on pk_mode [Valaris] if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank ) { sd->pvp_point -= 5; sd->pvp_lost++; if( src && src->type == BL_PC ) { struct map_session_data *ssd = (struct map_session_data *)src; ssd->pvp_point++; ssd->pvp_won++; } if( sd->pvp_point < 0 ) { add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0); return 1|8; } } //GvG if( map_flag_gvg(sd->bl.m) ) { add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0); return 1|8; } else if( sd->state.bg_id ) { struct battleground_data *bg = bg_team_search(sd->state.bg_id); if( bg && bg->mapindex > 0 ) { // Respawn by BG add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0); return 1|8; } } //Reset "can log out" tick. if( battle_config.prevent_logout ) sd->canlog_tick = gettick() - battle_config.prevent_logout; return 1; } void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); pc_setstand(sd); if(battle_config.pc_invincible_time > 0) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); } // script? ˜A // /*========================================== * script—pPCƒXƒe?ƒ^ƒX?‚Ýo‚µ *------------------------------------------*/ int pc_readparam(struct map_session_data* sd,int type) { int val = 0; nullpo_ret(sd); switch(type) { case SP_SKILLPOINT: val = sd->status.skill_point; break; case SP_STATUSPOINT: val = sd->status.status_point; break; case SP_ZENY: val = sd->status.zeny; break; case SP_BASELEVEL: val = sd->status.base_level; break; case SP_JOBLEVEL: val = sd->status.job_level; break; case SP_CLASS: val = sd->status.class_; break; case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type. case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break; case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex] case SP_SEX: val = sd->status.sex; break; case SP_WEIGHT: val = sd->weight; break; case SP_MAXWEIGHT: val = sd->max_weight; break; case SP_BASEEXP: val = sd->status.base_exp; break; case SP_JOBEXP: val = sd->status.job_exp; break; case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break; case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break; case SP_HP: val = sd->battle_status.hp; break; case SP_MAXHP: val = sd->battle_status.max_hp; break; case SP_SP: val = sd->battle_status.sp; break; case SP_MAXSP: val = sd->battle_status.max_sp; break; case SP_STR: val = sd->status.str; break; case SP_AGI: val = sd->status.agi; break; case SP_VIT: val = sd->status.vit; break; case SP_INT: val = sd->status.int_; break; case SP_DEX: val = sd->status.dex; break; case SP_LUK: val = sd->status.luk; break; case SP_KARMA: val = sd->status.karma; break; case SP_MANNER: val = sd->status.manner; break; case SP_FAME: val = sd->status.fame; break; case SP_KILLERRID: val = sd->killerrid; break; case SP_KILLEDRID: val = sd->killedrid; break; } return val; } /*========================================== * script—pPCƒXƒe?ƒ^ƒXÝ’è *------------------------------------------*/ int pc_setparam(struct map_session_data *sd,int type,int val) { int i = 0; nullpo_ret(sd); switch(type){ case SP_BASELEVEL: if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max val = pc_maxbaselv(sd); if ((unsigned int)val > sd->status.base_level) { int stat=0; for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++) stat += (sd->status.base_level + i + 14) / 5 ; sd->status.status_point += stat; } sd->status.base_level = (unsigned int)val; sd->status.base_exp = 0; // clif_updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom clif_updatestatus(sd, SP_NEXTBASEEXP); clif_updatestatus(sd, SP_STATUSPOINT); clif_updatestatus(sd, SP_BASEEXP); status_calc_pc(sd, 0); if(sd->status.party_id) { party_send_levelup(sd); } break; case SP_JOBLEVEL: if ((unsigned int)val >= sd->status.job_level) { if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd); sd->status.skill_point += val - sd->status.job_level; clif_updatestatus(sd, SP_SKILLPOINT); } sd->status.job_level = (unsigned int)val; sd->status.job_exp = 0; // clif_updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom clif_updatestatus(sd, SP_NEXTJOBEXP); clif_updatestatus(sd, SP_JOBEXP); status_calc_pc(sd, 0); break; case SP_SKILLPOINT: sd->status.skill_point = val; break; case SP_STATUSPOINT: sd->status.status_point = val; break; case SP_ZENY: if( val < 0 ) return 0;// can't set negative zeny 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; break; case SP_WEIGHT: sd->weight = val; break; case SP_MAXWEIGHT: sd->max_weight = val; break; case SP_HP: sd->battle_status.hp = val; break; case SP_MAXHP: sd->battle_status.max_hp = val; break; case SP_SP: sd->battle_status.sp = val; break; case SP_MAXSP: sd->battle_status.max_sp = val; break; case SP_STR: sd->status.str = val; break; case SP_AGI: sd->status.agi = val; break; case SP_VIT: sd->status.vit = val; break; case SP_INT: sd->status.int_ = val; break; case SP_DEX: sd->status.dex = val; break; case SP_LUK: sd->status.luk = val; break; case SP_KARMA: sd->status.karma = val; break; case SP_MANNER: sd->status.manner = val; break; case SP_FAME: sd->status.fame = val; break; case SP_KILLERRID: sd->killerrid = val; return 1; case SP_KILLEDRID: sd->killedrid = val; return 1; default: ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type); return 0; } clif_updatestatus(sd,type); return 1; } /*========================================== * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status. *------------------------------------------*/ void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type) { if (type) { if (hp) clif_heal(sd->fd,SP_HP,hp); if (sp) clif_heal(sd->fd,SP_SP,sp); } else { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); } return; } /*========================================== * HP/SP‰ñ•œ *------------------------------------------*/ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp) { int i, bonus; if(hp) { bonus = 100 + (sd->battle_status.vit<<1) + pc_checkskill(sd,SM_RECOVERY)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG] if (potion_flag > 1) bonus += bonus*(potion_flag-1)*50/100; //All item bonuses. bonus += sd->itemhealrate2; //Item Group bonuses bonus += bonus*itemdb_group_bonus(sd, itemid)/100; //Individual item bonuses. for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { if (sd->itemhealrate[i].nameid == itemid) { bonus += bonus*sd->itemhealrate[i].rate/100; break; } } if(bonus!=100) hp = hp * bonus / 100; // Recovery Potion if( sd->sc.data[SC_INCHEALRATE] ) hp += (int)(hp * sd->sc.data[SC_INCHEALRATE]->val1/100.); } if(sp) { bonus = 100 + (sd->battle_status.int_<<1) + pc_checkskill(sd,MG_SRECOVERY)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; if (potion_flag > 1) bonus += bonus*(potion_flag-1)*50/100; if(bonus != 100) sp = sp * bonus / 100; } if (sd->sc.data[SC_CRITICALWOUND]) { hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100; sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100; } return status_heal(&sd->bl, hp, sp, 1); } /*========================================== * HP/SP‰ñ•œ *------------------------------------------*/ 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; } /*========================================== * E?X * ˆø? job E‹Æ 0`23 * upper ’Êí 0, ?¶ 1, —{Žq 2, ‚»‚Ì‚Ü‚Ü -1 * Rewrote to make it tidider [Celest] *------------------------------------------*/ int pc_jobchange(struct map_session_data *sd,int job, int upper) { int i, fame_flag=0; int b_class; nullpo_ret(sd); if (job < 0) return 1; //Normalize job. b_class = pc_jobid2mapid(job); if (b_class == -1) return 1; switch (upper) { case 1: b_class|= JOBL_UPPER; break; case 2: b_class|= JOBL_BABY; break; } //This will automatically adjust bard/dancer classes to the correct gender //That is, if you try to jobchange into dancer, it will turn you to bard. job = pc_mapid2jobid(b_class, sd->status.sex); if (job == -1) return 1; if ((unsigned short)b_class == sd->class_) return 1; //Nothing to change. // check if we are changing from 1st to 2nd job if (b_class&JOBL_2) { if (!(sd->class_&JOBL_2)) sd->change_level = sd->status.job_level; else if (!sd->change_level) sd->change_level = 40; //Assume 40? pc_setglobalreg (sd, "jobchange_level", sd->change_level); } if(sd->cloneskill_id) { sd->cloneskill_id = 0; pc_setglobalreg(sd, "CLONE_SKILL", 0); pc_setglobalreg(sd, "CLONE_SKILL_LV", 0); } if ((b_class&&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK)) { //Things to remove when changing class tree. const int class_ = pc_class2idx(sd->status.class_); short id; for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) { //Remove status specific to your current tree skills. enum sc_type sc = status_skill2sc(id); if (sc > SC_COMMON_MAX && sd->sc.data[sc]) status_change_end(&sd->bl, sc, INVALID_TIMER); } } sd->status.class_ = job; fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK); sd->class_ = (unsigned short)b_class; sd->status.job_level=1; sd->status.job_exp=0; clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); for(i=0;iequip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); // ?”õŠO‚µ } //Change look, if disguised, you need to undisguise //to correctly calculate new job sprite without if (sd->disguise) pc_disguise(sd, 0); status_set_viewdata(&sd->bl, job); clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris] if(sd->vd.cloth_color) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); //Update skill tree. pc_calc_skilltree(sd); clif_skillinfoblock(sd); //Remove peco/cart/falcon i = sd->sc.option; if(i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING)) i&=~OPTION_RIDING; if(i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART)) i&=~OPTION_CART; if(i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON)) i&=~OPTION_FALCON; if(i != sd->sc.option) pc_setoption(sd, i); if(merc_is_hom_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN)) merc_hom_vaporize(sd, 0); if(sd->status.manner < 0) clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); status_calc_pc(sd,0); pc_checkallowskill(sd); pc_equiplookall(sd); //if you were previously famous, not anymore. if (fame_flag) { chrif_save(sd,0); chrif_buildfamelist(); } else if (sd->status.fame > 0) { //It may be that now they are famous? switch (sd->class_&MAPID_UPPERMASK) { case MAPID_BLACKSMITH: case MAPID_ALCHEMIST: case MAPID_TAEKWON: chrif_save(sd,0); chrif_buildfamelist(); break; } } return 0; } /*========================================== * Œ©‚½–Ú?X *------------------------------------------*/ int pc_equiplookall(struct map_session_data *sd) { nullpo_ret(sd); #if PACKETVER < 4 clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); #else clif_changelook(&sd->bl,LOOK_WEAPON,0); clif_changelook(&sd->bl,LOOK_SHOES,0); #endif clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); return 0; } /*========================================== * Œ©‚½–Ú?X *------------------------------------------*/ int pc_changelook(struct map_session_data *sd,int type,int val) { nullpo_ret(sd); switch(type){ 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; } clif_changelook(&sd->bl,type,val); return 0; } /*========================================== * •t?•i(‘é,ƒyƒR,ƒJ?ƒg)Ý’è *------------------------------------------*/ 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) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN) { //We are going to mount. [Skotlex] clif_status_load(&sd->bl,SI_RIDING,1); status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds. } else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN) { //We are going to dismount. clif_status_load(&sd->bl,SI_RIDING,0); status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds. } if(type&OPTION_CART && !(p_type&OPTION_CART)) { //Cart On clif_cartlist(sd); clif_updatestatus(sd, SP_CARTINFO); if(pc_checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,0); //Apply speed penalty. } else if(!(type&OPTION_CART) && p_type&OPTION_CART) { //Cart Off clif_clearcart(sd->fd); if(pc_checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,0); //Remove speed penalty. } if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON clif_status_load(&sd->bl,SI_FALCON,1); else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF clif_status_load(&sd->bl,SI_FALCON,0); 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 (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING)) new_look = JOB_WEDDING; else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING) new_look = -1; if (type&OPTION_XMAS && !(p_type&OPTION_XMAS)) new_look = JOB_XMAS; else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS) new_look = -1; if (type&OPTION_SUMMER && !(p_type&OPTION_SUMMER)) new_look = JOB_SUMMER; else if (!(type&OPTION_SUMMER) && p_type&OPTION_SUMMER) new_look = -1; if (sd->disguise || !new_look) return 0; //Disguises break sprite changes if (new_look < 0) { //Restore normal look. status_set_viewdata(&sd->bl, sd->status.class_); new_look = sd->vd.class_; } pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks. clif_changelook(&sd->bl,LOOK_BASE,new_look); if (sd->vd.cloth_color) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); clif_skillinfoblock(sd); // Skill list needs to be updated after base change. return 0; } /*========================================== * ƒJ?ƒgÝ’è *------------------------------------------*/ int pc_setcart(struct map_session_data *sd,int type) { int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5}; int option; nullpo_ret(sd); if( type < 0 || type > 5 ) return 1;// Never trust the values sent by the client! [Skotlex] if( pc_checkskill(sd,MC_PUSHCART) <= 0 ) return 1;// Push cart is required // Update option option = sd->sc.option; option &= ~OPTION_CART;// clear cart bits option |= cart[type]; // set cart pc_setoption(sd, option); return 0; } /*========================================== * ‘éÝ’è *------------------------------------------*/ int pc_setfalcon(TBL_PC* sd, int flag) { if( flag ){ if( pc_checkskill(sd,HT_FALCON)>0 ) // ƒtƒ@ƒ‹ƒRƒ“ƒ}ƒXƒ^ƒŠ?ƒXƒLƒ‹ŠŽ pc_setoption(sd,sd->sc.option|OPTION_FALCON); } else if( pc_isfalcon(sd) ){ pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon } return 0; } /*========================================== * ƒyƒRƒyƒRÝ’è *------------------------------------------*/ int pc_setriding(TBL_PC* sd, int flag) { if( flag ){ if( pc_checkskill(sd,KN_RIDING) > 0 ) // ƒ‰ƒCƒfƒBƒ“ƒOƒXƒLƒ‹ŠŽ pc_setoption(sd, sd->sc.option|OPTION_RIDING); } else if( pc_isriding(sd) ){ pc_setoption(sd, sd->sc.option&~OPTION_RIDING); } return 0; } /*========================================== * ƒAƒCƒeƒ€ƒhƒƒbƒv‰Â•s‰Â”»’è *------------------------------------------*/ int pc_candrop(struct map_session_data *sd,struct item *item) { int level = pc_isGM(sd); if( item && item->expire_time ) return 0; if( !pc_can_give_items(level) ) //check if this GM level can drop items return 0; return (itemdb_isdropable(item, level)); } /*========================================== * script—p??‚Ì’l‚ð?‚Þ *------------------------------------------*/ int pc_readreg(struct map_session_data* sd, int reg) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg ); return ( i < sd->reg_num ) ? sd->reg[i].data : 0; } /*========================================== * script—p??‚Ì’l‚ðÝ’è *------------------------------------------*/ int pc_setreg(struct map_session_data* sd, int reg, int val) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg ); if( i < sd->reg_num ) {// overwrite existing entry sd->reg[i].data = val; return 1; } ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 ); if( i == sd->reg_num ) {// nothing free, increase size sd->reg_num++; RECREATE(sd->reg, struct script_reg, sd->reg_num); } sd->reg[i].index = reg; sd->reg[i].data = val; return 1; } /*========================================== * script—p•¶Žš—ñ??‚Ì’l‚ð?‚Þ *------------------------------------------*/ char* pc_readregstr(struct map_session_data* sd, int reg) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg ); return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL; } /*========================================== * script—p•¶Žš—ñ??‚Ì’l‚ðÝ’è *------------------------------------------*/ int pc_setregstr(struct map_session_data* sd, int reg, const char* str) { int i; nullpo_ret(sd); ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg ); if( i < sd->regstr_num ) {// found entry, update if( str == NULL || *str == '\0' ) {// empty string if( sd->regstr[i].data != NULL ) aFree(sd->regstr[i].data); sd->regstr[i].data = NULL; } else if( sd->regstr[i].data ) {// recreate size_t len = strlen(str)+1; RECREATE(sd->regstr[i].data, char, len); memcpy(sd->regstr[i].data, str, len*sizeof(char)); } else {// create sd->regstr[i].data = aStrdup(str); } return 1; } if( str == NULL || *str == '\0' ) return 1;// nothing to add, empty string ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL ); if( i == sd->regstr_num ) {// nothing free, increase size sd->regstr_num++; RECREATE(sd->regstr, struct script_regstr, sd->regstr_num); } sd->regstr[i].index = reg; sd->regstr[i].data = aStrdup(str); return 1; } int pc_readregistry(struct map_session_data *sd,const char *reg,int type) { struct global_reg *sd_reg; int i,max; nullpo_ret(sd); switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return 0; } if (max == -1) { ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return 0; } ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 ); return ( i < max ) ? atoi(sd_reg[i].value) : 0; } char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type) { struct global_reg *sd_reg; int i,max; nullpo_ret(sd); switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return NULL; } if (max == -1) { ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return NULL; } ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 ); return ( i < max ) ? sd_reg[i].value : NULL; } int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type) { struct global_reg *sd_reg; int i,*max, regmax; nullpo_ret(sd); switch( type ) { case 3: //Char reg if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val ) { i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE); sd->die_counter = val; if( i ) status_calc_pc(sd,0); // Lost the bonus. } else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val ) { val = cap_value(val, 0, 1999); sd->cook_mastery = val; } sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val ) { val = cap_value(val, 0, MAX_ZENY); sd->cashPoints = val; } else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val ) { val = cap_value(val, 0, MAX_ZENY); sd->kafraPoints = val; } sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type); return 1; } // delete reg if (val == 0) { ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" } return 1; } // change value if found ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val); sd->state.reg_dirty |= 1<<(type-1); return 1; } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str)); safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val); (*max)++; sd->state.reg_dirty |= 1<<(type-1); return 1; } ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 0; } int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type) { struct global_reg *sd_reg; int i,*max, regmax; nullpo_ret(sd); if (reg[strlen(reg)-1] != '$') { ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg); return 0; } switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type); return 0; } // delete reg if (!val || strcmp(val,"")==0) { ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); } return 1; } // change value if found ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 ); if( i < *max ) { safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value)); sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 1; } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str)); safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value)); (*max)++; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 1; } ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 0; } /*========================================== * ƒCƒxƒ“ƒgƒ^ƒCƒ}??— *------------------------------------------*/ static int pc_eventtimer(int tid, unsigned int tick, int id, intptr 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; } /*========================================== * ƒCƒxƒ“ƒgƒ^ƒCƒ}?’ljÁ *------------------------------------------*/ int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name) { int i; nullpo_ret(sd); ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER ); if( i == MAX_EVENTTIMER ) return 0; sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr)aStrdup(name)); sd->eventcount++; return 1; } /*========================================== * ƒCƒxƒ“ƒgƒ^ƒCƒ}?íœ *------------------------------------------*/ int pc_deleventtimer(struct map_session_data *sd,const char *name) { char* p = NULL; int i; nullpo_ret(sd); if (sd->eventcount <= 0) return 0; // find the named event timer ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] != INVALID_TIMER && (p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL && strcmp(p, name) == 0 ); if( i == MAX_EVENTTIMER ) return 0; // not found delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i] = INVALID_TIMER; sd->eventcount--; aFree(p); return 1; } /*========================================== * ƒCƒxƒ“ƒgƒ^ƒCƒ}?ƒJƒEƒ“ƒg’l’ljÁ *------------------------------------------*/ 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 *)(get_timer(sd->eventtimer[i])->data), name)==0 ){ addtick_timer(sd->eventtimer[i],tick); break; } return 0; } /*========================================== * ƒCƒxƒ“ƒgƒ^ƒCƒ}?‘Síœ *------------------------------------------*/ 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 *)(get_timer(sd->eventtimer[i])->data); delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i] = INVALID_TIMER; sd->eventcount--; if (p) aFree(p); } return 0; } // // ? ”õ•¨ // /*========================================== * ƒAƒCƒeƒ€‚ð?”õ‚·‚é *------------------------------------------*/ int pc_equipitem(struct map_session_data *sd,int n,int req_pos) { int i,pos,flag=0; struct item_data *id; nullpo_ret(sd); if( n < 0 || n >= MAX_INVENTORY ) { clif_equipitemack(sd,0,0,0); return 0; } if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 ) { clif_equipitemack(sd,n,0,0); return 0; } id = sd->inventory_data[n]; pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots. if(battle_config.battle_log) ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id->equip,req_pos); if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris] clif_equipitemack(sd,n,0,0); // fail return 0; } if( sd->sc.data[SC_BERSERK] ) { clif_equipitemack(sd,n,0,0); // fail return 0; } if(pos == EQP_ACC) { //Accesories should only go in one of the two, pos = req_pos&EQP_ACC; if (pos == EQP_ACC) //User specified both slots.. pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R; } if(pos == EQP_ARMS && id->equip == EQP_HAND_R) { //Dual wield capable weapon. pos = (req_pos&EQP_ARMS); if (pos == EQP_ARMS) //User specified both slots, pick one for them. pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R; } if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC) { //Update skill-block range database when weapon range changes. [Skotlex] i = sd->equip_index[EQI_HAND_R]; if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped flag = 1; else flag = id->range != sd->inventory_data[i]->range; } for(i=0;iequip_index[i] >= 0) //Slot taken, remove item from there. pc_unequipitem(sd,sd->equip_index[i],2); sd->equip_index[i] = n; } } if(pos==EQP_AMMO){ clif_arrowequip(sd,n); clif_arrow_fail(sd,3); } else clif_equipitemack(sd,n,pos,1); sd->status.inventory[n].equip=pos; if(pos & EQP_HAND_R) { if(id) sd->weapontype1 = id->look; else sd->weapontype1 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } if(pos & EQP_HAND_L) { if(id) { if(id->type == IT_WEAPON) { sd->status.shield = 0; sd->weapontype2 = id->look; } else if(id->type == IT_ARMOR) { sd->status.shield = id->look; sd->weapontype2 = 0; } } else sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } //Added check to prevent sending the same look on multiple slots -> //causes client to redraw item on top of itself. (suggested by Lupus) if(pos & EQP_HEAD_LOW) { if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))) sd->status.head_bottom = id->look; else sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(pos & EQP_HEAD_TOP) { if(id) sd->status.head_top = id->look; else sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(pos & EQP_HEAD_MID) { if(id && !(pos&EQP_HEAD_TOP)) sd->status.head_mid = id->look; else sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(pos & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); pc_checkallowskill(sd); //Check if status changes should be halted. status_calc_pc(sd,0); if (flag) //Update skill data clif_skillinfoblock(sd); //OnEquip script [Skotlex] if (id) { int i; struct item_data *data; if (id->equip_script) run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id); if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else for(i=0;islot; i++) { if (!sd->status.inventory[n].card[i]) continue; data = itemdb_exists(sd->status.inventory[n].card[i]); if (data && data->equip_script) run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id); } } return 0; } /*========================================== * ? ”õ‚µ‚½•¨‚ðŠO‚· * type: * 0 - only unequip * 1 - calculate status after unequipping * 2 - force unequip *------------------------------------------*/ int pc_unequipitem(struct map_session_data *sd,int n,int flag) { int i; nullpo_ret(sd); if( n < 0 || n >= MAX_INVENTORY ) { clif_unequipitemack(sd,0,0,0); return 0; } // if player is berserk then cannot unequip if( !(flag&2) && sd->sc.count && sd->sc.data[SC_BERSERK] ) { clif_unequipitemack(sd,n,0,0); return 0; } if(battle_config.battle_log) ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip); if(!sd->status.inventory[n].equip){ //Nothing to unequip clif_unequipitemack(sd,n,0,0); return 0; } for(i=0;istatus.inventory[n].equip & equip_pos[i]) sd->equip_index[i] = -1; } if(sd->status.inventory[n].equip & EQP_HAND_R) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); //When unequipping, stop dancing. [Skotlex] } if(sd->status.inventory[n].equip & EQP_HAND_L) { sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->status.inventory[n].equip & EQP_HEAD_LOW) { sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & EQP_HEAD_TOP) { sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & EQP_HEAD_MID) { sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1); if((sd->status.inventory[n].equip & EQP_ARMS) && sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!) skill_enchant_elemental_end(&sd->bl,-1); if(sd->status.inventory[n].equip & EQP_ARMOR) { // On Armor Change... status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER); status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER); } if( sd->state.autobonus&sd->status.inventory[n].equip ) sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish] sd->status.inventory[n].equip=0; if(flag&1) { pc_checkallowskill(sd); status_calc_pc(sd,0); } if(sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele)) status_change_end(&sd->bl, SC_SIGNUMCRUCIS, INVALID_TIMER); //OnUnEquip script [Skotlex] if (sd->inventory_data[n]) { struct item_data *data; if (sd->inventory_data[n]->unequip_script) run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id); if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else for(i=0;iinventory_data[n]->slot; i++) { if (!sd->status.inventory[n].card[i]) continue; data = itemdb_exists(sd->status.inventory[n].card[i]); if (data && data->unequip_script) run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id); } } return 0; } /*========================================== * ƒAƒCƒeƒ€‚Ìindex”Ô?‚ð‹l‚ß‚½‚è * ? ”õ•i‚Ì?”õ‰Â”\ƒ`ƒFƒbƒN‚ðs‚È‚¤ *------------------------------------------*/ int pc_checkitem(struct map_session_data *sd) { int i,id,calc_flag = 0; struct item_data *it=NULL; nullpo_ret(sd); if( sd->vender_id ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam) return 0; if( battle_config.item_check ) {// check for invalid(ated) items for( i = 0; i < MAX_INVENTORY; i++ ) { id = sd->status.inventory[i].nameid; if( id && !itemdb_available(id) ) { ShowWarning("Removed invalid/disabled item id %d from inventory (amount=%d, char_id=%d).\n", id, sd->status.inventory[i].amount, sd->status.char_id); pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0); } } for( i = 0; i < MAX_CART; i++ ) { id = sd->status.cart[i].nameid; if( id && !itemdb_available(id) ) { ShowWarning("Removed invalid/disabled item id %d from cart (amount=%d, char_id=%d).\n", id, sd->status.cart[i].amount, sd->status.char_id); pc_cart_delitem(sd, i, sd->status.cart[i].amount, 0); } } } for( i = 0; i < MAX_INVENTORY; i++) { it = sd->inventory_data[i]; if( sd->status.inventory[i].nameid == 0 ) continue; if( !sd->status.inventory[i].equip ) continue; if( sd->status.inventory[i].equip&~pc_equippoint(sd,i) ) { pc_unequipitem(sd, i, 2); calc_flag = 1; continue; } if( it ) { // check for forbiden items. int flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0) | (map[sd->bl.m].flag.pvp?1:0) | (map_flag_gvg(sd->bl.m)?2:0); if( flag && (it->flag.no_equip&flag || !pc_isAllowedCardOn(sd,it->slot,i,flag)) ) { pc_unequipitem(sd, i, 2); calc_flag = 1; } } } if( calc_flag && sd->state.active ) { pc_checkallowskill(sd); status_calc_pc(sd,0); } return 0; } /*========================================== * PVP‡ˆÊŒvŽZ—p(foreachinarea) *------------------------------------------*/ int pc_calc_pvprank_sub(struct block_list *bl,va_list ap) { struct map_session_data *sd1,*sd2=NULL; sd1=(struct map_session_data *)bl; sd2=va_arg(ap,struct map_session_data *); if( sd1->pvp_point > sd2->pvp_point ) sd2->pvp_rank++; return 0; } /*========================================== * PVP‡ˆÊŒvŽZ *------------------------------------------*/ int pc_calc_pvprank(struct map_session_data *sd) { int old; struct map_data *m; m=&map[sd->bl.m]; old=sd->pvp_rank; sd->pvp_rank=1; map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0); return sd->pvp_rank; } /*========================================== * PVP‡ˆÊŒvŽZ(timer) *------------------------------------------*/ int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr data) { struct map_session_data *sd=NULL; sd=map_id2sd(id); if(sd==NULL) return 0; sd->pvp_timer = INVALID_TIMER; if( pc_calc_pvprank(sd) > 0 ) sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data); return 0; } /*========================================== * sd‚ÍŒ‹¥‚µ‚Ä‚¢‚é‚©(?¥‚Ìꇂ͑Š•û‚Ìchar_id‚ð•Ô‚·) *------------------------------------------*/ int pc_ismarried(struct map_session_data *sd) { if(sd == NULL) return -1; if(sd->status.partner_id > 0) return sd->status.partner_id; else return 0; } /*========================================== * sd‚ªdstsd‚ÆŒ‹¥(dstsd¨sd‚ÌŒ‹¥?—‚à“¯ŽbÉs‚¤) *------------------------------------------*/ int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd) { if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || (sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY)) return -1; sd->status.partner_id = dstsd->status.char_id; dstsd->status.partner_id = sd->status.char_id; return 0; } /*========================================== * Divorce sd from its partner *------------------------------------------*/ 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 #ifndef TXT_ONLY if( chrif_divorce(sd->status.char_id, sd->status.partner_id) ) return -1; // No char server connected return 0; #else ShowError("pc_divorce: p_sd nullpo\n"); return -1; #endif } // Both players online, lets do the divorce manually sd->status.partner_id = 0; p_sd->status.partner_id = 0; for( i = 0; i < MAX_INVENTORY; i++ ) { if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F ) pc_delitem(sd, i, 1, 0, 0); if( p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F ) pc_delitem(p_sd, i, 1, 0, 0); } clif_divorced(sd, p_sd->status.name); clif_divorced(p_sd, sd->status.name); return 0; } /*========================================== * sd‚Ì‘Š•û‚Ìmap_session_data‚ð•Ô‚· *------------------------------------------*/ 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; } struct map_session_data *pc_get_father (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.father > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.father); return NULL; } struct map_session_data *pc_get_mother (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.mother); return NULL; } struct map_session_data *pc_get_child (struct map_session_data *sd) { if (sd && pc_ismarried(sd) && sd->status.child > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.child); return NULL; } void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick) { int hp = 0, sp = 0; if( pc_isdead(sd) ) return; if (sd->hp_loss.value) { sd->hp_loss.tick += diff_tick; while (sd->hp_loss.tick >= sd->hp_loss.rate) { hp += sd->hp_loss.value; sd->hp_loss.tick -= sd->hp_loss.rate; } if(hp >= sd->battle_status.hp) hp = sd->battle_status.hp-1; //Script drains cannot kill you. } if (sd->sp_loss.value) { sd->sp_loss.tick += diff_tick; while (sd->sp_loss.tick >= sd->sp_loss.rate) { sp += sd->sp_loss.value; sd->sp_loss.tick -= sd->sp_loss.rate; } } if (hp > 0 || sp > 0) status_zap(&sd->bl, hp, sp); return; } //Character regen. Flag is used to know which types of regen can take place. //&1: HP regen //&2: SP regen void pc_regen (struct map_session_data *sd, unsigned int diff_tick) { int hp = 0, sp = 0; if (sd->hp_regen.value) { sd->hp_regen.tick += diff_tick; while (sd->hp_regen.tick >= sd->hp_regen.rate) { hp += sd->hp_regen.value; sd->hp_regen.tick -= sd->hp_regen.rate; } } if (sd->sp_regen.value) { sd->sp_regen.tick += diff_tick; while (sd->sp_regen.tick >= sd->sp_regen.rate) { sp += sd->sp_regen.value; sd->sp_regen.tick -= sd->sp_regen.rate; } } if (hp > 0 || sp > 0) status_heal(&sd->bl, hp, sp, 0); return; } /*========================================== * ƒZ?ƒuƒ|ƒCƒ“ƒg‚Ì•Û‘¶ *------------------------------------------*/ int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y) { nullpo_ret(sd); sd->status.save_point.map = mapindex; sd->status.save_point.x = x; sd->status.save_point.y = y; return 0; } /*========================================== * Ž©“®ƒZ?ƒu (timer??) *------------------------------------------*/ int pc_autosave(int tid, unsigned int tick, int id, intptr data) { int interval; struct s_mapiterator* iter; struct map_session_data* sd; static int last_save_id = 0, save_flag = 0; if(save_flag == 2) //Someone was saved on last call, normal cycle save_flag = 0; else save_flag = 1; //Noone was saved, so save first found char. iter = mapit_getallusers(); for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) { if(sd->bl.id == last_save_id && save_flag != 1) { save_flag = 1; continue; } if(save_flag != 1) //Not our turn to save yet. continue; //Save char. last_save_id = sd->bl.id; save_flag = 2; chrif_save(sd,0); break; } mapit_free(iter); interval = autosave_interval/(map_usercount()+1); if(interval < minsave_interval) interval = minsave_interval; add_timer(gettick()+interval,pc_autosave,0,0); return 0; } static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap) { if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled) { //Night/day state does not match. clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex] sd->state.night = night_flag; return 1; } return 0; } /*================================================ * timer to do the day [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ int map_day_timer(int tid, unsigned int tick, int id, intptr data) { char tmp_soutput[1024]; if (data == 0 && battle_config.day_duration <= 0) // if we want a day return 0; if (!night_flag) return 0; //Already day. night_flag = 0; // 0=day, 1=night [Yor] map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived! intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } /*================================================ * timer to do the night [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ int map_night_timer(int tid, unsigned int tick, int id, intptr data) { char tmp_soutput[1024]; if (data == 0 && battle_config.night_duration <= 0) // if we want a night return 0; if (night_flag) return 0; //Already nigth. night_flag = 1; // 0=day, 1=night [Yor] map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen... intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } void pc_setstand(struct map_session_data *sd){ nullpo_retv(sd); status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER); //Reset sitting tick. sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0; sd->state.dead_sit = sd->vd.dead_sit = 0; } /*========================================== * Duel organizing functions [LuzZza] *------------------------------------------*/ void duel_savetime(struct map_session_data* sd) { time_t timer; struct tm *t; time(&timer); t = localtime(&timer); pc_setglobalreg(sd, "PC_LAST_DUEL_TIME", t->tm_mday*24*60 + t->tm_hour*60 + t->tm_min); return; } int duel_checktime(struct map_session_data* sd) { int diff; time_t timer; struct tm *t; time(&timer); t = localtime(&timer); diff = t->tm_mday*24*60 + t->tm_hour*60 + t->tm_min - pc_readglobalreg(sd, "PC_LAST_DUEL_TIME"); return !(diff >= 0 && diff < battle_config.duel_time_interval); } static int duel_showinfo_sub(struct map_session_data* sd, va_list va) { struct map_session_data *ssd = va_arg(va, struct map_session_data*); int *p = va_arg(va, int*); char output[256]; if (sd->duel_group != ssd->duel_group) return 0; sprintf(output, " %d. %s", ++(*p), sd->status.name); clif_disp_onlyself(ssd, output, strlen(output)); return 1; } int duel_showinfo(const unsigned int did, struct map_session_data* sd) { int p=0; char output[256]; if(duel_list[did].max_players_limit > 0) sprintf(output, msg_txt(370), //" -- Duels: %d/%d, Members: %d/%d, Max players: %d --" did, duel_count, duel_list[did].members_count, duel_list[did].members_count + duel_list[did].invites_count, duel_list[did].max_players_limit); else sprintf(output, msg_txt(371), //" -- Duels: %d/%d, Members: %d/%d --" did, duel_count, duel_list[did].members_count, duel_list[did].members_count + duel_list[did].invites_count); clif_disp_onlyself(sd, output, strlen(output)); map_foreachpc(duel_showinfo_sub, sd, &p); return 0; } int duel_create(struct map_session_data* sd, const unsigned int maxpl) { int i=1; char output[256]; while(duel_list[i].members_count > 0 && i < MAX_DUEL) i++; if(i == MAX_DUEL) return 0; duel_count++; sd->duel_group = i; duel_list[i].members_count++; duel_list[i].invites_count = 0; duel_list[i].max_players_limit = maxpl; strcpy(output, msg_txt(372)); // " -- Duel has been created (@invite/@leave) --" clif_disp_onlyself(sd, output, strlen(output)); clif_map_property(sd, MAPPROPERTY_FREEPVPZONE); //clif_misceffect2(&sd->bl, 159); return i; } int duel_invite(const unsigned int did, struct map_session_data* sd, struct map_session_data* target_sd) { char output[256]; // " -- Player %s invites %s to duel --" sprintf(output, msg_txt(373), sd->status.name, target_sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); target_sd->duel_invite = did; duel_list[did].invites_count++; // "Blue -- Player %s invites you to PVP duel (@accept/@reject) --" sprintf(output, msg_txt(374), sd->status.name); clif_broadcast((struct block_list *)target_sd, output, strlen(output)+1, 0x10, SELF); return 0; } static int duel_leave_sub(struct map_session_data* sd, va_list va) { int did = va_arg(va, int); if (sd->duel_invite == did) sd->duel_invite = 0; return 0; } int duel_leave(const unsigned int did, struct map_session_data* sd) { char output[256]; // " <- Player %s has left duel --" sprintf(output, msg_txt(375), sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); duel_list[did].members_count--; if(duel_list[did].members_count == 0) { map_foreachpc(duel_leave_sub, did); duel_count--; } sd->duel_group = 0; duel_savetime(sd); clif_map_property(sd, MAPPROPERTY_NOTHING); return 0; } int duel_accept(const unsigned int did, struct map_session_data* sd) { char output[256]; duel_list[did].members_count++; sd->duel_group = sd->duel_invite; duel_list[did].invites_count--; sd->duel_invite = 0; // " -> Player %s has accepted duel --" sprintf(output, msg_txt(376), sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); clif_map_property(sd, MAPPROPERTY_FREEPVPZONE); //clif_misceffect2(&sd->bl, 159); return 0; } int duel_reject(const unsigned int did, struct map_session_data* sd) { char output[256]; // " -- Player %s has rejected duel --" sprintf(output, msg_txt(377), sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); duel_list[did].invites_count--; sd->duel_invite = 0; return 0; } int pc_split_str(char *str,char **val,int num) { int i; for (i=0; i UINT_MAX) { val[i] = UINT_MAX; if (!warning) { warning = 1; ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX); } } else val[i] = (unsigned int)f; str = strchr(str,sep); if (str) *str++=0; } //Zero up the remaining. for(j=i; j < max; j++) val[j] = 0; return i; } /*========================================== * DB reading. * exp.txt - required experience values * skill_tree.txt - skill tree for every class * attr_fix.txt - elemental adjustment table * statpoint.txt - status points per base level *------------------------------------------*/ static bool pc_readdb_skilltree(char* fields[], int columns, int current) { unsigned char joblv = 0, skilllv; unsigned short skillid; int idx, class_; unsigned int i, offset = 3, skillidx; class_ = atoi(fields[0]); skillid = (unsigned short)atoi(fields[1]); skilllv = (unsigned char)atoi(fields[2]); if(columns==4+MAX_PC_SKILL_REQUIRE*2) {// job level requirement extra column joblv = (unsigned char)atoi(fields[3]); offset++; } if(!pcdb_checkid(class_)) { ShowWarning("pc_readdb_skilltree: Invalid job class %d specified.\n", class_); return false; } idx = pc_class2idx(class_); //This is to avoid adding two lines for the same skill. [Skotlex] ARR_FIND( 0, MAX_SKILL_TREE, skillidx, skill_tree[idx][skillidx].id == 0 || skill_tree[idx][skillidx].id == skillid ); if( skillidx == MAX_SKILL_TREE ) { ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skillid, class_); return false; } else if(skill_tree[idx][skillidx].id) { ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skillid, class_); } skill_tree[idx][skillidx].id = skillid; skill_tree[idx][skillidx].max = skilllv; skill_tree[idx][skillidx].joblv = joblv; for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) { skill_tree[idx][skillidx].need[i].id = atoi(fields[i*2+offset]); skill_tree[idx][skillidx].need[i].lv = atoi(fields[i*2+offset+1]); } return true; } int pc_readdb(void) { int i,j,k; FILE *fp; char line[24000],*p; // •K—v??’l?‚Ý?‚Ý memset(exp_table,0,sizeof(exp_table)); memset(max_level,0,sizeof(max_level)); sprintf(line, "%s/exp.txt", db_path); fp=fopen(line, "r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line), fp)) { int jobs[CLASS_COUNT], job_count, job, job_id; int type; unsigned int ui,maxlv; char *split[4]; if(line[0]=='/' && line[1]=='/') continue; if (pc_split_str(line,split,4) < 4) continue; job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT); if (job_count < 1) continue; job_id = jobs[0]; if (!pcdb_checkid(job_id)) { ShowError("pc_readdb: Invalid job ID %d.\n", job_id); continue; } type = atoi(split[2]); if (type < 0 || type > 1) { ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type); continue; } maxlv = atoi(split[0]); if (maxlv > MAX_LEVEL) { ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL); maxlv = MAX_LEVEL; } job = jobs[0] = pc_class2idx(job_id); //We send one less and then one more because the last entry in the exp array should hold 0. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1; //Reverse check in case the array has a bunch of trailing zeros... [Skotlex] //The reasoning behind the -2 is this... if the max level is 5, then the array //should look like this: //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3. while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0) max_level[job][type]--; if (max_level[job][type] < maxlv) { ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job_id, max_level[job][type]); ShowInfo("Filling the missing values with the last exp entry.\n"); //Fill the requested values with the last entry. ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2); for (; ui+2 < maxlv; ui++) exp_table[job][type][ui] = exp_table[job][type][ui-1]; max_level[job][type] = maxlv; } // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]); for (i = 1; i < job_count; i++) { job_id = jobs[i]; if (!pcdb_checkid(job_id)) { ShowError("pc_readdb: Invalid job ID %d.\n", job_id); continue; } job = pc_class2idx(job_id); memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0])); max_level[job][type] = maxlv; // ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]); } } fclose(fp); for (i = 0; i < JOB_MAX; i++) { if (!pcdb_checkid(i)) continue; if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER) continue; //Classes that do not need exp tables. j = pc_class2idx(i); if (!max_level[j][0]) ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i); if (!max_level[j][1]) ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i); } ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt"); // ƒXƒLƒ‹ƒcƒŠ? memset(skill_tree,0,sizeof(skill_tree)); sv_readdb(db_path, "skill_tree.txt", ',', 3+MAX_PC_SKILL_REQUIRE*2, 4+MAX_PC_SKILL_REQUIRE*2, -1, &pc_readdb_skilltree); // ?«C³ƒe?ƒuƒ‹ for(i=0;i<4;i++) for(j=0;j0) p++; attr_fix_table[lv-1][i][j]=atoi(p); if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0) attr_fix_table[lv-1][i][j] = 0; p=strchr(p,','); if(p) *p++=0; } i++; } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt"); // ƒXƒLƒ‹ƒcƒŠ? memset(statp,0,sizeof(statp)); i=1; sprintf(line, "%s/statpoint.txt", db_path); fp=fopen(line,"r"); if(fp == NULL){ ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line); //return 1; } else { while(fgets(line, sizeof(line), fp)) { int stat; if(line[0]=='/' && line[1]=='/') continue; if ((stat=strtoul(line,NULL,10))<0) stat=0; if (i > MAX_LEVEL) break; statp[i]=stat; i++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt"); } // generate the remaining parts of the db if necessary statp[0] = 45; // seed value for (; i <= MAX_LEVEL; i++) statp[i] = statp[i-1] + (i-1+15)/5; return 0; } // Read MOTD on startup. [Valaris] int pc_read_motd(void) { char* buf, * ptr; unsigned int lines = 0, entries = 0; size_t len; FILE* fp; // clear old MOTD memset(motd_text, 0, sizeof(motd_text)); // read current MOTD if( ( fp = fopen(motd_txt, "r") ) != NULL ) { while( entries < MOTD_LINE_SIZE && fgets(motd_text[entries], sizeof(motd_text[entries]), fp) ) { lines++; buf = motd_text[entries]; if( buf[0] == '/' && buf[1] == '/' ) { continue; } len = strlen(buf); while( len && ( buf[len-1] == '\r' || buf[len-1] == '\n' ) ) {// strip trailing EOL characters len--; } if( len ) { buf[len] = 0; if( ( ptr = strstr(buf, " :") ) != NULL && ptr-buf >= NAME_LENGTH ) {// crashes newer clients ShowWarning("Found sequence '"CL_WHITE" :"CL_RESET"' on line '"CL_WHITE"%u"CL_RESET"' in '"CL_WHITE"%s"CL_RESET"'. This can cause newer clients to crash.\n", lines, motd_txt); } } else {// empty line buf[0] = ' '; buf[1] = 0; } entries++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, motd_txt); } else { ShowWarning("File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt); } return 0; } /*========================================== * pc? ŒW‰Šú‰» *------------------------------------------*/ void do_final_pc(void) { return; } int do_init_pc(void) { pc_readdb(); pc_read_motd(); // Read MOTD [Valaris] memset(&duel_list[0], 0, sizeof(duel_list)); add_timer_func_list(pc_invincible_timer, "pc_invincible_timer"); add_timer_func_list(pc_eventtimer, "pc_eventtimer"); add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end"); add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer"); add_timer_func_list(pc_autosave, "pc_autosave"); add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer"); add_timer_func_list(pc_follow_timer, "pc_follow_timer"); add_timer_func_list(pc_endautobonus, "pc_endautobonus"); add_timer(gettick() + autosave_interval, pc_autosave, 0, 0); if (battle_config.day_duration > 0 && battle_config.night_duration > 0) { int day_duration = battle_config.day_duration; int night_duration = battle_config.night_duration; // add night/day timer (by [yor]) add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor] add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor] if (!battle_config.night_at_start) { night_flag = 0; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration); } else { night_flag = 1; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration); } } return 0; }