#include "pc.hpp" // pc.cpp - Player state changes. // // Copyright © ????-2004 Athena Dev Teams // Copyright © 2004-2011 The Mana World Development Team // Copyright © 2011 Jessica Tölke // Copyright © 2011-2014 Ben Longbons // Copyright © 2012-2013 Freeyorp // // This file is part of The Mana World (Athena server) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include #include #include "../compat/fun.hpp" #include "../compat/nullpo.hpp" #include "../strings/rstring.hpp" #include "../strings/astring.hpp" #include "../strings/zstring.hpp" #include "../strings/literal.hpp" #include "../generic/random.hpp" #include "../io/cxxstdio.hpp" #include "../io/read.hpp" #include "../mmo/cxxstdio_enums.hpp" #include "../net/timer.hpp" #include "../net/timestamp-utils.hpp" #include "../proto2/char-map.hpp" #include "atcommand.hpp" #include "battle.hpp" #include "battle_conf.hpp" #include "chrif.hpp" #include "clif.hpp" #include "globals.hpp" #include "intif.hpp" #include "itemdb.hpp" #include "map.hpp" #include "map_conf.hpp" #include "npc.hpp" #include "party.hpp" #include "path.hpp" #include "script-call.hpp" #include "skill.hpp" #include "storage.hpp" #include "trade.hpp" #include "quest.hpp" #include "../poison.hpp" namespace tmwa { namespace map { // PVP順位計算の間隔 | Interval for PVP ranking calculation constexpr std::chrono::milliseconds PVP_CALCRANK_INTERVAL = 1_s; //define it here, since the ifdef only occurs in this file #define USE_ASTRAL_SOUL_SKILL #ifdef USE_ASTRAL_SOUL_SKILL // [fate] At this threshold, the Astral Soul skill kicks in constexpr int MAGIC_SKILL_THRESHOLD = 200; #endif #define MAP_LOG_STATS(sd, suffix) \ MAP_LOG_PC(sd, "STAT %d %d %d %d %d %d " suffix, \ sd->status.attrs[ATTR::STR], \ sd->status.attrs[ATTR::AGI], \ sd->status.attrs[ATTR::VIT], \ sd->status.attrs[ATTR::INT], \ sd->status.attrs[ATTR::DEX], \ sd->status.attrs[ATTR::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, stringish("BankAccount"_s))) #define MAP_LOG_MAGIC(sd, suffix) \ MAP_LOG_PC(sd, "MAGIC %d %d %d %d %d %d EXP %d %d " suffix, \ sd->status.skill[SkillID::TMW_MAGIC].lv, \ sd->status.skill[SkillID::TMW_MAGIC_LIFE].lv, \ sd->status.skill[SkillID::TMW_MAGIC_WAR].lv, \ sd->status.skill[SkillID::TMW_MAGIC_TRANSMUTE].lv, \ sd->status.skill[SkillID::TMW_MAGIC_NATURE].lv, \ sd->status.skill[SkillID::TMW_MAGIC_ETHER].lv, \ pc_readglobalreg(sd, stringish("MAGIC_EXPERIENCE"_s)) & 0xffff, \ (pc_readglobalreg(sd, stringish("MAGIC_EXPERIENCE"_s)) >> 24) & 0xff) static //const int max_weight_base_0 = 20000; static //const int hp_coefficient_0 = 0; static //const int hp_coefficient2_0 = 500; // TODO see if this can be turned into an "as-needed" formula static int hp_sigma_val_0[MAX_LEVEL]; static //const int sp_coefficient_0 = 100; // coefficients for each weapon type // (not all used) static //const earray aspd_base_0 //= {{ 550_ms, // 0 { "Fist", W_FIST }, 600_ms, // 1 { "Dagger", W_DAGGER }, 650_ms, // 2 { "Sword", W_1HSWORD }, 700_ms, // 3 { "TwoHandSword", W_2HSWORD }, 650_ms, // 4 { "Spear", W_1HSPEAR }, 700_ms, // 5 { "TwoHandSpear", W_2HSPEAR }, 700_ms, // 6 { "Axe", W_1HAXE }, 750_ms, // 7 { "TwoHandAxe", W_2HAXE }, 700_ms, // 8 { "Mace", W_MACE }, 750_ms, // 9 { "TwoHandMace", W_2HMACE }, 700_ms, // 10 { "Rod", W_STAFF }, 800_ms, // 11 { "Bow", W_BOW }, 575_ms, // 12 { "Knuckle", W_KNUCKLE }, 800_ms, // 13 { "Instrument", W_MUSICAL }, 675_ms, // 14 { "Whip", W_WHIP }, 700_ms, // 15 { "Book", W_BOOK }, 600_ms, // 16 { "Katar", W_KATAR }, 600_ms, // 17 { "Revolver", W_REVOLVER }, 800_ms, // 18 { "Rifle", W_RIFLE }, 500_ms, // 19 { "GatlingGun", W_GATLING }, 1000_ms, // 20 { "Shotgun", W_SHOTGUN }, 2000_ms, // 21 { "GrenadeLauncher", W_GRENADE }, 650_ms, // 22 { "FuumaShuriken", W_HUUMA }, 750_ms, // 23 { "TwoHandRod", W_2HSTAFF }, }}; static const int exp_table_0[MAX_LEVEL] = { // 1 .. 10 9, 16, 25, 36, 77, 112, 153, 200, 253, // 11 .. 20 320, 385, 490, 585, 700, 830, 970, 1120, 1260, 1420, // 21 .. 30 1620, 1860, 1990, 2240, 2504, 2950, 3426, 3934, 4474, 6889, // 31 .. 40 7995, 9174, 10425, 11748, 13967, 15775, 17678, 19677, 21773, 30543, // 41 .. 50 34212, 38065, 42102, 46323, 53026, 58419, 64041, 69892, 75973, 102468, // 51 .. 60 115254, 128692, 142784, 157528, 178184, 196300, 215198, 234879, 255341, 330188, // 61 .. 70 365914, 403224, 442116, 482590, 536948, 585191, 635278, 687211, 740988, 925400, // 71 .. 80 1473746, 1594058, 1718928, 1848355, 1982340, 2230113, 2386162, 2547417, 2713878, 3206160, // 81 .. 90 3681024, 4022472, 4377024, 4744680, 5125440, 5767272, 6204000, 6655464, 7121664, 7602600, // 91 .. 100 9738720, 11649960, 13643520, 18339300, 23836800, 35658000, 48687000, 58135000, 99999999, 103000000, // 101 .. 110 107000000, 112000000, 116000000, 121000000, 125000000, 130000000, 134000000, 139000000, 145000000, 152200000, // 111 .. 120 160840000, 171200000, 191930000, 202290000, 214720000, 229640000, 247550000, 283370000, 301280000, 322770000, // 121 .. 130 348560000, 379500000, 417450000, 459195000, 505114500, 555625950, 622301064, 696977191, 780614454, 880533104, // 131 .. 140 993241342, 1120376234, 1263784392, 1425548794, 1588019039, 1680000000, 1780000000, 1890000000, 2010000000, 2140000000, // 141 0 }; // The old table contained a bug, actually max level was 136 and not 135 but to reach level 136 you must hit exactly the value 2147483647 // else and overflow occurs and you lose all the progress of that level and start with level 135 at 0% again. // I made a buffer that is great enough now I guess its 7483647 while looking through all gm logs I saw the highest values ever where 300%. // A Xakelbael killed on 300% exp one time tabbed gives around 6 mil so I have a little buffer on top of that as well, it won't make it for // 400% exp but since this will most likely never happen and the chance that one will make his lvl up with Xakelbael one time tabbed // is extremely rare as well. // 130 .. 135 //993241342, 1120376234, 1263784392, 1425548794, 1608019039, //2147483647, 0 // is this *actually* used anywhere? static const int exp_table_7[MAX_LEVEL] = { // 1 .. 9 10, 18, 28, 40, 91, 151, 205, 268, 340 }; // TODO generate this table instead static int stat_p[MAX_LEVEL] = { // 1..9 48, 52, 56, 60, 64, 69, 74, 79, 84, // 10..19 90, 96, 102,108,115, 122,129,136,144,152, // 20..29 160,168,177,186,195, 204,214,224,234,244, // 30..39 255,266,277,288,300, 312,324,336,349,362, // 40..49 375,388,402,416,430, 444,459,474,489,504, // 50..59 520,536,552,568,585, 602,619,636,654,672, // 60..69 690,708,727,746,765, 784,804,824,844,864, // 70..79 885,906,927,948,970, 992,1014,1036,1059,1082, // 80..89 1105,1128,1152,1176,1200, 1224,1249,1274,1299,1324, // 90..99 1350,1376,1402,1428,1455, 1482,1509,1536,1564,1592, // 100..109 1620,1648,1677,1706,1735, 1764,1794,1824,1854,1884, // 110..119 1915,1946,1977,2008,2040, 2072,2104,2136,2169,2202, // 120..129 2235,2268,2302,2336,2370, 2404,2439,2474,2509,2544, // 130..139 2580,2616,2652,2688,2725, 2762,2799,2836,2874,2912, // 140..149 2950,2988,3027,3066,3105, 3144,3184,3224,3264,3304, // 150..159 3345,3386,3427,3468,3510, 3552,3594,3636,3679,3722, // 160..169 3765,3808,3852,3896,3940, 3984,4029,4074,4119,4164, // 170..179 4210,4256,4302,4348,4395, 4442,4489,4536,4584,4632, // 180..189 4680,4728,4777,4826,4875, 4924,4974,5024,5074,5124, // 190..199 5175,5226,5277,5328,5380, 5432,5484,5536,5589,5642, // 200..209 5695,5748,5802,5856,5910, 5964,6019,6074,6129,6184, // 210..219 6240,6296,6352,6408,6465, 6522,6579,6636,6694,6752, // 220..229 6810,6868,6927,6986,7045, 7104,7164,7224,7284,7344, // 230..239 7405,7466,7527,7588,7650, 7712,7774,7836,7899,7962, // 240..249 8025,8088,8152,8216,8280, 8344,8409,8474,8539,8604, // 250..255 8670,8736,8802,8868,8935, 9002, }; static earray equip_pos //= {{ EPOS::MISC2, EPOS::CAPE, EPOS::SHOES, EPOS::GLOVES, EPOS::LEGS, EPOS::TORSO, EPOS::HAT, EPOS::MISC1, EPOS::SHIELD, EPOS::WEAPON, EPOS::ARROW, }}; /*========================================== * *------------------------------------------ */ static int pc_checkoverhp(dumb_ptr sd); /*========================================== * *------------------------------------------ */ static int pc_checkoversp(dumb_ptr sd); /*========================================== * *------------------------------------------ */ static int pc_nextbaseafter(dumb_ptr sd); /*========================================== * *------------------------------------------ */ static int pc_nextjobafter(dumb_ptr sd); /*========================================== * *------------------------------------------ */ static void pc_setdead(dumb_ptr sd) { sd->state.dead_sit = 1; } /*========================================== * *------------------------------------------ */ GmLevel pc_isGM(dumb_ptr sd) { nullpo_retr(GmLevel(), sd); auto it = gm_accountm.find(sd->status_key.account_id); if (it != gm_accountm.end()) return it->second; return GmLevel(); } /*========================================== * *------------------------------------------ */ int pc_iskiller(dumb_ptr src, dumb_ptr target) { nullpo_retz(src); if (src->bl_type != BL::PC || target->bl_type != BL::PC) return 0; if ((src->state.pvpchannel == 1) && (target->state.pvpchannel == 1) && !src->bl_m->flag.get(MapFlag::NOPVP)) return 1; if ((src->state.pvpchannel > 1) && (target->state.pvpchannel == src->state.pvpchannel)) // this one does not respect NOPVP return 1; return 0; } /*========================================== * *------------------------------------------ */ void pc_set_gm_level(AccountId account_id, GmLevel level) { if (level) gm_accountm[account_id] = level; else gm_accountm.erase(account_id); } /*========================================== * *------------------------------------------ */ 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_pvp_timer(TimerData *, tick_t, BlockId id) { dumb_ptr sd = map_id2sd(id); assert (sd != nullptr); assert (sd->bl_type == BL::PC); } /*========================================== * *------------------------------------------ */ int pc_setpvptimer(dumb_ptr sd, interval_t val) { nullpo_retz(sd); sd->pvp_timer = Timer(gettick() + val, std::bind(pc_pvp_timer, ph::_1, ph::_2, sd->bl_id)); return 0; } /*========================================== * *------------------------------------------ */ int pc_delpvptimer(dumb_ptr sd) { nullpo_retz(sd); sd->pvp_timer.cancel(); return 0; } /*========================================== * *------------------------------------------ */ static void pc_invincible_timer(TimerData *, tick_t, BlockId id) { dumb_ptr sd = map_id2sd(id); assert (sd != nullptr); assert (sd->bl_type == BL::PC); } /*========================================== * *------------------------------------------ */ int pc_setinvincibletimer(dumb_ptr sd, interval_t val) { nullpo_retz(sd); sd->invincible_timer = Timer(gettick() + val, std::bind(pc_invincible_timer, ph::_1, ph::_2, sd->bl_id)); return 0; } /*========================================== * *------------------------------------------ */ int pc_delinvincibletimer(dumb_ptr sd) { nullpo_retz(sd); sd->invincible_timer.cancel(); return 0; } /*========================================== * *------------------------------------------ */ int pc_setrestartvalue(dumb_ptr sd, int type) { nullpo_retz(sd); { if (battle_config.restart_hp_rate < 50) 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); 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) * Count the number of MOBs that lock you (foreachclient) *------------------------------------------ */ static void pc_counttargeted_sub(dumb_ptr bl, BlockId id, int *c, dumb_ptr src, ATK target_lv) { nullpo_retv(bl); if (id == bl->bl_id || (src && id == src->bl_id)) return; if (bl->bl_type == BL::PC) { dumb_ptr sd = bl->is_player(); if (sd->attacktarget == id && sd->attacktimer && sd->attacktarget_lv >= target_lv) (*c)++; } else if (bl->bl_type == BL::MOB) { dumb_ptr md = bl->is_mob(); if (md->target_id == id && md->timer && md->state.state == MS::ATTACK && md->target_lv >= target_lv) (*c)++; } } /*========================================== * *------------------------------------------ */ int pc_counttargeted(dumb_ptr sd, dumb_ptr src, ATK target_lv) { int c = 0; map_foreachinarea(std::bind(pc_counttargeted_sub, ph::_1, sd->bl_id, &c, src, target_lv), sd->bl_m, sd->bl_x - AREA_SIZE, sd->bl_y - AREA_SIZE, sd->bl_x + AREA_SIZE, sd->bl_y + AREA_SIZE, BL::NUL); return c; } /*========================================== * ローカルプロトタイプ宣言 (必要な物のみ) * Local prototype declarations (only what is needed) *------------------------------------------ */ static int pc_walktoxy_sub(dumb_ptr); /*========================================== * saveに必要なステータス修正を行なう * Make the necessary status corrections to save *------------------------------------------ */ void pc_makesavestatus(dumb_ptr sd) { nullpo_retv(sd); // 服の色は色々弊害が多いので保存対象にはしない | The color of clothes has many adverse effects, so do not store them 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 | Since he was dead, HP 1, changed position to save location if (pc_isdead(sd)) { pc_setrestartvalue(sd, 0); if (sd->bl_m->flag.get(MapFlag::RESAVE)) { sd->status.last_point = sd->bl_m->resave; } else { sd->status.last_point = sd->status.save_point; } } else { sd->status.last_point.map_ = sd->mapname_; 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 | Since it was a save prohibited map, moved to the specified position if (sd->bl_m->flag.get(MapFlag::NOSAVE)) { P m = sd->bl_m; if (m->save.map_ == "SavePoint"_s) sd->status.last_point = sd->status.save_point; else sd->status.last_point = m->save; } } /*========================================== * 接続時の初期化 * Initialization on connection *------------------------------------------ */ int pc_setnewpc(dumb_ptr sd, AccountId account_id, CharId char_id, int login_id1, uint32_t client_tick, SEX sex) { nullpo_retz(sd); // TODO this is the primary surface sd->bl_id = account_to_block(account_id); sd->char_id_ = char_id; // TODO figure out wtf is going on here. // shouldn't these things be in the .status_key.char_id ? // My guess is that this stuff happens even for non-auth'ed connections // Possible fix: char send auth before client is allowed to know my IP? sd->login_id1 = login_id1; sd->login_id2 = 0; // at this point, we can not know the value :( (void)client_tick; sd->sex = sex; sd->state.auth = 0; sd->state.connect_new = 0; sd->bl_type = BL::PC; sd->canact_tick = sd->canmove_tick = gettick(); sd->canlog_tick = gettick(); sd->state.waitingdisconnect = 0; return 0; } /*========================================== * *------------------------------------------ */ EPOS pc_equippoint(dumb_ptr sd, IOff0 n) { nullpo_retr(EPOS::ZERO, sd); return sd->inventory_data[n].pmd_pget(&item_data::equip).copy_or(EPOS::ZERO); } /*========================================== * *------------------------------------------ */ static int pc_setinventorydata(dumb_ptr sd) { nullpo_retz(sd); for (IOff0 i : IOff0::iter()) { ItemNameId id = sd->status.inventory[i].nameid; // If you think you understand this line, you're wrong. // It does not do what you think it does. Rather, you need to // understand it in the context in which it is used. Despite this, // it is quite common for elements to be None. sd->inventory_data[i] = Some(itemdb_search(id)); } return 0; } /*========================================== * *------------------------------------------ */ static int pc_calcweapontype(dumb_ptr sd) { nullpo_retz(sd); // TODO now that there is no calculation here, store only once sd->status.weapon = sd->weapontype1; return 0; } /*========================================== * *------------------------------------------ */ static int pc_setequipindex(dumb_ptr sd) { nullpo_retz(sd); for (EQUIP i : EQUIPs) sd->equip_index_maybe[i] = IOff0::from(-1); for (IOff0 i : IOff0::iter()) { if (!sd->status.inventory[i].nameid) continue; if (bool(sd->status.inventory[i].equip)) { for (EQUIP j : EQUIPs) if (bool(sd->status.inventory[i].equip & equip_pos[j])) sd->equip_index_maybe[j] = i; if (bool(sd->status.inventory[i].equip & EPOS::WEAPON)) { OMATCH_BEGIN (sd->inventory_data[i]) { OMATCH_CASE_SOME (sdidi) { sd->weapontype1 = sdidi->look; } OMATCH_CASE_NONE () { sd->weapontype1 = ItemLook::W_FIST; } } OMATCH_END (); } if (bool(sd->status.inventory[i].equip & EPOS::SHIELD)) { OMATCH_BEGIN_SOME (sdidi, sd->inventory_data[i]) { if (sdidi->type == ItemType::WEAPON) { if (sd->status.inventory[i].equip == EPOS::SHIELD) assert(0 && "unreachable - offhand weapons are not supported"); } } OMATCH_END (); } } } pc_calcweapontype(sd); return 0; } /*========================================== * *------------------------------------------ */ static int pc_isequip(dumb_ptr sd, IOff0 n) { eptr sc_data; //転生や養子の場合の元の職業を算出する | Calculate the original occupation in case of reincarnation or adoption nullpo_retz(sd); sc_data = battle_get_sc_data(sd); GmLevel gm_all_equipment = battle_config.gm_all_equipment; if (gm_all_equipment && pc_isGM(sd).satisfies(gm_all_equipment)) return 1; P item = TRY_UNWRAP(sd->inventory_data[n], return 0); if (item->sex != SEX::UNSPECIFIED && sd->status.sex != item->sex) return 0; if (item->elv > 0 && sd->status.base_level < item->elv) return 0; return 1; } /*========================================== * *------------------------------------------ */ void pc_set_weapon_icon(dumb_ptr sd, int count, StatusChange icon, ItemNameId look) { const StatusChange old_icon = sd->attack_spell_icon_override; sd->attack_spell_icon_override = icon; sd->attack_spell_look_override = look; if (old_icon != StatusChange::ZERO && old_icon != icon) clif_status_change(sd, old_icon, 0); clif_fixpcpos(sd); if (count) { clif_changelook(sd, LOOK::WEAPON, unwrap(look)); if (icon != StatusChange::ZERO) clif_status_change(sd, icon, 1); } else { /* Set it to `normal' */ clif_changelook(sd, LOOK::WEAPON, static_cast(sd->status.weapon)); } } /*========================================== * *------------------------------------------ */ void pc_set_attack_info(dumb_ptr sd, interval_t speed, int range) { sd->attack_spell_delay = speed; sd->attack_spell_range = range; if (speed == interval_t::zero()) { pc_calcstatus(sd, (int)CalcStatusKind::INITIAL_CALC); clif_updatestatus(sd, SP::ASPD); clif_updatestatus(sd, SP::ATTACKRANGE); } else { pc_calcstatus(sd, ((int)CalcStatusKind::INITIAL_CALC + (int)CalcStatusKind::MAGIC_OVERRIDE)); clif_updatestatus(sd, SP::ASPD); clif_updatestatus(sd, SP::ATTACKRANGE); } } /*========================================== * 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 * No problem with session id * Set the status sent from char server *------------------------------------------ */ int pc_authok(AccountId id, int login_id2, ClientVersion client_version, const CharKey *st_key, const CharData *st_data) { dumb_ptr sd = nullptr; tick_t tick = gettick(); sd = map_id2sd(account_to_block(id)); if (sd == nullptr) return 1; sd->login_id2 = login_id2; sd->client_version = client_version; sd->status_key = *st_key; sd->status = *st_data; MAP_LOG_STATS(sd, "LOGIN"_fmt); MAP_LOG_XP(sd, "LOGIN"_fmt); MAP_LOG_MAGIC(sd, "LOGIN"_fmt); really_memzero_this(&sd->state); // 基本的な初期化 | Basic initialization sd->state.connect_new = 1; sd->bl_prev = sd->bl_next = nullptr; sd->weapontype1 = ItemLook::W_FIST; sd->speed = DEFAULT_WALK_SPEED; sd->state.dead_sit = 0; sd->dir = DIR::S; sd->head_dir = DIR::S; sd->state.auth = 1; // sd->walktimer = nullptr; // sd->attacktimer = nullptr; // sd->invincible_timer = nullptr; sd->deal_locked = 0; sd->trade_partner = AccountId(); sd->inchealhptick = interval_t::zero(); sd->inchealsptick = interval_t::zero(); sd->hp_sub = interval_t::zero(); sd->sp_sub = interval_t::zero(); sd->quick_regeneration_hp.amount = 0; sd->quick_regeneration_sp.amount = 0; sd->heal_xp = 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 // // The above is no longer accurate now that we use , but // I'm still not reverting this. // -o11c //sd->cast_tick = tick; // + pc_readglobalreg (sd, "MAGIC_CAST_TICK"_s); // アカウント変数の送信要求 | Request to send account variables intif_request_accountreg(sd); // アイテムチェック | Item Check pc_setinventorydata(sd); pc_checkitem(sd); // ステータス異常の初期化 | Initializing Status Anomalies for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE)) { // sd->sc_data[i].timer = nullptr; sd->sc_data[i].val1 = 0; } // パーティー関係の初期化 | Initializing Party Relationships sd->party_sended = 0; sd->party_invite = PartyId(); sd->party_x = -1; sd->party_y = -1; sd->party_hp = -1; // イベント関係の初期化 | Initializing Event Relationships sd->eventqueuel.clear(); { Opt0 old_option = sd->status.option; sd->status.option = Opt0::ZERO; if (bool(old_option & Opt0::INVISIBILITY) && can_use_atcommand(sd, "@invisible"_s)) { // prevent leaking by first applying hide before status_change sd->status.option |= Opt0::HIDE; sd->status.option |= Opt0::INVISIBILITY; clif_status_change(sd, StatusChange::CLIF_OPTION_SC_INVISIBILITY, 1); } else if (bool(old_option & Opt0::HIDE) && can_use_atcommand(sd, "@hide"_s)) { sd->status.option |= Opt0::HIDE; } clif_changeoption(sd); } // 位置の設定 | Setting the Position pc_setpos(sd, sd->status.last_point.map_, sd->status.last_point.x, sd->status.last_point.y, BeingRemoveWhy::GONE); // パーティ、ギルドデータの要求 | Request for Party, Guild Data if (sd->status.party_id && party_search(sd->status.party_id).is_none()) party_request_info(sd->status.party_id); // pvpの設定 | Configuring PVP sd->pvp_rank = 0; sd->pvp_point = 0; // sd->pvp_timer = nullptr; // 通知 | notice clif_authok(sd); map_addnickdb(sd); if (!map_charid2nick(sd->status_key.char_id).to__actual()) map_addchariddb(sd->status_key.char_id, sd->status_key.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 | Reading from Counter Script Variable to Death for Spa Novi and Set to SD sd->die_counter = pc_readglobalreg(sd, stringish("PC_DIE_COUNTER"_s)); // ステータス初期計算など | Status initial calculation, etc. pc_calcstatus(sd, (int)CalcStatusKind::INITIAL_CALC); if (pc_isGM(sd)) { PRINTF("Connection accepted: character '%s' (account: %d; GM level %d).\n"_fmt, sd->status_key.name, sd->status_key.account_id, pc_isGM(sd)); clif_updatestatus(sd, SP::GM); } else PRINTF("Connection accepted: Character '%s' (account: %d).\n"_fmt, sd->status_key.name, sd->status_key.account_id); sd->auto_ban_info.in_progress = 0; // Initialize antispam vars sd->chat_reset_due = tick_t(); sd->chat_lines_in = sd->chat_total_repeats = 0; sd->chat_repeat_reset_due = tick_t(); sd->chat_lastmsg = RString(); // Initialize mute vars sd->mute.global = 0; sd->mute.party = 0; sd->mute.whisper = 0; sd->mute.guild = 0; sd->automod = AutoMod::off; for (tick_t& t : sd->flood_rates) t = tick_t(); sd->packet_flood_reset_due = tick_t(); sd->packet_flood_in = 0; pc_calcstatus(sd, (int)CalcStatusKind::INITIAL_CALC); if(sd->bl_m->mask > 0) clif_send_mask(sd, sd->bl_m->mask); // Init Quest Log clif_sendallquest(sd); return 0; } void pc_show_motd(dumb_ptr sd) { // Attention all forks: DO NOT REMOVE THIS NOTICE. // It exists to meet legal requirements. // // If you remove the sending of this message, // the license does not permit you to publicly use this software. clif_displaymessage(sd->sess, "Server : ##7This server is Free Software, for details type @source in chat."_s); } /*========================================== * session idに問題ありなので後始末 * There is a problem with the session id, so clean up after it *------------------------------------------ */ int pc_authfail(AccountId id) { dumb_ptr sd; sd = map_id2sd(account_to_block(id)); if (sd == nullptr) return 1; clif_authfail_fd(sd->sess, 0); return 0; } /*========================================== * *------------------------------------------ */ static int pc_calc_skillpoint(dumb_ptr sd) { int i, skill_points = 0; nullpo_retz(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; } /*========================================== * 重量アイコンの確認 * Checking the weight icon *------------------------------------------ */ int pc_checkweighticon(dumb_ptr sd) { int flag = 0; nullpo_retz(sd); if (sd->weight * 2 >= sd->max_weight && !sd->sc_data[StatusChange::SC_FLYING_BACKPACK].timer) flag = 1; if (sd->weight * 10 >= sd->max_weight * 9) flag = 2; // this is horribly hackish and may have caused crashes if (flag == 1) { if (!sd->sc_data[StatusChange::SC_WEIGHT50].timer) skill_status_change_start(sd, StatusChange::SC_WEIGHT50, 0, interval_t::zero()); } else { skill_status_change_end(sd, StatusChange::SC_WEIGHT50, nullptr); } if (flag == 2) { if (!sd->sc_data[StatusChange::SC_WEIGHT90].timer) skill_status_change_start(sd, StatusChange::SC_WEIGHT90, 0, interval_t::zero()); } else { skill_status_change_end(sd, StatusChange::SC_WEIGHT90, nullptr); } return 0; } /*========================================== * *------------------------------------------ */ static void pc_set_weapon_look(dumb_ptr sd) { if (sd->attack_spell_override) clif_changelook(sd, LOOK::WEAPON, unwrap(sd->attack_spell_look_override)); else clif_changelook(sd, LOOK::WEAPON, static_cast(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 * Parameter Calculation * When first==0, the parameter to be calculated is from before the call * If it changes, it will automatically send it, * Actively changed parameters should be send on their own * * First is a bitmask * &0 = Status Recalculation | ステータス再計算 * &1 = Status initial calculation, etc.| ステータス初期計算など * &2 = Recalculate item bonus (used in pc_checkitem but not handled in this function atm, so if function is called with first = 2 its basically first = 0 only) * &4 = Status Recalculation but don't use any clif_updatestatus to send status to client (used by map_quit) * &8 = magic override (used in pc_set_attack_info) *------------------------------------------ */ int pc_calcstatus(dumb_ptr sd, int first) { int b_max_hp, b_max_sp, b_hp, b_sp, b_weight, b_max_weight, b_hit, b_flee; int b_watk, b_def, b_watk2, b_def2, b_flee2, b_critical, b_attackrange, b_matk1, b_matk2, b_mdef, b_mdef2; int b_base_atk; int bl; int aspd_rate, refinedef = 0; int str, dstr, dex; int b_pvpchannel = 0; nullpo_retz(sd); interval_t 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; earray b_paramb = sd->paramb; earray b_parame = sd->paramc; earray b_skill = sd->status.skill; b_hit = sd->hit; b_flee = sd->flee; interval_t b_aspd = sd->aspd, b_base_weapon_delay_adjust = interval_t::zero(); 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_base_atk = sd->base_atk; if (sd->state.pvpchannel == 1) b_pvpchannel = sd->state.pvpchannel; sd->max_weight = max_weight_base_0 + sd->status.attrs[ATTR::STR] * 300; if (first & (int)CalcStatusKind::INITIAL_CALC) { sd->weight = 0; for (IOff0 i : IOff0::iter()) { if (!sd->status.inventory[i].nameid) continue; P sdidi = TRY_UNWRAP(sd->inventory_data[i], continue); sd->weight += sdidi->weight * sd->status.inventory[i].amount; } // used to fill cart } for (auto& p : sd->paramb) p = 0; for (auto& p : sd->parame) p = 0; sd->hit = 0; sd->flee = 0; sd->flee2 = 0; sd->critical = 0; sd->aspd = sd->base_weapon_delay_adjust = interval_t::zero(); 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->matk1 = 0; sd->matk2 = 0; sd->speed = DEFAULT_WALK_SPEED; sd->speed_cap = interval_t::zero(); sd->hprate = 100; sd->sprate = 100; sd->dsprate = 100; sd->base_atk = 0; sd->arrow_atk = 0; sd->arrow_hit = 0; sd->arrow_range = 0; sd->nhealhp = sd->nhealsp = 0; really_memzero_this(&sd->special_state); 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->atk_rate = sd->matk_rate = 100; sd->arrow_cri = 0; sd->perfect_hit = sd->deadly_strike = 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->speed_add_rate = sd->aspd_add_rate = 100; sd->double_add_rate = sd->perfect_hit_add_rate = sd->deadly_strike_add_rate = 0; sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; sd->spellpower_bonus_target = 0; for (EQUIP i : EQUIPs_noarrow) { IOff0 index = sd->equip_index_maybe[i]; if (!index.ok()) continue; if (i == EQUIP::WEAPON && sd->equip_index_maybe[EQUIP::SHIELD] == index) continue; if (i == EQUIP::TORSO && sd->equip_index_maybe[EQUIP::LEGS] == index) continue; if (i == EQUIP::HAT && (sd->equip_index_maybe[EQUIP::TORSO] == index || sd->equip_index_maybe[EQUIP::LEGS] == index)) continue; OMATCH_BEGIN_SOME (sdidi, sd->inventory_data[index]) { sd->spellpower_bonus_target += sdidi->magic_bonus; // used to apply cards } OMATCH_END (); } #ifdef USE_ASTRAL_SOUL_SKILL if (sd->spellpower_bonus_target < 0) sd->spellpower_bonus_target = (sd->spellpower_bonus_target * 256) / (std::min(128 + skill_power(sd, SkillID::TMW_ASTRAL_SOUL), 256)); #endif if (sd->spellpower_bonus_target < sd->spellpower_bonus_current) sd->spellpower_bonus_current = sd->spellpower_bonus_target; sd->paramcard = sd->parame; // 装備品によるステータス変化はここで実行 | Status changes by equipment are performed here for (EQUIP i : EQUIPs_noarrow) { IOff0 index = sd->equip_index_maybe[i]; if (!index.ok()) continue; if (i == EQUIP::WEAPON && sd->equip_index_maybe[EQUIP::SHIELD] == index) continue; if (i == EQUIP::TORSO && sd->equip_index_maybe[EQUIP::LEGS] == index) continue; if (i == EQUIP::HAT && (sd->equip_index_maybe[EQUIP::TORSO] == index || sd->equip_index_maybe[EQUIP::LEGS] == index)) continue; OMATCH_BEGIN_SOME (sdidi, sd->inventory_data[index]) { sd->def += sdidi->def; if (sdidi->type == ItemType::WEAPON) { if (i == EQUIP::SHIELD && sd->status.inventory[index].equip == EPOS::SHIELD) { assert(0 && "unreachable - offhand weapons are not supported"); } else { //二刀流武器以外 | Other than two-pronged weapons argrec_t arg[2] = { {"@slotId"_s, static_cast(i)}, {"@itemId"_s, unwrap(sdidi->nameid)}, }; sd->watk += sdidi->atk; sd->attackrange += sdidi->range; run_script_l(ScriptPointer(borrow(*sdidi->equip_script), 0), sd->bl_id, BlockId(), arg); } } else if (sdidi->type == ItemType::ARMOR) { argrec_t arg[2] = { {"@slotId"_s, static_cast(i)}, {"@itemId"_s, unwrap(sdidi->nameid)}, }; sd->watk += sdidi->atk; run_script_l(ScriptPointer(borrow(*sdidi->equip_script), 0), sd->bl_id, BlockId(), arg); } } OMATCH_END (); } if (battle_is_unarmed(sd)) { sd->watk += skill_power(sd, SkillID::TMW_BRAWLING) / 3; // +66 for 200 sd->watk2 += skill_power(sd, SkillID::TMW_BRAWLING) >> 3; // +25 for 200 } IOff0 aidx = sd->equip_index_maybe[EQUIP::ARROW]; if (aidx.ok()) { IOff0 index = aidx; OMATCH_BEGIN_SOME (sdidi, sd->inventory_data[index]) { //まだ属性が入っていない | Attributes not yet included argrec_t arg[2] = { {"@slotId"_s, static_cast(EQUIP::ARROW)}, {"@itemId"_s, unwrap(sdidi->nameid)}, }; sd->state.lr_flag_is_arrow_2 = 1; run_script_l(ScriptPointer(borrow(*sdidi->equip_script), 0), sd->bl_id, BlockId(), arg); sd->state.lr_flag_is_arrow_2 = 0; sd->arrow_atk += sdidi->atk; } OMATCH_END (); } sd->def += (refinedef + 50) / 100; if (sd->attackrange < 1) sd->attackrange = 1; if (sd->status.weapon == ItemLook::W_BOW) sd->attackrange += sd->arrow_range; sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add_rate; sd->deadly_strike += sd->deadly_strike_add_rate; 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; sd->speed -= std::chrono::milliseconds(skill_power(sd, SkillID::TMW_SPEED) / 8); sd->aspd_rate -= skill_power(sd, SkillID::TMW_SPEED) / 10; if (sd->aspd_rate < 20) sd->aspd_rate = 20; for (ATTR attr : ATTRs) sd->paramc[attr] = std::max(0, sd->status.attrs[attr] + sd->paramb[attr] + sd->parame[attr]); if (sd->status.weapon == ItemLook::W_BOW) { str = sd->paramc[ATTR::DEX]; dex = sd->paramc[ATTR::STR]; } else { str = sd->paramc[ATTR::STR]; dex = sd->paramc[ATTR::DEX]; sd->critical += ((dex * 3) >> 1); } dstr = str / 10; sd->base_atk += str + dstr * dstr + dex / 5 + sd->paramc[ATTR::LUK] / 5; sd->matk1 += sd->paramc[ATTR::INT] + (sd->paramc[ATTR::INT] / 5) * (sd->paramc[ATTR::INT] / 5); sd->matk2 += sd->paramc[ATTR::INT] + (sd->paramc[ATTR::INT] / 7) * (sd->paramc[ATTR::INT] / 7); if (sd->sc_data[StatusChange::SC_MATKPOT].timer) { sd->matk1 += sd->sc_data[StatusChange::SC_MATKPOT].val1; sd->matk2 += sd->sc_data[StatusChange::SC_MATKPOT].val1; } 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, SkillID::TMW_ASTRAL_SOUL))>>9); } #endif sd->matk2 = 0; if (sd->matk1 < 0) sd->matk1 = 0; else if (sd->matk_rate != 100) { sd->matk1 = (sd->matk1 * sd->matk_rate) / 100; } sd->hit += sd->paramc[ATTR::DEX] + sd->status.base_level; sd->flee += sd->paramc[ATTR::AGI] + sd->status.base_level; sd->def2 += sd->paramc[ATTR::VIT]; sd->mdef2 += sd->paramc[ATTR::INT]; sd->flee2 += sd->paramc[ATTR::LUK] + 10; sd->critical += (sd->paramc[ATTR::LUK] * 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, SkillID::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 | Two-cut ASPD correction { b_base_weapon_delay_adjust = aspd_base_0[sd->status.weapon] + sd->base_weapon_delay_adjust; if (b_base_weapon_delay_adjust.count() < 0) b_base_weapon_delay_adjust = interval_t::zero(); sd->aspd += b_base_weapon_delay_adjust - (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX]) * b_base_weapon_delay_adjust / 1000; } aspd_rate = sd->aspd_rate; //攻撃速度増加 | Increased attack speed if (sd->attackrange > 2) { // [fate] ranged weapon? sd->attackrange += std::min(skill_power(sd, SkillID::AC_OWL) / 60, 3); sd->hit += skill_power(sd, SkillID::AC_OWL) / 10; // 20 for 200 } sd->max_weight += 1000; bl = sd->status.base_level; sd->status.max_hp += ( 3500 + bl * hp_coefficient2_0 + hp_sigma_val_0[(bl > 0) ? bl - 1 : 0] ) / 100 * (100 + sd->paramc[ATTR::VIT]) / 100 + (sd->parame[ATTR::VIT] - sd->paramcard[ATTR::VIT]); if (sd->hprate != 100) sd->status.max_hp = sd->status.max_hp * sd->hprate / 100; 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 | Maximum SP calculation sd->status.max_sp += ((sp_coefficient_0 * bl) + 1000) / 100 * (100 + sd->paramc[ATTR::INT]) / 100 + (sd->parame[ATTR::INT] - sd->paramcard[ATTR::INT]); if (sd->sprate != 100) sd->status.max_sp = sd->status.max_sp * sd->sprate / 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 | Natural Recovery HP sd->nhealhp = 1 + (sd->paramc[ATTR::VIT] / 5) + (sd->status.max_hp / 200); //自然回復SP | Natural Recovery SP sd->nhealsp = 1 + (sd->paramc[ATTR::INT] / 6) + (sd->status.max_sp / 100); if (sd->paramc[ATTR::INT] >= 120) sd->nhealsp += ((sd->paramc[ATTR::INT] - 120) >> 1) + 4; 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; } //スキルやステータス異常による残りのパラメータ補正 | Correction of the remaining parameters due to skill or status anomalies { // ATK/DEF変化形 | ATK/DEF variants if (sd->sc_data[StatusChange::SC_POISON].timer) // 毒状態 | Poisonous state sd->def2 = sd->def2 * 75 / 100; if (sd->sc_data[StatusChange::SC_ATKPOT].timer) sd->watk += sd->sc_data[StatusChange::SC_ATKPOT].val1; if (sd->sc_data[StatusChange::SC_SPEEDPOTION0].timer) aspd_rate -= sd->sc_data[StatusChange::SC_SPEEDPOTION0].val1; if (sd->sc_data[StatusChange::SC_HASTE].timer) aspd_rate -= sd->sc_data[StatusChange::SC_HASTE].val1; /* Slow down if protected */ if (sd->sc_data[StatusChange::SC_PHYS_SHIELD].timer) aspd_rate += sd->sc_data[StatusChange::SC_PHYS_SHIELD].val1; } if (sd->speed_rate != 100) sd->speed = sd->speed * sd->speed_rate / 100; sd->speed = std::max(sd->speed, 1_ms); if (sd->speed_cap < interval_t::zero()) sd->speed_cap = interval_t::zero(); if (sd->speed < sd->speed_cap) sd->speed = sd->speed_cap; if (aspd_rate != 100) sd->aspd = sd->aspd * aspd_rate / 100; /* Magic speed */ if (sd->attack_spell_override || first & (int)CalcStatusKind::MAGIC_OVERRIDE) sd->aspd = sd->attack_spell_delay; /* Red Threshold Calculation (TODO) */ if (sd->aspd < 300_ms) { sd->aspd = 300_ms + ((sd->aspd - 300_ms) * 20 / 20); } sd->aspd = std::max(sd->aspd, battle_config.max_aspd); sd->amotion = sd->aspd; sd->dmotion = std::chrono::milliseconds(800 - sd->paramc[ATTR::AGI] * 4); sd->dmotion = std::max(sd->dmotion, 400_ms); 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 & (int)CalcStatusKind::NORMAL_RECALC_NO_CLIENT_UPDATE) return 0; if (first & ((int)CalcStatusKind::INITIAL_CALC + (int)CalcStatusKind::ITEM_BONUS_RECALC)) // never executed atm { clif_updatestatus(sd, SP::SPEED); clif_updatestatus(sd, SP::MAXHP); clif_updatestatus(sd, SP::MAXSP); if (first & (int)CalcStatusKind::INITIAL_CALC) // its always 1 here if first is 3 so this if is not needed normally { clif_updatestatus(sd, SP::HP); clif_updatestatus(sd, SP::SP); } return 0; } if (b_skill != sd->status.skill || b_attackrange != sd->attackrange) clif_skillinfoblock(sd); 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 (ATTR i : ATTRs) if (b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) clif_updatestatus(sd, attr_to_sp(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 (b_pvpchannel != sd->state.pvpchannel) sd->state.pvpchannel = b_pvpchannel; return 0; } /*========================================== * 装 備品による能力等のボーナス設定 * Bonus settings such as abilities by equipment *------------------------------------------ */ int pc_bonus(dumb_ptr sd, SP type, int val) { nullpo_retz(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_is_arrow_2) sd->parame[sp_to_attr(type)] += val; break; case SP::ATK1: if (!sd->state.lr_flag_is_arrow_2) sd->watk += val; break; case SP::ATK2: if (!sd->state.lr_flag_is_arrow_2) sd->watk2 += val; break; case SP::BASE_ATK: if (!sd->state.lr_flag_is_arrow_2) sd->base_atk += val; break; case SP::MATK1: if (!sd->state.lr_flag_is_arrow_2) sd->matk1 += val; break; case SP::MATK2: if (!sd->state.lr_flag_is_arrow_2) sd->matk2 += val; break; case SP::DEF1: if (!sd->state.lr_flag_is_arrow_2) sd->def += val; break; case SP::DEF2: if (!sd->state.lr_flag_is_arrow_2) sd->def2 += val; break; case SP::MDEF1: if (!sd->state.lr_flag_is_arrow_2) sd->mdef += val; break; case SP::MDEF2: if (!sd->state.lr_flag_is_arrow_2) sd->mdef2 += val; break; case SP::HIT: if (!sd->state.lr_flag_is_arrow_2) sd->hit += val; else sd->arrow_hit += val; break; case SP::FLEE1: if (!sd->state.lr_flag_is_arrow_2) sd->flee += val; break; case SP::FLEE2: if (!sd->state.lr_flag_is_arrow_2) sd->flee2 += val * 10; break; case SP::CRITICAL: if (!sd->state.lr_flag_is_arrow_2) sd->critical += val * 10; else sd->arrow_cri += val * 10; break; case SP::MAXHP: if (!sd->state.lr_flag_is_arrow_2) sd->status.max_hp += val; break; case SP::MAXSP: if (!sd->state.lr_flag_is_arrow_2) sd->status.max_sp += val; break; case SP::MAXHPRATE: if (!sd->state.lr_flag_is_arrow_2) sd->hprate += val; break; case SP::MAXSPRATE: if (!sd->state.lr_flag_is_arrow_2) sd->sprate += val; break; #if 0 case SP::SPRATE: // mana is subtracted at serverdata this can only become useable if spells are handled by servercode if (!sd->state.lr_flag_is_arrow_2) sd->dsprate += val; break; #endif case SP::ATTACKRANGE: if (!sd->state.lr_flag_is_arrow_2) sd->attackrange += val; else sd->arrow_range += val; break; case SP::ADD_SPEED: if (!sd->state.lr_flag_is_arrow_2) sd->speed -= interval_t(val); break; case SP::SPEED_RATE: if (!sd->state.lr_flag_is_arrow_2) { if (sd->speed_rate > 100 - val) sd->speed_rate = 100 - val; } break; case SP::SPEED_ADDRATE: if (!sd->state.lr_flag_is_arrow_2) sd->speed_add_rate = sd->speed_add_rate * (100 - val) / 100; break; case SP::ASPD: if (!sd->state.lr_flag_is_arrow_2) sd->aspd -= interval_t(val); break; case SP::ASPD_RATE: if (!sd->state.lr_flag_is_arrow_2) { if (sd->aspd_rate > 100 - val) sd->aspd_rate = 100 - val; } break; case SP::ASPD_ADDRATE: if (!sd->state.lr_flag_is_arrow_2) sd->aspd_add_rate = sd->aspd_add_rate * (100 - val) / 100; break; case SP::HP_RECOV_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->hprecov_rate += val; break; case SP::SP_RECOV_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->sprecov_rate += val; break; case SP::CRITICAL_DEF: if (!sd->state.lr_flag_is_arrow_2) sd->critical_def += val; break; case SP::DOUBLE_RATE: if (!sd->state.lr_flag_is_arrow_2 && sd->double_rate < val) sd->double_rate = val; break; case SP::DOUBLE_ADD_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->double_add_rate += val; break; case SP::MATK_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->matk_rate += val; break; case SP::ATK_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->atk_rate += val; break; case SP::PERFECT_HIT_RATE: if (!sd->state.lr_flag_is_arrow_2 && sd->perfect_hit < val) sd->perfect_hit = val; break; case SP::PERFECT_HIT_ADD_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->perfect_hit_add_rate += val; break; case SP::CRITICAL_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->critical_rate += val; break; case SP::HIT_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->hit_rate += val; break; case SP::FLEE_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->flee_rate += val; break; case SP::FLEE2_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->flee2_rate += val; break; case SP::DEF_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->def_rate += val; break; case SP::DEF2_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->def2_rate += val; break; case SP::MDEF_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->mdef_rate += val; break; case SP::MDEF2_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->mdef2_rate += val; break; case SP::DEAF: sd->special_state.deaf = 1; break; case SP::SPEED_CAP: if (!sd->state.lr_flag_is_arrow_2) // highest value (slowest speed) is taken others are ignored if (sd->speed_cap < interval_t(val)) sd->speed_cap = interval_t(val); break; case SP::ALL_STATS: sd->parame[ATTR::STR] += val; sd->parame[ATTR::AGI] += val; sd->parame[ATTR::VIT] += val; sd->parame[ATTR::INT] += val; sd->parame[ATTR::DEX] += val; sd->parame[ATTR::LUK] += val; break; case SP::AGI_VIT: sd->parame[ATTR::AGI] += val; sd->parame[ATTR::VIT] += val; break; case SP::AGI_DEX_STR: sd->parame[ATTR::AGI] += val; sd->parame[ATTR::DEX] += val; sd->parame[ATTR::STR] += val; break; case SP::DEADLY_STRIKE_RATE: if (!sd->state.lr_flag_is_arrow_2 && sd->deadly_strike < val) sd->deadly_strike = val; break; case SP::DEADLY_STRIKE_ADD_RATE: if (!sd->state.lr_flag_is_arrow_2) sd->deadly_strike_add_rate += val; break; case SP::BASE_WEAPON_DELAY_ADJUST: if (!sd->state.lr_flag_is_arrow_2) sd->base_weapon_delay_adjust += interval_t(val); break; default: if (battle_config.error_log) PRINTF("pc_bonus: unknown type %d %d !\n"_fmt, 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 * sos sos sos sos sos i sos no sos sos sos sos\ *------------------------------------------ */ int pc_bonus2(dumb_ptr sd, SP type, int type2, int val) { nullpo_retz(sd); switch (type) { case SP::HP_DRAIN_RATE: if (!sd->state.lr_flag_is_arrow_2) { sd->hp_drain_rate += type2; sd->hp_drain_per += val; } break; case SP::SP_DRAIN_RATE: if (!sd->state.lr_flag_is_arrow_2) { sd->sp_drain_rate += type2; sd->sp_drain_per += val; } break; default: if (battle_config.error_log) PRINTF("pc_bonus2: unknown type %d %d %d!\n"_fmt, type, type2, val); break; } return 0; } /*========================================== * スクリプトによるスキル所得 * Skill Income by Script *------------------------------------------ */ int pc_skill(dumb_ptr sd, SkillID id, int level, int flag) { nullpo_retz(sd); if (level > MAX_SKILL_LEVEL) { if (battle_config.error_log) PRINTF("support card skill only!\n"_fmt); return 0; } if (!flag && (sd->status.skill[id].lv || level == 0)) { sd->status.skill[id].lv = level; pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); clif_skillinfoblock(sd); } else if (sd->status.skill[id].lv < level) { sd->status.skill[id].lv = level; } return 0; } /*========================================== * 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 * When you buy an item, use the new item field, or * Check if you hit the 30,000 limit *------------------------------------------ */ ADDITEM pc_checkadditem(dumb_ptr sd, ItemNameId nameid, int amount) { nullpo_retr(ADDITEM::ZERO, sd); if (itemdb_isequip(nameid)) return ADDITEM::NEW; for (IOff0 i : IOff0::iter()) { 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 * Number of free item fields *------------------------------------------ */ int pc_inventoryblank(dumb_ptr sd) { int b = 0; nullpo_retz(sd); for (IOff0 i : IOff0::iter()) { if (!sd->status.inventory[i].nameid) b++; } return b; } /*========================================== * お金を払う * Pay Money *------------------------------------------ */ int pc_payzeny(dumb_ptr sd, int zeny) { nullpo_retz(sd); double z = sd->status.zeny; if (sd->status.zeny < zeny || z - zeny > MAX_ZENY) return 1; sd->status.zeny -= zeny; clif_updatestatus(sd, SP::ZENY); return 0; } /*========================================== * お金を得る * Get Money *------------------------------------------ */ int pc_getzeny(dumb_ptr sd, int zeny) { nullpo_retz(sd); double z = sd->status.zeny; if (z + 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 * Find an item and return an index *------------------------------------------ */ IOff0 pc_search_inventory(dumb_ptr sd, ItemNameId item_id) { nullpo_retr(IOff0::from(-1), sd); for (IOff0 i : IOff0::iter()) { if (sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || !item_id)) return i; } return IOff0::from(-1); } /*========================================== * *------------------------------------------ */ int pc_count_all_items(dumb_ptr player, ItemNameId item_id) { int count = 0; nullpo_retz(player); for (IOff0 i : IOff0::iter()) { if (player->status.inventory[i].nameid == item_id) count += player->status.inventory[i].amount; } return count; } /*========================================== * *------------------------------------------ */ int pc_remove_items(dumb_ptr player, ItemNameId item_id, int count) { nullpo_retz(player); for (IOff0 i : IOff0::iter()) { if (!count) break; 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 * Add Item. Ignore the number of items only in the structure *------------------------------------------ */ PickupFail pc_additem(dumb_ptr sd, Item *item_data, int amount) { int w; MAP_LOG_PC(sd, "PICKUP %d %d"_fmt, item_data->nameid, amount); nullpo_retr(PickupFail::BAD_ITEM, sd); nullpo_retr(PickupFail::BAD_ITEM, item_data); if (!item_data->nameid || amount <= 0) return PickupFail::BAD_ITEM; P data = itemdb_search(item_data->nameid); if ((w = data->weight * amount) + sd->weight > sd->max_weight) return PickupFail::TOO_HEAVY; IOff0 i = IOff0::from(MAX_INVENTORY); if (!itemdb_isequip2(data)) { // TODO see if there's any nicer way to preserve the foreach var for (i = IOff0::from(0); i != IOff0::from(MAX_INVENTORY); ++i) { if (sd->status.inventory[i].nameid == item_data->nameid) { if (sd->status.inventory[i].amount + amount > MAX_AMOUNT) return PickupFail::STACK_FULL; sd->status.inventory[i].amount += amount; clif_additem(sd, i, amount, PickupFail::OKAY); break; } } } if (!i.ok()) { i = pc_search_inventory(sd, ItemNameId()); if (i.ok()) { sd->status.inventory[i] = *item_data; if (bool(item_data->equip)) sd->status.inventory[i].equip = EPOS::ZERO; sd->status.inventory[i].amount = amount; sd->inventory_data[i] = Some(data); clif_additem(sd, i, amount, PickupFail::OKAY); } else return PickupFail::INV_FULL; } sd->weight += w; clif_updatestatus(sd, SP::WEIGHT); return PickupFail::OKAY; } /*========================================== * アイテムを減らす * Reduce items *------------------------------------------ */ int pc_delitem(dumb_ptr sd, IOff0 n, int amount, int type) { nullpo_retr(1, sd); if (sd->trade_partner) trade_tradecancel(sd); if (!sd->status.inventory[n].nameid || amount <= 0 || sd->status.inventory[n].amount < amount) return 1; P sdidn = TRY_UNWRAP(sd->inventory_data[n], return 1); sd->status.inventory[n].amount -= amount; sd->weight -= sdidn->weight * amount; if (sd->status.inventory[n].amount <= 0) { if (bool(sd->status.inventory[n].equip)) pc_unequipitem(sd, n, CalcStatus::NOW); sd->status.inventory[n] = Item{}; sd->inventory_data[n] = None; } 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 * Drop an item *------------------------------------------ */ int pc_dropitem(dumb_ptr sd, IOff0 n, int amount) { nullpo_retr(1, sd); if (sd->trade_partner || sd->npc_id || sd->state.storage_open) return 0; // no dropping while trading/npc/storage if (!n.ok()) return 0; if (amount <= 0) return 0; pc_unequipinvyitem(sd, n, CalcStatus::NOW); if (!sd->status.inventory[n].nameid || sd->status.inventory[n].amount < amount || sd->trade_partner || sd->status.inventory[n].amount <= 0) return 1; map_addflooritem(&sd->status.inventory[n], amount, sd->bl_m, sd->bl_x, sd->bl_y, nullptr, nullptr, nullptr); pc_delitem(sd, n, amount, 0); return 0; } /*========================================== * アイテムを拾う * Pick up items *------------------------------------------ */ static int can_pick_item_up_from(dumb_ptr self, BlockId other_id) { /* From ourselves or from no-one? */ if (!self || self->bl_id == other_id || !other_id) return 1; dumb_ptr other = map_id2sd(other_id); /* Other no longer exists? */ if (!other) return 1; /* From our partner? */ if (self->status.partner_id == other->status_key.char_id) return 1; /* From a party member? */ Option p = party_search(self->status.party_id); if (self->status.party_id && self->status.party_id == other->status.party_id && p.pmd_pget(&PartyMost::item).copy_or(0) != 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(dumb_ptr sd, dumb_ptr fitem) { tick_t tick = gettick(); int can_take; nullpo_retz(sd); nullpo_retz(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 = BlockId(); if (fitem->first_get_id == fitem->second_get_id) { fitem->second_get_id = fitem->third_get_id; fitem->third_get_id = BlockId(); } 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 */ PickupFail flag = pc_additem(sd, &fitem->item_data, fitem->item_data.amount); if (flag != PickupFail::OKAY) //重量overで取得失敗 | Failure to get over weight clif_additem(sd, IOff0::from(0), 0, flag); else { //取得成功 | Succeed if (sd->attacktimer) pc_stopattack(sd); clif_takeitem(sd, fitem); map_clearflooritem(fitem->bl_id); } return 0; } /* Otherwise, we can't pick up */ clif_additem(sd, IOff0::from(0), 0, PickupFail::DROP_STEAL); return 0; } /*========================================== * *------------------------------------------ */ static int pc_isUseitem(dumb_ptr sd, IOff0 n) { ItemNameId nameid; nullpo_retz(sd); P item = TRY_UNWRAP(sd->inventory_data[n], return 0); nameid = sd->status.inventory[n].nameid; if (itemdb_type(nameid) != ItemType::USE) return 0; if (item->sex != SEX::UNSPECIFIED && 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 * Working with Items *------------------------------------------ */ int pc_useitem(dumb_ptr sd, IOff0 n) { int amount; nullpo_retr(1, sd); if (!n.ok()) return 0; OMATCH_BEGIN_SOME (sdidn, sd->inventory_data[n]) { amount = sd->status.inventory[n].amount; if (!sd->status.inventory[n].nameid || sd->status.inventory[n].amount <= 0 || !pc_isUseitem(sd, n)) { clif_useitemack(sd, n, 0, 0); return 1; } P script = borrow(*sdidn->use_script); clif_useitemack(sd, n, amount - 1, 1); pc_delitem(sd, n, 1, 1); // activity if (sd) if (sd->activity.items_used == 2147483647) sd->activity.items_used = 1; else sd->activity.items_used++; run_script(ScriptPointer(script, 0), sd->bl_id, BlockId()); } OMATCH_END (); return 0; } /*========================================== * PCの位置設定 * PC location setting *------------------------------------------ */ int pc_setpos(dumb_ptr sd, MapName mapname_org, int x, int y, BeingRemoveWhy clrtype) { MapName mapname_; nullpo_retz(sd); if (sd->trade_partner) //取引を中断する | Suspend a transaction 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 you have a warehouse open, save it if (sd->party_invite) //パーティ勧誘を拒否する | Refuse to solicit a party party_reply_invite(sd, sd->party_invite_account, 0); skill_castcancel(sd, 0); //詠唱中断 | The singing is interrupted pc_stop_walking(sd, 0); //歩行中断 | Walking interruption pc_stopattack(sd); //攻撃中断 | Attack Interruption if (pc_issit(sd)) { // pc_setstand (sd); // [fate] Nothing wrong with warping while sitting } mapname_ = mapname_org; Option> m_ = map_mapname2mapid(mapname_); if (m_.is_none()) { if (sd->mapname_) { IP4Address ip; int port; if (map_mapname2ipport(mapname_, borrow(ip), borrow(port)) == 0) { skill_stop_dancing(sd, 1); clif_clearchar(sd, clrtype); map_delblock(sd); // *cringe* sd->mapname_ = mapname_; 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; } P m = TRY_UNWRAP(m_, abort()); if (x < 0 || x >= m->xs || y < 0 || y >= m->ys) x = y = 0; if ((x == 0 && y == 0) || bool(read_gatp(m, x, y) & MapCell::UNWALKABLE)) { if (x || y) { if (battle_config.error_log) PRINTF("stacked (%d,%d)\n"_fmt, x, y); } do { x = random_::in(1, m->xs - 2); y = random_::in(1, m->ys - 2); } while (bool(read_gatp(m, x, y) & MapCell::UNWALKABLE)); } if (sd->mapname_ && sd->bl_prev != nullptr) { clif_clearchar(sd, clrtype); map_delblock(sd); clif_changemap(sd, m->name_, x, y); // [MouseJstr] } sd->mapname_ = mapname_; 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); //ブロック登録とspawnは | Block registration and spawn // clif_spawnpc(sd); return 0; } /*========================================== * *------------------------------------------ */ static int pc_can_reach(dumb_ptr sd, int x, int y) { struct walkpath_data wpd; nullpo_retz(sd); if (sd->bl_x == x && sd->bl_y == y) // 同じマス return 1; //障害物判定 | Obstacle determination 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); } // // 歩 行物 | Walks // /*========================================== * 次の1歩にかかる時間を計算 * Calculate how long it will take to take the next step *------------------------------------------ */ static interval_t calc_next_walk_step(dumb_ptr sd) { nullpo_retr(interval_t::zero(), sd); if (sd->walkpath.path_pos >= sd->walkpath.path_len) return static_cast(-1); if (dir_is_diagonal(sd->walkpath.path[sd->walkpath.path_pos])) return sd->speed * 14 / 10; return sd->speed; } /*========================================== * 半歩進む(timer関数) * Half a step forward (timer function) *------------------------------------------ */ static void pc_walk(TimerData *, tick_t tick, BlockId id, unsigned char data) { dumb_ptr sd; int moveblock; int x, y, dx, dy; sd = map_id2sd(id); if (sd == nullptr) return; if (sd->walkpath.path_pos >= sd->walkpath.path_len || sd->walkpath.path_pos != data) return; sd->walkpath.path_half ^= 1; if (sd->walkpath.path_half == 0) { //マス目中心へ到着 | Arrive at the center of the grid sd->walkpath.path_pos++; if (sd->state.change_walk_target) { pc_walktoxy_sub(sd); return; } } else { //マス目境界へ到着 | Arriving at the grid boundary if (sd->walkpath.path[sd->walkpath.path_pos] >= DIR::COUNT) return; x = sd->bl_x; y = sd->bl_y; if (bool(map_getcell(sd->bl_m, x, y) & MapCell::UNWALKABLE)) { pc_stop_walking(sd, 1); return; } sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos]; dx = dirx[sd->dir]; dy = diry[sd->dir]; if (bool(map_getcell(sd->bl_m, x + dx, y + dy) & MapCell::UNWALKABLE)) { pc_walktoxy_sub(sd); return; } // Prsm-sitting countermeasures dumb_ptr d_bl = sd->bl_m->blocks.ref((x + dx) / BLOCK_SIZE, (y + dy) / BLOCK_SIZE).normal; for (; d_bl; d_bl = d_bl->bl_next) { if (d_bl->bl_type == BL::PC && d_bl->bl_x == (x + dx) && d_bl->bl_y == (y + dy)) { dumb_ptr d_sd = d_bl->is_player(); if (pc_issit(d_sd) && d_sd != sd) { switch (d_sd->automod) { case AutoMod::autoblock: clif_update_collision(sd, x + dx, y + dy, x + dx, y + dy, sd->bl_m->name_, 5); // BlockType::PLAYERWALL pc_stop_walking(sd, 1); // clif_changemap(sd, sd->mapname_, x, y); <= FIXME: crashes manaplus! pc_setpos(sd, sd->mapname_, x, y, BeingRemoveWhy::WARPED); return; } } } } moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE || y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE); // sd->walktimer = dummy value that is not nullptr; map_foreachinmovearea(std::bind(clif_pcoutsight, ph::_1, sd), sd->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, dx, dy, BL::NUL); x += dx; y += dy; if (moveblock) map_delblock(sd); sd->bl_x = x; sd->bl_y = y; if (moveblock) map_addblock(sd); map_foreachinmovearea(std::bind(clif_pcinsight, ph::_1, sd), sd->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, -dx, -dy, BL::NUL); // sd->walktimer = nullptr; if (sd->status.party_id) { //パーティのHP情報通知検査 | Inspection of the party's HP information notification Option p = party_search(sd->status.party_id); if (p.is_some()) { int p_flag = 0; map_foreachinmovearea(std::bind(party_send_hp_check, ph::_1, sd->status.party_id, &p_flag), sd->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, -dx, -dy, BL::PC); if (p_flag) sd->party_hp = -1; } } if (npc_touch_areanpc(sd, sd->bl_m, x, y) != 2) sd->areanpc_id = BlockId(); } interval_t i = calc_next_walk_step(sd); if (i > interval_t::zero()) { i = i / 2; if (sd->walkpath.path_half == 0) i = std::max(i, 1_ms); sd->walktimer = Timer(tick + i, std::bind(pc_walk, ph::_1, ph::_2, id, sd->walkpath.path_pos)); } } /*========================================== * 移動可能か確認して、可能なら歩行開始 * Check if you can move and start walking if possible *------------------------------------------ */ static int pc_walktoxy_sub(dumb_ptr sd) { struct walkpath_data wpd; 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; sd->walkpath = wpd; clif_walkok(sd); sd->state.change_walk_target = 0; interval_t i = calc_next_walk_step(sd); if (i > interval_t::zero()) { i = i / 4; sd->walktimer = Timer(gettick() + i, std::bind(pc_walk, ph::_1, ph::_2, sd->bl_id, 0)); } clif_movechar(sd); // activity if (sd) if (sd->activity.tiles_walked == 2147483647) sd->activity.tiles_walked = 1; else sd->activity.tiles_walked++; return 0; } /*========================================== * pc歩 行要求 * pc step request *------------------------------------------ */ int pc_walktoxy(dumb_ptr sd, int x, int y) { nullpo_retz(sd); sd->to_x = x; sd->to_y = y; if (pc_issit(sd)) pc_setstand(sd); if (sd->walktimer && 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 | Since it is a destination change while currently walking, when you come to the center of the square // timer関数からpc_walktoxy_subを呼ぶようにする | Make sure to call pc_walktoxy_sub from timer function sd->state.change_walk_target = 1; } else { pc_walktoxy_sub(sd); } return 0; } /*========================================== * 歩 行停止 * Walk stop *------------------------------------------ */ int pc_stop_walking(dumb_ptr sd, int type) { nullpo_retz(sd); sd->walktimer.cancel(); sd->walkpath.path_len = 0; sd->to_x = sd->bl_x; sd->to_y = sd->bl_y; if (type & 0x01) clif_fixpos(sd); if (type & 0x02 && battle_config.player_damage_delay) { tick_t tick = gettick(); interval_t delay = battle_get_dmotion(sd); if (sd->canmove_tick < tick) sd->canmove_tick = tick + delay; } return 0; } /*========================================== * *------------------------------------------ */ void pc_touch_all_relevant_npcs(dumb_ptr sd) { if (npc_touch_areanpc(sd, sd->bl_m, sd->bl_x, sd->bl_y) != 2) sd->areanpc_id = BlockId(); } // // 武器戦闘 | Weapons Combat // /*========================================== * スキルの検索 所有していた場合Lvが返る * Search for a skill If you owned it, it will return Lv *------------------------------------------ */ int pc_checkskill(dumb_ptr sd, SkillID skill_id) { if (sd == nullptr) return 0; return sd->status.skill[skill_id].lv; } /*========================================== * 装 備品のチェック * Checking Equipment *------------------------------------------ */ IOff0 pc_checkequip(dumb_ptr sd, EPOS pos) { nullpo_retr(IOff0::from(-1), sd); for (EQUIP i : EQUIPs) { if (bool(pos & equip_pos[i])) return sd->equip_index_maybe[i]; } return IOff0::from(-1); } /*========================================== * PCの攻撃 (timer関数) * PC Attack (Timer Function) *------------------------------------------ */ static void pc_attack_timer(TimerData *, tick_t tick, BlockId id) { dumb_ptr sd; dumb_ptr bl; eptr sc_data; int dist, range; sd = map_id2sd(id); if (sd == nullptr) return; if (sd->bl_prev == nullptr) return; bl = map_id2bl(sd->attacktarget); if (bl == nullptr || bl->bl_prev == nullptr) return; if (bl->bl_type == BL::PC && pc_isdead(bl->is_player())) return; //同じmapでないなら攻撃しない | If it's not the same map, don't attack //PCが死んでても攻撃しない | Does not attack even if the PC is dead if (sd->bl_m != bl->bl_m || pc_isdead(sd)) return; //異常などで攻撃できない | Unable to attack due to abnormalities, etc. if (sd->opt1 != Opt1::ZERO) return; Opt0 *opt = battle_get_option(bl); if (opt != nullptr && bool(*opt & Opt0::REAL_ANY_HIDE)) return; if (!battle_config.skill_delay_attack_enable) { if (tick < sd->canact_tick) { clif_skill_fail(sd, SkillID::ONE, 4, 0); return; } } if (sd->attackabletime > tick) return; // cannot attack yet if (sd->attack_spell_override) // [Fate] If we have an active attack spell, use that { if (battle_config.player_attack_direction_change) sd->dir = sd->head_dir = map_calc_dir(sd, bl->bl_x, bl->bl_y); if (sd->walktimer) pc_stop_walking(sd, 1); // call_spell_event_script argrec_t arg[1] = { {"@target_id"_s, static_cast(unwrap(bl->bl_id))}, }; npc_event_do_l(sd->magic_attack, sd->bl_id, arg); sd->attackabletime = tick + sd->aspd; // sd->attack_spell_delay sd->attack_spell_charges--; if (!sd->attack_spell_charges) { sd->attack_spell_override = BlockId(); pc_set_weapon_icon(sd, 0, StatusChange::ZERO, ItemNameId()); pc_set_attack_info(sd, interval_t::zero(), 0); pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); } } else { dist = distance(sd->bl_x, sd->bl_y, bl->bl_x, bl->bl_y); range = sd->attackrange; if (sd->status.weapon != ItemLook::W_BOW) range++; if (dist > range) { //届 かないので移動 | Move because it does not arrive //if(pc_can_reach(sd,bl->bl_x,bl->bl_y)) //clif_movetoattack(sd,bl); return; } if (dist <= range && !battle_check_range(sd, bl, range)) { if (pc_can_reach(sd, bl->bl_x, bl->bl_y) && sd->canmove_tick < tick) // TMW client doesn't support this //pc_walktoxy(sd,bl->bl_x,bl->bl_y); clif_movetoattack(sd, bl); sd->attackabletime = tick + (sd->aspd * 2); } else { if (battle_config.player_attack_direction_change) sd->dir = sd->head_dir = map_calc_dir(sd, bl->bl_x, bl->bl_y); //向き設定 | Orientation setting if (sd->walktimer) pc_stop_walking(sd, 1); { MapBlockLock lock; pc_stop_walking(sd, 0); sd->attacktarget_lv = battle_weapon_attack(sd, bl, tick); sd->attackabletime = tick + (sd->aspd * 2); } if (sd->attackabletime <= tick) sd->attackabletime = tick + battle_config.max_aspd * 2; } } if (sd->state.attack_continue) { sd->attacktimer = Timer(sd->attackabletime, std::bind(pc_attack_timer, ph::_1, ph::_2, sd->bl_id)); } } /*========================================== * 攻撃要求 * typeが1なら継続攻撃 * Attack Requests * If type is 1, continue attack *------------------------------------------ */ int pc_attack(dumb_ptr sd, BlockId target_id, int type) { dumb_ptr bl; nullpo_retz(sd); bl = map_id2bl(target_id); if (bl == nullptr) return 1; if (bl->bl_type == BL::NPC) { // monster npcs [Valaris] if (battle_get_class(bl) != INVISIBLE_CLASS && !pc_isdead(sd)) npc_click(sd, target_id); return 0; } if (!battle_check_target(sd, bl, BCT_ENEMY)) return 1; if (sd->attacktimer) pc_stopattack(sd); sd->attacktarget = target_id; sd->state.attack_continue = type; interval_t d = sd->attackabletime - gettick(); if (d > interval_t::zero() && d < 2_s) { //攻撃delay中 | Attack delaying sd->attacktimer = Timer(sd->attackabletime, std::bind(pc_attack_timer, ph::_1, ph::_2, sd->bl_id)); } else { //本来timer関数なので引数を合わせる | Since it is originally a timer function, match the arguments pc_attack_timer(nullptr, gettick(), sd->bl_id); } return 0; } /*========================================== * 継続攻撃停止 * Continuous Attack Halt *------------------------------------------ */ int pc_stopattack(dumb_ptr sd) { nullpo_retz(sd); sd->attacktimer.cancel(); sd->attacktarget = BlockId(); sd->state.attack_continue = 0; return 0; } /*========================================== * *------------------------------------------ */ static int pc_checkbaselevelup(dumb_ptr sd) { int next = pc_nextbaseexp(sd); nullpo_retz(sd); if (sd->status.base_exp >= next && next > 0) { //base側レベルアップ処理 | Base side level-up processing 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, (int)CalcStatusKind::NORMAL_RECALC); pc_heal(sd, sd->status.max_hp, sd->status.max_sp, true); clif_misceffect(sd, 0); //レベルアップしたのでパーティー情報を更新する | Now that you've leveled up, update your party information //(公平範囲チェック) | (Fair Scope Check) party_send_movemap(sd); MAP_LOG_XP(sd, "LEVELUP"_fmt); return 1; } return 0; } /*========================================== * *------------------------------------------ */ inline int RAISE_COST(int x) { return (x * (x - 1)) / 2; } /*======================================== * 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(dumb_ptr sd) { int potential = 0; for (SkillID skill_id : erange(SkillID(), MAX_SKILL)) if (sd->status.skill[skill_id].lv && 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); return potential; } /*========================================== * *------------------------------------------ */ static int pc_checkjoblevelup(dumb_ptr sd) { int next = pc_nextjobexp(sd); nullpo_retz(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, (int)CalcStatusKind::NORMAL_RECALC); return 0; } //job側レベルアップ処理 | Job side level-up processing sd->status.job_exp -= next; clif_updatestatus(sd, SP::NEXTJOBEXP); sd->status.skill_point++; clif_updatestatus(sd, SP::SKILLPOINT); pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); MAP_LOG_PC(sd, "SKILLPOINTS-UP %d"_fmt, 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, 1); return 1; } return 0; } /*========================================== * *------------------------------------------ */ int pc_gainexp_reason(dumb_ptr sd, int base_exp, int job_exp, PC_GAINEXP_REASON reason) { nullpo_retz(sd); if (sd->bl_prev == nullptr || pc_isdead(sd)) return 0; earray reasons //= {{ "KILLXP"_s, "HEALXP"_s, "SCRIPTXP"_s, "SHAREXP"_s, /* Insert new types here */ "UNKNOWNXP"_s }}; MAP_LOG_PC(sd, "GAINXP %d %d %s"_fmt, base_exp, job_exp, reasons[reason]); 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; } } // Double Xp Weekends if (reason != PC_GAINEXP_REASON::SCRIPT) base_exp = (base_exp * static_cast(battle_config.base_exp_rate) / 100.); // Sanitization if (base_exp <= 0) base_exp = 0; else if (base_exp > 1000000000) base_exp = 1000000000; 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; } } // Double Xp Weekends job_exp = (job_exp * static_cast(battle_config.job_exp_rate) / 100.); if (job_exp <= 0) job_exp = 0; else if (job_exp > 1000000000) job_exp = 1000000000; 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) { AString output = STRPRINTF( "Experienced Gained Base:%d Job:%d"_fmt, base_exp, job_exp); clif_displaymessage(sd->sess, output); } return 0; } /*========================================== * *------------------------------------------ */ int pc_extract_healer_exp(dumb_ptr sd, int max) { int amount; nullpo_retz(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 * Base Level side required experience calculation *------------------------------------------ */ int pc_nextbaseexp(dumb_ptr sd) { nullpo_retz(sd); if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0) return 0; return exp_table_0[sd->status.base_level - 1]; } /*========================================== * job level側必要経験値計算 * Job level side required experience calculation *------------------------------------------ */ int pc_nextjobexp(dumb_ptr 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(dumb_ptr sd) { nullpo_retz(sd); if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0) return 0; return exp_table_0[sd->status.base_level]; } /*========================================== * job level after next [Valaris] *------------------------------------------ */ int pc_nextjobafter(dumb_ptr sd) { nullpo_retz(sd); if (sd->status.job_level >= MAX_LEVEL || sd->status.job_level <= 0) return 0; return exp_table_7[sd->status.job_level]; } /*========================================== * 必要ステータスポイント計算 * Calculating Required Status Points *------------------------------------------ */ // TODO: replace SP by ATTR int pc_need_status_point(dumb_ptr sd, SP type) { int val; nullpo_retr(-1, sd); if (type < SP::STR || type > SP::LUK) return -1; val = sd->status.attrs[sp_to_attr(type)]; return (val + 9) / 10 + 1; } /*========================================== * 能力値成長 * Ability Growth *------------------------------------------ */ int pc_statusup(dumb_ptr sd, SP type) { int need, val = 0; nullpo_retz(sd); if (SP::STR <= type && type <= SP::LUK) val = sd->status.attrs[sp_to_attr(type)]; 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; } val = ++sd->status.attrs[sp_to_attr(type)]; sd->status.status_point -= need; if (need != pc_need_status_point(sd, type)) { clif_updatestatus(sd, sp_to_usp(type)); } clif_updatestatus(sd, SP::STATUSPOINT); clif_updatestatus(sd, type); pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); clif_statusupack(sd, type, 1, val); MAP_LOG_STATS(sd, "STATUP"_fmt); return 0; } /*========================================== * 能力値成長 * Ability Growth *------------------------------------------ */ int pc_statusup2(dumb_ptr sd, SP type, int val) { nullpo_retz(sd); if (type < SP::STR || type > SP::LUK) { clif_statusupack(sd, type, 0, 0); return 1; } ATTR attr = sp_to_attr(type); val = sd->status.attrs[attr] + val; val = std::min(val, battle_config.max_parameter); val = std::max(val, 1); sd->status.attrs[attr] = val; clif_updatestatus(sd, sp_to_usp(type)); clif_updatestatus(sd, type); pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); clif_statusupack(sd, type, 1, val); MAP_LOG_STATS(sd, "STATUP2"_fmt); return 0; } /*========================================== * スキルポイント割り振り * Skill Point Allocation *------------------------------------------ */ int pc_skillup(dumb_ptr sd, SkillID skill_num) { nullpo_retz(sd); if (sd->status.skill[skill_num].lv && 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, (int)CalcStatusKind::NORMAL_RECALC); clif_skillup(sd, skill_num); clif_updatestatus(sd, SP::SKILLPOINT); clif_skillinfoblock(sd); MAP_LOG_PC(sd, "SKILLUP %d %d %d"_fmt, skill_num, sd->status.skill[skill_num].lv, skill_power(sd, skill_num)); } return 0; } /*========================================== * /resetstate *------------------------------------------ */ int pc_resetstate(dumb_ptr sd) { nullpo_retz(sd); sd->status.status_point = stat_p[sd->status.base_level - 1]; clif_updatestatus(sd, SP::STATUSPOINT); for (ATTR attr : ATTRs) sd->status.attrs[attr] = 1; for (ATTR attr : ATTRs) clif_updatestatus(sd, attr_to_sp(attr)); for (ATTR attr : ATTRs) clif_updatestatus(sd, attr_to_usp(attr)); pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); return 0; } /*========================================== * /resetskill *------------------------------------------ */ int pc_resetskill(dumb_ptr sd) { int skill; nullpo_retz(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 = SkillFlags::ZERO; } clif_updatestatus(sd, SP::SKILLPOINT); clif_skillinfoblock(sd); pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); return 0; } /*========================================== * pcにダメージを与える * Damage your PC *------------------------------------------ */ int pc_damage(dumb_ptr src, dumb_ptr sd, int damage) { nullpo_retz(sd); //既に死んでいたら無効 | Invalid if already dead if (pc_isdead(sd)) return 0; //座ってたら立ち上がる | Sit down and stand up if (pc_issit(sd)) { pc_setstand(sd); } if (src) { if (src->bl_type == BL::PC) { MAP_LOG_PC(sd, "INJURED-BY PC%d FOR %d"_fmt, src->is_player()->status_key.char_id, damage); } else { MAP_LOG_PC(sd, "INJURED-BY MOB%d FOR %d"_fmt, src->bl_id, damage); } } else MAP_LOG_PC(sd, "INJURED-BY null FOR %d"_fmt, damage); pc_stop_walking(sd, 3); //演奏/ダンスの中断 | Performance/Dance Interruptions if (damage > sd->status.max_hp >> 2) skill_stop_dancing(sd, 0); sd->status.hp -= damage; if (sd->status.hp > 0) { //まだ生きているならHP更新 | HP update if you're still alive clif_updatestatus(sd, SP::HP); sd->canlog_tick = gettick(); if (sd->status.party_id) { // on-the-fly party hp updates [Valaris] Option p_ = party_search(sd->status.party_id); OMATCH_BEGIN_SOME (p, p_) { clif_party_hp(p, sd); } OMATCH_END (); } // end addition [Valaris] return 0; } MAP_LOG_PC(sd, "DEAD%s"_fmt, ""_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, 0); //詠唱の中止 | Cessation of chanting clif_clearchar(sd, BeingRemoveWhy::DEAD); pc_setglobalreg(sd, stringish("PC_DIE_COUNTER"_s), ++sd->die_counter); //死にカウンター書き込み | Counter writing to death skill_status_change_clear(sd, 0); //ステータス異常を解除する | Release status anomalies clif_updatestatus(sd, SP::HP); // [Fate] Reset magic // FIXME: make spells manage their own charge counter, and reset on death if (sd->attack_spell_override) { sd->attack_spell_override = BlockId(); pc_set_weapon_icon(sd, 0, StatusChange::ZERO, ItemNameId()); pc_set_attack_info(sd, interval_t::zero(), 0); } pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); if (battle_config.death_penalty_type > 0 && sd->status.base_level >= 20) { // changed penalty options, added death by player if pk_mode [Valaris] if (!sd->bl_m->flag.get(MapFlag::NOPENALTY)) { if (battle_config.death_penalty_type == 1 && battle_config.death_penalty_base > 0) sd->status.base_exp -= static_cast(pc_nextbaseexp(sd)) * static_cast(battle_config.death_penalty_base) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.base_exp -= static_cast(pc_nextbaseexp(sd)) * static_cast(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 -= static_cast(sd->status.base_exp) * static_cast(battle_config.death_penalty_base) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.base_exp -= static_cast(sd->status.base_exp) * static_cast(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 -= static_cast(pc_nextjobexp(sd)) * static_cast(battle_config.death_penalty_job) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.job_exp -= static_cast(pc_nextjobexp(sd)) * static_cast(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 -= static_cast(sd->status.job_exp) * static_cast(battle_config.death_penalty_job) / 10000; if (battle_config.pk_mode && src && src->bl_type == BL::PC) sd->status.job_exp -= static_cast(sd->status.job_exp) * static_cast(battle_config.death_penalty_job) / 10000; } if (sd->status.job_exp < 0) sd->status.job_exp = 0; clif_updatestatus(sd, SP::JOBEXP); } } // pvp if (sd->bl_m->flag.get(MapFlag::PVP) && !battle_config.pk_mode) { // disable certain pvp functions on pk_mode [Valaris] //ランキング計算 | Ranking Calculation if (!sd->bl_m->flag.get(MapFlag::PVP_NOCALCRANK)) { sd->pvp_point -= 5; if (src && src->bl_type == BL::PC) src->is_player()->pvp_point++; } //強制送還 | Deportation if (sd->pvp_point < 0) { sd->pvp_point = 0; } } if (src && src->bl_type == BL::PC) { // [Fate] PK death, trigger scripts argrec_t arg[1] = { {"@victimrid"_s, static_cast(unwrap(sd->bl_id))}, }; npc_event_doall_l(stringish("OnPCKillEvent"_s), src->bl_id, arg); sd->state.pvp_rank = 0; src->is_player()->state.pvp_rank++; clif_pvpstatus(sd); clif_pvpstatus(src->is_player()); } npc_event_doall_l(stringish("OnPCDieEvent"_s), sd->bl_id, nullptr); return 0; } // // script関 連 | Script-related // /*========================================== * script用PCステータス読み出し * Read PC status for script *------------------------------------------ */ int pc_readparam(dumb_ptr bl, SP type) { nullpo_retz(bl); dumb_ptr sd; dumb_ptr nd; dumb_ptr md; int val = 0; if (bl->bl_type == BL::PC) sd = bl->is_player(); else if (bl->bl_type == BL::MOB) md = bl->is_mob(); else if (bl->bl_type == BL::NPC) nd = bl->is_npc(); else return val; switch (type) { case SP::SKILLPOINT: val = sd ? sd->status.skill_point : 0; break; case SP::STATUSPOINT: val = sd ? sd->status.status_point : 0; break; case SP::ZENY: val = sd ? sd->status.zeny : 0; break; case SP::BASELEVEL: val = battle_get_lv(bl); break; case SP::JOBLEVEL: val = sd ? sd->status.job_level : 0; break; case SP::CLASS: val = unwrap(battle_get_class(bl)); break; case SP::SEX: if (sd) val = static_cast(sd->status.sex); else if (nd) val = static_cast(nd->sex); break; case SP::WEIGHT: val = sd ? sd->weight : 0; break; case SP::MAXWEIGHT: val = sd ? sd->max_weight : 0; break; case SP::BASEEXP: val = sd ? sd->status.base_exp : 0; break; case SP::JOBEXP: val = sd ? sd->status.job_exp : 0; break; case SP::NEXTBASEEXP: val = sd ? pc_nextbaseexp(sd) : 0; break; case SP::NEXTJOBEXP: val = sd ? pc_nextjobexp(sd) : 0; break; case SP::HP: if (sd && pc_isdead(sd)) break; // val = 0 val = battle_get_hp(bl); break; case SP::MAXHP: val = battle_get_max_hp(bl); break; case SP::HEALXP: val = sd ? sd->heal_xp : 0; break; case SP::SP: val = sd ? sd->status.sp : 0; break; case SP::MAXSP: val = sd ? sd->status.max_sp : 0; break; case SP::BASE_ATK: val = battle_get_baseatk(bl); break; case SP::ATK1: val = battle_get_atk(bl); break; case SP::ATK2: val = battle_get_atk2(bl); break; case SP::DEF1: val = battle_get_def(bl); break; case SP::DEF2: val = battle_get_def2(bl); break; case SP::MATK1: val = battle_get_matk1(bl); break; case SP::MATK2: val = battle_get_matk2(bl); break; case SP::MDEF1: val = battle_get_mdef(bl); break; case SP::MDEF2: val = battle_get_mdef2(bl); break; case SP::STR: case SP::AGI: case SP::VIT: case SP::INT: case SP::DEX: case SP::LUK: if (sd) val = sd->status.attrs[sp_to_attr(type)]; else val = battle_get_stat(type, bl); break; case SP::STR2: case SP::AGI2: case SP::VIT2: case SP::INT2: case SP::DEX2: case SP::LUK2: if (sd) val = sd->paramb[sp_to_attr(SP(static_cast(type)-(static_cast(SP::STR2)-static_cast(SP::STR))))] + sd->parame[sp_to_attr(SP(static_cast(type)-(static_cast(SP::STR2)-static_cast(SP::STR))))]; else val = battle_get_stat(SP(static_cast(type)-(static_cast(SP::STR2)-static_cast(SP::STR))), bl); // not sure if mobs can have equipment with stats so i only return thier normal stat break; case SP::SPEED: val = battle_get_speed(bl).count(); break; case SP::HIT: val = battle_get_hit(bl); break; case SP::FLEE1: val = battle_get_flee(bl); break; case SP::FLEE2: val = battle_get_flee2(bl); break; case SP::CRITICAL: val = battle_get_critical(bl); break; case SP::GM: val = sd ? pc_isGM(sd).get_all_bits() : 0; break; case SP::ATTACKRANGE: val = battle_get_range(bl); break; case SP::POS_X: val = bl->bl_x; break; case SP::POS_Y: val = bl->bl_y; break; case SP::PVP_CHANNEL: val = sd ? sd->state.pvpchannel : 0; break; case SP::BL_ID: val = unwrap(bl->bl_id); break; case SP::BL_TYPE: val = static_cast(bl->bl_type); break; case SP::PARTNER: val = sd ? unwrap(sd->status.partner_id) : 0; break; case SP::CHAR_ID: val = sd ? unwrap(sd->status_key.char_id) : 0; break; case SP::ELTLVL: val = static_cast(battle_get_element(bl).level); break; case SP::ELTTYPE: val = static_cast(battle_get_element(bl).element); break; case SP::INVISIBLE: if (sd) val = bool(sd->status.option & Opt0::INVISIBILITY); if (nd) val = bool(nd->flag & 1); break; case SP::HIDDEN: if (sd) val = bool(sd->status.option & Opt0::HIDE); break; case SP::MUTE_GLOBAL: val = sd ? sd->mute.global : 0; break; case SP::MUTE_PARTY: val = sd ? sd->mute.party : 0; break; case SP::MUTE_WHISPER: val = sd ? sd->mute.whisper : 0; break; case SP::MUTE_GUILD: val = sd ? sd->mute.guild : 0; break; case SP::KILLS: val = sd->activity.kills; break; case SP::CASTS: val = sd->activity.casts; break; case SP::ITEMS_USED: val = sd->activity.items_used; break; case SP::TILES_WALKED: val = sd->activity.tiles_walked; break; case SP::ATTACKS: val = sd->activity.attacks; break; case SP::AUTOMOD: val = sd ? static_cast(sd->automod) : 0; break; } return val; } /*========================================== * script用PCステータス設定 * PC status setting for script *------------------------------------------ */ int pc_setparam(dumb_ptr bl, SP type, int val) { nullpo_retz(bl); dumb_ptr sd; dumb_ptr nd; dumb_ptr md; if (bl->bl_type == BL::PC) sd = bl->is_player(); else if (bl->bl_type == BL::MOB) md = bl->is_mob(); else if (bl->bl_type == BL::NPC) nd = bl->is_npc(); else return 0; int i = 0; switch (type) { case SP::BASELEVEL: nullpo_retz(sd); // TODO: mob mutation if (val > sd->status.base_level) { if (val > MAX_LEVEL) val = MAX_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, (int)CalcStatusKind::NORMAL_RECALC); pc_heal(sd, sd->status.max_hp, sd->status.max_sp, true); break; case SP::JOBLEVEL: nullpo_retz(sd); if (val > sd->status.job_level) { if (val > MAX_LEVEL) val = MAX_LEVEL; sd->status.skill_point += (val - sd->status.job_level); clif_updatestatus(sd, SP::SKILLPOINT); clif_misceffect(sd, 1); } 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, (int)CalcStatusKind::NORMAL_RECALC); break; case SP::CLASS: // TODO: mob class change if (sd) { sd->status.species = wrap(val); clif_changelook(sd, LOOK::BASE, val); } else if (nd) { if (unwrap(nd->npc_class) != val) { nd->npc_class = wrap(val); npc_enable(nd->name, 0); npc_enable(nd->name, 1); } } return 0; case SP::SKILLPOINT: nullpo_retz(sd); sd->status.skill_point = val; clif_updatestatus(sd, type); break; case SP::STATUSPOINT: nullpo_retz(sd); sd->status.status_point = val; clif_updatestatus(sd, type); break; case SP::ZENY: nullpo_retz(sd); sd->status.zeny = val; clif_updatestatus(sd, type); break; case SP::BASEEXP: nullpo_retz(sd); if (pc_nextbaseexp(sd) > 0) { sd->status.base_exp = val; if (sd->status.base_exp < 0) sd->status.base_exp = 0; pc_checkbaselevelup(sd); } clif_updatestatus(sd, type); break; case SP::JOBEXP: nullpo_retz(sd); if (pc_nextjobexp(sd) > 0) { sd->status.job_exp = val; if (sd->status.job_exp < 0) sd->status.job_exp = 0; pc_checkjoblevelup(sd); } clif_updatestatus(sd, type); break; case SP::SEX: { SEX sex = SEX::NEUTRAL; if (val == 0) sex = SEX::FEMALE; if (val == 1) sex = SEX::MALE; if (nd) { nd->sex = sex; npc_enable(nd->name, 0); npc_enable(nd->name, 1); } else if (sd) { sd->sex = sd->status.sex = sex; for (IOff0 j : IOff0::iter()) { if (sd->status.inventory[j].nameid && bool(sd->status.inventory[j].equip) && !pc_isequip(sd, j)) pc_unequipitem(sd, j, CalcStatus::LATER); } pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); chrif_save(sd); clif_fixpcpos(sd); } } break; case SP::WEIGHT: nullpo_retz(sd); sd->weight = val; clif_updatestatus(sd, type); break; case SP::MAXWEIGHT: nullpo_retz(sd); sd->max_weight = val; clif_updatestatus(sd, type); break; case SP::HP: nullpo_retz(sd); // TODO: mob mutation pc_heal(sd, (val - sd->status.hp), 0); break; case SP::MAXHP: nullpo_retz(sd); // TODO: mob mutation sd->status.max_hp = val; clif_updatestatus(sd, type); break; case SP::SP: nullpo_retz(sd); sd->status.sp = val; clif_updatestatus(sd, type); break; case SP::MAXSP: nullpo_retz(sd); sd->status.max_sp = val; clif_updatestatus(sd, type); break; case SP::STR: case SP::AGI: case SP::VIT: case SP::INT: case SP::DEX: case SP::LUK: nullpo_retz(sd); // TODO: mob mutation pc_statusup2(sd, type, (val - sd->status.attrs[sp_to_attr(type)])); break; case SP::PARTNER: if (sd) { dumb_ptr p_bl; if (val < 2000000 && val >= 150000) { dumb_ptr p_sd = nullptr; if ((p_sd = map_nick2sd(map_charid2nick(wrap(val)))) != nullptr) p_bl = map_id2bl(p_sd->bl_id); } else p_bl = map_id2bl(wrap(val)); if (val < 1) pc_divorce(sd); else p_bl ? pc_marriage(sd, p_bl->is_player()) : 0; } break; case SP::INVISIBLE: if (sd) pc_invisibility(sd, (val > 0) ? 1 : 0); else if (nd) npc_enable(nd->name, (val > 0) ? false : true); break; case SP::GM: nullpo_retz(sd); pc_set_gm_level(sd->status_key.account_id, GmLevel::from(static_cast(val))); clif_updatestatus(sd, SP::GM); // propagate to self clif_fixpcpos(sd); // propagate to others break; case SP::HIDDEN: nullpo_retz(sd); if (val == 1) sd->status.option |= Opt0::HIDE; else sd->status.option &= ~Opt0::HIDE; clif_changeoption(sd); break; case SP::MUTE_GLOBAL: nullpo_retz(sd); sd->mute.global = (val == 1); break; case SP::MUTE_PARTY: nullpo_retz(sd); sd->mute.party = (val == 1); break; case SP::MUTE_WHISPER: nullpo_retz(sd); sd->mute.whisper = (val == 1); break; case SP::MUTE_GUILD: nullpo_retz(sd); sd->mute.guild = (val == 1); break; // atm only setting of casts is needed since magic is handled in serverdata but I let the others here as well for whatever reason case SP::KILLS: sd->activity.kills = val; break; case SP::CASTS: sd->activity.casts = val; break; case SP::ITEMS_USED: sd->activity.items_used = val; break; case SP::TILES_WALKED: sd->activity.tiles_walked = val; break; case SP::ATTACKS: sd->activity.attacks = val; break; case SP::AUTOMOD: nullpo_retz(sd); sd->automod = static_cast(val); break; } return 0; } /*========================================== * HP/SP回復 * HP/SP Recovery *------------------------------------------ */ int pc_heal(dumb_ptr sd, int hp, int sp, bool levelup) { nullpo_retz(sd); if (pc_checkoverhp(sd)) { if (hp > 0) hp = 0; } if (pc_checkoversp(sd)) { if (sp > 0) sp = 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(nullptr, 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 (hp > 0 && levelup) { clif_send_hp_full(sd); } else if (hp > 0) { clif_send_hp_partial(sd); } } if (sp) clif_updatestatus(sd, SP::SP); if (sd->status.party_id) { // on-the-fly party hp updates [Valaris] Option p_ = party_search(sd->status.party_id); OMATCH_BEGIN_SOME (p, p_) { clif_party_hp(p, sd); } OMATCH_END (); } // end addition [Valaris] return hp + sp; } int pc_heal(dumb_ptr sd, int hp, int sp) { return pc_heal(sd, hp, sp, false); } /*========================================== * HP/SP回復 * HP/SP Recovery *------------------------------------------ */ static int pc_itemheal_effect(dumb_ptr 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 = std::min(current_amount + new_amount, max); quick_regen->tickdelay = std::min(quick_regen->speed, quick_regen->tickdelay); } /*========================================== * *------------------------------------------ */ int pc_itemheal(dumb_ptr 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(dumb_ptr sd, int hp, int sp) { nullpo_retz(sd); if (pc_checkoverhp(sd)) { if (hp > 0) hp = 0; } if (pc_checkoversp(sd)) { if (sp > 0) sp = 0; } if (hp > 0) { int bonus = (sd->paramc[ATTR::VIT] << 1) + 100; hp = hp * bonus / 100; } if (sp > 0) { int bonus = (sd->paramc[ATTR::INT] << 1) + 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(nullptr, 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 (hp > 0) { clif_send_hp_partial(sd); } } if (sp) clif_updatestatus(sd, SP::SP); return 0; } /*========================================== * 見た目変更 * Change the look *------------------------------------------ */ int pc_changelook(dumb_ptr sd, LOOK type, int val) { nullpo_retz(sd); switch (type) { case LOOK::HAIR: sd->status.hair = val; break; case LOOK::WEAPON: sd->status.weapon = static_cast(static_cast(val)); break; case LOOK::HEAD_BOTTOM: sd->status.head_bottom = wrap(val); break; case LOOK::HEAD_TOP: sd->status.head_top = wrap(val); break; case LOOK::HEAD_MID: sd->status.head_mid = wrap(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 = wrap(val); break; case LOOK::SHOES: break; } clif_changelook(sd, type, val); return 0; } /*========================================== * script用変数の値を読む * Read the value of a variable for script *------------------------------------------ */ int pc_readreg(dumb_ptr sd, SIR reg) { nullpo_retz(sd); return sd->regm.get(reg); } /*========================================== * script用変数の値を設定 * Set the value of a variable for script *------------------------------------------ */ void pc_setreg(dumb_ptr sd, SIR reg, int val) { nullpo_retv(sd); sd->regm.put(reg, val); } /*========================================== * script用文字列変数の値を読む * Reading the value of a string variable for script *------------------------------------------ */ ZString pc_readregstr(dumb_ptr sd, SIR reg) { nullpo_retr(ZString(), sd); Option> s = sd->regstrm.search(reg); return s.map([](P s_) -> ZString { return *s_; }).copy_or(""_s); } /*========================================== * script用文字列変数の値を設定 * Set the value of a string variable for script *------------------------------------------ */ void pc_setregstr(dumb_ptr sd, SIR reg, RString str) { nullpo_retv(sd); if (!str) { sd->regstrm.erase(reg); return; } sd->regstrm.insert(reg, str); } /*========================================== * script用グローバル変数の値を読む * Read the value of a global variable for script *------------------------------------------ */ int pc_readglobalreg(dumb_ptr sd, VarName reg) { int i; int quest_shift = 0; int quest_mask = 0; nullpo_retz(sd); QuestId questid; XString var = reg; VarName vr; assert (sd->status.global_reg_num <= GLOBAL_REG_NUM); Option> quest_data_ = questdb_searchname(var); OMATCH_BEGIN_SOME(quest_data, quest_data_) { questid = quest_data->questid; reg = quest_data->quest_vr; vr = quest_data->quest_var; quest_shift = quest_data->quest_shift; quest_mask = quest_data->quest_mask; } OMATCH_END (); for (i = 0; i < sd->status.global_reg_num; i++) { if (sd->status.global_reg[i].str == reg) { if (questid) { return ((sd->status.global_reg[i].value & (((1 << quest_mask) - 1) << (quest_shift * quest_mask))) >> (quest_shift * quest_mask)); } else { return sd->status.global_reg[i].value; } } } return 0; } /*========================================== * script用グローバル変数の値を設定 * Set the value of a global variable for script *------------------------------------------ */ int pc_setglobalreg(dumb_ptr sd, VarName reg, int val) { int i; int quest_shift = 0; int quest_mask = 0; int bitval = val; nullpo_retz(sd); QuestId questid; XString var = reg; VarName vr; //PC_DIE_COUNTERがスクリプトなどで変更された時の処理 | What to do when the PC_DIE_COUNTER is changed by script, etc. if (reg == stringish("PC_DIE_COUNTER"_s) && sd->die_counter != val) { sd->die_counter = val; pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); } Option> quest_data_ = questdb_searchname(var); OMATCH_BEGIN_SOME(quest_data, quest_data_) { questid = quest_data->questid; reg = quest_data->quest_vr; vr = quest_data->quest_var; quest_shift = quest_data->quest_shift; quest_mask = quest_data->quest_mask; assert (((1 << quest_mask) - 1) >= val); } OMATCH_END (); assert (sd->status.global_reg_num <= GLOBAL_REG_NUM); if (val == 0) { for (i = 0; i < sd->status.global_reg_num; i++) { if (sd->status.global_reg[i].str == reg) { if (questid) { bitval = ((sd->status.global_reg[i].value & ~(((1 << quest_mask) - 1) << (quest_shift * quest_mask))) | (val << (quest_shift * quest_mask))); clif_sendquest(sd, questid, val); } sd->status.global_reg[i].value = bitval; if (sd->status.global_reg[i].value == 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 (sd->status.global_reg[i].str == reg) { if (questid) { bitval = ((sd->status.global_reg[i].value & ~(((1 << quest_mask) - 1) << (quest_shift * quest_mask))) | (val << (quest_shift * quest_mask))); clif_sendquest(sd, questid, val); } sd->status.global_reg[i].value = bitval; return 0; } } if (sd->status.global_reg_num < GLOBAL_REG_NUM) { sd->status.global_reg[i].str = reg; if (questid) { bitval = ((sd->status.global_reg[i].value & ~(((1 << quest_mask) - 1) << (quest_shift * quest_mask))) | (val << (quest_shift * quest_mask))); clif_sendquest(sd, questid, val); } sd->status.global_reg[i].value = bitval; sd->status.global_reg_num++; return 0; } if (battle_config.error_log) PRINTF("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n"_fmt, reg, GLOBAL_REG_NUM); return 1; } /*========================================== * script用アカウント変数の値を読む * Read the value of the account variable for script *------------------------------------------ */ int pc_readaccountreg(dumb_ptr sd, VarName reg) { int i; nullpo_retz(sd); assert (sd->status.account_reg_num <= ACCOUNT_REG_NUM); for (i = 0; i < sd->status.account_reg_num; i++) { if (sd->status.account_reg[i].str == reg) return sd->status.account_reg[i].value; } return 0; } /*========================================== * script用アカウント変数の値を設定 * Set the value of the account variable for script *------------------------------------------ */ int pc_setaccountreg(dumb_ptr sd, VarName reg, int val) { int i; nullpo_retz(sd); if (val == 0) { for (i = 0; i < sd->status.account_reg_num; i++) { if (sd->status.account_reg[i].str == reg) { 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 (sd->status.account_reg[i].str == reg) { sd->status.account_reg[i].value = val; intif_saveaccountreg(sd); return 0; } } if (sd->status.account_reg_num < ACCOUNT_REG_NUM) { 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 = %zu)\n"_fmt, reg, ACCOUNT_REG_NUM); return 1; } /*========================================== * script用アカウント変数2の値を読む * Read the value of account variable 2 for script *------------------------------------------ */ int pc_readaccountreg2(dumb_ptr sd, VarName reg) { int i; nullpo_retz(sd); for (i = 0; i < sd->status.account_reg2_num; i++) { if (sd->status.account_reg2[i].str == reg) return sd->status.account_reg2[i].value; } return 0; } /*========================================== * script用アカウント変数2の値を設定 * Set the value of account variable 2 for script *------------------------------------------ */ int pc_setaccountreg2(dumb_ptr sd, VarName reg, int val) { int i; nullpo_retr(1, sd); if (val == 0) { for (i = 0; i < sd->status.account_reg2_num; i++) { if (sd->status.account_reg2[i].str == reg) { 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 (sd->status.account_reg2[i].str == reg) { sd->status.account_reg2[i].value = val; chrif_saveaccountreg2(sd); return 0; } } if (sd->status.account_reg2_num < ACCOUNT_REG2_NUM) { 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 = %zu)\n"_fmt, reg, ACCOUNT_REG2_NUM); return 1; } /*========================================== * イベントタイマー処理 * Event Timer Processing *------------------------------------------ */ static void pc_eventtimer(TimerData *, tick_t, BlockId id, NpcEvent data) { dumb_ptr sd = map_id2sd(id); assert (sd != nullptr); npc_event(sd, data, 0); } /*========================================== * イベントタイマー追加 * Add Event Timer *------------------------------------------ */ int pc_addeventtimer(dumb_ptr sd, interval_t tick, NpcEvent name) { int i; nullpo_retz(sd); for (i = 0; i < MAX_EVENTTIMER; i++) if (!sd->eventtimer[i]) break; if (i < MAX_EVENTTIMER) { sd->eventtimer[i] = Timer(gettick() + tick, std::bind(pc_eventtimer, ph::_1, ph::_2, sd->bl_id, name)); return 1; } return 0; } /*========================================== * イベントタイマー全削除 * Delete all event timers *------------------------------------------ */ int pc_cleareventtimer(dumb_ptr sd) { nullpo_retz(sd); for (int i = 0; i < MAX_EVENTTIMER; i++) sd->eventtimer[i].cancel(); return 0; } // // 装 備物 | Equipment // /*========================================== * アイテムを装備する * Equip items *------------------------------------------ */ static int pc_signal_advanced_equipment_change(dumb_ptr sd, IOff0 n) { if (bool(sd->status.inventory[n].equip & EPOS::SHOES)) clif_changelook(sd, LOOK::SHOES, 0); if (bool(sd->status.inventory[n].equip & EPOS::GLOVES)) clif_changelook(sd, LOOK::GLOVES, 0); if (bool(sd->status.inventory[n].equip & EPOS::CAPE)) clif_changelook(sd, LOOK::CAPE, 0); if (bool(sd->status.inventory[n].equip & EPOS::MISC1)) clif_changelook(sd, LOOK::MISC1, 0); if (bool(sd->status.inventory[n].equip & EPOS::MISC2)) clif_changelook(sd, LOOK::MISC2, 0); return 0; } /*========================================== * *------------------------------------------ */ int pc_equipitem(dumb_ptr sd, IOff0 n, EPOS) { ItemNameId nameid; //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 | Sos] sos sos sos sos sos { sos q sos if sos f (???) nullpo_retz(sd); if (!n.ok()) { clif_equipitemack(sd, IOff0::from(0), EPOS::ZERO, 0); return 0; } nameid = sd->status.inventory[n].nameid; // can't actually happen - the only caller checks this. P id = TRY_UNWRAP(sd->inventory_data[n], return 0); EPOS pos = pc_equippoint(sd, n); if (battle_config.battle_log) PRINTF("equip %d (%d) %x:%x\n"_fmt, nameid, n, id->equip, pos); if (!pc_isequip(sd, n) || pos == EPOS::ZERO) { clif_equipitemack(sd, n, EPOS::ZERO, 0); // fail return 0; } // -- moonsoul (if player is berserk then cannot equip) // if (pos == (EPOS::MISC2 | EPOS::CAPE)) { //アクセサリ用例外処理 | Accessory exception handling EPOS epor = EPOS::ZERO; IOff0 midx = sd->equip_index_maybe[EQUIP::MISC2]; IOff0 cidx = sd->equip_index_maybe[EQUIP::CAPE]; if (midx.ok()) epor |= sd->status.inventory[midx].equip; if (cidx.ok()) epor |= sd->status.inventory[cidx].equip; epor &= (EPOS::MISC2 | EPOS::CAPE); pos = (epor == EPOS::CAPE ? EPOS::MISC2 : EPOS::CAPE); } for (EQUIP i : EQUIPs) { if (bool(pos & equip_pos[i])) { IOff0 *idx = &sd->equip_index_maybe[i]; if ((*idx).ok()) //Slot taken, remove item from there. pc_unequipitem(sd, *idx, CalcStatus::LATER); *idx = n; } } //弓矢装備 | Bow and arrow equipment if (pos == EPOS::ARROW) { clif_arrowequip(sd, n); clif_arrow_fail(sd, 3); //3=矢が装備できました | 3=Arrows can be equipped. } else { /* Don't update re-equipping if we're using a spell */ if (!(pos == EPOS::GLOVES && sd->attack_spell_override)) clif_equipitemack(sd, n, pos, 1); } for (EQUIP i : EQUIPs) { if (bool(pos & equip_pos[i])) sd->equip_index_maybe[i] = n; } sd->status.inventory[n].equip = pos; ItemNameId view_i; ItemLook view_l = ItemLook::W_FIST; // TODO: This is ugly. OMATCH_BEGIN_SOME (sdidn, sd->inventory_data[n]) { bool look_not_weapon = sdidn->look == ItemLook::W_FIST; bool equip_is_weapon = bool(sd->status.inventory[n].equip & EPOS::WEAPON); assert (look_not_weapon != equip_is_weapon); if (look_not_weapon) view_i = sdidn->nameid; else view_l = sdidn->look; } OMATCH_END (); if (bool(sd->status.inventory[n].equip & EPOS::WEAPON)) { sd->weapontype1 = view_l; pc_calcweapontype(sd); pc_set_weapon_look(sd); } if (bool(sd->status.inventory[n].equip & EPOS::SHIELD)) { OMATCH_BEGIN (sd->inventory_data[n]) { OMATCH_CASE_SOME (sdidn) { if (sdidn->type == ItemType::WEAPON) { sd->status.shield = ItemNameId(); if (sd->status.inventory[n].equip == EPOS::SHIELD) assert(0 && "unreachable - offhand weapons are not supported"); } else if (sdidn->type == ItemType::ARMOR) { sd->status.shield = view_i; } } OMATCH_CASE_NONE () { sd->status.shield = ItemNameId(); } } OMATCH_END (); pc_calcweapontype(sd); clif_changelook(sd, LOOK::SHIELD, unwrap(sd->status.shield)); } if (bool(sd->status.inventory[n].equip & EPOS::LEGS)) { sd->status.head_bottom = view_i; clif_changelook(sd, LOOK::HEAD_BOTTOM, unwrap(sd->status.head_bottom)); } if (bool(sd->status.inventory[n].equip & EPOS::HAT)) { sd->status.head_top = view_i; clif_changelook(sd, LOOK::HEAD_TOP, unwrap(sd->status.head_top)); } if (bool(sd->status.inventory[n].equip & EPOS::TORSO)) { sd->status.head_mid = view_i; clif_changelook(sd, LOOK::HEAD_MID, unwrap(sd->status.head_mid)); } pc_signal_advanced_equipment_change(sd, n); pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); return 0; } /*========================================== * 装 備した物を外す * Remove the attached object *------------------------------------------ */ int pc_unequipitem(dumb_ptr sd, IOff0 n, CalcStatus type) { nullpo_retz(sd); // -- moonsoul (if player is berserk then cannot unequip) // if (battle_config.battle_log) PRINTF("unequip %d %x:%x\n"_fmt, n, pc_equippoint(sd, n), sd->status.inventory[n].equip); if (bool(sd->status.inventory[n].equip)) { for (EQUIP i : EQUIPs) { if (bool(sd->status.inventory[n].equip & equip_pos[i])) sd->equip_index_maybe[i] = IOff0::from(-1); } if (bool(sd->status.inventory[n].equip & EPOS::WEAPON)) { sd->weapontype1 = ItemLook::W_FIST; // when reading the diff, think twice about this sd->status.weapon = ItemLook::W_FIST; pc_calcweapontype(sd); pc_set_weapon_look(sd); } if (bool(sd->status.inventory[n].equip & EPOS::SHIELD)) { sd->status.shield = ItemNameId(); pc_calcweapontype(sd); clif_changelook(sd, LOOK::SHIELD, unwrap(sd->status.shield)); } if (bool(sd->status.inventory[n].equip & EPOS::LEGS)) { sd->status.head_bottom = ItemNameId(); clif_changelook(sd, LOOK::HEAD_BOTTOM, unwrap(sd->status.head_bottom)); } if (bool(sd->status.inventory[n].equip & EPOS::HAT)) { sd->status.head_top = ItemNameId(); clif_changelook(sd, LOOK::HEAD_TOP, unwrap(sd->status.head_top)); } if (bool(sd->status.inventory[n].equip & EPOS::TORSO)) { sd->status.head_mid = ItemNameId(); clif_changelook(sd, LOOK::HEAD_MID, unwrap(sd->status.head_mid)); } pc_signal_advanced_equipment_change(sd, n); clif_unequipitemack(sd, n, sd->status.inventory[n].equip, 1); sd->status.inventory[n].equip = EPOS::ZERO; } else { clif_unequipitemack(sd, n, EPOS::ZERO, 0); } if (type == CalcStatus::NOW) { pc_calcstatus(sd, (int)CalcStatusKind::NORMAL_RECALC); } return 0; } /*========================================== * *------------------------------------------ */ int pc_unequipinvyitem(dumb_ptr sd, IOff0 n, CalcStatus type) { nullpo_retr(1, sd); for (EQUIP i : EQUIPs) { if (equip_pos[i] != EPOS::ZERO && !bool(equip_pos[i] & EPOS::ARROW) // probably a bug && sd->equip_index_maybe[i] == n) { //Slot taken, remove item from there. pc_unequipitem(sd, sd->equip_index_maybe[i], type); sd->equip_index_maybe[i] = IOff0::from(-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 * Stuffing the index number of the item or * Check the equipping of equipment *------------------------------------------ */ int pc_checkitem(dumb_ptr sd) { int calc_flag = 0; nullpo_retz(sd); IOff0 j = IOff0::from(0); for (IOff0 i : IOff0::iter()) { if (!(sd->status.inventory[i].nameid)) continue; if (i != j) { sd->status.inventory[j] = sd->status.inventory[i]; sd->inventory_data[j] = sd->inventory_data[i]; } ++j; } for (IOff0 k = j; k != IOff0::from(MAX_INVENTORY); ++k) { sd->status.inventory[k] = Item{}; sd->inventory_data[k] = nullptr; } for (IOff0 i : IOff0::iter()) { if (!sd->status.inventory[i].nameid) continue; if (bool(sd->status.inventory[i].equip & ~pc_equippoint(sd, i))) { sd->status.inventory[i].equip = EPOS::ZERO; calc_flag = 1; } } pc_setequipindex(sd); if (calc_flag) pc_calcstatus(sd, (int)CalcStatusKind::ITEM_BONUS_RECALC); return 0; } /*========================================== * *------------------------------------------ */ int pc_checkoverhp(dumb_ptr sd) { nullpo_retz(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(dumb_ptr sd) { nullpo_retz(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) * For PVP ranking calculation (foreachinarea) *------------------------------------------ */ static void pc_calc_pvprank_sub(dumb_ptr bl, dumb_ptr sd2) { dumb_ptr sd1; nullpo_retv(bl); sd1 = bl->is_player(); nullpo_retv(sd2); if (sd1->pvp_point > sd2->pvp_point) sd2->pvp_rank++; } /*========================================== * PVP順位計算 * PVP ranking calculation *------------------------------------------ */ int pc_calc_pvprank(dumb_ptr sd) { nullpo_retz(sd); P m = sd->bl_m; if (!(m->flag.get(MapFlag::PVP))) return 0; sd->pvp_rank = 1; map_foreachinarea(std::bind(pc_calc_pvprank_sub, ph::_1, sd), sd->bl_m, 0, 0, m->xs, m->ys, BL::PC); return sd->pvp_rank; } /*========================================== * PVP順位計算(timer) * PVP ranking calculation (timer) *------------------------------------------ */ void pc_calc_pvprank_timer(TimerData *, tick_t, BlockId id) { dumb_ptr sd = nullptr; if (battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris] return; sd = map_id2sd(id); if (sd == nullptr) return; sd->pvp_timer.cancel(); if (pc_calc_pvprank(sd) > 0) { sd->pvp_timer = Timer(gettick() + PVP_CALCRANK_INTERVAL, std::bind(pc_calc_pvprank_timer, ph::_1, ph::_2, id)); } } /*========================================== * sdは結婚しているか(既婚の場合は相方のchar_idを返す) * Is sd married (returns partner's char_id if married) *------------------------------------------ */ static CharId pc_ismarried(dumb_ptr sd) { if (sd == nullptr) return CharId(); if (sd->status.partner_id) return sd->status.partner_id; else return CharId(); } /*========================================== * sdがdstsdと結婚(dstsd→sdの結婚処理も同時に行う) * sd marries dstsd (dstsd → sd marriage processing is also performed at the same time) *------------------------------------------ */ int pc_marriage(dumb_ptr sd, dumb_ptr dstsd) { if (sd == nullptr || dstsd == nullptr || sd->status.partner_id || dstsd->status.partner_id) return -1; sd->status.partner_id = dstsd->status_key.char_id; dstsd->status.partner_id = sd->status_key.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) * sd is divorced (partner depends on sd->status.partner_id) (partner is also divorced at the same time and wedding ring is automatically stripped) *------------------------------------------ */ int pc_divorce(dumb_ptr sd) { dumb_ptr p_sd = nullptr; if (sd == nullptr || !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))) != nullptr) { if (p_sd->status.partner_id != sd->status_key.char_id || sd->status.partner_id != p_sd->status_key.char_id) { PRINTF("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n"_fmt, sd->status.partner_id, p_sd->status.partner_id); return -1; } p_sd->status.partner_id = CharId(); sd->status.partner_id = CharId(); } else { sd->status.partner_id = CharId(); chrif_send_divorce(sd->status_key.char_id); } return 0; } /*========================================== * sdの相方のmap_session_dataを返す * return map_session_data of sd's counterpart *------------------------------------------ */ dumb_ptr pc_get_partner(dumb_ptr sd) { dumb_ptr p_sd = nullptr; if (sd == nullptr || !pc_ismarried(sd)) return nullptr; CharName nick = map_charid2nick(sd->status.partner_id); if (!nick.to__actual()) return nullptr; if ((p_sd = map_nick2sd(nick)) == nullptr) return nullptr; return p_sd; } // // 自然回復物 | Natural Restoration // /*========================================== * SP回復量計算 * SP Recovery Calculator *------------------------------------------ */ static interval_t pc_spheal(dumb_ptr sd) { nullpo_retr(interval_t::zero(), sd); interval_t a = natural_heal_diff_tick; if (pc_issit(sd)) a += a; return a; } /*========================================== * HP回復量計算 * HP Recovery Calculator *------------------------------------------ */ static interval_t pc_hpheal(dumb_ptr sd) { nullpo_retr(interval_t::zero(), sd); interval_t a = natural_heal_diff_tick; if (pc_issit(sd)) a += a; return a; } /*========================================== * *------------------------------------------ */ static int pc_natural_heal_hp(dumb_ptr sd) { int bhp; int bonus; nullpo_retz(sd); if (pc_checkoverhp(sd)) { sd->hp_sub = sd->inchealhptick = interval_t::zero(); return 0; } bhp = sd->status.hp; if (!sd->walktimer) { interval_t inc_num = pc_hpheal(sd); sd->hp_sub += inc_num; sd->inchealhptick += natural_heal_diff_tick; } else { sd->hp_sub = sd->inchealhptick = interval_t::zero(); return 0; } if (sd->hp_sub >= battle_config.natural_healhp_interval) { bonus = sd->nhealhp; 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 = interval_t::zero(); } } } if (bhp != sd->status.hp) { clif_updatestatus(sd, SP::HP); clif_send_hp_partial(sd); } sd->inchealhptick = interval_t::zero(); return 0; } /*========================================== * *------------------------------------------ */ static int pc_natural_heal_sp(dumb_ptr sd) { int bsp; int bonus; nullpo_retz(sd); if (pc_checkoversp(sd)) { sd->sp_sub = sd->inchealsptick = interval_t::zero(); return 0; } bsp = sd->status.sp; interval_t inc_num = pc_spheal(sd); sd->sp_sub += inc_num; if (!sd->walktimer) sd->inchealsptick += natural_heal_diff_tick; else sd->inchealsptick = interval_t::zero(); 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 = interval_t::zero(); } } } if (bsp != sd->status.sp) clif_updatestatus(sd, SP::SP); sd->inchealsptick = interval_t::zero(); return 0; } /*========================================== * HP/SP 自然回復 各クライアント * HP/SP Natural Recovery Each client *------------------------------------------ */ static int pc_quickregenerate_effect(struct quick_regeneration *quick_regen, int heal_speed) { if (!(quick_regen->tickdelay--)) { int bonus = std::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 void pc_natural_heal_sub(dumb_ptr sd) { nullpo_retv(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, (int)CalcStatusKind::NORMAL_RECALC); } 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, (int)CalcStatusKind::NORMAL_RECALC); } if (sd->sc_data[StatusChange::SC_HALT_REGENERATE].timer) return; if (sd->quick_regeneration_hp.amount || sd->quick_regeneration_sp.amount) { int hp_bonus = pc_quickregenerate_effect(&sd->quick_regeneration_hp, (!sd->sc_data[StatusChange::SC_POISON].timer || sd->sc_data[StatusChange::SC_SLOWPOISON].timer) ? 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. if ((sd->sc_data[StatusChange::SC_FLYING_BACKPACK].timer || battle_config.natural_heal_weight_rate > 100 || sd->weight * 100 / sd->max_weight < battle_config.natural_heal_weight_rate) && !pc_isdead(sd) && !sd->sc_data[StatusChange::SC_POISON].timer) { pc_natural_heal_hp(sd); pc_natural_heal_sp(sd); } else { sd->hp_sub = sd->inchealhptick = interval_t::zero(); sd->sp_sub = sd->inchealsptick = interval_t::zero(); } } /*========================================== * HP/SP自然回復 (interval timer関数) * HP/SP natural recovery (interval timer function) *------------------------------------------ */ static void pc_natural_heal(TimerData *, tick_t tick) { natural_heal_tick = tick; natural_heal_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 * Saving savepoints *------------------------------------------ */ void pc_setsavepoint(dumb_ptr sd, MapName mapname, int x, int y) { nullpo_retv(sd); sd->status.save_point.map_ = mapname; sd->status.save_point.x = x; sd->status.save_point.y = y; } /*========================================== * 自動セーブ 各クライアント * Autosave each client *------------------------------------------ */ static void pc_autosave_sub(dumb_ptr sd) { nullpo_retv(sd); if (save_flag == 0 && sd->sess->fd.uncast_dammit() > last_save_fd) { pc_makesavestatus(sd); chrif_save(sd); save_flag = 1; last_save_fd = sd->sess->fd.uncast_dammit(); } } /*========================================== * 自動セーブ (timer関数) * Autosave (timer function) *------------------------------------------ */ static void pc_autosave(TimerData *, tick_t) { save_flag = 0; clif_foreachclient(pc_autosave_sub); if (save_flag == 0) last_save_fd = -1; interval_t interval = map_conf.autosave_time / (clif_countusers() + 1); if (interval <= interval_t::zero()) interval = 1_ms; Timer(gettick() + interval, pc_autosave ).detach(); } /*========================================== * *------------------------------------------ */ int pc_read_gm_account(Session *, const std::vector>& repeat) { gm_accountm.clear(); for (const auto& i : repeat) { AccountId account_id = i.account_id; GmLevel level = i.gm_level; gm_accountm[account_id] = level; } return gm_accountm.size(); } /*========================================== * *------------------------------------------ */ void pc_setstand(dumb_ptr sd) { nullpo_retv(sd); sd->state.dead_sit = 0; if (sd->automod == AutoMod::autoblock) clif_gm_collision(sd, 0); } /*========================================== * *------------------------------------------ */ static void pc_calc_sigma(void) { int j, k; { for (int& it : hp_sigma_val_0) it = 0; for (k = 0, j = 2; j <= MAX_LEVEL; j++) { k += hp_coefficient_0 * j + 50; k -= k % 100; hp_sigma_val_0[j - 1] = k; } } } /*========================================== * *------------------------------------------ */ void do_init_pc(void) { pc_calc_sigma(); natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL; Timer(natural_heal_prev_tick, pc_natural_heal, NATURAL_HEAL_INTERVAL ).detach(); Timer(gettick() + map_conf.autosave_time, pc_autosave ).detach(); } /*========================================== * *------------------------------------------ */ void pc_invisibility(dumb_ptr sd, int enabled) { if (enabled && !bool(sd->status.option & Opt0::INVISIBILITY)) { clif_clearchar(sd, BeingRemoveWhy::WARPED); sd->status.option |= Opt0::INVISIBILITY; clif_status_change(sd, StatusChange::CLIF_OPTION_SC_INVISIBILITY, 1); } else if (!enabled) { sd->status.option &= ~Opt0::INVISIBILITY; clif_status_change(sd, StatusChange::CLIF_OPTION_SC_INVISIBILITY, 0); pc_setpos(sd, sd->bl_m->name_, sd->bl_x, sd->bl_y, BeingRemoveWhy::WARPED); } } /*========================================== * *------------------------------------------ */ int pc_logout(dumb_ptr sd) // [fate] Player logs out { if (!sd) return 0; if (sd->sc_data[StatusChange::SC_POISON].timer) 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"_s, sd->cast_tick - tick)) sd->status.sp = 1; } else #endif pc_setglobalreg(sd, stringish("MAGIC_CAST_TICK"_s), 0); npc_event_doall_l(stringish("OnPCLogoutEvent"_s), sd->bl_id, nullptr); MAP_LOG_STATS(sd, "LOGOUT"_fmt); return 0; } } // namespace map } // namespace tmwa