// $Id: pc.c 101 2004-09-25 17:57:22Z Valaris $
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <time.h>
#include "../common/socket.hpp" // [Valaris]
#include "../common/timer.hpp"
#include "../common/db.hpp"
#include "../common/nullpo.hpp"
#include "../common/mt_rand.hpp"
#include "atcommand.hpp"
#include "battle.hpp"
#include "chat.hpp"
#include "chrif.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "npc.hpp"
#include "party.hpp"
#include "pc.hpp"
#include "script.hpp"
#include "skill.hpp"
#include "storage.hpp"
#include "trade.hpp"
#ifdef MEMWATCH
#include "memwatch.hpp"
#endif
#define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
//define it here, since the ifdef only occurs in this file
#define USE_ASTRAL_SOUL_SKILL
#define STATE_BLIND 0x10
#ifdef USE_ASTRAL_SOUL_SKILL
#define MAGIC_SKILL_THRESHOLD 200 // [fate] At this threshold, the Astral Soul skill kicks in
#endif
#define MAP_LOG_STATS(sd, suffix) \
MAP_LOG_PC(sd, "STAT %d %d %d %d %d %d " suffix, \
sd->status.str, sd->status.agi, sd->status.vit, sd->status.int_, sd->status.dex, sd->status.luk)
#define MAP_LOG_XP(sd, suffix) \
MAP_LOG_PC(sd, "XP %d %d JOB %d %d %d ZENY %d + %d " suffix, \
sd->status.base_level, sd->status.base_exp, sd->status.job_level, sd->status.job_exp, sd->status.skill_point, sd->status.zeny, pc_readaccountreg(sd, "BankAccount"))
#define MAP_LOG_MAGIC(sd, suffix) \
MAP_LOG_PC(sd, "MAGIC %d %d %d %d %d %d EXP %d %d " suffix, \
sd->status.skill[TMW_MAGIC].lv, \
sd->status.skill[TMW_MAGIC_LIFE].lv, \
sd->status.skill[TMW_MAGIC_WAR].lv, \
sd->status.skill[TMW_MAGIC_TRANSMUTE].lv, \
sd->status.skill[TMW_MAGIC_NATURE].lv, \
sd->status.skill[TMW_MAGIC_ETHER].lv, \
pc_readglobalreg(sd, "MAGIC_EXPERIENCE") & 0xffff, \
(pc_readglobalreg(sd, "MAGIC_EXPERIENCE") >> 24) & 0xff)
timer_id day_timer_tid;
timer_id night_timer_tid;
static int max_weight_base[MAX_PC_CLASS];
static int hp_coefficient[MAX_PC_CLASS];
static int hp_coefficient2[MAX_PC_CLASS];
static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
static int sp_coefficient[MAX_PC_CLASS];
static int aspd_base[MAX_PC_CLASS][20];
static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
static int exp_table[14][MAX_LEVEL];
static char statp[255][7];
static struct
{
SkillID id;
int max;
struct
{
SkillID id;
short lv;
} need[6];
} skill_tree[3][MAX_PC_CLASS][100];
static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt)
static int percentrefinery[5][10]; // 精錬成功率(refine_db.txt)
static int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 };
static int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
static unsigned int equip_pos[11] =
{ 0x0080, 0x0008, 0x0040, 0x0004, 0x0001, 0x0200, 0x0100, 0x0010, 0x0020,
0x0002, 0x8000
};
//static struct dbt *gm_account_db;
static struct gm_account *gm_account = NULL;
static int GM_num = 0;
int pc_isGM(struct map_session_data *sd)
{
// struct gm_account *p;
int i;
nullpo_retr(0, sd);
/* p = numdb_search(gm_account_db, sd->status.account_id);
if (p == NULL)
return 0;
return p->level;*/
for (i = 0; i < GM_num; i++)
if (gm_account[i].account_id == sd->status.account_id)
return gm_account[i].level;
return 0;
}
int pc_iskiller(struct map_session_data *src,
struct map_session_data *target)
{
nullpo_retr(0, src);
if (src->bl.type != BL_PC)
return 0;
if (src->special_state.killer)
return 1;
if (target->bl.type != BL_PC)
return 0;
if (target->special_state.killable)
return 1;
return 0;
}
int pc_set_gm_level(int account_id, int level)
{
int i;
for (i = 0; i < GM_num; i++)
{
if (account_id == gm_account[i].account_id)
{
gm_account[i].level = level;
return 0;
}
}
GM_num++;
RECREATE(gm_account, struct gm_account, GM_num);
gm_account[GM_num - 1].account_id = account_id;
gm_account[GM_num - 1].level = level;
return 0;
}
int pc_getrefinebonus(int lv, int type)
{
if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
return refinebonus[lv][type];
return 0;
}
static int distance(int x0, int y0, int x1, int y1)
{
int dx, dy;
dx = abs(x0 - x1);
dy = abs(y0 - y1);
return dx > dy ? dx : dy;
}
static void pc_invincible_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd;
if ((sd = (struct map_session_data *) map_id2sd(id)) == NULL
|| sd->bl.type != BL_PC)
return;
if (sd->invincible_timer != tid)
{
if (battle_config.error_log)
printf("invincible_timer %d != %d\n", sd->invincible_timer, tid);
return;
}
sd->invincible_timer = -1;
}
int pc_setinvincibletimer(struct map_session_data *sd, int val)
{
nullpo_retr(0, sd);
if (sd->invincible_timer != -1)
delete_timer(sd->invincible_timer, pc_invincible_timer);
sd->invincible_timer =
add_timer(gettick() + val, pc_invincible_timer, sd->bl.id, 0);
return 0;
}
int pc_delinvincibletimer(struct map_session_data *sd)
{
nullpo_retr(0, sd);
if (sd->invincible_timer != -1)
{
delete_timer(sd->invincible_timer, pc_invincible_timer);
sd->invincible_timer = -1;
}
return 0;
}
static void pc_spiritball_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd;
int i;
if ((sd = (struct map_session_data *) map_id2sd(id)) == NULL
|| sd->bl.type != BL_PC)
return;
if (sd->spirit_timer[0] != tid)
{
if (battle_config.error_log)
printf("spirit_timer %d != %d\n", sd->spirit_timer[0], tid);
return;
}
sd->spirit_timer[0] = -1;
for (i = 1; i < sd->spiritball; i++)
{
sd->spirit_timer[i - 1] = sd->spirit_timer[i];
sd->spirit_timer[i] = -1;
}
sd->spiritball--;
if (sd->spiritball < 0)
sd->spiritball = 0;
clif_spiritball(sd);
}
int pc_addspiritball(struct map_session_data *sd, int interval, int max)
{
int i;
nullpo_retr(0, sd);
if (max > MAX_SKILL_LEVEL)
max = MAX_SKILL_LEVEL;
if (sd->spiritball < 0)
sd->spiritball = 0;
if (sd->spiritball >= max)
{
if (sd->spirit_timer[0] != -1)
{
delete_timer(sd->spirit_timer[0], pc_spiritball_timer);
sd->spirit_timer[0] = -1;
}
for (i = 1; i < max; i++)
{
sd->spirit_timer[i - 1] = sd->spirit_timer[i];
sd->spirit_timer[i] = -1;
}
}
else
sd->spiritball++;
sd->spirit_timer[sd->spiritball - 1] =
add_timer(gettick() + interval, pc_spiritball_timer, sd->bl.id, 0);
clif_spiritball(sd);
return 0;
}
int pc_delspiritball(struct map_session_data *sd, int count, int type)
{
int i;
nullpo_retr(0, sd);
if (sd->spiritball <= 0)
{
sd->spiritball = 0;
return 0;
}
if (count > sd->spiritball)
count = sd->spiritball;
sd->spiritball -= count;
if (count > MAX_SKILL_LEVEL)
count = MAX_SKILL_LEVEL;
for (i = 0; i < count; i++)
{
if (sd->spirit_timer[i] != -1)
{
delete_timer(sd->spirit_timer[i], pc_spiritball_timer);
sd->spirit_timer[i] = -1;
}
}
for (i = count; i < MAX_SKILL_LEVEL; i++)
{
sd->spirit_timer[i - count] = sd->spirit_timer[i];
sd->spirit_timer[i] = -1;
}
if (!type)
clif_spiritball(sd);
return 0;
}
int pc_setrestartvalue(struct map_session_data *sd, int type)
{
//転生や養子の場合の元の職業を算出する
struct pc_base_job s_class;
nullpo_retr(0, sd);
s_class = pc_calc_base_job(sd->status.pc_class);
//-----------------------
// 死亡した
if (sd->special_state.restart_full_recover)
{ // オシリスカード
sd->status.hp = sd->status.max_hp;
sd->status.sp = sd->status.max_sp;
}
else
{
if (s_class.job == 0 && battle_config.restart_hp_rate < 50)
{ //ノビは半分回復
sd->status.hp = (sd->status.max_hp) / 2;
}
else
{
if (battle_config.restart_hp_rate <= 0)
sd->status.hp = 1;
else
{
sd->status.hp =
sd->status.max_hp * battle_config.restart_hp_rate / 100;
if (sd->status.hp <= 0)
sd->status.hp = 1;
}
}
if (battle_config.restart_sp_rate > 0)
{
int sp = sd->status.max_sp * battle_config.restart_sp_rate / 100;
if (sd->status.sp < sp)
sd->status.sp = sp;
}
}
if (type & 1)
clif_updatestatus(sd, SP_HP);
if (type & 1)
clif_updatestatus(sd, SP_SP);
/* removed exp penalty on spawn [Valaris] */
if (type & 2 && sd->status.pc_class != 0 && battle_config.zeny_penalty > 0
&& !map[sd->bl.m].flag.nozenypenalty)
{
int zeny =
(int)((double) sd->status.zeny *
(double) battle_config.zeny_penalty / 10000.);
if (zeny < 1)
zeny = 1;
sd->status.zeny -= zeny;
if (sd->status.zeny < 0)
sd->status.zeny = 0;
clif_updatestatus(sd, SP_ZENY);
}
sd->heal_xp = 0; // [Fate] Set gainable xp for healing this player to 0
return 0;
}
/*==========================================
* 自分をロックしているMOBの数を数える(foreachclient)
*------------------------------------------
*/
static
void pc_counttargeted_sub(struct block_list *bl, va_list ap)
{
int id, *c, target_lv;
struct block_list *src;
nullpo_retv(bl);
nullpo_retv(ap);
id = va_arg(ap, int);
nullpo_retv(c = va_arg(ap, int *));
src = va_arg(ap, struct block_list *);
target_lv = va_arg(ap, int);
if (id == bl->id || (src && id == src->id))
return;
if (bl->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
if (sd && sd->attacktarget == id && sd->attacktimer != -1
&& sd->attacktarget_lv >= target_lv)
(*c)++;
}
else if (bl->type == BL_MOB)
{
struct mob_data *md = (struct mob_data *) bl;
if (md && md->target_id == id && md->timer != -1
&& md->state.state == MS_ATTACK && md->target_lv >= target_lv)
(*c)++;
//printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv);
}
}
int pc_counttargeted(struct map_session_data *sd, struct block_list *src,
int target_lv)
{
int c = 0;
map_foreachinarea(pc_counttargeted_sub, sd->bl.m,
sd->bl.x - AREA_SIZE, sd->bl.y - AREA_SIZE,
sd->bl.x + AREA_SIZE, sd->bl.y + AREA_SIZE, 0,
sd->bl.id, &c, src, target_lv);
return c;
}
/*==========================================
* ローカルプロトタイプ宣言 (必要な物のみ)
*------------------------------------------
*/
static int pc_walktoxy_sub(struct map_session_data *);
/*==========================================
* saveに必要なステータス修正を行なう
*------------------------------------------
*/
int pc_makesavestatus(struct map_session_data *sd)
{
nullpo_retr(0, sd);
// 服の色は色々弊害が多いので保存対象にはしない
if (!battle_config.save_clothcolor)
sd->status.clothes_color = 0;
// 死亡状態だったのでhpを1、位置をセーブ場所に変更
if (pc_isdead(sd))
{
pc_setrestartvalue(sd, 0);
memcpy(&sd->status.last_point, &sd->status.save_point,
sizeof(sd->status.last_point));
}
else
{
memcpy(sd->status.last_point.map, sd->mapname, 24);
sd->status.last_point.x = sd->bl.x;
sd->status.last_point.y = sd->bl.y;
}
// セーブ禁止マップだったので指定位置に移動
if (map[sd->bl.m].flag.nosave)
{
struct map_data *m = &map[sd->bl.m];
if (strcmp(m->save.map, "SavePoint") == 0)
memcpy(&sd->status.last_point, &sd->status.save_point,
sizeof(sd->status.last_point));
else
memcpy(&sd->status.last_point, &m->save,
sizeof(sd->status.last_point));
}
//マナーポイントがプラスだった場合0に
if (battle_config.muting_players && sd->status.manner > 0)
sd->status.manner = 0;
return 0;
}
/*==========================================
* 接続時の初期化
*------------------------------------------
*/
int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id,
int login_id1, int client_tick, int sex, int fd)
{
nullpo_retr(0, sd);
sd->bl.id = account_id;
sd->char_id = char_id;
sd->login_id1 = login_id1;
sd->login_id2 = 0; // at this point, we can not know the value :(
sd->client_tick = client_tick;
sd->sex = sex;
sd->state.auth = 0;
sd->bl.type = BL_PC;
sd->canact_tick = sd->canmove_tick = gettick();
sd->canlog_tick = gettick();
sd->state.waitingdisconnect = 0;
return 0;
}
int pc_equippoint(struct map_session_data *sd, int n)
{
int ep = 0;
//転生や養子の場合の元の職業を算出する
struct pc_base_job s_class;
nullpo_retr(0, sd);
if (!sd->inventory_data[n])
return 0;
s_class = pc_calc_base_job(sd->status.pc_class);
ep = sd->inventory_data[n]->equip;
if ((sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2
|| sd->inventory_data[n]->look == 6) && (ep == 2
&&
(pc_checkskill(sd, AS_LEFT)
> 0 || s_class.job == 12)))
{
return 34;
}
return ep;
}
static
int pc_setinventorydata(struct map_session_data *sd)
{
int i, id;
nullpo_retr(0, sd);
for (i = 0; i < MAX_INVENTORY; i++)
{
id = sd->status.inventory[i].nameid;
sd->inventory_data[i] = itemdb_search(id);
}
return 0;
}
static
int pc_calcweapontype(struct map_session_data *sd)
{
nullpo_retr(0, sd);
if (sd->weapontype1 != 0 && sd->weapontype2 == 0)
sd->status.weapon = sd->weapontype1;
if (sd->weapontype1 == 0 && sd->weapontype2 != 0) // 左手武器 Only
sd->status.weapon = sd->weapontype2;
else if (sd->weapontype1 == 1 && sd->weapontype2 == 1) // 双短剣
sd->status.weapon = 0x11;
else if (sd->weapontype1 == 2 && sd->weapontype2 == 2) // 双単手剣
sd->status.weapon = 0x12;
else if (sd->weapontype1 == 6 && sd->weapontype2 == 6) // 双単手斧
sd->status.weapon = 0x13;
else if ((sd->weapontype1 == 1 && sd->weapontype2 == 2) || (sd->weapontype1 == 2 && sd->weapontype2 == 1)) // 短剣 - 単手剣
sd->status.weapon = 0x14;
else if ((sd->weapontype1 == 1 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 1)) // 短剣 - 斧
sd->status.weapon = 0x15;
else if ((sd->weapontype1 == 2 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 2)) // 単手剣 - 斧
sd->status.weapon = 0x16;
else
sd->status.weapon = sd->weapontype1;
return 0;
}
static
int pc_setequipindex(struct map_session_data *sd)
{
int i, j;
nullpo_retr(0, sd);
for (i = 0; i < 11; i++)
sd->equip_index[i] = -1;
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid <= 0)
continue;
if (sd->status.inventory[i].equip)
{
for (j = 0; j < 11; j++)
if (sd->status.inventory[i].equip & equip_pos[j])
sd->equip_index[j] = i;
if (sd->status.inventory[i].equip & 0x0002)
{
if (sd->inventory_data[i])
sd->weapontype1 = sd->inventory_data[i]->look;
else
sd->weapontype1 = 0;
}
if (sd->status.inventory[i].equip & 0x0020)
{
if (sd->inventory_data[i])
{
if (sd->inventory_data[i]->type == 4)
{
if (sd->status.inventory[i].equip == 0x0020)
sd->weapontype2 = sd->inventory_data[i]->look;
else
sd->weapontype2 = 0;
}
else
sd->weapontype2 = 0;
}
else
sd->weapontype2 = 0;
}
}
}
pc_calcweapontype(sd);
return 0;
}
int pc_isequip(struct map_session_data *sd, int n)
{
struct item_data *item;
eptr<struct status_change, StatusChange> sc_data;
//転生や養子の場合の元の職業を算出する
nullpo_retr(0, sd);
item = sd->inventory_data[n];
sc_data = battle_get_sc_data(&sd->bl);
//s_class = pc_calc_base_job(sd->status.class);
if (battle_config.gm_allequip > 0
&& pc_isGM(sd) >= battle_config.gm_allequip)
return 1;
if (item == NULL)
return 0;
if (item->sex != 2 && sd->status.sex != item->sex)
return 0;
if (item->elv > 0 && sd->status.base_level < item->elv)
return 0;
if (map[sd->bl.m].flag.pvp
&& (item->flag.no_equip == 1 || item->flag.no_equip == 3))
return 0;
if (item->equip & 0x0002 && sc_data
&& sc_data[SC_STRIPWEAPON].timer != -1)
return 0;
if (item->equip & 0x0020 && sc_data
&& sc_data[SC_STRIPSHIELD].timer != -1)
return 0;
if (item->equip & 0x0010 && sc_data && sc_data[SC_STRIPARMOR].timer != -1)
return 0;
if (item->equip & 0x0100 && sc_data && sc_data[SC_STRIPHELM].timer != -1)
return 0;
return 1;
}
/*==========================================
* Weapon Breaking [Valaris]
*------------------------------------------
*/
int pc_breakweapon(struct map_session_data *sd)
{
struct item_data *item;
char output[255];
int i;
if (sd == NULL)
return -1;
if (sd->unbreakable >= MRAND(100))
return 0;
if (sd->sc_data[SC_CP_WEAPON].timer != -1)
return 0;
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].equip
&& sd->status.inventory[i].equip & 0x0002
&& !sd->status.inventory[i].broken)
{
item = sd->inventory_data[i];
sd->status.inventory[i].broken = 1;
//pc_unequipitem(sd,i,0);
if (sd->status.inventory[i].equip
&& sd->status.inventory[i].equip & 0x0002
&& sd->status.inventory[i].broken == 1)
{
sprintf(output, "%s has broken.", item->jname);
clif_emotion(&sd->bl, 23);
clif_displaymessage(sd->fd, output);
clif_equiplist(sd);
skill_status_change_start(&sd->bl, SC_BROKNWEAPON, 0, 0, 0,
0, 0, 0);
}
}
if (sd->status.inventory[i].broken == 1)
return 0;
}
return 0;
}
/*==========================================
* Armor Breaking [Valaris]
*------------------------------------------
*/
int pc_breakarmor(struct map_session_data *sd)
{
struct item_data *item;
char output[255];
int i;
if (sd == NULL)
return -1;
if (sd->unbreakable >= MRAND(100))
return 0;
if (sd->sc_data[SC_CP_ARMOR].timer != -1)
return 0;
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].equip
&& sd->status.inventory[i].equip & 0x0010
&& !sd->status.inventory[i].broken)
{
item = sd->inventory_data[i];
sd->status.inventory[i].broken = 1;
//pc_unequipitem(sd,i,0);
if (sd->status.inventory[i].equip
&& sd->status.inventory[i].equip & 0x0010
&& sd->status.inventory[i].broken == 1)
{
sprintf(output, "%s has broken.", item->jname);
clif_emotion(&sd->bl, 23);
clif_displaymessage(sd->fd, output);
clif_equiplist(sd);
skill_status_change_start(&sd->bl, SC_BROKNARMOR, 0, 0, 0, 0,
0, 0);
}
}
if (sd->status.inventory[i].broken == 1)
return 0;
}
return 0;
}
/*==========================================
* session idに問題無し
* char鯖から送られてきたステータスを設定
*------------------------------------------
*/
int pc_authok(int id, int login_id2, time_t connect_until_time,
short tmw_version, struct mmo_charstatus *st)
{
struct map_session_data *sd = NULL;
struct party *p;
unsigned long tick = gettick();
struct sockaddr_in sai;
socklen_t sa_len = sizeof(struct sockaddr);
sd = map_id2sd(id);
if (sd == NULL)
return 1;
sd->login_id2 = login_id2;
sd->tmw_version = tmw_version;
memcpy(&sd->status, st, sizeof(*st));
if (sd->status.sex != sd->sex)
{
clif_authfail_fd(sd->fd, 0);
return 1;
}
MAP_LOG_STATS(sd, "LOGIN");
MAP_LOG_XP(sd, "LOGIN");
MAP_LOG_MAGIC(sd, "LOGIN");
memset(&sd->state, 0, sizeof(sd->state));
// 基本的な初期化
sd->state.connect_new = 1;
sd->bl.prev = sd->bl.next = NULL;
sd->weapontype1 = sd->weapontype2 = 0;
sd->view_class = sd->status.pc_class;
sd->speed = DEFAULT_WALK_SPEED;
sd->state.dead_sit = 0;
sd->dir = 0;
sd->head_dir = 0;
sd->state.auth = 1;
sd->walktimer = -1;
sd->attacktimer = -1;
sd->followtimer = -1; // [MouseJstr]
sd->skilltimer = -1;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
sd->invincible_timer = -1;
sd->sg_count = 0;
sd->deal_locked = 0;
sd->trade_partner = 0;
sd->inchealhptick = 0;
sd->inchealsptick = 0;
sd->hp_sub = 0;
sd->sp_sub = 0;
sd->quick_regeneration_hp.amount = 0;
sd->quick_regeneration_sp.amount = 0;
sd->heal_xp = 0;
sd->inchealspirithptick = 0;
sd->inchealspiritsptick = 0;
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->attackabletime = tick;
/* We don't want players bypassing spell restrictions. [remoitnane] */
// Removed because it was buggy with the ~50 day wraparound,
// and there's already a limit on how fast you can log in and log out.
// -o11c
sd->cast_tick = tick; // + pc_readglobalreg (sd, "MAGIC_CAST_TICK");
sd->doridori_counter = 0;
sd->spiritball = 0;
for (int i = 0; i < MAX_SKILL_LEVEL; i++)
sd->spirit_timer[i] = -1;
for (int i = 0; i < MAX_SKILLTIMERSKILL; i++)
sd->skilltimerskill[i].timer = -1;
memset(&sd->dev, 0, sizeof(struct square));
for (int i = 0; i < 5; i++)
{
sd->dev.val1[i] = 0;
sd->dev.val2[i] = 0;
}
// アカウント変数の送信要求
intif_request_accountreg(sd);
// アイテムチェック
pc_setinventorydata(sd);
pc_checkitem(sd);
// ステータス異常の初期化
for (StatusChange i : erange(StatusChange(), MAX_STATUSCHANGE))
{
sd->sc_data[i].timer = -1;
sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 =
sd->sc_data[i].val4 = 0;
}
sd->sc_count = 0;
if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
(pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
sd->status.option &= (OPTION_MASK | OPTION_HIDE);
else
sd->status.option &= OPTION_MASK;
// スキルユニット関係の初期化
memset(sd->skillunit, 0, sizeof(sd->skillunit));
memset(sd->skillunittick, 0, sizeof(sd->skillunittick));
// init ignore list
memset(sd->ignore, 0, sizeof(sd->ignore));
// パーティー関係の初期化
sd->party_sended = 0;
sd->party_invite = 0;
sd->party_x = -1;
sd->party_y = -1;
sd->party_hp = -1;
// イベント関係の初期化
memset(sd->eventqueue, 0, sizeof(sd->eventqueue));
for (int i = 0; i < MAX_EVENTTIMER; i++)
sd->eventtimer[i] = -1;
// 位置の設定
pc_setpos(sd, sd->status.last_point.map, sd->status.last_point.x,
sd->status.last_point.y, 0);
// パーティ、ギルドデータの要求
if (sd->status.party_id > 0
&& (p = party_search(sd->status.party_id)) == NULL)
party_request_info(sd->status.party_id);
// pvpの設定
sd->pvp_rank = 0;
sd->pvp_point = 0;
sd->pvp_timer = -1;
// 通知
clif_authok(sd);
map_addnickdb(sd);
if (map_charid2nick(sd->status.char_id) == NULL)
map_addchariddb(sd->status.char_id, sd->status.name);
//スパノビ用死にカウンターのスクリプト変数からの読み出しとsdへのセット
sd->die_counter = pc_readglobalreg(sd, "PC_DIE_COUNTER");
if (night_flag == 1)
{
char tmpstr[1024];
strcpy(tmpstr, "Actually, it's the night...");
clif_wis_message(sd->fd, wisp_server_name, tmpstr,
strlen(tmpstr) + 1);
sd->opt2 |= STATE_BLIND;
}
// ステータス初期計算など
pc_calcstatus(sd, 1);
if (pc_isGM(sd))
{
printf("Connection accepted: character '%s' (account: %d; GM level %d).\n",
sd->status.name, sd->status.account_id, pc_isGM(sd));
clif_updatestatus(sd, SP_GM);
}
else
printf("Connection accepted: Character '%s' (account: %d).\n",
sd->status.name, sd->status.account_id);
// Message of the Dayの送信
{
char buf[256];
FILE *fp;
if ((fp = fopen_(motd_txt, "r")) != NULL)
{
while (fgets(buf, sizeof(buf) - 1, fp) != NULL)
{
for (int i = 0; buf[i]; i++)
{
if (buf[i] == '\r' || buf[i] == '\n')
{
buf[i] = 0;
break;
}
}
clif_displaymessage(sd->fd, buf);
}
fclose_(fp);
}
}
sd->auto_ban_info.in_progress = 0;
// Initialize antispam vars
sd->chat_reset_due = sd->chat_lines_in = sd->chat_total_repeats =
sd->chat_repeat_reset_due = 0;
sd->chat_lastmsg[0] = '\0';
memset(sd->flood_rates, 0, sizeof(sd->flood_rates));
sd->packet_flood_reset_due = sd->packet_flood_in = 0;
// Obtain IP address (if they are still connected)
if (!getpeername(sd->fd, (struct sockaddr *)&sai, &sa_len))
sd->ip = sai.sin_addr;
// message of the limited time of the account
if (connect_until_time != 0)
{ // don't display if it's unlimited or unknow value
char tmpstr[1024];
strftime(tmpstr, sizeof(tmpstr) - 1, "Your account time limit is: %d-%m-%Y %H:%M:%S.", gmtime(&connect_until_time));
clif_wis_message(sd->fd, wisp_server_name, tmpstr,
strlen(tmpstr) + 1);
}
pc_calcstatus(sd, 1);
return 0;
}
/*==========================================
* session idに問題ありなので後始末
*------------------------------------------
*/
int pc_authfail(int id)
{
struct map_session_data *sd;
sd = map_id2sd(id);
if (sd == NULL)
return 1;
clif_authfail_fd(sd->fd, 0);
return 0;
}
static int pc_calc_skillpoint(struct map_session_data *sd)
{
int i, skill_points = 0;
nullpo_retr(0, sd);
for (i = 0; i < skill_pool_skills_size; i++) {
int lv = sd->status.skill[skill_pool_skills[i]].lv;
if (lv)
skill_points += ((lv * (lv - 1)) >> 1) - 1;
}
return skill_points;
}
/*==========================================
* 覚えられるスキルの計算
*------------------------------------------
*/
static
int pc_calc_skilltree(struct map_session_data *sd)
{
int i, id = 0, flag;
int c = 0, s = 0;
//転生や養子の場合の元の職業を算出する
struct pc_base_job s_class;
nullpo_retr(0, sd);
s_class = pc_calc_base_job(sd->status.pc_class);
c = s_class.job;
s = (s_class.upper == 1) ? 1 : 0; //ソ転生以外は通常のスキル?
if ((battle_config.skillup_limit)
&& ((c >= 0 && c < 23) || (c >= 4001 && c < 4023)
|| (c >= 4023 && c < 4045)))
{
int skill_point = pc_calc_skillpoint(sd);
if (skill_point < 9)
c = 0;
else if ((sd->status.skill_point >= sd->status.job_level
&& skill_point < 58) && ((c > 6 && c < 23) || (c > 4007
&& c < 4023)
|| (c > 4029 && c < 4045)))
{
switch (c)
{
case 7:
case 14:
c = 1;
break;
case 8:
case 15:
c = 4;
break;
case 9:
case 16:
c = 2;
break;
case 10:
case 18:
c = 5;
break;
case 11:
case 19:
case 20:
c = 3;
break;
case 12:
case 17:
c = 6;
break;
case 4008:
case 4015:
c = 4002;
break;
case 4009:
case 4016:
c = 4005;
break;
case 4010:
case 4017:
c = 4003;
break;
case 4011:
case 4019:
c = 4006;
break;
case 4012:
case 4020:
case 4021:
c = 4004;
break;
case 4013:
case 4018:
c = 4007;
break;
case 4030:
case 4037:
c = 4024;
break;
case 4031:
case 4038:
c = 4027;
break;
case 4032:
case 4039:
c = 4025;
break;
case 4033:
case 4040:
c = 4028;
break;
case 4034:
case 4041:
case 4042:
c = 4026;
break;
case 4035:
case 4043:
c = 4029;
break;
}
}
}
/*Comment this out for now, as we manage skills differently
* for (i=0;i<MAX_SKILL;i++)
* if (i < TMW_MAGIC || i > TMW_MAGIC_END){ // [Fate] This hack gets TMW magic working and persisted without bothering about the skill tree.
* if (sd->status.skill[i].flag != 13) sd->status.skill[i].id=0;
* if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
* sd->status.skill[i].lv= (sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本当のlvに
* sd->status.skill[i].flag=0; // flagは0にしておく
* }
* }
*/
if (battle_config.gm_allskill > 0
&& pc_isGM(sd) >= battle_config.gm_allskill)
{
// 全てのスキル
// Restoring oritinal values
// This one is probably more correct than the copypasta
for (SkillID i : erange(NV_EMOTE, NPC_PIERCINGATT))
sd->status.skill[i].id = i;
for (SkillID i : erange(RG_SNATCHER, SA_MONOCELL))
sd->status.skill[i].id = i;
for (SkillID i : erange(BD_ADAPTATION, SkillID(uint16_t(WE_CALLPARTNER) + 1)))
sd->status.skill[i].id = i;
if (battle_config.enable_upper_class)
{
//confで無効でなければ読み込む
for (SkillID i : erange(LK_AURABLADE, MAX_SKILL))
sd->status.skill[i].id = i;
}
}
else
{
// 通常の計算
do
{
flag = 0;
SkillID id;
for (i = 0;
(id = skill_tree[s][c][i].id) != SkillID::ZERO
&& id != SkillID::NEGATIVE;
i++)
{
int j, f = 1;
if (!battle_config.skillfree)
{
for (j = 0; j < 5; j++)
{
if (skill_tree[s][c][i].need[j].id != SkillID::ZERO
&& pc_checkskill(sd,
skill_tree[s][c][i].need[j].id) <
skill_tree[s][c][i].need[j].lv)
f = 0;
}
}
if (f && sd->status.skill[id].id == SkillID::ZERO)
{
sd->status.skill[id].id = id;
flag = 1;
}
}
}
while (flag);
}
// if(battle_config.etc_log)
// printf("calc skill_tree\n");
return 0;
}
/*==========================================
* 重量アイコンの確認
*------------------------------------------
*/
int pc_checkweighticon(struct map_session_data *sd)
{
int flag = 0;
nullpo_retr(0, sd);
if (sd->weight * 2 >= sd->max_weight
&& sd->sc_data[SC_FLYING_BACKPACK].timer == -1)
flag = 1;
if (sd->weight * 10 >= sd->max_weight * 9)
flag = 2;
if (flag == 1)
{
if (sd->sc_data[SC_WEIGHT50].timer == -1)
skill_status_change_start(&sd->bl, SC_WEIGHT50, 0, 0, 0, 0, 0,
0);
}
else
{
skill_status_change_end(&sd->bl, SC_WEIGHT50, -1);
}
if (flag == 2)
{
if (sd->sc_data[SC_WEIGHT90].timer == -1)
skill_status_change_start(&sd->bl, SC_WEIGHT90, 0, 0, 0, 0, 0,
0);
}
else
{
skill_status_change_end(&sd->bl, SC_WEIGHT90, -1);
}
return 0;
}
static
void pc_set_weapon_look(struct map_session_data *sd)
{
if (sd->attack_spell_override)
clif_changelook(&sd->bl, LOOK_WEAPON,
sd->attack_spell_look_override);
else
clif_changelook(&sd->bl, LOOK_WEAPON, sd->status.weapon);
}
/*==========================================
* パラメータ計算
* first==0の時、計算対象のパラメータが呼び出し前から
* 変 化した場合自動でsendするが、
* 能動的に変化させたパラメータは自前でsendするように
*------------------------------------------
*/
int pc_calcstatus(struct map_session_data *sd, int first)
{
int b_speed, b_max_hp, b_max_sp, b_hp, b_sp, b_weight, b_max_weight,
b_paramb[6], b_parame[6], b_hit, b_flee;
int b_aspd, b_watk, b_def, b_watk2, b_def2, b_flee2, b_critical,
b_attackrange, b_matk1, b_matk2, b_mdef, b_mdef2, b_class;
int b_base_atk;
earray<struct skill, SkillID, MAX_SKILL> b_skill;
int i, bl, index;
int skill, aspd_rate, wele, wele_, def_ele, refinedef = 0;
int str, dstr, dex;
struct pc_base_job s_class;
nullpo_retr(0, sd);
//転生や養子の場合の元の職業を算出する
s_class = pc_calc_base_job(sd->status.pc_class);
b_speed = sd->speed;
b_max_hp = sd->status.max_hp;
b_max_sp = sd->status.max_sp;
b_hp = sd->status.hp;
b_sp = sd->status.sp;
b_weight = sd->weight;
b_max_weight = sd->max_weight;
memcpy(b_paramb, &sd->paramb, sizeof(b_paramb));
memcpy(b_parame, &sd->paramc, sizeof(b_parame));
b_skill = sd->status.skill;
b_hit = sd->hit;
b_flee = sd->flee;
b_aspd = sd->aspd;
b_watk = sd->watk;
b_def = sd->def;
b_watk2 = sd->watk2;
b_def2 = sd->def2;
b_flee2 = sd->flee2;
b_critical = sd->critical;
b_attackrange = sd->attackrange;
b_matk1 = sd->matk1;
b_matk2 = sd->matk2;
b_mdef = sd->mdef;
b_mdef2 = sd->mdef2;
b_class = sd->view_class;
sd->view_class = sd->status.pc_class;
b_base_atk = sd->base_atk;
pc_calc_skilltree(sd); // スキルツリーの計算
sd->max_weight = max_weight_base[s_class.job] + sd->status.str * 300;
if (first & 1)
{
sd->weight = 0;
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == 0
|| sd->inventory_data[i] == NULL)
continue;
sd->weight +=
sd->inventory_data[i]->weight *
sd->status.inventory[i].amount;
}
sd->cart_max_weight = battle_config.max_cart_weight;
sd->cart_weight = 0;
sd->cart_max_num = MAX_CART;
sd->cart_num = 0;
for (i = 0; i < MAX_CART; i++)
{
if (sd->status.cart[i].nameid == 0)
continue;
sd->cart_weight +=
itemdb_weight(sd->status.cart[i].nameid) *
sd->status.cart[i].amount;
sd->cart_num++;
}
}
memset(sd->paramb, 0, sizeof(sd->paramb));
memset(sd->parame, 0, sizeof(sd->parame));
sd->hit = 0;
sd->flee = 0;
sd->flee2 = 0;
sd->critical = 0;
sd->aspd = 0;
sd->watk = 0;
sd->def = 0;
sd->mdef = 0;
sd->watk2 = 0;
sd->def2 = 0;
sd->mdef2 = 0;
sd->status.max_hp = 0;
sd->status.max_sp = 0;
sd->attackrange = 0;
sd->attackrange_ = 0;
sd->atk_ele = 0;
sd->def_ele = 0;
sd->star = 0;
sd->overrefine = 0;
sd->matk1 = 0;
sd->matk2 = 0;
sd->speed = DEFAULT_WALK_SPEED;
sd->hprate = 100;
sd->sprate = 100;
sd->castrate = 100;
sd->dsprate = 100;
sd->base_atk = 0;
sd->arrow_atk = 0;
sd->arrow_ele = 0;
sd->arrow_hit = 0;
sd->arrow_range = 0;
sd->nhealhp = sd->nhealsp = sd->nshealhp = sd->nshealsp = sd->nsshealhp =
sd->nsshealsp = 0;
memset(sd->addele, 0, sizeof(sd->addele));
memset(sd->addrace, 0, sizeof(sd->addrace));
memset(sd->addsize, 0, sizeof(sd->addsize));
memset(sd->addele_, 0, sizeof(sd->addele_));
memset(sd->addrace_, 0, sizeof(sd->addrace_));
memset(sd->addsize_, 0, sizeof(sd->addsize_));
memset(sd->subele, 0, sizeof(sd->subele));
memset(sd->subrace, 0, sizeof(sd->subrace));
for (int& ire : sd->addeff)
ire = 0;
for (int& ire : sd->addeff2)
ire = 0;
for (int& ire : sd->reseff)
ire = 0;
memset(&sd->special_state, 0, sizeof(sd->special_state));
memset(sd->weapon_coma_ele, 0, sizeof(sd->weapon_coma_ele));
memset(sd->weapon_coma_race, 0, sizeof(sd->weapon_coma_race));
sd->watk_ = 0; //二刀流用(仮)
sd->watk_2 = 0;
sd->atk_ele_ = 0;
sd->star_ = 0;
sd->overrefine_ = 0;
sd->aspd_rate = 100;
sd->speed_rate = 100;
sd->hprecov_rate = 100;
sd->sprecov_rate = 100;
sd->critical_def = 0;
sd->double_rate = 0;
sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
sd->atk_rate = sd->matk_rate = 100;
sd->ignore_def_ele = sd->ignore_def_race = 0;
sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
sd->arrow_cri = 0;
sd->magic_def_rate = sd->misc_def_rate = 0;
memset(sd->arrow_addele, 0, sizeof(sd->arrow_addele));
memset(sd->arrow_addrace, 0, sizeof(sd->arrow_addrace));
memset(sd->arrow_addsize, 0, sizeof(sd->arrow_addsize));
for (int& ire : sd->arrow_addeff)
ire = 0;
for (int& ire : sd->arrow_addeff2)
ire = 0;
memset(sd->magic_addele, 0, sizeof(sd->magic_addele));
memset(sd->magic_addrace, 0, sizeof(sd->magic_addrace));
memset(sd->magic_subrace, 0, sizeof(sd->magic_subrace));
sd->perfect_hit = 0;
sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
sd->get_zeny_num = 0;
sd->add_damage_class_count = sd->add_damage_class_count_ =
sd->add_magic_damage_class_count = 0;
sd->add_def_class_count = sd->add_mdef_class_count = 0;
sd->monster_drop_item_count = 0;
memset(sd->add_damage_classrate, 0, sizeof(sd->add_damage_classrate));
memset(sd->add_damage_classrate_, 0, sizeof(sd->add_damage_classrate_));
memset(sd->add_magic_damage_classrate, 0,
sizeof(sd->add_magic_damage_classrate));
memset(sd->add_def_classrate, 0, sizeof(sd->add_def_classrate));
memset(sd->add_mdef_classrate, 0, sizeof(sd->add_mdef_classrate));
memset(sd->monster_drop_race, 0, sizeof(sd->monster_drop_race));
memset(sd->monster_drop_itemrate, 0, sizeof(sd->monster_drop_itemrate));
sd->speed_add_rate = sd->aspd_add_rate = 100;
sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
sd->splash_range = sd->splash_add_range = 0;
sd->autospell_id = SkillID::ZERO;
sd->autospell_lv = sd->autospell_rate = 0;
sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate =
sd->sp_drain_per = 0;
sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ =
sd->sp_drain_per_ = 0;
sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
sd->magic_damage_return = 0; //AppleGirl Was Here
sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
if (!sd->disguiseflag && sd->disguise)
{
sd->disguise = 0;
pc_set_weapon_look(sd);
clif_changelook(&sd->bl, LOOK_SHIELD, sd->status.shield);
clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
clif_clearchar(&sd->bl, 9);
pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
}
sd->spellpower_bonus_target = 0;
for (i = 0; i < 10; i++)
{
index = sd->equip_index[i];
if (index < 0)
continue;
if (i == 9 && sd->equip_index[8] == index)
continue;
if (i == 5 && sd->equip_index[4] == index)
continue;
if (i == 6
&& (sd->equip_index[5] == index || sd->equip_index[4] == index))
continue;
if (sd->inventory_data[index])
{
sd->spellpower_bonus_target +=
sd->inventory_data[index]->magic_bonus;
if (sd->inventory_data[index]->type == 4)
{
if (sd->status.inventory[index].card[0] != 0x00ff
&& sd->status.inventory[index].card[0] != 0x00fe
&& sd->status.inventory[index].card[0] != (short) 0xff00)
{
int j;
for (j = 0; j < sd->inventory_data[index]->slot; j++)
{ // カード
int c = sd->status.inventory[index].card[j];
if (c > 0)
{
argrec_t arg[2];
arg[0].name = "@slotId";
arg[0].v.i = i;
arg[1].name = "@itemId";
arg[1].v.i = sd->inventory_data[index]->nameid;
if (i == 8
&& sd->status.inventory[index].equip == 0x20)
sd->state.lr_flag = 1;
run_script_l(itemdb_equipscript(c), 0, sd->bl.id,
0, 2, arg);
sd->state.lr_flag = 0;
}
}
}
}
else if (sd->inventory_data[index]->type == 5)
{ // 防具
if (sd->status.inventory[index].card[0] != 0x00ff
&& sd->status.inventory[index].card[0] != 0x00fe
&& sd->status.inventory[index].card[0] != (short) 0xff00)
{
int j;
for (j = 0; j < sd->inventory_data[index]->slot; j++)
{ // カード
int c = sd->status.inventory[index].card[j];
if (c > 0) {
argrec_t arg[2];
arg[0].name = "@slotId";
arg[0].v.i = i;
arg[1].name = "@itemId";
arg[1].v.i = sd->inventory_data[index]->nameid;
run_script_l(itemdb_equipscript(c), 0, sd->bl.id,
0, 2, arg);
}
}
}
}
}
}
#ifdef USE_ASTRAL_SOUL_SKILL
if (sd->spellpower_bonus_target < 0)
sd->spellpower_bonus_target =
(sd->spellpower_bonus_target * 256) /
(MIN(128 + skill_power(sd, TMW_ASTRAL_SOUL), 256));
#endif
if (sd->spellpower_bonus_target < sd->spellpower_bonus_current)
sd->spellpower_bonus_current = sd->spellpower_bonus_target;
wele = sd->atk_ele;
wele_ = sd->atk_ele_;
def_ele = sd->def_ele;
memcpy(sd->paramcard, sd->parame, sizeof(sd->paramcard));
// 装備品によるステータス変化はここで実行
for (i = 0; i < 10; i++)
{
index = sd->equip_index[i];
if (index < 0)
continue;
if (i == 9 && sd->equip_index[8] == index)
continue;
if (i == 5 && sd->equip_index[4] == index)
continue;
if (i == 6
&& (sd->equip_index[5] == index || sd->equip_index[4] == index))
continue;
if (sd->inventory_data[index])
{
sd->def += sd->inventory_data[index]->def;
if (sd->inventory_data[index]->type == 4)
{
int r, wlv = sd->inventory_data[index]->wlv;
if (i == 8 && sd->status.inventory[index].equip == 0x20)
{
//二刀流用データ入力
sd->watk_ += sd->inventory_data[index]->atk;
sd->watk_2 = (r = sd->status.inventory[index].refine) * // 精錬攻撃力
refinebonus[wlv][0];
if ((r -= refinebonus[wlv][2]) > 0) // 過剰精錬ボーナス
sd->overrefine_ = r * refinebonus[wlv][1];
if (sd->status.inventory[index].card[0] == 0x00ff)
{ // 製造武器
sd->star_ = (sd->status.inventory[index].card[1] >> 8); // 星のかけら
wele_ = (sd->status.inventory[index].card[1] & 0x0f); // 属 性
}
sd->attackrange_ += sd->inventory_data[index]->range;
sd->state.lr_flag = 1;
{
argrec_t arg[2];
arg[0].name = "@slotId";
arg[0].v.i = i;
arg[1].name = "@itemId";
arg[1].v.i = sd->inventory_data[index]->nameid;
run_script_l(sd->inventory_data[index]->equip_script, 0,
sd->bl.id, 0, 2, arg);
}
sd->state.lr_flag = 0;
}
else
{ //二刀流武器以外
argrec_t arg[2];
arg[0].name = "@slotId";
arg[0].v.i = i;
arg[1].name = "@itemId";
arg[1].v.i = sd->inventory_data[index]->nameid;
sd->watk += sd->inventory_data[index]->atk;
sd->watk2 += (r = sd->status.inventory[index].refine) * // 精錬攻撃力
refinebonus[wlv][0];
if ((r -= refinebonus[wlv][2]) > 0) // 過剰精錬ボーナス
sd->overrefine += r * refinebonus[wlv][1];
if (sd->status.inventory[index].card[0] == 0x00ff)
{ // 製造武器
sd->star += (sd->status.inventory[index].card[1] >> 8); // 星のかけら
wele = (sd->status.inventory[index].card[1] & 0x0f); // 属 性
}
sd->attackrange += sd->inventory_data[index]->range;
run_script_l(sd->inventory_data[index]->equip_script, 0,
sd->bl.id, 0, 2, arg);
}
}
else if (sd->inventory_data[index]->type == 5)
{
argrec_t arg[2];
arg[0].name = "@slotId";
arg[0].v.i = i;
arg[1].name = "@itemId";
arg[1].v.i = sd->inventory_data[index]->nameid;
sd->watk += sd->inventory_data[index]->atk;
refinedef +=
sd->status.inventory[index].refine * refinebonus[0][0];
run_script_l(sd->inventory_data[index]->equip_script, 0,
sd->bl.id, 0, 2, arg);
}
}
}
if (battle_is_unarmed(&sd->bl))
{
sd->watk += skill_power(sd, TMW_BRAWLING) / 3; // +66 for 200
sd->watk2 += skill_power(sd, TMW_BRAWLING) >> 3; // +25 for 200
sd->watk_ += skill_power(sd, TMW_BRAWLING) / 3; // +66 for 200
sd->watk_2 += skill_power(sd, TMW_BRAWLING) >> 3; // +25 for 200
}
if (sd->equip_index[10] >= 0)
{ // 矢
index = sd->equip_index[10];
if (sd->inventory_data[index])
{ //まだ属性が入っていない
argrec_t arg[2];
arg[0].name = "@slotId";
arg[0].v.i = i;
arg[1].name = "@itemId";
arg[1].v.i = sd->inventory_data[index]->nameid;
sd->state.lr_flag = 2;
run_script_l(sd->inventory_data[index]->equip_script, 0, sd->bl.id,
0, 2, arg);
sd->state.lr_flag = 0;
sd->arrow_atk += sd->inventory_data[index]->atk;
}
}
sd->def += (refinedef + 50) / 100;
if (sd->attackrange < 1)
sd->attackrange = 1;
if (sd->attackrange_ < 1)
sd->attackrange_ = 1;
if (sd->attackrange < sd->attackrange_)
sd->attackrange = sd->attackrange_;
if (sd->status.weapon == 11)
sd->attackrange += sd->arrow_range;
if (wele > 0)
sd->atk_ele = wele;
if (wele_ > 0)
sd->atk_ele_ = wele_;
if (def_ele > 0)
sd->def_ele = def_ele;
sd->double_rate += sd->double_add_rate;
sd->perfect_hit += sd->perfect_hit_add;
sd->get_zeny_num += sd->get_zeny_add_num;
sd->splash_range += sd->splash_add_range;
if (sd->speed_add_rate != 100)
sd->speed_rate += sd->speed_add_rate - 100;
if (sd->aspd_add_rate != 100)
sd->aspd_rate += sd->aspd_add_rate - 100;
// 武器ATKサイズ補正 (右手)
sd->atkmods[0] = atkmods[0][sd->weapontype1];
sd->atkmods[1] = atkmods[1][sd->weapontype1];
sd->atkmods[2] = atkmods[2][sd->weapontype1];
//武器ATKサイズ補正 (左手)
sd->atkmods_[0] = atkmods[0][sd->weapontype2];
sd->atkmods_[1] = atkmods[1][sd->weapontype2];
sd->atkmods_[2] = atkmods[2][sd->weapontype2];
/*
// jobボーナス分
for (i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
if (job_bonus[s_class.upper][s_class.job][i])
sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
}
*/
if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0) // skill can be used with an item now, thanks to orn [Valaris]
sd->max_weight += skill * 1000;
// ステータス変化による基本パラメータ補正
if (sd->sc_count)
{
if (sd->sc_data[SC_CONCENTRATE].timer != -1
&& sd->sc_data[SC_QUAGMIRE].timer == -1)
{ // 集中力向上
sd->paramb[1] +=
(sd->status.agi + sd->paramb[1] + sd->parame[1] -
sd->paramcard[1]) * (2 +
sd->sc_data[SC_CONCENTRATE].val1) / 100;
sd->paramb[4] +=
(sd->status.dex + sd->paramb[4] + sd->parame[4] -
sd->paramcard[4]) * (2 +
sd->sc_data[SC_CONCENTRATE].val1) / 100;
}
if (sd->sc_data[SC_INCREASEAGI].timer != -1
&& sd->sc_data[SC_QUAGMIRE].timer == -1
&& sd->sc_data[SC_DONTFORGETME].timer == -1)
{ // 速度増加
sd->paramb[1] += 2 + sd->sc_data[SC_INCREASEAGI].val1;
sd->speed -= sd->speed * 25 / 100;
}
if (sd->sc_data[SC_DECREASEAGI].timer != -1) // 速度減少(agiはbattle.cで)
sd->speed = sd->speed * 125 / 100;
if (sd->sc_data[SC_CLOAKING].timer != -1)
sd->speed =
(sd->speed * (76 + (sd->sc_data[SC_INCREASEAGI].val1 * 3))) /
100;
if (sd->sc_data[SC_BLESSING].timer != -1)
{ // ブレッシング
sd->paramb[0] += sd->sc_data[SC_BLESSING].val1;
sd->paramb[3] += sd->sc_data[SC_BLESSING].val1;
sd->paramb[4] += sd->sc_data[SC_BLESSING].val1;
}
if (sd->sc_data[SC_GLORIA].timer != -1) // グロリア
sd->paramb[5] += 30;
if (sd->sc_data[SC_LOUD].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
sd->paramb[0] += 4;
if (sd->sc_data[SC_QUAGMIRE].timer != -1)
{ // クァグマイア
sd->speed = sd->speed * 3 / 2;
sd->paramb[1] -=
(sd->status.agi + sd->paramb[1] + sd->parame[1]) / 2;
sd->paramb[4] -=
(sd->status.dex + sd->paramb[4] + sd->parame[4]) / 2;
}
if (sd->sc_data[SC_TRUESIGHT].timer != -1)
{ // トゥルーサイト
sd->paramb[0] += 5;
sd->paramb[1] += 5;
sd->paramb[2] += 5;
sd->paramb[3] += 5;
sd->paramb[4] += 5;
sd->paramb[5] += 5;
}
}
sd->speed -= skill_power(sd, TMW_SPEED) >> 3;
sd->aspd_rate -= skill_power(sd, TMW_SPEED) / 10;
if (sd->aspd_rate < 20)
sd->aspd_rate = 20;
/*
//1度も死んでないJob70スパノビに+10
if (s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
sd->paramb[0]+= 15;
sd->paramb[1]+= 15;
sd->paramb[2]+= 15;
sd->paramb[3]+= 15;
sd->paramb[4]+= 15;
sd->paramb[5]+= 15;
}
*/
sd->paramc[0] = sd->status.str + sd->paramb[0] + sd->parame[0];
sd->paramc[1] = sd->status.agi + sd->paramb[1] + sd->parame[1];
sd->paramc[2] = sd->status.vit + sd->paramb[2] + sd->parame[2];
sd->paramc[3] = sd->status.int_ + sd->paramb[3] + sd->parame[3];
sd->paramc[4] = sd->status.dex + sd->paramb[4] + sd->parame[4];
sd->paramc[5] = sd->status.luk + sd->paramb[5] + sd->parame[5];
for (i = 0; i < 6; i++)
if (sd->paramc[i] < 0)
sd->paramc[i] = 0;
if (sd->status.weapon == 11 || sd->status.weapon == 13
|| sd->status.weapon == 14)
{
str = sd->paramc[4];
dex = sd->paramc[0];
}
else
{
str = sd->paramc[0];
dex = sd->paramc[4];
sd->critical += ((dex * 3) >> 1);
}
dstr = str / 10;
sd->base_atk += str + dstr * dstr + dex / 5 + sd->paramc[5] / 5;
//fprintf(stderr, "baseatk = %d = x + %d + %d + %d + %d\n", sd->base_atk, str, dstr*dstr, dex/5, sd->paramc[5]/5);
sd->matk1 += sd->paramc[3] + (sd->paramc[3] / 5) * (sd->paramc[3] / 5);
sd->matk2 += sd->paramc[3] + (sd->paramc[3] / 7) * (sd->paramc[3] / 7);
if (sd->matk1 < sd->matk2)
{
int temp = sd->matk2;
sd->matk2 = sd->matk1;
sd->matk1 = temp;
}
// [Fate] New tmw magic system
sd->matk1 += sd->status.base_level + sd->spellpower_bonus_current;
#ifdef USE_ASTRAL_SOUL_SKILL
if (sd->matk1 > MAGIC_SKILL_THRESHOLD)
{
int bonus = sd->matk1 - MAGIC_SKILL_THRESHOLD;
// Ok if you are above a certain threshold, you get only (1/8) of that matk1
// if you have Astral soul skill you can get the whole power again (and additionally the 1/8 added)
sd->matk1 = MAGIC_SKILL_THRESHOLD + (bonus>>3) + ((3*bonus*skill_power(sd, TMW_ASTRAL_SOUL))>>9);
}
#endif
sd->matk2 = 0;
if (sd->matk1 < 0)
sd->matk1 = 0;
sd->hit += sd->paramc[4] + sd->status.base_level;
sd->flee += sd->paramc[1] + sd->status.base_level;
sd->def2 += sd->paramc[2];
sd->mdef2 += sd->paramc[3];
sd->flee2 += sd->paramc[5] + 10;
sd->critical += (sd->paramc[5] * 3) + 10;
// 200 is the maximum of the skill
// def2 is the defence gained by vit, whereas "def", which is gained by armor, stays as is
int spbsk = skill_power(sd, TMW_RAGING);
if (spbsk != 0 && sd->attackrange <= 2)
{
sd->critical += sd->critical * spbsk / 100;
sd->def2 = (sd->def2 * 256) / (256 + spbsk);
}
if (sd->base_atk < 1)
sd->base_atk = 1;
if (sd->critical_rate != 100)
sd->critical = (sd->critical * sd->critical_rate) / 100;
if (sd->critical < 10)
sd->critical = 10;
if (sd->hit_rate != 100)
sd->hit = (sd->hit * sd->hit_rate) / 100;
if (sd->hit < 1)
sd->hit = 1;
if (sd->flee_rate != 100)
sd->flee = (sd->flee * sd->flee_rate) / 100;
if (sd->flee < 1)
sd->flee = 1;
if (sd->flee2_rate != 100)
sd->flee2 = (sd->flee2 * sd->flee2_rate) / 100;
if (sd->flee2 < 10)
sd->flee2 = 10;
if (sd->def_rate != 100)
sd->def = (sd->def * sd->def_rate) / 100;
if (sd->def < 0)
sd->def = 0;
if (sd->def2_rate != 100)
sd->def2 = (sd->def2 * sd->def2_rate) / 100;
if (sd->def2 < 1)
sd->def2 = 1;
if (sd->mdef_rate != 100)
sd->mdef = (sd->mdef * sd->mdef_rate) / 100;
if (sd->mdef < 0)
sd->mdef = 0;
if (sd->mdef2_rate != 100)
sd->mdef2 = (sd->mdef2 * sd->mdef2_rate) / 100;
if (sd->mdef2 < 1)
sd->mdef2 = 1;
// 二刀流 ASPD 修正
if (sd->status.weapon <= 16)
sd->aspd +=
aspd_base[s_class.job][sd->status.weapon] - (sd->paramc[1] * 4 +
sd->paramc[4]) *
aspd_base[s_class.job][sd->status.weapon] / 1000;
else
sd->aspd += ((aspd_base[s_class.job][sd->weapontype1] -
(sd->paramc[1] * 4 +
sd->paramc[4]) *
aspd_base[s_class.job][sd->weapontype1] / 1000) +
(aspd_base[s_class.job][sd->weapontype2] -
(sd->paramc[1] * 4 +
sd->paramc[4]) *
aspd_base[s_class.job][sd->weapontype2] / 1000)) * 140 /
200;
aspd_rate = sd->aspd_rate;
//攻撃速度増加
if ((skill = pc_checkskill(sd, AC_VULTURE)) > 0)
{ // ワシの目
sd->hit += skill;
if (sd->status.weapon == 11)
sd->attackrange += skill;
}
if (sd->attackrange > 2)
{ // [fate] ranged weapon?
sd->attackrange += MIN(skill_power(sd, AC_OWL) / 60, 3);
sd->hit += skill_power(sd, AC_OWL) / 10; // 20 for 200
}
if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0) // 武器研究の命中率増加
sd->hit += skill * 2;
if (sd->status.option & 2 && (skill = pc_checkskill(sd, RG_TUNNELDRIVE)) > 0) // トンネルドライブ
sd->speed += (1.2 * DEFAULT_WALK_SPEED - skill * 9);
if (pc_iscarton(sd) && (skill = pc_checkskill(sd, MC_PUSHCART)) > 0) // カートによる速度低下
sd->speed += (10 - skill) * (DEFAULT_WALK_SPEED * 0.1);
else if (pc_isriding(sd)) // ペコペコ乗りによる速度増加
sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
sd->max_weight += 1000;
if (sd->sc_count)
{
if (sd->sc_data[SC_WINDWALK].timer != -1) //ウィンドウォーク時はLv*2%減算
sd->speed -=
sd->speed * (sd->sc_data[SC_WINDWALK].val1 * 2) / 100;
if (sd->sc_data[SC_CARTBOOST].timer != -1) // カートブースト
sd->speed -= (DEFAULT_WALK_SPEED * 20) / 100;
if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中はIAと同じぐらい速い?
sd->speed -= sd->speed * 25 / 100;
if (sd->sc_data[SC_WEDDING].timer != -1) //結婚中は歩くのが遅い
sd->speed = 2 * DEFAULT_WALK_SPEED;
}
if ((skill = pc_checkskill(sd, CR_TRUST)) > 0)
{ // フェイス
sd->status.max_hp += skill * 200;
sd->subele[6] += skill * 5;
}
if ((skill = pc_checkskill(sd, BS_SKINTEMPER)) > 0)
sd->subele[3] += skill * 4;
bl = sd->status.base_level;
sd->status.max_hp +=
(3500 + bl * hp_coefficient2[s_class.job] +
hp_sigma_val[s_class.job][(bl > 0) ? bl - 1 : 0]) / 100 * (100 +
sd->paramc
[2]) /
100 + (sd->parame[2] - sd->paramcard[2]);
if (s_class.upper == 1) // [MouseJstr]
sd->status.max_hp = sd->status.max_hp * 130 / 100;
if (sd->hprate != 100)
sd->status.max_hp = sd->status.max_hp * sd->hprate / 100;
if (sd->sc_data[SC_BERSERK].timer != -1)
{ // バーサーク
sd->status.max_hp = sd->status.max_hp * 3;
sd->status.hp = sd->status.hp * 3;
if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.max_hp = battle_config.max_hp;
if (sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.hp = battle_config.max_hp;
}
if (s_class.job == 23 && sd->status.base_level >= 99)
{
sd->status.max_hp = sd->status.max_hp + 2000;
}
if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.max_hp = battle_config.max_hp;
if (sd->status.max_hp <= 0)
sd->status.max_hp = 1; // end
// 最大SP計算
sd->status.max_sp +=
((sp_coefficient[s_class.job] * bl) + 1000) / 100 * (100 +
sd->paramc[3]) /
100 + (sd->parame[3] - sd->paramcard[3]);
if (s_class.upper == 1) // [MouseJstr]
sd->status.max_sp = sd->status.max_sp * 130 / 100;
if (sd->sprate != 100)
sd->status.max_sp = sd->status.max_sp * sd->sprate / 100;
if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // メディテイティオ
sd->status.max_sp += sd->status.max_sp * skill / 100;
if ((skill = pc_checkskill(sd, HW_SOULDRAIN)) > 0) // ソウルドレイン
sd->status.max_sp += sd->status.max_sp * 2 * skill / 100;
if (sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
//自然回復HP
sd->nhealhp = 1 + (sd->paramc[2] / 5) + (sd->status.max_hp / 200);
if ((skill = pc_checkskill(sd, SM_RECOVERY)) > 0)
{ // HP回復力向上
sd->nshealhp = skill * 5 + (sd->status.max_hp * skill / 500);
if (sd->nshealhp > 0x7fff)
sd->nshealhp = 0x7fff;
}
//自然回復SP
sd->nhealsp = 1 + (sd->paramc[3] / 6) + (sd->status.max_sp / 100);
if (sd->paramc[3] >= 120)
sd->nhealsp += ((sd->paramc[3] - 120) >> 1) + 4;
if ((skill = pc_checkskill(sd, MG_SRECOVERY)) > 0)
{ // SP回復力向上
sd->nshealsp = skill * 3 + (sd->status.max_sp * skill / 500);
if (sd->nshealsp > 0x7fff)
sd->nshealsp = 0x7fff;
}
if ((skill = pc_checkskill(sd, MO_SPIRITSRECOVERY)) > 0)
{
sd->nsshealhp = skill * 4 + (sd->status.max_hp * skill / 500);
sd->nsshealsp = skill * 2 + (sd->status.max_sp * skill / 500);
if (sd->nsshealhp > 0x7fff)
sd->nsshealhp = 0x7fff;
if (sd->nsshealsp > 0x7fff)
sd->nsshealsp = 0x7fff;
}
if (sd->hprecov_rate != 100)
{
sd->nhealhp = sd->nhealhp * sd->hprecov_rate / 100;
if (sd->nhealhp < 1)
sd->nhealhp = 1;
}
if (sd->sprecov_rate != 100)
{
sd->nhealsp = sd->nhealsp * sd->sprecov_rate / 100;
if (sd->nhealsp < 1)
sd->nhealsp = 1;
}
if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0)
{ // メディテイティオはSPRではなく自然回復にかかる
sd->nhealsp += 3 * skill * (sd->status.max_sp) / 100;
if (sd->nhealsp > 0x7fff)
sd->nhealsp = 0x7fff;
}
// 種族耐性(これでいいの? ディバインプロテクションと同じ処理がいるかも)
if ((skill = pc_checkskill(sd, SA_DRAGONOLOGY)) > 0)
{ // ドラゴノロジー
skill = skill * 4;
sd->addrace[9] += skill;
sd->addrace_[9] += skill;
sd->subrace[9] += skill;
sd->magic_addrace[9] += skill;
sd->magic_subrace[9] -= skill;
}
//Flee上昇
if ((skill = pc_checkskill(sd, TF_MISS)) > 0)
{ // 回避率増加
if (sd->status.pc_class == 6 || sd->status.pc_class == 4007
|| sd->status.pc_class == 23)
{
sd->flee += skill * 3;
}
if (sd->status.pc_class == 12 || sd->status.pc_class == 17
|| sd->status.pc_class == 4013 || sd->status.pc_class == 4018)
sd->flee += skill * 4;
if (sd->status.pc_class == 12 || sd->status.pc_class == 4013)
sd->speed -= sd->speed * (skill * .5) / 100;
}
if ((skill = pc_checkskill(sd, MO_DODGE)) > 0) // 見切り
sd->flee += (skill * 3) >> 1;
// スキルやステータス異常による残りのパラメータ補正
if (sd->sc_count)
{
// ATK/DEF変化形
if (sd->sc_data[SC_ANGELUS].timer != -1) // エンジェラス
sd->def2 =
sd->def2 * (110 + 5 * sd->sc_data[SC_ANGELUS].val1) / 100;
if (sd->sc_data[SC_IMPOSITIO].timer != -1)
{ // インポシティオマヌス
sd->watk += sd->sc_data[SC_IMPOSITIO].val1 * 5;
index = sd->equip_index[8];
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == 4)
sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1 * 5;
}
if (sd->sc_data[SC_PROVOKE].timer != -1)
{ // プロボック
sd->def2 =
sd->def2 * (100 - 6 * sd->sc_data[SC_PROVOKE].val1) / 100;
sd->base_atk =
sd->base_atk * (100 + 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
sd->watk =
sd->watk * (100 + 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
index = sd->equip_index[8];
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == 4)
sd->watk_ =
sd->watk_ * (100 +
2 * sd->sc_data[SC_PROVOKE].val1) / 100;
}
if (sd->sc_data[SC_ENDURE].timer != -1)
sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
if (sd->sc_data[SC_MINDBREAKER].timer != -1)
{ // プロボック
sd->mdef2 =
sd->mdef2 * (100 -
6 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
sd->matk1 =
sd->matk1 * (100 +
2 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
sd->matk2 =
sd->matk2 * (100 +
2 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
}
if (sd->sc_data[SC_POISON].timer != -1) // 毒状態
sd->def2 = sd->def2 * 75 / 100;
if (sd->sc_data[SC_DRUMBATTLE].timer != -1)
{ // 戦太鼓の響き
sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
index = sd->equip_index[8];
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == 4)
sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
}
if (sd->sc_data[SC_NIBELUNGEN].timer != -1)
{ // ニーベルングの指輪
index = sd->equip_index[9];
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->wlv == 3)
sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
index = sd->equip_index[8];
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->wlv == 3)
sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->wlv == 4)
sd->watk += sd->sc_data[SC_NIBELUNGEN].val2;
index = sd->equip_index[8];
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->wlv == 4)
sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2;
}
if (sd->sc_data[SC_VOLCANO].timer != -1 && sd->def_ele == 3)
{ // ボルケーノ
sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
}
if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1)
sd->def =
sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2) / 100;
if (sd->sc_data[SC_ETERNALCHAOS].timer != -1) // エターナルカオス
sd->def = 0;
if (sd->sc_data[SC_CONCENTRATION].timer != -1)
{ //コンセントレーション
sd->watk =
sd->watk * (100 +
5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
index = sd->equip_index[8];
if (index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == 4)
sd->watk_ =
sd->watk * (100 +
5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
sd->def =
sd->def * (100 -
5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
}
if (sd->sc_data[SC_MAGICPOWER].timer != -1)
{ //魔法力増幅
sd->matk1 =
sd->matk1 * (100 + 2 * sd->sc_data[SC_MAGICPOWER].val1) / 100;
sd->matk2 =
sd->matk2 * (100 + 2 * sd->sc_data[SC_MAGICPOWER].val1) / 100;
}
if (sd->sc_data[SC_ATKPOT].timer != -1)
sd->watk += sd->sc_data[SC_ATKPOT].val1;
if (sd->sc_data[SC_MATKPOT].timer != -1)
{
sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
}
// ASPD/移動速度変化系
if (sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
aspd_rate -= 30;
if (sd->sc_data[SC_ADRENALINE].timer != -1
&& sd->sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sd->sc_data[SC_QUAGMIRE].timer == -1
&& sd->sc_data[SC_DONTFORGETME].timer == -1)
{ // アドレナリンラッシュ
if (sd->sc_data[SC_ADRENALINE].val2
|| !battle_config.party_skill_penaly)
aspd_rate -= 30;
else
aspd_rate -= 25;
}
if (sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
if (sd->sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
sd->sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sd->sc_data[SC_ADRENALINE].timer == -1
&& sd->sc_data[SC_SPEARSQUICKEN].timer == -1
&& sd->sc_data[SC_DONTFORGETME].timer == -1)
aspd_rate -=
5 + sd->sc_data[SC_ASSNCROS].val1 +
sd->sc_data[SC_ASSNCROS].val2 + sd->sc_data[SC_ASSNCROS].val3;
if (sd->sc_data[SC_DONTFORGETME].timer != -1)
{ // 私を忘れないで
aspd_rate +=
sd->sc_data[SC_DONTFORGETME].val1 * 3 +
sd->sc_data[SC_DONTFORGETME].val2 +
(sd->sc_data[SC_DONTFORGETME].val3 >> 16);
sd->speed =
sd->speed * (100 + sd->sc_data[SC_DONTFORGETME].val1 * 2 +
sd->sc_data[SC_DONTFORGETME].val2 +
(sd->sc_data[SC_DONTFORGETME].val3 & 0xffff)) /
100;
}
{
StatusChange i;
if (sd->sc_data[i = SC_SPEEDPOTION2].timer != -1
|| sd->sc_data[i = SC_SPEEDPOTION1].timer != -1
|| sd->sc_data[i = SC_SPEEDPOTION0].timer != -1)
aspd_rate -= sd->sc_data[i].val1;
}
if (sd->sc_data[SC_HASTE].timer != -1)
aspd_rate -= sd->sc_data[SC_HASTE].val1;
/* Slow down if protected */
if (sd->sc_data[SC_PHYS_SHIELD].timer != -1)
aspd_rate += sd->sc_data[SC_PHYS_SHIELD].val1;
// HIT/FLEE変化系
if (sd->sc_data[SC_WHISTLE].timer != -1)
{ // 口笛
sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
+ sd->sc_data[SC_WHISTLE].val2 +
(sd->sc_data[SC_WHISTLE].val3 >> 16)) /
100;
sd->flee2 +=
(sd->sc_data[SC_WHISTLE].val1 + sd->sc_data[SC_WHISTLE].val2 +
(sd->sc_data[SC_WHISTLE].val3 & 0xffff)) * 10;
}
if (sd->sc_data[SC_HUMMING].timer != -1) // ハミング
sd->hit +=
(sd->sc_data[SC_HUMMING].val1 * 2 +
sd->sc_data[SC_HUMMING].val2 +
sd->sc_data[SC_HUMMING].val3) * sd->hit / 100;
if (sd->sc_data[SC_VIOLENTGALE].timer != -1 && sd->def_ele == 4)
{ // バイオレントゲイル
sd->flee += sd->flee * sd->sc_data[SC_VIOLENTGALE].val3 / 100;
}
if (sd->sc_data[SC_BLIND].timer != -1)
{ // 暗黒
sd->hit -= sd->hit * 25 / 100;
sd->flee -= sd->flee * 25 / 100;
}
if (sd->sc_data[SC_WINDWALK].timer != -1) // ウィンドウォーク
sd->flee += sd->flee * (sd->sc_data[SC_WINDWALK].val2) / 100;
if (sd->sc_data[SC_SPIDERWEB].timer != -1) //スパイダーウェブ
sd->flee -= sd->flee * 50 / 100;
if (sd->sc_data[SC_TRUESIGHT].timer != -1) //トゥルーサイト
sd->hit += 3 * (sd->sc_data[SC_TRUESIGHT].val1);
if (sd->sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション
sd->hit += (10 * (sd->sc_data[SC_CONCENTRATION].val1));
// 耐性
if (sd->sc_data[SC_SIEGFRIED].timer != -1)
{ // 不死身のジークフリード
sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水
sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水
}
if (sd->sc_data[SC_PROVIDENCE].timer != -1)
{ // プロヴィデンス
sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // 対 聖属性
sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // 対 悪魔
}
// その他
if (sd->sc_data[SC_APPLEIDUN].timer != -1)
{ // イドゥンの林檎
sd->status.max_hp +=
((5 + sd->sc_data[SC_APPLEIDUN].val1 * 2 +
((sd->sc_data[SC_APPLEIDUN].val2 + 1) >> 1) +
sd->sc_data[SC_APPLEIDUN].val3 / 10) * sd->status.max_hp) /
100;
if (sd->status.max_hp < 0
|| sd->status.max_hp > battle_config.max_hp)
sd->status.max_hp = battle_config.max_hp;
}
if (sd->sc_data[SC_DELUGE].timer != -1 && sd->def_ele == 1)
{ // デリュージ
sd->status.max_hp +=
sd->status.max_hp * sd->sc_data[SC_DELUGE].val3 / 100;
if (sd->status.max_hp < 0
|| sd->status.max_hp > battle_config.max_hp)
sd->status.max_hp = battle_config.max_hp;
}
if (sd->sc_data[SC_SERVICE4U].timer != -1)
{ // サービスフォーユー
sd->status.max_sp +=
sd->status.max_sp * (10 + sd->sc_data[SC_SERVICE4U].val1 +
sd->sc_data[SC_SERVICE4U].val2 +
sd->sc_data[SC_SERVICE4U].val3) / 100;
if (sd->status.max_sp < 0
|| sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
sd->dsprate -=
(10 + sd->sc_data[SC_SERVICE4U].val1 * 3 +
sd->sc_data[SC_SERVICE4U].val2 +
sd->sc_data[SC_SERVICE4U].val3);
if (sd->dsprate < 0)
sd->dsprate = 0;
}
if (sd->sc_data[SC_FORTUNE].timer != -1) // 幸運のキス
sd->critical +=
(10 + sd->sc_data[SC_FORTUNE].val1 +
sd->sc_data[SC_FORTUNE].val2 +
sd->sc_data[SC_FORTUNE].val3) * 10;
if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
{ // 爆裂波動
if (s_class.job == 23)
sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1 * 100;
else
sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
}
if (sd->sc_data[SC_STEELBODY].timer != -1)
{ // 金剛
sd->def = 90;
sd->mdef = 90;
aspd_rate += 25;
sd->speed = (sd->speed * 125) / 100;
}
if (sd->sc_data[SC_DEFENDER].timer != -1)
{
sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1 * 50);
sd->speed =
(sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1 * 5)) / 100;
}
if (sd->sc_data[SC_ENCPOISON].timer != -1)
sd->addeff[BadSC::POISON] += sd->sc_data[SC_ENCPOISON].val2;
if (sd->sc_data[SC_DANCING].timer != -1)
{ // 演奏/ダンス使用中
sd->speed *= 4;
sd->nhealsp = 0;
sd->nshealsp = 0;
sd->nsshealsp = 0;
}
if (sd->sc_data[SC_CURSE].timer != -1)
sd->speed += 450;
if (sd->sc_data[SC_TRUESIGHT].timer != -1) //トゥルーサイト
sd->critical +=
sd->critical * (sd->sc_data[SC_TRUESIGHT].val1) / 100;
/* if (sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
if (sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
*/
}
if (sd->speed_rate != 100)
sd->speed = sd->speed * sd->speed_rate / 100;
if (sd->speed < 1)
sd->speed = 1;
if (aspd_rate != 100)
sd->aspd = sd->aspd * aspd_rate / 100;
if (pc_isriding(sd)) // 騎兵修練
sd->aspd =
sd->aspd * (100 +
10 * (5 -
pc_checkskill(sd, KN_CAVALIERMASTERY))) / 100;
if (sd->attack_spell_override)
sd->aspd = sd->attack_spell_delay;
if (sd->aspd < battle_config.max_aspd)
sd->aspd = battle_config.max_aspd;
sd->amotion = sd->aspd;
sd->dmotion = 800 - sd->paramc[1] * 4;
if (sd->dmotion < 400)
sd->dmotion = 400;
if (sd->skilltimer != -1 && (skill = pc_checkskill(sd, SA_FREECAST)) > 0)
{
sd->prev_speed = sd->speed;
sd->speed = sd->speed * (175 - skill * 5) / 100;
}
if (sd->status.hp > sd->status.max_hp)
sd->status.hp = sd->status.max_hp;
if (sd->status.sp > sd->status.max_sp)
sd->status.sp = sd->status.max_sp;
if (first & 4)
return 0;
if (first & 3)
{
clif_updatestatus(sd, SP_SPEED);
clif_updatestatus(sd, SP_MAXHP);
clif_updatestatus(sd, SP_MAXSP);
if (first & 1)
{
clif_updatestatus(sd, SP_HP);
clif_updatestatus(sd, SP_SP);
}
return 0;
}
if (b_class != sd->view_class)
{
clif_changelook(&sd->bl, LOOK_BASE, sd->view_class);
clif_changelook(&sd->bl, LOOK_WEAPON, 0);
}
if (memcmp(&b_skill, &sd->status.skill, sizeof(sd->status.skill))
|| b_attackrange != sd->attackrange)
clif_skillinfoblock(sd); // スキル送信
if (b_speed != sd->speed)
clif_updatestatus(sd, SP_SPEED);
if (b_weight != sd->weight)
clif_updatestatus(sd, SP_WEIGHT);
if (b_max_weight != sd->max_weight)
{
clif_updatestatus(sd, SP_MAXWEIGHT);
pc_checkweighticon(sd);
}
for (i = 0; i < 6; i++)
if (b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
clif_updatestatus(sd, SP_STR + i);
if (b_hit != sd->hit)
clif_updatestatus(sd, SP_HIT);
if (b_flee != sd->flee)
clif_updatestatus(sd, SP_FLEE1);
if (b_aspd != sd->aspd)
clif_updatestatus(sd, SP_ASPD);
if (b_watk != sd->watk || b_base_atk != sd->base_atk)
clif_updatestatus(sd, SP_ATK1);
if (b_def != sd->def)
clif_updatestatus(sd, SP_DEF1);
if (b_watk2 != sd->watk2)
clif_updatestatus(sd, SP_ATK2);
if (b_def2 != sd->def2)
clif_updatestatus(sd, SP_DEF2);
if (b_flee2 != sd->flee2)
clif_updatestatus(sd, SP_FLEE2);
if (b_critical != sd->critical)
clif_updatestatus(sd, SP_CRITICAL);
if (b_matk1 != sd->matk1)
clif_updatestatus(sd, SP_MATK1);
if (b_matk2 != sd->matk2)
clif_updatestatus(sd, SP_MATK2);
if (b_mdef != sd->mdef)
clif_updatestatus(sd, SP_MDEF1);
if (b_mdef2 != sd->mdef2)
clif_updatestatus(sd, SP_MDEF2);
if (b_attackrange != sd->attackrange)
clif_updatestatus(sd, SP_ATTACKRANGE);
if (b_max_hp != sd->status.max_hp)
clif_updatestatus(sd, SP_MAXHP);
if (b_max_sp != sd->status.max_sp)
clif_updatestatus(sd, SP_MAXSP);
if (b_hp != sd->status.hp)
clif_updatestatus(sd, SP_HP);
if (b_sp != sd->status.sp)
clif_updatestatus(sd, SP_SP);
/* if (before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
clif_updatestatus(sd,SP_CARTINFO);*/
if (sd->status.hp < sd->status.max_hp >> 2
&& pc_checkskill(sd, SM_AUTOBERSERK) > 0
&& (sd->sc_data[SC_PROVOKE].timer == -1
|| sd->sc_data[SC_PROVOKE].val2 == 0) && !pc_isdead(sd))
// オートバーサーク発動
skill_status_change_start(&sd->bl, SC_PROVOKE, 10, 1, 0, 0, 0, 0);
return 0;
}
/*==========================================
* 装 備品による能力等のボーナス設定
*------------------------------------------
*/
int pc_bonus(struct map_session_data *sd, int type, int val)
{
nullpo_retr(0, sd);
switch (type)
{
case SP_STR:
case SP_AGI:
case SP_VIT:
case SP_INT:
case SP_DEX:
case SP_LUK:
if (sd->state.lr_flag != 2)
sd->parame[type - SP_STR] += val;
break;
case SP_ATK1:
if (!sd->state.lr_flag)
sd->watk += val;
else if (sd->state.lr_flag == 1)
sd->watk_ += val;
break;
case SP_ATK2:
if (!sd->state.lr_flag)
sd->watk2 += val;
else if (sd->state.lr_flag == 1)
sd->watk_2 += val;
break;
case SP_BASE_ATK:
if (sd->state.lr_flag != 2)
sd->base_atk += val;
break;
case SP_MATK1:
if (sd->state.lr_flag != 2)
sd->matk1 += val;
break;
case SP_MATK2:
if (sd->state.lr_flag != 2)
sd->matk2 += val;
break;
case SP_MATK:
if (sd->state.lr_flag != 2)
{
sd->matk1 += val;
sd->matk2 += val;
}
break;
case SP_DEF1:
if (sd->state.lr_flag != 2)
sd->def += val;
break;
case SP_MDEF1:
if (sd->state.lr_flag != 2)
sd->mdef += val;
break;
case SP_MDEF2:
if (sd->state.lr_flag != 2)
sd->mdef += val;
break;
case SP_HIT:
if (sd->state.lr_flag != 2)
sd->hit += val;
else
sd->arrow_hit += val;
break;
case SP_FLEE1:
if (sd->state.lr_flag != 2)
sd->flee += val;
break;
case SP_FLEE2:
if (sd->state.lr_flag != 2)
sd->flee2 += val * 10;
break;
case SP_CRITICAL:
if (sd->state.lr_flag != 2)
sd->critical += val * 10;
else
sd->arrow_cri += val * 10;
break;
case SP_ATKELE:
if (!sd->state.lr_flag)
sd->atk_ele = val;
else if (sd->state.lr_flag == 1)
sd->atk_ele_ = val;
else if (sd->state.lr_flag == 2)
sd->arrow_ele = val;
break;
case SP_DEFELE:
if (sd->state.lr_flag != 2)
sd->def_ele = val;
break;
case SP_MAXHP:
if (sd->state.lr_flag != 2)
sd->status.max_hp += val;
break;
case SP_MAXSP:
if (sd->state.lr_flag != 2)
sd->status.max_sp += val;
break;
case SP_CASTRATE:
if (sd->state.lr_flag != 2)
sd->castrate += val;
break;
case SP_MAXHPRATE:
if (sd->state.lr_flag != 2)
sd->hprate += val;
break;
case SP_MAXSPRATE:
if (sd->state.lr_flag != 2)
sd->sprate += val;
break;
case SP_SPRATE:
if (sd->state.lr_flag != 2)
sd->dsprate += val;
break;
case SP_ATTACKRANGE:
if (!sd->state.lr_flag)
sd->attackrange += val;
else if (sd->state.lr_flag == 1)
sd->attackrange_ += val;
else if (sd->state.lr_flag == 2)
sd->arrow_range += val;
break;
case SP_ADD_SPEED:
if (sd->state.lr_flag != 2)
sd->speed -= val;
break;
case SP_SPEED_RATE:
if (sd->state.lr_flag != 2)
{
if (sd->speed_rate > 100 - val)
sd->speed_rate = 100 - val;
}
break;
case SP_SPEED_ADDRATE:
if (sd->state.lr_flag != 2)
sd->speed_add_rate = sd->speed_add_rate * (100 - val) / 100;
break;
case SP_ASPD:
if (sd->state.lr_flag != 2)
sd->aspd -= val * 10;
break;
case SP_ASPD_RATE:
if (sd->state.lr_flag != 2)
{
if (sd->aspd_rate > 100 - val)
sd->aspd_rate = 100 - val;
}
break;
case SP_ASPD_ADDRATE:
if (sd->state.lr_flag != 2)
sd->aspd_add_rate = sd->aspd_add_rate * (100 - val) / 100;
break;
case SP_HP_RECOV_RATE:
if (sd->state.lr_flag != 2)
sd->hprecov_rate += val;
break;
case SP_SP_RECOV_RATE:
if (sd->state.lr_flag != 2)
sd->sprecov_rate += val;
break;
case SP_CRITICAL_DEF:
if (sd->state.lr_flag != 2)
sd->critical_def += val;
break;
case SP_NEAR_ATK_DEF:
if (sd->state.lr_flag != 2)
sd->near_attack_def_rate += val;
break;
case SP_LONG_ATK_DEF:
if (sd->state.lr_flag != 2)
sd->long_attack_def_rate += val;
break;
case SP_DOUBLE_RATE:
if (sd->state.lr_flag == 0 && sd->double_rate < val)
sd->double_rate = val;
break;
case SP_DOUBLE_ADD_RATE:
if (sd->state.lr_flag == 0)
sd->double_add_rate += val;
break;
case SP_MATK_RATE:
if (sd->state.lr_flag != 2)
sd->matk_rate += val;
break;
case SP_IGNORE_DEF_ELE:
if (!sd->state.lr_flag)
sd->ignore_def_ele |= 1 << val;
else if (sd->state.lr_flag == 1)
sd->ignore_def_ele_ |= 1 << val;
break;
case SP_IGNORE_DEF_RACE:
if (!sd->state.lr_flag)
sd->ignore_def_race |= 1 << val;
else if (sd->state.lr_flag == 1)
sd->ignore_def_race_ |= 1 << val;
break;
case SP_ATK_RATE:
if (sd->state.lr_flag != 2)
sd->atk_rate += val;
break;
case SP_MAGIC_ATK_DEF:
if (sd->state.lr_flag != 2)
sd->magic_def_rate += val;
break;
case SP_MISC_ATK_DEF:
if (sd->state.lr_flag != 2)
sd->misc_def_rate += val;
break;
case SP_IGNORE_MDEF_ELE:
if (sd->state.lr_flag != 2)
sd->ignore_mdef_ele |= 1 << val;
break;
case SP_IGNORE_MDEF_RACE:
if (sd->state.lr_flag != 2)
sd->ignore_mdef_race |= 1 << val;
break;
case SP_PERFECT_HIT_RATE:
if (sd->state.lr_flag != 2 && sd->perfect_hit < val)
sd->perfect_hit = val;
break;
case SP_PERFECT_HIT_ADD_RATE:
if (sd->state.lr_flag != 2)
sd->perfect_hit_add += val;
break;
case SP_CRITICAL_RATE:
if (sd->state.lr_flag != 2)
sd->critical_rate += val;
break;
case SP_GET_ZENY_NUM:
if (sd->state.lr_flag != 2 && sd->get_zeny_num < val)
sd->get_zeny_num = val;
break;
case SP_ADD_GET_ZENY_NUM:
if (sd->state.lr_flag != 2)
sd->get_zeny_add_num += val;
break;
case SP_DEF_RATIO_ATK_ELE:
if (!sd->state.lr_flag)
sd->def_ratio_atk_ele |= 1 << val;
else if (sd->state.lr_flag == 1)
sd->def_ratio_atk_ele_ |= 1 << val;
break;
case SP_DEF_RATIO_ATK_RACE:
if (!sd->state.lr_flag)
sd->def_ratio_atk_race |= 1 << val;
else if (sd->state.lr_flag == 1)
sd->def_ratio_atk_race_ |= 1 << val;
break;
case SP_HIT_RATE:
if (sd->state.lr_flag != 2)
sd->hit_rate += val;
break;
case SP_FLEE_RATE:
if (sd->state.lr_flag != 2)
sd->flee_rate += val;
break;
case SP_FLEE2_RATE:
if (sd->state.lr_flag != 2)
sd->flee2_rate += val;
break;
case SP_DEF_RATE:
if (sd->state.lr_flag != 2)
sd->def_rate += val;
break;
case SP_DEF2_RATE:
if (sd->state.lr_flag != 2)
sd->def2_rate += val;
break;
case SP_MDEF_RATE:
if (sd->state.lr_flag != 2)
sd->mdef_rate += val;
break;
case SP_MDEF2_RATE:
if (sd->state.lr_flag != 2)
sd->mdef2_rate += val;
break;
case SP_RESTART_FULL_RECORVER:
if (sd->state.lr_flag != 2)
sd->special_state.restart_full_recover = 1;
break;
case SP_NO_CASTCANCEL:
if (sd->state.lr_flag != 2)
sd->special_state.no_castcancel = 1;
break;
case SP_NO_CASTCANCEL2:
if (sd->state.lr_flag != 2)
sd->special_state.no_castcancel2 = 1;
break;
case SP_NO_SIZEFIX:
if (sd->state.lr_flag != 2)
sd->special_state.no_sizefix = 1;
break;
case SP_NO_MAGIC_DAMAGE:
if (sd->state.lr_flag != 2)
sd->special_state.no_magic_damage = 1;
break;
case SP_NO_WEAPON_DAMAGE:
if (sd->state.lr_flag != 2)
sd->special_state.no_weapon_damage = 1;
break;
case SP_NO_GEMSTONE:
if (sd->state.lr_flag != 2)
sd->special_state.no_gemstone = 1;
break;
case SP_INFINITE_ENDURE:
if (sd->state.lr_flag != 2)
sd->special_state.infinite_endure = 1;
break;
case SP_SPLASH_RANGE:
if (sd->state.lr_flag != 2 && sd->splash_range < val)
sd->splash_range = val;
break;
case SP_SPLASH_ADD_RANGE:
if (sd->state.lr_flag != 2)
sd->splash_add_range += val;
break;
case SP_SHORT_WEAPON_DAMAGE_RETURN:
if (sd->state.lr_flag != 2)
sd->short_weapon_damage_return += val;
break;
case SP_LONG_WEAPON_DAMAGE_RETURN:
if (sd->state.lr_flag != 2)
sd->long_weapon_damage_return += val;
break;
case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
if (sd->state.lr_flag != 2)
sd->magic_damage_return += val;
break;
case SP_ALL_STATS: // [Valaris]
if (sd->state.lr_flag != 2)
{
sd->parame[SP_STR - SP_STR] += val;
sd->parame[SP_AGI - SP_STR] += val;
sd->parame[SP_VIT - SP_STR] += val;
sd->parame[SP_INT - SP_STR] += val;
sd->parame[SP_DEX - SP_STR] += val;
sd->parame[SP_LUK - SP_STR] += val;
clif_updatestatus(sd, 13);
clif_updatestatus(sd, 14);
clif_updatestatus(sd, 15);
clif_updatestatus(sd, 16);
clif_updatestatus(sd, 17);
clif_updatestatus(sd, 18);
}
break;
case SP_AGI_VIT: // [Valaris]
if (sd->state.lr_flag != 2)
{
sd->parame[SP_AGI - SP_STR] += val;
sd->parame[SP_VIT - SP_STR] += val;
clif_updatestatus(sd, 14);
clif_updatestatus(sd, 15);
}
break;
case SP_AGI_DEX_STR: // [Valaris]
if (sd->state.lr_flag != 2)
{
sd->parame[SP_AGI - SP_STR] += val;
sd->parame[SP_DEX - SP_STR] += val;
sd->parame[SP_STR - SP_STR] += val;
clif_updatestatus(sd, 14);
clif_updatestatus(sd, 17);
clif_updatestatus(sd, 13);
}
break;
case SP_PERFECT_HIDE: // [Valaris]
if (sd->state.lr_flag != 2)
{
sd->perfect_hiding = 1;
}
break;
case SP_DISGUISE: // Disguise script for items [Valaris]
if (sd->state.lr_flag != 2 && sd->disguiseflag == 0)
{
if (pc_isriding(sd))
{ // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
clif_displaymessage(sd->fd,
"Cannot wear disguise when riding a Peco.");
break;
}
sd->disguise = val;
clif_clearchar(&sd->bl, 9);
pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
}
break;
case SP_UNBREAKABLE:
if (sd->state.lr_flag != 2)
{
sd->unbreakable += val;
}
break;
case SP_DEAF:
sd->special_state.deaf = 1;
break;
default:
if (battle_config.error_log)
printf("pc_bonus: unknown type %d %d !\n", type, val);
break;
}
return 0;
}
/*==========================================
* ソスソス ソスソスソスiソスノゑソスソスソスソス\ソスヘ難ソスソスフボソス[ソスiソスXソスン抵ソス
*------------------------------------------
*/
int pc_bonus2(struct map_session_data *sd, int type, int type2, int val)
{
int i;
nullpo_retr(0, sd);
switch (type)
{
case SP_ADDELE:
if (!sd->state.lr_flag)
sd->addele[type2] += val;
else if (sd->state.lr_flag == 1)
sd->addele_[type2] += val;
else if (sd->state.lr_flag == 2)
sd->arrow_addele[type2] += val;
break;
case SP_ADDRACE:
if (!sd->state.lr_flag)
sd->addrace[type2] += val;
else if (sd->state.lr_flag == 1)
sd->addrace_[type2] += val;
else if (sd->state.lr_flag == 2)
sd->arrow_addrace[type2] += val;
break;
case SP_ADDSIZE:
if (!sd->state.lr_flag)
sd->addsize[type2] += val;
else if (sd->state.lr_flag == 1)
sd->addsize_[type2] += val;
else if (sd->state.lr_flag == 2)
sd->arrow_addsize[type2] += val;
break;
case SP_SUBELE:
if (sd->state.lr_flag != 2)
sd->subele[type2] += val;
break;
case SP_SUBRACE:
if (sd->state.lr_flag != 2)
sd->subrace[type2] += val;
break;
case SP_ADDEFF:
if (sd->state.lr_flag != 2)
sd->addeff[BadSC(type2)] += val;
else
sd->arrow_addeff[BadSC(type2)] += val;
break;
case SP_ADDEFF2:
if (sd->state.lr_flag != 2)
sd->addeff2[BadSC(type2)] += val;
else
sd->arrow_addeff2[BadSC(type2)] += val;
break;
case SP_RESEFF:
if (sd->state.lr_flag != 2)
sd->reseff[BadSC(type2)] += val;
break;
case SP_MAGIC_ADDELE:
if (sd->state.lr_flag != 2)
sd->magic_addele[type2] += val;
break;
case SP_MAGIC_ADDRACE:
if (sd->state.lr_flag != 2)
sd->magic_addrace[type2] += val;
break;
case SP_MAGIC_SUBRACE:
if (sd->state.lr_flag != 2)
sd->magic_subrace[type2] += val;
break;
case SP_ADD_DAMAGE_CLASS:
if (!sd->state.lr_flag)
{
for (i = 0; i < sd->add_damage_class_count; i++)
{
if (sd->add_damage_classid[i] == type2)
{
sd->add_damage_classrate[i] += val;
break;
}
}
if (i >= sd->add_damage_class_count
&& sd->add_damage_class_count < 10)
{
sd->add_damage_classid[sd->add_damage_class_count] =
type2;
sd->add_damage_classrate[sd->add_damage_class_count] +=
val;
sd->add_damage_class_count++;
}
}
else if (sd->state.lr_flag == 1)
{
for (i = 0; i < sd->add_damage_class_count_; i++)
{
if (sd->add_damage_classid_[i] == type2)
{
sd->add_damage_classrate_[i] += val;
break;
}
}
if (i >= sd->add_damage_class_count_
&& sd->add_damage_class_count_ < 10)
{
sd->add_damage_classid_[sd->add_damage_class_count_] =
type2;
sd->add_damage_classrate_[sd->add_damage_class_count_] +=
val;
sd->add_damage_class_count_++;
}
}
break;
case SP_ADD_MAGIC_DAMAGE_CLASS:
if (sd->state.lr_flag != 2)
{
for (i = 0; i < sd->add_magic_damage_class_count; i++)
{
if (sd->add_magic_damage_classid[i] == type2)
{
sd->add_magic_damage_classrate[i] += val;
break;
}
}
if (i >= sd->add_magic_damage_class_count
&& sd->add_magic_damage_class_count < 10)
{
sd->add_magic_damage_classid
[sd->add_magic_damage_class_count] = type2;
sd->add_magic_damage_classrate
[sd->add_magic_damage_class_count] += val;
sd->add_magic_damage_class_count++;
}
}
break;
case SP_ADD_DEF_CLASS:
if (sd->state.lr_flag != 2)
{
for (i = 0; i < sd->add_def_class_count; i++)
{
if (sd->add_def_classid[i] == type2)
{
sd->add_def_classrate[i] += val;
break;
}
}
if (i >= sd->add_def_class_count
&& sd->add_def_class_count < 10)
{
sd->add_def_classid[sd->add_def_class_count] = type2;
sd->add_def_classrate[sd->add_def_class_count] += val;
sd->add_def_class_count++;
}
}
break;
case SP_ADD_MDEF_CLASS:
if (sd->state.lr_flag != 2)
{
for (i = 0; i < sd->add_mdef_class_count; i++)
{
if (sd->add_mdef_classid[i] == type2)
{
sd->add_mdef_classrate[i] += val;
break;
}
}
if (i >= sd->add_mdef_class_count
&& sd->add_mdef_class_count < 10)
{
sd->add_mdef_classid[sd->add_mdef_class_count] = type2;
sd->add_mdef_classrate[sd->add_mdef_class_count] += val;
sd->add_mdef_class_count++;
}
}
break;
case SP_HP_DRAIN_RATE:
if (!sd->state.lr_flag)
{
sd->hp_drain_rate += type2;
sd->hp_drain_per += val;
}
else if (sd->state.lr_flag == 1)
{
sd->hp_drain_rate_ += type2;
sd->hp_drain_per_ += val;
}
break;
case SP_SP_DRAIN_RATE:
if (!sd->state.lr_flag)
{
sd->sp_drain_rate += type2;
sd->sp_drain_per += val;
}
else if (sd->state.lr_flag == 1)
{
sd->sp_drain_rate_ += type2;
sd->sp_drain_per_ += val;
}
break;
case SP_WEAPON_COMA_ELE:
if (sd->state.lr_flag != 2)
sd->weapon_coma_ele[type2] += val;
break;
case SP_WEAPON_COMA_RACE:
if (sd->state.lr_flag != 2)
sd->weapon_coma_race[type2] += val;
break;
case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
if (sd->state.lr_flag != 2)
{
sd->random_attack_increase_add = type2;
sd->random_attack_increase_per += val;
break;
} // end addition
default:
if (battle_config.error_log)
printf("pc_bonus2: unknown type %d %d %d!\n", type, type2,
val);
break;
}
return 0;
}
int pc_bonus3(struct map_session_data *sd, int type, int type2, int type3,
int val)
{
int i;
switch (type)
{
case SP_ADD_MONSTER_DROP_ITEM:
if (sd->state.lr_flag != 2)
{
for (i = 0; i < sd->monster_drop_item_count; i++)
{
if (sd->monster_drop_itemid[i] == type2)
{
sd->monster_drop_race[i] |= 1 << type3;
if (sd->monster_drop_itemrate[i] < val)
sd->monster_drop_itemrate[i] = val;
break;
}
}
if (i >= sd->monster_drop_item_count
&& sd->monster_drop_item_count < 10)
{
sd->monster_drop_itemid[sd->monster_drop_item_count] =
type2;
sd->monster_drop_race[sd->monster_drop_item_count] |=
1 << type3;
sd->monster_drop_itemrate[sd->monster_drop_item_count] =
val;
sd->monster_drop_item_count++;
}
}
break;
case SP_AUTOSPELL:
if (sd->state.lr_flag != 2)
{
sd->autospell_id = SkillID(type2);
sd->autospell_lv = type3;
sd->autospell_rate = val;
}
break;
default:
if (battle_config.error_log)
printf("pc_bonus3: unknown type %d %d %d %d!\n", type, type2,
type3, val);
break;
}
return 0;
}
/*==========================================
* スクリプトによるスキル所得
*------------------------------------------
*/
int pc_skill(struct map_session_data *sd, SkillID id, int level, int flag)
{
nullpo_retr(0, sd);
if (level > MAX_SKILL_LEVEL)
{
if (battle_config.error_log)
printf("support card skill only!\n");
return 0;
}
if (!flag && (sd->status.skill[id].id == id || level == 0))
{ // クエスト所得ならここで条件を確認して送信する
sd->status.skill[id].lv = level;
pc_calcstatus(sd, 0);
clif_skillinfoblock(sd);
}
else if (sd->status.skill[id].lv < level)
{ // 覚えられるがlvが小さいなら
sd->status.skill[id].id = id;
sd->status.skill[id].lv = level;
}
return 0;
}
/*==========================================
* カード挿入
*------------------------------------------
*/
int pc_insert_card(struct map_session_data *sd, int idx_card, int idx_equip)
{
nullpo_retr(0, sd);
if (idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0
&& idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card])
{
int i;
int nameid = sd->status.inventory[idx_equip].nameid;
int cardid = sd->status.inventory[idx_card].nameid;
int ep = sd->inventory_data[idx_card]->equip;
if (nameid <= 0 || sd->inventory_data[idx_equip] == NULL ||
(sd->inventory_data[idx_equip]->type != 4 && sd->inventory_data[idx_equip]->type != 5) || // 装 備じゃない
(sd->status.inventory[idx_equip].identify == 0) || // 未鑑定
(sd->status.inventory[idx_equip].card[0] == 0x00ff) || // 製造武器
(sd->status.inventory[idx_equip].card[0] == 0x00fe) ||
((sd->inventory_data[idx_equip]->equip & ep) == 0) || // 装 備個所違い
(sd->inventory_data[idx_equip]->type == 4 && ep == 32) || // 両 手武器と盾カード
(sd->status.inventory[idx_equip].card[0] == (short) 0xff00)
|| sd->status.inventory[idx_equip].equip)
{
clif_insert_card(sd, idx_equip, idx_card, 1);
return 0;
}
for (i = 0; i < sd->inventory_data[idx_equip]->slot; i++)
{
if (sd->status.inventory[idx_equip].card[i] == 0)
{
// 空きスロットがあったので差し込む
sd->status.inventory[idx_equip].card[i] = cardid;
// カードは減らす
clif_insert_card(sd, idx_equip, idx_card, 0);
pc_delitem(sd, idx_card, 1, 1);
return 0;
}
}
}
else
clif_insert_card(sd, idx_equip, idx_card, 1);
return 0;
}
//
// アイテム物
//
/*==========================================
* スキルによる買い値修正
*------------------------------------------
*/
int pc_modifybuyvalue(struct map_session_data *sd, int orig_value)
{
int skill, val = orig_value, rate1 = 0, rate2 = 0;
if ((skill = pc_checkskill(sd, MC_DISCOUNT)) > 0) // ディスカウント
rate1 = 5 + skill * 2 - ((skill == 10) ? 1 : 0);
if ((skill = pc_checkskill(sd, RG_COMPULSION)) > 0) // コムパルションディスカウント
rate2 = 5 + skill * 4;
if (rate1 < rate2)
rate1 = rate2;
if (rate1)
val = (int)((double) orig_value * (double)(100 - rate1) / 100.);
if (val < 0)
val = 0;
if (orig_value > 0 && val < 1)
val = 1;
return val;
}
/*==========================================
* スキルによる売り値修正
*------------------------------------------
*/
int pc_modifysellvalue(struct map_session_data *sd, int orig_value)
{
int skill, val = orig_value, rate = 0;
if ((skill = pc_checkskill(sd, MC_OVERCHARGE)) > 0) // オーバーチャージ
rate = 5 + skill * 2 - ((skill == 10) ? 1 : 0);
if (rate)
val = (int)((double) orig_value * (double)(100 + rate) / 100.);
if (val < 0)
val = 0;
if (orig_value > 0 && val < 1)
val = 1;
return val;
}
/*==========================================
* アイテムを買った時に、新しいアイテム欄を使うか、
* 3万個制限にかかるか確認
*------------------------------------------
*/
int pc_checkadditem(struct map_session_data *sd, int nameid, int amount)
{
int i;
nullpo_retr(0, sd);
if (itemdb_isequip(nameid))
return ADDITEM_NEW;
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == nameid)
{
if (sd->status.inventory[i].amount + amount > MAX_AMOUNT)
return ADDITEM_OVERAMOUNT;
return ADDITEM_EXIST;
}
}
if (amount > MAX_AMOUNT)
return ADDITEM_OVERAMOUNT;
return ADDITEM_NEW;
}
/*==========================================
* 空きアイテム欄の個数
*------------------------------------------
*/
int pc_inventoryblank(struct map_session_data *sd)
{
int i, b;
nullpo_retr(0, sd);
for (i = 0, b = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == 0)
b++;
}
return b;
}
/*==========================================
* お金を払う
*------------------------------------------
*/
int pc_payzeny(struct map_session_data *sd, int zeny)
{
double z;
nullpo_retr(0, sd);
z = (double) sd->status.zeny;
if (sd->status.zeny < zeny || z - (double) zeny > MAX_ZENY)
return 1;
sd->status.zeny -= zeny;
clif_updatestatus(sd, SP_ZENY);
return 0;
}
/*==========================================
* お金を得る
*------------------------------------------
*/
int pc_getzeny(struct map_session_data *sd, int zeny)
{
double z;
nullpo_retr(0, sd);
z = (double) sd->status.zeny;
if (z + (double) zeny > MAX_ZENY)
{
zeny = 0;
sd->status.zeny = MAX_ZENY;
}
sd->status.zeny += zeny;
clif_updatestatus(sd, SP_ZENY);
return 0;
}
/*==========================================
* アイテムを探して、インデックスを返す
*------------------------------------------
*/
int pc_search_inventory(struct map_session_data *sd, int item_id)
{
int i;
nullpo_retr(-1, sd);
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == item_id &&
(sd->status.inventory[i].amount > 0 || item_id == 0))
return i;
}
return -1;
}
int pc_count_all_items(struct map_session_data *player, int item_id)
{
int i;
int count = 0;
nullpo_retr(0, player);
for (i = 0; i < MAX_INVENTORY; i++)
{
if (player->status.inventory[i].nameid == item_id)
count += player->status.inventory[i].amount;
}
return count;
}
int pc_remove_items(struct map_session_data *player, int item_id, int count)
{
int i;
nullpo_retr(0, player);
for (i = 0; i < MAX_INVENTORY && count; i++)
{
if (player->status.inventory[i].nameid == item_id)
{
int to_delete = count;
/* only delete as much as we have */
if (to_delete > player->status.inventory[i].amount)
to_delete = player->status.inventory[i].amount;
count -= to_delete;
pc_delitem(player, i, to_delete,
0 /* means `really delete and update status' */ );
if (!count)
return 0;
}
}
return 0;
}
/*==========================================
* アイテム追加。個数のみitem構造体の数字を無視
*------------------------------------------
*/
int pc_additem(struct map_session_data *sd, struct item *item_data,
int amount)
{
struct item_data *data;
int i, w;
MAP_LOG_PC(sd, "PICKUP %d %d", item_data->nameid, amount);
nullpo_retr(1, sd);
nullpo_retr(1, item_data);
if (item_data->nameid <= 0 || amount <= 0)
return 1;
data = itemdb_search(item_data->nameid);
if ((w = data->weight * amount) + sd->weight > sd->max_weight)
return 2;
i = MAX_INVENTORY;
if (!itemdb_isequip2(data))
{
// 装 備品ではないので、既所有品なら個数のみ変化させる
for (i = 0; i < MAX_INVENTORY; i++)
if (sd->status.inventory[i].nameid == item_data->nameid &&
sd->status.inventory[i].card[0] == item_data->card[0]
&& sd->status.inventory[i].card[1] == item_data->card[1]
&& sd->status.inventory[i].card[2] == item_data->card[2]
&& sd->status.inventory[i].card[3] == item_data->card[3])
{
if (sd->status.inventory[i].amount + amount > MAX_AMOUNT)
return 5;
sd->status.inventory[i].amount += amount;
clif_additem(sd, i, amount, 0);
break;
}
}
if (i >= MAX_INVENTORY)
{
// 装 備品か未所有品だったので空き欄へ追加
i = pc_search_inventory(sd, 0);
if (i >= 0)
{
memcpy(&sd->status.inventory[i], item_data,
sizeof(sd->status.inventory[0]));
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);
}
else
return 4;
}
sd->weight += w;
clif_updatestatus(sd, SP_WEIGHT);
return 0;
}
/*==========================================
* アイテムを減らす
*------------------------------------------
*/
int pc_delitem(struct map_session_data *sd, int n, int amount, int type)
{
nullpo_retr(1, sd);
if (sd->trade_partner != 0)
trade_tradecancel(sd);
if (sd->status.inventory[n].nameid == 0 || amount <= 0
|| sd->status.inventory[n].amount < amount
|| sd->inventory_data[n] == NULL)
return 1;
sd->status.inventory[n].amount -= amount;
sd->weight -= sd->inventory_data[n]->weight * amount;
if (sd->status.inventory[n].amount <= 0)
{
if (sd->status.inventory[n].equip)
pc_unequipitem(sd, n, 0);
memset(&sd->status.inventory[n], 0,
sizeof(sd->status.inventory[0]));
sd->inventory_data[n] = NULL;
}
if (!(type & 1))
clif_delitem(sd, n, amount);
if (!(type & 2))
clif_updatestatus(sd, SP_WEIGHT);
return 0;
}
/*==========================================
* アイテムを落す
*------------------------------------------
*/
int pc_dropitem(struct map_session_data *sd, int n, int amount)
{
nullpo_retr(1, sd);
if (sd->trade_partner != 0 || sd->npc_id != 0 || sd->state.storage_open)
return 0; // no dropping while trading/npc/storage
if (n < 0 || n >= MAX_INVENTORY)
return 0;
if (amount <= 0)
return 0;
pc_unequipinvyitem(sd, n, 0);
if (sd->status.inventory[n].nameid <= 0 ||
sd->status.inventory[n].amount < amount ||
sd->trade_partner != 0 || sd->status.inventory[n].amount <= 0)
return 1;
map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x,
sd->bl.y, NULL, NULL, NULL, 0);
pc_delitem(sd, n, amount, 0);
return 0;
}
/*==========================================
* アイテムを拾う
*------------------------------------------
*/
static int can_pick_item_up_from(struct map_session_data *self, int other_id)
{
struct party *p = party_search(self->status.party_id);
/* From ourselves or from no-one? */
if (!self || self->bl.id == other_id || !other_id)
return 1;
struct map_session_data *other = map_id2sd(other_id);
/* Other no longer exists? */
if (!other)
return 1;
/* From our partner? */
if (self->status.partner_id == other->status.char_id)
return 1;
/* From a party member? */
if (self->status.party_id
&& self->status.party_id == other->status.party_id
&& p && p->item != 0)
return 1;
/* From someone who is far away? */
/* On another map? */
if (other->bl.m != self->bl.m)
return 1;
else
{
int distance_x = abs(other->bl.x - self->bl.x);
int distance_y = abs(other->bl.y - self->bl.y);
int distance = (distance_x > distance_y) ? distance_x : distance_y;
return distance > battle_config.drop_pickup_safety_zone;
}
}
int pc_takeitem(struct map_session_data *sd, struct flooritem_data *fitem)
{
int flag;
unsigned int tick = gettick();
int can_take;
nullpo_retr(0, sd);
nullpo_retr(0, fitem);
/* Sometimes the owners reported to us are buggy: */
if (fitem->first_get_id == fitem->third_get_id
|| fitem->second_get_id == fitem->third_get_id)
fitem->third_get_id = 0;
if (fitem->first_get_id == fitem->second_get_id)
{
fitem->second_get_id = fitem->third_get_id;
fitem->third_get_id = 0;
}
can_take = can_pick_item_up_from(sd, fitem->first_get_id);
if (!can_take)
can_take = fitem->first_get_tick <= tick
&& can_pick_item_up_from(sd, fitem->second_get_id);
if (!can_take)
can_take = fitem->second_get_tick <= tick
&& can_pick_item_up_from(sd, fitem->third_get_id);
if (!can_take)
can_take = fitem->third_get_tick <= tick;
if (can_take)
{
/* Can pick up */
if ((flag =
pc_additem(sd, &fitem->item_data, fitem->item_data.amount)))
// 重量overで取得失敗
clif_additem(sd, 0, 0, flag);
else
{
// 取得成功
if (sd->attacktimer != -1)
pc_stopattack(sd);
clif_takeitem(&sd->bl, &fitem->bl);
map_clearflooritem(fitem->bl.id);
}
return 0;
}
/* Otherwise, we can't pick up */
clif_additem(sd, 0, 0, 6);
return 0;
}
static
int pc_isUseitem(struct map_session_data *sd, int n)
{
struct item_data *item;
int nameid;
nullpo_retr(0, sd);
item = sd->inventory_data[n];
nameid = sd->status.inventory[n].nameid;
if (item == NULL)
return 0;
if (itemdb_type(nameid) != 0)
return 0;
if (nameid == 601
&& (map[sd->bl.m].flag.noteleport))
{
clif_skill_teleportmessage(sd, 0);
return 0;
}
if (nameid == 602 && map[sd->bl.m].flag.noreturn)
return 0;
if (nameid == 604
&& (map[sd->bl.m].flag.nobranch))
return 0;
if (item->sex != 2 && sd->status.sex != item->sex)
return 0;
if (item->elv > 0 && sd->status.base_level < item->elv)
return 0;
return 1;
}
/*==========================================
* アイテムを使う
*------------------------------------------
*/
int pc_useitem(struct map_session_data *sd, int n)
{
int nameid, amount;
nullpo_retr(1, sd);
if (n >= 0 && n < MAX_INVENTORY && sd->inventory_data[n])
{
nameid = sd->status.inventory[n].nameid;
amount = sd->status.inventory[n].amount;
if (sd->status.inventory[n].nameid <= 0
|| sd->status.inventory[n].amount <= 0
|| sd->sc_data[SC_BERSERK].timer != -1 || !pc_isUseitem(sd, n))
{
clif_useitemack(sd, n, 0, 0);
return 1;
}
run_script(sd->inventory_data[n]->use_script, 0, sd->bl.id, 0);
clif_useitemack(sd, n, amount - 1, 1);
pc_delitem(sd, n, 1, 1);
}
return 0;
}
/*==========================================
* カートアイテム追加。個数のみitem構造体の数字を無視
*------------------------------------------
*/
int pc_cart_additem(struct map_session_data *sd, struct item *item_data,
int amount)
{
struct item_data *data;
int i, w;
nullpo_retr(1, sd);
nullpo_retr(1, item_data);
if (item_data->nameid <= 0 || amount <= 0)
return 1;
data = itemdb_search(item_data->nameid);
if ((w = data->weight * amount) + sd->cart_weight > sd->cart_max_weight)
return 1;
i = MAX_CART;
if (!itemdb_isequip2(data))
{
// 装 備品ではないので、既所有品なら個数のみ変化させる
for (i = 0; i < MAX_CART; i++)
{
if (sd->status.cart[i].nameid == item_data->nameid &&
sd->status.cart[i].card[0] == item_data->card[0]
&& sd->status.cart[i].card[1] == item_data->card[1]
&& sd->status.cart[i].card[2] == item_data->card[2]
&& sd->status.cart[i].card[3] == item_data->card[3])
{
if (sd->status.cart[i].amount + amount > MAX_AMOUNT)
return 1;
sd->status.cart[i].amount += amount;
clif_cart_additem(sd, i, amount, 0);
break;
}
}
}
if (i >= MAX_CART)
{
// 装 備品か未所有品だったので空き欄へ追加
for (i = 0; i < MAX_CART; i++)
{
if (sd->status.cart[i].nameid == 0)
{
memcpy(&sd->status.cart[i], item_data,
sizeof(sd->status.cart[0]));
sd->status.cart[i].amount = amount;
sd->cart_num++;
clif_cart_additem(sd, i, amount, 0);
break;
}
}
if (i >= MAX_CART)
return 1;
}
sd->cart_weight += w;
clif_updatestatus(sd, SP_CARTINFO);
return 0;
}
/*==========================================
* カートアイテムを減らす
*------------------------------------------
*/
int pc_cart_delitem(struct map_session_data *sd, int n, int amount, int type)
{
nullpo_retr(1, sd);
if (sd->status.cart[n].nameid == 0 || sd->status.cart[n].amount < amount)
return 1;
sd->status.cart[n].amount -= amount;
sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid) * amount;
if (sd->status.cart[n].amount <= 0)
{
memset(&sd->status.cart[n], 0, sizeof(sd->status.cart[0]));
sd->cart_num--;
}
if (!type)
{
clif_cart_delitem(sd, n, amount);
clif_updatestatus(sd, SP_CARTINFO);
}
return 0;
}
/*==========================================
* カートへアイテム移動
*------------------------------------------
*/
int pc_putitemtocart(struct map_session_data *sd, int idx, int amount)
{
struct item *item_data;
nullpo_retr(0, sd);
if (idx < 0 || idx >= MAX_INVENTORY)
return 1;
nullpo_retr(0, item_data = &sd->status.inventory[idx]);
if (!pc_iscarton(sd))
return 1;
if (item_data->nameid == 0 || item_data->amount < amount)
return 1;
if (pc_cart_additem(sd, item_data, amount) == 0)
return pc_delitem(sd, idx, amount, 0);
return 1;
}
/*==========================================
* カート内のアイテム数確認(個数の差分を返す)
*------------------------------------------
*/
int pc_cartitem_amount(struct map_session_data *sd, int idx, int amount)
{
struct item *item_data;
nullpo_retr(-1, sd);
if (idx < 0 || idx >= MAX_CART)
return -1;
nullpo_retr(-1, item_data = &sd->status.cart[idx]);
if (!pc_iscarton(sd))
return -1;
if (item_data->nameid == 0 || !item_data->amount)
return -1;
return item_data->amount - amount;
}
/*==========================================
* カートからアイテム移動
*------------------------------------------
*/
int pc_getitemfromcart(struct map_session_data *sd, int idx, int amount)
{
struct item *item_data;
int flag;
nullpo_retr(0, sd);
if (idx < 0 || idx >= MAX_CART)
return 1;
nullpo_retr(0, item_data = &sd->status.cart[idx]);
if (!pc_iscarton(sd))
return 1;
if (item_data->nameid == 0 || item_data->amount < amount)
return 1;
if ((flag = pc_additem(sd, item_data, amount)) == 0)
return pc_cart_delitem(sd, idx, amount, 0);
clif_additem(sd, 0, 0, flag);
return 1;
}
/*==========================================
* アイテム鑑定
*------------------------------------------
*/
int pc_item_identify(struct map_session_data *sd, int idx)
{
int flag = 1;
nullpo_retr(0, sd);
if (idx >= 0 && idx < MAX_INVENTORY)
{
if (sd->status.inventory[idx].nameid > 0
&& sd->status.inventory[idx].identify == 0)
{
flag = 0;
sd->status.inventory[idx].identify = 1;
}
clif_item_identified(sd, idx, flag);
}
else
clif_item_identified(sd, idx, flag);
return !flag;
}
/*==========================================
* スティル品公開
*------------------------------------------
*/
static
void pc_show_steal(struct block_list *bl, va_list ap)
{
struct map_session_data *sd;
int itemid;
int type;
struct item_data *item = NULL;
char output[100];
nullpo_retv(bl);
nullpo_retv(ap);
nullpo_retv(sd = va_arg(ap, struct map_session_data *));
itemid = va_arg(ap, int);
type = va_arg(ap, int);
if (!type)
{
if ((item = itemdb_exists(itemid)) == NULL)
sprintf(output, "%s stole an Unknown_Item.", sd->status.name);
else
sprintf(output, "%s stole %s.", sd->status.name, item->jname);
clif_displaymessage(((struct map_session_data *) bl)->fd, output);
}
else
{
sprintf(output,
"%s has not stolen the item because of being overweight.",
sd->status.name);
clif_displaymessage(((struct map_session_data *) bl)->fd, output);
}
}
/*==========================================
*
*------------------------------------------
*/
//** pc.c: Small Steal Item fix by fritz
int pc_steal_item(struct map_session_data *sd, struct block_list *bl)
{
if (sd != NULL && bl != NULL && bl->type == BL_MOB)
{
int i, skill, rate, itemid, flag, count;
struct mob_data *md;
md = (struct mob_data *) bl;
if (!md->state.steal_flag && mob_db[md->mob_class].mexp <= 0 &&
!(mob_db[md->mob_class].mode & 0x20) &&
md->sc_data[SC_STONE].timer == -1 &&
md->sc_data[SC_FREEZE].timer == -1 &&
(!(md->mob_class > 1324 && md->mob_class < 1364))) // prevent stealing from treasure boxes [Valaris]
{
skill = sd->paramc[4] - mob_db[md->mob_class].dex
+ pc_checkskill(sd, TF_STEAL) + 10;
if (0 < skill)
{
for (count = 8; count <= 8 && count != 0; count--)
{
i = rand() % 8;
itemid = mob_db[md->mob_class].dropitem[i].nameid;
if (itemid > 0 && itemdb_type(itemid) != 6)
{
rate =
(mob_db[md->mob_class].dropitem[i].p /
battle_config.item_rate_common * 100 * skill) /
100;
if (rand() % 10000 < rate)
{
struct item tmp_item;
memset(&tmp_item, 0, sizeof(tmp_item));
tmp_item.nameid = itemid;
tmp_item.amount = 1;
tmp_item.identify = 1;
flag = pc_additem(sd, &tmp_item, 1);
if (battle_config.show_steal_in_same_party)
{
party_foreachsamemap(pc_show_steal, sd, 1,
sd, tmp_item.nameid, 0);
}
if (flag)
{
if (battle_config.show_steal_in_same_party)
{
party_foreachsamemap(pc_show_steal, sd,
1, sd,
tmp_item.nameid, 1);
}
clif_additem(sd, 0, 0, flag);
}
md->state.steal_flag = 1;
return 1;
}
}
}
}
}
}
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int pc_steal_coin(struct map_session_data *sd, struct block_list *bl)
{
if (sd != NULL && bl != NULL && bl->type == BL_MOB)
{
int rate, skill;
struct mob_data *md = (struct mob_data *) bl;
if (md && !md->state.steal_coin_flag
&& md->sc_data[SC_STONE].timer == -1
&& md->sc_data[SC_FREEZE].timer == -1)
{
skill = pc_checkskill(sd, RG_STEALCOIN) * 10;
rate =
skill + (sd->status.base_level - mob_db[md->mob_class].lv) * 3 +
sd->paramc[4] * 2 + sd->paramc[5] * 2;
if (MRAND(1000) < rate)
{
pc_getzeny(sd, mob_db[md->mob_class].lv * 10 + MRAND(100));
md->state.steal_coin_flag = 1;
return 1;
}
}
}
return 0;
}
//
//
//
/*==========================================
* PCの位置設定
*------------------------------------------
*/
int pc_setpos(struct map_session_data *sd, const char *mapname_org, int x, int y,
int clrtype)
{
char mapname[24];
int m = 0, c = 0, disguise = 0;
nullpo_retr(0, sd);
if (sd->chatID) // チャットから出る
chat_leavechat(sd);
if (sd->trade_partner) // 取引を中断する
trade_tradecancel(sd);
if (sd->state.storage_open)
storage_storage_quit(sd); // 倉庫を開いてるなら保存する
if (sd->party_invite > 0) // パーティ勧誘を拒否する
party_reply_invite(sd, sd->party_invite_account, 0);
skill_castcancel(&sd->bl, 0); // 詠唱中断
pc_stop_walking(sd, 0); // 歩行中断
pc_stopattack(sd); // 攻撃中断
if (pc_issit(sd))
{
// pc_setstand (sd); // [fate] Nothing wrong with warping while sitting
skill_gangsterparadise(sd, 0);
}
if (sd->sc_data[SC_TRICKDEAD].timer != -1)
skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
if (sd->status.option & 2)
skill_status_change_end(&sd->bl, SC_HIDING, -1);
if (sd->status.option & 4)
skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
if (sd->status.option & 16386)
skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
if (sd->sc_data[SC_BLADESTOP].timer != -1)
skill_status_change_end(&sd->bl, SC_BLADESTOP, -1);
if (sd->sc_data[SC_DANCING].timer != -1) // clear dance effect when warping [Valaris]
skill_stop_dancing(&sd->bl, 0);
if (sd->disguise)
{ // clear disguises when warping [Valaris]
clif_clearchar(&sd->bl, 9);
disguise = sd->disguise;
sd->disguise = 0;
}
memcpy(mapname, mapname_org, 24);
mapname[16] = 0;
if (strstr(mapname, ".gat") == NULL && strlen(mapname) < 16)
{
strcat(mapname, ".gat");
}
m = map_mapname2mapid(mapname);
if (m < 0)
{
if (sd->mapname[0])
{
struct in_addr ip;
int port;
if (map_mapname2ipport(mapname, &ip, &port) == 0)
{
skill_stop_dancing(&sd->bl, 1);
skill_unit_out_all(&sd->bl, gettick(), 1);
clif_clearchar_area(&sd->bl, clrtype & 0xffff);
skill_gangsterparadise(sd, 0);
map_delblock(&sd->bl);
memcpy(sd->mapname, mapname, 24);
sd->bl.x = x;
sd->bl.y = y;
sd->state.waitingdisconnect = 1;
pc_makesavestatus(sd);
//The storage close routines save the char data. [Skotlex]
if (!sd->state.storage_open)
chrif_save(sd);
else if (sd->state.storage_open)
storage_storage_quit(sd);
chrif_changemapserver(sd, mapname, x, y, ip, port);
return 0;
}
}
#if 0
clif_authfail_fd(sd->fd, 0); // cancel
clif_setwaitclose(sd->fd);
#endif
return 1;
}
if (x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys)
x = y = 0;
if ((x == 0 && y == 0) || (c = read_gat(m, x, y)) == 1 || c == 5)
{
if (x || y)
{
if (battle_config.error_log)
printf("stacked (%d,%d)\n", x, y);
}
do
{
x = MRAND(map[m].xs - 2) + 1;
y = MRAND(map[m].ys - 2) + 1;
}
while ((c = read_gat(m, x, y)) == 1 || c == 5);
}
if (sd->mapname[0] && sd->bl.prev != NULL)
{
skill_unit_out_all(&sd->bl, gettick(), 1);
clif_clearchar_area(&sd->bl, clrtype & 0xffff);
skill_gangsterparadise(sd, 0);
map_delblock(&sd->bl);
clif_changemap(sd, map[m].name, x, y); // [MouseJstr]
}
if (disguise) // disguise teleport fix [Valaris]
sd->disguise = disguise;
memcpy(sd->mapname, mapname, 24);
sd->bl.m = m;
sd->to_x = x;
sd->to_y = y;
// moved and changed dance effect stopping
sd->bl.x = x;
sd->bl.y = y;
// map_addblock(&sd->bl); // ブロック登録とspawnは
// clif_spawnpc(sd);
return 0;
}
/*==========================================
* PCのランダムワープ
*------------------------------------------
*/
int pc_randomwarp(struct map_session_data *sd, int type)
{
int x, y, c, i = 0;
int m;
nullpo_retr(0, sd);
m = sd->bl.m;
if (map[sd->bl.m].flag.noteleport) // テレポート禁止
return 0;
do
{
x = MRAND(map[m].xs - 2) + 1;
y = MRAND(map[m].ys - 2) + 1;
}
while (((c = read_gat(m, x, y)) == 1 || c == 5) && (i++) < 1000);
if (i < 1000)
pc_setpos(sd, map[m].name, x, y, type);
return 0;
}
/*==========================================
* 現在位置のメモ
*------------------------------------------
*/
int pc_memo(struct map_session_data *sd, int i)
{
int skill;
int j;
nullpo_retr(0, sd);
skill = pc_checkskill(sd, AL_WARP);
if (i >= MIN_PORTAL_MEMO)
i -= MIN_PORTAL_MEMO;
else if (map[sd->bl.m].flag.nomemo
|| (map[sd->bl.m].flag.nowarpto
&& battle_config.any_warp_GM_min_level > pc_isGM(sd)))
{
clif_skill_teleportmessage(sd, 1);
return 0;
}
if (skill < 1)
{
clif_skill_memo(sd, 2);
}
if (skill < 2 || i < -1 || i > 2)
{
clif_skill_memo(sd, 1);
return 0;
}
for (j = 0; j < 3; j++)
{
if (strcmp(sd->status.memo_point[j].map, map[sd->bl.m].name) == 0)
{
i = j;
break;
}
}
if (i == -1)
{
for (i = skill - 3; i >= 0; i--)
{
memcpy(&sd->status.memo_point[i + 1], &sd->status.memo_point[i],
sizeof(struct point));
}
i = 0;
}
memcpy(sd->status.memo_point[i].map, map[sd->bl.m].name, 24);
sd->status.memo_point[i].x = sd->bl.x;
sd->status.memo_point[i].y = sd->bl.y;
clif_skill_memo(sd, 0);
return 1;
}
/*==========================================
*
*------------------------------------------
*/
int pc_can_reach(struct map_session_data *sd, int x, int y)
{
struct walkpath_data wpd;
nullpo_retr(0, sd);
if (sd->bl.x == x && sd->bl.y == y) // 同じマス
return 1;
// 障害物判定
wpd.path_len = 0;
wpd.path_pos = 0;
wpd.path_half = 0;
return (path_search(&wpd, sd->bl.m, sd->bl.x, sd->bl.y, x, y, 0) !=
-1) ? 1 : 0;
}
//
// 歩 行物
//
/*==========================================
* 次の1歩にかかる時間を計算
*------------------------------------------
*/
static int calc_next_walk_step(struct map_session_data *sd)
{
nullpo_retr(0, sd);
if (sd->walkpath.path_pos >= sd->walkpath.path_len)
return -1;
if (sd->walkpath.path[sd->walkpath.path_pos] & 1)
return sd->speed * 14 / 10;
return sd->speed;
}
/*==========================================
* 半歩進む(timer関数)
*------------------------------------------
*/
static void pc_walk(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd;
int i, ctype;
int moveblock;
int x, y, dx, dy;
sd = map_id2sd(id);
if (sd == NULL)
return;
if (sd->walktimer != tid)
{
if (battle_config.error_log)
printf("pc_walk %d != %d\n", sd->walktimer, tid);
return;
}
sd->walktimer = -1;
if (sd->walkpath.path_pos >= sd->walkpath.path_len
|| sd->walkpath.path_pos != data)
return;
//歩いたので息吹のタイマーを初期化
sd->inchealspirithptick = 0;
sd->inchealspiritsptick = 0;
sd->walkpath.path_half ^= 1;
if (sd->walkpath.path_half == 0)
{ // マス目中心へ到着
sd->walkpath.path_pos++;
if (sd->state.change_walk_target)
{
pc_walktoxy_sub(sd);
return;
}
}
else
{ // マス目境界へ到着
if (sd->walkpath.path[sd->walkpath.path_pos] >= 8)
return;
x = sd->bl.x;
y = sd->bl.y;
ctype = map_getcell(sd->bl.m, x, y);
if (ctype == 1 || ctype == 5)
{
pc_stop_walking(sd, 1);
return;
}
sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos];
dx = dirx[(int) sd->dir];
dy = diry[(int) sd->dir];
ctype = map_getcell(sd->bl.m, x + dx, y + dy);
if (ctype == 1 || ctype == 5)
{
pc_walktoxy_sub(sd);
return;
}
moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE
|| y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE);
sd->walktimer = 1;
map_foreachinmovearea(clif_pcoutsight, sd->bl.m, x - AREA_SIZE,
y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
dx, dy, 0, sd);
x += dx;
y += dy;
if (moveblock)
map_delblock(&sd->bl);
sd->bl.x = x;
sd->bl.y = y;
if (moveblock)
map_addblock(&sd->bl);
if (sd->sc_data[SC_DANCING].timer != -1)
skill_unit_move_unit_group((struct skill_unit_group *)
sd->sc_data[SC_DANCING].val2,
sd->bl.m, dx, dy);
map_foreachinmovearea(clif_pcinsight, sd->bl.m, x - AREA_SIZE,
y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
-dx, -dy, 0, sd);
sd->walktimer = -1;
if (sd->status.party_id > 0)
{ // パーティのHP情報通知検査
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
{
int p_flag = 0;
map_foreachinmovearea(party_send_hp_check, sd->bl.m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE, -dx, -dy,
BL_PC, sd->status.party_id, &p_flag);
if (p_flag)
sd->party_hp = -1;
}
}
if (sd->status.option & 4) // クローキングの消滅検査
skill_check_cloaking(&sd->bl);
// ディボーション検査
for (i = 0; i < 5; i++)
if (sd->dev.val1[i])
{
skill_devotion3(&sd->bl, sd->dev.val1[i]);
break;
}
// 被ディボーション検査
if (sd->sc_data[SC_DEVOTION].val1)
{
skill_devotion2(&sd->bl, sd->sc_data[SC_DEVOTION].val1);
}
skill_unit_move(&sd->bl, tick, 1); // スキルユニットの検査
if (map_getcell(sd->bl.m, x, y) & 0x80)
npc_touch_areanpc(sd, sd->bl.m, x, y);
else
sd->areanpc_id = 0;
}
if ((i = calc_next_walk_step(sd)) > 0)
{
i = i >> 1;
if (i < 1 && sd->walkpath.path_half == 0)
i = 1;
sd->walktimer =
add_timer(tick + i, pc_walk, id, sd->walkpath.path_pos);
}
}
/*==========================================
* 移動可能か確認して、可能なら歩行開始
*------------------------------------------
*/
static int pc_walktoxy_sub(struct map_session_data *sd)
{
struct walkpath_data wpd;
int i;
nullpo_retr(1, sd);
if (path_search(&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->to_x, sd->to_y, 0))
return 1;
memcpy(&sd->walkpath, &wpd, sizeof(wpd));
clif_walkok(sd);
sd->state.change_walk_target = 0;
if ((i = calc_next_walk_step(sd)) > 0)
{
i = i >> 2;
sd->walktimer = add_timer(gettick() + i, pc_walk, sd->bl.id, 0);
}
clif_movechar(sd);
return 0;
}
/*==========================================
* pc歩 行要求
*------------------------------------------
*/
int pc_walktoxy(struct map_session_data *sd, int x, int y)
{
nullpo_retr(0, sd);
sd->to_x = x;
sd->to_y = y;
if (pc_issit(sd))
pc_setstand(sd);
if (sd->walktimer != -1 && sd->state.change_walk_target == 0)
{
// 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
// timer関数からpc_walktoxy_subを呼ぶようにする
sd->state.change_walk_target = 1;
}
else
{
pc_walktoxy_sub(sd);
}
return 0;
}
/*==========================================
* 歩 行停止
*------------------------------------------
*/
int pc_stop_walking(struct map_session_data *sd, int type)
{
nullpo_retr(0, sd);
if (sd->walktimer != -1)
{
delete_timer(sd->walktimer, pc_walk);
sd->walktimer = -1;
}
sd->walkpath.path_len = 0;
sd->to_x = sd->bl.x;
sd->to_y = sd->bl.y;
if (type & 0x01)
clif_fixpos(&sd->bl);
if (type & 0x02 && battle_config.pc_damage_delay)
{
unsigned int tick = gettick();
int delay = battle_get_dmotion(&sd->bl);
if (sd->canmove_tick < tick)
sd->canmove_tick = tick + delay;
}
return 0;
}
void pc_touch_all_relevant_npcs(struct map_session_data *sd)
{
if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y) & 0x80)
npc_touch_areanpc(sd, sd->bl.m, sd->bl.x, sd->bl.y);
else
sd->areanpc_id = 0;
}
/*==========================================
*
*------------------------------------------
*/
int pc_movepos(struct map_session_data *sd, int dst_x, int dst_y)
{
int moveblock;
int dx, dy, dist;
struct walkpath_data wpd;
nullpo_retr(0, sd);
if (path_search(&wpd, sd->bl.m, sd->bl.x, sd->bl.y, dst_x, dst_y, 0))
return 1;
sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x, dst_y);
dx = dst_x - sd->bl.x;
dy = dst_y - sd->bl.y;
dist = distance(sd->bl.x, sd->bl.y, dst_x, dst_y);
moveblock = (sd->bl.x / BLOCK_SIZE != dst_x / BLOCK_SIZE
|| sd->bl.y / BLOCK_SIZE != dst_y / BLOCK_SIZE);
map_foreachinmovearea(clif_pcoutsight, sd->bl.m, sd->bl.x - AREA_SIZE,
sd->bl.y - AREA_SIZE, sd->bl.x + AREA_SIZE,
sd->bl.y + AREA_SIZE, dx, dy, 0, sd);
if (moveblock)
map_delblock(&sd->bl);
sd->bl.x = dst_x;
sd->bl.y = dst_y;
if (moveblock)
map_addblock(&sd->bl);
map_foreachinmovearea(clif_pcinsight, sd->bl.m, sd->bl.x - AREA_SIZE,
sd->bl.y - AREA_SIZE, sd->bl.x + AREA_SIZE,
sd->bl.y + AREA_SIZE, -dx, -dy, 0, sd);
if (sd->status.party_id > 0)
{ // パーティのHP情報通知検査
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
{
int flag = 0;
map_foreachinmovearea(party_send_hp_check, sd->bl.m,
sd->bl.x - AREA_SIZE, sd->bl.y - AREA_SIZE,
sd->bl.x + AREA_SIZE, sd->bl.y + AREA_SIZE,
-dx, -dy, BL_PC, sd->status.party_id,
&flag);
if (flag)
sd->party_hp = -1;
}
}
if (sd->status.option & 4) // クローキングの消滅検査
skill_check_cloaking(&sd->bl);
skill_unit_move(&sd->bl, gettick(), dist + 7); // スキルユニットの検査
pc_touch_all_relevant_npcs(sd);
return 0;
}
//
// 武器戦闘
//
/*==========================================
* スキルの検索 所有していた場合Lvが返る
*------------------------------------------
*/
int pc_checkskill(struct map_session_data *sd, SkillID skill_id)
{
if (sd == NULL)
return 0;
if (sd->status.skill[skill_id].id == skill_id)
return (sd->status.skill[skill_id].lv);
return 0;
}
/*==========================================
* 武器変更によるスキルの継続チェック
* 引数:
* struct map_session_data *sd セッションデータ
* int nameid 装備品ID
* 返り値:
* 0 変更なし
* -1 スキルを解除
*------------------------------------------
*/
int pc_checkallowskill(struct map_session_data *sd)
{
nullpo_retr(0, sd);
if (!(skill_get_weapontype(KN_TWOHANDQUICKEN) & (1 << sd->status.weapon))
&& sd->sc_data[SC_TWOHANDQUICKEN].timer != -1)
{ // 2HQ
skill_status_change_end(&sd->bl, SC_TWOHANDQUICKEN, -1); // 2HQを解除
return -1;
}
if (!(skill_get_weapontype(LK_AURABLADE) & (1 << sd->status.weapon))
&& sd->sc_data[SC_AURABLADE].timer != -1)
{ // オーラブレード
skill_status_change_end(&sd->bl, SC_AURABLADE, -1); // オーラブレードを解除
return -1;
}
if (!(skill_get_weapontype(LK_PARRYING) & (1 << sd->status.weapon))
&& sd->sc_data[SC_PARRYING].timer != -1)
{ // パリイング
skill_status_change_end(&sd->bl, SC_PARRYING, -1); // パリイングを解除
return -1;
}
if (!(skill_get_weapontype(LK_CONCENTRATION) & (1 << sd->status.weapon))
&& sd->sc_data[SC_CONCENTRATION].timer != -1)
{ // コンセントレーション
skill_status_change_end(&sd->bl, SC_CONCENTRATION, -1); // コンセントレーションを解除
return -1;
}
if (!(skill_get_weapontype(CR_SPEARQUICKEN) & (1 << sd->status.weapon))
&& sd->sc_data[SC_SPEARSQUICKEN].timer != -1)
{ // スピアクィッケン
skill_status_change_end(&sd->bl, SC_SPEARSQUICKEN, -1); // スピアクイッケンを解除
return -1;
}
if (!(skill_get_weapontype(BS_ADRENALINE) & (1 << sd->status.weapon))
&& sd->sc_data[SC_ADRENALINE].timer != -1)
{ // アドレナリンラッシュ
skill_status_change_end(&sd->bl, SC_ADRENALINE, -1); // アドレナリンラッシュを解除
return -1;
}
if (sd->status.shield <= 0)
{
if (sd->sc_data[SC_AUTOGUARD].timer != -1)
{ // オートガード
skill_status_change_end(&sd->bl, SC_AUTOGUARD, -1);
return -1;
}
if (sd->sc_data[SC_DEFENDER].timer != -1)
{ // ディフェンダー
skill_status_change_end(&sd->bl, SC_DEFENDER, -1);
return -1;
}
if (sd->sc_data[SC_REFLECTSHIELD].timer != -1)
{ //リフレクトシールド
skill_status_change_end(&sd->bl, SC_REFLECTSHIELD, -1);
return -1;
}
}
return 0;
}
/*==========================================
* 装 備品のチェック
*------------------------------------------
*/
int pc_checkequip(struct map_session_data *sd, int pos)
{
int i;
nullpo_retr(-1, sd);
for (i = 0; i < 11; i++)
{
if (pos & equip_pos[i])
return sd->equip_index[i];
}
return -1;
}
/*==========================================
* 転生職や養子職の元の職業を返す
*------------------------------------------
*/
struct pc_base_job pc_calc_base_job(int b_class)
{
struct pc_base_job bj;
//転生や養子の場合の元の職業を算出する
if (b_class < MAX_PC_CLASS)
{ //通常
bj.job = b_class;
bj.upper = 0;
}
else if (b_class >= 4001 && b_class < 4023)
{ //転生職
bj.job = b_class - 4001;
bj.upper = 1;
}
else if (b_class == 23 + 4023 - 1)
{ //養子スパノビ
bj.job = b_class - (4023 - 1);
bj.upper = 2;
}
else
{ //養子スパノビ以外の養子
bj.job = b_class - 4023;
bj.upper = 2;
}
if (battle_config.enable_upper_class == 0)
{ //confで無効になっていたらupper=0
bj.upper = 0;
}
if (bj.job == 0)
{
bj.type = 0;
}
else if (bj.job < 7)
{
bj.type = 1;
}
else
{
bj.type = 2;
}
return bj;
}
/*==========================================
* PCの攻撃 (timer関数)
*------------------------------------------
*/
static
void pc_attack_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd;
struct block_list *bl;
eptr<struct status_change, StatusChange> sc_data;
short *opt;
int dist, skill, range;
int attack_spell_delay;
sd = map_id2sd(id);
if (sd == NULL)
return;
if (sd->attacktimer != tid)
{
if (battle_config.error_log)
printf("pc_attack_timer %d != %d\n", sd->attacktimer, tid);
return;
}
sd->attacktimer = -1;
if (sd->bl.prev == NULL)
return;
bl = map_id2bl(sd->attacktarget);
if (bl == NULL || bl->prev == NULL)
return;
if (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl))
return;
// 同じmapでないなら攻撃しない
// PCが死んでても攻撃しない
if (sd->bl.m != bl->m || pc_isdead(sd))
return;
if (sd->opt1 > 0 || sd->status.option & 2 || sd->status.option & 16388) // 異常などで攻撃できない
return;
if (sd->sc_data[SC_AUTOCOUNTER].timer != -1)
return;
if (sd->sc_data[SC_BLADESTOP].timer != -1)
return;
if ((opt = battle_get_option(bl)) != NULL && *opt & 0x46)
return;
if (((sc_data = battle_get_sc_data(bl))
&& sc_data[SC_TRICKDEAD].timer != -1)
|| ((sc_data = battle_get_sc_data(bl))
&& sc_data[SC_BASILICA].timer != -1))
return;
if (sd->skilltimer != -1 && pc_checkskill(sd, SA_FREECAST) <= 0)
return;
if (!battle_config.sdelay_attack_enable
&& pc_checkskill(sd, SA_FREECAST) <= 0)
{
if (DIFF_TICK(tick, sd->canact_tick) < 0)
{
clif_skill_fail(sd, SkillID::ONE, 4, 0);
return;
}
}
if (sd->attackabletime > tick)
return; // cannot attack yet
attack_spell_delay = sd->attack_spell_delay;
if (sd->attack_spell_override // [Fate] If we have an active attack spell, use that
&& spell_attack(id, sd->attacktarget))
{
// Return if the spell succeeded. If the spell had disspiated, spell_attack() may fail.
sd->attackabletime = tick + attack_spell_delay;
}
else
{
dist = distance(sd->bl.x, sd->bl.y, bl->x, bl->y);
range = sd->attackrange;
if (sd->status.weapon != 11)
range++;
if (dist > range)
{ // 届 かないので移動
//if(pc_can_reach(sd,bl->x,bl->y))
//clif_movetoattack(sd,bl);
return;
}
if (dist <= range && !battle_check_range(&sd->bl, bl, range))
{
if (pc_can_reach(sd, bl->x, bl->y) && sd->canmove_tick < tick
&& (sd->sc_data[SC_ANKLE].timer == -1
|| sd->sc_data[SC_SPIDERWEB].timer == -1))
// TMW client doesn't support this
//pc_walktoxy(sd,bl->x,bl->y);
clif_movetoattack(sd, bl);
sd->attackabletime = tick + (sd->aspd << 1);
}
else
{
if (battle_config.pc_attack_direction_change)
sd->dir = sd->head_dir = map_calc_dir(&sd->bl, bl->x, bl->y); // 向き設定
if (sd->walktimer != -1)
pc_stop_walking(sd, 1);
if (sd->sc_data[SC_COMBO].timer == -1)
{
map_freeblock_lock();
pc_stop_walking(sd, 0);
sd->attacktarget_lv =
battle_weapon_attack(&sd->bl, bl, tick, 0);
if (!(battle_config.pc_cloak_check_type & 2)
&& sd->sc_data[SC_CLOAKING].timer != -1)
skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
map_freeblock_unlock();
if (sd->skilltimer != -1 && (skill = pc_checkskill(sd, SA_FREECAST)) > 0) // フリーキャスト
sd->attackabletime =
tick + ((sd->aspd << 1) * (150 - skill * 5) / 100);
else
sd->attackabletime = tick + (sd->aspd << 1);
}
else if (sd->attackabletime <= tick)
{
if (sd->skilltimer != -1 && (skill = pc_checkskill(sd, SA_FREECAST)) > 0) // フリーキャスト
sd->attackabletime =
tick + ((sd->aspd << 1) * (150 - skill * 5) / 100);
else
sd->attackabletime = tick + (sd->aspd << 1);
}
if (sd->attackabletime <= tick)
sd->attackabletime = tick + (battle_config.max_aspd << 1);
}
}
if (sd->state.attack_continue)
{
sd->attacktimer =
add_timer(sd->attackabletime, pc_attack_timer, sd->bl.id, 0);
}
}
/*==========================================
* 攻撃要求
* typeが1なら継続攻撃
*------------------------------------------
*/
int pc_attack(struct map_session_data *sd, int target_id, int type)
{
struct block_list *bl;
int d;
nullpo_retr(0, sd);
bl = map_id2bl(target_id);
if (bl == NULL)
return 1;
if (bl->type == BL_NPC)
{ // monster npcs [Valaris]
npc_click(sd, RFIFOL(sd->fd, 2));
return 0;
}
if (!battle_check_target(&sd->bl, bl, BCT_ENEMY))
return 1;
if (sd->attacktimer != -1)
pc_stopattack(sd);
sd->attacktarget = target_id;
sd->state.attack_continue = type;
d = DIFF_TICK(sd->attackabletime, gettick());
if (d > 0 && d < 2000)
{ // 攻撃delay中
sd->attacktimer =
add_timer(sd->attackabletime, pc_attack_timer, sd->bl.id, 0);
}
else
{
// 本来timer関数なので引数を合わせる
pc_attack_timer(-1, gettick(), sd->bl.id, 0);
}
return 0;
}
/*==========================================
* 継続攻撃停止
*------------------------------------------
*/
int pc_stopattack(struct map_session_data *sd)
{
nullpo_retr(0, sd);
if (sd->attacktimer != -1)
{
delete_timer(sd->attacktimer, pc_attack_timer);
sd->attacktimer = -1;
}
sd->attacktarget = 0;
sd->state.attack_continue = 0;
return 0;
}
static
void pc_follow_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd, *bl;
sd = map_id2sd(id);
if (sd == NULL || sd->followtimer != tid)
return;
sd->followtimer = -1;
do
{
if (sd->bl.prev == NULL)
break;
bl = (struct map_session_data *) map_id2bl(sd->followtarget);
if (bl == NULL)
return;
if (bl->bl.prev == NULL)
break;
if (bl->bl.type == BL_PC
&& pc_isdead((struct map_session_data *) bl))
return;
if (sd->skilltimer == -1 && sd->attacktimer == -1
&& sd->walktimer == -1)
{
if ((sd->bl.m == bl->bl.m)
&& pc_can_reach(sd, bl->bl.x, bl->bl.y))
{
if (distance(sd->bl.x, sd->bl.y, bl->bl.x, bl->bl.y) > 5)
pc_walktoxy(sd, bl->bl.x, bl->bl.y);
}
else
pc_setpos((struct map_session_data *) sd, bl->mapname,
bl->bl.x, bl->bl.y, 3);
}
}
while (0);
sd->followtimer =
add_timer(tick + sd->aspd, pc_follow_timer, sd->bl.id, 0);
}
int pc_follow(struct map_session_data *sd, int target_id)
{
struct block_list *bl;
bl = map_id2bl(target_id);
if (bl == NULL)
return 1;
sd->followtarget = target_id;
if (sd->followtimer != -1)
{
delete_timer(sd->followtimer, pc_follow_timer);
sd->followtimer = -1;
}
pc_follow_timer(-1, gettick(), sd->bl.id, 0);
return 0;
}
int pc_checkbaselevelup(struct map_session_data *sd)
{
int next = pc_nextbaseexp(sd);
nullpo_retr(0, sd);
if (sd->status.base_exp >= next && next > 0)
{
struct pc_base_job s_class = pc_calc_base_job(sd->status.pc_class);
// base側レベルアップ処理
sd->status.base_exp -= next;
sd->status.base_level++;
sd->status.status_point += (sd->status.base_level + 14) / 4;
clif_updatestatus(sd, SP_STATUSPOINT);
clif_updatestatus(sd, SP_BASELEVEL);
clif_updatestatus(sd, SP_NEXTBASEEXP);
pc_calcstatus(sd, 0);
pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
//スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
if (s_class.job == 23)
{
skill_status_change_start(&sd->bl,
SkillStatusChangeTable[PR_KYRIE], 1, 0,
0, 0, skill_get_time(PR_KYRIE, 1), 0);
skill_status_change_start(&sd->bl,
SkillStatusChangeTable[PR_IMPOSITIO],
1, 0, 0, 0,
skill_get_time(PR_IMPOSITIO, 1), 0);
skill_status_change_start(&sd->bl,
SkillStatusChangeTable[PR_MAGNIFICAT],
1, 0, 0, 0,
skill_get_time(PR_MAGNIFICAT, 1), 0);
skill_status_change_start(&sd->bl,
SkillStatusChangeTable[PR_GLORIA], 1,
0, 0, 0, skill_get_time(PR_GLORIA, 1),
0);
skill_status_change_start(&sd->bl,
SkillStatusChangeTable[PR_SUFFRAGIUM],
1, 0, 0, 0,
skill_get_time(PR_SUFFRAGIUM, 1), 0);
}
clif_misceffect(&sd->bl, 0);
//レベルアップしたのでパーティー情報を更新する
//(公平範囲チェック)
party_send_movemap(sd);
MAP_LOG_XP(sd, "LEVELUP") return 1;
}
return 0;
}
/*========================================
* Compute the maximum for sd->skill_point, i.e., the max. number of skill points that can still be filled in
*----------------------------------------
*/
static
int pc_skillpt_potential(struct map_session_data *sd)
{
int potential = 0;
#define RAISE_COST(x) (((x)*((x)-1))>>1)
for (SkillID skill_id = SkillID(); skill_id < MAX_SKILL;
skill_id = SkillID(uint16_t(skill_id) + 1))
if (sd->status.skill[skill_id].id != SkillID::ZERO
&& sd->status.skill[skill_id].lv < skill_db[skill_id].max_raise)
potential += RAISE_COST(skill_db[skill_id].max_raise)
- RAISE_COST(sd->status.skill[skill_id].lv);
#undef RAISE_COST
return potential;
}
int pc_checkjoblevelup(struct map_session_data *sd)
{
int next = pc_nextjobexp(sd);
nullpo_retr(0, sd);
if (sd->status.job_exp >= next && next > 0)
{
if (pc_skillpt_potential(sd) < sd->status.skill_point)
{ // [Fate] Bah, this is is painful.
// But the alternative is quite error-prone, and eAthena has far worse performance issues...
sd->status.job_exp = next - 1;
pc_calcstatus(sd,0);
return 0;
}
// job側レベルアップ処理
sd->status.job_exp -= next;
clif_updatestatus(sd, SP_NEXTJOBEXP);
sd->status.skill_point++;
clif_updatestatus(sd, SP_SKILLPOINT);
pc_calcstatus(sd, 0);
MAP_LOG_PC(sd, "SKILLPOINTS-UP %d", sd->status.skill_point);
if (sd->status.job_level < 250
&& sd->status.job_level < sd->status.base_level * 2)
sd->status.job_level++; // Make levelling up a little harder
clif_misceffect(&sd->bl, 1);
return 1;
}
return 0;
}
/*==========================================
* 経験値取得
*------------------------------------------
*/
int pc_gainexp(struct map_session_data *sd, int base_exp, int job_exp)
{
return pc_gainexp_reason(sd, base_exp, job_exp,
PC_GAINEXP_REASON_KILLING);
}
int pc_gainexp_reason(struct map_session_data *sd, int base_exp, int job_exp,
int reason)
{
char output[256];
nullpo_retr(0, sd);
if (sd->bl.prev == NULL || pc_isdead(sd))
return 0;
if ((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr]
return 0; // no exp on pvp maps
MAP_LOG_PC(sd, "GAINXP %d %d %s", base_exp, job_exp,
((reason ==
2) ? "SCRIPTXP" : ((reason == 1) ? "HEALXP" : "KILLXP")));
if (sd->sc_data[SC_RICHMANKIM].timer != -1)
{ // added bounds checking [Vaalris]
base_exp +=
base_exp * (25 + sd->sc_data[SC_RICHMANKIM].val1 * 25) / 100;
job_exp +=
job_exp * (25 + sd->sc_data[SC_RICHMANKIM].val1 * 25) / 100;
}
if (!battle_config.multi_level_up && pc_nextbaseafter(sd))
{
while (sd->status.base_exp + base_exp >= pc_nextbaseafter(sd)
&& sd->status.base_exp <= pc_nextbaseexp(sd)
&& pc_nextbaseafter(sd) > 0)
{
base_exp *= .90;
}
}
sd->status.base_exp += base_exp;
// [Fate] Adjust experience points that healers can extract from this character
if (reason != PC_GAINEXP_REASON_HEALING)
{
const int max_heal_xp =
20 + (sd->status.base_level * sd->status.base_level);
sd->heal_xp += base_exp;
if (sd->heal_xp > max_heal_xp)
sd->heal_xp = max_heal_xp;
}
if (sd->status.base_exp < 0)
sd->status.base_exp = 0;
while (pc_checkbaselevelup(sd));
clif_updatestatus(sd, SP_BASEEXP);
if (!battle_config.multi_level_up && pc_nextjobafter(sd))
{
while (sd->status.job_exp + job_exp >= pc_nextjobafter(sd)
&& sd->status.job_exp <= pc_nextjobexp(sd)
&& pc_nextjobafter(sd) > 0)
{
job_exp *= .90;
}
}
sd->status.job_exp += job_exp;
if (sd->status.job_exp < 0)
sd->status.job_exp = 0;
while (pc_checkjoblevelup(sd));
clif_updatestatus(sd, SP_JOBEXP);
if (battle_config.disp_experience)
{
sprintf(output,
"Experienced Gained Base:%d Job:%d", base_exp, job_exp);
clif_disp_onlyself(sd, output, strlen(output));
}
return 0;
}
int pc_extract_healer_exp(struct map_session_data *sd, int max)
{
int amount;
nullpo_retr(0, sd);
amount = sd->heal_xp;
if (max < amount)
amount = max;
sd->heal_xp -= amount;
return amount;
}
/*==========================================
* base level側必要経験値計算
*------------------------------------------
*/
int pc_nextbaseexp(struct map_session_data *sd)
{
int i;
nullpo_retr(0, sd);
if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
return 0;
if (sd->status.pc_class == 0)
i = 0;
else if (sd->status.pc_class <= 6)
i = 1;
else if (sd->status.pc_class <= 22)
i = 2;
else if (sd->status.pc_class == 23)
i = 3;
else if (sd->status.pc_class == 4001)
i = 4;
else if (sd->status.pc_class <= 4007)
i = 5;
else
i = 6;
return exp_table[i][sd->status.base_level - 1];
}
/*==========================================
* job level側必要経験値計算
*------------------------------------------
*/
int pc_nextjobexp(struct map_session_data *sd)
{
// [fate] For normal levels, this ranges from 20k to 50k, depending on job level.
// Job level is at most twice the player's experience level (base_level). Levelling
// from 2 to 9 is 44 points, i.e., 880k to 2.2M job experience points (this is per
// skill, obviously.)
return 20000 + sd->status.job_level * 150;
}
/*==========================================
* base level after next [Valaris]
*------------------------------------------
*/
int pc_nextbaseafter(struct map_session_data *sd)
{
int i;
nullpo_retr(0, sd);
if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
return 0;
if (sd->status.pc_class == 0)
i = 0;
else if (sd->status.pc_class <= 6)
i = 1;
else if (sd->status.pc_class <= 22)
i = 2;
else if (sd->status.pc_class == 23)
i = 3;
else if (sd->status.pc_class == 4001)
i = 4;
else if (sd->status.pc_class <= 4007)
i = 5;
else
i = 6;
return exp_table[i][sd->status.base_level];
}
/*==========================================
* job level after next [Valaris]
*------------------------------------------
*/
int pc_nextjobafter(struct map_session_data *sd)
{
int i;
nullpo_retr(0, sd);
if (sd->status.job_level >= MAX_LEVEL || sd->status.job_level <= 0)
return 0;
if (sd->status.pc_class == 0)
i = 7;
else if (sd->status.pc_class <= 6)
i = 8;
else if (sd->status.pc_class <= 22)
i = 9;
else if (sd->status.pc_class == 23)
i = 10;
else if (sd->status.pc_class == 4001)
i = 11;
else if (sd->status.pc_class <= 4007)
i = 12;
else
i = 13;
return exp_table[i][sd->status.job_level];
}
/*==========================================
* 必要ステータスポイント計算
*------------------------------------------
*/
int pc_need_status_point(struct map_session_data *sd, int type)
{
int val;
nullpo_retr(-1, sd);
if (type < SP_STR || type > SP_LUK)
return -1;
val =
type == SP_STR ? sd->status.str :
type == SP_AGI ? sd->status.agi :
type == SP_VIT ? sd->status.vit :
type == SP_INT ? sd->status.int_ :
type == SP_DEX ? sd->status.dex : sd->status.luk;
return (val + 9) / 10 + 1;
}
/*==========================================
* 能力値成長
*------------------------------------------
*/
int pc_statusup(struct map_session_data *sd, int type)
{
int need, val = 0;
nullpo_retr(0, sd);
switch (type)
{
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;
}
need = pc_need_status_point(sd, type);
if (type < SP_STR || type > SP_LUK || need < 0
|| need > sd->status.status_point
|| val >= battle_config.max_parameter)
{
clif_statusupack(sd, type, 0, val);
clif_updatestatus(sd, SP_STATUSPOINT);
return 1;
}
switch (type)
{
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;
}
sd->status.status_point -= need;
if (need != pc_need_status_point(sd, type))
{
clif_updatestatus(sd, type - SP_STR + SP_USTR);
}
clif_updatestatus(sd, SP_STATUSPOINT);
clif_updatestatus(sd, type);
pc_calcstatus(sd, 0);
clif_statusupack(sd, type, 1, val);
MAP_LOG_STATS(sd, "STATUP");
return 0;
}
/*==========================================
* 能力値成長
*------------------------------------------
*/
int pc_statusup2(struct map_session_data *sd, int type, int val)
{
nullpo_retr(0, sd);
if (type < SP_STR || type > SP_LUK)
{
clif_statusupack(sd, type, 0, 0);
return 1;
}
switch (type)
{
case SP_STR:
if (sd->status.str + val >= battle_config.max_parameter)
val = battle_config.max_parameter;
else if (sd->status.str + val < 1)
val = 1;
else
val += sd->status.str;
sd->status.str = val;
break;
case SP_AGI:
if (sd->status.agi + val >= battle_config.max_parameter)
val = battle_config.max_parameter;
else if (sd->status.agi + val < 1)
val = 1;
else
val += sd->status.agi;
sd->status.agi = val;
break;
case SP_VIT:
if (sd->status.vit + val >= battle_config.max_parameter)
val = battle_config.max_parameter;
else if (sd->status.vit + val < 1)
val = 1;
else
val += sd->status.vit;
sd->status.vit = val;
break;
case SP_INT:
if (sd->status.int_ + val >= battle_config.max_parameter)
val = battle_config.max_parameter;
else if (sd->status.int_ + val < 1)
val = 1;
else
val += sd->status.int_;
sd->status.int_ = val;
break;
case SP_DEX:
if (sd->status.dex + val >= battle_config.max_parameter)
val = battle_config.max_parameter;
else if (sd->status.dex + val < 1)
val = 1;
else
val += sd->status.dex;
sd->status.dex = val;
break;
case SP_LUK:
if (sd->status.luk + val >= battle_config.max_parameter)
val = battle_config.max_parameter;
else if (sd->status.luk + val < 1)
val = 1;
else
val = sd->status.luk + val;
sd->status.luk = val;
break;
}
clif_updatestatus(sd, type - SP_STR + SP_USTR);
clif_updatestatus(sd, type);
pc_calcstatus(sd, 0);
clif_statusupack(sd, type, 1, val);
MAP_LOG_STATS(sd, "STATUP2");
return 0;
}
/*==========================================
* スキルポイント割り振り
*------------------------------------------
*/
int pc_skillup(struct map_session_data *sd, SkillID skill_num)
{
nullpo_retr(0, sd);
if (sd->status.skill[skill_num].id != SkillID::ZERO
&& sd->status.skill_point >= sd->status.skill[skill_num].lv
&& sd->status.skill[skill_num].lv < skill_db[skill_num].max_raise)
{
sd->status.skill_point -= sd->status.skill[skill_num].lv;
sd->status.skill[skill_num].lv++;
pc_calcstatus(sd, 0);
clif_skillup(sd, skill_num);
clif_updatestatus(sd, SP_SKILLPOINT);
clif_skillinfoblock(sd);
MAP_LOG_PC(sd, "SKILLUP %d %d %d",
uint16_t(skill_num), sd->status.skill[skill_num].lv, skill_power(sd, skill_num));
}
return 0;
}
/*==========================================
* /allskill
*------------------------------------------
*/
int pc_allskillup(struct map_session_data *sd)
{
int i, id;
int c = 0, s = 0;
//転生や養子の場合の元の職業を算出する
struct pc_base_job s_class;
nullpo_retr(0, sd);
s_class = pc_calc_base_job(sd->status.pc_class);
c = s_class.job;
s = (s_class.upper == 1) ? 1 : 0; //転生以外は通常のスキル?
for (SkillID i : erange(SkillID(), MAX_SKILL))
sd->status.skill[i].id = SkillID::ZERO;
if (battle_config.gm_allskill > 0
&& pc_isGM(sd) >= battle_config.gm_allskill)
{
// 全てのスキル
// Note: I restored to the original value, not the new ones.
// However, I left the MAX_SKILL, which was wrong and is fixed.
for (SkillID i : erange(NV_EMOTE, NPC_PIERCINGATT))
sd->status.skill[i].lv = skill_get_max(i);
// Skip NPC_*
for (SkillID i : erange(RG_SNATCHER, SA_MONOCELL))
sd->status.skill[i].lv = skill_get_max(i);
// Not sure why these few are skipped though
for (SkillID i : erange(BD_ADAPTATION, MAX_SKILL))
sd->status.skill[i].lv = skill_get_max(i);
}
else
{
SkillID id;
for (i = 0;
(id = skill_tree[s][c][i].id) != SkillID::ZERO
&& id != SkillID::NEGATIVE;
i++)
{
if (sd->status.skill[id].id == SkillID::ZERO
&& skill_get_inf2(id) & 0x01)
sd->status.skill[id].lv = skill_get_max(id);
}
}
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* /resetlvl
*------------------------------------------
*/
int pc_resetlvl(struct map_session_data *sd, int type)
{
nullpo_retr(0, sd);
for (SkillID i : erange(SkillID(1), MAX_SKILL))
{
sd->status.skill[i].lv = 0;
}
if (type == 1)
{
sd->status.skill_point = 0;
sd->status.base_level = 1;
sd->status.job_level = 1;
sd->status.base_exp = 0;
sd->status.job_exp = 0;
if (sd->status.option != 0)
sd->status.option = 0;
sd->status.str = 1;
sd->status.agi = 1;
sd->status.vit = 1;
sd->status.int_ = 1;
sd->status.dex = 1;
sd->status.luk = 1;
if (sd->status.pc_class == 4001)
sd->status.status_point = 100;
}
if (type == 2)
{
sd->status.skill_point = 0;
sd->status.base_level = 1;
sd->status.job_level = 1;
sd->status.base_exp = 0;
sd->status.job_exp = 0;
}
if (type == 3)
{
sd->status.base_level = 1;
sd->status.base_exp = 0;
}
if (type == 4)
{
sd->status.job_level = 1;
sd->status.job_exp = 0;
}
clif_updatestatus(sd, SP_STATUSPOINT);
clif_updatestatus(sd, SP_STR);
clif_updatestatus(sd, SP_AGI);
clif_updatestatus(sd, SP_VIT);
clif_updatestatus(sd, SP_INT);
clif_updatestatus(sd, SP_DEX);
clif_updatestatus(sd, SP_LUK);
clif_updatestatus(sd, SP_BASELEVEL);
clif_updatestatus(sd, SP_JOBLEVEL);
clif_updatestatus(sd, SP_STATUSPOINT);
clif_updatestatus(sd, SP_NEXTBASEEXP);
clif_updatestatus(sd, SP_NEXTJOBEXP);
clif_updatestatus(sd, SP_SKILLPOINT);
clif_updatestatus(sd, SP_USTR); // Updates needed stat points - Valaris
clif_updatestatus(sd, SP_UAGI);
clif_updatestatus(sd, SP_UVIT);
clif_updatestatus(sd, SP_UINT);
clif_updatestatus(sd, SP_UDEX);
clif_updatestatus(sd, SP_ULUK); // End Addition
for (int i = 0; i < 11; i++)
{ // unequip items that can't be equipped by base 1 [Valaris]
if (sd->equip_index[i] >= 0)
if (!pc_isequip(sd, sd->equip_index[i]))
{
pc_unequipitem(sd, sd->equip_index[i], 1);
sd->equip_index[i] = -1;
}
}
clif_skillinfoblock(sd);
pc_calcstatus(sd, 0);
MAP_LOG_STATS(sd, "STATRESET");
return 0;
}
/*==========================================
* /resetstate
*------------------------------------------
*/
int pc_resetstate(struct map_session_data *sd)
{
#define sumsp(a) ((a)*((a-2)/10+2) - 5*((a-2)/10)*((a-2)/10) - 6*((a-2)/10) -2)
// int add=0; // Removed by Dexity
nullpo_retr(0, sd);
// New statpoint table used here - Dexity
sd->status.status_point = atoi(statp[sd->status.base_level - 1]);
// End addition
// Removed by Dexity - old count
// add += sumsp(sd->status.str);
// add += sumsp(sd->status.agi);
// add += sumsp(sd->status.vit);
// add += sumsp(sd->status.int_);
// add += sumsp(sd->status.dex);
// add += sumsp(sd->status.luk);
// sd->status.status_point+=add;
clif_updatestatus(sd, SP_STATUSPOINT);
sd->status.str = 1;
sd->status.agi = 1;
sd->status.vit = 1;
sd->status.int_ = 1;
sd->status.dex = 1;
sd->status.luk = 1;
clif_updatestatus(sd, SP_STR);
clif_updatestatus(sd, SP_AGI);
clif_updatestatus(sd, SP_VIT);
clif_updatestatus(sd, SP_INT);
clif_updatestatus(sd, SP_DEX);
clif_updatestatus(sd, SP_LUK);
clif_updatestatus(sd, SP_USTR); // Updates needed stat points - Valaris
clif_updatestatus(sd, SP_UAGI);
clif_updatestatus(sd, SP_UVIT);
clif_updatestatus(sd, SP_UINT);
clif_updatestatus(sd, SP_UDEX);
clif_updatestatus(sd, SP_ULUK); // End Addition
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* /resetskill
*------------------------------------------
*/
int pc_resetskill(struct map_session_data *sd)
{
int skill;
nullpo_retr(0, sd);
sd->status.skill_point += pc_calc_skillpoint(sd);
for (SkillID i : erange(SkillID(1), MAX_SKILL))
if ((skill = pc_checkskill(sd, i)) > 0)
{
sd->status.skill[i].lv = 0;
sd->status.skill[i].flags = 0;
}
clif_updatestatus(sd, SP_SKILLPOINT);
clif_skillinfoblock(sd);
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* pcにダメージを与える
*------------------------------------------
*/
int pc_damage(struct block_list *src, struct map_session_data *sd,
int damage)
{
int i = 0, j = 0;
struct pc_base_job s_class;
nullpo_retr(0, sd);
//転生や養子の場合の元の職業を算出する
s_class = pc_calc_base_job(sd->status.pc_class);
// 既に死んでいたら無効
if (pc_isdead(sd))
return 0;
// 座ってたら立ち上がる
if (pc_issit(sd))
{
pc_setstand(sd);
skill_gangsterparadise(sd, 0);
}
if (src)
{
if (src->type == BL_PC)
{
MAP_LOG_PC(sd, "INJURED-BY PC%d FOR %d",
((struct map_session_data *) src)->status.char_id,
damage);
}
else
{
MAP_LOG_PC(sd, "INJURED-BY MOB%d FOR %d", src->id, damage);
}
}
else
MAP_LOG_PC(sd, "INJURED-BY null FOR %d", damage);
// 歩 いていたら足を止める
if (sd->sc_data[SC_ENDURE].timer == -1
&& !sd->special_state.infinite_endure)
pc_stop_walking(sd, 3);
// 演奏/ダンスの中断
if (damage > sd->status.max_hp >> 2)
skill_stop_dancing(&sd->bl, 0);
sd->status.hp -= damage;
if (sd->sc_data[SC_TRICKDEAD].timer != -1)
skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
if (sd->status.option & 2)
skill_status_change_end(&sd->bl, SC_HIDING, -1);
if (sd->status.option & 4)
skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
if (sd->status.option & 16386)
skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
if (sd->status.hp > 0)
{
// まだ生きているならHP更新
clif_updatestatus(sd, SP_HP);
if (sd->status.hp < sd->status.max_hp >> 2
&& pc_checkskill(sd, SM_AUTOBERSERK) > 0
&& (sd->sc_data[SC_PROVOKE].timer == -1
|| sd->sc_data[SC_PROVOKE].val2 == 0))
// オートバーサーク発動
skill_status_change_start(&sd->bl, SC_PROVOKE, 10, 1, 0, 0, 0,
0);
sd->canlog_tick = gettick();
if (sd->status.party_id > 0)
{ // on-the-fly party hp updates [Valaris]
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
clif_party_hp(p, sd);
} // end addition [Valaris]
return 0;
}
MAP_LOG_PC(sd, "DEAD%s", "");
// Character is dead!
sd->status.hp = 0;
// [Fate] Stop quickregen
sd->quick_regeneration_hp.amount = 0;
sd->quick_regeneration_sp.amount = 0;
skill_update_heal_animation(sd);
pc_setdead(sd);
pc_stop_walking(sd, 0);
skill_castcancel(&sd->bl, 0); // 詠唱の中止
clif_clearchar_area(&sd->bl, 1);
skill_unit_out_all(&sd->bl, gettick(), 1);
if (sd->sc_data[SC_BLADESTOP].timer != -1) //白刃は事前に解除
skill_status_change_end(&sd->bl, SC_BLADESTOP, -1);
pc_setglobalreg(sd, "PC_DIE_COUNTER", ++sd->die_counter); //死にカウンター書き込み
skill_status_change_clear(&sd->bl, 0); // ステータス異常を解除する
clif_updatestatus(sd, SP_HP);
pc_calcstatus(sd, 0);
// [Fate] Reset magic
sd->cast_tick = gettick();
magic_stop_completely(sd);
for (i = 0; i < 5; i++)
if (sd->dev.val1[i])
{
skill_status_change_end(&map_id2sd(sd->dev.val1[i])->bl,
SC_DEVOTION, -1);
sd->dev.val1[i] = sd->dev.val2[i] = 0;
}
if (battle_config.death_penalty_type > 0 && sd->status.base_level >= 20)
{ // changed penalty options, added death by player if pk_mode [Valaris]
if (!map[sd->bl.m].flag.nopenalty)
{
if (battle_config.death_penalty_type == 1
&& battle_config.death_penalty_base > 0)
sd->status.base_exp -=
(double) pc_nextbaseexp(sd) *
(double) battle_config.death_penalty_base / 10000;
if (battle_config.pk_mode && src && src->type == BL_PC)
sd->status.base_exp -=
(double) pc_nextbaseexp(sd) *
(double) battle_config.death_penalty_base / 10000;
else if (battle_config.death_penalty_type == 2
&& battle_config.death_penalty_base > 0)
{
if (pc_nextbaseexp(sd) > 0)
sd->status.base_exp -=
(double) sd->status.base_exp *
(double) battle_config.death_penalty_base / 10000;
if (battle_config.pk_mode && src && src->type == BL_PC)
sd->status.base_exp -=
(double) sd->status.base_exp *
(double) battle_config.death_penalty_base / 10000;
}
if (sd->status.base_exp < 0)
sd->status.base_exp = 0;
clif_updatestatus(sd, SP_BASEEXP);
if (battle_config.death_penalty_type == 1
&& battle_config.death_penalty_job > 0)
sd->status.job_exp -=
(double) pc_nextjobexp(sd) *
(double) battle_config.death_penalty_job / 10000;
if (battle_config.pk_mode && src && src->type == BL_PC)
sd->status.job_exp -=
(double) pc_nextjobexp(sd) *
(double) battle_config.death_penalty_job / 10000;
else if (battle_config.death_penalty_type == 2
&& battle_config.death_penalty_job > 0)
{
if (pc_nextjobexp(sd) > 0)
sd->status.job_exp -=
(double) sd->status.job_exp *
(double) battle_config.death_penalty_job / 10000;
if (battle_config.pk_mode && src && src->type == BL_PC)
sd->status.job_exp -=
(double) sd->status.job_exp *
(double) battle_config.death_penalty_job / 10000;
}
if (sd->status.job_exp < 0)
sd->status.job_exp = 0;
clif_updatestatus(sd, SP_JOBEXP);
}
}
//ナイトメアモードアイテムドロップ
if (map[sd->bl.m].flag.pvp_nightmaredrop)
{ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
for (j = 0; j < MAX_DROP_PER_MAP; j++)
{
int id = map[sd->bl.m].drop_list[j].drop_id;
int type = map[sd->bl.m].drop_list[j].drop_type;
int per = map[sd->bl.m].drop_list[j].drop_per;
if (id == 0)
continue;
if (id == -1)
{ //ランダムドロップ
int eq_num = 0, eq_n[MAX_INVENTORY];
memset(eq_n, 0, sizeof(eq_n));
//先ず装備しているアイテム数をカウント
for (i = 0; i < MAX_INVENTORY; i++)
{
int k;
if ((type == 1 && !sd->status.inventory[i].equip)
|| (type == 2 && sd->status.inventory[i].equip)
|| type == 3)
{
//InventoryIndexを格納
for (k = 0; k < MAX_INVENTORY; k++)
{
if (eq_n[k] <= 0)
{
eq_n[k] = i;
break;
}
}
eq_num++;
}
}
if (eq_num > 0)
{
int n = eq_n[MRAND(eq_num)]; //該当アイテムの中からランダム
if (MRAND(10000) < per)
{
if (sd->status.inventory[n].equip)
pc_unequipitem(sd, n, 0);
pc_dropitem(sd, n, 1);
}
}
}
else if (id > 0)
{
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == id //ItemIDが一致していて
&& MRAND(10000) < per //ドロップ率判定もOKで
&& ((type == 1 && !sd->status.inventory[i].equip) //タイプ判定もOKならドロップ
|| (type == 2 && sd->status.inventory[i].equip)
|| type == 3))
{
if (sd->status.inventory[i].equip)
pc_unequipitem(sd, i, 0);
pc_dropitem(sd, i, 1);
break;
}
}
}
}
}
// pvp
if (map[sd->bl.m].flag.pvp && !battle_config.pk_mode)
{ // disable certain pvp functions on pk_mode [Valaris]
//ランキング計算
if (!map[sd->bl.m].flag.pvp_nocalcrank)
{
sd->pvp_point -= 5;
if (src && src->type == BL_PC)
((struct map_session_data *) src)->pvp_point++;
//} //fixed wrong '{' placement by Lupus
pc_setdead(sd);
}
// 強制送還
if (sd->pvp_point < 0)
{
sd->pvp_point = 0;
pc_setstand(sd);
pc_setrestartvalue(sd, 3);
pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x,
sd->status.save_point.y, 0);
}
}
if (src && src->type == BL_PC)
{
// [Fate] PK death, trigger scripts
argrec_t arg[3];
arg[0].name = "@killerrid";
arg[0].v.i = src->id;
arg[1].name = "@victimrid";
arg[1].v.i = sd->bl.id;
arg[2].name = "@victimlvl";
arg[2].v.i = sd->status.base_level;
npc_event_doall_l("OnPCKilledEvent", sd->bl.id, 3, arg);
npc_event_doall_l("OnPCKillEvent", src->id, 3, arg);
}
npc_event_doall_l("OnPCDieEvent", sd->bl.id, 0, NULL);
return 0;
}
//
// script関 連
//
/*==========================================
* script用PCステータス読み出し
*------------------------------------------
*/
int pc_readparam(struct map_session_data *sd, int type)
{
int val = 0;
struct pc_base_job s_class;
s_class = pc_calc_base_job(sd->status.pc_class);
nullpo_retr(0, sd);
switch (type)
{
case SP_SKILLPOINT:
val = sd->status.skill_point;
break;
case SP_STATUSPOINT:
val = sd->status.status_point;
break;
case SP_ZENY:
val = sd->status.zeny;
break;
case SP_BASELEVEL:
val = sd->status.base_level;
break;
case SP_JOBLEVEL:
val = sd->status.job_level;
break;
case SP_CLASS:
if (val >= 24 && val < 45)
val += 3978;
else
val = sd->status.pc_class;
break;
case SP_UPPER:
val = s_class.upper;
break;
case SP_SEX:
val = sd->sex;
break;
case SP_WEIGHT:
val = sd->weight;
break;
case SP_MAXWEIGHT:
val = sd->max_weight;
break;
case SP_BASEEXP:
val = sd->status.base_exp;
break;
case SP_JOBEXP:
val = sd->status.job_exp;
break;
case SP_NEXTBASEEXP:
val = pc_nextbaseexp(sd);
break;
case SP_NEXTJOBEXP:
val = pc_nextjobexp(sd);
break;
case SP_HP:
val = sd->status.hp;
break;
case SP_MAXHP:
val = sd->status.max_hp;
break;
case SP_SP:
val = sd->status.sp;
break;
case SP_MAXSP:
val = sd->status.max_sp;
break;
case SP_STR:
val = sd->status.str;
break;
case SP_AGI:
val = sd->status.agi;
break;
case SP_VIT:
val = sd->status.vit;
break;
case SP_INT:
val = sd->status.int_;
break;
case SP_DEX:
val = sd->status.dex;
break;
case SP_LUK:
val = sd->status.luk;
break;
case SP_FAME:
val = sd->fame;
break;
}
return val;
}
/*==========================================
* script用PCステータス設定
*------------------------------------------
*/
int pc_setparam(struct map_session_data *sd, int type, int val)
{
int i = 0, up_level = 50;
struct pc_base_job s_class;
nullpo_retr(0, sd);
s_class = pc_calc_base_job(sd->status.pc_class);
switch (type)
{
case SP_BASELEVEL:
if (val > sd->status.base_level)
{
for (i = 1; i <= (val - sd->status.base_level); i++)
sd->status.status_point +=
(sd->status.base_level + i + 14) / 4;
}
sd->status.base_level = val;
sd->status.base_exp = 0;
clif_updatestatus(sd, SP_BASELEVEL);
clif_updatestatus(sd, SP_NEXTBASEEXP);
clif_updatestatus(sd, SP_STATUSPOINT);
clif_updatestatus(sd, SP_BASEEXP);
pc_calcstatus(sd, 0);
pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
break;
case SP_JOBLEVEL:
if (sd->status.pc_class == 0)
up_level -= 40;
if ((sd->status.pc_class == 23)
|| (sd->status.pc_class >= 4001 && sd->status.pc_class <= 4022))
up_level += 20;
if (val >= sd->status.job_level)
{
if (val > up_level)
val = up_level;
sd->status.skill_point += (val - sd->status.job_level);
sd->status.job_level = val;
sd->status.job_exp = 0;
clif_updatestatus(sd, SP_JOBLEVEL);
clif_updatestatus(sd, SP_NEXTJOBEXP);
clif_updatestatus(sd, SP_JOBEXP);
clif_updatestatus(sd, SP_SKILLPOINT);
pc_calcstatus(sd, 0);
clif_misceffect(&sd->bl, 1);
}
else
{
sd->status.job_level = val;
sd->status.job_exp = 0;
clif_updatestatus(sd, SP_JOBLEVEL);
clif_updatestatus(sd, SP_NEXTJOBEXP);
clif_updatestatus(sd, SP_JOBEXP);
pc_calcstatus(sd, 0);
}
clif_updatestatus(sd, type);
break;
case SP_SKILLPOINT:
sd->status.skill_point = val;
break;
case SP_STATUSPOINT:
sd->status.status_point = val;
break;
case SP_ZENY:
sd->status.zeny = val;
break;
case SP_BASEEXP:
if (pc_nextbaseexp(sd) > 0)
{
sd->status.base_exp = val;
if (sd->status.base_exp < 0)
sd->status.base_exp = 0;
pc_checkbaselevelup(sd);
}
break;
case SP_JOBEXP:
if (pc_nextjobexp(sd) > 0)
{
sd->status.job_exp = val;
if (sd->status.job_exp < 0)
sd->status.job_exp = 0;
pc_checkjoblevelup(sd);
}
break;
case SP_SEX:
sd->sex = val;
break;
case SP_WEIGHT:
sd->weight = val;
break;
case SP_MAXWEIGHT:
sd->max_weight = val;
break;
case SP_HP:
sd->status.hp = val;
break;
case SP_MAXHP:
sd->status.max_hp = val;
break;
case SP_SP:
sd->status.sp = val;
break;
case SP_MAXSP:
sd->status.max_sp = val;
break;
case SP_STR:
sd->status.str = val;
break;
case SP_AGI:
sd->status.agi = val;
break;
case SP_VIT:
sd->status.vit = val;
break;
case SP_INT:
sd->status.int_ = val;
break;
case SP_DEX:
sd->status.dex = val;
break;
case SP_LUK:
sd->status.luk = val;
break;
case SP_FAME:
sd->fame = val;
break;
}
clif_updatestatus(sd, type);
return 0;
}
/*==========================================
* HP/SP回復
*------------------------------------------
*/
int pc_heal(struct map_session_data *sd, int hp, int sp)
{
// if(battle_config.battle_log)
// printf("heal %d %d\n",hp,sp);
nullpo_retr(0, sd);
if (pc_checkoverhp(sd))
{
if (hp > 0)
hp = 0;
}
if (pc_checkoversp(sd))
{
if (sp > 0)
sp = 0;
}
if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中は回復させないらしい
return 0;
if (hp + sd->status.hp > sd->status.max_hp)
hp = sd->status.max_hp - sd->status.hp;
if (sp + sd->status.sp > sd->status.max_sp)
sp = sd->status.max_sp - sd->status.sp;
sd->status.hp += hp;
if (sd->status.hp <= 0)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
hp = 0;
}
sd->status.sp += sp;
if (sd->status.sp <= 0)
sd->status.sp = 0;
if (hp)
clif_updatestatus(sd, SP_HP);
if (sp)
clif_updatestatus(sd, SP_SP);
if (sd->status.party_id > 0)
{ // on-the-fly party hp updates [Valaris]
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
clif_party_hp(p, sd);
} // end addition [Valaris]
return hp + sp;
}
/*==========================================
* HP/SP回復
*------------------------------------------
*/
static int pc_itemheal_effect(struct map_session_data *sd, int hp, int sp);
static int // Compute how quickly we regenerate (less is faster) for that amount
pc_heal_quick_speed(int amount)
{
if (amount >= 100)
{
if (amount >= 500)
return 0;
if (amount >= 250)
return 1;
return 2;
}
else
{ // < 100
if (amount >= 50)
return 3;
if (amount >= 20)
return 4;
return 5;
}
}
static void
pc_heal_quick_accumulate(int new_amount,
struct quick_regeneration *quick_regen, int max)
{
int current_amount = quick_regen->amount;
int current_speed = quick_regen->speed;
int new_speed = pc_heal_quick_speed(new_amount);
int average_speed = ((new_speed * new_amount) + (current_speed * current_amount)) / (current_amount + new_amount); // new_amount > 0, current_amount >= 0
quick_regen->speed = average_speed;
quick_regen->amount = MIN(current_amount + new_amount, max);
quick_regen->tickdelay = MIN(quick_regen->speed, quick_regen->tickdelay);
}
int pc_itemheal(struct map_session_data *sd, int hp, int sp)
{
/* defer healing */
if (hp > 0)
{
pc_heal_quick_accumulate(hp,
&sd->quick_regeneration_hp,
sd->status.max_hp - sd->status.hp);
hp = 0;
}
if (sp > 0)
{
pc_heal_quick_accumulate(sp,
&sd->quick_regeneration_sp,
sd->status.max_sp - sd->status.sp);
sp = 0;
}
/* Hurt right away, if necessary */
if (hp < 0 || sp < 0)
pc_itemheal_effect(sd, hp, sp);
return 0;
}
/* pc_itemheal_effect is invoked once every 0.5s whenever the pc
* has health recovery queued up (cf. pc_natural_heal_sub).
*/
static int pc_itemheal_effect(struct map_session_data *sd, int hp, int sp)
{
int bonus;
// if(battle_config.battle_log)
// printf("heal %d %d\n",hp,sp);
nullpo_retr(0, sd);
if (sd->sc_data[SC_GOSPEL].timer != -1) //バーサーク中は回復させないらしい
return 0;
if (sd->state.potionpitcher_flag)
{
sd->potion_hp = hp;
sd->potion_sp = sp;
return 0;
}
if (pc_checkoverhp(sd))
{
if (hp > 0)
hp = 0;
}
if (pc_checkoversp(sd))
{
if (sp > 0)
sp = 0;
}
if (hp > 0)
{
bonus =
(sd->paramc[2] << 1) + 100 + pc_checkskill(sd, SM_RECOVERY) * 10;
if (bonus != 100)
hp = hp * bonus / 100;
bonus = 100 + pc_checkskill(sd, AM_LEARNINGPOTION) * 5;
if (bonus != 100)
hp = hp * bonus / 100;
}
if (sp > 0)
{
bonus =
(sd->paramc[3] << 1) + 100 + pc_checkskill(sd,
MG_SRECOVERY) * 10;
if (bonus != 100)
sp = sp * bonus / 100;
bonus = 100 + pc_checkskill(sd, AM_LEARNINGPOTION) * 5;
if (bonus != 100)
sp = sp * bonus / 100;
}
if (hp + sd->status.hp > sd->status.max_hp)
hp = sd->status.max_hp - sd->status.hp;
if (sp + sd->status.sp > sd->status.max_sp)
sp = sd->status.max_sp - sd->status.sp;
sd->status.hp += hp;
if (sd->status.hp <= 0)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
hp = 0;
}
sd->status.sp += sp;
if (sd->status.sp <= 0)
sd->status.sp = 0;
if (hp)
clif_updatestatus(sd, SP_HP);
if (sp)
clif_updatestatus(sd, SP_SP);
return 0;
}
/*==========================================
* HP/SP回復
*------------------------------------------
*/
int pc_percentheal(struct map_session_data *sd, int hp, int sp)
{
nullpo_retr(0, sd);
if (sd->state.potionpitcher_flag)
{
sd->potion_per_hp = hp;
sd->potion_per_sp = sp;
return 0;
}
if (pc_checkoverhp(sd))
{
if (hp > 0)
hp = 0;
}
if (pc_checkoversp(sd))
{
if (sp > 0)
sp = 0;
}
if (hp)
{
if (hp >= 100)
{
sd->status.hp = sd->status.max_hp;
}
else if (hp <= -100)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
}
else
{
sd->status.hp += sd->status.max_hp * hp / 100;
if (sd->status.hp > sd->status.max_hp)
sd->status.hp = sd->status.max_hp;
if (sd->status.hp <= 0)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
hp = 0;
}
}
}
if (sp)
{
if (sp >= 100)
{
sd->status.sp = sd->status.max_sp;
}
else if (sp <= -100)
{
sd->status.sp = 0;
}
else
{
sd->status.sp += sd->status.max_sp * sp / 100;
if (sd->status.sp > sd->status.max_sp)
sd->status.sp = sd->status.max_sp;
if (sd->status.sp < 0)
sd->status.sp = 0;
}
}
if (hp)
clif_updatestatus(sd, SP_HP);
if (sp)
clif_updatestatus(sd, SP_SP);
return 0;
}
/*==========================================
* 職変更
* 引数 job 職業 0〜23
* upper 通常 0, 転生 1, 養子 2, そのまま -1
*------------------------------------------
*/
int pc_jobchange(struct map_session_data *sd, int job, int upper)
{
int i;
int b_class = 0;
//転生や養子の場合の元の職業を算出する
struct pc_base_job s_class = pc_calc_base_job(sd->status.pc_class);
nullpo_retr(0, sd);
if ((job > 23) && (job < 68))
job += 3977;
if ((job > 69) && (job < 4000))
return 1;
if (upper < 0) //現在転生かどうかを判断する
upper = s_class.upper;
if (upper == 0)
{ //通常職ならjobそのまんま
b_class = job;
}
else if (upper == 1)
{
if (job == 23)
{ //転生にスパノビは存在しないのでお断り
return 1;
}
else
{
b_class = job + 4001;
}
}
else if (upper == 2)
{ //養子に結婚はないけどどうせ次で蹴られるからいいや
b_class = (job == 23) ? job + 4022 : job + 4023;
}
else
{
return 1;
}
if ((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) ||
(sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) ||
job == 22 || sd->status.pc_class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り
return 1;
sd->status.pc_class = sd->view_class = b_class;
sd->status.job_level = 1;
sd->status.job_exp = 0;
clif_updatestatus(sd, SP_JOBLEVEL);
clif_updatestatus(sd, SP_JOBEXP);
clif_updatestatus(sd, SP_NEXTJOBEXP);
for (i = 0; i < 11; i++)
{
if (sd->equip_index[i] >= 0)
if (!pc_isequip(sd, sd->equip_index[i]))
pc_unequipitem(sd, sd->equip_index[i], 1); // 装備外し
}
clif_changelook(&sd->bl, LOOK_BASE, sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
if (sd->status.clothes_color > 0)
clif_changelook(&sd->bl, LOOK_CLOTHES_COLOR,
sd->status.clothes_color);
if (battle_config.muting_players && sd->status.manner < 0)
clif_changestatus(&sd->bl, SP_MANNER, sd->status.manner);
pc_calcstatus(sd, 0);
pc_checkallowskill(sd);
pc_equiplookall(sd);
clif_equiplist(sd);
if (pc_isriding(sd))
{ // remove peco status if changing into invalid class [Valaris]
if (!(pc_checkskill(sd, KN_RIDING)))
pc_setoption(sd, sd->status.option | -0x0000);
if (pc_checkskill(sd, KN_RIDING) > 0)
pc_setriding(sd);
}
return 0;
}
/*==========================================
* 見た目変更
*------------------------------------------
*/
int pc_equiplookall(struct map_session_data *sd)
{
nullpo_retr(0, sd);
clif_changelook(&sd->bl, LOOK_WEAPON, 0);
// clif_changelook(&sd->bl,LOOK_SHOES,0);
clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
clif_changelook_accessories(&sd->bl, NULL);
return 0;
}
/*==========================================
* 見た目変更
*------------------------------------------
*/
int pc_changelook(struct map_session_data *sd, int type, int val)
{
nullpo_retr(0, sd);
switch (type)
{
case LOOK_HAIR:
sd->status.hair = val;
break;
case LOOK_WEAPON:
sd->status.weapon = val;
break;
case LOOK_HEAD_BOTTOM:
sd->status.head_bottom = val;
break;
case LOOK_HEAD_TOP:
sd->status.head_top = val;
break;
case LOOK_HEAD_MID:
sd->status.head_mid = val;
break;
case LOOK_HAIR_COLOR:
sd->status.hair_color = val;
break;
case LOOK_CLOTHES_COLOR:
sd->status.clothes_color = val;
break;
case LOOK_SHIELD:
sd->status.shield = val;
break;
case LOOK_SHOES:
break;
}
clif_changelook(&sd->bl, type, val);
return 0;
}
/*==========================================
* 付属品(鷹,ペコ,カート)設定
*------------------------------------------
*/
int pc_setoption(struct map_session_data *sd, int type)
{
nullpo_retr(0, sd);
sd->status.option = type;
clif_changeoption(&sd->bl);
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* カート設定
*------------------------------------------
*/
int pc_setcart(struct map_session_data *sd, int type)
{
int cart[6] = { 0x0000, 0x0008, 0x0080, 0x0100, 0x0200, 0x0400 };
nullpo_retr(0, sd);
if (pc_checkskill(sd, MC_PUSHCART) > 0)
{ // プッシュカートスキル所持
if (!pc_iscarton(sd))
{ // カートを付けていない
pc_setoption(sd, cart[type]);
clif_cart_itemlist(sd);
clif_cart_equiplist(sd);
clif_updatestatus(sd, SP_CARTINFO);
clif_status_change(&sd->bl, StatusChange::CART, 0);
}
else
{
pc_setoption(sd, cart[type]);
}
}
return 0;
}
/*==========================================
* 鷹設定
*------------------------------------------
*/
int pc_setfalcon(struct map_session_data *sd)
{
if (pc_checkskill(sd, HT_FALCON) > 0)
{ // ファルコンマスタリースキル所持
pc_setoption(sd, sd->status.option | 0x0010);
}
return 0;
}
/*==========================================
* ペコペコ設定
*------------------------------------------
*/
int pc_setriding(struct map_session_data *sd)
{
if (sd->disguise > 0)
{ // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
clif_displaymessage(sd->fd,
"Cannot mount a Peco while in disguise.");
return 0;
}
if ((pc_checkskill(sd, KN_RIDING) > 0))
{ // ライディングスキル所持
pc_setoption(sd, sd->status.option | 0x0020);
if (sd->status.pc_class == 7)
sd->status.pc_class = sd->view_class = 13;
if (sd->status.pc_class == 14)
sd->status.pc_class = sd->view_class = 21;
if (sd->status.pc_class == 4008)
sd->status.pc_class = sd->view_class = 4014;
if (sd->status.pc_class == 4015)
sd->status.pc_class = sd->view_class = 4022;
}
return 0;
}
/*==========================================
* script用変数の値を読む
*------------------------------------------
*/
int pc_readreg(struct map_session_data *sd, int reg)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < sd->reg_num; i++)
if (sd->reg[i].index == reg)
return sd->reg[i].data;
return 0;
}
/*==========================================
* script用変数の値を設定
*------------------------------------------
*/
int pc_setreg(struct map_session_data *sd, int reg, int val)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < sd->reg_num; i++)
{
if (sd->reg[i].index == reg)
{
sd->reg[i].data = val;
return 0;
}
}
sd->reg_num++;
RECREATE(sd->reg, struct script_reg, sd->reg_num);
sd->reg[i].index = reg;
sd->reg[i].data = val;
return 0;
}
/*==========================================
* script用文字列変数の値を読む
*------------------------------------------
*/
char *pc_readregstr(struct map_session_data *sd, int reg)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < sd->regstr_num; i++)
if (sd->regstr[i].index == reg)
return sd->regstr[i].data;
return NULL;
}
/*==========================================
* script用文字列変数の値を設定
*------------------------------------------
*/
int pc_setregstr(struct map_session_data *sd, int reg, const char *str)
{
int i;
nullpo_retr(0, sd);
if (strlen(str) + 1 > sizeof(sd->regstr[0].data))
{
printf("pc_setregstr(): String too long!\n");
return 0;
}
for (i = 0; i < sd->regstr_num; i++)
if (sd->regstr[i].index == reg)
{
strcpy(sd->regstr[i].data, str);
return 0;
}
sd->regstr_num++;
RECREATE(sd->regstr, struct script_regstr, sd->regstr_num);
sd->regstr[i].index = reg;
strcpy(sd->regstr[i].data, str);
return 0;
}
/*==========================================
* script用グローバル変数の値を読む
*------------------------------------------
*/
int pc_readglobalreg(struct map_session_data *sd, const char *reg)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < sd->status.global_reg_num; i++)
{
if (strcmp(sd->status.global_reg[i].str, reg) == 0)
return sd->status.global_reg[i].value;
}
return 0;
}
/*==========================================
* script用グローバル変数の値を設定
*------------------------------------------
*/
int pc_setglobalreg(struct map_session_data *sd, const char *reg, int val)
{
int i;
nullpo_retr(0, sd);
//PC_DIE_COUNTERがスクリプトなどで変更された時の処理
if (strcmp(reg, "PC_DIE_COUNTER") == 0 && sd->die_counter != val)
{
sd->die_counter = val;
pc_calcstatus(sd, 0);
}
if (val == 0)
{
for (i = 0; i < sd->status.global_reg_num; i++)
{
if (strcmp(sd->status.global_reg[i].str, reg) == 0)
{
sd->status.global_reg[i] =
sd->status.global_reg[sd->status.global_reg_num - 1];
sd->status.global_reg_num--;
break;
}
}
return 0;
}
for (i = 0; i < sd->status.global_reg_num; i++)
{
if (strcmp(sd->status.global_reg[i].str, reg) == 0)
{
sd->status.global_reg[i].value = val;
return 0;
}
}
if (sd->status.global_reg_num < GLOBAL_REG_NUM)
{
strcpy(sd->status.global_reg[i].str, reg);
sd->status.global_reg[i].value = val;
sd->status.global_reg_num++;
return 0;
}
if (battle_config.error_log)
printf("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n",
reg, GLOBAL_REG_NUM);
return 1;
}
/*==========================================
* script用アカウント変数の値を読む
*------------------------------------------
*/
int pc_readaccountreg(struct map_session_data *sd, const char *reg)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < sd->status.account_reg_num; i++)
{
if (strcmp(sd->status.account_reg[i].str, reg) == 0)
return sd->status.account_reg[i].value;
}
return 0;
}
/*==========================================
* script用アカウント変数の値を設定
*------------------------------------------
*/
int pc_setaccountreg(struct map_session_data *sd, const char *reg, int val)
{
int i;
nullpo_retr(0, sd);
if (val == 0)
{
for (i = 0; i < sd->status.account_reg_num; i++)
{
if (strcmp(sd->status.account_reg[i].str, reg) == 0)
{
sd->status.account_reg[i] =
sd->status.account_reg[sd->status.account_reg_num - 1];
sd->status.account_reg_num--;
break;
}
}
intif_saveaccountreg(sd);
return 0;
}
for (i = 0; i < sd->status.account_reg_num; i++)
{
if (strcmp(sd->status.account_reg[i].str, reg) == 0)
{
sd->status.account_reg[i].value = val;
intif_saveaccountreg(sd);
return 0;
}
}
if (sd->status.account_reg_num < ACCOUNT_REG_NUM)
{
strcpy(sd->status.account_reg[i].str, reg);
sd->status.account_reg[i].value = val;
sd->status.account_reg_num++;
intif_saveaccountreg(sd);
return 0;
}
if (battle_config.error_log)
printf("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n",
reg, ACCOUNT_REG_NUM);
return 1;
}
/*==========================================
* script用アカウント変数2の値を読む
*------------------------------------------
*/
int pc_readaccountreg2(struct map_session_data *sd, const char *reg)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < sd->status.account_reg2_num; i++)
{
if (strcmp(sd->status.account_reg2[i].str, reg) == 0)
return sd->status.account_reg2[i].value;
}
return 0;
}
/*==========================================
* script用アカウント変数2の値を設定
*------------------------------------------
*/
int pc_setaccountreg2(struct map_session_data *sd, const char *reg, int val)
{
int i;
nullpo_retr(1, sd);
if (val == 0)
{
for (i = 0; i < sd->status.account_reg2_num; i++)
{
if (strcmp(sd->status.account_reg2[i].str, reg) == 0)
{
sd->status.account_reg2[i] =
sd->status.account_reg2[sd->status.account_reg2_num - 1];
sd->status.account_reg2_num--;
break;
}
}
chrif_saveaccountreg2(sd);
return 0;
}
for (i = 0; i < sd->status.account_reg2_num; i++)
{
if (strcmp(sd->status.account_reg2[i].str, reg) == 0)
{
sd->status.account_reg2[i].value = val;
chrif_saveaccountreg2(sd);
return 0;
}
}
if (sd->status.account_reg2_num < ACCOUNT_REG2_NUM)
{
strcpy(sd->status.account_reg2[i].str, reg);
sd->status.account_reg2[i].value = val;
sd->status.account_reg2_num++;
chrif_saveaccountreg2(sd);
return 0;
}
if (battle_config.error_log)
printf("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n",
reg, ACCOUNT_REG2_NUM);
return 1;
}
/*==========================================
* 精錬成功率
*------------------------------------------
*/
int pc_percentrefinery(struct map_session_data *sd, struct item *item)
{
int percent;
nullpo_retr(0, item);
percent = percentrefinery[itemdb_wlv(item->nameid)][(int) item->refine];
percent += pc_checkskill(sd, BS_WEAPONRESEARCH); // 武器研究スキル所持
// 確率の有効範囲チェック
if (percent > 100)
{
percent = 100;
}
if (percent < 0)
{
percent = 0;
}
return percent;
}
/*==========================================
* イベントタイマー処理
*------------------------------------------
*/
static
void pc_eventtimer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd = map_id2sd(id);
int i;
if (sd == NULL)
return;
for (i = 0; i < MAX_EVENTTIMER; i++)
{
if (sd->eventtimer[i] == tid)
{
sd->eventtimer[i] = -1;
npc_event(sd, (const char *) data, 0);
break;
}
}
free((void *) data);
if (i == MAX_EVENTTIMER)
{
if (battle_config.error_log)
printf("pc_eventtimer: no such event timer\n");
}
}
/*==========================================
* イベントタイマー追加
*------------------------------------------
*/
int pc_addeventtimer(struct map_session_data *sd, int tick, const char *name)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < MAX_EVENTTIMER; i++)
if (sd->eventtimer[i] == -1)
break;
if (i < MAX_EVENTTIMER)
{
char *evname = (char *) calloc(24, 1);
strncpy(evname, name, 24);
evname[23] = '\0';
sd->eventtimer[i] = add_timer(gettick() + tick,
pc_eventtimer, sd->bl.id,
(int) evname);
return 1;
}
return 0;
}
/*==========================================
* イベントタイマー削除
*------------------------------------------
*/
int pc_deleventtimer(struct map_session_data *sd, const char *name)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < MAX_EVENTTIMER; i++)
if (sd->eventtimer[i] != -1 && strcmp((char
*) (get_timer(sd->eventtimer
[i])->data),
name) == 0)
{
delete_timer(sd->eventtimer[i], pc_eventtimer);
sd->eventtimer[i] = -1;
break;
}
return 0;
}
/*==========================================
* イベントタイマーカウント値追加
*------------------------------------------
*/
int pc_addeventtimercount(struct map_session_data *sd, const char *name,
int tick)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < MAX_EVENTTIMER; i++)
if (sd->eventtimer[i] != -1 && strcmp((char
*) (get_timer(sd->eventtimer
[i])->data),
name) == 0)
{
addtick_timer(sd->eventtimer[i], tick);
break;
}
return 0;
}
/*==========================================
* イベントタイマー全削除
*------------------------------------------
*/
int pc_cleareventtimer(struct map_session_data *sd)
{
int i;
nullpo_retr(0, sd);
for (i = 0; i < MAX_EVENTTIMER; i++)
if (sd->eventtimer[i] != -1)
{
delete_timer(sd->eventtimer[i], pc_eventtimer);
sd->eventtimer[i] = -1;
}
return 0;
}
//
// 装 備物
//
/*==========================================
* アイテムを装備する
*------------------------------------------
*/
static int
pc_signal_advanced_equipment_change(struct map_session_data *sd, int n)
{
if (sd->status.inventory[n].equip & 0x0040)
clif_changelook(&sd->bl, LOOK_SHOES, 0);
if (sd->status.inventory[n].equip & 0x0004)
clif_changelook(&sd->bl, LOOK_GLOVES, 0);
if (sd->status.inventory[n].equip & 0x0008)
clif_changelook(&sd->bl, LOOK_CAPE, 0);
if (sd->status.inventory[n].equip & 0x0010)
clif_changelook(&sd->bl, LOOK_MISC1, 0);
if (sd->status.inventory[n].equip & 0x0080)
clif_changelook(&sd->bl, LOOK_MISC2, 0);
return 0;
}
int pc_equipitem(struct map_session_data *sd, int n, int pos)
{
int i, nameid, arrow, view;
struct item_data *id;
//ソス]ソスソスソスソスソス{ソスqソスフ場合ソスフ鯉ソスソスフ職ソスニゑソスソスZソスoソスソスソスソス
nullpo_retr(0, sd);
if (n < 0 || n >= MAX_INVENTORY)
{
clif_equipitemack(sd, 0, 0, 0);
return 0;
}
nameid = sd->status.inventory[n].nameid;
id = sd->inventory_data[n];
pos = pc_equippoint(sd, n);
if (battle_config.battle_log)
printf("equip %d (%d) %x:%x\n", nameid, n, id->equip, pos);
if (!pc_isequip(sd, n) || !pos || sd->status.inventory[n].broken == 1)
{ // [Valaris]
clif_equipitemack(sd, n, 0, 0); // fail
return 0;
}
// -- moonsoul (if player is berserk then cannot equip)
//
if (sd->sc_data[SC_BERSERK].timer != -1)
{
clif_equipitemack(sd, n, 0, 0); // fail
return 0;
}
if (pos == 0x88)
{ // アクセサリ用例外処理
int epor = 0;
if (sd->equip_index[0] >= 0)
epor |= sd->status.inventory[sd->equip_index[0]].equip;
if (sd->equip_index[1] >= 0)
epor |= sd->status.inventory[sd->equip_index[1]].equip;
epor &= 0x88;
pos = epor == 0x08 ? 0x80 : 0x08;
}
// 二刀流処理
if ((pos == 0x22) // 一応、装備要求箇所が二刀流武器かチェックする
&& (id->equip == 2) // 単 手武器
&& (pc_checkskill(sd, AS_LEFT) > 0 || sd->status.pc_class == 12)) // 左手修錬有
{
int tpos = 0;
if (sd->equip_index[8] >= 0)
tpos |= sd->status.inventory[sd->equip_index[8]].equip;
if (sd->equip_index[9] >= 0)
tpos |= sd->status.inventory[sd->equip_index[9]].equip;
tpos &= 0x02;
pos = tpos == 0x02 ? 0x20 : 0x02;
}
arrow = pc_search_inventory(sd, pc_checkequip(sd, 9)); // Added by RoVeRT
for (i = 0; i < 11; i++)
{
if (pos & equip_pos[i])
{
if (sd->equip_index[i] >= 0) //Slot taken, remove item from there.
pc_unequipitem(sd, sd->equip_index[i], 1);
sd->equip_index[i] = n;
}
}
// 弓矢装備
if (pos == 0x8000)
{
clif_arrowequip(sd, n);
clif_arrow_fail(sd, 3); // 3=矢が装備できました
}
else
{
/* Don't update re-equipping if we're using a spell */
if (!(pos == 4 && sd->attack_spell_override))
clif_equipitemack(sd, n, pos, 1);
}
for (i = 0; i < 11; i++)
{
if (pos & equip_pos[i])
sd->equip_index[i] = n;
}
sd->status.inventory[n].equip = pos;
if (sd->inventory_data[n])
{
view = sd->inventory_data[n]->look;
if (view == 0)
view = sd->inventory_data[n]->nameid;
}
else
{
view = 0;
}
if (sd->status.inventory[n].equip & 0x0002)
{
sd->weapontype1 = view;
pc_calcweapontype(sd);
pc_set_weapon_look(sd);
}
if (sd->status.inventory[n].equip & 0x0020)
{
if (sd->inventory_data[n])
{
if (sd->inventory_data[n]->type == 4)
{
sd->status.shield = 0;
if (sd->status.inventory[n].equip == 0x0020)
sd->weapontype2 = view;
}
else if (sd->inventory_data[n]->type == 5)
{
sd->status.shield = view;
sd->weapontype2 = 0;
}
}
else
sd->status.shield = sd->weapontype2 = 0;
pc_calcweapontype(sd);
clif_changelook(&sd->bl, LOOK_SHIELD, sd->status.shield);
}
if (sd->status.inventory[n].equip & 0x0001)
{
sd->status.head_bottom = view;
clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
}
if (sd->status.inventory[n].equip & 0x0100)
{
sd->status.head_top = view;
clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
}
if (sd->status.inventory[n].equip & 0x0200)
{
sd->status.head_mid = view;
clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
}
pc_signal_advanced_equipment_change(sd, n);
pc_checkallowskill(sd); // 装備品でスキルか解除されるかチェック
if (itemdb_look(sd->status.inventory[n].nameid) == 11 && arrow)
{ // Added by RoVeRT
clif_arrowequip(sd, arrow);
sd->status.inventory[arrow].equip = 32768;
}
pc_calcstatus(sd, 0);
if (sd->special_state.infinite_endure)
{
if (sd->sc_data[SC_ENDURE].timer == -1)
skill_status_change_start(&sd->bl, SC_ENDURE, 10, 1, 0, 0, 0, 0);
}
else
{
if (sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
skill_status_change_end(&sd->bl, SC_ENDURE, -1);
}
if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1
&& !battle_check_undead(7, sd->def_ele))
skill_status_change_end(&sd->bl, SC_SIGNUMCRUCIS, -1);
if (sd->sc_data[SC_DANCING].timer != -1
&& (sd->status.weapon != 13 && sd->status.weapon != 14))
skill_stop_dancing(&sd->bl, 0);
return 0;
}
/*==========================================
* 装 備した物を外す
*------------------------------------------
*/
int pc_unequipitem(struct map_session_data *sd, int n, int type)
{
nullpo_retr(0, sd);
// -- moonsoul (if player is berserk then cannot unequip)
//
if (sd->sc_data[SC_BERSERK].timer != -1)
{
clif_unequipitemack(sd, n, 0, 0);
return 0;
}
if (battle_config.battle_log)
printf("unequip %d %x:%x\n", n, pc_equippoint(sd, n),
sd->status.inventory[n].equip);
if (sd->status.inventory[n].equip)
{
int i;
for (i = 0; i < 11; i++)
{
if (sd->status.inventory[n].equip & equip_pos[i])
sd->equip_index[i] = -1;
}
if (sd->status.inventory[n].equip & 0x0002)
{
sd->weapontype1 = 0;
sd->status.weapon = sd->weapontype2;
pc_calcweapontype(sd);
pc_set_weapon_look(sd);
}
if (sd->status.inventory[n].equip & 0x0020)
{
sd->status.shield = sd->weapontype2 = 0;
pc_calcweapontype(sd);
clif_changelook(&sd->bl, LOOK_SHIELD, sd->status.shield);
}
if (sd->status.inventory[n].equip & 0x0001)
{
sd->status.head_bottom = 0;
clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM,
sd->status.head_bottom);
}
if (sd->status.inventory[n].equip & 0x0100)
{
sd->status.head_top = 0;
clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
}
if (sd->status.inventory[n].equip & 0x0200)
{
sd->status.head_mid = 0;
clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
}
pc_signal_advanced_equipment_change(sd, n);
if (sd->sc_data[SC_BROKNWEAPON].timer != -1
&& sd->status.inventory[n].equip & 0x0002
&& sd->status.inventory[i].broken == 1)
skill_status_change_end(&sd->bl, SC_BROKNWEAPON, -1);
clif_unequipitemack(sd, n, sd->status.inventory[n].equip, 1);
sd->status.inventory[n].equip = 0;
if (!type)
pc_checkallowskill(sd);
if (sd->weapontype1 == 0 && sd->weapontype2 == 0)
skill_encchant_eremental_end(&sd->bl, StatusChange::NEGATIVE1);
}
else
{
clif_unequipitemack(sd, n, 0, 0);
}
if (!type)
{
pc_calcstatus(sd, 0);
if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1
&& !battle_check_undead(7, sd->def_ele))
skill_status_change_end(&sd->bl, SC_SIGNUMCRUCIS, -1);
}
return 0;
}
int pc_unequipinvyitem(struct map_session_data *sd, int n, int type)
{
int i;
nullpo_retr(1, sd);
for (i = 0; i < 11; i++)
{
if (equip_pos[i] > 0 && sd->equip_index[i] == n)
{ //Slot taken, remove item from there.
pc_unequipitem(sd, sd->equip_index[i], type);
sd->equip_index[i] = -1;
}
}
return 0;
}
/*==========================================
* アイテムのindex番号を詰めたり
* 装 備品の装備可能チェックを行なう
*------------------------------------------
*/
int pc_checkitem(struct map_session_data *sd)
{
int i, j, k, id, calc_flag = 0;
struct item_data *it = NULL;
nullpo_retr(0, sd);
// 所持品空き詰め
for (i = j = 0; i < MAX_INVENTORY; i++)
{
if ((id = sd->status.inventory[i].nameid) == 0)
continue;
if (battle_config.item_check && !itemdb_available(id))
{
if (battle_config.error_log)
printf("illeagal item id %d in %d[%s] inventory.\n", id,
sd->bl.id, sd->status.name);
pc_delitem(sd, i, sd->status.inventory[i].amount, 3);
continue;
}
if (i > j)
{
memcpy(&sd->status.inventory[j], &sd->status.inventory[i],
sizeof(struct item));
sd->inventory_data[j] = sd->inventory_data[i];
}
j++;
}
if (j < MAX_INVENTORY)
memset(&sd->status.inventory[j], 0,
sizeof(struct item) * (MAX_INVENTORY - j));
for (k = j; k < MAX_INVENTORY; k++)
sd->inventory_data[k] = NULL;
// カート内空き詰め
for (i = j = 0; i < MAX_CART; i++)
{
if ((id = sd->status.cart[i].nameid) == 0)
continue;
if (battle_config.item_check && !itemdb_available(id))
{
if (battle_config.error_log)
printf("illeagal item id %d in %d[%s] cart.\n", id,
sd->bl.id, sd->status.name);
pc_cart_delitem(sd, i, sd->status.cart[i].amount, 1);
continue;
}
if (i > j)
{
memcpy(&sd->status.cart[j], &sd->status.cart[i],
sizeof(struct item));
}
j++;
}
if (j < MAX_CART)
memset(&sd->status.cart[j], 0,
sizeof(struct item) * (MAX_CART - j));
// 装 備位置チェック
for (i = 0; i < MAX_INVENTORY; i++)
{
it = sd->inventory_data[i];
if (sd->status.inventory[i].nameid == 0)
continue;
if (sd->status.inventory[i].equip & ~pc_equippoint(sd, i))
{
sd->status.inventory[i].equip = 0;
calc_flag = 1;
}
//装備制限チェック
if (sd->status.inventory[i].equip && map[sd->bl.m].flag.pvp
&& (it->flag.no_equip == 1 || it->flag.no_equip == 3))
{ //PvP制限
sd->status.inventory[i].equip = 0;
calc_flag = 1;
}
}
pc_setequipindex(sd);
if (calc_flag)
pc_calcstatus(sd, 2);
return 0;
}
int pc_checkoverhp(struct map_session_data *sd)
{
nullpo_retr(0, sd);
if (sd->status.hp == sd->status.max_hp)
return 1;
if (sd->status.hp > sd->status.max_hp)
{
sd->status.hp = sd->status.max_hp;
clif_updatestatus(sd, SP_HP);
return 2;
}
return 0;
}
int pc_checkoversp(struct map_session_data *sd)
{
nullpo_retr(0, sd);
if (sd->status.sp == sd->status.max_sp)
return 1;
if (sd->status.sp > sd->status.max_sp)
{
sd->status.sp = sd->status.max_sp;
clif_updatestatus(sd, SP_SP);
return 2;
}
return 0;
}
/*==========================================
* PVP順位計算用(foreachinarea)
*------------------------------------------
*/
static
void pc_calc_pvprank_sub(struct block_list *bl, va_list ap)
{
struct map_session_data *sd1, *sd2 = NULL;
nullpo_retv(bl);
nullpo_retv(ap);
nullpo_retv(sd1 = (struct map_session_data *) bl);
nullpo_retv(sd2 = va_arg(ap, struct map_session_data *));
if (sd1->pvp_point > sd2->pvp_point)
sd2->pvp_rank++;
}
/*==========================================
* PVP順位計算
*------------------------------------------
*/
int pc_calc_pvprank(struct map_session_data *sd)
{
int old;
struct map_data *m;
nullpo_retr(0, sd);
nullpo_retr(0, m = &map[sd->bl.m]);
old = sd->pvp_rank;
if (!(m->flag.pvp))
return 0;
sd->pvp_rank = 1;
map_foreachinarea(pc_calc_pvprank_sub, sd->bl.m, 0, 0, m->xs, m->ys,
BL_PC, sd);
if (old != sd->pvp_rank || sd->pvp_lastusers != m->users)
clif_pvpset(sd, sd->pvp_rank, sd->pvp_lastusers = m->users, 0);
return sd->pvp_rank;
}
/*==========================================
* PVP順位計算(timer)
*------------------------------------------
*/
void pc_calc_pvprank_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd = NULL;
if (battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
return;
sd = map_id2sd(id);
if (sd == NULL)
return;
sd->pvp_timer = -1;
if (pc_calc_pvprank(sd) > 0)
sd->pvp_timer = add_timer(gettick() + PVP_CALCRANK_INTERVAL,
pc_calc_pvprank_timer, id, data);
}
/*==========================================
* sdは結婚しているか(既婚の場合は相方のchar_idを返す)
*------------------------------------------
*/
int pc_ismarried(struct map_session_data *sd)
{
if (sd == NULL)
return -1;
if (sd->status.partner_id > 0)
return sd->status.partner_id;
else
return 0;
}
/*==========================================
* sdがdstsdと結婚(dstsd→sdの結婚処理も同時に行う)
*------------------------------------------
*/
int pc_marriage(struct map_session_data *sd, struct map_session_data *dstsd)
{
if (sd == NULL || dstsd == NULL || sd->status.partner_id > 0
|| dstsd->status.partner_id > 0)
return -1;
sd->status.partner_id = dstsd->status.char_id;
dstsd->status.partner_id = sd->status.char_id;
return 0;
}
/*==========================================
* sdが離婚(相手はsd->status.partner_idに依る)(相手も同時に離婚・結婚指輪自動剥奪)
*------------------------------------------
*/
int pc_divorce(struct map_session_data *sd)
{
struct map_session_data *p_sd = NULL;
if (sd == NULL || !pc_ismarried(sd))
return -1;
// If both are on map server we don't need to bother the char server
if ((p_sd =
map_nick2sd(map_charid2nick(sd->status.partner_id))) != NULL)
{
if (p_sd->status.partner_id != sd->status.char_id
|| sd->status.partner_id != p_sd->status.char_id)
{
printf("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n",
sd->status.partner_id, p_sd->status.partner_id);
return -1;
}
p_sd->status.partner_id = 0;
sd->status.partner_id = 0;
if (sd->npc_flags.divorce)
{
sd->npc_flags.divorce = 0;
map_scriptcont(sd, sd->npc_id);
}
}
else
chrif_send_divorce(sd->status.char_id);
return 0;
}
/*==========================================
* sdの相方のmap_session_dataを返す
*------------------------------------------
*/
struct map_session_data *pc_get_partner(struct map_session_data *sd)
{
struct map_session_data *p_sd = NULL;
char *nick;
if (sd == NULL || !pc_ismarried(sd))
return NULL;
nick = map_charid2nick(sd->status.partner_id);
if (nick == NULL)
return NULL;
if ((p_sd = map_nick2sd(nick)) == NULL)
return NULL;
return p_sd;
}
//
// 自然回復物
//
/*==========================================
* SP回復量計算
*------------------------------------------
*/
static int natural_heal_tick, natural_heal_prev_tick, natural_heal_diff_tick;
static int pc_spheal(struct map_session_data *sd)
{
int a;
nullpo_retr(0, sd);
a = natural_heal_diff_tick;
if (pc_issit(sd))
a += a;
if (sd->sc_data[SC_MAGNIFICAT].timer != -1) // マグニフィカート
a += a;
return a;
}
/*==========================================
* HP回復量計算
*------------------------------------------
*/
static int pc_hpheal(struct map_session_data *sd)
{
int a;
nullpo_retr(0, sd);
a = natural_heal_diff_tick;
if (pc_issit(sd))
a += a;
if (sd->sc_data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
a += a;
return a;
}
static int pc_natural_heal_hp(struct map_session_data *sd)
{
int bhp;
int inc_num, bonus, skill, hp_flag;
nullpo_retr(0, sd);
if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
return 0;
if (pc_checkoverhp(sd))
{
sd->hp_sub = sd->inchealhptick = 0;
return 0;
}
bhp = sd->status.hp;
hp_flag = (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0
&& sd->walktimer != -1);
if (sd->walktimer == -1)
{
inc_num = pc_hpheal(sd);
if (sd->sc_data[SC_TENSIONRELAX].timer != -1)
{ // テンションリラックス
sd->hp_sub += 2 * inc_num;
sd->inchealhptick += 3 * natural_heal_diff_tick;
}
else
{
sd->hp_sub += inc_num;
sd->inchealhptick += natural_heal_diff_tick;
}
}
else if (hp_flag)
{
inc_num = pc_hpheal(sd);
sd->hp_sub += inc_num;
sd->inchealhptick = 0;
}
else
{
sd->hp_sub = sd->inchealhptick = 0;
return 0;
}
if (sd->hp_sub >= battle_config.natural_healhp_interval)
{
bonus = sd->nhealhp;
if (hp_flag)
{
bonus >>= 2;
if (bonus <= 0)
bonus = 1;
}
while (sd->hp_sub >= battle_config.natural_healhp_interval)
{
sd->hp_sub -= battle_config.natural_healhp_interval;
if (sd->status.hp + bonus <= sd->status.max_hp)
sd->status.hp += bonus;
else
{
sd->status.hp = sd->status.max_hp;
sd->hp_sub = sd->inchealhptick = 0;
}
}
}
if (bhp != sd->status.hp)
clif_updatestatus(sd, SP_HP);
if (sd->nshealhp > 0)
{
if (sd->inchealhptick >= battle_config.natural_heal_skill_interval
&& sd->status.hp < sd->status.max_hp)
{
bonus = sd->nshealhp;
while (sd->inchealhptick >=
battle_config.natural_heal_skill_interval)
{
sd->inchealhptick -=
battle_config.natural_heal_skill_interval;
if (sd->status.hp + bonus <= sd->status.max_hp)
sd->status.hp += bonus;
else
{
bonus = sd->status.max_hp - sd->status.hp;
sd->status.hp = sd->status.max_hp;
sd->hp_sub = sd->inchealhptick = 0;
}
clif_heal(sd->fd, SP_HP, bonus);
}
}
}
else
sd->inchealhptick = 0;
return 0;
if (sd->sc_data[SC_APPLEIDUN].timer != -1)
{ // Apple of Idun
if (sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp)
{
bonus = skill * 20;
while (sd->inchealhptick >= 6000)
{
sd->inchealhptick -= 6000;
if (sd->status.hp + bonus <= sd->status.max_hp)
sd->status.hp += bonus;
else
{
bonus = sd->status.max_hp - sd->status.hp;
sd->status.hp = sd->status.max_hp;
sd->hp_sub = sd->inchealhptick = 0;
}
clif_heal(sd->fd, SP_HP, bonus);
}
}
}
else
sd->inchealhptick = 0;
return 0;
}
static int pc_natural_heal_sp(struct map_session_data *sd)
{
int bsp;
int inc_num, bonus;
nullpo_retr(0, sd);
if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
return 0;
if (pc_checkoversp(sd))
{
sd->sp_sub = sd->inchealsptick = 0;
return 0;
}
bsp = sd->status.sp;
inc_num = pc_spheal(sd);
if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
sd->sp_sub += inc_num;
if (sd->walktimer == -1)
sd->inchealsptick += natural_heal_diff_tick;
else
sd->inchealsptick = 0;
if (sd->sp_sub >= battle_config.natural_healsp_interval)
{
bonus = sd->nhealsp;;
while (sd->sp_sub >= battle_config.natural_healsp_interval)
{
sd->sp_sub -= battle_config.natural_healsp_interval;
if (sd->status.sp + bonus <= sd->status.max_sp)
sd->status.sp += bonus;
else
{
sd->status.sp = sd->status.max_sp;
sd->sp_sub = sd->inchealsptick = 0;
}
}
}
if (bsp != sd->status.sp)
clif_updatestatus(sd, SP_SP);
if (sd->nshealsp > 0)
{
if (sd->inchealsptick >= battle_config.natural_heal_skill_interval
&& sd->status.sp < sd->status.max_sp)
{
struct pc_base_job s_class = pc_calc_base_job(sd->status.pc_class);
if (sd->doridori_counter && s_class.job == 23)
bonus = sd->nshealsp * 2;
else
bonus = sd->nshealsp;
sd->doridori_counter = 0;
while (sd->inchealsptick >=
battle_config.natural_heal_skill_interval)
{
sd->inchealsptick -=
battle_config.natural_heal_skill_interval;
if (sd->status.sp + bonus <= sd->status.max_sp)
sd->status.sp += bonus;
else
{
bonus = sd->status.max_sp - sd->status.sp;
sd->status.sp = sd->status.max_sp;
sd->sp_sub = sd->inchealsptick = 0;
}
clif_heal(sd->fd, SP_SP, bonus);
}
}
}
else
sd->inchealsptick = 0;
return 0;
}
static int pc_spirit_heal_hp(struct map_session_data *sd, int level)
{
int bonus_hp, interval = battle_config.natural_heal_skill_interval;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(&sd->bl);
nullpo_retr(0, sd);
if (pc_checkoverhp(sd))
{
sd->inchealspirithptick = 0;
return 0;
}
sd->inchealspirithptick += natural_heal_diff_tick;
if (sd->weight * 100 / sd->max_weight >=
battle_config.natural_heal_weight_rate
&& sc_data[SC_FLYING_BACKPACK].timer == -1)
interval += interval;
if (sd->inchealspirithptick >= interval)
{
bonus_hp = sd->nsshealhp;
while (sd->inchealspirithptick >= interval)
{
if (pc_issit(sd))
{
sd->inchealspirithptick -= interval;
if (sd->status.hp < sd->status.max_hp)
{
if (sd->status.hp + bonus_hp <= sd->status.max_hp)
sd->status.hp += bonus_hp;
else
{
bonus_hp = sd->status.max_hp - sd->status.hp;
sd->status.hp = sd->status.max_hp;
}
clif_heal(sd->fd, SP_HP, bonus_hp);
sd->inchealspirithptick = 0;
}
}
else
{
sd->inchealspirithptick -= natural_heal_diff_tick;
break;
}
}
}
return 0;
}
static int pc_spirit_heal_sp(struct map_session_data *sd, int level)
{
int bonus_sp, interval = battle_config.natural_heal_skill_interval;
nullpo_retr(0, sd);
if (pc_checkoversp(sd))
{
sd->inchealspiritsptick = 0;
return 0;
}
sd->inchealspiritsptick += natural_heal_diff_tick;
if (sd->weight * 100 / sd->max_weight >=
battle_config.natural_heal_weight_rate)
interval += interval;
if (sd->inchealspiritsptick >= interval)
{
bonus_sp = sd->nsshealsp;
while (sd->inchealspiritsptick >= interval)
{
if (pc_issit(sd))
{
sd->inchealspiritsptick -= interval;
if (sd->status.sp < sd->status.max_sp)
{
if (sd->status.sp + bonus_sp <= sd->status.max_sp)
sd->status.sp += bonus_sp;
else
{
bonus_sp = sd->status.max_sp - sd->status.sp;
sd->status.sp = sd->status.max_sp;
}
clif_heal(sd->fd, SP_SP, bonus_sp);
sd->inchealspiritsptick = 0;
}
}
else
{
sd->inchealspiritsptick -= natural_heal_diff_tick;
break;
}
}
}
return 0;
}
/*==========================================
* HP/SP 自然回復 各クライアント
*------------------------------------------
*/
static int
pc_quickregenerate_effect(struct quick_regeneration *quick_regen,
int heal_speed)
{
if (!(quick_regen->tickdelay--))
{
int bonus =
MIN(heal_speed * battle_config.itemheal_regeneration_factor,
quick_regen->amount);
quick_regen->amount -= bonus;
quick_regen->tickdelay = quick_regen->speed;
return bonus;
}
return 0;
}
static int pc_natural_heal_sub(struct map_session_data *sd, va_list ap)
{
int skill;
nullpo_retr(0, sd);
if (sd->heal_xp > 0)
{
if (sd->heal_xp < 64)
--sd->heal_xp; // [Fate] Slowly reduce XP that healers can get for healing this char
else
sd->heal_xp -= (sd->heal_xp >> 6);
}
// Hijack this callback: Adjust spellpower bonus
if (sd->spellpower_bonus_target < sd->spellpower_bonus_current)
{
sd->spellpower_bonus_current = sd->spellpower_bonus_target;
pc_calcstatus(sd, 0);
}
else if (sd->spellpower_bonus_target > sd->spellpower_bonus_current)
{
sd->spellpower_bonus_current +=
1 +
((sd->spellpower_bonus_target -
sd->spellpower_bonus_current) >> 5);
pc_calcstatus(sd, 0);
}
if (sd->sc_data[SC_HALT_REGENERATE].timer != -1)
return 0;
if (sd->quick_regeneration_hp.amount || sd->quick_regeneration_sp.amount)
{
int hp_bonus = pc_quickregenerate_effect(&sd->quick_regeneration_hp,
(sd->sc_data[SC_POISON].timer == -1 || sd->sc_data[SC_SLOWPOISON].timer != -1) ? sd->nhealhp : 1); // [fate] slow down when poisoned
int sp_bonus = pc_quickregenerate_effect(&sd->quick_regeneration_sp,
sd->nhealsp);
pc_itemheal_effect(sd, hp_bonus, sp_bonus);
}
skill_update_heal_animation(sd); // if needed.
// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
if ((sd->sc_data[SC_FLYING_BACKPACK].timer != -1
|| battle_config.natural_heal_weight_rate > 100
|| sd->weight * 100 / sd->max_weight <
battle_config.natural_heal_weight_rate) && !pc_isdead(sd)
&& !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1)
{
pc_natural_heal_hp(sd);
if (sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅状態ではSPが回復しない
sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない
sd->sc_data[SC_BERSERK].timer == -1 //バーサーク状態ではSPが回復しない
)
pc_natural_heal_sp(sd);
}
else
{
sd->hp_sub = sd->inchealhptick = 0;
sd->sp_sub = sd->inchealsptick = 0;
}
if ((skill = pc_checkskill(sd, MO_SPIRITSRECOVERY)) > 0
&& !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1
&& sd->sc_data[SC_BERSERK].timer == -1)
{
pc_spirit_heal_hp(sd, skill);
pc_spirit_heal_sp(sd, skill);
}
else
{
sd->inchealspirithptick = 0;
sd->inchealspiritsptick = 0;
}
return 0;
}
/*==========================================
* HP/SP自然回復 (interval timer関数)
*------------------------------------------
*/
static
void pc_natural_heal(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
natural_heal_tick = tick;
natural_heal_diff_tick =
DIFF_TICK(natural_heal_tick, natural_heal_prev_tick);
clif_foreachclient(pc_natural_heal_sub);
natural_heal_prev_tick = tick;
}
/*==========================================
* セーブポイントの保存
*------------------------------------------
*/
int pc_setsavepoint(struct map_session_data *sd, const char *mapname, int x, int y)
{
nullpo_retr(0, sd);
strncpy(sd->status.save_point.map, mapname, 23);
sd->status.save_point.map[23] = '\0';
sd->status.save_point.x = x;
sd->status.save_point.y = y;
return 0;
}
/*==========================================
* 自動セーブ 各クライアント
*------------------------------------------
*/
static int last_save_fd, save_flag;
static int pc_autosave_sub(struct map_session_data *sd, va_list ap)
{
nullpo_retr(0, sd);
if (save_flag == 0 && sd->fd > last_save_fd)
{
int i;
pc_makesavestatus(sd);
chrif_save(sd);
save_flag = 1;
last_save_fd = sd->fd;
}
return 0;
}
/*==========================================
* 自動セーブ (timer関数)
*------------------------------------------
*/
static
void pc_autosave(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
int interval;
save_flag = 0;
clif_foreachclient(pc_autosave_sub);
if (save_flag == 0)
last_save_fd = 0;
interval = autosave_interval / (clif_countusers() + 1);
if (interval <= 0)
interval = 1;
add_timer(gettick() + interval, pc_autosave, 0, 0);
}
int pc_read_gm_account(int fd)
{
int i = 0;
if (gm_account != NULL)
free(gm_account);
GM_num = 0;
CREATE(gm_account, struct gm_account, (RFIFOW(fd, 2) - 4) / 5);
for (i = 4; i < RFIFOW(fd, 2); i = i + 5)
{
gm_account[GM_num].account_id = RFIFOL(fd, i);
gm_account[GM_num].level = (int) RFIFOB(fd, i + 4);
//printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
GM_num++;
}
return GM_num;
}
/*==========================================
* timer to do the day
*------------------------------------------
*/
void map_day_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{ // by [yor]
struct map_session_data *pl_sd = NULL;
int i;
char tmpstr[1024];
if (battle_config.day_duration > 0)
{ // if we want a day
if (night_flag != 0)
{
strcpy(tmpstr, "The day has arrived!");
night_flag = 0; // 0=day, 1=night [Yor]
for (i = 0; i < fd_max; i++)
{
if (session[i] && (pl_sd = (struct map_session_data *)session[i]->session_data)
&& pl_sd->state.auth)
{
pl_sd->opt2 &= ~STATE_BLIND;
clif_changeoption(&pl_sd->bl);
clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr,
strlen(tmpstr) + 1);
}
}
}
}
}
/*==========================================
* timer to do the night
*------------------------------------------
*/
void map_night_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{ // by [yor]
struct map_session_data *pl_sd = NULL;
int i;
char tmpstr[1024];
if (battle_config.night_duration > 0)
{ // if we want a night
if (night_flag == 0)
{
strcpy(tmpstr, "The night has fallen...");
night_flag = 1; // 0=day, 1=night [Yor]
for (i = 0; i < fd_max; i++)
{
if (session[i] && (pl_sd = (struct map_session_data *)session[i]->session_data)
&& pl_sd->state.auth)
{
pl_sd->opt2 |= STATE_BLIND;
clif_changeoption(&pl_sd->bl);
clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr,
strlen(tmpstr) + 1);
}
}
}
}
}
void pc_setstand(struct map_session_data *sd)
{
nullpo_retv(sd);
if (sd->sc_data[SC_TENSIONRELAX].timer != -1)
skill_status_change_end(&sd->bl, SC_TENSIONRELAX, -1);
sd->state.dead_sit = 0;
}
//
// 初期化物
//
/*==========================================
* 設定ファイル読み込む
* exp.txt 必要経験値
* job_db1.txt 重量,hp,sp,攻撃速度
* job_db2.txt job能力値ボーナス
* skill_tree.txt 各職毎のスキルツリー
* attr_fix.txt 属性修正テーブル
* size_fix.txt サイズ補正テーブル
* refine_db.txt 精錬データテーブル
*------------------------------------------
*/
static
int pc_readdb(void)
{
int i, j, k;
FILE *fp;
char line[1024], *p;
// 必要経験値読み込み
fp = fopen_("db/exp.txt", "r");
if (fp == NULL)
{
printf("can't read db/exp.txt\n");
return 1;
}
i = 0;
while (fgets(line, sizeof(line) - 1, fp))
{
int bn, b1, b2, b3, b4, b5, b6, jn, j1, j2, j3, j4, j5, j6;
if (line[0] == '/' && line[1] == '/')
continue;
if (sscanf(line, "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d", &bn, &b1, &b2,
&b3, &b4, &b5, &b6, &jn, &j1, &j2, &j3, &j4, &j5, &j6) != 14)
continue;
exp_table[0][i] = bn;
exp_table[1][i] = b1;
exp_table[2][i] = b2;
exp_table[3][i] = b3;
exp_table[4][i] = b4;
exp_table[5][i] = b5;
exp_table[6][i] = b6;
exp_table[7][i] = jn;
exp_table[8][i] = j1;
exp_table[9][i] = j2;
exp_table[10][i] = j3;
exp_table[11][i] = j4;
exp_table[12][i] = j5;
exp_table[13][i] = j6;
i++;
if (i >= battle_config.maximum_level)
break;
}
fclose_(fp);
printf("read db/exp.txt done\n");
// JOB補正数値1
fp = fopen_("db/job_db1.txt", "r");
if (fp == NULL)
{
printf("can't read db/job_db1.txt\n");
return 1;
}
i = 0;
while (fgets(line, sizeof(line) - 1, fp))
{
char *split[50];
if (line[0] == '/' && line[1] == '/')
continue;
for (j = 0, p = line; j < 21 && p; j++)
{
split[j] = p;
p = strchr(p, ',');
if (p)
*p++ = 0;
}
if (j < 21)
continue;
max_weight_base[i] = atoi(split[0]);
hp_coefficient[i] = atoi(split[1]);
hp_coefficient2[i] = atoi(split[2]);
sp_coefficient[i] = atoi(split[3]);
for (j = 0; j < 17; j++)
aspd_base[i][j] = atoi(split[j + 4]);
i++;
// -- moonsoul (below two lines added to accommodate high numbered new class ids)
if (i == 24)
i = 4001;
if (i == MAX_PC_CLASS)
break;
}
fclose_(fp);
printf("read db/job_db1.txt done\n");
// JOBボーナス
fp = fopen_("db/job_db2.txt", "r");
if (fp == NULL)
{
printf("can't read db/job_db2.txt\n");
return 1;
}
i = 0;
while (fgets(line, sizeof(line) - 1, fp))
{
if (line[0] == '/' && line[1] == '/')
continue;
for (j = 0, p = line; j < MAX_LEVEL && p; j++)
{
if (sscanf(p, "%d", &k) == 0)
break;
job_bonus[0][i][j] = k;
job_bonus[2][i][j] = k; //養子職のボーナスは分からないので仮
p = strchr(p, ',');
if (p)
p++;
}
i++;
// -- moonsoul (below two lines added to accommodate high numbered new class ids)
if (i == 24)
i = 4001;
if (i == MAX_PC_CLASS)
break;
}
fclose_(fp);
printf("read db/job_db2.txt done\n");
// JOBボーナス2 転生職用
fp = fopen_("db/job_db2-2.txt", "r");
if (fp == NULL)
{
printf("can't read db/job_db2-2.txt\n");
return 1;
}
i = 0;
while (fgets(line, sizeof(line) - 1, fp))
{
if (line[0] == '/' && line[1] == '/')
continue;
for (j = 0, p = line; j < MAX_LEVEL && p; j++)
{
if (sscanf(p, "%d", &k) == 0)
break;
job_bonus[1][i][j] = k;
p = strchr(p, ',');
if (p)
p++;
}
i++;
if (i == MAX_PC_CLASS)
break;
}
fclose_(fp);
printf("read db/job_db2-2.txt done\n");
// スキルツリー
memset(skill_tree, 0, sizeof(skill_tree));
fp = fopen_("db/skill_tree.txt", "r");
if (fp == NULL)
{
printf("can't read db/skill_tree.txt\n");
return 1;
}
while (fgets(line, sizeof(line) - 1, fp))
{
char *split[50];
if (line[0] == '/' && line[1] == '/')
continue;
for (j = 0, p = line; j < 13 && p; j++)
{
split[j] = p;
p = strchr(p, ',');
if (p)
*p++ = 0;
}
if (j < 13)
continue;
i = atoi(split[0]);
for (j = 0; skill_tree[0][i][j].id != SkillID::ZERO; j++);
skill_tree[0][i][j].id = SkillID(atoi(split[1]));
skill_tree[0][i][j].max = atoi(split[2]);
skill_tree[2][i][j].id = SkillID(atoi(split[1])); //養子職は良く分からないので暫定
skill_tree[2][i][j].max = atoi(split[2]); //養子職は良く分からないので暫定
for (k = 0; k < 5; k++)
{
skill_tree[0][i][j].need[k].id = SkillID(atoi(split[k * 2 + 3]));
skill_tree[0][i][j].need[k].lv = atoi(split[k * 2 + 4]);
skill_tree[2][i][j].need[k].id = SkillID(atoi(split[k * 2 + 3])); //養子職は良く分からないので暫定
skill_tree[2][i][j].need[k].lv = atoi(split[k * 2 + 4]); //養子職は良く分からないので暫定
}
}
fclose_(fp);
printf("read db/skill_tree.txt done\n");
// 属性修正テーブル
for (i = 0; i < 4; i++)
for (j = 0; j < 10; j++)
for (k = 0; k < 10; k++)
attr_fix_table[i][j][k] = 100;
fp = fopen_("db/attr_fix.txt", "r");
if (fp == NULL)
{
printf("can't read db/attr_fix.txt\n");
return 1;
}
while (fgets(line, sizeof(line) - 1, fp))
{
char *split[10];
int lv, n;
if (line[0] == '/' && line[1] == '/')
continue;
for (j = 0, p = line; j < 3 && p; j++)
{
split[j] = p;
p = strchr(p, ',');
if (p)
*p++ = 0;
}
lv = atoi(split[0]);
n = atoi(split[1]);
// printf("%d %d\n",lv,n);
for (i = 0; i < n;)
{
if (!fgets(line, sizeof(line) - 1, fp))
break;
if (line[0] == '/' && line[1] == '/')
continue;
for (j = 0, p = line; j < n && p; j++)
{
while (*p == 32 && *p > 0)
p++;
attr_fix_table[lv - 1][i][j] = atoi(p);
if (battle_config.attr_recover == 0
&& attr_fix_table[lv - 1][i][j] < 0)
attr_fix_table[lv - 1][i][j] = 0;
p = strchr(p, ',');
if (p)
*p++ = 0;
}
i++;
}
}
fclose_(fp);
printf("read db/attr_fix.txt done\n");
// サイズ補正テーブル
for (i = 0; i < 3; i++)
for (j = 0; j < 20; j++)
atkmods[i][j] = 100;
fp = fopen_("db/size_fix.txt", "r");
if (fp == NULL)
{
printf("can't read db/size_fix.txt\n");
return 1;
}
i = 0;
while (fgets(line, sizeof(line) - 1, fp))
{
char *split[20];
if (line[0] == '/' && line[1] == '/')
continue;
if (atoi(line) <= 0)
continue;
memset(split, 0, sizeof(split));
for (j = 0, p = line; j < 20 && p; j++)
{
split[j] = p;
p = strchr(p, ',');
if (p)
*p++ = 0;
}
for (j = 0; j < 20 && split[j]; j++)
atkmods[i][j] = atoi(split[j]);
i++;
}
fclose_(fp);
printf("read db/size_fix.txt done\n");
// 精錬データテーブル
for (i = 0; i < 5; i++)
{
for (j = 0; j < 10; j++)
percentrefinery[i][j] = 100;
refinebonus[i][0] = 0;
refinebonus[i][1] = 0;
refinebonus[i][2] = 10;
}
fp = fopen_("db/refine_db.txt", "r");
if (fp == NULL)
{
printf("can't read db/refine_db.txt\n");
return 1;
}
i = 0;
while (fgets(line, sizeof(line) - 1, fp))
{
char *split[16];
if (line[0] == '/' && line[1] == '/')
continue;
if (atoi(line) <= 0)
continue;
memset(split, 0, sizeof(split));
for (j = 0, p = line; j < 16 && p; j++)
{
split[j] = p;
p = strchr(p, ',');
if (p)
*p++ = 0;
}
refinebonus[i][0] = atoi(split[0]); // 精錬ボーナス
refinebonus[i][1] = atoi(split[1]); // 過剰精錬ボーナス
refinebonus[i][2] = atoi(split[2]); // 安全精錬限界
for (j = 0; j < 10 && split[j]; j++)
percentrefinery[i][j] = atoi(split[j + 3]);
i++;
}
fclose_(fp); //Lupus. close this file!!!
printf("read db/refine_db.txt done\n");
return 0;
}
static int pc_calc_sigma(void)
{
int i, j, k;
for (i = 0; i < MAX_PC_CLASS; i++)
{
memset(hp_sigma_val[i], 0, sizeof(hp_sigma_val[i]));
for (k = 0, j = 2; j <= MAX_LEVEL; j++)
{
k += hp_coefficient[i] * j + 50;
k -= k % 100;
hp_sigma_val[i][j - 1] = k;
}
}
return 0;
}
static void pc_statpointdb(void)
{
char *buf_stat;
int i = 0, j = 0, k = 0, l = 0, end = 0;
FILE *stp;
stp = fopen_("db/statpoint.txt", "r");
if (stp == NULL)
{
printf("can't read db/statpoint.txt\n");
return;
}
fseek(stp, 0, SEEK_END);
end = ftell(stp);
rewind(stp);
buf_stat = (char *) malloc(end + 1);
l = fread(buf_stat, 1, end, stp);
fclose_(stp);
printf("read db/statpoint.txt done (size=%d)\n", l);
for (i = 0; i < 255; i++)
{
j = 0;
while (*(buf_stat + k) != '\n')
{
statp[i][j] = *(buf_stat + k);
j++;
k++;
}
statp[i][j + 1] = '\0';
k++;
}
free(buf_stat);
}
/*==========================================
* pc関 係初期化
*------------------------------------------
*/
int do_init_pc(void)
{
pc_readdb();
pc_statpointdb();
pc_calc_sigma();
// gm_account_db = numdb_init();
add_timer_interval((natural_heal_prev_tick =
gettick() + NATURAL_HEAL_INTERVAL), pc_natural_heal,
0, 0, NATURAL_HEAL_INTERVAL);
add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
{
int day_duration = battle_config.day_duration;
int night_duration = battle_config.night_duration;
if (day_duration < 60000)
day_duration = 60000;
if (night_duration < 60000)
night_duration = 60000;
if (battle_config.night_at_start == 0)
{
night_flag = 0; // 0=day, 1=night [Yor]
day_timer_tid =
add_timer_interval(gettick() + day_duration +
night_duration, map_day_timer, 0, 0,
day_duration + night_duration);
night_timer_tid =
add_timer_interval(gettick() + day_duration,
map_night_timer, 0, 0,
day_duration + night_duration);
}
else
{
night_flag = 1; // 0=day, 1=night [Yor]
day_timer_tid =
add_timer_interval(gettick() + night_duration,
map_day_timer, 0, 0,
day_duration + night_duration);
night_timer_tid =
add_timer_interval(gettick() + day_duration +
night_duration, map_night_timer, 0, 0,
day_duration + night_duration);
}
}
return 0;
}
void pc_cleanup(struct map_session_data *sd)
{
magic_stop_completely(sd);
}
void pc_invisibility(struct map_session_data *sd, int enabled)
{
if (enabled && !(sd->status.option & OPTION_INVISIBILITY))
{
clif_clearchar_area(&sd->bl, 3);
sd->status.option |= OPTION_INVISIBILITY;
clif_status_change(&sd->bl, CLIF_OPTION_SC_INVISIBILITY, 1);
}
else if (!enabled)
{
sd->status.option &= ~OPTION_INVISIBILITY;
clif_status_change(&sd->bl, CLIF_OPTION_SC_INVISIBILITY, 0);
pc_setpos(sd, map[sd->bl.m].name, sd->bl.x, sd->bl.y, 3);
}
}
int pc_logout(struct map_session_data *sd) // [fate] Player logs out
{
unsigned int tick = gettick();
if (!sd)
return 0;
if (sd->sc_data[SC_POISON].timer != -1)
sd->status.hp = 1; // Logging out while poisoned -> bad
/*
* Trying to rapidly sign out/in or switch characters to avoid a spell's
* cast time is also bad. [remoitnane]
*/
#if 0
// Removed because it's buggy, see above.
if (sd->cast_tick > tick)
{
if (pc_setglobalreg(sd, "MAGIC_CAST_TICK", sd->cast_tick - tick))
sd->status.sp = 1;
}
else
#endif
pc_setglobalreg(sd, "MAGIC_CAST_TICK", 0);
MAP_LOG_STATS(sd, "LOGOUT") return 0;
}