summaryrefslogblamecommitdiff
path: root/src/map/pc.c
blob: 7ad0ecfe48f0bed98a3f6e0c773d63da5ce0ca3f (plain) (tree)
1
2
3
4
5
6
7
8
9


                                                          
                                 

                                                 

                              
                                          
                                              
                            
                            
                                        
 

                                               
                         

                  
                                  
                  
                   
                
                 
                
                 
                       
                     
                      






                                                          
               
                  
 
                  
                   



                   
                                                            

                                                         
                                       

                                                                       
                                                                







                                                  
                                                                                                                                                                     
 


                                                                           


                                

                                        





                                                                                                                      
 








                                                                             
                                        
 
                           

 
                                                                               
 





                                                                                         
                                                                                  

                         
                                             




                                        
                                                                 
 
                        
 
                                                   

                                                                                        

 
                                                       
 







                                                                       

 
                                                                               
 
                                    
              



                                                                                         



                                                                                                                                                                      


                         



                                                                                                                                           



                         


                                                                                                  





                            

                                                                      

                   
                       





                                      

                                                     

                                                                              






                                                                                                      
                                                                                                                                                          



                                                                                                  




                            

                                                                    

              
                       





                                   

                         























                                                                              

                                                      


                                      
                                           














                                                                                                            
                                               


              























                                                                      

                                                            
                                              
                       






                                                                         
                                                                                                         
                                                                                   
                                             
                                                                                    
         



                                            

































                                                                                   
                                           







                                                                                    
                                                                                









                                                                                                              









































                                                                                                                  

                                                                                                                                              
            
                                                 



















                                                                                                              
                                                                                                                   


                                            
                                                                 
                                            
                                              
                                 
 
                                                                                                         



                                            
                                              

                                                  
                       
 


                                           


                                                                                    
                
                                   
                                                      
                                  
                                                 



                                                             





                                                         

















                                                                                                            
 



                                            
               


                                                                                                                                   
                       

                                      
                                             
                                          
                               


                                                                            
                                                                                       

                                     

                                                                             






                                                    
                       
 










                                                                                                                         
                                        







                                                    
                       



                                                                  




                                                                                              





                                                  
                       
 
                      
                                       
                                                    


                                       
                                                    



























                                                                       

                                                    
                 





                                                 
                       
 
                              





                                                       
                                              

                                                                                


                                                                      




                                                                                      




                                                                                               









                                                            

                                                                                     


                                                           

                                            

                         

                                                                                                                        

 































                                                                                                                                       
                                                                        
















                                                                                                                     
                                 




                                                          
                                                









                                                                              



                                                                                      




































                                                                                                               
                                                   






                                        




                                                 
                       











                                                                                   
                                                                                                         
                         
                                                                                                         
                          






                                                                                          

                           
                                                                                                                                                    
                                 
                                                                                                     
                                 
                                                                         
                                 
                                                                       

                                 
                                                                                               
                                                                         
                                                                                 

                                                               
                                                                                                            



                                                                                                                          

                                                                     

















                                                                                                                    
                                              
                                                                                                                          
 

                                       
                                                 
 
                                  
                              
                                             
 
                                        
                                            
                             
         



                                                   
                                                                                                                                                                                              




                                                                                                      
                                          

                                  

                                                       
                                         
                                      
        
                                   
                                       
                                 
                                
                                    

                                            






                                                         








                                           
                                                  

                                        


                                
 
                                    
                                                                                                                   







                                                                                      
 


                         

                                             
                                       
                       
                                         
 
                                

                                     

                                                                                                                    
                                                                                                                                                               




                                                                                      
                                     


                 
                        
 

                                                                                
 













                                                                                                           










                                                                            




                                                                                 

         
                                                     
                                                                                      
                                  
                                                                                                                                                    


                                                                                     







                                                                                     


                                                                                   



                                                                                  
                                              
                                             
 
                                    
               

 


                                                                                


                                             

                                            
                                                                                
                         
         





                                                                                

                                               

                                   
                                                           
                                           


                 

                                                                                          
                                              


                                                


                                                                  
 



                                                               
                      
                                                               
 
                                                          
                                                                                                   



                                                                            


                                                                              
                                                                        





                                                                  
                                                                             









                                                                                                                


                 
                                                  
                             
                         
                             
 









                                                                                                    
                                   
                                                                                       

                                                                               


                                                           

                                                                                                                                                   
 
                             
                                                                        
 

                                                                                           
                                   
      
 
                                                 



                                                                                  



                                 
                 





                                                          
                       





















                                                                                                                            
                                              




                                                  
                       

                                                

                                     
                                                                                                                                                                     

                         
                            




                                                                                     
         
 





                                                                                                              
                 

                                                                                                                                                        
                                                            

                                                       

                                                                   





                                                                                                                                    

                                                                 


                                                                                                                                    



                         







                                                                                         


                         
 
            
                         

                                                                                       
                                          
 
                                                     
                                                                

                              
                                                      
                                                        









                                                                                                                 
                                                              

                                                              

                                         
                                                                                   
                                                                                        
                         
 

                               




                                                                                                      
                                                                                           


                                                                                                                                                 

                                                             
                                                          


                                                                                                                                   
                                 
                                                                                         


                         
 











                                                                                                                                                                                    
                                                                                









                                                                                                                    






                                                                      

                                                                      








                                                                   
                                                                                                                                                                      

                       
                            
            



                                                                                   
 
                                                                       

                                         


                                                                       
                                 
                                                                                                       
                                                                     

                                                                                                           

                                                                        
                                                                             
                                         
                                                      

                                                      

                                 
                                
                                         
                                                                           
                                         
                        
                                               
                                                         

                                                                                           
                                                                                
                           

                                                                               

                                                     





                                                        

                                                   















                                                                                    

                                                                


                           

                                         

                                             
                                                                                                      
                                 


                                                                                        
                                                                 
                                                                                                   











                                                        
                            
                                            


                                                                               
   
                                                      
 

                           
 

                           
                                                                                             















                                                                                       
 
                                   
                                                    
 


                 

                                                        

                                     
                                             






                                                                         




                                                








                                             
 







                                                                       


                 

                                                                                                                            
              
 





                                                                                                                              
                 
                                                                                                





                                              
                                                                                                     




                             






                                                                                                                          
                             



                                   


                                                                                                                                         
 











                                                                                                                                                               















                                                                                                     
                                                                                                                                  
 
              



                                                               
                                                    
                                                         
 
                                                     


                                                                 
                                                           



                                 
                                                                                                      








                                          





















                                                                                                                                              
                                                                                                                  
 














                                                                          
                                                                   


















                                                                                
                      
                                                                                                      

                         



                              


                 
                                                                                                                                                                          





























                                                                                                           

                                                                        





                                                                                                     
                       


                                  
                                                          
                 















                                                                                                                                                                   

                 

                                                                                 
                                                                             
                                                                                                         







                                                                              

                              
 
                                     
         



                                                                                                                                         
         


                                                                                                                    
                             








                                                                    

                              






                                               
































































                                                                                                             

                                            
                                              



                                                          
                       













                                                          
                                        

                                                                         

                                                 

                                                                          
                 

                      
                                        

                                                                          

                                                 

                                                                           
                 

                         
                                            

                                                                      
                 
                      

                                            

                                                                           



                                            

                                                                            



                                            

                                                                            



                                            

                                                                             





























                                                                             
                                                                                    




                                          



                                                    
                                               
                                               







                                                                

                              
                                            







                                            
                                                                                    





                                            





                                                                                                                                    

                      



                                                   























                                                    
                                               
                                               




                                                                 
                                                 





                                                 
                                                        

                                                                   


                                                    
                                                  

                                      

                                               
                      
                                                                                       
                                          
                                                    


































                                                                   
                                                                                            
























                                                                   





                                                           

                                    
                                                                                             






















                                                                   
                                                                                               








                                                                     
                                                                                             






























































                                                                          





                                                                        




                                                                                                         
                                            
                                                          

                                                                     
                      



                                                           











































                                                                    
                                        
                                                           

                            
                                        
                                               
















                                                            







                                                             





























                                                                                                               
                                                   









































                                                                           



                                                 







                                                       







                                                  
                
                                                                         






                                            
                                              



                                                                     
                       



                                      
                                                                                       


























                                                             
                                                                                       









                                                
                                     


                                                                                             
                                                                                    
                                                                                   

                        
                                     


                                                                                              
                                                                                    
                                                                                          





                                                                                                



                                                                        


                                      
                                                                                             













                                                      






                                                                                                                                                                    
                         










                                                                                                                                                                                    
                         




                                                                                                                                                                                


                                       






                                                                                                                                                     
                 



                                                                                                                            

                              






                                                                                                                                              
                 



                                                                                                                        

                               






                                                                                                                                                
                 



                                                                                                                            














































































                                                                             
                                                                                                

                              



                                                  

                                 



                                                   



















                                                               
                                     


                                                                                                      
                                          
                                                                                                          
                      
                          

                                          
                                                                                                                  














                                                                                                                                                                                      
                                                                                                                     
                                                    
                                                                                      
                                                                                                                                                                                        

                              

                                                    
                      

                                                    

                      















                                                                                                                                                                                          
                               

                                          
                                                                                                                        
                                                     
                                                                                           
                                                                                                                                                                                          

                              




                                                     

                      



                                          
                                                                                                                     












                                                                                                                                                                                       

                                            







                                                   


                         
                                                           










                                                                

                                                           




                                                 
                              




                                                             


                                                                                                                                               



                                                   










                                                     
                                                                                                                                 


                                           
                                                                                                                                 


                                            







                                                   

















                                                                      



                                                      



                                                     

                
                                                                                  






                                                                               
                       



                                          
                                                                                                             


                                          


                                                                                                                                     
                                                                                     

                                                                                           


                                          


                                                                                                                                     
                                                                                       
                                                                                                            
                 
                      








































                                                                            
                                                                                                             

                      




                                                                                             
                                                                                    
                                                                                         







                                                                                                      
                                                                                                              

                      







                                                                                                                      

















                                                                                                   
 
                
                                                                                           







                                                                                         
                       



                                          
                                                                                                                                                                   



                                          
                                                                                                                                                                                      
                      



















                                                                                                                                                               
                
                                                                                                    





                      

                                                                                                   
                       



                                          
                                                                                                                                                                       



                                          
                                                                                                                                                                         
                      





                                                                                                                                                                                 
                
                                                                                                             





                      
                                            




                                                                                          
                                              
                                                     
 
                       
 
                                                                      
                                                                                                   

                         
                                       
                                                                                                                 

                         



                                                                                                                                                               
 
                       
                                                                       



                                                  
                 
                                                    



                                                

                                                                               
              
                                   
                                                    

                                                              

                                                                                               
                        

                                                       
                 
                                                
              









                                                                                        

                                
         
                 


                                            
                                              
                                                                            
 
              
                   
 
                       
 
                                                                                                  
                                               
























                                                                                                                   


                                                       
                                                
                  
                                                          
         

                   
                                                                 
                                                          
         
 








                                            
                                              

















                                                                                       
                                              















                                                                        
                                              



                                                                      
                       
 
                                       
















                                                                              
                                              



                                                  
                       










                                                     
                                              

                                                    
                       
 
                      
                                             
 
                                    
                                       
 
                                



                                      



                                              
                                                                   

                         
                                  

                        



                                                                                                                                                          






                                                                  

                      
                                                                         
 
                                                                                                




                                                               
                                                                             
 



                                                                                                    


                                            
                                              

                                                    
                       
 
                      

                                             

                                                  
 
                                
                                      
 

                                            



                                                             
 




                                            
                                              


                                                                

                            

                                                                                                                                           



                                            
                                              








                                                                             
                                                   
                         
                                 



                                                
                                           



                          

                                                                      
                                                    
                 
                                                                                                                                                                          
                         
                                                                                          






                                                                         


                                
                                              


                                 
                                                                                             
                                                         
                                      

                                                          













                                                                  
                                              
                                                                                   


                           
                                                                                                                                      


                                                 
                                                            


                                                 
                                                                                   


                                             
                                                 







                                                
                                              









                                                             
                                                 
                                                      

                                                          

                                                                            

                         

                                       



                                                                    
                                                      
         




                                                           
                                      
                                                                                                                      

              
                                                                                                          

                         
                                        




                                            
                                              






                                                                                    

                          






                                                                                  
                                                                                        
         
                                                                  






                                                                                            
                                                                                                  
                 
                                                                            







                                                                                                          
                                                                                                        
                         
                                                                                  










                                                                                                                   

                                                                                                                 
                                                                                         





                                          









                                                   
                       



                                                
                          

                             
                                                                 
                         
                                                                               
                         











                                                    
                                                                                     
















                                                                                                  
























                                                                                             



                                                       









                                                                  

                                                         




                                                                    
         
 


                                                                  





































                                                                                                             
                                              

                                                 

                                             

                                   
                       
 
                                                                                        

                         
                                 


                                             


                                                                                                                   

                         
                             
                                          

                                                                                                 
                                         
                                                                                      

                         
 









                                                                                                        


                                                                                                  

                                                                                                                                                           
                         
 

                                                    


                                                              

                                                
                                                                   
                                                       
                                               







                                                              
                                                                                                                   
 
                                                                                                       


                                                  
         
                                                           


                                                                                                                         
                                                                                        


                                                                        



                                                                                     

                                                      
 






                                                      
                                              











                                                                                  
                                                          
                                                         



                                                           
                                                                                         

                         
                     
                                                                  













                                                                                                                               
         









                                                                                 
         
 







                                            
                                              










                                                                            
                                                                         











                                                  
                                              

                                                                    

                               
                       
 
                                                                            



                                               
                                                                                                 

                         
                                                       
                                                     





                                            
                                              
                                                                        
 
                               

                            
 

                                                              
                          

                                          
 
 

                                            
                                              




                                                                      
                       
















                                                                                            
                                              



                                                   



                                    
                                                
                              
 
                                              
                                                                                             


                                                                           




                                            
                                              
                                                                            
 

                          






                                                  




                                                                                                        

                                                   
 


                                                                                     



                                                                                                  


                                                 
 


                                                              
                
                      

                         


                                                                                
                                                                                                                                                       

                                 
                         
 
                                            
                                             

                                 
                                                        

                                          



                                                                                                                                                                                  
                                          










                                                                                    
                





                                                                                                                                                                 
                                                              
                                                             


                 
 

                                            
                                              







                                                                        
                                                                                                                     

                         
                                                                                                    

                         
                                                  
                                                                                                                 
                                
                                                         





                                              





                                                                             
                                              
                                                                                                
 
                             

              
                       
 

                                                      



                                                                                    





                                                  
                                         


                                                                                                                                  
                                                              





                                                                            
                 

         

                                                         

                                          
                                 
                                                   
                                                   
                                                                

                                                                             
                                                 
                                                                      
                                                        
                                                                             
                                                         
                                                                              
                                                         
                                                                              

                                                                         




                                                                                                                                                          

                         

                                                          

                                                                    
                                       

                                               

         

                   





                                                                             


                                                  

                                                              



                                        

                                                           
 
                                                                
                                 
 
                         

         







                                                                                                                                                                                                           






                                                           
                                               
                                                                   
                                   


                                                                               
                                



                                   
                                                               





                                                                          

                                                                         





                                                   

                                        





                                                   


                                 

                                                   


                                            




                                            


                                                        


                    
                       

















                                                                  

                                                       
                                              
                                                 
 
                  
 
                       
 


                                                                                                                                                


                         


                                               
 


                                           
                                                                            

                         
                                            
                                                                                  
                         

         






                                                                                                                              
         



                                                                
 
                                      








                                            
                                              


                                                           
                                    



















                                                                                         
                                              

                                                   
                                         








                                  
                                         




                                
                       



                         
                                                   
                                                         
                                              
                                                                                                    
                                                                  

         
                                                      



                                                                 
                                                           
                                                    






                                                                          
                                              





                                                      
                               









                                                      
                                              



















































































                                                                                            


                                              
                        





                                                         

                                                  
                        











                                                                  
                                                              
                     







                                                                      
                     






                                                                           
                       






                                                                     
                      





                                                                      
                      





                                                                           
                  






                                                                     
                  






                                                                       
                  





                                                                                     
                        





                                                      


                                                        





































                                                          



                                    




















































































                                                                
                                                                    




                                    
                       

                                    
                                                                            
                                                


                         
                                        





                                                        
                              




















                                                                                                      
                       
 
                                               
                                                              
                                                

























                                                        











                                                                                                                     

                                                













                                                                                      




                                                                                                       
                                                
                                                                                                   
              
                                                                                                                 
         

                                                                             

                                   
                                                                    


                                       






                                                   
                       



















                                                                                                                     
                                                                                                   
 
                                           




                                                                                     
                                              



                                                                                                                          



                                                                         
 



                                                                                        

                                                        
 
                                                                                                      



                                                         
                                                                                                   




                                            
                                              
                                                                                                                          
 

                                      
                                                                                   
                       




































                                                                                                       













































                                                                                              









                                                                                                                                                                                 
 








                                                         
 
                         





                                                        
                                 
                               
                                                                                                                                       







                                                             


                                                      
                                                             

  

                                                     
                                                             



                                            
                                              

                                                        
                       



                                                                               
                                                                                      

 








                                                                                      

                                            
                                              

                                                       
                       


                                                                            
                                                                                     

 






                                                                                     
                                            


                                                            
 











                                            


                                                                     
 
                            






                                                  
                                                 
                
                          







                                                                              
                                                      

 





                                                      
 
                           
 
                       
 






                                                                                          
 



                                        


                                              
 


                                                            
 

                             
                                         
                                                   


                                                             
                                             




                                                                                                   



                 






                                                                
 
                      
                       
 

                                            


                                              
 





                                                                                 
                             








                                                                                                   





                                            
                                              

                                                         
                       
 

                                                                                  
                                             

                         
 

                                                                                            



                                                    
                                                     
                         
 
                                         
                                                 
                                                                                                                       



                                                                                                   



                                                                                                                                                                                        
                    

                                                                                            









                                                    
                                              



                                              
                       

                                 




                                                                                                          


                 


                                                                                      
                                                                                               
                                         
                                                                                                                                         
                                                                                                                              

                 

            
                         
                                                                                                            
                                                  






                                                                                                         


                             


                                                                        




                                            
                                              



                                                     
                       




                                          



















                                                                          






































                                                                               
                                                                                            




                                                                        


                                                                         






                                            
                                              

                                              
                       


                                                         

                                                                  

                                                                                                                                                  

                                 
                
                                                                                                                                           


                                                       







                                                                 
 
                                             

























                                                                               
                 





                                                                                          
                                              

                                                        
                                       
                       
 


                                                                        

                                                                                                                      







                                                                     

                                            
                                                                                   

                                                 



                                            



                                         
                                                                                                         
                                 
                
                                                              



                                                                                                                                     
                                 
                 
 






                                                                                                                                 


                                                                                                
                                           


                                                             

                                 
                                               
                                          
                                                                                         

                                                                      

                               
                                                   
                                                     


                 
                                                        
 
                                              
 

                    


                                                    
         
 




                                            
                                              


                                             
                       




                                          
                                                          




                 


                                             
                       



                                     
                                                          



                 

                                                                 
                         



                                                                                   
                     



                                                                  
                                         
 











                                                                                                               







                                                                                     
                                          




                                                                                       

 
                                                           
 

                                         

                                                         
 

                                 
                                                                                                                 


                                                                                                 
                                                                            

                                                    
                        

                                
                                 
         
 




                                            
                                              


                                                                                                   




                                            
 

                          
                                
                                

         

                                           
 
                                                                                 


                                           

 

                                                               
                        

                                      






                                                                            

                                           
                                             
                                                      




                                                                                
                 
                                                                


                                                 
                                                                          
                                         
 


                                                                               






                                                         
 
                                                               
                                                      





                                                                                        
                                      
 








                                                                                        
                                   

                                                      















                                                                                                                   
                                                                    

              





                                                   


                                                   


                                      

                                                                              


                                                             
                                              


                                                                






                                                                                                          





                                                                                                         
        
 

                                                  


                                                                                          
                
                                                                  
      

                 
 



                                                                          
                                                     
                                              
                                    
                                              
                                   

                                                                         
                                                                                 


                                                                          

                                                                                               

                                                          
                                                                                               
                 
                                                        









                                                                                                             


                                                                              
                                           
                                                                                                       
                                                                              
                                                                           




                                                                   
                                                                                                                                                    







                                                                                                                                                     
                                                                                              
















                                                                                                                                                   
                                                                                            


                                                                





                                                                                                                             

         

                                                                                               







                                                                        
                                                            



                                                                                               





                                                                                              




























                                                                                                       
                                                             

                                                                                                    

                                   

                                               


                                                                                      
                 

                                       
                                                                           
                                   


                 


                                                                     
                           
         









                                                                               
 
                                   
                                          
                                                                           















                                                                            
                                              
                                                      
 
                    
 
                       
 





























                                                                                                                                         






                                            
                                              



                                                             
                       








                                                                                               
                                                        











                                                                                       
                                                                             
















                                                             

                                                           
                                                              













                                                  
                                     
















































                                               
                 

 

                                                                                                 
                                              

















                                                                                   
                                              

                                                                      
                     


                                                        
                                                          

                                                                                                   

                                                              
                                    
                                                                  
                                          
                                                                                                





                                                                            

                                              

                                  

                                                                                 




                                                                

                                                              


                                              
 
                                          
         

                                                                     

         




                                               
                                              

                                                             
                       











                                                            

                                                                                                                                                    





                                                            
                                                                              





                                                            
                                                                           








                                                        
                                              




                                                                
                       

























                                                                                        
                                         
                                                                
                                           
                                                           
                                                                          

         







                                                                       
                         

                                                                                            


                                                                   


                 
                                







                                                                               
                                




                                                                                          




                                                            
                                          
                                                                                                                                               

                                                                               
















                                                            
                                                                          
                                         
        
                                 
                                                                       

























                                                      
                                              

                                                
                       
















                                                                         
                                              

                                                               
                       


























































                                                                                                                           
                                              


                                                      
                       







                                                                                                                             




                                                                                                                


                                                                                          
 

                                                     

                                                   




                                                                    
                                       


                                                                     
 



















                                                                            




                                                               
                                      

                                                          



                                                                






                                                                                                  




                                            
                                              

                                                    
                                                                                                
                   
 
                       
 










                                                                                





                                            
                                              
                                      
 




                                                                                        






                                            
                                              
                                      
 




                                                                               
         
 




                                            
                                              
                                                             

                                


                                                                               
                         
                                                



                                            
                                              
                                                    


              
                       
 

                                                                


                                            
                                              
                                                            


              
                       
 

                                                               
                                    
                                      



                                                            
                              
                                       

                                                                  
         

                               
 
                 



                                            
                                              
                                                         


              
                       
 

                                                                      


                                            
                                              
                                                                       


              
                       
 

                                                                     















                                                                          
                 

                         
 

                                                        
 




                                                                           
         
                                  
                                          
 
                 

 

                                                                         

                                  
 
                       
















                                                
                                                                                                                          



                                                                                                                         


                                                              

 
                                                                               
 


                                  
                       
















                                                
                                                                                                                          



                                                                                                                         


                                                              

 

                                                                                


                                  
                       





                                                                             

                                                                                                     

                                                                        
                 
                                                                                 
                 

                                                      
                 




                                               









                                                                                












                                                 
                                                                                                                 




                         







                                                                                                      
                 
                         

                                





                                                                                  



                                 
                                                                 

                                                                                  

                                                   
                         

         
                                                                                                       
 
                 

 
                                                                                            
 


                                  
                       
                                        
                                                                                                         
                         





















                                                 
                                                                                                                     
                         


                     










                                                                                                      
                 
                         
         
 
                                






                                                                                              



                                 
                                                                 

                                                                           


                                                                                              
                         

         
                                                                                                       
 
                 



                                            
                                              
                                                                         






                                                  



                                                                   
                                 
                                  
         
            
                                                                  
 
                        




                                            
                                              


                                                                           
                       
 

                                                                  

                         
                                                                                                       
                         
 
                 



                                            
                                              

                                                                  
                       

              
                       



                                







                                                                             
 





                                                      



                                            
                                              



                                                                                
                       












                                                                                 
                                              



                                                   
                       








                                                                               
                                         

                                        







                                            
                                              
                                                               
 
                         
                             
 
                       
 




                                            





                                                        
                                   

                                                                                                  
                                    
                                                                                                    
                                                                                                                                             



                                                       
                                     
         


                                                       
 


                                                                           
                                                                                      

         

                                                      

                                                                                    
                                                                                         

         
                                                                         








                                                                                        




                                                                                         

                 
 
                          
                                      
                                      



                                              

                                          
                              

                                                   




                                                                       
                              

                                                   
                                                      
                                                                               
                                                                   


                                                            
                            

                                                             







                                                                       


                                                                             

                                                            



                                                                                 
                                

                                                       



                                                                           
                                

                                                       



                                                                           
                           

                                                      


                                                                           
                             


                                        
                                  
                 

                                       

                                                                                
                                                                     

                                    
                                        
















                                                                                          
                                              


                                                              
                       
 





                                                   

                                                                  










                                                                                                   
                                



                                                                
                                                        



                                                                       
                                                                                       
                                                                   
         
                                                        



                                                                       
                                                          


                                                                                 
                                                          


                                                                           
                                                          


                                                                           
                                                     



                                                                  
                                                         
                                                                                                                                                                       
                                                        
 







                                                                        

                                                                                                                
 






                                        
                                                                                                                  






                                                                                                     
                                                                     

















                                                                                            
                                              




                                             
                       
 
                                                                                                                                  

                         


                                                                
                                 


                                                                       
                                                                                                              
                                                                            

                                 


                                                                                                        



                                                                      



                                                                                           

                                             


                                                         

                                                                         
                                                                                                         


                                                                          

                           



                                                                                            
                          
                                                                               
 


                                           
 
                                                         
                                 
 
                                                    

                                 


                                                                        
                                      
                                 
                 


                                              

                                                                                            

                                                                       
                                                                                                         
                         
                                                         
                                              




                             
                                           
         
                                       
                                     
         
 




                                            
                                              












                                                         
                                              



                                                
                         
                         







                                                                          
                                              
                                                                          

                                         



                         
                                      

                                                                                                         




                                                     
                                              










                                                 
                                              



                                                                            
                                                                    






                                                      
                              
                                              


                                           

              
                                             

                          











                                                                              
                          
      
         

                                                            

                                    

                                            
                                                                                                                          
                                                   
                                                                                                                              
                                                     
         
 

                                             
 



                                            
                                   
                                              

                                                                    

































                                                                    
                                                                      


                           

                           
 




                                                              
                 

                                                                                     

         




                                                              








                                            


                                                                            
                                                                   


                           
                                 






                                                                
                                 







                                                                
                                                



               
                                            
                      
                                              

                                                                            
                       








                                             
                      
                                              
                                                                

                     


                                                   
 



                                                                           



                                                                                                  
                                                                 











                                                              
                      

                         
 
                                                         

                                            




                                                      









                                                                                                        


                                                  
                                                    
                                                                  

                               



                                                                                   



                                               
                                             
                                                                                              
                                                                 





                                                  
                                                    
                                                                    

                               



                                                                                     

                                          
 
                                               
                                             
                                                                                                 
                                                                 





                                              
                                        

                                                              
                             
                                                      


                                                 

                                            


                                               





                              
                                                                                                


               

                                               






                          
                                                                                                        


                                                                       
                                                                     
 





                                                                            
                                                                 



                                                        
                                                                      
















                                                                                                      
                                                 


                 
                                                                      















                                                                                        
                            



                                         
                                                                                                        


                         

                                                                               





                                                                           
                                                       
                                                                                             


                 
                                                                  
 





                                    
                                                                   



                                           
                                                       




                                                                     
                                                    




                             
                            


                 
                                                                    








                                               
                                                       

                                                                     
                            



                                         
                                                                    



                                               
                                                       






                                                                     












                                                                     
                                                         














                                      
                                                                   


























                                                                                                                       
                                            







                                                     
                                              


                   
                          



                            

                                              





                                                   

                                            
                                                              
                         
                                      





                                                   
                                                                         

                                  


                                                                             






                                                                                                                       

                                        
                                                                                                                                                
                                          
                 

                                                     
                                                                                                           
                                                                                                    



                                                                                              
                                                                                           
                                               
                                                   
                                                                                                                                                                         

                                                                                          



                                                                                      
                 
                                                                                                  
                                                 


                                                                                     

                                         
                                                   
                                                                                                        
                                                     
                                                                                                          


                   
                                       
                                               
                                                                         
                                                                        

                                     
                                                                                                      
                                     




                                                                                                     
                                                






                                                    

                                            
                                
                                  













                                                           

                                      
                                 
                                        
                                                                                                     

                                                                                                           



                                                                                                                                                             


                                                               

                                 

                                                                           
















                                                                                

                                            








                                                


                                 



                                           
                                                            




















                                                                                                     
                                      
            
                                      





                                                                                           

                                                    

                                                        

                                                           
                                          
                                      
                                                        





                                                                                       
                                     

                                                





                                  

                      


                     
                                              
















                                                                                                            
            






                                                                                                                  


                                              

               


                    


                                              

                                                    

                                                                        
                                                                                



                                                                            
                                                                
 
                                                                    




















                                                                                                                                                              
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/cbasetypes.h"
#include "../common/core.h" // get_svn_revision()
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "../common/socket.h" // session[]
#include "../common/strlib.h" // safestrncpy()
#include "../common/timer.h"
#include "../common/utils.h"
#include "../common/mmo.h" //NAME_LENGTH

#include "atcommand.h" // get_atcommand_level()
#include "battle.h" // battle_config
#include "battleground.h"
#include "chrif.h"
#include "clif.h"
#include "date.h" // is_day_of_*()
#include "intif.h"
#include "itemdb.h"
#include "log.h"
#include "mail.h"
#include "map.h"
#include "path.h"
#include "homunculus.h"
#include "instance.h"
#include "mercenary.h"
#include "npc.h" // fake_nd
#include "pet.h" // pet_unlocktarget()
#include "party.h" // party_search()
#include "guild.h" // guild_search(), guild_request_info()
#include "script.h" // script_config
#include "skill.h"
#include "status.h" // struct status_data
#include "pc.h"
#include "quest.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>


#define PVP_CALCRANK_INTERVAL 1000	// PVP���ʌv�Z�̊Ԋu
static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL];
static unsigned int max_level[CLASS_COUNT][2];
static unsigned int statp[MAX_LEVEL+1];

// h-files are for declarations, not for implementations... [Shinomori]
struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE];
// timer for night.day implementation
int day_timer_tid;
int night_timer_tid;

struct fame_list smith_fame_list[MAX_FAME_LIST];
struct fame_list chemist_fame_list[MAX_FAME_LIST];
struct fame_list taekwon_fame_list[MAX_FAME_LIST];

static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_AMMO};

#define MOTD_LINE_SIZE 128
char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]

struct duel duel_list[MAX_DUEL];
int duel_count = 0;

extern int item_delays; // [Paradox924X]

//Links related info to the sd->hate_mob[]/sd->feel_map[] entries
const struct sg_data sg_info[3] = {
		{ SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
		{ SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
		{ SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
	};

//Converts a class to its array index for CLASS_COUNT defined arrays.
//Note that it does not do a validity check for speed purposes, where parsing
//player input make sure to use a pcdb_checkid first!
int pc_class2idx(int class_) {
	if (class_ >= JOB_NOVICE_HIGH)
		return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC;
	return class_;
}

int pc_isGM(struct map_session_data* sd)
{
	return sd->gmlevel;
}

static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd;

	if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
		return 1;

	if(sd->invincible_timer != tid){
		ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
		return 0;
	}
	sd->invincible_timer = INVALID_TIMER;
	skill_unit_move(&sd->bl,tick,1);

	return 0;
}

void pc_setinvincibletimer(struct map_session_data* sd, int val) 
{
	nullpo_retv(sd);

	if( sd->invincible_timer != INVALID_TIMER )
		delete_timer(sd->invincible_timer,pc_invincible_timer);
	sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
}

void pc_delinvincibletimer(struct map_session_data* sd)
{
	nullpo_retv(sd);

	if( sd->invincible_timer != INVALID_TIMER )
	{
		delete_timer(sd->invincible_timer,pc_invincible_timer);
		sd->invincible_timer = INVALID_TIMER;
		skill_unit_move(&sd->bl,gettick(),1);
	}
}

static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd;
	int i;

	if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
		return 1;

	if( sd->spiritball <= 0 )
	{
		ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid);
		sd->spiritball = 0;
		return 0;
	}

	ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
	if( i == sd->spiritball )
	{
		ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
		return 0;
	}

	sd->spiritball--;
	if( i != sd->spiritball )
		memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
	sd->spirit_timer[sd->spiritball] = INVALID_TIMER;

	clif_spiritball(sd);

	return 0;
}

int pc_addspiritball(struct map_session_data *sd,int interval,int max)
{
	int tid, i;

	nullpo_ret(sd);

	if(max > MAX_SKILL_LEVEL)
		max = MAX_SKILL_LEVEL;
	if(sd->spiritball < 0)
		sd->spiritball = 0;

	if( sd->spiritball && sd->spiritball >= max )
	{
		if(sd->spirit_timer[0] != -1)
			delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
		sd->spiritball--;
		if( sd->spiritball != 0 )
			memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
		sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
	}

	tid = add_timer(gettick()+interval, pc_spiritball_timer, sd->bl.id, 0);
	ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(get_timer(tid)->tick, get_timer(sd->spirit_timer[i])->tick) < 0);
	if( i != sd->spiritball )
		memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
	sd->spirit_timer[i] = tid;
	sd->spiritball++;
	clif_spiritball(sd);

	return 0;
}

int pc_delspiritball(struct map_session_data *sd,int count,int type)
{
	int i;

	nullpo_ret(sd);

	if(sd->spiritball <= 0) {
		sd->spiritball = 0;
		return 0;
	}

	if(count <= 0)
		return 0;
	if(count > sd->spiritball)
		count = sd->spiritball;
	sd->spiritball -= count;
	if(count > MAX_SKILL_LEVEL)
		count = MAX_SKILL_LEVEL;

	for(i=0;i<count;i++) {
		if(sd->spirit_timer[i] != -1) {
			delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
			sd->spirit_timer[i] = -1;
		}
	}
	for(i=count;i<MAX_SKILL_LEVEL;i++) {
		sd->spirit_timer[i-count] = sd->spirit_timer[i];
		sd->spirit_timer[i] = -1;
	}

	if(!type)
		clif_spiritball(sd);

	return 0;
}

// Increases a player's fame points and displays a notice to him
void pc_addfame(struct map_session_data *sd,int count)
{
	nullpo_retv(sd);
	sd->status.fame += count;
	if(sd->status.fame > MAX_FAME)
		sd->status.fame = MAX_FAME;
	switch(sd->class_&MAPID_UPPERMASK){
		case MAPID_BLACKSMITH: // Blacksmith
			clif_fame_blacksmith(sd,count);
			break;
		case MAPID_ALCHEMIST: // Alchemist
			clif_fame_alchemist(sd,count);
			break;
		case MAPID_TAEKWON: // Taekwon
			clif_fame_taekwon(sd,count);
			break;	
	}
	chrif_updatefamelist(sd);
}

// Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
unsigned char pc_famerank(int char_id, int job)
{
	int i;
	
	switch(job){
		case MAPID_BLACKSMITH: // Blacksmith
		    for(i = 0; i < MAX_FAME_LIST; i++){
				if(smith_fame_list[i].id == char_id)
				    return i + 1;
			}
			break;
		case MAPID_ALCHEMIST: // Alchemist
			for(i = 0; i < MAX_FAME_LIST; i++){
				if(chemist_fame_list[i].id == char_id)
					return i + 1;
			}
			break;
		case MAPID_TAEKWON: // Taekwon
			for(i = 0; i < MAX_FAME_LIST; i++){
				if(taekwon_fame_list[i].id == char_id)
					return i + 1;
			}
			break;
	}

	return 0;
}

int pc_setrestartvalue(struct map_session_data *sd,int type)
{
	struct status_data *status, *b_status;
	nullpo_ret(sd);

	b_status = &sd->base_status;
	status = &sd->battle_status;

	if (type&1)
	{	//Normal resurrection
		status->hp = 1; //Otherwise status_heal may fail if dead.
		status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1);
	} else { //Just for saving on the char-server (with values as if respawned)
		sd->status.hp = b_status->hp;
		sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
	}
	return 0;
}

/*==========================================
	Rental System
 *------------------------------------------*/
static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd = map_id2sd(id);
	if( sd == NULL )
		return 0;
	if( tid != sd->rental_timer )
	{
		ShowError("pc_inventory_rental_end: invalid timer id.\n");
		return 0;
	}

	pc_inventory_rentals(sd);
	return 1;
}

int pc_inventory_rental_clear(struct map_session_data *sd)
{
	if( sd->rental_timer != INVALID_TIMER )
	{
		delete_timer(sd->rental_timer, pc_inventory_rental_end);
		sd->rental_timer = -1;
	}

	return 1;
}

void pc_inventory_rentals(struct map_session_data *sd)
{
	int i, c = 0;
	unsigned int expire_tick, next_tick = UINT_MAX;

	for( i = 0; i < MAX_INVENTORY; i++ )
	{ // Check for Rentals on Inventory
		if( sd->status.inventory[i].nameid == 0 )
			continue; // Nothing here
		if( sd->status.inventory[i].expire_time == 0 )
			continue;

		if( sd->status.inventory[i].expire_time <= time(NULL) )
		{
			clif_rental_expired(sd->fd, sd->status.inventory[i].nameid);
			pc_delitem(sd, i, sd->status.inventory[i].amount, 0, 0);
		}
		else
		{
			expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000;
			clif_rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000));
			next_tick = min(expire_tick, next_tick);
			c++;
		}
	}

	for( i = 0; i < MAX_CART; i++ )
	{ // Check for Rentals on Cart
		if( sd->status.cart[i].nameid == 0 )
			continue; // Nothing here
		if( sd->status.cart[i].expire_time == 0 )
			continue;

		if( sd->status.cart[i].expire_time <= time(NULL) )
		{
			clif_rental_expired(sd->fd, sd->status.cart[i].nameid);
			pc_cart_delitem(sd, i, 1, 0);
		}
		else
		{
			expire_tick = (unsigned int)(sd->status.cart[i].expire_time - time(NULL)) * 1000;
			clif_rental_time(sd->fd, sd->status.cart[i].nameid, (int)(expire_tick / 1000));
			next_tick = min(expire_tick, next_tick);
			c++;
		}
	}

	for( i = 0; i < MAX_STORAGE; i++ )
	{ // Check for Rentals on Storage
		if( sd->status.storage.items[i].nameid == 0 )
			continue;
		if( sd->status.storage.items[i].expire_time == 0 )
			continue;

		if( sd->status.storage.items[i].expire_time <= time(NULL) )
		{
			clif_rental_expired(sd->fd, sd->status.storage.items[i].nameid);
			storage_delitem(sd, i, 1);
		}
		else
		{
			expire_tick = (unsigned int)(sd->status.storage.items[i].expire_time - time(NULL)) * 1000;
			clif_rental_time(sd->fd, sd->status.storage.items[i].nameid, (int)(expire_tick / 1000));
			next_tick = min(expire_tick, next_tick);
			c++;
		}
	}

	if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days
		sd->rental_timer = add_timer(gettick() + min(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
	else
		sd->rental_timer = INVALID_TIMER;
}

void pc_inventory_rental_add(struct map_session_data *sd, int seconds)
{
	const struct TimerData * td;
	int tick = seconds * 1000;

	if( sd == NULL )
		return;

	if( sd->rental_timer != INVALID_TIMER )
	{
		td = get_timer(sd->rental_timer);
		if( DIFF_TICK(td->tick, gettick()) > tick )
		{ // Update Timer as this one ends first than the current one
			pc_inventory_rental_clear(sd);
			sd->rental_timer = add_timer(gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0);
		}
	}
	else
		sd->rental_timer = add_timer(gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
}

/*==========================================
	Determines if the GM can give / drop / trade / vend items
    Args: GM Level (current player GM level)
 *------------------------------------------*/
bool pc_can_give_items(int level)
{
	return( level < battle_config.gm_cant_drop_min_lv || level > battle_config.gm_cant_drop_max_lv );
}

/*==========================================
 * prepares character for saving.
 *------------------------------------------*/
int pc_makesavestatus(struct map_session_data *sd)
{
	nullpo_ret(sd);

	if(!battle_config.save_clothcolor)
		sd->status.clothes_color=0;

  	//Only copy the Cart/Peco/Falcon options, the rest are handled via 
	//status change load/saving. [Skotlex]
	sd->status.option = sd->sc.option&(OPTION_CART|OPTION_FALCON|OPTION_RIDING);
		
	if (sd->sc.data[SC_JAILED])
	{	//When Jailed, do not move last point.
		if(pc_isdead(sd)){
			pc_setrestartvalue(sd,0);
		} else {
			sd->status.hp = sd->battle_status.hp;
			sd->status.sp = sd->battle_status.sp;
		}
		sd->status.last_point.map = sd->mapindex;
		sd->status.last_point.x = sd->bl.x;
		sd->status.last_point.y = sd->bl.y;
		return 0;
	}

	if(pc_isdead(sd)){
		pc_setrestartvalue(sd,0);
		memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
	} else {
		sd->status.hp = sd->battle_status.hp;
		sd->status.sp = sd->battle_status.sp;
		sd->status.last_point.map = sd->mapindex;
		sd->status.last_point.x = sd->bl.x;
		sd->status.last_point.y = sd->bl.y;
	}

	if(map[sd->bl.m].flag.nosave){
		struct map_data *m=&map[sd->bl.m];
		if(m->save.map)
			memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
		else
			memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
	}

	return 0;
}

/*==========================================
 * ��?�b̏����?
 *------------------------------------------*/
int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd)
{
	nullpo_ret(sd);

	sd->bl.id        = account_id;
	sd->status.account_id   = account_id;
	sd->status.char_id      = char_id;
	sd->status.sex   = sex;
	sd->login_id1    = login_id1;
	sd->login_id2    = 0; // at this point, we can not know the value :(
	sd->client_tick  = client_tick;
	sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
	sd->bl.type      = BL_PC;
	sd->canlog_tick  = gettick();
	//Required to prevent homunculus copuing a base speed of 0.
	sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
	return 0;
}

int pc_equippoint(struct map_session_data *sd,int n)
{
	int ep = 0;

	nullpo_ret(sd);

	if(!sd->inventory_data[n])
		return 0;

	if (!itemdb_isequip2(sd->inventory_data[n]))
		return 0; //Not equippable by players.
	
	ep = sd->inventory_data[n]->equip;
	if(sd->inventory_data[n]->look == W_DAGGER	||
		sd->inventory_data[n]->look == W_1HSWORD ||
		sd->inventory_data[n]->look == W_1HAXE) {
		if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
			return EQP_ARMS;
	}
	return ep;
}

int pc_setinventorydata(struct map_session_data *sd)
{
	int i,id;

	nullpo_ret(sd);

	for(i=0;i<MAX_INVENTORY;i++) {
		id = sd->status.inventory[i].nameid;
		sd->inventory_data[i] = id?itemdb_search(id):NULL;
		if(sd->inventory_data[i] && sd->inventory_data[i]->delay > 0) { // Load delays
			sd->item_delay[item_delays].nameid = sd->inventory_data[i]->nameid;
			sd->item_delay[item_delays].tick = 0;
			++item_delays;
		}
	}
	return 0;
}

int pc_calcweapontype(struct map_session_data *sd)
{
	nullpo_ret(sd);

	// single-hand
	if(sd->weapontype2 == W_FIST) {
		sd->status.weapon = sd->weapontype1;
		return 1;
	}
	if(sd->weapontype1 == W_FIST) {
		sd->status.weapon = sd->weapontype2;
		return 1;
	}
	// dual-wield
	sd->status.weapon = 0;
	switch (sd->weapontype1){
	case W_DAGGER:
		switch (sd->weapontype2) {
		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DD; break;
		case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
		case W_1HAXE:   sd->status.weapon = W_DOUBLE_DA; break;
		}
		break;
	case W_1HSWORD:
		switch (sd->weapontype2) {
		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DS; break;
		case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
		case W_1HAXE:   sd->status.weapon = W_DOUBLE_SA; break;
		}
		break;
	case W_1HAXE:
		switch (sd->weapontype2) {
		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DA; break;
		case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
		case W_1HAXE:   sd->status.weapon = W_DOUBLE_AA; break;
		}
	}
	// unknown, default to right hand type
	if (!sd->status.weapon)
		sd->status.weapon = sd->weapontype1;

	return 2;
}

int pc_setequipindex(struct map_session_data *sd)
{
	int i,j;

	nullpo_ret(sd);

	for(i=0;i<EQI_MAX;i++)
		sd->equip_index[i] = -1;

	for(i=0;i<MAX_INVENTORY;i++) {
		if(sd->status.inventory[i].nameid <= 0)
			continue;
		if(sd->status.inventory[i].equip) {
			for(j=0;j<EQI_MAX;j++)
				if(sd->status.inventory[i].equip & equip_pos[j])
					sd->equip_index[j] = i;

			if(sd->status.inventory[i].equip & EQP_HAND_R)
			{
				if(sd->inventory_data[i])
					sd->weapontype1 = sd->inventory_data[i]->look;
				else
					sd->weapontype1 = 0;
			}

			if( sd->status.inventory[i].equip & EQP_HAND_L )
			{
				if( sd->inventory_data[i] && sd->inventory_data[i]->type == 4 )
					sd->weapontype2 = sd->inventory_data[i]->look;
				else
					sd->weapontype2 = 0;
			}
		}
	}
	pc_calcweapontype(sd);

	return 0;
}

static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag)
{
	int i;
	struct item *item = &sd->status.inventory[eqindex];
	struct item_data *data;
	//Crafted/made/hatched items.
	if (itemdb_isspecial(item->card[0]))
		return 1;
	
	ARR_FIND( 0, s, i, item->card[i] && (data = itemdb_exists(item->card[i])) != NULL && data->flag.no_equip&flag );
	return( i < s ) ? 0 : 1;
}

bool pc_isequipped(struct map_session_data *sd, int nameid)
{
	int i, j, index;

	for( i = 0; i < EQI_MAX; i++ )
	{
		index = sd->equip_index[i];
		if( index < 0 ) continue;

		if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
		if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
		if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;
	
		if( !sd->inventory_data[index] ) continue;

		if( sd->inventory_data[index]->nameid == nameid )
			return true;

		for( j = 0; j < sd->inventory_data[index]->slot; j++ )
			if( sd->status.inventory[index].card[j] == nameid )
				return true;
	}

	return false;
}

bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd )
{
	if( !p1_sd || !p2_sd || !b_sd )
		return false;

	if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
		return false; // already adopted baby / in adopt request

	if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
		return false; // You need to be married and in party with baby to adopt

	if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
		return false; // Not married, wrong married

	if( p2_sd->status.party_id != p1_sd->status.party_id )
		return false; // Both parents need to be in the same party

	// Parents need to have their ring equipped
	if( !pc_isequipped(p1_sd, WEDDING_RING_M) && !pc_isequipped(p1_sd, WEDDING_RING_F) )
		return false; 

	if( !pc_isequipped(p2_sd, WEDDING_RING_M) && !pc_isequipped(p2_sd, WEDDING_RING_F) )
		return false;

	// Already adopted a baby
	if( p1_sd->status.child || p2_sd->status.child ) {
		clif_Adopt_reply(p1_sd, 0);
		return false;
	}

	// Parents need at least lvl 70 to adopt
	if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
		clif_Adopt_reply(p1_sd, 1);
		return false;
	}

	if( b_sd->status.partner_id ) {
		clif_Adopt_reply(p1_sd, 2);
		return false;
	}

	if( !(b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF) )
		return false;

	return true;
}

/*==========================================
 * Adoption Process
 *------------------------------------------*/
bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
{
	int job, joblevel;
	unsigned int jobexp;
	
	if( !pc_can_Adopt(p1_sd, p2_sd, b_sd) )
		return false;

	// Preserve current job levels and progress
	joblevel = b_sd->status.job_level;
	jobexp = b_sd->status.job_exp;

	job = pc_mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex);
	if( job != -1 && !pc_jobchange(b_sd, job, 0) )
	{ // Success, proceed to configure parents and baby skills
		p1_sd->status.child = b_sd->status.char_id;
		p2_sd->status.child = b_sd->status.char_id;
		b_sd->status.father = p1_sd->status.char_id;
		b_sd->status.mother = p2_sd->status.char_id;

		// Restore progress
		b_sd->status.job_level = joblevel;
		clif_updatestatus(b_sd, SP_JOBLEVEL);
		b_sd->status.job_exp = jobexp;
		clif_updatestatus(b_sd, SP_JOBEXP);

		// Baby Skills
		pc_skill(b_sd, WE_BABY, 1, 0);
		pc_skill(b_sd, WE_CALLPARENT, 1, 0);

		// Parents Skills
		pc_skill(p1_sd, WE_CALLBABY, 1, 0);
		pc_skill(p2_sd, WE_CALLBABY, 1, 0);
		
		return true;
	}

	return false; // Job Change Fail
}

int pc_isequip(struct map_session_data *sd,int n)
{
	struct item_data *item;
	//?����{�q�̏ꍇ�̌��̐E�Ƃ��Z�o����

	nullpo_ret(sd);

	item = sd->inventory_data[n];

	if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
		return 1;

	if(item == NULL)
		return 0;
	if(item->elv && sd->status.base_level < (unsigned int)item->elv)
		return 0;
	if(item->sex != 2 && sd->status.sex != item->sex)
		return 0;
	if(map[sd->bl.m].flag.pvp && ((item->flag.no_equip&1) || !pc_isAllowedCardOn(sd,item->slot,n,1)))
		return 0;
	if(map_flag_gvg(sd->bl.m) && ((item->flag.no_equip&2) || !pc_isAllowedCardOn(sd,item->slot,n,2)))
		return 0; 
	if(map[sd->bl.m].flag.restricted)
	{
		int flag =map[sd->bl.m].zone;
		if (item->flag.no_equip&flag || !pc_isAllowedCardOn(sd,item->slot,n,flag))
			return 0;
	}

	if (sd->sc.count) {
			
		if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG]
			return 0;
		if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD])
			return 0;
		if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR])
			return 0;
		if(item->equip & EQP_HELM && sd->sc.data[SC_STRIPHELM])
			return 0;

		if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) {
			//Spirit of Super Novice equip bonuses. [Skotlex]
			if (sd->status.base_level > 90 && item->equip & EQP_HELM)
				return 1; //Can equip all helms

			if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
				switch(item->look) { //In weapons, the look determines type of weapon.
					case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
					case W_1HSWORD: //All 1H swords
					case W_1HAXE: //All 1H Axes
					case W_MACE: //All 1H Maces
					case W_STAFF: //All 1H Staves
						return 1;
				}
		}
	}
	//Not equipable by class. [Skotlex]
	if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
		return 0;
	
	//Not equipable by upper class. [Skotlex]
	if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper))
		return 0;

	return 1;
}

/*==========================================
 * session id�ɖ�薳��
 * char�I���瑗���Ă����X�e?�^�X��ݒ�
 *------------------------------------------*/
bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int gmlevel, struct mmo_charstatus *st)
{
	int i;
	unsigned long tick = gettick();
	uint32 ip = session[sd->fd]->client_addr;

	sd->login_id2 = login_id2;
	sd->gmlevel = gmlevel;
	memcpy(&sd->status, st, sizeof(*st));

	if (st->sex != sd->status.sex) {
		clif_authfail_fd(sd->fd, 0);
		return false;
	}

	//Set the map-server used job id. [Skotlex]
	i = pc_jobid2mapid(sd->status.class_);
	if (i == -1) { //Invalid class?
		ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
		sd->status.class_ = JOB_NOVICE;
		sd->class_ = MAPID_NOVICE;
	} else
		sd->class_ = i; 
	//Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
	if(!sd->status.hp) pc_setdead(sd);
	sd->state.connect_new = 1;

	sd->followtimer = INVALID_TIMER; // [MouseJstr]
	sd->invincible_timer = INVALID_TIMER;
	sd->npc_timer_id = INVALID_TIMER;
	sd->pvp_timer = INVALID_TIMER;
	
	sd->canuseitem_tick = tick;
	sd->canusecashfood_tick = tick;
	sd->canequip_tick = tick;
	sd->cantalk_tick = tick;
	sd->cansendmail_tick = tick;

	for(i = 0; i < MAX_SKILL_LEVEL; i++)
		sd->spirit_timer[i] = INVALID_TIMER;
	for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++)
		sd->autobonus[i].active = INVALID_TIMER;
	for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++)
		sd->autobonus2[i].active = INVALID_TIMER;
	for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++)
		sd->autobonus3[i].active = INVALID_TIMER;

	if (battle_config.item_auto_get)
		sd->state.autoloot = 10000;

	if (battle_config.disp_experience)
		sd->state.showexp = 1;
	if (battle_config.disp_zeny)
		sd->state.showzeny = 1;
	
	if (!(battle_config.display_skill_fail&2))
		sd->state.showdelay = 1;
		
	// �A�C�e���`�F�b�N
	pc_setinventorydata(sd);
	pc_checkitem(sd);

	status_change_init(&sd->bl);
	if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) && (pc_isGM(sd) >= get_atcommand_level(atcommand_hide)))
		sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
	else
		sd->status.option &= OPTION_MASK;

	sd->sc.option = sd->status.option; //This is the actual option used in battle.
	//Set here because we need the inventory data for weapon sprite parsing.
	status_set_viewdata(&sd->bl, sd->status.class_);
	unit_dataset(&sd->bl);

	sd->guild_x = -1;
	sd->guild_y = -1;

	// Event Timers
	for( i = 0; i < MAX_EVENTTIMER; i++ )
		sd->eventtimer[i] = -1;
	// Rental Timer
	sd->rental_timer = INVALID_TIMER;

	for( i = 0; i < 3; i++ )
		sd->hate_mob[i] = -1;

	// �ʒu�̐ݒ�
	if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
		ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i);

		// try warping to a default map instead (church graveyard)
		if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) {
			// if we fail again
			clif_authfail_fd(sd->fd, 0);
			return false;
		}
	}

	clif_authok(sd);

	//Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
	sd->die_counter=-1;

	//display login notice
	if( sd->gmlevel >= battle_config.lowest_gm_level )
		ShowInfo("GM '"CL_WHITE"%s"CL_RESET"' logged in."
			" (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
			" Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"',"
			" GM Level '"CL_WHITE"%d"CL_RESET"').\n",
			sd->status.name, sd->status.account_id, sd->status.char_id,
			sd->packet_ver, CONVIP(ip), sd->gmlevel);
	else
		ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in."
			" (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
			" Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n",
			sd->status.name, sd->status.account_id, sd->status.char_id,
			sd->packet_ver, CONVIP(ip));
	
	// Send friends list
	clif_friendslist_send(sd);

	if (battle_config.display_version == 1){
		char buf[256];
		sprintf(buf, "eAthena SVN version: %s", get_svn_revision());
		clif_displaymessage(sd->fd, buf);
	}

	// Message of the Day [Valaris]
	for(i=0; motd_text[i][0] && i < MOTD_LINE_SIZE; i++) {
		if (battle_config.motd_type)
			clif_disp_onlyself(sd,motd_text[i],strlen(motd_text[i]));
		else
			clif_displaymessage(sd->fd, motd_text[i]);
	}

	// message of the limited time of the account
	if (expiration_time != 0) { // don't display if it's unlimited or unknow value
		char tmpstr[1024];
		strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
		clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
	}

	//Night message
	if (night_flag)
	{
		char tmpstr[1024];
		strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
		clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
	}

	// Request all registries (auth is considered completed whence they arrive)
	intif_request_registry(sd,7);
	return true;
}

/*==========================================
 * Closes a connection because it failed to be authenticated from the char server.
 *------------------------------------------*/
void pc_authfail(struct map_session_data *sd)
{
	clif_authfail_fd(sd->fd, 0);
	return;
}

//Attempts to set a mob. 
int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
{
	int class_;
	if (!sd || !bl || pos < 0 || pos > 2)
		return 0;
	if (sd->hate_mob[pos] != -1)
	{	//Can't change hate targets.
		clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
		return 0;
	}

	class_ = status_get_class(bl);
	if (!pcdb_checkid(class_)) {
		unsigned int max_hp = status_get_max_hp(bl);
		if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
			return 0;
		if (pos != status_get_size(bl))
			return 0; //Wrong size
	}
	sd->hate_mob[pos] = class_;
	pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1);
	clif_hate_info(sd, pos, class_, 1);
	return 1;
}

/*==========================================
 * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
 *------------------------------------------*/
int pc_reg_received(struct map_session_data *sd)
{
	int i,j;
	
	sd->change_level = pc_readglobalreg(sd,"jobchange_level");
	sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");

	// Cash shop
	sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS");
	sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS");

	// Cooking Exp
	sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY");

	if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
	{ // Better check for class rather than skill to prevent "skill resets" from unsetting this
		sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
		sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
	}

	//SG map and mob read [Komurka]
	for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
	{
		if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) {
			sd->feel_map[i].index = j;
			sd->feel_map[i].m = map_mapindex2mapid(j);
		} else {
			sd->feel_map[i].index = 0;
			sd->feel_map[i].m = -1;
		}
		sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1;
	}

	if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
		sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
		if (sd->cloneskill_id > 0) {
			sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
			sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
			if (i < sd->status.skill[sd->cloneskill_id].lv)
				sd->status.skill[sd->cloneskill_id].lv = i;
			sd->status.skill[sd->cloneskill_id].flag = 13;	//cloneskill flag			
		}
	}

	//Weird... maybe registries were reloaded?
	if (sd->state.active)
		return 0;
	sd->state.active = 1;

	if (sd->status.party_id)
		party_member_joined(sd);
	if (sd->status.guild_id)
		guild_member_joined(sd);
	
	// pet
	if (sd->status.pet_id > 0)
		intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);

	// Homunculus [albator]
	if( sd->status.hom_id > 0 )
		intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
	if( sd->status.mer_id > 0 )
		intif_mercenary_request(sd->status.mer_id, sd->status.char_id);

	map_addiddb(&sd->bl);
	map_delnickdb(sd->status.char_id, sd->status.name);
	if (!chrif_auth_finished(sd))
		ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);

	status_calc_pc(sd,1);
	chrif_scdata_request(sd->status.account_id, sd->status.char_id);

#ifndef TXT_ONLY
	intif_Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox
	intif_request_questlog(sd);
#endif

	if (sd->state.connect_new == 0 && sd->fd)
	{	//Character already loaded map! Gotta trigger LoadEndAck manually.
		sd->state.connect_new = 1;
		clif_parse_LoadEndAck(sd->fd, sd);
	}

#ifndef TXT_ONLY
	pc_inventory_rentals(sd);
#endif
	return 1;
}

static int pc_calc_skillpoint(struct map_session_data* sd)
{
	int  i,skill,inf2,skill_point=0;

	nullpo_ret(sd);

	for(i=1;i<MAX_SKILL;i++){
		if( (skill = pc_checkskill(sd,i)) > 0) {
			inf2 = skill_get_inf2(i);
			if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
				!(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
				) {
				if(!sd->status.skill[i].flag)
					skill_point += skill;
				else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
					skill_point += (sd->status.skill[i].flag - 2);
				}
			}
		}
	}

	return skill_point;
}


/*==========================================
 * ?������X�L���̌v�Z
 *------------------------------------------*/
int pc_calc_skilltree(struct map_session_data *sd)
{
	int i,id=0,flag;
	int c=0;

	nullpo_ret(sd);
	i = pc_calc_skilltree_normalize_job(sd);
	c = pc_mapid2jobid(i, sd->status.sex);
	if( c == -1 )
	{ //Unable to normalize job??
		ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
		return 1;
	}
	c = pc_class2idx(c);

	for( i = 0; i < MAX_SKILL; i++ )
	{ 
		if( sd->status.skill[i].flag != 13 ) //Don't touch plagiarized skills
			sd->status.skill[i].id = 0; //First clear skills.
	}

	for( i = 0; i < MAX_SKILL; i++ )
	{ 
		if( sd->status.skill[i].flag && sd->status.skill[i].flag != 13 )
		{ // Restore original level of skills after deleting earned skills.	
			sd->status.skill[i].lv = (sd->status.skill[i].flag == 1)?0:sd->status.skill[i].flag-2;
			sd->status.skill[i].flag = 0;
		}

		if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU )
		{ //Enable Bard/Dancer spirit linked skills.
			if( sd->status.sex )
			{ //Link dancer skills to bard.
				if( sd->status.skill[i-8].lv < 10 )
					continue;
				sd->status.skill[i].id = i;
				sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
				sd->status.skill[i].flag = 1; // Tag it as a non-savable, non-uppable, bonus skill
			}
			else
			{ //Link bard skills to dancer.
				if( sd->status.skill[i].lv < 10 )
					continue;
				sd->status.skill[i-8].id = i - 8;
				sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
				sd->status.skill[i-8].flag = 1; // Tag it as a non-savable, non-uppable, bonus skill
			}
		}
	}

	if( battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill )
	{
		for( i = 0; i < MAX_SKILL; i++ )
		{
			if( skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
				continue; //Only skills you can't have are npc/guild ones
			if( skill_get_max(i) > 0 )
				sd->status.skill[i].id = i;
		}
		return 0;
	}

	do {
		flag = 0;
		for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
		{
			int j, f, k, inf2;

			if( sd->status.skill[id].id )
				continue; //Skill already known.

			f = 1;
			if(!battle_config.skillfree) {
				for(j = 0; j < 5; j++) {
					if((k=skill_tree[c][i].need[j].id))
					{
						if (!sd->status.skill[k].id || sd->status.skill[k].flag == 13)
							k = 0; //Not learned.
						else if (sd->status.skill[k].flag) //Real lerned level
							k = sd->status.skill[skill_tree[c][i].need[j].id].flag-2;
						else
							k = pc_checkskill(sd,k);
						if (k < skill_tree[c][i].need[j].lv)
						{
							f = 0;
							break;
						}
					}
				}
				if( sd->status.job_level < skill_tree[c][i].joblv )
					f = 0; // job level requirement wasn't satisfied
			}

			if( f )
			{
				inf2 = skill_get_inf2(id);

				if(!sd->status.skill[id].lv && (
					(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
					inf2&INF2_WEDDING_SKILL ||
					(inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
				))
					continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.

				sd->status.skill[id].id = id;

				if(inf2&INF2_SPIRIT_SKILL)
				{	//Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
					sd->status.skill[id].lv = 1; // need to manually specify a skill level
					sd->status.skill[id].flag = 1; //So it is not saved, and tagged as a "bonus" skill.
				}
				flag = 1; // skill list has changed, perform another pass
			}
		}
	} while(flag);

	// 
	if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
	{
		/* Taekwon Ranger Bonus Skill Tree
		============================================
		- Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
		- (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
		- (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */

		for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
		{
			if( (skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
				continue; //Do not include Quest/Wedding skills.

			if( sd->status.skill[id].id == 0 )
			{
				sd->status.skill[id].id = id;
				sd->status.skill[id].flag = 1; // So it is not saved, and tagged as a "bonus" skill.
			}
			else
				sd->status.skill[id].flag = sd->status.skill[id].lv+2;

			sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_);
		}
	}

	return 0;
}

//Checks if you can learn a new skill after having leveled up a skill.
static void pc_check_skilltree(struct map_session_data *sd, int skill)
{
	int i,id=0,flag;
	int c=0;

	if(battle_config.skillfree)
		return; //Function serves no purpose if this is set
	
	i = pc_calc_skilltree_normalize_job(sd);
	c = pc_mapid2jobid(i, sd->status.sex);
	if (c == -1) { //Unable to normalize job??
		ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
		return;
	}
	c = pc_class2idx(c);
	do {
		flag = 0;
		for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ )
		{
			int j, f = 1, k;

			if( sd->status.skill[id].id ) //Already learned
				continue;
			
			for( j = 0; j < 5; j++ )
			{
				if( (k = skill_tree[c][i].need[j].id) )
				{
					if( !sd->status.skill[k].id || sd->status.skill[k].flag == 13 )
						k = 0; //Not learned.
					else if( sd->status.skill[k].flag ) //Real lerned level
						k = sd->status.skill[skill_tree[c][i].need[j].id].flag - 2;
					else
						k = pc_checkskill(sd,k);
					if( k < skill_tree[c][i].need[j].lv )
					{
						f = 0;
						break;
					}
				}
			}
			if( !f )
				continue;
			if( sd->status.job_level < skill_tree[c][i].joblv )
				continue;
			
			j = skill_get_inf2(id);
			if( !sd->status.skill[id].lv && (
				(j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
				j&INF2_WEDDING_SKILL ||
				(j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
			) )
				continue; //Cannot be learned via normal means.

			sd->status.skill[id].id = id;
			flag = 1;
		}
	} while(flag);
}

// Make sure all the skills are in the correct condition
// before persisting to the backend.. [MouseJstr]
int pc_clean_skilltree(struct map_session_data *sd)
{
	int i;
	for (i = 0; i < MAX_SKILL; i++){
		if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1)
		{
			sd->status.skill[i].id = 0;
			sd->status.skill[i].lv = 0;
			sd->status.skill[i].flag = 0;
		} else if (sd->status.skill[i].flag){
			sd->status.skill[i].lv = sd->status.skill[i].flag-2;
			sd->status.skill[i].flag = 0;
		}
	}

	return 0;
}

int pc_calc_skilltree_normalize_job(struct map_session_data *sd)
{
	int skill_point;
	int c = sd->class_;
	
	if (!battle_config.skillup_limit)
		return c;
	
	skill_point = pc_calc_skillpoint(sd);
	if(pc_checkskill(sd, NV_BASIC) < 9) //Consider Novice Tree when you don't have NV_BASIC maxed.
		c = MAPID_NOVICE;
	else
	//Do not send S. Novices to first class (Novice)
	if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE &&
		sd->status.skill_point >= sd->status.job_level &&
		((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) {
		//Send it to first class.
		c &= MAPID_BASEMASK;
	}
	if (sd->class_&JOBL_UPPER) //Convert to Upper
		c |= JOBL_UPPER;
	else if (sd->class_&JOBL_BABY) //Convert to Baby
		c |= JOBL_BABY;

	return c;
}

/*==========================================
 * Updates the weight status
 *------------------------------------------
 * 1: overweight 50%
 * 2: overweight 90%
 * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here.
 */
int pc_updateweightstatus(struct map_session_data *sd)
{
	int old_overweight;
	int new_overweight;

	nullpo_retr(1, sd);

	old_overweight = (sd->sc.data[SC_WEIGHT90]) ? 2 : (sd->sc.data[SC_WEIGHT50]) ? 1 : 0;
	new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;

	if( old_overweight == new_overweight )
		return 0; // no change

	// stop old status change
	if( old_overweight == 1 )
		status_change_end(&sd->bl, SC_WEIGHT50, -1);
	else if( old_overweight == 2 )
		status_change_end(&sd->bl, SC_WEIGHT90, -1);

	// start new status change
	if( new_overweight == 1 )
		sc_start(&sd->bl, SC_WEIGHT50, 100, 0, 0);
	else if( new_overweight == 2 )
		sc_start(&sd->bl, SC_WEIGHT90, 100, 0, 0);

	// update overweight status
	sd->regen.state.overweight = new_overweight;

	return 0;
}

int pc_disguise(struct map_session_data *sd, int class_)
{
	if (!class_ && !sd->disguise)
		return 0;
	if (class_ && sd->disguise == class_)
		return 0;

	if(sd->sc.option&OPTION_INVISIBLE)
  	{	//Character is invisible. Stealth class-change. [Skotlex]
		sd->disguise = class_; //viewdata is set on uncloaking.
		return 2;
	}

	if (sd->bl.prev != NULL) {
		pc_stop_walking(sd, 0);
		clif_clearunit_area(&sd->bl, 0);
	}

	if (!class_) {
		sd->disguise = 0;
		class_ = sd->status.class_;
	} else
		sd->disguise=class_;

	status_set_viewdata(&sd->bl, class_);
	clif_changeoption(&sd->bl);

	if (sd->bl.prev != NULL) {
		clif_spawn(&sd->bl);
		if (class_ == sd->status.class_ && pc_iscarton(sd))
		{	//It seems the cart info is lost on undisguise.
			clif_cartlist(sd);
			clif_updatestatus(sd,SP_CARTINFO);
		}
	}
	return 1;
}

static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id)
{
	int i;

	if( !rate )
		return 0;

	for( i = 0; i < max && spell[i].id; i++ )
	{
		if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv )
		{
			if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
				return 0;
			rate += spell[i].rate;
			break;
		}
	}
	if (i == max) {
		ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
		return 0;
	}
	spell[i].id = id;
	spell[i].lv = lv;
	spell[i].rate = rate;
	//Auto-update flag value.
	if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
	if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon.
	if (!(flag&BF_SKILLMASK)) {
		if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL
		if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
	}
	spell[i].flag|= flag;
	spell[i].card_id = card_id;
	return 1;
}

static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id)
{
	int i;

	if( !rate )
		return 0;

	for( i = 0; i < max && spell[i].id; i++ )  
	{  
		if( spell[i].flag == src_skill && spell[i].id == id && spell[i].lv == lv && (spell[i].card_id == card_id || spell[i].rate <= 0 || rate < 0) )  
		{  
			if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
				return 0;
			rate += spell[i].rate;
			break; 
		}  
	}

	if( i == max )
	{
		ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
		return 0;
	}

	spell[i].flag = src_skill;
	spell[i].id	= id;
	spell[i].lv = lv;
	spell[i].rate = rate;
	spell[i].card_id = card_id;
	return 1;
}

static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag)
{
	int i;
	if (!(flag&(ATF_SHORT|ATF_LONG)))
		flag|=ATF_SHORT|ATF_LONG; //Default range: both
	if (!(flag&(ATF_TARGET|ATF_SELF)))
		flag|=ATF_TARGET; //Default target: enemy.
	if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)))
		flag|=ATF_WEAPON; //Defatul type: weapon.

	for (i = 0; i < max && effect[i].flag; i++) {
		if (effect[i].id == id && effect[i].flag == flag)
		{
			effect[i].rate += rate;
			effect[i].arrow_rate += arrow_rate;
			return 1;
		}
	}
	if (i == max) {
		ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
		return 0;
	}
	effect[i].id = id;
	effect[i].rate = rate;
	effect[i].arrow_rate = arrow_rate;
	effect[i].flag = flag;
	return 1;
}

static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target)
{
	int i;
	for( i = 0; i < max && effect[i].skill; i++ )
	{
		if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target )
		{
			effect[i].rate += rate;
			return 1;
		}
	}
	if( i == max ) {
		ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max);
		return 0;
	}
	effect[i].id = id;
	effect[i].rate = rate;
	effect[i].skill = skill;
	effect[i].target = target;
	return 1;
}

static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate)
{
	int i;
	//Apply config rate adjustment settings.
	if (rate >= 0) { //Absolute drop.
		if (battle_config.item_rate_adddrop != 100)
			rate = rate*battle_config.item_rate_adddrop/100;
		if (rate < battle_config.item_drop_adddrop_min)
			rate = battle_config.item_drop_adddrop_min;
		else if (rate > battle_config.item_drop_adddrop_max)
			rate = battle_config.item_drop_adddrop_max;
	} else { //Relative drop, max/min limits are applied at drop time.
		if (battle_config.item_rate_adddrop != 100)
			rate = rate*battle_config.item_rate_adddrop/100;
		if (rate > -1)
			rate = -1;
	}
	for(i = 0; i < max && (drop[i].id || drop[i].group); i++) {
		if(
			(id && drop[i].id == id) ||
			(group && drop[i].group == group)
		) {
			drop[i].race |= race;
			if(drop[i].rate > 0 && rate > 0)
			{	//Both are absolute rates.
				if (drop[i].rate < rate)
					drop[i].rate = rate;
			} else
			if(drop[i].rate < 0 && rate < 0) {
				//Both are relative rates.
				if (drop[i].rate > rate)
					drop[i].rate = rate;
			} else if (rate < 0) //Give preference to relative rate.
					drop[i].rate = rate;
			return 1;
		}
	}
	if(i == max) {
		ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max);
		return 0;
	}
	drop[i].id = id;
	drop[i].group = group;
	drop[i].race |= race;
	drop[i].rate = rate;
	return 1;
}

int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill)
{
	int i;

	ARR_FIND(0, max, i, bonus[i].rate == 0);
	if( i == max )
	{
		ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max);
		return 0;
	}

	if( !onskill )
	{
		if( !(flag&BF_RANGEMASK) )
			flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
		if( !(flag&BF_WEAPONMASK) )
			flag|=BF_WEAPON; //No attack type defined? Use weapon.
		if( !(flag&BF_SKILLMASK) )
		{
			if( flag&(BF_MAGIC|BF_MISC) )
				flag|=BF_SKILL; //These two would never trigger without BF_SKILL
			if( flag&BF_WEAPON )
				flag|=BF_NORMAL|BF_SKILL;
		}
	}

	bonus[i].rate = rate;
	bonus[i].duration = dur;
	bonus[i].active = INVALID_TIMER;
	bonus[i].atk_type = flag;
	bonus[i].pos = pos;
	bonus[i].bonus_script = aStrdup(script);
	bonus[i].other_script = other_script?aStrdup(other_script):NULL;
	return 1;
}

int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore)
{
	int i;
	nullpo_ret(sd);

	for( i = 0; i < max; i++ )
	{
		if( autobonus[i].active != INVALID_TIMER )
		{
			if( restore && sd->state.autobonus&autobonus[i].pos )
			{
				if( autobonus[i].bonus_script )
				{
					int j;
					ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos );
					if( j < EQI_MAX-1 )
						script_run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]);
				}
				continue;
			}
			else
			{ // Logout / Unequipped an item with an activated bonus
				delete_timer(autobonus[i].active,pc_endautobonus);
				autobonus[i].active = INVALID_TIMER;
			}
		}

		if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script);
		if( autobonus[i].other_script ) aFree(autobonus[i].other_script);
		autobonus[i].bonus_script = autobonus[i].other_script = NULL;
		autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0;
		autobonus[i].active = INVALID_TIMER;
	}

	return 0;
}

int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus)
{
	nullpo_ret(sd);
	nullpo_ret(autobonus);

	if( autobonus->other_script )
	{
		int j;
		ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos );
		if( j < EQI_MAX-1 )
			script_run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]);
	}

	autobonus->active = add_timer(gettick()+autobonus->duration, pc_endautobonus, sd->bl.id, (intptr)autobonus);
	sd->state.autobonus |= autobonus->pos;
	status_calc_pc(sd,0);

	return 0;
}

int pc_endautobonus(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd = map_id2sd(id);
	struct s_autobonus *autobonus = (struct s_autobonus *)data;

	nullpo_ret(sd);
	nullpo_ret(autobonus);

	autobonus->active = INVALID_TIMER;
	sd->state.autobonus &= ~autobonus->pos;
	status_calc_pc(sd,0);
	return 0;
}

int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
{
	int i;
	struct weapon_data* wd;

	wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);

	ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0);

	if (i == MAX_PC_BONUS)
	{
		ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
		return 0;
	}

	if (!(flag&BF_RANGEMASK))
		flag |= BF_SHORT|BF_LONG;
	if (!(flag&BF_WEAPONMASK))
		flag |= BF_WEAPON;
	if (!(flag&BF_SKILLMASK))
	{
		if (flag&(BF_MAGIC|BF_MISC))
			flag |= BF_SKILL;
		if (flag&BF_WEAPON)
			flag |= BF_NORMAL|BF_SKILL;
	}

	wd->addele2[i].ele = ele;
	wd->addele2[i].rate = rate;
	wd->addele2[i].flag = flag;

	return 0;
}

int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
{
	int i;
	
	ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0);

	if (i == MAX_PC_BONUS)
	{
		ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
		return 0;
	}

	if (!(flag&BF_RANGEMASK))
		flag |= BF_SHORT|BF_LONG;
	if (!(flag&BF_WEAPONMASK))
		flag |= BF_WEAPON;
	if (!(flag&BF_SKILLMASK))
	{
		if (flag&(BF_MAGIC|BF_MISC))
			flag |= BF_SKILL;
		if (flag&BF_WEAPON)
			flag |= BF_NORMAL|BF_SKILL;
	}

	sd->subele2[i].ele = ele;
	sd->subele2[i].rate = rate;
	sd->subele2[i].flag = flag;

	return 0;
}

/*==========================================
 * ? ���i�ɂ��\�͓��̃{?�i�X�ݒ�
 *------------------------------------------*/
int pc_bonus(struct map_session_data *sd,int type,int val)
{
	struct status_data *status;
	int bonus;
	nullpo_ret(sd);

	status = &sd->base_status;

	switch(type){
	case SP_STR:
	case SP_AGI:
	case SP_VIT:
	case SP_INT:
	case SP_DEX:
	case SP_LUK:
		if(sd->state.lr_flag != 2)
			sd->param_bonus[type-SP_STR]+=val;
		break;
	case SP_ATK1:
		if(!sd->state.lr_flag) {
			bonus = status->rhw.atk + val;
			status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
		}
		else if(sd->state.lr_flag == 1) {
			bonus = status->lhw.atk + val;
			status->lhw.atk =  cap_value(bonus, 0, USHRT_MAX);
		}
		break;
	case SP_ATK2:
		if(!sd->state.lr_flag) {
			bonus = status->rhw.atk2 + val;
			status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
		}
		else if(sd->state.lr_flag == 1) {
			bonus = status->lhw.atk2 + val;
			status->lhw.atk2 =  cap_value(bonus, 0, USHRT_MAX);
		}
		break;
	case SP_BASE_ATK:
		if(sd->state.lr_flag != 2) {
			bonus = status->batk + val;
			status->batk = cap_value(bonus, 0, USHRT_MAX);
		}
		break;
	case SP_DEF1:
		if(sd->state.lr_flag != 2) {
			bonus = status->def + val;
			status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
		}
		break;
	case SP_DEF2:
		if(sd->state.lr_flag != 2) {
			bonus = status->def2 + val;
			status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
		}
		break;
	case SP_MDEF1:
		if(sd->state.lr_flag != 2) {
			bonus = status->mdef + val;
			status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
		}
		break;
	case SP_MDEF2:
		if(sd->state.lr_flag != 2) {
			bonus = status->mdef2 + val;
			status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
		}
		break;
	case SP_HIT:
		if(sd->state.lr_flag != 2) {
			bonus = status->hit + val;
			status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
		} else
			sd->arrow_hit+=val;
		break;
	case SP_FLEE1:
		if(sd->state.lr_flag != 2) {
			bonus = status->flee + val;
			status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
		}
		break;
	case SP_FLEE2:
		if(sd->state.lr_flag != 2) {
			bonus = status->flee2 + val*10;
			status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
		}
		break;
	case SP_CRITICAL:
		if(sd->state.lr_flag != 2) {
			bonus = status->cri + val*10;
			status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
		} else
			sd->arrow_cri += val*10;
		break;
	case SP_ATKELE:
		if(val >= ELE_MAX) {
			ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
			break;
		}
		switch (sd->state.lr_flag)
		{
		case 2:
			switch (sd->status.weapon) {
				case W_BOW:
				case W_REVOLVER:
				case W_RIFLE:
				case W_GATLING:
				case W_SHOTGUN:
				case W_GRENADE:
					//Become weapon element.
					status->rhw.ele=val;
					break;
				default: //Become arrow element.
					sd->arrow_ele=val;
					break;
			}
			break;
		case 1:
			status->lhw.ele=val;
			break;
		default:
			status->rhw.ele=val;
			break;
		}
		break;
	case SP_DEFELE:
		if(val >= ELE_MAX) {
			ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
			break;
		}
		if(sd->state.lr_flag != 2)
			status->def_ele=val;
		break;
	case SP_MAXHP:
		if(sd->state.lr_flag == 2)
			break;
		val += (int)status->max_hp;
		//Negative bonuses will underflow, this will be handled in status_calc_pc through casting 
		//If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
		status->max_hp = (unsigned int)val;
		break;
	case SP_MAXSP:
		if(sd->state.lr_flag == 2) 
			break;
		val += (int)status->max_sp;
		status->max_sp = (unsigned int)val;
		break;
	case SP_CASTRATE:
		if(sd->state.lr_flag != 2)
			sd->castrate+=val;
		break;
	case SP_MAXHPRATE:
		if(sd->state.lr_flag != 2)
			sd->hprate+=val;
		break;
	case SP_MAXSPRATE:
		if(sd->state.lr_flag != 2)
			sd->sprate+=val;
		break;
	case SP_SPRATE:
		if(sd->state.lr_flag != 2)
			sd->dsprate+=val;
		break;
	case SP_ATTACKRANGE:
		switch (sd->state.lr_flag) {
		case 2:
			switch (sd->status.weapon) {
				case W_BOW:
				case W_REVOLVER:
				case W_RIFLE:
				case W_GATLING:
				case W_SHOTGUN:
				case W_GRENADE:
					status->rhw.range += val;
			}
			break;
		case 1:
			status->lhw.range += val;
			break;
		default:
			status->rhw.range += val;
			break;
		}
		break;
	case SP_SPEED_RATE:	//Non stackable increase
		if(sd->state.lr_flag != 2)
			sd->speed_rate = min(sd->speed_rate, -val);
		break;
	case SP_SPEED_ADDRATE:	//Stackable increase
		if(sd->state.lr_flag != 2)
			sd->speed_add_rate -= val;
		break;
	case SP_ASPD:	//Raw increase
		if(sd->state.lr_flag != 2)
			sd->aspd_add -= 10*val;
		break;
	case SP_ASPD_RATE:	//Stackable increase - Made it linear as per rodatazone
		if(sd->state.lr_flag != 2)
			status->aspd_rate -= 10*val;
		break;
	case SP_HP_RECOV_RATE:
		if(sd->state.lr_flag != 2)
			sd->hprecov_rate += val;
		break;
	case SP_SP_RECOV_RATE:
		if(sd->state.lr_flag != 2)
			sd->sprecov_rate += val;
		break;
	case SP_CRITICAL_DEF:
		if(sd->state.lr_flag != 2)
			sd->critical_def += val;
		break;
	case SP_NEAR_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->near_attack_def_rate += val;
		break;
	case SP_LONG_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->long_attack_def_rate += val;
		break;
	case SP_DOUBLE_RATE:
		if(sd->state.lr_flag == 0 && sd->double_rate < val)
			sd->double_rate = val;
		break;
	case SP_DOUBLE_ADD_RATE:
		if(sd->state.lr_flag == 0)
			sd->double_add_rate += val;
		break;
	case SP_MATK_RATE:
		if(sd->state.lr_flag != 2)
			sd->matk_rate += val;
		break;
	case SP_IGNORE_DEF_ELE:
		if(val >= ELE_MAX) {
			ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
			break;
		}
		if(!sd->state.lr_flag)
			sd->right_weapon.ignore_def_ele |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->left_weapon.ignore_def_ele |= 1<<val;
		break;
	case SP_IGNORE_DEF_RACE:
		if(!sd->state.lr_flag)
			sd->right_weapon.ignore_def_race |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->left_weapon.ignore_def_race |= 1<<val;
		break;
	case SP_ATK_RATE:
		if(sd->state.lr_flag != 2)
			sd->atk_rate += val;
		break;
	case SP_MAGIC_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->magic_def_rate += val;
		break;
	case SP_MISC_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->misc_def_rate += val;
		break;
	case SP_IGNORE_MDEF_RATE:
		if(sd->state.lr_flag != 2) {
			sd->ignore_mdef[RC_NONBOSS] += val;
			sd->ignore_mdef[RC_BOSS] += val;
		}
		break;
	case SP_IGNORE_MDEF_ELE:
		if(val >= ELE_MAX) {
			ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
			break;
		}
		if(sd->state.lr_flag != 2)
			sd->ignore_mdef_ele |= 1<<val;
		break;
	case SP_IGNORE_MDEF_RACE:
		if(sd->state.lr_flag != 2)
			sd->ignore_mdef_race |= 1<<val;
		break;
	case SP_PERFECT_HIT_RATE:
		if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
			sd->perfect_hit = val;
		break;
	case SP_PERFECT_HIT_ADD_RATE:
		if(sd->state.lr_flag != 2)
			sd->perfect_hit_add += val;
		break;
	case SP_CRITICAL_RATE:
		if(sd->state.lr_flag != 2)
			sd->critical_rate+=val;
		break;
	case SP_DEF_RATIO_ATK_ELE:
		if(val >= ELE_MAX) {
			ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
			break;
		}
		if(!sd->state.lr_flag)
			sd->right_weapon.def_ratio_atk_ele |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->left_weapon.def_ratio_atk_ele |= 1<<val;
		break;
	case SP_DEF_RATIO_ATK_RACE:
		if(val >= RC_MAX) {
			ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
			break;
		}
		if(!sd->state.lr_flag)
			sd->right_weapon.def_ratio_atk_race |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->left_weapon.def_ratio_atk_race |= 1<<val;
		break;
	case SP_HIT_RATE:
		if(sd->state.lr_flag != 2)
			sd->hit_rate += val;
		break;
	case SP_FLEE_RATE:
		if(sd->state.lr_flag != 2)
			sd->flee_rate += val;
		break;
	case SP_FLEE2_RATE:
		if(sd->state.lr_flag != 2)
			sd->flee2_rate += val;
		break;
	case SP_DEF_RATE:
		if(sd->state.lr_flag != 2)
			sd->def_rate += val;
		break;
	case SP_DEF2_RATE:
		if(sd->state.lr_flag != 2)
			sd->def2_rate += val;
		break;
	case SP_MDEF_RATE:
		if(sd->state.lr_flag != 2)
			sd->mdef_rate += val;
		break;
	case SP_MDEF2_RATE:
		if(sd->state.lr_flag != 2)
			sd->mdef2_rate += val;
		break;
	case SP_RESTART_FULL_RECOVER:
		if(sd->state.lr_flag != 2)
			sd->special_state.restart_full_recover = 1;
		break;
	case SP_NO_CASTCANCEL:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_castcancel = 1;
		break;
	case SP_NO_CASTCANCEL2:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_castcancel2 = 1;
		break;
	case SP_NO_SIZEFIX:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_sizefix = 1;
		break;
	case SP_NO_MAGIC_DAMAGE:
		if(sd->state.lr_flag == 2)
			break;
		val+= sd->special_state.no_magic_damage;
		sd->special_state.no_magic_damage = cap_value(val,0,100);
		break;
	case SP_NO_WEAPON_DAMAGE:
		if(sd->state.lr_flag == 2)
			break;
		val+= sd->special_state.no_weapon_damage;
		sd->special_state.no_weapon_damage = cap_value(val,0,100);
		break;
	case SP_NO_MISC_DAMAGE:
		if(sd->state.lr_flag == 2)
			break;
		val+= sd->special_state.no_misc_damage;
		sd->special_state.no_misc_damage = cap_value(val,0,100);
		break;
	case SP_NO_GEMSTONE:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_gemstone = 1;
		break;
	case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
		if(sd->state.lr_flag != 2) {
			sd->special_state.intravision = 1;
			clif_status_load(&sd->bl, SI_INTRAVISION, 1);
		}
		break;
	case SP_NO_KNOCKBACK:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_knockback = 1;
		break;
	case SP_SPLASH_RANGE:
		if(sd->state.lr_flag != 2 && sd->splash_range < val)
			sd->splash_range = val;
		break;
	case SP_SPLASH_ADD_RANGE:
		if(sd->state.lr_flag != 2)
			sd->splash_add_range += val;
		break;
	case SP_SHORT_WEAPON_DAMAGE_RETURN:
		if(sd->state.lr_flag != 2)
			sd->short_weapon_damage_return += val;
		break;
	case SP_LONG_WEAPON_DAMAGE_RETURN:
		if(sd->state.lr_flag != 2)
			sd->long_weapon_damage_return += val;
		break;
	case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
		if(sd->state.lr_flag != 2)
			sd->magic_damage_return += val;
		break;
	case SP_ALL_STATS:	// [Valaris]
		if(sd->state.lr_flag!=2) {
			sd->param_bonus[SP_STR-SP_STR]+=val;
			sd->param_bonus[SP_AGI-SP_STR]+=val;
			sd->param_bonus[SP_VIT-SP_STR]+=val;
			sd->param_bonus[SP_INT-SP_STR]+=val;
			sd->param_bonus[SP_DEX-SP_STR]+=val;
			sd->param_bonus[SP_LUK-SP_STR]+=val;
		}
		break;
	case SP_AGI_VIT:	// [Valaris]
		if(sd->state.lr_flag!=2) {
			sd->param_bonus[SP_AGI-SP_STR]+=val;
			sd->param_bonus[SP_VIT-SP_STR]+=val;
		}
		break;
	case SP_AGI_DEX_STR:	// [Valaris]
		if(sd->state.lr_flag!=2) {
			sd->param_bonus[SP_AGI-SP_STR]+=val;
			sd->param_bonus[SP_DEX-SP_STR]+=val;
			sd->param_bonus[SP_STR-SP_STR]+=val;
		}
		break;
	case SP_PERFECT_HIDE: // [Valaris]
		if(sd->state.lr_flag!=2)
			sd->special_state.perfect_hiding=1;
		break;
	case SP_UNBREAKABLE:
		if(sd->state.lr_flag!=2)
			sd->unbreakable += val;
		break;
	case SP_UNBREAKABLE_WEAPON:
		if(sd->state.lr_flag != 2)
			sd->unbreakable_equip |= EQP_WEAPON;
		break;
	case SP_UNBREAKABLE_ARMOR:
		if(sd->state.lr_flag != 2)
			sd->unbreakable_equip |= EQP_ARMOR;
		break;
	case SP_UNBREAKABLE_HELM:
		if(sd->state.lr_flag != 2)
			sd->unbreakable_equip |= EQP_HELM;
		break;
	case SP_UNBREAKABLE_SHIELD:
		if(sd->state.lr_flag != 2)
			sd->unbreakable_equip |= EQP_SHIELD;
		break;
	case SP_UNBREAKABLE_GARMENT:
		if(sd->state.lr_flag != 2)
			sd->unbreakable_equip |= EQP_GARMENT;
		break;
	case SP_UNBREAKABLE_SHOES:
		if(sd->state.lr_flag != 2)
			sd->unbreakable_equip |= EQP_SHOES;
		break;
	case SP_CLASSCHANGE: // [Valaris]
		if(sd->state.lr_flag !=2)
			sd->classchange=val;
		break;
	case SP_LONG_ATK_RATE:
		if(sd->state.lr_flag != 2)	//[Lupus] it should stack, too. As any other cards rate bonuses
			sd->long_attack_atk_rate+=val;
		break;
	case SP_BREAK_WEAPON_RATE:
		if(sd->state.lr_flag != 2)
			sd->break_weapon_rate+=val;
		break;
	case SP_BREAK_ARMOR_RATE:
		if(sd->state.lr_flag != 2)
			sd->break_armor_rate+=val;
		break;
	case SP_ADD_STEAL_RATE:
		if(sd->state.lr_flag != 2)
			sd->add_steal_rate+=val;
		break;
	case SP_DELAYRATE:
		if(sd->state.lr_flag != 2)
			sd->delayrate+=val;
		break;
	case SP_CRIT_ATK_RATE:
		if(sd->state.lr_flag != 2)
			sd->crit_atk_rate += val;
		break;
	case SP_NO_REGEN:
		if(sd->state.lr_flag != 2)
			sd->regen.state.block|=val;
		break;
	case SP_UNSTRIPABLE_WEAPON:
		if(sd->state.lr_flag != 2)
			sd->unstripable_equip |= EQP_WEAPON;
		break;
	case SP_UNSTRIPABLE:
	case SP_UNSTRIPABLE_ARMOR:
		if(sd->state.lr_flag != 2)
			sd->unstripable_equip |= EQP_ARMOR;
		break;
	case SP_UNSTRIPABLE_HELM:
		if(sd->state.lr_flag != 2)
			sd->unstripable_equip |= EQP_HELM;
		break;
	case SP_UNSTRIPABLE_SHIELD:
		if(sd->state.lr_flag != 2)
			sd->unstripable_equip |= EQP_SHIELD;
		break;
	case SP_HP_DRAIN_VALUE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
			sd->right_weapon.hp_drain[RC_BOSS].value += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
			sd->right_weapon.hp_drain[RC_BOSS].value += val;
		}
		break;
	case SP_SP_DRAIN_VALUE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
			sd->right_weapon.sp_drain[RC_BOSS].value += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
			sd->left_weapon.sp_drain[RC_BOSS].value += val;
		}
		break;
	case SP_SP_GAIN_VALUE:
		if(!sd->state.lr_flag)
			sd->sp_gain_value += val;
		break;
	case SP_HP_GAIN_VALUE:
		if(!sd->state.lr_flag)
			sd->hp_gain_value += val;
		break;
	case SP_MAGIC_SP_GAIN_VALUE:
		if(!sd->state.lr_flag)
			sd->magic_sp_gain_value += val;
		break;
	case SP_MAGIC_HP_GAIN_VALUE:
		if(!sd->state.lr_flag)
			sd->magic_hp_gain_value += val;
		break;
	case SP_ADD_HEAL_RATE:
		if(sd->state.lr_flag != 2)
			sd->add_heal_rate += val;
		break;
	case SP_ADD_HEAL2_RATE:
		if(sd->state.lr_flag != 2)
			sd->add_heal2_rate += val;
		break;
	default:
		ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
		break;
	}
	return 0;
}

/*==========================================
 * ? ���i�ɂ��\�͓��̃{?�i�X�ݒ�
 *------------------------------------------*/
int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
{
	int i;

	nullpo_ret(sd);

	switch(type){
	case SP_ADDELE:
		if(type2 >= ELE_MAX) {
			ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
			break;
		}
		if(!sd->state.lr_flag)
			sd->right_weapon.addele[type2]+=val;
		else if(sd->state.lr_flag == 1)
			sd->left_weapon.addele[type2]+=val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_addele[type2]+=val;
		break;
	case SP_ADDRACE:
		if(!sd->state.lr_flag)
			sd->right_weapon.addrace[type2]+=val;
		else if(sd->state.lr_flag == 1)
			sd->left_weapon.addrace[type2]+=val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_addrace[type2]+=val;
		break;
	case SP_ADDSIZE:
		if(!sd->state.lr_flag)
			sd->right_weapon.addsize[type2]+=val;
		else if(sd->state.lr_flag == 1)
			sd->left_weapon.addsize[type2]+=val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_addsize[type2]+=val;
		break;
	case SP_SUBELE:
		if(type2 >= ELE_MAX) {
			ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
			break;
		}
		if(sd->state.lr_flag != 2)
			sd->subele[type2]+=val;
		break;
	case SP_SUBRACE:
		if(sd->state.lr_flag != 2)
			sd->subrace[type2]+=val;
		break;
	case SP_ADDEFF:
		if (type2 > SC_MAX) {
			ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
			break;
		}
		pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
			sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0);
		break;
	case SP_ADDEFF2:
		if (type2 > SC_MAX) {
			ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
			break;
		}
		pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
			sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF);
		break;
	case SP_RESEFF:
		if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
			ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
			break;
		}
		if(sd->state.lr_flag == 2)
			break;
		i = sd->reseff[type2-SC_COMMON_MIN]+val;
		sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000);
		break;
	case SP_MAGIC_ADDELE:
		if(type2 >= ELE_MAX) {
			ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
			break;
		}
		if(sd->state.lr_flag != 2)
			sd->magic_addele[type2]+=val;
		break;
	case SP_MAGIC_ADDRACE:
		if(sd->state.lr_flag != 2)
			sd->magic_addrace[type2]+=val;
		break;
	case SP_MAGIC_ADDSIZE:
		if(sd->state.lr_flag != 2)
			sd->magic_addsize[type2]+=val;
		break;
	case SP_ADD_DAMAGE_CLASS:
		switch (sd->state.lr_flag) {
		case 0: //Right hand
			ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2);
			if (i == ARRAYLENGTH(sd->right_weapon.add_dmg))
			{
				ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg));
				break;
			}
			sd->right_weapon.add_dmg[i].class_ = type2;
			sd->right_weapon.add_dmg[i].rate += val;
			if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up.
				memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0]));
			break;
		case 1: //Left hand
			ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2);
			if (i == ARRAYLENGTH(sd->left_weapon.add_dmg))
			{
				ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg));
				break;
			}
			sd->left_weapon.add_dmg[i].class_ = type2;
			sd->left_weapon.add_dmg[i].rate += val;
			if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up.
				memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0]));
			break;
		}
		break;
	case SP_ADD_MAGIC_DAMAGE_CLASS:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2);
		if (i == ARRAYLENGTH(sd->add_mdmg))
		{
			ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg));
			break;
		}
		sd->add_mdmg[i].class_ = type2;
		sd->add_mdmg[i].rate += val;
		if (!sd->add_mdmg[i].rate) //Shift the rest of elements up.
			memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0]));
		break;
	case SP_ADD_DEF_CLASS:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2);
		if (i == ARRAYLENGTH(sd->add_def))
		{
			ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def));
			break;
		}
		sd->add_def[i].class_ = type2;
		sd->add_def[i].rate += val;
		if (!sd->add_def[i].rate) //Shift the rest of elements up.
			memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0]));
		break;
	case SP_ADD_MDEF_CLASS:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2);
		if (i == ARRAYLENGTH(sd->add_mdef))
		{
			ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef));
			break;
		}
		sd->add_mdef[i].class_ = type2;
		sd->add_mdef[i].rate += val;
		if (!sd->add_mdef[i].rate) //Shift the rest of elements up.
			memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0]));
		break;
	case SP_HP_DRAIN_RATE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
			sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
			sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
			sd->right_weapon.hp_drain[RC_BOSS].per += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
			sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
			sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
			sd->left_weapon.hp_drain[RC_BOSS].per += val;
		}
		break;
	case SP_HP_DRAIN_VALUE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
			sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
			sd->right_weapon.hp_drain[RC_BOSS].value += type2;
			sd->right_weapon.hp_drain[RC_BOSS].type = val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
			sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
			sd->left_weapon.hp_drain[RC_BOSS].value += type2;
			sd->left_weapon.hp_drain[RC_BOSS].type = val;
		}
		break;
	case SP_SP_DRAIN_RATE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
			sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
			sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
			sd->right_weapon.sp_drain[RC_BOSS].per += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
			sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
			sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
			sd->left_weapon.sp_drain[RC_BOSS].per += val;
		}
		break;
	case SP_SP_DRAIN_VALUE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
			sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
			sd->right_weapon.sp_drain[RC_BOSS].value += type2;
			sd->right_weapon.sp_drain[RC_BOSS].type = val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
			sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
			sd->left_weapon.sp_drain[RC_BOSS].value += type2;
			sd->left_weapon.sp_drain[RC_BOSS].type = val;
		}
		break;
	case SP_SP_VANISH_RATE:
		if(sd->state.lr_flag != 2) {
			sd->sp_vanish_rate += type2;
			sd->sp_vanish_per += val;
		}
		break;
	case SP_GET_ZENY_NUM:
		if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val)
		{
			sd->get_zeny_rate = val;
			sd->get_zeny_num = type2;
		}
		break;
	case SP_ADD_GET_ZENY_NUM:
		if(sd->state.lr_flag != 2)
		{
			sd->get_zeny_rate += val;
			sd->get_zeny_num += type2;
		}
		break;
	case SP_WEAPON_COMA_ELE:
		if(type2 >= ELE_MAX) {
			ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
			break;
		}
		if(sd->state.lr_flag == 2)
			break;
		sd->weapon_coma_ele[type2] += val;
		sd->special_state.bonus_coma = 1;
		break;
	case SP_WEAPON_COMA_RACE:
		if(sd->state.lr_flag == 2)
			break;
		sd->weapon_coma_race[type2] += val;
		sd->special_state.bonus_coma = 1;
		break;
	case SP_RANDOM_ATTACK_INCREASE:	// [Valaris]
		if(sd->state.lr_flag !=2){
			sd->random_attack_increase_add = type2;
			sd->random_attack_increase_per += val;
		}
		break;
	case SP_WEAPON_ATK:
		if(sd->state.lr_flag != 2)
			sd->weapon_atk[type2]+=val;
		break;
	case SP_WEAPON_ATK_RATE:
		if(sd->state.lr_flag != 2)
			sd->weapon_atk_rate[type2]+=val;
		break;
	case SP_CRITICAL_ADDRACE:
		if(sd->state.lr_flag != 2)
			sd->critaddrace[type2] += val*10;
		break;
	case SP_ADDEFF_WHENHIT:
		if (type2 > SC_MAX) {
			ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
			break;
		}
		if(sd->state.lr_flag != 2)
			pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0);
		break;
	case SP_SKILL_ATK:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2);
		if (i == ARRAYLENGTH(sd->skillatk))
		{	//Better mention this so the array length can be updated. [Skotlex]
			ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val);
			break;
		}
		if (sd->skillatk[i].id == type2)
			sd->skillatk[i].val += val;
		else {
			sd->skillatk[i].id = type2;
			sd->skillatk[i].val = val;
		}
		break;
	case SP_SKILL_HEAL:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2);
		if (i == ARRAYLENGTH(sd->skillheal))
		{ // Better mention this so the array length can be updated. [Skotlex]
			ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val);
			break;
		}
		if (sd->skillheal[i].id == type2)
			sd->skillheal[i].val += val;
		else {
			sd->skillheal[i].id = type2;
			sd->skillheal[i].val = val;
		}
		break;
	case SP_SKILL_HEAL2:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2);
		if (i == ARRAYLENGTH(sd->skillheal2))
		{ // Better mention this so the array length can be updated. [Skotlex]
			ShowDebug("run_script: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val);
			break;
		}
		if (sd->skillheal2[i].id == type2)
			sd->skillheal2[i].val += val;
		else {
			sd->skillheal2[i].id = type2;
			sd->skillheal2[i].val = val;
		}
		break;
	case SP_ADD_SKILL_BLOW:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2);
		if (i == ARRAYLENGTH(sd->skillblown))
		{	//Better mention this so the array length can be updated. [Skotlex]
			ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val);
			break;
		}
		if(sd->skillblown[i].id == type2)
			sd->skillblown[i].val += val;
		else {
			sd->skillblown[i].id = type2;
			sd->skillblown[i].val = val;
		}
		break;

	case SP_CASTRATE:
		if(sd->state.lr_flag == 2)
			break;
		ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
		if (i == ARRAYLENGTH(sd->skillcast))
		{	//Better mention this so the array length can be updated. [Skotlex]
			ShowDebug("run_script: bonus2 bCastRate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcast), type2, val);
			break;
		}
		if(sd->skillcast[i].id == type2)
			sd->skillcast[i].val += val;
		else {
			sd->skillcast[i].id = type2;
			sd->skillcast[i].val = val;
		}
		break;

	case SP_HP_LOSS_RATE:
		if(sd->state.lr_flag != 2) {
			sd->hp_loss.value = type2;
			sd->hp_loss.rate = val;
		}
		break;
	case SP_HP_REGEN_RATE:
		if(sd->state.lr_flag != 2) {
			sd->hp_regen.value = type2;
			sd->hp_regen.rate = val;
		}
		break;
	case SP_ADDRACE2:
		if (!(type2 > RC2_NONE && type2 < RC2_MAX))
			break;
		if(sd->state.lr_flag != 2)
			sd->right_weapon.addrace2[type2] += val;
		else
			sd->left_weapon.addrace2[type2] += val;
		break;
	case SP_SUBSIZE:
		if(sd->state.lr_flag != 2)
			sd->subsize[type2]+=val;
		break;
	case SP_SUBRACE2:
		if (!(type2 > RC2_NONE && type2 < RC2_MAX))
			break;
		if(sd->state.lr_flag != 2)
			sd->subrace2[type2]+=val;
		break;
	case SP_ADD_ITEM_HEAL_RATE:
		if(sd->state.lr_flag == 2)
			break;
		if (type2 < MAX_ITEMGROUP) {	//Group bonus
			sd->itemgrouphealrate[type2] += val;
			break;
		}
		//Standard item bonus.
		for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
		if(i == ARRAYLENGTH(sd->itemhealrate)) {
			ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate));
			break;
		}
		sd->itemhealrate[i].nameid = type2;
		sd->itemhealrate[i].rate += val;
		break;
	case SP_EXP_ADDRACE:
		if(sd->state.lr_flag != 2)
			sd->expaddrace[type2]+=val;
		break;
	case SP_SP_GAIN_RACE:
		if(sd->state.lr_flag != 2)
			sd->sp_gain_race[type2]+=val;
		break;
	case SP_ADD_MONSTER_DROP_ITEM:
		if (sd->state.lr_flag != 2)
			pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
		break;
	case SP_ADD_MONSTER_DROP_ITEMGROUP:
		if (sd->state.lr_flag != 2)
			pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
		break;
	case SP_SP_LOSS_RATE:
		if(sd->state.lr_flag != 2) {
			sd->sp_loss.value = type2;
			sd->sp_loss.rate = val;
		}
		break;
	case SP_SP_REGEN_RATE:
		if(sd->state.lr_flag != 2) {
			sd->sp_regen.value = type2;
			sd->sp_regen.rate = val;
		}
		break;
	case SP_HP_DRAIN_VALUE_RACE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.hp_drain[type2].value += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.hp_drain[type2].value += val;
		}
		break;
	case SP_SP_DRAIN_VALUE_RACE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.sp_drain[type2].value += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.sp_drain[type2].value += val;
		}
		break;
	case SP_IGNORE_MDEF_RATE:
		if(sd->state.lr_flag != 2)
			sd->ignore_mdef[type2] += val;
		break;
	case SP_IGNORE_DEF_RATE:
		if(sd->state.lr_flag != 2)
			sd->ignore_def[type2] += val;
		break;

	default:
		ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
		break;
	}
	return 0;
}

int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
{
	nullpo_ret(sd);

	switch(type){
	case SP_ADD_MONSTER_DROP_ITEM:
		if(sd->state.lr_flag != 2)
			pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<<type3, val);
		break;
	case SP_AUTOSPELL:
		if(sd->state.lr_flag != 2)
		{
			int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
			target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
			pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
				target?-type2:type2, type3, val, 0, current_equip_card_id);
		}
		break;
	case SP_AUTOSPELL_WHENHIT:
		if(sd->state.lr_flag != 2)
		{
			int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
			target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));
			pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
				target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id);
		}
		break;
	case SP_SP_DRAIN_RATE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
			sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
			sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
			sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
			sd->right_weapon.sp_drain[RC_BOSS].per += type3;
			sd->right_weapon.sp_drain[RC_BOSS].type = val;

		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
			sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
			sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
			sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
			sd->left_weapon.sp_drain[RC_BOSS].per += type3;
			sd->left_weapon.sp_drain[RC_BOSS].type = val;
		}
		break;
	case SP_HP_DRAIN_RATE_RACE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.hp_drain[type2].rate += type3;
			sd->right_weapon.hp_drain[type2].per += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.hp_drain[type2].rate += type3;
			sd->left_weapon.hp_drain[type2].per += val;
		}
		break;
	case SP_SP_DRAIN_RATE_RACE:
		if(!sd->state.lr_flag) {
			sd->right_weapon.sp_drain[type2].rate += type3;
			sd->right_weapon.sp_drain[type2].per += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->left_weapon.sp_drain[type2].rate += type3;
			sd->left_weapon.sp_drain[type2].per += val;
		}
		break;
	case SP_ADD_MONSTER_DROP_ITEMGROUP:
		if (sd->state.lr_flag != 2)
			pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1<<type3, val);
		break;

	case SP_ADDEFF:
		if (type2 > SC_MAX) {
			ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
			break;
		}
		pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
			sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val);
		break;

	case SP_ADDEFF_WHENHIT:
		if (type2 > SC_MAX) {
			ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
			break;
		}
		if(sd->state.lr_flag != 2)
			pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val);
		break;

	case SP_ADDEFF_ONSKILL:
		if( type3 > SC_MAX ) {
			ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3);
			break;
		}
		if( sd->state.lr_flag != 2 )
			pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, 2);
		break;
		
	case SP_ADDELE:
		if (type2 > ELE_MAX) {
			ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2);
			break;
		}
		if (sd->state.lr_flag != 2)
			pc_bonus_addele(sd, (unsigned char)type2, type3, val);
		break;

	case SP_SUBELE:
		if (type2 > ELE_MAX) {
			ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2);
			break;
		}
		if (sd->state.lr_flag != 2)
			pc_bonus_subele(sd, (unsigned char)type2, type3, val);
		break;

	default:
		ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
		break;
	}

	return 0;
}

int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
{
	nullpo_ret(sd);

	switch(type){
	case SP_AUTOSPELL:
		if(sd->state.lr_flag != 2)
			pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id);
		break;

	case SP_AUTOSPELL_WHENHIT:
		if(sd->state.lr_flag != 2)
			pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id);
		break;

	case SP_AUTOSPELL_ONSKILL:
		if(sd->state.lr_flag != 2)
		{
			int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
			target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF));

			pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id);
		}
		break;

	case SP_ADDEFF_ONSKILL:
		if( type2 > SC_MAX ) {
			ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2);
			break;
		}
		if( sd->state.lr_flag != 2 )
			pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
		break;

	default:
		ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
		break;
	}

	return 0;
}

int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
{
	nullpo_ret(sd);

	switch(type){
	case SP_AUTOSPELL:
		if(sd->state.lr_flag != 2)
			pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
		break;

	case SP_AUTOSPELL_WHENHIT:
		if(sd->state.lr_flag != 2)
			pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
		break;

	case SP_AUTOSPELL_ONSKILL:
		if(sd->state.lr_flag != 2)
			pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id);
		break;

	default:
		ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val);
		break;
	}

	return 0;
}

/*==========================================
 *	Grants a player a given skill. Flag values are:
 *	0 - Grant skill unconditionally and forever (only this one invokes status_calc_pc,
 *	    as the other two are assumed to be invoked from within it)
 *	1 - Grant an item skill (temporary)
 *	2 - Like 1, except the level granted can stack with previously learned level.
 *------------------------------------------*/
int pc_skill(TBL_PC* sd, int id, int level, int flag)
{
	nullpo_ret(sd);

	if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) {
		ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
		return 0;
	}
	if( level > MAX_SKILL_LEVEL ) {
		ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
		return 0;
	}
	if( flag == 2 && sd->status.skill[id].lv + level > MAX_SKILL_LEVEL ) {
		ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[id].lv);
		return 0;
	}

	switch( flag ){
	case 0: //Set skill data overwriting whatever was there before.
		sd->status.skill[id].id   = id;
		sd->status.skill[id].lv   = level;
		sd->status.skill[id].flag = 0;
		if( !level ) //Remove skill.
		{
			sd->status.skill[id].id = 0;
			clif_deleteskill(sd,id);
		}
		else
			clif_addskill(sd,id);
		if( !skill_get_inf(id) ) //Only recalculate for passive skills.
			status_calc_pc(sd, 0);
	break;
	case 1: //Item bonus skill.
		if( sd->status.skill[id].id == id ){
			if( sd->status.skill[id].lv >= level )
				return 0;
			if( !sd->status.skill[id].flag ) //Non-granted skill, store it's level.
				sd->status.skill[id].flag = sd->status.skill[id].lv + 2;
		} else {
			sd->status.skill[id].id   = id;
			sd->status.skill[id].flag = 1;
		}
		sd->status.skill[id].lv = level;
	break;
	case 2: //Add skill bonus on top of what you had.
		if( sd->status.skill[id].id == id ){
			if( !sd->status.skill[id].flag ) // Store previous level.
				sd->status.skill[id].flag = sd->status.skill[id].lv + 2;
		} else {
			sd->status.skill[id].id   = id;
			sd->status.skill[id].flag = 1; //Set that this is a bonus skill.
		}
		sd->status.skill[id].lv += level;
	break;
	default: //Unknown flag?
		return 0;
	}
	return 1;
}
/*==========================================
 * �J?�h?��
 *------------------------------------------*/
int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip)
{
	int i;
	int nameid;

	nullpo_ret(sd);

	if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL )
		return 0; //Invalid item index.
	if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL )
		return 0; //Invalid card index.
	if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 )
		return 0; // target item missing
	if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 )
		return 0; // target card missing
	if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR )
		return 0; // only weapons and armor are allowed
	if( sd->inventory_data[idx_card]->type != IT_CARD )
		return 0; // must be a card
	if( sd->status.inventory[idx_equip].identify == 0 )
		return 0; // target must be identified
	if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) )
		return 0; // card slots reserved for other purposes
	if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 )
		return 0; // card cannot be compounded on this item type
	if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD )
		return 0; // attempted to place shield card on left-hand weapon.
	if( sd->status.inventory[idx_equip].equip != 0 )
		return 0; // item must be unequipped

	ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 );
	if( i == sd->inventory_data[idx_equip]->slot )
		return 0; // no free slots

	// remember the card id to insert
	nameid = sd->status.inventory[idx_card].nameid;

	if( pc_delitem(sd,idx_card,1,1,0) == 1 )
	{// failed
		clif_insert_card(sd,idx_equip,idx_card,1);
	}
	else
	{// success
		sd->status.inventory[idx_equip].card[i] = nameid;
		clif_insert_card(sd,idx_equip,idx_card,0);
	}

	return 0;
}

//
// �A�C�e����
//

/*==========================================
 * �X�L���ɂ�锃���l�C��
 *------------------------------------------*/
int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
{
	int skill,val = orig_value,rate1 = 0,rate2 = 0;
	if((skill=pc_checkskill(sd,MC_DISCOUNT))>0)	// �f�B�X�J�E���g
		rate1 = 5+skill*2-((skill==10)? 1:0);
	if((skill=pc_checkskill(sd,RG_COMPULSION))>0)	// �R���p���V�����f�B�X�J�E���g
		rate2 = 5+skill*4;
	if(rate1 < rate2) rate1 = rate2;
	if(rate1)
		val = (int)((double)orig_value*(double)(100-rate1)/100.);
	if(val < 0) val = 0;
	if(orig_value > 0 && val < 1) val = 1;

	return val;
}

/*==========================================
 * �X�L���ɂ��?��l�C��
 *------------------------------------------*/
int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
{
	int skill,val = orig_value,rate = 0;
	if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0)	// �I?�o?�`��?�W
		rate = 5+skill*2-((skill==10)? 1:0);
	if(rate)
		val = (int)((double)orig_value*(double)(100+rate)/100.);
	if(val < 0) val = 0;
	if(orig_value > 0 && val < 1) val = 1;

	return val;
}

/*==========================================
 * �A�C�e���𔃂����bɁA�V�����A�C�e�������g�����A
 * 3�������ɂ����邩�m�F
 *------------------------------------------*/
int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
{
	int i;

	nullpo_ret(sd);

	if(!itemdb_isstackable(nameid))
		return ADDITEM_NEW;

	for(i=0;i<MAX_INVENTORY;i++){
		if(sd->status.inventory[i].nameid==nameid){
			if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
				return ADDITEM_OVERAMOUNT;
			return ADDITEM_EXIST;
		}
	}

	if(amount > MAX_AMOUNT)
		return ADDITEM_OVERAMOUNT;
	return ADDITEM_NEW;
}

/*==========================================
 * �󂫃A�C�e�����̌�?
 *------------------------------------------*/
int pc_inventoryblank(struct map_session_data *sd)
{
	int i,b;

	nullpo_ret(sd);

	for(i=0,b=0;i<MAX_INVENTORY;i++){
		if(sd->status.inventory[i].nameid==0)
			b++;
	}

	return b;
}

/*==========================================
 * ������?��
 *------------------------------------------*/
int pc_payzeny(struct map_session_data *sd,int zeny)
{
	nullpo_ret(sd);

	if( zeny < 0 )
	  	return pc_getzeny(sd, -zeny);

	if( sd->status.zeny < zeny )
		return 1; //Not enough.

	sd->status.zeny -= zeny;
	clif_updatestatus(sd,SP_ZENY);

	return 0;
}
/*==========================================
 * Cash Shop
 *------------------------------------------*/

void pc_paycash(struct map_session_data *sd, int price, int points)
{
	char output[128];
	int cash = price - points;
	nullpo_retv(sd);

	pc_setaccountreg(sd,"#CASHPOINTS",sd->cashPoints - cash);
	pc_setaccountreg(sd,"#KAFRAPOINTS",sd->kafraPoints - points);
	sprintf(output, "Used %d kafra points and %d cash points. %d kafra and %d cash points remaining.", points, cash, sd->kafraPoints, sd->cashPoints);
	clif_disp_onlyself(sd, output, strlen(output));
}

void pc_getcash(struct map_session_data *sd, int cash, int points)
{
	char output[128];
	nullpo_retv(sd);

	if( cash > 0 )
	{
		pc_setaccountreg(sd,"#CASHPOINTS",sd->cashPoints + cash);

		sprintf(output, "Gained %d cash points. Total %d points", cash, sd->cashPoints);
		clif_disp_onlyself(sd, output, strlen(output));
	}

	if( points > 0 )
	{
		pc_setaccountreg(sd,"#KAFRAPOINTS",sd->kafraPoints + points);

		sprintf(output, "Gained %d kafra points. Total %d points", points, sd->kafraPoints);
		clif_disp_onlyself(sd, output, strlen(output));
	}
}

/*==========================================
 * �����𓾂�
 *------------------------------------------*/
int pc_getzeny(struct map_session_data *sd,int zeny)
{
	nullpo_ret(sd);

	if( zeny < 0 )
		return pc_payzeny(sd, -zeny);

	if( zeny > MAX_ZENY - sd->status.zeny )
		zeny = MAX_ZENY - sd->status.zeny;

	sd->status.zeny += zeny;
	clif_updatestatus(sd,SP_ZENY);

	if( zeny > 0 && sd->state.showzeny )
	{
		char output[255];
		sprintf(output, "Gained %dz.", zeny);
		clif_disp_onlyself(sd,output,strlen(output));
	}

	return 0;
}

/*==========================================
 * �A�C�e����T���āA�C���f�b�N�X��Ԃ�
 *------------------------------------------*/
int pc_search_inventory(struct map_session_data *sd,int item_id)
{
	int i;
	nullpo_retr(-1, sd);

	ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) );
	return ( i < MAX_INVENTORY ) ? i : -1;
}

/*==========================================
 * �A�C�e���lj��B��?�̂�item�\��?��?���𖳎�
 *------------------------------------------*/
int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
{
	struct item_data *data;
	int i;
	unsigned int w;

	nullpo_retr(1, sd);
	nullpo_retr(1, item_data);

	if( item_data->nameid <= 0 || amount <= 0 )
		return 1;
	if( amount > MAX_AMOUNT )
		return 5;
	
	data = itemdb_search(item_data->nameid);
	w = data->weight*amount;
	if(sd->weight + w > sd->max_weight)
		return 2;

	i = MAX_INVENTORY;

	if( itemdb_isstackable2(data) && item_data->expire_time == 0 )
	{ // Stackable | Non Rental
		for( i = 0; i < MAX_INVENTORY; i++ )
		{
			if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 )
			{
				if( amount > MAX_AMOUNT - sd->status.inventory[i].amount )
					return 5;
				sd->status.inventory[i].amount += amount;
				clif_additem(sd,i,amount,0);
				break;
			}
		}
	}

	if( i >= MAX_INVENTORY )
	{
		i = pc_search_inventory(sd,0);
		if( i < 0 )
			return 4;

		memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
		// clear equips field first, just in case
		if( item_data->equip )
			sd->status.inventory[i].equip = 0;

		sd->status.inventory[i].amount = amount;
		sd->inventory_data[i] = data;
		clif_additem(sd,i,amount,0);
	}

	sd->weight += w;
	clif_updatestatus(sd,SP_WEIGHT);
	//Auto-equip
	if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
	return 0;
}

/*==========================================
 * �A�C�e�������炷
 *------------------------------------------*/
int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason)
{
	nullpo_retr(1, sd);

	if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
		return 1;

	sd->status.inventory[n].amount -= amount;
	sd->weight -= sd->inventory_data[n]->weight*amount ;
	if(sd->status.inventory[n].amount<=0){
		if(sd->status.inventory[n].equip)
			pc_unequipitem(sd,n,3);
		memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
		sd->inventory_data[n] = NULL;
	}
	if(!(type&1))
		clif_delitem(sd,n,amount,reason);
	if(!(type&2))
		clif_updatestatus(sd,SP_WEIGHT);

	return 0;
}

/*==========================================
 * �A�C�e���𗎂�
 *------------------------------------------*/
int pc_dropitem(struct map_session_data *sd,int n,int amount)
{
	nullpo_retr(1, sd);

	if(n < 0 || n >= MAX_INVENTORY)
		return 0;

	if(amount <= 0)
		return 0;

	if(sd->status.inventory[n].nameid <= 0 ||
		sd->status.inventory[n].amount <= 0 ||
		sd->status.inventory[n].amount < amount ||
		sd->state.trading || sd->vender_id != 0 ||
		!sd->inventory_data[n] //pc_delitem would fail on this case.
		)
		return 0;

	if( map[sd->bl.m].flag.nodrop )
	{
		clif_displaymessage (sd->fd, msg_txt(271));
		return 0; //Can't drop items in nodrop mapflag maps.
	}
	
	if( !pc_candrop(sd,&sd->status.inventory[n]) )
	{
		clif_displaymessage (sd->fd, msg_txt(263));
		return 0;
	}
	
	//Logs items, dropped by (P)layers [Lupus]
	if(log_config.enable_logs&0x8)
		log_pick_pc(sd, "P", sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]);
	//Logs

	if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2))
		return 0;
	
	pc_delitem(sd, n, amount, 0, 7);
	return 1;
}

/*==========================================
 * �A�C�e�����E��
 *------------------------------------------*/
int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
{
	int flag=0;
	unsigned int tick = gettick();
	struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
	struct party_data *p=NULL;

	nullpo_ret(sd);
	nullpo_ret(fitem);

	if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
		return 0;	// ����������

	if (sd->status.party_id)
		p = party_search(sd->status.party_id);
	
	if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id)
  	{
		first_sd = map_charid2sd(fitem->first_get_charid);
		if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
			if (!(p && p->party.item&1 &&
				first_sd && first_sd->status.party_id == sd->status.party_id
			))
				return 0;
		}
		else
		if(fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id)
	  	{
			second_sd = map_charid2sd(fitem->second_get_charid);
			if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
				if(!(p && p->party.item&1 &&
					((first_sd && first_sd->status.party_id == sd->status.party_id) ||
					(second_sd && second_sd->status.party_id == sd->status.party_id))
				))
					return 0;
			}
			else
			if(fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id)
		  	{
				third_sd = map_charid2sd(fitem->third_get_charid);
				if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
					if(!(p && p->party.item&1 &&
						((first_sd && first_sd->status.party_id == sd->status.party_id) ||
						(second_sd && second_sd->status.party_id == sd->status.party_id) ||
						(third_sd && third_sd->status.party_id == sd->status.party_id))
					))
						return 0;
				}
			}
		}
	}

	//This function takes care of giving the item to whoever should have it, considering party-share options.
	if ((flag = party_share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) {
		clif_additem(sd,0,0,flag);
		return 1;
	}

	//Display pickup animation.
	pc_stop_attack(sd);
	clif_takeitem(&sd->bl,&fitem->bl);
	map_clearflooritem(fitem->bl.id);
	return 1;
}

int pc_isUseitem(struct map_session_data *sd,int n)
{
	struct item_data *item;
	int nameid;

	nullpo_ret(sd);

	item = sd->inventory_data[n];
	nameid = sd->status.inventory[n].nameid;

	if( item == NULL )
		return 0;
	//Not consumable item
	if( item->type != IT_HEALING && item->type != IT_USABLE )
		return 0;
	if( !item->script ) //if it has no script, you can't really consume it!
		return 0;

	switch( nameid )
	{
		case 605: // Anodyne
			if( map_flag_gvg(sd->bl.m) )
				return 0;
		case 606:
			if( pc_issit(sd) )
				return 0;
			break;
		case 601: // Fly Wing
		case 12212: // Giant Fly Wing
			if( map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m) )
			{
				clif_skill_teleportmessage(sd,0);
				return 0;
			}
		case 602: // ButterFly Wing
		case 14527: // Dungeon Teleport Scroll
		case 14581: // Dungeon Teleport Scroll
		case 14582: // Yellow Butterfly Wing
		case 14583: // Green Butterfly Wing
		case 14584: // Red Butterfly Wing
		case 14585: // Blue Butterfly Wing
		case 14591: // Siege Teleport Scroll
			if( sd->duel_group && !battle_config.duel_allow_teleport )
			{
				clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
				return 0;
			}
			if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn )
				return 0;
			break;
		case 604: // Dead Branch
		case 12024: // Red Pouch
		case 12103: // Bloody Branch
		case 12109: // Poring Box
			if( map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m) )
				return 0;
			break;
		case 12210: // Bubble Gum
		case 12264: // Comp Bubble Gum
			if( sd->sc.data[SC_ITEMBOOST] )
				return 0;
			break;
		case 12208: // Battle Manual
		case 12263: // Comp Battle Manual
		case 12312: // Thick Battle Manual
		case 12705: // Noble Nameplate
		case 14532: // Battle_Manual25
		case 14533: // Battle_Manual100
		case 14545: // Battle_Manual300
			if( sd->sc.data[SC_EXPBOOST] )
				return 0;
			break;
		case 14592: // JOB_Battle_Manual
			if( sd->sc.data[SC_JEXPBOOST] )
				return 0;
			break;

		// Mercenary Items

		case 12184: // Mercenary's Red Potion
		case 12185: // Mercenary's Blue Potion
		case 12241: // Mercenary's Concentration Potion
		case 12242: // Mercenary's Awakening Potion
		case 12243: // Mercenary's Berserk Potion
			if( sd->md == NULL || sd->md->db == NULL )
				return 0;
			if( sd->md->sc.data[SC_BERSERK] )
				return 0;
			if( nameid == 12242 && sd->md->db->lv < 40 )
				return 0;
			if( nameid == 12243 && sd->md->db->lv < 80 )
				return 0;
			break;
	}

	if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL )
		return 0; // Mercenary Scrolls

	//added item_noequip.txt items check by Maya&[Lupus]
	if (
		(map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP
		(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG
		(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction
	)
		return 0;

	//Gender check
	if(item->sex != 2 && sd->status.sex != item->sex)
		return 0;
	//Required level check
	if(item->elv && sd->status.base_level < (unsigned int)item->elv)
		return 0;

	//Not equipable by class. [Skotlex]
	if (!(
		(1<<(sd->class_&MAPID_BASEMASK)) &
		(item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
	))
		return 0;
	
	//Not usable by upper class. [Skotlex]
	if(!(
		(1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &
		item->class_upper
	))
		return 0;

	//Dead Branch & Bloody Branch & Porings Box
	if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109))
		log_branch(sd);

	return 1;
}

/*==========================================
 * �A�C�e�����g��
 *------------------------------------------*/
int pc_useitem(struct map_session_data *sd,int n)
{
	unsigned int delay, tick = gettick();
	int amount, i, nameid;
	struct script_code *script;

	nullpo_ret(sd);

	if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 )
		return 0;

	if( !pc_isUseitem(sd,n) )
		return 0;

	 //Prevent mass item usage. [Skotlex]
	if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 ||
		(itemdb_iscashfood(sd->status.inventory[n].nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0)
	)
		return 0;

	if( sd->sc.count && (
		sd->sc.data[SC_BERSERK] ||
		(sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) ||
		sd->sc.data[SC_TRICKDEAD] ||
		sd->sc.data[SC_HIDING] ||
		(sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM)
	))
		return 0;

	// Store information for later use before it is lost (via pc_delitem) [Paradox924X]
	nameid = sd->inventory_data[n]->nameid;
	delay = sd->inventory_data[n]->delay;

	if( sd->inventory_data[n]->delay > 0 ) { // Check if there is a delay on this item [Paradox924X]
		ARR_FIND(0, item_delays, i, sd->item_delay[i].nameid == nameid);
		if( i < item_delays && DIFF_TICK(sd->item_delay[i].tick, tick) > 0 )
			return 0; // Delay has not expired yet
	}

	//Since most delay-consume items involve using a "skill-type" target cursor,
	//perform a skill-use check before going through. [Skotlex]
	//resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
	//FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
	if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != -1 /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
		return 0;

	sd->itemid = sd->status.inventory[n].nameid;
	sd->itemindex = n;
	if(sd->catch_target_class != -1) //Abort pet catching.
		sd->catch_target_class = -1;

	amount = sd->status.inventory[n].amount;
	script = sd->inventory_data[n]->script;
	//Check if the item is to be consumed immediately [Skotlex]
	if( sd->inventory_data[n]->flag.delay_consume )
		clif_useitemack(sd,n,amount,1);
	else
	{
		if( sd->status.inventory[n].expire_time == 0 )
		{
			clif_useitemack(sd,n,amount-1,1);

			//Logs (C)onsumable items [Lupus]
			if( log_config.enable_logs&0x100 )
				log_pick_pc(sd, "C", sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);

			pc_delitem(sd,n,1,1,0); // Rental Usable Items are not deleted until expiration
		}
		else
			clif_useitemack(sd,n,0,0);
	}
	if(sd->status.inventory[n].card[0]==CARD0_CREATE &&
		pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
	{
	    potion_flag = 2; // Famous player's potions have 50% more efficiency
		 if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ROGUE)
			 potion_flag = 3; //Even more effective potions.
	}

	//Update item use time.
	sd->canuseitem_tick = tick + battle_config.item_use_interval;
	if( itemdb_iscashfood(sd->status.inventory[n].nameid) )
		sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval;
	if( delay > 0 && i < item_delays )
		sd->item_delay[i].tick = tick + delay;

	run_script(script,0,sd->bl.id,fake_nd->bl.id);
	potion_flag = 0;
	return 1;
}

/*==========================================
 * �J?�g�A�C�e���lj��B��?�̂�item�\��?��?���𖳎�
 *------------------------------------------*/
int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
{
	struct item_data *data;
	int i,w;

	nullpo_retr(1, sd);
	nullpo_retr(1, item_data);

	if(item_data->nameid <= 0 || amount <= 0)
		return 1;
	data = itemdb_search(item_data->nameid);

	if( !itemdb_cancartstore(item_data, pc_isGM(sd)) )
	{ // Check item trade restrictions	[Skotlex]
		clif_displaymessage (sd->fd, msg_txt(264));
		return 1;
	}

	if( (w = data->weight*amount) + sd->cart_weight > battle_config.max_cart_weight )
		return 1;

	i = MAX_CART;
	if( itemdb_isstackable2(data) && !item_data->expire_time )
	{
		ARR_FIND( 0, MAX_CART, i,
			sd->status.cart[i].nameid == item_data->nameid &&
			sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
			sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] );
	};

	if( i < MAX_CART )
	{// item already in cart, stack it
		if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
			return 1; // no room

		sd->status.cart[i].amount+=amount;
		clif_cart_additem(sd,i,amount,0);
	}
	else
	{// item not stackable or not present, add it
		ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 );
		if( i == MAX_CART )
			return 1; // no room

		memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
		sd->status.cart[i].amount=amount;
		sd->cart_num++;
		clif_cart_additem(sd,i,amount,0);
	}

	sd->cart_weight += w;
	clif_updatestatus(sd,SP_CARTINFO);

	return 0;
}

/*==========================================
 * �J?�g�A�C�e�������炷
 *------------------------------------------*/
int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
{
	nullpo_retr(1, sd);

	if(sd->status.cart[n].nameid==0 ||
	   sd->status.cart[n].amount<amount)
		return 1;

	sd->status.cart[n].amount -= amount;
	sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
	if(sd->status.cart[n].amount <= 0){
		memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
		sd->cart_num--;
	}
	if(!type) {
		clif_cart_delitem(sd,n,amount);
		clif_updatestatus(sd,SP_CARTINFO);
	}

	return 0;
}

/*==========================================
 * �J?�g�փA�C�e���ړ�
 *------------------------------------------*/
int pc_putitemtocart(struct map_session_data *sd,int idx,int amount)
{
	struct item *item_data;

	nullpo_ret(sd);

	if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
		return 1;
	
	item_data = &sd->status.inventory[idx];

	if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->vender_id )
		return 1;

	if( pc_cart_additem(sd,item_data,amount) == 0 )
		return pc_delitem(sd,idx,amount,0,5);

	return 1;
}

/*==========================================
 * �J?�g?�̃A�C�e��?�m�F(��?�̍�����Ԃ�)
 *------------------------------------------*/
int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount)
{
	struct item* item_data;

	nullpo_retr(-1, sd);

	item_data = &sd->status.cart[idx];
	if( item_data->nameid == 0 || item_data->amount == 0 )
		return -1;

	return item_data->amount - amount;
}

/*==========================================
 * �J?�g����A�C�e���ړ�
 *------------------------------------------*/
int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
{
	struct item *item_data;
	int flag;

	nullpo_ret(sd);

	if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
		return 1;
	
	item_data=&sd->status.cart[idx];

	if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->vender_id )
		return 1;
	if((flag = pc_additem(sd,item_data,amount)) == 0)
		return pc_cart_delitem(sd,idx,amount,0);

	clif_additem(sd,0,0,flag);
	return 1;
}

/*==========================================
 * �X�e�B���i���J
 *------------------------------------------*/
int pc_show_steal(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	int itemid;

	struct item_data *item=NULL;
	char output[100];

	sd=va_arg(ap,struct map_session_data *);
	itemid=va_arg(ap,int);

	if((item=itemdb_exists(itemid))==NULL)
		sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid);
	else
		sprintf(output,"%s stole %s.",sd->status.name,item->jname);
	clif_displaymessage( ((struct map_session_data *)bl)->fd, output);

	return 0;
}
/*==========================================
 *
 *------------------------------------------*/
int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
{
	int i,itemid,flag;
	double rate;
	struct status_data *sd_status, *md_status;
	struct mob_data *md;
	struct item tmp_item;

	if(!sd || !bl || bl->type!=BL_MOB)
		return 0;

	md = (TBL_MOB *)bl;

	if(md->state.steal_flag == UCHAR_MAX || md->sc.opt1) //already stolen from / status change check
		return 0;
	
	sd_status= status_get_status_data(&sd->bl);
	md_status= status_get_status_data(bl);

	if( md->master_id || md_status->mode&MD_BOSS ||
		(md->class_ >= 1324 && md->class_ < 1364) || // Treasure Boxes WoE
		(md->class_ >= 1938 && md->class_ < 1946) || // Treasure Boxes WoE SE
		map[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
		(battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
			md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
  	) { //Can't steal from
		md->state.steal_flag = UCHAR_MAX;
		return 0;
	}

	// base skill success chance (percentual)
	rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4;
	rate += sd->add_steal_rate;
		
	if( rate < 1 )
		return 0;

	// Try dropping one item, in the order from first to last possible slot.
	// Droprate is affected by the skill success rate.
	for( i = 0; i < MAX_STEAL_DROP; i++ )
		if( md->db->dropitem[i].nameid > 0 && itemdb_exists(md->db->dropitem[i].nameid) && rand() % 10000 < md->db->dropitem[i].p * rate/100. )
			break;
	if( i == MAX_STEAL_DROP )
		return 0;

	itemid = md->db->dropitem[i].nameid;
	memset(&tmp_item,0,sizeof(tmp_item));
	tmp_item.nameid = itemid;
	tmp_item.amount = 1;
	tmp_item.identify = itemdb_isidentified(itemid);
	flag = pc_additem(sd,&tmp_item,1);

	//TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise?
	md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more

	if(flag) { //Failed to steal due to overweight
		clif_additem(sd,0,0,flag);
		return 0;
	}
	
	if(battle_config.show_steal_in_same_party)
		party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);

	//Logs items, Stolen from mobs [Lupus]
	if(log_config.enable_logs&0x80) {
		log_pick_mob(md, "M", itemid, -1, NULL);
		log_pick_pc(sd, "P", itemid, 1, NULL);
	}
		
	//A Rare Steal Global Announce by Lupus
	if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
		struct item_data *i_data;
		char message[128];
		i_data = itemdb_search(itemid);
		sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100);
		//MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
		intif_broadcast(message,strlen(message)+1,0);
	}
	return 1;
}

/*==========================================
 *
 *------------------------------------------*/
int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
{
	int rate,skill;
	struct mob_data *md;
	if(!sd || !target || target->type != BL_MOB)
		return 0;

	md = (TBL_MOB*)target;
	if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS )
		return 0;

	if( (md->class_ >= 1324 && md->class_ < 1364) || (md->class_ >= 1938 && md->class_ < 1946) )
		return 0;

	skill = pc_checkskill(sd,RG_STEALCOIN)*10;
	rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
	if(rand()%1000 < rate) {
		pc_getzeny(sd,md->level*10 + rand()%100);
		md->state.steal_coin_flag = 1;
		return 1;
	}
	return 0;
}

/*==========================================
 * Set's a player position.
 * Return values:
 * 0 - Success.
 * 1 - Invalid map index.
 * 2 - Map not in this map-server, and failed to locate alternate map-server.
 *------------------------------------------*/
int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, uint8 clrtype)
{
	struct party_data *p;
	int m;

	nullpo_ret(sd);

	if( !mapindex || !mapindex_id2name(mapindex) )
	{
		ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
		return 1;
	}

	if( pc_isdead(sd) )
	{ //Revive dead people before warping them
		pc_setstand(sd);
		pc_setrestartvalue(sd,1);
	}

	m = map_mapindex2mapid(mapindex);
	if( map[m].flag.src4instance && sd->status.party_id && (p = party_search(sd->status.party_id)) != NULL && p->instance_id )
	{
		// Request the mapid of this src map into the instance of the party
		int im = instance_map2imap(m, p->instance_id);
		if( im < 0 )
			; // Player will enter the src map for instances
		else
		{ // Changes destiny to the instance map, not the source map
			m = im;
			mapindex = map_id2index(m);
		}
	}

	sd->state.changemap = (sd->mapindex != mapindex);
	if( sd->state.changemap )
	{ // Misc map-changing settings
		sd->state.pmap = sd->bl.m;
		if (sd->sc.count)
		{ // Cancel some map related stuff.
			if (sd->sc.data[SC_JAILED])
				return 1; //You may not get out!
			if (sd->sc.data[SC_BOSSMAPINFO])
				status_change_end(&sd->bl,SC_BOSSMAPINFO,-1);
			if (sd->sc.data[SC_WARM])
				status_change_end(&sd->bl,SC_WARM,-1);
			if (sd->sc.data[SC_SUN_COMFORT])
				status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
			if (sd->sc.data[SC_MOON_COMFORT])
				status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
			if (sd->sc.data[SC_STAR_COMFORT])
				status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
			if (sd->sc.data[SC_MIRACLE])
				status_change_end(&sd->bl,SC_MIRACLE,-1);
			if (sd->sc.data[SC_KNOWLEDGE]) {
				struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
				if (sce->timer != -1)
					delete_timer(sce->timer, status_change_timer);
				sce->timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
			}
		}
		if (battle_config.clear_unit_onwarp&BL_PC)
			skill_clear_unitgroup(&sd->bl);
		party_send_dot_remove(sd); //minimap dot fix [Kevin]
		guild_send_dot_remove(sd);
		bg_send_dot_remove(sd);
		if (sd->regen.state.gc)
			sd->regen.state.gc = 0;
	}

	if( m < 0 )
	{
		uint32 ip;
		uint16 port;
		//if can't find any map-servers, just abort setting position.
		if(!sd->mapindex || map_mapname2ipport(mapindex,&ip,&port))
			return 2;

		if (sd->npc_id)
			npc_event_dequeue(sd);
		npc_script_event(sd, NPCE_LOGOUT);
		//remove from map, THEN change x/y coordinates
		unit_remove_map_pc(sd,clrtype);
		sd->mapindex = mapindex;
		sd->bl.x=x;
		sd->bl.y=y;
		pc_clean_skilltree(sd);
		chrif_save(sd,2);
		chrif_changemapserver(sd, ip, (short)port);

		//Free session data from this map server [Kevin]
		unit_free_pc(sd);

		return 0;
	}

	if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys )
	{
		ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y);
		x = y = 0; // make it random
	}

	if( x == 0 && y == 0 )
	{// pick a random walkable cell
		do {
			x=rand()%(map[m].xs-2)+1;
			y=rand()%(map[m].ys-2)+1;
		} while(map_getcell(m,x,y,CELL_CHKNOPASS));
	}

	if(sd->bl.prev != NULL){
		unit_remove_map_pc(sd,clrtype);
		clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
	} else if(sd->state.active)
		//Tag player for rewarping after map-loading is done. [Skotlex]
		sd->state.rewarp = 1;
	
	sd->mapindex = mapindex;
	sd->bl.m = m;
	sd->bl.x = sd->ud.to_x = x;
	sd->bl.y = sd->ud.to_y = y;

	if( sd->status.guild_id > 0 && map[m].flag.gvg_castle )
	{	// Increased guild castle regen [Valaris]
		struct guild_castle *gc = guild_mapindex2gc(sd->mapindex);
		if(gc && gc->guild_id == sd->status.guild_id)
			sd->regen.state.gc = 1;
	}

	if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
	{
		sd->pd->bl.m = m;
		sd->pd->bl.x = sd->pd->ud.to_x = x;
		sd->pd->bl.y = sd->pd->ud.to_y = y;
		sd->pd->ud.dir = sd->ud.dir;
	}

	if( merc_is_hom_active(sd->hd) )
	{
		sd->hd->bl.m = m;
		sd->hd->bl.x = sd->hd->ud.to_x = x;
		sd->hd->bl.y = sd->hd->ud.to_y = y;
		sd->hd->ud.dir = sd->ud.dir;
	}

	if( sd->md )
	{
		sd->md->bl.m = m;
		sd->md->bl.x = sd->md->ud.to_x = x;
		sd->md->bl.y = sd->md->ud.to_y = y;
		sd->md->ud.dir = sd->ud.dir;
	}

	return 0;
}

/*==========================================
 * PC�̃����_����?�v
 *------------------------------------------*/
int pc_randomwarp(struct map_session_data *sd, int type)
{
	int x,y,i=0;
	int m;

	nullpo_ret(sd);

	m=sd->bl.m;

	if (map[sd->bl.m].flag.noteleport)	// �e���|?�g�֎~
		return 0;

	do{
		x=rand()%(map[m].xs-2)+1;
		y=rand()%(map[m].ys-2)+1;
	}while(map_getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );

	if (i < 1000)
		return pc_setpos(sd,map[sd->bl.m].index,x,y,type);

	return 0;
}

/*==========================================
 * Records a memo point at sd's current position
 * pos - entry to replace, (-1: shift oldest entry out)
 *------------------------------------------*/
int pc_memo(struct map_session_data* sd, int pos)
{
	int skill;

	nullpo_ret(sd);

	// check mapflags
	if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && battle_config.any_warp_GM_min_level > pc_isGM(sd) ) {
		clif_skill_teleportmessage(sd, 1); // "Saved point cannot be memorized."
		return 0;
	}

	// check inputs
	if( pos < -1 || pos >= MAX_MEMOPOINTS )
		return 0; // invalid input

	// check required skill level
	skill = pc_checkskill(sd, AL_WARP);
	if( skill < 1 ) {
		clif_skill_memomessage(sd,2); // "You haven't learned Warp."
		return 0;
	}
	if( skill < 2 || skill - 2 < pos ) {
		clif_skill_memomessage(sd,1); // "Skill Level is not high enough."
		return 0;
	}

	if( pos == -1 )
	{
		int i;
		// prevent memo-ing the same map multiple times
		ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) );
		memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point));
		pos = 0;
	}

	sd->status.memo_point[pos].map = map_id2index(sd->bl.m);
	sd->status.memo_point[pos].x = sd->bl.x;
	sd->status.memo_point[pos].y = sd->bl.y;

	clif_skill_memomessage(sd, 0);

	return 1;
}

//
// ����??
//
/*==========================================
 * �X�L����?�� ���L���Ă����ꍇLv���Ԃ�
 *------------------------------------------*/
int pc_checkskill(struct map_session_data *sd,int skill_id)
{
	if(sd == NULL) return 0;
	if( skill_id>=GD_SKILLBASE){
		struct guild *g;
		if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
			return guild_checkskill(g,skill_id);
		return 0;
	}

	if(sd->status.skill[skill_id].id == skill_id)
		return (sd->status.skill[skill_id].lv);

	return 0;
}

/*==========================================
 * ����?�X�ɂ��X�L����??�`�F�b�N
 * ��?�F
 *   struct map_session_data *sd	�Z�b�V�����f?�^
 *   int nameid						?���iID
 * �Ԃ�l�F
 *   0		?�X�Ȃ�
 *   -1		�X�L��������
 *------------------------------------------*/
int pc_checkallowskill(struct map_session_data *sd)
{
	const enum sc_type scw_list[] = {
		SC_TWOHANDQUICKEN,
		SC_ONEHAND,
		SC_AURABLADE,
		SC_PARRYING,
		SC_SPEARQUICKEN,
		SC_ADRENALINE,
		SC_ADRENALINE2,
		SC_GATLINGFEVER
	};
	const enum sc_type scs_list[] = {
		SC_AUTOGUARD,
		SC_DEFENDER,
		SC_REFLECTSHIELD
	};
	int i;
	nullpo_ret(sd);

	if(!sd->sc.count)
		return 0;
	
	for (i = 0; i < ARRAYLENGTH(scw_list); i++)
	{	// Skills requiring specific weapon types
		if(sd->sc.data[scw_list[i]] &&
			!pc_check_weapontype(sd,skill_get_weapontype(status_sc2skill(scw_list[i]))))
			status_change_end(&sd->bl,scw_list[i],-1);
	}
	
	if(sd->sc.data[SC_SPURT] && sd->status.weapon)
		// Spurt requires bare hands (feet, in fact xD)
		status_change_end(&sd->bl,SC_SPURT,-1);
	
	if(sd->status.shield <= 0) { // Skills requiring a shield
		for (i = 0; i < ARRAYLENGTH(scs_list); i++)
			if(sd->sc.data[scs_list[i]])
				status_change_end(&sd->bl,scs_list[i],-1);
	}
	return 0;
}

/*==========================================
 * ? ���i�̃`�F�b�N
 *------------------------------------------*/
int pc_checkequip(struct map_session_data *sd,int pos)
{
	int i;

	nullpo_retr(-1, sd);

	for(i=0;i<EQI_MAX;i++){
		if(pos & equip_pos[i])
			return sd->equip_index[i];
	}

	return -1;
}

/*==========================================
 * Convert's from the client's lame Job ID system
 * to the map server's 'makes sense' system. [Skotlex]
 *------------------------------------------*/
int pc_jobid2mapid(unsigned short b_class)
{
	int class_ = 0;
	if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY)
	{
		if (b_class == JOB_SUPER_BABY)
			b_class = JOB_SUPER_NOVICE;
		else
			b_class -= JOB_BABY;
		class_|= JOBL_BABY;
	}
	else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2)
	{
		b_class -= JOB_NOVICE_HIGH;
		class_|= JOBL_UPPER;
	}
	if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2)
		class_|= JOBL_2_1;
	else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2)
		class_|= JOBL_2_2;
	switch (b_class)
	{
		case JOB_NOVICE:
		case JOB_SWORDMAN:
		case JOB_MAGE:
		case JOB_ARCHER:
		case JOB_ACOLYTE:
		case JOB_MERCHANT:
		case JOB_THIEF:
			class_ |= b_class;
			break;
		case JOB_KNIGHT:
		case JOB_KNIGHT2:
		case JOB_CRUSADER:
		case JOB_CRUSADER2:
			class_ |= MAPID_SWORDMAN;
			break;
		case JOB_PRIEST:
		case JOB_MONK:
			class_ |= MAPID_ACOLYTE;
			break;
		case JOB_WIZARD:
		case JOB_SAGE:
			class_ |= MAPID_MAGE;
			break;
		case JOB_BLACKSMITH:
		case JOB_ALCHEMIST:
			class_ |= MAPID_MERCHANT;
			break;
		case JOB_HUNTER:
		case JOB_BARD:
		case JOB_DANCER:
			class_ |= MAPID_ARCHER;
			break;
		case JOB_ASSASSIN:
		case JOB_ROGUE:
			class_ |= MAPID_THIEF;
			break;
			
		case JOB_STAR_GLADIATOR:
		case JOB_STAR_GLADIATOR2:
			class_ |= JOBL_2_1;
			class_ |= MAPID_TAEKWON;
			break;	
		case JOB_SOUL_LINKER:
			class_ |= JOBL_2_2;
		case JOB_TAEKWON:
			class_ |= MAPID_TAEKWON;
			break;
		case JOB_WEDDING:
			class_ = MAPID_WEDDING;
			break;
		case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex]
			class_ |= JOBL_2_1;
			break;
		case JOB_GUNSLINGER:
			class_ |= MAPID_GUNSLINGER;
			break;
		case JOB_NINJA:
			class_ |= MAPID_NINJA;
			break;
		case JOB_XMAS:
			class_ = MAPID_XMAS;
			break;
		case JOB_SUMMER:
			class_ = MAPID_SUMMER;
			break;
		default:
			return -1;
	}
	return class_;
}

//Reverts the map-style class id to the client-style one.
int pc_mapid2jobid(unsigned short class_, int sex)
{
	switch(class_) {
		case MAPID_NOVICE:          return JOB_NOVICE;
		case MAPID_SWORDMAN:        return JOB_SWORDMAN;
		case MAPID_MAGE:            return JOB_MAGE;
		case MAPID_ARCHER:          return JOB_ARCHER;
		case MAPID_ACOLYTE:         return JOB_ACOLYTE;
		case MAPID_MERCHANT:        return JOB_MERCHANT;
		case MAPID_THIEF:           return JOB_THIEF;
		case MAPID_TAEKWON:         return JOB_TAEKWON;
		case MAPID_WEDDING:         return JOB_WEDDING;
		case MAPID_GUNSLINGER:      return JOB_GUNSLINGER;
		case MAPID_NINJA:           return JOB_NINJA;
		case MAPID_XMAS:            return JOB_XMAS;
		case MAPID_SUMMER:          return JOB_SUMMER;
	//2_1 classes
		case MAPID_SUPER_NOVICE:    return JOB_SUPER_NOVICE;
		case MAPID_KNIGHT:          return JOB_KNIGHT;
		case MAPID_WIZARD:          return JOB_WIZARD;
		case MAPID_HUNTER:          return JOB_HUNTER;
		case MAPID_PRIEST:          return JOB_PRIEST;
		case MAPID_BLACKSMITH:      return JOB_BLACKSMITH;
		case MAPID_ASSASSIN:        return JOB_ASSASSIN;
		case MAPID_STAR_GLADIATOR:  return JOB_STAR_GLADIATOR;
	//2_2 classes
		case MAPID_CRUSADER:        return JOB_CRUSADER;
		case MAPID_SAGE:            return JOB_SAGE;
		case MAPID_BARDDANCER:      return sex?JOB_BARD:JOB_DANCER;
		case MAPID_MONK:            return JOB_MONK;
		case MAPID_ALCHEMIST:       return JOB_ALCHEMIST;
		case MAPID_ROGUE:           return JOB_ROGUE;
		case MAPID_SOUL_LINKER:     return JOB_SOUL_LINKER;
	//1-1: advanced
		case MAPID_NOVICE_HIGH:     return JOB_NOVICE_HIGH;
		case MAPID_SWORDMAN_HIGH:   return JOB_SWORDMAN_HIGH;
		case MAPID_MAGE_HIGH:       return JOB_MAGE_HIGH;
		case MAPID_ARCHER_HIGH:     return JOB_ARCHER_HIGH;
		case MAPID_ACOLYTE_HIGH:    return JOB_ACOLYTE_HIGH;
		case MAPID_MERCHANT_HIGH:   return JOB_MERCHANT_HIGH;
		case MAPID_THIEF_HIGH:      return JOB_THIEF_HIGH;
	//2_1 advanced
		case MAPID_LORD_KNIGHT:     return JOB_LORD_KNIGHT;
		case MAPID_HIGH_WIZARD:     return JOB_HIGH_WIZARD;
		case MAPID_SNIPER:          return JOB_SNIPER;
		case MAPID_HIGH_PRIEST:     return JOB_HIGH_PRIEST;
		case MAPID_WHITESMITH:      return JOB_WHITESMITH;
		case MAPID_ASSASSIN_CROSS:  return JOB_ASSASSIN_CROSS;
	//2_2 advanced
		case MAPID_PALADIN:         return JOB_PALADIN;
		case MAPID_PROFESSOR:       return JOB_PROFESSOR;
		case MAPID_CLOWNGYPSY:      return sex?JOB_CLOWN:JOB_GYPSY;
		case MAPID_CHAMPION:        return JOB_CHAMPION;
		case MAPID_CREATOR:         return JOB_CREATOR;
		case MAPID_STALKER:         return JOB_STALKER;
	//1-1 baby
		case MAPID_BABY:            return JOB_BABY;
		case MAPID_BABY_SWORDMAN:   return JOB_BABY_SWORDMAN;
		case MAPID_BABY_MAGE:       return JOB_BABY_MAGE;
		case MAPID_BABY_ARCHER:     return JOB_BABY_ARCHER;
		case MAPID_BABY_ACOLYTE:    return JOB_BABY_ACOLYTE;
		case MAPID_BABY_MERCHANT:   return JOB_BABY_MERCHANT;
		case MAPID_BABY_THIEF:      return JOB_BABY_THIEF;
	//2_1 baby
		case MAPID_SUPER_BABY:      return JOB_SUPER_BABY;
		case MAPID_BABY_KNIGHT:     return JOB_BABY_KNIGHT;
		case MAPID_BABY_WIZARD:     return JOB_BABY_WIZARD;
		case MAPID_BABY_HUNTER:     return JOB_BABY_HUNTER;
		case MAPID_BABY_PRIEST:     return JOB_BABY_PRIEST;
		case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH;
		case MAPID_BABY_ASSASSIN:   return JOB_BABY_ASSASSIN;
	//2_2 baby
		case MAPID_BABY_CRUSADER:   return JOB_BABY_CRUSADER;
		case MAPID_BABY_SAGE:       return JOB_BABY_SAGE;
		case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
		case MAPID_BABY_MONK:       return JOB_BABY_MONK;
		case MAPID_BABY_ALCHEMIST:  return JOB_BABY_ALCHEMIST;
		case MAPID_BABY_ROGUE:      return JOB_BABY_ROGUE;
		default:
			return -1;
	}
}

/*====================================================
 * This function return the name of the job (by [Yor])
 *----------------------------------------------------*/
char* job_name(int class_)
{
	switch (class_) {
	case JOB_NOVICE:
	case JOB_SWORDMAN:
	case JOB_MAGE:
	case JOB_ARCHER:
	case JOB_ACOLYTE:
	case JOB_MERCHANT:
	case JOB_THIEF:
		return msg_txt(550 - JOB_NOVICE+class_);
		
	case JOB_KNIGHT:
	case JOB_PRIEST:
	case JOB_WIZARD:
	case JOB_BLACKSMITH:
	case JOB_HUNTER:
	case JOB_ASSASSIN:
		return msg_txt(557 - JOB_KNIGHT+class_);
		
	case JOB_KNIGHT2:
		return msg_txt(557);
		
	case JOB_CRUSADER:
	case JOB_MONK:
	case JOB_SAGE:
	case JOB_ROGUE:
	case JOB_ALCHEMIST:
	case JOB_BARD:
	case JOB_DANCER:
		return msg_txt(563 - JOB_CRUSADER+class_);
			
	case JOB_CRUSADER2:
		return msg_txt(563);
		
	case JOB_WEDDING:
	case JOB_SUPER_NOVICE:

	case JOB_XMAS:
		return msg_txt(570 - JOB_WEDDING+class_);

	case JOB_SUMMER:
		return msg_txt(621);

	case JOB_NOVICE_HIGH:
	case JOB_SWORDMAN_HIGH:
	case JOB_MAGE_HIGH:
	case JOB_ARCHER_HIGH:
	case JOB_ACOLYTE_HIGH:
	case JOB_MERCHANT_HIGH:
	case JOB_THIEF_HIGH:
		return msg_txt(575 - JOB_NOVICE_HIGH+class_);

	case JOB_LORD_KNIGHT:
	case JOB_HIGH_PRIEST:
	case JOB_HIGH_WIZARD:
	case JOB_WHITESMITH:
	case JOB_SNIPER:
	case JOB_ASSASSIN_CROSS:
		return msg_txt(582 - JOB_LORD_KNIGHT+class_);
		
	case JOB_LORD_KNIGHT2:
		return msg_txt(582);
		
	case JOB_PALADIN:
	case JOB_CHAMPION:
	case JOB_PROFESSOR:
	case JOB_STALKER:
	case JOB_CREATOR:
	case JOB_CLOWN:
	case JOB_GYPSY:
		return msg_txt(588 - JOB_PALADIN + class_);
		
	case JOB_PALADIN2:
		return msg_txt(588);

	case JOB_BABY:
	case JOB_BABY_SWORDMAN:
	case JOB_BABY_MAGE:
	case JOB_BABY_ARCHER:
	case JOB_BABY_ACOLYTE:
	case JOB_BABY_MERCHANT:
	case JOB_BABY_THIEF:
		return msg_txt(595 - JOB_BABY + class_);
		
	case JOB_BABY_KNIGHT:
	case JOB_BABY_PRIEST:
	case JOB_BABY_WIZARD:
	case JOB_BABY_BLACKSMITH:
	case JOB_BABY_HUNTER:
	case JOB_BABY_ASSASSIN:
		return msg_txt(602 - JOB_BABY_KNIGHT + class_);
		
	case JOB_BABY_KNIGHT2:
		return msg_txt(602);
		
	case JOB_BABY_CRUSADER:
	case JOB_BABY_MONK:
	case JOB_BABY_SAGE:
	case JOB_BABY_ROGUE:
	case JOB_BABY_ALCHEMIST:
	case JOB_BABY_BARD:
	case JOB_BABY_DANCER:
		return msg_txt(608 - JOB_BABY_CRUSADER +class_);
		
	case JOB_BABY_CRUSADER2:
		return msg_txt(608);
		
	case JOB_SUPER_BABY:
		return msg_txt(615);
		
	case JOB_TAEKWON:
		return msg_txt(616);
	case JOB_STAR_GLADIATOR:
	case JOB_STAR_GLADIATOR2:
		return msg_txt(617);
	case JOB_SOUL_LINKER:
		return msg_txt(618);
		
	case JOB_GUNSLINGER:
		return msg_txt(619);
	case JOB_NINJA:
		return msg_txt(620);
	
	default:
		return msg_txt(650);
	}
}

int pc_follow_timer(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd;
	struct block_list *tbl;

	sd = map_id2sd(id);
	nullpo_ret(sd);

	if (sd->followtimer != tid){
		ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
		sd->followtimer = INVALID_TIMER;
		return 0;
	}

	sd->followtimer = INVALID_TIMER;
	if (pc_isdead(sd))
		return 0;

	if ((tbl = map_id2bl(sd->followtarget)) == NULL)
		return 0;

	if(status_isdead(tbl))
		return 0;

	// either player or target is currently detached from map blocks (could be teleporting),
	// but still connected to this map, so we'll just increment the timer and check back later
	if (sd->bl.prev != NULL && tbl->prev != NULL &&
		sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
	{
		if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
			if (!check_distance_bl(&sd->bl, tbl, 5))
				unit_walktobl(&sd->bl, tbl, 5, 0);
		} else
			pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, 3);
	}
	sd->followtimer = add_timer(
		tick + 1000,	// increase time a bit to loosen up map's load
		pc_follow_timer, sd->bl.id, 0);
	return 0;
}

int pc_stop_following (struct map_session_data *sd)
{
	nullpo_ret(sd);

	if (sd->followtimer != INVALID_TIMER) {
		delete_timer(sd->followtimer,pc_follow_timer);
		sd->followtimer = INVALID_TIMER;
	}
	sd->followtarget = -1;

	return 0;
}

int pc_follow(struct map_session_data *sd,int target_id)
{
	struct block_list *bl = map_id2bl(target_id);
	if (bl == NULL /*|| bl->type != BL_PC*/)
		return 1;
	if (sd->followtimer != -1)
		pc_stop_following(sd);

	sd->followtarget = target_id;
	pc_follow_timer(-1,gettick(),sd->bl.id,0);

	return 0;
}

int pc_checkbaselevelup(struct map_session_data *sd)
{
	unsigned int next = pc_nextbaseexp(sd);

	if (!next || sd->status.base_exp < next)
		return 0;
	do {
		sd->status.base_exp -= next;
		//Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
		if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
			sd->status.base_exp = next-1;

		sd->status.base_level ++;

		if (battle_config.use_statpoint_table)
			next = statp[sd->status.base_level] - statp[sd->status.base_level-1];
		else //Estimated way.
			next = (sd->status.base_level+14) / 5 ;

		sd->status.status_point += next;

	} while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);

	if (battle_config.pet_lv_rate && sd->pd)	//<Skotlex> update pet's level
		status_calc_pet(sd->pd,0);
	
	clif_updatestatus(sd,SP_STATUSPOINT);
	clif_updatestatus(sd,SP_BASELEVEL);
	clif_updatestatus(sd,SP_NEXTBASEEXP);
	status_calc_pc(sd,0);
	status_percent_heal(&sd->bl,100,100);

	if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
	{
		sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1));
		sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1));
		sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1));
		sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1));
		sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1));
		if (sd->state.snovice_dead_flag)
			sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
	} else
	if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON || (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR)
	{
		sc_start(&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000);
		sc_start(&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000);
	}
	clif_misceffect(&sd->bl,0);
	npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT

	if(sd->status.party_id)
		party_send_levelup(sd);
	return 1;
}

int pc_checkjoblevelup(struct map_session_data *sd)
{
	unsigned int next = pc_nextjobexp(sd);

	nullpo_ret(sd);
	if(!next || sd->status.job_exp < next)
		return 0;

	do {
		sd->status.job_exp -= next;
		//Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
		if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
			sd->status.job_exp = next-1;

		sd->status.job_level ++;
		sd->status.skill_point ++;

	} while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next);

	clif_updatestatus(sd,SP_JOBLEVEL);
	clif_updatestatus(sd,SP_NEXTJOBEXP);
	clif_updatestatus(sd,SP_SKILLPOINT);
	status_calc_pc(sd,0);
	clif_misceffect(&sd->bl,1);
	if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd))
		clif_status_change(&sd->bl,SI_DEVIL, 1, 0); //Permanent blind effect from SG_DEVIL.

	npc_script_event(sd, NPCE_JOBLVUP);
	return 1;
}

/*==========================================
 * Alters experienced based on self bonuses that do not get even shared to the party.
 *------------------------------------------*/
static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
{
	int bonus = 0;
	struct status_data *status = status_get_status_data(src);

	if (sd->expaddrace[status->race])
		bonus += sd->expaddrace[status->race];	
	bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];

	if (battle_config.pk_mode && 
		(int)(status_get_lv(src) - sd->status.base_level) >= 20)
		bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]	

	if (sd->sc.data[SC_EXPBOOST])
		bonus += sd->sc.data[SC_EXPBOOST]->val1;

	*base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX);

	if (sd->sc.data[SC_JEXPBOOST])
		bonus += sd->sc.data[SC_JEXPBOOST]->val1;

	*job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX);

	return;
}
/*==========================================
 * ??�l�擾
 *------------------------------------------*/
int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest)
{
	float nextbp=0, nextjp=0;
	unsigned int nextb=0, nextj=0;
	int leveldiff = sd->status.base_level - status_get_lv(src), modifier = 100;
	nullpo_ret(sd);

	if(sd->bl.prev == NULL || pc_isdead(sd))
		return 0;

	if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp)  // [MouseJstr]
		return 0; // no exp on pvp maps

	if(sd->status.guild_id>0)
		base_exp-=guild_payexp(sd,base_exp);

	if(src) pc_calcexp(sd, &base_exp, &job_exp, src);

	nextb = pc_nextbaseexp(sd);
	nextj = pc_nextjobexp(sd);
		
	if(sd->state.showexp || battle_config.max_exp_gain_rate){
		if (nextb > 0)
			nextbp = (float) base_exp / (float) nextb;
		if (nextj > 0)
			nextjp = (float) job_exp / (float) nextj;

		if(battle_config.max_exp_gain_rate) {
			if (nextbp > battle_config.max_exp_gain_rate/1000.) {
				//Note that this value should never be greater than the original
				//base_exp, therefore no overflow checks are needed. [Skotlex]
				base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
				if (sd->state.showexp)
					nextbp = (float) base_exp / (float) nextb;
			}
			if (nextjp > battle_config.max_exp_gain_rate/1000.) {
				job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
				if (sd->state.showexp)
					nextjp = (float) job_exp / (float) nextj;
			}
		}
	}
	
	/*Adjust exp by mob level difference vs player level.
	Higher level creatures give more exp, lower level creatures give less
	and you'll get normal experience if they're very close to your level.
	
	-2 to +5 = 100%
	-3 = 105%
	-4 = 110%
	-5 = 115%
	-6 = 120%
	-7 = 125%
	-8 = 130%
	-9 = 135%
	-10 = 140%
	-11 or lower = 40%
	
	+6 to +10 = 95%
	+11 to +15 = 90%
	+15 to +20 = 85%
	+21 to +25 = 60%
	+26 to +30 = 35%
	+31 or higher = 10% */
	
	if (leveldiff >= 6 && leveldiff <= 10)
		modifier = -5;
	if (leveldiff >= 11 && leveldiff <= 15)
		modifier = -10;
	if (leveldiff >= 16 && leveldiff <= 20)
		modifier = -15;
	if (leveldiff >= 21 && leveldiff <= 25)
		modifier = -40;
	if (leveldiff >= 26 && leveldiff <= 30)
		modifier = -65;
	if (leveldiff > 30)
		modifier = -90;
	if (leveldiff <= -3 && leveldiff >= -10)
		modifier = ((leveldiff * -5)-10);	
	if (leveldiff <= -10)
		modifier = -60;
		
	if ( modifier < 0 )
			modifier = modifier * -1;
	if ( modifier != 100 ) {		
		base_exp = (int)((float)base_exp - (((float)modifier/100) * (float)base_exp));
		job_exp = (int)((float)job_exp - (((float)modifier/100) * (float)job_exp));
	}
	
	//Cap exp to the level up requirement of the previous level when you are at max level, otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex]
	if (base_exp) {
		nextb = nextb?UINT_MAX:pc_thisbaseexp(sd);
		if(sd->status.base_exp > nextb - base_exp)
			sd->status.base_exp = nextb;
		else
			sd->status.base_exp += base_exp;
		pc_checkbaselevelup(sd);
		clif_updatestatus(sd,SP_BASEEXP);
	}

	if (job_exp) {
		nextj = nextj?UINT_MAX:pc_thisjobexp(sd);
		if(sd->status.job_exp > nextj - job_exp)
			sd->status.job_exp = nextj;
		else
			sd->status.job_exp += job_exp;
		pc_checkjoblevelup(sd);
		clif_updatestatus(sd,SP_JOBEXP);
	}

#if PACKETVER >= 20091027
	if(base_exp)
		clif_displayexp(sd, base_exp, 1, quest);
	if(job_exp)
		clif_displayexp(sd, job_exp,  2, quest);
#endif
	if(sd->state.showexp) {
		char output[256];
		sprintf(output,
			"Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)", base_exp, nextbp*(float)100, job_exp, nextjp*(float)100);
		clif_disp_onlyself(sd,output,strlen(output));
	}

	return 1;
}

/*==========================================
 * Returns max level for this character.
 *------------------------------------------*/
unsigned int pc_maxbaselv(struct map_session_data *sd)
{
  	return max_level[pc_class2idx(sd->status.class_)][0];
};

unsigned int pc_maxjoblv(struct map_session_data *sd)
{
  	return max_level[pc_class2idx(sd->status.class_)][1];
};

/*==========================================
 * base level���K�v??�l�v�Z
 *------------------------------------------*/
unsigned int pc_nextbaseexp(struct map_session_data *sd)
{
	nullpo_ret(sd);

	if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0)
		return 0;

	return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-1];
}

unsigned int pc_thisbaseexp(struct map_session_data *sd)
{
	if(sd->status.base_level>pc_maxbaselv(sd) || sd->status.base_level<=1)
		return 0;

	return exp_table[pc_class2idx(sd->status.class_)][0][sd->status.base_level-2];
}


/*==========================================
 * job level���K�v??�l�v�Z
 *------------------------------------------*/
unsigned int pc_nextjobexp(struct map_session_data *sd)
{
	nullpo_ret(sd);

	if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0)
		return 0;
	return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-1];
}

unsigned int pc_thisjobexp(struct map_session_data *sd)
{
	if(sd->status.job_level>pc_maxjoblv(sd) || sd->status.job_level<=1)
		return 0;
	return exp_table[pc_class2idx(sd->status.class_)][1][sd->status.job_level-2];
}

/// Returns the value of the specified stat.
static int pc_getstat(struct map_session_data* sd, int type)
{
	nullpo_retr(-1, sd);

	switch( type ) {
	case SP_STR: return sd->status.str;
	case SP_AGI: return sd->status.agi;
	case SP_VIT: return sd->status.vit;
	case SP_INT: return sd->status.int_;
	case SP_DEX: return sd->status.dex;
	case SP_LUK: return sd->status.luk;
	default:
		return -1;
	}
}

/// Sets the specified stat to the specified value.
/// Returns the new value.
static int pc_setstat(struct map_session_data* sd, int type, int val)
{
	nullpo_retr(-1, sd);

	switch( type ) {
	case SP_STR: sd->status.str = val; break;
	case SP_AGI: sd->status.agi = val; break;
	case SP_VIT: sd->status.vit = val; break;
	case SP_INT: sd->status.int_ = val; break;
	case SP_DEX: sd->status.dex = val; break;
	case SP_LUK: sd->status.luk = val; break;
	default:
		return -1;
	}

	return val;
}

/// Returns the number of stat points needed to raise the specified stat by 1.
int pc_need_status_point(struct map_session_data* sd, int type)
{
	return ( 1 + (pc_getstat(sd,type) + 9) / 10 );
}

/// Raises a stat by 1.
/// Obeys max_parameter limits.
/// Subtracts stat points.
///
/// @param type The stat to change (see enum _sp)
int pc_statusup(struct map_session_data* sd, int type)
{
	int max, need, val;

	nullpo_ret(sd);

	// check conditions
	need = pc_need_status_point(sd,type);
	if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point )
	{
		clif_statusupack(sd,type,0,0);
		return 1;
	}

	// check limits
	max = pc_maxparameter(sd);
	if( pc_getstat(sd,type) >= max )
	{
		clif_statusupack(sd,type,0,0);
		return 1;
	}

	// set new values
	val = pc_setstat(sd, type, pc_getstat(sd,type) + 1);
	sd->status.status_point -= need;

	status_calc_pc(sd,0);

	// update increase cost indicator
	if( need != pc_need_status_point(sd,type) )
		clif_updatestatus(sd, SP_USTR + type-SP_STR);

	// update statpoint count
	clif_updatestatus(sd,SP_STATUSPOINT);

	// update stat value
	clif_statusupack(sd,type,1,val); // required
	if( val > 255 )
		clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value

	return 0;
}

/// Raises a stat by the specified amount.
/// Obeys max_parameter limits.
/// Does not subtract stat points.
///
/// @param type The stat to change (see enum _sp)
/// @param val The stat increase amount.
int pc_statusup2(struct map_session_data* sd, int type, int val)
{
	int max, need;
	nullpo_ret(sd);

	if( type < SP_STR || type > SP_LUK )
	{
		clif_statusupack(sd,type,0,0);
		return 1;
	}

	need = pc_need_status_point(sd,type);

	// set new value
	max = pc_maxparameter(sd);
	val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max));
	
	status_calc_pc(sd,0);

	// update increase cost indicator
	if( need != pc_need_status_point(sd,type) )
		clif_updatestatus(sd, SP_USTR + type-SP_STR);

	// update stat value
	clif_statusupack(sd,type,1,val); // required
	if( val > 255 )
		clif_updatestatus(sd,type); // send after the 'ack' to override the truncated value

	return 0;
}

/*==========================================
 * �X�L���|�C���g����U��
 *------------------------------------------*/
int pc_skillup(struct map_session_data *sd,int skill_num)
{
	nullpo_ret(sd);

	if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL )
	{
		guild_skillup(sd, skill_num);
		return 0;
	}

	if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
	{
		merc_hom_skillup(sd->hd, skill_num);
		return 0;
	}

	if( skill_num < 0 || skill_num >= MAX_SKILL )
		return 0;

	if( sd->status.skill_point > 0 &&
		sd->status.skill[skill_num].id &&
		sd->status.skill[skill_num].flag == 0 && //Don't allow raising while you have granted skills. [Skotlex]
		sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
	{
		sd->status.skill[skill_num].lv++;
		sd->status.skill_point--;
		if( !skill_get_inf(skill_num) ) 
			status_calc_pc(sd,0); // Only recalculate for passive skills.
		else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
			pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
		else
			pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup

		clif_skillup(sd,skill_num);
		clif_updatestatus(sd,SP_SKILLPOINT);
		clif_skillinfoblock(sd);
	}

	return 0;
}

/*==========================================
 * /allskill
 *------------------------------------------*/
int pc_allskillup(struct map_session_data *sd)
{
	int i,id;

	nullpo_ret(sd);

	for(i=0;i<MAX_SKILL;i++){
		if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){
			sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
			sd->status.skill[i].flag=0;
			if (!sd->status.skill[i].lv)
				sd->status.skill[i].id=0;
		}
	}

	//pc_calc_skilltree takes care of setting the ID to valid skills. [Skotlex]
	if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill)
	{	//Get ALL skills except npc/guild ones. [Skotlex]
		//and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
		for(i=0;i<MAX_SKILL;i++){
			if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) && i!=SG_DEVIL && i!=MO_TRIPLEATTACK && i!=RG_SNATCHER)
				sd->status.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway.
		}
	}
	else
	{
		int inf2;
		for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){
			inf2 = skill_get_inf2(id);
			if (
				(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
				(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
				id==SG_DEVIL
			)
				continue; //Cannot be learned normally.
			sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_);	// celest
		}
	}
	status_calc_pc(sd,0);
	//Required because if you could level up all skills previously, 
	//the update will not be sent as only the lv variable changes.
	clif_skillinfoblock(sd);
	return 0;
}

/*==========================================
 * /resetlvl
 *------------------------------------------*/
int pc_resetlvl(struct map_session_data* sd,int type)
{
	int  i;

	nullpo_ret(sd);

	if (type != 3) //Also reset skills
		pc_resetskill(sd, 0);

	if(type == 1){
		sd->status.skill_point=0;
		sd->status.base_level=1;
		sd->status.job_level=1;
		sd->status.base_exp=sd->status.base_exp=0;
		sd->status.job_exp=sd->status.job_exp=0;
		if(sd->sc.option !=0)
			sd->sc.option = 0;

		sd->status.str=1;
		sd->status.agi=1;
		sd->status.vit=1;
		sd->status.int_=1;
		sd->status.dex=1;
		sd->status.luk=1;
		if(sd->status.class_ == JOB_NOVICE_HIGH) {
			sd->status.status_point=100;	// not 88 [celest]
			// give platinum skills upon changing
			pc_skill(sd,142,1,0);
			pc_skill(sd,143,1,0);
		}
	}

	if(type == 2){
		sd->status.skill_point=0;
		sd->status.base_level=1;
		sd->status.job_level=1;
		sd->status.base_exp=0;
		sd->status.job_exp=0;
	}
	if(type == 3){
		sd->status.base_level=1;
		sd->status.base_exp=0;
	}
	if(type == 4){
		sd->status.job_level=1;
		sd->status.job_exp=0;
	}

	clif_updatestatus(sd,SP_STATUSPOINT);
	clif_updatestatus(sd,SP_STR);
	clif_updatestatus(sd,SP_AGI);
	clif_updatestatus(sd,SP_VIT);
	clif_updatestatus(sd,SP_INT);
	clif_updatestatus(sd,SP_DEX);
	clif_updatestatus(sd,SP_LUK);
	clif_updatestatus(sd,SP_BASELEVEL);
	clif_updatestatus(sd,SP_JOBLEVEL);
	clif_updatestatus(sd,SP_STATUSPOINT);
	clif_updatestatus(sd,SP_NEXTBASEEXP);
	clif_updatestatus(sd,SP_NEXTJOBEXP);
	clif_updatestatus(sd,SP_SKILLPOINT);

	clif_updatestatus(sd,SP_USTR);	// Updates needed stat points - Valaris
	clif_updatestatus(sd,SP_UAGI);
	clif_updatestatus(sd,SP_UVIT);
	clif_updatestatus(sd,SP_UINT);
	clif_updatestatus(sd,SP_UDEX);
	clif_updatestatus(sd,SP_ULUK);	// End Addition

	for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
		if(sd->equip_index[i] >= 0)
			if(!pc_isequip(sd,sd->equip_index[i]))
				pc_unequipitem(sd,sd->equip_index[i],2);
	}

	if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
		party_send_levelup(sd);

	status_calc_pc(sd,0);
	clif_skillinfoblock(sd);

	return 0;
}
/*==========================================
 * /resetstate
 *------------------------------------------*/
int pc_resetstate(struct map_session_data* sd)
{
	nullpo_ret(sd);
	
	if (battle_config.use_statpoint_table)
	{	// New statpoint table used here - Dexity
		if (sd->status.base_level > MAX_LEVEL)
		{	//statp[] goes out of bounds, can't reset!
			ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n",
				sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL);
			return 0;
		}
		
		sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points
	}
	else
	{ //Use new stat-calculating equation [Skotlex]
#define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10)
		int add=0;
		add += sumsp(sd->status.str);
		add += sumsp(sd->status.agi);
		add += sumsp(sd->status.vit);
		add += sumsp(sd->status.int_);
		add += sumsp(sd->status.dex);
		add += sumsp(sd->status.luk);

		sd->status.status_point+=add;
	}

	sd->status.str=1;
	sd->status.agi=1;
	sd->status.vit=1;
	sd->status.int_=1;
	sd->status.dex=1;
	sd->status.luk=1;

	clif_updatestatus(sd,SP_STR);
	clif_updatestatus(sd,SP_AGI);
	clif_updatestatus(sd,SP_VIT);
	clif_updatestatus(sd,SP_INT);
	clif_updatestatus(sd,SP_DEX);
	clif_updatestatus(sd,SP_LUK);

	clif_updatestatus(sd,SP_USTR);	// Updates needed stat points - Valaris
	clif_updatestatus(sd,SP_UAGI);
	clif_updatestatus(sd,SP_UVIT);
	clif_updatestatus(sd,SP_UINT);
	clif_updatestatus(sd,SP_UDEX);
	clif_updatestatus(sd,SP_ULUK);	// End Addition
	
	clif_updatestatus(sd,SP_STATUSPOINT);
	status_calc_pc(sd,0);

	return 1;
}

/*==========================================
 * /resetskill
 * if flag&1, perform block resync and status_calc call.
 * if flag&2, just count total amount of skill points used by player, do not really reset.
 *------------------------------------------*/
int pc_resetskill(struct map_session_data* sd, int flag)
{
	int i, lv, inf2, skill_point=0;
	nullpo_ret(sd);

	if( !(flag&2) )
	{ //Remove stuff lost when resetting skills.
		if( pc_checkskill(sd, SG_DEVIL) &&  !pc_nextjobexp(sd) )
			clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
		i = sd->sc.option;
		if( i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING) )
			i &= ~OPTION_RIDING;
		if( i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART) )
			i &= ~OPTION_CART;
		if( i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON) )
			i &= ~OPTION_FALCON;

		if( i != sd->sc.option )
			pc_setoption(sd, i);

		if( merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN) )
			merc_hom_vaporize(sd, 0);
	}

	for( i = 1; i < MAX_SKILL; i++ )
	{
		lv = sd->status.skill[i].lv;
		if (lv < 1) continue;

		inf2 = skill_get_inf2(i);

		if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
			continue;
		
		// Don't reset trick dead if not a novice/baby
		if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && (sd->class_&MAPID_UPPERMASK) != MAPID_BABY )
		{
			sd->status.skill[i].lv = 0;
			sd->status.skill[i].flag = 0;
			continue;
		}

		if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && (sd->class_&MAPID_UPPERMASK) != MAPID_BABY )
		{ // Official server does not include Basic Skill to be resetted. [Jobbie]
			sd->status.skill[i].lv = 9;
			sd->status.skill[i].flag = 0;
			continue;
		}

		if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn )
		{ //Only handle quest skills in a special way when you can't learn them manually
			if( battle_config.quest_skill_reset && !(flag&2) )
			{	//Wipe them
				sd->status.skill[i].lv = 0;
				sd->status.skill[i].flag = 0;
			}
			continue;
		}
		if( !sd->status.skill[i].flag )
			skill_point += lv;
		else if( sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13 )
			skill_point += (sd->status.skill[i].flag - 2);

		if( !(flag&2) )
		{
			sd->status.skill[i].lv = 0;
			sd->status.skill[i].flag = 0;
		}
	}
	
	if( flag&2 || !skill_point ) return skill_point;

	sd->status.skill_point += skill_point;

	if( flag&1 )
	{
		clif_updatestatus(sd,SP_SKILLPOINT);
		clif_skillinfoblock(sd);
		status_calc_pc(sd,0);
	}

	return skill_point;
}

/*==========================================
 * /resetfeel [Komurka]
 *------------------------------------------*/
int pc_resetfeel(struct map_session_data* sd)
{
	int i;
	nullpo_ret(sd);

	for (i=0; i<3; i++)
	{
		sd->feel_map[i].m = -1;
		sd->feel_map[i].index = 0;
		pc_setglobalreg(sd,sg_info[i].feel_var,0);
	}

	return 0;
}

int pc_resethate(struct map_session_data* sd)
{
	int i;
	nullpo_ret(sd);

	for (i=0; i<3; i++)
	{
		sd->hate_mob[i] = -1;
		pc_setglobalreg(sd,sg_info[i].hate_var,0);
	}
	return 0;
}

int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
{
	int i, bonus = 0;

	ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_num);
	if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;

	return bonus;
}

int pc_skillheal_bonus(struct map_session_data *sd, int skill_num)
{
	int i, bonus = sd->add_heal_rate;

	if( bonus )
	{
		switch( skill_num )
		{
		case AL_HEAL:			if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
		case PR_SANCTUARY:		if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
		case AM_POTIONPITCHER:	if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
		case CR_SLIMPITCHER:	if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
		case BA_APPLEIDUN:		if( !(battle_config.skill_add_heal_rate&16) ) bonus = 0; break;
		}
	}

	ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num);
	if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val;

	return bonus;
}

int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num)
{
	int i, bonus = sd->add_heal2_rate;

	ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num);
	if( i < ARRAYLENGTH(sd->skillheal2) ) bonus += sd->skillheal2[i].val;

	return bonus;
}

void pc_respawn(struct map_session_data* sd, uint8 clrtype)
{
	if( !pc_isdead(sd) )
		return; // not applicable
	if( sd->state.bg_id && bg_member_respawn(sd) )
		return; // member revived by battleground

	pc_setstand(sd);
	pc_setrestartvalue(sd,3);
	if( pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) )
		clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
}

static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd = map_id2sd(id);
	if( sd != NULL )
	{
		sd->pvp_point=0;
		pc_respawn(sd,0);
	}

	return 0;
}

/*==========================================
 * Invoked when a player has received damage
 *------------------------------------------*/
void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
{
	if (sp) clif_updatestatus(sd,SP_SP);
	if (hp) clif_updatestatus(sd,SP_HP);
	else return;
	
	if( !src || src == &sd->bl )
		return;

	if( pc_issit(sd) )
	{
		pc_setstand(sd);
		skill_sit(sd,0);
	}

	if( sd->progressbar.npc_id )
		clif_progressbar_abort(sd);

	if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
		pet_target_check(sd,src,1);

	sd->canlog_tick = gettick();
}

int pc_dead(struct map_session_data *sd,struct block_list *src)
{
	int i=0,j=0,k=0;
	unsigned int tick = gettick();
		
	for(k = 0; k < 5; k++)
	if (sd->devotion[k]){
		struct map_session_data *devsd = map_id2sd(sd->devotion[k]);
		if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
		sd->devotion[k] = 0;
	}

	if(sd->status.pet_id > 0 && sd->pd)
	{
		struct pet_data *pd = sd->pd;
		if( !map[sd->bl.m].flag.noexppenalty )
		{
			pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die);
			if( pd->pet.intimate < 0 )
				pd->pet.intimate = 0;
			clif_send_petdata(sd,sd->pd,1,pd->pet.intimate);
		}
		if( sd->pd->target_id ) // Unlock all targets...
			pet_unlocktarget(sd->pd);
	}

	if( sd->status.hom_id > 0 && battle_config.homunculus_auto_vapor )
		merc_hom_vaporize(sd, 0);

	if( sd->md )
		merc_delete(sd->md, 3); // Your mercenary soldier has ran away.

	// Leave duel if you die [LuzZza]
	if(battle_config.duel_autoleave_when_die) {
		if(sd->duel_group > 0)
			duel_leave(sd->duel_group, sd);
		if(sd->duel_invite > 0)
			duel_reject(sd->duel_invite, sd);
	}

	pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1);
	pc_setglobalreg(sd,"killerrid",src?src->id:0);
	if( sd->state.bg_id )
	{
		struct battleground_data *bg;
		if( (bg = bg_team_search(sd->state.bg_id)) != NULL && bg->die_event[0] )
			npc_event(sd, bg->die_event, 0);
	}
	npc_script_event(sd,NPCE_DIE);

	pc_setdead(sd);
	//Reset menu skills/item skills
	if (sd->skillitem)
		sd->skillitem = sd->skillitemlv = 0;
	if (sd->menuskill_id)
		sd->menuskill_id = sd->menuskill_val = 0;
	//Reset ticks.
	sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;

	if ( sd && sd->spiritball )
		pc_delspiritball(sd,sd->spiritball,0);

	if (src)
	switch (src->type) {
	case BL_MOB:
	{
		struct mob_data *md=(struct mob_data *)src;
		if(md->target_id==sd->bl.id)
			mob_unlocktarget(md,tick);
		if(battle_config.mobs_level_up && md->status.hp &&
			(unsigned int)md->level < pc_maxbaselv(sd) &&
			!md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
		) { 	// monster level up [Valaris]
			clif_misceffect(&md->bl,0);
			md->level++;
			status_calc_mob(md, 0);
			status_percent_heal(src,10,0);
		}
		src = battle_get_master(src); // Maybe Player Summon
	}
	break;
	case BL_PET: //Pass on to master...
		src = &((TBL_PET*)src)->msd->bl;
	break;
	case BL_HOM:
		src = &((TBL_HOM*)src)->master->bl;
	break;
	case BL_MER:
		src = &((TBL_MER*)src)->master->bl;
	break;
	}

	if (src && src->type == BL_PC)
	{
		struct map_session_data *ssd = (struct map_session_data *)src;
		pc_setglobalreg(ssd, "killedrid", sd->bl.id);
		npc_script_event(ssd, NPCE_KILLPC);

		if (battle_config.pk_mode&2) {
			ssd->status.manner -= 5;
			if(ssd->status.manner < 0)
				sc_start(src,SC_NOCHAT,100,0,0);
#if 0
			// PK/Karma system code (not enabled yet) [celest]
			// originally from Kade Online, so i don't know if any of these is correct ^^;
			// note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
			// karma going down = more 'good' / more honourable.
			// The Karma System way...
		
			if (sd->status.karma > ssd->status.karma) {	// If player killed was more evil
				sd->status.karma--;
				ssd->status.karma--;
			}
			else if (sd->status.karma < ssd->status.karma)	// If player killed was more good
				ssd->status.karma++;
	

			// or the PK System way...
	
			if (sd->status.karma > 0)	// player killed is dishonourable?
				ssd->status.karma--; // honour points earned
			sd->status.karma++;	// honour points lost
		
			// To-do: Receive exp on certain occasions
#endif
		}
	}

	if(battle_config.bone_drop==2
		|| (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
	{
		struct item item_tmp;
		memset(&item_tmp,0,sizeof(item_tmp));
		item_tmp.nameid=ITEMID_SKULL_;
		item_tmp.identify=1;
		item_tmp.card[0]=CARD0_CREATE;
		item_tmp.card[1]=0;
		item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
		item_tmp.card[3]=GetWord(sd->status.char_id,1);
		map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
	}

	// activate Steel body if a super novice dies at 99+% exp [celest]
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag)
  	{
		unsigned int next = pc_nextbaseexp(sd);
		if( next == 0 ) next = pc_thisbaseexp(sd);
		if( get_percentage(sd->status.base_exp,next) >= 99 && !map_flag_gvg(sd->bl.m) )
		{
			sd->state.snovice_dead_flag = 1;
			pc_setstand(sd);
			status_percent_heal(&sd->bl, 100, 100);
			clif_resurrection(&sd->bl, 1);
			if(battle_config.pc_invincible_time)
				pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
			sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1));
			if(map_flag_gvg(sd->bl.m))
				pc_respawn_timer(-1, gettick(), sd->bl.id, 0);
			return 0;
		}
	}

	// changed penalty options, added death by player if pk_mode [Valaris]
	if(battle_config.death_penalty_type
		&& (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE	// only novices will receive no penalty
		&& !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m)
		&& !sd->sc.data[SC_BABY] && !sd->sc.data[SC_LIFEINSURANCE])
	{
		unsigned int base_penalty =0;
		if (battle_config.death_penalty_base > 0) {
			switch (battle_config.death_penalty_type) {
				case 1:
					base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
				break;
				case 2:
					base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
				break;
			}
			if(base_penalty) {
			  	if (battle_config.pk_mode && src && src->type==BL_PC)
					base_penalty*=2;
				sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
				clif_updatestatus(sd,SP_BASEEXP);
			}
		}
		if(battle_config.death_penalty_job > 0)
	  	{
			base_penalty = 0;
			switch (battle_config.death_penalty_type) {
				case 1:
					base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
				break;
				case 2:
					base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
				break;
			}
			if(base_penalty) {
			  	if (battle_config.pk_mode && src && src->type==BL_PC)
					base_penalty*=2;
				sd->status.job_exp -= min(sd->status.job_exp, base_penalty);
				clif_updatestatus(sd,SP_JOBEXP);
			}
		}
		if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty)
	  	{
			base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
			if(base_penalty)
				pc_payzeny(sd, base_penalty);
		}
	}

	if(map[sd->bl.m].flag.pvp_nightmaredrop)
	{ // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
		for(j=0;j<MAX_DROP_PER_MAP;j++){
			int id = map[sd->bl.m].drop_list[j].drop_id;
			int type = map[sd->bl.m].drop_list[j].drop_type;
			int per = map[sd->bl.m].drop_list[j].drop_per;
			if(id == 0)
				continue;
			if(id == -1){
				int eq_num=0,eq_n[MAX_INVENTORY];
				memset(eq_n,0,sizeof(eq_n));
				for(i=0;i<MAX_INVENTORY;i++){
					int k;
					if( (type == 1 && !sd->status.inventory[i].equip)
						|| (type == 2 && sd->status.inventory[i].equip)
						||  type == 3)
					{
						ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 );
						if( k < MAX_INVENTORY )
							eq_n[k] = i;

						eq_num++;
					}
				}
				if(eq_num > 0){
					int n = eq_n[rand()%eq_num];
					if(rand()%10000 < per){
						if(sd->status.inventory[n].equip)
							pc_unequipitem(sd,n,3);
						pc_dropitem(sd,n,1);
					}
				}
			}
			else if(id > 0){
				for(i=0;i<MAX_INVENTORY;i++){
					if(sd->status.inventory[i].nameid == id
						&& rand()%10000 < per
						&& ((type == 1 && !sd->status.inventory[i].equip)
							|| (type == 2 && sd->status.inventory[i].equip)
							|| type == 3) ){
						if(sd->status.inventory[i].equip)
							pc_unequipitem(sd,i,3);
						pc_dropitem(sd,i,1);
						break;
					}
				}
			}
		}
	}
	// pvp
	// disable certain pvp functions on pk_mode [Valaris]
	if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank )
	{
		sd->pvp_point -= 5;
		sd->pvp_lost++;
		if( src && src->type == BL_PC )
		{
			struct map_session_data *ssd = (struct map_session_data *)src;
			ssd->pvp_point++;
			ssd->pvp_won++;
		}
		if( sd->pvp_point < 0 )
		{
			add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0);
			return 1|8;
		}
	}
	//GvG
	if( map_flag_gvg(sd->bl.m) )
	{
		add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
		return 1|8;
	}
	else if( sd->state.bg_id )
	{
		struct battleground_data *bg = bg_team_search(sd->state.bg_id);
		if( bg && bg->mapindex > 0 )
		{ // Respawn by BG
			add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
			return 1|8;
		}
	}


	//Reset "can log out" tick.
	if( battle_config.prevent_logout )
		sd->canlog_tick = gettick() - battle_config.prevent_logout;
	return 1;
}

void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
{
	if(hp) clif_updatestatus(sd,SP_HP);
	if(sp) clif_updatestatus(sd,SP_SP);

	pc_setstand(sd);
	if(battle_config.pc_invincible_time > 0)
		pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
}
// script? �A
//
/*==========================================
 * script�pPC�X�e?�^�X?�ݏo��
 *------------------------------------------*/
int pc_readparam(struct map_session_data* sd,int type)
{
	int val = 0;

	nullpo_ret(sd);

	switch(type) {
	case SP_SKILLPOINT:  val = sd->status.skill_point; break;
	case SP_STATUSPOINT: val = sd->status.status_point; break;
	case SP_ZENY:        val = sd->status.zeny; break;
	case SP_BASELEVEL:   val = sd->status.base_level; break;
	case SP_JOBLEVEL:    val = sd->status.job_level; break;
	case SP_CLASS:       val = sd->status.class_; break;
	case SP_BASEJOB:     val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
	case SP_UPPER:       val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
	case SP_BASECLASS:   val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
	case SP_SEX:         val = sd->status.sex; break;
	case SP_WEIGHT:      val = sd->weight; break;
	case SP_MAXWEIGHT:   val = sd->max_weight; break;
	case SP_BASEEXP:     val = sd->status.base_exp; break;
	case SP_JOBEXP:      val = sd->status.job_exp; break;
	case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break;
	case SP_NEXTJOBEXP:  val = pc_nextjobexp(sd); break;
	case SP_HP:          val = sd->battle_status.hp; break;
	case SP_MAXHP:       val = sd->battle_status.max_hp; break;
	case SP_SP:          val = sd->battle_status.sp; break;
	case SP_MAXSP:       val = sd->battle_status.max_sp; break;
	case SP_STR:         val = sd->status.str; break;
	case SP_AGI:         val = sd->status.agi; break;
	case SP_VIT:         val = sd->status.vit; break;
	case SP_INT:         val = sd->status.int_; break;
	case SP_DEX:         val = sd->status.dex; break;
	case SP_LUK:         val = sd->status.luk; break;
	case SP_KARMA:       val = sd->status.karma; break;
	case SP_MANNER:      val = sd->status.manner; break;
	case SP_FAME:        val = sd->status.fame; break;
	}

	return val;
}

/*==========================================
 * script�pPC�X�e?�^�X�ݒ�
 *------------------------------------------*/
int pc_setparam(struct map_session_data *sd,int type,int val)
{
	int i = 0;

	nullpo_ret(sd);

	switch(type){
	case SP_BASELEVEL:
		if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
			val = pc_maxbaselv(sd);
		if ((unsigned int)val > sd->status.base_level) {
			int stat=0;
			for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++)
				stat += (sd->status.base_level + i + 14) / 5 ;
			sd->status.status_point += stat;
		}
		sd->status.base_level = (unsigned int)val;
		sd->status.base_exp = 0;
		clif_updatestatus(sd, SP_BASELEVEL);
		clif_updatestatus(sd, SP_NEXTBASEEXP);
		clif_updatestatus(sd, SP_STATUSPOINT);
		clif_updatestatus(sd, SP_BASEEXP);
		status_calc_pc(sd, 0);
		break;
	case SP_JOBLEVEL:
		if ((unsigned int)val >= sd->status.job_level) {
			if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
			sd->status.skill_point += val - sd->status.job_level;
			clif_updatestatus(sd, SP_SKILLPOINT);
		}
		sd->status.job_level = (unsigned int)val;
		sd->status.job_exp = 0;
		clif_updatestatus(sd, SP_JOBLEVEL);
		clif_updatestatus(sd, SP_NEXTJOBEXP);
		clif_updatestatus(sd, SP_JOBEXP);
		status_calc_pc(sd, 0);
		clif_updatestatus(sd,type);
		break;
	case SP_SKILLPOINT:
		sd->status.skill_point = val;
		break;
	case SP_STATUSPOINT:
		sd->status.status_point = val;
		break;
	case SP_ZENY:
		if( val < 0 )
			return 0;// can't set negative zeny
		sd->status.zeny = cap_value(val, 0, MAX_ZENY);
		break;
	case SP_BASEEXP:
		if(pc_nextbaseexp(sd) > 0) {
			sd->status.base_exp = val;
			pc_checkbaselevelup(sd);
		}
		break;
	case SP_JOBEXP:
		if(pc_nextjobexp(sd) > 0) {
			sd->status.job_exp = val;
			pc_checkjoblevelup(sd);
		}
		break;
	case SP_SEX:
		sd->status.sex = val;
		break;
	case SP_WEIGHT:
		sd->weight = val;
		break;
	case SP_MAXWEIGHT:
		sd->max_weight = val;
		break;
	case SP_HP:
		sd->battle_status.hp = val;
		break;
	case SP_MAXHP:
		sd->battle_status.max_hp = val;
		break;
	case SP_SP:
		sd->battle_status.sp = val;
		break;
	case SP_MAXSP:
		sd->battle_status.max_sp = val;
		break;
	case SP_STR:
		sd->status.str = val;
		break;
	case SP_AGI:
		sd->status.agi = val;
		break;
	case SP_VIT:
		sd->status.vit = val;
		break;
	case SP_INT:
		sd->status.int_ = val;
		break;
	case SP_DEX:
		sd->status.dex = val;
		break;
	case SP_LUK:
		sd->status.luk = val;
		break;
	case SP_KARMA:
		sd->status.karma = val;
		break;
	case SP_MANNER:
		sd->status.manner = val;
		break;
	case SP_FAME:
		sd->status.fame = val;
		break;
	}
	clif_updatestatus(sd,type);

	return 1;
}

/*==========================================
 * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status.
 *------------------------------------------*/
void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
{
	if (type) {
		if (hp)
			clif_heal(sd->fd,SP_HP,hp);
		if (sp)
			clif_heal(sd->fd,SP_SP,sp);
	} else {
		if(hp)
			clif_updatestatus(sd,SP_HP);
		if(sp)
			clif_updatestatus(sd,SP_SP);
	}
	return;
}

/*==========================================
 * HP/SP��
 *------------------------------------------*/
int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
{
	int i, bonus;

	if(hp) {
		bonus = 100 + (sd->battle_status.vit<<1)
			+ pc_checkskill(sd,SM_RECOVERY)*10
			+ pc_checkskill(sd,AM_LEARNINGPOTION)*5;
		// A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
		if (potion_flag > 1)
			bonus += bonus*(potion_flag-1)*50/100;
		//Item Group bonuses
		bonus += bonus*itemdb_group_bonus(sd, itemid)/100;
		//Individual item bonuses.
		for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++)
		{
			if (sd->itemhealrate[i].nameid == itemid) {
				bonus += bonus*sd->itemhealrate[i].rate/100;
				break;
			}
		}
		if(bonus!=100)
			hp = hp * bonus / 100;

		// Recovery Potion
		if( sd->sc.data[SC_INCHEALRATE] )
			hp += (int)(hp * sd->sc.data[SC_INCHEALRATE]->val1/100.);
	}
	if(sp) {
		bonus = 100 + (sd->battle_status.int_<<1)
			+ pc_checkskill(sd,MG_SRECOVERY)*10
			+ pc_checkskill(sd,AM_LEARNINGPOTION)*5;
		if (potion_flag > 1)
			bonus += bonus*(potion_flag-1)*50/100;
		if(bonus != 100)
			sp = sp * bonus / 100;
	}

	if (sd->sc.data[SC_CRITICALWOUND])
	{
		hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
		sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
	}

	return status_heal(&sd->bl, hp, sp, 1);
}

/*==========================================
 * HP/SP��
 *------------------------------------------*/
int pc_percentheal(struct map_session_data *sd,int hp,int sp)
{
	nullpo_ret(sd);

	if(hp > 100) hp = 100;
	else
	if(hp <-100) hp =-100;

	if(sp > 100) sp = 100;
	else
	if(sp <-100) sp =-100;

	if(hp >= 0 && sp >= 0) //Heal
		return status_percent_heal(&sd->bl, hp, sp);

	if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
		return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);

	//Crossed signs
	if(hp) {
		if(hp > 0)
			status_percent_heal(&sd->bl, hp, 0);
		else
			status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
	}
	
	if(sp) {
		if(sp > 0)
			status_percent_heal(&sd->bl, 0, sp);
		else
			status_percent_damage(NULL, &sd->bl, 0, sp, false);
	}
	return 0;
}

/*==========================================
 * �E?�X
 * ��?	job �E�� 0�`23
 *		upper �ʏ� 0, ?�� 1, �{�q 2, ���̂܂� -1
 * Rewrote to make it tidider [Celest]
 *------------------------------------------*/
int pc_jobchange(struct map_session_data *sd,int job, int upper)
{
	int i, fame_flag=0;
	int b_class;

	nullpo_ret(sd);

	if (job < 0)
		return 1;

	//Normalize job.
	b_class = pc_jobid2mapid(job);
	if (b_class == -1)
		return 1;
	switch (upper) {
		case 1:
			b_class|= JOBL_UPPER; 
			break;
		case 2:
			b_class|= JOBL_BABY;
			break;
	}
	//This will automatically adjust bard/dancer classes to the correct gender
	//That is, if you try to jobchange into dancer, it will turn you to bard.	
	job = pc_mapid2jobid(b_class, sd->status.sex);
	if (job == -1)
		return 1;
	
	if ((unsigned short)b_class == sd->class_)
		return 1; //Nothing to change.
	// check if we are changing from 1st to 2nd job
	if (b_class&JOBL_2) {
		if (!(sd->class_&JOBL_2))
			sd->change_level = sd->status.job_level;
		else if (!sd->change_level)
			sd->change_level = 40; //Assume 40?
		pc_setglobalreg (sd, "jobchange_level", sd->change_level);
	}

	if(sd->cloneskill_id) {
		sd->cloneskill_id = 0;
		pc_setglobalreg(sd, "CLONE_SKILL", 0);
		pc_setglobalreg(sd, "CLONE_SKILL_LV", 0);
	}
	if ((b_class&&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK))
	{ //Things to remove when changing class tree.
		const int class_ = pc_class2idx(sd->status.class_);
		short id;
		for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
			//Remove status specific to your current tree skills.
			enum sc_type sc = status_skill2sc(id);
			if (sc > SC_COMMON_MAX && sd->sc.data[sc])
				status_change_end(&sd->bl, sc, -1);
		}
	}
	
	sd->status.class_ = job;
	fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
	sd->class_ = (unsigned short)b_class;
	sd->status.job_level=1;
	sd->status.job_exp=0;
	clif_updatestatus(sd,SP_JOBLEVEL);
	clif_updatestatus(sd,SP_JOBEXP);
	clif_updatestatus(sd,SP_NEXTJOBEXP);

	for(i=0;i<EQI_MAX;i++) {
		if(sd->equip_index[i] >= 0)
			if(!pc_isequip(sd,sd->equip_index[i]))
				pc_unequipitem(sd,sd->equip_index[i],2);	// ?���O��
	}

	//Change look, if disguised, you need to undisguise 
	//to correctly calculate new job sprite without
	if (sd->disguise)
		pc_disguise(sd, 0);

	status_set_viewdata(&sd->bl, job);
	clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
	if(sd->vd.cloth_color)
		clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);

	//Update skill tree.
	pc_calc_skilltree(sd);
	clif_skillinfoblock(sd);

	//Remove peco/cart/falcon
	i = sd->sc.option;
	if(i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING))
		i&=~OPTION_RIDING;
	if(i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART))
		i&=~OPTION_CART;
	if(i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON))
		i&=~OPTION_FALCON;

	if(i != sd->sc.option)
		pc_setoption(sd, i);

	if(merc_is_hom_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN))
		merc_hom_vaporize(sd, 0);
	
	if(sd->status.manner < 0)
		clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);

	status_calc_pc(sd,0);
	pc_checkallowskill(sd);
	pc_equiplookall(sd);

	//if you were previously famous, not anymore.
	if (fame_flag) {
		chrif_save(sd,0);
		chrif_buildfamelist();
	} else if (sd->status.fame > 0) {
		//It may be that now they are famous?
 		switch (sd->class_&MAPID_UPPERMASK) {
			case MAPID_BLACKSMITH:
			case MAPID_ALCHEMIST:
			case MAPID_TAEKWON:
				chrif_save(sd,0);
				chrif_buildfamelist();
			break;
		}
	}

	return 0;
}

/*==========================================
 * ������?�X
 *------------------------------------------*/
int pc_equiplookall(struct map_session_data *sd)
{
	nullpo_ret(sd);

#if PACKETVER < 4
	clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
	clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
#else
	clif_changelook(&sd->bl,LOOK_WEAPON,0);
	clif_changelook(&sd->bl,LOOK_SHOES,0);
#endif
	clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);

	return 0;
}

/*==========================================
 * ������?�X
 *------------------------------------------*/
int pc_changelook(struct map_session_data *sd,int type,int val)
{
	nullpo_ret(sd);

	switch(type){
	case LOOK_HAIR:	//Use the battle_config limits! [Skotlex]
		if (val < battle_config.min_hair_style)
			val = battle_config.min_hair_style;
		else if (val > battle_config.max_hair_style)
			val = battle_config.max_hair_style;
		if (sd->status.hair != val)
		{
			sd->status.hair=val;
			if (sd->status.guild_id) //Update Guild Window. [Skotlex]
				intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
				GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
		}
		break;
	case LOOK_WEAPON:
		sd->status.weapon=val;
		break;
	case LOOK_HEAD_BOTTOM:
		sd->status.head_bottom=val;
		break;
	case LOOK_HEAD_TOP:
		sd->status.head_top=val;
		break;
	case LOOK_HEAD_MID:
		sd->status.head_mid=val;
		break;
	case LOOK_HAIR_COLOR:	//Use the battle_config limits! [Skotlex]
		if (val < battle_config.min_hair_color)
			val = battle_config.min_hair_color;
		else if (val > battle_config.max_hair_color)
			val = battle_config.max_hair_color;
		if (sd->status.hair_color != val)
		{
			sd->status.hair_color=val;
			if (sd->status.guild_id) //Update Guild Window. [Skotlex]
				intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
				GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
		}
		break;
	case LOOK_CLOTHES_COLOR:	//Use the battle_config limits! [Skotlex]
		if (val < battle_config.min_cloth_color)
			val = battle_config.min_cloth_color;
		else if (val > battle_config.max_cloth_color)
			val = battle_config.max_cloth_color;
		sd->status.clothes_color=val;
		break;
	case LOOK_SHIELD:
		sd->status.shield=val;
		break;
	case LOOK_SHOES:
		break;
	}
	clif_changelook(&sd->bl,type,val);
	return 0;
}

/*==========================================
 * �t?�i(��,�y�R,�J?�g)�ݒ�
 *------------------------------------------*/
int pc_setoption(struct map_session_data *sd,int type)
{
	int p_type, new_look=0;
	nullpo_ret(sd);
	p_type = sd->sc.option;

	//Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
	sd->sc.option=type;
	clif_changeoption(&sd->bl);

	if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
	{	//We are going to mount. [Skotlex]
		clif_status_load(&sd->bl,SI_RIDING,1);
		status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
	}
	else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
	{	//We are going to dismount.
		clif_status_load(&sd->bl,SI_RIDING,0);
		status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
	}

	if(type&OPTION_CART && !(p_type&OPTION_CART))
  	{ //Cart On
		clif_cartlist(sd);
		clif_updatestatus(sd, SP_CARTINFO);
		if(pc_checkskill(sd, MC_PUSHCART) < 10)
			status_calc_pc(sd,0); //Apply speed penalty.
	} else
	if(!(type&OPTION_CART) && p_type&OPTION_CART)
	{ //Cart Off
		clif_clearcart(sd->fd);
		if(pc_checkskill(sd, MC_PUSHCART) < 10)
			status_calc_pc(sd,0); //Remove speed penalty.
	}

	if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
		clif_status_load(&sd->bl,SI_FALCON,1);
	else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
		clif_status_load(&sd->bl,SI_FALCON,0);

	if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
		new_look = JOB_STAR_GLADIATOR2;
	else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
		new_look = -1;
	
	if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
		new_look = JOB_WEDDING;
	else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
		new_look = -1;

	if (type&OPTION_XMAS && !(p_type&OPTION_XMAS))
		new_look = JOB_XMAS;
	else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS)
		new_look = -1;

	if (type&OPTION_SUMMER && !(p_type&OPTION_SUMMER))
		new_look = JOB_SUMMER;
	else if (!(type&OPTION_SUMMER) && p_type&OPTION_SUMMER)
		new_look = -1;

	if (sd->disguise || !new_look)
		return 0; //Disguises break sprite changes

	if (new_look < 0) { //Restore normal look.
		status_set_viewdata(&sd->bl, sd->status.class_);
		new_look = sd->vd.class_;
	}

	pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
	clif_changelook(&sd->bl,LOOK_BASE,new_look);
	if (sd->vd.cloth_color)
		clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
	clif_skillinfoblock(sd); // Skill list needs to be updated after base change.

	return 0;
}

/*==========================================
 * �J?�g�ݒ�
 *------------------------------------------*/
int pc_setcart(struct map_session_data *sd,int type)
{
	int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
	int option;

	nullpo_ret(sd);

	if( type < 0 || type > 5 )
		return 1;// Never trust the values sent by the client! [Skotlex]

	if( pc_checkskill(sd,MC_PUSHCART) <= 0 )
		return 1;// Push cart is required

	// Update option
	option = sd->sc.option;
	option &= ~OPTION_CART;// clear cart bits
	option |= cart[type]; // set cart
	pc_setoption(sd, option);

	return 0;
}

/*==========================================
 * ��ݒ�
 *------------------------------------------*/
int pc_setfalcon(TBL_PC* sd, int flag)
{
	if( flag ){
		if( pc_checkskill(sd,HT_FALCON)>0 )	// �t�@���R���}�X�^��?�X�L������
			pc_setoption(sd,sd->sc.option|OPTION_FALCON);
	} else if( pc_isfalcon(sd) ){
		pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
	}

	return 0;
}

/*==========================================
 * �y�R�y�R�ݒ�
 *------------------------------------------*/
int pc_setriding(TBL_PC* sd, int flag)
{
	if( flag ){
		if( pc_checkskill(sd,KN_RIDING) > 0 ) // ���C�f�B���O�X�L������
			pc_setoption(sd, sd->sc.option|OPTION_RIDING);
	} else if( pc_isriding(sd) ){
		pc_setoption(sd, sd->sc.option&~OPTION_RIDING);
	}

	return 0;
}

/*==========================================
 * �A�C�e���h���b�v�•s�”���
 *------------------------------------------*/
int pc_candrop(struct map_session_data *sd,struct item *item)
{
	int level = pc_isGM(sd);
	if( item && item->expire_time )
		return 0;
	if( !pc_can_give_items(level) ) //check if this GM level can drop items
		return 0;
	return (itemdb_isdropable(item, level));
}

/*==========================================
 * script�p??�̒l��?��
 *------------------------------------------*/
int pc_readreg(struct map_session_data* sd, int reg)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->reg_num, i,  sd->reg[i].index == reg );
	return ( i < sd->reg_num ) ? sd->reg[i].data : 0;
}
/*==========================================
 * script�p??�̒l��ݒ�
 *------------------------------------------*/
int pc_setreg(struct map_session_data* sd, int reg, int val)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
	if( i < sd->reg_num )
	{// overwrite existing entry
		sd->reg[i].data = val;
		return 1;
	}

	ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 );
	if( i == sd->reg_num )
	{// nothing free, increase size
		sd->reg_num++;
		RECREATE(sd->reg, struct script_reg, sd->reg_num);
	}
	sd->reg[i].index = reg;
	sd->reg[i].data = val;

	return 1;
}

/*==========================================
 * script�p������??�̒l��?��
 *------------------------------------------*/
char* pc_readregstr(struct map_session_data* sd, int reg)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->regstr_num, i,  sd->regstr[i].index == reg );
	return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL;
}
/*==========================================
 * script�p������??�̒l��ݒ�
 *------------------------------------------*/
int pc_setregstr(struct map_session_data* sd, int reg, const char* str)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
	if( i < sd->regstr_num )
	{// found entry, update
		if( str == NULL || *str == '\0' )
		{// empty string
			if( sd->regstr[i].data != NULL )
				aFree(sd->regstr[i].data);
			sd->regstr[i].data = NULL;
		}
		else if( sd->regstr[i].data )
		{// recreate
			size_t len = strlen(str)+1;
			RECREATE(sd->regstr[i].data, char, len);
			memcpy(sd->regstr[i].data, str, len*sizeof(char));
		}
		else
		{// create
			sd->regstr[i].data = aStrdup(str);
		}
		return 1;
	}

	if( str == NULL || *str == '\0' )
		return 1;// nothing to add, empty string

	ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL );
	if( i == sd->regstr_num )
	{// nothing free, increase size
		sd->regstr_num++;
		RECREATE(sd->regstr, struct script_regstr, sd->regstr_num);
	}
	sd->regstr[i].index = reg;
	sd->regstr[i].data = aStrdup(str);

	return 1;
}

int pc_readregistry(struct map_session_data *sd,const char *reg,int type)
{
	struct global_reg *sd_reg;
	int i,max;

	nullpo_ret(sd);
	switch (type) {
	case 3: //Char reg
		sd_reg = sd->save_reg.global;
		max = sd->save_reg.global_num;
	break;
	case 2: //Account reg
		sd_reg = sd->save_reg.account;
		max = sd->save_reg.account_num;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = sd->save_reg.account2_num;
	break;
	default:
		return 0;
	}
	if (max == -1) {
		ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
		//This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
		intif_request_registry(sd,type==3?4:type);
		return 0;
	}

	ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
	return ( i < max ) ? atoi(sd_reg[i].value) : 0;
}

char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type)
{
	struct global_reg *sd_reg;
	int i,max;
	
	nullpo_ret(sd);
	switch (type) {
	case 3: //Char reg
		sd_reg = sd->save_reg.global;
		max = sd->save_reg.global_num;
	break;
	case 2: //Account reg
		sd_reg = sd->save_reg.account;
		max = sd->save_reg.account_num;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = sd->save_reg.account2_num;
	break;
	default:
		return NULL;
	}
	if (max == -1) {
		ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
		//This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
		intif_request_registry(sd,type==3?4:type);
		return NULL;
	}

	ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
	return ( i < max ) ? sd_reg[i].value : NULL;
}

int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type)
{
	struct global_reg *sd_reg;
	int i,*max, regmax;

	nullpo_ret(sd);

	switch( type )
	{
	case 3: //Char reg
		if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val )
		{
			i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
			sd->die_counter = val;
			if( i )
				status_calc_pc(sd,0); // Lost the bonus.
		}
		else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val )
		{
			val = cap_value(val, 0, 1999);
			sd->cook_mastery = val;
		}
		sd_reg = sd->save_reg.global;
		max = &sd->save_reg.global_num;
		regmax = GLOBAL_REG_NUM;
	break;
	case 2: //Account reg
		if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val )
		{
			val = cap_value(val, 0, MAX_ZENY);
			sd->cashPoints = val;
		}
		else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val )
		{
			val = cap_value(val, 0, MAX_ZENY);
			sd->kafraPoints = val;
		}
		sd_reg = sd->save_reg.account;
		max = &sd->save_reg.account_num;
		regmax = ACCOUNT_REG_NUM;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = &sd->save_reg.account2_num;
		regmax = ACCOUNT_REG2_NUM;
	break;
	default:
		return 0;
	}
	if (*max == -1) {
		ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
		return 1;
	}
	
	// delete reg
	if (val == 0) {
		ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
		if( i < *max )
		{
			if (i != *max - 1)
				memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
			memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
			(*max)--;
			sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
		}
		return 1;
	}
	// change value if found
	ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
	if( i < *max )
	{
		safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
		sd->state.reg_dirty |= 1<<(type-1);
		return 1;
	}

	// add value if not found
	if (i < regmax) {
		memset(&sd_reg[i], 0, sizeof(struct global_reg));
		safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
		safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
		(*max)++;
		sd->state.reg_dirty |= 1<<(type-1);
		return 1;
	}

	ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);

	return 0;
}

int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type)
{
	struct global_reg *sd_reg;
	int i,*max, regmax;

	nullpo_ret(sd);
	if (reg[strlen(reg)-1] != '$') {
		ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
		return 0;
	}

	switch (type) {
	case 3: //Char reg
		sd_reg = sd->save_reg.global;
		max = &sd->save_reg.global_num;
		regmax = GLOBAL_REG_NUM;
	break;
	case 2: //Account reg
		sd_reg = sd->save_reg.account;
		max = &sd->save_reg.account_num;
		regmax = ACCOUNT_REG_NUM;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = &sd->save_reg.account2_num;
		regmax = ACCOUNT_REG2_NUM;
	break;
	default:
		return 0;
	}
	if (*max == -1) {
		ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
		return 0;
	}
	
	// delete reg
	if (!val || strcmp(val,"")==0)
	{
		ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
		if( i < *max )
		{
			if (i != *max - 1)
				memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
			memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
			(*max)--;
			sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
			if (type!=3) intif_saveregistry(sd,type);
		}
		return 1;
	}

	// change value if found
	ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
	if( i < *max )
	{
		safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
		sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
		if (type!=3) intif_saveregistry(sd,type);
		return 1;
	}

	// add value if not found
	if (i < regmax) {
		memset(&sd_reg[i], 0, sizeof(struct global_reg));
		safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
		safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
		(*max)++;
		sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
		if (type!=3) intif_saveregistry(sd,type);
		return 1;
	}

	ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);

	return 0;
}

/*==========================================
 * �C�x���g�^�C�}??��
 *------------------------------------------*/
static int pc_eventtimer(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd=map_id2sd(id);
	char *p = (char *)data;
	int i;
	if(sd==NULL)
		return 0;

	ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
	if( i < MAX_EVENTTIMER )
	{
		sd->eventtimer[i] = -1;
		sd->eventcount--;
		npc_event(sd,p,0);
	}
	else
		ShowError("pc_eventtimer: no such event timer\n");

	if (p) aFree(p);
	return 0;
}

/*==========================================
 * �C�x���g�^�C�}?�lj�
 *------------------------------------------*/
int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
{
	int i;
	nullpo_ret(sd);

	ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == -1 );
	if( i == MAX_EVENTTIMER )
		return 0;

	sd->eventtimer[i] = add_timer(gettick()+tick, pc_eventtimer, sd->bl.id, (intptr)aStrdup(name));
	sd->eventcount++;

	return 1;
}

/*==========================================
 * �C�x���g�^�C�}?�폜
 *------------------------------------------*/
int pc_deleventtimer(struct map_session_data *sd,const char *name)
{
	char* p = NULL;
	int i;

	nullpo_ret(sd);

	if (sd->eventcount <= 0)
		return 0;

	// find the named event timer
	ARR_FIND( 0, MAX_EVENTTIMER, i,
		sd->eventtimer[i] != -1 &&
		(p = (char *)(get_timer(sd->eventtimer[i])->data)) != NULL &&
		strcmp(p, name) == 0
	);
	if( i == MAX_EVENTTIMER )
		return 0; // not found

	delete_timer(sd->eventtimer[i],pc_eventtimer);
	sd->eventtimer[i]=-1;
	sd->eventcount--;
	aFree(p);

	return 1;
}

/*==========================================
 * �C�x���g�^�C�}?�J�E���g�l�lj�
 *------------------------------------------*/
int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
{
	int i;

	nullpo_ret(sd);

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i]!=-1 && strcmp(
			(char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
				addtick_timer(sd->eventtimer[i],tick);
				break;
		}

	return 0;
}

/*==========================================
 * �C�x���g�^�C�}?�S�폜
 *------------------------------------------*/
int pc_cleareventtimer(struct map_session_data *sd)
{
	int i;

	nullpo_ret(sd);

	if (sd->eventcount <= 0)
		return 0;

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i]!=-1 ){
			char *p = (char *)(get_timer(sd->eventtimer[i])->data);
			delete_timer(sd->eventtimer[i],pc_eventtimer);
			sd->eventtimer[i]=-1;
			sd->eventcount--;
			if (p) aFree(p);
		}
	return 0;
}

//
// ? ����
//
/*==========================================
 * �A�C�e����?������
 *------------------------------------------*/
int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
{
	int i,pos,flag=0;
	struct item_data *id;

	nullpo_ret(sd);

	if( n < 0 || n >= MAX_INVENTORY ) {
		clif_equipitemack(sd,0,0,0);
		return 0;
	}

	if( DIFF_TICK(sd->canequip_tick,gettick()) > 0 )
	{
		clif_equipitemack(sd,n,0,0);
		return 0;
	}

	id = sd->inventory_data[n];
	pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.

	if(battle_config.battle_log)
		ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id->equip,req_pos);
	if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris]
		clif_equipitemack(sd,n,0,0);	// fail
		return 0;
	}

	if( sd->sc.data[SC_BERSERK] )
	{
		clif_equipitemack(sd,n,0,0);	// fail
		return 0;
	}

	if(pos == EQP_ACC) { //Accesories should only go in one of the two,
		pos = req_pos&EQP_ACC;
		if (pos == EQP_ACC) //User specified both slots.. 
			pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
	}

	if(pos == EQP_ARMS && id->equip == EQP_HAND_R)
	{	//Dual wield capable weapon.
	  	pos = (req_pos&EQP_ARMS);
		if (pos == EQP_ARMS) //User specified both slots, pick one for them.
			pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
	}

	if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC)
	{	//Update skill-block range database when weapon range changes. [Skotlex]
		i = sd->equip_index[EQI_HAND_R];
		if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
			flag = 1;
		else
			flag = id->range != sd->inventory_data[i]->range;
	}

	for(i=0;i<EQI_MAX;i++) {
		if(pos & equip_pos[i]) {
			if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
				pc_unequipitem(sd,sd->equip_index[i],2);

			sd->equip_index[i] = n;
		}
	}

	if(pos==EQP_AMMO){
		clif_arrowequip(sd,n);
		clif_arrow_fail(sd,3);
	}
	else
		clif_equipitemack(sd,n,pos,1);

	sd->status.inventory[n].equip=pos;

	if(pos & EQP_HAND_R) {
		if(id)
			sd->weapontype1 = id->look;
		else
			sd->weapontype1 = 0;
		pc_calcweapontype(sd);
		clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
	}
	if(pos & EQP_HAND_L) {
		if(id) {
			if(id->type == IT_WEAPON) {
				sd->status.shield = 0;
				if(sd->status.inventory[n].equip == EQP_HAND_L)
					sd->weapontype2 = id->look;
				else
					sd->weapontype2 = 0;
			}
			else
			if(id->type == IT_ARMOR) {
				sd->status.shield = id->look;
				sd->weapontype2 = 0;
			}
		}
		else
			sd->status.shield = sd->weapontype2 = 0;
		pc_calcweapontype(sd);
		clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
	}
	//Added check to prevent sending the same look on multiple slots ->
	//causes client to redraw item on top of itself. (suggested by Lupus)
	if(pos & EQP_HEAD_LOW) {
		if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
			sd->status.head_bottom = id->look;
		else
			sd->status.head_bottom = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	}
	if(pos & EQP_HEAD_TOP) {
		if(id)
			sd->status.head_top = id->look;
		else
			sd->status.head_top = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	}
	if(pos & EQP_HEAD_MID) {
		if(id && !(pos&EQP_HEAD_TOP))
			sd->status.head_mid = id->look;
		else
			sd->status.head_mid = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	}
	if(pos & EQP_SHOES)
		clif_changelook(&sd->bl,LOOK_SHOES,0);

	pc_checkallowskill(sd); //Check if status changes should be halted.


	status_calc_pc(sd,0);
	if (flag) //Update skill data
		clif_skillinfoblock(sd);

	//OnEquip script [Skotlex]
	if (id) {
		int i;
		struct item_data *data;
		if (id->equip_script)
			run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id);
		if(itemdb_isspecial(sd->status.inventory[n].card[0]))
			; //No cards
		else
		for(i=0;i<id->slot; i++)
		{
			if (!sd->status.inventory[n].card[i])
				continue;
			data = itemdb_exists(sd->status.inventory[n].card[i]);
			if (data && data->equip_script)
				run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
		}
	}
	return 0;
}

/*==========================================
 * ? �����������O��
 * type:
 * 0 - only unequip
 * 1 - calculate status after unequipping
 * 2 - force unequip
 *------------------------------------------*/
int pc_unequipitem(struct map_session_data *sd,int n,int flag)
{
	int i;
	nullpo_ret(sd);

	if( n < 0 || n >= MAX_INVENTORY ) {
		clif_unequipitemack(sd,0,0,0);
		return 0;
	}

	// if player is berserk then cannot unequip
	if( !(flag&2) && sd->sc.count && sd->sc.data[SC_BERSERK] )
	{
		clif_unequipitemack(sd,n,0,0);
		return 0;
	}

	if(battle_config.battle_log)
		ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);

	if(!sd->status.inventory[n].equip){ //Nothing to unequip
		clif_unequipitemack(sd,n,0,0);
		return 0;
	}
	for(i=0;i<EQI_MAX;i++) {
		if(sd->status.inventory[n].equip & equip_pos[i])
			sd->equip_index[i] = -1;
	}

	if(sd->status.inventory[n].equip & EQP_HAND_R) {
		sd->weapontype1 = 0;
		sd->status.weapon = sd->weapontype2;
		pc_calcweapontype(sd);
		clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
		if(sd->sc.data[SC_DANCING]) //When unequipping, stop dancing. [Skotlex]
			status_change_end(&sd->bl, SC_DANCING, -1);
	}
	if(sd->status.inventory[n].equip & EQP_HAND_L) {
		sd->status.shield = sd->weapontype2 = 0;
		pc_calcweapontype(sd);
		clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
	}
	if(sd->status.inventory[n].equip & EQP_HEAD_LOW) {
		sd->status.head_bottom = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	}
	if(sd->status.inventory[n].equip & EQP_HEAD_TOP) {
		sd->status.head_top = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	}
	if(sd->status.inventory[n].equip & EQP_HEAD_MID) {
		sd->status.head_mid = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	}
	if(sd->status.inventory[n].equip & EQP_SHOES)
		clif_changelook(&sd->bl,LOOK_SHOES,0);

	clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);

	if((sd->status.inventory[n].equip & EQP_ARMS) && 
		sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
		skill_enchant_elemental_end(&sd->bl,-1);

	if(sd->status.inventory[n].equip & EQP_ARMOR) {
		// On Armor Change...
		if( sd->sc.data[SC_BENEDICTIO] )
			status_change_end(&sd->bl, SC_BENEDICTIO, -1);
		if( sd->sc.data[SC_ARMOR_RESIST] )
			status_change_end(&sd->bl, SC_ARMOR_RESIST, -1);
	}

	if( sd->state.autobonus&sd->status.inventory[n].equip )
		sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish]

	sd->status.inventory[n].equip=0;

	if(flag&1) {
		pc_checkallowskill(sd);
		status_calc_pc(sd,0);
	}

	if(sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele))
		status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);

	//OnUnEquip script [Skotlex]
	if (sd->inventory_data[n]) {
		struct item_data *data;
		if (sd->inventory_data[n]->unequip_script)
			run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
		if(itemdb_isspecial(sd->status.inventory[n].card[0]))
			; //No cards
		else
		for(i=0;i<sd->inventory_data[n]->slot; i++)
		{
			if (!sd->status.inventory[n].card[i])
				continue;
			data = itemdb_exists(sd->status.inventory[n].card[i]);
			if (data && data->unequip_script)
				run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
		}
	}

	return 0;
}

/*==========================================
 * �A�C�e����index��?���l�߂���
 * ? ���i��?���”\�`�F�b�N���s�Ȃ�
 *------------------------------------------*/
int pc_checkitem(struct map_session_data *sd)
{
	int i,j,k,id,calc_flag = 0;
	struct item_data *it=NULL;

	nullpo_ret(sd);

	if( sd->vender_id ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
		return 0;
	
	for( i = j = 0; i < MAX_INVENTORY; i++ )
	{
		if( (id = sd->status.inventory[i].nameid) == 0 )
			continue;

		if( battle_config.item_check && !itemdb_available(id) )
		{
			ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
			pc_delitem(sd,i,sd->status.inventory[i].amount,3,0);
			continue;
		}
		if( i > j )
		{
			memcpy(&sd->status.inventory[j], &sd->status.inventory[i], sizeof(struct item));
			sd->inventory_data[j] = sd->inventory_data[i];
		}
		j++;
	}

	if( j < MAX_INVENTORY )
		memset(&sd->status.inventory[j], 0, sizeof(struct item)*(MAX_INVENTORY-j));
	for( k = j ; k < MAX_INVENTORY; k++ )
		sd->inventory_data[k] = NULL;

	for( i = j = 0; i < MAX_CART; i++ )
	{
		if( (id=sd->status.cart[i].nameid) == 0 )
			continue;
		if( battle_config.item_check &&  !itemdb_available(id) ){
			ShowWarning("illegal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
			pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
			continue;
		}
		if( i > j )
		{
			memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
		}
		j++;
	}
	if( j < MAX_CART )
		memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));

	for( i = 0; i < MAX_INVENTORY; i++)
	{
		it = sd->inventory_data[i];

		if( sd->status.inventory[i].nameid == 0 )
			continue;

		if( !sd->status.inventory[i].equip )
			continue;

		if( sd->status.inventory[i].equip&~pc_equippoint(sd,i) )
		{
			pc_unequipitem(sd, i, 2);
			calc_flag = 1;
			continue;
		}

		if( it )
		{ // check for forbiden items.
			int flag =
					(map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0)
					| (map[sd->bl.m].flag.pvp?1:0)
					| (map_flag_gvg(sd->bl.m)?2:0);
			if( flag && (it->flag.no_equip&flag || !pc_isAllowedCardOn(sd,it->slot,i,flag)) )
			{
				pc_unequipitem(sd, i, 2);
				calc_flag = 1;
			}
		}
	}

	pc_setequipindex(sd);
	if( calc_flag && sd->state.active )
	{
		pc_checkallowskill(sd);
		status_calc_pc(sd,0);
	}

	return 0;
}

/*==========================================
 * PVP���ʌv�Z�p(foreachinarea)
 *------------------------------------------*/
int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd1,*sd2=NULL;

	sd1=(struct map_session_data *)bl;
	sd2=va_arg(ap,struct map_session_data *);

	if( sd1->pvp_point > sd2->pvp_point )
		sd2->pvp_rank++;
	return 0;
}
/*==========================================
 * PVP���ʌv�Z
 *------------------------------------------*/
int pc_calc_pvprank(struct map_session_data *sd)
{
	int old;
	struct map_data *m;
	m=&map[sd->bl.m];
	old=sd->pvp_rank;
	sd->pvp_rank=1;
	map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
	if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
		clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
	return sd->pvp_rank;
}
/*==========================================
 * PVP���ʌv�Z(timer)
 *------------------------------------------*/
int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr data)
{
	struct map_session_data *sd=NULL;

	sd=map_id2sd(id);
	if(sd==NULL)
		return 0;
	sd->pvp_timer = INVALID_TIMER;
	if( pc_calc_pvprank(sd) > 0 )
		sd->pvp_timer = add_timer(gettick()+PVP_CALCRANK_INTERVAL,pc_calc_pvprank_timer,id,data);
	return 0;
}

/*==========================================
 * sd�͌������Ă��邩(?���̏ꍇ�͑�����char_id��Ԃ�)
 *------------------------------------------*/
int pc_ismarried(struct map_session_data *sd)
{
	if(sd == NULL)
		return -1;
	if(sd->status.partner_id > 0)
		return sd->status.partner_id;
	else
		return 0;
}
/*==========================================
 * sd��dstsd�ƌ���(dstsd��sd�̌���?�������bɍs��)
 *------------------------------------------*/
int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
{
	if(sd == NULL || dstsd == NULL ||
		sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
		(sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY))
		return -1;
	sd->status.partner_id = dstsd->status.char_id;
	dstsd->status.partner_id = sd->status.char_id;
	return 0;
}

/*==========================================
 * Divorce sd from its partner
 *------------------------------------------*/
int pc_divorce(struct map_session_data *sd)
{
	struct map_session_data *p_sd;
	int i;

	if( sd == NULL || !pc_ismarried(sd) )
		return -1;

	if( !sd->status.partner_id )
		return -1; // Char is not married

	if( (p_sd = map_charid2sd(sd->status.partner_id)) == NULL )
	{ // Lets char server do the divorce
#ifndef TXT_ONLY
		if( chrif_divorce(sd->status.char_id, sd->status.partner_id) )
			return -1; // No char server connected

		return 0;
#else
		ShowError("pc_divorce: p_sd nullpo\n");
		return -1;
#endif
	}

	// Both players online, lets do the divorce manually
	sd->status.partner_id = 0;
	p_sd->status.partner_id = 0;
	for( i = 0; i < MAX_INVENTORY; i++ )
	{
		if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F )
			pc_delitem(sd, i, 1, 0, 0);
		if( p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F )
			pc_delitem(p_sd, i, 1, 0, 0);
	}

	clif_divorced(sd, p_sd->status.name);
	clif_divorced(p_sd, sd->status.name);

	return 0;
}

/*==========================================
 * sd�̑�����map_session_data��Ԃ�
 *------------------------------------------*/
struct map_session_data *pc_get_partner(struct map_session_data *sd)
{
	if (sd && pc_ismarried(sd))
		// charid2sd returns NULL if not found
		return map_charid2sd(sd->status.partner_id);

	return NULL;
}

struct map_session_data *pc_get_father (struct map_session_data *sd)
{
	if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
		// charid2sd returns NULL if not found
		return map_charid2sd(sd->status.father);

	return NULL;
}

struct map_session_data *pc_get_mother (struct map_session_data *sd)
{
	if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
		// charid2sd returns NULL if not found
		return map_charid2sd(sd->status.mother);

	return NULL;
}

struct map_session_data *pc_get_child (struct map_session_data *sd)
{
	if (sd && pc_ismarried(sd) && sd->status.child > 0)
		// charid2sd returns NULL if not found
		return map_charid2sd(sd->status.child);

	return NULL;
}

void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
{
	int hp = 0, sp = 0;

	if( pc_isdead(sd) )
		return;

	if (sd->hp_loss.value) {
		sd->hp_loss.tick += diff_tick;
		while (sd->hp_loss.tick >= sd->hp_loss.rate) {
			hp += sd->hp_loss.value;
			sd->hp_loss.tick -= sd->hp_loss.rate;
		}
		if(hp >= sd->battle_status.hp)
			hp = sd->battle_status.hp-1; //Script drains cannot kill you.
	}
	
	if (sd->sp_loss.value) {
		sd->sp_loss.tick += diff_tick;
		while (sd->sp_loss.tick >= sd->sp_loss.rate) {
			sp += sd->sp_loss.value;
			sd->sp_loss.tick -= sd->sp_loss.rate;
		}
	}

	if (hp > 0 || sp > 0)
		status_zap(&sd->bl, hp, sp);

	return;
}

//Character regen. Flag is used to know which types of regen can take place.
//&1: HP regen
//&2: SP regen
void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
{
	int hp = 0, sp = 0;

	if (sd->hp_regen.value) {
		sd->hp_regen.tick += diff_tick;
		while (sd->hp_regen.tick >= sd->hp_regen.rate) {
			hp += sd->hp_regen.value;
			sd->hp_regen.tick -= sd->hp_regen.rate;
		}
	}
	
	if (sd->sp_regen.value) {
		sd->sp_regen.tick += diff_tick;
		while (sd->sp_regen.tick >= sd->sp_regen.rate) {
			sp += sd->sp_regen.value;
			sd->sp_regen.tick -= sd->sp_regen.rate;
		}
	}

	if (hp > 0 || sp > 0)
		status_heal(&sd->bl, hp, sp, 0);

	return;
}

/*==========================================
 * �Z?�u�|�C���g�̕ۑ�
 *------------------------------------------*/
int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
{
	nullpo_ret(sd);

	sd->status.save_point.map = mapindex;
	sd->status.save_point.x = x;
	sd->status.save_point.y = y;

	return 0;
}

/*==========================================
 * �����Z?�u (timer??)
 *------------------------------------------*/
int pc_autosave(int tid, unsigned int tick, int id, intptr data)
{
	int interval;
	struct s_mapiterator* iter;
	struct map_session_data* sd;
	static int last_save_id = 0, save_flag = 0;

	if(save_flag == 2) //Someone was saved on last call, normal cycle
		save_flag = 0;
	else
		save_flag = 1; //Noone was saved, so save first found char.

	iter = mapit_getallusers();
	for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
	{
		if(sd->bl.id == last_save_id && save_flag != 1) {
			save_flag = 1;
			continue;
		}

		if(save_flag != 1) //Not our turn to save yet.
			continue;

		//Save char.
		last_save_id = sd->bl.id;
		save_flag = 2;

		chrif_save(sd,0);
		break;
	}
	mapit_free(iter);

	interval = autosave_interval/(map_usercount()+1);
	if(interval < minsave_interval)
		interval = minsave_interval;
	add_timer(gettick()+interval,pc_autosave,0,0);

	return 0;
}

static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap)
{
	if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled)
  	{	//Night/day state does not match.
		clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex]
		sd->state.night = night_flag;
		return 1;
	}
	return 0;
}
/*================================================
 * timer to do the day [Yor]
 * data: 0 = called by timer, 1 = gmcommand/script
 *------------------------------------------------*/
int map_day_timer(int tid, unsigned int tick, int id, intptr data)
{
	char tmp_soutput[1024];

	if (data == 0 && battle_config.day_duration <= 0)	// if we want a day
		return 0;
	
	if (!night_flag)
		return 0; //Already day.
	
	night_flag = 0; // 0=day, 1=night [Yor]
	map_foreachpc(pc_daynight_timer_sub);
	strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
	intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
	return 0;
}

/*================================================
 * timer to do the night [Yor]
 * data: 0 = called by timer, 1 = gmcommand/script
 *------------------------------------------------*/
int map_night_timer(int tid, unsigned int tick, int id, intptr data)
{
	char tmp_soutput[1024];

	if (data == 0 && battle_config.night_duration <= 0)	// if we want a night
		return 0;
	
	if (night_flag)
		return 0; //Already nigth.

	night_flag = 1; // 0=day, 1=night [Yor]
	map_foreachpc(pc_daynight_timer_sub);
	strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
	intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0);
	return 0;
}

void pc_setstand(struct map_session_data *sd){
	nullpo_retv(sd);

	if(sd->sc.data[SC_TENSIONRELAX])
		status_change_end(&sd->bl,SC_TENSIONRELAX,-1);

	//Reset sitting tick.
	sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
	sd->state.dead_sit = sd->vd.dead_sit = 0;
}

/*==========================================
 * Duel organizing functions [LuzZza]
 *------------------------------------------*/
void duel_savetime(struct map_session_data* sd)
{
	time_t timer;
	struct tm *t;
	
	time(&timer);
	t = localtime(&timer);
	
	pc_setglobalreg(sd, "PC_LAST_DUEL_TIME", t->tm_mday*24*60 + t->tm_hour*60 + t->tm_min);	
	return;
}

int duel_checktime(struct map_session_data* sd)
{
	int diff;
	time_t timer;
	struct tm *t;
	
	time(&timer);
    t = localtime(&timer);
	
	diff = t->tm_mday*24*60 + t->tm_hour*60 + t->tm_min - pc_readglobalreg(sd, "PC_LAST_DUEL_TIME");
	
	return !(diff >= 0 && diff < battle_config.duel_time_interval);
}
static int duel_showinfo_sub(struct map_session_data* sd, va_list va)
{
	struct map_session_data *ssd = va_arg(va, struct map_session_data*);
	int *p = va_arg(va, int*);
	char output[256];

	if (sd->duel_group != ssd->duel_group) return 0;
	
	sprintf(output, "      %d. %s", ++(*p), sd->status.name);
	clif_disp_onlyself(ssd, output, strlen(output));
	return 1;
}

int duel_showinfo(const unsigned int did, struct map_session_data* sd)
{
	int p=0;
	char output[256];

	if(duel_list[did].max_players_limit > 0)
		sprintf(output, msg_txt(370), //" -- Duels: %d/%d, Members: %d/%d, Max players: %d --"
			did, duel_count,
			duel_list[did].members_count,
			duel_list[did].members_count + duel_list[did].invites_count,
			duel_list[did].max_players_limit);
	else
		sprintf(output, msg_txt(371), //" -- Duels: %d/%d, Members: %d/%d --"
			did, duel_count,
			duel_list[did].members_count,
			duel_list[did].members_count + duel_list[did].invites_count);

	clif_disp_onlyself(sd, output, strlen(output));
	map_foreachpc(duel_showinfo_sub, sd, &p);
	return 0;
}

int duel_create(struct map_session_data* sd, const unsigned int maxpl)
{
	int i=1;
	char output[256];
	
	while(duel_list[i].members_count > 0 && i < MAX_DUEL) i++;
	if(i == MAX_DUEL) return 0;
	
	duel_count++;
	sd->duel_group = i;
	duel_list[i].members_count++;
	duel_list[i].invites_count = 0;
	duel_list[i].max_players_limit = maxpl;
	
	strcpy(output, msg_txt(372)); // " -- Duel has been created (@invite/@leave) --"
	clif_disp_onlyself(sd, output, strlen(output));
	
	clif_set0199(sd, 1);
	//clif_misceffect2(&sd->bl, 159);
	return i;
}

int duel_invite(const unsigned int did, struct map_session_data* sd, struct map_session_data* target_sd)
{
	char output[256];

	// " -- Player %s invites %s to duel --"
	sprintf(output, msg_txt(373), sd->status.name, target_sd->status.name);
	clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS);

	target_sd->duel_invite = did;
	duel_list[did].invites_count++;
	
	// "Blue -- Player %s invites you to PVP duel (@accept/@reject) --"
	sprintf(output, msg_txt(374), sd->status.name);
	clif_broadcast((struct block_list *)target_sd, output, strlen(output)+1, 0x10, SELF);
	return 0;
}

static int duel_leave_sub(struct map_session_data* sd, va_list va)
{
	int did = va_arg(va, int);
	if (sd->duel_invite == did)
		sd->duel_invite = 0;
	return 0;
}

int duel_leave(const unsigned int did, struct map_session_data* sd)
{
	char output[256];
	
	// " <- Player %s has left duel --"
	sprintf(output, msg_txt(375), sd->status.name);
	clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS);
	
	duel_list[did].members_count--;
	
	if(duel_list[did].members_count == 0) {
		map_foreachpc(duel_leave_sub, did); 
		duel_count--;
	}
	
	sd->duel_group = 0;
	duel_savetime(sd);
	clif_set0199(sd, 0);
	return 0;
}

int duel_accept(const unsigned int did, struct map_session_data* sd)
{
	char output[256];
	
	duel_list[did].members_count++;
	sd->duel_group = sd->duel_invite;
	duel_list[did].invites_count--;
	sd->duel_invite = 0;
	
	// " -> Player %s has accepted duel --"
	sprintf(output, msg_txt(376), sd->status.name);
	clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS);

	clif_set0199(sd, 1);
	//clif_misceffect2(&sd->bl, 159);
	return 0;
}

int duel_reject(const unsigned int did, struct map_session_data* sd)
{
	char output[256];
	
	// " -- Player %s has rejected duel --"
	sprintf(output, msg_txt(377), sd->status.name);
	clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS);
	
	duel_list[did].invites_count--;
	sd->duel_invite = 0;
	return 0;
}

int pc_split_str(char *str,char **val,int num)
{
	int i;

	for (i=0; i<num && str; i++){
		val[i] = str;
		str = strchr(str,',');
		if (str && i<num-1) //Do not remove a trailing comma.
			*str++=0;
	}
	return i;
}

int pc_split_atoi(char* str, int* val, char sep, int max)
{
	int i,j;
	for (i=0; i<max; i++) {
		if (!str) break;
		val[i] = atoi(str);
		str = strchr(str,sep);
		if (str)
			*str++=0;
	}
	//Zero up the remaining.
	for(j=i; j < max; j++)
		val[j] = 0;
	return i;
}

int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
{
	static int warning=0;
	int i,j;
	double f;
	for (i=0; i<max; i++) {
		if (!str) break;
		f = atof(str);
		if (f < 0)
			val[i] = 0;
		else if (f > UINT_MAX) {
			val[i] = UINT_MAX;
			if (!warning) {
				warning = 1;
				ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
			}
		} else
			val[i] = (unsigned int)f;
		str = strchr(str,sep);
		if (str)
			*str++=0;
	}
	//Zero up the remaining.
	for(j=i; j < max; j++)
		val[j] = 0;
	return i;
}

/*==========================================
 * DB reading.
 * exp.txt        - required experience values
 * job_db1.txt    - weight, hp, sp, aspd
 * job_db2.txt    - job level stat bonuses
 * skill_tree.txt - skill tree for every class
 * attr_fix.txt   - elemental adjustment table
 * size_fix.txt   - size adjustment table for weapons
 * refine_db.txt  - refining data table
 *------------------------------------------*/
int pc_readdb(void)
{
	int i,j,k;
	unsigned int stat;
	FILE *fp;
	char line[24000],*p;

	// �K�v??�l?��?��
	memset(exp_table,0,sizeof(exp_table));
	memset(max_level,0,sizeof(max_level));
	sprintf(line, "%s/exp.txt", db_path);
	fp=fopen(line, "r");
	if(fp==NULL){
		ShowError("can't read %s\n", line);
		return 1;
	}
	while(fgets(line, sizeof(line), fp))
	{
		int jobs[CLASS_COUNT], job_count, job, job_id;
		int type;
		unsigned int ui,maxlv;
		char *split[4];
		if(line[0]=='/' && line[1]=='/')
			continue;
		if (pc_split_str(line,split,4) < 4)
			continue;
		
		job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT);
		if (job_count < 1)
			continue;
		job_id = jobs[0];
		if (!pcdb_checkid(job_id)) {
			ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
			continue;
		}
		type = atoi(split[2]);
		if (type < 0 || type > 1) {
			ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
			continue;
		}
		maxlv = atoi(split[0]);
		if (maxlv > MAX_LEVEL) {
			ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL);
			maxlv = MAX_LEVEL;
		}
		
		job = jobs[0] = pc_class2idx(job_id);
		//We send one less and then one more because the last entry in the exp array should hold 0.
		max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1;
		//Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
		//The reasoning behind the -2 is this... if the max level is 5, then the array
		//should look like this:
	   //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
		while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0)
			max_level[job][type]--;
		if (max_level[job][type] < maxlv) {
			ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job_id, max_level[job][type]);
			ShowInfo("Filling the missing values with the last exp entry.\n");
			//Fill the requested values with the last entry.
			ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2);
			for (; ui+2 < maxlv; ui++)
				exp_table[job][type][ui] = exp_table[job][type][ui-1];
			max_level[job][type] = maxlv;
		}
//		ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]);
		for (i = 1; i < job_count; i++) {
			job_id = jobs[i];
			if (!pcdb_checkid(job_id)) {
				ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
				continue;
			}
			job = pc_class2idx(job_id);
			memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
			max_level[job][type] = maxlv;
//			ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]);
		}
	}
	fclose(fp);
	for (i = 0; i < JOB_MAX; i++) {
		if (!pcdb_checkid(i)) continue;
		if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER)
			continue; //Classes that do not need exp tables.
		j = pc_class2idx(i);
		if (!max_level[j][0])
			ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i);
		if (!max_level[j][1])
			ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i);
	}
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");

	// �X�L���c��?
	memset(skill_tree,0,sizeof(skill_tree));
	sprintf(line, "%s/skill_tree.txt", db_path);
	fp=fopen(line,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", line);
		return 1;
	}

	while(fgets(line, sizeof(line), fp))
	{
		char *split[50];
		int f=0, m=3, idx;
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<14 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(j<13)
			continue;
		if (j == 14) {
			f=1;	// MinJobLvl has been added
			m++;
		}
		// check for bounds [celest]
		idx = atoi(split[0]);
		if(!pcdb_checkid(idx))
			continue;
		idx = pc_class2idx(idx);
		k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
		ARR_FIND( 0, MAX_SKILL_TREE, j, skill_tree[idx][j].id == 0 || skill_tree[idx][j].id == k );
		if( j == MAX_SKILL_TREE )
		{
			ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0]));
			continue;
		}
		skill_tree[idx][j].id=k;
		skill_tree[idx][j].max=atoi(split[2]);
		if (f) skill_tree[idx][j].joblv=atoi(split[3]);

		for(k=0;k<5;k++){
			skill_tree[idx][j].need[k].id=atoi(split[k*2+m]);
			skill_tree[idx][j].need[k].lv=atoi(split[k*2+m+1]);
		}
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");

	// ?���C���e?�u��
	for(i=0;i<4;i++)
		for(j=0;j<ELE_MAX;j++)
			for(k=0;k<ELE_MAX;k++)
				attr_fix_table[i][j][k]=100;

	sprintf(line, "%s/attr_fix.txt", db_path);
	fp=fopen(line,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", line);
		return 1;
	}
	while(fgets(line, sizeof(line), fp))
	{
		char *split[10];
		int lv,n;
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<3 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if( j < 2 )
			continue;

		lv=atoi(split[0]);
		n=atoi(split[1]);

		for(i=0;i<n && i<ELE_MAX;){
			if( !fgets(line, sizeof(line), fp) )
				break;
			if(line[0]=='/' && line[1]=='/')
				continue;

			for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
				while(*p==32 && *p>0)
					p++;
				attr_fix_table[lv-1][i][j]=atoi(p);
				if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
					attr_fix_table[lv-1][i][j] = 0;
				p=strchr(p,',');
				if(p) *p++=0;
			}

			i++;
		}
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");

	// �X�L���c��?
	memset(statp,0,sizeof(statp));
	i=1;
	stat = 45;	// base points
	sprintf(line, "%s/statpoint.txt", db_path);
	fp=fopen(line,"r");
	if(fp == NULL){
		ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
		//return 1;
	} else {
		while(fgets(line, sizeof(line), fp))
		{
			if(line[0]=='/' && line[1]=='/')
				continue;
			if ((stat=strtoul(line,NULL,10))<0)
				stat=0;
			if (i > MAX_LEVEL)
				break;
			statp[i]=stat;			
			i++;
		}
		fclose(fp);
		ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt");
	}
	// generate the remaining parts of the db if necessary
	for (; i <= MAX_LEVEL; i++) {
		stat += (i+15)/5;
		statp[i] = stat;		
	}

	return 0;
}

// Read MOTD on startup. [Valaris]
int pc_read_motd(void)
{
	FILE *fp;
	int ln=0,i=0;

	memset(motd_text,0,sizeof(motd_text));
	if ((fp = fopen(motd_txt, "r")) != NULL) {
		while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) {
			if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/')
				continue;
			for(i=0; motd_text[ln][i]; i++) {
				if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') {
					if(i)
						motd_text[ln][i]=0;
					else
						motd_text[ln][0]=' ';
					ln++;
					break;
				}
			}
		}
		fclose(fp);
	}
	else
		ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
	
	return 0;
}

/*==========================================
 * pc? �W������
 *------------------------------------------*/
void do_final_pc(void)
{
	return;
}

int do_init_pc(void)
{
	pc_readdb();
	pc_read_motd(); // Read MOTD [Valaris]

	memset(&duel_list[0], 0, sizeof(duel_list));

	add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
	add_timer_func_list(pc_eventtimer, "pc_eventtimer");
	add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end");
	add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
	add_timer_func_list(pc_autosave, "pc_autosave");
	add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
	add_timer_func_list(pc_follow_timer, "pc_follow_timer");
	add_timer_func_list(pc_endautobonus, "pc_endautobonus");

	add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);

	if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
		int day_duration = battle_config.day_duration;
		int night_duration = battle_config.night_duration;
		// add night/day timer (by [yor])
		add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
		add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]

		if (!battle_config.night_at_start) {
			night_flag = 0; // 0=day, 1=night [Yor]
			day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
			night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
		} else {
			night_flag = 1; // 0=day, 1=night [Yor]
			day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
			night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
		}
	}

	return 0;
}